s_feedback.c revision 848b8605
1/*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25#include "main/glheader.h"
26#include "main/colormac.h"
27#include "main/feedback.h"
28#include "main/macros.h"
29
30#include "s_context.h"
31#include "s_feedback.h"
32#include "s_triangle.h"
33
34
35
36static void
37feedback_vertex(struct gl_context * ctx, const SWvertex * v, const SWvertex * pv)
38{
39   GLfloat win[4];
40   const GLfloat *vtc = v->attrib[VARYING_SLOT_TEX0];
41   const GLfloat *color = v->attrib[VARYING_SLOT_COL0];
42
43   win[0] = v->attrib[VARYING_SLOT_POS][0];
44   win[1] = v->attrib[VARYING_SLOT_POS][1];
45   win[2] = v->attrib[VARYING_SLOT_POS][2] / ctx->DrawBuffer->_DepthMaxF;
46   win[3] = 1.0F / v->attrib[VARYING_SLOT_POS][3];
47
48   _mesa_feedback_vertex(ctx, win, color, vtc);
49}
50
51
52/*
53 * Put triangle in feedback buffer.
54 */
55void
56_swrast_feedback_triangle(struct gl_context *ctx, const SWvertex *v0,
57                          const SWvertex *v1, const SWvertex *v2)
58{
59   if (!_swrast_culltriangle(ctx, v0, v1, v2)) {
60      _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN);
61      _mesa_feedback_token(ctx, (GLfloat) 3); /* three vertices */
62
63      if (ctx->Light.ShadeModel == GL_SMOOTH) {
64         feedback_vertex(ctx, v0, v0);
65         feedback_vertex(ctx, v1, v1);
66         feedback_vertex(ctx, v2, v2);
67      }
68      else {
69         feedback_vertex(ctx, v0, v2);
70         feedback_vertex(ctx, v1, v2);
71         feedback_vertex(ctx, v2, v2);
72      }
73   }
74}
75
76
77void
78_swrast_feedback_line(struct gl_context *ctx, const SWvertex *v0,
79                      const SWvertex *v1)
80{
81   GLenum token = GL_LINE_TOKEN;
82   SWcontext *swrast = SWRAST_CONTEXT(ctx);
83
84   if (swrast->StippleCounter == 0)
85      token = GL_LINE_RESET_TOKEN;
86
87   _mesa_feedback_token(ctx, (GLfloat) (GLint) token);
88
89   if (ctx->Light.ShadeModel == GL_SMOOTH) {
90      feedback_vertex(ctx, v0, v0);
91      feedback_vertex(ctx, v1, v1);
92   }
93   else {
94      feedback_vertex(ctx, v0, v1);
95      feedback_vertex(ctx, v1, v1);
96   }
97
98   swrast->StippleCounter++;
99}
100
101
102void
103_swrast_feedback_point(struct gl_context *ctx, const SWvertex *v)
104{
105   _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POINT_TOKEN);
106   feedback_vertex(ctx, v, v);
107}
108
109
110void
111_swrast_select_triangle(struct gl_context *ctx, const SWvertex *v0,
112                        const SWvertex *v1, const SWvertex *v2)
113{
114   if (!_swrast_culltriangle(ctx, v0, v1, v2)) {
115      const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
116
117      _mesa_update_hitflag( ctx, v0->attrib[VARYING_SLOT_POS][2] * zs );
118      _mesa_update_hitflag( ctx, v1->attrib[VARYING_SLOT_POS][2] * zs );
119      _mesa_update_hitflag( ctx, v2->attrib[VARYING_SLOT_POS][2] * zs );
120   }
121}
122
123
124void
125_swrast_select_line(struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1)
126{
127   const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
128   _mesa_update_hitflag( ctx, v0->attrib[VARYING_SLOT_POS][2] * zs );
129   _mesa_update_hitflag( ctx, v1->attrib[VARYING_SLOT_POS][2] * zs );
130}
131
132
133void
134_swrast_select_point(struct gl_context *ctx, const SWvertex *v)
135{
136   const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
137   _mesa_update_hitflag( ctx, v->attrib[VARYING_SLOT_POS][2] * zs );
138}
139