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