s_feedback.c revision 4a49301e
1/* 2 * Mesa 3-D graphics library 3 * Version: 7.0 4 * 5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25#include "main/glheader.h" 26#include "main/colormac.h" 27#include "main/context.h" 28#include "main/feedback.h" 29#include "main/macros.h" 30 31#include "s_context.h" 32#include "s_feedback.h" 33#include "s_triangle.h" 34 35 36 37static void 38feedback_vertex(GLcontext * ctx, const SWvertex * v, const SWvertex * pv) 39{ 40 GLfloat win[4]; 41 const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0]; 42 const GLfloat *color = v->attrib[FRAG_ATTRIB_COL0]; 43 44 win[0] = v->attrib[FRAG_ATTRIB_WPOS][0]; 45 win[1] = v->attrib[FRAG_ATTRIB_WPOS][1]; 46 win[2] = v->attrib[FRAG_ATTRIB_WPOS][2] / ctx->DrawBuffer->_DepthMaxF; 47 win[3] = 1.0F / v->attrib[FRAG_ATTRIB_WPOS][3]; 48 49 _mesa_feedback_vertex(ctx, win, color, v->attrib[FRAG_ATTRIB_CI][0], vtc); 50} 51 52 53/* 54 * Put triangle in feedback buffer. 55 */ 56void 57_swrast_feedback_triangle(GLcontext *ctx, const SWvertex *v0, 58 const SWvertex *v1, const SWvertex *v2) 59{ 60 if (!_swrast_culltriangle(ctx, v0, v1, v2)) { 61 _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN); 62 _mesa_feedback_token(ctx, (GLfloat) 3); /* three vertices */ 63 64 if (ctx->Light.ShadeModel == GL_SMOOTH) { 65 feedback_vertex(ctx, v0, v0); 66 feedback_vertex(ctx, v1, v1); 67 feedback_vertex(ctx, v2, v2); 68 } 69 else { 70 feedback_vertex(ctx, v0, v2); 71 feedback_vertex(ctx, v1, v2); 72 feedback_vertex(ctx, v2, v2); 73 } 74 } 75} 76 77 78void 79_swrast_feedback_line(GLcontext *ctx, const SWvertex *v0, 80 const SWvertex *v1) 81{ 82 GLenum token = GL_LINE_TOKEN; 83 SWcontext *swrast = SWRAST_CONTEXT(ctx); 84 85 if (swrast->StippleCounter == 0) 86 token = GL_LINE_RESET_TOKEN; 87 88 _mesa_feedback_token(ctx, (GLfloat) (GLint) token); 89 90 if (ctx->Light.ShadeModel == GL_SMOOTH) { 91 feedback_vertex(ctx, v0, v0); 92 feedback_vertex(ctx, v1, v1); 93 } 94 else { 95 feedback_vertex(ctx, v0, v1); 96 feedback_vertex(ctx, v1, v1); 97 } 98 99 swrast->StippleCounter++; 100} 101 102 103void 104_swrast_feedback_point(GLcontext *ctx, const SWvertex *v) 105{ 106 _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POINT_TOKEN); 107 feedback_vertex(ctx, v, v); 108} 109 110 111void 112_swrast_select_triangle(GLcontext *ctx, const SWvertex *v0, 113 const SWvertex *v1, const SWvertex *v2) 114{ 115 if (!_swrast_culltriangle(ctx, v0, v1, v2)) { 116 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; 117 118 _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs ); 119 _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs ); 120 _mesa_update_hitflag( ctx, v2->attrib[FRAG_ATTRIB_WPOS][2] * zs ); 121 } 122} 123 124 125void 126_swrast_select_line(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1) 127{ 128 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; 129 _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs ); 130 _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs ); 131} 132 133 134void 135_swrast_select_point(GLcontext *ctx, const SWvertex *v) 136{ 137 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; 138 _mesa_update_hitflag( ctx, v->attrib[FRAG_ATTRIB_WPOS][2] * zs ); 139} 140