s_feedback.c revision c1f859d4
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/enums.h"
29#include "main/feedback.h"
30#include "main/macros.h"
31
32#include "s_context.h"
33#include "s_feedback.h"
34#include "s_triangle.h"
35
36
37
38static void
39feedback_vertex(GLcontext * ctx, const SWvertex * v, const SWvertex * pv)
40{
41   GLfloat win[4];
42   const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0];
43   const GLfloat *color = v->attrib[FRAG_ATTRIB_COL0];
44
45   win[0] = v->attrib[FRAG_ATTRIB_WPOS][0];
46   win[1] = v->attrib[FRAG_ATTRIB_WPOS][1];
47   win[2] = v->attrib[FRAG_ATTRIB_WPOS][2] / ctx->DrawBuffer->_DepthMaxF;
48   win[3] = 1.0F / v->attrib[FRAG_ATTRIB_WPOS][3];
49
50   _mesa_feedback_vertex(ctx, win, color, v->attrib[FRAG_ATTRIB_CI][0], vtc);
51}
52
53
54/*
55 * Put triangle in feedback buffer.
56 */
57void
58_swrast_feedback_triangle(GLcontext *ctx, const SWvertex *v0,
59                          const SWvertex *v1, const SWvertex *v2)
60{
61   if (_swrast_culltriangle(ctx, v0, v1, v2)) {
62      FEEDBACK_TOKEN(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN);
63      FEEDBACK_TOKEN(ctx, (GLfloat) 3); /* three vertices */
64
65      if (ctx->Light.ShadeModel == GL_SMOOTH) {
66         feedback_vertex(ctx, v0, v0);
67         feedback_vertex(ctx, v1, v1);
68         feedback_vertex(ctx, v2, v2);
69      }
70      else {
71         feedback_vertex(ctx, v0, v2);
72         feedback_vertex(ctx, v1, v2);
73         feedback_vertex(ctx, v2, v2);
74      }
75   }
76}
77
78
79void
80_swrast_feedback_line(GLcontext *ctx, const SWvertex *v0,
81                      const SWvertex *v1)
82{
83   GLenum token = GL_LINE_TOKEN;
84   SWcontext *swrast = SWRAST_CONTEXT(ctx);
85
86   if (swrast->StippleCounter == 0)
87      token = GL_LINE_RESET_TOKEN;
88
89   FEEDBACK_TOKEN(ctx, (GLfloat) (GLint) token);
90
91   if (ctx->Light.ShadeModel == GL_SMOOTH) {
92      feedback_vertex(ctx, v0, v0);
93      feedback_vertex(ctx, v1, v1);
94   }
95   else {
96      feedback_vertex(ctx, v0, v1);
97      feedback_vertex(ctx, v1, v1);
98   }
99
100   swrast->StippleCounter++;
101}
102
103
104void
105_swrast_feedback_point(GLcontext *ctx, const SWvertex *v)
106{
107   FEEDBACK_TOKEN(ctx, (GLfloat) (GLint) GL_POINT_TOKEN);
108   feedback_vertex(ctx, v, v);
109}
110
111
112void
113_swrast_select_triangle(GLcontext *ctx, const SWvertex *v0,
114                        const SWvertex *v1, const SWvertex *v2)
115{
116   if (_swrast_culltriangle(ctx, v0, v1, v2)) {
117      const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
118
119      _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs );
120      _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs );
121      _mesa_update_hitflag( ctx, v2->attrib[FRAG_ATTRIB_WPOS][2] * zs );
122   }
123}
124
125
126void
127_swrast_select_line(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
128{
129   const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
130   _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs );
131   _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs );
132}
133
134
135void
136_swrast_select_point(GLcontext *ctx, const SWvertex *v)
137{
138   const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
139   _mesa_update_hitflag( ctx, v->attrib[FRAG_ATTRIB_WPOS][2] * zs );
140}
141