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