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/feedback.h"
27#include "main/macros.h"
28
29#include "s_context.h"
30#include "s_feedback.h"
31#include "s_triangle.h"
32
33
34
35static void
36feedback_vertex(struct gl_context * ctx, const SWvertex * v, const SWvertex * pv)
37{
38   GLfloat win[4];
39   const GLfloat *vtc = v->attrib[VARYING_SLOT_TEX0];
40   const GLfloat *color = v->attrib[VARYING_SLOT_COL0];
41
42   win[0] = v->attrib[VARYING_SLOT_POS][0];
43   win[1] = v->attrib[VARYING_SLOT_POS][1];
44   win[2] = v->attrib[VARYING_SLOT_POS][2] / ctx->DrawBuffer->_DepthMaxF;
45   win[3] = 1.0F / v->attrib[VARYING_SLOT_POS][3];
46
47   _mesa_feedback_vertex(ctx, win, color, vtc);
48}
49
50
51/*
52 * Put triangle in feedback buffer.
53 */
54void
55_swrast_feedback_triangle(struct gl_context *ctx, const SWvertex *v0,
56                          const SWvertex *v1, const SWvertex *v2)
57{
58   if (!_swrast_culltriangle(ctx, v0, v1, v2)) {
59      _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN);
60      _mesa_feedback_token(ctx, (GLfloat) 3); /* three vertices */
61
62      if (ctx->Light.ShadeModel == GL_SMOOTH) {
63         feedback_vertex(ctx, v0, v0);
64         feedback_vertex(ctx, v1, v1);
65         feedback_vertex(ctx, v2, v2);
66      }
67      else {
68         feedback_vertex(ctx, v0, v2);
69         feedback_vertex(ctx, v1, v2);
70         feedback_vertex(ctx, v2, v2);
71      }
72   }
73}
74
75
76void
77_swrast_feedback_line(struct gl_context *ctx, const SWvertex *v0,
78                      const SWvertex *v1)
79{
80   GLenum token = GL_LINE_TOKEN;
81   SWcontext *swrast = SWRAST_CONTEXT(ctx);
82
83   if (swrast->StippleCounter == 0)
84      token = GL_LINE_RESET_TOKEN;
85
86   _mesa_feedback_token(ctx, (GLfloat) (GLint) token);
87
88   if (ctx->Light.ShadeModel == GL_SMOOTH) {
89      feedback_vertex(ctx, v0, v0);
90      feedback_vertex(ctx, v1, v1);
91   }
92   else {
93      feedback_vertex(ctx, v0, v1);
94      feedback_vertex(ctx, v1, v1);
95   }
96
97   swrast->StippleCounter++;
98}
99
100
101void
102_swrast_feedback_point(struct gl_context *ctx, const SWvertex *v)
103{
104   _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POINT_TOKEN);
105   feedback_vertex(ctx, v, v);
106}
107
108
109void
110_swrast_select_triangle(struct gl_context *ctx, const SWvertex *v0,
111                        const SWvertex *v1, const SWvertex *v2)
112{
113   if (!_swrast_culltriangle(ctx, v0, v1, v2)) {
114      const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
115
116      _mesa_update_hitflag( ctx, v0->attrib[VARYING_SLOT_POS][2] * zs );
117      _mesa_update_hitflag( ctx, v1->attrib[VARYING_SLOT_POS][2] * zs );
118      _mesa_update_hitflag( ctx, v2->attrib[VARYING_SLOT_POS][2] * zs );
119   }
120}
121
122
123void
124_swrast_select_line(struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1)
125{
126   const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
127   _mesa_update_hitflag( ctx, v0->attrib[VARYING_SLOT_POS][2] * zs );
128   _mesa_update_hitflag( ctx, v1->attrib[VARYING_SLOT_POS][2] * zs );
129}
130
131
132void
133_swrast_select_point(struct gl_context *ctx, const SWvertex *v)
134{
135   const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
136   _mesa_update_hitflag( ctx, v->attrib[VARYING_SLOT_POS][2] * zs );
137}
138