s_feedback.c revision 7c4268176eaaeb45003db4d5042a518b84c9f6dc
1/* $Id: s_feedback.c,v 1.9 2001/09/19 20:30:44 kschultz Exp $ */ 2 3/* 4 * Mesa 3-D graphics library 5 * Version: 3.5 6 * 7 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. 8 * 9 * Permission is hereby granted, free of charge, to any person obtaining a 10 * copy of this software and associated documentation files (the "Software"), 11 * to deal in the Software without restriction, including without limitation 12 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 13 * and/or sell copies of the Software, and to permit persons to whom the 14 * Software is furnished to do so, subject to the following conditions: 15 * 16 * The above copyright notice and this permission notice shall be included 17 * in all copies or substantial portions of the Software. 18 * 19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 */ 26 27#include "glheader.h" 28#include "colormac.h" 29#include "context.h" 30#include "enums.h" 31#include "feedback.h" 32#include "macros.h" 33#include "mmath.h" 34 35#include "s_context.h" 36#include "s_feedback.h" 37#include "s_triangle.h" 38 39 40#define FB_3D 0x01 41#define FB_4D 0x02 42#define FB_INDEX 0x04 43#define FB_COLOR 0x08 44#define FB_TEXTURE 0X10 45 46 47 48 49static void feedback_vertex( GLcontext *ctx, 50 const SWvertex *v, const SWvertex *pv ) 51{ 52 const GLuint texUnit = 0; /* See section 5.3 of 1.2.1 spec */ 53 GLfloat win[4]; 54 GLfloat color[4]; 55 GLfloat tc[4]; 56 GLuint index; 57 58 win[0] = v->win[0]; 59 win[1] = v->win[1]; 60 win[2] = v->win[2] / ctx->DepthMaxF; 61 win[3] = 1.0F / v->win[3]; 62 63 color[0] = CHAN_TO_FLOAT(pv->color[0]); 64 color[1] = CHAN_TO_FLOAT(pv->color[1]); 65 color[2] = CHAN_TO_FLOAT(pv->color[2]); 66 color[3] = CHAN_TO_FLOAT(pv->color[3]); 67 68 if (v->texcoord[texUnit][3] != 1.0 && 69 v->texcoord[texUnit][3] != 0.0) { 70 GLfloat invq = 1.0F / v->texcoord[texUnit][3]; 71 tc[0] = v->texcoord[texUnit][0] * invq; 72 tc[1] = v->texcoord[texUnit][1] * invq; 73 tc[2] = v->texcoord[texUnit][2] * invq; 74 tc[3] = v->texcoord[texUnit][3]; 75 } 76 else { 77 COPY_4V(tc, v->texcoord[texUnit]); 78 } 79 80 index = v->index; 81 82 _mesa_feedback_vertex( ctx, win, color, index, tc ); 83} 84 85 86/* 87 * Put triangle in feedback buffer. 88 */ 89void _mesa_feedback_triangle( GLcontext *ctx, 90 const SWvertex *v0, 91 const SWvertex *v1, 92 const SWvertex *v2) 93{ 94 if (_mesa_cull_triangle( ctx, v0, v1, v2 )) { 95 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN ); 96 FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */ 97 98 if (ctx->Light.ShadeModel == GL_SMOOTH) { 99 feedback_vertex( ctx, v0, v0 ); 100 feedback_vertex( ctx, v1, v1 ); 101 feedback_vertex( ctx, v2, v2 ); 102 } else { 103 feedback_vertex( ctx, v0, v2 ); 104 feedback_vertex( ctx, v1, v2 ); 105 feedback_vertex( ctx, v2, v2 ); 106 } 107 } 108} 109 110 111void _mesa_feedback_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) 112{ 113 GLenum token = GL_LINE_TOKEN; 114 SWcontext *swrast = SWRAST_CONTEXT(ctx); 115 116 if (swrast->StippleCounter==0) 117 token = GL_LINE_RESET_TOKEN; 118 119 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token ); 120 121 if (ctx->Light.ShadeModel == GL_SMOOTH) { 122 feedback_vertex( ctx, v0, v0 ); 123 feedback_vertex( ctx, v1, v1 ); 124 } else { 125 feedback_vertex( ctx, v0, v1 ); 126 feedback_vertex( ctx, v1, v1 ); 127 } 128 129 swrast->StippleCounter++; 130} 131 132 133void _mesa_feedback_point( GLcontext *ctx, const SWvertex *v ) 134{ 135 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN ); 136 feedback_vertex( ctx, v, v ); 137} 138 139 140void _mesa_select_triangle( GLcontext *ctx, 141 const SWvertex *v0, 142 const SWvertex *v1, 143 const SWvertex *v2) 144{ 145 if (_mesa_cull_triangle( ctx, v0, v1, v2 )) { 146 const GLfloat zs = 1.0F / ctx->DepthMaxF; 147 148 _mesa_update_hitflag( ctx, v0->win[2] * zs ); 149 _mesa_update_hitflag( ctx, v1->win[2] * zs ); 150 _mesa_update_hitflag( ctx, v2->win[2] * zs ); 151 } 152} 153 154 155void _mesa_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) 156{ 157 const GLfloat zs = 1.0F / ctx->DepthMaxF; 158 _mesa_update_hitflag( ctx, v0->win[2] * zs ); 159 _mesa_update_hitflag( ctx, v1->win[2] * zs ); 160} 161 162 163void _mesa_select_point( GLcontext *ctx, const SWvertex *v ) 164{ 165 const GLfloat zs = 1.0F / ctx->DepthMaxF; 166 _mesa_update_hitflag( ctx, v->win[2] * zs ); 167} 168