s_feedback.c revision bdd15b5749b45929fa642c3e47997f52eb07fbe5
1 2/* 3 * Mesa 3-D graphics library 4 * Version: 5.1 5 * 6 * Copyright (C) 1999-2003 Brian Paul All Rights Reserved. 7 * 8 * Permission is hereby granted, free of charge, to any person obtaining a 9 * copy of this software and associated documentation files (the "Software"), 10 * to deal in the Software without restriction, including without limitation 11 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 12 * and/or sell copies of the Software, and to permit persons to whom the 13 * Software is furnished to do so, subject to the following conditions: 14 * 15 * The above copyright notice and this permission notice shall be included 16 * in all copies or substantial portions of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 24 */ 25 26#include "glheader.h" 27#include "colormac.h" 28#include "context.h" 29#include "enums.h" 30#include "feedback.h" 31#include "macros.h" 32 33#include "s_context.h" 34#include "s_feedback.h" 35#include "s_triangle.h" 36 37 38#define FB_3D 0x01 39#define FB_4D 0x02 40#define FB_INDEX 0x04 41#define FB_COLOR 0x08 42#define FB_TEXTURE 0X10 43 44 45 46 47static void feedback_vertex( GLcontext *ctx, 48 const SWvertex *v, const SWvertex *pv ) 49{ 50 const GLuint texUnit = 0; /* See section 5.3 of 1.2.1 spec */ 51 GLfloat win[4]; 52 GLfloat color[4]; 53 GLfloat tc[4]; 54 55 win[0] = v->win[0]; 56 win[1] = v->win[1]; 57 win[2] = v->win[2] / ctx->DepthMaxF; 58 win[3] = 1.0F / v->win[3]; 59 60 color[0] = CHAN_TO_FLOAT(pv->color[0]); 61 color[1] = CHAN_TO_FLOAT(pv->color[1]); 62 color[2] = CHAN_TO_FLOAT(pv->color[2]); 63 color[3] = CHAN_TO_FLOAT(pv->color[3]); 64 65 if (v->texcoord[texUnit][3] != 1.0 && 66 v->texcoord[texUnit][3] != 0.0) { 67 GLfloat invq = 1.0F / v->texcoord[texUnit][3]; 68 tc[0] = v->texcoord[texUnit][0] * invq; 69 tc[1] = v->texcoord[texUnit][1] * invq; 70 tc[2] = v->texcoord[texUnit][2] * invq; 71 tc[3] = v->texcoord[texUnit][3]; 72 } 73 else { 74 COPY_4V(tc, v->texcoord[texUnit]); 75 } 76 77 _mesa_feedback_vertex( ctx, win, color, (GLfloat) v->index, tc ); 78} 79 80 81/* 82 * Put triangle in feedback buffer. 83 */ 84void _swrast_feedback_triangle( GLcontext *ctx, 85 const SWvertex *v0, 86 const SWvertex *v1, 87 const SWvertex *v2) 88{ 89 if (_swrast_culltriangle( ctx, v0, v1, v2 )) { 90 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN ); 91 FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */ 92 93 if (ctx->Light.ShadeModel == GL_SMOOTH) { 94 feedback_vertex( ctx, v0, v0 ); 95 feedback_vertex( ctx, v1, v1 ); 96 feedback_vertex( ctx, v2, v2 ); 97 } else { 98 feedback_vertex( ctx, v0, v2 ); 99 feedback_vertex( ctx, v1, v2 ); 100 feedback_vertex( ctx, v2, v2 ); 101 } 102 } 103} 104 105 106void _swrast_feedback_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) 107{ 108 GLenum token = GL_LINE_TOKEN; 109 SWcontext *swrast = SWRAST_CONTEXT(ctx); 110 111 if (swrast->StippleCounter==0) 112 token = GL_LINE_RESET_TOKEN; 113 114 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token ); 115 116 if (ctx->Light.ShadeModel == GL_SMOOTH) { 117 feedback_vertex( ctx, v0, v0 ); 118 feedback_vertex( ctx, v1, v1 ); 119 } else { 120 feedback_vertex( ctx, v0, v1 ); 121 feedback_vertex( ctx, v1, v1 ); 122 } 123 124 swrast->StippleCounter++; 125} 126 127 128void _swrast_feedback_point( GLcontext *ctx, const SWvertex *v ) 129{ 130 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN ); 131 feedback_vertex( ctx, v, v ); 132} 133 134 135void _swrast_select_triangle( GLcontext *ctx, 136 const SWvertex *v0, 137 const SWvertex *v1, 138 const SWvertex *v2) 139{ 140 if (_swrast_culltriangle( ctx, v0, v1, v2 )) { 141 const GLfloat zs = 1.0F / ctx->DepthMaxF; 142 143 _mesa_update_hitflag( ctx, v0->win[2] * zs ); 144 _mesa_update_hitflag( ctx, v1->win[2] * zs ); 145 _mesa_update_hitflag( ctx, v2->win[2] * zs ); 146 } 147} 148 149 150void _swrast_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) 151{ 152 const GLfloat zs = 1.0F / ctx->DepthMaxF; 153 _mesa_update_hitflag( ctx, v0->win[2] * zs ); 154 _mesa_update_hitflag( ctx, v1->win[2] * zs ); 155} 156 157 158void _swrast_select_point( GLcontext *ctx, const SWvertex *v ) 159{ 160 const GLfloat zs = 1.0F / ctx->DepthMaxF; 161 _mesa_update_hitflag( ctx, v->win[2] * zs ); 162} 163