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