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/* $Id: s_feedback.c,v 1.1 2003-02-28 11:49:41 pj Exp $ */
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/*
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 * Mesa 3-D graphics library
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 * Version:  3.5
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 *
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 * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 */
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#include "glheader.h"
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#include "colormac.h"
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#include "context.h"
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#include "enums.h"
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#include "feedback.h"
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#include "macros.h"
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#include "mmath.h"
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#include "s_context.h"
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#include "s_feedback.h"
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#include "s_triangle.h"
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#define FB_3D           0x01
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#define FB_4D           0x02
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#define FB_INDEX        0x04
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#define FB_COLOR        0x08
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#define FB_TEXTURE      0X10
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static void feedback_vertex( GLcontext *ctx,
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                             const SWvertex *v, const SWvertex *pv )
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{
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   const GLuint texUnit = 0;  /* See section 5.3 of 1.2.1 spec */
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   GLfloat win[4];
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   GLfloat color[4];
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   GLfloat tc[4];
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   GLuint index;
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   win[0] = v->win[0];
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   win[1] = v->win[1];
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   win[2] = v->win[2] / ctx->DepthMaxF;
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   win[3] = 1.0F / v->win[3];
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   color[0] = CHAN_TO_FLOAT(pv->color[0]);
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   color[1] = CHAN_TO_FLOAT(pv->color[1]);
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   color[2] = CHAN_TO_FLOAT(pv->color[2]);
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   color[3] = CHAN_TO_FLOAT(pv->color[3]);
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   if (v->texcoord[texUnit][3] != 1.0 &&
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       v->texcoord[texUnit][3] != 0.0) {
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      GLfloat invq = 1.0F / v->texcoord[texUnit][3];
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      tc[0] = v->texcoord[texUnit][0] * invq;
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      tc[1] = v->texcoord[texUnit][1] * invq;
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      tc[2] = v->texcoord[texUnit][2] * invq;
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      tc[3] = v->texcoord[texUnit][3];
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   }
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   else {
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      COPY_4V(tc, v->texcoord[texUnit]);
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   }
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   index = v->index;
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   _mesa_feedback_vertex( ctx, win, color, index, tc );
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}
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/*
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 * Put triangle in feedback buffer.
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 */
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void _mesa_feedback_triangle( GLcontext *ctx,
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                           const SWvertex *v0,
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                           const SWvertex *v1,
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                           const SWvertex *v2)
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{
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   if (_mesa_cull_triangle( ctx, v0, v1, v2 )) {
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      FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
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      FEEDBACK_TOKEN( ctx, (GLfloat) 3 );        /* three vertices */
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      if (ctx->Light.ShadeModel == GL_SMOOTH) {
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         feedback_vertex( ctx, v0, v0 );
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         feedback_vertex( ctx, v1, v1 );
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         feedback_vertex( ctx, v2, v2 );
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      } else {
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         feedback_vertex( ctx, v0, v2 );
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         feedback_vertex( ctx, v1, v2 );
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         feedback_vertex( ctx, v2, v2 );
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      }
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   }
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}
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void _mesa_feedback_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
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{
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   GLenum token = GL_LINE_TOKEN;
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   SWcontext *swrast = SWRAST_CONTEXT(ctx);
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   if (swrast->StippleCounter==0)
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      token = GL_LINE_RESET_TOKEN;
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   FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
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   if (ctx->Light.ShadeModel == GL_SMOOTH) {
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      feedback_vertex( ctx, v0, v0 );
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      feedback_vertex( ctx, v1, v1 );
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   } else {
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      feedback_vertex( ctx, v0, v1 );
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      feedback_vertex( ctx, v1, v1 );
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   }
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   swrast->StippleCounter++;
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}
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void _mesa_feedback_point( GLcontext *ctx, const SWvertex *v )
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{
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   FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
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   feedback_vertex( ctx, v, v );
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}
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void _mesa_select_triangle( GLcontext *ctx,
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                         const SWvertex *v0,
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                         const SWvertex *v1,
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                         const SWvertex *v2)
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{
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   if (_mesa_cull_triangle( ctx, v0, v1, v2 )) {
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      const GLfloat zs = 1.0F / ctx->DepthMaxF;
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      _mesa_update_hitflag( ctx, v0->win[2] * zs );
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      _mesa_update_hitflag( ctx, v1->win[2] * zs );
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      _mesa_update_hitflag( ctx, v2->win[2] * zs );
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   }
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}
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void _mesa_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
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{
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   const GLfloat zs = 1.0F / ctx->DepthMaxF;
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   _mesa_update_hitflag( ctx, v0->win[2] * zs );
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   _mesa_update_hitflag( ctx, v1->win[2] * zs );
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}
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void _mesa_select_point( GLcontext *ctx, const SWvertex *v )
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{
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   const GLfloat zs = 1.0F / ctx->DepthMaxF;
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   _mesa_update_hitflag( ctx, v->win[2] * zs );
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}