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57 | pj | 1 | /* $Id: s_feedback.c,v 1.1 2003-02-28 11:49:41 pj Exp $ */ |
2 | |||
3 | /* |
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4 | * Mesa 3-D graphics library |
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5 | * Version: 3.5 |
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6 | * |
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7 | * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. |
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8 | * |
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9 | * Permission is hereby granted, free of charge, to any person obtaining a |
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10 | * copy of this software and associated documentation files (the "Software"), |
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11 | * to deal in the Software without restriction, including without limitation |
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12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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13 | * and/or sell copies of the Software, and to permit persons to whom the |
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14 | * Software is furnished to do so, subject to the following conditions: |
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15 | * |
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16 | * The above copyright notice and this permission notice shall be included |
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17 | * in all copies or substantial portions of the Software. |
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18 | * |
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19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
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20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
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23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
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24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
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25 | */ |
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26 | |||
27 | #include "glheader.h" |
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28 | #include "colormac.h" |
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29 | #include "context.h" |
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30 | #include "enums.h" |
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31 | #include "feedback.h" |
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32 | #include "macros.h" |
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33 | #include "mmath.h" |
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34 | |||
35 | #include "s_context.h" |
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36 | #include "s_feedback.h" |
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37 | #include "s_triangle.h" |
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38 | |||
39 | |||
40 | #define FB_3D 0x01 |
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41 | #define FB_4D 0x02 |
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42 | #define FB_INDEX 0x04 |
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43 | #define FB_COLOR 0x08 |
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44 | #define FB_TEXTURE 0X10 |
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45 | |||
46 | |||
47 | |||
48 | |||
49 | static void feedback_vertex( GLcontext *ctx, |
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50 | const SWvertex *v, const SWvertex *pv ) |
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51 | { |
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52 | const GLuint texUnit = 0; /* See section 5.3 of 1.2.1 spec */ |
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53 | GLfloat win[4]; |
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54 | GLfloat color[4]; |
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55 | GLfloat tc[4]; |
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56 | GLuint index; |
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57 | |||
58 | win[0] = v->win[0]; |
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59 | win[1] = v->win[1]; |
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60 | win[2] = v->win[2] / ctx->DepthMaxF; |
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61 | win[3] = 1.0F / v->win[3]; |
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62 | |||
63 | color[0] = CHAN_TO_FLOAT(pv->color[0]); |
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64 | color[1] = CHAN_TO_FLOAT(pv->color[1]); |
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65 | color[2] = CHAN_TO_FLOAT(pv->color[2]); |
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66 | color[3] = CHAN_TO_FLOAT(pv->color[3]); |
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67 | |||
68 | if (v->texcoord[texUnit][3] != 1.0 && |
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69 | v->texcoord[texUnit][3] != 0.0) { |
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70 | GLfloat invq = 1.0F / v->texcoord[texUnit][3]; |
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71 | tc[0] = v->texcoord[texUnit][0] * invq; |
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72 | tc[1] = v->texcoord[texUnit][1] * invq; |
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73 | tc[2] = v->texcoord[texUnit][2] * invq; |
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74 | tc[3] = v->texcoord[texUnit][3]; |
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75 | } |
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76 | else { |
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77 | COPY_4V(tc, v->texcoord[texUnit]); |
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78 | } |
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79 | |||
80 | index = v->index; |
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81 | |||
82 | _mesa_feedback_vertex( ctx, win, color, index, tc ); |
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83 | } |
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84 | |||
85 | |||
86 | /* |
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87 | * Put triangle in feedback buffer. |
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88 | */ |
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89 | void _mesa_feedback_triangle( GLcontext *ctx, |
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90 | const SWvertex *v0, |
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91 | const SWvertex *v1, |
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92 | const SWvertex *v2) |
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93 | { |
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94 | if (_mesa_cull_triangle( ctx, v0, v1, v2 )) { |
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95 | FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN ); |
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96 | FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */ |
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97 | |||
98 | if (ctx->Light.ShadeModel == GL_SMOOTH) { |
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99 | feedback_vertex( ctx, v0, v0 ); |
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100 | feedback_vertex( ctx, v1, v1 ); |
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101 | feedback_vertex( ctx, v2, v2 ); |
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102 | } else { |
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103 | feedback_vertex( ctx, v0, v2 ); |
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104 | feedback_vertex( ctx, v1, v2 ); |
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105 | feedback_vertex( ctx, v2, v2 ); |
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106 | } |
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107 | } |
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108 | } |
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109 | |||
110 | |||
111 | void _mesa_feedback_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) |
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112 | { |
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113 | GLenum token = GL_LINE_TOKEN; |
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114 | SWcontext *swrast = SWRAST_CONTEXT(ctx); |
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115 | |||
116 | if (swrast->StippleCounter==0) |
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117 | token = GL_LINE_RESET_TOKEN; |
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118 | |||
119 | FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token ); |
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120 | |||
121 | if (ctx->Light.ShadeModel == GL_SMOOTH) { |
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122 | feedback_vertex( ctx, v0, v0 ); |
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123 | feedback_vertex( ctx, v1, v1 ); |
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124 | } else { |
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125 | feedback_vertex( ctx, v0, v1 ); |
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126 | feedback_vertex( ctx, v1, v1 ); |
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127 | } |
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128 | |||
129 | swrast->StippleCounter++; |
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130 | } |
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131 | |||
132 | |||
133 | void _mesa_feedback_point( GLcontext *ctx, const SWvertex *v ) |
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134 | { |
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135 | FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN ); |
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136 | feedback_vertex( ctx, v, v ); |
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137 | } |
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138 | |||
139 | |||
140 | void _mesa_select_triangle( GLcontext *ctx, |
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141 | const SWvertex *v0, |
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142 | const SWvertex *v1, |
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143 | const SWvertex *v2) |
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144 | { |
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145 | if (_mesa_cull_triangle( ctx, v0, v1, v2 )) { |
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146 | const GLfloat zs = 1.0F / ctx->DepthMaxF; |
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147 | |||
148 | _mesa_update_hitflag( ctx, v0->win[2] * zs ); |
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149 | _mesa_update_hitflag( ctx, v1->win[2] * zs ); |
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150 | _mesa_update_hitflag( ctx, v2->win[2] * zs ); |
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151 | } |
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152 | } |
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153 | |||
154 | |||
155 | void _mesa_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) |
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156 | { |
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157 | const GLfloat zs = 1.0F / ctx->DepthMaxF; |
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158 | _mesa_update_hitflag( ctx, v0->win[2] * zs ); |
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159 | _mesa_update_hitflag( ctx, v1->win[2] * zs ); |
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160 | } |
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161 | |||
162 | |||
163 | void _mesa_select_point( GLcontext *ctx, const SWvertex *v ) |
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164 | { |
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165 | const GLfloat zs = 1.0F / ctx->DepthMaxF; |
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166 | _mesa_update_hitflag( ctx, v->win[2] * zs ); |
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167 | } |