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authorKeith Whitwell <keith@tungstengraphics.com>2000-11-05 18:40:57 +0000
committerKeith Whitwell <keith@tungstengraphics.com>2000-11-05 18:40:57 +0000
commit14940c4ffe066a8b85bc14274c19ad3d8e334d61 (patch)
treef131b862b3215f81e638100c86736330c0dd592b /src/mesa/main/feedback.c
parent1e885f6e6ce9c46c3220eb0472bdfe2aa7946596 (diff)
- Changes for new software rasterizer modules
- Remove support for choosing software fallbacks from core code - Remove partial fallback code from vbrender.c -- drivers are now expected to be able to find a triangle/quad function for every state, even if they have to use _swsetup_Triangle or _swsetup_Quad. - Marked derived variables in the GLcontext struct with a leading underscore '_'.
Diffstat (limited to 'src/mesa/main/feedback.c')
-rw-r--r--src/mesa/main/feedback.c162
1 files changed, 4 insertions, 158 deletions
diff --git a/src/mesa/main/feedback.c b/src/mesa/main/feedback.c
index 438fbae469..ea947e9fe4 100644
--- a/src/mesa/main/feedback.c
+++ b/src/mesa/main/feedback.c
@@ -1,4 +1,4 @@
-/* $Id: feedback.c,v 1.15 2000/10/31 18:09:44 keithw Exp $ */
+/* $Id: feedback.c,v 1.16 2000/11/05 18:40:57 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -156,123 +156,6 @@ void gl_feedback_vertex( GLcontext *ctx,
}
}
-
-
-static void feedback_vertex( GLcontext *ctx, GLuint v, GLuint pv )
-{
- GLfloat win[4];
- GLfloat color[4];
- GLfloat tc[4];
- GLuint texUnit = ctx->Texture.CurrentTransformUnit;
- const struct vertex_buffer *VB = ctx->VB;
- GLuint index;
-
- win[0] = VB->Win.data[v][0];
- win[1] = VB->Win.data[v][1];
- win[2] = VB->Win.data[v][2] / ctx->Visual.DepthMaxF;
- win[3] = 1.0 / VB->Win.data[v][3];
-
- if (ctx->Light.ShadeModel == GL_SMOOTH)
- pv = v;
-
- color[0] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][0]);
- color[1] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][1]);
- color[2] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][2]);
- color[3] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][3]);
-
- if (VB->TexCoordPtr[texUnit]->size == 4 &&
- VB->TexCoordPtr[texUnit]->data[v][3] != 0.0) {
- GLfloat invq = 1.0F / VB->TexCoordPtr[texUnit]->data[v][3];
- tc[0] = VB->TexCoordPtr[texUnit]->data[v][0] * invq;
- tc[1] = VB->TexCoordPtr[texUnit]->data[v][1] * invq;
- tc[2] = VB->TexCoordPtr[texUnit]->data[v][2] * invq;
- tc[3] = VB->TexCoordPtr[texUnit]->data[v][3];
- }
- else {
- ASSIGN_4V(tc, 0,0,0,1);
- COPY_SZ_4V(tc,
- VB->TexCoordPtr[texUnit]->size,
- VB->TexCoordPtr[texUnit]->data[v]);
- }
-
- if (VB->IndexPtr)
- index = VB->IndexPtr->data[v];
- else
- index = 0;
-
- gl_feedback_vertex( ctx, win, color, index, tc );
-}
-
-
-static GLboolean cull_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
-{
- struct vertex_buffer *VB = ctx->VB;
- GLfloat (*win)[4] = VB->Win.data;
- GLfloat ex = win[v1][0] - win[v0][0];
- GLfloat ey = win[v1][1] - win[v0][1];
- GLfloat fx = win[v2][0] - win[v0][0];
- GLfloat fy = win[v2][1] - win[v0][1];
- GLfloat c = ex*fy-ey*fx;
-
- if (c * ctx->backface_sign > 0)
- return 0;
-
- return 1;
-}
-
-
-
-/*
- * Put triangle in feedback buffer.
- */
-void gl_feedback_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
-{
- if (cull_triangle( ctx, v0, v1, v2, 0 )) {
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
- FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */
-
- feedback_vertex( ctx, v0, pv );
- feedback_vertex( ctx, v1, pv );
- feedback_vertex( ctx, v2, pv );
- }
-}
-
-
-void gl_feedback_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
-{
- GLenum token = GL_LINE_TOKEN;
-
- if (ctx->StippleCounter==0)
- token = GL_LINE_RESET_TOKEN;
-
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
-
- feedback_vertex( ctx, v1, pv );
- feedback_vertex( ctx, v2, pv );
-
- ctx->StippleCounter++;
-}
-
-
-void gl_feedback_points( GLcontext *ctx, GLuint first, GLuint last )
-{
- const struct vertex_buffer *VB = ctx->VB;
- GLuint i;
-
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
- feedback_vertex( ctx, i, i );
- }
- }
-}
-
-
-
-
-
/**********************************************************************/
/* Selection */
/**********************************************************************/
@@ -320,43 +203,6 @@ void gl_update_hitflag( GLcontext *ctx, GLfloat z )
}
}
-void gl_select_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
-{
- const struct vertex_buffer *VB = ctx->VB;
-
- if (cull_triangle( ctx, v0, v1, v2, 0 )) {
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
- gl_update_hitflag( ctx, VB->Win.data[v0][2] * zs );
- gl_update_hitflag( ctx, VB->Win.data[v1][2] * zs );
- gl_update_hitflag( ctx, VB->Win.data[v2][2] * zs );
- }
-}
-
-
-void gl_select_line( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint pv )
-{
- const struct vertex_buffer *VB = ctx->VB;
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
- gl_update_hitflag( ctx, VB->Win.data[v0][2] * zs );
- gl_update_hitflag( ctx, VB->Win.data[v1][2] * zs );
-}
-
-
-void gl_select_points( GLcontext *ctx, GLuint first, GLuint last )
-{
- struct vertex_buffer *VB = ctx->VB;
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
- GLuint i;
-
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- gl_update_hitflag( ctx, VB->Win.data[i][2] * zs );
- }
- }
-}
-
static void write_hit_record( GLcontext *ctx )
{
@@ -494,7 +340,7 @@ _mesa_RenderMode( GLenum mode )
if (MESA_VERBOSE & VERBOSE_API)
fprintf(stderr, "glRenderMode %s\n", gl_lookup_enum_by_nr(mode));
- ctx->TriangleCaps &= ~(DD_FEEDBACK|DD_SELECT);
+ ctx->_TriangleCaps &= ~(DD_FEEDBACK|DD_SELECT);
switch (ctx->RenderMode) {
case GL_RENDER:
@@ -539,14 +385,14 @@ _mesa_RenderMode( GLenum mode )
case GL_RENDER:
break;
case GL_SELECT:
- ctx->TriangleCaps |= DD_SELECT;
+ ctx->_TriangleCaps |= DD_SELECT;
if (ctx->Select.BufferSize==0) {
/* haven't called glSelectBuffer yet */
gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
}
break;
case GL_FEEDBACK:
- ctx->TriangleCaps |= DD_FEEDBACK;
+ ctx->_TriangleCaps |= DD_FEEDBACK;
if (ctx->Feedback.BufferSize==0) {
/* haven't called glFeedbackBuffer yet */
gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );