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/*
* Mesa 3-D graphics library
* Version: 7.0
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "main/glheader.h"
#include "main/colormac.h"
#include "main/context.h"
#include "main/enums.h"
#include "main/feedback.h"
#include "main/macros.h"
#include "s_context.h"
#include "s_feedback.h"
#include "s_triangle.h"
static void
feedback_vertex(GLcontext * ctx, const SWvertex * v, const SWvertex * pv)
{
GLfloat win[4];
const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0];
const GLfloat *color = v->attrib[FRAG_ATTRIB_COL0];
win[0] = v->attrib[FRAG_ATTRIB_WPOS][0];
win[1] = v->attrib[FRAG_ATTRIB_WPOS][1];
win[2] = v->attrib[FRAG_ATTRIB_WPOS][2] / ctx->DrawBuffer->_DepthMaxF;
win[3] = 1.0F / v->attrib[FRAG_ATTRIB_WPOS][3];
_mesa_feedback_vertex(ctx, win, color, v->attrib[FRAG_ATTRIB_CI][0], vtc);
}
/*
* Put triangle in feedback buffer.
*/
void
_swrast_feedback_triangle(GLcontext *ctx, const SWvertex *v0,
const SWvertex *v1, const SWvertex *v2)
{
if (_swrast_culltriangle(ctx, v0, v1, v2)) {
_mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN);
_mesa_feedback_token(ctx, (GLfloat) 3); /* three vertices */
if (ctx->Light.ShadeModel == GL_SMOOTH) {
feedback_vertex(ctx, v0, v0);
feedback_vertex(ctx, v1, v1);
feedback_vertex(ctx, v2, v2);
}
else {
feedback_vertex(ctx, v0, v2);
feedback_vertex(ctx, v1, v2);
feedback_vertex(ctx, v2, v2);
}
}
}
void
_swrast_feedback_line(GLcontext *ctx, const SWvertex *v0,
const SWvertex *v1)
{
GLenum token = GL_LINE_TOKEN;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (swrast->StippleCounter == 0)
token = GL_LINE_RESET_TOKEN;
_mesa_feedback_token(ctx, (GLfloat) (GLint) token);
if (ctx->Light.ShadeModel == GL_SMOOTH) {
feedback_vertex(ctx, v0, v0);
feedback_vertex(ctx, v1, v1);
}
else {
feedback_vertex(ctx, v0, v1);
feedback_vertex(ctx, v1, v1);
}
swrast->StippleCounter++;
}
void
_swrast_feedback_point(GLcontext *ctx, const SWvertex *v)
{
_mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POINT_TOKEN);
feedback_vertex(ctx, v, v);
}
void
_swrast_select_triangle(GLcontext *ctx, const SWvertex *v0,
const SWvertex *v1, const SWvertex *v2)
{
if (_swrast_culltriangle(ctx, v0, v1, v2)) {
const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
_mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs );
_mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs );
_mesa_update_hitflag( ctx, v2->attrib[FRAG_ATTRIB_WPOS][2] * zs );
}
}
void
_swrast_select_line(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
{
const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
_mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs );
_mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs );
}
void
_swrast_select_point(GLcontext *ctx, const SWvertex *v)
{
const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
_mesa_update_hitflag( ctx, v->attrib[FRAG_ATTRIB_WPOS][2] * zs );
}
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