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/*
* Mesa 3-D graphics library
* Version: 5.1
*
* Copyright (C) 1999-2003 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 "glheader.h"
#include "colormac.h"
#include "context.h"
#include "enums.h"
#include "feedback.h"
#include "macros.h"
#include "s_context.h"
#include "s_feedback.h"
#include "s_triangle.h"
#define FB_3D 0x01
#define FB_4D 0x02
#define FB_INDEX 0x04
#define FB_COLOR 0x08
#define FB_TEXTURE 0X10
static void feedback_vertex( GLcontext *ctx,
const SWvertex *v, const SWvertex *pv )
{
const GLuint texUnit = 0; /* See section 5.3 of 1.2.1 spec */
GLfloat win[4];
GLfloat color[4];
GLfloat tc[4];
win[0] = v->win[0];
win[1] = v->win[1];
win[2] = v->win[2] / ctx->DepthMaxF;
win[3] = 1.0F / v->win[3];
color[0] = CHAN_TO_FLOAT(pv->color[0]);
color[1] = CHAN_TO_FLOAT(pv->color[1]);
color[2] = CHAN_TO_FLOAT(pv->color[2]);
color[3] = CHAN_TO_FLOAT(pv->color[3]);
if (v->texcoord[texUnit][3] != 1.0 &&
v->texcoord[texUnit][3] != 0.0) {
GLfloat invq = 1.0F / v->texcoord[texUnit][3];
tc[0] = v->texcoord[texUnit][0] * invq;
tc[1] = v->texcoord[texUnit][1] * invq;
tc[2] = v->texcoord[texUnit][2] * invq;
tc[3] = v->texcoord[texUnit][3];
}
else {
COPY_4V(tc, v->texcoord[texUnit]);
}
_mesa_feedback_vertex( ctx, win, color, (GLfloat) v->index, tc );
}
/*
* 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 )) {
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
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;
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 )
{
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->DepthMaxF;
_mesa_update_hitflag( ctx, v0->win[2] * zs );
_mesa_update_hitflag( ctx, v1->win[2] * zs );
_mesa_update_hitflag( ctx, v2->win[2] * zs );
}
}
void _swrast_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
{
const GLfloat zs = 1.0F / ctx->DepthMaxF;
_mesa_update_hitflag( ctx, v0->win[2] * zs );
_mesa_update_hitflag( ctx, v1->win[2] * zs );
}
void _swrast_select_point( GLcontext *ctx, const SWvertex *v )
{
const GLfloat zs = 1.0F / ctx->DepthMaxF;
_mesa_update_hitflag( ctx, v->win[2] * zs );
}
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