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1901 serge 1
/*
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 * Mesa 3-D graphics library
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 * Version:  7.0
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 *
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 * Copyright (C) 1999-2007  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 "main/glheader.h"
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#include "main/colormac.h"
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#include "main/feedback.h"
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#include "main/macros.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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static void
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feedback_vertex(struct gl_context * ctx, const SWvertex * v, const SWvertex * pv)
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{
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   GLfloat win[4];
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   const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0];
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   const GLfloat *color = v->attrib[FRAG_ATTRIB_COL0];
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   win[0] = v->attrib[FRAG_ATTRIB_WPOS][0];
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   win[1] = v->attrib[FRAG_ATTRIB_WPOS][1];
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   win[2] = v->attrib[FRAG_ATTRIB_WPOS][2] / ctx->DrawBuffer->_DepthMaxF;
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   win[3] = 1.0F / v->attrib[FRAG_ATTRIB_WPOS][3];
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   _mesa_feedback_vertex(ctx, win, color, vtc);
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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
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_swrast_feedback_triangle(struct gl_context *ctx, const SWvertex *v0,
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                          const SWvertex *v1, const SWvertex *v2)
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{
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   if (!_swrast_culltriangle(ctx, v0, v1, v2)) {
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      _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN);
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      _mesa_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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      }
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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
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_swrast_feedback_line(struct gl_context *ctx, const SWvertex *v0,
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                      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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   _mesa_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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   }
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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
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_swrast_feedback_point(struct gl_context *ctx, const SWvertex *v)
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{
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   _mesa_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
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_swrast_select_triangle(struct gl_context *ctx, const SWvertex *v0,
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                        const SWvertex *v1, const SWvertex *v2)
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{
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   if (!_swrast_culltriangle(ctx, v0, v1, v2)) {
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      const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
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      _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs );
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      _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs );
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      _mesa_update_hitflag( ctx, v2->attrib[FRAG_ATTRIB_WPOS][2] * zs );
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   }
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}
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void
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_swrast_select_line(struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1)
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{
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   const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
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   _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs );
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   _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs );
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}
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void
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_swrast_select_point(struct gl_context *ctx, const SWvertex *v)
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{
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   const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
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   _mesa_update_hitflag( ctx, v->attrib[FRAG_ATTRIB_WPOS][2] * zs );
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}