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132 lines
4 KiB
C
132 lines
4 KiB
C
/*
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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 <precomp.h>
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#include <main/feedback.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_TEX];
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const GLfloat *color = v->attrib[FRAG_ATTRIB_COL];
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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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}
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