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authorReinhard Tartler <siretart@tauware.de>2011-10-10 17:43:39 +0200
committerReinhard Tartler <siretart@tauware.de>2011-10-10 17:43:39 +0200
commitf4092abdf94af6a99aff944d6264bc1284e8bdd4 (patch)
tree2ac1c9cc16ceb93edb2c4382c088dac5aeafdf0f /nx-X11/extras/Mesa/src/mesa/swrast/s_feedback.c
parenta840692edc9c6d19cd7c057f68e39c7d95eb767d (diff)
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Imported nx-X11-3.1.0-1.tar.gznx-X11/3.1.0-1
Summary: Imported nx-X11-3.1.0-1.tar.gz Keywords: Imported nx-X11-3.1.0-1.tar.gz into Git repository
Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/swrast/s_feedback.c')
-rw-r--r--nx-X11/extras/Mesa/src/mesa/swrast/s_feedback.c161
1 files changed, 161 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa/src/mesa/swrast/s_feedback.c b/nx-X11/extras/Mesa/src/mesa/swrast/s_feedback.c
new file mode 100644
index 000000000..26cb05cd5
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/swrast/s_feedback.c
@@ -0,0 +1,161 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.3
+ *
+ * Copyright (C) 1999-2005 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->DrawBuffer->_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->DrawBuffer->_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->DrawBuffer->_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->DrawBuffer->_DepthMaxF;
+ _mesa_update_hitflag( ctx, v->win[2] * zs );
+}