#include "glheader.h"
#include "colormac.h"
#include "context.h"
#include "enums.h"
#include "feedback.h"
#include "macros.h"
#include "mmath.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;
GLfloat win[4];
GLfloat color[4];
GLfloat tc[4];
GLuint index;
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]);
}
index = v->index;
_mesa_feedback_vertex( ctx, win, color, index, tc );
}
void _mesa_feedback_triangle( GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2)
{
if (_mesa_cull_triangle( ctx, v0, v1, v2 )) {
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
FEEDBACK_TOKEN( ctx, (GLfloat) 3 );
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 _mesa_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 _mesa_feedback_point( GLcontext *ctx, const SWvertex *v )
{
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
feedback_vertex( ctx, v, v );
}
void _mesa_select_triangle( GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2)
{
if (_mesa_cull_triangle( 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 _mesa_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 _mesa_select_point( GLcontext *ctx, const SWvertex *v )
{
const GLfloat zs = 1.0F / ctx->DepthMaxF;
_mesa_update_hitflag( ctx, v->win[2] * zs );
}