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📄 s_feedback.c

📁 mesa-6.5-minigui源码
💻 C
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/* * 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	0X10static 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 );}

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