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📄 s_feedback.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  7.0 * * Copyright (C) 1999-2007  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"static voidfeedback_vertex(GLcontext * ctx, const SWvertex * v, const SWvertex * pv){   GLfloat win[4];   const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0];   const GLfloat *color = v->attrib[FRAG_ATTRIB_COL0];   win[0] = v->attrib[FRAG_ATTRIB_WPOS][0];   win[1] = v->attrib[FRAG_ATTRIB_WPOS][1];   win[2] = v->attrib[FRAG_ATTRIB_WPOS][2] / ctx->DrawBuffer->_DepthMaxF;   win[3] = 1.0F / v->attrib[FRAG_ATTRIB_WPOS][3];   _mesa_feedback_vertex(ctx, win, color, v->attrib[FRAG_ATTRIB_CI][0], vtc);}/* * 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->attrib[FRAG_ATTRIB_WPOS][2] * zs );      _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs );      _mesa_update_hitflag( ctx, v2->attrib[FRAG_ATTRIB_WPOS][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->attrib[FRAG_ATTRIB_WPOS][2] * zs );   _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs );}void_swrast_select_point(GLcontext *ctx, const SWvertex *v){   const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;   _mesa_update_hitflag( ctx, v->attrib[FRAG_ATTRIB_WPOS][2] * zs );}

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