/* * Mesa 3-D graphics library * Version: 3.3 * * Copyright (C) 1999 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. */ /* * Quadrilateral rendering functions. */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "quads.h" #include "types.h" #endif /* * At this time there is no quadrilateral optimization. Just call the * triangle function twice. * v0, v1, v2, v3 in CCW order = front facing. */ static void basic_quad( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3, GLuint pv ) { /* (*ctx->Driver.TriangleFunc)( ctx, v0, v1, v3, pv ); */ /* (*ctx->Driver.TriangleFunc)( ctx, v1, v2, v3, pv ); */ (*ctx->Driver.TriangleFunc)( ctx, v0, v1, v2, pv ); (*ctx->Driver.TriangleFunc)( ctx, v0, v2, v3, pv ); } /* * Draw nothing (NULL raster mode) */ static void null_quad( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3, GLuint pv ) { (void) ctx; (void) v0; (void) v1; (void) v2; (void) v3; (void) pv; } void gl_set_quad_function( GLcontext *ctx ) { if (ctx->RenderMode==GL_RENDER) { if (ctx->NoRaster) { ctx->Driver.QuadFunc = null_quad; } else if (ctx->Driver.QuadFunc) { /* Device driver will draw quads. */ return; } else ctx->Driver.QuadFunc = basic_quad; } else { /* if in feedback or selection mode we can fall back to triangle code */ ctx->Driver.QuadFunc = basic_quad; } }