1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
|
/*
* 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;
}
}
|