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- /* $Id: quads.c,v 1.4 1999/10/08 09:27:11 keithw Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 3.1
- *
- * 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.
- */
- /* $XFree86: xc/lib/GL/mesa/src/quads.c,v 1.2 1999/04/04 00:20:30 dawes Exp $ */
-
-
-
-
-
- /*
- * Quadrilateral rendering functions.
- */
-
-
- #ifdef PC_HEADER
- #include "all.h"
- #else
- #ifndef XFree86Server
- #include <stdio.h>
- #else
- #include "GL/xf86glx.h"
- #endif
- #include "types.h"
- #include "quads.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;
- }
- }
-
-
-