ReactOS  0.4.13-dev-259-g5ca9c9c
quads.c
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1 /* $Id: quads.c,v 1.5 1997/08/19 02:44:18 brianp Exp $ */
2 
3 /*
4  * Mesa 3-D graphics library
5  * Version: 2.4
6  * Copyright (C) 1995-1997 Brian Paul
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Library General Public
10  * License as published by the Free Software Foundation; either
11  * version 2 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16  * Library General Public License for more details.
17  *
18  * You should have received a copy of the GNU Library General Public
19  * License along with this library; if not, write to the Free
20  * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21  */
22 
23 
24 /*
25  * $Log: quads.c,v $
26  * Revision 1.5 1997/08/19 02:44:18 brianp
27  * added null_quad() and re-implemented gl_set_quad_function()
28  *
29  * Revision 1.4 1997/07/24 01:23:44 brianp
30  * changed precompiled header symbol from PCH to PC_HEADER
31  *
32  * Revision 1.3 1997/05/28 03:26:18 brianp
33  * added precompiled header (PCH) support
34  *
35  * Revision 1.2 1997/04/20 19:45:46 brianp
36  * added a comment
37  *
38  * Revision 1.1 1997/04/12 12:24:07 brianp
39  * Initial revision
40  *
41  */
42 
43 
44 /*
45  * Quadrilateral rendering functions.
46  */
47 
48 
49 #ifdef PC_HEADER
50 #include "all.h"
51 #else
52 #include "types.h"
53 #include "quads.h"
54 #endif
55 
56 
57 
58 /*
59  * At this time there is no quadrilateral optimization. Just call the
60  * triangle function twice.
61  * v0, v1, v2, v3 in CCW order = front facing.
62  */
63 static void quad( GLcontext *ctx,
65 {
66  (*ctx->Driver.TriangleFunc)( ctx, v0, v1, v3, pv );
67  (*ctx->Driver.TriangleFunc)( ctx, v1, v2, v3, pv );
68 }
69 
70 
71 
72 /*
73  * Draw nothing (NULL raster mode)
74  */
75 static void null_quad( GLcontext *ctx,
77 {
78 }
79 
80 
81 
83 {
84  if (ctx->RenderMode==GL_RENDER) {
85  if (ctx->NoRaster) {
86  ctx->Driver.QuadFunc = null_quad;
87  }
88  else if (ctx->Driver.QuadFunc) {
89  /* Device driver will draw quads. */
90  }
91  else {
92  ctx->Driver.QuadFunc = quad;
93  }
94  }
95  else {
96  /* if in feedback or selection mode we can fall back to triangle code */
97  ctx->Driver.QuadFunc = quad;
98  }
99 }
100 
101 
GLfloat v0
Definition: glext.h:6061
static void null_quad(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3, GLuint pv)
Definition: quads.c:75
struct dd_function_table Driver
Definition: types.h:1276
void gl_set_quad_function(GLcontext *ctx)
Definition: quads.c:82
GLenum RenderMode
Definition: types.h:1356
GLboolean NoRaster
Definition: types.h:1404
static void quad(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3, GLuint pv)
Definition: quads.c:63
GLfloat GLfloat GLfloat GLfloat v3
Definition: glext.h:6064
GLfloat GLfloat GLfloat v2
Definition: glext.h:6063
unsigned int GLuint
Definition: gl.h:159
#define GL_RENDER
Definition: gl.h:388
GLfloat GLfloat v1
Definition: glext.h:6062