Пример #1
0
static void
st_RasterPos(struct gl_context *ctx, const GLfloat v[4])
{
   struct st_context *st = st_context(ctx);
   struct draw_context *draw = st->draw;
   struct rastpos_stage *rs;
   const struct gl_client_array **saved_arrays = ctx->Array._DrawArrays;

   if (ctx->VertexProgram._Current == NULL ||
       ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram) {
      /* No vertex shader/program is enabled, used the simple/fast fixed-
       * function implementation of RasterPos.
       */
      _mesa_RasterPos(ctx, v);
      return;
   }

   if (st->rastpos_stage) {
      /* get rastpos stage info */
      rs = rastpos_stage(st->rastpos_stage);
   }
   else {
      /* create rastpos draw stage */
      rs = new_draw_rastpos_stage(ctx, draw);
      st->rastpos_stage = &rs->stage;
   }

   /* plug our rastpos stage into the draw module */
   draw_set_rasterize_stage(st->draw, st->rastpos_stage);

   /* make sure everything's up to date */
   st_validate_state(st, ST_PIPELINE_RENDER);

   /* This will get set only if rastpos_point(), above, gets called */
   ctx->Current.RasterPosValid = GL_FALSE;

   /* All vertex attribs but position were previously initialized above.
    * Just plug in position pointer now.
    */
   rs->array[0].Ptr = (GLubyte *) v;

   /* Draw the point.
    *
    * Don't set DriverFlags.NewArray.
    * st_feedback_draw_vbo doesn't check for that flag. */
   ctx->Array._DrawArrays = rs->arrays;
   st_feedback_draw_vbo(ctx, &rs->prim, 1, NULL, GL_TRUE, 0, 1,
                        NULL, 0, NULL);
   ctx->Array._DrawArrays = saved_arrays;

   /* restore draw's rasterization stage depending on rendermode */
   if (ctx->RenderMode == GL_FEEDBACK) {
      draw_set_rasterize_stage(draw, st->feedback_stage);
   }
   else if (ctx->RenderMode == GL_SELECT) {
      draw_set_rasterize_stage(draw, st->selection_stage);
   }
}
Пример #2
0
static void
st_RasterPos(struct gl_context *ctx, const GLfloat v[4])
{
   struct st_context *st = st_context(ctx);
   struct draw_context *draw = st->draw;
   struct rastpos_stage *rs;

   if (st->rastpos_stage) {
      /* get rastpos stage info */
      rs = rastpos_stage(st->rastpos_stage);
   }
   else {
      /* create rastpos draw stage */
      rs = new_draw_rastpos_stage(ctx, draw);
      st->rastpos_stage = &rs->stage;
   }

   /* plug our rastpos stage into the draw module */
   draw_set_rasterize_stage(st->draw, st->rastpos_stage);

   /* make sure everything's up to date */
   st_validate_state(st);

   /* This will get set only if rastpos_point(), above, gets called */
   ctx->Current.RasterPosValid = GL_FALSE;

   /* All vertex attribs but position were previously initialized above.
    * Just plug in position pointer now.
    */
   rs->array[0].Ptr = (GLubyte *) v;

   /* draw the point */
   st_feedback_draw_vbo(ctx, rs->arrays, &rs->prim, 1, NULL, GL_TRUE, 0, 1,
                        NULL);

   /* restore draw's rasterization stage depending on rendermode */
   if (ctx->RenderMode == GL_FEEDBACK) {
      draw_set_rasterize_stage(draw, st->feedback_stage);
   }
   else if (ctx->RenderMode == GL_SELECT) {
      draw_set_rasterize_stage(draw, st->selection_stage);
   }
}