/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* Copyright (C) 2009 VMware, Inc. 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
* THE AUTHORS OR COPYRIGHT HOLDERS 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.
*/
/**
* \file feedback.c
* Selection and feedback modes functions.
*/
#include "glheader.h"
#include "context.h"
#include "enums.h"
#include "feedback.h"
#include "macros.h"
#include "mtypes.h"
#include "main/dispatch.h"
#define FB_3D 0x01
#define FB_4D 0x02
#define FB_COLOR 0x04
#define FB_TEXTURE 0X08
void GLAPIENTRY
_mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer )
{
GET_CURRENT_CONTEXT(ctx);
if (ctx->RenderMode==GL_FEEDBACK) {
_mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
return;
}
if (size<0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
return;
}
if (!buffer && size > 0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
ctx->Feedback.BufferSize = 0;
return;
}
switch (type) {
case GL_2D:
ctx->Feedback._Mask = 0;
break;
case GL_3D:
ctx->Feedback._Mask = FB_3D;
break;
case GL_3D_COLOR:
ctx->Feedback._Mask = (FB_3D | FB_COLOR);
break;
case GL_3D_COLOR_TEXTURE:
ctx->Feedback._Mask = (FB_3D | FB_COLOR | FB_TEXTURE);
break;
case GL_4D_COLOR_TEXTURE:
ctx->Feedback._Mask = (FB_3D | FB_4D | FB_COLOR | FB_TEXTURE);
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
return;
}
FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* Always flush */
ctx->Feedback.Type = type;
ctx->Feedback.BufferSize = size;
ctx->Feedback.Buffer = buffer;
ctx->Feedback.Count = 0; /* Because of this. */
}
void GLAPIENTRY
_mesa_PassThrough( GLfloat token )
{
GET_CURRENT_CONTEXT(ctx);
if (ctx->RenderMode==GL_FEEDBACK) {
FLUSH_VERTICES(ctx, 0);
_mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
_mesa_feedback_token( ctx, token );
}
}
/**
* Put a vertex into the feedback buffer.
*/
void
_mesa_feedback_vertex(struct gl_context *ctx,
const GLfloat win[4],
const GLfloat color[4],
const GLfloat texcoord[4])
{
_mesa_feedback_token( ctx, win[0] );
_mesa_feedback_token( ctx, win[1] );
if (ctx->Feedback._Mask & FB_3D) {
_mesa_feedback_token( ctx, win[2] );
}
if (ctx->Feedback._Mask & FB_4D) {
_mesa_feedback_token( ctx, win[3] );
}
if (ctx->Feedback._Mask & FB_COLOR) {
_mesa_feedback_token( ctx, color[0] );
_mesa_feedback_token( ctx, color[1] );
_mesa_feedback_token( ctx, color[2] );
_mesa_feedback_token( ctx, color[3] );
}
if (ctx->Feedback._Mask & FB_TEXTURE) {
_mesa_feedback_token( ctx, texcoord[0] );
_mesa_feedback_token( ctx, texcoord[1] );
_mesa_feedback_token( ctx, texcoord[2] );
_mesa_feedback_token( ctx, texcoord[3] );
}
}
/**********************************************************************/
/** \name Selection */
/*@{*/
/**
* Establish a buffer for selection mode values.
*
* \param size buffer size.
* \param buffer buffer.
*
* \sa glSelectBuffer().
*
* \note this function can't be put in a display list.
*
* Verifies we're not in selection mode, flushes the vertices and initialize
* the fields in __struct gl_contextRec::Select with the given buffer.
*/
void GLAPIENTRY
_mesa_SelectBuffer( GLsizei size, GLuint *buffer )
{
GET_CURRENT_CONTEXT(ctx);
if (size < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glSelectBuffer(size)");
return;
}
if (ctx->RenderMode==GL_SELECT) {
_mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
return; /* KW: added return */
}
FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
ctx->Select.Buffer = buffer;
ctx->Select.BufferSize = size;
ctx->Select.BufferCount = 0;
ctx->Select.HitFlag = GL_FALSE;
ctx->Select.HitMinZ = 1.0;
ctx->Select.HitMaxZ = 0.0;
}
/**
* Write a value of a record into the selection buffer.
*
* \param ctx GL context.
* \param value value.
*
* Verifies there is free space in the buffer to write the value and
* increments the pointer.
*/
static inline void
write_record(struct gl_context *ctx, GLuint value)
{
if (ctx->Select.BufferCount < ctx->Select.BufferSize) {
ctx->Select.Buffer[ctx->Select.BufferCount] = value;
}
ctx->Select.BufferCount++;
}
/**
* Update the hit flag and the maximum and minimum depth values.
*
* \param ctx GL context.
* \param z depth.
*
* Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and
* gl_selection::HitMaxZ.
*/
void
_mesa_update_hitflag(struct gl_context *ctx, GLfloat z)
{
ctx->Select.HitFlag = GL_TRUE;
if (z < ctx->Select.HitMinZ) {
ctx->Select.HitMinZ = z;
}
if (z > ctx->Select.HitMaxZ) {
ctx->Select.HitMaxZ = z;
}
}
/**
* Write the hit record.
*
* \param ctx GL context.
*
* Write the hit record, i.e., the number of names in the stack, the minimum and
* maximum depth values and the number of names in the name stack at the time
* of the event. Resets the hit flag.
*
* \sa gl_selection.
*/
static void
write_hit_record(struct gl_context *ctx)
{
GLuint i;
GLuint zmin, zmax, zscale = (~0u);
/* HitMinZ and HitMaxZ are in [0,1]. Multiply these values by */
/* 2^32-1 and round to nearest unsigned integer. */
assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
write_record( ctx, ctx->Select.NameStackDepth );
write_record( ctx, zmin );
write_record( ctx, zmax );
for (i = 0; i < ctx->Select.NameStackDepth; i++) {
write_record( ctx, ctx->Select.NameStack[i] );
}
ctx->Select.Hits++;
ctx->Select.HitFlag = GL_FALSE;
ctx->Select.HitMinZ = 1.0;
ctx->Select.HitMaxZ = -1.0;
}
/**
* Initialize the name stack.
*
* Verifies we are in select mode and resets the name stack depth and resets
* the hit record data in gl_selection. Marks new render mode in
* __struct gl_contextRec::NewState.
*/
void GLAPIENTRY
_mesa_InitNames( void )
{
GET_CURRENT_CONTEXT(ctx);
FLUSH_VERTICES(ctx, 0);
/* Record the hit before the HitFlag is wiped out again. */
if (ctx->RenderMode == GL_SELECT) {
if (ctx->Select.HitFlag) {
write_hit_record( ctx );
}
}
ctx->Select.NameStackDepth = 0;
ctx->Select.HitFlag = GL_FALSE;
ctx->Select.HitMinZ = 1.0;
ctx->Select.HitMaxZ = 0.0;
ctx->NewState |= _NEW_RENDERMODE;
}
/**
* Load the top-most name of the name stack.
*
* \param name name.
*
* Verifies we are in selection mode and that the name stack is not empty.
* Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
* and replace the top-most name in the stack.
*
* sa __struct gl_contextRec::Select.
*/
void GLAPIENTRY
_mesa_LoadName( GLuint name )
{
GET_CURRENT_CONTEXT(ctx);
if (ctx->RenderMode != GL_SELECT) {
return;
}
if (ctx->Select.NameStackDepth == 0) {
_mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
return;
}
FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
if (ctx->Select.HitFlag) {
write_hit_record( ctx );
}
if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
}
else {
ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
}
}
/**
* Push a name into the name stack.
*
* \param name name.
*
* Verifies we are in selection mode and that the name stack is not full.
* Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
* and adds the name to the top of the name stack.
*
* sa __struct gl_contextRec::Select.
*/
void GLAPIENTRY
_mesa_PushName( GLuint name )
{
GET_CURRENT_CONTEXT(ctx);
if (ctx->RenderMode != GL_SELECT) {
return;
}
FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
if (ctx->Select.HitFlag) {
write_hit_record( ctx );
}
if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) {
_mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
}
else
ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
}
/**
* Pop a name into the name stack.
*
* Verifies we are in selection mode and that the name stack is not empty.
* Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
* and removes top-most name in the name stack.
*
* sa __struct gl_contextRec::Select.
*/
void GLAPIENTRY
_mesa_PopName( void )
{
GET_CURRENT_CONTEXT(ctx);
if (ctx->RenderMode != GL_SELECT) {
return;
}
FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
if (ctx->Select.HitFlag) {
write_hit_record( ctx );
}
if (ctx->Select.NameStackDepth == 0) {
_mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
}
else
ctx->Select.NameStackDepth--;
}
/*@}*/
/**********************************************************************/
/** \name Render Mode */
/*@{*/
/**
* Set rasterization mode.
*
* \param mode rasterization mode.
*
* \note this function can't be put in a display list.
*
* \sa glRenderMode().
*
* Flushes the vertices and do the necessary cleanup according to the previous
* rasterization mode, such as writing the hit record or resent the select
* buffer index when exiting the select mode. Updates
* __struct gl_contextRec::RenderMode and notifies the driver via the
* dd_function_table::RenderMode callback.
*/
GLint GLAPIENTRY
_mesa_RenderMode( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
GLint result;
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glRenderMode %s\n", _mesa_enum_to_string(mode));
FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
switch (ctx->RenderMode) {
case GL_RENDER:
result = 0;
break;
case GL_SELECT:
if (ctx->Select.HitFlag) {
write_hit_record( ctx );
}
if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
/* overflow */
#ifdef DEBUG
_mesa_warning(ctx, "Feedback buffer overflow");
#endif
result = -1;
}
else {
result = ctx->Select.Hits;
}
ctx->Select.BufferCount = 0;
ctx->Select.Hits = 0;
ctx->Select.NameStackDepth = 0;
break;
case GL_FEEDBACK:
if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
/* overflow */
result = -1;
}
else {
result = ctx->Feedback.Count;
}
ctx->Feedback.Count = 0;
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
return 0;
}
switch (mode) {
case GL_RENDER:
break;
case GL_SELECT:
if (ctx->Select.BufferSize==0) {
/* haven't called glSelectBuffer yet */
_mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
}
break;
case GL_FEEDBACK:
if (ctx->Feedback.BufferSize==0) {
/* haven't called glFeedbackBuffer yet */
_mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
}
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
return 0;
}
ctx->RenderMode = mode;
if (ctx->Driver.RenderMode)
ctx->Driver.RenderMode( ctx, mode );
return result;
}
/*@}*/
/**********************************************************************/
/** \name Initialization */
/*@{*/
/**
* Initialize context feedback data.
*/
void _mesa_init_feedback( struct gl_context * ctx )
{
/* Feedback */
ctx->Feedback.Type = GL_2D; /* TODO: verify */
ctx->Feedback.Buffer = NULL;
ctx->Feedback.BufferSize = 0;
ctx->Feedback.Count = 0;
/* Selection/picking */
ctx->Select.Buffer = NULL;
ctx->Select.BufferSize = 0;
ctx->Select.BufferCount = 0;
ctx->Select.Hits = 0;
ctx->Select.NameStackDepth = 0;
/* Miscellaneous */
ctx->RenderMode = GL_RENDER;
}
/*@}*/