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  1. /*
  2.  * Mesa 3-D graphics library
  3.  *
  4.  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
  5.  * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
  6.  *
  7.  * Permission is hereby granted, free of charge, to any person obtaining a
  8.  * copy of this software and associated documentation files (the "Software"),
  9.  * to deal in the Software without restriction, including without limitation
  10.  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  11.  * and/or sell copies of the Software, and to permit persons to whom the
  12.  * Software is furnished to do so, subject to the following conditions:
  13.  *
  14.  * The above copyright notice and this permission notice shall be included
  15.  * in all copies or substantial portions of the Software.
  16.  *
  17.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  18.  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  19.  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  20.  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
  21.  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
  22.  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  23.  * OTHER DEALINGS IN THE SOFTWARE.
  24.  */
  25.  
  26. /**
  27.  * \file feedback.c
  28.  * Selection and feedback modes functions.
  29.  */
  30.  
  31.  
  32. #include "glheader.h"
  33. #include "colormac.h"
  34. #include "context.h"
  35. #include "enums.h"
  36. #include "feedback.h"
  37. #include "macros.h"
  38. #include "mtypes.h"
  39. #include "main/dispatch.h"
  40.  
  41.  
  42. #define FB_3D           0x01
  43. #define FB_4D           0x02
  44. #define FB_COLOR        0x04
  45. #define FB_TEXTURE      0X08
  46.  
  47.  
  48.  
  49. void GLAPIENTRY
  50. _mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer )
  51. {
  52.    GET_CURRENT_CONTEXT(ctx);
  53.  
  54.    if (ctx->RenderMode==GL_FEEDBACK) {
  55.       _mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
  56.       return;
  57.    }
  58.    if (size<0) {
  59.       _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
  60.       return;
  61.    }
  62.    if (!buffer && size > 0) {
  63.       _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
  64.       ctx->Feedback.BufferSize = 0;
  65.       return;
  66.    }
  67.  
  68.    switch (type) {
  69.       case GL_2D:
  70.          ctx->Feedback._Mask = 0;
  71.          break;
  72.       case GL_3D:
  73.          ctx->Feedback._Mask = FB_3D;
  74.          break;
  75.       case GL_3D_COLOR:
  76.          ctx->Feedback._Mask = (FB_3D | FB_COLOR);
  77.          break;
  78.       case GL_3D_COLOR_TEXTURE:
  79.          ctx->Feedback._Mask = (FB_3D | FB_COLOR | FB_TEXTURE);
  80.          break;
  81.       case GL_4D_COLOR_TEXTURE:
  82.          ctx->Feedback._Mask = (FB_3D | FB_4D | FB_COLOR | FB_TEXTURE);
  83.          break;
  84.       default:
  85.          _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
  86.          return;
  87.    }
  88.  
  89.    FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* Always flush */
  90.    ctx->Feedback.Type = type;
  91.    ctx->Feedback.BufferSize = size;
  92.    ctx->Feedback.Buffer = buffer;
  93.    ctx->Feedback.Count = 0;                   /* Becaues of this. */
  94. }
  95.  
  96.  
  97. void GLAPIENTRY
  98. _mesa_PassThrough( GLfloat token )
  99. {
  100.    GET_CURRENT_CONTEXT(ctx);
  101.  
  102.    if (ctx->RenderMode==GL_FEEDBACK) {
  103.       FLUSH_VERTICES(ctx, 0);
  104.       _mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
  105.       _mesa_feedback_token( ctx, token );
  106.    }
  107. }
  108.  
  109.  
  110. /**
  111.  * Put a vertex into the feedback buffer.
  112.  */
  113. void
  114. _mesa_feedback_vertex(struct gl_context *ctx,
  115.                       const GLfloat win[4],
  116.                       const GLfloat color[4],
  117.                       const GLfloat texcoord[4])
  118. {
  119.    _mesa_feedback_token( ctx, win[0] );
  120.    _mesa_feedback_token( ctx, win[1] );
  121.    if (ctx->Feedback._Mask & FB_3D) {
  122.       _mesa_feedback_token( ctx, win[2] );
  123.    }
  124.    if (ctx->Feedback._Mask & FB_4D) {
  125.       _mesa_feedback_token( ctx, win[3] );
  126.    }
  127.    if (ctx->Feedback._Mask & FB_COLOR) {
  128.       _mesa_feedback_token( ctx, color[0] );
  129.       _mesa_feedback_token( ctx, color[1] );
  130.       _mesa_feedback_token( ctx, color[2] );
  131.       _mesa_feedback_token( ctx, color[3] );
  132.    }
  133.    if (ctx->Feedback._Mask & FB_TEXTURE) {
  134.       _mesa_feedback_token( ctx, texcoord[0] );
  135.       _mesa_feedback_token( ctx, texcoord[1] );
  136.       _mesa_feedback_token( ctx, texcoord[2] );
  137.       _mesa_feedback_token( ctx, texcoord[3] );
  138.    }
  139. }
  140.  
  141.  
  142. /**********************************************************************/
  143. /** \name Selection */
  144. /*@{*/
  145.  
  146. /**
  147.  * Establish a buffer for selection mode values.
  148.  *
  149.  * \param size buffer size.
  150.  * \param buffer buffer.
  151.  *
  152.  * \sa glSelectBuffer().
  153.  *
  154.  * \note this function can't be put in a display list.
  155.  *
  156.  * Verifies we're not in selection mode, flushes the vertices and initialize
  157.  * the fields in __struct gl_contextRec::Select with the given buffer.
  158.  */
  159. void GLAPIENTRY
  160. _mesa_SelectBuffer( GLsizei size, GLuint *buffer )
  161. {
  162.    GET_CURRENT_CONTEXT(ctx);
  163.  
  164.    if (size < 0) {
  165.       _mesa_error(ctx, GL_INVALID_VALUE, "glSelectBuffer(size)");
  166.       return;
  167.    }
  168.  
  169.    if (ctx->RenderMode==GL_SELECT) {
  170.       _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
  171.       return;                   /* KW: added return */
  172.    }
  173.  
  174.    FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
  175.    ctx->Select.Buffer = buffer;
  176.    ctx->Select.BufferSize = size;
  177.    ctx->Select.BufferCount = 0;
  178.    ctx->Select.HitFlag = GL_FALSE;
  179.    ctx->Select.HitMinZ = 1.0;
  180.    ctx->Select.HitMaxZ = 0.0;
  181. }
  182.  
  183.  
  184. /**
  185.  * Write a value of a record into the selection buffer.
  186.  *
  187.  * \param ctx GL context.
  188.  * \param value value.
  189.  *
  190.  * Verifies there is free space in the buffer to write the value and
  191.  * increments the pointer.
  192.  */
  193. static inline void
  194. write_record(struct gl_context *ctx, GLuint value)
  195. {
  196.    if (ctx->Select.BufferCount < ctx->Select.BufferSize) {
  197.       ctx->Select.Buffer[ctx->Select.BufferCount] = value;
  198.    }
  199.    ctx->Select.BufferCount++;
  200. }
  201.  
  202.  
  203. /**
  204.  * Update the hit flag and the maximum and minimum depth values.
  205.  *
  206.  * \param ctx GL context.
  207.  * \param z depth.
  208.  *
  209.  * Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and
  210.  * gl_selection::HitMaxZ.
  211.  */
  212. void
  213. _mesa_update_hitflag(struct gl_context *ctx, GLfloat z)
  214. {
  215.    ctx->Select.HitFlag = GL_TRUE;
  216.    if (z < ctx->Select.HitMinZ) {
  217.       ctx->Select.HitMinZ = z;
  218.    }
  219.    if (z > ctx->Select.HitMaxZ) {
  220.       ctx->Select.HitMaxZ = z;
  221.    }
  222. }
  223.  
  224.  
  225. /**
  226.  * Write the hit record.
  227.  *
  228.  * \param ctx GL context.
  229.  *
  230.  * Write the hit record, i.e., the number of names in the stack, the minimum and
  231.  * maximum depth values and the number of names in the name stack at the time
  232.  * of the event. Resets the hit flag.
  233.  *
  234.  * \sa gl_selection.
  235.  */
  236. static void
  237. write_hit_record(struct gl_context *ctx)
  238. {
  239.    GLuint i;
  240.    GLuint zmin, zmax, zscale = (~0u);
  241.  
  242.    /* HitMinZ and HitMaxZ are in [0,1].  Multiply these values by */
  243.    /* 2^32-1 and round to nearest unsigned integer. */
  244.  
  245.    assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
  246.    zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
  247.    zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
  248.  
  249.    write_record( ctx, ctx->Select.NameStackDepth );
  250.    write_record( ctx, zmin );
  251.    write_record( ctx, zmax );
  252.    for (i = 0; i < ctx->Select.NameStackDepth; i++) {
  253.       write_record( ctx, ctx->Select.NameStack[i] );
  254.    }
  255.  
  256.    ctx->Select.Hits++;
  257.    ctx->Select.HitFlag = GL_FALSE;
  258.    ctx->Select.HitMinZ = 1.0;
  259.    ctx->Select.HitMaxZ = -1.0;
  260. }
  261.  
  262.  
  263. /**
  264.  * Initialize the name stack.
  265.  *
  266.  * Verifies we are in select mode and resets the name stack depth and resets
  267.  * the hit record data in gl_selection. Marks new render mode in
  268.  * __struct gl_contextRec::NewState.
  269.  */
  270. void GLAPIENTRY
  271. _mesa_InitNames( void )
  272. {
  273.    GET_CURRENT_CONTEXT(ctx);
  274.    FLUSH_VERTICES(ctx, 0);
  275.  
  276.    /* Record the hit before the HitFlag is wiped out again. */
  277.    if (ctx->RenderMode == GL_SELECT) {
  278.       if (ctx->Select.HitFlag) {
  279.          write_hit_record( ctx );
  280.       }
  281.    }
  282.    ctx->Select.NameStackDepth = 0;
  283.    ctx->Select.HitFlag = GL_FALSE;
  284.    ctx->Select.HitMinZ = 1.0;
  285.    ctx->Select.HitMaxZ = 0.0;
  286.    ctx->NewState |= _NEW_RENDERMODE;
  287. }
  288.  
  289.  
  290. /**
  291.  * Load the top-most name of the name stack.
  292.  *
  293.  * \param name name.
  294.  *
  295.  * Verifies we are in selection mode and that the name stack is not empty.
  296.  * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
  297.  * and replace the top-most name in the stack.
  298.  *
  299.  * sa __struct gl_contextRec::Select.
  300.  */
  301. void GLAPIENTRY
  302. _mesa_LoadName( GLuint name )
  303. {
  304.    GET_CURRENT_CONTEXT(ctx);
  305.  
  306.    if (ctx->RenderMode != GL_SELECT) {
  307.       return;
  308.    }
  309.    if (ctx->Select.NameStackDepth == 0) {
  310.       _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
  311.       return;
  312.    }
  313.  
  314.    FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
  315.  
  316.    if (ctx->Select.HitFlag) {
  317.       write_hit_record( ctx );
  318.    }
  319.    if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
  320.       ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
  321.    }
  322.    else {
  323.       ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
  324.    }
  325. }
  326.  
  327.  
  328. /**
  329.  * Push a name into the name stack.
  330.  *
  331.  * \param name name.
  332.  *
  333.  * Verifies we are in selection mode and that the name stack is not full.
  334.  * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
  335.  * and adds the name to the top of the name stack.
  336.  *
  337.  * sa __struct gl_contextRec::Select.
  338.  */
  339. void GLAPIENTRY
  340. _mesa_PushName( GLuint name )
  341. {
  342.    GET_CURRENT_CONTEXT(ctx);
  343.  
  344.    if (ctx->RenderMode != GL_SELECT) {
  345.       return;
  346.    }
  347.  
  348.    FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
  349.    if (ctx->Select.HitFlag) {
  350.       write_hit_record( ctx );
  351.    }
  352.    if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) {
  353.       _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
  354.    }
  355.    else
  356.       ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
  357. }
  358.  
  359.  
  360. /**
  361.  * Pop a name into the name stack.
  362.  *
  363.  * Verifies we are in selection mode and that the name stack is not empty.
  364.  * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
  365.  * and removes top-most name in the name stack.
  366.  *
  367.  * sa __struct gl_contextRec::Select.
  368.  */
  369. void GLAPIENTRY
  370. _mesa_PopName( void )
  371. {
  372.    GET_CURRENT_CONTEXT(ctx);
  373.  
  374.    if (ctx->RenderMode != GL_SELECT) {
  375.       return;
  376.    }
  377.  
  378.    FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
  379.    if (ctx->Select.HitFlag) {
  380.       write_hit_record( ctx );
  381.    }
  382.    if (ctx->Select.NameStackDepth == 0) {
  383.       _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
  384.    }
  385.    else
  386.       ctx->Select.NameStackDepth--;
  387. }
  388.  
  389. /*@}*/
  390.  
  391.  
  392. /**********************************************************************/
  393. /** \name Render Mode */
  394. /*@{*/
  395.  
  396. /**
  397.  * Set rasterization mode.
  398.  *
  399.  * \param mode rasterization mode.
  400.  *
  401.  * \note this function can't be put in a display list.
  402.  *
  403.  * \sa glRenderMode().
  404.  *
  405.  * Flushes the vertices and do the necessary cleanup according to the previous
  406.  * rasterization mode, such as writing the hit record or resent the select
  407.  * buffer index when exiting the select mode. Updates
  408.  * __struct gl_contextRec::RenderMode and notifies the driver via the
  409.  * dd_function_table::RenderMode callback.
  410.  */
  411. GLint GLAPIENTRY
  412. _mesa_RenderMode( GLenum mode )
  413. {
  414.    GET_CURRENT_CONTEXT(ctx);
  415.    GLint result;
  416.    ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
  417.  
  418.    if (MESA_VERBOSE & VERBOSE_API)
  419.       _mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode));
  420.  
  421.    FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
  422.  
  423.    switch (ctx->RenderMode) {
  424.       case GL_RENDER:
  425.          result = 0;
  426.          break;
  427.       case GL_SELECT:
  428.          if (ctx->Select.HitFlag) {
  429.             write_hit_record( ctx );
  430.          }
  431.          if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
  432.             /* overflow */
  433. #ifdef DEBUG
  434.             _mesa_warning(ctx, "Feedback buffer overflow");
  435. #endif
  436.             result = -1;
  437.          }
  438.          else {
  439.             result = ctx->Select.Hits;
  440.          }
  441.          ctx->Select.BufferCount = 0;
  442.          ctx->Select.Hits = 0;
  443.          ctx->Select.NameStackDepth = 0;
  444.          break;
  445.       case GL_FEEDBACK:
  446.          if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
  447.             /* overflow */
  448.             result = -1;
  449.          }
  450.          else {
  451.             result = ctx->Feedback.Count;
  452.          }
  453.          ctx->Feedback.Count = 0;
  454.          break;
  455.       default:
  456.          _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
  457.          return 0;
  458.    }
  459.  
  460.    switch (mode) {
  461.       case GL_RENDER:
  462.          break;
  463.       case GL_SELECT:
  464.          if (ctx->Select.BufferSize==0) {
  465.             /* haven't called glSelectBuffer yet */
  466.             _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
  467.          }
  468.          break;
  469.       case GL_FEEDBACK:
  470.          if (ctx->Feedback.BufferSize==0) {
  471.             /* haven't called glFeedbackBuffer yet */
  472.             _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
  473.          }
  474.          break;
  475.       default:
  476.          _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
  477.          return 0;
  478.    }
  479.  
  480.    ctx->RenderMode = mode;
  481.    if (ctx->Driver.RenderMode)
  482.       ctx->Driver.RenderMode( ctx, mode );
  483.  
  484.    return result;
  485. }
  486.  
  487. /*@}*/
  488.  
  489.  
  490. /**********************************************************************/
  491. /** \name Initialization */
  492. /*@{*/
  493.  
  494. /**
  495.  * Initialize context feedback data.
  496.  */
  497. void _mesa_init_feedback( struct gl_context * ctx )
  498. {
  499.    /* Feedback */
  500.    ctx->Feedback.Type = GL_2D;   /* TODO: verify */
  501.    ctx->Feedback.Buffer = NULL;
  502.    ctx->Feedback.BufferSize = 0;
  503.    ctx->Feedback.Count = 0;
  504.  
  505.    /* Selection/picking */
  506.    ctx->Select.Buffer = NULL;
  507.    ctx->Select.BufferSize = 0;
  508.    ctx->Select.BufferCount = 0;
  509.    ctx->Select.Hits = 0;
  510.    ctx->Select.NameStackDepth = 0;
  511.  
  512.    /* Miscellaneous */
  513.    ctx->RenderMode = GL_RENDER;
  514. }
  515.  
  516. /*@}*/
  517.