/* * 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" #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 */ #ifndef NDEBUG _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; } /*@}*/