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538 lines
13 KiB
C
538 lines
13 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 7.5
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*
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* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file feedback.c
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* Selection and feedback modes functions.
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*/
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#include <precomp.h>
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#if FEATURE_feedback
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#define FB_3D 0x01
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#define FB_4D 0x02
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#define FB_COLOR 0x04
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#define FB_TEXTURE 0X08
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static void GLAPIENTRY
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_mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer )
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{
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (ctx->RenderMode==GL_FEEDBACK) {
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_mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
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return;
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}
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if (size<0) {
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_mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
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return;
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}
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if (!buffer && size > 0) {
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_mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
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ctx->Feedback.BufferSize = 0;
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return;
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}
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switch (type) {
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case GL_2D:
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ctx->Feedback._Mask = 0;
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break;
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case GL_3D:
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ctx->Feedback._Mask = FB_3D;
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break;
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case GL_3D_COLOR:
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ctx->Feedback._Mask = (FB_3D | FB_COLOR);
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break;
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case GL_3D_COLOR_TEXTURE:
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ctx->Feedback._Mask = (FB_3D | FB_COLOR | FB_TEXTURE);
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break;
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case GL_4D_COLOR_TEXTURE:
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ctx->Feedback._Mask = (FB_3D | FB_4D | FB_COLOR | FB_TEXTURE);
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break;
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default:
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_mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
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return;
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}
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FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* Always flush */
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ctx->Feedback.Type = type;
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ctx->Feedback.BufferSize = size;
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ctx->Feedback.Buffer = buffer;
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ctx->Feedback.Count = 0; /* Becaues of this. */
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}
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static void GLAPIENTRY
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_mesa_PassThrough( GLfloat token )
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{
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (ctx->RenderMode==GL_FEEDBACK) {
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FLUSH_VERTICES(ctx, 0);
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_mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
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_mesa_feedback_token( ctx, token );
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}
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}
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/**
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* Put a vertex into the feedback buffer.
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*/
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void
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_mesa_feedback_vertex(struct gl_context *ctx,
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const GLfloat win[4],
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const GLfloat color[4],
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const GLfloat texcoord[4])
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{
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_mesa_feedback_token( ctx, win[0] );
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_mesa_feedback_token( ctx, win[1] );
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if (ctx->Feedback._Mask & FB_3D) {
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_mesa_feedback_token( ctx, win[2] );
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}
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if (ctx->Feedback._Mask & FB_4D) {
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_mesa_feedback_token( ctx, win[3] );
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}
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if (ctx->Feedback._Mask & FB_COLOR) {
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_mesa_feedback_token( ctx, color[0] );
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_mesa_feedback_token( ctx, color[1] );
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_mesa_feedback_token( ctx, color[2] );
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_mesa_feedback_token( ctx, color[3] );
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}
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if (ctx->Feedback._Mask & FB_TEXTURE) {
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_mesa_feedback_token( ctx, texcoord[0] );
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_mesa_feedback_token( ctx, texcoord[1] );
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_mesa_feedback_token( ctx, texcoord[2] );
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_mesa_feedback_token( ctx, texcoord[3] );
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}
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}
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/**********************************************************************/
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/** \name Selection */
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/*@{*/
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/**
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* Establish a buffer for selection mode values.
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*
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* \param size buffer size.
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* \param buffer buffer.
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*
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* \sa glSelectBuffer().
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*
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* \note this function can't be put in a display list.
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*
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* Verifies we're not in selection mode, flushes the vertices and initialize
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* the fields in __struct gl_contextRec::Select with the given buffer.
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*/
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static void GLAPIENTRY
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_mesa_SelectBuffer( GLsizei size, GLuint *buffer )
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{
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (size < 0) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glSelectBuffer(size)");
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return;
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}
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if (ctx->RenderMode==GL_SELECT) {
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_mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
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return; /* KW: added return */
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}
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FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
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ctx->Select.Buffer = buffer;
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ctx->Select.BufferSize = size;
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ctx->Select.BufferCount = 0;
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ctx->Select.HitFlag = GL_FALSE;
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ctx->Select.HitMinZ = 1.0;
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ctx->Select.HitMaxZ = 0.0;
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}
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/**
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* Write a value of a record into the selection buffer.
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*
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* \param ctx GL context.
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* \param value value.
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*
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* Verifies there is free space in the buffer to write the value and
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* increments the pointer.
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*/
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static inline void
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write_record(struct gl_context *ctx, GLuint value)
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{
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if (ctx->Select.BufferCount < ctx->Select.BufferSize) {
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ctx->Select.Buffer[ctx->Select.BufferCount] = value;
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}
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ctx->Select.BufferCount++;
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}
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/**
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* Update the hit flag and the maximum and minimum depth values.
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*
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* \param ctx GL context.
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* \param z depth.
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*
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* Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and
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* gl_selection::HitMaxZ.
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*/
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void
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_mesa_update_hitflag(struct gl_context *ctx, GLfloat z)
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{
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ctx->Select.HitFlag = GL_TRUE;
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if (z < ctx->Select.HitMinZ) {
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ctx->Select.HitMinZ = z;
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}
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if (z > ctx->Select.HitMaxZ) {
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ctx->Select.HitMaxZ = z;
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}
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}
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/**
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* Write the hit record.
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*
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* \param ctx GL context.
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*
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* Write the hit record, i.e., the number of names in the stack, the minimum and
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* maximum depth values and the number of names in the name stack at the time
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* of the event. Resets the hit flag.
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*
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* \sa gl_selection.
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*/
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static void
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write_hit_record(struct gl_context *ctx)
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{
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GLuint i;
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GLuint zmin, zmax, zscale = (~0u);
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/* HitMinZ and HitMaxZ are in [0,1]. Multiply these values by */
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/* 2^32-1 and round to nearest unsigned integer. */
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assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
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zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
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zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
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write_record( ctx, ctx->Select.NameStackDepth );
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write_record( ctx, zmin );
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write_record( ctx, zmax );
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for (i = 0; i < ctx->Select.NameStackDepth; i++) {
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write_record( ctx, ctx->Select.NameStack[i] );
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}
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ctx->Select.Hits++;
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ctx->Select.HitFlag = GL_FALSE;
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ctx->Select.HitMinZ = 1.0;
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ctx->Select.HitMaxZ = -1.0;
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}
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/**
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* Initialize the name stack.
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*
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* Verifies we are in select mode and resets the name stack depth and resets
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* the hit record data in gl_selection. Marks new render mode in
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* __struct gl_contextRec::NewState.
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*/
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static void GLAPIENTRY
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_mesa_InitNames( void )
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{
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
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/* Record the hit before the HitFlag is wiped out again. */
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if (ctx->RenderMode == GL_SELECT) {
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if (ctx->Select.HitFlag) {
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write_hit_record( ctx );
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}
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}
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ctx->Select.NameStackDepth = 0;
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ctx->Select.HitFlag = GL_FALSE;
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ctx->Select.HitMinZ = 1.0;
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ctx->Select.HitMaxZ = 0.0;
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ctx->NewState |= _NEW_RENDERMODE;
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}
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/**
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* Load the top-most name of the name stack.
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*
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* \param name name.
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*
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* Verifies we are in selection mode and that the name stack is not empty.
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* Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
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* and replace the top-most name in the stack.
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*
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* sa __struct gl_contextRec::Select.
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*/
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static void GLAPIENTRY
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_mesa_LoadName( GLuint name )
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{
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (ctx->RenderMode != GL_SELECT) {
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return;
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}
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if (ctx->Select.NameStackDepth == 0) {
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_mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
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return;
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}
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FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
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if (ctx->Select.HitFlag) {
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write_hit_record( ctx );
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}
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if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
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ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
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}
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else {
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ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
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}
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}
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/**
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* Push a name into the name stack.
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*
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* \param name name.
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*
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* Verifies we are in selection mode and that the name stack is not full.
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* Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
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* and adds the name to the top of the name stack.
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*
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* sa __struct gl_contextRec::Select.
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*/
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static void GLAPIENTRY
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_mesa_PushName( GLuint name )
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{
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (ctx->RenderMode != GL_SELECT) {
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return;
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}
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FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
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if (ctx->Select.HitFlag) {
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write_hit_record( ctx );
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}
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if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) {
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_mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
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}
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else
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ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
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}
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/**
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* Pop a name into the name stack.
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*
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* Verifies we are in selection mode and that the name stack is not empty.
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* Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
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* and removes top-most name in the name stack.
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*
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* sa __struct gl_contextRec::Select.
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*/
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static void GLAPIENTRY
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_mesa_PopName( void )
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{
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (ctx->RenderMode != GL_SELECT) {
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return;
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}
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FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
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if (ctx->Select.HitFlag) {
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write_hit_record( ctx );
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}
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if (ctx->Select.NameStackDepth == 0) {
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_mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
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}
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else
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ctx->Select.NameStackDepth--;
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}
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/*@}*/
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/**********************************************************************/
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/** \name Render Mode */
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/*@{*/
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/**
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* Set rasterization mode.
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*
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* \param mode rasterization mode.
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*
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* \note this function can't be put in a display list.
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*
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* \sa glRenderMode().
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*
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* Flushes the vertices and do the necessary cleanup according to the previous
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* rasterization mode, such as writing the hit record or resent the select
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* buffer index when exiting the select mode. Updates
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* __struct gl_contextRec::RenderMode and notifies the driver via the
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* dd_function_table::RenderMode callback.
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*/
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GLint GLAPIENTRY
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_mesa_RenderMode( GLenum mode )
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{
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GET_CURRENT_CONTEXT(ctx);
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GLint result;
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ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
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if (MESA_VERBOSE & VERBOSE_API)
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_mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode));
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FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
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switch (ctx->RenderMode) {
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case GL_RENDER:
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result = 0;
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break;
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case GL_SELECT:
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if (ctx->Select.HitFlag) {
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write_hit_record( ctx );
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}
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if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
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/* overflow */
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#ifdef DEBUG
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_mesa_warning(ctx, "Feedback buffer overflow");
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#endif
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result = -1;
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}
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else {
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result = ctx->Select.Hits;
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}
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ctx->Select.BufferCount = 0;
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ctx->Select.Hits = 0;
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ctx->Select.NameStackDepth = 0;
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break;
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#if _HAVE_FULL_GL
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case GL_FEEDBACK:
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if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
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/* overflow */
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result = -1;
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}
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else {
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result = ctx->Feedback.Count;
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}
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ctx->Feedback.Count = 0;
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break;
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#endif
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default:
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_mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
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return 0;
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}
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switch (mode) {
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case GL_RENDER:
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break;
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case GL_SELECT:
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if (ctx->Select.BufferSize==0) {
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/* haven't called glSelectBuffer yet */
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_mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
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}
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break;
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#if _HAVE_FULL_GL
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case GL_FEEDBACK:
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if (ctx->Feedback.BufferSize==0) {
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/* haven't called glFeedbackBuffer yet */
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_mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
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}
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break;
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#endif
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default:
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_mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
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return 0;
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}
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ctx->RenderMode = mode;
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if (ctx->Driver.RenderMode)
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ctx->Driver.RenderMode( ctx, mode );
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return result;
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}
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/*@}*/
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void
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_mesa_init_feedback_dispatch(struct _glapi_table *disp)
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{
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SET_InitNames(disp, _mesa_InitNames);
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SET_FeedbackBuffer(disp, _mesa_FeedbackBuffer);
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SET_LoadName(disp, _mesa_LoadName);
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SET_PassThrough(disp, _mesa_PassThrough);
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SET_PopName(disp, _mesa_PopName);
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SET_PushName(disp, _mesa_PushName);
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SET_SelectBuffer(disp, _mesa_SelectBuffer);
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SET_RenderMode(disp, _mesa_RenderMode);
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}
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#endif /* FEATURE_feedback */
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/**********************************************************************/
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/** \name Initialization */
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/*@{*/
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/**
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* Initialize context feedback data.
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*/
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void _mesa_init_feedback( struct gl_context * ctx )
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{
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/* Feedback */
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ctx->Feedback.Type = GL_2D; /* TODO: verify */
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ctx->Feedback.Buffer = NULL;
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ctx->Feedback.BufferSize = 0;
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ctx->Feedback.Count = 0;
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/* Selection/picking */
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ctx->Select.Buffer = NULL;
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ctx->Select.BufferSize = 0;
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ctx->Select.BufferCount = 0;
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ctx->Select.Hits = 0;
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ctx->Select.NameStackDepth = 0;
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/* Miscellaneous */
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ctx->RenderMode = GL_RENDER;
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}
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/*@}*/
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