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5f2bebf7a5
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does. It exposes : - The same pixel formats - The same set of extensions - Nothing more All of this without taking 10% of your build time. If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree. CORE-7499
428 lines
10 KiB
C
428 lines
10 KiB
C
/* $Id: feedback.c,v 1.12 1998/02/03 23:45:02 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.4
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: feedback.c,v $
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* Revision 1.12 1998/02/03 23:45:02 brianp
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* added casts to prevent warnings with Amiga StormC compiler
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*
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* Revision 1.11 1997/11/07 03:38:07 brianp
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* added stdio.h include for SunOS 4.x
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*
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* Revision 1.10 1997/07/24 01:25:01 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.9 1997/05/28 03:24:54 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.8 1997/03/08 02:03:46 brianp
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* better error checking
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*
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* Revision 1.7 1997/01/21 03:09:15 brianp
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* fixed an error message in gl_RenderMode()
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*
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* Revision 1.6 1997/01/16 19:10:24 brianp
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* kludged around a SunOS 5.x/GCC bug in write_hit_record()
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*
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* Revision 1.5 1996/12/13 21:03:19 brianp
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* fixed feedback buffer overflow bug in write_hit_record()
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*
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* Revision 1.4 1996/10/22 22:58:25 brianp
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* fixed bug in gl_update_hitflag() reported by Erich Eder
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*
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* Revision 1.3 1996/09/27 01:28:13 brianp
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* added missing error check to gl_RenderMode()
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*
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* Revision 1.2 1996/09/15 14:17:30 brianp
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* now use GLframebuffer and GLvisual
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*
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* Revision 1.1 1996/09/13 01:38:16 brianp
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* Initial revision
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*
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include <assert.h>
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#include <stdio.h>
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#include "context.h"
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#include "feedback.h"
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#include "dlist.h"
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#include "macros.h"
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#include "types.h"
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#endif
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#define FB_3D 0x01
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#define FB_4D 0x02
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#define FB_INDEX 0x04
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#define FB_COLOR 0x08
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#define FB_TEXTURE 0X10
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void
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gl_FeedbackBuffer( GLcontext *ctx, GLsizei size, GLenum type, GLfloat *buffer )
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{
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if (ctx->RenderMode==GL_FEEDBACK || INSIDE_BEGIN_END(ctx)) {
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gl_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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gl_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
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return;
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}
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if (!buffer) {
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gl_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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ctx->Feedback.Type = type;
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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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ctx->Feedback.Type = type;
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break;
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case GL_3D_COLOR:
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ctx->Feedback.Mask = FB_3D
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| (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX);
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ctx->Feedback.Type = type;
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break;
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case GL_3D_COLOR_TEXTURE:
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ctx->Feedback.Mask = FB_3D
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| (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX)
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| FB_TEXTURE;
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ctx->Feedback.Type = type;
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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
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| (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX)
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| FB_TEXTURE;
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ctx->Feedback.Type = type;
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break;
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default:
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ctx->Feedback.Mask = 0;
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gl_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
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}
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ctx->Feedback.BufferSize = size;
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ctx->Feedback.Buffer = buffer;
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ctx->Feedback.Count = 0;
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}
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void gl_PassThrough( GLcontext *ctx, GLfloat token )
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{
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glPassThrough" );
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return;
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}
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if (ctx->RenderMode==GL_FEEDBACK) {
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FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
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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 gl_feedback_vertex( GLcontext *ctx,
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GLfloat x, GLfloat y, GLfloat z, GLfloat w,
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const GLfloat color[4], GLfloat index,
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const GLfloat texcoord[4] )
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{
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FEEDBACK_TOKEN( ctx, x );
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FEEDBACK_TOKEN( ctx, y );
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if (ctx->Feedback.Mask & FB_3D) {
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FEEDBACK_TOKEN( ctx, z );
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}
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if (ctx->Feedback.Mask & FB_4D) {
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FEEDBACK_TOKEN( ctx, w );
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}
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if (ctx->Feedback.Mask & FB_INDEX) {
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FEEDBACK_TOKEN( ctx, index );
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}
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if (ctx->Feedback.Mask & FB_COLOR) {
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FEEDBACK_TOKEN( ctx, color[0] );
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FEEDBACK_TOKEN( ctx, color[1] );
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FEEDBACK_TOKEN( ctx, color[2] );
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FEEDBACK_TOKEN( ctx, color[3] );
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}
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if (ctx->Feedback.Mask & FB_TEXTURE) {
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FEEDBACK_TOKEN( ctx, texcoord[0] );
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FEEDBACK_TOKEN( ctx, texcoord[1] );
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FEEDBACK_TOKEN( ctx, texcoord[2] );
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FEEDBACK_TOKEN( ctx, texcoord[3] );
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}
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}
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/**********************************************************************/
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/* Selection */
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/**********************************************************************/
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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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void gl_SelectBuffer( GLcontext *ctx, GLsizei size, GLuint *buffer )
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{
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
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}
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if (ctx->RenderMode==GL_SELECT) {
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gl_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
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}
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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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void gl_InitNames( GLcontext *ctx )
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{
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glInitNames" );
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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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}
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#define WRITE_RECORD( CTX, V ) \
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if (CTX->Select.BufferCount < CTX->Select.BufferSize) { \
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CTX->Select.Buffer[CTX->Select.BufferCount] = (V); \
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} \
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CTX->Select.BufferCount++;
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void gl_update_hitflag( GLcontext *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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static void write_hit_record( GLcontext *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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void gl_LoadName( GLcontext *ctx, GLuint name )
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{
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
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return;
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}
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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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gl_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
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return;
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}
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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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void gl_PushName( GLcontext *ctx, GLuint name )
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{
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glPushName" );
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return;
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}
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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.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++] = name;
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}
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else {
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gl_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
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}
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}
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void gl_PopName( GLcontext *ctx )
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{
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glPopName" );
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return;
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}
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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.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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ctx->Select.NameStackDepth--;
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}
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else {
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gl_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
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}
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}
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/**********************************************************************/
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/* Render Mode */
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/**********************************************************************/
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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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GLint gl_RenderMode( GLcontext *ctx, GLenum mode )
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{
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GLint result;
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
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}
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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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gl_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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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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default:
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gl_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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gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
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}
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break;
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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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gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
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}
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break;
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default:
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gl_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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ctx->NewState |= NEW_ALL;
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return result;
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}
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