1 | /* $Id: feedback.c,v 1.1 2000-02-29 00:50:03 sandervl Exp $ */
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2 |
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3 | /*
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4 | * Mesa 3-D graphics library
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5 | * Version: 3.1
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6 | *
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7 | * Copyright (C) 1999 Brian Paul All Rights Reserved.
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8 | *
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9 | * Permission is hereby granted, free of charge, to any person obtaining a
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10 | * copy of this software and associated documentation files (the "Software"),
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11 | * to deal in the Software without restriction, including without limitation
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12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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13 | * and/or sell copies of the Software, and to permit persons to whom the
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14 | * Software is furnished to do so, subject to the following conditions:
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15 | *
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16 | * The above copyright notice and this permission notice shall be included
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17 | * in all copies or substantial portions of the Software.
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18 | *
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19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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25 | */
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26 |
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27 |
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28 |
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29 |
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30 |
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31 | #ifdef PC_HEADER
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32 | #include "all.h"
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33 | #else
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34 | #ifndef XFree86Server
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35 | #include <assert.h>
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36 | #include <stdio.h>
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37 | #else
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38 | #include "GL/xf86glx.h"
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39 | #endif
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40 | #include "context.h"
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41 | #include "enums.h"
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42 | #include "feedback.h"
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43 | #include "macros.h"
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44 | #include "mmath.h"
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45 | #include "types.h"
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46 | #include "triangle.h"
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47 | #endif
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48 |
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49 |
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50 |
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51 | #define FB_3D 0x01
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52 | #define FB_4D 0x02
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53 | #define FB_INDEX 0x04
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54 | #define FB_COLOR 0x08
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55 | #define FB_TEXTURE 0X10
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56 |
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57 |
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58 |
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59 | void
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60 | gl_FeedbackBuffer( GLcontext *ctx, GLsizei size, GLenum type, GLfloat *buffer )
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61 | {
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62 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glFeedbackBuffer" );
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63 |
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64 | if (ctx->RenderMode==GL_FEEDBACK) {
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65 | gl_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
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66 | return;
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67 | }
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68 |
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69 | if (size<0) {
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70 | gl_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
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71 | return;
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72 | }
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73 | if (!buffer) {
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74 | gl_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
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75 | ctx->Feedback.BufferSize = 0;
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76 | return;
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77 | }
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78 |
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79 | switch (type) {
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80 | case GL_2D:
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81 | ctx->Feedback.Mask = 0;
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82 | ctx->Feedback.Type = type;
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83 | break;
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84 | case GL_3D:
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85 | ctx->Feedback.Mask = FB_3D;
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86 | ctx->Feedback.Type = type;
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87 | break;
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88 | case GL_3D_COLOR:
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89 | ctx->Feedback.Mask = FB_3D
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90 | | (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX);
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91 | ctx->Feedback.Type = type;
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92 | break;
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93 | case GL_3D_COLOR_TEXTURE:
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94 | ctx->Feedback.Mask = FB_3D
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95 | | (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX)
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96 | | FB_TEXTURE;
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97 | ctx->Feedback.Type = type;
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98 | break;
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99 | case GL_4D_COLOR_TEXTURE:
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100 | ctx->Feedback.Mask = FB_3D | FB_4D
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101 | | (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX)
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102 | | FB_TEXTURE;
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103 | ctx->Feedback.Type = type;
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104 | break;
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105 | default:
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106 | ctx->Feedback.Mask = 0;
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107 | gl_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
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108 | }
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109 |
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110 | ctx->Feedback.BufferSize = size;
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111 | ctx->Feedback.Buffer = buffer;
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112 | ctx->Feedback.Count = 0;
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113 | }
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114 |
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115 |
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116 |
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117 | void gl_PassThrough( GLcontext *ctx, GLfloat token )
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118 | {
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119 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPassThrough");
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120 |
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121 | if (ctx->RenderMode==GL_FEEDBACK) {
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122 | FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
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123 | FEEDBACK_TOKEN( ctx, token );
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124 | }
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125 | }
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126 |
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127 |
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128 |
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129 | /*
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130 | * Put a vertex into the feedback buffer.
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131 | */
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132 | void gl_feedback_vertex( GLcontext *ctx,
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133 | const GLfloat win[4],
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134 | const GLfloat color[4],
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135 | GLuint index,
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136 | const GLfloat texcoord[4] )
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137 | {
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138 | FEEDBACK_TOKEN( ctx, win[0] );
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139 | FEEDBACK_TOKEN( ctx, win[1] );
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140 | if (ctx->Feedback.Mask & FB_3D) {
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141 | FEEDBACK_TOKEN( ctx, win[2] );
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142 | }
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143 | if (ctx->Feedback.Mask & FB_4D) {
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144 | FEEDBACK_TOKEN( ctx, win[3] );
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145 | }
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146 | if (ctx->Feedback.Mask & FB_INDEX) {
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147 | FEEDBACK_TOKEN( ctx, (GLfloat) index );
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148 | }
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149 | if (ctx->Feedback.Mask & FB_COLOR) {
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150 | FEEDBACK_TOKEN( ctx, color[0] );
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151 | FEEDBACK_TOKEN( ctx, color[1] );
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152 | FEEDBACK_TOKEN( ctx, color[2] );
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153 | FEEDBACK_TOKEN( ctx, color[3] );
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154 | }
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155 | if (ctx->Feedback.Mask & FB_TEXTURE) {
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156 | FEEDBACK_TOKEN( ctx, texcoord[0] );
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157 | FEEDBACK_TOKEN( ctx, texcoord[1] );
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158 | FEEDBACK_TOKEN( ctx, texcoord[2] );
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159 | FEEDBACK_TOKEN( ctx, texcoord[3] );
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160 | }
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161 | }
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162 |
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163 |
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164 |
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165 | static void gl_do_feedback_vertex( GLcontext *ctx, GLuint v, GLuint pv )
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166 | {
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167 | GLfloat win[4];
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168 | GLfloat color[4];
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169 | GLfloat tc[4];
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170 | GLuint texUnit = ctx->Texture.CurrentTransformUnit;
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171 | struct vertex_buffer *VB = ctx->VB;
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172 |
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173 | win[0] = VB->Win.data[v][0];
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174 | win[1] = VB->Win.data[v][1];
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175 | win[2] = VB->Win.data[v][2] / DEPTH_SCALE;
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176 | win[3] = 1.0 / VB->Win.data[v][3];
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177 |
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178 | if (ctx->Light.ShadeModel==GL_SMOOTH) pv = v;
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179 |
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180 | UBYTE_RGBA_TO_FLOAT_RGBA( color, VB->ColorPtr->data[pv] );
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181 |
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182 | if (VB->TexCoordPtr[texUnit]->size == 4 &&
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183 | VB->TexCoordPtr[texUnit]->data[v][3]!=0.0)
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184 | {
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185 | GLfloat invq = 1.0F / VB->TexCoordPtr[texUnit]->data[v][3];
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186 | tc[0] = VB->TexCoordPtr[texUnit]->data[v][0] * invq;
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187 | tc[1] = VB->TexCoordPtr[texUnit]->data[v][1] * invq;
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188 | tc[2] = VB->TexCoordPtr[texUnit]->data[v][2] * invq;
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189 | tc[3] = VB->TexCoordPtr[texUnit]->data[v][3];
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190 | } else {
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191 | ASSIGN_4V(tc, 0,0,0,1);
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192 | COPY_SZ_4V(tc,
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193 | VB->TexCoordPtr[texUnit]->size,
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194 | VB->TexCoordPtr[texUnit]->data[v]);
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195 | }
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196 |
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197 | gl_feedback_vertex( ctx, win, color, VB->IndexPtr->data[v], tc );
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198 | }
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199 |
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200 |
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201 |
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202 | /*
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203 | * Put triangle in feedback buffer.
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204 | */
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205 | void gl_feedback_triangle( GLcontext *ctx,
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206 | GLuint v0, GLuint v1, GLuint v2, GLuint pv )
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207 | {
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208 | if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) {
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209 | FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
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210 | FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */
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211 |
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212 | gl_do_feedback_vertex( ctx, v0, pv );
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213 | gl_do_feedback_vertex( ctx, v1, pv );
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214 | gl_do_feedback_vertex( ctx, v2, pv );
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215 | }
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216 | }
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217 |
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218 |
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219 | void gl_feedback_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
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220 | {
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221 | GLenum token = GL_LINE_TOKEN;
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222 |
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223 | if (ctx->StippleCounter==0)
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224 | token = GL_LINE_RESET_TOKEN;
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225 |
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226 | FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
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227 |
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228 | gl_do_feedback_vertex( ctx, v1, pv );
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229 | gl_do_feedback_vertex( ctx, v2, pv );
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230 |
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231 | ctx->StippleCounter++;
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232 | }
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233 |
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234 |
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235 | void gl_feedback_points( GLcontext *ctx, GLuint first, GLuint last )
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236 | {
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237 | struct vertex_buffer *VB = ctx->VB;
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238 | GLuint i;
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239 |
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240 | for (i=first;i<=last;i++)
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241 | if (VB->ClipMask[i]==0) {
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242 | FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
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243 | gl_do_feedback_vertex( ctx, i, i );
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244 | }
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245 | }
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246 |
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247 |
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248 |
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249 |
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250 |
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251 | /**********************************************************************/
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252 | /* Selection */
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253 | /**********************************************************************/
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254 |
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255 |
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256 | /*
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257 | * NOTE: this function can't be put in a display list.
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258 | */
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259 | void gl_SelectBuffer( GLcontext *ctx, GLsizei size, GLuint *buffer )
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260 | {
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261 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glSelectBuffer");
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262 | if (ctx->RenderMode==GL_SELECT) {
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263 | gl_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
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264 | }
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265 | ctx->Select.Buffer = buffer;
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266 | ctx->Select.BufferSize = size;
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267 | ctx->Select.BufferCount = 0;
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268 |
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269 | ctx->Select.HitFlag = GL_FALSE;
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270 | ctx->Select.HitMinZ = 1.0;
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271 | ctx->Select.HitMaxZ = 0.0;
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272 | }
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273 |
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274 |
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275 | #define WRITE_RECORD( CTX, V ) \
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276 | if (CTX->Select.BufferCount < CTX->Select.BufferSize) { \
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277 | CTX->Select.Buffer[CTX->Select.BufferCount] = (V); \
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278 | } \
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279 | CTX->Select.BufferCount++;
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280 |
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281 |
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282 |
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283 | void gl_update_hitflag( GLcontext *ctx, GLfloat z )
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284 | {
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285 | ctx->Select.HitFlag = GL_TRUE;
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286 | if (z < ctx->Select.HitMinZ) {
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287 | ctx->Select.HitMinZ = z;
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288 | }
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289 | if (z > ctx->Select.HitMaxZ) {
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290 | ctx->Select.HitMaxZ = z;
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291 | }
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292 | }
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293 |
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294 | void gl_select_triangle( GLcontext *ctx,
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295 | GLuint v0, GLuint v1, GLuint v2, GLuint pv )
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296 | {
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297 | struct vertex_buffer *VB = ctx->VB;
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298 |
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299 | if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) {
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300 | gl_update_hitflag( ctx, VB->Win.data[v0][3] / DEPTH_SCALE );
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301 | gl_update_hitflag( ctx, VB->Win.data[v1][3] / DEPTH_SCALE );
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302 | gl_update_hitflag( ctx, VB->Win.data[v2][3] / DEPTH_SCALE );
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303 | }
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304 | }
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305 |
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306 |
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307 | void gl_select_line( GLcontext *ctx,
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308 | GLuint v0, GLuint v1, GLuint pv )
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309 | {
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310 | struct vertex_buffer *VB = ctx->VB;
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311 |
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312 | gl_update_hitflag( ctx, VB->Win.data[v0][3] / DEPTH_SCALE );
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313 | gl_update_hitflag( ctx, VB->Win.data[v1][3] / DEPTH_SCALE );
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314 | }
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315 |
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316 | void gl_select_points( GLcontext *ctx, GLuint first, GLuint last )
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317 | {
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318 | struct vertex_buffer *VB = ctx->VB;
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319 | GLuint i;
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320 |
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321 | for (i=first;i<=last;i++)
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322 | if (VB->ClipMask[i]==0)
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323 | gl_update_hitflag( ctx, VB->Win.data[i][3] / DEPTH_SCALE);
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324 | }
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325 |
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326 |
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327 | static void write_hit_record( GLcontext *ctx )
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328 | {
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329 | GLuint i;
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330 | GLuint zmin, zmax, zscale = (~0u);
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331 |
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332 | /* HitMinZ and HitMaxZ are in [0,1]. Multiply these values by */
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333 | /* 2^32-1 and round to nearest unsigned integer. */
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334 |
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335 | assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
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336 | zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
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337 | zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
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338 |
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339 | WRITE_RECORD( ctx, ctx->Select.NameStackDepth );
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340 | WRITE_RECORD( ctx, zmin );
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341 | WRITE_RECORD( ctx, zmax );
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342 | for (i=0;i<ctx->Select.NameStackDepth;i++) {
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343 | WRITE_RECORD( ctx, ctx->Select.NameStack[i] );
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344 | }
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345 |
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346 | ctx->Select.Hits++;
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347 | ctx->Select.HitFlag = GL_FALSE;
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348 | ctx->Select.HitMinZ = 1.0;
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349 | ctx->Select.HitMaxZ = -1.0;
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350 | }
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351 |
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352 |
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353 |
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354 | void gl_InitNames( GLcontext *ctx )
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355 | {
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356 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glInitNames");
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357 | /* Record the hit before the HitFlag is wiped out again. */
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358 | if (ctx->RenderMode==GL_SELECT) {
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359 | if (ctx->Select.HitFlag) {
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360 | write_hit_record( ctx );
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361 | }
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362 | }
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363 | ctx->Select.NameStackDepth = 0;
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364 | ctx->Select.HitFlag = GL_FALSE;
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365 | ctx->Select.HitMinZ = 1.0;
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366 | ctx->Select.HitMaxZ = 0.0;
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367 | }
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368 |
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369 |
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370 |
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371 | void gl_LoadName( GLcontext *ctx, GLuint name )
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372 | {
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373 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLoadName");
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374 | if (ctx->RenderMode!=GL_SELECT) {
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375 | return;
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376 | }
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377 | if (ctx->Select.NameStackDepth==0) {
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378 | gl_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
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379 | return;
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380 | }
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381 | if (ctx->Select.HitFlag) {
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382 | write_hit_record( ctx );
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383 | }
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384 | if (ctx->Select.NameStackDepth<MAX_NAME_STACK_DEPTH) {
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385 | ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
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386 | }
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387 | else {
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388 | ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
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389 | }
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390 | }
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391 |
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392 |
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393 | void gl_PushName( GLcontext *ctx, GLuint name )
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394 | {
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395 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushName");
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396 | if (ctx->RenderMode!=GL_SELECT) {
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397 | return;
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398 | }
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399 | if (ctx->Select.HitFlag) {
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400 | write_hit_record( ctx );
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401 | }
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402 | if (ctx->Select.NameStackDepth<MAX_NAME_STACK_DEPTH) {
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403 | ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
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404 | }
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405 | else {
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406 | gl_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
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407 | }
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408 | }
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409 |
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410 |
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411 |
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412 | void gl_PopName( GLcontext *ctx )
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413 | {
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414 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopName");
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415 | if (ctx->RenderMode!=GL_SELECT) {
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416 | return;
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417 | }
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418 | if (ctx->Select.HitFlag) {
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419 | write_hit_record( ctx );
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420 | }
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421 | if (ctx->Select.NameStackDepth>0) {
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422 | ctx->Select.NameStackDepth--;
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423 | }
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424 | else {
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425 | gl_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
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426 | }
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427 | }
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428 |
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429 |
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430 |
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431 | /**********************************************************************/
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432 | /* Render Mode */
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433 | /**********************************************************************/
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434 |
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435 |
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436 |
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437 | /*
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438 | * NOTE: this function can't be put in a display list.
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439 | */
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440 | GLint gl_RenderMode( GLcontext *ctx, GLenum mode )
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441 | {
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442 | GLint result;
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443 |
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444 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, "glRenderMode", 0);
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445 |
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446 | if (MESA_VERBOSE & VERBOSE_API)
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447 | fprintf(stderr, "glRenderMode %s\n", gl_lookup_enum_by_nr(mode));
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448 |
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449 | ctx->TriangleCaps &= ~(DD_FEEDBACK|DD_SELECT);
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450 |
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451 | switch (ctx->RenderMode) {
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452 | case GL_RENDER:
|
---|
453 | result = 0;
|
---|
454 | break;
|
---|
455 | case GL_SELECT:
|
---|
456 | if (ctx->Select.HitFlag) {
|
---|
457 | write_hit_record( ctx );
|
---|
458 | }
|
---|
459 | if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
|
---|
460 | /* overflow */
|
---|
461 | #ifdef DEBUG
|
---|
462 | gl_warning(ctx, "Feedback buffer overflow");
|
---|
463 | #endif
|
---|
464 | result = -1;
|
---|
465 | }
|
---|
466 | else {
|
---|
467 | result = ctx->Select.Hits;
|
---|
468 | }
|
---|
469 | ctx->Select.BufferCount = 0;
|
---|
470 | ctx->Select.Hits = 0;
|
---|
471 | ctx->Select.NameStackDepth = 0;
|
---|
472 | break;
|
---|
473 | case GL_FEEDBACK:
|
---|
474 | if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
|
---|
475 | /* overflow */
|
---|
476 | result = -1;
|
---|
477 | }
|
---|
478 | else {
|
---|
479 | result = ctx->Feedback.Count;
|
---|
480 | }
|
---|
481 | ctx->Feedback.Count = 0;
|
---|
482 | break;
|
---|
483 | default:
|
---|
484 | gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
|
---|
485 | return 0;
|
---|
486 | }
|
---|
487 |
|
---|
488 | switch (mode) {
|
---|
489 | case GL_RENDER:
|
---|
490 | break;
|
---|
491 | case GL_SELECT:
|
---|
492 | ctx->TriangleCaps |= DD_SELECT;
|
---|
493 | if (ctx->Select.BufferSize==0) {
|
---|
494 | /* haven't called glSelectBuffer yet */
|
---|
495 | gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
|
---|
496 | }
|
---|
497 | break;
|
---|
498 | case GL_FEEDBACK:
|
---|
499 | ctx->TriangleCaps |= DD_FEEDBACK;
|
---|
500 | if (ctx->Feedback.BufferSize==0) {
|
---|
501 | /* haven't called glFeedbackBuffer yet */
|
---|
502 | gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
|
---|
503 | }
|
---|
504 | break;
|
---|
505 | default:
|
---|
506 | gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
|
---|
507 | return 0;
|
---|
508 | }
|
---|
509 |
|
---|
510 |
|
---|
511 | ctx->RenderMode = mode;
|
---|
512 | ctx->NewState |= NEW_ALL;
|
---|
513 |
|
---|
514 | return result;
|
---|
515 | }
|
---|
516 |
|
---|