source: trunk/src/opengl/mesa/feedback.c@ 3144

Last change on this file since 3144 was 2962, checked in by jeroen, 25 years ago

* empty log message *

File size: 12.9 KB
Line 
1/* $Id: feedback.c,v 1.2 2000-03-01 18:49:28 jeroen Exp $ */
2
3/*
4 * Mesa 3-D graphics library
5 * Version: 3.1
6 *
7 * Copyright (C) 1999 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28
29
30
31#ifdef PC_HEADER
32#include "all.h"
33#else
34#ifndef XFree86Server
35#include <assert.h>
36#include <stdio.h>
37#else
38#include "GL/xf86glx.h"
39#endif
40#include "types.h"
41#include "context.h"
42#include "enums.h"
43#include "feedback.h"
44#include "macros.h"
45#include "mmath.h"
46#include "triangle.h"
47#endif
48
49
50
51#define FB_3D 0x01
52#define FB_4D 0x02
53#define FB_INDEX 0x04
54#define FB_COLOR 0x08
55#define FB_TEXTURE 0X10
56
57
58
59void
60gl_FeedbackBuffer( GLcontext *ctx, GLsizei size, GLenum type, GLfloat *buffer )
61{
62 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glFeedbackBuffer" );
63
64 if (ctx->RenderMode==GL_FEEDBACK) {
65 gl_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
66 return;
67 }
68
69 if (size<0) {
70 gl_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
71 return;
72 }
73 if (!buffer) {
74 gl_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
75 ctx->Feedback.BufferSize = 0;
76 return;
77 }
78
79 switch (type) {
80 case GL_2D:
81 ctx->Feedback.Mask = 0;
82 ctx->Feedback.Type = type;
83 break;
84 case GL_3D:
85 ctx->Feedback.Mask = FB_3D;
86 ctx->Feedback.Type = type;
87 break;
88 case GL_3D_COLOR:
89 ctx->Feedback.Mask = FB_3D
90 | (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX);
91 ctx->Feedback.Type = type;
92 break;
93 case GL_3D_COLOR_TEXTURE:
94 ctx->Feedback.Mask = FB_3D
95 | (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX)
96 | FB_TEXTURE;
97 ctx->Feedback.Type = type;
98 break;
99 case GL_4D_COLOR_TEXTURE:
100 ctx->Feedback.Mask = FB_3D | FB_4D
101 | (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX)
102 | FB_TEXTURE;
103 ctx->Feedback.Type = type;
104 break;
105 default:
106 ctx->Feedback.Mask = 0;
107 gl_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
108 }
109
110 ctx->Feedback.BufferSize = size;
111 ctx->Feedback.Buffer = buffer;
112 ctx->Feedback.Count = 0;
113}
114
115
116
117void gl_PassThrough( GLcontext *ctx, GLfloat token )
118{
119 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPassThrough");
120
121 if (ctx->RenderMode==GL_FEEDBACK) {
122 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
123 FEEDBACK_TOKEN( ctx, token );
124 }
125}
126
127
128
129/*
130 * Put a vertex into the feedback buffer.
131 */
132void gl_feedback_vertex( GLcontext *ctx,
133 const GLfloat win[4],
134 const GLfloat color[4],
135 GLuint index,
136 const GLfloat texcoord[4] )
137{
138 FEEDBACK_TOKEN( ctx, win[0] );
139 FEEDBACK_TOKEN( ctx, win[1] );
140 if (ctx->Feedback.Mask & FB_3D) {
141 FEEDBACK_TOKEN( ctx, win[2] );
142 }
143 if (ctx->Feedback.Mask & FB_4D) {
144 FEEDBACK_TOKEN( ctx, win[3] );
145 }
146 if (ctx->Feedback.Mask & FB_INDEX) {
147 FEEDBACK_TOKEN( ctx, (GLfloat) index );
148 }
149 if (ctx->Feedback.Mask & FB_COLOR) {
150 FEEDBACK_TOKEN( ctx, color[0] );
151 FEEDBACK_TOKEN( ctx, color[1] );
152 FEEDBACK_TOKEN( ctx, color[2] );
153 FEEDBACK_TOKEN( ctx, color[3] );
154 }
155 if (ctx->Feedback.Mask & FB_TEXTURE) {
156 FEEDBACK_TOKEN( ctx, texcoord[0] );
157 FEEDBACK_TOKEN( ctx, texcoord[1] );
158 FEEDBACK_TOKEN( ctx, texcoord[2] );
159 FEEDBACK_TOKEN( ctx, texcoord[3] );
160 }
161}
162
163
164
165static void gl_do_feedback_vertex( GLcontext *ctx, GLuint v, GLuint pv )
166{
167 GLfloat win[4];
168 GLfloat color[4];
169 GLfloat tc[4];
170 GLuint texUnit = ctx->Texture.CurrentTransformUnit;
171 struct vertex_buffer *VB = ctx->VB;
172
173 win[0] = VB->Win.data[v][0];
174 win[1] = VB->Win.data[v][1];
175 win[2] = VB->Win.data[v][2] / DEPTH_SCALE;
176 win[3] = 1.0 / VB->Win.data[v][3];
177
178 if (ctx->Light.ShadeModel==GL_SMOOTH) pv = v;
179
180 UBYTE_RGBA_TO_FLOAT_RGBA( color, VB->ColorPtr->data[pv] );
181
182 if (VB->TexCoordPtr[texUnit]->size == 4 &&
183 VB->TexCoordPtr[texUnit]->data[v][3]!=0.0)
184 {
185 GLfloat invq = 1.0F / VB->TexCoordPtr[texUnit]->data[v][3];
186 tc[0] = VB->TexCoordPtr[texUnit]->data[v][0] * invq;
187 tc[1] = VB->TexCoordPtr[texUnit]->data[v][1] * invq;
188 tc[2] = VB->TexCoordPtr[texUnit]->data[v][2] * invq;
189 tc[3] = VB->TexCoordPtr[texUnit]->data[v][3];
190 } else {
191 ASSIGN_4V(tc, 0,0,0,1);
192 COPY_SZ_4V(tc,
193 VB->TexCoordPtr[texUnit]->size,
194 VB->TexCoordPtr[texUnit]->data[v]);
195 }
196
197 gl_feedback_vertex( ctx, win, color, VB->IndexPtr->data[v], tc );
198}
199
200
201
202/*
203 * Put triangle in feedback buffer.
204 */
205void gl_feedback_triangle( GLcontext *ctx,
206 GLuint v0, GLuint v1, GLuint v2, GLuint pv )
207{
208 if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) {
209 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
210 FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */
211
212 gl_do_feedback_vertex( ctx, v0, pv );
213 gl_do_feedback_vertex( ctx, v1, pv );
214 gl_do_feedback_vertex( ctx, v2, pv );
215 }
216}
217
218
219void gl_feedback_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
220{
221 GLenum token = GL_LINE_TOKEN;
222
223 if (ctx->StippleCounter==0)
224 token = GL_LINE_RESET_TOKEN;
225
226 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
227
228 gl_do_feedback_vertex( ctx, v1, pv );
229 gl_do_feedback_vertex( ctx, v2, pv );
230
231 ctx->StippleCounter++;
232}
233
234
235void gl_feedback_points( GLcontext *ctx, GLuint first, GLuint last )
236{
237 struct vertex_buffer *VB = ctx->VB;
238 GLuint i;
239
240 for (i=first;i<=last;i++)
241 if (VB->ClipMask[i]==0) {
242 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
243 gl_do_feedback_vertex( ctx, i, i );
244 }
245}
246
247
248
249
250
251/**********************************************************************/
252/* Selection */
253/**********************************************************************/
254
255
256/*
257 * NOTE: this function can't be put in a display list.
258 */
259void gl_SelectBuffer( GLcontext *ctx, GLsizei size, GLuint *buffer )
260{
261 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glSelectBuffer");
262 if (ctx->RenderMode==GL_SELECT) {
263 gl_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
264 }
265 ctx->Select.Buffer = buffer;
266 ctx->Select.BufferSize = size;
267 ctx->Select.BufferCount = 0;
268
269 ctx->Select.HitFlag = GL_FALSE;
270 ctx->Select.HitMinZ = 1.0;
271 ctx->Select.HitMaxZ = 0.0;
272}
273
274
275#define WRITE_RECORD( CTX, V ) \
276 if (CTX->Select.BufferCount < CTX->Select.BufferSize) { \
277 CTX->Select.Buffer[CTX->Select.BufferCount] = (V); \
278 } \
279 CTX->Select.BufferCount++;
280
281
282
283void gl_update_hitflag( GLcontext *ctx, GLfloat z )
284{
285 ctx->Select.HitFlag = GL_TRUE;
286 if (z < ctx->Select.HitMinZ) {
287 ctx->Select.HitMinZ = z;
288 }
289 if (z > ctx->Select.HitMaxZ) {
290 ctx->Select.HitMaxZ = z;
291 }
292}
293
294void gl_select_triangle( GLcontext *ctx,
295 GLuint v0, GLuint v1, GLuint v2, GLuint pv )
296{
297 struct vertex_buffer *VB = ctx->VB;
298
299 if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) {
300 gl_update_hitflag( ctx, VB->Win.data[v0][3] / DEPTH_SCALE );
301 gl_update_hitflag( ctx, VB->Win.data[v1][3] / DEPTH_SCALE );
302 gl_update_hitflag( ctx, VB->Win.data[v2][3] / DEPTH_SCALE );
303 }
304}
305
306
307void gl_select_line( GLcontext *ctx,
308 GLuint v0, GLuint v1, GLuint pv )
309{
310 struct vertex_buffer *VB = ctx->VB;
311
312 gl_update_hitflag( ctx, VB->Win.data[v0][3] / DEPTH_SCALE );
313 gl_update_hitflag( ctx, VB->Win.data[v1][3] / DEPTH_SCALE );
314}
315
316void gl_select_points( GLcontext *ctx, GLuint first, GLuint last )
317{
318 struct vertex_buffer *VB = ctx->VB;
319 GLuint i;
320
321 for (i=first;i<=last;i++)
322 if (VB->ClipMask[i]==0)
323 gl_update_hitflag( ctx, VB->Win.data[i][3] / DEPTH_SCALE);
324}
325
326
327static void write_hit_record( GLcontext *ctx )
328{
329 GLuint i;
330 GLuint zmin, zmax, zscale = (~0u);
331
332 /* HitMinZ and HitMaxZ are in [0,1]. Multiply these values by */
333 /* 2^32-1 and round to nearest unsigned integer. */
334
335 assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
336 zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
337 zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
338
339 WRITE_RECORD( ctx, ctx->Select.NameStackDepth );
340 WRITE_RECORD( ctx, zmin );
341 WRITE_RECORD( ctx, zmax );
342 for (i=0;i<ctx->Select.NameStackDepth;i++) {
343 WRITE_RECORD( ctx, ctx->Select.NameStack[i] );
344 }
345
346 ctx->Select.Hits++;
347 ctx->Select.HitFlag = GL_FALSE;
348 ctx->Select.HitMinZ = 1.0;
349 ctx->Select.HitMaxZ = -1.0;
350}
351
352
353
354void gl_InitNames( GLcontext *ctx )
355{
356 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glInitNames");
357 /* Record the hit before the HitFlag is wiped out again. */
358 if (ctx->RenderMode==GL_SELECT) {
359 if (ctx->Select.HitFlag) {
360 write_hit_record( ctx );
361 }
362 }
363 ctx->Select.NameStackDepth = 0;
364 ctx->Select.HitFlag = GL_FALSE;
365 ctx->Select.HitMinZ = 1.0;
366 ctx->Select.HitMaxZ = 0.0;
367}
368
369
370
371void gl_LoadName( GLcontext *ctx, GLuint name )
372{
373 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLoadName");
374 if (ctx->RenderMode!=GL_SELECT) {
375 return;
376 }
377 if (ctx->Select.NameStackDepth==0) {
378 gl_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
379 return;
380 }
381 if (ctx->Select.HitFlag) {
382 write_hit_record( ctx );
383 }
384 if (ctx->Select.NameStackDepth<MAX_NAME_STACK_DEPTH) {
385 ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
386 }
387 else {
388 ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
389 }
390}
391
392
393void gl_PushName( GLcontext *ctx, GLuint name )
394{
395 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushName");
396 if (ctx->RenderMode!=GL_SELECT) {
397 return;
398 }
399 if (ctx->Select.HitFlag) {
400 write_hit_record( ctx );
401 }
402 if (ctx->Select.NameStackDepth<MAX_NAME_STACK_DEPTH) {
403 ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
404 }
405 else {
406 gl_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
407 }
408}
409
410
411
412void gl_PopName( GLcontext *ctx )
413{
414 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopName");
415 if (ctx->RenderMode!=GL_SELECT) {
416 return;
417 }
418 if (ctx->Select.HitFlag) {
419 write_hit_record( ctx );
420 }
421 if (ctx->Select.NameStackDepth>0) {
422 ctx->Select.NameStackDepth--;
423 }
424 else {
425 gl_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
426 }
427}
428
429
430
431/**********************************************************************/
432/* Render Mode */
433/**********************************************************************/
434
435
436
437/*
438 * NOTE: this function can't be put in a display list.
439 */
440GLint gl_RenderMode( GLcontext *ctx, GLenum mode )
441{
442 GLint result;
443
444 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, "glRenderMode", 0);
445
446 if (MESA_VERBOSE & VERBOSE_API)
447 fprintf(stderr, "glRenderMode %s\n", gl_lookup_enum_by_nr(mode));
448
449 ctx->TriangleCaps &= ~(DD_FEEDBACK|DD_SELECT);
450
451 switch (ctx->RenderMode) {
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
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