0fb09d07563c451147517772ab43478be1cc15a4
[mesa.git] / src / mesa / main / feedback.c
1 /* $Id: feedback.c,v 1.3 1999/09/19 02:03:19 tjump 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 #include <assert.h>
35 #include <stdio.h>
36 #include "context.h"
37 #include "enums.h"
38 #include "feedback.h"
39 #include "macros.h"
40 #include "mmath.h"
41 #include "types.h"
42 #include "triangle.h"
43 #ifdef XFree86Server
44 #include "GL/xf86glx.h"
45 #endif
46 #endif
47
48
49
50 #define FB_3D 0x01
51 #define FB_4D 0x02
52 #define FB_INDEX 0x04
53 #define FB_COLOR 0x08
54 #define FB_TEXTURE 0X10
55
56
57
58 void
59 gl_FeedbackBuffer( GLcontext *ctx, GLsizei size, GLenum type, GLfloat *buffer )
60 {
61 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glFeedbackBuffer" );
62
63 if (ctx->RenderMode==GL_FEEDBACK) {
64 gl_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
65 return;
66 }
67
68 if (size<0) {
69 gl_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
70 return;
71 }
72 if (!buffer) {
73 gl_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
74 ctx->Feedback.BufferSize = 0;
75 return;
76 }
77
78 switch (type) {
79 case GL_2D:
80 ctx->Feedback.Mask = 0;
81 ctx->Feedback.Type = type;
82 break;
83 case GL_3D:
84 ctx->Feedback.Mask = FB_3D;
85 ctx->Feedback.Type = type;
86 break;
87 case GL_3D_COLOR:
88 ctx->Feedback.Mask = FB_3D
89 | (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX);
90 ctx->Feedback.Type = type;
91 break;
92 case GL_3D_COLOR_TEXTURE:
93 ctx->Feedback.Mask = FB_3D
94 | (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX)
95 | FB_TEXTURE;
96 ctx->Feedback.Type = type;
97 break;
98 case GL_4D_COLOR_TEXTURE:
99 ctx->Feedback.Mask = FB_3D | FB_4D
100 | (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX)
101 | FB_TEXTURE;
102 ctx->Feedback.Type = type;
103 break;
104 default:
105 ctx->Feedback.Mask = 0;
106 gl_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
107 }
108
109 ctx->Feedback.BufferSize = size;
110 ctx->Feedback.Buffer = buffer;
111 ctx->Feedback.Count = 0;
112 }
113
114
115
116 void gl_PassThrough( GLcontext *ctx, GLfloat token )
117 {
118 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPassThrough");
119
120 if (ctx->RenderMode==GL_FEEDBACK) {
121 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
122 FEEDBACK_TOKEN( ctx, token );
123 }
124 }
125
126
127
128 /*
129 * Put a vertex into the feedback buffer.
130 */
131 void gl_feedback_vertex( GLcontext *ctx,
132 const GLfloat win[4],
133 const GLfloat color[4],
134 GLuint index,
135 const GLfloat texcoord[4] )
136 {
137 FEEDBACK_TOKEN( ctx, win[0] );
138 FEEDBACK_TOKEN( ctx, win[1] );
139 if (ctx->Feedback.Mask & FB_3D) {
140 FEEDBACK_TOKEN( ctx, win[2] );
141 }
142 if (ctx->Feedback.Mask & FB_4D) {
143 FEEDBACK_TOKEN( ctx, win[3] );
144 }
145 if (ctx->Feedback.Mask & FB_INDEX) {
146 FEEDBACK_TOKEN( ctx, (GLfloat) index );
147 }
148 if (ctx->Feedback.Mask & FB_COLOR) {
149 FEEDBACK_TOKEN( ctx, color[0] );
150 FEEDBACK_TOKEN( ctx, color[1] );
151 FEEDBACK_TOKEN( ctx, color[2] );
152 FEEDBACK_TOKEN( ctx, color[3] );
153 }
154 if (ctx->Feedback.Mask & FB_TEXTURE) {
155 FEEDBACK_TOKEN( ctx, texcoord[0] );
156 FEEDBACK_TOKEN( ctx, texcoord[1] );
157 FEEDBACK_TOKEN( ctx, texcoord[2] );
158 FEEDBACK_TOKEN( ctx, texcoord[3] );
159 }
160 }
161
162
163
164 static void gl_do_feedback_vertex( GLcontext *ctx, GLuint v, GLuint pv )
165 {
166 GLfloat win[4];
167 GLfloat color[4];
168 GLfloat tc[4];
169 GLuint texUnit = ctx->Texture.CurrentTransformUnit;
170 struct vertex_buffer *VB = ctx->VB;
171
172 win[0] = VB->Win.data[v][0];
173 win[1] = VB->Win.data[v][1];
174 win[2] = VB->Win.data[v][2] / DEPTH_SCALE;
175 win[3] = 1.0 / VB->Win.data[v][3];
176
177 if (ctx->Light.ShadeModel==GL_SMOOTH) pv = v;
178
179 UBYTE_RGBA_TO_FLOAT_RGBA( color, VB->ColorPtr->data[pv] );
180
181 if (VB->TexCoordPtr[texUnit]->size == 4 &&
182 VB->TexCoordPtr[texUnit]->data[v][3]!=0.0)
183 {
184 GLfloat invq = 1.0F / VB->TexCoordPtr[texUnit]->data[v][3];
185 tc[0] = VB->TexCoordPtr[texUnit]->data[v][0] * invq;
186 tc[1] = VB->TexCoordPtr[texUnit]->data[v][1] * invq;
187 tc[2] = VB->TexCoordPtr[texUnit]->data[v][2] * invq;
188 tc[3] = VB->TexCoordPtr[texUnit]->data[v][3];
189 } else {
190 ASSIGN_4V(tc, 0,0,0,1);
191 COPY_SZ_4V(tc,
192 VB->TexCoordPtr[texUnit]->size,
193 VB->TexCoordPtr[texUnit]->data[v]);
194 }
195
196 gl_feedback_vertex( ctx, win, color, VB->IndexPtr->data[v], tc );
197 }
198
199
200
201 /*
202 * Put triangle in feedback buffer.
203 */
204 void gl_feedback_triangle( GLcontext *ctx,
205 GLuint v0, GLuint v1, GLuint v2, GLuint pv )
206 {
207 if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) {
208 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
209 FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */
210
211 gl_do_feedback_vertex( ctx, v0, pv );
212 gl_do_feedback_vertex( ctx, v1, pv );
213 gl_do_feedback_vertex( ctx, v2, pv );
214 }
215 }
216
217
218 void gl_feedback_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
219 {
220 GLenum token = GL_LINE_TOKEN;
221
222 if (ctx->StippleCounter==0)
223 token = GL_LINE_RESET_TOKEN;
224
225 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
226
227 gl_do_feedback_vertex( ctx, v1, pv );
228 gl_do_feedback_vertex( ctx, v2, pv );
229
230 ctx->StippleCounter++;
231 }
232
233
234 void gl_feedback_points( GLcontext *ctx, GLuint first, GLuint last )
235 {
236 struct vertex_buffer *VB = ctx->VB;
237 GLuint i;
238
239 for (i=first;i<=last;i++)
240 if (VB->ClipMask[i]==0) {
241 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
242 gl_do_feedback_vertex( ctx, i, i );
243 }
244 }
245
246
247
248
249
250 /**********************************************************************/
251 /* Selection */
252 /**********************************************************************/
253
254
255 /*
256 * NOTE: this function can't be put in a display list.
257 */
258 void gl_SelectBuffer( GLcontext *ctx, GLsizei size, GLuint *buffer )
259 {
260 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glSelectBuffer");
261 if (ctx->RenderMode==GL_SELECT) {
262 gl_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
263 }
264 ctx->Select.Buffer = buffer;
265 ctx->Select.BufferSize = size;
266 ctx->Select.BufferCount = 0;
267
268 ctx->Select.HitFlag = GL_FALSE;
269 ctx->Select.HitMinZ = 1.0;
270 ctx->Select.HitMaxZ = 0.0;
271 }
272
273
274 #define WRITE_RECORD( CTX, V ) \
275 if (CTX->Select.BufferCount < CTX->Select.BufferSize) { \
276 CTX->Select.Buffer[CTX->Select.BufferCount] = (V); \
277 } \
278 CTX->Select.BufferCount++;
279
280
281
282 void gl_update_hitflag( GLcontext *ctx, GLfloat z )
283 {
284 ctx->Select.HitFlag = GL_TRUE;
285 if (z < ctx->Select.HitMinZ) {
286 ctx->Select.HitMinZ = z;
287 }
288 if (z > ctx->Select.HitMaxZ) {
289 ctx->Select.HitMaxZ = z;
290 }
291 }
292
293 void gl_select_triangle( GLcontext *ctx,
294 GLuint v0, GLuint v1, GLuint v2, GLuint pv )
295 {
296 struct vertex_buffer *VB = ctx->VB;
297
298 if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) {
299 gl_update_hitflag( ctx, VB->Win.data[v0][3] / DEPTH_SCALE );
300 gl_update_hitflag( ctx, VB->Win.data[v1][3] / DEPTH_SCALE );
301 gl_update_hitflag( ctx, VB->Win.data[v2][3] / DEPTH_SCALE );
302 }
303 }
304
305
306 void gl_select_line( GLcontext *ctx,
307 GLuint v0, GLuint v1, GLuint pv )
308 {
309 struct vertex_buffer *VB = ctx->VB;
310
311 gl_update_hitflag( ctx, VB->Win.data[v0][3] / DEPTH_SCALE );
312 gl_update_hitflag( ctx, VB->Win.data[v1][3] / DEPTH_SCALE );
313 }
314
315 void gl_select_points( GLcontext *ctx, GLuint first, GLuint last )
316 {
317 struct vertex_buffer *VB = ctx->VB;
318 GLuint i;
319
320 for (i=first;i<=last;i++)
321 if (VB->ClipMask[i]==0)
322 gl_update_hitflag( ctx, VB->Win.data[i][3] / DEPTH_SCALE);
323 }
324
325
326 static void write_hit_record( GLcontext *ctx )
327 {
328 GLuint i;
329 GLuint zmin, zmax, zscale = (~0u);
330
331 /* HitMinZ and HitMaxZ are in [0,1]. Multiply these values by */
332 /* 2^32-1 and round to nearest unsigned integer. */
333
334 assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
335 zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
336 zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
337
338 WRITE_RECORD( ctx, ctx->Select.NameStackDepth );
339 WRITE_RECORD( ctx, zmin );
340 WRITE_RECORD( ctx, zmax );
341 for (i=0;i<ctx->Select.NameStackDepth;i++) {
342 WRITE_RECORD( ctx, ctx->Select.NameStack[i] );
343 }
344
345 ctx->Select.Hits++;
346 ctx->Select.HitFlag = GL_FALSE;
347 ctx->Select.HitMinZ = 1.0;
348 ctx->Select.HitMaxZ = -1.0;
349 }
350
351
352
353 void gl_InitNames( GLcontext *ctx )
354 {
355 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glInitNames");
356 /* Record the hit before the HitFlag is wiped out again. */
357 if (ctx->RenderMode==GL_SELECT) {
358 if (ctx->Select.HitFlag) {
359 write_hit_record( ctx );
360 }
361 }
362 ctx->Select.NameStackDepth = 0;
363 ctx->Select.HitFlag = GL_FALSE;
364 ctx->Select.HitMinZ = 1.0;
365 ctx->Select.HitMaxZ = 0.0;
366 }
367
368
369
370 void gl_LoadName( GLcontext *ctx, GLuint name )
371 {
372 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLoadName");
373 if (ctx->RenderMode!=GL_SELECT) {
374 return;
375 }
376 if (ctx->Select.NameStackDepth==0) {
377 gl_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
378 return;
379 }
380 if (ctx->Select.HitFlag) {
381 write_hit_record( ctx );
382 }
383 if (ctx->Select.NameStackDepth<MAX_NAME_STACK_DEPTH) {
384 ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
385 }
386 else {
387 ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
388 }
389 }
390
391
392 void gl_PushName( GLcontext *ctx, GLuint name )
393 {
394 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushName");
395 if (ctx->RenderMode!=GL_SELECT) {
396 return;
397 }
398 if (ctx->Select.HitFlag) {
399 write_hit_record( ctx );
400 }
401 if (ctx->Select.NameStackDepth<MAX_NAME_STACK_DEPTH) {
402 ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
403 }
404 else {
405 gl_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
406 }
407 }
408
409
410
411 void gl_PopName( GLcontext *ctx )
412 {
413 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopName");
414 if (ctx->RenderMode!=GL_SELECT) {
415 return;
416 }
417 if (ctx->Select.HitFlag) {
418 write_hit_record( ctx );
419 }
420 if (ctx->Select.NameStackDepth>0) {
421 ctx->Select.NameStackDepth--;
422 }
423 else {
424 gl_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
425 }
426 }
427
428
429
430 /**********************************************************************/
431 /* Render Mode */
432 /**********************************************************************/
433
434
435
436 /*
437 * NOTE: this function can't be put in a display list.
438 */
439 GLint gl_RenderMode( GLcontext *ctx, GLenum mode )
440 {
441 GLint result;
442
443 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, "glRenderMode", 0);
444
445 if (MESA_VERBOSE & VERBOSE_API)
446 fprintf(stderr, "glRenderMode %s\n", gl_lookup_enum_by_nr(mode));
447
448 ctx->TriangleCaps &= ~(DD_FEEDBACK|DD_SELECT);
449
450 switch (ctx->RenderMode) {
451 case GL_RENDER:
452 result = 0;
453 break;
454 case GL_SELECT:
455 if (ctx->Select.HitFlag) {
456 write_hit_record( ctx );
457 }
458 if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
459 /* overflow */
460 #ifdef DEBUG
461 gl_warning(ctx, "Feedback buffer overflow");
462 #endif
463 result = -1;
464 }
465 else {
466 result = ctx->Select.Hits;
467 }
468 ctx->Select.BufferCount = 0;
469 ctx->Select.Hits = 0;
470 ctx->Select.NameStackDepth = 0;
471 break;
472 case GL_FEEDBACK:
473 if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
474 /* overflow */
475 result = -1;
476 }
477 else {
478 result = ctx->Feedback.Count;
479 }
480 ctx->Feedback.Count = 0;
481 break;
482 default:
483 gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
484 return 0;
485 }
486
487 switch (mode) {
488 case GL_RENDER:
489 break;
490 case GL_SELECT:
491 ctx->TriangleCaps |= DD_SELECT;
492 if (ctx->Select.BufferSize==0) {
493 /* haven't called glSelectBuffer yet */
494 gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
495 }
496 break;
497 case GL_FEEDBACK:
498 ctx->TriangleCaps |= DD_FEEDBACK;
499 if (ctx->Feedback.BufferSize==0) {
500 /* haven't called glFeedbackBuffer yet */
501 gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
502 }
503 break;
504 default:
505 gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
506 return 0;
507 }
508
509
510 ctx->RenderMode = mode;
511 ctx->NewState |= NEW_ALL;
512
513 return result;
514 }
515