438fbae46994aad5be3f4fd25743ca82ec75524b
1 /* $Id: feedback.c,v 1.15 2000/10/31 18:09:44 keithw Exp $ */
4 * Mesa 3-D graphics library
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
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:
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
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.
47 #define FB_TEXTURE 0X10
52 _mesa_FeedbackBuffer( GLsizei size
, GLenum type
, GLfloat
*buffer
)
54 GET_CURRENT_CONTEXT(ctx
);
55 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx
, "glFeedbackBuffer" );
57 if (ctx
->RenderMode
==GL_FEEDBACK
) {
58 gl_error( ctx
, GL_INVALID_OPERATION
, "glFeedbackBuffer" );
63 gl_error( ctx
, GL_INVALID_VALUE
, "glFeedbackBuffer(size<0)" );
67 gl_error( ctx
, GL_INVALID_VALUE
, "glFeedbackBuffer(buffer==NULL)" );
68 ctx
->Feedback
.BufferSize
= 0;
74 ctx
->Feedback
.Mask
= 0;
75 ctx
->Feedback
.Type
= type
;
78 ctx
->Feedback
.Mask
= FB_3D
;
79 ctx
->Feedback
.Type
= type
;
82 ctx
->Feedback
.Mask
= FB_3D
83 | (ctx
->Visual
.RGBAflag
? FB_COLOR
: FB_INDEX
);
84 ctx
->Feedback
.Type
= type
;
86 case GL_3D_COLOR_TEXTURE
:
87 ctx
->Feedback
.Mask
= FB_3D
88 | (ctx
->Visual
.RGBAflag
? FB_COLOR
: FB_INDEX
)
90 ctx
->Feedback
.Type
= type
;
92 case GL_4D_COLOR_TEXTURE
:
93 ctx
->Feedback
.Mask
= FB_3D
| FB_4D
94 | (ctx
->Visual
.RGBAflag
? FB_COLOR
: FB_INDEX
)
96 ctx
->Feedback
.Type
= type
;
99 ctx
->Feedback
.Mask
= 0;
100 gl_error( ctx
, GL_INVALID_ENUM
, "glFeedbackBuffer" );
103 ctx
->Feedback
.BufferSize
= size
;
104 ctx
->Feedback
.Buffer
= buffer
;
105 ctx
->Feedback
.Count
= 0;
106 ctx
->NewState
|= _NEW_FEEDBACK_SELECT
;
112 _mesa_PassThrough( GLfloat token
)
114 GET_CURRENT_CONTEXT(ctx
);
115 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
, "glPassThrough");
117 if (ctx
->RenderMode
==GL_FEEDBACK
) {
118 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) GL_PASS_THROUGH_TOKEN
);
119 FEEDBACK_TOKEN( ctx
, token
);
126 * Put a vertex into the feedback buffer.
128 void gl_feedback_vertex( GLcontext
*ctx
,
129 const GLfloat win
[4],
130 const GLfloat color
[4],
132 const GLfloat texcoord
[4] )
134 FEEDBACK_TOKEN( ctx
, win
[0] );
135 FEEDBACK_TOKEN( ctx
, win
[1] );
136 if (ctx
->Feedback
.Mask
& FB_3D
) {
137 FEEDBACK_TOKEN( ctx
, win
[2] );
139 if (ctx
->Feedback
.Mask
& FB_4D
) {
140 FEEDBACK_TOKEN( ctx
, win
[3] );
142 if (ctx
->Feedback
.Mask
& FB_INDEX
) {
143 FEEDBACK_TOKEN( ctx
, (GLfloat
) index
);
145 if (ctx
->Feedback
.Mask
& FB_COLOR
) {
146 FEEDBACK_TOKEN( ctx
, color
[0] );
147 FEEDBACK_TOKEN( ctx
, color
[1] );
148 FEEDBACK_TOKEN( ctx
, color
[2] );
149 FEEDBACK_TOKEN( ctx
, color
[3] );
151 if (ctx
->Feedback
.Mask
& FB_TEXTURE
) {
152 FEEDBACK_TOKEN( ctx
, texcoord
[0] );
153 FEEDBACK_TOKEN( ctx
, texcoord
[1] );
154 FEEDBACK_TOKEN( ctx
, texcoord
[2] );
155 FEEDBACK_TOKEN( ctx
, texcoord
[3] );
161 static void feedback_vertex( GLcontext
*ctx
, GLuint v
, GLuint pv
)
166 GLuint texUnit
= ctx
->Texture
.CurrentTransformUnit
;
167 const struct vertex_buffer
*VB
= ctx
->VB
;
170 win
[0] = VB
->Win
.data
[v
][0];
171 win
[1] = VB
->Win
.data
[v
][1];
172 win
[2] = VB
->Win
.data
[v
][2] / ctx
->Visual
.DepthMaxF
;
173 win
[3] = 1.0 / VB
->Win
.data
[v
][3];
175 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
)
178 color
[0] = CHAN_TO_FLOAT(VB
->ColorPtr
->data
[pv
][0]);
179 color
[1] = CHAN_TO_FLOAT(VB
->ColorPtr
->data
[pv
][1]);
180 color
[2] = CHAN_TO_FLOAT(VB
->ColorPtr
->data
[pv
][2]);
181 color
[3] = CHAN_TO_FLOAT(VB
->ColorPtr
->data
[pv
][3]);
183 if (VB
->TexCoordPtr
[texUnit
]->size
== 4 &&
184 VB
->TexCoordPtr
[texUnit
]->data
[v
][3] != 0.0) {
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];
192 ASSIGN_4V(tc
, 0,0,0,1);
194 VB
->TexCoordPtr
[texUnit
]->size
,
195 VB
->TexCoordPtr
[texUnit
]->data
[v
]);
199 index
= VB
->IndexPtr
->data
[v
];
203 gl_feedback_vertex( ctx
, win
, color
, index
, tc
);
207 static GLboolean
cull_triangle( GLcontext
*ctx
,
208 GLuint v0
, GLuint v1
, GLuint v2
, GLuint pv
)
210 struct vertex_buffer
*VB
= ctx
->VB
;
211 GLfloat (*win
)[4] = VB
->Win
.data
;
212 GLfloat ex
= win
[v1
][0] - win
[v0
][0];
213 GLfloat ey
= win
[v1
][1] - win
[v0
][1];
214 GLfloat fx
= win
[v2
][0] - win
[v0
][0];
215 GLfloat fy
= win
[v2
][1] - win
[v0
][1];
216 GLfloat c
= ex
*fy
-ey
*fx
;
218 if (c
* ctx
->backface_sign
> 0)
227 * Put triangle in feedback buffer.
229 void gl_feedback_triangle( GLcontext
*ctx
,
230 GLuint v0
, GLuint v1
, GLuint v2
, GLuint pv
)
232 if (cull_triangle( ctx
, v0
, v1
, v2
, 0 )) {
233 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) GL_POLYGON_TOKEN
);
234 FEEDBACK_TOKEN( ctx
, (GLfloat
) 3 ); /* three vertices */
236 feedback_vertex( ctx
, v0
, pv
);
237 feedback_vertex( ctx
, v1
, pv
);
238 feedback_vertex( ctx
, v2
, pv
);
243 void gl_feedback_line( GLcontext
*ctx
, GLuint v1
, GLuint v2
, GLuint pv
)
245 GLenum token
= GL_LINE_TOKEN
;
247 if (ctx
->StippleCounter
==0)
248 token
= GL_LINE_RESET_TOKEN
;
250 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) token
);
252 feedback_vertex( ctx
, v1
, pv
);
253 feedback_vertex( ctx
, v2
, pv
);
255 ctx
->StippleCounter
++;
259 void gl_feedback_points( GLcontext
*ctx
, GLuint first
, GLuint last
)
261 const struct vertex_buffer
*VB
= ctx
->VB
;
264 for (i
=first
;i
<=last
;i
++) {
265 if (VB
->ClipMask
[i
]==0) {
266 FEEDBACK_TOKEN( ctx
, (GLfloat
) (GLint
) GL_POINT_TOKEN
);
267 feedback_vertex( ctx
, i
, i
);
276 /**********************************************************************/
278 /**********************************************************************/
282 * NOTE: this function can't be put in a display list.
285 _mesa_SelectBuffer( GLsizei size
, GLuint
*buffer
)
287 GET_CURRENT_CONTEXT(ctx
);
288 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
, "glSelectBuffer");
289 if (ctx
->RenderMode
==GL_SELECT
) {
290 gl_error( ctx
, GL_INVALID_OPERATION
, "glSelectBuffer" );
292 ctx
->Select
.Buffer
= buffer
;
293 ctx
->Select
.BufferSize
= size
;
294 ctx
->Select
.BufferCount
= 0;
296 ctx
->Select
.HitFlag
= GL_FALSE
;
297 ctx
->Select
.HitMinZ
= 1.0;
298 ctx
->Select
.HitMaxZ
= 0.0;
300 ctx
->NewState
|= _NEW_FEEDBACK_SELECT
;
304 #define WRITE_RECORD( CTX, V ) \
305 if (CTX->Select.BufferCount < CTX->Select.BufferSize) { \
306 CTX->Select.Buffer[CTX->Select.BufferCount] = (V); \
308 CTX->Select.BufferCount++;
312 void gl_update_hitflag( GLcontext
*ctx
, GLfloat z
)
314 ctx
->Select
.HitFlag
= GL_TRUE
;
315 if (z
< ctx
->Select
.HitMinZ
) {
316 ctx
->Select
.HitMinZ
= z
;
318 if (z
> ctx
->Select
.HitMaxZ
) {
319 ctx
->Select
.HitMaxZ
= z
;
323 void gl_select_triangle( GLcontext
*ctx
,
324 GLuint v0
, GLuint v1
, GLuint v2
, GLuint pv
)
326 const struct vertex_buffer
*VB
= ctx
->VB
;
328 if (cull_triangle( ctx
, v0
, v1
, v2
, 0 )) {
329 const GLfloat zs
= 1.0F
/ ctx
->Visual
.DepthMaxF
;
330 gl_update_hitflag( ctx
, VB
->Win
.data
[v0
][2] * zs
);
331 gl_update_hitflag( ctx
, VB
->Win
.data
[v1
][2] * zs
);
332 gl_update_hitflag( ctx
, VB
->Win
.data
[v2
][2] * zs
);
337 void gl_select_line( GLcontext
*ctx
,
338 GLuint v0
, GLuint v1
, GLuint pv
)
340 const struct vertex_buffer
*VB
= ctx
->VB
;
341 const GLfloat zs
= 1.0F
/ ctx
->Visual
.DepthMaxF
;
342 gl_update_hitflag( ctx
, VB
->Win
.data
[v0
][2] * zs
);
343 gl_update_hitflag( ctx
, VB
->Win
.data
[v1
][2] * zs
);
347 void gl_select_points( GLcontext
*ctx
, GLuint first
, GLuint last
)
349 struct vertex_buffer
*VB
= ctx
->VB
;
350 const GLfloat zs
= 1.0F
/ ctx
->Visual
.DepthMaxF
;
353 for (i
=first
;i
<=last
;i
++) {
354 if (VB
->ClipMask
[i
]==0) {
355 gl_update_hitflag( ctx
, VB
->Win
.data
[i
][2] * zs
);
361 static void write_hit_record( GLcontext
*ctx
)
364 GLuint zmin
, zmax
, zscale
= (~0u);
366 /* HitMinZ and HitMaxZ are in [0,1]. Multiply these values by */
367 /* 2^32-1 and round to nearest unsigned integer. */
369 assert( ctx
!= NULL
); /* this line magically fixes a SunOS 5.x/gcc bug */
370 zmin
= (GLuint
) ((GLfloat
) zscale
* ctx
->Select
.HitMinZ
);
371 zmax
= (GLuint
) ((GLfloat
) zscale
* ctx
->Select
.HitMaxZ
);
373 WRITE_RECORD( ctx
, ctx
->Select
.NameStackDepth
);
374 WRITE_RECORD( ctx
, zmin
);
375 WRITE_RECORD( ctx
, zmax
);
376 for (i
= 0; i
< ctx
->Select
.NameStackDepth
; i
++) {
377 WRITE_RECORD( ctx
, ctx
->Select
.NameStack
[i
] );
381 ctx
->Select
.HitFlag
= GL_FALSE
;
382 ctx
->Select
.HitMinZ
= 1.0;
383 ctx
->Select
.HitMaxZ
= -1.0;
389 _mesa_InitNames( void )
391 GET_CURRENT_CONTEXT(ctx
);
392 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
, "glInitNames");
393 /* Record the hit before the HitFlag is wiped out again. */
394 if (ctx
->RenderMode
== GL_SELECT
) {
395 if (ctx
->Select
.HitFlag
) {
396 write_hit_record( ctx
);
399 ctx
->Select
.NameStackDepth
= 0;
400 ctx
->Select
.HitFlag
= GL_FALSE
;
401 ctx
->Select
.HitMinZ
= 1.0;
402 ctx
->Select
.HitMaxZ
= 0.0;
403 ctx
->NewState
|= _NEW_FEEDBACK_SELECT
;
409 _mesa_LoadName( GLuint name
)
411 GET_CURRENT_CONTEXT(ctx
);
412 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
, "glLoadName");
413 if (ctx
->RenderMode
!= GL_SELECT
) {
416 if (ctx
->Select
.NameStackDepth
== 0) {
417 gl_error( ctx
, GL_INVALID_OPERATION
, "glLoadName" );
420 if (ctx
->Select
.HitFlag
) {
421 write_hit_record( ctx
);
423 if (ctx
->Select
.NameStackDepth
< MAX_NAME_STACK_DEPTH
) {
424 ctx
->Select
.NameStack
[ctx
->Select
.NameStackDepth
-1] = name
;
427 ctx
->Select
.NameStack
[MAX_NAME_STACK_DEPTH
-1] = name
;
429 ctx
->NewState
|= _NEW_FEEDBACK_SELECT
;
434 _mesa_PushName( GLuint name
)
436 GET_CURRENT_CONTEXT(ctx
);
437 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
, "glPushName");
438 if (ctx
->RenderMode
!= GL_SELECT
) {
441 if (ctx
->Select
.HitFlag
) {
442 write_hit_record( ctx
);
444 if (ctx
->Select
.NameStackDepth
< MAX_NAME_STACK_DEPTH
) {
445 ctx
->Select
.NameStack
[ctx
->Select
.NameStackDepth
++] = name
;
448 gl_error( ctx
, GL_STACK_OVERFLOW
, "glPushName" );
450 ctx
->NewState
|= _NEW_FEEDBACK_SELECT
;
456 _mesa_PopName( void )
458 GET_CURRENT_CONTEXT(ctx
);
459 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
, "glPopName");
460 if (ctx
->RenderMode
!= GL_SELECT
) {
463 if (ctx
->Select
.HitFlag
) {
464 write_hit_record( ctx
);
466 if (ctx
->Select
.NameStackDepth
> 0) {
467 ctx
->Select
.NameStackDepth
--;
470 gl_error( ctx
, GL_STACK_UNDERFLOW
, "glPopName" );
472 ctx
->NewState
|= _NEW_FEEDBACK_SELECT
;
477 /**********************************************************************/
479 /**********************************************************************/
484 * NOTE: this function can't be put in a display list.
487 _mesa_RenderMode( GLenum mode
)
489 GET_CURRENT_CONTEXT(ctx
);
492 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx
, "glRenderMode", 0);
494 if (MESA_VERBOSE
& VERBOSE_API
)
495 fprintf(stderr
, "glRenderMode %s\n", gl_lookup_enum_by_nr(mode
));
497 ctx
->TriangleCaps
&= ~(DD_FEEDBACK
|DD_SELECT
);
499 switch (ctx
->RenderMode
) {
504 if (ctx
->Select
.HitFlag
) {
505 write_hit_record( ctx
);
507 if (ctx
->Select
.BufferCount
> ctx
->Select
.BufferSize
) {
510 _mesa_warning(ctx
, "Feedback buffer overflow");
515 result
= ctx
->Select
.Hits
;
517 ctx
->Select
.BufferCount
= 0;
518 ctx
->Select
.Hits
= 0;
519 ctx
->Select
.NameStackDepth
= 0;
520 ctx
->NewState
|= _NEW_FEEDBACK_SELECT
;
523 if (ctx
->Feedback
.Count
> ctx
->Feedback
.BufferSize
) {
528 result
= ctx
->Feedback
.Count
;
530 ctx
->Feedback
.Count
= 0;
531 ctx
->NewState
|= _NEW_FEEDBACK_SELECT
;
534 gl_error( ctx
, GL_INVALID_ENUM
, "glRenderMode" );
542 ctx
->TriangleCaps
|= DD_SELECT
;
543 if (ctx
->Select
.BufferSize
==0) {
544 /* haven't called glSelectBuffer yet */
545 gl_error( ctx
, GL_INVALID_OPERATION
, "glRenderMode" );
549 ctx
->TriangleCaps
|= DD_FEEDBACK
;
550 if (ctx
->Feedback
.BufferSize
==0) {
551 /* haven't called glFeedbackBuffer yet */
552 gl_error( ctx
, GL_INVALID_OPERATION
, "glRenderMode" );
556 gl_error( ctx
, GL_INVALID_ENUM
, "glRenderMode" );
560 ctx
->RenderMode
= mode
;
561 ctx
->NewState
|= _NEW_RENDERMODE
;