some debug code
[mesa.git] / src / mesa / main / feedback.c
1 /**
2 * \file feedback.c
3 * Selection and feedback modes functions.
4 */
5
6 /*
7 * Mesa 3-D graphics library
8 * Version: 5.1
9 *
10 * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
11 *
12 * Permission is hereby granted, free of charge, to any person obtaining a
13 * copy of this software and associated documentation files (the "Software"),
14 * to deal in the Software without restriction, including without limitation
15 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
16 * and/or sell copies of the Software, and to permit persons to whom the
17 * Software is furnished to do so, subject to the following conditions:
18 *
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
21 *
22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 */
29
30
31 #include "glheader.h"
32 #include "colormac.h"
33 #include "context.h"
34 #include "enums.h"
35 #include "feedback.h"
36 #include "macros.h"
37 #include "mtypes.h"
38
39
40 #if _HAVE_FULL_GL
41
42
43 #define FB_3D 0x01
44 #define FB_4D 0x02
45 #define FB_INDEX 0x04
46 #define FB_COLOR 0x08
47 #define FB_TEXTURE 0X10
48
49
50
51 void GLAPIENTRY
52 _mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer )
53 {
54 GET_CURRENT_CONTEXT(ctx);
55 ASSERT_OUTSIDE_BEGIN_END(ctx);
56
57 if (ctx->RenderMode==GL_FEEDBACK) {
58 _mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
59 return;
60 }
61 if (size<0) {
62 _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
63 return;
64 }
65 if (!buffer) {
66 _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
67 ctx->Feedback.BufferSize = 0;
68 return;
69 }
70
71 switch (type) {
72 case GL_2D:
73 ctx->Feedback._Mask = 0;
74 break;
75 case GL_3D:
76 ctx->Feedback._Mask = FB_3D;
77 break;
78 case GL_3D_COLOR:
79 ctx->Feedback._Mask = (FB_3D |
80 (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX));
81 break;
82 case GL_3D_COLOR_TEXTURE:
83 ctx->Feedback._Mask = (FB_3D |
84 (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) |
85 FB_TEXTURE);
86 break;
87 case GL_4D_COLOR_TEXTURE:
88 ctx->Feedback._Mask = (FB_3D | FB_4D |
89 (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) |
90 FB_TEXTURE);
91 break;
92 default:
93 _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
94 return;
95 }
96
97 FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* Always flush */
98 ctx->Feedback.Type = type;
99 ctx->Feedback.BufferSize = size;
100 ctx->Feedback.Buffer = buffer;
101 ctx->Feedback.Count = 0; /* Becaues of this. */
102 }
103
104
105 void GLAPIENTRY
106 _mesa_PassThrough( GLfloat token )
107 {
108 GET_CURRENT_CONTEXT(ctx);
109 ASSERT_OUTSIDE_BEGIN_END(ctx);
110
111 if (ctx->RenderMode==GL_FEEDBACK) {
112 FLUSH_VERTICES(ctx, 0);
113 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
114 FEEDBACK_TOKEN( ctx, token );
115 }
116 }
117
118
119
120 /*
121 * Put a vertex into the feedback buffer.
122 */
123 void _mesa_feedback_vertex( GLcontext *ctx,
124 const GLfloat win[4],
125 const GLfloat color[4],
126 GLfloat index,
127 const GLfloat texcoord[4] )
128 {
129 #if 0
130 {
131 /* snap window x, y to fractional pixel position */
132 const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1);
133 GLfixed x, y;
134 x = FloatToFixed(win[0]) & snapMask;
135 y = FloatToFixed(win[1]) & snapMask;
136 FEEDBACK_TOKEN(ctx, FixedToFloat(x));
137 FEEDBACK_TOKEN(ctx, FixedToFloat(y) );
138 }
139 #else
140 FEEDBACK_TOKEN( ctx, win[0] );
141 FEEDBACK_TOKEN( ctx, win[1] );
142 #endif
143 if (ctx->Feedback._Mask & FB_3D) {
144 FEEDBACK_TOKEN( ctx, win[2] );
145 }
146 if (ctx->Feedback._Mask & FB_4D) {
147 FEEDBACK_TOKEN( ctx, win[3] );
148 }
149 if (ctx->Feedback._Mask & FB_INDEX) {
150 FEEDBACK_TOKEN( ctx, (GLfloat) index );
151 }
152 if (ctx->Feedback._Mask & FB_COLOR) {
153 FEEDBACK_TOKEN( ctx, color[0] );
154 FEEDBACK_TOKEN( ctx, color[1] );
155 FEEDBACK_TOKEN( ctx, color[2] );
156 FEEDBACK_TOKEN( ctx, color[3] );
157 }
158 if (ctx->Feedback._Mask & FB_TEXTURE) {
159 FEEDBACK_TOKEN( ctx, texcoord[0] );
160 FEEDBACK_TOKEN( ctx, texcoord[1] );
161 FEEDBACK_TOKEN( ctx, texcoord[2] );
162 FEEDBACK_TOKEN( ctx, texcoord[3] );
163 }
164 }
165
166 #endif
167
168
169 /**********************************************************************/
170 /** \name Selection */
171 /*@{*/
172
173 /**
174 * Establish a buffer for selection mode values.
175 *
176 * \param size buffer size.
177 * \param buffer buffer.
178 *
179 * \sa glSelectBuffer().
180 *
181 * \note this function can't be put in a display list.
182 *
183 * Verifies we're not in selection mode, flushes the vertices and initialize
184 * the fields in __GLcontextRec::Select with the given buffer.
185 */
186 void GLAPIENTRY
187 _mesa_SelectBuffer( GLsizei size, GLuint *buffer )
188 {
189 GET_CURRENT_CONTEXT(ctx);
190 ASSERT_OUTSIDE_BEGIN_END(ctx);
191
192 if (ctx->RenderMode==GL_SELECT) {
193 _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
194 return; /* KW: added return */
195 }
196
197 FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
198 ctx->Select.Buffer = buffer;
199 ctx->Select.BufferSize = size;
200 ctx->Select.BufferCount = 0;
201 ctx->Select.HitFlag = GL_FALSE;
202 ctx->Select.HitMinZ = 1.0;
203 ctx->Select.HitMaxZ = 0.0;
204 }
205
206
207 /**
208 * Write a value of a record into the selection buffer.
209 *
210 * \param CTX GL context.
211 * \param V value.
212 *
213 * Verifies there is free space in the buffer to write the value and
214 * increments the pointer.
215 */
216 #define WRITE_RECORD( CTX, V ) \
217 if (CTX->Select.BufferCount < CTX->Select.BufferSize) { \
218 CTX->Select.Buffer[CTX->Select.BufferCount] = (V); \
219 } \
220 CTX->Select.BufferCount++;
221
222
223 /**
224 * Update the hit flag and the maximum and minimum depth values.
225 *
226 * \param ctx GL context.
227 * \param z depth.
228 *
229 * Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and
230 * gl_selection::HitMaxZ.
231 */
232 void _mesa_update_hitflag( GLcontext *ctx, GLfloat z )
233 {
234 ctx->Select.HitFlag = GL_TRUE;
235 if (z < ctx->Select.HitMinZ) {
236 ctx->Select.HitMinZ = z;
237 }
238 if (z > ctx->Select.HitMaxZ) {
239 ctx->Select.HitMaxZ = z;
240 }
241 }
242
243
244 /**
245 * Write the hit record.
246 *
247 * \param ctx GL context.
248 *
249 * Write the hit record, i.e., the number of names in the stack, the minimum and
250 * maximum depth values and the number of names in the name stack at the time
251 * of the event. Resets the hit flag.
252 *
253 * \sa gl_selection.
254 */
255 static void write_hit_record( GLcontext *ctx )
256 {
257 GLuint i;
258 GLuint zmin, zmax, zscale = (~0u);
259
260 /* HitMinZ and HitMaxZ are in [0,1]. Multiply these values by */
261 /* 2^32-1 and round to nearest unsigned integer. */
262
263 assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
264 zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
265 zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
266
267 WRITE_RECORD( ctx, ctx->Select.NameStackDepth );
268 WRITE_RECORD( ctx, zmin );
269 WRITE_RECORD( ctx, zmax );
270 for (i = 0; i < ctx->Select.NameStackDepth; i++) {
271 WRITE_RECORD( ctx, ctx->Select.NameStack[i] );
272 }
273
274 ctx->Select.Hits++;
275 ctx->Select.HitFlag = GL_FALSE;
276 ctx->Select.HitMinZ = 1.0;
277 ctx->Select.HitMaxZ = -1.0;
278 }
279
280
281 /**
282 * Initialize the name stack.
283 *
284 * Verifies we are in select mode and resets the name stack depth and resets
285 * the hit record data in gl_selection. Marks new render mode in
286 * __GLcontextRec::NewState.
287 */
288 void GLAPIENTRY
289 _mesa_InitNames( void )
290 {
291 GET_CURRENT_CONTEXT(ctx);
292 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
293
294 /* Record the hit before the HitFlag is wiped out again. */
295 if (ctx->RenderMode == GL_SELECT) {
296 if (ctx->Select.HitFlag) {
297 write_hit_record( ctx );
298 }
299 }
300 ctx->Select.NameStackDepth = 0;
301 ctx->Select.HitFlag = GL_FALSE;
302 ctx->Select.HitMinZ = 1.0;
303 ctx->Select.HitMaxZ = 0.0;
304 ctx->NewState |= _NEW_RENDERMODE;
305 }
306
307
308 /**
309 * Load the top-most name of the name stack.
310 *
311 * \param name name.
312 *
313 * Verifies we are in selection mode and that the name stack is not empty.
314 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
315 * and replace the top-most name in the stack.
316 *
317 * sa __GLcontextRec::Select.
318 */
319 void GLAPIENTRY
320 _mesa_LoadName( GLuint name )
321 {
322 GET_CURRENT_CONTEXT(ctx);
323 ASSERT_OUTSIDE_BEGIN_END(ctx);
324
325 if (ctx->RenderMode != GL_SELECT) {
326 return;
327 }
328 if (ctx->Select.NameStackDepth == 0) {
329 _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
330 return;
331 }
332
333 FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
334
335 if (ctx->Select.HitFlag) {
336 write_hit_record( ctx );
337 }
338 if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
339 ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
340 }
341 else {
342 ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
343 }
344 }
345
346
347 /**
348 * Push a name into the name stack.
349 *
350 * \param name name.
351 *
352 * Verifies we are in selection mode and that the name stack is not full.
353 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
354 * and adds the name to the top of the name stack.
355 *
356 * sa __GLcontextRec::Select.
357 */
358 void GLAPIENTRY
359 _mesa_PushName( GLuint name )
360 {
361 GET_CURRENT_CONTEXT(ctx);
362 ASSERT_OUTSIDE_BEGIN_END(ctx);
363
364 if (ctx->RenderMode != GL_SELECT) {
365 return;
366 }
367
368 FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
369 if (ctx->Select.HitFlag) {
370 write_hit_record( ctx );
371 }
372 if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) {
373 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
374 }
375 else
376 ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
377 }
378
379
380 /**
381 * Pop a name into the name stack.
382 *
383 * Verifies we are in selection mode and that the name stack is not empty.
384 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
385 * and removes top-most name in the name stack.
386 *
387 * sa __GLcontextRec::Select.
388 */
389 void GLAPIENTRY
390 _mesa_PopName( void )
391 {
392 GET_CURRENT_CONTEXT(ctx);
393 ASSERT_OUTSIDE_BEGIN_END(ctx);
394
395 if (ctx->RenderMode != GL_SELECT) {
396 return;
397 }
398
399 FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
400 if (ctx->Select.HitFlag) {
401 write_hit_record( ctx );
402 }
403 if (ctx->Select.NameStackDepth == 0) {
404 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
405 }
406 else
407 ctx->Select.NameStackDepth--;
408 }
409
410 /*@}*/
411
412
413 /**********************************************************************/
414 /** \name Render Mode */
415 /*@{*/
416
417 /**
418 * Set rasterization mode.
419 *
420 * \param mode rasterization mode.
421 *
422 * \note this function can't be put in a display list.
423 *
424 * \sa glRenderMode().
425 *
426 * Flushes the vertices and do the necessary cleanup according to the previous
427 * rasterization mode, such as writing the hit record or resent the select
428 * buffer index when exiting the select mode. Updates
429 * __GLcontextRec::RenderMode and notifies the driver via the
430 * dd_function_table::RenderMode callback.
431 */
432 GLint GLAPIENTRY
433 _mesa_RenderMode( GLenum mode )
434 {
435 GET_CURRENT_CONTEXT(ctx);
436 GLint result;
437 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
438
439 if (MESA_VERBOSE & VERBOSE_API)
440 _mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode));
441
442 FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
443
444 switch (ctx->RenderMode) {
445 case GL_RENDER:
446 result = 0;
447 break;
448 case GL_SELECT:
449 if (ctx->Select.HitFlag) {
450 write_hit_record( ctx );
451 }
452 if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
453 /* overflow */
454 #ifdef DEBUG
455 _mesa_warning(ctx, "Feedback buffer overflow");
456 #endif
457 result = -1;
458 }
459 else {
460 result = ctx->Select.Hits;
461 }
462 ctx->Select.BufferCount = 0;
463 ctx->Select.Hits = 0;
464 ctx->Select.NameStackDepth = 0;
465 break;
466 #if _HAVE_FULL_GL
467 case GL_FEEDBACK:
468 if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
469 /* overflow */
470 result = -1;
471 }
472 else {
473 result = ctx->Feedback.Count;
474 }
475 ctx->Feedback.Count = 0;
476 break;
477 #endif
478 default:
479 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
480 return 0;
481 }
482
483 switch (mode) {
484 case GL_RENDER:
485 break;
486 case GL_SELECT:
487 if (ctx->Select.BufferSize==0) {
488 /* haven't called glSelectBuffer yet */
489 _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
490 }
491 break;
492 #if _HAVE_FULL_GL
493 case GL_FEEDBACK:
494 if (ctx->Feedback.BufferSize==0) {
495 /* haven't called glFeedbackBuffer yet */
496 _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
497 }
498 break;
499 #endif
500 default:
501 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
502 return 0;
503 }
504
505 ctx->RenderMode = mode;
506 if (ctx->Driver.RenderMode)
507 ctx->Driver.RenderMode( ctx, mode );
508
509 return result;
510 }
511
512 /*@}*/
513
514
515 /**********************************************************************/
516 /** \name Initialization */
517 /*@{*/
518
519 /**
520 * Initialize context feedback data.
521 */
522 void _mesa_init_feedback( GLcontext * ctx )
523 {
524 /* Feedback */
525 ctx->Feedback.Type = GL_2D; /* TODO: verify */
526 ctx->Feedback.Buffer = NULL;
527 ctx->Feedback.BufferSize = 0;
528 ctx->Feedback.Count = 0;
529
530 /* Selection/picking */
531 ctx->Select.Buffer = NULL;
532 ctx->Select.BufferSize = 0;
533 ctx->Select.BufferCount = 0;
534 ctx->Select.Hits = 0;
535 ctx->Select.NameStackDepth = 0;
536
537 /* Miscellaneous */
538 ctx->RenderMode = GL_RENDER;
539 }
540
541 /*@}*/