-/* $Id: feedback.c,v 1.22 2001/03/03 20:33:27 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
+ * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * \file feedback.c
+ * Selection and feedback modes functions.
*/
-#ifdef PC_HEADER
-#include "all.h"
-#else
#include "glheader.h"
-#include "colormac.h"
#include "context.h"
#include "enums.h"
#include "feedback.h"
#include "macros.h"
-#include "mmath.h"
#include "mtypes.h"
-#endif
-
+#include "main/dispatch.h"
#define FB_3D 0x01
#define FB_4D 0x02
-#define FB_INDEX 0x04
-#define FB_COLOR 0x08
-#define FB_TEXTURE 0X10
+#define FB_COLOR 0x04
+#define FB_TEXTURE 0X08
-void
+void GLAPIENTRY
_mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
if (ctx->RenderMode==GL_FEEDBACK) {
_mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
_mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
return;
}
- if (!buffer) {
+ if (!buffer && size > 0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
- ctx->Feedback.BufferSize = 0;
+ ctx->Feedback.BufferSize = 0;
return;
}
ctx->Feedback._Mask = FB_3D;
break;
case GL_3D_COLOR:
- ctx->Feedback._Mask = (FB_3D |
- (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX));
+ ctx->Feedback._Mask = (FB_3D | FB_COLOR);
break;
case GL_3D_COLOR_TEXTURE:
- ctx->Feedback._Mask = (FB_3D |
- (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) |
- FB_TEXTURE);
+ ctx->Feedback._Mask = (FB_3D | FB_COLOR | FB_TEXTURE);
break;
case GL_4D_COLOR_TEXTURE:
- ctx->Feedback._Mask = (FB_3D | FB_4D |
- (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) |
- FB_TEXTURE);
+ ctx->Feedback._Mask = (FB_3D | FB_4D | FB_COLOR | FB_TEXTURE);
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
ctx->Feedback.Type = type;
ctx->Feedback.BufferSize = size;
ctx->Feedback.Buffer = buffer;
- ctx->Feedback.Count = 0; /* Becaues of this. */
+ ctx->Feedback.Count = 0; /* Because of this. */
}
-void
+void GLAPIENTRY
_mesa_PassThrough( GLfloat token )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
if (ctx->RenderMode==GL_FEEDBACK) {
FLUSH_VERTICES(ctx, 0);
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
- FEEDBACK_TOKEN( ctx, token );
+ _mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
+ _mesa_feedback_token( ctx, token );
}
}
-
-/*
+/**
* Put a vertex into the feedback buffer.
*/
-void _mesa_feedback_vertex( GLcontext *ctx,
- const GLfloat win[4],
- const GLfloat color[4],
- GLuint index,
- const GLfloat texcoord[4] )
+void
+_mesa_feedback_vertex(struct gl_context *ctx,
+ const GLfloat win[4],
+ const GLfloat color[4],
+ const GLfloat texcoord[4])
{
- FEEDBACK_TOKEN( ctx, win[0] );
- FEEDBACK_TOKEN( ctx, win[1] );
+ _mesa_feedback_token( ctx, win[0] );
+ _mesa_feedback_token( ctx, win[1] );
if (ctx->Feedback._Mask & FB_3D) {
- FEEDBACK_TOKEN( ctx, win[2] );
+ _mesa_feedback_token( ctx, win[2] );
}
if (ctx->Feedback._Mask & FB_4D) {
- FEEDBACK_TOKEN( ctx, win[3] );
- }
- if (ctx->Feedback._Mask & FB_INDEX) {
- FEEDBACK_TOKEN( ctx, (GLfloat) index );
+ _mesa_feedback_token( ctx, win[3] );
}
if (ctx->Feedback._Mask & FB_COLOR) {
- FEEDBACK_TOKEN( ctx, color[0] );
- FEEDBACK_TOKEN( ctx, color[1] );
- FEEDBACK_TOKEN( ctx, color[2] );
- FEEDBACK_TOKEN( ctx, color[3] );
+ _mesa_feedback_token( ctx, color[0] );
+ _mesa_feedback_token( ctx, color[1] );
+ _mesa_feedback_token( ctx, color[2] );
+ _mesa_feedback_token( ctx, color[3] );
}
if (ctx->Feedback._Mask & FB_TEXTURE) {
- FEEDBACK_TOKEN( ctx, texcoord[0] );
- FEEDBACK_TOKEN( ctx, texcoord[1] );
- FEEDBACK_TOKEN( ctx, texcoord[2] );
- FEEDBACK_TOKEN( ctx, texcoord[3] );
+ _mesa_feedback_token( ctx, texcoord[0] );
+ _mesa_feedback_token( ctx, texcoord[1] );
+ _mesa_feedback_token( ctx, texcoord[2] );
+ _mesa_feedback_token( ctx, texcoord[3] );
}
}
/**********************************************************************/
-/* Selection */
-/**********************************************************************/
-
-
-/*
- * NOTE: this function can't be put in a display list.
+/** \name Selection */
+/*@{*/
+
+/**
+ * Establish a buffer for selection mode values.
+ *
+ * \param size buffer size.
+ * \param buffer buffer.
+ *
+ * \sa glSelectBuffer().
+ *
+ * \note this function can't be put in a display list.
+ *
+ * Verifies we're not in selection mode, flushes the vertices and initialize
+ * the fields in __struct gl_contextRec::Select with the given buffer.
*/
-void
+void GLAPIENTRY
_mesa_SelectBuffer( GLsizei size, GLuint *buffer )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (size < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glSelectBuffer(size)");
+ return;
+ }
if (ctx->RenderMode==GL_SELECT) {
_mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
return; /* KW: added return */
}
- FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* why bother? */
+ FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
ctx->Select.Buffer = buffer;
ctx->Select.BufferSize = size;
ctx->Select.BufferCount = 0;
}
-#define WRITE_RECORD( CTX, V ) \
- if (CTX->Select.BufferCount < CTX->Select.BufferSize) { \
- CTX->Select.Buffer[CTX->Select.BufferCount] = (V); \
- } \
- CTX->Select.BufferCount++;
-
+/**
+ * Write a value of a record into the selection buffer.
+ *
+ * \param ctx GL context.
+ * \param value value.
+ *
+ * Verifies there is free space in the buffer to write the value and
+ * increments the pointer.
+ */
+static inline void
+write_record(struct gl_context *ctx, GLuint value)
+{
+ if (ctx->Select.BufferCount < ctx->Select.BufferSize) {
+ ctx->Select.Buffer[ctx->Select.BufferCount] = value;
+ }
+ ctx->Select.BufferCount++;
+}
-void _mesa_update_hitflag( GLcontext *ctx, GLfloat z )
+/**
+ * Update the hit flag and the maximum and minimum depth values.
+ *
+ * \param ctx GL context.
+ * \param z depth.
+ *
+ * Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and
+ * gl_selection::HitMaxZ.
+ */
+void
+_mesa_update_hitflag(struct gl_context *ctx, GLfloat z)
{
ctx->Select.HitFlag = GL_TRUE;
if (z < ctx->Select.HitMinZ) {
}
-static void write_hit_record( GLcontext *ctx )
+/**
+ * Write the hit record.
+ *
+ * \param ctx GL context.
+ *
+ * Write the hit record, i.e., the number of names in the stack, the minimum and
+ * maximum depth values and the number of names in the name stack at the time
+ * of the event. Resets the hit flag.
+ *
+ * \sa gl_selection.
+ */
+static void
+write_hit_record(struct gl_context *ctx)
{
GLuint i;
GLuint zmin, zmax, zscale = (~0u);
zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
- WRITE_RECORD( ctx, ctx->Select.NameStackDepth );
- WRITE_RECORD( ctx, zmin );
- WRITE_RECORD( ctx, zmax );
+ write_record( ctx, ctx->Select.NameStackDepth );
+ write_record( ctx, zmin );
+ write_record( ctx, zmax );
for (i = 0; i < ctx->Select.NameStackDepth; i++) {
- WRITE_RECORD( ctx, ctx->Select.NameStack[i] );
+ write_record( ctx, ctx->Select.NameStack[i] );
}
ctx->Select.Hits++;
}
-
-void
+/**
+ * Initialize the name stack.
+ *
+ * Verifies we are in select mode and resets the name stack depth and resets
+ * the hit record data in gl_selection. Marks new render mode in
+ * __struct gl_contextRec::NewState.
+ */
+void GLAPIENTRY
_mesa_InitNames( void )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ FLUSH_VERTICES(ctx, 0);
/* Record the hit before the HitFlag is wiped out again. */
if (ctx->RenderMode == GL_SELECT) {
}
-
-void
+/**
+ * Load the top-most name of the name stack.
+ *
+ * \param name name.
+ *
+ * Verifies we are in selection mode and that the name stack is not empty.
+ * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
+ * and replace the top-most name in the stack.
+ *
+ * sa __struct gl_contextRec::Select.
+ */
+void GLAPIENTRY
_mesa_LoadName( GLuint name )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
if (ctx->RenderMode != GL_SELECT) {
return;
}
-void
+/**
+ * Push a name into the name stack.
+ *
+ * \param name name.
+ *
+ * Verifies we are in selection mode and that the name stack is not full.
+ * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
+ * and adds the name to the top of the name stack.
+ *
+ * sa __struct gl_contextRec::Select.
+ */
+void GLAPIENTRY
_mesa_PushName( GLuint name )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
if (ctx->RenderMode != GL_SELECT) {
return;
}
-
-void
+/**
+ * Pop a name into the name stack.
+ *
+ * Verifies we are in selection mode and that the name stack is not empty.
+ * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
+ * and removes top-most name in the name stack.
+ *
+ * sa __struct gl_contextRec::Select.
+ */
+void GLAPIENTRY
_mesa_PopName( void )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
if (ctx->RenderMode != GL_SELECT) {
return;
ctx->Select.NameStackDepth--;
}
+/*@}*/
/**********************************************************************/
-/* Render Mode */
-/**********************************************************************/
-
-
+/** \name Render Mode */
+/*@{*/
-/*
- * NOTE: this function can't be put in a display list.
+/**
+ * Set rasterization mode.
+ *
+ * \param mode rasterization mode.
+ *
+ * \note this function can't be put in a display list.
+ *
+ * \sa glRenderMode().
+ *
+ * Flushes the vertices and do the necessary cleanup according to the previous
+ * rasterization mode, such as writing the hit record or resent the select
+ * buffer index when exiting the select mode. Updates
+ * __struct gl_contextRec::RenderMode and notifies the driver via the
+ * dd_function_table::RenderMode callback.
*/
-GLint
+GLint GLAPIENTRY
_mesa_RenderMode( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
if (MESA_VERBOSE & VERBOSE_API)
- fprintf(stderr, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode));
+ _mesa_debug(ctx, "glRenderMode %s\n", _mesa_enum_to_string(mode));
FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
- ctx->_TriangleCaps &= ~(DD_FEEDBACK|DD_SELECT);
switch (ctx->RenderMode) {
case GL_RENDER:
case GL_RENDER:
break;
case GL_SELECT:
- ctx->_TriangleCaps |= DD_SELECT;
if (ctx->Select.BufferSize==0) {
/* haven't called glSelectBuffer yet */
_mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
}
break;
case GL_FEEDBACK:
- ctx->_TriangleCaps |= DD_FEEDBACK;
if (ctx->Feedback.BufferSize==0) {
/* haven't called glFeedbackBuffer yet */
_mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
}
ctx->RenderMode = mode;
- if (ctx->Driver.RenderMode)
+ if (ctx->Driver.RenderMode)
ctx->Driver.RenderMode( ctx, mode );
return result;
}
+/*@}*/
+
+
+/**********************************************************************/
+/** \name Initialization */
+/*@{*/
+
+/**
+ * Initialize context feedback data.
+ */
+void _mesa_init_feedback( struct gl_context * ctx )
+{
+ /* Feedback */
+ ctx->Feedback.Type = GL_2D; /* TODO: verify */
+ ctx->Feedback.Buffer = NULL;
+ ctx->Feedback.BufferSize = 0;
+ ctx->Feedback.Count = 0;
+
+ /* Selection/picking */
+ ctx->Select.Buffer = NULL;
+ ctx->Select.BufferSize = 0;
+ ctx->Select.BufferCount = 0;
+ ctx->Select.Hits = 0;
+ ctx->Select.NameStackDepth = 0;
+
+ /* Miscellaneous */
+ ctx->RenderMode = GL_RENDER;
+}
+
+/*@}*/