-/* $Id: feedback.c,v 1.13 2000/10/28 20:41:14 brianp Exp $ */
+/**
+ * \file feedback.c
+ * Selection and feedback modes functions.
+ */
/*
* Mesa 3-D graphics library
- * Version: 3.3
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 5.1
+ *
+ * Copyright (C) 1999-2003 Brian Paul 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of 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
*/
-#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 "types.h"
-#include "triangle.h"
-#endif
+#include "mtypes.h"
+#if _HAVE_FULL_GL
+
#define FB_3D 0x01
#define FB_4D 0x02
-void
+void GLAPIENTRY
_mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glFeedbackBuffer" );
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
if (ctx->RenderMode==GL_FEEDBACK) {
- gl_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
+ _mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
return;
}
-
if (size<0) {
- gl_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
return;
}
if (!buffer) {
- gl_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
ctx->Feedback.BufferSize = 0;
return;
}
switch (type) {
case GL_2D:
- ctx->Feedback.Mask = 0;
- ctx->Feedback.Type = type;
+ ctx->Feedback._Mask = 0;
break;
case GL_3D:
- ctx->Feedback.Mask = FB_3D;
- ctx->Feedback.Type = type;
+ ctx->Feedback._Mask = FB_3D;
break;
case GL_3D_COLOR:
- ctx->Feedback.Mask = FB_3D
- | (ctx->Visual.RGBAflag ? FB_COLOR : FB_INDEX);
- ctx->Feedback.Type = type;
+ ctx->Feedback._Mask = (FB_3D |
+ (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX));
break;
case GL_3D_COLOR_TEXTURE:
- ctx->Feedback.Mask = FB_3D
- | (ctx->Visual.RGBAflag ? FB_COLOR : FB_INDEX)
- | FB_TEXTURE;
- ctx->Feedback.Type = type;
+ ctx->Feedback._Mask = (FB_3D |
+ (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) |
+ FB_TEXTURE);
break;
case GL_4D_COLOR_TEXTURE:
- ctx->Feedback.Mask = FB_3D | FB_4D
- | (ctx->Visual.RGBAflag ? FB_COLOR : FB_INDEX)
- | FB_TEXTURE;
- ctx->Feedback.Type = type;
+ ctx->Feedback._Mask = (FB_3D | FB_4D |
+ (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) |
+ FB_TEXTURE);
break;
default:
- ctx->Feedback.Mask = 0;
- gl_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
+ return;
}
+ FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* Always flush */
+ ctx->Feedback.Type = type;
ctx->Feedback.BufferSize = size;
ctx->Feedback.Buffer = buffer;
- ctx->Feedback.Count = 0;
+ ctx->Feedback.Count = 0; /* Becaues of this. */
}
-
-void
+void GLAPIENTRY
_mesa_PassThrough( GLfloat token )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPassThrough");
+ 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 );
}
/*
* Put a vertex into the feedback buffer.
*/
-void gl_feedback_vertex( GLcontext *ctx,
- const GLfloat win[4],
- const GLfloat color[4],
- GLuint index,
- const GLfloat texcoord[4] )
+void _mesa_feedback_vertex( GLcontext *ctx,
+ const GLfloat win[4],
+ const GLfloat color[4],
+ GLfloat index,
+ const GLfloat texcoord[4] )
{
FEEDBACK_TOKEN( ctx, win[0] );
FEEDBACK_TOKEN( ctx, win[1] );
- if (ctx->Feedback.Mask & FB_3D) {
+ if (ctx->Feedback._Mask & FB_3D) {
FEEDBACK_TOKEN( ctx, win[2] );
}
- if (ctx->Feedback.Mask & FB_4D) {
+ if (ctx->Feedback._Mask & FB_4D) {
FEEDBACK_TOKEN( ctx, win[3] );
}
- if (ctx->Feedback.Mask & FB_INDEX) {
+ if (ctx->Feedback._Mask & FB_INDEX) {
FEEDBACK_TOKEN( ctx, (GLfloat) index );
}
- if (ctx->Feedback.Mask & FB_COLOR) {
+ 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] );
}
- if (ctx->Feedback.Mask & FB_TEXTURE) {
+ if (ctx->Feedback._Mask & FB_TEXTURE) {
FEEDBACK_TOKEN( ctx, texcoord[0] );
FEEDBACK_TOKEN( ctx, texcoord[1] );
FEEDBACK_TOKEN( ctx, texcoord[2] );
}
}
-
-
-static void feedback_vertex( GLcontext *ctx, GLuint v, GLuint pv )
-{
- GLfloat win[4];
- GLfloat color[4];
- GLfloat tc[4];
- GLuint texUnit = ctx->Texture.CurrentTransformUnit;
- const struct vertex_buffer *VB = ctx->VB;
- GLuint index;
-
- win[0] = VB->Win.data[v][0];
- win[1] = VB->Win.data[v][1];
- win[2] = VB->Win.data[v][2] / ctx->Visual.DepthMaxF;
- win[3] = 1.0 / VB->Win.data[v][3];
-
- if (ctx->Light.ShadeModel == GL_SMOOTH)
- pv = v;
-
- color[0] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][0]);
- color[1] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][1]);
- color[2] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][2]);
- color[3] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][3]);
-
- if (VB->TexCoordPtr[texUnit]->size == 4 &&
- VB->TexCoordPtr[texUnit]->data[v][3] != 0.0) {
- GLfloat invq = 1.0F / VB->TexCoordPtr[texUnit]->data[v][3];
- tc[0] = VB->TexCoordPtr[texUnit]->data[v][0] * invq;
- tc[1] = VB->TexCoordPtr[texUnit]->data[v][1] * invq;
- tc[2] = VB->TexCoordPtr[texUnit]->data[v][2] * invq;
- tc[3] = VB->TexCoordPtr[texUnit]->data[v][3];
- }
- else {
- ASSIGN_4V(tc, 0,0,0,1);
- COPY_SZ_4V(tc,
- VB->TexCoordPtr[texUnit]->size,
- VB->TexCoordPtr[texUnit]->data[v]);
- }
-
- if (VB->IndexPtr)
- index = VB->IndexPtr->data[v];
- else
- index = 0;
-
- gl_feedback_vertex( ctx, win, color, index, tc );
-}
-
-
-
-/*
- * Put triangle in feedback buffer.
- */
-void gl_feedback_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
-{
- if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) {
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
- FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */
-
- feedback_vertex( ctx, v0, pv );
- feedback_vertex( ctx, v1, pv );
- feedback_vertex( ctx, v2, pv );
- }
-}
-
-
-void gl_feedback_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
-{
- GLenum token = GL_LINE_TOKEN;
-
- if (ctx->StippleCounter==0)
- token = GL_LINE_RESET_TOKEN;
-
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
-
- feedback_vertex( ctx, v1, pv );
- feedback_vertex( ctx, v2, pv );
-
- ctx->StippleCounter++;
-}
-
-
-void gl_feedback_points( GLcontext *ctx, GLuint first, GLuint last )
-{
- const struct vertex_buffer *VB = ctx->VB;
- GLuint i;
-
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
- feedback_vertex( ctx, i, i );
- }
- }
-}
-
-
-
+#endif
/**********************************************************************/
-/* Selection */
-/**********************************************************************/
-
+/** \name Selection */
+/*@{*/
-/*
- * NOTE: this function can't be put in a display list.
+/**
+ * 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 __GLcontextRec::Select with the given buffer.
*/
-void
+void GLAPIENTRY
_mesa_SelectBuffer( GLsizei size, GLuint *buffer )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glSelectBuffer");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
if (ctx->RenderMode==GL_SELECT) {
- gl_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
+ _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
+ return; /* KW: added return */
}
+
+ FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
ctx->Select.Buffer = buffer;
ctx->Select.BufferSize = size;
ctx->Select.BufferCount = 0;
-
ctx->Select.HitFlag = GL_FALSE;
ctx->Select.HitMinZ = 1.0;
ctx->Select.HitMaxZ = 0.0;
}
+/**
+ * Write a value of a record into the selection buffer.
+ *
+ * \param CTX GL context.
+ * \param V value.
+ *
+ * Verifies there is free space in the buffer to write the value and
+ * increments the pointer.
+ */
#define WRITE_RECORD( CTX, V ) \
if (CTX->Select.BufferCount < CTX->Select.BufferSize) { \
CTX->Select.Buffer[CTX->Select.BufferCount] = (V); \
CTX->Select.BufferCount++;
-
-void gl_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( GLcontext *ctx, GLfloat z )
{
ctx->Select.HitFlag = GL_TRUE;
if (z < ctx->Select.HitMinZ) {
}
}
-void gl_select_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
-{
- const struct vertex_buffer *VB = ctx->VB;
-
- if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) {
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
- gl_update_hitflag( ctx, VB->Win.data[v0][2] * zs );
- gl_update_hitflag( ctx, VB->Win.data[v1][2] * zs );
- gl_update_hitflag( ctx, VB->Win.data[v2][2] * zs );
- }
-}
-
-
-void gl_select_line( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint pv )
-{
- const struct vertex_buffer *VB = ctx->VB;
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
- gl_update_hitflag( ctx, VB->Win.data[v0][2] * zs );
- gl_update_hitflag( ctx, VB->Win.data[v1][2] * zs );
-}
-
-
-void gl_select_points( GLcontext *ctx, GLuint first, GLuint last )
-{
- struct vertex_buffer *VB = ctx->VB;
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
- GLuint i;
-
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- gl_update_hitflag( ctx, VB->Win.data[i][2] * zs );
- }
- }
-}
-
+/**
+ * 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( GLcontext *ctx )
{
GLuint i;
}
-
-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
+ * __GLcontextRec::NewState.
+ */
+void GLAPIENTRY
_mesa_InitNames( void )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glInitNames");
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+
/* Record the hit before the HitFlag is wiped out again. */
if (ctx->RenderMode == GL_SELECT) {
if (ctx->Select.HitFlag) {
ctx->Select.HitFlag = GL_FALSE;
ctx->Select.HitMinZ = 1.0;
ctx->Select.HitMaxZ = 0.0;
+ ctx->NewState |= _NEW_RENDERMODE;
}
-
-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 __GLcontextRec::Select.
+ */
+void GLAPIENTRY
_mesa_LoadName( GLuint name )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLoadName");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
if (ctx->RenderMode != GL_SELECT) {
return;
}
if (ctx->Select.NameStackDepth == 0) {
- gl_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
+ _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
return;
}
+
+ FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
+
if (ctx->Select.HitFlag) {
write_hit_record( ctx );
}
}
-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 __GLcontextRec::Select.
+ */
+void GLAPIENTRY
_mesa_PushName( GLuint name )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPushName");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
if (ctx->RenderMode != GL_SELECT) {
return;
}
+
+ FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
if (ctx->Select.HitFlag) {
write_hit_record( ctx );
}
- if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
- ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
- }
- else {
- gl_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
+ if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) {
+ _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
}
+ else
+ ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
}
-
-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 __GLcontextRec::Select.
+ */
+void GLAPIENTRY
_mesa_PopName( void )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPopName");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
if (ctx->RenderMode != GL_SELECT) {
return;
}
+
+ FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
if (ctx->Select.HitFlag) {
write_hit_record( ctx );
}
- if (ctx->Select.NameStackDepth > 0) {
- ctx->Select.NameStackDepth--;
- }
- else {
- gl_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
+ if (ctx->Select.NameStackDepth == 0) {
+ _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
}
+ else
+ ctx->Select.NameStackDepth--;
}
+/*@}*/
/**********************************************************************/
-/* Render Mode */
-/**********************************************************************/
-
-
-
-/*
- * NOTE: this function can't be put in a display list.
+/** \name Render Mode */
+/*@{*/
+
+/**
+ * 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
+ * __GLcontextRec::RenderMode and notifies the driver via the
+ * dd_function_table::RenderMode callback.
*/
-GLint
+GLint GLAPIENTRY
_mesa_RenderMode( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
GLint result;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, "glRenderMode", 0);
+ ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
if (MESA_VERBOSE & VERBOSE_API)
- fprintf(stderr, "glRenderMode %s\n", gl_lookup_enum_by_nr(mode));
+ _mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode));
- ctx->TriangleCaps &= ~(DD_FEEDBACK|DD_SELECT);
+ FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
switch (ctx->RenderMode) {
case GL_RENDER:
ctx->Select.Hits = 0;
ctx->Select.NameStackDepth = 0;
break;
+#if _HAVE_FULL_GL
case GL_FEEDBACK:
if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
/* overflow */
}
ctx->Feedback.Count = 0;
break;
+#endif
default:
- gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
return 0;
}
case GL_RENDER:
break;
case GL_SELECT:
- ctx->TriangleCaps |= DD_SELECT;
if (ctx->Select.BufferSize==0) {
/* haven't called glSelectBuffer yet */
- gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
+ _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
}
break;
+#if _HAVE_FULL_GL
case GL_FEEDBACK:
- ctx->TriangleCaps |= DD_FEEDBACK;
if (ctx->Feedback.BufferSize==0) {
/* haven't called glFeedbackBuffer yet */
- gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
+ _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
}
break;
+#endif
default:
- gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
+ _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
return 0;
}
ctx->RenderMode = mode;
- ctx->NewState |= NEW_ALL;
+ if (ctx->Driver.RenderMode)
+ ctx->Driver.RenderMode( ctx, mode );
return result;
}
+/*@}*/
+
+
+/**********************************************************************/
+/** \name Initialization */
+/*@{*/
+
+/**
+ * Initialize context feedback data.
+ */
+void _mesa_init_feedback( GLcontext * 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;
+}
+
+/*@}*/