feedback.c revision 7117f1b4
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 51void 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 105void 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 */ 123void _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 */ 186void 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 */ 232void _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 */ 255static 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 */ 288void 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 */ 319void 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 */ 358void 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 */ 389void 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 */ 432GLint 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 */ 522void _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/*@}*/ 542