--- /dev/null
+/* $Id: feedback.c,v 1.12 1998/02/03 23:45:02 brianp Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 2.4
+ * Copyright (C) 1995-1997 Brian Paul
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the Free
+ * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+ */
+
+
+/*
+ * $Log: feedback.c,v $
+ * Revision 1.12 1998/02/03 23:45:02 brianp
+ * added casts to prevent warnings with Amiga StormC compiler
+ *
+ * Revision 1.11 1997/11/07 03:38:07 brianp
+ * added stdio.h include for SunOS 4.x
+ *
+ * Revision 1.10 1997/07/24 01:25:01 brianp
+ * changed precompiled header symbol from PCH to PC_HEADER
+ *
+ * Revision 1.9 1997/05/28 03:24:54 brianp
+ * added precompiled header (PCH) support
+ *
+ * Revision 1.8 1997/03/08 02:03:46 brianp
+ * better error checking
+ *
+ * Revision 1.7 1997/01/21 03:09:15 brianp
+ * fixed an error message in gl_RenderMode()
+ *
+ * Revision 1.6 1997/01/16 19:10:24 brianp
+ * kludged around a SunOS 5.x/GCC bug in write_hit_record()
+ *
+ * Revision 1.5 1996/12/13 21:03:19 brianp
+ * fixed feedback buffer overflow bug in write_hit_record()
+ *
+ * Revision 1.4 1996/10/22 22:58:25 brianp
+ * fixed bug in gl_update_hitflag() reported by Erich Eder
+ *
+ * Revision 1.3 1996/09/27 01:28:13 brianp
+ * added missing error check to gl_RenderMode()
+ *
+ * Revision 1.2 1996/09/15 14:17:30 brianp
+ * now use GLframebuffer and GLvisual
+ *
+ * Revision 1.1 1996/09/13 01:38:16 brianp
+ * Initial revision
+ *
+ */
+
+
+#ifdef PC_HEADER
+#include "all.h"
+#else
+#include <assert.h>
+#include <stdio.h>
+#include "context.h"
+#include "feedback.h"
+#include "dlist.h"
+#include "macros.h"
+#include "types.h"
+#endif
+
+
+
+#define FB_3D 0x01
+#define FB_4D 0x02
+#define FB_INDEX 0x04
+#define FB_COLOR 0x08
+#define FB_TEXTURE 0X10
+
+
+
+void
+gl_FeedbackBuffer( GLcontext *ctx, GLsizei size, GLenum type, GLfloat *buffer )
+{
+ if (ctx->RenderMode==GL_FEEDBACK || INSIDE_BEGIN_END(ctx)) {
+ gl_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
+ return;
+ }
+
+ if (size<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
+ return;
+ }
+ if (!buffer) {
+ gl_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;
+ break;
+ case GL_3D:
+ ctx->Feedback.Mask = FB_3D;
+ ctx->Feedback.Type = type;
+ break;
+ case GL_3D_COLOR:
+ ctx->Feedback.Mask = FB_3D
+ | (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX);
+ ctx->Feedback.Type = type;
+ break;
+ case GL_3D_COLOR_TEXTURE:
+ ctx->Feedback.Mask = FB_3D
+ | (ctx->Visual->RGBAflag ? FB_COLOR : FB_INDEX)
+ | FB_TEXTURE;
+ ctx->Feedback.Type = type;
+ 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;
+ break;
+ default:
+ ctx->Feedback.Mask = 0;
+ gl_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
+ }
+
+ ctx->Feedback.BufferSize = size;
+ ctx->Feedback.Buffer = buffer;
+ ctx->Feedback.Count = 0;
+}
+
+
+
+void gl_PassThrough( GLcontext *ctx, GLfloat token )
+{
+ if (INSIDE_BEGIN_END(ctx)) {
+ gl_error( ctx, GL_INVALID_OPERATION, "glPassThrough" );
+ return;
+ }
+
+ if (ctx->RenderMode==GL_FEEDBACK) {
+ 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,
+ GLfloat x, GLfloat y, GLfloat z, GLfloat w,
+ const GLfloat color[4], GLfloat index,
+ const GLfloat texcoord[4] )
+{
+ FEEDBACK_TOKEN( ctx, x );
+ FEEDBACK_TOKEN( ctx, y );
+ if (ctx->Feedback.Mask & FB_3D) {
+ FEEDBACK_TOKEN( ctx, z );
+ }
+ if (ctx->Feedback.Mask & FB_4D) {
+ FEEDBACK_TOKEN( ctx, w );
+ }
+ if (ctx->Feedback.Mask & FB_INDEX) {
+ FEEDBACK_TOKEN( ctx, index );
+ }
+ 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) {
+ FEEDBACK_TOKEN( ctx, texcoord[0] );
+ FEEDBACK_TOKEN( ctx, texcoord[1] );
+ FEEDBACK_TOKEN( ctx, texcoord[2] );
+ FEEDBACK_TOKEN( ctx, texcoord[3] );
+ }
+}
+
+
+
+/**********************************************************************/
+/* Selection */
+/**********************************************************************/
+
+
+/*
+ * NOTE: this function can't be put in a display list.
+ */
+void gl_SelectBuffer( GLcontext *ctx, GLsizei size, GLuint *buffer )
+{
+ if (INSIDE_BEGIN_END(ctx)) {
+ gl_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
+ }
+ if (ctx->RenderMode==GL_SELECT) {
+ gl_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
+ }
+ 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;
+}
+
+
+void gl_InitNames( GLcontext *ctx )
+{
+ if (INSIDE_BEGIN_END(ctx)) {
+ gl_error( ctx, GL_INVALID_OPERATION, "glInitNames" );
+ }
+ ctx->Select.NameStackDepth = 0;
+ ctx->Select.HitFlag = GL_FALSE;
+ ctx->Select.HitMinZ = 1.0;
+ ctx->Select.HitMaxZ = 0.0;
+}
+
+
+
+#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 )
+{
+ ctx->Select.HitFlag = GL_TRUE;
+ if (z < ctx->Select.HitMinZ) {
+ ctx->Select.HitMinZ = z;
+ }
+ if (z > ctx->Select.HitMaxZ) {
+ ctx->Select.HitMaxZ = z;
+ }
+}
+
+
+
+static void write_hit_record( GLcontext *ctx )
+{
+ GLuint i;
+ GLuint zmin, zmax, zscale = (~0u);
+
+ /* HitMinZ and HitMaxZ are in [0,1]. Multiply these values by */
+ /* 2^32-1 and round to nearest unsigned integer. */
+
+ assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
+ 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 );
+ for (i=0;i<ctx->Select.NameStackDepth;i++) {
+ WRITE_RECORD( ctx, ctx->Select.NameStack[i] );
+ }
+
+ ctx->Select.Hits++;
+ ctx->Select.HitFlag = GL_FALSE;
+ ctx->Select.HitMinZ = 1.0;
+ ctx->Select.HitMaxZ = -1.0;
+}
+
+
+
+void gl_LoadName( GLcontext *ctx, GLuint name )
+{
+ if (INSIDE_BEGIN_END(ctx)) {
+ gl_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
+ return;
+ }
+ if (ctx->RenderMode!=GL_SELECT) {
+ return;
+ }
+ if (ctx->Select.NameStackDepth==0) {
+ gl_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
+ return;
+ }
+ if (ctx->Select.HitFlag) {
+ write_hit_record( ctx );
+ }
+ if (ctx->Select.NameStackDepth<MAX_NAME_STACK_DEPTH) {
+ ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
+ }
+ else {
+ ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
+ }
+}
+
+
+void gl_PushName( GLcontext *ctx, GLuint name )
+{
+ if (INSIDE_BEGIN_END(ctx)) {
+ gl_error( ctx, GL_INVALID_OPERATION, "glPushName" );
+ return;
+ }
+ if (ctx->RenderMode!=GL_SELECT) {
+ return;
+ }
+ 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" );
+ }
+}
+
+
+
+void gl_PopName( GLcontext *ctx )
+{
+ if (INSIDE_BEGIN_END(ctx)) {
+ gl_error( ctx, GL_INVALID_OPERATION, "glPopName" );
+ return;
+ }
+ if (ctx->RenderMode!=GL_SELECT) {
+ return;
+ }
+ if (ctx->Select.HitFlag) {
+ write_hit_record( ctx );
+ }
+ if (ctx->Select.NameStackDepth>0) {
+ ctx->Select.NameStackDepth--;
+ }
+ else {
+ gl_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
+ }
+}
+
+
+
+/**********************************************************************/
+/* Render Mode */
+/**********************************************************************/
+
+
+
+/*
+ * NOTE: this function can't be put in a display list.
+ */
+GLint gl_RenderMode( GLcontext *ctx, GLenum mode )
+{
+ GLint result;
+
+ if (INSIDE_BEGIN_END(ctx)) {
+ gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
+ }
+
+ switch (ctx->RenderMode) {
+ case GL_RENDER:
+ result = 0;
+ break;
+ case GL_SELECT:
+ if (ctx->Select.HitFlag) {
+ write_hit_record( ctx );
+ }
+ if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
+ /* overflow */
+#ifdef DEBUG
+ gl_warning(ctx, "Feedback buffer overflow");
+#endif
+ result = -1;
+ }
+ else {
+ result = ctx->Select.Hits;
+ }
+ ctx->Select.BufferCount = 0;
+ ctx->Select.Hits = 0;
+ ctx->Select.NameStackDepth = 0;
+ break;
+ case GL_FEEDBACK:
+ if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
+ /* overflow */
+ result = -1;
+ }
+ else {
+ result = ctx->Feedback.Count;
+ }
+ ctx->Feedback.Count = 0;
+ break;
+ default:
+ gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
+ return 0;
+ }
+
+ switch (mode) {
+ case GL_RENDER:
+ break;
+ case GL_SELECT:
+ if (ctx->Select.BufferSize==0) {
+ /* haven't called glSelectBuffer yet */
+ gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
+ }
+ break;
+ case GL_FEEDBACK:
+ if (ctx->Feedback.BufferSize==0) {
+ /* haven't called glFeedbackBuffer yet */
+ gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
+ }
+ break;
+ default:
+ gl_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
+ return 0;
+ }
+
+ ctx->RenderMode = mode;
+ ctx->NewState |= NEW_ALL;
+
+ return result;
+}
+