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ReactOS Development > Doxygenfeedback.c
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00001 00006 /* 00007 * Mesa 3-D graphics library 00008 * Version: 5.1 00009 * 00010 * Copyright (C) 1999-2003 Brian Paul All Rights Reserved. 00011 * 00012 * Permission is hereby granted, free of charge, to any person obtaining a 00013 * copy of this software and associated documentation files (the "Software"), 00014 * to deal in the Software without restriction, including without limitation 00015 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 00016 * and/or sell copies of the Software, and to permit persons to whom the 00017 * Software is furnished to do so, subject to the following conditions: 00018 * 00019 * The above copyright notice and this permission notice shall be included 00020 * in all copies or substantial portions of the Software. 00021 * 00022 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 00023 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 00024 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 00025 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 00026 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 00027 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 00028 */ 00029 00030 00031 #include "glheader.h" 00032 #include "colormac.h" 00033 #include "context.h" 00034 #include "enums.h" 00035 #include "feedback.h" 00036 #include "macros.h" 00037 #include "mtypes.h" 00038 00039 00040 #if _HAVE_FULL_GL 00041 00042 00043 #define FB_3D 0x01 00044 #define FB_4D 0x02 00045 #define FB_INDEX 0x04 00046 #define FB_COLOR 0x08 00047 #define FB_TEXTURE 0X10 00048 00049 00050 00051 void GLAPIENTRY 00052 _mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ) 00053 { 00054 GET_CURRENT_CONTEXT(ctx); 00055 ASSERT_OUTSIDE_BEGIN_END(ctx); 00056 00057 if (ctx->RenderMode==GL_FEEDBACK) { 00058 _mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" ); 00059 return; 00060 } 00061 if (size<0) { 00062 _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" ); 00063 return; 00064 } 00065 if (!buffer) { 00066 _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" ); 00067 ctx->Feedback.BufferSize = 0; 00068 return; 00069 } 00070 00071 switch (type) { 00072 case GL_2D: 00073 ctx->Feedback._Mask = 0; 00074 break; 00075 case GL_3D: 00076 ctx->Feedback._Mask = FB_3D; 00077 break; 00078 case GL_3D_COLOR: 00079 ctx->Feedback._Mask = (FB_3D | 00080 (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX)); 00081 break; 00082 case GL_3D_COLOR_TEXTURE: 00083 ctx->Feedback._Mask = (FB_3D | 00084 (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) | 00085 FB_TEXTURE); 00086 break; 00087 case GL_4D_COLOR_TEXTURE: 00088 ctx->Feedback._Mask = (FB_3D | FB_4D | 00089 (ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) | 00090 FB_TEXTURE); 00091 break; 00092 default: 00093 _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" ); 00094 return; 00095 } 00096 00097 FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* Always flush */ 00098 ctx->Feedback.Type = type; 00099 ctx->Feedback.BufferSize = size; 00100 ctx->Feedback.Buffer = buffer; 00101 ctx->Feedback.Count = 0; /* Becaues of this. */ 00102 } 00103 00104 00105 void GLAPIENTRY 00106 _mesa_PassThrough( GLfloat token ) 00107 { 00108 GET_CURRENT_CONTEXT(ctx); 00109 ASSERT_OUTSIDE_BEGIN_END(ctx); 00110 00111 if (ctx->RenderMode==GL_FEEDBACK) { 00112 FLUSH_VERTICES(ctx, 0); 00113 FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN ); 00114 FEEDBACK_TOKEN( ctx, token ); 00115 } 00116 } 00117 00118 00119 00120 /* 00121 * Put a vertex into the feedback buffer. 00122 */ 00123 void _mesa_feedback_vertex( GLcontext *ctx, 00124 const GLfloat win[4], 00125 const GLfloat color[4], 00126 GLfloat index, 00127 const GLfloat texcoord[4] ) 00128 { 00129 #if 0 00130 { 00131 /* snap window x, y to fractional pixel position */ 00132 const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1); 00133 GLfixed x, y; 00134 x = FloatToFixed(win[0]) & snapMask; 00135 y = FloatToFixed(win[1]) & snapMask; 00136 FEEDBACK_TOKEN(ctx, FixedToFloat(x)); 00137 FEEDBACK_TOKEN(ctx, FixedToFloat(y) ); 00138 } 00139 #else 00140 FEEDBACK_TOKEN( ctx, win[0] ); 00141 FEEDBACK_TOKEN( ctx, win[1] ); 00142 #endif 00143 if (ctx->Feedback._Mask & FB_3D) { 00144 FEEDBACK_TOKEN( ctx, win[2] ); 00145 } 00146 if (ctx->Feedback._Mask & FB_4D) { 00147 FEEDBACK_TOKEN( ctx, win[3] ); 00148 } 00149 if (ctx->Feedback._Mask & FB_INDEX) { 00150 FEEDBACK_TOKEN( ctx, (GLfloat) index ); 00151 } 00152 if (ctx->Feedback._Mask & FB_COLOR) { 00153 FEEDBACK_TOKEN( ctx, color[0] ); 00154 FEEDBACK_TOKEN( ctx, color[1] ); 00155 FEEDBACK_TOKEN( ctx, color[2] ); 00156 FEEDBACK_TOKEN( ctx, color[3] ); 00157 } 00158 if (ctx->Feedback._Mask & FB_TEXTURE) { 00159 FEEDBACK_TOKEN( ctx, texcoord[0] ); 00160 FEEDBACK_TOKEN( ctx, texcoord[1] ); 00161 FEEDBACK_TOKEN( ctx, texcoord[2] ); 00162 FEEDBACK_TOKEN( ctx, texcoord[3] ); 00163 } 00164 } 00165 00166 #endif 00167 00168 00169 /**********************************************************************/ 00172 00186 void GLAPIENTRY 00187 _mesa_SelectBuffer( GLsizei size, GLuint *buffer ) 00188 { 00189 GET_CURRENT_CONTEXT(ctx); 00190 ASSERT_OUTSIDE_BEGIN_END(ctx); 00191 00192 if (ctx->RenderMode==GL_SELECT) { 00193 _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" ); 00194 return; /* KW: added return */ 00195 } 00196 00197 FLUSH_VERTICES(ctx, _NEW_RENDERMODE); 00198 ctx->Select.Buffer = buffer; 00199 ctx->Select.BufferSize = size; 00200 ctx->Select.BufferCount = 0; 00201 ctx->Select.HitFlag = GL_FALSE; 00202 ctx->Select.HitMinZ = 1.0; 00203 ctx->Select.HitMaxZ = 0.0; 00204 } 00205 00206 00216 #define WRITE_RECORD( CTX, V ) \ 00217 if (CTX->Select.BufferCount < CTX->Select.BufferSize) { \ 00218 CTX->Select.Buffer[CTX->Select.BufferCount] = (V); \ 00219 } \ 00220 CTX->Select.BufferCount++; 00221 00222 00232 void _mesa_update_hitflag( GLcontext *ctx, GLfloat z ) 00233 { 00234 ctx->Select.HitFlag = GL_TRUE; 00235 if (z < ctx->Select.HitMinZ) { 00236 ctx->Select.HitMinZ = z; 00237 } 00238 if (z > ctx->Select.HitMaxZ) { 00239 ctx->Select.HitMaxZ = z; 00240 } 00241 } 00242 00243 00255 static void write_hit_record( GLcontext *ctx ) 00256 { 00257 GLuint i; 00258 GLuint zmin, zmax, zscale = (~0u); 00259 00260 /* HitMinZ and HitMaxZ are in [0,1]. Multiply these values by */ 00261 /* 2^32-1 and round to nearest unsigned integer. */ 00262 00263 assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */ 00264 zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ); 00265 zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ); 00266 00267 WRITE_RECORD( ctx, ctx->Select.NameStackDepth ); 00268 WRITE_RECORD( ctx, zmin ); 00269 WRITE_RECORD( ctx, zmax ); 00270 for (i = 0; i < ctx->Select.NameStackDepth; i++) { 00271 WRITE_RECORD( ctx, ctx->Select.NameStack[i] ); 00272 } 00273 00274 ctx->Select.Hits++; 00275 ctx->Select.HitFlag = GL_FALSE; 00276 ctx->Select.HitMinZ = 1.0; 00277 ctx->Select.HitMaxZ = -1.0; 00278 } 00279 00280 00288 void GLAPIENTRY 00289 _mesa_InitNames( void ) 00290 { 00291 GET_CURRENT_CONTEXT(ctx); 00292 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 00293 00294 /* Record the hit before the HitFlag is wiped out again. */ 00295 if (ctx->RenderMode == GL_SELECT) { 00296 if (ctx->Select.HitFlag) { 00297 write_hit_record( ctx ); 00298 } 00299 } 00300 ctx->Select.NameStackDepth = 0; 00301 ctx->Select.HitFlag = GL_FALSE; 00302 ctx->Select.HitMinZ = 1.0; 00303 ctx->Select.HitMaxZ = 0.0; 00304 ctx->NewState |= _NEW_RENDERMODE; 00305 } 00306 00307 00319 void GLAPIENTRY 00320 _mesa_LoadName( GLuint name ) 00321 { 00322 GET_CURRENT_CONTEXT(ctx); 00323 ASSERT_OUTSIDE_BEGIN_END(ctx); 00324 00325 if (ctx->RenderMode != GL_SELECT) { 00326 return; 00327 } 00328 if (ctx->Select.NameStackDepth == 0) { 00329 _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" ); 00330 return; 00331 } 00332 00333 FLUSH_VERTICES(ctx, _NEW_RENDERMODE); 00334 00335 if (ctx->Select.HitFlag) { 00336 write_hit_record( ctx ); 00337 } 00338 if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) { 00339 ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name; 00340 } 00341 else { 00342 ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name; 00343 } 00344 } 00345 00346 00358 void GLAPIENTRY 00359 _mesa_PushName( GLuint name ) 00360 { 00361 GET_CURRENT_CONTEXT(ctx); 00362 ASSERT_OUTSIDE_BEGIN_END(ctx); 00363 00364 if (ctx->RenderMode != GL_SELECT) { 00365 return; 00366 } 00367 00368 FLUSH_VERTICES(ctx, _NEW_RENDERMODE); 00369 if (ctx->Select.HitFlag) { 00370 write_hit_record( ctx ); 00371 } 00372 if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) { 00373 _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" ); 00374 } 00375 else 00376 ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name; 00377 } 00378 00379 00389 void GLAPIENTRY 00390 _mesa_PopName( void ) 00391 { 00392 GET_CURRENT_CONTEXT(ctx); 00393 ASSERT_OUTSIDE_BEGIN_END(ctx); 00394 00395 if (ctx->RenderMode != GL_SELECT) { 00396 return; 00397 } 00398 00399 FLUSH_VERTICES(ctx, _NEW_RENDERMODE); 00400 if (ctx->Select.HitFlag) { 00401 write_hit_record( ctx ); 00402 } 00403 if (ctx->Select.NameStackDepth == 0) { 00404 _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" ); 00405 } 00406 else 00407 ctx->Select.NameStackDepth--; 00408 } 00409 00413 /**********************************************************************/ 00416 00432 GLint GLAPIENTRY 00433 _mesa_RenderMode( GLenum mode ) 00434 { 00435 GET_CURRENT_CONTEXT(ctx); 00436 GLint result; 00437 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0); 00438 00439 if (MESA_VERBOSE & VERBOSE_API) 00440 _mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode)); 00441 00442 FLUSH_VERTICES(ctx, _NEW_RENDERMODE); 00443 00444 switch (ctx->RenderMode) { 00445 case GL_RENDER: 00446 result = 0; 00447 break; 00448 case GL_SELECT: 00449 if (ctx->Select.HitFlag) { 00450 write_hit_record( ctx ); 00451 } 00452 if (ctx->Select.BufferCount > ctx->Select.BufferSize) { 00453 /* overflow */ 00454 #ifdef DEBUG 00455 _mesa_warning(ctx, "Feedback buffer overflow"); 00456 #endif 00457 result = -1; 00458 } 00459 else { 00460 result = ctx->Select.Hits; 00461 } 00462 ctx->Select.BufferCount = 0; 00463 ctx->Select.Hits = 0; 00464 ctx->Select.NameStackDepth = 0; 00465 break; 00466 #if _HAVE_FULL_GL 00467 case GL_FEEDBACK: 00468 if (ctx->Feedback.Count > ctx->Feedback.BufferSize) { 00469 /* overflow */ 00470 result = -1; 00471 } 00472 else { 00473 result = ctx->Feedback.Count; 00474 } 00475 ctx->Feedback.Count = 0; 00476 break; 00477 #endif 00478 default: 00479 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); 00480 return 0; 00481 } 00482 00483 switch (mode) { 00484 case GL_RENDER: 00485 break; 00486 case GL_SELECT: 00487 if (ctx->Select.BufferSize==0) { 00488 /* haven't called glSelectBuffer yet */ 00489 _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); 00490 } 00491 break; 00492 #if _HAVE_FULL_GL 00493 case GL_FEEDBACK: 00494 if (ctx->Feedback.BufferSize==0) { 00495 /* haven't called glFeedbackBuffer yet */ 00496 _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); 00497 } 00498 break; 00499 #endif 00500 default: 00501 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" ); 00502 return 0; 00503 } 00504 00505 ctx->RenderMode = mode; 00506 if (ctx->Driver.RenderMode) 00507 ctx->Driver.RenderMode( ctx, mode ); 00508 00509 return result; 00510 } 00511 00515 /**********************************************************************/ 00518 00522 void _mesa_init_feedback( GLcontext * ctx ) 00523 { 00524 /* Feedback */ 00525 ctx->Feedback.Type = GL_2D; /* TODO: verify */ 00526 ctx->Feedback.Buffer = NULL; 00527 ctx->Feedback.BufferSize = 0; 00528 ctx->Feedback.Count = 0; 00529 00530 /* Selection/picking */ 00531 ctx->Select.Buffer = NULL; 00532 ctx->Select.BufferSize = 0; 00533 ctx->Select.BufferCount = 0; 00534 ctx->Select.Hits = 0; 00535 ctx->Select.NameStackDepth = 0; 00536 00537 /* Miscellaneous */ 00538 ctx->RenderMode = GL_RENDER; 00539 } 00540 Generated on Fri May 25 2012 04:18:22 for ReactOS by
1.7.6.1
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