#include "glheader.h"
#include "colormac.h"
#include "context.h"
#include "enums.h"
#include "feedback.h"
#include "macros.h"
#include "mtypes.h"
#if _HAVE_FULL_GL
#define FB_3D 0x01
#define FB_4D 0x02
#define FB_INDEX 0x04
#define FB_COLOR 0x08
#define FB_TEXTURE 0X10
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" );
return;
}
if (size<0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
return;
}
if (!buffer) {
_mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
ctx->Feedback.BufferSize = 0;
return;
}
switch (type) {
case GL_2D:
ctx->Feedback._Mask = 0;
break;
case GL_3D:
ctx->Feedback._Mask = FB_3D;
break;
case GL_3D_COLOR:
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.rgbMode ? FB_COLOR : FB_INDEX) |
FB_TEXTURE);
break;
case GL_4D_COLOR_TEXTURE:
ctx->Feedback._Mask = (FB_3D | FB_4D |
(ctx->Visual.rgbMode ? FB_COLOR : FB_INDEX) |
FB_TEXTURE);
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
return;
}
FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
ctx->Feedback.Type = type;
ctx->Feedback.BufferSize = size;
ctx->Feedback.Buffer = buffer;
ctx->Feedback.Count = 0;
}
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 );
}
}
void _mesa_feedback_vertex( GLcontext *ctx,
const GLfloat win[4],
const GLfloat color[4],
GLfloat index,
const GLfloat texcoord[4] )
{
#if 0
{
const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1);
GLfixed x, y;
x = FloatToFixed(win[0]) & snapMask;
y = FloatToFixed(win[1]) & snapMask;
FEEDBACK_TOKEN(ctx, FixedToFloat(x));
FEEDBACK_TOKEN(ctx, FixedToFloat(y) );
}
#else
FEEDBACK_TOKEN( ctx, win[0] );
FEEDBACK_TOKEN( ctx, win[1] );
#endif
if (ctx->Feedback._Mask & FB_3D) {
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 );
}
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] );
}
}
#endif
void GLAPIENTRY
_mesa_SelectBuffer( GLsizei size, GLuint *buffer )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (ctx->RenderMode==GL_SELECT) {
_mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
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;
}
#define WRITE_RECORD( CTX, V ) \
if (CTX->Select.BufferCount < CTX->Select.BufferSize) { \
CTX->Select.Buffer[CTX->Select.BufferCount] = (V); \
} \
CTX->Select.BufferCount++;
void _mesa_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);
assert( ctx != NULL );
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 GLAPIENTRY
_mesa_InitNames( void )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (ctx->RenderMode == GL_SELECT) {
if (ctx->Select.HitFlag) {
write_hit_record( ctx );
}
}
ctx->Select.NameStackDepth = 0;
ctx->Select.HitFlag = GL_FALSE;
ctx->Select.HitMinZ = 1.0;
ctx->Select.HitMaxZ = 0.0;
ctx->NewState |= _NEW_RENDERMODE;
}
void GLAPIENTRY
_mesa_LoadName( GLuint name )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (ctx->RenderMode != GL_SELECT) {
return;
}
if (ctx->Select.NameStackDepth == 0) {
_mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
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-1] = name;
}
else {
ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
}
}
void GLAPIENTRY
_mesa_PushName( GLuint name )
{
GET_CURRENT_CONTEXT(ctx);
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) {
_mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
}
else
ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
}
void GLAPIENTRY
_mesa_PopName( void )
{
GET_CURRENT_CONTEXT(ctx);
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) {
_mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
}
else
ctx->Select.NameStackDepth--;
}
GLint GLAPIENTRY
_mesa_RenderMode( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
GLint result;
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode));
FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
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) {
#ifdef DEBUG
_mesa_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;
#if _HAVE_FULL_GL
case GL_FEEDBACK:
if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
result = -1;
}
else {
result = ctx->Feedback.Count;
}
ctx->Feedback.Count = 0;
break;
#endif
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
return 0;
}
switch (mode) {
case GL_RENDER:
break;
case GL_SELECT:
if (ctx->Select.BufferSize==0) {
_mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
}
break;
#if _HAVE_FULL_GL
case GL_FEEDBACK:
if (ctx->Feedback.BufferSize==0) {
_mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
}
break;
#endif
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
return 0;
}
ctx->RenderMode = mode;
if (ctx->Driver.RenderMode)
ctx->Driver.RenderMode( ctx, mode );
return result;
}
void _mesa_init_feedback( GLcontext * ctx )
{
ctx->Feedback.Type = GL_2D;
ctx->Feedback.Buffer = NULL;
ctx->Feedback.BufferSize = 0;
ctx->Feedback.Count = 0;
ctx->Select.Buffer = NULL;
ctx->Select.BufferSize = 0;
ctx->Select.BufferCount = 0;
ctx->Select.Hits = 0;
ctx->Select.NameStackDepth = 0;
ctx->RenderMode = GL_RENDER;
}