1/*
2 * Mesa 3-D graphics library
3 * Version:  7.5
4 *
5 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
6 * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26/**
27 * \file feedback.c
28 * Selection and feedback modes functions.
29 */
30
31
32#include "glheader.h"
33#include "colormac.h"
34#include "context.h"
35#include "enums.h"
36#include "feedback.h"
37#include "macros.h"
38#include "mfeatures.h"
39#include "mtypes.h"
40#include "main/dispatch.h"
41
42
43#if FEATURE_feedback
44
45
46#define FB_3D		0x01
47#define FB_4D		0x02
48#define FB_COLOR	0x04
49#define FB_TEXTURE	0X08
50
51
52
53static void GLAPIENTRY
54_mesa_FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer )
55{
56   GET_CURRENT_CONTEXT(ctx);
57   ASSERT_OUTSIDE_BEGIN_END(ctx);
58
59   if (ctx->RenderMode==GL_FEEDBACK) {
60      _mesa_error( ctx, GL_INVALID_OPERATION, "glFeedbackBuffer" );
61      return;
62   }
63   if (size<0) {
64      _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(size<0)" );
65      return;
66   }
67   if (!buffer && size > 0) {
68      _mesa_error( ctx, GL_INVALID_VALUE, "glFeedbackBuffer(buffer==NULL)" );
69      ctx->Feedback.BufferSize = 0;
70      return;
71   }
72
73   switch (type) {
74      case GL_2D:
75	 ctx->Feedback._Mask = 0;
76	 break;
77      case GL_3D:
78	 ctx->Feedback._Mask = FB_3D;
79	 break;
80      case GL_3D_COLOR:
81	 ctx->Feedback._Mask = (FB_3D | FB_COLOR);
82	 break;
83      case GL_3D_COLOR_TEXTURE:
84	 ctx->Feedback._Mask = (FB_3D | FB_COLOR | FB_TEXTURE);
85	 break;
86      case GL_4D_COLOR_TEXTURE:
87	 ctx->Feedback._Mask = (FB_3D | FB_4D | FB_COLOR | FB_TEXTURE);
88	 break;
89      default:
90         _mesa_error( ctx, GL_INVALID_ENUM, "glFeedbackBuffer" );
91	 return;
92   }
93
94   FLUSH_VERTICES(ctx, _NEW_RENDERMODE); /* Always flush */
95   ctx->Feedback.Type = type;
96   ctx->Feedback.BufferSize = size;
97   ctx->Feedback.Buffer = buffer;
98   ctx->Feedback.Count = 0;	              /* Becaues of this. */
99}
100
101
102static void GLAPIENTRY
103_mesa_PassThrough( GLfloat token )
104{
105   GET_CURRENT_CONTEXT(ctx);
106   ASSERT_OUTSIDE_BEGIN_END(ctx);
107
108   if (ctx->RenderMode==GL_FEEDBACK) {
109      FLUSH_VERTICES(ctx, 0);
110      _mesa_feedback_token( ctx, (GLfloat) (GLint) GL_PASS_THROUGH_TOKEN );
111      _mesa_feedback_token( ctx, token );
112   }
113}
114
115
116/**
117 * Put a vertex into the feedback buffer.
118 */
119void
120_mesa_feedback_vertex(struct gl_context *ctx,
121                      const GLfloat win[4],
122                      const GLfloat color[4],
123                      const GLfloat texcoord[4])
124{
125   _mesa_feedback_token( ctx, win[0] );
126   _mesa_feedback_token( ctx, win[1] );
127   if (ctx->Feedback._Mask & FB_3D) {
128      _mesa_feedback_token( ctx, win[2] );
129   }
130   if (ctx->Feedback._Mask & FB_4D) {
131      _mesa_feedback_token( ctx, win[3] );
132   }
133   if (ctx->Feedback._Mask & FB_COLOR) {
134      _mesa_feedback_token( ctx, color[0] );
135      _mesa_feedback_token( ctx, color[1] );
136      _mesa_feedback_token( ctx, color[2] );
137      _mesa_feedback_token( ctx, color[3] );
138   }
139   if (ctx->Feedback._Mask & FB_TEXTURE) {
140      _mesa_feedback_token( ctx, texcoord[0] );
141      _mesa_feedback_token( ctx, texcoord[1] );
142      _mesa_feedback_token( ctx, texcoord[2] );
143      _mesa_feedback_token( ctx, texcoord[3] );
144   }
145}
146
147
148/**********************************************************************/
149/** \name Selection */
150/*@{*/
151
152/**
153 * Establish a buffer for selection mode values.
154 *
155 * \param size buffer size.
156 * \param buffer buffer.
157 *
158 * \sa glSelectBuffer().
159 *
160 * \note this function can't be put in a display list.
161 *
162 * Verifies we're not in selection mode, flushes the vertices and initialize
163 * the fields in __struct gl_contextRec::Select with the given buffer.
164 */
165static void GLAPIENTRY
166_mesa_SelectBuffer( GLsizei size, GLuint *buffer )
167{
168   GET_CURRENT_CONTEXT(ctx);
169   ASSERT_OUTSIDE_BEGIN_END(ctx);
170
171   if (size < 0) {
172      _mesa_error(ctx, GL_INVALID_VALUE, "glSelectBuffer(size)");
173      return;
174   }
175
176   if (ctx->RenderMode==GL_SELECT) {
177      _mesa_error( ctx, GL_INVALID_OPERATION, "glSelectBuffer" );
178      return;			/* KW: added return */
179   }
180
181   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
182   ctx->Select.Buffer = buffer;
183   ctx->Select.BufferSize = size;
184   ctx->Select.BufferCount = 0;
185   ctx->Select.HitFlag = GL_FALSE;
186   ctx->Select.HitMinZ = 1.0;
187   ctx->Select.HitMaxZ = 0.0;
188}
189
190
191/**
192 * Write a value of a record into the selection buffer.
193 *
194 * \param ctx GL context.
195 * \param value value.
196 *
197 * Verifies there is free space in the buffer to write the value and
198 * increments the pointer.
199 */
200static inline void
201write_record(struct gl_context *ctx, GLuint value)
202{
203   if (ctx->Select.BufferCount < ctx->Select.BufferSize) {
204      ctx->Select.Buffer[ctx->Select.BufferCount] = value;
205   }
206   ctx->Select.BufferCount++;
207}
208
209
210/**
211 * Update the hit flag and the maximum and minimum depth values.
212 *
213 * \param ctx GL context.
214 * \param z depth.
215 *
216 * Sets gl_selection::HitFlag and updates gl_selection::HitMinZ and
217 * gl_selection::HitMaxZ.
218 */
219void
220_mesa_update_hitflag(struct gl_context *ctx, GLfloat z)
221{
222   ctx->Select.HitFlag = GL_TRUE;
223   if (z < ctx->Select.HitMinZ) {
224      ctx->Select.HitMinZ = z;
225   }
226   if (z > ctx->Select.HitMaxZ) {
227      ctx->Select.HitMaxZ = z;
228   }
229}
230
231
232/**
233 * Write the hit record.
234 *
235 * \param ctx GL context.
236 *
237 * Write the hit record, i.e., the number of names in the stack, the minimum and
238 * maximum depth values and the number of names in the name stack at the time
239 * of the event. Resets the hit flag.
240 *
241 * \sa gl_selection.
242 */
243static void
244write_hit_record(struct gl_context *ctx)
245{
246   GLuint i;
247   GLuint zmin, zmax, zscale = (~0u);
248
249   /* HitMinZ and HitMaxZ are in [0,1].  Multiply these values by */
250   /* 2^32-1 and round to nearest unsigned integer. */
251
252   assert( ctx != NULL ); /* this line magically fixes a SunOS 5.x/gcc bug */
253   zmin = (GLuint) ((GLfloat) zscale * ctx->Select.HitMinZ);
254   zmax = (GLuint) ((GLfloat) zscale * ctx->Select.HitMaxZ);
255
256   write_record( ctx, ctx->Select.NameStackDepth );
257   write_record( ctx, zmin );
258   write_record( ctx, zmax );
259   for (i = 0; i < ctx->Select.NameStackDepth; i++) {
260      write_record( ctx, ctx->Select.NameStack[i] );
261   }
262
263   ctx->Select.Hits++;
264   ctx->Select.HitFlag = GL_FALSE;
265   ctx->Select.HitMinZ = 1.0;
266   ctx->Select.HitMaxZ = -1.0;
267}
268
269
270/**
271 * Initialize the name stack.
272 *
273 * Verifies we are in select mode and resets the name stack depth and resets
274 * the hit record data in gl_selection. Marks new render mode in
275 * __struct gl_contextRec::NewState.
276 */
277static void GLAPIENTRY
278_mesa_InitNames( void )
279{
280   GET_CURRENT_CONTEXT(ctx);
281   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
282
283   /* Record the hit before the HitFlag is wiped out again. */
284   if (ctx->RenderMode == GL_SELECT) {
285      if (ctx->Select.HitFlag) {
286         write_hit_record( ctx );
287      }
288   }
289   ctx->Select.NameStackDepth = 0;
290   ctx->Select.HitFlag = GL_FALSE;
291   ctx->Select.HitMinZ = 1.0;
292   ctx->Select.HitMaxZ = 0.0;
293   ctx->NewState |= _NEW_RENDERMODE;
294}
295
296
297/**
298 * Load the top-most name of the name stack.
299 *
300 * \param name name.
301 *
302 * Verifies we are in selection mode and that the name stack is not empty.
303 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
304 * and replace the top-most name in the stack.
305 *
306 * sa __struct gl_contextRec::Select.
307 */
308static void GLAPIENTRY
309_mesa_LoadName( GLuint name )
310{
311   GET_CURRENT_CONTEXT(ctx);
312   ASSERT_OUTSIDE_BEGIN_END(ctx);
313
314   if (ctx->RenderMode != GL_SELECT) {
315      return;
316   }
317   if (ctx->Select.NameStackDepth == 0) {
318      _mesa_error( ctx, GL_INVALID_OPERATION, "glLoadName" );
319      return;
320   }
321
322   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
323
324   if (ctx->Select.HitFlag) {
325      write_hit_record( ctx );
326   }
327   if (ctx->Select.NameStackDepth < MAX_NAME_STACK_DEPTH) {
328      ctx->Select.NameStack[ctx->Select.NameStackDepth-1] = name;
329   }
330   else {
331      ctx->Select.NameStack[MAX_NAME_STACK_DEPTH-1] = name;
332   }
333}
334
335
336/**
337 * Push a name into the name stack.
338 *
339 * \param name name.
340 *
341 * Verifies we are in selection mode and that the name stack is not full.
342 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
343 * and adds the name to the top of the name stack.
344 *
345 * sa __struct gl_contextRec::Select.
346 */
347static void GLAPIENTRY
348_mesa_PushName( GLuint name )
349{
350   GET_CURRENT_CONTEXT(ctx);
351   ASSERT_OUTSIDE_BEGIN_END(ctx);
352
353   if (ctx->RenderMode != GL_SELECT) {
354      return;
355   }
356
357   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
358   if (ctx->Select.HitFlag) {
359      write_hit_record( ctx );
360   }
361   if (ctx->Select.NameStackDepth >= MAX_NAME_STACK_DEPTH) {
362      _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushName" );
363   }
364   else
365      ctx->Select.NameStack[ctx->Select.NameStackDepth++] = name;
366}
367
368
369/**
370 * Pop a name into the name stack.
371 *
372 * Verifies we are in selection mode and that the name stack is not empty.
373 * Flushes vertices. If there is a hit flag writes it (via write_hit_record()),
374 * and removes top-most name in the name stack.
375 *
376 * sa __struct gl_contextRec::Select.
377 */
378static void GLAPIENTRY
379_mesa_PopName( void )
380{
381   GET_CURRENT_CONTEXT(ctx);
382   ASSERT_OUTSIDE_BEGIN_END(ctx);
383
384   if (ctx->RenderMode != GL_SELECT) {
385      return;
386   }
387
388   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
389   if (ctx->Select.HitFlag) {
390      write_hit_record( ctx );
391   }
392   if (ctx->Select.NameStackDepth == 0) {
393      _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopName" );
394   }
395   else
396      ctx->Select.NameStackDepth--;
397}
398
399/*@}*/
400
401
402/**********************************************************************/
403/** \name Render Mode */
404/*@{*/
405
406/**
407 * Set rasterization mode.
408 *
409 * \param mode rasterization mode.
410 *
411 * \note this function can't be put in a display list.
412 *
413 * \sa glRenderMode().
414 *
415 * Flushes the vertices and do the necessary cleanup according to the previous
416 * rasterization mode, such as writing the hit record or resent the select
417 * buffer index when exiting the select mode. Updates
418 * __struct gl_contextRec::RenderMode and notifies the driver via the
419 * dd_function_table::RenderMode callback.
420 */
421GLint GLAPIENTRY
422_mesa_RenderMode( GLenum mode )
423{
424   GET_CURRENT_CONTEXT(ctx);
425   GLint result;
426   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
427
428   if (MESA_VERBOSE & VERBOSE_API)
429      _mesa_debug(ctx, "glRenderMode %s\n", _mesa_lookup_enum_by_nr(mode));
430
431   FLUSH_VERTICES(ctx, _NEW_RENDERMODE);
432
433   switch (ctx->RenderMode) {
434      case GL_RENDER:
435	 result = 0;
436	 break;
437      case GL_SELECT:
438	 if (ctx->Select.HitFlag) {
439	    write_hit_record( ctx );
440	 }
441	 if (ctx->Select.BufferCount > ctx->Select.BufferSize) {
442	    /* overflow */
443#ifdef DEBUG
444            _mesa_warning(ctx, "Feedback buffer overflow");
445#endif
446	    result = -1;
447	 }
448	 else {
449	    result = ctx->Select.Hits;
450	 }
451	 ctx->Select.BufferCount = 0;
452	 ctx->Select.Hits = 0;
453	 ctx->Select.NameStackDepth = 0;
454	 break;
455#if _HAVE_FULL_GL
456      case GL_FEEDBACK:
457	 if (ctx->Feedback.Count > ctx->Feedback.BufferSize) {
458	    /* overflow */
459	    result = -1;
460	 }
461	 else {
462	    result = ctx->Feedback.Count;
463	 }
464	 ctx->Feedback.Count = 0;
465	 break;
466#endif
467      default:
468	 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
469	 return 0;
470   }
471
472   switch (mode) {
473      case GL_RENDER:
474         break;
475      case GL_SELECT:
476	 if (ctx->Select.BufferSize==0) {
477	    /* haven't called glSelectBuffer yet */
478	    _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
479	 }
480	 break;
481#if _HAVE_FULL_GL
482      case GL_FEEDBACK:
483	 if (ctx->Feedback.BufferSize==0) {
484	    /* haven't called glFeedbackBuffer yet */
485	    _mesa_error( ctx, GL_INVALID_OPERATION, "glRenderMode" );
486	 }
487	 break;
488#endif
489      default:
490	 _mesa_error( ctx, GL_INVALID_ENUM, "glRenderMode" );
491	 return 0;
492   }
493
494   ctx->RenderMode = mode;
495   if (ctx->Driver.RenderMode)
496      ctx->Driver.RenderMode( ctx, mode );
497
498   return result;
499}
500
501/*@}*/
502
503
504void
505_mesa_init_feedback_dispatch(struct _glapi_table *disp)
506{
507   SET_InitNames(disp, _mesa_InitNames);
508   SET_FeedbackBuffer(disp, _mesa_FeedbackBuffer);
509   SET_LoadName(disp, _mesa_LoadName);
510   SET_PassThrough(disp, _mesa_PassThrough);
511   SET_PopName(disp, _mesa_PopName);
512   SET_PushName(disp, _mesa_PushName);
513   SET_SelectBuffer(disp, _mesa_SelectBuffer);
514   SET_RenderMode(disp, _mesa_RenderMode);
515}
516
517
518#endif /* FEATURE_feedback */
519
520
521/**********************************************************************/
522/** \name Initialization */
523/*@{*/
524
525/**
526 * Initialize context feedback data.
527 */
528void _mesa_init_feedback( struct gl_context * ctx )
529{
530   /* Feedback */
531   ctx->Feedback.Type = GL_2D;   /* TODO: verify */
532   ctx->Feedback.Buffer = NULL;
533   ctx->Feedback.BufferSize = 0;
534   ctx->Feedback.Count = 0;
535
536   /* Selection/picking */
537   ctx->Select.Buffer = NULL;
538   ctx->Select.BufferSize = 0;
539   ctx->Select.BufferCount = 0;
540   ctx->Select.Hits = 0;
541   ctx->Select.NameStackDepth = 0;
542
543   /* Miscellaneous */
544   ctx->RenderMode = GL_RENDER;
545}
546
547/*@}*/
548