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