ref: 5f81157f43c823299676f2edfddeba99854fda64
dir: /src/select.c/
#include "zgl.h" GLint glRenderMode(GLint mode) { GLContext* c = gl_get_context(); GLint result = 0; switch (c->render_mode) { case GL_RENDER:break; case GL_SELECT: if (c->select_overflow) { result = -c->select_hits; } else { result = c->select_hits; } c->select_overflow = 0; c->select_ptr = c->select_buffer; c->name_stack_size = 0; break; case GL_FEEDBACK: if(c->feedback_overflow) result = -c->feedback_hits; else result = c->feedback_hits; c->feedback_overflow = 0; c->feedback_hits = 0; c->feedback_ptr = c->feedback_buffer; break; default: gl_fatal_error("GLContext's Rendermode was somehow erroneously set."); } switch (mode) { case GL_RENDER: c->render_mode = GL_RENDER; break; case GL_SELECT: #if TGL_FEATURE_ERROR_CHECK == 1 if(c->select_buffer == NULL) #define ERROR_FLAG GL_INVALID_OPERATION #define RETVAL 0 #include "error_check.h" #else if(c->select_buffer == NULL)return 0; #endif c->render_mode = GL_SELECT; c->select_ptr = c->select_buffer; c->select_hits = 0; c->select_overflow = 0; c->select_hit = NULL; break; case GL_FEEDBACK: #if TGL_FEATURE_ERROR_CHECK == 1 if(c->feedback_buffer == NULL) #define ERROR_FLAG GL_INVALID_OPERATION #define RETVAL 0 #include "error_check.h" #else if(c->feedback_buffer == NULL) return 0; #endif c->render_mode = GL_FEEDBACK; c->feedback_hits = 0; c->feedback_ptr = c->feedback_buffer; c->feedback_overflow = 0; break; default: #if TGL_FEATURE_ERROR_CHECK == 1 #define RETVAL 0 #define ERROR_FLAG GL_INVALID_ENUM #include "error_check.h" #else return 0; #endif } return result; } void glSelectBuffer(GLint size, GLuint* buf) { GLContext* c = gl_get_context(); #if TGL_FEATURE_ERROR_CHECK == 1 if(c->render_mode == GL_SELECT) #define ERROR_FLAG GL_INVALID_OPERATION #include "error_check.h" #else if(c->render_mode == GL_SELECT) return; #endif c->select_buffer = buf; c->select_size = size; } void glFeedbackBuffer(GLint size, GLenum type, GLfloat* buf){ GLContext* c = gl_get_context(); #if TGL_FEATURE_ERROR_CHECK == 1 if(c->render_mode == GL_FEEDBACK || !( type == GL_2D || type == GL_3D || type == GL_3D_COLOR || type == GL_3D_COLOR_TEXTURE || type == GL_4D_COLOR_TEXTURE ) ) #define ERROR_FLAG GL_INVALID_OPERATION #include "error_check.h" #else if(c->render_mode == GL_FEEDBACK || !( type == GL_2D || type == GL_3D || type == GL_3D_COLOR || type == GL_3D_COLOR_TEXTURE || type == GL_4D_COLOR_TEXTURE ) )return; #endif c->feedback_buffer = buf; c->feedback_size = size; c->feedback_type = type; } void gl_add_feedback(GLfloat token, GLVertex* v1, GLVertex* v2, GLVertex* v3, GLfloat passthrough_token_value ){GLContext* c = gl_get_context(); if(c->feedback_overflow) return; GLuint feedback_hits_needed = 2; GLuint vertex_feedback_hits_needed = 0; GLuint vertex_pos_hits_needed = 2; GLuint vertex_color_hits_needed = 4; GLuint vertex_texture_hits_needed = 4; #if TGL_FEATURE_ERROR_CHECK == 1 GLuint done = 0; #endif switch(c->feedback_type){ case GL_2D: vertex_feedback_hits_needed = 2; vertex_pos_hits_needed = 2; vertex_color_hits_needed = 0; vertex_texture_hits_needed = 0; break; case GL_3D: vertex_feedback_hits_needed = 3; vertex_pos_hits_needed = 3; vertex_color_hits_needed = 0; vertex_texture_hits_needed = 0; break; case GL_3D_COLOR: vertex_feedback_hits_needed = 3 + 4; vertex_pos_hits_needed = 3; vertex_color_hits_needed = 4; vertex_texture_hits_needed = 0; break; case GL_3D_COLOR_TEXTURE: vertex_feedback_hits_needed = 3 + 4 + 4; vertex_pos_hits_needed = 3; vertex_color_hits_needed = 4; vertex_texture_hits_needed = 4; break; case GL_4D_COLOR_TEXTURE: vertex_feedback_hits_needed = 4 + 4 + 4; vertex_pos_hits_needed = 4; vertex_color_hits_needed = 4; vertex_texture_hits_needed = 4; break; default: vertex_feedback_hits_needed = 0; vertex_pos_hits_needed = 0; vertex_color_hits_needed = 0; vertex_texture_hits_needed = 0; break; } if(token == GL_PASS_THROUGH_TOKEN) feedback_hits_needed = 1 + 1; //GL_PASSTHROUGH_TOKEN, value else if(token == GL_POINT_TOKEN) feedback_hits_needed = 1 + 1*vertex_feedback_hits_needed; //GL_POINT_TOKEN vertex else if(token == GL_LINE_TOKEN || token == GL_LINE_RESET_TOKEN) feedback_hits_needed = 1 + 2*vertex_feedback_hits_needed; //2 verts else if(token == GL_POLYGON_TOKEN) feedback_hits_needed = 1 + 1 + 3*vertex_feedback_hits_needed; //GL_POLYGON_TOKEN, "3", v,v,v else if(token == GL_BITMAP_TOKEN) feedback_hits_needed = 1 + 1*vertex_feedback_hits_needed; //GL_BITMAP_TOKEN vertex else if(token == GL_DRAW_PIXEL_TOKEN || token == GL_COPY_PIXEL_TOKEN) feedback_hits_needed = 1 + 1*vertex_feedback_hits_needed; //token vertex else return; c->feedback_hits += feedback_hits_needed; if(c->feedback_hits > (GLint)c->feedback_size){ c->feedback_overflow = 1; c->feedback_hits -= feedback_hits_needed; return; } //c->feedback_hits -= feedback_hits_needed; #if TGL_FEATURE_ERROR_CHECK == 1 #define DONE_ERROR_CHECK {if(++done > feedback_hits_needed) {gl_fatal_error("\nBAD FEEDBACK BUFFER WRITE DETECTED\n");}} #else #define DONE_ERROR_CHECK /* a comment*/ #endif #define WRITE_FLOAT(f) {DONE_ERROR_CHECK;*(c->feedback_ptr++) = f;} #define WRITE_UINT(u) {DONE_ERROR_CHECK;*( ((GLuint*)c->feedback_ptr++)) = u;} #define WRITE_VERTEX(v){\ if(vertex_pos_hits_needed == 2){\ WRITE_FLOAT(v->zp.x)\ WRITE_FLOAT(v->zp.y)\ }\ if(vertex_pos_hits_needed == 3){\ WRITE_FLOAT(v->zp.x)\ WRITE_FLOAT(v->zp.y)\ WRITE_FLOAT(v->zp.z)\ }\ if(vertex_pos_hits_needed == 4){\ WRITE_FLOAT(v->zp.x)\ WRITE_FLOAT(v->zp.y)\ WRITE_FLOAT(v->zp.z)\ WRITE_FLOAT(v->pc.W)\ }\ if(vertex_color_hits_needed == 4){\ WRITE_FLOAT(v->color.X)\ WRITE_FLOAT(v->color.Y)\ WRITE_FLOAT(v->color.Z)\ WRITE_FLOAT(v->color.W)\ }\ if(vertex_texture_hits_needed == 4){\ WRITE_FLOAT(v->tex_coord.X)\ WRITE_FLOAT(v->tex_coord.Y)\ WRITE_FLOAT(v->tex_coord.Z)\ WRITE_FLOAT(v->tex_coord.W)\ }\ } if(token == GL_PASS_THROUGH_TOKEN) { WRITE_UINT(GL_PASS_THROUGH_TOKEN); WRITE_FLOAT(passthrough_token_value); }else if(token == GL_LINE_TOKEN || token == GL_LINE_RESET_TOKEN){ WRITE_UINT(token); WRITE_VERTEX(v1); WRITE_VERTEX(v2); } else if(token == GL_POLYGON_TOKEN) { WRITE_UINT(GL_POLYGON_TOKEN); WRITE_UINT(3); WRITE_VERTEX(v1); WRITE_VERTEX(v2); WRITE_VERTEX(v3); } else if(token == GL_BITMAP_TOKEN) { WRITE_UINT(GL_BITMAP_TOKEN); WRITE_VERTEX(v1); } else if(token == GL_DRAW_PIXEL_TOKEN || token == GL_COPY_PIXEL_TOKEN) { WRITE_UINT(token); WRITE_VERTEX(v1); } #if TGL_FEATURE_ERROR_CHECK == 1 if(done != feedback_hits_needed) gl_fatal_error("Failed to write enough information to the buffer."); #endif return; } void glPassThrough(GLfloat token){ //GLContext* c = gl_get_context(); //needed for error check. #include "error_check_no_context.h" gl_add_feedback(GL_PASS_THROUGH_TOKEN,NULL,NULL,NULL,token); } void glopInitNames(GLParam* p) { GLContext* c = gl_get_context(); if (c->render_mode == GL_SELECT) { c->name_stack_size = 0; c->select_hit = NULL; } } void glopPushName(GLParam* p) { GLContext* c = gl_get_context(); if (c->render_mode == GL_SELECT) { //assert(c->name_stack_size < MAX_NAME_STACK_DEPTH); c->name_stack[c->name_stack_size++] = p[1].i; c->select_hit = NULL; } } void glopPopName(GLParam* p) { GLContext* c = gl_get_context(); if (c->render_mode == GL_SELECT) { //assert(c->name_stack_size > 0); c->name_stack_size--; c->select_hit = NULL; } } void glopLoadName(GLParam* p) { GLContext* c = gl_get_context(); if (c->render_mode == GL_SELECT) { //assert(c->name_stack_size > 0); c->name_stack[c->name_stack_size - 1] = p[1].i; c->select_hit = NULL; } } void gl_add_select(GLuint zmin, GLuint zmax) { GLContext* c = gl_get_context(); GLuint* ptr; GLint n, i; if (!c->select_overflow) { if (c->select_hit == NULL) { n = c->name_stack_size; if ((c->select_ptr - c->select_buffer + 3 + n) > c->select_size) { //Detect overflows c->select_overflow = 1; } else { ptr = c->select_ptr; c->select_hit = ptr; *ptr++ = c->name_stack_size; *ptr++ = zmin; *ptr++ = zmax; for (i = 0; i < n; i++) *ptr++ = c->name_stack[i]; c->select_ptr = ptr; c->select_hits++; } } else { if (zmin < c->select_hit[1]) c->select_hit[1] = zmin; if (zmax > c->select_hit[2]) c->select_hit[2] = zmax; } } }