shithub: tinygl

ref: ad3df4d5903c43c9ae12e2d3fb7176f074d84eec
dir: /src/select.c/

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#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(GLContext* c, GLfloat token,
										GLVertex* v1,
										GLVertex* v2,
										GLVertex* v3,
										GLfloat passthrough_token_value
){
	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;
	GLuint done = 0;
	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();
#include "error_check.h"
	gl_add_feedback(c,GL_PASS_THROUGH_TOKEN,NULL,NULL,NULL,token);
}
void glopInitNames(GLContext* c, GLParam* p) {
	if (c->render_mode == GL_SELECT) {
		c->name_stack_size = 0;
		c->select_hit = NULL;
	}
}

void glopPushName(GLContext* c, GLParam* p) {
	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(GLContext* c, GLParam* p) {
	if (c->render_mode == GL_SELECT) {
		//assert(c->name_stack_size > 0);
		c->name_stack_size--;
		c->select_hit = NULL;
	}
}

void glopLoadName(GLContext* c, GLParam* p) {
	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(GLContext* c, GLuint zmin, GLuint zmax) {
	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;
		}
	}
}