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select.c
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#include "zgl.h"
GLint glRenderMode(GLint mode) {
GLContext* c = gl_get_context();
GLint result = 0;
#if TGL_FEATURE_ALT_RENDERMODES == 1
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;
#else
return 0;
#endif
}
void glSelectBuffer(GLint size, GLuint* buf) {
#if TGL_FEATURE_ALT_RENDERMODES == 1
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;
#else
return;
#endif
}
void glFeedbackBuffer(GLint size, GLenum type, GLfloat* buf) {
#if TGL_FEATURE_ALT_RENDERMODES == 1
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;
#else
return;
#endif
}
void gl_add_feedback(GLfloat token, GLVertex* v1, GLVertex* v2, GLVertex* v3, GLfloat passthrough_token_value) {
#if TGL_FEATURE_ALT_RENDERMODES == 1
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;
else if (token == GL_POINT_TOKEN)
feedback_hits_needed = 1 + 1 * vertex_feedback_hits_needed;
else if (token == GL_LINE_TOKEN || token == GL_LINE_RESET_TOKEN)
feedback_hits_needed = 1 + 2 * vertex_feedback_hits_needed;
else if (token == GL_POLYGON_TOKEN)
feedback_hits_needed = 1 + 1 + 3 * vertex_feedback_hits_needed;
else if (token == GL_BITMAP_TOKEN)
feedback_hits_needed = 1 + 1 * vertex_feedback_hits_needed;
else if (token == GL_DRAW_PIXEL_TOKEN || token == GL_COPY_PIXEL_TOKEN)
feedback_hits_needed = 1 + 1 * vertex_feedback_hits_needed;
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;
}
#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
/* End of gl_add_feedback*/
#endif
return;
}
void glPassThrough(GLfloat token) {
#include "error_check_no_context.h"
gl_add_feedback(GL_PASS_THROUGH_TOKEN, NULL, NULL, NULL, token);
}
void glopInitNames(GLParam* p) {
#if TGL_FEATURE_ALT_RENDERMODES == 1
GLContext* c = gl_get_context();
if (c->render_mode == GL_SELECT) {
c->name_stack_size = 0;
c->select_hit = NULL;
}
#endif
}
void glopPushName(GLParam* p) {
#if TGL_FEATURE_ALT_RENDERMODES == 1
GLContext* c = gl_get_context();
if (c->render_mode == GL_SELECT) {
c->name_stack[c->name_stack_size++] = p[1].i;
c->select_hit = NULL;
}
#endif
}
void glopPopName(GLParam* p) {
#if TGL_FEATURE_ALT_RENDERMODES == 1
GLContext* c = gl_get_context();
if (c->render_mode == GL_SELECT) {
c->name_stack_size--;
c->select_hit = NULL;
}
#endif
}
void glopLoadName(GLParam* p) {
#if TGL_FEATURE_ALT_RENDERMODES == 1
GLContext* c = gl_get_context();
if (c->render_mode == GL_SELECT) {
c->name_stack[c->name_stack_size - 1] = p[1].i;
c->select_hit = NULL;
}
#endif
}
void gl_add_select(GLuint zmin, GLuint zmax) {
#if TGL_FEATURE_ALT_RENDERMODES == 1
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) {
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;
}
}
#else
return;
#endif
}