Leaked source code of windows server 2003
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/*
** Copyright 1991, Silicon Graphics, Inc.
** All Rights Reserved.
**
** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
** the contents of this file may not be disclosed to third parties, copied or
** duplicated in any form, in whole or in part, without the prior written
** permission of Silicon Graphics, Inc.
**
** RESTRICTED RIGHTS LEGEND:
** Use, duplication or disclosure by the Government is subject to restrictions
** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
** rights reserved under the Copyright Laws of the United States.
**
** $Revision: 1.12 $
** $Date: 1993/09/23 16:30:58 $
*/
#include "precomp.h"
#pragma hdrstop
void APIPRIVATE __glim_SelectBuffer(GLsizei bufferLength, GLuint buffer[])
{
__GL_SETUP_NOT_IN_BEGIN();
if (bufferLength < 0) {
__glSetError(GL_INVALID_VALUE);
return;
}
if (gc->renderMode == GL_SELECT) {
__glSetError(GL_INVALID_OPERATION);
return;
}
gc->select.overFlowed = GL_FALSE;
gc->select.resultBase = buffer;
gc->select.resultLength = bufferLength;
gc->select.result = buffer;
}
void APIPRIVATE __glim_InitNames(void)
{
__GL_SETUP_NOT_IN_BEGIN();
if (gc->renderMode == GL_SELECT) {
gc->select.sp = gc->select.stack;
gc->select.hit = GL_FALSE;
}
}
void APIPRIVATE __glim_LoadName(GLuint name)
{
__GL_SETUP_NOT_IN_BEGIN();
if (gc->renderMode == GL_SELECT) {
if (gc->select.sp == gc->select.stack) {
__glSetError(GL_INVALID_OPERATION);
return;
}
gc->select.sp[ -1 ] = name;
gc->select.hit = GL_FALSE;
}
}
void APIPRIVATE __glim_PopName(void)
{
__GL_SETUP_NOT_IN_BEGIN();
if (gc->renderMode == GL_SELECT) {
if (gc->select.sp == gc->select.stack) {
__glSetError(GL_STACK_UNDERFLOW);
return;
}
gc->select.sp = gc->select.sp - 1;
gc->select.hit = GL_FALSE;
}
}
void APIPRIVATE __glim_PushName(GLuint name)
{
__GL_SETUP_NOT_IN_BEGIN();
if (gc->renderMode == GL_SELECT) {
// make sure that we have a stack
ASSERTOPENGL(gc->select.stack != 0 && gc->select.sp != 0,
"No selection stack\n");
if (gc->select.sp >= &gc->select.stack[gc->constants.maxNameStackDepth]) {
__glSetError(GL_STACK_OVERFLOW);
return;
}
gc->select.sp[0] = name;
gc->select.sp = gc->select.sp + 1;
gc->select.hit = GL_FALSE;
}
}
/************************************************************************/
#define __GL_CONVERT_Z_TO_UINT(z) ((GLuint) z)
/*
** Copy current name stack into the users result buffer.
*/
void __glSelectHit(__GLcontext *gc, __GLfloat z)
{
GLuint *src;
GLuint *dest = gc->select.result;
GLuint *end = gc->select.resultBase + gc->select.resultLength;
GLuint iz;
if (gc->select.overFlowed) {
return;
}
/* Scale z to [0, 2^32 -1] range.
** If buffer is 32 bit, no coversion necessary. Otherwise we
** have to unscale to [0,1] range and rescale to final range.
** 4294965000 is the number used throughout lighting code to
** come short of 2^32-1 to avoid floating point errors.
*/
if (gc->depthBuffer.buf.depth == 32) {
iz = __GL_CONVERT_Z_TO_UINT(z);
} else {
iz = z * 4294965000 / gc->depthBuffer.scale;
}
if (!gc->select.hit) {
gc->select.hit = GL_TRUE;
/* Put number of elements in name stack out first */
if (dest == end) {
overflow:
gc->select.overFlowed = GL_TRUE;
gc->select.result = end;
return;
}
*dest++ = (GLint)((ULONG_PTR)(gc->select.sp - gc->select.stack));
gc->select.hits++;
/* Put out smallest z */
if (dest == end) goto overflow;
gc->select.z = dest;
*dest++ = iz;
/* Put out largest z */
if (dest == end) goto overflow;
*dest++ = iz;
/* Copy name stack into output buffer */
for (src = gc->select.stack; src < gc->select.sp; src++) {
if (dest == end) {
goto overflow;
}
*dest++ = *src;
}
gc->select.result = dest;
} else {
/* Update range of Z values */
ASSERTOPENGL(gc->select.z != 0, "Select Z is zero\n");
if (iz < gc->select.z[0]) {
gc->select.z[0] = iz;
}
if (iz > gc->select.z[1]) {
gc->select.z[1] = iz;
}
}
}
#ifdef NT
void FASTCALL __glSelectTriangle(__GLcontext *gc, __GLvertex *a, __GLvertex *b,
__GLvertex *c)
{
__GLfloat dxAC, dxBC, dyAC, dyBC, area;
GLint ccw, face;
// From __glRenderTriangle.
/* Compute signed area of the triangle */
dxAC = a->window.x - c->window.x;
dxBC = b->window.x - c->window.x;
dyAC = a->window.y - c->window.y;
dyBC = b->window.y - c->window.y;
area = dxAC * dyBC - dxBC * dyAC;
ccw = area >= __glZero;
face = gc->polygon.face[ccw];
if (face == gc->polygon.cullFace)
/* Culled */
return;
__glSelectHit(gc, a->window.z);
__glSelectHit(gc, b->window.z);
__glSelectHit(gc, c->window.z);
}
#else
// SGIBUG - This code fails to take into account y inversion when
// computing face orientation!
void __glSelectTriangle(__GLcontext *gc, __GLvertex *a, __GLvertex *b,
__GLvertex *c)
{
__GLfloat x, y, z, wInv;
__GLfloat vpXScale, vpYScale, vpZScale;
__GLfloat vpXCenter, vpYCenter, vpZCenter;
__GLviewport *vp;
/* Compute window coordinates first, if not already done */
vp = &gc->state.viewport;
vpXCenter = vp->xCenter;
vpYCenter = vp->yCenter;
vpZCenter = vp->zCenter;
vpXScale = vp->xScale;
vpYScale = vp->yScale;
vpZScale = vp->zScale;
if (gc->state.enables.general & __GL_CULL_FACE_ENABLE) {
__GLfloat dxAC, dxBC, dyAC, dyBC, area;
GLboolean ccw, frontFacing;
/* Compute signed area of the triangle */
dxAC = a->window.x - c->window.x;
dxBC = b->window.x - c->window.x;
dyAC = a->window.y - c->window.y;
dyBC = b->window.y - c->window.y;
area = dxAC * dyBC - dxBC * dyAC;
ccw = area >= __glZero;
if (gc->state.polygon.frontFaceDirection == GL_CCW) {
frontFacing = ccw;
} else {
frontFacing = !ccw;
}
if ((gc->state.polygon.cull == GL_FRONT_AND_BACK) ||
((gc->state.polygon.cull == GL_FRONT) && frontFacing) ||
((gc->state.polygon.cull == GL_BACK) && !frontFacing)) {
/* Culled */
return;
}
}
__glSelectHit(gc, a->window.z);
__glSelectHit(gc, b->window.z);
__glSelectHit(gc, c->window.z);
}
#endif
void FASTCALL __glSelectLine(__GLcontext *gc, __GLvertex *a, __GLvertex *b,
GLuint flags)
{
__glSelectHit(gc, a->window.z);
__glSelectHit(gc, b->window.z);
}
void FASTCALL __glSelectPoint(__GLcontext *gc, __GLvertex *v)
{
__glSelectHit(gc, v->window.z);
}