/* depth.c */

/*
 * Mesa 3-D graphics library
 * Version:  1.2
 * Copyright (C) 1995  Brian Paul  (brianp@ssec.wisc.edu)
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public
 * License along with this library; if not, write to the Free
 * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
 */


/*
$Id: depth.c,v 1.10 1995/06/21 15:09:17 brianp Exp $

$Log: depth.c,v $
 * Revision 1.10  1995/06/21  15:09:17  brianp
 * added a comment to gl_clear_depth_buffer
 *
 * Revision 1.9  1995/06/15  21:08:05  brianp
 * fixed bug in gl_read_depth_span() per Asif Khan
 *
 * Revision 1.8  1995/06/09  20:20:50  brianp
 * renamed gl_depth_test() as gl_depth_test_span() and return 'passed' count
 *
 * Revision 1.7  1995/05/22  21:02:41  brianp
 * Release 1.2
 *
 * Revision 1.6  1995/05/12  19:24:13  brianp
 * replaced CC.Mode!=0 with INSIDE_BEGIN_END
 *
 * Revision 1.5  1995/04/19  13:48:18  brianp
 * renamed occurances of near and far for SCO x86 Unix
 *
 * Revision 1.4  1995/03/09  21:34:01  brianp
 * removed #include stdio.h
 *
 * Revision 1.3  1995/03/04  19:29:44  brianp
 * 1.1 beta revision
 *
 * Revision 1.2  1995/02/27  22:48:39  brianp
 * modified for PB
 *
 * Revision 1.1  1995/02/24  14:20:28  brianp
 * Initial revision
 *
 */


/*
 * Depth buffer functions
 */



/* NOTES:

The depth buffer is implemented with GLint's (4-byte signed integers).
Window depth coordinates are considered to be floats in [0,1].  We convert
these values to integers by multiplying by MAX_DEPTH.  Note that we
aren't using the full range of integer values on purpose.  Since a Bres-
enham style algorithm is used to interpolate integer Z values, we have
to be careful to avoid integer overflow.

*/



#include <stdlib.h>
#include <string.h>
#include "context.h"
#include "list.h"
#include "macros.h"
#include <string.h>




void glClearDepth( GLclampd depth )
{
   if (CC.CompileFlag) {
      gl_save_cleardepth( (GLfloat) depth );
   }
   if (CC.ExecuteFlag) {
      if (INSIDE_BEGIN_END) {
	 gl_error( GL_INVALID_OPERATION, "glClearDepth" );
      }
      CC.Depth.Clear = (GLfloat) CLAMP( depth, 0.0, 1.0 );
   }
}



void glDepthFunc( GLenum func )
{
   if (CC.CompileFlag) {
      gl_save_depthfunc( func );
   }

   if (CC.ExecuteFlag) {
      if (INSIDE_BEGIN_END) {
	 gl_error( GL_INVALID_OPERATION, "glDepthFunc" );
      }

      switch (func) {
	 case GL_NEVER:
	 case GL_LESS:    /* (default) pass if incoming z < stored z */
	 case GL_GEQUAL:
	 case GL_LEQUAL:
	 case GL_GREATER:
	 case GL_NOTEQUAL:
	 case GL_EQUAL:
	 case GL_ALWAYS:
	    CC.Depth.Func = func;
	    break;
	 default:
	    gl_error( GL_INVALID_ENUM, "glDepth.Func" );
      }
   }
}



void glDepthMask( GLboolean flag )
{
   if (CC.CompileFlag) {
      gl_save_depthmask( flag );
   }
   if (CC.ExecuteFlag) {
      if (INSIDE_BEGIN_END) {
	 gl_error( GL_INVALID_OPERATION, "glDepthMask" );
      }

      /*
       * GL_TRUE indicates depth buffer writing is enabled (default)
       * GL_FALSE indicates depth buffer writing is disabled
       */
      CC.Depth.Mask = flag;
   }
}



void glDepthRange( GLclampd nearval, GLclampd farval )
{
   /*
    * nearval - specifies mapping of the near clipping plane to window
    *   coordinates, default is 0
    * farval - specifies mapping of the far clipping plane to window
    *   coordinates, default is 1
    *
    * After clipping and div by w, z coords are in -1.0 to 1.0,
    * corresponding to near and far clipping planes.  glDepthRange
    * specifies a linear mapping of the normalized z coords in
    * this range to window z coords.
    */

   if (CC.CompileFlag) {
      gl_save_depthrange( nearval, farval );
   }
   if (CC.ExecuteFlag) {
      GLfloat n, f;

      if (INSIDE_BEGIN_END) {
	 gl_error( GL_INVALID_OPERATION, "glDepthRange" );
      }

      n = (GLfloat) CLAMP( nearval, 0.0, 1.0 );
      f = (GLfloat) CLAMP( farval, 0.0, 1.0 );

      CC.Viewport.Near = n;
      CC.Viewport.Far = f;
      CC.Viewport.Sz = (f - n) / 2.0;
      CC.Viewport.Tz = (f - n) / 2.0 + n;
   }
}



/*
 * Apply depth buffer test to a horizontal span of pixels:
 *
 * FOREACH pixel[i] in the span DO
 *    IF mask[i]!=0 THEN
 *       IF depth test passes THEN
 *          update z value
 *       ELSE
 *          mask[i] = 0;
 *       ENDIF
 *    ENDIF
 * ENDDO
 *
 * Input:  n - number of pixels in the span
 *         x, y - location of leftmost pixel in span in window coords
 *         z - array [n] of integer z values
 * In/Out:  mask - array [n] of flags (1=draw pixel, 0=don't draw) 
 * Return:  number of pixels which passed depth test
 */
GLuint gl_depth_test_span( GLuint n, GLuint x, GLuint y, const GLint z[],
			   GLubyte mask[] )
{
   /* Apply depth buffer test to each pixel */
   GLint *zptr = CC.DepthBuffer + y * CC.BufferWidth + x;
   GLubyte *m = mask;
   GLuint i;
   register GLuint passed = 0;

   /* switch cases ordered from most frequent to less frequent */
   switch (CC.Depth.Func) {
      case GL_LESS:
         if (CC.Depth.Mask) {
	    /* Update Z buffer */
	    for (i=0; i<n; i++,zptr++,m++) {
	       if (*m) {
		  if (z[i] < *zptr) {
		     /* pass */
		     *zptr = z[i];
		     passed++;
		  }
		  else {
		     /* fail */
		     *m = 0;
		  }
	       }
	    }
	 }
	 else {
	    /* Don't update Z buffer */
	    for (i=0; i<n; i++,zptr++,m++) {
	       if (*m) {
		  if (z[i] < *zptr) {
		     /* pass */
		     passed++;
		  }
		  else {
		     *m = 0;
		  }
	       }
	    }
	 }
	 break;
      case GL_LEQUAL:
	 if (CC.Depth.Mask) {
	    /* Update Z buffer */
	    for (i=0;i<n;i++,zptr++,m++) {
	       if (*m) {
		  if (z[i] <= *zptr) {
		     *zptr = z[i];
		     passed++;
		  }
		  else {
		     *m = 0;
		  }
	       }
	    }
	 }
	 else {
	    /* Don't update Z buffer */
	    for (i=0;i<n;i++,zptr++,m++) {
	       if (*m) {
		  if (z[i] <= *zptr) {
		     /* pass */
		     passed++;
		  }
		  else {
		     *m = 0;
		  }
	       }
	    }
	 }
	 break;
      case GL_GEQUAL:
	 if (CC.Depth.Mask) {
	    /* Update Z buffer */
	    for (i=0;i<n;i++,zptr++,m++) {
	       if (*m) {
		  if (z[i] >= *zptr) {
		     *zptr = z[i];
		     passed++;
		  }
		  else {
		     *m = 0;
		  }
	       }
	    }
	 }
	 else {
	    /* Don't update Z buffer */
	    for (i=0;i<n;i++,zptr++,m++) {
	       if (*m) {
		  if (z[i] >= *zptr) {
		     /* pass */
		     passed++;
		  }
		  else {
		     *m = 0;
		  }
	       }
	    }
	 }
	 break;
      case GL_GREATER:
	 if (CC.Depth.Mask) {
	    /* Update Z buffer */
	    for (i=0;i<n;i++,zptr++,m++) {
	       if (*m) {
		  if (z[i] > *zptr) {
		     *zptr = z[i];
		     passed++;
		  }
		  else {
		     *m = 0;
		  }
	       }
	    }
	 }
	 else {
	    /* Don't update Z buffer */
	    for (i=0;i<n;i++,zptr++,m++) {
	       if (*m) {
		  if (z[i] > *zptr) {
		     /* pass */
		     passed++;
		  }
		  else {
		     *m = 0;
		  }
	       }
	    }
	 }
	 break;
      case GL_NOTEQUAL:
	 if (CC.Depth.Mask) {
	    /* Update Z buffer */
	    for (i=0;i<n;i++,zptr++,m++) {
	       if (*m) {
		  if (z[i] != *zptr) {
		     *zptr = z[i];
		     passed++;
		  }
		  else {
		     *m = 0;
		  }
	       }
	    }
	 }
	 else {
	    /* Don't update Z buffer */
	    for (i=0;i<n;i++,zptr++,m++) {
	       if (*m) {
		  if (z[i] != *zptr) {
		     /* pass */
		     passed++;
		  }
		  else {
		     *m = 0;
		  }
	       }
	    }
	 }
	 break;
      case GL_EQUAL:
	 if (CC.Depth.Mask) {
	    /* Update Z buffer */
	    for (i=0;i<n;i++,zptr++,m++) {
	       if (*m) {
		  if (z[i] == *zptr) {
		     *zptr = z[i];
		     passed++;
		  }
		  else {
		     *m =0;
		  }
	       }
	    }
	 }
	 else {
	    /* Don't update Z buffer */
	    for (i=0;i<n;i++,zptr++,m++) {
	       if (*m) {
		  if (z[i] == *zptr) {
		     /* pass */
		     passed++;
		  }
		  else {
		     *m =0;
		  }
	       }
	    }
	 }
	 break;
      case GL_ALWAYS:
	 if (CC.Depth.Mask) {
	    /* Update Z buffer */
	    for (i=0;i<n;i++,zptr++,m++) {
	       if (*m) {
		  *zptr = z[i];
		  passed++;
	       }
	    }
	 }
	 else {
	    /* Don't update Z buffer or mask */
	 }
	 break;
      case GL_NEVER:
	 for (i=0;i<n;i++,m++) {
	    *m = 0;
	 }
	 break;
   } /*switch*/

   return passed;
}



#define OFFSET(X,Y)  ( (Y) * CC.BufferWidth + (X) )



/*
 * Perform depth testing on an array of pixels.
 */
void gl_depth_test_pixels( GLuint n, const GLint x[], const GLint y[],
			   const GLint z[], GLubyte mask[] )
{
   register GLint *zptr;
   register GLuint i;

   /* switch cases ordered from most frequent to less frequent */
   switch (CC.Depth.Func) {
      case GL_LESS:
         if (CC.Depth.Mask) {
	    /* Update Z buffer */
	    for (i=0; i<n; i++) {
	       if (mask[i]) {
		  zptr = CC.DepthBuffer + OFFSET(x[i],y[i]);
		  if (z[i] < *zptr) {
		     /* pass */
		     *zptr = z[i];
		  }
		  else {
		     /* fail */
		     mask[i] = 0;
		  }
	       }
	    }
	 }
	 else {
	    /* Don't update Z buffer */
	    for (i=0; i<n; i++) {
	       if (mask[i]) {
		  zptr = CC.DepthBuffer + OFFSET(x[i],y[i]);
		  if (z[i] < *zptr) {
		     /* pass */
		  }
		  else {
		     /* fail */
		     mask[i] = 0;
		  }
	       }
	    }
	 }
	 break;
      case GL_LEQUAL:
         if (CC.Depth.Mask) {
	    /* Update Z buffer */
	    for (i=0; i<n; i++) {
	       if (mask[i]) {
		  zptr = CC.DepthBuffer + OFFSET(x[i],y[i]);
		  if (z[i] <= *zptr) {
		     /* pass */
		     *zptr = z[i];
		  }
		  else {
		     /* fail */
		     mask[i] = 0;
		  }
	       }
	    }
	 }
	 else {
	    /* Don't update Z buffer */
	    for (i=0; i<n; i++) {
	       if (mask[i]) {
		  zptr = CC.DepthBuffer + OFFSET(x[i],y[i]);
		  if (z[i] <= *zptr) {
		     /* pass */
		  }
		  else {
		     /* fail */
		     mask[i] = 0;
		  }
	       }
	    }
	 }
	 break;
      case GL_GEQUAL:
         if (CC.Depth.Mask) {
	    /* Update Z buffer */
	    for (i=0; i<n; i++) {
	       if (mask[i]) {
		  zptr = CC.DepthBuffer + OFFSET(x[i],y[i]);
		  if (z[i] >= *zptr) {
		     /* pass */
		     *zptr = z[i];
		  }
		  else {
		     /* fail */
		     mask[i] = 0;
		  }
	       }
	    }
	 }
	 else {
	    /* Don't update Z buffer */
	    for (i=0; i<n; i++) {
	       if (mask[i]) {
		  zptr = CC.DepthBuffer + OFFSET(x[i],y[i]);
		  if (z[i] >= *zptr) {
		     /* pass */
		  }
		  else {
		     /* fail */
		     mask[i] = 0;
		  }
	       }
	    }
	 }
	 break;
      case GL_GREATER:
         if (CC.Depth.Mask) {
	    /* Update Z buffer */
	    for (i=0; i<n; i++) {
	       if (mask[i]) {
		  zptr = CC.DepthBuffer + OFFSET(x[i],y[i]);
		  if (z[i] > *zptr) {
		     /* pass */
		     *zptr = z[i];
		  }
		  else {
		     /* fail */
		     mask[i] = 0;
		  }
	       }
	    }
	 }
	 else {
	    /* Don't update Z buffer */
	    for (i=0; i<n; i++) {
	       if (mask[i]) {
		  zptr = CC.DepthBuffer + OFFSET(x[i],y[i]);
		  if (z[i] > *zptr) {
		     /* pass */
		  }
		  else {
		     /* fail */
		     mask[i] = 0;
		  }
	       }
	    }
	 }
	 break;
      case GL_NOTEQUAL:
         if (CC.Depth.Mask) {
	    /* Update Z buffer */
	    for (i=0; i<n; i++) {
	       if (mask[i]) {
		  zptr = CC.DepthBuffer + OFFSET(x[i],y[i]);
		  if (z[i] != *zptr) {
		     /* pass */
		     *zptr = z[i];
		  }
		  else {
		     /* fail */
		     mask[i] = 0;
		  }
	       }
	    }
	 }
	 else {
	    /* Don't update Z buffer */
	    for (i=0; i<n; i++) {
	       if (mask[i]) {
		  zptr = CC.DepthBuffer + OFFSET(x[i],y[i]);
		  if (z[i] != *zptr) {
		     /* pass */
		  }
		  else {
		     /* fail */
		     mask[i] = 0;
		  }
	       }
	    }
	 }
	 break;
      case GL_EQUAL:
         if (CC.Depth.Mask) {
	    /* Update Z buffer */
	    for (i=0; i<n; i++) {
	       if (mask[i]) {
		  zptr = CC.DepthBuffer + OFFSET(x[i],y[i]);
		  if (z[i] == *zptr) {
		     /* pass */
		     *zptr = z[i];
		  }
		  else {
		     /* fail */
		     mask[i] = 0;
		  }
	       }
	    }
	 }
	 else {
	    /* Don't update Z buffer */
	    for (i=0; i<n; i++) {
	       if (mask[i]) {
		  zptr = CC.DepthBuffer + OFFSET(x[i],y[i]);
		  if (z[i] == *zptr) {
		     /* pass */
		  }
		  else {
		     /* fail */
		     mask[i] = 0;
		  }
	       }
	    }
	 }
	 break;
      case GL_ALWAYS:
	 if (CC.Depth.Mask) {
	    /* Update Z buffer */
	    for (i=0; i<n; i++) {
	       if (mask[i]) {
		  zptr = CC.DepthBuffer + OFFSET(x[i],y[i]);
		  *zptr = z[i];
	       }
	    }
	 }
	 else {
	    /* Don't update Z buffer or mask */
	 }
	 break;
      case GL_NEVER:
	 /* depth test never passes */
	 for (i=0;i<n;i++) {
	    mask[i] = 0;
	 }
	 break;
   } /*switch*/
}




/*
 * Return a span of depth values from the depth buffer as floats in [0,1].
 * Input:  n - how many pixels
 *         x,y - location of first pixel
 * Output:  depth - the array of depth values
 */
void gl_read_depth_span( GLuint n, GLint x, GLint y, GLfloat depth[] )
{
   GLint *d;
   GLfloat scale;
   GLuint i;

   scale = 1.0 / (GLfloat) MAX_DEPTH;

   if (CC.DepthBuffer) {
      d = CC.DepthBuffer + y * CC.BufferWidth + x;
      for (i=0;i<n;i++) {
	 depth[i] = (GLfloat) d[i] * scale;
      }
   }
   else {
      for (i=0;i<n;i++) {
	 depth[i] = 0.0F;
      }
   }
}



void gl_alloc_depth_buffer( void )
{
   /* deallocate current depth buffer if present */
   if (CC.DepthBuffer) {
      //free(CC.DepthBuffer);
      GlobalUnlock(CC.hDepthMem);
      GlobalFree(CC.hDepthMem);
      CC.DepthBuffer = NULL;
   }

   /* allocate new depth buffer */
   // changed by GO
   //CC.DepthBuffer = (GLint *)
		//malloc( CC.BufferWidth * CC.BufferHeight * sizeof(GLint) );
		CC.hDepthMem=GlobalAlloc(GMEM_FIXED,CC.BufferWidth * CC.BufferHeight * sizeof(GLint));
    CC.DepthBuffer = (GLint *)GlobalLock(CC.hDepthMem);
   if (!CC.DepthBuffer) {
      /* out of memory */
      CC.Depth.Test = GL_FALSE;
      gl_error( GL_OUT_OF_MEMORY, "Couldn't allocate depth buffer" );
   }
}




/*
 * Clear the depth buffer.  If the depth buffer doesn't exist yet we'll
 * allocate it now.
 */
 /* changed by Gerbert Orasche for
    VRweb for Windows
    240795
 */
void gl_clear_depth_buffer( void )
{
   GLint clear_value;

   clear_value = (GLint) CC.Depth.Clear * MAX_DEPTH;

   if (!CC.DepthBuffer) {
      gl_alloc_depth_buffer();
   }

   // 210795 Gerbert Orasche
   if(CC.DepthBuffer)
   {
     if(CC.Scissor.Enabled)
     {
	     /* only clear scissor region */
	     GLuint i, x, y;
	     for(y=CC.Scissor.Ymin; y<=CC.Scissor.Ymax; y++)
	     {
	       for(x=CC.Scissor.Xmin; x<=CC.Scissor.Xmax; x++)
	       {
	         i = y * CC.BufferWidth + x;
	         CC.DepthBuffer[i] = clear_value;
	       }
	     }
     }
     else
#if	defined(_M_IX86)
     {
       GLint *b=CC.DepthBuffer;
       GLuint i=CC.BufferWidth * CC.BufferHeight;

       __asm cld
       __asm mov eax,clear_value
       __asm mov ecx,i
       __asm mov edi,b
       __asm rep stosd 
     }
#else
     {
	     /* clear whole buffer */
	     register GLint *b=CC.DepthBuffer;
	     register GLuint i;

	     //_mbsnset(b,clear_value,i);
	     for(i=CC.BufferWidth * CC.BufferHeight;i;i--)
	     //while(i--)
	       *b++=clear_value;
     }
#endif
   }
}
