forked from KolibriOS/kolibrios
cd74d1af33
git-svn-id: svn://kolibrios.org@5098 a494cfbc-eb01-0410-851d-a64ba20cac60
451 lines
12 KiB
C
451 lines
12 KiB
C
#include "zgl.h"
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/* fill triangle profile */
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/* #define PROFILE */
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#define CLIP_XMIN (1<<0)
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#define CLIP_XMAX (1<<1)
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#define CLIP_YMIN (1<<2)
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#define CLIP_YMAX (1<<3)
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#define CLIP_ZMIN (1<<4)
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#define CLIP_ZMAX (1<<5)
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void gl_transform_to_viewport(GLContext *c,GLVertex *v)
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{
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float winv;
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/* coordinates */
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winv=1.0/v->pc.W;
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v->zp.x= (int) ( v->pc.X * winv * c->viewport.scale.X
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+ c->viewport.trans.X );
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v->zp.y= (int) ( v->pc.Y * winv * c->viewport.scale.Y
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+ c->viewport.trans.Y );
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v->zp.z= (int) ( v->pc.Z * winv * c->viewport.scale.Z
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+ c->viewport.trans.Z );
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/* color */
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if (c->lighting_enabled) {
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v->zp.r=(int)(v->color.v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN)
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+ ZB_POINT_RED_MIN);
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v->zp.g=(int)(v->color.v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN)
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+ ZB_POINT_GREEN_MIN);
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v->zp.b=(int)(v->color.v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN)
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+ ZB_POINT_BLUE_MIN);
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} else {
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/* no need to convert to integer if no lighting : take current color */
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v->zp.r = c->longcurrent_color[0];
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v->zp.g = c->longcurrent_color[1];
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v->zp.b = c->longcurrent_color[2];
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}
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/* texture */
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if (c->texture_2d_enabled) {
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v->zp.s=(int)(v->tex_coord.X * (ZB_POINT_S_MAX - ZB_POINT_S_MIN)
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+ ZB_POINT_S_MIN);
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v->zp.t=(int)(v->tex_coord.Y * (ZB_POINT_T_MAX - ZB_POINT_T_MIN)
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+ ZB_POINT_T_MIN);
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}
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}
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static void gl_add_select1(GLContext *c,int z1,int z2,int z3)
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{
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unsigned int min,max;
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min=max=z1;
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if (z2<min) min=z2;
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if (z3<min) min=z3;
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if (z2>max) max=z2;
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if (z3>max) max=z3;
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gl_add_select(c,0xffffffff-min,0xffffffff-max);
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}
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/* point */
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void gl_draw_point(GLContext *c,GLVertex *p0)
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{
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if (p0->clip_code == 0) {
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if (c->render_mode == GL_SELECT) {
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gl_add_select(c,p0->zp.z,p0->zp.z);
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} else {
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ZB_plot(c->zb,&p0->zp);
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}
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}
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}
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/* line */
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static inline void interpolate(GLVertex *q,GLVertex *p0,GLVertex *p1,float t)
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{
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q->pc.X=p0->pc.X+(p1->pc.X-p0->pc.X)*t;
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q->pc.Y=p0->pc.Y+(p1->pc.Y-p0->pc.Y)*t;
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q->pc.Z=p0->pc.Z+(p1->pc.Z-p0->pc.Z)*t;
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q->pc.W=p0->pc.W+(p1->pc.W-p0->pc.W)*t;
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q->color.v[0]=p0->color.v[0] + (p1->color.v[0]-p0->color.v[0])*t;
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q->color.v[1]=p0->color.v[1] + (p1->color.v[1]-p0->color.v[1])*t;
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q->color.v[2]=p0->color.v[2] + (p1->color.v[2]-p0->color.v[2])*t;
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}
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/*
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* Line Clipping
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*/
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/* Line Clipping algorithm from 'Computer Graphics', Principles and
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Practice */
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static inline int ClipLine1(float denom,float num,float *tmin,float *tmax)
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{
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float t;
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if (denom>0) {
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t=num/denom;
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if (t>*tmax) return 0;
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if (t>*tmin) *tmin=t;
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} else if (denom<0) {
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t=num/denom;
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if (t<*tmin) return 0;
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if (t<*tmax) *tmax=t;
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} else if (num>0) return 0;
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return 1;
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}
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void gl_draw_line(GLContext *c,GLVertex *p1,GLVertex *p2)
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{
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float dx,dy,dz,dw,x1,y1,z1,w1;
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float tmin,tmax;
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GLVertex q1,q2;
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int cc1,cc2;
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cc1=p1->clip_code;
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cc2=p2->clip_code;
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if ( (cc1 | cc2) == 0) {
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if (c->render_mode == GL_SELECT) {
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gl_add_select1(c,p1->zp.z,p2->zp.z,p2->zp.z);
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} else {
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if (c->depth_test)
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ZB_line_z(c->zb,&p1->zp,&p2->zp);
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else
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ZB_line(c->zb,&p1->zp,&p2->zp);
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}
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} else if ( (cc1&cc2) != 0 ) {
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return;
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} else {
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dx=p2->pc.X-p1->pc.X;
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dy=p2->pc.Y-p1->pc.Y;
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dz=p2->pc.Z-p1->pc.Z;
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dw=p2->pc.W-p1->pc.W;
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x1=p1->pc.X;
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y1=p1->pc.Y;
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z1=p1->pc.Z;
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w1=p1->pc.W;
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tmin=0;
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tmax=1;
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if (ClipLine1(dx+dw,-x1-w1,&tmin,&tmax) &&
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ClipLine1(-dx+dw,x1-w1,&tmin,&tmax) &&
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ClipLine1(dy+dw,-y1-w1,&tmin,&tmax) &&
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ClipLine1(-dy+dw,y1-w1,&tmin,&tmax) &&
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ClipLine1(dz+dw,-z1-w1,&tmin,&tmax) &&
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ClipLine1(-dz+dw,z1-w1,&tmin,&tmax)) {
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interpolate(&q1,p1,p2,tmin);
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interpolate(&q2,p1,p2,tmax);
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gl_transform_to_viewport(c,&q1);
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gl_transform_to_viewport(c,&q2);
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RGBFtoRGBI(q1.color.v[0],q1.color.v[1],q1.color.v[2],q1.zp.r,q1.zp.g,q1.zp.b);
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RGBFtoRGBI(q2.color.v[0],q2.color.v[1],q2.color.v[2],q2.zp.r,q2.zp.g,q2.zp.b);
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if (c->depth_test)
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ZB_line_z(c->zb,&q1.zp,&q2.zp);
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else
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ZB_line(c->zb,&q1.zp,&q2.zp);
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}
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}
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}
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/* triangle */
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/*
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* Clipping
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*/
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/* We clip the segment [a,b] against the 6 planes of the normal volume.
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* We compute the point 'c' of intersection and the value of the parameter 't'
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* of the intersection if x=a+t(b-a).
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*/
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#define clip_func(name,sign,dir,dir1,dir2) \
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static float name(V4 *c,V4 *a,V4 *b) \
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{\
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float t,dX,dY,dZ,dW,den;\
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dX = (b->X - a->X);\
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dY = (b->Y - a->Y);\
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dZ = (b->Z - a->Z);\
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dW = (b->W - a->W);\
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den = -(sign d ## dir) + dW;\
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if (den == 0) t=0;\
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else t = ( sign a->dir - a->W) / den;\
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c->dir1 = a->dir1 + t * d ## dir1;\
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c->dir2 = a->dir2 + t * d ## dir2;\
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c->W = a->W + t * dW;\
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c->dir = sign c->W;\
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return t;\
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}
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clip_func(clip_xmin,-,X,Y,Z)
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clip_func(clip_xmax,+,X,Y,Z)
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clip_func(clip_ymin,-,Y,X,Z)
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clip_func(clip_ymax,+,Y,X,Z)
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clip_func(clip_zmin,-,Z,X,Y)
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clip_func(clip_zmax,+,Z,X,Y)
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float (*clip_proc[6])(V4 *,V4 *,V4 *)= {
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clip_xmin,clip_xmax,
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clip_ymin,clip_ymax,
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clip_zmin,clip_zmax
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};
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static inline void updateTmp(GLContext *c,
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GLVertex *q,GLVertex *p0,GLVertex *p1,float t)
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{
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if (c->current_shade_model == GL_SMOOTH) {
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q->color.v[0]=p0->color.v[0] + (p1->color.v[0]-p0->color.v[0])*t;
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q->color.v[1]=p0->color.v[1] + (p1->color.v[1]-p0->color.v[1])*t;
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q->color.v[2]=p0->color.v[2] + (p1->color.v[2]-p0->color.v[2])*t;
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} else {
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q->color.v[0]=p0->color.v[0];
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q->color.v[1]=p0->color.v[1];
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q->color.v[2]=p0->color.v[2];
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}
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if (c->texture_2d_enabled) {
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q->tex_coord.X=p0->tex_coord.X + (p1->tex_coord.X-p0->tex_coord.X)*t;
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q->tex_coord.Y=p0->tex_coord.Y + (p1->tex_coord.Y-p0->tex_coord.Y)*t;
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}
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q->clip_code=gl_clipcode(q->pc.X,q->pc.Y,q->pc.Z,q->pc.W);
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if (q->clip_code==0){
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gl_transform_to_viewport(c,q);
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RGBFtoRGBI(q->color.v[0],q->color.v[1],q->color.v[2],q->zp.r,q->zp.g,q->zp.b);
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}
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}
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static void gl_draw_triangle_clip(GLContext *c,
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GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit);
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void gl_draw_triangle(GLContext *c,
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GLVertex *p0,GLVertex *p1,GLVertex *p2)
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{
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int co,c_and,cc[3],front;
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float norm;
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cc[0]=p0->clip_code;
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cc[1]=p1->clip_code;
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cc[2]=p2->clip_code;
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co=cc[0] | cc[1] | cc[2];
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/* we handle the non clipped case here to go faster */
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if (co==0) {
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norm=(float)(p1->zp.x-p0->zp.x)*(float)(p2->zp.y-p0->zp.y)-
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(float)(p2->zp.x-p0->zp.x)*(float)(p1->zp.y-p0->zp.y);
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if (norm == 0) return;
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front = norm < 0.0;
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front = front ^ c->current_front_face;
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/* back face culling */
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if (c->cull_face_enabled) {
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/* most used case first */
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if (c->current_cull_face == GL_BACK) {
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if (front == 0) return;
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c->draw_triangle_front(c,p0,p1,p2);
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} else if (c->current_cull_face == GL_FRONT) {
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if (front != 0) return;
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c->draw_triangle_back(c,p0,p1,p2);
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} else {
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return;
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}
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} else {
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/* no culling */
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if (front) {
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c->draw_triangle_front(c,p0,p1,p2);
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} else {
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c->draw_triangle_back(c,p0,p1,p2);
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}
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}
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} else {
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c_and=cc[0] & cc[1] & cc[2];
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if (c_and==0) {
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gl_draw_triangle_clip(c,p0,p1,p2,0);
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}
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}
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}
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static void gl_draw_triangle_clip(GLContext *c,
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GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit)
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{
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int co,c_and,co1,cc[3],edge_flag_tmp,clip_mask;
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GLVertex tmp1,tmp2,*q[3];
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float tt;
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cc[0]=p0->clip_code;
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cc[1]=p1->clip_code;
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cc[2]=p2->clip_code;
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co=cc[0] | cc[1] | cc[2];
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if (co == 0) {
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gl_draw_triangle(c,p0,p1,p2);
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} else {
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c_and=cc[0] & cc[1] & cc[2];
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/* the triangle is completely outside */
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if (c_and!=0) return;
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/* find the next direction to clip */
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while (clip_bit < 6 && (co & (1 << clip_bit)) == 0) {
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clip_bit++;
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}
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/* this test can be true only in case of rounding errors */
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if (clip_bit == 6) {
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#if 0
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printf("Error:\n");
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printf("%f %f %f %f\n",p0->pc.X,p0->pc.Y,p0->pc.Z,p0->pc.W);
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printf("%f %f %f %f\n",p1->pc.X,p1->pc.Y,p1->pc.Z,p1->pc.W);
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printf("%f %f %f %f\n",p2->pc.X,p2->pc.Y,p2->pc.Z,p2->pc.W);
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#endif
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return;
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}
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clip_mask = 1 << clip_bit;
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co1=(cc[0] ^ cc[1] ^ cc[2]) & clip_mask;
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if (co1) {
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/* one point outside */
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if (cc[0] & clip_mask) { q[0]=p0; q[1]=p1; q[2]=p2; }
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else if (cc[1] & clip_mask) { q[0]=p1; q[1]=p2; q[2]=p0; }
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else { q[0]=p2; q[1]=p0; q[2]=p1; }
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tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc);
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updateTmp(c,&tmp1,q[0],q[1],tt);
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tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc);
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updateTmp(c,&tmp2,q[0],q[2],tt);
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tmp1.edge_flag=q[0]->edge_flag;
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edge_flag_tmp=q[2]->edge_flag;
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q[2]->edge_flag=0;
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gl_draw_triangle_clip(c,&tmp1,q[1],q[2],clip_bit+1);
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tmp2.edge_flag=0;
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tmp1.edge_flag=0;
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q[2]->edge_flag=edge_flag_tmp;
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gl_draw_triangle_clip(c,&tmp2,&tmp1,q[2],clip_bit+1);
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} else {
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/* two points outside */
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if ((cc[0] & clip_mask)==0) { q[0]=p0; q[1]=p1; q[2]=p2; }
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else if ((cc[1] & clip_mask)==0) { q[0]=p1; q[1]=p2; q[2]=p0; }
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else { q[0]=p2; q[1]=p0; q[2]=p1; }
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tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc);
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updateTmp(c,&tmp1,q[0],q[1],tt);
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tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc);
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updateTmp(c,&tmp2,q[0],q[2],tt);
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tmp1.edge_flag=1;
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tmp2.edge_flag=q[2]->edge_flag;
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gl_draw_triangle_clip(c,q[0],&tmp1,&tmp2,clip_bit+1);
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}
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}
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}
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void gl_draw_triangle_select(GLContext *c,
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GLVertex *p0,GLVertex *p1,GLVertex *p2)
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{
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gl_add_select1(c,p0->zp.z,p1->zp.z,p2->zp.z);
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}
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#ifdef PROFILE
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int count_triangles,count_triangles_textured,count_pixels;
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#endif
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void gl_draw_triangle_fill(GLContext *c,
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GLVertex *p0,GLVertex *p1,GLVertex *p2)
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{
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#ifdef PROFILE
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{
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int norm;
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assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize);
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assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize);
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assert(p1->zp.x >= 0 && p1->zp.x < c->zb->xsize);
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assert(p1->zp.y >= 0 && p1->zp.y < c->zb->ysize);
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assert(p2->zp.x >= 0 && p2->zp.x < c->zb->xsize);
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assert(p2->zp.y >= 0 && p2->zp.y < c->zb->ysize);
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norm=(p1->zp.x-p0->zp.x)*(p2->zp.y-p0->zp.y)-
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(p2->zp.x-p0->zp.x)*(p1->zp.y-p0->zp.y);
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count_pixels+=abs(norm)/2;
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count_triangles++;
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}
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#endif
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if (c->texture_2d_enabled) {
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#ifdef PROFILE
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count_triangles_textured++;
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#endif
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ZB_setTexture(c->zb,c->current_texture->images[0].pixmap);
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ZB_fillTriangleMappingPerspective(c->zb,&p0->zp,&p1->zp,&p2->zp);
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} else if (c->current_shade_model == GL_SMOOTH) {
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ZB_fillTriangleSmooth(c->zb,&p0->zp,&p1->zp,&p2->zp);
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} else {
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ZB_fillTriangleFlat(c->zb,&p0->zp,&p1->zp,&p2->zp);
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}
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}
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/* Render a clipped triangle in line mode */
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void gl_draw_triangle_line(GLContext *c,
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GLVertex *p0,GLVertex *p1,GLVertex *p2)
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{
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if (c->depth_test) {
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if (p0->edge_flag) ZB_line_z(c->zb,&p0->zp,&p1->zp);
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if (p1->edge_flag) ZB_line_z(c->zb,&p1->zp,&p2->zp);
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if (p2->edge_flag) ZB_line_z(c->zb,&p2->zp,&p0->zp);
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} else {
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if (p0->edge_flag) ZB_line(c->zb,&p0->zp,&p1->zp);
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if (p1->edge_flag) ZB_line(c->zb,&p1->zp,&p2->zp);
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if (p2->edge_flag) ZB_line(c->zb,&p2->zp,&p0->zp);
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}
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}
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/* Render a clipped triangle in point mode */
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void gl_draw_triangle_point(GLContext *c,
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GLVertex *p0,GLVertex *p1,GLVertex *p2)
|
|
{
|
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if (p0->edge_flag) ZB_plot(c->zb,&p0->zp);
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|
if (p1->edge_flag) ZB_plot(c->zb,&p1->zp);
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|
if (p2->edge_flag) ZB_plot(c->zb,&p2->zp);
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|
}
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