1 | /* -*- mode: C; tab-width:8; c-basic-offset:2 -*- */
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2 |
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3 | /*
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4 | * Mesa 3-D graphics library
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5 | * Version: 3.3
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6 | *
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7 | * Copyright (C) 1999 Brian Paul All Rights Reserved.
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8 | *
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9 | * Permission is hereby granted, free of charge, to any person obtaining a
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10 | * copy of this software and associated documentation files (the "Software"),
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11 | * to deal in the Software without restriction, including without limitation
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12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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13 | * and/or sell copies of the Software, and to permit persons to whom the
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14 | * Software is furnished to do so, subject to the following conditions:
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15 | *
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16 | * The above copyright notice and this permission notice shall be included
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17 | * in all copies or substantial portions of the Software.
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18 | *
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19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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25 | *
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26 | *
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27 | * Original Mesa / 3Dfx device driver (C) 1999 David Bucciarelli, by the
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28 | * terms stated above.
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29 | *
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30 | * Thank you for your contribution, David!
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31 | *
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32 | * Please make note of the above copyright/license statement. If you
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33 | * contributed code or bug fixes to this code under the previous (GNU
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34 | * Library) license and object to the new license, your code will be
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35 | * removed at your request. Please see the Mesa docs/COPYRIGHT file
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36 | * for more information.
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37 | *
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38 | * Additional Mesa/3Dfx driver developers:
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39 | * Daryll Strauss <daryll@precisioninsight.com>
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40 | * Keith Whitwell <keith@precisioninsight.com>
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41 | *
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42 | * See fxapi.h for more revision/author details.
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43 | */
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44 |
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45 |
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46 | static void TAG(fx_tri)(GLcontext *ctx, GLuint e1, GLuint e2, GLuint e3, GLuint pv)
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47 | {
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48 | fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
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49 | struct vertex_buffer *VB=ctx->VB;
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50 | fxVertex *gWin = FX_DRIVER_DATA(VB)->verts;
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51 | GrVertex *v1 = (GrVertex *)gWin[e1].f;
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52 | GrVertex *v2 = (GrVertex *)gWin[e2].f;
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53 | GrVertex *v3 = (GrVertex *)gWin[e3].f;
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54 |
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55 | (void) fxMesa;
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56 |
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57 | if (IND & (FX_TWOSIDE|FX_OFFSET))
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58 | {
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59 | GLfloat ex = v1->x - v3->x;
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60 | GLfloat ey = v1->y - v3->y;
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61 | GLfloat fx = v2->x - v3->x;
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62 | GLfloat fy = v2->y - v3->y;
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63 | GLfloat c = ex*fy-ey*fx;
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64 |
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65 | if (IND & FX_TWOSIDE) {
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66 | GLuint facing = (c<0.0) ^ ctx->Polygon.FrontBit;
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67 | GLubyte (*color)[4] = VB->Color[facing]->data;
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68 | if (IND & FX_FLAT) {
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69 | FX_VB_COLOR(fxMesa, color[pv]);
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70 | } else {
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71 | GOURAUD2(v1,color[e1]);
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72 | GOURAUD2(v2,color[e2]);
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73 | GOURAUD2(v3,color[e3]);
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74 | }
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75 | }
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76 |
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77 | /* Should apply a factor to ac to compensate for different x/y
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78 | * scaling introduced in the Viewport matrix.
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79 | *
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80 | * The driver should supply scaling factors for 'factor' and 'units'.
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81 | */
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82 | if (IND & FX_OFFSET) {
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83 | GLfloat offset = ctx->Polygon.OffsetUnits;
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84 |
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85 | if (c * c > 1e-16) {
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86 | GLfloat factor = ctx->Polygon.OffsetFactor;
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87 | GLfloat ez = v1->ooz - v3->ooz;
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88 | GLfloat fz = v2->ooz - v3->ooz;
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89 | GLfloat a = ey*fz-ez*fy;
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90 | GLfloat b = ez*fx-ex*fz;
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91 | GLfloat ic = 1.0 / c;
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92 | GLfloat ac = a * ic;
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93 | GLfloat bc = b * ic;
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94 | if (ac<0.0F) ac = -ac;
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95 | if (bc<0.0F) bc = -bc;
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96 | offset += MAX2( ac, bc ) * factor;
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97 | }
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98 | /* Probably a lot quicker just to nudge the z values and put
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99 | * them back afterwards.
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100 | */
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101 | FX_grDepthBiasLevel((int)offset);
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102 | }
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103 | }
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104 | else if (IND & FX_FLAT) {
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105 | GLubyte (*color)[4] = VB->Color[0]->data;
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106 | FX_VB_COLOR(fxMesa, color[pv]);
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107 | }
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108 |
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109 | if (IND & FX_FRONT_BACK) {
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110 | FX_grColorMask(ctx->Color.ColorMask[RCOMP] ||
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111 | ctx->Color.ColorMask[GCOMP] ||
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112 | ctx->Color.ColorMask[BCOMP],
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113 | FXFALSE);
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114 |
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115 | FX_grDepthMask(FXFALSE);
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116 | FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
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117 | }
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118 |
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119 | if (IND & FX_ANTIALIAS)
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120 | FX_grAADrawTriangle(v1, v2, v3, FXTRUE, FXTRUE, FXTRUE);
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121 | else
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122 | FX_grDrawTriangle(v1, v2, v3);
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123 |
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124 | /* Might be quicker to do two passes, one for each buffer?
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125 | */
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126 | if (IND & FX_FRONT_BACK) {
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127 | FX_grColorMask(ctx->Color.ColorMask[RCOMP] ||
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128 | ctx->Color.ColorMask[GCOMP] ||
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129 | ctx->Color.ColorMask[BCOMP],
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130 | ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer);
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131 |
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132 | if(ctx->Depth.Mask) FX_grDepthMask(FXTRUE);
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133 |
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134 | FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
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135 |
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136 | if (IND & FX_ANTIALIAS)
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137 | FX_grAADrawTriangle(v1,v2,v3, FXTRUE,FXTRUE,FXTRUE);
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138 | else
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139 | FX_grDrawTriangle(v1, v2, v3);
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140 | }
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141 | }
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142 |
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143 |
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144 | /* Not worth the space?
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145 | */
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146 | static void TAG(fx_quad)(GLcontext *ctx, GLuint e1, GLuint e2, GLuint e3,
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147 | GLuint e4, GLuint pv)
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148 | {
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149 | fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
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150 | struct vertex_buffer *VB=ctx->VB;
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151 | fxVertex *gWin = FX_DRIVER_DATA(VB)->verts;
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152 | GrVertex *v1 = (GrVertex *)gWin[e1].f;
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153 | GrVertex *v2 = (GrVertex *)gWin[e2].f;
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154 | GrVertex *v3 = (GrVertex *)gWin[e3].f;
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155 | GrVertex *v4 = (GrVertex *)gWin[e4].f;
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156 |
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157 | (void) fxMesa;
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158 |
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159 | if (IND & (FX_TWOSIDE|FX_OFFSET))
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160 | {
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161 | GLfloat ex = v3->x - v1->x;
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162 | GLfloat ey = v3->y - v1->y;
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163 | GLfloat fx = v4->x - v2->x;
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164 | GLfloat fy = v4->y - v2->y;
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165 | GLfloat c = ex*fy-ey*fx;
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166 |
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167 | if (IND & FX_TWOSIDE) {
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168 | GLuint facing = (c<0.0) ^ ctx->Polygon.FrontBit;
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169 | GLubyte (*color)[4] = VB->Color[facing]->data;
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170 | if (IND & FX_FLAT) {
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171 | FX_VB_COLOR(fxMesa, color[pv]);
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172 | } else {
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173 | GOURAUD2(v1,color[e1]);
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174 | GOURAUD2(v2,color[e2]);
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175 | GOURAUD2(v3,color[e3]);
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176 | GOURAUD2(v4,color[e4]);
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177 | }
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178 | }
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179 |
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180 | /* Should apply a factor to ac to compensate for different x/y
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181 | * scaling introduced in the Viewport matrix.
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182 | *
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183 | * The driver should supply scaling factors for 'factor' and 'units'.
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184 | */
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185 | if (IND & FX_OFFSET) {
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186 | GLfloat offset = ctx->Polygon.OffsetUnits;
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187 |
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188 | if (c * c > 1e-16) {
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189 | GLfloat factor = ctx->Polygon.OffsetFactor;
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190 | GLfloat ez = v3->ooz - v1->ooz;
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191 | GLfloat fz = v4->ooz - v2->ooz;
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192 | GLfloat a = ey*fz-ez*fy;
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193 | GLfloat b = ez*fx-ex*fz;
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194 | GLfloat ic = 1.0 / c;
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195 | GLfloat ac = a * ic;
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196 | GLfloat bc = b * ic;
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197 | if (ac<0.0F) ac = -ac;
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198 | if (bc<0.0F) bc = -bc;
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199 | offset += MAX2( ac, bc ) * factor;
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200 | }
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201 | /* Probably a lot quicker just to nudge the z values and put
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202 | * them back afterwards.
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203 | */
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204 | FX_grDepthBiasLevel((int)offset);
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205 | }
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206 | }
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207 | else if (IND & FX_FLAT) {
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208 | GLubyte (*color)[4] = VB->Color[0]->data;
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209 | FX_VB_COLOR(fxMesa, color[pv]);
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210 | }
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211 |
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212 | if (IND & FX_FRONT_BACK) {
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213 | FX_grColorMask(ctx->Color.ColorMask[RCOMP] ||
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214 | ctx->Color.ColorMask[GCOMP] ||
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215 | ctx->Color.ColorMask[BCOMP],
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216 | FXFALSE);
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217 |
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218 | FX_grDepthMask(FXFALSE);
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219 | FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
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220 | }
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221 |
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222 | if (IND & FX_ANTIALIAS) {
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223 | FX_grAADrawTriangle(v1, v2, v4, FXTRUE, FXTRUE, FXTRUE);
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224 | FX_grAADrawTriangle(v2, v3, v4, FXTRUE, FXTRUE, FXTRUE);
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225 | } else {
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226 | FX_grDrawTriangle(v1, v2, v4);
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227 | FX_grDrawTriangle(v2, v3, v4);
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228 | }
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229 |
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230 | /* Might be quicker to do two passes, one for each buffer?
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231 | */
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232 | if (IND & FX_FRONT_BACK) {
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233 | FX_grColorMask(ctx->Color.ColorMask[RCOMP] ||
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234 | ctx->Color.ColorMask[GCOMP] ||
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235 | ctx->Color.ColorMask[BCOMP],
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236 | ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer);
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237 |
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238 | if(ctx->Depth.Mask) FX_grDepthMask(FXTRUE);
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239 |
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240 | FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
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241 |
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242 | if (IND & FX_ANTIALIAS) {
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243 | FX_grAADrawTriangle(v1, v2, v4, FXTRUE, FXTRUE, FXTRUE);
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244 | FX_grAADrawTriangle(v2, v3, v4, FXTRUE, FXTRUE, FXTRUE);
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245 | } else {
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246 | FX_grDrawTriangle(v1, v2, v4);
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247 | FX_grDrawTriangle(v2, v3, v4);
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248 | }
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249 | }
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250 | }
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251 |
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252 | #define DRAW_LINE(tmp0, tmp1, width) \
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253 | do { \
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254 | GrVertex verts[4]; \
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255 | float dx, dy, wx, wy; \
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256 | \
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257 | dx = tmp0->x - tmp1->x; \
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258 | dy = tmp0->y - tmp1->y; \
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259 | \
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260 | if (dx * dx > dy * dy) { \
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261 | wx = 0; \
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262 | wy = width; \
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263 | } else { \
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264 | wx = width; \
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265 | wy = 0; \
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266 | } \
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267 | \
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268 | verts[0] = *tmp0; \
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269 | verts[1] = *tmp0; \
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270 | verts[2] = *tmp1; \
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271 | verts[3] = *tmp1; \
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272 | \
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273 | verts[0].x = tmp0->x - wx; \
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274 | verts[0].y = tmp0->y - wy; \
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275 | \
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276 | verts[1].x = tmp0->x + wx; \
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277 | verts[1].y = tmp0->y + wy; \
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278 | \
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279 | verts[2].x = tmp1->x + wx; \
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280 | verts[2].y = tmp1->y + wy; \
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281 | \
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282 | verts[3].x = tmp1->x - wx; \
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283 | verts[3].y = tmp1->y - wy; \
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284 | \
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285 | FX_grDrawPolygonVertexList(4, verts); \
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286 | } while (0)
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287 |
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288 | #if (IND & FX_OFFSET) == 0
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289 | static void TAG(fx_line)(GLcontext *ctx, GLuint e1, GLuint e2, GLuint pv)
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290 | {
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291 | fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
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292 | struct vertex_buffer *VB=ctx->VB;
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293 | fxVertex *gWin = FX_DRIVER_DATA(VB)->verts;
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294 | GLubyte (* const color)[4] = VB->Color[0]->data;
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295 | GrVertex *v1 = (GrVertex *)gWin[e1].f;
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296 | GrVertex *v2 = (GrVertex *)gWin[e2].f;
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297 | GLfloat w = ctx->Line.Width*.5;
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298 |
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299 | if (IND & FX_FLAT)
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300 | {
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301 | FX_VB_COLOR(fxMesa, color[pv]);
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302 | if (IND & FX_ANTIALIAS)
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303 | #if FX_USE_PARGB
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304 | {
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305 | GLuint v1argb = v1->argb;
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306 | GLuint v2argb = v2->argb;
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307 | v1->argb = (color[pv][ACOMP] << 24) | (v1argb & 0x00FFFFFF);
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308 | v2->argb = (color[pv][ACOMP] << 24) | (v2argb & 0x00FFFFFF);
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309 | }
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310 | #else
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311 | v1->a = v2->a = UBYTE_COLOR_TO_FLOAT_255_COLOR(color[pv][3]);
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312 | #endif
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313 | }
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314 | else if (IND & FX_TWOSIDE)
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315 | {
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316 | GOURAUD2(v1,color[e1]);
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317 | GOURAUD2(v2,color[e2]);
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318 | }
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319 |
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320 | if (IND & FX_FRONT_BACK) {
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321 | FX_grColorMask(ctx->Color.ColorMask[RCOMP] ||
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322 | ctx->Color.ColorMask[GCOMP] ||
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323 | ctx->Color.ColorMask[BCOMP],
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324 | FXFALSE);
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325 | FX_grDepthMask(FXFALSE);
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326 | FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
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327 | }
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328 |
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329 | if (IND & FX_ANTIALIAS)
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330 | FX_grAADrawLine(v1,v2);
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331 | else
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332 | DRAW_LINE(v1,v2,w);
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333 |
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334 | if (IND & FX_FRONT_BACK)
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335 | {
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336 | FX_grColorMask(ctx->Color.ColorMask[RCOMP] ||
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337 | ctx->Color.ColorMask[GCOMP] ||
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338 | ctx->Color.ColorMask[BCOMP],
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339 | ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer);
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340 |
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341 | if(ctx->Depth.Mask)
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342 | FX_grDepthMask(FXTRUE);
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343 |
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344 | FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
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345 |
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346 | if (IND & FX_ANTIALIAS)
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347 | FX_grAADrawLine(v1,v2);
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348 | else
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349 | DRAW_LINE(v1,v2,w);
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350 | }
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351 | }
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352 | #endif
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353 |
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354 |
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355 | #if (IND & FX_OFFSET) == 0
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356 |
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357 | #if IND & FX_FLAT
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358 | # if IND & FX_ANTIALIAS
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359 | #if FX_USE_PARGB
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360 | # define FLAT_COLOR(x,y) GET_PA(gWin[i].f) = y[3];
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361 | #else
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362 | # define FLAT_COLOR(x,y) gWin[i].f[ACOORD] = y[3]; \
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363 | FX_VB_COLOR(x, y)
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364 | #endif
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365 | # else
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366 | # define FLAT_COLOR(x,y) FX_VB_COLOR(x, y)
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367 | # endif
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368 | #else
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369 | #define FLAT_COLOR(x,y)
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370 | #endif
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371 |
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372 |
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373 | #define DRAW_POINT(i, sz) \
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374 | do { \
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375 | GrVertex verts[4], *tmp; \
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376 | \
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377 | tmp = (GrVertex*)gWin[i].f; \
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378 | verts[0] = *tmp; \
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379 | verts[1] = *tmp; \
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380 | verts[2] = *tmp; \
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381 | verts[3] = *tmp; \
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382 | verts[0].x = verts[3].x = tmp->x + sz; \
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383 | verts[0].y = verts[1].y = tmp->y + sz; \
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384 | verts[2].x = verts[1].x = tmp->x - sz; \
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385 | verts[2].y = verts[3].y = tmp->y - sz; \
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386 | \
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387 | FX_grDrawPolygonVertexList(4, verts); \
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388 | } while (0)
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389 |
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390 | static void TAG(fx_points)(GLcontext *ctx, GLuint first, GLuint last)
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391 | {
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392 | fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
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393 | struct vertex_buffer *VB = ctx->VB;
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394 | fxVertex *gWin = FX_DRIVER_DATA(VB)->verts;
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395 | GLubyte (*color)[4] = VB->ColorPtr->data;
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396 | GLuint i;
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397 | GLfloat sz = ctx->Point.Size * .5;
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398 |
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399 | (void) color; (void) fxMesa;
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400 |
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401 | if (IND & FX_FRONT_BACK) {
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402 | FX_grColorMask(ctx->Color.ColorMask[RCOMP] ||
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403 | ctx->Color.ColorMask[GCOMP] ||
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404 | ctx->Color.ColorMask[BCOMP],
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405 | FXFALSE);
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406 |
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407 | FX_grDepthMask(FXFALSE);
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408 | FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
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409 | }
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410 |
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411 | if(!VB->ClipOrMask) {
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412 | for(i=first;i<=last;i++) {
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413 | FLAT_COLOR(fxMesa, color[i]);
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414 | DRAW_POINT(i, sz);
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415 | }
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416 | } else {
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417 | for(i=first;i<=last;i++) {
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418 | if(VB->ClipMask[i]==0) {
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419 | FLAT_COLOR(fxMesa, color[i]);
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420 | DRAW_POINT(i, sz);
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421 | }
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422 | }
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423 | }
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424 |
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425 | if (IND & FX_FRONT_BACK) {
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426 | FX_grColorMask(ctx->Color.ColorMask[RCOMP] ||
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427 | ctx->Color.ColorMask[GCOMP] ||
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428 | ctx->Color.ColorMask[BCOMP],
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429 | ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer);
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430 | if(ctx->Depth.Mask)
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431 | FX_grDepthMask(FXTRUE);
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432 | FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
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433 |
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434 |
|
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435 | if(!VB->ClipOrMask) {
|
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436 | for(i=first;i<=last;i++) {
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437 | FLAT_COLOR(fxMesa, color[i]);
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438 | DRAW_POINT(i, sz);
|
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439 | }
|
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440 | } else {
|
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441 | for(i=first;i<=last;i++) {
|
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442 | if(VB->ClipMask[i]==0) {
|
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443 | FLAT_COLOR(fxMesa, color[i]);
|
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444 | DRAW_POINT(i, sz);
|
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445 | }
|
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446 | }
|
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447 | }
|
---|
448 | }
|
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449 | }
|
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450 |
|
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451 | #endif
|
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452 |
|
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453 |
|
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454 |
|
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455 | static void TAG(init)( void )
|
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456 | {
|
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457 | tri_tab[IND] = TAG(fx_tri);
|
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458 | quad_tab[IND] = TAG(fx_quad);
|
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459 |
|
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460 | #if ((IND & FX_OFFSET) == 0)
|
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461 | line_tab[IND] = TAG(fx_line);
|
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462 | points_tab[IND] = TAG(fx_points);
|
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463 | #else
|
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464 | line_tab[IND] = line_tab[IND & ~FX_OFFSET];
|
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465 | points_tab[IND] = points_tab[IND & ~FX_OFFSET];
|
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466 | #endif
|
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467 | }
|
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468 |
|
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469 | #undef IND
|
---|
470 | #undef TAG
|
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471 | #undef FLAT_COLOR
|
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472 | #undef DRAW_POINT
|
---|