1 | /* $Id: zoom.c,v 1.2 2000-05-23 20:41:08 jeroen Exp $ */
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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 |
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28 |
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29 |
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30 |
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31 | #ifdef PC_HEADER
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32 | #include "all.h"
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33 | #else
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34 | #include "glheader.h"
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35 | #include "macros.h"
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36 | #include "span.h"
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37 | #include "stencil.h"
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38 | #include "zoom.h"
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39 | #endif
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40 |
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41 |
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42 |
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43 | /*
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44 | * Write a span of pixels to the frame buffer while applying a pixel zoom.
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45 | * This is only used by glDrawPixels and glCopyPixels.
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46 | * Input: n - number of pixels in input row
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47 | * x, y - destination of the span
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48 | * z - depth values for the span
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49 | * red, green, blue, alpha - array of colors
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50 | * y0 - location of first row in the image we're drawing.
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51 | */
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52 | void
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53 | gl_write_zoomed_rgba_span( GLcontext *ctx,
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54 | GLuint n, GLint x, GLint y, const GLdepth z[],
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55 | CONST GLubyte rgba[][4], GLint y0 )
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56 | {
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57 | GLint m;
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58 | GLint r0, r1, row, r;
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59 | GLint i, j, skipcol;
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60 | GLubyte zrgba[MAX_WIDTH][4]; /* zoomed pixel colors */
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61 | GLdepth zdepth[MAX_WIDTH]; /* zoomed depth values */
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62 | GLint maxwidth = MIN2( ctx->DrawBuffer->Width, MAX_WIDTH );
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63 | const GLuint *srcRGBA32 = (const GLuint *) rgba;
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64 | GLuint *dstRGBA32 = (GLuint *) zrgba;
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65 |
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66 | /* compute width of output row */
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67 | m = (GLint) ABSF( n * ctx->Pixel.ZoomX );
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68 | if (m==0) {
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69 | return;
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70 | }
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71 | if (ctx->Pixel.ZoomX<0.0) {
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72 | /* adjust x coordinate for left/right mirroring */
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73 | x = x - m;
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74 | }
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75 |
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76 | /* compute which rows to draw */
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77 | row = y-y0;
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78 | r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY);
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79 | r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY);
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80 | if (r0==r1) {
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81 | return;
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82 | }
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83 | else if (r1<r0) {
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84 | GLint rtmp = r1;
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85 | r1 = r0;
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86 | r0 = rtmp;
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87 | }
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88 |
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89 | /* return early if r0...r1 is above or below window */
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90 | if (r0<0 && r1<0) {
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91 | /* below window */
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92 | return;
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93 | }
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94 | if (r0>=ctx->DrawBuffer->Height && r1>=ctx->DrawBuffer->Height) {
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95 | /* above window */
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96 | return;
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97 | }
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98 |
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99 | /* check if left edge is outside window */
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100 | skipcol = 0;
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101 | if (x<0) {
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102 | skipcol = -x;
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103 | m += x;
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104 | }
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105 | /* make sure span isn't too long or short */
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106 | if (m>maxwidth) {
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107 | m = maxwidth;
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108 | }
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109 | else if (m<=0) {
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110 | return;
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111 | }
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112 |
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113 | ASSERT( m <= MAX_WIDTH );
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114 |
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115 | /* zoom the span horizontally */
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116 | if (ctx->Pixel.ZoomX==-1.0F) {
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117 | /* n==m */
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118 | for (j=0;j<m;j++) {
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119 | i = n - (j+skipcol) - 1;
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120 | dstRGBA32[j] = srcRGBA32[i];
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121 | zdepth[j] = z[i];
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122 | }
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123 | }
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124 | else {
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125 | GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
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126 | for (j=0;j<m;j++) {
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127 | i = (GLint) ((j+skipcol) * xscale);
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128 | if (i<0) i = n + i - 1;
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129 | dstRGBA32[j] = srcRGBA32[i];
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130 | zdepth[j] = z[i];
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131 | }
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132 | }
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133 |
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134 | /* write the span */
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135 | for (r=r0; r<r1; r++) {
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136 | gl_write_rgba_span( ctx, m, x+skipcol, r, zdepth, zrgba, GL_BITMAP );
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137 | }
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138 | }
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139 |
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140 |
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141 |
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142 | void
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143 | gl_write_zoomed_rgb_span( GLcontext *ctx,
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144 | GLuint n, GLint x, GLint y, const GLdepth z[],
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145 | CONST GLubyte rgb[][3], GLint y0 )
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146 | {
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147 | GLint m;
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148 | GLint r0, r1, row, r;
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149 | GLint i, j, skipcol;
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150 | GLubyte zrgba[MAX_WIDTH][4]; /* zoomed pixel colors */
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151 | GLdepth zdepth[MAX_WIDTH]; /* zoomed depth values */
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152 | GLint maxwidth = MIN2( ctx->DrawBuffer->Width, MAX_WIDTH );
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153 |
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154 | /* compute width of output row */
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155 | m = (GLint) ABSF( n * ctx->Pixel.ZoomX );
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156 | if (m==0) {
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157 | return;
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158 | }
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159 | if (ctx->Pixel.ZoomX<0.0) {
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160 | /* adjust x coordinate for left/right mirroring */
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161 | x = x - m;
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162 | }
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163 |
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164 | /* compute which rows to draw */
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165 | row = y-y0;
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166 | r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY);
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167 | r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY);
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168 | if (r0==r1) {
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169 | return;
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170 | }
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171 | else if (r1<r0) {
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172 | GLint rtmp = r1;
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173 | r1 = r0;
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174 | r0 = rtmp;
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175 | }
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176 |
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177 | /* return early if r0...r1 is above or below window */
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178 | if (r0<0 && r1<0) {
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179 | /* below window */
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180 | return;
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181 | }
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182 | if (r0>=ctx->DrawBuffer->Height && r1>=ctx->DrawBuffer->Height) {
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183 | /* above window */
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184 | return;
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185 | }
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186 |
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187 | /* check if left edge is outside window */
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188 | skipcol = 0;
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189 | if (x<0) {
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190 | skipcol = -x;
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191 | m += x;
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192 | }
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193 | /* make sure span isn't too long or short */
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194 | if (m>maxwidth) {
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195 | m = maxwidth;
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196 | }
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197 | else if (m<=0) {
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198 | return;
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199 | }
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200 |
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201 | ASSERT( m <= MAX_WIDTH );
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202 |
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203 | /* zoom the span horizontally */
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204 | if (ctx->Pixel.ZoomX==-1.0F) {
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205 | /* n==m */
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206 | for (j=0;j<m;j++) {
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207 | i = n - (j+skipcol) - 1;
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208 | zrgba[j][0] = rgb[i][0];
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209 | zrgba[j][1] = rgb[i][1];
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210 | zrgba[j][2] = rgb[i][2];
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211 | zrgba[j][3] = 255;
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212 | zdepth[j] = z[i];
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213 | }
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214 | }
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215 | else {
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216 | GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
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217 | for (j=0;j<m;j++) {
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218 | i = (GLint) ((j+skipcol) * xscale);
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219 | if (i<0) i = n + i - 1;
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220 | zrgba[j][0] = rgb[i][0];
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221 | zrgba[j][1] = rgb[i][1];
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222 | zrgba[j][2] = rgb[i][2];
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223 | zrgba[j][3] = 255;
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224 | zdepth[j] = z[i];
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225 | }
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226 | }
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227 |
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228 | /* write the span */
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229 | for (r=r0; r<r1; r++) {
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230 | gl_write_rgba_span( ctx, m, x+skipcol, r, zdepth, zrgba, GL_BITMAP );
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231 | }
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232 | }
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233 |
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234 |
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235 |
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236 | /*
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237 | * As above, but write CI pixels.
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238 | */
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239 | void
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240 | gl_write_zoomed_index_span( GLcontext *ctx,
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241 | GLuint n, GLint x, GLint y, const GLdepth z[],
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242 | const GLuint indexes[], GLint y0 )
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243 | {
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244 | GLint m;
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245 | GLint r0, r1, row, r;
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246 | GLint i, j, skipcol;
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247 | GLuint zindexes[MAX_WIDTH]; /* zoomed color indexes */
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248 | GLdepth zdepth[MAX_WIDTH]; /* zoomed depth values */
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249 | GLint maxwidth = MIN2( ctx->DrawBuffer->Width, MAX_WIDTH );
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250 |
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251 | /* compute width of output row */
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252 | m = (GLint) ABSF( n * ctx->Pixel.ZoomX );
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253 | if (m==0) {
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254 | return;
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255 | }
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256 | if (ctx->Pixel.ZoomX<0.0) {
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257 | /* adjust x coordinate for left/right mirroring */
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258 | x = x - m;
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259 | }
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260 |
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261 | /* compute which rows to draw */
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262 | row = y-y0;
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263 | r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY);
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264 | r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY);
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265 | if (r0==r1) {
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266 | return;
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267 | }
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268 | else if (r1<r0) {
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269 | GLint rtmp = r1;
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270 | r1 = r0;
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271 | r0 = rtmp;
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272 | }
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273 |
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274 | /* return early if r0...r1 is above or below window */
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275 | if (r0<0 && r1<0) {
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276 | /* below window */
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277 | return;
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278 | }
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279 | if (r0>=ctx->DrawBuffer->Height && r1>=ctx->DrawBuffer->Height) {
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280 | /* above window */
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281 | return;
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282 | }
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283 |
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284 | /* check if left edge is outside window */
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285 | skipcol = 0;
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286 | if (x<0) {
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287 | skipcol = -x;
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288 | m += x;
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289 | }
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290 | /* make sure span isn't too long or short */
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291 | if (m>maxwidth) {
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292 | m = maxwidth;
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293 | }
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294 | else if (m<=0) {
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295 | return;
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296 | }
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297 |
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298 | ASSERT( m <= MAX_WIDTH );
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299 |
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300 | /* zoom the span horizontally */
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301 | if (ctx->Pixel.ZoomX==-1.0F) {
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302 | /* n==m */
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303 | for (j=0;j<m;j++) {
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304 | i = n - (j+skipcol) - 1;
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305 | zindexes[j] = indexes[i];
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306 | zdepth[j] = z[i];
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307 | }
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308 | }
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309 | else {
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310 | GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
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311 | for (j=0;j<m;j++) {
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312 | i = (GLint) ((j+skipcol) * xscale);
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313 | if (i<0) i = n + i - 1;
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314 | zindexes[j] = indexes[i];
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315 | zdepth[j] = z[i];
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316 | }
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317 | }
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318 |
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319 | /* write the span */
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320 | for (r=r0; r<r1; r++) {
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321 | gl_write_index_span( ctx, m, x+skipcol, r, zdepth, zindexes, GL_BITMAP );
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322 | }
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323 | }
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324 |
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325 |
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326 |
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327 | /*
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328 | * As above, but write stencil values.
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329 | */
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330 | void
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331 | gl_write_zoomed_stencil_span( GLcontext *ctx,
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332 | GLuint n, GLint x, GLint y,
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333 | const GLstencil stencil[], GLint y0 )
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334 | {
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335 | GLint m;
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336 | GLint r0, r1, row, r;
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337 | GLint i, j, skipcol;
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338 | GLstencil zstencil[MAX_WIDTH]; /* zoomed stencil values */
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339 | GLint maxwidth = MIN2( ctx->DrawBuffer->Width, MAX_WIDTH );
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340 |
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341 | /* compute width of output row */
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342 | m = (GLint) ABSF( n * ctx->Pixel.ZoomX );
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343 | if (m==0) {
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344 | return;
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345 | }
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346 | if (ctx->Pixel.ZoomX<0.0) {
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347 | /* adjust x coordinate for left/right mirroring */
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348 | x = x - m;
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349 | }
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350 |
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351 | /* compute which rows to draw */
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352 | row = y-y0;
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353 | r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY);
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354 | r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY);
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355 | if (r0==r1) {
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356 | return;
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357 | }
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358 | else if (r1<r0) {
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359 | GLint rtmp = r1;
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360 | r1 = r0;
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361 | r0 = rtmp;
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362 | }
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363 |
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364 | /* return early if r0...r1 is above or below window */
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365 | if (r0<0 && r1<0) {
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366 | /* below window */
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367 | return;
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368 | }
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369 | if (r0>=ctx->DrawBuffer->Height && r1>=ctx->DrawBuffer->Height) {
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370 | /* above window */
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371 | return;
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372 | }
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373 |
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374 | /* check if left edge is outside window */
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375 | skipcol = 0;
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376 | if (x<0) {
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377 | skipcol = -x;
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378 | m += x;
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379 | }
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380 | /* make sure span isn't too long or short */
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381 | if (m>maxwidth) {
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382 | m = maxwidth;
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383 | }
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384 | else if (m<=0) {
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385 | return;
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386 | }
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387 |
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388 | ASSERT( m <= MAX_WIDTH );
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389 |
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390 | /* zoom the span horizontally */
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391 | if (ctx->Pixel.ZoomX==-1.0F) {
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392 | /* n==m */
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393 | for (j=0;j<m;j++) {
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394 | i = n - (j+skipcol) - 1;
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395 | zstencil[j] = stencil[i];
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396 | }
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397 | }
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398 | else {
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399 | GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
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400 | for (j=0;j<m;j++) {
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401 | i = (GLint) ((j+skipcol) * xscale);
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402 | if (i<0) i = n + i - 1;
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403 | zstencil[j] = stencil[i];
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404 | }
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405 | }
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406 |
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407 | /* write the span */
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408 | for (r=r0; r<r1; r++) {
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409 | gl_write_stencil_span( ctx, m, x+skipcol, r, zstencil );
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410 | }
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411 | }
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