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/*
** Copyright 1991, Silicon Graphics, Inc. ** All Rights Reserved. ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in whole or in part, without the prior written ** permission of Silicon Graphics, Inc. ** ** RESTRICTED RIGHTS LEGEND: ** Use, duplication or disclosure by the Government is subject to restrictions ** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data ** and Computer Software clause at DFARS 252.227-7013, and/or in similar or ** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished - ** rights reserved under the Copyright Laws of the United States. ** ** $Revision: 1.15 $ ** $Date: 1993/10/07 18:43:05 $ */ #include "precomp.h"
#pragma hdrstop
#ifdef _X86_
#include <gli386.h>
#endif
/*
** Clipping macros. These are used to reduce the amount of code ** hand written below. */
#ifdef _X86_
// Do a four-component linear interpolation from b to a based on t
// Set up registers for multiple LERP4s
#ifdef NOT_FASTCALL
#define LERP_START(dst, a, b) \
__asm mov ecx, dst \ __asm mov edx, a \ __asm mov eax, b #else
// This relies on dst == ecx and a == edx due to fastcall argument passing
#define LERP_START(dst, a, b) \
__asm mov eax, b #endif
// Do a four-component linear interpolation from b to a based on t
// Offsets are assumed to be equal in a, b and d
// Offsets are assumed to increase by four for each component
// LERP_START must come before this
#define LERP4(t, offs) \
__asm fld t \ __asm fld DWORD PTR [edx+offs] \ __asm fsub DWORD PTR [eax+offs] \ __asm fmul st(0), st(1) \ __asm fld DWORD PTR [edx+offs+4] \ __asm fsub DWORD PTR [eax+offs+4] \ __asm fmul st(0), st(2) \ __asm fld DWORD PTR [edx+offs+8] \ __asm fsub DWORD PTR [eax+offs+8] \ __asm fmul st(0), st(3) \ __asm fld DWORD PTR [edx+offs+12] \ __asm fsub DWORD PTR [eax+offs+12] \ __asm fxch st(4) \ __asm fmulp st(4), st(0) \ /* Stack is now 8 4 0 12 */ \ __asm fadd DWORD PTR [eax+offs+8] \ __asm fxch st(2) \ /* Stack is now 0 4 8 12 */ \ __asm fadd DWORD PTR [eax+offs] \ __asm fxch st(1) \ /* Stack is now 4 0 8 12 */ \ __asm fadd DWORD PTR [eax+offs+4] \ __asm fxch st(3) \ /* Stack is now 12 0 8 4 */ \ __asm fadd DWORD PTR [eax+offs+12] \ __asm fstp DWORD PTR [ecx+offs+12] \ __asm fstp DWORD PTR [ecx+offs] \ __asm fstp DWORD PTR [ecx+offs+8] \ __asm fstp DWORD PTR [ecx+offs+4] \
#define __GL_CLIP_POS(d, a, b, t) LERP4(t, VCLIP_x)
#define __GL_CLIP_COLOR(d, a, b, t) LERP4(t, VFCOL_r)
#define __GL_CLIP_BACKCOLOR(d, a, b, t) LERP4(t, VBCOL_r)
#define __GL_CLIP_TEXTURE(d, a, b, t) LERP4(t, VTEX_x)
#define __GL_CLIP_NORMAL(d, a, b, t) LERP4(t, VNOR_x)
#define __GL_CLIP_EYE(d, a, b, t) LERP4(t, VEYE_x)
#else // _X86_
#define LERP_START(dst, a, b)
#ifdef NT
// window is not used!
#define __GL_CLIP_POS(d,a,b,t) \
d->clip.x = t*(a->clip.x - b->clip.x) + b->clip.x; \ d->clip.y = t*(a->clip.y - b->clip.y) + b->clip.y; \ d->clip.z = t*(a->clip.z - b->clip.z) + b->clip.z; \ d->clip.w = t*(a->clip.w - b->clip.w) + b->clip.w #else
#define __GL_CLIP_POS(d,a,b,t) \
d->clip.w = t*(a->clip.w - b->clip.w) + b->clip.w; \ /* XXX (mf) Handle w=0.0. Mathematically incorrect, but prevents /0 */ \ if( d->clip.w == (__GLfloat) 0.0 ) { \ d->window.w = (__GLfloat) 0.0; \ } \ else \ d->window.w = ((__GLfloat) 1.0) / d->clip.w; \ d->clip.x = t*(a->clip.x - b->clip.x) + b->clip.x; \ d->clip.y = t*(a->clip.y - b->clip.y) + b->clip.y; \ d->clip.z = t*(a->clip.z - b->clip.z) + b->clip.z #endif
#define __GL_CLIP_COLOR(d,a,b,t) \
d->colors[__GL_FRONTFACE].r = t*(a->colors[__GL_FRONTFACE].r \ - b->colors[__GL_FRONTFACE].r) + b->colors[__GL_FRONTFACE].r; \ d->colors[__GL_FRONTFACE].g = t*(a->colors[__GL_FRONTFACE].g \ - b->colors[__GL_FRONTFACE].g) + b->colors[__GL_FRONTFACE].g; \ d->colors[__GL_FRONTFACE].b = t*(a->colors[__GL_FRONTFACE].b \ - b->colors[__GL_FRONTFACE].b) + b->colors[__GL_FRONTFACE].b; \ d->colors[__GL_FRONTFACE].a = t*(a->colors[__GL_FRONTFACE].a \ - b->colors[__GL_FRONTFACE].a) + b->colors[__GL_FRONTFACE].a
#define __GL_CLIP_BACKCOLOR(d,a,b,t) \
d->colors[__GL_BACKFACE].r = t*(a->colors[__GL_BACKFACE].r \ - b->colors[__GL_BACKFACE].r) + b->colors[__GL_BACKFACE].r; \ d->colors[__GL_BACKFACE].g = t*(a->colors[__GL_BACKFACE].g \ - b->colors[__GL_BACKFACE].g) + b->colors[__GL_BACKFACE].g; \ d->colors[__GL_BACKFACE].b = t*(a->colors[__GL_BACKFACE].b \ - b->colors[__GL_BACKFACE].b) + b->colors[__GL_BACKFACE].b; \ d->colors[__GL_BACKFACE].a = t*(a->colors[__GL_BACKFACE].a \ - b->colors[__GL_BACKFACE].a) + b->colors[__GL_BACKFACE].a
#define __GL_CLIP_TEXTURE(d,a,b,t) \
d->texture.x = t*(a->texture.x - b->texture.x) + b->texture.x; \ d->texture.y = t*(a->texture.y - b->texture.y) + b->texture.y; \ d->texture.z = t*(a->texture.z - b->texture.z) + b->texture.z; \ d->texture.w = t*(a->texture.w - b->texture.w) + b->texture.w
#define __GL_CLIP_NORMAL(d,a,b,t) \
d->normal.x = t*(a->normal.x - b->normal.x) + b->normal.x; \ d->normal.y = t*(a->normal.y - b->normal.y) + b->normal.y; \ d->normal.z = t*(a->normal.z - b->normal.z) + b->normal.z;
#define __GL_CLIP_EYE(d,a,b,t) \
d->eyeX = t*(a->eyeX - b->eyeX) + b->eyeX; \ d->eyeY = t*(a->eyeY - b->eyeY) + b->eyeY; \ d->eyeZ = t*(a->eyeZ - b->eyeZ) + b->eyeZ;
#endif // _x86_
/*
** The following is done this way since when we are slow fogging we want to ** clip the eye.z coordinate only, while when we are cheap fogging we want ** to clip the fog value. This way we avoid doubling the number of clip ** routines. #ifdef GL_WIN_specular_fog
** anankan: If we are doing specularly lit textures, then we need to clip ** the fog as well as eyeZ when both fog and specular_fog are enabled. #endif //GL_WIN_specular_fog
*/
#define __GL_CLIP_FOG(d,a,b,t) \
if (a->has & __GL_HAS_FOG) \ d->fog = t * (a->fog - b->fog) + b->fog; \ else \ d->eyeZ = t*(a->eyeZ - b->eyeZ) + b->eyeZ
#define __GL_CLIP_INDEX(d,a,b,t) \
d->colors[__GL_FRONTFACE].r = t*(a->colors[__GL_FRONTFACE].r \ - b->colors[__GL_FRONTFACE].r) + b->colors[__GL_FRONTFACE].r
#define __GL_CLIP_BACKINDEX(d,a,b,t) \
d->colors[__GL_BACKFACE].r = t*(a->colors[__GL_BACKFACE].r \ - b->colors[__GL_BACKFACE].r) + b->colors[__GL_BACKFACE].r
/************************************************************************/
/*
Naming code: C = Front color B = Back color I = Front index X = Back index F = Fog T = Texture N = Normal Pos = <no letter> */
static void FASTCALL Clip(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); }
static void FASTCALL ClipC(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); }
static void FASTCALL ClipB(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); }
static void FASTCALL ClipI(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); }
static void FASTCALL ClipX(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); }
static void FASTCALL ClipCB(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); }
static void FASTCALL ClipIX(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); }
static void FASTCALL ClipT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); }
static void FASTCALL ClipIT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); }
static void FASTCALL ClipXT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); }
static void FASTCALL ClipIXT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); }
static void FASTCALL ClipCT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); }
static void FASTCALL ClipBT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); }
static void FASTCALL ClipCBT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); }
static void FASTCALL ClipF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipIF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipXF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipIXF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipCF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipBF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipCBF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipIFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipXFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipIXFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipCFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipBFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipCBFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
#ifdef GL_WIN_phong_shading
/************New Clip Procs*******************************/
static void FASTCALL ClipN(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); }
static void FASTCALL ClipNC(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); }
static void FASTCALL ClipNB(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); }
static void FASTCALL ClipNI(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); }
static void FASTCALL ClipNX(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); }
static void FASTCALL ClipNCB(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); }
static void FASTCALL ClipNIX(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); }
static void FASTCALL ClipNT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); }
static void FASTCALL ClipNIT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); }
static void FASTCALL ClipNXT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); }
static void FASTCALL ClipNIXT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); }
static void FASTCALL ClipNCT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); }
static void FASTCALL ClipNBT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); }
static void FASTCALL ClipNCBT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); }
static void FASTCALL ClipNF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNIF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNXF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNIXF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNCF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNBF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNCBF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNIFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNXFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNIXFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNCFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNBFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNCBFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNE(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); }
static void FASTCALL ClipNEC(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); }
static void FASTCALL ClipNEB(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); }
static void FASTCALL ClipNEI(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); }
static void FASTCALL ClipNEX(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); }
static void FASTCALL ClipNECB(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); }
static void FASTCALL ClipNEIX(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); }
static void FASTCALL ClipNET(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); }
static void FASTCALL ClipNEIT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); }
static void FASTCALL ClipNEXT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); }
static void FASTCALL ClipNEIXT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); }
static void FASTCALL ClipNECT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); }
static void FASTCALL ClipNEBT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); }
static void FASTCALL ClipNECBT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); }
static void FASTCALL ClipNEF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNEIF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNEXF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNEIXF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNECF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNEBF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNECBF(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNEFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNEIFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNEXFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNEIXFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_INDEX(dst,a,b,t); __GL_CLIP_BACKINDEX(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNECFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNEBFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static void FASTCALL ClipNECBFT(__GLvertex *dst, const __GLvertex *a, const __GLvertex *b, __GLfloat t) { LERP_START(dst, a, b); __GL_CLIP_POS(dst,a,b,t); __GL_CLIP_COLOR(dst,a,b,t); __GL_CLIP_BACKCOLOR(dst,a,b,t); __GL_CLIP_TEXTURE(dst,a,b,t); __GL_CLIP_NORMAL(dst,a,b,t); __GL_CLIP_EYE(dst,a,b,t); __GL_CLIP_FOG(dst,a,b,t); }
static PFN_VERTEX_CLIP_PROC clipProcs[84] = #else
static PFN_VERTEX_CLIP_PROC clipProcs[28] = #endif //GL_WIN_phong_shading
{ Clip, ClipI, ClipC, ClipX, ClipB, ClipIX, ClipCB, ClipF, ClipIF, ClipCF, ClipXF, ClipBF, ClipIXF, ClipCBF, ClipT, ClipIT, ClipCT, ClipXT, ClipBT, ClipIXT, ClipCBT, ClipFT, ClipIFT, ClipCFT, ClipXFT, ClipBFT, ClipIXFT, ClipCBFT, #ifdef GL_WIN_phong_shading
ClipN, ClipNI, ClipNC, ClipNX, ClipNB, ClipNIX, ClipNCB, ClipNF, ClipNIF, ClipNCF, ClipNXF, ClipNBF, ClipNIXF, ClipNCBF, ClipNT, ClipNIT, ClipNCT, ClipNXT, ClipNBT, ClipNIXT, ClipNCBT, ClipNFT, ClipNIFT, ClipNCFT, ClipNXFT, ClipNBFT, ClipNIXFT, ClipNCBFT, //
ClipNE, ClipNEI, ClipNEC, ClipNEX, ClipNEB, ClipNEIX, ClipNECB, ClipNEF, ClipNEIF, ClipNECF, ClipNEXF, ClipNEBF, ClipNEIXF, ClipNECBF, ClipNET, ClipNEIT, ClipNECT, ClipNEXT, ClipNEBT, ClipNEIXT, ClipNECBT, ClipNEFT, ClipNEIFT, ClipNECFT, ClipNEXFT, ClipNEBFT, ClipNEIXFT, ClipNECBFT, #endif //GL_WIN_phong_shading
};
#ifdef GL_WIN_phong_shading
void FASTCALL __glGenericPickParameterClipProcs(__GLcontext *gc) { GLint line = 0, poly = 0; GLuint enables = gc->state.enables.general; GLboolean twoSided = (enables & __GL_LIGHTING_ENABLE) && gc->state.light.model.twoSided; GLboolean colorMaterial = (enables & __GL_COLOR_MATERIAL_ENABLE); GLboolean doPhong = (enables & __GL_LIGHTING_ENABLE) && (gc->state.light.shadingModel == GL_PHONG_WIN); GLuint modeFlags = gc->polygon.shader.modeFlags;
#ifdef NT
if (gc->renderMode == GL_SELECT) { gc->procs.lineClipParam = Clip; gc->procs.polyClipParam = Clip; return; } #endif
if (gc->modes.rgbMode) { if (doPhong) { if (!colorMaterial) { line = 28; //0+28
poly = 28; } else { line = 30; //2+28
poly = 30; } } else { if (gc->state.light.shadingModel != GL_FLAT) { line = 2; poly = 2; } } } else { if (doPhong) { if (!colorMaterial) { line = 28; //0+28
poly = 28; } else { line = 29; //1+28
poly = 29; } } else { if (gc->state.light.shadingModel != GL_FLAT) { line = 1; poly = 1; } } }
// Compute front and back color needs for polygons.
// Points and lines always use the front color.
// Unlit primitives always use the front color.
//
// Cull enable? Two sided? Cull face Color needs
// N N BACK FRONT
// N N FRONT FRONT
// N N FRONT_AND_BACK FRONT
// N Y BACK FRONT/BACK
// N Y FRONT FRONT/BACK
// N Y FRONT_AND_BACK FRONT/BACK
// Y N BACK FRONT
// Y N FRONT FRONT
// Y N FRONT_AND_BACK None
// Y Y BACK FRONT
// Y Y FRONT BACK
// Y Y FRONT_AND_BACK None
if (gc->state.light.shadingModel != GL_FLAT && (enables & __GL_LIGHTING_ENABLE) && gc->state.light.model.twoSided) { if ((enables & __GL_CULL_FACE_ENABLE) == 0) { // Both colors are needed
poly += 4; } else if (gc->state.polygon.cull == GL_FRONT) { // Only back colors are needed
poly += 2; } else if (gc->state.polygon.cull == GL_FRONT_AND_BACK) { // Neither color is needed
poly = 0; } } if ((modeFlags & (__GL_SHADE_COMPUTE_FOG | __GL_SHADE_INTERP_FOG)) || ((modeFlags & (__GL_SHADE_CHEAP_FOG | __GL_SHADE_SMOOTH_LIGHT)) == __GL_SHADE_CHEAP_FOG)) { #ifdef NT
// POLYARRAY - fog is not computed in feedback mode!
if (gc->renderMode == GL_RENDER) { line += 7; poly += 7; } #else
line += 7; poly += 7; #endif
} if (gc->texture.textureEnabled) { /*XXX - don't change this (see Derrick)*/ line += 14; poly += 14; } if (doPhong && (gc->polygon.shader.phong.flags & __GL_PHONG_NEED_EYE_XPOLATE)) { line += 28; poly += 28; } gc->procs.lineClipParam = clipProcs[line]; gc->procs.polyClipParam = clipProcs[poly]; }
#else //GL_WIN_phong_shading
void FASTCALL __glGenericPickParameterClipProcs(__GLcontext *gc) { GLint line = 0, poly = 0; GLuint enables = gc->state.enables.general; GLuint modeFlags = gc->polygon.shader.modeFlags; GLboolean twoSided = (enables & __GL_LIGHTING_ENABLE) && gc->state.light.model.twoSided;
#ifdef NT
if (gc->renderMode == GL_SELECT) { gc->procs.lineClipParam = Clip; gc->procs.polyClipParam = Clip; return; } #endif
if (gc->modes.rgbMode) { if (gc->state.light.shadingModel != GL_FLAT) { line = 2; poly = 2; } } else { if (gc->state.light.shadingModel != GL_FLAT) { line = 1; poly = 1; } }
// Compute front and back color needs for polygons.
// Points and lines always use the front color.
// Unlit primitives always use the front color.
//
// Cull enable? Two sided? Cull face Color needs
// N N BACK FRONT
// N N FRONT FRONT
// N N FRONT_AND_BACK FRONT
// N Y BACK FRONT/BACK
// N Y FRONT FRONT/BACK
// N Y FRONT_AND_BACK FRONT/BACK
// Y N BACK FRONT
// Y N FRONT FRONT
// Y N FRONT_AND_BACK None
// Y Y BACK FRONT
// Y Y FRONT BACK
// Y Y FRONT_AND_BACK None
if (gc->state.light.shadingModel != GL_FLAT && (enables & __GL_LIGHTING_ENABLE) && gc->state.light.model.twoSided) { if ((enables & __GL_CULL_FACE_ENABLE) == 0) { // Both colors are needed
poly += 4; } else if (gc->state.polygon.cull == GL_FRONT) { // Only back colors are needed
poly += 2; } else if (gc->state.polygon.cull == GL_FRONT_AND_BACK) { // Neither color is needed
poly = 0; } } if ((modeFlags & (__GL_SHADE_COMPUTE_FOG | __GL_SHADE_INTERP_FOG)) || ((modeFlags & (__GL_SHADE_CHEAP_FOG | __GL_SHADE_SMOOTH_LIGHT)) == __GL_SHADE_CHEAP_FOG)) { #ifdef NT
// POLYARRAY - fog is not computed in feedback mode!
if (gc->renderMode == GL_RENDER) { line += 7; poly += 7; } #else
line += 7; poly += 7; #endif
} if (gc->texture.textureEnabled) { /*XXX - don't change this (see Derrick)*/ line += 14; poly += 14; } gc->procs.lineClipParam = clipProcs[line]; gc->procs.polyClipParam = clipProcs[poly]; } #endif //GL_WIN_phong_shading
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