Leaked source code of windows server 2003
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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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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: 1.12 $
** $Date: 1993/10/07 18:57:21 $
*/
#include "precomp.h"
#pragma hdrstop
#include <fixed.h>
void FASTCALL __glRenderAliasedPoint1_NoTex(__GLcontext *gc, __GLvertex *vx)
{
__GLfragment frag;
frag.x = __GL_VERTEX_FLOAT_TO_INT(vx->window.x);
frag.y = __GL_VERTEX_FLOAT_TO_INT(vx->window.y);
frag.z = (__GLzValue)FTOL(vx->window.z);
/*
** Compute the color
*/
frag.color = *vx->color;
/*
** Fog if enabled
*/
if ((gc->polygon.shader.modeFlags & __GL_SHADE_CHEAP_FOG) &&
!(gc->polygon.shader.modeFlags & __GL_SHADE_SMOOTH_LIGHT))
{
(*gc->procs.fogColor)(gc, &frag.color, &frag.color, vx->fog);
}
else if (gc->polygon.shader.modeFlags & __GL_SHADE_SLOW_FOG)
{
(*gc->procs.fogPoint)(gc, &frag, vx->eyeZ);
}
/* Render the single point */
(*gc->procs.store)(gc->drawBuffer, &frag);
}
void FASTCALL __glRenderAliasedPoint1(__GLcontext *gc, __GLvertex *vx)
{
__GLfragment frag;
GLuint modeFlags = gc->polygon.shader.modeFlags;
frag.x = __GL_VERTEX_FLOAT_TO_INT(vx->window.x);
frag.y = __GL_VERTEX_FLOAT_TO_INT(vx->window.y);
frag.z = (__GLzValue)FTOL(vx->window.z);
/*
** Compute the color
*/
frag.color = *vx->color;
if (modeFlags & __GL_SHADE_TEXTURE) {
__GLfloat qInv = (vx->texture.w == (__GLfloat) 0.0) ? (__GLfloat) 0.0 : __glOne / vx->texture.w;
(*gc->procs.texture)(gc, &frag.color, vx->texture.x * qInv,
vx->texture.y * qInv, __glOne);
}
/*
** Fog if enabled
*/
if (modeFlags & __GL_SHADE_COMPUTE_FOG)
{
(*gc->procs.fogPoint)(gc, &frag, vx->eyeZ);
}
else if ((modeFlags & __GL_SHADE_INTERP_FOG)
||
(((modeFlags & (__GL_SHADE_CHEAP_FOG | __GL_SHADE_SMOOTH_LIGHT))
== __GL_SHADE_CHEAP_FOG)))
{
(*gc->procs.fogColor)(gc, &frag.color, &frag.color, vx->fog);
}
/* Render the single point */
(*gc->procs.store)(gc->drawBuffer, &frag);
}
void FASTCALL __glRenderAliasedPointN(__GLcontext *gc, __GLvertex *vx)
{
GLint pointSize, pointSizeHalf, ix, iy, xLeft, xRight, yBottom, yTop;
__GLfragment frag;
GLuint modeFlags = gc->polygon.shader.modeFlags;
__GLfloat tmp;
/*
** Compute the x and y starting coordinates for rendering the square.
*/
pointSize = gc->state.point.aliasedSize;
pointSizeHalf = pointSize >> 1;
if (pointSize & 1) {
/* odd point size */
xLeft = __GL_VERTEX_FLOAT_TO_INT(vx->window.x) - pointSizeHalf;
yBottom = __GL_VERTEX_FLOAT_TO_INT(vx->window.y) - pointSizeHalf;
} else {
/* even point size */
tmp = vx->window.x+__glHalf;
xLeft = __GL_VERTEX_FLOAT_TO_INT(tmp) - pointSizeHalf;
tmp = vx->window.y+__glHalf;
yBottom = __GL_VERTEX_FLOAT_TO_INT(tmp) - pointSizeHalf;
}
xRight = xLeft + pointSize;
yTop = yBottom + pointSize;
/*
** Compute the color
*/
frag.color = *vx->color;
if (modeFlags & __GL_SHADE_TEXTURE) {
__GLfloat qInv = __glOne / vx->texture.w;
(*gc->procs.texture)(gc, &frag.color, vx->texture.x * qInv,
vx->texture.y * qInv, __glOne);
}
/*
** Fog if enabled
*/
if (modeFlags & __GL_SHADE_COMPUTE_FOG)
{
(*gc->procs.fogPoint)(gc, &frag, vx->eyeZ);
}
else if ((modeFlags & __GL_SHADE_INTERP_FOG)
||
(((modeFlags & (__GL_SHADE_CHEAP_FOG | __GL_SHADE_SMOOTH_LIGHT))
== __GL_SHADE_CHEAP_FOG)))
{
(*gc->procs.fogColor)(gc, &frag.color, &frag.color, vx->fog);
}
/*
** Now render the square centered on xCenter,yCenter.
*/
frag.z = (__GLzValue)FTOL(vx->window.z);
for (iy = yBottom; iy < yTop; iy++) {
for (ix = xLeft; ix < xRight; ix++) {
frag.x = ix;
frag.y = iy;
(*gc->procs.store)(gc->drawBuffer, &frag);
}
}
}
#ifdef __BUGGY_RENDER_POINT
void FASTCALL __glRenderFlatFogPoint(__GLcontext *gc, __GLvertex *vx)
{
__GLcolor *vxocp;
__GLcolor vxcol;
(*gc->procs.fogColor)(gc, &vxcol, vx->color, vx->fog);
vxocp = vx->color;
vx->color = &vxcol;
(*gc->procs.renderPoint2)(gc, vx);
vx->color = vxocp;
}
#ifdef NT
// vx->fog is invalid if it is __GL_SHADE_SLOW_FOG!
void FASTCALL __glRenderFlatFogPointSlow(__GLcontext *gc, __GLvertex *vx)
{
__GLcolor *vxocp;
__GLcolor vxcol;
// compute fog value first!
vx->fog = __glFogVertex(gc, vx);
(*gc->procs.fogColor)(gc, &vxcol, vx->color, vx->fog);
vxocp = vx->color;
vx->color = &vxcol;
(*gc->procs.renderPoint2)(gc, vx);
vx->color = vxocp;
}
#endif
#endif //__BUGGY_RENDER_POINT