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404 lines
13 KiB
404 lines
13 KiB
/*
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** Copyright 1991, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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*/
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#include "precomp.h"
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#pragma hdrstop
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/*
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** The following is a discussion of the math used to do edge clipping against
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** a clipping plane.
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**
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** P1 is an end point of the edge
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** P2 is the other end point of the edge
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**
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** Q = t*P1 + (1 - t)*P2
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** That is, Q lies somewhere on the line formed by P1 and P2.
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**
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** 0 <= t <= 1
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** This constrains Q to lie between P1 and P2.
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**
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** C is the plane equation for the clipping plane
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**
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** D1 = P1 dot C
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** D1 is the distance between P1 and C. If P1 lies on the plane
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** then D1 will be zero. The sign of D1 will determine which side
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** of the plane that P1 is on, with negative being outside.
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**
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** D2 = P2 dot C
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** D2 is the distance between P2 and C. If P2 lies on the plane
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** then D2 will be zero. The sign of D2 will determine which side
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** of the plane that P2 is on, with negative being outside.
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**
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** Because we are trying to find the intersection of the P1 P2 line
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** segment with the clipping plane we require that:
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**
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** Q dot C = 0
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**
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** Therefore
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**
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** (t*P1 + (1 - t)*P2) dot C = 0
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**
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** (t*P1 + P2 - t*P2) dot C = 0
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**
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** t*P1 dot C + P2 dot C - t*P2 dot C = 0
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**
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** Substituting D1 and D2 in
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**
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** t*D1 + D2 - t*D2 = 0
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**
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** Solving for t
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**
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** t = -D2 / (D1 - D2)
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**
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** t = D2 / (D2 - D1)
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*/
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/*
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** Clip a line against the frustum clip planes and any user clipping planes.
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** If an edge remains after clipping then compute the window coordinates
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** and invoke the renderer.
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**
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** Notice: This algorithim is an example of an implementation that is
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** different than what the spec says. This is equivalent in functionality
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** and meets the spec, but doesn't clip in eye space. This clipper clips
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** in NTVP (clip) space.
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**
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** Trivial accept/reject has already been dealt with.
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*/
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#ifdef NT
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void FASTCALL __glClipLine(__GLcontext *gc, __GLvertex *a, __GLvertex *b,
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GLuint flags)
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#else
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void __glClipLine(__GLcontext *gc, __GLvertex *a, __GLvertex *b)
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#endif
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{
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#ifdef NT
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__GLvertex *provokingA = a;
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__GLvertex *provokingB = b;
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#else
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__GLvertex *provoking = b;
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#endif
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__GLvertex np1, np2;
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__GLcoord *plane;
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GLuint needs, allClipCodes, clipCodes;
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PFN_VERTEX_CLIP_PROC clip;
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__GLfloat zero;
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__GLfloat winx, winy;
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__GLfloat vpXCenter, vpYCenter, vpZCenter;
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__GLfloat vpXScale, vpYScale, vpZScale;
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__GLviewport *vp;
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__GLfloat x, y, z, wInv;
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GLint i;
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// We have to turn rounding on. Otherwise, the fast FP-comparison
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// routines below can fail:
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FPU_SAVE_MODE();
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FPU_ROUND_ON_PREC_HI();
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/* Check for trivial pass of the line */
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allClipCodes = a->clipCode | b->clipCode;
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/*
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** For each clippling plane that something is out on, clip
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** check the verticies. Note that no bits will be set in
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** allClipCodes for clip planes that are not enabled.
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*/
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zero = __glZero;
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clip = gc->procs.lineClipParam;
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/*
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** Do user clip planes first, because we will maintain eye coordinates
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** only while doing user clip planes. They are ignored for the
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** frustum clipping planes.
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*/
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clipCodes = allClipCodes >> 6;
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if (clipCodes) {
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plane = &gc->state.transform.eyeClipPlanes[0];
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do {
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/*
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** See if this clip plane has anything out of it. If not,
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** press onward to check the next plane. Note that we
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** shift this mask to the right at the bottom of the loop.
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*/
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if (clipCodes & 1) {
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__GLfloat t, d1, d2;
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d1 = (plane->x * ((POLYDATA *)a)->eye.x) +
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(plane->y * ((POLYDATA *)a)->eye.y) +
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(plane->z * ((POLYDATA *)a)->eye.z) +
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(plane->w * ((POLYDATA *)a)->eye.w);
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d2 = (plane->x * ((POLYDATA *)b)->eye.x) +
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(plane->y * ((POLYDATA *)b)->eye.y) +
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(plane->z * ((POLYDATA *)b)->eye.z) +
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(plane->w * ((POLYDATA *)b)->eye.w);
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if (__GL_FLOAT_LTZ(d1)) {
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/* a is out */
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if (__GL_FLOAT_LTZ(d2)) {
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/* a & b are out */
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FPU_RESTORE_MODE();
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return;
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}
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/*
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** A is out and B is in. Compute new A coordinate
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** clipped to the plane.
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*/
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t = d2 / (d2 - d1);
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(*clip)(&np1, a, b, t);
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((POLYDATA *)&np1)->eye.x =
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t*(((POLYDATA *)a)->eye.x - ((POLYDATA *)b)->eye.x) +
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((POLYDATA *)b)->eye.x;
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((POLYDATA *)&np1)->eye.y =
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t*(((POLYDATA *)a)->eye.y - ((POLYDATA *)b)->eye.y) +
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((POLYDATA *)b)->eye.y;
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((POLYDATA *)&np1)->eye.z =
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t*(((POLYDATA *)a)->eye.z - ((POLYDATA *)b)->eye.z) +
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((POLYDATA *)b)->eye.z;
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((POLYDATA *)&np1)->eye.w =
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t*(((POLYDATA *)a)->eye.w - ((POLYDATA *)b)->eye.w) +
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((POLYDATA *)b)->eye.w;
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a = &np1;
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a->has = b->has;
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ASSERTOPENGL(!(a->has & __GL_HAS_FIXEDPT), "clear __GL_HAS_FIXEDPT flag!\n");
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} else {
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/* a is in */
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if (__GL_FLOAT_LTZ(d2)) {
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/*
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** A is in and B is out. Compute new B
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** coordinate clipped to the plane.
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**
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** NOTE: To avoid cracking in polygons with
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** shared clipped edges we always compute "t"
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** from the out vertex to the in vertex. The
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** above clipping code gets this for free (b is
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** in and a is out). In this code b is out and a
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** is in, so we reverse the t computation and the
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** argument order to (*clip).
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*/
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t = d1 / (d1 - d2);
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(*clip)(&np2, b, a, t);
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((POLYDATA *)&np2)->eye.x =
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t*(((POLYDATA *)b)->eye.x - ((POLYDATA *)a)->eye.x)+
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((POLYDATA *)a)->eye.x;
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((POLYDATA *)&np2)->eye.y =
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t*(((POLYDATA *)b)->eye.y - ((POLYDATA *)a)->eye.y)+
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((POLYDATA *)a)->eye.y;
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((POLYDATA *)&np2)->eye.z =
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t*(((POLYDATA *)b)->eye.z - ((POLYDATA *)a)->eye.z)+
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((POLYDATA *)a)->eye.z;
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((POLYDATA *)&np2)->eye.w =
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t*(((POLYDATA *)b)->eye.w - ((POLYDATA *)a)->eye.w)+
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((POLYDATA *)a)->eye.w;
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b = &np2;
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b->has = a->has;
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ASSERTOPENGL(!(b->has & __GL_HAS_FIXEDPT), "clear __GL_HAS_FIXEDPT flag!\n");
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} else {
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/* A and B are in */
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}
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}
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}
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plane++;
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clipCodes >>= 1;
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} while (clipCodes);
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}
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allClipCodes &= __GL_FRUSTUM_CLIP_MASK;
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if (allClipCodes) {
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i = 0;
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do {
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/*
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** See if this clip plane has anything out of it. If not,
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** press onward to check the next plane. Note that we
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** shift this mask to the right at the bottom of the loop.
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*/
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if (allClipCodes & 1) {
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__GLfloat t, d1, d2;
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if (i & 1)
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{
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d1 = a->clip.w -
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*(__GLfloat *)((GLubyte *)a + __glFrustumOffsets[i]);
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d2 = b->clip.w -
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*(__GLfloat *)((GLubyte *)b + __glFrustumOffsets[i]);
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}
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else
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{
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d1 = *(__GLfloat *)((GLubyte *)a + __glFrustumOffsets[i]) +
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a->clip.w;
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d2 = *(__GLfloat *)((GLubyte *)b + __glFrustumOffsets[i]) +
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b->clip.w;
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}
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if (__GL_FLOAT_LTZ(d1)) {
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/* a is out */
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if (__GL_FLOAT_LTZ(d2)) {
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/* a & b are out */
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FPU_RESTORE_MODE();
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return;
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}
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/*
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** A is out and B is in. Compute new A coordinate
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** clipped to the plane.
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*/
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t = d2 / (d2 - d1);
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(*clip)(&np1, a, b, t);
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a = &np1;
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a->has = b->has;
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ASSERTOPENGL(!(a->has & __GL_HAS_FIXEDPT), "clear __GL_HAS_FIXEDPT flag!\n");
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} else {
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/* a is in */
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if (__GL_FLOAT_LTZ(d2)) {
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/*
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** A is in and B is out. Compute new B
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** coordinate clipped to the plane.
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**
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** NOTE: To avoid cracking in polygons with
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** shared clipped edges we always compute "t"
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** from the out vertex to the in vertex. The
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** above clipping code gets this for free (b is
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** in and a is out). In this code b is out and a
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** is in, so we reverse the t computation and the
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** argument order to (*clip).
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*/
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t = d1 / (d1 - d2);
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(*clip)(&np2, b, a, t);
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b = &np2;
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b->has = a->has;
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ASSERTOPENGL(!(b->has & __GL_HAS_FIXEDPT), "clear __GL_HAS_FIXEDPT flag!\n");
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} else {
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/* A and B are in */
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}
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}
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}
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i++;
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allClipCodes >>= 1;
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} while (allClipCodes);
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}
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vp = &gc->state.viewport;
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vpXCenter = vp->xCenter;
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vpYCenter = vp->yCenter;
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vpZCenter = vp->zCenter;
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vpXScale = vp->xScale;
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vpYScale = vp->yScale;
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vpZScale = vp->zScale;
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/* Compute window coordinates for vertices generated by clipping */
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if (provokingA->clipCode != 0)
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{
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wInv = __glOne / a->clip.w;
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x = a->clip.x;
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y = a->clip.y;
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z = a->clip.z;
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winx = x * vpXScale * wInv + vpXCenter;
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winy = y * vpYScale * wInv + vpYCenter;
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if (winx < gc->transform.fminx)
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winx = gc->transform.fminx;
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else if (winx >= gc->transform.fmaxx)
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winx = gc->transform.fmaxx - gc->constants.viewportEpsilon;
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if (winy < gc->transform.fminy)
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winy = gc->transform.fminy;
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else if (winy >= gc->transform.fmaxy)
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winy = gc->transform.fmaxy - gc->constants.viewportEpsilon;
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a->window.z = z * vpZScale * wInv + vpZCenter;
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a->window.w = wInv;
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a->window.x = winx;
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a->window.y = winy;
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// Update color pointer since this vertex is a new one
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// generated by clipping
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if (gc->state.light.shadingModel == GL_FLAT)
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{
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a->color = &provokingA->colors[__GL_FRONTFACE];
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}
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else
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{
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a->color = &a->colors[__GL_FRONTFACE];
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}
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}
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if (provokingB->clipCode != 0)
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{
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wInv = __glOne / b->clip.w;
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x = b->clip.x;
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y = b->clip.y;
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z = b->clip.z;
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winx = x * vpXScale * wInv + vpXCenter;
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winy = y * vpYScale * wInv + vpYCenter;
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if (winx < gc->transform.fminx)
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winx = gc->transform.fminx;
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else if (winx >= gc->transform.fmaxx)
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winx = gc->transform.fmaxx - gc->constants.viewportEpsilon;
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if (winy < gc->transform.fminy)
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winy = gc->transform.fminy;
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else if (winy >= gc->transform.fmaxy)
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winy = gc->transform.fmaxy - gc->constants.viewportEpsilon;
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b->window.z = z * vpZScale * wInv + vpZCenter;
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b->window.w = wInv;
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b->window.x = winx;
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b->window.y = winy;
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if (gc->state.light.shadingModel == GL_FLAT)
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{
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b->color = &provokingB->colors[__GL_FRONTFACE];
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}
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else
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{
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b->color = &b->colors[__GL_FRONTFACE];
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}
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}
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// Restore the floating-point mode for rendering:
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FPU_RESTORE_MODE();
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/* Validate line state */
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if (gc->state.light.shadingModel == GL_FLAT) {
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// Add the vertices then restore the b color pointer
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//
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// Note that although b is the only new vertex, up
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// to two vertices can be added because each new vertex
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// generated by clipping must be added. For a line where
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// both endpoints are out of the clipping region, both
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// an entry and an exit vertex must be added
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if (provokingA->clipCode != 0)
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{
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// a was out so a new vertex was added at the point of
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// entry
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flags |= __GL_LVERT_FIRST;
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}
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// b is always added since either:
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// b was in and is new so it needs to be added
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// b was out so a new vertex was added at the exit point
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(*gc->procs.renderLine)(gc, a, b, flags);
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#ifndef NT
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b->color = &b->colors[__GL_FRONTFACE];
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#endif
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} else {
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if (provokingA->clipCode != 0)
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{
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flags |= __GL_LVERT_FIRST;
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}
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(*gc->procs.renderLine)(gc, a, b, flags);
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}
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}
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