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571 lines
18 KiB
571 lines
18 KiB
/******************************Module*Header*******************************\
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* Module Name: array.h
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*
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* Fast VA_ArrayElement functions.
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*
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* Created: 1-31-1996
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* Author: Hock San Lee [hockl]
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*
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* Copyright (c) 1996 Microsoft Corporation
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\**************************************************************************/
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#ifndef __array_h_
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#define __array_h_
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#define __VA_PD_FLAGS_T2F (POLYDATA_TEXTURE_VALID|POLYDATA_DLIST_TEXTURE2)
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#define __VA_PD_FLAGS_C3F (POLYDATA_COLOR_VALID)
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#define __VA_PD_FLAGS_C4F (POLYDATA_COLOR_VALID| POLYDATA_DLIST_COLOR_4)
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#define __VA_PD_FLAGS_N3F (POLYDATA_NORMAL_VALID)
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#define __VA_PD_FLAGS_V2F (POLYDATA_VERTEX2)
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#define __VA_PD_FLAGS_V3F (POLYDATA_VERTEX3)
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#define __VA_PD_FLAGS_V4F (POLYDATA_VERTEX4)
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#define __VA_PA_FLAGS_T2F (POLYARRAY_TEXTURE2)
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#define __VA_PA_FLAGS_C3F (0)
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#define __VA_PA_FLAGS_C4F (0)
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#define __VA_PA_FLAGS_N3F (0)
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#define __VA_PA_FLAGS_V2F (POLYARRAY_VERTEX2)
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#define __VA_PA_FLAGS_V3F (POLYARRAY_VERTEX3)
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#define __VA_PA_FLAGS_V4F (POLYARRAY_VERTEX4)
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#endif // __array_h_
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#ifdef __VA_ARRAY_ELEMENT_V2F
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#define __VA_NAME VA_ArrayElement_V2F
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#define __VA_NAMEB VA_ArrayElement_V2F_B
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#define __VA_NAMEBI VA_ArrayElement_V2F_BI
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#define __VA_T2F 0
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#define __VA_C3F 0
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#define __VA_C4F 0
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#define __VA_N3F 0
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#define __VA_V2F 1
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#define __VA_V3F 0
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#define __VA_V4F 0
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#endif
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#ifdef __VA_ARRAY_ELEMENT_V3F
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#define __VA_NAME VA_ArrayElement_V3F
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#define __VA_NAMEB VA_ArrayElement_V3F_B
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#define __VA_NAMEBI VA_ArrayElement_V3F_BI
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#define __VA_T2F 0
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#define __VA_C3F 0
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#define __VA_C4F 0
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#define __VA_N3F 0
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#define __VA_V2F 0
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#define __VA_V3F 1
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#define __VA_V4F 0
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#endif
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#ifdef __VA_ARRAY_ELEMENT_C3F_V3F
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#define __VA_NAME VA_ArrayElement_C3F_V3F
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#define __VA_NAMEB VA_ArrayElement_C3F_V3F_B
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#define __VA_NAMEBI VA_ArrayElement_C3F_V3F_BI
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#define __VA_T2F 0
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#define __VA_C3F 1
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#define __VA_C4F 0
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#define __VA_N3F 0
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#define __VA_V2F 0
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#define __VA_V3F 1
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#define __VA_V4F 0
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#endif
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#ifdef __VA_ARRAY_ELEMENT_N3F_V3F
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#define __VA_NAME VA_ArrayElement_N3F_V3F
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#define __VA_NAMEB VA_ArrayElement_N3F_V3F_B
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#define __VA_NAMEBI VA_ArrayElement_N3F_V3F_BI
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#define __VA_T2F 0
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#define __VA_C3F 0
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#define __VA_C4F 0
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#define __VA_N3F 1
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#define __VA_V2F 0
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#define __VA_V3F 1
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#define __VA_V4F 0
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#endif
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#ifdef __VA_ARRAY_ELEMENT_C3F_N3F_V3F
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#define __VA_NAME VA_ArrayElement_C3F_N3F_V3F
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#define __VA_NAMEB VA_ArrayElement_C3F_N3F_V3F_B
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#define __VA_NAMEBI VA_ArrayElement_C3F_N3F_V3F_BI
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#define __VA_T2F 0
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#define __VA_C3F 1
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#define __VA_C4F 0
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#define __VA_N3F 1
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#define __VA_V2F 0
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#define __VA_V3F 1
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#define __VA_V4F 0
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#endif
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#ifdef __VA_ARRAY_ELEMENT_C4F_N3F_V3F
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#define __VA_NAME VA_ArrayElement_C4F_N3F_V3F
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#define __VA_NAMEB VA_ArrayElement_C4F_N3F_V3F_B
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#define __VA_NAMEBI VA_ArrayElement_C4F_N3F_V3F_BI
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#define __VA_T2F 0
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#define __VA_C3F 0
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#define __VA_C4F 1
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#define __VA_N3F 1
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#define __VA_V2F 0
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#define __VA_V3F 1
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#define __VA_V4F 0
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#endif
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#ifdef __VA_ARRAY_ELEMENT_T2F_V3F
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#define __VA_NAME VA_ArrayElement_T2F_V3F
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#define __VA_NAMEB VA_ArrayElement_T2F_V3F_B
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#define __VA_NAMEBI VA_ArrayElement_T2F_V3F_BI
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#define __VA_T2F 1
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#define __VA_C3F 0
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#define __VA_C4F 0
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#define __VA_N3F 0
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#define __VA_V2F 0
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#define __VA_V3F 1
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#define __VA_V4F 0
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#endif
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#ifdef __VA_ARRAY_ELEMENT_T2F_C3F_V3F
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#define __VA_NAME VA_ArrayElement_T2F_C3F_V3F
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#define __VA_NAMEB VA_ArrayElement_T2F_C3F_V3F_B
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#define __VA_NAMEBI VA_ArrayElement_T2F_C3F_V3F_BI
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#define __VA_T2F 1
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#define __VA_C3F 1
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#define __VA_C4F 0
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#define __VA_N3F 0
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#define __VA_V2F 0
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#define __VA_V3F 1
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#define __VA_V4F 0
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#endif
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#ifdef __VA_ARRAY_ELEMENT_T2F_N3F_V3F
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#define __VA_NAME VA_ArrayElement_T2F_N3F_V3F
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#define __VA_NAMEB VA_ArrayElement_T2F_N3F_V3F_B
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#define __VA_NAMEBI VA_ArrayElement_T2F_N3F_V3F_BI
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#define __VA_T2F 1
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#define __VA_C3F 0
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#define __VA_C4F 0
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#define __VA_N3F 1
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#define __VA_V2F 0
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#define __VA_V3F 1
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#define __VA_V4F 0
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#endif
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#ifdef __VA_ARRAY_ELEMENT_T2F_C3F_N3F_V3F
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#define __VA_NAME VA_ArrayElement_T2F_C3F_N3F_V3F
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#define __VA_NAMEB VA_ArrayElement_T2F_C3F_N3F_V3F_B
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#define __VA_NAMEBI VA_ArrayElement_T2F_C3F_N3F_V3F_BI
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#define __VA_T2F 1
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#define __VA_C3F 1
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#define __VA_C4F 0
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#define __VA_N3F 1
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#define __VA_V2F 0
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#define __VA_V3F 1
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#define __VA_V4F 0
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#endif
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#ifdef __VA_ARRAY_ELEMENT_T2F_C4F_N3F_V3F
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#define __VA_NAME VA_ArrayElement_T2F_C4F_N3F_V3F
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#define __VA_NAMEB VA_ArrayElement_T2F_C4F_N3F_V3F_B
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#define __VA_NAMEBI VA_ArrayElement_T2F_C4F_N3F_V3F_BI
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#define __VA_T2F 1
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#define __VA_C3F 0
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#define __VA_C4F 1
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#define __VA_N3F 1
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#define __VA_V2F 0
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#define __VA_V3F 1
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#define __VA_V4F 0
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#endif
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/*************************************************************************/
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// Compute pd flags and pa flags
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#if __VA_T2F
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#define __VA_PD_FLAGS_T __VA_PD_FLAGS_T2F
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#define __VA_PA_FLAGS_T __VA_PA_FLAGS_T2F
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#else
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#define __VA_PD_FLAGS_T 0
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#define __VA_PA_FLAGS_T 0
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#endif
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#if __VA_C3F
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#define __VA_PD_FLAGS_C __VA_PD_FLAGS_C3F
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#define __VA_PA_FLAGS_C __VA_PA_FLAGS_C3F
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#elif __VA_C4F
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#define __VA_PD_FLAGS_C __VA_PD_FLAGS_C4F
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#define __VA_PA_FLAGS_C __VA_PA_FLAGS_C4F
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#else
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#define __VA_PD_FLAGS_C 0
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#define __VA_PA_FLAGS_C 0
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#endif
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#if __VA_N3F
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#define __VA_PD_FLAGS_N __VA_PD_FLAGS_N3F
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#define __VA_PA_FLAGS_N __VA_PA_FLAGS_N3F
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#else
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#define __VA_PD_FLAGS_N 0
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#define __VA_PA_FLAGS_N 0
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#endif
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#if __VA_V2F
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#define __VA_PD_FLAGS_V __VA_PD_FLAGS_V2F
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#define __VA_PA_FLAGS_V __VA_PA_FLAGS_V2F
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#elif __VA_V3F
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#define __VA_PD_FLAGS_V __VA_PD_FLAGS_V3F
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#define __VA_PA_FLAGS_V __VA_PA_FLAGS_V3F
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#elif __VA_V4F
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#define __VA_PD_FLAGS_V __VA_PD_FLAGS_V4F
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#define __VA_PA_FLAGS_V __VA_PA_FLAGS_V4F
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#endif
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#define __VA_PD_FLAGS \
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(__VA_PD_FLAGS_T|__VA_PD_FLAGS_C|__VA_PD_FLAGS_N|__VA_PD_FLAGS_V)
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#define __VA_PA_FLAGS \
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(__VA_PA_FLAGS_T|__VA_PA_FLAGS_C|__VA_PA_FLAGS_N|__VA_PA_FLAGS_V)
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#define VA_COPY_VERTEX_V2F(dataCoord) \
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pd->obj.x = ((__GLcoord *) dataCoord)->x; \
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pd->obj.y = ((__GLcoord *) dataCoord)->y; \
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pd->obj.z = __glZero; \
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pd->obj.w = __glOne;
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#define VA_COPY_VERTEX_V3F(dataCoord) \
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pd->obj.x = ((__GLcoord *) dataCoord)->x; \
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pd->obj.y = ((__GLcoord *) dataCoord)->y; \
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pd->obj.z = ((__GLcoord *) dataCoord)->z; \
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pd->obj.w = __glOne;
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#define VA_COPY_VERTEX_V4F(dataCoord) \
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pd->obj = *((__GLcoord *) data);
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#define VA_COPY_TEXTURE_T2F(dataTexture) \
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pd->texture.x = ((__GLcoord *) dataTexture)->x; \
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pd->texture.y = ((__GLcoord *) dataTexture)->y; \
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pd->texture.z = __glZero; \
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pd->texture.w = __glOne;
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#define VA_COPY_COLOR_C3F(dataColor) \
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__GL_SCALE_AND_CHECK_CLAMP_RGB(pd->colors[0].r, \
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pd->colors[0].g, \
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pd->colors[0].b, \
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gc, pa->flags, \
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((__GLcolor *) dataColor)->r, \
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((__GLcolor *) dataColor)->g, \
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((__GLcolor *) dataColor)->b); \
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pd->colors[0].a = gc->alphaVertexScale;
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#define VA_COPY_COLOR_C4F(dataColor) \
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__GL_SCALE_AND_CHECK_CLAMP_RGBA(pd->colors[0].r, \
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pd->colors[0].g, \
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pd->colors[0].b, \
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pd->colors[0].a, \
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gc, pa->flags, \
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((__GLcolor *) dataColor)->r, \
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((__GLcolor *) dataColor)->g, \
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((__GLcolor *) dataColor)->b, \
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((__GLcolor *) dataColor)->a);
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#define VA_COPY_NORMAL_N3F(dataNormal) \
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pd->normal.x = ((__GLcoord *) dataNormal)->x; \
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pd->normal.y = ((__GLcoord *) dataNormal)->y; \
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pd->normal.z = ((__GLcoord *) dataNormal)->z;
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/*************************************************************************/
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// Define a fast VA_ArrayElement function for batch mode.
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// This function is called in Begin and in RGBA mode only!
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//
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void FASTCALL __VA_NAMEB(__GLcontext *gc, GLint firstIndex, GLint nVertices)
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{
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POLYARRAY* const pa = gc->paTeb;
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POLYDATA* pd;
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const GLbyte *dataCoord = gc->vertexArray.vertex.pointer;
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const int coordStride = gc->vertexArray.vertex.ibytes;
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#if __VA_N3F
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const GLbyte *dataNormal = gc->vertexArray.normal.pointer;
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const int normalStride = gc->vertexArray.normal.ibytes;
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#endif
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#if __VA_T2F
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const GLbyte *dataTexture = gc->vertexArray.texCoord.pointer;
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const int textureStride = gc->vertexArray.texCoord.ibytes;
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#endif
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#if __VA_C3F || __VA_C4F
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const GLbyte *dataColor = gc->vertexArray.color.pointer;
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const int colorStride = gc->vertexArray.color.ibytes;
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#endif
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if (firstIndex != 0)
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{
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dataCoord += firstIndex*coordStride;
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#if __VA_N3F
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dataNormal += firstIndex*normalStride;
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#endif
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#if __VA_T2F
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dataTexture+= firstIndex*textureStride;
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#endif
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#if __VA_C3F || __VA_C4F
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dataColor += firstIndex*colorStride;
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#endif
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}
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ASSERTOPENGL(pa->flags & POLYARRAY_IN_BEGIN,
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"VA_ArrayElement called outside Begin!\n");
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while (nVertices > 0)
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{
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int n, nProcess;
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int needFlush = FALSE;
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pa->flags |= __VA_PA_FLAGS;
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pd = pa->pdNextVertex;
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if (&pd[nVertices-1] >= pa->pdFlush)
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{
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nProcess = (int)((ULONG_PTR)(pa->pdFlush - pd) + 1);
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needFlush = TRUE;
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}
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else
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nProcess = nVertices;
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for (n=nProcess; n > 0; n--)
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{
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// Update pd attributes.
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pd->flags = __VA_PD_FLAGS;
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#if __VA_V2F
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VA_COPY_VERTEX_V2F(dataCoord);
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#elif __VA_V3F
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VA_COPY_VERTEX_V3F(dataCoord);
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#elif __VA_V4F
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VA_COPY_VERTEX_V4F(dataCoord);
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#endif
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dataCoord += coordStride;
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#if __VA_T2F
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VA_COPY_TEXTURE_T2F(dataTexture);
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dataTexture += textureStride;
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#endif
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#if __VA_C3F
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// Color
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VA_COPY_COLOR_C3F(dataColor);
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dataColor += colorStride;
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#elif __VA_C4F
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// Color
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VA_COPY_COLOR_C4F(dataColor);
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dataColor += colorStride;
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#endif
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#if __VA_N3F
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// Normal
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VA_COPY_NORMAL_N3F(dataNormal);
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dataNormal += normalStride;
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#endif
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pd++;
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} // End of loop
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pa->pdNextVertex = pd;
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pd->flags = 0;
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pd--;
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#if __VA_T2F
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pa->pdCurTexture = pd;
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#endif
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#if __VA_C3F || __VA_C4F
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pa->pdCurColor = pd;
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#endif
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#if __VA_N3F
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pa->pdCurNormal = pd;
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#endif
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nVertices-= nProcess;
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if (needFlush)
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PolyArrayFlushPartialPrimitive();
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}
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}
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/*************************************************************************/
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// Define a fast VA_ArrayElement function for batch indirect mode.
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// This function is called in Begin and in RGBA mode only!
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//
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void FASTCALL __VA_NAMEBI(__GLcontext *gc, GLint nVertices, VAMAP* indices)
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{
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POLYARRAY* const pa = gc->paTeb;
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POLYDATA* pd;
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const GLbyte *dataCoord0 = gc->vertexArray.vertex.pointer;
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const int coordStride = gc->vertexArray.vertex.ibytes;
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#if __VA_N3F
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const GLbyte *dataNormal0 = gc->vertexArray.normal.pointer;
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const int normalStride = gc->vertexArray.normal.ibytes;
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#endif
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#if __VA_T2F
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const GLbyte *dataTexture0 = gc->vertexArray.texCoord.pointer;
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const int textureStride = gc->vertexArray.texCoord.ibytes;
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#endif
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#if __VA_C3F || __VA_C4F
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const GLbyte *dataColor0 = gc->vertexArray.color.pointer;
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const int colorStride = gc->vertexArray.color.ibytes;
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#endif
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ASSERTOPENGL(pa->flags & POLYARRAY_IN_BEGIN,
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"VA_ArrayElement called outside Begin!\n");
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while (nVertices > 0)
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{
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int n, nProcess;
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int needFlush = FALSE;
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pa->flags |= __VA_PA_FLAGS;
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pd = pa->pdNextVertex;
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if (&pd[nVertices-1] >= pa->pdFlush)
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{
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nProcess = (int)((ULONG_PTR)(pa->pdFlush - pd) + 1);
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needFlush = TRUE;
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}
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else
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nProcess = nVertices;
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for (n=nProcess; n > 0; n--)
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{
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int i = indices->iIn;
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const GLbyte* dataCoord;
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#if __VA_N3F
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const GLbyte* dataNormal;
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#endif
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#if __VA_C3F || __VA_C4F
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const GLbyte* dataColor;
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#endif
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#if __VA_T2F
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const GLbyte* dataTexture;
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#endif
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indices++;
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// Update pd attributes.
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pd->flags = __VA_PD_FLAGS;
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dataCoord = dataCoord0 + i * coordStride;
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#if __VA_V2F
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VA_COPY_VERTEX_V2F(dataCoord);
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#elif __VA_V3F
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VA_COPY_VERTEX_V3F(dataCoord);
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#elif __VA_V4F
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VA_COPY_VERTEX_V4F(dataCoord);
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#endif
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#if __VA_T2F
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dataTexture = dataTexture0 + i * textureStride;
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VA_COPY_TEXTURE_T2F(dataTexture);
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#endif
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#if __VA_C3F
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// Color
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dataColor = dataColor0 + i * colorStride;
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VA_COPY_COLOR_C3F(dataColor);
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#elif __VA_C4F
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// Color
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dataColor = dataColor0 + i * colorStride;
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VA_COPY_COLOR_C4F(dataColor);
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#endif
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#if __VA_N3F
|
|
// Normal
|
|
dataNormal = dataNormal0 + i * normalStride;
|
|
VA_COPY_NORMAL_N3F(dataNormal);
|
|
#endif
|
|
pd++;
|
|
} // End of loop
|
|
|
|
pa->pdNextVertex = pd;
|
|
pd->flags = 0;
|
|
pd--;
|
|
#if __VA_T2F
|
|
pa->pdCurTexture = pd;
|
|
#endif
|
|
#if __VA_C3F || __VA_C4F
|
|
pa->pdCurColor = pd;
|
|
#endif
|
|
#if __VA_N3F
|
|
pa->pdCurNormal = pd;
|
|
#endif
|
|
nVertices-= nProcess;
|
|
if (needFlush)
|
|
PolyArrayFlushPartialPrimitive();
|
|
}
|
|
}
|
|
/*************************************************************************/
|
|
// Define a fast VA_ArrayElement function.
|
|
// This function is called in Begin and in RGBA mode only!
|
|
void FASTCALL __VA_NAME(__GLcontext *gc, GLint i)
|
|
{
|
|
POLYARRAY *pa;
|
|
POLYDATA *pd;
|
|
const GLbyte *data;
|
|
|
|
pa = gc->paTeb;
|
|
|
|
ASSERTOPENGL(pa->flags & POLYARRAY_IN_BEGIN,
|
|
"VA_ArrayElement called outside Begin!\n");
|
|
|
|
// Update pa fields.
|
|
|
|
pa->flags |= __VA_PA_FLAGS;
|
|
pd = pa->pdNextVertex++;
|
|
|
|
#if __VA_T2F
|
|
pa->pdCurTexture = pd;
|
|
#endif
|
|
#if __VA_C3F || __VA_C4F
|
|
pa->pdCurColor = pd;
|
|
#endif
|
|
#if __VA_N3F
|
|
pa->pdCurNormal = pd;
|
|
#endif
|
|
|
|
// Update pd attributes.
|
|
|
|
pd->flags |= __VA_PD_FLAGS;
|
|
|
|
data = gc->vertexArray.vertex.pointer + i * gc->vertexArray.vertex.ibytes;
|
|
#if __VA_V2F
|
|
VA_COPY_VERTEX_V2F(data);
|
|
#elif __VA_V3F
|
|
VA_COPY_VERTEX_V3F(data);
|
|
#elif __VA_V4F
|
|
VA_COPY_VERTEX_V4F(data);
|
|
#endif
|
|
|
|
#if __VA_T2F
|
|
data = gc->vertexArray.texCoord.pointer + i * gc->vertexArray.texCoord.ibytes;
|
|
VA_COPY_TEXTURE_T2F(data);
|
|
#endif
|
|
|
|
#if __VA_C3F
|
|
data = gc->vertexArray.color.pointer + i * gc->vertexArray.color.ibytes;
|
|
VA_COPY_COLOR_C3F(data);
|
|
#elif __VA_C4F
|
|
data = gc->vertexArray.color.pointer + i * gc->vertexArray.color.ibytes;
|
|
VA_COPY_COLOR_C4F(data);
|
|
#endif
|
|
|
|
#if __VA_N3F
|
|
// Normal
|
|
data = gc->vertexArray.normal.pointer + i * gc->vertexArray.normal.ibytes;
|
|
VA_COPY_NORMAL_N3F(data);
|
|
#endif
|
|
|
|
pd[1].flags = 0;
|
|
if (pd >= pa->pdFlush)
|
|
PolyArrayFlushPartialPrimitive();
|
|
}
|
|
|
|
#undef __VA_NAMEB
|
|
#undef __VA_NAMEBI
|
|
#undef VA_COPY_VERTEX_V2F
|
|
#undef VA_COPY_VERTEX_V3F
|
|
#undef VA_COPY_VERTEX_V4F
|
|
#undef VA_COPY_TEXTURE
|
|
#undef VA_COPY_COLOR_C3F
|
|
#undef VA_COPY_COLOR_C4F
|
|
#undef VA_COPY_NORMAL
|
|
#undef __VA_NAME
|
|
#undef __VA_T2F
|
|
#undef __VA_C3F
|
|
#undef __VA_C4F
|
|
#undef __VA_N3F
|
|
#undef __VA_V2F
|
|
#undef __VA_V3F
|
|
#undef __VA_V4F
|
|
#undef __VA_PD_FLAGS_T
|
|
#undef __VA_PD_FLAGS_C
|
|
#undef __VA_PD_FLAGS_N
|
|
#undef __VA_PD_FLAGS_V
|
|
#undef __VA_PA_FLAGS_T
|
|
#undef __VA_PA_FLAGS_C
|
|
#undef __VA_PA_FLAGS_N
|
|
#undef __VA_PA_FLAGS_V
|
|
#undef __VA_PD_FLAGS
|
|
#undef __VA_PA_FLAGS
|