Source code of Windows XP (NT5)
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/*
** Copyright 1991, 1992, 1993, 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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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.
*/
#include <nt.h>
#include <ntrtl.h>
#include <nturtl.h>
#include <stddef.h>
#include <windows.h>
#include <winddi.h>
#include "render.h"
#include "context.h"
#include "global.h"
#include "gencx.h"
#include "..\inc\wglp.h"
#define FLT_TO_FIX(value) \
*((GLint *)&value) = (GLint)(*((__GLfloat *)&(value)) * (__GLfloat)65536.0)
/* This routine sets gc->polygon.shader.cfb to gc->drawBuffer */
void __fastTriangleSetup(__GLcontext *gc)
{
SPANREC deltaRec;
if (gc->polygon.shader.modeFlags & __GL_SHADE_RGB) {
if (gc->polygon.shader.modeFlags & __GL_SHADE_DITHER) {
__fastRGBSmoothSpanSetup(gc);
__fastRGBFlatSpanSetup(gc);
} else {
__fastRGBNDSmoothSpanSetup(gc);
__fastRGBNDFlatSpanSetup(gc);
}
} else {
if (gc->polygon.shader.modeFlags & __GL_SHADE_DITHER) {
__fastCISmoothSpanSetup(gc);
__fastCIFlatSpanSetup(gc);
} else {
__fastCINDSmoothSpanSetup(gc);
__fastCINDFlatSpanSetup(gc);
}
}
deltaRec.r = 0;
deltaRec.g = 0;
deltaRec.b = 0;
deltaRec.a = 0;
deltaRec.z = 0;
__fastDeltaSpan(gc, &deltaRec); // Set up initial delta values
}
/*static*/ void fastFillSubTriangle(__GLcontext *gc, GLint iyBottom, GLint iyTop)
{
GLint ixLeft, ixRight;
GLint ixLeftFrac, ixRightFrac;
GLint dxLeftFrac, dxRightFrac;
GLint dxLeftLittle, dxRightLittle;
GLint dxLeftBig, dxRightBig;
GLint spanWidth, clipY0, clipY1;
GLuint modeFlags;
__GLGENcontext *gengc = (__GLGENcontext *)gc;
#ifdef NT
__GLstippleWord stackWords[__GL_MAX_STACK_STIPPLE_WORDS];
__GLstippleWord *words;
GLuint maxWidth;
#else
__GLstippleWord words[__GL_MAX_STIPPLE_WORDS];
#endif
__GLspanFunc spanFunc =
((FASTFUNCS *)(*((VOID **)(gengc->pPrivateArea))))->__fastSpanFuncPtr;
#ifdef NT
maxWidth = (gc->transform.clipX1 - gc->transform.clipX0) + 31;
if (maxWidth > __GL_MAX_STACK_STIPPLE_BITS)
{
words = __wglTempAlloc(gc, (maxWidth+__GL_STIPPLE_BITS-1)/8);
if (words == NULL)
{
return;
}
}
else
{
words = stackWords;
}
#endif
ixLeft = gc->polygon.shader.ixLeft;
ixLeftFrac = gc->polygon.shader.ixLeftFrac;
ixRight = gc->polygon.shader.ixRight;
ixRightFrac = gc->polygon.shader.ixRightFrac;
clipY0 = gc->transform.clipY0;
clipY1 = gc->transform.clipY1;
dxLeftFrac = gc->polygon.shader.dxLeftFrac;
dxLeftBig = gc->polygon.shader.dxLeftBig;
dxLeftLittle = gc->polygon.shader.dxLeftLittle;
dxRightFrac = gc->polygon.shader.dxRightFrac;
dxRightBig = gc->polygon.shader.dxRightBig;
dxRightLittle = gc->polygon.shader.dxRightLittle;
modeFlags = gc->polygon.shader.modeFlags;
gc->polygon.shader.stipplePat = words;
if (modeFlags & __GL_SHADE_DEPTH_TEST) {
gc->polygon.shader.zbuf =
__GL_DEPTH_ADDR(&gc->depthBuffer, (__GLzValue*),
ixLeft, iyBottom);
}
gc->polygon.shader.cfb = gc->drawBuffer;
while (iyBottom < iyTop) {
spanWidth = ixRight - ixLeft;
/*
** Only render spans that have non-zero width and which are
** not scissored out vertically.
*/
if ((spanWidth > 0) && (iyBottom >= clipY0) && (iyBottom < clipY1)) {
gc->polygon.shader.frag.x = ixLeft;
gc->polygon.shader.frag.y = iyBottom;
gc->polygon.shader.length = spanWidth;
if (gc->state.raster.drawBuffer == GL_FRONT_AND_BACK) {
gc->polygon.shader.cfb = &gc->frontBuffer;
(*spanFunc)(gc);
if (!((GLint)gc->polygon.shader.cfb->buf.other & DIB_FORMAT))
wglCopyBits(gengc->pdco, gengc->pwo, gengc->ColorsBitmap,
__GL_UNBIAS_X(gc, ixLeft) +
gc->drawBuffer->buf.xOrigin,
__GL_UNBIAS_Y(gc, iyBottom) +
gc->drawBuffer->buf.yOrigin,
spanWidth, TRUE);
gc->polygon.shader.cfb = &gc->backBuffer;
(*spanFunc)(gc);
} else {
(*spanFunc)(gc);
if (!((GLint)gc->drawBuffer->buf.other & DIB_FORMAT))
wglCopyBits(gengc->pdco, gengc->pwo, gengc->ColorsBitmap,
__GL_UNBIAS_X(gc, ixLeft) +
gc->drawBuffer->buf.xOrigin,
__GL_UNBIAS_Y(gc, iyBottom) +
gc->drawBuffer->buf.yOrigin,
spanWidth, TRUE);
}
}
/* Advance right edge fixed point, adjusting for carry */
ixRightFrac += dxRightFrac;
if (ixRightFrac < 0) {
/* Carry/Borrow'd. Use large step */
ixRight += dxRightBig;
ixRightFrac &= ~0x80000000;
} else {
ixRight += dxRightLittle;
}
iyBottom++;
ixLeftFrac += dxLeftFrac;
if (ixLeftFrac < 0) {
/* Carry/Borrow'd. Use large step */
ixLeft += dxLeftBig;
ixLeftFrac &= ~0x80000000;
if (modeFlags & __GL_SHADE_RGB) {
if (modeFlags & __GL_SHADE_SMOOTH) {
*((GLint *)&gc->polygon.shader.frag.color.r) +=
*((GLint *)&gc->polygon.shader.rBig);
*((GLint *)&gc->polygon.shader.frag.color.g) +=
*((GLint *)&gc->polygon.shader.gBig);
*((GLint *)&gc->polygon.shader.frag.color.b) +=
*((GLint *)&gc->polygon.shader.bBig);
*((GLint *)&gc->polygon.shader.frag.color.a) +=
*((GLint *)&gc->polygon.shader.aBig);
}
} else {
if (modeFlags & __GL_SHADE_SMOOTH) {
*((GLint *)&gc->polygon.shader.frag.color.r) +=
*((GLint *)&gc->polygon.shader.rBig);
}
}
if (modeFlags & __GL_SHADE_DEPTH_ITER) {
gc->polygon.shader.frag.z += gc->polygon.shader.zBig;
}
if (modeFlags & __GL_SHADE_DEPTH_TEST) {
/* The implicit multiply is taken out of the loop */
gc->polygon.shader.zbuf = (__GLzValue*)
((GLubyte*) gc->polygon.shader.zbuf
+ gc->polygon.shader.zbufBig);
}
} else {
/* Use small step */
ixLeft += dxLeftLittle;
if (modeFlags & __GL_SHADE_RGB) {
if (modeFlags & __GL_SHADE_SMOOTH) {
*((GLint *)&gc->polygon.shader.frag.color.r) +=
*((GLint *)&gc->polygon.shader.rLittle);
*((GLint *)&gc->polygon.shader.frag.color.g) +=
*((GLint *)&gc->polygon.shader.gLittle);
*((GLint *)&gc->polygon.shader.frag.color.b) +=
*((GLint *)&gc->polygon.shader.bLittle);
*((GLint *)&gc->polygon.shader.frag.color.a) +=
*((GLint *)&gc->polygon.shader.aLittle);
}
} else {
if (modeFlags & __GL_SHADE_SMOOTH) {
*((GLint *)&gc->polygon.shader.frag.color.r) +=
*((GLint *)&gc->polygon.shader.rLittle);
}
}
if (modeFlags & __GL_SHADE_DEPTH_ITER) {
gc->polygon.shader.frag.z += gc->polygon.shader.zLittle;
}
if (modeFlags & __GL_SHADE_DEPTH_TEST) {
/* The implicit multiply is taken out of the loop */
gc->polygon.shader.zbuf = (__GLzValue*)
((GLubyte*) gc->polygon.shader.zbuf
+ gc->polygon.shader.zbufLittle);
}
}
}
gc->polygon.shader.ixLeft = ixLeft;
gc->polygon.shader.ixLeftFrac = ixLeftFrac;
gc->polygon.shader.ixRight = ixRight;
gc->polygon.shader.ixRightFrac = ixRightFrac;
#ifdef NT
if (maxWidth > __GL_MAX_STACK_STIPPLE_BITS)
{
__wglTempFree(gc, words);
}
#endif
}
#define __TWO_31 ((__GLfloat) 2147483648.0)
#define __FRACTION(result,f) \
result = (GLint) ((f) * __TWO_31)
static void SnapXLeft(__GLcontext *gc, __GLfloat xLeft, __GLfloat dxdyLeft)
{
__GLfloat little, dx;
GLint ixLeft, ixLeftFrac, frac, lineBytes, elementSize, ilittle, ibig;
ixLeft = (GLint) xLeft;
dx = xLeft - ixLeft;
__FRACTION(ixLeftFrac,dx);
/* Pre-add .5 to allow truncation in spanWidth calculation */
ixLeftFrac += 0x40000000;
gc->polygon.shader.ixLeft = ixLeft + (((GLuint) ixLeftFrac) >> 31);
gc->polygon.shader.ixLeftFrac = ixLeftFrac & ~0x80000000;
/* Compute big and little steps */
ilittle = (GLint) dxdyLeft;
little = (__GLfloat) ilittle;
if (dxdyLeft < 0) {
ibig = ilittle - 1;
dx = little - dxdyLeft;
__FRACTION(frac,dx);
gc->polygon.shader.dxLeftFrac = -frac;
} else {
ibig = ilittle + 1;
dx = dxdyLeft - little;
__FRACTION(frac,dx);
gc->polygon.shader.dxLeftFrac = frac;
}
if (gc->polygon.shader.modeFlags & __GL_SHADE_DEPTH_TEST) {
/*
** Compute the big and little depth buffer steps. We walk the
** memory pointers for the depth buffer along the edge of the
** triangle as we walk the edge. This way we don't have to
** recompute the buffer address as we go.
*/
elementSize = gc->depthBuffer.buf.elementSize;
lineBytes = elementSize * gc->depthBuffer.buf.outerWidth;
gc->polygon.shader.zbufLittle = lineBytes + ilittle * elementSize;
gc->polygon.shader.zbufBig = lineBytes + ibig * elementSize;
}
gc->polygon.shader.dxLeftLittle = ilittle;
gc->polygon.shader.dxLeftBig = ibig;
}
static void SnapXRight(__GLshade *sh, __GLfloat xRight, __GLfloat dxdyRight)
{
__GLfloat little, big, dx;
GLint ixRight, ixRightFrac, frac;
ixRight = (GLint) xRight;
dx = xRight - ixRight;
__FRACTION(ixRightFrac,dx);
/* Pre-add .5 to allow truncation in spanWidth calculation */
ixRightFrac += 0x40000000;
sh->ixRight = ixRight + (((GLuint) ixRightFrac) >> 31);
sh->ixRightFrac = ixRightFrac & ~0x80000000;
/* Compute big and little steps */
little = (__GLfloat) ((GLint) dxdyRight);
if (dxdyRight < 0) {
big = little - 1;
dx = little - dxdyRight;
__FRACTION(frac,dx);
sh->dxRightFrac = -frac;
} else {
big = little + 1;
dx = dxdyRight - little;
__FRACTION(frac,dx);
sh->dxRightFrac = frac;
}
sh->dxRightLittle = (GLint) little;
sh->dxRightBig = (GLint) big;
}
static void SetInitialParameters(__GLshade *sh, const __GLvertex *a,
const __GLcolor *ac, __GLfloat aFog,
__GLfloat dx, __GLfloat dy)
{
__GLfloat little = sh->dxLeftLittle;
__GLfloat big = sh->dxLeftBig;
GLuint modeFlags = sh->modeFlags;
if (big > little) {
if (modeFlags & __GL_SHADE_RGB) {
if (modeFlags & __GL_SHADE_SMOOTH) {
sh->frag.color.r = ac->r + dx*sh->drdx + dy*sh->drdy;
sh->rLittle = sh->drdy + little * sh->drdx;
sh->rBig = sh->rLittle + sh->drdx;
sh->frag.color.g = ac->g + dx*sh->dgdx + dy*sh->dgdy;
sh->gLittle = sh->dgdy + little * sh->dgdx;
sh->gBig = sh->gLittle + sh->dgdx;
sh->frag.color.b = ac->b + dx*sh->dbdx + dy*sh->dbdy;
sh->bLittle = sh->dbdy + little * sh->dbdx;
sh->bBig = sh->bLittle + sh->dbdx;
sh->frag.color.a = ac->a + dx*sh->dadx + dy*sh->dady;
sh->aLittle = sh->dady + little * sh->dadx;
sh->aBig =sh->aLittle + sh->dadx;
FLT_TO_FIX(sh->frag.color.r);
FLT_TO_FIX(sh->frag.color.g);
FLT_TO_FIX(sh->frag.color.b);
FLT_TO_FIX(sh->frag.color.a);
FLT_TO_FIX(sh->rLittle);
FLT_TO_FIX(sh->gLittle);
FLT_TO_FIX(sh->bLittle);
FLT_TO_FIX(sh->aLittle);
FLT_TO_FIX(sh->rBig);
FLT_TO_FIX(sh->gBig);
FLT_TO_FIX(sh->bBig);
FLT_TO_FIX(sh->aBig);
}
} else {
if (modeFlags & __GL_SHADE_SMOOTH) {
sh->frag.color.r = ac->r + dx*sh->drdx + dy*sh->drdy;
sh->rLittle = sh->drdy + little * sh->drdx;
sh->rBig = sh->rLittle + sh->drdx;
FLT_TO_FIX(sh->frag.color.r);
FLT_TO_FIX(sh->rLittle);
FLT_TO_FIX(sh->rBig);
}
}
if (modeFlags & __GL_SHADE_DEPTH_ITER) {
__GLfloat zLittle;
sh->frag.z = (__GLzValue)
(a->window.z + dx*sh->dzdxf + dy*sh->dzdyf);
zLittle = sh->dzdyf + little * sh->dzdxf;
sh->zLittle = (GLint)zLittle;
sh->zBig = (GLint)(zLittle + sh->dzdxf);
}
if (modeFlags & __GL_SHADE_SLOW_FOG) {
sh->frag.f = aFog + dx*sh->dfdx + dy*sh->dfdy;
sh->fLittle = sh->dfdy + little * sh->dfdx;
sh->fBig = sh->fLittle + sh->dfdx;
FLT_TO_FIX(sh->frag.f);
FLT_TO_FIX(sh->fLittle);
FLT_TO_FIX(sh->fBig);
}
} else {
if (modeFlags & __GL_SHADE_RGB) {
if (modeFlags & __GL_SHADE_SMOOTH) {
sh->frag.color.r = ac->r + dx*sh->drdx + dy*sh->drdy;
sh->rLittle = sh->drdy + little * sh->drdx;
sh->rBig = sh->rLittle - sh->drdx;
sh->frag.color.g = ac->g + dx*sh->dgdx + dy*sh->dgdy;
sh->gLittle = sh->dgdy + little * sh->dgdx;
sh->gBig = sh->gLittle - sh->dgdx;
sh->frag.color.b = ac->b + dx*sh->dbdx + dy*sh->dbdy;
sh->bLittle = sh->dbdy + little * sh->dbdx;
sh->bBig = sh->bLittle - sh->dbdx;
sh->frag.color.a = ac->a + dx*sh->dadx + dy*sh->dady;
sh->aLittle = sh->dady + little * sh->dadx;
sh->aBig =sh->aLittle - sh->dadx;
FLT_TO_FIX(sh->frag.color.r);
FLT_TO_FIX(sh->frag.color.g);
FLT_TO_FIX(sh->frag.color.b);
FLT_TO_FIX(sh->frag.color.a);
FLT_TO_FIX(sh->rLittle);
FLT_TO_FIX(sh->gLittle);
FLT_TO_FIX(sh->bLittle);
FLT_TO_FIX(sh->aLittle);
FLT_TO_FIX(sh->rBig);
FLT_TO_FIX(sh->gBig);
FLT_TO_FIX(sh->bBig);
FLT_TO_FIX(sh->aBig);
}
} else {
if (modeFlags & __GL_SHADE_SMOOTH) {
sh->frag.color.r = ac->r + dx*sh->drdx + dy*sh->drdy;
sh->rLittle = sh->drdy + little * sh->drdx;
sh->rBig = sh->rLittle - sh->drdx;
FLT_TO_FIX(sh->frag.color.r);
FLT_TO_FIX(sh->rLittle);
FLT_TO_FIX(sh->rBig);
}
}
if (modeFlags & __GL_SHADE_DEPTH_ITER) {
__GLfloat zLittle;
sh->frag.z = (__GLzValue)
(a->window.z + dx*sh->dzdxf + dy*sh->dzdyf);
zLittle = sh->dzdyf + little * sh->dzdxf;
sh->zLittle = (GLint)zLittle;
sh->zBig = (GLint)(zLittle - sh->dzdxf);
}
if (modeFlags & __GL_SHADE_SLOW_FOG) {
sh->frag.f = aFog + dx*sh->dfdx + dy*sh->dfdy;
sh->fLittle = sh->dfdy + little * sh->dfdx;
sh->fBig = sh->fLittle - sh->dfdx;
FLT_TO_FIX(sh->frag.f);
FLT_TO_FIX(sh->fLittle);
FLT_TO_FIX(sh->fBig);
}
}
}
void __fastFillTriangle(__GLcontext *gc, __GLvertex *a, __GLvertex *b,
__GLvertex *c, GLboolean ccw)
{
__GLfloat oneOverArea, t1, t2, t3, t4;
__GLfloat dxAC, dxBC, dyAC, dyBC;
__GLfloat aFog, bFog;
__GLfloat dxAB, dyAB;
__GLfloat dx, dy, dxdyLeft, dxdyRight;
__GLcolor *ac, *bc;
GLint aIY, bIY, cIY;
GLuint modeFlags;
SPANREC deltaRec;
/* Pre-compute one over polygon area */
oneOverArea = __glOne / gc->polygon.shader.area;
/* Fetch some stuff we are going to reuse */
modeFlags = gc->polygon.shader.modeFlags;
dxAC = gc->polygon.shader.dxAC;
dxBC = gc->polygon.shader.dxBC;
dyAC = gc->polygon.shader.dyAC;
dyBC = gc->polygon.shader.dyBC;
ac = a->color;
bc = b->color;
/*
** Compute delta values for unit changes in x or y for each
** parameter.
*/
t1 = dyAC * oneOverArea;
t2 = dyBC * oneOverArea;
t3 = dxAC * oneOverArea;
t4 = dxBC * oneOverArea;
if (modeFlags & __GL_SHADE_RGB) {
if (modeFlags & __GL_SHADE_SMOOTH) {
__GLfloat drAC, dgAC, dbAC, daAC;
__GLfloat drBC, dgBC, dbBC, daBC;
__GLcolor *cc;
cc = c->color;
drAC = ac->r - cc->r;
drBC = bc->r - cc->r;
gc->polygon.shader.drdx = drAC * t2 - drBC * t1;
gc->polygon.shader.drdy = drBC * t3 - drAC * t4;
dgAC = ac->g - cc->g;
dgBC = bc->g - cc->g;
gc->polygon.shader.dgdx = dgAC * t2 - dgBC * t1;
gc->polygon.shader.dgdy = dgBC * t3 - dgAC * t4;
dbAC = ac->b - cc->b;
dbBC = bc->b - cc->b;
gc->polygon.shader.dbdx = dbAC * t2 - dbBC * t1;
gc->polygon.shader.dbdy = dbBC * t3 - dbAC * t4;
daAC = ac->a - cc->a;
daBC = bc->a - cc->a;
gc->polygon.shader.dadx = daAC * t2 - daBC * t1;
gc->polygon.shader.dady = daBC * t3 - daAC * t4;
RtlCopyMemory(&deltaRec.r, &gc->polygon.shader.drdx,
4 * sizeof(__GLfloat));
FLT_TO_FIX(deltaRec.r);
FLT_TO_FIX(deltaRec.g);
FLT_TO_FIX(deltaRec.b);
FLT_TO_FIX(deltaRec.a);
} else {
__GLcolor *flatColor = gc->vertex.provoking->color;
gc->polygon.shader.frag.color.r = flatColor->r;
gc->polygon.shader.frag.color.g = flatColor->g;
gc->polygon.shader.frag.color.b = flatColor->b;
gc->polygon.shader.frag.color.a = flatColor->a;
FLT_TO_FIX(gc->polygon.shader.frag.color.r);
FLT_TO_FIX(gc->polygon.shader.frag.color.g);
FLT_TO_FIX(gc->polygon.shader.frag.color.b);
FLT_TO_FIX(gc->polygon.shader.frag.color.a);
}
} else {
if (modeFlags & __GL_SHADE_SMOOTH) {
__GLfloat drAC;
__GLfloat drBC;
__GLcolor *cc;
cc = c->color;
drAC = ac->r - cc->r;
drBC = bc->r - cc->r;
gc->polygon.shader.drdx = drAC * t2 - drBC * t1;
gc->polygon.shader.drdy = drBC * t3 - drAC * t4;
deltaRec.r = *((GLint *)&gc->polygon.shader.drdx);
FLT_TO_FIX(deltaRec.r);
} else {
__GLcolor *flatColor = gc->vertex.provoking->color;
gc->polygon.shader.frag.color.r = flatColor->r;
FLT_TO_FIX(gc->polygon.shader.frag.color.r);
}
}
if (modeFlags & __GL_SHADE_DEPTH_ITER) {
__GLfloat dzAC, dzBC;
dzAC = a->window.z - c->window.z;
dzBC = b->window.z - c->window.z;
gc->polygon.shader.dzdxf = dzAC * t2 - dzBC * t1;
gc->polygon.shader.dzdyf = dzBC * t3 - dzAC * t4;
deltaRec.z = gc->polygon.shader.dzdx = (GLint) gc->polygon.shader.dzdxf;
}
__fastDeltaSpan(gc, &deltaRec); // Set up span delta values
/* Snap each y coordinate to its pixel center */
aIY = (GLint) (a->window.y + __glHalf);
bIY = (GLint) (b->window.y + __glHalf);
cIY = (GLint) (c->window.y + __glHalf);
/*
** This algorithim always fills from bottom to top, left to right.
** Because of this, ccw triangles are inherently faster because
** the parameter values need not be recomputed.
*/
dxAB = a->window.x - b->window.x;
dyAB = a->window.y - b->window.y;
if (ccw) {
dxdyLeft = dxAC / dyAC;
dy = (aIY + __glHalf) - a->window.y;
SnapXLeft(gc, a->window.x + dy*dxdyLeft, dxdyLeft);
dx = (gc->polygon.shader.ixLeft + __glHalf) - a->window.x;
SetInitialParameters(&gc->polygon.shader, a, ac, aFog, dx, dy);
if (aIY != bIY) {
dxdyRight = dxAB / dyAB;
SnapXRight(&gc->polygon.shader, a->window.x + dy*dxdyRight,
dxdyRight);
fastFillSubTriangle(gc, aIY, bIY);
}
if (bIY != cIY) {
dxdyRight = dxBC / dyBC;
dy = (bIY + __glHalf) - b->window.y;
SnapXRight(&gc->polygon.shader, b->window.x + dy*dxdyRight,
dxdyRight);
fastFillSubTriangle(gc, bIY, cIY);
}
} else {
dxdyRight = dxAC / dyAC;
dy = (aIY + __glHalf) - a->window.y;
SnapXRight(&gc->polygon.shader, a->window.x + dy*dxdyRight, dxdyRight);
if (aIY != bIY) {
dxdyLeft = dxAB / dyAB;
SnapXLeft(gc, a->window.x + dy*dxdyLeft, dxdyLeft);
dx = (gc->polygon.shader.ixLeft + __glHalf) - a->window.x;
SetInitialParameters(&gc->polygon.shader, a, ac, aFog, dx, dy);
fastFillSubTriangle(gc, aIY, bIY);
}
if (bIY != cIY) {
dxdyLeft = dxBC / dyBC;
dy = (bIY + __glHalf) - b->window.y;
SnapXLeft(gc, b->window.x + dy*dxdyLeft, dxdyLeft);
dx = (gc->polygon.shader.ixLeft + __glHalf) - b->window.x;
SetInitialParameters(&gc->polygon.shader, b, bc, bFog, dx, dy);
fastFillSubTriangle(gc, bIY, cIY);
}
}
}