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619 lines
15 KiB
619 lines
15 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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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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** $Revision: 1.15 $
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** $Date: 1993/10/07 18:46:43 $
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*/
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#include "precomp.h"
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#pragma hdrstop
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GLboolean FASTCALL __glFogSpan(__GLcontext *gc)
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{
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__GLcolor *cp, *fogColor;
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__GLfloat f, oneMinusFog, fog;
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GLint w;
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GLboolean bGrayFog;
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w = gc->polygon.shader.length;
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f = gc->polygon.shader.frag.f;
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cp = gc->polygon.shader.colors;
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fogColor = &gc->state.fog.color;
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#ifdef NT
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bGrayFog = !gc->modes.colorIndexMode
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&& (gc->state.fog.flags & __GL_FOG_GRAY_RGB);
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if (bGrayFog)
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{
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while (--w >= 0)
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{
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__GLfloat delta;
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/* clamp fog value */
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fog = f;
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if (fog < __glZero) fog = __glZero;
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else if (fog > __glOne) fog = __glOne;
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oneMinusFog = __glOne - fog;
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delta = oneMinusFog * fogColor->r;
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/* Blend incoming color against the fog color */
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cp->r = fog * cp->r + delta;
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cp->g = fog * cp->g + delta;
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cp->b = fog * cp->b + delta;
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f += gc->polygon.shader.dfdx;
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cp++;
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}
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}
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else
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#endif
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while (--w >= 0) {
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/* clamp fog value */
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fog = f;
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if (fog < __glZero) fog = __glZero;
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else if (fog > __glOne) fog = __glOne;
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oneMinusFog = __glOne - fog;
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/* Blend incoming color against the fog color */
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if (gc->modes.colorIndexMode) {
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cp->r = cp->r + oneMinusFog * gc->state.fog.index;
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} else {
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cp->r = fog * cp->r + oneMinusFog * fogColor->r;
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cp->g = fog * cp->g + oneMinusFog * fogColor->g;
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cp->b = fog * cp->b + oneMinusFog * fogColor->b;
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}
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f += gc->polygon.shader.dfdx;
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cp++;
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}
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return GL_FALSE;
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}
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GLboolean FASTCALL __glFogStippledSpan(__GLcontext *gc)
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{
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__GLstippleWord bit, inMask, *sp;
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__GLcolor *cp, *fogColor;
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__GLfloat f, oneMinusFog, fog;
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GLint count;
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GLint w;
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GLboolean bGrayFog;
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w = gc->polygon.shader.length;
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sp = gc->polygon.shader.stipplePat;
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f = gc->polygon.shader.frag.f;
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cp = gc->polygon.shader.colors;
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fogColor = &gc->state.fog.color;
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#ifdef NT
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bGrayFog = (gc->state.fog.flags & __GL_FOG_GRAY_RGB) ? GL_TRUE : GL_FALSE;
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#endif
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while (w) {
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count = w;
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if (count > __GL_STIPPLE_BITS) {
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count = __GL_STIPPLE_BITS;
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}
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w -= count;
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inMask = *sp++;
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bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
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while (--count >= 0) {
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if (inMask & bit) {
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/* clamp fog value */
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fog = f;
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if (fog < __glZero) fog = __glZero;
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else if (fog > __glOne) fog = __glOne;
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oneMinusFog = __glOne - fog;
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/* Blend incoming color against the fog color */
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if (gc->modes.colorIndexMode) {
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cp->r = cp->r + oneMinusFog * gc->state.fog.index;
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} else {
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#ifdef NT
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if (bGrayFog)
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{
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__GLfloat delta = oneMinusFog * fogColor->r;
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cp->r = fog * cp->r + delta;
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cp->g = fog * cp->g + delta;
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cp->b = fog * cp->b + delta;
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}
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else
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#endif
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{
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cp->r = fog * cp->r + oneMinusFog * fogColor->r;
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cp->g = fog * cp->g + oneMinusFog * fogColor->g;
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cp->b = fog * cp->b + oneMinusFog * fogColor->b;
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}
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}
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}
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f += gc->polygon.shader.dfdx;
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cp++;
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#ifdef __GL_STIPPLE_MSB
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bit >>= 1;
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#else
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bit <<= 1;
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#endif
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}
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}
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return GL_FALSE;
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}
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/************************************************************************/
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GLboolean FASTCALL __glFogSpanSlow(__GLcontext *gc)
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{
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__GLcolor *cp, *fogColor;
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__GLfloat f, oneMinusFog, fog, eyeZ;
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__GLfloat density, density2neg, end;
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GLint w;
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GLboolean bGrayFog;
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w = gc->polygon.shader.length;
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f = gc->polygon.shader.frag.f;
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cp = gc->polygon.shader.colors;
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fogColor = &gc->state.fog.color;
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density = gc->state.fog.density;
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#ifdef NT
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bGrayFog = (gc->state.fog.flags & __GL_FOG_GRAY_RGB) ? GL_TRUE : GL_FALSE;
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density2neg = gc->state.fog.density2neg;
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#else
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density2 = density * density;
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start = gc->state.fog.start;
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#endif
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end = gc->state.fog.end;
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while (--w >= 0) {
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#ifdef NT
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/* Compute fog value */
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eyeZ = f;
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switch (gc->state.fog.mode) {
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case GL_EXP:
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if (eyeZ < __glZero)
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fog = __GL_POWF(__glE, density * eyeZ);
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else
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fog = __GL_POWF(__glE, -density * eyeZ);
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/* clamp fog value */
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if (fog > __glOne) fog = __glOne;
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break;
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case GL_EXP2:
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fog = __GL_POWF(__glE, density2neg * eyeZ * eyeZ);
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/* clamp fog value */
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if (fog > __glOne) fog = __glOne;
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break;
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case GL_LINEAR:
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if (eyeZ < __glZero)
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fog = (end + eyeZ) * gc->state.fog.oneOverEMinusS;
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else
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fog = (end - eyeZ) * gc->state.fog.oneOverEMinusS;
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/* clamp fog value */
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if (fog < __glZero) fog = __glZero;
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else if (fog > __glOne) fog = __glOne;
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break;
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}
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#else
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/* Compute fog value */
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eyeZ = f;
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if (eyeZ < __glZero) eyeZ = -eyeZ;
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switch (gc->state.fog.mode) {
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case GL_EXP:
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fog = __GL_POWF(__glE, -density * eyeZ);
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break;
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case GL_EXP2:
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fog = __GL_POWF(__glE, -(density2 * eyeZ * eyeZ));
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break;
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case GL_LINEAR:
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fog = (end - eyeZ) * gc->state.fog.oneOverEMinusS;
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break;
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}
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/* clamp fog value */
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if (fog < __glZero) fog = __glZero;
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else if (fog > __glOne) fog = __glOne;
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#endif
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oneMinusFog = __glOne - fog;
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/* Blend incoming color against the fog color */
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if (gc->modes.colorIndexMode) {
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cp->r = cp->r + oneMinusFog * gc->state.fog.index;
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} else {
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#ifdef NT
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if (bGrayFog)
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{
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__GLfloat delta = oneMinusFog * fogColor->r;
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cp->r = fog * cp->r + delta;
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cp->g = fog * cp->g + delta;
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cp->b = fog * cp->b + delta;
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}
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else
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#endif
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{
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cp->r = fog * cp->r + oneMinusFog * fogColor->r;
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cp->g = fog * cp->g + oneMinusFog * fogColor->g;
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cp->b = fog * cp->b + oneMinusFog * fogColor->b;
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}
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}
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f += gc->polygon.shader.dfdx;
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cp++;
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}
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return GL_FALSE;
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}
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GLboolean FASTCALL __glFogStippledSpanSlow(__GLcontext *gc)
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{
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__GLstippleWord bit, inMask, *sp;
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__GLcolor *cp, *fogColor;
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__GLfloat f, oneMinusFog, fog, eyeZ;
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__GLfloat density, density2neg, end;
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GLint count;
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GLint w;
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GLboolean bGrayFog;
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w = gc->polygon.shader.length;
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sp = gc->polygon.shader.stipplePat;
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f = gc->polygon.shader.frag.f;
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cp = gc->polygon.shader.colors;
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fogColor = &gc->state.fog.color;
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#ifdef NT
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bGrayFog = (gc->state.fog.flags & __GL_FOG_GRAY_RGB) ? GL_TRUE : GL_FALSE;
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#endif
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density = gc->state.fog.density;
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#ifdef NT
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density2neg = gc->state.fog.density2neg;
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#else
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density2 = density * density;
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start = gc->state.fog.start;
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#endif
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end = gc->state.fog.end;
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while (w) {
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count = w;
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if (count > __GL_STIPPLE_BITS) {
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count = __GL_STIPPLE_BITS;
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}
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w -= count;
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inMask = *sp++;
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bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
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while (--count >= 0) {
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if (inMask & bit) {
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#ifdef NT
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/* Compute fog value */
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eyeZ = f;
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switch (gc->state.fog.mode) {
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case GL_EXP:
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if (eyeZ < __glZero)
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fog = __GL_POWF(__glE, density * eyeZ);
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else
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fog = __GL_POWF(__glE, -density * eyeZ);
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/* Clamp resulting fog value */
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if (fog > __glOne) fog = __glOne;
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break;
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case GL_EXP2:
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fog = __GL_POWF(__glE, density2neg * eyeZ * eyeZ);
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/* Clamp resulting fog value */
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if (fog > __glOne) fog = __glOne;
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break;
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case GL_LINEAR:
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if (eyeZ < __glZero)
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fog = (end + eyeZ) * gc->state.fog.oneOverEMinusS;
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else
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fog = (end - eyeZ) * gc->state.fog.oneOverEMinusS;
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/* Clamp resulting fog value */
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if (fog < __glZero) fog = __glZero;
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else if (fog > __glOne) fog = __glOne;
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break;
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}
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#else
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/* Compute fog value */
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eyeZ = f;
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if (eyeZ < __glZero) eyeZ = -eyeZ;
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switch (gc->state.fog.mode) {
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case GL_EXP:
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fog = __GL_POWF(__glE, -density * eyeZ);
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break;
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case GL_EXP2:
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fog = __GL_POWF(__glE, -(density2 * eyeZ * eyeZ));
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break;
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case GL_LINEAR:
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fog = (end - eyeZ) * gc->state.fog.oneOverEMinusS;
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break;
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}
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/* Clamp resulting fog value */
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if (fog < __glZero) fog = __glZero;
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else if (fog > __glOne) fog = __glOne;
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#endif
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oneMinusFog = __glOne - fog;
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/* Blend incoming color against the fog color */
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if (gc->modes.colorIndexMode) {
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cp->r = cp->r + oneMinusFog * gc->state.fog.index;
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} else {
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#ifdef NT
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if (bGrayFog)
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{
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__GLfloat delta = oneMinusFog * fogColor->r;
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cp->r = fog * cp->r + delta;
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cp->g = fog * cp->g + delta;
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cp->b = fog * cp->b + delta;
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}
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else
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#endif
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{
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cp->r = fog * cp->r + oneMinusFog * fogColor->r;
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cp->g = fog * cp->g + oneMinusFog * fogColor->g;
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cp->b = fog * cp->b + oneMinusFog * fogColor->b;
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}
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}
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}
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f += gc->polygon.shader.dfdx;
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cp++;
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#ifdef __GL_STIPPLE_MSB
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bit >>= 1;
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#else
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bit <<= 1;
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#endif
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}
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}
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return GL_FALSE;
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}
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/************************************************************************/
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/*
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** Compute the fog value given an eyeZ. Then blend into fragment.
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** This is used when fragment fogging is done (GL_FOG_HINT == GL_NICEST)
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** or by the point rendering routines.
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** NOTE: the code below has the -eyeZ factored out.
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*/
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void __glFogFragmentSlow(__GLcontext *gc, __GLfragment *frag, __GLfloat eyeZ)
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{
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__GLfloat fog, oneMinusFog, density, density2neg, end;
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__GLcolor *fogColor;
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#ifdef NT
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switch (gc->state.fog.mode) {
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case GL_EXP:
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density = gc->state.fog.density;
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if (eyeZ < __glZero)
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fog = __GL_POWF(__glE, density * eyeZ);
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else
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fog = __GL_POWF(__glE, -density * eyeZ);
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/* clamp fog value */
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if (fog > __glOne) fog = __glOne;
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break;
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case GL_EXP2:
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density2neg = gc->state.fog.density2neg;
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fog = __GL_POWF(__glE, density2neg * eyeZ * eyeZ);
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/* clamp fog value */
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if (fog > __glOne) fog = __glOne;
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break;
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case GL_LINEAR:
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end = gc->state.fog.end;
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if (eyeZ < __glZero)
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fog = (end + eyeZ) * gc->state.fog.oneOverEMinusS;
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else
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fog = (end - eyeZ) * gc->state.fog.oneOverEMinusS;
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/* clamp fog value */
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if (fog < __glZero) fog = __glZero;
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else if (fog > __glOne) fog = __glOne;
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break;
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}
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#else
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if (eyeZ < __glZero) eyeZ = -eyeZ;
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switch (gc->state.fog.mode) {
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case GL_EXP:
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density = gc->state.fog.density;
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fog = __GL_POWF(__glE, -density * eyeZ);
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break;
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case GL_EXP2:
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density = gc->state.fog.density;
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fog = __GL_POWF(__glE, -(density * eyeZ * density * eyeZ));
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break;
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case GL_LINEAR:
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end = gc->state.fog.end;
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fog = (end - eyeZ) * gc->state.fog.oneOverEMinusS;
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break;
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}
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|
|
|
/*
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|
** clamp fog value
|
|
*/
|
|
if (fog < __glZero)
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fog = __glZero;
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else if (fog > __glOne)
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fog = __glOne;
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|
#endif
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oneMinusFog = __glOne - fog;
|
|
|
|
/*
|
|
** Blend incoming color against the fog color
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|
*/
|
|
fogColor = &gc->state.fog.color;
|
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if (gc->modes.colorIndexMode) {
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frag->color.r = frag->color.r + oneMinusFog * gc->state.fog.index;
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} else {
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|
#ifdef NT
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if (gc->state.fog.flags & __GL_FOG_GRAY_RGB)
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{
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|
__GLfloat delta = oneMinusFog * fogColor->r;
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frag->color.r = fog * frag->color.r + delta;
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|
frag->color.g = fog * frag->color.g + delta;
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frag->color.b = fog * frag->color.b + delta;
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|
}
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else
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|
#endif
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|
{
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frag->color.r = fog * frag->color.r + oneMinusFog * fogColor->r;
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frag->color.g = fog * frag->color.g + oneMinusFog * fogColor->g;
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frag->color.b = fog * frag->color.b + oneMinusFog * fogColor->b;
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}
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|
}
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}
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/*
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** Compute generic fog value for vertex.
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|
*/
|
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__GLfloat FASTCALL __glFogVertex(__GLcontext *gc, __GLvertex *vx)
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|
{
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__GLfloat eyeZ, fog, density, density2neg, end;
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|
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eyeZ = vx->eyeZ;
|
|
#ifdef NT
|
|
switch (gc->state.fog.mode) {
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case GL_EXP:
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density = gc->state.fog.density;
|
|
if (eyeZ < __glZero)
|
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fog = __GL_POWF(__glE, density * eyeZ);
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|
else
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|
fog = __GL_POWF(__glE, -density * eyeZ);
|
|
/* clamp fog value */
|
|
if (fog > __glOne) fog = __glOne;
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break;
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|
case GL_EXP2:
|
|
density2neg = gc->state.fog.density2neg;
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fog = __GL_POWF(__glE, density2neg * eyeZ * eyeZ);
|
|
/* clamp fog value */
|
|
if (fog > __glOne) fog = __glOne;
|
|
break;
|
|
case GL_LINEAR:
|
|
end = gc->state.fog.end;
|
|
if (eyeZ < __glZero)
|
|
fog = (end + eyeZ) * gc->state.fog.oneOverEMinusS;
|
|
else
|
|
fog = (end - eyeZ) * gc->state.fog.oneOverEMinusS;
|
|
/* clamp fog value */
|
|
if (fog < __glZero) fog = __glZero;
|
|
else if (fog > __glOne) fog = __glOne;
|
|
break;
|
|
}
|
|
#else
|
|
if (eyeZ < __glZero) eyeZ = -eyeZ;
|
|
|
|
switch (gc->state.fog.mode) {
|
|
case GL_EXP:
|
|
density = gc->state.fog.density;
|
|
fog = __GL_POWF(__glE, -density * eyeZ);
|
|
break;
|
|
case GL_EXP2:
|
|
density = gc->state.fog.density;
|
|
fog = __GL_POWF(__glE, -(density * eyeZ * density * eyeZ));
|
|
break;
|
|
case GL_LINEAR:
|
|
end = gc->state.fog.end;
|
|
fog = (end - eyeZ) * gc->state.fog.oneOverEMinusS;
|
|
break;
|
|
}
|
|
|
|
/*
|
|
** Since this routine is called when we are doing slow fog, we can
|
|
** safely clamp the fog value here.
|
|
*/
|
|
if (fog < __glZero)
|
|
fog = __glZero;
|
|
else if (fog > __glOne)
|
|
fog = __glOne;
|
|
#endif
|
|
|
|
return fog;
|
|
}
|
|
|
|
/*
|
|
** Compute linear fog value for vertex
|
|
*/
|
|
__GLfloat FASTCALL __glFogVertexLinear(__GLcontext *gc, __GLvertex *vx)
|
|
{
|
|
__GLfloat eyeZ, fog, end;
|
|
|
|
eyeZ = vx->eyeZ;
|
|
#ifdef NT
|
|
end = gc->state.fog.end;
|
|
if (eyeZ < __glZero)
|
|
fog = (end + eyeZ) * gc->state.fog.oneOverEMinusS;
|
|
else
|
|
fog = (end - eyeZ) * gc->state.fog.oneOverEMinusS;
|
|
#else
|
|
if (eyeZ < __glZero) eyeZ = -eyeZ;
|
|
|
|
end = gc->state.fog.end;
|
|
fog = (end - eyeZ) * gc->state.fog.oneOverEMinusS;
|
|
#endif
|
|
|
|
if (fog < __glZero)
|
|
fog = __glZero;
|
|
else if (fog > __glOne)
|
|
fog = __glOne;
|
|
|
|
return fog;
|
|
}
|
|
|
|
|
|
/*
|
|
** Compute the fogged color given an incoming color and a fog value.
|
|
*/
|
|
void __glFogColorSlow(__GLcontext *gc, __GLcolor *out, __GLcolor *in,
|
|
__GLfloat fog)
|
|
{
|
|
__GLcolor *fogColor;
|
|
__GLfloat oneMinusFog;
|
|
__GLfloat r, g, b;
|
|
|
|
oneMinusFog = __glOne - fog;
|
|
|
|
/*
|
|
** Blend incoming color against the fog color
|
|
*/
|
|
fogColor = &gc->state.fog.color;
|
|
if (gc->modes.colorIndexMode) {
|
|
out->r = in->r + oneMinusFog * gc->state.fog.index;
|
|
} else {
|
|
#ifdef NT
|
|
if (gc->state.fog.flags & __GL_FOG_GRAY_RGB)
|
|
{
|
|
__GLfloat delta = oneMinusFog * fogColor->r;
|
|
|
|
out->r = fog * in->r + delta;
|
|
out->g = fog * in->g + delta;
|
|
out->b = fog * in->b + delta;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
/*
|
|
** The following is coded like this to give the instruction scheduler
|
|
** a hand.
|
|
*/
|
|
r = fog * in->r;
|
|
g = fog * in->g;
|
|
b = fog * in->b;
|
|
r += oneMinusFog * fogColor->r;
|
|
g += oneMinusFog * fogColor->g;
|
|
b += oneMinusFog * fogColor->b;
|
|
out->r = r;
|
|
out->g = g;
|
|
out->b = b;
|
|
}
|
|
out->a = in->a;
|
|
}
|
|
}
|