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ReactOS Development > Doxygent_dd_imm_vapi.h
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00001 00002 /* 00003 * Mesa 3-D graphics library 00004 * Version: 3.5 00005 * 00006 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. 00007 * 00008 * Permission is hereby granted, free of charge, to any person obtaining a 00009 * copy of this software and associated documentation files (the "Software"), 00010 * to deal in the Software without restriction, including without limitation 00011 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 00012 * and/or sell copies of the Software, and to permit persons to whom the 00013 * Software is furnished to do so, subject to the following conditions: 00014 * 00015 * The above copyright notice and this permission notice shall be included 00016 * in all copies or substantial portions of the Software. 00017 * 00018 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 00019 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 00020 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 00021 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 00022 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 00023 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 00024 * 00025 * Authors: 00026 * Gareth Hughes <gareth@valinux.com> 00027 * Keith Whitwell <keithw@valinux.com> 00028 */ 00029 00030 /* Template for immediate mode vertex functions. 00031 */ 00032 00033 #define DBG 0 00034 00035 #define VERTEX( ox, oy, oz, ow ) 00036 do { 00037 GET_CURRENT_VERTEX; 00038 GLfloat w; 00039 GLuint mask; 00040 const GLfloat * const m = ctx->_ModelProjectMatrix.m; 00041 00042 if (DO_FULL_MATRIX) { 00043 VERTEX_CLIP(0) = m[0] * ox + m[4] * oy + m[8] * oz + m[12] * ow; 00044 VERTEX_CLIP(1) = m[1] * ox + m[5] * oy + m[9] * oz + m[13] * ow; 00045 VERTEX_CLIP(2) = m[2] * ox + m[6] * oy + m[10] * oz + m[14] * ow; 00046 VERTEX_CLIP(3) = m[3] * ox + m[7] * oy + m[11] * oz + m[15] * ow; 00047 w = VERTEX_CLIP(3); 00048 } 00049 else if (DO_NOROT_MATRIX) { 00050 VERTEX_CLIP(0) = m[0] * ox + m[12] * ow; 00051 VERTEX_CLIP(1) = m[5] * oy + m[13] * ow; 00052 VERTEX_CLIP(2) = m[10] * oz + m[14] * ow; 00053 VERTEX_CLIP(3) = ow; 00054 w = ow; 00055 } 00056 else { 00057 ASSERT (DO_IDENTITY_MATRIX); 00058 VERTEX_CLIP(0) = ox; 00059 VERTEX_CLIP(1) = oy; 00060 VERTEX_CLIP(2) = oz; 00061 VERTEX_CLIP(3) = ow; 00062 w = ow; 00063 } 00064 00065 mask = 0; 00066 if (DO_CLIP_TEST) { 00067 if ( VERTEX_CLIP(0) > w ) mask |= CLIP_RIGHT_BIT; 00068 if ( VERTEX_CLIP(0) < -w ) mask |= CLIP_LEFT_BIT; 00069 if ( VERTEX_CLIP(1) > w ) mask |= CLIP_TOP_BIT; 00070 if ( VERTEX_CLIP(1) < -w ) mask |= CLIP_BOTTOM_BIT; 00071 if ( VERTEX_CLIP(2) > w ) mask |= CLIP_FAR_BIT; 00072 if ( VERTEX_CLIP(2) < -w ) mask |= CLIP_NEAR_BIT; 00073 VERTEX_MASK(v) = mask; 00074 } 00075 00076 if (!mask) { 00077 if (HAVE_VERTEX_WIN) { 00078 if (!HAVE_HW_VIEWPORT) { 00079 const GLfloat *s = GET_VIEWPORT_MATRIX(); 00080 if (HAVE_W && HAVE_HW_DIVIDE) { 00081 VERTEX_WIN( 0 ) = s[0] * VERTEX_CLIP( 0 ) + s[12]; 00082 VERTEX_WIN( 1 ) = s[5] * VERTEX_CLIP( 1 ) + s[13]; 00083 VERTEX_WIN( 2 ) = s[10] * VERTEX_CLIP( 2 ) + s[14]; 00084 VERTEX_WIN( 3 ) = w; 00085 } 00086 else { 00087 const GLfloat oow = 1.0/w; /* possibly opt away */ 00088 VERTEX_WIN( 0 ) = s[0] * VERTEX_CLIP( 0 ) * oow + s[12]; 00089 VERTEX_WIN( 1 ) = s[5] * VERTEX_CLIP( 1 ) * oow + s[13]; 00090 VERTEX_WIN( 2 ) = s[10] * VERTEX_CLIP( 2 ) * oow + s[14]; 00091 if (HAVE_W) 00092 VERTEX_WIN( 3 ) = oow; 00093 } 00094 } 00095 else if (HAVE_W && HAVE_HW_DIVIDE) { 00096 if (!VERTEX_WIN_IS_VERTEX_CLIP) { 00097 VERTEX_WIN( 0 ) = VERTEX_CLIP( 0 ); 00098 VERTEX_WIN( 1 ) = VERTEX_CLIP( 1 ); 00099 VERTEX_WIN( 2 ) = VERTEX_CLIP( 2 ); 00100 VERTEX_WIN( 3 ) = w; 00101 } 00102 } 00103 else { 00104 const GLfloat oow = 1.0/w; /* possibly opt away */ 00105 VERTEX_WIN( 0 ) = VERTEX_CLIP( 0 ) * oow; 00106 VERTEX_WIN( 1 ) = VERTEX_CLIP( 1 ) * oow; 00107 VERTEX_WIN( 2 ) = VERTEX_CLIP( 2 ) * oow; 00108 if (HAVE_W) 00109 VERTEX_WIN( 3 ) = oow; 00110 } 00111 } 00112 } else if (!FALLBACK_OR_CLIPPING) { 00113 SET_CLIPPING(); /* transition to clipping */ 00114 } 00115 00116 COPY_VERTEX_FROM_CURRENT; 00117 BUILD_PRIM_FROM_VERTEX; 00118 } 00119 00120 /* Let the compiler optimize away the constant operations: 00121 */ 00122 static void VTAG(Vertex2f)( GLfloat ox, GLfloat oy ) 00123 { 00124 /* Cliptest on clip[2] could also be eliminated... 00125 */ 00126 VERTEX( ox, oy, 0, 1 ); 00127 } 00128 00129 static void VTAG(Vertex2fv)( const GLfloat *obj ) 00130 { 00131 /* Cliptest on clip[2] could also be eliminated... 00132 */ 00133 VERTEX( obj[0], obj[1], 0, 1 ); 00134 } 00135 00136 static void VTAG(Vertex3f)( GLfloat ox, GLfloat oy, GLfloat oz ) 00137 { 00138 VERTEX( ox, oy, oz, 1 ); 00139 } 00140 00141 static void VTAG(Vertex3fv)( const GLfloat *obj ) 00142 { 00143 VERTEX( obj[0], obj[1], obj[2], 1 ); 00144 } 00145 00146 static void VTAG(Vertex4f)( GLfloat ox, GLfloat oy, GLfloat oz, GLfloat ow ) 00147 { 00148 VERTEX( ox, oy, oz, ow ); 00149 } 00150 00151 static void VTAG(Vertex4fv)( const GLfloat *obj ) 00152 { 00153 VERTEX( obj[0], obj[1], obj[2], obj[3] ); 00154 } 00155 00156 00157 #undef DO_FULL_MATRIX 00158 #undef VTAG 00159 #undef VERTEX Generated on Sun May 27 2012 04:20:47 for ReactOS by
1.7.6.1
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