mirror of
https://github.com/libretro/scummvm.git
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458 lines
12 KiB
C++
458 lines
12 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on, or a modified version of code from TinyGL (C) 1997-1998 Fabrice Bellard,
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* which is licensed under the zlib-license (see LICENSE).
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* It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later).
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*/
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#include "graphics/tinygl/zgl.h"
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namespace TinyGL {
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// fill triangle profile
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// #define TINYGL_PROFILE
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#define CLIP_XMIN (1 << 0)
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#define CLIP_XMAX (1 << 1)
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#define CLIP_YMIN (1 << 2)
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#define CLIP_YMAX (1 << 3)
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#define CLIP_ZMIN (1 << 4)
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#define CLIP_ZMAX (1 << 5)
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void gl_transform_to_viewport(GLContext *c, GLVertex *v) {
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float winv;
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// coordinates
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winv = (float)(1.0 / v->pc.W);
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v->zp.x = (int)(v->pc.X * winv * c->viewport.scale.X + c->viewport.trans.X);
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v->zp.y = (int)(v->pc.Y * winv * c->viewport.scale.Y + c->viewport.trans.Y);
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v->zp.z = (int)(v->pc.Z * winv * c->viewport.scale.Z + c->viewport.trans.Z);
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// color
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v->zp.r = (int)(v->color.X * ZB_POINT_RED_MAX);
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v->zp.g = (int)(v->color.Y * ZB_POINT_GREEN_MAX);
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v->zp.b = (int)(v->color.Z * ZB_POINT_BLUE_MAX);
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v->zp.a = (int)(v->color.W * ZB_POINT_ALPHA_MAX);
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// texture
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if (c->texture_2d_enabled) {
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v->zp.s = (int)(v->tex_coord.X * ZB_POINT_ST_MAX);
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v->zp.t = (int)(v->tex_coord.Y * ZB_POINT_ST_MAX);
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}
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}
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static void gl_add_select1(GLContext *c, int z1, int z2, int z3) {
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int min, max;
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min = max = z1;
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if (z2 < min)
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min = z2;
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if (z3 < min)
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min = z3;
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if (z2 > max)
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max = z2;
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if (z3 > max)
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max = z3;
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gl_add_select(c, 0xffffffff - min, 0xffffffff - max);
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}
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// point
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void gl_draw_point(GLContext *c, GLVertex *p0) {
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if (p0->clip_code == 0) {
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if (c->render_mode == TGL_SELECT) {
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gl_add_select(c, p0->zp.z, p0->zp.z);
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} else {
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c->fb->plot(&p0->zp);
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}
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}
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}
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// line
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static inline void interpolate_color(GLContext *c, GLVertex *q, GLVertex *p0, GLVertex *p1, float t) {
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if (c->current_shade_model == TGL_SMOOTH)
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q->color = p0->color + (p1->color - p0->color) * t;
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else
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q->color = p0->color;
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}
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static inline void interpolate(GLContext *c, GLVertex *q, GLVertex *p0, GLVertex *p1, float t) {
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q->pc = p0->pc + (p1->pc - p0->pc) * t;
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interpolate_color(c, q, p0, p1, t);
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}
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// Line Clipping
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// Line Clipping algorithm from 'Computer Graphics', Principles and
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// Practice
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static inline int ClipLine1(float denom, float num, float *tmin, float *tmax) {
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float t;
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if (denom > 0) {
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t = num / denom;
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if (t > *tmax)
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return 0;
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if (t > *tmin)
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*tmin = t;
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} else if (denom < 0) {
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t = num / denom;
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if (t < *tmin)
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return 0;
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if (t < *tmax)
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*tmax = t;
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} else if (num > 0)
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return 0;
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return 1;
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}
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void gl_draw_line(GLContext *c, GLVertex *p1, GLVertex *p2) {
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float dx, dy, dz, dw, x1, y1, z1, w1;
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float tmin, tmax;
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GLVertex q1, q2;
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int cc1, cc2;
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cc1 = p1->clip_code;
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cc2 = p2->clip_code;
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if ((cc1 | cc2) == 0) {
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if (c->render_mode == TGL_SELECT) {
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gl_add_select1(c, p1->zp.z, p2->zp.z, p2->zp.z);
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} else {
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if (c->depth_test)
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c->fb->fillLineZ(&p1->zp, &p2->zp);
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else
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c->fb->fillLine(&p1->zp, &p2->zp);
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}
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} else if ((cc1 & cc2) != 0) {
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return;
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} else {
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dx = p2->pc.X - p1->pc.X;
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dy = p2->pc.Y - p1->pc.Y;
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dz = p2->pc.Z - p1->pc.Z;
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dw = p2->pc.W - p1->pc.W;
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x1 = p1->pc.X;
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y1 = p1->pc.Y;
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z1 = p1->pc.Z;
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w1 = p1->pc.W;
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tmin = 0;
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tmax = 1;
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if (ClipLine1(dx + dw, -x1 - w1, &tmin, &tmax) &&
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ClipLine1(-dx + dw, x1 - w1, &tmin, &tmax) &&
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ClipLine1(dy + dw, -y1 - w1, &tmin, &tmax) &&
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ClipLine1(-dy + dw, y1 - w1, &tmin, &tmax) &&
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ClipLine1(dz + dw, -z1 - w1, &tmin, &tmax) &&
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ClipLine1(-dz + dw, z1 - w1, &tmin, &tmax)) {
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interpolate(c, &q1, p1, p2, tmin);
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interpolate(c, &q2, p1, p2, tmax);
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gl_transform_to_viewport(c, &q1);
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gl_transform_to_viewport(c, &q2);
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if (c->depth_test)
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c->fb->fillLineZ(&q1.zp, &q2.zp);
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else
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c->fb->fillLine(&q1.zp, &q2.zp);
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}
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}
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}
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// triangle
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// Clipping
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// We clip the segment [a,b] against the 6 planes of the normal volume.
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// We compute the point 'c' of intersection and the value of the parameter 't'
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// of the intersection if x=a+t(b-a).
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#define clip_func(name, sign, dir, dir1, dir2) \
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static float name(Vector4 *c, Vector4 *a, Vector4 *b) { \
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float t, dX, dY, dZ, dW, den;\
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dX = (b->X - a->X); \
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dY = (b->Y - a->Y); \
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dZ = (b->Z - a->Z); \
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dW = (b->W - a->W); \
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den = -(sign d ## dir) + dW; \
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if (den == 0) \
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t = 0; \
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else \
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t = (sign a->dir - a->W) / den; \
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c-> dir1 = (a->dir1 + t * d ## dir1); \
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c-> dir2 = (a->dir2 + t * d ## dir2); \
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c->W = (a->W + t * dW); \
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c-> dir = (sign c->W); \
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return t; \
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}
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clip_func(clip_xmin, -, X, Y, Z)
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clip_func(clip_xmax, +, X, Y, Z)
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clip_func(clip_ymin, -, Y, X, Z)
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clip_func(clip_ymax, +, Y, X, Z)
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clip_func(clip_zmin, -, Z, X, Y)
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clip_func(clip_zmax, +, Z, X, Y)
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float(*clip_proc[6])(Vector4 *, Vector4 *, Vector4 *) = {
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clip_xmin, clip_xmax,
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clip_ymin, clip_ymax,
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clip_zmin, clip_zmax
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};
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static inline void updateTmp(GLContext *c, GLVertex *q, GLVertex *p0, GLVertex *p1, float t) {
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interpolate_color(c, q, p0, p1, t);
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if (c->texture_2d_enabled) {
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// NOTE: This could be implemented with operator overloading,
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// but i'm not 100% sure that we can completely disregard Z and W components so I'm leaving it like this for now.
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q->tex_coord.X = (p0->tex_coord.X + (p1->tex_coord.X - p0->tex_coord.X) * t);
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q->tex_coord.Y = (p0->tex_coord.Y + (p1->tex_coord.Y - p0->tex_coord.Y) * t);
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}
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q->clip_code = gl_clipcode(q->pc.X, q->pc.Y, q->pc.Z, q->pc.W);
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if (q->clip_code == 0)
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gl_transform_to_viewport(c, q);
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}
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static void gl_draw_triangle_clip(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2, int clip_bit);
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void gl_draw_triangle(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) {
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int co, c_and, cc[3], front;
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float norm;
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cc[0] = p0->clip_code;
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cc[1] = p1->clip_code;
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cc[2] = p2->clip_code;
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co = cc[0] | cc[1] | cc[2];
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// we handle the non clipped case here to go faster
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if (co == 0) {
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norm = (float)(p1->zp.x - p0->zp.x) * (float)(p2->zp.y - p0->zp.y) -
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(float)(p2->zp.x - p0->zp.x) * (float)(p1->zp.y - p0->zp.y);
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if (norm == 0)
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return;
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front = norm < 0.0;
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front = front ^ c->current_front_face;
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// back face culling
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if (c->cull_face_enabled) {
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// most used case first */
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if (c->current_cull_face == TGL_BACK) {
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if (front == 0)
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return;
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c->draw_triangle_front(c, p0, p1, p2);
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} else if (c->current_cull_face == TGL_FRONT) {
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if (front != 0)
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return;
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c->draw_triangle_back(c, p0, p1, p2);
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} else {
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return;
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}
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} else {
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// no culling
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if (front) {
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c->draw_triangle_front(c, p0, p1, p2);
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} else {
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c->draw_triangle_back(c, p0, p1, p2);
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}
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}
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} else {
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c_and = cc[0] & cc[1] & cc[2];
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if (c_and == 0) {
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gl_draw_triangle_clip(c, p0, p1, p2, 0);
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}
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}
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}
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static void gl_draw_triangle_clip(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2, int clip_bit) {
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int co, c_and, co1, cc[3], edge_flag_tmp, clip_mask;
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GLVertex tmp1, tmp2, *q[3];
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float tt;
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cc[0] = p0->clip_code;
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cc[1] = p1->clip_code;
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cc[2] = p2->clip_code;
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co = cc[0] | cc[1] | cc[2];
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if (co == 0) {
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gl_draw_triangle(c, p0, p1, p2);
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} else {
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c_and = cc[0] & cc[1] & cc[2];
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// the triangle is completely outside
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if (c_and != 0)
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return;
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// find the next direction to clip
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while (clip_bit < 6 && (co & (1 << clip_bit)) == 0) {
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clip_bit++;
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}
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// this test can be true only in case of rounding errors
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if (clip_bit == 6) {
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#if 0
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printf("Error:\n");
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printf("%f %f %f %f\n", p0->pc.X, p0->pc.Y, p0->pc.Z, p0->pc.W);
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printf("%f %f %f %f\n", p1->pc.X, p1->pc.Y, p1->pc.Z, p1->pc.W);
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printf("%f %f %f %f\n", p2->pc.X, p2->pc.Y, p2->pc.Z, p2->pc.W);
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#endif
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return;
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}
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clip_mask = 1 << clip_bit;
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co1 = (cc[0] ^ cc[1] ^ cc[2]) & clip_mask;
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if (co1) {
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// one point outside
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if (cc[0] & clip_mask) {
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q[0] = p0; q[1] = p1; q[2] = p2;
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} else if (cc[1] & clip_mask) {
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q[0] = p1; q[1] = p2; q[2] = p0;
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} else {
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q[0] = p2; q[1] = p0; q[2] = p1;
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}
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tt = clip_proc[clip_bit](&tmp1.pc, &q[0]->pc, &q[1]->pc);
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updateTmp(c, &tmp1, q[0], q[1], tt);
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tt = clip_proc[clip_bit](&tmp2.pc, &q[0]->pc, &q[2]->pc);
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updateTmp(c, &tmp2, q[0], q[2], tt);
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tmp1.edge_flag = q[0]->edge_flag;
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edge_flag_tmp = q[2]->edge_flag;
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q[2]->edge_flag = 0;
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gl_draw_triangle_clip(c, &tmp1, q[1], q[2], clip_bit + 1);
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tmp2.edge_flag = 1;
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tmp1.edge_flag = 0;
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q[2]->edge_flag = edge_flag_tmp;
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gl_draw_triangle_clip(c, &tmp2, &tmp1, q[2], clip_bit + 1);
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} else {
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// two points outside
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if ((cc[0] & clip_mask) == 0) {
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q[0] = p0; q[1] = p1; q[2] = p2;
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} else if ((cc[1] & clip_mask) == 0) {
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q[0] = p1; q[1] = p2; q[2] = p0;
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} else {
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q[0] = p2; q[1] = p0; q[2] = p1;
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}
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tt = clip_proc[clip_bit](&tmp1.pc, &q[0]->pc, &q[1]->pc);
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updateTmp(c, &tmp1, q[0], q[1], tt);
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tt = clip_proc[clip_bit](&tmp2.pc, &q[0]->pc, &q[2]->pc);
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updateTmp(c, &tmp2, q[0], q[2], tt);
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tmp1.edge_flag = 1;
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tmp2.edge_flag = q[2]->edge_flag;
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gl_draw_triangle_clip(c, q[0], &tmp1, &tmp2, clip_bit + 1);
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}
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}
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}
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void gl_draw_triangle_select(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) {
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gl_add_select1(c, p0->zp.z, p1->zp.z, p2->zp.z);
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}
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#ifdef TINYGL_PROFILE
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int count_triangles, count_triangles_textured, count_pixels;
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#endif
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void gl_draw_triangle_fill(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) {
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#ifdef TINYGL_PROFILE
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{
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int norm;
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assert(p0->zp.x >= 0 && p0->zp.x < c->fb->xsize);
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assert(p0->zp.y >= 0 && p0->zp.y < c->fb->ysize);
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assert(p1->zp.x >= 0 && p1->zp.x < c->fb->xsize);
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assert(p1->zp.y >= 0 && p1->zp.y < c->fb->ysize);
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assert(p2->zp.x >= 0 && p2->zp.x < c->fb->xsize);
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assert(p2->zp.y >= 0 && p2->zp.y < c->fb->ysize);
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norm = (p1->zp.x - p0->zp.x) * (p2->zp.y - p0->zp.y) -
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(p2->zp.x - p0->zp.x) * (p1->zp.y - p0->zp.y);
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count_pixels += abs(norm) / 2;
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count_triangles++;
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}
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#endif
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if (c->color_mask == 0) {
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// FIXME: Accept more than just 0 or 1.
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c->fb->fillTriangleDepthOnly(&p0->zp, &p1->zp, &p2->zp);
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}
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if (c->shadow_mode & 1) {
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assert(c->fb->shadow_mask_buf);
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c->fb->fillTriangleFlatShadowMask(&p0->zp, &p1->zp, &p2->zp);
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} else if (c->shadow_mode & 2) {
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assert(c->fb->shadow_mask_buf);
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c->fb->fillTriangleFlatShadow(&p0->zp, &p1->zp, &p2->zp);
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} else if (c->texture_2d_enabled && c->current_texture && c->current_texture->images[0].pixmap) {
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#ifdef TINYGL_PROFILE
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count_triangles_textured++;
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#endif
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c->fb->setTexture(c->current_texture->images[0].pixmap, c->texture_wrap_s, c->texture_wrap_t);
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if (c->current_shade_model == TGL_SMOOTH) {
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c->fb->fillTriangleTextureMappingPerspectiveSmooth(&p0->zp, &p1->zp, &p2->zp);
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} else {
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c->fb->fillTriangleTextureMappingPerspectiveFlat(&p0->zp, &p1->zp, &p2->zp);
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}
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} else if (c->current_shade_model == TGL_SMOOTH) {
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c->fb->fillTriangleSmooth(&p0->zp, &p1->zp, &p2->zp);
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} else {
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c->fb->fillTriangleFlat(&p0->zp, &p1->zp, &p2->zp);
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}
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}
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// Render a clipped triangle in line mode
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void gl_draw_triangle_line(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) {
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if (c->depth_test) {
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if (p0->edge_flag)
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c->fb->fillLineZ(&p0->zp, &p1->zp);
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if (p1->edge_flag)
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c->fb->fillLineZ(&p1->zp, &p2->zp);
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if (p2->edge_flag)
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c->fb->fillLineZ(&p2->zp, &p0->zp);
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} else {
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if (p0->edge_flag)
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c->fb->fillLine(&p0->zp, &p1->zp);
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if (p1->edge_flag)
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c->fb->fillLine(&p1->zp, &p2->zp);
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if (p2->edge_flag)
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c->fb->fillLine(&p2->zp, &p0->zp);
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}
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}
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// Render a clipped triangle in point mode
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void gl_draw_triangle_point(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) {
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if (p0->edge_flag)
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c->fb->plot(&p0->zp);
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if (p1->edge_flag)
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c->fb->plot(&p1->zp);
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if (p2->edge_flag)
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c->fb->plot(&p2->zp);
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}
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|
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} // end of namespace TinyGL
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