[1] | 1 | #include "zgl.h" |
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| 2 | |
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| 3 | /* fill triangle profile */ |
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| 4 | /* #define PROFILE */ |
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| 5 | |
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| 6 | #define CLIP_XMIN (1<<0) |
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| 7 | #define CLIP_XMAX (1<<1) |
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| 8 | #define CLIP_YMIN (1<<2) |
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| 9 | #define CLIP_YMAX (1<<3) |
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| 10 | #define CLIP_ZMIN (1<<4) |
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| 11 | #define CLIP_ZMAX (1<<5) |
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| 12 | |
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| 13 | void gl_transform_to_viewport(GLContext *c,GLVertex *v) |
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| 14 | { |
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| 15 | float winv; |
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| 16 | |
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| 17 | /* coordinates */ |
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| 18 | winv=1.0/v->pc.W; |
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| 19 | v->zp.x= (int) ( v->pc.X * winv * c->viewport.scale.X |
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| 20 | + c->viewport.trans.X ); |
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| 21 | v->zp.y= (int) ( v->pc.Y * winv * c->viewport.scale.Y |
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| 22 | + c->viewport.trans.Y ); |
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| 23 | v->zp.z= (int) ( v->pc.Z * winv * c->viewport.scale.Z |
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| 24 | + c->viewport.trans.Z ); |
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| 25 | /* color */ |
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| 26 | if (c->lighting_enabled) { |
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| 27 | v->zp.r=(int)(v->color.v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) |
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| 28 | + ZB_POINT_RED_MIN); |
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| 29 | v->zp.g=(int)(v->color.v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) |
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| 30 | + ZB_POINT_GREEN_MIN); |
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| 31 | v->zp.b=(int)(v->color.v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) |
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| 32 | + ZB_POINT_BLUE_MIN); |
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| 33 | } else { |
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| 34 | /* no need to convert to integer if no lighting : take current color */ |
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| 35 | v->zp.r = c->longcurrent_color[0]; |
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| 36 | v->zp.g = c->longcurrent_color[1]; |
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| 37 | v->zp.b = c->longcurrent_color[2]; |
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| 38 | } |
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| 39 | |
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| 40 | /* texture */ |
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| 41 | |
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| 42 | if (c->texture_2d_enabled) { |
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| 43 | v->zp.s=(int)(v->tex_coord.X * (ZB_POINT_S_MAX - ZB_POINT_S_MIN) |
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| 44 | + ZB_POINT_S_MIN); |
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| 45 | v->zp.t=(int)(v->tex_coord.Y * (ZB_POINT_T_MAX - ZB_POINT_T_MIN) |
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| 46 | + ZB_POINT_T_MIN); |
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| 47 | } |
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| 48 | } |
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| 49 | |
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| 50 | |
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| 51 | static void gl_add_select1(GLContext *c,int z1,int z2,int z3) |
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| 52 | { |
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| 53 | unsigned int min,max; |
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| 54 | min=max=z1; |
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| 55 | if ((unsigned)z2<min) min=z2; |
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| 56 | if ((unsigned)z3<min) min=z3; |
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| 57 | if ((unsigned)z2>max) max=z2; |
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| 58 | if ((unsigned)z3>max) max=z3; |
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| 59 | |
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| 60 | gl_add_select(c,0xffffffff-min,0xffffffff-max); |
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| 61 | } |
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| 62 | |
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| 63 | /* point */ |
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| 64 | |
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| 65 | void gl_draw_point(GLContext *c,GLVertex *p0) |
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| 66 | { |
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| 67 | if (p0->clip_code == 0) { |
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| 68 | if (c->render_mode == GL_SELECT) { |
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| 69 | gl_add_select(c,p0->zp.z,p0->zp.z); |
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| 70 | } else { |
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| 71 | ZB_plot(c->zb,&p0->zp); |
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| 72 | } |
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| 73 | } |
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| 74 | } |
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| 75 | |
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| 76 | /* line */ |
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| 77 | |
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| 78 | static inline void interpolate(GLVertex *q,GLVertex *p0,GLVertex *p1,float t) |
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| 79 | { |
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| 80 | q->pc.X=p0->pc.X+(p1->pc.X-p0->pc.X)*t; |
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| 81 | q->pc.Y=p0->pc.Y+(p1->pc.Y-p0->pc.Y)*t; |
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| 82 | q->pc.Z=p0->pc.Z+(p1->pc.Z-p0->pc.Z)*t; |
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| 83 | q->pc.W=p0->pc.W+(p1->pc.W-p0->pc.W)*t; |
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| 84 | |
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| 85 | q->color.v[0]=p0->color.v[0] + (p1->color.v[0]-p0->color.v[0])*t; |
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| 86 | q->color.v[1]=p0->color.v[1] + (p1->color.v[1]-p0->color.v[1])*t; |
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| 87 | q->color.v[2]=p0->color.v[2] + (p1->color.v[2]-p0->color.v[2])*t; |
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| 88 | } |
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| 89 | |
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| 90 | /* |
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| 91 | * Line Clipping |
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| 92 | */ |
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| 93 | |
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| 94 | /* Line Clipping algorithm from 'Computer Graphics', Principles and |
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| 95 | Practice */ |
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| 96 | static inline int ClipLine1(float denom,float num,float *tmin,float *tmax) |
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| 97 | { |
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| 98 | float t; |
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| 99 | |
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| 100 | if (denom>0) { |
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| 101 | t=num/denom; |
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| 102 | if (t>*tmax) return 0; |
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| 103 | if (t>*tmin) *tmin=t; |
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| 104 | } else if (denom<0) { |
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| 105 | t=num/denom; |
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| 106 | if (t<*tmin) return 0; |
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| 107 | if (t<*tmax) *tmax=t; |
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| 108 | } else if (num>0) return 0; |
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| 109 | return 1; |
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| 110 | } |
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| 111 | |
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| 112 | void gl_draw_line(GLContext *c,GLVertex *p1,GLVertex *p2) |
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| 113 | { |
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| 114 | float dx,dy,dz,dw,x1,y1,z1,w1; |
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| 115 | float tmin,tmax; |
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| 116 | GLVertex q1,q2; |
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| 117 | int cc1,cc2; |
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| 118 | |
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| 119 | cc1=p1->clip_code; |
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| 120 | cc2=p2->clip_code; |
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| 121 | |
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| 122 | if ( (cc1 | cc2) == 0) { |
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| 123 | if (c->render_mode == GL_SELECT) { |
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| 124 | gl_add_select1(c,p1->zp.z,p2->zp.z,p2->zp.z); |
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| 125 | } else { |
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| 126 | if (c->depth_test) |
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| 127 | ZB_line_z(c->zb,&p1->zp,&p2->zp); |
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| 128 | else |
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| 129 | ZB_line(c->zb,&p1->zp,&p2->zp); |
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| 130 | } |
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| 131 | } else if ( (cc1&cc2) != 0 ) { |
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| 132 | return; |
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| 133 | } else { |
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| 134 | dx=p2->pc.X-p1->pc.X; |
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| 135 | dy=p2->pc.Y-p1->pc.Y; |
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| 136 | dz=p2->pc.Z-p1->pc.Z; |
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| 137 | dw=p2->pc.W-p1->pc.W; |
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| 138 | x1=p1->pc.X; |
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| 139 | y1=p1->pc.Y; |
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| 140 | z1=p1->pc.Z; |
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| 141 | w1=p1->pc.W; |
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| 142 | |
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| 143 | tmin=0; |
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| 144 | tmax=1; |
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| 145 | if (ClipLine1(dx+dw,-x1-w1,&tmin,&tmax) && |
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| 146 | ClipLine1(-dx+dw,x1-w1,&tmin,&tmax) && |
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| 147 | ClipLine1(dy+dw,-y1-w1,&tmin,&tmax) && |
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| 148 | ClipLine1(-dy+dw,y1-w1,&tmin,&tmax) && |
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| 149 | ClipLine1(dz+dw,-z1-w1,&tmin,&tmax) && |
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| 150 | ClipLine1(-dz+dw,z1-w1,&tmin,&tmax)) { |
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| 151 | |
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| 152 | interpolate(&q1,p1,p2,tmin); |
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| 153 | interpolate(&q2,p1,p2,tmax); |
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| 154 | gl_transform_to_viewport(c,&q1); |
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| 155 | gl_transform_to_viewport(c,&q2); |
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| 156 | |
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| 157 | if (c->depth_test) |
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| 158 | ZB_line_z(c->zb,&q1.zp,&q2.zp); |
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| 159 | else |
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| 160 | ZB_line(c->zb,&q1.zp,&q2.zp); |
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| 161 | } |
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| 162 | } |
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| 163 | } |
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| 164 | |
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| 165 | |
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| 166 | /* triangle */ |
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| 167 | |
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| 168 | /* |
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| 169 | * Clipping |
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| 170 | */ |
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| 171 | |
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| 172 | /* We clip the segment [a,b] against the 6 planes of the normal volume. |
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| 173 | * We compute the point 'c' of intersection and the value of the parameter 't' |
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| 174 | * of the intersection if x=a+t(b-a). |
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| 175 | */ |
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| 176 | |
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| 177 | #define clip_func(name,sign,dir,dir1,dir2) \ |
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| 178 | static float name(V4 *c,V4 *a,V4 *b) \ |
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| 179 | {\ |
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| 180 | float t,dX,dY,dZ,dW,den;\ |
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| 181 | dX = (b->X - a->X);\ |
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| 182 | dY = (b->Y - a->Y);\ |
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| 183 | dZ = (b->Z - a->Z);\ |
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| 184 | dW = (b->W - a->W);\ |
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| 185 | den = -(sign d ## dir) + dW;\ |
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| 186 | if (den == 0) t=0;\ |
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| 187 | else t = ( sign a->dir - a->W) / den;\ |
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| 188 | c->dir1 = a->dir1 + t * d ## dir1;\ |
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| 189 | c->dir2 = a->dir2 + t * d ## dir2;\ |
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| 190 | c->W = a->W + t * dW;\ |
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| 191 | c->dir = sign c->W;\ |
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| 192 | return t;\ |
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| 193 | } |
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| 194 | |
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| 195 | |
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| 196 | clip_func(clip_xmin,-,X,Y,Z) |
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| 197 | |
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| 198 | clip_func(clip_xmax,+,X,Y,Z) |
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| 199 | |
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| 200 | clip_func(clip_ymin,-,Y,X,Z) |
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| 201 | |
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| 202 | clip_func(clip_ymax,+,Y,X,Z) |
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| 203 | |
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| 204 | clip_func(clip_zmin,-,Z,X,Y) |
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| 205 | |
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| 206 | clip_func(clip_zmax,+,Z,X,Y) |
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| 207 | |
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| 208 | |
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| 209 | float (*clip_proc[6])(V4 *,V4 *,V4 *)= { |
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| 210 | clip_xmin,clip_xmax, |
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| 211 | clip_ymin,clip_ymax, |
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| 212 | clip_zmin,clip_zmax |
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| 213 | }; |
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| 214 | |
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| 215 | static inline void updateTmp(GLContext *c, |
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| 216 | GLVertex *q,GLVertex *p0,GLVertex *p1,float t) |
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| 217 | { |
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| 218 | if (c->current_shade_model == GL_SMOOTH) { |
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| 219 | q->color.v[0]=p0->color.v[0] + (p1->color.v[0]-p0->color.v[0])*t; |
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| 220 | q->color.v[1]=p0->color.v[1] + (p1->color.v[1]-p0->color.v[1])*t; |
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| 221 | q->color.v[2]=p0->color.v[2] + (p1->color.v[2]-p0->color.v[2])*t; |
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| 222 | } else { |
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| 223 | q->color.v[0]=p0->color.v[0]; |
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| 224 | q->color.v[1]=p0->color.v[1]; |
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| 225 | q->color.v[2]=p0->color.v[2]; |
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| 226 | } |
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| 227 | |
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| 228 | if (c->texture_2d_enabled) { |
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| 229 | q->tex_coord.X=p0->tex_coord.X + (p1->tex_coord.X-p0->tex_coord.X)*t; |
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| 230 | q->tex_coord.Y=p0->tex_coord.Y + (p1->tex_coord.Y-p0->tex_coord.Y)*t; |
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| 231 | } |
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| 232 | |
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| 233 | q->clip_code=gl_clipcode(q->pc.X,q->pc.Y,q->pc.Z,q->pc.W); |
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| 234 | if (q->clip_code==0) |
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| 235 | gl_transform_to_viewport(c,q); |
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| 236 | } |
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| 237 | |
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| 238 | static void gl_draw_triangle_clip(GLContext *c, |
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| 239 | GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit); |
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| 240 | |
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| 241 | void gl_draw_triangle(GLContext *c, |
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| 242 | GLVertex *p0,GLVertex *p1,GLVertex *p2) |
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| 243 | { |
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| 244 | int co,c_and,cc[3],front; |
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| 245 | float norm; |
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| 246 | |
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| 247 | cc[0]=p0->clip_code; |
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| 248 | cc[1]=p1->clip_code; |
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| 249 | cc[2]=p2->clip_code; |
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| 250 | |
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| 251 | co=cc[0] | cc[1] | cc[2]; |
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| 252 | |
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| 253 | /* we handle the non clipped case here to go faster */ |
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| 254 | if (co==0) { |
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| 255 | |
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| 256 | norm=(float)(p1->zp.x-p0->zp.x)*(float)(p2->zp.y-p0->zp.y)- |
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| 257 | (float)(p2->zp.x-p0->zp.x)*(float)(p1->zp.y-p0->zp.y); |
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| 258 | |
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| 259 | if (norm == 0) return; |
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| 260 | |
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| 261 | front = norm < 0.0; |
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| 262 | front = front ^ c->current_front_face; |
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| 263 | |
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| 264 | /* back face culling */ |
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| 265 | if (c->cull_face_enabled) { |
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| 266 | /* most used case first */ |
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| 267 | if (c->current_cull_face == GL_BACK) { |
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| 268 | if (front == 0) return; |
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| 269 | c->draw_triangle_front(c,p0,p1,p2); |
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| 270 | } else if (c->current_cull_face == GL_FRONT) { |
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| 271 | if (front != 0) return; |
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| 272 | c->draw_triangle_back(c,p0,p1,p2); |
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| 273 | } else { |
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| 274 | return; |
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| 275 | } |
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| 276 | } else { |
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| 277 | /* no culling */ |
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| 278 | if (front) { |
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| 279 | c->draw_triangle_front(c,p0,p1,p2); |
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| 280 | } else { |
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| 281 | c->draw_triangle_back(c,p0,p1,p2); |
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| 282 | } |
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| 283 | } |
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| 284 | } else { |
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| 285 | c_and=cc[0] & cc[1] & cc[2]; |
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| 286 | if (c_and==0) { |
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| 287 | gl_draw_triangle_clip(c,p0,p1,p2,0); |
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| 288 | } |
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| 289 | } |
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| 290 | } |
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| 291 | |
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| 292 | static void gl_draw_triangle_clip(GLContext *c, |
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| 293 | GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit) |
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| 294 | { |
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| 295 | int co,c_and,co1,cc[3],edge_flag_tmp,clip_mask; |
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| 296 | GLVertex tmp1,tmp2,*q[3]; |
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| 297 | float tt; |
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| 298 | |
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| 299 | cc[0]=p0->clip_code; |
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| 300 | cc[1]=p1->clip_code; |
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| 301 | cc[2]=p2->clip_code; |
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| 302 | |
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| 303 | co=cc[0] | cc[1] | cc[2]; |
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| 304 | if (co == 0) { |
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| 305 | gl_draw_triangle(c,p0,p1,p2); |
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| 306 | } else { |
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| 307 | c_and=cc[0] & cc[1] & cc[2]; |
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| 308 | /* the triangle is completely outside */ |
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| 309 | if (c_and!=0) return; |
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| 310 | |
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| 311 | /* find the next direction to clip */ |
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| 312 | while (clip_bit < 6 && (co & (1 << clip_bit)) == 0) { |
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| 313 | clip_bit++; |
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| 314 | } |
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| 315 | |
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| 316 | /* this test can be true only in case of rounding errors */ |
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| 317 | if (clip_bit == 6) { |
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| 318 | #if 0 |
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| 319 | printf("Error:\n"); |
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| 320 | printf("%f %f %f %f\n",p0->pc.X,p0->pc.Y,p0->pc.Z,p0->pc.W); |
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| 321 | printf("%f %f %f %f\n",p1->pc.X,p1->pc.Y,p1->pc.Z,p1->pc.W); |
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| 322 | printf("%f %f %f %f\n",p2->pc.X,p2->pc.Y,p2->pc.Z,p2->pc.W); |
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| 323 | #endif |
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| 324 | return; |
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| 325 | } |
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| 326 | |
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| 327 | clip_mask = 1 << clip_bit; |
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| 328 | co1=(cc[0] ^ cc[1] ^ cc[2]) & clip_mask; |
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| 329 | |
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| 330 | if (co1) { |
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| 331 | /* one point outside */ |
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| 332 | |
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| 333 | if (cc[0] & clip_mask) { q[0]=p0; q[1]=p1; q[2]=p2; } |
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| 334 | else if (cc[1] & clip_mask) { q[0]=p1; q[1]=p2; q[2]=p0; } |
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| 335 | else { q[0]=p2; q[1]=p0; q[2]=p1; } |
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| 336 | |
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| 337 | tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc); |
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| 338 | updateTmp(c,&tmp1,q[0],q[1],tt); |
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| 339 | |
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| 340 | tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc); |
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| 341 | updateTmp(c,&tmp2,q[0],q[2],tt); |
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| 342 | |
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| 343 | tmp1.edge_flag=q[0]->edge_flag; |
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| 344 | edge_flag_tmp=q[2]->edge_flag; |
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| 345 | q[2]->edge_flag=0; |
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| 346 | gl_draw_triangle_clip(c,&tmp1,q[1],q[2],clip_bit+1); |
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| 347 | |
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| 348 | tmp2.edge_flag=1; |
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| 349 | tmp1.edge_flag=0; |
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| 350 | q[2]->edge_flag=edge_flag_tmp; |
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| 351 | gl_draw_triangle_clip(c,&tmp2,&tmp1,q[2],clip_bit+1); |
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| 352 | } else { |
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| 353 | /* two points outside */ |
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| 354 | |
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| 355 | if ((cc[0] & clip_mask)==0) { q[0]=p0; q[1]=p1; q[2]=p2; } |
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| 356 | else if ((cc[1] & clip_mask)==0) { q[0]=p1; q[1]=p2; q[2]=p0; } |
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| 357 | else { q[0]=p2; q[1]=p0; q[2]=p1; } |
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| 358 | |
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| 359 | tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc); |
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| 360 | updateTmp(c,&tmp1,q[0],q[1],tt); |
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| 361 | |
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| 362 | tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc); |
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| 363 | updateTmp(c,&tmp2,q[0],q[2],tt); |
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| 364 | |
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| 365 | tmp1.edge_flag=1; |
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| 366 | tmp2.edge_flag=q[2]->edge_flag; |
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| 367 | gl_draw_triangle_clip(c,q[0],&tmp1,&tmp2,clip_bit+1); |
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| 368 | } |
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| 369 | } |
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| 370 | } |
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| 371 | |
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| 372 | |
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| 373 | void gl_draw_triangle_select(GLContext *c, |
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| 374 | GLVertex *p0,GLVertex *p1,GLVertex *p2) |
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| 375 | { |
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| 376 | gl_add_select1(c,p0->zp.z,p1->zp.z,p2->zp.z); |
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| 377 | } |
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| 378 | |
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| 379 | #ifdef PROFILE |
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| 380 | int count_triangles,count_triangles_textured,count_pixels; |
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| 381 | #endif |
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| 382 | |
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| 383 | void gl_draw_triangle_fill(GLContext *c, |
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| 384 | GLVertex *p0,GLVertex *p1,GLVertex *p2) |
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| 385 | { |
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| 386 | #ifdef PROFILE |
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| 387 | { |
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| 388 | int norm; |
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| 389 | assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize); |
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| 390 | assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize); |
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| 391 | assert(p1->zp.x >= 0 && p1->zp.x < c->zb->xsize); |
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| 392 | assert(p1->zp.y >= 0 && p1->zp.y < c->zb->ysize); |
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| 393 | assert(p2->zp.x >= 0 && p2->zp.x < c->zb->xsize); |
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| 394 | assert(p2->zp.y >= 0 && p2->zp.y < c->zb->ysize); |
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| 395 | |
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| 396 | norm=(p1->zp.x-p0->zp.x)*(p2->zp.y-p0->zp.y)- |
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| 397 | (p2->zp.x-p0->zp.x)*(p1->zp.y-p0->zp.y); |
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| 398 | count_pixels+=abs(norm)/2; |
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| 399 | count_triangles++; |
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| 400 | } |
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| 401 | #endif |
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| 402 | |
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| 403 | if (c->texture_2d_enabled) { |
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| 404 | #ifdef PROFILE |
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| 405 | count_triangles_textured++; |
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| 406 | #endif |
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| 407 | ZB_setTexture(c->zb,c->current_texture->images[0].pixmap); |
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| 408 | ZB_fillTriangleMappingPerspective(c->zb,&p0->zp,&p1->zp,&p2->zp); |
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| 409 | } else if (c->current_shade_model == GL_SMOOTH) { |
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| 410 | ZB_fillTriangleSmooth(c->zb,&p0->zp,&p1->zp,&p2->zp); |
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| 411 | } else { |
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| 412 | ZB_fillTriangleFlat(c->zb,&p0->zp,&p1->zp,&p2->zp); |
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| 413 | } |
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| 414 | } |
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| 415 | |
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| 416 | /* Render a clipped triangle in line mode */ |
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| 417 | |
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| 418 | void gl_draw_triangle_line(GLContext *c, |
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| 419 | GLVertex *p0,GLVertex *p1,GLVertex *p2) |
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| 420 | { |
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| 421 | if (c->depth_test) { |
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| 422 | if (p0->edge_flag) ZB_line_z(c->zb,&p0->zp,&p1->zp); |
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| 423 | if (p1->edge_flag) ZB_line_z(c->zb,&p1->zp,&p2->zp); |
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| 424 | if (p2->edge_flag) ZB_line_z(c->zb,&p2->zp,&p0->zp); |
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| 425 | } else { |
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| 426 | if (p0->edge_flag) ZB_line(c->zb,&p0->zp,&p1->zp); |
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| 427 | if (p1->edge_flag) ZB_line(c->zb,&p1->zp,&p2->zp); |
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| 428 | if (p2->edge_flag) ZB_line(c->zb,&p2->zp,&p0->zp); |
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| 429 | } |
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| 430 | } |
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| 431 | |
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| 432 | |
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| 433 | |
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| 434 | /* Render a clipped triangle in point mode */ |
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| 435 | void gl_draw_triangle_point(GLContext *c, |
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| 436 | GLVertex *p0,GLVertex *p1,GLVertex *p2) |
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| 437 | { |
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| 438 | if (p0->edge_flag) ZB_plot(c->zb,&p0->zp); |
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| 439 | if (p1->edge_flag) ZB_plot(c->zb,&p1->zp); |
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| 440 | if (p2->edge_flag) ZB_plot(c->zb,&p2->zp); |
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| 441 | } |
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| 442 | |
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| 443 | |
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| 444 | |
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| 445 | |
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