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authorEric Anholt <[email protected]>2010-11-23 15:55:59 -0800
committerEric Anholt <[email protected]>2011-03-11 12:55:14 -0800
commit29e013e58be93aa6ed760393cf77ef34ca1d57c0 (patch)
treebe7b3c332d7c02954267862966e8fc0e6ae14b8a /src/mesa/main/pixeltransfer.c
parent20f7a6f11aef492d5ca13e8ba9525eb2961d483c (diff)
mesa: Add gl_MESAFogParamsOptimized for our special pre-computed fog params.
It would be nice if we handled optimized uniform math like this in some generic way, since people often end up doing uniform expressions in shaders, but for now keep this hard-coded like it was in the texenvprogram code.
Diffstat (limited to 'src/mesa/main/pixeltransfer.c')
0 files changed, 0 insertions, 0 deletions
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/*===========================================================================*/
/*                                                                           */
/* Mesa-3.0 DirectX 6 Driver                                                 */
/*                                                                           */
/* By Leigh McRae                                                            */
/*                                                                           */
/* http://www.altsoftware.com/                                               */
/*                                                                           */
/* Copyright (c) 1999-1998  alt.software inc.  All Rights Reserved           */
/*===========================================================================*/
#include <stdio.h>
#include "clip.h"
#include "context.h"
#include "light.h"
#include "lines.h"
#include "macros.h"
#include "matrix.h"
#include "pb.h"
#include "points.h"
#include "mtypes.h"
#include "vb.h"
#include "vbrender.h"
#include "xform.h"
#include "D3DMesa.h"

static void SetRenderStates( GLcontext *ctx );
static void DebugRenderStates( GLcontext *ctx, BOOL bForce );

static void RenderPointsVB( GLcontext *ctx, GLuint start, GLuint end );
static void RenderTriangleVB( GLcontext *ctx, GLuint start, GLuint end );
static void RenderTriangleFanVB( GLcontext *ctx, GLuint start, GLuint end );
static void RenderTriangleStripVB( GLcontext *ctx, GLuint start, GLuint end );
static void RenderQuadVB( GLcontext *ctx, GLuint start, GLuint end );
static void RenderQuad( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4, GLuint pv );
void		RenderOneTriangle( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint pv );
void 	RenderOneLine( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv );

/*  I went with a D3D vertex buffer that is 6 times that of the Mesa one */
/* instead of having the D3D one flush when its full.  This way Mesa will*/
/* handle all the flushing.  I need x6 as points can use 4 vertex each.  */
D3DTLVERTEX 	D3DTLVertices[ (VB_MAX*6) ];
GLuint   		VList[VB_SIZE];
/*===========================================================================*/
/* Compute Z offsets for a polygon with plane defined by (A,B,C,D)           */
/* D is not needed. TODO: Currently we are calculating this but not using it.*/
/*===========================================================================*/
/* RETURN:                                                                   */
/*===========================================================================*/
static void OffsetPolygon( GLcontext *ctx, GLfloat a, GLfloat b, GLfloat c )
{
  GLfloat	ac,
          bc,
          m,
          offset;

  DPF(( DBG_FUNC, "OffsetPolygon();" ));

  if ( (c < 0.001F) && (c > - 0.001F) )
  {
    /* Prevents underflow problems. */
    ctx->PointZoffset   = 0.0F;
    ctx->LineZoffset    = 0.0F;
    ctx->PolygonZoffset = 0.0F;
  }
  else
  {
    ac = a / c;
    bc = b / c;
    if ( ac < 0.0F )
	 ac = -ac;
    if ( bc<0.0F )
	 bc = -bc;
    m = MAX2( ac, bc );     /* m = sqrt( ac*ac + bc*bc ); */

    offset = (m * ctx->Polygon.OffsetFactor + ctx->Polygon.OffsetUnits);
    ctx->PointZoffset   = ctx->Polygon.OffsetPoint ? offset : 0.0F;
    ctx->LineZoffset    = ctx->Polygon.OffsetLine  ? offset : 0.0F;
    ctx->PolygonZoffset = ctx->Polygon.OffsetFill  ? offset : 0.0F;
  }

  DPF(( DBG_PRIM_INFO, "OffsetPolygon: %f", offset ));
}
/*===========================================================================*/
/*  Compute signed area of the n-sided polgyon specified by vertices         */
/* vb->Win[] and vertex list vlist[].                                        */
/*  A clockwise polygon will return a negative area.  A counter-clockwise    */
/* polygon will return a positive area.  I have changed this function to     */
/* actually calculate twice the area as its faster and still gives the sign. */
/*===========================================================================*/
/* RETURN: signed area of the polgon.                                        */
/*===========================================================================*/
static GLfloat PolygonArea( const struct vertex_buffer *vb, GLuint n, const GLuint vlist[] )
{
  GLfloat	area;
  GLuint  i;

  DPF(( DBG_FUNC, "PolygonArea();" ));

#define  j0    vlist[i]
#define  j1    vlist[(i+1)%n]
#define  x0    vb->Win[j0][0]
#define  y0    vb->Win[j0][1]
#define  x1    vb->Win[j1][0]
#define  y1    vb->Win[j1][1]

  /* area = sum of trapezoids */
  for( i = 0, area = 0.0; i < n; i++ )
    area += ((x0 - x1) * (y0 + y1));  /* Note: no divide by two here! */

#undef x0
#undef y0
#undef x1
#undef y1
#undef j1
#undef j0

  // TODO: I don't see the point or * 0.5 as we just want the sign...
  return area;
}
/*===========================================================================*/
/*  Render a polygon that needs clipping on at least one vertex. The function*/
/* will first clip the polygon to any user clipping planes then clip to the  */
/* viewing volume.  The final polygon will be draw as single triangles that  */
/* first need minor proccessing (culling, offset, etc) before we draw the    */
/* polygon as a fan.  NOTE: the fan is draw as single triangles as its not   */
/* formed sequentaly in the VB but is in the vlist[].                        */
/*===========================================================================*/
/* RETURN:                                                                   */
/*===========================================================================*/
static void RenderClippedPolygon( GLcontext *ctx, GLuint n, GLuint vlist[] )
{
  struct vertex_buffer	*VB = ctx->VB;
  GLfloat 			(*win)[3] = VB->Win,
                         *proj = ctx->ProjectionMatrix,
                         ex, ey,
                         fx, fy, c,
	                    wInv;
  GLuint				index,
	                    pv,
                         facing;

  DPF(( DBG_FUNC, "RenderClippedPolygon();" ));

  DPF(( DBG_PRIM_INFO, "RenderClippedtPolygon( %d )", n ));

  /* Which vertex dictates the color when flat shading. */
  pv = (ctx->Primitive==GL_POLYGON) ? vlist[0] : vlist[n-1];

  /*  Clipping may introduce new vertices.  New vertices will be stored in */
  /* the vertex buffer arrays starting with location VB->Free.  After we've*/
  /* rendered the polygon, these extra vertices can be overwritten.        */
  VB->Free = VB_MAX;

  /* Clip against user clipping planes in eye coord space. */
  if ( ctx->Transform.AnyClip )
  {
    n = gl_userclip_polygon( ctx, n, vlist );
    if ( n < 3 )
	 return;

    /* Transform vertices from eye to clip coordinates:  clip = Proj * eye */
    for( index = 0; index < n; index++ )
    {
	 TRANSFORM_POINT( VB->Clip[vlist[index]], proj, VB->Eye[vlist[index]] );
    }
  }

  /* Clip against view volume in clip coord space */
  n = gl_viewclip_polygon( ctx, n, vlist );
  if ( n < 3 )
    return;

  /* Transform new vertices from clip to ndc to window coords.    */
  /* ndc = clip / W    window = viewport_mapping(ndc)             */
  /* Note that window Z values are scaled to the range of integer */
  /* depth buffer values.                                         */

  /* Only need to compute window coords for new vertices */
  for( index = VB_MAX; index < VB->Free; index++ )
  {
    if ( VB->Clip[index][3] != 0.0F )
    {
	 wInv = 1.0F / VB->Clip[index][3];

	 win[index][0] = VB->Clip[index][0] * wInv * ctx->Viewport.Sx + ctx->Viewport.Tx;
	 win[index][1] = VB->Clip[index][1] * wInv * ctx->Viewport.Sy + ctx->Viewport.Ty;
	 win[index][2] = VB->Clip[index][2] * wInv * ctx->Viewport.Sz + ctx->Viewport.Tz;
    }
    else
    {
	 /* Can't divide by zero, so... */
	 win[index][0] = win[index][1] = win[index][2] = 0.0F;
    }
  }

  /* Draw filled polygon as a triangle fan */
  for( index = 2; index < n; index++ )
  {
    /* Compute orientation of triangle */
    ex = win[vlist[index-1]][0] - win[vlist[0]][0];
    ey = win[vlist[index-1]][1] - win[vlist[0]][1];
    fx = win[vlist[index]][0]   - win[vlist[0]][0];
    fy = win[vlist[index]][1]   - win[vlist[0]][1];
    c = (ex * fy) - (ey * fx);

    /* polygon is perpindicular to view plane, don't draw it */
    if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
	 continue;

    /* Backface culling. */
    facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
    if ( (facing + 1) & ctx->Polygon.CullBits )
	 continue;

    if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE )
    {
	 if ( facing == 1 )
	 {
	   /* use back color */
	   VB->Color   = VB->Bcolor;
	   VB->Specular= VB->Bspec;
	 }
	 else
	 {
	   /* use front color */
	   VB->Color   = VB->Fcolor;
	   VB->Specular= VB->Fspec;
	 }
    }

    if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
    {
	 /* finish computing plane equation of polygon, compute offset */
	 GLfloat fz = win[vlist[index]][2]   - win[vlist[0]][2];
	 GLfloat ez = win[vlist[index-1]][2] - win[vlist[0]][2];
	 GLfloat a = (ey * fz) - (ez * fy);
	 GLfloat b = (ez * fx) - (ex * fz);
	 OffsetPolygon( ctx, a, b, c );
    }
    RenderOneTriangle( ctx, vlist[0], vlist[index-1], vlist[index], pv );
  }
}
/*===========================================================================*/
/*  This function gets called when either the vertex buffer is full or glEnd */
/* has been called.  If the we aren't in rendering mode (FEEDBACK) then I    */
/* pass the vertex buffer back to Mesa to deal with by returning FALSE.      */
/*  If I can render the primitive types in the buffer directly then I will   */
/* return TRUE after I render the vertex buffer and reset the vertex buffer. */
/*                                                                           */
/* TODO: I don't handle the special case of when the vertex buffer is full   */
/*      and we have a primitive that bounds this buffer and the next one to  */
/*      come.  I'm not sure right now if Mesa handles this for me...         */
/*===========================================================================*/
/* RETURN: TRUE, FALSE.                                                      */
/*===========================================================================*/
GLboolean RenderVertexBuffer( GLcontext *ctx, GLboolean allDone )
{
  struct vertex_buffer	*VB = ctx->VB;
  GLuint 		    		index,
	                    vlist[VB_SIZE];

  DPF(( DBG_FUNC, "RenderVertexBuffer();" ));

  /* We only need to hook actual tri's that need rendering. */
  if ( ctx->RenderMode != GL_RENDER )
  {
	   //	   (ctx->Visual->AccumBits > 0) )
	   //	   (ctx->Visual->StencilBits > 0) )
    DPF(( DBG_PRIM_INFO, "Passing VB back to Mesa" ));
    return FALSE;
  }

  /*  I'm going to set the states here so that all functions will  */
  /* be assured to have the right states.  If Mesa's vertex bufefr */
  /* function calls one of my primitive functions (TRI,POINT,LINE) */
  /* it will need the right states.  So instead of doing it in the */
  /* primitive function I will always do it here at risk of some   */
  /* slow down to some cases...                                    */
  SetRenderStates( ctx );

  switch( ctx->Primitive )
  {
    case GL_POINTS:
	 DPF(( DBG_PRIM_INFO, "GL_POINTS( %d )", VB->Count ));
	 RenderPointsVB( ctx, 0, VB->Count );
	 break;

    case GL_LINES:
    case GL_LINE_STRIP:
    case GL_LINE_LOOP:
	 /*  Not supported functions yet so pass back that we failed to */
	 /* render the vertex buffer and Mesa will have to do it.       */
	 DPF(( DBG_PRIM_INFO, "GL_LINE_?( %d )", VB->Count ));
	 return FALSE;

    case GL_TRIANGLES:
	 if ( VB->Count < 3 )
	 {
	   DPF(( DBG_PRIM_WARN, "GL_TRIANGLES( %d )", VB->Count ));
	   return FALSE;
	 }

	 DPF(( DBG_PRIM_INFO, "GL_TRIANGLES( %d )", VB->Count ));
      RenderTriangleVB( ctx, 0, VB->Count );
	 break;

    case GL_TRIANGLE_STRIP:
	 if ( VB->Count < 3 )
	 {
	   DPF(( DBG_PRIM_WARN, "GL_TRIANGLE_STRIP( %d )", VB->Count ));
	   return FALSE;
	 }

	 DPF(( DBG_PRIM_INFO, "GL_TRIANGLE_STRIP( %d )", VB->Count ));
	 RenderTriangleStripVB( ctx, 0, VB->Count );
	 break;

    case GL_TRIANGLE_FAN:
	 if ( VB->Count < 3 )
	 {
	   DPF(( DBG_PRIM_WARN, "GL_TRIANGLE_FAN( %d )", VB->Count ));
	   return FALSE;
	 }

	 DPF(( DBG_PRIM_INFO, "GL_TRIANGLE_FAN( %d )", VB->Count ));
	 RenderTriangleFanVB( ctx, 0, VB->Count );
	 break;

    case GL_QUADS:
	 if ( VB->Count < 4 )
	 {
	   DPF(( DBG_PRIM_WARN, "GL_QUADS( %d )", VB->Count ));
	   return FALSE;
	 }

	  DPF(( DBG_PRIM_INFO, "GL_QUADS( %d )", VB->Count ));
	  RenderQuadVB( ctx, 0, VB->Count );
	  break;

    case GL_QUAD_STRIP:
	 if ( VB->Count < 4 )
	 {
	   DPF(( DBG_PRIM_WARN, "GL_QUAD_STRIP( %d )", VB->Count ));
	   return FALSE;
	 }

	 DPF(( DBG_PRIM_INFO, "GL_QUAD_STRIP( %d )", VB->Count ));

	 if ( VB->ClipOrMask )
	 {
	   for( index = 3; index < VB->Count; index += 2 )
	   {
		if ( VB->ClipMask[index-3] & VB->ClipMask[index-2] & VB->ClipMask[index-1] & VB->ClipMask[index] & CLIP_ALL_BITS )
		{
		   /* All points clipped by common plane */
		  DPF(( DBG_PRIM_WARN, "GL_QUAD_STRIP( %d )", VB->Count ));
		  continue;
		}
		else if ( VB->ClipMask[index-3] | VB->ClipMask[index-2] | VB->ClipMask[index-1] | VB->ClipMask[index] )
		{
		  vlist[0] = index - 3;
		  vlist[1] = index - 2;
		  vlist[2] = index;
		  vlist[3] = index - 1;
		  RenderClippedPolygon( ctx, 4, vlist );
		}
		else
		{
		  RenderQuad( ctx, (index-3), (index-2), index, (index-1), index );
		}	
	   }
	 }
	 else
	 {
	   /* No clipping needed */
	   for( index = 3; index < VB->Count; index += 2 )
		RenderQuad( ctx, (index-3), (index-2), index, (index-1), index );
	 }	
	 break;
	
    case GL_POLYGON:
	 if ( VB->Count < 3 )
	 {
	   DPF(( DBG_PRIM_WARN, "GL_POLYGON( %d )", VB->Count ));
	   return FALSE;
	 }

	 DPF(( DBG_PRIM_INFO, "GL_POLYGON( %d )", VB->Count ));

	 /* All points clipped by common plane, draw nothing */
	 if ( !(VB->ClipAndMask & CLIP_ALL_BITS) )
	   RenderTriangleFanVB( ctx, 0, VB->Count );
	 break;

    default:
	 /* should never get here */
	 _mesa_problem( ctx, "invalid mode in gl_render_vb" );
   }

  DPF(( DBG_PRIM_INFO, "ResetVB" ));

  /* We return TRUE to indicate we rendered the VB. */
  gl_reset_vb( ctx, allDone );
  return TRUE;
}
/*===========================================================================*/
/*  This function will render the current vertex buffer as triangles.  The   */
/* buffer has to be able to be rendered directly.  This means that we are    */
/* filled, no offsets, no culling and one sided rendering.  Also we must be  */
/* in render mode of course.                                                 */
/*  First I will fill the global D3D vertice buffer.  Next I will set all the*/
/* states for D3D based on the current OGL state.  Finally I pass the D3D VB */
/* to the wrapper that call DrawPrimitives.                                  */
/*===========================================================================*/
/* RETURN:                                                                   */
/*===========================================================================*/
static void RenderTriangleVB( GLcontext *ctx, GLuint start, GLuint end )
{
  D3DMESACONTEXT      	*pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
  struct vertex_buffer 	*VB = ctx->VB;
  int                    index,
                         cVertex,
                         height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
   DWORD                	dwPVColor;
   GLfloat              	ex, ey,
                         fx, fy, c;
   GLuint               	facing;

   DPF(( DBG_FUNC, "RenderTriangleVB" ));

   if ( !VB->ClipOrMask )
   {
	DPF(( DBG_PRIM_INFO, "DirectTriangles( %d )", (end-start) ));
	for( index = start, cVertex = 0; index < end; )
	{
	  dwPVColor = (VB->Color[(index+2)][3]<<24) | (VB->Color[(index+2)][0]<<16) | (VB->Color[(index+2)][1]<<8) | VB->Color[(index+2)][2];

	  /*=====================================*/
	  /* Populate the the triangle vertices. */
	  /*=====================================*/
	  D3DTLVertices[cVertex].sx     = D3DVAL( VB->Win[index][0] );
	  D3DTLVertices[cVertex].sy     = D3DVAL( (height - VB->Win[index][1]) );
	  D3DTLVertices[cVertex].sz     = D3DVAL( VB->Win[index][2] );
	  D3DTLVertices[cVertex].tu     = D3DVAL( VB->TexCoord[index][0] );
	  D3DTLVertices[cVertex].tv     = D3DVAL( VB->TexCoord[index][1] );
	  D3DTLVertices[cVertex].rhw    = D3DVAL( (1.0 / VB->Clip[index][3]) );
	  D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
	                                  dwPVColor :
                                       (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2];
	  index++;

	  D3DTLVertices[cVertex].sx     = D3DVAL( VB->Win[index][0] );
	  D3DTLVertices[cVertex].sy     = D3DVAL( (height - VB->Win[index][1]) );
	  D3DTLVertices[cVertex].sz     = D3DVAL( VB->Win[index][2] );
	  D3DTLVertices[cVertex].tu     = D3DVAL( VB->TexCoord[index][0] );
	  D3DTLVertices[cVertex].tv     = D3DVAL( VB->TexCoord[index][1] );
	  D3DTLVertices[cVertex].rhw    = D3DVAL( (1.0 / VB->Clip[index][3]) );
	  D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
                                       dwPVColor :
                                       (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2];
	  index++;

	  D3DTLVertices[cVertex].sx     = D3DVAL( VB->Win[index][0] );
	  D3DTLVertices[cVertex].sy     = D3DVAL( (height - VB->Win[index][1]) );
	  D3DTLVertices[cVertex].sz     = D3DVAL( VB->Win[index][2] );
	  D3DTLVertices[cVertex].tu     = D3DVAL( VB->TexCoord[index][0] );
	  D3DTLVertices[cVertex].tv     = D3DVAL( VB->TexCoord[index][1] );
	  D3DTLVertices[cVertex].rhw    = D3DVAL( (1.0 / VB->Clip[index][3]) );
	  D3DTLVertices[cVertex++].color= dwPVColor;
	  index++;
	}
   }
   else
   {
#define v1     index
#define v2     (index+1)
#define v3     (index+2)

	for( index = start, cVertex = 0; index < end; index += 3 )
	{
	  if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & CLIP_ALL_BITS )
	  {
	    continue;
	  }
	  else if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] )
	  {
	    VList[0] = v1;
	    VList[1] = v2;
	    VList[2] = v3;
	    RenderClippedPolygon( ctx, 3, VList );
	    continue;
	  }

	  /* Compute orientation of triangle */
	  ex = VB->Win[v2][0] - VB->Win[v1][0];
	  ey = VB->Win[v2][1] - VB->Win[v1][1];
	  fx = VB->Win[v3][0] - VB->Win[v1][0];
	  fy = VB->Win[v3][1] - VB->Win[v1][1];
	  c = (ex * fy) - (ey * fx);

	  /* polygon is perpindicular to view plane, don't draw it */
	  if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
	    continue;

	  /* Backface culling. */
	  facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
	  if ( (facing + 1) & ctx->Polygon.CullBits )
	    continue;

	  if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE )
	  {
	    if ( facing == 1 )
	    {
		 /* use back color */
		 VB->Color   = VB->Bcolor;
		 VB->Specular= VB->Bspec;
	    }
	    else
	    {
		 /* use front color */
		 VB->Color   = VB->Fcolor;
		 VB->Specular= VB->Fspec;
	    }
	  }

	  if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
	  {
	    /* Finish computing plane equation of polygon, compute offset */
	    GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2];
	    GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2];
	    GLfloat a = (ey * fz) - (ez * fy);
	    GLfloat b = (ez * fx) - (ex * fz);
	    OffsetPolygon( ctx, a, b, c );
	  }

	  /*=====================================*/
	  /* Populate the the triangle vertices. */
	  /*=====================================*/
	  /* Solve the prevoking vertex color as we need it for the 3rd triangle and flat shading. */
	  dwPVColor = (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];

	  D3DTLVertices[cVertex].sx     = D3DVAL( VB->Win[v1][0] );
	  D3DTLVertices[cVertex].sy     = D3DVAL( (height - VB->Win[v1][1]) );
	  D3DTLVertices[cVertex].sz     = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
	  D3DTLVertices[cVertex].tu     = D3DVAL( VB->TexCoord[v1][0] );
	  D3DTLVertices[cVertex].tv     = D3DVAL( VB->TexCoord[v1][1] );
	  D3DTLVertices[cVertex].rhw    = D3DVAL( (1.0 / VB->Clip[v1][3]) );
	  D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
                                       dwPVColor :
                                       (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];

	  D3DTLVertices[cVertex].sx     = D3DVAL( VB->Win[v2][0] );
	  D3DTLVertices[cVertex].sy     = D3DVAL( (height - VB->Win[v2][1]) );
	  D3DTLVertices[cVertex].sz     = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) );
	  D3DTLVertices[cVertex].tu     = D3DVAL( VB->TexCoord[v2][0] );
	  D3DTLVertices[cVertex].tv     = D3DVAL( VB->TexCoord[v2][1] );
	  D3DTLVertices[cVertex].rhw    = D3DVAL( (1.0 / VB->Clip[v2][3]) );
	  D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
                                       dwPVColor :
                                       (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];

	  D3DTLVertices[cVertex].sx     = D3DVAL( VB->Win[v3][0] );
	  D3DTLVertices[cVertex].sy     = D3DVAL( (height - VB->Win[v3][1]) );
	  D3DTLVertices[cVertex].sz     = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
	  D3DTLVertices[cVertex].tu     = D3DVAL( VB->TexCoord[v3][0] );
	  D3DTLVertices[cVertex].tv     = D3DVAL( VB->TexCoord[v3][1] );
	  D3DTLVertices[cVertex].rhw    = D3DVAL( (1.0 / VB->Clip[v3][3]) );
	  D3DTLVertices[cVertex++].color= dwPVColor;
	}
#undef v1
#undef v2
#undef v3
   }

   /* Render the converted vertex buffer. */
   if ( cVertex > 2 )
	DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex );
}
/*===========================================================================*/
/*  This function will render the current vertex buffer as a triangle fan.   */
/* The buffer has to be able to be rendered directly.  This means that we are*/
/* filled, no offsets, no culling and one sided rendering.  Also we must be  */
/* in render mode of course.                                                 */
/*  First I will fill the global D3D vertice buffer.  Next I will set all the*/
/* states for D3D based on the current OGL state.  Finally I pass the D3D VB */
/* to the wrapper that call DrawPrimitives.                                  */
/*===========================================================================*/
/* RETURN:                                                                   */
/*===========================================================================*/
static void RenderTriangleFanVB( GLcontext *ctx, GLuint start, GLuint end )
{
  D3DMESACONTEXT     	*pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
  struct vertex_buffer 	*VB = ctx->VB;
  int                  	index,
                         cVertex,
                         height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
   GLfloat              	ex, ey,
                         fx, fy, c;
   GLuint               	facing;
   DWORD                	dwPVColor;

   DPF(( DBG_FUNC, "RenderTriangleFanVB();" ));

   /* Special case that we can blast the fan without culling, offset, etc... */
   if ( !VB->ClipOrMask && (ctx->Light.ShadeModel != GL_FLAT) )
   {
	DPF(( DBG_PRIM_INFO, "DirectTriangles( %d )", (end-start) ));

	/* Seed the the fan. */
	D3DTLVertices[0].sx   = D3DVAL( VB->Win[start][0] );
	D3DTLVertices[0].sy   = D3DVAL( (height - VB->Win[start][1]) );
	D3DTLVertices[0].sz   = D3DVAL( VB->Win[start][2] );
	D3DTLVertices[0].tu   = D3DVAL( VB->TexCoord[start][0] );
	D3DTLVertices[0].tv   = D3DVAL( VB->TexCoord[start][1] );
	D3DTLVertices[0].rhw  = D3DVAL( (1.0 / VB->Clip[start][3]) );
	D3DTLVertices[0].color= (VB->Color[start][3]<<24) | (VB->Color[start][0]<<16) | (VB->Color[start][1]<<8) | VB->Color[start][2];

	/* Seed the the fan. */
	D3DTLVertices[1].sx   = D3DVAL( VB->Win[(start+1)][0] );
	D3DTLVertices[1].sy   = D3DVAL( (height - VB->Win[(start+1)][1]) );
	D3DTLVertices[1].sz   = D3DVAL( VB->Win[(start+1)][2] );
	D3DTLVertices[1].tu   = D3DVAL( VB->TexCoord[(start+1)][0] );
	D3DTLVertices[1].tv   = D3DVAL( VB->TexCoord[(start+1)][1] );
	D3DTLVertices[1].rhw  = D3DVAL( (1.0 / VB->Clip[(start+1)][3]) );
	D3DTLVertices[1].color= (VB->Color[(start+1)][3]<<24) | (VB->Color[(start+1)][0]<<16) | (VB->Color[(start+1)][1]<<8) | VB->Color[(start+1)][2];

	for( index = (start+2), cVertex = 2; index < end; index++, cVertex++ )
	{
	  /*=================================*/
	  /* Add the next vertex to the fan. */
	  /*=================================*/
	  D3DTLVertices[cVertex].sx     = D3DVAL( VB->Win[index][0] );
	  D3DTLVertices[cVertex].sy     = D3DVAL( (height - VB->Win[index][1]) );
	  D3DTLVertices[cVertex].sz     = D3DVAL( VB->Win[index][2] );
	  D3DTLVertices[cVertex].tu     = D3DVAL( VB->TexCoord[index][0] );
	  D3DTLVertices[cVertex].tv     = D3DVAL( VB->TexCoord[index][1] );
	  D3DTLVertices[cVertex].rhw    = D3DVAL( (1.0 / VB->Clip[index][3]) );
	  D3DTLVertices[cVertex].color  = (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2];
      }

	/* Render the converted vertex buffer. */
	if ( cVertex )
	  DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLEFAN, &D3DTLVertices[0], cVertex );
   }
   else
   {
#define v1     start
#define v2     (index-1)
#define v3     index

	for( index = (start+2), cVertex = 0; index < end; index++ )
	{
	  if ( VB->ClipOrMask )
	  {
	    /* All points clipped by common plane */
	    if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & CLIP_ALL_BITS )
	    {
		 continue;
	    }
	    else if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] )
	    {
		 VList[0] = v1;
		 VList[1] = v2;
		 VList[2] = v3;
		 RenderClippedPolygon( ctx, 3, VList );
		 continue;
	    }
	  }

	  /* Compute orientation of triangle */
	  ex = VB->Win[v2][0] - VB->Win[v1][0];
	  ey = VB->Win[v2][1] - VB->Win[v1][1];
	  fx = VB->Win[v3][0] - VB->Win[v1][0];
	  fy = VB->Win[v3][1] - VB->Win[v1][1];
	  c = (ex * fy) - (ey * fx);

	  /* polygon is perpindicular to view plane, don't draw it */
	  if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
	    continue;

	  /* Backface culling. */
	  facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
	  if ( (facing + 1) & ctx->Polygon.CullBits )
	    continue;

	  if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
	  {
	    /* Finish computing plane equation of polygon, compute offset */
	    GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2];
	    GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2];
	    GLfloat a = (ey * fz) - (ez * fy);
	    GLfloat b = (ez * fx) - (ex * fz);
	    OffsetPolygon( ctx, a, b, c );
	  }

	  /*=====================================*/
	  /* Populate the the triangle vertices. */
	  /*=====================================*/
	  dwPVColor = (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];

	  D3DTLVertices[cVertex].sx     = D3DVAL( VB->Win[v1][0] );
	  D3DTLVertices[cVertex].sy     = D3DVAL( (height - VB->Win[v1][1]) );
	  D3DTLVertices[cVertex].sz     = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
	  D3DTLVertices[cVertex].tu     = D3DVAL( VB->TexCoord[v1][0] );
	  D3DTLVertices[cVertex].tv     = D3DVAL( VB->TexCoord[v1][1] );
	  D3DTLVertices[cVertex].rhw    = D3DVAL( (1.0 / VB->Clip[v1][3]) );
	  D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
                                         (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];

	  D3DTLVertices[cVertex].sx     = D3DVAL( VB->Win[v2][0] );
	  D3DTLVertices[cVertex].sy     = D3DVAL( (height - VB->Win[v2][1]) );
	  D3DTLVertices[cVertex].sz     = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset)  );
	  D3DTLVertices[cVertex].tu     = D3DVAL( VB->TexCoord[v2][0] );
	  D3DTLVertices[cVertex].tv     = D3DVAL( VB->TexCoord[v2][1] );
	  D3DTLVertices[cVertex].rhw    = D3DVAL( (1.0 / VB->Clip[v2][3]) );
	  D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
                                         (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];

	  D3DTLVertices[cVertex].sx     = D3DVAL( VB->Win[v3][0] );
	  D3DTLVertices[cVertex].sy     = D3DVAL( (height - VB->Win[v3][1]) );
	  D3DTLVertices[cVertex].sz     = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
	  D3DTLVertices[cVertex].tu     = D3DVAL( VB->TexCoord[v3][0] );
	  D3DTLVertices[cVertex].tv     = D3DVAL( VB->TexCoord[v3][1] );
	  D3DTLVertices[cVertex].rhw    = D3DVAL( (1.0 / VB->Clip[v3][3]) );
	  D3DTLVertices[cVertex++].color= dwPVColor;
	}

	/* Render the converted vertex buffer. */
	if ( cVertex )
	  DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex );
#undef v1
#undef v2
#undef v3
   }
}
/*===========================================================================*/
/*  This function will render the current vertex buffer as a triangle strip. */
/* The buffer has to be able to be rendered directly.  This means that we are*/
/* filled, no offsets, no culling and one sided rendering.  Also we must be  */
/* in render mode of course.                                                 */
/*  First I will fill the global D3D vertice buffer.  Next I will set all the*/
/* states for D3D based on the current OGL state.  Finally I pass the D3D VB */
/* to the wrapper that call DrawPrimitives.                                  */
/*===========================================================================*/
/* RETURN:                                                                   */
/*===========================================================================*/
static void RenderTriangleStripVB( GLcontext *ctx, GLuint start, GLuint end )
{
  D3DMESACONTEXT     	*pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
  struct vertex_buffer 	*VB = ctx->VB;
  int                    index,
                         cVertex = 0,
	                    v1, v2, v3,
                         height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
  GLfloat              	ex, ey,
                         fx, fy, c;
  GLuint               	facing;
  DWORD                	dwPVColor;

  DPF(( DBG_FUNC, "RenderTriangleStripVB();" ));

  /* Special case that we can blast the fan without culling, offset, etc... */
  if ( !VB->ClipOrMask && (ctx->Light.ShadeModel != GL_FLAT) )
  {
    DPF(( DBG_PRIM_PROFILE, "DirectTriangles" ));

    /* Seed the the strip. */
    D3DTLVertices[0].sx   = D3DVAL( VB->Win[start][0] );
    D3DTLVertices[0].sy   = D3DVAL( (height - VB->Win[start][1]) );
    D3DTLVertices[0].sz   = D3DVAL( VB->Win[start][2] );
    D3DTLVertices[0].tu   = D3DVAL( VB->TexCoord[start][0] );
    D3DTLVertices[0].tv   = D3DVAL( VB->TexCoord[start][1] );
    D3DTLVertices[0].rhw  = D3DVAL( (1.0 / VB->Clip[start][3]) );
    D3DTLVertices[0].color= (VB->Color[start][3]<<24) | (VB->Color[start][0]<<16) | (VB->Color[start][1]<<8) | VB->Color[start][2];

    /* Seed the the strip. */
    D3DTLVertices[1].sx   = D3DVAL( VB->Win[(start+1)][0] );
    D3DTLVertices[1].sy   = D3DVAL( (height - VB->Win[(start+1)][1]) );
    D3DTLVertices[1].sz   = D3DVAL( VB->Win[(start+1)][2] );
    D3DTLVertices[1].tu   = D3DVAL( VB->TexCoord[(start+1)][0] );
    D3DTLVertices[1].tv   = D3DVAL( VB->TexCoord[(start+1)][1] );
    D3DTLVertices[1].rhw  = D3DVAL( (1.0 / VB->Clip[(start+1)][3]) );
    D3DTLVertices[1].color= (VB->Color[(start+1)][3]<<24) | (VB->Color[(start+1)][0]<<16) | (VB->Color[(start+1)][1]<<8) | VB->Color[(start+1)][2];

    for( index = (start+2), cVertex = 2; index < end; index++, cVertex++ )
    {
	 /*===================================*/
	 /* Add the next vertex to the strip. */
	 /*===================================*/
	 D3DTLVertices[cVertex].sx     = D3DVAL( VB->Win[index][0] );
	 D3DTLVertices[cVertex].sy     = D3DVAL( (height - VB->Win[index][1]) );
	 D3DTLVertices[cVertex].sz     = D3DVAL( VB->Win[index][2] );
	 D3DTLVertices[cVertex].tu     = D3DVAL( VB->TexCoord[index][0] );
	 D3DTLVertices[cVertex].tv     = D3DVAL( VB->TexCoord[index][1] );
	 D3DTLVertices[cVertex].rhw    = D3DVAL( (1.0 / VB->Clip[index][3]) );
	 D3DTLVertices[cVertex].color  = (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2];
    }

    /* Render the converted vertex buffer. */
    if ( cVertex )
	 DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLESTRIP, &D3DTLVertices[0], cVertex );
  }
  else
  {
    for( index = (start+2); index < end; index++ )
    {
	 /* We need to switch order so that winding won't be a problem. */
	 if ( index & 1 )
	 {
	   v1 = index - 1;
	   v2 = index - 2;
	   v3 = index - 0;
	 }
	 else
	 {
	   v1 = index - 2;
	   v2 = index - 1;
	   v3 = index - 0;
	 }

	 /* All vertices clipped by common plane */
	 if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & CLIP_ALL_BITS )
	   continue;

	 /* Check if any vertices need clipping. */
	 if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] )
	 {
	   VList[0] = v1;
	   VList[1] = v2;
	   VList[2] = v3;
	   RenderClippedPolygon( ctx, 3, VList );
	 }
	 else
	 {
	   /* Compute orientation of triangle */
	   ex = VB->Win[v2][0] - VB->Win[v1][0];
	   ey = VB->Win[v2][1] - VB->Win[v1][1];
	   fx = VB->Win[v3][0] - VB->Win[v1][0];
	   fy = VB->Win[v3][1] - VB->Win[v1][1];
	   c = (ex * fy) - (ey * fx);

	   /* Polygon is perpindicular to view plane, don't draw it */
	   if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
		continue;

	   /* Backface culling. */
	   facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
	   if ( (facing + 1) & ctx->Polygon.CullBits )
		continue;

	   /* Need right color if we have two sided lighting. */
	   if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE )
	   {
		if ( facing == 1 )
		{
		  /* use back color */
		  VB->Color   = VB->Bcolor;
		  VB->Specular= VB->Bspec;
		}
		else
		{
		  /* use front color */
		  VB->Color   = VB->Fcolor;
		  VB->Specular= VB->Fspec;
		}
	   }

	   if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
	   {
		/* Finish computing plane equation of polygon, compute offset */
		GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2];
		GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2];
		GLfloat a = (ey * fz) - (ez * fy);
		GLfloat b = (ez * fx) - (ex * fz);
		OffsetPolygon( ctx, a, b, c );
	   }
	   /*=====================================*/
	   /* Populate the the triangle vertices. */
	   /*=====================================*/

	   /* Solve the prevoking vertex color as we need it for the 3rd triangle and flat shading. */
	   dwPVColor = (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];

	   D3DTLVertices[cVertex].sx     = D3DVAL( VB->Win[v1][0] );
	   D3DTLVertices[cVertex].sy     = D3DVAL( (height - VB->Win[v1][1]) );
	   D3DTLVertices[cVertex].sz     = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
	   D3DTLVertices[cVertex].tu     = D3DVAL( VB->TexCoord[v1][0] );
	   D3DTLVertices[cVertex].tv     = D3DVAL( VB->TexCoord[v1][1] );
	   D3DTLVertices[cVertex].rhw    = D3DVAL( (1.0 / VB->Clip[v1][3]) );
	   D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
                                        dwPVColor :
                                        (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];

	   D3DTLVertices[cVertex].sx     = D3DVAL( VB->Win[v2][0] );
	   D3DTLVertices[cVertex].sy     = D3DVAL( (height - VB->Win[v2][1]) );
	   D3DTLVertices[cVertex].sz     = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) );
	   D3DTLVertices[cVertex].tu     = D3DVAL( VB->TexCoord[v2][0] );
	   D3DTLVertices[cVertex].tv     = D3DVAL( VB->TexCoord[v2][1] );
	   D3DTLVertices[cVertex].rhw    = D3DVAL( (1.0 / VB->Clip[v2][3]) );
	   D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
                                          dwPVColor :
                                          (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];

	   D3DTLVertices[cVertex].sx     = D3DVAL( VB->Win[v3][0] );
	   D3DTLVertices[cVertex].sy     = D3DVAL( (height - VB->Win[v3][1]) );
	   D3DTLVertices[cVertex].sz     = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
	   D3DTLVertices[cVertex].tu     = D3DVAL( VB->TexCoord[v3][0] );
	   D3DTLVertices[cVertex].tv     = D3DVAL( VB->TexCoord[v3][1] );