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+/* $Id: s_aatritemp.h,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.5
+ *
+ * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+/*
+ * Antialiased Triangle Rasterizer Template
+ *
+ * This file is #include'd to generate custom AA triangle rasterizers.
+ * NOTE: this code hasn't been optimized yet. That'll come after it
+ * works correctly.
+ *
+ * The following macros may be defined to indicate what auxillary information
+ * must be copmuted across the triangle:
+ * DO_Z - if defined, compute Z values
+ * DO_RGBA - if defined, compute RGBA values
+ * DO_INDEX - if defined, compute color index values
+ * DO_SPEC - if defined, compute specular RGB values
+ * DO_TEX - if defined, compute unit 0 STRQ texcoords
+ * DO_MULTITEX - if defined, compute all unit's STRQ texcoords
+ */
+
+/*void triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv )*/
+{
+ const struct vertex_buffer *VB = ctx->VB;
+ const GLfloat *p0 = VB->Win.data[v0];
+ const GLfloat *p1 = VB->Win.data[v1];
+ const GLfloat *p2 = VB->Win.data[v2];
+ GLint vMin, vMid, vMax;
+ GLint iyMin, iyMax;
+ GLfloat yMin, yMax;
+ GLboolean ltor;
+ GLfloat majDx, majDy;
+#ifdef DO_Z
+ GLfloat zPlane[4]; /* Z (depth) */
+ GLdepth z[MAX_WIDTH];
+ GLfloat fogPlane[4];
+ GLfixed fog[MAX_WIDTH];
+#endif
+#ifdef DO_RGBA
+ GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4]; /* color */
+ GLchan rgba[MAX_WIDTH][4];
+#endif
+#ifdef DO_INDEX
+ GLfloat iPlane[4]; /* color index */
+ GLuint index[MAX_WIDTH];
+#endif
+#ifdef DO_SPEC
+ GLfloat srPlane[4], sgPlane[4], sbPlane[4]; /* spec color */
+ GLchan spec[MAX_WIDTH][4];
+#endif
+#ifdef DO_TEX
+ GLfloat sPlane[4], tPlane[4], uPlane[4], vPlane[4];
+ GLfloat texWidth, texHeight;
+ GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH];
+ GLfloat lambda[MAX_WIDTH];
+#elif defined(DO_MULTITEX)
+ GLfloat sPlane[MAX_TEXTURE_UNITS][4];
+ GLfloat tPlane[MAX_TEXTURE_UNITS][4];
+ GLfloat uPlane[MAX_TEXTURE_UNITS][4];
+ GLfloat vPlane[MAX_TEXTURE_UNITS][4];
+ GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS];
+ GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH];
+ GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH];
+ GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH];
+ GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH];
+#endif
+ GLfloat bf = ctx->backface_sign;
+
+ /* determine bottom to top order of vertices */
+ {
+ GLfloat y0 = VB->Win.data[v0][1];
+ GLfloat y1 = VB->Win.data[v1][1];
+ GLfloat y2 = VB->Win.data[v2][1];
+ if (y0 <= y1) {
+ if (y1 <= y2) {
+ vMin = v0; vMid = v1; vMax = v2; /* y0<=y1<=y2 */
+ }
+ else if (y2 <= y0) {
+ vMin = v2; vMid = v0; vMax = v1; /* y2<=y0<=y1 */
+ }
+ else {
+ vMin = v0; vMid = v2; vMax = v1; bf = -bf; /* y0<=y2<=y1 */
+ }
+ }
+ else {
+ if (y0 <= y2) {
+ vMin = v1; vMid = v0; vMax = v2; bf = -bf; /* y1<=y0<=y2 */
+ }
+ else if (y2 <= y1) {
+ vMin = v2; vMid = v1; vMax = v0; bf = -bf; /* y2<=y1<=y0 */
+ }
+ else {
+ vMin = v1; vMid = v2; vMax = v0; /* y1<=y2<=y0 */
+ }
+ }
+ }
+
+ majDx = VB->Win.data[vMax][0] - VB->Win.data[vMin][0];
+ majDy = VB->Win.data[vMax][1] - VB->Win.data[vMin][1];
+
+ {
+ const GLfloat botDx = VB->Win.data[vMid][0] - VB->Win.data[vMin][0];
+ const GLfloat botDy = VB->Win.data[vMid][1] - VB->Win.data[vMin][1];
+ const GLfloat area = majDx * botDy - botDx * majDy;
+ ltor = (GLboolean) (area < 0.0F);
+ /* Do backface culling */
+ if (area * bf < 0 || area * area < .0025)
+ return;
+ }
+
+#ifndef DO_OCCLUSION_TEST
+ ctx->OcclusionResult = GL_TRUE;
+#endif
+
+ /* plane setup */
+#ifdef DO_Z
+ compute_plane(p0, p1, p2, p0[2], p1[2], p2[2], zPlane);
+ compute_plane(p0, p1, p2,
+ VB->FogCoordPtr->data[v0],
+ VB->FogCoordPtr->data[v1],
+ VB->FogCoordPtr->data[v2],
+ fogPlane);
+#endif
+#ifdef DO_RGBA
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ GLchan (*rgba)[4] = VB->ColorPtr->data;
+ compute_plane(p0, p1, p2, rgba[v0][0], rgba[v1][0], rgba[v2][0], rPlane);
+ compute_plane(p0, p1, p2, rgba[v0][1], rgba[v1][1], rgba[v2][1], gPlane);
+ compute_plane(p0, p1, p2, rgba[v0][2], rgba[v1][2], rgba[v2][2], bPlane);
+ compute_plane(p0, p1, p2, rgba[v0][3], rgba[v1][3], rgba[v2][3], aPlane);
+ }
+ else {
+ constant_plane(VB->ColorPtr->data[pv][RCOMP], rPlane);
+ constant_plane(VB->ColorPtr->data[pv][GCOMP], gPlane);
+ constant_plane(VB->ColorPtr->data[pv][BCOMP], bPlane);
+ constant_plane(VB->ColorPtr->data[pv][ACOMP], aPlane);
+ }
+#endif
+#ifdef DO_INDEX
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ compute_plane(p0, p1, p2, VB->IndexPtr->data[v0],
+ VB->IndexPtr->data[v1], VB->IndexPtr->data[v2], iPlane);
+ }
+ else {
+ constant_plane(VB->IndexPtr->data[pv], iPlane);
+ }
+#endif
+#ifdef DO_SPEC
+ {
+ GLchan (*spec)[4] = VB->SecondaryColorPtr->data;
+ compute_plane(p0, p1, p2, spec[v0][0], spec[v1][0], spec[v2][0],srPlane);
+ compute_plane(p0, p1, p2, spec[v0][1], spec[v1][1], spec[v2][1],sgPlane);
+ compute_plane(p0, p1, p2, spec[v0][2], spec[v1][2], spec[v2][2],sbPlane);
+ }
+#endif
+#ifdef DO_TEX
+ {
+ const struct gl_texture_object *obj = ctx->Texture.Unit[0].Current;
+ const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
+ const GLint tSize = 3;
+ const GLfloat invW0 = VB->Win.data[v0][3];
+ const GLfloat invW1 = VB->Win.data[v1][3];
+ const GLfloat invW2 = VB->Win.data[v2][3];
+ GLfloat (*texCoord)[4] = VB->TexCoordPtr[0]->data;
+ const GLfloat s0 = texCoord[v0][0] * invW0;
+ const GLfloat s1 = texCoord[v1][0] * invW1;
+ const GLfloat s2 = texCoord[v2][0] * invW2;
+ const GLfloat t0 = (tSize > 1) ? texCoord[v0][1] * invW0 : 0.0F;
+ const GLfloat t1 = (tSize > 1) ? texCoord[v1][1] * invW1 : 0.0F;
+ const GLfloat t2 = (tSize > 1) ? texCoord[v2][1] * invW2 : 0.0F;
+ const GLfloat r0 = (tSize > 2) ? texCoord[v0][2] * invW0 : 0.0F;
+ const GLfloat r1 = (tSize > 2) ? texCoord[v1][2] * invW1 : 0.0F;
+ const GLfloat r2 = (tSize > 2) ? texCoord[v2][2] * invW2 : 0.0F;
+ const GLfloat q0 = (tSize > 3) ? texCoord[v0][3] * invW0 : invW0;
+ const GLfloat q1 = (tSize > 3) ? texCoord[v1][3] * invW1 : invW1;
+ const GLfloat q2 = (tSize > 3) ? texCoord[v2][3] * invW2 : invW2;
+ compute_plane(p0, p1, p2, s0, s1, s2, sPlane);
+ compute_plane(p0, p1, p2, t0, t1, t2, tPlane);
+ compute_plane(p0, p1, p2, r0, r1, r2, uPlane);
+ compute_plane(p0, p1, p2, q0, q1, q2, vPlane);
+ texWidth = (GLfloat) texImage->Width;
+ texHeight = (GLfloat) texImage->Height;
+ }
+#elif defined(DO_MULTITEX)
+ {
+ GLuint u;
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u].ReallyEnabled) {
+ const struct gl_texture_object *obj = ctx->Texture.Unit[u].Current;
+ const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
+ const GLint tSize = VB->TexCoordPtr[u]->size;
+ const GLfloat invW0 = VB->Win.data[v0][3];
+ const GLfloat invW1 = VB->Win.data[v1][3];
+ const GLfloat invW2 = VB->Win.data[v2][3];
+ GLfloat (*texCoord)[4] = VB->TexCoordPtr[u]->data;
+ const GLfloat s0 = texCoord[v0][0] * invW0;
+ const GLfloat s1 = texCoord[v1][0] * invW1;
+ const GLfloat s2 = texCoord[v2][0] * invW2;
+ const GLfloat t0 = (tSize > 1) ? texCoord[v0][1] * invW0 : 0.0F;
+ const GLfloat t1 = (tSize > 1) ? texCoord[v1][1] * invW1 : 0.0F;
+ const GLfloat t2 = (tSize > 1) ? texCoord[v2][1] * invW2 : 0.0F;
+ const GLfloat r0 = (tSize > 2) ? texCoord[v0][2] * invW0 : 0.0F;
+ const GLfloat r1 = (tSize > 2) ? texCoord[v1][2] * invW1 : 0.0F;
+ const GLfloat r2 = (tSize > 2) ? texCoord[v2][2] * invW2 : 0.0F;
+ const GLfloat q0 = (tSize > 3) ? texCoord[v0][3] * invW0 : invW0;
+ const GLfloat q1 = (tSize > 3) ? texCoord[v1][3] * invW1 : invW1;
+ const GLfloat q2 = (tSize > 3) ? texCoord[v2][3] * invW2 : invW2;
+ compute_plane(p0, p1, p2, s0, s1, s2, sPlane[u]);
+ compute_plane(p0, p1, p2, t0, t1, t2, tPlane[u]);
+ compute_plane(p0, p1, p2, r0, r1, r2, uPlane[u]);
+ compute_plane(p0, p1, p2, q0, q1, q2, vPlane[u]);
+ texWidth[u] = (GLfloat) texImage->Width;
+ texHeight[u] = (GLfloat) texImage->Height;
+ }
+ }
+ }
+#endif
+
+ yMin = VB->Win.data[vMin][1];
+ yMax = VB->Win.data[vMax][1];
+ iyMin = (int) yMin;
+ iyMax = (int) yMax + 1;
+
+ if (ltor) {
+ /* scan left to right */
+ const float *pMin = VB->Win.data[vMin];
+ const float *pMid = VB->Win.data[vMid];
+ const float *pMax = VB->Win.data[vMax];
+ const float dxdy = majDx / majDy;
+ const float xAdj = dxdy < 0.0F ? -dxdy : 0.0F;
+ float x = VB->Win.data[vMin][0] - (yMin - iyMin) * dxdy;
+ int iy;
+ for (iy = iyMin; iy < iyMax; iy++, x += dxdy) {
+ GLint ix, startX = (GLint) (x - xAdj);
+ GLuint count, n;
+ GLfloat coverage = 0.0F;
+ /* skip over fragments with zero coverage */
+ while (startX < MAX_WIDTH) {
+ coverage = compute_coveragef(pMin, pMid, pMax, startX, iy);
+ if (coverage > 0.0F)
+ break;
+ startX++;
+ }
+
+ /* enter interior of triangle */
+ ix = startX;
+ count = 0;
+ while (coverage > 0.0F) {
+#ifdef DO_Z
+ z[count] = (GLdepth) solve_plane(ix, iy, zPlane);
+ fog[count] = FloatToFixed(solve_plane(ix, iy, fogPlane));
+#endif
+#ifdef DO_RGBA
+ rgba[count][RCOMP] = solve_plane_chan(ix, iy, rPlane);
+ rgba[count][GCOMP] = solve_plane_chan(ix, iy, gPlane);
+ rgba[count][BCOMP] = solve_plane_chan(ix, iy, bPlane);
+ rgba[count][ACOMP] = (GLchan) (solve_plane_chan(ix, iy, aPlane) * coverage);
+#endif
+#ifdef DO_INDEX
+ {
+ GLint frac = compute_coveragei(pMin, pMid, pMax, ix, iy);
+ GLint indx = (GLint) solve_plane(ix, iy, iPlane);
+ index[count] = (indx & ~0xf) | frac;
+ }
+#endif
+#ifdef DO_SPEC
+ spec[count][RCOMP] = solve_plane_chan(ix, iy, srPlane);
+ spec[count][GCOMP] = solve_plane_chan(ix, iy, sgPlane);
+ spec[count][BCOMP] = solve_plane_chan(ix, iy, sbPlane);
+#endif
+#ifdef DO_TEX
+ {
+ GLfloat invQ = solve_plane_recip(ix, iy, vPlane);
+ s[count] = solve_plane(ix, iy, sPlane) * invQ;
+ t[count] = solve_plane(ix, iy, tPlane) * invQ;
+ u[count] = solve_plane(ix, iy, uPlane) * invQ;
+ lambda[count] = compute_lambda(sPlane, tPlane, invQ,
+ texWidth, texHeight);
+ }
+#elif defined(DO_MULTITEX)
+ {
+ GLuint unit;
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ if (ctx->Texture.Unit[unit].ReallyEnabled) {
+ GLfloat invQ = solve_plane_recip(ix, iy, vPlane[unit]);
+ s[unit][count] = solve_plane(ix, iy, sPlane[unit]) * invQ;
+ t[unit][count] = solve_plane(ix, iy, tPlane[unit]) * invQ;
+ u[unit][count] = solve_plane(ix, iy, uPlane[unit]) * invQ;
+ lambda[unit][count] = compute_lambda(sPlane[unit],
+ tPlane[unit], invQ, texWidth[unit], texHeight[unit]);
+ }
+ }
+ }
+#endif
+ ix++;
+ count++;
+ coverage = compute_coveragef(pMin, pMid, pMax, ix, iy);
+ }
+
+ n = (GLuint) ix - (GLuint) startX;
+#ifdef DO_MULTITEX
+# ifdef DO_SPEC
+ gl_write_multitexture_span(ctx, n, startX, iy, z, fog,
+ (const GLfloat (*)[MAX_WIDTH]) s,
+ (const GLfloat (*)[MAX_WIDTH]) t,
+ (const GLfloat (*)[MAX_WIDTH]) u,
+ (GLfloat (*)[MAX_WIDTH]) lambda,
+ rgba, (const GLchan (*)[4]) spec,
+ GL_POLYGON);
+# else
+ gl_write_multitexture_span(ctx, n, startX, iy, z, fog,
+ (const GLfloat (*)[MAX_WIDTH]) s,
+ (const GLfloat (*)[MAX_WIDTH]) t,
+ (const GLfloat (*)[MAX_WIDTH]) u,
+ lambda, rgba, NULL, GL_POLYGON);
+# endif
+#elif defined(DO_TEX)
+# ifdef DO_SPEC
+ gl_write_texture_span(ctx, n, startX, iy, z, fog,
+ s, t, u, lambda, rgba,
+ (const GLchan (*)[4]) spec, GL_POLYGON);
+# else
+ gl_write_texture_span(ctx, n, startX, iy, z, fog,
+ s, t, u, lambda,
+ rgba, NULL, GL_POLYGON);
+# endif
+#elif defined(DO_RGBA)
+ gl_write_rgba_span(ctx, n, startX, iy, z, fog, rgba, GL_POLYGON);
+#elif defined(DO_INDEX)
+ gl_write_index_span(ctx, n, startX, iy, z, fog, index, GL_POLYGON);
+#endif
+ }
+ }
+ else {
+ /* scan right to left */
+ const GLfloat *pMin = VB->Win.data[vMin];
+ const GLfloat *pMid = VB->Win.data[vMid];
+ const GLfloat *pMax = VB->Win.data[vMax];
+ const GLfloat dxdy = majDx / majDy;
+ const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F;
+ GLfloat x = VB->Win.data[vMin][0] - (yMin - iyMin) * dxdy;
+ GLint iy;
+ for (iy = iyMin; iy < iyMax; iy++, x += dxdy) {
+ GLint ix, left, startX = (GLint) (x + xAdj);
+ GLuint count, n;
+ GLfloat coverage = 0.0F;
+ /* skip fragments with zero coverage */
+ while (startX >= 0) {
+ coverage = compute_coveragef(pMin, pMax, pMid, startX, iy);
+ if (coverage > 0.0F)
+ break;
+ startX--;
+ }
+
+ /* enter interior of triangle */
+ ix = startX;
+ count = 0;
+ while (coverage > 0.0F) {
+#ifdef DO_Z
+ z[ix] = (GLdepth) solve_plane(ix, iy, zPlane);
+ fog[ix] = FloatToFixed(solve_plane(ix, iy, fogPlane));
+#endif
+#ifdef DO_RGBA
+ rgba[ix][RCOMP] = solve_plane_chan(ix, iy, rPlane);
+ rgba[ix][GCOMP] = solve_plane_chan(ix, iy, gPlane);
+ rgba[ix][BCOMP] = solve_plane_chan(ix, iy, bPlane);
+ rgba[ix][ACOMP] = (GLchan) (solve_plane_chan(ix, iy, aPlane) * coverage);
+#endif
+#ifdef DO_INDEX
+ {
+ GLint frac = compute_coveragei(pMin, pMax, pMid, ix, iy);
+ GLint indx = (GLint) solve_plane(ix, iy, iPlane);
+ index[ix] = (indx & ~0xf) | frac;
+ }
+#endif
+#ifdef DO_SPEC
+ spec[ix][RCOMP] = solve_plane_chan(ix, iy, srPlane);
+ spec[ix][GCOMP] = solve_plane_chan(ix, iy, sgPlane);
+ spec[ix][BCOMP] = solve_plane_chan(ix, iy, sbPlane);
+#endif
+#ifdef DO_TEX
+ {
+ GLfloat invQ = solve_plane_recip(ix, iy, vPlane);
+ s[ix] = solve_plane(ix, iy, sPlane) * invQ;
+ t[ix] = solve_plane(ix, iy, tPlane) * invQ;
+ u[ix] = solve_plane(ix, iy, uPlane) * invQ;
+ lambda[ix] = compute_lambda(sPlane, tPlane, invQ,
+ texWidth, texHeight);
+ }
+#elif defined(DO_MULTITEX)
+ {
+ GLuint unit;
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ if (ctx->Texture.Unit[unit].ReallyEnabled) {
+ GLfloat invQ = solve_plane_recip(ix, iy, vPlane[unit]);
+ s[unit][ix] = solve_plane(ix, iy, sPlane[unit]) * invQ;
+ t[unit][ix] = solve_plane(ix, iy, tPlane[unit]) * invQ;
+ u[unit][ix] = solve_plane(ix, iy, uPlane[unit]) * invQ;
+ lambda[unit][ix] = compute_lambda(sPlane[unit],
+ tPlane[unit], invQ, texWidth[unit], texHeight[unit]);
+ }
+ }
+ }
+#endif
+ ix--;
+ count++;
+ coverage = compute_coveragef(pMin, pMax, pMid, ix, iy);
+ }
+
+ n = (GLuint) startX - (GLuint) ix;
+ left = ix + 1;
+#ifdef DO_MULTITEX
+ {
+ GLuint unit;
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ if (ctx->Texture.Unit[unit].ReallyEnabled) {
+ GLint j;
+ for (j = 0; j < n; j++) {
+ s[unit][j] = s[unit][j + left];
+ t[unit][j] = t[unit][j + left];
+ u[unit][j] = u[unit][j + left];
+ lambda[unit][j] = lambda[unit][j + left];
+ }
+ }
+ }
+ }
+# ifdef DO_SPEC
+ gl_write_multitexture_span(ctx, n, left, iy, z + left, fog + left,
+ (const GLfloat (*)[MAX_WIDTH]) s,
+ (const GLfloat (*)[MAX_WIDTH]) t,
+ (const GLfloat (*)[MAX_WIDTH]) u,
+ lambda, rgba + left,
+ (const GLchan (*)[4]) (spec + left),
+ GL_POLYGON);
+# else
+ gl_write_multitexture_span(ctx, n, left, iy, z + left, fog + left,
+ (const GLfloat (*)[MAX_WIDTH]) s,
+ (const GLfloat (*)[MAX_WIDTH]) t,
+ (const GLfloat (*)[MAX_WIDTH]) u,
+ lambda,
+ rgba + left, NULL, GL_POLYGON);
+# endif
+#elif defined(DO_TEX)
+# ifdef DO_SPEC
+ gl_write_texture_span(ctx, n, left, iy, z + left, fog + left,
+ s + left, t + left, u + left,
+ lambda + left, rgba + left,
+ (const GLchan (*)[4]) (spec + left),
+ GL_POLYGON);
+# else
+ gl_write_texture_span(ctx, n, left, iy, z + left, fog + left,
+ s + left, t + left,
+ u + left, lambda + left,
+ rgba + left, NULL, GL_POLYGON);
+# endif
+#elif defined(DO_RGBA)
+ gl_write_rgba_span(ctx, n, left, iy, z + left, fog + left,
+ rgba + left, GL_POLYGON);
+#elif defined(DO_INDEX)
+ gl_write_index_span(ctx, n, left, iy, z + left, fog + left,
+ index + left, GL_POLYGON);
+#endif
+ }
+ }
+}
+
+
+#ifdef DO_Z
+#undef DO_Z
+#endif
+
+#ifdef DO_RGBA
+#undef DO_RGBA
+#endif
+
+#ifdef DO_INDEX
+#undef DO_INDEX
+#endif
+
+#ifdef DO_SPEC
+#undef DO_SPEC
+#endif
+
+#ifdef DO_TEX
+#undef DO_TEX
+#endif
+
+#ifdef DO_MULTITEX
+#undef DO_MULTITEX
+#endif
+
+#ifdef DO_OCCLUSION_TEST
+#undef DO_OCCLUSION_TEST
+#endif