diff options
Diffstat (limited to 'src/mesa/swrast/s_triangle.c')
-rw-r--r-- | src/mesa/swrast/s_triangle.c | 62 |
1 files changed, 31 insertions, 31 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c index fbacc7ddd4a..a581acfcfb9 100644 --- a/src/mesa/swrast/s_triangle.c +++ b/src/mesa/swrast/s_triangle.c @@ -1,21 +1,21 @@ -/* $Id: s_triangle.c,v 1.17 2001/03/08 17:33:33 brianp Exp $ */ +/* $Id: s_triangle.c,v 1.18 2001/03/12 00:48:42 gareth Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 - * + * * Copyright (C) 1999-2001 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 @@ -47,10 +47,10 @@ #include "s_feedback.h" #include "s_span.h" #include "s_triangle.h" - + GLboolean _mesa_cull_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, + const SWvertex *v0, + const SWvertex *v1, const SWvertex *v2 ) { GLfloat ex = v1->win[0] - v0->win[0]; @@ -61,7 +61,7 @@ GLboolean _mesa_cull_triangle( GLcontext *ctx, if (c * SWRAST_CONTEXT(ctx)->_backface_sign > 0) return 0; - + return 1; } @@ -71,8 +71,8 @@ GLboolean _mesa_cull_triangle( GLcontext *ctx, * Render a flat-shaded color index triangle. */ static void flat_ci_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, + const SWvertex *v0, + const SWvertex *v1, const SWvertex *v2 ) { #define INTERP_Z 1 @@ -96,7 +96,7 @@ static void flat_ci_triangle( GLcontext *ctx, } \ } -#include "s_tritemp.h" +#include "s_tritemp.h" } @@ -105,8 +105,8 @@ static void flat_ci_triangle( GLcontext *ctx, * Render a smooth-shaded color index triangle. */ static void smooth_ci_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, + const SWvertex *v0, + const SWvertex *v1, const SWvertex *v2 ) { #define INTERP_Z 1 @@ -289,7 +289,7 @@ static void simple_textured_triangle( GLcontext *ctx, * Render an RGB, GL_DECAL, textured triangle. * Interpolate S,T, GL_LESS depth test, w/out mipmapping or * perspective correction. - * + * * No fog. */ static void simple_z_textured_triangle( GLcontext *ctx, @@ -423,11 +423,11 @@ static void affine_textured_triangle( GLcontext *ctx, tsize = obj->Image[b]->Height * tbytesline; - /* Instead of defining a function for each mode, a test is done + /* Instead of defining a function for each mode, a test is done * between the outer and inner loops. This is to reduce code size - * and complexity. Observe that an optimizing compiler kills + * and complexity. Observe that an optimizing compiler kills * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST). - */ + */ #define NEAREST_RGB \ tr = tex00[RCOMP]; \ @@ -690,7 +690,7 @@ static void near_persp_textured_triangle(GLcontext *ctx, /* The BIAS value is used to shift negative values into positive values. * Without this, negative texture values don't GL_REPEAT correctly at just * below zero, because (int)-0.5 = 0 = (int)0.5. We're not going to worry - * about texture coords less than -BIAS. This could be fixed by using + * about texture coords less than -BIAS. This could be fixed by using * FLOORF etc. instead, but this is slower... */ #define BIAS 4096.0F @@ -825,7 +825,7 @@ static void near_persp_textured_triangle(GLcontext *ctx, DRAW_LINE (DO_TEX); \ x_m ++; \ } \ -} +} #define SPAN3(DO_TEX, COMP, TEX_COORD) { \ GLfloat x_min = FLOORF (x_tex); \ @@ -862,7 +862,7 @@ static void near_persp_textured_triangle(GLcontext *ctx, DRAW_LINE (DO_TEX); \ } \ } - + #define SPAN4(DO_TEX, COMP, TEX_COORD) \ { \ GLfloat x_min = FLOORF(x_tex); \ @@ -1798,7 +1798,7 @@ static void general_textured_spec_triangle1( GLcontext *ctx, static void lambda_textured_triangle1( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1, - const SWvertex *v2, + const SWvertex *v2, GLfloat s[MAX_WIDTH], GLfloat t[MAX_WIDTH], GLfloat u[MAX_WIDTH] ) @@ -2015,7 +2015,7 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx, * Interpolate Z, RGB, Alpha, and two sets of texture coordinates. * Yup, it's slow. */ -static void +static void lambda_multitextured_triangle1( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1, @@ -2144,7 +2144,7 @@ static void general_textured_spec_triangle(GLcontext *ctx, const SWvertex *v2 ) { GLdepth zspan[MAX_WIDTH]; - GLfixed fogspan[MAX_WIDTH]; + GLfixed fogspan[MAX_WIDTH]; GLchan rgba[MAX_WIDTH][4], spec[MAX_WIDTH][4]; general_textured_spec_triangle1(ctx,v0,v1,v2,zspan,fogspan,rgba,spec); } @@ -2180,9 +2180,9 @@ static void lambda_multitextured_triangle( GLcontext *ctx, GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH]; DEFMARRAY(GLfloat,u,MAX_TEXTURE_UNITS,MAX_WIDTH); CHECKARRAY(u,return); - + lambda_multitextured_triangle1(ctx,v0,v1,v2,s,t,u); - + UNDEFARRAY(u); } @@ -2238,7 +2238,7 @@ void _swrast_add_spec_terms_triangle( GLcontext *ctx, SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 ); COPY_CHAN4( ncv0->color, c[0] ); COPY_CHAN4( ncv1->color, c[1] ); - COPY_CHAN4( ncv2->color, c[2] ); + COPY_CHAN4( ncv2->color, c[2] ); } @@ -2258,7 +2258,7 @@ void _swrast_add_spec_terms_triangle( GLcontext *ctx, * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or * remove tests to this code. */ -void +void _swrast_choose_triangle( GLcontext *ctx ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); @@ -2278,8 +2278,8 @@ _swrast_choose_triangle( GLcontext *ctx ) ctx->Depth.Func == GL_LESS && !ctx->Stencil.Enabled) { if ((rgbmode && - ctx->Color.ColorMask[0] == 0 && - ctx->Color.ColorMask[1] == 0 && + ctx->Color.ColorMask[0] == 0 && + ctx->Color.ColorMask[1] == 0 && ctx->Color.ColorMask[2] == 0 && ctx->Color.ColorMask[3] == 0) || @@ -2309,7 +2309,7 @@ _swrast_choose_triangle( GLcontext *ctx ) && ctx->Texture.Unit[0].EnvMode!=GL_COMBINE_EXT) { if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) { - + if (filter==GL_NEAREST && format==GL_RGB && (ctx->Texture.Unit[0].EnvMode==GL_REPLACE |