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📄 t_dd_imm_vapi.h

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * 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 * 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. * * Authors: *    Gareth Hughes <gareth@valinux.com> *    Keith Whitwell <keithw@valinux.com> *//* Template for immediate mode vertex functions. */#define DBG 0#define VERTEX( ox, oy, oz, ow )do {   GET_CURRENT_VERTEX;   GLfloat w;   GLuint mask;   const GLfloat * const m = ctx->_ModelProjectMatrix.m;   if (DO_FULL_MATRIX) {      VERTEX_CLIP(0) = m[0] * ox + m[4] * oy + m[8]  * oz + m[12] * ow;      VERTEX_CLIP(1) = m[1] * ox + m[5] * oy + m[9]  * oz + m[13] * ow;      VERTEX_CLIP(2) = m[2] * ox + m[6] * oy + m[10] * oz + m[14] * ow;      VERTEX_CLIP(3) = m[3] * ox + m[7] * oy + m[11] * oz + m[15] * ow;      w = VERTEX_CLIP(3);   }   else if (DO_NOROT_MATRIX) {      VERTEX_CLIP(0) = m[0] * ox                          + m[12] * ow;      VERTEX_CLIP(1) =             m[5] * oy              + m[13] * ow;      VERTEX_CLIP(2) =                         m[10] * oz + m[14] * ow;      VERTEX_CLIP(3) =                                              ow;      w = ow;   }    else {      ASSERT (DO_IDENTITY_MATRIX);      VERTEX_CLIP(0) = ox;      VERTEX_CLIP(1) = oy;      VERTEX_CLIP(2) = oz;      VERTEX_CLIP(3) = ow;      w = ow;   }   mask = 0;   if (DO_CLIP_TEST) {      if ( VERTEX_CLIP(0) >  w ) mask |= CLIP_RIGHT_BIT;      if ( VERTEX_CLIP(0) < -w ) mask |= CLIP_LEFT_BIT;      if ( VERTEX_CLIP(1) >  w ) mask |= CLIP_TOP_BIT;      if ( VERTEX_CLIP(1) < -w ) mask |= CLIP_BOTTOM_BIT;      if ( VERTEX_CLIP(2) >  w ) mask |= CLIP_FAR_BIT;      if ( VERTEX_CLIP(2) < -w ) mask |= CLIP_NEAR_BIT;      VERTEX_MASK(v) = mask;   }   if (!mask) {      if (HAVE_VERTEX_WIN) {	 if (!HAVE_HW_VIEWPORT) {	    const GLfloat *s = GET_VIEWPORT_MATRIX();	    if (HAVE_W && HAVE_HW_DIVIDE) {	       VERTEX_WIN( 0 ) = s[0]  * VERTEX_CLIP( 0 ) + s[12];	       VERTEX_WIN( 1 ) = s[5]  * VERTEX_CLIP( 1 ) + s[13];	       VERTEX_WIN( 2 ) = s[10] * VERTEX_CLIP( 2 ) + s[14];	       VERTEX_WIN( 3 ) = w;	    }	    else {	       const GLfloat oow = 1.0/w; /* possibly opt away */	       VERTEX_WIN( 0 ) = s[0]  * VERTEX_CLIP( 0 ) * oow + s[12];	       VERTEX_WIN( 1 ) = s[5]  * VERTEX_CLIP( 1 ) * oow + s[13];	       VERTEX_WIN( 2 ) = s[10] * VERTEX_CLIP( 2 ) * oow + s[14];	       if (HAVE_W)		  VERTEX_WIN( 3 ) = oow;	    }	 }	 else if (HAVE_W && HAVE_HW_DIVIDE) {	    if (!VERTEX_WIN_IS_VERTEX_CLIP) {	       VERTEX_WIN( 0 ) = VERTEX_CLIP( 0 );	       VERTEX_WIN( 1 ) = VERTEX_CLIP( 1 );	       VERTEX_WIN( 2 ) = VERTEX_CLIP( 2 );	       VERTEX_WIN( 3 ) = w;	    }	 }	 else {	    const GLfloat oow = 1.0/w; /* possibly opt away */	    VERTEX_WIN( 0 ) = VERTEX_CLIP( 0 ) * oow;	    VERTEX_WIN( 1 ) = VERTEX_CLIP( 1 ) * oow;	    VERTEX_WIN( 2 ) = VERTEX_CLIP( 2 ) * oow;	    if (HAVE_W)	       VERTEX_WIN( 3 ) = oow;	 }      }   } else if (!FALLBACK_OR_CLIPPING) {      SET_CLIPPING();		/* transition to clipping */   }   COPY_VERTEX_FROM_CURRENT;   BUILD_PRIM_FROM_VERTEX;}/* Let the compiler optimize away the constant operations: */static void VTAG(Vertex2f)( GLfloat ox, GLfloat oy ){   /* Cliptest on clip[2] could also be eliminated...    */   VERTEX( ox, oy, 0, 1 );}static void VTAG(Vertex2fv)( const GLfloat *obj ){   /* Cliptest on clip[2] could also be eliminated...    */   VERTEX( obj[0], obj[1], 0, 1 );}static void VTAG(Vertex3f)( GLfloat ox, GLfloat oy, GLfloat oz ){   VERTEX( ox, oy, oz, 1 );}static void VTAG(Vertex3fv)( const GLfloat *obj ){   VERTEX( obj[0], obj[1], obj[2], 1 );}static void VTAG(Vertex4f)( GLfloat ox, GLfloat oy, GLfloat oz, GLfloat ow ){   VERTEX( ox, oy, oz, ow );}static void VTAG(Vertex4fv)( const GLfloat *obj ){   VERTEX( obj[0], obj[1], obj[2], obj[3] );}#undef DO_FULL_MATRIX#undef VTAG#undef VERTEX

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