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5f2bebf7a5
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does. It exposes : - The same pixel formats - The same set of extensions - Nothing more All of this without taking 10% of your build time. If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree. CORE-7499
102 lines
2.4 KiB
C
102 lines
2.4 KiB
C
/* $Id: quads.c,v 1.5 1997/08/19 02:44:18 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.4
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: quads.c,v $
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* Revision 1.5 1997/08/19 02:44:18 brianp
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* added null_quad() and re-implemented gl_set_quad_function()
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*
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* Revision 1.4 1997/07/24 01:23:44 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.3 1997/05/28 03:26:18 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.2 1997/04/20 19:45:46 brianp
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* added a comment
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*
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* Revision 1.1 1997/04/12 12:24:07 brianp
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* Initial revision
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*
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*/
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/*
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* Quadrilateral rendering functions.
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include "types.h"
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#include "quads.h"
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#endif
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/*
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* At this time there is no quadrilateral optimization. Just call the
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* triangle function twice.
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* v0, v1, v2, v3 in CCW order = front facing.
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*/
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static void quad( GLcontext *ctx,
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GLuint v0, GLuint v1, GLuint v2, GLuint v3, GLuint pv )
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{
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(*ctx->Driver.TriangleFunc)( ctx, v0, v1, v3, pv );
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(*ctx->Driver.TriangleFunc)( ctx, v1, v2, v3, pv );
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}
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/*
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* Draw nothing (NULL raster mode)
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*/
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static void null_quad( GLcontext *ctx,
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GLuint v0, GLuint v1, GLuint v2, GLuint v3, GLuint pv )
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{
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}
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void gl_set_quad_function( GLcontext *ctx )
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{
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if (ctx->RenderMode==GL_RENDER) {
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if (ctx->NoRaster) {
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ctx->Driver.QuadFunc = null_quad;
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}
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else if (ctx->Driver.QuadFunc) {
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/* Device driver will draw quads. */
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}
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else {
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ctx->Driver.QuadFunc = quad;
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}
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}
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else {
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/* if in feedback or selection mode we can fall back to triangle code */
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ctx->Driver.QuadFunc = quad;
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}
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}
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