mirror of
https://github.com/reactos/reactos.git
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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
226 lines
6.9 KiB
C
226 lines
6.9 KiB
C
/* $Id: rastpos.c,v 1.5 1997/07/24 01:23:44 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: rastpos.c,v $
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* Revision 1.5 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 1.4 1997/06/20 02:25:54 brianp
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* replaced Current.IntColor with Current.ByteColor
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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 1997/05/01 01:39:59 brianp
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* replaced sqrt() with GL_SQRT()
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*
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* Revision 1.1 1997/04/01 04:17:13 brianp
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* Initial revision
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*
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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 "clip.h"
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#include "feedback.h"
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#include "light.h"
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#include "macros.h"
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#include "matrix.h"
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#include "mmath.h"
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#include "shade.h"
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#include "types.h"
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#include "xform.h"
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#endif
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/*
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* Caller: context->API.RasterPos4f
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*/
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void gl_RasterPos4f( GLcontext *ctx,
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GLfloat x, GLfloat y, GLfloat z, GLfloat w )
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{
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GLfloat v[4], eye[4], clip[4], ndc[3], d;
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ASSIGN_4V( v, x, y, z, w );
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if (ctx->NewModelViewMatrix) {
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gl_analyze_modelview_matrix(ctx);
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}
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if (ctx->NewProjectionMatrix) {
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gl_analyze_projection_matrix(ctx);
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}
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if (ctx->NewTextureMatrix) {
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gl_analyze_texture_matrix(ctx);
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}
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/* transform v to eye coords: eye = ModelView * v */
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TRANSFORM_POINT( eye, ctx->ModelViewMatrix, v );
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/* raster color */
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if (ctx->Light.Enabled) {
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GLfloat eyenorm[3];
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TRANSFORM_NORMAL( eyenorm[0], eyenorm[1], eyenorm[2], ctx->Current.Normal,
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ctx->ModelViewInv );
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if (ctx->Visual->RGBAflag) {
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GLubyte color[4];
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gl_color_shade_vertices( ctx, 0, 1, &eye, &eyenorm, &color );
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ctx->Current.RasterColor[0] = color[0] * ctx->Visual->InvRedScale;
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ctx->Current.RasterColor[1] = color[1] * ctx->Visual->InvGreenScale;
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ctx->Current.RasterColor[2] = color[2] * ctx->Visual->InvBlueScale;
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ctx->Current.RasterColor[3] = color[3] * ctx->Visual->InvAlphaScale;
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}
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else {
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gl_index_shade_vertices( ctx, 0, 1, &eye, &eyenorm,
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&ctx->Current.RasterIndex );
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}
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}
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else {
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/* use current color or index */
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if (ctx->Visual->RGBAflag) {
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GLfloat *rc = ctx->Current.RasterColor;
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rc[0] = ctx->Current.ByteColor[0] * ctx->Visual->InvRedScale;
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rc[1] = ctx->Current.ByteColor[1] * ctx->Visual->InvGreenScale;
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rc[2] = ctx->Current.ByteColor[2] * ctx->Visual->InvBlueScale;
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rc[3] = ctx->Current.ByteColor[3] * ctx->Visual->InvAlphaScale;
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}
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else {
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ctx->Current.RasterIndex = ctx->Current.Index;
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}
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}
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/* clip to user clipping planes */
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if (gl_userclip_point(ctx, eye)==0) {
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ctx->Current.RasterPosValid = GL_FALSE;
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return;
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}
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/* compute raster distance */
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ctx->Current.RasterDistance =
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GL_SQRT( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
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/* apply projection matrix: clip = Proj * eye */
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TRANSFORM_POINT( clip, ctx->ProjectionMatrix, eye );
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/* clip to view volume */
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if (gl_viewclip_point( clip )==0) {
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ctx->Current.RasterPosValid = GL_FALSE;
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return;
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}
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/* ndc = clip / W */
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ASSERT( clip[3]!=0.0 );
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d = 1.0F / clip[3];
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ndc[0] = clip[0] * d;
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ndc[1] = clip[1] * d;
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ndc[2] = clip[2] * d;
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ctx->Current.RasterPos[0] = ndc[0] * ctx->Viewport.Sx + ctx->Viewport.Tx;
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ctx->Current.RasterPos[1] = ndc[1] * ctx->Viewport.Sy + ctx->Viewport.Ty;
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ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport.Sz + ctx->Viewport.Tz)
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/ DEPTH_SCALE;
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ctx->Current.RasterPos[3] = clip[3];
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ctx->Current.RasterPosValid = GL_TRUE;
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/* FOG??? */
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if (ctx->Texture.Enabled) {
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COPY_4V( ctx->Current.RasterTexCoord, ctx->Current.TexCoord );
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}
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if (ctx->RenderMode==GL_SELECT) {
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gl_update_hitflag( ctx, ctx->Current.RasterPos[2] );
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}
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}
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/*
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* This is a MESA extension function. Pretty much just like glRasterPos
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* except we don't apply the modelview or projection matrices; specify a
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* window coordinate directly.
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* Caller: context->API.WindowPos4fMESA pointer.
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*/
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void gl_windowpos( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w )
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{
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/* set raster position */
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ctx->Current.RasterPos[0] = x;
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ctx->Current.RasterPos[1] = y;
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ctx->Current.RasterPos[2] = CLAMP( z, 0.0F, 1.0F );
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ctx->Current.RasterPos[3] = w;
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ctx->Current.RasterPosValid = GL_TRUE;
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/* raster color */
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if (ctx->Light.Enabled) {
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GLfloat eye[4];
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GLfloat eyenorm[3];
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COPY_4V( eye, ctx->Current.RasterPos );
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if (ctx->NewModelViewMatrix) {
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gl_analyze_modelview_matrix(ctx);
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}
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TRANSFORM_NORMAL( eyenorm[0], eyenorm[1], eyenorm[2],
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ctx->Current.Normal,
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ctx->ModelViewInv );
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if (ctx->Visual->RGBAflag) {
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GLubyte color[4];
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gl_color_shade_vertices( ctx, 0, 1, &eye, &eyenorm, &color );
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ASSIGN_4V( ctx->Current.RasterColor,
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(GLfloat) color[0] * ctx->Visual->InvRedScale,
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(GLfloat) color[1] * ctx->Visual->InvGreenScale,
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(GLfloat) color[2] * ctx->Visual->InvBlueScale,
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(GLfloat) color[3] * ctx->Visual->InvAlphaScale );
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}
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else {
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gl_index_shade_vertices( ctx, 0, 1, &eye, &eyenorm,
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&ctx->Current.RasterIndex );
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}
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}
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else {
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/* use current color or index */
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if (ctx->Visual->RGBAflag) {
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ASSIGN_4V( ctx->Current.RasterColor,
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ctx->Current.ByteColor[0] * ctx->Visual->InvRedScale,
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ctx->Current.ByteColor[1] * ctx->Visual->InvGreenScale,
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ctx->Current.ByteColor[2] * ctx->Visual->InvBlueScale,
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ctx->Current.ByteColor[3] * ctx->Visual->InvAlphaScale );
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}
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else {
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ctx->Current.RasterIndex = ctx->Current.Index;
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}
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}
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ctx->Current.RasterDistance = 0.0;
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if (ctx->Texture.Enabled) {
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COPY_4V( ctx->Current.RasterTexCoord, ctx->Current.TexCoord );
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}
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if (ctx->RenderMode==GL_SELECT) {
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gl_update_hitflag( ctx, ctx->Current.RasterPos[2] );
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}
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}
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