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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
502 lines
12 KiB
C
502 lines
12 KiB
C
/* $Id: linetemp.h,v 1.4 1998/01/16 03:46:07 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.6
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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: linetemp.h,v $
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* Revision 1.4 1998/01/16 03:46:07 brianp
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* fixed a few Windows compilation warnings (Theodore Jump)
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*
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* Revision 1.3 1997/06/20 02:49:53 brianp
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* changed color components from GLfixed to GLubyte
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*
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* Revision 1.2 1997/05/16 01:54:54 brianp
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* zPtrYstep calculation was negated!
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*
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* Revision 1.1 1997/03/16 02:07:56 brianp
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* Initial revision
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*
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*/
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/*
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* Line Rasterizer Template
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*
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* This file is #include'd to generate custom line rasterizers.
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*
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* The following macros may be defined to indicate what auxillary information
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* must be interplated along the line:
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* INTERP_Z - if defined, interpolate Z values
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* INTERP_RGB - if defined, interpolate RGB values
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* INTERP_ALPHA - if defined, interpolate Alpha values
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* INTERP_INDEX - if defined, interpolate color index values
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* INTERP_ST - if defined, interpolate integer ST texcoords
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* (fast, simple 2-D texture mapping)
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* INTERP_STW - if defined, interpolate float ST texcoords and W
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* (2-D texture maps with perspective correction)
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* INTERP_UV - if defined, interpolate float UV texcoords too
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* (for 3-D, 4-D? texture maps)
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*
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* When one can directly address pixels in the color buffer the following
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* macros can be defined and used to directly compute pixel addresses during
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* rasterization (see pixelPtr):
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* PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint)
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* BYTES_PER_ROW - number of bytes per row in the color buffer
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* PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where
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* Y==0 at bottom of screen and increases upward.
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*
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* Optionally, one may provide one-time setup code
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* SETUP_CODE - code which is to be executed once per line
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*
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* To enable line stippling define STIPPLE = 1
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* To enable wide lines define WIDE = 1
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*
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* To actually "plot" each pixel either the PLOT macro or
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* (XMAJOR_PLOT and YMAJOR_PLOT macros) must be defined...
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* PLOT(X,Y) - code to plot a pixel. Example:
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* if (Z < *zPtr) {
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* *zPtr = Z;
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* color = pack_rgb( FixedToInt(r0), FixedToInt(g0),
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* FixedToInt(b0) );
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* put_pixel( X, Y, color );
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* }
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*
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* This code was designed for the origin to be in the lower-left corner.
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*
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*/
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/*void line( GLcontext *ctx, GLuint vert0, GLuint vert1, GLuint pvert )*/
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{
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struct vertex_buffer *VB = ctx->VB;
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/*
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GLint x0 = (GLint) VB->Win[vert0][0], dx = (GLint) VB->Win[vert1][0] - x0;
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GLint y0 = (GLint) VB->Win[vert0][1], dy = (GLint) VB->Win[vert1][1] - y0;
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*/
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GLint x0 = (GLint) VB->Win[vert0][0], x1 = (GLint) VB->Win[vert1][0];
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GLint y0 = (GLint) VB->Win[vert0][1], y1 = (GLint) VB->Win[vert1][1];
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GLint dx, dy;
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#if INTERP_XY
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GLint xstep, ystep;
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#endif
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#if INTERP_Z
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GLint z0, z1, dz, zPtrXstep, zPtrYstep;
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GLdepth *zPtr;
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#endif
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#if INTERP_RGB
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GLfixed r0 = IntToFixed(VB->Color[vert0][0]);
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GLfixed dr = IntToFixed(VB->Color[vert1][0]) - r0;
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GLfixed g0 = IntToFixed(VB->Color[vert0][1]);
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GLfixed dg = IntToFixed(VB->Color[vert1][1]) - g0;
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GLfixed b0 = IntToFixed(VB->Color[vert0][2]);
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GLfixed db = IntToFixed(VB->Color[vert1][2]) - b0;
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#endif
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#if INTERP_ALPHA
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GLfixed a0 = IntToFixed(VB->Color[vert0][3]);
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GLfixed da = IntToFixed(VB->Color[vert1][3]) - a0;
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#endif
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#if INTERP_INDEX
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GLint i0 = VB->Index[vert0] << 8, di = (GLint) (VB->Index[vert1] << 8)-i0;
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#endif
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#if INTERP_ST
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GLfixed s0 = FloatToFixed(VB->TexCoord[vert0][0] * S_SCALE);
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GLfixed ds = FloatToFixed(VB->TexCoord[vert1][0] * S_SCALE) - s0;
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GLfixed t0 = FloatToFixed(VB->TexCoord[vert0][1] * T_SCALE);
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GLfixed dt = FloatToFixed(VB->TexCoord[vert1][1] * T_SCALE) - t0;
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#endif
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#if INTERP_STW
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GLfloat s0 = VB->TexCoord[vert0][0], ds = VB->TexCoord[vert1][0] - s0;
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GLfloat t0 = VB->TexCoord[vert0][1], dt = VB->TexCoord[vert1][1] - t0;
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GLfloat w0 = 1.0F / VB->Clip[vert0][3], dw = 1.0F / VB->Clip[vert1][3] - w0;
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#endif
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#if INTERP_UV
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GLfloat u0 = VB->TexCoord[vert0][2], du = VB->TexCoord[vert1][2] - u0;
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GLfloat v0 = VB->TexCoord[vert0][3], dv = VB->TexCoord[vert1][3] - v0;
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#endif
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#ifdef PIXEL_ADDRESS
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PIXEL_TYPE *pixelPtr;
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GLint pixelXstep, pixelYstep;
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#endif
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#if WIDE
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GLint width, min, max;
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width = (GLint) CLAMP( ctx->Line.Width, MIN_LINE_WIDTH, MAX_LINE_WIDTH );
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min = -width / 2;
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max = min + width - 1;
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#endif
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/*
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* Despite being clipped to the view volume, the line's window coordinates
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* may just lie outside the window bounds. That is, if the legal window
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* coordinates are [0,W-1][0,H-1], it's possible for x==W and/or y==H.
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* This quick and dirty code nudges the endpoints inside the window if
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* necessary.
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*/
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#if CLIP_HACK
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{
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GLint w = ctx->Buffer->Width;
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GLint h = ctx->Buffer->Height;
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if ((x0==w) | (x1==w)) {
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if ((x0==w) & (x1==w))
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return;
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x0 -= x0==w;
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x1 -= x1==w;
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}
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if ((y0==h) | (y1==h)) {
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if ((y0==h) & (y1==h))
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return;
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y0 -= y0==h;
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y1 -= y1==h;
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}
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}
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#endif
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dx = x1 - x0;
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dy = y1 - y0;
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if (dx==0 && dy==0) {
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return;
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}
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/*
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* Setup
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*/
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#ifdef SETUP_CODE
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SETUP_CODE
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#endif
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#if INTERP_Z
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zPtr = Z_ADDRESS(ctx,x0,y0);
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z0 = (int) VB->Win[vert0][2];
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z1 = (int) VB->Win[vert1][2];
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#endif
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#ifdef PIXEL_ADDRESS
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pixelPtr = (PIXEL_TYPE *) PIXEL_ADDRESS(x0,y0);
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#endif
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if (dx<0) {
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dx = -dx; /* make positive */
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#if INTERP_XY
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xstep = -1;
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#endif
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#ifdef INTERP_Z
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zPtrXstep = -((GLint)sizeof(GLdepth));
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#endif
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#ifdef PIXEL_ADDRESS
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pixelXstep = -sizeof(PIXEL_TYPE);
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#endif
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}
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else {
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#if INTERP_XY
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xstep = 1;
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#endif
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#if INTERP_Z
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zPtrXstep = sizeof(GLdepth);
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#endif
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#ifdef PIXEL_ADDRESS
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pixelXstep = sizeof(PIXEL_TYPE);
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#endif
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}
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if (dy<0) {
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dy = -dy; /* make positive */
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#if INTERP_XY
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ystep = -1;
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#endif
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#if INTERP_Z
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zPtrYstep = -ctx->Buffer->Width * sizeof(GLdepth);
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#endif
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#ifdef PIXEL_ADDRESS
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pixelYstep = BYTES_PER_ROW;
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#endif
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}
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else {
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#if INTERP_XY
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ystep = 1;
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#endif
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#if INTERP_Z
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zPtrYstep = ctx->Buffer->Width * sizeof(GLdepth);
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#endif
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#ifdef PIXEL_ADDRESS
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pixelYstep = -(BYTES_PER_ROW);
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#endif
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}
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/*
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* Draw
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*/
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if (dx>dy) {
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/*
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* X-major line
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*/
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GLint i;
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GLint errorInc = dy+dy;
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GLint error = errorInc-dx;
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GLint errorDec = error-dx;
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#if INTERP_Z
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dz = (z1-z0) / dx;
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#endif
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#if INTERP_RGB
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dr /= dx; /* convert from whole line delta to per-pixel delta */
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dg /= dx;
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db /= dx;
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#endif
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#if INTERP_ALPHA
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da /= dx;
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#endif
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#if INTERP_INDEX
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di /= dx;
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#endif
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#if INTERP_ST
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ds /= dx;
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dt /= dx;
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#endif
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#if INTERP_STW
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{
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GLfloat fdxinv = 1.0F / (GLfloat) dx;
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ds *= fdxinv;
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dt *= fdxinv;
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dw *= fdxinv;
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#if INTERP_UV
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du *= fdxinv;
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dv *= fdxinv;
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#endif
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}
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#endif
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for (i=0;i<dx;i++) {
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#if STIPPLE
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GLushort m;
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m = 1 << ((ctx->StippleCounter/ctx->Line.StippleFactor) & 0xf);
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if (ctx->Line.StipplePattern & m) {
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#endif
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#if INTERP_Z
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GLdepth Z = z0;
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#endif
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#if INTERP_INDEX
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GLint I = i0 >> 8;
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#endif
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#if WIDE
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GLint yy;
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GLint ymin = y0 + min;
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GLint ymax = y0 + max;
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for (yy=ymin;yy<=ymax;yy++) {
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PLOT( x0, yy );
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}
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#else
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# ifdef XMAJOR_PLOT
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XMAJOR_PLOT( x0, y0 );
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# else
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PLOT( x0, y0 );
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# endif
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#endif /*WIDE*/
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#if STIPPLE
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}
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ctx->StippleCounter++;
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#endif
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#if INTERP_XY
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x0 += xstep;
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#endif
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#if INTERP_Z
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zPtr = (GLdepth *) ((GLubyte*) zPtr + zPtrXstep);
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z0 += dz;
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#endif
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#if INTERP_RGB
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r0 += dr;
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g0 += dg;
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b0 += db;
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#endif
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#if INTERP_ALPHA
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a0 += da;
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#endif
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#if INTERP_INDEX
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i0 += di;
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#endif
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#if INTERP_ST
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s0 += ds;
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t0 += dt;
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#endif
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#if INTERP_STW
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s0 += ds;
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t0 += dt;
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w0 += dw;
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#endif
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#if INTERP_UV
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u0 += du;
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v0 += dv;
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#endif
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#ifdef PIXEL_ADDRESS
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pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelXstep);
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#endif
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if (error<0) {
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error += errorInc;
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}
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else {
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error += errorDec;
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#if INTERP_XY
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y0 += ystep;
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#endif
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#if INTERP_Z
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zPtr = (GLdepth *) ((GLubyte*) zPtr + zPtrYstep);
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#endif
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#ifdef PIXEL_ADDRESS
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pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelYstep);
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#endif
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}
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}
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}
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else {
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/*
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* Y-major line
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*/
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GLint i;
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GLint errorInc = dx+dx;
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GLint error = errorInc-dy;
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GLint errorDec = error-dy;
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#if INTERP_Z
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dz = (z1-z0) / dy;
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#endif
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#if INTERP_RGB
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dr /= dy; /* convert from whole line delta to per-pixel delta */
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dg /= dy;
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db /= dy;
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#endif
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#if INTERP_ALPHA
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da /= dy;
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#endif
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#if INTERP_INDEX
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di /= dy;
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#endif
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#if INTERP_ST
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ds /= dy;
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dt /= dy;
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#endif
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#if INTERP_STW
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{
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GLfloat fdyinv = 1.0F / (GLfloat) dy;
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ds *= fdyinv;
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dt *= fdyinv;
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dw *= fdyinv;
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#if INTERP_UV
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du *= fdyinv;
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dv *= fdyinv;
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#endif
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}
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#endif
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for (i=0;i<dy;i++) {
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#if STIPPLE
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GLushort m;
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m = 1 << ((ctx->StippleCounter/ctx->Line.StippleFactor) & 0xf);
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if (ctx->Line.StipplePattern & m) {
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#endif
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#if INTERP_Z
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GLdepth Z = z0;
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#endif
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#if INTERP_INDEX
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GLint I = i0 >> 8;
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#endif
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#if WIDE
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GLint xx;
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GLint xmin = x0 + min;
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GLint xmax = x0 + max;
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for (xx=xmin;xx<=xmax;xx++) {
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PLOT( xx, y0 );
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}
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#else
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# ifdef YMAJOR_PLOT
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YMAJOR_PLOT( x0, y0 );
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# else
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PLOT( x0, y0 );
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# endif
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#endif /*WIDE*/
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#if STIPPLE
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}
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ctx->StippleCounter++;
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#endif
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#if INTERP_XY
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y0 += ystep;
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#endif
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#if INTERP_Z
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zPtr = (GLdepth *) ((GLubyte*) zPtr + zPtrYstep);
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z0 += dz;
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#endif
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#if INTERP_RGB
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r0 += dr;
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g0 += dg;
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b0 += db;
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#endif
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#if INTERP_ALPHA
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a0 += da;
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#endif
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#if INTERP_INDEX
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i0 += di;
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#endif
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#if INTERP_ST
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s0 += ds;
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t0 += dt;
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#endif
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#if INTERP_STW
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s0 += ds;
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t0 += dt;
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w0 += dw;
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#endif
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#if INTERP_UV
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u0 += du;
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v0 += dv;
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#endif
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#ifdef PIXEL_ADDRESS
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pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelYstep);
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#endif
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if (error<0) {
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error += errorInc;
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}
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else {
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error += errorDec;
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#if INTERP_XY
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x0 += xstep;
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#endif
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#if INTERP_Z
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zPtr = (GLdepth *) ((GLubyte*) zPtr + zPtrXstep);
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#endif
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#ifdef PIXEL_ADDRESS
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pixelPtr = (PIXEL_TYPE*) ((GLubyte*) pixelPtr + pixelXstep);
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#endif
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}
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}
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}
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}
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#undef INTERP_XY
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#undef INTERP_Z
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#undef INTERP_RGB
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#undef INTERP_ALPHA
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#undef INTERP_INDEX
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#undef PIXEL_ADDRESS
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#undef PIXEL_TYPE
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#undef BYTES_PER_ROW
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#undef SETUP_CODE
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#undef PLOT
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#undef XMAJOR_PLOT
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#undef YMAJOR_PLOT
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#undef CLIP_HACK
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#undef STIPPLE
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#undef WIDE
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