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New point rasterization functions based on template code that
handles CI/RGB, texture, antialiasing, attenuation, etc.
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312
src/mesa/swrast/s_pointtemp.h
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312
src/mesa/swrast/s_pointtemp.h
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/* $Id: s_pointtemp.h,v 1.1 2001/01/03 22:17:16 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 3.5
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*
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* Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* Point rendering template code.
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*
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* Set FLAGS = bitwise-OR of the following tokens:
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*
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* RGBA = do rgba instead of color index
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* SMOOTH = do antialiasing
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* TEXTURE = do texture coords
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* SPECULAR = do separate specular color
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* LARGE = do points with diameter > 1 pixel
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* ATTENUATE = compute point size attenuation
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* SPRITE = GL_MESA_sprite_point
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*
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* Notes: LARGE and ATTENUATE are exclusive of each other.
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* TEXTURE requires RGBA
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* SPECULAR requires TEXTURE
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*/
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/*
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* NOTES on antialiased point rasterization:
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*
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* Let d = distance of fragment center from vertex.
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* if d < rmin2 then
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* fragment has 100% coverage
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* else if d > rmax2 then
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* fragment has 0% coverage
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* else
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* fragement has % coverage = (d - rmin2) / (rmax2 - rmin2)
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*/
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static void
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NAME ( GLcontext *ctx, const SWvertex *vert )
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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struct pixel_buffer *PB = swrast->PB;
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const GLint z = (GLint) (vert->win[2]);
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const GLfixed fog = FloatToFixed( vert->fog );
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#if FLAGS & RGBA
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const GLint red = vert->color[0];
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const GLint green = vert->color[1];
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const GLint blue = vert->color[2];
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GLint alpha = vert->color[3];
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#if FLAGS & SPECULAR
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const GLint sRed = vert->specular[0];
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const GLint sGreen = vert->specular[1];
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const GLint sBlue = vert->specular[2];
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#endif
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#else
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GLint index = vert->index;
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#endif
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#if FLAGS & (ATTENUATE | LARGE | SMOOTH)
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GLfloat size;
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#endif
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#if FLAGS & ATTENUATE
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GLfloat alphaAtten;
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#endif
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#if FLAGS & TEXTURE
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GLfloat texcoord[MAX_TEXTURE_UNITS][4];
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GLuint u;
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for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
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if (ctx->Texture.Unit[u]._ReallyEnabled) {
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if (vert->texcoord[u][3] != 1.0 && vert->texcoord[u][3] != 0.0) {
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texcoord[u][0] = vert->texcoord[u][0] / vert->texcoord[u][3];
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texcoord[u][1] = vert->texcoord[u][1] / vert->texcoord[u][3];
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texcoord[u][2] = vert->texcoord[u][2] / vert->texcoord[u][3];
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}
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else {
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texcoord[u][0] = vert->texcoord[u][0];
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texcoord[u][1] = vert->texcoord[u][1];
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texcoord[u][2] = vert->texcoord[u][2];
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}
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}
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}
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#endif
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#if FLAGS & ATTENUATE
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if (vert->pointSize >= ctx->Point.Threshold) {
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size = MIN2(vert->pointSize, ctx->Point.MaxSize);
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alphaAtten = 1.0F;
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}
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else {
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GLfloat dsize = vert->pointSize / ctx->Point.Threshold;
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size = MAX2(ctx->Point.Threshold, ctx->Point.MinSize);
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alphaAtten = dsize * dsize;
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}
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#elif FLAGS & (LARGE | SMOOTH)
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size = ctx->Point._Size;
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#endif
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#if FLAGS & SPRITE
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{
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SWcontext *swctx = SWRAST_CONTEXT(ctx);
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const GLfloat radius = 0.5 * vert->pointSize; /* XXX threshold, alpha */
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SWvertex v0, v1, v2, v3;
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GLuint unit;
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(void) red;
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(void) green;
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(void) blue;
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(void) alpha;
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(void) fog;
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(void) z;
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/* lower left corner */
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v0 = *vert;
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v0.win[0] -= radius;
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v0.win[1] -= radius;
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/* lower right corner */
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v1 = *vert;
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v1.win[0] += radius;
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v1.win[1] -= radius;
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/* upper right corner */
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v2 = *vert;
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v2.win[0] += radius;
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v2.win[1] += radius;
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/* upper left corner */
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v3 = *vert;
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v3.win[0] -= radius;
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v3.win[1] += radius;
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for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
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if (ctx->Texture.Unit[unit]._ReallyEnabled) {
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v0.texcoord[unit][0] = 0.0;
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v0.texcoord[unit][1] = 0.0;
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v1.texcoord[unit][0] = 1.0;
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v1.texcoord[unit][1] = 0.0;
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v2.texcoord[unit][0] = 1.0;
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v2.texcoord[unit][1] = 1.0;
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v3.texcoord[unit][0] = 0.0;
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v3.texcoord[unit][1] = 1.0;
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}
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}
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/* XXX if radius < threshold, attenuate alpha? */
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/* XXX need to implement clipping!!! */
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/* render */
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swctx->Triangle(ctx, &v0, &v1, &v2);
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swctx->Triangle(ctx, &v0, &v2, &v3);
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}
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#elif FLAGS & (LARGE | ATTENUATE | SMOOTH)
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{
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GLint x, y;
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const GLfloat radius = 0.5F * size;
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#if FLAGS & SMOOTH
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const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
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const GLfloat rmax = radius + 0.7071F;
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const GLfloat rmin2 = MAX2(0.0, rmin * rmin);
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const GLfloat rmax2 = rmax * rmax;
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const GLfloat cscale = 256.0F / (rmax2 - rmin2);
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const GLint xmin = (GLint) (vert->win[0] - radius);
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const GLint xmax = (GLint) (vert->win[0] + radius);
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const GLint ymin = (GLint) (vert->win[1] - radius);
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const GLint ymax = (GLint) (vert->win[1] + radius);
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#else
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/* non-smooth */
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GLint xmin, xmax, ymin, ymax;
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GLint iSize = (GLint) (size + 0.5F);
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GLint iRadius;
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iSize = MAX2(1, iSize);
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iRadius = iSize / 2;
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if (iSize & 1) {
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/* odd size */
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xmin = vert->win[0] - iRadius;
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xmax = vert->win[0] + iRadius;
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ymin = vert->win[1] - iRadius;
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ymax = vert->win[1] + iRadius;
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}
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else {
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/* even size */
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xmin = (GLint) vert->win[0] - iRadius + 1;
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xmax = xmin + iSize - 1;
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ymin = (GLint) vert->win[1] - iRadius + 1;
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ymax = ymin + iSize - 1;
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}
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#endif
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(void) radius;
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for (y = ymin; y <= ymax; y++) {
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for (x = xmin; x <= xmax; x++) {
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#if FLAGS & SMOOTH
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/* compute coverage */
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const GLfloat dx = x - vert->win[0];
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const GLfloat dy = y - vert->win[1];
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const GLfloat dist2 = dx * dx + dy * dy;
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if (dist2 < rmax2) {
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alpha = vert->color[3];
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if (dist2 >= rmin2) {
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GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
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#if FLAGS & RGBA
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/* coverage is in [0,256] */
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alpha = (alpha * coverage) >> 8;
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#else
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/* 4 fractional index bits */
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index = (index & ~f) | (coverage >> 4); /* XXX verify */
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#endif
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}
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#endif /* SMOOTH */
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#if ((FLAGS & (ATTENUATE | RGBA)) == (ATTENUATE | RGBA))
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alpha = (GLint) (alpha * alphaAtten);
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#endif
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#if FLAGS & SPECULAR
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PB_WRITE_MULTITEX_SPEC_PIXEL(PB, x, y, z, fog,
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red, green, blue, alpha,
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sRed, sGreen, sBlue,
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texcoord);
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#elif FLAGS & TEXTURE
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if (swrast->_MultiTextureEnabled) {
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PB_WRITE_MULTITEX_PIXEL(PB, x, y, z, fog,
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red, green, blue, alpha,
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texcoord);
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}
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else {
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PB_WRITE_TEX_PIXEL(PB, x,y,z, fog,
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red, green, blue, alpha,
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texcoord[0][0],
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texcoord[0][1],
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texcoord[0][2]);
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}
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#elif FLAGS & RGBA
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PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog, red, green, blue, alpha);
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#else /* color index */
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PB_WRITE_CI_PIXEL(PB, x, y, z, fog, index);
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#endif
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#if FLAGS & SMOOTH
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}
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#endif
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}
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}
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PB_CHECK_FLUSH(ctx,PB);
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}
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#else /* LARGE || ATTENUATE || SMOOTH*/
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{
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/* size == 1 */
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GLint x = vert->win[0];
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GLint y = vert->win[1];
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#if ((FLAGS & (SPECULAR | TEXTURE)) == (SPECULAR | TEXTURE))
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PB_WRITE_MULTITEX_SPEC_PIXEL(PB, x, y, z, fog,
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red, green, blue, alpha,
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sRed, sGreen, sBlue,
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texcoord);
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#elif FLAGS & TEXTURE
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if (swrast->_MultiTextureEnabled) {
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PB_WRITE_MULTITEX_PIXEL(PB, x, y, z, fog,
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red, green, blue, alpha, texcoord );
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}
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else {
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PB_WRITE_TEX_PIXEL(PB, x, y, z, fog,
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red, green, blue, alpha,
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texcoord[0][0], texcoord[0][1], texcoord[0][2]);
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}
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#elif FLAGS & RGBA
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/* rgba size 1 point */
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alpha = vert->color[3];
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PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog, red, green, blue, alpha);
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#else
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/* color index size 1 point */
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PB_WRITE_CI_PIXEL(PB, x, y, z, fog, index);
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#endif
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}
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#endif /* LARGE || ATTENUATE || SMOOTH */
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PB_CHECK_FLUSH(ctx, PB);
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}
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#undef FLAGS
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#undef NAME
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