home *** CD-ROM | disk | FTP | other *** search
- /* $Id: vbrender.c,v 1.10.2.5 1999/12/16 12:53:24 keithw Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 3.1
- *
- * Copyright (C) 1999 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.
- */
-
-
- /*
- * Render points, lines, and polygons. The only entry point to this
- * file is the gl_render_vb() function. This function is called after
- * the vertex buffer has filled up or a state change has occurred.
- *
- * This file basically only makes calls to the clipping functions and
- * the point, line and triangle rasterizers via the function pointers.
- * context->Driver.PointsFunc()
- * context->Driver.LineFunc()
- * context->Driver.TriangleFunc()
- */
-
-
- #ifdef PC_HEADER
- #include "all.h"
- #else
- #ifndef XFree86Server
- #include <stdio.h>
- #else
- #include "GL/xf86glx.h"
- #endif
- #include "clip.h"
- #include "context.h"
- #include "light.h"
- #include "lines.h"
- #include "macros.h"
- #include "matrix.h"
- #include "pb.h"
- #include "points.h"
- #include "pipeline.h"
- #include "stages.h"
- #include "types.h"
- #include "vb.h"
- #include "vbcull.h"
- #include "vbrender.h"
- #include "vbindirect.h"
- #include "xform.h"
- #endif
-
-
- /*
- * This file implements rendering of points, lines and polygons defined by
- * vertices in the vertex buffer.
- */
-
- /*
- * Render a line segment from VB[v1] to VB[v2] when either one or both
- * endpoints must be clipped.
- */
- void gl_render_clipped_line( GLcontext *ctx, GLuint v1, GLuint v2 )
- {
- GLuint pv = v2;
- struct vertex_buffer *VB = ctx->VB;
- GLubyte mask = (GLubyte) (VB->ClipMask[v1] | VB->ClipMask[v2]);
- /* GLubyte andmask = VB->ClipMask[v1] & VB->ClipMask[v2]; */
-
- if ((ctx->line_clip_tab[VB->ClipPtr->size])( VB, &v1, &v2, mask ))
- ctx->Driver.LineFunc( ctx, v1, v2, pv );
- }
-
- static INLINE void gl_render_clipped_line2( GLcontext *ctx,
- GLuint v1, GLuint v2 )
- {
- GLuint pv = v2;
- struct vertex_buffer *VB = ctx->VB;
- GLubyte mask = (GLubyte) (VB->ClipMask[v1] | VB->ClipMask[v2]);
-
- if (!mask || (ctx->line_clip_tab[VB->ClipPtr->size])( VB, &v1, &v2, mask ))
- ctx->Driver.LineFunc( ctx, v1, v2, pv );
- }
-
-
-
- /*
- * Compute Z offsets for a polygon with plane defined by (A,B,C,D)
- * D is not needed.
- */
- static void offset_polygon( GLcontext *ctx, GLfloat a, GLfloat b, GLfloat c )
- {
- GLfloat ac, bc, m;
- GLfloat offset;
-
- if (c<0.001F && c>-0.001F) {
- /* to prevent underflow problems */
- offset = 0.0F;
- }
- else {
- ac = a / c;
- bc = b / c;
- if (ac<0.0F) ac = -ac;
- if (bc<0.0F) bc = -bc;
- m = MAX2( ac, bc );
- /* m = sqrt( ac*ac + bc*bc ); */
-
- offset = m * ctx->Polygon.OffsetFactor + ctx->Polygon.OffsetUnits;
- }
-
- ctx->PointZoffset = ctx->Polygon.OffsetPoint ? offset : 0.0F;
- ctx->LineZoffset = ctx->Polygon.OffsetLine ? offset : 0.0F;
- ctx->PolygonZoffset = ctx->Polygon.OffsetFill ? offset : 0.0F;
- }
-
- #define FLUSH_PRIM(prim) \
- do { \
- if (ctx->PB->primitive != prim) { \
- gl_reduced_prim_change( ctx, prim ); \
- } \
- } while(0)
-
-
- /*
- * When glPolygonMode() is used to specify that the front/back rendering
- * mode for polygons is not GL_FILL we end up calling this function.
- */
- static void unfilled_polygon( GLcontext *ctx,
- GLuint n, GLuint vlist[],
- GLuint pv, GLuint facing )
- {
- GLenum mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode;
- struct vertex_buffer *VB = ctx->VB;
- GLubyte *edge_ptr = (GLubyte *)VB->EdgeFlagPtr->data;
-
- FLUSH_PRIM(mode);
-
- if (mode==GL_POINT) {
- GLuint i, j;
- for (i=0;i<n;i++) {
- j = vlist[i];
- if (edge_ptr[j] & 0x3) {
- edge_ptr[j] &= ~0x3;
- (*ctx->Driver.PointsFunc)( ctx, j, j );
- }
- }
- }
- else if (mode==GL_LINE) {
- GLuint i, j0, j1;
-
- /* draw the edges */
- for (i=0;i<n-1;i++) {
- j0 = vlist[i];
- j1 = vlist[i+1];
-
- if (edge_ptr[j0] & 0x1) {
- edge_ptr[j0] &= ~1;
- (*ctx->Driver.LineFunc)( ctx, j0, j1, pv );
- }
- }
-
- /* last edge is special */
- j0 = vlist[i];
- j1 = vlist[0];
-
- if (edge_ptr[j0] & 0x2) {
- edge_ptr[j0] &= ~2;
- (*ctx->Driver.LineFunc)( ctx, j0, j1, pv );
- }
- }
- else {
- /* Fill the polygon */
- GLuint j0, i;
- j0 = vlist[0];
- for (i=2;i<n;i++) {
- (*ctx->Driver.TriangleFunc)( ctx, j0, vlist[i-1], vlist[i], pv );
- }
- }
- }
-
-
-
-
- /*
- * Render a polygon in which at least one vertex has to be clipped.
- * Input: n - number of vertices
- * vlist - list of vertices in the polygon.
- * CCW order = front facing.
- */
- void gl_render_clipped_triangle( GLcontext *ctx, GLuint n, GLuint vlist[],
- GLuint pv )
- {
- struct vertex_buffer *VB = ctx->VB;
- GLubyte mask = 0;
- GLuint i;
-
- for (i = 0 ; i < n ; i++)
- mask |= VB->ClipMask[vlist[i]];
-
- n = (ctx->poly_clip_tab[VB->ClipPtr->size])( VB, n, vlist, mask );
-
- for (i=2;i<n;i++)
- ctx->TriangleFunc( ctx, *vlist, vlist[i-1], vlist[i], pv );
- }
-
-
- static INLINE void gl_render_clipped_triangle2( GLcontext *ctx,
- GLuint v1, GLuint v2, GLuint v3,
- GLuint pv )
- {
- struct vertex_buffer *VB = ctx->VB;
- GLubyte mask = (GLubyte) (VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3]);
- GLuint vlist[VB_MAX_CLIPPED_VERTS];
- GLuint i, n;
-
- if (!mask) {
- ctx->TriangleFunc( ctx, v1, v2, v3, pv );
- return;
- }
-
- if (CLIP_ALL_BITS & VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3])
- return;
-
- ASSIGN_3V(vlist, v1, v2, v3 );
- n = (ctx->poly_clip_tab[VB->ClipPtr->size])( VB, 3, vlist, mask );
-
- for (i=2;i<n;i++)
- ctx->TriangleFunc( ctx, *vlist, vlist[i-1], vlist[i], pv );
- }
-
-
- /* Implements triangle_rendering when (IndirectTriangles & DD_SW_SETUP)
- * is non-zero.
- */
- static void render_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
- {
- struct vertex_buffer *VB = ctx->VB;
- GLfloat (*win)[4] = VB->Win.data;
- GLfloat ex = win[v1][0] - win[v0][0];
- GLfloat ey = win[v1][1] - win[v0][1];
- GLfloat fx = win[v2][0] - win[v0][0];
- GLfloat fy = win[v2][1] - win[v0][1];
- GLfloat c = ex*fy-ey*fx;
- GLuint facing;
- GLuint tricaps;
-
- if (c * ctx->backface_sign > 0)
- return;
-
- facing = (c<0.0F) ^ (ctx->Polygon.FrontFace==GL_CW);
- tricaps = ctx->IndirectTriangles;
-
- if (tricaps & DD_TRI_OFFSET) {
- /* finish computing plane equation of polygon, compute offset */
- GLfloat fz = win[v2][2] - win[v0][2];
- GLfloat ez = win[v1][2] - win[v0][2];
- GLfloat a = ey*fz-ez*fy;
- GLfloat b = ez*fx-ex*fz;
- offset_polygon( ctx, a, b, c );
- }
-
- if (tricaps & DD_TRI_LIGHT_TWOSIDE) {
- VB->Specular = VB->Spec[facing];
- VB->ColorPtr = VB->Color[facing];
- VB->IndexPtr = VB->Index[facing];
- }
-
- if (tricaps & DD_TRI_UNFILLED) {
- GLuint vlist[3];
- vlist[0] = v0;
- vlist[1] = v1;
- vlist[2] = v2;
- unfilled_polygon( ctx, 3, vlist, pv, facing );
- }
- else {
- (*ctx->Driver.TriangleFunc)( ctx, v0, v1, v2, pv );
- }
- }
-
-
-
- /* Implements triangle_rendering when (IndirectTriangles & DD_SW_SETUP)
- * is non-zero.
- */
- static void render_quad( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint v3, GLuint pv )
- {
- struct vertex_buffer *VB = ctx->VB;
- GLfloat (*win)[4] = VB->Win.data;
- GLfloat ex = win[v2][0] - win[v0][0];
- GLfloat ey = win[v2][1] - win[v0][1];
- GLfloat fx = win[v3][0] - win[v1][0];
- GLfloat fy = win[v3][1] - win[v1][1];
- GLfloat c = ex*fy-ey*fx;
- GLuint facing;
- GLuint tricaps;
-
- if (c * ctx->backface_sign > 0)
- return;
-
- facing = (c<0.0F) ^ (ctx->Polygon.FrontFace==GL_CW);
- tricaps = ctx->IndirectTriangles;
- (void) tricaps; /* not needed? */
-
- if (ctx->IndirectTriangles & DD_TRI_OFFSET) {
- GLfloat ez = win[v2][2] - win[v0][2];
- GLfloat fz = win[v3][2] - win[v1][2];
- GLfloat a = ey*fz-ez*fy;
- GLfloat b = ez*fx-ex*fz;
- offset_polygon( ctx, a, b, c );
- }
-
-
- if (ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE) {
- VB->Specular = VB->Spec[facing];
- VB->ColorPtr = VB->Color[facing];
- VB->IndexPtr = VB->Index[facing];
- }
-
-
- /* Render the quad! */
- if (ctx->IndirectTriangles & DD_TRI_UNFILLED) {
- GLuint vlist[4];
- vlist[0] = v0;
- vlist[1] = v1;
- vlist[2] = v2;
- vlist[3] = v3;
- unfilled_polygon( ctx, 4, vlist, pv, facing );
- }
- else {
- (*ctx->Driver.QuadFunc)( ctx, v0, v1, v2, v3, pv );
- }
- }
-
-
-
-
-
- extern const char *gl_prim_name[];
-
-
- /*
- * Either the vertex buffer is full (VB->Count==VB_MAX) or glEnd() has been
- * called. Render the primitives defined by the vertices and reset the
- * buffer.
- *
- * This function won't be called if the device driver implements a
- * RenderVB() function.
- */
-
- #define NEED_EDGEFLAG_SETUP (ctx->TriangleCaps & DD_TRI_UNFILLED)
-
- #define EDGEFLAG_TRI( i2, i1, i, pv, parity) \
- do { \
- eflag[i2] = eflag[i1] = 1; eflag[i] = 2; \
- } while (0)
-
- #define EDGEFLAG_QUAD( i3, i2, i1, i, pv) \
- do { \
- eflag[i3] = eflag[i2] = eflag[i1] = 1; eflag[i] = 2; \
- } while(0)
-
-
- /* Culled and possibly clipped primitives.
- */
- #define RENDER_POINTS( start, count ) \
- (void) cullmask; \
- (*ctx->Driver.PointsFunc)( ctx, start, count-1 );
-
-
- #define RENDER_LINE( i1, i ) \
- do { \
- const GLubyte flags = cullmask[i]; \
- \
- if (!(flags & PRIM_NOT_CULLED)) \
- continue; \
- \
- if (flags & PRIM_ANY_CLIP) \
- gl_render_clipped_line( ctx, i1, i ); \
- else \
- ctx->Driver.LineFunc( ctx, i1, i, i ); \
- } while (0)
-
-
-
- #define RENDER_TRI( i2, i1, i, pv, parity) \
- do { \
- const GLubyte flags = cullmask[i]; \
- \
- if (!(flags & PRIM_NOT_CULLED)) \
- continue; \
- \
- if (flags & PRIM_ANY_CLIP) { \
- if (parity) { \
- vlist[0] = i1; \
- vlist[1] = i2; \
- vlist[2] = i; \
- } else { \
- vlist[0] = i2; \
- vlist[1] = i1; \
- vlist[2] = i; \
- } \
- gl_render_clipped_triangle( ctx, 3, vlist, pv ); \
- } else if (parity) \
- ctx->TriangleFunc( ctx, i1, i2, i, pv ); \
- else \
- ctx->TriangleFunc( ctx, i2, i1, i, pv ); \
- \
- } while (0)
-
-
- #define RENDER_QUAD( i3, i2, i1, i, pv) \
- do { \
- const GLubyte flags = cullmask[i]; \
- \
- if (!(flags & PRIM_NOT_CULLED)) \
- continue; \
- \
- if (flags&PRIM_ANY_CLIP) { \
- vlist[0] = i3; \
- vlist[1] = i2; \
- vlist[2] = i1; \
- vlist[3] = i; \
- gl_render_clipped_triangle( ctx, 4, vlist, pv ); \
- } else \
- ctx->QuadFunc( ctx, i3, i2, i1, i, pv ); \
- } while (0)
-
-
- #define LOCAL_VARS \
- GLcontext *ctx = VB->ctx; \
- const GLubyte *cullmask = VB->CullMask; \
- GLuint vlist[VB_SIZE]; \
- GLubyte *eflag = VB->EdgeFlagPtr->data; \
- GLuint *stipplecounter = &VB->ctx->StippleCounter; \
- (void) vlist; (void) eflag; (void) stipplecounter;
-
- #define TAG(x) x##_cull
- #define INIT(x) FLUSH_PRIM(x)
- #define RESET_STIPPLE *stipplecounter = 0
- #include "render_tmp.h"
-
-
-
-
-
-
-
- /* Direct, no clipping or culling.
- */
- #define RENDER_POINTS( start, count ) \
- (*ctx->Driver.PointsFunc)( ctx, start, count-1 )
-
- #define RENDER_LINE( i1, i ) \
- (*ctx->Driver.LineFunc)( ctx, i1, i, i )
-
- #define RENDER_TRI( i2, i1, i, pv, parity ) \
- do { \
- if (parity) \
- ctx->TriangleFunc( ctx, i1, i2, i, pv ); \
- else \
- ctx->TriangleFunc( ctx, i2, i1, i, pv ); \
- } while (0)
-
-
- #define RENDER_QUAD( i3, i2, i1, i, pv ) \
- ctx->QuadFunc( ctx, i3, i2, i1, i, i );
-
- #define TAG(x) x##_raw
-
- #define LOCAL_VARS \
- GLcontext *ctx = VB->ctx; \
- GLubyte *eflag = VB->EdgeFlagPtr->data; \
- GLuint *stipplecounter = &VB->ctx->StippleCounter; \
- (void) eflag; (void) stipplecounter;
-
- #define INIT(x) FLUSH_PRIM(x);
- #define RESET_STIPPLE *stipplecounter = 0
- #include "render_tmp.h"
-
-
-
-
- /* Direct, with the possibility of clipping.
- */
- #define RENDER_POINTS( start, count ) \
- (*ctx->Driver.PointsFunc)( ctx, start, count-1 )
-
- #define RENDER_LINE( i1, i ) \
- gl_render_clipped_line2( ctx, i1, i )
-
- #define RENDER_TRI( i2, i1, i, pv, parity) \
- do { \
- GLuint e2=i2, e1=i1; \
- if (parity) { GLuint t=e2; e2=e1; e1=t; } \
- gl_render_clipped_triangle2(ctx,e2,e1,i,pv); \
- } while (0)
-
- #define RENDER_QUAD( i3, i2, i1, i, pv) \
- do { \
- gl_render_clipped_triangle2(ctx,i3,i2,i1,pv); \
- gl_render_clipped_triangle2(ctx,i3,i1,i,pv); \
- } while (0)
-
- /* gl_render_clipped_triangle2(ctx,i3,i2,i,pv); */
- /* gl_render_clipped_triangle2(ctx,i2,i1,i,pv); */
-
-
- #define LOCAL_VARS \
- GLcontext *ctx = VB->ctx; \
- GLubyte *eflag = VB->EdgeFlagPtr->data; \
- GLuint *stipplecounter = &VB->ctx->StippleCounter; \
- (void) eflag; (void) stipplecounter;
-
- #define INIT(x) FLUSH_PRIM(x);
- #define TAG(x) x##_clipped
- #define RESET_STIPPLE *stipplecounter = 0
-
- #include "render_tmp.h"
-
- /* Bits:
- * 0x1 - draw this edge if it is first or second in a triangle.
- * 0x2 - draw this edge if it is last in a triangle.
- * 0x4 - placeholder for multipass rendering.
- *
- * Bits 0x1 and 0x2 are cleared after they are used. Bit 0x4 is used
- * to stop these values going to zero in multipass rendering.
- *
- * Clipping introduces vertices on outgoing edges with edgeflag 0x1.
- * Incoming edges retain the value of the clipped vertex, with the following
- * masks:
- * - If the incoming edge originates from the last vertex in the
- * clipped primitive (triangle or quad), the introduced vertex
- * retains both bits (0x3) of the original flag.
- * - All other introduced vertices retain only bit 1 (0x1).
- *
- * In a horrible hack I've had to push tristrips, fans & quadstrip handling
- * into render_tmp.h...
- *
- * Keith.
- */
- void gl_setup_edgeflag( struct vertex_buffer *VB,
- GLenum prim,
- GLuint start,
- GLuint count,
- GLuint parity )
- {
- GLubyte *flag = VB->EdgeFlagPtr->data + start;
- GLuint n = count - start;
- GLuint i;
- (void) parity;
-
- switch (prim) {
- case GL_TRIANGLES:
- for (i = 0 ; i < n-2 ; i+=3) {
- if (flag[i]) flag[i] = 0x5;
- if (flag[i+1]) flag[i+1] = 0x5;
- if (flag[i+2]) flag[i+2] = 0x6;
- }
- break;
- case GL_QUADS:
- for (i = 0 ; i < n-3 ; i+=4) {
- if (flag[i]) flag[i] = 0x5;
- if (flag[i+1]) flag[i+1] = 0x5;
- if (flag[i+2]) flag[i+2] = 0x5;
- if (flag[i+3]) flag[i+3] = 0x6;
- }
- break;
- case GL_POLYGON:
- for (i = 0 ; i < n-1 ; i++) {
- if (flag[i]) flag[i] = 0x5;
- }
- if (flag[i]) flag[i] = 0x6;
- break;
- default:
- break;
- }
- }
-
-
-
- /* Could eventually generalize to handle changes of rasterization
- * state other than change-of-primitive. An example might be
- * some bind-texture calls.
- */
- void gl_render_vb( struct vertex_buffer *VB )
- {
- GLcontext *ctx = VB->ctx;
- GLuint i, next, prim;
- GLuint parity = VB->Parity;
- render_func *tab;
- GLuint count = VB->Count;
- GLint p = 0;
-
- if (VB->Indirect) {
- /* gl_render_vb_indirect( VB, VB ); */
- return;
- } else if (VB->CullMode & CULL_MASK_ACTIVE) {
- tab = ctx->Driver.RenderVBCulledTab;
- } else if (VB->CullMode & CLIP_MASK_ACTIVE) {
- tab = ctx->Driver.RenderVBClippedTab;
- } else {
- tab = ctx->Driver.RenderVBRawTab;
- }
-
- if (!VB->CullDone)
- gl_fast_copy_vb( VB );
-
- if (ctx->TriangleCaps & DD_TRI_UNFILLED)
- gl_import_client_data( VB, VERT_EDGE, VEC_WRITABLE|VEC_GOOD_STRIDE );
-
- gl_import_client_data( VB, ctx->RenderFlags,
- (VB->ClipOrMask
- ? VEC_WRITABLE|VEC_GOOD_STRIDE
- : VEC_GOOD_STRIDE));
-
- if (/* ctx->Current.Primitive == GL_POLYGON+1 && */
- ctx->Driver.RenderStart)
- ctx->Driver.RenderStart( ctx );
-
-
- do
- {
- for ( i= VB->CopyStart ; i < count ; parity = 0, i = next )
- {
- prim = VB->Primitive[i];
- next = VB->NextPrimitive[i];
-
- if (ctx->TriangleCaps & DD_TRI_UNFILLED)
- gl_setup_edgeflag(VB, prim, i, next, parity);
-
- tab[prim]( VB, i, next, parity );
-
- if (ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
- VB->Specular = VB->Spec[0];
- VB->ColorPtr = VB->Color[0];
- VB->IndexPtr = VB->Index[0];
- }
- }
-
- } while (ctx->Driver.MultipassFunc &&
- ctx->Driver.MultipassFunc( VB, ++p ));
-
- if (ctx->PB->count > 0)
- gl_flush_pb(ctx);
-
- if (/* ctx->Current.Primitive == GL_POLYGON+1 && */
- ctx->Driver.RenderFinish)
- ctx->Driver.RenderFinish( ctx );
- }
-
-
- void gl_reduced_prim_change( GLcontext *ctx, GLenum prim )
- {
- if (ctx->PB->count > 0)
- gl_flush_pb(ctx);
-
- ctx->PB->count = 0;
- ctx->PB->mono = GL_FALSE;
-
- if (ctx->PB->primitive != prim) {
- ctx->PB->primitive = prim;
-
- if (ctx->Driver.ReducedPrimitiveChange)
- ctx->Driver.ReducedPrimitiveChange( ctx, prim );
- }
- }
-
-
- void gl_set_render_vb_function( GLcontext *ctx )
- {
- if (ctx->Driver.RenderVBCulledTab == 0)
- ctx->Driver.RenderVBCulledTab = render_tab_cull;
-
- if (ctx->Driver.RenderVBClippedTab == 0)
- ctx->Driver.RenderVBClippedTab = render_tab_clipped;
-
- if (ctx->Driver.RenderVBRawTab == 0)
- ctx->Driver.RenderVBRawTab = render_tab_raw;
-
- /* Culling will be done earlier by gl_cull_vb().
- */
- if (ctx->IndirectTriangles & (DD_SW_SETUP & ~DD_TRI_CULL)) {
- ctx->TriangleFunc = render_triangle;
- ctx->QuadFunc = render_quad;
- } else {
- ctx->TriangleFunc = ctx->Driver.TriangleFunc;
- ctx->QuadFunc = ctx->Driver.QuadFunc;
- }
-
- if (ctx->IndirectTriangles & (DD_SW_SETUP)) {
- ctx->ClippedTriangleFunc = render_triangle;
- } else {
- ctx->ClippedTriangleFunc = ctx->TriangleFunc;
- }
-
- }
-
- void gl_init_vbrender( void )
- {
- render_init_raw();
- render_init_cull();
- render_init_clipped();
- }
-
-
-
-
-