-/* $Id: s_linetemp.h,v 1.15 2002/11/14 03:48:03 brianp Exp $ */
+/* $Id: s_linetemp.h,v 1.16 2002/11/15 15:05:04 brianp Exp $ */
/*
* Mesa 3-D graphics library
{
struct sw_span span;
GLuint interpFlags = 0;
- GLuint arrayFlags = SPAN_XY;
GLint x0 = (GLint) vert0->win[0];
GLint x1 = (GLint) vert1->win[0];
GLint y0 = (GLint) vert0->win[1];
/* Cull primitives with malformed coordinates.
*/
{
- float tmp = vert0->win[0] + vert0->win[1] + vert1->win[0] + vert1->win[1];
+ GLfloat tmp = vert0->win[0] + vert0->win[1]
+ + vert1->win[0] + vert1->win[1];
if (IS_INF_OR_NAN(tmp))
return;
}
-#ifdef INTERP_RGBA
- interpFlags |= SPAN_RGBA;
-#endif
-#ifdef INTERP_SPEC
- interpFlags |= SPAN_SPEC;
-#endif
-#ifdef INTERP_INDEX
- interpFlags |= SPAN_INDEX;
-#endif
-#ifdef INTERP_Z
- interpFlags |= SPAN_Z;
-#endif
-#ifdef INTERP_FOG
- interpFlags |= SPAN_FOG;
-#endif
-#if defined(INTERP_TEX) || defined(INTERP_MULTITEX)
- interpFlags |= SPAN_TEXTURE;
-#endif
-
- INIT_SPAN(span, GL_LINE, 0, interpFlags, arrayFlags);
-
/*
printf("%s():\n", __FUNCTION__);
printf(" (%f, %f, %f) -> (%f, %f, %f)\n",
ASSERT(dx >= 0);
ASSERT(dy >= 0);
- span.end = numPixels = MAX2(dx, dy);
+ numPixels = MAX2(dx, dy);
+ /*
+ * Span setup: compute start and step values for all interpolated values.
+ */
#ifdef INTERP_RGBA
+ interpFlags |= SPAN_RGBA;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
span.red = ChanToFixed(vert0->color[0]);
span.green = ChanToFixed(vert0->color[1]);
}
#endif
#ifdef INTERP_SPEC
+ interpFlags |= SPAN_SPEC;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
span.specRed = ChanToFixed(vert0->specular[0]);
span.specGreen = ChanToFixed(vert0->specular[1]);
}
#endif
#ifdef INTERP_INDEX
+ interpFlags |= SPAN_INDEX;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
span.index = IntToFixed(vert0->index);
span.indexStep = IntToFixed(vert1->index - vert0->index) / numPixels;
}
#endif
#if defined(INTERP_Z) || defined(DEPTH_TYPE)
+ interpFlags |= SPAN_Z;
{
if (depthBits <= 16) {
span.z = FloatToFixed(vert0->win[2]) + FIXED_HALF;
}
#endif
#ifdef INTERP_FOG
+ interpFlags |= SPAN_FOG;
span.fog = vert0->fog;
span.fogStep = (vert1->fog - vert0->fog) / numPixels;
#endif
#ifdef INTERP_TEX
+ interpFlags |= SPAN_TEXTURE;
{
const GLfloat invw0 = vert0->win[3];
const GLfloat invw1 = vert1->win[3];
}
#endif
#ifdef INTERP_MULTITEX
+ interpFlags |= SPAN_TEXTURE;
{
const GLfloat invLen = 1.0F / numPixels;
GLuint u;
}
#endif
+ INIT_SPAN(span, GL_LINE, numPixels, interpFlags, SPAN_XY);
+
/*
* Draw
*/