};
-/* This is a bit confusing:
- */
+/** Cast wrapper */
static INLINE struct clip_stage *clip_stage( struct draw_stage *stage )
{
return (struct clip_stage *)stage;
/* All attributes are float[4], so this is easy:
*/
-static void interp_attr( float *fdst,
+static void interp_attr( float dst[4],
float t,
- const float *fin,
- const float *fout )
+ const float in[4],
+ const float out[4] )
{
- fdst[0] = LINTERP( t, fout[0], fin[0] );
- fdst[1] = LINTERP( t, fout[1], fin[1] );
- fdst[2] = LINTERP( t, fout[2], fin[2] );
- fdst[3] = LINTERP( t, fout[3], fin[3] );
+ dst[0] = LINTERP( t, out[0], in[0] );
+ dst[1] = LINTERP( t, out[1], in[1] );
+ dst[2] = LINTERP( t, out[2], in[2] );
+ dst[3] = LINTERP( t, out[3], in[3] );
}
+/**
+ * Copy front/back, primary/secondary colors from src vertex to dst vertex.
+ * Used when flat shading.
+ */
static void copy_colors( struct draw_stage *stage,
struct vertex_header *dst,
const struct vertex_header *src )
/* Vertex header.
*/
- {
- dst->clipmask = 0;
- dst->edgeflag = 0; /* will get overwritten later */
- dst->pad = 0;
- dst->vertex_id = UNDEFINED_VERTEX_ID;
- }
+ dst->clipmask = 0;
+ dst->edgeflag = 0; /* will get overwritten later */
+ dst->pad = 0;
+ dst->vertex_id = UNDEFINED_VERTEX_ID;
- /* Clip coordinates: interpolate normally
+ /* Interpolate the clip-space coords.
*/
- {
- interp_attr(dst->clip, t, in->clip, out->clip);
- }
+ interp_attr(dst->clip, t, in->clip, out->clip);
- /* Do the projective divide and insert window coordinates:
+ /* Do the projective divide and viewport transformation to get
+ * new window coordinates:
*/
{
const float *pos = dst->clip;