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Viewing changes to src/mesa/drivers/windows/gldirect/dx9/gld_primitive_dx9.c

  • Committer: Bazaar Package Importer
  • Author(s): Sebastien Bacher
  • Date: 2007-02-21 12:44:07 UTC
  • mfrom: (1.2.1 upstream)
  • mto: This revision was merged to the branch mainline in revision 22.
  • Revision ID: james.westby@ubuntu.com-20070221124407-rgcacs32mycrtadl
ImportĀ upstreamĀ versionĀ 6.5.2

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/****************************************************************************
2
 
*
3
 
*                        Mesa 3-D graphics library
4
 
*                        Direct3D Driver Interface
5
 
*
6
 
*  ========================================================================
7
 
*
8
 
*   Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
9
 
*
10
 
*   Permission is hereby granted, free of charge, to any person obtaining a
11
 
*   copy of this software and associated documentation files (the "Software"),
12
 
*   to deal in the Software without restriction, including without limitation
13
 
*   the rights to use, copy, modify, merge, publish, distribute, sublicense,
14
 
*   and/or sell copies of the Software, and to permit persons to whom the
15
 
*   Software is furnished to do so, subject to the following conditions:
16
 
*
17
 
*   The above copyright notice and this permission notice shall be included
18
 
*   in all copies or substantial portions of the Software.
19
 
*
20
 
*   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21
 
*   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22
 
*   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
23
 
*   SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
24
 
*   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
25
 
*   OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
26
 
*   SOFTWARE.
27
 
*
28
 
*  ======================================================================
29
 
*
30
 
* Language:     ANSI C
31
 
* Environment:  Windows 9x/2000/XP/XBox (Win32)
32
 
*
33
 
* Description:  Primitive (points/lines/tris/quads) rendering
34
 
*
35
 
****************************************************************************/
36
 
 
37
 
//#include "../GLDirect.h"
38
 
 
39
 
//#include "gld_dx8.h"
40
 
 
41
 
#include "dglcontext.h"
42
 
#include "ddlog.h"
43
 
#include "gld_dx9.h"
44
 
 
45
 
#include "glheader.h"
46
 
#include "context.h"
47
 
#include "colormac.h"
48
 
#include "depth.h"
49
 
#include "extensions.h"
50
 
#include "macros.h"
51
 
#include "matrix.h"
52
 
// #include "mem.h"
53
 
//#include "mmath.h"
54
 
#include "mtypes.h"
55
 
#include "texformat.h"
56
 
#include "texstore.h"
57
 
#include "array_cache/acache.h"
58
 
#include "swrast/swrast.h"
59
 
#include "swrast_setup/swrast_setup.h"
60
 
#include "swrast_setup/ss_context.h"
61
 
#include "swrast/s_context.h"
62
 
#include "swrast/s_depth.h"
63
 
#include "swrast/s_lines.h"
64
 
#include "swrast/s_triangle.h"
65
 
#include "swrast/s_trispan.h"
66
 
#include "tnl/tnl.h"
67
 
#include "tnl/t_context.h"
68
 
#include "tnl/t_pipeline.h"
69
 
 
70
 
// Disable compiler complaints about unreferenced local variables
71
 
#pragma warning (disable:4101)
72
 
 
73
 
//---------------------------------------------------------------------------
74
 
// Helper defines for primitives
75
 
//---------------------------------------------------------------------------
76
 
 
77
 
//static const float ooZ                = 1.0f / 65536.0f; // One over Z
78
 
 
79
 
#define GLD_COLOUR (D3DCOLOR_RGBA(swv->color[0], swv->color[1], swv->color[2], swv->color[3]))
80
 
#define GLD_SPECULAR (D3DCOLOR_RGBA(swv->specular[0], swv->specular[1], swv->specular[2], swv->specular[3]))
81
 
#define GLD_FLIP_Y(y) (gldCtx->dwHeight - (y))
82
 
 
83
 
//---------------------------------------------------------------------------
84
 
// 2D vertex setup
85
 
//---------------------------------------------------------------------------
86
 
 
87
 
#define GLD_SETUP_2D_VARS_POINTS                                                        \
88
 
        GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
89
 
        GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);   \
90
 
        GLD_2D_VERTEX   *pV             = (GLD_2D_VERTEX*)gld->PB2d.pPoints;    \
91
 
        SScontext               *ss             = SWSETUP_CONTEXT(ctx);                 \
92
 
        SWvertex                *swv;                                                                   \
93
 
        DWORD                   dwSpecularColour;                                               \
94
 
        DWORD                   dwFlatColour
95
 
 
96
 
#define GLD_SETUP_2D_VARS_LINES                                                         \
97
 
        GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
98
 
        GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);   \
99
 
        GLD_2D_VERTEX   *pV             = (GLD_2D_VERTEX*)gld->PB2d.pLines;     \
100
 
        SScontext               *ss             = SWSETUP_CONTEXT(ctx);                 \
101
 
        SWvertex                *swv;                                                                   \
102
 
        DWORD                   dwSpecularColour;                                               \
103
 
        DWORD                   dwFlatColour
104
 
 
105
 
#define GLD_SETUP_2D_VARS_TRIANGLES                                                     \
106
 
        BOOL                    bFog = ctx->Fog.Enabled;                                \
107
 
        GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
108
 
        GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);   \
109
 
        GLD_2D_VERTEX   *pV             = (GLD_2D_VERTEX*)gld->PB2d.pTriangles; \
110
 
        SScontext               *ss             = SWSETUP_CONTEXT(ctx);                 \
111
 
        SWvertex                *swv;                                                                   \
112
 
        DWORD                   dwSpecularColour;                                               \
113
 
        DWORD                   dwFlatColour;                                                   \
114
 
        GLuint                                  facing = 0;                                             \
115
 
        struct vertex_buffer    *VB;                                                    \
116
 
        GLchan                                  (*vbcolor)[4];                                  \
117
 
        GLchan                                  (*vbspec)[4]
118
 
 
119
 
#define GLD_SETUP_GET_SWVERT(s)                                 \
120
 
        swv = &ss->verts[##s]
121
 
 
122
 
#define GLD_SETUP_2D_VERTEX                                             \
123
 
        pV->x                   = swv->win[0];                          \
124
 
        pV->y                   = GLD_FLIP_Y(swv->win[1]);      \
125
 
        pV->rhw                 = swv->win[3]
126
 
 
127
 
#define GLD_SETUP_SMOOTH_COLOUR                                 \
128
 
        pV->diffuse             = GLD_COLOUR
129
 
 
130
 
#define GLD_SETUP_GET_FLAT_COLOUR                               \
131
 
        dwFlatColour    = GLD_COLOUR
132
 
#define GLD_SETUP_GET_FLAT_FOG_COLOUR                   \
133
 
        dwFlatColour    = _gldComputeFog(ctx, swv)
134
 
 
135
 
#define GLD_SETUP_USE_FLAT_COLOUR                               \
136
 
        pV->diffuse             = dwFlatColour
137
 
 
138
 
#define GLD_SETUP_GET_FLAT_SPECULAR                             \
139
 
        dwSpecularColour= GLD_SPECULAR
140
 
 
141
 
#define GLD_SETUP_USE_FLAT_SPECULAR                             \
142
 
        pV->specular    = dwSpecularColour
143
 
 
144
 
#define GLD_SETUP_DEPTH                                                 \
145
 
        pV->sz                  = swv->win[2] / ctx->DepthMaxF
146
 
//      pV->z                   = swv->win[2] * ooZ;
147
 
 
148
 
#define GLD_SETUP_SPECULAR                                              \
149
 
        pV->specular    = GLD_SPECULAR
150
 
 
151
 
#define GLD_SETUP_FOG                                                   \
152
 
        pV->diffuse             = _gldComputeFog(ctx, swv)
153
 
 
154
 
#define GLD_SETUP_TEX0                                                  \
155
 
        pV->t0_u                = swv->texcoord[0][0];          \
156
 
        pV->t0_v                = swv->texcoord[0][1]
157
 
 
158
 
#define GLD_SETUP_TEX1                                                  \
159
 
        pV->t1_u                = swv->texcoord[1][0];          \
160
 
        pV->t1_v                = swv->texcoord[1][1]
161
 
 
162
 
#define GLD_SETUP_LIGHTING(v)                   \
163
 
        if (facing == 1) {                                      \
164
 
                pV->diffuse     = D3DCOLOR_RGBA(vbcolor[##v][0], vbcolor[##v][1], vbcolor[##v][2], vbcolor[##v][3]);    \
165
 
                if (vbspec) {                                                                                                                                                                   \
166
 
                        pV->specular = D3DCOLOR_RGBA(vbspec[##v][0], vbspec[##v][1], vbspec[##v][2], vbspec[##v][3]);   \
167
 
                }       \
168
 
        } else {        \
169
 
                if (bFog)                                               \
170
 
                        GLD_SETUP_FOG;                          \
171
 
                else                                                    \
172
 
                        GLD_SETUP_SMOOTH_COLOUR;        \
173
 
                GLD_SETUP_SPECULAR;                             \
174
 
        }
175
 
 
176
 
#define GLD_SETUP_GET_FLAT_LIGHTING(v)  \
177
 
        if (facing == 1) {                                      \
178
 
                dwFlatColour = D3DCOLOR_RGBA(vbcolor[##v][0], vbcolor[##v][1], vbcolor[##v][2], vbcolor[##v][3]);       \
179
 
                if (vbspec) {                                                                                                                                                                   \
180
 
                        dwSpecularColour = D3DCOLOR_RGBA(vbspec[##v][0], vbspec[##v][1], vbspec[##v][2], vbspec[##v][3]);       \
181
 
                }       \
182
 
        }
183
 
 
184
 
#define GLD_SETUP_TWOSIDED_LIGHTING             \
185
 
        /* Two-sided lighting */                                \
186
 
        if (ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {        \
187
 
                SWvertex        *verts = SWSETUP_CONTEXT(ctx)->verts;   \
188
 
                SWvertex        *v[3];                                                                  \
189
 
                GLfloat         ex,ey,fx,fy,cc;                                                 \
190
 
                /* Get vars for later */                                                        \
191
 
                VB              = &TNL_CONTEXT(ctx)->vb;                                        \
192
 
                vbcolor = (GLchan (*)[4])VB->ColorPtr[1]->data;         \
193
 
                if (VB->SecondaryColorPtr[1]) {                                         \
194
 
                        vbspec = (GLchan (*)[4])VB->SecondaryColorPtr[1]->data; \
195
 
                } else {                                                                                                        \
196
 
                        vbspec = NULL;                                                                                  \
197
 
                }                                                                                                                       \
198
 
                v[0] = &verts[v0];                                                                                      \
199
 
                v[1] = &verts[v1];                                                                                      \
200
 
                v[2] = &verts[v2];                                                                                      \
201
 
                ex = v[0]->win[0] - v[2]->win[0];       \
202
 
                ey = v[0]->win[1] - v[2]->win[1];       \
203
 
                fx = v[1]->win[0] - v[2]->win[0];       \
204
 
                fy = v[1]->win[1] - v[2]->win[1];       \
205
 
                cc  = ex*fy - ey*fx;                            \
206
 
                facing = (cc < 0.0) ^ ctx->Polygon._FrontBit;   \
207
 
        }
208
 
 
209
 
//---------------------------------------------------------------------------
210
 
// 3D vertex setup
211
 
//---------------------------------------------------------------------------
212
 
 
213
 
#define GLD_SETUP_3D_VARS_POINTS                                                                                        \
214
 
        GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
215
 
        GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);   \
216
 
        GLD_3D_VERTEX                   *pV             = (GLD_3D_VERTEX*)gld->PB3d.pPoints;    \
217
 
        TNLcontext                              *tnl    = TNL_CONTEXT(ctx);                             \
218
 
        struct vertex_buffer    *VB             = &tnl->vb;                                             \
219
 
        GLfloat                                 (*p4f)[4];                                                              \
220
 
        GLfloat                                 (*tc)[4];                                                               \
221
 
        DWORD                                   dwColor;
222
 
 
223
 
#define GLD_SETUP_3D_VARS_LINES                                                                                 \
224
 
        GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
225
 
        GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);   \
226
 
        GLD_3D_VERTEX                   *pV             = (GLD_3D_VERTEX*)gld->PB3d.pLines;     \
227
 
        TNLcontext                              *tnl    = TNL_CONTEXT(ctx);                             \
228
 
        struct vertex_buffer    *VB             = &tnl->vb;                                             \
229
 
        GLfloat                                 (*p4f)[4];                                                              \
230
 
        GLfloat                                 (*tc)[4];                                                               \
231
 
        DWORD                                   dwColor;
232
 
 
233
 
#define GLD_SETUP_3D_VARS_TRIANGLES                                                                                     \
234
 
        GLD_context             *gldCtx = GLD_GET_CONTEXT(ctx);                 \
235
 
        GLD_driver_dx9  *gld    = GLD_GET_DX9_DRIVER(gldCtx);   \
236
 
        GLD_3D_VERTEX                   *pV             = (GLD_3D_VERTEX*)gld->PB3d.pTriangles; \
237
 
        TNLcontext                              *tnl    = TNL_CONTEXT(ctx);                             \
238
 
        struct vertex_buffer    *VB             = &tnl->vb;                                             \
239
 
        GLfloat                                 (*p4f)[4];                                                              \
240
 
        GLfloat                                 (*tc)[4];                                                               \
241
 
        DWORD                                   dwColor;
242
 
 
243
 
#define GLD_SETUP_3D_VERTEX(v)                                  \
244
 
        p4f                             = VB->ObjPtr->data;                     \
245
 
        pV->Position.x  = p4f[##v][0];                          \
246
 
        pV->Position.y  = p4f[##v][1];                          \
247
 
        pV->Position.z  = p4f[##v][2];
248
 
 
249
 
#define GLD_SETUP_SMOOTH_COLOUR_3D(v)                                                                                                                   \
250
 
        p4f                     = (GLfloat (*)[4])VB->ColorPtr[0]->data;                                                                                \
251
 
        pV->Diffuse     = D3DCOLOR_COLORVALUE(p4f[##v][0], p4f[##v][1], p4f[##v][2], p4f[##v][3]);
252
 
 
253
 
 
254
 
#define GLD_SETUP_GET_FLAT_COLOUR_3D(v)                                                                                                 \
255
 
        p4f             = (GLfloat (*)[4])VB->ColorPtr[0]->data;                                                                                \
256
 
        dwColor = D3DCOLOR_COLORVALUE(p4f[##v][0], p4f[##v][1], p4f[##v][2], p4f[##v][3]);
257
 
 
258
 
#define GLD_SETUP_USE_FLAT_COLOUR_3D                    \
259
 
        pV->Diffuse = dwColor;
260
 
 
261
 
#define GLD_SETUP_TEX0_3D(v)                                            \
262
 
        if (VB->TexCoordPtr[0]) {                                               \
263
 
                tc                              = VB->TexCoordPtr[0]->data;     \
264
 
                pV->TexUnit0.x  = tc[##v][0];                           \
265
 
                pV->TexUnit0.y  = tc[##v][1];                           \
266
 
        }
267
 
 
268
 
#define GLD_SETUP_TEX1_3D(v)                                            \
269
 
        if (VB->TexCoordPtr[1]) {                                               \
270
 
                tc                              = VB->TexCoordPtr[1]->data;     \
271
 
                pV->TexUnit1.x  = tc[##v][0];                           \
272
 
                pV->TexUnit1.y  = tc[##v][1];                           \
273
 
        }
274
 
 
275
 
//---------------------------------------------------------------------------
276
 
// Helper functions
277
 
//---------------------------------------------------------------------------
278
 
 
279
 
__inline DWORD _gldComputeFog(
280
 
        GLcontext *ctx,
281
 
        SWvertex *swv)
282
 
{
283
 
        // Full fog calculation.
284
 
        // Based on Mesa code.
285
 
 
286
 
        GLchan                  rFog, gFog, bFog;
287
 
        GLchan                  fR, fG, fB;
288
 
        const GLfloat   f = swv->fog;
289
 
        const GLfloat   g = 1.0 - f;
290
 
        
291
 
        UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]);
292
 
        UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]);
293
 
        UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]);
294
 
        fR = f * swv->color[0] + g * rFog;
295
 
        fG = f * swv->color[1] + g * gFog;
296
 
        fB = f * swv->color[2] + g * bFog;
297
 
        return D3DCOLOR_RGBA(fR, fG, fB, swv->color[3]);
298
 
}
299
 
 
300
 
//---------------------------------------------------------------------------
301
 
 
302
 
void gld_ResetLineStipple_DX9(
303
 
        GLcontext *ctx)
304
 
{
305
 
        // TODO: Fake stipple with a 32x32 texture.
306
 
}
307
 
 
308
 
//---------------------------------------------------------------------------
309
 
// 2D (post-transformed) primitives
310
 
//---------------------------------------------------------------------------
311
 
 
312
 
void gld_Points2D_DX9(
313
 
        GLcontext *ctx,
314
 
        GLuint first,
315
 
        GLuint last)
316
 
{
317
 
        GLD_SETUP_2D_VARS_POINTS;
318
 
 
319
 
        unsigned                                i;
320
 
        struct vertex_buffer    *VB = &TNL_CONTEXT(ctx)->vb;
321
 
 
322
 
        // _Size is already clamped to MaxPointSize and MinPointSize
323
 
        IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_POINTSIZE, *((DWORD*)&ctx->Point._Size));
324
 
 
325
 
        if (VB->Elts) {
326
 
                for (i=first; i<last; i++, pV++) {
327
 
                        if (VB->ClipMask[VB->Elts[i]] == 0) {
328
 
//                              _swrast_Point( ctx, &verts[VB->Elts[i]] );
329
 
                                GLD_SETUP_GET_SWVERT(VB->Elts[i]);
330
 
                                GLD_SETUP_2D_VERTEX;
331
 
                                GLD_SETUP_SMOOTH_COLOUR;
332
 
                                GLD_SETUP_DEPTH;
333
 
                                GLD_SETUP_SPECULAR;
334
 
                                GLD_SETUP_TEX0;
335
 
                                GLD_SETUP_TEX1;
336
 
                        }
337
 
                }
338
 
        } else {
339
 
                GLD_SETUP_GET_SWVERT(first);
340
 
                for (i=first; i<last; i++, swv++, pV++) {
341
 
                        if (VB->ClipMask[i] == 0) {
342
 
//                              _swrast_Point( ctx, &verts[i] );
343
 
                                GLD_SETUP_2D_VERTEX;
344
 
                                GLD_SETUP_SMOOTH_COLOUR;
345
 
                                GLD_SETUP_DEPTH;
346
 
                                GLD_SETUP_SPECULAR;
347
 
                                GLD_SETUP_TEX0;
348
 
                                GLD_SETUP_TEX1;
349
 
                        }
350
 
                }
351
 
        }
352
 
 
353
 
        gld->PB2d.pPoints = (BYTE*)pV;
354
 
        gld->PB2d.nPoints += (last-first);
355
 
}
356
 
 
357
 
//---------------------------------------------------------------------------
358
 
 
359
 
void gld_Line2DFlat_DX9(
360
 
        GLcontext *ctx,
361
 
        GLuint v0,
362
 
        GLuint v1)
363
 
{
364
 
        GLD_SETUP_2D_VARS_LINES;
365
 
 
366
 
        GLD_SETUP_GET_SWVERT(v1);
367
 
        GLD_SETUP_2D_VERTEX;
368
 
        GLD_SETUP_DEPTH;
369
 
        GLD_SETUP_TEX0;
370
 
        GLD_SETUP_TEX1;
371
 
        GLD_SETUP_GET_FLAT_COLOUR;
372
 
        GLD_SETUP_USE_FLAT_COLOUR;
373
 
        GLD_SETUP_GET_FLAT_SPECULAR;
374
 
        GLD_SETUP_USE_FLAT_SPECULAR;
375
 
        pV++;
376
 
 
377
 
        GLD_SETUP_GET_SWVERT(v0);
378
 
        GLD_SETUP_2D_VERTEX;
379
 
        GLD_SETUP_DEPTH;
380
 
        GLD_SETUP_TEX0;
381
 
        GLD_SETUP_TEX1;
382
 
        GLD_SETUP_USE_FLAT_COLOUR;
383
 
        GLD_SETUP_USE_FLAT_SPECULAR;
384
 
        pV++;
385
 
 
386
 
        gld->PB2d.pLines = (BYTE*)pV;
387
 
        gld->PB2d.nLines++;
388
 
}
389
 
 
390
 
//---------------------------------------------------------------------------
391
 
 
392
 
void gld_Line2DSmooth_DX9(
393
 
        GLcontext *ctx,
394
 
        GLuint v0,
395
 
        GLuint v1)
396
 
{
397
 
        GLD_SETUP_2D_VARS_LINES;
398
 
 
399
 
        GLD_SETUP_GET_SWVERT(v0);
400
 
        GLD_SETUP_2D_VERTEX;
401
 
        GLD_SETUP_SMOOTH_COLOUR;
402
 
        GLD_SETUP_DEPTH;
403
 
        GLD_SETUP_SPECULAR;
404
 
        GLD_SETUP_TEX0;
405
 
        GLD_SETUP_TEX1;
406
 
        pV++;
407
 
 
408
 
        GLD_SETUP_GET_SWVERT(v1);
409
 
        GLD_SETUP_2D_VERTEX;
410
 
        GLD_SETUP_SMOOTH_COLOUR;
411
 
        GLD_SETUP_SPECULAR;
412
 
        GLD_SETUP_DEPTH;
413
 
        GLD_SETUP_TEX0;
414
 
        GLD_SETUP_TEX1;
415
 
        pV++;
416
 
 
417
 
        gld->PB2d.pLines = (BYTE*)pV;
418
 
        gld->PB2d.nLines++;
419
 
}
420
 
 
421
 
//---------------------------------------------------------------------------
422
 
 
423
 
void gld_Triangle2DFlat_DX9(
424
 
        GLcontext *ctx,
425
 
        GLuint v0,
426
 
        GLuint v1,
427
 
        GLuint v2)
428
 
{
429
 
        GLD_SETUP_2D_VARS_TRIANGLES;
430
 
 
431
 
        GLD_SETUP_GET_SWVERT(v2);
432
 
        GLD_SETUP_2D_VERTEX;
433
 
        GLD_SETUP_DEPTH;
434
 
        GLD_SETUP_TEX0;
435
 
        GLD_SETUP_TEX1;
436
 
        GLD_SETUP_GET_FLAT_COLOUR;
437
 
        GLD_SETUP_USE_FLAT_COLOUR;
438
 
        pV++;;
439
 
 
440
 
        GLD_SETUP_GET_SWVERT(v0);
441
 
        GLD_SETUP_2D_VERTEX;
442
 
        GLD_SETUP_DEPTH;
443
 
        GLD_SETUP_TEX0;
444
 
        GLD_SETUP_TEX1;
445
 
        GLD_SETUP_USE_FLAT_COLOUR;
446
 
        pV++;
447
 
 
448
 
        GLD_SETUP_GET_SWVERT(v1);
449
 
        GLD_SETUP_2D_VERTEX;
450
 
        GLD_SETUP_DEPTH;
451
 
        GLD_SETUP_TEX0;
452
 
        GLD_SETUP_TEX1;
453
 
        GLD_SETUP_USE_FLAT_COLOUR;
454
 
        pV++;
455
 
 
456
 
        gld->PB2d.pTriangles = (BYTE*)pV;
457
 
        gld->PB2d.nTriangles++;
458
 
}
459
 
 
460
 
//---------------------------------------------------------------------------
461
 
 
462
 
void gld_Triangle2DSmooth_DX9(
463
 
        GLcontext *ctx,
464
 
        GLuint v0,
465
 
        GLuint v1,
466
 
        GLuint v2)
467
 
{
468
 
 
469
 
        GLD_SETUP_2D_VARS_TRIANGLES;
470
 
 
471
 
        GLD_SETUP_GET_SWVERT(v0);
472
 
        GLD_SETUP_2D_VERTEX;
473
 
        GLD_SETUP_SMOOTH_COLOUR;
474
 
        GLD_SETUP_DEPTH;
475
 
        GLD_SETUP_TEX0;
476
 
        GLD_SETUP_TEX1;
477
 
        pV++;
478
 
 
479
 
        GLD_SETUP_GET_SWVERT(v1);
480
 
        GLD_SETUP_2D_VERTEX;
481
 
        GLD_SETUP_SMOOTH_COLOUR;
482
 
        GLD_SETUP_DEPTH;
483
 
        GLD_SETUP_TEX0;
484
 
        GLD_SETUP_TEX1;
485
 
        pV++;
486
 
 
487
 
        GLD_SETUP_GET_SWVERT(v2);
488
 
        GLD_SETUP_2D_VERTEX;
489
 
        GLD_SETUP_SMOOTH_COLOUR;
490
 
        GLD_SETUP_DEPTH;
491
 
        GLD_SETUP_TEX0;
492
 
        GLD_SETUP_TEX1;
493
 
        pV++;
494
 
 
495
 
        gld->PB2d.pTriangles = (BYTE*)pV;
496
 
        gld->PB2d.nTriangles++;
497
 
}
498
 
 
499
 
//---------------------------------------------------------------------------
500
 
 
501
 
void gld_Triangle2DFlatExtras_DX9(
502
 
        GLcontext *ctx,
503
 
        GLuint v0,
504
 
        GLuint v1,
505
 
        GLuint v2)
506
 
{
507
 
        GLD_SETUP_2D_VARS_TRIANGLES;
508
 
 
509
 
        GLD_SETUP_TWOSIDED_LIGHTING(v2);
510
 
 
511
 
        GLD_SETUP_GET_SWVERT(v2);
512
 
        GLD_SETUP_2D_VERTEX;
513
 
        GLD_SETUP_DEPTH;
514
 
        GLD_SETUP_TEX0;
515
 
        GLD_SETUP_TEX1;
516
 
        if (bFog)
517
 
                GLD_SETUP_GET_FLAT_FOG_COLOUR;
518
 
        else
519
 
                GLD_SETUP_GET_FLAT_COLOUR;
520
 
        GLD_SETUP_GET_FLAT_SPECULAR;
521
 
        GLD_SETUP_GET_FLAT_LIGHTING(v2);
522
 
        GLD_SETUP_USE_FLAT_COLOUR;
523
 
        GLD_SETUP_USE_FLAT_SPECULAR;
524
 
        pV++;
525
 
 
526
 
        GLD_SETUP_GET_SWVERT(v0);
527
 
        GLD_SETUP_2D_VERTEX;
528
 
        GLD_SETUP_DEPTH;
529
 
        GLD_SETUP_TEX0;
530
 
        GLD_SETUP_TEX1;
531
 
        GLD_SETUP_USE_FLAT_COLOUR;
532
 
        GLD_SETUP_USE_FLAT_SPECULAR;
533
 
        pV++;
534
 
 
535
 
        GLD_SETUP_GET_SWVERT(v1);
536
 
        GLD_SETUP_2D_VERTEX;
537
 
        GLD_SETUP_DEPTH;
538
 
        GLD_SETUP_TEX0;
539
 
        GLD_SETUP_TEX1;
540
 
        GLD_SETUP_USE_FLAT_COLOUR;
541
 
        GLD_SETUP_USE_FLAT_SPECULAR;
542
 
        pV++;
543
 
 
544
 
        gld->PB2d.pTriangles = (BYTE*)pV;
545
 
        gld->PB2d.nTriangles++;
546
 
}
547
 
 
548
 
//---------------------------------------------------------------------------
549
 
 
550
 
void gld_Triangle2DSmoothExtras_DX9(
551
 
        GLcontext *ctx,
552
 
        GLuint v0,
553
 
        GLuint v1,
554
 
        GLuint v2)
555
 
{
556
 
        GLD_SETUP_2D_VARS_TRIANGLES;
557
 
 
558
 
        GLD_SETUP_TWOSIDED_LIGHTING(v0);
559
 
 
560
 
        GLD_SETUP_GET_SWVERT(v0);
561
 
        GLD_SETUP_2D_VERTEX;
562
 
        GLD_SETUP_DEPTH;
563
 
        GLD_SETUP_TEX0;
564
 
        GLD_SETUP_TEX1;
565
 
        GLD_SETUP_LIGHTING(v0);
566
 
        pV++;
567
 
 
568
 
        GLD_SETUP_GET_SWVERT(v1);
569
 
        GLD_SETUP_2D_VERTEX;
570
 
        GLD_SETUP_DEPTH;
571
 
        GLD_SETUP_TEX0;
572
 
        GLD_SETUP_TEX1;
573
 
        GLD_SETUP_LIGHTING(v1);
574
 
        pV++;
575
 
 
576
 
        GLD_SETUP_GET_SWVERT(v2);
577
 
        GLD_SETUP_2D_VERTEX;
578
 
        GLD_SETUP_DEPTH;
579
 
        GLD_SETUP_TEX0;
580
 
        GLD_SETUP_TEX1;
581
 
        GLD_SETUP_LIGHTING(v2);
582
 
        pV++;
583
 
 
584
 
        gld->PB2d.pTriangles = (BYTE*)pV;
585
 
        gld->PB2d.nTriangles++;
586
 
}
587
 
 
588
 
//---------------------------------------------------------------------------
589
 
 
590
 
void gld_Quad2DFlat_DX9(
591
 
        GLcontext *ctx,
592
 
        GLuint v0,
593
 
        GLuint v1,
594
 
        GLuint v2,
595
 
        GLuint v3)
596
 
{
597
 
        GLD_SETUP_2D_VARS_TRIANGLES;
598
 
 
599
 
        GLD_SETUP_GET_SWVERT(v3);
600
 
        GLD_SETUP_2D_VERTEX;
601
 
        GLD_SETUP_DEPTH;
602
 
        GLD_SETUP_TEX0;
603
 
        GLD_SETUP_TEX1;
604
 
        GLD_SETUP_GET_FLAT_COLOUR;
605
 
        GLD_SETUP_USE_FLAT_COLOUR;
606
 
        pV++;
607
 
 
608
 
        GLD_SETUP_GET_SWVERT(v0);
609
 
        GLD_SETUP_2D_VERTEX;
610
 
        GLD_SETUP_DEPTH;
611
 
        GLD_SETUP_TEX0;
612
 
        GLD_SETUP_TEX1;
613
 
        GLD_SETUP_USE_FLAT_COLOUR;
614
 
        pV++;
615
 
 
616
 
        GLD_SETUP_GET_SWVERT(v1);
617
 
        GLD_SETUP_2D_VERTEX;
618
 
        GLD_SETUP_DEPTH;
619
 
        GLD_SETUP_TEX0;
620
 
        GLD_SETUP_TEX1;
621
 
        GLD_SETUP_USE_FLAT_COLOUR;
622
 
        pV++;
623
 
 
624
 
        GLD_SETUP_GET_SWVERT(v1);
625
 
        GLD_SETUP_2D_VERTEX;
626
 
        GLD_SETUP_DEPTH;
627
 
        GLD_SETUP_TEX0;
628
 
        GLD_SETUP_TEX1;
629
 
        GLD_SETUP_USE_FLAT_COLOUR;
630
 
        pV++;
631
 
 
632
 
        GLD_SETUP_GET_SWVERT(v2);
633
 
        GLD_SETUP_2D_VERTEX;
634
 
        GLD_SETUP_DEPTH;
635
 
        GLD_SETUP_TEX0;
636
 
        GLD_SETUP_TEX1;
637
 
        GLD_SETUP_USE_FLAT_COLOUR;
638
 
        pV++;
639
 
 
640
 
        GLD_SETUP_GET_SWVERT(v3);
641
 
        GLD_SETUP_2D_VERTEX;
642
 
        GLD_SETUP_DEPTH;
643
 
        GLD_SETUP_TEX0;
644
 
        GLD_SETUP_TEX1;
645
 
        GLD_SETUP_USE_FLAT_COLOUR;
646
 
        pV++;
647
 
 
648
 
        gld->PB2d.pTriangles = (BYTE*)pV;
649
 
        gld->PB2d.nTriangles += 2;
650
 
}
651
 
 
652
 
//---------------------------------------------------------------------------
653
 
 
654
 
void gld_Quad2DSmooth_DX9(
655
 
        GLcontext *ctx,
656
 
        GLuint v0,
657
 
        GLuint v1,
658
 
        GLuint v2,
659
 
        GLuint v3)
660
 
{
661
 
        GLD_SETUP_2D_VARS_TRIANGLES;
662
 
 
663
 
        GLD_SETUP_GET_SWVERT(v0);
664
 
        GLD_SETUP_2D_VERTEX;
665
 
        GLD_SETUP_SMOOTH_COLOUR;
666
 
        GLD_SETUP_DEPTH;
667
 
        GLD_SETUP_TEX0;
668
 
        GLD_SETUP_TEX1;
669
 
        pV++;
670
 
 
671
 
        GLD_SETUP_GET_SWVERT(v1);
672
 
        GLD_SETUP_2D_VERTEX;
673
 
        GLD_SETUP_SMOOTH_COLOUR;
674
 
        GLD_SETUP_DEPTH;
675
 
        GLD_SETUP_TEX0;
676
 
        GLD_SETUP_TEX1;
677
 
        pV++;
678
 
 
679
 
        GLD_SETUP_GET_SWVERT(v2);
680
 
        GLD_SETUP_2D_VERTEX;
681
 
        GLD_SETUP_SMOOTH_COLOUR;
682
 
        GLD_SETUP_DEPTH;
683
 
        GLD_SETUP_TEX0;
684
 
        GLD_SETUP_TEX1;
685
 
        pV++;
686
 
 
687
 
        GLD_SETUP_GET_SWVERT(v2);
688
 
        GLD_SETUP_2D_VERTEX;
689
 
        GLD_SETUP_SMOOTH_COLOUR;
690
 
        GLD_SETUP_DEPTH;
691
 
        GLD_SETUP_TEX0;
692
 
        GLD_SETUP_TEX1;
693
 
        pV++;
694
 
 
695
 
        GLD_SETUP_GET_SWVERT(v3);
696
 
        GLD_SETUP_2D_VERTEX;
697
 
        GLD_SETUP_SMOOTH_COLOUR;
698
 
        GLD_SETUP_DEPTH;
699
 
        GLD_SETUP_TEX0;
700
 
        GLD_SETUP_TEX1;
701
 
        pV++;
702
 
 
703
 
        GLD_SETUP_GET_SWVERT(v0);
704
 
        GLD_SETUP_2D_VERTEX;
705
 
        GLD_SETUP_SMOOTH_COLOUR;
706
 
        GLD_SETUP_DEPTH;
707
 
        GLD_SETUP_TEX0;
708
 
        GLD_SETUP_TEX1;
709
 
        pV++;
710
 
 
711
 
        gld->PB2d.pTriangles = (BYTE*)pV;
712
 
        gld->PB2d.nTriangles += 2;
713
 
}
714
 
 
715
 
//---------------------------------------------------------------------------
716
 
 
717
 
void gld_Quad2DFlatExtras_DX9(
718
 
        GLcontext *ctx,
719
 
        GLuint v0,
720
 
        GLuint v1,
721
 
        GLuint v2,
722
 
        GLuint v3)
723
 
{
724
 
        GLD_SETUP_2D_VARS_TRIANGLES;
725
 
 
726
 
        GLD_SETUP_TWOSIDED_LIGHTING(v3);
727
 
 
728
 
        GLD_SETUP_GET_SWVERT(v3);
729
 
        GLD_SETUP_2D_VERTEX;
730
 
        GLD_SETUP_DEPTH;
731
 
        GLD_SETUP_TEX0;
732
 
        GLD_SETUP_TEX1;
733
 
        if (bFog)
734
 
                GLD_SETUP_GET_FLAT_FOG_COLOUR;
735
 
        else
736
 
                GLD_SETUP_GET_FLAT_COLOUR;
737
 
        GLD_SETUP_GET_FLAT_SPECULAR;
738
 
        GLD_SETUP_GET_FLAT_LIGHTING(v3);
739
 
        GLD_SETUP_USE_FLAT_COLOUR;
740
 
        GLD_SETUP_USE_FLAT_SPECULAR;
741
 
        pV++;
742
 
 
743
 
        GLD_SETUP_GET_SWVERT(v0);
744
 
        GLD_SETUP_2D_VERTEX;
745
 
        GLD_SETUP_DEPTH;
746
 
        GLD_SETUP_TEX0;
747
 
        GLD_SETUP_TEX1;
748
 
        GLD_SETUP_USE_FLAT_COLOUR;
749
 
        GLD_SETUP_USE_FLAT_SPECULAR;
750
 
        pV++;
751
 
 
752
 
        GLD_SETUP_GET_SWVERT(v1);
753
 
        GLD_SETUP_2D_VERTEX;
754
 
        GLD_SETUP_DEPTH;
755
 
        GLD_SETUP_TEX0;
756
 
        GLD_SETUP_TEX1;
757
 
        GLD_SETUP_USE_FLAT_COLOUR;
758
 
        GLD_SETUP_USE_FLAT_SPECULAR;
759
 
        pV++;
760
 
 
761
 
        GLD_SETUP_GET_SWVERT(v1);
762
 
        GLD_SETUP_2D_VERTEX;
763
 
        GLD_SETUP_DEPTH;
764
 
        GLD_SETUP_TEX0;
765
 
        GLD_SETUP_TEX1;
766
 
        GLD_SETUP_USE_FLAT_COLOUR;
767
 
        GLD_SETUP_USE_FLAT_SPECULAR;
768
 
        pV++;
769
 
 
770
 
        GLD_SETUP_GET_SWVERT(v2);
771
 
        GLD_SETUP_2D_VERTEX;
772
 
        GLD_SETUP_DEPTH;
773
 
        GLD_SETUP_TEX0;
774
 
        GLD_SETUP_TEX1;
775
 
        GLD_SETUP_USE_FLAT_COLOUR;
776
 
        GLD_SETUP_USE_FLAT_SPECULAR;
777
 
        pV++;
778
 
 
779
 
        GLD_SETUP_GET_SWVERT(v3);
780
 
        GLD_SETUP_2D_VERTEX;
781
 
        GLD_SETUP_DEPTH;
782
 
        GLD_SETUP_TEX0;
783
 
        GLD_SETUP_TEX1;
784
 
        GLD_SETUP_USE_FLAT_COLOUR;
785
 
        GLD_SETUP_USE_FLAT_SPECULAR;
786
 
        pV++;
787
 
 
788
 
        gld->PB2d.pTriangles = (BYTE*)pV;
789
 
        gld->PB2d.nTriangles += 2;
790
 
}
791
 
 
792
 
//---------------------------------------------------------------------------
793
 
 
794
 
void gld_Quad2DSmoothExtras_DX9(
795
 
        GLcontext *ctx,
796
 
        GLuint v0,
797
 
        GLuint v1,
798
 
        GLuint v2,
799
 
        GLuint v3)
800
 
{
801
 
        GLD_SETUP_2D_VARS_TRIANGLES;
802
 
 
803
 
        GLD_SETUP_TWOSIDED_LIGHTING(v0);
804
 
 
805
 
        GLD_SETUP_GET_SWVERT(v0);
806
 
        GLD_SETUP_2D_VERTEX;
807
 
        GLD_SETUP_DEPTH;
808
 
        GLD_SETUP_TEX0;
809
 
        GLD_SETUP_TEX1;
810
 
        GLD_SETUP_LIGHTING(v0);
811
 
        pV++;
812
 
 
813
 
        GLD_SETUP_GET_SWVERT(v1);
814
 
        GLD_SETUP_2D_VERTEX;
815
 
        GLD_SETUP_DEPTH;
816
 
        GLD_SETUP_TEX0;
817
 
        GLD_SETUP_TEX1;
818
 
        GLD_SETUP_LIGHTING(v1);
819
 
        pV++;
820
 
 
821
 
        GLD_SETUP_GET_SWVERT(v2);
822
 
        GLD_SETUP_2D_VERTEX;
823
 
        GLD_SETUP_DEPTH;
824
 
        GLD_SETUP_TEX0;
825
 
        GLD_SETUP_TEX1;
826
 
        GLD_SETUP_LIGHTING(v2);
827
 
        pV++;
828
 
 
829
 
        GLD_SETUP_GET_SWVERT(v2);
830
 
        GLD_SETUP_2D_VERTEX;
831
 
        GLD_SETUP_DEPTH;
832
 
        GLD_SETUP_TEX0;
833
 
        GLD_SETUP_TEX1;
834
 
        GLD_SETUP_LIGHTING(v2);
835
 
        pV++;
836
 
 
837
 
        GLD_SETUP_GET_SWVERT(v3);
838
 
        GLD_SETUP_2D_VERTEX;
839
 
        GLD_SETUP_DEPTH;
840
 
        GLD_SETUP_TEX0;
841
 
        GLD_SETUP_TEX1;
842
 
        GLD_SETUP_LIGHTING(v3);
843
 
        pV++;
844
 
 
845
 
        GLD_SETUP_GET_SWVERT(v0);
846
 
        GLD_SETUP_2D_VERTEX;
847
 
        GLD_SETUP_DEPTH;
848
 
        GLD_SETUP_TEX0;
849
 
        GLD_SETUP_TEX1;
850
 
        GLD_SETUP_LIGHTING(v0);
851
 
        pV++;
852
 
 
853
 
        gld->PB2d.pTriangles = (BYTE*)pV;
854
 
        gld->PB2d.nTriangles += 2;
855
 
}
856
 
 
857
 
//---------------------------------------------------------------------------
858
 
// 3D (pre-transformed) primitives
859
 
//---------------------------------------------------------------------------
860
 
 
861
 
void gld_Points3D_DX9(
862
 
        GLcontext *ctx,
863
 
        GLuint first,
864
 
        GLuint last)
865
 
{
866
 
        GLD_SETUP_3D_VARS_POINTS
867
 
 
868
 
        unsigned                                i;
869
 
//      struct vertex_buffer    *VB = &TNL_CONTEXT(ctx)->vb;
870
 
 
871
 
        // _Size is already clamped to MaxPointSize and MinPointSize
872
 
        IDirect3DDevice9_SetRenderState(gld->pDev, D3DRS_POINTSIZE, *((DWORD*)&ctx->Point._Size));
873
 
 
874
 
        if (VB->Elts) {
875
 
                for (i=first; i<last; i++, pV++) {
876
 
                        if (VB->ClipMask[VB->Elts[i]] == 0) {
877
 
//                              _swrast_Point( ctx, &verts[VB->Elts[i]] );
878
 
//                              GLD_SETUP_GET_SWVERT(VB->Elts[i]);
879
 
                                GLD_SETUP_3D_VERTEX(VB->Elts[i])
880
 
                                GLD_SETUP_SMOOTH_COLOUR_3D(i)
881
 
                                GLD_SETUP_TEX0_3D(i)
882
 
                                GLD_SETUP_TEX1_3D(i)
883
 
                        }
884
 
                }
885
 
        } else {
886
 
//              GLD_SETUP_GET_SWVERT(first);
887
 
                for (i=first; i<last; i++, pV++) {
888
 
                        if (VB->ClipMask[i] == 0) {
889
 
//                              _swrast_Point( ctx, &verts[i] );
890
 
                                GLD_SETUP_3D_VERTEX(i)
891
 
                                GLD_SETUP_SMOOTH_COLOUR_3D(i)
892
 
                                GLD_SETUP_TEX0_3D(i)
893
 
                                GLD_SETUP_TEX1_3D(i)
894
 
                        }
895
 
                }
896
 
        }
897
 
/*
898
 
        for (i=first; i<last; i++, pV++) {
899
 
                GLD_SETUP_3D_VERTEX(i)
900
 
                GLD_SETUP_SMOOTH_COLOUR_3D(i)
901
 
                GLD_SETUP_TEX0_3D(i)
902
 
                GLD_SETUP_TEX1_3D(i)
903
 
        }
904
 
*/
905
 
        gld->PB3d.pPoints = (BYTE*)pV;
906
 
        gld->PB3d.nPoints += (last-first);
907
 
}
908
 
 
909
 
//---------------------------------------------------------------------------
910
 
// Line functions
911
 
//---------------------------------------------------------------------------
912
 
 
913
 
void gld_Line3DFlat_DX9(
914
 
        GLcontext *ctx,
915
 
        GLuint v0,
916
 
        GLuint v1)
917
 
{
918
 
        GLD_SETUP_3D_VARS_LINES
919
 
 
920
 
        GLD_SETUP_3D_VERTEX(v1)
921
 
        GLD_SETUP_GET_FLAT_COLOUR_3D(v1)
922
 
        GLD_SETUP_USE_FLAT_COLOUR_3D
923
 
        GLD_SETUP_TEX0_3D(v1)
924
 
        GLD_SETUP_TEX1_3D(v1)
925
 
        pV++;
926
 
 
927
 
        GLD_SETUP_3D_VERTEX(v0)
928
 
        GLD_SETUP_USE_FLAT_COLOUR_3D
929
 
        GLD_SETUP_TEX0_3D(v0)
930
 
        GLD_SETUP_TEX1_3D(v0)
931
 
        pV++;
932
 
 
933
 
        gld->PB3d.pLines = (BYTE*)pV;
934
 
        gld->PB3d.nLines++;
935
 
}
936
 
 
937
 
//---------------------------------------------------------------------------
938
 
 
939
 
void gld_Line3DSmooth_DX9(
940
 
        GLcontext *ctx,
941
 
        GLuint v0,
942
 
        GLuint v1)
943
 
{
944
 
        GLD_SETUP_3D_VARS_LINES
945
 
 
946
 
        GLD_SETUP_3D_VERTEX(v1)
947
 
        GLD_SETUP_SMOOTH_COLOUR_3D(v1)
948
 
        GLD_SETUP_TEX0_3D(v1)
949
 
        GLD_SETUP_TEX1_3D(v1)
950
 
        pV++;
951
 
 
952
 
        GLD_SETUP_3D_VERTEX(v0)
953
 
        GLD_SETUP_SMOOTH_COLOUR_3D(v0)
954
 
        GLD_SETUP_TEX0_3D(v0)
955
 
        GLD_SETUP_TEX1_3D(v0)
956
 
        pV++;
957
 
 
958
 
        gld->PB3d.pLines = (BYTE*)pV;
959
 
        gld->PB3d.nLines++;
960
 
}
961
 
 
962
 
//---------------------------------------------------------------------------
963
 
// Triangle functions
964
 
//---------------------------------------------------------------------------
965
 
 
966
 
void gld_Triangle3DFlat_DX9(
967
 
        GLcontext *ctx,
968
 
        GLuint v0,
969
 
        GLuint v1,
970
 
        GLuint v2)
971
 
{
972
 
        GLD_SETUP_3D_VARS_TRIANGLES
973
 
 
974
 
        GLD_SETUP_3D_VERTEX(v2)
975
 
        GLD_SETUP_TEX0_3D(v2)
976
 
        GLD_SETUP_TEX1_3D(v2)
977
 
        GLD_SETUP_GET_FLAT_COLOUR_3D(v2)
978
 
        GLD_SETUP_USE_FLAT_COLOUR_3D
979
 
        pV++;
980
 
 
981
 
        GLD_SETUP_3D_VERTEX(v0)
982
 
        GLD_SETUP_TEX0_3D(v0)
983
 
        GLD_SETUP_TEX1_3D(v0)
984
 
        GLD_SETUP_USE_FLAT_COLOUR_3D
985
 
        pV++;
986
 
 
987
 
        GLD_SETUP_3D_VERTEX(v1)
988
 
        GLD_SETUP_TEX0_3D(v1)
989
 
        GLD_SETUP_TEX1_3D(v1)
990
 
        GLD_SETUP_USE_FLAT_COLOUR_3D
991
 
        pV++;
992
 
 
993
 
        gld->PB3d.pTriangles = (BYTE*)pV;
994
 
        gld->PB3d.nTriangles++;
995
 
}
996
 
 
997
 
//---------------------------------------------------------------------------
998
 
 
999
 
void gld_Triangle3DSmooth_DX9(
1000
 
        GLcontext *ctx,
1001
 
        GLuint v0,
1002
 
        GLuint v1,
1003
 
        GLuint v2)
1004
 
{
1005
 
        GLD_SETUP_3D_VARS_TRIANGLES
1006
 
 
1007
 
        GLD_SETUP_3D_VERTEX(v0)
1008
 
        GLD_SETUP_SMOOTH_COLOUR_3D(v0)
1009
 
        GLD_SETUP_TEX0_3D(v0)
1010
 
        GLD_SETUP_TEX1_3D(v0)
1011
 
        pV++;
1012
 
 
1013
 
        GLD_SETUP_3D_VERTEX(v1)
1014
 
        GLD_SETUP_SMOOTH_COLOUR_3D(v1)
1015
 
        GLD_SETUP_TEX0_3D(v1)
1016
 
        GLD_SETUP_TEX1_3D(v1)
1017
 
        pV++;
1018
 
 
1019
 
        GLD_SETUP_3D_VERTEX(v2)
1020
 
        GLD_SETUP_SMOOTH_COLOUR_3D(v2)
1021
 
        GLD_SETUP_TEX0_3D(v2)
1022
 
        GLD_SETUP_TEX1_3D(v2)
1023
 
        pV++;
1024
 
 
1025
 
        gld->PB3d.pTriangles = (BYTE*)pV;
1026
 
        gld->PB3d.nTriangles++;
1027
 
}
1028
 
 
1029
 
//---------------------------------------------------------------------------
1030
 
// Quad functions
1031
 
//---------------------------------------------------------------------------
1032
 
 
1033
 
void gld_Quad3DFlat_DX9(
1034
 
        GLcontext *ctx,
1035
 
        GLuint v0,
1036
 
        GLuint v1,
1037
 
        GLuint v2,
1038
 
        GLuint v3)
1039
 
{
1040
 
        GLD_SETUP_3D_VARS_TRIANGLES
1041
 
 
1042
 
        GLD_SETUP_3D_VERTEX(v3)
1043
 
        GLD_SETUP_GET_FLAT_COLOUR_3D(v3)
1044
 
        GLD_SETUP_USE_FLAT_COLOUR_3D
1045
 
        GLD_SETUP_TEX0_3D(v3)
1046
 
        GLD_SETUP_TEX1_3D(v3)
1047
 
        pV++;
1048
 
 
1049
 
        GLD_SETUP_3D_VERTEX(v0)
1050
 
        GLD_SETUP_USE_FLAT_COLOUR_3D
1051
 
        GLD_SETUP_TEX0_3D(v0)
1052
 
        GLD_SETUP_TEX1_3D(v0)
1053
 
        pV++;
1054
 
 
1055
 
        GLD_SETUP_3D_VERTEX(v1)
1056
 
        GLD_SETUP_USE_FLAT_COLOUR_3D
1057
 
        GLD_SETUP_TEX0_3D(v1)
1058
 
        GLD_SETUP_TEX1_3D(v1)
1059
 
        pV++;
1060
 
 
1061
 
        GLD_SETUP_3D_VERTEX(v1)
1062
 
        GLD_SETUP_USE_FLAT_COLOUR_3D
1063
 
        GLD_SETUP_TEX0_3D(v1)
1064
 
        GLD_SETUP_TEX1_3D(v1)
1065
 
        pV++;
1066
 
 
1067
 
        GLD_SETUP_3D_VERTEX(v2)
1068
 
        GLD_SETUP_USE_FLAT_COLOUR_3D
1069
 
        GLD_SETUP_TEX0_3D(v2)
1070
 
        GLD_SETUP_TEX1_3D(v2)
1071
 
        pV++;
1072
 
 
1073
 
        GLD_SETUP_3D_VERTEX(v3)
1074
 
        GLD_SETUP_USE_FLAT_COLOUR_3D
1075
 
        GLD_SETUP_TEX0_3D(v3)
1076
 
        GLD_SETUP_TEX1_3D(v3)
1077
 
        pV++;
1078
 
 
1079
 
        gld->PB3d.pTriangles = (BYTE*)pV;
1080
 
        gld->PB3d.nTriangles += 2;
1081
 
}
1082
 
 
1083
 
//---------------------------------------------------------------------------
1084
 
 
1085
 
void gld_Quad3DSmooth_DX9(
1086
 
        GLcontext *ctx,
1087
 
        GLuint v0,
1088
 
        GLuint v1,
1089
 
        GLuint v2,
1090
 
        GLuint v3)
1091
 
{
1092
 
        GLD_SETUP_3D_VARS_TRIANGLES
1093
 
 
1094
 
        GLD_SETUP_3D_VERTEX(v0)
1095
 
        GLD_SETUP_SMOOTH_COLOUR_3D(v0)
1096
 
        GLD_SETUP_TEX0_3D(v0)
1097
 
        GLD_SETUP_TEX1_3D(v0)
1098
 
        pV++;
1099
 
 
1100
 
        GLD_SETUP_3D_VERTEX(v1)
1101
 
        GLD_SETUP_SMOOTH_COLOUR_3D(v1)
1102
 
        GLD_SETUP_TEX0_3D(v1)
1103
 
        GLD_SETUP_TEX1_3D(v1)
1104
 
        pV++;
1105
 
 
1106
 
        GLD_SETUP_3D_VERTEX(v2)
1107
 
        GLD_SETUP_SMOOTH_COLOUR_3D(v2)
1108
 
        GLD_SETUP_TEX0_3D(v2)
1109
 
        GLD_SETUP_TEX1_3D(v2)
1110
 
        pV++;
1111
 
 
1112
 
        GLD_SETUP_3D_VERTEX(v2)
1113
 
        GLD_SETUP_SMOOTH_COLOUR_3D(v2)
1114
 
        GLD_SETUP_TEX0_3D(v2)
1115
 
        GLD_SETUP_TEX1_3D(v2)
1116
 
        pV++;
1117
 
 
1118
 
        GLD_SETUP_3D_VERTEX(v3)
1119
 
        GLD_SETUP_SMOOTH_COLOUR_3D(v3)
1120
 
        GLD_SETUP_TEX0_3D(v3)
1121
 
        GLD_SETUP_TEX1_3D(v3)
1122
 
        pV++;
1123
 
 
1124
 
        GLD_SETUP_3D_VERTEX(v0)
1125
 
        GLD_SETUP_SMOOTH_COLOUR_3D(v0)
1126
 
        GLD_SETUP_TEX0_3D(v0)
1127
 
        GLD_SETUP_TEX1_3D(v0)
1128
 
        pV++;
1129
 
 
1130
 
        gld->PB3d.pTriangles = (BYTE*)pV;
1131
 
        gld->PB3d.nTriangles += 2;
1132
 
}
1133
 
 
1134
 
//---------------------------------------------------------------------------
1135
 
// Vertex setup for two-sided-lighting vertex shader
1136
 
//---------------------------------------------------------------------------
1137
 
 
1138
 
/*
1139
 
 
1140
 
void gld_Points2DTwoside_DX9(GLcontext *ctx, GLuint first, GLuint last)
1141
 
{
1142
 
        // NOTE: Two-sided lighting does not apply to Points
1143
 
}
1144
 
 
1145
 
//---------------------------------------------------------------------------
1146
 
 
1147
 
void gld_Line2DFlatTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1)
1148
 
{
1149
 
        // NOTE: Two-sided lighting does not apply to Lines
1150
 
}
1151
 
 
1152
 
//---------------------------------------------------------------------------
1153
 
 
1154
 
void gld_Line2DSmoothTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1)
1155
 
{
1156
 
        // NOTE: Two-sided lighting does not apply to Lines
1157
 
}
1158
 
 
1159
 
//---------------------------------------------------------------------------
1160
 
 
1161
 
void gld_Triangle2DFlatTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2)
1162
 
{
1163
 
}
1164
 
 
1165
 
//---------------------------------------------------------------------------
1166
 
 
1167
 
void gld_Triangle2DSmoothTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2)
1168
 
{
1169
 
        GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
1170
 
        GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
1171
 
        GLD_TWOSIDED_VERTEX     *pV             = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles;
1172
 
        SScontext                       *ss             = SWSETUP_CONTEXT(ctx);
1173
 
        SWvertex                        *swv;
1174
 
        DWORD                           dwSpecularColour;
1175
 
        DWORD                           dwFlatColour;
1176
 
        GLuint                                  facing = 0;
1177
 
        struct vertex_buffer    *VB;
1178
 
        GLchan                                  (*vbcolor)[4];
1179
 
        GLchan                                  (*vbspec)[4];
1180
 
 
1181
 
        // Reciprocal of DepthMax
1182
 
        const float ooDepthMax = 1.0f / ctx->DepthMaxF; 
1183
 
 
1184
 
        // 1st vert
1185
 
        swv = &ss->verts[v0];
1186
 
        pV->Position.x = swv->win[0];
1187
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1188
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1189
 
        pV->Position.w = swv->win[3];
1190
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1191
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1192
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1193
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1194
 
        pV->FrontDiffuse = GLD_COLOUR;
1195
 
        pV->FrontSpecular = GLD_SPECULAR;
1196
 
        pV++;
1197
 
 
1198
 
        // 2nd vert
1199
 
        swv = &ss->verts[v1];
1200
 
        pV->Position.x = swv->win[0];
1201
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1202
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1203
 
        pV->Position.w = swv->win[3];
1204
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1205
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1206
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1207
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1208
 
        pV->FrontDiffuse = GLD_COLOUR;
1209
 
        pV->FrontSpecular = GLD_SPECULAR;
1210
 
        pV++;
1211
 
 
1212
 
        // 3rd vert
1213
 
        swv = &ss->verts[v2];
1214
 
        pV->Position.x = swv->win[0];
1215
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1216
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1217
 
        pV->Position.w = swv->win[3];
1218
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1219
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1220
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1221
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1222
 
        pV->FrontDiffuse = GLD_COLOUR;
1223
 
        pV->FrontSpecular = GLD_SPECULAR;
1224
 
        pV++;
1225
 
 
1226
 
        gld->PBtwosidelight.pTriangles = (BYTE*)pV;
1227
 
        gld->PBtwosidelight.nTriangles++;
1228
 
}
1229
 
 
1230
 
//---------------------------------------------------------------------------
1231
 
 
1232
 
void gld_Quad2DFlatTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
1233
 
{
1234
 
        GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
1235
 
        GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
1236
 
        GLD_TWOSIDED_VERTEX     *pV             = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles;
1237
 
        SScontext                       *ss             = SWSETUP_CONTEXT(ctx);
1238
 
        SWvertex                        *swv;
1239
 
        DWORD                           dwSpecularColour;
1240
 
        DWORD                           dwFlatColour;
1241
 
        GLuint                                  facing = 0;
1242
 
        struct vertex_buffer    *VB;
1243
 
        GLchan                                  (*vbcolor)[4];
1244
 
        GLchan                                  (*vbspec)[4];
1245
 
 
1246
 
        // Reciprocal of DepthMax
1247
 
        const float ooDepthMax = 1.0f / ctx->DepthMaxF; 
1248
 
 
1249
 
        // 1st vert
1250
 
        swv = &ss->verts[v0];
1251
 
        pV->Position.x = swv->win[0];
1252
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1253
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1254
 
        pV->Position.w = swv->win[3];
1255
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1256
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1257
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1258
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1259
 
        pV->FrontDiffuse = GLD_COLOUR;
1260
 
        pV->FrontSpecular = GLD_SPECULAR;
1261
 
        pV++;
1262
 
 
1263
 
        // 2nd vert
1264
 
        swv = &ss->verts[v1];
1265
 
        pV->Position.x = swv->win[0];
1266
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1267
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1268
 
        pV->Position.w = swv->win[3];
1269
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1270
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1271
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1272
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1273
 
        pV->FrontDiffuse = GLD_COLOUR;
1274
 
        pV->FrontSpecular = GLD_SPECULAR;
1275
 
        pV++;
1276
 
 
1277
 
        // 3rd vert
1278
 
        swv = &ss->verts[v2];
1279
 
        pV->Position.x = swv->win[0];
1280
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1281
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1282
 
        pV->Position.w = swv->win[3];
1283
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1284
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1285
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1286
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1287
 
        pV->FrontDiffuse = GLD_COLOUR;
1288
 
        pV->FrontSpecular = GLD_SPECULAR;
1289
 
        pV++;
1290
 
 
1291
 
        // 4th vert
1292
 
        swv = &ss->verts[v2];
1293
 
        pV->Position.x = swv->win[0];
1294
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1295
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1296
 
        pV->Position.w = swv->win[3];
1297
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1298
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1299
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1300
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1301
 
        pV->FrontDiffuse = GLD_COLOUR;
1302
 
        pV->FrontSpecular = GLD_SPECULAR;
1303
 
        pV++;
1304
 
 
1305
 
        // 5th vert
1306
 
        swv = &ss->verts[v3];
1307
 
        pV->Position.x = swv->win[0];
1308
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1309
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1310
 
        pV->Position.w = swv->win[3];
1311
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1312
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1313
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1314
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1315
 
        pV->FrontDiffuse = GLD_COLOUR;
1316
 
        pV->FrontSpecular = GLD_SPECULAR;
1317
 
        pV++;
1318
 
 
1319
 
        // 6th vert
1320
 
        swv = &ss->verts[v0];
1321
 
        pV->Position.x = swv->win[0];
1322
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1323
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1324
 
        pV->Position.w = swv->win[3];
1325
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1326
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1327
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1328
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1329
 
        pV->FrontDiffuse = GLD_COLOUR;
1330
 
        pV->FrontSpecular = GLD_SPECULAR;
1331
 
        pV++;
1332
 
 
1333
 
        gld->PBtwosidelight.pTriangles = (BYTE*)pV;
1334
 
        gld->PBtwosidelight.nTriangles += 2;
1335
 
}
1336
 
 
1337
 
//---------------------------------------------------------------------------
1338
 
 
1339
 
void gld_Quad2DSmoothTwoside_DX9(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
1340
 
{
1341
 
        GLD_context                     *gldCtx = GLD_GET_CONTEXT(ctx);
1342
 
        GLD_driver_dx9          *gld    = GLD_GET_DX9_DRIVER(gldCtx);
1343
 
        GLD_TWOSIDED_VERTEX     *pV             = (GLD_TWOSIDED_VERTEX*)gld->PBtwosidelight.pTriangles;
1344
 
        SScontext                       *ss             = SWSETUP_CONTEXT(ctx);
1345
 
        SWvertex                        *swv;
1346
 
        DWORD                           dwSpecularColour;
1347
 
        DWORD                           dwFlatColour;
1348
 
        GLuint                                  facing = 0;
1349
 
        struct vertex_buffer    *VB;
1350
 
        GLchan                                  (*vbcolor)[4];
1351
 
        GLchan                                  (*vbspec)[4];
1352
 
 
1353
 
        // Reciprocal of DepthMax
1354
 
        const float ooDepthMax = 1.0f / ctx->DepthMaxF; 
1355
 
 
1356
 
        // 1st vert
1357
 
        swv = &ss->verts[v0];
1358
 
        pV->Position.x = swv->win[0];
1359
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1360
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1361
 
        pV->Position.w = swv->win[3];
1362
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1363
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1364
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1365
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1366
 
        pV->FrontDiffuse = GLD_COLOUR;
1367
 
        pV->FrontSpecular = GLD_SPECULAR;
1368
 
        pV++;
1369
 
 
1370
 
        // 2nd vert
1371
 
        swv = &ss->verts[v1];
1372
 
        pV->Position.x = swv->win[0];
1373
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1374
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1375
 
        pV->Position.w = swv->win[3];
1376
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1377
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1378
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1379
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1380
 
        pV->FrontDiffuse = GLD_COLOUR;
1381
 
        pV->FrontSpecular = GLD_SPECULAR;
1382
 
        pV++;
1383
 
 
1384
 
        // 3rd vert
1385
 
        swv = &ss->verts[v2];
1386
 
        pV->Position.x = swv->win[0];
1387
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1388
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1389
 
        pV->Position.w = swv->win[3];
1390
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1391
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1392
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1393
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1394
 
        pV->FrontDiffuse = GLD_COLOUR;
1395
 
        pV->FrontSpecular = GLD_SPECULAR;
1396
 
        pV++;
1397
 
 
1398
 
        // 4th vert
1399
 
        swv = &ss->verts[v2];
1400
 
        pV->Position.x = swv->win[0];
1401
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1402
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1403
 
        pV->Position.w = swv->win[3];
1404
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1405
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1406
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1407
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1408
 
        pV->FrontDiffuse = GLD_COLOUR;
1409
 
        pV->FrontSpecular = GLD_SPECULAR;
1410
 
        pV++;
1411
 
 
1412
 
        // 5th vert
1413
 
        swv = &ss->verts[v3];
1414
 
        pV->Position.x = swv->win[0];
1415
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1416
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1417
 
        pV->Position.w = swv->win[3];
1418
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1419
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1420
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1421
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1422
 
        pV->FrontDiffuse = GLD_COLOUR;
1423
 
        pV->FrontSpecular = GLD_SPECULAR;
1424
 
        pV++;
1425
 
 
1426
 
        // 6th vert
1427
 
        swv = &ss->verts[v0];
1428
 
        pV->Position.x = swv->win[0];
1429
 
        pV->Position.y = GLD_FLIP_Y(swv->win[1]);
1430
 
        pV->Position.z = swv->win[2] * ooDepthMax;
1431
 
        pV->Position.w = swv->win[3];
1432
 
        pV->TexUnit0.x = swv->texcoord[0][0];
1433
 
        pV->TexUnit0.y = swv->texcoord[0][1];
1434
 
        pV->TexUnit1.x = swv->texcoord[1][0];
1435
 
        pV->TexUnit1.y = swv->texcoord[1][1];
1436
 
        pV->FrontDiffuse = GLD_COLOUR;
1437
 
        pV->FrontSpecular = GLD_SPECULAR;
1438
 
        pV++;
1439
 
 
1440
 
        gld->PBtwosidelight.pTriangles = (BYTE*)pV;
1441
 
        gld->PBtwosidelight.nTriangles += 2;
1442
 
}
1443
 
 
1444
 
//---------------------------------------------------------------------------
1445
 
 
1446
 
*/