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dprocess.h
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dprocess.h
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/******************************************************************************
* Name : dprocess.h
* Title : Low level API top level code for PowerVR
* Author : Graham Connor
* Created : 13/8/1997
*
* Copyright : 1995-2022 Imagination Technologies (c)
* License : MIT
*
* Description :
*
* Platform : ANSI
*
* Modifications:
* $Log: dprocess.h,v $
* Revision 1.14 1997/11/11 10:21:18 gdc
* made gouraud highlight white and changed its sape a bit
*
* Revision 1.13 1997/08/29 11:42:28 gdc
* fixed bug where wrong translucency level was being set
* and trans bits were overwriting the texture exponent
*
* Revision 1.12 1997/08/29 09:57:21 gdc
* removed ^M's and made sure vfog and smooth highlight indices are
* zeroed if not in use (and on or other feature is on)
*
* Revision 1.11 1997/08/27 15:48:43 ls
* Renamed IMPLEMENT_VERTEX_TRANS IMPLEMENT_AVG_VERTEX TRANS
* renamed IMPLEMENT_VERTEX_GLOBAL_TRANS IMPLEMENT_AVG_VERTEX_GLOBAL_TRANS
* introduced non-averaging vertex Alpha: uses 1st vertex Alpha only
* Any Process which uses Smooth or Flatten/Fltn uses the average vertex alpha
* otherwise use 1st vertex alpha
*
* Revision 1.10 1997/08/27 08:48:02 sks
* Added new functions for smooth specular highlights.
*
* Revision 1.9 1997/08/26 14:14:30 sks
* Removed stuff from FakeHighlight().
*
* Revision 1.8 1997/08/26 12:40:23 sks
* More work on FakeHighlight function
*
* Revision 1.7 1997/08/22 16:36:10 sks
* Started work on smooth highlights function: FakeHighlight().
*
* Revision 1.6 1997/08/22 10:36:39 gdc
* added other vertex fog routines for flat and avg flat, and a non functional
* stub for smooth highlights
*
* Revision 1.5 1997/08/19 14:38:32 gdc
* added average colour with veretx fog functions
*
* Revision 1.4 1997/08/19 11:50:41 gdc
* got sense of fog index right way around
*
* Revision 1.3 1997/08/18 16:26:31 gdc
* dummied up routines to test vertex fog
*
* Revision 1.2 1997/08/13 16:19:58 gdc
* added process functions for per vertex fogging
*
* Revision 1.1 1997/08/13 10:29:54 gdc
* Initial revision
*
*
*****************************************************************************/
/**********************************************************************/
/* these defines are ripped off from dshade.c */
#define READ_RBGS_VIA_BYTE_PTRS (HAS_FAST_BYTE_LOAD)
#if READ_RBGS_VIA_BYTE_PTRS
#if BIG_ENDIAN
#define R_BYTE_OFFSET 3
#define G_BYTE_OFFSET 2
#define B_BYTE_OFFSET 1
#else
#define R_BYTE_OFFSET 0
#define G_BYTE_OFFSET 1
#define B_BYTE_OFFSET 2
#endif
#define GET_R(UINT32_LOCATION) (((const sgl_uint8 *) & UINT32_LOCATION) [R_BYTE_OFFSET])
#define GET_G(UINT32_LOCATION) (((const sgl_uint8 *) & UINT32_LOCATION) [G_BYTE_OFFSET])
#define GET_B(UINT32_LOCATION) (((const sgl_uint8 *) & UINT32_LOCATION) [B_BYTE_OFFSET])
#else
#define GET_R(x) (((x) >> 16) & 0x000000FF)
#define GET_G(x) (((x) >> 8) & 0x000000FF)
#define GET_B(x) ((x) & 0x000000FF)
#endif
#define fIntensityScale (15.0f / (3.0f * 255.0f))
static int LookUp[16] = { 0x0, 0x0, 0x0, 0x0,
0x0, 0x1, 0x3, 0x5, 0x7, 0x9, 0xb, 0xd,
0xf, 0xf, 0xf, 0xf };
static sgl_uint32 FakeHighlight (PROCESSDATACONTEXT pPDC, sgl_uint32 *SpecularHighlightBaseColour)
{
sgl_uint32 RTotal, GTotal, BTotal;
sgl_uint V0Int, V1Int, V2Int;
sgl_uint nTmp;
float fLargest;
float fColourScale;
sgl_uint32 FinalColour;
sgl_uint32 Colour;
sgl_uint32 Index;
/*
// Extract each of the red green and blue components from each of the
// three vertex colours, and sum up the totals of the R,G,Bs PLUS the
// total of each component for the three verts, which will be used to
// compute an "intensity"
*/
#if READ_RBGS_VIA_BYTE_PTRS
/* Vertex 0 */
RTotal = GET_R(pPDC.pV0->u32Specular);
GTotal = GET_G(pPDC.pV0->u32Specular);
BTotal = GET_B(pPDC.pV0->u32Specular);
V0Int = RTotal + GTotal + BTotal;
/* Vertex 1 */
V1Int = GET_R(pPDC.pV1->u32Specular);
RTotal+= V1Int;
nTmp = GET_G(pPDC.pV1->u32Specular);
GTotal+= nTmp;
V1Int += nTmp;
nTmp = GET_B(pPDC.pV1->u32Specular);
BTotal+= nTmp;
V1Int += nTmp;
/* Vertex 2 */
V2Int = GET_R(pPDC.pV2->u32Specular);
RTotal+= V2Int;
nTmp = GET_G(pPDC.pV2->u32Specular);
GTotal+= nTmp;
V2Int += nTmp;
nTmp = GET_B(pPDC.pV2->u32Specular);
BTotal+= nTmp;
V2Int += nTmp;
#else
/* Vertex 0 */
Colour = pPDC.pV0->u32Specular;
RTotal = GET_R(Colour);
GTotal = GET_G(Colour);
BTotal = GET_B(Colour);
V0Int = RTotal + GTotal + BTotal;
/* Vertex 1 */
Colour = pPDC.pV1->u32Specular;
V1Int = GET_R(Colour);
RTotal+= V1Int;
nTmp = GET_G(Colour);
GTotal+= nTmp;
V1Int += nTmp;
nTmp = GET_B(Colour);
BTotal+= nTmp;
V1Int += nTmp;
/* Vertex 2 */
Colour = pPDC.pV2->u32Specular;
V2Int = GET_R(Colour);
RTotal+= V2Int;
nTmp = GET_G(Colour);
GTotal+= nTmp;
V2Int += nTmp;
nTmp = GET_B(Colour);
BTotal+= nTmp;
V2Int += nTmp;
#endif
#define COLOUR_HIGHLIGHT 0
#if COLOUR_HIGHLIGHT
if(RTotal > GTotal)
{
if(RTotal > BTotal)
{
fLargest = (float) RTotal;
}
else
{
fLargest = (float) BTotal;
}
}
else if(GTotal > BTotal)
{
fLargest = (float) GTotal;
}
else if(BTotal > 0)
{
fLargest = (float) BTotal;
}
/*
// Else the whole thing is black. Exit out now
*/
else
{
*SpecularHighlightBaseColour = 0;
return 0;
}
/* Calculate the base colour */
fColourScale = ((3.0f * 255.0f) / (fLargest));
RTotal = (sgl_uint32)( (float)(RTotal) * fColourScale );
GTotal = (sgl_uint32)( (float)(GTotal) * fColourScale );
BTotal = (sgl_uint32)( (float)(BTotal) * fColourScale );
FinalColour = ((RTotal & 0xff)<<16) | ((GTotal & 0xff)<<8) | (BTotal & 0xff);
*SpecularHighlightBaseColour = FinalColour;
#else
*SpecularHighlightBaseColour = 0x00ffffff;
#endif
/*
// Calculate the texture coordinates
*/
V0Int = (sgl_uint)( (float)(V0Int) * fIntensityScale );
V1Int = (sgl_uint)( (float)(V1Int) * fIntensityScale );
V2Int = (sgl_uint)( (float)(V2Int) * fIntensityScale );
Index = (LookUp[(V0Int & 0xf)] << 8) | (LookUp[(V1Int & 0xf)] << 4) |
LookUp[(V2Int & 0xf)] ;
return (Index);
}
/*
// ============================================================================
// PER POLYGON INTERMEDIATE ROUTINE MACROS AND GLOBALS
// ============================================================================
*/
/*
// Average flat shading parameters
//
// This is for when smooth shading is knocked of by translucency
// average the smooth colour into the base colour
//
// instead of doing the 1/3 in fp land, do it in integer
// land. 85/256 = 0.332. Save some shifts and go straight
// to the correct bit range.
*/
/*
// New Implementation:
// Leave all the numbers in the same place: Note we have
// JUST enough head room for Red as worst case is
// (0xFF * 3) * 85 = 0xFE01
//
// By the same idea, we can keep R & B in the SAME variable!
// since they are separated by enough space.
//
// Furthermore we can add ALL the RBG values together, and then
// at the end get just the RB by subtracting out G's total.
//
// Since we can't guarantee the content of very top 8 bits
// of each input colour, accumulate these in the G as well.
//
// Saves loads of instructions - Sometimes I amaze even myself ;)
// Who needs MMX!
// Simon
*/
#define IMPLEMENT_AVG_FLAT(Result, Src) \
{ \
sgl_uint32 RedNBlue, GreenNTop; \
RedNBlue = Src.pV0->u32Colour; \
GreenNTop = Src.pV0->u32Colour & 0xFF00FF00; \
RedNBlue += Src.pV1->u32Colour; \
GreenNTop += Src.pV1->u32Colour & 0xFF00FF00; \
RedNBlue += Src.pV2->u32Colour; \
GreenNTop += Src.pV2->u32Colour & 0xFF00FF00; \
RedNBlue -= GreenNTop; \
GreenNTop *= 85; \
RedNBlue *= 85; \
GreenNTop >>= 8; \
RedNBlue >>= 8; \
Result= (RedNBlue & 0x00FF0000) \
| (GreenNTop & 0x0000FF00) \
| (RedNBlue & 0x000000FF); \
}
/*********************************/
/*
// Ok the rest have had the same treatment
*/
/*
// For the highlight we are going down to just 5 bits
//
// Target positions:
// Red:30-26, Green:25-21, Blue:20-16
//
// After the multiply by 85, we end up with
// R&B: Red:31-16 Blue:15-0
// and
// G: Green:23-8
//
// Now the shift for Green is UP two places (since the
// most sig bit moves from 23 to 25). Since the last thing
// we did was a multiply we can combine the two to give a
// multiply by (85*4) instead!
//
// Red must go down one spot and Blue up lots. Rather than
// do a multiply by 85 and then an effective shift down, may
// as well only multiply by 42. Since we are only going to
// 5 bits in the end, it comes out with the same accuracy.
// Thus we really have R&B in the positions
// R&B: Red:30-15 Blue:14-0
//
*/
#define IMPLEMENT_AVG_HIGHLIGHT(Result, Src) \
AVERAGE_RBG_TO_555_TOP(Result, Src.pV0->u32Specular,\
Src.pV1->u32Specular,\
Src.pV2->u32Specular)
/*********************************/
#define IMPLEMENT_HIGHLIGHT \
{ \
sgl_uint32 H = gPDC.pV0->u32Specular; \
pMat->Shading.u.Highlight = ((H << 07) & 0x7C000000) | \
((H << 10) & 0x03E00000) | \
((H << 13) & 0x001F0000); \
}
/*********************************/
#define IMPLEMENT_SMOOTH \
pMat->Shading.u.Smooth.Col0 = gPDC.pV0->u32Colour; \
pMat->Shading.u.Smooth.Col1 = gPDC.pV1->u32Colour; \
pMat->Shading.u.Smooth.Col2 = gPDC.pV2->u32Colour; \
pMat->Shading.u.Smooth.nX = (int) gPDC.pV0->fX; \
pMat->Shading.u.Smooth.nY = (int) gPDC.pV0->fY;
#if 0
#define IMPLEMENT_NATIVE_SMOOTH \
pMat->Shading.u.NativeSmooth.fIntensity[0] = gPDC.pV0->fIntensity; \
pMat->Shading.u.NativeSmooth.fIntensity[1] = gPDC.pV1->fIntensity; \
pMat->Shading.u.NativeSmooth.fIntensity[2] = gPDC.pV2->fIntensity; \
pMat->Shading.u.NativeSmooth.nX = (int) gPDC.pV0->fX; \
pMat->Shading.u.NativeSmooth.nY = (int) gPDC.pV0->fY;
#else
#define IMPLEMENT_NATIVE_SMOOTH \
pMat->Shading.u.Smooth.Col0 = gPDC.pV0->u32Colour; \
pMat->Shading.u.Smooth.Col1 = gPDC.pV1->u32Colour; \
pMat->Shading.u.Smooth.Col2 = gPDC.pV2->u32Colour; \
pMat->Shading.u.Smooth.nX = (int) gPDC.pV0->fX; \
pMat->Shading.u.Smooth.nY = (int) gPDC.pV0->fY;
#endif
/*****************************************************************/
#define IMPLEMENT_VERTEX_TRANS \
{ \
sgl_uint32 Alpha; \
Alpha = gPDC.pV0->u32Colour >> 28; \
pTri->TSPControlWord |= (0xF - Alpha) << 13; \
}
/*
// We want to get the average of three 8 bit integer Alpha values,
// which are stored in the top bits of the colours, get only
// the top 4 bits of the average, reverse the meaning of alpha
// (ie by subtracting the 4 bit value from 0xF) and then store
// the 4 bit result back in bits 16..13 (inclusive and counting
// from bit 0) of the TSP control word.
//
// First get the top 8 bits only by shifting down by 24, and add
// them. Now if we were to multiply this by 85 (which effectively
// is a division by 3 if you shift down by 8), we get the most
// sig bit in bit 15.
//
// Since we want the most sig bit in bit 16 we instead multiply
// by (2*85).
//
// We then mask to get just the 4 most sig bits, and subtract
// this from "F" in the correct pos to reverse the sense of alpha
// from D3D style to PCX1 style.
*/
#define IMPLEMENT_AVG_VERTEX_TRANS \
{ \
sgl_uint32 Alpha; \
Alpha = (gPDC.pV0->u32Colour >> 24) + \
(gPDC.pV1->u32Colour >> 24) + \
(gPDC.pV2->u32Colour >> 24); \
Alpha *= (2*85); \
Alpha &= (0xF << 13); \
Alpha = (0xF << 13) - Alpha; \
pTri->TSPControlWord |= Alpha; \
}
/****************************************************************/
/*
// This macro is similar to the previous EXCEPT we must scale
// everything by the global alpha value. This is an 8 bit value,
// so after multiplying by it, everything is shifted up by a
// further 8 bits.
//
// Thus after we multiply by (85 * gPDC.Context.u32GlobalTrans)
// the most sig bit of the Alpha is in bit 23 (i.e. 15+8). To move
// it into bit 16 (where we want it), shift down by 7.
//
// To eliminate the shift by 7 and 85 * gPDC.Context.u32GlobalTrans
// these have been precalculated in gPDC.u32GlobalTransBy85div128
// This does introduce some errors, but having checked it on a
// spreadsheet and noting that we only want 4 bits as a final
// result, the error is insignificant.
*/
#define IMPLEMENT_AVG_VERTEX_GLOBAL_TRANS \
{ \
sgl_uint32 Alpha; \
Alpha = (gPDC.pV0->u32Colour >> 24) + \
(gPDC.pV1->u32Colour >> 24) + \
(gPDC.pV2->u32Colour >> 24); \
Alpha *= gPDC.u32GlobalTransBy85div128; \
Alpha &= (0xF << 13); \
Alpha = (0xF << 13) - Alpha; \
pTri->TSPControlWord |= Alpha; \
}
#define IMPLEMENT_VERTEX_GLOBAL_TRANS \
{ \
sgl_uint32 Alpha; \
Alpha = gPDC.pV0->u32Colour >> 24; \
Alpha += (Alpha + Alpha); \
Alpha *= gPDC.u32GlobalTransBy85div128; \
Alpha &= (0xF << 13); \
Alpha = (0xF << 13) - Alpha; \
pTri->TSPControlWord |= Alpha; \
}
/*********************************/
#define IMPLEMENT_SHADOW_LIGHTVOL \
pMat->v.LightVolCol = gPDC.Context.u.u32LightVolColour;
/*********************************/
/*
// To implement vertex fogging we add an extra plane in a special
// fog pass, this plane uses a special fog texture a la NTTrans
// but this must have texture coords to map a texture with linear
// alpha variation in the U direction to an appropriate bit of
// fog - this is done via a look up, the index of which is calculated
// below
*/
#define IMPLEMENT_VERTEX_FOG \
{ \
sgl_uint32 nFogIndex; \
nFogIndex = (((gPDC.pV0->u32Specular & 0xF0000000) >> 20) | \
((gPDC.pV1->u32Specular & 0xF0000000)>> 24) | \
((gPDC.pV2->u32Specular & 0xF0000000)>> 28)); \
pMat->nFogIndex = (~nFogIndex)&0xfffUL; \
pMat->nSmoothSpecularIndex = 0; \
}
/*
// As above but in flat shading mode the fog is flat
// Only use the first vertex for the properties
*/
#define IMPLEMENT_FLAT_VERTEX_FOG \
{ \
sgl_uint32 nFogIndex; \
sgl_uint32 nFogTmp; \
nFogTmp = ((gPDC.pV0->u32Specular) >> 28); \
nFogIndex = nFogTmp | nFogTmp << 4 | nFogTmp << 8; \
pMat->nFogIndex = (~nFogIndex); \
pMat->nSmoothSpecularIndex = 0; \
}
/*
// As above but in average colour flat shading mode the fog is flat
// But uses average of the all vertices for the properties
*/
#define IMPLEMENT_AVG_VERTEX_FOG \
{ \
sgl_uint32 nFogIndex; \
sgl_uint32 nFogTmp; \
nFogTmp = (gPDC.pV0->u32Specular >> 28)+ \
(gPDC.pV1->u32Specular >> 28)+ \
(gPDC.pV2->u32Specular >> 28); \
nFogTmp = (nFogTmp * 85)>> 8; \
nFogIndex = nFogTmp | nFogTmp << 4 | nFogTmp << 8; \
pMat->nFogIndex = (~nFogIndex)&0xfffUL; \
pMat->nSmoothSpecularIndex = 0; \
}
/*
// ============================================================================
// PER POLYGON INTERMEDIATE ROUTINES (PPIRs)
// ============================================================================
*/
static void ProcessFlatten( PITRI pTri)
{
IMPLEMENT_AVG_FLAT(pTri->BaseColour, gPDC);
}
static void ProcessFlatHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_HIGHLIGHT
}
static void ProcessFlattenHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_FLAT(pTri->BaseColour, gPDC);
IMPLEMENT_AVG_HIGHLIGHT(pMat->Shading.u.Highlight, gPDC);
}
static void ProcessFlattenTex (PITRI pTri)
{
/* No gpMatCurrent increment*/
IMPLEMENT_AVG_FLAT(pTri->BaseColour, gPDC);
/* ProcessFlatTexFn( pTri ); */
}
static void ProcessFlatTexHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_HIGHLIGHT
/* ProcessFlatTexFn( pTri ); */
}
static void ProcessFlattenTexHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_FLAT(pTri->BaseColour, gPDC);
IMPLEMENT_AVG_HIGHLIGHT(pMat->Shading.u.Highlight, gPDC);
/* ProcessFlatTexFn( pTri ); */
}
static void ProcessSmooth (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_SMOOTH
}
static void ProcessSmoothHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_SMOOTH;
pMat->nFogIndex = 0;
pMat->nSmoothSpecularIndex= FakeHighlight(gPDC, &pMat->nSmoothSpecularColour);
}
static void ProcessSmoothTexHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_SMOOTH;
pMat->nFogIndex = 0;
pMat->nSmoothSpecularIndex = FakeHighlight(gPDC, &pMat->nSmoothSpecularColour);
}
static void ProcessSmoothTrans (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_VERTEX_TRANS
IMPLEMENT_SMOOTH
}
static void ProcessSmoothTransHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_VERTEX_TRANS
IMPLEMENT_SMOOTH
pMat->nFogIndex = 0;
pMat->nSmoothSpecularIndex = FakeHighlight(gPDC, &pMat->nSmoothSpecularColour);
}
static void ProcessSmoothGTrans (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_VERTEX_GLOBAL_TRANS
IMPLEMENT_SMOOTH
}
static void ProcessSmoothGTransHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_VERTEX_GLOBAL_TRANS
IMPLEMENT_SMOOTH
pMat->nFogIndex = 0;
pMat->nSmoothSpecularIndex = FakeHighlight(gPDC, &pMat->nSmoothSpecularColour);
}
static void ProcessSmoothTex (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_SMOOTH
/* ProcessFlatTexFn( pTri ); */
}
static void ProcessSmoothTexTrans (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_VERTEX_TRANS
IMPLEMENT_SMOOTH
/* ProcessFlatTexFn( pTri ); */
}
static void ProcessSmoothTexTransHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_VERTEX_TRANS
IMPLEMENT_SMOOTH
pMat->nFogIndex = 0;
pMat->nSmoothSpecularIndex = FakeHighlight(gPDC, &pMat->nSmoothSpecularColour);
/* ProcessFlatTexFn( pTri ); */
}
static void ProcessSmoothTexGTrans (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_VERTEX_GLOBAL_TRANS
IMPLEMENT_SMOOTH
/* ProcessFlatTexFn( pTri ); */
}
static void ProcessSmoothTexGTransHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_VERTEX_GLOBAL_TRANS
IMPLEMENT_SMOOTH
pMat->nFogIndex = 0;
pMat->nSmoothSpecularIndex = FakeHighlight(gPDC, &pMat->nSmoothSpecularColour);
/* ProcessFlatTexFn( pTri ); */
}
/*
// ============================================================================
// PER TRIANGLE VERTEX FOG PROCESS ROUTINES
// ============================================================================
*/
static void ProcessFlatVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_FLAT_VERTEX_FOG;
}
static void ProcessSmoothVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_VERTEX_FOG;
IMPLEMENT_SMOOTH
}
static void ProcessSmoothVFogHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_SMOOTH
IMPLEMENT_VERTEX_FOG;
pMat->nSmoothSpecularIndex = FakeHighlight(gPDC, &pMat->nSmoothSpecularColour);
}
static void ProcessFlatTexVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_FLAT_VERTEX_FOG;
}
static void ProcessSmoothTexVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_VERTEX_FOG;
IMPLEMENT_SMOOTH
}
static void ProcessSmoothTexVFogHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_SMOOTH
IMPLEMENT_VERTEX_FOG;
pMat->nSmoothSpecularIndex = FakeHighlight(gPDC, &pMat->nSmoothSpecularColour);
}
static void ProcessFlatHighlightVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_HIGHLIGHT
IMPLEMENT_FLAT_VERTEX_FOG;
}
static void ProcessFlatTexHighlightVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_HIGHLIGHT
IMPLEMENT_FLAT_VERTEX_FOG;
}
/*
// ========================================
// PER TRIANGLE VERTEX FOG PROCESS ROUTINES
// WITH AVERAGE COLOUR
// ========================================
*/
static void ProcessFlattenVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_FLAT(pTri->BaseColour, gPDC);
IMPLEMENT_AVG_VERTEX_FOG;
}
static void ProcessFlattenHighlightVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_FLAT(pTri->BaseColour, gPDC);
IMPLEMENT_AVG_HIGHLIGHT(pMat->Shading.u.Highlight, gPDC);
IMPLEMENT_AVG_VERTEX_FOG;
}
static void ProcessFlattenTexVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_FLAT(pTri->BaseColour, gPDC);
IMPLEMENT_AVG_VERTEX_FOG;
}
static void ProcessFlattenTexHighlightVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_FLAT(pTri->BaseColour, gPDC);
IMPLEMENT_AVG_HIGHLIGHT(pMat->Shading.u.Highlight, gPDC);
IMPLEMENT_AVG_VERTEX_FOG;
}
/*
// ========================================
// PER TRIANGLE VERTEX FOG PROCESS ROUTINES
// WITH VERTEX TRANSLUCENCY
// ========================================
*/
static void ProcessFlatTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_VERTEX_TRANS
IMPLEMENT_FLAT_VERTEX_FOG;
}
static void ProcessSmoothTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_SMOOTH
IMPLEMENT_AVG_VERTEX_TRANS
IMPLEMENT_VERTEX_FOG;
}
static void ProcessSmoothTransVFogHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_SMOOTH
IMPLEMENT_AVG_VERTEX_TRANS
IMPLEMENT_VERTEX_FOG;
pMat->nSmoothSpecularIndex = FakeHighlight(gPDC, &pMat->nSmoothSpecularColour);
}
static void ProcessFlatTexTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_VERTEX_TRANS
IMPLEMENT_FLAT_VERTEX_FOG;
}
static void ProcessSmoothTexTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_SMOOTH
IMPLEMENT_AVG_VERTEX_TRANS
IMPLEMENT_VERTEX_FOG;
}
static void ProcessSmoothTexTransVFogHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_SMOOTH
IMPLEMENT_AVG_VERTEX_TRANS
IMPLEMENT_VERTEX_FOG;
pMat->nSmoothSpecularIndex = FakeHighlight(gPDC, &pMat->nSmoothSpecularColour);
}
static void ProcessHighTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_HIGHLIGHT
IMPLEMENT_VERTEX_TRANS
IMPLEMENT_FLAT_VERTEX_FOG;
}
static void ProcessHighTexTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_HIGHLIGHT
IMPLEMENT_VERTEX_TRANS
IMPLEMENT_FLAT_VERTEX_FOG;
}
/*
// ========================================
// PER TRIANGLE VERTEX FOG PROCESS ROUTINES
// WITH VERTEX TRANSLUCENCY
// AND AVERAGE COLOUR
// ========================================
*/
static void ProcessFlattenTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_FLAT(pTri->BaseColour, gPDC);
IMPLEMENT_AVG_VERTEX_TRANS
IMPLEMENT_AVG_VERTEX_FOG;
}
static void ProcessHighFltnTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_FLAT(pTri->BaseColour, gPDC);
IMPLEMENT_AVG_HIGHLIGHT(pMat->Shading.u.Highlight, gPDC);
IMPLEMENT_AVG_VERTEX_TRANS
IMPLEMENT_AVG_VERTEX_FOG;
}
static void ProcessHighFltnTexTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_FLAT(pTri->BaseColour, gPDC);
IMPLEMENT_AVG_HIGHLIGHT(pMat->Shading.u.Highlight, gPDC);
IMPLEMENT_AVG_VERTEX_TRANS
IMPLEMENT_AVG_VERTEX_FOG;
}
static void ProcessFlattenTexTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_FLAT(pTri->BaseColour, gPDC);
IMPLEMENT_AVG_VERTEX_TRANS
IMPLEMENT_AVG_VERTEX_FOG;
}
/*
// ========================================
// PER TRIANGLE VERTEX FOG PROCESS ROUTINES
// WITH VERTEX & GLOBAL TRANSLUCENCY
// ========================================
*/
static void ProcessFlatGTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_FLAT_VERTEX_FOG;
}
static void ProcessSmoothGTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_SMOOTH
IMPLEMENT_AVG_VERTEX_GLOBAL_TRANS
IMPLEMENT_VERTEX_FOG;
}
static void ProcessSmoothGTransVFogHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_SMOOTH
IMPLEMENT_AVG_VERTEX_GLOBAL_TRANS
IMPLEMENT_VERTEX_FOG;
pMat->nSmoothSpecularIndex = FakeHighlight(gPDC, &pMat->nSmoothSpecularColour);
}
static void ProcessFlatTexGTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_VERTEX_GLOBAL_TRANS
IMPLEMENT_FLAT_VERTEX_FOG;
}
static void ProcessSmoothTexGTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_SMOOTH
IMPLEMENT_AVG_VERTEX_GLOBAL_TRANS
IMPLEMENT_VERTEX_FOG;
}
static void ProcessSmoothTexGTransVFogHighlight (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_SMOOTH
IMPLEMENT_AVG_VERTEX_GLOBAL_TRANS
IMPLEMENT_VERTEX_FOG;
pMat->nSmoothSpecularIndex = FakeHighlight(gPDC, &pMat->nSmoothSpecularColour);
}
static void ProcessHighGTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_HIGHLIGHT
IMPLEMENT_VERTEX_GLOBAL_TRANS
IMPLEMENT_FLAT_VERTEX_FOG;
}
static void ProcessHighTexGTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_HIGHLIGHT
IMPLEMENT_VERTEX_GLOBAL_TRANS
IMPLEMENT_FLAT_VERTEX_FOG;
}
/*
// ========================================
// PER TRIANGLE VERTEX FOG PROCESS ROUTINES
// WITH VERTEX & GLOBAL TRANSLUCENCY
// AND AVERAGE COLOUR
// ========================================
*/
static void ProcessFlattenGTransVFog (PITRI pTri)
{
PIMATERIAL pMat = gpMatCurrent;
IMPLEMENT_AVG_FLAT(pTri->BaseColour, gPDC);
IMPLEMENT_AVG_VERTEX_GLOBAL_TRANS
IMPLEMENT_AVG_VERTEX_FOG;