burning v0.53
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6364 dfc29bdd-3216-0410-991c-e03cc46cb475
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@@ -216,7 +216,7 @@ void CTRGouraudAlpha2::fragmentShader()
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{
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#ifdef IPOL_C0
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#ifdef INVERSE_W
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inversew = reciprocal_zero_no ( line.w[0] );
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inversew = reciprocal_zero( line.w[0] );
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#endif
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vec4_to_fix( a0, r0, g0, b0, line.c[0][0],inversew );
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@@ -227,7 +227,7 @@ void CTRGouraudAlpha2::fragmentShader()
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g2 = g1 + imulFix ( a0, g0 - g1 );
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b2 = b1 + imulFix ( a0, b0 - b1 );
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dst[i] = fix4_to_sample( a0,r2, g2, b2 );
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dst[i] = fix_to_sample( r2, g2, b2 );
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#else
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dst[i] = PrimitiveColor;
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#endif
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@@ -285,7 +285,7 @@ void CTRGouraudAlpha2::drawTriangle(const s4DVertex* burning_restrict a, const s
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temp[2] = b->Pos.x - a->Pos.x;
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temp[3] = ba;
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scan.left = ( temp[0] * temp[3] - temp[1] * temp[2] ) > 0.f ? 0 : 1;
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scan.left = ( temp[0] * temp[3] - temp[1] * temp[2] ) < 0.f ? 1 : 0;
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scan.right = 1 - scan.left;
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// calculate slopes for the major edge
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@@ -359,8 +359,8 @@ void CTRGouraudAlpha2::drawTriangle(const s4DVertex* burning_restrict a, const s
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#endif
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// apply top-left fill convention, top part
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yStart = fill_convention_left( a->Pos.y );
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yEnd = fill_convention_right( b->Pos.y );
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yStart = fill_convention_top( a->Pos.y );
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yEnd = fill_convention_down( b->Pos.y );
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#ifdef SUBTEXEL
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subPixel = ( (f32) yStart ) - a->Pos.y;
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@@ -428,7 +428,7 @@ void CTRGouraudAlpha2::drawTriangle(const s4DVertex* burning_restrict a, const s
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#endif
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// render a scanline
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interlace_scanline fragmentShader();
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if_interlace_scanline fragmentShader();
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scan.x[0] += scan.slopeX[0];
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scan.x[1] += scan.slopeX[1];
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@@ -518,8 +518,8 @@ void CTRGouraudAlpha2::drawTriangle(const s4DVertex* burning_restrict a, const s
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#endif
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// apply top-left fill convention, top part
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yStart = fill_convention_left( b->Pos.y );
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yEnd = fill_convention_right( c->Pos.y );
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yStart = fill_convention_top( b->Pos.y );
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yEnd = fill_convention_down( c->Pos.y );
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#ifdef SUBTEXEL
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subPixel = ( (f32) yStart ) - b->Pos.y;
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@@ -587,7 +587,7 @@ void CTRGouraudAlpha2::drawTriangle(const s4DVertex* burning_restrict a, const s
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#endif
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// render a scanline
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interlace_scanline fragmentShader();
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if_interlace_scanline fragmentShader();
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scan.x[0] += scan.slopeX[0];
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scan.x[1] += scan.slopeX[1];
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