- BurningVideo: 0.50
- 10 year anniversary update - Lighting model reworked. moved to eyespace like openGL. [Specular Highlights, Fog, Sphere/Reflection Map] - increased internal s4DVertex to support 4 Textures and 4 Colors [switchable] - Textures are handled as sRGB during Mipmap Generation. More accurate, less visual disruption - 2D is drawn as 3D like hardware drivers. [switchable]. enables viewport scaling, material2D - Texture Spatial Resolution Limiting working. [lower memory consumption,SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE] - SuperTuxKart 8.0.1 playable git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6086 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
@@ -47,7 +47,7 @@
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#undef SUBTEXEL
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#endif
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#ifndef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
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#if BURNING_MATERIAL_MAX_COLORS < 1
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#undef IPOL_C0
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#endif
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@@ -84,19 +84,10 @@ public:
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CTRStencilShadow(CBurningVideoDriver* driver);
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//! draws an indexed triangle list
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virtual void drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c ) _IRR_OVERRIDE_;
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virtual void setParam ( u32 index, f32 value) _IRR_OVERRIDE_;
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virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) _IRR_OVERRIDE_;
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private:
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// fragment shader
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typedef void (CTRStencilShadow::*tFragmentShader) ();
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void fragment_zfail_decr ();
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void fragment_zfail_incr ();
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tFragmentShader fragmentShader;
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sScanConvertData scan;
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sScanLineData line;
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void fragmentShader();
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};
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@@ -112,36 +103,14 @@ CTRStencilShadow::CTRStencilShadow(CBurningVideoDriver* driver)
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/*!
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*/
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void CTRStencilShadow::setParam ( u32 index, f32 value)
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void CTRStencilShadow::fragmentShader()
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{
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u32 val = (u32) value;
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// glStencilOp (fail,zfail,zpass
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if ( index == 1 && val == 1 )
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{
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fragmentShader = &CTRStencilShadow::fragment_zfail_incr;
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}
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else
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if ( index == 1 && val == 2 )
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{
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fragmentShader = &CTRStencilShadow::fragment_zfail_decr;
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}
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}
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/*!
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*/
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void CTRStencilShadow::fragment_zfail_decr ()
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{
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if (!Stencil)
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return;
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//tVideoSample *dst;
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#ifdef USE_ZBUFFER
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fp24 *z;
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#endif
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#ifdef USE_SBUFFER
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u32 *stencil;
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tStencilSample *stencil;
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#endif
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s32 xStart;
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@@ -158,27 +127,19 @@ void CTRStencilShadow::fragment_zfail_decr ()
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#ifdef IPOL_W
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fp24 slopeW;
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#endif
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#ifdef IPOL_C0
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sVec4 slopeC[MATERIAL_MAX_COLORS];
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#endif
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#ifdef IPOL_T0
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sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
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#endif
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#ifdef IPOL_L0
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sVec3 slopeL[BURNING_MATERIAL_MAX_TANGENT];
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#endif
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// apply top-left fill-convention, left
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xStart = core::ceil32_fast( line.x[0] );
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xEnd = core::ceil32_fast( line.x[1] ) - 1;
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xStart = fill_convention_left( line.x[0] );
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xEnd = fill_convention_right( line.x[1] );
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dx = xEnd - xStart;
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if ( dx < 0 )
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return;
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SOFTWARE_DRIVER_2_CLIPCHECK;
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// slopes
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const f32 invDeltaX = core::reciprocal_approxim ( line.x[1] - line.x[0] );
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const f32 invDeltaX = reciprocal_zero2( line.x[1] - line.x[0] );
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#ifdef IPOL_Z
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slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
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@@ -186,21 +147,6 @@ void CTRStencilShadow::fragment_zfail_decr ()
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#ifdef IPOL_W
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slopeW = (line.w[1] - line.w[0]) * invDeltaX;
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#endif
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#ifdef IPOL_C0
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slopeC[0] = (line.c[0][1] - line.c[0][0]) * invDeltaX;
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#endif
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#ifdef IPOL_T0
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slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
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#endif
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#ifdef IPOL_T1
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slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
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#endif
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#ifdef IPOL_T2
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slopeT[2] = (line.t[2][1] - line.t[2][0]) * invDeltaX;
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#endif
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#ifdef IPOL_L0
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slopeL[0] = (line.l[0][1] - line.l[0][0]) * invDeltaX;
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#endif
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#ifdef SUBTEXEL
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subPixel = ( (f32) xStart ) - line.x[0];
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@@ -210,23 +156,8 @@ void CTRStencilShadow::fragment_zfail_decr ()
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#ifdef IPOL_W
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line.w[0] += slopeW * subPixel;
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#endif
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#ifdef IPOL_C0
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line.c[0][0] += slopeC[0] * subPixel;
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#endif
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#ifdef IPOL_T0
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line.t[0][0] += slopeT[0] * subPixel;
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#endif
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#ifdef IPOL_T1
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line.t[1][0] += slopeT[1] * subPixel;
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#endif
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#ifdef IPOL_T2
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line.t[2][0] += slopeT[2] * subPixel;
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#endif
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#ifdef IPOL_L0
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line.l[0][0] += slopeL[0] * subPixel;
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#endif
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#endif
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SOFTWARE_DRIVER_2_CLIPCHECK;
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//dst = (tVideoSample*)RenderTarget->getData() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
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#ifdef USE_ZBUFFER
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@@ -234,30 +165,43 @@ void CTRStencilShadow::fragment_zfail_decr ()
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#endif
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#ifdef USE_SBUFFER
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stencil = (u32*) Stencil->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
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stencil = (tStencilSample*) Stencil->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
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#endif
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#ifdef INVERSE_W
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f32 inversew;
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f32 inversew = FIX_POINT_F32_MUL;
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#endif
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#ifdef IPOL_C0
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tFixPoint r3, g3, b3;
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#endif
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for ( s32 i = 0; i <= dx; i++ )
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s32 i;
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for (i = 0; i <= dx; i++)
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{
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#ifdef CMP_Z
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if ( line.z[0] < z[i] )
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if (line.z[0] < z[i])
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#endif
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#ifdef CMP_W
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if ( line.w[0] < z[i] )
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if (line.w[0] > z[i])
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#endif
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{
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// zpass
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switch (stencilOp[2])
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{
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case StencilOp_INCR: stencil[i] += 1; break;
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case StencilOp_DECR: stencil[i] -= 1; break;// core::s32_max(0, stencil[i] - 1); break;
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default:
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case StencilOp_KEEP: break;
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}
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}
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else
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{
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// zfail
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stencil[i] -= 1;
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switch (stencilOp[1])
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{
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case StencilOp_INCR: stencil[i] += 1; break;
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case StencilOp_DECR: stencil[i] -= 1; break;// core::s32_max(0, stencil[i] - 1); break;
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default:
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case StencilOp_KEEP: break;
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}
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}
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#ifdef IPOL_Z
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@@ -265,181 +209,13 @@ void CTRStencilShadow::fragment_zfail_decr ()
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#endif
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#ifdef IPOL_W
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line.w[0] += slopeW;
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#endif
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#ifdef IPOL_C0
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line.c[0][0] += slopeC[0];
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#endif
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#ifdef IPOL_T0
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line.t[0][0] += slopeT[0];
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#endif
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#ifdef IPOL_T1
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line.t[1][0] += slopeT[1];
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#endif
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#ifdef IPOL_T2
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line.t[2][0] += slopeT[2];
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#endif
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#ifdef IPOL_L0
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line.l[0][0] += slopeL[0];
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#endif
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}
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}
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/*!
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*/
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void CTRStencilShadow::fragment_zfail_incr()
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{
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if (!Stencil)
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return;
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//tVideoSample *dst;
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#ifdef USE_ZBUFFER
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fp24 *z;
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#endif
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#ifdef USE_SBUFFER
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u32 *stencil;
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#endif
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s32 xStart;
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s32 xEnd;
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s32 dx;
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#ifdef SUBTEXEL
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f32 subPixel;
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#endif
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#ifdef IPOL_Z
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f32 slopeZ;
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#endif
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#ifdef IPOL_W
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fp24 slopeW;
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#endif
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#ifdef IPOL_C0
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sVec4 slopeC[MATERIAL_MAX_COLORS];
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#endif
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#ifdef IPOL_T0
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sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
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#endif
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#ifdef IPOL_L0
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sVec3 slopeL[BURNING_MATERIAL_MAX_TANGENT];
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#endif
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// apply top-left fill-convention, left
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xStart = core::ceil32_fast( line.x[0] );
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xEnd = core::ceil32_fast( line.x[1] ) - 1;
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dx = xEnd - xStart;
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if ( dx < 0 )
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return;
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// slopes
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const f32 invDeltaX = core::reciprocal_approxim ( line.x[1] - line.x[0] );
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#ifdef IPOL_Z
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slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
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#endif
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#ifdef IPOL_W
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slopeW = (line.w[1] - line.w[0]) * invDeltaX;
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#endif
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#ifdef IPOL_C0
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slopeC[0] = (line.c[0][1] - line.c[0][0]) * invDeltaX;
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#endif
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#ifdef IPOL_T0
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slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
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#endif
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#ifdef IPOL_T1
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slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
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#endif
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#ifdef IPOL_T2
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slopeT[2] = (line.t[2][1] - line.t[2][0]) * invDeltaX;
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#endif
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#ifdef IPOL_L0
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slopeL[0] = (line.l[0][1] - line.l[0][0]) * invDeltaX;
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#endif
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#ifdef SUBTEXEL
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subPixel = ( (f32) xStart ) - line.x[0];
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#ifdef IPOL_Z
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line.z[0] += slopeZ * subPixel;
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#endif
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#ifdef IPOL_W
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line.w[0] += slopeW * subPixel;
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#endif
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#ifdef IPOL_C0
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line.c[0][0] += slopeC[0] * subPixel;
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#endif
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#ifdef IPOL_T0
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line.t[0][0] += slopeT[0] * subPixel;
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#endif
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#ifdef IPOL_T1
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line.t[1][0] += slopeT[1] * subPixel;
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#endif
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#ifdef IPOL_T2
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line.t[2][0] += slopeT[2] * subPixel;
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#endif
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#ifdef IPOL_L0
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line.l[0][0] += slopeL[0] * subPixel;
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#endif
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#endif
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//dst = (tVideoSample*)RenderTarget->getData() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
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#ifdef USE_ZBUFFER
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z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
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#endif
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#ifdef USE_SBUFFER
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stencil = (u32*) Stencil->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
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#endif
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#ifdef INVERSE_W
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f32 inversew;
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#endif
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#ifdef IPOL_C0
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tFixPoint r3, g3, b3;
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#endif
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for ( s32 i = 0; i <= dx; i++ )
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{
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#ifdef CMP_Z
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if ( line.z[0] < z[i] )
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#endif
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#ifdef CMP_W
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if ( line.w[0] < z[i] )
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#endif
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{
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// zfail
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stencil[i] += 1;
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}
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#ifdef IPOL_Z
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line.z[0] += slopeZ;
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#endif
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#ifdef IPOL_W
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line.w[0] += slopeW;
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#endif
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#ifdef IPOL_C0
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line.c[0][0] += slopeC[0];
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#endif
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#ifdef IPOL_T0
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line.t[0][0] += slopeT[0];
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#endif
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#ifdef IPOL_T1
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line.t[1][0] += slopeT[1];
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#endif
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#ifdef IPOL_T2
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line.t[2][0] += slopeT[2];
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#endif
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#ifdef IPOL_L0
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line.l[0][0] += slopeL[0];
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#endif
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}
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}
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void CTRStencilShadow::drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c )
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void CTRStencilShadow::drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c)
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{
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// sort on height, y
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if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
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@@ -450,9 +226,9 @@ void CTRStencilShadow::drawTriangle ( const s4DVertex *a,const s4DVertex *b,cons
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const f32 ba = b->Pos.y - a->Pos.y;
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const f32 cb = c->Pos.y - b->Pos.y;
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// calculate delta y of the edges
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scan.invDeltaY[0] = core::reciprocal( ca );
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scan.invDeltaY[1] = core::reciprocal( ba );
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scan.invDeltaY[2] = core::reciprocal( cb );
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scan.invDeltaY[0] = reciprocal_zero( ca );
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scan.invDeltaY[1] = reciprocal_zero( ba );
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scan.invDeltaY[2] = reciprocal_zero( cb );
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if ( F32_LOWER_EQUAL_0 ( scan.invDeltaY[0] ) )
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return;
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@@ -516,7 +292,6 @@ void CTRStencilShadow::drawTriangle ( const s4DVertex *a,const s4DVertex *b,cons
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#endif
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// rasterize upper sub-triangle
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//if ( (f32) 0.0 != scan.invDeltaY[1] )
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if ( F32_GREATER_0 ( scan.invDeltaY[1] ) )
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{
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// calculate slopes for top edge
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@@ -559,8 +334,8 @@ void CTRStencilShadow::drawTriangle ( const s4DVertex *a,const s4DVertex *b,cons
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#endif
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// apply top-left fill convention, top part
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yStart = core::ceil32_fast( a->Pos.y );
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yEnd = core::ceil32_fast( b->Pos.y ) - 1;
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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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#ifdef SUBTEXEL
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subPixel = ( (f32) yStart ) - a->Pos.y;
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@@ -648,7 +423,7 @@ void CTRStencilShadow::drawTriangle ( const s4DVertex *a,const s4DVertex *b,cons
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#endif
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// render a scanline
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(this->*fragmentShader) ();
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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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@@ -766,8 +541,8 @@ void CTRStencilShadow::drawTriangle ( const s4DVertex *a,const s4DVertex *b,cons
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#endif
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// apply top-left fill convention, top part
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yStart = core::ceil32_fast( b->Pos.y );
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yEnd = core::ceil32_fast( c->Pos.y ) - 1;
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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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#ifdef SUBTEXEL
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@@ -856,7 +631,7 @@ void CTRStencilShadow::drawTriangle ( const s4DVertex *a,const s4DVertex *b,cons
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#endif
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// render a scanline
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(this->*fragmentShader) ();
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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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@@ -915,6 +690,7 @@ namespace video
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//! creates a triangle renderer
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IBurningShader* createTRStencilShadow(CBurningVideoDriver* driver)
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{
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//ETR_STENCIL_SHADOW
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#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
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return new CTRStencilShadow(driver);
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#else
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