brender-1997/d3drend/ffront.c
2022-05-03 14:31:40 -07:00

77 lines
1.6 KiB
C

/*
* Copyright (c) 1993-1995 Argonaut Technologies Limited. All rights reserved.
*
* $Id: ffront.c 1.1 1997/07/11 16:14:04 jon Exp JON $
* $Locker: JON $
*
* Primitive renderer filters that will call primitives with near SZ values
*/
#include <stddef.h>
#include <string.h>
#include "drv.h"
#include "shortcut.h"
#include "brassert.h"
BR_RCS_ID("$Id: ffront.c 1.1 1997/07/11 16:14:04 jon Exp JON $");
void BR_ASM_CALL RenderForceFront1(struct brp_block *block,
brp_vertex *v0)
{
brp_vertex v[1];
v[0] = *v0;
v[0].comp[C_SZ] = BR_SCALAR(0.0);
block->chain->render(block->chain, v+0);
}
void BR_ASM_CALL RenderForceFront2(struct brp_block *block,
brp_vertex *v0, brp_vertex *v1)
{
brp_vertex v[2];
v[0] = *v0;
v[1] = *v1;
v[0].comp[C_SZ] = BR_SCALAR(0.0);
v[1].comp[C_SZ] = BR_SCALAR(0.0);
block->chain->render(block->chain, v+0, v+1);
}
void BR_ASM_CALL RenderForceFront3(struct brp_block *block,
brp_vertex *v0, brp_vertex *v1,brp_vertex *v2)
{
brp_vertex v[3];
v[0] = *v0;
v[1] = *v1;
v[2] = *v2;
v[0].comp[C_SZ] = BR_SCALAR(0.0);
v[1].comp[C_SZ] = BR_SCALAR(0.0);
v[2].comp[C_SZ] = BR_SCALAR(0.0);
block->chain->render(block->chain, v+0, v+1, v+2);
}
void BR_ASM_CALL RenderForceFront4(struct brp_block *block,
brp_vertex *v0, brp_vertex *v1,brp_vertex *v2,brp_vertex *v3)
{
brp_vertex v[4];
v[0] = *v0;
v[1] = *v1;
v[2] = *v2;
v[3] = *v3;
v[0].comp[C_SZ] = BR_SCALAR(0.0);
v[1].comp[C_SZ] = BR_SCALAR(0.0);
v[2].comp[C_SZ] = BR_SCALAR(0.0);
v[3].comp[C_SZ] = BR_SCALAR(0.0);
block->chain->render(block->chain, v+0, v+1, v+2, v+3);
}