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/* $Id: t_dd_imm_vapi.h,v 1.1 2003-02-28 11:54:02 pj Exp $ */
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/*
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 * Mesa 3-D graphics library
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 * Version:  3.5
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 *
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 * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 *
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 * Authors:
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 *    Gareth Hughes <gareth@valinux.com>
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 *    Keith Whitwell <keithw@valinux.com>
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 */
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/* Template for immediate mode vertex functions.
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 */
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#define DBG 0
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#define VERTEX( ox, oy, oz, ow )
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do {
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   GET_CURRENT_VERTEX;
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   GLfloat w;
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   GLuint mask;
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   const GLfloat * const m = ctx->_ModelProjectMatrix.m;
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   if (DO_FULL_MATRIX) {
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      VERTEX_CLIP(0) = m[0] * ox + m[4] * oy + m[8]  * oz + m[12] * ow;
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      VERTEX_CLIP(1) = m[1] * ox + m[5] * oy + m[9]  * oz + m[13] * ow;
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      VERTEX_CLIP(2) = m[2] * ox + m[6] * oy + m[10] * oz + m[14] * ow;
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      VERTEX_CLIP(3) = m[3] * ox + m[7] * oy + m[11] * oz + m[15] * ow;
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      w = VERTEX_CLIP(3);
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   }
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   else if (DO_NOROT_MATRIX) {
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      VERTEX_CLIP(0) = m[0] * ox                          + m[12] * ow;
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      VERTEX_CLIP(1) =             m[5] * oy              + m[13] * ow;
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      VERTEX_CLIP(2) =                         m[10] * oz + m[14] * ow;
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      VERTEX_CLIP(3) =                                              ow;
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      w = ow;
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   }
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   else {
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      ASSERT (DO_IDENTITY_MATRIX);
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      VERTEX_CLIP(0) = ox;
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      VERTEX_CLIP(1) = oy;
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      VERTEX_CLIP(2) = oz;
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      VERTEX_CLIP(3) = ow;
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      w = ow;
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   }
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   mask = 0;
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   if (DO_CLIP_TEST) {
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      if ( VERTEX_CLIP(0) >  w ) mask |= CLIP_RIGHT_BIT;
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      if ( VERTEX_CLIP(0) < -w ) mask |= CLIP_LEFT_BIT;
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      if ( VERTEX_CLIP(1) >  w ) mask |= CLIP_TOP_BIT;
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      if ( VERTEX_CLIP(1) < -w ) mask |= CLIP_BOTTOM_BIT;
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      if ( VERTEX_CLIP(2) >  w ) mask |= CLIP_FAR_BIT;
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      if ( VERTEX_CLIP(2) < -w ) mask |= CLIP_NEAR_BIT;
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      VERTEX_MASK(v) = mask;
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   }
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   if (!mask) {
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      if (HAVE_VERTEX_WIN) {
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         if (!HAVE_HW_VIEWPORT) {
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            const GLfloat *s = GET_VIEWPORT_MATRIX();
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            if (HAVE_W && HAVE_HW_DIVIDE) {
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               VERTEX_WIN( 0 ) = s[0]  * VERTEX_CLIP( 0 ) + s[12];
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               VERTEX_WIN( 1 ) = s[5]  * VERTEX_CLIP( 1 ) + s[13];
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               VERTEX_WIN( 2 ) = s[10] * VERTEX_CLIP( 2 ) + s[14];
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               VERTEX_WIN( 3 ) = w;
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            }
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            else {
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               const GLfloat oow = 1.0/w; /* possibly opt away */
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               VERTEX_WIN( 0 ) = s[0]  * VERTEX_CLIP( 0 ) * oow + s[12];
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               VERTEX_WIN( 1 ) = s[5]  * VERTEX_CLIP( 1 ) * oow + s[13];
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               VERTEX_WIN( 2 ) = s[10] * VERTEX_CLIP( 2 ) * oow + s[14];
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               if (HAVE_W)
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                  VERTEX_WIN( 3 ) = oow;
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            }
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         }
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         else if (HAVE_W && HAVE_HW_DIVIDE) {
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            if (!VERTEX_WIN_IS_VERTEX_CLIP) {
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               VERTEX_WIN( 0 ) = VERTEX_CLIP( 0 );
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               VERTEX_WIN( 1 ) = VERTEX_CLIP( 1 );
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               VERTEX_WIN( 2 ) = VERTEX_CLIP( 2 );
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               VERTEX_WIN( 3 ) = w;
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            }
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         }
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         else {
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            const GLfloat oow = 1.0/w; /* possibly opt away */
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            VERTEX_WIN( 0 ) = VERTEX_CLIP( 0 ) * oow;
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            VERTEX_WIN( 1 ) = VERTEX_CLIP( 1 ) * oow;
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            VERTEX_WIN( 2 ) = VERTEX_CLIP( 2 ) * oow;
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            if (HAVE_W)
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               VERTEX_WIN( 3 ) = oow;
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         }
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      }
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   } else if (!FALLBACK_OR_CLIPPING) {
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      SET_CLIPPING();           /* transition to clipping */
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   }
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   COPY_VERTEX_FROM_CURRENT;
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   BUILD_PRIM_FROM_VERTEX;
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}
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/* Let the compiler optimize away the constant operations:
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 */
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static void VTAG(Vertex2f)( GLfloat ox, GLfloat oy )
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{
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   /* Cliptest on clip[2] could also be eliminated...
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    */
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   VERTEX( ox, oy, 0, 1 );
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}
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static void VTAG(Vertex2fv)( const GLfloat *obj )
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{
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   /* Cliptest on clip[2] could also be eliminated...
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    */
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   VERTEX( obj[0], obj[1], 0, 1 );
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}
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static void VTAG(Vertex3f)( GLfloat ox, GLfloat oy, GLfloat oz )
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{
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   VERTEX( ox, oy, oz, 1 );
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}
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static void VTAG(Vertex3fv)( const GLfloat *obj )
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{
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   VERTEX( obj[0], obj[1], obj[2], 1 );
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}
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static void VTAG(Vertex4f)( GLfloat ox, GLfloat oy, GLfloat oz, GLfloat ow )
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{
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   VERTEX( ox, oy, oz, ow );
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}
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static void VTAG(Vertex4fv)( const GLfloat *obj )
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{
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   VERTEX( obj[0], obj[1], obj[2], obj[3] );
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}
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#undef DO_FULL_MATRIX
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#undef VTAG
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#undef VERTEX