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https://github.com/OpenTrespasser/JurassicParkTrespasser.git
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817 lines
20 KiB
C++
817 lines
20 KiB
C++
/**********************************************************************************************
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*
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* Copyright © DreamWorks Interactive. 1996
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*
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* Contents:
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* Classes for using, or not using, Gouraud shading in raster primitives.
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*
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* Notes:
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*
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* To Do:
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*
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**********************************************************************************************
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*
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* $Log:: /JP2_PC/Source/Lib/Renderer/Primitives/GouraudT.hpp $
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*
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* 28 98.09.19 12:39a Mmouni
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* Added "forceinline" to many small inline functions.
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* Inlined some functions for speed.
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*
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* 27 8/25/98 3:06p Rvande
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* Qualified fixed as being in the global scope
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*
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* 26 98.04.08 8:42p Mmouni
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* Added support for fogged dithered flat shaded primitive.
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*
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* 25 98.02.17 10:20p Mmouni
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* Gouraud shaded gradient is now zeroed if gradients from any two subtriangles have different
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* signs.
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*
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* 24 98/01/02 17:22 Speter
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* Added safety check before setting iNumIntensities.
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*
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* 23 97/11/06 4:49p Pkeet
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* Added class 'CGouraudFog.'
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*
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* 22 97.10.15 7:41p Mmouni
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* Removed support for right to left scanlines.
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*
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* 21 97/10/13 2:16p Pkeet
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* Fixed bug with alpha.
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*
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* 20 97/10/12 20:41 Speter
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* Replaced rvIntensity with cvIntensity, pre-scaled. Removed SetNumIntensities().
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* iNumIntensities is a debug-only variable.
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*
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* 19 97/08/05 14:19 Speter
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* Slightly optimised polygon vertex setup by adding InitializeVertexData() functions.
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*
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* 18 97/07/16 15:54 Speter
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* InitializeTriangleData now takes two params to use as coefficients in derivative calculation
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* rather than f_invdx; also takes b_update parameter to use for multiple-triangle gradient
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* calculations. Added AssertXRange function to test the validity of a single scanline.
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*
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* 17 97/07/07 14:05 Speter
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* Now copy vertices for current polygon locally to arvRasterVertices, and set rvIntensity to
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* scaled intensity.
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*
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* 16 97/06/27 15:31 Speter
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* Added new CGouraudNone, which does no base intensity calculation. CGouraudOff now uses
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* polygon's rvFace rather than averaging vertices. Moved code into new
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* InitializePolygonData(), added bIsPlanar().
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*
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* 15 6/26/97 9:59a Mlange
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* Now uses the (fast) float to int conversion functions.
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*
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* 14 97/06/23 20:31 Speter
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* Made gcfScreen a static member of CScreenRender.
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*
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* 13 6/16/97 8:35p Mlange
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* Updated for fixed::fxFromFloat() name change.
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*
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* 12 97/01/20 11:51 Speter
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* Moved gcfScreen from CScreenRender to a global var for this rasteriser.
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*
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* 11 97/01/16 11:55 Speter
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* Updated for CScreenRender changes.
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*
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* 10 97/01/07 12:05 Speter
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* Updated for ptr_const.
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*
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* 9 96/12/31 17:04 Speter
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* Changed some pointers to ptr<>.
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*
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* 8 96/12/17 13:17 Speter
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* Added gamma correction code.
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* Moved extern fClutRampScale declaration to DrawTriangle.hpp.
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*
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* 7 10/14/96 11:47a Pkeet
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* Maded statically declared global variables externally declared global variables.
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*
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* 6 10/09/96 7:38p Pkeet
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* Added constructors.
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*
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* 5 10/04/96 5:36p Pkeet
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* Added an abstract base class. Added the '-' operator member function.
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*
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* 4 10/03/96 6:17p Pkeet
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* Added the 'iBaseIntensity' variable to the module.
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*
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* 3 10/03/96 3:16p Pkeet
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* Moved constants and static global variables associated with Gouraud shading here.
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*
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* 2 10/01/96 3:18p Pkeet
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* Enabled the 'iInitializeTriangleData' function to work without a texture pointer. This would
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* occur when using the LineBumpMake raster drawing routine.
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*
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* 1 9/27/96 4:32p Pkeet
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* Initial implementation.
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*
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*********************************************************************************************/
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#ifndef HEADER_LIB_RENDERER_PRIMITIVES_GOURAUDT_HPP
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#define HEADER_LIB_RENDERER_PRIMITIVES_GOURAUDT_HPP
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//
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// Constants.
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//
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const float fGouraudTolerance = 0.05f;
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//
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// Static variables used for assembly coding.
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//
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// Floating and fixed point representation of intensity step values with respect to x.
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extern float fDeltaXIntensity;
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extern ::fixed fxDeltaXIntensity;
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// Value for modulus subtract.
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extern ::fixed fxIModDiv;
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#if VER_DEBUG
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// Maximum intensity value (range-checking only).
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#include "Lib/Renderer/Fog.hpp"
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extern int iNumIntensities;
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#endif
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// Base intensity value for the triangle.
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extern int iBaseIntensity;
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//
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// Class definitions.
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//
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//*********************************************************************************************
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//
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class CGouraudNone
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//
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// Defines a base class for Gouraud shading.
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//
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//**************************************
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{
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public:
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//*****************************************************************************************
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//
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// CGouraudNone member functions.
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//
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//*****************************************************************************************
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//
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forceinline CGouraudNone
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(
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)
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//
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//
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//
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//**************************************
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{
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}
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//*****************************************************************************************
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//
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forceinline CGouraudNone
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(
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const CGouraudNone& gour
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)
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//
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//
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//
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//**************************************
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{
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}
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//*****************************************************************************************
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//
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forceinline uint32 u4Offset
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(
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)
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//
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// Returns the offset into the clut for a given intensity.
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//
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//**************************************
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{
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return 0;
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}
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//*****************************************************************************************
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//
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void AssertRange
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(
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)
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//
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// Does nothing.
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//
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//**************************************
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{
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}
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//*****************************************************************************************
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//
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void AssertXRange
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(
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int i_xrange
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)
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//
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// Does nothing.
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//
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//**************************************
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{
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}
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//*****************************************************************************************
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//
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forceinline void operator +=
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(
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const CGouraudNone& gour // Amount to increment intensity by.
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)
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//
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// Does nothing.
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//
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//**************************************
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{
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}
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//*****************************************************************************************
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//
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forceinline void operator -
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(
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)
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//
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// Does nothing.
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//
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//**************************************
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{
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}
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//*****************************************************************************************
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//
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forceinline void ModulusSubtract
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(
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)
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//
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// Does nothing.
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//
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//**************************************
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{
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}
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forceinline void operator ++
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(
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)
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//
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// Does nothing.
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//
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//**************************************
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{
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}
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//*********************************************************************************************
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//
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static forceinline bool bIsPlanar()
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//
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// Returns:
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// Whether this feature has planar gradients across any polygon.
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//
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//**********************************
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{
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return true;
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}
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//*********************************************************************************************
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//
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static forceinline bool bGouraudFog()
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//
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// Returns 'true' if this class is used for fogging.
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//
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//**********************************
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{
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return false;
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}
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//*********************************************************************************************
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//
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forceinline void InitializePolygonData
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(
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ptr_const<CTexture> ptex, // Texture for polygon.
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TClutVal cv_face // Face-wide lighting.
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)
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//
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//**************************************
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{
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iBaseIntensity = 0;
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}
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//*********************************************************************************************
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//
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forceinline void InitializeVertexData
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(
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SRenderVertex* prv_src,
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SRenderVertex* prv_dst
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)
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//
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//**************************************
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{
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}
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//*********************************************************************************************
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//
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forceinline void InitializeTriangleData
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(
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SRenderVertex* prv_1, // First of three non-colinear coordinates describing the
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// plane of the triangle in screen coordinates.
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SRenderVertex* prv_2, // Second coordinate describing the plane.
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SRenderVertex* prv_3, // Third coordinate describing the plane.
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float f_yab_invdx, // Multipliers for gradients.
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float f_yac_invdx,
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bool b_update = false // Modify the gradients rather than setting them.
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)
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//
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// Sets the average intensity across the triangle.
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//
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//**************************************
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{
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}
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//*********************************************************************************************
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//
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forceinline void InitializeAsBase
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(
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const SRenderVertex* prv_from,
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const SRenderVertex* prv_to,
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float f_inverse_dy,
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float f_start_y,
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float f_x_difference,
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CGouraudNone* pgour_increment,
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float f_xdiff_increment
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)
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//
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// Does nothing.
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//
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//**************************************
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{
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}
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};
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//*********************************************************************************************
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//
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class CGouraudOff: public CGouraudNone
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//
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// Defines a class which applies constant lighting, without Gouraud shading.
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//
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//**************************************
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{
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public:
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//*****************************************************************************************
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//
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// CGouraudOff member functions.
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//
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//*********************************************************************************************
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//
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forceinline void InitializePolygonData
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(
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ptr_const<CTexture> ptex, // Texture for polygon.
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TClutVal cv_face // Face-wide lighting.
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)
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//
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//**************************************
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{
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iBaseIntensity = iPosFloatCast(cv_face);
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#if VER_DEBUG
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iNumIntensities = 0;
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if (ptex && ptex->ppcePalClut && ptex->ppcePalClut->pclutClut)
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{
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iNumIntensities = ptex->ppcePalClut->pclutClut->iNumRampValues;
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Assert(iBaseIntensity < ptex->ppcePalClut->pclutClut->iNumRampValues);
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}
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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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class CGouraudOn : public CGouraudNone
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//
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// Defines a class for rasterizing primitives with Gouraud shading.
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//
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//**************************************
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{
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public:
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::fixed fxIntensity;
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public:
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//*****************************************************************************************
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//
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// CGouraudOn member functions.
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//
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//*****************************************************************************************
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//
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forceinline CGouraudOn
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(
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)
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//
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//
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//
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//**************************************
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{
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}
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//*****************************************************************************************
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//
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forceinline CGouraudOn
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(
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const CGouraudOn& gour
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)
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//
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//
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//
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//**************************************
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{
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fxIntensity = gour.fxIntensity;
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AssertRange();
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}
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//*****************************************************************************************
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//
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forceinline void operator +=
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(
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const CGouraudOn& gour // Amount to increment intensity by.
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)
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//
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// Increments intensity by an amount.
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//
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//**************************************
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{
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fxIntensity += gour.fxIntensity;
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AssertRange();
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}
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//*****************************************************************************************
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//
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forceinline void operator -
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(
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)
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//
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// Negates the sign of the modulus subtraction factor.
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//
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//**************************************
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{
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fxIModDiv = -fxIModDiv;
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}
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//*****************************************************************************************
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//
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forceinline void ModulusSubtract
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(
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)
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//
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// Perform modulus subtraction.
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//
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//**************************************
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{
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fxIntensity += fxIModDiv;
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AssertRange();
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}
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forceinline void operator ++
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(
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)
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//
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// Increments the intensity value for the next position on the horizontal scanline.
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//
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//**************************************
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{
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fxIntensity += fxDeltaXIntensity;
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AssertRange();
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}
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//*****************************************************************************************
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//
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forceinline uint32 u4Offset
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(
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)
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//
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// Returns the offset into the clut for a given intensity.
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//
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//**************************************
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{
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// Check that the intensity is in a valid range.
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AssertRange();
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return uint32(int(fxIntensity)) << 8;
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}
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//*****************************************************************************************
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//
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void AssertRange
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(
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)
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//
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// Uses asserts to check the if the value of an intensity is valid.
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//
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//**************************************
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{
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/*
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Assert(fxIntensity >= fixed(0));
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Assert(fxIntensity < fixed(iNumIntensities));
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*/
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}
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//*****************************************************************************************
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//
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void AssertXRange
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(
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int i_xrange
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)
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//
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// Uses asserts to check if the range of intensities for this scanline is valid.
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//
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//**************************************
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{
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#if VER_DEBUG
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/*
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// Check starting value.
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AssertRange();
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// Check ending value.
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fixed fx_end = fxIntensity + fxDeltaXIntensity * fixed(i_xrange);
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Assert(fx_end >= fixed(0));
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Assert(fx_end < fixed(iNumIntensities));
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*/
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#endif
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}
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//*********************************************************************************************
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//
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static forceinline bool bIsPlanar()
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//
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// Returns:
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// Whether this feature has planar gradients across any polygon.
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//
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//**********************************
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{
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return false;
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}
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//*********************************************************************************************
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//
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forceinline void InitializePolygonData
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(
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ptr_const<CTexture> ptex, // Texture for polygon.
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TClutVal cv_face // Face-wide lighting.
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)
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//
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//**************************************
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{
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#if VER_DEBUG
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iNumIntensities = 0;
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if (ptex && ptex->ppcePalClut && ptex->ppcePalClut->pclutClut)
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iNumIntensities = ptex->ppcePalClut->pclutClut->iNumRampValues;
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#endif
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iBaseIntensity = 0;
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}
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//*********************************************************************************************
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//
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forceinline void InitializeVertexData
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(
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SRenderVertex* prv_src,
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SRenderVertex* prv_dst
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)
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//
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//**************************************
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{
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prv_dst->cvIntensity = prv_src->cvIntensity;
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}
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//*********************************************************************************************
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//
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forceinline void InitializeTriangleData
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(
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SRenderVertex* prv_1, // First of three non-colinear coordinates describing
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// the plane of the triangle in screen coordinates.
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SRenderVertex* prv_2, // Second coordinate describing the plane.
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SRenderVertex* prv_3, // Third coordinate describing the plane.
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float f_yab_invdx, // Multipliers for gradients.
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float f_yac_invdx,
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bool b_update = false // Modify the gradients rather than setting them.
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)
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//
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// Setup up triangle-wide data for a Gouraud-shaded triangle; specifically setting the step
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// value with respect to the 'x' axis for intensity and finding the base address in the clut
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// for the colour.
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//
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// Returns 0.
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//
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//**************************************
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{
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Assert(prv_1);
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Assert(prv_2);
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Assert(prv_3);
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//
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// Find the step value for intensity with respect to the horizontal axis.
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//
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float f_di_invdx = (prv_2->cvIntensity - prv_1->cvIntensity) * f_yac_invdx -
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(prv_3->cvIntensity - prv_1->cvIntensity) * f_yab_invdx;
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if (b_update)
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{
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// If the sign of two gradients is different, then use zero.
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if (CIntFloat(f_di_invdx).bSign() != CIntFloat(fDeltaXIntensity).bSign())
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{
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fDeltaXIntensity = 0.0f;
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fxDeltaXIntensity = 0;
|
|
return;
|
|
}
|
|
|
|
// Skip update if we already have a smaller value.
|
|
if (fabs(f_di_invdx) >= fabs(fDeltaXIntensity))
|
|
return;
|
|
}
|
|
|
|
fDeltaXIntensity = f_di_invdx;
|
|
|
|
//
|
|
// Make sure that intensity does not exceed the maximum ramp value of the clut.
|
|
// This clamping is necessary because triangles that are viewed almost edge on can
|
|
// generate very large values for fDeltaXIntensity -- resulting in small inaccuracies
|
|
// that cause texture coordinates to go out-of-range.
|
|
//
|
|
// It can be assumed that if intensity is actually larger than the ramp value of the
|
|
// clut, there will never have more than one pixel per scanline. Therefore clamping
|
|
// this value will not cause incorrect mapping to be used, but will keep inaccuracies
|
|
// from causing the primitive to fail.
|
|
//
|
|
Clamp(fDeltaXIntensity, 16.0f);
|
|
|
|
// Convert to fixed point representation.
|
|
fxDeltaXIntensity.fxFromFloat(fDeltaXIntensity);
|
|
}
|
|
|
|
//*********************************************************************************************
|
|
//
|
|
forceinline void InitializeAsBase
|
|
(
|
|
const SRenderVertex* prv_from,
|
|
const SRenderVertex* prv_to,
|
|
float f_inverse_dy,
|
|
float f_start_y,
|
|
float f_x_difference,
|
|
CGouraudOn* pgour_increment,
|
|
float f_xdiff_increment
|
|
)
|
|
//
|
|
// Initializes the intensity components of a base edge, including starting position and
|
|
// edge walking increment.
|
|
//
|
|
// Notes:
|
|
// The subpixel 'y' calculation made in CEdge is applied here.
|
|
//
|
|
//**************************************
|
|
{
|
|
Assert(prv_from);
|
|
Assert(prv_to);
|
|
Assert(pgour_increment);
|
|
|
|
//
|
|
// Find the i increment value across x. The value is calculated from:
|
|
//
|
|
// di (i1 - i0)
|
|
// i increment = ---- = ---------
|
|
// dy (y1 - y0)
|
|
//
|
|
// Note that f_increment_i may be positive or negative, therefore no fast float to
|
|
// int conversion can be used.
|
|
//
|
|
float f_increment_i = f_inverse_dy * (prv_to->cvIntensity - prv_from->cvIntensity);
|
|
|
|
//
|
|
// The modulus subtraction value might be a different sign than fxDeltaXIntensity,
|
|
// therefore it has to be stored separately.
|
|
//
|
|
fxIModDiv = fxDeltaXIntensity;
|
|
|
|
//
|
|
// Set up the increments for edge walking. Note that the increment of the x difference
|
|
// must be incorporated into this value.
|
|
//
|
|
pgour_increment->fxIntensity.fxFromFloat(f_increment_i + f_xdiff_increment * fDeltaXIntensity);
|
|
|
|
//
|
|
// Adjust intensity to the value it would be when the edge first intersects the first
|
|
// horizontal line, and add the starting adjust value with respect to x.
|
|
//
|
|
fxIntensity.fxFromFloat(prv_from->cvIntensity + f_increment_i * f_start_y +
|
|
f_x_difference * fDeltaXIntensity);
|
|
AssertRange();
|
|
}
|
|
|
|
};
|
|
|
|
|
|
//*********************************************************************************************
|
|
//
|
|
class CGouraudFog : public CGouraudOn
|
|
//
|
|
// Uses the Gouraud shading algorithm to supply values for fogging.
|
|
//
|
|
//**************************************
|
|
{
|
|
public:
|
|
|
|
float fFog;
|
|
|
|
//*****************************************************************************************
|
|
//
|
|
forceinline CGouraudFog
|
|
(
|
|
)
|
|
//
|
|
//
|
|
//
|
|
//**************************************
|
|
{
|
|
}
|
|
|
|
//*****************************************************************************************
|
|
//
|
|
forceinline CGouraudFog
|
|
(
|
|
const CGouraudFog& gour
|
|
)
|
|
: CGouraudOn(gour)
|
|
//
|
|
//
|
|
//
|
|
//**************************************
|
|
{
|
|
}
|
|
|
|
//*********************************************************************************************
|
|
//
|
|
static forceinline bool bGouraudFog()
|
|
//
|
|
// Returns 'true' if this class is used for fogging.
|
|
//
|
|
//**********************************
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//*********************************************************************************************
|
|
//
|
|
forceinline void InitializePolygonData
|
|
(
|
|
ptr_const<CTexture> ptex, // Texture for polygon.
|
|
TClutVal cv_face // Face-wide lighting.
|
|
)
|
|
//
|
|
//**************************************
|
|
{
|
|
#if VER_DEBUG
|
|
iNumIntensities = iNUM_TERRAIN_FOG_BANDS;
|
|
#endif
|
|
// Get the base color value, the fog is applied via a seperate table.
|
|
iBaseIntensity = iPosFloatCast(cv_face);
|
|
}
|
|
|
|
//*****************************************************************************************
|
|
//
|
|
void AssertXRange
|
|
(
|
|
int i_xrange
|
|
)
|
|
//
|
|
// Uses asserts to check if the range of intensities for this scanline is valid.
|
|
//
|
|
//**************************************
|
|
{
|
|
#if VER_DEBUG
|
|
/*
|
|
// Check starting value.
|
|
AssertRange();
|
|
|
|
// Check ending value.
|
|
fixed fx_end = fxIntensity + fxDeltaXIntensity * fixed(i_xrange);
|
|
Assert(fx_end >= fixed(0));
|
|
Assert(fx_end < fixed(iNumIntensities));
|
|
*/
|
|
#endif
|
|
}
|
|
|
|
};
|
|
|
|
|
|
#endif
|