Leaked source code of windows server 2003
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/*==========================================================================;
* * Copyright (C) 1997 Microsoft Corporation. All Rights Reserved. * * File: d3dfei.hpp * Content: Direct3D frontend internal include file * ***************************************************************************/ #ifndef _D3DFEI_H_
#define _D3DFEI_H_
#include "clipper.h"
#define HANDLE_TO_MAT(lpDevI, h) ((LPD3DMATRIXI) ULongToPtr(h))
void setIdentity(D3DMATRIXI * m);
extern void UpdateXfrmLight(LPDIRECT3DDEVICEI lpDevI); extern void MatrixProduct(D3DMATRIXI *d, D3DMATRIXI *a, D3DMATRIXI *b); extern void D3DFE_updateExtents(LPDIRECT3DDEVICEI lpDevI); extern void D3DFE_ConvertExtent(LPDIRECT3DDEVICEI lpDevI, LPD3DRECTV from, LPD3DRECT to); extern HRESULT D3DFE_InitTransform(LPDIRECT3DDEVICEI lpDevI); extern void D3DFE_DestroyTransform(LPDIRECT3DDEVICEI lpDevI);
// Goes through all vertices and computes ramp color and texture.
// If pIn == pOut coordinates are not copied
//
extern void ConvertColorsToRamp(LPDIRECT3DDEVICEI lpDevI, D3DTLVERTEX *pIn, D3DTLVERTEX *pOut, DWORD count); //---------------------------------------------------------------------
// Maps legacy vertex formats (D3DVERTEX, D3DTLVERTEX, D3DLVERTEX) to
// FVF vertex ID.
//
extern DWORD d3dVertexToFVF[4]; //---------------------------------------------------------------------
// Computes the Current Transformation Matrix (lpDevI->mCTM) by combining
// all matrices together
//
extern void updateTransform(LPDIRECT3DDEVICEI lpDevI); //---------------------------------------------------------------------
// Clamp extents to viewport window.
// For guard band it is possible that extents are outside viewport window
// after clipping
//
inline void ClampExtents(LPD3DFE_PROCESSVERTICES pv) { if (pv->dwDeviceFlags & D3DDEV_GUARDBAND && !(pv->dwFlags & D3DDP_DONOTUPDATEEXTENTS)) { if (pv->rExtents.x1 < pv->vcache.minX) pv->rExtents.x1 = pv->vcache.minX; if (pv->rExtents.x2 > pv->vcache.maxX) pv->rExtents.x2 = pv->vcache.maxX; if (pv->rExtents.y1 < pv->vcache.minY) pv->rExtents.y1 = pv->vcache.minY; if (pv->rExtents.y2 > pv->vcache.maxY) pv->rExtents.y2 = pv->vcache.maxY; } } //---------------------------------------------------------------------
// Returns TRUE if cipping is needed
//
inline BOOL CheckIfNeedClipping(LPD3DFE_PROCESSVERTICES pv) { if (pv->dwDeviceFlags & D3DDEV_GUARDBAND) { if (pv->dwClipUnion & ~__D3DCLIP_INGUARDBAND) return TRUE; } else if (pv->dwClipUnion) return TRUE; return FALSE; } //---------------------------------------------------------------------
// Updates lighting and computes process vertices flags
//
inline HRESULT DoUpdateState(LPDIRECT3DDEVICEI lpDevI) { if (lpDevI->dwFlags & D3DPV_LIGHTING) { if (!(lpDevI->dwFlags & D3DDP_DONOTLIGHT || lpDevI->lighting.hMat == NULL)) { HRESULT ret; extern HRESULT setLights(LPDIRECT3DVIEWPORTI); LPDIRECT3DVIEWPORTI lpViewI = (LPDIRECT3DVIEWPORTI) (lpDevI->lpCurrentViewport); // only set up lights if something has changed
if (lpViewI->bLightsChanged) { if ((ret = setLights(lpViewI)) != D3D_OK) { D3D_ERR("failed to setup lights"); return ret; } lpViewI->bLightsChanged = FALSE; } lpDevI->dwFlags |= D3DPV_LIGHTING; if (lpDevI->dwFEFlags & D3DFE_COMPUTESPECULAR && lpDevI->dwVIDOut & D3DFVF_SPECULAR) lpDevI->dwFlags |= D3DPV_COMPUTESPECULAR; } else lpDevI->dwFlags &= ~D3DPV_LIGHTING; } if (lpDevI->dwFEFlags & D3DFE_COLORVERTEX) { if (lpDevI->dwVIDIn & D3DFVF_DIFFUSE) lpDevI->dwFlags |= D3DPV_COLORVERTEX; if (lpDevI->dwVIDIn & D3DFVF_SPECULAR) lpDevI->dwFlags |= D3DPV_COLORVERTEXS; }
UpdateXfrmLight(lpDevI); // In case if COLORVERTEX is TRUE, the vertexAlpha could be overriden
// by vertex alpha
lpDevI->lighting.alpha = lpDevI->lighting.materialAlpha;
return D3D_OK; } //---------------------------------------------------------------------
// The following bits should be set in dwFlags before calling this function:
//
// D3DPV_STRIDE - if strides are used
// D3DPV_SOA - if SOA is used
//
inline long D3DFE_ProcessVertices(LPDIRECT3DDEVICEI lpDevI) { // Update Lighting and related flags
DoUpdateState(lpDevI); return lpDevI->pGeometryFuncs->ProcessVertices(lpDevI); } //---------------------------------------------------------------------
// Updates clip status in the device
//
// We have to mask all guard band bits
//
inline void D3DFE_UpdateClipStatus(LPDIRECT3DDEVICEI lpDevI) { lpDevI->iClipStatus |= lpDevI->dwClipUnion & D3DSTATUS_CLIPUNIONALL; lpDevI->iClipStatus &= (~D3DSTATUS_CLIPINTERSECTIONALL | ((lpDevI->dwClipIntersection & D3DSTATUS_CLIPUNIONALL) << 12)); } #endif // _D3DFEI_H_
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