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/******************************Module*Header**********************************\
* * ******************* * * D3D SAMPLE CODE * * ******************* * * Module Name: d3dpoint.c * * Content: Direct3D hw point rasterization code. * * Copyright (c) 1994-1998 3Dlabs Inc. Ltd. All rights reserved. * Copyright (c) 1995-1999 Microsoft Corporation. All rights reserved. \*****************************************************************************/
#include "precomp.h"
#include "d3ddelta.h"
#include "d3dhw.h"
#include "d3dcntxt.h"
#if defined(_ALPHA_)
#include <math.h>
#endif
//-----------------------------------------------------------------------------
//
// VOID P2_Draw_FVF_Point
//
// Hardare render a single point coming from a FVF vertex
//
// Primitive rendering at this stage is dependent upon the current value/setting
// of texturing, perspective correction, fogging, gouraud/flat shading, and
// specular highlights.
//
//-----------------------------------------------------------------------------
VOID P2_Draw_FVF_Point(PERMEDIA_D3DCONTEXT *pContext, LPD3DTLVERTEX lpV0, LPP2FVFOFFSETS lpFVFOff) { PPDev pPdev = pContext->ppdev; DWORD dwFlags = pContext->Hdr.Flags; ULONG ulRenderCmd = pContext->RenderCommand; DWORD dwColorOffs,dwSpecularOffs,dwTexOffs; D3DCOLOR dwColor, dwSpecular; D3DVALUE fKs, fS, fT, fQ; PERMEDIA_DEFS(pContext->ppdev);
DBG_D3D((10,"Entering P2_Draw_FVF_Point"));
// Set point rendering mode
RENDER_POINT(ulRenderCmd);
// Get FVF structure offsets
__SetFVFOffsets(&dwColorOffs,&dwSpecularOffs,&dwTexOffs,lpFVFOff);
RESERVEDMAPTR(0x80); SEND_PERMEDIA_DATA(RasterizerMode, BIAS_NEARLY_HALF);
// Get vertex color value (FVF based)
if (dwColorOffs) { dwColor = FVFCOLOR(lpV0, dwColorOffs)->color; if (FAKE_ALPHABLEND_MODULATE & pContext->FakeBlendNum) { dwColor |= 0xFF000000; } } else { // must set default in case no D3DFVF_DIFFUSE
dwColor = 0xFFFFFFFF; }
// Get vertex specular value (FVF based) if necessary
if ((dwFlags & (CTXT_HAS_SPECULAR_ENABLED | CTXT_HAS_FOGGING_ENABLED)) && (dwSpecularOffs != 0)) { dwSpecular = FVFSPEC(lpV0, dwSpecularOffs)->specular; }
if ((dwFlags & CTXT_HAS_TEXTURE_ENABLED) && (dwTexOffs != 0)) { // Get s,t texture coordinates (FVF based)
fS = FVFTEX(lpV0,dwTexOffs)->tu; fT = FVFTEX(lpV0,dwTexOffs)->tv;
// Scale s,t coordinate values
fS *= pContext->DeltaWidthScale; fT *= pContext->DeltaHeightScale;
// Apply perpspective corrections if necessary
if (dwFlags & CTXT_HAS_PERSPECTIVE_ENABLED) { fQ = lpV0->rhw; fS *= fQ; fT *= fQ; } else { fQ = 1.0; }
// Send points s,t,q,ks (conditionaly),x,y,z values
if ((dwFlags & CTXT_HAS_SPECULAR_ENABLED) && (dwSpecularOffs != 0)) { fKs = RGB256_TO_LUMA(RGB_GETRED(dwSpecular), RGB_GETGREEN(dwSpecular), RGB_GETBLUE(dwSpecular));
SEND_VERTEX_STQ_KS_XYZ(__Permedia2TagV0FloatS, fS, fT, fQ, fKs, lpV0->sx, lpV0->sy, lpV0->sz); } else { SEND_VERTEX_STQ_XYZ(__Permedia2TagV0FloatS, fS, fT, fQ, lpV0->sx, lpV0->sy, lpV0->sz); } } else // not textured point
{ // If specular is enabled, change the colours
if ((dwFlags & CTXT_HAS_SPECULAR_ENABLED) && (dwSpecularOffs != 0)) { CLAMP8888(dwColor, dwColor, dwSpecular); }
// Send lines x,y,z values
SEND_VERTEX_XYZ(__Permedia2TagV0FloatS, lpV0->sx, lpV0->sy, lpV0->sz); }
// If fog is set, send the appropriate value
if ((dwFlags & CTXT_HAS_FOGGING_ENABLED) && (dwSpecularOffs != 0)) { SEND_VERTEX_FOG(__Permedia2TagV0FixedF, RGB_GET_GAMBIT_FOG(dwSpecular)); }
// Send appropriate color depending on Gouraud , Mono, & Alpha
if (dwFlags & CTXT_HAS_GOURAUD_ENABLED) { // Gouraud shading
if (RENDER_MONO) { SEND_VERTEX_RGB_MONO_P2(__Permedia2TagV0FixedS, dwColor); } else { if (dwFlags & CTXT_HAS_ALPHABLEND_ENABLED) { if (pContext->FakeBlendNum & FAKE_ALPHABLEND_ONE_ONE) { dwColor &= 0xFFFFFF; // supress color's alpha value
} } SEND_VERTEX_RGBA_P2(__Permedia2TagV0FixedS, dwColor); } } else // Flat shading
{ if (RENDER_MONO) { // Get constant color from the blue channel
DWORD BlueChannel = RGBA_GETBLUE(dwColor); SEND_PERMEDIA_DATA(ConstantColor, RGB_MAKE(BlueChannel, BlueChannel, BlueChannel)); } else { if (pContext->FakeBlendNum & FAKE_ALPHABLEND_ONE_ONE) { dwColor &= 0xFFFFFF; } SEND_PERMEDIA_DATA(ConstantColor, RGBA_MAKE(RGBA_GETBLUE(dwColor), RGBA_GETGREEN(dwColor), RGBA_GETRED(dwColor), RGBA_GETALPHA(dwColor))); } }
SEND_PERMEDIA_DATA(DrawLine01, ulRenderCmd); SEND_PERMEDIA_DATA(RasterizerMode, 0); COMMITDMAPTR();
DBG_D3D((10,"Exiting P2_Draw_FVF_Point"));
} // P2_Draw_FVF_Point
//-----------------------------------------------------------------------------
//
// void P2_Draw_FVF_Point_Tri
//
// Render a triangle with FVF vertexes when the point fillmode is active
//
//-----------------------------------------------------------------------------
void P2_Draw_FVF_Point_Tri(PERMEDIA_D3DCONTEXT *pContext, LPD3DTLVERTEX lpV0, LPD3DTLVERTEX lpV1, LPD3DTLVERTEX lpV2, LPP2FVFOFFSETS lpFVFOff) { D3DFVFDRAWPNTFUNCPTR pPoint;
DBG_D3D((10,"Entering P2_Draw_FVF_Point_Tri"));
pPoint = __HWSetPointFunc(pContext, lpFVFOff); (*pPoint)(pContext, lpV0, lpFVFOff); (*pPoint)(pContext, lpV1, lpFVFOff); (*pPoint)(pContext, lpV2, lpFVFOff);
DBG_D3D((10,"Exiting P2_Draw_FVF_Point_Tri"));
} // P2_Draw_FVF_Point_Tri
//@@BEGIN_DDKSPLIT
#if D3D_POINTSPRITES
//-----------------------------------------------------------------------------
//
// void P2_Draw_FVF_Point_Sprite
//
// Render a point sprite with FVF vertexes when the point sprite enable is on
//
//-----------------------------------------------------------------------------
#define SPRITETEXCOORDMAX (4095.75F/4096.F)
void P2_Draw_FVF_Point_Sprite(PERMEDIA_D3DCONTEXT *pContext, LPD3DTLVERTEX lpV0, LPP2FVFOFFSETS lpFVFOff) { P2FVFMAXVERTEX fvfVUL, fvfVUR, fvfVLL, fvfVLR; DWORD dwColorOffs,dwSpecularOffs,dwTexOffs; D3DVALUE fPntSize, fPntSizeHalf;
DBG_D3D((10,"Entering P2_Draw_FVF_Point_Sprite"));
// Get FVF structure offsets
__SetFVFOffsets(&dwColorOffs,&dwSpecularOffs,&dwTexOffs,lpFVFOff);
// Compute point sprite size
if (lpFVFOff->dwPntSizeOffset) { fPntSize = FVFPSIZE(lpV0, lpFVFOff->dwPntSizeOffset)->psize; } else { fPntSize = pContext->fPointSize; }
// Initialize square values
memcpy( &fvfVUL, lpV0, lpFVFOff->dwStride); memcpy( &fvfVUR, lpV0, lpFVFOff->dwStride); memcpy( &fvfVLL, lpV0, lpFVFOff->dwStride); memcpy( &fvfVLR, lpV0, lpFVFOff->dwStride);
// Clamp point size to zero
if (fPntSize > 0.0f) fPntSizeHalf = fPntSize * 0.5f; else fPntSizeHalf = 0.0f;
// Make this a square of size fPntSize
((D3DTLVERTEX *)&fvfVUL)->sx -= fPntSizeHalf; ((D3DTLVERTEX *)&fvfVUL)->sy -= fPntSizeHalf;
((D3DTLVERTEX *)&fvfVUR)->sx += fPntSizeHalf; ((D3DTLVERTEX *)&fvfVUR)->sy -= fPntSizeHalf;
((D3DTLVERTEX *)&fvfVLL)->sx -= fPntSizeHalf; ((D3DTLVERTEX *)&fvfVLL)->sy += fPntSizeHalf;
((D3DTLVERTEX *)&fvfVLR)->sx += fPntSizeHalf; ((D3DTLVERTEX *)&fvfVLR)->sy += fPntSizeHalf;
if ((pContext->bPointSpriteEnabled) && (dwTexOffs)) { // Modify texture coordinates according to spec
FVFTEX(&fvfVUL, dwTexOffs)->tu = 0.0f; FVFTEX(&fvfVUL, dwTexOffs)->tv = 0.0f;
FVFTEX(&fvfVUR, dwTexOffs)->tu = SPRITETEXCOORDMAX; FVFTEX(&fvfVUR, dwTexOffs)->tv = 0.0f;
FVFTEX(&fvfVLL, dwTexOffs)->tu = 0.0f; FVFTEX(&fvfVLL, dwTexOffs)->tv = SPRITETEXCOORDMAX;
FVFTEX(&fvfVLR, dwTexOffs)->tu = SPRITETEXCOORDMAX; FVFTEX(&fvfVLR, dwTexOffs)->tv = SPRITETEXCOORDMAX; }
// here we are going to send the required quad
P2_Draw_FVF_Solid_Tri(pContext, (D3DTLVERTEX *)&fvfVUL, (D3DTLVERTEX *)&fvfVUR, (D3DTLVERTEX *)&fvfVLL, lpFVFOff);
P2_Draw_FVF_Solid_Tri(pContext, (D3DTLVERTEX *)&fvfVLL, (D3DTLVERTEX *)&fvfVUR, (D3DTLVERTEX *)&fvfVLR, lpFVFOff);
DBG_D3D((10,"Exiting P2_Draw_FVF_Point_Sprite")); } #endif // D3D_POINTSPRITES
//@@END_DDKSPLIT
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