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/*==========================================================================;
* * Copyright (C) 1997 Microsoft Corporation. All Rights Reserved. * * File: clipper.c * Content: Clipper * ***************************************************************************/
#include "pch.cpp"
#pragma hdrstop
#include "clipper.h"
#include "d3dfei.h"
#define GET_NEW_CLIP_VERTEX \
&pv->ClipperState.clip_vertices[pv->ClipperState.clip_vertices_used++]; //---------------------------------------------------------------------
int SetInterpolationFlags(D3DFE_PROCESSVERTICES *pv) { // Figure out which pieces need to be interpolated in new vertices.
int interpolate = 0; if (pv->lpdwRStates[D3DRENDERSTATE_SHADEMODE] == D3DSHADE_GOURAUD) { if (pv->dwDeviceFlags & D3DDEV_RAMP) { interpolate |= INTERPOLATE_RCOLOR; } else { interpolate |= INTERPOLATE_COLOR; if (pv->lpdwRStates[D3DRENDERSTATE_SPECULARENABLE] || pv->lpdwRStates[D3DRENDERSTATE_FOGENABLE]) { interpolate |= INTERPOLATE_SPECULAR; } } } if (pv->dwDeviceFlags & D3DDEV_LEGACYTEXTURE) { interpolate |= INTERPOLATE_TEXTUREL; } else for(DWORD i = 0; i < pv->dwMaxTextureIndices; ++i) { if(pv->pD3DMappedTexI[i]) { interpolate |= INTERPOLATE_TEXTURE3; return interpolate; } } return interpolate; } //---------------------------------------------------------------------
__inline void InterpolateColor(ClipVertex *p, ClipVertex *p1, ClipVertex *p2, D3DVALUE num_denom ) { int r1, g1, b1, a1; int r2, g2, b2, a2;
r1 = RGBA_GETRED(p1->color); g1 = RGBA_GETGREEN(p1->color); b1 = RGBA_GETBLUE(p1->color); a1 = RGBA_GETALPHA(p1->color); r2 = RGBA_GETRED(p2->color); g2 = RGBA_GETGREEN(p2->color); b2 = RGBA_GETBLUE(p2->color); a2 = RGBA_GETALPHA(p2->color); p->color = RGBA_MAKE((WORD)(r1 + (r2 - r1) * num_denom), (WORD)(g1 + (g2 - g1) * num_denom), (WORD)(b1 + (b2 - b1) * num_denom), (WORD)(a1 + (a2 - a1) * num_denom)); } //---------------------------------------------------------------------
void InterpolateRampColor(ClipVertex* p, ClipVertex* p1, ClipVertex* p2, D3DVALUE num_denom ) { int a, c, c1, c2; int a1, a2;
c1 = CI_MASKALPHA(p1->color); a1 = CI_GETALPHA(p1->color); c2 = CI_MASKALPHA(p2->color); a2 = CI_GETALPHA(p2->color);
c = (int)(c1 + (c2 - c1) * num_denom); a = (int)(a1 + (a2 - a1) * num_denom);
p->color = CI_MAKE( a, CI_GETINDEX(c), CI_GETFRACTION(c) ); } //---------------------------------------------------------------------
__inline void InterpolateSpecular(ClipVertex *p, ClipVertex *p1, ClipVertex *p2, D3DVALUE num_denom ) { int r1, g1, b1, a1; int r2, g2, b2, a2;
r1 = RGBA_GETRED(p1->specular); g1 = RGBA_GETGREEN(p1->specular); b1 = RGBA_GETBLUE(p1->specular); a1 = RGBA_GETALPHA(p1->specular); r2 = RGBA_GETRED(p2->specular); g2 = RGBA_GETGREEN(p2->specular); b2 = RGBA_GETBLUE(p2->specular); a2 = RGBA_GETALPHA(p2->specular); p->specular = RGBA_MAKE((WORD)(r1 + (r2 - r1) * num_denom), (WORD)(g1 + (g2 - g1) * num_denom), (WORD)(b1 + (b2 - b1) * num_denom), (WORD)(a1 + (a2 - a1) * num_denom)); } //---------------------------------------------------------------------
__inline D3DVALUE InterpolateTexture(D3DVALUE t1, D3DVALUE t2, D3DVALUE num_denom, DWORD bWrap) { if (!bWrap) return ((t2 - t1) * num_denom + t1); else { D3DVALUE t = (TextureDiff(t2, t1, 1) * num_denom + t1); if (t > 1.0f) t -= 1.0f; return t; } } //---------------------------------------------------------------------
void Interpolate(D3DFE_PROCESSVERTICES *pv, ClipVertex *p, ClipVertex *p1, ClipVertex *p2, int code, int interpolate, D3DVALUE num, D3DVALUE denom) { D3DVALUE num_denom = num / denom;
p->clip = (((int)p1->clip & (int)p2->clip) & ~CLIPPED_ENABLE) | code; p->hx = p1->hx + (p2->hx - p1->hx) * num_denom; p->hy = p1->hy + (p2->hy - p1->hy) * num_denom; p->hz = p1->hz + (p2->hz - p1->hz) * num_denom; p->hw = p1->hw + (p2->hw - p1->hw) * num_denom; p->color = pv->ClipperState.clip_color; p->specular = pv->ClipperState.clip_specular;
/*
* Interpolate any other color model or quality dependent values. */ if (interpolate & INTERPOLATE_COLOR) { InterpolateColor(p, p1, p2, num_denom); } else if (interpolate & INTERPOLATE_RCOLOR) { InterpolateRampColor(p, p1, p2, num_denom); }
if (interpolate & INTERPOLATE_SPECULAR) { InterpolateSpecular(p, p1, p2, num_denom); }
if (interpolate & INTERPOLATE_TEXTUREL) { p->tex[0].u = InterpolateTexture(p1->tex[0].u, p2->tex[0].u, num_denom, pv->lpdwRStates[D3DRENDERSTATE_WRAPU]); p->tex[0].v = InterpolateTexture(p1->tex[0].v, p2->tex[0].v, num_denom, pv->lpdwRStates[D3DRENDERSTATE_WRAPV]); } else if (interpolate & INTERPOLATE_TEXTURE3) { // Assume that D3DRENDERSTATE_WRAPi are sequential
for (DWORD i = 0; i < pv->nTexCoord; i++) { DWORD wrapState = pv->lpdwRStates[D3DRENDERSTATE_WRAP0 + i]; p->tex[i].u = InterpolateTexture(p1->tex[i].u, p2->tex[i].u, num_denom, wrapState & D3DWRAP_U); p->tex[i].v = InterpolateTexture(p1->tex[i].v, p2->tex[i].v, num_denom, wrapState & D3DWRAP_V); } } } //------------------------------------------------------------------------------
// Functions for clipping by frustum window
//
#define __CLIP_NAME ClipLeft
#define __CLIP_LINE_NAME ClipLineLeft
#define __CLIP_FLAG CLIPPED_LEFT
#define __CLIP_COORD hx
#include "clip.h"
#define __CLIP_NAME ClipRight
#define __CLIP_LINE_NAME ClipLineRight
#define __CLIP_W
#define __CLIP_FLAG CLIPPED_RIGHT
#define __CLIP_COORD hx
#include "clip.h"
#define __CLIP_NAME ClipBottom
#define __CLIP_LINE_NAME ClipLineBottom
#define __CLIP_FLAG CLIPPED_BOTTOM
#define __CLIP_COORD hy
#include "clip.h"
#define __CLIP_NAME ClipTop
#define __CLIP_LINE_NAME ClipLineTop
#define __CLIP_W
#define __CLIP_FLAG CLIPPED_TOP
#define __CLIP_COORD hy
#include "clip.h"
#define __CLIP_NAME ClipBack
#define __CLIP_LINE_NAME ClipLineBack
#define __CLIP_W
#define __CLIP_FLAG CLIPPED_BACK
#define __CLIP_COORD hz
#include "clip.h"
#define __CLIP_NAME ClipFront
#define __CLIP_LINE_NAME ClipLineFront
#define __CLIP_FLAG CLIPPED_FRONT
#define __CLIP_COORD hz
#include "clip.h"
//------------------------------------------------------------------------------
// Functions for guard band clipping
//
#define __CLIP_GUARDBAND
#define __CLIP_NAME ClipLeftGB
#define __CLIP_LINE_NAME ClipLineLeftGB
#define __CLIP_FLAG CLIPPED_LEFT
#define __CLIP_COORD hx
#define __CLIP_SIGN -
#define __CLIP_GBCOEF Kgbx1
#include "clip.h"
#define __CLIP_NAME ClipRightGB
#define __CLIP_LINE_NAME ClipLineRightGB
#define __CLIP_FLAG CLIPPED_RIGHT
#define __CLIP_COORD hx
#define __CLIP_GBCOEF Kgbx2
#define __CLIP_SIGN +
#include "clip.h"
#define __CLIP_NAME ClipBottomGB
#define __CLIP_LINE_NAME ClipLineBottomGB
#define __CLIP_FLAG CLIPPED_BOTTOM
#define __CLIP_COORD hy
#define __CLIP_SIGN -
#define __CLIP_GBCOEF Kgby1
#include "clip.h"
#define __CLIP_NAME ClipTopGB
#define __CLIP_LINE_NAME ClipLineTopGB
#define __CLIP_FLAG CLIPPED_TOP
#define __CLIP_COORD hy
#define __CLIP_GBCOEF Kgby2
#define __CLIP_SIGN +
#include "clip.h"
#undef __CLIP_GUARDBAND
/*------------------------------------------------------------------------
* Calculate the screen coords for any new vertices * introduced into the polygon. */ void ComputeScreenCoordinates(D3DFE_PROCESSVERTICES *pv, ClipVertex **inv, int count, D3DRECTV *extent) { int i; BOOL updateExtent = !(pv->dwFlags & D3DDP_DONOTUPDATEEXTENTS); D3DFE_VIEWPORTCACHE& VPORT = pv->vcache;
for (i = 0; i < count; i++) { ClipVertex *p; p = inv[i];
/*
* Catch any vertices that need screen co-ordinates generated. * There are two possibilities * 1) Vertices generated during interpolation * 2) Vertices marked for clipping by the transform but * not clipped here due to the finite precision * of the floating point unit. */
if (p->clip & ~CLIPPED_ENABLE) { D3DVALUE w;
w = D3DVAL(1.0)/p->hw; switch ((int)p->clip & (CLIPPED_LEFT|CLIPPED_RIGHT)) { case CLIPPED_LEFT: p->sx = VPORT.minXgb; break; case CLIPPED_RIGHT: p->sx = VPORT.maxXgb; break; default: p->sx = p->hx * VPORT.scaleX * w + VPORT.offsetX; if (p->sx < VPORT.minXgb) p->sx = VPORT.minXgb; if (p->sx > VPORT.maxXgb) p->sx = VPORT.maxXgb; } switch ((int)p->clip & (CLIPPED_TOP|CLIPPED_BOTTOM)) { case CLIPPED_BOTTOM: p->sy = VPORT.maxYgb; break; case CLIPPED_TOP: p->sy = VPORT.minYgb; break; default: p->sy = p->hy * VPORT.scaleY * w + VPORT.offsetY; if (p->sy < VPORT.minYgb) p->sy = VPORT.minYgb; if (p->sy > VPORT.maxYgb) p->sy = VPORT.maxYgb; } p->sz = p->hz * w; if (updateExtent) { if (p->sx < extent->x1) extent->x1 = p->sx; if (p->sy < extent->y1) extent->y1 = p->sy; if (p->sx > extent->x2) extent->x2 = p->sx; if (p->sy > extent->y2) extent->y2 = p->sy; } } } } //---------------------------------------------------------------------
inline DWORD ComputeClipCodeGB(D3DFE_PROCESSVERTICES *pv, ClipVertex *p) { DWORD clip = 0; if (p->hx < p->hw * pv->vcache.Kgbx1) clip |= __D3DCLIPGB_LEFT; if (p->hx > p->hw * pv->vcache.Kgbx2) clip |= __D3DCLIPGB_RIGHT; if (p->hy < p->hw * pv->vcache.Kgby1) clip |= __D3DCLIPGB_BOTTOM; if (p->hy > p->hw * pv->vcache.Kgby2) clip |= __D3DCLIPGB_TOP; if (p->hz > p->hw) clip |= D3DCLIP_BACK; p->clip = (p->clip & (CLIPPED_ENABLE | CLIPPED_FRONT)) | clip; return clip; } //---------------------------------------------------------------------
inline DWORD ComputeClipCode(D3DFE_PROCESSVERTICES *pv, ClipVertex *p) { DWORD clip = 0; if (FLOAT_LTZ(p->hx)) clip |= D3DCLIP_LEFT; if (p->hx > p->hw) clip |= D3DCLIP_RIGHT; if (FLOAT_LTZ(p->hy)) clip |= D3DCLIP_BOTTOM; if (p->hy > p->hw) clip |= D3DCLIP_TOP; if (p->hz > p->hw) clip |= D3DCLIP_BACK; p->clip = (p->clip & (CLIPPED_ENABLE | CLIPPED_FRONT)) | clip; return clip; } //***********************************************************************
//
// Returns 0, if triangle is clipped. Number of vertices otherwise.
//
#undef DPF_MODNAME
#define DPF_MODNAME "ClipSingleTriangle"
int D3DFE_PVFUNCS::ClipSingleTriangle(D3DFE_PROCESSVERTICES *pv, ClipTriangle *tri, ClipVertex ***clipVertexPointer, int interpolate) { int accept; int i; int count; ClipVertex **inv; ClipVertex **outv; ClipVertex *p; ULONG_PTR swapv;
CD3DFPstate D3DFPstate; // Sets optimal FPU state for D3D.
if (pv->lpdwRStates[D3DRENDERSTATE_SHADEMODE] == D3DSHADE_FLAT) { // It is easier to set all vertices to the same color here
D3DCOLOR diffuse = tri->v[0]->color; D3DCOLOR specular = tri->v[0]->specular; tri->v[1]->color= diffuse; tri->v[1]->specular = specular; tri->v[2]->color = diffuse; tri->v[2]->specular = specular; } accept = (tri->v[0]->clip | tri->v[1]->clip | tri->v[2]->clip);
inv = tri->v;
if (tri->flags & D3DTRIFLAG_EDGEENABLE1) tri->v[0]->clip |= CLIPPED_ENABLE; if (tri->flags & D3DTRIFLAG_EDGEENABLE2) tri->v[1]->clip |= CLIPPED_ENABLE; if (tri->flags & D3DTRIFLAG_EDGEENABLE3) tri->v[2]->clip |= CLIPPED_ENABLE;
count = 3; outv = pv->ClipperState.clip_vbuf1; pv->ClipperState.clip_color = tri->v[0]->color; pv->ClipperState.clip_specular = tri->v[0]->specular;
/*
* XXX assumes sizeof(void*) == sizeof(unsigned long) */ { ULONG_PTR tmp1; ULONG_PTR tmp2;
tmp1 = (ULONG_PTR)pv->ClipperState.clip_vbuf1; tmp2 = (ULONG_PTR)pv->ClipperState.clip_vbuf2;
swapv = tmp1 + tmp2; } pv->ClipperState.clip_vertices_used = 0;
#define SWAP(inv, outv) \
inv = outv; \ outv = (ClipVertex**) (swapv - (ULONG_PTR) outv)
if (accept & D3DCLIP_FRONT) { count = ClipFront(pv, inv, outv, count, interpolate); if (count < 3) goto out_of_here; SWAP(inv, outv); } if (pv->dwDeviceFlags & D3DDEV_GUARDBAND) { // If there was clipping by the front plane it is better to
// compute clip code for new vertices and re-compute accept.
// Otherwise we will try to clip by sides when it is not necessary
if (accept & D3DCLIP_FRONT) { accept = 0; for (i = 0; i < count; i++) { ClipVertex *p; p = inv[i]; if (p->clip & CLIPPED_FRONT) accept |= ComputeClipCodeGB(pv, p); else accept |= p->clip; } } if (accept & D3DCLIP_BACK) { count = ClipBack(pv, inv, outv, count, interpolate); if (count < 3) goto out_of_here; SWAP(inv, outv); } if (accept & __D3DCLIPGB_LEFT) { count = ClipLeftGB(pv, inv, outv, count, interpolate); if (count < 3) goto out_of_here; SWAP(inv, outv); } if (accept & __D3DCLIPGB_RIGHT) { count = ClipRightGB(pv, inv, outv, count, interpolate); if (count < 3) goto out_of_here; SWAP(inv, outv); } if (accept & __D3DCLIPGB_BOTTOM) { count = ClipBottomGB(pv, inv, outv, count, interpolate); if (count < 3) goto out_of_here; SWAP(inv, outv); } if (accept & __D3DCLIPGB_TOP) { count = ClipTopGB(pv, inv, outv, count, interpolate); if (count < 3) goto out_of_here; SWAP(inv, outv); } } else { // If there was clipping by the front plane it is better to
// compute clip code for new vertices and re-compute accept.
// Otherwise we will try to clip by sides when it is not necessary
if (accept & D3DCLIP_FRONT) { accept = 0; for (i = 0; i < count; i++) { ClipVertex *p; p = inv[i]; if (p->clip & (CLIPPED_FRONT)) accept |= ComputeClipCode(pv, p); else accept |= p->clip; } } if (accept & D3DCLIP_BACK) { count = ClipBack(pv, inv, outv, count, interpolate); if (count < 3) goto out_of_here; SWAP(inv, outv); } if (accept & D3DCLIP_LEFT) { count = ClipLeft(pv, inv, outv, count, interpolate); if (count < 3) goto out_of_here; SWAP(inv, outv); } if (accept & D3DCLIP_RIGHT) { count = ClipRight(pv, inv, outv, count, interpolate); if (count < 3) goto out_of_here; SWAP(inv, outv); } if (accept & D3DCLIP_BOTTOM) { count = ClipBottom(pv, inv, outv, count, interpolate); if (count < 3) goto out_of_here; SWAP(inv, outv); } if (accept & D3DCLIP_TOP) { count = ClipTop(pv, inv, outv, count, interpolate); if (count < 3) goto out_of_here; SWAP(inv, outv); } }
#undef SWAP
ComputeScreenCoordinates(pv, inv, count, &pv->rExtents);
*clipVertexPointer = inv; pv->ClipperState.current_vbuf = inv; return count; out_of_here: *clipVertexPointer = NULL; return 0; } //*************************************************************************
//
#undef DPF_MODNAME
#define DPF_MODNAME "ClipSingleLine"
int ClipSingleLine(D3DFE_PROCESSVERTICES *pv, ClipTriangle *line, D3DRECTV *extent, int interpolate) { int accept; D3DVALUE in1, in2;
CD3DFPstate D3DFPstate; // Sets optimal FPU state for D3D.
accept = (line->v[0]->clip | line->v[1]->clip);
pv->ClipperState.clip_color = line->v[0]->color; pv->ClipperState.clip_specular = line->v[0]->specular;
if (accept & D3DCLIP_FRONT) if (ClipLineFront(pv, line, interpolate)) goto out_of_here; if (pv->dwDeviceFlags & D3DDEV_GUARDBAND) { // If there was clipping by the front plane it is better to
// compute clip code for new vertices and re-compute accept.
// Otherwise we will try to clip by sides when it is not necessary
if (accept & D3DCLIP_FRONT) { ClipVertex * p; accept = 0; p = line->v[0]; if (p->clip & CLIPPED_FRONT) accept |= ComputeClipCodeGB(pv, p); else accept |= p->clip; p = line->v[1]; if (p->clip & CLIPPED_FRONT) accept |= ComputeClipCodeGB(pv, p); else accept |= p->clip; } if (accept & D3DCLIP_BACK) if (ClipLineBack(pv, line, interpolate)) goto out_of_here; if (accept & __D3DCLIPGB_LEFT) if (ClipLineLeftGB(pv, line, interpolate)) goto out_of_here; if (accept & __D3DCLIPGB_RIGHT) if (ClipLineRightGB(pv, line, interpolate)) goto out_of_here; if (accept & __D3DCLIPGB_TOP) if (ClipLineTopGB(pv, line, interpolate)) goto out_of_here; if (accept & __D3DCLIPGB_BOTTOM) if (ClipLineBottomGB(pv, line, interpolate)) goto out_of_here; } else { // If there was clipping by the front plane it is better to
// compute clip code for new vertices and re-compute accept.
// Otherwise we will try to clip by sides when it is not necessary
if (accept & D3DCLIP_FRONT) { ClipVertex * p; accept = 0; p = line->v[0]; if (p->clip & CLIPPED_FRONT) accept |= ComputeClipCode(pv, p); else accept |= p->clip; p = line->v[1]; if (p->clip & CLIPPED_FRONT) accept |= ComputeClipCode(pv, p); else accept |= p->clip; } if (accept & D3DCLIP_BACK) if (ClipLineBack(pv, line, interpolate)) goto out_of_here; if (accept & D3DCLIP_LEFT) if (ClipLineLeft(pv, line, interpolate)) goto out_of_here; if (accept & D3DCLIP_RIGHT) if (ClipLineRight(pv, line, interpolate)) goto out_of_here; if (accept & D3DCLIP_TOP) if (ClipLineTop(pv, line, interpolate)) goto out_of_here; if (accept & D3DCLIP_BOTTOM) if (ClipLineBottom(pv, line, interpolate)) goto out_of_here; }
ComputeScreenCoordinates(pv, line->v, 2, extent);
return 1; out_of_here: return 0; } // ClipSingleLine
//----------------------------------------------------------------------
// GenClipFlags() Generates clip flags for a set of FVF
//
#undef DPF_MODNAME
#define DPF_MODNAME "GenClipFlags"
DWORD D3DFE_GenClipFlags(D3DFE_PROCESSVERTICES *pv) { DWORD clip_intersection, clip_union; float left = pv->vcache.minX; float top = pv->vcache.minY; float right = pv->vcache.maxX; float bottom = pv->vcache.maxY; float leftgb ; // Guard band window
float topgb ; float rightgb ; float bottomgb; DWORD clipZF, clipZB; DWORD stride = pv->position.dwStride;
clipZF = pv->lpdwRStates[D3DRENDERSTATE_ZENABLE] ? D3DCLIP_FRONT : 0; clipZB = pv->lpdwRStates[D3DRENDERSTATE_ZENABLE] ? D3DCLIP_BACK : 0;
clip_intersection = (DWORD)~0; clip_union = (DWORD)0;
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND) { leftgb = pv->vcache.minXgb; topgb = pv->vcache.minYgb; rightgb = pv->vcache.maxXgb; bottomgb = pv->vcache.maxYgb; } if (pv->dwFlags & D3DDP_DONOTUPDATEEXTENTS) { /* Only generate clip flags */ D3DTLVERTEX *lpVertices = (D3DTLVERTEX*)pv->position.lpvData; D3DFE_CLIPCODE *clipCode = pv->lpClipFlags; DWORD i; for (i = pv->dwNumVertices; i; i--) { DWORD clip = 0; D3DVALUE x,y,z; if (lpVertices->rhw < 0) { x = -lpVertices->sx; y = -lpVertices->sy; z = -lpVertices->sz; } else { x = lpVertices->sx; y = lpVertices->sy; z = lpVertices->sz; }
if (x < left) clip |= D3DCLIP_LEFT; else if (x >= right) clip |= D3DCLIP_RIGHT;
if (y < top) clip |= D3DCLIP_TOP; else if (y >= bottom) clip |= D3DCLIP_BOTTOM;
if (z < 0.0f) clip |= clipZF; else if (z >= 1.0f) clip |= clipZB;
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND && clip) { if (x < leftgb) clip |= __D3DCLIPGB_LEFT; else if (x >= rightgb) clip |= __D3DCLIPGB_RIGHT;
if (y < topgb) clip |= __D3DCLIPGB_TOP; else if (y >= bottomgb) clip |= __D3DCLIPGB_BOTTOM; }
clip_intersection &= clip; clip_union |= clip; *clipCode++ = (D3DFE_CLIPCODE)clip; lpVertices = (D3DTLVERTEX*)((char*)lpVertices + stride); } } else { /* Generate Clip Flags and Update Extents */ DWORD i; float minx = pv->rExtents.x1; float miny = pv->rExtents.y1; float maxx = pv->rExtents.x2; float maxy = pv->rExtents.y2; D3DTLVERTEX *lpVertices = (D3DTLVERTEX*)pv->position.lpvData; D3DFE_CLIPCODE *clipCode = pv->lpClipFlags; for (i = pv->dwNumVertices; i; i--) { DWORD clip = 0; D3DVALUE x,y,z; if (lpVertices->rhw < 0) { x = -lpVertices->sx; y = -lpVertices->sy; z = -lpVertices->sz; } else { x = lpVertices->sx; y = lpVertices->sy; z = lpVertices->sz; }
if (x < left) clip |= D3DCLIP_LEFT; else if (x >= right) clip |= D3DCLIP_RIGHT;
if (y < top) clip |= D3DCLIP_TOP; else if (y >= bottom) clip |= D3DCLIP_BOTTOM;
if (z < 0.0f) clip |= clipZF; else if (z >= 1.0f) clip |= clipZB;
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND && clip) { if (x < leftgb) clip |= __D3DCLIPGB_LEFT; else if (x >= rightgb) clip |= __D3DCLIPGB_RIGHT;
if (y < topgb) clip |= __D3DCLIPGB_TOP; else if (y >= bottomgb) clip |= __D3DCLIPGB_BOTTOM; } // Update extents only if the vertex is inside
if (clip == 0 || ((pv->dwDeviceFlags & D3DDEV_GUARDBAND) && ((clip & ~__D3DCLIP_INGUARDBAND) == 0))) { if (x < minx) minx = x; if (x > maxx) maxx = x; if (y < miny) miny = y; if (y > maxy) maxy = y; }
clip_intersection &= clip; clip_union |= clip; *clipCode++ = (D3DFE_CLIPCODE)clip; lpVertices = (D3DTLVERTEX*)((char*)lpVertices + stride); } pv->rExtents.x1 = minx; pv->rExtents.y1 = miny; pv->rExtents.x2 = maxx; pv->rExtents.y2 = maxy; }
pv->dwClipIntersection = clip_intersection; pv->dwClipUnion = clip_union;
return clip_intersection; } // end of GenClipFlags()
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