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#include "pch.cpp" #pragma hdrstop
#include "light.h" #include "clipper.h" #include "drawprim.hpp"
#define NEXT(pointer, stride, type) pointer = (type*)((char*)pointer + stride);
// We use power of 2 because it preserves the mantissa when we multiply const D3DVALUE __HUGE_PWR2 = 1024.0f*1024.0f*2.0f; const D3DVALUE __ONE_OVER_255 = 1.0f/255.0f;
//-------------------------------------------------------------------------- D3DVALUE ComputeDistance(LPD3DFE_PROCESSVERTICES pv, D3DVECTOR &v) { if (pv->dwFlags & D3DPV_RANGEBASEDFOG) { D3DVALUE x,y,z; x = v.x*pv->mWV._11 + v.y*pv->mWV._21 + v.z*pv->mWV._31 + pv->mWV._41; y = v.x*pv->mWV._12 + v.y*pv->mWV._22 + v.z*pv->mWV._32 + pv->mWV._42; z = v.x*pv->mWV._13 + v.y*pv->mWV._23 + v.z*pv->mWV._33 + pv->mWV._43; return SQRTF(x*x + y*y + z*z); } else return v.x*pv->mWV._13 + v.y*pv->mWV._23 + v.z*pv->mWV._33 + pv->mWV._43; } //-------------------------------------------------------------------------- // Process vertices with flexible vertex format, if vertex is // contiguous // // The following fields from pv are used: // dwFlags // dwNumVertices // position.lpvData // position.lpvStrides // dwVIDIn // dwVIDOut // lpvOut // lpClipFlags // nTexCoord // Returns: // returns dwClipIntersection or 0 (if D3DDP_DONOTCLIP is set) // Side effects: // dwClipUnion, dwClipIntersection are set only if D3DDP_DONOTCLIP is not set // rExtents is updated if D3DDP_DONOTUPDATEEXTENTS is not set // #undef DPF_MODNAME #define DPF_MODNAME "ProcessVerticesFVF"
DWORD ProcessVerticesFVF (LPD3DFE_PROCESSVERTICES pv) { D3DVERTEX *in = (D3DVERTEX*)pv->position.lpvData; DWORD in_size = pv->position.dwStride; D3DTLVERTEX *out = (D3DTLVERTEX*)pv->lpvOut; DWORD out_size = pv->dwOutputSize; D3DFE_CLIPCODE *hout = pv->lpClipFlags; DWORD flags = pv->dwFlags; DWORD inVID = pv->dwVIDIn; DWORD outVID = pv->dwVIDOut; int nTex = pv->nTexCoord << 1; int i; int clip_intersection = ~0; int clip_union = 0; D3DVALUE minx, maxx, miny, maxy; DWORD texOffset; DWORD diffuseOffset; DWORD specularOffset; int count = pv->dwNumVertices; BOOL bNoFVFandNoTexture = FALSE;
// Compute input offsets i = sizeof(D3DVECTOR); if (inVID & D3DFVF_NORMAL) i += sizeof(D3DVECTOR); if (inVID & D3DFVF_RESERVED1) i += sizeof(D3DVALUE); diffuseOffset = i; if (inVID & D3DFVF_DIFFUSE) i += sizeof(DWORD); specularOffset = i; if (inVID & D3DFVF_SPECULAR) i += sizeof(DWORD);
texOffset = i; if (!(pv->dwDeviceFlags & D3DDEV_FVF || pv->dwFlags & D3DPV_VBCALL)) { if (nTex) { texOffset += pv->dwTextureIndexToCopy << 3; } else { // For non-FVF drivers we have to fill texture coordinates with // zeros. bNoFVFandNoTexture = TRUE; } }
if (!(flags & D3DDP_DONOTUPDATEEXTENTS)) { minx = pv->rExtents.x1; miny = pv->rExtents.y1; maxx = pv->rExtents.x2; maxy = pv->rExtents.y2; }
pv->lighting.outDiffuse = __DEFAULT_DIFFUSE; pv->lighting.outSpecular = __DEFAULT_SPECULAR;
for (i = count; i; i--) { DWORD clip; float x, y, z, w, we; x = in->x*pv->mCTM._11 + in->y*pv->mCTM._21 + in->z*pv->mCTM._31 + pv->mCTM._41; y = in->x*pv->mCTM._12 + in->y*pv->mCTM._22 + in->z*pv->mCTM._32 + pv->mCTM._42; z = in->x*pv->mCTM._13 + in->y*pv->mCTM._23 + in->z*pv->mCTM._33 + pv->mCTM._43; we= in->x*pv->mCTM._14 + in->y*pv->mCTM._24 + in->z*pv->mCTM._34 + pv->mCTM._44; clip = 0; if (!(flags & D3DDP_DONOTCLIP)) { D3DVALUE xx = we - x; D3DVALUE yy = we - y; D3DVALUE zz = we - z; clip = ((ASINT32(x) & 0x80000000) >> (32-D3DCLIP_LEFTBIT)) | ((ASINT32(y) & 0x80000000) >> (32-D3DCLIP_BOTTOMBIT)) | ((ASINT32(z) & 0x80000000) >> (32-D3DCLIP_FRONTBIT)) | ((ASINT32(xx) & 0x80000000) >> (32-D3DCLIP_RIGHTBIT)) | ((ASINT32(yy) & 0x80000000) >> (32-D3DCLIP_TOPBIT)) | ((ASINT32(zz) & 0x80000000) >> (32-D3DCLIP_BACKBIT)); }
if (clip == 0) { int k; DWORD *pOut = (DWORD*)((char*)out + 4*sizeof(D3DVALUE));
// We have to check this only for DONOTCLIP case, because otherwise // "clip" is not zero, if we is zero. if (!FLOAT_EQZ(we)) w = D3DVAL(1)/we; else w = __HUGE_PWR2; clip_intersection = 0; if (!(flags & D3DDP_DONOTUPDATEEXTENTS)) { x = x * w * pv->vcache.scaleX + pv->vcache.offsetX; y = y * w * pv->vcache.scaleY + pv->vcache.offsetY; if (x < minx) minx = x; if (x > maxx) maxx = x; if (y < miny) miny = y; if (y > maxy) maxy = y; } else { x = x * w * pv->vcache.scaleX + pv->vcache.offsetX; y = y * w * pv->vcache.scaleY + pv->vcache.offsetY; } out->sx = x; out->sy = y; out->sz = z*w; out->rhw = w;
if (flags & D3DPV_LIGHTING) { if (pv->dwFlags & D3DPV_COLORVERTEX) { DWORD color = *(D3DCOLOR*)((char*)in+diffuseOffset); pv->lighting.alpha = color & 0xFF000000; MakeColor(&pv->lighting.vertexDiffuse, color); } if (pv->dwFlags & D3DPV_COLORVERTEXS) { MakeColor(&pv->lighting.vertexSpecular, *(D3DCOLOR*)((char*)in+specularOffset)); } LIGHT_VERTEX(pv, in); } else if (inVID & (D3DFVF_DIFFUSE | D3DFVF_SPECULAR)) { if (inVID & D3DFVF_DIFFUSE) pv->lighting.outDiffuse = *(D3DCOLOR*)((char*)in+diffuseOffset); if (inVID & D3DFVF_SPECULAR) pv->lighting.outSpecular = *(D3DCOLOR*)((char*)in+specularOffset); } if (flags & D3DPV_FOG) { D3DVALUE d = ComputeDistance(pv, *(D3DVECTOR*)in); FOG_VERTEX(&pv->lighting, d); } if (outVID & D3DFVF_DIFFUSE) *pOut++ = pv->lighting.outDiffuse; if (outVID & D3DFVF_SPECULAR) *pOut++ = pv->lighting.outSpecular;
if (bNoFVFandNoTexture) { *(D3DVALUE*)pOut++ = 0; *(D3DVALUE*)pOut = 0; } else { DWORD *pIn = (DWORD*)((char*)in+texOffset); for (k=0; k < nTex; k++) *pOut++ = *pIn++; } } else { if (pv->dwDeviceFlags & D3DDEV_GUARDBAND) { D3DVALUE xnew = x * pv->vcache.gb11 + we * pv->vcache.gb41; D3DVALUE ynew = y * pv->vcache.gb22 + we * pv->vcache.gb42; D3DVALUE xx = we - xnew; D3DVALUE yy = we - ynew; clip |= ((ASINT32(xnew) & 0x80000000) >> (32-D3DCLIPGB_LEFTBIT)) | ((ASINT32(ynew) & 0x80000000) >> (32-D3DCLIPGB_BOTTOMBIT)) | ((ASINT32(xx) & 0x80000000) >> (32-D3DCLIPGB_RIGHTBIT)) | ((ASINT32(yy) & 0x80000000) >> (32-D3DCLIPGB_TOPBIT)); } clip_intersection &= clip; clip_union |= clip; out->sx = x; out->sy = y; out->sz = z; out->rhw = we; } if (!(flags & D3DDP_DONOTCLIP)) *hout++ = (D3DFE_CLIPCODE)clip; in = (D3DVERTEX*) ((char*) in + in_size); out = (D3DTLVERTEX*) ((char*) out + out_size); }
if (!(flags & D3DDP_DONOTCLIP) && !clip_intersection && clip_union) { // We have to light all clipped vertices int n; D3DVERTEX *in = (D3DVERTEX*)pv->position.lpvData; D3DTLVERTEX *out = (D3DTLVERTEX*)pv->lpvOut; D3DFE_CLIPCODE *hout = pv->lpClipFlags;
for (n = count; n ; n--) { if (*hout) { // pOut pointes to the first D3DVALUE after W DWORD *pOut = (DWORD*)((char*)out + 4*sizeof(D3DVALUE)); int k;
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND && (*hout & ~__D3DCLIP_INGUARDBAND) == 0) { // This vertex is inside the guard band. We have to compute // screen coordinates for it D3DVALUE w = D3DVAL(1)/out->rhw; if (!(flags & D3DDP_DONOTUPDATEEXTENTS)) { D3DVALUE x = out->sx * w * pv->vcache.scaleX + pv->vcache.offsetX; D3DVALUE y = out->sy * w * pv->vcache.scaleY + pv->vcache.offsetY; if (x < minx) minx = x; if (x > maxx) maxx = x; if (y < miny) miny = y; if (y > maxy) maxy = y; out->sx = x; out->sy = y; } else { out->sx = out->sx * w * pv->vcache.scaleX + pv->vcache.offsetX; out->sy = out->sy * w * pv->vcache.scaleY + pv->vcache.offsetY; } out->sz *= w; out->rhw = w; } if (flags & D3DPV_LIGHTING) { if (pv->dwFlags & D3DPV_COLORVERTEX) { DWORD color = *(D3DCOLOR*)((char*)in+diffuseOffset); pv->lighting.alpha = color & 0xFF000000; MakeColor(&pv->lighting.vertexDiffuse, color); } if (pv->dwFlags & D3DPV_COLORVERTEXS) { MakeColor(&pv->lighting.vertexSpecular, *(D3DCOLOR*)((char*)in+specularOffset)); } LIGHT_VERTEX(pv, in); } else if (inVID & (D3DFVF_DIFFUSE | D3DFVF_SPECULAR)) { if (inVID & D3DFVF_DIFFUSE) pv->lighting.outDiffuse = *(D3DCOLOR*)((char*)in+diffuseOffset); if (inVID & D3DFVF_SPECULAR) pv->lighting.outSpecular = *(D3DCOLOR*)((char*)in+specularOffset); } if (flags & D3DPV_FOG) { D3DVALUE d = ComputeDistance(pv, *(D3DVECTOR*)in); FOG_VERTEX(&pv->lighting, d); } if (outVID & D3DFVF_DIFFUSE) *pOut++ = pv->lighting.outDiffuse; if (outVID & D3DFVF_SPECULAR) *pOut++ = pv->lighting.outSpecular;
if (bNoFVFandNoTexture) { *(D3DVALUE*)pOut++ = 0; *(D3DVALUE*)pOut = 0; } else { DWORD *pIn = (DWORD*)((char*)in+texOffset); for (k=0; k < nTex; k++) *pOut++ = *pIn++; } } in = (D3DVERTEX*) ((char*) in + in_size); out = (D3DTLVERTEX*) ((char*) out + out_size); hout++; } }
if (!(flags & D3DDP_DONOTUPDATEEXTENTS)) { /* * extend to cover lines. */ maxx += pv->dvExtentsAdjust; maxy += pv->dvExtentsAdjust; minx -= pv->dvExtentsAdjust; miny -= pv->dvExtentsAdjust; /* Clamp to viewport */ if (minx < pv->vcache.minX) minx = pv->vcache.minX; if (miny < pv->vcache.minY) miny = pv->vcache.minY; if (maxx > pv->vcache.maxX) maxx = pv->vcache.maxX; if (maxy > pv->vcache.maxY) maxy = pv->vcache.maxY; pv->rExtents.x1 = minx; pv->rExtents.y1 = miny; pv->rExtents.x2 = maxx; pv->rExtents.y2 = maxy; } if (!(flags & D3DDP_DONOTCLIP)) { pv->dwClipIntersection = clip_intersection; pv->dwClipUnion = clip_union; } else { pv->dwClipIntersection = 0; pv->dwClipUnion = 0; } return 0; } //-------------------------------------------------------------------------- // Process vertices with flexible vertex format and strides // // The following fields from pv are used: // dwFlags // dwNumVertices // all pointer and strides // position.lpvStrides // dwVIDIn // dwVIDOut // lpvOut // lpClipFlags // nTexCoord // Returns: // returns dwClipIntersection or 0 (if D3DDP_DONOTCLIP is set) // Side effects: // dwClipUnion, dwClipIntersection are set only if D3DDP_DONOTCLIP is not set // rExtents is updated if D3DDP_DONOTUPDATEEXTENTS is not set // #undef DPF_MODNAME #define DPF_MODNAME "ProcessVerticesFVFS"
DWORD ProcessVerticesFVFS (LPD3DFE_PROCESSVERTICES pv) { D3DVECTOR *in; D3DVECTOR *inNormal; DWORD *inDiffuse; DWORD *inSpecular; D3DVALUE *inTexture[8]; D3DTLVERTEX *out = (D3DTLVERTEX*)pv->lpvOut; DWORD out_size = pv->dwOutputSize; D3DFE_CLIPCODE *hout = pv->lpClipFlags; DWORD flags = pv->dwFlags; DWORD inVID = pv->dwVIDIn; DWORD outVID = pv->dwVIDOut; int nTex = pv->nTexCoord; int i; int clip_intersection = ~0; int clip_union = 0; D3DVALUE minx, maxx, miny, maxy; int count = pv->dwNumVertices; BOOL bNoFVFandNoTexture = FALSE; D3DLIGHTINGELEMENT le;
in = (D3DVECTOR*)pv->position.lpvData; inNormal = (D3DVECTOR*)pv->normal.lpvData; inDiffuse = (DWORD*)pv->diffuse.lpvData; inSpecular = (DWORD*)pv->specular.lpvData;
if (pv->dwDeviceFlags & D3DDEV_FVF || pv->dwFlags & D3DPV_VBCALL) { for (i=0; i < nTex; i++) inTexture[i] = (D3DVALUE*)pv->textures[i].lpvData; } else { if (nTex) inTexture[0] = (D3DVALUE*)pv->textures[pv->dwTextureIndexToCopy].lpvData; else { // For non-FVF drivers we have to fill texture coordinates with // zeros. bNoFVFandNoTexture = TRUE; } }
if (!(flags & D3DDP_DONOTUPDATEEXTENTS)) { minx = pv->rExtents.x1; miny = pv->rExtents.y1; maxx = pv->rExtents.x2; maxy = pv->rExtents.y2; }
pv->lighting.outDiffuse = __DEFAULT_DIFFUSE; pv->lighting.outSpecular = __DEFAULT_SPECULAR;
for (i = count; i; i--) { int clip; float x, y, z, w, we; x = in->x*pv->mCTM._11 + in->y*pv->mCTM._21 + in->z*pv->mCTM._31 + pv->mCTM._41; y = in->x*pv->mCTM._12 + in->y*pv->mCTM._22 + in->z*pv->mCTM._32 + pv->mCTM._42; z = in->x*pv->mCTM._13 + in->y*pv->mCTM._23 + in->z*pv->mCTM._33 + pv->mCTM._43; we= in->x*pv->mCTM._14 + in->y*pv->mCTM._24 + in->z*pv->mCTM._34 + pv->mCTM._44; clip = 0; if (!(flags & D3DDP_DONOTCLIP)) { D3DVALUE xx = we - x; D3DVALUE yy = we - y; D3DVALUE zz = we - z; clip = ((ASINT32(x) & 0x80000000) >> (32-D3DCLIP_LEFTBIT)) | ((ASINT32(y) & 0x80000000) >> (32-D3DCLIP_BOTTOMBIT)) | ((ASINT32(z) & 0x80000000) >> (32-D3DCLIP_FRONTBIT)) | ((ASINT32(xx) & 0x80000000) >> (32-D3DCLIP_RIGHTBIT)) | ((ASINT32(yy) & 0x80000000) >> (32-D3DCLIP_TOPBIT)) | ((ASINT32(zz) & 0x80000000) >> (32-D3DCLIP_BACKBIT)); }
if (clip == 0) { int k; DWORD *pOut = (DWORD*)((char*)out + 4*sizeof(D3DVALUE));
// We have to check this only for DONOTCLIP case, because otherwise // "clip" is not zero, if we is zero. if (!FLOAT_EQZ(we)) w = D3DVAL(1)/we; else w = __HUGE_PWR2;
clip_intersection = 0; if (!(flags & D3DDP_DONOTUPDATEEXTENTS)) { x = x * w * pv->vcache.scaleX + pv->vcache.offsetX; y = y * w * pv->vcache.scaleY + pv->vcache.offsetY; if (x < minx) minx = x; if (x > maxx) maxx = x; if (y < miny) miny = y; if (y > maxy) maxy = y; } else { x = x * w * pv->vcache.scaleX + pv->vcache.offsetX; y = y * w * pv->vcache.scaleY + pv->vcache.offsetY; } out->sx = x; out->sy = y; out->sz = z*w; out->rhw = w;
if (flags & D3DPV_LIGHTING) { le.dvPosition = *in; le.dvNormal = *inNormal; if (pv->dwFlags & D3DPV_COLORVERTEX) { pv->lighting.alpha = *inDiffuse & 0xFF000000; MakeColor(&pv->lighting.vertexDiffuse, *inDiffuse); } if (pv->dwFlags & D3DPV_COLORVERTEXS) { MakeColor(&pv->lighting.vertexSpecular, *inSpecular); } LIGHT_VERTEX(pv, &le); } else if (inVID & (D3DFVF_DIFFUSE | D3DFVF_SPECULAR)) { if (inVID & D3DFVF_DIFFUSE) pv->lighting.outDiffuse = *inDiffuse; if (inVID & D3DFVF_SPECULAR) pv->lighting.outSpecular = *inSpecular; } if (flags & D3DPV_FOG) { D3DVALUE d = ComputeDistance(pv, *(D3DVECTOR*)in); FOG_VERTEX(&pv->lighting, d); } if (outVID & D3DFVF_DIFFUSE) *pOut++ = pv->lighting.outDiffuse; if (outVID & D3DFVF_SPECULAR) *pOut++ = pv->lighting.outSpecular; // Fill zeros for non-FVF device if (bNoFVFandNoTexture) { *(D3DVALUE*)pOut++ = 0; *(D3DVALUE*)pOut = 0; } else for (k=0; k < nTex; k++) { *(D3DVALUE*)pOut++ = *inTexture[k]; *(D3DVALUE*)pOut++ = *(inTexture[k] + 1); } } else { if (pv->dwDeviceFlags & D3DDEV_GUARDBAND) { D3DVALUE xnew = x * pv->vcache.gb11 + we * pv->vcache.gb41; D3DVALUE ynew = y * pv->vcache.gb22 + we * pv->vcache.gb42; D3DVALUE xx = we - xnew; D3DVALUE yy = we - ynew; clip |= ((ASINT32(xnew) & 0x80000000) >> (32-D3DCLIPGB_LEFTBIT)) | ((ASINT32(ynew) & 0x80000000) >> (32-D3DCLIPGB_BOTTOMBIT)) | ((ASINT32(xx) & 0x80000000) >> (32-D3DCLIPGB_RIGHTBIT)) | ((ASINT32(yy) & 0x80000000) >> (32-D3DCLIPGB_TOPBIT)); } clip_intersection &= clip; clip_union |= clip; out->sx = x; out->sy = y; out->sz = z; out->rhw = we; } if (!(flags & D3DDP_DONOTCLIP)) *hout++ = (D3DFE_CLIPCODE)clip;
NEXT(in, pv->position.dwStride, D3DVECTOR); NEXT(inNormal, pv->normal.dwStride, D3DVECTOR); NEXT(inDiffuse, pv->diffuse.dwStride, DWORD); NEXT(inSpecular, pv->specular.dwStride, DWORD); { int j; for (j=0; j < nTex; j++) NEXT(inTexture[j], pv->textures[j].dwStride, D3DVALUE); } NEXT(out, out_size, D3DTLVERTEX); }
if (!(flags & D3DDP_DONOTCLIP) && !clip_intersection && clip_union) { // We have to light all clipped vertices int n; D3DVECTOR *in = (D3DVECTOR*)pv->position.lpvData; D3DTLVERTEX *out = (D3DTLVERTEX*)pv->lpvOut; D3DVECTOR *inNormal; DWORD *inDiffuse; DWORD *inSpecular; D3DVALUE *inTexture[8]; D3DFE_CLIPCODE *hout = pv->lpClipFlags;
in = (D3DVECTOR*)pv->position.lpvData; inNormal = (D3DVECTOR*)pv->normal.lpvData; inDiffuse = (DWORD*)pv->diffuse.lpvData; inSpecular = (DWORD*)pv->specular.lpvData; for (i=0; i < nTex; i++) inTexture[i] = (D3DVALUE*)pv->textures[i].lpvData;
for (n = count; n ; n--) { int j; if (*hout) { DWORD *pOut = (DWORD*)((char*)out + 4*sizeof(D3DVALUE)); int k;
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND && (*hout & ~__D3DCLIP_INGUARDBAND) == 0) { // This vertex is inside the guard band. We have to compute // screen coordinates for it D3DVALUE w = D3DVAL(1)/out->rhw; if (!(flags & D3DDP_DONOTUPDATEEXTENTS)) { D3DVALUE x = out->sx * w * pv->vcache.scaleX + pv->vcache.offsetX; D3DVALUE y = out->sy * w * pv->vcache.scaleY + pv->vcache.offsetY; if (x < minx) minx = x; if (x > maxx) maxx = x; if (y < miny) miny = y; if (y > maxy) maxy = y; out->sx = x; out->sy = y; } else { out->sx = out->sx * w * pv->vcache.scaleX + pv->vcache.offsetX; out->sy = out->sy * w * pv->vcache.scaleY + pv->vcache.offsetY; } out->sz *= w; out->rhw = w; } if (flags & D3DPV_LIGHTING) { le.dvPosition = *in; le.dvNormal = *inNormal; if (pv->dwFlags & D3DPV_COLORVERTEX) { pv->lighting.alpha = *inDiffuse & 0xFF000000; MakeColor(&pv->lighting.vertexDiffuse, *inDiffuse); } if (pv->dwFlags & D3DPV_COLORVERTEXS) { MakeColor(&pv->lighting.vertexSpecular, *inSpecular); } LIGHT_VERTEX(pv, &le); } else if (inVID & (D3DFVF_DIFFUSE | D3DFVF_SPECULAR)) { if (inVID & D3DFVF_DIFFUSE) pv->lighting.outDiffuse = *inDiffuse; if (inVID & D3DFVF_SPECULAR) pv->lighting.outSpecular = *inSpecular; } if (flags & D3DPV_FOG) { D3DVALUE d = ComputeDistance(pv, *(D3DVECTOR*)in); FOG_VERTEX(&pv->lighting, d); } if (outVID & D3DFVF_DIFFUSE) *pOut++ = pv->lighting.outDiffuse; if (outVID & D3DFVF_SPECULAR) *pOut++ = pv->lighting.outSpecular;
if (bNoFVFandNoTexture) { *(D3DVALUE*)pOut++ = 0; *(D3DVALUE*)pOut = 0; } else for (k=0; k < nTex; k++) { *(D3DVALUE*)pOut++ = *inTexture[k]; *(D3DVALUE*)pOut++ = *(inTexture[k] + 1); } } NEXT(in, pv->position.dwStride, D3DVECTOR); NEXT(inNormal, pv->normal.dwStride, D3DVECTOR); NEXT(inDiffuse, pv->diffuse.dwStride, DWORD); NEXT(inSpecular, pv->specular.dwStride, DWORD); for (j=0; j < nTex; j++) NEXT(inTexture[j], pv->textures[j].dwStride, D3DVALUE); NEXT(out, out_size, D3DTLVERTEX); hout++; } } if (!(flags & D3DDP_DONOTUPDATEEXTENTS)) { /* * extend to cover lines. XXX */ maxx += pv->dvExtentsAdjust; maxy += pv->dvExtentsAdjust; minx -= pv->dvExtentsAdjust; miny -= pv->dvExtentsAdjust; /* Clamp to viewport */ if (minx < pv->vcache.minX) minx = pv->vcache.minX; if (miny < pv->vcache.minY) miny = pv->vcache.minY; if (maxx > pv->vcache.maxX) maxx = pv->vcache.maxX; if (maxy > pv->vcache.maxY) maxy = pv->vcache.maxY; pv->rExtents.x1 = minx; pv->rExtents.y1 = miny; pv->rExtents.x2 = maxx; pv->rExtents.y2 = maxy; } if (!(flags & D3DDP_DONOTCLIP)) { pv->dwClipIntersection = clip_intersection; pv->dwClipUnion = clip_union; } else { pv->dwClipIntersection = 0; pv->dwClipUnion = 0; } return 0; } //-------------------------------------------------------------------------- // Transform vertices, generate clip codes, apply light and fog. // General unoptimized case // // This function is called for legacy vertices: // D3DFVF_VERTEX or D3DFVF_LVERTEX as input // D3DFVF_TLVERTEX as ouput // The following fields from pv are used: // dwFlags // dwNumVertices // position.lpvData // lpvOut // lpClipFlags // nTexCoord // Returns: // returns dwClipIntersection or 0 (if D3DDP_DONOTCLIP is set) // Side effects: // dwClipUnion, dwClipIntersection are set only if D3DDP_DONOTCLIP is not set // rExtents is updated if D3DDP_DONOTUPDATEEXTENTS is not set // #undef DPF_MODNAME #define DPF_MODNAME "ProcessVerticesLegacy"
DWORD ProcessVerticesLegacy(LPD3DFE_PROCESSVERTICES pv) { const DWORD in_size = sizeof(D3DVERTEX); const DWORD out_size = sizeof(D3DVERTEX); D3DVERTEX *in = (LPD3DVERTEX)pv->position.lpvData; D3DTLVERTEX *out =(LPD3DTLVERTEX)pv->lpvOut; int i; DWORD flags = pv->dwFlags; D3DFE_CLIPCODE *hout = pv->lpClipFlags; int clip_intersection = ~0; int clip_union = 0; D3DVALUE minx, maxx, miny, maxy;
if (!(flags & D3DDP_DONOTUPDATEEXTENTS)) { minx = pv->rExtents.x1; miny = pv->rExtents.y1; maxx = pv->rExtents.x2; maxy = pv->rExtents.y2; }
for (i = pv->dwNumVertices; i; i--) { int clip; float x, y, z, w, we;
x = in->x*pv->mCTM._11 + in->y*pv->mCTM._21 + in->z*pv->mCTM._31 + pv->mCTM._41; y = in->x*pv->mCTM._12 + in->y*pv->mCTM._22 + in->z*pv->mCTM._32 + pv->mCTM._42; z = in->x*pv->mCTM._13 + in->y*pv->mCTM._23 + in->z*pv->mCTM._33 + pv->mCTM._43; we= in->x*pv->mCTM._14 + in->y*pv->mCTM._24 + in->z*pv->mCTM._34 + pv->mCTM._44;
if (!(flags & D3DDP_DONOTCLIP)) { D3DVALUE xx = we - x; D3DVALUE yy = we - y; D3DVALUE zz = we - z; clip = ((ASINT32(x) & 0x80000000) >> (32-D3DCLIP_LEFTBIT)) | ((ASINT32(y) & 0x80000000) >> (32-D3DCLIP_BOTTOMBIT)) | ((ASINT32(z) & 0x80000000) >> (32-D3DCLIP_FRONTBIT)) | ((ASINT32(xx) & 0x80000000) >> (32-D3DCLIP_RIGHTBIT)) | ((ASINT32(yy) & 0x80000000) >> (32-D3DCLIP_TOPBIT)) | ((ASINT32(zz) & 0x80000000) >> (32-D3DCLIP_BACKBIT)); } else clip = 0;
if (clip == 0) { // We have to check this only for DONOTCLIP case, because otherwise // "clip" is not zero, if we is zero. if (!FLOAT_EQZ(we)) w = D3DVAL(1)/we; else w = __HUGE_PWR2;
clip_intersection = 0; if (!(flags & D3DDP_DONOTUPDATEEXTENTS)) { x = x * w * pv->vcache.scaleX + pv->vcache.offsetX; y = y * w * pv->vcache.scaleY + pv->vcache.offsetY; if (x < minx) minx = x; if (x > maxx) maxx = x; if (y < miny) miny = y; if (y > maxy) maxy = y; } else { x = x * w * pv->vcache.scaleX + pv->vcache.offsetX; y = y * w * pv->vcache.scaleY + pv->vcache.offsetY; } out->sx = x; out->sy = y; out->sz = z*w; out->rhw = w; // In ramp mode pv->lighting.diffuse.r and pv->lighting.specular.r // are used to store trhe result of lighting. // Otherwise pv->lighting.outDiffuse and pv->lighting.outSpecular // are used if (flags & D3DPV_LIGHTING) { if (pv->dwDeviceFlags & D3DDEV_RAMP) LIGHT_VERTEX_RAMP(pv, in); else LIGHT_VERTEX(pv, in); } else if (pv->dwVIDIn & (D3DFVF_DIFFUSE | D3DFVF_SPECULAR)) { if (pv->dwDeviceFlags & D3DDEV_RAMP) { pv->lighting.alpha = ((D3DLVERTEX*)in)->color & 0xFF000000; pv->lighting.diffuse.r = RGB_GETBLUE(((D3DLVERTEX*)in)->color)*__ONE_OVER_255; pv->lighting.specular.r = RGB_GETBLUE(((D3DLVERTEX*)in)->specular)*__ONE_OVER_255; } else { pv->lighting.outDiffuse = ((D3DLVERTEX*)in)->color; pv->lighting.outSpecular = ((D3DLVERTEX*)in)->specular; } } else { if (pv->dwDeviceFlags & D3DDEV_RAMP) { pv->lighting.alpha = 0xFF000000; pv->lighting.diffuse.r = D3DVAL(0); pv->lighting.specular.r = D3DVAL(0); } else { pv->lighting.outDiffuse = __DEFAULT_DIFFUSE; pv->lighting.outSpecular = __DEFAULT_SPECULAR; } } if (flags & D3DPV_FOG) { D3DVALUE d; if (pv->dwDeviceFlags & D3DDEV_PREDX6DEVICE) d = we; else d = ComputeDistance(pv, *(D3DVECTOR*)in); if (pv->dwDeviceFlags & D3DDEV_RAMP) FOG_VERTEX_RAMP(&pv->lighting, d); else FOG_VERTEX(&pv->lighting, d); } if (pv->dwDeviceFlags & D3DDEV_RAMP) { MAKE_VERTEX_COLOR_RAMP(pv, out); } else { out->color = pv->lighting.outDiffuse; out->specular = pv->lighting.outSpecular; } out->tu = in->tu; out->tv = in->tv; } else { if (pv->dwDeviceFlags & D3DDEV_GUARDBAND) { D3DVALUE xnew = x * pv->vcache.gb11 + we * pv->vcache.gb41; D3DVALUE ynew = y * pv->vcache.gb22 + we * pv->vcache.gb42; D3DVALUE xx = we - xnew; D3DVALUE yy = we - ynew; clip |= ((ASINT32(xnew) & 0x80000000) >> (32-D3DCLIPGB_LEFTBIT)) | ((ASINT32(ynew) & 0x80000000) >> (32-D3DCLIPGB_BOTTOMBIT)) | ((ASINT32(xx) & 0x80000000) >> (32-D3DCLIPGB_RIGHTBIT)) | ((ASINT32(yy) & 0x80000000) >> (32-D3DCLIPGB_TOPBIT)); } clip_intersection &= clip; clip_union |= clip; out->sx = x; out->sy = y; out->sz = z; out->rhw = we; } if (!(flags & D3DDP_DONOTCLIP)) *hout++ = (D3DFE_CLIPCODE)clip; in = (D3DVERTEX*) ((char*) in + in_size); out = (D3DTLVERTEX*) ((char*) out + out_size); }
if (!(flags & D3DDP_DONOTCLIP) && !clip_intersection && clip_union) { // There are vertices outside the screen as well as inside. // We have to compute lighting for vertices that are outside the screen int n; D3DVERTEX* in = (LPD3DVERTEX)pv->position.lpvData; D3DTLVERTEX *out = (LPD3DTLVERTEX)pv->lpvOut; D3DFE_CLIPCODE *hout = pv->lpClipFlags; for (n = pv->dwNumVertices; n ; n--) { if (*hout) { D3DVALUE rhw = out->rhw; // Save it for fog if (pv->dwDeviceFlags & D3DDEV_GUARDBAND && (*hout & ~__D3DCLIP_INGUARDBAND) == 0) { // This vertex is inside the guard band. We have to compute // screen coordinates for it D3DVALUE w = D3DVAL(1)/out->rhw; if (!(flags & D3DDP_DONOTUPDATEEXTENTS)) { D3DVALUE x = out->sx * w * pv->vcache.scaleX + pv->vcache.offsetX; D3DVALUE y = out->sy * w * pv->vcache.scaleY + pv->vcache.offsetY; if (x < minx) minx = x; if (x > maxx) maxx = x; if (y < miny) miny = y; if (y > maxy) maxy = y; out->sx = x; out->sy = y; } else { out->sx = out->sx * w * pv->vcache.scaleX + pv->vcache.offsetX; out->sy = out->sy * w * pv->vcache.scaleY + pv->vcache.offsetY; } out->sz *= w; out->rhw = w; } if (flags & D3DPV_LIGHTING) { if (pv->dwDeviceFlags & D3DDEV_RAMP) LIGHT_VERTEX_RAMP(pv, in); else LIGHT_VERTEX(pv, in); } else if (pv->dwVIDIn & (D3DFVF_DIFFUSE | D3DFVF_SPECULAR)) { if (pv->dwDeviceFlags & D3DDEV_RAMP) { pv->lighting.alpha = ((D3DLVERTEX*)in)->color & 0xFF000000; pv->lighting.diffuse.r = RGB_GETBLUE(((D3DLVERTEX*)in)->color)*__ONE_OVER_255; pv->lighting.specular.r = RGB_GETBLUE(((D3DLVERTEX*)in)->specular)*__ONE_OVER_255; } else { pv->lighting.outDiffuse = ((D3DLVERTEX*)in)->color; pv->lighting.outSpecular = ((D3DLVERTEX*)in)->specular; } } else { if (pv->dwDeviceFlags & D3DDEV_RAMP) { pv->lighting.alpha = 0xFF000000; pv->lighting.diffuse.r = D3DVAL(0); pv->lighting.specular.r = D3DVAL(0); } else { pv->lighting.outDiffuse = __DEFAULT_DIFFUSE; pv->lighting.outSpecular = __DEFAULT_SPECULAR; } } if (flags & D3DPV_FOG) { D3DVALUE d; if (pv->dwDeviceFlags & D3DDEV_PREDX6DEVICE) d = rhw; else d = ComputeDistance(pv, *(D3DVECTOR*)in); if (pv->dwDeviceFlags & D3DDEV_RAMP) FOG_VERTEX_RAMP(&pv->lighting, d); else FOG_VERTEX(&pv->lighting, d); } if (pv->dwDeviceFlags & D3DDEV_RAMP) { MAKE_VERTEX_COLOR_RAMP(pv, out); } else { out->color = pv->lighting.outDiffuse; out->specular = pv->lighting.outSpecular; } out->tu = in->tu; out->tv = in->tv; } in = (D3DVERTEX*) ((char*) in + in_size); out = (D3DTLVERTEX*) ((char*) out + out_size); hout++; } }
if (!(flags & D3DDP_DONOTUPDATEEXTENTS)) { //extend to cover lines. XXX maxx += pv->dvExtentsAdjust; maxy += pv->dvExtentsAdjust; minx -= pv->dvExtentsAdjust; miny -= pv->dvExtentsAdjust; // Clamp to viewport // Clamp for legacy apps if (minx < pv->vcache.minX || miny < pv->vcache.minY || maxx > pv->vcache.maxX || maxy > pv->vcache.maxY) { // Clamp to viewport if (minx < pv->vcache.minX) minx = pv->vcache.minX; if (miny < pv->vcache.minY) miny = pv->vcache.minY; if (maxx > pv->vcache.maxX) maxx = pv->vcache.maxX; if (maxy > pv->vcache.maxY) maxy = pv->vcache.maxY; if (flags & D3DDP_DONOTCLIP) { if(pv->dwDeviceFlags & D3DDEV_PREDX5DEVICE) { // Clamp vertices int i; D3D_WARN(4, "Old semantics: Clamping Vertices"); for (i = pv->dwNumVertices, out = (LPD3DTLVERTEX)pv->lpvOut; i; i--) { if (out->sx < pv->vcache.minX) out->sx = pv->vcache.minX; if (out->sx > pv->vcache.maxX) out->sx = pv->vcache.maxX; if (out->sy < pv->vcache.minY) out->sy = pv->vcache.minY; if (out->sy > pv->vcache.maxY) out->sy = pv->vcache.maxY;
out = (D3DTLVERTEX*) ((char*) out + out_size); } } } } pv->rExtents.x1 = minx; pv->rExtents.y1 = miny; pv->rExtents.x2 = maxx; pv->rExtents.y2 = maxy; } if (!(flags & D3DDP_DONOTCLIP)) { pv->dwClipIntersection = clip_intersection; pv->dwClipUnion = clip_union; return clip_intersection; } return 0; }
DWORD D3DFE_PVFUNCS::ProcessVertices(LPD3DFE_PROCESSVERTICES pv) { CD3DFPstate D3DFPstate; // Sets optimal FPU state for D3D.
if (!(pv->dwFlags & D3DPV_STRIDE)) { if ((pv->dwVIDIn == D3DFVF_VERTEX || pv->dwVIDIn == D3DFVF_LVERTEX) && pv->dwVIDOut == D3DFVF_TLVERTEX) { ProcessVerticesLegacy(pv); } else { ProcessVerticesFVF(pv); } } else { ProcessVerticesFVFS(pv); } return pv->dwClipIntersection; }
HRESULT D3DFE_PVFUNCS::ProcessPrimitive(LPD3DFE_PROCESSVERTICES pv) { ProcessVertices(pv); if (pv->dwClipIntersection) { // all vertices were offscreen return D3D_OK; } pv->dwFlags |= D3DPV_WITHINPRIMITIVE; // This should not be required as we should be able to change // the parameter of DoDrawPrimtive and all it's children to pv return (DoDrawPrimitive(pv)); }
HRESULT D3DFE_PVFUNCS::ProcessIndexedPrimitive(LPD3DFE_PROCESSVERTICES pv) { ProcessVertices(pv); if (pv->dwClipIntersection) { // all vertices were offscreen return D3D_OK; } pv->dwFlags |= D3DPV_WITHINPRIMITIVE; // This should not be required as we should be able to change // the parameter of DoDrawIndexedPrimtive and all it's children to pv return (DoDrawIndexedPrimitive(pv)); }
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