/******************************Module*Header**********************************\ * * ******************* * * D3D SAMPLE CODE * * ******************* * * Module Name: d3dline.c * * Content: Direct3D hw line 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 #endif //----------------------------------------------------------------------------- // // VOID P2_Draw_FVF_Line // // Hardare render a single line coming from two FVF vertices // // 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_Line(PERMEDIA_D3DCONTEXT *pContext, LPD3DTLVERTEX lpV0, LPD3DTLVERTEX lpV1, LPD3DTLVERTEX lpVFlat, LPP2FVFOFFSETS lpFVFOff) { DWORD dwFlags = pContext->Hdr.Flags; ULONG ulRenderCmd = pContext->RenderCommand; DWORD dwColorOffs,dwSpecularOffs,dwTexOffs; D3DCOLOR dwColor0, dwColor1; D3DCOLOR dwSpec0, dwSpec1; D3DVALUE fS0, fS1, fT0, fT1, fQ0, fQ1; D3DVALUE fKs0, fKs1; PERMEDIA_DEFS(pContext->ppdev); DBG_D3D((10,"Entering P2_Draw_FVF_Line")); // Set line rendering mode RENDER_LINE(ulRenderCmd); // Fix up the biasing in delta because delta doesn't do it for us for lines. RESERVEDMAPTR(0x80); SEND_PERMEDIA_DATA(RasterizerMode, BIAS_NONE); // Get FVF structure offsets __SetFVFOffsets(&dwColorOffs,&dwSpecularOffs,&dwTexOffs,lpFVFOff); // Get vertex color value (FVF based) if (dwColorOffs) { dwColor0 = FVFCOLOR(lpV0, dwColorOffs)->color; dwColor1 = FVFCOLOR(lpV1, dwColorOffs)->color; if (FAKE_ALPHABLEND_MODULATE & pContext->FakeBlendNum) { dwColor0 |= 0xFF000000; dwColor1 |= 0xFF000000; } } else { // must set default in case no D3DFVF_DIFFUSE dwColor0 = 0xFFFFFFFF; dwColor1 = 0xFFFFFFFF; } // Get vertex specular value (FVF based) if necessary if ((dwFlags & (CTXT_HAS_SPECULAR_ENABLED | CTXT_HAS_FOGGING_ENABLED)) && (dwSpecularOffs!=0)) { dwSpec0 = FVFSPEC(lpV0, dwSpecularOffs)->specular; dwSpec1 = FVFSPEC(lpV1, dwSpecularOffs)->specular; } if ((dwFlags & CTXT_HAS_TEXTURE_ENABLED) && (dwTexOffs != 0)) { // Get s,t texture coordinates (FVF based) fS0 = FVFTEX(lpV0,dwTexOffs)->tu; fT0 = FVFTEX(lpV0,dwTexOffs)->tv; fS1 = FVFTEX(lpV1,dwTexOffs)->tu; fT1 = FVFTEX(lpV1,dwTexOffs)->tv; // Wrap texture coordinates if necessary WRAP_LINE(fS, dwFlags & CTXT_HAS_WRAPU_ENABLED); WRAP_LINE(fT, dwFlags & CTXT_HAS_WRAPV_ENABLED); // Scale s,t coordinate values fS0 *= pContext->DeltaWidthScale; fS1 *= pContext->DeltaWidthScale; fT0 *= pContext->DeltaHeightScale; fT1 *= pContext->DeltaHeightScale; // Apply perpspective corrections if necessary if (dwFlags & CTXT_HAS_PERSPECTIVE_ENABLED) { fQ0 = lpV0->rhw; fQ1 = lpV1->rhw; fS0 *= fQ0; fT0 *= fQ0; fS1 *= fQ1; fT1 *= fQ1; } else { fQ0 = fQ1 = 1.0; } // Send lines s,t,q,ks (conditionaly),x,y,z values if ((dwFlags & CTXT_HAS_SPECULAR_ENABLED) && (dwSpecularOffs!=0)) { fKs0 = RGB256_TO_LUMA(RGB_GETRED(dwSpec0), RGB_GETGREEN(dwSpec0), RGB_GETBLUE(dwSpec0)); if (dwFlags & CTXT_HAS_GOURAUD_ENABLED) { fKs1 = RGB256_TO_LUMA(RGB_GETRED(dwSpec1), RGB_GETGREEN(dwSpec1), RGB_GETBLUE(dwSpec1)); } else { fKs1 = fKs0; } SEND_VERTEX_STQ_KS_XYZ(__Permedia2TagV0FloatS, fS0, fT0, fQ0, fKs0, lpV0->sx, lpV0->sy, lpV0->sz); SEND_VERTEX_STQ_KS_XYZ(__Permedia2TagV1FloatS, fS1, fT1, fQ1, fKs1, lpV1->sx, lpV1->sy, lpV1->sz); } else { SEND_VERTEX_STQ_XYZ(__Permedia2TagV0FloatS, fS0, fT0, fQ0, lpV0->sx, lpV0->sy, lpV0->sz); SEND_VERTEX_STQ_XYZ(__Permedia2TagV1FloatS, fS1, fT1, fQ1, lpV1->sx, lpV1->sy, lpV1->sz); } } else // not textured line { // If specular is enabled, change the colours if ((dwFlags & CTXT_HAS_SPECULAR_ENABLED) && (dwSpecularOffs!=0)) { CLAMP8888(dwColor0, dwColor0, dwSpec0 ); CLAMP8888(dwColor1, dwColor1, dwSpec1 ); } // Send lines x,y,z values SEND_VERTEX_XYZ(__Permedia2TagV0FloatS, lpV0->sx, lpV0->sy, lpV0->sz); SEND_VERTEX_XYZ(__Permedia2TagV1FloatS, lpV1->sx, lpV1->sy, lpV1->sz); } // If fog is set, send the appropriate values if ((dwFlags & CTXT_HAS_FOGGING_ENABLED) && (dwSpecularOffs!=0)) { SEND_VERTEX_FOG(__Permedia2TagV0FixedF, RGB_GET_GAMBIT_FOG(dwSpec0)); SEND_VERTEX_FOG(__Permedia2TagV1FixedF, RGB_GET_GAMBIT_FOG(dwSpec1)); } // 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, dwColor0); SEND_VERTEX_RGB_MONO_P2(__Permedia2TagV1FixedS, dwColor1); } else { if (dwFlags & CTXT_HAS_ALPHABLEND_ENABLED) { if (pContext->FakeBlendNum & FAKE_ALPHABLEND_ONE_ONE) { dwColor0 &= 0xFFFFFF; // supress color's alpha value dwColor1 &= 0xFFFFFF; } } SEND_VERTEX_RGBA_P2(__Permedia2TagV0FixedS, dwColor0); SEND_VERTEX_RGBA_P2(__Permedia2TagV1FixedS, dwColor1); } } else // Flat shading { // Get vertex color value (FVF based) from the right vertex! if (dwColorOffs) { dwColor0 = FVFCOLOR(lpVFlat, dwColorOffs)->color; if (FAKE_ALPHABLEND_MODULATE & pContext->FakeBlendNum) { dwColor0 |= 0xFF000000; } } else { // must set default in case no D3DFVF_DIFFUSE dwColor0 = 0xFFFFFFFF; } if (RENDER_MONO) { // Get constant color from the blue channel DWORD BlueChannel; BlueChannel = RGBA_GETBLUE(dwColor0); SEND_PERMEDIA_DATA(ConstantColor, RGB_MAKE(BlueChannel, BlueChannel, BlueChannel)); } else { if (pContext->FakeBlendNum & FAKE_ALPHABLEND_ONE_ONE) { dwColor0 &= 0xFFFFFF; } SEND_PERMEDIA_DATA(ConstantColor, RGBA_MAKE(RGBA_GETBLUE(dwColor0), RGBA_GETGREEN(dwColor0), RGBA_GETRED(dwColor0), RGBA_GETALPHA(dwColor0))); } } SEND_PERMEDIA_DATA(DrawLine01, ulRenderCmd); SEND_PERMEDIA_DATA(RasterizerMode, 0); COMMITDMAPTR(); DBG_D3D((10,"Exiting P2_Draw_FVF_Line")); } // P2_Draw_FVF_Line //----------------------------------------------------------------------------- // // void P2_Draw_FVF_Wire_Tri // //----------------------------------------------------------------------------- void P2_Draw_FVF_Wire_Tri(PERMEDIA_D3DCONTEXT *pContext, LPD3DTLVERTEX lpV0, LPD3DTLVERTEX lpV1, LPD3DTLVERTEX lpV2, LPP2FVFOFFSETS lpFVFOff) { DBG_D3D((10,"Entering P2_Draw_FVF_Wire_Tri")); P2_Draw_FVF_Line(pContext, lpV0, lpV1, lpV0, lpFVFOff); P2_Draw_FVF_Line(pContext, lpV1, lpV2, lpV0, lpFVFOff); P2_Draw_FVF_Line(pContext, lpV2, lpV0, lpV0, lpFVFOff); DBG_D3D((10,"Exiting P2_Draw_FVF_Wire_Tri")); }