Leaked source code of windows server 2003
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/*==========================================================================;
*
* Copyright (C) 1997 Microsoft Corporation. All Rights Reserved.
*
* File: clip.h
* Content: Template for functions to clip by a frustum side
*
* The following symbol should be defined before included this file:
* __CLIP_NAME - name for a function to clip triangles
* __CLIP_LINE_NAME - name for a function to clip lines
* __CLIP_W - if this functions are for Coord <= W. Otherwise they
* are for 0 < Coord
* __CLIP_COORD - should be hx, hy or hz
* __CLIP_FLAG - clipping flag to set
* __CLIP_GUARDBAND - defined when clipping by guardband window
* __CLIP_SIGN - "-" if clipping by left or bottom sides of guard band
* window
* __CLIP_GBCOEF - coefficient to multiply W when clipping by guard band
* window
*
* All these symbols are undefined at the end of this file
***************************************************************************/
//
// Clipping for triangle
//
// Returns number of vertices in the clipped triangle
//
int
__CLIP_NAME(D3DFE_PROCESSVERTICES *pv,
ClipVertex **inv,
ClipVertex **outv,
int count,
int interpolate)
{
int i;
int out_count = 0;
ClipVertex *curr, *prev;
D3DVALUE curr_inside;
D3DVALUE prev_inside;
prev = inv[count-1];
curr = *inv++;
#ifdef __CLIP_GUARDBAND
prev_inside = __CLIP_SIGN(prev->hw * pv->vcache.__CLIP_GBCOEF -
prev->__CLIP_COORD);
#else
#ifdef __CLIP_W
prev_inside = prev->hw - prev->__CLIP_COORD;
#else
prev_inside = prev->__CLIP_COORD;
#endif
#endif
for (i = count; i; i--)
{
#ifdef __CLIP_GUARDBAND
curr_inside = __CLIP_SIGN(curr->hw * pv->vcache.__CLIP_GBCOEF -
curr->__CLIP_COORD);
#else
#ifdef __CLIP_W
curr_inside = curr->hw - curr->__CLIP_COORD;
#else
curr_inside = curr->__CLIP_COORD;
#endif
#endif
// We interpolate always from the inside vertex to the outside vertex
// to reduce precision problems
if (FLOAT_LTZ(prev_inside))
{ // first point is outside
if (FLOAT_GEZ(curr_inside))
{ // second point is inside
// Find intersection and insert in into the output buffer
outv[out_count] = GET_NEW_CLIP_VERTEX;
Interpolate(pv,
outv[out_count],
curr, prev,
(prev->clip & CLIPPED_ENABLE) | __CLIP_FLAG,
interpolate,
curr_inside, curr_inside - prev_inside);
out_count++;
}
} else
{ // first point is inside - put it to the output buffer first
outv[out_count++] = prev;
if (FLOAT_LTZ(curr_inside))
{ // second point is outside
// Find intersection and put it to the output buffer
outv[out_count] = GET_NEW_CLIP_VERTEX;
Interpolate(pv,
outv[out_count],
prev, curr,
__CLIP_FLAG,
interpolate,
prev_inside, prev_inside - curr_inside);
out_count++;
}
}
prev = curr;
curr = *inv++;
prev_inside = curr_inside;
}
return out_count;
}
//-------------------------------------------------------------------------
// Clipping for lines
//
// Returns 1 if the line is outside the frustum, 0 otherwise
//
int __CLIP_LINE_NAME(D3DFE_PROCESSVERTICES *pv, ClipTriangle *line,
int interpolate)
{
D3DVALUE in1, in2;
ClipVertex outv;
#ifdef __CLIP_GUARDBAND
in1 = __CLIP_SIGN(line->v[0]->hw * pv->vcache.__CLIP_GBCOEF -
line->v[0]->__CLIP_COORD);
in2 = __CLIP_SIGN(line->v[1]->hw * pv->vcache.__CLIP_GBCOEF -
line->v[1]->__CLIP_COORD);
#else
#ifdef __CLIP_W
in1 = line->v[0]->hw - line->v[0]->__CLIP_COORD;
in2 = line->v[1]->hw - line->v[1]->__CLIP_COORD;
#else
in1 = line->v[0]->__CLIP_COORD;
in2 = line->v[1]->__CLIP_COORD;
#endif
#endif
if (in1 < 0)
{
if (in2 < 0)
return 1;
Interpolate(pv, &outv, line->v[0], line->v[1],
__CLIP_FLAG, interpolate, in1, in1 - in2);
*line->v[0] = outv;
}
else
{
if (in2 < 0)
{
Interpolate(pv, &outv, line->v[0], line->v[1],
__CLIP_FLAG, interpolate, in1, in1 - in2);
*line->v[1] = outv;
}
}
return 0;
}
#undef __CLIP_FLAG
#undef __CLIP_COORD
#undef __CLIP_NAME
#undef __CLIP_LINE_NAME
#undef __CLIP_W
#undef __CLIP_SIGN
#undef __CLIP_GBCOEF