Leaked source code of windows server 2003
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/*==========================================================================;
*
* Copyright (C) 1997 Microsoft Corporation. All Rights Reserved.
*
* File: d3dfei.hpp
* Content: Direct3D frontend internal include file
*
***************************************************************************/
#ifndef _D3DFEI_H_
#define _D3DFEI_H_
#include "clipper.h"
#define HANDLE_TO_MAT(lpDevI, h) ((LPD3DMATRIXI) ULongToPtr(h))
void setIdentity(D3DMATRIXI * m);
extern void UpdateXfrmLight(LPDIRECT3DDEVICEI lpDevI);
extern void MatrixProduct(D3DMATRIXI *d, D3DMATRIXI *a, D3DMATRIXI *b);
extern void D3DFE_updateExtents(LPDIRECT3DDEVICEI lpDevI);
extern void D3DFE_ConvertExtent(LPDIRECT3DDEVICEI lpDevI, LPD3DRECTV from, LPD3DRECT to);
extern HRESULT D3DFE_InitTransform(LPDIRECT3DDEVICEI lpDevI);
extern void D3DFE_DestroyTransform(LPDIRECT3DDEVICEI lpDevI);
// Goes through all vertices and computes ramp color and texture.
// If pIn == pOut coordinates are not copied
//
extern void ConvertColorsToRamp(LPDIRECT3DDEVICEI lpDevI, D3DTLVERTEX *pIn,
D3DTLVERTEX *pOut, DWORD count);
//---------------------------------------------------------------------
// Maps legacy vertex formats (D3DVERTEX, D3DTLVERTEX, D3DLVERTEX) to
// FVF vertex ID.
//
extern DWORD d3dVertexToFVF[4];
//---------------------------------------------------------------------
// Computes the Current Transformation Matrix (lpDevI->mCTM) by combining
// all matrices together
//
extern void updateTransform(LPDIRECT3DDEVICEI lpDevI);
//---------------------------------------------------------------------
// Clamp extents to viewport window.
// For guard band it is possible that extents are outside viewport window
// after clipping
//
inline void ClampExtents(LPD3DFE_PROCESSVERTICES pv)
{
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND &&
!(pv->dwFlags & D3DDP_DONOTUPDATEEXTENTS))
{
if (pv->rExtents.x1 < pv->vcache.minX)
pv->rExtents.x1 = pv->vcache.minX;
if (pv->rExtents.x2 > pv->vcache.maxX)
pv->rExtents.x2 = pv->vcache.maxX;
if (pv->rExtents.y1 < pv->vcache.minY)
pv->rExtents.y1 = pv->vcache.minY;
if (pv->rExtents.y2 > pv->vcache.maxY)
pv->rExtents.y2 = pv->vcache.maxY;
}
}
//---------------------------------------------------------------------
// Returns TRUE if cipping is needed
//
inline BOOL CheckIfNeedClipping(LPD3DFE_PROCESSVERTICES pv)
{
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND)
{
if (pv->dwClipUnion & ~__D3DCLIP_INGUARDBAND)
return TRUE;
}
else
if (pv->dwClipUnion)
return TRUE;
return FALSE;
}
//---------------------------------------------------------------------
// Updates lighting and computes process vertices flags
//
inline HRESULT DoUpdateState(LPDIRECT3DDEVICEI lpDevI)
{
if (lpDevI->dwFlags & D3DPV_LIGHTING)
{
if (!(lpDevI->dwFlags & D3DDP_DONOTLIGHT ||
lpDevI->lighting.hMat == NULL))
{
HRESULT ret;
extern HRESULT setLights(LPDIRECT3DVIEWPORTI);
LPDIRECT3DVIEWPORTI lpViewI = (LPDIRECT3DVIEWPORTI)
(lpDevI->lpCurrentViewport);
// only set up lights if something has changed
if (lpViewI->bLightsChanged)
{
if ((ret = setLights(lpViewI)) != D3D_OK)
{
D3D_ERR("failed to setup lights");
return ret;
}
lpViewI->bLightsChanged = FALSE;
}
lpDevI->dwFlags |= D3DPV_LIGHTING;
if (lpDevI->dwFEFlags & D3DFE_COMPUTESPECULAR &&
lpDevI->dwVIDOut & D3DFVF_SPECULAR)
lpDevI->dwFlags |= D3DPV_COMPUTESPECULAR;
}
else
lpDevI->dwFlags &= ~D3DPV_LIGHTING;
}
if (lpDevI->dwFEFlags & D3DFE_COLORVERTEX)
{
if (lpDevI->dwVIDIn & D3DFVF_DIFFUSE)
lpDevI->dwFlags |= D3DPV_COLORVERTEX;
if (lpDevI->dwVIDIn & D3DFVF_SPECULAR)
lpDevI->dwFlags |= D3DPV_COLORVERTEXS;
}
UpdateXfrmLight(lpDevI);
// In case if COLORVERTEX is TRUE, the vertexAlpha could be overriden
// by vertex alpha
lpDevI->lighting.alpha = lpDevI->lighting.materialAlpha;
return D3D_OK;
}
//---------------------------------------------------------------------
// The following bits should be set in dwFlags before calling this function:
//
// D3DPV_STRIDE - if strides are used
// D3DPV_SOA - if SOA is used
//
inline long D3DFE_ProcessVertices(LPDIRECT3DDEVICEI lpDevI)
{
// Update Lighting and related flags
DoUpdateState(lpDevI);
return lpDevI->pGeometryFuncs->ProcessVertices(lpDevI);
}
//---------------------------------------------------------------------
// Updates clip status in the device
//
// We have to mask all guard band bits
//
inline void D3DFE_UpdateClipStatus(LPDIRECT3DDEVICEI lpDevI)
{
lpDevI->iClipStatus |= lpDevI->dwClipUnion & D3DSTATUS_CLIPUNIONALL;
lpDevI->iClipStatus &= (~D3DSTATUS_CLIPINTERSECTIONALL |
((lpDevI->dwClipIntersection & D3DSTATUS_CLIPUNIONALL) << 12));
}
#endif // _D3DFEI_H_