Leaked source code of windows server 2003
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/*============================ ==============================================;
*
* Copyright (C) 1998 Microsoft Corporation. All Rights Reserved.
*
* File: pvvid.mcp
* Content: The implementation of the geometry inner loop
*
***************************************************************************/
#include "pch.cpp"
#pragma hdrstop
#include "light.h"
#include "clipper.h"
#include "pvvid.h"
include(`pvvid.mh') dnl
#ifdef DEBUG_PIPELINE
DWORD g_DebugFlags = 0;
#endif // DEBUG_PIPELINE
//-----------------------------------------------------------------------------
// Input:
// v - input vertex in the model space
// pCoord - vertex, transformed to the camera space
// pWeights- vertex weights
// Output:
// Alpha component of pv->lighting.outSpecular is set
//
void ComputeFog(LPD3DFE_PROCESSVERTICES pv, D3DVECTOR &v, D3DVECTOR* pCoord,
D3DVALUE* pWeights, BYTE* pMatrixIndices)
{
D3DVALUE dist;
// Vertex is already transformed to the camera space
if (pv->dwDeviceFlags & D3DDEV_RANGEBASEDFOG)
dist = SQRTF(pCoord->x*pCoord->x +
pCoord->y*pCoord->y +
pCoord->z*pCoord->z);
else
dist = ABSF(pCoord->z);
ComputeFogFactor(pv, dist, &pv->lighting.outSpecular);
}
//---------------------------------------------------------------------
// Transform 1-dimensional texture
//
void TransformTexture1_1Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + m->_21;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 1-dimensional texture. Output 2 texture coordinates
//
void TransformTexture1_2Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + m->_21;
pOut[1] = pIn[0] * m->_12 + m->_22;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 1-dimensional texture. Output 3 texture coordinates
//
void TransformTexture1_3Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + m->_21;
pOut[1] = pIn[0] * m->_12 + m->_22;
pOut[2] = pIn[0] * m->_13 + m->_23;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 1-dimensional texture. Output 4 texture coordinates
//
void TransformTexture1_4Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + m->_21;
pOut[1] = pIn[0] * m->_12 + m->_22;
pOut[2] = pIn[0] * m->_13 + m->_23;
pOut[3] = pIn[0] * m->_14 + m->_24;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 2-dimensional texture
//
void TransformTexture2_2Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + m->_31;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + m->_32;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 2-dimensional texture. Output 1 texture coordinate
//
void TransformTexture2_1Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + m->_31;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 2-dimensional texture. Output 3 texture coordinate
//
void TransformTexture2_3Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + m->_31;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + m->_32;
pOut[2] = pIn[0] * m->_13 + pIn[1] * m->_23 + m->_33;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 2-dimensional texture. Output 4 texture coordinate
//
void TransformTexture2_4Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + m->_31;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + m->_32;
pOut[2] = pIn[0] * m->_13 + pIn[1] * m->_23 + m->_33;
pOut[3] = pIn[0] * m->_14 + pIn[1] * m->_24 + m->_34;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 3-dimensional texture
//
void TransformTexture3_3Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + m->_41;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + pIn[2] * m->_32 + m->_42;
pOut[2] = pIn[0] * m->_13 + pIn[1] * m->_23 + pIn[2] * m->_33 + m->_43;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 3-dimensional texture. Output 1 texture coordinate
//
void TransformTexture3_1Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + m->_41;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 3-dimensional texture. Output 2 texture coordinates
//
void TransformTexture3_2Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + m->_41;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + pIn[2] * m->_32 + m->_42;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 3-dimensional texture. Output 4 texture coordinates
//
void TransformTexture3_4Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + m->_41;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + pIn[2] * m->_32 + m->_42;
pOut[2] = pIn[0] * m->_13 + pIn[1] * m->_23 + pIn[2] * m->_33 + m->_43;
pOut[3] = pIn[0] * m->_14 + pIn[1] * m->_24 + pIn[2] * m->_34 + m->_44;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 4-dimensional texture
//
void TransformTexture4_4Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + pIn[3] * m->_41;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + pIn[2] * m->_32 + pIn[3] * m->_42;
pOut[2] = pIn[0] * m->_13 + pIn[1] * m->_23 + pIn[2] * m->_33 + pIn[3] * m->_43;
pOut[3] = pIn[0] * m->_14 + pIn[1] * m->_24 + pIn[2] * m->_34 + pIn[3] * m->_44;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 4-dimensional texture. Output 1 texture coordinate
//
void TransformTexture4_1Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + pIn[3] * m->_41;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 4-dimensional texture. Output 2 texture coordinates
//
void TransformTexture4_2Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + pIn[3] * m->_41;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + pIn[2] * m->_32 + pIn[3] * m->_42;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 4-dimensional texture. Output 3 texture coordinates
//
void TransformTexture4_3Loop(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
DWORD dwCount,
DWORD dwInpStride,
DWORD dwOutStride)
{
for (; dwCount; dwCount--)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + pIn[3] * m->_41;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + pIn[2] * m->_32 + pIn[3] * m->_42;
pOut[2] = pIn[0] * m->_13 + pIn[1] * m->_23 + pIn[2] * m->_33 + pIn[3] * m->_43;
pIn = (D3DVALUE*)((BYTE*)pIn + dwInpStride);
pOut = (D3DVALUE*)((BYTE*)pOut + dwOutStride);
}
}
//---------------------------------------------------------------------
// Transform 1-dimensional texture.
//
void TransformTexture1_1(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + m->_21;
}
//---------------------------------------------------------------------
// Transform 1-dimensional texture. Output 2 texture coordinates
//
void TransformTexture1_2(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + m->_21;
pOut[1] = pIn[0] * m->_12 + m->_22;
}
//---------------------------------------------------------------------
// Transform 1-dimensional texture. Output 3 texture coordinates
//
void TransformTexture1_3(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + m->_21;
pOut[1] = pIn[0] * m->_12 + m->_22;
pOut[2] = pIn[0] * m->_13 + m->_23;
}
//---------------------------------------------------------------------
// Transform 1-dimensional texture. Output 4 texture coordinates
//
void TransformTexture1_4(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + m->_21;
pOut[1] = pIn[0] * m->_12 + m->_22;
pOut[2] = pIn[0] * m->_13 + m->_23;
pOut[3] = pIn[0] * m->_14 + m->_24;
}
//---------------------------------------------------------------------
// Transform 2-dimensional texture
//
void TransformTexture2_2(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + m->_31;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + m->_32;
}
//---------------------------------------------------------------------
// Transform 2-dimensional texture. Output 1 texture coordinate
//
void TransformTexture2_1(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + m->_31;
}
//---------------------------------------------------------------------
// Transform 2-dimensional texture. Output 3 texture coordinates
//
void TransformTexture2_3(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + m->_31;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + m->_32;
pOut[2] = pIn[0] * m->_13 + pIn[1] * m->_23 + m->_33;
}
//---------------------------------------------------------------------
// Transform 2-dimensional texture. Output 4 texture coordinates
//
void TransformTexture2_4(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + m->_31;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + m->_32;
pOut[2] = pIn[0] * m->_13 + pIn[1] * m->_23 + m->_33;
pOut[3] = pIn[0] * m->_14 + pIn[1] * m->_24 + m->_34;
}
//---------------------------------------------------------------------
// Transform 3-dimensional texture. Output 3 texture coordinates
//
void TransformTexture3_3(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + m->_41;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + pIn[2] * m->_32 + m->_42;
pOut[2] = pIn[0] * m->_13 + pIn[1] * m->_23 + pIn[2] * m->_33 + m->_43;
}
//---------------------------------------------------------------------
// Transform 3-dimensional texture. Output 1 texture coordinates
//
void TransformTexture3_1(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + m->_41;
}
//---------------------------------------------------------------------
// Transform 3-dimensional texture. Output 2 texture coordinates
//
void TransformTexture3_2(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + m->_41;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + pIn[2] * m->_32 + m->_42;
}
//---------------------------------------------------------------------
// Transform 3-dimensional texture. Output 4 texture coordinates
//
void TransformTexture3_4(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + m->_41;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + pIn[2] * m->_32 + m->_42;
pOut[2] = pIn[0] * m->_13 + pIn[1] * m->_23 + pIn[2] * m->_33 + m->_43;
pOut[3] = pIn[0] * m->_14 + pIn[1] * m->_24 + pIn[2] * m->_34 + m->_44;
}
//---------------------------------------------------------------------
// Transform 4-dimensional texture. Output 4 texture coordinates
//
void TransformTexture4_4(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + pIn[3] * m->_41;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + pIn[2] * m->_32 + pIn[3] * m->_42;
pOut[2] = pIn[0] * m->_13 + pIn[1] * m->_23 + pIn[2] * m->_33 + pIn[3] * m->_43;
pOut[3] = pIn[0] * m->_14 + pIn[1] * m->_24 + pIn[2] * m->_34 + pIn[3] * m->_44;
}
//---------------------------------------------------------------------
// Transform 4-dimensional texture. Output 1 texture coordinates
//
void TransformTexture4_1(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + pIn[3] * m->_41;
}
//---------------------------------------------------------------------
// Transform 4-dimensional texture. Output 2 texture coordinates
//
void TransformTexture4_2(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + pIn[3] * m->_41;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + pIn[2] * m->_32 + pIn[3] * m->_42;
}
//---------------------------------------------------------------------
// Transform 4-dimensional texture. Output 3 texture coordinates
//
void TransformTexture4_3(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m)
{
pOut[0] = pIn[0] * m->_11 + pIn[1] * m->_21 + pIn[2] * m->_31 + pIn[3] * m->_41;
pOut[1] = pIn[0] * m->_12 + pIn[1] * m->_22 + pIn[2] * m->_32 + pIn[3] * m->_42;
pOut[2] = pIn[0] * m->_13 + pIn[1] * m->_23 + pIn[2] * m->_33 + pIn[3] * m->_43;
}
//---------------------------------------------------------------------
// Index is:
// bits 0-1 - (number of input texture coordinates - 1)
// bits 2-3 - (number of output texture coordinates - 1)
//
PFN_TEXTURETRANSFORM g_pfnTextureTransform[16] =
{
TransformTexture1_1,
TransformTexture2_1,
TransformTexture3_1,
TransformTexture4_1,
TransformTexture1_2,
TransformTexture2_2,
TransformTexture3_2,
TransformTexture4_2,
TransformTexture1_3,
TransformTexture2_3,
TransformTexture3_3,
TransformTexture4_3,
TransformTexture1_4,
TransformTexture2_4,
TransformTexture3_4,
TransformTexture4_4
};
//---------------------------------------------------------------------
PFN_TEXTURETRANSFORMLOOP g_pfnTextureTransformLoop[16] =
{
TransformTexture1_1Loop,
TransformTexture2_1Loop,
TransformTexture3_1Loop,
TransformTexture4_1Loop,
TransformTexture1_2Loop,
TransformTexture2_2Loop,
TransformTexture3_2Loop,
TransformTexture4_2Loop,
TransformTexture1_3Loop,
TransformTexture2_3Loop,
TransformTexture3_3Loop,
TransformTexture4_3Loop,
TransformTexture1_4Loop,
TransformTexture2_4Loop,
TransformTexture3_4Loop,
TransformTexture4_4Loop
};
//---------------------------------------------------------------------
// This function should be called every time FVF ID is changed
// All pv flags, input and output FVF id should be set before calling the
// function.
static DWORD POSITION_SIZE[16] =
{
0, 0, 3*4, 0, 4*4, 0, 4*4, 0, 5*4, 0, 6*4, 0, 7*4, 0, 8*4, 0
};
//---------------------------------------------------------------------
void SetupStrides(D3DFE_PROCESSVERTICES* pv, UINT stride)
{
pv->position.dwStride = stride;
pv->weights.dwStride =
pv->normal.dwStride =
pv->diffuse.dwStride =
pv->specular.dwStride =
pv->psize.dwStride =
pv->matrixIndices.dwStride = stride;
pv->textures[0].dwStride = stride;
pv->textures[1].dwStride = stride;
pv->textures[2].dwStride = stride;
pv->textures[3].dwStride = stride;
pv->textures[4].dwStride = stride;
pv->textures[5].dwStride = stride;
pv->textures[6].dwStride = stride;
pv->textures[7].dwStride = stride;
}
//---------------------------------------------------------------------
// This function is called only when the input FVF is changed
//
void UpdateGeometryLoopData(LPD3DFE_PROCESSVERTICES pv)
{
// Compute input offsets
if (!(pv->dwDeviceFlags & D3DDEV_STRIDE))
{
DWORD i = POSITION_SIZE[pv->dwVIDIn & D3DFVF_POSITION_MASK];
pv->normalOffset = i;
if (pv->dwVIDIn & D3DFVF_NORMAL)
i += sizeof(D3DVECTOR);
pv->pointSizeOffset = i;
if (pv->dwVIDIn & D3DFVF_PSIZE)
i += sizeof(D3DVALUE);
pv->diffuseOffset = i;
if (pv->dwVIDIn & D3DFVF_DIFFUSE)
i += sizeof(DWORD);
pv->specularOffset = i;
if (pv->dwVIDIn & D3DFVF_SPECULAR)
i += sizeof(DWORD);
pv->texOffset = i;
}
}
//-----------------------------------------------------------------------------
inline DWORD GetColorComponent(float color)
{
if (FLOAT_LTZ(color))
return 0;
else
if (FLOAT_CMP_PONE(color, >))
return 255;
else
return (DWORD)FTOI(color * 255.0f);
}
//-----------------------------------------------------------------------------
inline DWORD ComputeColor(VVM_WORD* color)
{
DWORD r = GetColorComponent(color->x);
DWORD g = GetColorComponent(color->y);
DWORD b = GetColorComponent(color->z);
DWORD a = GetColorComponent(color->w);
return (a<<24) + (r<<16) + (g<<8) + b;
}
//-----------------------------------------------------------------------------
// Executes vertex shader and computes clip codes.
// Vertices are processed in batches
//
// The following fields from pv are used:
// dwFlags
// dwNumVertices
// all pointer and strides
// dwVIDIn
// dwVIDOut
// lpvOut
// lpClipFlags
// nTexCoord
// Returns:
// returns dwClipIntersection or 0 (if D3DDEV_DONOTCLIP is set)
// Side effects:
// dwClipUnion, dwClipIntersection are set only if D3DDEV_DONOTCLIP is not set
//
#undef DPF_MODNAME
#define DPF_MODNAME "ProcessVerticesVVM"
DWORD D3DFE_PVFUNCSI::ProcessVerticesVVM(LPD3DFE_PROCESSVERTICES pv)
{
D3DFE_CLIPCODE* hout = pv->lpClipFlags;
D3DTLVERTEX* out = (D3DTLVERTEX*)pv->lpvOut;
VVM_REGISTERS* pRegisters = m_VertexVM.GetRegisters();
DWORD dwDeviceFlags = pv->dwDeviceFlags;
DWORD dwClipIntersection = 0;
DWORD dwClipUnion = 0;
DWORD dwOutVerSize = pv->dwOutputSize;
CVShaderCode* shader = m_VertexVM.GetActiveShader();
DWORD dwOutRegs = shader->m_dwOutRegs;
UINT dwNumVertices = pv->dwNumVertices;
// When ProcessVertices is used, output FVF could have a field VVM does not
// modify. In this case we prevent writing to the output field
BOOL bWritePSize = dwOutRegs & CPSGPShader_PSIZE &&
pv->dwVIDOut & D3DFVF_PSIZE;
BOOL bWriteDiffuse = dwOutRegs & CPSGPShader_DIFFUSE &&
pv->dwVIDOut & D3DFVF_DIFFUSE;
BOOL bWriteSpecular = (dwOutRegs & CPSGPShader_SPECULAR ||
(dwOutRegs & CPSGPShader_FOG && !(pv->dwVIDOut & D3DFVF_FOG))) &&
pv->dwVIDOut & D3DFVF_SPECULAR;
BOOL bWriteFog = pv->dwVIDOut & D3DFVF_FOG &&
dwOutRegs & CPSGPShader_FOG;
if (!(dwDeviceFlags & D3DDEV_DONOTCLIP))
dwClipIntersection = ~0;
UINT iVertex = 0; // Vertex index
while (dwNumVertices)
{
UINT count = min(dwNumVertices, VVMVERTEXBATCH);
dwNumVertices -= count;
// Copy vertex elements to the input vertex registers
CVertexDesc* pVD = pv->VertexDesc;
for (DWORD k = pv->dwNumUsedVertexDescs; k; k--)
{
(*(PFN_D3DCOPYELEMENT)pVD->pfnCopy)
((BYTE*)pVD->pMemory +
iVertex * pVD->dwStride, pVD->dwStride, count,
pRegisters->m_v[pVD->dwRegister]);
pVD++;
}
m_VertexVM.ExecuteShader(pv, count);
// Get the result from the output VVM registers
for (UINT i=0; i < count; i++)
{
float x, y, z, w;
w = pRegisters->m_output[D3DSRO_POSITION][i].w;
z = pRegisters->m_output[D3DSRO_POSITION][i].z;
// Make clipping rules 0 < x < w; 0 < y < w
x = (pRegisters->m_output[D3DSRO_POSITION][i].x + w) * 0.5f;
y = (pRegisters->m_output[D3DSRO_POSITION][i].y + w) * 0.5f;
if (!(dwDeviceFlags & D3DDEV_DONOTCLIP))
{
DWORD clip;
// Compute clip code
d_ComputeClipCode(4)
if (clip == 0)
{
dwClipIntersection = 0;
*hout++ = 0;
w = D3DVAL(1)/w;
}
else
{
if (dwDeviceFlags & D3DDEV_GUARDBAND)
{
// We do guardband check in the projection space, so
// we transform X and Y of the vertex there
d_ComputeClipCodeGB(6)
if ((clip & ~__D3DCS_INGUARDBAND) == 0)
{
// If vertex is inside the guardband we have to compute
// screen coordinates
w = D3DVAL(1)/w;
*hout++ = (D3DFE_CLIPCODE)clip;
dwClipIntersection &= clip;
dwClipUnion |= clip;
goto l_DoScreenCoord;
}
}
dwClipIntersection &= clip;
dwClipUnion |= clip;
*hout++ = (D3DFE_CLIPCODE)clip;
// If vertex is outside the frustum we can not compute screen
// coordinates
out->sx = x;
out->sy = y;
out->sz = z;
out->rhw = w;
goto l_DoLighting;
}
}
else
{
// We have to check this only for DONOTCLIP case, because otherwise
// the vertex with "we = 0" will be clipped and screen coordinates
// will not be computed
// "clip" is not zero, if "w" is zero.
if (!FLOAT_EQZ(w))
w = D3DVAL(1)/w;
else
w = __HUGE_PWR2;
}
l_DoScreenCoord:
d_ComputeScreenCoordinates(3, x, y, z, w, out)
l_DoLighting:
if (bWritePSize)
{
float* p = (float*)((BYTE*)out + pv->pointSizeOffsetOut);
*p = pRegisters->m_output[D3DSRO_POINT_SIZE][i].x;
}
if (bWriteDiffuse)
{
DWORD* p = (DWORD*)((BYTE*)out + pv->diffuseOffsetOut);
*p = ComputeColor(&pRegisters->m_color[0][i]);
}
else
if (!(pv->dwFlags & D3DPV_DONOTCOPYDIFFUSE))
{
*(DWORD*)((BYTE*)out + pv->diffuseOffsetOut) = __DEFAULT_DIFFUSE;
}
if (bWriteSpecular)
{
DWORD color = __DEFAULT_SPECULAR;
DWORD* p = (DWORD*)((BYTE*)out + pv->specularOffsetOut);
if (dwOutRegs & CPSGPShader_SPECULAR)
{
color = ComputeColor(&pRegisters->m_color[1][i]);
}
// We need to clear specular ALPHA, because it should be taken
// from the FOG register even if the shader does not write to it
color &= 0x00FFFFFF;
if (dwOutRegs & CPSGPShader_FOG && !bWriteFog)
{
DWORD a = GetColorComponent(pRegisters->m_output[D3DSRO_FOG][i].x);
((BYTE*)&color)[3] = (BYTE)a;
}
*p = color;
}
else
if (!(pv->dwFlags & D3DPV_DONOTCOPYSPECULAR))
{
*(DWORD*)((BYTE*)out + pv->specularOffsetOut) = __DEFAULT_SPECULAR;
}
if (bWriteFog)
{
float a = pRegisters->m_output[D3DSRO_FOG][i].x;
if (FLOAT_LTZ(a))
*(float*)((BYTE*)out + pv->fogOffsetOut) = 0.0f;
else
if (FLOAT_CMP_PONE(a, >))
*(float*)((BYTE*)out + pv->fogOffsetOut) = 1.0f;
else
*(float*)((BYTE*)out + pv->fogOffsetOut) = a;
}
D3DVALUE *pOutTexture = (D3DVALUE*)((BYTE*)out + pv->texOffsetOut);
for (DWORD k=0; k < pv->nOutTexCoord; k++)
{
DWORD dwSize = pv->dwTextureCoordSize[k];
memcpy(pOutTexture, &pRegisters->m_texture[k][i], dwSize);
NEXT(pOutTexture, dwSize, D3DVALUE);
}
NEXT(out, dwOutVerSize, D3DTLVERTEX);
}
iVertex += count;
}
pv->dwClipIntersection = dwClipIntersection;
pv->dwClipUnion = dwClipUnion;
return dwClipIntersection;
}
//-----------------------------------------------------------------------------
extern DWORD ProcessVerticesLoop(D3DFE_PROCESSVERTICES *pv);
//-----------------------------------------------------------------------------
DWORD D3DFE_PVFUNCSI::ProcessVertices(LPD3DFE_PROCESSVERTICES pv)
{
CD3DFPstate D3DFPstate; // Sets optimal FPU state for D3D.
if (pv->dwDeviceFlags & D3DDEV_VERTEXSHADERS)
return ProcessVerticesVVM(pv);
else
return ProcessVerticesLoop(pv);
}
//-----------------------------------------------------------------------------
HRESULT D3DFE_PVFUNCSI::ProcessPrimitive(LPD3DFE_PROCESSVERTICES pv)
{
CD3DFPstate D3DFPstate; // Sets optimal FPU state for D3D.
#ifdef DEBUG_PIPELINE
if (!(g_DebugFlags & __DEBUG_ONEPASS))
#endif
if (DoOnePassPrimProcessing(pv))
{ // We can do optimized processing of non-indexed primitives that
// require clipping
switch (pv->primType)
{
case D3DPT_TRIANGLELIST : return ProcessTriangleList(pv);
case D3DPT_TRIANGLESTRIP: return ProcessTriangleStrip(pv);
case D3DPT_TRIANGLEFAN : return ProcessTriangleFan(pv);
case D3DPT_LINELIST : return ProcessLineList(pv);
case D3DPT_LINESTRIP : return ProcessLineStrip(pv);
}
}
pv->pGeometryFuncs->ProcessVertices(pv);
if (pv->dwClipIntersection)
{
// all vertices were offscreen
return D3D_OK;
}
return (DoDrawPrimitive(pv));
}
//-----------------------------------------------------------------------------
HRESULT D3DFE_PVFUNCSI::ProcessIndexedPrimitive(LPD3DFE_PROCESSVERTICES pv)
{
pv->pGeometryFuncs->ProcessVertices(pv);
if (pv->dwClipIntersection)
{
// all vertices were offscreen
return D3D_OK;
}
HRESULT hr = DoDrawIndexedPrimitive(pv);
return hr;
}
//-----------------------------------------------------------------------------
D3DFE_PROCESSVERTICES::D3DFE_PROCESSVERTICES()
{
for (DWORD i=0; i < D3DDP_MAXTEXCOORD; i++)
{
// Set texture size array to default for pre-DX7 drivers
this->dwTextureCoordSize[i] = 4*2;
}
for (i = 0; i < VER_IN_BATCH-1; i++)
{
clipVer[i].next = &clipVer[i+1];
}
clipVer[VER_IN_BATCH-1].next = clipVer;
this->dwFlags = 0;
this->dwDeviceFlags = 0;
this->dwFlags2 = 0;
this->dwMaxUserClipPlanes = 0;
this->ClipperState.clipBuf = new BYTE[MAX_CLIP_VERTICES*__MAX_VERTEX_SIZE];
// Set a defaul value for matrix indices in vertices
this->MatrixIndices[0] = 0;
this->MatrixIndices[1] = 1;
this->MatrixIndices[2] = 2;
this->MatrixIndices[3] = 3;
#ifdef DEBUG_PIPELINE
GetD3DRegValue(REG_DWORD, "DebugFlags", &g_DebugFlags, 4);
DWORD dwDisableRendering = 0;
GetD3DRegValue(REG_DWORD, "DisableRendering", &dwDisableRendering, 4);
if (dwDisableRendering)
g_DebugFlags |= __DEBUG_NORENDERING;
#endif
this->pDDI = NULL;
for (i=0; i < __MAXWORLDMATRICES; i++)
{
CTMCount[i] = 0;
WVCount[i] = 0;
WVICount[i] = 0;
}
MatrixStateCount = 1; // To force setting matrices for the first time
}
//-----------------------------------------------------------------------------
D3DFE_PROCESSVERTICES::~D3DFE_PROCESSVERTICES()
{
delete [] this->ClipperState.clipBuf;
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "DoDrawPrimitive"
HRESULT D3DFE_PVFUNCSI::DoDrawPrimitive(LPD3DFE_PROCESSVERTICES pv)
{
HRESULT ret;
if (!CheckIfNeedClipping(pv))
{
try
{
pv->pDDI->DrawPrim(pv);
return S_OK;
}
catch( HRESULT hr )
{
return hr;
}
}
// Preserve primitive type for large begin-end primitives
// Primitive type could be changed by the clipper
D3DPRIMITIVETYPE oldPrimType = pv->primType;
switch (pv->primType)
{
case D3DPT_POINTLIST:
ret = ProcessClippedPoints(pv);
break;
case D3DPT_LINELIST:
ret = ProcessClippedLine(pv);
break;
case D3DPT_LINESTRIP:
ret = ProcessClippedLine(pv);
break;
case D3DPT_TRIANGLELIST:
ret = ProcessClippedTriangleList(pv);
break;
case D3DPT_TRIANGLESTRIP:
ret = ProcessClippedTriangleStrip(pv);
break;
case D3DPT_TRIANGLEFAN:
ret = ProcessClippedTriangleFan(pv);
break;
default:
D3D_ERR( "Unknown primitive type in DrawPrimitive" );
ret = D3DERR_INVALIDCALL;
break;
}
pv->primType = oldPrimType;
return ret;
}
//---------------------------------------------------------------------
#undef DPF_MODNAME
#define DPF_MODNAME "DoDrawIndexedPrimitive"
HRESULT D3DFE_PVFUNCSI::DoDrawIndexedPrimitive(LPD3DFE_PROCESSVERTICES pv)
{
HRESULT ret = S_OK;
if (!CheckIfNeedClipping(pv))
{
try
{
pv->pDDI->DrawIndexPrim(pv);
return S_OK;
}
catch( HRESULT hr )
{
return hr;
}
}
// Preserve primitive type for large begin-end primitives
// Primitive type could be changed by the clipper
D3DPRIMITIVETYPE oldPrimType = pv->primType;
switch (pv->primType)
{
case D3DPT_POINTLIST:
ret = ProcessClippedIndexedPoints(pv);
break;
case D3DPT_LINELIST:
ret = ProcessClippedIndexedLine(pv);
break;
case D3DPT_LINESTRIP:
ret = ProcessClippedIndexedLine(pv);
break;
case D3DPT_TRIANGLELIST:
ret = ProcessClippedIndexedTriangleList(pv);
break;
case D3DPT_TRIANGLEFAN:
ret = ProcessClippedIndexedTriangleFan(pv);
break;
case D3DPT_TRIANGLESTRIP:
ret = ProcessClippedIndexedTriangleStrip(pv);
break;
default:
break;
}
pv->primType = oldPrimType;
return ret;
}