Leaked source code of windows server 2003
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/******************************Module*Header**********************************\
*
* *******************
* * D3D SAMPLE CODE *
* *******************
*
* Module Name: d3dpoint.c
*
* Content: Direct3D hw point 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 <math.h>
#endif
//-----------------------------------------------------------------------------
//
// VOID P2_Draw_FVF_Point
//
// Hardare render a single point coming from a FVF vertex
//
// 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_Point(PERMEDIA_D3DCONTEXT *pContext,
LPD3DTLVERTEX lpV0,
LPP2FVFOFFSETS lpFVFOff)
{
PPDev pPdev = pContext->ppdev;
DWORD dwFlags = pContext->Hdr.Flags;
ULONG ulRenderCmd = pContext->RenderCommand;
DWORD dwColorOffs,dwSpecularOffs,dwTexOffs;
D3DCOLOR dwColor, dwSpecular;
D3DVALUE fKs, fS, fT, fQ;
PERMEDIA_DEFS(pContext->ppdev);
DBG_D3D((10,"Entering P2_Draw_FVF_Point"));
// Set point rendering mode
RENDER_POINT(ulRenderCmd);
// Get FVF structure offsets
__SetFVFOffsets(&dwColorOffs,&dwSpecularOffs,&dwTexOffs,lpFVFOff);
RESERVEDMAPTR(0x80);
SEND_PERMEDIA_DATA(RasterizerMode, BIAS_NEARLY_HALF);
// Get vertex color value (FVF based)
if (dwColorOffs)
{
dwColor = FVFCOLOR(lpV0, dwColorOffs)->color;
if (FAKE_ALPHABLEND_MODULATE & pContext->FakeBlendNum)
{
dwColor |= 0xFF000000;
}
}
else
{
// must set default in case no D3DFVF_DIFFUSE
dwColor = 0xFFFFFFFF;
}
// Get vertex specular value (FVF based) if necessary
if ((dwFlags & (CTXT_HAS_SPECULAR_ENABLED | CTXT_HAS_FOGGING_ENABLED))
&& (dwSpecularOffs != 0))
{
dwSpecular = FVFSPEC(lpV0, dwSpecularOffs)->specular;
}
if ((dwFlags & CTXT_HAS_TEXTURE_ENABLED) && (dwTexOffs != 0))
{
// Get s,t texture coordinates (FVF based)
fS = FVFTEX(lpV0,dwTexOffs)->tu;
fT = FVFTEX(lpV0,dwTexOffs)->tv;
// Scale s,t coordinate values
fS *= pContext->DeltaWidthScale;
fT *= pContext->DeltaHeightScale;
// Apply perpspective corrections if necessary
if (dwFlags & CTXT_HAS_PERSPECTIVE_ENABLED)
{
fQ = lpV0->rhw;
fS *= fQ;
fT *= fQ;
}
else
{
fQ = 1.0;
}
// Send points s,t,q,ks (conditionaly),x,y,z values
if ((dwFlags & CTXT_HAS_SPECULAR_ENABLED) && (dwSpecularOffs != 0))
{
fKs = RGB256_TO_LUMA(RGB_GETRED(dwSpecular),
RGB_GETGREEN(dwSpecular),
RGB_GETBLUE(dwSpecular));
SEND_VERTEX_STQ_KS_XYZ(__Permedia2TagV0FloatS, fS, fT, fQ, fKs,
lpV0->sx, lpV0->sy, lpV0->sz);
}
else
{
SEND_VERTEX_STQ_XYZ(__Permedia2TagV0FloatS, fS, fT, fQ,
lpV0->sx, lpV0->sy, lpV0->sz);
}
}
else // not textured point
{
// If specular is enabled, change the colours
if ((dwFlags & CTXT_HAS_SPECULAR_ENABLED) && (dwSpecularOffs != 0))
{
CLAMP8888(dwColor, dwColor, dwSpecular);
}
// Send lines x,y,z values
SEND_VERTEX_XYZ(__Permedia2TagV0FloatS, lpV0->sx, lpV0->sy, lpV0->sz);
}
// If fog is set, send the appropriate value
if ((dwFlags & CTXT_HAS_FOGGING_ENABLED) && (dwSpecularOffs != 0))
{
SEND_VERTEX_FOG(__Permedia2TagV0FixedF, RGB_GET_GAMBIT_FOG(dwSpecular));
}
// 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, dwColor);
}
else
{
if (dwFlags & CTXT_HAS_ALPHABLEND_ENABLED)
{
if (pContext->FakeBlendNum & FAKE_ALPHABLEND_ONE_ONE)
{
dwColor &= 0xFFFFFF; // supress color's alpha value
}
}
SEND_VERTEX_RGBA_P2(__Permedia2TagV0FixedS, dwColor);
}
}
else // Flat shading
{
if (RENDER_MONO)
{
// Get constant color from the blue channel
DWORD BlueChannel = RGBA_GETBLUE(dwColor);
SEND_PERMEDIA_DATA(ConstantColor,
RGB_MAKE(BlueChannel, BlueChannel, BlueChannel));
}
else
{
if (pContext->FakeBlendNum & FAKE_ALPHABLEND_ONE_ONE)
{
dwColor &= 0xFFFFFF;
}
SEND_PERMEDIA_DATA(ConstantColor,
RGBA_MAKE(RGBA_GETBLUE(dwColor),
RGBA_GETGREEN(dwColor),
RGBA_GETRED(dwColor),
RGBA_GETALPHA(dwColor)));
}
}
SEND_PERMEDIA_DATA(DrawLine01, ulRenderCmd);
SEND_PERMEDIA_DATA(RasterizerMode, 0);
COMMITDMAPTR();
DBG_D3D((10,"Exiting P2_Draw_FVF_Point"));
} // P2_Draw_FVF_Point
//-----------------------------------------------------------------------------
//
// void P2_Draw_FVF_Point_Tri
//
// Render a triangle with FVF vertexes when the point fillmode is active
//
//-----------------------------------------------------------------------------
void
P2_Draw_FVF_Point_Tri(PERMEDIA_D3DCONTEXT *pContext,
LPD3DTLVERTEX lpV0,
LPD3DTLVERTEX lpV1,
LPD3DTLVERTEX lpV2,
LPP2FVFOFFSETS lpFVFOff)
{
D3DFVFDRAWPNTFUNCPTR pPoint;
DBG_D3D((10,"Entering P2_Draw_FVF_Point_Tri"));
pPoint = __HWSetPointFunc(pContext, lpFVFOff);
(*pPoint)(pContext, lpV0, lpFVFOff);
(*pPoint)(pContext, lpV1, lpFVFOff);
(*pPoint)(pContext, lpV2, lpFVFOff);
DBG_D3D((10,"Exiting P2_Draw_FVF_Point_Tri"));
} // P2_Draw_FVF_Point_Tri
//@@BEGIN_DDKSPLIT
#if D3D_POINTSPRITES
//-----------------------------------------------------------------------------
//
// void P2_Draw_FVF_Point_Sprite
//
// Render a point sprite with FVF vertexes when the point sprite enable is on
//
//-----------------------------------------------------------------------------
#define SPRITETEXCOORDMAX (4095.75F/4096.F)
void
P2_Draw_FVF_Point_Sprite(PERMEDIA_D3DCONTEXT *pContext,
LPD3DTLVERTEX lpV0,
LPP2FVFOFFSETS lpFVFOff)
{
P2FVFMAXVERTEX fvfVUL, fvfVUR, fvfVLL, fvfVLR;
DWORD dwColorOffs,dwSpecularOffs,dwTexOffs;
D3DVALUE fPntSize, fPntSizeHalf;
DBG_D3D((10,"Entering P2_Draw_FVF_Point_Sprite"));
// Get FVF structure offsets
__SetFVFOffsets(&dwColorOffs,&dwSpecularOffs,&dwTexOffs,lpFVFOff);
// Compute point sprite size
if (lpFVFOff->dwPntSizeOffset)
{
fPntSize = FVFPSIZE(lpV0, lpFVFOff->dwPntSizeOffset)->psize;
}
else
{
fPntSize = pContext->fPointSize;
}
// Initialize square values
memcpy( &fvfVUL, lpV0, lpFVFOff->dwStride);
memcpy( &fvfVUR, lpV0, lpFVFOff->dwStride);
memcpy( &fvfVLL, lpV0, lpFVFOff->dwStride);
memcpy( &fvfVLR, lpV0, lpFVFOff->dwStride);
// Clamp point size to zero
if (fPntSize > 0.0f)
fPntSizeHalf = fPntSize * 0.5f;
else
fPntSizeHalf = 0.0f;
// Make this a square of size fPntSize
((D3DTLVERTEX *)&fvfVUL)->sx -= fPntSizeHalf;
((D3DTLVERTEX *)&fvfVUL)->sy -= fPntSizeHalf;
((D3DTLVERTEX *)&fvfVUR)->sx += fPntSizeHalf;
((D3DTLVERTEX *)&fvfVUR)->sy -= fPntSizeHalf;
((D3DTLVERTEX *)&fvfVLL)->sx -= fPntSizeHalf;
((D3DTLVERTEX *)&fvfVLL)->sy += fPntSizeHalf;
((D3DTLVERTEX *)&fvfVLR)->sx += fPntSizeHalf;
((D3DTLVERTEX *)&fvfVLR)->sy += fPntSizeHalf;
if ((pContext->bPointSpriteEnabled) && (dwTexOffs))
{
// Modify texture coordinates according to spec
FVFTEX(&fvfVUL, dwTexOffs)->tu = 0.0f;
FVFTEX(&fvfVUL, dwTexOffs)->tv = 0.0f;
FVFTEX(&fvfVUR, dwTexOffs)->tu = SPRITETEXCOORDMAX;
FVFTEX(&fvfVUR, dwTexOffs)->tv = 0.0f;
FVFTEX(&fvfVLL, dwTexOffs)->tu = 0.0f;
FVFTEX(&fvfVLL, dwTexOffs)->tv = SPRITETEXCOORDMAX;
FVFTEX(&fvfVLR, dwTexOffs)->tu = SPRITETEXCOORDMAX;
FVFTEX(&fvfVLR, dwTexOffs)->tv = SPRITETEXCOORDMAX;
}
// here we are going to send the required quad
P2_Draw_FVF_Solid_Tri(pContext, (D3DTLVERTEX *)&fvfVUL,
(D3DTLVERTEX *)&fvfVUR,
(D3DTLVERTEX *)&fvfVLL, lpFVFOff);
P2_Draw_FVF_Solid_Tri(pContext, (D3DTLVERTEX *)&fvfVLL,
(D3DTLVERTEX *)&fvfVUR,
(D3DTLVERTEX *)&fvfVLR, lpFVFOff);
DBG_D3D((10,"Exiting P2_Draw_FVF_Point_Sprite"));
}
#endif // D3D_POINTSPRITES
//@@END_DDKSPLIT