Leaked source code of windows server 2003
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/*==========================================================================;
*
* Copyright (C) 1997 Microsoft Corporation. All Rights Reserved.
*
* File: clipper.c
* Content: Clipper
*
***************************************************************************/
#include "pch.cpp"
#pragma hdrstop
#include "clipper.h"
#include "d3dfei.h"
#define GET_NEW_CLIP_VERTEX \
&pv->ClipperState.clip_vertices[pv->ClipperState.clip_vertices_used++];
//---------------------------------------------------------------------
int SetInterpolationFlags(D3DFE_PROCESSVERTICES *pv)
{
// Figure out which pieces need to be interpolated in new vertices.
int interpolate = 0;
if (pv->lpdwRStates[D3DRENDERSTATE_SHADEMODE] == D3DSHADE_GOURAUD)
{
if (pv->dwDeviceFlags & D3DDEV_RAMP)
{
interpolate |= INTERPOLATE_RCOLOR;
}
else
{
interpolate |= INTERPOLATE_COLOR;
if (pv->lpdwRStates[D3DRENDERSTATE_SPECULARENABLE] ||
pv->lpdwRStates[D3DRENDERSTATE_FOGENABLE])
{
interpolate |= INTERPOLATE_SPECULAR;
}
}
}
if (pv->dwDeviceFlags & D3DDEV_LEGACYTEXTURE)
{
interpolate |= INTERPOLATE_TEXTUREL;
}
else
for(DWORD i = 0; i < pv->dwMaxTextureIndices; ++i)
{
if(pv->pD3DMappedTexI[i])
{
interpolate |= INTERPOLATE_TEXTURE3;
return interpolate;
}
}
return interpolate;
}
//---------------------------------------------------------------------
__inline void
InterpolateColor(ClipVertex *p,
ClipVertex *p1,
ClipVertex *p2,
D3DVALUE num_denom )
{
int r1, g1, b1, a1;
int r2, g2, b2, a2;
r1 = RGBA_GETRED(p1->color);
g1 = RGBA_GETGREEN(p1->color);
b1 = RGBA_GETBLUE(p1->color);
a1 = RGBA_GETALPHA(p1->color);
r2 = RGBA_GETRED(p2->color);
g2 = RGBA_GETGREEN(p2->color);
b2 = RGBA_GETBLUE(p2->color);
a2 = RGBA_GETALPHA(p2->color);
p->color = RGBA_MAKE((WORD)(r1 + (r2 - r1) * num_denom),
(WORD)(g1 + (g2 - g1) * num_denom),
(WORD)(b1 + (b2 - b1) * num_denom),
(WORD)(a1 + (a2 - a1) * num_denom));
}
//---------------------------------------------------------------------
void InterpolateRampColor(ClipVertex* p,
ClipVertex* p1,
ClipVertex* p2,
D3DVALUE num_denom )
{
int a, c, c1, c2;
int a1, a2;
c1 = CI_MASKALPHA(p1->color);
a1 = CI_GETALPHA(p1->color);
c2 = CI_MASKALPHA(p2->color);
a2 = CI_GETALPHA(p2->color);
c = (int)(c1 + (c2 - c1) * num_denom);
a = (int)(a1 + (a2 - a1) * num_denom);
p->color = CI_MAKE( a, CI_GETINDEX(c), CI_GETFRACTION(c) );
}
//---------------------------------------------------------------------
__inline void
InterpolateSpecular(ClipVertex *p,
ClipVertex *p1,
ClipVertex *p2,
D3DVALUE num_denom )
{
int r1, g1, b1, a1;
int r2, g2, b2, a2;
r1 = RGBA_GETRED(p1->specular);
g1 = RGBA_GETGREEN(p1->specular);
b1 = RGBA_GETBLUE(p1->specular);
a1 = RGBA_GETALPHA(p1->specular);
r2 = RGBA_GETRED(p2->specular);
g2 = RGBA_GETGREEN(p2->specular);
b2 = RGBA_GETBLUE(p2->specular);
a2 = RGBA_GETALPHA(p2->specular);
p->specular = RGBA_MAKE((WORD)(r1 + (r2 - r1) * num_denom),
(WORD)(g1 + (g2 - g1) * num_denom),
(WORD)(b1 + (b2 - b1) * num_denom),
(WORD)(a1 + (a2 - a1) * num_denom));
}
//---------------------------------------------------------------------
__inline D3DVALUE
InterpolateTexture(D3DVALUE t1,
D3DVALUE t2,
D3DVALUE num_denom,
DWORD bWrap)
{
if (!bWrap)
return ((t2 - t1) * num_denom + t1);
else
{
D3DVALUE t = (TextureDiff(t2, t1, 1) * num_denom + t1);
if (t > 1.0f)
t -= 1.0f;
return t;
}
}
//---------------------------------------------------------------------
void
Interpolate(D3DFE_PROCESSVERTICES *pv,
ClipVertex *p,
ClipVertex *p1,
ClipVertex *p2,
int code,
int interpolate,
D3DVALUE num, D3DVALUE denom)
{
D3DVALUE num_denom = num / denom;
p->clip = (((int)p1->clip & (int)p2->clip) & ~CLIPPED_ENABLE) | code;
p->hx = p1->hx + (p2->hx - p1->hx) * num_denom;
p->hy = p1->hy + (p2->hy - p1->hy) * num_denom;
p->hz = p1->hz + (p2->hz - p1->hz) * num_denom;
p->hw = p1->hw + (p2->hw - p1->hw) * num_denom;
p->color = pv->ClipperState.clip_color;
p->specular = pv->ClipperState.clip_specular;
/*
* Interpolate any other color model or quality dependent values.
*/
if (interpolate & INTERPOLATE_COLOR)
{
InterpolateColor(p, p1, p2, num_denom);
}
else
if (interpolate & INTERPOLATE_RCOLOR)
{
InterpolateRampColor(p, p1, p2, num_denom);
}
if (interpolate & INTERPOLATE_SPECULAR)
{
InterpolateSpecular(p, p1, p2, num_denom);
}
if (interpolate & INTERPOLATE_TEXTUREL)
{
p->tex[0].u = InterpolateTexture(p1->tex[0].u, p2->tex[0].u,
num_denom,
pv->lpdwRStates[D3DRENDERSTATE_WRAPU]);
p->tex[0].v = InterpolateTexture(p1->tex[0].v, p2->tex[0].v,
num_denom,
pv->lpdwRStates[D3DRENDERSTATE_WRAPV]);
}
else
if (interpolate & INTERPOLATE_TEXTURE3)
{
// Assume that D3DRENDERSTATE_WRAPi are sequential
for (DWORD i = 0; i < pv->nTexCoord; i++)
{
DWORD wrapState = pv->lpdwRStates[D3DRENDERSTATE_WRAP0 + i];
p->tex[i].u = InterpolateTexture(p1->tex[i].u, p2->tex[i].u,
num_denom, wrapState & D3DWRAP_U);
p->tex[i].v = InterpolateTexture(p1->tex[i].v, p2->tex[i].v,
num_denom, wrapState & D3DWRAP_V);
}
}
}
//------------------------------------------------------------------------------
// Functions for clipping by frustum window
//
#define __CLIP_NAME ClipLeft
#define __CLIP_LINE_NAME ClipLineLeft
#define __CLIP_FLAG CLIPPED_LEFT
#define __CLIP_COORD hx
#include "clip.h"
#define __CLIP_NAME ClipRight
#define __CLIP_LINE_NAME ClipLineRight
#define __CLIP_W
#define __CLIP_FLAG CLIPPED_RIGHT
#define __CLIP_COORD hx
#include "clip.h"
#define __CLIP_NAME ClipBottom
#define __CLIP_LINE_NAME ClipLineBottom
#define __CLIP_FLAG CLIPPED_BOTTOM
#define __CLIP_COORD hy
#include "clip.h"
#define __CLIP_NAME ClipTop
#define __CLIP_LINE_NAME ClipLineTop
#define __CLIP_W
#define __CLIP_FLAG CLIPPED_TOP
#define __CLIP_COORD hy
#include "clip.h"
#define __CLIP_NAME ClipBack
#define __CLIP_LINE_NAME ClipLineBack
#define __CLIP_W
#define __CLIP_FLAG CLIPPED_BACK
#define __CLIP_COORD hz
#include "clip.h"
#define __CLIP_NAME ClipFront
#define __CLIP_LINE_NAME ClipLineFront
#define __CLIP_FLAG CLIPPED_FRONT
#define __CLIP_COORD hz
#include "clip.h"
//------------------------------------------------------------------------------
// Functions for guard band clipping
//
#define __CLIP_GUARDBAND
#define __CLIP_NAME ClipLeftGB
#define __CLIP_LINE_NAME ClipLineLeftGB
#define __CLIP_FLAG CLIPPED_LEFT
#define __CLIP_COORD hx
#define __CLIP_SIGN -
#define __CLIP_GBCOEF Kgbx1
#include "clip.h"
#define __CLIP_NAME ClipRightGB
#define __CLIP_LINE_NAME ClipLineRightGB
#define __CLIP_FLAG CLIPPED_RIGHT
#define __CLIP_COORD hx
#define __CLIP_GBCOEF Kgbx2
#define __CLIP_SIGN +
#include "clip.h"
#define __CLIP_NAME ClipBottomGB
#define __CLIP_LINE_NAME ClipLineBottomGB
#define __CLIP_FLAG CLIPPED_BOTTOM
#define __CLIP_COORD hy
#define __CLIP_SIGN -
#define __CLIP_GBCOEF Kgby1
#include "clip.h"
#define __CLIP_NAME ClipTopGB
#define __CLIP_LINE_NAME ClipLineTopGB
#define __CLIP_FLAG CLIPPED_TOP
#define __CLIP_COORD hy
#define __CLIP_GBCOEF Kgby2
#define __CLIP_SIGN +
#include "clip.h"
#undef __CLIP_GUARDBAND
/*------------------------------------------------------------------------
* Calculate the screen coords for any new vertices
* introduced into the polygon.
*/
void ComputeScreenCoordinates(D3DFE_PROCESSVERTICES *pv,
ClipVertex **inv,
int count, D3DRECTV *extent)
{
int i;
BOOL updateExtent = !(pv->dwFlags & D3DDP_DONOTUPDATEEXTENTS);
D3DFE_VIEWPORTCACHE& VPORT = pv->vcache;
for (i = 0; i < count; i++)
{
ClipVertex *p;
p = inv[i];
/*
* Catch any vertices that need screen co-ordinates generated.
* There are two possibilities
* 1) Vertices generated during interpolation
* 2) Vertices marked for clipping by the transform but
* not clipped here due to the finite precision
* of the floating point unit.
*/
if (p->clip & ~CLIPPED_ENABLE)
{
D3DVALUE w;
w = D3DVAL(1.0)/p->hw;
switch ((int)p->clip & (CLIPPED_LEFT|CLIPPED_RIGHT))
{
case CLIPPED_LEFT: p->sx = VPORT.minXgb; break;
case CLIPPED_RIGHT: p->sx = VPORT.maxXgb; break;
default:
p->sx = p->hx * VPORT.scaleX * w + VPORT.offsetX;
if (p->sx < VPORT.minXgb)
p->sx = VPORT.minXgb;
if (p->sx > VPORT.maxXgb)
p->sx = VPORT.maxXgb;
}
switch ((int)p->clip & (CLIPPED_TOP|CLIPPED_BOTTOM))
{
case CLIPPED_BOTTOM: p->sy = VPORT.maxYgb; break;
case CLIPPED_TOP: p->sy = VPORT.minYgb; break;
default:
p->sy = p->hy * VPORT.scaleY * w + VPORT.offsetY;
if (p->sy < VPORT.minYgb)
p->sy = VPORT.minYgb;
if (p->sy > VPORT.maxYgb)
p->sy = VPORT.maxYgb;
}
p->sz = p->hz * w;
if (updateExtent)
{
if (p->sx < extent->x1)
extent->x1 = p->sx;
if (p->sy < extent->y1)
extent->y1 = p->sy;
if (p->sx > extent->x2)
extent->x2 = p->sx;
if (p->sy > extent->y2)
extent->y2 = p->sy;
}
}
}
}
//---------------------------------------------------------------------
inline DWORD ComputeClipCodeGB(D3DFE_PROCESSVERTICES *pv, ClipVertex *p)
{
DWORD clip = 0;
if (p->hx < p->hw * pv->vcache.Kgbx1)
clip |= __D3DCLIPGB_LEFT;
if (p->hx > p->hw * pv->vcache.Kgbx2)
clip |= __D3DCLIPGB_RIGHT;
if (p->hy < p->hw * pv->vcache.Kgby1)
clip |= __D3DCLIPGB_BOTTOM;
if (p->hy > p->hw * pv->vcache.Kgby2)
clip |= __D3DCLIPGB_TOP;
if (p->hz > p->hw)
clip |= D3DCLIP_BACK;
p->clip = (p->clip & (CLIPPED_ENABLE | CLIPPED_FRONT)) | clip;
return clip;
}
//---------------------------------------------------------------------
inline DWORD ComputeClipCode(D3DFE_PROCESSVERTICES *pv, ClipVertex *p)
{
DWORD clip = 0;
if (FLOAT_LTZ(p->hx))
clip |= D3DCLIP_LEFT;
if (p->hx > p->hw)
clip |= D3DCLIP_RIGHT;
if (FLOAT_LTZ(p->hy))
clip |= D3DCLIP_BOTTOM;
if (p->hy > p->hw)
clip |= D3DCLIP_TOP;
if (p->hz > p->hw)
clip |= D3DCLIP_BACK;
p->clip = (p->clip & (CLIPPED_ENABLE | CLIPPED_FRONT)) | clip;
return clip;
}
//***********************************************************************
//
// Returns 0, if triangle is clipped. Number of vertices otherwise.
//
#undef DPF_MODNAME
#define DPF_MODNAME "ClipSingleTriangle"
int D3DFE_PVFUNCS::ClipSingleTriangle(D3DFE_PROCESSVERTICES *pv,
ClipTriangle *tri,
ClipVertex ***clipVertexPointer,
int interpolate)
{
int accept;
int i;
int count;
ClipVertex **inv;
ClipVertex **outv;
ClipVertex *p;
ULONG_PTR swapv;
CD3DFPstate D3DFPstate; // Sets optimal FPU state for D3D.
if (pv->lpdwRStates[D3DRENDERSTATE_SHADEMODE] == D3DSHADE_FLAT)
{
// It is easier to set all vertices to the same color here
D3DCOLOR diffuse = tri->v[0]->color;
D3DCOLOR specular = tri->v[0]->specular;
tri->v[1]->color= diffuse;
tri->v[1]->specular = specular;
tri->v[2]->color = diffuse;
tri->v[2]->specular = specular;
}
accept = (tri->v[0]->clip | tri->v[1]->clip | tri->v[2]->clip);
inv = tri->v;
if (tri->flags & D3DTRIFLAG_EDGEENABLE1)
tri->v[0]->clip |= CLIPPED_ENABLE;
if (tri->flags & D3DTRIFLAG_EDGEENABLE2)
tri->v[1]->clip |= CLIPPED_ENABLE;
if (tri->flags & D3DTRIFLAG_EDGEENABLE3)
tri->v[2]->clip |= CLIPPED_ENABLE;
count = 3;
outv = pv->ClipperState.clip_vbuf1;
pv->ClipperState.clip_color = tri->v[0]->color;
pv->ClipperState.clip_specular = tri->v[0]->specular;
/*
* XXX assumes sizeof(void*) == sizeof(unsigned long)
*/
{
ULONG_PTR tmp1;
ULONG_PTR tmp2;
tmp1 = (ULONG_PTR)pv->ClipperState.clip_vbuf1;
tmp2 = (ULONG_PTR)pv->ClipperState.clip_vbuf2;
swapv = tmp1 + tmp2;
}
pv->ClipperState.clip_vertices_used = 0;
#define SWAP(inv, outv) \
inv = outv; \
outv = (ClipVertex**) (swapv - (ULONG_PTR) outv)
if (accept & D3DCLIP_FRONT)
{
count = ClipFront(pv, inv, outv, count, interpolate);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND)
{
// If there was clipping by the front plane it is better to
// compute clip code for new vertices and re-compute accept.
// Otherwise we will try to clip by sides when it is not necessary
if (accept & D3DCLIP_FRONT)
{
accept = 0;
for (i = 0; i < count; i++)
{
ClipVertex *p;
p = inv[i];
if (p->clip & CLIPPED_FRONT)
accept |= ComputeClipCodeGB(pv, p);
else
accept |= p->clip;
}
}
if (accept & D3DCLIP_BACK)
{
count = ClipBack(pv, inv, outv, count, interpolate);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & __D3DCLIPGB_LEFT)
{
count = ClipLeftGB(pv, inv, outv, count, interpolate);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & __D3DCLIPGB_RIGHT)
{
count = ClipRightGB(pv, inv, outv, count, interpolate);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & __D3DCLIPGB_BOTTOM)
{
count = ClipBottomGB(pv, inv, outv, count, interpolate);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & __D3DCLIPGB_TOP)
{
count = ClipTopGB(pv, inv, outv, count, interpolate);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
}
else
{
// If there was clipping by the front plane it is better to
// compute clip code for new vertices and re-compute accept.
// Otherwise we will try to clip by sides when it is not necessary
if (accept & D3DCLIP_FRONT)
{
accept = 0;
for (i = 0; i < count; i++)
{
ClipVertex *p;
p = inv[i];
if (p->clip & (CLIPPED_FRONT))
accept |= ComputeClipCode(pv, p);
else
accept |= p->clip;
}
}
if (accept & D3DCLIP_BACK)
{
count = ClipBack(pv, inv, outv, count, interpolate);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & D3DCLIP_LEFT)
{
count = ClipLeft(pv, inv, outv, count, interpolate);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & D3DCLIP_RIGHT)
{
count = ClipRight(pv, inv, outv, count, interpolate);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & D3DCLIP_BOTTOM)
{
count = ClipBottom(pv, inv, outv, count, interpolate);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & D3DCLIP_TOP)
{
count = ClipTop(pv, inv, outv, count, interpolate);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
}
#undef SWAP
ComputeScreenCoordinates(pv, inv, count, &pv->rExtents);
*clipVertexPointer = inv;
pv->ClipperState.current_vbuf = inv;
return count;
out_of_here:
*clipVertexPointer = NULL;
return 0;
}
//*************************************************************************
//
#undef DPF_MODNAME
#define DPF_MODNAME "ClipSingleLine"
int
ClipSingleLine(D3DFE_PROCESSVERTICES *pv,
ClipTriangle *line,
D3DRECTV *extent,
int interpolate)
{
int accept;
D3DVALUE in1, in2;
CD3DFPstate D3DFPstate; // Sets optimal FPU state for D3D.
accept = (line->v[0]->clip | line->v[1]->clip);
pv->ClipperState.clip_color = line->v[0]->color;
pv->ClipperState.clip_specular = line->v[0]->specular;
if (accept & D3DCLIP_FRONT)
if (ClipLineFront(pv, line, interpolate))
goto out_of_here;
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND)
{
// If there was clipping by the front plane it is better to
// compute clip code for new vertices and re-compute accept.
// Otherwise we will try to clip by sides when it is not necessary
if (accept & D3DCLIP_FRONT)
{
ClipVertex * p;
accept = 0;
p = line->v[0];
if (p->clip & CLIPPED_FRONT)
accept |= ComputeClipCodeGB(pv, p);
else
accept |= p->clip;
p = line->v[1];
if (p->clip & CLIPPED_FRONT)
accept |= ComputeClipCodeGB(pv, p);
else
accept |= p->clip;
}
if (accept & D3DCLIP_BACK)
if (ClipLineBack(pv, line, interpolate))
goto out_of_here;
if (accept & __D3DCLIPGB_LEFT)
if (ClipLineLeftGB(pv, line, interpolate))
goto out_of_here;
if (accept & __D3DCLIPGB_RIGHT)
if (ClipLineRightGB(pv, line, interpolate))
goto out_of_here;
if (accept & __D3DCLIPGB_TOP)
if (ClipLineTopGB(pv, line, interpolate))
goto out_of_here;
if (accept & __D3DCLIPGB_BOTTOM)
if (ClipLineBottomGB(pv, line, interpolate))
goto out_of_here;
}
else
{
// If there was clipping by the front plane it is better to
// compute clip code for new vertices and re-compute accept.
// Otherwise we will try to clip by sides when it is not necessary
if (accept & D3DCLIP_FRONT)
{
ClipVertex * p;
accept = 0;
p = line->v[0];
if (p->clip & CLIPPED_FRONT)
accept |= ComputeClipCode(pv, p);
else
accept |= p->clip;
p = line->v[1];
if (p->clip & CLIPPED_FRONT)
accept |= ComputeClipCode(pv, p);
else
accept |= p->clip;
}
if (accept & D3DCLIP_BACK)
if (ClipLineBack(pv, line, interpolate))
goto out_of_here;
if (accept & D3DCLIP_LEFT)
if (ClipLineLeft(pv, line, interpolate))
goto out_of_here;
if (accept & D3DCLIP_RIGHT)
if (ClipLineRight(pv, line, interpolate))
goto out_of_here;
if (accept & D3DCLIP_TOP)
if (ClipLineTop(pv, line, interpolate))
goto out_of_here;
if (accept & D3DCLIP_BOTTOM)
if (ClipLineBottom(pv, line, interpolate))
goto out_of_here;
}
ComputeScreenCoordinates(pv, line->v, 2, extent);
return 1;
out_of_here:
return 0;
} // ClipSingleLine
//----------------------------------------------------------------------
// GenClipFlags() Generates clip flags for a set of FVF
//
#undef DPF_MODNAME
#define DPF_MODNAME "GenClipFlags"
DWORD D3DFE_GenClipFlags(D3DFE_PROCESSVERTICES *pv)
{
DWORD clip_intersection, clip_union;
float left = pv->vcache.minX;
float top = pv->vcache.minY;
float right = pv->vcache.maxX;
float bottom = pv->vcache.maxY;
float leftgb ; // Guard band window
float topgb ;
float rightgb ;
float bottomgb;
DWORD clipZF, clipZB;
DWORD stride = pv->position.dwStride;
clipZF = pv->lpdwRStates[D3DRENDERSTATE_ZENABLE] ? D3DCLIP_FRONT : 0;
clipZB = pv->lpdwRStates[D3DRENDERSTATE_ZENABLE] ? D3DCLIP_BACK : 0;
clip_intersection = (DWORD)~0;
clip_union = (DWORD)0;
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND)
{
leftgb = pv->vcache.minXgb;
topgb = pv->vcache.minYgb;
rightgb = pv->vcache.maxXgb;
bottomgb = pv->vcache.maxYgb;
}
if (pv->dwFlags & D3DDP_DONOTUPDATEEXTENTS)
{ /* Only generate clip flags */
D3DTLVERTEX *lpVertices = (D3DTLVERTEX*)pv->position.lpvData;
D3DFE_CLIPCODE *clipCode = pv->lpClipFlags;
DWORD i;
for (i = pv->dwNumVertices; i; i--)
{
DWORD clip = 0;
D3DVALUE x,y,z;
if (lpVertices->rhw < 0)
{
x = -lpVertices->sx;
y = -lpVertices->sy;
z = -lpVertices->sz;
}
else
{
x = lpVertices->sx;
y = lpVertices->sy;
z = lpVertices->sz;
}
if (x < left)
clip |= D3DCLIP_LEFT;
else
if (x >= right)
clip |= D3DCLIP_RIGHT;
if (y < top)
clip |= D3DCLIP_TOP;
else
if (y >= bottom)
clip |= D3DCLIP_BOTTOM;
if (z < 0.0f)
clip |= clipZF;
else
if (z >= 1.0f)
clip |= clipZB;
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND && clip)
{
if (x < leftgb)
clip |= __D3DCLIPGB_LEFT;
else
if (x >= rightgb)
clip |= __D3DCLIPGB_RIGHT;
if (y < topgb)
clip |= __D3DCLIPGB_TOP;
else
if (y >= bottomgb)
clip |= __D3DCLIPGB_BOTTOM;
}
clip_intersection &= clip;
clip_union |= clip;
*clipCode++ = (D3DFE_CLIPCODE)clip;
lpVertices = (D3DTLVERTEX*)((char*)lpVertices + stride);
}
}
else
{ /* Generate Clip Flags and Update Extents */
DWORD i;
float minx = pv->rExtents.x1;
float miny = pv->rExtents.y1;
float maxx = pv->rExtents.x2;
float maxy = pv->rExtents.y2;
D3DTLVERTEX *lpVertices = (D3DTLVERTEX*)pv->position.lpvData;
D3DFE_CLIPCODE *clipCode = pv->lpClipFlags;
for (i = pv->dwNumVertices; i; i--)
{
DWORD clip = 0;
D3DVALUE x,y,z;
if (lpVertices->rhw < 0)
{
x = -lpVertices->sx;
y = -lpVertices->sy;
z = -lpVertices->sz;
}
else
{
x = lpVertices->sx;
y = lpVertices->sy;
z = lpVertices->sz;
}
if (x < left)
clip |= D3DCLIP_LEFT;
else
if (x >= right)
clip |= D3DCLIP_RIGHT;
if (y < top)
clip |= D3DCLIP_TOP;
else
if (y >= bottom)
clip |= D3DCLIP_BOTTOM;
if (z < 0.0f)
clip |= clipZF;
else
if (z >= 1.0f)
clip |= clipZB;
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND && clip)
{
if (x < leftgb)
clip |= __D3DCLIPGB_LEFT;
else
if (x >= rightgb)
clip |= __D3DCLIPGB_RIGHT;
if (y < topgb)
clip |= __D3DCLIPGB_TOP;
else
if (y >= bottomgb)
clip |= __D3DCLIPGB_BOTTOM;
}
// Update extents only if the vertex is inside
if (clip == 0 ||
((pv->dwDeviceFlags & D3DDEV_GUARDBAND) &&
((clip & ~__D3DCLIP_INGUARDBAND) == 0)))
{
if (x < minx)
minx = x;
if (x > maxx)
maxx = x;
if (y < miny)
miny = y;
if (y > maxy)
maxy = y;
}
clip_intersection &= clip;
clip_union |= clip;
*clipCode++ = (D3DFE_CLIPCODE)clip;
lpVertices = (D3DTLVERTEX*)((char*)lpVertices + stride);
}
pv->rExtents.x1 = minx;
pv->rExtents.y1 = miny;
pv->rExtents.x2 = maxx;
pv->rExtents.y2 = maxy;
}
pv->dwClipIntersection = clip_intersection;
pv->dwClipUnion = clip_union;
return clip_intersection;
} // end of GenClipFlags()