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