Leaked source code of windows server 2003
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/*==========================================================================;
*
* Copyright (C) 1998 Microsoft Corporation. All Rights Reserved.
*
* File: haltrans.cpp
* Content: Direct3D HAL transform handler
*
***************************************************************************/
#include "pch.cpp"
#pragma hdrstop
//---------------------------------------------------------------------
// Update pre-computed constants related to viewport
//
// This functions should be called every time the viewport parameters are
// changed
//
// Notes:
// 1. scaleY and offsetY are computed to flip Y axes from up to down.
// 2. Mclip matrix is computed multiplied by Mshift matrix
//
const D3DVALUE SMALL_NUMBER = 0.000001f;
void UpdateViewportCache(LPDIRECT3DDEVICEI device, D3DVIEWPORT2 *data)
{
// Bail if we are going to cause any divide by zero exceptions.
// The likely reason is that we have a bogus viewport set by
// TLVertex execute buffer app.
if(data->dwWidth == 0 ||
data->dwHeight == 0 ||
FLOAT_EQZ(data->dvClipWidth) ||
FLOAT_EQZ(data->dvClipHeight) ||
data->dvMaxZ - data->dvMinZ == D3DVAL(0.f))
return;
D3DFE_VIEWPORTCACHE *cache = &device->vcache;
cache->dvX = D3DVAL(data->dwX);
cache->dvY = D3DVAL(data->dwY);
cache->dvWidth = D3DVAL(data->dwWidth);
cache->dvHeight = D3DVAL(data->dwHeight);
cache->mclip11 = D3DVAL(1.0) / data->dvClipWidth;
cache->mclip41 = - cache->mclip11 * data->dvClipX;
cache->mclip22 = D3DVAL(1) / data->dvClipHeight;
cache->mclip42 = D3DVAL(1) - cache->mclip22 * data->dvClipY;
cache->mclip33 = D3DVAL(1) / (data->dvMaxZ - data->dvMinZ);
cache->mclip43 = - data->dvMinZ * cache->mclip33;
cache->scaleX = cache->dvWidth;
cache->scaleY = - cache->dvHeight;
cache->offsetX = cache->dvX;
cache->offsetY = cache->dvY + cache->dvHeight;
// Small offset is added to prevent generation of negative screen
// coordinates (this could happen because of precision errors).
// Not needed (or wanted) for devices which do guardband.
if (IS_HW_DEVICE(device))
{
cache->offsetX += SMALL_NUMBER;
cache->offsetY += SMALL_NUMBER;
}
device->dwFEFlags |= D3DFE_VIEWPORT_DIRTY | D3DFE_INVERSEMCLIP_DIRTY;
cache->scaleXi = D3DVAL(1) / cache->scaleX;
cache->scaleYi = D3DVAL(1) / cache->scaleY;
cache->minX = cache->dvX;
cache->maxX = cache->dvX + cache->dvWidth;
cache->minY = cache->dvY;
cache->maxY = cache->dvY + cache->dvHeight;
cache->minXi = FTOI(cache->minX);
cache->maxXi = FTOI(cache->maxX);
cache->minYi = FTOI(cache->minY);
cache->maxYi = FTOI(cache->maxY);
if (device->dwDeviceFlags & D3DDEV_GUARDBAND)
{
LPD3DHAL_D3DEXTENDEDCAPS lpCaps = device->lpD3DExtendedCaps;
// Because we clip by guard band window we have to use its extents
cache->minXgb = lpCaps->dvGuardBandLeft;
cache->maxXgb = lpCaps->dvGuardBandRight;
cache->minYgb = lpCaps->dvGuardBandTop;
cache->maxYgb = lpCaps->dvGuardBandBottom;
D3DVALUE w = 2.0f / cache->dvWidth;
D3DVALUE h = 2.0f / cache->dvHeight;
D3DVALUE ax1 = -lpCaps->dvGuardBandLeft * w + 1.0f;
D3DVALUE ax2 = lpCaps->dvGuardBandRight * w - 1.0f;
D3DVALUE ay1 = lpCaps->dvGuardBandBottom * h - 1.0f;
D3DVALUE ay2 = -lpCaps->dvGuardBandTop * h + 1.0f;
cache->gb11 = 2.0f / (ax1 + ax2);
cache->gb41 = cache->gb11 * (ax1 - 1.0f) * 0.5f;
cache->gb22 = 2.0f / (ay1 + ay2);
cache->gb42 = cache->gb22 * (ay1 - 1.0f) * 0.5f;
cache->Kgbx1 = 0.5f * (1.0f - ax1);
cache->Kgbx2 = 0.5f * (1.0f + ax2);
cache->Kgby1 = 0.5f * (1.0f - ay1);
cache->Kgby2 = 0.5f * (1.0f + ay2);
}
else
{
cache->minXgb = cache->minX;
cache->maxXgb = cache->maxX;
cache->minYgb = cache->minY;
cache->maxYgb = cache->maxY;
}
}
//---------------------------------------------------------------------
HRESULT
D3DHAL_MatrixCreate(LPDIRECT3DDEVICEI lpDevI, LPD3DMATRIXHANDLE lphMat)
{
LPD3DMATRIXI lpMat;
HRESULT ret;
if ((ret = D3DMalloc((void**)&lpMat, sizeof(D3DMATRIXI))) != DD_OK)
{
return ret;
}
setIdentity(lpMat);
LIST_INSERT_ROOT(&lpDevI->transform.matrices, lpMat, link);
*lphMat = (DWORD)((ULONG_PTR)lpMat);
return (D3D_OK);
}
//---------------------------------------------------------------------
HRESULT
D3DHAL_MatrixDestroy(LPDIRECT3DDEVICEI lpDevI, D3DMATRIXHANDLE hMat)
{
LPD3DMATRIXI lpMat = (LPD3DMATRIXI)ULongToPtr(hMat);
LIST_DELETE(lpMat, link);
D3DFree(lpMat);
return D3D_OK;
}
//---------------------------------------------------------------------
HRESULT
D3DHAL_MatrixSetData(LPDIRECT3DDEVICEI lpDevI, D3DMATRIXHANDLE hMat,
LPD3DMATRIX lpMat)
{
D3DFE_TRANSFORM& TRANSFORM = lpDevI->transform;
LPD3DMATRIXI lpDstMat;
lpDstMat = HANDLE_TO_MAT(lpDevI, hMat);
if (!lpDstMat)
{
return D3DERR_MATRIX_SETDATA_FAILED;
}
*(D3DMATRIX*)lpDstMat = *lpMat;
if (hMat == TRANSFORM.hWorld)
D3DFE_SetMatrixWorld(lpDevI, lpMat);
else
if (hMat == TRANSFORM.hView)
D3DFE_SetMatrixView(lpDevI, lpMat);
else
if (hMat == TRANSFORM.hProj)
D3DFE_SetMatrixProj(lpDevI, lpMat);
return (D3D_OK);
}
//---------------------------------------------------------------------
HRESULT
D3DHAL_MatrixGetData(LPDIRECT3DDEVICEI lpDevI, D3DMATRIXHANDLE hMat,
LPD3DMATRIX lpMat)
{
LPD3DMATRIXI lpSrcMat = HANDLE_TO_MAT(lpDevI, hMat);
if (!lpSrcMat)
return D3DERR_MATRIX_GETDATA_FAILED;
*lpMat = *(D3DMATRIX*)lpSrcMat;
return (D3D_OK);
}