Leaked source code of windows server 2003
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/*==========================================================================;
*
* Copyright (C) 1997 Microsoft Corporation. All Rights Reserved.
*
* File: helxfrm.c
* Content: Direct3D front-end transform and process vertices
*
***************************************************************************/
#include "pch.cpp"
#pragma hdrstop
#include "light.h"
void MatrixProduct2(D3DMATRIXI *result, D3DMATRIXI *a, D3DMATRIXI *b);
D3DFE_PVFUNCS GeometryFuncsGuaranteed; // Our implementation
//---------------------------------------------------------------------
void CheckWorldViewMatrix(LPD3DFE_PROCESSVERTICES pv)
{
D3DMATRIXI *m = &pv->mWV;
D3DMATRIXI res;
res._11 = m->_11*m->_11 + m->_12*m->_12 + m->_13*m->_13;
res._12 = m->_11*m->_21 + m->_12*m->_22 + m->_13*m->_23;
res._13 = m->_11*m->_31 + m->_12*m->_32 + m->_13*m->_33;
res._21 = m->_21*m->_11 + m->_22*m->_12 + m->_23*m->_13;
res._22 = m->_21*m->_21 + m->_22*m->_22 + m->_23*m->_23;
res._23 = m->_21*m->_31 + m->_22*m->_32 + m->_23*m->_33;
res._31 = m->_31*m->_11 + m->_32*m->_12 + m->_33*m->_13;
res._32 = m->_31*m->_21 + m->_32*m->_22 + m->_33*m->_23;
res._33 = m->_31*m->_31 + m->_32*m->_32 + m->_33*m->_33;
const D3DVALUE eps = 0.0001f;
if (m->_14 == 0.0f &&
m->_24 == 0.0f &&
m->_34 == 0.0f &&
m->_44 == 1.0f &&
ABSF(res._12) < eps &&
ABSF(res._13) < eps &&
ABSF(res._21) < eps &&
ABSF(res._23) < eps &&
ABSF(res._31) < eps &&
ABSF(res._32) < eps &&
ABSF(1.0f - res._11) < eps &&
ABSF(1.0f - res._22) < eps &&
ABSF(1.0f - res._33) < eps)
{
pv->dwDeviceFlags |= D3DDEV_MODELSPACELIGHTING;
}
else
{
pv->dwDeviceFlags &= ~D3DDEV_MODELSPACELIGHTING;
}
}
//---------------------------------------------------------------------
void setIdentity(D3DMATRIXI * m)
{
m->_11 = D3DVAL(1.0); m->_12 = D3DVAL(0.0); m->_13 = D3DVAL(0.0); m->_14 = D3DVAL(0.0);
m->_21 = D3DVAL(0.0); m->_22 = D3DVAL(1.0); m->_23 = D3DVAL(0.0); m->_24 = D3DVAL(0.0);
m->_31 = D3DVAL(0.0); m->_32 = D3DVAL(0.0); m->_33 = D3DVAL(1.0); m->_34 = D3DVAL(0.0);
m->_41 = D3DVAL(0.0); m->_42 = D3DVAL(0.0); m->_43 = D3DVAL(0.0); m->_44 = D3DVAL(1.0);
}
//---------------------------------------------------------------------
/*
* Combine all matrices.
*/
const DWORD __VPC_DIRTY = D3DFE_VIEWMATRIX_DIRTY |
D3DFE_PROJMATRIX_DIRTY;
void updateTransform(LPDIRECT3DDEVICEI lpDevI)
{
D3DFE_VIEWPORTCACHE& VPORT = lpDevI->vcache;
D3DFE_TRANSFORM& TRANSFORM = lpDevI->transform;
if (lpDevI->dwFEFlags & D3DFE_PROJMATRIX_DIRTY)
{
// We modify the projection matrix to make the clipping rules to be
// 0 < x,y,z < w
TRANSFORM.mPC._11 = (TRANSFORM.proj._11 + TRANSFORM.proj._14) * D3DVAL(0.5);
TRANSFORM.mPC._12 = (TRANSFORM.proj._12 + TRANSFORM.proj._14) * D3DVAL(0.5);
TRANSFORM.mPC._13 = TRANSFORM.proj._13;
TRANSFORM.mPC._14 = TRANSFORM.proj._14;
TRANSFORM.mPC._21 = (TRANSFORM.proj._21 + TRANSFORM.proj._24) * D3DVAL(0.5);
TRANSFORM.mPC._22 = (TRANSFORM.proj._22 + TRANSFORM.proj._24) * D3DVAL(0.5);
TRANSFORM.mPC._23 = TRANSFORM.proj._23;
TRANSFORM.mPC._24 = TRANSFORM.proj._24;
TRANSFORM.mPC._31 = (TRANSFORM.proj._31 + TRANSFORM.proj._34) * D3DVAL(0.5);
TRANSFORM.mPC._32 = (TRANSFORM.proj._32 + TRANSFORM.proj._34) * D3DVAL(0.5);
TRANSFORM.mPC._33 = TRANSFORM.proj._33;
TRANSFORM.mPC._34 = TRANSFORM.proj._34;
TRANSFORM.mPC._41 = (TRANSFORM.proj._41 + TRANSFORM.proj._44) * D3DVAL(0.5);
TRANSFORM.mPC._42 = (TRANSFORM.proj._42 + TRANSFORM.proj._44) * D3DVAL(0.5);
TRANSFORM.mPC._43 = TRANSFORM.proj._43;
TRANSFORM.mPC._44 = TRANSFORM.proj._44;
}
if (lpDevI->dwFEFlags & (D3DFE_VIEWMATRIX_DIRTY |
D3DFE_PROJMATRIX_DIRTY))
{ // Update Mview*Mproj*Mclip
MatrixProduct(&TRANSFORM.mVPC, &TRANSFORM.view, &TRANSFORM.mPC);
lpDevI->dwFEFlags |= D3DFE_CLIPMATRIX_DIRTY | D3DFE_CLIPPLANES_DIRTY;
}
MatrixProduct(&lpDevI->mCTM, &TRANSFORM.world[0], &TRANSFORM.mVPC);
// Set dirty bit for world*view matrix (needed for fog and lighting)
if (lpDevI->dwFEFlags & (D3DFE_VIEWMATRIX_DIRTY |
D3DFE_WORLDMATRIX_DIRTY |
D3DFE_WORLDMATRIX1_DIRTY |
D3DFE_WORLDMATRIX2_DIRTY |
D3DFE_WORLDMATRIX3_DIRTY))
{
lpDevI->dwFEFlags |= D3DFE_WORLDVIEWMATRIX_DIRTY |
D3DFE_INVWORLDVIEWMATRIX_DIRTY |
D3DFE_NEEDCHECKWORLDVIEWVMATRIX;
}
if (lpDevI->dwFEFlags & (__VPC_DIRTY |
D3DFE_WORLDMATRIX1_DIRTY |
D3DFE_WORLDMATRIX2_DIRTY |
D3DFE_WORLDMATRIX3_DIRTY))
{
if (lpDevI->dwFEFlags & (__VPC_DIRTY | D3DFE_WORLDMATRIX1_DIRTY))
{
MatrixProduct(&lpDevI->mCTM2[0], &TRANSFORM.world[1], &TRANSFORM.mVPC);
}
if (lpDevI->dwFEFlags & (__VPC_DIRTY | D3DFE_WORLDMATRIX2_DIRTY))
{
MatrixProduct(&lpDevI->mCTM2[1], &TRANSFORM.world[2], &TRANSFORM.mVPC);
}
if (lpDevI->dwFEFlags & (__VPC_DIRTY | D3DFE_WORLDMATRIX3_DIRTY))
{
MatrixProduct(&lpDevI->mCTM2[2], &TRANSFORM.world[3], &TRANSFORM.mVPC);
}
}
// All matrices are set up
lpDevI->dwFEFlags &= ~D3DFE_TRANSFORM_DIRTY;
// Set dirty bit for lighting
lpDevI->dwFEFlags |= D3DFE_NEED_TRANSFORM_LIGHTS |
D3DFE_FRUSTUMPLANES_DIRTY;
lpDevI->dwDeviceFlags |= D3DDEV_TRANSFORMDIRTY;
}
//---------------------------------------------------------------------
#define MATRIX_PRODUCT(res, a, b) \
res->_11 = a->_11*b->_11 + a->_12*b->_21 + a->_13*b->_31 + a->_14*b->_41; \
res->_12 = a->_11*b->_12 + a->_12*b->_22 + a->_13*b->_32 + a->_14*b->_42; \
res->_13 = a->_11*b->_13 + a->_12*b->_23 + a->_13*b->_33 + a->_14*b->_43; \
res->_14 = a->_11*b->_14 + a->_12*b->_24 + a->_13*b->_34 + a->_14*b->_44; \
\
res->_21 = a->_21*b->_11 + a->_22*b->_21 + a->_23*b->_31 + a->_24*b->_41; \
res->_22 = a->_21*b->_12 + a->_22*b->_22 + a->_23*b->_32 + a->_24*b->_42; \
res->_23 = a->_21*b->_13 + a->_22*b->_23 + a->_23*b->_33 + a->_24*b->_43; \
res->_24 = a->_21*b->_14 + a->_22*b->_24 + a->_23*b->_34 + a->_24*b->_44; \
\
res->_31 = a->_31*b->_11 + a->_32*b->_21 + a->_33*b->_31 + a->_34*b->_41; \
res->_32 = a->_31*b->_12 + a->_32*b->_22 + a->_33*b->_32 + a->_34*b->_42; \
res->_33 = a->_31*b->_13 + a->_32*b->_23 + a->_33*b->_33 + a->_34*b->_43; \
res->_34 = a->_31*b->_14 + a->_32*b->_24 + a->_33*b->_34 + a->_34*b->_44; \
\
res->_41 = a->_41*b->_11 + a->_42*b->_21 + a->_43*b->_31 + a->_44*b->_41; \
res->_42 = a->_41*b->_12 + a->_42*b->_22 + a->_43*b->_32 + a->_44*b->_42; \
res->_43 = a->_41*b->_13 + a->_42*b->_23 + a->_43*b->_33 + a->_44*b->_43; \
res->_44 = a->_41*b->_14 + a->_42*b->_24 + a->_43*b->_34 + a->_44*b->_44;
//---------------------------------------------------------------------
// result = a*b.
// "result" pointer could be equal to "a" or "b"
//
void MatrixProduct(D3DMATRIXI *result, D3DMATRIXI *a, D3DMATRIXI *b)
{
if (result == a || result == b)
{
MatrixProduct2(result, a, b);
return;
}
MATRIX_PRODUCT(result, a, b);
}
//---------------------------------------------------------------------
// result = a*b
// result is the same as a or b
//
void MatrixProduct2(D3DMATRIXI *result, D3DMATRIXI *a, D3DMATRIXI *b)
{
D3DMATRIX res;
MATRIX_PRODUCT((&res), a, b);
*(D3DMATRIX*)result = res;
}
//----------------------------------------------------------------------------
#ifdef DEBUG_PIPELINE
extern DWORD g_DebugFlags;
#endif
//
// DoUpdateState should be called for every DrawPrimitive call in the slow path,
// because it sets some internal pipeline flags. These flags are persistent for the
// fast path
//
void DoUpdateState(LPDIRECT3DDEVICEI lpDevI)
{
// only set up lights if something has changed
if (lpDevI->dwFEFlags & D3DFE_LIGHTS_DIRTY)
{
LPDIRECT3DLIGHTI lpD3DLightI;
lpD3DLightI = (LPDIRECT3DLIGHTI)LIST_FIRST(&lpDevI->m_ActiveLights);
lpDevI->lighting.activeLights = NULL;
// Set lights in the device
while (lpD3DLightI)
{
if (lpD3DLightI->m_LightI.flags & D3DLIGHTI_DIRTY)
lpD3DLightI->SetInternalData();
lpD3DLightI->m_LightI.next = lpDevI->lighting.activeLights;
lpDevI->lighting.activeLights = &lpD3DLightI->m_LightI;
lpD3DLightI = (LPDIRECT3DLIGHTI)LIST_NEXT(lpD3DLightI, m_List);
}
}
if (lpDevI->dwDeviceFlags & D3DDEV_LIGHTING &&
lpDevI->dwVIDOut & (D3DFVF_DIFFUSE | D3DFVF_SPECULAR))
{
lpDevI->dwFlags |= D3DPV_LIGHTING;
}
if (lpDevI->dwDeviceFlags & D3DDEV_FOG && lpDevI->dwVIDOut & D3DFVF_SPECULAR)
{
lpDevI->dwFlags |= D3DPV_FOG;
}
if (lpDevI->dwFEFlags & D3DFE_VERTEXBLEND_DIRTY)
{
lpDevI->dwNumVerBlends = min(lpDevI->rstates[D3DRENDERSTATE_VERTEXBLEND],
((lpDevI->dwVIDIn & D3DFVF_POSITION_MASK) >> 1) - 2);
lpDevI->dwFEFlags &= ~D3DFE_VERTEXBLEND_DIRTY;
// Lighting is done in the camera space when there is vertex blending
if (lpDevI->dwNumVerBlends)
{
if (lpDevI->dwDeviceFlags & D3DDEV_MODELSPACELIGHTING)
{
lpDevI->dwDeviceFlags &= ~(D3DDEV_MODELSPACELIGHTING | D3DFE_NEEDCHECKWORLDVIEWVMATRIX);
// We have to transform lights to the camera space
lpDevI->dwFEFlags |= D3DFE_NEED_TRANSFORM_LIGHTS;
}
}
else
{
if (!(lpDevI->dwDeviceFlags & D3DDEV_MODELSPACELIGHTING))
lpDevI->dwFEFlags |= D3DFE_NEEDCHECKWORLDVIEWVMATRIX;
}
}
if (lpDevI->dwFEFlags & D3DFE_TRANSFORM_DIRTY)
{
updateTransform(lpDevI);
}
// We need World-View matrix for lighting, fog and when texture coordinates
// are taken from the vertex data in the camera space
if (lpDevI->dwFEFlags & D3DFE_WORLDVIEWMATRIX_DIRTY &&
(lpDevI->dwFlags & (D3DPV_LIGHTING | D3DPV_FOG) ||
lpDevI->dwDeviceFlags & (D3DDEV_NORMALINCAMERASPACE | D3DDEV_POSITIONINCAMERASPACE)))
{
MatrixProduct(&lpDevI->mWV, &lpDevI->transform.world[0],
&lpDevI->transform.view);
for (DWORD i=0; i < lpDevI->dwNumVerBlends; i++)
{
MatrixProduct(&lpDevI->mWV2[i], &lpDevI->transform.world[i+1],
&lpDevI->transform.view);
}
lpDevI->dwFEFlags &= ~D3DFE_WORLDVIEWMATRIX_DIRTY;
}
// Detect where to do lighting: in model or eye space
if (lpDevI->dwFEFlags & D3DFE_NEEDCHECKWORLDVIEWVMATRIX &&
lpDevI->dwFlags & D3DPV_LIGHTING)
{
// We try to do lighting in the model space if
// 1. we do not have to normalize normals
// 2. we do not need to do vertex blending
lpDevI->dwDeviceFlags &= ~D3DDEV_MODELSPACELIGHTING;
if (lpDevI->dwNumVerBlends == 0 &&
!(lpDevI->dwDeviceFlags & D3DDEV_NORMALIZENORMALS))
{
#ifdef DEBUG_PIPELINE
if (!(g_DebugFlags & __DEBUG_MODELSPACE))
#endif
{
CheckWorldViewMatrix(lpDevI);
lpDevI->dwFEFlags &= ~D3DFE_NEEDCHECKWORLDVIEWVMATRIX;
}
}
// If D3DDEV_MODELSPACELIGHTING has been changed we need to re-transform lights
lpDevI->dwFEFlags |= D3DFE_NEED_TRANSFORM_LIGHTS;
}
// Updating inverse World-View matrix
if (lpDevI->dwFEFlags & D3DFE_INVWORLDVIEWMATRIX_DIRTY &&
((lpDevI->dwFlags & D3DPV_LIGHTING && !(lpDevI->dwDeviceFlags & D3DDEV_MODELSPACELIGHTING)) ||
lpDevI->dwDeviceFlags & D3DDEV_NORMALINCAMERASPACE))
{
Inverse4x4((D3DMATRIX*)&lpDevI->mWV, (D3DMATRIX*)&lpDevI->mWVI);
for (DWORD i=0; i < lpDevI->dwNumVerBlends; i++)
{
Inverse4x4((D3DMATRIX*)&lpDevI->mWV2[i], (D3DMATRIX*)&lpDevI->mWVI2[i]);
}
lpDevI->dwFEFlags &= ~D3DFE_INVWORLDVIEWMATRIX_DIRTY;
}
// Update clipping planes if there are any
if (lpDevI->dwFEFlags & D3DFE_CLIPPLANES_DIRTY)
{
if (lpDevI->dwFEFlags & D3DFE_CLIPMATRIX_DIRTY)
{
// View and projection matrix are inversed separately, because it
// is possible that combined matrix cannot be inverted. This could happend
// when the view matrix has huge _43 value (> 10^7). Floating point precision
// is not enough in this case
D3DMATRIXI mPCInverse;
if (Inverse4x4((D3DMATRIX*)&lpDevI->transform.mPC, (D3DMATRIX*)&mPCInverse))
{
D3D_ERR("Cannot invert projection matrix");
setIdentity((D3DMATRIXI*)&mPCInverse);
}
D3DMATRIXI mViewInverse;
if (Inverse4x4((D3DMATRIX*)&lpDevI->transform.view, (D3DMATRIX*)&mViewInverse))
{
D3D_ERR("Cannot invert view matrix");
setIdentity((D3DMATRIXI*)&mViewInverse);
}
MatrixProduct(&lpDevI->transform.mVPCI, &mPCInverse, &mViewInverse);
lpDevI->dwFEFlags &= ~D3DFE_CLIPMATRIX_DIRTY;
}
DWORD dwMaxUserClipPlanes = 0;
DWORD dwPlanes = lpDevI->rstates[D3DRENDERSTATE_CLIPPLANEENABLE];
for (DWORD i=0; i < __MAXUSERCLIPPLANES; i++)
{
if (dwPlanes & (1 << i))
{
VecMatMul4HT(&lpDevI->transform.userClipPlane[i],
(D3DMATRIX*)&lpDevI->transform.mVPCI,
&lpDevI->userClipPlane[dwMaxUserClipPlanes]);
dwMaxUserClipPlanes++;
}
}
lpDevI->dwMaxUserClipPlanes = dwMaxUserClipPlanes;
lpDevI->dwFEFlags &= ~D3DFE_CLIPPLANES_DIRTY;
}
if (lpDevI->dwFEFlags & (D3DFE_NEED_TRANSFORM_LIGHTS |
D3DFE_LIGHTS_DIRTY |
D3DFE_MATERIAL_DIRTY))
{
D3DFE_UpdateLights(lpDevI);
// Set a flag for PSGP
lpDevI->dwDeviceFlags |= D3DDEV_LIGHTSDIRTY;
}
// In case if COLORVERTEX is TRUE, the vertexAlpha could be overriden
// by vertex alpha
lpDevI->lighting.alpha = (DWORD)lpDevI->lighting.materialAlpha;
lpDevI->lighting.alphaSpecular = (DWORD)lpDevI->lighting.materialAlphaS;
if (!(lpDevI->dwVIDOut & D3DFVF_DIFFUSE))
lpDevI->dwFlags |= D3DPV_DONOTCOPYDIFFUSE;
if (!(lpDevI->dwVIDOut & D3DFVF_SPECULAR))
lpDevI->dwFlags |= D3DPV_DONOTCOPYSPECULAR;
// This is a hint that only the inPosition pointer needs to be updated
// for speed reasons.
if (((lpDevI->dwVIDIn & ( D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_NORMAL)) == 0) &&
(lpDevI->nTexCoord == 0))
lpDevI->dwFlags |= D3DPV_TRANSFORMONLY;
if (lpDevI->nOutTexCoord == 0)
lpDevI->dwFlags |= D3DPV_DONOTCOPYTEXTURE;
SetInterpolationFlags(lpDevI);
lpDevI->dwFEFlags &= ~D3DFE_FRONTEND_DIRTY;
}
//---------------------------------------------------------------------
// Convert extents from floating point to integer.
//
#undef DPF_MODNAME
#define DPF_MODNAME "D3DFE_ConvertExtent"
void D3DFE_ConvertExtent(LPDIRECT3DDEVICEI lpDevI, LPD3DRECTV from, LPD3DRECT to)
{
to->x1 = FTOI(from->x1) - 1;
to->y1 = FTOI(from->y1) - 1;
to->x2 = FTOI(from->x2) + 1;
to->y2 = FTOI(from->y2) + 1;
if (to->x1 < lpDevI->vcache.minXi)
to->x1 = lpDevI->vcache.minXi;
if (to->y1 < lpDevI->vcache.minYi)
to->y1 = lpDevI->vcache.minYi;
if (to->x2 > lpDevI->vcache.maxXi)
to->x2 = lpDevI->vcache.maxXi;
if (to->y2 > lpDevI->vcache.maxYi)
to->y2 = lpDevI->vcache.maxYi;
}