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 "fe.h"
void MatrixProduct2(D3DMATRIXI *result, D3DMATRIXI *a, D3DMATRIXI *b);
//---------------------------------------------------------------------
void CheckWorldViewMatrix(LPD3DFE_PROCESSVERTICES pv)
{
D3DMATRIXI *m = &pv->mWV[0];
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(LPD3DHAL lpDevI)
{
D3DFE_PROCESSVERTICES* pv = lpDevI->m_pv;
D3DFE_TRANSFORM& TRANSFORM = lpDevI->transform;
D3DFE_VIEWPORTCACHE& VPORT = pv->vcache;
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(&pv->mVPC, &pv->view, &TRANSFORM.mPC);
lpDevI->dwFEFlags |= D3DFE_CLIPMATRIX_DIRTY | D3DFE_CLIPPLANES_DIRTY;
}
MatrixProduct(&pv->mCTM[0], &pv->world[0], &pv->mVPC);
// Set dirty bit for world*view matrix (needed for fog and lighting)
if (lpDevI->dwFEFlags & (D3DFE_VIEWMATRIX_DIRTY |
D3DFE_WORLDMATRIX_DIRTY))
{
lpDevI->dwFEFlags |= D3DFE_WORLDVIEWMATRIX_DIRTY |
D3DFE_INVWORLDVIEWMATRIX_DIRTY |
D3DFE_NEEDCHECKWORLDVIEWVMATRIX;
}
// All matrices are set up
lpDevI->dwFEFlags &= ~D3DFE_TRANSFORM_DIRTY;
// Set dirty bit for lighting
lpDevI->dwFEFlags |= D3DFE_NEED_TRANSFORM_LIGHTS |
D3DFE_FRUSTUMPLANES_DIRTY;
pv->dwDeviceFlags |= D3DDEV_TRANSFORMDIRTY;
// Set this to not to re-compute the matrices
pv->WVCount[0] = pv->MatrixStateCount;
pv->CTMCount[0] = pv->MatrixStateCount;
}
//----------------------------------------------------------------------------
#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(LPD3DHAL lpDevI)
{
D3DFE_PROCESSVERTICES* pv = lpDevI->m_pv;
pv->dwFlags = 0;
if (lpDevI->m_pv->dwDeviceFlags & D3DDEV_VERTEXSHADERS)
{
// For vertex shaders we need update clip planes only
if (lpDevI->dwFEFlags & D3DFE_CLIPPLANES_DIRTY)
{
DWORD dwMaxUserClipPlanes = 0;
DWORD dwPlanes = lpDevI->rstates[D3DRENDERSTATE_CLIPPLANEENABLE];
for (DWORD i=0; i < __MAXUSERCLIPPLANES; i++)
{
if (dwPlanes & (1 << i))
{
// Clipping planes are transformed by inverse transposed
// view-projection-clip matrix
// For vertex shaders view-projection matrix is identity.
// Inverse transposed clip matrix is
// 2 0 0 -1
// 0 2 0 -1
// 0 0 1 0
// 0 0 0 1
//
float* pOut = (float*)&pv->userClipPlane[dwMaxUserClipPlanes];
float* pIn = (float*)&lpDevI->transform.userClipPlane[i];
pOut[0] = pIn[0]*2;
pOut[1] = pIn[1]*2;
pOut[2] = pIn[2];
pOut[3] = pIn[3] - pIn[0] - pIn[1];
dwMaxUserClipPlanes++;
}
}
pv->dwMaxUserClipPlanes = dwMaxUserClipPlanes;
lpDevI->dwFEFlags &= ~D3DFE_CLIPPLANES_DIRTY;
}
// For PSGP we need to set DONOTCOPY bits
if (!(pv->dwVIDOut & D3DFVF_DIFFUSE))
pv->dwFlags |= D3DPV_DONOTCOPYDIFFUSE;
if (!(pv->dwVIDOut & D3DFVF_SPECULAR))
pv->dwFlags |= D3DPV_DONOTCOPYSPECULAR;
return;
}
UpdateFlagsForOutputFVF(pv);
// only set up lights if something has changed
if (lpDevI->dwFEFlags & D3DFE_LIGHTS_DIRTY)
{
lpDevI->m_dwRuntimeFlags &= ~(D3DRT_DIRECTIONALIGHTPRESENT |
D3DRT_POINTLIGHTPRESENT);
LPDIRECT3DLIGHTI lpD3DLightI;
lpD3DLightI = (LPDIRECT3DLIGHTI)LIST_FIRST(&lpDevI->m_ActiveLights);
pv->lighting.activeLights = NULL;
// Set lights in the device
while (lpD3DLightI)
{
if (lpD3DLightI->m_Light.Type == D3DLIGHT_DIRECTIONAL)
lpDevI->m_dwRuntimeFlags |= D3DRT_DIRECTIONALIGHTPRESENT;
else
lpDevI->m_dwRuntimeFlags |= D3DRT_POINTLIGHTPRESENT;
if (lpD3DLightI->m_LightI.flags & D3DLIGHTI_DIRTY)
lpD3DLightI->SetInternalData();
lpD3DLightI->m_LightI.next = pv->lighting.activeLights;
pv->lighting.activeLights = &lpD3DLightI->m_LightI;
lpD3DLightI = (LPDIRECT3DLIGHTI)LIST_NEXT(lpD3DLightI, m_List);
}
}
// Process vertex blending and tweening settings
if (lpDevI->dwFEFlags & D3DFE_VERTEXBLEND_DIRTY)
{
pv->dwNumVerBlends = lpDevI->rstates[D3DRS_VERTEXBLEND];
pv->dwNumWeights = 0;
if (pv->dwNumVerBlends && (pv->dwNumVerBlends != D3DVBF_TWEENING))
{
if (pv->dwNumVerBlends == D3DVBF_0WEIGHTS)
pv->dwNumVerBlends = 1;
else
pv->dwNumVerBlends++;
// Compute number of floats in a vertex
int nFloats = ((pv->dwVIDIn & D3DFVF_POSITION_MASK) >> 1) - 2;
// Compute number of needed floats
int nFloatsNeeded;
if (pv->dwDeviceFlags & D3DDEV_INDEXEDVERTEXBLENDENABLE)
{
#if DBG
if (D3DVSD_ISLEGACY(lpDevI->m_dwCurrentShaderHandle) &&
((pv->dwVIDIn & D3DFVF_LASTBETA_UBYTE4) == 0))
{
D3D_THROW_FAIL("D3DFVF_LASTBETA_UBYTE4 must be set for index vertex blending");
}
#endif // DBG
nFloatsNeeded = pv->dwNumVerBlends;
}
else
{
nFloatsNeeded = pv->dwNumVerBlends - 1;
}
if (nFloats < nFloatsNeeded)
{
D3D_THROW_FAIL("Vertex does not have enough data for vertex blending");
}
pv->dwNumWeights = pv->dwNumVerBlends - 1;
// Lighting is done in the camera space when there is vertex blending
if (pv->dwDeviceFlags & D3DDEV_MODELSPACELIGHTING)
{
pv->dwDeviceFlags &= ~(D3DDEV_MODELSPACELIGHTING | D3DFE_NEEDCHECKWORLDVIEWVMATRIX);
// We have to transform lights to the camera space
lpDevI->dwFEFlags |= D3DFE_NEED_TRANSFORM_LIGHTS;
}
}
else
{
// Vertex blending is disabled, so we may be able to do lighting
// in model space. We need to to re-check matrices
if (!(pv->dwDeviceFlags & D3DDEV_MODELSPACELIGHTING))
lpDevI->dwFEFlags |= D3DFE_NEEDCHECKWORLDVIEWVMATRIX;
}
lpDevI->dwFEFlags &= ~D3DFE_VERTEXBLEND_DIRTY;
}
if (lpDevI->rstates[D3DRS_VERTEXBLEND] == D3DVBF_TWEENING)
{
if (pv->position2.lpvData)
pv->dwFlags |= D3DPV_POSITION_TWEENING;
if (pv->normal2.lpvData)
pv->dwFlags |= D3DPV_NORMAL_TWEENING;
pv->dwNumVerBlends = 0; // Disable vertex blending when tweening
#if DBG
if (!(pv->dwFlags & (D3DPV_POSITION_TWEENING | D3DPV_NORMAL_TWEENING)))
{
D3D_THROW_FAIL("Position2 or Normal2 must be set when tweening is enabled");
}
#endif
}
#if DBG
if (!(pv->dwDeviceFlags & D3DDEV_INDEXEDVERTEXBLENDENABLE))
{
if (D3DVSD_ISLEGACY(lpDevI->m_dwCurrentShaderHandle) &&
((pv->dwVIDIn & D3DFVF_LASTBETA_UBYTE4) != 0))
{
D3D_THROW_FAIL("D3DFVF_LASTBETA_UBYTE4 must be set only when index vertex blending is used");
}
}
#endif // DBG
if (lpDevI->dwFEFlags & D3DFE_TRANSFORM_DIRTY)
{
updateTransform(lpDevI);
}
// We need World-View matrix for lighting, fog, point sprites and when
// texture coordinates are taken from the vertex data in the camera space
if (lpDevI->dwFEFlags & D3DFE_WORLDVIEWMATRIX_DIRTY &&
(pv->dwDeviceFlags & (D3DDEV_LIGHTING | D3DDEV_FOG) ||
lpDevI->rstates[D3DRS_POINTSCALEENABLE] ||
pv->dwDeviceFlags & (D3DDEV_NORMALINCAMERASPACE | D3DDEV_POSITIONINCAMERASPACE)))
{
MatrixProduct(&pv->mWV[0], &pv->world[0],
&pv->view);
lpDevI->dwFEFlags &= ~D3DFE_WORLDVIEWMATRIX_DIRTY;
}
// Detect where to do lighting: in model or eye space
if (lpDevI->dwFEFlags & D3DFE_NEEDCHECKWORLDVIEWVMATRIX &&
pv->dwDeviceFlags & D3DDEV_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
pv->dwDeviceFlags &= ~D3DDEV_MODELSPACELIGHTING;
if (pv->dwNumVerBlends == 0 &&
!(pv->dwDeviceFlags & D3DDEV_NORMALIZENORMALS))
{
#ifdef DEBUG_PIPELINE
if (!(g_DebugFlags & __DEBUG_MODELSPACE))
#endif
{
CheckWorldViewMatrix(pv);
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.
// It is needed when we do lighting in the model space or we need normals
// in the camera space
if (lpDevI->dwFEFlags & D3DFE_INVWORLDVIEWMATRIX_DIRTY &&
((pv->dwDeviceFlags & D3DDEV_LIGHTING &&
!(pv->dwDeviceFlags & D3DDEV_MODELSPACELIGHTING)) ||
pv->dwDeviceFlags & D3DDEV_NORMALINCAMERASPACE))
{
Inverse4x4((D3DMATRIX*)&pv->mWV[0], (D3DMATRIX*)&pv->mWVI);
lpDevI->dwFEFlags &= ~D3DFE_INVWORLDVIEWMATRIX_DIRTY;
pv->WVICount[0] = pv->MatrixStateCount;
}
// 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*)&pv->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))
{
// Clipping planes are transformed by inverse transposed
// view-projection-clip matrix
VecMatMul4HT(&lpDevI->transform.userClipPlane[i],
(D3DMATRIX*)&lpDevI->transform.mVPCI,
&pv->userClipPlane[dwMaxUserClipPlanes]);
dwMaxUserClipPlanes++;
}
}
pv->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
pv->dwDeviceFlags |= D3DDEV_LIGHTSDIRTY;
}
// In case if COLORVERTEX is TRUE, the vertexAlpha could be overriden
// by vertex alpha
pv->lighting.alpha = (DWORD)pv->lighting.materialAlpha;
pv->lighting.alphaSpecular = (DWORD)pv->lighting.materialAlphaS;
// This is a hint that only the inPosition pointer needs to be updated
// for speed reasons.
if (((pv->dwVIDIn & ( D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_NORMAL)) == 0) &&
(pv->nTexCoord == 0))
pv->dwFlags |= D3DPV_TRANSFORMONLY;
if (pv->nOutTexCoord == 0)
pv->dwFlags |= D3DPV_DONOTCOPYTEXTURE;
lpDevI->dwFEFlags &= ~D3DFE_FRONTEND_DIRTY;
// Decide whether we always need position and normal in the camera space
if (!(pv->dwFlags2 & __FLAGS2_TEXGEN))
{
// When texture generation is disabled we can recompute NORMAL and
// POSITION flags
pv->dwDeviceFlags &= ~(D3DDEV_NORMALINCAMERASPACE |
D3DDEV_POSITIONINCAMERASPACE);
}
if ((pv->dwDeviceFlags & (D3DDEV_LIGHTING | D3DDEV_MODELSPACELIGHTING)) == D3DDEV_LIGHTING)
{
// We do lighting in camera space
if (lpDevI->m_dwRuntimeFlags & D3DRT_DIRECTIONALIGHTPRESENT &&
lpDevI->m_pv->dwVIDIn & D3DFVF_NORMAL)
pv->dwDeviceFlags |= D3DDEV_NORMALINCAMERASPACE;
if (lpDevI->m_dwRuntimeFlags & D3DRT_POINTLIGHTPRESENT)
pv->dwDeviceFlags |= D3DDEV_POSITIONINCAMERASPACE;
}
if (pv->dwFlags & D3DPV_FOG)
{
pv->dwDeviceFlags |= D3DDEV_POSITIONINCAMERASPACE;
}
}