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433 lines
17 KiB
433 lines
17 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: helxfrm.c
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* Content: Direct3D front-end transform and process vertices
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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 "fe.h"
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void MatrixProduct2(D3DMATRIXI *result, D3DMATRIXI *a, D3DMATRIXI *b);
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//---------------------------------------------------------------------
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void CheckWorldViewMatrix(LPD3DFE_PROCESSVERTICES pv)
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{
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D3DMATRIXI *m = &pv->mWV[0];
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D3DMATRIXI res;
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res._11 = m->_11*m->_11 + m->_12*m->_12 + m->_13*m->_13;
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res._12 = m->_11*m->_21 + m->_12*m->_22 + m->_13*m->_23;
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res._13 = m->_11*m->_31 + m->_12*m->_32 + m->_13*m->_33;
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res._21 = m->_21*m->_11 + m->_22*m->_12 + m->_23*m->_13;
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res._22 = m->_21*m->_21 + m->_22*m->_22 + m->_23*m->_23;
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res._23 = m->_21*m->_31 + m->_22*m->_32 + m->_23*m->_33;
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res._31 = m->_31*m->_11 + m->_32*m->_12 + m->_33*m->_13;
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res._32 = m->_31*m->_21 + m->_32*m->_22 + m->_33*m->_23;
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res._33 = m->_31*m->_31 + m->_32*m->_32 + m->_33*m->_33;
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const D3DVALUE eps = 0.0001f;
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if (m->_14 == 0.0f &&
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m->_24 == 0.0f &&
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m->_34 == 0.0f &&
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m->_44 == 1.0f &&
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ABSF(res._12) < eps &&
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ABSF(res._13) < eps &&
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ABSF(res._21) < eps &&
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ABSF(res._23) < eps &&
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ABSF(res._31) < eps &&
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ABSF(res._32) < eps &&
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ABSF(1.0f - res._11) < eps &&
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ABSF(1.0f - res._22) < eps &&
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ABSF(1.0f - res._33) < eps)
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{
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pv->dwDeviceFlags |= D3DDEV_MODELSPACELIGHTING;
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}
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else
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{
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pv->dwDeviceFlags &= ~D3DDEV_MODELSPACELIGHTING;
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}
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}
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//---------------------------------------------------------------------
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void setIdentity(D3DMATRIXI * m)
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{
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m->_11 = D3DVAL(1.0); m->_12 = D3DVAL(0.0); m->_13 = D3DVAL(0.0); m->_14 = D3DVAL(0.0);
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m->_21 = D3DVAL(0.0); m->_22 = D3DVAL(1.0); m->_23 = D3DVAL(0.0); m->_24 = D3DVAL(0.0);
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m->_31 = D3DVAL(0.0); m->_32 = D3DVAL(0.0); m->_33 = D3DVAL(1.0); m->_34 = D3DVAL(0.0);
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m->_41 = D3DVAL(0.0); m->_42 = D3DVAL(0.0); m->_43 = D3DVAL(0.0); m->_44 = D3DVAL(1.0);
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}
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//---------------------------------------------------------------------
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/*
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* Combine all matrices.
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*/
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const DWORD __VPC_DIRTY = D3DFE_VIEWMATRIX_DIRTY |
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D3DFE_PROJMATRIX_DIRTY;
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void updateTransform(LPD3DHAL lpDevI)
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{
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D3DFE_PROCESSVERTICES* pv = lpDevI->m_pv;
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D3DFE_TRANSFORM& TRANSFORM = lpDevI->transform;
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D3DFE_VIEWPORTCACHE& VPORT = pv->vcache;
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if (lpDevI->dwFEFlags & D3DFE_PROJMATRIX_DIRTY)
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{
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// We modify the projection matrix to make the clipping rules to be
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// 0 < x,y,z < w
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TRANSFORM.mPC._11 = (TRANSFORM.proj._11 + TRANSFORM.proj._14) * D3DVAL(0.5);
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TRANSFORM.mPC._12 = (TRANSFORM.proj._12 + TRANSFORM.proj._14) * D3DVAL(0.5);
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TRANSFORM.mPC._13 = TRANSFORM.proj._13;
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TRANSFORM.mPC._14 = TRANSFORM.proj._14;
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TRANSFORM.mPC._21 = (TRANSFORM.proj._21 + TRANSFORM.proj._24) * D3DVAL(0.5);
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TRANSFORM.mPC._22 = (TRANSFORM.proj._22 + TRANSFORM.proj._24) * D3DVAL(0.5);
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TRANSFORM.mPC._23 = TRANSFORM.proj._23;
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TRANSFORM.mPC._24 = TRANSFORM.proj._24;
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TRANSFORM.mPC._31 = (TRANSFORM.proj._31 + TRANSFORM.proj._34) * D3DVAL(0.5);
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TRANSFORM.mPC._32 = (TRANSFORM.proj._32 + TRANSFORM.proj._34) * D3DVAL(0.5);
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TRANSFORM.mPC._33 = TRANSFORM.proj._33;
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TRANSFORM.mPC._34 = TRANSFORM.proj._34;
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TRANSFORM.mPC._41 = (TRANSFORM.proj._41 + TRANSFORM.proj._44) * D3DVAL(0.5);
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TRANSFORM.mPC._42 = (TRANSFORM.proj._42 + TRANSFORM.proj._44) * D3DVAL(0.5);
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TRANSFORM.mPC._43 = TRANSFORM.proj._43;
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TRANSFORM.mPC._44 = TRANSFORM.proj._44;
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}
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if (lpDevI->dwFEFlags & (D3DFE_VIEWMATRIX_DIRTY |
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D3DFE_PROJMATRIX_DIRTY))
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{ // Update Mview*Mproj*Mclip
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MatrixProduct(&pv->mVPC, &pv->view, &TRANSFORM.mPC);
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lpDevI->dwFEFlags |= D3DFE_CLIPMATRIX_DIRTY | D3DFE_CLIPPLANES_DIRTY;
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}
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MatrixProduct(&pv->mCTM[0], &pv->world[0], &pv->mVPC);
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// Set dirty bit for world*view matrix (needed for fog and lighting)
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if (lpDevI->dwFEFlags & (D3DFE_VIEWMATRIX_DIRTY |
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D3DFE_WORLDMATRIX_DIRTY))
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{
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lpDevI->dwFEFlags |= D3DFE_WORLDVIEWMATRIX_DIRTY |
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D3DFE_INVWORLDVIEWMATRIX_DIRTY |
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D3DFE_NEEDCHECKWORLDVIEWVMATRIX;
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}
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// All matrices are set up
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lpDevI->dwFEFlags &= ~D3DFE_TRANSFORM_DIRTY;
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// Set dirty bit for lighting
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lpDevI->dwFEFlags |= D3DFE_NEED_TRANSFORM_LIGHTS |
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D3DFE_FRUSTUMPLANES_DIRTY;
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pv->dwDeviceFlags |= D3DDEV_TRANSFORMDIRTY;
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// Set this to not to re-compute the matrices
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pv->WVCount[0] = pv->MatrixStateCount;
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pv->CTMCount[0] = pv->MatrixStateCount;
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}
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//----------------------------------------------------------------------------
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#ifdef DEBUG_PIPELINE
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extern DWORD g_DebugFlags;
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#endif
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//-----------------------------------------------------------------------------
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// DoUpdateState should be called for every DrawPrimitive call in the slow path,
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// because it sets some internal pipeline flags. These flags are persistent for the
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// fast path
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//
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void DoUpdateState(LPD3DHAL lpDevI)
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{
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D3DFE_PROCESSVERTICES* pv = lpDevI->m_pv;
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pv->dwFlags = 0;
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if (lpDevI->m_pv->dwDeviceFlags & D3DDEV_VERTEXSHADERS)
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{
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// For vertex shaders we need update clip planes only
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if (lpDevI->dwFEFlags & D3DFE_CLIPPLANES_DIRTY)
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{
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DWORD dwMaxUserClipPlanes = 0;
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DWORD dwPlanes = lpDevI->rstates[D3DRENDERSTATE_CLIPPLANEENABLE];
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for (DWORD i=0; i < __MAXUSERCLIPPLANES; i++)
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{
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if (dwPlanes & (1 << i))
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{
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// Clipping planes are transformed by inverse transposed
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// view-projection-clip matrix
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// For vertex shaders view-projection matrix is identity.
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// Inverse transposed clip matrix is
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// 2 0 0 -1
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// 0 2 0 -1
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// 0 0 1 0
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// 0 0 0 1
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//
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float* pOut = (float*)&pv->userClipPlane[dwMaxUserClipPlanes];
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float* pIn = (float*)&lpDevI->transform.userClipPlane[i];
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pOut[0] = pIn[0]*2;
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pOut[1] = pIn[1]*2;
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pOut[2] = pIn[2];
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pOut[3] = pIn[3] - pIn[0] - pIn[1];
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dwMaxUserClipPlanes++;
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}
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}
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pv->dwMaxUserClipPlanes = dwMaxUserClipPlanes;
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lpDevI->dwFEFlags &= ~D3DFE_CLIPPLANES_DIRTY;
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}
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// For PSGP we need to set DONOTCOPY bits
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if (!(pv->dwVIDOut & D3DFVF_DIFFUSE))
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pv->dwFlags |= D3DPV_DONOTCOPYDIFFUSE;
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if (!(pv->dwVIDOut & D3DFVF_SPECULAR))
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pv->dwFlags |= D3DPV_DONOTCOPYSPECULAR;
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return;
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}
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UpdateFlagsForOutputFVF(pv);
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// only set up lights if something has changed
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if (lpDevI->dwFEFlags & D3DFE_LIGHTS_DIRTY)
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{
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lpDevI->m_dwRuntimeFlags &= ~(D3DRT_DIRECTIONALIGHTPRESENT |
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D3DRT_POINTLIGHTPRESENT);
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LPDIRECT3DLIGHTI lpD3DLightI;
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lpD3DLightI = (LPDIRECT3DLIGHTI)LIST_FIRST(&lpDevI->m_ActiveLights);
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pv->lighting.activeLights = NULL;
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// Set lights in the device
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while (lpD3DLightI)
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{
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if (lpD3DLightI->m_Light.Type == D3DLIGHT_DIRECTIONAL)
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lpDevI->m_dwRuntimeFlags |= D3DRT_DIRECTIONALIGHTPRESENT;
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else
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lpDevI->m_dwRuntimeFlags |= D3DRT_POINTLIGHTPRESENT;
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if (lpD3DLightI->m_LightI.flags & D3DLIGHTI_DIRTY)
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lpD3DLightI->SetInternalData();
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lpD3DLightI->m_LightI.next = pv->lighting.activeLights;
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pv->lighting.activeLights = &lpD3DLightI->m_LightI;
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lpD3DLightI = (LPDIRECT3DLIGHTI)LIST_NEXT(lpD3DLightI, m_List);
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}
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}
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// Process vertex blending and tweening settings
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if (lpDevI->dwFEFlags & D3DFE_VERTEXBLEND_DIRTY)
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{
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pv->dwNumVerBlends = lpDevI->rstates[D3DRS_VERTEXBLEND];
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pv->dwNumWeights = 0;
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if (pv->dwNumVerBlends && (pv->dwNumVerBlends != D3DVBF_TWEENING))
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{
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if (pv->dwNumVerBlends == D3DVBF_0WEIGHTS)
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pv->dwNumVerBlends = 1;
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else
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pv->dwNumVerBlends++;
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// Compute number of floats in a vertex
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int nFloats = ((pv->dwVIDIn & D3DFVF_POSITION_MASK) >> 1) - 2;
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// Compute number of needed floats
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int nFloatsNeeded;
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if (pv->dwDeviceFlags & D3DDEV_INDEXEDVERTEXBLENDENABLE)
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{
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#if DBG
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if (D3DVSD_ISLEGACY(lpDevI->m_dwCurrentShaderHandle) &&
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((pv->dwVIDIn & D3DFVF_LASTBETA_UBYTE4) == 0))
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{
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D3D_THROW_FAIL("D3DFVF_LASTBETA_UBYTE4 must be set for index vertex blending");
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}
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#endif // DBG
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nFloatsNeeded = pv->dwNumVerBlends;
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}
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else
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{
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nFloatsNeeded = pv->dwNumVerBlends - 1;
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}
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if (nFloats < nFloatsNeeded)
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{
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D3D_THROW_FAIL("Vertex does not have enough data for vertex blending");
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}
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pv->dwNumWeights = pv->dwNumVerBlends - 1;
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// Lighting is done in the camera space when there is vertex blending
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if (pv->dwDeviceFlags & D3DDEV_MODELSPACELIGHTING)
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{
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pv->dwDeviceFlags &= ~(D3DDEV_MODELSPACELIGHTING | D3DFE_NEEDCHECKWORLDVIEWVMATRIX);
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// We have to transform lights to the camera space
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lpDevI->dwFEFlags |= D3DFE_NEED_TRANSFORM_LIGHTS;
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}
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}
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else
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{
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// Vertex blending is disabled, so we may be able to do lighting
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// in model space. We need to to re-check matrices
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if (!(pv->dwDeviceFlags & D3DDEV_MODELSPACELIGHTING))
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lpDevI->dwFEFlags |= D3DFE_NEEDCHECKWORLDVIEWVMATRIX;
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}
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lpDevI->dwFEFlags &= ~D3DFE_VERTEXBLEND_DIRTY;
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}
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if (lpDevI->rstates[D3DRS_VERTEXBLEND] == D3DVBF_TWEENING)
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{
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if (pv->position2.lpvData)
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pv->dwFlags |= D3DPV_POSITION_TWEENING;
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if (pv->normal2.lpvData)
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pv->dwFlags |= D3DPV_NORMAL_TWEENING;
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pv->dwNumVerBlends = 0; // Disable vertex blending when tweening
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#if DBG
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if (!(pv->dwFlags & (D3DPV_POSITION_TWEENING | D3DPV_NORMAL_TWEENING)))
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{
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D3D_THROW_FAIL("Position2 or Normal2 must be set when tweening is enabled");
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}
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#endif
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}
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#if DBG
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if (!(pv->dwDeviceFlags & D3DDEV_INDEXEDVERTEXBLENDENABLE))
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{
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if (D3DVSD_ISLEGACY(lpDevI->m_dwCurrentShaderHandle) &&
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((pv->dwVIDIn & D3DFVF_LASTBETA_UBYTE4) != 0))
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{
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D3D_THROW_FAIL("D3DFVF_LASTBETA_UBYTE4 must be set only when index vertex blending is used");
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}
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}
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#endif // DBG
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if (lpDevI->dwFEFlags & D3DFE_TRANSFORM_DIRTY)
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{
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updateTransform(lpDevI);
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}
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// We need World-View matrix for lighting, fog, point sprites and when
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// texture coordinates are taken from the vertex data in the camera space
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if (lpDevI->dwFEFlags & D3DFE_WORLDVIEWMATRIX_DIRTY &&
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(pv->dwDeviceFlags & (D3DDEV_LIGHTING | D3DDEV_FOG) ||
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lpDevI->rstates[D3DRS_POINTSCALEENABLE] ||
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pv->dwDeviceFlags & (D3DDEV_NORMALINCAMERASPACE | D3DDEV_POSITIONINCAMERASPACE)))
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{
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MatrixProduct(&pv->mWV[0], &pv->world[0],
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&pv->view);
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lpDevI->dwFEFlags &= ~D3DFE_WORLDVIEWMATRIX_DIRTY;
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}
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// Detect where to do lighting: in model or eye space
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if (lpDevI->dwFEFlags & D3DFE_NEEDCHECKWORLDVIEWVMATRIX &&
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pv->dwDeviceFlags & D3DDEV_LIGHTING)
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{
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// We try to do lighting in the model space if
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// 1. we do not have to normalize normals
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// 2. we do not need to do vertex blending
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pv->dwDeviceFlags &= ~D3DDEV_MODELSPACELIGHTING;
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if (pv->dwNumVerBlends == 0 &&
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!(pv->dwDeviceFlags & D3DDEV_NORMALIZENORMALS))
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{
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#ifdef DEBUG_PIPELINE
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if (!(g_DebugFlags & __DEBUG_MODELSPACE))
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#endif
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{
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CheckWorldViewMatrix(pv);
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lpDevI->dwFEFlags &= ~D3DFE_NEEDCHECKWORLDVIEWVMATRIX;
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}
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}
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// If D3DDEV_MODELSPACELIGHTING has been changed we need to re-transform lights
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lpDevI->dwFEFlags |= D3DFE_NEED_TRANSFORM_LIGHTS;
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}
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// Updating inverse World-View matrix.
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// It is needed when we do lighting in the model space or we need normals
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// in the camera space
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if (lpDevI->dwFEFlags & D3DFE_INVWORLDVIEWMATRIX_DIRTY &&
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((pv->dwDeviceFlags & D3DDEV_LIGHTING &&
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!(pv->dwDeviceFlags & D3DDEV_MODELSPACELIGHTING)) ||
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pv->dwDeviceFlags & D3DDEV_NORMALINCAMERASPACE))
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{
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Inverse4x4((D3DMATRIX*)&pv->mWV[0], (D3DMATRIX*)&pv->mWVI);
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lpDevI->dwFEFlags &= ~D3DFE_INVWORLDVIEWMATRIX_DIRTY;
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pv->WVICount[0] = pv->MatrixStateCount;
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}
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// Update clipping planes if there are any
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if (lpDevI->dwFEFlags & D3DFE_CLIPPLANES_DIRTY)
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{
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if (lpDevI->dwFEFlags & D3DFE_CLIPMATRIX_DIRTY)
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{
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// View and projection matrix are inversed separately, because it
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// is possible that combined matrix cannot be inverted. This could happend
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// when the view matrix has huge _43 value (> 10^7). Floating point precision
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// is not enough in this case
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D3DMATRIXI mPCInverse;
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if (Inverse4x4((D3DMATRIX*)&lpDevI->transform.mPC, (D3DMATRIX*)&mPCInverse))
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{
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D3D_ERR("Cannot invert projection matrix");
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setIdentity((D3DMATRIXI*)&mPCInverse);
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}
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D3DMATRIXI mViewInverse;
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if (Inverse4x4((D3DMATRIX*)&pv->view, (D3DMATRIX*)&mViewInverse))
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{
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D3D_ERR("Cannot invert view matrix");
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setIdentity((D3DMATRIXI*)&mViewInverse);
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}
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MatrixProduct(&lpDevI->transform.mVPCI, &mPCInverse, &mViewInverse);
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lpDevI->dwFEFlags &= ~D3DFE_CLIPMATRIX_DIRTY;
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}
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DWORD dwMaxUserClipPlanes = 0;
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DWORD dwPlanes = lpDevI->rstates[D3DRENDERSTATE_CLIPPLANEENABLE];
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for (DWORD i=0; i < __MAXUSERCLIPPLANES; i++)
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{
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if (dwPlanes & (1 << i))
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{
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// Clipping planes are transformed by inverse transposed
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// view-projection-clip matrix
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VecMatMul4HT(&lpDevI->transform.userClipPlane[i],
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(D3DMATRIX*)&lpDevI->transform.mVPCI,
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&pv->userClipPlane[dwMaxUserClipPlanes]);
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dwMaxUserClipPlanes++;
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}
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}
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pv->dwMaxUserClipPlanes = dwMaxUserClipPlanes;
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lpDevI->dwFEFlags &= ~D3DFE_CLIPPLANES_DIRTY;
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}
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if (lpDevI->dwFEFlags & (D3DFE_NEED_TRANSFORM_LIGHTS |
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D3DFE_LIGHTS_DIRTY |
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D3DFE_MATERIAL_DIRTY))
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{
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D3DFE_UpdateLights(lpDevI);
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// Set a flag for PSGP
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pv->dwDeviceFlags |= D3DDEV_LIGHTSDIRTY;
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}
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// In case if COLORVERTEX is TRUE, the vertexAlpha could be overriden
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// by vertex alpha
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pv->lighting.alpha = (DWORD)pv->lighting.materialAlpha;
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pv->lighting.alphaSpecular = (DWORD)pv->lighting.materialAlphaS;
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// This is a hint that only the inPosition pointer needs to be updated
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// for speed reasons.
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if (((pv->dwVIDIn & ( D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_NORMAL)) == 0) &&
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(pv->nTexCoord == 0))
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pv->dwFlags |= D3DPV_TRANSFORMONLY;
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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;
|
|
}
|
|
}
|
|
|