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532 lines
18 KiB
532 lines
18 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: clip.h
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* Content: Template for functions to clip primitives
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*
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* The following symbol should be defined before included this file:
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* __PROCESS_LINE_NAME - name for a function to clip triangles
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* __INDEX_PRIM - name for a function to clip lines
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*
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* All these symbols are undefined at the end of this file
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***************************************************************************/
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#ifdef __INDEX_PRIM
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#define __DRAW DRAW_INDEX_PRIM
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#else
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#define __DRAW DRAW_PRIM
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#endif
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//*********************************************************************
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HRESULT D3DFE_PVFUNCSI::__PROCESS_TRI_LIST_NAME(D3DFE_PROCESSVERTICES *pv)
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{
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int vertexSize3;
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D3DFE_CLIPCODE *clipCode;
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DWORD i;
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HRESULT ret;
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BYTE *vertex;
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#ifdef __INDEX_PRIM
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DWORD dwIndexSize = pv->dwIndexSize;
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DWORD dwIndexSize3 = pv->dwIndexSize * 3;
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// Start indexed of the current in-screen triangle batch
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WORD* startVertex = pv->lpwIndices;
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// Start index of the current triangle
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LPBYTE index = (LPBYTE)pv->lpwIndices;
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#else
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// Start vertex of the current in-screen triangle batch
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BYTE *startVertex = (BYTE*)pv->lpvOut;
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#endif
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int primitiveCount;
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DWORD vertexSize;
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ClipVertex cv[3];
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BOOL vertexTransformed;
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vertexTransformed = pv->dwFlags & D3DPV_TLVCLIP;
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clipCode = pv->lpClipFlags;
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vertex = (BYTE*)pv->lpvOut;
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vertexSize = pv->dwOutputSize;
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primitiveCount = 0;
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#ifdef __INDEX_PRIM
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// Update the address of the vertex array to handle the index base
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if (pv->dwIndexOffset != 0)
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{
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vertex -= pv->dwIndexOffset * vertexSize;
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clipCode -= pv->dwIndexOffset;
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}
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#endif
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vertexSize3 = vertexSize*3;
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for (i = pv->dwNumPrimitives; i; i--)
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{
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DWORD f1, f2, f3; // vertex clip flags
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#ifdef __INDEX_PRIM
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DWORD v1, v2, v3; // Current triangle indices
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if (dwIndexSize == 2)
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{
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v1 = *(WORD*)index;
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v2 = *(WORD*)(index + 2);
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v3 = *(WORD*)(index + 4);
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}
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else
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{
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v1 = *(DWORD*)index;
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v2 = *(DWORD*)(index + 4);
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v3 = *(DWORD*)(index + 8);
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}
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f1 = clipCode[v1];
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f2 = clipCode[v2];
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f3 = clipCode[v3];
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#else
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f1 = clipCode[0];
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f2 = clipCode[1];
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f3 = clipCode[2];
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#endif
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BOOL needClip = FALSE;
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BOOL offFrustum = FALSE;
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if (f1 & f2 & f3)
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offFrustum = TRUE;
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else
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if ((f1 | f2 | f3) & pv->dwClipMaskOffScreen)
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needClip = TRUE;
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if (offFrustum || needClip)
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{// This tri does need clipping
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if (primitiveCount)
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{ // first draw the ones that didn't need clipping
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DWORD vertexCount = primitiveCount*3;
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ret = __DRAW(pv, D3DPT_TRIANGLELIST, startVertex,
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vertexCount, primitiveCount);
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if (ret)
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return ret;
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}
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// reset count and start ptr
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primitiveCount = 0;
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#ifdef __INDEX_PRIM
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startVertex = (WORD*)(index + dwIndexSize3);
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#else
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pv->pDDI->SkipVertices(3);
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startVertex = vertex + vertexSize3;
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#endif
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// now deal with the single clipped triangle
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// first check if it should just be tossed or if it should be clipped
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if (!offFrustum)
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{
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BYTE *p1;
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BYTE *p2;
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BYTE *p3;
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#ifdef __INDEX_PRIM
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p1 = vertex + v1*vertexSize;
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p2 = vertex + v2*vertexSize;
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p3 = vertex + v3*vertexSize;
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#else
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p1 = vertex;
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p2 = vertex + vertexSize;
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p3 = p2 + vertexSize;
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#endif
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MAKE_CLIP_VERTEX_FVF(pv, cv[0], p1, f1, vertexTransformed);
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MAKE_CLIP_VERTEX_FVF(pv, cv[1], p2, f2, vertexTransformed);
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MAKE_CLIP_VERTEX_FVF(pv, cv[2], p3, f3, vertexTransformed);
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#ifdef __INDEX_PRIM
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#endif
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ret = Clip(pv, &cv[0], &cv[1], &cv[2]);
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if (ret) return ret;
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}
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}
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else
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primitiveCount++;
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#ifdef __INDEX_PRIM
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index += dwIndexSize3;
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#else
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clipCode += 3;
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vertex += vertexSize3;
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#endif
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}
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// draw final batch, if any
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if (primitiveCount)
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{
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ret = __DRAW(pv, D3DPT_TRIANGLELIST, startVertex,
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primitiveCount*3, primitiveCount);
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if (ret)
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return ret;
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}
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return D3D_OK;
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}
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//------------------------------------------------------------------------------
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HRESULT D3DFE_PVFUNCSI::__PROCESS_TRI_STRIP_NAME(D3DFE_PROCESSVERTICES *pv)
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{
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DWORD lastIndex;
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D3DFE_CLIPCODE *clipCode;
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DWORD i;
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HRESULT ret;
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BYTE *vertex;
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#ifdef __INDEX_PRIM
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DWORD dwIndexSize = pv->dwIndexSize;
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LPWORD startVertex = pv->lpwIndices;
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LPBYTE index = (LPBYTE)pv->lpwIndices;
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#else
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BYTE *startVertex = (BYTE*)pv->lpvOut;
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#endif
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int primitiveCount;
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DWORD vertexSize;
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ClipVertex cv[3];
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BOOL vertexTransformed;
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vertexTransformed = pv->dwFlags & D3DPV_TLVCLIP;
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clipCode = pv->lpClipFlags;
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vertex = (BYTE*)pv->lpvOut;
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vertexSize = pv->dwOutputSize;
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primitiveCount = 0;
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#ifdef __INDEX_PRIM
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// Update the address of the vertex array to handle the index base
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if (pv->dwIndexOffset != 0)
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{
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vertex -= pv->dwIndexOffset * vertexSize;
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clipCode -= pv->dwIndexOffset;
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}
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#endif
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lastIndex = pv->dwNumPrimitives;
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for (i=0; i < lastIndex; i++)
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{
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DWORD f1, f2, f3; // vertex clip flags
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#ifdef __INDEX_PRIM
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DWORD v1, v2, v3;
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if (dwIndexSize == 2)
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{
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v1 = *(WORD*)index;
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v2 = *(WORD*)(index + 2);
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v3 = *(WORD*)(index + 4);
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}
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else
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{
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v1 = *(DWORD*)index;
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v2 = *(DWORD*)(index + 4);
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v3 = *(DWORD*)(index + 8);
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}
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f1 = clipCode[v1];
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f2 = clipCode[v2];
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f3 = clipCode[v3];
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#else
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f1 = clipCode[0];
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f2 = clipCode[1];
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f3 = clipCode[2];
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#endif
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BOOL needClip = FALSE;
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BOOL offFrustum = FALSE;
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if (f1 & f2 & f3)
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offFrustum = TRUE;
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else
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if ((f1 | f2 | f3) & pv->dwClipMaskOffScreen)
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needClip = TRUE;
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if (offFrustum || needClip)
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{ // if this tri does need clipping
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if (primitiveCount)
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{ // first draw the ones that didn't need clipping
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ret = __DRAW(pv, D3DPT_TRIANGLESTRIP, startVertex,
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primitiveCount+2, primitiveCount);
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if (ret)
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return ret;
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#ifndef __INDEX_PRIM
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// We need to re-use the last vertex of the unclipped primitive
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// So we move the PrimitiveBase and startVertex back
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pv->pDDI->MovePrimitiveBase(-1);
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startVertex = vertex - vertexSize;
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#endif
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}
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else
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{
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#ifndef __INDEX_PRIM
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// Move PrimitiveBase and UsedVertexCount
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pv->pDDI->SkipVertices(1);
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startVertex = vertex + vertexSize;
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#endif
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}
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// reset count and start ptr
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primitiveCount = 0;
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#ifdef __INDEX_PRIM
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startVertex = (LPWORD)(index + dwIndexSize);
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#endif
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// now deal with the single clipped triangle
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// first check if it should just be tossed or if it should be clipped
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if (!offFrustum)
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{
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BYTE *p1;
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BYTE *p2;
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BYTE *p3;
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#ifdef __INDEX_PRIM
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if (i & 1)
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{ // For odd triangles we have to change orientation
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// First vertex should remain the first, because it defines
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// the color in FLAT shade mode
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DWORD tmp = f2;
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f2 = f3;
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f3 = tmp;
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p1 = vertex + v1*vertexSize;
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p2 = vertex + v3*vertexSize;
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p3 = vertex + v2*vertexSize;
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}
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else
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{
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p1 = vertex + v1*vertexSize;
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p2 = vertex + v2*vertexSize;
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p3 = vertex + v3*vertexSize;
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}
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#else
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p1 = vertex;
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if (i & 1)
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{ // For odd triangles we have to change orientation
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DWORD tmp = f2;
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f2 = f3;
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f3 = tmp;
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p3 = vertex + vertexSize;
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p2 = p3 + vertexSize;
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}
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else
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{
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p2 = vertex + vertexSize;
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p3 = p2 + vertexSize;
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}
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#endif
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MAKE_CLIP_VERTEX_FVF(pv, cv[0], p1, f1, vertexTransformed);
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MAKE_CLIP_VERTEX_FVF(pv, cv[1], p2, f2, vertexTransformed);
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MAKE_CLIP_VERTEX_FVF(pv, cv[2], p3, f3, vertexTransformed);
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ret = Clip(pv, &cv[0], &cv[1], &cv[2]);
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if (ret) return ret;
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}
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}
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else
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{
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if (primitiveCount == 0 && i & 1)
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{ // Triangle strip can not start from an odd triangle
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// Because we use triangle fan, first vertex in the strip
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// should be the second in the fan.
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// This vertex defines the color in FLAT shading case.
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BYTE tmp[__MAX_VERTEX_SIZE*3];
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BYTE *p = tmp;
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#ifdef __INDEX_PRIM
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BYTE *saveVer = (BYTE*)pv->lpvOut;
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DWORD numVer = pv->dwNumVertices;
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memcpy (p, vertex + v2*vertexSize, vertexSize);
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p += vertexSize;
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memcpy (p, vertex + v1*vertexSize, vertexSize);
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p += vertexSize;
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memcpy (p, vertex + v3*vertexSize, vertexSize);
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#else
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memcpy(p, vertex + vertexSize, vertexSize);
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p += vertexSize;
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memcpy(p, vertex, vertexSize);
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p += vertexSize;
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memcpy(p, vertex + vertexSize + vertexSize, vertexSize);
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#endif
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pv->dwFlags |= D3DPV_NONCLIPPED;
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ret = DRAW_CLIPPED_PRIM(pv, D3DPT_TRIANGLEFAN, tmp, 3, 1);
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pv->dwFlags &= ~D3DPV_NONCLIPPED;
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if (ret)
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return ret;
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primitiveCount = 0;
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#ifdef __INDEX_PRIM
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startVertex = (LPWORD)(index + dwIndexSize);
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pv->lpvOut = saveVer;
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pv->dwNumVertices = numVer;
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#else
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pv->pDDI->SkipVertices(1);
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startVertex = vertex + vertexSize;
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#endif
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}
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else
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primitiveCount++;
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}
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#ifdef __INDEX_PRIM
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index += dwIndexSize;
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#else
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clipCode++;
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vertex += vertexSize;
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#endif
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}
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// draw final batch, if any
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if (primitiveCount)
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{
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ret = __DRAW(pv, D3DPT_TRIANGLESTRIP, startVertex,
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primitiveCount+2, primitiveCount);
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if (ret)
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return ret;
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}
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return D3D_OK;
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}
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//-----------------------------------------------------------------------------
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// The same functions is used for line lists and line strips
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//
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HRESULT D3DFE_PVFUNCSI::__PROCESS_LINE_NAME(D3DFE_PROCESSVERTICES *pv)
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{
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DWORD nextLineOffset; // How many vertices to skip, when going to
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// next primitive (1 for strips, 2 for lists)
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DWORD nextLineOffsetIndex; // Multiplied by the index size
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DWORD countAdd; // Used to compute "real" number of vertices
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// from the vertexCount
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D3DPRIMITIVETYPE primType;
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int numPrim = 0;
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D3DFE_CLIPCODE *clipCode;
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DWORD i;
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HRESULT ret;
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BYTE *vertex;
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#ifdef __INDEX_PRIM
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LPWORD startVertex = pv->lpwIndices;
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LPBYTE index = (LPBYTE)pv->lpwIndices;
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DWORD dwIndexSize = pv->dwIndexSize;
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#else
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BYTE *startVertex = (BYTE*)pv->lpvOut;
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#endif
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int vertexCount; // Primitive count for line strips,
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// vertex count for line lists
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DWORD vertexSize;
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ClipVertex cv[3];
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BOOL vertexTransformed;
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vertexTransformed = pv->dwFlags & D3DPV_TLVCLIP;
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clipCode = pv->lpClipFlags;
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vertex = (BYTE*)pv->lpvOut;
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vertexSize = pv->dwOutputSize;
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vertexCount = 0;
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#ifdef __INDEX_PRIM
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// Update the address of the vertex array to handle the index base
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if (pv->dwIndexOffset != 0)
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{
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vertex -= pv->dwIndexOffset * vertexSize;
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clipCode -= pv->dwIndexOffset;
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}
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#endif
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primType = pv->primType;
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if (primType == D3DPT_LINESTRIP)
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{
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#ifdef __INDEX_PRIM
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nextLineOffset = 1;
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nextLineOffsetIndex = dwIndexSize;
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#else
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nextLineOffset = 1;
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#endif
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countAdd = 1;
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}
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else
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{
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#ifdef __INDEX_PRIM
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nextLineOffset = 2;
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nextLineOffsetIndex = dwIndexSize * 2;
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#else
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nextLineOffset = 2;
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#endif
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countAdd = 0;
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}
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for (i = pv->dwNumPrimitives; i; i--)
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{
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WORD f1, f2;
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#ifdef __INDEX_PRIM
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DWORD v1, v2;
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if (dwIndexSize == 2)
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{
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v1 = *(WORD*)index;
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v2 = *(WORD*)(index + 2);
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}
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else
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{
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v1 = *(DWORD*)index;
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v2 = *(DWORD*)(index + 4);
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}
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f1 = clipCode[v1];
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f2 = clipCode[v2];
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#else
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f1 = clipCode[0];
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f2 = clipCode[1];
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#endif
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BOOL needClip = FALSE;
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BOOL offFrustum = FALSE;
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if (f1 & f2)
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offFrustum = TRUE;
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else
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if ((f1 | f2) & pv->dwClipMaskOffScreen)
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needClip = TRUE;
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if (offFrustum || needClip)
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{ // if this line does need clipping
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if (vertexCount)
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{ // first draw the ones that didn't need clipping
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ret = __DRAW(pv, primType, startVertex, vertexCount+countAdd, numPrim);
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if (ret)
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return ret;
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#ifndef __INDEX_PRIM
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// For line strips we have to go one vertex back
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pv->pDDI->MovePrimitiveBase(-(int)countAdd);
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// Now go to the next primitive
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pv->pDDI->MovePrimitiveBase(nextLineOffset);
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startVertex = vertex + nextLineOffset*vertexSize;
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#endif
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}
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else
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{
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#ifndef __INDEX_PRIM
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pv->pDDI->SkipVertices(nextLineOffset);
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startVertex = vertex + nextLineOffset*vertexSize;
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#endif
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}
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// reset count and start ptr
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vertexCount = 0;
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numPrim = 0;
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#ifdef __INDEX_PRIM
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startVertex = (LPWORD)(index + nextLineOffsetIndex);
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#endif
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// now deal with the single clipped line
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// first check if it should just be tossed or if it should be clipped
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if (!offFrustum)
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{
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#ifdef __INDEX_PRIM
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BYTE *p1 = vertex + v1*vertexSize;
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BYTE *p2 = vertex + v2*vertexSize;
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#else
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BYTE *p1 = vertex;
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BYTE *p2 = vertex + vertexSize;
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#endif
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MAKE_CLIP_VERTEX_FVF(pv, cv[0], p1, f1, vertexTransformed);
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MAKE_CLIP_VERTEX_FVF(pv, cv[1], p2, f2, vertexTransformed);
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ret = ClipLine(pv, &cv[0], &cv[1]);
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if (ret != D3D_OK)
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return ret;
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}
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}
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else
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{
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vertexCount += nextLineOffset;
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numPrim++;
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}
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#ifdef __INDEX_PRIM
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index += nextLineOffsetIndex;
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#else
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vertex += nextLineOffset*vertexSize;
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clipCode += nextLineOffset;
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#endif
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}
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// draw final batch, if any
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if (vertexCount)
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{
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ret = __DRAW(pv, primType, startVertex, vertexCount+countAdd, numPrim);
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if (ret)
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return ret;
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}
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return D3D_OK;
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}
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#undef __DRAW
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#undef __INDEX_PRIM
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#undef __PROCESS_LINE_NAME
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#undef __PROCESS_TRI_LIST_NAME
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#undef __PROCESS_TRI_STRIP_NAME
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