Leaked source code of windows server 2003
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9.7 KiB

/******************************Module*Header**********************************\
*
* *******************
* * D3D SAMPLE CODE *
* *******************
*
* Module Name: d3dtri.c
*
* Content: Direct3D hw triangle rasterization code.
*
* Copyright (c) 1994-1998 3Dlabs Inc. Ltd. All rights reserved.
* Copyright (c) 1995-1999 Microsoft Corporation. All rights reserved.
\*****************************************************************************/
#include "precomp.h"
#include "d3ddelta.h"
#include "d3dhw.h"
#include "d3dcntxt.h"
#if defined(_ALPHA_)
#include <math.h>
#endif
//-----------------------------------------------------------------------------
//
// VOID P2_Draw_FVF_Solid_Tri
//
// Hardware render a single triangle coming from three FVF vertices
//
//-----------------------------------------------------------------------------
VOID
P2_Draw_FVF_Solid_Tri(PERMEDIA_D3DCONTEXT *pContext,
LPD3DTLVERTEX lpV0,
LPD3DTLVERTEX lpV1,
LPD3DTLVERTEX lpV2,
LPP2FVFOFFSETS lpFVFOff)
{
DWORD dwFlags = pContext->Hdr.Flags;
DWORD dwColorOffs,dwSpecularOffs,dwTexOffs;
ULONG ulRenderCmd = pContext->RenderCommand;
D3DCOLOR dwColor0, dwColor1, dwColor2;
D3DCOLOR dwSpec0, dwSpec1, dwSpec2;
D3DVALUE fS0, fS1, fS2, fT0, fT1, fT2, fQ0, fQ1, fQ2;
D3DVALUE fKs0, fKs1, fKs2;
PERMEDIA_DEFS(pContext->ppdev);
DBG_D3D((10,"Entering P2_Draw_FVF_Solid_Tri"));
// Set triangle rendering mode
RENDER_TRAPEZOID(ulRenderCmd);
RESERVEDMAPTR(0x80);
// Get FVF structure offsets
__SetFVFOffsets(&dwColorOffs,&dwSpecularOffs,&dwTexOffs,lpFVFOff);
// Get vertex color value (FVF based)
if (dwColorOffs)
{
dwColor0 = FVFCOLOR(lpV0, dwColorOffs)->color;
dwColor1 = FVFCOLOR(lpV1, dwColorOffs)->color;
dwColor2 = FVFCOLOR(lpV2, dwColorOffs)->color;
if (FAKE_ALPHABLEND_MODULATE & pContext->FakeBlendNum)
{
dwColor0 |= 0xFF000000;
dwColor1 |= 0xFF000000;
dwColor2 |= 0xFF000000;
}
}
else
{
// must set default in case no D3DFVF_DIFFUSE
dwColor0 = 0xFFFFFFFF;
dwColor1 = 0xFFFFFFFF;
dwColor2 = 0xFFFFFFFF;
}
// Get vertex specular value (FVF based) if necessary
if ((dwFlags & (CTXT_HAS_SPECULAR_ENABLED | CTXT_HAS_FOGGING_ENABLED))
&& (dwSpecularOffs!=0))
{
dwSpec0 = FVFSPEC(lpV0, dwSpecularOffs)->specular;
dwSpec1 = FVFSPEC(lpV1, dwSpecularOffs)->specular;
dwSpec2 = FVFSPEC(lpV2, dwSpecularOffs)->specular;
}
if ( (dwFlags & CTXT_HAS_TEXTURE_ENABLED) && (dwTexOffs != 0) )
{
// Get s,t texture coordinates (FVF based)
fS0 = FVFTEX(lpV0,dwTexOffs)->tu;
fT0 = FVFTEX(lpV0,dwTexOffs)->tv;
fS1 = FVFTEX(lpV1,dwTexOffs)->tu;
fT1 = FVFTEX(lpV1,dwTexOffs)->tv;
fS2 = FVFTEX(lpV2,dwTexOffs)->tu;
fT2 = FVFTEX(lpV2,dwTexOffs)->tv;
// The hw requires us to keep the texture coordinates centered around 0
// and avoid exceeding the texel wrapping limit.
RECENTER_TEX_COORDS(pContext->MaxTextureXf,
pContext->MaxTextureXi, fS0, fS1, fS2);
RECENTER_TEX_COORDS(pContext->MaxTextureYf,
pContext->MaxTextureYi, fT0, fT1, fT2);
// Wrap texture coordinates if necessary
WRAP(fS,dwFlags & CTXT_HAS_WRAPU_ENABLED);
WRAP(fT,dwFlags & CTXT_HAS_WRAPV_ENABLED);
// Scale s,t coordinate values
fS0 *= pContext->DeltaWidthScale;
fS1 *= pContext->DeltaWidthScale;
fS2 *= pContext->DeltaWidthScale;
fT0 *= pContext->DeltaHeightScale;
fT1 *= pContext->DeltaHeightScale;
fT2 *= pContext->DeltaHeightScale;
// Apply perspective corrections if necessary
if (dwFlags & CTXT_HAS_PERSPECTIVE_ENABLED)
{
fQ0 = lpV0->rhw;
fQ1 = lpV1->rhw;
fQ2 = lpV2->rhw;
fS0 *= fQ0;
fT0 *= fQ0;
fS1 *= fQ1;
fT1 *= fQ1;
fS2 *= fQ2;
fT2 *= fQ2;
}
else
{
fQ0 = fQ1 = fQ2 = 1.0;
}
// Send lines s,t,q,ks (conditionaly),x,y,z values
if ((dwFlags & CTXT_HAS_SPECULAR_ENABLED) && (dwSpecularOffs!=0))
{
fKs0 = RGB256_TO_LUMA(RGB_GETRED(dwSpec0),
RGB_GETGREEN(dwSpec0),
RGB_GETBLUE(dwSpec0));
if (dwFlags & CTXT_HAS_GOURAUD_ENABLED)
{
fKs1 = RGB256_TO_LUMA(RGB_GETRED(dwSpec1),
RGB_GETGREEN(dwSpec1),
RGB_GETBLUE(dwSpec1));
fKs2 = RGB256_TO_LUMA(RGB_GETRED(dwSpec2),
RGB_GETGREEN(dwSpec2),
RGB_GETBLUE(dwSpec2));
}
else
{
fKs2 = fKs1 = fKs0;
}
SEND_VERTEX_STQ_KS_XYZ(__Permedia2TagV0FloatS, fS0, fT0, fQ0, fKs0,
lpV0->sx, lpV0->sy, lpV0->sz);
SEND_VERTEX_STQ_KS_XYZ(__Permedia2TagV1FloatS, fS1, fT1, fQ1, fKs1,
lpV1->sx, lpV1->sy, lpV1->sz);
SEND_VERTEX_STQ_KS_XYZ(__Permedia2TagV2FloatS, fS2, fT2, fQ2, fKs2,
lpV2->sx, lpV2->sy, lpV2->sz);
}
else
{
SEND_VERTEX_STQ_XYZ(__Permedia2TagV0FloatS, fS0, fT0, fQ0,
lpV0->sx, lpV0->sy, lpV0->sz);
SEND_VERTEX_STQ_XYZ(__Permedia2TagV1FloatS, fS1, fT1, fQ1,
lpV1->sx, lpV1->sy, lpV1->sz);
SEND_VERTEX_STQ_XYZ(__Permedia2TagV2FloatS, fS2, fT2, fQ2,
lpV2->sx, lpV2->sy, lpV2->sz);
}
}
else // not textured triangle
{
// If specular is enabled, change the colours
if ((dwFlags & CTXT_HAS_SPECULAR_ENABLED) && (dwSpecularOffs!=0))
{
CLAMP8888(dwColor0, dwColor0, dwSpec0);
CLAMP8888(dwColor1, dwColor1, dwSpec1);
CLAMP8888(dwColor2, dwColor2, dwSpec2);
}
// Send triangles x,y,z values
SEND_VERTEX_XYZ(__Permedia2TagV0FloatS, lpV0->sx, lpV0->sy, lpV0->sz);
SEND_VERTEX_XYZ(__Permedia2TagV1FloatS, lpV1->sx, lpV1->sy, lpV1->sz);
SEND_VERTEX_XYZ(__Permedia2TagV2FloatS, lpV2->sx, lpV2->sy, lpV2->sz);
}
// If fog is set, send the appropriate values
if ((dwFlags & CTXT_HAS_FOGGING_ENABLED) && (dwSpecularOffs!=0))
{
SEND_VERTEX_FOG(__Permedia2TagV0FixedF, RGB_GET_GAMBIT_FOG(dwSpec0));
SEND_VERTEX_FOG(__Permedia2TagV1FixedF, RGB_GET_GAMBIT_FOG(dwSpec1));
SEND_VERTEX_FOG(__Permedia2TagV2FixedF, RGB_GET_GAMBIT_FOG(dwSpec2));
}
// Set alpha stippling if required by context
if (dwFlags & CTXT_HAS_ALPHASTIPPLE_ENABLED)
{
SET_STIPPLED_ALPHA( (RGBA_GETALPHA(lpV0->color) >> 4) );
}
// Send appropriate color depending on Gouraud , Mono, & Alpha
if (dwFlags & CTXT_HAS_GOURAUD_ENABLED)
{
// Gouraud shading
if (RENDER_MONO)
{
SEND_VERTEX_RGB_MONO(__Permedia2TagV0FixedS, dwColor0);
SEND_VERTEX_RGB_MONO(__Permedia2TagV1FixedS, dwColor1);
SEND_VERTEX_RGB_MONO(__Permedia2TagV2FixedS, dwColor2);
}
else
{
if (dwFlags & CTXT_HAS_ALPHABLEND_ENABLED)
{
if (pContext->FakeBlendNum & FAKE_ALPHABLEND_ONE_ONE)
{
dwColor0 &= 0xFFFFFF; // supress color's alpha value
dwColor1 &= 0xFFFFFF;
dwColor2 &= 0xFFFFFF;
}
SEND_VERTEX_RGBA(__Permedia2TagV0FixedS, dwColor0);
SEND_VERTEX_RGBA(__Permedia2TagV1FixedS, dwColor1);
SEND_VERTEX_RGBA(__Permedia2TagV2FixedS, dwColor2);
}
else
{
SEND_VERTEX_RGB(__Permedia2TagV0FixedS, dwColor0);
SEND_VERTEX_RGB(__Permedia2TagV1FixedS, dwColor1);
SEND_VERTEX_RGB(__Permedia2TagV2FixedS, dwColor2);
}
}
}
else // Flat shading
{
if (RENDER_MONO)
{
// Get constant color from the blue channel
DWORD BlueChannel = RGBA_GETBLUE(dwColor0);
SEND_PERMEDIA_DATA( ConstantColor,
RGB_MAKE(BlueChannel, BlueChannel, BlueChannel));
}
else
{
if (pContext->FakeBlendNum & FAKE_ALPHABLEND_ONE_ONE)
{
dwColor0 &= 0xFFFFFF;
}
SEND_PERMEDIA_DATA( ConstantColor,
RGBA_MAKE(RGBA_GETBLUE(dwColor0),
RGBA_GETGREEN(dwColor0),
RGBA_GETRED(dwColor0),
RGBA_GETALPHA(dwColor0)));
}
}
SEND_PERMEDIA_DATA(DrawTriangle, ulRenderCmd);
COMMITDMAPTR();
DBG_D3D((10,"Exiting P2_Draw_FVF_Solid_Tri"));
} // P2_Draw_FVF_Solid_Tri