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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) Microsoft Corporation, 1998.
//
// reftnl.hpp
//
// Direct3D Reference Transform and Lighting - Main Header File
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _REFTNL_HPP
#define _REFTNL_HPP
#define RD_GB_LEFT -32768.f
#define RD_GB_TOP -32768.f
#define RD_GB_RIGHT 32767.f
#define RD_GB_BOTTOM 32767.f
//-----------------------------------------------------------------------------
//
// Constants
//
//-----------------------------------------------------------------------------
// Default color values that should be used when ther is no lighting and
// color in vertices provided
const DWORD RD_DEFAULT_DIFFUSE = 0xFFFFFFFF; const DWORD RD_DEFAULT_SPECULAR = 0;
const DWORD RD_MAX_FVF_TEXCOORD = 8;
const DWORD RD_MAX_VERTEX_COUNT = 2048;
// Number of clipping planes
const DWORD RD_MAX_USER_CLIPPLANES = 6;
// Number of clipping planes
const DWORD RD_MAX_CLIPPING_PLANES = (6+RD_MAX_USER_CLIPPLANES);
// Number of blend weights
const DWORD RD_MAX_BLEND_WEIGHTS = 4;
// Number of world matrices
const DWORD RD_MAX_WORLD_MATRICES = 256;
const DWORD RD_WORLDMATRIXBASE = 256;
// Space for vertices generated/copied while clipping one triangle
const DWORD RD_MAX_CLIP_VERTICES = (( 2 * RD_MAX_CLIPPING_PLANES ) + 3 );
// 3 verts. -> 1 tri, 4 v -> 2 t, N vertices -> (N - 2) triangles
const DWORD RD_MAX_CLIP_TRIANGLES = ( RD_MAX_CLIP_VERTICES - 2 );
// make smaller than guard band for easier clipping
const float RD_MAX_POINT_SIZE = 64;
//-----------------------------------------------------------------------------
//
// Forward defines
//
//-----------------------------------------------------------------------------
class RDLight;
//-----------------------------------------------------------------------------
//
// Typedefs
//
//-----------------------------------------------------------------------------
typedef DWORD RDCLIPCODE; typedef D3DMATRIX RDMATRIX;
//-----------------------------------------------------------------------------
//
// RDVertex - Internal vertex structure of the refrast. This is the
// structure exchanged between the T&L and Rasterization parts
// of the refrast.
//
//-----------------------------------------------------------------------------
class RDVertex { public: RDVertex() { Init(); }
RDVertex( LPDWORD pVtx, DWORD dwFvf ) { SetFvfData( pVtx, (UINT64)dwFvf ); }
RDVertex( LPDWORD pVtx, UINT64 qwFvf ) { SetFvfData( pVtx, qwFvf ); }
RDCLIPCODE m_clip; FLOAT m_clip_x; FLOAT m_clip_y; FLOAT m_clip_z; FLOAT m_clip_w; RDVECTOR3 m_pos; // This is screen coordinates
FLOAT m_rhw; RDCOLOR4 m_diffuse; // ARGB (0..1 each component)
RDCOLOR4 m_specular; // ARGB
FLOAT m_fog; // 0..1
FLOAT m_pointsize; RDVECTOR4 m_tex[8];
UINT64 m_qwFVF;
void Init() { m_clip = 0; m_clip_x = m_clip_y = m_clip_z = m_clip_w = 0.0f; m_rhw = 0.0f; m_diffuse.a = m_diffuse.r = m_diffuse.g = m_diffuse.b = 1.0f; m_specular.a = m_specular.r = m_specular.g = m_specular.b = 0.0f; m_fog = 0.0f; m_pointsize = 1.0f; // Initialize texture coordinates to {0.0, 0.0, 0.0, 1.0}
memset( m_tex, 0, sizeof(m_tex) ); for( int i=0; i<8; i++ ) m_tex[i].w = 1.0f; m_qwFVF = 0; }
void SetFVF( UINT64 qwControl ) { m_qwFVF = qwControl; }
void SetFvfData( LPDWORD pVtx, UINT64 qwFVF ) { DWORD cDWORD = 0; Init(); m_qwFVF = qwFVF; switch( qwFVF & D3DFVF_POSITION_MASK ) { case D3DFVF_XYZRHW: memcpy( &m_pos, pVtx, 3*sizeof( float ) ); pVtx += 3; m_rhw = *(float *)(pVtx); pVtx += 1; break; default: _ASSERT( TRUE, "RDVertex can only hold Transformed Vertices" ); return; }
if (qwFVF & D3DFVF_PSIZE) { m_pointsize = *(FLOAT*)pVtx; pVtx++; } if (qwFVF & D3DFVF_DIFFUSE) { MakeRDCOLOR4( &m_diffuse, *pVtx ); pVtx++; } if (qwFVF & D3DFVF_SPECULAR) { MakeRDCOLOR4( &m_specular, *pVtx ); m_fog = m_specular.a; m_qwFVF |= D3DFVFP_FOG; pVtx++; } if (qwFVF & D3DFVF_FOG) { m_fog = *(FLOAT*)pVtx; m_qwFVF |= D3DFVFP_FOG; pVtx++; } DWORD dwNumTexCoord = (DWORD)(FVF_TEXCOORD_NUMBER(qwFVF)); DWORD dwTextureFormats = (DWORD)qwFVF >> 16;
// Texture formats size 00 01 10 11
static DWORD dwTextureSize[4] = {2, 3, 4, 1}; for (DWORD i=0; i < dwNumTexCoord; i++) { memcpy( &m_tex[i], pVtx, sizeof( float )*dwTextureSize[dwTextureFormats & 3] ); pVtx += dwTextureSize[dwTextureFormats & 3]; dwTextureFormats >>= 2; } }
FLOAT GetRHW( void ) const { return ( m_qwFVF & D3DFVF_XYZRHW ) ? m_rhw : 1.f ; }
FLOAT* GetPtrXYZ( void ) { return (FLOAT*)&m_pos; } FLOAT GetX( void ) const { return m_pos.x; } FLOAT GetY( void ) const { return m_pos.y; } FLOAT GetZ( void ) const { return m_pos.z; } DWORD GetDiffuse( void ) const { DWORD diff = D3DRGBA(m_diffuse.r, m_diffuse.g, m_diffuse.b, m_diffuse.a); // return color if available else white (default)
return ( m_qwFVF & D3DFVF_DIFFUSE ) ? diff : 0xffffffff; }
DWORD GetSpecular( void ) const { DWORD spec = D3DRGBA(m_specular.r, m_specular.g, m_specular.b, m_specular.a); // return color if available else black (default)
return ( m_qwFVF & D3DFVF_SPECULAR ) ? spec : 0x00000000; }
UINT TexCrdCount( void ) const { return (UINT)(( m_qwFVF & D3DFVF_TEXCOUNT_MASK ) >> D3DFVF_TEXCOUNT_SHIFT); }
FLOAT GetTexCrd( UINT iCrd, UINT iCrdSet ) const { // This function ensures that right defaults are returned.
// Note, except for the q coordinate (which defaults to 1.0)
// the rest are 0.0.
if( (iCrdSet < TexCrdCount()) && (iCrd < GetTexCoordDim(m_qwFVF, iCrdSet)) ) { return *( (FLOAT*)&m_tex[iCrdSet] + iCrd ); } else if( iCrd == 3 ) { return 1.0f; } else { return 0.0f; } }
FLOAT GetLastTexCrd( UINT iCrdSet ) const { // Return the last texture coordinate if present else 1.0
if( iCrdSet < TexCrdCount() ) { return *( (FLOAT*)&m_tex[iCrdSet] + GetTexCoordDim(m_qwFVF, iCrdSet) - 1); } else { return 1.0f; } }
FLOAT GetPointSize( void ) const { return ( m_qwFVF & D3DFVF_PSIZE ) ? m_pointsize : 1.0f; }
FLOAT GetFog( void ) const { return ( m_qwFVF & D3DFVFP_FOG ) ? m_fog : 0.0f; } };
class RDClipVertex : public RDVertex { public: RDClipVertex() { next = NULL; }
RDClipVertex *next; };
struct RDCLIPTRIANGLE { RDCLIPTRIANGLE() { memset( this, 0, sizeof(*this) ); }
RDClipVertex *v[3]; };
struct RDUSERCLIPPLANE { RDUSERCLIPPLANE() { memset( this, 0, sizeof(*this) ); }
RDVECTOR4 plane; BOOL bActive; };
//-----------------------------------------------------------------------------
//
// RDTRANSFORMDATA - Transformation data used by Refrence T&L implementation
// to transform vertices.
//
//-----------------------------------------------------------------------------
struct RDTRANSFORMDATA { RDTRANSFORMDATA() { memset( this, 0, sizeof(*this) ); }
RDMATRIX m_PS; // Mproj * Mshift
RDMATRIX m_VPS; // Mview * PS
RDMATRIX m_VPSInv; // Inverse( Mview * PS )
RDMATRIX m_CTMI; // Inverse current transformation matrix
RDVECTOR4 m_frustum[6]; // Normalized plane equations for viewing
// frustum in the model space
DWORD m_dwFlags; };
//---------------------------------------------------------------------
// RDLIGHTINGDATA
// All the lighting related state clubbed together
//---------------------------------------------------------------------
struct RDLIGHTINGDATA { RDLIGHTINGDATA() { memset( this, 0, sizeof(*this) ); }
// Active Light list
RDLight *pActiveLights;
// Temporary data used when computing lighting
RDVECTOR3 eye_in_eye; // eye position in eye space
// It is (0, 0, 0)
// Ma * La + Me (Ambient and Emissive) ------
RDCOLOR3 ambEmiss;
// ColorVertex stuff ------------------------
RDCOLOR3 *pAmbientSrc; RDCOLOR3 *pDiffuseSrc; RDCOLOR3 *pSpecularSrc; RDCOLOR3 *pEmissiveSrc;
// Diffuse ----------------------------------
RDCOLOR3 vertexDiffuse; // Provided with a vertex, used if
// COLORVERTEX is enabled and a diffuse
// color is provided in the vertex
RDCOLOR3 diffuse; // Diffuse accumulates here
DWORD outDiffuse; // Diffuse color result of lighting
// Specular --------------------------------
RDCOLOR3 vertexSpecular;// Provided with a vertex, used if
// COLORVERTEX is enabled and a specular
// color is provided in the vertex
RDCOLOR3 specular; // Specular accumulates here
DWORD outSpecular; // Specular color result of lighting
D3DVALUE specThreshold; // If the dot product is less than this
// value, specular factor is zero
// End of temporary data
// RENDERSTATEAMBIENT --------------------------------------
// Ambient color set by D3DRENDERSTATE_AMBIENT
// They are all scaled to 0 - 1
D3DVALUE ambient_red; D3DVALUE ambient_green; D3DVALUE ambient_blue; DWORD ambient_save; // Original unscaled color
// Fog -----------------------------------------------------
int fog_mode; D3DCOLOR fog_color; D3DVALUE fog_density; D3DVALUE fog_start; D3DVALUE fog_end; D3DVALUE fog_factor; // 255 / (fog_end - fog_start)
D3DCOLORMODEL color_model;
// Material ------------------------------------------------
// For color material
LPDWORD pDiffuseAlphaSrc; LPDWORD pSpecularAlphaSrc;
DWORD materialDiffAlpha; // Current material diffuse
// alpha (0-255) shifted left
// by 24 bits
DWORD materialSpecAlpha; // Current material specular
// alpha (0-255) shifted left
// by 24 bits
DWORD vertexDiffAlpha; // Current material diffuse
// alpha (0-255) shifted left
// by 24 bits
DWORD vertexSpecAlpha; // Current material specular
// alpha (0-255) shifted left
// by 24 bits
D3DMATERIAL7 material; // Cached material data
RDCOLOR3 matAmb; RDCOLOR3 matDiff; RDCOLOR3 matSpec; RDCOLOR3 matEmis; };
//-----------------------------------------------------------------------------
//
// RDLight - The light object used by the Reference T&L implementation
// An array of these are instanced in the RefDev object.
//
//-----------------------------------------------------------------------------
struct RDLIGHTI { RDLIGHTI() { memset( this, 0, sizeof(*this) ); }
DWORD flags;
RDVECTOR3 position_in_eye; // In the eye space
RDVECTOR3 direction_in_eye; // In the eye space
//
// Saved light colors scaled from 0 - 255, needed for COLORVERTEX
//
D3DCOLORVALUE La; // light ambient
D3DCOLORVALUE Ld; // light diffuse
D3DCOLORVALUE Ls; // light specular
//
// Precomputed colors scaled from 0 - 255,
//
D3DCOLORVALUE Ma_La; // Material ambient times light ambient
D3DCOLORVALUE Md_Ld; // Material diffuse times light diffuse
D3DCOLORVALUE Ms_Ls; // Material specular times light specular
RDVECTOR3 halfway;
// Stuff for SpotLights
D3DVALUE range_squared; D3DVALUE cos_theta_by_2; D3DVALUE cos_phi_by_2; D3DVALUE inv_theta_minus_phi;
};
//-----------------------------------------------------------------------------
// Function pointer to the functions that light a vertex
//-----------------------------------------------------------------------------
typedef void (*RDLIGHTVERTEXFN)( RDLIGHTINGDATA& LData, D3DLIGHT7 *pLight, RDLIGHTI *pLightI, RDLIGHTINGELEMENT *in, DWORD dwFlags, UINT64 qwFVFIn );
//-----------------------------------------------------------------------------
// Functions to compute lighting
//-----------------------------------------------------------------------------
struct RDLIGHTVERTEX_FUNC_TABLE { RDLIGHTVERTEX_FUNC_TABLE() { memset( this, 0, sizeof(*this) ); }
RDLIGHTVERTEXFN pfnDirectional; RDLIGHTVERTEXFN pfnParallelPoint; RDLIGHTVERTEXFN pfnSpot; RDLIGHTVERTEXFN pfnPoint; };
//-----------------------------------------------------------------------------
//
// RDLight - The light object used by the Reference T&L implementation
// An array of these are instanced in the RefDev object.
//
//-----------------------------------------------------------------------------
#define RDLIGHT_ENABLED 0x00000001 // Is the light active
#define RDLIGHT_NEEDSPROCESSING 0x00000002 // Is the light data processed
#define RDLIGHT_REFERED 0x00000004 // Has the light been refered
// to
class RDLight : public RDAlloc { public: RDLight(); BOOL IsEnabled() {return (m_dwFlags & RDLIGHT_ENABLED);} BOOL NeedsProcessing() {return (m_dwFlags & RDLIGHT_NEEDSPROCESSING);} BOOL IsRefered() { return (m_dwFlags & RDLIGHT_REFERED); } HRESULT SetLight(LPD3DLIGHT7 pLight); HRESULT GetLight( LPD3DLIGHT7 pLight ); void ProcessLight( D3DMATERIAL7 *mat, RDLIGHTVERTEX_FUNC_TABLE *pTbl); void XformLight( D3DMATRIX* mV ); void Enable( RDLight **ppRoot ); void Disable( RDLight **ppRoot );
private:
// Flags
DWORD m_dwFlags;
// Active List next element
RDLight *m_Next;
// Specific function to light the vertex
RDLIGHTVERTEXFN m_pfnLightVertex;
// Light data set by the runtime
D3DLIGHT7 m_Light;
// Light data computed by the driver
RDLIGHTI m_LightI;
friend class RefDev; friend class RefVP; };
//---------------------------------------------------------------------
//
// The clipper object. Contains digested Viewport information
// calculated from viewport settings.
//
//---------------------------------------------------------------------
class RefClipper { public: RefClipper();
// The pointer to the driver object to obtain state
RefDev* m_pDev;
// m_dwDirtyFlags
static const DWORD RCLIP_DIRTY_ZRANGE; static const DWORD RCLIP_DIRTY_VIEWRECT; static const DWORD RCLIP_DO_FLATSHADING; static const DWORD RCLIP_DO_WIREFRAME; static const DWORD RCLIP_DO_ADJUSTWRAP; static const DWORD RCLIP_Z_ENABLE; DWORD m_dwFlags;
// Viewport data from the DDI.
D3DVIEWPORT7 m_Viewport;
// Is it guardband or not ?
BOOL m_bUseGB;
D3DVALUE dvX; // dwX
D3DVALUE dvY; // dwY
D3DVALUE dvWidth; // dwWidth
D3DVALUE dvHeight; // dwHeight
// Coefficients to compute screen coordinates from normalized window
// coordinates
D3DVALUE scaleX; // dvWidth/2
D3DVALUE scaleY; // dvHeight/2
D3DVALUE scaleZ; // (Viewport->dvMaxZ - Viewport->dvMinZ)
D3DVALUE offsetX; // dvX + scaleX
D3DVALUE offsetY; // dvY + scaleY
D3DVALUE offsetZ; // Viewport->dvMinZ
// Coefficients to compute screen coordinates from normalized window
// coordinates
D3DVALUE scaleXi; // Inverse of scaleX
D3DVALUE scaleYi; // Inverse of scaleY
D3DVALUE scaleZi; // Inverse of scaleZ
// Min and max values for viewport window in pixels
D3DVALUE minX; // offsetX - scaleX
D3DVALUE minY; // offsetY - scaleY
D3DVALUE maxX; // offsetX + scaleX
D3DVALUE maxY; // offsetY + scaleY
// Min and max window values with guard band in pixels
D3DVALUE minXgb; D3DVALUE minYgb; D3DVALUE maxXgb; D3DVALUE maxYgb;
// Coefficients to transform a vertex to perform the guard band clipping
// x*gb11 + w*gb41
// y*gb22 + w*gb42
//
D3DVALUE gb11; D3DVALUE gb22; D3DVALUE gb41; D3DVALUE gb42;
// Coefficients to apply clipping rules for the guard band clipping
// They are used by clipping routins
// w*Kgbx1 < x < w*Kgbx2
// w*Kgby1 < y < w*Kgby2
//
D3DVALUE Kgbx1; D3DVALUE Kgby1; D3DVALUE Kgbx2; D3DVALUE Kgby2;
// Clipping related
RDCLIPCODE m_clipUnion; // OR of all vertex clip flags
RDCLIPCODE m_clipIntersection; // AND of all vertex clip flags
GArrayT<RDVertex> ClipBuf; RDClipVertex *clip_vbuf1[RD_MAX_CLIP_VERTICES]; RDClipVertex *clip_vbuf2[RD_MAX_CLIP_VERTICES]; RDClipVertex **current_vbuf; // clip_vbuf1 or clip_vbuf2
RDClipVertex clip_vertices[RD_MAX_CLIP_VERTICES]; DWORD m_dwInterpolate; int clip_vertices_used; RDCOLOR4 clip_color; RDCOLOR4 clip_specular;
// User defined clipping planes
RDVECTOR4 m_userClipPlanes[RD_MAX_USER_CLIPPLANES];
// User clip planes transformed
RDUSERCLIPPLANE m_xfmUserClipPlanes[RD_MAX_USER_CLIPPLANES];
//---------------------------------------------------
// Methods
//---------------------------------------------------
HRESULT UpdateViewData(); void MakeClipVertexFromVertex( RDClipVertex& cv, RDVertex& v, DWORD dwClipMask); inline BOOL UseGuardBand() { return m_bUseGB; } RDCLIPCODE ComputeClipCodes(RDCLIPCODE* pclipIntersection, RDCLIPCODE* pclipUnion, FLOAT x_clip, FLOAT y_clip, FLOAT z_clip, FLOAT w_clip); void ComputeClipCodesTL( RDVertex* pVtx ); void Interpolate( RDClipVertex *out, RDClipVertex *p1, RDClipVertex *p2, int code, D3DVALUE num, D3DVALUE denom ); int ClipByPlane( RDClipVertex **inv, RDClipVertex **outv, RDVECTOR4 *plane, DWORD dwClipFlag, int count ); int ClipLineByPlane( RDCLIPTRIANGLE *line, RDVECTOR4 *plane, DWORD dwClipBit); void ComputeScreenCoordinates( RDClipVertex **inv, int count ); DWORD ComputeClipCodeGB( RDClipVertex *p ); DWORD ComputeClipCode( RDClipVertex *p ); #if 0
DWORD ComputeClipCodeUserPlanes( RDUSERCLIPPLANE *UserPlanes, RDClipVertex *p); #endif
int ClipLeft( RDClipVertex **inv, RDClipVertex **outv, int count); int ClipRight( RDClipVertex **inv, RDClipVertex **outv, int count); int ClipTop( RDClipVertex **inv, RDClipVertex **outv, int count); int ClipBottom( RDClipVertex **inv, RDClipVertex **outv, int count); int ClipFront( RDClipVertex **inv, RDClipVertex **outv, int count); int ClipBack( RDClipVertex **inv, RDClipVertex **outv, int count); int ClipLeftGB( RDClipVertex **inv, RDClipVertex **outv, int count); int ClipRightGB( RDClipVertex **inv, RDClipVertex **outv, int count); int ClipTopGB( RDClipVertex **inv, RDClipVertex **outv, int count); int ClipBottomGB( RDClipVertex **inv, RDClipVertex **outv, int count);
int ClipLineLeft( RDCLIPTRIANGLE *inv); int ClipLineRight( RDCLIPTRIANGLE *inv); int ClipLineTop( RDCLIPTRIANGLE *inv); int ClipLineBottom( RDCLIPTRIANGLE *inv); int ClipLineFront( RDCLIPTRIANGLE *inv); int ClipLineBack( RDCLIPTRIANGLE *inv); int ClipLineLeftGB( RDCLIPTRIANGLE *inv); int ClipLineRightGB( RDCLIPTRIANGLE *inv); int ClipLineTopGB( RDCLIPTRIANGLE *inv); int ClipLineBottomGB( RDCLIPTRIANGLE *inv);
int ClipSingleLine( RDCLIPTRIANGLE *line ); int ClipSingleTriangle( RDCLIPTRIANGLE *tri, RDClipVertex ***clipVertexPointer );
void DrawPoint( RDVertex* pvV0 ); void DrawLine( RDVertex* pvV0, RDVertex* pvV1 ); void DrawTriangle( RDVertex* pvV0, RDVertex* pvV1, RDVertex* pvV2, WORD wFlags = D3DTRIFLAG_EDGEENABLETRIANGLE );
HRESULT DrawOnePrimitive( GArrayT<RDVertex>& VtxArray, DWORD dwStartVertex, D3DPRIMITIVETYPE PrimType, UINT cVertices ); HRESULT DrawOneIndexedPrimitive( GArrayT<RDVertex>& VtxArray, int StartVertexIndex, LPWORD pIndices, DWORD StartIndex, UINT cIndices, D3DPRIMITIVETYPE PrimType ); HRESULT DrawOneIndexedPrimitive( GArrayT<RDVertex>& VtxArray, int StartVertexIndex, LPDWORD pIndices, DWORD StartIndex, UINT cIndices, D3DPRIMITIVETYPE PrimType );
};
// RefVP::m_dwTLState flags
#define RDPV_DOLIGHTING 0x00000001
#define RDPV_DOCLIPPING 0x00000002
#define RDPV_DOFOG 0x00000004
#define RDPV_DOSPECULAR 0x00000008
#define RDPV_RANGEFOG 0x00000010
#define RDPV_NORMALIZENORMALS 0x00000020
#define RDPV_LOCALVIEWER 0x00000040
#define RDPV_DOCOMPUTEPOINTSIZE 0x00000080
#define RDPV_DOPOINTSCALE 0x00000100
#define RDPV_DOTEXXFORM 0x00000200
#define RDPV_DOTEXGEN 0x00000400
#define RDPV_NEEDEYEXYZ 0x00000800
#define RDPV_NEEDEYENORMAL 0x00001000
// ColorVertexFlags
#define RDPV_VERTEXDIFFUSENEEDED 0x00002000
#define RDPV_VERTEXSPECULARNEEDED 0x00004000
#define RDPV_COLORVERTEXAMB 0x00008000
#define RDPV_COLORVERTEXDIFF 0x00010000
#define RDPV_COLORVERTEXSPEC 0x00020000
#define RDPV_COLORVERTEXEMIS 0x00040000
#define RDPV_COLORVERTEXFLAGS (RDPV_VERTEXDIFFUSENEEDED | \
RDPV_VERTEXSPECULARNEEDED | \ RDPV_COLORVERTEXAMB | \ RDPV_COLORVERTEXDIFF | \ RDPV_COLORVERTEXSPEC | \ RDPV_COLORVERTEXEMIS ) #define RDPV_DOINDEXEDVERTEXBLEND 0x00100000
#define RDPV_DOPOSITIONTWEENING 0x00200000
#define RDPV_DONORMALTWEENING 0x00400000
// RefVP::m_dwDirtyFlags flags
#define RDPV_DIRTY_PROJXFM 0x00000001
#define RDPV_DIRTY_VIEWXFM 0x00000002
#define RDPV_DIRTY_WORLDXFM 0x00000004
#define RDPV_DIRTY_WORLD1XFM 0x00000008
#define RDPV_DIRTY_WORLD2XFM 0x00000010
#define RDPV_DIRTY_WORLD3XFM 0x00000020
#define RDPV_DIRTY_XFORM (RDPV_DIRTY_PROJXFM | \
RDPV_DIRTY_VIEWXFM | \ RDPV_DIRTY_WORLDXFM | \ RDPV_DIRTY_WORLD1XFM | \ RDPV_DIRTY_WORLD2XFM | \ RDPV_DIRTY_WORLD3XFM) #define RDPV_DIRTY_MATERIAL 0x00000100
#define RDPV_DIRTY_SETLIGHT 0x00000200
#define RDPV_DIRTY_NEEDXFMLIGHT 0x00000400
#define RDPV_DIRTY_COLORVTX 0x00000800
#define RDPV_DIRTY_LIGHTING (RDPV_DIRTY_MATERIAL | \
RDPV_DIRTY_SETLIGHT | \ RDPV_DIRTY_NEEDXFMLIGHT | \ RDPV_DIRTY_COLORVTX) #define RDPV_DIRTY_FOG 0x00010000
#define RDPV_DIRTY_INVERSEWORLDVIEW 0x00020000
//---------------------------------------------------------------------
// RDPTRSTRIDE: A class instanced once per vertex element.
//---------------------------------------------------------------------
class RDPTRSTRIDE { public: RDPTRSTRIDE() { Null(); } inline void Init( LPVOID pData, DWORD dwStride ) { m_pData = m_pCurrent = pData; m_dwStride = dwStride; } inline void Null() { memset( this, 0, sizeof( *this ) ); } inline void SetStride( DWORD dwStride ) { m_dwStride = dwStride; } inline DWORD GetStride() { return m_dwStride; } inline LPVOID GetFirst() { return m_pData; } inline LPVOID GetCurrent() { return m_pCurrent; } inline LPVOID Reset() { return (m_pCurrent = m_pData); } inline LPVOID Next() { m_pCurrent = (LPVOID)((LPBYTE)m_pCurrent + m_dwStride); return m_pCurrent; }
LPVOID operator []( DWORD dwIndex ) const { return (LPVOID)((LPBYTE)m_pData + dwIndex*m_dwStride); }
protected: LPVOID m_pData; DWORD m_dwStride; // in number of bytes
LPVOID m_pCurrent; DWORD m_dwCurrentIndex; };
//---------------------------------------------------------------------
// Struct holding the shader ptr
//---------------------------------------------------------------------
struct RDVShaderHandle { RDVShaderHandle() { m_pShader = NULL; #if DBG
m_tag = 0; #endif
} RDVShader* m_pShader; #if DBG
// Non zero means that it has been allocated
DWORD m_tag; #endif
};
//---------------------------------------------------------------------
// Fixed function vertex processing pipeline object
//---------------------------------------------------------------------
class RefVP : public RDAlloc { protected:
// The pointer to the driver object to obtain state
RefDev* m_pDev;
//-------------------------------------------------------------------------
// Unprocessed state set by the DDI
//-------------------------------------------------------------------------
// Growable Light array
GArrayT<RDLight> m_LightArray;
// Current material to use for lighting
D3DMATERIAL7 m_Material;
// Transformation state stored by the reference implementation
RDMATRIX m_xfmProj; RDMATRIX m_xfmView; RDMATRIX m_xfmWorld[RD_MAX_WORLD_MATRICES]; RDMATRIX m_xfmTex[D3DHAL_TSS_MAXSTAGES];
//-------------------------------------------------------------------------
// Vertex Elements
//-------------------------------------------------------------------------
RDPTRSTRIDE m_position; RDPTRSTRIDE m_position2; RDPTRSTRIDE m_blendweights; RDPTRSTRIDE m_blendindices; RDPTRSTRIDE m_normal; RDPTRSTRIDE m_normal2; RDPTRSTRIDE m_specular; RDPTRSTRIDE m_diffuse; RDPTRSTRIDE m_pointsize; RDPTRSTRIDE m_tex[8];
//-------------------------------------------------------------------------
// Cached T&L related render-state info
//-------------------------------------------------------------------------
DWORD m_dwTLState; // RenderState related flags
DWORD m_dwDirtyFlags; // Dirty flags
//-------------------------------------------------------------------------
// Transformation data
//-------------------------------------------------------------------------
// Current transformation matrix
RDMATRIX m_xfmCurrent[RD_MAX_WORLD_MATRICES]; // using WORLDi matrix
RDMATRIX m_xfmToEye[RD_MAX_WORLD_MATRICES]; // Transforms to camera
// space (Mworld*Mview)
RDMATRIX m_xfmToEyeInv[RD_MAX_WORLD_MATRICES]; // and its Inverse
BYTE m_WorldProcessed[RD_MAX_WORLD_MATRICES];
UINT64 m_qwFVFIn; // FVF of the input vertices
UINT64 m_qwFVFOut; // FVF of the output vertices
int m_numVertexBlends; RDTRANSFORMDATA m_TransformData;
FLOAT m_fPointSize; FLOAT m_fPointAttA; FLOAT m_fPointAttB; FLOAT m_fPointAttC; FLOAT m_fPointSizeMin; FLOAT m_fPointSizeMax;
FLOAT m_fTweenFactor;
//-------------------------------------------------------------------------
// Lighting data
//-------------------------------------------------------------------------
RDLIGHTVERTEX_FUNC_TABLE m_LightVertexTable; RDLIGHTINGDATA m_lighting; // Lighting state
DWORD m_dwNumActiveTextureStages;
///////////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////////
HRESULT UpdateXformData(); void UpdateWorld( DWORD i ); HRESULT UpdateLightingData(); HRESULT UpdateFogData(); RDCLIPCODE ProcessVertices( UINT64 outFVF, GArrayT<RDVertex>& VtxArray, DWORD count ); void LightVertex( RDLIGHTINGELEMENT *le ); void FogVertex ( RDVertex& Vout, RDVECTOR3 &v, RDLIGHTINGELEMENT *le, int numVertexBlends, float *pBlendFactors, BOOL bVertexInEyeSpace );
public: RefVP();
inline void LightEnable( DWORD dwIndex, BOOL bEnable ) { if( bEnable ) { m_LightArray[dwIndex].Enable(&m_lighting.pActiveLights); m_dwDirtyFlags |= RDPV_DIRTY_SETLIGHT; } else { m_LightArray[dwIndex].Disable(&m_lighting.pActiveLights); } }
inline HRESULT SetLightData( DWORD dwIndex, D3DLIGHT7* pData ) { HRESULT hr = S_OK; HR_RET(m_LightArray[dwIndex].SetLight(pData)); m_dwDirtyFlags |= RDPV_DIRTY_SETLIGHT; return S_OK; } HRESULT GrowLightArray( DWORD dwIndex ); friend class RefDev; };
// Vertex Lighting functions
void RDLV_Directional( RDLIGHTINGDATA&, D3DLIGHT7 *, RDLIGHTI *, RDLIGHTINGELEMENT *, DWORD, UINT64 ); void RDLV_PointAndSpot( RDLIGHTINGDATA&, D3DLIGHT7 *, RDLIGHTI *, RDLIGHTINGELEMENT *, DWORD, UINT64 );
///////////////////////////////////////////////////////////////////////////////
#endif // _REFTNL_HPP
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