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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) Microsoft Corporation, 2000.
//
// rastattr.cpp
//
// Direct3D Reference Device -
//
///////////////////////////////////////////////////////////////////////////////
#include "pch.cpp"
#pragma hdrstop
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void RDAttribute::Init( RefRast* pRefRast, // RefRast with which this attrib is used
UINT cDimensionality, BOOL bPerspective, BOOL bClamp ) { m_pRR = pRefRast;
m_cDimensionality = cDimensionality; m_bPerspective = bPerspective; m_bClamp = bClamp;
m_cProjection = 0; m_dwWrapFlags = 0x0; m_bFlatShade = FALSE; }
///////////////////////////////////////////////////////////////////////////////
//
// Sampling Routines
//
///////////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Sample - Sample attribute at given location.
//
//-----------------------------------------------------------------------------
void RDAttribute::Sample( FLOAT* pSample, FLOAT fX, FLOAT fY, BOOL bNoProjectionOverride, // disables projection if TRUE
BOOL bClampOverride) // enables (forces) clamp if TRUE
{ FLOAT fPScale = 1.0F;
if (m_cProjection && !m_bFlatShade && !bNoProjectionOverride) { // note that perspective is already incorporated into projective coord
fPScale = 1.0F/( fX*m_fA[m_cProjection] + fY*m_fB[m_cProjection] + m_fC[m_cProjection] ); } else if (m_bPerspective && !m_bFlatShade) { fPScale = m_pRR->m_fW[m_pRR->m_iPix]; }
for ( UINT i=0; i<m_cDimensionality; i++) { if (m_bFlatShade) { *(pSample+i) = m_fC[i]; } else { *(pSample+i) = fPScale * ( fX*m_fA[i] + fY*m_fB[i] + m_fC[i] ); }
if (m_bClamp || bClampOverride) { *(pSample+i) = MIN( 1.F, MAX( 0.F, *(pSample+i) ) ); } } }
//-----------------------------------------------------------------------------
//
// Sample - Sample scalar attribute at given location. Assumes no perspective
// or projection. (Used for W or Depth.)
//
//-----------------------------------------------------------------------------
FLOAT RDAttribute::Sample( FLOAT fX, FLOAT fY) { return fX*m_fA[0] + fY*m_fB[0] + m_fC[0]; }
///////////////////////////////////////////////////////////////////////////////
//
// Setup Routines
//
///////////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// WrapDiff - returns the difference (B-A) as defined under the D3D WRAPU/V
// rules which is the shortest path between the two assuming a coincident
// position at 1. and 0. The fA and fB input range is 0. to 1.
//
//-----------------------------------------------------------------------------
static FLOAT WrapDiff( FLOAT fB, FLOAT fA ) { // compute straight distance
FLOAT fDist1 = fB - fA; // compute distance 'warping' between 0. and 1.
FLOAT fDist2 = ( fDist1 < 0 ) ? ( fDist1+1 ) : ( fDist1-1 );
// return minimum of these
return ( fabs( fDist1) < fabs( fDist2) ) ? ( fDist1) : ( fDist2 ); }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void RDAttribute::Setup( const FLOAT* pVtx0, const FLOAT* pVtx1, const FLOAT* pVtx2) { if (m_pRR->m_bIsLine) { LineSetup( pVtx0, pVtx1, pVtx2 ); return; }
for ( UINT i=0; i<m_cDimensionality; i++) { FLOAT fVal0 = (pVtx0) ? (*(pVtx0+i)) : (0.); FLOAT fVal1 = (pVtx1) ? (*(pVtx1+i)) : (0.); FLOAT fVal2 = (pVtx2) ? (*(pVtx2+i)) : (0.);
if (m_bFlatShade) { m_fA[i] = m_fB[i] = 0.F; switch ( m_pRR->m_iFlatVtx ) { default: case 0: m_fC[i] = fVal0; break; case 1: m_fC[i] = fVal1; break; case 2: m_fC[i] = fVal2; break; } continue; }
// extract wrap flag for this dimension
BOOL bWrap = m_dwWrapFlags & (1<<i);
// compute adjusted values for vertices 1,2 based on wrap flag
FLOAT fVal1P = bWrap ? ( fVal0 + WrapDiff(fVal1,fVal0) ) : (fVal1); FLOAT fVal2P = bWrap ? ( fVal0 + WrapDiff(fVal2,fVal0) ) : (fVal2);
// compute (maybe) perspective corrected linear deltas along two edges
FLOAT fRHW0 = (m_bPerspective) ? (m_pRR->m_fRHW0) : (1.0F); FLOAT fRHW1 = (m_bPerspective) ? (m_pRR->m_fRHW1) : (1.0F); FLOAT fRHW2 = (m_bPerspective) ? (m_pRR->m_fRHW2) : (1.0F);
FLOAT fDelAttrib10 = ( fVal1P * fRHW1 ) - ( fVal0 * fRHW0 ); FLOAT fDelAttrib20 = ( fVal2P * fRHW2 ) - ( fVal0 * fRHW0 );
// compute A & B terms (dVdX and dVdY)
m_fA[i] = m_pRR->m_fTriOODet * ( fDelAttrib10 * m_pRR->m_fDelY20 + fDelAttrib20 * m_pRR->m_fDelY01 ); m_fB[i] = m_pRR->m_fTriOODet * ( fDelAttrib20 * m_pRR->m_fDelX10 + fDelAttrib10 * m_pRR->m_fDelX02 );
// compute C term (Fv = A*Xv + B*Yv + C => C = Fv - A*Xv - B*Yv)
m_fC[i] = ( fVal0 * fRHW0 ) - ( m_fA[i] * m_pRR->m_fX0 ) - ( m_fB[i] * m_pRR->m_fY0 ); } }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void RDAttribute::LineSetup( const FLOAT* pVtx0, const FLOAT* pVtx1, const FLOAT* pVtxFlat) { for ( UINT i=0; i<m_cDimensionality; i++) { FLOAT fVal0 = (pVtx0) ? (*(pVtx0+i)) : (0.); FLOAT fVal1 = (pVtx1) ? (*(pVtx1+i)) : (0.);
if (m_bFlatShade) { m_fA[i] = m_fB[i] = 0.F; m_fC[i] = (pVtxFlat) ? (*(pVtxFlat+i)) : fVal0; continue; }
// extract wrap flag for this dimension
BOOL bWrap = m_dwWrapFlags & (1<<i);
// compute adjusted values for vertices 1,2 based on wrap flag
FLOAT fVal1P = bWrap ? ( fVal0 + WrapDiff(fVal1,fVal0) ) : (fVal1);
// compute (maybe) perspective corrected linear deltas along two edges
FLOAT fRHW0 = (m_bPerspective) ? (m_pRR->m_fRHW0) : (1.0F); FLOAT fRHW1 = (m_bPerspective) ? (m_pRR->m_fRHW1) : (1.0F);
FLOAT fDelta = ( fVal1P*fRHW1 - fVal0*fRHW0) / m_pRR->m_fLineMajorLength; m_fA[i] = ( m_pRR->m_bLineXMajor ) ? ( fDelta ) : ( 0. ); m_fB[i] = ( m_pRR->m_bLineXMajor ) ? ( 0. ) : ( fDelta ); // compute C term (Fv = A*Xv + B*Yv + C => C = Fv - A*Xv - B*Yv)
m_fC[i] = ( fVal0* fRHW0) - ( m_fA[i] * m_pRR->m_fX0 ) - ( m_fB[i] * m_pRR->m_fY0 ); } }
//-----------------------------------------------------------------------------
//
// Setup attribute given packed DWORD color. Color format is that of the
// colors in the FVF vertex, which corresponds to D3DFMT_A8R8G8B8 (and is
// the same as D3DCOLOR).
//
//-----------------------------------------------------------------------------
void RDAttribute::Setup( DWORD dwVtx0, DWORD dwVtx1, DWORD dwVtx2) { FLOAT fVtx0[4]; FLOAT fVtx1[4]; FLOAT fVtx2[4];
fVtx0[0] = RGBA_GETRED( dwVtx0 ) * (1./255.); fVtx0[1] = RGBA_GETGREEN( dwVtx0 ) * (1./255.); fVtx0[2] = RGBA_GETBLUE( dwVtx0 ) * (1./255.); fVtx0[3] = RGBA_GETALPHA( dwVtx0 ) * (1./255.); fVtx1[0] = RGBA_GETRED( dwVtx1 ) * (1./255.); fVtx1[1] = RGBA_GETGREEN( dwVtx1 ) * (1./255.); fVtx1[2] = RGBA_GETBLUE( dwVtx1 ) * (1./255.); fVtx1[3] = RGBA_GETALPHA( dwVtx1 ) * (1./255.); fVtx2[0] = RGBA_GETRED( dwVtx2 ) * (1./255.); fVtx2[1] = RGBA_GETGREEN( dwVtx2 ) * (1./255.); fVtx2[2] = RGBA_GETBLUE( dwVtx2 ) * (1./255.); fVtx2[3] = RGBA_GETALPHA( dwVtx2 ) * (1./255.);
Setup( fVtx0, fVtx1, fVtx2); }
///////////////////////////////////////////////////////////////////////////////
// end
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