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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) Microsoft Corporation, 2000.
//
// setup.cpp
//
// Direct3D Reference Device - Primitive Setup
//
///////////////////////////////////////////////////////////////////////////////
#include "pch.cpp"
#pragma hdrstop
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
// texture coordinates for use in point sprite mode
static const FLOAT g_PSTexCoord[3][4] = { { 0., 0., 0., 1. }, { 1., 0., 0., 1. }, { 0., 1., 0., 1. }, };
void RefRast::SetAttributeFunctions( const RDVertex& Vtx0, const RDVertex& Vtx1, const RDVertex& Vtx2 ) { _ASSERT( Vtx0.m_qwFVF, "0x0 FVF code in setup" );
// compute depth function
if ( D3DZB_USEW == m_pRD->GetRS()[D3DRS_ZENABLE] ) { FLOAT fW0 = 1./Vtx0.GetRHW(); FLOAT fW1 = 1./Vtx1.GetRHW(); FLOAT fW2 = 1./Vtx2.GetRHW(); m_Attr[RDATTR_DEPTH].Setup( &fW0, &fW1, &fW2 ); } else { FLOAT z0 = Vtx0.GetZ(); FLOAT z1 = Vtx1.GetZ(); FLOAT z2 = Vtx2.GetZ();
m_Attr[RDATTR_DEPTH].Setup( &z0, &z1, &z2 ); }
if( m_pRD->GetRS()[D3DRS_SHADEMODE] == D3DSHADE_FLAT ) { m_Attr[RDATTR_COLOR].m_bFlatShade = TRUE; m_Attr[RDATTR_SPECULAR].m_bFlatShade = TRUE; } else { m_Attr[RDATTR_COLOR].m_bFlatShade = FALSE; m_Attr[RDATTR_SPECULAR].m_bFlatShade = FALSE; }
// compute color functions
m_Attr[RDATTR_COLOR].Setup( Vtx0.GetDiffuse(), Vtx1.GetDiffuse(), Vtx2.GetDiffuse() );
m_Attr[RDATTR_SPECULAR].Setup( Vtx0.GetSpecular(), Vtx1.GetSpecular(), Vtx2.GetSpecular() );
// compute vertex fog function
if ( m_pRD->GetRS()[D3DRS_FOGENABLE] && ( m_pRD->GetRS()[D3DRS_FOGTABLEMODE] == D3DFOG_NONE ) ) { FLOAT fF0 = Vtx0.GetFog(); FLOAT fF1 = Vtx1.GetFog(); FLOAT fF2 = Vtx2.GetFog(); m_Attr[RDATTR_FOG].Setup( &fF0, &fF1, &fF2 ); }
for (INT32 iStage = 0; iStage < D3DHAL_TSS_MAXSTAGES; iStage++) { FLOAT TexCrd0[4]; FLOAT TexCrd1[4]; FLOAT TexCrd2[4];
if( !(m_pRD->m_ReferencedTexCoordMask & (1<<iStage) ) ) continue; if (m_pRD->m_bPointSprite) { // set texture coords to map full range
m_Attr[RDATTR_TEXTURE0+iStage].Setup( &g_PSTexCoord[0][0], &g_PSTexCoord[1][0], &g_PSTexCoord[2][0]); } else { // TCI pass through
UINT CoordSet; if( m_pRD->m_bOverrideTCI ) { CoordSet = iStage; } else { CoordSet = (UINT)m_pRD->GetTSS(iStage)[D3DTSS_TEXCOORDINDEX] & 0x0000FFFF; }
for( UINT i=0; i<4; i++) { TexCrd0[i] = Vtx0.GetTexCrd( i, CoordSet ); TexCrd1[i] = Vtx1.GetTexCrd( i, CoordSet ); TexCrd2[i] = Vtx2.GetTexCrd( i, CoordSet ); } if( m_pRD->GetTSS(iStage)[D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED ) { // Always divide by the 4th coordinate while projecting.
m_Attr[RDATTR_TEXTURE0+iStage].SetProjection(3);
// For the projection, fix up the 4th coordinate
// for the fixed function vertex-shaders.
if( m_pRD->m_pCurrentVShader->IsFixedFunction() ) { TexCrd0[3] = Vtx0.GetLastTexCrd( CoordSet ); TexCrd1[3] = Vtx1.GetLastTexCrd( CoordSet ); TexCrd2[3] = Vtx2.GetLastTexCrd( CoordSet ); } } else { m_Attr[RDATTR_TEXTURE0+iStage].SetProjection(0); }
m_Attr[RDATTR_TEXTURE0+iStage].SetWrapFlags( m_pRD->GetRS()[D3DRS_WRAP0+CoordSet] );
m_Attr[RDATTR_TEXTURE0+iStage].Setup( TexCrd0, TexCrd1, TexCrd2 ); } } }
///////////////////////////////////////////////////////////////////////////////
//
// Triangle Drawing
//
///////////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// DrawTriangle - Takes three vertices and does triangle setup, setting the
// primitive, attribute, and edge structures which are input to the triangle
// scanner, then invokes the scan conversion.
//
// wFlags - Edge (and other) flags.
//
//-----------------------------------------------------------------------------
void RefDev::DrawTriangle( RDVertex* pV0, RDVertex* pV1, RDVertex* pV2, WORD wFlags ) { if (m_pDbgMon) m_pDbgMon->NextEvent(D3DDM_EVENT_PRIMITIVE); UpdateRastState();
// sort to ensure consistent attribute evaluation
// for identical vertices passed in different order
RDVertex* pV[3]; { FLOAT fD0 = *(pV0->GetPtrXYZ()+0) + *(pV0->GetPtrXYZ()+1); FLOAT fD1 = *(pV1->GetPtrXYZ()+0) + *(pV1->GetPtrXYZ()+1); FLOAT fD2 = *(pV2->GetPtrXYZ()+0) + *(pV2->GetPtrXYZ()+1); UINT MinVtx = 0; if ( (fD1 < fD0) ) MinVtx = 1; if ( (fD2 < fD0) && (fD2 < fD1) ) MinVtx = 2; switch (MinVtx) { case 0: pV[0] = pV0; pV[1] = pV1; pV[2] = pV2; m_Rast.m_iFlatVtx = 0; break; case 1: pV[0] = pV1; pV[1] = pV2; pV[2] = pV0; m_Rast.m_iFlatVtx = 2; break; case 2: pV[0] = pV2; pV[1] = pV0; pV[2] = pV1; m_Rast.m_iFlatVtx = 1; break; } }
if ( m_Rast.PerTriangleSetup( pV[0]->GetPtrXYZ(), pV[1]->GetPtrXYZ(), pV[2]->GetPtrXYZ(), m_dwRenderState[D3DRS_CULLMODE], &(m_pRenderTarget->m_Clip)) ) { return; // discarded due to degenerate, cull, or no viewport overlap
}
// process point and wireframe fill mode
if ( m_dwRenderState[D3DRS_FILLMODE] == D3DFILL_POINT ) { if( m_dwRenderState[D3DRS_SHADEMODE] == D3DSHADE_FLAT ) { // Colors from the first vertex are used for all vertices in flat
// shading mode
RDCOLOR4 diffuse1 = pV1->m_diffuse; RDCOLOR4 diffuse2 = pV2->m_diffuse; RDCOLOR4 specular1 = pV1->m_specular; RDCOLOR4 specular2 = pV2->m_specular;
// Colors are modified in place
pV1->m_diffuse = pV0->m_diffuse; pV1->m_specular = pV0->m_specular; pV2->m_diffuse = pV0->m_diffuse; pV2->m_specular = pV0->m_specular;
DrawPoint( pV0 ); DrawPoint( pV1 ); DrawPoint( pV2 );
// Restore old color values
pV1->m_diffuse = diffuse1; pV2->m_diffuse = diffuse2; pV1->m_specular = specular1; pV2->m_specular = specular2; } else { DrawPoint( pV0 ); DrawPoint( pV1 ); DrawPoint( pV2 ); } return; } else if ( m_dwRenderState[D3DRS_FILLMODE] == D3DFILL_WIREFRAME ) { // use original vertex pointers for lines so edge enables line up
if ( wFlags & D3DTRIFLAG_EDGEENABLE1 ) { DrawLine( pV0, pV1, pV0 ); } if ( wFlags & D3DTRIFLAG_EDGEENABLE2 ) { DrawLine( pV1, pV2, pV0 ); } if ( wFlags & D3DTRIFLAG_EDGEENABLE3 ) { DrawLine( pV2, pV0, pV0 ); } return; }
// compute edge functions
m_Rast.m_Edge[0].Set( m_Rast.m_iDet > 0, m_Rast.m_iX0, m_Rast.m_iY0, m_Rast.m_iX1, m_Rast.m_iY1 ); m_Rast.m_Edge[1].Set( m_Rast.m_iDet > 0, m_Rast.m_iX1, m_Rast.m_iY1, m_Rast.m_iX2, m_Rast.m_iY2 ); m_Rast.m_Edge[2].Set( m_Rast.m_iDet > 0, m_Rast.m_iX2, m_Rast.m_iY2, m_Rast.m_iX0, m_Rast.m_iY0 );
// compute attribute functions
m_Rast.SetAttributeFunctions( *pV[0], *pV[1], *pV[2] );
// not culled, so rasterize it
m_Rast.DoScanCnvTri(3); }
///////////////////////////////////////////////////////////////////////////////
//
// Point Drawing
//
///////////////////////////////////////////////////////////////////////////////
void RefDev::DrawPoint( RDVertex* pvV0Public ) { if (m_pDbgMon) m_pDbgMon->NextEvent(D3DDM_EVENT_PRIMITIVE); UpdateRastState();
// copy pointsprite enable for duration of point rendering (only)
m_bPointSprite = m_dwRenderState[D3DRS_POINTSPRITEENABLE];
RDVertex V0, V1, V2; V0 = V1 = V2 = *pvV0Public;
FLOAT fS = 1.0f; if (pvV0Public->m_qwFVF & D3DFVF_PSIZE) { fS = V0.GetPointSize(); } else { fS = m_fRenderState[D3DRS_POINTSIZE]; } fS = MAX( m_fRenderState[D3DRS_POINTSIZE_MIN], fS ); fS = MIN( MIN(m_fRenderState[D3DRS_POINTSIZE_MAX], RD_MAX_POINT_SIZE), fS );
// divide point size by 2 to get delta
fS *= .5f;
// Move points based on point size
FLOAT *pXY = V0.GetPtrXYZ(); FLOAT fX3 = pXY[0] + fS; FLOAT fY3 = pXY[1] + fS; pXY[0] += -fS; pXY[1] += -fS;
pXY = V1.GetPtrXYZ(); pXY[0] += fS; pXY[1] += -fS;
pXY = V2.GetPtrXYZ(); pXY[0] += -fS; pXY[1] += fS;
if ( m_Rast.PerTriangleSetup( V0.GetPtrXYZ(), V1.GetPtrXYZ(), V2.GetPtrXYZ(), D3DCULL_NONE, // never cull points
&(m_pRenderTarget->m_Clip)) ) { m_bPointSprite = FALSE; return; }
// compute edge functions
INT32 iX3 = FloatToNdot4( fX3 ); INT32 iY3 = FloatToNdot4( fY3 ); #define DP_POINT_UL m_Rast.m_iX0, m_Rast.m_iY0 // upper left
#define DP_POINT_UR m_Rast.m_iX1, m_Rast.m_iY1 // upper right
#define DP_POINT_LL m_Rast.m_iX2, m_Rast.m_iY2 // lower left
#define DP_POINT_LR iX3, iY3 // lower right
m_Rast.m_Edge[0].Set( m_Rast.m_iDet > 0, DP_POINT_UL, DP_POINT_UR ); m_Rast.m_Edge[1].Set( m_Rast.m_iDet > 0, DP_POINT_UR, DP_POINT_LR ); m_Rast.m_Edge[2].Set( m_Rast.m_iDet > 0, DP_POINT_LR, DP_POINT_LL ); m_Rast.m_Edge[3].Set( m_Rast.m_iDet > 0, DP_POINT_LL, DP_POINT_UL );
// compute attribute functions
m_Rast.SetAttributeFunctions( V0, V1, V2 );
// not culled, so rasterize it
m_Rast.DoScanCnvTri(4);
m_bPointSprite = FALSE; return; }
///////////////////////////////////////////////////////////////////////////////
//
// Line Drawing
//
///////////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// DrawLine - Takes two vertices and draws a line.
//
//-----------------------------------------------------------------------------
void RefDev::DrawLine( RDVertex* pV0, RDVertex* pV1, RDVertex* pVFlat ) { if (m_pDbgMon) m_pDbgMon->NextEvent(D3DDM_EVENT_PRIMITIVE); UpdateRastState();
if( m_Rast.m_SampleCount > 1 ) { // if multisampling draw quad
D3DVALUE Perp[2]; RDVertex Quad[4]; Perp[0] = pV1->m_pos.y - pV0->m_pos.y; Perp[1] = -(pV1->m_pos.x - pV0->m_pos.x); float Length = SQRTF(Perp[0]*Perp[0] + Perp[1]*Perp[1]);
if( 0 == Length ) return;
float Scale = 0.7f / Length; // 0.7 makes the line width 1.4.
// (arbitrary "nice looking" choice)
// Dividing by Length to normalize perp. vector.
Perp[0] *= Scale; Perp[1] *= Scale;
Quad[0] = *pV0; Quad[0].m_pos.x -= Perp[0]; Quad[0].m_pos.y -= Perp[1];
Quad[1] = *pV0; Quad[1].m_pos.x += Perp[0]; Quad[1].m_pos.y += Perp[1];
Quad[2] = *pV1; Quad[2].m_pos.x += Perp[0]; Quad[2].m_pos.y += Perp[1];
Quad[3] = *pV1; Quad[3].m_pos.x -= Perp[0]; Quad[3].m_pos.y -= Perp[1];
DWORD dwCull = m_dwRenderState[D3DRS_CULLMODE]; DWORD dwFill = m_dwRenderState[D3DRS_FILLMODE]; m_dwRenderState[D3DRS_CULLMODE] = D3DCULL_NONE; m_dwRenderState[D3DRS_FILLMODE] = D3DFILL_SOLID;
DrawTriangle(&Quad[0],&Quad[1],&Quad[2],0 ); DrawTriangle(&Quad[0],&Quad[2],&Quad[3],0 );
m_dwRenderState[D3DRS_CULLMODE] = dwCull; m_dwRenderState[D3DRS_FILLMODE] = dwFill;
return; }
if ( m_Rast.PerLineSetup( pV0->GetPtrXYZ(), pV1->GetPtrXYZ(), m_dwRenderState[D3DRS_LASTPIXEL], &(m_pRenderTarget->m_Clip)) ) { return; // discarded due to degenerate or no viewport overlap
}
// compute attribute functions
m_Rast.SetAttributeFunctions( *pV0, *pV1, pVFlat ? (*pVFlat) : (*pV0) );
// rasterize it
m_Rast.DoScanCnvLine(); }
///////////////////////////////////////////////////////////////////////////////
// end
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