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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) Microsoft Corporation, 2000.
//
// texfilt.cpp
//
// Direct3D Reference Device - Texture Map Filtering Methods
//
///////////////////////////////////////////////////////////////////////////////
#include "pch.cpp"
#pragma hdrstop
void RefRast::UpdateTextureControls( void ) { for (int iStage=0; iStage<m_pRD->m_cActiveTextureStages; iStage++) { // check for requirement to do level-of-detail (coverage) computation - either
// for mipmap or per-pixel filter selection
BOOL bComputeLOD = ( m_pRD->GetTSS(iStage)[D3DTSS_MIPFILTER] == D3DTEXF_POINT ) || ( m_pRD->GetTSS(iStage)[D3DTSS_MIPFILTER] == D3DTEXF_LINEAR ) || ( m_pRD->GetTSS(iStage)[D3DTSS_MAGFILTER] != m_pRD->GetTSS(iStage)[D3DTSS_MINFILTER] );
// check for anisotropic filtering in either mag filter or in min filter
BOOL bDoAniso = ( D3DTEXF_ANISOTROPIC == m_pRD->GetTSS(iStage)[D3DTSS_MAGFILTER] ) || ( bComputeLOD && (D3DTEXF_ANISOTROPIC == m_pRD->GetTSS(iStage)[D3DTSS_MINFILTER]) );
// compute filter type for coverage computation
if (bDoAniso) m_TexFlt[iStage].CvgFilter = D3DTEXF_ANISOTROPIC; else if (bComputeLOD) m_TexFlt[iStage].CvgFilter = D3DTEXF_LINEAR; else m_TexFlt[iStage].CvgFilter = D3DTEXF_NONE;
// compute filter type for magnify (also used for non-LOD case)
switch ( m_pRD->GetTSS(iStage)[D3DTSS_MAGFILTER] ) { default: case D3DTEXF_POINT: m_TexFlt[iStage].MagFilter = D3DTEXF_POINT; break; case D3DTEXF_FLATCUBIC: case D3DTEXF_GAUSSIANCUBIC: case D3DTEXF_LINEAR: m_TexFlt[iStage].MagFilter = D3DTEXF_LINEAR; break; case D3DTEXF_ANISOTROPIC: m_TexFlt[iStage].MagFilter = D3DTEXF_ANISOTROPIC; break; }
// compute filter type(s) for minify
switch ( m_pRD->GetTSS(iStage)[D3DTSS_MINFILTER] ) { default: case D3DTEXF_POINT: m_TexFlt[iStage].MinFilter = D3DTEXF_POINT; break; case D3DTEXF_LINEAR: m_TexFlt[iStage].MinFilter = D3DTEXF_LINEAR; break; case D3DTEXF_ANISOTROPIC: m_TexFlt[iStage].MinFilter = D3DTEXF_ANISOTROPIC; break; }
switch ( m_pRD->GetTSS(iStage)[D3DTSS_MIPFILTER] ) { default: case D3DTEXF_NONE: m_TexFlt[iStage].MipFilter = D3DTEXF_NONE; break; case D3DTEXF_POINT: m_TexFlt[iStage].MipFilter = D3DTEXF_POINT; break; case D3DTEXF_LINEAR: m_TexFlt[iStage].MipFilter = D3DTEXF_LINEAR; break; }
// set default state
m_TexCvg[iStage].fLOD = 0.f; m_TexCvg[iStage].iLOD = 0; m_TexCvg[iStage].iLODMap[0] = 0; m_TexCvg[iStage].iLODMap[1] = 0; m_TexCvg[iStage].fLODFrc[0] = 1.f; m_TexCvg[iStage].fLODFrc[1] = 1.f; m_TexCvg[iStage].bMagnify = FALSE; m_TexCvg[iStage].cLOD = 1; } }
//
// called once per each set of 2x2 samples
//
void RefRast::ComputeTextureCoverage( int iStage, FLOAT (*fGradients)[2] ) { if ( !m_pRD->m_pTexture[iStage] ) return; if ( m_pRD->m_pTexture[iStage]->m_uFlags & RR_TEXTURE_CUBEMAP ) { // store gradients for cubemaps
memcpy( m_TexCvg[iStage].fGradients, fGradients, 3*2*sizeof(FLOAT) ); return; }
if ( D3DTEXF_NONE == m_TexFlt[iStage].CvgFilter ) return;
// scale gradients to texture LOD 0 size
for (int iD=0; iD < m_pRD->m_pTexture[iStage]->m_cDimension; iD++ ) { fGradients[iD][0] *= m_pRD->m_pTexture[iStage]->m_fTexels[0][iD]; fGradients[iD][1] *= m_pRD->m_pTexture[iStage]->m_fTexels[0][iD]; }
if ( (m_TexFlt[iStage].CvgFilter == D3DTEXF_ANISOTROPIC) && (m_pRD->m_pTexture[iStage]->m_cDimension == 2) ) // do aniso for 2D textures only
{ ComputeAnisoCoverage( fGradients, MIN( 16.f, (FLOAT)m_pRD->GetTSS(iStage)[D3DTSS_MAXANISOTROPY]), m_TexCvg[iStage].fLOD, m_TexCvg[iStage].fAnisoRatio, m_TexCvg[iStage].fAnisoLine ); } else { ComputeMipCoverage( fGradients, m_TexCvg[iStage].fLOD, m_pRD->m_pTexture[iStage]->m_cDimension ); m_TexCvg[iStage].fAnisoRatio = 1.f; }
ComputePerLODControls( iStage ); }
//
// called by ComputeTextureCoverage and ComputeCubeTextureFilter
//
void RefRast::ComputePerLODControls( int iStage ) { m_TexCvg[iStage].fLOD += m_pRD->GetTSSf(iStage)[D3DTSS_MIPMAPLODBIAS]; m_TexCvg[iStage].iLOD = AS_INT16( m_TexCvg[iStage].fLOD + FLOAT_5_SNAP ); m_TexCvg[iStage].bMagnify = (m_TexCvg[iStage].iLOD <= 0);
m_TexCvg[iStage].cLOD = 1; m_TexCvg[iStage].fLODFrc[0] = 1.f; if ( m_TexCvg[iStage].bMagnify || ( m_TexFlt[iStage].MipFilter == D3DTEXF_NONE ) ) { m_TexCvg[iStage].iLODMap[0] = 0; // clamp to max LOD
m_TexCvg[iStage].iLODMap[0] = MAX( m_TexCvg[iStage].iLODMap[0], (INT32)m_pRD->GetTSS(iStage)[D3DTSS_MAXMIPLEVEL] ); // clamp to available maps
m_TexCvg[iStage].iLODMap[0] = MIN( m_TexCvg[iStage].iLODMap[0], (INT32)m_pRD->m_pTexture[iStage]->m_cLOD ); } else if ( m_TexFlt[iStage].MipFilter == D3DTEXF_POINT ) { // round and truncate (add .5 and shift off fractional bits)
m_TexCvg[iStage].iLODMap[0] = (m_TexCvg[iStage].iLOD + (1<<(RRTEX_LODFRAC-1))) >> RRTEX_LODFRAC; // clamp to max LOD
m_TexCvg[iStage].iLODMap[0] = MAX( m_TexCvg[iStage].iLODMap[0], (INT32)m_pRD->GetTSS(iStage)[D3DTSS_MAXMIPLEVEL] ); // clamp to available maps
m_TexCvg[iStage].iLODMap[0] = MIN( m_TexCvg[iStage].iLODMap[0], (INT32)m_pRD->m_pTexture[iStage]->m_cLOD ); } else // mip filter D3DTEXF_LINEAR
{ // compute index for two adjacent LODs
m_TexCvg[iStage].iLODMap[0] = m_TexCvg[iStage].iLOD >> RRTEX_LODFRAC; // floor
m_TexCvg[iStage].iLODMap[1] = m_TexCvg[iStage].iLODMap[0] + 1; // clamp to max LOD
m_TexCvg[iStage].iLODMap[0] = MAX( m_TexCvg[iStage].iLODMap[0], (INT32)m_pRD->GetTSS(iStage)[D3DTSS_MAXMIPLEVEL] ); m_TexCvg[iStage].iLODMap[1] = MAX( m_TexCvg[iStage].iLODMap[1], (INT32)m_pRD->GetTSS(iStage)[D3DTSS_MAXMIPLEVEL] ); // clamp to available maps
m_TexCvg[iStage].iLODMap[0] = MIN( m_TexCvg[iStage].iLODMap[0], (INT32)m_pRD->m_pTexture[iStage]->m_cLOD ); m_TexCvg[iStage].iLODMap[1] = MIN( m_TexCvg[iStage].iLODMap[1], (INT32)m_pRD->m_pTexture[iStage]->m_cLOD );
// check that both maps actually contribute to texel
if ( (m_TexCvg[iStage].iLODMap[0] != m_TexCvg[iStage].iLODMap[1]) && (m_TexCvg[iStage].iLOD & RRTEX_LODFRACMASK) ) { m_TexCvg[iStage].fLODFrc[1] = (FLOAT)(m_TexCvg[iStage].iLOD & RRTEX_LODFRACMASK) * RRTEX_LODFRACF; m_TexCvg[iStage].fLODFrc[0] = 1.f - m_TexCvg[iStage].fLODFrc[1]; m_TexCvg[iStage].cLOD = 2; } } }
void RefRast::ComputePointSampleCoords( int iStage, INT32 iLOD, FLOAT fCrd[], INT32 iCrd[] ) { for (int iD=0; iD<m_pRD->m_pTexture[iStage]->m_cDimension; iD++) { FLOAT fScaledCrd = ( fCrd[iD] * m_pRD->m_pTexture[iStage]->m_fTexels[iLOD][iD] ) - .5f; // truncate to -infinity to be compatible with ANDing off low order
// bits of a fixed point fScaledCoord. This makes the generation of
// iCoord more hardware like, and does not make a glitch at 0 for
// a wrapped texture.
if ( fCrd[iD] >= 0.f ) iCrd[iD] = (INT32)( fScaledCrd + .5f ); else iCrd[iD] = (INT32)( fScaledCrd - .5f ); } }
void RefRast::ComputeLinearSampleCoords( int iStage, INT32 iLOD, FLOAT fCrd[], INT32 iCrdFlr[], INT32 iCrdClg[], FLOAT fCrdFrcF[], FLOAT fCrdFrcC[] ) { for (int iD=0; iD<m_pRD->m_pTexture[iStage]->m_cDimension; iD++) { FLOAT fScaledCrd = ( fCrd[iD] * m_pRD->m_pTexture[iStage]->m_fTexels[iLOD][iD] ) - .5f; INT32 iCrd = FloatToNdot5(fScaledCrd); iCrdFlr[iD] = iCrd >> RRTEX_MAPFRAC; iCrdClg[iD] = iCrdFlr[iD] + 1; fCrdFrcC[iD] = (FLOAT)(iCrd & RRTEX_MAPFRACMASK) * RRTEX_MAPFRACF; fCrdFrcF[iD] = 1.f - fCrdFrcC[iD]; } }
void RefRast::SetUp1DTextureSample( int iStage, int Start, INT32 iLODMap, FLOAT fLODScale, INT32 iCrdF, INT32 iCrdC, FLOAT fCrdFrcF, FLOAT fCrdFrcC ) { m_TexFlt[iStage].pSamples[Start+0].iLOD = iLODMap; m_TexFlt[iStage].pSamples[Start+1].iLOD = iLODMap; m_TexFlt[iStage].pSamples[Start+0].iCrd[0] = iCrdF; m_TexFlt[iStage].pSamples[Start+1].iCrd[0] = iCrdC; m_TexFlt[iStage].pSamples[Start+0].fWgt = fCrdFrcF*fLODScale; m_TexFlt[iStage].pSamples[Start+1].fWgt = fCrdFrcC*fLODScale; }
#define _Set2( _DstAr, _Src0, _Src1 ) \
_DstAr[0] = _Src0; _DstAr[1] = _Src1;
void RefRast::SetUp2DTextureSample( int iStage, int Start, INT32 iLODMap, FLOAT fLODScale, INT32 iCrdF[], INT32 iCrdC[], FLOAT fCrdFrcF[], FLOAT fCrdFrcC[] ) { m_TexFlt[iStage].pSamples[Start+0].iLOD = iLODMap; m_TexFlt[iStage].pSamples[Start+1].iLOD = iLODMap; m_TexFlt[iStage].pSamples[Start+2].iLOD = iLODMap; m_TexFlt[iStage].pSamples[Start+3].iLOD = iLODMap; _Set2( m_TexFlt[iStage].pSamples[Start+0].iCrd, iCrdF[0], iCrdF[1] ) _Set2( m_TexFlt[iStage].pSamples[Start+1].iCrd, iCrdC[0], iCrdF[1] ) _Set2( m_TexFlt[iStage].pSamples[Start+2].iCrd, iCrdC[0], iCrdC[1] ) _Set2( m_TexFlt[iStage].pSamples[Start+3].iCrd, iCrdF[0], iCrdC[1] ) m_TexFlt[iStage].pSamples[Start+0].fWgt = fCrdFrcF[0] * fCrdFrcF[1] * fLODScale; m_TexFlt[iStage].pSamples[Start+1].fWgt = fCrdFrcC[0] * fCrdFrcF[1] * fLODScale; m_TexFlt[iStage].pSamples[Start+2].fWgt = fCrdFrcC[0] * fCrdFrcC[1] * fLODScale; m_TexFlt[iStage].pSamples[Start+3].fWgt = fCrdFrcF[0] * fCrdFrcC[1] * fLODScale; }
#define _Set3( _DstAr, _Src0, _Src1, _Src2 ) \
_DstAr[0] = _Src0; _DstAr[1] = _Src1; _DstAr[2] = _Src2;
void RefRast::SetUp3DTextureSample( int iStage, int Start, INT32 iLODMap, FLOAT fLODScale, INT32 iCrdF[], INT32 iCrdC[], FLOAT fCrdFrcF[], FLOAT fCrdFrcC[] ) { m_TexFlt[iStage].pSamples[Start+0].iLOD = iLODMap; m_TexFlt[iStage].pSamples[Start+1].iLOD = iLODMap; m_TexFlt[iStage].pSamples[Start+2].iLOD = iLODMap; m_TexFlt[iStage].pSamples[Start+3].iLOD = iLODMap; m_TexFlt[iStage].pSamples[Start+4].iLOD = iLODMap; m_TexFlt[iStage].pSamples[Start+5].iLOD = iLODMap; m_TexFlt[iStage].pSamples[Start+6].iLOD = iLODMap; m_TexFlt[iStage].pSamples[Start+7].iLOD = iLODMap; m_TexFlt[iStage].pSamples[Start+0].fWgt = fCrdFrcF[0] * fCrdFrcF[1] * fCrdFrcF[2] * fLODScale; m_TexFlt[iStage].pSamples[Start+1].fWgt = fCrdFrcC[0] * fCrdFrcF[1] * fCrdFrcF[2] * fLODScale; m_TexFlt[iStage].pSamples[Start+2].fWgt = fCrdFrcC[0] * fCrdFrcC[1] * fCrdFrcF[2] * fLODScale; m_TexFlt[iStage].pSamples[Start+3].fWgt = fCrdFrcF[0] * fCrdFrcC[1] * fCrdFrcF[2] * fLODScale; m_TexFlt[iStage].pSamples[Start+4].fWgt = fCrdFrcF[0] * fCrdFrcF[1] * fCrdFrcC[2] * fLODScale; m_TexFlt[iStage].pSamples[Start+5].fWgt = fCrdFrcC[0] * fCrdFrcF[1] * fCrdFrcC[2] * fLODScale; m_TexFlt[iStage].pSamples[Start+6].fWgt = fCrdFrcC[0] * fCrdFrcC[1] * fCrdFrcC[2] * fLODScale; m_TexFlt[iStage].pSamples[Start+7].fWgt = fCrdFrcF[0] * fCrdFrcC[1] * fCrdFrcC[2] * fLODScale; _Set3( m_TexFlt[iStage].pSamples[Start+0].iCrd, iCrdF[0], iCrdF[1], iCrdF[2] ) _Set3( m_TexFlt[iStage].pSamples[Start+1].iCrd, iCrdC[0], iCrdF[1], iCrdF[2] ) _Set3( m_TexFlt[iStage].pSamples[Start+2].iCrd, iCrdC[0], iCrdC[1], iCrdF[2] ) _Set3( m_TexFlt[iStage].pSamples[Start+3].iCrd, iCrdF[0], iCrdC[1], iCrdF[2] ) _Set3( m_TexFlt[iStage].pSamples[Start+4].iCrd, iCrdF[0], iCrdF[1], iCrdC[2] ) _Set3( m_TexFlt[iStage].pSamples[Start+5].iCrd, iCrdC[0], iCrdF[1], iCrdC[2] ) _Set3( m_TexFlt[iStage].pSamples[Start+6].iCrd, iCrdC[0], iCrdC[1], iCrdC[2] ) _Set3( m_TexFlt[iStage].pSamples[Start+7].iCrd, iCrdF[0], iCrdC[1], iCrdC[2] ) }
//
// called once for each pixel
//
void RefRast::ComputeTextureFilter( int iStage, FLOAT fCrd[] ) { m_TexFlt[iStage].cSamples = 0; if ( !m_pRD->m_pTexture[iStage] ) return;
if ( m_pRD->m_pTexture[iStage]->m_uFlags & RR_TEXTURE_CUBEMAP ) { ComputeCubeTextureFilter( iStage, fCrd ); return; } // here for 1,2,3D texture
int iL,iD; #define _PerDimension(_Par) for (_Par=0;_Par<m_pRD->m_pTexture[iStage]->m_cDimension;_Par++)
D3DTEXTUREFILTERTYPE Filter = m_TexCvg[iStage].bMagnify ? m_TexFlt[iStage].MagFilter : m_TexFlt[iStage].MinFilter; switch ( Filter ) { default: case D3DTEXF_POINT: for ( iL = 0; iL < m_TexCvg[iStage].cLOD; iL++ ) { m_TexFlt[iStage].pSamples[m_TexFlt[iStage].cSamples].iLOD = m_TexCvg[iStage].iLODMap[iL]; m_TexFlt[iStage].pSamples[m_TexFlt[iStage].cSamples].fWgt = m_TexCvg[iStage].fLODFrc[iL]; ComputePointSampleCoords( iStage, m_TexCvg[iStage].iLODMap[iL], fCrd, m_TexFlt[iStage].pSamples[m_TexFlt[iStage].cSamples].iCrd ); m_TexFlt[iStage].cSamples++; } break;
case D3DTEXF_LINEAR: for ( iL = 0; iL < m_TexCvg[iStage].cLOD; iL++ ) { INT32 iCrdFlr[3], iCrdClg[3]; FLOAT fCrdFrcF[3], fCrdFrcC[3]; ComputeLinearSampleCoords( iStage, m_TexCvg[iStage].iLODMap[iL], fCrd, iCrdFlr, iCrdClg, fCrdFrcF, fCrdFrcC ); switch ( m_pRD->m_pTexture[iStage]->m_cDimension ) { default: case 1: SetUp1DTextureSample( iStage, m_TexFlt[iStage].cSamples, m_TexCvg[iStage].iLODMap[iL], m_TexCvg[iStage].fLODFrc[iL], iCrdFlr[0], iCrdClg[0], fCrdFrcF[0], fCrdFrcC[0] ); m_TexFlt[iStage].cSamples += 2; break; case 2: SetUp2DTextureSample( iStage, m_TexFlt[iStage].cSamples, m_TexCvg[iStage].iLODMap[iL], m_TexCvg[iStage].fLODFrc[iL], iCrdFlr, iCrdClg, fCrdFrcF, fCrdFrcC ); m_TexFlt[iStage].cSamples += 4; break; case 3: SetUp3DTextureSample( iStage, m_TexFlt[iStage].cSamples, m_TexCvg[iStage].iLODMap[iL], m_TexCvg[iStage].fLODFrc[iL], iCrdFlr, iCrdClg, fCrdFrcF, fCrdFrcC ); m_TexFlt[iStage].cSamples += 8; break; } } break;
case D3DTEXF_ANISOTROPIC: for ( iL = 0; iL < m_TexCvg[iStage].cLOD; iL++ ) { FLOAT fStepScale[3]; fStepScale[0] = 1.f/m_pRD->m_pTexture[iStage]->m_fTexels[m_TexCvg[iStage].iLODMap[iL]][0]; fStepScale[1] = 1.f/m_pRD->m_pTexture[iStage]->m_fTexels[m_TexCvg[iStage].iLODMap[iL]][1]; fStepScale[2] = 0.f;
FLOAT fUnitStep[3]; _PerDimension(iD) { fUnitStep[iD] = fStepScale[iD]*m_TexCvg[iStage].fAnisoLine[iD]; }
int cAnisoSamples; FLOAT fACrd[16][3]; FLOAT fAScale[16]; if ( m_TexCvg[iStage].fAnisoRatio <= 1.f ) { // just like mip D3DTEXF_LINEAR
cAnisoSamples = 1; fAScale[0] = 1.f; _PerDimension(iD) { fACrd[0][iD] = fCrd[iD]; } } else if ( m_TexCvg[iStage].fAnisoRatio <= 2.f ) { // take two sets of samples and average
cAnisoSamples = 2; fAScale[0] = fAScale[1] = .5f; FLOAT fStepSize = .5f*(m_TexCvg[iStage].fAnisoRatio - 1.f); _PerDimension(iD) { FLOAT fStep = fStepSize*fUnitStep[iD]; fACrd[0][iD] = fCrd[iD] + fStep; fACrd[1][iD] = fCrd[iD] - fStep; } } else { // walk line of anisotropy in both directions from center point
FLOAT fInvRatio = 1.f/m_TexCvg[iStage].fAnisoRatio; FLOAT fRatioRemainder = m_TexCvg[iStage].fAnisoRatio; // start steps centered 1/2 away
_PerDimension(iD) { fACrd[0][iD] = fCrd[iD] + fUnitStep[iD]*.5f; fACrd[1][iD] = fCrd[iD] - fUnitStep[iD]*.5f; } cAnisoSamples = 0; do { fAScale[cAnisoSamples+0] = fInvRatio; fAScale[cAnisoSamples+1] = fInvRatio; if ( fRatioRemainder < 2.f ) { fAScale[cAnisoSamples+0] *= .5f*fRatioRemainder; fAScale[cAnisoSamples+1] *= .5f*fRatioRemainder; } if ( fRatioRemainder > 2.f ) { _PerDimension(iD) { fACrd[cAnisoSamples+2][iD] = fACrd[cAnisoSamples+0][iD] + fUnitStep[iD]; fACrd[cAnisoSamples+3][iD] = fACrd[cAnisoSamples+1][iD] - fUnitStep[iD]; } } cAnisoSamples += 2; fRatioRemainder -= 2.f; } while ( fRatioRemainder > 0.f ); } for ( int iS = 0; iS < cAnisoSamples; iS ++ ) { INT32 iCrdFlr[3], iCrdClg[3]; FLOAT fCrdFrcF[3], fCrdFrcC[3]; ComputeLinearSampleCoords( iStage, m_TexCvg[iStage].iLODMap[iL], fACrd[iS], iCrdFlr, iCrdClg, fCrdFrcF, fCrdFrcC ); FLOAT fSampleScale = fAScale[iS]*m_TexCvg[iStage].fLODFrc[iL]; switch ( m_pRD->m_pTexture[iStage]->m_cDimension ) { default: case 1: SetUp1DTextureSample( iStage, m_TexFlt[iStage].cSamples, m_TexCvg[iStage].iLODMap[iL], fSampleScale, iCrdFlr[0], iCrdClg[0], fCrdFrcF[0], fCrdFrcC[0] ); m_TexFlt[iStage].cSamples += 2; break; case 2: SetUp2DTextureSample( iStage, m_TexFlt[iStage].cSamples, m_TexCvg[iStage].iLODMap[iL], fSampleScale, iCrdFlr, iCrdClg, fCrdFrcF, fCrdFrcC ); m_TexFlt[iStage].cSamples += 4; break; case 3: SetUp3DTextureSample( iStage, m_TexFlt[iStage].cSamples, m_TexCvg[iStage].iLODMap[iL], fSampleScale, iCrdFlr, iCrdClg, fCrdFrcF, fCrdFrcC ); m_TexFlt[iStage].cSamples += 8; break; } } } break; } }
const DWORD g_D3DTSS_ADDRESS_MAP[3] = { D3DTSS_ADDRESSU, D3DTSS_ADDRESSV, D3DTSS_ADDRESSW };
void RefRast::SampleTexture( INT32 iStage, FLOAT fCol[] ) { if ( m_pRD->m_pTexture[iStage] == NULL ) { // return opaque black if no texture bound
fCol[0] = fCol[1] = fCol[2] = 0.f; fCol[3] = 1.f; return; } fCol[0] = fCol[1] = fCol[2] = fCol[3] = 0.f; TextureSample* pS = m_TexFlt[iStage].pSamples; RDSurface2D* pTex = m_pRD->m_pTexture[iStage]; for (int iS = 0; iS < m_TexFlt[iStage].cSamples; iS++, pS++ ) { if ( pS->fWgt ) { BOOL bUseBorder = FALSE; for (int iD=0; iD < pTex->m_cDimension; iD++) { INT32 iCrdMax = (pTex->m_cTexels[pS->iLOD][iD] - 1); if ( ( pS->iCrd[iD] < 0) || ( pS->iCrd[iD] > iCrdMax ) ) { switch ( m_pRD->GetTSS(iStage)[g_D3DTSS_ADDRESS_MAP[iD]] ) { case D3DTADDRESS_WRAP: // Pow-2 texture:
// pS->iCrd[iD] = pS->iCrd[iD] & iCrdMax;
// Non-Pow-2 texture:
pS->iCrd[iD] %= (iCrdMax + 1); if( pS->iCrd[iD] < 0 ) pS->iCrd[iD] = iCrdMax + 1 + pS->iCrd[iD]; break; case D3DTADDRESS_MIRROR: // Pow-2 texture:
// lop off non-fractional bits + flip index if LSB (non-fraction) is set
// BOOL bFlip; bFlip = pS->iCrd[iD] & (iCrdMax+1);
// pS->iCrd[iD] &= iCrdMax;
// if (bFlip) { pS->iCrd[iD] = iCrdMax - pS->iCrd[iD]; }
// Non-Pow-2 texture:
if( pS->iCrd[iD] < 0 ) pS->iCrd[iD] = -pS->iCrd[iD] - 1; BOOL bFlip; bFlip = ((pS->iCrd[iD]/(iCrdMax + 1)) & 1); pS->iCrd[iD] %= (iCrdMax + 1); if( bFlip ) pS->iCrd[iD] = iCrdMax - pS->iCrd[iD];
break; case D3DTADDRESS_BORDER: bUseBorder = TRUE; break; case D3DTADDRESS_MIRRORONCE: if ( pS->iCrd[iD] < 0 ) pS->iCrd[iD] = (-pS->iCrd[iD]) - 1; // fall through to clamp for outside of -1 to +1 range
case D3DTADDRESS_CLAMP: pS->iCrd[iD] = MAX( 0, MIN( pS->iCrd[iD], iCrdMax ) ); break; } } } RDColor Texel; (bUseBorder) ? Texel = m_pRD->GetTSS(iStage)[D3DTSS_BORDERCOLOR] : pTex->ReadColor( pS->iCrd[0], pS->iCrd[1], pS->iCrd[2], pS->iLOD, Texel, m_bPixelDiscard[m_iPix] );
fCol[0] += ( Texel.R * pS->fWgt ); fCol[1] += ( Texel.G * pS->fWgt ); fCol[2] += ( Texel.B * pS->fWgt ); fCol[3] += ( Texel.A * pS->fWgt ); } } }
//-----------------------------------------------------------------------------
//
// Computes level of detail for standard trilinear mipmapping, in which
// the four texture index gradients are consolidated into a single number
// to select level of detail.
//
// The basic approach is to compute the lengths of the pixel coverage for
// the per-dimensional extent of the approximate pixel coverage area. The
// max of lengths are used for the single LOD result.
//
//-----------------------------------------------------------------------------
void ComputeMipCoverage( const FLOAT (*fGradients)[2], FLOAT& fLOD, int cDim ) { // compute length of coverage in each dimension
FLOAT fLen[2]; switch (cDim) { default: case 1: fLOD = 0.f; return; case 2: fLen[0] = RR_LENGTH( fGradients[0][0], fGradients[1][0] ); fLen[1] = RR_LENGTH( fGradients[0][1], fGradients[1][1] ); break; case 3: fLen[0] = RR_SQRT( (fGradients[0][0]*fGradients[0][0]) + (fGradients[1][0]*fGradients[1][0]) + (fGradients[2][0]*fGradients[2][0]) ); fLen[1] = RR_SQRT( (fGradients[0][1]*fGradients[0][1]) + (fGradients[1][1]*fGradients[1][1]) + (fGradients[2][1]*fGradients[2][1]) ); break; }
// take the MAX for the coverage
FLOAT fCoverage = MAX( fLen[0], fLen[1] );
// take log2 of coverage for LOD
fLOD = RR_LOG2(fCoverage); }
//-----------------------------------------------------------------------------
//
// Computes level of detail and other factors in preparation for anisotropic
// filtering. This is for 2D texture maps only.
//
//-----------------------------------------------------------------------------
void ComputeAnisoCoverage( const FLOAT (*fGradients)[2], FLOAT fMaxAniso, // inputs
FLOAT& fLOD, FLOAT& fRatio, FLOAT fDelta[] ) // outputs
{ // compute axis lengths and determinant
FLOAT fLenX2 = (fGradients[0][0]*fGradients[0][0])+(fGradients[1][0]*fGradients[1][0]); FLOAT fLenY2 = (fGradients[0][1]*fGradients[0][1])+(fGradients[1][1]*fGradients[1][1]); FLOAT fDet = RR_ABSF((fGradients[0][0]*fGradients[1][1])-(fGradients[0][1]*fGradients[1][0]));
// select major axis
BOOL bXMajor = (fLenX2 > fLenY2);
// select and normalize steps; compute aniso ratio
FLOAT fMaj2 = (bXMajor) ? (fLenX2) : (fLenY2); FLOAT fMaj = RR_SQRT(fMaj2); FLOAT fMajNorm = 1./fMaj; fDelta[0] = ( bXMajor ? fGradients[0][0] : fGradients[0][1] ) * fMajNorm; fDelta[1] = ( bXMajor ? fGradients[1][0] : fGradients[1][1] ) * fMajNorm; if( !FLOAT_EQZ(fDet) ) fRatio = fMaj2/fDet; else fRatio = FLT_MAX;
// clamp ratio and compute LOD
FLOAT fMin; if ( fRatio > fMaxAniso ) { // ratio is clamped - LOD is based on ratio (preserves area)
fRatio = fMaxAniso; fMin = fMaj/fRatio; } else { // ratio not clamped - LOD is based on area
fMin = fDet/fMaj; }
// clamp to top LOD
if (fMin < 1.0) { fRatio = MAX( 1.0, fRatio*fMin ); fMin = 1.0; }
// take log2 of minor for LOD
fLOD = RR_LOG2(fMin); }
// end
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