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90 lines
3.1 KiB
90 lines
3.1 KiB
///////////////////////////////////////////////////////////////////////////////
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// Copyright (C) Microsoft Corporation, 2000.
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//
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// rastedge.cpp
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//
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// Direct3D Reference Device - Edge Function Processing
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//
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///////////////////////////////////////////////////////////////////////////////
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#include "pch.cpp"
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#pragma hdrstop
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//-----------------------------------------------------------------------------
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//
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// Set - Computes edge function and associated information.
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//
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//-----------------------------------------------------------------------------
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void
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RDEdge::Set(
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BOOL bDetPositive,
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INT32 iX0, INT32 iY0,
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INT32 iX1, INT32 iY1)
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{
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// compute A,B (gradient) terms - these are n.4 fixed point
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m_iA = iY0 - iY1;
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m_iB = iX1 - iX0;
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// flip gradient signs if backfacing so functions are consistently
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// greater than zero outside of primitive
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if ( bDetPositive ) { m_iA = -m_iA; m_iB = -m_iB; }
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// compute C term
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//
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// function is by definition zero at the vertices, so:
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// 0 = A*Xv + B*Yv + C => C = - A*Xv - B*Yv
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//
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// A*Xv & B*Yv are n.4 * n.4 = n.8, so C is n.8 fixed point
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m_iC = - ( (INT64)iX0 * (INT64)m_iA ) - ( (INT64)iY0 * (INT64)m_iB );
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// compute edge function sign flags - must be done consistently for vertical
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// and horizontal cases to adhere to point sample fill rules
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BOOL bEdgeAEQZero = ( m_iA == 0. );
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BOOL bEdgeBEQZero = ( m_iB == 0. );
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BOOL bEdgeAGTZero = ( m_iA > 0. );
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BOOL bEdgeBGTZero = ( m_iB > 0. );
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m_bAPos = bEdgeAEQZero ? bEdgeBGTZero : bEdgeAGTZero;
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m_bBPos = bEdgeBEQZero ? bEdgeAGTZero : bEdgeBGTZero;
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}
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//-----------------------------------------------------------------------------
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//
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// Supports the Direct3D left-top fill rule.
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//
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// inputs are n.4 floating point
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//
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//-----------------------------------------------------------------------------
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BOOL
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RDEdge::Test( INT32 iX, INT32 iY )
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{
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// evaluate edge distance function (n.8 fixed point)
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INT64 iEdgeDist =
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( (INT64)m_iA * (INT64)iX ) + // n.4 * n.4 = n.8
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( (INT64)m_iB * (INT64)iY ) + // n.4 * n.4 = n.8
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(INT64)m_iC; // n.8
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// pixel sample position is outside edge if distance is > zero
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//
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// This implements the D3D left-top fill rule
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//
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// For exactly-on-edge case (distance == zero), the sign of the Y gradient
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// is used to determine if the pixel is to be considered inside or outside
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// of the edge. For the non-horizontal case, the m_bAPos bit is based
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// simply on the sign of the Y slope. This implements the 'left' part of
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// the 'left-top' rule.
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//
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// For the horizontal case, the sign of the B gradient (X slope) is taken
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// into account in the computation of the m_bAPos bit when the A gradient
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// is exactly zero, which forces a pixel exactly on a 'top' edge to be
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// considered in and a pixel exactly on a 'bottom' edge to be considered out.
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//
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if ( ( iEdgeDist > 0 ) || ( ( iEdgeDist == 0 ) && m_bAPos ) )
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{
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// pixel is out
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return FALSE;
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}
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// pixel is in
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return TRUE;
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}
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///////////////////////////////////////////////////////////////////////////////
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// end
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