Source code of Windows XP (NT5)
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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