windows-nt/Source/XPSP1/NT/multimedia/directx/dxg/d3d8/tnl/clipper.cpp

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2020-09-26 03:20:57 -05:00
/*==========================================================================;
*
* Copyright (C) 1997 Microsoft Corporation. All Rights Reserved.
*
* File: clipper.c
* Content: Clipper
*
***************************************************************************/
#include "pch.cpp"
#pragma hdrstop
#define GET_NEW_CLIP_VERTEX \
&pv->ClipperState.clip_vertices[pv->ClipperState.clip_vertices_used++];
//---------------------------------------------------------------------
__inline void
InterpolateColor(DWORD* p, // Output
DWORD p1,
DWORD p2,
D3DVALUE num_denom )
{
float r1, g1, b1, a1;
float r2, g2, b2, a2;
r1 = (float)(RGBA_GETRED(p1));
g1 = (float)(RGBA_GETGREEN(p1));
b1 = (float)(RGBA_GETBLUE(p1));
a1 = (float)(RGBA_GETALPHA(p1));
r2 = (float)(RGBA_GETRED(p2));
g2 = (float)(RGBA_GETGREEN(p2));
b2 = (float)(RGBA_GETBLUE(p2));
a2 = (float)(RGBA_GETALPHA(p2));
DWORD r = FTOI(r1 + (r2 - r1) * num_denom);
DWORD g = FTOI(g1 + (g2 - g1) * num_denom);
DWORD b = FTOI(b1 + (b2 - b1) * num_denom);
DWORD a = FTOI(a1 + (a2 - a1) * num_denom);
*p = RGBA_MAKE(r, g, b, a);
}
//---------------------------------------------------------------------
__inline D3DVALUE
InterpolateTexture(D3DVALUE t1,
D3DVALUE t2,
D3DVALUE num_denom,
DWORD bWrap)
{
if (!bWrap)
return ((t2 - t1) * num_denom + t1);
else
{
D3DVALUE t = (TextureDiff(t2, t1, 1) * num_denom + t1);
if (t > 1.0f)
t -= 1.0f;
return t;
}
}
//---------------------------------------------------------------------
void
Interpolate(D3DFE_PROCESSVERTICES *pv,
ClipVertex *p,
ClipVertex *p1,
ClipVertex *p2,
int code,
D3DVALUE num, D3DVALUE denom)
{
D3DVALUE num_denom = num / denom;
p->clip = (((int)p1->clip & (int)p2->clip) & ~CLIPPED_ENABLE) | code;
p->hx = p1->hx + (p2->hx - p1->hx) * num_denom;
p->hy = p1->hy + (p2->hy - p1->hy) * num_denom;
p->hz = p1->hz + (p2->hz - p1->hz) * num_denom;
p->hw = p1->hw + (p2->hw - p1->hw) * num_denom;
// Note: for the flat shade mode we assigned the same color (except fog
// factor) to all vertices when we prepared the triangle (line) for
// clipping
if (pv->dwVIDOut & D3DFVF_DIFFUSE)
{
if (!(pv->dwDeviceFlags & D3DDEV_FLATSHADEMODE))
InterpolateColor(&p->color, p1->color, p2->color, num_denom);
else
p->color = p1->color;
}
if (pv->dwVIDOut & D3DFVF_SPECULAR)
{
if (!(pv->dwDeviceFlags & D3DDEV_FLATSHADEMODE))
InterpolateColor(&p->specular, p1->specular, p2->specular, num_denom);
else
{
float a1 = (float)(RGBA_GETALPHA(p1->specular));
float a2 = (float)(RGBA_GETALPHA(p2->specular));
DWORD a = FTOI(a1 + (a2 - a1) * num_denom);
p->specular = (p1->specular & 0xFFFFFF) + ((a & 0xFF) << 24);
}
}
// Assume that D3DRENDERSTATE_WRAPi are sequential
D3DVALUE *pTexture1 = p1->tex;
D3DVALUE *pTexture2 = p2->tex;
D3DVALUE *pTexture = p->tex;
for (DWORD i = 0; i < pv->nOutTexCoord; i++)
{
DWORD wrapState = pv->lpdwRStates[D3DRENDERSTATE_WRAP0 + i];
DWORD n = (DWORD)(pv->dwTextureCoordSize[i] >> 2);
DWORD dwWrapBit = 1;
for (DWORD j=0; j < n; j++)
{
*pTexture = InterpolateTexture(*pTexture1, *pTexture2,
num_denom, wrapState & dwWrapBit);
dwWrapBit <<= 1;
pTexture ++;
pTexture1++;
pTexture2++;
}
}
}
//------------------------------------------------------------------------------
// Functions for clipping by frustum window
//
#define __CLIP_NAME ClipLeft
#define __CLIP_LINE_NAME ClipLineLeft
#define __CLIP_FLAG CLIPPED_LEFT
#define __CLIP_COORD hx
#include "clip.h"
#define __CLIP_NAME ClipRight
#define __CLIP_LINE_NAME ClipLineRight
#define __CLIP_W
#define __CLIP_FLAG CLIPPED_RIGHT
#define __CLIP_COORD hx
#include "clip.h"
#define __CLIP_NAME ClipBottom
#define __CLIP_LINE_NAME ClipLineBottom
#define __CLIP_FLAG CLIPPED_BOTTOM
#define __CLIP_COORD hy
#include "clip.h"
#define __CLIP_NAME ClipTop
#define __CLIP_LINE_NAME ClipLineTop
#define __CLIP_W
#define __CLIP_FLAG CLIPPED_TOP
#define __CLIP_COORD hy
#include "clip.h"
#define __CLIP_NAME ClipBack
#define __CLIP_LINE_NAME ClipLineBack
#define __CLIP_W
#define __CLIP_FLAG CLIPPED_BACK
#define __CLIP_COORD hz
#include "clip.h"
#define __CLIP_NAME ClipFront
#define __CLIP_LINE_NAME ClipLineFront
#define __CLIP_FLAG CLIPPED_FRONT
#define __CLIP_COORD hz
#include "clip.h"
//------------------------------------------------------------------------------
// Functions for guard band clipping
//
#define __CLIP_GUARDBAND
#define __CLIP_NAME ClipLeftGB
#define __CLIP_LINE_NAME ClipLineLeftGB
#define __CLIP_FLAG CLIPPED_LEFT
#define __CLIP_COORD hx
#define __CLIP_SIGN -
#define __CLIP_GBCOEF Kgbx1
#include "clip.h"
#define __CLIP_NAME ClipRightGB
#define __CLIP_LINE_NAME ClipLineRightGB
#define __CLIP_FLAG CLIPPED_RIGHT
#define __CLIP_COORD hx
#define __CLIP_GBCOEF Kgbx2
#define __CLIP_SIGN +
#include "clip.h"
#define __CLIP_NAME ClipBottomGB
#define __CLIP_LINE_NAME ClipLineBottomGB
#define __CLIP_FLAG CLIPPED_BOTTOM
#define __CLIP_COORD hy
#define __CLIP_SIGN -
#define __CLIP_GBCOEF Kgby1
#include "clip.h"
#define __CLIP_NAME ClipTopGB
#define __CLIP_LINE_NAME ClipLineTopGB
#define __CLIP_FLAG CLIPPED_TOP
#define __CLIP_COORD hy
#define __CLIP_GBCOEF Kgby2
#define __CLIP_SIGN +
#include "clip.h"
#undef __CLIP_GUARDBAND
//
// Clipping a triangle by a plane
//
// Returns number of vertices in the clipped triangle
//
int ClipByPlane (D3DFE_PROCESSVERTICES *pv,
ClipVertex **inv,
ClipVertex **outv,
D3DVECTORH *plane,
DWORD dwClipFlag,
int count)
{
int i;
int out_count = 0;
ClipVertex *curr, *prev;
D3DVALUE curr_inside;
D3DVALUE prev_inside;
prev = inv[count-1];
curr = *inv++;
prev_inside = prev->hx*plane->x + prev->hy*plane->y +
prev->hz*plane->z + prev->hw*plane->w;
for (i = count; i; i--)
{
curr_inside = curr->hx*plane->x + curr->hy*plane->y +
curr->hz*plane->z + curr->hw*plane->w;
// We interpolate always from the inside vertex to the outside vertex
// to reduce precision problems
if (FLOAT_LTZ(prev_inside))
{ // first point is outside
if (FLOAT_GEZ(curr_inside))
{ // second point is inside
// Find intersection and insert in into the output buffer
outv[out_count] = GET_NEW_CLIP_VERTEX;
Interpolate(pv,
outv[out_count],
curr, prev,
(prev->clip & CLIPPED_ENABLE) | dwClipFlag,
curr_inside, curr_inside - prev_inside);
out_count++;
}
} else
{ // first point is inside - put it to the output buffer first
outv[out_count++] = prev;
if (FLOAT_LTZ(curr_inside))
{ // second point is outside
// Find intersection and put it to the output buffer
outv[out_count] = GET_NEW_CLIP_VERTEX;
Interpolate(pv,
outv[out_count],
prev, curr,
dwClipFlag,
prev_inside, prev_inside - curr_inside);
out_count++;
}
}
prev = curr;
curr = *inv++;
prev_inside = curr_inside;
}
return out_count;
}
//-------------------------------------------------------------------------
// Clips a line by a plane
//
// Returns 1 if the line is outside the frustum, 0 otherwise
//
int ClipLineByPlane(D3DFE_PROCESSVERTICES *pv,
ClipTriangle *line,
D3DVECTORH *plane,
DWORD dwClipBit)
{
D3DVALUE in1, in2;
ClipVertex outv;
in1 = line->v[0]->hx * plane->x +
line->v[0]->hy * plane->y +
line->v[0]->hz * plane->z +
line->v[0]->hw * plane->w;
in2 = line->v[1]->hx * plane->x +
line->v[1]->hy * plane->y +
line->v[1]->hz * plane->z +
line->v[1]->hw * plane->w;
if (in1 < 0)
{
if (in2 < 0)
return 1;
Interpolate(pv, &outv, line->v[0], line->v[1],
dwClipBit, in1, in1 - in2);
*line->v[0] = outv;
}
else
{
if (in2 < 0)
{
Interpolate(pv, &outv, line->v[0], line->v[1],
dwClipBit, in1, in1 - in2);
*line->v[1] = outv;
}
}
return 0;
}
/*------------------------------------------------------------------------
* Calculate the screen coords for any new vertices
* introduced into the polygon.
*/
void ComputeScreenCoordinates(D3DFE_PROCESSVERTICES *pv,
ClipVertex **inv,
int count)
{
int i;
D3DFE_VIEWPORTCACHE& VPORT = pv->vcache;
for (i = 0; i < count; i++)
{
ClipVertex *p;
p = inv[i];
/*
* Catch any vertices that need screen co-ordinates generated.
* There are two possibilities
* 1) Vertices generated during interpolation
* 2) Vertices marked for clipping by the transform but
* not clipped here due to the finite precision
* of the floating point unit.
*/
if (p->clip & ~CLIPPED_ENABLE)
{
D3DVALUE w;
w = D3DVAL(1.0)/p->hw;
switch ((int)p->clip & (CLIPPED_LEFT|CLIPPED_RIGHT))
{
case CLIPPED_LEFT: p->sx = VPORT.minXgb; break;
case CLIPPED_RIGHT: p->sx = VPORT.maxXgb; break;
default:
p->sx = p->hx * VPORT.scaleX * w + VPORT.offsetX;
if (p->sx < VPORT.minXgb)
p->sx = VPORT.minXgb;
if (p->sx > VPORT.maxXgb)
p->sx = VPORT.maxXgb;
}
switch ((int)p->clip & (CLIPPED_TOP|CLIPPED_BOTTOM))
{
case CLIPPED_BOTTOM: p->sy = VPORT.maxYgb; break;
case CLIPPED_TOP: p->sy = VPORT.minYgb; break;
default:
p->sy = p->hy * VPORT.scaleY * w + VPORT.offsetY;
if (p->sy < VPORT.minYgb)
p->sy = VPORT.minYgb;
if (p->sy > VPORT.maxYgb)
p->sy = VPORT.maxYgb;
}
p->sz = p->hz * w * pv->vcache.scaleZ + pv->vcache.offsetZ;
p->rhw = w;
}
}
}
//---------------------------------------------------------------------
inline DWORD ComputeClipCodeUserPlanes(D3DFE_PROCESSVERTICES *pv, ClipVertex *p)
{
DWORD clip = 0;
DWORD dwClipBit = D3DCS_PLANE0;
for (DWORD i=0; i < pv->dwMaxUserClipPlanes; i++)
{
if ((p->hx*pv->userClipPlane[i].x +
p->hy*pv->userClipPlane[i].y +
p->hz*pv->userClipPlane[i].z +
p->hw*pv->userClipPlane[i].w) < 0)
{
clip |= dwClipBit;
}
dwClipBit <<= 1;
}
return clip;
}
//---------------------------------------------------------------------
inline DWORD ComputeClipCodeGB(D3DFE_PROCESSVERTICES *pv, ClipVertex *p)
{
DWORD clip = 0;
if (p->hx < p->hw * pv->vcache.Kgbx1)
clip |= __D3DCLIPGB_LEFT;
if (p->hx > p->hw * pv->vcache.Kgbx2)
clip |= __D3DCLIPGB_RIGHT;
if (p->hy < p->hw * pv->vcache.Kgby1)
clip |= __D3DCLIPGB_BOTTOM;
if (p->hy > p->hw * pv->vcache.Kgby2)
clip |= __D3DCLIPGB_TOP;
if (p->hz > p->hw)
clip |= D3DCS_BACK;
clip |= ComputeClipCodeUserPlanes(pv, p);
p->clip = (p->clip & (CLIPPED_ENABLE | CLIPPED_FRONT)) | clip;
return clip;
}
//---------------------------------------------------------------------
inline DWORD ComputeClipCode(D3DFE_PROCESSVERTICES *pv, ClipVertex *p)
{
DWORD clip = 0;
if (FLOAT_LTZ(p->hx))
clip |= D3DCS_LEFT;
if (p->hx > p->hw)
clip |= D3DCS_RIGHT;
if (FLOAT_LTZ(p->hy))
clip |= D3DCS_BOTTOM;
if (p->hy > p->hw)
clip |= D3DCS_TOP;
if (p->hz > p->hw)
clip |= D3DCS_BACK;
clip |= ComputeClipCodeUserPlanes(pv, p);
p->clip = (p->clip & (CLIPPED_ENABLE | CLIPPED_FRONT)) | clip;
return clip;
}
//***********************************************************************
//
// Returns 0, if triangle is clipped. Number of vertices otherwise.
//
// Original vertices should not be modified inside the function
//
#undef DPF_MODNAME
#define DPF_MODNAME "ClipSingleTriangle"
int D3DFE_PVFUNCSI::ClipSingleTriangle(D3DFE_PROCESSVERTICES *pv,
ClipTriangle *tri,
ClipVertex ***clipVertexPointer)
{
int accept;
int i;
int count;
ClipVertex **inv;
ClipVertex **outv;
ClipVertex *p;
ULONG_PTR swapv;
CD3DFPstate D3DFPstate; // Sets optimal FPU state for D3D.
accept = (tri->v[0]->clip | tri->v[1]->clip | tri->v[2]->clip);
inv = tri->v;
count = 3;
outv = pv->ClipperState.clip_vbuf1;
pv->ClipperState.clip_color = tri->v[0]->color;
pv->ClipperState.clip_specular = tri->v[0]->specular;
/*
* XXX assumes sizeof(void*) == sizeof(unsigned long)
*/
{
ULONG_PTR tmp1;
ULONG_PTR tmp2;
tmp1 = (ULONG_PTR)pv->ClipperState.clip_vbuf1;
tmp2 = (ULONG_PTR)pv->ClipperState.clip_vbuf2;
swapv = tmp1 + tmp2;
}
pv->ClipperState.clip_vertices_used = 0;
#define SWAP(inv, outv) \
inv = outv; \
outv = (ClipVertex**) (swapv - (ULONG_PTR) outv)
if (accept & D3DCS_FRONT)
{
count = ClipFront(pv, inv, outv, count);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND)
{
// If there was clipping by the front plane it is better to
// compute clip code for new vertices and re-compute accept.
// Otherwise we will try to clip by sides when it is not necessary
if (accept & D3DCS_FRONT)
{
accept = 0;
for (i = 0; i < count; i++)
{
ClipVertex *p;
p = inv[i];
if (p->clip & CLIPPED_FRONT)
accept |= ComputeClipCodeGB(pv, p);
else
accept |= p->clip;
}
}
if (accept & D3DCS_BACK)
{
count = ClipBack(pv, inv, outv, count);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & __D3DCLIPGB_LEFT)
{
count = ClipLeftGB(pv, inv, outv, count);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & __D3DCLIPGB_RIGHT)
{
count = ClipRightGB(pv, inv, outv, count);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & __D3DCLIPGB_BOTTOM)
{
count = ClipBottomGB(pv, inv, outv, count);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & __D3DCLIPGB_TOP)
{
count = ClipTopGB(pv, inv, outv, count);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
}
else
{
// If there was clipping by the front plane it is better to
// compute clip code for new vertices and re-compute accept.
// Otherwise we will try to clip by sides when it is not necessary
if (accept & D3DCS_FRONT)
{
accept = 0;
for (i = 0; i < count; i++)
{
ClipVertex *p;
p = inv[i];
if (p->clip & (CLIPPED_FRONT))
accept |= ComputeClipCode(pv, p);
else
accept |= p->clip;
}
}
if (accept & D3DCS_BACK)
{
count = ClipBack(pv, inv, outv, count);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & D3DCS_LEFT)
{
count = ClipLeft(pv, inv, outv, count);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & D3DCS_RIGHT)
{
count = ClipRight(pv, inv, outv, count);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & D3DCS_BOTTOM)
{
count = ClipBottom(pv, inv, outv, count);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
if (accept & D3DCS_TOP)
{
count = ClipTop(pv, inv, outv, count);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
}
if (pv->dwMaxUserClipPlanes)
{
DWORD dwClipBit = D3DCS_PLANE0;
DWORD dwClippedBit = CLIPPED_PLANE0;
for (DWORD i=0; i < pv->dwMaxUserClipPlanes; i++)
{
if (accept & dwClipBit)
{
count = ClipByPlane(pv, inv, outv, &pv->userClipPlane[i],
dwClippedBit, count);
if (count < 3)
goto out_of_here;
SWAP(inv, outv);
}
dwClipBit <<= 1;
dwClippedBit <<= 1;
}
}
#undef SWAP
ComputeScreenCoordinates(pv, inv, count);
*clipVertexPointer = inv;
pv->ClipperState.current_vbuf = inv;
return count;
out_of_here:
*clipVertexPointer = NULL;
return 0;
}
//*************************************************************************
//
#undef DPF_MODNAME
#define DPF_MODNAME "ClipSingleLine"
int D3DFE_PVFUNCSI::ClipSingleLine(D3DFE_PROCESSVERTICES *pv,
ClipTriangle *line)
{
int accept;
D3DVALUE in1, in2;
CD3DFPstate D3DFPstate; // Sets optimal FPU state for D3D.
accept = (line->v[0]->clip | line->v[1]->clip);
pv->ClipperState.clip_color = line->v[0]->color;
pv->ClipperState.clip_specular = line->v[0]->specular;
if (accept & D3DCS_FRONT)
if (ClipLineFront(pv, line))
goto out_of_here;
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND)
{
// If there was clipping by the front plane it is better to
// compute clip code for new vertices and re-compute accept.
// Otherwise we will try to clip by sides when it is not necessary
if (accept & D3DCS_FRONT)
{
ClipVertex * p;
accept = 0;
p = line->v[0];
if (p->clip & CLIPPED_FRONT)
accept |= ComputeClipCodeGB(pv, p);
else
accept |= p->clip;
p = line->v[1];
if (p->clip & CLIPPED_FRONT)
accept |= ComputeClipCodeGB(pv, p);
else
accept |= p->clip;
}
if (accept & D3DCS_BACK)
if (ClipLineBack(pv, line))
goto out_of_here;
if (accept & __D3DCLIPGB_LEFT)
if (ClipLineLeftGB(pv, line))
goto out_of_here;
if (accept & __D3DCLIPGB_RIGHT)
if (ClipLineRightGB(pv, line))
goto out_of_here;
if (accept & __D3DCLIPGB_TOP)
if (ClipLineTopGB(pv, line))
goto out_of_here;
if (accept & __D3DCLIPGB_BOTTOM)
if (ClipLineBottomGB(pv, line))
goto out_of_here;
}
else
{
// If there was clipping by the front plane it is better to
// compute clip code for new vertices and re-compute accept.
// Otherwise we will try to clip by sides when it is not necessary
if (accept & D3DCS_FRONT)
{
ClipVertex * p;
accept = 0;
p = line->v[0];
if (p->clip & CLIPPED_FRONT)
accept |= ComputeClipCode(pv, p);
else
accept |= p->clip;
p = line->v[1];
if (p->clip & CLIPPED_FRONT)
accept |= ComputeClipCode(pv, p);
else
accept |= p->clip;
}
if (accept & D3DCS_BACK)
if (ClipLineBack(pv, line))
goto out_of_here;
if (accept & D3DCS_LEFT)
if (ClipLineLeft(pv, line))
goto out_of_here;
if (accept & D3DCS_RIGHT)
if (ClipLineRight(pv, line))
goto out_of_here;
if (accept & D3DCS_TOP)
if (ClipLineTop(pv, line))
goto out_of_here;
if (accept & D3DCS_BOTTOM)
if (ClipLineBottom(pv, line))
goto out_of_here;
}
if (pv->dwMaxUserClipPlanes)
{
DWORD dwClipBit = D3DCS_PLANE0;
DWORD dwClippedBit = CLIPPED_PLANE0;
for (DWORD i=0; i < pv->dwMaxUserClipPlanes; i++)
{
if (accept & dwClipBit)
{
if (ClipLineByPlane(pv, line, &pv->userClipPlane[i],
dwClippedBit))
goto out_of_here;
}
dwClipBit <<= 1;
dwClippedBit <<= 1;
}
}
ComputeScreenCoordinates(pv, line->v, 2);
return 1;
out_of_here:
return 0;
} // ClipSingleLine
//----------------------------------------------------------------------
// GenClipFlags() Generates clip flags for a set of FVF
//
#undef DPF_MODNAME
#define DPF_MODNAME "GenClipFlags"
DWORD D3DFE_GenClipFlags(D3DFE_PROCESSVERTICES *pv)
{
DWORD clip_intersection, clip_union;
float left = pv->vcache.minX;
float top = pv->vcache.minY;
float right = pv->vcache.maxX;
float bottom = pv->vcache.maxY;
float leftgb ; // Guard band window
float topgb ;
float rightgb ;
float bottomgb;
DWORD clipZF, clipZB;
DWORD stride = pv->position.dwStride;
clipZF = pv->lpdwRStates[D3DRENDERSTATE_ZENABLE] ? D3DCS_FRONT : 0;
clipZB = pv->lpdwRStates[D3DRENDERSTATE_ZENABLE] ? D3DCS_BACK : 0;
clip_intersection = (DWORD)~0;
clip_union = (DWORD)0;
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND)
{
leftgb = pv->vcache.minXgb;
topgb = pv->vcache.minYgb;
rightgb = pv->vcache.maxXgb;
bottomgb = pv->vcache.maxYgb;
}
/* Only generate clip flags */
D3DTLVERTEX *lpVertices = (D3DTLVERTEX*)pv->position.lpvData;
D3DFE_CLIPCODE *clipCode = pv->lpClipFlags;
DWORD i;
// Point sprites are clipped only by Z planes. Clipping by X and Y planes
// will be done when we expand point sprites
if (pv->primType == D3DPT_POINTLIST &&
pv->dwDeviceFlags & D3DDEV_DOPOINTSPRITEEMULATION)
{
for (i = pv->dwNumVertices; i; i--)
{
DWORD clip = 0;
D3DVALUE x,y,z;
if (lpVertices->rhw < 0)
{
x = -lpVertices->sx;
y = -lpVertices->sy;
z = -lpVertices->sz;
}
else
{
x = lpVertices->sx;
y = lpVertices->sy;
z = lpVertices->sz;
}
if (z < 0.0f)
clip |= clipZF;
else
if (z >= 1.0f)
clip |= clipZB;
clip_intersection &= clip;
clip_union |= clip;
*clipCode++ = (D3DFE_CLIPCODE)clip;
lpVertices = (D3DTLVERTEX*)((char*)lpVertices + stride);
}
}
else
for (i = pv->dwNumVertices; i; i--)
{
DWORD clip = 0;
D3DVALUE x,y,z;
if (lpVertices->rhw < 0)
{
x = -lpVertices->sx;
y = -lpVertices->sy;
z = -lpVertices->sz;
}
else
{
x = lpVertices->sx;
y = lpVertices->sy;
z = lpVertices->sz;
}
if (x < left)
clip |= D3DCS_LEFT;
else
if (x >= right)
clip |= D3DCS_RIGHT;
if (y < top)
clip |= D3DCS_TOP;
else
if (y >= bottom)
clip |= D3DCS_BOTTOM;
if (z < 0.0f)
clip |= clipZF;
else
if (z >= 1.0f)
clip |= clipZB;
if (pv->dwDeviceFlags & D3DDEV_GUARDBAND && clip)
{
if (x < leftgb)
clip |= __D3DCLIPGB_LEFT;
else
if (x >= rightgb)
clip |= __D3DCLIPGB_RIGHT;
if (y < topgb)
clip |= __D3DCLIPGB_TOP;
else
if (y >= bottomgb)
clip |= __D3DCLIPGB_BOTTOM;
}
clip_intersection &= clip;
clip_union |= clip;
*clipCode++ = (D3DFE_CLIPCODE)clip;
lpVertices = (D3DTLVERTEX*)((char*)lpVertices + stride);
}
pv->dwClipIntersection = clip_intersection;
pv->dwClipUnion = clip_union;
return clip_intersection;
} // end of GenClipFlags()
//---------------------------------------------------------------------
// Make clip vertex from D3D vertex
//
// device - CD3DHal *
// pp1 - clipVertex
// p1 - TL vertex
//
void MAKE_CLIP_VERTEX_FVF(D3DFE_PROCESSVERTICES *pv, ClipVertex& pp1, BYTE* p1,
DWORD clipFlag, BOOL transformed)
{
D3DFE_VIEWPORTCACHE& VPORT = pv->vcache;
BYTE *v = (BYTE*)p1;
if (transformed || !(clipFlag & pv->dwClipMaskOffScreen))
{
pp1.sx = ((D3DVALUE*)v)[0];
pp1.sy = ((D3DVALUE*)v)[1];
pp1.sz = ((D3DVALUE*)v)[2];
pp1.rhw = ((D3DVALUE*)v)[3];
pp1.hw = 1.0f / ((D3DVALUE*)v)[3];
pp1.hx = (pp1.sx - VPORT.offsetX) * pp1.hw * VPORT.scaleXi;
pp1.hy = (pp1.sy - VPORT.offsetY) * pp1.hw * VPORT.scaleYi;
pp1.hz = (pp1.sz - VPORT.offsetZ) * pp1.hw * VPORT.scaleZi;
}
else
{
pp1.hx = ((D3DVALUE*)v)[0];
pp1.hy = ((D3DVALUE*)v)[1];
pp1.hz = ((D3DVALUE*)v)[2];
pp1.hw = ((D3DVALUE*)v)[3];
}
v += sizeof(D3DVALUE) * 4;
if (pv->dwVIDOut & D3DFVF_DIFFUSE)
{
pp1.color = *(DWORD*)v;
v += sizeof(D3DVALUE);
}
if (pv->dwVIDOut & D3DFVF_SPECULAR)
{
pp1.specular= *(DWORD*)v;
v += sizeof(DWORD);
}
memcpy(pp1.tex, v, pv->dwTextureCoordSizeTotal);
pp1.clip = clipFlag;
}