88 lines
3.5 KiB
C
88 lines
3.5 KiB
C
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/*============================ ==============================================;
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*
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* Copyright (C) 1998 Microsoft Corporation. All Rights Reserved.
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*
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* File: pvvid.h
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* Content: Common defines for the geometry inner loop
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*
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***************************************************************************/
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#ifndef _PVVID_H
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#define _PVVID_H
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#include "clipper.h"
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// This function should be called every time FVF ID is changed
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// All pv flags, input and output FVF id should be set before calling the
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// function.
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extern void UpdateGeometryLoopData(LPD3DFE_PROCESSVERTICES pv);
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// Set stride pointers for non-strided case
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extern void SetupStrides(D3DFE_PROCESSVERTICES* pv, UINT stride);
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// We use power of 2 because it preserves the mantissa when we multiply
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const D3DVALUE __HUGE_PWR2 = 1024.0f*1024.0f*2.0f;
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//--------------------------------------------------------------------------
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#define D3DFE_SET_ALPHA(color, a) ((char*)&color)[3] = (unsigned char)a;
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//--------------------------------------------------------------------------
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inline void ComputeFogFactor(LPD3DFE_PROCESSVERTICES pv, D3DVALUE dist, DWORD *pOutput)
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{
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if (pv->lighting.fog_mode == D3DFOG_LINEAR)
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{
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if (dist < pv->lighting.fog_start)
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D3DFE_SET_ALPHA((*pOutput), 255)
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else
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if (dist >= pv->lighting.fog_end)
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D3DFE_SET_ALPHA((*pOutput), 0)
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else
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{
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D3DVALUE v = (pv->lighting.fog_end - dist) * pv->lighting.fog_factor;
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int f = FTOI(v);
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D3DFE_SET_ALPHA((*pOutput), f)
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}
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}
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else
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{
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D3DVALUE tmp = dist*pv->lighting.fog_density;
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if (pv->lighting.fog_mode == D3DFOG_EXP2)
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{
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tmp *= tmp;
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}
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tmp = (D3DVALUE)exp(-tmp) * 255.0f;
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int f = FTOI(tmp);
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D3DFE_SET_ALPHA((*pOutput), f)
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}
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}
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//--------------------------------------------------------------------------
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// Input:
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// v - input vertex in the model space
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// pCoord - vertex, transformed to the camera space
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// pWeights - pointer to the vertex weights
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// Output:
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// Alpha component of pv->lighting.outSpecular is set
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//
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void ComputeFog(LPD3DFE_PROCESSVERTICES pv, D3DVECTOR &v, D3DVECTOR* pCoord,
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D3DVALUE* pWeights, BYTE* pMatrixIndices);
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//---------------------------------------------------------------------
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typedef void (*PFN_TEXTURETRANSFORM)(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m);
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typedef void (*PFN_TEXTURETRANSFORMLOOP)(D3DVALUE *pIn, D3DVALUE *pOut, D3DMATRIXI *m,
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DWORD dwCount, DWORD dwInpStride, DWORD dwOutStride);
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extern PFN_TEXTURETRANSFORM g_pfnTextureTransform[16];
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extern PFN_TEXTURETRANSFORMLOOP g_pfnTextureTransformLoop[16];
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//---------------------------------------------------------------------
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inline void ComputeReflectionVector(D3DVECTOR *vertexPosition, D3DVECTOR *normal, D3DVECTOR *reflectionVector)
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{
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D3DVECTOR vertex = *vertexPosition;
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VecNormalizeFast(vertex);
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D3DVALUE dot = 2*(vertex.x * normal->x + vertex.y * normal->y + vertex.z * normal->z);
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reflectionVector->x = vertex.x - dot*normal->x;
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reflectionVector->y = vertex.y - dot*normal->y;
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reflectionVector->z = vertex.z - dot*normal->z;
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}
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//---------------------------------------------------------------------
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inline void ComputeReflectionVectorInfiniteViewer(D3DVECTOR *normal, D3DVECTOR *reflectionVector)
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{
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D3DVALUE dot = 2*normal->z;
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reflectionVector->x = - dot*normal->x;
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reflectionVector->y = - dot*normal->y;
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reflectionVector->z = 1.0f - dot*normal->z;
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}
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#endif // _PVVID_H
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