337 lines
12 KiB
C++
337 lines
12 KiB
C++
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///////////////////////////////////////////////////////////////////////////////
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// Copyright (C) Microsoft Corporation, 2000.
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//
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// scancnv.cpp
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//
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// Direct3D Reference Device - Primitive Scan Conversion
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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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// Scan Conversion Utilities //
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// //
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///////////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// ComputeFogIntensity - Computes scalar fog intensity value and writes it to
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// the RDPixel.FogIntensity value.
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//
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//-----------------------------------------------------------------------------
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FLOAT
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RefRast::ComputeFogIntensity( FLOAT fX, FLOAT fY )
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{
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if ( !m_pRD->GetRS()[D3DRS_FOGENABLE] )
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{
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// fog blending not enabled, so don't need to compute fog intensity
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return 0.;
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}
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// compute fog intensity
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// select between vertex and table fog - vertex fog is selected if
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// fog is enabled but the renderstate fog table mode is disabled
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if ( D3DFOG_NONE == m_pRD->GetRS()[D3DRS_FOGTABLEMODE] )
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{
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// table fog disabled, so use interpolated vertex fog value for fog intensity
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FLOAT tmpFloat[4];
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m_Attr[RDATTR_FOG].Sample( tmpFloat, fX, fY );
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return tmpFloat[0];
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}
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// here for table fog, so compute fog from Z or W
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FLOAT fFogDensity, fPow;
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FLOAT fFogStart, fFogEnd;
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// select fog index - this is either Z or W depending on the W range
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//
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// use Z if projection matrix is set to an affine projection, else use W
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// (both for perspective projection and an unset projection matrix - the
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// latter is preferred for legacy content which uses TLVERTEX)
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//
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FLOAT fFogIndex =
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( ( 1.f == m_pRD->m_pRenderTarget->m_fWRange[0] ) &&
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( 1.f == m_pRD->m_pRenderTarget->m_fWRange[1] ) )
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? ( m_Attr[RDATTR_DEPTH].Sample( fX, fY ) )
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: ( SampleAndInvertRHW( fX, fY ) ); // use W for non-affine projection
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FLOAT fFogIntensity;
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switch ( m_pRD->GetRS()[D3DRS_FOGTABLEMODE] )
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{
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case D3DFOG_LINEAR:
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fFogStart = m_pRD->GetRSf()[D3DRS_FOGSTART];
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fFogEnd = m_pRD->GetRSf()[D3DRS_FOGEND];
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if (fFogIndex >= fFogEnd)
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{
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fFogIntensity = 0.0f;
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}
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else if (fFogIndex <= fFogStart)
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{
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fFogIntensity = 1.0f;
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}
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else
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{
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fFogIntensity = ( fFogEnd - fFogIndex ) / ( fFogEnd - fFogStart );
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}
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break;
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case D3DFOG_EXP:
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fFogDensity = m_pRD->GetRSf()[D3DRS_FOGDENSITY];
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fPow = fFogDensity * fFogIndex;
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// note that exp(-x) returns a result in the range (0.0, 1.0]
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// for x >= 0
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fFogIntensity = (float)exp( -fPow );
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break;
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case D3DFOG_EXP2:
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fFogDensity = m_pRD->GetRSf()[D3DRS_FOGDENSITY];
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fPow = fFogDensity * fFogIndex;
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fFogIntensity = (float)exp( -(fPow*fPow) );
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break;
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}
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return fFogIntensity;
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}
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//-----------------------------------------------------------------------------
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//
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// SnapDepth - Snap off extra depth bits by converting to/from buffer format
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// - necessary to make depth buffer equality tests function correctly
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//
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//-----------------------------------------------------------------------------
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void RefRast::SnapDepth()
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{
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if (m_pRD->m_pRenderTarget->m_pDepth)
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{
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switch ( m_pRD->m_pRenderTarget->m_pDepth->GetSurfaceFormat() )
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{
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case RD_SF_Z16S0: m_Depth[m_iPix] = UINT16( m_Depth[m_iPix] ); break;
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case RD_SF_Z24X4S4:
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case RD_SF_Z24X8:
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case RD_SF_Z24S8: m_Depth[m_iPix] = UINT32( m_Depth[m_iPix] ); break;
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case RD_SF_Z15S1: m_Depth[m_iPix] = UINT16( m_Depth[m_iPix] ); break;
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case RD_SF_Z32S0: m_Depth[m_iPix] = UINT32( m_Depth[m_iPix] ); break;
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case RD_SF_S1Z15: m_Depth[m_iPix] = UINT16( m_Depth[m_iPix] ); break;
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case RD_SF_X4S4Z24:
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case RD_SF_X8Z24:
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case RD_SF_S8Z24: m_Depth[m_iPix] = UINT32( m_Depth[m_iPix] ); break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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// DoScanCnvGenPixel - This is called for each 2x2 grid of pixels, and extracts and
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// processes attributes from the interpolator state, and passes the pixels on to
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// the pixel processing module.
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//
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//-----------------------------------------------------------------------------
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void
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RefRast::DoScanCnvGenPixels( void )
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{
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for ( m_iPix = 0; m_iPix < 4; m_iPix++ )
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{
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FLOAT fPixX = (FLOAT)m_iX[m_iPix];
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FLOAT fPixY = (FLOAT)m_iY[m_iPix];
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m_fW[m_iPix] = SampleAndInvertRHW( fPixX, fPixY );
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// RHW needed for non-in pixels, but nothing else so bail
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if ( !m_bPixelIn[m_iPix] ) continue;
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// get depth from clamp interpolator and clamp
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if ( m_pRD->GetRS()[D3DRS_ZENABLE] ||
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m_pRD->GetRS()[D3DRS_FOGENABLE])
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{
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if (m_pRD->m_pRenderTarget->m_pDepth)
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m_Depth[m_iPix].SetSType(m_pRD->m_pRenderTarget->m_pDepth->GetSurfaceFormat());
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// evaluate depth at all sample locations
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do
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{
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// compute sample location
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FLOAT fSampX = GetCurrentSamplefX(m_iPix);
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FLOAT fSampY = GetCurrentSamplefY(m_iPix);
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if ( D3DZB_USEW == m_pRD->GetRS()[D3DRS_ZENABLE] )
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{
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// depth buffering with W value
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FLOAT fW = SampleAndInvertRHW( fSampX, fSampY );
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// apply normalization to get to 0. to 1. range
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fW = (fW - m_pRD->m_fWBufferNorm[0]) * m_pRD->m_fWBufferNorm[1];
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m_Depth[m_iPix] = fW;
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}
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else
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{
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// depth buffering with Z value
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m_Depth[m_iPix] =
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m_Attr[RDATTR_DEPTH].Sample( fSampX, fSampY );
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}
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// snap off extra bits by converting to/from buffer format - necessary
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// to make depth buffer equality tests function correctly
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SnapDepth();
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m_SampleDepth[m_CurrentSample][m_iPix] = m_Depth[m_iPix];
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} while (NextSample());
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}
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// set pixel diffuse and specular color from clamped interpolator values
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m_Attr[RDATTR_COLOR].Sample( m_InputReg[0][m_iPix], fPixX, fPixY );
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m_Attr[RDATTR_SPECULAR].Sample( m_InputReg[1][m_iPix], fPixX, fPixY );
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// compute fog intensity
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m_FogIntensity[m_iPix] = ComputeFogIntensity( fPixX, fPixY );
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}
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DoPixels();
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}
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///////////////////////////////////////////////////////////////////////////////
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// //
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// Triangle Scan Conversion //
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// //
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///////////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// DoScanCnvTri - Scans the bounding box of the triangle and generates pixels.
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//
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// Does 4 pixels at a time in a 2x2 grid.
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//
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//-----------------------------------------------------------------------------
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void
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RefRast::DoScanCnvTri( int iEdgeCount )
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{
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m_iEdgeCount = iEdgeCount;
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//
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// do simple scan of surface-intersected triangle bounding box
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//
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for ( m_iY[0] = m_iYMin;
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m_iY[0] <= m_iYMax;
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m_iY[0] += 2 )
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{
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m_iY[1] = m_iY[0]+0;
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m_iY[2] = m_iY[0]+1;
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m_iY[3] = m_iY[0]+1;
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BOOL bPartialY = (m_iY[3] > m_iYMax);
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for ( m_iX[0] = m_iXMin;
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m_iX[0] <= m_iXMax;
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m_iX[0] += 2 )
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{
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m_iX[1] = m_iX[0]+1;
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m_iX[2] = m_iX[0]+0;
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m_iX[3] = m_iX[0]+1;
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BOOL bPartialX = (m_iX[3] > m_iXMax);
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m_bPixelIn[0] = EvalPixelPosition(0);
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m_bPixelIn[1] = ( bPartialX ) ? ( FALSE ) : EvalPixelPosition(1);
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m_bPixelIn[2] = ( bPartialY ) ? ( FALSE ) : EvalPixelPosition(2);
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m_bPixelIn[3] = ( bPartialX || bPartialY ) ? ( FALSE ) : EvalPixelPosition(3);
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if ( m_bPixelIn[0] ||
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m_bPixelIn[1] ||
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m_bPixelIn[2] ||
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m_bPixelIn[3] )
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{
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// at least one pixel in
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DoScanCnvGenPixels();
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}
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// //
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// Line Scan Conversion //
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// //
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///////////////////////////////////////////////////////////////////////////////
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//----------------------------------------------------------------------------
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//
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// LinePatternStateMachine
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//
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// Runs the line pattern state machine and returns TRUE if the pixel is to be
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// drawn, false otherwise. Always returns true if wRepeatFactor is 0, which
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// means pattern is disabled.
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//
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//----------------------------------------------------------------------------
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// NOTE: The implementation of LinePattern in RefDev is incorrect. Please refer
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// to the DDK documentation for the right implementation.
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static BOOL
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LinePatternStateMachine(DWORD dwLinePattern, WORD& wRepeati, WORD& wPatterni)
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{
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union
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{
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D3DLINEPATTERN LPat;
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DWORD dwLPat;
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} LinePat;
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LinePat.dwLPat = dwLinePattern;
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if (LinePat.LPat.wRepeatFactor)
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{
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WORD wBit = (LinePat.LPat.wLinePattern >> wPatterni) & 1;
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if (++wRepeati >= LinePat.LPat.wRepeatFactor)
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{
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wRepeati = 0;
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wPatterni = (wPatterni+1) & 0xf;
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}
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return (BOOL)wBit;
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}
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else
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{
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return TRUE;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// DoScanCnvLine - Walks the line major axis, computes the appropriate minor
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// axis coordinate, and generates pixels.
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//
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//-----------------------------------------------------------------------------
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void
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RefRast::DoScanCnvLine( void )
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{
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// state for line pattern state machine
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WORD wRepeati = 0;
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WORD wPatterni = 0;
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m_bPixelIn[0] = TRUE;
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m_bPixelIn[1] =
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m_bPixelIn[2] =
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m_bPixelIn[3] = FALSE;
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for ( int cStep = 0; cStep <= m_cLineSteps; cStep++ )
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{
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// compute next x,y location in line
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StepLine();
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// if (m_pDbgMon->ScreenMask(m_iX[0], m_iY[0]))
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// continue;
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// check if the point is inside the viewport
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if ( ( m_iX[0] >= m_pRD->m_pRenderTarget->m_Clip.left ) &&
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( m_iX[0] <= m_pRD->m_pRenderTarget->m_Clip.right ) &&
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( m_iY[0] >= m_pRD->m_pRenderTarget->m_Clip.top ) &&
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( m_iY[0] <= m_pRD->m_pRenderTarget->m_Clip.bottom ) )
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{
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// The line pattern should have been walked in from its origin, which may have been
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// offscreen, to be completely correct.
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if (LinePatternStateMachine(m_pRD->GetRS()[D3DRS_LINEPATTERN], wRepeati, wPatterni))
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{
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DoScanCnvGenPixels();
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}
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// end
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