windows-nt/Source/XPSP1/NT/multimedia/directx/dxg/d3d8/inc/d3dfe.hpp
2020-09-26 16:20:57 +08:00

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C++

/*==========================================================================;
*
* Copyright (C) 1997 Microsoft Corporation. All Rights Reserved.
*
* File: d3dfe.hpp
* Content: Direct3D internal include file
* for geometry pipeline implementations
*
***************************************************************************/
// DX8 Copy the whole file to DX8
#ifndef _D3DFE_H
#define _D3DFE_H
#include "d3dtypesp.h"
#include "d3d8p.h"
#include "lists.hpp"
#include "d3ditype.h"
class RTDebugMonitor;
class CD3DDDI;
class ID3DFE_PVFUNCS;
struct CVStream;
const DWORD __MAX_VERTEX_SIZE = 180; // Max size of FVF vertex in bytes
//-----------------------------------------------------------------------------
// "link" member should be the last, because we copy the structure using
// offsetof(D3DMATRIXI, link)
//
#define D3DMATRIXI D3DMATRIX
#define LPD3DMATRIXI LPD3DMATRIX
// Bits for m_dwOutRegs
const DWORD CPSGPShader_SPECULAR = 1 << 0;
const DWORD CPSGPShader_DIFFUSE = 1 << 1;
const DWORD CPSGPShader_POSITION = 1 << 2;
const DWORD CPSGPShader_PSIZE = 1 << 3;
const DWORD CPSGPShader_FOG = 1 << 4;
//-----------------------------------------------------------------------------
// Base class for PSGP vertex shader
// PSGP should derive its internal shader object from the class and return it
// in CreateShader call.
// Desctructor should be implemented.
//
class CPSGPShader
{
public:
virtual ~CPSGPShader() {}
// The following data is initialized by Microsoft after CPSGPShader is
// created
// Defines output registers (except texture) written by the shader
// This member is filled by Microsoft's pipeline. PSGP reads it.
DWORD m_dwOutRegs;
// Output FVF for this shaders
DWORD m_dwOutFVF;
// Diffuse color offset in the output vertex in bytes
DWORD m_dwPointSizeOffset;
// Diffuse color offset in the output vertex in bytes
DWORD m_dwDiffuseOffset;
// Specular color offset in the output vertex in bytes
DWORD m_dwSpecularOffset;
// Fog factor offset in the output vertex in bytes
DWORD m_dwFogOffset;
// Texture offset in the output vertex in bytes
DWORD m_dwTextureOffset;
// Output vertex size in bytes
DWORD m_dwOutVerSize;
// Number of output texture coordinate sets
DWORD m_nOutTexCoord;
// Size of each texture set in bytes
DWORD m_dwOutTexCoordSize[D3DDP_MAXTEXCOORD];
};
//-----------------------------------------------------------------------------
//
// Software pipeline constants
//
//-----------------------------------------------------------------------------
// Default color values that should be used when ther is no lighting and
// color in vertices provided
const DWORD __DEFAULT_DIFFUSE = 0xFFFFFFFF;
const DWORD __DEFAULT_SPECULAR = 0;
const DWORD __MAXUSERCLIPPLANES = 6;
const DWORD __NUMELEMENTS = 17;
const DWORD __NUMSTREAMS = __NUMELEMENTS;
//-----------------------------------------------------------------------------
// The CSetD3DFPstate is used to facilitate the changing of FPU settings.
// In the constructor the optimal FPU state is set. In the destructor the
// old state is restored.
//
class CD3DFPstate
{
public:
CD3DFPstate()
{
#ifdef _X86_
WORD wTemp, wSave;
wSavedFP = FALSE;
// Disable floating point exceptions and go to single mode
__asm fstcw wSave
if (wSave & 0x300 || // Not single mode
0x3f != (wSave & 0x3f) || // Exceptions enabled
wSave & 0xC00) // Not round to nearest mode
{
__asm {
mov ax, wSave
and ax, not 300h ;; single mode
or ax, 3fh ;; disable all exceptions
and ax, not 0xC00 ;; round to nearest mode
mov wTemp, ax
fldcw wTemp
}
wSavedFP = TRUE;
}
wSaveFP = wSave;
#endif
}
~CD3DFPstate()
{
#ifdef _X86_
WORD wSave = wSaveFP;
if (wSavedFP)
__asm {
fnclex
fldcw wSave
}
#endif
}
protected:
#ifdef _X86_
WORD wSaveFP;
WORD wSavedFP; // WORD-sized to make the data an even DWORD
#endif
};
#define RESPATH_D3D "Software\\Microsoft\\Direct3D"
// this is not available for alpha or IA64
#ifndef LONG_MAX
#define LONG_MAX 2147483647L /* maximum (signed) long value */
#endif
//-----------------------------------------------------------------------------
// Base definitions
//
// Size of Microsoft's internal clip vertex batch
const DWORD VER_IN_BATCH = 8;
typedef WORD D3DFE_CLIPCODE;
struct BATCHBUFFER;
//-----------------------------------------------------------------------------
struct _D3DFE_LIGHTING;
typedef struct _D3DFE_LIGHTING D3DFE_LIGHTING;
struct _D3DI_LIGHT;
typedef struct _D3DI_LIGHT D3DI_LIGHT;
class D3DFE_PROCESSVERTICES;
typedef class D3DFE_PROCESSVERTICES* LPD3DFE_PROCESSVERTICES;
extern "C"
{
typedef void (*LIGHT_VERTEX_FUNC)(LPD3DFE_PROCESSVERTICES pv,
D3DI_LIGHT *light,
D3DVERTEX *pInpCoord,
D3DVALUE* pWeights,
BYTE* pMatrixIndices,
D3DVECTOR *pInpNormal,
D3DLIGHTINGELEMENT *pEyeSpaceData);
typedef void (*PFN_LIGHTLOOP)(LPD3DFE_PROCESSVERTICES pv,
DWORD dwVerCount,
BATCHBUFFER *pBatchBuffer,
D3DI_LIGHT *light,
D3DVERTEX *in,
D3DVALUE* pWeights,
BYTE* pMatrixIndices,
D3DVECTOR *pNormal,
DWORD *pDiffuse,
DWORD *pSpecular);
}
//-----------------------------------------------------------------------------
// This is per texture stage data
//
typedef struct _D3DFE_TEXTURESTAGE
{
// Original value of the texture stage - input index
DWORD dwInpCoordIndex;
// Texture coord offset in the FVF vertex
DWORD dwInpOffset;
// Input index of the texture set is mapped to this output index
DWORD dwOutCoordIndex;
DWORD dwOrgStage; // Original texture stage
DWORD dwOrgWrapMode; // Original WRAP mode
// NULL if texture transform is disabled for the stage
D3DMATRIXI *pmTextureTransform;
// This is index to a table of functions which perform texture transform.
// Index is computed as follow:
// bits 0-1 - (number of input texture coordinates - 1)
// bits 2-3 - (number of output texture coordinates - 1)
DWORD dwTexTransformFuncIndex;
// Mode of texture generation. This is the same value, passed with
// D3DTSS_TEXCOORDINDEX, but with texture index stripped out.
DWORD dwTexGenMode;
// Set to TRUE, when we need to divide texture coordinates by the last
// element of a texture coordinate set
BOOL bDoTextureProjection;
} D3DFE_TEXTURESTAGE, *LPD3DFE_TEXTURESTAGE;
//-----------------------------------------------------------------------------
typedef struct _RECTV
{
union
{
D3DVALUE x1;
D3DVALUE dvX1;
};
union
{
D3DVALUE y1;
D3DVALUE dvY1;
};
union
{
D3DVALUE x2;
D3DVALUE dvX2;
};
union
{
D3DVALUE y2;
D3DVALUE dvY2;
};
} D3DRECTV, *LPD3DRECTV;
//-----------------------------------------------------------------------------
/*
* Lighting defines
*/
typedef struct _SpecularTable
{
LIST_MEMBER(_SpecularTable) list;
float power; /* shininess power */
float table[260]; /* space for overflows */
} SpecularTable;
typedef struct {D3DVALUE r,g,b;} D3DFE_COLOR;
//-----------------------------------------------------------------------------
// Internal version of lightdata and constants for "flags" member of D3DI_LIGHT
//
const DWORD D3DLIGHTI_ATT0_IS_NONZERO = 1 << 0;
const DWORD D3DLIGHTI_ATT1_IS_NONZERO = 1 << 1;
const DWORD D3DLIGHTI_ATT2_IS_NONZERO = 1 << 2;
const DWORD D3DLIGHTI_LINEAR_FALLOFF = 1 << 3;
// Set when light data is changed
const DWORD D3DLIGHTI_DIRTY = 1 << 4;
// This flag depends on D3DRS_SPACULARENABLE and light specular color
const DWORD D3DLIGHTI_COMPUTE_SPECULAR = 1 << 5;
// Set when the light is enabled
const DWORD D3DLIGHTI_ENABLED = 1 << 7;
const DWORD D3DLIGHTI_SPECULAR_IS_ZERO = 1 << 8;
const DWORD D3DLIGHTI_AMBIENT_IS_ZERO = 1 << 9;
// Set when we need to send the light to the driver when switching to the
// hardware vertex processing mode.
const DWORD D3DLIGHTI_UPDATEDDI = 1 << 10;
// Set when we need to send "enable" state of the light to the driver when
// switching to the hardware vertex processing mode
const DWORD D3DLIGHTI_UPDATE_ENABLE_DDI = 1 << 11;
const DWORD D3DLIGHTI_OPTIMIZATIONFLAGS = D3DLIGHTI_SPECULAR_IS_ZERO |
D3DLIGHTI_AMBIENT_IS_ZERO |
D3DLIGHTI_ATT0_IS_NONZERO |
D3DLIGHTI_ATT1_IS_NONZERO |
D3DLIGHTI_ATT2_IS_NONZERO |
D3DLIGHTI_LINEAR_FALLOFF;
//-----------------------------------------------------------------------------
// Members of this structure should be aligned as stated
typedef struct _D3DI_LIGHT
{
// Should be QWORD aligned
D3DVECTOR model_position; // In the camera or model space
D3DLIGHTTYPE type;
// Should be QWORD aligned
D3DVECTOR model_direction;// In the camera or model space
D3DVALUE falloff;
// Should be QWORD aligned
DWORD flags;
// Should be QWORD aligned. R,G,B should be adjacent
D3DFE_COLOR diffuseMat; // Material diffuse times light color
// Should be QWORD aligned. R,G,B should be adjacent
D3DFE_COLOR specularMat; // Material specular times light color
// Should be QWORD aligned. R,G,B should be adjacent
D3DFE_COLOR ambientMat; // Material specular times light color
D3DVALUE inv_theta_minus_phi;
// Should be QWORD aligned
D3DVECTOR halfway; // Used by directional, parallel-point and
// spot lights when camera is in infinity
struct _D3DI_LIGHT *next; // Next in the active light list
// Should be QWORD aligned
D3DFE_COLOR diffuse; // Original color scaled to 0 - 255
D3DFE_COLOR specular; // Original color scaled to 0 - 255
D3DFE_COLOR ambient; // Original color scaled to 0 - 255
LIGHT_VERTEX_FUNC lightVertexFunc; // Function to light a D3DVERTEX
D3DVALUE range_squared;
D3DVALUE attenuation0;
D3DVALUE attenuation1;
D3DVALUE attenuation2;
D3DVALUE cos_theta_by_2;
D3DVALUE cos_phi_by_2;
D3DVECTOR position; // In the world space
D3DVECTOR direction; // In the world space
D3DVALUE range;
// Pointer to a PSGP specific "per light" data
LPVOID pPSGPData;
// Microsoft's pipeline specific data
// Used in multi-loop pipeline for first lights
PFN_LIGHTLOOP pfnLightFirst;
// Used in multi-loop pipeline for not first lights
PFN_LIGHTLOOP pfnLightNext;
} D3DI_LIGHT, *LPD3DI_LIGHT;
//-----------------------------------------------------------------------------
// Bits for lighting flags (dwLightingFlags
//
const DWORD __LIGHT_VERTEXTRANSFORMED = 1; // Vertex is in the camera space
const DWORD __LIGHT_NORMALTRANSFORMED = 2; // Normal is in the camera space
const DWORD __LIGHT_SPECULARCOMPUTED = 4;
const DWORD __LIGHT_DIFFUSECOMPUTED = 8;
//-----------------------------------------------------------------------------
// Members of this structure should be aligned as stated
//
typedef struct _D3DFE_LIGHTING
{
// Temporary data used when computing lighting
// Should be QWORD aligned
D3DFE_COLOR diffuse;
DWORD alpha; // Alpha to use for output vertex color
// (could be overriden by vertex difuse
// color) (0-255) shifted left by 24 bits
// Should be QWORD aligned
D3DFE_COLOR diffuse0; // Ca*Cma + Cme
float *currentSpecTable;
// Should be QWORD aligned
D3DFE_COLOR specular;
DWORD outDiffuse; // Result of lighting
// Should be QWORD aligned
D3DVECTOR model_eye; // camera position in model (camera) space
DWORD vertexAmbient; // Provided with a vertex
// Should be QWORD aligned
D3DFE_COLOR ambientSceneScaled; // Scene ambient color (scaled 0-255)
DWORD vertexDiffuse; // Provided with a vertex
// Should be QWORD aligned
D3DFE_COLOR ambientScene; // Scene ambient color (0.0-1.0)
DWORD outSpecular; // Result of lighting
// Should be QWORD aligned
// Direction to camera in the model space. Used in model space lighting
D3DVECTOR directionToCamera;
DWORD vertexSpecular; // Provided with a vertex
// Should be QWORD aligned
D3DMATERIAL8 material;
DWORD dwLightingFlags;
// Alpha to use for output specular vertex color
// (could be overriden by vertex specular color)
// (0-255) shifted left by 24 bits
DWORD alphaSpecular;
// End of temporary data
D3DI_LIGHT *activeLights;
int fog_mode;
D3DVALUE fog_density;
D3DVALUE fog_start;
D3DVALUE fog_end;
D3DVALUE fog_factor; // 255 / (fog_end - fog_start)
D3DVALUE specThreshold; // If a dot product less than this value,
// specular factor is zero
DWORD ambient_save; // Original unscaled color
int materialAlpha; // Current material diffuse alpha (0-255)
// shifted left by 24 bits
int materialAlphaS; // Current material specular alpha (0-255)
// shifted left by 24 bits
DWORD dwDiffuse0; // Packed diffuse0
DWORD dwAmbientSrcIndex; // 0 - diffuse, 1 - specular
DWORD dwDiffuseSrcIndex; // 0 - diffuse, 1 - specular
DWORD dwSpecularSrcIndex; // 0 - diffuse, 1 - specular
DWORD dwEmissiveSrcIndex; // 0 - diffuse, 1 - specular
} D3DFE_LIGHTING;
//-----------------------------------------------------------------------------
// Some data precomputed for a current viewport
// ATTENTION: If you want to add or re-arrange data, contact IOURIT or ANUJG
//
typedef struct _D3DFE_VIEWPORTCACHE
{
// Coefficients to compute screen coordinates from normalized window
// coordinates
D3DVALUE scaleX; // dvWidth
D3DVALUE scaleY; // -dvHeight
D3DVALUE offsetX; // dvX
D3DVALUE offsetY; // dvY + dvHeight
D3DVALUE scaleZ; // dvMaxZ - dvMinZ
D3DVALUE offsetZ; // dvY + dvHeight
// Min and max window values with gaurd band in pixels
D3DVALUE minXgb;
D3DVALUE minYgb;
D3DVALUE maxXgb;
D3DVALUE maxYgb;
// Min and max values for viewport window in pixels
D3DVALUE minX; // offsetX - scaleX
D3DVALUE minY; // offsetY - scaleY
D3DVALUE maxX; // offsetX + scaleX
D3DVALUE maxY; // offsetY + scaleY
// Coefficients to transform a vertex to perform the guard band clipping
// x*gb11 + w*gb41
// y*gb22 + w*gb42
//
D3DVALUE gb11;
D3DVALUE gb22;
D3DVALUE gb41;
D3DVALUE gb42;
// Coefficients to apply clipping rules for the guard band clipping
// They are used by clipping routins
// w*Kgbx1 < x < w*Kgbx2
// w*Kgby1 < y < w*Kgby2
//
D3DVALUE Kgbx1;
D3DVALUE Kgby1;
D3DVALUE Kgbx2;
D3DVALUE Kgby2;
D3DVALUE dvX; // dwX
D3DVALUE dvY; // dwY
D3DVALUE dvWidth; // dwWidth
D3DVALUE dvHeight; // dwHeight
// Coefficients to compute screen coordinates from normalized window
// coordinates
D3DVALUE scaleXi; // Inverse of scaleX
D3DVALUE scaleYi; // Inverse of scaleY
D3DVALUE scaleZi; // Inverse of scaleZ
// Min and max values for viewport window in pixels (integer version)
int minXi; // offsetX - scaleX
int minYi; // offsetY - scaleY
int maxXi; // offsetX + scaleX
int maxYi; // offsetY + scaleY
} D3DFE_VIEWPORTCACHE;
//-----------------------------------------------------------------------------
// Process vertices interface
//
// Bits for process vertices flags
//
// D3DDEV_STRIDE D3DPV_SOA
// 0 1 position.dwStride = number of vertices in SOA
// 0 0 position.dwStride = contiguous vertex size
// 1 0 vertex is not contiguous, all dwStride fields are used
// 1 1 reserved
// 1 1 reserved
//
// Do position tweening. Guaranties that position2 pointer is not NULL
const DWORD D3DPV_POSITION_TWEENING = 1 << 6;
// Do normal tweening. Guaranties that normal2 pointer is not NULL
const DWORD D3DPV_NORMAL_TWEENING= 1 << 7;
const DWORD D3DPV_FOG = 1 << 8; // Need to apply fog
const DWORD D3DPV_DOCOLORVERTEX = 1 << 9; // Need to apply color vertex
const DWORD D3DPV_LIGHTING = 1 << 10; // Need to apply lighting
const DWORD D3DPV_SOA = 1 << 12; // SOA structure is used
// Need to replace emissive material color
const DWORD D3DPV_COLORVERTEX_E = 1 << 13;
// Need to replace diffuse material color
const DWORD D3DPV_COLORVERTEX_D = 1 << 14;
// Need to replace specular material color
const DWORD D3DPV_COLORVERTEX_S = 1 << 15;
// Need to replace ambient material color
const DWORD D3DPV_COLORVERTEX_A = 1 << 16;
// Set by ProcessVertices call with D3DPV_DONOTCOPYDATA flag set
// Specular color should not be copied to the output vertex
const DWORD D3DPV_DONOTCOPYSPECULAR = 1 << 20;
// Set when one pass clipping and vertex processing is used
const DWORD D3DPV_ONEPASSCLIPPING= 1 << 21;
// This indicates that the primitive is non clipped, but we pretend that it is
// clipped to generate DP2HAL inline primitive. Can only be set by tri fan.
const DWORD D3DPV_NONCLIPPED = 1 << 25;
// Propagated from dwFEFlags
const DWORD D3DPV_FRUSTUMPLANES_DIRTY = 1 << 26;
// Set if the geometry loop is called from VertexBuffer::ProcessVertices.
// Processing is different because the output buffer FVF format is defined by
// user, not by SetupFVFData function.
const DWORD D3DPV_VBCALL = 1 << 27;
// Set by ProcessVertices call with D3DPV_DONOTCOPYDATA flag set
// Texture coordinates should not be copied to the output vertex
const DWORD D3DPV_DONOTCOPYTEXTURE = 1 << 28;
// To mark whether we are doing TLVERTEX clipping or not
const DWORD D3DPV_TLVCLIP = 1 << 29;
// Mictosoft internal !!! Set when only transformation is required
// (no lightng or texture copy)
const DWORD D3DPV_TRANSFORMONLY = 1 << 30;
// Set by ProcessVertices call with D3DPV_DONOTCOPYDATA flag set
// Diffuse color should not be copied to the output vertex
const DWORD D3DPV_DONOTCOPYDIFFUSE = 1 << 31;
// These flags persist from call to call till something causes them to change
const DWORD D3DPV_PERSIST = D3DPV_FOG |
D3DPV_LIGHTING |
D3DPV_DONOTCOPYDIFFUSE |
D3DPV_DONOTCOPYSPECULAR |
D3DPV_DONOTCOPYTEXTURE |
D3DPV_POSITION_TWEENING |
D3DPV_NORMAL_TWEENING |
D3DPV_TRANSFORMONLY ;
// Bits for dwDeviceFlags
//
const DWORD D3DDEV_GUARDBAND = 1 << 1; // Use guard band clipping
const DWORD D3DDEV_RANGEBASEDFOG = 1 << 2; // Set if range based fog is enabled
// This bit is set if fog mode is not FOG_NONE and fog is enabled
const DWORD D3DDEV_FOG = 1 << 3;
// Set when there is no need to compute clip codes, because there are already
// computed
const DWORD D3DDEV_DONOTCOMPUTECLIPCODES = 1 << 4;
// Set when stream source or a shader have been changed
// PSGP should clear the bit
const DWORD D3DDEV_SHADERDIRTY = 1 << 5;
// Copy of D3DFVFCAPS_DONOTSTRIPELEMENTS
const DWORD D3DDEV_DONOTSTRIPELEMENTS = 1 << 6;
// Vertex shaders are used. If this bit is not set, fixed function pipeline is
// used
const DWORD D3DDEV_VERTEXSHADERS = 1 << 7;
// Set, when a vertex buffer, which was a destination for ProcessVerticess,
// is used as a stream source
const DWORD D3DDEV_VBPROCVER = 1 << 8;
// Set when we need to do emulation of point sprites (Microsoft specific)
const D3DDEV_DOPOINTSPRITEEMULATION = 1 << 9;
// These are bits in dwDeviceFlags that could be changed, but not
// necessary per every primitive.
//
// Set when D3DRS_SHADEMODE is D3DSHADE_FLAT
const DWORD D3DDEV_FLATSHADEMODE = 1 << 10;
// Set when D3DRS_SPECULARENABLE is TRUE
const DWORD D3DDEV_SPECULARENABLE = 1 << 11;
// Set when transformed vertices are passed to the front-end
const DWORD D3DDEV_TRANSFORMEDFVF = 1 << 12;
// Set when D3DRS_INDEXEDVERTEXBLENDENABLE is true
const DWORD D3DDEV_INDEXEDVERTEXBLENDENABLE = 1 << 13;
// This flag is for PSGP only. PSGP implementation should clear the flag
const DWORD D3DDEV_FRUSTUMPLANES_DIRTY = 1 << 14;
// This flag is for PSGP only. PSGP implementation should clear the flag
// Need to re-evaluate texture transforms
const DWORD D3DDEV_TEXTRANSFORMDIRTY = 1 << 15;
// The flag is set when the number of output texture coord is greater then the
// number of the input ones. This could happen when the same texture transform
// matrix is used with the same input texture coord set. In this case we save
// texture indices from the texture stages in the textureStages and map all
// indices sequentially.
const DWORD D3DDEV_REMAPTEXTUREINDICES = 1 << 16;
// These two flags are for PSGP only. PSGP implementation should clear the flags
// Transform matrix has been changed
const DWORD D3DDEV_TRANSFORMDIRTY = 1 << 17;
// Lights have been changed
const DWORD D3DDEV_LIGHTSDIRTY = 1 << 18;
// Clipping is disabled
const DWORD D3DDEV_DONOTCLIP = 1 << 19;
// World-view matrix does not have scale, so we can do lighting
// in the model space
const DWORD D3DDEV_MODELSPACELIGHTING = 1 << 23;
// Set if viewer is local (used for lighting)
const DWORD D3DDEV_LOCALVIEWER = 1 << 24;
// Set if we wave to normalize normals after transforming them to the
// camera space
const DWORD D3DDEV_NORMALIZENORMALS = 1 << 25;
// Set if we wave to do texture transform
const DWORD D3DDEV_TEXTURETRANSFORM = 1 << 26;
// Set if the last draw primitive call was strided
const DWORD D3DDEV_STRIDE = 1 << 27;
// Set if D3DRS_COLORVERTEX is TRUE
const DWORD D3DDEV_COLORVERTEX = 1 << 28;
// Set if position in camera space is always needed
const DWORD D3DDEV_POSITIONINCAMERASPACE= 1 << 29;
// Set if normal in camera space is always needed
const DWORD D3DDEV_NORMALINCAMERASPACE = 1 << 30;
// Set if D3DRS_LIGHTING is set
const DWORD D3DDEV_LIGHTING = 1 << 31;
//-----------------------------------------------------------------------------
// Clipper defines
//
// Six standard clipping planes plus six user defined clipping planes.
// See rl\d3d\d3d\d3dtypes.h.
//
#define MAX_CLIPPING_PLANES 12
// Space for vertices generated/copied while clipping one triangle
#define MAX_CLIP_VERTICES (( 2 * MAX_CLIPPING_PLANES ) + 3 )
// 3 verts. -> 1 tri, 4 v -> 2 t, N vertices -> (N - 2) triangles
#define MAX_CLIP_TRIANGLES ( MAX_CLIP_VERTICES - 2 )
const DWORD MAX_FVF_TEXCOORD = 8;
class ClipVertex
{
public:
D3DVALUE hx; // Clipping space coordinates. Must be in this order
D3DVALUE hy;
D3DVALUE hz;
D3DVALUE hw;
int clip;
D3DCOLOR color;
D3DCOLOR specular;
D3DVALUE sx; // Screen space coordinates. Must be in this order
D3DVALUE sy;
D3DVALUE sz;
D3DVALUE rhw;
ClipVertex *next;
D3DVALUE tex[MAX_FVF_TEXCOORD*4];
};
typedef struct _ClipTriangle
{
ClipVertex *v[3];
} ClipTriangle;
typedef struct _D3DI_CLIPSTATE
{
ClipVertex *clip_vbuf1[MAX_CLIP_VERTICES];
ClipVertex *clip_vbuf2[MAX_CLIP_VERTICES];
ClipVertex **current_vbuf; // clip_vbuf1 or clip_vbuf2
ClipVertex clip_vertices[MAX_CLIP_VERTICES];
BYTE *clipBuf; // Used for TL vertices, generated by the clipper
int clip_vertices_used;
DWORD clip_color;
DWORD clip_specular;
} D3DI_CLIPSTATE, *LPD3DI_CLIPSTATE;
// These bit are set when a vertex is clipped by a frustum plane
#define CLIPPED_LEFT (D3DCS_PLANE5 << 1)
#define CLIPPED_RIGHT (D3DCS_PLANE5 << 2)
#define CLIPPED_TOP (D3DCS_PLANE5 << 3)
#define CLIPPED_BOTTOM (D3DCS_PLANE5 << 4)
#define CLIPPED_FRONT (D3DCS_PLANE5 << 5)
#define CLIPPED_BACK (D3DCS_PLANE5 << 6)
#define CLIPPED_ENABLE (D3DCS_PLANE5 << 7) /* wireframe enable flag */
// These bit are set when a vertex is clipped by a user clipping plane
const DWORD CLIPPED_PLANE0 = D3DCS_PLANE5 << 8;
const DWORD CLIPPED_PLANE1 = D3DCS_PLANE5 << 9;
const DWORD CLIPPED_PLANE2 = D3DCS_PLANE5 << 10;
const DWORD CLIPPED_PLANE3 = D3DCS_PLANE5 << 11;
const DWORD CLIPPED_PLANE4 = D3DCS_PLANE5 << 12;
const DWORD CLIPPED_PLANE5 = D3DCS_PLANE5 << 13;
// Guard band clipping bits
//
// A guard bit is set when a point is out of guard band
// Guard bits should be cleared before a call to clip a triangle, because
// they are the same as CLIPPED_... bits
//
// Example of clipping bits setting for X coordinate:
//
// if -w < x < w no clipping bit is set
// if -w*ax1 < x <= -w D3DCS_LEFT bit is set
// if x < -w*ax1 __D3DCLIPGB_LEFT bit is set
//
#define __D3DCLIPGB_LEFT (D3DCS_PLANE5 << 1)
#define __D3DCLIPGB_RIGHT (D3DCS_PLANE5 << 2)
#define __D3DCLIPGB_TOP (D3DCS_PLANE5 << 3)
#define __D3DCLIPGB_BOTTOM (D3DCS_PLANE5 << 4)
#define __D3DCLIPGB_ALL (__D3DCLIPGB_LEFT | __D3DCLIPGB_RIGHT | \
__D3DCLIPGB_TOP | __D3DCLIPGB_BOTTOM)
const DWORD __D3DCS_USERPLANES = D3DCS_PLANE0 | D3DCS_PLANE1 |
D3DCS_PLANE2 | D3DCS_PLANE3 |
D3DCS_PLANE4 | D3DCS_PLANE5;
// If only these bits are set, then this point is inside the guard band
//
#define __D3DCS_INGUARDBAND (D3DCS_LEFT | D3DCS_RIGHT | \
D3DCS_TOP | D3DCS_BOTTOM)
//---------------------------------------------------------------------
// Bits in the dwFlags2
//
// The bit is set when the texture transform is enabled
const DWORD __FLAGS2_TEXTRANSFORM0 = 1 << 0;
const DWORD __FLAGS2_TEXTRANSFORM1 = 1 << 1;
const DWORD __FLAGS2_TEXTRANSFORM2 = 1 << 2;
const DWORD __FLAGS2_TEXTRANSFORM3 = 1 << 3;
const DWORD __FLAGS2_TEXTRANSFORM4 = 1 << 4;
const DWORD __FLAGS2_TEXTRANSFORM5 = 1 << 5;
const DWORD __FLAGS2_TEXTRANSFORM6 = 1 << 6;
const DWORD __FLAGS2_TEXTRANSFORM7 = 1 << 7;
const DWORD __FLAGS2_TEXTRANSFORM = __FLAGS2_TEXTRANSFORM0 |
__FLAGS2_TEXTRANSFORM1 |
__FLAGS2_TEXTRANSFORM2 |
__FLAGS2_TEXTRANSFORM3 |
__FLAGS2_TEXTRANSFORM4 |
__FLAGS2_TEXTRANSFORM5 |
__FLAGS2_TEXTRANSFORM6 |
__FLAGS2_TEXTRANSFORM7;
// The bit is set when texture projection is enabled for the stage and we need
// to do emulation, because device does not support projected textures.
const DWORD __FLAGS2_TEXPROJ0 = 1 << 8;
const DWORD __FLAGS2_TEXPROJ1 = 1 << 9;
const DWORD __FLAGS2_TEXPROJ2 = 1 << 10;
const DWORD __FLAGS2_TEXPROJ3 = 1 << 11;
const DWORD __FLAGS2_TEXPROJ4 = 1 << 12;
const DWORD __FLAGS2_TEXPROJ5 = 1 << 13;
const DWORD __FLAGS2_TEXPROJ6 = 1 << 14;
const DWORD __FLAGS2_TEXPROJ7 = 1 << 15;
const DWORD __FLAGS2_TEXPROJ = __FLAGS2_TEXPROJ0 |
__FLAGS2_TEXPROJ1 |
__FLAGS2_TEXPROJ2 |
__FLAGS2_TEXPROJ3 |
__FLAGS2_TEXPROJ4 |
__FLAGS2_TEXPROJ5 |
__FLAGS2_TEXPROJ6 |
__FLAGS2_TEXPROJ7;
// The bit is set when the texture coordinate set is taken from the vertex data
// (position or normal)
const DWORD __FLAGS2_TEXGEN0 = 1 << 16;
const DWORD __FLAGS2_TEXGEN1 = 1 << 17;
const DWORD __FLAGS2_TEXGEN2 = 1 << 18;
const DWORD __FLAGS2_TEXGEN3 = 1 << 19;
const DWORD __FLAGS2_TEXGEN4 = 1 << 20;
const DWORD __FLAGS2_TEXGEN5 = 1 << 21;
const DWORD __FLAGS2_TEXGEN6 = 1 << 22;
const DWORD __FLAGS2_TEXGEN7 = 1 << 23;
const DWORD __FLAGS2_TEXGEN = __FLAGS2_TEXGEN0 |
__FLAGS2_TEXGEN1 |
__FLAGS2_TEXGEN2 |
__FLAGS2_TEXGEN3 |
__FLAGS2_TEXGEN4 |
__FLAGS2_TEXGEN5 |
__FLAGS2_TEXGEN6 |
__FLAGS2_TEXGEN7;
//---------------------------------------------------------------------
#define __TEXTURETRANSFORMENABLED(pv) (pv->dwFlags2 & __FLAGS2_TEXTRANSFORM)
//---------------------------------------------------------------------
//
// CVElement: Describes a vertex element
// Array of this type is passed to PSGP to create a vertex shader
//
//---------------------------------------------------------------------
class CVElement
{
public:
DWORD m_dwRegister; // Input register index
DWORD m_dwDataType; // Data type and dimension
// -------- Private Microsoft Data ---------
// Pointer to a function to convert input vertex element data type to
// the VVM_WORD
LPVOID m_pfnCopy;
// API stream index
DWORD m_dwStreamIndex;
// Offset in the input stream in bytes
DWORD m_dwOffset;
};
//-----------------------------------------------------------------------------
// Data structure used to initialize vertex pointers
//
struct CVertexDesc
{
// Element memory pointer. Used in vertex loop. Start vertex is used
// to compute it
LPVOID pMemory;
// Element stride in bytes
DWORD dwStride;
//------------ Private Microsoft data -------------
union
{
// Input vertex register index
DWORD dwRegister;
// Used to initilize fixed-function pipeline vertex pointers
D3DDP_PTRSTRIDE *pElement;
};
// Copies vertex element data to an input register
LPVOID pfnCopy;
// Stream memory pointer
CVStream* pStream;
// Offset of the element in the vertex in bytes
DWORD dwVertexOffset;
};
//-----------------------------------------------------------------------------
const DWORD __MAXWORLDMATRICES = 256;
const DWORD __WORLDMATRIXBASE = 256;
//-----------------------------------------------------------------------------
// Visible states, input and output data
//
class D3DFE_PROCESSVERTICES
{
public:
D3DFE_PROCESSVERTICES();
~D3DFE_PROCESSVERTICES();
// Returns current transformation matrix. Computes it if necessary
inline D3DMATRIXI* GetMatrixCTM(UINT index)
{
D3DMATRIXI* m = &mCTM[index];
if (CTMCount[index] < MatrixStateCount)
{
MatrixProduct(m, &world[index], &mVPC);
CTMCount[index] = MatrixStateCount;
}
return m;
}
// Returns current matrix to transform to the camera space.
// Computes it if necessary
inline D3DMATRIXI* GetMatrixWV(UINT index)
{
D3DMATRIXI* m = &mWV[index];
if (WVCount[index] < MatrixStateCount)
{
MatrixProduct(m, &world[index], &view);
WVCount[index] = MatrixStateCount;
}
return m;
}
// Returns current matrix to transform normals to the camera space.
// This is inverse view-world matrix.
// Computes it if necessary
inline D3DMATRIXI* GetMatrixWVI(UINT index)
{
D3DMATRIXI* m = &mWVI[index];
if (WVICount[index] < MatrixStateCount)
{
D3DMATRIXI* world_view = GetMatrixWV(index);
Inverse4x4((D3DMATRIX*)world_view, (D3DMATRIX*)m);
WVICount[index] = MatrixStateCount;
}
return m;
}
// State
// Should be 16 byte aligned
D3DMATRIXI view; // View matrix (Mview)
D3DMATRIXI mVPC; // Mview * Mprojection * Mclip
D3DMATRIXI mTexture[D3DDP_MAXTEXCOORD]; // Texture transform;
D3DMATRIXI world[__MAXWORLDMATRICES]; // User set world matrices
D3DMATRIXI mCTM[__MAXWORLDMATRICES]; // Matrices used for vertex blending
D3DMATRIXI mWV[__MAXWORLDMATRICES];
D3DMATRIXI mWVI[__MAXWORLDMATRICES];
// Every time we need a matrix (CTM2, WV2, WVI2) we compare its count with
// the MatrixStateCount and if it is less than it we compute the required
// matrix.
ULONGLONG CTMCount[__MAXWORLDMATRICES];
ULONGLONG WVCount[__MAXWORLDMATRICES];
ULONGLONG WVICount[__MAXWORLDMATRICES];
// Every time world, view or projection matrix is changed, the
// MatrixStateCount is incremented.
ULONGLONG MatrixStateCount;
// Current set of matrix indices used for the vertex blending.
// If there are no matrix indices in vertices, it is set to (0,1,2,3)
BYTE MatrixIndices[4];
// Weights in a vertex. There could be up to 3 weights in a vertex. The
// last element is assigned as sum(1.0 - weights(i))
float VertexWeights[4];
// Should be QWORD aligned
D3DFE_LIGHTING lighting; // Lighting state
// Should be QWORD aligned
D3DFE_VIEWPORTCACHE vcache; // Data, computed fromto viewport settings
DWORD dwClipUnion; // OR of all vertex clip flags
DWORD dwClipIntersection; // AND of all vertex clip flags
// Current texture stage vector
LPVOID *pD3DMappedTexI;
D3DI_CLIPSTATE ClipperState; // State for triangle/line clipper
// Cache line should start here
D3DPRIMITIVETYPE primType;
DWORD dwNumVertices; // Number of vertices to process
DWORD dwFlags; // Flags word describing what to do
// Location of the first vertex in the vertex buffer (DP2 DDI)
// ATTENTION May be we can get rid of it?
DWORD dwNumIndices; // 0 for non-indexed primitive
LPWORD lpwIndices;
DWORD dwNumPrimitives;
// Cache line should start here
DWORD dwVIDIn; // Vertex ID of input vertices
DWORD dwDeviceFlags; // Flags that are constant per device
// D3DPV_.. and primitive flags are combined
DWORD dwOutputSize; // Output vertex size
DWORD dwVIDOut; // Vertex ID of output vertices
LPVOID lpvOut; // Output pointer (output always packed)
D3DFE_CLIPCODE* lpClipFlags; // Clip flags to output
DWORD nTexCoord; // Number of the input texture coordinate sets
// Number of the output texture coordinate sets to process.
// WARNING. It could be different from the texture count in dwVIDOut
// (it could be zero for example when dwVIDOut has 1 texture coord set).
// If D3DDEV_REMAPTEXTUREINDICES is set this is equal
// to the number of active texture stages
DWORD nOutTexCoord;
// Total size of all output texture coordinates in bytes
DWORD dwTextureCoordSizeTotal;
union
{
struct
{
// Order of the fields is very important.
// It is the same as the order of input registers in the virtual
// vertex machine
union
{
D3DDP_PTRSTRIDE position; // dwStride should always be set !!!
D3DDP_PTRSTRIDE SOA;
};
D3DDP_PTRSTRIDE weights;
D3DDP_PTRSTRIDE matrixIndices; // Blend matrix indices
union
{
D3DDP_PTRSTRIDE normal;
DWORD dwSOAStartVertex;
};
D3DDP_PTRSTRIDE psize;
D3DDP_PTRSTRIDE diffuse;
D3DDP_PTRSTRIDE specular;
D3DDP_PTRSTRIDE textures[D3DDP_MAXTEXCOORD];
D3DDP_PTRSTRIDE position2;
D3DDP_PTRSTRIDE normal2;
};
D3DDP_PTRSTRIDE elements[__NUMELEMENTS];
};
// Used to offset indices during processing an indexed primitive
DWORD dwIndexOffset;
// Size of output texture coordinate sets in bytes
DWORD dwTextureCoordSize[D3DDP_MAXTEXCOORD];
// Size of input texture coordinate sets in bytes
DWORD dwInpTextureCoordSize[D3DDP_MAXTEXCOORD];
// Output
LPDWORD lpdwRStates; // Current render state vector
D3DFE_TEXTURESTAGE textureStage[D3DDP_MAXTEXCOORD]; // Texture state stages
// Used when we have to re-map texture indices
DWORD dwNumTextureStages;
// This array is used when we do not do re-mapping of texture coordinates
D3DMATRIXI *pmTexture[D3DDP_MAXTEXCOORD];
D3DVECTORH userClipPlane[__MAXUSERCLIPPLANES];
// Low 8 bits are texture transform enable:
// bit 0 corresponds to the texture stage 0
// Bits 8-15 are used to detect if we need to do emulation of texture
// projection for the stage (when no stage re-mapping is needed).
// Bits 16-23 are set if corresponding texture coord set
// is taken from the vertex data (position or normal)
DWORD dwFlags2;
// Blend factor used in vertex tweening
float tweenFactor;
// Number of matrices to apply for vertex blending. Number of weights in a
// vertex is (dwNumVerBlends-1). The last weight is 1-sum(VertexWeight[i]).
DWORD dwNumVerBlends;
// Number of weights in a vertex. It is dwNumVerBlends - 1
DWORD dwNumWeights;
DWORD dwMaxUserClipPlanes;
// Internal data for Microsoft implementation
// Offsets in the input FVF vertex. Recomputed when FVF is changed.
DWORD texOffset;
DWORD normalOffset;
DWORD diffuseOffset;
DWORD specularOffset;
DWORD pointSizeOffset;
// Offsets in the output FVF vertex. Recomputed when FVF is changed.
DWORD texOffsetOut;
DWORD diffuseOffsetOut;
DWORD specularOffsetOut;
DWORD pointSizeOffsetOut;
DWORD fogOffsetOut;
// When and this mask with the clip code we have bits that are outside the
// guard band
DWORD dwClipMaskOffScreen;
// Clip vertices. Used in processing and clipping in the one loop
ClipVertex clipVer[VER_IN_BATCH];
// Index of the first vertex with non-zero clip code
DWORD dwFirstClippedVertex;
DWORD dwMaxTextureIndices; // Max number of texture coord sets
DWORD dwIndexSize; // Index size (2 or 4 bytes)
CD3DDDI* pDDI; // Copy from the device m_pDDI
float PointSizeMax; // Current max point size
ID3DFE_PVFUNCS* pGeometryFuncs; // Copy from the CD3DHal device
//-------------- Vertex Shader data -----------------
// Store information to initialize virtual machine registers
// The elements of this array match the elements of pElements array, passed
// with CreateShader call.
CVertexDesc VertexDesc[__NUMSTREAMS];
// How many VertexDescs are used
// It is equal to the number of vertex elements (dwNumElements), in the
// current active shader. dwNumElements is passed during CreateShader calls
DWORD dwNumUsedVertexDescs;
#if DBG
RTDebugMonitor* pDbgMon; // Copy from the device m_pDbgMon
#endif
};
//-----------------------------------------------------------------------------
// Prototype for the function to be written for a given processor implementation
//
class ID3DFE_PVFUNCS
{
public:
virtual ~ID3DFE_PVFUNCS() {};
virtual DWORD ProcessVertices(LPD3DFE_PROCESSVERTICES)=0;
virtual HRESULT ProcessPrimitive(LPD3DFE_PROCESSVERTICES)=0;
virtual HRESULT ProcessIndexedPrimitive(LPD3DFE_PROCESSVERTICES)=0;
virtual HRESULT OptimizeVertexBuffer
(DWORD dwFVFID, // Vertex type. XYZ position is allowed
DWORD dwNumVertices, // Number of vertices
DWORD dwVertexSize, // Vertex size in bytes
LPVOID lpSrcBuffer, // Source buffer.
LPVOID lpDstBuffer, // Output buffer.
DWORD dwFlags) // Should be zero for now
{return E_NOTIMPL;}
// Returns number of bytes to allocate for an optimized vertex buffer
// This function is called before OptimizeVertexBuffer
virtual DWORD ComputeOptimizedVertexBufferSize
(DWORD dwFVF, // Vertex type
DWORD dwVertexSize, // Vertex size in bytes
DWORD dwNumVertices) // Number of vertices
{return 0;}
// This function could be used if PSGP doesn't want to implement complete
// clipping pipeline
// Parameters:
// pv - state data
// tri - triangle to clip
// clipVertexPointer - pointer to an array of pointers to
// generated vertices
// Returns:
// Number of vertices in clipped triangle
// 0, if the triangle is off screen
virtual int ClipSingleTriangle(D3DFE_PROCESSVERTICES *pv,
ClipTriangle *tri,
ClipVertex ***clipVertexPointer) = 0;
virtual HRESULT ProcessTriangleList(LPD3DFE_PROCESSVERTICES)=0;
virtual HRESULT ProcessTriangleFan(LPD3DFE_PROCESSVERTICES)=0;
virtual HRESULT ProcessTriangleStrip(LPD3DFE_PROCESSVERTICES)=0;
// Create a vertex shader
//
// D3D run-time:
// - parses shader declaration and shader code and does all validation
// - computes output FVF for non-fixed pipeline
// - creates a shader handle
// - calls ID3DFE_PVFUNCS::CreateShader()
// PSGP:
// - compiles shader code using the vertex element descriptions
//
// For fixed function pipeline pdwShaderCode is NULL, dwOutputFVF should be
// ignored (dwVIDOut should be used in Draw calls).
//
virtual HRESULT CreateShader(
// Describes input vertex elements and mapping them to vertex registers
CVElement* pElements,
// Number of elements
DWORD dwNumElements,
// Binary shader code (NULL for fixed function pipeline)
DWORD* pdwShaderCode,
// Describes output vertex format. Ignored by fixed function pipeline
DWORD dwOutputFVF,
// PSGP-created shader object. D3D does not have access to it.
CPSGPShader** ppPSGPShader
) = 0;
virtual HRESULT SetActiveShader(CPSGPShader *pPSGPShader) = 0;
// Load vertex shader constants
virtual HRESULT LoadShaderConstants(
DWORD start, // Constant register address
DWORD count, // Number of 4-float vectors to load
LPVOID buffer) = 0; // Memory to load from
// This function is called when output vertex format is changed, but the
// active shader remains the same. It is guaranteed that the new FVF is
// a superset of the FVF, passed to CreateShader. PSGP implementation
// could re-compute output vertex offsets or it could use updated
// output offsets and dwOutputSize from PROCESSVERTICES structure.
virtual HRESULT SetOutputFVF(DWORD dwFVF) = 0;
virtual HRESULT GetShaderConstants(
DWORD start, // Constant register address
DWORD count, // Number of 4-float vectors to load
LPVOID buffer) = 0;
};
typedef ID3DFE_PVFUNCS *LPD3DFE_PVFUNCS;
//-----------------------------------------------------------------------------
// GeometrySetup function takes a DWORD describing the dirty bits and the new
// state vector and passes back the 3 new leaf routines to use.
//
typedef HRESULT (D3DAPI *LPD3DFE_CONTEXTCREATE)(
// dwDeviceFlags are passed
DWORD dwFlags,
// A pointer to the Microsoft object is passed to call when there is no
// PSGP implementation available. PSGP returns its object hear.
LPD3DFE_PVFUNCS *ppMicrosoftFuncs
);
//-----------------------------------------------------------------------------
// Global pointer to Processor specific PV setup routine
// This is defined in dlld3d.cpp
extern LPD3DFE_CONTEXTCREATE pfnFEContextCreate;
//-----------------------------------------------------------------------------
// Check if we need to do emulation of texture projection for the stage
//
inline BOOL NeedTextureProjection(D3DFE_PROCESSVERTICES* pv, UINT stage)
{
return pv->dwFlags2 & (__FLAGS2_TEXPROJ0 << stage);
}
#endif // _D3DFE_H