mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
9820436fbe
Touches a lot of code to remove long constants like "1L", so this patch is large and ugly, but I think it makes all those Clamp() calls look nicer in the long run. Most of the game is 64-bit clean, since we can build without assembly code now. I've marked the things that are obviously still wrong with STUBBED lines. That being said: a 64-bit build can already run the demos mostly correctly, so we're actually almost there! There are a few obvious things that are obviously wrong, to be fixed.
295 lines
11 KiB
C++
295 lines
11 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Engine/StdH.h"
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#include <Engine/Base/Console.h>
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#include <Engine/Graphics/GfxLibrary.h>
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#include <Engine/Graphics/Raster.h>
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#include <Engine/Graphics/ViewPort.h>
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#include <Engine/Base/Statistics_Internal.h>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Templates/StaticStackArray.cpp>
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extern INDEX gap_iOptimizeDepthReads;
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#ifdef SE1_D3D
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extern COLOR UnpackColor_D3D( UBYTE *pd3dColor, D3DFORMAT d3dFormat, SLONG &slColorSize);
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#endif // SE1_D3D
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static INDEX _iCheckIteration = 0;
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static CTimerValue _tvLast[8]; // 8 is max mirror recursion
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#define KEEP_BEHIND 8
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// info of one point for delayed depth buffer lookup
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struct DepthInfo {
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INDEX di_iID; // unique identifier
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PIX di_pixI, di_pixJ; // last requested coordinates
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FLOAT di_fOoK; // last requested depth
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INDEX di_iSwapLastRequest; // index of swap when last requested
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INDEX di_iMirrorLevel; // level of mirror recursion in which flare is
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BOOL di_bVisible; // whether the point was visible
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};
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CStaticStackArray<DepthInfo> _adiDelayed; // active delayed points
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// don't ask, these are for D3D
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CStaticStackArray<CTVERTEX> _avtxDelayed;
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CStaticStackArray<COLOR> _acolDelayed;
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// read depth buffer and update visibility flag of depth points
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static void UpdateDepthPointsVisibility( const CDrawPort *pdp, const INDEX iMirrorLevel,
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DepthInfo *pdi, const INDEX ctCount)
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{
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const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI;
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ASSERT(GfxValidApi(eAPI));
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ASSERT( pdp!=NULL && ctCount>0);
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const CRaster *pra = pdp->dp_Raster;
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// OpenGL
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if( eAPI==GAT_OGL)
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{
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_sfStats.StartTimer(CStatForm::STI_GFXAPI);
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FLOAT fPointOoK;
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// for each stored point
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for( INDEX idi=0; idi<ctCount; idi++) {
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DepthInfo &di = pdi[idi];
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// skip if not in required mirror level or was already checked in this iteration
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if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest) continue;
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const PIX pixJ = pra->ra_Height-1 - di.di_pixJ; // OpenGL has Y-inversed buffer!
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pglReadPixels( di.di_pixI, pixJ, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &fPointOoK);
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OGL_CHECKERROR;
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// it is visible if there is nothing nearer in z-buffer already
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di.di_bVisible = (di.di_fOoK<fPointOoK);
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}
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// done
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_sfStats.StopTimer(CStatForm::STI_GFXAPI);
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return;
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}
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// Direct3D
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#ifdef SE1_D3D
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if( eAPI==GAT_D3D)
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{
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_sfStats.StartTimer(CStatForm::STI_GFXAPI);
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// ok, this will get really complicated ...
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// We'll have to do it thru back buffer because darn DX8 won't let us have values from z-buffer;
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// Anyway, we'll lock backbuffer, read color from the lens location and try to write little triangle there
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// with slightly modified color. Then we'll readout that color and see if triangle passes z-test. Voila! :)
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// P.S. To avoid lock-modify-lock, we need to batch all the locks in one. Uhhhh ... :(
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COLOR col;
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INDEX idi;
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SLONG slColSize;
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HRESULT hr;
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D3DLOCKED_RECT rectLocked;
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D3DSURFACE_DESC surfDesc;
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LPDIRECT3DSURFACE8 pBackBuffer;
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// fetch back buffer (different for full screen and windowed mode)
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const BOOL bFullScreen = _pGfx->gl_ulFlags & GLF_FULLSCREEN;
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if( bFullScreen) {
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hr = _pGfx->gl_pd3dDevice->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer);
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} else {
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hr = pra->ra_pvpViewPort->vp_pSwapChain->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer);
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}
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// what, cannot get a back buffer?
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if( hr!=D3D_OK) {
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// to hell with it all
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_sfStats.StopTimer(CStatForm::STI_GFXAPI);
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return;
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}
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// keep format of back-buffer
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pBackBuffer->GetDesc(&surfDesc);
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const D3DFORMAT d3dfBack = surfDesc.Format;
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// prepare array that'll back-buffer colors from depth point locations
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_acolDelayed.Push(ctCount);
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// store all colors
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for( idi=0; idi<ctCount; idi++) {
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DepthInfo &di = pdi[idi];
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// skip if not in required mirror level or was already checked in this iteration
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if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest) continue;
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// fetch pixel
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_acolDelayed[idi] = 0;
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const RECT rectToLock = { di.di_pixI, di.di_pixJ, di.di_pixI+1, di.di_pixJ+1 };
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hr = pBackBuffer->LockRect( &rectLocked, &rectToLock, D3DLOCK_READONLY);
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if( hr!=D3D_OK) continue; // skip if lock didn't make it
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// read, convert and store original color
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_acolDelayed[idi] = UnpackColor_D3D( (UBYTE*)rectLocked.pBits, d3dfBack, slColSize) | CT_OPAQUE;
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pBackBuffer->UnlockRect();
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}
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// prepare to draw little triangles there with slightly adjusted colors
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_sfStats.StopTimer(CStatForm::STI_GFXAPI);
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gfxEnableDepthTest();
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gfxDisableDepthWrite();
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gfxDisableBlend();
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gfxDisableAlphaTest();
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gfxDisableTexture();
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_sfStats.StartTimer(CStatForm::STI_GFXAPI);
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// prepare array and shader
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_avtxDelayed.Push(ctCount*3);
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d3dSetVertexShader(D3DFVF_CTVERTEX);
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// draw one trianle around each depth point
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INDEX ctVertex = 0;
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for( idi=0; idi<ctCount; idi++) {
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DepthInfo &di = pdi[idi];
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col = _acolDelayed[idi];
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// skip if not in required mirror level or was already checked in this iteration, or wasn't fetched at all
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if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest || col==0) continue;
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const ULONG d3dCol = rgba2argb(col^0x20103000);
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const PIX pixI = di.di_pixI - pdp->dp_MinI; // convert raster loc to drawport loc
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const PIX pixJ = di.di_pixJ - pdp->dp_MinJ;
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// batch it and advance to next triangle
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CTVERTEX &vtx0 = _avtxDelayed[ctVertex++];
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CTVERTEX &vtx1 = _avtxDelayed[ctVertex++];
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CTVERTEX &vtx2 = _avtxDelayed[ctVertex++];
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vtx0.fX=pixI; vtx0.fY=pixJ-2; vtx0.fZ=di.di_fOoK; vtx0.ulColor=d3dCol; vtx0.fU=vtx0.fV=0;
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vtx1.fX=pixI-2; vtx1.fY=pixJ+2; vtx1.fZ=di.di_fOoK; vtx1.ulColor=d3dCol; vtx1.fU=vtx0.fV=0;
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vtx2.fX=pixI+2; vtx2.fY=pixJ; vtx2.fZ=di.di_fOoK; vtx2.ulColor=d3dCol; vtx2.fU=vtx0.fV=0;
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}
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// draw a bunch
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hr = _pGfx->gl_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLELIST, ctVertex/3, &_avtxDelayed[0], sizeof(CTVERTEX));
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D3D_CHECKERROR(hr);
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// readout colors again and compare to old ones
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for( idi=0; idi<ctCount; idi++) {
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DepthInfo &di = pdi[idi];
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col = _acolDelayed[idi];
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// skip if not in required mirror level or was already checked in this iteration, or wasn't fetched at all
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if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest || col==0) continue;
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// fetch pixel
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const RECT rectToLock = { di.di_pixI, di.di_pixJ, di.di_pixI+1, di.di_pixJ+1 };
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hr = pBackBuffer->LockRect( &rectLocked, &rectToLock, D3DLOCK_READONLY);
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if( hr!=D3D_OK) continue; // skip if lock didn't make it
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// read new color
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const COLOR colNew = UnpackColor_D3D( (UBYTE*)rectLocked.pBits, d3dfBack, slColSize) | CT_OPAQUE;
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pBackBuffer->UnlockRect();
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// if we managed to write adjusted color, point is visible!
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di.di_bVisible = (col!=colNew);
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}
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// phew, done! :)
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D3DRELEASE( pBackBuffer, TRUE);
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_acolDelayed.PopAll();
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_avtxDelayed.PopAll();
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_sfStats.StopTimer(CStatForm::STI_GFXAPI);
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return;
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}
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#endif // SE1_D3D
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}
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// check point against depth buffer
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extern BOOL CheckDepthPoint( const CDrawPort *pdp, PIX pixI, PIX pixJ, FLOAT fOoK, INDEX iID, INDEX iMirrorLevel/*=0*/)
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{
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// no raster?
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const CRaster *pra = pdp->dp_Raster;
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if( pra==NULL) return FALSE;
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// almoust out of raster?
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pixI += pdp->dp_MinI;
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pixJ += pdp->dp_MinJ;
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if( pixI<1 || pixJ<1 || pixI>pra->ra_Width-2 || pixJ>pra->ra_Height-2) return FALSE;
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// if shouldn't delay
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if( gap_iOptimizeDepthReads==0) {
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// just check immediately
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DepthInfo di = { iID, pixI, pixJ, fOoK, _iCheckIteration, iMirrorLevel, FALSE };
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UpdateDepthPointsVisibility( pdp, iMirrorLevel, &di, 1);
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return di.di_bVisible;
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}
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// for each stored point
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for( INDEX idi=0; idi<_adiDelayed.Count(); idi++) {
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DepthInfo &di = _adiDelayed[idi];
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// if same id
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if( di.di_iID == iID) {
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// remember parameters
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di.di_pixI = pixI;
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di.di_pixJ = pixJ;
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di.di_fOoK = fOoK;
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di.di_iSwapLastRequest = _iCheckIteration;
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// return visibility
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return di.di_bVisible;
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}
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}
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// if not found...
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// create new one
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DepthInfo &di = _adiDelayed.Push();
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// remember parameters
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di.di_iID = iID;
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di.di_pixI = pixI;
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di.di_pixJ = pixJ;
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di.di_fOoK = fOoK;
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di.di_iSwapLastRequest = _iCheckIteration;
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di.di_iMirrorLevel = iMirrorLevel;
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di.di_bVisible = FALSE;
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// not visible by default
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return FALSE;
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}
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// check all delayed depth points
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extern void CheckDelayedDepthPoints( const CDrawPort *pdp, INDEX iMirrorLevel/*=0*/)
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{
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// skip if not delayed or mirror level is to high
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gap_iOptimizeDepthReads = Clamp( gap_iOptimizeDepthReads, 0, 2);
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if( gap_iOptimizeDepthReads==0 || iMirrorLevel>7) return;
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ASSERT( pdp!=NULL && iMirrorLevel>=0);
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// check only if time lapse allows
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const CTimerValue tvNow = _pTimer->GetHighPrecisionTimer();
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const TIME tmDelta = (tvNow-_tvLast[iMirrorLevel]).GetSeconds();
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ASSERT( tmDelta>=0);
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if( gap_iOptimizeDepthReads==2 && tmDelta<0.1f) return;
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// prepare
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_tvLast[iMirrorLevel] = tvNow;
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INDEX ctPoints = _adiDelayed.Count();
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if( ctPoints==0) return; // done if no points in queue
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// for each point
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INDEX iPoint = 0;
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while( iPoint<ctPoints) {
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DepthInfo &di = _adiDelayed[iPoint];
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// if the point is not active any more
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if( iMirrorLevel==di.di_iMirrorLevel && di.di_iSwapLastRequest<_iCheckIteration-KEEP_BEHIND) {
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// delete it by moving the last one on its place
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di = _adiDelayed[ctPoints-1];
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ctPoints--;
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// if the point is still active
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} else {
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// go to next point
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iPoint++;
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}
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}
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// remove unused points at the end
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if( ctPoints==0) _adiDelayed.PopAll();
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else _adiDelayed.PopUntil(ctPoints-1);
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// ignore stalls
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if( tmDelta>1.0f) return;
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// check and update visibility of what has left
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ASSERT( ctPoints == _adiDelayed.Count());
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if( ctPoints>0) UpdateDepthPointsVisibility( pdp, iMirrorLevel, &_adiDelayed[0], ctPoints);
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// mark checking
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_iCheckIteration++;
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}
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