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fteqw/engine/d3d/vid_d3d.c

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#include "quakedef.h"
#ifdef D3DQUAKE
#include "winquake.h"
#include "d3dquake.h"
#include "glquake.h"
#pragma comment(lib, "d3dx.lib")
#pragma comment(lib, "ddraw.lib")
#pragma comment(lib, "dxguid.lib")
#ifndef WM_XBUTTONDOWN
#define WM_XBUTTONDOWN 0x020B
#define WM_XBUTTONUP 0x020C
#endif
#ifndef MK_XBUTTON1
#define MK_XBUTTON1 0x0020
#define MK_XBUTTON2 0x0040
// copied from DarkPlaces in an attempt to grab more buttons
#define MK_XBUTTON3 0x0080
#define MK_XBUTTON4 0x0100
#define MK_XBUTTON5 0x0200
#define MK_XBUTTON6 0x0400
#define MK_XBUTTON7 0x0800
#endif
#ifndef WM_INPUT
#define WM_INPUT 255
#endif
int gl_bumpmappingpossible;
static LPD3DXCONTEXT pD3DX;
static LPDIRECTDRAW7 pDD;
static LPDIRECT3D7 pD3D;
LPDIRECT3DDEVICE7 pD3DDev;
static LPDIRECTDRAWSURFACE7 pPrimary;
static LPDIRECTDRAWGAMMACONTROL pGammaControl;
static qboolean vid_initializing;
extern qboolean scr_initialized; // ready to draw
extern qboolean scr_drawloading;
cvar_t vid_hardwaregamma;
HWND mainwindow;
struct texture_s *r_notexture_mip;
int r_framecount;
mleaf_t *r_viewleaf;
#define MAX_MOD_KNOWN 1024
int mod_numknown;
model_t mod_known[MAX_MOD_KNOWN];
model_t *loadmodel;
model_t *currentmodel;
char loadname[32];
qbyte *mod_base;
qboolean DDActive;
model_t *lightmodel;
int relitsurface;
int window_center_x, window_center_y;
RECT window_rect;
int window_x, window_y;
qboolean r_cache_thrash; // set if thrashing the surface cache
mpic_t *draw_disc; // also used on sbar
#if !defined(SWQUAKE) && !defined(RGLQUAKE)
qbyte GetPaletteIndex(int red, int green, int blue)
{
//slow, horrible method.
{
int i, best=15;
int bestdif=256*256*256, curdif;
extern qbyte *host_basepal;
qbyte *pa;
#define _abs(x) ((x)*(x))
pa = host_basepal;
for (i = 0; i < 256; i++, pa+=3)
{
curdif = _abs(red - pa[0]) + _abs(green - pa[1]) + _abs(blue - pa[2]);
if (curdif < bestdif)
{
if (curdif<1)
return i;
bestdif = curdif;
best = i;
}
}
return best;
}
}
#endif
void BuildGammaTable (float g, float c);
void D3D_VID_GenPaletteTables (unsigned char *palette)
{
qbyte *pal;
unsigned r,g,b;
unsigned v;
unsigned short i;
unsigned *table;
extern qbyte gammatable[256];
if (palette)
{
BuildGammaTable(1, 1);
//
// 8 8 8 encoding
//
if (vid_hardwaregamma.value)
{
// don't built in the gamma table
pal = palette;
table = d_8to24rgbtable;
for (i=0 ; i<256 ; i++)
{
r = pal[0];
g = pal[1];
b = pal[2];
pal += 3;
// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
*table++ = v;
}
d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
}
else
{
//computer has no hardware gamma (poor suckers) increase table accordingly
pal = palette;
table = d_8to24rgbtable;
for (i=0 ; i<256 ; i++)
{
r = gammatable[pal[0]];
g = gammatable[pal[1]];
b = gammatable[pal[2]];
pal += 3;
// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
*table++ = v;
}
d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
}
if (LittleLong(1) != 1)
for (i=0 ; i<256 ; i++)
d_8to24rgbtable[i] = LittleLong(d_8to24rgbtable[i]);
}
}
#if !defined(SWQUAKE) && !defined(GLQUAKE)
void D_FlushCaches (void)
{
}
#endif
void D3DMod_Think (void)
{
}
void D3DMod_NowLoadExternal(void)
{
}
void D3DMod_TouchModel (char *name)
{
}
void *D3DMod_Extradata (struct model_s *mod) // handles caching
{
return NULL;
}
struct model_s *D3DMod_FindName (char *name)
{
return NULL;
}
struct model_s *D3DMod_ForName (char *name, qboolean crash)
{
return NULL;
}
void D3DMod_ClearAll (void)
{
}
void D3DMod_Init (void)
{
}
typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLDIB, MS_UNINIT} modestate_t;
static modestate_t modestate;
qboolean D3DAppActivate(BOOL fActive, BOOL minimize)
/****************************************************************************
*
* Function: AppActivate
* Parameters: fActive - True if app is activating
*
* Description: If the application is activating, then swap the system
* into SYSPAL_NOSTATIC mode so that our palettes will display
* correctly.
*
****************************************************************************/
{
static BOOL sound_active;
if (ActiveApp == fActive && Minimized == minimize)
return false; //so windows doesn't crash us over and over again.
ActiveApp = fActive;
Minimized = minimize;
// enable/disable sound on focus gain/loss
if (!ActiveApp && sound_active)
{
S_BlockSound ();
sound_active = false;
}
else if (ActiveApp && !sound_active)
{
S_UnblockSound ();
sound_active = true;
}
if (fActive)
{
/* if (modestate != MS_WINDOWED)
{
IN_ActivateMouse ();
IN_HideMouse ();
// if (vid_canalttab && vid_wassuspended)
{
// vid_wassuspended = false;
// ChangeDisplaySettings (&gdevmode, CDS_FULLSCREEN);
ShowWindow(mainwindow, SW_SHOWNORMAL);
// Fix for alt-tab bug in NVidia drivers
// MoveWindow (mainwindow, 0, 0, gdevmode.dmPelsWidth, gdevmode.dmPelsHeight, false);
}
}
else if ((modestate == MS_WINDOWED) && _windowed_mouse.value && (key_dest == key_game || key_dest == key_menu))
{
IN_ActivateMouse ();
IN_HideMouse ();
}
*/
Cvar_ForceCallback(&v_gamma);
}
if (!fActive)
{
/* if (modestate != MS_WINDOWED)
{
IN_DeactivateMouse ();
IN_ShowMouse ();
// if (vid_canalttab)
// {
// ChangeDisplaySettings (NULL, 0);
// vid_wassuspended = true;
// }
}
else if ((modestate == MS_WINDOWED) && _windowed_mouse.value)
{
IN_DeactivateMouse ();
IN_ShowMouse ();
}
*/
Cvar_ForceCallback(&v_gamma); //wham bam thanks.
/*
if (qSetDeviceGammaRamp)
{
if (vid_desktopgamma.value)
{
HDC hDC = GetDC(GetDesktopWindow());
qSetDeviceGammaRamp (hDC, originalgammaramps);
ReleaseDC(GetDesktopWindow(), hDC);
}
else
{
qSetDeviceGammaRamp(maindc, originalgammaramps);
}
}
*/
}
return true;
}
static LRESULT WINAPI D3D7_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
LONG lRet = 1;
int fActive, fMinimized, temp;
extern unsigned int uiWheelMessage;
if ( uMsg == uiWheelMessage )
uMsg = WM_MOUSEWHEEL;
switch (uMsg)
{
case WM_KILLFOCUS:
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWMINNOACTIVE);
break;
case WM_CREATE:
break;
case WM_MOVE:
GetWindowRect(mainwindow, &window_rect);
window_x = (int) LOWORD(lParam);
window_y = (int) HIWORD(lParam);
// VID_UpdateWindowStatus ();
break;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
if (!vid_initializing)
Key_Event (MapKey(lParam), true);
break;
case WM_KEYUP:
case WM_SYSKEYUP:
if (!vid_initializing)
Key_Event (MapKey(lParam), false);
break;
case WM_SYSCHAR:
// keep Alt-Space from happening
break;
// this is complicated because Win32 seems to pack multiple mouse events into
// one update sometimes, so we always check all states and look for events
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
case WM_MOUSEMOVE:
case WM_XBUTTONDOWN:
case WM_XBUTTONUP:
temp = 0;
if (wParam & MK_LBUTTON)
temp |= 1;
if (wParam & MK_RBUTTON)
temp |= 2;
if (wParam & MK_MBUTTON)
temp |= 4;
if (wParam & MK_XBUTTON1)
temp |= 8;
if (wParam & MK_XBUTTON2)
temp |= 16;
if (wParam & MK_XBUTTON3)
temp |= 32;
if (wParam & MK_XBUTTON4)
temp |= 64;
if (wParam & MK_XBUTTON5)
temp |= 128;
if (wParam & MK_XBUTTON6)
temp |= 256;
if (wParam & MK_XBUTTON7)
temp |= 512;
if (!vid_initializing)
IN_MouseEvent (temp);
break;
// JACK: This is the mouse wheel with the Intellimouse
// Its delta is either positive or neg, and we generate the proper
// Event.
case WM_MOUSEWHEEL:
if (!vid_initializing)
{
if ((short) HIWORD(wParam) > 0)
{
Key_Event(K_MWHEELUP, true);
Key_Event(K_MWHEELUP, false);
}
else
{
Key_Event(K_MWHEELDOWN, true);
Key_Event(K_MWHEELDOWN, false);
}
}
break;
case WM_INPUT:
// raw input handling
IN_RawInput_MouseRead((HANDLE)lParam);
break;
case WM_SIZE:
if (!vid_initializing)
{
GetWindowRect(mainwindow, &window_rect);
// force width/height to be updated
// glwidth = window_rect.right - window_rect.left;
// glheight = window_rect.bottom - window_rect.top;
// Cvar_ForceCallback(&vid_conautoscale);
// Cvar_ForceCallback(&vid_conwidth);
}
break;
case WM_CLOSE:
if (!vid_initializing)
if (MessageBox (mainwindow, "Are you sure you want to quit?", "Confirm Exit",
MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION) == IDYES)
{
Sys_Quit ();
}
break;
case WM_ACTIVATE:
fActive = LOWORD(wParam);
fMinimized = (BOOL) HIWORD(wParam);
if (!D3DAppActivate(!(fActive == WA_INACTIVE), fMinimized))
break;//so, urm, tell me microsoft, what changed?
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWNORMAL);
// fix the leftover Alt from any Alt-Tab or the like that switched us away
// ClearAllStates ();
break;
case WM_DESTROY:
{
// if (dibwindow)
// DestroyWindow (dibwindow);
}
break;
case MM_MCINOTIFY:
lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam);
break;
case WM_MWHOOK:
if (!vid_initializing)
MW_Hook_Message (lParam);
break;
default:
/* pass all unhandled messages to DefWindowProc */
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
}
/* return 1 if handled message, 0 if not */
return lRet;
}
qboolean D3D_VID_Init(rendererstate_t *info, unsigned char *palette)
{
DWORD width = info->width;
DWORD height = info->height;
DWORD bpp = info->bpp;
DWORD zbpp = 16;
DWORD flags = 0;
MSG msg;
extern cvar_t vid_conwidth;
extern cvar_t vid_conheight;
DDGAMMARAMP gammaramp;
char errs[1024];
int i;
HRESULT hr;
char *CLASSNAME = "FTED3D7QUAKE";
WNDCLASS wc = {
0,
&D3D7_WindowProc,
0,
0,
NULL,
NULL,
NULL,
NULL,
NULL,
CLASSNAME
};
// wc.style = 0;
wc.lpfnWndProc = D3D7_WindowProc;
// wc.cbClsExtra;
// wc.cbWndExtra;
// wc.hInstance;
// wc.hIcon;
// wc.hCursor;
// wc.hbrBackground;
// wc.lpszMenuName;
wc.lpszClassName = CLASSNAME;
vid_initializing = true;
if( FAILED(hr = D3DXInitialize()) )
{
D3DXGetErrorString(hr, sizeof(errs), errs);
Con_Printf("D3D initialisation failed: error %X: %s\n", hr, errs);
return false;
}
RegisterClass(&wc);
flags |= info->fullscreen ? D3DX_CONTEXT_FULLSCREEN : 0;
if (flags & D3DX_CONTEXT_FULLSCREEN)
mainwindow = CreateWindow(CLASSNAME, "Direct3D", 0, 0, 0, width, height, NULL, NULL, NULL, NULL);
else
mainwindow = CreateWindow(CLASSNAME, "Direct3D", WS_OVERLAPPEDWINDOW, 0, 0, width, height, NULL, NULL, NULL, NULL);
/*
width = vid_conwidth.value;
height = vid_conheight.value;
*/
// Try as specified.
hr = D3DXCreateContextEx(D3DX_DEFAULT, flags,
mainwindow, NULL, bpp, 0,
zbpp, 0, 1, width, height, D3DX_DEFAULT, &pD3DX);
if( FAILED(hr) )
{
D3DXGetErrorString(hr, sizeof(errs), errs);
printf("D3D initialisation failed: error %X: %s\n", hr, errs);
// default z-buffer
hr = D3DXCreateContextEx(D3DX_DEFAULT, flags,
mainwindow, NULL, bpp, 0,
D3DX_DEFAULT, 0, 1, width, height, D3DX_DEFAULT, &pD3DX);
if( FAILED(hr) )
{
// default depth and z-buffer
hr = D3DXCreateContextEx(D3DX_DEFAULT, flags,
mainwindow, NULL, D3DX_DEFAULT, 0,
D3DX_DEFAULT, 0, 1, width, height, D3DX_DEFAULT, &pD3DX);
if( FAILED(hr) )
{
// default everything
hr = D3DXCreateContextEx(D3DX_DEFAULT, flags,
mainwindow, NULL, D3DX_DEFAULT, 0,
D3DX_DEFAULT, 0, 1, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, &pD3DX);
if( FAILED(hr) )
{
D3DXGetErrorString(hr, sizeof(errs), errs);
Con_Printf("D3D fallbacks failed: error %X: %s\n", hr, errs);
DestroyWindow(mainwindow);
mainwindow = NULL;
return false;
}
}
}
}
//the void* casts are because microsoft screwed up in the header files I have
pDD = pD3DX->lpVtbl->GetDD((void*)pD3DX);
pD3D = pD3DX->lpVtbl->GetD3D((void*)pD3DX);
pD3DDev = pD3DX->lpVtbl->GetD3DDevice((void*)pD3DX);
pPrimary = pD3DX->lpVtbl->GetPrimary((void*)pD3DX);
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
ShowWindow(mainwindow, SW_NORMAL);
pD3DX->lpVtbl->SetClearColor((void*)pD3DX, 0xffffffff);
pD3DX->lpVtbl->Clear((void*)pD3DX, D3DCLEAR_TARGET);
pD3DX->lpVtbl->UpdateFrame((void*)pD3DX, 0);
pD3DX->lpVtbl->GetBufferSize((void*)pD3DX, &width, &height);
vid.width = width;
vid.height = height;
vid.recalc_refdef = true;
pDD->lpVtbl->QueryInterface ((void*)pDD, &IID_IDirectDrawGammaControl, (void**)&pGammaControl);
if (pGammaControl)
{
for (i = 0; i < 256; i++)
gammaramp.red[i] = i*2;
pGammaControl->lpVtbl->SetGammaRamp(pGammaControl, 0, &gammaramp);
}
else
Con_Printf("Couldn't get gamma controls\n");
vid_initializing = false;
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATER );
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHAREF, 0.666*256 );
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHATESTENABLE, TRUE );
//pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_DITHERENABLE, FALSE);
//pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_SPECULARENABLE, FALSE);
//pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE);
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_LIGHTING, FALSE);
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZWRITEENABLE, TRUE);
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZVISIBLE, TRUE);
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL);
GetWindowRect(mainwindow, &window_rect);
D3D_VID_GenPaletteTables(palette);
{
extern cvar_t vid_conwidth, vid_conheight;
vid.conwidth = vid_conwidth.value;
vid.conheight = vid_conheight.value;
if (vid.width != vid.conwidth || vid.height != vid.conheight)
vid.recalc_refdef = true;
vid.width = vid.conwidth;
vid.height = vid.conheight;
}
return true;
}
qboolean (D3D_R_CheckSky) (void)
{
return false;
}
void (D3D_R_SetSky) (char *name, float rotate, vec3_t axis)
{
}
void (D3D_R_NewMap) (void)
{
extern int skytexturenum;
int i;
r_worldentity.model = cl.worldmodel;
GLR_AnimateLight();
D3D_BuildLightmaps();
P_ClearParticles();
skytexturenum = -1;
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
if (!cl.worldmodel->textures[i])
continue;
if (!Q_strncmp(cl.worldmodel->textures[i]->name,"sky",3) )
skytexturenum = i;
// if (!Q_strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) )
// mirrortexturenum = i;
cl.worldmodel->textures[i]->texturechain = NULL;
}
}
mleaf_t *r_viewleaf, *r_oldviewleaf;
mleaf_t *r_viewleaf2, *r_oldviewleaf2;
void (D3D_R_PreNewMap) (void)
{
r_viewleaf = NULL;
r_oldviewleaf = NULL;
r_viewleaf2 = NULL;
r_oldviewleaf2 = NULL;
}
int (D3D_R_LightPoint) (vec3_t point)
{
return 0;
}
void (D3D_R_PushDlights) (void)
{
}
void (D3D_R_AddStain) (vec3_t org, float red, float green, float blue, float radius)
{
}
void (D3D_R_LessenStains) (void)
{
}
void (D3D_Mod_Init) (void)
{
}
void (D3D_Mod_ClearAll) (void)
{
}
struct model_s *(D3D_Mod_ForName) (char *name, qboolean crash)
{
return NULL;
}
struct model_s *(D3D_Mod_FindName) (char *name)
{
return NULL;
}
void *(D3D_Mod_Extradata) (struct model_s *mod)
{
return NULL;
} // handles caching
void (D3D_Mod_TouchModel) (char *name)
{
}
void (D3D_Mod_NowLoadExternal) (void)
{
}
void (D3D_Mod_Think) (void)
{
}
qboolean(D3D_Mod_GetTag) (struct model_s *model, int tagnum, int frame1, int frame2, float f2ness, float f1time, float f2time, float *result)
{
return false;
}
int (D3D_Mod_TagNumForName) (struct model_s *model, char *name)
{
return 0;
}
int (D3D_Mod_SkinForName) (struct model_s *model, char *name)
{
return 0;
}
void (D3D_VID_DeInit) (void)
{
if (pPrimary)
{
pPrimary->lpVtbl->Release(pPrimary);
pPrimary = NULL;
}
if (pD3DDev)
{
pD3DDev->lpVtbl->Release(pD3DDev);
pD3DDev = NULL;
}
if (pD3D)
{
pD3D->lpVtbl->Release(pD3D);
pD3D = NULL;
}
if (pDD)
{
pDD->lpVtbl->Release(pDD);
pDD = NULL;
}
if (pD3DX)
{
pD3DX->lpVtbl->Release((void*)pD3DX);
pD3DX = NULL;
}
if (mainwindow)
{
DestroyWindow(mainwindow);
mainwindow = NULL;
}
}
void (D3D_VID_LockBuffer) (void)
{
}
void (D3D_VID_UnlockBuffer) (void)
{
}
void (D3D_D_BeginDirectRect) (int x, int y, qbyte *pbitmap, int width, int height)
{
}
void (D3D_D_EndDirectRect) (int x, int y, int width, int height)
{
}
void (D3D_VID_ForceLockState) (int lk)
{
}
int (D3D_VID_ForceUnlockedAndReturnState) (void)
{
return 0;
}
void (D3D_VID_SetPalette) (unsigned char *palette)
{
D3D_VID_GenPaletteTables(palette);
}
void (D3D_VID_ShiftPalette) (unsigned char *palette)
{
D3D_VID_GenPaletteTables(palette);
}
char *(D3D_VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight)
{
return NULL;
}
void (D3D_VID_SetWindowCaption) (char *msg)
{
SetWindowText(mainwindow, msg);
}
void d3d7_ortho(float *m)
{
D3DXMatrixOrthoOffCenter((D3DXMATRIX*)m, 0, vid.width, vid.height, 0, -100, 100);
}
void D3D_Set2D (void)
{
int r;
float m[16];
D3DVIEWPORT7 vport;
// pD3DDev->lpVtbl->EndScene(pD3DDev);
D3DXMatrixOrthoOffCenter((D3DXMATRIX*)m, 0, vid.width, vid.height, 0, -100, 100);
r = pD3DDev->lpVtbl->SetTransform(pD3DDev, D3DTRANSFORMSTATE_PROJECTION, (D3DMATRIX*)m);
D3DXMatrixIdentity((D3DXMATRIX*)m);
r = pD3DDev->lpVtbl->SetTransform(pD3DDev, D3DTRANSFORMSTATE_WORLD, (D3DMATRIX*)m);
D3DXMatrixIdentity((D3DXMATRIX*)m);
pD3DDev->lpVtbl->SetTransform(pD3DDev, D3DTRANSFORMSTATE_VIEW, (D3DMATRIX*)m);
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_CULLMODE, D3DCULL_CCW );
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZFUNC, D3DCMP_ALWAYS);
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_MAGFILTER, D3DTFG_LINEAR);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_MAGFILTER, D3DTFG_LINEAR);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_MIPFILTER, D3DTFP_LINEAR);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_MIPFILTER, D3DTFP_LINEAR);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_MINFILTER, D3DTFN_LINEAR);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_MINFILTER, D3DTFN_LINEAR);
vport.dwX = 0;
vport.dwY = 0;
pD3DX->lpVtbl->GetBufferSize((void*)pD3DX, &vport.dwWidth, &vport.dwHeight);
vport.dvMinZ = 0;
vport.dvMaxZ = 1;
pD3DDev->lpVtbl->SetViewport(pD3DDev, &vport);
// pD3DDev->lpVtbl->BeginScene(pD3DDev);
}
void D3D_GetBufferSize(int *width, int *height)
{
pD3DX->lpVtbl->GetBufferSize((void*)pD3DX, width, height);
}
void (D3D_SCR_UpdateScreen) (void)
{
extern cvar_t vid_conheight;
int uimenu;
#ifdef TEXTEDITOR
extern qboolean editormodal;
#endif
qboolean nohud;
RSpeedMark();
if (block_drawing)
{
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
vid.numpages = 2;// + gl_triplebuffer.value;
scr_copytop = 0;
scr_copyeverything = 0;
if (scr_disabled_for_loading)
{
extern float scr_disabled_time;
if (Sys_DoubleTime() - scr_disabled_time > 60 || key_dest != key_game)
{
scr_disabled_for_loading = false;
}
else
{
pD3DDev->lpVtbl->BeginScene(pD3DDev);
scr_drawloading = true;
SCR_DrawLoading ();
scr_drawloading = false;
pD3DDev->lpVtbl->EndScene(pD3DDev);
pD3DX->lpVtbl->UpdateFrame((void*)pD3DX, 0);
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
}
if (!scr_initialized || !con_initialized)
{
RSpeedEnd(RSPEED_TOTALREFRESH);
return; // not initialized yet
}
{
extern cvar_t vid_conwidth, vid_conheight;
vid.conwidth = vid_conwidth.value;
vid.conheight = vid_conheight.value;
if (vid.width != vid.conwidth || vid.height != vid.conheight)
vid.recalc_refdef = true;
vid.width = vid.conwidth;
vid.height = vid.conheight;
}
#ifdef VM_UI
uimenu = UI_MenuState();
#else
uimenu = 0;
#endif
pD3DDev->lpVtbl->BeginScene(pD3DDev);
D3D_Set2D ();
/*
#ifdef TEXTEDITOR
if (editormodal)
{
Editor_Draw();
GLV_UpdatePalette (false);
#if defined(_WIN32) && defined(RGLQUAKE)
Media_RecordFrame();
#endif
GLR_BrightenScreen();
if (key_dest == key_console)
Con_DrawConsole(vid_conheight.value/2, false);
GL_EndRendering ();
GL_DoSwap();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
#endif
*/
if (Media_ShowFilm())
{
M_Draw(0);
// GLV_UpdatePalette (false);
#if defined(_WIN32)
Media_RecordFrame();
#endif
// GLR_BrightenScreen();
pD3DDev->lpVtbl->EndScene(pD3DDev);
pD3DX->lpVtbl->UpdateFrame((void*)pD3DX, 0);
pD3DX->lpVtbl->SetClearColor((void*)pD3DX, rand());
pD3DX->lpVtbl->Clear((void*)pD3DX, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER);
// pD3DDev->lpVtbl->BeginScene(pD3DDev);
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
//
// determine size of refresh window
//
if (vid.recalc_refdef)
SCR_CalcRefdef ();
//
// do 3D refresh drawing, and then update the screen
//
SCR_SetUpToDrawConsole ();
nohud = false;
#ifdef VM_CG
if (CG_Refresh())
nohud = true;
else
#endif
#ifdef CSQC_DAT
if (cls.state == ca_active && CSQC_DrawView())
nohud = true;
else
#endif
if (r_worldentity.model && uimenu != 1)
{
V_RenderView ();
// Q1BSP_TestClipDecal();
}
D3D_Set2D ();
// GLR_BrightenScreen();
if (!nohud)
SCR_TileClear ();
SCR_DrawTwoDimensional(uimenu, nohud);
// GLV_UpdatePalette (false);
#if defined(_WIN32) && defined(RGLQUAKE)
Media_RecordFrame();
#endif
RSpeedEnd(RSPEED_TOTALREFRESH);
RSpeedShow();
pD3DDev->lpVtbl->EndScene(pD3DDev);
pD3DX->lpVtbl->UpdateFrame((void*)pD3DX, 0);
pD3DX->lpVtbl->SetClearColor((void*)pD3DX, rand());
pD3DX->lpVtbl->Clear((void*)pD3DX, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER);
window_center_x = (window_rect.left + window_rect.right)/2;
window_center_y = (window_rect.top + window_rect.bottom)/2;
if (modestate == MS_WINDOWED)
{
extern int mouseusedforgui;
extern qboolean mouseactive;
if (!_windowed_mouse.value)
{
if (mouseactive)
{
IN_DeactivateMouse ();
IN_ShowMouse ();
}
}
else
{
if ((key_dest == key_game||mouseusedforgui) && !mouseactive && ActiveApp)
{
IN_ActivateMouse ();
IN_HideMouse ();
}
else if (mouseactive && key_dest == key_console)
{//!(key_dest == key_game || mouseusedforgui)) {
IN_DeactivateMouse ();
IN_ShowMouse ();
}
}
}
}
mpic_t *(D3D_Draw_SafePicFromWad) (char *name);
mpic_t *(D3D_Draw_CachePic) (char *path);
mpic_t *(D3D_Draw_SafeCachePic) (char *path);
void (D3D_Draw_Init) (void);
void (D3D_Draw_ReInit) (void);
void (D3D_Draw_Character) (int x, int y, unsigned int num);
void (D3D_Draw_ColouredCharacter) (int x, int y, unsigned int num);
void (D3D_Draw_String) (int x, int y, const qbyte *str);
void (D3D_Draw_Alt_String) (int x, int y, const qbyte *str);
void (D3D_Draw_Crosshair) (void);
void (D3D_Draw_DebugChar) (qbyte num);
void (D3D_Draw_Pic) (int x, int y, mpic_t *pic);
void (D3D_Draw_ScalePic) (int x, int y, int width, int height, mpic_t *pic);
void (D3D_Draw_SubPic) (int x, int y, mpic_t *pic, int srcx, int srcy, int width, int height);
void (D3D_Draw_TransPic) (int x, int y, mpic_t *pic);
void (D3D_Draw_TransPicTranslate) (int x, int y, int w, int h, qbyte *pic, qbyte *translation);
void (D3D_Draw_ConsoleBackground) (int lines);
void (D3D_Draw_EditorBackground) (int lines);
void (D3D_Draw_TileClear) (int x, int y, int w, int h);
void (D3D_Draw_Fill) (int x, int y, int w, int h, int c);
void (D3D_Draw_FillRGB) (int x, int y, int w, int h, float r, float g, float b);
void (D3D_Draw_FadeScreen) (void);
void (D3D_Draw_BeginDisc) (void);
void (D3D_Draw_EndDisc) (void);
void (D3D_Draw_Image) (float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic); //gl-style scaled/coloured/subpic
void (D3D_Draw_ImageColours) (float r, float g, float b, float a);
void (D3D_R_Init) (void);
void (D3D_R_DeInit) (void);
void (D3D_R_ReInit) (void);
void (D3D_R_RenderView) (void); // must set r_refdef first
qboolean (D3D_R_CheckSky) (void);
void (D3D_R_SetSky) (char *name, float rotate, vec3_t axis);
void (D3D_R_NewMap) (void);
void (D3D_R_PreNewMap) (void);
int (D3D_R_LightPoint) (vec3_t point);
void (D3D_R_PushDlights) (void);
void (D3D_R_AddStain) (vec3_t org, float red, float green, float blue, float radius);
void (D3D_R_LessenStains) (void);
void (D3D_Media_ShowFrameBGR_24_Flip) (qbyte *framedata, int inwidth, int inheight); //input is bottom up...
void (D3D_Media_ShowFrameRGBA_32) (qbyte *framedata, int inwidth, int inheight); //top down
void (D3D_Media_ShowFrame8bit) (qbyte *framedata, int inwidth, int inheight, qbyte *palette); //paletted topdown (framedata is 8bit indexes into palette)
void (D3D_Mod_Init) (void);
void (D3D_Mod_ClearAll) (void);
struct model_s *(D3D_Mod_ForName) (char *name, qboolean crash);
struct model_s *(D3D_Mod_FindName) (char *name);
void *(D3D_Mod_Extradata) (struct model_s *mod); // handles caching
void (D3D_Mod_TouchModel) (char *name);
void (D3D_Mod_NowLoadExternal) (void);
void (D3D_Mod_Think) (void);
qboolean(D3D_Mod_GetTag) (struct model_s *model, int tagnum, int frame1, int frame2, float f2ness, float f1time, float f2time, float *result);
int (D3D_Mod_TagNumForName) (struct model_s *model, char *name);
int (D3D_Mod_SkinForName) (struct model_s *model, char *name);
qboolean (D3D_VID_Init) (rendererstate_t *info, unsigned char *palette);
void (D3D_VID_DeInit) (void);
void (D3D_VID_LockBuffer) (void);
void (D3D_VID_UnlockBuffer) (void);
void (D3D_D_BeginDirectRect) (int x, int y, qbyte *pbitmap, int width, int height);
void (D3D_D_EndDirectRect) (int x, int y, int width, int height);
void (D3D_VID_ForceLockState) (int lk);
int (D3D_VID_ForceUnlockedAndReturnState) (void);
void (D3D_VID_SetPalette) (unsigned char *palette);
void (D3D_VID_ShiftPalette) (unsigned char *palette);
char *(D3D_VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight);
void (D3D_VID_SetWindowCaption) (char *msg);
void (D3D_SCR_UpdateScreen) (void);
rendererinfo_t d3d7rendererinfo =
{
"Direct3D7 Native",
{
"D3D7"
},
QR_DIRECT3D,
D3D_Draw_SafePicFromWad,
D3D_Draw_CachePic,
D3D_Draw_SafeCachePic,
D3D_Draw_Init,
D3D_Draw_ReInit,
D3D_Draw_Character,
D3D_Draw_ColouredCharacter,
D3D_Draw_String,
D3D_Draw_Alt_String,
D3D_Draw_Crosshair,
D3D_Draw_DebugChar,
D3D_Draw_Pic,
D3D_Draw_ScalePic,
D3D_Draw_SubPic,
D3D_Draw_TransPic,
D3D_Draw_TransPicTranslate,
D3D_Draw_ConsoleBackground,
D3D_Draw_EditorBackground,
D3D_Draw_TileClear,
D3D_Draw_Fill,
D3D_Draw_FillRGB,
D3D_Draw_FadeScreen,
D3D_Draw_BeginDisc,
D3D_Draw_EndDisc,
D3D_Draw_Image,
D3D_Draw_ImageColours,
D3D_R_Init,
D3D_R_DeInit,
D3D_R_ReInit,
D3D_R_RenderView,
D3D_R_CheckSky,
D3D_R_SetSky,
D3D_R_NewMap,
D3D_R_PreNewMap,
D3D_R_LightPoint,
D3D_R_PushDlights,
D3D_R_AddStain,
D3D_R_LessenStains,
D3D_Media_ShowFrameBGR_24_Flip,
D3D_Media_ShowFrameRGBA_32,
D3D_Media_ShowFrame8bit,
GLMod_Init,
GLMod_ClearAll,
GLMod_ForName,
GLMod_FindName,
GLMod_Extradata,
GLMod_TouchModel,
GLMod_NowLoadExternal,
GLMod_Think,
D3D_Mod_GetTag,
D3D_Mod_TagNumForName,
D3D_Mod_SkinForName,
D3D_VID_Init,
D3D_VID_DeInit,
D3D_VID_LockBuffer,
D3D_VID_UnlockBuffer,
D3D_D_BeginDirectRect,
D3D_D_EndDirectRect,
D3D_VID_ForceLockState,
D3D_VID_ForceUnlockedAndReturnState,
D3D_VID_SetPalette,
D3D_VID_ShiftPalette,
D3D_VID_GetRGBInfo,
D3D_VID_SetWindowCaption,
D3D_SCR_UpdateScreen
};
#endif