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fteqw/engine/d3d/d3d_backend.c

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#include "quakedef.h"
#include "glquake.h"
#include "gl_draw.h"
#ifdef D3D9QUAKE
#include "shader.h"
#include <d3d9.h>
#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
#define HMONITOR_DECLARED
DECLARE_HANDLE(HMONITOR);
#endif
/*
Things to improve:
mmapping:
this code is fairly simple. the caller gives a series of batches/meshes, and this code pushes the data to the gpu in its entirety before moving on to the next batch
for the world, this is fast enough where its pretty much all vboed (except for weird shaders).
but for lightning beams and models etc, we're mmapping new data regions in the dynamic vbo for every single quad.
not just one mmap, but one mmap for every single individual attribute that is submitted
by using a single buffer for all dynamic data, and filling that buffer before flushing anything to the hardware we ought to get higher framerates
especially if this means D3DLOCK_NOOVERWRITE checks etc are not doing weird slow things.
This won't affect the world too much, but should stop everything else destroying the framerate.
long story short, make this batch properly, and use D3DLOCK_DISCARD only.
models:
models should already be in a buffer (with different offsets for different poses). This is a problem with gl too.
hlsl:
we don't really use this as much as we should. Should be possible to use as a fast path to avoid having to do any weird shader/dynamic stuff.
currently used for water(required to mimic software rendering) and sky(because its muuuch faster than a skydome).
hlsl programs ought to have per-hlsl vertex declarations, and only one stream source.
*/
//#define FORCESTATE
#ifdef FORCESTATE
#pragma warningmsg("D3D9 FORCESTATE is active")
#endif
extern LPDIRECT3DDEVICE9 pD3DDev9;
//#define d3dcheck(foo) foo
#ifdef _DEBUG
#define d3dcheck(foo) do{HRESULT err = foo; if (FAILED(err)) Sys_Error("D3D reported error on backend line %i - error 0x%x\n", __LINE__, (unsigned int)err);} while(0)
#else
#define d3dcheck(foo) foo
#endif
#define MAX_TMUS 16
#define MAX_TC_TMUS 4
extern texid_t r_whiteimage;
extern float d3d_trueprojection_std[16];
extern float d3d_trueprojection_view[16];
static void D3D9BE_RotateForEntity (const entity_t *e, const model_t *mod);
/*========================================== tables for deforms =====================================*/
#define frand() (rand()*(1.0/RAND_MAX))
#define FTABLE_SIZE 1024
#define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1)))
#define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x)))
static float r_sintable[FTABLE_SIZE];
static float r_triangletable[FTABLE_SIZE];
static float r_squaretable[FTABLE_SIZE];
static float r_sawtoothtable[FTABLE_SIZE];
static float r_inversesawtoothtable[FTABLE_SIZE];
static float *FTableForFunc ( unsigned int func )
{
switch (func)
{
case SHADER_FUNC_SIN:
return r_sintable;
case SHADER_FUNC_TRIANGLE:
return r_triangletable;
case SHADER_FUNC_SQUARE:
return r_squaretable;
case SHADER_FUNC_SAWTOOTH:
return r_sawtoothtable;
case SHADER_FUNC_INVERSESAWTOOTH:
return r_inversesawtoothtable;
}
//bad values allow us to crash (so I can debug em)
return NULL;
}
static void FTable_Init(void)
{
unsigned int i;
double t;
for (i = 0; i < FTABLE_SIZE; i++)
{
t = (double)i / (double)FTABLE_SIZE;
r_sintable[i] = sin(t * 2*M_PI);
if (t < 0.25)
r_triangletable[i] = t * 4.0;
else if (t < 0.75)
r_triangletable[i] = 2 - 4.0 * t;
else
r_triangletable[i] = (t - 0.75) * 4.0 - 1.0;
if (t < 0.5)
r_squaretable[i] = 1.0f;
else
r_squaretable[i] = -1.0f;
r_sawtoothtable[i] = t;
r_inversesawtoothtable[i] = 1.0 - t;
}
}
typedef vec3_t mat3_t[3];
static mat3_t axisDefault={{1, 0, 0},
{0, 1, 0},
{0, 0, 1}};
static void Matrix3_Transpose (mat3_t in, mat3_t out)
{
out[0][0] = in[0][0];
out[1][1] = in[1][1];
out[2][2] = in[2][2];
out[0][1] = in[1][0];
out[0][2] = in[2][0];
out[1][0] = in[0][1];
out[1][2] = in[2][1];
out[2][0] = in[0][2];
out[2][1] = in[1][2];
}
static void Matrix3_Multiply_Vec3 (const mat3_t a, const vec3_t b, vec3_t product)
{
product[0] = a[0][0]*b[0] + a[0][1]*b[1] + a[0][2]*b[2];
product[1] = a[1][0]*b[0] + a[1][1]*b[1] + a[1][2]*b[2];
product[2] = a[2][0]*b[0] + a[2][1]*b[1] + a[2][2]*b[2];
}
static int Matrix3_Compare(const mat3_t in, const mat3_t out)
{
return !memcmp(in, out, sizeof(mat3_t));
}
/*================================================*/
typedef struct
{
backendmode_t mode;
unsigned int flags;
D3DVIEWPORT9 vport;
float *curprojection;
float curtime;
const entity_t *curentity;
const dlight_t *curdlight;
batch_t *curbatch, dummybatch;
vec3_t curdlight_colours;
shader_t *curshader;
texnums_t *curtexnums;
texid_t curlightmap;
texid_t curdeluxmap;
int curvertdecl;
unsigned int shaderbits;
unsigned int curcull;
polyoffset_t curpolyoffset;
float gltod3d_depthunit; //multiplier to convert from gl's depthunit notches to d3d's range values
float m_model[16];
unsigned int lastpasscount;
vbo_t *batchvbo;
struct programpermu_s *curperm;
shader_t *shader_rtlight;
IDirect3DTexture9 *curtex[MAX_TMUS];
unsigned int curtexflags[MAX_TMUS];
unsigned int tmuflags[MAX_TMUS];
mesh_t **meshlist;
unsigned int nummeshes;
D3DCOLOR passcolour;
qboolean passsinglecolour;
/*FIXME: we shouldn't lock these so much - we need to cache which batches have been submitted and set up streams separately from the vertex data*/
IDirect3DVertexBuffer9 *dynxyz_buff;
unsigned int dynxyz_offs;
unsigned int dynxyz_size;
IDirect3DVertexBuffer9 *dynst_buff[MAX_TC_TMUS];
unsigned int dynst_offs[MAX_TC_TMUS];
unsigned int dynst_size;
IDirect3DVertexBuffer9 *dyncol_buff;
unsigned int dyncol_offs;
unsigned int dyncol_size;
IDirect3DVertexBuffer9 *dynnorm_buff;
unsigned int dynnorm_offs;
unsigned int dynnorm_size;
IDirect3DIndexBuffer9 *dynidx_buff;
unsigned int dynidx_offs;
unsigned int dynidx_size;
unsigned int wbatch;
unsigned int maxwbatches;
batch_t *wbatches;
int mipfilter[3];
int picfilter[3];
D3DSAMPLERSTATETYPE anisfilter;
texid_t fogtexture;
float fogdensity;
float fogdepth;
float fogfar;
} d3dbackend_t;
typedef struct
{
vecV_t coord;
vec2_t tex;
vec2_t lm;
vec3_t ndir;
vec3_t sdir;
vec3_t tdir;
byte_vec4_t colorsb;
} vbovdata_t;
#define DYNVBUFFSIZE 65536*8
#define DYNIBUFFSIZE 65536*24
static d3dbackend_t shaderstate;
extern int be_maxpasses;
enum
{
D3D_VDEC_COL4B = 1<<0,
D3D_VDEC_ST0 = 1<<1,
D3D_VDEC_ST1 = 1<<2,
D3D_VDEC_ST2 = 1<<3,
D3D_VDEC_ST3 = 1<<4,
D3D_VDEC_NORM = 1<<5,
D3D_VDEC_SKEL = 1<<6,
D3D_VDEC_POS2 = 1<<7,
D3D_VDEC_CM = 1<<8,
D3D_VDEC_MAX = 1<<9,
};
#define STRM_VERT 0
#define STRM_COL 1
#define STRM_TC0 2
#define STRM_TC1 3
#define STRM_TC2 4
#define STRM_TC3 5
#define STRM_NORM 6
#define STRM_NORMS 7
#define STRM_NORMT 8
#define STRM_BONENUM 9
#define STRM_BONEWEIGHT 10
#define STRM_VERT2 11
#define STRM_MAX 12
static IDirect3DVertexDeclaration9 *vertexdecls[D3D_VDEC_MAX];
static void BE_ApplyTMUState(unsigned int tu, unsigned int flags)
{
unsigned int delta = shaderstate.tmuflags[tu] ^ flags;
if (!delta)
return;
if (delta & SHADER_PASS_SRGB)
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_SRGBTEXTURE, (flags & SHADER_PASS_SRGB)?TRUE:FALSE);
if (delta & SHADER_PASS_CLAMP)
{
if (flags & SHADER_PASS_CLAMP)
{
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
}
else
{
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSW, D3DTADDRESS_WRAP);
}
}
if (delta & (SHADER_PASS_NOMIPMAP|SHADER_PASS_NEAREST|SHADER_PASS_LINEAR|SHADER_PASS_UIPIC))
{
int min, mip, mag;
int *filter = (flags & SHADER_PASS_UIPIC)?shaderstate.picfilter:shaderstate.mipfilter;
if ((filter[2] && !(flags & SHADER_PASS_NEAREST)) || (flags & SHADER_PASS_LINEAR))
mag = shaderstate.anisfilter;
else
mag = D3DTEXF_POINT;
if (filter[1] == -1 || (flags & IF_NOMIPMAP))
mip = D3DTEXF_NONE;
else if ((filter[1] && !(flags & SHADER_PASS_NEAREST)) || (flags & SHADER_PASS_LINEAR))
mip = D3DTEXF_LINEAR;
else
mip = D3DTEXF_POINT;
if ((filter[0] && !(flags & SHADER_PASS_NEAREST)) || (flags & SHADER_PASS_LINEAR))
min = shaderstate.anisfilter;
else
min = D3DTEXF_POINT;
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MINFILTER, min);
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MIPFILTER, mip);
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MAGFILTER, mag);
}
shaderstate.tmuflags[tu] = flags;
}
//d3d9 is all sampler state
void D3D9_UpdateFiltering(image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float miplod, float anis)
{
int i;
memcpy(shaderstate.mipfilter, filtermip, sizeof(shaderstate.mipfilter));
memcpy(shaderstate.picfilter, filterpic, sizeof(shaderstate.picfilter));
if (anis <= 1)
{
anis = 1;
shaderstate.anisfilter = D3DTEXF_LINEAR;
}
else
shaderstate.anisfilter = D3DTEXF_ANISOTROPIC;
for (i = 0; i < MAX_TMUS; i++)
{
IDirect3DDevice9_SetSamplerState(pD3DDev9, i, D3DSAMP_MIPMAPLODBIAS, miplod);
IDirect3DDevice9_SetSamplerState(pD3DDev9, i, D3DSAMP_MAXANISOTROPY, anis);
// IDirect3DDevice9_SetSamplerState(pD3DDev9, i, D3DSAMP_MIPMAPLODBIAS, 0); //negative lod bias? :s
// shaderstate.tmuflags[i] = ~shaderstate.tmuflags[i];
BE_ApplyTMUState(i, ~shaderstate.tmuflags[i]);
}
}
static void BE_ApplyShaderBits(unsigned int bits)
{
unsigned int delta;
if (shaderstate.flags & (BEF_FORCEADDITIVE|BEF_FORCETRANSPARENT|BEF_FORCENODEPTH|BEF_FORCEDEPTHTEST|BEF_FORCEDEPTHWRITE))
{
if (shaderstate.flags & BEF_FORCEADDITIVE)
bits = (bits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE);
else if (shaderstate.flags & BEF_FORCETRANSPARENT)
{
if ((bits & SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO) || !(bits & SBITS_BLEND_BITS)) /*if transparency is forced, clear alpha test bits*/
bits = (bits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
if (shaderstate.flags & BEF_FORCENODEPTH) /*EF_NODEPTHTEST dp extension*/
bits |= SBITS_MISC_NODEPTHTEST;
else
{
if (shaderstate.flags & BEF_FORCEDEPTHTEST)
bits &= ~SBITS_MISC_NODEPTHTEST;
if (shaderstate.flags & BEF_FORCEDEPTHWRITE)
bits |= SBITS_MISC_DEPTHWRITE;
}
}
#ifdef FORCESTATE
delta = ~0;
#else
delta = bits ^ shaderstate.shaderbits;
#endif
if (!delta)
return;
shaderstate.shaderbits = bits;
if (delta & SBITS_BLEND_BITS)
{
if (bits & SBITS_BLEND_BITS)
{
D3DBLEND src;
D3DBLEND dst;
switch(bits & SBITS_SRCBLEND_BITS)
{
case SBITS_SRCBLEND_ZERO: src = D3DBLEND_ZERO; break;
case SBITS_SRCBLEND_ONE: src = D3DBLEND_ONE; break;
case SBITS_SRCBLEND_DST_COLOR: src = D3DBLEND_DESTCOLOR; break;
case SBITS_SRCBLEND_ONE_MINUS_DST_COLOR: src = D3DBLEND_INVDESTCOLOR; break;
case SBITS_SRCBLEND_SRC_ALPHA: src = D3DBLEND_SRCALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA: src = D3DBLEND_INVSRCALPHA; break;
case SBITS_SRCBLEND_DST_ALPHA: src = D3DBLEND_DESTALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA: src = D3DBLEND_INVDESTALPHA; break;
case SBITS_SRCBLEND_ALPHA_SATURATE: src = D3DBLEND_SRCALPHASAT; break;
default: Sys_Error("Bad shader blend src\n"); return;
}
switch(bits & SBITS_DSTBLEND_BITS)
{
case SBITS_DSTBLEND_ZERO: dst = D3DBLEND_ZERO; break;
case SBITS_DSTBLEND_ONE: dst = D3DBLEND_ONE; break;
case SBITS_DSTBLEND_SRC_ALPHA: dst = D3DBLEND_SRCALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA: dst = D3DBLEND_INVSRCALPHA; break;
case SBITS_DSTBLEND_DST_ALPHA: dst = D3DBLEND_DESTALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA: dst = D3DBLEND_INVDESTALPHA; break;
case SBITS_DSTBLEND_SRC_COLOR: dst = D3DBLEND_SRCCOLOR; break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR: dst = D3DBLEND_INVSRCCOLOR; break;
default: Sys_Error("Bad shader blend dst\n"); return;
}
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SRCBLEND, src);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DESTBLEND, dst);
}
else
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, FALSE);
}
if (delta & SBITS_ATEST_BITS)
{
switch(bits & SBITS_ATEST_BITS)
{
case SBITS_ATEST_NONE:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, FALSE);
// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 0);
// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, 0);
break;
case SBITS_ATEST_GT0:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 0);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
break;
case SBITS_ATEST_LT128:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 128);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_LESS);
break;
case SBITS_ATEST_GE128:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 128);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
break;
}
}
if (delta & SBITS_MISC_DEPTHWRITE)
{
if (bits & SBITS_MISC_DEPTHWRITE)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZWRITEENABLE, TRUE);
else
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZWRITEENABLE, FALSE);
}
if(delta & SBITS_MISC_NODEPTHTEST)
{
if(bits & SBITS_MISC_NODEPTHTEST)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZENABLE, FALSE);
else
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZENABLE, TRUE);
}
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
if (delta & SBITS_DEPTHFUNC_BITS)
{
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
switch(bits & SBITS_DEPTHFUNC_BITS)
{
default:
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
case SBITS_DEPTHFUNC_CLOSEREQUAL:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
break;
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
case SBITS_DEPTHFUNC_EQUAL:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_EQUAL);
break;
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
case SBITS_DEPTHFUNC_CLOSER:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_LESS);
break;
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
case SBITS_DEPTHFUNC_FURTHER:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_GREATER);
break;
}
}
if (delta & (SBITS_MASK_BITS))
{
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORWRITEENABLE,
((bits&SBITS_MASK_RED)?0:D3DCOLORWRITEENABLE_RED) |
((bits&SBITS_MASK_GREEN)?0:D3DCOLORWRITEENABLE_GREEN) |
((bits&SBITS_MASK_BLUE)?0:D3DCOLORWRITEENABLE_BLUE) |
((bits&SBITS_MASK_ALPHA)?0:D3DCOLORWRITEENABLE_ALPHA));
}
}
void D3D9BE_Reset(qboolean before)
{
int i, tmu;
if (before)
{
IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, NULL);
shaderstate.curvertdecl = 0;
for (i = 0; i < STRM_MAX; i++)
IDirect3DDevice9_SetStreamSource(pD3DDev9, i, NULL, 0, 0);
IDirect3DDevice9_SetIndices(pD3DDev9, NULL);
if (shaderstate.dynxyz_buff)
IDirect3DVertexBuffer9_Release(shaderstate.dynxyz_buff);
shaderstate.dynxyz_buff = NULL;
for (tmu = 0; tmu < MAX_TC_TMUS; tmu++)
{
if (shaderstate.dynst_buff[tmu])
IDirect3DVertexBuffer9_Release(shaderstate.dynst_buff[tmu]);
shaderstate.dynst_buff[tmu] = NULL;
}
if (shaderstate.dynnorm_buff)
IDirect3DVertexBuffer9_Release(shaderstate.dynnorm_buff);
shaderstate.dynnorm_buff = NULL;
if (shaderstate.dyncol_buff)
IDirect3DVertexBuffer9_Release(shaderstate.dyncol_buff);
shaderstate.dyncol_buff = NULL;
if (shaderstate.dynidx_buff)
IDirect3DIndexBuffer9_Release(shaderstate.dynidx_buff);
shaderstate.dynidx_buff = NULL;
for (i = 0; i < D3D_VDEC_MAX; i++)
{
if (vertexdecls[i])
IDirect3DVertexDeclaration9_Release(vertexdecls[i]);
vertexdecls[i] = NULL;
}
}
else
{
D3DVERTEXELEMENT9 decl[13], declend=D3DDECL_END();
int elements;
if (shaderstate.dynidx_buff)
return;
for (i = 0; i < D3D_VDEC_MAX; i++)
{
elements = 0;
decl[elements].Stream = STRM_VERT;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT3;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_POSITION;
decl[elements].UsageIndex = 0;
elements++;
if (i & D3D_VDEC_POS2)
{
decl[elements].Stream = STRM_VERT2;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT3;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_POSITION;
decl[elements].UsageIndex = 1;
elements++;
}
if (i & D3D_VDEC_COL4B)
{
decl[elements].Stream = STRM_COL;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_D3DCOLOR;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_COLOR;
decl[elements].UsageIndex = 0;
elements++;
}
if (i & D3D_VDEC_NORM)
{
decl[elements].Stream = STRM_NORM;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT3;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_NORMAL;
decl[elements].UsageIndex = 0;
elements++;
decl[elements].Stream = STRM_NORMS;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT3;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_TANGENT;
decl[elements].UsageIndex = 0;
elements++;
decl[elements].Stream = STRM_NORMT;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT3;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_BINORMAL;
decl[elements].UsageIndex = 0;
elements++;
}
for (tmu = 0; tmu < MAX_TC_TMUS; tmu++)
{
if (i & (D3D_VDEC_ST0<<tmu))
{
decl[elements].Stream = STRM_TC0+tmu;
decl[elements].Offset = 0;
if (i & D3D_VDEC_CM)
decl[elements].Type = D3DDECLTYPE_FLOAT3;
else
decl[elements].Type = D3DDECLTYPE_FLOAT2;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_TEXCOORD;
decl[elements].UsageIndex = tmu;
elements++;
}
}
if (i & D3D_VDEC_SKEL)
{
decl[elements].Stream = STRM_BONEWEIGHT;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT3;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_BLENDWEIGHT;
decl[elements].UsageIndex = 0;
elements++;
decl[elements].Stream = STRM_BONENUM;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT3;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_BLENDINDICES;
decl[elements].UsageIndex = 0;
elements++;
}
decl[elements] = declend;
elements++;
IDirect3DDevice9_CreateVertexDeclaration(pD3DDev9, decl, &vertexdecls[i]);
}
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, shaderstate.dynxyz_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynxyz_buff, NULL);
for (tmu = 0; tmu < MAX_TC_TMUS; tmu++)
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, shaderstate.dynst_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynst_buff[tmu], NULL);
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, shaderstate.dynnorm_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynnorm_buff, NULL);
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, shaderstate.dyncol_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dyncol_buff, NULL);
IDirect3DDevice9_CreateIndexBuffer(pD3DDev9, shaderstate.dynidx_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFMT_QINDEX, D3DPOOL_DEFAULT, &shaderstate.dynidx_buff, NULL);
for (i = 0; i < MAX_TMUS; i++)
{
shaderstate.tmuflags[i] = ~0;
BE_ApplyTMUState(i, 0);
}
/*force all state to change, thus setting a known state*/
shaderstate.shaderbits = ~0;
BE_ApplyShaderBits(0);
shaderstate.gltod3d_depthunit = 1.0/((1u<<16) - 1u); //erk, panic.
{
IDirect3DSurface9 *surf = NULL;
D3DSURFACE_DESC desc = {D3DFMT_D16};
if (SUCCEEDED(IDirect3DDevice9_GetDepthStencilSurface(pD3DDev9, &surf)))
{
IDirect3DSurface9_GetDesc(surf, &desc);
IDirect3DSurface9_Release(surf);
switch(desc.Format)
{
case D3DFMT_D15S1:
shaderstate.gltod3d_depthunit = 1.0/((1u<<15) - 1u);
break;
case D3DFMT_D16_LOCKABLE:
case D3DFMT_D16:
shaderstate.gltod3d_depthunit = 1.0/((1u<<24) - 1u);
break;
case D3DFMT_D24S8:
case D3DFMT_D24X8:
case D3DFMT_D24X4S4:
shaderstate.gltod3d_depthunit = 1.0/((1u<<24) - 1u);
break;
default:
case D3DFMT_D32:
shaderstate.gltod3d_depthunit = 1.0/(quint32_t)(-1);
break;
//floating point depth formats are just messy as heck.
//I guess the definition issue here is more with opengl, and I don't know what it would say for 1 'notch', so lets just go by mantissa size.
case D3DFMT_D24FS8: //20e4
shaderstate.gltod3d_depthunit = 1.0/((1u<<20) - 1u);
break;
case D3DFMT_D32F_LOCKABLE: //23e8s1
shaderstate.gltod3d_depthunit = 1.0/((1u<<23) - 1u);
break;
}
}
}
}
}
static const char LIGHTPASS_SHADER[] = "\
{\n\
program rtlight\n\
{\n\
map $diffuse\n\
blendfunc add\n\
}\n\
{\n\
map $normalmap\n\
}\n\
{\n\
map $specular\n\
}\n\
}";
void D3D9BE_Init(void)
{
be_maxpasses = MAX_TC_TMUS;
memset(&shaderstate, 0, sizeof(shaderstate));
shaderstate.curvertdecl = -1;
shaderstate.curentity = &r_worldentity;
FTable_Init();
shaderstate.dynxyz_size = sizeof(vecV_t) * DYNVBUFFSIZE;
shaderstate.dyncol_size = sizeof(byte_vec4_t) * DYNVBUFFSIZE;
shaderstate.dynnorm_size = sizeof(vec3_t)*3 * DYNVBUFFSIZE;
shaderstate.dynst_size = sizeof(vec2_t) * DYNVBUFFSIZE;
shaderstate.dynidx_size = sizeof(index_t) * DYNIBUFFSIZE;
D3D9BE_Reset(false);
shaderstate.shader_rtlight = R_RegisterShader("rtlight", SUF_NONE, LIGHTPASS_SHADER);
R_InitFlashblends();
}
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
void D3D9BE_Set2D(void)
{ //start of some 2d rendering code.
r_refdef.time = realtime;
shaderstate.curtime = r_refdef.time;
}
void D3D9BE_SetViewport(int x, int w, int y, int h)
{
shaderstate.vport.X = x;
shaderstate.vport.Y = y;
shaderstate.vport.Width = w;
shaderstate.vport.Height = h;
shaderstate.vport.MinZ = 0;
shaderstate.vport.MaxZ = 1;
IDirect3DDevice9_SetViewport(pD3DDev9, &shaderstate.vport);
shaderstate.curprojection = d3d_trueprojection_std;
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)shaderstate.curprojection);
}
static void allocvertexbuffer(IDirect3DVertexBuffer9 *buff, unsigned int bmaxsize, unsigned int *offset, void **data, unsigned int bytes)
{
unsigned int boff;
if (*offset + bytes > bmaxsize)
{
boff = 0;
*offset = bytes;
}
else
{
boff = *offset;
*offset += bytes;
}
d3dcheck(IDirect3DVertexBuffer9_Lock(buff, boff, bytes, data, boff?D3DLOCK_NOOVERWRITE:D3DLOCK_DISCARD));
}
static unsigned int allocindexbuffer(void **dest, unsigned int entries)
{
unsigned int bytes = entries*sizeof(index_t);
unsigned int offset;
if (shaderstate.dynidx_offs + bytes > shaderstate.dynidx_size)
{
offset = 0;
shaderstate.dynidx_offs = 0;
}
else
{
offset = shaderstate.dynidx_offs;
shaderstate.dynidx_offs += bytes;
}
d3dcheck(IDirect3DIndexBuffer9_Lock(shaderstate.dynidx_buff, offset, (unsigned int)entries, dest, offset?D3DLOCK_NOOVERWRITE:D3DLOCK_DISCARD));
return offset/sizeof(index_t);
}
static void BindTexture(unsigned int tu, texid_t tex)
{
extern texid_t r_whiteimage;
IDirect3DTexture9 *dt;
if (tex)
{
dt = tex->ptr;
if (!dt)
dt = r_whiteimage->ptr;
shaderstate.curtexflags[tu] = tex->flags & SHADER_PASS_IMAGE_FLAGS_D3D9;
}
else
dt = NULL;
if (shaderstate.curtex[tu] != dt)
{
shaderstate.curtex[tu] = dt;
IDirect3DDevice9_SetTexture (pD3DDev9, tu, (void*)dt);
}
}
static void SelectPassTexture(unsigned int tu, shaderpass_t *pass)
{
int last;
extern texid_t missing_texture;
extern texid_t missing_texture_gloss;
extern texid_t missing_texture_normal;
extern texid_t r_blackimage;
switch(pass->texgen)
{
default:
case T_GEN_DIFFUSE:
if (TEXLOADED(shaderstate.curtexnums->base))
BindTexture(tu, shaderstate.curtexnums->base);
else
BindTexture(tu, missing_texture);
break;
case T_GEN_NORMALMAP:
if (TEXLOADED(shaderstate.curtexnums->bump))
BindTexture(tu, shaderstate.curtexnums->bump);
else
BindTexture(tu, missing_texture_normal);
break;
case T_GEN_SPECULAR:
if (TEXLOADED(shaderstate.curtexnums->specular))
BindTexture(tu, shaderstate.curtexnums->specular);
else
BindTexture(tu, missing_texture_gloss);
break;
case T_GEN_UPPEROVERLAY:
if (TEXLOADED(shaderstate.curtexnums->upperoverlay))
BindTexture(tu, shaderstate.curtexnums->upperoverlay);
else
BindTexture(tu, r_blackimage);
break;
case T_GEN_LOWEROVERLAY:
if (TEXLOADED(shaderstate.curtexnums->loweroverlay))
BindTexture(tu, shaderstate.curtexnums->loweroverlay);
else
BindTexture(tu, r_blackimage);
break;
case T_GEN_FULLBRIGHT:
if (TEXLOADED(shaderstate.curtexnums->fullbright))
BindTexture(tu, shaderstate.curtexnums->fullbright);
else
BindTexture(tu, r_blackimage);
break;
case T_GEN_REFLECTCUBE:
if (TEXLOADED(shaderstate.curtexnums->reflectcube))
BindTexture(tu, shaderstate.curtexnums->reflectcube);
else
BindTexture(tu, r_whiteimage);
break;
case T_GEN_REFLECTMASK:
if (TEXLOADED(shaderstate.curtexnums->reflectmask))
BindTexture(tu, shaderstate.curtexnums->reflectmask);
else
BindTexture(tu, r_whiteimage);
break;
case T_GEN_ANIMMAP:
BindTexture(tu, pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes]);
break;
case T_GEN_SINGLEMAP:
BindTexture(tu, pass->anim_frames[0]);
break;
case T_GEN_DELUXMAP:
BindTexture(tu, shaderstate.curdeluxmap);
break;
case T_GEN_LIGHTMAP:
BindTexture(tu, shaderstate.curlightmap);
break;
/*case T_GEN_CURRENTRENDER:
FIXME: no code to grab the current screen and convert to a texture
break;*/
case T_GEN_VIDEOMAP:
#ifdef HAVE_MEDIA_DECODER
BindTexture(tu, Media_UpdateForShader(pass->cin));
#else
BindTexture(tu, missing_texture);
#endif
break;
}
BE_ApplyTMUState(tu, shaderstate.curtexflags[tu]|pass->flags);
if (tu == 0)
{
if (shaderstate.passsinglecolour)
{
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_CONSTANT, shaderstate.passcolour);
last = D3DTA_CONSTANT;
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORVERTEX, FALSE);
}
else
{
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORVERTEX, TRUE);
// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1); //default state anyway.
last = D3DTA_DIFFUSE;
}
}
else
last = D3DTA_CURRENT;
switch (pass->blendmode)
{
case PBM_DOTPRODUCT:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, last);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, last);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
break;
case PBM_REPLACE:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, last);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
if (shaderstate.flags & (BEF_FORCETRANSPARENT | BEF_FORCEADDITIVE))
{
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, last);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
}
else
{
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, last);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
}
break;
case PBM_ADD:
if (tu == 0)
goto forcemod;
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, last);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_ADD);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, last);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
break;
case PBM_DECAL:
if (!tu)
goto forcemod;
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, last);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, last);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
break;
case PBM_OVERBRIGHT:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, last);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_TEXTURE);
{
extern cvar_t gl_overbright;
switch (gl_overbright.ival)
{
case 1:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE2X);
break;
case 2:
case 3:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE4X);
break;
default:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE);
break;
}
}
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, last);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
break;
default:
case PBM_MODULATE:
forcemod:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, last);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, last);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
break;
}
}
static void colourgenbyte(const shaderpass_t *pass, int cnt, byte_vec4_t *srcb, vec4_t *srcf, byte_vec4_t *dst, const mesh_t *mesh)
{
D3DCOLOR block;
switch (pass->rgbgen)
{
case RGB_GEN_ENTITY:
block = D3DCOLOR_COLORVALUE(shaderstate.curentity->shaderRGBAf[0], shaderstate.curentity->shaderRGBAf[1], shaderstate.curentity->shaderRGBAf[2], shaderstate.curentity->shaderRGBAf[3]);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
case RGB_GEN_ONE_MINUS_ENTITY:
block = D3DCOLOR_COLORVALUE(1-shaderstate.curentity->shaderRGBAf[0], 1-shaderstate.curentity->shaderRGBAf[1], 1-shaderstate.curentity->shaderRGBAf[2], 1-shaderstate.curentity->shaderRGBAf[3]);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
case RGB_GEN_VERTEX_LIGHTING:
case RGB_GEN_VERTEX_EXACT:
if (srcb)
{
while((cnt)--)
{
qbyte r, g, b;
r=srcb[cnt][0];
g=srcb[cnt][1];
b=srcb[cnt][2];
dst[cnt][0] = b;
dst[cnt][1] = g;
dst[cnt][2] = r;
}
}
else if (srcf)
{
while((cnt)--)
{
int r, g, b;
r=srcf[cnt][0]*255;
g=srcf[cnt][1]*255;
b=srcf[cnt][2]*255;
dst[cnt][0] = bound(0, b, 255);
dst[cnt][1] = bound(0, g, 255);
dst[cnt][2] = bound(0, r, 255);
}
}
else
goto identity;
break;
case RGB_GEN_ONE_MINUS_VERTEX:
if (srcb)
{
while((cnt)--)
{
qbyte r, g, b;
r=255-srcb[cnt][0];
g=255-srcb[cnt][1];
b=255-srcb[cnt][2];
dst[cnt][0] = b;
dst[cnt][1] = g;
dst[cnt][2] = r;
}
}
else if (srcf)
{
while((cnt)--)
{
int r, g, b;
r=255-srcf[cnt][0]*255;
g=255-srcf[cnt][1]*255;
b=255-srcf[cnt][2]*255;
dst[cnt][0] = bound(0, b, 255);
dst[cnt][1] = bound(0, g, 255);
dst[cnt][2] = bound(0, r, 255);
}
}
else
goto identity;
break;
case RGB_GEN_IDENTITY_LIGHTING:
//compensate for overbrights
block = D3DCOLOR_RGBA(255, 255, 255, 255); //shaderstate.identitylighting
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
default:
identity:
case RGB_GEN_UNKNOWN:
case RGB_GEN_IDENTITY_OVERBRIGHT:
case RGB_GEN_IDENTITY:
block = D3DCOLOR_RGBA(255, 255, 255, 255);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
case RGB_GEN_CONST:
block = D3DCOLOR_COLORVALUE(pass->rgbgen_func.args[0], pass->rgbgen_func.args[1], pass->rgbgen_func.args[2], 1);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
case RGB_GEN_ENTITY_LIGHTING_DIFFUSE:
R_LightArraysByte_BGR(shaderstate.curentity , mesh->xyz_array, dst, cnt, mesh->normals_array, true);
break;
case RGB_GEN_LIGHTING_DIFFUSE:
R_LightArraysByte_BGR(shaderstate.curentity , mesh->xyz_array, dst, cnt, mesh->normals_array, false);
break;
case RGB_GEN_WAVE:
{
float *table;
float c;
table = FTableForFunc(pass->rgbgen_func.type);
c = pass->rgbgen_func.args[2] + shaderstate.curtime * pass->rgbgen_func.args[3];
c = FTABLE_EVALUATE(table, c) * pass->rgbgen_func.args[1] + pass->rgbgen_func.args[0];
c = bound(0.0f, c, 1.0f);
block = D3DCOLOR_COLORVALUE(c, c, c, 1);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
}
break;
case RGB_GEN_TOPCOLOR:
case RGB_GEN_BOTTOMCOLOR:
#ifdef warningmsg
#pragma warningmsg("fix 24bit player colours")
#endif
block = D3DCOLOR_RGBA(255, 255, 255, 255);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
// Con_Printf("RGB_GEN %i not supported\n", pass->rgbgen);
break;
}
}
static void alphagenbyte(const shaderpass_t *pass, int cnt, byte_vec4_t *srcb, vec4_t *srcf, byte_vec4_t *dst, const mesh_t *mesh)
{
/*FIXME: Skip this if the rgbgen did it*/
float *table;
unsigned char t;
float f;
vec3_t v1, v2;
switch (pass->alphagen)
{
default:
case ALPHA_GEN_IDENTITY:
if (shaderstate.flags & BEF_FORCETRANSPARENT)
{
f = shaderstate.curentity->shaderRGBAf[3];
if (f < 0)
t = 0;
else if (f >= 1)
t = 255;
else
t = f*255;
while(cnt--)
dst[cnt][3] = t;
}
else
{
while(cnt--)
dst[cnt][3] = 255;
}
break;
case ALPHA_GEN_CONST:
t = pass->alphagen_func.args[0]*255;
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_WAVE:
table = FTableForFunc(pass->alphagen_func.type);
f = pass->alphagen_func.args[2] + shaderstate.curtime * pass->alphagen_func.args[3];
f = FTABLE_EVALUATE(table, f) * pass->alphagen_func.args[1] + pass->alphagen_func.args[0];
t = bound(0.0f, f, 1.0f)*255;
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_PORTAL:
//FIXME: should this be per-vert?
VectorAdd(mesh->xyz_array[0], shaderstate.curentity->origin, v1);
VectorSubtract(r_origin, v1, v2);
f = VectorLength(v2) * (1.0 / 255.0);
t = bound(0.0f, f, 1.0f)*255;
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_VERTEX:
if (srcb)
{
while(cnt--)
{
dst[cnt][3] = srcb[cnt][3];
}
}
else if (srcf)
{
while(cnt--)
{
dst[cnt][3] = bound(0, srcf[cnt][3]*255, 255);
}
}
else
{
while(cnt--)
{
dst[cnt][3] = 255;
}
}
break;
case ALPHA_GEN_ENTITY:
t = bound(0, shaderstate.curentity->shaderRGBAf[3], 1)*255;
while(cnt--)
{
dst[cnt][3] = t;
}
break;
case ALPHA_GEN_SPECULAR:
{
int i;
VectorSubtract(r_origin, shaderstate.curentity->origin, v1);
if (!Matrix3_Compare(shaderstate.curentity->axis, (void *)axisDefault))
{
Matrix3_Multiply_Vec3(shaderstate.curentity->axis, v1, v2);
}
else
{
VectorCopy(v1, v2);
}
for (i = 0; i < cnt; i++)
{
VectorSubtract(v2, mesh->xyz_array[i], v1);
f = DotProduct(v1, mesh->normals_array[i]) * Q_rsqrt(DotProduct(v1,v1));
f = f * f * f * f * f;
dst[i][3] = bound (0, (int)(f*255), 255);
}
}
break;
}
}
static unsigned int BE_GenerateColourMods(unsigned int vertcount, const shaderpass_t *pass)
{
unsigned int ret = 0;
unsigned char *map;
const mesh_t *m;
unsigned int mno;
m = shaderstate.meshlist[0];
if (pass->flags & SHADER_PASS_NOCOLORARRAY)
{
shaderstate.passsinglecolour = true;
shaderstate.passcolour = D3DCOLOR_RGBA(255,255,255,255);
colourgenbyte(pass, 1, (byte_vec4_t*)&shaderstate.passcolour, NULL, (byte_vec4_t*)&shaderstate.passcolour, m);
alphagenbyte(pass, 1, (byte_vec4_t*)&shaderstate.passcolour, NULL, (byte_vec4_t*)&shaderstate.passcolour, m);
/*FIXME: just because there's no rgba set, there's no reason to assume it should be a single colour (unshaded ents)*/
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_COL, NULL, 0, 0));
}
else
{
shaderstate.passsinglecolour = false;
ret |= D3D_VDEC_COL4B;
if (shaderstate.batchvbo && (m->colors4f_array[0] &&
((pass->rgbgen == RGB_GEN_VERTEX_LIGHTING) ||
(pass->rgbgen == RGB_GEN_VERTEX_EXACT) ||
(pass->rgbgen == RGB_GEN_ONE_MINUS_VERTEX)) &&
(pass->alphagen == ALPHA_GEN_VERTEX)) && shaderstate.batchvbo->colours_bytes)
{
//fixme
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_COL, shaderstate.batchvbo->colours[0].d3d.buff, shaderstate.batchvbo->colours[0].d3d.offs, sizeof(vbovdata_t)));
}
else
{
allocvertexbuffer(shaderstate.dyncol_buff, shaderstate.dyncol_size, &shaderstate.dyncol_offs, (void**)&map, vertcount*sizeof(D3DCOLOR));
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
colourgenbyte(pass, m->numvertexes, m->colors4b_array, m->colors4f_array[0], (byte_vec4_t*)map, m);
alphagenbyte(pass, m->numvertexes, m->colors4b_array, m->colors4f_array[0], (byte_vec4_t*)map, m);
map += m->numvertexes*4;
}
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dyncol_buff));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_COL, shaderstate.dyncol_buff, shaderstate.dyncol_offs - vertcount*sizeof(D3DCOLOR), sizeof(D3DCOLOR)));
}
}
return ret;
}
/*********************************************************************************************************/
/*========================================== texture coord generation =====================================*/
static void tcgen_environment(float *st, unsigned int numverts, float *xyz, float *normal)
{
int i;
vec3_t viewer, reflected;
float d;
vec3_t rorg;
if (!normal)
{
for (i = 0 ; i < numverts ; i++, st += 2 )
{
st[0] = xyz[0];
st[1] = xyz[1];
}
return;
}
RotateLightVector(shaderstate.curentity->axis, shaderstate.curentity->origin, r_origin, rorg);
for (i = 0 ; i < numverts ; i++, xyz += sizeof(vecV_t)/sizeof(vec_t), normal += 3, st += 2 )
{
VectorSubtract (rorg, xyz, viewer);
VectorNormalizeFast (viewer);
d = DotProduct (normal, viewer);
reflected[0] = normal[0]*2*d - viewer[0];
reflected[1] = normal[1]*2*d - viewer[1];
reflected[2] = normal[2]*2*d - viewer[2];
st[0] = 0.5 + reflected[1] * 0.5;
st[1] = 0.5 - reflected[2] * 0.5;
}
}
static float *tcgen(const shaderpass_t *pass, int cnt, float *dst, const mesh_t *mesh)
{
int i;
vecV_t *src;
switch (pass->tcgen)
{
default:
case TC_GEN_BASE:
return (float*)mesh->st_array;
case TC_GEN_LIGHTMAP:
return (float*)mesh->lmst_array[0];
case TC_GEN_NORMAL:
return (float*)mesh->normals_array;
case TC_GEN_SVECTOR:
return (float*)mesh->snormals_array;
case TC_GEN_TVECTOR:
return (float*)mesh->tnormals_array;
case TC_GEN_ENVIRONMENT:
tcgen_environment(dst, cnt, (float*)mesh->xyz_array, (float*)mesh->normals_array);
return dst;
case TC_GEN_DOTPRODUCT:
return dst;//mesh->st_array[0];
case TC_GEN_VECTOR:
src = mesh->xyz_array;
for (i = 0; i < cnt; i++, dst += 2)
{
dst[0] = DotProduct(pass->tcgenvec[0], src[i]);
dst[1] = DotProduct(pass->tcgenvec[1], src[i]);
}
return dst;
}
}
static float *tcgen3(const shaderpass_t *pass, int cnt, float *dst, const mesh_t *mesh)
{
int i;
vecV_t *src;
switch (pass->tcgen)
{
default:
case TC_GEN_SKYBOX:
src = mesh->xyz_array;
for (i = 0; i < cnt; i++, dst += 3)
{
dst[0] = src[i][0] - r_refdef.vieworg[0];
dst[1] = r_refdef.vieworg[1] - src[i][1];
dst[2] = src[i][2] - r_refdef.vieworg[2];
}
return dst-cnt*3;
}
}
/*src and dst can be the same address when tcmods are chained*/
static void tcmod(const tcmod_t *tcmod, int cnt, const float *src, float *dst, const mesh_t *mesh)
{
float *table;
float t1, t2;
float cost, sint;
int j;
#define R_FastSin(x) sin((x)*(2*M_PI))
switch (tcmod->type)
{
case SHADER_TCMOD_ROTATE:
cost = tcmod->args[0] * shaderstate.curtime;
sint = R_FastSin(cost);
cost = R_FastSin(cost + 0.25);
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
t1 = cost * (src[0] - 0.5f) - sint * (src[1] - 0.5f) + 0.5f;
t2 = cost * (src[1] - 0.5f) + sint * (src[0] - 0.5f) + 0.5f;
dst[0] = t1;
dst[1] = t2;
}
break;
case SHADER_TCMOD_SCALE:
t1 = tcmod->args[0];
t2 = tcmod->args[1];
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] * t1;
dst[1] = src[1] * t2;
}
break;
case SHADER_TCMOD_TURB:
t1 = tcmod->args[2] + shaderstate.curtime * tcmod->args[3];
t2 = tcmod->args[1];
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] + R_FastSin (src[0]*t2+t1) * t2;
dst[1] = src[1] + R_FastSin (src[1]*t2+t1) * t2;
}
break;
case SHADER_TCMOD_STRETCH:
table = FTableForFunc(tcmod->args[0]);
t2 = tcmod->args[3] + shaderstate.curtime * tcmod->args[4];
t1 = FTABLE_EVALUATE(table, t2) * tcmod->args[2] + tcmod->args[1];
t1 = t1 ? 1.0f / t1 : 1.0f;
t2 = 0.5f - 0.5f * t1;
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] * t1 + t2;
dst[1] = src[1] * t1 + t2;
}
break;
case SHADER_TCMOD_SCROLL:
t1 = tcmod->args[0] * shaderstate.curtime;
t2 = tcmod->args[1] * shaderstate.curtime;
for (j = 0; j < cnt; j++, dst += 2, src+=2)
{
dst[0] = src[0] + t1;
dst[1] = src[1] + t2;
}
break;
case SHADER_TCMOD_TRANSFORM:
for (j = 0; j < cnt; j++, dst+=2, src+=2)
{
t1 = src[0];
t2 = src[1];
dst[0] = t1 * tcmod->args[0] + t2 * tcmod->args[2] + tcmod->args[4];
dst[1] = t1 * tcmod->args[1] + t2 * tcmod->args[3] + tcmod->args[5];
}
break;
default:
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0];
dst[1] = src[1];
}
break;
}
}
static void GenerateTCMods(const shaderpass_t *pass, float *dest)
{
mesh_t *mesh;
unsigned int mno;
// unsigned int fvertex = 0; //unused variable
int i;
float *src;
float *out;
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
mesh = shaderstate.meshlist[mno];
#if 0
out = dest + mesh->vbofirstvert*2;
#else
out = dest;
dest += mesh->numvertexes*2;
#endif
src = tcgen(pass, mesh->numvertexes, out, mesh);
//tcgen might return unmodified info
if (pass->numtcmods)
{
for (i = 0; i < pass->numtcmods; i++)
{
tcmod(&pass->tcmods[i], mesh->numvertexes, src, out, mesh);
src = out;
}
}
else if (src != out)
{
memcpy(out, src, sizeof(vec2_t)*mesh->numvertexes);
}
}
}
static void GenerateTCMods3(const shaderpass_t *pass, float *dest)
{
mesh_t *mesh;
unsigned int mno;
// unsigned int fvertex = 0; //unused variable
// int i;
float *src;
float *out;
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
mesh = shaderstate.meshlist[mno];
#if 0
out = dest + mesh->vbofirstvert*3;
#else
out = dest;
dest += mesh->numvertexes*3;
#endif
src = tcgen3(pass, mesh->numvertexes, out, mesh);
//tcgen might return unmodified info
/*if (pass->numtcmods)
{
for (i = 0; i < pass->numtcmods; i++)
{
tcmod3(&pass->tcmods[i], mesh->numvertexes, src, out, mesh);
src = out;
}
}
else */if (src != out)
{
memcpy(out, src, sizeof(vec2_t)*mesh->numvertexes);
}
}
}
static void tcgen_fog(float *st, unsigned int numverts, float *xyz, mfog_t *fog)
{
int i;
float z;
float eye, point;
vec4_t zmat;
vec4_t distmat;
//FIXME
float modelviewmatrix[16];
Matrix4_Multiply(r_refdef.m_view, shaderstate.m_model, modelviewmatrix);
//generate a simple matrix to calc only the projected z coord
zmat[0] = -modelviewmatrix[2];
zmat[1] = -modelviewmatrix[6];
zmat[2] = -modelviewmatrix[10];
zmat[3] = -modelviewmatrix[14];
Vector4Scale(zmat, shaderstate.fogfar, zmat);
if (fog && fog->visibleplane)
{
VectorCopy(fog->visibleplane->normal, distmat);
distmat[3] = fog->visibleplane->dist;
eye = (DotProduct(r_refdef.vieworg, distmat) - distmat[3]);
if (eye < 1)
eye = 1;
for (i = 0 ; i < numverts ; i++, xyz += sizeof(vecV_t)/sizeof(vec_t), st += 2 )
{
z = DotProduct(xyz, zmat) + zmat[3];
st[0] = z;
if (fog->visibleplane)
point = (DotProduct(xyz, distmat) - distmat[3]);
else
point = 1;
st[1] = point / (point - eye);
}
}
else
{
for (i = 0 ; i < numverts ; i++, xyz += sizeof(vecV_t)/sizeof(vec_t), st += 2 )
{
z = DotProduct(xyz, zmat) + zmat[3];
st[0] = z;
st[1] = 1.0;//31/32.0;
}
}
}
//end texture coords
/*******************************************************************************************************************/
static void GenerateFogTexture(texid_t *tex, float density, float zscale)
{
#define FOGS 256
#define FOGT 32
byte_vec4_t fogdata[FOGS*FOGT];
int s, t;
float f, z;
for(s = 0; s < FOGS; s++)
for(t = 0; t < FOGT; t++)
{
z = (float)s / (FOGS-1);
z *= zscale;
if (0)//q3
f = pow(z, 0.5);
else if (1)//GL_EXP
f = 1-exp(-density * z);
else //GL_EXP2
f = 1-exp(-(density*density) * z);
if (f < 0)
f = 0;
if (f > 1)
f = 1;
f *= (float)t / (FOGT-1);
fogdata[t*FOGS + s][0] = 255;
fogdata[t*FOGS + s][1] = 255;
fogdata[t*FOGS + s][2] = 255;
fogdata[t*FOGS + s][3] = 255*f;
}
if (!TEXVALID(*tex))
*tex = Image_CreateTexture("***fog***", NULL, IF_CLAMP|IF_NOMIPMAP);
Image_Upload(*tex, TF_RGBA32, fogdata, NULL, FOGS, FOGT, IF_CLAMP|IF_NOMIPMAP);
}
static void deformgen(const deformv_t *deformv, int cnt, vecV_t *src, vecV_t *dst, const mesh_t *mesh)
{
float *table;
int j, k;
float args[4];
float deflect;
switch (deformv->type)
{
default:
case DEFORMV_NONE:
if (src != dst)
memcpy(dst, src, sizeof(*src)*cnt);
break;
case DEFORMV_WAVE:
if (!mesh->normals_array)
{
if (src != dst)
memcpy(dst, src, sizeof(*src)*cnt);
return;
}
args[0] = deformv->func.args[0];
args[1] = deformv->func.args[1];
args[3] = deformv->func.args[2] + deformv->func.args[3] * shaderstate.curtime;
table = FTableForFunc(deformv->func.type);
for ( j = 0; j < cnt; j++ )
{
deflect = deformv->args[0] * (src[j][0]+src[j][1]+src[j][2]) + args[3];
deflect = FTABLE_EVALUATE(table, deflect) * args[1] + args[0];
// Deflect vertex along its normal by wave amount
VectorMA(src[j], deflect, mesh->normals_array[j], dst[j]);
}
break;
case DEFORMV_NORMAL:
//normal does not actually move the verts, but it does change the normals array
//we don't currently support that.
if (src != dst)
memcpy(dst, src, sizeof(*src)*cnt);
/*
args[0] = deformv->args[1] * shaderstate.curtime;
for ( j = 0; j < cnt; j++ )
{
args[1] = normalsArray[j][2] * args[0];
deflect = deformv->args[0] * R_FastSin(args[1]);
normalsArray[j][0] *= deflect;
deflect = deformv->args[0] * R_FastSin(args[1] + 0.25);
normalsArray[j][1] *= deflect;
VectorNormalizeFast(normalsArray[j]);
}
*/ break;
case DEFORMV_MOVE:
table = FTableForFunc(deformv->func.type);
deflect = deformv->func.args[2] + shaderstate.curtime * deformv->func.args[3];
deflect = FTABLE_EVALUATE(table, deflect) * deformv->func.args[1] + deformv->func.args[0];
for ( j = 0; j < cnt; j++ )
VectorMA(src[j], deflect, deformv->args, dst[j]);
break;
case DEFORMV_BULGE:
args[0] = deformv->args[0]/(2*M_PI);
args[1] = deformv->args[1];
args[2] = shaderstate.curtime * deformv->args[2]/(2*M_PI);
for (j = 0; j < cnt; j++)
{
deflect = R_FastSin(mesh->st_array[j][0]*args[0] + args[2])*args[1];
dst[j][0] = src[j][0]+deflect*mesh->normals_array[j][0];
dst[j][1] = src[j][1]+deflect*mesh->normals_array[j][1];
dst[j][2] = src[j][2]+deflect*mesh->normals_array[j][2];
}
break;
case DEFORMV_AUTOSPRITE:
if (mesh->numindexes < 6)
break;
for (j = 0; j < cnt-3; j+=4, src+=4, dst+=4)
{
vec3_t mid, d;
float radius;
mid[0] = 0.25*(src[0][0] + src[1][0] + src[2][0] + src[3][0]);
mid[1] = 0.25*(src[0][1] + src[1][1] + src[2][1] + src[3][1]);
mid[2] = 0.25*(src[0][2] + src[1][2] + src[2][2] + src[3][2]);
VectorSubtract(src[0], mid, d);
radius = 2*VectorLength(d);
for (k = 0; k < 4; k++)
{
dst[k][0] = mid[0] + radius*((mesh->st_array[j+k][0]-0.5)*r_refdef.m_view[0+0]-(mesh->st_array[j+k][1]-0.5)*r_refdef.m_view[0+1]);
dst[k][1] = mid[1] + radius*((mesh->st_array[j+k][0]-0.5)*r_refdef.m_view[4+0]-(mesh->st_array[j+k][1]-0.5)*r_refdef.m_view[4+1]);
dst[k][2] = mid[2] + radius*((mesh->st_array[j+k][0]-0.5)*r_refdef.m_view[8+0]-(mesh->st_array[j+k][1]-0.5)*r_refdef.m_view[8+1]);
}
}
break;
case DEFORMV_AUTOSPRITE2:
if (mesh->numindexes < 6)
break;
for (k = 0; k < mesh->numindexes; k += 6)
{
int long_axis, short_axis;
vec3_t axis;
float len[3];
mat3_t m0, m1, m2, result;
float *quad[4];
vec3_t rot_centre, tv, tv2;
quad[0] = (float *)(src + mesh->indexes[k+0]);
quad[1] = (float *)(src + mesh->indexes[k+1]);
quad[2] = (float *)(src + mesh->indexes[k+2]);
for (j = 2; j >= 0; j--)
{
quad[3] = (float *)(src + mesh->indexes[k+3+j]);
if (!VectorEquals (quad[3], quad[0]) &&
!VectorEquals (quad[3], quad[1]) &&
!VectorEquals (quad[3], quad[2]))
{
break;
}
}
// build a matrix were the longest axis of the billboard is the Y-Axis
VectorSubtract(quad[1], quad[0], m0[0]);
VectorSubtract(quad[2], quad[0], m0[1]);
VectorSubtract(quad[2], quad[1], m0[2]);
len[0] = DotProduct(m0[0], m0[0]);
len[1] = DotProduct(m0[1], m0[1]);
len[2] = DotProduct(m0[2], m0[2]);
if ((len[2] > len[1]) && (len[2] > len[0]))
{
if (len[1] > len[0])
{
long_axis = 1;
short_axis = 0;
}
else
{
long_axis = 0;
short_axis = 1;
}
}
else if ((len[1] > len[2]) && (len[1] > len[0]))
{
if (len[2] > len[0])
{
long_axis = 2;
short_axis = 0;
}
else
{
long_axis = 0;
short_axis = 2;
}
}
else //if ( (len[0] > len[1]) && (len[0] > len[2]) )
{
if (len[2] > len[1])
{
long_axis = 2;
short_axis = 1;
}
else
{
long_axis = 1;
short_axis = 2;
}
}
if (DotProduct(m0[long_axis], m0[short_axis]))
{
VectorNormalize2(m0[long_axis], axis);
VectorCopy(axis, m0[1]);
if (axis[0] || axis[1])
{
VectorVectors(m0[1], m0[2], m0[0]);
}
else
{
VectorVectors(m0[1], m0[0], m0[2]);
}
}
else
{
VectorNormalize2(m0[long_axis], axis);
VectorNormalize2(m0[short_axis], m0[0]);
VectorCopy(axis, m0[1]);
CrossProduct(m0[0], m0[1], m0[2]);
}
for (j = 0; j < 3; j++)
rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25;
VectorAdd(shaderstate.curentity->origin, rot_centre, tv);
VectorSubtract(r_origin, tv, tv);
// filter any longest-axis-parts off the camera-direction
deflect = -DotProduct(tv, axis);
VectorMA(tv, deflect, axis, m1[2]);
VectorNormalizeFast(m1[2]);
VectorCopy(axis, m1[1]);
CrossProduct(m1[1], m1[2], m1[0]);
Matrix3_Transpose(m1, m2);
Matrix3_Multiply(m2, m0, result);
for (j = 0; j < 4; j++)
{
int v = ((vecV_t*)quad[j]-src);
VectorSubtract(quad[j], rot_centre, tv);
Matrix3_Multiply_Vec3((void *)result, tv, tv2);
VectorAdd(rot_centre, tv2, dst[v]);
}
}
break;
// case DEFORMV_PROJECTION_SHADOW:
// break;
}
}
static void R_FetchPlayerColour(unsigned int cv, vec3_t rgb)
{
int i;
if (cv >= 16)
{
rgb[0] = (((cv&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[15]+0)) / (256.0*256);
rgb[1] = (((cv&0x00ff00)>>8)**((unsigned char*)&d_8to24rgbtable[15]+1)) / (256.0*256);
rgb[2] = (((cv&0x0000ff)>>0)**((unsigned char*)&d_8to24rgbtable[15]+2)) / (256.0*256);
return;
}
i = cv;
if (i >= 8)
{
i<<=4;
}
else
{
i<<=4;
i+=15;
}
i*=3;
rgb[0] = host_basepal[i+0] / 255.0;
rgb[1] = host_basepal[i+1] / 255.0;
rgb[2] = host_basepal[i+2] / 255.0;
/* if (!gammaworks)
{
*retred = gammatable[*retred];
*retgreen = gammatable[*retgreen];
*retblue = gammatable[*retblue];
}*/
}
static void BE_ApplyUniforms(program_t *prog, struct programpermu_s *perm)
{
shaderprogparm_t *pp;
vec4_t param4;
int h;
int i;
if (shaderstate.curperm != perm)
{
shaderstate.curperm = perm;
IDirect3DDevice9_SetVertexShader(pD3DDev9, perm->h.hlsl.vert);
IDirect3DDevice9_SetPixelShader(pD3DDev9, perm->h.hlsl.frag);
}
for (i = 0, pp = perm->parm; i < perm->numparms; i++, pp++)
{
h = pp->handle;
switch (pp->type)
{
case SP_M_PROJECTION:
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, shaderstate.curprojection, 4);
break;
case SP_M_VIEW:
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, r_refdef.m_view, 4);
break;
case SP_M_MODEL:
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, shaderstate.m_model, 4);
break;
case SP_E_VBLEND:
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, shaderstate.meshlist[0]->xyz_blendw, 2);
break;
case SP_V_EYEPOS:
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, r_origin, 1);
break;
case SP_E_EYEPOS:
{
vec4_t t2;
float m16[16];
Matrix4x4_CM_ModelMatrixFromAxis(m16, shaderstate.curentity->axis[0], shaderstate.curentity->axis[1], shaderstate.curentity->axis[2], shaderstate.curentity->origin);
Matrix4x4_CM_Transform3(m16, r_origin, t2);
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, t2, 1);
}
break;
case SP_E_TIME:
{
vec4_t t1 = {shaderstate.curtime};
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, t1, 1);
}
break;
case SP_M_MODELVIEWPROJECTION:
{
float mv[16], mvp[16];
Matrix4_Multiply(r_refdef.m_view, shaderstate.m_model, mv);
Matrix4_Multiply(shaderstate.curprojection, mv, mvp);
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, mvp, 4);
}
break;
case SP_M_MODELVIEW:
{
float mv[16];
Matrix4_Multiply(r_refdef.m_view, shaderstate.m_model, mv);
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, mv, 4);
}
break;
case SP_LIGHTPOSITION:
{
/*light position in model space*/
float inv[16];
vec3_t t2;
qboolean Matrix4_Invert(const float *m, float *out);
Matrix4_Invert(shaderstate.m_model, inv);
Matrix4x4_CM_Transform3(inv, shaderstate.curdlight->origin, t2);
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, t2, 1);
break;
}
case SP_LIGHTRADIUS:
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, &shaderstate.curdlight->radius, 1);
break;
case SP_LIGHTCOLOUR:
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, shaderstate.curdlight_colours, 1);
break;
case SP_E_L_DIR:
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, shaderstate.curentity->light_dir, 1);
break;
case SP_E_L_MUL:
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, shaderstate.curentity->light_range, 1);
break;
case SP_E_L_AMBIENT:
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, shaderstate.curentity->light_avg, 1);
break;
case SP_E_COLOURS:
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, shaderstate.curentity->shaderRGBAf, 1);
break;
case SP_E_COLOURSIDENT:
if (shaderstate.flags & BEF_FORCECOLOURMOD)
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, shaderstate.curentity->shaderRGBAf, 1);
else
{
vec4_t tmp = {1, 1, 1, shaderstate.curentity->shaderRGBAf[3]};
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, tmp, 1);
}
break;
case SP_E_TOPCOLOURS:
R_FetchPlayerColour(shaderstate.curentity->topcolour, param4);
param4[3] = 1;
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, param4, 1);
break;
case SP_E_BOTTOMCOLOURS:
R_FetchPlayerColour(shaderstate.curentity->bottomcolour, param4);
param4[3] = 1;
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, param4, 1);
break;
case SP_E_LMSCALE:
Vector4Set(param4, 1, 1, 1, 1);
if (shaderstate.curentity->model && (shaderstate.curentity->model->engineflags & MDLF_NEEDOVERBRIGHT))
{
extern cvar_t gl_overbright;
const float identitylighting = 1;
float sc = (1<<bound(0, gl_overbright.ival, 2)) * identitylighting;
VectorSet(param4, sc, sc, sc);
}
else
{
const float identitylighting = 1;
VectorSet(param4, identitylighting, identitylighting, identitylighting);
}
param4[3] = 1;
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, param4, 1);
break;
case SP_W_FOG:
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, r_refdef.globalfog.colour, 2); //colour and density
break;
case SP_W_USER://FIXME: needs seperate vertex+fragment handles!
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, r_refdef.userdata[0], countof(r_refdef.userdata));
break;
case SP_M_ENTBONES_MAT3X4:
case SP_M_ENTBONES_PACKED:
case SP_E_VLSCALE:
case SP_E_ORIGIN:
case SP_E_GLOWMOD:
case SP_M_INVVIEWPROJECTION:
case SP_M_INVMODELVIEWPROJECTION:
case SP_SOURCESIZE:
case SP_S_COLOUR:
case SP_LIGHTCOLOURSCALE:
case SP_LIGHTSCREEN:
case SP_LIGHTCUBEMATRIX:
case SP_LIGHTSHADOWMAPPROJ:
case SP_LIGHTSHADOWMAPSCALE:
case SP_LIGHTDIRECTION:
case SP_RENDERTEXTURESCALE:
case SP_FIRSTIMMEDIATE:
case SP_CONSTI:
case SP_CONSTF:
case SP_CVARI:
case SP_CVARF:
case SP_CVAR3F:
case SP_TEXTURE:
case SP_BAD:
Con_Printf("shader property %i not implemented\n", pp->type);
break;
}
}
}
static unsigned int BE_DrawMeshChain_SetupProgram(program_t *p)
{
unsigned int vdec = 0;
unsigned int perm = 0;
struct programpermu_s *pp;
#ifdef SKELETALMODELS
if (shaderstate.batchvbo && shaderstate.batchvbo->numbones)
perm |= PERMUTATION_SKELETAL;
#endif
if (TEXLOADED(shaderstate.curtexnums->bump))
perm |= PERMUTATION_BUMPMAP;
if (TEXLOADED(shaderstate.curtexnums->fullbright))
perm |= PERMUTATION_FULLBRIGHT;
if ((TEXLOADED(shaderstate.curtexnums->upperoverlay) || TEXLOADED(shaderstate.curtexnums->loweroverlay)))
perm |= PERMUTATION_UPPERLOWER;
if (r_refdef.globalfog.density)
perm |= PERMUTATION_FOG;
#ifdef NONSKELETALMODELS
if (shaderstate.batchvbo && shaderstate.batchvbo->coord2.d3d.buff)
perm |= PERMUTATION_FRAMEBLEND;
#endif
// if (p->permu[perm|PERMUTATION_DELUXE].h.loaded && TEXVALID(shaderstate.curtexnums->bump) && shaderstate.curbatch->lightmap[0] >= 0 && lightmap[shaderstate.curbatch->lightmap[0]]->hasdeluxe)
// perm |= PERMUTATION_DELUXE;
#if MAXRLIGHTMAPS > 1
if (shaderstate.curbatch && shaderstate.curbatch->lightmap[1] >= 0)
perm |= PERMUTATION_LIGHTSTYLES;
#endif
vdec |= D3D_VDEC_COL4B;//BE_GenerateColourMods(vertcount, s->passes);
perm &= p->supportedpermutations;
pp = p->permu[perm];
if (!pp)
{
p->permu[perm] = pp = Shader_LoadPermutation(p, perm);
if (!pp)
{ //failed? copy from 0 so we don't keep re-failing
pp = p->permu[perm] = p->permu[0];
}
}
perm = pp->permutation;
if (perm & PERMUTATION_FRAMEBLEND)
vdec |= D3D_VDEC_POS2;
BE_ApplyUniforms(p, pp);
return vdec;
}
/*does not do the draw call, does not consider indicies (except for billboard generation) */
static qboolean BE_DrawMeshChain_SetupPass(shaderpass_t *pass, unsigned int vertcount)
{
int vdec;
void *map;
int i;
unsigned int passno = 0, tmu;
int lastpass = pass->numMergedPasses;
for (i = 0; i < lastpass; i++)
{
if (pass[i].texgen == T_GEN_UPPEROVERLAY && !TEXLOADED(shaderstate.curtexnums->upperoverlay))
continue;
if (pass[i].texgen == T_GEN_LOWEROVERLAY && !TEXLOADED(shaderstate.curtexnums->loweroverlay))
continue;
if (pass[i].texgen == T_GEN_FULLBRIGHT && !TEXLOADED(shaderstate.curtexnums->fullbright))
continue;
break;
}
if (i == lastpass)
return false;
/*all meshes in a chain must have the same features*/
vdec = 0;
/*we only use one colour, generated from the first pass*/
vdec |= BE_GenerateColourMods(vertcount, pass);
if (pass->prog)
{
vdec |= BE_DrawMeshChain_SetupProgram(pass->prog);
tmu = 0;
/*activate tmus*/
for (passno = 0; passno < lastpass; passno++)
{
SelectPassTexture(tmu, pass+passno);
tmu++;
}
/*deactivate any extras*/
for (; tmu < shaderstate.lastpasscount; )
{
BindTexture(tmu, NULL);
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, tmu, D3DTSS_COLOROP, D3DTOP_DISABLE));
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, tmu, D3DTSS_ALPHAOP, D3DTOP_DISABLE));
tmu++;
}
if (1)
{
vdec |= D3D_VDEC_ST0|D3D_VDEC_ST1;
if (shaderstate.batchvbo)
{
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0, shaderstate.batchvbo->texcoord.d3d.buff, shaderstate.batchvbo->texcoord.d3d.offs, sizeof(vbovdata_t)));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC1, shaderstate.batchvbo->lmcoord[0].d3d.buff, shaderstate.batchvbo->lmcoord[0].d3d.offs, sizeof(vbovdata_t)));
}
else
{
mesh_t *mesh;
unsigned int mno;
float *outtc, *outlm;
allocvertexbuffer(shaderstate.dynst_buff[0], shaderstate.dynst_size, &shaderstate.dynst_offs[0], &map, vertcount*sizeof(vec4_t));
outtc = map;
outlm = outtc + vertcount*2;
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
mesh = shaderstate.meshlist[mno];
memcpy(outtc, mesh->st_array, sizeof(vec2_t)*mesh->numvertexes);
memcpy(outlm, mesh->lmst_array[0], sizeof(vec2_t)*mesh->numvertexes);
}
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[0]));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0, shaderstate.dynst_buff[0], shaderstate.dynst_offs[0] - vertcount*sizeof(vec4_t), sizeof(vec2_t)));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC1, shaderstate.dynst_buff[0], shaderstate.dynst_offs[0] - vertcount*sizeof(vec2_t), sizeof(vec2_t)));
}
shaderstate.lastpasscount = max(2, tmu);
}
}
else
{
if (shaderstate.curperm)
{
shaderstate.curperm = NULL;
IDirect3DDevice9_SetVertexShader(pD3DDev9, NULL);
IDirect3DDevice9_SetPixelShader(pD3DDev9, NULL);
}
tmu = 0;
/*activate tmus*/
for (passno = 0; passno < lastpass; passno++)
{
if (pass[passno].texgen == T_GEN_UPPEROVERLAY && !TEXLOADED(shaderstate.curtexnums->upperoverlay))
continue;
if (pass[passno].texgen == T_GEN_LOWEROVERLAY && !TEXLOADED(shaderstate.curtexnums->loweroverlay))
continue;
if (pass[passno].texgen == T_GEN_FULLBRIGHT && !TEXLOADED(shaderstate.curtexnums->fullbright))
continue;
SelectPassTexture(tmu, pass+passno);
vdec |= D3D_VDEC_ST0<<tmu;
if (shaderstate.batchvbo && pass[passno].tcgen == TC_GEN_BASE/* && !pass[passno].numtcmods*/)
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+tmu, shaderstate.batchvbo->texcoord.d3d.buff, shaderstate.batchvbo->texcoord.d3d.offs, sizeof(vbovdata_t)));
else if (shaderstate.batchvbo)// && pass[passno].tcgen == TC_GEN_LIGHTMAP/* && !pass[passno].numtcmods*/)
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+tmu, shaderstate.batchvbo->lmcoord[0].d3d.buff, shaderstate.batchvbo->lmcoord[0].d3d.offs, sizeof(vbovdata_t)));
else if (pass[passno].tcgen == TC_GEN_SKYBOX)
{
vdec |= D3D_VDEC_CM;
allocvertexbuffer(shaderstate.dynst_buff[tmu], shaderstate.dynst_size, &shaderstate.dynst_offs[tmu], &map, vertcount*sizeof(vec3_t));
GenerateTCMods3(pass+passno, map);
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[tmu]));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+tmu, shaderstate.dynst_buff[tmu], shaderstate.dynst_offs[tmu] - vertcount*sizeof(vec3_t), sizeof(vec3_t)));
}
else
{
allocvertexbuffer(shaderstate.dynst_buff[tmu], shaderstate.dynst_size, &shaderstate.dynst_offs[tmu], &map, vertcount*sizeof(vec2_t));
GenerateTCMods(pass+passno, map);
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[tmu]));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+tmu, shaderstate.dynst_buff[tmu], shaderstate.dynst_offs[tmu] - vertcount*sizeof(vec2_t), sizeof(vec2_t)));
}
tmu++;
}
/*deactivate any extras*/
for (; tmu < shaderstate.lastpasscount; )
{
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+tmu, NULL, 0, 0));
BindTexture(tmu, NULL);
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, tmu, D3DTSS_COLOROP, D3DTOP_DISABLE));
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, tmu, D3DTSS_ALPHAOP, D3DTOP_DISABLE));
tmu++;
}
shaderstate.lastpasscount = tmu;
}
// if (meshchain->normals_array &&
// meshchain->2 &&
// meshchain->tnormals_array)
// vdec |= D3D_VDEC_NORMS;
if (vdec != shaderstate.curvertdecl)
{
shaderstate.curvertdecl = vdec;
d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
}
BE_ApplyShaderBits(pass->shaderbits);
return true;
}
static void BE_SubmitMeshChain(unsigned int vertbase, unsigned int firstvert, unsigned int vertcount, unsigned int idxfirst, int unsigned idxcount)
{
if (shaderstate.flags & BEF_LINES)
IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_LINELIST, vertbase, firstvert, vertcount, idxfirst, idxcount/2);
else
IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, vertbase, firstvert, vertcount, idxfirst, idxcount/3);
RQuantAdd(RQUANT_DRAWS, 1);
RQuantAdd(RQUANT_PRIMITIVEINDICIES, idxcount);
}
static void BE_RenderMeshProgram(shader_t *s, unsigned int vertbase, unsigned int vertfirst, unsigned int vertcount, unsigned int idxfirst, unsigned int idxcount)
{
int vdec = D3D_VDEC_ST0|D3D_VDEC_ST1|D3D_VDEC_NORM;
int passno;
int perm = 0;
program_t *p = s->prog;
struct programpermu_s *pp;
#ifdef SKELETALMODELS
if (shaderstate.batchvbo && shaderstate.batchvbo->numbones)
{
if (p->supportedpermutations & PERMUTATION_SKELETAL)
perm |= PERMUTATION_SKELETAL;
else
return;
}
#endif
if (TEXLOADED(shaderstate.curtexnums->bump))
perm |= PERMUTATION_BUMPMAP;
if (TEXLOADED(shaderstate.curtexnums->fullbright))
perm |= PERMUTATION_FULLBRIGHT;
if ((TEXLOADED(shaderstate.curtexnums->upperoverlay) || TEXLOADED(shaderstate.curtexnums->loweroverlay)))
perm |= PERMUTATION_UPPERLOWER;
if (r_refdef.globalfog.density)
perm |= PERMUTATION_FOG;
#ifdef NONSKELETALMODELS
if (shaderstate.batchvbo && shaderstate.batchvbo->coord2.d3d.buff)
perm |= PERMUTATION_FRAMEBLEND;
#endif
// if (TEXVALID(shaderstate.curtexnums->bump) && shaderstate.curbatch->lightmap[0] >= 0 && lightmap[shaderstate.curbatch->lightmap[0]]->hasdeluxe)
// perm |= PERMUTATION_DELUXE;
#if MAXRLIGHTMAPS > 1
if (shaderstate.curbatch && shaderstate.curbatch->lightmap[1] >= 0)
perm |= PERMUTATION_LIGHTSTYLES;
#endif
vdec |= D3D_VDEC_COL4B;//BE_GenerateColourMods(vertcount, s->passes);
perm &= p->supportedpermutations;
pp = p->permu[perm];
if (!pp)
{
p->permu[perm] = pp = Shader_LoadPermutation(p, perm);
if (!pp)
{ //failed? copy from 0 so we don't keep re-failing
pp = p->permu[perm] = p->permu[0];
}
}
perm = pp->permutation;
if (perm & PERMUTATION_FRAMEBLEND)
vdec |= D3D_VDEC_POS2;
BE_ApplyUniforms(p, pp);
BE_ApplyShaderBits(s->passes->shaderbits);
/*activate tmus*/
for (passno = 0; passno < s->numpasses; passno++)
{
SelectPassTexture(passno, s->passes+passno);
}
/*deactivate any extras*/
for (; passno < shaderstate.lastpasscount; passno++)
{
BindTexture(passno, NULL);
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_DISABLE));
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAOP, D3DTOP_DISABLE));
}
shaderstate.lastpasscount = passno;
/*colours*/
if (vdec & D3D_VDEC_COL4B)
{
if (shaderstate.batchvbo)
{
//fixme
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_COL, shaderstate.batchvbo->colours[0].d3d.buff, shaderstate.batchvbo->colours[0].d3d.offs, sizeof(vbovdata_t)));
}
else
{
int mno,v;
void *map;
mesh_t *m;
allocvertexbuffer(shaderstate.dynst_buff[0], shaderstate.dynst_size, &shaderstate.dynst_offs[0], &map, vertcount*sizeof(byte_vec4_t));
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
{
byte_vec4_t *dest = (byte_vec4_t*)((char*)map+vertcount*sizeof(byte_vec4_t));
m = shaderstate.meshlist[mno];
if (m->colors4f_array[0])
{
for (v = 0; v < m->numvertexes; v++)
{
//fixme:
dest[v][0] = bound(0, m->colors4f_array[0][v][0] * 255, 255);
dest[v][1] = bound(0, m->colors4f_array[0][v][1] * 255, 255);
dest[v][2] = bound(0, m->colors4f_array[0][v][2] * 255, 255);
dest[v][3] = bound(0, m->colors4f_array[0][v][3] * 255, 255);
}
}
else if (m->colors4b_array)
memcpy(dest, m->colors4b_array, m->numvertexes*sizeof(byte_vec4_t));
else
memset(dest, 0, m->numvertexes*sizeof(byte_vec4_t));
vertcount += m->numvertexes;
}
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[0]));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_COL, shaderstate.dynst_buff[0], shaderstate.dynst_offs[0] - vertcount*sizeof(byte_vec4_t), sizeof(byte_vec4_t)));
}
}
/*texture coords*/
if (vdec & D3D_VDEC_ST0)
{
if (shaderstate.batchvbo)
{
if (shaderstate.batchvbo && !shaderstate.batchvbo->vaodynamic)
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0, shaderstate.batchvbo->texcoord.d3d.buff, shaderstate.batchvbo->texcoord.d3d.offs, sizeof(vbovdata_t)));
else
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0, shaderstate.batchvbo->texcoord.d3d.buff, shaderstate.batchvbo->texcoord.d3d.offs, sizeof(vec2_t)));
}
else
{
int mno;
void *map;
mesh_t *m;
allocvertexbuffer(shaderstate.dynst_buff[0], shaderstate.dynst_size, &shaderstate.dynst_offs[0], &map, vertcount*sizeof(vec2_t));
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
{
vec2_t *dest = (vec2_t*)((char*)map+vertcount*sizeof(vec2_t));
m = shaderstate.meshlist[mno];
memcpy(dest, m->st_array, m->numvertexes*sizeof(vec2_t));
vertcount += m->numvertexes;
}
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[0]));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0, shaderstate.dynst_buff[0], shaderstate.dynst_offs[0] - vertcount*sizeof(vec2_t), sizeof(vec2_t)));
}
}
/*lm coords*/
if (vdec & D3D_VDEC_ST1)
{
if (shaderstate.batchvbo)
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC1, shaderstate.batchvbo->lmcoord[0].d3d.buff, shaderstate.batchvbo->lmcoord[0].d3d.offs, sizeof(vbovdata_t)));
else
{
int mno;
void *map;
mesh_t *m;
allocvertexbuffer(shaderstate.dynst_buff[1], shaderstate.dynst_size, &shaderstate.dynst_offs[1], &map, vertcount*sizeof(vec2_t));
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
{
vec2_t *dest = (vec2_t*)((char*)map+vertcount*sizeof(vec2_t));
m = shaderstate.meshlist[mno];
memcpy(dest, m->lmst_array, m->numvertexes*sizeof(vec2_t));
vertcount += m->numvertexes;
}
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[1]));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC1, shaderstate.dynst_buff[1], shaderstate.dynst_offs[1] - vertcount*sizeof(vec2_t), sizeof(vec2_t)));
}
}
/*normals/tangents/bitangents*/
if (vdec & D3D_VDEC_NORM)
{
if (shaderstate.batchvbo)
{
if (shaderstate.batchvbo && !shaderstate.batchvbo->vaodynamic)
{
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORM, shaderstate.batchvbo->normals.d3d.buff, shaderstate.batchvbo->normals.d3d.offs, sizeof(vbovdata_t)));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORMS, shaderstate.batchvbo->svector.d3d.buff, shaderstate.batchvbo->svector.d3d.offs, sizeof(vbovdata_t)));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORMT, shaderstate.batchvbo->tvector.d3d.buff, shaderstate.batchvbo->tvector.d3d.offs, sizeof(vbovdata_t)));
}
else
{
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORM, shaderstate.batchvbo->normals.d3d.buff, shaderstate.batchvbo->normals.d3d.offs, sizeof(vec3_t)));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORMS, shaderstate.batchvbo->svector.d3d.buff, shaderstate.batchvbo->svector.d3d.offs, sizeof(vec3_t)));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORMT, shaderstate.batchvbo->tvector.d3d.buff, shaderstate.batchvbo->tvector.d3d.offs, sizeof(vec3_t)));
}
}
else if (shaderstate.meshlist[0]->normals_array && shaderstate.meshlist[0]->snormals_array && shaderstate.meshlist[0]->tnormals_array)
{
int mno;
void *map;
mesh_t *m;
int tv = vertcount;
allocvertexbuffer(shaderstate.dynnorm_buff, shaderstate.dynnorm_size, &shaderstate.dynnorm_offs, &map, vertcount*3*sizeof(vec3_t));
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
{
float *dest;
m = shaderstate.meshlist[mno];
dest = (float*)((char*)map+vertcount*sizeof(vec3_t));
memcpy(dest, m->normals_array, m->numvertexes*sizeof(vec3_t));
dest += tv*3;
memcpy(dest, m->snormals_array, m->numvertexes*sizeof(vec3_t));
dest += tv*3;
memcpy(dest, m->tnormals_array, m->numvertexes*sizeof(vec3_t));
vertcount += m->numvertexes;
}
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynnorm_buff));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORM, shaderstate.dynnorm_buff, shaderstate.dynnorm_offs - vertcount*sizeof(vec3_t)*3, sizeof(vec3_t)));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORMS, shaderstate.dynnorm_buff, shaderstate.dynnorm_offs - vertcount*sizeof(vec3_t)*2, sizeof(vec3_t)));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORMT, shaderstate.dynnorm_buff, shaderstate.dynnorm_offs - vertcount*sizeof(vec3_t)*1, sizeof(vec3_t)));
}
else
vdec &= ~D3D_VDEC_NORM;
}
/*bone weights+indexes*/
if (vdec & D3D_VDEC_SKEL)
{
/*FIXME*/
vdec &= ~D3D_VDEC_SKEL;
}
if (vdec != shaderstate.curvertdecl)
{
shaderstate.curvertdecl = vdec;
d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
}
// IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9,
BE_SubmitMeshChain(vertbase, vertfirst, vertcount, idxfirst, idxcount);
IDirect3DDevice9_SetVertexShader(pD3DDev9, NULL);
IDirect3DDevice9_SetPixelShader(pD3DDev9, NULL);
}
void D3D9BE_Cull(unsigned int cullflags)
{
if (shaderstate.flags & BEF_FORCETWOSIDED)
cullflags = 0;
else if (cullflags)
cullflags ^= r_refdef.flipcull;
if (shaderstate.curcull != cullflags)
{
shaderstate.curcull = cullflags;
if (shaderstate.curcull & 1)
{
if (shaderstate.curcull & SHADER_CULL_FRONT)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CW);
else if (shaderstate.curcull & SHADER_CULL_BACK)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CCW);
else
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_NONE);
}
else
{
if (shaderstate.curcull & SHADER_CULL_FRONT)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CCW);
else if (shaderstate.curcull & SHADER_CULL_BACK)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CW);
else
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_NONE);
}
}
}
static void BE_DrawMeshChain_Internal(void)
{
unsigned int vertbase, vertfirst, vertcount, idxcount, idxfirst;
mesh_t *m;
void *map;
int i;
unsigned int mno;
unsigned int passno = 0;
shaderpass_t *pass;
shader_t *useshader = shaderstate.curshader;
polyoffset_t po = shaderstate.curshader->polyoffset;
#ifdef BEF_PUSHDEPTH
if (shaderstate.flags & BEF_PUSHDEPTH)
{
extern cvar_t r_polygonoffset_submodel_factor, r_polygonoffset_submodel_offset;
po.factor += r_polygonoffset_submodel_factor.value;
po.unit += r_polygonoffset_submodel_offset.value;
}
#endif
D3D9BE_Cull(shaderstate.curshader->flags & (SHADER_CULL_FRONT | SHADER_CULL_BACK));
if (po.factor != shaderstate.curpolyoffset.factor)
{
shaderstate.curpolyoffset.factor = po.factor;
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&po.factor);
}
if (po.unit != shaderstate.curpolyoffset.unit)
{
shaderstate.curpolyoffset.unit = po.unit;
po.unit *= shaderstate.gltod3d_depthunit;
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DEPTHBIAS, *(DWORD*)&po.unit);
}
switch (shaderstate.mode)
{
case BEM_LIGHT:
// useshader = shaderstate.curshader->bemoverrides[shaderstate.lightmode];
// if (!useshader)
useshader = shaderstate.shader_rtlight;
if (!useshader->prog)
return;
break;
case BEM_DEPTHDARK:
// useshader = shaderstate.shader_depthblack;
return;
break;
case BEM_STENCIL:
return;
case BEM_DEPTHONLY:
// useshader = shaderstate.shader_depthonly;
return;
break;
default:
useshader = shaderstate.curshader;
break; //no need to switch the shader
}
//if anything is dynamic ALL must be dynamic
//might want to flag this for multi-mesh batches on pre-t&l cards too, so that there's no gaps.
if ((useshader->flags & SHADER_NEEDSARRAYS || (shaderstate.curbatch && shaderstate.curbatch->fog)) && shaderstate.nummeshes > 0)
shaderstate.batchvbo = NULL;
if (shaderstate.batchvbo)
{
vertfirst = 0;
vertcount = shaderstate.batchvbo->vertcount;
idxfirst = 0;
idxcount = shaderstate.batchvbo->indexcount;
}
else
{
vertfirst = 0;
for (mno = 0, vertcount = 0, idxcount = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
vertcount += m->numvertexes;
idxcount += m->numindexes;
}
}
/*vertex buffers are common to all passes*/
if (shaderstate.batchvbo && !shaderstate.batchvbo->vaodynamic)
{
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_VERT, shaderstate.batchvbo->coord.d3d.buff, shaderstate.batchvbo->coord.d3d.offs, sizeof(vbovdata_t)));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_VERT2, shaderstate.batchvbo->coord2.d3d.buff, shaderstate.batchvbo->coord2.d3d.offs, sizeof(vbovdata_t)));
vertfirst = 0;
}
else if (shaderstate.batchvbo)
{
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_VERT, shaderstate.batchvbo->coord.d3d.buff, shaderstate.batchvbo->coord.d3d.offs, sizeof(vecV_t)));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_VERT2, shaderstate.batchvbo->coord2.d3d.buff, shaderstate.batchvbo->coord2.d3d.offs, sizeof(vecV_t)));
vertfirst = 0;
}
else
{
vertfirst = 0;
allocvertexbuffer(shaderstate.dynxyz_buff, shaderstate.dynxyz_size, &shaderstate.dynxyz_offs, &map, vertcount*sizeof(vecV_t));
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
{
vecV_t *dest = (vecV_t*)((char*)map+vertcount*sizeof(vecV_t));
m = shaderstate.meshlist[mno];
deformgen(&shaderstate.curshader->deforms[0], m->numvertexes, m->xyz_array, dest, m);
for (i = 1; i < shaderstate.curshader->numdeforms; i++)
{
deformgen(&shaderstate.curshader->deforms[i], m->numvertexes, dest, dest, m);
}
vertcount += m->numvertexes;
}
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynxyz_buff));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_VERT, shaderstate.dynxyz_buff, shaderstate.dynxyz_offs - vertcount*sizeof(vecV_t), sizeof(vecV_t)));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_VERT2, NULL, 0, sizeof(vecV_t)));
}
/*index buffers are also common (note that we may still need to stream these when dealing with bsp geometry, to cope with gaps. this is faster than using multiple draw calls.)*/
if (shaderstate.batchvbo)
{
if (shaderstate.nummeshes != 1 || (useshader->flags & SHADER_NEEDSARRAYS))
{ //in this case, the vertex data is static, but the index data can have gaps.
//we're streaming index buffer data only so that we can avoid repeated draw calls. if this stuff was properly built in the first place we wouldn't need to do this. :s
idxcount = 0;
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
idxcount += m->numindexes;
}
idxfirst = allocindexbuffer(&map, idxcount);
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
for (i = 0; i < m->numindexes; i++)
((index_t*)map)[i] = m->vbofirstvert + m->indexes[i];
map = (char*)map + m->numindexes*sizeof(index_t);
}
d3dcheck(IDirect3DIndexBuffer9_Unlock(shaderstate.dynidx_buff));
d3dcheck(IDirect3DDevice9_SetIndices(pD3DDev9, shaderstate.dynidx_buff));
//we could constrain vertfirst+vertcount, but I suspect those only matter on pre t&l cards, of which there are very few.
vertbase = 0;
}
else
{
m = shaderstate.meshlist[0];
vertbase = 0;//-m->vbofirstvert;
idxfirst = m->vbofirstelement;
idxcount = m->numindexes;
vertfirst = m->vbofirstvert;
vertcount = m->numvertexes;
d3dcheck(IDirect3DDevice9_SetIndices(pD3DDev9, shaderstate.batchvbo->indicies.d3d.buff));
}
}
else
{
idxfirst = allocindexbuffer(&map, idxcount);
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
for (i = 0; i < m->numindexes; i++)
((index_t*)map)[i] = m->indexes[i]+vertcount;
map = (char*)map + m->numindexes*sizeof(index_t);
vertcount += m->numvertexes;
}
d3dcheck(IDirect3DIndexBuffer9_Unlock(shaderstate.dynidx_buff));
d3dcheck(IDirect3DDevice9_SetIndices(pD3DDev9, shaderstate.dynidx_buff));
vertbase = 0;
}
switch (shaderstate.mode)
{
#if 0
case BEM_LIGHT:
if (shaderstate.shader_rtlight->prog)
BE_RenderMeshProgram(shaderstate.shader_rtlight, vertbase, vertfirst, vertcount, idxfirst, idxcount);
break;
case BEM_DEPTHDARK:
shaderstate.lastpasscount = 0;
i = 0;
if (i != shaderstate.curvertdecl)
{
shaderstate.curvertdecl = i;
d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
}
/*deactivate any extras*/
for (passno = 1; passno < shaderstate.lastpasscount; )
{
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+passno, NULL, 0, 0));
BindTexture(passno, NULL);
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_DISABLE));
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAOP, D3DTOP_DISABLE));
passno++;
}
BindTexture(passno, NULL);
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1));
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG1, D3DTA_CONSTANT));
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_CONSTANT, D3DCOLOR_RGBA(0,0,0,255)));
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE));
shaderstate.lastpasscount = 1;
BE_ApplyShaderBits(SBITS_MISC_DEPTHWRITE);
BE_SubmitMeshChain(vertbase, vertfirst, vertcount, idxfirst, idxcount);
break;
case BEM_STENCIL:
break;
case BEM_DEPTHONLY:
shaderstate.lastpasscount = 0;
i = 0;
if (i != shaderstate.curvertdecl)
{
shaderstate.curvertdecl = i;
d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
}
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORWRITEENABLE, 0);
/*deactivate any extras*/
for (passno = 0; passno < shaderstate.lastpasscount; )
{
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+passno, NULL, 0, 0));
BindTexture(passno, NULL);
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_DISABLE));
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAOP, D3DTOP_DISABLE));
passno++;
}
shaderstate.lastpasscount = 0;
BE_ApplyShaderBits(SBITS_MISC_DEPTHWRITE);
BE_SubmitMeshChain(vertbase, vertfirst, vertcount, idxfirst, idxcount);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_ALPHA);
break;
#endif
case BEM_FOG:
if (!TEXVALID(shaderstate.fogtexture) || shaderstate.fogdensity != r_refdef.globalfog.density || shaderstate.fogdepth != 2048)
{
shaderstate.fogdensity = r_refdef.globalfog.density;
shaderstate.fogdepth = 2048;
shaderstate.fogfar = 1.0f/shaderstate.fogdepth; /*scaler for z coords*/
GenerateFogTexture(&shaderstate.fogtexture, shaderstate.fogdensity, shaderstate.fogdepth);
}
while(shaderstate.lastpasscount>1)
{
passno = --shaderstate.lastpasscount;
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+passno, NULL, 0, 0));
BindTexture(passno, NULL);
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_DISABLE));
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAOP, D3DTOP_DISABLE));
}
shaderstate.lastpasscount = 1;
passno = 0;
BindTexture(passno, shaderstate.fogtexture);
BE_ApplyTMUState(passno, shaderstate.curtexflags[passno]);
Vector4Set((qbyte*)&shaderstate.passcolour, r_refdef.globalfog.colour[2]*255, r_refdef.globalfog.colour[1]*255, r_refdef.globalfog.colour[0]*255, r_refdef.globalfog.alpha*255);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_CONSTANT, shaderstate.passcolour);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORVERTEX, FALSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLORARG1, D3DTA_CONSTANT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLORARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAARG1, D3DTA_CONSTANT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
BE_ApplyShaderBits(SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA | (useshader->numpasses?SBITS_DEPTHFUNC_EQUAL:0));
allocvertexbuffer(shaderstate.dynst_buff[passno], shaderstate.dynst_size, &shaderstate.dynst_offs[passno], &map, vertcount*sizeof(vec2_t));
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
tcgen_fog((float*)map+vertcount*2, m->numvertexes, (float*)m->xyz_array, NULL);
vertcount += m->numvertexes;
}
IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[passno]);
IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+passno, shaderstate.dynst_buff[passno], shaderstate.dynst_offs[passno] - vertcount*sizeof(vec2_t), sizeof(vec2_t));
if (D3D_VDEC_ST0 != shaderstate.curvertdecl)
{
shaderstate.curvertdecl = D3D_VDEC_ST0;
d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
}
BE_SubmitMeshChain(vertbase, vertfirst, vertcount, idxfirst, idxcount);
break;
default:
case BEM_STANDARD:
if (useshader->prog)
{
BE_RenderMeshProgram(useshader, vertbase, vertfirst, vertcount, idxfirst, idxcount);
}
else
{
/*now go through and flush each pass*/
for (passno = 0, pass = useshader->passes; passno < useshader->numpasses; passno += pass->numMergedPasses)
{
if (!BE_DrawMeshChain_SetupPass(pass+passno, vertcount))
continue;
#ifdef BENCH
shaderstate.bench.draws++;
if (shaderstate.bench.clamp && shaderstate.bench.clamp < shaderstate.bench.draws)
continue;
#endif
BE_SubmitMeshChain(vertbase, vertfirst, vertcount, idxfirst, idxcount);
// d3dcheck(IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, 0, vertcount, idxfirst, idxcount/3));
}
}
if (shaderstate.curbatch && shaderstate.curbatch->fog && shaderstate.curbatch->fog->shader)
{
if (!TEXVALID(shaderstate.fogtexture) || shaderstate.fogdensity != shaderstate.curbatch->fog->shader->fog_dist || shaderstate.fogdepth != 2048)
{
shaderstate.fogdensity = shaderstate.curbatch->fog->shader->fog_dist;
shaderstate.fogdepth = 2048;
shaderstate.fogfar = 1.0f/shaderstate.fogdepth; /*scaler for z coords*/
GenerateFogTexture(&shaderstate.fogtexture, shaderstate.fogdensity, shaderstate.fogdepth);
}
while(shaderstate.lastpasscount>1)
{
passno = --shaderstate.lastpasscount;
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+passno, NULL, 0, 0));
BindTexture(passno, NULL);
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_DISABLE));
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAOP, D3DTOP_DISABLE));
}
shaderstate.lastpasscount = 1;
passno = 0;
BindTexture(passno, shaderstate.fogtexture);
BE_ApplyTMUState(passno, shaderstate.curtexflags[passno]);
Vector4Set((qbyte*)&shaderstate.passcolour, shaderstate.curbatch->fog->shader->fog_color[2], shaderstate.curbatch->fog->shader->fog_color[1], shaderstate.curbatch->fog->shader->fog_color[0], shaderstate.curbatch->fog->shader->fog_color[3]);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_CONSTANT, shaderstate.passcolour);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORVERTEX, FALSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLORARG1, D3DTA_CONSTANT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLORARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAARG1, D3DTA_CONSTANT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
BE_ApplyShaderBits(SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA | (useshader->numpasses?SBITS_DEPTHFUNC_EQUAL:0));
allocvertexbuffer(shaderstate.dynst_buff[passno], shaderstate.dynst_size, &shaderstate.dynst_offs[passno], &map, vertcount*sizeof(vec2_t));
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
tcgen_fog((float*)map+vertcount*2, m->numvertexes, (float*)m->xyz_array, shaderstate.curbatch->fog);
vertcount += m->numvertexes;
}
IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[passno]);
IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+passno, shaderstate.dynst_buff[passno], shaderstate.dynst_offs[passno] - vertcount*sizeof(vec2_t), sizeof(vec2_t));
if (D3D_VDEC_ST0 != shaderstate.curvertdecl)
{
shaderstate.curvertdecl = D3D_VDEC_ST0;
d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
}
BE_SubmitMeshChain(vertbase, vertfirst, vertcount, idxfirst, idxcount);
}
break;
}
}
void D3D9BE_SelectMode(backendmode_t mode)
{
shaderstate.mode = mode;
if (mode == BEM_STENCIL)
BE_ApplyShaderBits(SBITS_MASK_BITS);
}
qboolean D3D9BE_SelectDLight(dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode)
{
shaderstate.curdlight = dl;
VectorCopy(colour, shaderstate.curdlight_colours);
if (lmode != LSHADER_STANDARD)
return false;
return true;
}
void D3D9BE_SelectEntity(entity_t *ent)
{
shaderstate.curentity = ent;
D3D9BE_RotateForEntity(ent, ent->model);
}
#if 1
void D3D9BE_GenBatchVBOs(vbo_t **vbochain, batch_t *firstbatch, batch_t *stopbatch)
{
int maxvboelements;
int maxvboverts;
int vert = 0, idx = 0;
batch_t *batch;
vbo_t *vbo;
int i, j;
mesh_t *m;
IDirect3DVertexBuffer9 *vbuff;
IDirect3DIndexBuffer9 *ebuff;
index_t *vboedata;
vbovdata_t *vbovdata;
maxvboverts = 0;
maxvboelements = 0;
for(batch = firstbatch; batch != stopbatch; batch = batch->next)
{
for (i=0 ; i<batch->maxmeshes ; i++)
{
m = batch->mesh[i];
maxvboelements += m->numindexes;
maxvboverts += m->numvertexes;
}
}
if (maxvboverts > MAX_INDICIES)
Sys_Error("Building a vbo with too many verticies\n");
if (!maxvboelements)
return;
vbo = Z_Malloc(sizeof(*vbo));
IDirect3DDevice9_CreateIndexBuffer(pD3DDev9, sizeof(index_t) * maxvboelements, 0, D3DFMT_QINDEX, D3DPOOL_MANAGED, &ebuff, NULL);
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, sizeof(*vbovdata) * maxvboverts, D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &vbuff, NULL);
vbovdata = NULL;
vbo->vaodynamic = 0;
vbo->coord.d3d.buff = vbuff;
vbo->coord.d3d.offs = (quintptr_t)&vbovdata->coord;
vbo->texcoord.d3d.buff = vbuff;
vbo->texcoord.d3d.offs = (quintptr_t)&vbovdata->tex;
vbo->lmcoord[0].d3d.buff = vbuff;
vbo->lmcoord[0].d3d.offs = (quintptr_t)&vbovdata->lm;
vbo->normals.d3d.buff = vbuff;
vbo->normals.d3d.offs = (quintptr_t)&vbovdata->ndir;
vbo->svector.d3d.buff = vbuff;
vbo->svector.d3d.offs = (quintptr_t)&vbovdata->sdir;
vbo->tvector.d3d.buff = vbuff;
vbo->tvector.d3d.offs = (quintptr_t)&vbovdata->tdir;
vbo->colours[0].d3d.buff = vbuff;
vbo->colours[0].d3d.offs = (quintptr_t)&vbovdata->colorsb;
vbo->indicies.d3d.buff = ebuff;
vbo->indicies.d3d.offs = 0;
IDirect3DIndexBuffer9_Lock(ebuff, 0, sizeof(index_t) * maxvboelements, (void**)&vboedata, D3DLOCK_DISCARD);
IDirect3DVertexBuffer9_Lock(vbuff, 0, sizeof(*vbovdata) * maxvboverts, (void**)&vbovdata, D3DLOCK_DISCARD);
for(batch = firstbatch; batch != stopbatch; batch = batch->next)
{
batch->vbo = vbo;
for (j=0 ; j<batch->maxmeshes ; j++)
{
m = batch->mesh[j];
m->vbofirstvert = vert;
for (i = 0; i < m->numvertexes; i++)
{
VectorCopy(m->xyz_array[i], vbovdata->coord);
vbovdata->coord[3] = 1;
Vector2Copy(m->st_array[i], vbovdata->tex);
Vector2Copy(m->lmst_array[0][i], vbovdata->lm);
if (m->normals_array)
{
VectorCopy(m->normals_array[i], vbovdata->ndir);
VectorCopy(m->snormals_array[i], vbovdata->sdir);
VectorCopy(m->tnormals_array[i], vbovdata->tdir);
}
else
{
VectorSet(vbovdata->ndir, 0, 0, 1);
VectorSet(vbovdata->sdir, 1, 0, 0);
VectorSet(vbovdata->tdir, 0, 1, 0);
}
Vector4Scale(m->colors4f_array[0][i], 255, vbovdata->colorsb);
vbovdata++;
}
m->vbofirstelement = idx;
for (i = 0; i < m->numindexes; i++)
{
*vboedata++ = vert + m->indexes[i];
}
idx += m->numindexes;
vert += m->numvertexes;
}
}
vbo->indexcount = idx;
vbo->vertcount = vert;
IDirect3DIndexBuffer9_Unlock(ebuff);
IDirect3DVertexBuffer9_Unlock(vbuff);
vbo->next = *vbochain;
*vbochain = vbo;
}
void D3D9BE_GenBrushModelVBO(model_t *mod)
{
unsigned int vcount, cvcount;
batch_t *batch, *fbatch;
int sortid;
int i;
fbatch = NULL;
vcount = 0;
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
{
if (!mod->batches[sortid])
continue;
for (fbatch = batch = mod->batches[sortid]; batch != NULL; batch = batch->next)
{
for (i = 0, cvcount = 0; i < batch->maxmeshes; i++)
cvcount += batch->mesh[i]->numvertexes;
//firstmesh got reused as the number of verticies in each batch
if (vcount + cvcount > MAX_INDICIES)
{
D3D9BE_GenBatchVBOs(&mod->vbos, fbatch, batch);
fbatch = batch;
vcount = 0;
}
vcount += cvcount;
}
D3D9BE_GenBatchVBOs(&mod->vbos, fbatch, batch);
}
}
#else
/*Generates an optimised vbo for each of the given model's textures*/
void D3D9BE_GenBrushModelVBO(model_t *mod)
{
#if 1
unsigned int maxvboverts;
unsigned int maxvboelements;
unsigned int t;
unsigned int i;
unsigned int v;
unsigned int vcount, ecount;
unsigned int pervertsize; //erm, that name wasn't intentional
unsigned int meshes;
vbo_t *vbo;
index_t *vboedata;
mesh_t *m;
char *vbovdata;
IDirect3DVertexBuffer9 *vbuff;
IDirect3DIndexBuffer9 *ebuff;
vecV_t *coord;
vec2_t *texcoord;
vec2_t *lmcoord;
vec3_t *normals;
vec3_t *svector;
vec3_t *tvector;
byte_vec4_t *colours;
if (!mod->numsurfaces)
return;
for (t = 0; t < mod->numtextures; t++)
{
if (!mod->textures[t])
continue;
vbo = &mod->textures[t]->vbo;
BE_ClearVBO(vbo, false);
maxvboverts = 0;
maxvboelements = 0;
meshes = 0;
for (i=0 ; i<mod->numsurfaces ; i++)
{
if (mod->surfaces[i].texinfo->texture != mod->textures[t])
continue;
m = mod->surfaces[i].mesh;
if (!m)
continue;
meshes++;
maxvboelements += m->numindexes;
maxvboverts += m->numvertexes;
}
#if sizeof_index_t == 2
if (maxvboverts > (1u<<(sizeof(index_t)*8))-1)
continue;
#endif
if (!maxvboverts)
continue;
//fixme: stop this from leaking!
vcount = 0;
ecount = 0;
pervertsize = sizeof(vecV_t)+ //coord
sizeof(vec2_t)+ //tex
sizeof(vec2_t)+ //lm
sizeof(vec3_t)+ //normal
sizeof(vec3_t)+ //sdir
sizeof(vec3_t)+ //tdir
sizeof(vec4_t); //colours
IDirect3DDevice9_CreateIndexBuffer(pD3DDev9, sizeof(index_t) * maxvboelements, 0, D3DFMT_QINDEX, D3DPOOL_MANAGED, &ebuff, NULL);
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, pervertsize * maxvboverts, D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &vbuff, NULL);
IDirect3DIndexBuffer9_Lock(ebuff, 0, sizeof(index_t) * maxvboelements, &vboedata, D3DLOCK_DISCARD);
IDirect3DVertexBuffer9_Lock(vbuff, 0, pervertsize * maxvboverts, &vbovdata, D3DLOCK_DISCARD);
vbo->vertdata = vbuff;
vbo->indexcount = maxvboelements;
vbo->vertcount = maxvboverts;
vbo->coord.d3d.buff = vbuff;
vbo->coord.d3d.offs = 0;
vbo->texcoord.d3d.buff = vbuff;
vbo->texcoord.d3d.offs = vbo->coord.d3d.offs+maxvboverts*sizeof(vecV_t);
vbo->lmcoord.d3d.buff = vbuff;
vbo->lmcoord.d3d.offs = vbo->texcoord.d3d.offs+maxvboverts*sizeof(vec2_t);
vbo->normals.d3d.buff = vbuff;
vbo->normals.d3d.offs = vbo->lmcoord.d3d.offs+maxvboverts*sizeof(vec2_t);
vbo->svector.d3d.buff = vbuff;
vbo->svector.d3d.offs = vbo->normals.d3d.offs+maxvboverts*sizeof(vec3_t);
vbo->tvector.d3d.buff = vbuff;
vbo->tvector.d3d.offs = vbo->svector.d3d.offs+maxvboverts*sizeof(vec3_t);
vbo->colours.d3d.buff = vbuff;
vbo->colours.d3d.offs = vbo->tvector.d3d.offs+maxvboverts*sizeof(vec3_t);
vbo->indicies.d3d.buff = ebuff;
vbo->indicies.d3d.offs = 0;
coord = (void*)(vbovdata + vbo->coord.d3d.offs);
texcoord = (void*)(vbovdata + vbo->texcoord.d3d.offs);
lmcoord = (void*)(vbovdata + vbo->lmcoord.d3d.offs);
normals = (void*)(vbovdata + vbo->normals.d3d.offs);
svector = (void*)(vbovdata + vbo->svector.d3d.offs);
tvector = (void*)(vbovdata + vbo->tvector.d3d.offs);
colours = (void*)(vbovdata + vbo->colours.d3d.offs);
vbo->meshcount = meshes;
vbo->meshlist = BZ_Malloc(meshes*sizeof(*vbo->meshlist));
meshes = 0;
for (i=0 ; i<mod->numsurfaces ; i++)
{
if (mod->surfaces[i].texinfo->texture != mod->textures[t])
continue;
m = mod->surfaces[i].mesh;
if (!m)
continue;
mod->surfaces[i].mark = &vbo->meshlist[meshes++];
*mod->surfaces[i].mark = NULL;
m->vbofirstvert = vcount;
m->vbofirstelement = ecount;
for (v = 0; v < m->numindexes; v++)
vboedata[ecount++] = vcount + m->indexes[v];
for (v = 0; v < m->numvertexes; v++)
{
coord[vcount+v][0] = m->xyz_array[v][0];
coord[vcount+v][1] = m->xyz_array[v][1];
coord[vcount+v][2] = m->xyz_array[v][2];
coord[vcount+v][3] = 1;
if (m->st_array)
{
texcoord[vcount+v][0] = m->st_array[v][0];
texcoord[vcount+v][1] = m->st_array[v][1];
}
if (m->lmst_array)
{
lmcoord[vcount+v][0] = m->lmst_array[v][0];
lmcoord[vcount+v][1] = m->lmst_array[v][1];
}
if (m->normals_array)
{
normals[vcount+v][0] = m->normals_array[v][0];
normals[vcount+v][1] = m->normals_array[v][1];
normals[vcount+v][2] = m->normals_array[v][2];
}
if (m->snormals_array)
{
svector[vcount+v][0] = m->snormals_array[v][0];
svector[vcount+v][1] = m->snormals_array[v][1];
svector[vcount+v][2] = m->snormals_array[v][2];
}
if (m->tnormals_array)
{
tvector[vcount+v][0] = m->tnormals_array[v][0];
tvector[vcount+v][1] = m->tnormals_array[v][1];
tvector[vcount+v][2] = m->tnormals_array[v][2];
}
if (m->colors4b_array)
{
colours[vcount+v][0] = m->colors4b_array[v][0];
colours[vcount+v][1] = m->colors4b_array[v][1];
colours[vcount+v][2] = m->colors4b_array[v][2];
colours[vcount+v][3] = m->colors4b_array[v][3];
}
if (m->colors4f_array[0])
{
colours[vcount+v][0] = m->colors4f_array[0][v][0] * 255;
colours[vcount+v][1] = m->colors4f_array[0][v][1] * 255;
colours[vcount+v][2] = m->colors4f_array[0][v][2] * 255;
colours[vcount+v][3] = m->colors4f_array[0][v][3] * 255;
}
}
vcount += v;
}
IDirect3DIndexBuffer9_Unlock(ebuff);
IDirect3DVertexBuffer9_Unlock(vbuff);
}
#endif
}
#endif
/*Wipes a vbo*/
void D3D9BE_ClearVBO(vbo_t *vbo, qboolean dataonly)
{
IDirect3DVertexBuffer9 *vbuff = vbo->coord.d3d.buff;
IDirect3DIndexBuffer9 *ebuff = vbo->indicies.d3d.buff;
if (vbuff)
IDirect3DVertexBuffer9_Release(vbuff);
if (ebuff)
IDirect3DIndexBuffer9_Release(ebuff);
vbo->coord.d3d.buff = NULL;
vbo->indicies.d3d.buff = NULL;
if (!dataonly)
free(vbo);
}
/*upload all lightmaps at the start to reduce lags*/
static void BE_UploadLightmaps(qboolean force)
{
int i;
lightmapinfo_t *lm;
for (i = 0; i < numlightmaps; i++)
{
lm = lightmap[i];
if (!lm)
continue;
if (force)
{
lm->rectchange.l = 0;
lm->rectchange.t = 0;
lm->rectchange.r = lm->width;
lm->rectchange.b = lm->height;
}
if (lightmap[i]->modified)
{
extern cvar_t r_lightmap_nearest;
IDirect3DTexture9 *tex;
D3DLOCKED_RECT lock;
RECT rect;
glRect_t *theRect = &lm->rectchange;
int r;
int w;
int pixbytes;
if (!TEXLOADED(lm->lightmap_texture))
lm->lightmap_texture = Image_CreateTexture("***lightmap***", NULL, (r_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR)|IF_NOMIPMAP);
tex = lm->lightmap_texture->ptr;
if (!tex)
{
switch(lm->fmt)
{
default:
break;
case PTI_BGRA8:
IDirect3DDevice9_CreateTexture(pD3DDev9, lm->width, lm->height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex, NULL);
break;
case PTI_BGRX8:
IDirect3DDevice9_CreateTexture(pD3DDev9, lm->width, lm->height, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &tex, NULL);
break;
case PTI_RGB565:
IDirect3DDevice9_CreateTexture(pD3DDev9, lm->width, lm->height, 1, 0, D3DFMT_R5G6B5, D3DPOOL_MANAGED, &tex, NULL);
break;
case PTI_ARGB4444:
IDirect3DDevice9_CreateTexture(pD3DDev9, lm->width, lm->height, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, &tex, NULL);
break;
case PTI_ARGB1555:
IDirect3DDevice9_CreateTexture(pD3DDev9, lm->width, lm->height, 1, 0, D3DFMT_A1R5G5B5, D3DPOOL_MANAGED, &tex, NULL);
break;
case PTI_A2BGR10:
IDirect3DDevice9_CreateTexture(pD3DDev9, lm->width, lm->height, 1, 0, D3DFMT_A2B10G10R10, D3DPOOL_MANAGED, &tex, NULL);
break;
case PTI_L8:
IDirect3DDevice9_CreateTexture(pD3DDev9, lm->width, lm->height, 1, 0, D3DFMT_L8, D3DPOOL_MANAGED, &tex, NULL);
break;
case PTI_RGBA16F:
IDirect3DDevice9_CreateTexture(pD3DDev9, lm->width, lm->height, 1, 0, D3DFMT_A16B16G16R16F, D3DPOOL_MANAGED, &tex, NULL);
break;
case PTI_RGBA32F:
IDirect3DDevice9_CreateTexture(pD3DDev9, lm->width, lm->height, 1, 0, D3DFMT_A32B32G32R32F, D3DPOOL_MANAGED, &tex, NULL);
break;
}
if (!tex)
continue;
lm->lightmap_texture->ptr = tex;
lm->lightmap_texture->status = TEX_LOADED;
}
lm->modified = 0;
rect.left = theRect->l;
rect.right = theRect->r;
rect.top = theRect->t;
rect.bottom = theRect->b;
pixbytes = lightmap[i]->pixbytes;
IDirect3DTexture9_LockRect(tex, 0, &lock, &rect, 0);
for (r = 0, w = theRect->r-theRect->l; r < lightmap[i]->rectchange.b-lightmap[i]->rectchange.t; r++)
{
memcpy((char*)lock.pBits + r*lock.Pitch, lightmap[i]->lightmaps+(theRect->l+((r+theRect->t)*lm->width))*pixbytes, w*pixbytes);
}
IDirect3DTexture9_UnlockRect(tex, 0);
theRect->l = lm->width;
theRect->t = lm->height;
theRect->r = 0;
theRect->b = 0;
}
}
}
void D3D9BE_UploadAllLightmaps(void)
{
BE_UploadLightmaps(true);
}
qboolean D3D9BE_LightCullModel(vec3_t org, model_t *model)
{
#ifdef RTLIGHTS
if ((shaderstate.mode == BEM_LIGHT || shaderstate.mode == BEM_STENCIL))
{
/*true if hidden from current light*/
/*we have no rtlight support, so mneh*/
}
#endif
return false;
}
batch_t *D3D9BE_GetTempBatch(void)
{
if (shaderstate.wbatch >= shaderstate.maxwbatches)
{
shaderstate.wbatch++;
return NULL;
}
return &shaderstate.wbatches[shaderstate.wbatch++];
}
static void D3D9BE_RotateForEntity (const entity_t *e, const model_t *mod)
{
// float mv[16];
float *m = shaderstate.m_model;
float maxz;
shaderstate.curentity = e;
if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
{
float em[16];
float vm[16];
if (e->flags & RF_WEAPONMODELNOBOB)
{
vm[0] = vpn[0];
vm[1] = vpn[1];
vm[2] = vpn[2];
vm[3] = 0;
vm[4] = -vright[0];
vm[5] = -vright[1];
vm[6] = -vright[2];
vm[7] = 0;
vm[8] = vup[0];
vm[9] = vup[1];
vm[10] = vup[2];
vm[11] = 0;
vm[12] = r_refdef.vieworg[0];
vm[13] = r_refdef.vieworg[1];
vm[14] = r_refdef.vieworg[2];
vm[15] = 1;
}
else
{
vm[0] = r_refdef.playerview->vw_axis[0][0];
vm[1] = r_refdef.playerview->vw_axis[0][1];
vm[2] = r_refdef.playerview->vw_axis[0][2];
vm[3] = 0;
vm[4] = r_refdef.playerview->vw_axis[1][0];
vm[5] = r_refdef.playerview->vw_axis[1][1];
vm[6] = r_refdef.playerview->vw_axis[1][2];
vm[7] = 0;
vm[8] = r_refdef.playerview->vw_axis[2][0];
vm[9] = r_refdef.playerview->vw_axis[2][1];
vm[10] = r_refdef.playerview->vw_axis[2][2];
vm[11] = 0;
vm[12] = r_refdef.playerview->vw_origin[0];
vm[13] = r_refdef.playerview->vw_origin[1];
vm[14] = r_refdef.playerview->vw_origin[2];
vm[15] = 1;
}
em[0] = e->axis[0][0];
em[1] = e->axis[0][1];
em[2] = e->axis[0][2];
em[3] = 0;
em[4] = e->axis[1][0];
em[5] = e->axis[1][1];
em[6] = e->axis[1][2];
em[7] = 0;
em[8] = e->axis[2][0];
em[9] = e->axis[2][1];
em[10] = e->axis[2][2];
em[11] = 0;
em[12] = e->origin[0];
em[13] = e->origin[1];
em[14] = e->origin[2];
em[15] = 1;
Matrix4_Multiply(vm, em, m);
}
else
{
m[0] = e->axis[0][0];
m[1] = e->axis[0][1];
m[2] = e->axis[0][2];
m[3] = 0;
m[4] = e->axis[1][0];
m[5] = e->axis[1][1];
m[6] = e->axis[1][2];
m[7] = 0;
m[8] = e->axis[2][0];
m[9] = e->axis[2][1];
m[10] = e->axis[2][2];
m[11] = 0;
m[12] = e->origin[0];
m[13] = e->origin[1];
m[14] = e->origin[2];
m[15] = 1;
}
if (e->scale != 1 && e->scale != 0) //hexen 2 stuff
{
#ifdef HEXEN2
float z;
float escale;
escale = e->scale;
switch(e->drawflags&SCALE_TYPE_MASK)
{
default:
case SCALE_TYPE_UNIFORM:
VectorScale((m+0), escale, (m+0));
VectorScale((m+4), escale, (m+4));
VectorScale((m+8), escale, (m+8));
break;
case SCALE_TYPE_XYONLY:
VectorScale((m+0), escale, (m+0));
VectorScale((m+4), escale, (m+4));
break;
case SCALE_TYPE_ZONLY:
VectorScale((m+8), escale, (m+8));
break;
}
if (mod && (e->drawflags&SCALE_TYPE_MASK) != SCALE_TYPE_XYONLY)
{
switch(e->drawflags&SCALE_ORIGIN_MASK)
{
case SCALE_ORIGIN_CENTER:
z = ((mod->maxs[2] + mod->mins[2]) * (1-escale))/2;
VectorMA((m+12), z, e->axis[2], (m+12));
break;
case SCALE_ORIGIN_BOTTOM:
VectorMA((m+12), mod->mins[2]*(1-escale), e->axis[2], (m+12));
break;
case SCALE_ORIGIN_TOP:
VectorMA((m+12), -mod->maxs[2], e->axis[2], (m+12));
break;
}
}
#else
VectorScale((m+0), e->scale, (m+0));
VectorScale((m+4), e->scale, (m+4));
VectorScale((m+8), e->scale, (m+8));
#endif
}
else if (mod && !strcmp(mod->name, "progs/eyes.mdl"))
{
/*resize eyes, to make them easier to see*/
m[14] -= (22 + 8);
VectorScale((m+0), 2, (m+0));
VectorScale((m+4), 2, (m+4));
VectorScale((m+8), 2, (m+8));
}
if (mod && !ruleset_allow_larger_models.ival && mod->clampscale != 1)
{ //possibly this should be on a per-frame basis, but that's a real pain to do
Con_DPrintf("Rescaling %s by %f\n", mod->name, mod->clampscale);
VectorScale((m+0), mod->clampscale, (m+0));
VectorScale((m+4), mod->clampscale, (m+4));
VectorScale((m+8), mod->clampscale, (m+8));
}
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)m);
if (e->flags & RF_DEPTHHACK)
maxz = 0.333;
else
maxz = 1;
if (shaderstate.vport.MaxZ != maxz)
{
shaderstate.vport.MaxZ = maxz;
if (maxz < 1)
shaderstate.curprojection = d3d_trueprojection_view;
else
shaderstate.curprojection = d3d_trueprojection_std;
IDirect3DDevice9_SetViewport(pD3DDev9, &shaderstate.vport);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)shaderstate.curprojection);
}
}
void D3D9BE_SubmitBatch(batch_t *batch)
{
shader_t *shader = batch->shader;
shaderstate.nummeshes = batch->meshes - batch->firstmesh;
if (!shaderstate.nummeshes)
return;
if (shaderstate.curentity != batch->ent)
{
D3D9BE_RotateForEntity(batch->ent, batch->ent->model);
shaderstate.curtime = r_refdef.time - shaderstate.curentity->shaderTime;
}
shaderstate.batchvbo = batch->vbo;
shaderstate.meshlist = batch->mesh + batch->firstmesh;
shaderstate.curshader = shader;
if (batch->skin)
shaderstate.curtexnums = batch->skin;
else if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.curbatch = batch;
shaderstate.flags = batch->flags;
if ((unsigned)batch->lightmap[0] < (unsigned)numlightmaps)
shaderstate.curlightmap = lightmap[batch->lightmap[0]]->lightmap_texture;
else
shaderstate.curlightmap = r_nulltex;
BE_DrawMeshChain_Internal();
}
void D3D9BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
{
shaderstate.batchvbo = vbo;
shaderstate.curshader = shader;
if (texnums)
shaderstate.curtexnums = texnums;
else if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.curlightmap = r_nulltex;
shaderstate.curbatch = &shaderstate.dummybatch;
shaderstate.meshlist = meshlist;
shaderstate.nummeshes = nummeshes;
shaderstate.flags = beflags;
BE_DrawMeshChain_Internal();
}
void D3D9BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags)
{
shaderstate.batchvbo = vbo;
shaderstate.curtime = realtime;
shaderstate.curshader = shader;
shaderstate.curbatch = NULL;
if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.curlightmap = r_nulltex;
shaderstate.meshlist = &meshchain;
shaderstate.nummeshes = 1;
shaderstate.flags = beflags;
BE_DrawMeshChain_Internal();
}
static void BE_SubmitMeshesSortList(batch_t *sortlist)
{
batch_t *batch;
for (batch = sortlist; batch; batch = batch->next)
{
if (batch->meshes == batch->firstmesh)
continue;
if (batch->buildmeshes)
batch->buildmeshes(batch);
if (batch->shader->flags & SHADER_NODLIGHT)
if (shaderstate.mode == BEM_LIGHT)
continue;
if (batch->shader->flags & SHADER_SKY)
{
if (shaderstate.mode == BEM_STANDARD || shaderstate.mode == BEM_DEPTHDARK)
{
if (R_DrawSkyChain (batch))
continue;
}
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
else if (/*shaderstate.mode != BEM_FOG &&*/ shaderstate.mode != BEM_CREPUSCULAR && shaderstate.mode != BEM_WIREFRAME)
continue;
}
BE_SubmitBatch(batch);
}
}
/*generates a new modelview matrix, as well as vpn vectors*/
static void R_MirrorMatrix(plane_t *plane)
{
float mirror[16];
float view[16];
float result[16];
vec3_t pnorm;
VectorNegate(plane->normal, pnorm);
mirror[0] = 1-2*pnorm[0]*pnorm[0];
mirror[1] = -2*pnorm[0]*pnorm[1];
mirror[2] = -2*pnorm[0]*pnorm[2];
mirror[3] = 0;
mirror[4] = -2*pnorm[1]*pnorm[0];
mirror[5] = 1-2*pnorm[1]*pnorm[1];
mirror[6] = -2*pnorm[1]*pnorm[2] ;
mirror[7] = 0;
mirror[8] = -2*pnorm[2]*pnorm[0];
mirror[9] = -2*pnorm[2]*pnorm[1];
mirror[10] = 1-2*pnorm[2]*pnorm[2];
mirror[11] = 0;
mirror[12] = -2*pnorm[0]*plane->dist;
mirror[13] = -2*pnorm[1]*plane->dist;
mirror[14] = -2*pnorm[2]*plane->dist;
mirror[15] = 1;
view[0] = vpn[0];
view[1] = vpn[1];
view[2] = vpn[2];
view[3] = 0;
view[4] = -vright[0];
view[5] = -vright[1];
view[6] = -vright[2];
view[7] = 0;
view[8] = vup[0];
view[9] = vup[1];
view[10] = vup[2];
view[11] = 0;
view[12] = r_refdef.vieworg[0];
view[13] = r_refdef.vieworg[1];
view[14] = r_refdef.vieworg[2];
view[15] = 1;
VectorMA(r_refdef.vieworg, 0.25, plane->normal, r_refdef.pvsorigin);
Matrix4_Multiply(mirror, view, result);
vpn[0] = result[0];
vpn[1] = result[1];
vpn[2] = result[2];
vright[0] = -result[4];
vright[1] = -result[5];
vright[2] = -result[6];
vup[0] = result[8];
vup[1] = result[9];
vup[2] = result[10];
r_refdef.vieworg[0] = result[12];
r_refdef.vieworg[1] = result[13];
r_refdef.vieworg[2] = result[14];
}
static entity_t *R_NearestPortal(plane_t *plane)
{
int i;
entity_t *best = NULL;
float dist, bestd = 0;
for (i = 0; i < cl_numvisedicts; i++)
{
if (cl_visedicts[i].rtype == RT_PORTALSURFACE)
{
dist = DotProduct(cl_visedicts[i].origin, plane->normal)-plane->dist;
dist = fabs(dist);
if (dist < 64 && (!best || dist < bestd))
best = &cl_visedicts[i];
}
}
return best;
}
static void TransformCoord(vec3_t in, vec3_t planea[3], vec3_t planeo, vec3_t viewa[3], vec3_t viewo, vec3_t result)
{
int i;
vec3_t local;
vec3_t transformed;
float d;
local[0] = in[0] - planeo[0];
local[1] = in[1] - planeo[1];
local[2] = in[2] - planeo[2];
VectorClear(transformed);
for ( i = 0 ; i < 3 ; i++ )
{
d = DotProduct(local, planea[i]);
VectorMA(transformed, d, viewa[i], transformed);
}
result[0] = transformed[0] + viewo[0];
result[1] = transformed[1] + viewo[1];
result[2] = transformed[2] + viewo[2];
}
static void TransformDir(vec3_t in, vec3_t planea[3], vec3_t viewa[3], vec3_t result)
{
int i;
float d;
vec3_t tmp;
VectorCopy(in, tmp);
VectorClear(result);
for ( i = 0 ; i < 3 ; i++ )
{
d = DotProduct(tmp, planea[i]);
VectorMA(result, d, viewa[i], result);
}
}
static void R_RenderScene(void)
{
// IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)d3d_trueprojection);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view);
R_SetFrustum (r_refdef.m_projection_std, r_refdef.m_view);
Surf_DrawWorld();
}
static void R_DrawPortal(batch_t *batch, batch_t **blist)
{
entity_t *view;
float glplane[4];
plane_t plane;
refdef_t oldrefdef;
mesh_t *mesh = batch->mesh[batch->firstmesh];
int sort;
if (r_refdef.recurse)
return;
VectorCopy(mesh->normals_array[0], plane.normal);
plane.dist = DotProduct(mesh->xyz_array[0], plane.normal);
//if we're too far away from the surface, don't draw anything
if (batch->shader->flags & SHADER_AGEN_PORTAL)
{
/*there's a portal alpha blend on that surface, that fades out after this distance*/
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist > batch->shader->portaldist)
return;
}
//if we're behind it, then also don't draw anything.
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist < 0)
return;
view = R_NearestPortal(&plane);
//if (!view)
// return;
oldrefdef = r_refdef;
r_refdef.recurse = true;
r_refdef.externalview = true;
if (!view || VectorCompare(view->origin, view->oldorigin))
{
r_refdef.flipcull ^= SHADER_CULL_FLIP;
R_MirrorMatrix(&plane);
}
else
{
float d;
vec3_t paxis[3], porigin, vaxis[3], vorg;
void PerpendicularVector( vec3_t dst, const vec3_t src );
/*calculate where the surface is meant to be*/
VectorCopy(mesh->normals_array[0], paxis[0]);
PerpendicularVector(paxis[1], paxis[0]);
CrossProduct(paxis[0], paxis[1], paxis[2]);
d = DotProduct(view->origin, plane.normal) - plane.dist;
VectorMA(view->origin, -d, paxis[0], porigin);
/*grab the camera origin*/
VectorNegate(view->axis[0], vaxis[0]);
VectorNegate(view->axis[1], vaxis[1]);
VectorCopy(view->axis[2], vaxis[2]);
VectorCopy(view->oldorigin, vorg);
VectorCopy(vorg, r_refdef.pvsorigin);
/*rotate it a bit*/
RotatePointAroundVector(vaxis[1], vaxis[0], view->axis[1], sin(realtime)*4);
CrossProduct(vaxis[0], vaxis[1], vaxis[2]);
TransformCoord(oldrefdef.vieworg, paxis, porigin, vaxis, vorg, r_refdef.vieworg);
TransformDir(vpn, paxis, vaxis, vpn);
TransformDir(vright, paxis, vaxis, vright);
TransformDir(vup, paxis, vaxis, vup);
}
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
VectorAngles(vpn, vup, r_refdef.viewangles, true);
VectorCopy(r_refdef.vieworg, r_origin);
/*FIXME: the batch stuff should be done in renderscene*/
/*fixup the first mesh index*/
for (sort = 0; sort < SHADER_SORT_COUNT; sort++)
for (batch = blist[sort]; batch; batch = batch->next)
{
batch->firstmesh = batch->meshes;
}
/*FIXME: can we get away with stenciling the screen?*/
/*Add to frustum culling instead of clip planes?*/
glplane[0] = plane.normal[0];
glplane[1] = plane.normal[1];
glplane[2] = plane.normal[2];
glplane[3] = -plane.dist;
IDirect3DDevice9_SetClipPlane(pD3DDev9, 0, glplane);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CLIPPLANEENABLE, D3DCLIPPLANE0);
Surf_SetupFrame();
R_RenderScene();
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CLIPPLANEENABLE, 0);
for (sort = 0; sort < SHADER_SORT_COUNT; sort++)
for (batch = blist[sort]; batch; batch = batch->next)
{
batch->firstmesh = 0;
}
r_refdef = oldrefdef;
/*broken stuff*/
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
// IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)d3d_trueprojection);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view);
R_SetFrustum (r_refdef.m_projection_std, r_refdef.m_view);
}
static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
{
batch_t *batch, *old;
int i;
/*attempt to draw portal shaders*/
if (shaderstate.mode == BEM_STANDARD)
{
for (i = 0; i < 2; i++)
{
for (batch = i?dynamiclist:worldlist[SHADER_SORT_PORTAL]; batch; batch = batch->next)
{
if (batch->meshes == batch->firstmesh)
continue;
if (batch->buildmeshes)
batch->buildmeshes(batch);
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
BE_SelectMode(BEM_DEPTHONLY);
for (old = worldlist[SHADER_SORT_PORTAL]; old && old != batch; old = old->next)
{
if (old->meshes == old->firstmesh)
continue;
BE_SubmitBatch(old);
}
if (!old)
{
for (old = dynamiclist; old != batch; old = old->next)
{
if (old->meshes == old->firstmesh)
continue;
BE_SubmitBatch(old);
}
}
BE_SelectMode(BEM_STANDARD);
R_DrawPortal(batch, worldlist);
/*clear depth again*/
IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1, 0);
}
}
}
}
void D3D9BE_SubmitMeshes (batch_t **worldbatches, batch_t **blist, int first, int stop)
{
int i;
for (i = first; i < stop; i++)
{
if (worldbatches)
{
if (i == SHADER_SORT_PORTAL /*&& !r_noportals.ival*/ && !r_refdef.recurse)
BE_SubmitMeshesPortals(worldbatches, blist[i]);
BE_SubmitMeshesSortList(worldbatches[i]);
}
BE_SubmitMeshesSortList(blist[i]);
}
}
#ifdef RTLIGHTS
void D3D9BE_BaseEntTextures(const qbyte *worldpvs, const int *worldareas)
{
batch_t *batches[SHADER_SORT_COUNT];
BE_GenModelBatches(batches, shaderstate.curdlight, shaderstate.mode, worldpvs, worldareas);
D3D9BE_SubmitMeshes(NULL, batches, SHADER_SORT_PORTAL, SHADER_SORT_SEETHROUGH+1);
BE_SelectEntity(&r_worldentity);
}
void D3D9BE_RenderShadowBuffer(unsigned int numverts, IDirect3DVertexBuffer9 *vbuf, unsigned int numindicies, IDirect3DIndexBuffer9 *ibuf)
{
polyoffset_t po = shaderstate.curshader->polyoffset;
#ifdef BEF_PUSHDEPTH
if (shaderstate.flags & BEF_PUSHDEPTH)
{
extern cvar_t r_polygonoffset_submodel_factor, r_polygonoffset_submodel_offset;
po.factor += r_polygonoffset_submodel_factor.value;
po.unit += r_polygonoffset_submodel_offset.value;
}
#endif
if (po.factor != shaderstate.curpolyoffset.factor)
{
shaderstate.curpolyoffset.factor = po.factor;
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&po.factor);
}
if (po.unit != shaderstate.curpolyoffset.unit)
{
shaderstate.curpolyoffset.unit = po.unit;
po.unit *= shaderstate.gltod3d_depthunit;
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DEPTHBIAS, *(DWORD*)&po.unit);
}
// D3D9BE_Cull(0);
IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_VERT, vbuf, 0, sizeof(vecV_t));
IDirect3DDevice9_SetIndices(pD3DDev9, ibuf);
if (0 != shaderstate.curvertdecl)
{
shaderstate.curvertdecl = 0;
d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
}
IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, 0, numverts, 0, numindicies/3);
}
#endif
void D3D9BE_DrawWorld (batch_t **worldbatches)
{
batch_t *batches[SHADER_SORT_COUNT];
RSpeedLocals();
shaderstate.curentity = &r_worldentity;
if (!r_refdef.recurse)
{
if (shaderstate.wbatch > shaderstate.maxwbatches)
{
int newm = shaderstate.wbatch;
shaderstate.wbatches = BZ_Realloc(shaderstate.wbatches, newm * sizeof(*shaderstate.wbatches));
memset(shaderstate.wbatches + shaderstate.maxwbatches, 0, (newm - shaderstate.maxwbatches) * sizeof(*shaderstate.wbatches));
shaderstate.maxwbatches = newm;
}
shaderstate.wbatch = 0;
}
shaderstate.curdlight = NULL;
BE_GenModelBatches(batches, shaderstate.curdlight, BEM_STANDARD, r_refdef.scenevis, r_refdef.sceneareas);
if (worldbatches)
{
float shaderstate_identitylighting;
BE_UploadLightmaps(false);
//make sure the world draws correctly
r_worldentity.shaderRGBAf[0] = 1;
r_worldentity.shaderRGBAf[1] = 1;
r_worldentity.shaderRGBAf[2] = 1;
r_worldentity.shaderRGBAf[3] = 1;
r_worldentity.axis[0][0] = 1;
r_worldentity.axis[1][1] = 1;
r_worldentity.axis[2][2] = 1;
#ifdef RTLIGHTS
if (worldbatches && r_shadow_realtime_world.ival)
shaderstate_identitylighting = r_shadow_realtime_world_lightmaps.value;
else
#endif
shaderstate_identitylighting = r_lightmap_scale.value;
shaderstate_identitylighting *= r_refdef.hdr_value;
// shaderstate_identitylightmap = shaderstate.identitylighting / (1<<gl_overbright.ival);
if (shaderstate_identitylighting == 0)
BE_SelectMode(BEM_DEPTHDARK);
else
BE_SelectMode(BEM_STANDARD);
RSpeedRemark();
D3D9BE_SubmitMeshes(worldbatches, batches, SHADER_SORT_PORTAL, SHADER_SORT_SEETHROUGH+1);
RSpeedEnd(RSPEED_OPAQUE);
#ifdef RTLIGHTS
if (r_refdef.scenevis)
{
RSpeedRemark();
D3D9BE_SelectEntity(&r_worldentity);
Sh_DrawLights(r_refdef.scenevis);
RSpeedEnd(RSPEED_RTLIGHTS);
}
#endif
if (r_refdef.globalfog.density && (!sh_config.progs_supported || !r_fog_permutation.ival))
{ //fixed function-only. with global fog. that means we need to hack something in.
//FIXME: should really be doing this on a per-shader basis, for custom shaders that don't use glsl
BE_SelectMode(BEM_FOG);
// BE_SelectFog(r_refdef.globalfog.colour, r_refdef.globalfog.alpha, r_refdef.globalfog.density);
D3D9BE_SubmitMeshes(worldbatches, batches, SHADER_SORT_PORTAL, SHADER_SORT_NEAREST);
}
BE_SelectMode(BEM_STANDARD);
RSpeedRemark();
D3D9BE_SubmitMeshes(worldbatches, batches, SHADER_SORT_SEETHROUGH+1, SHADER_SORT_COUNT);
RSpeedEnd(RSPEED_TRANSPARENTS);
}
else
{
RSpeedRemark();
D3D9BE_SubmitMeshes(NULL, batches, SHADER_SORT_PORTAL, SHADER_SORT_COUNT);
RSpeedEnd(RSPEED_OPAQUE);
}
R_RenderDlights ();
D3D9BE_RotateForEntity(&r_worldentity, NULL);
}
void D3D9BE_VBO_Begin(vbobctx_t *ctx, size_t maxsize)
{
IDirect3DVertexBuffer9 *buf;
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, maxsize, D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &buf, NULL);
ctx->vboptr[0] = buf;
IDirect3DVertexBuffer9_Lock(buf, 0, maxsize, &ctx->fallback, D3DLOCK_DISCARD);
ctx->pos = 0;
}
void D3D9BE_VBO_Data(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
{
IDirect3DVertexBuffer9 *buf = ctx->vboptr[0];
memcpy((char*)ctx->fallback + ctx->pos, data, size);
varray->d3d.buff = buf;
varray->d3d.offs = ctx->pos;
ctx->pos += size;
}
void D3D9BE_VBO_Finish(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem)
{
IDirect3DIndexBuffer9 *buf;
IDirect3DVertexBuffer9 *vbuf = ctx->vboptr[0];
IDirect3DVertexBuffer9_Unlock(vbuf);
ctx->fallback = NULL;
IDirect3DDevice9_CreateIndexBuffer(pD3DDev9, esize, 0, D3DFMT_QINDEX, D3DPOOL_MANAGED, &buf, NULL);
ctx->vboptr[1] = buf;
IDirect3DIndexBuffer9_Lock(buf, 0, esize, &ctx->fallback, D3DLOCK_DISCARD);
memcpy(ctx->fallback, edata, esize);
IDirect3DIndexBuffer9_Unlock(buf);
ctx->fallback = NULL;
earray->d3d.buff = buf;
earray->d3d.offs = 0;
}
void D3D9BE_VBO_Destroy(vboarray_t *vearray, void *mem)
{
IUnknown *ebuf = vearray->d3d.buff;
if (ebuf)
ebuf->lpVtbl->Release(ebuf);
}
void D3D9BE_Scissor(srect_t *srect)
{
RECT rect;
if (srect)
{
rect.left = (srect->x) * vid.fbpwidth;
rect.right = (srect->x + srect->width) * vid.fbpwidth;
rect.top = (1 - (srect->height + srect->y))*vid.fbpheight; //our api was made for gl. :(
rect.bottom = (1 - (srect->y))*vid.fbpheight; //our api was made for gl. :(
}
else
{
rect.left = 0;
rect.right = vid.pixelwidth;
rect.top = 0;
rect.bottom = vid.pixelheight;
}
IDirect3DDevice9_SetScissorRect(pD3DDev9, &rect);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SCISSORTESTENABLE, TRUE);
}
#endif