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fteqw/engine/d3d/vid_d3d.c

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#include "quakedef.h"
#include "gl_draw.h"
#include "shader.h"
#include "renderque.h"
#include "glquake.h"
#include "resource.h"
#ifdef D3D9QUAKE
#include "winquake.h"
#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
#define HMONITOR_DECLARED
DECLARE_HANDLE(HMONITOR);
#endif
#include <d3d9.h>
#ifndef D3DPRESENT_LINEAR_CONTENT
#define D3DPRESENT_LINEAR_CONTENT 2
#endif
//#pragma comment(lib, "../libs/dxsdk9/lib/d3d9.lib")
/*Fixup outdated windows headers*/
#ifndef WM_XBUTTONDOWN
#define WM_XBUTTONDOWN 0x020B
#define WM_XBUTTONUP 0x020C
#endif
#ifndef MK_XBUTTON1
#define MK_XBUTTON1 0x0020
#endif
#ifndef MK_XBUTTON2
#define MK_XBUTTON2 0x0040
#endif
// copied from DarkPlaces in an attempt to grab more buttons
#ifndef MK_XBUTTON3
#define MK_XBUTTON3 0x0080
#endif
#ifndef MK_XBUTTON4
#define MK_XBUTTON4 0x0100
#endif
#ifndef MK_XBUTTON5
#define MK_XBUTTON5 0x0200
#endif
#ifndef MK_XBUTTON6
#define MK_XBUTTON6 0x0400
#endif
#ifndef MK_XBUTTON7
#define MK_XBUTTON7 0x0800
#endif
#ifndef WM_INPUT
#define WM_INPUT 255
#endif
//static void D3D9_GetBufferSize(int *width, int *height); //not defined
static void resetD3D9(void);
static LPDIRECT3D9 pD3D;
LPDIRECT3DDEVICE9 pD3DDev9;
static D3DPRESENT_PARAMETERS d3dpp;
float d3d_trueprojection_std[16];
float d3d_trueprojection_view[16];
static qboolean vid_initializing;
extern qboolean scr_initialized; // ready to draw
extern qboolean scr_drawloading;
extern qboolean scr_con_forcedraw;
static qboolean d3d_resized;
extern cvar_t vid_hardwaregamma;
extern cvar_t vid_srgb;
/*void BuildGammaTable (float g, float c);
static void D3D9_VID_GenPaletteTables (unsigned char *palette)
{
extern unsigned short ramps[3][256];
qbyte *pal;
unsigned r,g,b;
unsigned v;
unsigned short i;
unsigned *table;
extern qbyte gammatable[256];
if (palette)
{
extern cvar_t v_contrast;
BuildGammaTable(v_gamma.value, v_contrast.value);
//
// 8 8 8 encoding
//
if (1)//vid_hardwaregamma.value)
{
// don't built in the gamma table
pal = palette;
table = d_8to24rgbtable;
for (i=0 ; i<256 ; i++)
{
r = pal[0];
g = pal[1];
b = pal[2];
pal += 3;
// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
*table++ = v;
}
d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
}
else
{
//computer has no hardware gamma (poor suckers) increase table accordingly
pal = palette;
table = d_8to24rgbtable;
for (i=0 ; i<256 ; i++)
{
r = gammatable[pal[0]];
g = gammatable[pal[1]];
b = gammatable[pal[2]];
pal += 3;
// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
*table++ = v;
}
d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
}
if (LittleLong(1) != 1)
{
for (i=0 ; i<256 ; i++)
d_8to24rgbtable[i] = LittleLong(d_8to24rgbtable[i]);
}
}
if (pD3DDev9)
IDirect3DDevice9_SetGammaRamp(pD3DDev9, 0, D3DSGR_NO_CALIBRATION, (D3DGAMMARAMP *)ramps);
}
*/
typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLDIB, MS_UNINIT} modestate_t;
static modestate_t modestate;
static void D3DVID_UpdateWindowStatus (HWND hWnd)
{
POINT p;
RECT nr;
int window_x, window_y;
int window_width, window_height;
GetClientRect(hWnd, &nr);
//if its bad then we're probably minimised
if (nr.right <= nr.left)
return;
if (nr.bottom <= nr.top)
return;
p.x = 0;
p.y = 0;
ClientToScreen(hWnd, &p);
window_x = p.x;
window_y = p.y;
window_width = nr.right - nr.left;
window_height = nr.bottom - nr.top;
// vid.pixelwidth = window_width;
// vid.pixelheight = window_height;
window_rect.left = window_x;
window_rect.top = window_y;
window_rect.right = window_x + window_width;
window_rect.bottom = window_y + window_height;
window_center_x = (window_rect.left + window_rect.right) / 2;
window_center_y = (window_rect.top + window_rect.bottom) / 2;
INS_UpdateClipCursor ();
}
static qboolean D3D9AppActivate(BOOL fActive, BOOL minimize)
/****************************************************************************
*
* Function: AppActivate
* Parameters: fActive - True if app is activating
*
* Description: If the application is activating, then swap the system
* into SYSPAL_NOSTATIC mode so that our palettes will display
* correctly.
*
****************************************************************************/
{
static BOOL sound_active;
if (vid.activeapp == fActive && Minimized == minimize)
return false; //so windows doesn't crash us over and over again.
vid.activeapp = fActive;
Minimized = minimize;
// enable/disable sound on focus gain/loss
if (!vid.activeapp && sound_active)
{
S_BlockSound ();
sound_active = false;
}
else if (vid.activeapp && !sound_active)
{
S_UnblockSound ();
sound_active = true;
}
INS_UpdateGrabs(modestate != MS_WINDOWED, vid.activeapp);
if (fActive)
{
Cvar_ForceCallback(&v_gamma);
}
if (!fActive)
{
Cvar_ForceCallback(&v_gamma); //wham bam thanks.
}
return true;
}
static LRESULT WINAPI D3D9_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
LONG lRet = 1;
int fActive, fMinimized, temp;
extern unsigned int uiWheelMessage;
if ( uMsg == uiWheelMessage )
uMsg = WM_MOUSEWHEEL;
switch (uMsg)
{
case WM_KILLFOCUS:
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWMINNOACTIVE);
break;
case WM_CREATE:
break;
case WM_MOVE:
D3DVID_UpdateWindowStatus (hWnd);
break;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
if (!vid_initializing)
INS_TranslateKeyEvent (wParam, lParam, true, 0, false);
break;
case WM_KEYUP:
case WM_SYSKEYUP:
if (!vid_initializing)
INS_TranslateKeyEvent (wParam, lParam, false, 0, false);
break;
case WM_SYSCHAR:
// keep Alt-Space from happening
break;
case WM_APPCOMMAND:
lRet = INS_AppCommand(lParam);
break;
// this is complicated because Win32 seems to pack multiple mouse events into
// one update sometimes, so we always check all states and look for events
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
case WM_MOUSEMOVE:
case WM_XBUTTONDOWN:
case WM_XBUTTONUP:
temp = 0;
if (wParam & MK_LBUTTON)
temp |= 1;
if (wParam & MK_RBUTTON)
temp |= 2;
if (wParam & MK_MBUTTON)
temp |= 4;
if (wParam & MK_XBUTTON1)
temp |= 8;
if (wParam & MK_XBUTTON2)
temp |= 16;
if (wParam & MK_XBUTTON3)
temp |= 32;
if (wParam & MK_XBUTTON4)
temp |= 64;
if (wParam & MK_XBUTTON5)
temp |= 128;
if (wParam & MK_XBUTTON6)
temp |= 256;
if (wParam & MK_XBUTTON7)
temp |= 512;
if (!vid_initializing)
INS_MouseEvent (temp);
break;
// JACK: This is the mouse wheel with the Intellimouse
// Its delta is either positive or neg, and we generate the proper
// Event.
case WM_MOUSEWHEEL:
if (!vid_initializing)
{
if ((short) HIWORD(wParam) > 0)
{
Key_Event(0, K_MWHEELUP, 0, true);
Key_Event(0, K_MWHEELUP, 0, false);
}
else
{
Key_Event(0, K_MWHEELDOWN, 0, true);
Key_Event(0, K_MWHEELDOWN, 0, false);
}
}
break;
case WM_INPUT:
// raw input handling
if (!vid_initializing)
INS_RawInput_Read((HANDLE)lParam);
break;
case WM_DEVICECHANGE:
COM_AddWork(WG_MAIN, INS_DeviceChanged, NULL, NULL, uMsg, 0);
lRet = TRUE;
break;
case WM_SETCURSOR:
//only use a custom cursor if the cursor is inside the client area
switch(lParam&0xffff)
{
case 0:
break;
case HTCLIENT:
if (hCustomCursor) //custom cursor enabled
SetCursor(hCustomCursor);
else //fallback on an arrow cursor, just so we have something visible at startup or so
SetCursor(hArrowCursor);
lRet = TRUE;
break;
default:
lRet = DefWindowProcW (hWnd, uMsg, wParam, lParam);
break;
}
break;
case WM_GETMINMAXINFO:
{
RECT windowrect;
RECT clientrect;
MINMAXINFO *mmi = (MINMAXINFO *) lParam;
GetWindowRect (hWnd, &windowrect);
GetClientRect (hWnd, &clientrect);
mmi->ptMinTrackSize.x = 320 + ((windowrect.right - windowrect.left) - (clientrect.right - clientrect.left));
mmi->ptMinTrackSize.y = 200 + ((windowrect.bottom - windowrect.top) - (clientrect.bottom - clientrect.top));
}
return 0;
case WM_SIZE:
d3d_resized = true;
break;
case WM_CLOSE:
if (!vid_initializing)
if (MessageBox (mainwindow, "Are you sure you want to quit?", "Confirm Exit",
MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION) == IDYES)
{
Cbuf_AddText("\nquit\n", RESTRICT_LOCAL);
}
break;
case WM_ACTIVATE:
fActive = LOWORD(wParam);
fMinimized = (BOOL) HIWORD(wParam);
if (!D3D9AppActivate(!(fActive == WA_INACTIVE), fMinimized))
break;//so, urm, tell me microsoft, what changed?
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWNORMAL);
// fix the leftover Alt from any Alt-Tab or the like that switched us away
// ClearAllStates ();
break;
case WM_DESTROY:
{
// if (dibwindow)
// DestroyWindow (dibwindow);
}
break;
#ifdef HAVE_CDPLAYER
case MM_MCINOTIFY:
lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam);
break;
#endif
default:
/* pass all unhandled messages to DefWindowProc */
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
}
/* return 1 if handled message, 0 if not */
return lRet;
}
static void D3D9_VID_SwapBuffers(void)
{
if (vid.flags&VID_SRGB_FB_FAKED)
{
IDirect3DSwapChain9 *swapchain;
IDirect3DDevice9_GetSwapChain(pD3DDev9, 0, &swapchain);
IDirect3DSwapChain9_Present(swapchain, NULL, NULL, NULL, NULL, D3DPRESENT_LINEAR_CONTENT);
IDirect3DSwapChain9_Release(swapchain);
}
else
IDirect3DDevice9_Present(pD3DDev9, NULL, NULL, NULL, NULL);
}
static void resetD3D9(void)
{
HRESULT res;
res = IDirect3DDevice9_Reset(pD3DDev9, &d3dpp);
if (FAILED(res))
{
Con_Printf("IDirect3DDevice9_Reset failed (%u)\n", (unsigned)res&0xffff);
return;
}
/*clear the screen to black as soon as we start up, so there's no lingering framebuffer state*/
IDirect3DDevice9_BeginScene(pD3DDev9);
IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
IDirect3DDevice9_EndScene(pD3DDev9);
D3D9_VID_SwapBuffers();
//IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_DITHERENABLE, FALSE);
//IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_SPECULARENABLE, FALSE);
//IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_LIGHTING, FALSE);
}
#if (WINVER < 0x500) && !defined(__GNUC__)
typedef struct tagMONITORINFO
{
DWORD cbSize;
RECT rcMonitor;
RECT rcWork;
DWORD dwFlags;
} MONITORINFO, *LPMONITORINFO;
#endif
static qboolean initD3D9Device(HWND hWnd, rendererstate_t *info, unsigned int devno, unsigned int devtype)
{
int err;
RECT rect;
D3DADAPTER_IDENTIFIER9 inf;
D3DCAPS9 caps;
unsigned int cflags;
memset(&inf, 0, sizeof(inf));
if (FAILED(IDirect3D9_GetAdapterIdentifier(pD3D, devno, 0, &inf)))
return false;
if (FAILED(IDirect3D9_GetDeviceCaps(pD3D, devno, devtype, &caps)))
return false;
memset(&d3dpp, 0, sizeof(d3dpp)); // clear out the struct for use
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
d3dpp.BackBufferWidth = info->width;
d3dpp.BackBufferHeight = info->height;
d3dpp.MultiSampleType = info->multisample;
d3dpp.BackBufferCount = 1 + info->triplebuffer;
d3dpp.FullScreen_RefreshRateInHz = info->fullscreen?info->rate:0; //don't pass a rate if not fullscreen, d3d doesn't like it.
d3dpp.Windowed = !info->fullscreen;
d3dpp.EnableAutoDepthStencil = true;
makefile: attempt to fix freetype when not using makelibs (should make it slightly easier for people to compile with msys2 without needing to resort to cmake). emenu: clean up hexen2's maplist options slightly. emenu: modelviewer should now be slightly more friendly (click+wasd to move around). particles: fix up randomised s coords. csqc: try to fix issue with applycustomskin not refcounting properly. client: [s_]precache and (new) mod_precache cvars can be set to 2 to precache the resources after load, for faster loading at the expense of some early stutter, without risking later mid-game stuttering. gltf: add support for morphweights in a cpu-fallback path. don't expect good performance on surfaces with morphtargets for now. gtlf: add some support for gltf1 files. far from perfect. shaders: gltf1 semantics handling shaders: const correctness iqmtool: fix up mdl skin export. iqmtool: integrate the engine's gltf2 loader. works with animated models, but unanimated ones suffer from basepose-different-from-bindpose issues. q3bsp: hopefully fixed bih traces. still disabled for now. qc: change default value of pr_gc_threaded to 1. qcext: add the '__deprecated' keyword to various symbols in fteextensions.qc, now that fteqcc supports it. ssqc: spit out a more readable error for WriteByte(MSG_CSQC,...) outside of SendEntity. ssqc: add registercommand builtin, for consistency with menuqc and csqc (though only one can register any single command). sv: report userinfo/serverinfo sizes (some clients still have arbitrary limits, plus its nice to see how abusive things are) sv: try to optimise sv_cullentities_trace a little. movechain: relink moved ents. csqc: add spriteframe builtin, for freecs to use instead of more ugly less reliable hacks. menuqc: fopen("tls://host:port", FILE_STREAM) should now open a tls stream. tcp:// should also work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5703 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-06-12 23:29:58 +00:00
if (info->depthbits==16)
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
else if (info->depthbits==32)
d3dpp.AutoDepthStencilFormat = D3DFMT_D32;
else
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
if (info->fullscreen)
{
if (info->bpp == 16)
d3dpp.BackBufferFormat = D3DFMT_R5G6B5;
else if (info->bpp == 30)
d3dpp.BackBufferFormat = D3DFMT_A2R10G10B10;
else
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
}
switch(info->wait)
{
default:
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
break;
case 0:
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
break;
case 1:
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
break;
case 2:
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_TWO;
break;
case 3:
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_THREE;
break;
case 4:
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_FOUR;
break;
}
cflags = D3DCREATE_FPU_PRESERVE;
if ((caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) && (caps.DevCaps & D3DDEVCAPS_PUREDEVICE))
cflags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
cflags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
//cflags |= D3DCREATE_DISABLE_DRIVER_MANAGEMENT;
pD3DDev9 = NULL;
// create a device class using this information and information from the d3dpp stuct
err = IDirect3D9_CreateDevice(pD3D,
devno,
devtype,
hWnd,
cflags,
&d3dpp,
&pD3DDev9);
if (pD3DDev9)
{
HMONITOR hm;
MONITORINFO mi;
char *s;
for (s = inf.Description + strlen(inf.Description)-1; s >= inf.Description && *s <= ' '; s--)
*s = 0;
Con_Printf("D3D9 Driver: %s\n", inf.Description);
vid.numpages = d3dpp.BackBufferCount;
vid.flags = VID_SRGB_CAPABLE;
if (d3dpp.Windowed) //fullscreen we get positioned automagically.
{ //windowed, we get positioned at 0,0... which is often going to be on the wrong screen
//the user can figure it out from here
static HANDLE huser32;
BOOL (WINAPI *pGetMonitorInfoA)(HMONITOR hMonitor, LPMONITORINFO lpmi);
if (!huser32)
huser32 = LoadLibrary("user32.dll");
if (!huser32)
return false;
pGetMonitorInfoA = (void*)GetProcAddress(huser32, "GetMonitorInfoA");
if (!pGetMonitorInfoA)
return false;
hm = IDirect3D9_GetAdapterMonitor(pD3D, devno);
memset(&mi, 0, sizeof(mi));
mi.cbSize = sizeof(mi);
pGetMonitorInfoA(hm, &mi);
rect.left = mi.rcWork.left + ((mi.rcWork.right - mi.rcWork.left) - info->width) / 2;
rect.top = mi.rcWork.top + ((mi.rcWork.bottom - mi.rcWork.top) - info->height) / 2;
rect.right = rect.left+d3dpp.BackBufferWidth;
rect.bottom = rect.top+d3dpp.BackBufferHeight;
AdjustWindowRectEx(&rect, WS_OVERLAPPEDWINDOW, FALSE, 0);
MoveWindow(d3dpp.hDeviceWindow, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, false);
}
D3D9Shader_Init();
{
int i;
struct {
unsigned int pti;
unsigned int d3d9;
unsigned int usage;
} fmts[] =
{
{PTI_BGRX8, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER},
{PTI_BGRA8, D3DFMT_A8R8G8B8, D3DUSAGE_QUERY_FILTER},
{PTI_RGB565, D3DFMT_R5G6B5, D3DUSAGE_QUERY_FILTER},
{PTI_ARGB1555, D3DFMT_A1R5G5B5, D3DUSAGE_QUERY_FILTER},
{PTI_ARGB4444, D3DFMT_A4R4G4B4, D3DUSAGE_QUERY_FILTER},
{PTI_A2BGR10, D3DFMT_A2B10G10R10, D3DUSAGE_QUERY_FILTER},
{PTI_RGBA16F, D3DFMT_A16B16G16R16F, D3DUSAGE_QUERY_FILTER},
{PTI_RGBA32F, D3DFMT_A32B32G32R32F, D3DUSAGE_QUERY_FILTER},
{PTI_L8, D3DFMT_L8, D3DUSAGE_QUERY_FILTER},
{PTI_BGRX8_SRGB, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER|D3DUSAGE_QUERY_SRGBREAD},
{PTI_BGRA8_SRGB, D3DFMT_A8R8G8B8, D3DUSAGE_QUERY_FILTER|D3DUSAGE_QUERY_SRGBREAD},
{PTI_BC1_RGB, D3DFMT_DXT1, D3DUSAGE_QUERY_FILTER},
{PTI_BC1_RGBA, D3DFMT_DXT1, D3DUSAGE_QUERY_FILTER},
{PTI_BC2_RGBA, D3DFMT_DXT3, D3DUSAGE_QUERY_FILTER},
{PTI_BC3_RGBA, D3DFMT_DXT5, D3DUSAGE_QUERY_FILTER},
{PTI_BC1_RGB_SRGB, D3DFMT_DXT1, D3DUSAGE_QUERY_FILTER|D3DUSAGE_QUERY_SRGBREAD},
{PTI_BC1_RGBA_SRGB, D3DFMT_DXT1, D3DUSAGE_QUERY_FILTER|D3DUSAGE_QUERY_SRGBREAD},
{PTI_BC2_RGBA_SRGB, D3DFMT_DXT3, D3DUSAGE_QUERY_FILTER|D3DUSAGE_QUERY_SRGBREAD},
{PTI_BC3_RGBA_SRGB, D3DFMT_DXT5, D3DUSAGE_QUERY_FILTER|D3DUSAGE_QUERY_SRGBREAD},
};
for (i = 0; i < countof(fmts); i++)
if (SUCCEEDED(IDirect3D9_CheckDeviceFormat(pD3D, devno, devtype, d3dpp.BackBufferFormat, fmts[i].usage, D3DRTYPE_TEXTURE, fmts[i].d3d9)))
sh_config.texfmt[fmts[i].pti] = true;
}
//fixme: the engine kinda insists on rgba textures, which d3d9 does NOT support.
//we currently have some swapping, so these load, just slowly.
sh_config.texfmt[PTI_RGBX8] |= sh_config.texfmt[PTI_BGRX8];
sh_config.texfmt[PTI_RGBA8] |= sh_config.texfmt[PTI_BGRA8];
sh_config.texfmt[PTI_RGBX8_SRGB] |= sh_config.texfmt[PTI_BGRX8_SRGB];
sh_config.texfmt[PTI_RGBA8_SRGB] |= sh_config.texfmt[PTI_BGRA8_SRGB];
return true; //successful
}
else
{
char *s;
switch(err)
{
default: s = "Unkown error"; break;
case D3DERR_DEVICELOST: s = "Device lost"; break;
case D3DERR_INVALIDCALL: s = "Invalid call"; break;
case D3DERR_NOTAVAILABLE: s = "Not available"; break;
case D3DERR_OUTOFVIDEOMEMORY: s = "Out of video memory"; break;
}
Con_Printf("IDirect3D9_CreateDevice failed: %s.\n", s);
}
return false;
}
static void initD3D9(HWND hWnd, rendererstate_t *info)
{
int i;
int numadaptors;
D3DADAPTER_IDENTIFIER9 inf;
static HMODULE d3d9dll;
LPDIRECT3D9 (WINAPI *pDirect3DCreate9) (int version);
if (!d3d9dll)
d3d9dll = LoadLibrary("d3d9.dll");
if (!d3d9dll)
{
Con_Printf(CON_ERROR "Direct3d 9 does not appear to be installed\n");
return;
}
pDirect3DCreate9 = (void*)GetProcAddress(d3d9dll, "Direct3DCreate9");
if (!pDirect3DCreate9)
{
Con_Printf(CON_ERROR "Direct3d 9 does not appear to be installed properly\n");
return;
}
pD3D = pDirect3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface
if (!pD3D)
return;
numadaptors = IDirect3D9_GetAdapterCount(pD3D);
for (i = 0; i < numadaptors; i++)
{ //NVIDIA's debug app requires that we use a specific device
memset(&inf, 0, sizeof(inf));
IDirect3D9_GetAdapterIdentifier(pD3D, i, 0, &inf);
if (strstr(inf.Description, "PerfHUD"))
if (initD3D9Device(hWnd, info, i, D3DDEVTYPE_REF))
return;
}
for (i = 0; i < numadaptors; i++)
{ //try each adaptor in turn until we get one that actually works
if (initD3D9Device(hWnd, info, i, D3DDEVTYPE_HAL))
return;
}
for (i = 0; i < numadaptors; i++)
{ //try each adaptor in turn until we get one that actually works
if (initD3D9Device(hWnd, info, i, D3DDEVTYPE_SW))
return;
}
for (i = 0; i < numadaptors; i++)
{ //try each adaptor in turn until we get one that actually works
if (initD3D9Device(hWnd, info, i, D3DDEVTYPE_REF))
return;
}
}
static qboolean D3D9_VID_Init(rendererstate_t *info, unsigned char *palette)
{
DWORD width = info->width;
DWORD height = info->height;
//DWORD bpp = info->bpp;
//DWORD zbpp = 16;
//DWORD flags = 0;
DWORD wstyle;
RECT rect;
MSG msg;
HICON hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
//DDGAMMARAMP gammaramp;
//int i;
char *CLASSNAME = "FTED3D9QUAKE";
WNDCLASS wc = {
0,
&D3D9_WindowProc,
0,
0,
NULL,
hIcon,
NULL,
NULL,
NULL,
CLASSNAME
};
wc.hCursor = hArrowCursor = LoadCursor (NULL,IDC_ARROW);
vid_initializing = true;
RegisterClass(&wc);
if (info->fullscreen)
wstyle = 0;
else
wstyle = WS_OVERLAPPEDWINDOW;
rect.left = (GetSystemMetrics(SM_CXSCREEN) - info->width) / 2;
rect.top = (GetSystemMetrics(SM_CYSCREEN) - info->height) / 2;
rect.right = rect.left+info->width;
rect.bottom = rect.top+info->height;
AdjustWindowRectEx(&rect, wstyle, FALSE, 0);
mainwindow = CreateWindow(CLASSNAME, "Direct3D9", wstyle, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, NULL, NULL);
// Try as specified.
initD3D9(mainwindow, info);
if (!pD3DDev9)
{
Con_Printf("No suitable D3D9 device found\n");
return false;
}
CL_UpdateWindowTitle();
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
ShowWindow(mainwindow, SW_NORMAL);
IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
IDirect3DDevice9_BeginScene(pD3DDev9);
IDirect3DDevice9_EndScene(pD3DDev9);
D3D9_VID_SwapBuffers();
D3D9_Set2D();
// pD3DX->lpVtbl->GetBufferSize((void*)pD3DX, &width, &height);
vid.pixelwidth = width;
vid.pixelheight = height;
vid.width = width;
vid.height = height;
vid_initializing = false;
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_LIGHTING, FALSE);
GetWindowRect(mainwindow, &window_rect);
// D3D9_VID_GenPaletteTables(palette);
{
extern qboolean mouseactive;
mouseactive = false;
}
// D3D9BE_Reset(false);
//FIXME: old hardware is not guarenteed to support hardware cursors.
//this should not be a problem on dx9+ hardware, but might on earlier stuff.
rf->VID_CreateCursor = WIN_CreateCursor;
rf->VID_DestroyCursor = WIN_DestroyCursor;
rf->VID_SetCursor = WIN_SetCursor;
return true;
}
static void (D3D9_VID_DeInit) (void)
{
Image_Shutdown();
/*final shutdown, kill the video stuff*/
if (pD3DDev9)
{
D3D9BE_Reset(true);
/*try and knock it back into windowed mode to avoid d3d bugs*/
d3dpp.Windowed = true;
IDirect3DDevice9_Reset(pD3DDev9, &d3dpp);
IDirect3DDevice9_Release(pD3DDev9);
pD3DDev9 = NULL;
}
if (pD3D)
{
IDirect3D9_Release(pD3D);
pD3D = NULL;
}
if (mainwindow)
{
DestroyWindow(mainwindow);
mainwindow = NULL;
}
// Cvar_Unhook(&v_gamma);
// Cvar_Unhook(&v_contrast);
// Cvar_Unhook(&v_brightness);
}
qboolean D3D9_VID_ApplyGammaRamps (unsigned int gammarampsize, unsigned short *ramps)
{
if (d3dpp.Windowed)
return false;
if (pD3DDev9 && ramps && gammarampsize == 256)
IDirect3DDevice9_SetGammaRamp(pD3DDev9, 0, D3DSGR_NO_CALIBRATION, (D3DGAMMARAMP *)ramps);
return true;
}
static char *(D3D9_VID_GetRGBInfo) (int *bytestride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt)
{
IDirect3DSurface9 *backbuf, *surf;
D3DLOCKED_RECT rect;
D3DSURFACE_DESC desc;
int i, j, c;
qbyte *ret = NULL;
qbyte *p;
/*DON'T read the front buffer.
this function can be used by the quakeworld remote screenshot 'snap' feature,
so DO NOT read the frontbuffer because it can show other information than just quake to third parties*/
if (!FAILED(IDirect3DDevice9_GetRenderTarget(pD3DDev9, 0, &backbuf)))
{
if (!FAILED(IDirect3DSurface9_GetDesc(backbuf, &desc)))
if (desc.Format == D3DFMT_X8R8G8B8 || desc.Format == D3DFMT_A8R8G8B8)
if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(pD3DDev9,
desc.Width, desc.Height, desc.Format,
D3DPOOL_SYSTEMMEM, &surf, NULL))
)
{
if (!FAILED(IDirect3DDevice9_GetRenderTargetData(pD3DDev9, backbuf, surf)))
if (!FAILED(IDirect3DSurface9_LockRect(surf, &rect, NULL, D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_READONLY|D3DLOCK_NOSYSLOCK)))
{
ret = BZ_Malloc(desc.Width*desc.Height*3);
if (ret)
{
*fmt = TF_RGB24;
// read surface rect and convert 32 bgra to 24 rgb and flip
c = desc.Width*desc.Height*3;
p = (qbyte *)rect.pBits;
for (i=c-(3*desc.Width); i>=0; i-=(3*desc.Width))
{
for (j=0; j<desc.Width; j++)
{
ret[i+j*3+0] = p[j*4+2];
ret[i+j*3+1] = p[j*4+1];
ret[i+j*3+2] = p[j*4+0];
}
p += rect.Pitch;
}
*bytestride = desc.Width*3;
*truevidwidth = desc.Width;
*truevidheight = desc.Height;
}
IDirect3DSurface9_UnlockRect(surf);
}
IDirect3DSurface9_Release(surf);
}
IDirect3DSurface9_Release(backbuf);
}
return ret;
}
static void (D3D9_VID_SetWindowCaption) (const char *msg)
{
SetWindowText(mainwindow, msg);
}
void D3D9_Set2D (void)
{
float m[16];
// IDirect3DDevice9_EndScene(pD3DDev9);
Matrix4x4_CM_OrthographicD3D(d3d_trueprojection_std, 0 + (0.5*vid.width/vid.pixelwidth), vid.width + (0.5*vid.width/vid.pixelwidth), 0 + (0.5*vid.height/vid.pixelheight), vid.height + (0.5*vid.height/vid.pixelheight), 0, 100);
Matrix4x4_Identity(m);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)m);
Matrix4x4_Identity(m);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)m);
vid.fbvwidth = vid.width;
vid.fbvheight = vid.height;
vid.fbpwidth = vid.pixelwidth;
vid.fbpheight = vid.pixelheight;
r_refdef.pxrect.x = 0;
r_refdef.pxrect.y = 0;
r_refdef.pxrect.width = vid.fbpwidth;
r_refdef.pxrect.height = vid.fbpheight;
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
D3D9BE_Set2D();
D3D9BE_SetViewport(0, vid.fbpwidth, 0, vid.fbpheight);
}
static int d3d9error(int i)
{
if (FAILED(i))// != D3D_OK)
Con_Printf("D3D error: %i\n", i);
return i;
}
static qboolean (D3D9_SCR_UpdateScreen) (void)
{
//extern int keydown[];
//extern cvar_t vid_conheight;
#ifdef TEXTEDITOR
//extern qboolean editormodal;
#endif
qboolean nohud, noworld;
if (!scr_initialized || !con_initialized)
{
return false; // not initialized yet
}
if (d3d_resized/* && d3dpp.Windowed*/)
{
extern cvar_t vid_conautoscale, vid_conwidth;
d3d_resized = false;
// force width/height to be updated
//vid.pixelwidth = window_rect.right - window_rect.left;
//vid.pixelheight = window_rect.bottom - window_rect.top;
D3DVID_UpdateWindowStatus(mainwindow);
D3D9BE_Reset(true);
vid.pixelwidth = d3dpp.BackBufferWidth = window_rect.right - window_rect.left;
vid.pixelheight = d3dpp.BackBufferHeight = window_rect.bottom - window_rect.top;
resetD3D9();
D3D9BE_Reset(false);
Cvar_ForceCallback(&vid_conautoscale);
Cvar_ForceCallback(&vid_conwidth);
}
if (vid_srgb.modified)
{
vid_srgb.modified = false;
//VID_SRGBAWARE defines whether textures are meant to be srgb or not.
//as it requires a vid_reload, we don't mess with it here.
//that said, we can still change srgb freely otherwise.
vid.flags &= VID_SRGBAWARE;
if ((vid.flags & VID_SRGBAWARE) || vid_srgb.ival<0)
vid.flags |= (d3dpp.Windowed)?VID_SRGB_FB_FAKED:VID_SRGB_FB_LINEAR;
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SRGBWRITEENABLE, !!(vid.flags&VID_SRGB_FB_LINEAR));
}
switch (IDirect3DDevice9_TestCooperativeLevel(pD3DDev9))
{
case D3DERR_DEVICELOST:
//the user has task switched away from us or something, don't draw anything until they switch back to us
D3D9BE_Reset(true);
return false;
case D3DERR_DEVICENOTRESET:
D3D9BE_Reset(true);
resetD3D9();
if (FAILED(IDirect3DDevice9_TestCooperativeLevel(pD3DDev9)))
{
Con_Printf("Device lost, restarting video\n");
Cmd_ExecuteString("vid_restart", RESTRICT_LOCAL);
return false;
}
Cvar_ForceCallback(&v_gamma);
break;
default:
break;
}
D3D9BE_Reset(false);
if (r_clear.ival)
{
d3d9error(IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB((r_clear.ival&1)?255:0,(r_clear.ival&2)?255:0,(r_clear.ival&4)?255:0), 1, 0));
}
if (scr_disabled_for_loading)
{
extern float scr_disabled_time;
if (Sys_DoubleTime() - scr_disabled_time > 60 || Key_Dest_Has(~kdm_game))
{
scr_disabled_for_loading = false;
}
else
{
IDirect3DDevice9_BeginScene(pD3DDev9);
scr_drawloading = true;
SCR_DrawLoading (true);
scr_drawloading = false;
if (R2D_Flush)
R2D_Flush();
IDirect3DDevice9_EndScene(pD3DDev9);
D3D9_VID_SwapBuffers();
return true;
}
}
Shader_DoReload();
d3d9error(IDirect3DDevice9_BeginScene(pD3DDev9));
/*
#ifdef TEXTEDITOR
if (editormodal)
{
Editor_Draw();
V_UpdatePalette (false);
Media_RecordFrame();
R2D_BrightenScreen();
if (key_dest == key_console)
Con_DrawConsole(vid_conheight.value/2, false);
GL_EndRendering ();
GL_DoSwap();
RSpeedEnd(RSPEED_TOTALREFRESH);
return true;
}
#endif
*/
D3D9_Set2D();
//
// do 3D refresh drawing, and then update the screen
//
SCR_SetUpToDrawConsole ();
noworld = false;
nohud = false;
if (topmenu && topmenu->isopaque)
nohud = true;
#ifdef VM_CG
else if (q3 && q3->cg.Redraw(cl.time))
nohud = true;
#endif
#ifdef CSQC_DAT
else if (CSQC_DrawView())
nohud = true;
#endif
else if (r_worldentity.model && cls.state == ca_active)
V_RenderView (nohud);
else
noworld = true;
R2D_BrightenScreen();
scr_con_forcedraw = false;
if (noworld)
{
if (scr_con_current != vid.height)
R2D_ConsoleBackground(0, vid.height, true);
else
scr_con_forcedraw = true;
nohud = true;
}
SCR_DrawTwoDimensional(nohud);
V_UpdatePalette (false);
Media_RecordFrame();
RSpeedShow();
if (R2D_Flush)
R2D_Flush();
d3d9error(IDirect3DDevice9_EndScene(pD3DDev9));
{
RSpeedMark();
D3D9_VID_SwapBuffers();
RSpeedEnd(RSPEED_PRESENT);
}
window_center_x = (window_rect.left + window_rect.right)/2;
window_center_y = (window_rect.top + window_rect.bottom)/2;
INS_UpdateGrabs(modestate != MS_WINDOWED, vid.activeapp);
return true;
}
static void (D3D9_Draw_Init) (void)
{
{
vid_srgb.modified = false;
//VID_SRGBAWARE defines whether textures are meant to be srgb or not.
//we're doing a vid_reload here, so we can change it here easily enough
if (vid_srgb.ival > 0) //d3d9 does srgb using post-process stuff for us.
vid.flags |= VID_SRGBAWARE;
else
vid.flags = 0;
if ((vid.flags & VID_SRGBAWARE) || vid_srgb.ival<0)
vid.flags |= (d3dpp.Windowed)?VID_SRGB_FB_FAKED:VID_SRGB_FB_LINEAR;
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SRGBWRITEENABLE, !!(vid.flags&VID_SRGB_FB_LINEAR));
}
R2D_Init();
}
static void (D3D9_Draw_Shutdown) (void)
{
R2D_Shutdown();
Image_Shutdown();
}
static void (D3D9_R_Init) (void)
{
}
static void (D3D9_R_DeInit) (void)
{
R_GAliasFlushSkinCache(true);
Surf_DeInit();
Shader_Shutdown();
}
static void D3D9_SetupViewPortProjection(void)
{
int x, x2, y2, y, w, h;
float fov_x, fov_y;
float fovv_x, fovv_y;
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
//
// set up viewpoint
//
x = r_refdef.vrect.x * vid.pixelwidth/(int)vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * vid.pixelwidth/(int)vid.width;
y = (r_refdef.vrect.y) * vid.pixelheight/(int)vid.height;
y2 = ((int)(r_refdef.vrect.y + r_refdef.vrect.height)) * vid.pixelheight/(int)vid.height;
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < vid.pixelwidth)
x2++;
if (y < 0)
y--;
if (y2 < vid.pixelheight)
y2++;
w = x2 - x;
h = y2 - y;
fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
fovv_x = r_refdef.fovv_x;
fovv_y = r_refdef.fovv_y;
if ((r_refdef.flags & RDF_UNDERWATER) && !(r_refdef.flags & RDF_WATERWARP))
{
fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
fovv_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
fovv_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
}
/*view matrix*/
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
d3d9error(IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view));
Added sys_openfile console command(and menu option) to web and flatpak(via cmake+dbus) builds, to 'install' packages on sandboxed systems a bit more easily. Cmake: Add FTE_WERROR option, defaults to true in debug builds and off in release builds (in case future compilers have issues). Cmake: Pull in libXscreensaver so we don't get interrupted by screensavers when playing demos. Make: Added `make webcl-rel` for a web build without server bloat (eg for sites focused on demo playback. Yes, this means you XantoM). fteqcc: Include the decompiler in fteqcc (non-gui) builds ('-d' arg). fteqcc: Decompiler can now mostly handle hexen2 mods without any unknown opcodes. Allow ezHud and OpenSSL to be compiled as in-engine plugins, potentially for web and windows ports respectively. Web: Fix support for ogg vorbis. Add support for voip. Web: Added basic support for WebXR. QTV: Don't try seeking on unseekable qtv streams. Don't spam when developer 1 is set. QTV: add support for some eztv extensions. MVD: added hack to use ktx's vweps in mvd where mvdsv doesn't bother to record the info. qwfwd: hack around a hack in qwfwd, allowing it to work again. recording: favour qwd in single player, instead of mvd. Protocol: reduce client memory used for precache names. Bump maximum precache counts - some people are just abusive, yes you Orl. hexen2: add enough clientside protocol compat to play the demo included with h2mp. lacks effects. in_xflip: restored this setting. fs_hidesyspaths: new cvar, defaults to enabled so you won't find your username or whatever turning up in screenshots or the like. change it to 0 before debuging stuff eg via 'path'. gl_overbright_models: Added cvar to match QS. netchan: Added MTU determination, we'll no longer fail to connect when routers stupidly drop icmp packets. Win: try a few other versions of xinput too. CSQC: Added a CSQC_GenerateMaterial function, to give the csqc a chance to generate custom materials. MenuQC: Added support for the skeletal objects API.
2024-04-09 17:13:59 +00:00
if (r_xflip.ival)
{
fov_x *= -1;
r_refdef.flipcull ^= SHADER_CULL_FLIP;
fovv_x *= -1;
}
if (r_refdef.maxdist)
{
/*d3d projection matricies scale depth to 0 to 1*/
Matrix4x4_CM_Projection_Far(d3d_trueprojection_std, fov_x, fov_y, r_refdef.mindist, r_refdef.maxdist, true);
Matrix4x4_CM_Projection_Far(d3d_trueprojection_view, fovv_x, fovv_y, r_refdef.mindist, r_refdef.maxdist, true);
/*ogl projection matricies scale depth to -1 to 1, and I would rather my code used consistant culling*/
Matrix4x4_CM_Projection_Far(r_refdef.m_projection_std, fov_x, fov_y, r_refdef.mindist, r_refdef.maxdist, false);
}
else
{
/*d3d projection matricies scale depth to 0 to 1*/
Matrix4x4_CM_Projection_Inf(d3d_trueprojection_std, fov_x, fov_y, r_refdef.mindist, true);
Matrix4x4_CM_Projection_Inf(d3d_trueprojection_view, fovv_x, fovv_y, r_refdef.mindist, true);
/*ogl projection matricies scale depth to -1 to 1, and I would rather my code used consistant culling*/
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection_std, fov_x, fov_y, r_refdef.mindist, false);
}
D3D9BE_SetViewport(x, w, y, h);
}
static void (D3D9_R_RenderView) (void)
{
if (!r_norefresh.value)
{
Added sys_openfile console command(and menu option) to web and flatpak(via cmake+dbus) builds, to 'install' packages on sandboxed systems a bit more easily. Cmake: Add FTE_WERROR option, defaults to true in debug builds and off in release builds (in case future compilers have issues). Cmake: Pull in libXscreensaver so we don't get interrupted by screensavers when playing demos. Make: Added `make webcl-rel` for a web build without server bloat (eg for sites focused on demo playback. Yes, this means you XantoM). fteqcc: Include the decompiler in fteqcc (non-gui) builds ('-d' arg). fteqcc: Decompiler can now mostly handle hexen2 mods without any unknown opcodes. Allow ezHud and OpenSSL to be compiled as in-engine plugins, potentially for web and windows ports respectively. Web: Fix support for ogg vorbis. Add support for voip. Web: Added basic support for WebXR. QTV: Don't try seeking on unseekable qtv streams. Don't spam when developer 1 is set. QTV: add support for some eztv extensions. MVD: added hack to use ktx's vweps in mvd where mvdsv doesn't bother to record the info. qwfwd: hack around a hack in qwfwd, allowing it to work again. recording: favour qwd in single player, instead of mvd. Protocol: reduce client memory used for precache names. Bump maximum precache counts - some people are just abusive, yes you Orl. hexen2: add enough clientside protocol compat to play the demo included with h2mp. lacks effects. in_xflip: restored this setting. fs_hidesyspaths: new cvar, defaults to enabled so you won't find your username or whatever turning up in screenshots or the like. change it to 0 before debuging stuff eg via 'path'. gl_overbright_models: Added cvar to match QS. netchan: Added MTU determination, we'll no longer fail to connect when routers stupidly drop icmp packets. Win: try a few other versions of xinput too. CSQC: Added a CSQC_GenerateMaterial function, to give the csqc a chance to generate custom materials. MenuQC: Added support for the skeletal objects API.
2024-04-09 17:13:59 +00:00
int cull = r_refdef.flipcull;
Surf_SetupFrame();
if (!r_refdef.globalfog.density)
{
extern cvar_t r_fog_linear;
int fogtype = ((r_refdef.flags & RDF_UNDERWATER) && cl.fog[FOGTYPE_WATER].density)?FOGTYPE_WATER:FOGTYPE_AIR;
CL_BlendFog(&r_refdef.globalfog, &cl.oldfog[fogtype], realtime, &cl.fog[fogtype]);
if (!r_fog_linear.ival)
r_refdef.globalfog.density /= 64; //FIXME
}
//check if we can do underwater warp
if (cls.protocol != CP_QUAKE2) //quake2 tells us directly
{
if (r_viewcontents & FTECONTENTS_FLUID)
r_refdef.flags |= RDF_UNDERWATER;
else
r_refdef.flags &= ~RDF_UNDERWATER;
}
if (r_refdef.flags & RDF_UNDERWATER)
{
extern cvar_t r_projection;
if (!r_waterwarp.value || r_projection.ival)
r_refdef.flags &= ~RDF_UNDERWATER; //no warp at all
// else if (r_waterwarp.value > 0 && scenepp_waterwarp)
// r_refdef.flags |= RDF_WATERWARP; //try fullscreen warp instead if we can
}
D3D9_SetupViewPortProjection();
// if (r_clear.ival && !(r_refdef.flags & RDF_NOWORLDMODEL))
// d3d9error(IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255,0,0), 1, 0));
// else
d3d9error(IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1, 0));
R_SetFrustum (r_refdef.m_projection_std, r_refdef.m_view);
RQ_BeginFrame();
Added sys_openfile console command(and menu option) to web and flatpak(via cmake+dbus) builds, to 'install' packages on sandboxed systems a bit more easily. Cmake: Add FTE_WERROR option, defaults to true in debug builds and off in release builds (in case future compilers have issues). Cmake: Pull in libXscreensaver so we don't get interrupted by screensavers when playing demos. Make: Added `make webcl-rel` for a web build without server bloat (eg for sites focused on demo playback. Yes, this means you XantoM). fteqcc: Include the decompiler in fteqcc (non-gui) builds ('-d' arg). fteqcc: Decompiler can now mostly handle hexen2 mods without any unknown opcodes. Allow ezHud and OpenSSL to be compiled as in-engine plugins, potentially for web and windows ports respectively. Web: Fix support for ogg vorbis. Add support for voip. Web: Added basic support for WebXR. QTV: Don't try seeking on unseekable qtv streams. Don't spam when developer 1 is set. QTV: add support for some eztv extensions. MVD: added hack to use ktx's vweps in mvd where mvdsv doesn't bother to record the info. qwfwd: hack around a hack in qwfwd, allowing it to work again. recording: favour qwd in single player, instead of mvd. Protocol: reduce client memory used for precache names. Bump maximum precache counts - some people are just abusive, yes you Orl. hexen2: add enough clientside protocol compat to play the demo included with h2mp. lacks effects. in_xflip: restored this setting. fs_hidesyspaths: new cvar, defaults to enabled so you won't find your username or whatever turning up in screenshots or the like. change it to 0 before debuging stuff eg via 'path'. gl_overbright_models: Added cvar to match QS. netchan: Added MTU determination, we'll no longer fail to connect when routers stupidly drop icmp packets. Win: try a few other versions of xinput too. CSQC: Added a CSQC_GenerateMaterial function, to give the csqc a chance to generate custom materials. MenuQC: Added support for the skeletal objects API.
2024-04-09 17:13:59 +00:00
// if (!(r_refdef.flags & RDF_NOWORLDMODEL))
// {
// if (!r_refdef.recurse && !(r_refdef.flags & RDF_DISABLEPARTICLES))
// P_DrawParticles ();
// }
Surf_DrawWorld();
RQ_RenderBatchClear();
Added sys_openfile console command(and menu option) to web and flatpak(via cmake+dbus) builds, to 'install' packages on sandboxed systems a bit more easily. Cmake: Add FTE_WERROR option, defaults to true in debug builds and off in release builds (in case future compilers have issues). Cmake: Pull in libXscreensaver so we don't get interrupted by screensavers when playing demos. Make: Added `make webcl-rel` for a web build without server bloat (eg for sites focused on demo playback. Yes, this means you XantoM). fteqcc: Include the decompiler in fteqcc (non-gui) builds ('-d' arg). fteqcc: Decompiler can now mostly handle hexen2 mods without any unknown opcodes. Allow ezHud and OpenSSL to be compiled as in-engine plugins, potentially for web and windows ports respectively. Web: Fix support for ogg vorbis. Add support for voip. Web: Added basic support for WebXR. QTV: Don't try seeking on unseekable qtv streams. Don't spam when developer 1 is set. QTV: add support for some eztv extensions. MVD: added hack to use ktx's vweps in mvd where mvdsv doesn't bother to record the info. qwfwd: hack around a hack in qwfwd, allowing it to work again. recording: favour qwd in single player, instead of mvd. Protocol: reduce client memory used for precache names. Bump maximum precache counts - some people are just abusive, yes you Orl. hexen2: add enough clientside protocol compat to play the demo included with h2mp. lacks effects. in_xflip: restored this setting. fs_hidesyspaths: new cvar, defaults to enabled so you won't find your username or whatever turning up in screenshots or the like. change it to 0 before debuging stuff eg via 'path'. gl_overbright_models: Added cvar to match QS. netchan: Added MTU determination, we'll no longer fail to connect when routers stupidly drop icmp packets. Win: try a few other versions of xinput too. CSQC: Added a CSQC_GenerateMaterial function, to give the csqc a chance to generate custom materials. MenuQC: Added support for the skeletal objects API.
2024-04-09 17:13:59 +00:00
r_refdef.flipcull = cull;
}
D3D9_Set2D ();
}
void (D3D9_R_PreNewMap) (void);
void (D3D9_R_PushDlights) (void);
void (D3D9_R_AddStain) (vec3_t org, float red, float green, float blue, float radius);
void (D3D9_R_LessenStains) (void);
qboolean (D3D9_VID_Init) (rendererstate_t *info, unsigned char *palette);
void (D3D9_VID_DeInit) (void);
void (D3D9_VID_SetPalette) (unsigned char *palette);
void (D3D9_VID_ShiftPalette) (unsigned char *palette);
void (D3D9_VID_SetWindowCaption) (const char *msg);
void D3D9BE_RenderToTextureUpdate2d(qboolean destchanged)
{
}
rendererinfo_t d3d9rendererinfo =
{
"Direct3D9",
{
"D3D9",
"D3D",
"Direct3d",
"DirectX",
"2" //this is evil, but worth a laugh.
},
QR_DIRECT3D9,
D3D9_Draw_Init,
D3D9_Draw_Shutdown,
D3D9_UpdateFiltering,
D3D9_LoadTextureMips,
D3D9_DestroyTexture,
D3D9_R_Init,
D3D9_R_DeInit,
D3D9_R_RenderView,
D3D9_VID_Init,
D3D9_VID_DeInit,
D3D9_VID_SwapBuffers,
D3D9_VID_ApplyGammaRamps,
NULL,
NULL,
NULL,
D3D9_VID_SetWindowCaption,
D3D9_VID_GetRGBInfo,
D3D9_SCR_UpdateScreen,
D3D9BE_SelectMode,
D3D9BE_DrawMesh_List,
D3D9BE_DrawMesh_Single,
D3D9BE_SubmitBatch,
D3D9BE_GetTempBatch,
D3D9BE_DrawWorld,
D3D9BE_Init,
D3D9BE_GenBrushModelVBO,
D3D9BE_ClearVBO,
D3D9BE_UploadAllLightmaps,
D3D9BE_SelectEntity,
D3D9BE_SelectDLight,
D3D9BE_Scissor,
D3D9BE_LightCullModel,
D3D9BE_VBO_Begin,
D3D9BE_VBO_Data,
D3D9BE_VBO_Finish,
D3D9BE_VBO_Destroy,
D3D9BE_RenderToTextureUpdate2d,
"no more"
};
#endif