2007-10-05 18:08:47 +00:00
# include "quakedef.h"
# ifdef D3DQUAKE
# include "winquake.h"
# include "d3d9quake.h"
# include "renderque.h"
mleaf_t * r_viewleaf , * r_oldviewleaf ;
mleaf_t * r_viewleaf2 , * r_oldviewleaf2 ;
int r_viewcluster , r_viewcluster2 , r_oldviewcluster , r_oldviewcluster2 ;
extern qbyte areabits [ MAX_Q2MAP_AREAS / 8 ] ;
int r_visframecount ;
entity_t r_worldentity ;
refdef_t r_refdef ;
vec3_t r_origin , vpn , vright , vup ;
extern float r_projection_matrix [ 16 ] ;
extern float r_view_matrix [ 16 ] ;
extern mplane_t frustum [ 4 ] ;
vec3_t modelorg ;
entity_t * currententity ;
extern cvar_t gl_mindist ;
void ( D3D9_R_DeInit ) ( void )
{
int i ;
# ifdef Q3SHADERS
Shader_Shutdown ( ) ;
# endif
for ( i = 0 ; i < numlightmaps ; i + + )
{
if ( ! lightmap [ i ] )
break ;
BZ_Free ( lightmap [ i ] ) ;
lightmap [ i ] = NULL ;
}
if ( lightmap_d3d9textures )
BZ_Free ( lightmap_d3d9textures ) ;
if ( lightmap )
BZ_Free ( lightmap ) ;
lightmap_d3d9textures = NULL ;
lightmap = NULL ;
numlightmaps = 0 ;
}
void ( D3D9_R_ReInit ) ( void )
{
}
void ( D3D9_R_Init ) ( void )
{
D3D9_R_ReInit ( ) ;
}
//most of this is a direct copy from gl
void ( D3D9_SetupFrame ) ( void )
{
mleaf_t * leaf ;
vec3_t temp ;
GLR_AnimateLight ( ) ;
AngleVectors ( r_refdef . viewangles , vpn , vright , vup ) ;
VectorCopy ( r_refdef . vieworg , r_origin ) ;
r_framecount + + ;
if ( r_refdef . flags & Q2RDF_NOWORLDMODEL )
{
}
# ifdef Q2BSPS
else if ( cl . worldmodel & & ( cl . worldmodel - > fromgame = = fg_quake2 | | cl . worldmodel - > fromgame = = fg_quake3 ) )
{
static mleaf_t fakeleaf ;
mleaf_t * leaf ;
r_viewleaf = & fakeleaf ; //so we can use quake1 rendering routines for q2 bsps.
r_viewleaf - > contents = Q1CONTENTS_EMPTY ;
r_viewleaf2 = NULL ;
r_oldviewcluster = r_viewcluster ;
r_oldviewcluster2 = r_viewcluster2 ;
leaf = GLMod_PointInLeaf ( cl . worldmodel , r_origin ) ;
r_viewcluster = r_viewcluster2 = leaf - > cluster ;
// check above and below so crossing solid water doesn't draw wrong
if ( ! leaf - > contents )
{ // look down a bit
vec3_t temp ;
VectorCopy ( r_origin , temp ) ;
temp [ 2 ] - = 16 ;
leaf = GLMod_PointInLeaf ( cl . worldmodel , temp ) ;
if ( ! ( leaf - > contents & Q2CONTENTS_SOLID ) & &
( leaf - > cluster ! = r_viewcluster2 ) )
r_viewcluster2 = leaf - > cluster ;
}
else
{ // look up a bit
vec3_t temp ;
VectorCopy ( r_origin , temp ) ;
temp [ 2 ] + = 16 ;
leaf = GLMod_PointInLeaf ( cl . worldmodel , temp ) ;
if ( ! ( leaf - > contents & Q2CONTENTS_SOLID ) & &
( leaf - > cluster ! = r_viewcluster2 ) )
r_viewcluster2 = leaf - > cluster ;
}
}
# endif
else
{
r_oldviewleaf = r_viewleaf ;
r_oldviewleaf2 = r_viewleaf2 ;
r_viewleaf = GLMod_PointInLeaf ( cl . worldmodel , r_origin ) ;
if ( ! r_viewleaf )
{
}
else if ( r_viewleaf - > contents = = Q1CONTENTS_EMPTY )
{ //look down a bit
VectorCopy ( r_origin , temp ) ;
temp [ 2 ] - = 16 ;
leaf = GLMod_PointInLeaf ( cl . worldmodel , temp ) ;
if ( leaf - > contents < = Q1CONTENTS_WATER & & leaf - > contents > = Q1CONTENTS_LAVA )
r_viewleaf2 = leaf ;
else
r_viewleaf2 = NULL ;
}
else if ( r_viewleaf - > contents < = Q1CONTENTS_WATER & & r_viewleaf - > contents > = Q1CONTENTS_LAVA )
{ //in water, look up a bit.
VectorCopy ( r_origin , temp ) ;
temp [ 2 ] + = 16 ;
leaf = GLMod_PointInLeaf ( cl . worldmodel , temp ) ;
if ( leaf - > contents = = Q1CONTENTS_EMPTY )
r_viewleaf2 = leaf ;
else
r_viewleaf2 = NULL ;
}
else
r_viewleaf2 = NULL ;
if ( r_viewleaf )
V_SetContentsColor ( r_viewleaf - > contents ) ;
}
}
void D3D9_SetupViewPort ( void )
{
float screenaspect ;
int glwidth = vid . width , glheight = vid . height ;
int x , x2 , y2 , y , w , h ;
float fov_x , fov_y ;
D3DVIEWPORT9 vport ;
D3D9_GetBufferSize ( & glwidth , & glheight ) ;
//
// set up viewpoint
//
x = r_refdef . vrect . x * glwidth / ( int ) vid . width ;
x2 = ( r_refdef . vrect . x + r_refdef . vrect . width ) * glwidth / ( int ) vid . width ;
y = ( /*vid.height-*/ r_refdef . vrect . y ) * glheight / ( int ) vid . height ;
y2 = ( ( int ) /*vid.height - */ ( r_refdef . vrect . y + r_refdef . vrect . height ) ) * glheight / ( int ) vid . height ;
// fudge around because of frac screen scale
if ( x > 0 )
x - - ;
if ( x2 < glwidth )
x2 + + ;
if ( y < 0 )
y - - ;
if ( y2 < glheight )
y2 + + ;
w = x2 - x ;
h = y2 - y ;
/* if (envmap)
{
x = y2 = 0 ;
w = h = 256 ;
}
*/
vport . X = x ;
vport . Y = y ;
vport . Width = w ;
vport . Height = h ;
vport . MinZ = 0 ;
vport . MaxZ = 1 ;
IDirect3DDevice9_SetViewport ( pD3DDev9 , & vport ) ;
fov_x = r_refdef . fov_x ; //+sin(cl.time)*5;
fov_y = r_refdef . fov_y ; //-sin(cl.time+1)*5;
if ( r_waterwarp . value < 0 & & r_viewleaf - > contents < = Q1CONTENTS_WATER )
{
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 ) ;
}
screenaspect = ( float ) r_refdef . vrect . width / r_refdef . vrect . height ;
// if (r_refdef.useperspective)
{
/* if ((!r_shadows.value || !gl_canstencil) && gl_maxdist.value>256)//gl_nv_range_clamp)
{
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
// yfov = (2.0 * tan (scr_fov.value/360*M_PI)) / screenaspect;
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov.value*2)/M_PI;
// MYgluPerspective (yfov, screenaspect, 4, 4096);
MYgluPerspective ( fov_x , fov_y , gl_mindist . value , gl_maxdist . value ) ;
}
else */
{
GL_InfinatePerspective ( fov_x , fov_y , gl_mindist . value ) ;
}
}
/* else
{
if ( gl_maxdist . value > = 1 )
GL_ParallelPerspective ( - fov_x / 2 , fov_x / 2 , fov_y / 2 , - fov_y / 2 , - gl_maxdist . value , gl_maxdist . value ) ;
else
GL_ParallelPerspective ( 0 , r_refdef . vrect . width , 0 , r_refdef . vrect . height , - 9999 , 9999 ) ;
} */
Matrix4_ModelViewMatrixFromAxis ( r_view_matrix , vpn , vright , vup , r_refdef . vieworg ) ;
IDirect3DDevice9_SetTransform ( pD3DDev9 , D3DTS_PROJECTION , ( D3DMATRIX * ) r_projection_matrix ) ;
IDirect3DDevice9_SetTransform ( pD3DDev9 , D3DTS_VIEW , ( D3DMATRIX * ) r_view_matrix ) ;
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ZFUNC , D3DCMP_LESSEQUAL ) ;
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ZENABLE , D3DZB_TRUE ) ;
}
qbyte * Q1BSP_LeafPVS ( model_t * model , mleaf_t * leaf , qbyte * buffer ) ;
//fixme: direct copy from gl (apart from lightmaps)
static void D3D9_RecursiveWorldNode ( mnode_t * node )
{
int c , side ;
mplane_t * plane ;
msurface_t * surf , * * mark ;
mleaf_t * pleaf ;
double dot ;
int shift ;
start :
if ( node - > contents = = Q1CONTENTS_SOLID )
return ; // solid
if ( node - > visframe ! = r_visframecount )
return ;
if ( R_CullBox ( node - > minmaxs , node - > minmaxs + 3 ) )
return ;
// if a leaf node, draw stuff
if ( node - > contents < 0 )
{
pleaf = ( mleaf_t * ) node ;
mark = pleaf - > firstmarksurface ;
c = pleaf - > nummarksurfaces ;
if ( c )
{
do
{
( * mark + + ) - > visframe = r_framecount ;
} while ( - - c ) ;
}
// deal with model fragments in this leaf
if ( pleaf - > efrags )
R_StoreEfrags ( & pleaf - > efrags ) ;
return ;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node - > plane ;
switch ( plane - > type )
{
case PLANE_X :
dot = modelorg [ 0 ] - plane - > dist ;
break ;
case PLANE_Y :
dot = modelorg [ 1 ] - plane - > dist ;
break ;
case PLANE_Z :
dot = modelorg [ 2 ] - plane - > dist ;
break ;
default :
dot = DotProduct ( modelorg , plane - > normal ) - plane - > dist ;
break ;
}
if ( dot > = 0 )
side = 0 ;
else
side = 1 ;
// recurse down the children, front side first
D3D9_RecursiveWorldNode ( node - > children [ side ] ) ;
// draw stuff
c = node - > numsurfaces ;
if ( c )
{
surf = cl . worldmodel - > surfaces + node - > firstsurface ;
shift = 0 ; //GLR_LightmapShift(cl.worldmodel);
// if (dot < 0 -BACKFACE_EPSILON)
// side = SURF_PLANEBACK;
// else if (dot > BACKFACE_EPSILON)
// side = 0;
{
for ( ; c ; c - - , surf + + )
{
if ( surf - > visframe ! = r_framecount )
continue ;
// if (((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)))
// continue; // wrong side
D3DR_RenderDynamicLightmaps ( surf , shift ) ;
// if sorting by texture, just store it out
/* if (surf->flags & SURF_DRAWALPHA)
{ // add to the translucent chain
surf - > nextalphasurface = r_alpha_surfaces ;
r_alpha_surfaces = surf ;
surf - > ownerent = & r_worldentity ;
}
else
*/ {
surf - > texturechain = surf - > texinfo - > texture - > texturechain ;
surf - > texinfo - > texture - > texturechain = surf ;
}
}
}
}
// recurse down the back side
// D3D9_RecursiveWorldNode (node->children[!side]);
node = node - > children [ ! side ] ;
goto start ;
}
//fixme: direct copy from gl (apart from lightmaps)
static void D3D9_RecursiveQ2WorldNode ( mnode_t * node )
{
int c , side ;
mplane_t * plane ;
msurface_t * surf , * * mark ;
mleaf_t * pleaf ;
double dot ;
int shift ;
start :
if ( node - > contents = = Q2CONTENTS_SOLID )
return ; // solid
if ( node - > visframe ! = r_visframecount )
return ;
if ( R_CullBox ( node - > minmaxs , node - > minmaxs + 3 ) )
return ;
// if a leaf node, draw stuff
if ( node - > contents < 0 )
{
pleaf = ( mleaf_t * ) node ;
mark = pleaf - > firstmarksurface ;
c = pleaf - > nummarksurfaces ;
if ( c )
{
do
{
( * mark + + ) - > visframe = r_framecount ;
} while ( - - c ) ;
}
// deal with model fragments in this leaf
if ( pleaf - > efrags )
R_StoreEfrags ( & pleaf - > efrags ) ;
return ;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node - > plane ;
switch ( plane - > type )
{
case PLANE_X :
dot = modelorg [ 0 ] - plane - > dist ;
break ;
case PLANE_Y :
dot = modelorg [ 1 ] - plane - > dist ;
break ;
case PLANE_Z :
dot = modelorg [ 2 ] - plane - > dist ;
break ;
default :
dot = DotProduct ( modelorg , plane - > normal ) - plane - > dist ;
break ;
}
if ( dot > = 0 )
side = 0 ;
else
side = 1 ;
// recurse down the children, front side first
D3D9_RecursiveQ2WorldNode ( node - > children [ side ] ) ;
// draw stuff
c = node - > numsurfaces ;
if ( c )
{
surf = cl . worldmodel - > surfaces + node - > firstsurface ;
shift = 0 ; //GLR_LightmapShift(cl.worldmodel);
// if (dot < 0 -BACKFACE_EPSILON)
// side = SURF_PLANEBACK;
// else if (dot > BACKFACE_EPSILON)
// side = 0;
{
for ( ; c ; c - - , surf + + )
{
if ( surf - > visframe ! = r_framecount )
continue ;
// if (((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)))
// continue; // wrong side
D3DR_RenderDynamicLightmaps ( surf , shift ) ;
// if sorting by texture, just store it out
/* if (surf->flags & SURF_DRAWALPHA)
{ // add to the translucent chain
surf - > nextalphasurface = r_alpha_surfaces ;
r_alpha_surfaces = surf ;
surf - > ownerent = & r_worldentity ;
}
else
*/ {
surf - > texturechain = surf - > texinfo - > texture - > texturechain ;
surf - > texinfo - > texture - > texturechain = surf ;
}
}
}
}
// recurse down the back side
// D3D9_RecursiveWorldNode (node->children[!side]);
node = node - > children [ ! side ] ;
goto start ;
}
# ifdef Q3BSPS
extern mleaf_t * r_vischain ; // linked list of visible leafs
static void D3D9_LeafWorldNode ( void )
{
int i ;
int clipflags ;
msurface_t * * mark , * surf ;
mleaf_t * pleaf ;
int clipped ;
mplane_t * clipplane ;
for ( pleaf = r_vischain ; pleaf ; pleaf = pleaf - > vischain )
{
// check for door connected areas
// if ( areabits )
{
// if (! (areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) )
// {
// continue; // not visible
// }
}
clipflags = 15 ; // 1 | 2 | 4 | 8
// if ( !r_nocull->value )
{
for ( i = 0 , clipplane = frustum ; i < 4 ; i + + , clipplane + + )
{
clipped = BoxOnPlaneSide ( pleaf - > minmaxs , pleaf - > minmaxs + 3 , clipplane ) ;
if ( clipped = = 2 ) {
break ;
} else if ( clipped = = 1 ) {
clipflags & = ~ ( 1 < < i ) ; // node is entirely on screen
}
}
if ( i ! = 4 ) {
continue ;
}
}
i = pleaf - > nummarksurfaces ;
mark = pleaf - > firstmarksurface ;
do
{
surf = * mark + + ;
if ( surf - > visframe ! = r_framecount ) //sufraces exist in multiple leafs.
{
surf - > visframe = r_framecount ;
surf - > texturechain = surf - > texinfo - > texture - > texturechain ;
surf - > texinfo - > texture - > texturechain = surf ;
}
} while ( - - i ) ;
// c_world_leafs++;
}
}
# endif
struct {
float x , y , z ;
// unsigned colour;
float wms , wmt ;
float lms , lmt ;
} worldvert [ 1024 ] ;
void D3D9_DrawTextureChains ( void )
{
texture_t * t ;
msurface_t * s ;
vec3_t * xyz ;
vec2_t * wm ;
vec2_t * lm ;
mesh_t * m ;
int i ;
int v ;
int lmnum ;
extern int skytexturenum ; // index in cl.loadmodel, not gl texture object
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MINFILTER , D3DTEXF_LINEAR ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MIPFILTER , D3DTEXF_LINEAR ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MAGFILTER , D3DTEXF_LINEAR ) ;
if ( skytexturenum > = 0 )
{
t = currentmodel - > textures [ skytexturenum ] ;
if ( t )
{
s = t - > texturechain ;
if ( s )
{
t - > texturechain = NULL ;
D3D9_DrawSkyChain ( s ) ;
}
}
}
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ALPHATESTENABLE , FALSE ) ;
for ( i = 0 ; i < currentmodel - > numtextures ; i + + )
{
t = currentmodel - > textures [ i ] ;
if ( ! t )
continue ; //happens on e1m2
s = t - > texturechain ;
if ( ! s )
continue ;
t - > texturechain = NULL ;
if ( s - > flags & SURF_DRAWTURB )
{
IDirect3DDevice9_SetTexture ( pD3DDev9 , 0 , ( void * ) t - > gl_texturenum ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_TEXCOORDINDEX , 0 ) ;
IDirect3DDevice9_SetTexture ( pD3DDev9 , 0 , ( void * ) t - > gl_texturenum ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_TEXCOORDINDEX , 1 ) ;
IDirect3DDevice9_SetTexture ( pD3DDev9 , 1 , ( void * ) t - > gl_texturenum ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLORARG1 , D3DTA_TEXTURE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLORARG2 , D3DTA_DIFFUSE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLOROP , D3DTOP_SELECTARG1 ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_COLORARG1 , D3DTA_TEXTURE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_COLORARG2 , D3DTA_CURRENT ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_COLOROP , D3DTOP_MODULATE2X ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 1 , D3DSAMP_MINFILTER , D3DTEXF_LINEAR ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 1 , D3DSAMP_MIPFILTER , D3DTEXF_LINEAR ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 1 , D3DSAMP_MAGFILTER , D3DTEXF_LINEAR ) ;
while ( s )
{
m = s - > mesh ;
xyz = m - > xyz_array ;
wm = m - > st_array ;
lm = m - > lmst_array ;
for ( v = 0 ; v < m - > numvertexes ; v + + , xyz + + , wm + + , lm + + )
{
worldvert [ v ] . x = ( * xyz ) [ 0 ] ;
worldvert [ v ] . y = ( * xyz ) [ 1 ] ;
worldvert [ v ] . z = ( * xyz ) [ 2 ] ;
// worldvert[v].colour = 0;
worldvert [ v ] . wms = ( * wm ) [ 0 ] + cl . time * 0.2 ;
worldvert [ v ] . wmt = ( * wm ) [ 1 ] + cl . time * 0.2 + 0.5 ;
worldvert [ v ] . lms = ( * wm ) [ 0 ] + cl . time * 0.1 ;
worldvert [ v ] . lmt = ( * wm ) [ 1 ] + cl . time * 0.1 ;
}
IDirect3DDevice9_SetFVF ( pD3DDev9 , D3DFVF_XYZ | D3DFVF_TEX2 ) ;
IDirect3DDevice9_DrawIndexedPrimitiveUP ( pD3DDev9 , D3DPT_TRIANGLELIST , 0 , m - > numvertexes , m - > numindexes / 3 , m - > indexes , D3DFMT_QINDEX , worldvert , sizeof ( worldvert [ 0 ] ) ) ;
s = s - > texturechain ;
}
lmnum = - 4 ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 1 , D3DSAMP_MINFILTER , D3DTEXF_POINT ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 1 , D3DSAMP_MIPFILTER , D3DTEXF_NONE ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 1 , D3DSAMP_MAGFILTER , D3DTEXF_POINT ) ;
continue ;
}
IDirect3DDevice9_SetTexture ( pD3DDev9 , 0 , ( void * ) t - > gl_texturenum ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLORARG1 , D3DTA_TEXTURE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLORARG2 , D3DTA_DIFFUSE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLOROP , D3DTOP_SELECTARG1 ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_TEXCOORDINDEX , 0 ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_ALPHAOP , D3DTOP_SELECTARG1 ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_ALPHAARG1 , D3DTA_TEXTURE ) ;
while ( s )
{
m = s - > mesh ;
if ( m )
{
lmnum = s - > lightmaptexturenum ;
if ( lmnum > = 0 )
{
if ( lightmap [ lmnum ] - > modified )
{
D3DLOCKED_RECT desc ;
IDirect3DTexture9_LockRect ( lightmap_d3d9textures [ lmnum ] , 0 , & desc , NULL , DDLOCK_NOSYSLOCK | DDLOCK_WAIT | DDLOCK_WRITEONLY | DDLOCK_DISCARDCONTENTS ) ;
memcpy ( desc . pBits , lightmap [ lmnum ] - > lightmaps , LMBLOCK_WIDTH * LMBLOCK_HEIGHT * 4 ) ;
/* {
int i ;
unsigned char * c ;
unsigned char v ;
c = desc . lpSurface ;
for ( i = 0 ; i < LMBLOCK_WIDTH * LMBLOCK_HEIGHT ; i + + )
{
v = rand ( ) ;
* c + + = v ;
* c + + = v ;
* c + + = v ;
c + + ;
}
} */
2009-01-15 04:58:12 +00:00
IDirect3DTexture9_UnlockRect ( lightmap_d3d9textures [ lmnum ] , 0 ) ;
2007-10-05 18:08:47 +00:00
lightmap [ lmnum ] - > modified = false ;
}
IDirect3DDevice9_SetTexture ( pD3DDev9 , 1 , ( void * ) lightmap_d3d9textures [ lmnum ] ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_COLORARG1 , D3DTA_TEXTURE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_COLORARG2 , D3DTA_CURRENT ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_COLOROP , D3DTOP_MODULATE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_TEXCOORDINDEX , 1 ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_ALPHAOP , D3DTOP_SELECTARG1 ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_ALPHAARG1 , D3DTA_TEXTURE ) ;
}
else
{
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_COLOROP , D3DTOP_DISABLE ) ;
}
//pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
xyz = m - > xyz_array ;
wm = m - > st_array ;
lm = m - > lmst_array ;
if ( ! wm | | ! lm )
{
s = s - > texturechain ;
continue ;
}
for ( v = 0 ; v < m - > numvertexes ; v + + , xyz + + , wm + + , lm + + )
{
worldvert [ v ] . x = ( * xyz ) [ 0 ] ;
worldvert [ v ] . y = ( * xyz ) [ 1 ] ;
worldvert [ v ] . z = ( * xyz ) [ 2 ] ;
// worldvert[v].colour = 0;
worldvert [ v ] . wms = ( * wm ) [ 0 ] ;
worldvert [ v ] . wmt = ( * wm ) [ 1 ] ;
worldvert [ v ] . lms = ( * lm ) [ 0 ] ;
worldvert [ v ] . lmt = ( * lm ) [ 1 ] ;
}
IDirect3DDevice9_SetFVF ( pD3DDev9 , D3DFVF_XYZ | D3DFVF_TEX2 ) ;
IDirect3DDevice9_DrawIndexedPrimitiveUP ( pD3DDev9 , D3DPT_TRIANGLELIST , 0 , m - > numvertexes , m - > numindexes / 3 , m - > indexes , D3DFMT_QINDEX , worldvert , sizeof ( worldvert [ 0 ] ) ) ;
// IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_TEX2, worldvert, m->numvertexes, m->indexes, m->numindexes, 0);
}
s = s - > texturechain ;
}
}
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_COLOROP , D3DTOP_DISABLE ) ;
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ALPHATESTENABLE , TRUE ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MINFILTER , D3DTEXF_POINT ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MIPFILTER , D3DTEXF_NONE ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MAGFILTER , D3DTEXF_POINT ) ;
}
void D3D9_BaseBModelTextures ( entity_t * e )
{
texture_t * t ;
msurface_t * s ;
vec3_t * xyz ;
vec2_t * wm ;
vec2_t * lm ;
mesh_t * m ;
int i ;
int v ;
float matrix [ 16 ] ;
int lmnum = - 1 ;
currentmodel = e - > model ;
for ( s = currentmodel - > surfaces + currentmodel - > firstmodelsurface , i = 0 ; i < currentmodel - > nummodelsurfaces ; i + + , s + + )
{
t = R_TextureAnimation ( s - > texinfo - > texture ) ;
{
m = s - > mesh ;
if ( m )
D3DR_RenderDynamicLightmaps ( s , 0 ) ;
}
}
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MINFILTER , D3DTEXF_LINEAR ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MIPFILTER , D3DTEXF_LINEAR ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MAGFILTER , D3DTEXF_LINEAR ) ;
Matrix4_ModelMatrixFromAxis ( matrix , e - > axis [ 0 ] , e - > axis [ 1 ] , e - > axis [ 2 ] , e - > origin ) ;
IDirect3DDevice9_SetTransform ( pD3DDev9 , D3DTS_WORLD , ( D3DMATRIX * ) matrix ) ;
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ALPHATESTENABLE , FALSE ) ;
for ( s = currentmodel - > surfaces + currentmodel - > firstmodelsurface , i = 0 ; i < currentmodel - > nummodelsurfaces ; i + + , s + + )
{
t = R_TextureAnimation ( s - > texinfo - > texture ) ;
if ( s - > lightmaptexturenum < 0 )
continue ;
IDirect3DDevice9_SetTexture ( pD3DDev9 , 0 , ( void * ) t - > gl_texturenum ) ;
IDirect3DDevice9_SetTexture ( pD3DDev9 , 1 , ( void * ) lightmap_d3d9textures [ s - > lightmaptexturenum ] ) ;
{
m = s - > mesh ;
if ( m )
{
if ( lmnum ! = s - > lightmaptexturenum )
{
lmnum = s - > lightmaptexturenum ;
if ( lmnum > = 0 )
{
#if 0
if ( lightmap [ lmnum ] - > modified )
{
DDSURFACEDESC2 desc ;
desc . dwSize = sizeof ( desc ) ;
lightmap_d3d9textures [ lmnum ] - > lpVtbl - > Lock ( lightmap_d3dtextures [ lmnum ] , NULL , & desc , DDLOCK_NOSYSLOCK | DDLOCK_WAIT | DDLOCK_WRITEONLY | DDLOCK_DISCARDCONTENTS , NULL ) ;
memcpy ( desc . lpSurface , lightmap [ lmnum ] - > lightmaps , LMBLOCK_WIDTH * LMBLOCK_HEIGHT * 4 ) ;
/* {
int i ;
unsigned char * c ;
unsigned char v ;
c = desc . lpSurface ;
for ( i = 0 ; i < LMBLOCK_WIDTH * LMBLOCK_HEIGHT ; i + + )
{
v = rand ( ) ;
* c + + = v ;
* c + + = v ;
* c + + = v ;
c + + ;
}
} */
lightmap_d3d9textures [ lmnum ] - > lpVtbl - > Unlock ( lightmap_d3d9textures [ lmnum ] , NULL ) ;
lightmap [ lmnum ] - > modified = false ;
}
# endif
IDirect3DDevice9_SetTexture ( pD3DDev9 , 1 , ( void * ) lightmap_d3d9textures [ lmnum ] ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_COLORARG1 , D3DTA_TEXTURE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_COLORARG2 , D3DTA_CURRENT ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_COLOROP , D3DTOP_MODULATE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_TEXCOORDINDEX , 1 ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_ALPHAOP , D3DTOP_SELECTARG1 ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_ALPHAARG1 , D3DTA_TEXTURE ) ;
}
else
{
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_COLOROP , D3DTOP_DISABLE ) ;
}
}
xyz = m - > xyz_array ;
wm = m - > st_array ;
lm = m - > lmst_array ;
for ( v = 0 ; v < m - > numvertexes ; v + + , xyz + + , wm + + , lm + + )
{
worldvert [ v ] . x = ( * xyz ) [ 0 ] ;
worldvert [ v ] . y = ( * xyz ) [ 1 ] ;
worldvert [ v ] . z = ( * xyz ) [ 2 ] ;
// worldvert[v].colour = 0;
worldvert [ v ] . wms = ( * wm ) [ 0 ] ;
worldvert [ v ] . wmt = ( * wm ) [ 1 ] ;
worldvert [ v ] . lms = ( * lm ) [ 0 ] ;
worldvert [ v ] . lmt = ( * lm ) [ 1 ] ;
}
IDirect3DDevice9_SetFVF ( pD3DDev9 , D3DFVF_XYZ | D3DFVF_TEX2 ) ;
IDirect3DDevice9_DrawIndexedPrimitiveUP ( pD3DDev9 , D3DPT_TRIANGLELIST , 0 , m - > numvertexes , m - > numindexes / 3 , m - > indexes , D3DFMT_QINDEX , worldvert , sizeof ( worldvert [ 0 ] ) ) ;
// IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_TEX2, worldvert, m->numvertexes, m->indexes, m->numindexes, 0);
}
}
}
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ALPHATESTENABLE , TRUE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 1 , D3DTSS_COLOROP , D3DTOP_DISABLE ) ;
IDirect3DDevice9_SetTransform ( pD3DDev9 , D3DTS_WORLD , ( D3DMATRIX * ) matrix ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MINFILTER , D3DTEXF_POINT ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MIPFILTER , D3DTEXF_NONE ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MAGFILTER , D3DTEXF_POINT ) ;
}
typedef struct {
float pos [ 3 ] ;
int colour ;
float tc [ 2 ] ;
} d3dvert_t ;
/*
= = = = = = = = = = = = = = = =
R_GetSpriteFrame
= = = = = = = = = = = = = = = =
*/
/*
mspriteframe_t * R_GetSpriteFrame ( entity_t * currententity )
{
msprite_t * psprite ;
mspritegroup_t * pspritegroup ;
mspriteframe_t * pspriteframe ;
int i , numframes , frame ;
float * pintervals , fullinterval , targettime , time ;
psprite = currententity - > model - > cache . data ;
frame = currententity - > frame ;
if ( ( frame > = psprite - > numframes ) | | ( frame < 0 ) )
{
Con_DPrintf ( " R_DrawSprite: no such frame %d (%s) \n " , frame , currententity - > model - > name ) ;
frame = 0 ;
}
if ( psprite - > frames [ frame ] . type = = SPR_SINGLE )
{
pspriteframe = psprite - > frames [ frame ] . frameptr ;
}
else if ( psprite - > frames [ frame ] . type = = SPR_ANGLED )
{
pspritegroup = ( mspritegroup_t * ) psprite - > frames [ frame ] . frameptr ;
pspriteframe = pspritegroup - > frames [ ( int ) ( ( r_refdef . viewangles [ 1 ] - currententity - > angles [ 1 ] ) / 360 * 8 + 0.5 - 4 ) & 7 ] ;
}
else
{
pspritegroup = ( mspritegroup_t * ) psprite - > frames [ frame ] . frameptr ;
pintervals = pspritegroup - > intervals ;
numframes = pspritegroup - > numframes ;
fullinterval = pintervals [ numframes - 1 ] ;
time = currententity - > frame1time ;
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
// are positive, so we don't have to worry about division by 0
targettime = time - ( ( int ) ( time / fullinterval ) ) * fullinterval ;
for ( i = 0 ; i < ( numframes - 1 ) ; i + + )
{
if ( pintervals [ i ] > targettime )
break ;
}
pspriteframe = pspritegroup - > frames [ i ] ;
}
return pspriteframe ;
}
*/
static void D3D9_DrawSpriteModel ( entity_t * e )
{
vec3_t point ;
mspriteframe_t * frame ;
vec3_t forward , right , up ;
msprite_t * psprite ;
d3dvert_t d3dvert [ 4 ] ;
index_t vertindexes [ 6 ] = {
0 , 1 , 2 ,
0 , 2 , 3
} ;
# ifdef Q3SHADERS
mpic_t * pic = e - > forcedshader ;
# else
mpic_t * pic = NULL ;
# endif
if ( pic | | ! e - > model )
{
int colour ;
colour = 0 ;
( ( unsigned char * ) & colour ) [ 0 ] = e - > shaderRGBAf [ 2 ] * 255 ;
( ( unsigned char * ) & colour ) [ 1 ] = e - > shaderRGBAf [ 1 ] * 255 ;
( ( unsigned char * ) & colour ) [ 2 ] = e - > shaderRGBAf [ 0 ] * 255 ;
( ( unsigned char * ) & colour ) [ 3 ] = e - > shaderRGBAf [ 3 ] * 255 ;
VectorCopy ( vup , up ) ;
VectorCopy ( vright , right ) ;
up [ 0 ] * = e - > scale ;
up [ 1 ] * = e - > scale ;
up [ 2 ] * = e - > scale ;
right [ 0 ] * = e - > scale ;
right [ 1 ] * = e - > scale ;
right [ 2 ] * = e - > scale ;
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_SRCBLEND , D3DBLEND_SRCALPHA ) ; \
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_DESTBLEND , D3DBLEND_INVSRCALPHA ) ; \
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ALPHATESTENABLE , FALSE ) ;
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ALPHABLENDENABLE , TRUE ) ;
if ( pic )
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IDirect3DDevice9_SetTexture ( pD3DDev9 , 0 , * ( LPDIRECT3DBASETEXTURE9 * ) & pic - > d ) ;
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else
IDirect3DDevice9_SetTexture ( pD3DDev9 , 0 , NULL ) ;
if ( e - > flags & RF_NODEPTHTEST )
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ZFUNC , D3DCMP_ALWAYS ) ;
d3dvert [ 0 ] . colour = colour ;
d3dvert [ 0 ] . tc [ 0 ] = 0 ;
d3dvert [ 0 ] . tc [ 1 ] = 1 ;
VectorMA ( e - > origin , - 1 , up , point ) ;
VectorMA ( point , - 1 , right , d3dvert [ 0 ] . pos ) ;
d3dvert [ 1 ] . colour = colour ;
d3dvert [ 1 ] . tc [ 0 ] = 0 ;
d3dvert [ 1 ] . tc [ 0 ] = 0 ;
VectorMA ( e - > origin , 1 , up , point ) ;
VectorMA ( point , - 1 , right , d3dvert [ 1 ] . pos ) ;
d3dvert [ 2 ] . colour = colour ;
d3dvert [ 2 ] . tc [ 0 ] = 1 ;
d3dvert [ 2 ] . tc [ 1 ] = 0 ;
VectorMA ( e - > origin , 1 , up , point ) ;
VectorMA ( point , 1 , right , d3dvert [ 2 ] . pos ) ;
d3dvert [ 3 ] . colour = colour ;
d3dvert [ 3 ] . tc [ 0 ] = 1 ;
d3dvert [ 3 ] . tc [ 1 ] = 1 ;
VectorMA ( e - > origin , - 1 , up , point ) ;
VectorMA ( point , 1 , right , d3dvert [ 3 ] . pos ) ;
IDirect3DDevice9_SetFVF ( pD3DDev9 , D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 ) ;
IDirect3DDevice9_DrawIndexedPrimitiveUP ( pD3DDev9 , D3DPT_TRIANGLELIST , 0 , 4 , 2 , vertindexes , D3DFMT_QINDEX , d3dvert , sizeof ( d3dvert [ 0 ] ) ) ;
if ( e - > flags & RF_NODEPTHTEST )
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ZFUNC , D3DCMP_LESSEQUAL ) ;
return ;
}
if ( ! e - > model )
return ;
if ( e - > flags & RF_NODEPTHTEST )
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ZFUNC , D3DCMP_ALWAYS ) ;
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame ( e ) ;
if ( ! frame )
return ;
psprite = e - > model - > cache . data ;
// frame = 0x05b94140;
switch ( psprite - > type )
{
case SPR_ORIENTED :
// bullet marks on walls
AngleVectors ( e - > angles , forward , right , up ) ;
break ;
case SPR_FACING_UPRIGHT :
up [ 0 ] = 0 ; up [ 1 ] = 0 ; up [ 2 ] = 1 ;
right [ 0 ] = e - > origin [ 1 ] - r_origin [ 1 ] ;
right [ 1 ] = - ( e - > origin [ 0 ] - r_origin [ 0 ] ) ;
right [ 2 ] = 0 ;
VectorNormalize ( right ) ;
break ;
case SPR_VP_PARALLEL_UPRIGHT :
up [ 0 ] = 0 ; up [ 1 ] = 0 ; up [ 2 ] = 1 ;
VectorCopy ( vright , right ) ;
break ;
default :
case SPR_VP_PARALLEL :
//normal sprite
VectorCopy ( vup , up ) ;
VectorCopy ( vright , right ) ;
break ;
}
up [ 0 ] * = e - > scale ;
up [ 1 ] * = e - > scale ;
up [ 2 ] * = e - > scale ;
right [ 0 ] * = e - > scale ;
right [ 1 ] * = e - > scale ;
right [ 2 ] * = e - > scale ;
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IDirect3DDevice9_SetTexture ( pD3DDev9 , 0 , * ( void * * ) & frame - > p . d ) ;
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/* {
extern int gldepthfunc ;
qglDepthFunc ( gldepthfunc ) ;
qglDepthMask ( 0 ) ;
if ( gldepthmin = = 0.5 )
qglCullFace ( GL_BACK ) ;
else
qglCullFace ( GL_FRONT ) ;
GL_TexEnv ( GL_MODULATE ) ;
qglBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
qglDisable ( GL_ALPHA_TEST ) ;
qglDisable ( GL_BLEND ) ;
} */
/* if (e->flags & Q2RF_ADDATIVE)
{
qglEnable ( GL_BLEND ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_MODULATE ) ;
qglBlendFunc ( GL_SRC_ALPHA , GL_ONE ) ;
}
else if ( e - > shaderRGBAf [ 3 ] < 1 | | gl_blendsprites . value )
{
qglEnable ( GL_BLEND ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_MODULATE ) ;
}
else
qglEnable ( GL_ALPHA_TEST ) ;
*/
d3dvert [ 0 ] . colour = 0xffffffff ;
d3dvert [ 0 ] . tc [ 0 ] = 0 ;
d3dvert [ 0 ] . tc [ 1 ] = 1 ;
VectorMA ( e - > origin , frame - > down , up , point ) ;
VectorMA ( point , frame - > left , right , d3dvert [ 0 ] . pos ) ;
d3dvert [ 1 ] . colour = 0xffffffff ;
d3dvert [ 1 ] . tc [ 0 ] = 0 ;
d3dvert [ 1 ] . tc [ 0 ] = 0 ;
VectorMA ( e - > origin , frame - > up , up , point ) ;
VectorMA ( point , frame - > left , right , d3dvert [ 1 ] . pos ) ;
d3dvert [ 2 ] . colour = 0xffffffff ;
d3dvert [ 2 ] . tc [ 0 ] = 1 ;
d3dvert [ 2 ] . tc [ 1 ] = 0 ;
VectorMA ( e - > origin , frame - > up , up , point ) ;
VectorMA ( point , frame - > right , right , d3dvert [ 2 ] . pos ) ;
d3dvert [ 3 ] . colour = 0xffffffff ;
d3dvert [ 3 ] . tc [ 0 ] = 1 ;
d3dvert [ 3 ] . tc [ 1 ] = 1 ;
VectorMA ( e - > origin , frame - > down , up , point ) ;
VectorMA ( point , frame - > right , right , d3dvert [ 3 ] . pos ) ;
IDirect3DDevice9_SetFVF ( pD3DDev9 , D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 ) ;
IDirect3DDevice9_DrawIndexedPrimitiveUP ( pD3DDev9 , D3DPT_TRIANGLELIST , 0 , 4 , 2 , vertindexes , D3DFMT_QINDEX , d3dvert , sizeof ( d3dvert [ 0 ] ) ) ;
if ( e - > flags & RF_NODEPTHTEST )
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ZFUNC , D3DCMP_LESSEQUAL ) ;
// if (e->flags & Q2RF_ADDATIVE) //back to regular blending for us!
// qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
//==================================================================================
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void D3D9R_DrawSprite ( int count , void * * e , void * parm )
{
while ( count - - )
{
currententity = * e + + ;
D3D9_DrawSpriteModel ( currententity ) ;
}
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}
qboolean D3D9_ShouldDraw ( void )
{
{
if ( currententity - > flags & Q2RF_EXTERNALMODEL )
return false ;
// if (currententity->keynum == (cl.viewentity[r_refdef.currentplayernum]?cl.viewentity[r_refdef.currentplayernum]:(cl.playernum[r_refdef.currentplayernum]+1)))
// return false;
// if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
// continue;
if ( ! Cam_DrawPlayer ( r_refdef . currentplayernum , currententity - > keynum - 1 ) )
return false ;
}
return true ;
}
void D3D9_R_DrawEntitiesOnList ( void )
{
int i ;
if ( ! r_drawentities . value )
return ;
// draw sprites seperately, because of alpha blending
for ( i = 0 ; i < cl_numvisedicts ; i + + )
{
currententity = & cl_visedicts [ i ] ;
if ( ! D3D9_ShouldDraw ( ) )
continue ;
switch ( currententity - > rtype )
{
case RT_SPRITE :
RQ_AddDistReorder ( D3D9R_DrawSprite , currententity , NULL , currententity - > origin ) ;
continue ;
# ifdef Q3SHADERS
case RT_BEAM :
case RT_RAIL_RINGS :
case RT_LIGHTNING :
// R_DrawLightning(currententity);
continue ;
case RT_RAIL_CORE :
// R_DrawRailCore(currententity);
continue ;
# endif
case RT_MODEL : //regular model
break ;
case RT_PORTALSURFACE :
continue ; //this doesn't do anything anyway, does it?
default :
case RT_POLY : //these are a little painful, we need to do them some time... just not yet.
continue ;
}
if ( currententity - > flags & Q2RF_BEAM )
{
// R_DrawBeam(currententity);
continue ;
}
if ( ! currententity - > model )
continue ;
if ( cl . lerpents & & ( cls . allow_anyparticles | | currententity - > visframe ) ) //allowed or static
{
/* if (gl_part_flame.value)
{
if ( currententity - > model - > engineflags & MDLF_ENGULPHS )
continue ;
} */
}
switch ( currententity - > model - > type )
{
case mod_alias :
// if (r_refdef.flags & Q2RDF_NOWORLDMODEL || !cl.worldmodel || cl.worldmodel->type != mod_brush || cl.worldmodel->fromgame == fg_doom)
D3D9_DrawAliasModel ( ) ;
break ;
# ifdef HALFLIFEMODELS
case mod_halflife :
R_DrawHLModel ( currententity ) ;
break ;
# endif
case mod_brush :
// if (!cl.worldmodel || cl.worldmodel->type != mod_brush || cl.worldmodel->fromgame == fg_doom)
D3D9_BaseBModelTextures ( currententity ) ;
break ;
case mod_sprite :
RQ_AddDistReorder ( D3D9R_DrawSprite , currententity , NULL , currententity - > origin ) ;
break ;
/*
# ifdef TERRAIN
case mod_heightmap :
D3D9_DrawHeightmapModel ( currententity ) ;
break ;
# endif
*/
default :
break ;
}
}
{
float m_identity [ 16 ] = {
1 , 0 , 0 , 0 ,
0 , 1 , 0 , 0 ,
0 , 0 , 1 , 0 ,
0 , 0 , 0 , 1
} ;
IDirect3DDevice9_SetTransform ( pD3DDev9 , D3DTS_WORLD , ( D3DMATRIX * ) m_identity ) ;
}
}
void D3D9_DrawWorld ( void )
{
RSpeedLocals ( ) ;
entity_t ent ;
memset ( & ent , 0 , sizeof ( ent ) ) ;
ent . model = cl . worldmodel ;
currentmodel = cl . worldmodel ;
VectorCopy ( r_refdef . vieworg , modelorg ) ;
currententity = & ent ;
# ifdef TERRAIN
// FIXME: Dunno what needs to be fixed here?
// if (currentmodel->type == mod_heightmap)
// D3D9_DrawHeightmapModel(currententity);
// else
# endif
{
// qglColor3f (1,1,1);
//#ifdef QUAKE2
// R_ClearSkyBox ();
//#endif
RSpeedRemark ( ) ;
# ifdef Q2BSPS
if ( ent . model - > fromgame = = fg_quake2 | | ent . model - > fromgame = = fg_quake3 )
{
int leafnum ;
int clientarea ;
# ifdef QUAKE2
if ( cls . protocol = = CP_QUAKE2 ) //we can get server sent info
memcpy ( areabits , cl . q2frame . areabits , sizeof ( areabits ) ) ;
else
# endif
{ //generate the info each frame.
leafnum = CM_PointLeafnum ( cl . worldmodel , r_refdef . vieworg ) ;
clientarea = CM_LeafArea ( cl . worldmodel , leafnum ) ;
CM_WriteAreaBits ( cl . worldmodel , areabits , clientarea ) ;
}
# ifdef Q3BSPS
if ( ent . model - > fromgame = = fg_quake3 )
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{
R_MarkLeaves_Q3 ( ) ;
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D3D9_LeafWorldNode ( ) ;
}
else
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# endif
{
R_MarkLeaves_Q2 ( ) ;
D3D9_RecursiveQ2WorldNode ( cl . worldmodel - > nodes ) ;
}
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}
else
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# endif
{
R_MarkLeaves_Q1 ( ) ;
D3D9_RecursiveWorldNode ( cl . worldmodel - > nodes ) ;
}
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RSpeedEnd ( RSPEED_WORLDNODE ) ;
TRACE ( ( " dbg: calling PPL_DrawWorld \n " ) ) ;
// if (r_shadows.value >= 2 && gl_canstencil && gl_mtexable)
D3D9_DrawTextureChains ( ) ;
// else
// DrawTextureChains (cl.worldmodel, 1, r_refdef.vieworg);
//qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// GLR_LessenStains();
}
}
void D3D9_R_RenderScene ( void )
{
if ( ! cl . worldmodel | | ( ! cl . worldmodel - > nodes & & cl . worldmodel - > type ! = mod_heightmap ) )
r_refdef . flags | = Q2RDF_NOWORLDMODEL ;
if ( ! ( r_refdef . flags & Q2RDF_NOWORLDMODEL ) )
{
D3D9_DrawWorld ( ) ; // adds static entities to the list
}
D3D9_R_DrawEntitiesOnList ( ) ;
if ( ! ( r_refdef . flags & Q2RDF_NOWORLDMODEL ) )
P_DrawParticles ( ) ;
D3D9_Set2D ( ) ;
}
void ( D3D9_R_RenderView ) ( void )
{
D3D9_SetupFrame ( ) ;
D3D9_SetupViewPort ( ) ;
R_SetFrustum ( ) ;
D3D9_R_RenderScene ( ) ;
}
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# ifdef PSET_SCRIPT
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# include "particles.h"
# define TYPESONLY
# include "p_script.c"
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# define APPLYD3D9BLEND(bm) \
switch ( bm ) \
{ \
case BM_ADD : \
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_SRCBLEND , D3DBLEND_SRCALPHA ) ; \
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_DESTBLEND , D3DBLEND_ONE ) ; \
break ; \
case BM_SUBTRACT : \
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_SRCBLEND , D3DBLEND_SRCALPHA ) ; \
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_DESTBLEND , D3DBLEND_INVSRCCOLOR ) ; \
break ; \
case BM_BLENDCOLOUR : \
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_SRCBLEND , D3DBLEND_SRCCOLOR ) ; \
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_DESTBLEND , D3DBLEND_INVSRCCOLOR ) ; \
break ; \
case BM_BLEND : \
default : \
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_SRCBLEND , D3DBLEND_SRCALPHA ) ; \
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_DESTBLEND , D3DBLEND_INVSRCALPHA ) ; \
break ; \
}
typedef struct d3dparticlevert_s {
float org [ 3 ] ;
unsigned int colour ;
float s , t ; //these could actually be preinitialised
} d3dparticlevert_t ;
d3dparticlevert_t d3dparticlevert [ 4 ] ;
typedef struct d3dparticlevertut_s {
float org [ 3 ] ;
unsigned int colour ;
} d3dparticlevertut_t ;
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d3dparticlevertut_t d3dparticlevertut [ 4 ] ;
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static vec3_t pright , pup ;
static float particletime ;
void IDirect3DDevice9_DrawIndexedPrimitive7 ( LPDIRECT3DDEVICE9 pD3DDev9 , int mode , int fvf , void * verts , int numverts , index_t * indicies , int numindicies , int wasted )
{
int size = 0 ;
if ( fvf & D3DFVF_XYZ )
size + = 12 ;
if ( fvf & D3DFVF_DIFFUSE )
size + = 4 ;
if ( fvf & D3DFVF_TEX1 )
size + = 8 ;
IDirect3DDevice9_SetFVF ( pD3DDev9 , fvf ) ;
IDirect3DDevice9_DrawIndexedPrimitiveUP ( pD3DDev9 , mode , 0 , numverts , numindicies / 3 , indicies , D3DFMT_QINDEX , verts , size ) ;
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}
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index_t d3d9particlevertindexes [ ] =
{
0 , 1 , 2 ,
0 , 2 , 3
} ;
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void D3D9_DrawParticleBlob ( int count , particle_t * * plist , plooks_t * type )
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{
float scale ;
float x ;
float y ;
unsigned int colour ;
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int cb , cg , cr , ca ;
particle_t * p ;
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IDirect3DDevice9_SetTexture ( pD3DDev9 , 0 , type - > d3dtexture ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLORARG1 , D3DTA_TEXTURE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLORARG2 , D3DTA_DIFFUSE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLOROP , D3DTOP_MODULATE ) ;
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IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_ALPHAARG1 , D3DTA_TEXTURE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_ALPHAARG2 , D3DTA_DIFFUSE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_ALPHAOP , D3DTOP_MODULATE ) ;
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APPLYD3D9BLEND ( type - > blendmode ) ;
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while ( count - - )
{
p = * plist + + ;
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scale = ( p - > org [ 0 ] - r_origin [ 0 ] ) * vpn [ 0 ] + ( p - > org [ 1 ] - r_origin [ 1 ] ) * vpn [ 1 ]
+ ( p - > org [ 2 ] - r_origin [ 2 ] ) * vpn [ 2 ] ;
scale = ( scale * p - > scale ) * ( type - > invscalefactor ) + p - > scale * ( type - > scalefactor * 250 ) ;
if ( scale < 20 )
scale = 0.25 ;
else
scale = 0.25 + scale * 0.001 ;
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cr = p - > rgb [ 0 ] * 255 ;
if ( cr < 0 ) cr = 0 ;
if ( cr > 255 ) cr = 255 ;
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cg = p - > rgb [ 1 ] * 255 ;
if ( cg < 0 ) cg = 0 ;
if ( cg > 255 ) cg = 255 ;
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cb = p - > rgb [ 2 ] * 255 ;
if ( cb < 0 ) cb = 0 ;
if ( cb > 255 ) cb = 255 ;
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ca = p - > alpha * 255 ;
if ( ca < 0 ) ca = 0 ;
if ( ca > 255 ) ca = 255 ;
colour = ( cb ) | ( cg < < 8 ) | ( cr < < 16 ) | ( ca < < 24 ) ;
if ( p - > angle )
{
x = sin ( p - > angle ) * scale ;
y = cos ( p - > angle ) * scale ;
}
else
{
x = 0 ;
y = scale ;
}
d3dparticlevert [ 0 ] . s = 0 ;
d3dparticlevert [ 0 ] . t = 0 ;
d3dparticlevert [ 0 ] . colour = colour ;
d3dparticlevert [ 0 ] . org [ 0 ] = p - > org [ 0 ] - x * pright [ 0 ] - y * pup [ 0 ] ;
d3dparticlevert [ 0 ] . org [ 1 ] = p - > org [ 1 ] - x * pright [ 1 ] - y * pup [ 1 ] ;
d3dparticlevert [ 0 ] . org [ 2 ] = p - > org [ 2 ] - x * pright [ 2 ] - y * pup [ 2 ] ;
d3dparticlevert [ 1 ] . s = 0 ;
d3dparticlevert [ 1 ] . t = 1 ;
d3dparticlevert [ 1 ] . colour = colour ;
d3dparticlevert [ 1 ] . org [ 0 ] = p - > org [ 0 ] - y * pright [ 0 ] + x * pup [ 0 ] ;
d3dparticlevert [ 1 ] . org [ 1 ] = p - > org [ 1 ] - y * pright [ 1 ] + x * pup [ 1 ] ;
d3dparticlevert [ 1 ] . org [ 2 ] = p - > org [ 2 ] - y * pright [ 2 ] + x * pup [ 2 ] ;
d3dparticlevert [ 2 ] . s = 1 ;
d3dparticlevert [ 2 ] . t = 1 ;
d3dparticlevert [ 2 ] . colour = colour ;
d3dparticlevert [ 2 ] . org [ 0 ] = p - > org [ 0 ] + x * pright [ 0 ] + y * pup [ 0 ] ;
d3dparticlevert [ 2 ] . org [ 1 ] = p - > org [ 1 ] + x * pright [ 1 ] + y * pup [ 1 ] ;
d3dparticlevert [ 2 ] . org [ 2 ] = p - > org [ 2 ] + x * pright [ 2 ] + y * pup [ 2 ] ;
d3dparticlevert [ 3 ] . s = 1 ;
d3dparticlevert [ 3 ] . t = 0 ;
d3dparticlevert [ 3 ] . colour = colour ;
d3dparticlevert [ 3 ] . org [ 0 ] = p - > org [ 0 ] + y * pright [ 0 ] - x * pup [ 0 ] ;
d3dparticlevert [ 3 ] . org [ 1 ] = p - > org [ 1 ] + y * pright [ 1 ] - x * pup [ 1 ] ;
d3dparticlevert [ 3 ] . org [ 2 ] = p - > org [ 2 ] + y * pright [ 2 ] - x * pup [ 2 ] ;
//FIXME: batch properly
IDirect3DDevice9_DrawIndexedPrimitive7 ( pD3DDev9 , D3DPT_TRIANGLELIST , D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 , d3dparticlevert , 4 , d3d9particlevertindexes , 6 , 0 ) ;
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}
}
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void D3D9_DrawParticleSpark ( int count , particle_t * * plist , plooks_t * type )
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{
vec3_t v , crv , o2 ;
unsigned int colour ;
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int cb , cg , cr , ca ;
particle_t * p ;
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IDirect3DDevice9_SetTexture ( pD3DDev9 , 0 , type - > d3dtexture ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLORARG1 , D3DTA_TEXTURE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLORARG2 , D3DTA_DIFFUSE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLOROP , D3DTOP_MODULATE ) ;
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IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_ALPHAARG1 , D3DTA_TEXTURE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_ALPHAARG2 , D3DTA_DIFFUSE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_ALPHAOP , D3DTOP_MODULATE ) ;
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APPLYD3D9BLEND ( type - > blendmode ) ;
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while ( count - - )
{
p = * plist + + ;
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cr = p - > rgb [ 0 ] * 255 ;
if ( cr < 0 ) cr = 0 ;
if ( cr > 255 ) cr = 255 ;
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cg = p - > rgb [ 1 ] * 255 ;
if ( cg < 0 ) cg = 0 ;
if ( cg > 255 ) cg = 255 ;
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cb = p - > rgb [ 2 ] * 255 ;
if ( cb < 0 ) cb = 0 ;
if ( cb > 255 ) cb = 255 ;
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ca = p - > alpha * 255 ;
if ( ca < 0 ) ca = 0 ;
if ( ca > 255 ) ca = 255 ;
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colour = ( cb ) | ( cg < < 8 ) | ( cr < < 16 ) | ( ca < < 24 ) ;
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VectorSubtract ( r_refdef . vieworg , p - > org , v ) ;
CrossProduct ( v , p - > vel , crv ) ;
VectorNormalize ( crv ) ;
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VectorMA ( p - > org , - p - > scale / 2 , crv , d3dparticlevert [ 0 ] . org ) ;
d3dparticlevert [ 0 ] . s = 0 ;
d3dparticlevert [ 0 ] . t = 0 ;
d3dparticlevert [ 0 ] . colour = colour ;
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VectorMA ( p - > org , p - > scale / 2 , crv , d3dparticlevert [ 1 ] . org ) ;
d3dparticlevert [ 1 ] . s = 0 ;
d3dparticlevert [ 1 ] . t = 1 ;
d3dparticlevert [ 1 ] . colour = colour ;
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VectorMA ( p - > org , 0.1 , p - > vel , o2 ) ;
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VectorSubtract ( r_refdef . vieworg , o2 , v ) ;
CrossProduct ( v , p - > vel , crv ) ;
VectorNormalize ( crv ) ;
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VectorMA ( o2 , p - > scale / 2 , crv , d3dparticlevert [ 2 ] . org ) ;
d3dparticlevert [ 2 ] . s = 1 ;
d3dparticlevert [ 2 ] . t = 1 ;
d3dparticlevert [ 2 ] . colour = colour ;
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VectorMA ( o2 , - p - > scale / 2 , crv , d3dparticlevert [ 3 ] . org ) ;
d3dparticlevert [ 3 ] . s = 1 ;
d3dparticlevert [ 3 ] . t = 0 ;
d3dparticlevert [ 3 ] . colour = colour ;
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//FIXME: batch properly
IDirect3DDevice9_DrawIndexedPrimitive7 ( pD3DDev9 , D3DPT_TRIANGLELIST , D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 , d3dparticlevert , 4 , d3d9particlevertindexes , 6 , 0 ) ;
}
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}
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void D3D9_DrawParticleBeam ( int count , beamseg_t * * blist , plooks_t * type )
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{
vec3_t v ;
vec3_t crv ;
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beamseg_t * b , * c ;
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particle_t * p ;
particle_t * q ;
float ts ;
unsigned int colour ;
int cb , cg , cr , ca ;
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IDirect3DDevice9_SetTexture ( pD3DDev9 , 0 , type - > d3dtexture ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLORARG1 , D3DTA_TEXTURE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLORARG2 , D3DTA_DIFFUSE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLOROP , D3DTOP_MODULATE ) ;
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IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_ALPHAARG1 , D3DTA_TEXTURE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_ALPHAARG2 , D3DTA_DIFFUSE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_ALPHAOP , D3DTOP_MODULATE ) ;
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APPLYD3D9BLEND ( type - > blendmode ) ;
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while ( count - - )
{
b = * blist + + ;
c = b - > next ;
q = c - > p ;
p = b - > p ;
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cr = q - > rgb [ 0 ] * 255 ;
if ( cr < 0 ) cr = 0 ;
if ( cr > 255 ) cr = 255 ;
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cg = q - > rgb [ 1 ] * 255 ;
if ( cg < 0 ) cg = 0 ;
if ( cg > 255 ) cg = 255 ;
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cb = q - > rgb [ 2 ] * 255 ;
if ( cb < 0 ) cb = 0 ;
if ( cb > 255 ) cb = 255 ;
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ca = q - > alpha * 255 ;
if ( ca < 0 ) ca = 0 ;
if ( ca > 255 ) ca = 255 ;
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colour = ( cb ) | ( cg < < 8 ) | ( cr < < 16 ) | ( ca < < 24 ) ;
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c = b - > next ;
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q = c - > p ;
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p = b - > p ;
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VectorSubtract ( r_refdef . vieworg , q - > org , v ) ;
VectorNormalize ( v ) ;
CrossProduct ( c - > dir , v , crv ) ;
ts = c - > texture_s * q - > angle + particletime * q - > rotationspeed ;
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VectorMA ( q - > org , - q - > scale , crv , d3dparticlevert [ 0 ] . org ) ;
d3dparticlevert [ 0 ] . s = ts ;
d3dparticlevert [ 0 ] . t = 0 ;
d3dparticlevert [ 0 ] . colour = colour ;
VectorMA ( q - > org , q - > scale , crv , d3dparticlevert [ 1 ] . org ) ;
d3dparticlevert [ 1 ] . s = ts ;
d3dparticlevert [ 1 ] . t = 1 ;
d3dparticlevert [ 1 ] . colour = colour ;
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cr = p - > rgb [ 0 ] * 255 ;
if ( cr < 0 ) cr = 0 ;
if ( cr > 255 ) cr = 255 ;
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cg = p - > rgb [ 1 ] * 255 ;
if ( cg < 0 ) cg = 0 ;
if ( cg > 255 ) cg = 255 ;
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cb = p - > rgb [ 2 ] * 255 ;
if ( cb < 0 ) cb = 0 ;
if ( cb > 255 ) cb = 255 ;
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ca = p - > alpha * 255 ;
if ( ca < 0 ) ca = 0 ;
if ( ca > 255 ) ca = 255 ;
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colour = ( cb ) | ( cg < < 8 ) | ( cr < < 16 ) | ( ca < < 24 ) ;
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VectorSubtract ( r_refdef . vieworg , p - > org , v ) ;
VectorNormalize ( v ) ;
CrossProduct ( b - > dir , v , crv ) ; // replace with old p->dir?
ts = b - > texture_s * p - > angle + particletime * p - > rotationspeed ;
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VectorMA ( p - > org , p - > scale , crv , d3dparticlevert [ 2 ] . org ) ;
d3dparticlevert [ 2 ] . s = ts ;
d3dparticlevert [ 2 ] . t = 1 ;
d3dparticlevert [ 2 ] . colour = colour ;
VectorMA ( p - > org , - p - > scale , crv , d3dparticlevert [ 3 ] . org ) ;
d3dparticlevert [ 3 ] . s = ts ;
d3dparticlevert [ 3 ] . t = 0 ;
d3dparticlevert [ 3 ] . colour = colour ;
//FIXME: batch properly
IDirect3DDevice9_DrawIndexedPrimitive7 ( pD3DDev9 , D3DPT_TRIANGLELIST , D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 , d3dparticlevert , 4 , d3d9particlevertindexes , 6 , 0 ) ;
}
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}
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void D3D9_DrawParticleBeamUT ( int count , beamseg_t * * blist , plooks_t * type )
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{
vec3_t v ;
vec3_t crv ;
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beamseg_t * b , * c ;
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particle_t * p ;
particle_t * q ;
float ts ;
unsigned int colour ;
int cb , cg , cr , ca ;
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IDirect3DDevice9_SetTexture ( pD3DDev9 , 0 , NULL ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLORARG2 , D3DTA_DIFFUSE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_COLOROP , D3DTOP_SELECTARG2 ) ;
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IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_ALPHAARG2 , D3DTA_DIFFUSE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_ALPHAOP , D3DTOP_SELECTARG2 ) ;
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APPLYD3D9BLEND ( type - > blendmode ) ;
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while ( count - - )
{
b = * blist + + ;
c = b - > next ;
q = c - > p ;
p = b - > p ;
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cr = q - > rgb [ 0 ] * 255 ;
if ( cr < 0 ) cr = 0 ;
if ( cr > 255 ) cr = 255 ;
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cg = q - > rgb [ 1 ] * 255 ;
if ( cg < 0 ) cg = 0 ;
if ( cg > 255 ) cg = 255 ;
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cb = q - > rgb [ 2 ] * 255 ;
if ( cb < 0 ) cb = 0 ;
if ( cb > 255 ) cb = 255 ;
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ca = q - > alpha * 255 ;
if ( ca < 0 ) ca = 0 ;
if ( ca > 255 ) ca = 255 ;
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colour = ( cb ) | ( cg < < 8 ) | ( cr < < 16 ) | ( ca < < 24 ) ;
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c = b - > next ;
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q = c - > p ;
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p = b - > p ;
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VectorSubtract ( r_refdef . vieworg , q - > org , v ) ;
VectorNormalize ( v ) ;
CrossProduct ( c - > dir , v , crv ) ;
ts = c - > texture_s * q - > angle + particletime * q - > rotationspeed ;
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VectorMA ( q - > org , - q - > scale , crv , d3dparticlevertut [ 0 ] . org ) ;
d3dparticlevertut [ 0 ] . colour = colour ;
VectorMA ( q - > org , q - > scale , crv , d3dparticlevertut [ 1 ] . org ) ;
d3dparticlevertut [ 1 ] . colour = colour ;
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cr = p - > rgb [ 0 ] * 255 ;
if ( cr < 0 ) cr = 0 ;
if ( cr > 255 ) cr = 255 ;
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cg = p - > rgb [ 1 ] * 255 ;
if ( cg < 0 ) cg = 0 ;
if ( cg > 255 ) cg = 255 ;
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cb = p - > rgb [ 2 ] * 255 ;
if ( cb < 0 ) cb = 0 ;
if ( cb > 255 ) cb = 255 ;
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ca = p - > alpha * 255 ;
if ( ca < 0 ) ca = 0 ;
if ( ca > 255 ) ca = 255 ;
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colour = ( cb ) | ( cg < < 8 ) | ( cr < < 16 ) | ( ca < < 24 ) ;
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VectorSubtract ( r_refdef . vieworg , p - > org , v ) ;
VectorNormalize ( v ) ;
CrossProduct ( b - > dir , v , crv ) ; // replace with old p->dir?
ts = b - > texture_s * p - > angle + particletime * p - > rotationspeed ; ;
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VectorMA ( p - > org , p - > scale , crv , d3dparticlevertut [ 2 ] . org ) ;
d3dparticlevertut [ 2 ] . colour = colour ;
VectorMA ( p - > org , - p - > scale , crv , d3dparticlevertut [ 3 ] . org ) ;
d3dparticlevertut [ 3 ] . colour = colour ;
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IDirect3DDevice9_DrawIndexedPrimitive7 ( pD3DDev9 , D3DPT_TRIANGLELIST , D3DFVF_XYZ | D3DFVF_DIFFUSE , d3dparticlevertut , 4 , d3d9particlevertindexes , 6 , 0 ) ;
}
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}
void D3D9_DrawParticles ( float ptime )
{
RSpeedLocals ( ) ;
particletime = ptime ;
VectorScale ( vup , 1.5 , pup ) ;
VectorScale ( vright , 1.5 , pright ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MINFILTER , D3DTEXF_LINEAR ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MIPFILTER , D3DTEXF_NONE ) ; //they're not all mipmapped
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MAGFILTER , D3DTEXF_LINEAR ) ;
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PScript_DrawParticleTypes ( D3D9_DrawParticleBlob , D3D9_DrawParticleSpark , D3D9_DrawParticleSpark , D3D9_DrawParticleSpark , D3D9_DrawParticleBeam , D3D9_DrawParticleBeamUT , NULL ) ;
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IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ZWRITEENABLE , FALSE ) ;
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ALPHATESTENABLE , FALSE ) ;
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ALPHABLENDENABLE , TRUE ) ;
RSpeedRemark ( ) ;
RQ_RenderDistAndClear ( ) ;
RSpeedEnd ( RSPEED_PARTICLESDRAW ) ;
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ZWRITEENABLE , TRUE ) ;
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ALPHATESTENABLE , TRUE ) ;
IDirect3DDevice9_SetRenderState ( pD3DDev9 , D3DRS_ALPHABLENDENABLE , FALSE ) ;
IDirect3DDevice9_SetTextureStageState ( pD3DDev9 , 0 , D3DTSS_ALPHAOP , D3DTOP_MODULATE ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MINFILTER , D3DTEXF_POINT ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MIPFILTER , D3DTEXF_NONE ) ;
IDirect3DDevice9_SetSamplerState ( pD3DDev9 , 0 , D3DSAMP_MAGFILTER , D3DTEXF_POINT ) ;
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}
# endif
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# endif