#include "quakedef.h" #ifdef D3DQUAKE #include "winquake.h" #include "d3dquake.h" #include "glquake.h" #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 int gl_bumpmappingpossible; static LPD3DXCONTEXT pD3DX; static LPDIRECTDRAW7 pDD; static LPDIRECT3D7 pD3D; LPDIRECT3DDEVICE7 pD3DDev; static LPDIRECTDRAWSURFACE7 pPrimary; static LPDIRECTDRAWGAMMACONTROL pGammaControl; static qboolean vid_initializing; extern qboolean scr_initialized; // ready to draw extern qboolean scr_drawloading; cvar_t vid_hardwaregamma; HWND mainwindow; struct texture_s *r_notexture_mip; int r_framecount; mleaf_t *r_viewleaf; #define MAX_MOD_KNOWN 1024 int mod_numknown; model_t mod_known[MAX_MOD_KNOWN]; model_t *loadmodel; model_t *currentmodel; char loadname[32]; qbyte *mod_base; model_t *lightmodel; int relitsurface; int window_center_x, window_center_y; RECT window_rect; int window_x, window_y; qboolean r_cache_thrash; // set if thrashing the surface cache mpic_t *draw_disc; // also used on sbar #if !defined(GLQUAKE) qbyte GetPaletteIndex(int red, int green, int blue) { //slow, horrible method. { int i, best=15; int bestdif=256*256*256, curdif; extern qbyte *host_basepal; qbyte *pa; #define _abs(x) ((x)*(x)) pa = host_basepal; for (i = 0; i < 256; i++, pa+=3) { curdif = _abs(red - pa[0]) + _abs(green - pa[1]) + _abs(blue - pa[2]); if (curdif < bestdif) { if (curdif<1) return i; bestdif = curdif; best = i; } } return best; } } #endif void BuildGammaTable (float g, float c); void D3D7_VID_GenPaletteTables (unsigned char *palette) { qbyte *pal; unsigned r,g,b; unsigned v; unsigned short i; unsigned *table; extern qbyte gammatable[256]; if (palette) { BuildGammaTable(1, 1); // // 8 8 8 encoding // if (vid_hardwaregamma.value) { // don't built in the gamma table pal = palette; table = d_8to24rgbtable; for (i=0 ; i<256 ; i++) { r = pal[0]; g = pal[1]; b = pal[2]; pal += 3; // v = (255<<24) + (r<<16) + (g<<8) + (b<<0); // v = (255<<0) + (r<<8) + (g<<16) + (b<<24); v = (255<<24) + (r<<0) + (g<<8) + (b<<16); *table++ = v; } d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent } else { //computer has no hardware gamma (poor suckers) increase table accordingly pal = palette; table = d_8to24rgbtable; for (i=0 ; i<256 ; i++) { r = gammatable[pal[0]]; g = gammatable[pal[1]]; b = gammatable[pal[2]]; pal += 3; // v = (255<<24) + (r<<16) + (g<<8) + (b<<0); // v = (255<<0) + (r<<8) + (g<<16) + (b<<24); v = (255<<24) + (r<<0) + (g<<8) + (b<<16); *table++ = v; } d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent } if (LittleLong(1) != 1) for (i=0 ; i<256 ; i++) d_8to24rgbtable[i] = LittleLong(d_8to24rgbtable[i]); } } void D3DMod_Think (void) { } void D3DMod_NowLoadExternal(void) { } void D3DMod_TouchModel (char *name) { } void *D3DMod_Extradata (struct model_s *mod) // handles caching { return NULL; } struct model_s *D3DMod_FindName (char *name) { return NULL; } struct model_s *D3DMod_ForName (char *name, qboolean crash) { return NULL; } void D3DMod_ClearAll (void) { } void D3DMod_Init (void) { } typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLDIB, MS_UNINIT} modestate_t; static modestate_t modestate; qboolean D3DAppActivate(BOOL fActive, BOOL minimize) /**************************************************************************** * * Function: AppActivate * Parameters: fActive - True if app is activating * * Description: If the application is activating, then swap the system * into SYSPAL_NOSTATIC mode so that our palettes will display * correctly. * ****************************************************************************/ { static BOOL sound_active; if (ActiveApp == fActive && Minimized == minimize) return false; //so windows doesn't crash us over and over again. ActiveApp = fActive; Minimized = minimize; // enable/disable sound on focus gain/loss if (!ActiveApp && sound_active) { S_BlockSound (); sound_active = false; } else if (ActiveApp && !sound_active) { S_UnblockSound (); sound_active = true; } IN_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp); if (fActive) { Cvar_ForceCallback(&v_gamma); } if (!fActive) { Cvar_ForceCallback(&v_gamma); //wham bam thanks. } return true; } static LRESULT WINAPI D3D7_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { LONG lRet = 1; int fActive, fMinimized, temp; extern unsigned int uiWheelMessage; if ( uMsg == uiWheelMessage ) uMsg = WM_MOUSEWHEEL; switch (uMsg) { case WM_KILLFOCUS: if (modestate == MS_FULLDIB) ShowWindow(mainwindow, SW_SHOWMINNOACTIVE); break; case WM_CREATE: break; case WM_MOVE: GetWindowRect(mainwindow, &window_rect); window_x = (int) LOWORD(lParam); window_y = (int) HIWORD(lParam); // VID_UpdateWindowStatus (); break; case WM_KEYDOWN: case WM_SYSKEYDOWN: if (!vid_initializing) IN_TranslateKeyEvent(wParam, lParam, true); break; case WM_KEYUP: case WM_SYSKEYUP: if (!vid_initializing) IN_TranslateKeyEvent(wParam, lParam, false); break; case WM_SYSCHAR: // keep Alt-Space from happening break; // this is complicated because Win32 seems to pack multiple mouse events into // one update sometimes, so we always check all states and look for events case WM_LBUTTONDOWN: case WM_LBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONUP: case WM_MOUSEMOVE: case WM_XBUTTONDOWN: case WM_XBUTTONUP: temp = 0; if (wParam & MK_LBUTTON) temp |= 1; if (wParam & MK_RBUTTON) temp |= 2; if (wParam & MK_MBUTTON) temp |= 4; if (wParam & MK_XBUTTON1) temp |= 8; if (wParam & MK_XBUTTON2) temp |= 16; if (wParam & MK_XBUTTON3) temp |= 32; if (wParam & MK_XBUTTON4) temp |= 64; if (wParam & MK_XBUTTON5) temp |= 128; if (wParam & MK_XBUTTON6) temp |= 256; if (wParam & MK_XBUTTON7) temp |= 512; if (!vid_initializing) IN_MouseEvent (temp); break; // JACK: This is the mouse wheel with the Intellimouse // Its delta is either positive or neg, and we generate the proper // Event. case WM_MOUSEWHEEL: if (!vid_initializing) { if ((short) HIWORD(wParam) > 0) { Key_Event(K_MWHEELUP, 0, true); Key_Event(K_MWHEELUP, 0, false); } else { Key_Event(K_MWHEELDOWN, 0, true); Key_Event(K_MWHEELDOWN, 0, false); } } break; case WM_INPUT: // raw input handling IN_RawInput_MouseRead((HANDLE)lParam); break; case WM_SIZE: if (!vid_initializing) { GetWindowRect(mainwindow, &window_rect); // force width/height to be updated // glwidth = window_rect.right - window_rect.left; // glheight = window_rect.bottom - window_rect.top; // Cvar_ForceCallback(&vid_conautoscale); // Cvar_ForceCallback(&vid_conwidth); } break; case WM_CLOSE: if (!vid_initializing) if (MessageBox (mainwindow, "Are you sure you want to quit?", "Confirm Exit", MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION) == IDYES) { Sys_Quit (); } break; case WM_ACTIVATE: fActive = LOWORD(wParam); fMinimized = (BOOL) HIWORD(wParam); if (!D3DAppActivate(!(fActive == WA_INACTIVE), fMinimized)) break;//so, urm, tell me microsoft, what changed? if (modestate == MS_FULLDIB) ShowWindow(mainwindow, SW_SHOWNORMAL); // fix the leftover Alt from any Alt-Tab or the like that switched us away // ClearAllStates (); break; case WM_DESTROY: { // if (dibwindow) // DestroyWindow (dibwindow); } break; case MM_MCINOTIFY: lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam); break; case WM_MWHOOK: if (!vid_initializing) MW_Hook_Message (lParam); break; default: /* pass all unhandled messages to DefWindowProc */ lRet = DefWindowProc (hWnd, uMsg, wParam, lParam); break; } /* return 1 if handled message, 0 if not */ return lRet; } qboolean D3D7_VID_Init(rendererstate_t *info, unsigned char *palette) { DWORD width = info->width; DWORD height = info->height; DWORD bpp = info->bpp; DWORD zbpp = 16; DWORD flags = 0; MSG msg; extern cvar_t vid_conwidth; extern cvar_t vid_conheight; DDGAMMARAMP gammaramp; char errs[1024]; int i; HRESULT hr; char *CLASSNAME = "FTED3D7QUAKE"; WNDCLASS wc = { 0, &D3D7_WindowProc, 0, 0, NULL, NULL, NULL, NULL, NULL, CLASSNAME }; // wc.style = 0; wc.lpfnWndProc = D3D7_WindowProc; // wc.cbClsExtra; // wc.cbWndExtra; // wc.hInstance; // wc.hIcon; // wc.hCursor; // wc.hbrBackground; // wc.lpszMenuName; wc.lpszClassName = CLASSNAME; vid_initializing = true; if( FAILED(hr = D3DXInitialize()) ) { D3DXGetErrorString(hr, sizeof(errs), errs); Con_Printf("D3D initialisation failed: error %X: %s\n", hr, errs); return false; } RegisterClass(&wc); flags |= info->fullscreen ? D3DX_CONTEXT_FULLSCREEN : 0; if (flags & D3DX_CONTEXT_FULLSCREEN) mainwindow = CreateWindow(CLASSNAME, "Direct3D", 0, 0, 0, width, height, NULL, NULL, NULL, NULL); else mainwindow = CreateWindow(CLASSNAME, "Direct3D", WS_OVERLAPPEDWINDOW, 0, 0, width, height, NULL, NULL, NULL, NULL); /* width = vid_conwidth.value; height = vid_conheight.value; */ // Try as specified. hr = D3DXCreateContextEx(D3DX_DEFAULT, flags, mainwindow, NULL, bpp, 0, zbpp, 0, 1, width, height, D3DX_DEFAULT, &pD3DX); if( FAILED(hr) ) { D3DXGetErrorString(hr, sizeof(errs), errs); printf("D3D initialisation failed: error %X: %s\n", hr, errs); // default z-buffer hr = D3DXCreateContextEx(D3DX_DEFAULT, flags, mainwindow, NULL, bpp, 0, D3DX_DEFAULT, 0, 1, width, height, D3DX_DEFAULT, &pD3DX); if( FAILED(hr) ) { // default depth and z-buffer hr = D3DXCreateContextEx(D3DX_DEFAULT, flags, mainwindow, NULL, D3DX_DEFAULT, 0, D3DX_DEFAULT, 0, 1, width, height, D3DX_DEFAULT, &pD3DX); if( FAILED(hr) ) { // default everything hr = D3DXCreateContextEx(D3DX_DEFAULT, flags, mainwindow, NULL, D3DX_DEFAULT, 0, D3DX_DEFAULT, 0, 1, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, &pD3DX); if( FAILED(hr) ) { D3DXGetErrorString(hr, sizeof(errs), errs); Con_Printf("D3D fallbacks failed: error %X: %s\n", hr, errs); DestroyWindow(mainwindow); mainwindow = NULL; return false; } } } } //the void* casts are because microsoft screwed up in the header files I have pDD = pD3DX->lpVtbl->GetDD((void*)pD3DX); pD3D = pD3DX->lpVtbl->GetD3D((void*)pD3DX); pD3DDev = pD3DX->lpVtbl->GetD3DDevice((void*)pD3DX); pPrimary = pD3DX->lpVtbl->GetPrimary((void*)pD3DX); while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } ShowWindow(mainwindow, SW_NORMAL); pD3DX->lpVtbl->SetClearColor((void*)pD3DX, 0xffffffff); pD3DX->lpVtbl->Clear((void*)pD3DX, D3DCLEAR_TARGET); pD3DX->lpVtbl->UpdateFrame((void*)pD3DX, 0); pD3DX->lpVtbl->GetBufferSize((void*)pD3DX, &width, &height); vid.width = width; vid.height = height; vid.recalc_refdef = true; pDD->lpVtbl->QueryInterface ((void*)pDD, &IID_IDirectDrawGammaControl, (void**)&pGammaControl); if (pGammaControl) { for (i = 0; i < 256; i++) gammaramp.red[i] = i*2; pGammaControl->lpVtbl->SetGammaRamp(pGammaControl, 0, &gammaramp); } else Con_Printf("Couldn't get gamma controls\n"); vid_initializing = false; pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATER ); pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHAREF, 0.666*256 ); pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHATESTENABLE, TRUE ); //pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_DITHERENABLE, FALSE); //pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_SPECULARENABLE, FALSE); //pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE); pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_LIGHTING, FALSE); pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZWRITEENABLE, TRUE); pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZVISIBLE, TRUE); pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL); GetWindowRect(mainwindow, &window_rect); D3D7_VID_GenPaletteTables(palette); { extern cvar_t vid_conwidth, vid_conheight; vid.conwidth = vid_conwidth.value; vid.conheight = vid_conheight.value; if (vid.width != vid.conwidth || vid.height != vid.conheight) vid.recalc_refdef = true; vid.width = vid.conwidth; vid.height = vid.conheight; } return true; } qboolean (D3D7_R_CheckSky) (void) { return false; } void (D3D7_R_SetSky) (char *name, float rotate, vec3_t axis) { } void (D3D7_R_NewMap) (void) { extern int skytexturenum; int i; r_worldentity.model = cl.worldmodel; GLR_AnimateLight(); D3D7_BuildLightmaps(); P_ClearParticles(); skytexturenum = -1; for (i=0 ; inumtextures ; i++) { if (!cl.worldmodel->textures[i]) continue; if (!Q_strncmp(cl.worldmodel->textures[i]->name,"sky",3) ) skytexturenum = i; // if (!Q_strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) ) // mirrortexturenum = i; cl.worldmodel->textures[i]->texturechain = NULL; } } mleaf_t *r_viewleaf, *r_oldviewleaf; mleaf_t *r_viewleaf2, *r_oldviewleaf2; void (D3D7_R_PreNewMap) (void) { r_viewleaf = NULL; r_oldviewleaf = NULL; r_viewleaf2 = NULL; r_oldviewleaf2 = NULL; } int (D3D7_R_LightPoint) (vec3_t point) { return 0; } void (D3D7_R_PushDlights) (void) { } void (D3D7_R_AddStain) (vec3_t org, float red, float green, float blue, float radius) { } void (D3D7_R_LessenStains) (void) { } void (D3D7_VID_DeInit) (void) { if (pPrimary) { pPrimary->lpVtbl->Release(pPrimary); pPrimary = NULL; } if (pD3DDev) { pD3DDev->lpVtbl->Release(pD3DDev); pD3DDev = NULL; } if (pD3D) { pD3D->lpVtbl->Release(pD3D); pD3D = NULL; } if (pDD) { pDD->lpVtbl->Release(pDD); pDD = NULL; } if (pD3DX) { pD3DX->lpVtbl->Release((void*)pD3DX); pD3DX = NULL; } if (mainwindow) { DestroyWindow(mainwindow); mainwindow = NULL; } } void (D3D7_VID_LockBuffer) (void) { } void (D3D7_VID_UnlockBuffer) (void) { } void (D3D7_D_BeginDirectRect) (int x, int y, qbyte *pbitmap, int width, int height) { } void (D3D7_D_EndDirectRect) (int x, int y, int width, int height) { } void (D3D7_VID_ForceLockState) (int lk) { } int (D3D7_VID_ForceUnlockedAndReturnState) (void) { return 0; } void (D3D7_VID_SetPalette) (unsigned char *palette) { D3D7_VID_GenPaletteTables(palette); } void (D3D7_VID_ShiftPalette) (unsigned char *palette) { D3D7_VID_GenPaletteTables(palette); } char *(D3D7_VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight) { return NULL; } void (D3D7_VID_SetWindowCaption) (char *msg) { SetWindowText(mainwindow, msg); } void d3d7_ortho(float *m) { D3DXMatrixOrthoOffCenter((D3DXMATRIX*)m, 0, vid.width, vid.height, 0, -100, 100); } void D3D7_Set2D (void) { int r; float m[16]; D3DVIEWPORT7 vport; // pD3DDev->lpVtbl->EndScene(pD3DDev); D3DXMatrixOrthoOffCenter((D3DXMATRIX*)m, 0, vid.width, vid.height, 0, -100, 100); r = pD3DDev->lpVtbl->SetTransform(pD3DDev, D3DTRANSFORMSTATE_PROJECTION, (D3DMATRIX*)m); D3DXMatrixIdentity((D3DXMATRIX*)m); r = pD3DDev->lpVtbl->SetTransform(pD3DDev, D3DTRANSFORMSTATE_WORLD, (D3DMATRIX*)m); D3DXMatrixIdentity((D3DXMATRIX*)m); pD3DDev->lpVtbl->SetTransform(pD3DDev, D3DTRANSFORMSTATE_VIEW, (D3DMATRIX*)m); pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_CULLMODE, D3DCULL_CCW ); pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZFUNC, D3DCMP_ALWAYS); pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE); pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_MAGFILTER, D3DTFG_LINEAR); pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_MAGFILTER, D3DTFG_LINEAR); pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_MIPFILTER, D3DTFP_LINEAR); pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_MIPFILTER, D3DTFP_LINEAR); pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_MINFILTER, D3DTFN_LINEAR); pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_MINFILTER, D3DTFN_LINEAR); vport.dwX = 0; vport.dwY = 0; pD3DX->lpVtbl->GetBufferSize((void*)pD3DX, &vport.dwWidth, &vport.dwHeight); vport.dvMinZ = 0; vport.dvMaxZ = 1; pD3DDev->lpVtbl->SetViewport(pD3DDev, &vport); // pD3DDev->lpVtbl->BeginScene(pD3DDev); } void D3D7_GetBufferSize(int *width, int *height) { pD3DX->lpVtbl->GetBufferSize((void*)pD3DX, width, height); } void (D3D7_SCR_UpdateScreen) (void) { extern cvar_t vid_conheight; int uimenu; #ifdef TEXTEDITOR extern qboolean editormodal; #endif qboolean nohud; RSpeedMark(); vid.numpages = 2;// + gl_triplebuffer.value; if (scr_disabled_for_loading) { extern float scr_disabled_time; if (Sys_DoubleTime() - scr_disabled_time > 60 || key_dest != key_game) { scr_disabled_for_loading = false; } else { pD3DDev->lpVtbl->BeginScene(pD3DDev); scr_drawloading = true; SCR_DrawLoading (); scr_drawloading = false; pD3DDev->lpVtbl->EndScene(pD3DDev); pD3DX->lpVtbl->UpdateFrame((void*)pD3DX, 0); RSpeedEnd(RSPEED_TOTALREFRESH); return; } } if (!scr_initialized || !con_initialized) { RSpeedEnd(RSPEED_TOTALREFRESH); return; // not initialized yet } { extern cvar_t vid_conwidth, vid_conheight; vid.conwidth = vid_conwidth.value; vid.conheight = vid_conheight.value; { DWORD w, h; pD3DX->lpVtbl->GetBufferSize((void*)pD3DX, &w, &h); if (vid.conwidth <= 0) vid.conwidth = w; if (vid.conheight <= 0) vid.conheight = h; } if (vid.width != vid.conwidth || vid.height != vid.conheight) vid.recalc_refdef = true; vid.width = vid.conwidth; vid.height = vid.conheight; } #ifdef VM_UI uimenu = UI_MenuState(); #else uimenu = 0; #endif pD3DDev->lpVtbl->BeginScene(pD3DDev); D3D7_Set2D (); /* #ifdef TEXTEDITOR if (editormodal) { Editor_Draw(); GLV_UpdatePalette (false, host_frametime); #if defined(_WIN32) && defined(GLQUAKE) Media_RecordFrame(); #endif GLR_BrightenScreen(); if (key_dest == key_console) Con_DrawConsole(vid_conheight.value/2, false); GL_EndRendering (); GL_DoSwap(); RSpeedEnd(RSPEED_TOTALREFRESH); return; } #endif */ if (Media_ShowFilm()) { M_Draw(0); // GLV_UpdatePalette (false, host_frametime); #if defined(_WIN32) Media_RecordFrame(); #endif // GLR_BrightenScreen(); pD3DDev->lpVtbl->EndScene(pD3DDev); pD3DX->lpVtbl->UpdateFrame((void*)pD3DX, 0); pD3DX->lpVtbl->SetClearColor((void*)pD3DX, rand()); pD3DX->lpVtbl->Clear((void*)pD3DX, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER); // pD3DDev->lpVtbl->BeginScene(pD3DDev); RSpeedEnd(RSPEED_TOTALREFRESH); return; } // // determine size of refresh window // if (vid.recalc_refdef) SCR_CalcRefdef (); // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); nohud = false; #ifdef VM_CG if (CG_Refresh()) nohud = true; else #endif #ifdef CSQC_DAT if (cls.state == ca_active && CSQC_DrawView()) nohud = true; else #endif if (r_worldentity.model && uimenu != 1) { V_RenderView (); // Q1BSP_TestClipDecal(); } D3D7_Set2D (); // GLR_BrightenScreen(); if (!nohud) SCR_TileClear (); SCR_DrawTwoDimensional(uimenu, nohud); // GLV_UpdatePalette (false, host_frametime); #if defined(_WIN32) && defined(GLQUAKE) Media_RecordFrame(); #endif RSpeedEnd(RSPEED_TOTALREFRESH); RSpeedShow(); pD3DDev->lpVtbl->EndScene(pD3DDev); pD3DX->lpVtbl->UpdateFrame((void*)pD3DX, 0); pD3DX->lpVtbl->SetClearColor((void*)pD3DX, rand()); pD3DX->lpVtbl->Clear((void*)pD3DX, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER); window_center_x = (window_rect.left + window_rect.right)/2; window_center_y = (window_rect.top + window_rect.bottom)/2; IN_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp); } mpic_t *(D3D7_Draw_SafePicFromWad) (char *name); mpic_t *(D3D7_Draw_CachePic) (char *path); mpic_t *(D3D7_Draw_SafeCachePic) (char *path); void (D3D7_Draw_Init) (void); void (D3D7_Draw_ReInit) (void); void (D3D7_Draw_Character) (int x, int y, unsigned int num); void (D3D7_Draw_ColouredCharacter) (int x, int y, unsigned int num); void (D3D7_Draw_String) (int x, int y, const qbyte *str); void (D3D7_Draw_Alt_String) (int x, int y, const qbyte *str); void (D3D7_Draw_Crosshair) (void); void (D3D7_Draw_DebugChar) (qbyte num); void (D3D7_Draw_Pic) (int x, int y, mpic_t *pic); void (D3D7_Draw_ScalePic) (int x, int y, int width, int height, mpic_t *pic); void (D3D7_Draw_SubPic) (int x, int y, mpic_t *pic, int srcx, int srcy, int width, int height); void (D3D7_Draw_TransPic) (int x, int y, mpic_t *pic); void (D3D7_Draw_TransPicTranslate) (int x, int y, int w, int h, qbyte *pic, qbyte *translation); void (D3D7_Draw_ConsoleBackground) (int lines); void (D3D7_Draw_EditorBackground) (int lines); void (D3D7_Draw_TileClear) (int x, int y, int w, int h); void (D3D7_Draw_Fill) (int x, int y, int w, int h, int c); void (D3D7_Draw_FillRGB) (int x, int y, int w, int h, float r, float g, float b); void (D3D7_Draw_FadeScreen) (void); void (D3D7_Draw_BeginDisc) (void); void (D3D7_Draw_EndDisc) (void); void (D3D7_Draw_Image) (float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic); //gl-style scaled/coloured/subpic void (D3D7_Draw_ImageColours) (float r, float g, float b, float a); void (D3D7_R_Init) (void); void (D3D7_R_DeInit) (void); void (D3D7_R_ReInit) (void); void (D3D7_R_RenderView) (void); // must set r_refdef first qboolean (D3D7_R_CheckSky) (void); void (D3D7_R_SetSky) (char *name, float rotate, vec3_t axis); void (D3D7_R_NewMap) (void); void (D3D7_R_PreNewMap) (void); int (D3D7_R_LightPoint) (vec3_t point); void (D3D7_R_PushDlights) (void); void (D3D7_R_AddStain) (vec3_t org, float red, float green, float blue, float radius); void (D3D7_R_LessenStains) (void); void (D3D7_Media_ShowFrameBGR_24_Flip) (qbyte *framedata, int inwidth, int inheight); //input is bottom up... void (D3D7_Media_ShowFrameRGBA_32) (qbyte *framedata, int inwidth, int inheight); //top down void (D3D7_Media_ShowFrame8bit) (qbyte *framedata, int inwidth, int inheight, qbyte *palette); //paletted topdown (framedata is 8bit indexes into palette) void (D3D7_Mod_Init) (void); void (D3D7_Mod_ClearAll) (void); struct model_s *(D3D7_Mod_ForName) (char *name, qboolean crash); struct model_s *(D3D7_Mod_FindName) (char *name); void *(D3D7_Mod_Extradata) (struct model_s *mod); // handles caching void (D3D7_Mod_TouchModel) (char *name); void (D3D7_Mod_NowLoadExternal) (void); void (D3D7_Mod_Think) (void); int (D3D7_Mod_TagNumForName) (struct model_s *model, char *name); int (D3D7_Mod_SkinForName) (struct model_s *model, char *name); qboolean (D3D7_VID_Init) (rendererstate_t *info, unsigned char *palette); void (D3D7_VID_DeInit) (void); void (D3D7_VID_LockBuffer) (void); void (D3D7_VID_UnlockBuffer) (void); void (D3D7_D_BeginDirectRect) (int x, int y, qbyte *pbitmap, int width, int height); void (D3D7_D_EndDirectRect) (int x, int y, int width, int height); void (D3D7_VID_ForceLockState) (int lk); int (D3D7_VID_ForceUnlockedAndReturnState) (void); void (D3D7_VID_SetPalette) (unsigned char *palette); void (D3D7_VID_ShiftPalette) (unsigned char *palette); char *(D3D7_VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight); void (D3D7_VID_SetWindowCaption) (char *msg); void (D3D7_SCR_UpdateScreen) (void); rendererinfo_t d3d7rendererinfo = { "Direct3D7 Native", { "D3D7" }, QR_DIRECT3D, D3D7_Draw_SafePicFromWad, D3D7_Draw_CachePic, D3D7_Draw_SafeCachePic, D3D7_Draw_Init, D3D7_Draw_ReInit, D3D7_Draw_Character, D3D7_Draw_ColouredCharacter, NULL, D3D7_Draw_String, D3D7_Draw_Alt_String, D3D7_Draw_Crosshair, D3D7_Draw_DebugChar, D3D7_Draw_Pic, D3D7_Draw_ScalePic, D3D7_Draw_SubPic, D3D7_Draw_TransPic, D3D7_Draw_TransPicTranslate, D3D7_Draw_ConsoleBackground, D3D7_Draw_EditorBackground, D3D7_Draw_TileClear, D3D7_Draw_Fill, D3D7_Draw_FillRGB, D3D7_Draw_FadeScreen, D3D7_Draw_BeginDisc, D3D7_Draw_EndDisc, D3D7_Draw_Image, D3D7_Draw_ImageColours, D3D7_R_Init, D3D7_R_DeInit, D3D7_R_ReInit, D3D7_R_RenderView, D3D7_R_CheckSky, D3D7_R_SetSky, D3D7_R_NewMap, D3D7_R_PreNewMap, D3D7_R_LightPoint, D3D7_R_PushDlights, D3D7_R_AddStain, D3D7_R_LessenStains, D3D7_Media_ShowFrameBGR_24_Flip, D3D7_Media_ShowFrameRGBA_32, D3D7_Media_ShowFrame8bit, GLMod_Init, GLMod_ClearAll, GLMod_ForName, GLMod_FindName, GLMod_Extradata, GLMod_TouchModel, GLMod_NowLoadExternal, GLMod_Think, Mod_GetTag, Mod_TagNumForName, Mod_SkinNumForName, Mod_FrameNumForName, Mod_FrameDuration, D3D7_VID_Init, D3D7_VID_DeInit, D3D7_VID_LockBuffer, D3D7_VID_UnlockBuffer, D3D7_D_BeginDirectRect, D3D7_D_EndDirectRect, D3D7_VID_ForceLockState, D3D7_VID_ForceUnlockedAndReturnState, D3D7_VID_SetPalette, D3D7_VID_ShiftPalette, D3D7_VID_GetRGBInfo, D3D7_VID_SetWindowCaption, D3D7_SCR_UpdateScreen }; #endif