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fteqw/engine/d3d/d3d11_backend.c
Spoike 27a59a0cbc LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
vulkan, wasapi, quake injector features added.
irc, avplug, cef plugins/drivers reworked/updated/added
openal reverb, doppler effects added.
'dir' console command now attempts to view clicked files.
lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...).
SendEntity finally reworked to use flags properly.
effectinfo improved, other smc-targetted fixes.
mapcluster stuff now has support for linux.
.basebone+.baseframe now exist in ssqc.
qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though.
qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc.
qccgui: can cope a little better with non-unicode files. can now represent most quake chars.
qcc: suppressed warnings from *extensions.qc

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-07-12 00:40:13 +00:00

3666 lines
107 KiB
C

#include "quakedef.h"
#ifdef D3D11QUAKE
#include "glquake.h"
#include "gl_draw.h"
#include "shader.h"
#define COBJMACROS
#include <d3d11.h>
extern ID3D11Device *pD3DDev11;
extern ID3D11DeviceContext *d3ddevctx;
extern ID3D11DepthStencilView *fb_backdepthstencil;
extern cvar_t r_shadow_realtime_world_lightmaps;
extern cvar_t gl_overbright;
extern cvar_t r_portalrecursion;
extern cvar_t r_polygonoffset_shadowmap_offset, r_polygonoffset_shadowmap_factor;
void D3D11_TerminateShadowMap(void);
void D3D11BE_BeginShadowmapFace(void);
#ifdef _DEBUG
#define d3dcheck(foo) do{HRESULT err = foo; if (FAILED(err)) Sys_Error("D3D11 reported error on backend line %i - error 0x%x\n", __LINE__, (unsigned int)err);} while(0)
#else
#define d3dcheck(foo) foo
#endif
#define MAX_TMUS 16
static void BE_RotateForEntity (const entity_t *e, const model_t *mod);
void D3D11BE_SetupLightCBuffer(dlight_t *l, vec3_t colour);
texid_t D3D11_GetShadowMap(int id);
/*========================================== tables for deforms =====================================*/
#define frand() (rand()*(1.0/RAND_MAX))
#define FTABLE_SIZE 1024
#define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1)))
#define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x)))
#define R_FastSin(x) r_sintable[FTABLE_CLAMP(x)]
static float r_sintable[FTABLE_SIZE];
static float r_triangletable[FTABLE_SIZE];
static float r_squaretable[FTABLE_SIZE];
static float r_sawtoothtable[FTABLE_SIZE];
static float r_inversesawtoothtable[FTABLE_SIZE];
static float *FTableForFunc ( unsigned int func )
{
switch (func)
{
case SHADER_FUNC_SIN:
return r_sintable;
case SHADER_FUNC_TRIANGLE:
return r_triangletable;
case SHADER_FUNC_SQUARE:
return r_squaretable;
case SHADER_FUNC_SAWTOOTH:
return r_sawtoothtable;
case SHADER_FUNC_INVERSESAWTOOTH:
return r_inversesawtoothtable;
}
//bad values allow us to crash (so I can debug em)
return NULL;
}
static void FTable_Init(void)
{
unsigned int i;
double t;
for (i = 0; i < FTABLE_SIZE; i++)
{
t = (double)i / (double)FTABLE_SIZE;
r_sintable[i] = sin(t * 2*M_PI);
if (t < 0.25)
r_triangletable[i] = t * 4.0;
else if (t < 0.75)
r_triangletable[i] = 2 - 4.0 * t;
else
r_triangletable[i] = (t - 0.75) * 4.0 - 1.0;
if (t < 0.5)
r_squaretable[i] = 1.0f;
else
r_squaretable[i] = -1.0f;
r_sawtoothtable[i] = t;
r_inversesawtoothtable[i] = 1.0 - t;
}
}
typedef vec3_t mat3_t[3];
static mat3_t axisDefault={{1, 0, 0},
{0, 1, 0},
{0, 0, 1}};
static void Matrix3_Transpose (mat3_t in, mat3_t out)
{
out[0][0] = in[0][0];
out[1][1] = in[1][1];
out[2][2] = in[2][2];
out[0][1] = in[1][0];
out[0][2] = in[2][0];
out[1][0] = in[0][1];
out[1][2] = in[2][1];
out[2][0] = in[0][2];
out[2][1] = in[1][2];
}
static void Matrix3_Multiply_Vec3 (const mat3_t a, const vec3_t b, vec3_t product)
{
product[0] = a[0][0]*b[0] + a[0][1]*b[1] + a[0][2]*b[2];
product[1] = a[1][0]*b[0] + a[1][1]*b[1] + a[1][2]*b[2];
product[2] = a[2][0]*b[0] + a[2][1]*b[1] + a[2][2]*b[2];
}
static int Matrix3_Compare(const mat3_t in, const mat3_t out)
{
return !memcmp(in, out, sizeof(mat3_t));
}
/*================================================*/
//global constant-buffer
typedef struct
{
float m_view[16];
float m_projection[16];
vec3_t v_eyepos; float v_time;
vec3_t e_light_ambient; float pad1;
vec3_t e_light_dir; float pad2;
vec3_t e_light_mul; float pad3;
} cbuf_view_t;
typedef struct
{
float l_cubematrix[16];
vec3_t l_lightposition; float padl1;
vec3_t l_colour; float pad2;
vec3_t l_lightcolourscale; float l_lightradius;
vec4_t l_shadowmapproj;
vec2_t l_shadowmapscale; vec2_t pad3;
} cbuf_light_t;
//entity-specific constant-buffer
typedef struct
{
float m_model[16];
vec3_t e_eyepos;
float e_time;
vec3_t e_light_ambient; float pad1;
vec3_t e_light_dir; float pad2;
vec3_t e_light_mul; float pad3;
vec4_t e_lmscale[4];
} cbuf_entity_t;
//vertex attributes
typedef struct
{
vecV_t coord;
vec2_t tex;
vec2_t lm;
vec3_t ndir;
vec3_t sdir;
vec3_t tdir;
byte_vec4_t colorsb;
} vbovdata_t;
enum
{
//pos1 is always used
D3D_VDEC_COL4B = 1<<0,
D3D_VDEC_ST0 = 1<<1, //base or tcgen/tcmod
D3D_VDEC_ST1 = 1<<2, //lm or so
// D3D_VDEC_ST2 = 1<<3,
// D3D_VDEC_ST3 = 1<<4,
D3D_VDEC_NORM = 1<<3, //normal+sdir+tdir
// D3D_VDEC_SKEL = 1<<4,
// D3D_VDEC_POS2 = 1<<5,
D3D_VDEC_MAX = 1<<5,
};
typedef struct blendstates_s
{
struct blendstates_s *next;
ID3D11BlendState *val;
unsigned int bits;
} blendstates_t;
/*
typedef struct d3d11renderqueue_s
{
ID3D11SamplerState *cursamplerstate[MAX_TMUS];
ID3D11ShaderResourceView *pendingtextures[MAX_TMUS];
unsigned int shaderbits;
ID3D11Buffer *stream_buffer[D3D11_BUFF_MAX];
unsigned int stream_stride[D3D11_BUFF_MAX];
unsigned int stream_offset[D3D11_BUFF_MAX];
} d3d11renderqueue_t;
*/
typedef struct
{
unsigned int inited;
backendmode_t mode;
unsigned int flags;
float identitylighting;
float curtime;
const entity_t *curentity;
const dlight_t *curdlight;
vec3_t curdlight_colours;
shader_t *curshader;
shader_t *depthonly;
texnums_t *curtexnums;
int curvertdecl;
unsigned int shaderbits;
unsigned int curcull;
float depthbias;
float depthfactor;
float m_model[16];
unsigned int lastpasscount;
vbo_t *batchvbo;
batch_t *curbatch;
batch_t dummybatch;
vec4_t lightshadowmapproj;
vec2_t lightshadowmapscale;
unsigned int curlmode;
shader_t *shader_rtlight[LSHADER_MODES];
unsigned int texflags[MAX_TMUS];
unsigned int tmuflags[MAX_TMUS];
ID3D11SamplerState *cursamplerstate[MAX_TMUS];
ID3D11SamplerState *sampstate[(SHADER_PASS_IMAGE_FLAGS|SHADER_PASS_DEPTHCMP)+1];
ID3D11DepthStencilState *depthstates[1u<<4]; //index, its fairly short.
blendstates_t *blendstates; //list. this could get big.
//pending buffer state
ID3D11Buffer *stream_buffer[D3D11_BUFF_MAX];
unsigned int stream_stride[D3D11_BUFF_MAX];
unsigned int stream_offset[D3D11_BUFF_MAX];
program_t *programfixedemu[4];
mesh_t **meshlist;
unsigned int nummeshes;
#define NUMECBUFFERS 8
ID3D11Buffer *lcbuffer;
ID3D11Buffer *vcbuffer;
ID3D11Buffer *ecbuffers[NUMECBUFFERS];
int ecbufferidx;
unsigned int wbatch;
unsigned int maxwbatches;
batch_t *wbatches;
qboolean textureschanged;
ID3D11ShaderResourceView *pendingtextures[MAX_TMUS];
float depthrange;
qboolean purgevertexstream;
#define NUMVBUFFERS 3
ID3D11Buffer *vertexstream[NUMVBUFFERS];
int vertexstreamcycle;
int vertexstreamoffset;
qboolean purgeindexstream;
#define NUMIBUFFERS 3
ID3D11Buffer *indexstream[NUMIBUFFERS];
int indexstreamcycle;
int indexstreamoffset;
texid_t currentrender;
int numlivevbos;
int numliveshadowbuffers;
} d3d11backend_t;
extern D3D_FEATURE_LEVEL d3dfeaturelevel;
#define VERTEXSTREAMSIZE (1024*1024*2) //2mb = 1 PAE jumbo page
#define DYNVBUFFSIZE 65536
#define DYNIBUFFSIZE 65536
static vecV_t tmpbuf[65536]; //max verts per mesh
static d3d11backend_t shaderstate;
extern int be_maxpasses;
void D3D11_UpdateFiltering(image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis)
{
D3D11_SAMPLER_DESC sampdesc;
int flags;
for (flags = 0; flags <= (SHADER_PASS_IMAGE_FLAGS|SHADER_PASS_DEPTHCMP); flags++)
{
int *filter;
sampdesc.Filter = 0;
filter = (flags & SHADER_PASS_UIPIC)?filterpic:filtermip;
if ((filter[2] && !(flags & SHADER_PASS_NEAREST)) || (flags & SHADER_PASS_LINEAR))
sampdesc.Filter |= D3D11_FILTER_TYPE_LINEAR<<D3D11_MAG_FILTER_SHIFT;
else
sampdesc.Filter |= D3D11_FILTER_TYPE_POINT<<D3D11_MAG_FILTER_SHIFT;
//d3d11 has no no-mip feature
if ((filter[1]==1 && !(flags & SHADER_PASS_NEAREST)) || (flags & SHADER_PASS_LINEAR))
sampdesc.Filter |= D3D11_FILTER_TYPE_LINEAR<<D3D11_MIP_FILTER_SHIFT;
else
sampdesc.Filter |= D3D11_FILTER_TYPE_POINT<<D3D11_MIP_FILTER_SHIFT;
if ((filter[0] && !(flags & SHADER_PASS_NEAREST)) || (flags & SHADER_PASS_LINEAR))
sampdesc.Filter |= D3D11_FILTER_TYPE_LINEAR<<D3D11_MIN_FILTER_SHIFT;
else
sampdesc.Filter |= D3D11_FILTER_TYPE_POINT<<D3D11_MIN_FILTER_SHIFT;
//switch to anisotropic filtering if all three filters are linear and anis is set
if (sampdesc.Filter == D3D11_FILTER_MIN_MAG_MIP_LINEAR && anis > 1)
sampdesc.Filter = D3D11_FILTER_ANISOTROPIC;
if (flags & SHADER_PASS_DEPTHCMP)
sampdesc.Filter |= D3D11_COMPARISON_FILTERING_BIT;
if (flags & SHADER_PASS_DEPTHCMP)
sampdesc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
else
sampdesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
if (flags & SHADER_PASS_CLAMP)
{
sampdesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampdesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampdesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
}
else
{
sampdesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampdesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampdesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
}
sampdesc.MipLODBias = 0.0f;
sampdesc.MaxAnisotropy = bound(1, anis, 16);
sampdesc.BorderColor[0] = 0;
sampdesc.BorderColor[1] = 0;
sampdesc.BorderColor[2] = 0;
sampdesc.BorderColor[3] = 0;
if (flags & SHADER_PASS_NOMIPMAP)
{ //only ever use the biggest mip if multiple are present
sampdesc.MinLOD = 0;
sampdesc.MaxLOD = 0;
}
else
{
sampdesc.MinLOD = mipcap[0];
sampdesc.MaxLOD = mipcap[1];
}
if (d3dfeaturelevel < D3D_FEATURE_LEVEL_10_0) //9.* sucks
sampdesc.MaxLOD = FLT_MAX;
if (shaderstate.sampstate[flags])
ID3D11SamplerState_Release(shaderstate.sampstate[flags]);
shaderstate.sampstate[flags] = NULL;
//returns the same pointer for dupes, supposedly, so no need to check that
ID3D11Device_CreateSamplerState(pD3DDev11, &sampdesc, &shaderstate.sampstate[flags]);
}
}
static void BE_DestroyVariousStates(void)
{
blendstates_t *bs;
int flags;
int i;
for (i = 0; i < MAX_TMUS/*shaderstate.lastpasscount*/; i++)
{
shaderstate.cursamplerstate[i] = NULL;
}
if (d3ddevctx && i)
ID3D11DeviceContext_PSSetSamplers(d3ddevctx, 0, i, shaderstate.cursamplerstate);
for (flags = 0; flags <= (SHADER_PASS_IMAGE_FLAGS|SHADER_PASS_DEPTHCMP); flags++)
{
if (shaderstate.sampstate[flags])
ID3D11SamplerState_Release(shaderstate.sampstate[flags]);
shaderstate.sampstate[flags] = NULL;
}
if (d3ddevctx)
ID3D11DeviceContext_OMSetDepthStencilState(d3ddevctx, NULL, 0);
for (i = 0; i < (1u<<4); i++)
{
if (shaderstate.depthstates[i])
ID3D11DepthStencilState_Release(shaderstate.depthstates[i]);
shaderstate.depthstates[i] = NULL;
}
if (d3ddevctx)
ID3D11DeviceContext_OMSetBlendState(d3ddevctx, NULL, NULL, 0xffffffff);
//hopefully the caches inside shaders should get flushed too...
while(shaderstate.blendstates)
{
bs = shaderstate.blendstates;
shaderstate.blendstates = bs->next;
if (bs->val)
ID3D11BlendState_Release(bs->val);
BZ_Free(bs);
}
for (i = 0; i < NUMIBUFFERS; i++)
{
if (shaderstate.indexstream[i])
ID3D11Buffer_Release(shaderstate.indexstream[i]);
shaderstate.indexstream[i] = NULL;
}
for (i = 0; i < NUMVBUFFERS; i++)
{
if (shaderstate.vertexstream[i])
ID3D11Buffer_Release(shaderstate.vertexstream[i]);
shaderstate.vertexstream[i] = NULL;
}
if (shaderstate.lcbuffer)
ID3D11Buffer_Release(shaderstate.lcbuffer);
shaderstate.lcbuffer = NULL;
if (shaderstate.vcbuffer)
ID3D11Buffer_Release(shaderstate.vcbuffer);
shaderstate.vcbuffer = NULL;
for (i = 0; i < NUMECBUFFERS; i++)
{
if (shaderstate.ecbuffers[i])
ID3D11Buffer_Release(shaderstate.ecbuffers[i]);
shaderstate.ecbuffers[i] = NULL;
}
D3D11_DestroyTexture(shaderstate.currentrender);
//make sure the device doesn't have any textures still referenced.
for (i = 0; i < MAX_TMUS/*shaderstate.lastpasscount*/; i++)
{
shaderstate.pendingtextures[i] = NULL;
}
if (d3ddevctx && i)
ID3D11DeviceContext_PSSetShaderResources(d3ddevctx, 0, i, shaderstate.pendingtextures);
}
static void BE_ApplyTMUState(unsigned int tu, unsigned int flags)
{
ID3D11SamplerState *nstate;
flags = (flags & (SHADER_PASS_IMAGE_FLAGS|SHADER_PASS_DEPTHCMP));
flags |= shaderstate.texflags[tu];
nstate = shaderstate.sampstate[flags];
if (nstate != shaderstate.cursamplerstate[tu])
{
shaderstate.cursamplerstate[tu] = nstate;
//fixme: is it significant to bulk-apply this later?
ID3D11DeviceContext_PSSetSamplers(d3ddevctx, tu, 1, &nstate);
}
/*
if ((flags ^ shaderstate.tmuflags[tu]) & (SHADER_PASS_NEAREST|SHADER_PASS_CLAMP))
{
D3D11_SAMPLER_DESC sampdesc;
ID3D11SamplerState *sstate;
shaderstate.tmuflags[tu] = flags;
if (flags & SHADER_PASS_NEAREST)
sampdesc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
else
sampdesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
if (flags & SHADER_PASS_CLAMP)
{
sampdesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampdesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampdesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
}
else
{
sampdesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampdesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampdesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
}
sampdesc.MipLODBias = 0.0f;
sampdesc.MaxAnisotropy = 1;
sampdesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
sampdesc.BorderColor[0] = 0;
sampdesc.BorderColor[1] = 0;
sampdesc.BorderColor[2] = 0;
sampdesc.BorderColor[3] = 0;
sampdesc.MinLOD = 0;
sampdesc.MaxLOD = D3D11_FLOAT32_MAX;
if (!FAILED(ID3D11Device_CreateSamplerState(pD3DDev11, &sampdesc, &sstate)))
{
ID3D11DeviceContext_PSSetSamplers(d3ddevctx, tu, 1, &sstate);
ID3D11SamplerState_Release(sstate);
}
}
*/
}
static void *D3D11BE_GenerateBlendState(unsigned int bits)
{
D3D11_BLEND_DESC blend = {0};
ID3D11BlendState *newblendstate;
blend.IndependentBlendEnable = FALSE;
blend.AlphaToCoverageEnable = FALSE; //FIXME
if (bits & SBITS_BLEND_BITS)
{
switch(bits & SBITS_SRCBLEND_BITS)
{
case SBITS_SRCBLEND_ZERO: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_ZERO; blend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO; break;
case SBITS_SRCBLEND_ONE: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; break;
case SBITS_SRCBLEND_DST_COLOR: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_DEST_COLOR; blend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_DST_COLOR: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_DEST_COLOR; blend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; break;
case SBITS_SRCBLEND_SRC_ALPHA: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; blend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_SRC_ALPHA; blend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; break;
case SBITS_SRCBLEND_DST_ALPHA: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_DEST_ALPHA; blend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_DEST_ALPHA; blend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; break;
case SBITS_SRCBLEND_ALPHA_SATURATE: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA_SAT; blend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA_SAT; break;
default: Sys_Error("Bad shader blend src\n"); return NULL;
}
switch(bits & SBITS_DSTBLEND_BITS)
{
case SBITS_DSTBLEND_ZERO: blend.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; blend.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; break;
case SBITS_DSTBLEND_ONE: blend.RenderTarget[0].DestBlend = D3D11_BLEND_ONE; blend.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE; break;
case SBITS_DSTBLEND_SRC_ALPHA: blend.RenderTarget[0].DestBlend = D3D11_BLEND_SRC_ALPHA; blend.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA: blend.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; blend.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; break;
case SBITS_DSTBLEND_DST_ALPHA: blend.RenderTarget[0].DestBlend = D3D11_BLEND_DEST_ALPHA; blend.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA: blend.RenderTarget[0].DestBlend = D3D11_BLEND_INV_DEST_ALPHA; blend.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; break;
case SBITS_DSTBLEND_SRC_COLOR: blend.RenderTarget[0].DestBlend = D3D11_BLEND_SRC_COLOR; blend.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR: blend.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_COLOR; blend.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; break;
default: Sys_Error("Bad shader blend dst\n"); return NULL;
}
blend.RenderTarget[0].BlendEnable = TRUE;
}
else
{
blend.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blend.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blend.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blend.RenderTarget[0].BlendEnable = FALSE;
}
blend.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blend.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
if (bits&SBITS_MASK_BITS)
{
blend.RenderTarget[0].RenderTargetWriteMask = 0;
if (!(bits&SBITS_MASK_RED))
blend.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_RED;
if (!(bits&SBITS_MASK_GREEN))
blend.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_GREEN;
if (!(bits&SBITS_MASK_BLUE))
blend.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_BLUE;
if (!(bits&SBITS_MASK_ALPHA))
blend.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
}
else
blend.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
if (!FAILED(ID3D11Device_CreateBlendState(pD3DDev11, &blend, &newblendstate)))
return newblendstate;
return NULL;
}
static void D3D11BE_ApplyShaderBits(unsigned int bits, void **blendstatecache)
{
unsigned int delta;
if (shaderstate.flags & (BEF_FORCEADDITIVE|BEF_FORCETRANSPARENT|BEF_FORCENODEPTH|BEF_FORCEDEPTHTEST|BEF_FORCEDEPTHWRITE))
{
blendstatecache = NULL;
if (shaderstate.flags & BEF_FORCEADDITIVE)
bits = (bits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE);
else if (shaderstate.flags & BEF_FORCETRANSPARENT)
{
if ((bits & SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO) || !(bits & SBITS_BLEND_BITS)) /*if transparency is forced, clear alpha test bits*/
bits = (bits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
if (shaderstate.flags & BEF_FORCENODEPTH) /*EF_NODEPTHTEST dp extension*/
bits |= SBITS_MISC_NODEPTHTEST;
else
{
if (shaderstate.flags & BEF_FORCEDEPTHTEST)
bits &= ~SBITS_MISC_NODEPTHTEST;
if (shaderstate.flags & BEF_FORCEDEPTHWRITE)
bits |= SBITS_MISC_DEPTHWRITE;
}
}
delta = bits ^ shaderstate.shaderbits;
if (!delta)
return;
shaderstate.shaderbits = bits;
if (delta & (SBITS_BLEND_BITS|SBITS_MASK_BITS))
{
int sbits = bits & (SBITS_BLEND_BITS|SBITS_MASK_BITS);
if (blendstatecache && *blendstatecache)
ID3D11DeviceContext_OMSetBlendState(d3ddevctx, *blendstatecache, NULL, 0xffffffff);
else
{
blendstates_t *bs;
for (bs = shaderstate.blendstates; bs; bs = bs->next)
{
if (bs->bits == sbits)
break;
}
if (!bs)
{
bs = BZ_Malloc(sizeof(*bs));
bs->next = shaderstate.blendstates;
shaderstate.blendstates = bs;
bs->bits = sbits;
bs->val = D3D11BE_GenerateBlendState(sbits);
}
ID3D11DeviceContext_OMSetBlendState(d3ddevctx, bs->val, NULL, 0xffffffff);
if (blendstatecache)
*blendstatecache = bs->val;
}
}
if (delta & SBITS_ATEST_BITS)
{
/*
switch(bits & SBITS_ATEST_BITS)
{
case SBITS_ATEST_NONE:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, FALSE);
// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 0);
// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, 0);
break;
case SBITS_ATEST_GT0:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 0);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
break;
case SBITS_ATEST_LT128:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 128);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_LESS);
break;
case SBITS_ATEST_GE128:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 128);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
break;
}
*/
}
if (delta & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY|SBITS_MISC_NODEPTHTEST|SBITS_MISC_DEPTHWRITE))
{
unsigned int key = 0;
if (bits & SBITS_MISC_DEPTHEQUALONLY)
key |= 1u<<0;
if (bits & SBITS_MISC_DEPTHCLOSERONLY)
key |= 1u<<1;
if (bits & SBITS_MISC_NODEPTHTEST)
key |= 1u<<2;
if (bits & SBITS_MISC_DEPTHWRITE)
key |= 1u<<3;
if (shaderstate.depthstates[key])
ID3D11DeviceContext_OMSetDepthStencilState(d3ddevctx, shaderstate.depthstates[key], 0);
else
{
D3D11_DEPTH_STENCIL_DESC depthdesc;
if (bits & SBITS_MISC_NODEPTHTEST)
depthdesc.DepthEnable = false;
else
depthdesc.DepthEnable = true;
if (bits & SBITS_MISC_DEPTHWRITE)
depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
else
depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
switch(bits & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY))
{
default:
case 0:
depthdesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
break;
case SBITS_MISC_DEPTHEQUALONLY:
depthdesc.DepthFunc = D3D11_COMPARISON_EQUAL;
break;
case SBITS_MISC_DEPTHCLOSERONLY:
depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
break;
}
//make sure the stencil part is actually valid, even if we're not using it.
depthdesc.StencilEnable = false;
depthdesc.StencilReadMask = 0xFF;
depthdesc.StencilWriteMask = 0xFF;
depthdesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthdesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
depthdesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthdesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depthdesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthdesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
depthdesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthdesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
//and change it
if (!FAILED(ID3D11Device_CreateDepthStencilState(pD3DDev11, &depthdesc, &shaderstate.depthstates[key])))
ID3D11DeviceContext_OMSetDepthStencilState(d3ddevctx, shaderstate.depthstates[key], 0);
}
}
}
void D3D11BE_Reset(qboolean before)
{
int i;
if (!shaderstate.inited)
return;
if (before)
{
/*backbuffer is going away, release stuff so it can be destroyed cleanly*/
}
else
{
/*we have a new backbuffer etc, reassert state*/
for (i = 0; i < MAX_TMUS; i++)
{
shaderstate.tmuflags[i] = ~0;
BE_ApplyTMUState(i, 0);
}
/*force all state to change, thus setting a known state*/
shaderstate.shaderbits = ~0;
D3D11BE_ApplyShaderBits(0, NULL);
}
}
static const char LIGHTPASS_SHADER[] = "\
{\n\
program rtlight\n\
{\n\
blendfunc add\n\
}\n\
}";
void D3D11BE_Init(void)
{
D3D11_BUFFER_DESC bd;
int i;
be_maxpasses = 1;
memset(&shaderstate, 0, sizeof(shaderstate));
shaderstate.inited = true;
shaderstate.curvertdecl = -1;
for (i = 0; i < MAXRLIGHTMAPS; i++)
shaderstate.dummybatch.lightmap[i] = -1;
FTable_Init();
// BE_CreateSamplerStates();
// FTable_Init();
/* shaderstate.dynxyz_size = sizeof(vecV_t) * DYNVBUFFSIZE;
shaderstate.dyncol_size = sizeof(byte_vec4_t) * DYNVBUFFSIZE;
shaderstate.dynst_size = sizeof(vec2_t) * DYNVBUFFSIZE;
shaderstate.dynidx_size = sizeof(index_t) * DYNIBUFFSIZE;
*/
D3D11BE_Reset(false);
//set up the constant buffers
for (i = 0; i < NUMECBUFFERS; i++)
{
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(cbuf_entity_t);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
if (FAILED(ID3D11Device_CreateBuffer(pD3DDev11, &bd, NULL, &shaderstate.ecbuffers[i])))
return;
}
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(cbuf_view_t);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
if (FAILED(ID3D11Device_CreateBuffer(pD3DDev11, &bd, NULL, &shaderstate.vcbuffer)))
return;
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(cbuf_light_t);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
if (FAILED(ID3D11Device_CreateBuffer(pD3DDev11, &bd, NULL, &shaderstate.lcbuffer)))
return;
//generate the streaming buffers for stuff that doesn't provide info in nice static vbos
for (i = 0; i < NUMIBUFFERS; i++)
{
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.ByteWidth = VERTEXSTREAMSIZE;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
bd.Usage = D3D11_USAGE_DYNAMIC;
if (FAILED(ID3D11Device_CreateBuffer(pD3DDev11, &bd, NULL, &shaderstate.indexstream[i])))
return;
}
for (i = 0; i < NUMVBUFFERS; i++)
{
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.ByteWidth = VERTEXSTREAMSIZE;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
bd.Usage = D3D11_USAGE_DYNAMIC;
if (FAILED(ID3D11Device_CreateBuffer(pD3DDev11, &bd, NULL, &shaderstate.vertexstream[i])))
return;
}
/*
for (i = 0; i < LSHADER_MODES; i++)
{
if ((i & LSHADER_CUBE) && (i & LSHADER_SPOT))
continue;
shaderstate.shader_rtlight[i] = R_RegisterShader(va("rtlight%s%s%s",
(i & LSHADER_SMAP)?"#PCF":"",
(i & LSHADER_SPOT)?"#SPOT":"",
(i & LSHADER_CUBE)?"#CUBE":"")
, SUF_NONE, LIGHTPASS_SHADER);
}
*/
// shaderstate.shader_rtlight = R_RegisterShader("rtlight", SUF_NONE, LIGHTPASS_SHADER);
shaderstate.depthonly = R_RegisterShader("depthonly", SUF_NONE,
"{\n"
"program depthonly\n"
"{\n"
"depthwrite\n"
"maskcolor\n"
"}\n"
"}\n");
R_InitFlashblends();
}
void D3D11BE_Shutdown(void)
{
unsigned int i;
shaderstate.inited = false;
#ifdef RTLIGHTS
D3D11_TerminateShadowMap();
#endif
BE_DestroyVariousStates();
Z_Free(shaderstate.wbatches);
shaderstate.wbatches = NULL;
for (i = 0; i < countof(shaderstate.programfixedemu); i++)
Shader_ReleaseGeneric(shaderstate.programfixedemu[i]);
}
static void allocvertexbuffer(ID3D11Buffer **buf, unsigned int *offset, void **dest, unsigned int sz)
{
D3D11_MAPPED_SUBRESOURCE msr;
unsigned int maptype;
sz = (sz+63)&~63; //try to align it to a cacheline. I assume the memory is write-through cached.
if (shaderstate.purgevertexstream || shaderstate.vertexstreamoffset + sz > VERTEXSTREAMSIZE)
{
shaderstate.purgevertexstream = false;
shaderstate.vertexstreamoffset = 0;
maptype = D3D11_MAP_WRITE_DISCARD;
shaderstate.vertexstreamcycle++;
if (shaderstate.vertexstreamcycle == NUMVBUFFERS)
shaderstate.vertexstreamcycle = 0;
}
else
{
maptype = D3D11_MAP_WRITE_NO_OVERWRITE;
}
*buf = shaderstate.vertexstream[shaderstate.vertexstreamcycle];
if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)*buf, 0, maptype, 0, &msr)))
{
*offset = 0;
*buf = NULL;
*dest = NULL;
Con_Printf("allocvertexbuffer: failed to map vertex buffer\n");
return;
}
*dest = (index_t*)((qbyte*)msr.pData + shaderstate.vertexstreamoffset);
*offset = shaderstate.vertexstreamoffset;
shaderstate.vertexstreamoffset += sz;
return;
}
static unsigned int allocindexbuffer(index_t **dest, ID3D11Buffer **buf, unsigned int entries)
{
D3D11_MAPPED_SUBRESOURCE msr;
unsigned int sz = sizeof(index_t) * entries;
unsigned int maptype;
unsigned int ret;
if (shaderstate.purgeindexstream || shaderstate.indexstreamoffset + sz > VERTEXSTREAMSIZE)
{
shaderstate.purgeindexstream = false;
shaderstate.indexstreamoffset = 0;
maptype = D3D11_MAP_WRITE_DISCARD;
shaderstate.indexstreamcycle++;
if (shaderstate.indexstreamcycle == NUMIBUFFERS)
shaderstate.indexstreamcycle = 0;
}
else
{
maptype = D3D11_MAP_WRITE_NO_OVERWRITE;
}
*buf = shaderstate.indexstream[shaderstate.indexstreamcycle];
if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)*buf, 0, maptype, 0, &msr)))
{
*buf = NULL;
*dest = NULL;
Con_Printf("allocindexbuffer: failed to map index buffer\n");
return 0;
}
*dest = (index_t*)((qbyte*)msr.pData + shaderstate.indexstreamoffset);
ret = shaderstate.indexstreamoffset;
shaderstate.indexstreamoffset += sz;
return ret;
}
ID3D11ShaderResourceView *D3D11_Image_View(const texid_t id);
static void BindTexture(unsigned int tu, const texid_t id)
{
ID3D11ShaderResourceView *view = D3D11_Image_View(id);
if (shaderstate.pendingtextures[tu] != view)
{
shaderstate.textureschanged = true;
shaderstate.pendingtextures[tu] = view;
if (id)
shaderstate.texflags[tu] = id->flags&SHADER_PASS_IMAGE_FLAGS;
}
}
void D3D11BE_UnbindAllTextures(void)
{
int i;
for (i = 0; i < shaderstate.lastpasscount; i++)
shaderstate.pendingtextures[i] = NULL;
if (i)
{
ID3D11DeviceContext_PSSetShaderResources(d3ddevctx, 0, i, shaderstate.pendingtextures);
shaderstate.lastpasscount = 0;
}
}
const GUID DECLSPEC_SELECTANY IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a,0xb4,0x48,0x95,0x35,0xd3,0x4f,0x9c } };
static texid_t T_Gen_CurrentRender(void)
{
// int vwidth, vheight;
// int pwidth = vid.fbpwidth;
// int pheight = vid.fbpheight;
ID3D11Texture2D *backbuf;
#ifdef WINRT
extern IDXGISwapChain1 *d3dswapchain;
#else
extern IDXGISwapChain *d3dswapchain;
#endif
D3D11_TEXTURE2D_DESC tdesc = {0};
if (r_refdef.recurse)
return r_nulltex;
//FIXME: should be willing to use the current rendertargets instead
IDXGISwapChain_GetBuffer(d3dswapchain, 0, &IID_ID3D11Texture2D, (LPVOID*)&backbuf);
ID3D11Texture2D_GetDesc(backbuf, &tdesc);
// copy the scene to texture
if (!TEXVALID(shaderstate.currentrender) || tdesc.Width != shaderstate.currentrender->width || tdesc.Height != shaderstate.currentrender->height)
{
if (!shaderstate.currentrender)
shaderstate.currentrender = Image_CreateTexture("***$currentrender***", NULL, 0);
if (!shaderstate.currentrender)
return r_nulltex; //err
shaderstate.currentrender->width = tdesc.Width;
shaderstate.currentrender->height = tdesc.Height;
tdesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
tdesc.CPUAccessFlags = 0;
if (shaderstate.currentrender->ptr)
ID3D11Texture2D_Release((ID3D11Texture2D*)shaderstate.currentrender->ptr);
shaderstate.currentrender->ptr = NULL;
ID3D11Device_CreateTexture2D(pD3DDev11, &tdesc, NULL, (ID3D11Texture2D**)&shaderstate.currentrender->ptr);
}
ID3D11DeviceContext_CopyResource(d3ddevctx, (ID3D11Resource*)shaderstate.currentrender->ptr, (ID3D11Resource*)backbuf);
if (shaderstate.currentrender->ptr2)
ID3D11ShaderResourceView_Release((ID3D11ShaderResourceView*)shaderstate.currentrender->ptr2);
shaderstate.currentrender->ptr2 = NULL;
return shaderstate.currentrender;
}
static void SelectPassTexture(unsigned int tu, const shaderpass_t *pass)
{
extern texid_t r_whiteimage, missing_texture_gloss, missing_texture_normal;
switch(pass->texgen)
{
default:
case T_GEN_DIFFUSE:
BindTexture(tu, shaderstate.curtexnums->base);
break;
case T_GEN_NORMALMAP:
if (TEXLOADED(shaderstate.curtexnums->bump))
BindTexture(tu, shaderstate.curtexnums->bump);
else
BindTexture(tu, missing_texture_normal);
break;
case T_GEN_SPECULAR:
if (TEXLOADED(shaderstate.curtexnums->specular))
BindTexture(tu, shaderstate.curtexnums->specular);
else
BindTexture(tu, missing_texture_gloss);
break;
case T_GEN_UPPEROVERLAY:
BindTexture(tu, shaderstate.curtexnums->upperoverlay);
break;
case T_GEN_LOWEROVERLAY:
BindTexture(tu, shaderstate.curtexnums->loweroverlay);
break;
case T_GEN_FULLBRIGHT:
BindTexture(tu, shaderstate.curtexnums->fullbright);
break;
case T_GEN_ANIMMAP:
BindTexture(tu, pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes]);
break;
case T_GEN_3DMAP:
case T_GEN_CUBEMAP:
case T_GEN_SINGLEMAP:
BindTexture(tu, pass->anim_frames[0]);
break;
case T_GEN_DELUXMAP:
{
int lmi = shaderstate.curbatch->lightmap[0];
if (lmi < 0 || !lightmap[lmi]->hasdeluxe)
BindTexture(tu, r_nulltex);
else
{
lmi+=1;
BindTexture(tu, lightmap[lmi]->lightmap_texture);
}
}
break;
case T_GEN_LIGHTMAP:
{
int lmi = shaderstate.curbatch->lightmap[0];
if (lmi < 0)
BindTexture(tu, r_whiteimage);
else
BindTexture(tu, lightmap[lmi]->lightmap_texture);
}
break;
case T_GEN_CURRENTRENDER:
BindTexture(tu, T_Gen_CurrentRender());
break;
case T_GEN_VIDEOMAP:
#ifndef NOMEDIA
if (pass->cin)
{
BindTexture(tu, Media_UpdateForShader(pass->cin));
break;
}
#endif
BindTexture(tu, r_nulltex);
break;
case T_GEN_LIGHTCUBEMAP: //light's projected cubemap
if (shaderstate.curdlight)
BindTexture(tu, shaderstate.curdlight->cubetexture);
else
BindTexture(tu, r_nulltex);
break;
case T_GEN_SHADOWMAP: //light's depth values.
#ifdef RTLIGHTS
if (shaderstate.curdlight)
{
BindTexture(tu, D3D11_GetShadowMap(shaderstate.curdlight->fov>0));
break;
}
#endif
BindTexture(tu, r_nulltex);
break;
case T_GEN_SOURCECOLOUR: //used for render-to-texture targets
case T_GEN_SOURCEDEPTH: //used for render-to-texture targets
case T_GEN_REFLECTION: //reflection image (mirror-as-fbo)
case T_GEN_REFRACTION: //refraction image (portal-as-fbo)
case T_GEN_REFRACTIONDEPTH: //refraction image (portal-as-fbo)
case T_GEN_RIPPLEMAP: //ripplemap image (water surface distortions-as-fbo)
case T_GEN_SOURCECUBE: //used for render-to-texture targets
BindTexture(tu, r_nulltex);
break;
}
BE_ApplyTMUState(tu, pass->flags);
//pass blend modes are skipped - they're really only useful for fixed function. we should just use blend modes instead.
}
static void colourgenbyte(const shaderpass_t *pass, int cnt, byte_vec4_t *srcb, vec4_t *srcf, byte_vec4_t *dst, const mesh_t *mesh)
{
#define D3DCOLOR unsigned int
#define D3DCOLOR_ARGB(a,r,g,b) ((D3DCOLOR)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
#define D3DCOLOR_COLORVALUE(r,g,b,a) D3DCOLOR_RGBA((DWORD)((r)*255.f),(DWORD)((g)*255.f),(DWORD)((b)*255.f),(DWORD)((a)*255.f))
#define D3DCOLOR_RGBA(r,g,b,a) D3DCOLOR_ARGB(a,r,g,b)
D3DCOLOR block;
switch (pass->rgbgen)
{
case RGB_GEN_ENTITY:
block = D3DCOLOR_COLORVALUE(shaderstate.curentity->shaderRGBAf[0], shaderstate.curentity->shaderRGBAf[1], shaderstate.curentity->shaderRGBAf[2], shaderstate.curentity->shaderRGBAf[3]);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
case RGB_GEN_ONE_MINUS_ENTITY:
block = D3DCOLOR_COLORVALUE(1-shaderstate.curentity->shaderRGBAf[0], 1-shaderstate.curentity->shaderRGBAf[1], 1-shaderstate.curentity->shaderRGBAf[2], 1-shaderstate.curentity->shaderRGBAf[3]);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
case RGB_GEN_VERTEX_LIGHTING:
case RGB_GEN_VERTEX_EXACT:
if (srcb)
{
while((cnt)--)
{
qbyte r, g, b;
r=srcb[cnt][0];
g=srcb[cnt][1];
b=srcb[cnt][2];
dst[cnt][0] = b;
dst[cnt][1] = g;
dst[cnt][2] = r;
}
}
else if (srcf)
{
while((cnt)--)
{
int r, g, b;
r=srcf[cnt][0]*255;
g=srcf[cnt][1]*255;
b=srcf[cnt][2]*255;
dst[cnt][0] = bound(0, b, 255);
dst[cnt][1] = bound(0, g, 255);
dst[cnt][2] = bound(0, r, 255);
}
}
else
goto identity;
break;
case RGB_GEN_ONE_MINUS_VERTEX:
if (srcb)
{
while((cnt)--)
{
qbyte r, g, b;
r=255-srcb[cnt][0];
g=255-srcb[cnt][1];
b=255-srcb[cnt][2];
dst[cnt][0] = b;
dst[cnt][1] = g;
dst[cnt][2] = r;
}
}
else if (srcf)
{
while((cnt)--)
{
int r, g, b;
r=255-srcf[cnt][0]*255;
g=255-srcf[cnt][1]*255;
b=255-srcf[cnt][2]*255;
dst[cnt][0] = bound(0, b, 255);
dst[cnt][1] = bound(0, g, 255);
dst[cnt][2] = bound(0, r, 255);
}
}
else
goto identity;
break;
case RGB_GEN_IDENTITY_LIGHTING:
//compensate for overbrights
block = D3DCOLOR_RGBA(255, 255, 255, 255); //shaderstate.identitylighting
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
default:
identity:
case RGB_GEN_IDENTITY_OVERBRIGHT:
case RGB_GEN_IDENTITY:
block = D3DCOLOR_RGBA(255, 255, 255, 255);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
case RGB_GEN_CONST:
block = D3DCOLOR_COLORVALUE(pass->rgbgen_func.args[0], pass->rgbgen_func.args[1], pass->rgbgen_func.args[2], 1);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
case RGB_GEN_LIGHTING_DIFFUSE:
//collect lighting details for mobile entities
if (!mesh->normals_array)
{
block = D3DCOLOR_RGBA(255, 255, 255, 255);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
}
else
{
R_LightArraysByte_BGR(shaderstate.curentity , mesh->xyz_array, dst, cnt, mesh->normals_array);
}
break;
case RGB_GEN_WAVE:
{
float *table;
float c;
table = FTableForFunc(pass->rgbgen_func.type);
c = pass->rgbgen_func.args[2] + shaderstate.curtime * pass->rgbgen_func.args[3];
c = FTABLE_EVALUATE(table, c) * pass->rgbgen_func.args[1] + pass->rgbgen_func.args[0];
c = bound(0.0f, c, 1.0f);
block = D3DCOLOR_COLORVALUE(c, c, c, 1);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
}
break;
case RGB_GEN_TOPCOLOR:
case RGB_GEN_BOTTOMCOLOR:
#ifdef warningmsg
#pragma warningmsg("fix 24bit player colours")
#endif
block = D3DCOLOR_RGBA(255, 255, 255, 255);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
// Con_Printf("RGB_GEN %i not supported\n", pass->rgbgen);
break;
}
}
static void alphagenbyte(const shaderpass_t *pass, int cnt, byte_vec4_t *srcb, vec4_t *srcf, byte_vec4_t *dst, const mesh_t *mesh)
{
float *table;
unsigned char t;
float f;
vec3_t v1, v2;
switch (pass->alphagen)
{
default:
case ALPHA_GEN_IDENTITY:
if (shaderstate.flags & BEF_FORCETRANSPARENT)
{
f = shaderstate.curentity->shaderRGBAf[3];
if (f < 0)
t = 0;
else if (f >= 1)
t = 255;
else
t = f*255;
while(cnt--)
dst[cnt][3] = t;
}
else
{
while(cnt--)
dst[cnt][3] = 255;
}
break;
case ALPHA_GEN_CONST:
t = pass->alphagen_func.args[0]*255;
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_WAVE:
table = FTableForFunc(pass->alphagen_func.type);
f = pass->alphagen_func.args[2] + shaderstate.curtime * pass->alphagen_func.args[3];
f = FTABLE_EVALUATE(table, f) * pass->alphagen_func.args[1] + pass->alphagen_func.args[0];
t = bound(0.0f, f, 1.0f)*255;
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_PORTAL:
//FIXME: should this be per-vert?
VectorAdd(mesh->xyz_array[0], shaderstate.curentity->origin, v1);
VectorSubtract(r_origin, v1, v2);
f = VectorLength(v2) * (1.0 / 255.0);
t = bound(0.0f, f, 1.0f)*255;
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_VERTEX:
if (srcb)
{
while(cnt--)
{
dst[cnt][3] = srcb[cnt][3];
}
}
else if (srcf)
{
while(cnt--)
{
dst[cnt][3] = bound(0, srcf[cnt][3]*255, 255);
}
}
else
{
while(cnt--)
{
dst[cnt][3] = 255;
}
}
break;
case ALPHA_GEN_ENTITY:
t = bound(0, shaderstate.curentity->shaderRGBAf[3], 1)*255;
while(cnt--)
{
dst[cnt][3] = t;
}
break;
case ALPHA_GEN_SPECULAR:
{
int i;
VectorSubtract(r_origin, shaderstate.curentity->origin, v1);
if (!Matrix3_Compare(shaderstate.curentity->axis, (void *)axisDefault))
{
Matrix3_Multiply_Vec3(shaderstate.curentity->axis, v1, v2);
}
else
{
VectorCopy(v1, v2);
}
for (i = 0; i < cnt; i++)
{
VectorSubtract(v2, mesh->xyz_array[i], v1);
f = DotProduct(v1, mesh->normals_array[i]) * Q_rsqrt(DotProduct(v1,v1));
f = f * f * f * f * f;
dst[i][3] = bound (0, (int)(f*255), 255);
}
}
break;
}
}
//true if we used an array (flag to use uniforms for it instead if false)
static void BE_GenerateColourMods(unsigned int vertcount, const shaderpass_t *pass)
{
const mesh_t *m = shaderstate.meshlist[0];
if (pass->flags & SHADER_PASS_NOCOLORARRAY)
{
ID3D11Buffer *buf;
unsigned char *map;
unsigned int offset;
byte_vec4_t passcolour;
static byte_vec4_t fakesource = {0xff,0xff,0xff,0xff};
allocvertexbuffer(&buf, &offset, (void**)&map, sizeof(byte_vec4_t));
colourgenbyte(pass, 1, (byte_vec4_t*)&fakesource, NULL, (byte_vec4_t*)&passcolour, m);
alphagenbyte(pass, 1, (byte_vec4_t*)&fakesource, NULL, (byte_vec4_t*)&passcolour, m);
*(int*)map = *(int*)passcolour;
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)buf, 0);
shaderstate.stream_buffer[D3D11_BUFF_COL] = buf;
shaderstate.stream_offset[D3D11_BUFF_COL] = offset;
shaderstate.stream_stride[D3D11_BUFF_COL] = 0; //omg that's so lame!
}
else
{
if (shaderstate.batchvbo && (m->colors4f_array[0] &&
((pass->rgbgen == RGB_GEN_VERTEX_LIGHTING) ||
(pass->rgbgen == RGB_GEN_VERTEX_EXACT) ||
(pass->rgbgen == RGB_GEN_ONE_MINUS_VERTEX)) &&
(pass->alphagen == ALPHA_GEN_VERTEX)))
{
shaderstate.stream_buffer[D3D11_BUFF_COL] = shaderstate.batchvbo->colours[0].d3d.buff;
shaderstate.stream_offset[D3D11_BUFF_COL] = shaderstate.batchvbo->colours[0].d3d.offs;
shaderstate.stream_stride[D3D11_BUFF_COL] = sizeof(vbovdata_t);
}
else
{
ID3D11Buffer *buf;
byte_vec4_t *map;
unsigned int mno;
unsigned int offset;
allocvertexbuffer(&buf, &offset, (void**)&map, vertcount*sizeof(byte_vec4_t));
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
colourgenbyte(pass, m->numvertexes, m->colors4b_array, m->colors4f_array[0], map, m);
alphagenbyte(pass, m->numvertexes, m->colors4b_array, m->colors4f_array[0], map, m);
map += m->numvertexes;
}
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)buf, 0);
shaderstate.stream_buffer[D3D11_BUFF_COL] = buf;
shaderstate.stream_offset[D3D11_BUFF_COL] = offset;
shaderstate.stream_stride[D3D11_BUFF_COL] = sizeof(byte_vec4_t);
}
}
}
/*********************************************************************************************************/
/*========================================== texture coord generation =====================================*/
static void tcgen_environment(float *st, unsigned int numverts, float *xyz, float *normal)
{
int i;
vec3_t viewer, reflected;
float d;
vec3_t rorg;
RotateLightVector(shaderstate.curentity->axis, shaderstate.curentity->origin, r_origin, rorg);
for (i = 0 ; i < numverts ; i++, xyz += sizeof(vecV_t)/sizeof(vec_t), normal += 3, st += 2 )
{
VectorSubtract (rorg, xyz, viewer);
VectorNormalizeFast (viewer);
d = DotProduct (normal, viewer);
reflected[0] = normal[0]*2*d - viewer[0];
reflected[1] = normal[1]*2*d - viewer[1];
reflected[2] = normal[2]*2*d - viewer[2];
st[0] = 0.5 + reflected[1] * 0.5;
st[1] = 0.5 - reflected[2] * 0.5;
}
}
static float *tcgen(const shaderpass_t *pass, int cnt, float *dst, const mesh_t *mesh)
{
int i;
vecV_t *src;
switch (pass->tcgen)
{
default:
case TC_GEN_BASE:
return (float*)mesh->st_array;
case TC_GEN_LIGHTMAP:
return (float*)mesh->lmst_array[0];
case TC_GEN_NORMAL:
return (float*)mesh->normals_array;
case TC_GEN_SVECTOR:
return (float*)mesh->snormals_array;
case TC_GEN_TVECTOR:
return (float*)mesh->tnormals_array;
case TC_GEN_ENVIRONMENT:
tcgen_environment(dst, cnt, (float*)mesh->xyz_array, (float*)mesh->normals_array);
return dst;
case TC_GEN_DOTPRODUCT:
return dst;//mesh->st_array[0];
case TC_GEN_VECTOR:
src = mesh->xyz_array;
for (i = 0; i < cnt; i++, dst += 2)
{
dst[0] = DotProduct(pass->tcgenvec[0], src[i]);
dst[1] = DotProduct(pass->tcgenvec[1], src[i]);
}
return dst;
}
}
/*src and dst can be the same address when tcmods are chained*/
static void tcmod(const tcmod_t *tcmod, int cnt, const float *src, float *dst, const mesh_t *mesh)
{
float *table;
float t1, t2;
float cost, sint;
int j;
switch (tcmod->type)
{
case SHADER_TCMOD_ROTATE:
cost = tcmod->args[0] * shaderstate.curtime;
sint = R_FastSin(cost);
cost = R_FastSin(cost + 0.25);
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
t1 = cost * (src[0] - 0.5f) - sint * (src[1] - 0.5f) + 0.5f;
t2 = cost * (src[1] - 0.5f) + sint * (src[0] - 0.5f) + 0.5f;
dst[0] = t1;
dst[1] = t2;
}
break;
case SHADER_TCMOD_SCALE:
t1 = tcmod->args[0];
t2 = tcmod->args[1];
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] * t1;
dst[1] = src[1] * t2;
}
break;
case SHADER_TCMOD_TURB:
t1 = tcmod->args[2] + shaderstate.curtime * tcmod->args[3];
t2 = tcmod->args[1];
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] + R_FastSin (src[0]*t2+t1) * t2;
dst[1] = src[1] + R_FastSin (src[1]*t2+t1) * t2;
}
break;
case SHADER_TCMOD_STRETCH:
table = FTableForFunc(tcmod->args[0]);
t2 = tcmod->args[3] + shaderstate.curtime * tcmod->args[4];
t1 = FTABLE_EVALUATE(table, t2) * tcmod->args[2] + tcmod->args[1];
t1 = t1 ? 1.0f / t1 : 1.0f;
t2 = 0.5f - 0.5f * t1;
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] * t1 + t2;
dst[1] = src[1] * t1 + t2;
}
break;
case SHADER_TCMOD_SCROLL:
t1 = tcmod->args[0] * shaderstate.curtime;
t2 = tcmod->args[1] * shaderstate.curtime;
for (j = 0; j < cnt; j++, dst += 2, src+=2)
{
dst[0] = src[0] + t1;
dst[1] = src[1] + t2;
}
break;
case SHADER_TCMOD_TRANSFORM:
for (j = 0; j < cnt; j++, dst+=2, src+=2)
{
t1 = src[0];
t2 = src[1];
dst[0] = t1 * tcmod->args[0] + t2 * tcmod->args[2] + tcmod->args[4];
dst[1] = t2 * tcmod->args[1] + t1 * tcmod->args[3] + tcmod->args[5];
}
break;
default:
break;
}
}
static void BE_GenerateTCMods(const shaderpass_t *pass, float *dest)
{
mesh_t *mesh;
unsigned int mno;
int i;
float *src;
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
mesh = shaderstate.meshlist[mno];
src = tcgen(pass, mesh->numvertexes, dest, mesh);
//tcgen might return unmodified info
if (pass->numtcmods)
{
tcmod(&pass->tcmods[0], mesh->numvertexes, src, dest, mesh);
for (i = 1; i < pass->numtcmods; i++)
{
tcmod(&pass->tcmods[i], mesh->numvertexes, dest, dest, mesh);
}
}
else if (src != dest)
{
memcpy(dest, src, sizeof(vec2_t)*mesh->numvertexes);
}
dest += mesh->numvertexes*2;
}
}
//end texture coords
/*******************************************************************************************************************/
static void deformgen(const deformv_t *deformv, int cnt, vecV_t *src, vecV_t *dst, const mesh_t *mesh)
{
float *table;
int j, k;
float args[4];
float deflect;
switch (deformv->type)
{
default:
case DEFORMV_NONE:
if (src != dst)
memcpy(dst, src, sizeof(*src)*cnt);
break;
case DEFORMV_WAVE:
if (!mesh->normals_array)
{
if (src != dst)
memcpy(dst, src, sizeof(*src)*cnt);
return;
}
args[0] = deformv->func.args[0];
args[1] = deformv->func.args[1];
args[3] = deformv->func.args[2] + deformv->func.args[3] * shaderstate.curtime;
table = FTableForFunc(deformv->func.type);
for ( j = 0; j < cnt; j++ )
{
deflect = deformv->args[0] * (src[j][0]+src[j][1]+src[j][2]) + args[3];
deflect = FTABLE_EVALUATE(table, deflect) * args[1] + args[0];
// Deflect vertex along its normal by wave amount
VectorMA(src[j], deflect, mesh->normals_array[j], dst[j]);
}
break;
case DEFORMV_NORMAL:
//normal does not actually move the verts, but it does change the normals array
//we don't currently support that.
if (src != dst)
memcpy(dst, src, sizeof(*src)*cnt);
/*
args[0] = deformv->args[1] * shaderstate.curtime;
for ( j = 0; j < cnt; j++ )
{
args[1] = normalsArray[j][2] * args[0];
deflect = deformv->args[0] * R_FastSin(args[1]);
normalsArray[j][0] *= deflect;
deflect = deformv->args[0] * R_FastSin(args[1] + 0.25);
normalsArray[j][1] *= deflect;
VectorNormalizeFast(normalsArray[j]);
}
*/ break;
case DEFORMV_MOVE:
table = FTableForFunc(deformv->func.type);
deflect = deformv->func.args[2] + shaderstate.curtime * deformv->func.args[3];
deflect = FTABLE_EVALUATE(table, deflect) * deformv->func.args[1] + deformv->func.args[0];
for ( j = 0; j < cnt; j++ )
VectorMA(src[j], deflect, deformv->args, dst[j]);
break;
case DEFORMV_BULGE:
args[0] = deformv->args[0]/(2*M_PI);
args[1] = deformv->args[1];
args[2] = shaderstate.curtime * deformv->args[2]/(2*M_PI);
for (j = 0; j < cnt; j++)
{
deflect = R_FastSin(mesh->st_array[j][0]*args[0] + args[2])*args[1];
dst[j][0] = src[j][0]+deflect*mesh->normals_array[j][0];
dst[j][1] = src[j][1]+deflect*mesh->normals_array[j][1];
dst[j][2] = src[j][2]+deflect*mesh->normals_array[j][2];
}
break;
case DEFORMV_AUTOSPRITE:
if (mesh->numindexes < 6)
break;
for (j = 0; j < cnt-3; j+=4, src+=4, dst+=4)
{
vec3_t mid, d;
float radius;
mid[0] = 0.25*(src[0][0] + src[1][0] + src[2][0] + src[3][0]);
mid[1] = 0.25*(src[0][1] + src[1][1] + src[2][1] + src[3][1]);
mid[2] = 0.25*(src[0][2] + src[1][2] + src[2][2] + src[3][2]);
VectorSubtract(src[0], mid, d);
radius = 2*VectorLength(d);
for (k = 0; k < 4; k++)
{
dst[k][0] = mid[0] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[0+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[0+1]);
dst[k][1] = mid[1] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[4+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[4+1]);
dst[k][2] = mid[2] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[8+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[8+1]);
}
}
break;
case DEFORMV_AUTOSPRITE2:
if (mesh->numindexes < 6)
break;
for (k = 0; k < mesh->numindexes; k += 6)
{
int long_axis, short_axis;
vec3_t axis;
float len[3];
mat3_t m0, m1, m2, result;
float *quad[4];
vec3_t rot_centre, tv;
quad[0] = (float *)(dst + mesh->indexes[k+0]);
quad[1] = (float *)(dst + mesh->indexes[k+1]);
quad[2] = (float *)(dst + mesh->indexes[k+2]);
for (j = 2; j >= 0; j--)
{
quad[3] = (float *)(dst + mesh->indexes[k+3+j]);
if (!VectorEquals (quad[3], quad[0]) &&
!VectorEquals (quad[3], quad[1]) &&
!VectorEquals (quad[3], quad[2]))
{
break;
}
}
// build a matrix were the longest axis of the billboard is the Y-Axis
VectorSubtract(quad[1], quad[0], m0[0]);
VectorSubtract(quad[2], quad[0], m0[1]);
VectorSubtract(quad[2], quad[1], m0[2]);
len[0] = DotProduct(m0[0], m0[0]);
len[1] = DotProduct(m0[1], m0[1]);
len[2] = DotProduct(m0[2], m0[2]);
if ((len[2] > len[1]) && (len[2] > len[0]))
{
if (len[1] > len[0])
{
long_axis = 1;
short_axis = 0;
}
else
{
long_axis = 0;
short_axis = 1;
}
}
else if ((len[1] > len[2]) && (len[1] > len[0]))
{
if (len[2] > len[0])
{
long_axis = 2;
short_axis = 0;
}
else
{
long_axis = 0;
short_axis = 2;
}
}
else //if ( (len[0] > len[1]) && (len[0] > len[2]) )
{
if (len[2] > len[1])
{
long_axis = 2;
short_axis = 1;
}
else
{
long_axis = 1;
short_axis = 2;
}
}
if (DotProduct(m0[long_axis], m0[short_axis]))
{
VectorNormalize2(m0[long_axis], axis);
VectorCopy(axis, m0[1]);
if (axis[0] || axis[1])
{
VectorVectors(m0[1], m0[2], m0[0]);
}
else
{
VectorVectors(m0[1], m0[0], m0[2]);
}
}
else
{
VectorNormalize2(m0[long_axis], axis);
VectorNormalize2(m0[short_axis], m0[0]);
VectorCopy(axis, m0[1]);
CrossProduct(m0[0], m0[1], m0[2]);
}
for (j = 0; j < 3; j++)
rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25;
if (shaderstate.curentity)
{
VectorAdd(shaderstate.curentity->origin, rot_centre, tv);
}
else
{
VectorCopy(rot_centre, tv);
}
VectorSubtract(r_origin, tv, tv);
// filter any longest-axis-parts off the camera-direction
deflect = -DotProduct(tv, axis);
VectorMA(tv, deflect, axis, m1[2]);
VectorNormalizeFast(m1[2]);
VectorCopy(axis, m1[1]);
CrossProduct(m1[1], m1[2], m1[0]);
Matrix3_Transpose(m1, m2);
Matrix3_Multiply(m2, m0, result);
for (j = 0; j < 4; j++)
{
VectorSubtract(quad[j], rot_centre, tv);
Matrix3_Multiply_Vec3((void *)result, tv, quad[j]);
VectorAdd(rot_centre, quad[j], quad[j]);
}
}
break;
// case DEFORMV_PROJECTION_SHADOW:
// break;
}
}
static void BE_ApplyUniforms(program_t *prog, int permu)
{
ID3D11Buffer *cbuf[3] =
{
shaderstate.ecbuffers[shaderstate.ecbufferidx], //entity buffer
shaderstate.vcbuffer, //view buffer that changes rarely
shaderstate.lcbuffer //light buffer that changes rarelyish
};
//FIXME: how many of these calls can we avoid?
ID3D11DeviceContext_IASetInputLayout(d3ddevctx, prog->permu[permu].h.hlsl.layout);
ID3D11DeviceContext_VSSetShader(d3ddevctx, prog->permu[permu].h.hlsl.vert, NULL, 0);
ID3D11DeviceContext_HSSetShader(d3ddevctx, prog->permu[permu].h.hlsl.hull, NULL, 0);
ID3D11DeviceContext_DSSetShader(d3ddevctx, prog->permu[permu].h.hlsl.domain, NULL, 0);
ID3D11DeviceContext_GSSetShader(d3ddevctx, prog->permu[permu].h.hlsl.geom, NULL, 0);
ID3D11DeviceContext_PSSetShader(d3ddevctx, prog->permu[permu].h.hlsl.frag, NULL, 0);
ID3D11DeviceContext_IASetPrimitiveTopology(d3ddevctx, prog->permu[permu].h.hlsl.topology);
ID3D11DeviceContext_VSSetConstantBuffers(d3ddevctx, 0, 3, cbuf);
if (prog->permu[permu].h.hlsl.hull)
ID3D11DeviceContext_HSSetConstantBuffers(d3ddevctx, 0, 3, cbuf);
if (prog->permu[permu].h.hlsl.domain)
ID3D11DeviceContext_DSSetConstantBuffers(d3ddevctx, 0, 3, cbuf);
if (prog->permu[permu].h.hlsl.geom)
ID3D11DeviceContext_GSSetConstantBuffers(d3ddevctx, 0, 3, cbuf);
ID3D11DeviceContext_PSSetConstantBuffers(d3ddevctx, 0, 3, cbuf);
}
static void BE_RenderMeshProgram(program_t *p, shaderpass_t *pass, unsigned int vertcount, unsigned int idxfirst, unsigned int idxcount)
{
int passno;
int perm = 0;
if (TEXLOADED(shaderstate.curtexnums->bump) && p->permu[perm|PERMUTATION_BUMPMAP].h.loaded)
perm |= PERMUTATION_BUMPMAP;
if (TEXLOADED(shaderstate.curtexnums->fullbright) && p->permu[perm|PERMUTATION_FULLBRIGHT].h.loaded)
perm |= PERMUTATION_FULLBRIGHT;
if (p->permu[perm|PERMUTATION_UPPERLOWER].h.loaded && (TEXLOADED(shaderstate.curtexnums->upperoverlay) || TEXLOADED(shaderstate.curtexnums->loweroverlay)))
perm |= PERMUTATION_UPPERLOWER;
if (r_refdef.globalfog.density && p->permu[perm|PERMUTATION_FOG].h.loaded)
perm |= PERMUTATION_FOG;
// if (r_glsl_offsetmapping.ival && TEXLOADED(shaderstate.curtexnums->bump) && p->handle[perm|PERMUTATION_OFFSET.hlsl.vert)
// perm |= PERMUTATION_OFFSET;
BE_ApplyUniforms(p, perm);
D3D11BE_ApplyShaderBits(pass->shaderbits, &pass->becache);
/*activate tmus*/
for (passno = 0; passno < pass->numMergedPasses; passno++)
{
SelectPassTexture(passno, pass+passno);
}
/*deactivate any extras*/
for (; passno < shaderstate.lastpasscount; passno++)
{
shaderstate.pendingtextures[passno] = NULL;
shaderstate.textureschanged = true;
}
if (shaderstate.textureschanged)
ID3D11DeviceContext_PSSetShaderResources(d3ddevctx, 0, max(passno, pass->numMergedPasses), shaderstate.pendingtextures);
shaderstate.lastpasscount = pass->numMergedPasses;
ID3D11DeviceContext_DrawIndexed(d3ddevctx, idxcount, idxfirst, 0);
RQuantAdd(RQUANT_DRAWS, 1);
}
static void D3D11BE_Cull(unsigned int cullflags, int depthbias, float depthfactor)
{
HRESULT hr;
D3D11_RASTERIZER_DESC rasterdesc;
ID3D11RasterizerState *newrasterizerstate;
if (shaderstate.flags & BEF_FORCETWOSIDED)
cullflags = 0;
else if (cullflags)
cullflags ^= r_refdef.flipcull;
if (shaderstate.curcull != cullflags || shaderstate.depthbias != depthbias || shaderstate.depthfactor != depthfactor)
{
shaderstate.curcull = cullflags;
shaderstate.depthbias = depthbias;
shaderstate.depthfactor = depthfactor;
rasterdesc.AntialiasedLineEnable = false;
if (shaderstate.curcull & 1)
{
if (shaderstate.curcull & SHADER_CULL_FRONT)
rasterdesc.CullMode = D3D11_CULL_FRONT;
else if (shaderstate.curcull & SHADER_CULL_BACK)
rasterdesc.CullMode = D3D11_CULL_BACK;
else
rasterdesc.CullMode = D3D11_CULL_NONE;
}
else
{
if (shaderstate.curcull & SHADER_CULL_FRONT)
rasterdesc.CullMode = D3D11_CULL_BACK;
else if (shaderstate.curcull & SHADER_CULL_BACK)
rasterdesc.CullMode = D3D11_CULL_FRONT;
else
rasterdesc.CullMode = D3D11_CULL_NONE;
}
rasterdesc.DepthBias = shaderstate.depthbias;
rasterdesc.SlopeScaledDepthBias = shaderstate.depthfactor;
rasterdesc.DepthBiasClamp = 0.0f;
rasterdesc.DepthClipEnable = true;
rasterdesc.FillMode = 0?D3D11_FILL_WIREFRAME:D3D11_FILL_SOLID;
rasterdesc.FrontCounterClockwise = false;
rasterdesc.MultisampleEnable = false;
rasterdesc.ScissorEnable = true;
if (FAILED(hr=ID3D11Device_CreateRasterizerState(pD3DDev11, &rasterdesc, &newrasterizerstate)))
{
if (hr == DXGI_ERROR_DEVICE_REMOVED)
{
hr = ID3D11Device_GetDeviceRemovedReason(pD3DDev11);
switch(hr)
{
case DXGI_ERROR_DEVICE_HUNG:
Sys_Error("DXGI_ERROR_DEVICE_HUNG\nThe application's device failed due to badly formed commands sent by the application.\n");
break;
case DXGI_ERROR_DEVICE_REMOVED:
Sys_Error("DXGI_ERROR_DEVICE_REMOVED\nThe video card has been physically removed from the system, or a driver upgrade for the video card has occurred.\n");
break;
case DXGI_ERROR_DEVICE_RESET:
Sys_Error("DXGI_ERROR_DEVICE_RESET\nThe device failed due to a badly formed command.\n");
break;
case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
Sys_Error("DXGI_ERROR_DRIVER_INTERNAL_ERROR\nThe driver encountered a problem and was put into the device removed state.\n");
break;
case DXGI_ERROR_INVALID_CALL:
Sys_Error("invalid call! oh noes!\n");
break;
default:
break;
}
}
else
Con_Printf("ID3D11Device_CreateRasterizerState failed\n");
return;
}
ID3D11DeviceContext_RSSetState(d3ddevctx, newrasterizerstate);
ID3D11RasterizerState_Release(newrasterizerstate);
}
}
static void BE_DrawMeshChain_Internal(void)
{
shader_t *altshader;
unsigned int vertcount, idxcount, idxfirst;
mesh_t *m;
qboolean vblends; //software
// void *map;
// int i;
unsigned int mno;
unsigned int passno;
// extern cvar_t r_polygonoffset_submodel_factor;
// float pushdepth;
// float pushfactor;
altshader = shaderstate.curshader;
switch (shaderstate.mode)
{
case BEM_LIGHT:
altshader = shaderstate.shader_rtlight[shaderstate.curlmode];
break;
case BEM_DEPTHONLY:
altshader = shaderstate.curshader->bemoverrides[bemoverride_depthonly];
if (!altshader)
altshader = shaderstate.depthonly;
break;
default:
case BEM_STANDARD:
altshader = shaderstate.curshader;
break;
}
if (!altshader)
return;
if (0)//shaderstate.force2d)
{
RQuantAdd(RQUANT_2DBATCHES, 1);
}
else if (shaderstate.curentity == &r_worldentity)
{
RQuantAdd(RQUANT_WORLDBATCHES, 1);
}
else
{
RQuantAdd(RQUANT_ENTBATCHES, 1);
}
D3D11BE_Cull(shaderstate.curshader->flags & (SHADER_CULL_FRONT | SHADER_CULL_BACK), shaderstate.curshader->polyoffset.unit, shaderstate.curshader->polyoffset.factor);
memset(shaderstate.stream_buffer, 0, sizeof(shaderstate.stream_buffer));
//if this flag is set, then we have to generate our own arrays. to avoid processing extra verticies this may require that we re-pack the verts
if (shaderstate.meshlist[0]->xyz2_array)// && !altshader->prog)
{
vblends = true;
shaderstate.batchvbo = NULL;
}
else
{
vblends = false;
if (altshader->flags & SHADER_NEEDSARRAYS)
shaderstate.batchvbo = NULL;
}
/*so are index buffers*/
if (shaderstate.batchvbo && shaderstate.nummeshes == 1)
{
m = shaderstate.meshlist[0];
ID3D11DeviceContext_IASetIndexBuffer(d3ddevctx, shaderstate.batchvbo->indicies.d3d.buff, DXGI_FORMAT_R16_UINT, shaderstate.batchvbo->indicies.d3d.offs);
idxfirst = m->vbofirstelement;
vertcount = m->vbofirstvert + m->numvertexes;
idxcount = m->numindexes;
}
else if (shaderstate.batchvbo)
{ /*however, we still want to try to avoid discontinuities, because that would otherwise be more draw calls. we can have gaps in verts though*/
index_t *map;
ID3D11Buffer *buf;
unsigned int i;
unsigned int byteofs;
vertcount = shaderstate.batchvbo->vertcount;
for (mno = 0, idxcount = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
idxcount += m->numindexes;
}
byteofs = allocindexbuffer(&map, &buf, idxcount);
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
for (i = 0; i < m->numindexes; i++)
map[i] = m->indexes[i]+m->vbofirstvert;
map += m->numindexes;
}
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)buf, 0);
ID3D11DeviceContext_IASetIndexBuffer(d3ddevctx, buf, DXGI_FORMAT_R16_UINT, byteofs);
idxfirst = 0;
}
else
{ /*we're going to be using dynamic array stuff here, so generate an index array list that has no vertex gaps*/
index_t *map;
ID3D11Buffer *buf;
unsigned int i;
unsigned int byteofs;
for (mno = 0, vertcount = 0, idxcount = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
vertcount += m->numvertexes;
idxcount += m->numindexes;
}
byteofs = allocindexbuffer(&map, &buf, idxcount);
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
for (i = 0; i < m->numindexes; i++)
map[i] = m->indexes[i]+vertcount;
map += m->numindexes;
vertcount += m->numvertexes;
}
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)buf, 0);
ID3D11DeviceContext_IASetIndexBuffer(d3ddevctx, buf, DXGI_FORMAT_R16_UINT, byteofs);
idxfirst = 0;
}
/*vertex buffers are common to all passes*/
if (shaderstate.batchvbo && !vblends)
{
shaderstate.stream_buffer[D3D11_BUFF_POS] = shaderstate.batchvbo->coord.d3d.buff;
shaderstate.stream_offset[D3D11_BUFF_POS] = shaderstate.batchvbo->coord.d3d.offs;
shaderstate.stream_stride[D3D11_BUFF_POS] = sizeof(vbovdata_t);
}
else
{
ID3D11Buffer *buf;
vecV_t *map;
const mesh_t *m;
unsigned int mno;
unsigned int offset, i;
allocvertexbuffer(&buf, &offset, (void**)&map, vertcount*sizeof(vecV_t));
if (vblends)
{
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
const mesh_t *m = shaderstate.meshlist[mno];
vecV_t *ov = shaderstate.curshader->numdeforms?tmpbuf:map;
vecV_t *iv1 = m->xyz_array;
vecV_t *iv2 = m->xyz2_array;
float w1 = m->xyz_blendw[0];
float w2 = m->xyz_blendw[1];
for (i = 0; i < m->numvertexes; i++)
{
ov[i][0] = iv1[i][0]*w1 + iv2[i][0]*w2;
ov[i][1] = iv1[i][1]*w1 + iv2[i][1]*w2;
ov[i][2] = iv1[i][2]*w1 + iv2[i][2]*w2;
}
if (shaderstate.curshader->numdeforms)
{
for (i = 0; i < shaderstate.curshader->numdeforms-1; i++)
deformgen(&shaderstate.curshader->deforms[i], m->numvertexes, tmpbuf, tmpbuf, m);
deformgen(&shaderstate.curshader->deforms[i], m->numvertexes, tmpbuf, (vecV_t*)map, m);
}
map += m->numvertexes;
}
}
else if (shaderstate.curshader->numdeforms > 1)
{ //horrible code, because multiple deforms would otherwise READ from the gpu memory
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
deformgen(&shaderstate.curshader->deforms[0], m->numvertexes, m->xyz_array, tmpbuf, m);
for (i = 1; i < shaderstate.curshader->numdeforms-1; i++)
deformgen(&shaderstate.curshader->deforms[i], m->numvertexes, tmpbuf, tmpbuf, m);
deformgen(&shaderstate.curshader->deforms[i], m->numvertexes, tmpbuf, (vecV_t*)map, m);
map += m->numvertexes;
}
}
else
{
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
deformgen(&shaderstate.curshader->deforms[0], m->numvertexes, m->xyz_array, (vecV_t*)map, m);
map += m->numvertexes;
}
}
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)buf, 0);
shaderstate.stream_buffer[D3D11_BUFF_POS] = buf;
shaderstate.stream_offset[D3D11_BUFF_POS] = offset;
shaderstate.stream_stride[D3D11_BUFF_POS] = sizeof(vecV_t);
}
if (altshader->prog)
{
if (shaderstate.batchvbo)
{
shaderstate.stream_buffer[D3D11_BUFF_COL] = shaderstate.batchvbo->colours[0].d3d.buff;
shaderstate.stream_offset[D3D11_BUFF_COL] = shaderstate.batchvbo->colours[0].d3d.offs;
shaderstate.stream_stride[D3D11_BUFF_COL] = sizeof(vbovdata_t);
shaderstate.stream_buffer[D3D11_BUFF_TC] = shaderstate.batchvbo->texcoord.d3d.buff;
shaderstate.stream_offset[D3D11_BUFF_TC] = shaderstate.batchvbo->texcoord.d3d.offs;
shaderstate.stream_stride[D3D11_BUFF_TC] = sizeof(vbovdata_t);
shaderstate.stream_buffer[D3D11_BUFF_LMTC] = shaderstate.batchvbo->lmcoord[0].d3d.buff;
shaderstate.stream_offset[D3D11_BUFF_LMTC] = shaderstate.batchvbo->lmcoord[0].d3d.offs;
shaderstate.stream_stride[D3D11_BUFF_LMTC] = sizeof(vbovdata_t);
shaderstate.stream_buffer[D3D11_BUFF_NORM] = shaderstate.batchvbo->normals.d3d.buff;
shaderstate.stream_offset[D3D11_BUFF_NORM] = shaderstate.batchvbo->normals.d3d.offs;
shaderstate.stream_stride[D3D11_BUFF_NORM] = sizeof(vbovdata_t);
}
else
{
ID3D11Buffer *buf;
vec2_t *map;
vec2_t *lmmap;
const mesh_t *m;
unsigned int mno;
unsigned int offset, i;
if (shaderstate.meshlist[0]->colors4f_array[0])
{
byte_vec4_t *map;
allocvertexbuffer(&buf, &offset, (void**)&map, vertcount*sizeof(byte_vec4_t));
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
for (i = 0; i < m->numvertexes; i++)
((int*)map)[i] = D3DCOLOR_COLORVALUE(m->colors4f_array[0][i][2], m->colors4f_array[0][i][1], m->colors4f_array[0][i][0], m->colors4f_array[0][i][3]);
map += m->numvertexes;
}
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)buf, 0);
shaderstate.stream_buffer[D3D11_BUFF_COL] = buf;
shaderstate.stream_offset[D3D11_BUFF_COL] = offset;
shaderstate.stream_stride[D3D11_BUFF_COL] = sizeof(byte_vec4_t);
}
else if (shaderstate.meshlist[0]->colors4b_array)
{
byte_vec4_t *map;
allocvertexbuffer(&buf, &offset, (void**)&map, vertcount*sizeof(byte_vec4_t));
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
for (i = 0; i < m->numvertexes; i++)
memcpy(map, m->colors4b_array, vertcount*sizeof(byte_vec4_t));
map += m->numvertexes;
}
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)buf, 0);
shaderstate.stream_buffer[D3D11_BUFF_COL] = buf;
shaderstate.stream_offset[D3D11_BUFF_COL] = offset;
shaderstate.stream_stride[D3D11_BUFF_COL] = sizeof(byte_vec4_t);
}
else
{
shaderstate.stream_buffer[D3D11_BUFF_COL] = 0;
shaderstate.stream_offset[D3D11_BUFF_COL] = 0;
shaderstate.stream_stride[D3D11_BUFF_COL] = 0;
}
if (shaderstate.meshlist[0]->lmst_array[0])
{
allocvertexbuffer(&buf, &offset, (void**)&map, vertcount*sizeof(vec4_t));
lmmap = map + vertcount;
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
for (i = 0; i < m->numvertexes; i++)
{
map[i][0] = m->st_array[i][0];
map[i][1] = m->st_array[i][1];
lmmap[i][0] = m->lmst_array[0][i][0];
lmmap[i][1] = m->lmst_array[0][i][1];
}
map += m->numvertexes;
lmmap += m->numvertexes;
}
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)buf, 0);
shaderstate.stream_buffer[D3D11_BUFF_TC] = buf;
shaderstate.stream_offset[D3D11_BUFF_TC] = offset;
shaderstate.stream_stride[D3D11_BUFF_TC] = sizeof(vec2_t);
shaderstate.stream_buffer[D3D11_BUFF_LMTC] = buf;
shaderstate.stream_offset[D3D11_BUFF_LMTC] = offset+vertcount*sizeof(vec2_t);
shaderstate.stream_stride[D3D11_BUFF_LMTC] = sizeof(vec2_t);
}
else
{
allocvertexbuffer(&buf, &offset, (void**)&map, vertcount*sizeof(vec2_t));
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
for (i = 0; i < m->numvertexes; i++)
{
map[i][0] = m->st_array[i][0];
map[i][1] = m->st_array[i][1];
}
map += m->numvertexes;
}
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)buf, 0);
shaderstate.stream_buffer[D3D11_BUFF_TC] = buf;
shaderstate.stream_offset[D3D11_BUFF_TC] = offset;
shaderstate.stream_stride[D3D11_BUFF_TC] = sizeof(vec2_t);
shaderstate.stream_buffer[D3D11_BUFF_LMTC] = NULL;
shaderstate.stream_offset[D3D11_BUFF_LMTC] = 0;
shaderstate.stream_stride[D3D11_BUFF_LMTC] = 0;
}
}
ID3D11DeviceContext_IASetVertexBuffers(d3ddevctx, 0, D3D11_BUFF_MAX, (ID3D11Buffer**)shaderstate.stream_buffer, shaderstate.stream_stride, shaderstate.stream_offset);
BE_RenderMeshProgram(altshader->prog, altshader->passes, vertcount, idxfirst, idxcount);
}
else if (1)
{
shaderpass_t *p;
//d3d11 has no fixed function pipeline. we emulate it.
for (passno = 0; passno < altshader->numpasses; passno += p->numMergedPasses)
{
int emumode;
p = &altshader->passes[passno];
emumode = 0;
emumode = (p->shaderbits & SBITS_ATEST_BITS) >> SBITS_ATEST_SHIFT;
BE_GenerateColourMods(vertcount, p);
if (shaderstate.batchvbo)
{ //texcoords are all compatible with static arrays, supposedly
if (p->tcgen == TC_GEN_LIGHTMAP)
{
shaderstate.stream_buffer[D3D11_BUFF_TC] = shaderstate.batchvbo->lmcoord[0].d3d.buff;
shaderstate.stream_offset[D3D11_BUFF_TC] = shaderstate.batchvbo->lmcoord[0].d3d.offs;
shaderstate.stream_stride[D3D11_BUFF_TC] = sizeof(vbovdata_t);
}
else if (p->tcgen == TC_GEN_BASE)
{
shaderstate.stream_buffer[D3D11_BUFF_TC] = shaderstate.batchvbo->texcoord.d3d.buff;
shaderstate.stream_offset[D3D11_BUFF_TC] = shaderstate.batchvbo->texcoord.d3d.offs;
shaderstate.stream_stride[D3D11_BUFF_TC] = sizeof(vbovdata_t);
}
else
{
Con_Printf("should be unreachable\n");
}
}
else
{
ID3D11Buffer *buf;
float *map;
unsigned int offset;
allocvertexbuffer(&buf, &offset, (void**)&map, vertcount*sizeof(vec2_t));
BE_GenerateTCMods(p, map);
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)buf, 0);
shaderstate.stream_buffer[D3D11_BUFF_TC] = buf;
shaderstate.stream_offset[D3D11_BUFF_TC] = offset;
shaderstate.stream_stride[D3D11_BUFF_TC] = sizeof(vec2_t);
}
if (!shaderstate.programfixedemu[emumode])
{
char *modes[] = {
"","#ALPHATEST=>0.0","#ALPHATEST=<0.5","#ALPHATEST=>=0.5"
};
shaderstate.programfixedemu[emumode] = Shader_FindGeneric(va("fixedemu%s", modes[emumode]), QR_DIRECT3D11);
if (!shaderstate.programfixedemu[emumode])
break;
}
ID3D11DeviceContext_IASetVertexBuffers(d3ddevctx, 0, D3D11_BUFF_MAX, (ID3D11Buffer**)shaderstate.stream_buffer, shaderstate.stream_stride, shaderstate.stream_offset);
BE_RenderMeshProgram(shaderstate.programfixedemu[emumode], p, vertcount, idxfirst, idxcount);
}
}
}
void D3D11BE_SelectMode(backendmode_t mode)
{
shaderstate.mode = mode;
if (mode == BEM_STENCIL)
D3D11BE_ApplyShaderBits(SBITS_MASK_BITS, NULL);
}
qboolean D3D11BE_GenerateRTLightShader(unsigned int lmode)
{
if (!shaderstate.shader_rtlight[lmode])
{
shaderstate.shader_rtlight[lmode] = R_RegisterShader(va("rtlight%s%s%s",
(lmode & LSHADER_SMAP)?"#PCF":"",
(lmode & LSHADER_SPOT)?"#SPOT":"",
(lmode & LSHADER_CUBE)?"#CUBE":"")
, SUF_NONE, LIGHTPASS_SHADER);
}
if (!shaderstate.shader_rtlight[lmode]->prog)
return false;
return true;
}
qboolean D3D11BE_SelectDLight(dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode)
{
if (!D3D11BE_GenerateRTLightShader(lmode))
{
lmode &= ~(LSHADER_SMAP|LSHADER_CUBE);
if (!D3D11BE_GenerateRTLightShader(lmode))
return false;
}
shaderstate.curdlight = dl;
shaderstate.curlmode = lmode;
VectorCopy(colour, shaderstate.curdlight_colours);
D3D11BE_SetupLightCBuffer(dl, colour);
return true;
}
#ifdef RTLIGHTS
void D3D11BE_SetupForShadowMap(dlight_t *dl, qboolean isspot, int texwidth, int texheight, float shadowscale)
{
#define SHADOWMAP_SIZE 512
extern cvar_t r_shadow_shadowmapping_nearclip, r_shadow_shadowmapping_bias;
float nc = r_shadow_shadowmapping_nearclip.value;
float bias = r_shadow_shadowmapping_bias.value;
//much of the projection matrix cancels out due to symmetry and stuff
//we need to scale between -0.5,0.5 within the sub-image. the fragment shader will center on the subimage based upon the major axis.
//in d3d, the depth value is scaled between 0 and 1 (gl is -1 to 1).
//d3d's framebuffer is upside down or something annoying like that.
shaderstate.lightshadowmapproj[0] = shadowscale * (1.0-(1.0/texwidth)) * 0.5/3.0; //pinch x inwards
shaderstate.lightshadowmapproj[1] = -shadowscale * (1.0-(1.0/texheight)) * 0.5/2.0; //pinch y inwards
shaderstate.lightshadowmapproj[2] = 0.5*(dl->radius+nc)/(nc-dl->radius); //proj matrix 10
shaderstate.lightshadowmapproj[3] = (dl->radius*nc)/(nc-dl->radius) - bias*nc*(1024/texheight); //proj matrix 14
shaderstate.lightshadowmapscale[0] = 1.0/(SHADOWMAP_SIZE*3);
shaderstate.lightshadowmapscale[1] = -1.0/(SHADOWMAP_SIZE*2);
}
#endif
void D3D11BE_SelectEntity(entity_t *ent)
{
BE_RotateForEntity(ent, ent->model);
}
void D3D11BE_GenBatchVBOs(vbo_t **vbochain, batch_t *firstbatch, batch_t *stopbatch)
{
int maxvboelements;
int maxvboverts;
int vert = 0, idx = 0;
batch_t *batch;
vbo_t *vbo;
int i, j;
mesh_t *m;
ID3D11Buffer *vbuff;
ID3D11Buffer *ebuff;
index_t *vboedata, *vboedatastart;
vbovdata_t *vbovdata, *vbovdatastart;
D3D11_BUFFER_DESC vbodesc;
D3D11_BUFFER_DESC ebodesc;
D3D11_SUBRESOURCE_DATA srd;
vbo = Z_Malloc(sizeof(*vbo));
maxvboverts = 0;
maxvboelements = 0;
for(batch = firstbatch; batch != stopbatch; batch = batch->next)
{
for (i=0 ; i<batch->maxmeshes ; i++)
{
m = batch->mesh[i];
maxvboelements += m->numindexes;
maxvboverts += m->numvertexes;
}
}
vbovdatastart = vbovdata = BZ_Malloc(sizeof(*vbovdata) * maxvboverts);
vboedatastart = vboedata = BZ_Malloc(sizeof(*vboedata) * maxvboelements);
for(batch = firstbatch; batch != stopbatch; batch = batch->next)
{
batch->vbo = vbo;
for (j=0 ; j<batch->maxmeshes ; j++)
{
m = batch->mesh[j];
m->vbofirstvert = vert;
for (i = 0; i < m->numvertexes; i++)
{
VectorCopy(m->xyz_array[i], vbovdata->coord);
vbovdata->coord[3] = 1;
Vector2Copy(m->st_array[i], vbovdata->tex);
if (m->lmst_array[0])
Vector2Copy(m->lmst_array[0][i], vbovdata->lm);
else
Vector2Copy(m->st_array[i], vbovdata->tex);
if (m->normals_array)
VectorCopy(m->normals_array[i], vbovdata->ndir);
else
VectorSet(vbovdata->ndir, 0, 0, 1);
if (m->snormals_array)
VectorCopy(m->snormals_array[i], vbovdata->sdir);
else
VectorSet(vbovdata->sdir, 1, 0, 0);
if (m->tnormals_array)
VectorCopy(m->tnormals_array[i], vbovdata->tdir);
else
VectorSet(vbovdata->tdir, 0, 1, 0);
if (m->colors4f_array[0])
Vector4Scale(m->colors4f_array[0][i], 255, vbovdata->colorsb);
else if (m->colors4b_array)
Vector4Copy(m->colors4b_array[i], vbovdata->colorsb);
else
Vector4Set(vbovdata->colorsb, 255, 255, 255, 255);
vbovdata++;
}
m->vbofirstelement = idx;
for (i = 0; i < m->numindexes; i++)
{
*vboedata++ = vert + m->indexes[i];
}
idx += m->numindexes;
vert += m->numvertexes;
}
}
//generate the ebo, and submit the data to the driver
ebodesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
ebodesc.ByteWidth = sizeof(*vboedata) * maxvboelements;
ebodesc.CPUAccessFlags = 0;
ebodesc.MiscFlags = 0;
ebodesc.StructureByteStride = 0;
ebodesc.Usage = D3D11_USAGE_DEFAULT;
srd.pSysMem = vboedatastart;
srd.SysMemPitch = 0;
srd.SysMemSlicePitch = 0;
ID3D11Device_CreateBuffer(pD3DDev11, &ebodesc, &srd, &ebuff);
shaderstate.numlivevbos++;
BZ_Free(vboedatastart);
//generate the vbo, and submit the data to the driver
vbodesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbodesc.ByteWidth = sizeof(*vbovdata) * maxvboverts;
vbodesc.CPUAccessFlags = 0;
vbodesc.MiscFlags = 0;
vbodesc.StructureByteStride = 0;
vbodesc.Usage = D3D11_USAGE_DEFAULT;
srd.pSysMem = vbovdatastart;
srd.SysMemPitch = 0;
srd.SysMemSlicePitch = 0;
ID3D11Device_CreateBuffer(pD3DDev11, &vbodesc, &srd, &vbuff);
shaderstate.numlivevbos++;
BZ_Free(vbovdatastart);
vbovdata = NULL;
vbo->coord.d3d.buff = vbuff;
vbo->coord.d3d.offs = (quintptr_t)&vbovdata->coord;
vbo->texcoord.d3d.buff = vbuff;
vbo->texcoord.d3d.offs = (quintptr_t)&vbovdata->tex;
vbo->lmcoord[0].d3d.buff = vbuff;
vbo->lmcoord[0].d3d.offs = (quintptr_t)&vbovdata->lm;
vbo->normals.d3d.buff = vbuff;
vbo->normals.d3d.offs = (quintptr_t)&vbovdata->ndir;
vbo->svector.d3d.buff = vbuff;
vbo->svector.d3d.offs = (quintptr_t)&vbovdata->sdir;
vbo->tvector.d3d.buff = vbuff;
vbo->tvector.d3d.offs = (quintptr_t)&vbovdata->tdir;
vbo->colours[0].d3d.buff = vbuff;
vbo->colours[0].d3d.offs = (quintptr_t)&vbovdata->colorsb;
vbo->indicies.d3d.buff = ebuff;
vbo->indicies.d3d.offs = 0;
vbo->indexcount = maxvboelements;
vbo->vertcount = maxvboverts;
vbo->next = *vbochain;
*vbochain = vbo;
}
void D3D11BE_GenBrushModelVBO(model_t *mod)
{
unsigned int vcount;
batch_t *batch, *fbatch;
int sortid;
int i;
fbatch = NULL;
vcount = 0;
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
{
if (!mod->batches[sortid])
continue;
for (fbatch = batch = mod->batches[sortid]; batch != NULL; batch = batch->next)
{
//firstmesh got reused as the number of verticies in each batch
if (vcount + batch->firstmesh > MAX_INDICIES)
{
D3D11BE_GenBatchVBOs(&mod->vbos, fbatch, batch);
fbatch = batch;
vcount = 0;
}
for (i = 0; i < batch->maxmeshes; i++)
vcount += batch->mesh[i]->numvertexes;
}
D3D11BE_GenBatchVBOs(&mod->vbos, fbatch, batch);
}
}
/*Wipes a vbo*/
void D3D11BE_ClearVBO(vbo_t *vbo)
{
ID3D11Buffer *vbuff = vbo->coord.d3d.buff;
ID3D11Buffer *ebuff = vbo->indicies.d3d.buff;
if (vbuff)
{
ID3D11Buffer_Release(vbuff);
shaderstate.numlivevbos--;
}
if (ebuff)
{
ID3D11Buffer_Release(ebuff);
shaderstate.numlivevbos--;
}
vbo->coord.d3d.buff = NULL;
vbo->indicies.d3d.buff = NULL;
BZ_Free(vbo);
}
/*upload all lightmaps at the start to reduce lags*/
static void BE_UploadLightmaps(qboolean force)
{
int i;
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
continue;
if (force)
{
lightmap[i]->rectchange.l = 0;
lightmap[i]->rectchange.t = 0;
lightmap[i]->rectchange.r = lightmap[i]->width;
lightmap[i]->rectchange.b = lightmap[i]->height;
lightmap[i]->modified = true;
}
if (lightmap[i]->modified)
{
D3D11_UploadLightmap(lightmap[i]);
}
}
}
void D3D11BE_UploadAllLightmaps(void)
{
BE_UploadLightmaps(true);
}
qboolean D3D11BE_LightCullModel(vec3_t org, model_t *model)
{
#ifdef RTLIGHTS
if ((shaderstate.mode == BEM_LIGHT || shaderstate.mode == BEM_STENCIL))
{
/*true if hidden from current light*/
/*we have no rtlight support, so mneh*/
}
#endif
return false;
}
batch_t *D3D11BE_GetTempBatch(void)
{
if (shaderstate.wbatch >= shaderstate.maxwbatches)
{
shaderstate.wbatch++;
return NULL;
}
return &shaderstate.wbatches[shaderstate.wbatch++];
}
float projd3dtogl[16] =
{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 2.0, 0.0,
0.0, 0.0, -1.0, 1.0
};
float projgltod3d[16] =
{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.5, 1.0
};
void D3D11BE_SetupViewCBuffer(void)
{
cbuf_view_t *cbv;
D3D11_MAPPED_SUBRESOURCE msr;
if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)shaderstate.vcbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &msr)))
{
Con_Printf("BE_RotateForEntity: failed to map constant buffer\n");
return;
}
cbv = (cbuf_view_t*)msr.pData;
//we internally use gl-style projection matricies.
//gl's viewport is based upon -1 to 1 depth.
//d3d uses 0 to 1 depth.
//so we scale the projection matrix by a bias
#if 1
Matrix4_Multiply(projgltod3d, r_refdef.m_projection, cbv->m_projection);
#else
memcpy(cbv->m_projection, r_refdef.m_projection, sizeof(cbv->m_projection));
cbv->m_projection[10] = r_refdef.m_projection[10] * 0.5;
#endif
memcpy(cbv->m_view, r_refdef.m_view, sizeof(cbv->m_view));
VectorCopy(r_origin, cbv->v_eyepos);
cbv->v_time = r_refdef.time;
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)shaderstate.vcbuffer, 0);
}
void D3D11BE_SetupLightCBuffer(dlight_t *l, vec3_t colour)
{
extern cvar_t gl_specular;
cbuf_light_t *cbl;
D3D11_MAPPED_SUBRESOURCE msr;
if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)shaderstate.lcbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &msr)))
{
Con_Printf("BE_RotateForEntity: failed to map constant buffer\n");
return;
}
cbl = (cbuf_light_t*)msr.pData;
cbl->l_lightradius = l->radius;
Matrix4x4_CM_LightMatrixFromAxis(cbl->l_cubematrix, l->axis[0], l->axis[1], l->axis[2], l->origin);
VectorCopy(l->origin, cbl->l_lightposition);
cbl->padl1 = 0;
VectorCopy(colour, cbl->l_colour);
#ifdef RTLIGHTS
VectorCopy(l->lightcolourscales, cbl->l_lightcolourscale);
cbl->l_lightcolourscale[0] = l->lightcolourscales[0];
cbl->l_lightcolourscale[1] = l->lightcolourscales[1];
cbl->l_lightcolourscale[2] = l->lightcolourscales[2] * gl_specular.value;
#endif
cbl->l_lightradius = l->radius;
Vector4Copy(shaderstate.lightshadowmapproj, cbl->l_shadowmapproj);
Vector2Copy(shaderstate.lightshadowmapscale, cbl->l_shadowmapscale);
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)shaderstate.lcbuffer, 0);
}
//also updates the entity constant buffer
static void BE_RotateForEntity (const entity_t *e, const model_t *mod)
{
int i;
float ndr;
float modelinv[16];
float *m = shaderstate.m_model;
cbuf_entity_t *cbe;
D3D11_MAPPED_SUBRESOURCE msr;
shaderstate.ecbufferidx = (shaderstate.ecbufferidx + 1) & (NUMECBUFFERS-1);
if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)shaderstate.ecbuffers[shaderstate.ecbufferidx], 0, D3D11_MAP_WRITE_DISCARD, 0, &msr)))
{
Con_Printf("BE_RotateForEntity: failed to map constant buffer\n");
return;
}
cbe = (cbuf_entity_t*)msr.pData;
shaderstate.curentity = e;
if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
{
float em[16];
float vm[16];
if (e->flags & RF_WEAPONMODELNOBOB)
{
vm[0] = vpn[0];
vm[1] = vpn[1];
vm[2] = vpn[2];
vm[3] = 0;
vm[4] = -vright[0];
vm[5] = -vright[1];
vm[6] = -vright[2];
vm[7] = 0;
vm[8] = vup[0];
vm[9] = vup[1];
vm[10] = vup[2];
vm[11] = 0;
vm[12] = r_refdef.vieworg[0];
vm[13] = r_refdef.vieworg[1];
vm[14] = r_refdef.vieworg[2];
vm[15] = 1;
}
else
{
vm[0] = r_refdef.playerview->vw_axis[0][0];
vm[1] = r_refdef.playerview->vw_axis[0][1];
vm[2] = r_refdef.playerview->vw_axis[0][2];
vm[3] = 0;
vm[4] = r_refdef.playerview->vw_axis[1][0];
vm[5] = r_refdef.playerview->vw_axis[1][1];
vm[6] = r_refdef.playerview->vw_axis[1][2];
vm[7] = 0;
vm[8] = r_refdef.playerview->vw_axis[2][0];
vm[9] = r_refdef.playerview->vw_axis[2][1];
vm[10] = r_refdef.playerview->vw_axis[2][2];
vm[11] = 0;
vm[12] = r_refdef.playerview->vw_origin[0];
vm[13] = r_refdef.playerview->vw_origin[1];
vm[14] = r_refdef.playerview->vw_origin[2];
vm[15] = 1;
}
em[0] = e->axis[0][0];
em[1] = e->axis[0][1];
em[2] = e->axis[0][2];
em[3] = 0;
em[4] = e->axis[1][0];
em[5] = e->axis[1][1];
em[6] = e->axis[1][2];
em[7] = 0;
em[8] = e->axis[2][0];
em[9] = e->axis[2][1];
em[10] = e->axis[2][2];
em[11] = 0;
em[12] = e->origin[0];
em[13] = e->origin[1];
em[14] = e->origin[2];
em[15] = 1;
Matrix4_Multiply(vm, em, m);
}
else
{
m[0] = e->axis[0][0];
m[1] = e->axis[0][1];
m[2] = e->axis[0][2];
m[3] = 0;
m[4] = e->axis[1][0];
m[5] = e->axis[1][1];
m[6] = e->axis[1][2];
m[7] = 0;
m[8] = e->axis[2][0];
m[9] = e->axis[2][1];
m[10] = e->axis[2][2];
m[11] = 0;
m[12] = e->origin[0];
m[13] = e->origin[1];
m[14] = e->origin[2];
m[15] = 1;
}
if (e->scale != 1 && e->scale != 0) //hexen 2 stuff
{
#ifdef HEXEN2
float z;
float escale;
escale = e->scale;
switch(e->drawflags&SCALE_TYPE_MASK)
{
default:
case SCALE_TYPE_UNIFORM:
VectorScale((m+0), escale, (m+0));
VectorScale((m+4), escale, (m+4));
VectorScale((m+8), escale, (m+8));
break;
case SCALE_TYPE_XYONLY:
VectorScale((m+0), escale, (m+0));
VectorScale((m+4), escale, (m+4));
break;
case SCALE_TYPE_ZONLY:
VectorScale((m+8), escale, (m+8));
break;
}
if (mod && (e->drawflags&SCALE_TYPE_MASK) != SCALE_TYPE_XYONLY)
{
switch(e->drawflags&SCALE_ORIGIN_MASK)
{
case SCALE_ORIGIN_CENTER:
z = ((mod->maxs[2] + mod->mins[2]) * (1-escale))/2;
VectorMA((m+12), z, e->axis[2], (m+12));
break;
case SCALE_ORIGIN_BOTTOM:
VectorMA((m+12), mod->mins[2]*(1-escale), e->axis[2], (m+12));
break;
case SCALE_ORIGIN_TOP:
VectorMA((m+12), -mod->maxs[2], e->axis[2], (m+12));
break;
}
}
#else
VectorScale((m+0), e->scale, (m+0));
VectorScale((m+4), e->scale, (m+4));
VectorScale((m+8), e->scale, (m+8));
#endif
}
else if (mod && !strcmp(mod->name, "progs/eyes.mdl"))
{
/*resize eyes, to make them easier to see*/
m[14] -= (22 + 8);
VectorScale((m+0), 2, (m+0));
VectorScale((m+4), 2, (m+4));
VectorScale((m+8), 2, (m+8));
}
if (mod && !ruleset_allow_larger_models.ival && mod->clampscale != 1)
{ //possibly this should be on a per-frame basis, but that's a real pain to do
Con_DPrintf("Rescaling %s by %f\n", mod->name, mod->clampscale);
VectorScale((m+0), mod->clampscale, (m+0));
VectorScale((m+4), mod->clampscale, (m+4));
VectorScale((m+8), mod->clampscale, (m+8));
}
memcpy(cbe->m_model, m, sizeof(cbe->m_model));
Matrix4_Invert(shaderstate.m_model, modelinv);
cbe->e_time = r_refdef.time - shaderstate.curentity->shaderTime;
VectorCopy(e->light_avg, cbe->e_light_ambient);
VectorCopy(e->light_dir, cbe->e_light_dir);
VectorCopy(e->light_range, cbe->e_light_mul);
//various stuff in modelspace
Matrix4x4_CM_Transform3(modelinv, r_origin, cbe->e_eyepos);
for (i = 0; i < MAXRLIGHTMAPS ; i++)
{
extern cvar_t gl_overbright;
unsigned char s = shaderstate.curbatch?shaderstate.curbatch->lmlightstyle[i]:0;
float sc;
if (s == 255)
{
if (i == 0)
{
if (shaderstate.curentity->model && shaderstate.curentity->model->engineflags & MDLF_NEEDOVERBRIGHT)
sc = (1<<bound(0, gl_overbright.ival, 2)) * shaderstate.identitylighting;
else
sc = shaderstate.identitylighting;
cbe->e_lmscale[i][0] = sc;
cbe->e_lmscale[i][1] = sc;
cbe->e_lmscale[i][2] = sc;
cbe->e_lmscale[i][3] = 1;
i++;
}
for (; i < MAXRLIGHTMAPS ; i++)
{
cbe->e_lmscale[i][0] = 0;
cbe->e_lmscale[i][1] = 0;
cbe->e_lmscale[i][2] = 0;
cbe->e_lmscale[i][3] = 1;
}
break;
}
if (shaderstate.curentity->model && shaderstate.curentity->model->engineflags & MDLF_NEEDOVERBRIGHT)
sc = (1<<bound(0, gl_overbright.ival, 2)) * shaderstate.identitylighting;
else
sc = shaderstate.identitylighting;
sc *= d_lightstylevalue[s]/256.0f;
Vector4Set(cbe->e_lmscale[i], sc, sc, sc, 1);
}
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)shaderstate.ecbuffers[shaderstate.ecbufferidx], 0);
ndr = (e->flags & RF_DEPTHHACK)?0.333:1;
if (ndr != shaderstate.depthrange)
{
D3D11_VIEWPORT vport;
shaderstate.depthrange = ndr;
vport.TopLeftX = r_refdef.pxrect.x;
vport.TopLeftY = r_refdef.pxrect.y;
vport.Width = r_refdef.pxrect.width;
vport.Height = r_refdef.pxrect.height;
vport.MinDepth = 0;
vport.MaxDepth = shaderstate.depthrange;
ID3D11DeviceContext_RSSetViewports(d3ddevctx, 1, &vport);
}
}
void D3D11BE_SubmitBatch(batch_t *batch)
{
shader_t *shader = batch->shader;
shaderstate.nummeshes = batch->meshes - batch->firstmesh;
if (!shaderstate.nummeshes)
return;
shaderstate.curbatch = batch;
shaderstate.batchvbo = batch->vbo;
shaderstate.meshlist = batch->mesh + batch->firstmesh;
shaderstate.curshader = shader;
if (shaderstate.curentity != batch->ent)
{
BE_RotateForEntity(batch->ent, batch->ent->model);
shaderstate.curtime = r_refdef.time - shaderstate.curentity->shaderTime;
}
if (batch->skin)
shaderstate.curtexnums = batch->skin;
else if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.flags = batch->flags;
BE_DrawMeshChain_Internal();
}
void D3D11BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
{
shaderstate.curbatch = &shaderstate.dummybatch;
shaderstate.batchvbo = vbo;
shaderstate.curshader = shader;
if (texnums)
shaderstate.curtexnums = texnums;
else if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.meshlist = meshlist;
shaderstate.nummeshes = nummeshes;
shaderstate.flags = beflags;
BE_DrawMeshChain_Internal();
}
void D3D11BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags)
{
shaderstate.curbatch = &shaderstate.dummybatch;
shaderstate.batchvbo = vbo;
shaderstate.curtime = realtime;
shaderstate.curshader = shader;
if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.meshlist = &meshchain;
shaderstate.nummeshes = 1;
shaderstate.flags = beflags;
BE_DrawMeshChain_Internal();
}
static void BE_SubmitMeshesSortList(batch_t *sortlist)
{
batch_t *batch;
for (batch = sortlist; batch; batch = batch->next)
{
if (batch->meshes == batch->firstmesh)
continue;
if (batch->buildmeshes)
batch->buildmeshes(batch);
if (batch->shader->flags & SHADER_NODLIGHT)
if (shaderstate.mode == BEM_LIGHT)
continue;
if (batch->shader->flags & SHADER_SKY)
{
if (!batch->shader->prog)
{
if (shaderstate.mode == BEM_STANDARD)
R_DrawSkyChain (batch);
continue;
}
}
BE_SubmitBatch(batch);
}
}
/*generates a new modelview matrix, as well as vpn vectors*/
static void R_MirrorMatrix(plane_t *plane)
{
float mirror[16];
float view[16];
float result[16];
vec3_t pnorm;
VectorNegate(plane->normal, pnorm);
mirror[0] = 1-2*pnorm[0]*pnorm[0];
mirror[1] = -2*pnorm[0]*pnorm[1];
mirror[2] = -2*pnorm[0]*pnorm[2];
mirror[3] = 0;
mirror[4] = -2*pnorm[1]*pnorm[0];
mirror[5] = 1-2*pnorm[1]*pnorm[1];
mirror[6] = -2*pnorm[1]*pnorm[2] ;
mirror[7] = 0;
mirror[8] = -2*pnorm[2]*pnorm[0];
mirror[9] = -2*pnorm[2]*pnorm[1];
mirror[10] = 1-2*pnorm[2]*pnorm[2];
mirror[11] = 0;
mirror[12] = -2*pnorm[0]*plane->dist;
mirror[13] = -2*pnorm[1]*plane->dist;
mirror[14] = -2*pnorm[2]*plane->dist;
mirror[15] = 1;
view[0] = vpn[0];
view[1] = vpn[1];
view[2] = vpn[2];
view[3] = 0;
view[4] = -vright[0];
view[5] = -vright[1];
view[6] = -vright[2];
view[7] = 0;
view[8] = vup[0];
view[9] = vup[1];
view[10] = vup[2];
view[11] = 0;
view[12] = r_refdef.vieworg[0];
view[13] = r_refdef.vieworg[1];
view[14] = r_refdef.vieworg[2];
view[15] = 1;
VectorMA(r_refdef.vieworg, 0.25, plane->normal, r_refdef.pvsorigin);
Matrix4_Multiply(mirror, view, result);
vpn[0] = result[0];
vpn[1] = result[1];
vpn[2] = result[2];
vright[0] = -result[4];
vright[1] = -result[5];
vright[2] = -result[6];
vup[0] = result[8];
vup[1] = result[9];
vup[2] = result[10];
r_refdef.vieworg[0] = result[12];
r_refdef.vieworg[1] = result[13];
r_refdef.vieworg[2] = result[14];
}
static entity_t *R_NearestPortal(plane_t *plane)
{
int i;
entity_t *best = NULL;
float dist, bestd = 0;
//for q3-compat, portals on world scan for a visedict to use for their view.
for (i = 0; i < cl_numvisedicts; i++)
{
if (cl_visedicts[i].rtype == RT_PORTALSURFACE)
{
dist = DotProduct(cl_visedicts[i].origin, plane->normal)-plane->dist;
dist = fabs(dist);
if (dist < 64 && (!best || dist < bestd))
best = &cl_visedicts[i];
}
}
return best;
}
static void TransformCoord(vec3_t in, vec3_t planea[3], vec3_t planeo, vec3_t viewa[3], vec3_t viewo, vec3_t result)
{
int i;
vec3_t local;
vec3_t transformed;
float d;
local[0] = in[0] - planeo[0];
local[1] = in[1] - planeo[1];
local[2] = in[2] - planeo[2];
VectorClear(transformed);
for ( i = 0 ; i < 3 ; i++ )
{
d = DotProduct(local, planea[i]);
VectorMA(transformed, d, viewa[i], transformed);
}
result[0] = transformed[0] + viewo[0];
result[1] = transformed[1] + viewo[1];
result[2] = transformed[2] + viewo[2];
}
static void TransformDir(vec3_t in, vec3_t planea[3], vec3_t viewa[3], vec3_t result)
{
int i;
float d;
vec3_t tmp;
VectorCopy(in, tmp);
VectorClear(result);
for ( i = 0 ; i < 3 ; i++ )
{
d = DotProduct(tmp, planea[i]);
VectorMA(result, d, viewa[i], result);
}
}
static void R_DrawPortal(batch_t *batch, batch_t **blist)
{
entity_t *view;
// float glplane[4];
plane_t plane;
refdef_t oldrefdef;
mesh_t *mesh = batch->mesh[batch->firstmesh];
int sort;
if (r_refdef.recurse)// || !r_portalrecursion.ival)
return;
VectorCopy(mesh->normals_array[0], plane.normal);
plane.dist = DotProduct(mesh->xyz_array[0], plane.normal);
//if we're too far away from the surface, don't draw anything
if (batch->shader->flags & SHADER_AGEN_PORTAL)
{
/*there's a portal alpha blend on that surface, that fades out after this distance*/
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist > batch->shader->portaldist)
return;
}
//if we're behind it, then also don't draw anything.
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist < 0)
return;
view = R_NearestPortal(&plane);
//if (!view)
// return;
oldrefdef = r_refdef;
r_refdef.recurse = true;
r_refdef.externalview = true;
if (!view || VectorCompare(view->origin, view->oldorigin))
{
r_refdef.flipcull ^= SHADER_CULL_FLIP;
R_MirrorMatrix(&plane);
}
else
{
float d;
vec3_t paxis[3], porigin, vaxis[3], vorg;
void PerpendicularVector( vec3_t dst, const vec3_t src );
/*calculate where the surface is meant to be*/
VectorCopy(mesh->normals_array[0], paxis[0]);
PerpendicularVector(paxis[1], paxis[0]);
CrossProduct(paxis[0], paxis[1], paxis[2]);
d = DotProduct(view->origin, plane.normal) - plane.dist;
VectorMA(view->origin, -d, paxis[0], porigin);
/*grab the camera origin*/
VectorNegate(view->axis[0], vaxis[0]);
VectorNegate(view->axis[1], vaxis[1]);
VectorCopy(view->axis[2], vaxis[2]);
VectorCopy(view->oldorigin, vorg);
VectorCopy(vorg, r_refdef.pvsorigin);
/*rotate it a bit*/
RotatePointAroundVector(vaxis[1], vaxis[0], view->axis[1], sin(realtime)*4);
CrossProduct(vaxis[0], vaxis[1], vaxis[2]);
TransformCoord(oldrefdef.vieworg, paxis, porigin, vaxis, vorg, r_refdef.vieworg);
TransformDir(vpn, paxis, vaxis, vpn);
TransformDir(vright, paxis, vaxis, vright);
TransformDir(vup, paxis, vaxis, vup);
}
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
VectorAngles(vpn, vup, r_refdef.viewangles);
VectorCopy(r_refdef.vieworg, r_origin);
/*FIXME: the batch stuff should be done in renderscene*/
/*fixup the first mesh index*/
for (sort = 0; sort < SHADER_SORT_COUNT; sort++)
for (batch = blist[sort]; batch; batch = batch->next)
{
batch->firstmesh = batch->meshes;
}
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
/*FIXME: we need to borrow pretty much everything about portal positioning from the gl renderer. make it common code or something, because this is horrendous.
if (r_refdef.frustum_numplanes < MAXFRUSTUMPLANES)
{
extern int SignbitsForPlane (mplane_t *out);
mplane_t fp;
VectorCopy(plane.normal, fp.normal);
fp.dist = plane.dist;
fp.type = PLANE_ANYZ;
fp.signbits = SignbitsForPlane (&fp);
if (portaltype == 1 || portaltype == 2)
R_ObliqueNearClip(r_refdef.m_view, &fp);
//our own culling should be an epsilon forwards so we don't still draw things behind the line due to precision issues.
fp.dist += 0.01;
r_refdef.frustum[r_refdef.frustum_numplanes++] = fp;
}
*/
shaderstate.curentity = NULL;
Surf_SetupFrame();
Surf_DrawWorld();
for (sort = 0; sort < SHADER_SORT_COUNT; sort++)
for (batch = blist[sort]; batch; batch = batch->next)
{
batch->firstmesh = 0;
}
r_refdef = oldrefdef;
/*broken stuff*/
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
shaderstate.curentity = NULL;
D3D11BE_SetupViewCBuffer();
//fixme: should be some other variable...
ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, fb_backdepthstencil, D3D11_CLEAR_DEPTH, 1, 0); //is it faster to clear the stencil too?
//fixme: mask the batch's depth so that later batches don't break it.
}
static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
{
batch_t *batch, *old;
int i;
/*attempt to draw portal shaders*/
if (shaderstate.mode == BEM_STANDARD)
{
for (i = 0; i < 2; i++)
{
for (batch = i?dynamiclist:worldlist[SHADER_SORT_PORTAL]; batch; batch = batch->next)
{
if (batch->meshes == batch->firstmesh)
continue;
if (batch->buildmeshes)
batch->buildmeshes(batch);
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
BE_SelectMode(BEM_DEPTHONLY);
for (old = worldlist[SHADER_SORT_PORTAL]; old && old != batch; old = old->next)
{
if (old->meshes == old->firstmesh)
continue;
BE_SubmitBatch(old);
}
if (!old)
{
for (old = dynamiclist; old != batch; old = old->next)
{
if (old->meshes == old->firstmesh)
continue;
BE_SubmitBatch(old);
}
}
BE_SelectMode(BEM_STANDARD);
R_DrawPortal(batch, worldlist);
}
}
}
}
void D3D11BE_SubmitMeshes (batch_t **worldbatches, batch_t **blist, int first, int stop)
{
int i;
for (i = first; i < stop; i++)
{
if (worldbatches)
{
if (i == SHADER_SORT_PORTAL /*&& !r_noportals.ival*/ && !r_refdef.recurse)
BE_SubmitMeshesPortals(worldbatches, blist[i]);
BE_SubmitMeshesSortList(worldbatches[i]);
}
BE_SubmitMeshesSortList(blist[i]);
}
}
#ifdef RTLIGHTS
void D3D11BE_BaseEntTextures(void)
{
batch_t *batches[SHADER_SORT_COUNT];
BE_GenModelBatches(batches, shaderstate.curdlight, shaderstate.mode);
D3D11BE_SubmitMeshes(NULL, batches, SHADER_SORT_PORTAL, SHADER_SORT_DECAL);
BE_SelectEntity(&r_worldentity);
}
void D3D11BE_GenerateShadowBuffer(void **vbuf_out, vecV_t *verts, int numverts, void **ibuf_out, index_t *indicies, int numindicies)
{
D3D11_BUFFER_DESC desc;
D3D11_SUBRESOURCE_DATA srd;
ID3D11Buffer *vbuf;
ID3D11Buffer *ibuf;
//generate the ebo, and submit the data to the driver
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.ByteWidth = sizeof(*verts) * numverts;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
srd.pSysMem = verts;
srd.SysMemPitch = 0;
srd.SysMemSlicePitch = 0;
ID3D11Device_CreateBuffer(pD3DDev11, &desc, &srd, &vbuf);
//generate the vbo, and submit the data to the driver
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.ByteWidth = sizeof(*indicies) * numindicies;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
srd.pSysMem = indicies;
srd.SysMemPitch = 0;
srd.SysMemSlicePitch = 0;
ID3D11Device_CreateBuffer(pD3DDev11, &desc, &srd, &ibuf);
shaderstate.numliveshadowbuffers++;
*vbuf_out = vbuf;
*ibuf_out = ibuf;
}
void D3D11_DestroyShadowBuffer(void *vbuf_in, void *ibuf_in)
{
ID3D11Buffer *vbuf = vbuf_in;
ID3D11Buffer *ibuf = ibuf_in;
if (vbuf && ibuf)
{
ID3D11Buffer_Release(vbuf);
ID3D11Buffer_Release(ibuf);
shaderstate.numliveshadowbuffers--;
}
}
//draws all depth-only surfaces from the perspective of the light.
void D3D11BE_RenderShadowBuffer(unsigned int numverts, void *vbuf, unsigned int numindicies, void *ibuf)
{
ID3D11Buffer *vbufs[] = {vbuf};
int vstrides[] = {sizeof(vecV_t)};
int voffsets[] = {0};
int i;
if (!shaderstate.depthonly->prog)
return;
D3D11BE_SetupViewCBuffer();
D3D11BE_Cull(SHADER_CULL_FRONT, r_polygonoffset_shadowmap_offset.ival, r_polygonoffset_shadowmap_factor.value);
for (i = 0; i < shaderstate.lastpasscount; i++)
{
shaderstate.pendingtextures[i] = NULL;
shaderstate.textureschanged = true;
}
if (shaderstate.textureschanged)
ID3D11DeviceContext_PSSetShaderResources(d3ddevctx, 0, shaderstate.lastpasscount, shaderstate.pendingtextures);
shaderstate.lastpasscount = 0;
ID3D11DeviceContext_IASetVertexBuffers(d3ddevctx, 0, 1, vbufs, vstrides, voffsets);
ID3D11DeviceContext_IASetIndexBuffer(d3ddevctx, ibuf, DXGI_FORMAT_R16_UINT, 0);
BE_ApplyUniforms(shaderstate.depthonly->prog, 0);
ID3D11DeviceContext_DrawIndexed(d3ddevctx, numindicies, 0, 0);
}
void D3D11BE_DoneShadows(void)
{
D3D11BE_SetupViewCBuffer();
BE_SelectEntity(&r_worldentity);
D3D11BE_BeginShadowmapFace();
}
#endif
void D3D11BE_DrawWorld (batch_t **worldbatches, qbyte *vis)
{
batch_t *batches[SHADER_SORT_COUNT];
RSpeedLocals();
shaderstate.curentity = NULL;
shaderstate.depthrange = 0;
if (!r_refdef.recurse)
{
if (shaderstate.wbatch > shaderstate.maxwbatches)
{
int newm = shaderstate.wbatch;
Z_Free(shaderstate.wbatches);
shaderstate.wbatches = Z_Malloc(newm * sizeof(*shaderstate.wbatches));
memset(shaderstate.wbatches + shaderstate.maxwbatches, 0, (newm - shaderstate.maxwbatches) * sizeof(*shaderstate.wbatches));
shaderstate.maxwbatches = newm;
}
shaderstate.wbatch = 0;
}
D3D11BE_SetupViewCBuffer();
shaderstate.curdlight = NULL;
BE_GenModelBatches(batches, shaderstate.curdlight, BEM_STANDARD);
if (vis)
{
BE_UploadLightmaps(false);
//make sure the world draws correctly
r_worldentity.shaderRGBAf[0] = 1;
r_worldentity.shaderRGBAf[1] = 1;
r_worldentity.shaderRGBAf[2] = 1;
r_worldentity.shaderRGBAf[3] = 1;
r_worldentity.axis[0][0] = 1;
r_worldentity.axis[1][1] = 1;
r_worldentity.axis[2][2] = 1;
#ifdef RTLIGHTS
if (vis && r_shadow_realtime_world.ival)
shaderstate.identitylighting = r_shadow_realtime_world_lightmaps.value;
else
#endif
shaderstate.identitylighting = 1;
// shaderstate.identitylightmap = shaderstate.identitylighting / (1<<gl_overbright.ival);
BE_SelectMode(BEM_STANDARD);
RSpeedRemark();
D3D11BE_SubmitMeshes(worldbatches, batches, SHADER_SORT_PORTAL, SHADER_SORT_DECAL);
RSpeedEnd(RSPEED_WORLD);
#ifdef RTLIGHTS
RSpeedRemark();
D3D11BE_SelectEntity(&r_worldentity);
Sh_DrawLights(vis);
RSpeedEnd(RSPEED_STENCILSHADOWS);
#endif
D3D11BE_SubmitMeshes(worldbatches, batches, SHADER_SORT_DECAL, SHADER_SORT_COUNT);
}
else
{
RSpeedRemark();
shaderstate.identitylighting = 1;
D3D11BE_SubmitMeshes(NULL, batches, SHADER_SORT_PORTAL, SHADER_SORT_COUNT);
RSpeedEnd(RSPEED_DRAWENTITIES);
}
R_RenderDlights ();
BE_RotateForEntity(&r_worldentity, NULL);
}
void D3D11BE_VBO_Begin(vbobctx_t *ctx, size_t maxsize)
{
}
void D3D11BE_VBO_Data(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
{
}
void D3D11BE_VBO_Finish(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem)
{
}
void D3D11BE_VBO_Destroy(vboarray_t *vearray, void *mem)
{
}
void D3D11BE_Scissor(srect_t *rect)
{
D3D11_RECT drect;
if (rect)
{
drect.left = (rect->x)*vid.fbpwidth;
drect.right = (rect->x + rect->width)*vid.fbpwidth;
drect.bottom = (1-(rect->y))*vid.fbpheight;
drect.top = (1-(rect->y + rect->height))*vid.fbpheight;
if (drect.left < 0)
drect.left = 0;
if (drect.top < 0)
drect.top = 0;
}
else
{
drect.left = 0;
drect.right = vid.fbpwidth;
drect.top = 0;
drect.bottom = vid.fbpheight;
}
ID3D11DeviceContext_RSSetScissorRects(d3ddevctx, 1, &drect);
}
#ifdef RTLIGHTS
void D3D11BE_BeginShadowmapFace(void)
{
D3D11_VIEWPORT vport;
vport.TopLeftX = r_refdef.pxrect.x;
vport.TopLeftY = r_refdef.pxrect.y;
vport.Width = r_refdef.pxrect.width;
vport.Height = r_refdef.pxrect.height;
vport.MinDepth = 0;
vport.MaxDepth = 1;
ID3D11DeviceContext_RSSetViewports(d3ddevctx, 1, &vport);
D3D11BE_Cull(SHADER_CULL_FRONT, r_polygonoffset_shadowmap_offset.ival, r_polygonoffset_shadowmap_factor.value);
}
#endif
#endif