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fteqw/engine/d3d/d3d11_backend.c
Spoike 53a7b3d47c added support for external capture plugins - and using avcodec as a plugin.c.
The ragdoll API is potentially usable now, but still really limited.
Enabled SQL requests by default using sqlite. Note that you'll need the sqlite dll to use this. MySQL should still be usable, but I didn't try. MySQL requires -DUSE_MYSQL to compile it, and a dll and -mysql argument to enable it.
Fixed nacl.
NPFTE plugin now invokes an exe to run the game rather than running the game within the browser.
externvalue builtin now accepts & prefix to return a pointer instead.
Fixed vector autocvars.
uri_get, bufstr_add, bufstr_free, now functional.
QC debugger can now show asm if line numbers are not available.
Added support for QC watchpoints. Use the watchpoint command.
gl_specular now give specular even without rtlights, thankfully not as blatently, but its there.
android will not crash due to supported audio formats, and gles2 can be selected via a cvar (requires full FTEDroidActivity/program restart).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4152 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-11-27 03:23:19 +00:00

2778 lines
78 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;
//#define d3dcheck(foo) foo
#define d3dcheck(foo) do{HRESULT err = foo; if (FAILED(err)) Sys_Error("D3D reported error on backend line %i - error 0x%x\n", __LINE__, (unsigned int)err);} while(0)
#define MAX_TMUS 16
extern float d3d_trueprojection[16];
static void BE_RotateForEntity (const entity_t *e, const model_t *mod);
/*========================================== tables for deforms =====================================*/
#if 0
#define frand() (rand()*(1.0/RAND_MAX))
#define FTABLE_SIZE 1024
#define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1)))
#define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x)))
static float r_sintable[FTABLE_SIZE];
static float r_triangletable[FTABLE_SIZE];
static float r_squaretable[FTABLE_SIZE];
static float r_sawtoothtable[FTABLE_SIZE];
static float r_inversesawtoothtable[FTABLE_SIZE];
static float *FTableForFunc ( unsigned int func )
{
switch (func)
{
case SHADER_FUNC_SIN:
return r_sintable;
case SHADER_FUNC_TRIANGLE:
return r_triangletable;
case SHADER_FUNC_SQUARE:
return r_squaretable;
case SHADER_FUNC_SAWTOOTH:
return r_sawtoothtable;
case SHADER_FUNC_INVERSESAWTOOTH:
return r_inversesawtoothtable;
}
//bad values allow us to crash (so I can debug em)
return NULL;
}
static void FTable_Init(void)
{
unsigned int i;
double t;
for (i = 0; i < FTABLE_SIZE; i++)
{
t = (double)i / (double)FTABLE_SIZE;
r_sintable[i] = sin(t * 2*M_PI);
if (t < 0.25)
r_triangletable[i] = t * 4.0;
else if (t < 0.75)
r_triangletable[i] = 2 - 4.0 * t;
else
r_triangletable[i] = (t - 0.75) * 4.0 - 1.0;
if (t < 0.5)
r_squaretable[i] = 1.0f;
else
r_squaretable[i] = -1.0f;
r_sawtoothtable[i] = t;
r_inversesawtoothtable[i] = 1.0 - t;
}
}
typedef vec3_t mat3_t[3];
static mat3_t axisDefault={{1, 0, 0},
{0, 1, 0},
{0, 0, 1}};
static void Matrix3_Transpose (mat3_t in, mat3_t out)
{
out[0][0] = in[0][0];
out[1][1] = in[1][1];
out[2][2] = in[2][2];
out[0][1] = in[1][0];
out[0][2] = in[2][0];
out[1][0] = in[0][1];
out[1][2] = in[2][1];
out[2][0] = in[0][2];
out[2][1] = in[1][2];
}
static void Matrix3_Multiply_Vec3 (const mat3_t a, const vec3_t b, vec3_t product)
{
product[0] = a[0][0]*b[0] + a[0][1]*b[1] + a[0][2]*b[2];
product[1] = a[1][0]*b[0] + a[1][1]*b[1] + a[1][2]*b[2];
product[2] = a[2][0]*b[0] + a[2][1]*b[1] + a[2][2]*b[2];
}
static int Matrix3_Compare(const mat3_t in, const mat3_t out)
{
return !memcmp(in, out, sizeof(mat3_t));
}
#endif
/*================================================*/
//global constant-buffer
typedef struct
{
float m_view[16];
float m_projection[16];
vec3_t v_eyepos;
float v_time;
} cbuf_view_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;
} 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;
typedef struct
{
backendmode_t mode;
unsigned int flags;
float curtime;
const entity_t *curentity;
const dlight_t *curdlight;
vec3_t curdlight_colours;
shader_t *curshader;
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;
shader_t *shader_rtlight;
texid_t curtex[MAX_TMUS];
unsigned int tmuflags[MAX_TMUS];
ID3D11SamplerState *cursamplerstate[MAX_TMUS];
ID3D11SamplerState *sampstate[(SHADER_PASS_NEAREST|SHADER_PASS_CLAMP)+1];
mesh_t **meshlist;
unsigned int nummeshes;
ID3D11Buffer *cbuffers[2];
unsigned int wbatch;
unsigned int maxwbatches;
batch_t *wbatches;
} d3d11backend_t;
#define DYNVBUFFSIZE 65536
#define DYNIBUFFSIZE 65536
static d3d11backend_t shaderstate;
extern int be_maxpasses;
static void BE_CreateSamplerStates(void)
{
D3D11_SAMPLER_DESC sampdesc;
int flags;
for (flags = 0; flags <= (SHADER_PASS_CLAMP|SHADER_PASS_NEAREST); 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;
ID3D11Device_CreateSamplerState(pD3DDev11, &sampdesc, &shaderstate.sampstate[flags]);
}
}
static void BE_DestroySamplerStates(void)
{
int flags;
for (flags = 0; flags <= (SHADER_PASS_CLAMP|SHADER_PASS_NEAREST); flags++)
{
ID3D11SamplerState_Release(shaderstate.sampstate[flags]);
shaderstate.sampstate[flags] = NULL;
}
}
static void BE_ApplyTMUState(unsigned int tu, unsigned int flags)
{
ID3D11SamplerState *nstate;
flags = flags & (SHADER_PASS_CLAMP|SHADER_PASS_NEAREST);
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_ApplyShaderBits(unsigned int bits)
{
unsigned int delta;
if (shaderstate.flags & (BEF_FORCEADDITIVE|BEF_FORCETRANSPARENT|BEF_FORCENODEPTH|BEF_FORCEDEPTHTEST|BEF_FORCEDEPTHWRITE))
{
if (shaderstate.flags & BEF_FORCEADDITIVE)
bits = (bits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE);
else if (shaderstate.flags & BEF_FORCETRANSPARENT)
{
if ((bits & SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO) || !(bits & SBITS_BLEND_BITS)) /*if transparency is forced, clear alpha test bits*/
bits = (bits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
if (shaderstate.flags & BEF_FORCENODEPTH) /*EF_NODEPTHTEST dp extension*/
bits |= SBITS_MISC_NODEPTHTEST;
else
{
if (shaderstate.flags & BEF_FORCEDEPTHTEST)
bits &= ~SBITS_MISC_NODEPTHTEST;
if (shaderstate.flags & BEF_FORCEDEPTHWRITE)
bits |= SBITS_MISC_DEPTHWRITE;
}
}
delta = bits ^ shaderstate.shaderbits;
if (!delta)
return;
shaderstate.shaderbits = bits;
if (delta & (SBITS_BLEND_BITS|SBITS_MASK_BITS))
{
D3D11_BLEND_DESC blend;
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; break;
case SBITS_SRCBLEND_ONE: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; break;
case SBITS_SRCBLEND_DST_COLOR: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_DEST_COLOR; break;
case SBITS_SRCBLEND_ONE_MINUS_DST_COLOR: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_DEST_COLOR; break;
case SBITS_SRCBLEND_SRC_ALPHA: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_SRC_ALPHA; break;
case SBITS_SRCBLEND_DST_ALPHA: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_DEST_ALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_DEST_ALPHA; break;
case SBITS_SRCBLEND_ALPHA_SATURATE: blend.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA_SAT; break;
default: Sys_Error("Bad shader blend src\n"); return;
}
switch(bits & SBITS_DSTBLEND_BITS)
{
case SBITS_DSTBLEND_ZERO: blend.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; break;
case SBITS_DSTBLEND_ONE: blend.RenderTarget[0].DestBlend = D3D11_BLEND_ONE; break;
case SBITS_DSTBLEND_SRC_ALPHA: blend.RenderTarget[0].DestBlend = D3D11_BLEND_SRC_ALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA: blend.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; break;
case SBITS_DSTBLEND_DST_ALPHA: blend.RenderTarget[0].DestBlend = D3D11_BLEND_DEST_ALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA: blend.RenderTarget[0].DestBlend = D3D11_BLEND_INV_DEST_ALPHA; break;
case SBITS_DSTBLEND_SRC_COLOR: blend.RenderTarget[0].DestBlend = D3D11_BLEND_SRC_COLOR; break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR: blend.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_COLOR; break;
default: Sys_Error("Bad shader blend dst\n"); return;
}
blend.RenderTarget[0].BlendEnable = TRUE;
}
else
{
blend.RenderTarget[0].SrcBlend = D3D11_BLEND_ZERO;
blend.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blend.RenderTarget[0].BlendEnable = FALSE;
}
blend.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blend.RenderTarget[0].SrcBlendAlpha = blend.RenderTarget[0].SrcBlend;
blend.RenderTarget[0].DestBlendAlpha = blend.RenderTarget[0].DestBlend;
blend.RenderTarget[0].BlendOpAlpha = blend.RenderTarget[0].BlendOp;
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)))
{
ID3D11DeviceContext_OMSetBlendState(d3ddevctx, newblendstate, NULL, 0xffffffff);
ID3D11BlendState_Release(newblendstate);
}
}
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))
{
D3D11_DEPTH_STENCIL_DESC depthdesc;
ID3D11DepthStencilState *newdepthstate;
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, &newdepthstate)))
{
ID3D11DeviceContext_OMSetDepthStencilState(d3ddevctx, newdepthstate, 0);
ID3D11DepthStencilState_Release(newdepthstate);
}
}
}
void D3D11BE_Reset(qboolean before)
{
int i;
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);
}
}
static const char LIGHTPASS_SHADER[] = "\
{\n\
program rtlight\n\
{\n\
map $diffuse\n\
blendfunc add\n\
}\n\
{\n\
map $normalmap\n\
}\n\
{\n\
map $specular\n\
}\n\
}";
void D3D11BE_Init(void)
{
D3D11_BUFFER_DESC bd;
int i;
be_maxpasses = MAX_TMUS;
memset(&shaderstate, 0, sizeof(shaderstate));
shaderstate.curvertdecl = -1;
for (i = 0; i < MAXLIGHTMAPS; i++)
shaderstate.dummybatch.lightmap[i] = -1;
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
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.cbuffers[0])))
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.cbuffers[1])))
return;
shaderstate.shader_rtlight = R_RegisterShader("rtlight", LIGHTPASS_SHADER);
R_InitFlashblends();
}
void D3D11BE_Shutdown(void)
{
BE_DestroySamplerStates();
Z_Free(shaderstate.wbatches);
shaderstate.wbatches = NULL;
}
#if 0
static void allocvertexbuffer(ID3D11Buffer *buff, unsigned int bmaxsize, unsigned int *offset, void **data, unsigned int bytes)
{
unsigned int boff;
if (*offset + bytes > bmaxsize)
{
boff = 0;
*offset = bytes;
}
else
{
boff = *offset;
*offset += bytes;
}
// d3dcheck(IDirect3DVertexBuffer9_Lock(buff, boff, bytes, data, boff?D3DLOCK_NOOVERWRITE:D3DLOCK_DISCARD));
}
static unsigned int allocindexbuffer(void **dest, unsigned int entries)
{
unsigned int bytes = entries*sizeof(index_t);
unsigned int offset;
/*
if (shaderstate.dynidx_offs + bytes > DYNIBUFFSIZE)
{
offset = 0;
shaderstate.dynidx_offs = 0;
}
else
{
offset = shaderstate.dynidx_offs;
shaderstate.dynidx_offs += bytes;
}
*/
// d3dcheck(IDirect3DIndexBuffer9_Lock(shaderstate.dynidx_buff, offset, (unsigned int)entries, dest, offset?D3DLOCK_NOOVERWRITE:D3DLOCK_DISCARD));
return offset/sizeof(index_t);
}
#endif
static void BindTexture(unsigned int tu, void *id)
{
if (shaderstate.curtex[tu].ptr != id)
{
shaderstate.curtex[tu].ptr = id;
ID3D11DeviceContext_PSSetShaderResources(d3ddevctx, tu, 1, (ID3D11ShaderResourceView**)&id);
}
}
static void SelectPassTexture(unsigned int tu, shaderpass_t *pass)
{
switch(pass->texgen)
{
default:
case T_GEN_DIFFUSE:
BindTexture(tu, shaderstate.curtexnums->base.ptr);
break;
case T_GEN_NORMALMAP:
BindTexture( tu, shaderstate.curtexnums->bump.ptr);
break;
case T_GEN_SPECULAR:
BindTexture(tu, shaderstate.curtexnums->specular.ptr);
break;
case T_GEN_UPPEROVERLAY:
BindTexture(tu, shaderstate.curtexnums->upperoverlay.ptr);
break;
case T_GEN_LOWEROVERLAY:
BindTexture(tu, shaderstate.curtexnums->loweroverlay.ptr);
break;
case T_GEN_FULLBRIGHT:
BindTexture(tu, shaderstate.curtexnums->fullbright.ptr);
break;
case T_GEN_ANIMMAP:
BindTexture(tu, pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes].ptr);
break;
case T_GEN_SINGLEMAP:
BindTexture(tu, pass->anim_frames[0].ptr);
break;
case T_GEN_DELUXMAP:
{
int lmi = shaderstate.curbatch->lightmap[0];
if (lmi < 0 || !lightmap[lmi]->hasdeluxe)
BindTexture(tu, NULL);
else
{
lmi+=1;
BindTexture(tu, lightmap[lmi]->lightmap_texture.ptr);
}
}
break;
case T_GEN_LIGHTMAP:
{
int lmi = shaderstate.curbatch->lightmap[0];
if (lmi < 0)
BindTexture(tu, NULL);
else
BindTexture(tu, lightmap[lmi]->lightmap_texture.ptr);
}
break;
/*case T_GEN_CURRENTRENDER:
FIXME: no code to grab the current screen and convert to a texture
break;*/
case T_GEN_VIDEOMAP:
BindTexture(tu, Media_UpdateForShader(pass->cin).ptr);
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.
}
#if 0
static void colourgenbyte(const shaderpass_t *pass, int cnt, byte_vec4_t *srcb, vec4_t *srcf, byte_vec4_t *dst, const mesh_t *mesh)
{
/*
D3DCOLOR block;
switch (pass->rgbgen)
{
case RGB_GEN_ENTITY:
block = D3DCOLOR_COLORVALUE(shaderstate.curentity->shaderRGBAf[0], shaderstate.curentity->shaderRGBAf[1], shaderstate.curentity->shaderRGBAf[2], shaderstate.curentity->shaderRGBAf[3]);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
case RGB_GEN_ONE_MINUS_ENTITY:
block = D3DCOLOR_COLORVALUE(1-shaderstate.curentity->shaderRGBAf[0], 1-shaderstate.curentity->shaderRGBAf[1], 1-shaderstate.curentity->shaderRGBAf[2], 1-shaderstate.curentity->shaderRGBAf[3]);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
case RGB_GEN_VERTEX_LIGHTING:
case RGB_GEN_VERTEX_EXACT:
if (srcb)
{
while((cnt)--)
{
qbyte r, g, b;
r=srcb[cnt][0];
g=srcb[cnt][1];
b=srcb[cnt][2];
dst[cnt][0] = b;
dst[cnt][1] = g;
dst[cnt][2] = r;
}
}
else if (srcf)
{
while((cnt)--)
{
int r, g, b;
r=srcf[cnt][0]*255;
g=srcf[cnt][1]*255;
b=srcf[cnt][2]*255;
dst[cnt][0] = bound(0, b, 255);
dst[cnt][1] = bound(0, g, 255);
dst[cnt][2] = bound(0, r, 255);
}
}
else
goto identity;
break;
case RGB_GEN_ONE_MINUS_VERTEX:
if (srcb)
{
while((cnt)--)
{
qbyte r, g, b;
r=255-srcb[cnt][0];
g=255-srcb[cnt][1];
b=255-srcb[cnt][2];
dst[cnt][0] = b;
dst[cnt][1] = g;
dst[cnt][2] = r;
}
}
else if (srcf)
{
while((cnt)--)
{
int r, g, b;
r=255-srcf[cnt][0]*255;
g=255-srcf[cnt][1]*255;
b=255-srcf[cnt][2]*255;
dst[cnt][0] = bound(0, b, 255);
dst[cnt][1] = bound(0, g, 255);
dst[cnt][2] = bound(0, r, 255);
}
}
else
goto identity;
break;
case RGB_GEN_IDENTITY_LIGHTING:
//compensate for overbrights
block = D3DCOLOR_RGBA(255, 255, 255, 255); //shaderstate.identitylighting
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
default:
identity:
case RGB_GEN_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)
{
/*FIXME: Skip this if the rgbgen did it*/
/*
float *table;
unsigned char t;
float f;
vec3_t v1, v2;
switch (pass->alphagen)
{
default:
case ALPHA_GEN_IDENTITY:
if (shaderstate.flags & BEF_FORCETRANSPARENT)
{
f = shaderstate.curentity->shaderRGBAf[3];
if (f < 0)
t = 0;
else if (f >= 1)
t = 255;
else
t = f*255;
while(cnt--)
dst[cnt][3] = t;
}
else
{
while(cnt--)
dst[cnt][3] = 255;
}
break;
case ALPHA_GEN_CONST:
t = pass->alphagen_func.args[0]*255;
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_WAVE:
table = FTableForFunc(pass->alphagen_func.type);
f = pass->alphagen_func.args[2] + shaderstate.curtime * pass->alphagen_func.args[3];
f = FTABLE_EVALUATE(table, f) * pass->alphagen_func.args[1] + pass->alphagen_func.args[0];
t = bound(0.0f, f, 1.0f)*255;
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_PORTAL:
//FIXME: should this be per-vert?
VectorAdd(mesh->xyz_array[0], shaderstate.curentity->origin, v1);
VectorSubtract(r_origin, v1, v2);
f = VectorLength(v2) * (1.0 / 255.0);
t = bound(0.0f, f, 1.0f)*255;
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_VERTEX:
if (srcb)
{
while(cnt--)
{
dst[cnt][3] = srcb[cnt][3];
}
}
else if (srcf)
{
while(cnt--)
{
dst[cnt][3] = bound(0, srcf[cnt][3]*255, 255);
}
}
else
{
while(cnt--)
{
dst[cnt][3] = 255;
}
}
break;
case ALPHA_GEN_ENTITY:
t = bound(0, shaderstate.curentity->shaderRGBAf[3], 1)*255;
while(cnt--)
{
dst[cnt][3] = t;
}
break;
case ALPHA_GEN_SPECULAR:
{
int i;
VectorSubtract(r_origin, shaderstate.curentity->origin, v1);
if (!Matrix3_Compare(shaderstate.curentity->axis, (void *)axisDefault))
{
Matrix3_Multiply_Vec3(shaderstate.curentity->axis, v2, 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 (0.0f, (int)(f*255), 255);
}
}
break;
}
*/
}
static unsigned int BE_GenerateColourMods(unsigned int vertcount, const shaderpass_t *pass)
{
unsigned int ret = 0;
unsigned char *map;
const mesh_t *m;
unsigned int mno;
m = shaderstate.meshlist[0];
if (pass->flags & SHADER_PASS_NOCOLORARRAY)
{
shaderstate.passsinglecolour = true;
// shaderstate.passcolour = D3DCOLOR_RGBA(255,255,255,255);
colourgenbyte(pass, 1, (byte_vec4_t*)&shaderstate.passcolour, NULL, (byte_vec4_t*)&shaderstate.passcolour, m);
alphagenbyte(pass, 1, (byte_vec4_t*)&shaderstate.passcolour, NULL, (byte_vec4_t*)&shaderstate.passcolour, m);
/*FIXME: just because there's no rgba set, there's no reason to assume it should be a single colour (unshaded ents)*/
// d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_COL, NULL, 0, 0));
}
else
{
shaderstate.passsinglecolour = false;
ret |= D3D_VDEC_COL4B;
if (shaderstate.batchvbo && (m->colors4f_array &&
((pass->rgbgen == RGB_GEN_VERTEX_LIGHTING) ||
(pass->rgbgen == RGB_GEN_VERTEX_EXACT) ||
(pass->rgbgen == RGB_GEN_ONE_MINUS_VERTEX)) &&
(pass->alphagen == ALPHA_GEN_VERTEX)))
{
// d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_COL, shaderstate.batchvbo->colours.d3d.buff, shaderstate.batchvbo->colours.d3d.offs, sizeof(byte_vec4_t)));
}
else
{
/* allocvertexbuffer(shaderstate.dyncol_buff, shaderstate.dyncol_size, &shaderstate.dyncol_offs, (void**)&map, vertcount*sizeof(D3DCOLOR));
for (vertcount = 0, mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
colourgenbyte(pass, m->numvertexes, m->colors4b_array, m->colors4f_array, (byte_vec4_t*)map, m);
alphagenbyte(pass, m->numvertexes, m->colors4b_array, m->colors4f_array, (byte_vec4_t*)map, m);
map += m->numvertexes*4;
vertcount += m->numvertexes;
}
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dyncol_buff));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_COL, shaderstate.dyncol_buff, shaderstate.dyncol_offs - vertcount*sizeof(D3DCOLOR), sizeof(D3DCOLOR)));
*/
}
}
return ret;
}
#endif
/*********************************************************************************************************/
/*========================================== texture coord generation =====================================*/
#if 0
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 += 3, 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;
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)
{
static vec3_t tc_gen_s = { 1.0f, 0.0f, 0.0f };
static vec3_t tc_gen_t = { 0.0f, 1.0f, 0.0f };
dst[0] = DotProduct(tc_gen_s, src[i]);
dst[1] = DotProduct(tc_gen_t, 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;
#define R_FastSin(x) sin((x)*(2*M_PI))
switch (tcmod->type)
{
case SHADER_TCMOD_ROTATE:
cost = tcmod->args[0] * shaderstate.curtime;
sint = R_FastSin(cost);
cost = R_FastSin(cost + 0.25);
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
t1 = cost * (src[0] - 0.5f) - sint * (src[1] - 0.5f) + 0.5f;
t2 = cost * (src[1] - 0.5f) + sint * (src[0] - 0.5f) + 0.5f;
dst[0] = t1;
dst[1] = t2;
}
break;
case SHADER_TCMOD_SCALE:
t1 = tcmod->args[0];
t2 = tcmod->args[1];
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] * t1;
dst[1] = src[1] * t2;
}
break;
case SHADER_TCMOD_TURB:
t1 = tcmod->args[2] + shaderstate.curtime * tcmod->args[3];
t2 = tcmod->args[1];
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] + R_FastSin (src[0]*t2+t1) * t2;
dst[1] = src[1] + R_FastSin (src[1]*t2+t1) * t2;
}
break;
case SHADER_TCMOD_STRETCH:
table = FTableForFunc(tcmod->args[0]);
t2 = tcmod->args[3] + shaderstate.curtime * tcmod->args[4];
t1 = FTABLE_EVALUATE(table, t2) * tcmod->args[2] + tcmod->args[1];
t1 = t1 ? 1.0f / t1 : 1.0f;
t2 = 0.5f - 0.5f * t1;
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] * t1 + t2;
dst[1] = src[1] * t1 + t2;
}
break;
case SHADER_TCMOD_SCROLL:
t1 = tcmod->args[0] * shaderstate.curtime;
t2 = tcmod->args[1] * shaderstate.curtime;
for (j = 0; j < cnt; j++, dst += 2, src+=2)
{
dst[0] = src[0] + t1;
dst[1] = src[1] + t2;
}
break;
case SHADER_TCMOD_TRANSFORM:
for (j = 0; j < cnt; j++, dst+=2, src+=2)
{
t1 = src[0];
t2 = src[1];
dst[0] = t1 * tcmod->args[0] + t2 * tcmod->args[2] + tcmod->args[4];
dst[1] = t2 * tcmod->args[1] + t1 * tcmod->args[3] + tcmod->args[5];
}
break;
default:
break;
}
}
static void GenerateTCMods(const shaderpass_t *pass, float *dest)
{
mesh_t *mesh;
unsigned int mno;
// unsigned int fvertex = 0; //unused variable
int i;
float *src;
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;
}
}
#endif
//end texture coords
/*******************************************************************************************************************/
#if 0
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;
}
}
#endif
#if 0
/*does not do the draw call, does not consider indicies (except for billboard generation) */
static qboolean BE_DrawMeshChain_SetupPass(shaderpass_t *pass, unsigned int vertcount)
{
int vdec;
void *map;
int i;
unsigned int passno = 0, tmu;
int lastpass = pass->numMergedPasses;
for (i = 0; i < lastpass; i++)
{
if (pass[i].texgen == T_GEN_UPPEROVERLAY && !TEXVALID(shaderstate.curtexnums->upperoverlay))
continue;
if (pass[i].texgen == T_GEN_LOWEROVERLAY && !TEXVALID(shaderstate.curtexnums->loweroverlay))
continue;
if (pass[i].texgen == T_GEN_FULLBRIGHT && !TEXVALID(shaderstate.curtexnums->fullbright))
continue;
break;
}
if (i == lastpass)
return false;
/*all meshes in a chain must have the same features*/
vdec = 0;
/*we only use one colour, generated from the first pass*/
vdec |= BE_GenerateColourMods(vertcount, pass);
tmu = 0;
/*activate tmus*/
for (passno = 0; passno < lastpass; passno++)
{
if (pass[passno].texgen == T_GEN_UPPEROVERLAY && !TEXVALID(shaderstate.curtexnums->upperoverlay))
continue;
if (pass[passno].texgen == T_GEN_LOWEROVERLAY && !TEXVALID(shaderstate.curtexnums->loweroverlay))
continue;
if (pass[passno].texgen == T_GEN_FULLBRIGHT && !TEXVALID(shaderstate.curtexnums->fullbright))
continue;
SelectPassTexture(tmu, pass+passno);
vdec |= D3D_VDEC_ST0<<tmu;
/*
if (shaderstate.batchvbo && pass[passno].tcgen == TC_GEN_BASE && !pass[passno].numtcmods)
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+tmu, shaderstate.batchvbo->texcoord.d3d.buff, shaderstate.batchvbo->texcoord.d3d.offs, sizeof(vec2_t)));
else if (shaderstate.batchvbo && pass[passno].tcgen == TC_GEN_LIGHTMAP && !pass[passno].numtcmods)
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+tmu, shaderstate.batchvbo->lmcoord[0].d3d.buff, shaderstate.batchvbo->lmcoord[0].d3d.offs, sizeof(vec2_t)));
else
{
allocvertexbuffer(shaderstate.dynst_buff[tmu], shaderstate.dynst_size, &shaderstate.dynst_offs[tmu], &map, vertcount*sizeof(vec2_t));
GenerateTCMods(pass+passno, map);
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[tmu]));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+tmu, shaderstate.dynst_buff[tmu], shaderstate.dynst_offs[tmu] - vertcount*sizeof(vec2_t), sizeof(vec2_t)));
}
*/
tmu++;
}
/*deactivate any extras*/
for (; tmu < shaderstate.lastpasscount; )
{
// d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+tmu, NULL, 0, 0));
BindTexture(tmu, NULL);
// d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, tmu, D3DTSS_COLOROP, D3DTOP_DISABLE));
tmu++;
}
shaderstate.lastpasscount = tmu;
// if (meshchain->normals_array &&
// meshchain->2 &&
// meshchain->tnormals_array)
// vdec |= D3D_VDEC_NORMS;
if (vdec != shaderstate.curvertdecl)
{
shaderstate.curvertdecl = vdec;
// d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
}
D3D11BE_ApplyShaderBits(pass->shaderbits);
return true;
}
#endif
static void BE_SubmitMeshChain(int idxfirst)
{
int starti, endi;
int m;
mesh_t *mesh;
/*if (shaderstate.batchvbo)
{
ID3D11DeviceContext_DrawIndexed(d3ddevctx, shaderstate.batchvbo->indexcount, 0, 0);
return;
}*/
for (m = 0, mesh = shaderstate.meshlist[0]; m < shaderstate.nummeshes; )
{
starti = mesh->vbofirstelement;
endi = starti+mesh->numindexes;
//find consecutive surfaces
for (++m; m < shaderstate.nummeshes; m++)
{
mesh = shaderstate.meshlist[m];
if (endi == mesh->vbofirstelement)
{
endi = mesh->vbofirstelement+mesh->numindexes;
}
else
{
break;
}
}
ID3D11DeviceContext_DrawIndexed(d3ddevctx, endi - starti, starti, 0);
RQuantAdd(RQUANT_DRAWS, 1);
}
}
static void BE_ApplyUniforms(program_t *prog, int permu)
{
//FIXME: how many of these calls can we avoid?
ID3D11DeviceContext_IASetInputLayout(d3ddevctx, prog->permu[permu].handle.hlsl.layout);
ID3D11DeviceContext_VSSetShader(d3ddevctx, prog->permu[permu].handle.hlsl.vert, NULL, 0);
ID3D11DeviceContext_PSSetShader(d3ddevctx, prog->permu[permu].handle.hlsl.frag, NULL, 0);
ID3D11DeviceContext_IASetPrimitiveTopology(d3ddevctx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D11DeviceContext_VSSetConstantBuffers(d3ddevctx, 0, sizeof(shaderstate.cbuffers)/sizeof(shaderstate.cbuffers[0]), shaderstate.cbuffers);
ID3D11DeviceContext_PSSetConstantBuffers(d3ddevctx, 0, sizeof(shaderstate.cbuffers)/sizeof(shaderstate.cbuffers[0]), shaderstate.cbuffers);
}
static void BE_RenderMeshProgram(shader_t *s, unsigned int vertcount, unsigned int idxfirst, unsigned int idxcount)
{
int passno;
int perm = 0;
program_t *p = s->prog;
if (TEXVALID(shaderstate.curtexnums->bump) && p->permu[perm|PERMUTATION_BUMPMAP].handle.hlsl.vert)
perm |= PERMUTATION_BUMPMAP;
if (TEXVALID(shaderstate.curtexnums->specular) && p->permu[perm|PERMUTATION_SPECULAR].handle.hlsl.vert)
perm |= PERMUTATION_SPECULAR;
if (TEXVALID(shaderstate.curtexnums->fullbright) && p->permu[perm|PERMUTATION_FULLBRIGHT].handle.hlsl.vert)
perm |= PERMUTATION_FULLBRIGHT;
if (p->permu[perm|PERMUTATION_UPPERLOWER].handle.hlsl.vert && (TEXVALID(shaderstate.curtexnums->upperoverlay) || TEXVALID(shaderstate.curtexnums->loweroverlay)))
perm |= PERMUTATION_UPPERLOWER;
if (r_refdef.gfog_rgbd[3] && p->permu[perm|PERMUTATION_FOG].handle.hlsl.vert)
perm |= PERMUTATION_FOG;
// if (r_glsl_offsetmapping.ival && TEXVALID(shaderstate.curtexnums->bump) && p->handle[perm|PERMUTATION_OFFSET.hlsl.vert)
// perm |= PERMUTATION_OFFSET;
BE_ApplyUniforms(p, perm);
D3D11BE_ApplyShaderBits(s->passes->shaderbits);
/*activate tmus*/
for (passno = 0; passno < s->numpasses; passno++)
{
SelectPassTexture(passno, s->passes+passno);
}
/*deactivate any extras*/
for (; passno < shaderstate.lastpasscount; passno++)
{
BindTexture(passno, NULL);
}
shaderstate.lastpasscount = passno;
BE_SubmitMeshChain(idxfirst);
}
static void D3D11BE_Cull(unsigned int cullflags)
{
D3D11_RASTERIZER_DESC rasterdesc;
ID3D11RasterizerState *newrasterizerstate;
cullflags |= r_refdef.flipcull;
if (shaderstate.curcull != cullflags)
{
shaderstate.curcull = cullflags;
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 = 0;
rasterdesc.DepthBiasClamp = 0.0f;
rasterdesc.DepthClipEnable = true;
rasterdesc.FillMode = D3D11_FILL_SOLID;
rasterdesc.FrontCounterClockwise = false;
rasterdesc.MultisampleEnable = false;
rasterdesc.ScissorEnable = false;
rasterdesc.SlopeScaledDepthBias = 0.0f;
ID3D11Device_CreateRasterizerState(pD3DDev11, &rasterdesc, &newrasterizerstate);
ID3D11DeviceContext_RSSetState(d3ddevctx, newrasterizerstate);
ID3D11RasterizerState_Release(newrasterizerstate);
}
}
static void BE_DrawMeshChain_Internal(void)
{
unsigned int vertcount, idxcount, idxfirst;
mesh_t *m;
// void *map;
int i;
unsigned int mno;
unsigned int passno = 0;
shaderpass_t *pass = shaderstate.curshader->passes;
extern cvar_t r_polygonoffset_submodel_factor;
// float pushdepth;
// float pushfactor;
D3D11BE_Cull(shaderstate.curshader->flags & (SHADER_CULL_FRONT | SHADER_CULL_BACK));
/*
pushdepth = (shaderstate.curshader->polyoffset.factor + ((shaderstate.flags & BEF_PUSHDEPTH)?r_polygonoffset_submodel_factor.value:0))/0xffff;
if (pushdepth != shaderstate.depthbias)
{
shaderstate.depthbias = pushdepth;
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DEPTHBIAS, *(DWORD*)&shaderstate.depthbias);
}
pushdepth = shaderstate.curshader->polyoffset.unit/-1;// + ((shaderstate.flags & BEF_PUSHDEPTH)?8:0);
pushfactor = shaderstate.curshader->polyoffset.factor/-1;
if (pushfactor != shaderstate.depthfactor)
{
shaderstate.depthfactor = pushfactor;
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&shaderstate.depthfactor);
}
*/
if (shaderstate.batchvbo)
{
vertcount = shaderstate.batchvbo->vertcount;
idxcount = shaderstate.batchvbo->indexcount;
}
else
{
for (mno = 0, vertcount = 0, idxcount = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
vertcount += m->numvertexes;
idxcount += m->numindexes;
}
}
/*vertex buffers are common to all passes*/
if (shaderstate.batchvbo)
{
unsigned int strides[] = {sizeof(vbovdata_t)};
ID3D11DeviceContext_IASetVertexBuffers(d3ddevctx, 0, 1, (ID3D11Buffer**)&shaderstate.batchvbo->coord.d3d.buff, strides, &shaderstate.batchvbo->coord.d3d.offs);
// d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_VERT, shaderstate.batchvbo->coord.d3d.buff, shaderstate.batchvbo->coord.d3d.offs, sizeof(vecV_t)));
}
else
{
return;
/* allocvertexbuffer(shaderstate.dynxyz_buff, shaderstate.dynxyz_size, &shaderstate.dynxyz_offs, &map, vertcount*sizeof(vecV_t));
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
{
vecV_t *dest = (vecV_t*)((char*)map+vertcount*sizeof(vecV_t));
m = shaderstate.meshlist[mno];
deformgen(&shaderstate.curshader->deforms[0], m->numvertexes, m->xyz_array, dest, m);
for (i = 1; i < shaderstate.curshader->numdeforms; i++)
{
deformgen(&shaderstate.curshader->deforms[i], m->numvertexes, dest, dest, m);
}
vertcount += m->numvertexes;
}
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynxyz_buff));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_VERT, shaderstate.dynxyz_buff, shaderstate.dynxyz_offs - vertcount*sizeof(vecV_t), sizeof(vecV_t)));
*/
}
/*so are index buffers*/
if (shaderstate.batchvbo)
{
ID3D11DeviceContext_IASetIndexBuffer(d3ddevctx, shaderstate.batchvbo->indicies.d3d.buff, DXGI_FORMAT_R16_UINT, shaderstate.batchvbo->indicies.d3d.offs);
idxfirst = 0;
}
else
{
return;
/* idxfirst = allocindexbuffer(&map, idxcount);
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
for (i = 0; i < m->numindexes; i++)
((index_t*)map)[i] = m->indexes[i]+vertcount;
map = (char*)map + m->numindexes*sizeof(index_t);
vertcount += m->numvertexes;
}
d3dcheck(IDirect3DIndexBuffer9_Unlock(shaderstate.dynidx_buff));
d3dcheck(IDirect3DDevice9_SetIndices(pD3DDev9, shaderstate.dynidx_buff));
*/
}
switch (shaderstate.mode)
{
case BEM_LIGHT:
BE_RenderMeshProgram(shaderstate.shader_rtlight, vertcount, idxfirst, idxcount);
break;
case BEM_DEPTHONLY:
shaderstate.lastpasscount = 0;
i = 0;
if (i != shaderstate.curvertdecl)
{
shaderstate.curvertdecl = i;
// d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
}
// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORWRITEENABLE, 0);
/*deactivate any extras*/
for (passno = 0; passno < shaderstate.lastpasscount; )
{
// d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+passno, NULL, 0, 0));
BindTexture(passno, NULL);
// d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_DISABLE));
passno++;
}
shaderstate.lastpasscount = 0;
BE_SubmitMeshChain(idxfirst);
// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_ALPHA);
break;
default:
case BEM_STANDARD:
if (shaderstate.curshader->prog)
{
BE_RenderMeshProgram(shaderstate.curshader, vertcount, idxfirst, idxcount);
}
else if (developer.ival)
Con_DPrintf("Shader %s has no hlsl program\n", shaderstate.curshader->name);
//else d3d11 has no fixed function pipeline.
break;
}
}
void D3D11BE_SelectMode(backendmode_t mode)
{
shaderstate.mode = mode;
if (mode == BEM_STENCIL)
D3D11BE_ApplyShaderBits(SBITS_MASK_BITS);
}
void D3D11BE_SelectDLight(dlight_t *dl, vec3_t colour)
{
shaderstate.curdlight = dl;
VectorCopy(colour, shaderstate.curdlight_colours);
}
void D3D11BE_SelectEntity(entity_t *ent)
{
BE_RotateForEntity(ent, ent->model);
}
static void BE_GenTempMeshVBO(vbo_t **vbo, mesh_t *mesh)
{
static vbovdata_t vbodata[65536];
static vbo_t tmpvbo;
D3D11_BUFFER_DESC vbodesc;
D3D11_BUFFER_DESC ebodesc;
D3D11_SUBRESOURCE_DATA srd;
ID3D11Buffer *vbuff;
ID3D11Buffer *ebuff;
int i;
if (tmpvbo.coord.d3d.buff)
ID3D11Buffer_Release((ID3D11Buffer*)tmpvbo.coord.d3d.buff);
if (tmpvbo.indicies.d3d.buff)
ID3D11Buffer_Release((ID3D11Buffer*)tmpvbo.indicies.d3d.buff);
//common stuff
for (i = 0; i < mesh->numvertexes; i++)
{
VectorCopy(mesh->xyz_array[i], vbodata[i].coord);
Vector2Copy(mesh->st_array[i], vbodata[i].tex);
}
//not so common stuff
if (mesh->normals_array)
{
for (i = 0; i < mesh->numvertexes; i++)
{
VectorCopy(mesh->normals_array[i], vbodata[i].ndir);
VectorCopy(mesh->snormals_array[i], vbodata[i].sdir);
VectorCopy(mesh->tnormals_array[i], vbodata[i].tdir);
}
}
//some sort of colours
if (mesh->colors4b_array)
{
for (i = 0; i < mesh->numvertexes; i++)
{
Vector4Copy(mesh->colors4b_array[i], vbodata[i].colorsb);
}
}
else if (mesh->colors4f_array)
{
for (i = 0; i < mesh->numvertexes; i++)
{
Vector4Scale(mesh->colors4f_array[i], 255, vbodata[i].colorsb);
}
}
else
{
for (i = 0; i < mesh->numvertexes; i++)
{
Vector4Set(vbodata[i].colorsb, 255, 255, 255, 255);
}
}
//generate the ebo, and submit the data to the driver
ebodesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
ebodesc.ByteWidth = sizeof(*mesh->indexes) * mesh->numindexes;
ebodesc.CPUAccessFlags = 0;
ebodesc.MiscFlags = 0;
ebodesc.StructureByteStride = 0;
ebodesc.Usage = D3D11_USAGE_DEFAULT;
srd.pSysMem = mesh->indexes;
srd.SysMemPitch = 0;
srd.SysMemSlicePitch = 0;
ID3D11Device_CreateBuffer(pD3DDev11, &ebodesc, &srd, &ebuff);
//generate the vbo, and submit the data to the driver
vbodesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbodesc.ByteWidth = sizeof(vbodata[0]) * mesh->numvertexes;
vbodesc.CPUAccessFlags = 0;
vbodesc.MiscFlags = 0;
vbodesc.StructureByteStride = 0;
vbodesc.Usage = D3D11_USAGE_DEFAULT;
srd.pSysMem = vbodata;
srd.SysMemPitch = 0;
srd.SysMemSlicePitch = 0;
ID3D11Device_CreateBuffer(pD3DDev11, &vbodesc, &srd, &vbuff);
tmpvbo.coord.d3d.buff = vbuff;
tmpvbo.coord.d3d.offs = (quintptr_t)&vbodata[0].coord - (quintptr_t)&vbodata[0];
tmpvbo.texcoord.d3d.buff = vbuff;
tmpvbo.texcoord.d3d.offs = (quintptr_t)&vbodata[0].tex - (quintptr_t)&vbodata[0];
tmpvbo.lmcoord[0].d3d.buff = vbuff;
tmpvbo.lmcoord[0].d3d.offs = (quintptr_t)&vbodata[0].lm - (quintptr_t)&vbodata[0];
tmpvbo.normals.d3d.buff = vbuff;
tmpvbo.normals.d3d.offs = (quintptr_t)&vbodata[0].ndir - (quintptr_t)&vbodata[0];
tmpvbo.svector.d3d.buff = vbuff;
tmpvbo.svector.d3d.offs = (quintptr_t)&vbodata[0].sdir - (quintptr_t)&vbodata[0];
tmpvbo.tvector.d3d.buff = vbuff;
tmpvbo.tvector.d3d.offs = (quintptr_t)&vbodata[0].tdir - (quintptr_t)&vbodata[0];
tmpvbo.colours.d3d.buff = vbuff;
tmpvbo.colours.d3d.offs = (quintptr_t)&vbodata[0].colorsb - (quintptr_t)&vbodata[0];
tmpvbo.indicies.d3d.buff = ebuff;
tmpvbo.indicies.d3d.offs = 0;
tmpvbo.indexcount = mesh->numindexes;
tmpvbo.vertcount = mesh->numvertexes;
tmpvbo.next = NULL;
*vbo = &tmpvbo;
}
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)
Vector4Scale(m->colors4f_array[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);
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);
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.d3d.buff = vbuff;
vbo->colours.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);
if (ebuff)
ID3D11Buffer_Release(ebuff);
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.w = LMBLOCK_WIDTH;
lightmap[i]->rectchange.h = LMBLOCK_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++];
}
void D3D11BE_SetupViewCBuffer(void)
{
cbuf_view_t *cbv;
D3D11_MAPPED_SUBRESOURCE msr;
if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)shaderstate.cbuffers[1], 0, D3D11_MAP_WRITE_DISCARD, 0, &msr)))
{
Con_Printf("BE_RotateForEntity: failed to map constant buffer\n");
return;
}
cbv = (cbuf_view_t*)msr.pData;
memcpy(cbv->m_projection, d3d_trueprojection/*r_refdef.m_projection*/, sizeof(cbv->m_projection));
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.cbuffers[1], 0);
}
//also updates the entity constant buffer
static void BE_RotateForEntity (const entity_t *e, const model_t *mod)
{
float mv[16];
float *m = shaderstate.m_model;
cbuf_entity_t *cbe;
D3D11_MAPPED_SUBRESOURCE msr;
if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)shaderstate.cbuffers[0], 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;
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
{
float z;
float escale;
escale = e->scale;
switch(e->drawflags&SCALE_TYPE_MASKIN)
{
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_MASKIN) != SCALE_TYPE_XYONLY)
{
switch(e->drawflags&SCALE_ORIGIN_MASKIN)
{
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 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));
}
if (e->flags & Q2RF_WEAPONMODEL && r_refdef.currentplayernum>=0)
{
/*FIXME: no bob*/
float iv[16];
Matrix4_Invert(r_refdef.m_view, iv);
Matrix4x4_CM_NewRotation(90, 1, 0, 0);
Matrix4_Multiply(iv, m, mv);
Matrix4_Multiply(mv, Matrix4x4_CM_NewRotation(-90, 1, 0, 0), iv);
Matrix4_Multiply(iv, Matrix4x4_CM_NewRotation(90, 0, 0, 1), mv);
memcpy(cbe->m_model, mv, sizeof(cbe->m_model));
}
else
{
memcpy(cbe->m_model, m, sizeof(cbe->m_model));
}
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);
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)shaderstate.cbuffers[0], 0);
{
// D3DVIEWPORT9 vport;
// IDirect3DDevice9_GetViewport(pD3DDev9, &vport);
// vport.MaxZ = (e->flags & Q2RF_DEPTHHACK)?0.333:1;
// IDirect3DDevice9_SetViewport(pD3DDev9, &vport);
}
}
void D3D11BE_SubmitBatch(batch_t *batch)
{
shaderstate.nummeshes = batch->meshes - batch->firstmesh;
if (!shaderstate.nummeshes)
return;
if (shaderstate.curentity != batch->ent)
{
BE_RotateForEntity(batch->ent, batch->ent->model);
shaderstate.curtime = r_refdef.time - shaderstate.curentity->shaderTime;
}
shaderstate.curbatch = batch;
shaderstate.batchvbo = batch->vbo;
shaderstate.meshlist = batch->mesh + batch->firstmesh;
shaderstate.curshader = batch->shader;
shaderstate.curtexnums = batch->skin;
shaderstate.flags = batch->flags;
if (!shaderstate.batchvbo)
{
BE_GenTempMeshVBO(&shaderstate.batchvbo, batch->mesh[0]);
BE_DrawMeshChain_Internal();
}
else
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;
shaderstate.curtexnums = texnums;
shaderstate.meshlist = meshlist;
shaderstate.nummeshes = nummeshes;
shaderstate.flags = beflags;
if (!shaderstate.batchvbo)
{
BE_GenTempMeshVBO(&shaderstate.batchvbo, meshlist[0]);
shaderstate.nummeshes = 1;
BE_DrawMeshChain_Internal();
}
else
BE_DrawMeshChain_Internal();
}
void D3D11BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
{
shaderstate.curbatch = &shaderstate.dummybatch;
shaderstate.batchvbo = vbo;
shaderstate.curtime = realtime;
shaderstate.curshader = shader;
shaderstate.curtexnums = texnums?texnums:&shader->defaulttextures;
shaderstate.meshlist = &meshchain;
shaderstate.nummeshes = 1;
shaderstate.flags = beflags;
if (!shaderstate.batchvbo)
{
BE_GenTempMeshVBO(&shaderstate.batchvbo, meshchain);
BE_DrawMeshChain_Internal();
}
else
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);
else if (batch->texture)
{
batch->shader = R_TextureAnimation(batch->ent->framestate.g[FS_REG].frame[0], batch->texture)->shader;
batch->skin = &batch->shader->defaulttextures;
}
if (batch->shader->flags & SHADER_NODLIGHT)
if (shaderstate.mode == BEM_LIGHT || shaderstate.mode == BEM_SMAPLIGHT)
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_RenderScene(void)
{
// IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)d3d_trueprojection);
// IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view);
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
Surf_DrawWorld();
}
static void R_DrawPortal(batch_t *batch, batch_t **blist)
{
entity_t *view;
float glplane[4];
plane_t plane;
refdef_t oldrefdef;
mesh_t *mesh = batch->mesh[batch->firstmesh];
int sort;
if (r_refdef.recurse)
return;
VectorCopy(mesh->normals_array[0], plane.normal);
plane.dist = DotProduct(mesh->xyz_array[0], plane.normal);
//if we're too far away from the surface, don't draw anything
if (batch->shader->flags & SHADER_AGEN_PORTAL)
{
/*there's a portal alpha blend on that surface, that fades out after this distance*/
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist > batch->shader->portaldist)
return;
}
//if we're behind it, then also don't draw anything.
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist < 0)
return;
view = R_NearestPortal(&plane);
//if (!view)
// return;
oldrefdef = r_refdef;
r_refdef.recurse = true;
r_refdef.externalview = true;
if (!view || VectorCompare(view->origin, view->oldorigin))
{
r_refdef.flipcull ^= true;
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;
}
/*FIXME: can we get away with stenciling the screen?*/
/*Add to frustum culling instead of clip planes?*/
glplane[0] = plane.normal[0];
glplane[1] = plane.normal[1];
glplane[2] = plane.normal[2];
glplane[3] = -plane.dist;
// IDirect3DDevice9_SetClipPlane(pD3DDev9, 0, glplane);
// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CLIPPLANEENABLE, D3DCLIPPLANE0);
R_RenderScene();
// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CLIPPLANEENABLE, 0);
for (sort = 0; sort < SHADER_SORT_COUNT; sort++)
for (batch = blist[sort]; batch; batch = batch->next)
{
batch->firstmesh = 0;
}
r_refdef = oldrefdef;
/*broken stuff*/
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
// IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)d3d_trueprojection);
// IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view);
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
}
static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
{
batch_t *batch, *old;
int i;
/*attempt to draw portal shaders*/
if (shaderstate.mode == BEM_STANDARD)
{
for (i = 0; i < 2; i++)
{
for (batch = i?dynamiclist:worldlist[SHADER_SORT_PORTAL]; batch; batch = batch->next)
{
if (batch->meshes == batch->firstmesh)
continue;
if (batch->buildmeshes)
batch->buildmeshes(batch);
else
batch->shader = R_TextureAnimation(batch->ent->framestate.g[FS_REG].frame[0], batch->texture)->shader;
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
BE_SelectMode(BEM_DEPTHONLY);
for (old = worldlist[SHADER_SORT_PORTAL]; old && old != batch; old = old->next)
{
if (old->meshes == old->firstmesh)
continue;
BE_SubmitBatch(old);
}
if (!old)
{
for (old = dynamiclist; old != batch; old = old->next)
{
if (old->meshes == old->firstmesh)
continue;
BE_SubmitBatch(old);
}
}
BE_SelectMode(BEM_STANDARD);
R_DrawPortal(batch, worldlist);
/*clear depth again*/
// IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1, 0);
}
}
}
}
void D3D11BE_SubmitMeshes (qboolean drawworld, batch_t **blist, int first, int stop)
{
model_t *model = cl.worldmodel;
int i;
for (i = first; i < stop; i++)
{
if (drawworld)
{
if (i == SHADER_SORT_PORTAL /*&& !r_noportals.ival*/ && !r_refdef.recurse)
BE_SubmitMeshesPortals(model->batches, blist[i]);
BE_SubmitMeshesSortList(model->batches[i]);
}
BE_SubmitMeshesSortList(blist[i]);
}
}
#ifdef RTLIGHTS
void D3D11BE_BaseEntTextures(void)
{
batch_t *batches[SHADER_SORT_COUNT];
BE_GenModelBatches(batches);
D3D11BE_SubmitMeshes(false, batches, SHADER_SORT_PORTAL, SHADER_SORT_DECAL);
BE_SelectEntity(&r_worldentity);
}
void D3D11BE_RenderShadowBuffer(unsigned int numverts, ID3D11Buffer *vbuf, unsigned int numindicies, ID3D11Buffer *ibuf)
{
/*
IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_VERT, vbuf, 0, sizeof(vecV_t));
IDirect3DDevice9_SetIndices(pD3DDev9, ibuf);
if (0 != shaderstate.curvertdecl)
{
shaderstate.curvertdecl = 0;
d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
}
IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, 0, numverts, 0, numindicies/3);
*/
}
#endif
void D3D11BE_DrawWorld (qboolean drawworld, qbyte *vis)
{
batch_t *batches[SHADER_SORT_COUNT];
RSpeedLocals();
shaderstate.curentity = NULL;
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();
BE_GenModelBatches(batches);
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;
BE_SelectMode(BEM_STANDARD);
RSpeedRemark();
D3D11BE_SubmitMeshes(true, 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(true, batches, SHADER_SORT_DECAL, SHADER_SORT_COUNT);
}
else
{
RSpeedRemark();
D3D11BE_SubmitMeshes(false, batches, SHADER_SORT_PORTAL, SHADER_SORT_COUNT);
RSpeedEnd(RSPEED_DRAWENTITIES);
}
R_RenderDlights ();
BE_RotateForEntity(&r_worldentity, NULL);
}
#endif