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fteqw/engine/d3d9/d3d9_rmain.c
Spoike b763b5594d My monthly commit. I wonder what I broke.
Contains some stuff to get twig working a little better.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3132 fc73d0e0-1445-4013-8a0c-d673dee63da5
2009-03-03 01:52:30 +00:00

1893 lines
48 KiB
C

#include "quakedef.h"
#ifdef D3DQUAKE
#include "winquake.h"
#include "d3d9quake.h"
#include "renderque.h"
mleaf_t *r_viewleaf, *r_oldviewleaf;
mleaf_t *r_viewleaf2, *r_oldviewleaf2;
int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
extern qbyte areabits[MAX_Q2MAP_AREAS/8];
int r_visframecount;
entity_t r_worldentity;
refdef_t r_refdef;
vec3_t r_origin, vpn, vright, vup;
extern float r_projection_matrix[16];
extern float r_view_matrix[16];
extern mplane_t frustum[4];
vec3_t modelorg;
entity_t *currententity;
extern cvar_t gl_mindist;
void (D3D9_R_DeInit) (void)
{
int i;
#ifdef Q3SHADERS
Shader_Shutdown();
#endif
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
BZ_Free(lightmap[i]);
lightmap[i] = NULL;
}
if (lightmap_d3d9textures)
BZ_Free(lightmap_d3d9textures);
if (lightmap)
BZ_Free(lightmap);
lightmap_d3d9textures=NULL;
lightmap=NULL;
numlightmaps=0;
}
void (D3D9_R_ReInit) (void)
{
}
void (D3D9_R_Init) (void)
{
D3D9_R_ReInit();
}
//most of this is a direct copy from gl
void (D3D9_SetupFrame) (void)
{
mleaf_t *leaf;
vec3_t temp;
GLR_AnimateLight();
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
r_framecount++;
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
{
}
#ifdef Q2BSPS
else if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3))
{
static mleaf_t fakeleaf;
mleaf_t *leaf;
r_viewleaf = &fakeleaf; //so we can use quake1 rendering routines for q2 bsps.
r_viewleaf->contents = Q1CONTENTS_EMPTY;
r_viewleaf2 = NULL;
r_oldviewcluster = r_viewcluster;
r_oldviewcluster2 = r_viewcluster2;
leaf = GLMod_PointInLeaf (cl.worldmodel, r_origin);
r_viewcluster = r_viewcluster2 = leaf->cluster;
// check above and below so crossing solid water doesn't draw wrong
if (!leaf->contents)
{ // look down a bit
vec3_t temp;
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = GLMod_PointInLeaf (cl.worldmodel, temp);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
else
{ // look up a bit
vec3_t temp;
VectorCopy (r_origin, temp);
temp[2] += 16;
leaf = GLMod_PointInLeaf (cl.worldmodel, temp);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
}
#endif
else
{
r_oldviewleaf = r_viewleaf;
r_oldviewleaf2 = r_viewleaf2;
r_viewleaf = GLMod_PointInLeaf (cl.worldmodel, r_origin);
if (!r_viewleaf)
{
}
else if (r_viewleaf->contents == Q1CONTENTS_EMPTY)
{ //look down a bit
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = GLMod_PointInLeaf (cl.worldmodel, temp);
if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA)
r_viewleaf2 = leaf;
else
r_viewleaf2 = NULL;
}
else if (r_viewleaf->contents <= Q1CONTENTS_WATER && r_viewleaf->contents >= Q1CONTENTS_LAVA)
{ //in water, look up a bit.
VectorCopy (r_origin, temp);
temp[2] += 16;
leaf = GLMod_PointInLeaf (cl.worldmodel, temp);
if (leaf->contents == Q1CONTENTS_EMPTY)
r_viewleaf2 = leaf;
else
r_viewleaf2 = NULL;
}
else
r_viewleaf2 = NULL;
if (r_viewleaf)
V_SetContentsColor (r_viewleaf->contents);
}
}
void D3D9_SetupViewPort(void)
{
float screenaspect;
int glwidth = vid.width, glheight=vid.height;
int x, x2, y2, y, w, h;
float fov_x, fov_y;
D3DVIEWPORT9 vport;
D3D9_GetBufferSize(&glwidth, &glheight);
//
// set up viewpoint
//
x = r_refdef.vrect.x * glwidth/(int)vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/(int)vid.width;
y = (/*vid.height-*/r_refdef.vrect.y) * glheight/(int)vid.height;
y2 = ((int)/*vid.height - */(r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/(int)vid.height;
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < glwidth)
x2++;
if (y < 0)
y--;
if (y2 < glheight)
y2++;
w = x2 - x;
h = y2 - y;
/* if (envmap)
{
x = y2 = 0;
w = h = 256;
}
*/
vport.X = x;
vport.Y = y;
vport.Width = w;
vport.Height = h;
vport.MinZ = 0;
vport.MaxZ = 1;
IDirect3DDevice9_SetViewport(pD3DDev9, &vport);
fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
if (r_waterwarp.value<0 && r_viewleaf->contents <= Q1CONTENTS_WATER)
{
fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
}
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
// if (r_refdef.useperspective)
{
/* if ((!r_shadows.value || !gl_canstencil) && gl_maxdist.value>256)//gl_nv_range_clamp)
{
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
// yfov = (2.0 * tan (scr_fov.value/360*M_PI)) / screenaspect;
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov.value*2)/M_PI;
// MYgluPerspective (yfov, screenaspect, 4, 4096);
MYgluPerspective (fov_x, fov_y, gl_mindist.value, gl_maxdist.value);
}
else*/
{
GL_InfinatePerspective(fov_x, fov_y, gl_mindist.value);
}
}
/* else
{
if (gl_maxdist.value>=1)
GL_ParallelPerspective(-fov_x/2, fov_x/2, fov_y/2, -fov_y/2, -gl_maxdist.value, gl_maxdist.value);
else
GL_ParallelPerspective(0, r_refdef.vrect.width, 0, r_refdef.vrect.height, -9999, 9999);
}*/
Matrix4_ModelViewMatrixFromAxis(r_view_matrix, vpn, vright, vup, r_refdef.vieworg);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)r_projection_matrix);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_view_matrix);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZENABLE, D3DZB_TRUE);
}
qbyte *Q1BSP_LeafPVS (model_t *model, mleaf_t *leaf, qbyte *buffer);
//fixme: direct copy from gl (apart from lightmaps)
static void D3D9_RecursiveWorldNode (mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
int shift;
start:
if (node->contents == Q1CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
if (R_CullBox (node->minmaxs, node->minmaxs+3))
return;
// if a leaf node, draw stuff
if (node->contents < 0)
{
pleaf = (mleaf_t *)node;
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark++)->visframe = r_framecount;
} while (--c);
}
// deal with model fragments in this leaf
if (pleaf->efrags)
R_StoreEfrags (&pleaf->efrags);
return;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
switch (plane->type)
{
case PLANE_X:
dot = modelorg[0] - plane->dist;
break;
case PLANE_Y:
dot = modelorg[1] - plane->dist;
break;
case PLANE_Z:
dot = modelorg[2] - plane->dist;
break;
default:
dot = DotProduct (modelorg, plane->normal) - plane->dist;
break;
}
if (dot >= 0)
side = 0;
else
side = 1;
// recurse down the children, front side first
D3D9_RecursiveWorldNode (node->children[side]);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
shift = 0;//GLR_LightmapShift(cl.worldmodel);
// if (dot < 0 -BACKFACE_EPSILON)
// side = SURF_PLANEBACK;
// else if (dot > BACKFACE_EPSILON)
// side = 0;
{
for ( ; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
// if (((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)))
// continue; // wrong side
D3DR_RenderDynamicLightmaps (surf, shift);
// if sorting by texture, just store it out
/* if (surf->flags & SURF_DRAWALPHA)
{ // add to the translucent chain
surf->nextalphasurface = r_alpha_surfaces;
r_alpha_surfaces = surf;
surf->ownerent = &r_worldentity;
}
else
*/ {
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
}
}
}
// recurse down the back side
// D3D9_RecursiveWorldNode (node->children[!side]);
node = node->children[!side];
goto start;
}
//fixme: direct copy from gl (apart from lightmaps)
static void D3D9_RecursiveQ2WorldNode (mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
int shift;
start:
if (node->contents == Q2CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
if (R_CullBox (node->minmaxs, node->minmaxs+3))
return;
// if a leaf node, draw stuff
if (node->contents < 0)
{
pleaf = (mleaf_t *)node;
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark++)->visframe = r_framecount;
} while (--c);
}
// deal with model fragments in this leaf
if (pleaf->efrags)
R_StoreEfrags (&pleaf->efrags);
return;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
switch (plane->type)
{
case PLANE_X:
dot = modelorg[0] - plane->dist;
break;
case PLANE_Y:
dot = modelorg[1] - plane->dist;
break;
case PLANE_Z:
dot = modelorg[2] - plane->dist;
break;
default:
dot = DotProduct (modelorg, plane->normal) - plane->dist;
break;
}
if (dot >= 0)
side = 0;
else
side = 1;
// recurse down the children, front side first
D3D9_RecursiveQ2WorldNode (node->children[side]);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
shift = 0;//GLR_LightmapShift(cl.worldmodel);
// if (dot < 0 -BACKFACE_EPSILON)
// side = SURF_PLANEBACK;
// else if (dot > BACKFACE_EPSILON)
// side = 0;
{
for ( ; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
// if (((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)))
// continue; // wrong side
D3DR_RenderDynamicLightmaps (surf, shift);
// if sorting by texture, just store it out
/* if (surf->flags & SURF_DRAWALPHA)
{ // add to the translucent chain
surf->nextalphasurface = r_alpha_surfaces;
r_alpha_surfaces = surf;
surf->ownerent = &r_worldentity;
}
else
*/ {
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
}
}
}
// recurse down the back side
// D3D9_RecursiveWorldNode (node->children[!side]);
node = node->children[!side];
goto start;
}
#ifdef Q3BSPS
extern mleaf_t *r_vischain; // linked list of visible leafs
static void D3D9_LeafWorldNode (void)
{
int i;
int clipflags;
msurface_t **mark, *surf;
mleaf_t *pleaf;
int clipped;
mplane_t *clipplane;
for ( pleaf = r_vischain; pleaf; pleaf = pleaf->vischain )
{
// check for door connected areas
// if ( areabits )
{
// if (! (areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) )
// {
// continue; // not visible
// }
}
clipflags = 15; // 1 | 2 | 4 | 8
// if ( !r_nocull->value )
{
for (i=0,clipplane=frustum ; i<4 ; i++,clipplane++)
{
clipped = BoxOnPlaneSide ( pleaf->minmaxs, pleaf->minmaxs+3, clipplane );
if ( clipped == 2 ) {
break;
} else if ( clipped == 1 ) {
clipflags &= ~(1<<i); // node is entirely on screen
}
}
if ( i != 4 ) {
continue;
}
}
i = pleaf->nummarksurfaces;
mark = pleaf->firstmarksurface;
do
{
surf = *mark++;
if ( surf->visframe != r_framecount ) //sufraces exist in multiple leafs.
{
surf->visframe = r_framecount;
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
} while (--i);
// c_world_leafs++;
}
}
#endif
struct {
float x, y, z;
// unsigned colour;
float wms, wmt;
float lms, lmt;
} worldvert[1024];
void D3D9_DrawTextureChains(void)
{
texture_t *t;
msurface_t *s;
vec3_t *xyz;
vec2_t *wm;
vec2_t *lm;
mesh_t *m;
int i;
int v;
int lmnum;
extern int skytexturenum; // index in cl.loadmodel, not gl texture object
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
if (skytexturenum>=0)
{
t = currentmodel->textures[skytexturenum];
if (t)
{
s = t->texturechain;
if (s)
{
t->texturechain = NULL;
D3D9_DrawSkyChain (s);
}
}
}
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, FALSE );
for (i = 0; i < currentmodel->numtextures; i++)
{
t = currentmodel->textures[i];
if (!t)
continue; //happens on e1m2
s = t->texturechain;
if (!s)
continue;
t->texturechain = NULL;
if (s->flags & SURF_DRAWTURB)
{
IDirect3DDevice9_SetTexture(pD3DDev9, 0, (void*)t->gl_texturenum);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_TEXCOORDINDEX, 0);
IDirect3DDevice9_SetTexture(pD3DDev9, 0, (void*)t->gl_texturenum);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_TEXCOORDINDEX, 1);
IDirect3DDevice9_SetTexture(pD3DDev9, 1, (void*)t->gl_texturenum);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_COLOROP, D3DTOP_MODULATE2X);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
while(s)
{
m = s->mesh;
xyz = m->xyz_array;
wm = m->st_array;
lm = m->lmst_array;
for (v = 0; v < m->numvertexes; v++, xyz++, wm++, lm++)
{
worldvert[v].x = (*xyz)[0];
worldvert[v].y = (*xyz)[1];
worldvert[v].z = (*xyz)[2];
// worldvert[v].colour = 0;
worldvert[v].wms = (*wm)[0] + cl.time*0.2;
worldvert[v].wmt = (*wm)[1] + cl.time*0.2 + 0.5;
worldvert[v].lms = (*wm)[0] + cl.time*0.1;
worldvert[v].lmt = (*wm)[1] + cl.time*0.1;
}
IDirect3DDevice9_SetFVF(pD3DDev9, D3DFVF_XYZ|D3DFVF_TEX2);
IDirect3DDevice9_DrawIndexedPrimitiveUP(pD3DDev9, D3DPT_TRIANGLELIST, 0, m->numvertexes, m->numindexes/3, m->indexes, D3DFMT_QINDEX, worldvert, sizeof(worldvert[0]));
s = s->texturechain;
}
lmnum = -4;
IDirect3DDevice9_SetSamplerState(pD3DDev9, 1, D3DSAMP_MINFILTER, D3DTEXF_POINT);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 1, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 1, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
continue;
}
IDirect3DDevice9_SetTexture(pD3DDev9, 0, (void*)t->gl_texturenum);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_TEXCOORDINDEX, 0);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
while(s)
{
m = s->mesh;
if (m)
{
lmnum = s->lightmaptexturenum;
if (lmnum >= 0)
{
if (lightmap[lmnum]->modified)
{
D3DLOCKED_RECT desc;
IDirect3DTexture9_LockRect(lightmap_d3d9textures[lmnum], 0, &desc, NULL, DDLOCK_NOSYSLOCK|DDLOCK_WAIT|DDLOCK_WRITEONLY|DDLOCK_DISCARDCONTENTS);
memcpy(desc.pBits, lightmap[lmnum]->lightmaps, LMBLOCK_WIDTH*LMBLOCK_HEIGHT*4);
/* {
int i;
unsigned char *c;
unsigned char v;
c = desc.lpSurface;
for (i = 0; i < LMBLOCK_WIDTH*LMBLOCK_HEIGHT; i++)
{
v = rand();
*c++ = v;
*c++ = v;
*c++ = v;
c++;
}
}*/
IDirect3DTexture9_UnlockRect(lightmap_d3d9textures[lmnum], 0);
lightmap[lmnum]->modified = false;
}
IDirect3DDevice9_SetTexture(pD3DDev9, 1, (void*)lightmap_d3d9textures[lmnum]);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_COLOROP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_TEXCOORDINDEX, 1);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
}
else
{
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
}
//pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
xyz = m->xyz_array;
wm = m->st_array;
lm = m->lmst_array;
if (!wm || !lm)
{
s = s->texturechain;
continue;
}
for (v = 0; v < m->numvertexes; v++, xyz++, wm++, lm++)
{
worldvert[v].x = (*xyz)[0];
worldvert[v].y = (*xyz)[1];
worldvert[v].z = (*xyz)[2];
// worldvert[v].colour = 0;
worldvert[v].wms = (*wm)[0];
worldvert[v].wmt = (*wm)[1];
worldvert[v].lms = (*lm)[0];
worldvert[v].lmt = (*lm)[1];
}
IDirect3DDevice9_SetFVF(pD3DDev9, D3DFVF_XYZ|D3DFVF_TEX2);
IDirect3DDevice9_DrawIndexedPrimitiveUP(pD3DDev9, D3DPT_TRIANGLELIST, 0, m->numvertexes, m->numindexes/3, m->indexes, D3DFMT_QINDEX, worldvert, sizeof(worldvert[0]));
// IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_TEX2, worldvert, m->numvertexes, m->indexes, m->numindexes, 0);
}
s = s->texturechain;
}
}
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE );
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
}
void D3D9_BaseBModelTextures(entity_t *e)
{
texture_t *t;
msurface_t *s;
vec3_t *xyz;
vec2_t *wm;
vec2_t *lm;
mesh_t *m;
int i;
int v;
float matrix[16];
int lmnum = -1;
currentmodel = e->model;
for (s = currentmodel->surfaces+currentmodel->firstmodelsurface, i = 0; i < currentmodel->nummodelsurfaces; i++, s++)
{
t = R_TextureAnimation(s->texinfo->texture);
{
m = s->mesh;
if (m)
D3DR_RenderDynamicLightmaps (s, 0);
}
}
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
Matrix4_ModelMatrixFromAxis(matrix, e->axis[0], e->axis[1], e->axis[2], e->origin);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)matrix);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, FALSE );
for (s = currentmodel->surfaces+currentmodel->firstmodelsurface, i = 0; i < currentmodel->nummodelsurfaces; i++, s++)
{
t = R_TextureAnimation(s->texinfo->texture);
if (s->lightmaptexturenum < 0)
continue;
IDirect3DDevice9_SetTexture(pD3DDev9, 0, (void*)t->gl_texturenum);
IDirect3DDevice9_SetTexture(pD3DDev9, 1, (void*)lightmap_d3d9textures[s->lightmaptexturenum]);
{
m = s->mesh;
if (m)
{
if (lmnum != s->lightmaptexturenum)
{
lmnum = s->lightmaptexturenum;
if (lmnum >= 0)
{
#if 0
if (lightmap[lmnum]->modified)
{
DDSURFACEDESC2 desc;
desc.dwSize = sizeof(desc);
lightmap_d3d9textures[lmnum]->lpVtbl->Lock(lightmap_d3dtextures[lmnum], NULL, &desc, DDLOCK_NOSYSLOCK|DDLOCK_WAIT|DDLOCK_WRITEONLY|DDLOCK_DISCARDCONTENTS, NULL);
memcpy(desc.lpSurface, lightmap[lmnum]->lightmaps, LMBLOCK_WIDTH*LMBLOCK_HEIGHT*4);
/* {
int i;
unsigned char *c;
unsigned char v;
c = desc.lpSurface;
for (i = 0; i < LMBLOCK_WIDTH*LMBLOCK_HEIGHT; i++)
{
v = rand();
*c++ = v;
*c++ = v;
*c++ = v;
c++;
}
}*/
lightmap_d3d9textures[lmnum]->lpVtbl->Unlock(lightmap_d3d9textures[lmnum], NULL);
lightmap[lmnum]->modified = false;
}
#endif
IDirect3DDevice9_SetTexture(pD3DDev9, 1, (void*)lightmap_d3d9textures[lmnum]);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_COLOROP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_TEXCOORDINDEX, 1);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
}
else
{
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
}
}
xyz = m->xyz_array;
wm = m->st_array;
lm = m->lmst_array;
for (v = 0; v < m->numvertexes; v++, xyz++, wm++, lm++)
{
worldvert[v].x = (*xyz)[0];
worldvert[v].y = (*xyz)[1];
worldvert[v].z = (*xyz)[2];
// worldvert[v].colour = 0;
worldvert[v].wms = (*wm)[0];
worldvert[v].wmt = (*wm)[1];
worldvert[v].lms = (*lm)[0];
worldvert[v].lmt = (*lm)[1];
}
IDirect3DDevice9_SetFVF(pD3DDev9, D3DFVF_XYZ|D3DFVF_TEX2);
IDirect3DDevice9_DrawIndexedPrimitiveUP(pD3DDev9, D3DPT_TRIANGLELIST, 0, m->numvertexes, m->numindexes/3, m->indexes, D3DFMT_QINDEX, worldvert, sizeof(worldvert[0]));
// IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_TEX2, worldvert, m->numvertexes, m->indexes, m->numindexes, 0);
}
}
}
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE );
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)matrix);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
}
typedef struct {
float pos[3];
int colour;
float tc[2];
} d3dvert_t;
/*
================
R_GetSpriteFrame
================
*/
/*
mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
{
msprite_t *psprite;
mspritegroup_t *pspritegroup;
mspriteframe_t *pspriteframe;
int i, numframes, frame;
float *pintervals, fullinterval, targettime, time;
psprite = currententity->model->cache.data;
frame = currententity->frame;
if ((frame >= psprite->numframes) || (frame < 0))
{
Con_DPrintf ("R_DrawSprite: no such frame %d (%s)\n", frame, currententity->model->name);
frame = 0;
}
if (psprite->frames[frame].type == SPR_SINGLE)
{
pspriteframe = psprite->frames[frame].frameptr;
}
else if (psprite->frames[frame].type == SPR_ANGLED)
{
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pspriteframe = pspritegroup->frames[(int)((r_refdef.viewangles[1]-currententity->angles[1])/360*8 + 0.5-4)&7];
}
else
{
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pintervals = pspritegroup->intervals;
numframes = pspritegroup->numframes;
fullinterval = pintervals[numframes-1];
time = currententity->frame1time;
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
// are positive, so we don't have to worry about division by 0
targettime = time - ((int)(time / fullinterval)) * fullinterval;
for (i=0 ; i<(numframes-1) ; i++)
{
if (pintervals[i] > targettime)
break;
}
pspriteframe = pspritegroup->frames[i];
}
return pspriteframe;
}
*/
static void D3D9_DrawSpriteModel (entity_t *e)
{
vec3_t point;
mspriteframe_t *frame;
vec3_t forward, right, up;
msprite_t *psprite;
d3dvert_t d3dvert[4];
index_t vertindexes[6] = {
0, 1, 2,
0, 2, 3
};
#ifdef Q3SHADERS
mpic_t *pic = e->forcedshader;
#else
mpic_t *pic = NULL;
#endif
if (pic || !e->model)
{
int colour;
colour = 0;
((unsigned char*)&colour)[0] = e->shaderRGBAf[2]*255;
((unsigned char*)&colour)[1] = e->shaderRGBAf[1]*255;
((unsigned char*)&colour)[2] = e->shaderRGBAf[0]*255;
((unsigned char*)&colour)[3] = e->shaderRGBAf[3]*255;
VectorCopy(vup, up);
VectorCopy(vright, right);
up[0]*=e->scale;
up[1]*=e->scale;
up[2]*=e->scale;
right[0]*=e->scale;
right[1]*=e->scale;
right[2]*=e->scale;
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); \
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); \
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, FALSE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, TRUE);
if (pic)
IDirect3DDevice9_SetTexture(pD3DDev9, 0, *(LPDIRECT3DBASETEXTURE9*)&pic->data);
else
IDirect3DDevice9_SetTexture(pD3DDev9, 0, NULL);
if (e->flags & RF_NODEPTHTEST)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_ALWAYS);
d3dvert[0].colour = colour;
d3dvert[0].tc[0] = 0;
d3dvert[0].tc[1] = 1;
VectorMA (e->origin, -1, up, point);
VectorMA (point, -1, right, d3dvert[0].pos);
d3dvert[1].colour = colour;
d3dvert[1].tc[0] = 0;
d3dvert[1].tc[0] = 0;
VectorMA (e->origin, 1, up, point);
VectorMA (point, -1, right, d3dvert[1].pos);
d3dvert[2].colour = colour;
d3dvert[2].tc[0] = 1;
d3dvert[2].tc[1] = 0;
VectorMA (e->origin, 1, up, point);
VectorMA (point, 1, right, d3dvert[2].pos);
d3dvert[3].colour = colour;
d3dvert[3].tc[0] = 1;
d3dvert[3].tc[1] = 1;
VectorMA (e->origin, -1, up, point);
VectorMA (point, 1, right, d3dvert[3].pos);
IDirect3DDevice9_SetFVF(pD3DDev9, D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1);
IDirect3DDevice9_DrawIndexedPrimitiveUP(pD3DDev9, D3DPT_TRIANGLELIST, 0, 4, 2, vertindexes, D3DFMT_QINDEX, d3dvert, sizeof(d3dvert[0]));
if (e->flags & RF_NODEPTHTEST)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
return;
}
if (!e->model)
return;
if (e->flags & RF_NODEPTHTEST)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_ALWAYS);
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
if (!frame)
return;
psprite = e->model->cache.data;
// frame = 0x05b94140;
switch(psprite->type)
{
case SPR_ORIENTED:
// bullet marks on walls
AngleVectors (e->angles, forward, right, up);
break;
case SPR_FACING_UPRIGHT:
up[0] = 0;up[1] = 0;up[2]=1;
right[0] = e->origin[1] - r_origin[1];
right[1] = -(e->origin[0] - r_origin[0]);
right[2] = 0;
VectorNormalize (right);
break;
case SPR_VP_PARALLEL_UPRIGHT:
up[0] = 0;up[1] = 0;up[2]=1;
VectorCopy (vright, right);
break;
default:
case SPR_VP_PARALLEL:
//normal sprite
VectorCopy(vup, up);
VectorCopy(vright, right);
break;
}
up[0]*=e->scale;
up[1]*=e->scale;
up[2]*=e->scale;
right[0]*=e->scale;
right[1]*=e->scale;
right[2]*=e->scale;
IDirect3DDevice9_SetTexture(pD3DDev9, 0, (void*)frame->gl_texturenum);
/* {
extern int gldepthfunc;
qglDepthFunc(gldepthfunc);
qglDepthMask(0);
if (gldepthmin == 0.5)
qglCullFace ( GL_BACK );
else
qglCullFace ( GL_FRONT );
GL_TexEnv(GL_MODULATE);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglDisable (GL_ALPHA_TEST);
qglDisable(GL_BLEND);
}*/
/* if (e->flags & Q2RF_ADDATIVE)
{
qglEnable(GL_BLEND);
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
else if (e->shaderRGBAf[3]<1 || gl_blendsprites.value)
{
qglEnable(GL_BLEND);
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
qglEnable (GL_ALPHA_TEST);
*/
d3dvert[0].colour = 0xffffffff;
d3dvert[0].tc[0] = 0;
d3dvert[0].tc[1] = 1;
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->left, right, d3dvert[0].pos);
d3dvert[1].colour = 0xffffffff;
d3dvert[1].tc[0] = 0;
d3dvert[1].tc[0] = 0;
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->left, right, d3dvert[1].pos);
d3dvert[2].colour = 0xffffffff;
d3dvert[2].tc[0] = 1;
d3dvert[2].tc[1] = 0;
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->right, right, d3dvert[2].pos);
d3dvert[3].colour = 0xffffffff;
d3dvert[3].tc[0] = 1;
d3dvert[3].tc[1] = 1;
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->right, right, d3dvert[3].pos);
IDirect3DDevice9_SetFVF(pD3DDev9, D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1);
IDirect3DDevice9_DrawIndexedPrimitiveUP(pD3DDev9, D3DPT_TRIANGLELIST, 0, 4, 2, vertindexes, D3DFMT_QINDEX, d3dvert, sizeof(d3dvert[0]));
if (e->flags & RF_NODEPTHTEST)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
// if (e->flags & Q2RF_ADDATIVE) //back to regular blending for us!
// qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
//==================================================================================
void D3D9R_DrawSprite(int count, void **e, void *parm)
{
while(count--)
{
currententity = *e++;
D3D9_DrawSpriteModel (currententity);
}
}
qboolean D3D9_ShouldDraw(void)
{
{
if (currententity->flags & Q2RF_EXTERNALMODEL)
return false;
// if (currententity->keynum == (cl.viewentity[r_refdef.currentplayernum]?cl.viewentity[r_refdef.currentplayernum]:(cl.playernum[r_refdef.currentplayernum]+1)))
// return false;
// if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
// continue;
if (!Cam_DrawPlayer(r_refdef.currentplayernum, currententity->keynum-1))
return false;
}
return true;
}
void D3D9_R_DrawEntitiesOnList (void)
{
int i;
if (!r_drawentities.value)
return;
// draw sprites seperately, because of alpha blending
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (!D3D9_ShouldDraw())
continue;
switch (currententity->rtype)
{
case RT_SPRITE:
RQ_AddDistReorder(D3D9R_DrawSprite, currententity, NULL, currententity->origin);
continue;
#ifdef Q3SHADERS
case RT_BEAM:
case RT_RAIL_RINGS:
case RT_LIGHTNING:
// R_DrawLightning(currententity);
continue;
case RT_RAIL_CORE:
// R_DrawRailCore(currententity);
continue;
#endif
case RT_MODEL: //regular model
break;
case RT_PORTALSURFACE:
continue; //this doesn't do anything anyway, does it?
default:
case RT_POLY: //these are a little painful, we need to do them some time... just not yet.
continue;
}
if (currententity->flags & Q2RF_BEAM)
{
// R_DrawBeam(currententity);
continue;
}
if (!currententity->model)
continue;
if (cl.lerpents && (cls.allow_anyparticles || currententity->visframe)) //allowed or static
{
/* if (gl_part_flame.value)
{
if (currententity->model->engineflags & MDLF_ENGULPHS)
continue;
}*/
}
switch (currententity->model->type)
{
case mod_alias:
// if (r_refdef.flags & Q2RDF_NOWORLDMODEL || !cl.worldmodel || cl.worldmodel->type != mod_brush || cl.worldmodel->fromgame == fg_doom)
D3D9_DrawAliasModel ();
break;
#ifdef HALFLIFEMODELS
case mod_halflife:
R_DrawHLModel (currententity);
break;
#endif
case mod_brush:
// if (!cl.worldmodel || cl.worldmodel->type != mod_brush || cl.worldmodel->fromgame == fg_doom)
D3D9_BaseBModelTextures (currententity);
break;
case mod_sprite:
RQ_AddDistReorder(D3D9R_DrawSprite, currententity, NULL, currententity->origin);
break;
/*
#ifdef TERRAIN
case mod_heightmap:
D3D9_DrawHeightmapModel(currententity);
break;
#endif
*/
default:
break;
}
}
{
float m_identity[16] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)m_identity);
}
}
void D3D9_DrawWorld(void)
{
RSpeedLocals();
entity_t ent;
memset (&ent, 0, sizeof(ent));
ent.model = cl.worldmodel;
currentmodel = cl.worldmodel;
VectorCopy (r_refdef.vieworg, modelorg);
currententity = &ent;
#ifdef TERRAIN
// FIXME: Dunno what needs to be fixed here?
// if (currentmodel->type == mod_heightmap)
// D3D9_DrawHeightmapModel(currententity);
// else
#endif
{
// qglColor3f (1,1,1);
//#ifdef QUAKE2
// R_ClearSkyBox ();
//#endif
RSpeedRemark();
#ifdef Q2BSPS
if (ent.model->fromgame == fg_quake2 || ent.model->fromgame == fg_quake3)
{
int leafnum;
int clientarea;
#ifdef QUAKE2
if (cls.protocol == CP_QUAKE2) //we can get server sent info
memcpy(areabits, cl.q2frame.areabits, sizeof(areabits));
else
#endif
{ //generate the info each frame.
leafnum = CM_PointLeafnum (cl.worldmodel, r_refdef.vieworg);
clientarea = CM_LeafArea (cl.worldmodel, leafnum);
CM_WriteAreaBits(cl.worldmodel, areabits, clientarea);
}
#ifdef Q3BSPS
if (ent.model->fromgame == fg_quake3)
{
R_MarkLeaves_Q3 ();
D3D9_LeafWorldNode ();
}
else
#endif
{
R_MarkLeaves_Q2 ();
D3D9_RecursiveQ2WorldNode (cl.worldmodel->nodes);
}
}
else
#endif
{
R_MarkLeaves_Q1 ();
D3D9_RecursiveWorldNode (cl.worldmodel->nodes);
}
RSpeedEnd(RSPEED_WORLDNODE);
TRACE(("dbg: calling PPL_DrawWorld\n"));
// if (r_shadows.value >= 2 && gl_canstencil && gl_mtexable)
D3D9_DrawTextureChains();
// else
// DrawTextureChains (cl.worldmodel, 1, r_refdef.vieworg);
//qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// GLR_LessenStains();
}
}
void D3D9_R_RenderScene(void)
{
if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap))
r_refdef.flags |= Q2RDF_NOWORLDMODEL;
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
{
D3D9_DrawWorld (); // adds static entities to the list
}
D3D9_R_DrawEntitiesOnList ();
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
P_DrawParticles();
D3D9_Set2D();
}
void (D3D9_R_RenderView) (void)
{
D3D9_SetupFrame();
D3D9_SetupViewPort();
R_SetFrustum();
D3D9_R_RenderScene();
}
#ifdef PSET_SCRIPT
#include "particles.h"
#define TYPESONLY
#include "p_script.c"
#define APPLYD3D9BLEND(bm) \
switch (bm) \
{ \
case BM_ADD: \
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); \
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DESTBLEND, D3DBLEND_ONE); \
break; \
case BM_SUBTRACT: \
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); \
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR); \
break; \
case BM_BLENDCOLOUR: \
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SRCBLEND, D3DBLEND_SRCCOLOR); \
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR); \
break; \
case BM_BLEND: \
default: \
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); \
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); \
break; \
}
typedef struct d3dparticlevert_s {
float org[3];
unsigned int colour;
float s, t; //these could actually be preinitialised
} d3dparticlevert_t;
d3dparticlevert_t d3dparticlevert[4];
typedef struct d3dparticlevertut_s {
float org[3];
unsigned int colour;
} d3dparticlevertut_t;
d3dparticlevertut_t d3dparticlevertut[4];
static vec3_t pright, pup;
static float particletime;
void IDirect3DDevice9_DrawIndexedPrimitive7(LPDIRECT3DDEVICE9 pD3DDev9, int mode, int fvf, void *verts, int numverts, index_t *indicies, int numindicies, int wasted)
{
int size = 0;
if (fvf & D3DFVF_XYZ)
size += 12;
if (fvf & D3DFVF_DIFFUSE)
size += 4;
if (fvf & D3DFVF_TEX1)
size += 8;
IDirect3DDevice9_SetFVF(pD3DDev9, fvf);
IDirect3DDevice9_DrawIndexedPrimitiveUP(pD3DDev9, mode, 0, numverts, numindicies/3, indicies, D3DFMT_QINDEX, verts, size);
}
index_t d3d9particlevertindexes[] =
{
0, 1, 2,
0, 2, 3
};
void D3D9_DrawParticleBlob(int count, particle_t **plist, plooks_t *type)
{
float scale;
float x;
float y;
unsigned int colour;
int cb, cg, cr, ca;
particle_t *p;
IDirect3DDevice9_SetTexture(pD3DDev9, 0, type->d3dtexture);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
APPLYD3D9BLEND(type->blendmode);
while(count--)
{
p = *plist++;
scale = (p->org[0] - r_origin[0])*vpn[0] + (p->org[1] - r_origin[1])*vpn[1]
+ (p->org[2] - r_origin[2])*vpn[2];
scale = (scale*p->scale)*(type->invscalefactor) + p->scale * (type->scalefactor*250);
if (scale < 20)
scale = 0.25;
else
scale = 0.25 + scale * 0.001;
cr = p->rgb[0]*255;
if (cr < 0) cr = 0;
if (cr > 255) cr = 255;
cg = p->rgb[1]*255;
if (cg < 0) cg = 0;
if (cg > 255) cg = 255;
cb = p->rgb[2]*255;
if (cb < 0) cb = 0;
if (cb > 255) cb = 255;
ca = p->alpha*255;
if (ca < 0) ca = 0;
if (ca > 255) ca = 255;
colour = (cb) | (cg<<8) | (cr << 16) | (ca << 24);
if (p->angle)
{
x = sin(p->angle)*scale;
y = cos(p->angle)*scale;
}
else
{
x = 0;
y = scale;
}
d3dparticlevert[0].s = 0;
d3dparticlevert[0].t = 0;
d3dparticlevert[0].colour = colour;
d3dparticlevert[0].org[0] = p->org[0] - x*pright[0] - y*pup[0];
d3dparticlevert[0].org[1] = p->org[1] - x*pright[1] - y*pup[1];
d3dparticlevert[0].org[2] = p->org[2] - x*pright[2] - y*pup[2];
d3dparticlevert[1].s = 0;
d3dparticlevert[1].t = 1;
d3dparticlevert[1].colour = colour;
d3dparticlevert[1].org[0] = p->org[0] - y*pright[0] + x*pup[0];
d3dparticlevert[1].org[1] = p->org[1] - y*pright[1] + x*pup[1];
d3dparticlevert[1].org[2] = p->org[2] - y*pright[2] + x*pup[2];
d3dparticlevert[2].s = 1;
d3dparticlevert[2].t = 1;
d3dparticlevert[2].colour = colour;
d3dparticlevert[2].org[0] = p->org[0] + x*pright[0] + y*pup[0];
d3dparticlevert[2].org[1] = p->org[1] + x*pright[1] + y*pup[1];
d3dparticlevert[2].org[2] = p->org[2] + x*pright[2] + y*pup[2];
d3dparticlevert[3].s = 1;
d3dparticlevert[3].t = 0;
d3dparticlevert[3].colour = colour;
d3dparticlevert[3].org[0] = p->org[0] + y*pright[0] - x*pup[0];
d3dparticlevert[3].org[1] = p->org[1] + y*pright[1] - x*pup[1];
d3dparticlevert[3].org[2] = p->org[2] + y*pright[2] - x*pup[2];
//FIXME: batch properly
IDirect3DDevice9_DrawIndexedPrimitive7(pD3DDev9, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1, d3dparticlevert, 4, d3d9particlevertindexes, 6, 0);
}
}
void D3D9_DrawParticleSpark(int count, particle_t **plist, plooks_t *type)
{
vec3_t v, crv, o2;
unsigned int colour;
int cb, cg, cr, ca;
particle_t *p;
IDirect3DDevice9_SetTexture(pD3DDev9, 0, type->d3dtexture);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
APPLYD3D9BLEND(type->blendmode);
while(count--)
{
p = *plist++;
cr = p->rgb[0]*255;
if (cr < 0) cr = 0;
if (cr > 255) cr = 255;
cg = p->rgb[1]*255;
if (cg < 0) cg = 0;
if (cg > 255) cg = 255;
cb = p->rgb[2]*255;
if (cb < 0) cb = 0;
if (cb > 255) cb = 255;
ca = p->alpha*255;
if (ca < 0) ca = 0;
if (ca > 255) ca = 255;
colour = (cb) | (cg<<8) | (cr << 16) | (ca << 24);
VectorSubtract(r_refdef.vieworg, p->org, v);
CrossProduct(v, p->vel, crv);
VectorNormalize(crv);
VectorMA(p->org, -p->scale/2, crv, d3dparticlevert[0].org);
d3dparticlevert[0].s = 0;
d3dparticlevert[0].t = 0;
d3dparticlevert[0].colour = colour;
VectorMA(p->org, p->scale/2, crv, d3dparticlevert[1].org);
d3dparticlevert[1].s = 0;
d3dparticlevert[1].t = 1;
d3dparticlevert[1].colour = colour;
VectorMA(p->org, 0.1, p->vel, o2);
VectorSubtract(r_refdef.vieworg, o2, v);
CrossProduct(v, p->vel, crv);
VectorNormalize(crv);
VectorMA(o2, p->scale/2, crv, d3dparticlevert[2].org);
d3dparticlevert[2].s = 1;
d3dparticlevert[2].t = 1;
d3dparticlevert[2].colour = colour;
VectorMA(o2, -p->scale/2, crv, d3dparticlevert[3].org);
d3dparticlevert[3].s = 1;
d3dparticlevert[3].t = 0;
d3dparticlevert[3].colour = colour;
//FIXME: batch properly
IDirect3DDevice9_DrawIndexedPrimitive7(pD3DDev9, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1, d3dparticlevert, 4, d3d9particlevertindexes, 6, 0);
}
}
void D3D9_DrawParticleBeam(int count, beamseg_t **blist, plooks_t *type)
{
vec3_t v;
vec3_t crv;
beamseg_t *b, *c;
particle_t *p;
particle_t *q;
float ts;
unsigned int colour;
int cb, cg, cr, ca;
IDirect3DDevice9_SetTexture(pD3DDev9, 0, type->d3dtexture);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
APPLYD3D9BLEND(type->blendmode);
while(count--)
{
b = *blist++;
c = b->next;
q = c->p;
p = b->p;
cr = q->rgb[0]*255;
if (cr < 0) cr = 0;
if (cr > 255) cr = 255;
cg = q->rgb[1]*255;
if (cg < 0) cg = 0;
if (cg > 255) cg = 255;
cb = q->rgb[2]*255;
if (cb < 0) cb = 0;
if (cb > 255) cb = 255;
ca = q->alpha*255;
if (ca < 0) ca = 0;
if (ca > 255) ca = 255;
colour = (cb) | (cg<<8) | (cr << 16) | (ca << 24);
c = b->next;
q = c->p;
p = b->p;
VectorSubtract(r_refdef.vieworg, q->org, v);
VectorNormalize(v);
CrossProduct(c->dir, v, crv);
ts = c->texture_s*q->angle + particletime*q->rotationspeed;
VectorMA(q->org, -q->scale, crv, d3dparticlevert[0].org);
d3dparticlevert[0].s = ts;
d3dparticlevert[0].t = 0;
d3dparticlevert[0].colour = colour;
VectorMA(q->org, q->scale, crv, d3dparticlevert[1].org);
d3dparticlevert[1].s = ts;
d3dparticlevert[1].t = 1;
d3dparticlevert[1].colour = colour;
cr = p->rgb[0]*255;
if (cr < 0) cr = 0;
if (cr > 255) cr = 255;
cg = p->rgb[1]*255;
if (cg < 0) cg = 0;
if (cg > 255) cg = 255;
cb = p->rgb[2]*255;
if (cb < 0) cb = 0;
if (cb > 255) cb = 255;
ca = p->alpha*255;
if (ca < 0) ca = 0;
if (ca > 255) ca = 255;
colour = (cb) | (cg<<8) | (cr << 16) | (ca << 24);
VectorSubtract(r_refdef.vieworg, p->org, v);
VectorNormalize(v);
CrossProduct(b->dir, v, crv); // replace with old p->dir?
ts = b->texture_s*p->angle + particletime*p->rotationspeed;
VectorMA(p->org, p->scale, crv, d3dparticlevert[2].org);
d3dparticlevert[2].s = ts;
d3dparticlevert[2].t = 1;
d3dparticlevert[2].colour = colour;
VectorMA(p->org, -p->scale, crv, d3dparticlevert[3].org);
d3dparticlevert[3].s = ts;
d3dparticlevert[3].t = 0;
d3dparticlevert[3].colour = colour;
//FIXME: batch properly
IDirect3DDevice9_DrawIndexedPrimitive7(pD3DDev9, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1, d3dparticlevert, 4, d3d9particlevertindexes, 6, 0);
}
}
void D3D9_DrawParticleBeamUT(int count, beamseg_t **blist, plooks_t *type)
{
vec3_t v;
vec3_t crv;
beamseg_t *b, *c;
particle_t *p;
particle_t *q;
float ts;
unsigned int colour;
int cb, cg, cr, ca;
IDirect3DDevice9_SetTexture(pD3DDev9, 0, NULL);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
APPLYD3D9BLEND(type->blendmode);
while(count--)
{
b = *blist++;
c = b->next;
q = c->p;
p = b->p;
cr = q->rgb[0]*255;
if (cr < 0) cr = 0;
if (cr > 255) cr = 255;
cg = q->rgb[1]*255;
if (cg < 0) cg = 0;
if (cg > 255) cg = 255;
cb = q->rgb[2]*255;
if (cb < 0) cb = 0;
if (cb > 255) cb = 255;
ca = q->alpha*255;
if (ca < 0) ca = 0;
if (ca > 255) ca = 255;
colour = (cb) | (cg<<8) | (cr << 16) | (ca << 24);
c = b->next;
q = c->p;
p = b->p;
VectorSubtract(r_refdef.vieworg, q->org, v);
VectorNormalize(v);
CrossProduct(c->dir, v, crv);
ts = c->texture_s*q->angle + particletime*q->rotationspeed;
VectorMA(q->org, -q->scale, crv, d3dparticlevertut[0].org);
d3dparticlevertut[0].colour = colour;
VectorMA(q->org, q->scale, crv, d3dparticlevertut[1].org);
d3dparticlevertut[1].colour = colour;
cr = p->rgb[0]*255;
if (cr < 0) cr = 0;
if (cr > 255) cr = 255;
cg = p->rgb[1]*255;
if (cg < 0) cg = 0;
if (cg > 255) cg = 255;
cb = p->rgb[2]*255;
if (cb < 0) cb = 0;
if (cb > 255) cb = 255;
ca = p->alpha*255;
if (ca < 0) ca = 0;
if (ca > 255) ca = 255;
colour = (cb) | (cg<<8) | (cr << 16) | (ca << 24);
VectorSubtract(r_refdef.vieworg, p->org, v);
VectorNormalize(v);
CrossProduct(b->dir, v, crv); // replace with old p->dir?
ts = b->texture_s*p->angle + particletime*p->rotationspeed;;
VectorMA(p->org, p->scale, crv, d3dparticlevertut[2].org);
d3dparticlevertut[2].colour = colour;
VectorMA(p->org, -p->scale, crv, d3dparticlevertut[3].org);
d3dparticlevertut[3].colour = colour;
IDirect3DDevice9_DrawIndexedPrimitive7(pD3DDev9, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_DIFFUSE, d3dparticlevertut, 4, d3d9particlevertindexes, 6, 0);
}
}
void D3D9_DrawParticles(float ptime)
{
RSpeedLocals();
particletime = ptime;
VectorScale (vup, 1.5, pup);
VectorScale (vright, 1.5, pright);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); //they're not all mipmapped
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
PScript_DrawParticleTypes(D3D9_DrawParticleBlob, D3D9_DrawParticleSpark, D3D9_DrawParticleSpark, D3D9_DrawParticleSpark, D3D9_DrawParticleBeam, D3D9_DrawParticleBeamUT, NULL);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZWRITEENABLE, FALSE );
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, FALSE );
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, TRUE );
RSpeedRemark();
RQ_RenderDistAndClear();
RSpeedEnd(RSPEED_PARTICLESDRAW);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZWRITEENABLE, TRUE );
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE );
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, FALSE );
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
IDirect3DDevice9_SetSamplerState(pD3DDev9, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
}
#endif
#endif