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fteqw/engine/d3d/d3d_backend.c
Spoike 2937f9d861 Now understands spams setangles.
D3D is a little more complete, lighting on models appears correct.
Added rate scaling to the sound system. Not sure on the configuration yet, and its not queryable in any way. Misc sound related cleanups.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3619 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-11-06 23:05:29 +00:00

1655 lines
47 KiB
C

#include "quakedef.h"
#ifdef D3DQUAKE
#include "shader.h"
#include <d3d9.h>
#include <GL/gl.h>
#include "glsupp.h"
extern LPDIRECT3DDEVICE9 pD3DDev9;
//#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__, err);} while(0)
#define MAX_TMUS 4
/*========================================== tables for deforms =====================================*/
#define frand() (rand()*(1.0/RAND_MAX))
#define FTABLE_SIZE 1024
#define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1)))
#define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x)))
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 struct
{
backendmode_t mode;
unsigned int flags;
float curtime;
entity_t *curentity;
shader_t *curshader;
texnums_t *curtexnums;
texid_t curlightmap;
texid_t curdeluxmap;
int curvertdecl;
unsigned int shaderbits;
unsigned int lastpasscount;
mesh_t **meshlist;
unsigned int nummeshes;
D3DCOLOR passcolour;
qboolean passsinglecolour;
/*FIXME: we shouldn't lock these so much - we need to cache which batches have been submitted and set up streams separately from the vertex data*/
IDirect3DVertexBuffer9 *dynxyz_buff;
unsigned int dynxyz_offs;
unsigned int dynxyz_size;
IDirect3DVertexBuffer9 *dynst_buff[MAX_TMUS];
unsigned int dynst_offs[MAX_TMUS];
unsigned int dynst_size;
IDirect3DVertexBuffer9 *dyncol_buff;
unsigned int dyncol_offs;
unsigned int dyncol_size;
IDirect3DIndexBuffer9 *dynidx_buff;
unsigned int dynidx_offs;
unsigned int dynidx_size;
unsigned int wbatch;
unsigned int maxwbatches;
batch_t *wbatches;
} d3dbackend_t;
#define DYNVBUFFSIZE 65536
#define DYNIBUFFSIZE 65536
static d3dbackend_t shaderstate;
extern int be_maxpasses;
enum
{
D3D_VDEC_COL4B = 1<<0,
D3D_VDEC_NORMS = 1<<1,
D3D_VDEC_ST0 = 1<<2,
D3D_VDEC_ST1 = 1<<3,
D3D_VDEC_ST2 = 1<<3,
D3D_VDEC_ST3 = 1<<3,
D3D_VDEC_MAX = 16
};
IDirect3DVertexDeclaration9 *vertexdecls[D3D_VDEC_MAX];
void BE_D3D_Reset(qboolean before)
{
int i, tmu;
if (before)
{
IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, NULL);
shaderstate.curvertdecl = 0;
for (i = 0; i < 5+MAX_TMUS; i++)
IDirect3DDevice9_SetStreamSource(pD3DDev9, i, NULL, 0, 0);
IDirect3DDevice9_SetIndices(pD3DDev9, NULL);
if (shaderstate.dynxyz_buff)
IDirect3DVertexBuffer9_Release(shaderstate.dynxyz_buff);
shaderstate.dynxyz_buff = NULL;
for (tmu = 0; tmu < MAX_TMUS; tmu++)
{
if (shaderstate.dynst_buff[tmu])
IDirect3DVertexBuffer9_Release(shaderstate.dynst_buff[tmu]);
shaderstate.dynst_buff[tmu] = NULL;
}
if (shaderstate.dyncol_buff)
IDirect3DVertexBuffer9_Release(shaderstate.dyncol_buff);
shaderstate.dyncol_buff = NULL;
if (shaderstate.dynidx_buff)
IDirect3DIndexBuffer9_Release(shaderstate.dynidx_buff);
shaderstate.dynidx_buff = NULL;
for (i = 0; i < D3D_VDEC_MAX; i++)
{
if (vertexdecls[i])
IDirect3DVertexDeclaration9_Release(vertexdecls[i]);
vertexdecls[i] = NULL;
}
}
else
{
D3DVERTEXELEMENT9 decl[8], declend=D3DDECL_END();
int elements;
for (i = 0; i < D3D_VDEC_MAX; i++)
{
elements = 0;
decl[elements].Stream = 0;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT3;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_POSITION;
decl[elements].UsageIndex = 0;
elements++;
if (i & D3D_VDEC_COL4B)
{
decl[elements].Stream = 1;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_D3DCOLOR;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_COLOR;
decl[elements].UsageIndex = 0;
elements++;
}
if (i & D3D_VDEC_NORMS)
{
decl[elements].Stream = 2;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT2;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_TEXCOORD;
decl[elements].UsageIndex = 1;
elements++;
decl[elements].Stream = 3;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT2;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_TEXCOORD;
decl[elements].UsageIndex = 1;
elements++;
decl[elements].Stream = 4;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT2;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_TEXCOORD;
decl[elements].UsageIndex = 1;
elements++;
}
for (tmu = 0; tmu < MAX_TMUS; tmu++)
{
if (i & (D3D_VDEC_ST0<<tmu))
{
decl[elements].Stream = 5+tmu;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT2;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_TEXCOORD;
decl[elements].UsageIndex = tmu;
elements++;
}
}
decl[elements] = declend;
elements++;
IDirect3DDevice9_CreateVertexDeclaration(pD3DDev9, decl, &vertexdecls[i]);
}
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, shaderstate.dynxyz_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynxyz_buff, NULL);
for (tmu = 0; tmu < MAX_TMUS; tmu++)
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, shaderstate.dynst_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynst_buff[tmu], NULL);
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, shaderstate.dyncol_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dyncol_buff, NULL);
IDirect3DDevice9_CreateIndexBuffer(pD3DDev9, shaderstate.dynidx_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFMT_QINDEX, D3DPOOL_DEFAULT, &shaderstate.dynidx_buff, NULL);
}
}
static void D3DBE_ApplyShaderBits(unsigned int bits);
void BE_Init(void)
{
be_maxpasses = 1;
shaderstate.curvertdecl = -1;
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;
BE_D3D_Reset(false);
/*force all state to change, thus setting a known state*/
shaderstate.shaderbits = ~0;
D3DBE_ApplyShaderBits(0);
}
static void D3DBE_ApplyShaderBits(unsigned int bits)
{
unsigned int delta;
delta = bits ^ shaderstate.shaderbits;
if (!delta)
return;
shaderstate.shaderbits = bits;
if (delta & SBITS_BLEND_BITS)
{
if (bits & SBITS_BLEND_BITS)
{
D3DBLEND src;
D3DBLEND dst;
switch(bits & SBITS_SRCBLEND_BITS)
{
case SBITS_SRCBLEND_ZERO: src = D3DBLEND_ZERO; break;
case SBITS_SRCBLEND_ONE: src = D3DBLEND_ONE; break;
case SBITS_SRCBLEND_DST_COLOR: src = D3DBLEND_DESTCOLOR; break;
case SBITS_SRCBLEND_ONE_MINUS_DST_COLOR: src = D3DBLEND_INVDESTCOLOR; break;
case SBITS_SRCBLEND_SRC_ALPHA: src = D3DBLEND_SRCALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA: src = D3DBLEND_INVSRCALPHA; break;
case SBITS_SRCBLEND_DST_ALPHA: src = D3DBLEND_DESTALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA: src = D3DBLEND_INVDESTALPHA; break;
case SBITS_SRCBLEND_ALPHA_SATURATE: src = D3DBLEND_SRCALPHASAT; break;
default: Sys_Error("Bad shader blend src\n"); return;
}
switch(bits & SBITS_DSTBLEND_BITS)
{
case SBITS_DSTBLEND_ZERO: dst = D3DBLEND_ZERO; break;
case SBITS_DSTBLEND_ONE: dst = D3DBLEND_ONE; break;
case SBITS_DSTBLEND_SRC_ALPHA: dst = D3DBLEND_SRCALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA: dst = D3DBLEND_INVSRCALPHA; break;
case SBITS_DSTBLEND_DST_ALPHA: dst = D3DBLEND_DESTALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA: dst = D3DBLEND_INVDESTALPHA; break;
case SBITS_DSTBLEND_SRC_COLOR: dst = D3DBLEND_SRCCOLOR; break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR: dst = D3DBLEND_INVSRCCOLOR; break;
default: Sys_Error("Bad shader blend dst\n"); return;
}
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SRCBLEND, src);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DESTBLEND, dst);
}
else
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, FALSE);
}
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_DEPTHWRITE)
{
if (bits & SBITS_MISC_DEPTHWRITE)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZWRITEENABLE, TRUE);
else
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZWRITEENABLE, FALSE);
}
if(delta & SBITS_MISC_NODEPTHTEST)
{
if(bits & SBITS_MISC_NODEPTHTEST)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZENABLE, FALSE);
else
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZENABLE, TRUE);
}
if (delta & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY))
{
switch(bits & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY))
{
default:
case 0:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
break;
case SBITS_MISC_DEPTHEQUALONLY:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_EQUAL);
break;
case SBITS_MISC_DEPTHCLOSERONLY:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_LESS);
break;
}
}
}
static void allocvertexbuffer(IDirect3DVertexBuffer9 *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, entries, dest, offset?D3DLOCK_NOOVERWRITE:D3DLOCK_DISCARD));
return offset/sizeof(index_t);
}
static void SelectPassTexture(unsigned int tu, shaderpass_t *pass)
{
switch(pass->texgen)
{
default:
case T_GEN_DIFFUSE:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->base.ptr);
break;
case T_GEN_NORMALMAP:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->bump.ptr);
break;
case T_GEN_SPECULAR:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->specular.ptr);
break;
case T_GEN_UPPEROVERLAY:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->upperoverlay.ptr);
break;
case T_GEN_LOWEROVERLAY:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->loweroverlay.ptr);
break;
case T_GEN_FULLBRIGHT:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->fullbright.ptr);
break;
case T_GEN_ANIMMAP:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes].ptr);
break;
/*fixme*/
case T_GEN_SINGLEMAP:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, pass->anim_frames[0].ptr);
break;
case T_GEN_DELUXMAP:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curdeluxmap.ptr);
break;
case T_GEN_LIGHTMAP:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curlightmap.ptr);
break;
/*case T_GEN_CURRENTRENDER:
FIXME: no code to grab the current screen and convert to a texture
break;*/
case T_GEN_VIDEOMAP:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, Media_UpdateForShader(pass->cin).ptr);
break;
}
/*lightmaps don't use mipmaps*/
if (pass->flags & SHADER_PASS_NOMIPMAP)
{
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
}
else
{
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
}
switch (pass->blendmode)
{
case GL_DOT3_RGB_ARB:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3);
break;
case GL_REPLACE:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
break;
case GL_ADD:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
if (tu)
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_ADD);
break;
case GL_DECAL:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE);
break;
default:
case GL_MODULATE:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE);
break;
}
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
if (tu == 0)
{
if (shaderstate.passsinglecolour)
{
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CONSTANT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_CONSTANT, shaderstate.passcolour);
}
else
{
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
}
}
}
static void colourgenbyte(const shaderpass_t *pass, int cnt, const byte_vec4_t *src, 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:
case RGB_GEN_EXACT_VERTEX:
while((cnt)--)
{
qbyte r, g, b;
r=src[cnt][0];
g=src[cnt][1];
b=src[cnt][2];
dst[cnt][0] = b;
dst[cnt][1] = g;
dst[cnt][2] = r;
}
break;
case RGB_GEN_ONE_MINUS_VERTEX:
while((cnt)--)
{
qbyte r, g, b;
r=255-src[cnt][0];
g=255-src[cnt][1];
b=255-src[cnt][2];
dst[cnt][0] = b;
dst[cnt][1] = g;
dst[cnt][2] = r;
}
break;
case RGB_GEN_IDENTITY_LIGHTING:
//compensate for overbrights
while((cnt)--)
{
dst[cnt][0] = 255;//shaderstate.identitylighting;
dst[cnt][1] = 255;//shaderstate.identitylighting;
dst[cnt][2] = 255;//shaderstate.identitylighting;
}
break;
default:
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(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:
#pragma message("fix 24bit player colours")
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, const byte_vec4_t *src, 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:
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 (!src)
{
while(cnt--)
{
dst[cnt][3] = 255;
}
break;
}
while(cnt--)
{
dst[cnt][3] = src[cnt][3];
}
break;
case ALPHA_GEN_ENTITY:
t = bound(0, shaderstate.curentity->shaderRGBAf[3], 1)*255;
while(cnt--)
{
dst[cnt][3] = t;
}
break;
/*FIXME: specular not supported (most noticable on q3dm0)*/
/*case ALPHA_GEN_SPECULAR:
{
mat3_t axis;
AngleVectors(shaderstate.curentity->angles, axis[0], axis[1], axis[2]);
VectorSubtract(r_origin, shaderstate.curentity->origin, v1);
if (!Matrix3_Compare(axis, axisDefault))
{
Matrix3_Multiply_Vec3(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, f, 1.0f);
}
}
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, (byte_vec4_t*)&shaderstate.passcolour, m);
alphagenbyte(pass, 1, (byte_vec4_t*)&shaderstate.passcolour, (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, 1, NULL, 0, 0));
}
else
{
unsigned int v;
int c;
float *src;
shaderstate.passsinglecolour = false;
ret |= D3D_VDEC_COL4B;
allocvertexbuffer(shaderstate.dyncol_buff, shaderstate.dyncol_size, &shaderstate.dyncol_offs, (void**)&map, vertcount*sizeof(D3DCOLOR));
if (m->colors4b_array)
{
for (vertcount = 0, mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
colourgenbyte(pass, m->numvertexes, (byte_vec4_t*)m->colors4b_array, (byte_vec4_t*)map, m);
alphagenbyte(pass, m->numvertexes, (byte_vec4_t*)m->colors4b_array, (byte_vec4_t*)map, m);
map += m->numvertexes*4;
vertcount += m->numvertexes;
}
}
else if (m->colors4f_array &&
(pass->rgbgen == RGB_GEN_VERTEX) ||
(pass->rgbgen == RGB_GEN_EXACT_VERTEX) ||
(pass->rgbgen == RGB_GEN_ONE_MINUS_VERTEX) ||
(pass->alphagen == ALPHA_GEN_VERTEX))
{
for (vertcount = 0, mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
src = m->colors4f_array[0];
for (v = 0; v < m->numvertexes; v++)
{
c = src[0]*255;
map[0] = bound(0, c, 255);
c = src[1]*255;
map[1] = bound(0, c, 255);
c = src[2]*255;
map[2] = bound(0, c, 255);
c = src[3]*255;
map[3] = bound(0, c, 255);
map += 4;
src += 4;
}
vertcount += m->numvertexes;
}
map -= vertcount*4;
/*FIXME: m is wrong. its the last ent only*/
colourgenbyte(pass, vertcount, (byte_vec4_t*)map, (byte_vec4_t*)map, m);
alphagenbyte(pass, vertcount, (byte_vec4_t*)map, (byte_vec4_t*)map, m);
}
else
{
for (vertcount = 0, mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
colourgenbyte(pass, m->numvertexes, NULL, (byte_vec4_t*)map, m);
alphagenbyte(pass, m->numvertexes, NULL, (byte_vec4_t*)map, m);
map += m->numvertexes*4;
vertcount += m->numvertexes;
}
}
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dyncol_buff));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, 1, shaderstate.dyncol_buff, shaderstate.dyncol_offs - vertcount*sizeof(D3DCOLOR), sizeof(D3DCOLOR)));
}
return ret;
}
/*********************************************************************************************************/
/*========================================== texture coord generation =====================================*/
static void tcgen_environment(float *st, unsigned int numverts, float *xyz, float *normal)
{
/*
int i;
vec3_t viewer, reflected;
float d;
vec3_t rorg;
RotateLightVector(shaderstate.curentity->axis, shaderstate.curentity->origin, r_origin, rorg);
for (i = 0 ; i < numverts ; i++, xyz += 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 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 fvertex = 0, mno;
int i;
float *src;
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
mesh = shaderstate.meshlist[mno];
src = tcgen(pass, mesh->numvertexes, dest, mesh);
//tcgen might return unmodified info
if (pass->numtcmods)
{
tcmod(&pass->tcmods[0], mesh->numvertexes, src, dest, mesh);
for (i = 1; i < pass->numtcmods; i++)
{
tcmod(&pass->tcmods[i], mesh->numvertexes, dest, dest, mesh);
}
}
else if (src != dest)
{
memcpy(dest, src, 8*mesh->numvertexes);
}
dest += mesh->numvertexes*2;
}
}
//end texture coords
/*******************************************************************************************************************/
/*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 lastpass;
/*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;
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, 5+tmu, shaderstate.dynst_buff[tmu], shaderstate.dynst_offs[tmu] - vertcount*sizeof(vec2_t), sizeof(vec2_t)));
tmu++;
}
if (!tmu)
return false;
/*deactivate any extras*/
for (; tmu < shaderstate.lastpasscount; tmu++)
{
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, 5+tmu, NULL, 0, 0));
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, tmu, D3DTSS_COLOROP, D3DTOP_DISABLE));
}
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]));
}
D3DBE_ApplyShaderBits(pass->shaderbits);
return true;
}
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;
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*/
allocvertexbuffer(shaderstate.dynxyz_buff, shaderstate.dynxyz_size, &shaderstate.dynxyz_offs, &map, vertcount*sizeof(vecV_t));
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
/*fixme: no tcgen*/
memcpy((char*)map+vertcount*sizeof(vecV_t), m->xyz_array, m->numvertexes*sizeof(vecV_t));
vertcount += m->numvertexes;
}
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynxyz_buff));
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, 0, shaderstate.dynxyz_buff, shaderstate.dynxyz_offs - vertcount*sizeof(vecV_t), sizeof(vecV_t)));
/*so are index buffers*/
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));
/*now go through and flush each pass*/
for (passno = 0; passno < shaderstate.curshader->numpasses; passno += pass->numMergedPasses)
{
if (!BE_DrawMeshChain_SetupPass(pass+passno, vertcount))
continue;
d3dcheck(IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, 0, vertcount, idxfirst, idxcount/3));
}
}
void BE_SelectMode(backendmode_t mode, unsigned int flags)
{
shaderstate.mode = mode;
shaderstate.flags = flags;
}
void _CrtCheckMemory(void);
/*Generates an optimised vbo for each of the given model's textures*/
void BE_GenBrushModelVBO(model_t *mod)
{
unsigned int maxvboverts;
unsigned int maxvboelements;
unsigned int t;
unsigned int i;
unsigned int v;
unsigned int vcount, ecount;
unsigned int pervertsize; //erm, that name wasn't intentional
unsigned int meshes;
vbo_t *vbo;
char *vboedata;
mesh_t *m;
char *vbovdata;
if (!mod->numsurfaces)
return;
for (t = 0; t < mod->numtextures; t++)
{
if (!mod->textures[t])
continue;
vbo = &mod->textures[t]->vbo;
BE_ClearVBO(vbo);
maxvboverts = 0;
maxvboelements = 0;
meshes = 0;
for (i=0 ; i<mod->numsurfaces ; i++)
{
if (mod->surfaces[i].texinfo->texture != mod->textures[t])
continue;
m = mod->surfaces[i].mesh;
if (!m)
continue;
meshes++;
maxvboelements += m->numindexes;
maxvboverts += m->numvertexes;
}
#if sizeof_index_t == 2
if (maxvboverts > (1<<(sizeof(index_t)*8))-1)
continue;
#endif
if (!maxvboverts)
continue;
//fixme: stop this from leaking!
vcount = 0;
ecount = 0;
pervertsize = sizeof(vecV_t)+ //coord
sizeof(vec2_t)+ //tex
sizeof(vec2_t)+ //lm
sizeof(vec3_t)+ //normal
sizeof(vec3_t)+ //sdir
sizeof(vec3_t)+ //tdir
sizeof(vec4_t); //colours
vbovdata = BZ_Malloc(maxvboverts*pervertsize);
vboedata = BZ_Malloc(maxvboelements*sizeof(index_t));
vbo->coord = (vecV_t*)(vbovdata);
vbo->texcoord = (vec2_t*)((char*)vbo->coord+maxvboverts*sizeof(*vbo->coord));
vbo->lmcoord = (vec2_t*)((char*)vbo->texcoord+maxvboverts*sizeof(*vbo->texcoord));
vbo->normals = (vec3_t*)((char*)vbo->lmcoord+maxvboverts*sizeof(*vbo->lmcoord));
vbo->svector = (vec3_t*)((char*)vbo->normals+maxvboverts*sizeof(*vbo->normals));
vbo->tvector = (vec3_t*)((char*)vbo->svector+maxvboverts*sizeof(*vbo->svector));
vbo->colours4f = (vec4_t*)((char*)vbo->tvector+maxvboverts*sizeof(*vbo->tvector));
vbo->indicies = (index_t*)vboedata;
vbo->meshcount = meshes;
vbo->meshlist = BZ_Malloc(meshes*sizeof(*vbo->meshlist));
meshes = 0;
for (i=0 ; i<mod->numsurfaces ; i++)
{
if (mod->surfaces[i].texinfo->texture != mod->textures[t])
continue;
m = mod->surfaces[i].mesh;
if (!m)
continue;
mod->surfaces[i].mark = &vbo->meshlist[meshes++];
*mod->surfaces[i].mark = NULL;
m->vbofirstvert = vcount;
m->vbofirstelement = ecount;
for (v = 0; v < m->numindexes; v++)
vbo->indicies[ecount++] = vcount + m->indexes[v];
for (v = 0; v < m->numvertexes; v++)
{
vbo->coord[vcount+v][0] = m->xyz_array[v][0];
vbo->coord[vcount+v][1] = m->xyz_array[v][1];
vbo->coord[vcount+v][2] = m->xyz_array[v][2];
if (m->st_array)
{
vbo->texcoord[vcount+v][0] = m->st_array[v][0];
vbo->texcoord[vcount+v][1] = m->st_array[v][1];
}
if (m->lmst_array)
{
vbo->lmcoord[vcount+v][0] = m->lmst_array[v][0];
vbo->lmcoord[vcount+v][1] = m->lmst_array[v][1];
}
if (m->normals_array)
{
vbo->normals[vcount+v][0] = m->normals_array[v][0];
vbo->normals[vcount+v][1] = m->normals_array[v][1];
vbo->normals[vcount+v][2] = m->normals_array[v][2];
}
if (m->snormals_array)
{
vbo->svector[vcount+v][0] = m->snormals_array[v][0];
vbo->svector[vcount+v][1] = m->snormals_array[v][1];
vbo->svector[vcount+v][2] = m->snormals_array[v][2];
}
if (m->tnormals_array)
{
vbo->tvector[vcount+v][0] = m->tnormals_array[v][0];
vbo->tvector[vcount+v][1] = m->tnormals_array[v][1];
vbo->tvector[vcount+v][2] = m->tnormals_array[v][2];
}
if (m->colors4f_array)
{
vbo->colours4f[vcount+v][0] = m->colors4f_array[v][0];
vbo->colours4f[vcount+v][1] = m->colors4f_array[v][1];
vbo->colours4f[vcount+v][2] = m->colors4f_array[v][2];
vbo->colours4f[vcount+v][3] = m->colors4f_array[v][3];
}
}
vcount += v;
}
// if (GL_BuildVBO(vbo, vbovdata, vcount*pervertsize, vboedata, ecount*sizeof(index_t)))
{
BZ_Free(vbovdata);
BZ_Free(vboedata);
}
}
//for (i=0 ; i<mod->numsurfaces ; i++)
//{
// if (!mod->surfaces[i].mark)
// Host_EndGame("Surfaces with bad textures detected\n");
//}
}
/*Wipes a vbo*/
void BE_ClearVBO(vbo_t *vbo)
{
}
/*upload all lightmaps at the start to reduce lags*/
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;
}
if (lightmap[i]->modified)
{
IDirect3DTexture9 *tex = lightmap_textures[i].ptr;
D3DLOCKED_RECT lock;
RECT rect;
glRect_t *theRect = &lightmap[i]->rectchange;
int r;
if (tex)
{
lightmap[i]->modified = 0;
rect.left = theRect->l;
rect.right = theRect->l + theRect->w;
rect.top = theRect->t;
rect.bottom = theRect->t + theRect->h;
IDirect3DTexture9_LockRect(tex, 0, &lock, &rect, 0);
for (r = 0; r < lightmap[i]->rectchange.h; r++)
{
memcpy((char*)lock.pBits + r*lock.Pitch, lightmap[i]->lightmaps+(theRect->l+((r+theRect->t)*LMBLOCK_WIDTH))*lightmap_bytes, lightmap[i]->rectchange.w*lightmap_bytes);
}
IDirect3DTexture9_UnlockRect(tex, 0);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
else
lightmap_textures[i] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
}
}
}
void BE_UploadAllLightmaps(void)
{
BE_UploadLightmaps(true);
}
qboolean BE_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 *BE_GetTempBatch(void)
{
if (shaderstate.wbatch >= shaderstate.maxwbatches)
{
shaderstate.wbatch++;
return NULL;
}
return &shaderstate.wbatches[shaderstate.wbatch++];
}
static void BE_RotateForEntity (const entity_t *e, const model_t *mod)
{
float mv[16];
float m[16];
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)
{
float *Matrix4_NewRotation(float a, float x, float y, float z);
/*FIXME: no bob*/
float iv[16];
Matrix4_Invert(r_refdef.m_view, iv);
Matrix4_NewRotation(90, 1, 0, 0);
Matrix4_Multiply(iv, m, mv);
Matrix4_Multiply(mv, Matrix4_NewRotation(-90, 1, 0, 0), iv);
Matrix4_Multiply(iv, Matrix4_NewRotation(90, 0, 0, 1), mv);
m[2] *= 0.1;
m[6] *= 0.1;
m[10] *= 0.1;
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)mv);
}
else
{
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)m);
}
}
static void BE_SubmitBatch(batch_t *batch)
{
shaderstate.nummeshes = batch->meshes - batch->firstmesh;
if (!shaderstate.nummeshes)
return;
if (shaderstate.curentity != batch->ent)
{
shaderstate.curentity = batch->ent;
BE_RotateForEntity(batch->ent, batch->ent->model);
}
shaderstate.meshlist = batch->mesh + batch->firstmesh;
shaderstate.curshader = batch->shader;
shaderstate.curtexnums = batch->skin;
if (batch->lightmap < 0)
shaderstate.curlightmap = r_nulltex;
else
shaderstate.curlightmap = lightmap_textures[batch->lightmap];
BE_DrawMeshChain_Internal();
}
void BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums)
{
shaderstate.curshader = shader;
shaderstate.curtexnums = texnums;
shaderstate.curlightmap = r_nulltex;
shaderstate.meshlist = meshlist;
shaderstate.nummeshes = nummeshes;
BE_DrawMeshChain_Internal();
}
void BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums)
{
shaderstate.curshader = shader;
shaderstate.curtexnums = texnums?texnums:&shader->defaulttextures;
shaderstate.curlightmap = r_nulltex;
shaderstate.meshlist = &meshchain;
shaderstate.nummeshes = 1;
BE_DrawMeshChain_Internal();
}
qboolean BE_ShouldDraw(entity_t *e)
{
if (!r_refdef.externalview && (e->externalmodelview & (1<<r_refdef.currentplayernum)))
return false;
if (!Cam_DrawPlayer(r_refdef.currentplayernum, e->keynum-1))
return false;
return true;
}
static void BE_GenModelBatches(batch_t **batches)
{
int i;
entity_t *ent;
/*clear the batch list*/
for (i = 0; i < SHADER_SORT_COUNT; i++)
batches[i] = NULL;
if (!r_drawentities.ival)
return;
// draw sprites seperately, because of alpha blending
for (i=0 ; i<cl_numvisedicts ; i++)
{
ent = &cl_visedicts[i];
if (!ent->model)
continue;
if (ent->model->needload)
continue;
if (!BE_ShouldDraw(ent))
continue;
switch(ent->model->type)
{
case mod_brush:
if (r_drawentities.ival == 2)
continue;
Surf_GenBrushBatches(batches, ent);
break;
case mod_alias:
if (r_drawentities.ival == 3)
continue;
R_GAlias_GenerateBatches(ent, batches);
break;
}
}
}
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
{
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 (shaderstate.mode == BEM_STANDARD)
// R_DrawSkyChain (batch);
continue;
}
BE_SubmitBatch(batch);
}
}
void BE_SubmitMeshes (qboolean drawworld, batch_t **blist)
{
model_t *model = cl.worldmodel;
int i;
for (i = SHADER_SORT_PORTAL; i < SHADER_SORT_COUNT; 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]);
}
}
void BE_DrawWorld (qbyte *vis)
{
batch_t *batches[SHADER_SORT_COUNT];
RSpeedLocals();
if (!r_refdef.recurse)
{
if (shaderstate.wbatch > shaderstate.maxwbatches)
{
int newm = shaderstate.wbatch;
shaderstate.wbatches = BZ_Realloc(shaderstate.wbatches, newm * sizeof(*shaderstate.wbatches));
memset(shaderstate.wbatches + shaderstate.maxwbatches, 0, (newm - shaderstate.maxwbatches) * sizeof(*shaderstate.wbatches));
shaderstate.maxwbatches = newm;
}
shaderstate.wbatch = 0;
}
BE_GenModelBatches(batches);
shaderstate.curtime = realtime;
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, 0);
RSpeedRemark();
BE_SubmitMeshes(true, batches);
RSpeedEnd(RSPEED_WORLD);
BE_RotateForEntity(&r_worldentity, NULL);
}
#endif