e75cbadc11
rename some things. don't reload filesystem(twice) when quitting. add savegame_legacy command for saved games that can be loaded in vanilla engines. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4628 fc73d0e0-1445-4013-8a0c-d673dee63da5
3205 lines
94 KiB
C
3205 lines
94 KiB
C
#include "quakedef.h"
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#include "glquake.h"
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#include "gl_draw.h"
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#ifdef D3D9QUAKE
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#include "shader.h"
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#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
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#define HMONITOR_DECLARED
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DECLARE_HANDLE(HMONITOR);
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#endif
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#include <d3d9.h>
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/*
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Things to improve:
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mmapping:
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this code is fairly simple. the caller gives a series of batches/meshes, and this code pushes the data to the gpu in its entirety before moving on to the next batch
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for the world, this is fast enough where its pretty much all vboed (except for weird shaders).
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but for lightning beams and models etc, we're mmapping new data regions in the dynamic vbo for every single quad.
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not just one mmap, but one mmap for every single individual attribute that is submitted
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by using a single buffer for all dynamic data, and filling that buffer before flushing anything to the hardware we ought to get higher framerates
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especially if this means D3DLOCK_NOOVERWRITE checks etc are not doing weird slow things.
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This won't affect the world too much, but should stop everything else destroying the framerate.
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long story short, make this batch properly, and use D3DLOCK_DISCARD only.
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models:
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models should already be in a buffer (with different offsets for different poses). This is a problem with gl too.
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hlsl:
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we don't really use this as much as we should. Should be possible to use as a fast path to avoid having to do any weird shader/dynamic stuff.
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currently used for water(required to mimic software rendering) and sky(because its muuuch faster than a skydome).
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hlsl programs ought to have per-hlsl vertex declarations, and only one stream source.
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*/
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//#define FORCESTATE
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#ifdef FORCESTATE
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#pragma warningmsg("D3D9 FORCESTATE is active")
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#endif
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extern LPDIRECT3DDEVICE9 pD3DDev9;
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//#define d3dcheck(foo) foo
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#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)
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#define MAX_TMUS 16
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#define MAX_TC_TMUS 4
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extern float d3d_trueprojection[16];
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static void BE_RotateForEntity (const entity_t *e, const model_t *mod);
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/*========================================== tables for deforms =====================================*/
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#define frand() (rand()*(1.0/RAND_MAX))
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#define FTABLE_SIZE 1024
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#define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1)))
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#define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x)))
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static float r_sintable[FTABLE_SIZE];
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static float r_triangletable[FTABLE_SIZE];
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static float r_squaretable[FTABLE_SIZE];
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static float r_sawtoothtable[FTABLE_SIZE];
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static float r_inversesawtoothtable[FTABLE_SIZE];
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static float *FTableForFunc ( unsigned int func )
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{
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switch (func)
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{
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case SHADER_FUNC_SIN:
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return r_sintable;
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case SHADER_FUNC_TRIANGLE:
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return r_triangletable;
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case SHADER_FUNC_SQUARE:
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return r_squaretable;
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case SHADER_FUNC_SAWTOOTH:
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return r_sawtoothtable;
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case SHADER_FUNC_INVERSESAWTOOTH:
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return r_inversesawtoothtable;
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}
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//bad values allow us to crash (so I can debug em)
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return NULL;
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}
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static void FTable_Init(void)
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{
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unsigned int i;
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double t;
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for (i = 0; i < FTABLE_SIZE; i++)
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{
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t = (double)i / (double)FTABLE_SIZE;
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r_sintable[i] = sin(t * 2*M_PI);
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if (t < 0.25)
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r_triangletable[i] = t * 4.0;
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else if (t < 0.75)
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r_triangletable[i] = 2 - 4.0 * t;
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else
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r_triangletable[i] = (t - 0.75) * 4.0 - 1.0;
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if (t < 0.5)
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r_squaretable[i] = 1.0f;
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else
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r_squaretable[i] = -1.0f;
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r_sawtoothtable[i] = t;
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r_inversesawtoothtable[i] = 1.0 - t;
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}
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}
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typedef vec3_t mat3_t[3];
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static mat3_t axisDefault={{1, 0, 0},
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{0, 1, 0},
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{0, 0, 1}};
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static void Matrix3_Transpose (mat3_t in, mat3_t out)
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{
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out[0][0] = in[0][0];
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out[1][1] = in[1][1];
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out[2][2] = in[2][2];
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out[0][1] = in[1][0];
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out[0][2] = in[2][0];
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out[1][0] = in[0][1];
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out[1][2] = in[2][1];
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out[2][0] = in[0][2];
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out[2][1] = in[1][2];
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}
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static void Matrix3_Multiply_Vec3 (const mat3_t a, const vec3_t b, vec3_t product)
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{
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product[0] = a[0][0]*b[0] + a[0][1]*b[1] + a[0][2]*b[2];
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product[1] = a[1][0]*b[0] + a[1][1]*b[1] + a[1][2]*b[2];
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product[2] = a[2][0]*b[0] + a[2][1]*b[1] + a[2][2]*b[2];
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}
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static int Matrix3_Compare(const mat3_t in, const mat3_t out)
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{
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return !memcmp(in, out, sizeof(mat3_t));
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}
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/*================================================*/
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typedef struct
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{
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backendmode_t mode;
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unsigned int flags;
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float curtime;
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const entity_t *curentity;
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const dlight_t *curdlight;
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batch_t *curbatch, dummybatch;
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vec3_t curdlight_colours;
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shader_t *curshader;
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texnums_t *curtexnums;
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texid_t curlightmap;
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texid_t curdeluxmap;
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int curvertdecl;
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unsigned int shaderbits;
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unsigned int curcull;
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float depthbias;
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float depthfactor;
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float m_model[16];
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unsigned int lastpasscount;
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vbo_t *batchvbo;
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shader_t *shader_rtlight;
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texid_t curtex[MAX_TMUS];
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unsigned int tmuflags[MAX_TMUS];
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mesh_t **meshlist;
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unsigned int nummeshes;
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D3DCOLOR passcolour;
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qboolean passsinglecolour;
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/*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*/
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IDirect3DVertexBuffer9 *dynxyz_buff;
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unsigned int dynxyz_offs;
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unsigned int dynxyz_size;
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IDirect3DVertexBuffer9 *dynst_buff[MAX_TC_TMUS];
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unsigned int dynst_offs[MAX_TC_TMUS];
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unsigned int dynst_size;
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IDirect3DVertexBuffer9 *dyncol_buff;
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unsigned int dyncol_offs;
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unsigned int dyncol_size;
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IDirect3DVertexBuffer9 *dynnorm_buff;
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unsigned int dynnorm_offs;
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unsigned int dynnorm_size;
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IDirect3DIndexBuffer9 *dynidx_buff;
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unsigned int dynidx_offs;
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unsigned int dynidx_size;
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unsigned int wbatch;
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unsigned int maxwbatches;
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batch_t *wbatches;
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} d3dbackend_t;
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typedef struct
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{
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vecV_t coord;
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vec2_t tex;
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vec2_t lm;
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vec3_t ndir;
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vec3_t sdir;
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vec3_t tdir;
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byte_vec4_t colorsb;
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} vbovdata_t;
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#define DYNVBUFFSIZE 65536
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#define DYNIBUFFSIZE 65536
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static d3dbackend_t shaderstate;
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extern int be_maxpasses;
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enum
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{
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D3D_VDEC_COL4B = 1<<0,
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D3D_VDEC_ST0 = 1<<1,
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D3D_VDEC_ST1 = 1<<2,
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D3D_VDEC_ST2 = 1<<3,
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D3D_VDEC_ST3 = 1<<4,
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D3D_VDEC_NORM = 1<<5,
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D3D_VDEC_SKEL = 1<<6,
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D3D_VDEC_MAX = 1<<7,
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};
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#define STRM_VERT 0
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#define STRM_COL 1
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#define STRM_TC0 2
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#define STRM_TC1 3
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#define STRM_TC2 4
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#define STRM_TC3 5
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#define STRM_NORM 6
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#define STRM_NORMS 7
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#define STRM_NORMT 8
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#define STRM_BONENUM 9
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#define STRM_BONEWEIGHT 10
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#define STRM_MAX 11
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static IDirect3DVertexDeclaration9 *vertexdecls[D3D_VDEC_MAX];
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static void BE_ApplyTMUState(unsigned int tu, unsigned int flags)
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{
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if ((flags ^ shaderstate.tmuflags[tu]) & SHADER_PASS_CLAMP)
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{
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shaderstate.tmuflags[tu] ^= SHADER_PASS_CLAMP;
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if (flags & SHADER_PASS_CLAMP)
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{
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
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}
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else
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{
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSW, D3DTADDRESS_WRAP);
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}
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}
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if ((flags ^ shaderstate.tmuflags[tu]) & SHADER_PASS_NOMIPMAP)
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{
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shaderstate.tmuflags[tu] ^= SHADER_PASS_NOMIPMAP;
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/*lightmaps don't use mipmaps*/
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if (flags & SHADER_PASS_NOMIPMAP)
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{
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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}
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else
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{
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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}
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}
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}
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static void BE_ApplyShaderBits(unsigned int bits)
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{
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unsigned int delta;
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if (shaderstate.flags & (BEF_FORCEADDITIVE|BEF_FORCETRANSPARENT|BEF_FORCENODEPTH|BEF_FORCEDEPTHTEST|BEF_FORCEDEPTHWRITE))
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{
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if (shaderstate.flags & BEF_FORCEADDITIVE)
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bits = (bits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
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| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE);
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else if (shaderstate.flags & BEF_FORCETRANSPARENT)
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{
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if ((bits & SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO) || !(bits & SBITS_BLEND_BITS)) /*if transparency is forced, clear alpha test bits*/
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bits = (bits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
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| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
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}
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if (shaderstate.flags & BEF_FORCENODEPTH) /*EF_NODEPTHTEST dp extension*/
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bits |= SBITS_MISC_NODEPTHTEST;
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else
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{
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if (shaderstate.flags & BEF_FORCEDEPTHTEST)
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bits &= ~SBITS_MISC_NODEPTHTEST;
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if (shaderstate.flags & BEF_FORCEDEPTHWRITE)
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bits |= SBITS_MISC_DEPTHWRITE;
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}
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}
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#ifdef FORCESTATE
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delta = ~0;
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#else
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delta = bits ^ shaderstate.shaderbits;
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#endif
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if (!delta)
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return;
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shaderstate.shaderbits = bits;
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if (delta & SBITS_BLEND_BITS)
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{
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if (bits & SBITS_BLEND_BITS)
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{
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D3DBLEND src;
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D3DBLEND dst;
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switch(bits & SBITS_SRCBLEND_BITS)
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{
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case SBITS_SRCBLEND_ZERO: src = D3DBLEND_ZERO; break;
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case SBITS_SRCBLEND_ONE: src = D3DBLEND_ONE; break;
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case SBITS_SRCBLEND_DST_COLOR: src = D3DBLEND_DESTCOLOR; break;
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case SBITS_SRCBLEND_ONE_MINUS_DST_COLOR: src = D3DBLEND_INVDESTCOLOR; break;
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case SBITS_SRCBLEND_SRC_ALPHA: src = D3DBLEND_SRCALPHA; break;
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case SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA: src = D3DBLEND_INVSRCALPHA; break;
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case SBITS_SRCBLEND_DST_ALPHA: src = D3DBLEND_DESTALPHA; break;
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case SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA: src = D3DBLEND_INVDESTALPHA; break;
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case SBITS_SRCBLEND_ALPHA_SATURATE: src = D3DBLEND_SRCALPHASAT; break;
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default: Sys_Error("Bad shader blend src\n"); return;
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}
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switch(bits & SBITS_DSTBLEND_BITS)
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{
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case SBITS_DSTBLEND_ZERO: dst = D3DBLEND_ZERO; break;
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case SBITS_DSTBLEND_ONE: dst = D3DBLEND_ONE; break;
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case SBITS_DSTBLEND_SRC_ALPHA: dst = D3DBLEND_SRCALPHA; break;
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case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA: dst = D3DBLEND_INVSRCALPHA; break;
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case SBITS_DSTBLEND_DST_ALPHA: dst = D3DBLEND_DESTALPHA; break;
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case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA: dst = D3DBLEND_INVDESTALPHA; break;
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case SBITS_DSTBLEND_SRC_COLOR: dst = D3DBLEND_SRCCOLOR; break;
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case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR: dst = D3DBLEND_INVSRCCOLOR; break;
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default: Sys_Error("Bad shader blend dst\n"); return;
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}
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, TRUE);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SRCBLEND, src);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DESTBLEND, dst);
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}
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else
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, FALSE);
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}
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if (delta & SBITS_ATEST_BITS)
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{
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switch(bits & SBITS_ATEST_BITS)
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{
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case SBITS_ATEST_NONE:
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, FALSE);
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// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 0);
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// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, 0);
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break;
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case SBITS_ATEST_GT0:
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 0);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
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break;
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case SBITS_ATEST_LT128:
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 128);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_LESS);
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break;
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case SBITS_ATEST_GE128:
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 128);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
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break;
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}
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}
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if (delta & SBITS_MISC_DEPTHWRITE)
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{
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if (bits & SBITS_MISC_DEPTHWRITE)
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZWRITEENABLE, TRUE);
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else
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZWRITEENABLE, FALSE);
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}
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if(delta & SBITS_MISC_NODEPTHTEST)
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{
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if(bits & SBITS_MISC_NODEPTHTEST)
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZENABLE, FALSE);
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else
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZENABLE, TRUE);
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}
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if (delta & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY))
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{
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switch(bits & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY))
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{
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default:
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case 0:
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
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break;
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case SBITS_MISC_DEPTHEQUALONLY:
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_EQUAL);
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break;
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case SBITS_MISC_DEPTHCLOSERONLY:
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_LESS);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (delta & (SBITS_MASK_BITS))
|
|
{
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORWRITEENABLE,
|
|
((bits&SBITS_MASK_RED)?0:D3DCOLORWRITEENABLE_RED) |
|
|
((bits&SBITS_MASK_GREEN)?0:D3DCOLORWRITEENABLE_GREEN) |
|
|
((bits&SBITS_MASK_BLUE)?0:D3DCOLORWRITEENABLE_BLUE) |
|
|
((bits&SBITS_MASK_ALPHA)?0:D3DCOLORWRITEENABLE_ALPHA));
|
|
}
|
|
}
|
|
|
|
void D3D9BE_Reset(qboolean before)
|
|
{
|
|
int i, tmu;
|
|
if (before)
|
|
{
|
|
IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, NULL);
|
|
shaderstate.curvertdecl = 0;
|
|
for (i = 0; i < STRM_MAX; 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_TC_TMUS; tmu++)
|
|
{
|
|
if (shaderstate.dynst_buff[tmu])
|
|
IDirect3DVertexBuffer9_Release(shaderstate.dynst_buff[tmu]);
|
|
shaderstate.dynst_buff[tmu] = NULL;
|
|
}
|
|
if (shaderstate.dynnorm_buff)
|
|
IDirect3DVertexBuffer9_Release(shaderstate.dynnorm_buff);
|
|
shaderstate.dynnorm_buff = 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[13], declend=D3DDECL_END();
|
|
int elements;
|
|
|
|
for (i = 0; i < D3D_VDEC_MAX; i++)
|
|
{
|
|
elements = 0;
|
|
decl[elements].Stream = STRM_VERT;
|
|
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 = STRM_COL;
|
|
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_NORM)
|
|
{
|
|
decl[elements].Stream = STRM_NORM;
|
|
decl[elements].Offset = 0;
|
|
decl[elements].Type = D3DDECLTYPE_FLOAT3;
|
|
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
|
|
decl[elements].Usage = D3DDECLUSAGE_NORMAL;
|
|
decl[elements].UsageIndex = 0;
|
|
elements++;
|
|
|
|
decl[elements].Stream = STRM_NORMS;
|
|
decl[elements].Offset = 0;
|
|
decl[elements].Type = D3DDECLTYPE_FLOAT3;
|
|
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
|
|
decl[elements].Usage = D3DDECLUSAGE_TANGENT;
|
|
decl[elements].UsageIndex = 0;
|
|
elements++;
|
|
|
|
decl[elements].Stream = STRM_NORMT;
|
|
decl[elements].Offset = 0;
|
|
decl[elements].Type = D3DDECLTYPE_FLOAT3;
|
|
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
|
|
decl[elements].Usage = D3DDECLUSAGE_BINORMAL;
|
|
decl[elements].UsageIndex = 0;
|
|
elements++;
|
|
}
|
|
|
|
for (tmu = 0; tmu < MAX_TC_TMUS; tmu++)
|
|
{
|
|
if (i & (D3D_VDEC_ST0<<tmu))
|
|
{
|
|
decl[elements].Stream = STRM_TC0+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++;
|
|
}
|
|
}
|
|
|
|
if (i & D3D_VDEC_SKEL)
|
|
{
|
|
decl[elements].Stream = STRM_BONEWEIGHT;
|
|
decl[elements].Offset = 0;
|
|
decl[elements].Type = D3DDECLTYPE_FLOAT3;
|
|
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
|
|
decl[elements].Usage = D3DDECLUSAGE_BLENDWEIGHT;
|
|
decl[elements].UsageIndex = 0;
|
|
elements++;
|
|
|
|
decl[elements].Stream = STRM_BONENUM;
|
|
decl[elements].Offset = 0;
|
|
decl[elements].Type = D3DDECLTYPE_FLOAT3;
|
|
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
|
|
decl[elements].Usage = D3DDECLUSAGE_BLENDINDICES;
|
|
decl[elements].UsageIndex = 0;
|
|
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 < D3D_VDEC_ST0; tmu++)
|
|
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, shaderstate.dynst_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynst_buff[tmu], NULL);
|
|
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, shaderstate.dynnorm_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynnorm_buff, 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);
|
|
|
|
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;
|
|
BE_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 D3D9BE_Init(void)
|
|
{
|
|
be_maxpasses = MAX_TMUS;
|
|
memset(&shaderstate, 0, sizeof(shaderstate));
|
|
shaderstate.curvertdecl = -1;
|
|
|
|
FTable_Init();
|
|
|
|
shaderstate.dynxyz_size = sizeof(vecV_t) * DYNVBUFFSIZE;
|
|
shaderstate.dyncol_size = sizeof(byte_vec4_t) * DYNVBUFFSIZE;
|
|
shaderstate.dynnorm_size = sizeof(vec3_t)*3 * DYNVBUFFSIZE;
|
|
shaderstate.dynst_size = sizeof(vec2_t) * DYNVBUFFSIZE;
|
|
shaderstate.dynidx_size = sizeof(index_t) * DYNIBUFFSIZE;
|
|
|
|
D3D9BE_Reset(false);
|
|
|
|
shaderstate.shader_rtlight = R_RegisterShader("rtlight", SUF_NONE, LIGHTPASS_SHADER);
|
|
|
|
R_InitFlashblends();
|
|
}
|
|
|
|
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, (unsigned int)entries, dest, offset?D3DLOCK_NOOVERWRITE:D3DLOCK_DISCARD));
|
|
return offset/sizeof(index_t);
|
|
}
|
|
|
|
static void BindTexture(unsigned int tu, void *id)
|
|
{
|
|
if (shaderstate.curtex[tu].ptr != id)
|
|
{
|
|
shaderstate.curtex[tu].ptr = id;
|
|
IDirect3DDevice9_SetTexture (pD3DDev9, tu, id);
|
|
}
|
|
}
|
|
|
|
static void SelectPassTexture(unsigned int tu, shaderpass_t *pass)
|
|
{
|
|
int last;
|
|
extern texid_t missing_texture;
|
|
|
|
switch(pass->texgen)
|
|
{
|
|
default:
|
|
case T_GEN_DIFFUSE:
|
|
if (shaderstate.curtexnums->base.ptr)
|
|
BindTexture(tu, shaderstate.curtexnums->base.ptr);
|
|
else
|
|
BindTexture(tu, missing_texture.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:
|
|
BindTexture(tu, shaderstate.curdeluxmap.ptr);
|
|
break;
|
|
case T_GEN_LIGHTMAP:
|
|
BindTexture(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:
|
|
BindTexture(tu, Media_UpdateForShader(pass->cin).ptr);
|
|
break;
|
|
}
|
|
|
|
BE_ApplyTMUState(tu, pass->flags);
|
|
|
|
if (tu == 0)
|
|
{
|
|
if (shaderstate.passsinglecolour)
|
|
{
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_CONSTANT, shaderstate.passcolour);
|
|
last = D3DTA_CONSTANT;
|
|
}
|
|
else
|
|
{
|
|
last = D3DTA_DIFFUSE;
|
|
}
|
|
}
|
|
else
|
|
last = D3DTA_CURRENT;
|
|
switch (pass->blendmode)
|
|
{
|
|
case PBM_DOTPRODUCT:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, last);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3);
|
|
|
|
// IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, last);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
|
|
break;
|
|
case PBM_REPLACE:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, last);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
|
|
|
|
if (shaderstate.flags & (BEF_FORCETRANSPARENT | BEF_FORCEADDITIVE))
|
|
{
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, last);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
}
|
|
else
|
|
{
|
|
// IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, last);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
|
|
}
|
|
break;
|
|
case PBM_ADD:
|
|
if (tu == 0)
|
|
goto forcemod;
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, last);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_ADD);
|
|
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, last);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
break;
|
|
case PBM_DECAL:
|
|
if (!tu)
|
|
goto forcemod;
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, last);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA);
|
|
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, last);
|
|
// IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
break;
|
|
case PBM_OVERBRIGHT:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, last);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_TEXTURE);
|
|
{
|
|
extern cvar_t gl_overbright;
|
|
switch (gl_overbright.ival)
|
|
{
|
|
case 1:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE2X);
|
|
break;
|
|
case 2:
|
|
case 3:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE4X);
|
|
break;
|
|
default:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
|
break;
|
|
}
|
|
}
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, last);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
break;
|
|
default:
|
|
case PBM_MODULATE:
|
|
forcemod:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, last);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
|
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, last);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
break;
|
|
}
|
|
}
|
|
|
|
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[0] &&
|
|
((pass->rgbgen == RGB_GEN_VERTEX_LIGHTING) ||
|
|
(pass->rgbgen == RGB_GEN_VERTEX_EXACT) ||
|
|
(pass->rgbgen == RGB_GEN_ONE_MINUS_VERTEX)) &&
|
|
(pass->alphagen == ALPHA_GEN_VERTEX)))
|
|
{
|
|
//fixme
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_COL, shaderstate.batchvbo->colours[0].d3d.buff, shaderstate.batchvbo->colours[0].d3d.offs, sizeof(vbovdata_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[0], (byte_vec4_t*)map, m);
|
|
alphagenbyte(pass, m->numvertexes, m->colors4b_array, m->colors4f_array[0], (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;
|
|
}
|
|
/*********************************************************************************************************/
|
|
/*========================================== 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 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->vbofirstvert*2, mesh);
|
|
//tcgen might return unmodified info
|
|
if (pass->numtcmods)
|
|
{
|
|
tcmod(&pass->tcmods[0], mesh->numvertexes, src, dest + mesh->vbofirstvert*2, mesh);
|
|
for (i = 1; i < pass->numtcmods; i++)
|
|
{
|
|
tcmod(&pass->tcmods[i], mesh->numvertexes, dest + mesh->vbofirstvert*2, dest + mesh->vbofirstvert*2, mesh);
|
|
}
|
|
}
|
|
else if (src != dest)
|
|
{
|
|
memcpy(dest + mesh->vbofirstvert*2, src, sizeof(vec2_t)*mesh->numvertexes);
|
|
}
|
|
// dest += mesh->numvertexes*2;
|
|
}
|
|
}
|
|
|
|
//end texture coords
|
|
/*******************************************************************************************************************/
|
|
|
|
static void deformgen(const deformv_t *deformv, int cnt, vecV_t *src, vecV_t *dst, const mesh_t *mesh)
|
|
{
|
|
float *table;
|
|
int j, k;
|
|
float args[4];
|
|
float deflect;
|
|
switch (deformv->type)
|
|
{
|
|
default:
|
|
case DEFORMV_NONE:
|
|
if (src != dst)
|
|
memcpy(dst, src, sizeof(*src)*cnt);
|
|
break;
|
|
|
|
case DEFORMV_WAVE:
|
|
if (!mesh->normals_array)
|
|
{
|
|
if (src != dst)
|
|
memcpy(dst, src, sizeof(*src)*cnt);
|
|
return;
|
|
}
|
|
args[0] = deformv->func.args[0];
|
|
args[1] = deformv->func.args[1];
|
|
args[3] = deformv->func.args[2] + deformv->func.args[3] * shaderstate.curtime;
|
|
table = FTableForFunc(deformv->func.type);
|
|
|
|
for ( j = 0; j < cnt; j++ )
|
|
{
|
|
deflect = deformv->args[0] * (src[j][0]+src[j][1]+src[j][2]) + args[3];
|
|
deflect = FTABLE_EVALUATE(table, deflect) * args[1] + args[0];
|
|
|
|
// Deflect vertex along its normal by wave amount
|
|
VectorMA(src[j], deflect, mesh->normals_array[j], dst[j]);
|
|
}
|
|
break;
|
|
|
|
case DEFORMV_NORMAL:
|
|
//normal does not actually move the verts, but it does change the normals array
|
|
//we don't currently support that.
|
|
if (src != dst)
|
|
memcpy(dst, src, sizeof(*src)*cnt);
|
|
/*
|
|
args[0] = deformv->args[1] * shaderstate.curtime;
|
|
|
|
for ( j = 0; j < cnt; j++ )
|
|
{
|
|
args[1] = normalsArray[j][2] * args[0];
|
|
|
|
deflect = deformv->args[0] * R_FastSin(args[1]);
|
|
normalsArray[j][0] *= deflect;
|
|
deflect = deformv->args[0] * R_FastSin(args[1] + 0.25);
|
|
normalsArray[j][1] *= deflect;
|
|
VectorNormalizeFast(normalsArray[j]);
|
|
}
|
|
*/ break;
|
|
|
|
case DEFORMV_MOVE:
|
|
table = FTableForFunc(deformv->func.type);
|
|
deflect = deformv->func.args[2] + shaderstate.curtime * deformv->func.args[3];
|
|
deflect = FTABLE_EVALUATE(table, deflect) * deformv->func.args[1] + deformv->func.args[0];
|
|
|
|
for ( j = 0; j < cnt; j++ )
|
|
VectorMA(src[j], deflect, deformv->args, dst[j]);
|
|
break;
|
|
|
|
case DEFORMV_BULGE:
|
|
args[0] = deformv->args[0]/(2*M_PI);
|
|
args[1] = deformv->args[1];
|
|
args[2] = shaderstate.curtime * deformv->args[2]/(2*M_PI);
|
|
|
|
for (j = 0; j < cnt; j++)
|
|
{
|
|
deflect = R_FastSin(mesh->st_array[j][0]*args[0] + args[2])*args[1];
|
|
dst[j][0] = src[j][0]+deflect*mesh->normals_array[j][0];
|
|
dst[j][1] = src[j][1]+deflect*mesh->normals_array[j][1];
|
|
dst[j][2] = src[j][2]+deflect*mesh->normals_array[j][2];
|
|
}
|
|
break;
|
|
|
|
case DEFORMV_AUTOSPRITE:
|
|
if (mesh->numindexes < 6)
|
|
break;
|
|
|
|
for (j = 0; j < cnt-3; j+=4, src+=4, dst+=4)
|
|
{
|
|
vec3_t mid, d;
|
|
float radius;
|
|
mid[0] = 0.25*(src[0][0] + src[1][0] + src[2][0] + src[3][0]);
|
|
mid[1] = 0.25*(src[0][1] + src[1][1] + src[2][1] + src[3][1]);
|
|
mid[2] = 0.25*(src[0][2] + src[1][2] + src[2][2] + src[3][2]);
|
|
VectorSubtract(src[0], mid, d);
|
|
radius = 2*VectorLength(d);
|
|
|
|
for (k = 0; k < 4; k++)
|
|
{
|
|
dst[k][0] = mid[0] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[0+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[0+1]);
|
|
dst[k][1] = mid[1] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[4+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[4+1]);
|
|
dst[k][2] = mid[2] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[8+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[8+1]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEFORMV_AUTOSPRITE2:
|
|
if (mesh->numindexes < 6)
|
|
break;
|
|
|
|
for (k = 0; k < mesh->numindexes; k += 6)
|
|
{
|
|
int long_axis, short_axis;
|
|
vec3_t axis;
|
|
float len[3];
|
|
mat3_t m0, m1, m2, result;
|
|
float *quad[4];
|
|
vec3_t rot_centre, tv;
|
|
|
|
quad[0] = (float *)(dst + mesh->indexes[k+0]);
|
|
quad[1] = (float *)(dst + mesh->indexes[k+1]);
|
|
quad[2] = (float *)(dst + mesh->indexes[k+2]);
|
|
|
|
for (j = 2; j >= 0; j--)
|
|
{
|
|
quad[3] = (float *)(dst + mesh->indexes[k+3+j]);
|
|
if (!VectorEquals (quad[3], quad[0]) &&
|
|
!VectorEquals (quad[3], quad[1]) &&
|
|
!VectorEquals (quad[3], quad[2]))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// build a matrix were the longest axis of the billboard is the Y-Axis
|
|
VectorSubtract(quad[1], quad[0], m0[0]);
|
|
VectorSubtract(quad[2], quad[0], m0[1]);
|
|
VectorSubtract(quad[2], quad[1], m0[2]);
|
|
len[0] = DotProduct(m0[0], m0[0]);
|
|
len[1] = DotProduct(m0[1], m0[1]);
|
|
len[2] = DotProduct(m0[2], m0[2]);
|
|
|
|
if ((len[2] > len[1]) && (len[2] > len[0]))
|
|
{
|
|
if (len[1] > len[0])
|
|
{
|
|
long_axis = 1;
|
|
short_axis = 0;
|
|
}
|
|
else
|
|
{
|
|
long_axis = 0;
|
|
short_axis = 1;
|
|
}
|
|
}
|
|
else if ((len[1] > len[2]) && (len[1] > len[0]))
|
|
{
|
|
if (len[2] > len[0])
|
|
{
|
|
long_axis = 2;
|
|
short_axis = 0;
|
|
}
|
|
else
|
|
{
|
|
long_axis = 0;
|
|
short_axis = 2;
|
|
}
|
|
}
|
|
else //if ( (len[0] > len[1]) && (len[0] > len[2]) )
|
|
{
|
|
if (len[2] > len[1])
|
|
{
|
|
long_axis = 2;
|
|
short_axis = 1;
|
|
}
|
|
else
|
|
{
|
|
long_axis = 1;
|
|
short_axis = 2;
|
|
}
|
|
}
|
|
|
|
if (DotProduct(m0[long_axis], m0[short_axis]))
|
|
{
|
|
VectorNormalize2(m0[long_axis], axis);
|
|
VectorCopy(axis, m0[1]);
|
|
|
|
if (axis[0] || axis[1])
|
|
{
|
|
VectorVectors(m0[1], m0[2], m0[0]);
|
|
}
|
|
else
|
|
{
|
|
VectorVectors(m0[1], m0[0], m0[2]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorNormalize2(m0[long_axis], axis);
|
|
VectorNormalize2(m0[short_axis], m0[0]);
|
|
VectorCopy(axis, m0[1]);
|
|
CrossProduct(m0[0], m0[1], m0[2]);
|
|
}
|
|
|
|
for (j = 0; j < 3; j++)
|
|
rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25;
|
|
|
|
if (shaderstate.curentity)
|
|
{
|
|
VectorAdd(shaderstate.curentity->origin, rot_centre, tv);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(rot_centre, tv);
|
|
}
|
|
VectorSubtract(r_origin, tv, tv);
|
|
|
|
// filter any longest-axis-parts off the camera-direction
|
|
deflect = -DotProduct(tv, axis);
|
|
|
|
VectorMA(tv, deflect, axis, m1[2]);
|
|
VectorNormalizeFast(m1[2]);
|
|
VectorCopy(axis, m1[1]);
|
|
CrossProduct(m1[1], m1[2], m1[0]);
|
|
|
|
Matrix3_Transpose(m1, m2);
|
|
Matrix3_Multiply(m2, m0, result);
|
|
|
|
for (j = 0; j < 4; j++)
|
|
{
|
|
VectorSubtract(quad[j], rot_centre, tv);
|
|
Matrix3_Multiply_Vec3((void *)result, tv, quad[j]);
|
|
VectorAdd(rot_centre, quad[j], quad[j]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
// case DEFORMV_PROJECTION_SHADOW:
|
|
// break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*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(vbovdata_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(vbovdata_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));
|
|
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, tmu, D3DTSS_ALPHAOP, 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]));
|
|
}
|
|
|
|
BE_ApplyShaderBits(pass->shaderbits);
|
|
return true;
|
|
}
|
|
|
|
static void BE_SubmitMeshChain(int idxfirst)
|
|
{
|
|
int startv, starti, endv, endi;
|
|
int m;
|
|
mesh_t *mesh;
|
|
|
|
// if (shaderstate.batchvbo)
|
|
// IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, 0, shaderstate.batchvbo->vertcount, idxfirst, shaderstate.batchvbo->indexcount/3);
|
|
|
|
for (m = 0, mesh = shaderstate.meshlist[0]; m < shaderstate.nummeshes; )
|
|
{
|
|
startv = mesh->vbofirstvert;
|
|
starti = mesh->vbofirstelement;
|
|
|
|
endv = startv+mesh->numvertexes;
|
|
endi = starti+mesh->numindexes;
|
|
|
|
//find consecutive surfaces
|
|
for (++m; m < shaderstate.nummeshes; m++)
|
|
{
|
|
mesh = shaderstate.meshlist[m];
|
|
if (endi == mesh->vbofirstelement)
|
|
{
|
|
endv = mesh->vbofirstvert+mesh->numvertexes;
|
|
endi = mesh->vbofirstelement+mesh->numindexes;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, startv, endv - startv, idxfirst + starti, (endi-starti)/3);
|
|
RQuantAdd(RQUANT_DRAWS, 1);
|
|
}
|
|
}
|
|
|
|
static void BE_ApplyUniforms(program_t *prog, int permu)
|
|
{
|
|
int h;
|
|
int i;
|
|
IDirect3DDevice9_SetVertexShader(pD3DDev9, prog->permu[permu].handle.hlsl.vert);
|
|
IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->permu[permu].handle.hlsl.frag);
|
|
for (i = 0; i < prog->numparams; i++)
|
|
{
|
|
h = prog->permu[permu].parm[i];
|
|
switch (prog->parm[i].type)
|
|
{
|
|
case SP_M_PROJECTION:
|
|
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, d3d_trueprojection, 4);
|
|
break;
|
|
case SP_M_VIEW:
|
|
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, r_refdef.m_view, 4);
|
|
break;
|
|
case SP_M_MODEL:
|
|
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, shaderstate.m_model, 4);
|
|
break;
|
|
|
|
case SP_V_EYEPOS:
|
|
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, r_origin, 1);
|
|
break;
|
|
case SP_E_EYEPOS:
|
|
{
|
|
vec4_t t2;
|
|
float m16[16];
|
|
Matrix4x4_CM_ModelMatrixFromAxis(m16, shaderstate.curentity->axis[0], shaderstate.curentity->axis[1], shaderstate.curentity->axis[2], shaderstate.curentity->origin);
|
|
Matrix4x4_CM_Transform3(m16, r_origin, t2);
|
|
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, t2, 1);
|
|
}
|
|
break;
|
|
case SP_E_TIME:
|
|
{
|
|
vec4_t t1 = {shaderstate.curtime};
|
|
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, t1, 1);
|
|
}
|
|
break;
|
|
case SP_M_MODELVIEWPROJECTION:
|
|
{
|
|
float mv[16], mvp[16];
|
|
Matrix4_Multiply(r_refdef.m_view, shaderstate.m_model, mv);
|
|
Matrix4_Multiply(d3d_trueprojection, mv, mvp);
|
|
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, mvp, 4);
|
|
}
|
|
break;
|
|
|
|
case SP_LIGHTPOSITION:
|
|
{
|
|
/*light position in model space*/
|
|
float inv[16];
|
|
vec3_t t2;
|
|
qboolean Matrix4_Invert(const float *m, float *out);
|
|
|
|
Matrix4_Invert(shaderstate.m_model, inv);
|
|
Matrix4x4_CM_Transform3(inv, shaderstate.curdlight->origin, t2);
|
|
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, t2, 1);
|
|
break;
|
|
}
|
|
|
|
case SP_LIGHTRADIUS:
|
|
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, &shaderstate.curdlight->radius, 1);
|
|
break;
|
|
case SP_LIGHTCOLOUR:
|
|
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, shaderstate.curdlight_colours, 1);
|
|
break;
|
|
|
|
case SP_E_L_DIR:
|
|
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, shaderstate.curentity->light_dir, 1);
|
|
break;
|
|
case SP_E_L_MUL:
|
|
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, shaderstate.curentity->light_range, 1);
|
|
break;
|
|
case SP_E_L_AMBIENT:
|
|
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, h, shaderstate.curentity->light_avg, 1);
|
|
break;
|
|
|
|
case SP_E_COLOURS:
|
|
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, shaderstate.curentity->shaderRGBAf, 1);
|
|
break;
|
|
case SP_E_COLOURSIDENT:
|
|
if (shaderstate.flags & BEF_FORCECOLOURMOD)
|
|
{
|
|
vec4_t tmp = {1, 1, 1, shaderstate.curentity->shaderRGBAf[3]};
|
|
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, tmp, 1);
|
|
}
|
|
else
|
|
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, h, shaderstate.curentity->shaderRGBAf, 1);
|
|
break;
|
|
case SP_E_TOPCOLOURS:
|
|
case SP_E_BOTTOMCOLOURS:
|
|
|
|
case SP_M_ENTBONES:
|
|
case SP_M_MODELVIEW:
|
|
|
|
case SP_RENDERTEXTURESCALE:
|
|
|
|
case SP_FIRSTIMMEDIATE:
|
|
case SP_CONSTI:
|
|
case SP_CONSTF:
|
|
case SP_CVARI:
|
|
case SP_CVARF:
|
|
case SP_CVAR3F:
|
|
case SP_TEXTURE:
|
|
Con_Printf("shader property %i not implemented\n", prog->parm[i].type);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void BE_RenderMeshProgram(shader_t *s, unsigned int vertcount, unsigned int idxfirst, unsigned int idxcount)
|
|
{
|
|
int vdec = D3D_VDEC_ST0|D3D_VDEC_NORM;
|
|
int passno;
|
|
int perm = 0;
|
|
|
|
program_t *p = s->prog;
|
|
|
|
if (shaderstate.batchvbo && shaderstate.batchvbo->numbones)
|
|
{
|
|
if (p->permu[perm|PERMUTATION_SKELETAL].handle.glsl)
|
|
perm |= PERMUTATION_SKELETAL;
|
|
else
|
|
return;
|
|
}
|
|
if (TEXVALID(shaderstate.curtexnums->bump) && p->permu[perm|PERMUTATION_BUMPMAP].handle.hlsl.vert)
|
|
perm |= PERMUTATION_BUMPMAP;
|
|
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.globalfog.density && p->permu[perm|PERMUTATION_FOG].handle.hlsl.vert)
|
|
perm |= PERMUTATION_FOG;
|
|
if (p->permu[perm|PERMUTATION_FRAMEBLEND].handle.hlsl.vert && shaderstate.batchvbo && shaderstate.batchvbo->coord2.d3d.buff)
|
|
perm |= PERMUTATION_FRAMEBLEND;
|
|
if (p->permu[perm|PERMUTATION_DELUXE].handle.hlsl.vert && TEXVALID(shaderstate.curtexnums->bump) && shaderstate.curbatch->lightmap[0] >= 0 && lightmap[shaderstate.curbatch->lightmap[0]]->hasdeluxe)
|
|
perm |= PERMUTATION_DELUXE;
|
|
if (shaderstate.curbatch->lightmap[1] >= 0 && p->permu[perm|PERMUTATION_LIGHTSTYLES].handle.hlsl.vert)
|
|
perm |= PERMUTATION_LIGHTSTYLES;
|
|
|
|
BE_ApplyUniforms(p, perm);
|
|
|
|
|
|
BE_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);
|
|
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_DISABLE));
|
|
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAOP, D3DTOP_DISABLE));
|
|
}
|
|
shaderstate.lastpasscount = passno;
|
|
|
|
/*colours*/
|
|
if (vdec & D3D_VDEC_COL4B)
|
|
{
|
|
if (shaderstate.batchvbo)
|
|
{
|
|
//fixme
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_COL, shaderstate.batchvbo->colours[0].d3d.buff, shaderstate.batchvbo->colours[0].d3d.offs, sizeof(vbovdata_t)));
|
|
}
|
|
else
|
|
{
|
|
int mno,v;
|
|
void *map;
|
|
mesh_t *m;
|
|
allocvertexbuffer(shaderstate.dynst_buff[0], shaderstate.dynst_size, &shaderstate.dynst_offs[0], &map, vertcount*sizeof(byte_vec4_t));
|
|
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
|
|
{
|
|
byte_vec4_t *dest = (byte_vec4_t*)((char*)map+vertcount*sizeof(byte_vec4_t));
|
|
m = shaderstate.meshlist[mno];
|
|
if (m->colors4f_array[0])
|
|
{
|
|
for (v = 0; v < m->numvertexes; v++)
|
|
{
|
|
//fixme:
|
|
dest[v][0] = bound(0, m->colors4f_array[0][v][0] * 255, 255);
|
|
dest[v][1] = bound(0, m->colors4f_array[0][v][1] * 255, 255);
|
|
dest[v][2] = bound(0, m->colors4f_array[0][v][2] * 255, 255);
|
|
dest[v][3] = bound(0, m->colors4f_array[0][v][3] * 255, 255);
|
|
}
|
|
}
|
|
else if (m->colors4b_array)
|
|
memcpy(dest, m->colors4b_array, m->numvertexes*sizeof(byte_vec4_t));
|
|
else
|
|
memset(dest, 0, m->numvertexes*sizeof(byte_vec4_t));
|
|
vertcount += m->numvertexes;
|
|
}
|
|
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[0]));
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0, shaderstate.dynst_buff[0], shaderstate.dynst_offs[0] - vertcount*sizeof(byte_vec4_t), sizeof(byte_vec4_t)));
|
|
}
|
|
}
|
|
|
|
/*texture coords*/
|
|
if (vdec & D3D_VDEC_ST0)
|
|
{
|
|
if (shaderstate.batchvbo)
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0, shaderstate.batchvbo->texcoord.d3d.buff, shaderstate.batchvbo->texcoord.d3d.offs, sizeof(vbovdata_t)));
|
|
else
|
|
{
|
|
int mno;
|
|
void *map;
|
|
mesh_t *m;
|
|
allocvertexbuffer(shaderstate.dynst_buff[0], shaderstate.dynst_size, &shaderstate.dynst_offs[0], &map, vertcount*sizeof(vec2_t));
|
|
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
|
|
{
|
|
vec2_t *dest = (vec2_t*)((char*)map+vertcount*sizeof(vec2_t));
|
|
m = shaderstate.meshlist[mno];
|
|
memcpy(dest, m->st_array, m->numvertexes*sizeof(vec2_t));
|
|
vertcount += m->numvertexes;
|
|
}
|
|
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[0]));
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0, shaderstate.dynst_buff[0], shaderstate.dynst_offs[0] - vertcount*sizeof(vec2_t), sizeof(vec2_t)));
|
|
}
|
|
}
|
|
/*lm coords*/
|
|
if (vdec & D3D_VDEC_ST1)
|
|
{
|
|
if (shaderstate.batchvbo)
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC1, shaderstate.batchvbo->lmcoord[0].d3d.buff, shaderstate.batchvbo->lmcoord[0].d3d.offs, sizeof(vbovdata_t)));
|
|
else
|
|
{
|
|
int mno;
|
|
void *map;
|
|
mesh_t *m;
|
|
allocvertexbuffer(shaderstate.dynst_buff[1], shaderstate.dynst_size, &shaderstate.dynst_offs[1], &map, vertcount*sizeof(vec2_t));
|
|
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
|
|
{
|
|
vec2_t *dest = (vec2_t*)((char*)map+vertcount*sizeof(vec2_t));
|
|
m = shaderstate.meshlist[mno];
|
|
memcpy(dest, m->lmst_array, m->numvertexes*sizeof(vec2_t));
|
|
vertcount += m->numvertexes;
|
|
}
|
|
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[1]));
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC1, shaderstate.dynst_buff[1], shaderstate.dynst_offs[1] - vertcount*sizeof(vec2_t), sizeof(vec2_t)));
|
|
}
|
|
}
|
|
|
|
/*normals/tangents/bitangents*/
|
|
if (vdec & D3D_VDEC_NORM)
|
|
{
|
|
if (shaderstate.batchvbo)
|
|
{
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORM, shaderstate.batchvbo->normals.d3d.buff, shaderstate.batchvbo->normals.d3d.offs, sizeof(vbovdata_t)));
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORMS, shaderstate.batchvbo->svector.d3d.buff, shaderstate.batchvbo->svector.d3d.offs, sizeof(vbovdata_t)));
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORMT, shaderstate.batchvbo->tvector.d3d.buff, shaderstate.batchvbo->tvector.d3d.offs, sizeof(vbovdata_t)));
|
|
}
|
|
else if (shaderstate.meshlist[0]->normals_array && shaderstate.meshlist[0]->snormals_array && shaderstate.meshlist[0]->tnormals_array)
|
|
{
|
|
int mno;
|
|
void *map;
|
|
mesh_t *m;
|
|
int tv = vertcount;
|
|
|
|
allocvertexbuffer(shaderstate.dynnorm_buff, shaderstate.dynnorm_size, &shaderstate.dynnorm_offs, &map, vertcount*3*sizeof(vec3_t));
|
|
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
|
|
{
|
|
float *dest;
|
|
m = shaderstate.meshlist[mno];
|
|
|
|
dest = (float*)((char*)map+vertcount*sizeof(vec3_t));
|
|
memcpy(dest, m->normals_array, m->numvertexes*sizeof(vec3_t));
|
|
|
|
dest += tv*3;
|
|
memcpy(dest, m->snormals_array, m->numvertexes*sizeof(vec3_t));
|
|
|
|
dest += tv*3;
|
|
memcpy(dest, m->tnormals_array, m->numvertexes*sizeof(vec3_t));
|
|
|
|
vertcount += m->numvertexes;
|
|
}
|
|
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynnorm_buff));
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORM, shaderstate.dynnorm_buff, shaderstate.dynnorm_offs - vertcount*sizeof(vec3_t)*3, sizeof(vec3_t)));
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORMS, shaderstate.dynnorm_buff, shaderstate.dynnorm_offs - vertcount*sizeof(vec3_t)*2, sizeof(vec3_t)));
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_NORMT, shaderstate.dynnorm_buff, shaderstate.dynnorm_offs - vertcount*sizeof(vec3_t)*1, sizeof(vec3_t)));
|
|
}
|
|
else
|
|
vdec &= ~D3D_VDEC_NORM;
|
|
}
|
|
|
|
/*bone weights+indexes*/
|
|
if (vdec & D3D_VDEC_SKEL)
|
|
{
|
|
/*FIXME*/
|
|
vdec &= ~D3D_VDEC_SKEL;
|
|
}
|
|
|
|
if (vdec != shaderstate.curvertdecl)
|
|
{
|
|
shaderstate.curvertdecl = vdec;
|
|
d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
|
|
}
|
|
|
|
// IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9,
|
|
BE_SubmitMeshChain(idxfirst);
|
|
|
|
IDirect3DDevice9_SetVertexShader(pD3DDev9, NULL);
|
|
IDirect3DDevice9_SetPixelShader(pD3DDev9, NULL);
|
|
}
|
|
|
|
void D3D9BE_Cull(unsigned int cullflags)
|
|
{
|
|
cullflags ^= r_refdef.flipcull;
|
|
if (shaderstate.curcull != cullflags)
|
|
{
|
|
shaderstate.curcull = cullflags;
|
|
if (shaderstate.curcull & 1)
|
|
{
|
|
if (shaderstate.curcull & SHADER_CULL_FRONT)
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CW);
|
|
else if (shaderstate.curcull & SHADER_CULL_BACK)
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CCW);
|
|
else
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_NONE);
|
|
}
|
|
else
|
|
{
|
|
if (shaderstate.curcull & SHADER_CULL_FRONT)
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CCW);
|
|
else if (shaderstate.curcull & SHADER_CULL_BACK)
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CW);
|
|
else
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_NONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
D3D9BE_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 && !shaderstate.curshader->numdeforms)
|
|
{
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_VERT, shaderstate.batchvbo->coord.d3d.buff, shaderstate.batchvbo->coord.d3d.offs, sizeof(vbovdata_t)));
|
|
}
|
|
else
|
|
{
|
|
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)
|
|
{
|
|
d3dcheck(IDirect3DDevice9_SetIndices(pD3DDev9, shaderstate.batchvbo->indicies.d3d.buff));
|
|
idxfirst = 0;
|
|
}
|
|
else
|
|
{
|
|
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:
|
|
if (shaderstate.shader_rtlight->prog)
|
|
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));
|
|
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAOP, 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
|
|
{
|
|
/*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;
|
|
#ifdef BENCH
|
|
shaderstate.bench.draws++;
|
|
if (shaderstate.bench.clamp && shaderstate.bench.clamp < shaderstate.bench.draws)
|
|
continue;
|
|
#endif
|
|
BE_SubmitMeshChain(idxfirst);
|
|
// d3dcheck(IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, 0, vertcount, idxfirst, idxcount/3));
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void D3D9BE_SelectMode(backendmode_t mode)
|
|
{
|
|
shaderstate.mode = mode;
|
|
|
|
if (mode == BEM_STENCIL)
|
|
BE_ApplyShaderBits(SBITS_MASK_BITS);
|
|
}
|
|
|
|
qboolean D3D9BE_SelectDLight(dlight_t *dl, vec3_t colour, unsigned int lmode)
|
|
{
|
|
shaderstate.curdlight = dl;
|
|
VectorCopy(colour, shaderstate.curdlight_colours);
|
|
|
|
if (lmode != LSHADER_STANDARD)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
void D3D9BE_SelectEntity(entity_t *ent)
|
|
{
|
|
shaderstate.curentity = ent;
|
|
BE_RotateForEntity(ent, ent->model);
|
|
}
|
|
|
|
#if 1
|
|
static void D3D9BE_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;
|
|
IDirect3DVertexBuffer9 *vbuff;
|
|
IDirect3DIndexBuffer9 *ebuff;
|
|
index_t *vboedata;
|
|
vbovdata_t *vbovdata;
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
IDirect3DDevice9_CreateIndexBuffer(pD3DDev9, sizeof(index_t) * maxvboelements, 0, D3DFMT_QINDEX, D3DPOOL_MANAGED, &ebuff, NULL);
|
|
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, sizeof(*vbovdata) * maxvboverts, D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &vbuff, NULL);
|
|
|
|
vbovdata = NULL;
|
|
vbo->coord.d3d.buff = vbuff;
|
|
vbo->coord.d3d.offs = (quintptr_t)&vbovdata->coord;
|
|
vbo->texcoord.d3d.buff = vbuff;
|
|
vbo->texcoord.d3d.offs = (quintptr_t)&vbovdata->tex;
|
|
vbo->lmcoord[0].d3d.buff = vbuff;
|
|
vbo->lmcoord[0].d3d.offs = (quintptr_t)&vbovdata->lm;
|
|
vbo->normals.d3d.buff = vbuff;
|
|
vbo->normals.d3d.offs = (quintptr_t)&vbovdata->ndir;
|
|
vbo->svector.d3d.buff = vbuff;
|
|
vbo->svector.d3d.offs = (quintptr_t)&vbovdata->sdir;
|
|
vbo->tvector.d3d.buff = vbuff;
|
|
vbo->tvector.d3d.offs = (quintptr_t)&vbovdata->tdir;
|
|
vbo->colours[0].d3d.buff = vbuff;
|
|
vbo->colours[0].d3d.offs = (quintptr_t)&vbovdata->colorsb;
|
|
vbo->indicies.d3d.buff = ebuff;
|
|
vbo->indicies.d3d.offs = 0;
|
|
|
|
IDirect3DIndexBuffer9_Lock(ebuff, 0, sizeof(index_t) * maxvboelements, &vboedata, D3DLOCK_DISCARD);
|
|
IDirect3DVertexBuffer9_Lock(vbuff, 0, sizeof(*vbovdata) * maxvboverts, &vbovdata, D3DLOCK_DISCARD);
|
|
|
|
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);
|
|
Vector2Copy(m->lmst_array[0][i], vbovdata->lm);
|
|
VectorCopy(m->normals_array[i], vbovdata->ndir);
|
|
VectorCopy(m->snormals_array[i], vbovdata->sdir);
|
|
VectorCopy(m->tnormals_array[i], vbovdata->tdir);
|
|
Vector4Scale(m->colors4f_array[0][i], 255, vbovdata->colorsb);
|
|
|
|
vbovdata++;
|
|
}
|
|
|
|
m->vbofirstelement = idx;
|
|
for (i = 0; i < m->numindexes; i++)
|
|
{
|
|
*vboedata++ = vert + m->indexes[i];
|
|
}
|
|
idx += m->numindexes;
|
|
vert += m->numvertexes;
|
|
}
|
|
}
|
|
|
|
vbo->indexcount = idx;
|
|
vbo->vertcount = vert;
|
|
|
|
IDirect3DIndexBuffer9_Unlock(ebuff);
|
|
IDirect3DVertexBuffer9_Unlock(vbuff);
|
|
|
|
vbo->next = *vbochain;
|
|
*vbochain = vbo;
|
|
}
|
|
|
|
void D3D9BE_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)
|
|
{
|
|
D3D9BE_GenBatchVBOs(&mod->vbos, fbatch, batch);
|
|
fbatch = batch;
|
|
vcount = 0;
|
|
}
|
|
|
|
for (i = 0; i < batch->maxmeshes; i++)
|
|
vcount += batch->mesh[i]->numvertexes;
|
|
}
|
|
|
|
D3D9BE_GenBatchVBOs(&mod->vbos, fbatch, batch);
|
|
}
|
|
}
|
|
#else
|
|
/*Generates an optimised vbo for each of the given model's textures*/
|
|
void D3D9BE_GenBrushModelVBO(model_t *mod)
|
|
{
|
|
#if 1
|
|
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;
|
|
index_t *vboedata;
|
|
mesh_t *m;
|
|
char *vbovdata;
|
|
IDirect3DVertexBuffer9 *vbuff;
|
|
IDirect3DIndexBuffer9 *ebuff;
|
|
|
|
vecV_t *coord;
|
|
vec2_t *texcoord;
|
|
vec2_t *lmcoord;
|
|
vec3_t *normals;
|
|
vec3_t *svector;
|
|
vec3_t *tvector;
|
|
byte_vec4_t *colours;
|
|
|
|
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 > (1u<<(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
|
|
|
|
IDirect3DDevice9_CreateIndexBuffer(pD3DDev9, sizeof(index_t) * maxvboelements, 0, D3DFMT_QINDEX, D3DPOOL_MANAGED, &ebuff, NULL);
|
|
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, pervertsize * maxvboverts, D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &vbuff, NULL);
|
|
|
|
IDirect3DIndexBuffer9_Lock(ebuff, 0, sizeof(index_t) * maxvboelements, &vboedata, D3DLOCK_DISCARD);
|
|
IDirect3DVertexBuffer9_Lock(vbuff, 0, pervertsize * maxvboverts, &vbovdata, D3DLOCK_DISCARD);
|
|
|
|
vbo->vertdata = vbuff;
|
|
vbo->indexcount = maxvboelements;
|
|
vbo->vertcount = maxvboverts;
|
|
|
|
vbo->coord.d3d.buff = vbuff;
|
|
vbo->coord.d3d.offs = 0;
|
|
vbo->texcoord.d3d.buff = vbuff;
|
|
vbo->texcoord.d3d.offs = vbo->coord.d3d.offs+maxvboverts*sizeof(vecV_t);
|
|
vbo->lmcoord.d3d.buff = vbuff;
|
|
vbo->lmcoord.d3d.offs = vbo->texcoord.d3d.offs+maxvboverts*sizeof(vec2_t);
|
|
vbo->normals.d3d.buff = vbuff;
|
|
vbo->normals.d3d.offs = vbo->lmcoord.d3d.offs+maxvboverts*sizeof(vec2_t);
|
|
vbo->svector.d3d.buff = vbuff;
|
|
vbo->svector.d3d.offs = vbo->normals.d3d.offs+maxvboverts*sizeof(vec3_t);
|
|
vbo->tvector.d3d.buff = vbuff;
|
|
vbo->tvector.d3d.offs = vbo->svector.d3d.offs+maxvboverts*sizeof(vec3_t);
|
|
vbo->colours.d3d.buff = vbuff;
|
|
vbo->colours.d3d.offs = vbo->tvector.d3d.offs+maxvboverts*sizeof(vec3_t);
|
|
vbo->indicies.d3d.buff = ebuff;
|
|
vbo->indicies.d3d.offs = 0;
|
|
|
|
coord = (void*)(vbovdata + vbo->coord.d3d.offs);
|
|
texcoord = (void*)(vbovdata + vbo->texcoord.d3d.offs);
|
|
lmcoord = (void*)(vbovdata + vbo->lmcoord.d3d.offs);
|
|
normals = (void*)(vbovdata + vbo->normals.d3d.offs);
|
|
svector = (void*)(vbovdata + vbo->svector.d3d.offs);
|
|
tvector = (void*)(vbovdata + vbo->tvector.d3d.offs);
|
|
colours = (void*)(vbovdata + vbo->colours.d3d.offs);
|
|
|
|
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++)
|
|
vboedata[ecount++] = vcount + m->indexes[v];
|
|
for (v = 0; v < m->numvertexes; v++)
|
|
{
|
|
coord[vcount+v][0] = m->xyz_array[v][0];
|
|
coord[vcount+v][1] = m->xyz_array[v][1];
|
|
coord[vcount+v][2] = m->xyz_array[v][2];
|
|
coord[vcount+v][3] = 1;
|
|
if (m->st_array)
|
|
{
|
|
texcoord[vcount+v][0] = m->st_array[v][0];
|
|
texcoord[vcount+v][1] = m->st_array[v][1];
|
|
}
|
|
if (m->lmst_array)
|
|
{
|
|
lmcoord[vcount+v][0] = m->lmst_array[v][0];
|
|
lmcoord[vcount+v][1] = m->lmst_array[v][1];
|
|
}
|
|
if (m->normals_array)
|
|
{
|
|
normals[vcount+v][0] = m->normals_array[v][0];
|
|
normals[vcount+v][1] = m->normals_array[v][1];
|
|
normals[vcount+v][2] = m->normals_array[v][2];
|
|
}
|
|
if (m->snormals_array)
|
|
{
|
|
svector[vcount+v][0] = m->snormals_array[v][0];
|
|
svector[vcount+v][1] = m->snormals_array[v][1];
|
|
svector[vcount+v][2] = m->snormals_array[v][2];
|
|
}
|
|
if (m->tnormals_array)
|
|
{
|
|
tvector[vcount+v][0] = m->tnormals_array[v][0];
|
|
tvector[vcount+v][1] = m->tnormals_array[v][1];
|
|
tvector[vcount+v][2] = m->tnormals_array[v][2];
|
|
}
|
|
if (m->colors4b_array)
|
|
{
|
|
colours[vcount+v][0] = m->colors4b_array[v][0];
|
|
colours[vcount+v][1] = m->colors4b_array[v][1];
|
|
colours[vcount+v][2] = m->colors4b_array[v][2];
|
|
colours[vcount+v][3] = m->colors4b_array[v][3];
|
|
}
|
|
if (m->colors4f_array[0])
|
|
{
|
|
colours[vcount+v][0] = m->colors4f_array[0][v][0] * 255;
|
|
colours[vcount+v][1] = m->colors4f_array[0][v][1] * 255;
|
|
colours[vcount+v][2] = m->colors4f_array[0][v][2] * 255;
|
|
colours[vcount+v][3] = m->colors4f_array[0][v][3] * 255;
|
|
}
|
|
}
|
|
vcount += v;
|
|
}
|
|
|
|
IDirect3DIndexBuffer9_Unlock(ebuff);
|
|
IDirect3DVertexBuffer9_Unlock(vbuff);
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
/*Wipes a vbo*/
|
|
void D3D9BE_ClearVBO(vbo_t *vbo)
|
|
{
|
|
IDirect3DVertexBuffer9 *vbuff = vbo->coord.d3d.buff;
|
|
IDirect3DIndexBuffer9 *ebuff = vbo->indicies.d3d.buff;
|
|
if (vbuff)
|
|
IDirect3DVertexBuffer9_Release(vbuff);
|
|
if (ebuff)
|
|
IDirect3DIndexBuffer9_Release(ebuff);
|
|
vbo->coord.d3d.buff = NULL;
|
|
vbo->indicies.d3d.buff = NULL;
|
|
|
|
free(vbo);
|
|
}
|
|
|
|
/*upload all lightmaps at the start to reduce lags*/
|
|
static void BE_UploadLightmaps(qboolean force)
|
|
{
|
|
int i;
|
|
lightmapinfo_t *lm;
|
|
|
|
for (i = 0; i < numlightmaps; i++)
|
|
{
|
|
lm = lightmap[i];
|
|
if (!lm)
|
|
continue;
|
|
|
|
if (force)
|
|
{
|
|
lm->rectchange.l = 0;
|
|
lm->rectchange.t = 0;
|
|
lm->rectchange.w = lm->width;
|
|
lm->rectchange.h = lm->height;
|
|
}
|
|
|
|
if (lightmap[i]->modified)
|
|
{
|
|
IDirect3DTexture9 *tex = lm->lightmap_texture.ptr;
|
|
D3DLOCKED_RECT lock;
|
|
RECT rect;
|
|
glRect_t *theRect = &lm->rectchange;
|
|
int r;
|
|
if (!tex)
|
|
{
|
|
lm->lightmap_texture = R_AllocNewTexture("***lightmap***", lm->width, lm->height, 0);
|
|
tex = lm->lightmap_texture.ptr;
|
|
if (!tex)
|
|
continue;
|
|
}
|
|
|
|
lm->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)*lm->width))*lightmap_bytes, lightmap[i]->rectchange.w*lightmap_bytes);
|
|
}
|
|
IDirect3DTexture9_UnlockRect(tex, 0);
|
|
theRect->l = lm->width;
|
|
theRect->t = lm->height;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void D3D9BE_UploadAllLightmaps(void)
|
|
{
|
|
BE_UploadLightmaps(true);
|
|
}
|
|
|
|
qboolean D3D9BE_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 *D3D9BE_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 = shaderstate.m_model;
|
|
|
|
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 & RF_WEAPONMODEL)
|
|
{
|
|
/*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), m);
|
|
|
|
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)m);
|
|
}
|
|
else
|
|
{
|
|
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)m);
|
|
}
|
|
|
|
{
|
|
D3DVIEWPORT9 vport;
|
|
IDirect3DDevice9_GetViewport(pD3DDev9, &vport);
|
|
vport.MaxZ = (e->flags & RF_DEPTHHACK)?0.333:1;
|
|
IDirect3DDevice9_SetViewport(pD3DDev9, &vport);
|
|
}
|
|
}
|
|
|
|
void D3D9BE_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.batchvbo = batch->vbo;
|
|
shaderstate.meshlist = batch->mesh + batch->firstmesh;
|
|
shaderstate.curshader = batch->shader;
|
|
shaderstate.curtexnums = batch->skin?batch->skin:&batch->shader->defaulttextures;
|
|
shaderstate.curbatch = batch;
|
|
shaderstate.flags = batch->flags;
|
|
if (batch->lightmap[0] < 0)
|
|
shaderstate.curlightmap = r_nulltex;
|
|
else
|
|
shaderstate.curlightmap = lightmap[batch->lightmap[0]]->lightmap_texture;
|
|
|
|
BE_DrawMeshChain_Internal();
|
|
}
|
|
|
|
void D3D9BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
|
|
{
|
|
shaderstate.batchvbo = vbo;
|
|
shaderstate.curshader = shader;
|
|
shaderstate.curtexnums = texnums;
|
|
shaderstate.curlightmap = r_nulltex;
|
|
shaderstate.curbatch = &shaderstate.dummybatch;
|
|
shaderstate.meshlist = meshlist;
|
|
shaderstate.nummeshes = nummeshes;
|
|
shaderstate.flags = beflags;
|
|
|
|
BE_DrawMeshChain_Internal();
|
|
}
|
|
|
|
void D3D9BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
|
|
{
|
|
shaderstate.batchvbo = vbo;
|
|
shaderstate.curtime = realtime;
|
|
shaderstate.curshader = shader;
|
|
shaderstate.curtexnums = texnums?texnums:&shader->defaulttextures;
|
|
shaderstate.curlightmap = r_nulltex;
|
|
shaderstate.meshlist = &meshchain;
|
|
shaderstate.nummeshes = 1;
|
|
shaderstate.flags = beflags;
|
|
|
|
BE_DrawMeshChain_Internal();
|
|
}
|
|
|
|
static void BE_SubmitMeshesSortList(batch_t *sortlist)
|
|
{
|
|
batch_t *batch;
|
|
for (batch = sortlist; batch; batch = batch->next)
|
|
{
|
|
if (batch->meshes == batch->firstmesh)
|
|
continue;
|
|
|
|
if (batch->buildmeshes)
|
|
batch->buildmeshes(batch);
|
|
else if (batch->texture)
|
|
batch->skin = &batch->shader->defaulttextures;
|
|
|
|
if (batch->shader->flags & SHADER_NODLIGHT)
|
|
if (shaderstate.mode == BEM_LIGHT)
|
|
continue;
|
|
|
|
if (batch->shader->flags & SHADER_SKY)
|
|
{
|
|
if (!batch->shader->prog)
|
|
{
|
|
if (shaderstate.mode == BEM_STANDARD)
|
|
R_DrawSkyChain (batch);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
BE_SubmitBatch(batch);
|
|
}
|
|
}
|
|
|
|
|
|
/*generates a new modelview matrix, as well as vpn vectors*/
|
|
static void R_MirrorMatrix(plane_t *plane)
|
|
{
|
|
float mirror[16];
|
|
float view[16];
|
|
float result[16];
|
|
|
|
vec3_t pnorm;
|
|
VectorNegate(plane->normal, pnorm);
|
|
|
|
mirror[0] = 1-2*pnorm[0]*pnorm[0];
|
|
mirror[1] = -2*pnorm[0]*pnorm[1];
|
|
mirror[2] = -2*pnorm[0]*pnorm[2];
|
|
mirror[3] = 0;
|
|
|
|
mirror[4] = -2*pnorm[1]*pnorm[0];
|
|
mirror[5] = 1-2*pnorm[1]*pnorm[1];
|
|
mirror[6] = -2*pnorm[1]*pnorm[2] ;
|
|
mirror[7] = 0;
|
|
|
|
mirror[8] = -2*pnorm[2]*pnorm[0];
|
|
mirror[9] = -2*pnorm[2]*pnorm[1];
|
|
mirror[10] = 1-2*pnorm[2]*pnorm[2];
|
|
mirror[11] = 0;
|
|
|
|
mirror[12] = -2*pnorm[0]*plane->dist;
|
|
mirror[13] = -2*pnorm[1]*plane->dist;
|
|
mirror[14] = -2*pnorm[2]*plane->dist;
|
|
mirror[15] = 1;
|
|
|
|
view[0] = vpn[0];
|
|
view[1] = vpn[1];
|
|
view[2] = vpn[2];
|
|
view[3] = 0;
|
|
|
|
view[4] = -vright[0];
|
|
view[5] = -vright[1];
|
|
view[6] = -vright[2];
|
|
view[7] = 0;
|
|
|
|
view[8] = vup[0];
|
|
view[9] = vup[1];
|
|
view[10] = vup[2];
|
|
view[11] = 0;
|
|
|
|
view[12] = r_refdef.vieworg[0];
|
|
view[13] = r_refdef.vieworg[1];
|
|
view[14] = r_refdef.vieworg[2];
|
|
view[15] = 1;
|
|
|
|
VectorMA(r_refdef.vieworg, 0.25, plane->normal, r_refdef.pvsorigin);
|
|
|
|
Matrix4_Multiply(mirror, view, result);
|
|
|
|
vpn[0] = result[0];
|
|
vpn[1] = result[1];
|
|
vpn[2] = result[2];
|
|
|
|
vright[0] = -result[4];
|
|
vright[1] = -result[5];
|
|
vright[2] = -result[6];
|
|
|
|
vup[0] = result[8];
|
|
vup[1] = result[9];
|
|
vup[2] = result[10];
|
|
|
|
r_refdef.vieworg[0] = result[12];
|
|
r_refdef.vieworg[1] = result[13];
|
|
r_refdef.vieworg[2] = result[14];
|
|
}
|
|
static entity_t *R_NearestPortal(plane_t *plane)
|
|
{
|
|
int i;
|
|
entity_t *best = NULL;
|
|
float dist, bestd = 0;
|
|
for (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 ^= SHADER_CULL_FLIP;
|
|
R_MirrorMatrix(&plane);
|
|
}
|
|
else
|
|
{
|
|
float d;
|
|
vec3_t paxis[3], porigin, vaxis[3], vorg;
|
|
void PerpendicularVector( vec3_t dst, const vec3_t src );
|
|
|
|
/*calculate where the surface is meant to be*/
|
|
VectorCopy(mesh->normals_array[0], paxis[0]);
|
|
PerpendicularVector(paxis[1], paxis[0]);
|
|
CrossProduct(paxis[0], paxis[1], paxis[2]);
|
|
d = DotProduct(view->origin, plane.normal) - plane.dist;
|
|
VectorMA(view->origin, -d, paxis[0], porigin);
|
|
|
|
/*grab the camera origin*/
|
|
VectorNegate(view->axis[0], vaxis[0]);
|
|
VectorNegate(view->axis[1], vaxis[1]);
|
|
VectorCopy(view->axis[2], vaxis[2]);
|
|
VectorCopy(view->oldorigin, vorg);
|
|
|
|
VectorCopy(vorg, r_refdef.pvsorigin);
|
|
|
|
/*rotate it a bit*/
|
|
RotatePointAroundVector(vaxis[1], vaxis[0], view->axis[1], sin(realtime)*4);
|
|
CrossProduct(vaxis[0], vaxis[1], vaxis[2]);
|
|
|
|
TransformCoord(oldrefdef.vieworg, paxis, porigin, vaxis, vorg, r_refdef.vieworg);
|
|
TransformDir(vpn, paxis, vaxis, vpn);
|
|
TransformDir(vright, paxis, vaxis, vright);
|
|
TransformDir(vup, paxis, vaxis, vup);
|
|
}
|
|
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
|
|
VectorAngles(vpn, vup, r_refdef.viewangles);
|
|
VectorCopy(r_refdef.vieworg, r_origin);
|
|
|
|
/*FIXME: the batch stuff should be done in renderscene*/
|
|
|
|
/*fixup the first mesh index*/
|
|
for (sort = 0; sort < SHADER_SORT_COUNT; sort++)
|
|
for (batch = blist[sort]; batch; batch = batch->next)
|
|
{
|
|
batch->firstmesh = batch->meshes;
|
|
}
|
|
|
|
/*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);
|
|
|
|
/*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 D3D9BE_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 D3D9BE_BaseEntTextures(void)
|
|
{
|
|
batch_t *batches[SHADER_SORT_COUNT];
|
|
BE_GenModelBatches(batches, shaderstate.curdlight, shaderstate.mode);
|
|
D3D9BE_SubmitMeshes(false, batches, SHADER_SORT_PORTAL, SHADER_SORT_DECAL);
|
|
BE_SelectEntity(&r_worldentity);
|
|
}
|
|
|
|
void D3D9BE_RenderShadowBuffer(unsigned int numverts, IDirect3DVertexBuffer9 *vbuf, unsigned int numindicies, IDirect3DIndexBuffer9 *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 D3D9BE_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;
|
|
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;
|
|
}
|
|
|
|
shaderstate.curdlight = NULL;
|
|
BE_GenModelBatches(batches, shaderstate.curdlight, BEM_STANDARD);
|
|
|
|
if (drawworld)
|
|
{
|
|
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();
|
|
D3D9BE_SubmitMeshes(true, batches, SHADER_SORT_PORTAL, SHADER_SORT_DECAL);
|
|
RSpeedEnd(RSPEED_WORLD);
|
|
|
|
#ifdef RTLIGHTS
|
|
if (vis)
|
|
{
|
|
RSpeedRemark();
|
|
D3D9BE_SelectEntity(&r_worldentity);
|
|
Sh_DrawLights(vis);
|
|
RSpeedEnd(RSPEED_STENCILSHADOWS);
|
|
}
|
|
#endif
|
|
|
|
D3D9BE_SubmitMeshes(true, batches, SHADER_SORT_DECAL, SHADER_SORT_COUNT);
|
|
}
|
|
else
|
|
{
|
|
RSpeedRemark();
|
|
D3D9BE_SubmitMeshes(false, batches, SHADER_SORT_PORTAL, SHADER_SORT_COUNT);
|
|
RSpeedEnd(RSPEED_DRAWENTITIES);
|
|
}
|
|
|
|
R_RenderDlights ();
|
|
|
|
BE_RotateForEntity(&r_worldentity, NULL);
|
|
}
|
|
void D3D9BE_VBO_Begin(vbobctx_t *ctx, unsigned int maxsize)
|
|
{
|
|
}
|
|
void D3D9BE_VBO_Data(vbobctx_t *ctx, void *data, unsigned int size, vboarray_t *varray)
|
|
{
|
|
}
|
|
void D3D9BE_VBO_Finish(vbobctx_t *ctx, void *edata, unsigned int esize, vboarray_t *earray)
|
|
{
|
|
}
|
|
void D3D9BE_VBO_Destroy(vboarray_t *vearray)
|
|
{
|
|
}
|
|
|
|
void D3D9BE_Scissor(srect_t *srect)
|
|
{
|
|
RECT rect;
|
|
if (srect)
|
|
{
|
|
rect.left = srect->x;
|
|
rect.right = srect->x + srect->width;
|
|
rect.top = srect->y;
|
|
rect.bottom = srect->y + srect->height;
|
|
}
|
|
else
|
|
{
|
|
rect.left = 0;
|
|
rect.right = vid.pixelwidth;
|
|
rect.top = 0;
|
|
rect.bottom = vid.pixelheight;
|
|
}
|
|
IDirect3DDevice9_SetScissorRect(pD3DDev9, &rect);
|
|
}
|
|
|
|
#endif
|