#include "quakedef.h" #include "gl_draw.h" #include "shader.h" #include "renderque.h" #include "glquake.h" #include "resource.h" #ifdef D3D9QUAKE #include "winquake.h" #if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500) #define HMONITOR_DECLARED DECLARE_HANDLE(HMONITOR); #endif #include #ifndef D3DPRESENT_LINEAR_CONTENT #define D3DPRESENT_LINEAR_CONTENT 2 #endif //#pragma comment(lib, "../libs/dxsdk9/lib/d3d9.lib") /*Fixup outdated windows headers*/ #ifndef WM_XBUTTONDOWN #define WM_XBUTTONDOWN 0x020B #define WM_XBUTTONUP 0x020C #endif #ifndef MK_XBUTTON1 #define MK_XBUTTON1 0x0020 #endif #ifndef MK_XBUTTON2 #define MK_XBUTTON2 0x0040 #endif // copied from DarkPlaces in an attempt to grab more buttons #ifndef MK_XBUTTON3 #define MK_XBUTTON3 0x0080 #endif #ifndef MK_XBUTTON4 #define MK_XBUTTON4 0x0100 #endif #ifndef MK_XBUTTON5 #define MK_XBUTTON5 0x0200 #endif #ifndef MK_XBUTTON6 #define MK_XBUTTON6 0x0400 #endif #ifndef MK_XBUTTON7 #define MK_XBUTTON7 0x0800 #endif #ifndef WM_INPUT #define WM_INPUT 255 #endif //static void D3D9_GetBufferSize(int *width, int *height); //not defined static void resetD3D9(void); static LPDIRECT3D9 pD3D; LPDIRECT3DDEVICE9 pD3DDev9; static D3DPRESENT_PARAMETERS d3dpp; float d3d_trueprojection_std[16]; float d3d_trueprojection_view[16]; qboolean vid_initializing; extern qboolean scr_initialized; // ready to draw extern qboolean scr_drawloading; extern qboolean scr_con_forcedraw; static qboolean d3d_resized; extern cvar_t vid_hardwaregamma; extern cvar_t vid_srgb; //sound/error code needs this HWND mainwindow; //input code needs these int window_center_x, window_center_y; RECT window_rect; int window_x, window_y; /*void BuildGammaTable (float g, float c); static void D3D9_VID_GenPaletteTables (unsigned char *palette) { extern unsigned short ramps[3][256]; qbyte *pal; unsigned r,g,b; unsigned v; unsigned short i; unsigned *table; extern qbyte gammatable[256]; if (palette) { extern cvar_t v_contrast; BuildGammaTable(v_gamma.value, v_contrast.value); // // 8 8 8 encoding // if (1)//vid_hardwaregamma.value) { // don't built in the gamma table pal = palette; table = d_8to24rgbtable; for (i=0 ; i<256 ; i++) { r = pal[0]; g = pal[1]; b = pal[2]; pal += 3; // v = (255<<24) + (r<<16) + (g<<8) + (b<<0); // v = (255<<0) + (r<<8) + (g<<16) + (b<<24); v = (255<<24) + (r<<0) + (g<<8) + (b<<16); *table++ = v; } d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent } else { //computer has no hardware gamma (poor suckers) increase table accordingly pal = palette; table = d_8to24rgbtable; for (i=0 ; i<256 ; i++) { r = gammatable[pal[0]]; g = gammatable[pal[1]]; b = gammatable[pal[2]]; pal += 3; // v = (255<<24) + (r<<16) + (g<<8) + (b<<0); // v = (255<<0) + (r<<8) + (g<<16) + (b<<24); v = (255<<24) + (r<<0) + (g<<8) + (b<<16); *table++ = v; } d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent } if (LittleLong(1) != 1) { for (i=0 ; i<256 ; i++) d_8to24rgbtable[i] = LittleLong(d_8to24rgbtable[i]); } } if (pD3DDev9) IDirect3DDevice9_SetGammaRamp(pD3DDev9, 0, D3DSGR_NO_CALIBRATION, (D3DGAMMARAMP *)ramps); } */ typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLDIB, MS_UNINIT} modestate_t; static modestate_t modestate; static void D3DVID_UpdateWindowStatus (HWND hWnd) { POINT p; RECT nr; int window_width, window_height; GetClientRect(hWnd, &nr); //if its bad then we're probably minimised if (nr.right <= nr.left) return; if (nr.bottom <= nr.top) return; p.x = 0; p.y = 0; ClientToScreen(hWnd, &p); window_x = p.x; window_y = p.y; window_width = nr.right - nr.left; window_height = nr.bottom - nr.top; // vid.pixelwidth = window_width; // vid.pixelheight = window_height; window_rect.left = window_x; window_rect.top = window_y; window_rect.right = window_x + window_width; window_rect.bottom = window_y + window_height; window_center_x = (window_rect.left + window_rect.right) / 2; window_center_y = (window_rect.top + window_rect.bottom) / 2; INS_UpdateClipCursor (); } static qboolean D3D9AppActivate(BOOL fActive, BOOL minimize) /**************************************************************************** * * Function: AppActivate * Parameters: fActive - True if app is activating * * Description: If the application is activating, then swap the system * into SYSPAL_NOSTATIC mode so that our palettes will display * correctly. * ****************************************************************************/ { static BOOL sound_active; if (vid.activeapp == fActive && Minimized == minimize) return false; //so windows doesn't crash us over and over again. vid.activeapp = fActive; Minimized = minimize; // enable/disable sound on focus gain/loss if (!vid.activeapp && sound_active) { S_BlockSound (); sound_active = false; } else if (vid.activeapp && !sound_active) { S_UnblockSound (); sound_active = true; } INS_UpdateGrabs(modestate != MS_WINDOWED, vid.activeapp); if (fActive) { Cvar_ForceCallback(&v_gamma); } if (!fActive) { Cvar_ForceCallback(&v_gamma); //wham bam thanks. } return true; } static LRESULT WINAPI D3D9_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { LONG lRet = 1; int fActive, fMinimized, temp; extern unsigned int uiWheelMessage; if ( uMsg == uiWheelMessage ) uMsg = WM_MOUSEWHEEL; switch (uMsg) { case WM_KILLFOCUS: if (modestate == MS_FULLDIB) ShowWindow(mainwindow, SW_SHOWMINNOACTIVE); break; case WM_CREATE: break; case WM_MOVE: D3DVID_UpdateWindowStatus (hWnd); break; case WM_KEYDOWN: case WM_SYSKEYDOWN: if (!vid_initializing) INS_TranslateKeyEvent (wParam, lParam, true, 0, false); break; case WM_KEYUP: case WM_SYSKEYUP: if (!vid_initializing) INS_TranslateKeyEvent (wParam, lParam, false, 0, false); break; case WM_SYSCHAR: // keep Alt-Space from happening break; case WM_APPCOMMAND: lRet = INS_AppCommand(lParam); break; // this is complicated because Win32 seems to pack multiple mouse events into // one update sometimes, so we always check all states and look for events case WM_LBUTTONDOWN: case WM_LBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONUP: case WM_MOUSEMOVE: case WM_XBUTTONDOWN: case WM_XBUTTONUP: temp = 0; if (wParam & MK_LBUTTON) temp |= 1; if (wParam & MK_RBUTTON) temp |= 2; if (wParam & MK_MBUTTON) temp |= 4; if (wParam & MK_XBUTTON1) temp |= 8; if (wParam & MK_XBUTTON2) temp |= 16; if (wParam & MK_XBUTTON3) temp |= 32; if (wParam & MK_XBUTTON4) temp |= 64; if (wParam & MK_XBUTTON5) temp |= 128; if (wParam & MK_XBUTTON6) temp |= 256; if (wParam & MK_XBUTTON7) temp |= 512; if (!vid_initializing) INS_MouseEvent (temp); break; // JACK: This is the mouse wheel with the Intellimouse // Its delta is either positive or neg, and we generate the proper // Event. case WM_MOUSEWHEEL: if (!vid_initializing) { if ((short) HIWORD(wParam) > 0) { Key_Event(0, K_MWHEELUP, 0, true); Key_Event(0, K_MWHEELUP, 0, false); } else { Key_Event(0, K_MWHEELDOWN, 0, true); Key_Event(0, K_MWHEELDOWN, 0, false); } } break; case WM_INPUT: // raw input handling if (!vid_initializing) INS_RawInput_Read((HANDLE)lParam); break; case WM_DEVICECHANGE: COM_AddWork(WG_MAIN, INS_DeviceChanged, NULL, NULL, uMsg, 0); lRet = TRUE; break; case WM_SETCURSOR: //only use a custom cursor if the cursor is inside the client area switch(lParam&0xffff) { case 0: break; case HTCLIENT: if (hCustomCursor) //custom cursor enabled SetCursor(hCustomCursor); else //fallback on an arrow cursor, just so we have something visible at startup or so SetCursor(hArrowCursor); lRet = TRUE; break; default: lRet = DefWindowProcW (hWnd, uMsg, wParam, lParam); break; } break; case WM_GETMINMAXINFO: { RECT windowrect; RECT clientrect; MINMAXINFO *mmi = (MINMAXINFO *) lParam; GetWindowRect (hWnd, &windowrect); GetClientRect (hWnd, &clientrect); mmi->ptMinTrackSize.x = 320 + ((windowrect.right - windowrect.left) - (clientrect.right - clientrect.left)); mmi->ptMinTrackSize.y = 200 + ((windowrect.bottom - windowrect.top) - (clientrect.bottom - clientrect.top)); } return 0; case WM_SIZE: d3d_resized = true; break; case WM_CLOSE: if (!vid_initializing) if (MessageBox (mainwindow, "Are you sure you want to quit?", "Confirm Exit", MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION) == IDYES) { Cbuf_AddText("\nquit\n", RESTRICT_LOCAL); } break; case WM_ACTIVATE: fActive = LOWORD(wParam); fMinimized = (BOOL) HIWORD(wParam); if (!D3D9AppActivate(!(fActive == WA_INACTIVE), fMinimized)) break;//so, urm, tell me microsoft, what changed? if (modestate == MS_FULLDIB) ShowWindow(mainwindow, SW_SHOWNORMAL); // fix the leftover Alt from any Alt-Tab or the like that switched us away // ClearAllStates (); break; case WM_DESTROY: { // if (dibwindow) // DestroyWindow (dibwindow); } break; #ifdef HAVE_CDPLAYER case MM_MCINOTIFY: lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam); break; #endif default: /* pass all unhandled messages to DefWindowProc */ lRet = DefWindowProc (hWnd, uMsg, wParam, lParam); break; } /* return 1 if handled message, 0 if not */ return lRet; } static void D3D9_VID_SwapBuffers(void) { if (vid.flags&VID_SRGB_FB_FAKED) { IDirect3DSwapChain9 *swapchain; IDirect3DDevice9_GetSwapChain(pD3DDev9, 0, &swapchain); IDirect3DSwapChain9_Present(swapchain, NULL, NULL, NULL, NULL, D3DPRESENT_LINEAR_CONTENT); IDirect3DSwapChain9_Release(swapchain); } else IDirect3DDevice9_Present(pD3DDev9, NULL, NULL, NULL, NULL); } static void resetD3D9(void) { HRESULT res; res = IDirect3DDevice9_Reset(pD3DDev9, &d3dpp); if (FAILED(res)) { Con_Printf("IDirect3DDevice9_Reset failed (%u)\n", (unsigned)res&0xffff); return; } /*clear the screen to black as soon as we start up, so there's no lingering framebuffer state*/ IDirect3DDevice9_BeginScene(pD3DDev9); IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); IDirect3DDevice9_EndScene(pD3DDev9); D3D9_VID_SwapBuffers(); //IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_DITHERENABLE, FALSE); //IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_SPECULARENABLE, FALSE); //IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE); IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_LIGHTING, FALSE); } #if (WINVER < 0x500) && !defined(__GNUC__) typedef struct tagMONITORINFO { DWORD cbSize; RECT rcMonitor; RECT rcWork; DWORD dwFlags; } MONITORINFO, *LPMONITORINFO; #endif static qboolean initD3D9Device(HWND hWnd, rendererstate_t *info, unsigned int devno, unsigned int devtype) { int err; RECT rect; D3DADAPTER_IDENTIFIER9 inf; D3DCAPS9 caps; unsigned int cflags; memset(&inf, 0, sizeof(inf)); if (FAILED(IDirect3D9_GetAdapterIdentifier(pD3D, devno, 0, &inf))) return false; if (FAILED(IDirect3D9_GetDeviceCaps(pD3D, devno, devtype, &caps))) return false; memset(&d3dpp, 0, sizeof(d3dpp)); // clear out the struct for use d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D d3dpp.BackBufferWidth = info->width; d3dpp.BackBufferHeight = info->height; d3dpp.MultiSampleType = info->multisample; d3dpp.BackBufferCount = 1 + info->triplebuffer; d3dpp.FullScreen_RefreshRateInHz = info->fullscreen?info->rate:0; //don't pass a rate if not fullscreen, d3d doesn't like it. d3dpp.Windowed = !info->fullscreen; d3dpp.EnableAutoDepthStencil = true; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;//D3DFMT_D16; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; if (info->fullscreen) { if (info->bpp == 16) d3dpp.BackBufferFormat = D3DFMT_R5G6B5; else if (info->bpp == 30) d3dpp.BackBufferFormat = D3DFMT_A2R10G10B10; else d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; } switch(info->wait) { default: d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; break; case 0: d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; break; case 1: d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; break; case 2: d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_TWO; break; case 3: d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_THREE; break; case 4: d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_FOUR; break; } cflags = D3DCREATE_FPU_PRESERVE; if ((caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) && (caps.DevCaps & D3DDEVCAPS_PUREDEVICE)) cflags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; else cflags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; //cflags |= D3DCREATE_DISABLE_DRIVER_MANAGEMENT; pD3DDev9 = NULL; // create a device class using this information and information from the d3dpp stuct err = IDirect3D9_CreateDevice(pD3D, devno, devtype, hWnd, cflags, &d3dpp, &pD3DDev9); if (pD3DDev9) { HMONITOR hm; MONITORINFO mi; char *s; for (s = inf.Description + strlen(inf.Description)-1; s >= inf.Description && *s <= ' '; s--) *s = 0; Con_Printf("D3D9 Driver: %s\n", inf.Description); vid.numpages = d3dpp.BackBufferCount; vid.flags = VID_SRGB_CAPABLE; if (d3dpp.Windowed) //fullscreen we get positioned automagically. { //windowed, we get positioned at 0,0... which is often going to be on the wrong screen //the user can figure it out from here static HANDLE huser32; BOOL (WINAPI *pGetMonitorInfoA)(HMONITOR hMonitor, LPMONITORINFO lpmi); if (!huser32) huser32 = LoadLibrary("user32.dll"); if (!huser32) return false; pGetMonitorInfoA = (void*)GetProcAddress(huser32, "GetMonitorInfoA"); if (!pGetMonitorInfoA) return false; hm = IDirect3D9_GetAdapterMonitor(pD3D, devno); memset(&mi, 0, sizeof(mi)); mi.cbSize = sizeof(mi); pGetMonitorInfoA(hm, &mi); rect.left = mi.rcWork.left + ((mi.rcWork.right - mi.rcWork.left) - info->width) / 2; rect.top = mi.rcWork.top + ((mi.rcWork.bottom - mi.rcWork.top) - info->height) / 2; rect.right = rect.left+d3dpp.BackBufferWidth; rect.bottom = rect.top+d3dpp.BackBufferHeight; AdjustWindowRectEx(&rect, WS_OVERLAPPEDWINDOW, FALSE, 0); MoveWindow(d3dpp.hDeviceWindow, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, false); } D3D9Shader_Init(); { int i; struct { unsigned int pti; unsigned int d3d9; unsigned int usage; } fmts[] = { {PTI_BGRX8, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER}, {PTI_BGRA8, D3DFMT_A8R8G8B8, D3DUSAGE_QUERY_FILTER}, {PTI_RGB565, D3DFMT_R5G6B5, D3DUSAGE_QUERY_FILTER}, {PTI_ARGB1555, D3DFMT_A1R5G5B5, D3DUSAGE_QUERY_FILTER}, {PTI_ARGB4444, D3DFMT_A4R4G4B4, D3DUSAGE_QUERY_FILTER}, {PTI_A2BGR10, D3DFMT_A2B10G10R10, D3DUSAGE_QUERY_FILTER}, {PTI_RGBA16F, D3DFMT_A16B16G16R16F, D3DUSAGE_QUERY_FILTER}, {PTI_RGBA32F, D3DFMT_A32B32G32R32F, D3DUSAGE_QUERY_FILTER}, {PTI_L8, D3DFMT_L8, D3DUSAGE_QUERY_FILTER}, {PTI_BGRX8_SRGB, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER|D3DUSAGE_QUERY_SRGBREAD}, {PTI_BGRA8_SRGB, D3DFMT_A8R8G8B8, D3DUSAGE_QUERY_FILTER|D3DUSAGE_QUERY_SRGBREAD}, {PTI_BC1_RGB, D3DFMT_DXT1, D3DUSAGE_QUERY_FILTER}, {PTI_BC1_RGBA, D3DFMT_DXT1, D3DUSAGE_QUERY_FILTER}, {PTI_BC2_RGBA, D3DFMT_DXT3, D3DUSAGE_QUERY_FILTER}, {PTI_BC3_RGBA, D3DFMT_DXT5, D3DUSAGE_QUERY_FILTER}, {PTI_BC1_RGB_SRGB, D3DFMT_DXT1, D3DUSAGE_QUERY_FILTER|D3DUSAGE_QUERY_SRGBREAD}, {PTI_BC1_RGBA_SRGB, D3DFMT_DXT1, D3DUSAGE_QUERY_FILTER|D3DUSAGE_QUERY_SRGBREAD}, {PTI_BC2_RGBA_SRGB, D3DFMT_DXT3, D3DUSAGE_QUERY_FILTER|D3DUSAGE_QUERY_SRGBREAD}, {PTI_BC3_RGBA_SRGB, D3DFMT_DXT5, D3DUSAGE_QUERY_FILTER|D3DUSAGE_QUERY_SRGBREAD}, }; for (i = 0; i < countof(fmts); i++) if (SUCCEEDED(IDirect3D9_CheckDeviceFormat(pD3D, devno, devtype, d3dpp.BackBufferFormat, fmts[i].usage, D3DRTYPE_TEXTURE, fmts[i].d3d9))) sh_config.texfmt[fmts[i].pti] = true; } //fixme: the engine kinda insists on rgba textures, which d3d9 does NOT support. //we currently have some swapping, so these load, just slowly. sh_config.texfmt[PTI_RGBX8] |= sh_config.texfmt[PTI_BGRX8]; sh_config.texfmt[PTI_RGBA8] |= sh_config.texfmt[PTI_BGRA8]; sh_config.texfmt[PTI_RGBX8_SRGB] |= sh_config.texfmt[PTI_BGRX8_SRGB]; sh_config.texfmt[PTI_RGBA8_SRGB] |= sh_config.texfmt[PTI_BGRA8_SRGB]; return true; //successful } else { char *s; switch(err) { default: s = "Unkown error"; break; case D3DERR_DEVICELOST: s = "Device lost"; break; case D3DERR_INVALIDCALL: s = "Invalid call"; break; case D3DERR_NOTAVAILABLE: s = "Not available"; break; case D3DERR_OUTOFVIDEOMEMORY: s = "Out of video memory"; break; } Con_Printf("IDirect3D9_CreateDevice failed: %s.\n", s); } return false; } static void initD3D9(HWND hWnd, rendererstate_t *info) { int i; int numadaptors; D3DADAPTER_IDENTIFIER9 inf; static HMODULE d3d9dll; LPDIRECT3D9 (WINAPI *pDirect3DCreate9) (int version); if (!d3d9dll) d3d9dll = LoadLibrary("d3d9.dll"); if (!d3d9dll) { Con_Printf(CON_ERROR "Direct3d 9 does not appear to be installed\n"); return; } pDirect3DCreate9 = (void*)GetProcAddress(d3d9dll, "Direct3DCreate9"); if (!pDirect3DCreate9) { Con_Printf(CON_ERROR "Direct3d 9 does not appear to be installed properly\n"); return; } pD3D = pDirect3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface if (!pD3D) return; numadaptors = IDirect3D9_GetAdapterCount(pD3D); for (i = 0; i < numadaptors; i++) { //NVIDIA's debug app requires that we use a specific device memset(&inf, 0, sizeof(inf)); IDirect3D9_GetAdapterIdentifier(pD3D, i, 0, &inf); if (strstr(inf.Description, "PerfHUD")) if (initD3D9Device(hWnd, info, i, D3DDEVTYPE_REF)) return; } for (i = 0; i < numadaptors; i++) { //try each adaptor in turn until we get one that actually works if (initD3D9Device(hWnd, info, i, D3DDEVTYPE_HAL)) return; } for (i = 0; i < numadaptors; i++) { //try each adaptor in turn until we get one that actually works if (initD3D9Device(hWnd, info, i, D3DDEVTYPE_SW)) return; } for (i = 0; i < numadaptors; i++) { //try each adaptor in turn until we get one that actually works if (initD3D9Device(hWnd, info, i, D3DDEVTYPE_REF)) return; } } static qboolean D3D9_VID_Init(rendererstate_t *info, unsigned char *palette) { DWORD width = info->width; DWORD height = info->height; //DWORD bpp = info->bpp; //DWORD zbpp = 16; //DWORD flags = 0; DWORD wstyle; RECT rect; MSG msg; HICON hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1)); //DDGAMMARAMP gammaramp; //int i; char *CLASSNAME = "FTED3D9QUAKE"; WNDCLASS wc = { 0, &D3D9_WindowProc, 0, 0, NULL, hIcon, NULL, NULL, NULL, CLASSNAME }; wc.hCursor = hArrowCursor = LoadCursor (NULL,IDC_ARROW); vid_initializing = true; RegisterClass(&wc); if (info->fullscreen) wstyle = 0; else wstyle = WS_OVERLAPPEDWINDOW; rect.left = (GetSystemMetrics(SM_CXSCREEN) - info->width) / 2; rect.top = (GetSystemMetrics(SM_CYSCREEN) - info->height) / 2; rect.right = rect.left+info->width; rect.bottom = rect.top+info->height; AdjustWindowRectEx(&rect, wstyle, FALSE, 0); mainwindow = CreateWindow(CLASSNAME, "Direct3D9", wstyle, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, NULL, NULL); // Try as specified. initD3D9(mainwindow, info); if (!pD3DDev9) { Con_Printf("No suitable D3D9 device found\n"); return false; } CL_UpdateWindowTitle(); while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } ShowWindow(mainwindow, SW_NORMAL); IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); IDirect3DDevice9_BeginScene(pD3DDev9); IDirect3DDevice9_EndScene(pD3DDev9); D3D9_VID_SwapBuffers(); D3D9_Set2D(); // pD3DX->lpVtbl->GetBufferSize((void*)pD3DX, &width, &height); vid.pixelwidth = width; vid.pixelheight = height; vid.width = width; vid.height = height; vid_initializing = false; IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_LIGHTING, FALSE); GetWindowRect(mainwindow, &window_rect); // D3D9_VID_GenPaletteTables(palette); { extern qboolean mouseactive; mouseactive = false; } // D3D9BE_Reset(false); //FIXME: old hardware is not guarenteed to support hardware cursors. //this should not be a problem on dx9+ hardware, but might on earlier stuff. rf->VID_CreateCursor = WIN_CreateCursor; rf->VID_DestroyCursor = WIN_DestroyCursor; rf->VID_SetCursor = WIN_SetCursor; return true; } static void (D3D9_VID_DeInit) (void) { Image_Shutdown(); /*final shutdown, kill the video stuff*/ if (pD3DDev9) { D3D9BE_Reset(true); /*try and knock it back into windowed mode to avoid d3d bugs*/ d3dpp.Windowed = true; IDirect3DDevice9_Reset(pD3DDev9, &d3dpp); IDirect3DDevice9_Release(pD3DDev9); pD3DDev9 = NULL; } if (pD3D) { IDirect3D9_Release(pD3D); pD3D = NULL; } if (mainwindow) { DestroyWindow(mainwindow); mainwindow = NULL; } // Cvar_Unhook(&v_gamma); // Cvar_Unhook(&v_contrast); // Cvar_Unhook(&v_brightness); } qboolean D3D9_VID_ApplyGammaRamps (unsigned int gammarampsize, unsigned short *ramps) { if (d3dpp.Windowed) return false; if (pD3DDev9 && ramps && gammarampsize == 256) IDirect3DDevice9_SetGammaRamp(pD3DDev9, 0, D3DSGR_NO_CALIBRATION, (D3DGAMMARAMP *)ramps); return true; } static char *(D3D9_VID_GetRGBInfo) (int *bytestride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt) { IDirect3DSurface9 *backbuf, *surf; D3DLOCKED_RECT rect; D3DSURFACE_DESC desc; int i, j, c; qbyte *ret = NULL; qbyte *p; /*DON'T read the front buffer. this function can be used by the quakeworld remote screenshot 'snap' feature, so DO NOT read the frontbuffer because it can show other information than just quake to third parties*/ if (!FAILED(IDirect3DDevice9_GetRenderTarget(pD3DDev9, 0, &backbuf))) { if (!FAILED(IDirect3DSurface9_GetDesc(backbuf, &desc))) if (desc.Format == D3DFMT_X8R8G8B8 || desc.Format == D3DFMT_A8R8G8B8) if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(pD3DDev9, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL)) ) { if (!FAILED(IDirect3DDevice9_GetRenderTargetData(pD3DDev9, backbuf, surf))) if (!FAILED(IDirect3DSurface9_LockRect(surf, &rect, NULL, D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_READONLY|D3DLOCK_NOSYSLOCK))) { ret = BZ_Malloc(desc.Width*desc.Height*3); if (ret) { *fmt = TF_RGB24; // read surface rect and convert 32 bgra to 24 rgb and flip c = desc.Width*desc.Height*3; p = (qbyte *)rect.pBits; for (i=c-(3*desc.Width); i>=0; i-=(3*desc.Width)) { for (j=0; j 60 || Key_Dest_Has(~kdm_game)) { scr_disabled_for_loading = false; } else { IDirect3DDevice9_BeginScene(pD3DDev9); scr_drawloading = true; SCR_DrawLoading (true); scr_drawloading = false; if (R2D_Flush) R2D_Flush(); IDirect3DDevice9_EndScene(pD3DDev9); D3D9_VID_SwapBuffers(); return true; } } Shader_DoReload(); d3d9error(IDirect3DDevice9_BeginScene(pD3DDev9)); /* #ifdef TEXTEDITOR if (editormodal) { Editor_Draw(); V_UpdatePalette (false); Media_RecordFrame(); R2D_BrightenScreen(); if (key_dest == key_console) Con_DrawConsole(vid_conheight.value/2, false); GL_EndRendering (); GL_DoSwap(); RSpeedEnd(RSPEED_TOTALREFRESH); return true; } #endif */ D3D9_Set2D(); // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); noworld = false; nohud = false; if (topmenu && topmenu->isopaque) nohud = true; #ifdef VM_CG else if (CG_Refresh()) nohud = true; #endif #ifdef CSQC_DAT else if (CSQC_DrawView()) nohud = true; #endif else if (r_worldentity.model && cls.state == ca_active) V_RenderView (nohud); else noworld = true; R2D_BrightenScreen(); scr_con_forcedraw = false; if (noworld) { if (scr_con_current != vid.height) R2D_ConsoleBackground(0, vid.height, true); else scr_con_forcedraw = true; nohud = true; } SCR_DrawTwoDimensional(nohud); V_UpdatePalette (false); Media_RecordFrame(); RSpeedShow(); if (R2D_Flush) R2D_Flush(); d3d9error(IDirect3DDevice9_EndScene(pD3DDev9)); { RSpeedMark(); D3D9_VID_SwapBuffers(); RSpeedEnd(RSPEED_PRESENT); } window_center_x = (window_rect.left + window_rect.right)/2; window_center_y = (window_rect.top + window_rect.bottom)/2; INS_UpdateGrabs(modestate != MS_WINDOWED, vid.activeapp); return true; } static void (D3D9_Draw_Init) (void) { { vid_srgb.modified = false; //VID_SRGBAWARE defines whether textures are meant to be srgb or not. //we're doing a vid_reload here, so we can change it here easily enough if (vid_srgb.ival > 0) //d3d9 does srgb using post-process stuff for us. vid.flags |= VID_SRGBAWARE; else vid.flags = 0; if ((vid.flags & VID_SRGBAWARE) || vid_srgb.ival<0) vid.flags |= (d3dpp.Windowed)?VID_SRGB_FB_FAKED:VID_SRGB_FB_LINEAR; IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SRGBWRITEENABLE, !!(vid.flags&VID_SRGB_FB_LINEAR)); } R2D_Init(); } static void (D3D9_Draw_Shutdown) (void) { R2D_Shutdown(); Image_Shutdown(); } static void (D3D9_R_Init) (void) { } static void (D3D9_R_DeInit) (void) { R_GAliasFlushSkinCache(true); Surf_DeInit(); Shader_Shutdown(); } static void D3D9_SetupViewPortProjection(void) { int x, x2, y2, y, w, h; float fov_x, fov_y; float fovv_x, fovv_y; AngleVectors (r_refdef.viewangles, vpn, vright, vup); VectorCopy (r_refdef.vieworg, r_origin); // // set up viewpoint // x = r_refdef.vrect.x * vid.pixelwidth/(int)vid.width; x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * vid.pixelwidth/(int)vid.width; y = (r_refdef.vrect.y) * vid.pixelheight/(int)vid.height; y2 = ((int)(r_refdef.vrect.y + r_refdef.vrect.height)) * vid.pixelheight/(int)vid.height; // fudge around because of frac screen scale if (x > 0) x--; if (x2 < vid.pixelwidth) x2++; if (y < 0) y--; if (y2 < vid.pixelheight) y2++; w = x2 - x; h = y2 - y; fov_x = r_refdef.fov_x;//+sin(cl.time)*5; fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5; fovv_x = r_refdef.fovv_x; fovv_y = r_refdef.fovv_y; if ((r_refdef.flags & RDF_UNDERWATER) && !(r_refdef.flags & RDF_WATERWARP)) { fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value); fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value); fovv_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value); fovv_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value); } /*view matrix*/ Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg); d3d9error(IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view)); if (r_refdef.maxdist) { /*d3d projection matricies scale depth to 0 to 1*/ Matrix4x4_CM_Projection_Far(d3d_trueprojection_std, fov_x, fov_y, r_refdef.mindist, r_refdef.maxdist, true); Matrix4x4_CM_Projection_Far(d3d_trueprojection_view, fovv_x, fovv_y, r_refdef.mindist, r_refdef.maxdist, true); /*ogl projection matricies scale depth to -1 to 1, and I would rather my code used consistant culling*/ Matrix4x4_CM_Projection_Far(r_refdef.m_projection_std, fov_x, fov_y, r_refdef.mindist, r_refdef.maxdist, false); } else { /*d3d projection matricies scale depth to 0 to 1*/ Matrix4x4_CM_Projection_Inf(d3d_trueprojection_std, fov_x, fov_y, r_refdef.mindist, true); Matrix4x4_CM_Projection_Inf(d3d_trueprojection_view, fovv_x, fovv_y, r_refdef.mindist, true); /*ogl projection matricies scale depth to -1 to 1, and I would rather my code used consistant culling*/ Matrix4x4_CM_Projection_Inf(r_refdef.m_projection_std, fov_x, fov_y, r_refdef.mindist, false); } D3D9BE_SetViewport(x, w, y, h); } static void (D3D9_R_RenderView) (void) { if (!r_norefresh.value) { Surf_SetupFrame(); if (!r_refdef.globalfog.density) { int fogtype = ((r_refdef.flags & RDF_UNDERWATER) && cl.fog[1].density)?1:0; CL_BlendFog(&r_refdef.globalfog, &cl.oldfog[fogtype], realtime, &cl.fog[fogtype]); r_refdef.globalfog.density /= 64; //FIXME } //check if we can do underwater warp if (cls.protocol != CP_QUAKE2) //quake2 tells us directly { if (r_viewcontents & FTECONTENTS_FLUID) r_refdef.flags |= RDF_UNDERWATER; else r_refdef.flags &= ~RDF_UNDERWATER; } if (r_refdef.flags & RDF_UNDERWATER) { extern cvar_t r_projection; if (!r_waterwarp.value || r_projection.ival) r_refdef.flags &= ~RDF_UNDERWATER; //no warp at all // else if (r_waterwarp.value > 0 && scenepp_waterwarp) // r_refdef.flags |= RDF_WATERWARP; //try fullscreen warp instead if we can } D3D9_SetupViewPortProjection(); // if (r_clear.ival && !(r_refdef.flags & RDF_NOWORLDMODEL)) // d3d9error(IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255,0,0), 1, 0)); // else d3d9error(IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1, 0)); R_SetFrustum (r_refdef.m_projection_std, r_refdef.m_view); RQ_BeginFrame(); if (!(r_refdef.flags & RDF_NOWORLDMODEL)) { if (cl.worldmodel) P_DrawParticles (); } Surf_DrawWorld(); RQ_RenderBatchClear(); } D3D9_Set2D (); } void (D3D9_R_PreNewMap) (void); void (D3D9_R_PushDlights) (void); void (D3D9_R_AddStain) (vec3_t org, float red, float green, float blue, float radius); void (D3D9_R_LessenStains) (void); qboolean (D3D9_VID_Init) (rendererstate_t *info, unsigned char *palette); void (D3D9_VID_DeInit) (void); void (D3D9_VID_SetPalette) (unsigned char *palette); void (D3D9_VID_ShiftPalette) (unsigned char *palette); void (D3D9_VID_SetWindowCaption) (const char *msg); void D3D9BE_RenderToTextureUpdate2d(qboolean destchanged) { } rendererinfo_t d3d9rendererinfo = { "Direct3D9", { "D3D9", "D3D", "Direct3d", "DirectX", "2" //this is evil, but worth a laugh. }, QR_DIRECT3D9, D3D9_Draw_Init, D3D9_Draw_Shutdown, D3D9_UpdateFiltering, D3D9_LoadTextureMips, D3D9_DestroyTexture, D3D9_R_Init, D3D9_R_DeInit, D3D9_R_RenderView, D3D9_VID_Init, D3D9_VID_DeInit, D3D9_VID_SwapBuffers, D3D9_VID_ApplyGammaRamps, NULL, NULL, NULL, D3D9_VID_SetWindowCaption, D3D9_VID_GetRGBInfo, D3D9_SCR_UpdateScreen, D3D9BE_SelectMode, D3D9BE_DrawMesh_List, D3D9BE_DrawMesh_Single, D3D9BE_SubmitBatch, D3D9BE_GetTempBatch, D3D9BE_DrawWorld, D3D9BE_Init, D3D9BE_GenBrushModelVBO, D3D9BE_ClearVBO, D3D9BE_UploadAllLightmaps, D3D9BE_SelectEntity, D3D9BE_SelectDLight, D3D9BE_Scissor, D3D9BE_LightCullModel, D3D9BE_VBO_Begin, D3D9BE_VBO_Data, D3D9BE_VBO_Finish, D3D9BE_VBO_Destroy, D3D9BE_RenderToTextureUpdate2d, "no more" }; #endif