#include "quakedef.h" #ifdef D3DQUAKE #include "shader.h" #include #include #include "glsupp.h" extern LPDIRECT3DDEVICE9 pD3DDev9; #define MAX_ARRAY_VERTS 65535 static avec4_t coloursarray[MAX_ARRAY_VERTS]; static float texcoordarray[SHADER_PASS_MAX][MAX_ARRAY_VERTS*2]; static vecV_t vertexarray[MAX_ARRAY_VERTS]; /*========================================== tables for deforms =====================================*/ #define frand() (rand()*(1.0/RAND_MAX)) #define FTABLE_SIZE 1024 #define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1))) #define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x))) static float r_sintable[FTABLE_SIZE]; static float r_triangletable[FTABLE_SIZE]; static float r_squaretable[FTABLE_SIZE]; static float r_sawtoothtable[FTABLE_SIZE]; static float r_inversesawtoothtable[FTABLE_SIZE]; static float *FTableForFunc ( unsigned int func ) { switch (func) { case SHADER_FUNC_SIN: return r_sintable; case SHADER_FUNC_TRIANGLE: return r_triangletable; case SHADER_FUNC_SQUARE: return r_squaretable; case SHADER_FUNC_SAWTOOTH: return r_sawtoothtable; case SHADER_FUNC_INVERSESAWTOOTH: return r_inversesawtoothtable; } //bad values allow us to crash (so I can debug em) return NULL; } static void FTable_Init(void) { unsigned int i; double t; for (i = 0; i < FTABLE_SIZE; i++) { t = (double)i / (double)FTABLE_SIZE; r_sintable[i] = sin(t * 2*M_PI); if (t < 0.25) r_triangletable[i] = t * 4.0; else if (t < 0.75) r_triangletable[i] = 2 - 4.0 * t; else r_triangletable[i] = (t - 0.75) * 4.0 - 1.0; if (t < 0.5) r_squaretable[i] = 1.0f; else r_squaretable[i] = -1.0f; r_sawtoothtable[i] = t; r_inversesawtoothtable[i] = 1.0 - t; } } /*================================================*/ typedef struct { float curtime; entity_t *curentity; shader_t *curshader; texnums_t *curtexnums; texid_t curlightmap; texid_t curdeluxmap; int curvertdecl; unsigned int shaderbits; unsigned int lastpasscount; D3DCOLOR passcolour; IDirect3DVertexBuffer9 *dynxyz_buff; unsigned int dynxyz_offs; IDirect3DVertexBuffer9 *dynst_buff[2]; unsigned int dynst_offs[2]; IDirect3DVertexBuffer9 *dyncol_buff; unsigned int dyncol_offs; IDirect3DIndexBuffer9 *dynidx_buff; unsigned int dynidx_offs; } d3dbackend_t; #define DYNVBUFFSIZE 65536 #define DYNIBUFFSIZE 65536 static d3dbackend_t shaderstate; extern int be_maxpasses; enum { D3D_VDEC_COL4B = 1<<0, D3D_VDEC_NORMS = 1<<1, D3D_VDEC_ST0 = 1<<2, D3D_VDEC_ST1 = 1<<3, D3D_VDEC_ST2 = 1<<3, D3D_VDEC_ST3 = 1<<3, #define MAX_TMUS 4 D3D_VDEC_MAX = 16 }; IDirect3DVertexDeclaration9 *vertexdecls[D3D_VDEC_MAX]; void BE_Init(void) { D3DVERTEXELEMENT9 decl[8], declend=D3DDECL_END(); int elements; int i, tmu; be_maxpasses = 1; shaderstate.curvertdecl = -1; FTable_Init(); IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, DYNVBUFFSIZE, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynxyz_buff, NULL); for (tmu = 0; tmu < MAX_TMUS; tmu++) IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, DYNVBUFFSIZE, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynst_buff[tmu], NULL); IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, DYNVBUFFSIZE, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dyncol_buff, NULL); IDirect3DDevice9_CreateIndexBuffer(pD3DDev9, DYNIBUFFSIZE, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFMT_QINDEX, D3DPOOL_DEFAULT, &shaderstate.dynidx_buff, NULL); for (i = 0; i < D3D_VDEC_MAX; i++) { elements = 0; decl[elements].Stream = 0; decl[elements].Offset = 0; decl[elements].Type = D3DDECLTYPE_FLOAT3; decl[elements].Method = D3DDECLMETHOD_DEFAULT; decl[elements].Usage = D3DDECLUSAGE_POSITION; decl[elements].UsageIndex = 0; elements++; if (i & D3D_VDEC_COL4B) { decl[elements].Stream = 1; decl[elements].Offset = 0; decl[elements].Type = D3DDECLTYPE_D3DCOLOR; decl[elements].Method = D3DDECLMETHOD_DEFAULT; decl[elements].Usage = D3DDECLUSAGE_COLOR; decl[elements].UsageIndex = 0; elements++; } if (i & D3D_VDEC_NORMS) { decl[elements].Stream = 2; decl[elements].Offset = 0; decl[elements].Type = D3DDECLTYPE_FLOAT2; decl[elements].Method = D3DDECLMETHOD_DEFAULT; decl[elements].Usage = D3DDECLUSAGE_TEXCOORD; decl[elements].UsageIndex = 1; elements++; decl[elements].Stream = 3; decl[elements].Offset = 0; decl[elements].Type = D3DDECLTYPE_FLOAT2; decl[elements].Method = D3DDECLMETHOD_DEFAULT; decl[elements].Usage = D3DDECLUSAGE_TEXCOORD; decl[elements].UsageIndex = 1; elements++; decl[elements].Stream = 4; decl[elements].Offset = 0; decl[elements].Type = D3DDECLTYPE_FLOAT2; decl[elements].Method = D3DDECLMETHOD_DEFAULT; decl[elements].Usage = D3DDECLUSAGE_TEXCOORD; decl[elements].UsageIndex = 1; elements++; } for (tmu = 0; tmu < MAX_TMUS; tmu++) { if (i & (D3D_VDEC_ST0< DYNVBUFFSIZE) { boff = 0; *offset = bytes; } else { boff = *offset; *offset += bytes; } 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; } IDirect3DIndexBuffer9_Lock(shaderstate.dynidx_buff, offset, entries, dest, offset?D3DLOCK_NOOVERWRITE:D3DLOCK_DISCARD); return offset/sizeof(index_t); } static void SelectPassTexture(unsigned int tu, shaderpass_t *pass) { switch(pass->texgen) { default: case T_GEN_DIFFUSE: IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->base.ptr); break; case T_GEN_NORMALMAP: IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->bump.ptr); break; case T_GEN_SPECULAR: IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->specular.ptr); break; case T_GEN_UPPEROVERLAY: IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->upperoverlay.ptr); break; case T_GEN_LOWEROVERLAY: IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->loweroverlay.ptr); break; case T_GEN_FULLBRIGHT: IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->fullbright.ptr); break; case T_GEN_ANIMMAP: IDirect3DDevice9_SetTexture (pD3DDev9, tu, pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes].ptr); break; /*fixme*/ case T_GEN_SINGLEMAP: IDirect3DDevice9_SetTexture (pD3DDev9, tu, pass->anim_frames[0].ptr); break; case T_GEN_DELUXMAP: IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curdeluxmap.ptr); break; case T_GEN_LIGHTMAP: IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curlightmap.ptr); break; /*case T_GEN_CURRENTRENDER: fixme break;*/ case T_GEN_VIDEOMAP: IDirect3DDevice9_SetTexture (pD3DDev9, tu, Media_UpdateForShader(pass->cin).ptr); break; } switch (pass->blendmode) { case GL_DOT3_RGB_ARB: IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE); IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT); IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3); break; case GL_REPLACE: IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE); IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_SELECTARG1); break; case GL_ADD: IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE); IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT); if (tu) IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_ADD); break; case GL_DECAL: IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE); IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT); IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE); break; default: case GL_MODULATE: IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE); IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT); IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE); break; } IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE); if (tu == 0) { IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CONSTANT); IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_CONSTANT, shaderstate.passcolour); } } static void colourgenbyte(const shaderpass_t *pass, int cnt, const byte_vec4_t *src, byte_vec4_t *dst, const mesh_t *mesh) { D3DCOLOR block; switch (pass->rgbgen) { case RGB_GEN_ENTITY: block = D3DCOLOR_COLORVALUE(shaderstate.curentity->shaderRGBAf[0], shaderstate.curentity->shaderRGBAf[1], shaderstate.curentity->shaderRGBAf[2], shaderstate.curentity->shaderRGBAf[3]); while((cnt)--) { ((D3DCOLOR*)dst)[cnt] = block; } break; case RGB_GEN_ONE_MINUS_ENTITY: block = D3DCOLOR_COLORVALUE(1-shaderstate.curentity->shaderRGBAf[0], 1-shaderstate.curentity->shaderRGBAf[1], 1-shaderstate.curentity->shaderRGBAf[2], 1-shaderstate.curentity->shaderRGBAf[3]); while((cnt)--) { ((D3DCOLOR*)dst)[cnt] = block; } break; case RGB_GEN_VERTEX: case RGB_GEN_EXACT_VERTEX: while((cnt)--) { ((D3DCOLOR*)dst)[cnt] = ((D3DCOLOR*)src)[cnt]; } break; case RGB_GEN_ONE_MINUS_VERTEX: while((cnt)--) { dst[cnt][0] = 255-src[cnt][0]; dst[cnt][1] = 255-src[cnt][1]; dst[cnt][2] = 255-src[cnt][2]; } break; case RGB_GEN_IDENTITY_LIGHTING: //compensate for overbrights while((cnt)--) { dst[cnt][0] = 255;//shaderstate.identitylighting; dst[cnt][1] = 255;//shaderstate.identitylighting; dst[cnt][2] = 255;//shaderstate.identitylighting; } break; default: case RGB_GEN_IDENTITY: block = D3DCOLOR_RGBA(255, 255, 255, 255); while((cnt)--) { ((D3DCOLOR*)dst)[cnt] = block; } break; case RGB_GEN_CONST: block = D3DCOLOR_COLORVALUE(pass->rgbgen_func.args[0], pass->rgbgen_func.args[1], pass->rgbgen_func.args[2], 1); while((cnt)--) { ((D3DCOLOR*)dst)[cnt] = block; } break; case RGB_GEN_LIGHTING_DIFFUSE: //collect lighting details for mobile entities // if (!mesh->normals_array) { block = D3DCOLOR_RGBA(255, 255, 255, 255); while((cnt)--) { ((D3DCOLOR*)dst)[cnt] = block; } } /* else { R_LightArraysByte(mesh->xyz_array, dst, cnt, mesh->normals_array); }*/ break; case RGB_GEN_WAVE: { float *table; float c; table = FTableForFunc(pass->rgbgen_func.type); c = pass->rgbgen_func.args[2] + shaderstate.curtime * pass->rgbgen_func.args[3]; c = FTABLE_EVALUATE(table, c) * pass->rgbgen_func.args[1] + pass->rgbgen_func.args[0]; c = bound(0.0f, c, 1.0f); block = D3DCOLOR_COLORVALUE(c, c, c, 1); while((cnt)--) { ((D3DCOLOR*)dst)[cnt] = block; } } break; case RGB_GEN_TOPCOLOR: case RGB_GEN_BOTTOMCOLOR: #pragma message("fix 24bit player colours") block = D3DCOLOR_RGBA(255, 255, 255, 255); while((cnt)--) { ((D3DCOLOR*)dst)[cnt] = block; } // Con_Printf("RGB_GEN %i not supported\n", pass->rgbgen); break; } } static void alphagenbyte(const shaderpass_t *pass, int cnt, const byte_vec4_t *src, byte_vec4_t *dst, const mesh_t *mesh) { float *table; unsigned char t; float f; vec3_t v1, v2; switch (pass->alphagen) { default: case ALPHA_GEN_IDENTITY: while(cnt--) dst[cnt][3] = 255; break; case ALPHA_GEN_CONST: t = pass->alphagen_func.args[0]*255; while(cnt--) dst[cnt][3] = t; break; case ALPHA_GEN_WAVE: table = FTableForFunc(pass->alphagen_func.type); f = pass->alphagen_func.args[2] + shaderstate.curtime * pass->alphagen_func.args[3]; f = FTABLE_EVALUATE(table, f) * pass->alphagen_func.args[1] + pass->alphagen_func.args[0]; t = bound(0.0f, f, 1.0f)*255; while(cnt--) dst[cnt][3] = t; break; case ALPHA_GEN_PORTAL: //FIXME: should this be per-vert? VectorAdd(mesh->xyz_array[0], shaderstate.curentity->origin, v1); VectorSubtract(r_origin, v1, v2); f = VectorLength(v2) * (1.0 / 255.0); t = bound(0.0f, f, 1.0f)*255; while(cnt--) dst[cnt][3] = t; break; case ALPHA_GEN_VERTEX: if (!src) { while(cnt--) { dst[cnt][3] = 255; } break; } while(cnt--) { dst[cnt][3] = src[cnt][3]; } break; case ALPHA_GEN_ENTITY: t = bound(0, shaderstate.curentity->shaderRGBAf[3], 1)*255; while(cnt--) { dst[cnt][3] = t; } break; /*case ALPHA_GEN_SPECULAR: { mat3_t axis; AngleVectors(shaderstate.curentity->angles, axis[0], axis[1], axis[2]); VectorSubtract(r_origin, shaderstate.curentity->origin, v1); if (!Matrix3_Compare(axis, axisDefault)) { Matrix3_Multiply_Vec3(axis, v2, v2); } else { VectorCopy(v1, v2); } for (i = 0; i < cnt; i++) { VectorSubtract(v2, mesh->xyz_array[i], v1); f = DotProduct(v1, mesh->normals_array[i] ) * Q_rsqrt(DotProduct(v1,v1)); f = f * f * f * f * f; dst[i][3] = bound (0.0f, f, 1.0f); } } break;*/ } } static unsigned int BE_GenerateColourMods(unsigned int vertcount, const shaderpass_t *pass, const mesh_t *meshlist) { unsigned int ret = 0; unsigned char *map; const mesh_t *m; qboolean usearray; if (pass->flags & SHADER_PASS_NOCOLORARRAY) usearray = false; else usearray = true; if (usearray && meshlist->colors4b_array) { shaderstate.passcolour = D3DCOLOR_RGBA(255,255,255,255); ret |= D3D_VDEC_COL4B; allocvertexbuffer(shaderstate.dyncol_buff, &shaderstate.dyncol_offs, (void**)&map, vertcount*sizeof(D3DCOLOR)); for (m = meshlist, vertcount = 0; m; vertcount += m->numvertexes, m = m->next) memcpy((char*)map+vertcount*sizeof(D3DCOLOR), m->colors4b_array, m->numvertexes*sizeof(D3DCOLOR)); IDirect3DVertexBuffer9_Unlock(shaderstate.dyncol_buff); IDirect3DDevice9_SetStreamSource(pD3DDev9, 1, shaderstate.dyncol_buff, shaderstate.dyncol_offs - vertcount*sizeof(D3DCOLOR), sizeof(D3DCOLOR)); } else if (usearray && meshlist->colors4f_array) { unsigned int v; float *src; shaderstate.passcolour = D3DCOLOR_RGBA(255,255,255,255); ret |= D3D_VDEC_COL4B; allocvertexbuffer(shaderstate.dyncol_buff, &shaderstate.dyncol_offs, (void**)&map, vertcount*sizeof(D3DCOLOR)); for (m = meshlist, vertcount = 0; m; vertcount += m->numvertexes, m = m->next) { src = m->colors4f_array[0]; for (v = 0; v < m->numvertexes; v++) { map[0] = src[0]*255; map[1] = src[1]*255; map[2] = src[2]*255; map[3] = src[3]*255; map += 4; src += 4; } } map -= vertcount*4; colourgenbyte(pass, vertcount, (byte_vec4_t*)map, (byte_vec4_t*)map, meshlist); alphagenbyte(pass, vertcount, (byte_vec4_t*)map, (byte_vec4_t*)map, meshlist); IDirect3DVertexBuffer9_Unlock(shaderstate.dyncol_buff); IDirect3DDevice9_SetStreamSource(pD3DDev9, 1, shaderstate.dyncol_buff, shaderstate.dyncol_offs - vertcount*sizeof(D3DCOLOR), sizeof(D3DCOLOR)); } else { shaderstate.passcolour = D3DCOLOR_RGBA(255,255,255,255); colourgenbyte(pass, 1, (byte_vec4_t*)&shaderstate.passcolour, (byte_vec4_t*)&shaderstate.passcolour, meshlist); alphagenbyte(pass, 1, (byte_vec4_t*)&shaderstate.passcolour, (byte_vec4_t*)&shaderstate.passcolour, meshlist); IDirect3DDevice9_SetStreamSource(pD3DDev9, 1, NULL, 0, 0); } return ret; } /*********************************************************************************************************/ /*========================================== texture coord generation =====================================*/ static void tcgen_environment(float *st, unsigned int numverts, float *xyz, float *normal) { /* int i; vec3_t viewer, reflected; float d; vec3_t rorg; RotateLightVector(shaderstate.curentity->axis, shaderstate.curentity->origin, r_origin, rorg); for (i = 0 ; i < numverts ; i++, xyz += 3, normal += 3, st += 2 ) { VectorSubtract (rorg, xyz, viewer); VectorNormalizeFast (viewer); d = DotProduct (normal, viewer); reflected[0] = normal[0]*2*d - viewer[0]; reflected[1] = normal[1]*2*d - viewer[1]; reflected[2] = normal[2]*2*d - viewer[2]; st[0] = 0.5 + reflected[1] * 0.5; st[1] = 0.5 - reflected[2] * 0.5; } */ } static float *tcgen(const shaderpass_t *pass, int cnt, float *dst, const mesh_t *mesh) { int i; vecV_t *src; switch (pass->tcgen) { default: case TC_GEN_BASE: return (float*)mesh->st_array; case TC_GEN_LIGHTMAP: return (float*)mesh->lmst_array; case TC_GEN_NORMAL: return (float*)mesh->normals_array; case TC_GEN_SVECTOR: return (float*)mesh->snormals_array; case TC_GEN_TVECTOR: return (float*)mesh->tnormals_array; case TC_GEN_ENVIRONMENT: tcgen_environment(dst, cnt, (float*)mesh->xyz_array, (float*)mesh->normals_array); return dst; // case TC_GEN_DOTPRODUCT: // return mesh->st_array[0]; case TC_GEN_VECTOR: src = mesh->xyz_array; for (i = 0; i < cnt; i++, dst += 2) { static vec3_t tc_gen_s = { 1.0f, 0.0f, 0.0f }; static vec3_t tc_gen_t = { 0.0f, 1.0f, 0.0f }; dst[0] = DotProduct(tc_gen_s, src[i]); dst[1] = DotProduct(tc_gen_t, src[i]); } return dst; } } /*src and dst can be the same address when tcmods are chained*/ static void tcmod(const tcmod_t *tcmod, int cnt, const float *src, float *dst, const mesh_t *mesh) { float *table; float t1, t2; float cost, sint; int j; #define R_FastSin(x) sin((x)*(2*M_PI)) switch (tcmod->type) { case SHADER_TCMOD_ROTATE: cost = tcmod->args[0] * shaderstate.curtime; sint = R_FastSin(cost); cost = R_FastSin(cost + 0.25); for (j = 0; j < cnt; j++, dst+=2,src+=2) { t1 = cost * (src[0] - 0.5f) - sint * (src[1] - 0.5f) + 0.5f; t2 = cost * (src[1] - 0.5f) + sint * (src[0] - 0.5f) + 0.5f; dst[0] = t1; dst[1] = t2; } break; case SHADER_TCMOD_SCALE: t1 = tcmod->args[0]; t2 = tcmod->args[1]; for (j = 0; j < cnt; j++, dst+=2,src+=2) { dst[0] = src[0] * t1; dst[1] = src[1] * t2; } break; case SHADER_TCMOD_TURB: t1 = tcmod->args[2] + shaderstate.curtime * tcmod->args[3]; t2 = tcmod->args[1]; for (j = 0; j < cnt; j++, dst+=2,src+=2) { dst[0] = src[0] + R_FastSin (src[0]*t2+t1) * t2; dst[1] = src[1] + R_FastSin (src[1]*t2+t1) * t2; } break; case SHADER_TCMOD_STRETCH: table = FTableForFunc(tcmod->args[0]); t2 = tcmod->args[3] + shaderstate.curtime * tcmod->args[4]; t1 = FTABLE_EVALUATE(table, t2) * tcmod->args[2] + tcmod->args[1]; t1 = t1 ? 1.0f / t1 : 1.0f; t2 = 0.5f - 0.5f * t1; for (j = 0; j < cnt; j++, dst+=2,src+=2) { dst[0] = src[0] * t1 + t2; dst[1] = src[1] * t1 + t2; } break; case SHADER_TCMOD_SCROLL: t1 = tcmod->args[0] * shaderstate.curtime; t2 = tcmod->args[1] * shaderstate.curtime; for (j = 0; j < cnt; j++, dst += 2, src+=2) { dst[0] = src[0] + t1; dst[1] = src[1] + t2; } break; case SHADER_TCMOD_TRANSFORM: for (j = 0; j < cnt; j++, dst+=2, src+=2) { t1 = src[0]; t2 = src[1]; dst[0] = t1 * tcmod->args[0] + t2 * tcmod->args[2] + tcmod->args[4]; dst[1] = t2 * tcmod->args[1] + t1 * tcmod->args[3] + tcmod->args[5]; } break; default: break; } } static void GenerateTCMods(const shaderpass_t *pass, float *dest, const mesh_t *meshlist) { unsigned int fvertex = 0; for (; meshlist; meshlist = meshlist->next) { int i; float *src; src = tcgen(pass, meshlist->numvertexes, dest, meshlist); //tcgen might return unmodified info if (pass->numtcmods) { tcmod(&pass->tcmods[0], meshlist->numvertexes, src, dest, meshlist); for (i = 1; i < pass->numtcmods; i++) { tcmod(&pass->tcmods[i], meshlist->numvertexes, dest, dest, meshlist); } } else if (src != dest) { memcpy(dest, src, 8*meshlist->numvertexes); } dest += meshlist->numvertexes*2; } } //end texture coords /*******************************************************************************************************************/ /*does not do the draw call, does not consider indicies (except for billboard generation) */ static void BE_DrawMeshChain_SetupPass(shaderpass_t *pass, unsigned int vertcount, mesh_t *meshchain) { int vdec; void *map; int i; unsigned int passno = 0; 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; passno = 0; /*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, meshchain); for (; passno < lastpass; passno++) { SelectPassTexture(passno, pass+passno); vdec |= D3D_VDEC_ST0<normals_array && // meshchain->2 && // meshchain->tnormals_array) // vdec |= D3D_VDEC_NORMS; if (vdec != shaderstate.curvertdecl) { shaderstate.curvertdecl = vdec; IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]); } D3DBE_ApplyShaderBits(pass->shaderbits); } static void BE_DrawMeshChain_Internal(mesh_t *meshchain) { unsigned int vertcount, idxcount, idxfirst; mesh_t *m; void *map; int i; unsigned int passno = 0; shaderpass_t *pass = shaderstate.curshader->passes; for (m = meshchain, vertcount = 0, idxcount = 0; m; m = m->next) { vertcount += m->numvertexes; idxcount += m->numindexes; } /*vertex buffers are common to all passes*/ allocvertexbuffer(shaderstate.dynxyz_buff, &shaderstate.dynxyz_offs, &map, vertcount*sizeof(vecV_t)); for (m = meshchain, vertcount = 0; m; vertcount += m->numvertexes, m = m->next) { /*fixme: no tcgen*/ memcpy((char*)map+vertcount*sizeof(vecV_t), m->xyz_array, m->numvertexes*sizeof(vecV_t)); } IDirect3DVertexBuffer9_Unlock(shaderstate.dynxyz_buff); IDirect3DDevice9_SetStreamSource(pD3DDev9, 0, shaderstate.dynxyz_buff, shaderstate.dynxyz_offs - vertcount*sizeof(vecV_t), sizeof(vecV_t)); /*so are index buffers*/ idxfirst = allocindexbuffer(&map, idxcount); for (m = meshchain, vertcount = 0; m; vertcount += m->numvertexes, m = m->next) { for (i = 0; i < m->numindexes; i++) ((index_t*)map)[i] = m->indexes[i]+vertcount; map = (char*)map + m->numindexes*sizeof(index_t); } IDirect3DIndexBuffer9_Unlock(shaderstate.dynidx_buff); IDirect3DDevice9_SetIndices(pD3DDev9, shaderstate.dynidx_buff); /*now go through and flush each pass*/ for (passno = 0; passno < shaderstate.curshader->numpasses; passno += pass->numMergedPasses) { BE_DrawMeshChain_SetupPass(pass+passno, vertcount, meshchain); IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, 0, vertcount, idxfirst, idxcount/3); } } void BE_DrawMeshChain(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums) { shaderstate.curshader = shader; shaderstate.curtexnums = texnums; BE_DrawMeshChain_Internal(meshchain); } void BE_SelectMode(backendmode_t mode, unsigned int flags) { } void _CrtCheckMemory(void); /*Generates an optimised vbo for each of the given model's textures*/ void BE_GenBrushModelVBO(model_t *mod) { unsigned int maxvboverts; unsigned int maxvboelements; unsigned int t; unsigned int i; unsigned int v; unsigned int vcount, ecount; unsigned int pervertsize; //erm, that name wasn't intentional unsigned int meshes; vbo_t *vbo; char *vboedata; mesh_t *m; char *vbovdata; if (!mod->numsurfaces) return; for (t = 0; t < mod->numtextures; t++) { if (!mod->textures[t]) continue; vbo = &mod->textures[t]->vbo; BE_ClearVBO(vbo); maxvboverts = 0; maxvboelements = 0; meshes = 0; for (i=0 ; inumsurfaces ; i++) { if (mod->surfaces[i].texinfo->texture != mod->textures[t]) continue; m = mod->surfaces[i].mesh; if (!m) continue; meshes++; maxvboelements += m->numindexes; maxvboverts += m->numvertexes; } #if sizeof_index_t == 2 if (maxvboverts > (1<<(sizeof(index_t)*8))-1) continue; #endif if (!maxvboverts) continue; //fixme: stop this from leaking! vcount = 0; ecount = 0; pervertsize = sizeof(vecV_t)+ //coord sizeof(vec2_t)+ //tex sizeof(vec2_t)+ //lm sizeof(vec3_t)+ //normal sizeof(vec3_t)+ //sdir sizeof(vec3_t)+ //tdir sizeof(vec4_t); //colours vbovdata = BZ_Malloc(maxvboverts*pervertsize); vboedata = BZ_Malloc(maxvboelements*sizeof(index_t)); vbo->coord = (vecV_t*)(vbovdata); vbo->texcoord = (vec2_t*)((char*)vbo->coord+maxvboverts*sizeof(*vbo->coord)); vbo->lmcoord = (vec2_t*)((char*)vbo->texcoord+maxvboverts*sizeof(*vbo->texcoord)); vbo->normals = (vec3_t*)((char*)vbo->lmcoord+maxvboverts*sizeof(*vbo->lmcoord)); vbo->svector = (vec3_t*)((char*)vbo->normals+maxvboverts*sizeof(*vbo->normals)); vbo->tvector = (vec3_t*)((char*)vbo->svector+maxvboverts*sizeof(*vbo->svector)); vbo->colours4f = (vec4_t*)((char*)vbo->tvector+maxvboverts*sizeof(*vbo->tvector)); vbo->indicies = (index_t*)vboedata; vbo->meshcount = meshes; vbo->meshlist = BZ_Malloc(meshes*sizeof(*vbo->meshlist)); meshes = 0; for (i=0 ; inumsurfaces ; i++) { if (mod->surfaces[i].texinfo->texture != mod->textures[t]) continue; m = mod->surfaces[i].mesh; if (!m) continue; mod->surfaces[i].mark = &vbo->meshlist[meshes++]; *mod->surfaces[i].mark = NULL; m->vbofirstvert = vcount; m->vbofirstelement = ecount; for (v = 0; v < m->numindexes; v++) vbo->indicies[ecount++] = vcount + m->indexes[v]; for (v = 0; v < m->numvertexes; v++) { vbo->coord[vcount+v][0] = m->xyz_array[v][0]; vbo->coord[vcount+v][1] = m->xyz_array[v][1]; vbo->coord[vcount+v][2] = m->xyz_array[v][2]; if (m->st_array) { vbo->texcoord[vcount+v][0] = m->st_array[v][0]; vbo->texcoord[vcount+v][1] = m->st_array[v][1]; } if (m->lmst_array) { vbo->lmcoord[vcount+v][0] = m->lmst_array[v][0]; vbo->lmcoord[vcount+v][1] = m->lmst_array[v][1]; } if (m->normals_array) { vbo->normals[vcount+v][0] = m->normals_array[v][0]; vbo->normals[vcount+v][1] = m->normals_array[v][1]; vbo->normals[vcount+v][2] = m->normals_array[v][2]; } if (m->snormals_array) { vbo->svector[vcount+v][0] = m->snormals_array[v][0]; vbo->svector[vcount+v][1] = m->snormals_array[v][1]; vbo->svector[vcount+v][2] = m->snormals_array[v][2]; } if (m->tnormals_array) { vbo->tvector[vcount+v][0] = m->tnormals_array[v][0]; vbo->tvector[vcount+v][1] = m->tnormals_array[v][1]; vbo->tvector[vcount+v][2] = m->tnormals_array[v][2]; } if (m->colors4f_array) { vbo->colours4f[vcount+v][0] = m->colors4f_array[v][0]; vbo->colours4f[vcount+v][1] = m->colors4f_array[v][1]; vbo->colours4f[vcount+v][2] = m->colors4f_array[v][2]; vbo->colours4f[vcount+v][3] = m->colors4f_array[v][3]; } } vcount += v; } // if (GL_BuildVBO(vbo, vbovdata, vcount*pervertsize, vboedata, ecount*sizeof(index_t))) { BZ_Free(vbovdata); BZ_Free(vboedata); } } //for (i=0 ; inumsurfaces ; i++) //{ // if (!mod->surfaces[i].mark) // Host_EndGame("Surfaces with bad textures detected\n"); //} } /*Wipes a vbo*/ void BE_ClearVBO(vbo_t *vbo) { } /*upload all lightmaps at the start to reduce lags*/ void BE_UploadAllLightmaps(void) { } static void DrawSurfaceChain(msurface_t *s, shader_t *shader, vbo_t *vbo) { //doesn't merge surfaces, but tells gl to do each vertex arrayed surface individually, which means no vertex copying. int i; mesh_t *ml, *m; if (!vbo) return; shaderstate.curshader = shader; shaderstate.curtexnums = &shader->defaulttextures; ml = NULL; for (; s ; s=s->texturechain) { m = s->mesh; if (!m) //urm. continue; if (m->numvertexes <= 1) continue; if (s->lightmaptexturenum < 0) { //pull out the surfaces with no lightmap info m->next = ml; ml = m; } else { //surfaces that do have a lightmap m->next = lightmap[s->lightmaptexturenum]->meshchain; lightmap[s->lightmaptexturenum]->meshchain = m; } } if (ml) { //draw the lightmapless surfaces BE_DrawMeshChain_Internal(ml); } //and then draw the lit chains for (i = 0; i < numlightmaps; i++) { if (!lightmap[i] || !lightmap[i]->meshchain) continue; if (lightmap[i]->modified) { IDirect3DTexture9 *tex = lightmap_textures[i].ptr; D3DLOCKED_RECT lock; RECT rect; glRect_t *theRect = &lightmap[i]->rectchange; int r; if (tex) { lightmap[i]->modified = 0; rect.left = theRect->l; rect.right = theRect->l + theRect->w; rect.top = theRect->t; rect.bottom = theRect->t + theRect->h; IDirect3DTexture9_LockRect(tex, 0, &lock, &rect, 0); for (r = 0; r < lightmap[i]->rectchange.h; r++) { memcpy((char*)lock.pBits + r*lock.Pitch, lightmap[i]->lightmaps+(theRect->l+((r+theRect->t)*LMBLOCK_WIDTH))*lightmap_bytes, lightmap[i]->rectchange.w*lightmap_bytes); } IDirect3DTexture9_UnlockRect(tex, 0); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } else lightmap_textures[i] = D3D_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_WIDTH); /* if (lightmap[i]->deluxmodified) { lightmap[i]->deluxmodified = false; theRect = &lightmap[i]->deluxrectchange; GL_Bind(deluxmap_textures[i]); qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE, lightmap[i]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; checkerror(); } */ } shaderstate.curlightmap = lightmap_textures[i]; shaderstate.curdeluxmap = deluxmap_textures[i]; BE_DrawMeshChain_Internal(lightmap[i]->meshchain); lightmap[i]->meshchain = NULL; } } static void BE_BaseTextureChain(msurface_t *first) { texture_t *t, *tex; shader_t *shader; t = first->texinfo->texture; tex = R_TextureAnimation (t); //TEMP: use shader as an input parameter, not tex. shader = tex->shader; if (!shader) { shader = R_RegisterShader_Lightmap(tex->name); tex->shader = shader; } DrawSurfaceChain(first, shader, &t->vbo); } void BE_BaseEntTextures(void) { extern model_t *currentmodel; int i; entity_t *ent; if (!r_drawentities.ival) return; // draw sprites seperately, because of alpha blending for (i=0 ; imodel) continue; if (ent->model->needload) continue; // if (!PPL_ShouldDraw()) // continue; switch(ent->model->type) { case mod_brush: // BaseBrushTextures(ent); break; case mod_alias: R_DrawGAliasModel (ent, BEM_STANDARD); break; } } } void BE_SubmitMeshes (void) { texture_t *t; msurface_t *s; int i; model_t *model = cl.worldmodel; unsigned int fl; for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t) continue; s = t->texturechain; if (!s) continue; fl = s->texinfo->texture->shader->flags; BE_BaseTextureChain(s); } BE_BaseEntTextures(); } void BE_DrawWorld (qbyte *vis) { RSpeedLocals(); shaderstate.curtime = realtime; //make sure the world draws correctly r_worldentity.shaderRGBAf[0] = 1; r_worldentity.shaderRGBAf[1] = 1; r_worldentity.shaderRGBAf[2] = 1; r_worldentity.shaderRGBAf[3] = 1; r_worldentity.axis[0][0] = 1; r_worldentity.axis[1][1] = 1; r_worldentity.axis[2][2] = 1; BE_SelectMode(BEM_STANDARD, 0); RSpeedRemark(); BE_SubmitMeshes(); RSpeedEnd(RSPEED_WORLD); } #endif