//#include "ddraw.h" #ifndef D3D9QUAKE_H #define D3D9QUAKE_H #include "d3d9.h" #include "com_mesh.h" #include "glquake.h" // // d3d9_draw.c // void D3D9_Draw_Alt_String (int x, int y, const qbyte *str); void D3D9_Draw_BeginDisc (void); mpic_t* D3D9_Draw_CachePic (char *path); void D3D9_Draw_Character (int x, int y, unsigned int num); void D3D9_Draw_ColouredCharacter (int x, int y, unsigned int num); void D3D9_Draw_ConsoleBackground (int firstline, int lastline, qboolean forceopaque); void D3D9_Draw_Crosshair (void); void D3D9_Draw_DebugChar (qbyte num); void D3D9_Draw_EditorBackground (int lines); void D3D9_Draw_EndDisc (void); void D3D9_Draw_FadeScreen (void); void D3D9_Draw_Fill (int x, int y, int w, int h, unsigned int c); void D3D9_Draw_Fill_Colours (int x, int y, int w, int h); void D3D9_Draw_Fill_I (int x, int y, int w, int h, unsigned int imgcolour); void D3D9_Draw_FillRGB (int x, int y, int w, int h, float r, float g, float b); void D3D9_Draw_Image (float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic); void D3D9_Draw_ImageColours (float r, float g, float b, float a); void D3D9_Draw_Init (void); void D3D9_Draw_Pic (int x, int y, mpic_t *pic); void D3D9_Draw_ReInit (void); mpic_t* D3D9_Draw_SafeCachePic (char *path); mpic_t* D3D9_Draw_SafePicFromWad (char *name); void D3D9_Draw_ScalePic (int x, int y, int width, int height, mpic_t *pic); void D3D9_Draw_String (int x, int y, const qbyte *str); void D3D9_Draw_SubPic (int x, int y, mpic_t *pic, int srcx, int srcy, int width, int height); void D3D9_Draw_TileClear (int x, int y, int w, int h); void D3D9_Draw_TransPic (int x, int y, mpic_t *pic); void D3D9_Draw_TransPicTranslate (int x, int y, int w, int h, qbyte *pic, qbyte *translation); void D3D9_InitParticleTexture (void); LPDIRECT3DBASETEXTURE9 D3D9_LoadTexture_32 (char *name, unsigned int *data, int width, int height, int flags); LPDIRECT3DBASETEXTURE9 D3D9_LoadTexture_8_Pal24 (char *name, unsigned char *data, int width, int height, int flags, unsigned char *palette, int transparentpix); LPDIRECT3DBASETEXTURE9 D3D9_LoadTexture_8_Pal32 (char *name, unsigned char *data, int width, int height, int flags, unsigned char *palette); void D3D9_Media_ShowFrame8bit (qbyte *framedata, int inwidth, int inheight, qbyte *palette); void D3D9_Media_ShowFrameBGR_24_Flip (qbyte *framedata, int inwidth, int inheight); void D3D9_Media_ShowFrameRGBA_32 (qbyte *framedata, int inwidth, int inheight); void D3D9_MipMap (qbyte *out, qbyte *in, int width, int height); void D3D9_RoundDimensions (int *scaled_width, int *scaled_height, qboolean mipmap); void D3D9_UnloadTexture (LPDIRECT3DBASETEXTURE9 tex); static void Upload_Texture_32(LPDIRECT3DTEXTURE9 surf, unsigned int *data, int width, int height); // // d3d9_mesh.c // static galiastexnum_t* D3D9_ChooseSkin (galiasinfo_t *inf, char *modelname, int surfnum, entity_t *e); void D3D9_DrawAliasModel (void); void D3D9_DrawMesh (mesh_t *mesh); void d3d9_GAliasFlushSkinCache (void); static void LotsOfLightDirectionHacks (entity_t *e, model_t *m, vec3_t lightaxis[3]); // // d3d9_rmain.c // void D3D9_BaseBModelTextures (entity_t *e); /* void D3D9_DrawParticleBeam (beamseg_t *b, part_type_t *type); void D3D9_DrawParticleBeamUT (beamseg_t *b, part_type_t *type); void D3D9_DrawParticleBlob (particle_t *p, part_type_t *type); void D3D9_DrawParticleSpark (particle_t *p, part_type_t *type); */ void D3D9_DrawParticles (float ptime); static void D3D9_DrawSpriteModel (entity_t *e); void D3D9_DrawTextureChains (void); void D3D9_DrawWorld (void); void D3D9_R_DeInit (void); void D3D9_R_DrawEntitiesOnList (void); void D3D9_R_Init (void); void D3D9_R_ReInit (void); void D3D9_R_RenderScene (void); void D3D9_R_RenderView (void); static void D3D9_RecursiveQ2WorldNode (mnode_t *node); static void D3D9_RecursiveWorldNode (mnode_t *node); void D3D9_SetupFrame (void); void D3D9_SetupViewPort (void); qboolean D3D9_ShouldDraw (void); void D3D9R_DrawSprite(int count, void **e, void *parm); void IDirect3DDevice9_DrawIndexedPrimitive7 (LPDIRECT3DDEVICE9 pD3DDev9, int mode, int fvf, void *verts, int numverts, index_t *indicies, int numindicies, int wasted); // // d3d9_rsurf.c // int D3D9_AllocBlock (int w, int h, int *x, int *y); void D3D9_BuildLightmaps (void); void D3D9_BuildSurfaceDisplayList (msurface_t *fa); void D3D9_CreateSurfaceLightmap (msurface_t *surf, int shift); void D3D9_DrawSkyMesh(int pass, int texture, void *verts, int numverts, void *indicies, int numelements); int D3D9_FillBlock (int texnum, int w, int h, int x, int y); LPDIRECT3DTEXTURE9 D3D9_NewLightmap (void); //void D3D9R_BuildLightMap (msurface_t *surf, qbyte *dest, qbyte *deluxdest, stmap *stainsrc, int shift); void D3D9R_RenderDynamicLightmaps (msurface_t *fa, int shift); // // vid_d3d9.c // void D3D9_BrightenScreen (void); void D3D9_D_BeginDirectRect (int x, int y, qbyte *pbitmap, int width, int height); void D3D9_D_EndDirectRect (int x, int y, int width, int height); void D3D9_GetBufferSize(int *width, int *height); void D3D9_Mod_ClearAll (void); void* D3D9_Mod_Extradata (struct model_s *mod); struct model_s* D3D9_Mod_FindName (char *name); struct model_s* D3D9_Mod_ForName (char *name, qboolean crash); void D3D9_Mod_Init (void); void D3D9_Mod_NowLoadExternal (void); int D3D9_Mod_SkinForName (struct model_s *model, char *name); void D3D9_Mod_Think (void); void D3D9_Mod_TouchModel (char *name); void D3D9_R_AddStain (vec3_t org, float red, float green, float blue, float radius); qboolean D3D9_R_CheckSky (void); void D3D9_R_LessenStains (void); int D3D9_R_LightPoint (vec3_t point); void D3D9_R_NewMap (void); void D3D9_R_PreNewMap (void); void D3D9_R_PushDlights (void); void D3D9_R_SetSky (char *name, float rotate, vec3_t axis); void D3D9_SCR_UpdateScreen (void); void D3D9_Set2D (void); void D3D9_VID_DeInit (void); void D3D9_VID_ForceLockState (int lk); int D3D9_VID_ForceUnlockedAndReturnState (void); void D3D9_VID_GenPaletteTables (unsigned char *palette); char* D3D9_VID_GetRGBInfo (int prepad, int *truevidwidth, int *truevidheight); qboolean D3D9_VID_Init (rendererstate_t *info, unsigned char *palette); void D3D9_VID_LockBuffer (void); void D3D9_VID_SetPalette (unsigned char *palette); void D3D9_VID_SetWindowCaption (char *msg); void D3D9_VID_ShiftPalette (unsigned char *palette); void D3D9_VID_UnlockBuffer (void); static LRESULT WINAPI D3D9_WindowProc (HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); qboolean D3D9AppActivate (BOOL fActive, BOOL minimize); int d3d9error (int i); void initD3D9 (HWND hWnd, rendererstate_t *info); void resetD3D9 (void); #define D3D9_LoadTexture8Pal32(skinname,width,height,data,palette,usemips,alpha) (int)D3D9_LoadTexture_8_Pal32(skinname, data, width, height, (usemips?TF_MIPMAP:TF_NOMIPMAP) | (alpha?TF_ALPHA:TF_NOALPHA) | TF_NOTBUMPMAP, host_basepal) #define D3D9_LoadTexture(skinname,width,height,data,usemips,alpha) (int)D3D9_LoadTexture_8_Pal24(skinname, data, width, height, (usemips?TF_MIPMAP:TF_NOMIPMAP) | (alpha?TF_ALPHA:TF_NOALPHA) | TF_NOTBUMPMAP, host_basepal, 255) #define D3D9_LoadTexture32(skinname,width,height,data,usemips,alpha) (int)D3D9_LoadTexture_32(skinname, data, width, height, (usemips?TF_MIPMAP:TF_NOMIPMAP) | (alpha?TF_ALPHA:TF_NOALPHA) | TF_NOTBUMPMAP) #define D3D9_LoadTextureFB(skinname,width,height,data,usemips,alpha) 0 #define D3D9_LoadTexture8Bump(skinname,width,height,data,usemips,alpha) 0 #define D3D9_FindTexture(name) -1 #define D3D9_LoadCompressed(name) 0 extern LPDIRECT3DDEVICE9 pD3DDev9; extern int d_lightstylevalue[256]; // 8.8 fraction of base light value #define lightmap_bytes 4 extern int numlightmaps; extern mvertex_t *r_pcurrentvertbase; #ifndef LMBLOCK_WIDTH #define LMBLOCK_WIDTH 128 #define LMBLOCK_HEIGHT LMBLOCK_WIDTH typedef struct glRect_s { unsigned char l,t,w,h; } glRect_t; typedef unsigned char stmap; typedef struct { qboolean modified; qboolean deluxmodified; glRect_t rectchange; glRect_t deluxrectchange; int allocated[LMBLOCK_WIDTH]; qbyte lightmaps[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; qbyte deluxmaps[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; //fixme: make seperate structure for easy disabling with less memory usage. stmap stainmaps[3*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; //rgb no a. added to lightmap for added (hopefully) speed. } lightmapinfo_t; #endif extern LPDIRECT3DTEXTURE9 *lightmap_d3d9textures; extern LPDIRECT3DTEXTURE9 *deluxmap_d3d9textures; extern lightmapinfo_t **lightmap; extern void *d3dexplosiontexture; extern void *d3dballtexture; extern index_t dummyindex; #if sizeof_index_t == 2 #define D3DFMT_QINDEX D3DFMT_INDEX16 #else #define D3DFMT_QINDEX D3DFMT_INDEX32 #endif #endif