mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 08:21:05 +00:00
8d5b217266
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
1391 lines
34 KiB
C
1391 lines
34 KiB
C
#include "quakedef.h"
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#ifdef D3D11QUAKE
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#include "winquake.h"
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#include "gl_draw.h"
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#include "glquake.h"
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#include "shader.h"
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#include "renderque.h"
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#define COBJMACROS
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#include <d3d11.h>
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/*Fixup outdated windows headers*/
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#ifndef WM_XBUTTONDOWN
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#define WM_XBUTTONDOWN 0x020B
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#define WM_XBUTTONUP 0x020C
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#endif
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#ifndef MK_XBUTTON1
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#define MK_XBUTTON1 0x0020
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#endif
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#ifndef MK_XBUTTON2
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#define MK_XBUTTON2 0x0040
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#endif
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// copied from DarkPlaces in an attempt to grab more buttons
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#ifndef MK_XBUTTON3
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#define MK_XBUTTON3 0x0080
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#endif
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#ifndef MK_XBUTTON4
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#define MK_XBUTTON4 0x0100
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#endif
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#ifndef MK_XBUTTON5
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#define MK_XBUTTON5 0x0200
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#endif
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#ifndef MK_XBUTTON6
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#define MK_XBUTTON6 0x0400
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#endif
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#ifndef MK_XBUTTON7
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#define MK_XBUTTON7 0x0800
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#endif
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#ifndef WM_INPUT
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#define WM_INPUT 255
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#endif
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#define DEFINE_QGUID(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \
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const GUID DECLSPEC_SELECTANY name \
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= { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } }
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DEFINE_QGUID(qIID_ID3D11Texture2D,0x6f15aaf2,0xd208,0x4e89,0x9a,0xb4,0x48,0x95,0x35,0xd3,0x4f,0x9c);
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//static void D3D11_GetBufferSize(int *width, int *height); //not defined
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static void resetD3D11(void);
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//static LPDIRECT3D11 pD3D;
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ID3D11Device *pD3DDev11;
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ID3D11DeviceContext *d3ddevctx;
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IDXGISwapChain *d3dswapchain;
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ID3D11RenderTargetView *fb_backbuffer;
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ID3D11DepthStencilView *fb_backdepthstencil;
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void *d3d11mod;
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float d3d_trueprojection[16];
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qboolean vid_initializing;
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extern qboolean scr_initialized; // ready to draw
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extern qboolean scr_drawloading;
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extern qboolean scr_con_forcedraw;
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static qboolean d3d_resized;
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cvar_t vid_hardwaregamma;
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//sound/error code needs this
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HWND mainwindow;
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//input code needs these
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int window_center_x, window_center_y;
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RECT window_rect;
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int window_x, window_y;
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static void released3dbackbuffer(void);
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static qboolean resetd3dbackbuffer(int width, int height);
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void BuildGammaTable (float g, float c);
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static void D3D11_VID_GenPaletteTables (unsigned char *palette)
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{
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extern unsigned short ramps[3][256];
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qbyte *pal;
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unsigned r,g,b;
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unsigned v;
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unsigned short i;
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unsigned *table;
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extern qbyte gammatable[256];
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if (palette)
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{
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extern cvar_t v_contrast;
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BuildGammaTable(v_gamma.value, v_contrast.value);
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//
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// 8 8 8 encoding
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//
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if (1)//vid_hardwaregamma.value)
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{
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// don't built in the gamma table
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pal = palette;
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table = d_8to24rgbtable;
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for (i=0 ; i<256 ; i++)
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{
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r = pal[0];
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g = pal[1];
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b = pal[2];
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pal += 3;
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// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
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// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
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v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
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*table++ = v;
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}
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d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
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}
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else
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{
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//computer has no hardware gamma (poor suckers) increase table accordingly
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pal = palette;
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table = d_8to24rgbtable;
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for (i=0 ; i<256 ; i++)
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{
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r = gammatable[pal[0]];
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g = gammatable[pal[1]];
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b = gammatable[pal[2]];
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pal += 3;
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// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
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// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
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v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
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*table++ = v;
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}
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d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
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}
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if (LittleLong(1) != 1)
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{
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for (i=0 ; i<256 ; i++)
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d_8to24rgbtable[i] = LittleLong(d_8to24rgbtable[i]);
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}
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}
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// if (pD3DDev11)
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// d3dswapchain->Set
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//IDirect3DDevice11_SetGammaRamp();
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// IDirect3DDevice9_SetGammaRamp(pD3DDev9, 0, D3DSGR_NO_CALIBRATION, (D3DGAMMARAMP *)ramps);
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}
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typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLDIB, MS_UNINIT} modestate_t;
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static modestate_t modestate;
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static void D3DVID_UpdateWindowStatus (HWND hWnd)
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{
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POINT p;
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RECT nr;
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int window_width, window_height;
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GetClientRect(hWnd, &nr);
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Sys_Printf("Update: %i %i %i %i\n", nr.left, nr.top, nr.right, nr.bottom);
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//if its bad then we're probably minimised
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if (nr.right <= nr.left)
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return;
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if (nr.bottom <= nr.top)
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return;
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p.x = 0;
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p.y = 0;
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ClientToScreen(hWnd, &p);
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window_x = p.x;
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window_y = p.y;
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window_width = nr.right - nr.left;
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window_height = nr.bottom - nr.top;
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// vid.pixelwidth = window_width;
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// vid.pixelheight = window_height;
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window_rect.left = window_x;
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window_rect.top = window_y;
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window_rect.right = window_x + window_width;
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window_rect.bottom = window_y + window_height;
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window_center_x = (window_rect.left + window_rect.right) / 2;
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window_center_y = (window_rect.top + window_rect.bottom) / 2;
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Sys_Printf("Window: %i %i %i %i\n", window_x, window_y, window_width, window_height);
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INS_UpdateClipCursor ();
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}
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static qboolean D3D11AppActivate(BOOL fActive, BOOL minimize)
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/****************************************************************************
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*
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* Function: AppActivate
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* Parameters: fActive - True if app is activating
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*
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* Description: If the application is activating, then swap the system
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* into SYSPAL_NOSTATIC mode so that our palettes will display
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* correctly.
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*
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****************************************************************************/
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{
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static BOOL sound_active;
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if (ActiveApp == fActive && Minimized == minimize)
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return false; //so windows doesn't crash us over and over again.
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ActiveApp = fActive;
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Minimized = minimize;
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// enable/disable sound on focus gain/loss
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if (!ActiveApp && sound_active)
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{
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S_BlockSound ();
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sound_active = false;
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}
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else if (ActiveApp && !sound_active)
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{
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S_UnblockSound ();
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sound_active = true;
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}
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INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
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if (fActive)
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{
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Cvar_ForceCallback(&v_gamma);
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}
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if (!fActive)
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{
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Cvar_ForceCallback(&v_gamma); //wham bam thanks.
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}
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return true;
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}
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static LRESULT WINAPI D3D11_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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LONG lRet = 0;
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int fActive, fMinimized, temp;
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extern unsigned int uiWheelMessage;
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extern qboolean keydown[K_MAX];
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if ( uMsg == uiWheelMessage )
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uMsg = WM_MOUSEWHEEL;
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switch (uMsg)
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{
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#if 1
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/* case WM_KILLFOCUS:
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if (modestate == MS_FULLDIB)
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ShowWindow(mainwindow, SW_SHOWMINNOACTIVE);
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break;
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*/
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// case WM_CREATE:
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// break;
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case WM_MOVE:
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D3DVID_UpdateWindowStatus (hWnd);
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lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
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break;
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case WM_KEYDOWN:
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case WM_SYSKEYDOWN:
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if (keydown[K_ALT] && wParam == '\r')
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{
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if (modestate == MS_FULLSCREEN)
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modestate = MS_WINDOWED;
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else
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{
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RECT rect;
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extern cvar_t vid_width, vid_height;
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int width = vid_width.ival;
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int height = vid_height.ival;
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rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2;
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rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2;
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rect.right = rect.left+width;
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rect.bottom = rect.top+height;
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AdjustWindowRectEx(&rect, WS_OVERLAPPED, FALSE, 0);
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SetWindowPos(hWnd, NULL, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, SWP_SHOWWINDOW|SWP_FRAMECHANGED);
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modestate = MS_FULLSCREEN;
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}
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IDXGISwapChain_SetFullscreenState(d3dswapchain, modestate == MS_FULLSCREEN, NULL);
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if (modestate == MS_WINDOWED)
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{
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RECT rect;
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int width = 640;
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int height = 480;
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rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2;
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rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2;
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rect.right = rect.left+width;
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rect.bottom = rect.top+height;
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AdjustWindowRectEx(&rect, WS_OVERLAPPEDWINDOW, FALSE, 0);
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SetWindowLong(hWnd, GWL_STYLE, WS_OVERLAPPEDWINDOW); //make sure dxgi didn't break us.
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SetWindowPos(hWnd, HWND_TOP, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, SWP_SHOWWINDOW|SWP_FRAMECHANGED);
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SetForegroundWindow(hWnd);
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SetFocus(hWnd);
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}
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}
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else if (!vid_initializing)
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INS_TranslateKeyEvent (wParam, lParam, true, 0);
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break;
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case WM_KEYUP:
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case WM_SYSKEYUP:
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if (!vid_initializing)
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INS_TranslateKeyEvent (wParam, lParam, false, 0);
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break;
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case WM_SYSCHAR:
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// keep Alt-Space from happening
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break;
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// this is complicated because Win32 seems to pack multiple mouse events into
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// one update sometimes, so we always check all states and look for events
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case WM_LBUTTONDOWN:
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case WM_LBUTTONUP:
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case WM_RBUTTONDOWN:
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case WM_RBUTTONUP:
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case WM_MBUTTONDOWN:
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case WM_MBUTTONUP:
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case WM_MOUSEMOVE:
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case WM_XBUTTONDOWN:
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case WM_XBUTTONUP:
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temp = 0;
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if (wParam & MK_LBUTTON)
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temp |= 1;
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if (wParam & MK_RBUTTON)
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temp |= 2;
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if (wParam & MK_MBUTTON)
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temp |= 4;
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if (wParam & MK_XBUTTON1)
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temp |= 8;
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if (wParam & MK_XBUTTON2)
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temp |= 16;
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if (wParam & MK_XBUTTON3)
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temp |= 32;
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if (wParam & MK_XBUTTON4)
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temp |= 64;
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if (wParam & MK_XBUTTON5)
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temp |= 128;
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if (wParam & MK_XBUTTON6)
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temp |= 256;
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if (wParam & MK_XBUTTON7)
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temp |= 512;
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if (!vid_initializing)
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INS_MouseEvent (temp);
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break;
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// JACK: This is the mouse wheel with the Intellimouse
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// Its delta is either positive or neg, and we generate the proper
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// Event.
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case WM_MOUSEWHEEL:
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if (!vid_initializing)
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{
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if ((short) HIWORD(wParam) > 0)
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{
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Key_Event(0, K_MWHEELUP, 0, true);
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Key_Event(0, K_MWHEELUP, 0, false);
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}
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else
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{
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Key_Event(0, K_MWHEELDOWN, 0, true);
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Key_Event(0, K_MWHEELDOWN, 0, false);
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}
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}
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break;
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case WM_INPUT:
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// raw input handling
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if (!vid_initializing)
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INS_RawInput_Read((HANDLE)lParam);
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break;
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case WM_GETMINMAXINFO:
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{
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RECT windowrect;
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RECT clientrect;
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MINMAXINFO *mmi = (MINMAXINFO *) lParam;
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GetWindowRect (hWnd, &windowrect);
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GetClientRect (hWnd, &clientrect);
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mmi->ptMinTrackSize.x = 320 + ((windowrect.right - windowrect.left) - (clientrect.right - clientrect.left));
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mmi->ptMinTrackSize.y = 200 + ((windowrect.bottom - windowrect.top) - (clientrect.bottom - clientrect.top));
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}
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return 0;
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case WM_SIZE:
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d3d_resized = true;
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D3DVID_UpdateWindowStatus(mainwindow);
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released3dbackbuffer();
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IDXGISwapChain_ResizeBuffers(d3dswapchain, 0, 0, 0, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
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D3D11BE_Reset(true);
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vid.pixelwidth = window_rect.right - window_rect.left;
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vid.pixelheight = window_rect.bottom - window_rect.top;
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resetd3dbackbuffer(vid.pixelwidth, vid.pixelheight);
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resetD3D11();
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D3D11BE_Reset(false);
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lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
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break;
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case WM_CLOSE:
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if (!vid_initializing)
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if (MessageBox (mainwindow, "Are you sure you want to quit?", "Confirm Exit",
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MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION) == IDYES)
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{
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Cbuf_AddText("\nquit\n", RESTRICT_LOCAL);
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}
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break;
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case WM_ACTIVATE:
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fActive = LOWORD(wParam);
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fMinimized = (BOOL) HIWORD(wParam);
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if (!D3D11AppActivate(!(fActive == WA_INACTIVE), fMinimized))
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break;//so, urm, tell me microsoft, what changed?
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ShowWindow(mainwindow, SW_SHOWNORMAL);
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if (ActiveApp && modestate == MS_FULLSCREEN)
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IDXGISwapChain_SetFullscreenState(d3dswapchain, modestate == MS_FULLSCREEN, NULL);
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// fix the leftover Alt from any Alt-Tab or the like that switched us away
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// ClearAllStates ();
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lRet = 1;
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break;
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case WM_DESTROY:
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{
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// if (dibwindow)
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// DestroyWindow (dibwindow);
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}
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break;
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case MM_MCINOTIFY:
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lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam);
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break;
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#endif
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case WM_ERASEBKGND:
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return 1;
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default:
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/* 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 resetD3D11(void)
|
|
{
|
|
#if 0
|
|
HRESULT res;
|
|
res = IDirect3DDevice9_Reset(pD3DDev9, &d3dpp);
|
|
if (FAILED(res))
|
|
{
|
|
Con_Printf("IDirect3DDevice9_Reset failed (%u)\n", 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);
|
|
IDirect3DDevice9_Present(pD3DDev9, NULL, NULL, NULL, NULL);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_DITHERENABLE, FALSE);
|
|
//IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_SPECULARENABLE, FALSE);
|
|
//IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_LIGHTING, FALSE);
|
|
#endif
|
|
}
|
|
|
|
#if (WINVER < 0x500) && !defined(__GNUC__)
|
|
typedef struct tagMONITORINFO
|
|
{
|
|
DWORD cbSize;
|
|
RECT rcMonitor;
|
|
RECT rcWork;
|
|
DWORD dwFlags;
|
|
} MONITORINFO, *LPMONITORINFO;
|
|
#endif
|
|
|
|
static void released3dbackbuffer(void)
|
|
{
|
|
if (d3ddevctx)
|
|
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 0, NULL, NULL);
|
|
if (fb_backbuffer)
|
|
ID3D11RenderTargetView_Release(fb_backbuffer);
|
|
fb_backbuffer = NULL;
|
|
if (fb_backdepthstencil)
|
|
ID3D11DepthStencilView_Release(fb_backdepthstencil);
|
|
fb_backdepthstencil = NULL;
|
|
}
|
|
|
|
static qboolean resetd3dbackbuffer(int width, int height)
|
|
{
|
|
D3D11_TEXTURE2D_DESC t2ddesc;
|
|
D3D11_DEPTH_STENCIL_VIEW_DESC dsvd;
|
|
ID3D11Texture2D *backbuftex, *depthtex;
|
|
|
|
released3dbackbuffer();
|
|
|
|
//get a proper handle to the backbuffer (silly hurdles)
|
|
if (FAILED(IDXGISwapChain_GetBuffer(d3dswapchain, 0, &qIID_ID3D11Texture2D, (LPVOID*)&backbuftex)))
|
|
return false;
|
|
if (FAILED(ID3D11Device_CreateRenderTargetView(pD3DDev11, (ID3D11Resource*)backbuftex, NULL, &fb_backbuffer)))
|
|
return false;
|
|
ID3D11Texture2D_Release(backbuftex);
|
|
|
|
//set up a depth buffer.
|
|
memset(&t2ddesc, 0, sizeof(t2ddesc));
|
|
t2ddesc.Width = width;
|
|
t2ddesc.Height = height;
|
|
t2ddesc.MipLevels = 1;
|
|
t2ddesc.ArraySize = 1;
|
|
t2ddesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
|
t2ddesc.SampleDesc.Count = 1;
|
|
t2ddesc.SampleDesc.Quality = 0;
|
|
t2ddesc.Usage = D3D11_USAGE_DEFAULT;
|
|
t2ddesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
|
|
t2ddesc.CPUAccessFlags = 0;
|
|
t2ddesc.MiscFlags = 0;
|
|
if(FAILED(ID3D11Device_CreateTexture2D(pD3DDev11, &t2ddesc, NULL, &depthtex)))
|
|
return false;
|
|
dsvd.Format = t2ddesc.Format;
|
|
dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
|
dsvd.Texture2D.MipSlice = 0;
|
|
if(FAILED(ID3D11Device_CreateDepthStencilView(pD3DDev11, (ID3D11Resource*)depthtex, NULL/*&dsvd*/, &fb_backdepthstencil)))
|
|
return false;
|
|
ID3D11Texture2D_Release(depthtex);
|
|
|
|
//now tell d3d which render targets to use.
|
|
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &fb_backbuffer, fb_backdepthstencil);
|
|
|
|
return true;
|
|
}
|
|
|
|
static qboolean initD3D11Device(HWND hWnd, rendererstate_t *info, PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN func, IDXGIAdapter *adapt)
|
|
{
|
|
int flags = D3D11_CREATE_DEVICE_SINGLETHREADED;
|
|
DXGI_SWAP_CHAIN_DESC scd;
|
|
D3D_FEATURE_LEVEL flevel, flevels[] =
|
|
{
|
|
D3D_FEATURE_LEVEL_11_0,
|
|
D3D_FEATURE_LEVEL_10_1,
|
|
D3D_FEATURE_LEVEL_10_0,
|
|
D3D_FEATURE_LEVEL_9_3,
|
|
D3D_FEATURE_LEVEL_9_2,
|
|
D3D_FEATURE_LEVEL_9_1
|
|
};
|
|
memset(&scd, 0, sizeof(scd));
|
|
|
|
scd.BufferDesc.Width = info->width;
|
|
scd.BufferDesc.Height = info->height;
|
|
scd.BufferDesc.RefreshRate.Numerator = 0;
|
|
scd.BufferDesc.RefreshRate.Denominator = 0;
|
|
scd.BufferCount = 1; //back buffer count
|
|
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; //32bit colour
|
|
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
scd.OutputWindow = hWnd;
|
|
scd.SampleDesc.Count = 1+info->multisample;
|
|
scd.Windowed = TRUE;
|
|
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;// | DXGI_SWAP_CHAIN_FLAG_NONPREROTATED;
|
|
|
|
#ifdef _DEBUG
|
|
// flags |= D3D11_CREATE_DEVICE_DEBUG;
|
|
#endif
|
|
|
|
if (adapt)
|
|
{
|
|
DXGI_ADAPTER_DESC adesc;
|
|
adapt->lpVtbl->GetDesc(adapt, &adesc);
|
|
Con_Printf("D3D11 Adaptor: %S\n", adesc.Description);
|
|
}
|
|
|
|
if (FAILED(func(adapt, adapt?D3D_DRIVER_TYPE_UNKNOWN:D3D_DRIVER_TYPE_HARDWARE, NULL, flags,
|
|
flevels, sizeof(flevels)/sizeof(flevels[0]),
|
|
D3D11_SDK_VERSION,
|
|
&scd,
|
|
&d3dswapchain,
|
|
&pD3DDev11,
|
|
&flevel,
|
|
&d3ddevctx)))
|
|
return false;
|
|
|
|
if (!pD3DDev11)
|
|
return false;
|
|
|
|
Con_Printf("D3D11 Feature level: %i_%i\n", flevel>>12, (flevel>>8) & 0xf);
|
|
|
|
if (!resetd3dbackbuffer(info->width, info->height))
|
|
return false;
|
|
|
|
if (info->fullscreen)
|
|
{
|
|
}
|
|
|
|
vid.numpages = scd.BufferCount;
|
|
D3D11Shader_Init();
|
|
return true;
|
|
}
|
|
|
|
static void initD3D11(HWND hWnd, rendererstate_t *info)
|
|
{
|
|
static dllhandle_t *d3d11dll;
|
|
static dllhandle_t *dxgi;
|
|
static PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN fnc;
|
|
static HRESULT (*pCreateDXGIFactory1)(REFIID riid, void **ppFactory);
|
|
IID factiid = {0x770aae78, 0xf26f, 0x4dba, 0xa8, 0x29, 0x25, 0x3c, 0x83, 0xd1, 0xb3, 0x87};
|
|
IDXGIFactory1 *fact = NULL;
|
|
IDXGIAdapter *adapt = NULL;
|
|
dllfunction_t d3d11funcs[] =
|
|
{
|
|
{(void**)&fnc, "D3D11CreateDeviceAndSwapChain"},
|
|
{NULL}
|
|
};
|
|
dllfunction_t dxgifuncs[] =
|
|
{
|
|
{(void**)&pCreateDXGIFactory1, "CreateDXGIFactory1"},
|
|
{NULL}
|
|
};
|
|
|
|
if (!d3d11mod)
|
|
d3d11mod = Sys_LoadLibrary("d3d11", d3d11funcs);
|
|
if (!dxgi)
|
|
dxgi = Sys_LoadLibrary("dxgi", dxgifuncs);
|
|
|
|
if (!d3d11mod)
|
|
return;
|
|
|
|
if (pCreateDXGIFactory1)
|
|
{
|
|
pCreateDXGIFactory1(&factiid, &fact);
|
|
if (fact)
|
|
{
|
|
fact->lpVtbl->EnumAdapters(fact, 0, &adapt);
|
|
}
|
|
}
|
|
|
|
|
|
initD3D11Device(hWnd, info, fnc, adapt);
|
|
|
|
if (fact)
|
|
{
|
|
//DXGI SUCKS and fucks up alt+tab every single time. its pointless to go from fullscreen to fullscreen-with-taskbar-obscuring-half-the-window.
|
|
//I'm just going to handle that stuff myself.
|
|
fact->lpVtbl->MakeWindowAssociation(fact, hWnd, DXGI_MWA_NO_WINDOW_CHANGES|DXGI_MWA_NO_ALT_ENTER|DXGI_MWA_NO_PRINT_SCREEN);
|
|
fact->lpVtbl->Release(fact);
|
|
}
|
|
}
|
|
|
|
static qboolean D3D11_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;
|
|
|
|
extern cvar_t vid_conwidth;
|
|
//extern cvar_t vid_conheight;
|
|
|
|
//DDGAMMARAMP gammaramp;
|
|
//int i;
|
|
|
|
char *CLASSNAME = "FTED3D11QUAKE";
|
|
WNDCLASS wc = {
|
|
0,
|
|
&D3D11_WindowProc,
|
|
0,
|
|
0,
|
|
NULL,
|
|
NULL,
|
|
NULL,
|
|
NULL,
|
|
NULL,
|
|
CLASSNAME
|
|
};
|
|
|
|
wc.style = CS_HREDRAW | CS_VREDRAW;
|
|
wc.hCursor = LoadCursor (NULL,IDC_ARROW);
|
|
wc.hInstance = global_hInstance;
|
|
|
|
vid_initializing = true;
|
|
|
|
RegisterClass(&wc);
|
|
|
|
modestate = info->fullscreen?MS_FULLSCREEN:MS_WINDOWED;
|
|
|
|
wstyle = WS_OVERLAPPEDWINDOW;
|
|
|
|
rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2;
|
|
rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2;
|
|
rect.right = rect.left+width;
|
|
rect.bottom = rect.top+height;
|
|
AdjustWindowRectEx(&rect, wstyle, FALSE, 0);
|
|
mainwindow = CreateWindow(CLASSNAME, "Direct3D11", wstyle, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, NULL, NULL);
|
|
|
|
// Try as specified.
|
|
|
|
initD3D11(mainwindow, info);
|
|
if (!pD3DDev11)
|
|
{
|
|
Con_Printf("No suitable D3D11 device found\n");
|
|
return false;
|
|
}
|
|
|
|
if (info->fullscreen)
|
|
IDXGISwapChain_SetFullscreenState(d3dswapchain, true, NULL);
|
|
|
|
|
|
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
|
|
{
|
|
TranslateMessage(&msg);
|
|
DispatchMessage(&msg);
|
|
}
|
|
|
|
CL_UpdateWindowTitle();
|
|
|
|
ShowWindow(mainwindow, SW_SHOWNORMAL);
|
|
|
|
// IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
|
|
// IDirect3DDevice9_BeginScene(pD3DDev9);
|
|
// IDirect3DDevice9_EndScene(pD3DDev9);
|
|
// IDirect3DDevice9_Present(pD3DDev9, NULL, NULL, NULL, NULL);
|
|
|
|
|
|
|
|
// pD3DX->lpVtbl->GetBufferSize((void*)pD3DX, &width, &height);
|
|
vid.pixelwidth = width;
|
|
vid.pixelheight = height;
|
|
vid.recalc_refdef = true;
|
|
|
|
vid.width = width;
|
|
vid.height = height;
|
|
|
|
vid_initializing = false;
|
|
|
|
// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_LIGHTING, FALSE);
|
|
|
|
GetWindowRect(mainwindow, &window_rect);
|
|
|
|
|
|
D3D11_VID_GenPaletteTables(palette);
|
|
|
|
{
|
|
extern qboolean mouseactive;
|
|
mouseactive = false;
|
|
}
|
|
|
|
{
|
|
void GLV_Gamma_Callback(struct cvar_s *var, char *oldvalue);
|
|
Cvar_Hook(&v_gamma, GLV_Gamma_Callback);
|
|
Cvar_Hook(&v_contrast, GLV_Gamma_Callback);
|
|
|
|
Cvar_ForceCallback(&v_gamma);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*a new model has been loaded*/
|
|
static void (D3D11_R_NewMap) (void)
|
|
{
|
|
r_worldentity.model = cl.worldmodel;
|
|
|
|
#ifdef MAP_PROC
|
|
if (cl.worldmodel && cl.worldmodel->fromgame == fg_doom3)
|
|
D3_GenerateAreas(cl.worldmodel);
|
|
#endif
|
|
|
|
/*wipe any lingering particles*/
|
|
P_ClearParticles();
|
|
CL_RegisterParticles();
|
|
|
|
R_AnimateLight();
|
|
Surf_DeInit();
|
|
Surf_WipeStains();
|
|
Surf_BuildLightmaps();
|
|
|
|
TP_NewMap();
|
|
R_SetSky(cl.skyname);
|
|
|
|
#ifdef RTLIGHTS
|
|
if (r_shadow_realtime_dlight.ival || r_shadow_realtime_world.ival)
|
|
{
|
|
R_LoadRTLights();
|
|
if (rtlights_first == rtlights_max)
|
|
R_ImportRTLights(cl.worldmodel->entities);
|
|
}
|
|
Sh_PreGenerateLights();
|
|
#endif
|
|
}
|
|
|
|
extern mleaf_t *r_viewleaf, *r_oldviewleaf;
|
|
extern mleaf_t *r_viewleaf2, *r_oldviewleaf2;
|
|
static void (D3D11_R_PreNewMap) (void)
|
|
{
|
|
r_viewleaf = NULL;
|
|
r_oldviewleaf = NULL;
|
|
r_viewleaf2 = NULL;
|
|
r_oldviewleaf2 = NULL;
|
|
}
|
|
|
|
static void (D3D11_VID_DeInit) (void)
|
|
{
|
|
D3D11BE_Shutdown();
|
|
|
|
/*we cannot shut down cleanly while in fullscreen, supposedly*/
|
|
if(d3dswapchain)
|
|
IDXGISwapChain_SetFullscreenState(d3dswapchain, false, NULL);
|
|
|
|
released3dbackbuffer();
|
|
if(d3dswapchain)
|
|
IDXGISwapChain_Release(d3dswapchain);
|
|
d3dswapchain = NULL;
|
|
if (pD3DDev11)
|
|
pD3DDev11->lpVtbl->Release(pD3DDev11);
|
|
pD3DDev11 = NULL;
|
|
if (d3ddevctx)
|
|
d3ddevctx->lpVtbl->Release(d3ddevctx);
|
|
d3ddevctx = NULL;
|
|
|
|
if (mainwindow)
|
|
{
|
|
DestroyWindow(mainwindow);
|
|
mainwindow = NULL;
|
|
}
|
|
|
|
Cvar_Unhook(&v_gamma);
|
|
Cvar_Unhook(&v_contrast);
|
|
}
|
|
|
|
static void (D3D11_VID_SetPalette) (unsigned char *palette)
|
|
{
|
|
D3D11_VID_GenPaletteTables(palette);
|
|
}
|
|
static void (D3D11_VID_ShiftPalette) (unsigned char *palette)
|
|
{
|
|
D3D11_VID_GenPaletteTables(palette);
|
|
}
|
|
static char *(D3D11_VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight)
|
|
{
|
|
return NULL;
|
|
#if 0
|
|
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(prepad + desc.Width*desc.Height*3);
|
|
if (ret)
|
|
{
|
|
// read surface rect and convert 32 bgra to 24 rgb and flip
|
|
c = prepad+desc.Width*desc.Height*3;
|
|
p = (qbyte *)rect.pBits;
|
|
|
|
for (i=c-(3*desc.Width); i>=prepad; i-=(3*desc.Width))
|
|
{
|
|
for (j=0; j<desc.Width; j++)
|
|
{
|
|
ret[i+j*3+0] = p[j*4+2];
|
|
ret[i+j*3+1] = p[j*4+1];
|
|
ret[i+j*3+2] = p[j*4+0];
|
|
}
|
|
p += rect.Pitch;
|
|
}
|
|
|
|
*truevidwidth = desc.Width;
|
|
*truevidheight = desc.Height;
|
|
}
|
|
|
|
IDirect3DSurface9_UnlockRect(surf);
|
|
}
|
|
IDirect3DSurface9_Release(surf);
|
|
}
|
|
IDirect3DSurface9_Release(backbuf);
|
|
}
|
|
|
|
return ret;
|
|
#endif
|
|
}
|
|
static void (D3D11_VID_SetWindowCaption) (char *msg)
|
|
{
|
|
SetWindowText(mainwindow, msg);
|
|
}
|
|
|
|
void d3dx_ortho(float *m);
|
|
|
|
void D3D11_Set2D (void)
|
|
{
|
|
D3D11_VIEWPORT vport;
|
|
|
|
Matrix4x4_CM_OrthographicD3D(r_refdef.m_projection, 0 + (0.5*vid.width/vid.pixelwidth), vid.width + (0.5*vid.width/vid.pixelwidth), 0 + (0.5*vid.height/vid.pixelheight), vid.height + (0.5*vid.height/vid.pixelheight), 0, 100);
|
|
memcpy(d3d_trueprojection, r_refdef.m_projection, sizeof(d3d_trueprojection));
|
|
Matrix4x4_Identity(r_refdef.m_view);
|
|
#if 0
|
|
float m[16];
|
|
|
|
Matrix4x4_CM_OrthographicD3D(m, 0 + (0.5*vid.width/vid.pixelwidth), vid.width + (0.5*vid.width/vid.pixelwidth), 0 + (0.5*vid.height/vid.pixelheight), vid.height + (0.5*vid.height/vid.pixelheight), 0, 100);
|
|
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)m);
|
|
|
|
Matrix4x4_Identity(m);
|
|
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)m);
|
|
|
|
Matrix4x4_Identity(m);
|
|
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)m);
|
|
#endif
|
|
vport.TopLeftX = 0;
|
|
vport.TopLeftY = 0;
|
|
vport.Width = vid.pixelwidth;
|
|
vport.Height = vid.pixelheight;
|
|
vport.MinDepth = 0;
|
|
vport.MaxDepth = 1;
|
|
|
|
d3ddevctx->lpVtbl->RSSetViewports(d3ddevctx, 1, &vport);
|
|
D3D11BE_SetupViewCBuffer();
|
|
}
|
|
|
|
/*
|
|
static int d3d11error(int i)
|
|
{
|
|
if (FAILED(i))// != D3D_OK)
|
|
Con_Printf("D3D error: %i\n", i);
|
|
return i;
|
|
}
|
|
*/
|
|
static void (D3D11_SCR_UpdateScreen) (void)
|
|
{
|
|
extern cvar_t _vid_wait_override;
|
|
//extern int keydown[];
|
|
//extern cvar_t vid_conheight;
|
|
int uimenu;
|
|
#ifdef TEXTEDITOR
|
|
//extern qboolean editormodal;
|
|
#endif
|
|
qboolean nohud, noworld;
|
|
RSpeedMark();
|
|
|
|
if (r_clear.ival)
|
|
{
|
|
float colours[4] = {1, 0, 0, 0};
|
|
ID3D11DeviceContext_ClearRenderTargetView(d3ddevctx, fb_backbuffer, colours);
|
|
}
|
|
|
|
#if 1
|
|
if (d3d_resized)
|
|
{
|
|
extern cvar_t vid_conautoscale, vid_conwidth;
|
|
d3d_resized = false;
|
|
|
|
// force width/height to be updated
|
|
//vid.pixelwidth = window_rect.right - window_rect.left;
|
|
//vid.pixelheight = window_rect.bottom - window_rect.top;
|
|
/* D3DVID_UpdateWindowStatus(mainwindow);
|
|
|
|
released3dbackbuffer();
|
|
IDXGISwapChain_ResizeBuffers(d3dswapchain, 0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
|
|
|
|
D3D11BE_Reset(true);
|
|
vid.pixelwidth = window_rect.right - window_rect.left;
|
|
vid.pixelheight = window_rect.bottom - window_rect.top;
|
|
resetd3dbackbuffer(vid.pixelwidth, vid.pixelheight);
|
|
resetD3D11();
|
|
D3D11BE_Reset(false);
|
|
*/
|
|
Cvar_ForceCallback(&vid_conautoscale);
|
|
Cvar_ForceCallback(&vid_conwidth);
|
|
}
|
|
#endif
|
|
|
|
if (scr_disabled_for_loading)
|
|
{
|
|
extern float scr_disabled_time;
|
|
if (Sys_DoubleTime() - scr_disabled_time > 60 || key_dest != key_game)
|
|
{
|
|
scr_disabled_for_loading = false;
|
|
}
|
|
else
|
|
{
|
|
// IDirect3DDevice9_BeginScene(pD3DDev9);
|
|
scr_drawloading = true;
|
|
SCR_DrawLoading ();
|
|
scr_drawloading = false;
|
|
// IDirect3DDevice9_EndScene(pD3DDev9);
|
|
IDXGISwapChain_Present(d3dswapchain, _vid_wait_override.ival, 0);
|
|
RSpeedEnd(RSPEED_TOTALREFRESH);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!scr_initialized || !con_initialized)
|
|
{
|
|
RSpeedEnd(RSPEED_TOTALREFRESH);
|
|
return; // not initialized yet
|
|
}
|
|
|
|
Shader_DoReload();
|
|
|
|
#ifdef VM_UI
|
|
uimenu = UI_MenuState();
|
|
#else
|
|
uimenu = 0;
|
|
#endif
|
|
|
|
// d3d11error(IDirect3DDevice9_BeginScene(pD3DDev9));
|
|
/*
|
|
#ifdef TEXTEDITOR
|
|
if (editormodal)
|
|
{
|
|
Editor_Draw();
|
|
V_UpdatePalette (false);
|
|
#if defined(_WIN32) && defined(GLQUAKE)
|
|
Media_RecordFrame();
|
|
#endif
|
|
R2D_BrightenScreen();
|
|
|
|
if (key_dest == key_console)
|
|
Con_DrawConsole(vid_conheight.value/2, false);
|
|
GL_EndRendering ();
|
|
GL_DoSwap();
|
|
RSpeedEnd(RSPEED_TOTALREFRESH);
|
|
return;
|
|
}
|
|
#endif
|
|
*/
|
|
if (Media_ShowFilm())
|
|
{
|
|
M_Draw(0);
|
|
// V_UpdatePalette (false);
|
|
#if defined(_WIN32)
|
|
Media_RecordFrame();
|
|
#endif
|
|
// R2D_BrightenScreen();
|
|
// IDirect3DDevice9_EndScene(pD3DDev9);
|
|
IDXGISwapChain_Present(d3dswapchain, _vid_wait_override.ival, 0);
|
|
RSpeedEnd(RSPEED_TOTALREFRESH);
|
|
return;
|
|
}
|
|
|
|
//
|
|
// determine size of refresh window
|
|
//
|
|
if (vid.recalc_refdef)
|
|
SCR_CalcRefdef ();
|
|
|
|
//
|
|
// do 3D refresh drawing, and then update the screen
|
|
//
|
|
SCR_SetUpToDrawConsole ();
|
|
|
|
noworld = false;
|
|
nohud = false;
|
|
|
|
#ifdef VM_CG
|
|
if (CG_Refresh())
|
|
nohud = true;
|
|
else
|
|
#endif
|
|
#ifdef CSQC_DAT
|
|
if (cls.state == ca_active && CSQC_DrawView())
|
|
nohud = true;
|
|
else
|
|
#endif
|
|
if (uimenu != 1)
|
|
{
|
|
if (r_worldentity.model && cls.state == ca_active)
|
|
V_RenderView ();
|
|
else
|
|
{
|
|
noworld = true;
|
|
}
|
|
}
|
|
|
|
D3D11_Set2D();
|
|
|
|
if (!noworld)
|
|
{
|
|
R2D_PolyBlend ();
|
|
R2D_BrightenScreen();
|
|
}
|
|
|
|
scr_con_forcedraw = false;
|
|
if (noworld)
|
|
{
|
|
if ((key_dest == key_console || key_dest == key_game) && SCR_GetLoadingStage() == LS_NONE)
|
|
scr_con_current = vid.height;
|
|
|
|
if (scr_con_current != vid.height)
|
|
R2D_ConsoleBackground(0, vid.height, true);
|
|
else
|
|
scr_con_forcedraw = true;
|
|
|
|
nohud = true;
|
|
}
|
|
else if (!nohud)
|
|
SCR_TileClear ();
|
|
|
|
SCR_DrawTwoDimensional(uimenu, nohud);
|
|
|
|
V_UpdatePalette (false);
|
|
|
|
#if defined(_WIN32) && defined(GLQUAKE)
|
|
Media_RecordFrame();
|
|
#endif
|
|
|
|
RSpeedEnd(RSPEED_TOTALREFRESH);
|
|
RSpeedShow();
|
|
|
|
|
|
// d3d11error(IDirect3DDevice9_EndScene(pD3DDev9));
|
|
|
|
IDXGISwapChain_Present(d3dswapchain, _vid_wait_override.ival, 0);
|
|
|
|
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, ActiveApp);
|
|
|
|
VID_ShiftPalette (NULL);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void (D3D11_Draw_Init) (void)
|
|
{
|
|
R2D_Init();
|
|
}
|
|
static void (D3D11_Draw_Shutdown) (void)
|
|
{
|
|
R2D_Shutdown();
|
|
}
|
|
|
|
static void (D3D11_R_Init) (void)
|
|
{
|
|
}
|
|
static void (D3D11_R_DeInit) (void)
|
|
{
|
|
Surf_DeInit();
|
|
Shader_Shutdown();
|
|
D3D11_Image_Shutdown();
|
|
}
|
|
|
|
|
|
|
|
static void D3D11_SetupViewPort(void)
|
|
{
|
|
extern cvar_t gl_mindist;
|
|
float screenaspect;
|
|
int x, x2, y2, y, w, h;
|
|
|
|
float fov_x, fov_y;
|
|
|
|
// D3DVIEWPORT9 vport;
|
|
|
|
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;
|
|
|
|
// vport.X = x;
|
|
// vport.Y = y;
|
|
// vport.Width = w;
|
|
// vport.Height = h;
|
|
// vport.MinZ = 0;
|
|
// vport.MaxZ = 1;
|
|
// IDirect3DDevice9_SetViewport(pD3DDev9, &vport);
|
|
|
|
fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
|
|
fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
|
|
|
|
if (r_waterwarp.value<0 && r_viewcontents & FTECONTENTS_FLUID)
|
|
{
|
|
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);
|
|
}
|
|
|
|
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
|
|
|
|
/*view matrix*/
|
|
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
|
|
// d3d11error(IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view));
|
|
|
|
/*d3d projection matricies scale depth to 0 to 1*/
|
|
Matrix4x4_CM_Projection_Inf(d3d_trueprojection, fov_x, fov_y, gl_mindist.value/2);
|
|
// d3d11error(IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)d3d_trueprojection));
|
|
/*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, fov_x, fov_y, gl_mindist.value);
|
|
}
|
|
|
|
static void (D3D11_R_RenderView) (void)
|
|
{
|
|
D3D11_SetupViewPort();
|
|
//unlike gl, we clear colour beforehand, because that seems more sane.
|
|
//always clear depth
|
|
ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, fb_backdepthstencil, D3D11_CLEAR_DEPTH, 1, 0); //is it faster to clear the stencil too?
|
|
|
|
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
|
|
RQ_BeginFrame();
|
|
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
|
{
|
|
if (cl.worldmodel)
|
|
P_DrawParticles ();
|
|
}
|
|
Surf_DrawWorld();
|
|
RQ_RenderBatchClear();
|
|
|
|
D3D11_Set2D ();
|
|
}
|
|
|
|
void (D3D11_R_NewMap) (void);
|
|
void (D3D11_R_PreNewMap) (void);
|
|
|
|
void (D3D11_R_PushDlights) (void);
|
|
void (D3D11_R_AddStain) (vec3_t org, float red, float green, float blue, float radius);
|
|
void (D3D11_R_LessenStains) (void);
|
|
|
|
qboolean (D3D11_VID_Init) (rendererstate_t *info, unsigned char *palette);
|
|
void (D3D11_VID_DeInit) (void);
|
|
void (D3D11_VID_SetPalette) (unsigned char *palette);
|
|
void (D3D11_VID_ShiftPalette) (unsigned char *palette);
|
|
char *(D3D11_VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight);
|
|
void (D3D11_VID_SetWindowCaption) (char *msg);
|
|
|
|
void (D3D11_SCR_UpdateScreen) (void);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
rendererinfo_t d3d11rendererinfo =
|
|
{
|
|
"Direct3D11",
|
|
{
|
|
"D3D11",
|
|
"Direct3d11",
|
|
"DirectX11",
|
|
"DX11"
|
|
},
|
|
QR_DIRECT3D11,
|
|
|
|
D3D11_Draw_Init,
|
|
D3D11_Draw_Shutdown,
|
|
|
|
D3D11_LoadTexture,
|
|
D3D11_LoadTexture8Pal24,
|
|
D3D11_LoadTexture8Pal32,
|
|
D3D11_LoadCompressed,
|
|
D3D11_FindTexture,
|
|
D3D11_AllocNewTexture,
|
|
D3D11_Upload,
|
|
D3D11_DestroyTexture,
|
|
|
|
D3D11_R_Init,
|
|
D3D11_R_DeInit,
|
|
D3D11_R_RenderView,
|
|
|
|
D3D11_R_NewMap,
|
|
D3D11_R_PreNewMap,
|
|
|
|
Surf_AddStain,
|
|
Surf_LessenStains,
|
|
|
|
RMod_Init,
|
|
RMod_Shutdown,
|
|
RMod_ClearAll,
|
|
RMod_ForName,
|
|
RMod_FindName,
|
|
RMod_Extradata,
|
|
RMod_TouchModel,
|
|
|
|
RMod_NowLoadExternal,
|
|
RMod_Think,
|
|
Mod_GetTag,
|
|
Mod_TagNumForName,
|
|
Mod_SkinNumForName,
|
|
Mod_FrameNumForName,
|
|
Mod_FrameDuration,
|
|
|
|
|
|
D3D11_VID_Init,
|
|
D3D11_VID_DeInit,
|
|
D3D11_VID_SetPalette,
|
|
D3D11_VID_ShiftPalette,
|
|
D3D11_VID_GetRGBInfo,
|
|
D3D11_VID_SetWindowCaption,
|
|
|
|
D3D11_SCR_UpdateScreen,
|
|
|
|
D3D11BE_SelectMode,
|
|
D3D11BE_DrawMesh_List,
|
|
D3D11BE_DrawMesh_Single,
|
|
D3D11BE_SubmitBatch,
|
|
D3D11BE_GetTempBatch,
|
|
D3D11BE_DrawWorld,
|
|
D3D11BE_Init,
|
|
D3D11BE_GenBrushModelVBO,
|
|
D3D11BE_ClearVBO,
|
|
D3D11BE_UploadAllLightmaps,
|
|
D3D11BE_SelectEntity,
|
|
D3D11BE_SelectDLight,
|
|
D3D11BE_LightCullModel,
|
|
|
|
"no more"
|
|
};
|
|
#endif
|