fteqw/engine/d3d/d3d_shader.c
Spoike e8c1f669cc Couple of changes.
D3D now supports hlsl shaders. Much functionality is still missing, but sky and water surfaces are in.
IQM models now supported.
Engine physics code is now potentially callable from csqc, but there are some issues which need to be resolved before its enabled.
FTEQCC has had some pointer/struct/array functionality improved. Complex trees can now be navigated properly.
added r_dumpshaders command to dump internal glsl scripts for editing.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3896 fc73d0e0-1445-4013-8a0c-d673dee63da5
2011-09-03 03:49:43 +00:00

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C

#include "quakedef.h"
#ifdef D3DQUAKE
#include "shader.h"
#include "shader.h"
#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
#define HMONITOR_DECLARED
DECLARE_HANDLE(HMONITOR);
#endif
#include <d3d9.h>
extern LPDIRECT3DDEVICE9 pD3DDev9;
typedef struct {
LPCSTR Name;
LPCSTR Definition;
} D3DXMACRO;
#define D3DXHANDLE void *
#define LPD3DXINCLUDE void *
#undef INTERFACE
#define INTERFACE d3dxbuffer
DECLARE_INTERFACE_(d3dxbuffer,IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
};
typedef struct d3dxbuffer *LPD3DXBUFFER;
typedef enum _D3DXREGISTER_SET
{
D3DXRS_BOOL,
D3DXRS_INT4,
D3DXRS_FLOAT4,
D3DXRS_SAMPLER,
D3DXRS_FORCE_DWORD = 0x7fffffff
} D3DXREGISTER_SET, *LPD3DXREGISTER_SET;
typedef enum _D3DXPARAMETER_CLASS
{
D3DXPC_SCALAR,
D3DXPC_VECTOR,
D3DXPC_MATRIX_ROWS,
D3DXPC_MATRIX_COLUMNS,
D3DXPC_OBJECT,
D3DXPC_STRUCT,
D3DXPC_FORCE_DWORD = 0x7fffffff
} D3DXPARAMETER_CLASS, *LPD3DXPARAMETER_CLASS;
typedef enum _D3DXPARAMETER_TYPE
{
D3DXPT_VOID,
D3DXPT_BOOL,
D3DXPT_INT,
D3DXPT_FLOAT,
D3DXPT_STRING,
D3DXPT_TEXTURE,
D3DXPT_TEXTURE1D,
D3DXPT_TEXTURE2D,
D3DXPT_TEXTURE3D,
D3DXPT_TEXTURECUBE,
D3DXPT_SAMPLER,
D3DXPT_SAMPLER1D,
D3DXPT_SAMPLER2D,
D3DXPT_SAMPLER3D,
D3DXPT_SAMPLERCUBE,
D3DXPT_PIXELSHADER,
D3DXPT_VERTEXSHADER,
D3DXPT_PIXELFRAGMENT,
D3DXPT_VERTEXFRAGMENT,
} D3DXPARAMETER_TYPE, *LPD3DXPARAMETER_TYPE;
typedef struct _D3DXCONSTANT_DESC
{
LPCSTR Name; // Constant name
D3DXREGISTER_SET RegisterSet; // Register set
UINT RegisterIndex; // Register index
UINT RegisterCount; // Number of registers occupied
D3DXPARAMETER_CLASS Class; // Class
D3DXPARAMETER_TYPE Type; // Component type
UINT Rows; // Number of rows
UINT Columns; // Number of columns
UINT Elements; // Number of array elements
UINT StructMembers; // Number of structure member sub-parameters
UINT Bytes; // Data size, in bytes
LPCVOID DefaultValue; // Pointer to default value
} D3DXCONSTANT_DESC, *LPD3DXCONSTANT_DESC;
typedef struct _D3DXCONSTANTTABLE_DESC
{
LPCSTR Creator; // Creator string
DWORD Version; // Shader version
UINT Constants; // Number of constants
} D3DXCONSTANTTABLE_DESC, *LPD3DXCONSTANTTABLE_DESC;
#undef INTERFACE
#define INTERFACE d3dxconstanttable
DECLARE_INTERFACE_(d3dxconstanttable,IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE;
STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE;
STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE;
STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
/*more stuff not included here cos I don't need it*/
};
typedef struct d3dxconstanttable *LPD3DXCONSTANTTABLE;
HRESULT (WINAPI *pD3DXCompileShader) (
LPCSTR pSrcData,
UINT SrcDataLen,
const D3DXMACRO *pDefines,
LPD3DXINCLUDE pInclude,
LPCSTR pEntrypoint,
LPCSTR pTarget,
UINT Flags,
LPD3DXBUFFER *ppCode,
LPD3DXBUFFER *ppErrorMsgs,
LPD3DXCONSTANTTABLE *constants
);
dllhandle_t *shaderlib;
void D3DShader_Init(void)
{
dllfunction_t funcs[] =
{
{(void**)&pD3DXCompileShader, "D3DXCompileShader"},
{NULL,NULL}
};
if (!shaderlib)
shaderlib = Sys_LoadLibrary("d3dx9_32", funcs);
if (!shaderlib)
shaderlib = Sys_LoadLibrary("d3dx9_34", funcs);
if (!shaderlib)
return;
}
void D3DShader_CreateProgram (program_t *prog, int permu, char **precompilerconstants, char *vert, char *frag)
{
int i, j, k;
D3DXMACRO defines[64];
LPD3DXBUFFER code = NULL, errors = NULL;
D3DXCONSTANTTABLE_DESC ctd;
D3DXHANDLE ch;
D3DXCONSTANT_DESC d;
UINT dc;
prog->handle[permu].hlsl.vert = NULL;
prog->handle[permu].hlsl.frag = NULL;
if (pD3DXCompileShader)
{
int consts;
for (consts = 2; precompilerconstants[consts]; consts++)
;
if (consts >= sizeof(defines) / sizeof(defines[0]))
return;
consts = 0;
defines[consts].Name = NULL; /*shader type*/
defines[consts].Definition = "1";
consts++;
defines[consts].Name = "ENGINE_"DISTRIBUTION;
defines[consts].Definition = __DATE__;
consts++;
for (; *precompilerconstants; precompilerconstants++)
{
defines[consts].Name = NULL;
defines[consts].Definition = NULL;
consts++;
}
defines[consts].Name = NULL;
defines[consts].Definition = NULL;
defines[0].Name = "VERTEX_SHADER";
if (!FAILED(pD3DXCompileShader(vert, strlen(vert), defines, NULL, "main", "vs_2_0", 0, &code, &errors, (LPD3DXCONSTANTTABLE*)&prog->handle[permu].hlsl.ctabv)))
{
IDirect3DDevice9_CreateVertexShader(pD3DDev9, code->lpVtbl->GetBufferPointer(code), (IDirect3DVertexShader9**)&prog->handle[permu].hlsl.vert);
code->lpVtbl->Release(code);
}
if (errors)
{
char *messages = errors->lpVtbl->GetBufferPointer(errors);
Con_Printf("%s", messages);
errors->lpVtbl->Release(errors);
}
defines[0].Name = "FRAGMENT_SHADER";
if (!FAILED(pD3DXCompileShader(frag, strlen(frag), defines, NULL, "main", "ps_2_0", 0, &code, &errors, (LPD3DXCONSTANTTABLE*)&prog->handle[permu].hlsl.ctabf)))
{
IDirect3DDevice9_CreatePixelShader(pD3DDev9, code->lpVtbl->GetBufferPointer(code), (IDirect3DPixelShader9**)&prog->handle[permu].hlsl.frag);
code->lpVtbl->Release(code);
}
if (errors)
{
char *messages = errors->lpVtbl->GetBufferPointer(errors);
Con_Printf("%s", messages);
errors->lpVtbl->Release(errors);
}
}
}
static int D3DShader_FindUniform_(LPD3DXCONSTANTTABLE ct, char *name)
{
if (ct)
{
UINT dc = 1;
D3DXCONSTANT_DESC d;
if (!FAILED(ct->lpVtbl->GetConstantDesc(ct, name, &d, &dc)))
return d.RegisterIndex;
}
return -1;
}
int D3DShader_FindUniform(union programhandle_u *h, int type, char *name)
{
int offs;
if (!type || type == 1)
{
offs = D3DShader_FindUniform_(h->hlsl.ctabv, name);
if (offs >= 0)
return offs;
}
if (!type || type == 2)
{
offs = D3DShader_FindUniform_(h->hlsl.ctabf, name);
if (offs >= 0)
return offs;
}
return -1;
}
#endif