mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 12:22:42 +00:00
a80214290d
Rewrote much of the console code. Should be no obvious differences. Nearly all conchar parsing goes via a single function. Still some left in the dedicated server code. Added the ability to parse utf-8 text, disabled by default. Added the ability to input unicode chars using whatever keymap the user has set up in windows (not enabled by default). Reworked vbo stuff to be a little more versatile. Added toggle console command. Added freetype2 support (not compiled by default). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3234 fc73d0e0-1445-4013-8a0c-d673dee63da5
204 lines
8.9 KiB
C
204 lines
8.9 KiB
C
//#include "ddraw.h"
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#ifndef D3D9QUAKE_H
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#define D3D9QUAKE_H
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#include "d3d9.h"
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#include "com_mesh.h"
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#include "glquake.h"
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//
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// d3d9_draw.c
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//
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void D3D9_Draw_Alt_String (int x, int y, const qbyte *str);
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void D3D9_Draw_BeginDisc (void);
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mpic_t* D3D9_Draw_CachePic (char *path);
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void D3D9_Draw_Character (int x, int y, unsigned int num);
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void D3D9_Draw_ColouredCharacter (int x, int y, unsigned int num);
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void D3D9_Draw_ConsoleBackground (int firstline, int lastline, qboolean forceopaque);
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void D3D9_Draw_Crosshair (void);
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void D3D9_Draw_DebugChar (qbyte num);
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void D3D9_Draw_EditorBackground (int lines);
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void D3D9_Draw_EndDisc (void);
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void D3D9_Draw_FadeScreen (void);
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void D3D9_Draw_Fill (int x, int y, int w, int h, unsigned int c);
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void D3D9_Draw_Fill_Colours (int x, int y, int w, int h);
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void D3D9_Draw_Fill_I (int x, int y, int w, int h, unsigned int imgcolour);
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void D3D9_Draw_FillRGB (int x, int y, int w, int h, float r, float g, float b);
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void D3D9_Draw_Image (float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic);
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void D3D9_Draw_ImageColours (float r, float g, float b, float a);
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void D3D9_Draw_Init (void);
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void D3D9_Draw_Pic (int x, int y, mpic_t *pic);
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void D3D9_Draw_ReInit (void);
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mpic_t* D3D9_Draw_SafeCachePic (char *path);
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mpic_t* D3D9_Draw_SafePicFromWad (char *name);
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void D3D9_Draw_ScalePic (int x, int y, int width, int height, mpic_t *pic);
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void D3D9_Draw_String (int x, int y, const qbyte *str);
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void D3D9_Draw_SubPic (int x, int y, mpic_t *pic, int srcx, int srcy, int width, int height);
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void D3D9_Draw_TileClear (int x, int y, int w, int h);
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void D3D9_Draw_TransPic (int x, int y, mpic_t *pic);
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void D3D9_Draw_TransPicTranslate (int x, int y, int w, int h, qbyte *pic, qbyte *translation);
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void D3D9_InitParticleTexture (void);
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LPDIRECT3DBASETEXTURE9 D3D9_LoadTexture_32 (char *name, unsigned int *data, int width, int height, int flags);
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LPDIRECT3DBASETEXTURE9 D3D9_LoadTexture_8_Pal24 (char *name, unsigned char *data, int width, int height, int flags, unsigned char *palette, int transparentpix);
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LPDIRECT3DBASETEXTURE9 D3D9_LoadTexture_8_Pal32 (char *name, unsigned char *data, int width, int height, int flags, unsigned char *palette);
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void D3D9_Media_ShowFrame8bit (qbyte *framedata, int inwidth, int inheight, qbyte *palette);
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void D3D9_Media_ShowFrameBGR_24_Flip (qbyte *framedata, int inwidth, int inheight);
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void D3D9_Media_ShowFrameRGBA_32 (qbyte *framedata, int inwidth, int inheight);
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void D3D9_MipMap (qbyte *out, qbyte *in, int width, int height);
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void D3D9_RoundDimensions (int *scaled_width, int *scaled_height, qboolean mipmap);
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void D3D9_UnloadTexture (LPDIRECT3DBASETEXTURE9 tex);
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static void Upload_Texture_32(LPDIRECT3DTEXTURE9 surf, unsigned int *data, int width, int height);
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//
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// d3d9_mesh.c
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//
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static galiastexnum_t* D3D9_ChooseSkin (galiasinfo_t *inf, char *modelname, int surfnum, entity_t *e);
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void D3D9_DrawAliasModel (void);
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void D3D9_DrawMesh (mesh_t *mesh);
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void d3d9_GAliasFlushSkinCache (void);
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static void LotsOfLightDirectionHacks (entity_t *e, model_t *m, vec3_t lightaxis[3]);
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//
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// d3d9_rmain.c
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//
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void D3D9_BaseBModelTextures (entity_t *e);
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/*
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void D3D9_DrawParticleBeam (beamseg_t *b, part_type_t *type);
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void D3D9_DrawParticleBeamUT (beamseg_t *b, part_type_t *type);
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void D3D9_DrawParticleBlob (particle_t *p, part_type_t *type);
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void D3D9_DrawParticleSpark (particle_t *p, part_type_t *type);
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*/
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void D3D9_DrawParticles (float ptime);
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static void D3D9_DrawSpriteModel (entity_t *e);
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void D3D9_DrawTextureChains (void);
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void D3D9_DrawWorld (void);
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void D3D9_R_DeInit (void);
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void D3D9_R_DrawEntitiesOnList (void);
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void D3D9_R_Init (void);
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void D3D9_R_ReInit (void);
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void D3D9_R_RenderScene (void);
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void D3D9_R_RenderView (void);
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static void D3D9_RecursiveQ2WorldNode (mnode_t *node);
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static void D3D9_RecursiveWorldNode (mnode_t *node);
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void D3D9_SetupFrame (void);
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void D3D9_SetupViewPort (void);
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qboolean D3D9_ShouldDraw (void);
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void D3D9R_DrawSprite(int count, void **e, void *parm);
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void IDirect3DDevice9_DrawIndexedPrimitive7 (LPDIRECT3DDEVICE9 pD3DDev9, int mode, int fvf, void *verts, int numverts, index_t *indicies, int numindicies, int wasted);
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//
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// d3d9_rsurf.c
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//
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int D3D9_AllocBlock (int w, int h, int *x, int *y);
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void D3D9_BuildLightmaps (void);
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void D3D9_BuildSurfaceDisplayList (msurface_t *fa);
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void D3D9_CreateSurfaceLightmap (msurface_t *surf, int shift);
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void D3D9_DrawSkyMesh(int pass, int texture, void *verts, int numverts, void *indicies, int numelements);
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int D3D9_FillBlock (int texnum, int w, int h, int x, int y);
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LPDIRECT3DTEXTURE9 D3D9_NewLightmap (void);
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//void D3D9R_BuildLightMap (msurface_t *surf, qbyte *dest, qbyte *deluxdest, stmap *stainsrc, int shift);
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void D3D9R_RenderDynamicLightmaps (msurface_t *fa, int shift);
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//
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// vid_d3d9.c
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//
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void D3D9_BrightenScreen (void);
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void D3D9_D_BeginDirectRect (int x, int y, qbyte *pbitmap, int width, int height);
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void D3D9_D_EndDirectRect (int x, int y, int width, int height);
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void D3D9_GetBufferSize(int *width, int *height);
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void D3D9_Mod_ClearAll (void);
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void* D3D9_Mod_Extradata (struct model_s *mod);
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struct model_s* D3D9_Mod_FindName (char *name);
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struct model_s* D3D9_Mod_ForName (char *name, qboolean crash);
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void D3D9_Mod_Init (void);
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void D3D9_Mod_NowLoadExternal (void);
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int D3D9_Mod_SkinForName (struct model_s *model, char *name);
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void D3D9_Mod_Think (void);
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void D3D9_Mod_TouchModel (char *name);
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void D3D9_R_AddStain (vec3_t org, float red, float green, float blue, float radius);
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qboolean D3D9_R_CheckSky (void);
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void D3D9_R_LessenStains (void);
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int D3D9_R_LightPoint (vec3_t point);
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void D3D9_R_NewMap (void);
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void D3D9_R_PreNewMap (void);
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void D3D9_R_PushDlights (void);
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void D3D9_R_SetSky (char *name, float rotate, vec3_t axis);
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void D3D9_SCR_UpdateScreen (void);
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void D3D9_Set2D (void);
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void D3D9_VID_DeInit (void);
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void D3D9_VID_ForceLockState (int lk);
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int D3D9_VID_ForceUnlockedAndReturnState (void);
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void D3D9_VID_GenPaletteTables (unsigned char *palette);
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char* D3D9_VID_GetRGBInfo (int prepad, int *truevidwidth, int *truevidheight);
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qboolean D3D9_VID_Init (rendererstate_t *info, unsigned char *palette);
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void D3D9_VID_LockBuffer (void);
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void D3D9_VID_SetPalette (unsigned char *palette);
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void D3D9_VID_SetWindowCaption (char *msg);
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void D3D9_VID_ShiftPalette (unsigned char *palette);
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void D3D9_VID_UnlockBuffer (void);
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static LRESULT WINAPI D3D9_WindowProc (HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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qboolean D3D9AppActivate (BOOL fActive, BOOL minimize);
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int d3d9error (int i);
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void initD3D9 (HWND hWnd, rendererstate_t *info);
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void resetD3D9 (void);
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#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)
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#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)
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#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)
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#define D3D9_LoadTextureFB(skinname,width,height,data,usemips,alpha) 0
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#define D3D9_LoadTexture8Bump(skinname,width,height,data,usemips,alpha) 0
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#define D3D9_FindTexture(name) -1
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#define D3D9_LoadCompressed(name) 0
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extern LPDIRECT3DDEVICE9 pD3DDev9;
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extern int d_lightstylevalue[256]; // 8.8 fraction of base light value
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#define lightmap_bytes 4
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extern int numlightmaps;
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extern mvertex_t *r_pcurrentvertbase;
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#ifndef LMBLOCK_WIDTH
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#define LMBLOCK_WIDTH 128
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#define LMBLOCK_HEIGHT LMBLOCK_WIDTH
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typedef struct glRect_s {
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unsigned char l,t,w,h;
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} glRect_t;
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typedef unsigned char stmap;
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typedef struct {
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qboolean modified;
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qboolean deluxmodified;
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glRect_t rectchange;
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glRect_t deluxrectchange;
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int allocated[LMBLOCK_WIDTH];
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qbyte lightmaps[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT];
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qbyte deluxmaps[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; //fixme: make seperate structure for easy disabling with less memory usage.
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stmap stainmaps[3*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; //rgb no a. added to lightmap for added (hopefully) speed.
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} lightmapinfo_t;
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#endif
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extern LPDIRECT3DTEXTURE9 *lightmap_d3d9textures;
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extern LPDIRECT3DTEXTURE9 *deluxmap_d3d9textures;
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extern lightmapinfo_t **lightmap;
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extern void *d3dexplosiontexture;
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extern void *d3dballtexture;
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extern index_t dummyindex;
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#if sizeof_index_t == 2
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#define D3DFMT_QINDEX D3DFMT_INDEX16
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#else
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#define D3DFMT_QINDEX D3DFMT_INDEX32
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#endif
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#endif
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