mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
2e1a70e319
maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
385 lines
11 KiB
C
385 lines
11 KiB
C
#include "quakedef.h"
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#ifdef D3D9QUAKE
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#include "shader.h"
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#include "winquake.h"
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#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
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#define HMONITOR_DECLARED
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DECLARE_HANDLE(HMONITOR);
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#endif
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#include <d3d9.h>
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extern LPDIRECT3DDEVICE9 pD3DDev9;
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typedef struct {
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LPCSTR Name;
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LPCSTR Definition;
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} D3DXMACRO;
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#define D3DXHANDLE void *
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#define LPD3DXINCLUDE void *
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#undef INTERFACE
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#define INTERFACE d3dxbuffer
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DECLARE_INTERFACE_(d3dxbuffer,IUnknown)
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{
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STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
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STDMETHOD_(ULONG,AddRef)(THIS) PURE;
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STDMETHOD_(ULONG,Release)(THIS) PURE;
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STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
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STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
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};
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typedef struct d3dxbuffer *LPD3DXBUFFER;
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typedef enum _D3DXREGISTER_SET
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{
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D3DXRS_BOOL,
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D3DXRS_INT4,
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D3DXRS_FLOAT4,
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D3DXRS_SAMPLER,
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D3DXRS_FORCE_DWORD = 0x7fffffff
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} D3DXREGISTER_SET, *LPD3DXREGISTER_SET;
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typedef enum _D3DXPARAMETER_CLASS
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{
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D3DXPC_SCALAR,
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D3DXPC_VECTOR,
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D3DXPC_MATRIX_ROWS,
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D3DXPC_MATRIX_COLUMNS,
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D3DXPC_OBJECT,
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D3DXPC_STRUCT,
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D3DXPC_FORCE_DWORD = 0x7fffffff
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} D3DXPARAMETER_CLASS, *LPD3DXPARAMETER_CLASS;
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typedef enum _D3DXPARAMETER_TYPE
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{
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D3DXPT_VOID,
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D3DXPT_BOOL,
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D3DXPT_INT,
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D3DXPT_FLOAT,
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D3DXPT_STRING,
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D3DXPT_TEXTURE,
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D3DXPT_TEXTURE1D,
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D3DXPT_TEXTURE2D,
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D3DXPT_TEXTURE3D,
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D3DXPT_TEXTURECUBE,
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D3DXPT_SAMPLER,
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D3DXPT_SAMPLER1D,
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D3DXPT_SAMPLER2D,
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D3DXPT_SAMPLER3D,
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D3DXPT_SAMPLERCUBE,
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D3DXPT_PIXELSHADER,
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D3DXPT_VERTEXSHADER,
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D3DXPT_PIXELFRAGMENT,
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D3DXPT_VERTEXFRAGMENT,
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} D3DXPARAMETER_TYPE, *LPD3DXPARAMETER_TYPE;
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typedef struct _D3DXCONSTANT_DESC
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{
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LPCSTR Name; // Constant name
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D3DXREGISTER_SET RegisterSet; // Register set
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UINT RegisterIndex; // Register index
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UINT RegisterCount; // Number of registers occupied
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D3DXPARAMETER_CLASS Class; // Class
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D3DXPARAMETER_TYPE Type; // Component type
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UINT Rows; // Number of rows
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UINT Columns; // Number of columns
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UINT Elements; // Number of array elements
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UINT StructMembers; // Number of structure member sub-parameters
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UINT Bytes; // Data size, in bytes
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LPCVOID DefaultValue; // Pointer to default value
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} D3DXCONSTANT_DESC, *LPD3DXCONSTANT_DESC;
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typedef struct _D3DXCONSTANTTABLE_DESC
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{
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LPCSTR Creator; // Creator string
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DWORD Version; // Shader version
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UINT Constants; // Number of constants
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} D3DXCONSTANTTABLE_DESC, *LPD3DXCONSTANTTABLE_DESC;
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#undef INTERFACE
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#define INTERFACE d3dxconstanttable
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DECLARE_INTERFACE_(d3dxconstanttable,IUnknown)
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{
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STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
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STDMETHOD_(ULONG,AddRef)(THIS) PURE;
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STDMETHOD_(ULONG,Release)(THIS) PURE;
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STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
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STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
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STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE;
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STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
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/*more stuff not included here cos I don't need it*/
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};
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typedef struct d3dxconstanttable *LPD3DXCONSTANTTABLE;
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HRESULT (WINAPI *pD3DXCompileShader) (
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LPCSTR pSrcData,
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UINT SrcDataLen,
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const D3DXMACRO *pDefines,
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LPD3DXINCLUDE pInclude,
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LPCSTR pEntrypoint,
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LPCSTR pTarget,
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UINT Flags,
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LPD3DXBUFFER *ppCode,
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LPD3DXBUFFER *ppErrorMsgs,
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LPD3DXCONSTANTTABLE *constants
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);
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static dllhandle_t *shaderlib;
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#ifndef IUnknown_Release
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#define IUnknown_Release(This) \
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(This)->lpVtbl -> Release(This)
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#endif
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static qboolean D3D9Shader_CreateProgram (program_t *prog, const char *sname, unsigned int permu, const char **precompilerconstants, const char *vert, const char *tcs, const char *tes, const char *frag, qboolean silent, vfsfile_t *blobfile)
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{
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D3DXMACRO defines[64];
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LPD3DXBUFFER code = NULL, errors = NULL;
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qboolean success = false;
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prog->permu[permu].handle.hlsl.vert = NULL;
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prog->permu[permu].handle.hlsl.frag = NULL;
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if (pD3DXCompileShader)
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{
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int consts;
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for (consts = 0; precompilerconstants[consts]; consts++)
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;
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consts+=2;
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if (consts >= sizeof(defines) / sizeof(defines[0]))
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return success;
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consts = 0;
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defines[consts].Name = NULL; /*shader type*/
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defines[consts].Definition = "1";
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consts++;
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defines[consts].Name = "ENGINE_"DISTRIBUTION;
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defines[consts].Definition = __DATE__;
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consts++;
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for (; *precompilerconstants; precompilerconstants++)
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{
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defines[consts].Name = NULL;
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defines[consts].Definition = NULL;
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consts++;
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}
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defines[consts].Name = NULL;
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defines[consts].Definition = NULL;
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success = true;
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defines[0].Name = "VERTEX_SHADER";
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if (FAILED(pD3DXCompileShader(vert, strlen(vert), defines, NULL, "main", "vs_2_0", 0, &code, &errors, (LPD3DXCONSTANTTABLE*)&prog->permu[permu].handle.hlsl.ctabv)))
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success = false;
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else
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{
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IDirect3DDevice9_CreateVertexShader(pD3DDev9, code->lpVtbl->GetBufferPointer(code), (IDirect3DVertexShader9**)&prog->permu[permu].handle.hlsl.vert);
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code->lpVtbl->Release(code);
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}
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if (errors)
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{
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char *messages = errors->lpVtbl->GetBufferPointer(errors);
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Con_Printf("Error compiling vertex shader %s:\n%s", sname, messages);
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errors->lpVtbl->Release(errors);
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}
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defines[0].Name = "FRAGMENT_SHADER";
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if (FAILED(pD3DXCompileShader(frag, strlen(frag), defines, NULL, "main", "ps_2_0", 0, &code, &errors, (LPD3DXCONSTANTTABLE*)&prog->permu[permu].handle.hlsl.ctabf)))
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success = false;
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else
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{
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IDirect3DDevice9_CreatePixelShader(pD3DDev9, code->lpVtbl->GetBufferPointer(code), (IDirect3DPixelShader9**)&prog->permu[permu].handle.hlsl.frag);
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code->lpVtbl->Release(code);
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}
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if (errors)
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{
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char *messages = errors->lpVtbl->GetBufferPointer(errors);
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Con_Printf("Error compiling pixel shader %s:\n%s", sname, messages);
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errors->lpVtbl->Release(errors);
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}
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}
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return success;
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}
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static int D3D9Shader_FindUniform_(LPD3DXCONSTANTTABLE ct, char *name)
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{
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if (ct)
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{
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UINT dc = 1;
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D3DXCONSTANT_DESC d;
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if (!FAILED(ct->lpVtbl->GetConstantDesc(ct, name, &d, &dc)))
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return d.RegisterIndex;
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}
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return -1;
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}
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static int D3D9Shader_FindUniform(union programhandle_u *h, int type, char *name)
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{
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int offs;
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if (!type || type == 1)
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{
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offs = D3D9Shader_FindUniform_(h->hlsl.ctabv, name);
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if (offs >= 0)
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return offs;
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}
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if (!type || type == 2)
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{
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offs = D3D9Shader_FindUniform_(h->hlsl.ctabf, name);
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if (offs >= 0)
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return offs;
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}
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return -1;
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}
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static void D3D9Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvartypes)
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{
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unsigned int i, p;
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qboolean found;
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int uniformloc;
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char tmpname[128];
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cvar_t *cvar;
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prog->numparams = 0;
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prog->nofixedcompat = true;
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/*set cvar uniforms*/
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for (i = 0; cvarnames[i]; i++)
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{
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for (p = 0; cvarnames[i][p] && (unsigned char)cvarnames[i][p] > 32 && p < sizeof(tmpname)-1; p++)
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tmpname[p] = cvarnames[i][p];
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tmpname[p] = 0;
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cvar = Cvar_FindVar(tmpname);
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if (!cvar)
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continue;
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cvar->flags |= CVAR_SHADERSYSTEM;
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for (p = 0; p < PERMUTATIONS; p++)
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{
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if (!prog->permu[p].handle.hlsl.vert || !prog->permu[p].handle.hlsl.frag)
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continue;
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uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 1, va("cvar_%s", tmpname));
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if (uniformloc != -1)
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{
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vec4_t v = {cvar->value, 0, 0, 0};
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IDirect3DDevice9_SetVertexShader(pD3DDev9, prog->permu[p].handle.hlsl.vert);
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IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, 0, v, 1);
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}
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uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 2, va("cvar_%s", tmpname));
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if (uniformloc != -1)
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{
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vec4_t v = {cvar->value, 0, 0, 0};
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IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->permu[p].handle.hlsl.frag);
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IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, 0, v, 1);
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}
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}
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}
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for (i = 0; shader_unif_names[i].name; i++)
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{
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found = false;
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for (p = 0; p < PERMUTATIONS; p++)
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{
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uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 0, shader_unif_names[i].name);
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if (uniformloc != -1)
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found = true;
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prog->permu[p].parm[prog->numparams] = uniformloc;
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}
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if (found)
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{
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prog->parm[prog->numparams].type = shader_unif_names[i].ptype;
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prog->numparams++;
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}
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}
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/*set texture uniforms*/
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for (p = 0; p < PERMUTATIONS; p++)
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{
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for (i = 0; i < 8; i++)
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{
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uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 2, va("s_t%i", i));
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if (uniformloc != -1)
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{
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int v[4] = {i};
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IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->permu[p].handle.hlsl.frag);
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IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1);
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}
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}
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}
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IDirect3DDevice9_SetVertexShader(pD3DDev9, NULL);
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IDirect3DDevice9_SetPixelShader(pD3DDev9, NULL);
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}
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void D3D9Shader_DeleteProg(program_t *prog, unsigned int permu)
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{
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if (prog->permu[permu].handle.hlsl.vert)
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{
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IDirect3DVertexShader9 *vs = prog->permu[permu].handle.hlsl.vert;
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prog->permu[permu].handle.hlsl.vert = NULL;
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IDirect3DVertexShader9_Release(vs);
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}
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if (prog->permu[permu].handle.hlsl.frag)
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{
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IDirect3DPixelShader9 *fs = prog->permu[permu].handle.hlsl.frag;
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prog->permu[permu].handle.hlsl.frag = NULL;
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IDirect3DPixelShader9_Release(fs);
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}
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if (prog->permu[permu].handle.hlsl.ctabv)
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{
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LPD3DXCONSTANTTABLE vct = prog->permu[permu].handle.hlsl.ctabv;
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prog->permu[permu].handle.hlsl.ctabv = NULL;
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IUnknown_Release(vct);
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}
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if (prog->permu[permu].handle.hlsl.ctabf)
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{
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LPD3DXCONSTANTTABLE fct = prog->permu[permu].handle.hlsl.ctabf;
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prog->permu[permu].handle.hlsl.ctabf = NULL;
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IUnknown_Release(fct);
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}
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}
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void D3D9Shader_Init(void)
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{
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dllfunction_t funcs[] =
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{
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{(void**)&pD3DXCompileShader, "D3DXCompileShader"},
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{NULL,NULL}
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};
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if (!shaderlib)
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shaderlib = Sys_LoadLibrary("d3dx9_32", funcs);
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if (!shaderlib)
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shaderlib = Sys_LoadLibrary("d3dx9_34", funcs);
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memset(&sh_config, 0, sizeof(sh_config));
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sh_config.minver = 9;
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sh_config.maxver = 9;
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sh_config.blobpath = "hlsl/%s.blob";
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sh_config.progpath = shaderlib?"hlsl/%s.hlsl":NULL;
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sh_config.shadernamefmt = "%s_hlsl9";
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sh_config.progs_supported = !!shaderlib;
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sh_config.progs_required = false;
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sh_config.pDeleteProg = D3D9Shader_DeleteProg;
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sh_config.pLoadBlob = NULL;//D3D9Shader_LoadBlob;
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sh_config.pCreateProgram = D3D9Shader_CreateProgram;
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sh_config.pProgAutoFields = D3D9Shader_ProgAutoFields;
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sh_config.tex_env_combine = 1;
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sh_config.nv_tex_env_combine4 = 1;
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sh_config.env_add = 1;
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}
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#endif
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