mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 20:32:43 +00:00
591ee9c9b0
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2502 fc73d0e0-1445-4013-8a0c-d673dee63da5
964 lines
24 KiB
C
964 lines
24 KiB
C
#include "quakedef.h"
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#ifdef D3DQUAKE
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#include "d3dquake.h"
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extern mleaf_t *r_viewleaf, *r_oldviewleaf;
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extern mleaf_t *r_viewleaf2, *r_oldviewleaf2;
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extern int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
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extern qbyte areabits[MAX_Q2MAP_AREAS/8];
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int r_visframecount;
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entity_t r_worldentity;
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refdef_t r_refdef;
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vec3_t r_origin, vpn, vright, vup;
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extern float r_projection_matrix[16];
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extern float r_view_matrix[16];
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//mplane_t frustum[4];
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vec3_t modelorg;
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entity_t *currententity;
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extern cvar_t gl_mindist;
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void (D3D_R_DeInit) (void)
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{
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}
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void (D3D_R_ReInit) (void)
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{
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}
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void (D3D_R_Init) (void)
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{
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D3D_R_ReInit();
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}
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//most of this is a direct copy from gl
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void (D3D_SetupFrame) (void)
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{
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mleaf_t *leaf;
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vec3_t temp;
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GLR_AnimateLight();
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AngleVectors (r_refdef.viewangles, vpn, vright, vup);
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VectorCopy (r_refdef.vieworg, r_origin);
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r_framecount++;
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r_oldviewleaf = r_viewleaf;
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r_oldviewleaf2 = r_viewleaf2;
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r_viewleaf = GLMod_PointInLeaf (cl.worldmodel, r_origin);
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if (!r_viewleaf)
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{
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}
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else if (r_viewleaf->contents == Q1CONTENTS_EMPTY)
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{ //look down a bit
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VectorCopy (r_origin, temp);
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temp[2] -= 16;
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leaf = GLMod_PointInLeaf (cl.worldmodel, temp);
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if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA)
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r_viewleaf2 = leaf;
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else
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r_viewleaf2 = NULL;
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}
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else if (r_viewleaf->contents <= Q1CONTENTS_WATER && r_viewleaf->contents >= Q1CONTENTS_LAVA)
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{ //in water, look up a bit.
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VectorCopy (r_origin, temp);
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temp[2] += 16;
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leaf = GLMod_PointInLeaf (cl.worldmodel, temp);
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if (leaf->contents == Q1CONTENTS_EMPTY)
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r_viewleaf2 = leaf;
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else
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r_viewleaf2 = NULL;
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}
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else
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r_viewleaf2 = NULL;
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if (r_viewleaf)
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V_SetContentsColor (r_viewleaf->contents);
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}
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void D3D_SetupViewPort(void)
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{
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float screenaspect;
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int glwidth = vid.width, glheight=vid.height;
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int x, x2, y2, y, w, h;
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float fov_x, fov_y;
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D3DVIEWPORT7 vport;
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D3D_GetBufferSize(&glwidth, &glheight);
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//
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// set up viewpoint
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//
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x = r_refdef.vrect.x * glwidth/(int)vid.width;
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x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/(int)vid.width;
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y = (/*vid.height-*/r_refdef.vrect.y) * glheight/(int)vid.height;
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y2 = ((int)/*vid.height - */(r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/(int)vid.height;
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// fudge around because of frac screen scale
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if (x > 0)
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x--;
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if (x2 < glwidth)
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x2++;
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if (y < 0)
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y--;
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if (y2 < glheight)
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y2++;
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w = x2 - x;
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h = y2 - y;
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/* if (envmap)
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{
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x = y2 = 0;
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w = h = 256;
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}
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*/
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vport.dwX = x;
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vport.dwY = y;
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vport.dwWidth = w;
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vport.dwHeight = h;
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vport.dvMinZ = 0;
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vport.dvMaxZ = 1;
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pD3DDev->lpVtbl->SetViewport(pD3DDev, &vport);
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fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
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fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
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if (r_waterwarp.value<0 && r_viewleaf->contents <= Q1CONTENTS_WATER)
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{
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fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
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fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
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}
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screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
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// if (r_refdef.useperspective)
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{
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/* if ((!r_shadows.value || !gl_canstencil) && gl_maxdist.value>256)//gl_nv_range_clamp)
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{
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// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
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// yfov = (2.0 * tan (scr_fov.value/360*M_PI)) / screenaspect;
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// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov.value*2)/M_PI;
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// MYgluPerspective (yfov, screenaspect, 4, 4096);
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MYgluPerspective (fov_x, fov_y, gl_mindist.value, gl_maxdist.value);
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}
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else*/
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{
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GL_InfinatePerspective(fov_x, fov_y, gl_mindist.value);
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}
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}
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/* else
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{
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if (gl_maxdist.value>=1)
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GL_ParallelPerspective(-fov_x/2, fov_x/2, fov_y/2, -fov_y/2, -gl_maxdist.value, gl_maxdist.value);
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else
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GL_ParallelPerspective(0, r_refdef.vrect.width, 0, r_refdef.vrect.height, -9999, 9999);
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}*/
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Matrix4_ModelViewMatrixFromAxis(r_view_matrix, vpn, vright, vup, r_refdef.vieworg);
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pD3DDev->lpVtbl->SetTransform(pD3DDev, D3DTRANSFORMSTATE_PROJECTION, (D3DMATRIX*)r_projection_matrix);
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pD3DDev->lpVtbl->SetTransform(pD3DDev, D3DTRANSFORMSTATE_VIEW, (D3DMATRIX*)r_view_matrix);
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pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL);
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pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZENABLE, D3DZB_TRUE);
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}
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qbyte *Q1BSP_LeafPVS (model_t *model, mleaf_t *leaf, qbyte *buffer);
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//fixme: direct copy from gl (apart from lightmaps)
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static void D3D7_RecursiveWorldNode (mnode_t *node)
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{
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int c, side;
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mplane_t *plane;
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msurface_t *surf, **mark;
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mleaf_t *pleaf;
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double dot;
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int shift;
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start:
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if (node->contents == Q1CONTENTS_SOLID)
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return; // solid
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if (node->visframe != r_visframecount)
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return;
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if (R_CullBox (node->minmaxs, node->minmaxs+3))
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return;
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// if a leaf node, draw stuff
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if (node->contents < 0)
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{
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pleaf = (mleaf_t *)node;
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mark = pleaf->firstmarksurface;
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c = pleaf->nummarksurfaces;
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if (c)
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{
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do
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{
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(*mark++)->visframe = r_framecount;
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} while (--c);
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}
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// deal with model fragments in this leaf
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if (pleaf->efrags)
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R_StoreEfrags (&pleaf->efrags);
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return;
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}
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// node is just a decision point, so go down the apropriate sides
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// find which side of the node we are on
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plane = node->plane;
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switch (plane->type)
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{
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case PLANE_X:
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dot = modelorg[0] - plane->dist;
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break;
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case PLANE_Y:
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dot = modelorg[1] - plane->dist;
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break;
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case PLANE_Z:
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dot = modelorg[2] - plane->dist;
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break;
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default:
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dot = DotProduct (modelorg, plane->normal) - plane->dist;
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break;
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}
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if (dot >= 0)
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side = 0;
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else
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side = 1;
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// recurse down the children, front side first
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D3D7_RecursiveWorldNode (node->children[side]);
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// draw stuff
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c = node->numsurfaces;
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if (c)
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{
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surf = cl.worldmodel->surfaces + node->firstsurface;
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shift = 0;//GLR_LightmapShift(cl.worldmodel);
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// if (dot < 0 -BACKFACE_EPSILON)
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// side = SURF_PLANEBACK;
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// else if (dot > BACKFACE_EPSILON)
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// side = 0;
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{
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for ( ; c ; c--, surf++)
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{
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if (surf->visframe != r_framecount)
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continue;
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// if (((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)))
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// continue; // wrong side
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D3DR_RenderDynamicLightmaps (surf, shift);
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// if sorting by texture, just store it out
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/* if (surf->flags & SURF_DRAWALPHA)
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{ // add to the translucent chain
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surf->nextalphasurface = r_alpha_surfaces;
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r_alpha_surfaces = surf;
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surf->ownerent = &r_worldentity;
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}
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else
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*/ {
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surf->texturechain = surf->texinfo->texture->texturechain;
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surf->texinfo->texture->texturechain = surf;
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}
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}
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}
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}
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// recurse down the back side
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// GLR_RecursiveWorldNode (node->children[!side]);
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node = node->children[!side];
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goto start;
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}
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struct {
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float x, y, z;
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// unsigned colour;
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float wms, wmt;
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float lms, lmt;
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} worldvert[64];
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void D3D_DrawTextureChains(void)
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{
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texture_t *t;
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msurface_t *s;
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vec3_t *xyz;
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vec2_t *wm;
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vec2_t *lm;
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mesh_t *m;
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int i;
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int v;
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int lmnum;
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extern int skytexturenum; // index in cl.loadmodel, not gl texture object
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if (skytexturenum>=0)
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{
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t = currentmodel->textures[skytexturenum];
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if (t)
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{
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s = t->texturechain;
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if (s)
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{
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t->texturechain = NULL;
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D3D7_DrawSkyChain (s);
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}
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}
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}
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pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHATESTENABLE, FALSE );
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for (i = 0; i < currentmodel->numtextures; i++)
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{
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t = currentmodel->textures[i];
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if (!t)
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continue; //happens on e1m2
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s = t->texturechain;
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if (!s)
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continue;
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t->texturechain = NULL;
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pD3DDev->lpVtbl->SetTexture(pD3DDev, 0, (LPDIRECTDRAWSURFACE7)t->gl_texturenum);
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_TEXCOORDINDEX, 0);
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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while(s)
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{
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m = s->mesh;
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if (m)
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{
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lmnum = s->lightmaptexturenum;
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if (lmnum >= 0)
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{
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if (lightmap[lmnum]->modified)
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{
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DDSURFACEDESC2 desc;
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desc.dwSize = sizeof(desc);
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lightmap_d3dtextures[lmnum]->lpVtbl->Lock(lightmap_d3dtextures[lmnum], NULL, &desc, DDLOCK_NOSYSLOCK|DDLOCK_WAIT|DDLOCK_WRITEONLY|DDLOCK_DISCARDCONTENTS, NULL);
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memcpy(desc.lpSurface, lightmap[lmnum]->lightmaps, LMBLOCK_WIDTH*LMBLOCK_HEIGHT*4);
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/* {
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int i;
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unsigned char *c;
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unsigned char v;
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c = desc.lpSurface;
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for (i = 0; i < LMBLOCK_WIDTH*LMBLOCK_HEIGHT; i++)
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{
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v = rand();
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*c++ = v;
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*c++ = v;
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*c++ = v;
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c++;
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}
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}*/
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lightmap_d3dtextures[lmnum]->lpVtbl->Unlock(lightmap_d3dtextures[lmnum], NULL);
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lightmap[lmnum]->modified = false;
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}
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pD3DDev->lpVtbl->SetTexture(pD3DDev, 1, (LPDIRECTDRAWSURFACE7)lightmap_d3dtextures[lmnum]);
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_COLOROP, D3DTOP_MODULATE);
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_TEXCOORDINDEX, 1);
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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}
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else
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{
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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}
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//pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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xyz = m->xyz_array;
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wm = m->st_array;
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lm = m->lmst_array;
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for (v = 0; v < m->numvertexes; v++, xyz++, wm++, lm++)
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{
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worldvert[v].x = (*xyz)[0];
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worldvert[v].y = (*xyz)[1];
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worldvert[v].z = (*xyz)[2];
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// worldvert[v].colour = 0;
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worldvert[v].wms = (*wm)[0];
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worldvert[v].wmt = (*wm)[1];
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worldvert[v].lms = (*lm)[0];
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worldvert[v].lmt = (*lm)[1];
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}
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pD3DDev->lpVtbl->DrawIndexedPrimitive(pD3DDev, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_TEX2, worldvert, m->numvertexes, m->indexes, m->numindexes, 0);
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}
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s = s->texturechain;
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}
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}
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHATESTENABLE, TRUE );
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}
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void D3D_BaseBModelTextures(entity_t *e)
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{
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texture_t *t;
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msurface_t *s;
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vec3_t *xyz;
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vec2_t *wm;
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vec2_t *lm;
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mesh_t *m;
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int i;
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int v;
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float matrix[16];
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int lmnum = -1;
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currentmodel = e->model;
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for (s = currentmodel->surfaces+currentmodel->firstmodelsurface, i = 0; i < currentmodel->nummodelsurfaces; i++, s++)
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{
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t = R_TextureAnimation(s->texinfo->texture);
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{
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m = s->mesh;
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if (m)
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D3DR_RenderDynamicLightmaps (s, 0);
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}
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}
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Matrix4_ModelMatrixFromAxis(matrix, e->axis[0], e->axis[1], e->axis[2], e->origin);
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pD3DDev->lpVtbl->SetTransform(pD3DDev, D3DTRANSFORMSTATE_WORLD, (D3DMATRIX*)matrix);
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pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHATESTENABLE, FALSE );
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for (s = currentmodel->surfaces+currentmodel->firstmodelsurface, i = 0; i < currentmodel->nummodelsurfaces; i++, s++)
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{
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t = R_TextureAnimation(s->texinfo->texture);
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pD3DDev->lpVtbl->SetTexture(pD3DDev, 0, (LPDIRECTDRAWSURFACE7)t->gl_texturenum);
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pD3DDev->lpVtbl->SetTexture(pD3DDev, 1, (LPDIRECTDRAWSURFACE7)lightmap_d3dtextures[s->lightmaptexturenum]);
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{
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m = s->mesh;
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if (m)
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{
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if (lmnum != s->lightmaptexturenum)
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{
|
|
lmnum = s->lightmaptexturenum;
|
|
if (lmnum >= 0)
|
|
{
|
|
if (lightmap[lmnum]->modified)
|
|
{
|
|
DDSURFACEDESC2 desc;
|
|
|
|
desc.dwSize = sizeof(desc);
|
|
lightmap_d3dtextures[lmnum]->lpVtbl->Lock(lightmap_d3dtextures[lmnum], NULL, &desc, DDLOCK_NOSYSLOCK|DDLOCK_WAIT|DDLOCK_WRITEONLY|DDLOCK_DISCARDCONTENTS, NULL);
|
|
memcpy(desc.lpSurface, lightmap[lmnum]->lightmaps, LMBLOCK_WIDTH*LMBLOCK_HEIGHT*4);
|
|
/* {
|
|
int i;
|
|
unsigned char *c;
|
|
unsigned char v;
|
|
c = desc.lpSurface;
|
|
for (i = 0; i < LMBLOCK_WIDTH*LMBLOCK_HEIGHT; i++)
|
|
{
|
|
v = rand();
|
|
*c++ = v;
|
|
*c++ = v;
|
|
*c++ = v;
|
|
c++;
|
|
}
|
|
}*/
|
|
lightmap_d3dtextures[lmnum]->lpVtbl->Unlock(lightmap_d3dtextures[lmnum], NULL);
|
|
|
|
lightmap[lmnum]->modified = false;
|
|
}
|
|
|
|
|
|
pD3DDev->lpVtbl->SetTexture(pD3DDev, 1, (LPDIRECTDRAWSURFACE7)lightmap_d3dtextures[lmnum]);
|
|
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
|
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
|
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_TEXCOORDINDEX, 1);
|
|
|
|
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
|
|
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
}
|
|
else
|
|
{
|
|
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
xyz = m->xyz_array;
|
|
wm = m->st_array;
|
|
lm = m->lmst_array;
|
|
|
|
for (v = 0; v < m->numvertexes; v++, xyz++, wm++, lm++)
|
|
{
|
|
worldvert[v].x = (*xyz)[0];
|
|
worldvert[v].y = (*xyz)[1];
|
|
worldvert[v].z = (*xyz)[2];
|
|
// worldvert[v].colour = 0;
|
|
worldvert[v].wms = (*wm)[0];
|
|
worldvert[v].wmt = (*wm)[1];
|
|
worldvert[v].lms = (*lm)[0];
|
|
worldvert[v].lmt = (*lm)[1];
|
|
}
|
|
|
|
pD3DDev->lpVtbl->DrawIndexedPrimitive(pD3DDev, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_TEX2, worldvert, m->numvertexes, m->indexes, m->numindexes, 0);
|
|
}
|
|
}
|
|
}
|
|
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHATESTENABLE, TRUE );
|
|
|
|
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
|
|
pD3DDev->lpVtbl->SetTransform(pD3DDev, D3DTRANSFORMSTATE_WORLD, (D3DMATRIX*)matrix);
|
|
}
|
|
|
|
|
|
|
|
typedef struct {
|
|
float pos[3];
|
|
int colour;
|
|
float tc[2];
|
|
} d3dvert_t;
|
|
/*
|
|
================
|
|
R_GetSpriteFrame
|
|
================
|
|
*/
|
|
/*
|
|
mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
|
|
{
|
|
msprite_t *psprite;
|
|
mspritegroup_t *pspritegroup;
|
|
mspriteframe_t *pspriteframe;
|
|
int i, numframes, frame;
|
|
float *pintervals, fullinterval, targettime, time;
|
|
|
|
psprite = currententity->model->cache.data;
|
|
frame = currententity->frame;
|
|
|
|
if ((frame >= psprite->numframes) || (frame < 0))
|
|
{
|
|
Con_DPrintf ("R_DrawSprite: no such frame %d (%s)\n", frame, currententity->model->name);
|
|
frame = 0;
|
|
}
|
|
|
|
if (psprite->frames[frame].type == SPR_SINGLE)
|
|
{
|
|
pspriteframe = psprite->frames[frame].frameptr;
|
|
}
|
|
else if (psprite->frames[frame].type == SPR_ANGLED)
|
|
{
|
|
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
|
|
pspriteframe = pspritegroup->frames[(int)((r_refdef.viewangles[1]-currententity->angles[1])/360*8 + 0.5-4)&7];
|
|
}
|
|
else
|
|
{
|
|
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
|
|
pintervals = pspritegroup->intervals;
|
|
numframes = pspritegroup->numframes;
|
|
fullinterval = pintervals[numframes-1];
|
|
|
|
time = currententity->frame1time;
|
|
|
|
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
|
|
// are positive, so we don't have to worry about division by 0
|
|
targettime = time - ((int)(time / fullinterval)) * fullinterval;
|
|
|
|
for (i=0 ; i<(numframes-1) ; i++)
|
|
{
|
|
if (pintervals[i] > targettime)
|
|
break;
|
|
}
|
|
|
|
pspriteframe = pspritegroup->frames[i];
|
|
}
|
|
|
|
return pspriteframe;
|
|
}
|
|
*/
|
|
static void D3D_DrawSpriteModel (entity_t *e)
|
|
{
|
|
vec3_t point;
|
|
mspriteframe_t *frame;
|
|
vec3_t forward, right, up;
|
|
msprite_t *psprite;
|
|
qbyte coloursb[4];
|
|
|
|
d3dvert_t d3dvert[4];
|
|
index_t vertindexes[6] = {
|
|
0, 1, 2,
|
|
0, 2, 3
|
|
};
|
|
|
|
if (!e->model)
|
|
return;
|
|
|
|
if (e->flags & RF_NODEPTHTEST)
|
|
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZFUNC, D3DCMP_ALWAYS);
|
|
|
|
// don't even bother culling, because it's just a single
|
|
// polygon without a surface cache
|
|
frame = R_GetSpriteFrame (e);
|
|
psprite = e->model->cache.data;
|
|
// frame = 0x05b94140;
|
|
|
|
switch(psprite->type)
|
|
{
|
|
case SPR_ORIENTED:
|
|
// bullet marks on walls
|
|
AngleVectors (e->angles, forward, right, up);
|
|
break;
|
|
|
|
case SPR_FACING_UPRIGHT:
|
|
up[0] = 0;up[1] = 0;up[2]=1;
|
|
right[0] = e->origin[1] - r_origin[1];
|
|
right[1] = -(e->origin[0] - r_origin[0]);
|
|
right[2] = 0;
|
|
VectorNormalize (right);
|
|
break;
|
|
case SPR_VP_PARALLEL_UPRIGHT:
|
|
up[0] = 0;up[1] = 0;up[2]=1;
|
|
VectorCopy (vright, right);
|
|
break;
|
|
|
|
default:
|
|
case SPR_VP_PARALLEL:
|
|
//normal sprite
|
|
VectorCopy(vup, up);
|
|
VectorCopy(vright, right);
|
|
break;
|
|
}
|
|
up[0]*=e->scale;
|
|
up[1]*=e->scale;
|
|
up[2]*=e->scale;
|
|
right[0]*=e->scale;
|
|
right[1]*=e->scale;
|
|
right[2]*=e->scale;
|
|
|
|
pD3DDev->lpVtbl->SetTexture(pD3DDev, 0, (LPDIRECTDRAWSURFACE7)frame->gl_texturenum);
|
|
|
|
/* {
|
|
extern int gldepthfunc;
|
|
qglDepthFunc(gldepthfunc);
|
|
qglDepthMask(0);
|
|
if (gldepthmin == 0.5)
|
|
qglCullFace ( GL_BACK );
|
|
else
|
|
qglCullFace ( GL_FRONT );
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglDisable (GL_ALPHA_TEST);
|
|
qglDisable(GL_BLEND);
|
|
}*/
|
|
|
|
/* if (e->flags & Q2RF_ADDATIVE)
|
|
{
|
|
qglEnable(GL_BLEND);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
}
|
|
else if (e->shaderRGBAf[3]<1 || gl_blendsprites.value)
|
|
{
|
|
qglEnable(GL_BLEND);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
}
|
|
else
|
|
qglEnable (GL_ALPHA_TEST);
|
|
*/
|
|
|
|
d3dvert[0].colour = 0xffffffff;
|
|
d3dvert[0].tc[0] = 0;
|
|
d3dvert[0].tc[1] = 1;
|
|
VectorMA (e->origin, frame->down, up, point);
|
|
VectorMA (point, frame->left, right, d3dvert[0].pos);
|
|
|
|
d3dvert[1].colour = 0xffffffff;
|
|
d3dvert[1].tc[0] = 0;
|
|
d3dvert[1].tc[0] = 0;
|
|
VectorMA (e->origin, frame->up, up, point);
|
|
VectorMA (point, frame->left, right, d3dvert[1].pos);
|
|
|
|
d3dvert[2].colour = 0xffffffff;
|
|
d3dvert[2].tc[0] = 1;
|
|
d3dvert[2].tc[1] = 0;
|
|
VectorMA (e->origin, frame->up, up, point);
|
|
VectorMA (point, frame->right, right, d3dvert[2].pos);
|
|
|
|
d3dvert[3].colour = 0xffffffff;
|
|
d3dvert[3].tc[0] = 1;
|
|
d3dvert[3].tc[1] = 1;
|
|
VectorMA (e->origin, frame->down, up, point);
|
|
VectorMA (point, frame->right, right, d3dvert[3].pos);
|
|
|
|
|
|
pD3DDev->lpVtbl->DrawIndexedPrimitive(pD3DDev, D3DPT_TRIANGLEFAN, D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1, d3dvert, 4, vertindexes, 6, 0);
|
|
|
|
|
|
if (e->flags & RF_NODEPTHTEST)
|
|
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL);
|
|
|
|
// if (e->flags & Q2RF_ADDATIVE) //back to regular blending for us!
|
|
// qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
//==================================================================================
|
|
|
|
void D3DR_DrawSprite(void *e, void *parm)
|
|
{
|
|
currententity = e;
|
|
|
|
D3D_DrawSpriteModel (currententity);
|
|
|
|
// P_FlushRenderer();
|
|
}
|
|
|
|
|
|
|
|
qboolean D3D_ShouldDraw(void)
|
|
{
|
|
{
|
|
if (currententity->flags & Q2RF_EXTERNALMODEL)
|
|
return false;
|
|
// if (currententity->keynum == (cl.viewentity[r_refdef.currentplayernum]?cl.viewentity[r_refdef.currentplayernum]:(cl.playernum[r_refdef.currentplayernum]+1)))
|
|
// return false;
|
|
// if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
|
|
// continue;
|
|
if (!Cam_DrawPlayer(r_refdef.currentplayernum, currententity->keynum-1))
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
void D3DR_DrawEntitiesOnList (void)
|
|
{
|
|
int i;
|
|
|
|
if (!r_drawentities.value)
|
|
return;
|
|
|
|
// draw sprites seperately, because of alpha blending
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = &cl_visedicts[i];
|
|
|
|
if (!D3D_ShouldDraw())
|
|
continue;
|
|
|
|
|
|
switch (currententity->rtype)
|
|
{
|
|
case RT_SPRITE:
|
|
RQ_AddDistReorder(D3DR_DrawSprite, currententity, NULL, currententity->origin);
|
|
continue;
|
|
#ifdef Q3SHADERS
|
|
case RT_BEAM:
|
|
case RT_RAIL_RINGS:
|
|
case RT_LIGHTNING:
|
|
R_DrawLightning(currententity);
|
|
continue;
|
|
case RT_RAIL_CORE:
|
|
R_DrawRailCore(currententity);
|
|
continue;
|
|
#endif
|
|
case RT_MODEL: //regular model
|
|
break;
|
|
case RT_PORTALSURFACE:
|
|
continue; //this doesn't do anything anyway, does it?
|
|
default:
|
|
case RT_POLY: //these are a little painful, we need to do them some time... just not yet.
|
|
continue;
|
|
}
|
|
if (currententity->flags & Q2RF_BEAM)
|
|
{
|
|
// R_DrawBeam(currententity);
|
|
continue;
|
|
}
|
|
if (!currententity->model)
|
|
continue;
|
|
|
|
|
|
if (cl.lerpents && (cls.allow_anyparticles || currententity->visframe)) //allowed or static
|
|
{
|
|
/* if (gl_part_flame.value)
|
|
{
|
|
if (currententity->model->engineflags & MDLF_ENGULPHS)
|
|
continue;
|
|
}*/
|
|
}
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
|
|
case mod_alias:
|
|
// if (r_refdef.flags & Q2RDF_NOWORLDMODEL || !cl.worldmodel || cl.worldmodel->type != mod_brush || cl.worldmodel->fromgame == fg_doom)
|
|
D3D_DrawAliasModel ();
|
|
break;
|
|
|
|
#ifdef HALFLIFEMODELS
|
|
case mod_halflife:
|
|
R_DrawHLModel (currententity);
|
|
break;
|
|
#endif
|
|
|
|
case mod_brush:
|
|
// if (!cl.worldmodel || cl.worldmodel->type != mod_brush || cl.worldmodel->fromgame == fg_doom)
|
|
D3D_BaseBModelTextures (currententity);
|
|
break;
|
|
|
|
case mod_sprite:
|
|
RQ_AddDistReorder(D3DR_DrawSprite, currententity, NULL, currententity->origin);
|
|
break;
|
|
/*
|
|
#ifdef TERRAIN
|
|
case mod_heightmap:
|
|
D3D_DrawHeightmapModel(currententity);
|
|
break;
|
|
#endif
|
|
*/
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
{
|
|
float m_identity[16] = {
|
|
1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 1, 0,
|
|
0, 0, 0, 1
|
|
};
|
|
pD3DDev->lpVtbl->SetTransform(pD3DDev, D3DTRANSFORMSTATE_WORLD, (D3DMATRIX*)m_identity);
|
|
}
|
|
}
|
|
|
|
void D3D_DrawWorld(void)
|
|
{
|
|
RSpeedLocals();
|
|
entity_t ent;
|
|
|
|
memset (&ent, 0, sizeof(ent));
|
|
ent.model = cl.worldmodel;
|
|
currentmodel = cl.worldmodel;
|
|
|
|
VectorCopy (r_refdef.vieworg, modelorg);
|
|
|
|
currententity = &ent;
|
|
#ifdef TERRAIN
|
|
if (currentmodel->type == mod_heightmap)
|
|
GL_DrawHeightmapModel(currententity);
|
|
else
|
|
#endif
|
|
{
|
|
// qglColor3f (1,1,1);
|
|
//#ifdef QUAKE2
|
|
// R_ClearSkyBox ();
|
|
//#endif
|
|
|
|
RSpeedRemark();
|
|
/*
|
|
#ifdef Q2BSPS
|
|
if (ent.model->fromgame == fg_quake2 || ent.model->fromgame == fg_quake3)
|
|
{
|
|
int leafnum;
|
|
int clientarea;
|
|
#ifdef QUAKE2
|
|
if (cls.protocol == CP_QUAKE2) //we can get server sent info
|
|
memcpy(areabits, cl.q2frame.areabits, sizeof(areabits));
|
|
else
|
|
#endif
|
|
{ //generate the info each frame.
|
|
leafnum = CM_PointLeafnum (cl.worldmodel, r_refdef.vieworg);
|
|
clientarea = CM_LeafArea (cl.worldmodel, leafnum);
|
|
CM_WriteAreaBits(cl.worldmodel, areabits, clientarea);
|
|
}
|
|
#ifdef Q3BSPS
|
|
if (ent.model->fromgame == fg_quake3)
|
|
{
|
|
D3D7_LeafWorldNode ();
|
|
}
|
|
else
|
|
#endif
|
|
D3D7_RecursiveQ2WorldNode (cl.worldmodel->nodes);
|
|
}
|
|
else
|
|
#endif
|
|
*/
|
|
D3D7_RecursiveWorldNode (cl.worldmodel->nodes);
|
|
|
|
RSpeedEnd(RSPEED_WORLDNODE);
|
|
TRACE(("dbg: calling PPL_DrawWorld\n"));
|
|
// if (r_shadows.value >= 2 && gl_canstencil && gl_mtexable)
|
|
D3D_DrawTextureChains();
|
|
// else
|
|
// DrawTextureChains (cl.worldmodel, 1, r_refdef.vieworg);
|
|
|
|
|
|
//qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
// GLR_LessenStains();
|
|
}
|
|
}
|
|
|
|
void D3D_R_RenderScene(void)
|
|
{
|
|
if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap))
|
|
r_refdef.flags |= Q2RDF_NOWORLDMODEL;
|
|
|
|
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
|
{
|
|
R_MarkLeaves (); // done here so we know if we're in water
|
|
D3D_DrawWorld (); // adds static entities to the list
|
|
}
|
|
|
|
D3DR_DrawEntitiesOnList ();
|
|
|
|
P_DrawParticles();
|
|
}
|
|
|
|
void (D3D_R_RenderView) (void)
|
|
{
|
|
D3D_SetupFrame();
|
|
D3D_SetupViewPort();
|
|
R_SetFrustum();
|
|
D3D_R_RenderScene();
|
|
}
|
|
#endif
|