mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-11 21:11:08 +00:00
f08489f141
rewrote messagemode to support utf8 properly, as well as left-arrow etc keys. support for mouse-over images on console links and stuff. added r_lerpmuzzlehack for certain viewmodels. use libtool's dlopen stuff on cygwin to try to cover some cygwin path differences. try to support utf-8 in filenames even in windows (only in nt, 9x is still ascii only). added certificate validation for gnutls. gnutls now enabled by default in linux. d3d11 tweaks. shadowmapping works. tweaks for updated terrain format, to try to fix some inefficiencies/limitations. xmpp plugin can now display avatars (xmpp /set avatars 1) xmpp file transfers supported by default, but capability is disabled by default (can be enabled by hacking config). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4523 fc73d0e0-1445-4013-8a0c-d673dee63da5
812 lines
20 KiB
C
812 lines
20 KiB
C
#include "quakedef.h"
|
|
#ifdef D3D11QUAKE
|
|
#include "winquake.h"
|
|
#define COBJMACROS
|
|
#include <d3d11.h>
|
|
extern ID3D11Device *pD3DDev11;
|
|
extern ID3D11DeviceContext *d3ddevctx;
|
|
|
|
//FIXME: need support for cubemaps.
|
|
|
|
typedef struct d3dtexture_s
|
|
{
|
|
texcom_t com;
|
|
ID3D11ShaderResourceView *view;
|
|
struct d3dtexture_s *prev;
|
|
struct d3dtexture_s *next;
|
|
ID3D11Texture2D *tex2d;
|
|
char name[1];
|
|
} d3d11texture_t;
|
|
static d3d11texture_t *d3d11textures;
|
|
|
|
ID3D11ShaderResourceView *D3D11_Image_View(const texid_t *id)
|
|
{
|
|
d3d11texture_t *info = (d3d11texture_t*)id->ref;
|
|
if (!info)
|
|
return NULL;
|
|
if (!info->view)
|
|
ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)info->tex2d, NULL, &info->view);
|
|
return info->view;
|
|
}
|
|
|
|
void D3D11_Image_Shutdown(void)
|
|
{
|
|
//destroy all named textures
|
|
while(d3d11textures)
|
|
{
|
|
d3d11texture_t *t = d3d11textures;
|
|
d3d11textures = t->next;
|
|
|
|
if (t->view)
|
|
ID3D11ShaderResourceView_Release(t->view);
|
|
if (t->tex2d)
|
|
ID3D11Texture2D_Release(t->tex2d);
|
|
|
|
free(t);
|
|
}
|
|
}
|
|
|
|
void D3D11_DestroyTexture (texid_t tex)
|
|
{
|
|
d3d11texture_t *t = (d3d11texture_t*)tex.ref;
|
|
|
|
ID3D11Texture2D *tx = tex.ptr;
|
|
|
|
if (!t)
|
|
return;
|
|
|
|
if (t->view)
|
|
ID3D11ShaderResourceView_Release(t->view);
|
|
if (t->tex2d)
|
|
ID3D11Texture2D_Release(t->tex2d);
|
|
t->view = NULL;
|
|
t->tex2d = NULL;
|
|
|
|
if (t->prev)
|
|
t->prev->next = t->next;
|
|
else
|
|
d3d11textures = t->next;
|
|
if (t->next)
|
|
t->next->prev = t->prev;
|
|
t->prev = NULL;
|
|
t->next = NULL;
|
|
free(t);
|
|
}
|
|
|
|
static d3d11texture_t *d3d_lookup_texture(char *ident)
|
|
{
|
|
d3d11texture_t *tex;
|
|
|
|
if (*ident)
|
|
{
|
|
for (tex = d3d11textures; tex; tex = tex->next)
|
|
if (!strcmp(tex->name, ident))
|
|
return tex;
|
|
}
|
|
|
|
tex = calloc(1, sizeof(*tex)+strlen(ident));
|
|
strcpy(tex->name, ident);
|
|
tex->view = NULL;
|
|
tex->tex2d = NULL;
|
|
tex->next = d3d11textures;
|
|
tex->prev = NULL;
|
|
d3d11textures = tex;
|
|
if (tex->next)
|
|
tex->next->prev = tex;
|
|
|
|
return tex;
|
|
}
|
|
|
|
extern cvar_t gl_picmip;
|
|
extern cvar_t gl_picmip2d;
|
|
|
|
static texid_t ToTexID(d3d11texture_t *tex)
|
|
{
|
|
texid_t tid;
|
|
tid.ref = &tex->com;
|
|
if (!tex->view)
|
|
ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)tex->tex2d, NULL, &tex->view);
|
|
tid.ptr = NULL;//(void*)0xdeadbeef;
|
|
return tid;
|
|
}
|
|
|
|
static void D3D_MipMap (qbyte *out, int outwidth, int outheight, const qbyte *in, int inwidth, int inheight)
|
|
{
|
|
int i, j;
|
|
const qbyte *inrow;
|
|
|
|
//with npot
|
|
int rowwidth = inwidth*4; //rowwidth is the byte width of the input
|
|
inrow = in;
|
|
|
|
for (i=0 ; i<outheight ; i++, inrow+=rowwidth*2)
|
|
{
|
|
for (in = inrow, j=0 ; j<outwidth ; j++, out+=4, in+=8)
|
|
{
|
|
out[0] = (in[0] + in[4] + in[rowwidth+0] + in[rowwidth+4])>>2;
|
|
out[1] = (in[1] + in[5] + in[rowwidth+1] + in[rowwidth+5])>>2;
|
|
out[2] = (in[2] + in[6] + in[rowwidth+2] + in[rowwidth+6])>>2;
|
|
out[3] = (in[3] + in[7] + in[rowwidth+3] + in[rowwidth+7])>>2;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void *D3D11_AllocNewTextureData(void *datargba, int width, int height, unsigned int flags)
|
|
{
|
|
HRESULT hr;
|
|
ID3D11Texture2D *tx = NULL;
|
|
D3D11_TEXTURE2D_DESC tdesc = {0};
|
|
D3D11_SUBRESOURCE_DATA subresdesc[64] = {0};
|
|
int i;
|
|
int owidth, oheight;
|
|
|
|
tdesc.Width = width;
|
|
tdesc.Height = height;
|
|
tdesc.MipLevels = (!datargba || (flags & IF_NOMIPMAP))?1:0; //0 generates mipmaps automagically
|
|
tdesc.ArraySize = 1;
|
|
tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
tdesc.SampleDesc.Count = 1;
|
|
tdesc.SampleDesc.Quality = 0;
|
|
tdesc.Usage = datargba?D3D11_USAGE_IMMUTABLE:D3D11_USAGE_DYNAMIC;
|
|
tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
tdesc.CPUAccessFlags = (datargba)?0:D3D11_CPU_ACCESS_WRITE;
|
|
tdesc.MiscFlags = 0;
|
|
|
|
//first mip level
|
|
subresdesc[0].SysMemPitch = width*4;
|
|
subresdesc[0].SysMemSlicePitch = width*height*4;
|
|
|
|
if (!datargba)
|
|
{
|
|
subresdesc[0].pSysMem = NULL;
|
|
//one mip, but no data
|
|
i = 1;
|
|
}
|
|
else
|
|
{
|
|
subresdesc[0].pSysMem = datargba;
|
|
for (i = 1; i < 64 && width > 1 && height > 1; i++)
|
|
{
|
|
owidth = width;
|
|
oheight = height;
|
|
width /= 2;
|
|
height /= 2;
|
|
|
|
subresdesc[i].pSysMem = malloc(width*height*4);
|
|
subresdesc[i].SysMemPitch = width*4;
|
|
subresdesc[i].SysMemSlicePitch = width*height*4;
|
|
|
|
D3D_MipMap((void*)subresdesc[i].pSysMem, width, height, subresdesc[i-1].pSysMem, owidth, oheight);
|
|
}
|
|
}
|
|
|
|
tdesc.MipLevels = i; //0 generates mipmaps automagically
|
|
|
|
hr = ID3D11Device_CreateTexture2D(pD3DDev11, &tdesc, (subresdesc[0].pSysMem?subresdesc:NULL), &tx);
|
|
if (FAILED(hr))
|
|
{
|
|
Con_Printf("Failed to create texture\n");
|
|
tx = NULL;
|
|
}
|
|
|
|
for (i = 1; i < tdesc.MipLevels; i++)
|
|
{
|
|
free((void*)subresdesc[i].pSysMem);
|
|
}
|
|
return tx;
|
|
}
|
|
texid_t D3D11_AllocNewTexture(char *ident, int width, int height, unsigned int flags)
|
|
{
|
|
d3d11texture_t *t = d3d_lookup_texture("");
|
|
texid_t id;
|
|
if (t->tex2d)
|
|
return ToTexID(t);
|
|
t->tex2d = D3D11_AllocNewTextureData(NULL, width, height, flags);
|
|
t->com.width = width;
|
|
t->com.height = height;
|
|
|
|
id = ToTexID(t);
|
|
if (!t->tex2d)
|
|
{
|
|
D3D11_DestroyTexture(id);
|
|
return r_nulltex;
|
|
}
|
|
|
|
return id;
|
|
}
|
|
|
|
static void D3D11_RoundDimensions(int *scaled_width, int *scaled_height, qboolean mipmap)
|
|
{
|
|
// if (gl_config.arb_texture_non_power_of_two) //NPOT is a simple extension that relaxes errors.
|
|
// {
|
|
// TRACE(("dbg: GL_RoundDimensions: GL_ARB_texture_non_power_of_two\n"));
|
|
// }
|
|
// else
|
|
{
|
|
int width = *scaled_width;
|
|
int height = *scaled_height;
|
|
for (*scaled_width = 1 ; *scaled_width < width ; *scaled_width<<=1)
|
|
;
|
|
for (*scaled_height = 1 ; *scaled_height < height ; *scaled_height<<=1)
|
|
;
|
|
}
|
|
|
|
if (mipmap)
|
|
{
|
|
TRACE(("dbg: GL_RoundDimensions: %i\n", gl_picmip.ival));
|
|
*scaled_width >>= gl_picmip.ival;
|
|
*scaled_height >>= gl_picmip.ival;
|
|
}
|
|
else
|
|
{
|
|
*scaled_width >>= gl_picmip2d.ival;
|
|
*scaled_height >>= gl_picmip2d.ival;
|
|
}
|
|
|
|
TRACE(("dbg: GL_RoundDimensions: %i\n", gl_max_size.ival));
|
|
if (gl_max_size.ival)
|
|
{
|
|
if (*scaled_width > gl_max_size.ival)
|
|
*scaled_width = gl_max_size.ival;
|
|
if (*scaled_height > gl_max_size.ival)
|
|
*scaled_height = gl_max_size.ival;
|
|
}
|
|
|
|
if (*scaled_width < 1)
|
|
*scaled_width = 1;
|
|
if (*scaled_height < 1)
|
|
*scaled_height = 1;
|
|
}
|
|
|
|
static void Upload_Texture_32(ID3D11Texture2D *tex, unsigned int *data, int width, int height, unsigned int flags)
|
|
{
|
|
int x, y;
|
|
unsigned int *dest;
|
|
// unsigned char swapbuf[4];
|
|
// unsigned char swapbuf2[4];
|
|
D3D11_MAPPED_SUBRESOURCE lock;
|
|
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
if (!tex)
|
|
return;
|
|
|
|
desc.Width = 0;
|
|
desc.Height = 0;
|
|
ID3D11Texture2D_GetDesc(tex, &desc);
|
|
#if 0
|
|
if (width == desc.Width && height == desc.Height)
|
|
{
|
|
ID3D11DeviceContext_UpdateSubresource(d3ddevctx, (ID3D11Resource*)tex, 0, NULL, data, width*4, width*height*4);
|
|
return;
|
|
}
|
|
|
|
Con_Printf("Wrong size!\n");
|
|
return;
|
|
#else
|
|
if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)tex, 0, D3D11_MAP_WRITE_DISCARD, 0, &lock)))
|
|
{
|
|
Con_Printf("Dynamic texture update failed\n");
|
|
return;
|
|
}
|
|
|
|
if (width == desc.Width && height == desc.Height)
|
|
{
|
|
for (y = 0; y < height; y++)
|
|
{
|
|
dest = (unsigned int *)((char *)lock.pData + lock.RowPitch*y);
|
|
for (x = 0; x < width; x++)
|
|
{
|
|
// *(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = data[x];
|
|
// swapbuf[0] = swapbuf2[2];
|
|
// swapbuf[2] = swapbuf2[0];
|
|
dest[x] = data[x];//*(unsigned int*)swapbuf;
|
|
}
|
|
data += width;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int x, y;
|
|
int iny;
|
|
unsigned int *row, *inrow;
|
|
|
|
for (y = 0; y < desc.Height; y++)
|
|
{
|
|
row = (unsigned int*)((char *)lock.pData + lock.RowPitch*y);
|
|
iny = (y * height) / desc.Height;
|
|
inrow = data + width*iny;
|
|
for (x = 0; x < desc.Width; x++)
|
|
{
|
|
//*(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = inrow[(x * width)/desc.Width];
|
|
//swapbuf[0] = swapbuf2[2];
|
|
//swapbuf[2] = swapbuf2[0];
|
|
row[x] = inrow[(x * width)/desc.Width];//*(unsigned int*)swapbuf;
|
|
}
|
|
}
|
|
}
|
|
|
|
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)tex, 0);
|
|
#endif
|
|
}
|
|
|
|
//create a basic shader from a 32bit image
|
|
static void D3D11_LoadTexture_32(d3d11texture_t *tex, unsigned int *data, int width, int height, int flags)
|
|
{
|
|
// int nwidth, nheight;
|
|
|
|
/*
|
|
if (!(flags & TF_MANDATORY))
|
|
{
|
|
Con_Printf("Texture upload missing flags\n");
|
|
return NULL;
|
|
}
|
|
*/
|
|
|
|
// nwidth = width;
|
|
// nheight = height;
|
|
// D3D11_RoundDimensions(&nwidth, &nheight, !(flags & IF_NOMIPMAP));
|
|
|
|
tex->com.width = width;
|
|
tex->com.height = height;
|
|
if (!tex->tex2d)
|
|
{
|
|
tex->tex2d = D3D11_AllocNewTextureData(data, width, height, flags);
|
|
return;
|
|
}
|
|
else
|
|
Upload_Texture_32(tex->tex2d, data, width, height, flags);
|
|
}
|
|
|
|
static void D3D11_LoadTexture_8(d3d11texture_t *tex, unsigned char *data, unsigned int *pal32, int width, int height, int flags, enum uploadfmt fmt)
|
|
{
|
|
static unsigned trans[1024*1024];
|
|
int i, s;
|
|
qboolean noalpha;
|
|
int p;
|
|
|
|
if (width*height > 1024*1024)
|
|
Sys_Error("GL_Upload8: image too big (%i*%i)", width, height);
|
|
|
|
s = width*height;
|
|
// if there are no transparent pixels, make it a 3 component
|
|
// texture even if it was specified as otherwise
|
|
if (fmt == TF_8PAL24)
|
|
{
|
|
unsigned char *pal24 = (void*)pal32;
|
|
//strictly bgr little endian.
|
|
for (i=0 ; i<s ; i++)
|
|
{
|
|
p = data[i];
|
|
trans[i] = (pal24[p*3+0] << 0) | (pal24[p*3+1] << 8) | (pal24[p*3+2] << 16) | (255<<24);
|
|
}
|
|
}
|
|
else if (fmt == TF_TRANS8_FULLBRIGHT)
|
|
{
|
|
noalpha = true;
|
|
for (i=0 ; i<s ; i++)
|
|
{
|
|
p = data[i];
|
|
if (p > 255-vid.fullbright)
|
|
trans[i] = pal32[p];
|
|
else
|
|
{
|
|
noalpha = false;
|
|
trans[i] = 0;
|
|
}
|
|
}
|
|
}
|
|
else if ((fmt!=TF_SOLID8) && !(flags & IF_NOALPHA))
|
|
{
|
|
noalpha = true;
|
|
for (i=0 ; i<s ; i++)
|
|
{
|
|
p = data[i];
|
|
if (p == 255)
|
|
{
|
|
noalpha = false;
|
|
trans[i] = 0;
|
|
}
|
|
else
|
|
trans[i] = pal32[p];
|
|
}
|
|
|
|
switch(fmt)
|
|
{
|
|
default:
|
|
if (noalpha)
|
|
fmt = TF_SOLID8;
|
|
break;
|
|
case TF_H2_T7G1:
|
|
fmt = TF_TRANS8;
|
|
for (i=0 ; i<s ; i++)
|
|
{
|
|
p = data[i];
|
|
if (p == 0)
|
|
trans[i] &= 0x00ffffff;
|
|
else if( p & 1 )
|
|
{
|
|
trans[i] &= 0x00ffffff;
|
|
trans[i] |= ( ( int )( 255 * 0.5 ) ) << 24;
|
|
}
|
|
else
|
|
{
|
|
trans[i] |= 0xff000000;
|
|
}
|
|
}
|
|
break;
|
|
case TF_H2_TRANS8_0:
|
|
fmt = TF_TRANS8;
|
|
for (i=0 ; i<s ; i++)
|
|
{
|
|
p = data[i];
|
|
if (p == 0)
|
|
trans[i] &= 0x00ffffff;
|
|
}
|
|
break;
|
|
/* case TF_H2_T4A4:
|
|
fmt = TF_TRANS8;
|
|
for (i=0 ; i<s ; i++)
|
|
{
|
|
p = data[i];
|
|
trans[i] = d_8to24rgbtable[ColorIndex[p>>4]] & 0x00ffffff;
|
|
trans[i] |= ( int )ColorPercent[p&15] << 24;
|
|
//trans[i] = 0x7fff0000;
|
|
}
|
|
break;
|
|
*/
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i=(s&~3)-4 ; i>=0 ; i-=4)
|
|
{
|
|
trans[i] = pal32[data[i]];
|
|
trans[i+1] = pal32[data[i+1]];
|
|
trans[i+2] = pal32[data[i+2]];
|
|
trans[i+3] = pal32[data[i+3]];
|
|
}
|
|
for (i=s&~3 ; i<s ; i++) //wow, funky
|
|
{
|
|
trans[i] = pal32[data[i]];
|
|
}
|
|
}
|
|
D3D11_LoadTexture_32(tex, trans, width, height, flags);
|
|
}
|
|
|
|
void D3D11_Upload (texid_t id, char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags)
|
|
{
|
|
d3d11texture_t *tex = (d3d11texture_t *)id.ref;
|
|
switch (fmt)
|
|
{
|
|
case TF_RGBX32:
|
|
flags |= IF_NOALPHA;
|
|
//fall through
|
|
case TF_RGBA32:
|
|
Upload_Texture_32(tex->tex2d, data, width, height, flags);
|
|
if (tex->view)
|
|
{
|
|
tex->view->lpVtbl->Release(tex->view);
|
|
tex->view = NULL;
|
|
}
|
|
ToTexID(tex);
|
|
break;
|
|
case TF_8PAL24:
|
|
D3D11_LoadTexture_8(tex, data, palette, width, height, flags, fmt);
|
|
if (tex->view)
|
|
{
|
|
tex->view->lpVtbl->Release(tex->view);
|
|
tex->view = NULL;
|
|
}
|
|
ToTexID(tex);
|
|
break;
|
|
case TF_TRANS8:
|
|
OutputDebugString(va("D3D11_LoadTextureFmt doesn't support fmt TF_TRANS8 (%s)\n", fmt, name));
|
|
break;
|
|
default:
|
|
OutputDebugString(va("D3D11_LoadTextureFmt doesn't support fmt %i (%s)\n", fmt, name));
|
|
break;
|
|
}
|
|
}
|
|
|
|
void D3D11_UploadLightmap(lightmapinfo_t *lm)
|
|
{
|
|
d3d11texture_t *tex;
|
|
lm->modified = false;
|
|
if (!TEXVALID(lm->lightmap_texture))
|
|
{
|
|
lm->lightmap_texture = R_AllocNewTexture("***lightmap***", LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0);
|
|
if (!lm->lightmap_texture.ref)
|
|
return;
|
|
}
|
|
tex = (d3d11texture_t*)lm->lightmap_texture.ref;
|
|
|
|
if (!tex->tex2d)
|
|
tex->tex2d = D3D11_AllocNewTextureData(lm->lightmaps, lm->width, lm->height, 0);
|
|
else
|
|
{
|
|
if (tex->view)
|
|
{
|
|
ID3D11ShaderResourceView_Release(tex->view);
|
|
tex->view = NULL;
|
|
}
|
|
Upload_Texture_32(tex->tex2d, (void*)lm->lightmaps, lm->width, lm->height, 0);
|
|
}
|
|
tex->com.width = lm->width;
|
|
tex->com.height = lm->height;
|
|
|
|
lm->lightmap_texture = ToTexID(tex);
|
|
}
|
|
|
|
static void genNormalMap(unsigned int *nmap, qbyte *pixels, int w, int h, float scale)
|
|
{
|
|
int i, j, wr, hr;
|
|
unsigned char r, g, b;
|
|
float sqlen, reciplen, nx, ny, nz;
|
|
|
|
const float oneOver255 = 1.0f/255.0f;
|
|
|
|
float c, cx, cy, dcx, dcy;
|
|
|
|
wr = w;
|
|
hr = h;
|
|
|
|
for (i=0; i<h; i++)
|
|
{
|
|
for (j=0; j<w; j++)
|
|
{
|
|
/* Expand [0,255] texel values to the [0,1] range. */
|
|
c = pixels[i*wr + j] * oneOver255;
|
|
/* Expand the texel to its right. */
|
|
cx = pixels[i*wr + (j+1)%wr] * oneOver255;
|
|
/* Expand the texel one up. */
|
|
cy = pixels[((i+1)%hr)*wr + j] * oneOver255;
|
|
dcx = scale * (c - cx);
|
|
dcy = scale * (c - cy);
|
|
|
|
/* Normalize the vector. */
|
|
sqlen = dcx*dcx + dcy*dcy + 1;
|
|
reciplen = 1.0f/(float)sqrt(sqlen);
|
|
nx = dcx*reciplen;
|
|
ny = -dcy*reciplen;
|
|
nz = reciplen;
|
|
|
|
/* Repack the normalized vector into an RGB unsigned qbyte
|
|
vector in the normal map image. */
|
|
r = (qbyte) (128 + 127*nx);
|
|
g = (qbyte) (128 + 127*ny);
|
|
b = (qbyte) (128 + 127*nz);
|
|
|
|
/* The highest resolution mipmap level always has a
|
|
unit length magnitude. */
|
|
nmap[i*w+j] = LittleLong ((pixels[i*wr + j] << 24)|(b << 16)|(g << 8)|(r)); // <AWE> Added support for big endian.
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
texid_t D3D11_LoadTexture (char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags)
|
|
{
|
|
d3d11texture_t *tex;
|
|
switch (fmt)
|
|
{
|
|
case TF_TRANS8_FULLBRIGHT:
|
|
{
|
|
qbyte *d = data;
|
|
unsigned int c = width * height;
|
|
while (c)
|
|
{
|
|
if (d[--c] > 255 - vid.fullbright)
|
|
break;
|
|
}
|
|
/*reject it if there's no fullbrights*/
|
|
if (!c)
|
|
return r_nulltex;
|
|
}
|
|
break;
|
|
case TF_INVALID:
|
|
case TF_RGBA32:
|
|
case TF_BGRA32:
|
|
case TF_RGBX32:
|
|
case TF_RGB24:
|
|
case TF_BGR24_FLIP:
|
|
case TF_SOLID8:
|
|
case TF_TRANS8:
|
|
case TF_HEIGHT8:
|
|
case TF_HEIGHT8PAL:
|
|
case TF_H2_T7G1:
|
|
case TF_H2_TRANS8_0:
|
|
case TF_H2_T4A4:
|
|
case TF_PALETTES:
|
|
case TF_8PAL24:
|
|
case TF_8PAL32:
|
|
break;
|
|
|
|
}
|
|
tex = d3d_lookup_texture(identifier);
|
|
if (tex->tex2d) //already loaded
|
|
return ToTexID(tex);
|
|
|
|
switch (fmt)
|
|
{
|
|
case TF_HEIGHT8PAL:
|
|
{
|
|
extern cvar_t r_shadow_bumpscale_basetexture;
|
|
unsigned int *norm = malloc(width*height*4);
|
|
genNormalMap(norm, data, width, height, r_shadow_bumpscale_basetexture.value);
|
|
D3D11_LoadTexture_32(tex, norm, width, height, flags);
|
|
free(norm);
|
|
return ToTexID(tex);
|
|
}
|
|
case TF_HEIGHT8:
|
|
{
|
|
extern cvar_t r_shadow_bumpscale_basetexture;
|
|
unsigned int *norm = malloc(width*height*4);
|
|
genNormalMap(norm, data, width, height, r_shadow_bumpscale_basetexture.value);
|
|
D3D11_LoadTexture_32(tex, norm, width, height, flags);
|
|
free(norm);
|
|
return ToTexID(tex);
|
|
}
|
|
case TF_SOLID8:
|
|
case TF_TRANS8:
|
|
case TF_H2_T7G1:
|
|
case TF_H2_TRANS8_0:
|
|
case TF_H2_T4A4:
|
|
case TF_TRANS8_FULLBRIGHT:
|
|
D3D11_LoadTexture_8(tex, data, d_8to24rgbtable, width, height, flags, fmt);
|
|
return ToTexID(tex);
|
|
case TF_RGBX32:
|
|
flags |= IF_NOALPHA;
|
|
case TF_RGBA32:
|
|
D3D11_LoadTexture_32(tex, data, width, height, flags);
|
|
return ToTexID(tex);
|
|
default:
|
|
OutputDebugString(va("D3D11_LoadTexture doesn't support fmt %i (%s)\n", fmt, identifier));
|
|
return r_nulltex;
|
|
}
|
|
}
|
|
|
|
texid_t D3D11_LoadCompressed (char *name)
|
|
{
|
|
return r_nulltex;
|
|
}
|
|
|
|
texid_t D3D11_FindTexture (char *identifier, unsigned int flags)
|
|
{
|
|
d3d11texture_t *tex = d3d_lookup_texture(identifier);
|
|
if (tex->tex2d)
|
|
return ToTexID(tex);
|
|
return r_nulltex;
|
|
}
|
|
|
|
texid_t D3D11_LoadTexture8Pal32 (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags)
|
|
{
|
|
d3d11texture_t *tex = d3d_lookup_texture(identifier);
|
|
D3D11_LoadTexture_8(tex, data, (unsigned int *)palette32, width, height, flags, TF_SOLID8);
|
|
return ToTexID(tex);
|
|
}
|
|
texid_t D3D11_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags)
|
|
{
|
|
unsigned int pal32[256];
|
|
int i;
|
|
for (i = 0; i < 256; i++)
|
|
{
|
|
pal32[i] = (255<<24) |
|
|
(palette24[i*3+2]<<16) |
|
|
(palette24[i*3+1]<<8) |
|
|
(palette24[i*3+0]<<0);
|
|
}
|
|
return D3D11_LoadTexture8Pal32(identifier, width, height, data, (qbyte*)pal32, flags);
|
|
}
|
|
|
|
#ifdef RTLIGHTS
|
|
static const int shadowfmt = 1;
|
|
static const int shadowfmts[][3] =
|
|
{
|
|
//sampler, creation, render
|
|
{DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT},
|
|
{DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_D16_UNORM},
|
|
{DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM}
|
|
};
|
|
d3d11texture_t shadowmap_texture[2];
|
|
ID3D11DepthStencilView *shadowmap_dsview[2];
|
|
ID3D11RenderTargetView *shadowmap_rtview[2];
|
|
texid_t D3D11_GetShadowMap(int id)
|
|
{
|
|
d3d11texture_t *tex = &shadowmap_texture[id];
|
|
texid_t tid;
|
|
tid.ref = &tex->com;
|
|
if (!tex->view)
|
|
{
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
|
|
desc.Format = shadowfmts[shadowfmt][0];
|
|
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
|
desc.Texture2D.MostDetailedMip = 0;
|
|
desc.Texture2D.MipLevels = -1;
|
|
ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)tex->tex2d, &desc, &tex->view);
|
|
}
|
|
tid.ptr = NULL;
|
|
return tid;
|
|
}
|
|
void D3D11_TerminateShadowMap(void)
|
|
{
|
|
int i;
|
|
for (i = 0; i < sizeof(shadowmap_texture)/sizeof(shadowmap_texture[0]); i++)
|
|
{
|
|
if (shadowmap_dsview[i])
|
|
ID3D11DepthStencilView_Release(shadowmap_dsview[i]);
|
|
shadowmap_dsview[i] = NULL;
|
|
if (shadowmap_texture[i].tex2d)
|
|
ID3D11DepthStencilView_Release(shadowmap_texture[i].tex2d);
|
|
shadowmap_texture[i].tex2d = NULL;
|
|
}
|
|
}
|
|
void D3D11_BeginShadowMap(int id, int w, int h)
|
|
{
|
|
D3D11_TEXTURE2D_DESC texdesc;
|
|
HRESULT hr;
|
|
|
|
if (!shadowmap_dsview[id] && !shadowmap_rtview[id])
|
|
{
|
|
memset(&texdesc, 0, sizeof(texdesc));
|
|
|
|
texdesc.Width = w;
|
|
texdesc.Height = h;
|
|
texdesc.MipLevels = 1;
|
|
texdesc.ArraySize = 1;
|
|
texdesc.Format = shadowfmts[shadowfmt][1];
|
|
texdesc.SampleDesc.Count = 1;
|
|
texdesc.SampleDesc.Quality = 0;
|
|
texdesc.Usage = D3D11_USAGE_DEFAULT;
|
|
texdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
|
|
texdesc.CPUAccessFlags = 0;
|
|
texdesc.MiscFlags = 0;
|
|
|
|
if (shadowfmt == 2)
|
|
texdesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
|
|
|
|
// Create the texture
|
|
hr = ID3D11Device_CreateTexture2D(pD3DDev11, &texdesc, NULL, &shadowmap_texture[id].tex2d);
|
|
if (FAILED(hr))
|
|
Sys_Error("Failed to create depth texture\n");
|
|
|
|
|
|
if (shadowfmt == 2)
|
|
{
|
|
hr = ID3D11Device_CreateRenderTargetView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].tex2d, NULL, &shadowmap_rtview[id]);
|
|
}
|
|
else
|
|
{
|
|
D3D11_DEPTH_STENCIL_VIEW_DESC rtdesc;
|
|
rtdesc.Format = shadowfmts[shadowfmt][2];
|
|
rtdesc.Flags = 0;
|
|
rtdesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
|
rtdesc.Texture2D.MipSlice = 0;
|
|
hr = ID3D11Device_CreateDepthStencilView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].tex2d, &rtdesc, &shadowmap_dsview[id]);
|
|
}
|
|
if (FAILED(hr))
|
|
Sys_Error("ID3D11Device_CreateDepthStencilView failed\n");
|
|
}
|
|
if (shadowfmt == 2)
|
|
{
|
|
float colours[4] = {0, 1, 0, 0};
|
|
colours[0] = frandom();
|
|
colours[1] = frandom();
|
|
colours[2] = frandom();
|
|
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &shadowmap_rtview[id], shadowmap_dsview[id]);
|
|
ID3D11DeviceContext_ClearRenderTargetView(d3ddevctx, shadowmap_rtview[id], colours);
|
|
}
|
|
else
|
|
{
|
|
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 0, NULL, shadowmap_dsview[id]);
|
|
ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, shadowmap_dsview[id], D3D11_CLEAR_DEPTH, 1.0f, 0);
|
|
}
|
|
}
|
|
void D3D11_EndShadowMap(void)
|
|
{
|
|
extern ID3D11RenderTargetView *fb_backbuffer;
|
|
extern ID3D11DepthStencilView *fb_backdepthstencil;
|
|
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &fb_backbuffer, fb_backdepthstencil);
|
|
}
|
|
#endif
|
|
|
|
#endif
|