mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 22:51:57 +00:00
f33873ddb7
some minor changes. Mostly bug fixes and internal reorganisation. Added code to provide an activex control as part of the npfte.dll plugin. If the dll is registered the regsvr32 way, the plugin can be used with IE as well. fisheye/panoramic view enable is now controlled by rulesets instead of serverinfo. server will list all pak files it has loaded. client will probably do the wrong thing and still needs fixing properly. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3910 fc73d0e0-1445-4013-8a0c-d673dee63da5
2671 lines
77 KiB
C
2671 lines
77 KiB
C
#include "quakedef.h"
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#include "glquake.h"
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#include "gl_draw.h"
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#ifdef D3DQUAKE
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#include "shader.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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//#define d3dcheck(foo) foo
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#define d3dcheck(foo) do{HRESULT err = foo; if (FAILED(err)) Sys_Error("D3D reported error on backend line %i - error 0x%x\n", __LINE__, (unsigned int)err);} while(0)
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#define MAX_TMUS 4
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extern float d3d_trueprojection[16];
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/*========================================== tables for deforms =====================================*/
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#define frand() (rand()*(1.0/RAND_MAX))
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#define FTABLE_SIZE 1024
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#define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1)))
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#define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x)))
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static float r_sintable[FTABLE_SIZE];
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static float r_triangletable[FTABLE_SIZE];
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static float r_squaretable[FTABLE_SIZE];
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static float r_sawtoothtable[FTABLE_SIZE];
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static float r_inversesawtoothtable[FTABLE_SIZE];
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static float *FTableForFunc ( unsigned int func )
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{
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switch (func)
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{
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case SHADER_FUNC_SIN:
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return r_sintable;
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case SHADER_FUNC_TRIANGLE:
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return r_triangletable;
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case SHADER_FUNC_SQUARE:
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return r_squaretable;
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case SHADER_FUNC_SAWTOOTH:
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return r_sawtoothtable;
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case SHADER_FUNC_INVERSESAWTOOTH:
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return r_inversesawtoothtable;
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}
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//bad values allow us to crash (so I can debug em)
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return NULL;
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}
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static void FTable_Init(void)
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{
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unsigned int i;
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double t;
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for (i = 0; i < FTABLE_SIZE; i++)
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{
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t = (double)i / (double)FTABLE_SIZE;
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r_sintable[i] = sin(t * 2*M_PI);
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if (t < 0.25)
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r_triangletable[i] = t * 4.0;
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else if (t < 0.75)
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r_triangletable[i] = 2 - 4.0 * t;
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else
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r_triangletable[i] = (t - 0.75) * 4.0 - 1.0;
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if (t < 0.5)
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r_squaretable[i] = 1.0f;
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else
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r_squaretable[i] = -1.0f;
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r_sawtoothtable[i] = t;
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r_inversesawtoothtable[i] = 1.0 - t;
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}
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}
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typedef vec3_t mat3_t[3];
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static mat3_t axisDefault={{1, 0, 0},
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{0, 1, 0},
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{0, 0, 1}};
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static void Matrix3_Transpose (mat3_t in, mat3_t out)
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{
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out[0][0] = in[0][0];
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out[1][1] = in[1][1];
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out[2][2] = in[2][2];
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out[0][1] = in[1][0];
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out[0][2] = in[2][0];
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out[1][0] = in[0][1];
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out[1][2] = in[2][1];
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out[2][0] = in[0][2];
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out[2][1] = in[1][2];
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}
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static void Matrix3_Multiply_Vec3 (const mat3_t a, const vec3_t b, vec3_t product)
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{
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product[0] = a[0][0]*b[0] + a[0][1]*b[1] + a[0][2]*b[2];
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product[1] = a[1][0]*b[0] + a[1][1]*b[1] + a[1][2]*b[2];
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product[2] = a[2][0]*b[0] + a[2][1]*b[1] + a[2][2]*b[2];
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}
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static int Matrix3_Compare(const mat3_t in, const mat3_t out)
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{
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return !memcmp(in, out, sizeof(mat3_t));
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}
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/*================================================*/
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typedef struct
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{
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backendmode_t mode;
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unsigned int flags;
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float curtime;
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const entity_t *curentity;
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shader_t *curshader;
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texnums_t *curtexnums;
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texid_t curlightmap;
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texid_t curdeluxmap;
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int curvertdecl;
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unsigned int shaderbits;
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unsigned int curcull;
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float depthbias;
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float depthfactor;
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float m_model[16];
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unsigned int lastpasscount;
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texid_t curtex[MAX_TMUS];
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unsigned int tmuflags[MAX_TMUS];
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mesh_t **meshlist;
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unsigned int nummeshes;
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D3DCOLOR passcolour;
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qboolean passsinglecolour;
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/*FIXME: we shouldn't lock these so much - we need to cache which batches have been submitted and set up streams separately from the vertex data*/
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IDirect3DVertexBuffer9 *dynxyz_buff;
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unsigned int dynxyz_offs;
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unsigned int dynxyz_size;
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IDirect3DVertexBuffer9 *dynst_buff[MAX_TMUS];
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unsigned int dynst_offs[MAX_TMUS];
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unsigned int dynst_size;
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IDirect3DVertexBuffer9 *dyncol_buff;
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unsigned int dyncol_offs;
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unsigned int dyncol_size;
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IDirect3DIndexBuffer9 *dynidx_buff;
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unsigned int dynidx_offs;
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unsigned int dynidx_size;
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unsigned int wbatch;
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unsigned int maxwbatches;
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batch_t *wbatches;
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} d3dbackend_t;
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#define DYNVBUFFSIZE 65536
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#define DYNIBUFFSIZE 65536
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static d3dbackend_t shaderstate;
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extern int be_maxpasses;
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enum
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{
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D3D_VDEC_COL4B = 1<<0,
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D3D_VDEC_ST0 = 1<<1,
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D3D_VDEC_ST1 = 1<<2,
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D3D_VDEC_ST2 = 1<<3,
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D3D_VDEC_ST3 = 1<<4,
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D3D_VDEC_NORM = 1<<5,
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D3D_VDEC_SKEL = 1<<6,
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D3D_VDEC_MAX = 1<<7
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};
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#define STRM_VERT 0
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#define STRM_COL 1
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#define STRM_TC0 2
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#define STRM_TC1 3
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#define STRM_TC2 4
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#define STRM_TC3 5
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#define STRM_NORM 6
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#define STRM_NORMS 7
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#define STRM_NORMT 8
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#define STRM_BONENUM 9
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#define STRM_BONEWEIGHT 10
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#define STRM_MAX 11
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IDirect3DVertexDeclaration9 *vertexdecls[D3D_VDEC_MAX];
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static void BE_ApplyTMUState(unsigned int tu, unsigned int flags)
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{
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if ((flags ^ shaderstate.tmuflags[tu]) & SHADER_PASS_CLAMP)
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{
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shaderstate.tmuflags[tu] ^= SHADER_PASS_CLAMP;
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if (flags & SHADER_PASS_CLAMP)
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{
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
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}
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else
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{
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_ADDRESSW, D3DTADDRESS_WRAP);
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}
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}
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if ((flags ^ shaderstate.tmuflags[tu]) & SHADER_PASS_NOMIPMAP)
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{
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shaderstate.tmuflags[tu] ^= SHADER_PASS_NOMIPMAP;
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/*lightmaps don't use mipmaps*/
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if (flags & SHADER_PASS_NOMIPMAP)
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{
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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}
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else
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{
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(pD3DDev9, tu, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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}
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}
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}
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static void D3DBE_ApplyShaderBits(unsigned int bits)
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{
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unsigned int delta;
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if (shaderstate.flags & (BEF_FORCEADDITIVE|BEF_FORCETRANSPARENT|BEF_FORCENODEPTH|BEF_FORCEDEPTHTEST|BEF_FORCEDEPTHWRITE))
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{
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if (shaderstate.flags & BEF_FORCEADDITIVE)
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bits = (bits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
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| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE);
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else if (shaderstate.flags & BEF_FORCETRANSPARENT)
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{
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if ((bits & SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO) || !(bits & SBITS_BLEND_BITS)) /*if transparency is forced, clear alpha test bits*/
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bits = (bits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
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| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
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}
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if (shaderstate.flags & BEF_FORCENODEPTH) /*EF_NODEPTHTEST dp extension*/
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bits |= SBITS_MISC_NODEPTHTEST;
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else
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{
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if (shaderstate.flags & BEF_FORCEDEPTHTEST)
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bits &= ~SBITS_MISC_NODEPTHTEST;
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if (shaderstate.flags & BEF_FORCEDEPTHWRITE)
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bits |= SBITS_MISC_DEPTHWRITE;
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}
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}
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delta = bits ^ shaderstate.shaderbits;
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if (!delta)
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return;
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shaderstate.shaderbits = bits;
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if (delta & SBITS_BLEND_BITS)
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{
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if (bits & SBITS_BLEND_BITS)
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{
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D3DBLEND src;
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D3DBLEND dst;
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switch(bits & SBITS_SRCBLEND_BITS)
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{
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case SBITS_SRCBLEND_ZERO: src = D3DBLEND_ZERO; break;
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case SBITS_SRCBLEND_ONE: src = D3DBLEND_ONE; break;
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case SBITS_SRCBLEND_DST_COLOR: src = D3DBLEND_DESTCOLOR; break;
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case SBITS_SRCBLEND_ONE_MINUS_DST_COLOR: src = D3DBLEND_INVDESTCOLOR; break;
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case SBITS_SRCBLEND_SRC_ALPHA: src = D3DBLEND_SRCALPHA; break;
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case SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA: src = D3DBLEND_INVSRCALPHA; break;
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case SBITS_SRCBLEND_DST_ALPHA: src = D3DBLEND_DESTALPHA; break;
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case SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA: src = D3DBLEND_INVDESTALPHA; break;
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case SBITS_SRCBLEND_ALPHA_SATURATE: src = D3DBLEND_SRCALPHASAT; break;
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default: Sys_Error("Bad shader blend src\n"); return;
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}
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switch(bits & SBITS_DSTBLEND_BITS)
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{
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case SBITS_DSTBLEND_ZERO: dst = D3DBLEND_ZERO; break;
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case SBITS_DSTBLEND_ONE: dst = D3DBLEND_ONE; break;
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case SBITS_DSTBLEND_SRC_ALPHA: dst = D3DBLEND_SRCALPHA; break;
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case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA: dst = D3DBLEND_INVSRCALPHA; break;
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case SBITS_DSTBLEND_DST_ALPHA: dst = D3DBLEND_DESTALPHA; break;
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case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA: dst = D3DBLEND_INVDESTALPHA; break;
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case SBITS_DSTBLEND_SRC_COLOR: dst = D3DBLEND_SRCCOLOR; break;
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case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR: dst = D3DBLEND_INVSRCCOLOR; break;
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default: Sys_Error("Bad shader blend dst\n"); return;
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}
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, TRUE);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SRCBLEND, src);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DESTBLEND, dst);
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}
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else
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, FALSE);
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}
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if (delta & SBITS_ATEST_BITS)
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{
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switch(bits & SBITS_ATEST_BITS)
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{
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case SBITS_ATEST_NONE:
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, FALSE);
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// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 0);
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// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, 0);
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break;
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case SBITS_ATEST_GT0:
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 0);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
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break;
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case SBITS_ATEST_LT128:
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 128);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_LESS);
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break;
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case SBITS_ATEST_GE128:
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 128);
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
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break;
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}
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}
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if (delta & SBITS_MISC_DEPTHWRITE)
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{
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if (bits & SBITS_MISC_DEPTHWRITE)
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZWRITEENABLE, TRUE);
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else
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZWRITEENABLE, FALSE);
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}
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if(delta & SBITS_MISC_NODEPTHTEST)
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{
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if(bits & SBITS_MISC_NODEPTHTEST)
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZENABLE, FALSE);
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else
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZENABLE, TRUE);
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}
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if (delta & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY))
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{
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switch(bits & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY))
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{
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default:
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case 0:
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
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break;
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case SBITS_MISC_DEPTHEQUALONLY:
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_EQUAL);
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break;
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case SBITS_MISC_DEPTHCLOSERONLY:
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IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_LESS);
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break;
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}
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}
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}
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void D3DBE_Reset(qboolean before)
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{
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int i, tmu;
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if (before)
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{
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IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, NULL);
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shaderstate.curvertdecl = 0;
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for (i = 0; i < STRM_MAX; i++)
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IDirect3DDevice9_SetStreamSource(pD3DDev9, i, NULL, 0, 0);
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IDirect3DDevice9_SetIndices(pD3DDev9, NULL);
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if (shaderstate.dynxyz_buff)
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IDirect3DVertexBuffer9_Release(shaderstate.dynxyz_buff);
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shaderstate.dynxyz_buff = NULL;
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for (tmu = 0; tmu < MAX_TMUS; tmu++)
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{
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if (shaderstate.dynst_buff[tmu])
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IDirect3DVertexBuffer9_Release(shaderstate.dynst_buff[tmu]);
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shaderstate.dynst_buff[tmu] = NULL;
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}
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if (shaderstate.dyncol_buff)
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IDirect3DVertexBuffer9_Release(shaderstate.dyncol_buff);
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shaderstate.dyncol_buff = NULL;
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if (shaderstate.dynidx_buff)
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IDirect3DIndexBuffer9_Release(shaderstate.dynidx_buff);
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shaderstate.dynidx_buff = NULL;
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for (i = 0; i < D3D_VDEC_MAX; i++)
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{
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if (vertexdecls[i])
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IDirect3DVertexDeclaration9_Release(vertexdecls[i]);
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vertexdecls[i] = NULL;
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}
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}
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else
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{
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D3DVERTEXELEMENT9 decl[13], declend=D3DDECL_END();
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int elements;
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for (i = 0; i < D3D_VDEC_MAX; i++)
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{
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elements = 0;
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decl[elements].Stream = STRM_VERT;
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decl[elements].Offset = 0;
|
|
decl[elements].Type = D3DDECLTYPE_FLOAT3;
|
|
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
|
|
decl[elements].Usage = D3DDECLUSAGE_POSITION;
|
|
decl[elements].UsageIndex = 0;
|
|
elements++;
|
|
|
|
if (i & D3D_VDEC_COL4B)
|
|
{
|
|
decl[elements].Stream = STRM_COL;
|
|
decl[elements].Offset = 0;
|
|
decl[elements].Type = D3DDECLTYPE_D3DCOLOR;
|
|
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
|
|
decl[elements].Usage = D3DDECLUSAGE_COLOR;
|
|
decl[elements].UsageIndex = 0;
|
|
elements++;
|
|
}
|
|
|
|
if (i & D3D_VDEC_NORM)
|
|
{
|
|
decl[elements].Stream = STRM_NORM;
|
|
decl[elements].Offset = 0;
|
|
decl[elements].Type = D3DDECLTYPE_FLOAT3;
|
|
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
|
|
decl[elements].Usage = D3DDECLUSAGE_NORMAL;
|
|
decl[elements].UsageIndex = 0;
|
|
elements++;
|
|
|
|
decl[elements].Stream = STRM_NORMS;
|
|
decl[elements].Offset = 0;
|
|
decl[elements].Type = D3DDECLTYPE_FLOAT3;
|
|
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
|
|
decl[elements].Usage = D3DDECLUSAGE_TANGENT;
|
|
decl[elements].UsageIndex = 0;
|
|
elements++;
|
|
|
|
decl[elements].Stream = STRM_NORMT;
|
|
decl[elements].Offset = 0;
|
|
decl[elements].Type = D3DDECLTYPE_FLOAT3;
|
|
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
|
|
decl[elements].Usage = D3DDECLUSAGE_BINORMAL;
|
|
decl[elements].UsageIndex = 0;
|
|
elements++;
|
|
}
|
|
|
|
for (tmu = 0; tmu < MAX_TMUS; tmu++)
|
|
{
|
|
if (i & (D3D_VDEC_ST0<<tmu))
|
|
{
|
|
decl[elements].Stream = STRM_TC0+tmu;
|
|
decl[elements].Offset = 0;
|
|
decl[elements].Type = D3DDECLTYPE_FLOAT2;
|
|
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
|
|
decl[elements].Usage = D3DDECLUSAGE_TEXCOORD;
|
|
decl[elements].UsageIndex = tmu;
|
|
elements++;
|
|
}
|
|
}
|
|
|
|
if (i & D3D_VDEC_SKEL)
|
|
{
|
|
decl[elements].Stream = STRM_BONEWEIGHT;
|
|
decl[elements].Offset = 0;
|
|
decl[elements].Type = D3DDECLTYPE_FLOAT3;
|
|
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
|
|
decl[elements].Usage = D3DDECLUSAGE_BLENDWEIGHT;
|
|
decl[elements].UsageIndex = 0;
|
|
elements++;
|
|
|
|
decl[elements].Stream = STRM_BONENUM;
|
|
decl[elements].Offset = 0;
|
|
decl[elements].Type = D3DDECLTYPE_FLOAT3;
|
|
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
|
|
decl[elements].Usage = D3DDECLUSAGE_BLENDINDICES;
|
|
decl[elements].UsageIndex = 0;
|
|
elements++;
|
|
}
|
|
|
|
decl[elements] = declend;
|
|
elements++;
|
|
|
|
IDirect3DDevice9_CreateVertexDeclaration(pD3DDev9, decl, &vertexdecls[i]);
|
|
}
|
|
|
|
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, shaderstate.dynxyz_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynxyz_buff, NULL);
|
|
for (tmu = 0; tmu < MAX_TMUS; tmu++)
|
|
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, shaderstate.dynst_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynst_buff[tmu], NULL);
|
|
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, shaderstate.dyncol_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dyncol_buff, NULL);
|
|
IDirect3DDevice9_CreateIndexBuffer(pD3DDev9, shaderstate.dynidx_size, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFMT_QINDEX, D3DPOOL_DEFAULT, &shaderstate.dynidx_buff, NULL);
|
|
|
|
for (i = 0; i < MAX_TMUS; i++)
|
|
{
|
|
shaderstate.tmuflags[i] = ~0;
|
|
BE_ApplyTMUState(i, 0);
|
|
}
|
|
|
|
/*force all state to change, thus setting a known state*/
|
|
shaderstate.shaderbits = ~0;
|
|
D3DBE_ApplyShaderBits(0);
|
|
}
|
|
}
|
|
|
|
void D3DBE_Init(void)
|
|
{
|
|
be_maxpasses = MAX_TMUS;
|
|
memset(&shaderstate, 0, sizeof(shaderstate));
|
|
shaderstate.curvertdecl = -1;
|
|
|
|
FTable_Init();
|
|
|
|
shaderstate.dynxyz_size = sizeof(vecV_t) * DYNVBUFFSIZE;
|
|
shaderstate.dyncol_size = sizeof(byte_vec4_t) * DYNVBUFFSIZE;
|
|
shaderstate.dynst_size = sizeof(vec2_t) * DYNVBUFFSIZE;
|
|
shaderstate.dynidx_size = sizeof(index_t) * DYNIBUFFSIZE;
|
|
|
|
D3DBE_Reset(false);
|
|
|
|
R_InitFlashblends();
|
|
}
|
|
|
|
static void allocvertexbuffer(IDirect3DVertexBuffer9 *buff, unsigned int bmaxsize, unsigned int *offset, void **data, unsigned int bytes)
|
|
{
|
|
unsigned int boff;
|
|
if (*offset + bytes > bmaxsize)
|
|
{
|
|
boff = 0;
|
|
*offset = bytes;
|
|
}
|
|
else
|
|
{
|
|
boff = *offset;
|
|
*offset += bytes;
|
|
}
|
|
d3dcheck(IDirect3DVertexBuffer9_Lock(buff, boff, bytes, data, boff?D3DLOCK_NOOVERWRITE:D3DLOCK_DISCARD));
|
|
}
|
|
|
|
static unsigned int allocindexbuffer(void **dest, unsigned int entries)
|
|
{
|
|
unsigned int bytes = entries*sizeof(index_t);
|
|
unsigned int offset;
|
|
|
|
if (shaderstate.dynidx_offs + bytes > DYNIBUFFSIZE)
|
|
{
|
|
offset = 0;
|
|
shaderstate.dynidx_offs = 0;
|
|
}
|
|
else
|
|
{
|
|
offset = shaderstate.dynidx_offs;
|
|
shaderstate.dynidx_offs += bytes;
|
|
}
|
|
|
|
d3dcheck(IDirect3DIndexBuffer9_Lock(shaderstate.dynidx_buff, offset, (unsigned int)entries, dest, offset?D3DLOCK_NOOVERWRITE:D3DLOCK_DISCARD));
|
|
return offset/sizeof(index_t);
|
|
}
|
|
|
|
static void BindTexture(unsigned int tu, void *id)
|
|
{
|
|
if (shaderstate.curtex[tu].ptr != id)
|
|
{
|
|
shaderstate.curtex[tu].ptr = id;
|
|
IDirect3DDevice9_SetTexture (pD3DDev9, tu, id);
|
|
}
|
|
}
|
|
|
|
static void SelectPassTexture(unsigned int tu, shaderpass_t *pass)
|
|
{
|
|
switch(pass->texgen)
|
|
{
|
|
default:
|
|
case T_GEN_DIFFUSE:
|
|
BindTexture(tu, shaderstate.curtexnums->base.ptr);
|
|
break;
|
|
case T_GEN_NORMALMAP:
|
|
BindTexture( tu, shaderstate.curtexnums->bump.ptr);
|
|
break;
|
|
case T_GEN_SPECULAR:
|
|
BindTexture(tu, shaderstate.curtexnums->specular.ptr);
|
|
break;
|
|
case T_GEN_UPPEROVERLAY:
|
|
BindTexture(tu, shaderstate.curtexnums->upperoverlay.ptr);
|
|
break;
|
|
case T_GEN_LOWEROVERLAY:
|
|
BindTexture(tu, shaderstate.curtexnums->loweroverlay.ptr);
|
|
break;
|
|
case T_GEN_FULLBRIGHT:
|
|
BindTexture(tu, shaderstate.curtexnums->fullbright.ptr);
|
|
break;
|
|
case T_GEN_ANIMMAP:
|
|
BindTexture(tu, pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes].ptr);
|
|
break;
|
|
case T_GEN_SINGLEMAP:
|
|
BindTexture(tu, pass->anim_frames[0].ptr);
|
|
break;
|
|
case T_GEN_DELUXMAP:
|
|
BindTexture(tu, shaderstate.curdeluxmap.ptr);
|
|
break;
|
|
case T_GEN_LIGHTMAP:
|
|
BindTexture(tu, shaderstate.curlightmap.ptr);
|
|
break;
|
|
|
|
/*case T_GEN_CURRENTRENDER:
|
|
FIXME: no code to grab the current screen and convert to a texture
|
|
break;*/
|
|
case T_GEN_VIDEOMAP:
|
|
BindTexture(tu, Media_UpdateForShader(pass->cin).ptr);
|
|
break;
|
|
}
|
|
|
|
BE_ApplyTMUState(tu, pass->flags);
|
|
|
|
switch (pass->blendmode)
|
|
{
|
|
case PBM_DOTPRODUCT:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3);
|
|
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
// IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
break;
|
|
case PBM_REPLACE:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
|
|
|
if (shaderstate.flags & (BEF_FORCETRANSPARENT | BEF_FORCEADDITIVE))
|
|
{
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
}
|
|
else
|
|
{
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
// IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
}
|
|
break;
|
|
case PBM_ADD:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA);
|
|
shaderstate.passcolour &= 0xff000000;
|
|
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
break;
|
|
case PBM_DECAL:
|
|
if (!tu)
|
|
goto forcemod;
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA);
|
|
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
// IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
break;
|
|
case PBM_OVERBRIGHT:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
|
{
|
|
extern cvar_t gl_overbright;
|
|
switch (gl_overbright.ival)
|
|
{
|
|
case 1:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE2X);
|
|
break;
|
|
case 2:
|
|
case 3:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE4X);
|
|
break;
|
|
default:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
|
break;
|
|
}
|
|
}
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
break;
|
|
default:
|
|
case PBM_MODULATE:
|
|
forcemod:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
|
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
break;
|
|
}
|
|
|
|
if (tu == 0)
|
|
{
|
|
if (shaderstate.passsinglecolour)
|
|
{
|
|
if (shaderstate.passcolour == D3DCOLOR_RGBA(255,255,255,255))
|
|
{
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
}
|
|
else
|
|
{
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CONSTANT);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_CONSTANT);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_CONSTANT, shaderstate.passcolour);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void colourgenbyte(const shaderpass_t *pass, int cnt, byte_vec4_t *src, byte_vec4_t *dst, const mesh_t *mesh)
|
|
{
|
|
D3DCOLOR block;
|
|
switch (pass->rgbgen)
|
|
{
|
|
case RGB_GEN_ENTITY:
|
|
block = D3DCOLOR_COLORVALUE(shaderstate.curentity->shaderRGBAf[0], shaderstate.curentity->shaderRGBAf[1], shaderstate.curentity->shaderRGBAf[2], shaderstate.curentity->shaderRGBAf[3]);
|
|
while((cnt)--)
|
|
{
|
|
((D3DCOLOR*)dst)[cnt] = block;
|
|
}
|
|
break;
|
|
case RGB_GEN_ONE_MINUS_ENTITY:
|
|
block = D3DCOLOR_COLORVALUE(1-shaderstate.curentity->shaderRGBAf[0], 1-shaderstate.curentity->shaderRGBAf[1], 1-shaderstate.curentity->shaderRGBAf[2], 1-shaderstate.curentity->shaderRGBAf[3]);
|
|
while((cnt)--)
|
|
{
|
|
((D3DCOLOR*)dst)[cnt] = block;
|
|
}
|
|
break;
|
|
case RGB_GEN_VERTEX_LIGHTING:
|
|
case RGB_GEN_VERTEX_EXACT:
|
|
if (!src)
|
|
{
|
|
while((cnt)--)
|
|
{
|
|
dst[cnt][0] = 255;
|
|
dst[cnt][1] = 255;
|
|
dst[cnt][2] = 255;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while((cnt)--)
|
|
{
|
|
qbyte r, g, b;
|
|
r=src[cnt][0];
|
|
g=src[cnt][1];
|
|
b=src[cnt][2];
|
|
dst[cnt][0] = b;
|
|
dst[cnt][1] = g;
|
|
dst[cnt][2] = r;
|
|
}
|
|
}
|
|
break;
|
|
case RGB_GEN_ONE_MINUS_VERTEX:
|
|
while((cnt)--)
|
|
{
|
|
qbyte r, g, b;
|
|
r=255-src[cnt][0];
|
|
g=255-src[cnt][1];
|
|
b=255-src[cnt][2];
|
|
dst[cnt][0] = b;
|
|
dst[cnt][1] = g;
|
|
dst[cnt][2] = r;
|
|
}
|
|
break;
|
|
case RGB_GEN_IDENTITY_LIGHTING:
|
|
//compensate for overbrights
|
|
block = D3DCOLOR_RGBA(255, 255, 255, 255); //shaderstate.identitylighting
|
|
while((cnt)--)
|
|
{
|
|
((D3DCOLOR*)dst)[cnt] = block;
|
|
}
|
|
break;
|
|
default:
|
|
case RGB_GEN_IDENTITY:
|
|
block = D3DCOLOR_RGBA(255, 255, 255, 255);
|
|
while((cnt)--)
|
|
{
|
|
((D3DCOLOR*)dst)[cnt] = block;
|
|
}
|
|
break;
|
|
case RGB_GEN_CONST:
|
|
block = D3DCOLOR_COLORVALUE(pass->rgbgen_func.args[0], pass->rgbgen_func.args[1], pass->rgbgen_func.args[2], 1);
|
|
while((cnt)--)
|
|
{
|
|
((D3DCOLOR*)dst)[cnt] = block;
|
|
}
|
|
break;
|
|
case RGB_GEN_LIGHTING_DIFFUSE:
|
|
//collect lighting details for mobile entities
|
|
if (!mesh->normals_array)
|
|
{
|
|
block = D3DCOLOR_RGBA(255, 255, 255, 255);
|
|
while((cnt)--)
|
|
{
|
|
((D3DCOLOR*)dst)[cnt] = block;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
R_LightArraysByte_BGR(shaderstate.curentity , mesh->xyz_array, dst, cnt, mesh->normals_array);
|
|
}
|
|
break;
|
|
case RGB_GEN_WAVE:
|
|
{
|
|
float *table;
|
|
float c;
|
|
|
|
table = FTableForFunc(pass->rgbgen_func.type);
|
|
c = pass->rgbgen_func.args[2] + shaderstate.curtime * pass->rgbgen_func.args[3];
|
|
c = FTABLE_EVALUATE(table, c) * pass->rgbgen_func.args[1] + pass->rgbgen_func.args[0];
|
|
c = bound(0.0f, c, 1.0f);
|
|
block = D3DCOLOR_COLORVALUE(c, c, c, 1);
|
|
|
|
while((cnt)--)
|
|
{
|
|
((D3DCOLOR*)dst)[cnt] = block;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case RGB_GEN_TOPCOLOR:
|
|
case RGB_GEN_BOTTOMCOLOR:
|
|
#ifdef warningmsg
|
|
#pragma warningmsg("fix 24bit player colours")
|
|
#endif
|
|
block = D3DCOLOR_RGBA(255, 255, 255, 255);
|
|
while((cnt)--)
|
|
{
|
|
((D3DCOLOR*)dst)[cnt] = block;
|
|
}
|
|
// Con_Printf("RGB_GEN %i not supported\n", pass->rgbgen);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void alphagenbyte(const shaderpass_t *pass, int cnt, byte_vec4_t *src, byte_vec4_t *dst, const mesh_t *mesh)
|
|
{
|
|
/*FIXME: Skip this if the rgbgen did it*/
|
|
float *table;
|
|
unsigned char t;
|
|
float f;
|
|
vec3_t v1, v2;
|
|
|
|
switch (pass->alphagen)
|
|
{
|
|
default:
|
|
case ALPHA_GEN_IDENTITY:
|
|
if (shaderstate.flags & BEF_FORCETRANSPARENT)
|
|
{
|
|
f = shaderstate.curentity->shaderRGBAf[3];
|
|
if (f < 0)
|
|
t = 0;
|
|
else if (f >= 1)
|
|
t = 255;
|
|
else
|
|
t = f*255;
|
|
while(cnt--)
|
|
dst[cnt][3] = t;
|
|
}
|
|
else
|
|
{
|
|
while(cnt--)
|
|
dst[cnt][3] = 255;
|
|
}
|
|
break;
|
|
|
|
case ALPHA_GEN_CONST:
|
|
t = pass->alphagen_func.args[0]*255;
|
|
while(cnt--)
|
|
dst[cnt][3] = t;
|
|
break;
|
|
|
|
case ALPHA_GEN_WAVE:
|
|
table = FTableForFunc(pass->alphagen_func.type);
|
|
f = pass->alphagen_func.args[2] + shaderstate.curtime * pass->alphagen_func.args[3];
|
|
f = FTABLE_EVALUATE(table, f) * pass->alphagen_func.args[1] + pass->alphagen_func.args[0];
|
|
t = bound(0.0f, f, 1.0f)*255;
|
|
while(cnt--)
|
|
dst[cnt][3] = t;
|
|
break;
|
|
|
|
case ALPHA_GEN_PORTAL:
|
|
//FIXME: should this be per-vert?
|
|
VectorAdd(mesh->xyz_array[0], shaderstate.curentity->origin, v1);
|
|
VectorSubtract(r_origin, v1, v2);
|
|
f = VectorLength(v2) * (1.0 / 255.0);
|
|
t = bound(0.0f, f, 1.0f)*255;
|
|
|
|
while(cnt--)
|
|
dst[cnt][3] = t;
|
|
break;
|
|
|
|
case ALPHA_GEN_VERTEX:
|
|
if (!src)
|
|
{
|
|
while(cnt--)
|
|
{
|
|
dst[cnt][3] = 255;
|
|
}
|
|
break;
|
|
}
|
|
|
|
while(cnt--)
|
|
{
|
|
dst[cnt][3] = src[cnt][3];
|
|
}
|
|
break;
|
|
|
|
case ALPHA_GEN_ENTITY:
|
|
t = bound(0, shaderstate.curentity->shaderRGBAf[3], 1)*255;
|
|
while(cnt--)
|
|
{
|
|
dst[cnt][3] = t;
|
|
}
|
|
break;
|
|
|
|
case ALPHA_GEN_SPECULAR:
|
|
{
|
|
int i;
|
|
VectorSubtract(r_origin, shaderstate.curentity->origin, v1);
|
|
|
|
if (!Matrix3_Compare(shaderstate.curentity->axis, (void *)axisDefault))
|
|
{
|
|
Matrix3_Multiply_Vec3(shaderstate.curentity->axis, v2, v2);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(v1, v2);
|
|
}
|
|
|
|
for (i = 0; i < cnt; i++)
|
|
{
|
|
VectorSubtract(v2, mesh->xyz_array[i], v1);
|
|
f = DotProduct(v1, mesh->normals_array[i] ) * Q_rsqrt(DotProduct(v1,v1));
|
|
f = f * f * f * f * f;
|
|
dst[i][3] = bound (0.0f, (int)(f*255), 255);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
static unsigned int BE_GenerateColourMods(unsigned int vertcount, const shaderpass_t *pass)
|
|
{
|
|
unsigned int ret = 0;
|
|
unsigned char *map;
|
|
const mesh_t *m;
|
|
unsigned int mno;
|
|
|
|
m = shaderstate.meshlist[0];
|
|
|
|
if (pass->flags & SHADER_PASS_NOCOLORARRAY)
|
|
{
|
|
shaderstate.passsinglecolour = true;
|
|
shaderstate.passcolour = D3DCOLOR_RGBA(255,255,255,255);
|
|
colourgenbyte(pass, 1, (byte_vec4_t*)&shaderstate.passcolour, (byte_vec4_t*)&shaderstate.passcolour, m);
|
|
alphagenbyte(pass, 1, (byte_vec4_t*)&shaderstate.passcolour, (byte_vec4_t*)&shaderstate.passcolour, m);
|
|
/*FIXME: just because there's no rgba set, there's no reason to assume it should be a single colour (unshaded ents)*/
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_COL, NULL, 0, 0));
|
|
}
|
|
else
|
|
{
|
|
unsigned int v;
|
|
int c;
|
|
float *src;
|
|
|
|
shaderstate.passsinglecolour = false;
|
|
|
|
ret |= D3D_VDEC_COL4B;
|
|
allocvertexbuffer(shaderstate.dyncol_buff, shaderstate.dyncol_size, &shaderstate.dyncol_offs, (void**)&map, vertcount*sizeof(D3DCOLOR));
|
|
if (m->colors4b_array)
|
|
{
|
|
for (vertcount = 0, mno = 0; mno < shaderstate.nummeshes; mno++)
|
|
{
|
|
m = shaderstate.meshlist[mno];
|
|
colourgenbyte(pass, m->numvertexes, (byte_vec4_t*)m->colors4b_array, (byte_vec4_t*)map, m);
|
|
alphagenbyte(pass, m->numvertexes, (byte_vec4_t*)m->colors4b_array, (byte_vec4_t*)map, m);
|
|
map += m->numvertexes*4;
|
|
vertcount += m->numvertexes;
|
|
}
|
|
}
|
|
else if (m->colors4f_array &&
|
|
((pass->rgbgen == RGB_GEN_VERTEX_LIGHTING) ||
|
|
(pass->rgbgen == RGB_GEN_VERTEX_EXACT) ||
|
|
(pass->rgbgen == RGB_GEN_ONE_MINUS_VERTEX) ||
|
|
(pass->alphagen == ALPHA_GEN_VERTEX)))
|
|
{
|
|
for (vertcount = 0, mno = 0; mno < shaderstate.nummeshes; mno++)
|
|
{
|
|
m = shaderstate.meshlist[mno];
|
|
src = m->colors4f_array[0];
|
|
for (v = 0; v < m->numvertexes; v++)
|
|
{
|
|
c = src[0]*255;
|
|
map[0] = bound(0, c, 255);
|
|
c = src[1]*255;
|
|
map[1] = bound(0, c, 255);
|
|
c = src[2]*255;
|
|
map[2] = bound(0, c, 255);
|
|
c = src[3]*255;
|
|
map[3] = bound(0, c, 255);
|
|
map += 4;
|
|
src += 4;
|
|
}
|
|
vertcount += m->numvertexes;
|
|
}
|
|
map -= vertcount*4;
|
|
/*FIXME: m is wrong. its the last ent only*/
|
|
colourgenbyte(pass, vertcount, (byte_vec4_t*)map, (byte_vec4_t*)map, m);
|
|
alphagenbyte(pass, vertcount, (byte_vec4_t*)map, (byte_vec4_t*)map, m);
|
|
}
|
|
else
|
|
{
|
|
for (vertcount = 0, mno = 0; mno < shaderstate.nummeshes; mno++)
|
|
{
|
|
m = shaderstate.meshlist[mno];
|
|
colourgenbyte(pass, m->numvertexes, NULL, (byte_vec4_t*)map, m);
|
|
alphagenbyte(pass, m->numvertexes, NULL, (byte_vec4_t*)map, m);
|
|
map += m->numvertexes*4;
|
|
vertcount += m->numvertexes;
|
|
}
|
|
}
|
|
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dyncol_buff));
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_COL, shaderstate.dyncol_buff, shaderstate.dyncol_offs - vertcount*sizeof(D3DCOLOR), sizeof(D3DCOLOR)));
|
|
}
|
|
return ret;
|
|
}
|
|
/*********************************************************************************************************/
|
|
/*========================================== texture coord generation =====================================*/
|
|
|
|
static void tcgen_environment(float *st, unsigned int numverts, float *xyz, float *normal)
|
|
{
|
|
int i;
|
|
vec3_t viewer, reflected;
|
|
float d;
|
|
|
|
vec3_t rorg;
|
|
|
|
RotateLightVector(shaderstate.curentity->axis, shaderstate.curentity->origin, r_origin, rorg);
|
|
|
|
for (i = 0 ; i < numverts ; i++, xyz += 3, normal += 3, st += 2 )
|
|
{
|
|
VectorSubtract (rorg, xyz, viewer);
|
|
VectorNormalizeFast (viewer);
|
|
|
|
d = DotProduct (normal, viewer);
|
|
|
|
reflected[0] = normal[0]*2*d - viewer[0];
|
|
reflected[1] = normal[1]*2*d - viewer[1];
|
|
reflected[2] = normal[2]*2*d - viewer[2];
|
|
|
|
st[0] = 0.5 + reflected[1] * 0.5;
|
|
st[1] = 0.5 - reflected[2] * 0.5;
|
|
}
|
|
}
|
|
|
|
static float *tcgen(const shaderpass_t *pass, int cnt, float *dst, const mesh_t *mesh)
|
|
{
|
|
int i;
|
|
vecV_t *src;
|
|
switch (pass->tcgen)
|
|
{
|
|
default:
|
|
case TC_GEN_BASE:
|
|
return (float*)mesh->st_array;
|
|
case TC_GEN_LIGHTMAP:
|
|
return (float*)mesh->lmst_array;
|
|
case TC_GEN_NORMAL:
|
|
return (float*)mesh->normals_array;
|
|
case TC_GEN_SVECTOR:
|
|
return (float*)mesh->snormals_array;
|
|
case TC_GEN_TVECTOR:
|
|
return (float*)mesh->tnormals_array;
|
|
case TC_GEN_ENVIRONMENT:
|
|
tcgen_environment(dst, cnt, (float*)mesh->xyz_array, (float*)mesh->normals_array);
|
|
return dst;
|
|
|
|
case TC_GEN_DOTPRODUCT:
|
|
return dst;//mesh->st_array[0];
|
|
case TC_GEN_VECTOR:
|
|
src = mesh->xyz_array;
|
|
for (i = 0; i < cnt; i++, dst += 2)
|
|
{
|
|
static vec3_t tc_gen_s = { 1.0f, 0.0f, 0.0f };
|
|
static vec3_t tc_gen_t = { 0.0f, 1.0f, 0.0f };
|
|
|
|
dst[0] = DotProduct(tc_gen_s, src[i]);
|
|
dst[1] = DotProduct(tc_gen_t, src[i]);
|
|
}
|
|
return dst;
|
|
}
|
|
}
|
|
|
|
/*src and dst can be the same address when tcmods are chained*/
|
|
static void tcmod(const tcmod_t *tcmod, int cnt, const float *src, float *dst, const mesh_t *mesh)
|
|
{
|
|
float *table;
|
|
float t1, t2;
|
|
float cost, sint;
|
|
int j;
|
|
#define R_FastSin(x) sin((x)*(2*M_PI))
|
|
switch (tcmod->type)
|
|
{
|
|
case SHADER_TCMOD_ROTATE:
|
|
cost = tcmod->args[0] * shaderstate.curtime;
|
|
sint = R_FastSin(cost);
|
|
cost = R_FastSin(cost + 0.25);
|
|
|
|
for (j = 0; j < cnt; j++, dst+=2,src+=2)
|
|
{
|
|
t1 = cost * (src[0] - 0.5f) - sint * (src[1] - 0.5f) + 0.5f;
|
|
t2 = cost * (src[1] - 0.5f) + sint * (src[0] - 0.5f) + 0.5f;
|
|
dst[0] = t1;
|
|
dst[1] = t2;
|
|
}
|
|
break;
|
|
|
|
case SHADER_TCMOD_SCALE:
|
|
t1 = tcmod->args[0];
|
|
t2 = tcmod->args[1];
|
|
|
|
for (j = 0; j < cnt; j++, dst+=2,src+=2)
|
|
{
|
|
dst[0] = src[0] * t1;
|
|
dst[1] = src[1] * t2;
|
|
}
|
|
break;
|
|
|
|
case SHADER_TCMOD_TURB:
|
|
t1 = tcmod->args[2] + shaderstate.curtime * tcmod->args[3];
|
|
t2 = tcmod->args[1];
|
|
|
|
for (j = 0; j < cnt; j++, dst+=2,src+=2)
|
|
{
|
|
dst[0] = src[0] + R_FastSin (src[0]*t2+t1) * t2;
|
|
dst[1] = src[1] + R_FastSin (src[1]*t2+t1) * t2;
|
|
}
|
|
break;
|
|
|
|
case SHADER_TCMOD_STRETCH:
|
|
table = FTableForFunc(tcmod->args[0]);
|
|
t2 = tcmod->args[3] + shaderstate.curtime * tcmod->args[4];
|
|
t1 = FTABLE_EVALUATE(table, t2) * tcmod->args[2] + tcmod->args[1];
|
|
t1 = t1 ? 1.0f / t1 : 1.0f;
|
|
t2 = 0.5f - 0.5f * t1;
|
|
for (j = 0; j < cnt; j++, dst+=2,src+=2)
|
|
{
|
|
dst[0] = src[0] * t1 + t2;
|
|
dst[1] = src[1] * t1 + t2;
|
|
}
|
|
break;
|
|
|
|
case SHADER_TCMOD_SCROLL:
|
|
t1 = tcmod->args[0] * shaderstate.curtime;
|
|
t2 = tcmod->args[1] * shaderstate.curtime;
|
|
|
|
for (j = 0; j < cnt; j++, dst += 2, src+=2)
|
|
{
|
|
dst[0] = src[0] + t1;
|
|
dst[1] = src[1] + t2;
|
|
}
|
|
break;
|
|
|
|
case SHADER_TCMOD_TRANSFORM:
|
|
for (j = 0; j < cnt; j++, dst+=2, src+=2)
|
|
{
|
|
t1 = src[0];
|
|
t2 = src[1];
|
|
dst[0] = t1 * tcmod->args[0] + t2 * tcmod->args[2] + tcmod->args[4];
|
|
dst[1] = t2 * tcmod->args[1] + t1 * tcmod->args[3] + tcmod->args[5];
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void GenerateTCMods(const shaderpass_t *pass, float *dest)
|
|
{
|
|
mesh_t *mesh;
|
|
unsigned int mno;
|
|
// unsigned int fvertex = 0; //unused variable
|
|
int i;
|
|
float *src;
|
|
for (mno = 0; mno < shaderstate.nummeshes; mno++)
|
|
{
|
|
mesh = shaderstate.meshlist[mno];
|
|
src = tcgen(pass, mesh->numvertexes, dest, mesh);
|
|
//tcgen might return unmodified info
|
|
if (pass->numtcmods)
|
|
{
|
|
tcmod(&pass->tcmods[0], mesh->numvertexes, src, dest, mesh);
|
|
for (i = 1; i < pass->numtcmods; i++)
|
|
{
|
|
tcmod(&pass->tcmods[i], mesh->numvertexes, dest, dest, mesh);
|
|
}
|
|
}
|
|
else if (src != dest)
|
|
{
|
|
memcpy(dest, src, 8*mesh->numvertexes);
|
|
}
|
|
dest += mesh->numvertexes*2;
|
|
}
|
|
}
|
|
|
|
//end texture coords
|
|
/*******************************************************************************************************************/
|
|
|
|
static void deformgen(const deformv_t *deformv, int cnt, vecV_t *src, vecV_t *dst, const mesh_t *mesh)
|
|
{
|
|
float *table;
|
|
int j, k;
|
|
float args[4];
|
|
float deflect;
|
|
switch (deformv->type)
|
|
{
|
|
default:
|
|
case DEFORMV_NONE:
|
|
if (src != dst)
|
|
memcpy(dst, src, sizeof(*src)*cnt);
|
|
break;
|
|
|
|
case DEFORMV_WAVE:
|
|
if (!mesh->normals_array)
|
|
{
|
|
if (src != dst)
|
|
memcpy(dst, src, sizeof(*src)*cnt);
|
|
return;
|
|
}
|
|
args[0] = deformv->func.args[0];
|
|
args[1] = deformv->func.args[1];
|
|
args[3] = deformv->func.args[2] + deformv->func.args[3] * shaderstate.curtime;
|
|
table = FTableForFunc(deformv->func.type);
|
|
|
|
for ( j = 0; j < cnt; j++ )
|
|
{
|
|
deflect = deformv->args[0] * (src[j][0]+src[j][1]+src[j][2]) + args[3];
|
|
deflect = FTABLE_EVALUATE(table, deflect) * args[1] + args[0];
|
|
|
|
// Deflect vertex along its normal by wave amount
|
|
VectorMA(src[j], deflect, mesh->normals_array[j], dst[j]);
|
|
}
|
|
break;
|
|
|
|
case DEFORMV_NORMAL:
|
|
//normal does not actually move the verts, but it does change the normals array
|
|
//we don't currently support that.
|
|
if (src != dst)
|
|
memcpy(dst, src, sizeof(*src)*cnt);
|
|
/*
|
|
args[0] = deformv->args[1] * shaderstate.curtime;
|
|
|
|
for ( j = 0; j < cnt; j++ )
|
|
{
|
|
args[1] = normalsArray[j][2] * args[0];
|
|
|
|
deflect = deformv->args[0] * R_FastSin(args[1]);
|
|
normalsArray[j][0] *= deflect;
|
|
deflect = deformv->args[0] * R_FastSin(args[1] + 0.25);
|
|
normalsArray[j][1] *= deflect;
|
|
VectorNormalizeFast(normalsArray[j]);
|
|
}
|
|
*/ break;
|
|
|
|
case DEFORMV_MOVE:
|
|
table = FTableForFunc(deformv->func.type);
|
|
deflect = deformv->func.args[2] + shaderstate.curtime * deformv->func.args[3];
|
|
deflect = FTABLE_EVALUATE(table, deflect) * deformv->func.args[1] + deformv->func.args[0];
|
|
|
|
for ( j = 0; j < cnt; j++ )
|
|
VectorMA(src[j], deflect, deformv->args, dst[j]);
|
|
break;
|
|
|
|
case DEFORMV_BULGE:
|
|
args[0] = deformv->args[0]/(2*M_PI);
|
|
args[1] = deformv->args[1];
|
|
args[2] = shaderstate.curtime * deformv->args[2]/(2*M_PI);
|
|
|
|
for (j = 0; j < cnt; j++)
|
|
{
|
|
deflect = R_FastSin(mesh->st_array[j][0]*args[0] + args[2])*args[1];
|
|
dst[j][0] = src[j][0]+deflect*mesh->normals_array[j][0];
|
|
dst[j][1] = src[j][1]+deflect*mesh->normals_array[j][1];
|
|
dst[j][2] = src[j][2]+deflect*mesh->normals_array[j][2];
|
|
}
|
|
break;
|
|
|
|
case DEFORMV_AUTOSPRITE:
|
|
if (mesh->numindexes < 6)
|
|
break;
|
|
|
|
for (j = 0; j < cnt-3; j+=4, src+=4, dst+=4)
|
|
{
|
|
vec3_t mid, d;
|
|
float radius;
|
|
mid[0] = 0.25*(src[0][0] + src[1][0] + src[2][0] + src[3][0]);
|
|
mid[1] = 0.25*(src[0][1] + src[1][1] + src[2][1] + src[3][1]);
|
|
mid[2] = 0.25*(src[0][2] + src[1][2] + src[2][2] + src[3][2]);
|
|
VectorSubtract(src[0], mid, d);
|
|
radius = 2*VectorLength(d);
|
|
|
|
for (k = 0; k < 4; k++)
|
|
{
|
|
dst[k][0] = mid[0] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[0+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[0+1]);
|
|
dst[k][1] = mid[1] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[4+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[4+1]);
|
|
dst[k][2] = mid[2] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[8+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[8+1]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEFORMV_AUTOSPRITE2:
|
|
if (mesh->numindexes < 6)
|
|
break;
|
|
|
|
for (k = 0; k < mesh->numindexes; k += 6)
|
|
{
|
|
int long_axis, short_axis;
|
|
vec3_t axis;
|
|
float len[3];
|
|
mat3_t m0, m1, m2, result;
|
|
float *quad[4];
|
|
vec3_t rot_centre, tv;
|
|
|
|
quad[0] = (float *)(dst + mesh->indexes[k+0]);
|
|
quad[1] = (float *)(dst + mesh->indexes[k+1]);
|
|
quad[2] = (float *)(dst + mesh->indexes[k+2]);
|
|
|
|
for (j = 2; j >= 0; j--)
|
|
{
|
|
quad[3] = (float *)(dst + mesh->indexes[k+3+j]);
|
|
if (!VectorEquals (quad[3], quad[0]) &&
|
|
!VectorEquals (quad[3], quad[1]) &&
|
|
!VectorEquals (quad[3], quad[2]))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// build a matrix were the longest axis of the billboard is the Y-Axis
|
|
VectorSubtract(quad[1], quad[0], m0[0]);
|
|
VectorSubtract(quad[2], quad[0], m0[1]);
|
|
VectorSubtract(quad[2], quad[1], m0[2]);
|
|
len[0] = DotProduct(m0[0], m0[0]);
|
|
len[1] = DotProduct(m0[1], m0[1]);
|
|
len[2] = DotProduct(m0[2], m0[2]);
|
|
|
|
if ((len[2] > len[1]) && (len[2] > len[0]))
|
|
{
|
|
if (len[1] > len[0])
|
|
{
|
|
long_axis = 1;
|
|
short_axis = 0;
|
|
}
|
|
else
|
|
{
|
|
long_axis = 0;
|
|
short_axis = 1;
|
|
}
|
|
}
|
|
else if ((len[1] > len[2]) && (len[1] > len[0]))
|
|
{
|
|
if (len[2] > len[0])
|
|
{
|
|
long_axis = 2;
|
|
short_axis = 0;
|
|
}
|
|
else
|
|
{
|
|
long_axis = 0;
|
|
short_axis = 2;
|
|
}
|
|
}
|
|
else //if ( (len[0] > len[1]) && (len[0] > len[2]) )
|
|
{
|
|
if (len[2] > len[1])
|
|
{
|
|
long_axis = 2;
|
|
short_axis = 1;
|
|
}
|
|
else
|
|
{
|
|
long_axis = 1;
|
|
short_axis = 2;
|
|
}
|
|
}
|
|
|
|
if (DotProduct(m0[long_axis], m0[short_axis]))
|
|
{
|
|
VectorNormalize2(m0[long_axis], axis);
|
|
VectorCopy(axis, m0[1]);
|
|
|
|
if (axis[0] || axis[1])
|
|
{
|
|
VectorVectors(m0[1], m0[2], m0[0]);
|
|
}
|
|
else
|
|
{
|
|
VectorVectors(m0[1], m0[0], m0[2]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorNormalize2(m0[long_axis], axis);
|
|
VectorNormalize2(m0[short_axis], m0[0]);
|
|
VectorCopy(axis, m0[1]);
|
|
CrossProduct(m0[0], m0[1], m0[2]);
|
|
}
|
|
|
|
for (j = 0; j < 3; j++)
|
|
rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25;
|
|
|
|
if (shaderstate.curentity)
|
|
{
|
|
VectorAdd(shaderstate.curentity->origin, rot_centre, tv);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(rot_centre, tv);
|
|
}
|
|
VectorSubtract(r_origin, tv, tv);
|
|
|
|
// filter any longest-axis-parts off the camera-direction
|
|
deflect = -DotProduct(tv, axis);
|
|
|
|
VectorMA(tv, deflect, axis, m1[2]);
|
|
VectorNormalizeFast(m1[2]);
|
|
VectorCopy(axis, m1[1]);
|
|
CrossProduct(m1[1], m1[2], m1[0]);
|
|
|
|
Matrix3_Transpose(m1, m2);
|
|
Matrix3_Multiply(m2, m0, result);
|
|
|
|
for (j = 0; j < 4; j++)
|
|
{
|
|
VectorSubtract(quad[j], rot_centre, tv);
|
|
Matrix3_Multiply_Vec3((void *)result, tv, quad[j]);
|
|
VectorAdd(rot_centre, quad[j], quad[j]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
// case DEFORMV_PROJECTION_SHADOW:
|
|
// break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*does not do the draw call, does not consider indicies (except for billboard generation) */
|
|
static qboolean BE_DrawMeshChain_SetupPass(shaderpass_t *pass, unsigned int vertcount)
|
|
{
|
|
int vdec;
|
|
void *map;
|
|
int i;
|
|
unsigned int passno = 0, tmu;
|
|
|
|
int lastpass = pass->numMergedPasses;
|
|
|
|
for (i = 0; i < lastpass; i++)
|
|
{
|
|
if (pass[i].texgen == T_GEN_UPPEROVERLAY && !TEXVALID(shaderstate.curtexnums->upperoverlay))
|
|
continue;
|
|
if (pass[i].texgen == T_GEN_LOWEROVERLAY && !TEXVALID(shaderstate.curtexnums->loweroverlay))
|
|
continue;
|
|
if (pass[i].texgen == T_GEN_FULLBRIGHT && !TEXVALID(shaderstate.curtexnums->fullbright))
|
|
continue;
|
|
break;
|
|
}
|
|
if (i == lastpass)
|
|
return false;
|
|
|
|
/*all meshes in a chain must have the same features*/
|
|
|
|
vdec = 0;
|
|
|
|
/*we only use one colour, generated from the first pass*/
|
|
vdec |= BE_GenerateColourMods(vertcount, pass);
|
|
|
|
tmu = 0;
|
|
/*activate tmus*/
|
|
for (passno = 0; passno < lastpass; passno++)
|
|
{
|
|
if (pass[passno].texgen == T_GEN_UPPEROVERLAY && !TEXVALID(shaderstate.curtexnums->upperoverlay))
|
|
continue;
|
|
if (pass[passno].texgen == T_GEN_LOWEROVERLAY && !TEXVALID(shaderstate.curtexnums->loweroverlay))
|
|
continue;
|
|
if (pass[passno].texgen == T_GEN_FULLBRIGHT && !TEXVALID(shaderstate.curtexnums->fullbright))
|
|
continue;
|
|
|
|
SelectPassTexture(tmu, pass+passno);
|
|
|
|
vdec |= D3D_VDEC_ST0<<tmu;
|
|
allocvertexbuffer(shaderstate.dynst_buff[tmu], shaderstate.dynst_size, &shaderstate.dynst_offs[tmu], &map, vertcount*sizeof(vec2_t));
|
|
GenerateTCMods(pass+passno, map);
|
|
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[tmu]));
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+tmu, shaderstate.dynst_buff[tmu], shaderstate.dynst_offs[tmu] - vertcount*sizeof(vec2_t), sizeof(vec2_t)));
|
|
tmu++;
|
|
}
|
|
/*deactivate any extras*/
|
|
for (; tmu < shaderstate.lastpasscount; )
|
|
{
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+tmu, NULL, 0, 0));
|
|
BindTexture(tmu, NULL);
|
|
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, tmu, D3DTSS_COLOROP, D3DTOP_DISABLE));
|
|
tmu++;
|
|
}
|
|
shaderstate.lastpasscount = tmu;
|
|
|
|
// if (meshchain->normals_array &&
|
|
// meshchain->2 &&
|
|
// meshchain->tnormals_array)
|
|
// vdec |= D3D_VDEC_NORMS;
|
|
|
|
if (vdec != shaderstate.curvertdecl)
|
|
{
|
|
shaderstate.curvertdecl = vdec;
|
|
d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
|
|
}
|
|
|
|
D3DBE_ApplyShaderBits(pass->shaderbits);
|
|
return true;
|
|
}
|
|
|
|
static void BE_ApplyUniforms(program_t *prog, int permu)
|
|
{
|
|
int i;
|
|
IDirect3DDevice9_SetVertexShader(pD3DDev9, prog->handle[permu].hlsl.vert);
|
|
IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->handle[permu].hlsl.frag);
|
|
for (i = 0; i < prog->numparams; i++)
|
|
{
|
|
switch (prog->parm[i].type)
|
|
{
|
|
case SP_M_PROJECTION:
|
|
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, prog->parm[i].handle[permu], d3d_trueprojection, 4);
|
|
break;
|
|
case SP_M_VIEW:
|
|
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, prog->parm[i].handle[permu], r_refdef.m_view, 4);
|
|
break;
|
|
// case SP_M_MODEL:
|
|
// IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, prog->parm[i].handle[permu], r_refdef.m_view, 4);
|
|
// break;
|
|
|
|
case SP_V_EYEPOS:
|
|
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, prog->parm[i].handle[permu], r_origin, 1);
|
|
break;
|
|
case SP_E_EYEPOS:
|
|
{
|
|
vec4_t t2;
|
|
float m16[16];
|
|
Matrix4x4_CM_ModelMatrixFromAxis(m16, shaderstate.curentity->axis[0], shaderstate.curentity->axis[1], shaderstate.curentity->axis[2], shaderstate.curentity->origin);
|
|
Matrix4x4_CM_Transform3(m16, r_origin, t2);
|
|
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, prog->parm[i].handle[permu], t2, 1);
|
|
}
|
|
break;
|
|
case SP_E_TIME:
|
|
{
|
|
vec4_t t1 = {shaderstate.curtime};
|
|
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, prog->parm[i].handle[permu], t1, 1);
|
|
}
|
|
break;
|
|
case SP_M_MODELVIEWPROJECTION:
|
|
{
|
|
float mv[16], mvp[16];
|
|
Matrix4_Multiply(r_refdef.m_view, shaderstate.m_model, mv);
|
|
Matrix4_Multiply(d3d_trueprojection, mv, mvp);
|
|
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, prog->parm[i].handle[permu], mvp, 4);
|
|
}
|
|
break;
|
|
case SP_E_COLOURS:
|
|
case SP_E_COLOURSIDENT:
|
|
case SP_E_TOPCOLOURS:
|
|
case SP_E_BOTTOMCOLOURS:
|
|
case SP_E_L_DIR:
|
|
case SP_E_L_MUL:
|
|
case SP_E_L_AMBIENT:
|
|
|
|
case SP_M_ENTBONES:
|
|
case SP_M_MODEL:
|
|
case SP_M_MODELVIEW:
|
|
|
|
case SP_RENDERTEXTURESCALE:
|
|
|
|
case SP_LIGHTRADIUS:
|
|
case SP_LIGHTCOLOUR:
|
|
case SP_LIGHTPOSITION:
|
|
|
|
case SP_FIRSTIMMEDIATE:
|
|
case SP_CONSTI:
|
|
case SP_CONSTF:
|
|
case SP_CVARI:
|
|
case SP_CVARF:
|
|
case SP_CVAR3F:
|
|
case SP_TEXTURE:
|
|
Con_Printf("shader property %i not implemented\n", prog->parm[i].type);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void BE_RenderMeshProgram(unsigned int vertcount, unsigned int idxfirst, unsigned int idxcount)
|
|
{
|
|
int vdec = D3D_VDEC_ST0;
|
|
int passno;
|
|
shader_t *s = shaderstate.curshader;
|
|
//shaderpass_t *pass = s->passes; //unused variable
|
|
|
|
D3DBE_ApplyShaderBits(shaderstate.curshader->passes->shaderbits);
|
|
|
|
BE_ApplyUniforms(s->prog, 0);
|
|
|
|
|
|
|
|
/*activate tmus*/
|
|
for (passno = 0; passno < s->numpasses; passno++)
|
|
{
|
|
SelectPassTexture(passno, s->passes+passno);
|
|
}
|
|
/*deactivate any extras*/
|
|
for (; passno < shaderstate.lastpasscount; passno++)
|
|
{
|
|
BindTexture(passno, NULL);
|
|
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_DISABLE));
|
|
}
|
|
shaderstate.lastpasscount = passno;
|
|
|
|
/*colours*/
|
|
if (vdec & D3D_VDEC_COL4B)
|
|
{
|
|
int mno,v;
|
|
void *map;
|
|
mesh_t *m;
|
|
allocvertexbuffer(shaderstate.dynst_buff[0], shaderstate.dynst_size, &shaderstate.dynst_offs[0], &map, vertcount*sizeof(byte_vec4_t));
|
|
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
|
|
{
|
|
byte_vec4_t *dest = (byte_vec4_t*)((char*)map+vertcount*sizeof(byte_vec4_t));
|
|
m = shaderstate.meshlist[mno];
|
|
if (m->colors4f_array)
|
|
{
|
|
for (v = 0; v < m->numvertexes; v++)
|
|
{
|
|
dest[v][0] = bound(0, m->colors4f_array[v][0] * 255, 255);
|
|
dest[v][1] = bound(0, m->colors4f_array[v][1] * 255, 255);
|
|
dest[v][2] = bound(0, m->colors4f_array[v][2] * 255, 255);
|
|
dest[v][3] = bound(0, m->colors4f_array[v][3] * 255, 255);
|
|
}
|
|
}
|
|
else if (m->colors4b_array)
|
|
memcpy(dest, m->colors4b_array, m->numvertexes*sizeof(byte_vec4_t));
|
|
else
|
|
memset(dest, 0, m->numvertexes*sizeof(byte_vec4_t));
|
|
vertcount += m->numvertexes;
|
|
}
|
|
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[0]));
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0, shaderstate.dynst_buff[0], shaderstate.dynst_offs[0] - vertcount*sizeof(byte_vec4_t), sizeof(byte_vec4_t)));
|
|
}
|
|
|
|
/*texture coords*/
|
|
if (vdec & D3D_VDEC_ST0)
|
|
{
|
|
int mno;
|
|
void *map;
|
|
mesh_t *m;
|
|
allocvertexbuffer(shaderstate.dynst_buff[0], shaderstate.dynst_size, &shaderstate.dynst_offs[0], &map, vertcount*sizeof(vec2_t));
|
|
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
|
|
{
|
|
vec2_t *dest = (vec2_t*)((char*)map+vertcount*sizeof(vec2_t));
|
|
m = shaderstate.meshlist[mno];
|
|
memcpy(dest, m->st_array, m->numvertexes*sizeof(vec2_t));
|
|
vertcount += m->numvertexes;
|
|
}
|
|
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[0]));
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0, shaderstate.dynst_buff[0], shaderstate.dynst_offs[0] - vertcount*sizeof(vec2_t), sizeof(vec2_t)));
|
|
}
|
|
/*lm coords*/
|
|
if (vdec & D3D_VDEC_ST1)
|
|
{
|
|
int mno;
|
|
void *map;
|
|
mesh_t *m;
|
|
allocvertexbuffer(shaderstate.dynst_buff[1], shaderstate.dynst_size, &shaderstate.dynst_offs[1], &map, vertcount*sizeof(vec2_t));
|
|
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
|
|
{
|
|
vec2_t *dest = (vec2_t*)((char*)map+vertcount*sizeof(vec2_t));
|
|
m = shaderstate.meshlist[mno];
|
|
memcpy(dest, m->lmst_array, m->numvertexes*sizeof(vec2_t));
|
|
vertcount += m->numvertexes;
|
|
}
|
|
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[1]));
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0, shaderstate.dynst_buff[1], shaderstate.dynst_offs[1] - vertcount*sizeof(vec2_t), sizeof(vec2_t)));
|
|
}
|
|
|
|
/*normals/tangents/bitangents*/
|
|
if (vdec & D3D_VDEC_NORM)
|
|
{
|
|
/*FIXME*/
|
|
vdec &= ~D3D_VDEC_NORM;
|
|
}
|
|
|
|
/*bone weights+indexes*/
|
|
if (vdec & D3D_VDEC_SKEL)
|
|
{
|
|
/*FIXME*/
|
|
vdec &= ~D3D_VDEC_NORM;
|
|
}
|
|
|
|
if (vdec != shaderstate.curvertdecl)
|
|
{
|
|
shaderstate.curvertdecl = vdec;
|
|
d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
|
|
}
|
|
|
|
// IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9,
|
|
d3dcheck(IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, 0, vertcount, idxfirst, idxcount/3));
|
|
|
|
IDirect3DDevice9_SetVertexShader(pD3DDev9, NULL);
|
|
IDirect3DDevice9_SetPixelShader(pD3DDev9, NULL);
|
|
}
|
|
|
|
static void BE_Cull(unsigned int cullflags)
|
|
{
|
|
cullflags |= r_refdef.flipcull;
|
|
if (shaderstate.curcull != cullflags)
|
|
{
|
|
shaderstate.curcull = cullflags;
|
|
if (shaderstate.curcull & 1)
|
|
{
|
|
if (shaderstate.curcull & SHADER_CULL_FRONT)
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CW);
|
|
else if (shaderstate.curcull & SHADER_CULL_BACK)
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CCW);
|
|
else
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_NONE);
|
|
}
|
|
else
|
|
{
|
|
if (shaderstate.curcull & SHADER_CULL_FRONT)
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CCW);
|
|
else if (shaderstate.curcull & SHADER_CULL_BACK)
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CW);
|
|
else
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_NONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void BE_DrawMeshChain_Internal(void)
|
|
{
|
|
unsigned int vertcount, idxcount, idxfirst;
|
|
mesh_t *m;
|
|
void *map;
|
|
int i;
|
|
unsigned int mno;
|
|
unsigned int passno = 0;
|
|
shaderpass_t *pass = shaderstate.curshader->passes;
|
|
extern cvar_t r_polygonoffset_submodel_factor;
|
|
float pushdepth;
|
|
// float pushfactor;
|
|
|
|
BE_Cull(shaderstate.curshader->flags & (SHADER_CULL_FRONT | SHADER_CULL_BACK));
|
|
pushdepth = (shaderstate.curshader->polyoffset.factor + ((shaderstate.flags & BEF_PUSHDEPTH)?r_polygonoffset_submodel_factor.value:0))/0xffff;
|
|
if (pushdepth != shaderstate.depthbias)
|
|
{
|
|
shaderstate.depthbias = pushdepth;
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DEPTHBIAS, *(DWORD*)&shaderstate.depthbias);
|
|
}
|
|
// pushdepth = shaderstate.curshader->polyoffset.unit/-1;// + ((shaderstate.flags & BEF_PUSHDEPTH)?8:0);
|
|
// pushfactor = shaderstate.curshader->polyoffset.factor/-1;
|
|
// if (pushfactor != shaderstate.depthfactor)
|
|
// {
|
|
// shaderstate.depthfactor = pushfactor;
|
|
// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&shaderstate.depthfactor);
|
|
// }
|
|
|
|
for (mno = 0, vertcount = 0, idxcount = 0; mno < shaderstate.nummeshes; mno++)
|
|
{
|
|
m = shaderstate.meshlist[mno];
|
|
vertcount += m->numvertexes;
|
|
idxcount += m->numindexes;
|
|
}
|
|
|
|
/*vertex buffers are common to all passes*/
|
|
allocvertexbuffer(shaderstate.dynxyz_buff, shaderstate.dynxyz_size, &shaderstate.dynxyz_offs, &map, vertcount*sizeof(vecV_t));
|
|
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
|
|
{
|
|
vecV_t *dest = (vecV_t*)((char*)map+vertcount*sizeof(vecV_t));
|
|
m = shaderstate.meshlist[mno];
|
|
deformgen(&shaderstate.curshader->deforms[0], m->numvertexes, m->xyz_array, dest, m);
|
|
for (i = 1; i < shaderstate.curshader->numdeforms; i++)
|
|
{
|
|
deformgen(&shaderstate.curshader->deforms[i], m->numvertexes, dest, dest, m);
|
|
}
|
|
vertcount += m->numvertexes;
|
|
}
|
|
d3dcheck(IDirect3DVertexBuffer9_Unlock(shaderstate.dynxyz_buff));
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_VERT, shaderstate.dynxyz_buff, shaderstate.dynxyz_offs - vertcount*sizeof(vecV_t), sizeof(vecV_t)));
|
|
|
|
/*so are index buffers*/
|
|
idxfirst = allocindexbuffer(&map, idxcount);
|
|
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
|
|
{
|
|
m = shaderstate.meshlist[mno];
|
|
for (i = 0; i < m->numindexes; i++)
|
|
((index_t*)map)[i] = m->indexes[i]+vertcount;
|
|
map = (char*)map + m->numindexes*sizeof(index_t);
|
|
vertcount += m->numvertexes;
|
|
}
|
|
d3dcheck(IDirect3DIndexBuffer9_Unlock(shaderstate.dynidx_buff));
|
|
d3dcheck(IDirect3DDevice9_SetIndices(pD3DDev9, shaderstate.dynidx_buff));
|
|
|
|
switch (shaderstate.mode)
|
|
{
|
|
case BEM_DEPTHONLY:
|
|
shaderstate.lastpasscount = 0;
|
|
i = 0;
|
|
if (i != shaderstate.curvertdecl)
|
|
{
|
|
shaderstate.curvertdecl = i;
|
|
d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
|
|
}
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORWRITEENABLE, 0);
|
|
/*deactivate any extras*/
|
|
for (passno = 0; passno < shaderstate.lastpasscount; )
|
|
{
|
|
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+passno, NULL, 0, 0));
|
|
BindTexture(passno, NULL);
|
|
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_DISABLE));
|
|
passno++;
|
|
}
|
|
shaderstate.lastpasscount = 0;
|
|
d3dcheck(IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, 0, vertcount, idxfirst, idxcount/3));
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_ALPHA);
|
|
break;
|
|
default:
|
|
case BEM_STANDARD:
|
|
if (shaderstate.curshader->prog)
|
|
{
|
|
BE_RenderMeshProgram(vertcount, idxfirst, idxcount);
|
|
}
|
|
else
|
|
{
|
|
/*now go through and flush each pass*/
|
|
for (passno = 0; passno < shaderstate.curshader->numpasses; passno += pass->numMergedPasses)
|
|
{
|
|
if (!BE_DrawMeshChain_SetupPass(pass+passno, vertcount))
|
|
continue;
|
|
#ifdef BENCH
|
|
shaderstate.bench.draws++;
|
|
if (shaderstate.bench.clamp && shaderstate.bench.clamp < shaderstate.bench.draws)
|
|
continue;
|
|
#endif
|
|
d3dcheck(IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, 0, vertcount, idxfirst, idxcount/3));
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void D3DBE_SelectMode(backendmode_t mode)
|
|
{
|
|
shaderstate.mode = mode;
|
|
}
|
|
|
|
/*Generates an optimised vbo for each of the given model's textures*/
|
|
void D3DBE_GenBrushModelVBO(model_t *mod)
|
|
{
|
|
unsigned int maxvboverts;
|
|
unsigned int maxvboelements;
|
|
|
|
unsigned int t;
|
|
unsigned int i;
|
|
unsigned int v;
|
|
unsigned int vcount, ecount;
|
|
unsigned int pervertsize; //erm, that name wasn't intentional
|
|
unsigned int meshes;
|
|
|
|
vbo_t *vbo;
|
|
char *vboedata;
|
|
mesh_t *m;
|
|
char *vbovdata;
|
|
|
|
if (!mod->numsurfaces)
|
|
return;
|
|
|
|
for (t = 0; t < mod->numtextures; t++)
|
|
{
|
|
if (!mod->textures[t])
|
|
continue;
|
|
vbo = &mod->textures[t]->vbo;
|
|
BE_ClearVBO(vbo);
|
|
|
|
maxvboverts = 0;
|
|
maxvboelements = 0;
|
|
meshes = 0;
|
|
for (i=0 ; i<mod->numsurfaces ; i++)
|
|
{
|
|
if (mod->surfaces[i].texinfo->texture != mod->textures[t])
|
|
continue;
|
|
m = mod->surfaces[i].mesh;
|
|
if (!m)
|
|
continue;
|
|
|
|
meshes++;
|
|
maxvboelements += m->numindexes;
|
|
maxvboverts += m->numvertexes;
|
|
}
|
|
#if sizeof_index_t == 2
|
|
if (maxvboverts > (1<<(sizeof(index_t)*8))-1)
|
|
continue;
|
|
#endif
|
|
if (!maxvboverts)
|
|
continue;
|
|
|
|
//fixme: stop this from leaking!
|
|
vcount = 0;
|
|
ecount = 0;
|
|
|
|
pervertsize = sizeof(vecV_t)+ //coord
|
|
sizeof(vec2_t)+ //tex
|
|
sizeof(vec2_t)+ //lm
|
|
sizeof(vec3_t)+ //normal
|
|
sizeof(vec3_t)+ //sdir
|
|
sizeof(vec3_t)+ //tdir
|
|
sizeof(vec4_t); //colours
|
|
|
|
vbovdata = BZ_Malloc(maxvboverts*pervertsize);
|
|
vboedata = BZ_Malloc(maxvboelements*sizeof(index_t));
|
|
|
|
vbo->coord = (vecV_t*)(vbovdata);
|
|
vbo->texcoord = (vec2_t*)((char*)vbo->coord+maxvboverts*sizeof(*vbo->coord));
|
|
vbo->lmcoord = (vec2_t*)((char*)vbo->texcoord+maxvboverts*sizeof(*vbo->texcoord));
|
|
vbo->normals = (vec3_t*)((char*)vbo->lmcoord+maxvboverts*sizeof(*vbo->lmcoord));
|
|
vbo->svector = (vec3_t*)((char*)vbo->normals+maxvboverts*sizeof(*vbo->normals));
|
|
vbo->tvector = (vec3_t*)((char*)vbo->svector+maxvboverts*sizeof(*vbo->svector));
|
|
vbo->colours4f = (vec4_t*)((char*)vbo->tvector+maxvboverts*sizeof(*vbo->tvector));
|
|
vbo->indicies = (index_t*)vboedata;
|
|
|
|
vbo->meshcount = meshes;
|
|
vbo->meshlist = BZ_Malloc(meshes*sizeof(*vbo->meshlist));
|
|
|
|
meshes = 0;
|
|
|
|
for (i=0 ; i<mod->numsurfaces ; i++)
|
|
{
|
|
if (mod->surfaces[i].texinfo->texture != mod->textures[t])
|
|
continue;
|
|
m = mod->surfaces[i].mesh;
|
|
if (!m)
|
|
continue;
|
|
|
|
mod->surfaces[i].mark = &vbo->meshlist[meshes++];
|
|
*mod->surfaces[i].mark = NULL;
|
|
|
|
m->vbofirstvert = vcount;
|
|
m->vbofirstelement = ecount;
|
|
for (v = 0; v < m->numindexes; v++)
|
|
vbo->indicies[ecount++] = vcount + m->indexes[v];
|
|
for (v = 0; v < m->numvertexes; v++)
|
|
{
|
|
vbo->coord[vcount+v][0] = m->xyz_array[v][0];
|
|
vbo->coord[vcount+v][1] = m->xyz_array[v][1];
|
|
vbo->coord[vcount+v][2] = m->xyz_array[v][2];
|
|
if (m->st_array)
|
|
{
|
|
vbo->texcoord[vcount+v][0] = m->st_array[v][0];
|
|
vbo->texcoord[vcount+v][1] = m->st_array[v][1];
|
|
}
|
|
if (m->lmst_array)
|
|
{
|
|
vbo->lmcoord[vcount+v][0] = m->lmst_array[v][0];
|
|
vbo->lmcoord[vcount+v][1] = m->lmst_array[v][1];
|
|
}
|
|
if (m->normals_array)
|
|
{
|
|
vbo->normals[vcount+v][0] = m->normals_array[v][0];
|
|
vbo->normals[vcount+v][1] = m->normals_array[v][1];
|
|
vbo->normals[vcount+v][2] = m->normals_array[v][2];
|
|
}
|
|
if (m->snormals_array)
|
|
{
|
|
vbo->svector[vcount+v][0] = m->snormals_array[v][0];
|
|
vbo->svector[vcount+v][1] = m->snormals_array[v][1];
|
|
vbo->svector[vcount+v][2] = m->snormals_array[v][2];
|
|
}
|
|
if (m->tnormals_array)
|
|
{
|
|
vbo->tvector[vcount+v][0] = m->tnormals_array[v][0];
|
|
vbo->tvector[vcount+v][1] = m->tnormals_array[v][1];
|
|
vbo->tvector[vcount+v][2] = m->tnormals_array[v][2];
|
|
}
|
|
if (m->colors4f_array)
|
|
{
|
|
vbo->colours4f[vcount+v][0] = m->colors4f_array[v][0];
|
|
vbo->colours4f[vcount+v][1] = m->colors4f_array[v][1];
|
|
vbo->colours4f[vcount+v][2] = m->colors4f_array[v][2];
|
|
vbo->colours4f[vcount+v][3] = m->colors4f_array[v][3];
|
|
}
|
|
}
|
|
vcount += v;
|
|
}
|
|
|
|
// if (GL_BuildVBO(vbo, vbovdata, vcount*pervertsize, vboedata, ecount*sizeof(index_t)))
|
|
{
|
|
BZ_Free(vbovdata);
|
|
BZ_Free(vboedata);
|
|
}
|
|
}
|
|
//for (i=0 ; i<mod->numsurfaces ; i++)
|
|
//{
|
|
// if (!mod->surfaces[i].mark)
|
|
// Host_EndGame("Surfaces with bad textures detected\n");
|
|
//}
|
|
}
|
|
/*Wipes a vbo*/
|
|
void D3DBE_ClearVBO(vbo_t *vbo)
|
|
{
|
|
}
|
|
|
|
/*upload all lightmaps at the start to reduce lags*/
|
|
void BE_UploadLightmaps(qboolean force)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < numlightmaps; i++)
|
|
{
|
|
if (!lightmap[i])
|
|
continue;
|
|
|
|
if (force)
|
|
{
|
|
lightmap[i]->rectchange.l = 0;
|
|
lightmap[i]->rectchange.t = 0;
|
|
lightmap[i]->rectchange.w = LMBLOCK_WIDTH;
|
|
lightmap[i]->rectchange.h = LMBLOCK_HEIGHT;
|
|
}
|
|
|
|
if (lightmap[i]->modified)
|
|
{
|
|
IDirect3DTexture9 *tex = lightmap_textures[i].ptr;
|
|
D3DLOCKED_RECT lock;
|
|
RECT rect;
|
|
glRect_t *theRect = &lightmap[i]->rectchange;
|
|
int r;
|
|
if (!tex)
|
|
{
|
|
lightmap_textures[i] = R_AllocNewTexture("***lightmap***", LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
|
|
tex = lightmap_textures[i].ptr;
|
|
if (!tex)
|
|
continue;
|
|
}
|
|
|
|
lightmap[i]->modified = 0;
|
|
rect.left = theRect->l;
|
|
rect.right = theRect->l + theRect->w;
|
|
rect.top = theRect->t;
|
|
rect.bottom = theRect->t + theRect->h;
|
|
|
|
IDirect3DTexture9_LockRect(tex, 0, &lock, &rect, 0);
|
|
for (r = 0; r < lightmap[i]->rectchange.h; r++)
|
|
{
|
|
memcpy((char*)lock.pBits + r*lock.Pitch, lightmap[i]->lightmaps+(theRect->l+((r+theRect->t)*LMBLOCK_WIDTH))*lightmap_bytes, lightmap[i]->rectchange.w*lightmap_bytes);
|
|
}
|
|
IDirect3DTexture9_UnlockRect(tex, 0);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void D3DBE_UploadAllLightmaps(void)
|
|
{
|
|
BE_UploadLightmaps(true);
|
|
}
|
|
|
|
qboolean D3DBE_LightCullModel(vec3_t org, model_t *model)
|
|
{
|
|
#ifdef RTLIGHTS
|
|
if ((shaderstate.mode == BEM_LIGHT || shaderstate.mode == BEM_STENCIL))
|
|
{
|
|
/*true if hidden from current light*/
|
|
/*we have no rtlight support, so mneh*/
|
|
}
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
batch_t *D3DBE_GetTempBatch(void)
|
|
{
|
|
if (shaderstate.wbatch >= shaderstate.maxwbatches)
|
|
{
|
|
shaderstate.wbatch++;
|
|
return NULL;
|
|
}
|
|
return &shaderstate.wbatches[shaderstate.wbatch++];
|
|
}
|
|
|
|
static void BE_RotateForEntity (const entity_t *e, const model_t *mod)
|
|
{
|
|
float mv[16];
|
|
float *m = shaderstate.m_model;
|
|
|
|
shaderstate.curentity = e;
|
|
|
|
m[0] = e->axis[0][0];
|
|
m[1] = e->axis[0][1];
|
|
m[2] = e->axis[0][2];
|
|
m[3] = 0;
|
|
|
|
m[4] = e->axis[1][0];
|
|
m[5] = e->axis[1][1];
|
|
m[6] = e->axis[1][2];
|
|
m[7] = 0;
|
|
|
|
m[8] = e->axis[2][0];
|
|
m[9] = e->axis[2][1];
|
|
m[10] = e->axis[2][2];
|
|
m[11] = 0;
|
|
|
|
m[12] = e->origin[0];
|
|
m[13] = e->origin[1];
|
|
m[14] = e->origin[2];
|
|
m[15] = 1;
|
|
|
|
if (e->scale != 1 && e->scale != 0) //hexen 2 stuff
|
|
{
|
|
float z;
|
|
float escale;
|
|
escale = e->scale;
|
|
switch(e->drawflags&SCALE_TYPE_MASKIN)
|
|
{
|
|
default:
|
|
case SCALE_TYPE_UNIFORM:
|
|
VectorScale((m+0), escale, (m+0));
|
|
VectorScale((m+4), escale, (m+4));
|
|
VectorScale((m+8), escale, (m+8));
|
|
break;
|
|
case SCALE_TYPE_XYONLY:
|
|
VectorScale((m+0), escale, (m+0));
|
|
VectorScale((m+4), escale, (m+4));
|
|
break;
|
|
case SCALE_TYPE_ZONLY:
|
|
VectorScale((m+8), escale, (m+8));
|
|
break;
|
|
}
|
|
if (mod && (e->drawflags&SCALE_TYPE_MASKIN) != SCALE_TYPE_XYONLY)
|
|
{
|
|
switch(e->drawflags&SCALE_ORIGIN_MASKIN)
|
|
{
|
|
case SCALE_ORIGIN_CENTER:
|
|
z = ((mod->maxs[2] + mod->mins[2]) * (1-escale))/2;
|
|
VectorMA((m+12), z, e->axis[2], (m+12));
|
|
break;
|
|
case SCALE_ORIGIN_BOTTOM:
|
|
VectorMA((m+12), mod->mins[2]*(1-escale), e->axis[2], (m+12));
|
|
break;
|
|
case SCALE_ORIGIN_TOP:
|
|
VectorMA((m+12), -mod->maxs[2], e->axis[2], (m+12));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (mod && !strcmp(mod->name, "progs/eyes.mdl"))
|
|
{
|
|
/*resize eyes, to make them easier to see*/
|
|
m[14] -= (22 + 8);
|
|
VectorScale((m+0), 2, (m+0));
|
|
VectorScale((m+4), 2, (m+4));
|
|
VectorScale((m+8), 2, (m+8));
|
|
}
|
|
if (mod && !ruleset_allow_larger_models.ival && mod->clampscale != 1)
|
|
{ //possibly this should be on a per-frame basis, but that's a real pain to do
|
|
Con_DPrintf("Rescaling %s by %f\n", mod->name, mod->clampscale);
|
|
VectorScale((m+0), mod->clampscale, (m+0));
|
|
VectorScale((m+4), mod->clampscale, (m+4));
|
|
VectorScale((m+8), mod->clampscale, (m+8));
|
|
}
|
|
|
|
if (e->flags & Q2RF_WEAPONMODEL && r_refdef.currentplayernum>=0)
|
|
{
|
|
/*FIXME: no bob*/
|
|
float iv[16];
|
|
Matrix4_Invert(r_refdef.m_view, iv);
|
|
Matrix4x4_CM_NewRotation(90, 1, 0, 0);
|
|
Matrix4_Multiply(iv, m, mv);
|
|
Matrix4_Multiply(mv, Matrix4x4_CM_NewRotation(-90, 1, 0, 0), iv);
|
|
Matrix4_Multiply(iv, Matrix4x4_CM_NewRotation(90, 0, 0, 1), mv);
|
|
|
|
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)mv);
|
|
}
|
|
else
|
|
{
|
|
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)m);
|
|
}
|
|
|
|
{
|
|
D3DVIEWPORT9 vport;
|
|
IDirect3DDevice9_GetViewport(pD3DDev9, &vport);
|
|
vport.MaxZ = (e->flags & Q2RF_DEPTHHACK)?0.333:1;
|
|
IDirect3DDevice9_SetViewport(pD3DDev9, &vport);
|
|
}
|
|
}
|
|
|
|
void D3DBE_SubmitBatch(batch_t *batch)
|
|
{
|
|
shaderstate.nummeshes = batch->meshes - batch->firstmesh;
|
|
if (!shaderstate.nummeshes)
|
|
return;
|
|
if (shaderstate.curentity != batch->ent)
|
|
{
|
|
BE_RotateForEntity(batch->ent, batch->ent->model);
|
|
shaderstate.curtime = r_refdef.time - shaderstate.curentity->shaderTime;
|
|
}
|
|
shaderstate.meshlist = batch->mesh + batch->firstmesh;
|
|
shaderstate.curshader = batch->shader;
|
|
shaderstate.curtexnums = batch->skin;
|
|
shaderstate.flags = batch->flags;
|
|
if (batch->lightmap < 0)
|
|
shaderstate.curlightmap = r_nulltex;
|
|
else
|
|
shaderstate.curlightmap = lightmap_textures[batch->lightmap];
|
|
|
|
BE_DrawMeshChain_Internal();
|
|
}
|
|
|
|
void D3DBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
|
|
{
|
|
shaderstate.curshader = shader;
|
|
shaderstate.curtexnums = texnums;
|
|
shaderstate.curlightmap = r_nulltex;
|
|
shaderstate.meshlist = meshlist;
|
|
shaderstate.nummeshes = nummeshes;
|
|
shaderstate.flags = beflags;
|
|
|
|
BE_DrawMeshChain_Internal();
|
|
}
|
|
|
|
void D3DBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
|
|
{
|
|
shaderstate.curtime = realtime;
|
|
shaderstate.curshader = shader;
|
|
shaderstate.curtexnums = texnums?texnums:&shader->defaulttextures;
|
|
shaderstate.curlightmap = r_nulltex;
|
|
shaderstate.meshlist = &meshchain;
|
|
shaderstate.nummeshes = 1;
|
|
shaderstate.flags = beflags;
|
|
|
|
BE_DrawMeshChain_Internal();
|
|
}
|
|
|
|
static void BE_SubmitMeshesSortList(batch_t *sortlist)
|
|
{
|
|
batch_t *batch;
|
|
for (batch = sortlist; batch; batch = batch->next)
|
|
{
|
|
if (batch->meshes == batch->firstmesh)
|
|
continue;
|
|
|
|
if (batch->buildmeshes)
|
|
batch->buildmeshes(batch);
|
|
else if (batch->texture)
|
|
{
|
|
batch->shader = R_TextureAnimation(batch->ent->framestate.g[FS_REG].frame[0], batch->texture)->shader;
|
|
batch->skin = &batch->shader->defaulttextures;
|
|
}
|
|
|
|
if (batch->shader->flags & SHADER_NODLIGHT)
|
|
if (shaderstate.mode == BEM_LIGHT || shaderstate.mode == BEM_SMAPLIGHT)
|
|
continue;
|
|
|
|
if (batch->shader->flags & SHADER_SKY)
|
|
{
|
|
if (!batch->shader->prog)
|
|
{
|
|
if (shaderstate.mode == BEM_STANDARD)
|
|
R_DrawSkyChain (batch);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
BE_SubmitBatch(batch);
|
|
}
|
|
}
|
|
|
|
|
|
/*generates a new modelview matrix, as well as vpn vectors*/
|
|
static void R_MirrorMatrix(plane_t *plane)
|
|
{
|
|
float mirror[16];
|
|
float view[16];
|
|
float result[16];
|
|
|
|
vec3_t pnorm;
|
|
VectorNegate(plane->normal, pnorm);
|
|
|
|
mirror[0] = 1-2*pnorm[0]*pnorm[0];
|
|
mirror[1] = -2*pnorm[0]*pnorm[1];
|
|
mirror[2] = -2*pnorm[0]*pnorm[2];
|
|
mirror[3] = 0;
|
|
|
|
mirror[4] = -2*pnorm[1]*pnorm[0];
|
|
mirror[5] = 1-2*pnorm[1]*pnorm[1];
|
|
mirror[6] = -2*pnorm[1]*pnorm[2] ;
|
|
mirror[7] = 0;
|
|
|
|
mirror[8] = -2*pnorm[2]*pnorm[0];
|
|
mirror[9] = -2*pnorm[2]*pnorm[1];
|
|
mirror[10] = 1-2*pnorm[2]*pnorm[2];
|
|
mirror[11] = 0;
|
|
|
|
mirror[12] = -2*pnorm[0]*plane->dist;
|
|
mirror[13] = -2*pnorm[1]*plane->dist;
|
|
mirror[14] = -2*pnorm[2]*plane->dist;
|
|
mirror[15] = 1;
|
|
|
|
view[0] = vpn[0];
|
|
view[1] = vpn[1];
|
|
view[2] = vpn[2];
|
|
view[3] = 0;
|
|
|
|
view[4] = -vright[0];
|
|
view[5] = -vright[1];
|
|
view[6] = -vright[2];
|
|
view[7] = 0;
|
|
|
|
view[8] = vup[0];
|
|
view[9] = vup[1];
|
|
view[10] = vup[2];
|
|
view[11] = 0;
|
|
|
|
view[12] = r_refdef.vieworg[0];
|
|
view[13] = r_refdef.vieworg[1];
|
|
view[14] = r_refdef.vieworg[2];
|
|
view[15] = 1;
|
|
|
|
VectorMA(r_refdef.vieworg, 0.25, plane->normal, r_refdef.pvsorigin);
|
|
|
|
Matrix4_Multiply(mirror, view, result);
|
|
|
|
vpn[0] = result[0];
|
|
vpn[1] = result[1];
|
|
vpn[2] = result[2];
|
|
|
|
vright[0] = -result[4];
|
|
vright[1] = -result[5];
|
|
vright[2] = -result[6];
|
|
|
|
vup[0] = result[8];
|
|
vup[1] = result[9];
|
|
vup[2] = result[10];
|
|
|
|
r_refdef.vieworg[0] = result[12];
|
|
r_refdef.vieworg[1] = result[13];
|
|
r_refdef.vieworg[2] = result[14];
|
|
}
|
|
static entity_t *R_NearestPortal(plane_t *plane)
|
|
{
|
|
int i;
|
|
entity_t *best = NULL;
|
|
float dist, bestd = 0;
|
|
for (i = 0; i < cl_numvisedicts; i++)
|
|
{
|
|
if (cl_visedicts[i].rtype == RT_PORTALSURFACE)
|
|
{
|
|
dist = DotProduct(cl_visedicts[i].origin, plane->normal)-plane->dist;
|
|
dist = fabs(dist);
|
|
if (dist < 64 && (!best || dist < bestd))
|
|
best = &cl_visedicts[i];
|
|
}
|
|
}
|
|
return best;
|
|
}
|
|
|
|
static void TransformCoord(vec3_t in, vec3_t planea[3], vec3_t planeo, vec3_t viewa[3], vec3_t viewo, vec3_t result)
|
|
{
|
|
int i;
|
|
vec3_t local;
|
|
vec3_t transformed;
|
|
float d;
|
|
|
|
local[0] = in[0] - planeo[0];
|
|
local[1] = in[1] - planeo[1];
|
|
local[2] = in[2] - planeo[2];
|
|
|
|
VectorClear(transformed);
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
d = DotProduct(local, planea[i]);
|
|
VectorMA(transformed, d, viewa[i], transformed);
|
|
}
|
|
|
|
result[0] = transformed[0] + viewo[0];
|
|
result[1] = transformed[1] + viewo[1];
|
|
result[2] = transformed[2] + viewo[2];
|
|
}
|
|
static void TransformDir(vec3_t in, vec3_t planea[3], vec3_t viewa[3], vec3_t result)
|
|
{
|
|
int i;
|
|
float d;
|
|
vec3_t tmp;
|
|
|
|
VectorCopy(in, tmp);
|
|
|
|
VectorClear(result);
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
d = DotProduct(tmp, planea[i]);
|
|
VectorMA(result, d, viewa[i], result);
|
|
}
|
|
}
|
|
static void R_RenderScene(void)
|
|
{
|
|
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)d3d_trueprojection);
|
|
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view);
|
|
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
|
|
Surf_DrawWorld();
|
|
}
|
|
|
|
static void R_DrawPortal(batch_t *batch, batch_t **blist)
|
|
{
|
|
entity_t *view;
|
|
float glplane[4];
|
|
plane_t plane;
|
|
refdef_t oldrefdef;
|
|
mesh_t *mesh = batch->mesh[batch->firstmesh];
|
|
int sort;
|
|
|
|
if (r_refdef.recurse)
|
|
return;
|
|
|
|
VectorCopy(mesh->normals_array[0], plane.normal);
|
|
plane.dist = DotProduct(mesh->xyz_array[0], plane.normal);
|
|
|
|
//if we're too far away from the surface, don't draw anything
|
|
if (batch->shader->flags & SHADER_AGEN_PORTAL)
|
|
{
|
|
/*there's a portal alpha blend on that surface, that fades out after this distance*/
|
|
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist > batch->shader->portaldist)
|
|
return;
|
|
}
|
|
//if we're behind it, then also don't draw anything.
|
|
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist < 0)
|
|
return;
|
|
|
|
view = R_NearestPortal(&plane);
|
|
//if (!view)
|
|
// return;
|
|
|
|
oldrefdef = r_refdef;
|
|
r_refdef.recurse = true;
|
|
|
|
r_refdef.externalview = true;
|
|
|
|
if (!view || VectorCompare(view->origin, view->oldorigin))
|
|
{
|
|
r_refdef.flipcull ^= true;
|
|
R_MirrorMatrix(&plane);
|
|
}
|
|
else
|
|
{
|
|
float d;
|
|
vec3_t paxis[3], porigin, vaxis[3], vorg;
|
|
void PerpendicularVector( vec3_t dst, const vec3_t src );
|
|
|
|
/*calculate where the surface is meant to be*/
|
|
VectorCopy(mesh->normals_array[0], paxis[0]);
|
|
PerpendicularVector(paxis[1], paxis[0]);
|
|
CrossProduct(paxis[0], paxis[1], paxis[2]);
|
|
d = DotProduct(view->origin, plane.normal) - plane.dist;
|
|
VectorMA(view->origin, -d, paxis[0], porigin);
|
|
|
|
/*grab the camera origin*/
|
|
VectorNegate(view->axis[0], vaxis[0]);
|
|
VectorNegate(view->axis[1], vaxis[1]);
|
|
VectorCopy(view->axis[2], vaxis[2]);
|
|
VectorCopy(view->oldorigin, vorg);
|
|
|
|
VectorCopy(vorg, r_refdef.pvsorigin);
|
|
|
|
/*rotate it a bit*/
|
|
RotatePointAroundVector(vaxis[1], vaxis[0], view->axis[1], sin(realtime)*4);
|
|
CrossProduct(vaxis[0], vaxis[1], vaxis[2]);
|
|
|
|
TransformCoord(oldrefdef.vieworg, paxis, porigin, vaxis, vorg, r_refdef.vieworg);
|
|
TransformDir(vpn, paxis, vaxis, vpn);
|
|
TransformDir(vright, paxis, vaxis, vright);
|
|
TransformDir(vup, paxis, vaxis, vup);
|
|
}
|
|
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
|
|
VectorAngles(vpn, vup, r_refdef.viewangles);
|
|
VectorCopy(r_refdef.vieworg, r_origin);
|
|
|
|
/*FIXME: the batch stuff should be done in renderscene*/
|
|
|
|
/*fixup the first mesh index*/
|
|
for (sort = 0; sort < SHADER_SORT_COUNT; sort++)
|
|
for (batch = blist[sort]; batch; batch = batch->next)
|
|
{
|
|
batch->firstmesh = batch->meshes;
|
|
}
|
|
|
|
/*FIXME: can we get away with stenciling the screen?*/
|
|
/*Add to frustum culling instead of clip planes?*/
|
|
glplane[0] = plane.normal[0];
|
|
glplane[1] = plane.normal[1];
|
|
glplane[2] = plane.normal[2];
|
|
glplane[3] = -plane.dist;
|
|
IDirect3DDevice9_SetClipPlane(pD3DDev9, 0, glplane);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CLIPPLANEENABLE, D3DCLIPPLANE0);
|
|
R_RenderScene();
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CLIPPLANEENABLE, 0);
|
|
|
|
for (sort = 0; sort < SHADER_SORT_COUNT; sort++)
|
|
for (batch = blist[sort]; batch; batch = batch->next)
|
|
{
|
|
batch->firstmesh = 0;
|
|
}
|
|
r_refdef = oldrefdef;
|
|
|
|
/*broken stuff*/
|
|
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
|
|
VectorCopy (r_refdef.vieworg, r_origin);
|
|
|
|
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)d3d_trueprojection);
|
|
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view);
|
|
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
|
|
}
|
|
|
|
static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
|
|
{
|
|
batch_t *batch, *old;
|
|
int i;
|
|
/*attempt to draw portal shaders*/
|
|
if (shaderstate.mode == BEM_STANDARD)
|
|
{
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
for (batch = i?dynamiclist:worldlist[SHADER_SORT_PORTAL]; batch; batch = batch->next)
|
|
{
|
|
if (batch->meshes == batch->firstmesh)
|
|
continue;
|
|
|
|
if (batch->buildmeshes)
|
|
batch->buildmeshes(batch);
|
|
else
|
|
batch->shader = R_TextureAnimation(batch->ent->framestate.g[FS_REG].frame[0], batch->texture)->shader;
|
|
|
|
|
|
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
|
|
BE_SelectMode(BEM_DEPTHONLY);
|
|
for (old = worldlist[SHADER_SORT_PORTAL]; old && old != batch; old = old->next)
|
|
{
|
|
if (old->meshes == old->firstmesh)
|
|
continue;
|
|
BE_SubmitBatch(old);
|
|
}
|
|
if (!old)
|
|
{
|
|
for (old = dynamiclist; old != batch; old = old->next)
|
|
{
|
|
if (old->meshes == old->firstmesh)
|
|
continue;
|
|
BE_SubmitBatch(old);
|
|
}
|
|
}
|
|
BE_SelectMode(BEM_STANDARD);
|
|
|
|
R_DrawPortal(batch, worldlist);
|
|
|
|
/*clear depth again*/
|
|
IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void BE_SubmitMeshes (qboolean drawworld, batch_t **blist)
|
|
{
|
|
model_t *model = cl.worldmodel;
|
|
int i;
|
|
|
|
for (i = SHADER_SORT_PORTAL; i < SHADER_SORT_COUNT; i++)
|
|
{
|
|
if (drawworld)
|
|
{
|
|
if (i == SHADER_SORT_PORTAL /*&& !r_noportals.ival*/ && !r_refdef.recurse)
|
|
BE_SubmitMeshesPortals(model->batches, blist[i]);
|
|
|
|
BE_SubmitMeshesSortList(model->batches[i]);
|
|
}
|
|
BE_SubmitMeshesSortList(blist[i]);
|
|
}
|
|
}
|
|
|
|
void D3DBE_DrawWorld (qbyte *vis)
|
|
{
|
|
batch_t *batches[SHADER_SORT_COUNT];
|
|
RSpeedLocals();
|
|
|
|
shaderstate.curentity = NULL;
|
|
|
|
if (!r_refdef.recurse)
|
|
{
|
|
if (shaderstate.wbatch > shaderstate.maxwbatches)
|
|
{
|
|
int newm = shaderstate.wbatch;
|
|
shaderstate.wbatches = BZ_Realloc(shaderstate.wbatches, newm * sizeof(*shaderstate.wbatches));
|
|
memset(shaderstate.wbatches + shaderstate.maxwbatches, 0, (newm - shaderstate.maxwbatches) * sizeof(*shaderstate.wbatches));
|
|
shaderstate.maxwbatches = newm;
|
|
}
|
|
shaderstate.wbatch = 0;
|
|
}
|
|
|
|
BE_GenModelBatches(batches);
|
|
|
|
if (vis)
|
|
{
|
|
BE_UploadLightmaps(false);
|
|
|
|
//make sure the world draws correctly
|
|
r_worldentity.shaderRGBAf[0] = 1;
|
|
r_worldentity.shaderRGBAf[1] = 1;
|
|
r_worldentity.shaderRGBAf[2] = 1;
|
|
r_worldentity.shaderRGBAf[3] = 1;
|
|
r_worldentity.axis[0][0] = 1;
|
|
r_worldentity.axis[1][1] = 1;
|
|
r_worldentity.axis[2][2] = 1;
|
|
|
|
BE_SelectMode(BEM_STANDARD);
|
|
|
|
RSpeedRemark();
|
|
BE_SubmitMeshes(true, batches);
|
|
RSpeedEnd(RSPEED_WORLD);
|
|
}
|
|
else
|
|
{
|
|
RSpeedRemark();
|
|
BE_SubmitMeshes(false, batches);
|
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RSpeedEnd(RSPEED_DRAWENTITIES);
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}
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|
|
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R_RenderDlights ();
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|
|
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BE_RotateForEntity(&r_worldentity, NULL);
|
|
}
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#endif
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