fteqw/engine/d3d/vid_d3d11.c
Spoike 7f84519ce2 fixed fbsp vertex lighting the lame way. still needs a glsl method.
fixed shader lighting levels due to overbright methods.
fixed scaling.
misc other fixes and tweaks.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4469 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-08-27 13:18:09 +00:00

1355 lines
33 KiB
C

#include "quakedef.h"
#ifdef D3D11QUAKE
#include "winquake.h"
#include "gl_draw.h"
#include "glquake.h"
#include "shader.h"
#include "renderque.h"
#define COBJMACROS
#include <d3d11.h>
/*Fixup outdated windows headers*/
#ifndef WM_XBUTTONDOWN
#define WM_XBUTTONDOWN 0x020B
#define WM_XBUTTONUP 0x020C
#endif
#ifndef MK_XBUTTON1
#define MK_XBUTTON1 0x0020
#endif
#ifndef MK_XBUTTON2
#define MK_XBUTTON2 0x0040
#endif
// copied from DarkPlaces in an attempt to grab more buttons
#ifndef MK_XBUTTON3
#define MK_XBUTTON3 0x0080
#endif
#ifndef MK_XBUTTON4
#define MK_XBUTTON4 0x0100
#endif
#ifndef MK_XBUTTON5
#define MK_XBUTTON5 0x0200
#endif
#ifndef MK_XBUTTON6
#define MK_XBUTTON6 0x0400
#endif
#ifndef MK_XBUTTON7
#define MK_XBUTTON7 0x0800
#endif
#ifndef WM_INPUT
#define WM_INPUT 255
#endif
#define DEFINE_QGUID(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \
const GUID DECLSPEC_SELECTANY name \
= { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } }
DEFINE_QGUID(qIID_ID3D11Texture2D,0x6f15aaf2,0xd208,0x4e89,0x9a,0xb4,0x48,0x95,0x35,0xd3,0x4f,0x9c);
//static void D3D11_GetBufferSize(int *width, int *height); //not defined
static void resetD3D11(void);
//static LPDIRECT3D11 pD3D;
ID3D11Device *pD3DDev11;
ID3D11DeviceContext *d3ddevctx;
IDXGISwapChain *d3dswapchain;
ID3D11RenderTargetView *fb_backbuffer;
ID3D11DepthStencilView *fb_backdepthstencil;
void *d3d11mod;
float d3d_trueprojection[16];
qboolean vid_initializing;
extern qboolean scr_initialized; // ready to draw
extern qboolean scr_drawloading;
extern qboolean scr_con_forcedraw;
static qboolean d3d_resized;
cvar_t vid_hardwaregamma;
//sound/error code needs this
HWND mainwindow;
//input code needs these
int window_center_x, window_center_y;
RECT window_rect;
int window_x, window_y;
static void released3dbackbuffer(void);
static qboolean resetd3dbackbuffer(int width, int height);
void BuildGammaTable (float g, float c);
static void D3D11_VID_GenPaletteTables (unsigned char *palette)
{
extern unsigned short ramps[3][256];
qbyte *pal;
unsigned r,g,b;
unsigned v;
unsigned short i;
unsigned *table;
extern qbyte gammatable[256];
if (palette)
{
extern cvar_t v_contrast;
BuildGammaTable(v_gamma.value, v_contrast.value);
//
// 8 8 8 encoding
//
if (1)//vid_hardwaregamma.value)
{
// don't built in the gamma table
pal = palette;
table = d_8to24rgbtable;
for (i=0 ; i<256 ; i++)
{
r = pal[0];
g = pal[1];
b = pal[2];
pal += 3;
// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
*table++ = v;
}
d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
}
else
{
//computer has no hardware gamma (poor suckers) increase table accordingly
pal = palette;
table = d_8to24rgbtable;
for (i=0 ; i<256 ; i++)
{
r = gammatable[pal[0]];
g = gammatable[pal[1]];
b = gammatable[pal[2]];
pal += 3;
// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
*table++ = v;
}
d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
}
if (LittleLong(1) != 1)
{
for (i=0 ; i<256 ; i++)
d_8to24rgbtable[i] = LittleLong(d_8to24rgbtable[i]);
}
}
// if (pD3DDev11)
// d3dswapchain->Set
//IDirect3DDevice11_SetGammaRamp();
// IDirect3DDevice9_SetGammaRamp(pD3DDev9, 0, D3DSGR_NO_CALIBRATION, (D3DGAMMARAMP *)ramps);
}
typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLDIB, MS_UNINIT} modestate_t;
static modestate_t modestate;
static void D3DVID_UpdateWindowStatus (HWND hWnd)
{
POINT p;
RECT nr;
int window_width, window_height;
GetClientRect(hWnd, &nr);
Sys_Printf("Update: %i %i %i %i\n", nr.left, nr.top, nr.right, nr.bottom);
//if its bad then we're probably minimised
if (nr.right <= nr.left)
return;
if (nr.bottom <= nr.top)
return;
p.x = 0;
p.y = 0;
ClientToScreen(hWnd, &p);
window_x = p.x;
window_y = p.y;
window_width = nr.right - nr.left;
window_height = nr.bottom - nr.top;
// vid.pixelwidth = window_width;
// vid.pixelheight = window_height;
window_rect.left = window_x;
window_rect.top = window_y;
window_rect.right = window_x + window_width;
window_rect.bottom = window_y + window_height;
window_center_x = (window_rect.left + window_rect.right) / 2;
window_center_y = (window_rect.top + window_rect.bottom) / 2;
Sys_Printf("Window: %i %i %i %i\n", window_x, window_y, window_width, window_height);
INS_UpdateClipCursor ();
}
static qboolean D3D11AppActivate(BOOL fActive, BOOL minimize)
/****************************************************************************
*
* Function: AppActivate
* Parameters: fActive - True if app is activating
*
* Description: If the application is activating, then swap the system
* into SYSPAL_NOSTATIC mode so that our palettes will display
* correctly.
*
****************************************************************************/
{
static BOOL sound_active;
if (ActiveApp == fActive && Minimized == minimize)
return false; //so windows doesn't crash us over and over again.
ActiveApp = fActive;
Minimized = minimize;
// enable/disable sound on focus gain/loss
if (!ActiveApp && sound_active)
{
S_BlockSound ();
sound_active = false;
}
else if (ActiveApp && !sound_active)
{
S_UnblockSound ();
sound_active = true;
}
INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
if (fActive)
{
Cvar_ForceCallback(&v_gamma);
}
if (!fActive)
{
Cvar_ForceCallback(&v_gamma); //wham bam thanks.
}
return true;
}
static LRESULT WINAPI D3D11_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
LONG lRet = 0;
int fActive, fMinimized, temp;
extern unsigned int uiWheelMessage;
extern qboolean keydown[K_MAX];
if ( uMsg == uiWheelMessage )
uMsg = WM_MOUSEWHEEL;
switch (uMsg)
{
#if 1
/* case WM_KILLFOCUS:
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWMINNOACTIVE);
break;
*/
// case WM_CREATE:
// break;
case WM_MOVE:
D3DVID_UpdateWindowStatus (hWnd);
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
if (keydown[K_LALT] && wParam == '\r')
{
if (modestate == MS_FULLSCREEN)
modestate = MS_WINDOWED;
else
{
RECT rect;
extern cvar_t vid_width, vid_height;
int width = vid_width.ival;
int height = vid_height.ival;
rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2;
rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2;
rect.right = rect.left+width;
rect.bottom = rect.top+height;
AdjustWindowRectEx(&rect, WS_OVERLAPPED, FALSE, 0);
SetWindowPos(hWnd, NULL, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, SWP_SHOWWINDOW|SWP_FRAMECHANGED);
modestate = MS_FULLSCREEN;
}
IDXGISwapChain_SetFullscreenState(d3dswapchain, modestate == MS_FULLSCREEN, NULL);
if (modestate == MS_WINDOWED)
{
RECT rect;
int width = 640;
int height = 480;
rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2;
rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2;
rect.right = rect.left+width;
rect.bottom = rect.top+height;
AdjustWindowRectEx(&rect, WS_OVERLAPPEDWINDOW, FALSE, 0);
SetWindowLong(hWnd, GWL_STYLE, WS_OVERLAPPEDWINDOW); //make sure dxgi didn't break us.
SetWindowPos(hWnd, HWND_TOP, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, SWP_SHOWWINDOW|SWP_FRAMECHANGED);
SetForegroundWindow(hWnd);
SetFocus(hWnd);
}
}
else if (!vid_initializing)
INS_TranslateKeyEvent (wParam, lParam, true, 0);
break;
case WM_KEYUP:
case WM_SYSKEYUP:
if (!vid_initializing)
INS_TranslateKeyEvent (wParam, lParam, false, 0);
break;
case WM_SYSCHAR:
// keep Alt-Space from happening
break;
// this is complicated because Win32 seems to pack multiple mouse events into
// one update sometimes, so we always check all states and look for events
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
case WM_MOUSEMOVE:
case WM_XBUTTONDOWN:
case WM_XBUTTONUP:
temp = 0;
if (wParam & MK_LBUTTON)
temp |= 1;
if (wParam & MK_RBUTTON)
temp |= 2;
if (wParam & MK_MBUTTON)
temp |= 4;
if (wParam & MK_XBUTTON1)
temp |= 8;
if (wParam & MK_XBUTTON2)
temp |= 16;
if (wParam & MK_XBUTTON3)
temp |= 32;
if (wParam & MK_XBUTTON4)
temp |= 64;
if (wParam & MK_XBUTTON5)
temp |= 128;
if (wParam & MK_XBUTTON6)
temp |= 256;
if (wParam & MK_XBUTTON7)
temp |= 512;
if (!vid_initializing)
INS_MouseEvent (temp);
break;
// JACK: This is the mouse wheel with the Intellimouse
// Its delta is either positive or neg, and we generate the proper
// Event.
case WM_MOUSEWHEEL:
if (!vid_initializing)
{
if ((short) HIWORD(wParam) > 0)
{
Key_Event(0, K_MWHEELUP, 0, true);
Key_Event(0, K_MWHEELUP, 0, false);
}
else
{
Key_Event(0, K_MWHEELDOWN, 0, true);
Key_Event(0, K_MWHEELDOWN, 0, false);
}
}
break;
case WM_INPUT:
// raw input handling
if (!vid_initializing)
INS_RawInput_Read((HANDLE)lParam);
break;
case WM_GETMINMAXINFO:
{
RECT windowrect;
RECT clientrect;
MINMAXINFO *mmi = (MINMAXINFO *) lParam;
GetWindowRect (hWnd, &windowrect);
GetClientRect (hWnd, &clientrect);
mmi->ptMinTrackSize.x = 320 + ((windowrect.right - windowrect.left) - (clientrect.right - clientrect.left));
mmi->ptMinTrackSize.y = 200 + ((windowrect.bottom - windowrect.top) - (clientrect.bottom - clientrect.top));
}
return 0;
case WM_SIZE:
d3d_resized = true;
D3DVID_UpdateWindowStatus(mainwindow);
released3dbackbuffer();
IDXGISwapChain_ResizeBuffers(d3dswapchain, 0, 0, 0, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
D3D11BE_Reset(true);
vid.pixelwidth = window_rect.right - window_rect.left;
vid.pixelheight = window_rect.bottom - window_rect.top;
resetd3dbackbuffer(vid.pixelwidth, vid.pixelheight);
resetD3D11();
D3D11BE_Reset(false);
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
case WM_CLOSE:
if (!vid_initializing)
if (MessageBox (mainwindow, "Are you sure you want to quit?", "Confirm Exit",
MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION) == IDYES)
{
Cbuf_AddText("\nquit\n", RESTRICT_LOCAL);
}
break;
case WM_ACTIVATE:
fActive = LOWORD(wParam);
fMinimized = (BOOL) HIWORD(wParam);
if (!D3D11AppActivate(!(fActive == WA_INACTIVE), fMinimized))
break;//so, urm, tell me microsoft, what changed?
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWNORMAL);
if (ActiveApp && modestate == MS_FULLSCREEN)
IDXGISwapChain_SetFullscreenState(d3dswapchain, modestate == MS_FULLSCREEN, NULL);
// fix the leftover Alt from any Alt-Tab or the like that switched us away
// ClearAllStates ();
lRet = 1;
break;
case WM_DESTROY:
{
// if (dibwindow)
// DestroyWindow (dibwindow);
}
break;
case MM_MCINOTIFY:
lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam);
break;
#endif
case WM_ERASEBKGND:
return 1;
default:
/* pass all unhandled messages to DefWindowProc */
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
}
/* return 1 if handled message, 0 if not */
return lRet;
}
static void resetD3D11(void)
{
#if 0
HRESULT res;
res = IDirect3DDevice9_Reset(pD3DDev9, &d3dpp);
if (FAILED(res))
{
Con_Printf("IDirect3DDevice9_Reset failed (%u)\n", res&0xffff);
return;
}
/*clear the screen to black as soon as we start up, so there's no lingering framebuffer state*/
IDirect3DDevice9_BeginScene(pD3DDev9);
IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
IDirect3DDevice9_EndScene(pD3DDev9);
IDirect3DDevice9_Present(pD3DDev9, NULL, NULL, NULL, NULL);
//IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_DITHERENABLE, FALSE);
//IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_SPECULARENABLE, FALSE);
//IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_LIGHTING, FALSE);
#endif
}
#if (WINVER < 0x500) && !defined(__GNUC__)
typedef struct tagMONITORINFO
{
DWORD cbSize;
RECT rcMonitor;
RECT rcWork;
DWORD dwFlags;
} MONITORINFO, *LPMONITORINFO;
#endif
static void released3dbackbuffer(void)
{
if (d3ddevctx)
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 0, NULL, NULL);
if (fb_backbuffer)
ID3D11RenderTargetView_Release(fb_backbuffer);
fb_backbuffer = NULL;
if (fb_backdepthstencil)
ID3D11DepthStencilView_Release(fb_backdepthstencil);
fb_backdepthstencil = NULL;
}
static qboolean resetd3dbackbuffer(int width, int height)
{
D3D11_TEXTURE2D_DESC t2ddesc;
D3D11_DEPTH_STENCIL_VIEW_DESC dsvd;
ID3D11Texture2D *backbuftex, *depthtex;
released3dbackbuffer();
//get a proper handle to the backbuffer (silly hurdles)
if (FAILED(IDXGISwapChain_GetBuffer(d3dswapchain, 0, &qIID_ID3D11Texture2D, (LPVOID*)&backbuftex)))
return false;
if (FAILED(ID3D11Device_CreateRenderTargetView(pD3DDev11, (ID3D11Resource*)backbuftex, NULL, &fb_backbuffer)))
return false;
ID3D11Texture2D_Release(backbuftex);
//set up a depth buffer.
memset(&t2ddesc, 0, sizeof(t2ddesc));
t2ddesc.Width = width;
t2ddesc.Height = height;
t2ddesc.MipLevels = 1;
t2ddesc.ArraySize = 1;
t2ddesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
t2ddesc.SampleDesc.Count = 1;
t2ddesc.SampleDesc.Quality = 0;
t2ddesc.Usage = D3D11_USAGE_DEFAULT;
t2ddesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
t2ddesc.CPUAccessFlags = 0;
t2ddesc.MiscFlags = 0;
if(FAILED(ID3D11Device_CreateTexture2D(pD3DDev11, &t2ddesc, NULL, &depthtex)))
return false;
dsvd.Format = t2ddesc.Format;
dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
dsvd.Texture2D.MipSlice = 0;
if(FAILED(ID3D11Device_CreateDepthStencilView(pD3DDev11, (ID3D11Resource*)depthtex, NULL/*&dsvd*/, &fb_backdepthstencil)))
return false;
ID3D11Texture2D_Release(depthtex);
//now tell d3d which render targets to use.
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &fb_backbuffer, fb_backdepthstencil);
return true;
}
static qboolean initD3D11Device(HWND hWnd, rendererstate_t *info, PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN func, IDXGIAdapter *adapt)
{
int flags = D3D11_CREATE_DEVICE_SINGLETHREADED;
DXGI_SWAP_CHAIN_DESC scd;
D3D_FEATURE_LEVEL flevel, flevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
memset(&scd, 0, sizeof(scd));
scd.BufferDesc.Width = info->width;
scd.BufferDesc.Height = info->height;
scd.BufferDesc.RefreshRate.Numerator = 0;
scd.BufferDesc.RefreshRate.Denominator = 0;
scd.BufferCount = 1; //back buffer count
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; //32bit colour
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = hWnd;
scd.SampleDesc.Count = 1+info->multisample;
scd.Windowed = TRUE;
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;// | DXGI_SWAP_CHAIN_FLAG_NONPREROTATED;
#ifdef _DEBUG
// flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
if (adapt)
{
DXGI_ADAPTER_DESC adesc;
adapt->lpVtbl->GetDesc(adapt, &adesc);
Con_Printf("D3D11 Adaptor: %S\n", adesc.Description);
}
if (FAILED(func(adapt, adapt?D3D_DRIVER_TYPE_UNKNOWN:D3D_DRIVER_TYPE_HARDWARE, NULL, flags,
flevels, sizeof(flevels)/sizeof(flevels[0]),
D3D11_SDK_VERSION,
&scd,
&d3dswapchain,
&pD3DDev11,
&flevel,
&d3ddevctx)))
return false;
if (!pD3DDev11)
return false;
Con_Printf("D3D11 Feature level: %i_%i\n", flevel>>12, (flevel>>8) & 0xf);
if (!resetd3dbackbuffer(info->width, info->height))
return false;
if (info->fullscreen)
{
}
vid.numpages = scd.BufferCount;
D3D11Shader_Init();
return true;
}
static void initD3D11(HWND hWnd, rendererstate_t *info)
{
static dllhandle_t *d3d11dll;
static dllhandle_t *dxgi;
static PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN fnc;
static HRESULT (*pCreateDXGIFactory1)(REFIID riid, void **ppFactory);
IID factiid = {0x770aae78, 0xf26f, 0x4dba, 0xa8, 0x29, 0x25, 0x3c, 0x83, 0xd1, 0xb3, 0x87};
IDXGIFactory1 *fact = NULL;
IDXGIAdapter *adapt = NULL;
dllfunction_t d3d11funcs[] =
{
{(void**)&fnc, "D3D11CreateDeviceAndSwapChain"},
{NULL}
};
dllfunction_t dxgifuncs[] =
{
{(void**)&pCreateDXGIFactory1, "CreateDXGIFactory1"},
{NULL}
};
if (!d3d11mod)
d3d11mod = Sys_LoadLibrary("d3d11", d3d11funcs);
if (!dxgi)
dxgi = Sys_LoadLibrary("dxgi", dxgifuncs);
if (!d3d11mod)
return;
if (pCreateDXGIFactory1)
{
pCreateDXGIFactory1(&factiid, &fact);
if (fact)
{
fact->lpVtbl->EnumAdapters(fact, 0, &adapt);
}
}
initD3D11Device(hWnd, info, fnc, adapt);
if (fact)
{
//DXGI SUCKS and fucks up alt+tab every single time. its pointless to go from fullscreen to fullscreen-with-taskbar-obscuring-half-the-window.
//I'm just going to handle that stuff myself.
fact->lpVtbl->MakeWindowAssociation(fact, hWnd, DXGI_MWA_NO_WINDOW_CHANGES|DXGI_MWA_NO_ALT_ENTER|DXGI_MWA_NO_PRINT_SCREEN);
fact->lpVtbl->Release(fact);
}
}
static qboolean D3D11_VID_Init(rendererstate_t *info, unsigned char *palette)
{
DWORD width = info->width;
DWORD height = info->height;
//DWORD bpp = info->bpp;
//DWORD zbpp = 16;
//DWORD flags = 0;
DWORD wstyle;
RECT rect;
MSG msg;
extern cvar_t vid_conwidth;
//extern cvar_t vid_conheight;
//DDGAMMARAMP gammaramp;
//int i;
char *CLASSNAME = "FTED3D11QUAKE";
WNDCLASS wc = {
0,
&D3D11_WindowProc,
0,
0,
NULL,
NULL,
NULL,
NULL,
NULL,
CLASSNAME
};
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.hCursor = LoadCursor (NULL,IDC_ARROW);
wc.hInstance = global_hInstance;
vid_initializing = true;
RegisterClass(&wc);
modestate = info->fullscreen?MS_FULLSCREEN:MS_WINDOWED;
wstyle = WS_OVERLAPPEDWINDOW;
rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2;
rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2;
rect.right = rect.left+width;
rect.bottom = rect.top+height;
AdjustWindowRectEx(&rect, wstyle, FALSE, 0);
mainwindow = CreateWindow(CLASSNAME, "Direct3D11", wstyle, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, NULL, NULL);
// Try as specified.
initD3D11(mainwindow, info);
if (!pD3DDev11)
{
Con_Printf("No suitable D3D11 device found\n");
return false;
}
if (info->fullscreen)
IDXGISwapChain_SetFullscreenState(d3dswapchain, true, NULL);
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
CL_UpdateWindowTitle();
ShowWindow(mainwindow, SW_SHOWNORMAL);
// IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
// IDirect3DDevice9_BeginScene(pD3DDev9);
// IDirect3DDevice9_EndScene(pD3DDev9);
// IDirect3DDevice9_Present(pD3DDev9, NULL, NULL, NULL, NULL);
// pD3DX->lpVtbl->GetBufferSize((void*)pD3DX, &width, &height);
vid.pixelwidth = width;
vid.pixelheight = height;
vid.width = width;
vid.height = height;
vid_initializing = false;
// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_LIGHTING, FALSE);
GetWindowRect(mainwindow, &window_rect);
D3D11_VID_GenPaletteTables(palette);
{
extern qboolean mouseactive;
mouseactive = false;
}
Cvar_ForceCallback(&v_gamma);
return true;
}
/*a new model has been loaded*/
static void (D3D11_R_NewMap) (void)
{
r_worldentity.model = cl.worldmodel;
#ifdef MAP_PROC
if (cl.worldmodel && cl.worldmodel->fromgame == fg_doom3)
D3_GenerateAreas(cl.worldmodel);
#endif
/*wipe any lingering particles*/
P_ClearParticles();
CL_RegisterParticles();
R_AnimateLight();
Surf_DeInit();
Surf_WipeStains();
Surf_BuildLightmaps();
TP_NewMap();
R_SetSky(cl.skyname);
#ifdef RTLIGHTS
if (r_shadow_realtime_dlight.ival || r_shadow_realtime_world.ival)
{
R_LoadRTLights();
if (rtlights_first == rtlights_max)
R_ImportRTLights(cl.worldmodel->entities);
}
Sh_PreGenerateLights();
#endif
}
extern mleaf_t *r_viewleaf, *r_oldviewleaf;
extern mleaf_t *r_viewleaf2, *r_oldviewleaf2;
static void (D3D11_R_PreNewMap) (void)
{
r_viewleaf = NULL;
r_oldviewleaf = NULL;
r_viewleaf2 = NULL;
r_oldviewleaf2 = NULL;
}
static void (D3D11_VID_DeInit) (void)
{
D3D11BE_Shutdown();
/*we cannot shut down cleanly while in fullscreen, supposedly*/
if(d3dswapchain)
IDXGISwapChain_SetFullscreenState(d3dswapchain, false, NULL);
released3dbackbuffer();
if(d3dswapchain)
IDXGISwapChain_Release(d3dswapchain);
d3dswapchain = NULL;
if (pD3DDev11)
pD3DDev11->lpVtbl->Release(pD3DDev11);
pD3DDev11 = NULL;
if (d3ddevctx)
d3ddevctx->lpVtbl->Release(d3ddevctx);
d3ddevctx = NULL;
if (mainwindow)
{
DestroyWindow(mainwindow);
mainwindow = NULL;
}
}
static qboolean D3D11_VID_ApplyGammaRamps(unsigned short *ramps)
{
return false;
}
static char *(D3D11_VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight)
{
return NULL;
#if 0
IDirect3DSurface9 *backbuf, *surf;
D3DLOCKED_RECT rect;
D3DSURFACE_DESC desc;
int i, j, c;
qbyte *ret = NULL;
qbyte *p;
/*DON'T read the front buffer.
this function can be used by the quakeworld remote screenshot 'snap' feature,
so DO NOT read the frontbuffer because it can show other information than just quake to third parties*/
if (!FAILED(IDirect3DDevice9_GetRenderTarget(pD3DDev9, 0, &backbuf)))
{
if (!FAILED(IDirect3DSurface9_GetDesc(backbuf, &desc)))
if (desc.Format == D3DFMT_X8R8G8B8 || desc.Format == D3DFMT_A8R8G8B8)
if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(pD3DDev9,
desc.Width, desc.Height, desc.Format,
D3DPOOL_SYSTEMMEM, &surf, NULL))
)
{
if (!FAILED(IDirect3DDevice9_GetRenderTargetData(pD3DDev9, backbuf, surf)))
if (!FAILED(IDirect3DSurface9_LockRect(surf, &rect, NULL, D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_READONLY|D3DLOCK_NOSYSLOCK)))
{
ret = BZ_Malloc(prepad + desc.Width*desc.Height*3);
if (ret)
{
// read surface rect and convert 32 bgra to 24 rgb and flip
c = prepad+desc.Width*desc.Height*3;
p = (qbyte *)rect.pBits;
for (i=c-(3*desc.Width); i>=prepad; i-=(3*desc.Width))
{
for (j=0; j<desc.Width; j++)
{
ret[i+j*3+0] = p[j*4+2];
ret[i+j*3+1] = p[j*4+1];
ret[i+j*3+2] = p[j*4+0];
}
p += rect.Pitch;
}
*truevidwidth = desc.Width;
*truevidheight = desc.Height;
}
IDirect3DSurface9_UnlockRect(surf);
}
IDirect3DSurface9_Release(surf);
}
IDirect3DSurface9_Release(backbuf);
}
return ret;
#endif
}
static void (D3D11_VID_SetWindowCaption) (char *msg)
{
SetWindowText(mainwindow, msg);
}
void d3dx_ortho(float *m);
void D3D11_Set2D (void)
{
D3D11_VIEWPORT vport;
Matrix4x4_CM_OrthographicD3D(r_refdef.m_projection, 0 + (0.5*vid.width/vid.pixelwidth), vid.width + (0.5*vid.width/vid.pixelwidth), 0 + (0.5*vid.height/vid.pixelheight), vid.height + (0.5*vid.height/vid.pixelheight), 0, 100);
memcpy(d3d_trueprojection, r_refdef.m_projection, sizeof(d3d_trueprojection));
Matrix4x4_Identity(r_refdef.m_view);
#if 0
float m[16];
Matrix4x4_CM_OrthographicD3D(m, 0 + (0.5*vid.width/vid.pixelwidth), vid.width + (0.5*vid.width/vid.pixelwidth), 0 + (0.5*vid.height/vid.pixelheight), vid.height + (0.5*vid.height/vid.pixelheight), 0, 100);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)m);
Matrix4x4_Identity(m);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)m);
Matrix4x4_Identity(m);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)m);
#endif
vport.TopLeftX = 0;
vport.TopLeftY = 0;
vport.Width = vid.pixelwidth;
vport.Height = vid.pixelheight;
vport.MinDepth = 0;
vport.MaxDepth = 1;
d3ddevctx->lpVtbl->RSSetViewports(d3ddevctx, 1, &vport);
D3D11BE_SetupViewCBuffer();
}
/*
static int d3d11error(int i)
{
if (FAILED(i))// != D3D_OK)
Con_Printf("D3D error: %i\n", i);
return i;
}
*/
static void (D3D11_SCR_UpdateScreen) (void)
{
extern cvar_t _vid_wait_override;
//extern int keydown[];
//extern cvar_t vid_conheight;
int uimenu;
#ifdef TEXTEDITOR
//extern qboolean editormodal;
#endif
qboolean nohud, noworld;
RSpeedMark();
if (r_clear.ival)
{
float colours[4] = {1, 0, 0, 0};
ID3D11DeviceContext_ClearRenderTargetView(d3ddevctx, fb_backbuffer, colours);
}
#if 1
if (d3d_resized)
{
extern cvar_t vid_conautoscale, vid_conwidth;
d3d_resized = false;
// force width/height to be updated
//vid.pixelwidth = window_rect.right - window_rect.left;
//vid.pixelheight = window_rect.bottom - window_rect.top;
/* D3DVID_UpdateWindowStatus(mainwindow);
released3dbackbuffer();
IDXGISwapChain_ResizeBuffers(d3dswapchain, 0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
D3D11BE_Reset(true);
vid.pixelwidth = window_rect.right - window_rect.left;
vid.pixelheight = window_rect.bottom - window_rect.top;
resetd3dbackbuffer(vid.pixelwidth, vid.pixelheight);
resetD3D11();
D3D11BE_Reset(false);
*/
Cvar_ForceCallback(&vid_conautoscale);
Cvar_ForceCallback(&vid_conwidth);
}
#endif
if (scr_disabled_for_loading)
{
extern float scr_disabled_time;
if (Sys_DoubleTime() - scr_disabled_time > 60 || key_dest != key_game)
{
scr_disabled_for_loading = false;
}
else
{
// IDirect3DDevice9_BeginScene(pD3DDev9);
scr_drawloading = true;
SCR_DrawLoading ();
scr_drawloading = false;
// IDirect3DDevice9_EndScene(pD3DDev9);
IDXGISwapChain_Present(d3dswapchain, _vid_wait_override.ival, 0);
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
}
if (!scr_initialized || !con_initialized)
{
RSpeedEnd(RSPEED_TOTALREFRESH);
return; // not initialized yet
}
Shader_DoReload();
#ifdef VM_UI
uimenu = UI_MenuState();
#else
uimenu = 0;
#endif
// d3d11error(IDirect3DDevice9_BeginScene(pD3DDev9));
/*
#ifdef TEXTEDITOR
if (editormodal)
{
Editor_Draw();
V_UpdatePalette (false);
#if defined(_WIN32) && defined(GLQUAKE)
Media_RecordFrame();
#endif
R2D_BrightenScreen();
if (key_dest == key_console)
Con_DrawConsole(vid_conheight.value/2, false);
GL_EndRendering ();
GL_DoSwap();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
#endif
*/
if (Media_ShowFilm())
{
M_Draw(0);
// V_UpdatePalette (false);
#if defined(_WIN32)
Media_RecordFrame();
#endif
// R2D_BrightenScreen();
// IDirect3DDevice9_EndScene(pD3DDev9);
IDXGISwapChain_Present(d3dswapchain, _vid_wait_override.ival, 0);
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
//
// do 3D refresh drawing, and then update the screen
//
SCR_SetUpToDrawConsole ();
noworld = false;
nohud = false;
#ifdef VM_CG
if (CG_Refresh())
nohud = true;
else
#endif
#ifdef CSQC_DAT
if (CSQC_DrawView())
nohud = true;
else
#endif
if (uimenu != 1)
{
if (r_worldentity.model && cls.state == ca_active)
V_RenderView ();
else
{
noworld = true;
}
}
D3D11_Set2D();
if (!noworld)
{
R2D_PolyBlend ();
R2D_BrightenScreen();
}
scr_con_forcedraw = false;
if (noworld)
{
if ((key_dest == key_console || key_dest == key_game) && SCR_GetLoadingStage() == LS_NONE)
scr_con_current = vid.height;
if (scr_con_current != vid.height)
R2D_ConsoleBackground(0, vid.height, true);
else
scr_con_forcedraw = true;
nohud = true;
}
else if (!nohud)
SCR_TileClear ();
SCR_DrawTwoDimensional(uimenu, nohud);
V_UpdatePalette (false);
#if defined(_WIN32) && defined(GLQUAKE)
Media_RecordFrame();
#endif
RSpeedEnd(RSPEED_TOTALREFRESH);
RSpeedShow();
// d3d11error(IDirect3DDevice9_EndScene(pD3DDev9));
IDXGISwapChain_Present(d3dswapchain, _vid_wait_override.ival, 0);
window_center_x = (window_rect.left + window_rect.right)/2;
window_center_y = (window_rect.top + window_rect.bottom)/2;
INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
}
static void (D3D11_Draw_Init) (void)
{
R2D_Init();
}
static void (D3D11_Draw_Shutdown) (void)
{
R2D_Shutdown();
}
static void (D3D11_R_Init) (void)
{
}
static void (D3D11_R_DeInit) (void)
{
Surf_DeInit();
Shader_Shutdown();
D3D11_Image_Shutdown();
}
static void D3D11_SetupViewPort(void)
{
extern cvar_t gl_mindist;
float screenaspect;
int x, x2, y2, y, w, h;
float fov_x, fov_y;
// D3DVIEWPORT9 vport;
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
//
// set up viewpoint
//
x = r_refdef.vrect.x * vid.pixelwidth/(int)vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * vid.pixelwidth/(int)vid.width;
y = (r_refdef.vrect.y) * vid.pixelheight/(int)vid.height;
y2 = ((int)(r_refdef.vrect.y + r_refdef.vrect.height)) * vid.pixelheight/(int)vid.height;
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < vid.pixelwidth)
x2++;
if (y < 0)
y--;
if (y2 < vid.pixelheight)
y2++;
w = x2 - x;
h = y2 - y;
// vport.X = x;
// vport.Y = y;
// vport.Width = w;
// vport.Height = h;
// vport.MinZ = 0;
// vport.MaxZ = 1;
// IDirect3DDevice9_SetViewport(pD3DDev9, &vport);
fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
if (r_waterwarp.value<0 && r_viewcontents & FTECONTENTS_FLUID)
{
fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
}
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
/*view matrix*/
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
// d3d11error(IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view));
/*d3d projection matricies scale depth to 0 to 1*/
Matrix4x4_CM_Projection_Inf(d3d_trueprojection, fov_x, fov_y, gl_mindist.value/2);
// d3d11error(IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)d3d_trueprojection));
/*ogl projection matricies scale depth to -1 to 1, and I would rather my code used consistant culling*/
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value);
}
static void (D3D11_R_RenderView) (void)
{
D3D11_SetupViewPort();
//unlike gl, we clear colour beforehand, because that seems more sane.
//always clear depth
ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, fb_backdepthstencil, D3D11_CLEAR_DEPTH, 1, 0); //is it faster to clear the stencil too?
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
RQ_BeginFrame();
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
{
if (cl.worldmodel)
P_DrawParticles ();
}
Surf_DrawWorld();
RQ_RenderBatchClear();
D3D11_Set2D ();
}
void (D3D11_R_NewMap) (void);
void (D3D11_R_PreNewMap) (void);
void (D3D11_R_PushDlights) (void);
void (D3D11_R_AddStain) (vec3_t org, float red, float green, float blue, float radius);
void (D3D11_R_LessenStains) (void);
qboolean (D3D11_VID_Init) (rendererstate_t *info, unsigned char *palette);
void (D3D11_VID_DeInit) (void);
void (D3D11_VID_SetPalette) (unsigned char *palette);
void (D3D11_VID_ShiftPalette) (unsigned char *palette);
char *(D3D11_VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight);
void (D3D11_VID_SetWindowCaption) (char *msg);
void (D3D11_SCR_UpdateScreen) (void);
rendererinfo_t d3d11rendererinfo =
{
"Direct3D11",
{
"D3D11",
"Direct3d11",
"DirectX11",
"DX11"
},
QR_DIRECT3D11,
D3D11_Draw_Init,
D3D11_Draw_Shutdown,
D3D11_LoadTexture,
D3D11_LoadTexture8Pal24,
D3D11_LoadTexture8Pal32,
D3D11_LoadCompressed,
D3D11_FindTexture,
D3D11_AllocNewTexture,
D3D11_Upload,
D3D11_DestroyTexture,
D3D11_R_Init,
D3D11_R_DeInit,
D3D11_R_RenderView,
D3D11_R_NewMap,
D3D11_R_PreNewMap,
D3D11_VID_Init,
D3D11_VID_DeInit,
D3D11_VID_ApplyGammaRamps,
D3D11_VID_GetRGBInfo,
D3D11_VID_SetWindowCaption,
D3D11_SCR_UpdateScreen,
D3D11BE_SelectMode,
D3D11BE_DrawMesh_List,
D3D11BE_DrawMesh_Single,
D3D11BE_SubmitBatch,
D3D11BE_GetTempBatch,
D3D11BE_DrawWorld,
D3D11BE_Init,
D3D11BE_GenBrushModelVBO,
D3D11BE_ClearVBO,
D3D11BE_UploadAllLightmaps,
D3D11BE_SelectEntity,
D3D11BE_SelectDLight,
D3D11BE_Scissor,
D3D11BE_LightCullModel,
D3D11BE_VBO_Begin,
D3D11BE_VBO_Data,
D3D11BE_VBO_Finish,
D3D11BE_VBO_Destroy,
"no more"
};
#endif