mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-03 09:01:50 +00:00
fa9252cefa
demo menu can now leave quake dir. scissor+line rendering abstracted from csqc. added a rain particle effect to the 'high' particle set. added support for parsing ezquake's koi stuff. Still only generates utf-8. implemented some string-buffer builtins from dp that have been stubs for quite some time. http code now supports/uses gzipped downloads properly. added support for non-blocking tcp connects. #pragma optimize makes more sense with the gui version now. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4397 fc73d0e0-1445-4013-8a0c-d673dee63da5
1382 lines
34 KiB
C
1382 lines
34 KiB
C
#include "quakedef.h"
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#ifdef D3D11QUAKE
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#include "winquake.h"
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#include "gl_draw.h"
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#include "glquake.h"
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#include "shader.h"
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#include "renderque.h"
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#define COBJMACROS
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#include <d3d11.h>
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/*Fixup outdated windows headers*/
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#ifndef WM_XBUTTONDOWN
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#define WM_XBUTTONDOWN 0x020B
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#define WM_XBUTTONUP 0x020C
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#endif
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#ifndef MK_XBUTTON1
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#define MK_XBUTTON1 0x0020
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#endif
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#ifndef MK_XBUTTON2
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#define MK_XBUTTON2 0x0040
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#endif
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// copied from DarkPlaces in an attempt to grab more buttons
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#ifndef MK_XBUTTON3
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#define MK_XBUTTON3 0x0080
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#endif
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#ifndef MK_XBUTTON4
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#define MK_XBUTTON4 0x0100
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#endif
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#ifndef MK_XBUTTON5
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#define MK_XBUTTON5 0x0200
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#endif
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#ifndef MK_XBUTTON6
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#define MK_XBUTTON6 0x0400
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#endif
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#ifndef MK_XBUTTON7
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#define MK_XBUTTON7 0x0800
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#endif
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#ifndef WM_INPUT
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#define WM_INPUT 255
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#endif
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#define DEFINE_QGUID(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \
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const GUID DECLSPEC_SELECTANY name \
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= { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } }
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DEFINE_QGUID(qIID_ID3D11Texture2D,0x6f15aaf2,0xd208,0x4e89,0x9a,0xb4,0x48,0x95,0x35,0xd3,0x4f,0x9c);
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//static void D3D11_GetBufferSize(int *width, int *height); //not defined
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static void resetD3D11(void);
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//static LPDIRECT3D11 pD3D;
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ID3D11Device *pD3DDev11;
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ID3D11DeviceContext *d3ddevctx;
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IDXGISwapChain *d3dswapchain;
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ID3D11RenderTargetView *fb_backbuffer;
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ID3D11DepthStencilView *fb_backdepthstencil;
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void *d3d11mod;
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float d3d_trueprojection[16];
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qboolean vid_initializing;
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extern qboolean scr_initialized; // ready to draw
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extern qboolean scr_drawloading;
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extern qboolean scr_con_forcedraw;
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static qboolean d3d_resized;
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cvar_t vid_hardwaregamma;
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//sound/error code needs this
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HWND mainwindow;
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//input code needs these
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int window_center_x, window_center_y;
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RECT window_rect;
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int window_x, window_y;
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static void released3dbackbuffer(void);
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static qboolean resetd3dbackbuffer(int width, int height);
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void BuildGammaTable (float g, float c);
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static void D3D11_VID_GenPaletteTables (unsigned char *palette)
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{
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extern unsigned short ramps[3][256];
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qbyte *pal;
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unsigned r,g,b;
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unsigned v;
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unsigned short i;
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unsigned *table;
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extern qbyte gammatable[256];
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if (palette)
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{
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extern cvar_t v_contrast;
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BuildGammaTable(v_gamma.value, v_contrast.value);
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//
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// 8 8 8 encoding
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//
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if (1)//vid_hardwaregamma.value)
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{
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// don't built in the gamma table
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pal = palette;
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table = d_8to24rgbtable;
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for (i=0 ; i<256 ; i++)
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{
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r = pal[0];
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g = pal[1];
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b = pal[2];
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pal += 3;
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// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
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// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
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v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
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*table++ = v;
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}
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d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
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}
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else
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{
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//computer has no hardware gamma (poor suckers) increase table accordingly
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pal = palette;
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table = d_8to24rgbtable;
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for (i=0 ; i<256 ; i++)
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{
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r = gammatable[pal[0]];
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g = gammatable[pal[1]];
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b = gammatable[pal[2]];
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pal += 3;
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// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
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// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
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v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
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*table++ = v;
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}
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d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
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}
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if (LittleLong(1) != 1)
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{
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for (i=0 ; i<256 ; i++)
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d_8to24rgbtable[i] = LittleLong(d_8to24rgbtable[i]);
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}
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}
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// if (pD3DDev11)
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// d3dswapchain->Set
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//IDirect3DDevice11_SetGammaRamp();
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// IDirect3DDevice9_SetGammaRamp(pD3DDev9, 0, D3DSGR_NO_CALIBRATION, (D3DGAMMARAMP *)ramps);
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}
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typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLDIB, MS_UNINIT} modestate_t;
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static modestate_t modestate;
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static void D3DVID_UpdateWindowStatus (HWND hWnd)
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{
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POINT p;
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RECT nr;
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int window_width, window_height;
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GetClientRect(hWnd, &nr);
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Sys_Printf("Update: %i %i %i %i\n", nr.left, nr.top, nr.right, nr.bottom);
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//if its bad then we're probably minimised
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if (nr.right <= nr.left)
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return;
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if (nr.bottom <= nr.top)
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return;
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p.x = 0;
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p.y = 0;
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ClientToScreen(hWnd, &p);
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window_x = p.x;
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window_y = p.y;
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window_width = nr.right - nr.left;
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window_height = nr.bottom - nr.top;
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// vid.pixelwidth = window_width;
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// vid.pixelheight = window_height;
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window_rect.left = window_x;
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window_rect.top = window_y;
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window_rect.right = window_x + window_width;
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window_rect.bottom = window_y + window_height;
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window_center_x = (window_rect.left + window_rect.right) / 2;
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window_center_y = (window_rect.top + window_rect.bottom) / 2;
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Sys_Printf("Window: %i %i %i %i\n", window_x, window_y, window_width, window_height);
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INS_UpdateClipCursor ();
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}
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static qboolean D3D11AppActivate(BOOL fActive, BOOL minimize)
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/****************************************************************************
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*
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* Function: AppActivate
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* Parameters: fActive - True if app is activating
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*
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* Description: If the application is activating, then swap the system
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* into SYSPAL_NOSTATIC mode so that our palettes will display
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* correctly.
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*
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****************************************************************************/
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{
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static BOOL sound_active;
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if (ActiveApp == fActive && Minimized == minimize)
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return false; //so windows doesn't crash us over and over again.
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ActiveApp = fActive;
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Minimized = minimize;
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// enable/disable sound on focus gain/loss
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if (!ActiveApp && sound_active)
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{
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S_BlockSound ();
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sound_active = false;
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}
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else if (ActiveApp && !sound_active)
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{
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S_UnblockSound ();
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sound_active = true;
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}
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INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
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if (fActive)
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{
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Cvar_ForceCallback(&v_gamma);
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}
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if (!fActive)
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{
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Cvar_ForceCallback(&v_gamma); //wham bam thanks.
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}
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return true;
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}
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static LRESULT WINAPI D3D11_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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LONG lRet = 0;
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int fActive, fMinimized, temp;
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extern unsigned int uiWheelMessage;
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extern qboolean keydown[K_MAX];
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if ( uMsg == uiWheelMessage )
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uMsg = WM_MOUSEWHEEL;
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switch (uMsg)
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{
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#if 1
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/* case WM_KILLFOCUS:
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if (modestate == MS_FULLDIB)
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ShowWindow(mainwindow, SW_SHOWMINNOACTIVE);
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break;
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*/
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// case WM_CREATE:
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// break;
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case WM_MOVE:
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D3DVID_UpdateWindowStatus (hWnd);
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lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
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break;
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case WM_KEYDOWN:
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case WM_SYSKEYDOWN:
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if (keydown[K_LALT] && wParam == '\r')
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{
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if (modestate == MS_FULLSCREEN)
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modestate = MS_WINDOWED;
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else
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{
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RECT rect;
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extern cvar_t vid_width, vid_height;
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int width = vid_width.ival;
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int height = vid_height.ival;
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rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2;
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rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2;
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rect.right = rect.left+width;
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rect.bottom = rect.top+height;
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AdjustWindowRectEx(&rect, WS_OVERLAPPED, FALSE, 0);
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SetWindowPos(hWnd, NULL, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, SWP_SHOWWINDOW|SWP_FRAMECHANGED);
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modestate = MS_FULLSCREEN;
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}
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IDXGISwapChain_SetFullscreenState(d3dswapchain, modestate == MS_FULLSCREEN, NULL);
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if (modestate == MS_WINDOWED)
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{
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RECT rect;
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int width = 640;
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int height = 480;
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rect.left = (GetSystemMetrics(SM_CXSCREEN) - width) / 2;
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rect.top = (GetSystemMetrics(SM_CYSCREEN) - height) / 2;
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rect.right = rect.left+width;
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rect.bottom = rect.top+height;
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AdjustWindowRectEx(&rect, WS_OVERLAPPEDWINDOW, FALSE, 0);
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SetWindowLong(hWnd, GWL_STYLE, WS_OVERLAPPEDWINDOW); //make sure dxgi didn't break us.
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SetWindowPos(hWnd, HWND_TOP, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, SWP_SHOWWINDOW|SWP_FRAMECHANGED);
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SetForegroundWindow(hWnd);
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SetFocus(hWnd);
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}
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}
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else if (!vid_initializing)
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INS_TranslateKeyEvent (wParam, lParam, true, 0);
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break;
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case WM_KEYUP:
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case WM_SYSKEYUP:
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if (!vid_initializing)
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INS_TranslateKeyEvent (wParam, lParam, false, 0);
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break;
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case WM_SYSCHAR:
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// keep Alt-Space from happening
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break;
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// this is complicated because Win32 seems to pack multiple mouse events into
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// one update sometimes, so we always check all states and look for events
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case WM_LBUTTONDOWN:
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case WM_LBUTTONUP:
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case WM_RBUTTONDOWN:
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case WM_RBUTTONUP:
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case WM_MBUTTONDOWN:
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case WM_MBUTTONUP:
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case WM_MOUSEMOVE:
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case WM_XBUTTONDOWN:
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case WM_XBUTTONUP:
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temp = 0;
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if (wParam & MK_LBUTTON)
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temp |= 1;
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if (wParam & MK_RBUTTON)
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temp |= 2;
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if (wParam & MK_MBUTTON)
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temp |= 4;
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if (wParam & MK_XBUTTON1)
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temp |= 8;
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if (wParam & MK_XBUTTON2)
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temp |= 16;
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if (wParam & MK_XBUTTON3)
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temp |= 32;
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if (wParam & MK_XBUTTON4)
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temp |= 64;
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if (wParam & MK_XBUTTON5)
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temp |= 128;
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if (wParam & MK_XBUTTON6)
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temp |= 256;
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if (wParam & MK_XBUTTON7)
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temp |= 512;
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if (!vid_initializing)
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INS_MouseEvent (temp);
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break;
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// JACK: This is the mouse wheel with the Intellimouse
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// Its delta is either positive or neg, and we generate the proper
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// Event.
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case WM_MOUSEWHEEL:
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if (!vid_initializing)
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{
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if ((short) HIWORD(wParam) > 0)
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{
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Key_Event(0, K_MWHEELUP, 0, true);
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Key_Event(0, K_MWHEELUP, 0, false);
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}
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else
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{
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Key_Event(0, K_MWHEELDOWN, 0, true);
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Key_Event(0, K_MWHEELDOWN, 0, false);
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}
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}
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break;
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case WM_INPUT:
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// raw input handling
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if (!vid_initializing)
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INS_RawInput_Read((HANDLE)lParam);
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break;
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case WM_GETMINMAXINFO:
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{
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RECT windowrect;
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RECT clientrect;
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MINMAXINFO *mmi = (MINMAXINFO *) lParam;
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GetWindowRect (hWnd, &windowrect);
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GetClientRect (hWnd, &clientrect);
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mmi->ptMinTrackSize.x = 320 + ((windowrect.right - windowrect.left) - (clientrect.right - clientrect.left));
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mmi->ptMinTrackSize.y = 200 + ((windowrect.bottom - windowrect.top) - (clientrect.bottom - clientrect.top));
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}
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return 0;
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case WM_SIZE:
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d3d_resized = true;
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D3DVID_UpdateWindowStatus(mainwindow);
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released3dbackbuffer();
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IDXGISwapChain_ResizeBuffers(d3dswapchain, 0, 0, 0, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
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D3D11BE_Reset(true);
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vid.pixelwidth = window_rect.right - window_rect.left;
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vid.pixelheight = window_rect.bottom - window_rect.top;
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resetd3dbackbuffer(vid.pixelwidth, vid.pixelheight);
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resetD3D11();
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D3D11BE_Reset(false);
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lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
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break;
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case WM_CLOSE:
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if (!vid_initializing)
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if (MessageBox (mainwindow, "Are you sure you want to quit?", "Confirm Exit",
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MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION) == IDYES)
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{
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Cbuf_AddText("\nquit\n", RESTRICT_LOCAL);
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}
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break;
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case WM_ACTIVATE:
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fActive = LOWORD(wParam);
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fMinimized = (BOOL) HIWORD(wParam);
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if (!D3D11AppActivate(!(fActive == WA_INACTIVE), fMinimized))
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break;//so, urm, tell me microsoft, what changed?
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if (modestate == MS_FULLDIB)
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ShowWindow(mainwindow, SW_SHOWNORMAL);
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if (ActiveApp && modestate == MS_FULLSCREEN)
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IDXGISwapChain_SetFullscreenState(d3dswapchain, modestate == MS_FULLSCREEN, NULL);
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// fix the leftover Alt from any Alt-Tab or the like that switched us away
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// ClearAllStates ();
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lRet = 1;
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break;
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case WM_DESTROY:
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{
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// if (dibwindow)
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// DestroyWindow (dibwindow);
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}
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break;
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case MM_MCINOTIFY:
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lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam);
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break;
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#endif
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case WM_ERASEBKGND:
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return 1;
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default:
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/* pass all unhandled messages to DefWindowProc */
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lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
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break;
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}
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/* return 1 if handled message, 0 if not */
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return lRet;
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}
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static void resetD3D11(void)
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{
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#if 0
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HRESULT res;
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res = IDirect3DDevice9_Reset(pD3DDev9, &d3dpp);
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if (FAILED(res))
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{
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Con_Printf("IDirect3DDevice9_Reset failed (%u)\n", res&0xffff);
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return;
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}
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/*clear the screen to black as soon as we start up, so there's no lingering framebuffer state*/
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IDirect3DDevice9_BeginScene(pD3DDev9);
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IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
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IDirect3DDevice9_EndScene(pD3DDev9);
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IDirect3DDevice9_Present(pD3DDev9, NULL, NULL, NULL, NULL);
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//IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_DITHERENABLE, FALSE);
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//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.recalc_refdef = true;
|
|
|
|
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;
|
|
}
|
|
|
|
//
|
|
// determine size of refresh window
|
|
//
|
|
if (vid.recalc_refdef)
|
|
SCR_CalcRefdef ();
|
|
|
|
//
|
|
// 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 (cls.state == ca_active && 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,
|
|
|
|
Surf_AddStain,
|
|
Surf_LessenStains,
|
|
|
|
RMod_Init,
|
|
RMod_Shutdown,
|
|
RMod_ClearAll,
|
|
RMod_ForName,
|
|
RMod_FindName,
|
|
RMod_Extradata,
|
|
RMod_TouchModel,
|
|
|
|
RMod_NowLoadExternal,
|
|
RMod_Think,
|
|
Mod_GetTag,
|
|
Mod_TagNumForName,
|
|
Mod_SkinNumForName,
|
|
Mod_FrameNumForName,
|
|
Mod_FrameDuration,
|
|
|
|
|
|
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
|