mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
e6f90bea14
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3531 fc73d0e0-1445-4013-8a0c-d673dee63da5
1370 lines
38 KiB
C
1370 lines
38 KiB
C
#include "quakedef.h"
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#ifdef D3DQUAKE
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#include "shader.h"
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#include <d3d9.h>
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#include <GL/gl.h>
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#include "glsupp.h"
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extern LPDIRECT3DDEVICE9 pD3DDev9;
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#define MAX_ARRAY_VERTS 65535
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static avec4_t coloursarray[MAX_ARRAY_VERTS];
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static float texcoordarray[SHADER_PASS_MAX][MAX_ARRAY_VERTS*2];
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static vecV_t vertexarray[MAX_ARRAY_VERTS];
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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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/*================================================*/
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typedef struct
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{
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float curtime;
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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 lastpasscount;
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D3DCOLOR passcolour;
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IDirect3DVertexBuffer9 *dynxyz_buff;
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unsigned int dynxyz_offs;
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IDirect3DVertexBuffer9 *dynst_buff[2];
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unsigned int dynst_offs[2];
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IDirect3DVertexBuffer9 *dyncol_buff;
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unsigned int dyncol_offs;
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IDirect3DIndexBuffer9 *dynidx_buff;
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unsigned int dynidx_offs;
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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_NORMS = 1<<1,
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D3D_VDEC_ST0 = 1<<2,
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D3D_VDEC_ST1 = 1<<3,
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D3D_VDEC_ST2 = 1<<3,
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D3D_VDEC_ST3 = 1<<3,
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#define MAX_TMUS 4
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D3D_VDEC_MAX = 16
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};
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IDirect3DVertexDeclaration9 *vertexdecls[D3D_VDEC_MAX];
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void BE_Init(void)
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{
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D3DVERTEXELEMENT9 decl[8], declend=D3DDECL_END();
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int elements;
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int i, tmu;
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be_maxpasses = 1;
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shaderstate.curvertdecl = -1;
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FTable_Init();
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IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, DYNVBUFFSIZE, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynxyz_buff, NULL);
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for (tmu = 0; tmu < MAX_TMUS; tmu++)
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IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, DYNVBUFFSIZE, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynst_buff[tmu], NULL);
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IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, DYNVBUFFSIZE, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dyncol_buff, NULL);
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IDirect3DDevice9_CreateIndexBuffer(pD3DDev9, DYNIBUFFSIZE, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFMT_QINDEX, D3DPOOL_DEFAULT, &shaderstate.dynidx_buff, NULL);
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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 = 0;
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decl[elements].Offset = 0;
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decl[elements].Type = D3DDECLTYPE_FLOAT3;
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decl[elements].Method = D3DDECLMETHOD_DEFAULT;
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decl[elements].Usage = D3DDECLUSAGE_POSITION;
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decl[elements].UsageIndex = 0;
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elements++;
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if (i & D3D_VDEC_COL4B)
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{
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decl[elements].Stream = 1;
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decl[elements].Offset = 0;
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decl[elements].Type = D3DDECLTYPE_D3DCOLOR;
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decl[elements].Method = D3DDECLMETHOD_DEFAULT;
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decl[elements].Usage = D3DDECLUSAGE_COLOR;
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decl[elements].UsageIndex = 0;
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elements++;
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}
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if (i & D3D_VDEC_NORMS)
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{
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decl[elements].Stream = 2;
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decl[elements].Offset = 0;
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decl[elements].Type = D3DDECLTYPE_FLOAT2;
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decl[elements].Method = D3DDECLMETHOD_DEFAULT;
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decl[elements].Usage = D3DDECLUSAGE_TEXCOORD;
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decl[elements].UsageIndex = 1;
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elements++;
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decl[elements].Stream = 3;
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decl[elements].Offset = 0;
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decl[elements].Type = D3DDECLTYPE_FLOAT2;
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decl[elements].Method = D3DDECLMETHOD_DEFAULT;
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decl[elements].Usage = D3DDECLUSAGE_TEXCOORD;
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decl[elements].UsageIndex = 1;
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elements++;
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decl[elements].Stream = 4;
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decl[elements].Offset = 0;
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decl[elements].Type = D3DDECLTYPE_FLOAT2;
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decl[elements].Method = D3DDECLMETHOD_DEFAULT;
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decl[elements].Usage = D3DDECLUSAGE_TEXCOORD;
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decl[elements].UsageIndex = 1;
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elements++;
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}
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for (tmu = 0; tmu < MAX_TMUS; tmu++)
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{
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if (i & (D3D_VDEC_ST0<<tmu))
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{
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decl[elements].Stream = 5+tmu;
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decl[elements].Offset = 0;
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decl[elements].Type = D3DDECLTYPE_FLOAT2;
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decl[elements].Method = D3DDECLMETHOD_DEFAULT;
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decl[elements].Usage = D3DDECLUSAGE_TEXCOORD;
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decl[elements].UsageIndex = tmu;
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elements++;
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}
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}
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decl[elements] = declend;
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elements++;
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IDirect3DDevice9_CreateVertexDeclaration(pD3DDev9, decl, &vertexdecls[i]);
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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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delta = bits ^ shaderstate.shaderbits;
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delta = ~0;
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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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int src;
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int 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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static void allocvertexbuffer(IDirect3DVertexBuffer9 *buff, unsigned int *offset, void **data, unsigned int bytes)
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{
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unsigned int boff;
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if (*offset + bytes > DYNVBUFFSIZE)
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{
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boff = 0;
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*offset = bytes;
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}
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else
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{
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boff = *offset;
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*offset += bytes;
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}
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IDirect3DVertexBuffer9_Lock(buff, boff, bytes, data, boff?D3DLOCK_NOOVERWRITE:D3DLOCK_DISCARD);
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}
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static unsigned int allocindexbuffer(void **dest, unsigned int entries)
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{
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unsigned int bytes = entries*sizeof(index_t);
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unsigned int offset;
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if (shaderstate.dynidx_offs + bytes > DYNIBUFFSIZE)
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{
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offset = 0;
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shaderstate.dynidx_offs = 0;
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}
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else
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{
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offset = shaderstate.dynidx_offs;
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shaderstate.dynidx_offs += bytes;
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}
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IDirect3DIndexBuffer9_Lock(shaderstate.dynidx_buff, offset, entries, dest, offset?D3DLOCK_NOOVERWRITE:D3DLOCK_DISCARD);
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return offset/sizeof(index_t);
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}
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static void SelectPassTexture(unsigned int tu, shaderpass_t *pass)
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{
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switch(pass->texgen)
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{
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default:
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case T_GEN_DIFFUSE:
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IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->base.ptr);
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break;
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case T_GEN_NORMALMAP:
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IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->bump.ptr);
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break;
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case T_GEN_SPECULAR:
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IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->specular.ptr);
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break;
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case T_GEN_UPPEROVERLAY:
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IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->upperoverlay.ptr);
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break;
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case T_GEN_LOWEROVERLAY:
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IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->loweroverlay.ptr);
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break;
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case T_GEN_FULLBRIGHT:
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IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->fullbright.ptr);
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break;
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case T_GEN_ANIMMAP:
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IDirect3DDevice9_SetTexture (pD3DDev9, tu, pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes].ptr);
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break;
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/*fixme*/
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case T_GEN_SINGLEMAP:
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IDirect3DDevice9_SetTexture (pD3DDev9, tu, pass->anim_frames[0].ptr);
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break;
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case T_GEN_DELUXMAP:
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IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curdeluxmap.ptr);
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break;
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case T_GEN_LIGHTMAP:
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IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curlightmap.ptr);
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break;
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/*case T_GEN_CURRENTRENDER:
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fixme
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break;*/
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case T_GEN_VIDEOMAP:
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IDirect3DDevice9_SetTexture (pD3DDev9, tu, Media_UpdateForShader(pass->cin).ptr);
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break;
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}
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switch (pass->blendmode)
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{
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case GL_DOT3_RGB_ARB:
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IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
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IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3);
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break;
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case GL_REPLACE:
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IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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break;
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case GL_ADD:
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IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
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if (tu)
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IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_ADD);
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break;
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case GL_DECAL:
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IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
|
break;
|
|
default:
|
|
case GL_MODULATE:
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
|
break;
|
|
}
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
|
|
if (tu == 0)
|
|
{
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CONSTANT);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_CONSTANT, shaderstate.passcolour);
|
|
}
|
|
}
|
|
|
|
static void colourgenbyte(const shaderpass_t *pass, int cnt, const 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:
|
|
case RGB_GEN_EXACT_VERTEX:
|
|
while((cnt)--)
|
|
{
|
|
((D3DCOLOR*)dst)[cnt] = ((D3DCOLOR*)src)[cnt];
|
|
}
|
|
break;
|
|
case RGB_GEN_ONE_MINUS_VERTEX:
|
|
while((cnt)--)
|
|
{
|
|
dst[cnt][0] = 255-src[cnt][0];
|
|
dst[cnt][1] = 255-src[cnt][1];
|
|
dst[cnt][2] = 255-src[cnt][2];
|
|
}
|
|
break;
|
|
case RGB_GEN_IDENTITY_LIGHTING:
|
|
//compensate for overbrights
|
|
while((cnt)--)
|
|
{
|
|
dst[cnt][0] = 255;//shaderstate.identitylighting;
|
|
dst[cnt][1] = 255;//shaderstate.identitylighting;
|
|
dst[cnt][2] = 255;//shaderstate.identitylighting;
|
|
}
|
|
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(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:
|
|
#pragma message("fix 24bit player colours")
|
|
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, const byte_vec4_t *src, byte_vec4_t *dst, const mesh_t *mesh)
|
|
{
|
|
float *table;
|
|
unsigned char t;
|
|
float f;
|
|
vec3_t v1, v2;
|
|
|
|
switch (pass->alphagen)
|
|
{
|
|
default:
|
|
case ALPHA_GEN_IDENTITY:
|
|
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:
|
|
{
|
|
mat3_t axis;
|
|
AngleVectors(shaderstate.curentity->angles, axis[0], axis[1], axis[2]);
|
|
VectorSubtract(r_origin, shaderstate.curentity->origin, v1);
|
|
|
|
if (!Matrix3_Compare(axis, axisDefault))
|
|
{
|
|
Matrix3_Multiply_Vec3(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, f, 1.0f);
|
|
}
|
|
}
|
|
break;*/
|
|
}
|
|
}
|
|
|
|
static unsigned int BE_GenerateColourMods(unsigned int vertcount, const shaderpass_t *pass, const mesh_t *meshlist)
|
|
{
|
|
unsigned int ret = 0;
|
|
unsigned char *map;
|
|
const mesh_t *m;
|
|
qboolean usearray;
|
|
|
|
if (pass->flags & SHADER_PASS_NOCOLORARRAY)
|
|
usearray = false;
|
|
else
|
|
usearray = true;
|
|
|
|
if (usearray && meshlist->colors4b_array)
|
|
{
|
|
shaderstate.passcolour = D3DCOLOR_RGBA(255,255,255,255);
|
|
|
|
ret |= D3D_VDEC_COL4B;
|
|
allocvertexbuffer(shaderstate.dyncol_buff, &shaderstate.dyncol_offs, (void**)&map, vertcount*sizeof(D3DCOLOR));
|
|
for (m = meshlist, vertcount = 0; m; vertcount += m->numvertexes, m = m->next)
|
|
memcpy((char*)map+vertcount*sizeof(D3DCOLOR), m->colors4b_array, m->numvertexes*sizeof(D3DCOLOR));
|
|
IDirect3DVertexBuffer9_Unlock(shaderstate.dyncol_buff);
|
|
IDirect3DDevice9_SetStreamSource(pD3DDev9, 1, shaderstate.dyncol_buff, shaderstate.dyncol_offs - vertcount*sizeof(D3DCOLOR), sizeof(D3DCOLOR));
|
|
}
|
|
else if (usearray && meshlist->colors4f_array)
|
|
{
|
|
unsigned int v;
|
|
float *src;
|
|
shaderstate.passcolour = D3DCOLOR_RGBA(255,255,255,255);
|
|
|
|
ret |= D3D_VDEC_COL4B;
|
|
allocvertexbuffer(shaderstate.dyncol_buff, &shaderstate.dyncol_offs, (void**)&map, vertcount*sizeof(D3DCOLOR));
|
|
for (m = meshlist, vertcount = 0; m; vertcount += m->numvertexes, m = m->next)
|
|
{
|
|
src = m->colors4f_array[0];
|
|
for (v = 0; v < m->numvertexes; v++)
|
|
{
|
|
map[0] = src[0]*255;
|
|
map[1] = src[1]*255;
|
|
map[2] = src[2]*255;
|
|
map[3] = src[3]*255;
|
|
map += 4;
|
|
src += 4;
|
|
}
|
|
}
|
|
map -= vertcount*4;
|
|
colourgenbyte(pass, vertcount, (byte_vec4_t*)map, (byte_vec4_t*)map, meshlist);
|
|
alphagenbyte(pass, vertcount, (byte_vec4_t*)map, (byte_vec4_t*)map, meshlist);
|
|
IDirect3DVertexBuffer9_Unlock(shaderstate.dyncol_buff);
|
|
IDirect3DDevice9_SetStreamSource(pD3DDev9, 1, shaderstate.dyncol_buff, shaderstate.dyncol_offs - vertcount*sizeof(D3DCOLOR), sizeof(D3DCOLOR));
|
|
}
|
|
else
|
|
{
|
|
shaderstate.passcolour = D3DCOLOR_RGBA(255,255,255,255);
|
|
colourgenbyte(pass, 1, (byte_vec4_t*)&shaderstate.passcolour, (byte_vec4_t*)&shaderstate.passcolour, meshlist);
|
|
alphagenbyte(pass, 1, (byte_vec4_t*)&shaderstate.passcolour, (byte_vec4_t*)&shaderstate.passcolour, meshlist);
|
|
IDirect3DDevice9_SetStreamSource(pD3DDev9, 1, NULL, 0, 0);
|
|
}
|
|
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 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, const mesh_t *meshlist)
|
|
{
|
|
unsigned int fvertex = 0;
|
|
for (; meshlist; meshlist = meshlist->next)
|
|
{
|
|
int i;
|
|
float *src;
|
|
src = tcgen(pass, meshlist->numvertexes, dest, meshlist);
|
|
//tcgen might return unmodified info
|
|
if (pass->numtcmods)
|
|
{
|
|
tcmod(&pass->tcmods[0], meshlist->numvertexes, src, dest, meshlist);
|
|
for (i = 1; i < pass->numtcmods; i++)
|
|
{
|
|
tcmod(&pass->tcmods[i], meshlist->numvertexes, dest, dest, meshlist);
|
|
}
|
|
}
|
|
else if (src != dest)
|
|
{
|
|
memcpy(dest, src, 8*meshlist->numvertexes);
|
|
}
|
|
dest += meshlist->numvertexes*2;
|
|
}
|
|
}
|
|
|
|
//end texture coords
|
|
/*******************************************************************************************************************/
|
|
|
|
/*does not do the draw call, does not consider indicies (except for billboard generation) */
|
|
static void BE_DrawMeshChain_SetupPass(shaderpass_t *pass, unsigned int vertcount, mesh_t *meshchain)
|
|
{
|
|
int vdec;
|
|
void *map;
|
|
int i;
|
|
unsigned int passno = 0;
|
|
|
|
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;
|
|
|
|
passno = 0;
|
|
|
|
/*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, meshchain);
|
|
|
|
for (; passno < lastpass; passno++)
|
|
{
|
|
SelectPassTexture(passno, pass+passno);
|
|
|
|
vdec |= D3D_VDEC_ST0<<passno;
|
|
allocvertexbuffer(shaderstate.dynst_buff[passno], &shaderstate.dynst_offs[passno], &map, vertcount*sizeof(vec2_t));
|
|
GenerateTCMods(pass+passno, map, meshchain);
|
|
IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[passno]);
|
|
IDirect3DDevice9_SetStreamSource(pD3DDev9, 5+passno, shaderstate.dynst_buff[passno], shaderstate.dynst_offs[passno] - vertcount*sizeof(vec2_t), sizeof(vec2_t));
|
|
}
|
|
for (; passno < shaderstate.lastpasscount; passno++)
|
|
{
|
|
IDirect3DDevice9_SetStreamSource(pD3DDev9, 5+passno, NULL, 0, 0);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
}
|
|
shaderstate.lastpasscount = lastpass;
|
|
|
|
// if (meshchain->normals_array &&
|
|
// meshchain->2 &&
|
|
// meshchain->tnormals_array)
|
|
// vdec |= D3D_VDEC_NORMS;
|
|
|
|
if (vdec != shaderstate.curvertdecl)
|
|
{
|
|
shaderstate.curvertdecl = vdec;
|
|
IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]);
|
|
}
|
|
|
|
D3DBE_ApplyShaderBits(pass->shaderbits);
|
|
}
|
|
|
|
static void BE_DrawMeshChain_Internal(mesh_t *meshchain)
|
|
{
|
|
unsigned int vertcount, idxcount, idxfirst;
|
|
mesh_t *m;
|
|
void *map;
|
|
int i;
|
|
unsigned int passno = 0;
|
|
shaderpass_t *pass = shaderstate.curshader->passes;
|
|
|
|
for (m = meshchain, vertcount = 0, idxcount = 0; m; m = m->next)
|
|
{
|
|
vertcount += m->numvertexes;
|
|
idxcount += m->numindexes;
|
|
}
|
|
|
|
/*vertex buffers are common to all passes*/
|
|
allocvertexbuffer(shaderstate.dynxyz_buff, &shaderstate.dynxyz_offs, &map, vertcount*sizeof(vecV_t));
|
|
for (m = meshchain, vertcount = 0; m; vertcount += m->numvertexes, m = m->next)
|
|
{
|
|
/*fixme: no tcgen*/
|
|
memcpy((char*)map+vertcount*sizeof(vecV_t), m->xyz_array, m->numvertexes*sizeof(vecV_t));
|
|
}
|
|
IDirect3DVertexBuffer9_Unlock(shaderstate.dynxyz_buff);
|
|
IDirect3DDevice9_SetStreamSource(pD3DDev9, 0, shaderstate.dynxyz_buff, shaderstate.dynxyz_offs - vertcount*sizeof(vecV_t), sizeof(vecV_t));
|
|
|
|
/*so are index buffers*/
|
|
idxfirst = allocindexbuffer(&map, idxcount);
|
|
for (m = meshchain, vertcount = 0; m; vertcount += m->numvertexes, m = m->next)
|
|
{
|
|
for (i = 0; i < m->numindexes; i++)
|
|
((index_t*)map)[i] = m->indexes[i]+vertcount;
|
|
map = (char*)map + m->numindexes*sizeof(index_t);
|
|
}
|
|
IDirect3DIndexBuffer9_Unlock(shaderstate.dynidx_buff);
|
|
IDirect3DDevice9_SetIndices(pD3DDev9, shaderstate.dynidx_buff);
|
|
|
|
/*now go through and flush each pass*/
|
|
for (passno = 0; passno < shaderstate.curshader->numpasses; passno += pass->numMergedPasses)
|
|
{
|
|
BE_DrawMeshChain_SetupPass(pass+passno, vertcount, meshchain);
|
|
IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, 0, vertcount, idxfirst, idxcount/3);
|
|
}
|
|
}
|
|
|
|
void BE_DrawMeshChain(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums)
|
|
{
|
|
shaderstate.curshader = shader;
|
|
shaderstate.curtexnums = texnums;
|
|
|
|
BE_DrawMeshChain_Internal(meshchain);
|
|
}
|
|
|
|
void BE_SelectMode(backendmode_t mode, unsigned int flags)
|
|
{
|
|
}
|
|
|
|
void _CrtCheckMemory(void);
|
|
|
|
/*Generates an optimised vbo for each of the given model's textures*/
|
|
void BE_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 BE_ClearVBO(vbo_t *vbo)
|
|
{
|
|
}
|
|
|
|
/*upload all lightmaps at the start to reduce lags*/
|
|
void BE_UploadAllLightmaps(void)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void DrawSurfaceChain(msurface_t *s, shader_t *shader, vbo_t *vbo)
|
|
{ //doesn't merge surfaces, but tells gl to do each vertex arrayed surface individually, which means no vertex copying.
|
|
int i;
|
|
mesh_t *ml, *m;
|
|
|
|
if (!vbo)
|
|
return;
|
|
|
|
shaderstate.curshader = shader;
|
|
shaderstate.curtexnums = &shader->defaulttextures;
|
|
|
|
ml = NULL;
|
|
for (; s ; s=s->texturechain)
|
|
{
|
|
m = s->mesh;
|
|
if (!m) //urm.
|
|
continue;
|
|
if (m->numvertexes <= 1)
|
|
continue;
|
|
|
|
if (s->lightmaptexturenum < 0)
|
|
{
|
|
//pull out the surfaces with no lightmap info
|
|
m->next = ml;
|
|
ml = m;
|
|
}
|
|
else
|
|
{
|
|
//surfaces that do have a lightmap
|
|
m->next = lightmap[s->lightmaptexturenum]->meshchain;
|
|
lightmap[s->lightmaptexturenum]->meshchain = m;
|
|
}
|
|
}
|
|
|
|
if (ml)
|
|
{
|
|
//draw the lightmapless surfaces
|
|
BE_DrawMeshChain_Internal(ml);
|
|
}
|
|
|
|
//and then draw the lit chains
|
|
for (i = 0; i < numlightmaps; i++)
|
|
{
|
|
if (!lightmap[i] || !lightmap[i]->meshchain)
|
|
continue;
|
|
|
|
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[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;
|
|
}
|
|
else
|
|
lightmap_textures[i] = D3D_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_WIDTH);
|
|
|
|
/*
|
|
if (lightmap[i]->deluxmodified)
|
|
{
|
|
lightmap[i]->deluxmodified = false;
|
|
theRect = &lightmap[i]->deluxrectchange;
|
|
GL_Bind(deluxmap_textures[i]);
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
|
|
lightmap[i]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
checkerror();
|
|
}
|
|
*/
|
|
}
|
|
|
|
shaderstate.curlightmap = lightmap_textures[i];
|
|
shaderstate.curdeluxmap = deluxmap_textures[i];
|
|
BE_DrawMeshChain_Internal(lightmap[i]->meshchain);
|
|
lightmap[i]->meshchain = NULL;
|
|
}
|
|
}
|
|
|
|
static void BE_BaseTextureChain(msurface_t *first)
|
|
{
|
|
texture_t *t, *tex;
|
|
shader_t *shader;
|
|
t = first->texinfo->texture;
|
|
tex = R_TextureAnimation (t);
|
|
|
|
//TEMP: use shader as an input parameter, not tex.
|
|
shader = tex->shader;
|
|
if (!shader)
|
|
{
|
|
shader = R_RegisterShader_Lightmap(tex->name);
|
|
tex->shader = shader;
|
|
}
|
|
DrawSurfaceChain(first, shader, &t->vbo);
|
|
}
|
|
|
|
void BE_BaseEntTextures(void)
|
|
{
|
|
extern model_t *currentmodel;
|
|
int i;
|
|
entity_t *ent;
|
|
|
|
if (!r_drawentities.ival)
|
|
return;
|
|
|
|
// draw sprites seperately, because of alpha blending
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
ent = &cl_visedicts[i];
|
|
if (!ent->model)
|
|
continue;
|
|
if (ent->model->needload)
|
|
continue;
|
|
// if (!PPL_ShouldDraw())
|
|
// continue;
|
|
switch(ent->model->type)
|
|
{
|
|
case mod_brush:
|
|
// BaseBrushTextures(ent);
|
|
break;
|
|
case mod_alias:
|
|
R_DrawGAliasModel (ent, BEM_STANDARD);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void BE_SubmitMeshes (void)
|
|
{
|
|
texture_t *t;
|
|
msurface_t *s;
|
|
int i;
|
|
model_t *model = cl.worldmodel;
|
|
unsigned int fl;
|
|
|
|
for (i=0 ; i<model->numtextures ; i++)
|
|
{
|
|
t = model->textures[i];
|
|
if (!t)
|
|
continue;
|
|
s = t->texturechain;
|
|
if (!s)
|
|
continue;
|
|
|
|
fl = s->texinfo->texture->shader->flags;
|
|
BE_BaseTextureChain(s);
|
|
}
|
|
|
|
BE_BaseEntTextures();
|
|
}
|
|
|
|
void BE_DrawWorld (qbyte *vis)
|
|
{
|
|
RSpeedLocals();
|
|
|
|
shaderstate.curtime = realtime;
|
|
|
|
//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, 0);
|
|
|
|
RSpeedRemark();
|
|
BE_SubmitMeshes();
|
|
RSpeedEnd(RSPEED_WORLD);
|
|
}
|
|
|
|
|
|
#endif
|