mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 08:21:05 +00:00
2e1a70e319
maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
869 lines
22 KiB
C
869 lines
22 KiB
C
#include "quakedef.h"
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#ifdef D3D11QUAKE
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#include "winquake.h"
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#define COBJMACROS
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#include <d3d11.h>
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extern ID3D11Device *pD3DDev11;
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extern ID3D11DeviceContext *d3ddevctx;
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extern D3D_FEATURE_LEVEL d3dfeaturelevel;
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#define D3D_HAVE_FULL_NPOT() (d3dfeaturelevel>=D3D_FEATURE_LEVEL_10_0)
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void D3D11BE_UnbindAllTextures(void);
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//FIXME: need support for cubemaps.
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typedef struct d3dtexture_s
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{
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texcom_t com;
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ID3D11ShaderResourceView *view;
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struct d3dtexture_s *prev;
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struct d3dtexture_s *next;
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ID3D11Texture2D *tex2d;
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char name[1];
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} d3d11texture_t;
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static d3d11texture_t *d3d11textures;
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ID3D11ShaderResourceView *D3D11_Image_View(const texid_t *id)
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{
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d3d11texture_t *info = (d3d11texture_t*)id->ref;
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if (!info)
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return NULL;
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if (!info->view)
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ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)info->tex2d, NULL, &info->view);
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return info->view;
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}
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void D3D11_Image_Shutdown(void)
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{
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//destroy all named textures
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while(d3d11textures)
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{
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d3d11texture_t *t = d3d11textures;
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d3d11textures = t->next;
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if (t->view)
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ID3D11ShaderResourceView_Release(t->view);
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if (t->tex2d)
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ID3D11Texture2D_Release(t->tex2d);
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free(t);
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}
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}
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void D3D11_DestroyTexture (texid_t tex)
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{
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d3d11texture_t *t = (d3d11texture_t*)tex.ref;
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ID3D11Texture2D *tx = tex.ptr;
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if (!t)
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return;
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if (t->view)
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ID3D11ShaderResourceView_Release(t->view);
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if (t->tex2d)
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ID3D11Texture2D_Release(t->tex2d);
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t->view = NULL;
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t->tex2d = NULL;
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if (t->prev)
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t->prev->next = t->next;
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else
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d3d11textures = t->next;
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if (t->next)
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t->next->prev = t->prev;
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t->prev = NULL;
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t->next = NULL;
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free(t);
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}
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static d3d11texture_t *d3d_lookup_texture(const char *ident)
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{
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d3d11texture_t *tex;
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if (*ident)
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{
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for (tex = d3d11textures; tex; tex = tex->next)
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if (!strcmp(tex->name, ident))
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return tex;
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}
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tex = calloc(1, sizeof(*tex)+strlen(ident));
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strcpy(tex->name, ident);
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tex->view = NULL;
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tex->tex2d = NULL;
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tex->next = d3d11textures;
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tex->prev = NULL;
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d3d11textures = tex;
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if (tex->next)
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tex->next->prev = tex;
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return tex;
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}
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extern cvar_t gl_picmip;
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extern cvar_t gl_picmip2d;
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static texid_t ToTexID(d3d11texture_t *tex)
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{
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texid_t tid;
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tid.ref = &tex->com;
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if (!tex->view)
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ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)tex->tex2d, NULL, &tex->view);
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tid.ptr = NULL;//(void*)0xdeadbeef;
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return tid;
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}
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//outpitch = width*4
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static void D3D_Resize32(void *out, int outpitch, int outwidth, int outheight, const void *in, int inwidth, int inheight)
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{
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int x, y;
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int iny;
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unsigned int *row;
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const unsigned int *inrow;
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for (y = 0; y < outheight; y++)
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{
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row = (unsigned int*)((char*)out + outpitch*y);
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iny = (y * inheight) / outheight;
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inrow = (const unsigned int*)in + inwidth*iny;
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for (x = 0; x < outwidth; x++)
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{
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row[x] = inrow[(x * inwidth)/outwidth];
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}
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}
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}
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static void D3D_MipMap (qbyte *out, int outwidth, int outheight, const qbyte *in, int inwidth, int inheight)
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{
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int i, j;
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const qbyte *inrow;
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//with npot
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int rowwidth = inwidth*4; //rowwidth is the byte width of the input
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inrow = in;
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for (i=0 ; i<outheight ; i++, inrow+=rowwidth*2)
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{
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for (in = inrow, j=0 ; j<outwidth ; j++, out+=4, in+=8)
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{
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out[0] = (in[0] + in[4] + in[rowwidth+0] + in[rowwidth+4])>>2;
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out[1] = (in[1] + in[5] + in[rowwidth+1] + in[rowwidth+5])>>2;
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out[2] = (in[2] + in[6] + in[rowwidth+2] + in[rowwidth+6])>>2;
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out[3] = (in[3] + in[7] + in[rowwidth+3] + in[rowwidth+7])>>2;
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}
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}
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}
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static void *D3D11_AllocNewTextureData(void *datargba, int datawidth, int dataheight, int width, int height, unsigned int flags)
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{
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HRESULT hr;
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ID3D11Texture2D *tx = NULL;
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D3D11_TEXTURE2D_DESC tdesc = {0};
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D3D11_SUBRESOURCE_DATA subresdesc[64] = {0};
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int i;
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int owidth, oheight;
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qboolean fakenpot = false;
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tdesc.Width = width;
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tdesc.Height = height;
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tdesc.MipLevels = (!datargba || (flags & IF_NOMIPMAP))?1:0; //0 generates mipmaps automagically
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tdesc.ArraySize = 1;
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tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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tdesc.SampleDesc.Count = 1;
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tdesc.SampleDesc.Quality = 0;
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tdesc.Usage = datargba?D3D11_USAGE_IMMUTABLE:D3D11_USAGE_DYNAMIC;
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tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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tdesc.CPUAccessFlags = (datargba)?0:D3D11_CPU_ACCESS_WRITE;
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tdesc.MiscFlags = 0;
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//first mip level
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subresdesc[0].SysMemPitch = width*4;
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subresdesc[0].SysMemSlicePitch = width*height*4;
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if (!datargba)
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{
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subresdesc[0].pSysMem = NULL;
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//one mip, but no data
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i = 1;
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}
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else
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{
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if (datawidth != width || dataheight != height)
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{
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fakenpot = true;
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subresdesc[0].pSysMem = malloc(width*height*4);
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D3D_Resize32((void*)subresdesc[0].pSysMem, width*4, width, height, datargba, datawidth, dataheight);
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}
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else
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subresdesc[0].pSysMem = datargba;
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for (i = 1; i < 64 && width > 1 && height > 1 && !(flags & IF_NOMIPMAP); i++)
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{
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owidth = width;
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oheight = height;
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width /= 2;
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height /= 2;
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subresdesc[i].pSysMem = malloc(width*height*4);
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subresdesc[i].SysMemPitch = width*4;
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subresdesc[i].SysMemSlicePitch = width*height*4;
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D3D_MipMap((void*)subresdesc[i].pSysMem, width, height, subresdesc[i-1].pSysMem, owidth, oheight);
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}
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}
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tdesc.MipLevels = i; //0 generates mipmaps automagically
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hr = ID3D11Device_CreateTexture2D(pD3DDev11, &tdesc, (subresdesc[0].pSysMem?subresdesc:NULL), &tx);
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if (FAILED(hr))
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{
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Con_Printf("Failed to create texture\n");
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tx = NULL;
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}
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for (i = fakenpot?0:1; i < tdesc.MipLevels; i++)
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{
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free((void*)subresdesc[i].pSysMem);
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}
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return tx;
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}
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texid_t D3D11_AllocNewTexture(const char *ident, int width, int height, unsigned int flags)
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{
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d3d11texture_t *t = d3d_lookup_texture("");
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texid_t id;
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if (t->tex2d)
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return ToTexID(t);
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t->tex2d = D3D11_AllocNewTextureData(NULL, 0, 0, width, height, flags);
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t->com.width = width;
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t->com.height = height;
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id = ToTexID(t);
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if (!t->tex2d)
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{
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D3D11_DestroyTexture(id);
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return r_nulltex;
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}
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return id;
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}
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static void D3D11_RoundDimensions(int *scaled_width, int *scaled_height, qboolean mipmap, qboolean clamp)
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{
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int maxsize;
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if (D3D_HAVE_FULL_NPOT() || (!mipmap && clamp))
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{ //NPOT is a simple extension that relaxes errors.
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//featurelevel 9 supports npot but only if there's no mipmapping or texture coord wrapping.
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TRACE(("dbg: D3D11_RoundDimensions: npot\n"));
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}
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else
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{
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int width = *scaled_width;
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int height = *scaled_height;
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for (*scaled_width = 1 ; *scaled_width < width ; *scaled_width<<=1)
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;
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for (*scaled_height = 1 ; *scaled_height < height ; *scaled_height<<=1)
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;
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}
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if (mipmap)
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{
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TRACE(("dbg: GL_RoundDimensions: %i\n", gl_picmip.ival));
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*scaled_width >>= gl_picmip.ival;
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*scaled_height >>= gl_picmip.ival;
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}
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else
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{
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*scaled_width >>= gl_picmip2d.ival;
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*scaled_height >>= gl_picmip2d.ival;
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}
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if (d3dfeaturelevel>=D3D_FEATURE_LEVEL_11_0)
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maxsize = 16384;
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else if (d3dfeaturelevel>=D3D_FEATURE_LEVEL_10_0)
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maxsize = 8192;
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else if (d3dfeaturelevel>=D3D_FEATURE_LEVEL_9_3)
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maxsize = 4096;
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else
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maxsize = 2048;
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if (gl_max_size.ival && maxsize > gl_max_size.ival)
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maxsize = gl_max_size.ival;
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TRACE(("dbg: GL_RoundDimensions: %i\n", maxsize));
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if (maxsize)
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{
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if (*scaled_width > maxsize)
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*scaled_width = maxsize;
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if (*scaled_height > maxsize)
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*scaled_height = maxsize;
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}
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if (*scaled_width < 1)
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*scaled_width = 1;
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if (*scaled_height < 1)
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*scaled_height = 1;
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}
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static void Upload_Texture_32(ID3D11Texture2D *tex, unsigned int *data, int datawidth, int dataheight, unsigned int flags)
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{
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int x, y;
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unsigned int *dest;
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// unsigned char swapbuf[4];
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// unsigned char swapbuf2[4];
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D3D11_MAPPED_SUBRESOURCE lock;
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D3D11_TEXTURE2D_DESC desc;
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if (!tex)
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return;
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desc.Width = 0;
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desc.Height = 0;
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ID3D11Texture2D_GetDesc(tex, &desc);
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#if 0
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if (width == desc.Width && height == desc.Height)
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{
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ID3D11DeviceContext_UpdateSubresource(d3ddevctx, (ID3D11Resource*)tex, 0, NULL, data, width*4, width*height*4);
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return;
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}
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Con_Printf("Wrong size!\n");
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return;
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#else
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if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)tex, 0, D3D11_MAP_WRITE_DISCARD, 0, &lock)))
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{
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Con_Printf("Dynamic texture update failed\n");
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return;
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}
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if (datawidth == desc.Width && dataheight == desc.Height)
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{
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for (y = 0; y < dataheight; y++)
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{
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dest = (unsigned int *)((char *)lock.pData + lock.RowPitch*y);
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for (x = 0; x < datawidth; x++)
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{
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// *(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = data[x];
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// swapbuf[0] = swapbuf2[2];
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// swapbuf[2] = swapbuf2[0];
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dest[x] = data[x];//*(unsigned int*)swapbuf;
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}
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data += datawidth;
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}
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}
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else
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{
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int x, y;
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int iny;
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unsigned int *row, *inrow;
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for (y = 0; y < desc.Height; y++)
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{
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row = (unsigned int*)((char *)lock.pData + lock.RowPitch*y);
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iny = (y * dataheight) / desc.Height;
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inrow = data + datawidth*iny;
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for (x = 0; x < desc.Width; x++)
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{
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//*(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = inrow[(x * width)/desc.Width];
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//swapbuf[0] = swapbuf2[2];
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//swapbuf[2] = swapbuf2[0];
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row[x] = inrow[(x * datawidth)/desc.Width];//*(unsigned int*)swapbuf;
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}
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}
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}
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ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)tex, 0);
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#endif
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}
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//create a basic shader from a 32bit image
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static void D3D11_LoadTexture_32(d3d11texture_t *tex, unsigned int *data, int width, int height, int flags)
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{
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int nwidth, nheight;
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/*
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if (!(flags & TF_MANDATORY))
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{
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Con_Printf("Texture upload missing flags\n");
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return NULL;
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}
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*/
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nwidth = width;
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nheight = height;
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D3D11_RoundDimensions(&nwidth, &nheight, !(flags & IF_NOMIPMAP), flags & IF_CLAMP);
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if (!tex->tex2d || tex->com.width != nwidth || tex->com.height != nheight)
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{
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tex->com.width = nwidth;
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tex->com.height = nheight;
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if (tex->tex2d)
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ID3D11Texture2D_Release(tex->tex2d);
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tex->tex2d = D3D11_AllocNewTextureData(data, width, height, nwidth, nheight, flags);
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return;
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}
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else
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Upload_Texture_32(tex->tex2d, data, width, height, flags);
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}
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static void D3D11_LoadTexture_8(d3d11texture_t *tex, unsigned char *data, unsigned int *pal32, int width, int height, int flags, enum uploadfmt fmt)
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{
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static unsigned trans[1024*1024];
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int i, s;
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qboolean noalpha;
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int p;
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if (width*height > 1024*1024)
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Sys_Error("GL_Upload8: image too big (%i*%i)", width, height);
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s = width*height;
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// if there are no transparent pixels, make it a 3 component
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// texture even if it was specified as otherwise
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if (fmt == TF_8PAL24)
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{
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unsigned char *pal24 = (void*)pal32;
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//strictly bgr little endian.
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for (i=0 ; i<s ; i++)
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{
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p = data[i];
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trans[i] = (pal24[p*3+0] << 0) | (pal24[p*3+1] << 8) | (pal24[p*3+2] << 16) | (255<<24);
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}
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}
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else if (fmt == TF_TRANS8_FULLBRIGHT)
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{
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noalpha = true;
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for (i=0 ; i<s ; i++)
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{
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p = data[i];
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if (p > 255-vid.fullbright)
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trans[i] = pal32[p];
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else
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|
{
|
|
noalpha = false;
|
|
trans[i] = 0;
|
|
}
|
|
}
|
|
}
|
|
else if ((fmt!=TF_SOLID8) && !(flags & IF_NOALPHA))
|
|
{
|
|
noalpha = true;
|
|
for (i=0 ; i<s ; i++)
|
|
{
|
|
p = data[i];
|
|
if (p == 255)
|
|
{
|
|
noalpha = false;
|
|
trans[i] = 0;
|
|
}
|
|
else
|
|
trans[i] = pal32[p];
|
|
}
|
|
|
|
switch(fmt)
|
|
{
|
|
default:
|
|
if (noalpha)
|
|
fmt = TF_SOLID8;
|
|
break;
|
|
case TF_H2_T7G1:
|
|
fmt = TF_TRANS8;
|
|
for (i=0 ; i<s ; i++)
|
|
{
|
|
p = data[i];
|
|
if (p == 0)
|
|
trans[i] &= 0x00ffffff;
|
|
else if( p & 1 )
|
|
{
|
|
trans[i] &= 0x00ffffff;
|
|
trans[i] |= ( ( int )( 255 * 0.5 ) ) << 24;
|
|
}
|
|
else
|
|
{
|
|
trans[i] |= 0xff000000;
|
|
}
|
|
}
|
|
break;
|
|
case TF_H2_TRANS8_0:
|
|
fmt = TF_TRANS8;
|
|
for (i=0 ; i<s ; i++)
|
|
{
|
|
p = data[i];
|
|
if (p == 0)
|
|
trans[i] &= 0x00ffffff;
|
|
}
|
|
break;
|
|
/* case TF_H2_T4A4:
|
|
fmt = TF_TRANS8;
|
|
for (i=0 ; i<s ; i++)
|
|
{
|
|
p = data[i];
|
|
trans[i] = d_8to24rgbtable[ColorIndex[p>>4]] & 0x00ffffff;
|
|
trans[i] |= ( int )ColorPercent[p&15] << 24;
|
|
//trans[i] = 0x7fff0000;
|
|
}
|
|
break;
|
|
*/
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i=(s&~3)-4 ; i>=0 ; i-=4)
|
|
{
|
|
trans[i] = pal32[data[i]];
|
|
trans[i+1] = pal32[data[i+1]];
|
|
trans[i+2] = pal32[data[i+2]];
|
|
trans[i+3] = pal32[data[i+3]];
|
|
}
|
|
for (i=s&~3 ; i<s ; i++) //wow, funky
|
|
{
|
|
trans[i] = pal32[data[i]];
|
|
}
|
|
}
|
|
D3D11_LoadTexture_32(tex, trans, width, height, flags);
|
|
}
|
|
|
|
void D3D11_Upload (texid_t id, const char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags)
|
|
{
|
|
d3d11texture_t *tex = (d3d11texture_t *)id.ref;
|
|
switch (fmt)
|
|
{
|
|
case TF_RGBX32:
|
|
flags |= IF_NOALPHA;
|
|
//fall through
|
|
case TF_RGBA32:
|
|
Upload_Texture_32(tex->tex2d, data, width, height, flags);
|
|
if (tex->view)
|
|
{
|
|
tex->view->lpVtbl->Release(tex->view);
|
|
tex->view = NULL;
|
|
}
|
|
ToTexID(tex);
|
|
break;
|
|
case TF_8PAL24:
|
|
D3D11_LoadTexture_8(tex, data, palette, width, height, flags, fmt);
|
|
if (tex->view)
|
|
{
|
|
tex->view->lpVtbl->Release(tex->view);
|
|
tex->view = NULL;
|
|
}
|
|
ToTexID(tex);
|
|
break;
|
|
case TF_TRANS8:
|
|
OutputDebugString(va("D3D11_LoadTextureFmt doesn't support fmt TF_TRANS8 (%s)\n", fmt, name));
|
|
break;
|
|
default:
|
|
OutputDebugString(va("D3D11_LoadTextureFmt doesn't support fmt %i (%s)\n", fmt, name));
|
|
break;
|
|
}
|
|
}
|
|
|
|
void D3D11_UploadLightmap(lightmapinfo_t *lm)
|
|
{
|
|
d3d11texture_t *tex;
|
|
lm->modified = false;
|
|
if (!TEXVALID(lm->lightmap_texture))
|
|
{
|
|
lm->lightmap_texture = R_AllocNewTexture("***lightmap***", LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0);
|
|
if (!lm->lightmap_texture.ref)
|
|
return;
|
|
}
|
|
tex = (d3d11texture_t*)lm->lightmap_texture.ref;
|
|
|
|
if (!tex->tex2d)
|
|
tex->tex2d = D3D11_AllocNewTextureData(lm->lightmaps, lm->width, lm->height, lm->width, lm->height, 0);
|
|
else
|
|
{
|
|
if (tex->view)
|
|
{
|
|
ID3D11ShaderResourceView_Release(tex->view);
|
|
tex->view = NULL;
|
|
}
|
|
Upload_Texture_32(tex->tex2d, (void*)lm->lightmaps, lm->width, lm->height, 0);
|
|
}
|
|
tex->com.width = lm->width;
|
|
tex->com.height = lm->height;
|
|
|
|
lm->lightmap_texture = ToTexID(tex);
|
|
}
|
|
|
|
static void genNormalMap(unsigned int *nmap, qbyte *pixels, int w, int h, float scale)
|
|
{
|
|
int i, j, wr, hr;
|
|
unsigned char r, g, b;
|
|
float sqlen, reciplen, nx, ny, nz;
|
|
|
|
const float oneOver255 = 1.0f/255.0f;
|
|
|
|
float c, cx, cy, dcx, dcy;
|
|
|
|
wr = w;
|
|
hr = h;
|
|
|
|
for (i=0; i<h; i++)
|
|
{
|
|
for (j=0; j<w; j++)
|
|
{
|
|
/* Expand [0,255] texel values to the [0,1] range. */
|
|
c = pixels[i*wr + j] * oneOver255;
|
|
/* Expand the texel to its right. */
|
|
cx = pixels[i*wr + (j+1)%wr] * oneOver255;
|
|
/* Expand the texel one up. */
|
|
cy = pixels[((i+1)%hr)*wr + j] * oneOver255;
|
|
dcx = scale * (c - cx);
|
|
dcy = scale * (c - cy);
|
|
|
|
/* Normalize the vector. */
|
|
sqlen = dcx*dcx + dcy*dcy + 1;
|
|
reciplen = 1.0f/(float)sqrt(sqlen);
|
|
nx = dcx*reciplen;
|
|
ny = -dcy*reciplen;
|
|
nz = reciplen;
|
|
|
|
/* Repack the normalized vector into an RGB unsigned qbyte
|
|
vector in the normal map image. */
|
|
r = (qbyte) (128 + 127*nx);
|
|
g = (qbyte) (128 + 127*ny);
|
|
b = (qbyte) (128 + 127*nz);
|
|
|
|
/* The highest resolution mipmap level always has a
|
|
unit length magnitude. */
|
|
nmap[i*w+j] = LittleLong ((pixels[i*wr + j] << 24)|(b << 16)|(g << 8)|(r)); // <AWE> Added support for big endian.
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
texid_t D3D11_LoadTexture (const char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags)
|
|
{
|
|
d3d11texture_t *tex;
|
|
switch (fmt)
|
|
{
|
|
case TF_TRANS8_FULLBRIGHT:
|
|
{
|
|
qbyte *d = data;
|
|
unsigned int c = width * height;
|
|
while (c)
|
|
{
|
|
if (d[--c] > 255 - vid.fullbright)
|
|
break;
|
|
}
|
|
/*reject it if there's no fullbrights*/
|
|
if (!c)
|
|
return r_nulltex;
|
|
}
|
|
break;
|
|
case TF_INVALID:
|
|
case TF_RGBA32:
|
|
case TF_BGRA32:
|
|
case TF_RGBX32:
|
|
case TF_RGB24:
|
|
case TF_BGR24_FLIP:
|
|
case TF_SOLID8:
|
|
case TF_TRANS8:
|
|
case TF_HEIGHT8:
|
|
case TF_HEIGHT8PAL:
|
|
case TF_H2_T7G1:
|
|
case TF_H2_TRANS8_0:
|
|
case TF_H2_T4A4:
|
|
case TF_PALETTES:
|
|
case TF_8PAL24:
|
|
case TF_8PAL32:
|
|
break;
|
|
|
|
}
|
|
tex = d3d_lookup_texture(identifier);
|
|
if (tex->tex2d) //already loaded
|
|
return ToTexID(tex);
|
|
|
|
switch (fmt)
|
|
{
|
|
case TF_HEIGHT8PAL:
|
|
{
|
|
extern cvar_t r_shadow_bumpscale_basetexture;
|
|
unsigned int *norm = malloc(width*height*4);
|
|
genNormalMap(norm, data, width, height, r_shadow_bumpscale_basetexture.value);
|
|
D3D11_LoadTexture_32(tex, norm, width, height, flags);
|
|
free(norm);
|
|
return ToTexID(tex);
|
|
}
|
|
case TF_HEIGHT8:
|
|
{
|
|
extern cvar_t r_shadow_bumpscale_basetexture;
|
|
unsigned int *norm = malloc(width*height*4);
|
|
genNormalMap(norm, data, width, height, r_shadow_bumpscale_basetexture.value);
|
|
D3D11_LoadTexture_32(tex, norm, width, height, flags);
|
|
free(norm);
|
|
return ToTexID(tex);
|
|
}
|
|
case TF_SOLID8:
|
|
case TF_TRANS8:
|
|
case TF_H2_T7G1:
|
|
case TF_H2_TRANS8_0:
|
|
case TF_H2_T4A4:
|
|
case TF_TRANS8_FULLBRIGHT:
|
|
D3D11_LoadTexture_8(tex, data, d_8to24rgbtable, width, height, flags, fmt);
|
|
return ToTexID(tex);
|
|
case TF_RGBX32:
|
|
flags |= IF_NOALPHA;
|
|
case TF_RGBA32:
|
|
D3D11_LoadTexture_32(tex, data, width, height, flags);
|
|
return ToTexID(tex);
|
|
default:
|
|
OutputDebugString(va("D3D11_LoadTexture doesn't support fmt %i (%s)\n", fmt, identifier));
|
|
return r_nulltex;
|
|
}
|
|
}
|
|
|
|
texid_t D3D11_LoadCompressed (const char *name)
|
|
{
|
|
return r_nulltex;
|
|
}
|
|
|
|
texid_t D3D11_FindTexture (const char *identifier, unsigned int flags)
|
|
{
|
|
d3d11texture_t *tex = d3d_lookup_texture(identifier);
|
|
if (tex->tex2d)
|
|
return ToTexID(tex);
|
|
return r_nulltex;
|
|
}
|
|
|
|
texid_t D3D11_LoadTexture8Pal32 (const char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags)
|
|
{
|
|
d3d11texture_t *tex = d3d_lookup_texture(identifier);
|
|
D3D11_LoadTexture_8(tex, data, (unsigned int *)palette32, width, height, flags, TF_SOLID8);
|
|
return ToTexID(tex);
|
|
}
|
|
texid_t D3D11_LoadTexture8Pal24 (const char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags)
|
|
{
|
|
unsigned int pal32[256];
|
|
int i;
|
|
for (i = 0; i < 256; i++)
|
|
{
|
|
pal32[i] = (255<<24) |
|
|
(palette24[i*3+2]<<16) |
|
|
(palette24[i*3+1]<<8) |
|
|
(palette24[i*3+0]<<0);
|
|
}
|
|
return D3D11_LoadTexture8Pal32(identifier, width, height, data, (qbyte*)pal32, flags);
|
|
}
|
|
|
|
#ifdef RTLIGHTS
|
|
static const int shadowfmt = 1;
|
|
static const int shadowfmts[][3] =
|
|
{
|
|
//sampler, creation, render
|
|
{DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT},
|
|
{DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_D16_UNORM},
|
|
{DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM}
|
|
};
|
|
d3d11texture_t shadowmap_texture[2];
|
|
ID3D11DepthStencilView *shadowmap_dsview[2];
|
|
ID3D11RenderTargetView *shadowmap_rtview[2];
|
|
texid_t D3D11_GetShadowMap(int id)
|
|
{
|
|
d3d11texture_t *tex = &shadowmap_texture[id];
|
|
texid_t tid;
|
|
if (!tex->tex2d)
|
|
{
|
|
return r_nulltex;
|
|
}
|
|
tid.ref = &tex->com;
|
|
if (!tex->view)
|
|
{
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
|
|
desc.Format = shadowfmts[shadowfmt][0];
|
|
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
|
desc.Texture2D.MostDetailedMip = 0;
|
|
desc.Texture2D.MipLevels = -1;
|
|
ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)tex->tex2d, &desc, &tex->view);
|
|
}
|
|
tid.ptr = NULL;
|
|
return tid;
|
|
}
|
|
void D3D11_TerminateShadowMap(void)
|
|
{
|
|
int i;
|
|
for (i = 0; i < sizeof(shadowmap_texture)/sizeof(shadowmap_texture[0]); i++)
|
|
{
|
|
if (shadowmap_dsview[i])
|
|
ID3D11DepthStencilView_Release(shadowmap_dsview[i]);
|
|
shadowmap_dsview[i] = NULL;
|
|
if (shadowmap_texture[i].tex2d)
|
|
ID3D11DepthStencilView_Release(shadowmap_texture[i].tex2d);
|
|
shadowmap_texture[i].tex2d = NULL;
|
|
}
|
|
}
|
|
qboolean D3D11_BeginShadowMap(int id, int w, int h)
|
|
{
|
|
D3D11_TEXTURE2D_DESC texdesc;
|
|
HRESULT hr;
|
|
|
|
if (!shadowmap_dsview[id] && !shadowmap_rtview[id])
|
|
{
|
|
memset(&texdesc, 0, sizeof(texdesc));
|
|
|
|
texdesc.Width = w;
|
|
texdesc.Height = h;
|
|
texdesc.MipLevels = 1;
|
|
texdesc.ArraySize = 1;
|
|
texdesc.Format = shadowfmts[shadowfmt][1];
|
|
texdesc.SampleDesc.Count = 1;
|
|
texdesc.SampleDesc.Quality = 0;
|
|
texdesc.Usage = D3D11_USAGE_DEFAULT;
|
|
texdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
|
|
texdesc.CPUAccessFlags = 0;
|
|
texdesc.MiscFlags = 0;
|
|
|
|
if (shadowfmt == 2)
|
|
texdesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
|
|
|
|
// Create the texture
|
|
if (!shadowmap_texture[id].tex2d)
|
|
{
|
|
hr = ID3D11Device_CreateTexture2D(pD3DDev11, &texdesc, NULL, &shadowmap_texture[id].tex2d);
|
|
if (FAILED(hr))
|
|
return false;
|
|
}
|
|
|
|
|
|
if (shadowfmt == 2)
|
|
{
|
|
hr = ID3D11Device_CreateRenderTargetView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].tex2d, NULL, &shadowmap_rtview[id]);
|
|
}
|
|
else
|
|
{
|
|
D3D11_DEPTH_STENCIL_VIEW_DESC rtdesc;
|
|
rtdesc.Format = shadowfmts[shadowfmt][2];
|
|
rtdesc.Flags = 0;
|
|
rtdesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
|
rtdesc.Texture2D.MipSlice = 0;
|
|
hr = ID3D11Device_CreateDepthStencilView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].tex2d, &rtdesc, &shadowmap_dsview[id]);
|
|
}
|
|
if (FAILED(hr))
|
|
return false;
|
|
}
|
|
D3D11BE_UnbindAllTextures();
|
|
if (shadowfmt == 2)
|
|
{
|
|
float colours[4] = {0, 1, 0, 0};
|
|
colours[0] = frandom();
|
|
colours[1] = frandom();
|
|
colours[2] = frandom();
|
|
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &shadowmap_rtview[id], shadowmap_dsview[id]);
|
|
ID3D11DeviceContext_ClearRenderTargetView(d3ddevctx, shadowmap_rtview[id], colours);
|
|
}
|
|
else
|
|
{
|
|
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 0, NULL, shadowmap_dsview[id]);
|
|
ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, shadowmap_dsview[id], D3D11_CLEAR_DEPTH, 1.0f, 0);
|
|
}
|
|
return true;
|
|
}
|
|
void D3D11_EndShadowMap(void)
|
|
{
|
|
extern ID3D11RenderTargetView *fb_backbuffer;
|
|
extern ID3D11DepthStencilView *fb_backdepthstencil;
|
|
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &fb_backbuffer, fb_backdepthstencil);
|
|
}
|
|
#endif
|
|
|
|
#endif
|