fteqw/engine/d3d/d3d11_image.c

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#include "quakedef.h"
#ifdef D3D11QUAKE
#include "winquake.h"
#include "shader.h"
#define COBJMACROS
#include <d3d11.h>
extern ID3D11Device *pD3DDev11;
extern ID3D11DeviceContext *d3ddevctx;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. 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
2014-03-30 09:55:06 +01:00
extern D3D_FEATURE_LEVEL d3dfeaturelevel;
#define D3D_HAVE_FULL_NPOT() (d3dfeaturelevel>=D3D_FEATURE_LEVEL_10_0)
void D3D11BE_UnbindAllTextures(void);
ID3D11ShaderResourceView *D3D11_Image_View(const texid_t id)
{
if (!id || !id->ptr)
return NULL;
if (!id->ptr2)
ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)id->ptr, NULL, (ID3D11ShaderResourceView**)&id->ptr2);
return id->ptr2;
}
void D3D11_DestroyTexture (texid_t tex)
{
if (!tex)
return;
if (tex->ptr2)
ID3D11ShaderResourceView_Release((ID3D11ShaderResourceView*)tex->ptr2);
tex->ptr2 = NULL;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. 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
2014-03-30 09:55:06 +01:00
if (tex->ptr)
ID3D11Texture2D_Release((ID3D11Texture2D*)tex->ptr);
tex->ptr = NULL;
}
qboolean D3D11_LoadTextureMips(image_t *tex, const struct pendingtextureinfo *mips)
{
unsigned int blockbytes, blockwidth, blockheight, blockdepth;
HRESULT hr;
D3D11_TEXTURE2D_DESC tdesc = {0};
D3D11_SUBRESOURCE_DATA *subresdesc;
int i, layer;
if (!sh_config.texfmt[mips->encoding])
{
Con_Printf("Texture encoding %i not supported by d3d11\n", mips->encoding);
return false;
}
if (mips->type != (tex->flags & IF_TEXTYPEMASK)>>IF_TEXTYPESHIFT)
return false;
tdesc.Width = mips->mip[0].width;
tdesc.Height = mips->mip[0].height;
tdesc.ArraySize = 1;
tdesc.SampleDesc.Count = 1;
tdesc.SampleDesc.Quality = 0;
tdesc.Usage = mips->mip[0].data?D3D11_USAGE_IMMUTABLE:D3D11_USAGE_DYNAMIC;
tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
tdesc.CPUAccessFlags = (mips->mip[0].data)?0:D3D11_CPU_ACCESS_WRITE;
tdesc.MiscFlags = 0;
tdesc.Format = DXGI_FORMAT_UNKNOWN;
if (tex->flags & IF_RENDERTARGET)
{
tdesc.BindFlags |= D3D11_BIND_RENDER_TARGET;
tdesc.Usage = D3D11_USAGE_DEFAULT;
tdesc.CPUAccessFlags = 0;
}
if (mips->type == PTI_CUBE)
{
tdesc.ArraySize *= 6;
tdesc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
}
// else if (mips->type == PTI_2D_ARRAY)
// {
// tdesc.ArraySize *= mips->mip[0].depth;
// }
else if (mips->type != PTI_2D)
return false; //nyi
//d3d11.1 formats
#define DXGI_FORMAT_B4G4R4A4_UNORM 115
//dxgi formats are expressed in little-endian bit order. byte-aligned formats are always in byte order and are thus little-endian even on big-endian machines.
//so byte aligned have the same order, while misligned need reversed order.
switch(mips->encoding)
{
case PTI_DEPTH16:
tdesc.Format = DXGI_FORMAT_D16_UNORM;
tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
break;
case PTI_DEPTH24:
tdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
break;
case PTI_DEPTH32:
tdesc.Format = DXGI_FORMAT_D32_FLOAT;
tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
break;
case PTI_DEPTH24_8:
tdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
break;
case PTI_RGB565:
tdesc.Format = DXGI_FORMAT_B5G6R5_UNORM;
break;
case PTI_ARGB1555:
tdesc.Format = DXGI_FORMAT_B5G5R5A1_UNORM;
break;
case PTI_RGBA5551:
// tdesc.Format = DXGI_FORMAT_A1B5G5R5_UNORM;
break;
case PTI_ARGB4444:
tdesc.Format = DXGI_FORMAT_B4G4R4A4_UNORM; //DX11.1
break;
case PTI_RGBA4444:
// tdesc.Format = DXGI_FORMAT_A4B4G4R4_UNORM;
break;
case PTI_RGB8:
// tdesc.Format = DXGI_FORMAT_R8G8B8_UNORM;
break;
case PTI_BGR8:
// tdesc.Format = DXGI_FORMAT_B8G8R8_UNORM;
break;
case PTI_RGB8_SRGB:
// tdesc.Format = DXGI_FORMAT_R8G8B8_SRGB;
break;
case PTI_BGR8_SRGB:
// tdesc.Format = DXGI_FORMAT_B8G8R8_SRGB;
break;
case PTI_RGBA8:
tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
break;
case PTI_RGBX8: //d3d11 has no alphaless format. be sure to proprly disable alpha in the shader.
tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
break;
case PTI_BGRA8:
tdesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
break;
case PTI_BGRX8:
tdesc.Format = DXGI_FORMAT_B8G8R8X8_UNORM;
break;
case PTI_A2BGR10: //mostly for rendertargets, might also be useful for overbight lightmaps.
tdesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM;
break;
case PTI_E5BGR9:
tdesc.Format = DXGI_FORMAT_R9G9B9E5_SHAREDEXP;
break;
case PTI_B10G11R11F:
tdesc.Format = DXGI_FORMAT_R11G11B10_FLOAT;
break;
case PTI_RGBA8_SRGB:
tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
break;
case PTI_RGBX8_SRGB: //d3d11 has no alphaless format. be sure to proprly disable alpha in the shader.
tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
break;
case PTI_BGRA8_SRGB:
tdesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
break;
case PTI_BGRX8_SRGB:
tdesc.Format = DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
break;
case PTI_BC1_RGB: //d3d11 provides no way to disable alpha with dxt1. be sure to proprly disable alpha in the shader.
case PTI_BC1_RGBA:
tdesc.Format = DXGI_FORMAT_BC1_UNORM;
break;
case PTI_BC2_RGBA:
tdesc.Format = DXGI_FORMAT_BC2_UNORM;
break;
case PTI_BC3_RGBA:
tdesc.Format = DXGI_FORMAT_BC3_UNORM;
break;
case PTI_BC1_RGB_SRGB: //d3d11 provides no way to disable alpha with dxt1. be sure to proprly disable alpha in the shader.
case PTI_BC1_RGBA_SRGB:
tdesc.Format = DXGI_FORMAT_BC1_UNORM_SRGB;
break;
case PTI_BC2_RGBA_SRGB:
tdesc.Format = DXGI_FORMAT_BC2_UNORM_SRGB;
break;
case PTI_BC3_RGBA_SRGB:
tdesc.Format = DXGI_FORMAT_BC3_UNORM_SRGB;
break;
case PTI_BC4_R:
tdesc.Format = DXGI_FORMAT_BC4_UNORM;
break;
case PTI_BC4_R_SNORM:
tdesc.Format = DXGI_FORMAT_BC4_SNORM;
break;
case PTI_BC5_RG:
tdesc.Format = DXGI_FORMAT_BC5_UNORM;
break;
case PTI_BC5_RG_SNORM:
tdesc.Format = DXGI_FORMAT_BC5_SNORM;
break;
case PTI_BC6_RGB_UFLOAT:
tdesc.Format = DXGI_FORMAT_BC6H_UF16;
break;
case PTI_BC6_RGB_SFLOAT:
tdesc.Format = DXGI_FORMAT_BC6H_SF16;
break;
case PTI_BC7_RGBA:
tdesc.Format = DXGI_FORMAT_BC7_UNORM;
break;
case PTI_BC7_RGBA_SRGB:
tdesc.Format = DXGI_FORMAT_BC7_UNORM_SRGB;
break;
case PTI_R16:
tdesc.Format = DXGI_FORMAT_R16_UNORM;
break;
case PTI_RGBA16:
tdesc.Format = DXGI_FORMAT_R16G16B16A16_UNORM;
break;
case PTI_R16F:
tdesc.Format = DXGI_FORMAT_R16_FLOAT;
break;
case PTI_R32F:
tdesc.Format = DXGI_FORMAT_R32_FLOAT;
break;
case PTI_RGBA16F:
tdesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
break;
case PTI_RGBA32F:
tdesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
break;
case PTI_RGB32F:
tdesc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
break;
case PTI_L8: //UNSUPPORTED
case PTI_P8: //R8, but different usage.
case PTI_R8:
tdesc.Format = DXGI_FORMAT_R8_UNORM;
break;
case PTI_L8A8: //UNSUPPORTED
case PTI_RG8:
tdesc.Format = DXGI_FORMAT_R8G8_UNORM;
break;
case PTI_R8_SNORM:
tdesc.Format = DXGI_FORMAT_R8_SNORM;
break;
case PTI_RG8_SNORM:
tdesc.Format = DXGI_FORMAT_R8G8_SNORM;
break;
case PTI_L8_SRGB: //no swizzles / single-channel srgb
case PTI_L8A8_SRGB: //no swizzles / single-channel srgb
case PTI_ETC1_RGB8: //not invented here...
case PTI_ETC2_RGB8:
case PTI_ETC2_RGB8A1:
case PTI_ETC2_RGB8A8:
case PTI_ETC2_RGB8_SRGB:
case PTI_ETC2_RGB8A1_SRGB:
case PTI_ETC2_RGB8A8_SRGB:
case PTI_EAC_R11:
case PTI_EAC_R11_SNORM:
case PTI_EAC_RG11:
case PTI_EAC_RG11_SNORM:
case PTI_ASTC_4X4_LDR: //not invented here...
case PTI_ASTC_5X4_LDR:
case PTI_ASTC_5X5_LDR:
case PTI_ASTC_6X5_LDR:
case PTI_ASTC_6X6_LDR:
case PTI_ASTC_8X5_LDR:
case PTI_ASTC_8X6_LDR:
case PTI_ASTC_10X5_LDR:
case PTI_ASTC_10X6_LDR:
case PTI_ASTC_8X8_LDR:
case PTI_ASTC_10X8_LDR:
case PTI_ASTC_10X10_LDR:
case PTI_ASTC_12X10_LDR:
case PTI_ASTC_12X12_LDR:
case PTI_ASTC_4X4_HDR:
case PTI_ASTC_5X4_HDR:
case PTI_ASTC_5X5_HDR:
case PTI_ASTC_6X5_HDR:
case PTI_ASTC_6X6_HDR:
case PTI_ASTC_8X5_HDR:
case PTI_ASTC_8X6_HDR:
case PTI_ASTC_10X5_HDR:
case PTI_ASTC_10X6_HDR:
case PTI_ASTC_8X8_HDR:
case PTI_ASTC_10X8_HDR:
case PTI_ASTC_10X10_HDR:
case PTI_ASTC_12X10_HDR:
case PTI_ASTC_12X12_HDR:
case PTI_ASTC_4X4_SRGB:
case PTI_ASTC_5X4_SRGB:
case PTI_ASTC_5X5_SRGB:
case PTI_ASTC_6X5_SRGB:
case PTI_ASTC_6X6_SRGB:
case PTI_ASTC_8X5_SRGB:
case PTI_ASTC_8X6_SRGB:
case PTI_ASTC_10X5_SRGB:
case PTI_ASTC_10X6_SRGB:
case PTI_ASTC_8X8_SRGB:
case PTI_ASTC_10X8_SRGB:
case PTI_ASTC_10X10_SRGB:
case PTI_ASTC_12X10_SRGB:
case PTI_ASTC_12X12_SRGB:
#ifdef FTE_TARGET_WEB
case PTI_WHOLEFILE: //basically webgl only...
#endif
case PTI_MAX: //not actually valid...
case PTI_EMULATED: //not hardware-compatible.
break;
}
if (tdesc.Format == DXGI_FORMAT_UNKNOWN)
{
return false;
}
Image_BlockSizeForEncoding(mips->encoding, &blockbytes, &blockwidth, &blockheight, &blockdepth);
if (!mips->mip[0].data)
{
subresdesc = alloca(sizeof(*subresdesc));
subresdesc[0].pSysMem = NULL;
subresdesc[0].SysMemPitch = 0;
subresdesc[0].SysMemSlicePitch = 0;
//one mip, but no data. happens with rendertargets
tdesc.MipLevels = 1;
}
else
{
subresdesc = alloca(tdesc.ArraySize*mips->mipcount*sizeof(*subresdesc));
for (layer = 0; layer < tdesc.ArraySize; layer++)
{
for (i = 0; i < mips->mipcount; i++)
{
subresdesc[i+layer*mips->mipcount].SysMemPitch = ((mips->mip[i].width+blockwidth-1)/blockwidth) * blockbytes;
subresdesc[i+layer*mips->mipcount].SysMemSlicePitch = subresdesc[i].SysMemPitch * ((mips->mip[i].width+blockheight-1)/blockheight);
subresdesc[i+layer*mips->mipcount].pSysMem = (qbyte*)mips->mip[i].data + subresdesc[i+layer*mips->mipcount].SysMemSlicePitch*layer;
}
}
tdesc.MipLevels = mips->mipcount;
}
D3D11_DestroyTexture(tex);
hr = ID3D11Device_CreateTexture2D(pD3DDev11, &tdesc, (mips->mip[0].data?subresdesc:NULL), (ID3D11Texture2D**)&tex->ptr);
return !FAILED(hr);
}
void D3D11_UploadLightmap(lightmapinfo_t *lm)
{
extern cvar_t r_lightmap_nearest;
struct pendingtextureinfo mips;
image_t *tex;
lm->modified = false;
if (!TEXVALID(lm->lightmap_texture))
{
lm->lightmap_texture = Image_CreateTexture("***lightmap***", NULL, (r_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR));
if (!lm->lightmap_texture)
return;
}
tex = lm->lightmap_texture;
mips.extrafree = NULL;
mips.type = PTI_2D;
mips.mip[0].data = lm->lightmaps;
mips.mip[0].needfree = false;
mips.mip[0].width = lm->width;
mips.mip[0].height = lm->height;
mips.mip[0].datasize = lm->width*lm->height*4;
switch (lm->fmt)
{
default:
case PTI_A2BGR10:
case PTI_E5BGR9:
case PTI_B10G11R11F:
case PTI_RGBA16F:
case PTI_RGBA32F:
mips.encoding = lm->fmt;
break;
case PTI_BGRA8:
mips.encoding = PTI_BGRX8;
break;
case PTI_RGBA8:
mips.encoding = PTI_RGBX8;
break;
case PTI_L8:
mips.encoding = PTI_R8; //FIXME: unspported
break;
}
mips.mipcount = 1;
D3D11_LoadTextureMips(tex, &mips);
tex->width = lm->width;
tex->height = lm->height;
lm->lightmap_texture = tex;
}
#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}
};
image_t shadowmap_texture[2];
ID3D11DepthStencilView *shadowmap_dsview[2];
ID3D11RenderTargetView *shadowmap_rtview[2];
texid_t D3D11_GetShadowMap(int id)
{
texid_t tex = &shadowmap_texture[id];
if (!tex->ptr)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. 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
2014-03-30 09:55:06 +01:00
{
return r_nulltex;
}
if (!tex->ptr2)
{
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->ptr, &desc, (ID3D11ShaderResourceView**)&tex->ptr2);
}
return tex;
}
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;
D3D11_DestroyTexture(&shadowmap_texture[i]);
}
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. 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
2014-03-30 09:55:06 +01:00
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].ptr)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. 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
2014-03-30 09:55:06 +01:00
{
hr = ID3D11Device_CreateTexture2D(pD3DDev11, &texdesc, NULL, (ID3D11Texture2D **)&shadowmap_texture[id].ptr);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. 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
2014-03-30 09:55:06 +01:00
if (FAILED(hr))
return false;
}
if (shadowfmt == 2)
{
hr = ID3D11Device_CreateRenderTargetView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].ptr, 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].ptr, &rtdesc, &shadowmap_dsview[id]);
}
if (FAILED(hr))
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. 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
2014-03-30 09:55:06 +01:00
return false;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. 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
2014-03-30 09:55:06 +01:00
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);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. 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
2014-03-30 09:55:06 +01:00
return true;
}
void D3D11_EndShadowMap(void)
{
extern ID3D11RenderTargetView *fb_backbuffer;
extern ID3D11DepthStencilView *fb_backdepthstencil;
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &fb_backbuffer, fb_backdepthstencil);
}
#endif
#endif