fteqw/engine/d3d/vid_d3d.c

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#include "quakedef.h"
#include "gl_draw.h"
#include "shader.h"
#include "renderque.h"
#include "glquake.h"
#ifdef D3D9QUAKE
#include "winquake.h"
#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
#define HMONITOR_DECLARED
DECLARE_HANDLE(HMONITOR);
#endif
#include <d3d9.h>
//#pragma comment(lib, "../libs/dxsdk9/lib/d3d9.lib")
/*Fixup outdated windows headers*/
#ifndef WM_XBUTTONDOWN
#define WM_XBUTTONDOWN 0x020B
#define WM_XBUTTONUP 0x020C
#endif
#ifndef MK_XBUTTON1
#define MK_XBUTTON1 0x0020
#endif
#ifndef MK_XBUTTON2
#define MK_XBUTTON2 0x0040
#endif
// copied from DarkPlaces in an attempt to grab more buttons
#ifndef MK_XBUTTON3
#define MK_XBUTTON3 0x0080
#endif
#ifndef MK_XBUTTON4
#define MK_XBUTTON4 0x0100
#endif
#ifndef MK_XBUTTON5
#define MK_XBUTTON5 0x0200
#endif
#ifndef MK_XBUTTON6
#define MK_XBUTTON6 0x0400
#endif
#ifndef MK_XBUTTON7
#define MK_XBUTTON7 0x0800
#endif
#ifndef WM_INPUT
#define WM_INPUT 255
#endif
//static void D3D9_GetBufferSize(int *width, int *height); //not defined
static void resetD3D9(void);
static LPDIRECT3D9 pD3D;
LPDIRECT3DDEVICE9 pD3DDev9;
static D3DPRESENT_PARAMETERS d3dpp;
float d3d_trueprojection[16];
qboolean vid_initializing;
extern qboolean scr_initialized; // ready to draw
extern qboolean scr_drawloading;
extern qboolean scr_con_forcedraw;
static qboolean d3d_resized;
cvar_t vid_hardwaregamma;
//sound/error code needs this
HWND mainwindow;
//input code needs these
int window_center_x, window_center_y;
RECT window_rect;
int window_x, window_y;
/*void BuildGammaTable (float g, float c);
static void D3D9_VID_GenPaletteTables (unsigned char *palette)
{
extern unsigned short ramps[3][256];
qbyte *pal;
unsigned r,g,b;
unsigned v;
unsigned short i;
unsigned *table;
extern qbyte gammatable[256];
if (palette)
{
extern cvar_t v_contrast;
BuildGammaTable(v_gamma.value, v_contrast.value);
//
// 8 8 8 encoding
//
if (1)//vid_hardwaregamma.value)
{
// don't built in the gamma table
pal = palette;
table = d_8to24rgbtable;
for (i=0 ; i<256 ; i++)
{
r = pal[0];
g = pal[1];
b = pal[2];
pal += 3;
// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
*table++ = v;
}
d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
}
else
{
//computer has no hardware gamma (poor suckers) increase table accordingly
pal = palette;
table = d_8to24rgbtable;
for (i=0 ; i<256 ; i++)
{
r = gammatable[pal[0]];
g = gammatable[pal[1]];
b = gammatable[pal[2]];
pal += 3;
// v = (255<<24) + (r<<16) + (g<<8) + (b<<0);
// v = (255<<0) + (r<<8) + (g<<16) + (b<<24);
v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
*table++ = v;
}
d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent
}
if (LittleLong(1) != 1)
{
for (i=0 ; i<256 ; i++)
d_8to24rgbtable[i] = LittleLong(d_8to24rgbtable[i]);
}
}
if (pD3DDev9)
IDirect3DDevice9_SetGammaRamp(pD3DDev9, 0, D3DSGR_NO_CALIBRATION, (D3DGAMMARAMP *)ramps);
}
*/
typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLDIB, MS_UNINIT} modestate_t;
static modestate_t modestate;
static void D3DVID_UpdateWindowStatus (HWND hWnd)
{
POINT p;
RECT nr;
int window_width, window_height;
GetClientRect(hWnd, &nr);
//if its bad then we're probably minimised
if (nr.right <= nr.left)
return;
if (nr.bottom <= nr.top)
return;
p.x = 0;
p.y = 0;
ClientToScreen(hWnd, &p);
window_x = p.x;
window_y = p.y;
window_width = nr.right - nr.left;
window_height = nr.bottom - nr.top;
// vid.pixelwidth = window_width;
// vid.pixelheight = window_height;
window_rect.left = window_x;
window_rect.top = window_y;
window_rect.right = window_x + window_width;
window_rect.bottom = window_y + window_height;
window_center_x = (window_rect.left + window_rect.right) / 2;
window_center_y = (window_rect.top + window_rect.bottom) / 2;
INS_UpdateClipCursor ();
}
static qboolean D3D9AppActivate(BOOL fActive, BOOL minimize)
/****************************************************************************
*
* Function: AppActivate
* Parameters: fActive - True if app is activating
*
* Description: If the application is activating, then swap the system
* into SYSPAL_NOSTATIC mode so that our palettes will display
* correctly.
*
****************************************************************************/
{
static BOOL sound_active;
if (ActiveApp == fActive && Minimized == minimize)
return false; //so windows doesn't crash us over and over again.
ActiveApp = fActive;
Minimized = minimize;
// enable/disable sound on focus gain/loss
if (!ActiveApp && sound_active)
{
S_BlockSound ();
sound_active = false;
}
else if (ActiveApp && !sound_active)
{
S_UnblockSound ();
sound_active = true;
}
INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
if (fActive)
{
Cvar_ForceCallback(&v_gamma);
}
if (!fActive)
{
Cvar_ForceCallback(&v_gamma); //wham bam thanks.
}
return true;
}
static LRESULT WINAPI D3D9_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
LONG lRet = 1;
int fActive, fMinimized, temp;
extern unsigned int uiWheelMessage;
if ( uMsg == uiWheelMessage )
uMsg = WM_MOUSEWHEEL;
switch (uMsg)
{
case WM_KILLFOCUS:
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWMINNOACTIVE);
break;
case WM_CREATE:
break;
case WM_MOVE:
D3DVID_UpdateWindowStatus (hWnd);
break;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
if (!vid_initializing)
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
INS_TranslateKeyEvent (wParam, lParam, true, 0, false);
break;
case WM_KEYUP:
case WM_SYSKEYUP:
if (!vid_initializing)
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
INS_TranslateKeyEvent (wParam, lParam, false, 0, false);
break;
case WM_SYSCHAR:
// keep Alt-Space from happening
break;
// this is complicated because Win32 seems to pack multiple mouse events into
// one update sometimes, so we always check all states and look for events
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
case WM_MOUSEMOVE:
case WM_XBUTTONDOWN:
case WM_XBUTTONUP:
temp = 0;
if (wParam & MK_LBUTTON)
temp |= 1;
if (wParam & MK_RBUTTON)
temp |= 2;
if (wParam & MK_MBUTTON)
temp |= 4;
if (wParam & MK_XBUTTON1)
temp |= 8;
if (wParam & MK_XBUTTON2)
temp |= 16;
if (wParam & MK_XBUTTON3)
temp |= 32;
if (wParam & MK_XBUTTON4)
temp |= 64;
if (wParam & MK_XBUTTON5)
temp |= 128;
if (wParam & MK_XBUTTON6)
temp |= 256;
if (wParam & MK_XBUTTON7)
temp |= 512;
if (!vid_initializing)
INS_MouseEvent (temp);
break;
// JACK: This is the mouse wheel with the Intellimouse
// Its delta is either positive or neg, and we generate the proper
// Event.
case WM_MOUSEWHEEL:
if (!vid_initializing)
{
if ((short) HIWORD(wParam) > 0)
{
Key_Event(0, K_MWHEELUP, 0, true);
Key_Event(0, K_MWHEELUP, 0, false);
}
else
{
Key_Event(0, K_MWHEELDOWN, 0, true);
Key_Event(0, K_MWHEELDOWN, 0, false);
}
}
break;
case WM_INPUT:
// raw input handling
if (!vid_initializing)
INS_RawInput_Read((HANDLE)lParam);
break;
case WM_GETMINMAXINFO:
{
RECT windowrect;
RECT clientrect;
MINMAXINFO *mmi = (MINMAXINFO *) lParam;
GetWindowRect (hWnd, &windowrect);
GetClientRect (hWnd, &clientrect);
mmi->ptMinTrackSize.x = 320 + ((windowrect.right - windowrect.left) - (clientrect.right - clientrect.left));
mmi->ptMinTrackSize.y = 200 + ((windowrect.bottom - windowrect.top) - (clientrect.bottom - clientrect.top));
}
return 0;
case WM_SIZE:
d3d_resized = true;
break;
case WM_CLOSE:
if (!vid_initializing)
if (MessageBox (mainwindow, "Are you sure you want to quit?", "Confirm Exit",
MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION) == IDYES)
{
Cbuf_AddText("\nquit\n", RESTRICT_LOCAL);
}
break;
case WM_ACTIVATE:
fActive = LOWORD(wParam);
fMinimized = (BOOL) HIWORD(wParam);
if (!D3D9AppActivate(!(fActive == WA_INACTIVE), fMinimized))
break;//so, urm, tell me microsoft, what changed?
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWNORMAL);
// fix the leftover Alt from any Alt-Tab or the like that switched us away
// ClearAllStates ();
break;
case WM_DESTROY:
{
// if (dibwindow)
// DestroyWindow (dibwindow);
}
break;
case MM_MCINOTIFY:
lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam);
break;
default:
/* pass all unhandled messages to DefWindowProc */
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
}
/* return 1 if handled message, 0 if not */
return lRet;
}
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
static void D3D9_VID_SwapBuffers(void)
{
IDirect3DDevice9_Present(pD3DDev9, NULL, NULL, NULL, NULL);
}
static void resetD3D9(void)
{
HRESULT res;
res = IDirect3DDevice9_Reset(pD3DDev9, &d3dpp);
if (FAILED(res))
{
Con_Printf("IDirect3DDevice9_Reset failed (%u)\n", res&0xffff);
return;
}
/*clear the screen to black as soon as we start up, so there's no lingering framebuffer state*/
IDirect3DDevice9_BeginScene(pD3DDev9);
IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
IDirect3DDevice9_EndScene(pD3DDev9);
IDirect3DDevice9_Present(pD3DDev9, NULL, NULL, NULL, NULL);
//IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_DITHERENABLE, FALSE);
//IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_SPECULARENABLE, FALSE);
//IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_LIGHTING, FALSE);
}
#if (WINVER < 0x500) && !defined(__GNUC__)
typedef struct tagMONITORINFO
{
DWORD cbSize;
RECT rcMonitor;
RECT rcWork;
DWORD dwFlags;
} MONITORINFO, *LPMONITORINFO;
#endif
static qboolean initD3D9Device(HWND hWnd, rendererstate_t *info, unsigned int devno, unsigned int devtype)
{
int err;
RECT rect;
D3DADAPTER_IDENTIFIER9 inf;
D3DCAPS9 caps;
unsigned int cflags;
memset(&inf, 0, sizeof(inf));
if (FAILED(IDirect3D9_GetAdapterIdentifier(pD3D, devno, 0, &inf)))
return false;
if (FAILED(IDirect3D9_GetDeviceCaps(pD3D, devno, devtype, &caps)))
return false;
memset(&d3dpp, 0, sizeof(d3dpp)); // clear out the struct for use
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
d3dpp.BackBufferWidth = info->width;
d3dpp.BackBufferHeight = info->height;
d3dpp.MultiSampleType = info->multisample;
d3dpp.BackBufferCount = 1 + info->triplebuffer;
d3dpp.FullScreen_RefreshRateInHz = info->fullscreen?info->rate:0; //don't pass a rate if not fullscreen, d3d doesn't like it.
d3dpp.Windowed = !info->fullscreen;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;//D3DFMT_D16;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
if (info->fullscreen)
{
if (info->bpp == 16)
d3dpp.BackBufferFormat = D3DFMT_R5G6B5;
else
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
}
switch(info->wait)
{
default:
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
break;
case 0:
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
break;
case 1:
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
break;
case 2:
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_TWO;
break;
case 3:
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_THREE;
break;
case 4:
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_FOUR;
break;
}
cflags = D3DCREATE_FPU_PRESERVE;
if ((caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) && (caps.DevCaps & D3DDEVCAPS_PUREDEVICE))
cflags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
cflags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
//cflags |= D3DCREATE_DISABLE_DRIVER_MANAGEMENT;
pD3DDev9 = NULL;
// create a device class using this information and information from the d3dpp stuct
err = IDirect3D9_CreateDevice(pD3D,
devno,
devtype,
hWnd,
cflags,
&d3dpp,
&pD3DDev9);
if (pD3DDev9)
{
HMONITOR hm;
MONITORINFO mi;
char *s;
for (s = inf.Description + strlen(inf.Description)-1; s >= inf.Description && *s <= ' '; s--)
*s = 0;
Con_Printf("D3D9 Driver: %s\n", inf.Description);
vid.numpages = d3dpp.BackBufferCount;
if (d3dpp.Windowed) //fullscreen we get positioned automagically.
{ //windowed, we get positioned at 0,0... which is often going to be on the wrong screen
//the user can figure it out from here
static HANDLE huser32;
BOOL (WINAPI *pGetMonitorInfoA)(HMONITOR hMonitor, LPMONITORINFO lpmi);
if (!huser32)
huser32 = LoadLibrary("user32.dll");
if (!huser32)
return false;
pGetMonitorInfoA = (void*)GetProcAddress(huser32, "GetMonitorInfoA");
if (!pGetMonitorInfoA)
return false;
hm = IDirect3D9_GetAdapterMonitor(pD3D, devno);
memset(&mi, 0, sizeof(mi));
mi.cbSize = sizeof(mi);
pGetMonitorInfoA(hm, &mi);
rect.left = mi.rcWork.left + ((mi.rcWork.right - mi.rcWork.left) - info->width) / 2;
rect.top = mi.rcWork.top + ((mi.rcWork.bottom - mi.rcWork.top) - info->height) / 2;
rect.right = rect.left+d3dpp.BackBufferWidth;
rect.bottom = rect.top+d3dpp.BackBufferHeight;
AdjustWindowRectEx(&rect, WS_OVERLAPPEDWINDOW, FALSE, 0);
MoveWindow(d3dpp.hDeviceWindow, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, false);
D3D9Shader_Init();
}
return true; //successful
}
else
{
char *s;
switch(err)
{
default: s = "Unkown error"; break;
case D3DERR_DEVICELOST: s = "Device lost"; break;
case D3DERR_INVALIDCALL: s = "Invalid call"; break;
case D3DERR_NOTAVAILABLE: s = "Not available"; break;
case D3DERR_OUTOFVIDEOMEMORY: s = "Out of video memory"; break;
}
Con_Printf("IDirect3D9_CreateDevice failed: %s.\n", s);
}
return false;
}
static void initD3D9(HWND hWnd, rendererstate_t *info)
{
int i;
int numadaptors;
int err;
D3DADAPTER_IDENTIFIER9 inf;
static HMODULE d3d9dll;
LPDIRECT3D9 (WINAPI *pDirect3DCreate9) (int version);
if (!d3d9dll)
d3d9dll = LoadLibrary("d3d9.dll");
if (!d3d9dll)
{
Con_Printf(CON_ERROR "Direct3d 9 does not appear to be installed\n");
return;
}
pDirect3DCreate9 = (void*)GetProcAddress(d3d9dll, "Direct3DCreate9");
if (!pDirect3DCreate9)
{
Con_Printf(CON_ERROR "Direct3d 9 does not appear to be installed properly\n");
return;
}
pD3D = pDirect3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface
if (!pD3D)
return;
numadaptors = IDirect3D9_GetAdapterCount(pD3D);
for (i = 0; i < numadaptors; i++)
{ //NVIDIA's debug app requires that we use a specific device
memset(&inf, 0, sizeof(inf));
err = IDirect3D9_GetAdapterIdentifier(pD3D, i, 0, &inf);
if (strstr(inf.Description, "PerfHUD"))
if (initD3D9Device(hWnd, info, i, D3DDEVTYPE_REF))
return;
}
for (i = 0; i < numadaptors; i++)
{ //try each adaptor in turn until we get one that actually works
if (initD3D9Device(hWnd, info, i, D3DDEVTYPE_HAL))
return;
}
for (i = 0; i < numadaptors; i++)
{ //try each adaptor in turn until we get one that actually works
if (initD3D9Device(hWnd, info, i, D3DDEVTYPE_SW))
return;
}
for (i = 0; i < numadaptors; i++)
{ //try each adaptor in turn until we get one that actually works
if (initD3D9Device(hWnd, info, i, D3DDEVTYPE_REF))
return;
}
}
static qboolean D3D9_VID_Init(rendererstate_t *info, unsigned char *palette)
{
DWORD width = info->width;
DWORD height = info->height;
//DWORD bpp = info->bpp;
//DWORD zbpp = 16;
//DWORD flags = 0;
DWORD wstyle;
RECT rect;
MSG msg;
extern cvar_t vid_conwidth;
//extern cvar_t vid_conheight;
//DDGAMMARAMP gammaramp;
//int i;
char *CLASSNAME = "FTED3D9QUAKE";
WNDCLASS wc = {
0,
&D3D9_WindowProc,
0,
0,
NULL,
NULL,
NULL,
NULL,
NULL,
CLASSNAME
};
wc.hCursor = LoadCursor (NULL,IDC_ARROW);
vid_initializing = true;
RegisterClass(&wc);
if (info->fullscreen)
wstyle = 0;
else
wstyle = WS_OVERLAPPEDWINDOW;
rect.left = (GetSystemMetrics(SM_CXSCREEN) - info->width) / 2;
rect.top = (GetSystemMetrics(SM_CYSCREEN) - info->height) / 2;
rect.right = rect.left+info->width;
rect.bottom = rect.top+info->height;
AdjustWindowRectEx(&rect, wstyle, FALSE, 0);
mainwindow = CreateWindow(CLASSNAME, "Direct3D9", wstyle, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, NULL, NULL);
// Try as specified.
initD3D9(mainwindow, info);
if (!pD3DDev9)
{
Con_Printf("No suitable D3D9 device found\n");
return false;
}
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
ShowWindow(mainwindow, SW_NORMAL);
IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
IDirect3DDevice9_BeginScene(pD3DDev9);
IDirect3DDevice9_EndScene(pD3DDev9);
IDirect3DDevice9_Present(pD3DDev9, NULL, NULL, NULL, NULL);
// pD3DX->lpVtbl->GetBufferSize((void*)pD3DX, &width, &height);
vid.pixelwidth = width;
vid.pixelheight = height;
vid.width = width;
vid.height = height;
vid_initializing = false;
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_LIGHTING, FALSE);
GetWindowRect(mainwindow, &window_rect);
// D3D9_VID_GenPaletteTables(palette);
{
extern qboolean mouseactive;
mouseactive = false;
}
return true;
}
static void (D3D9_VID_DeInit) (void)
{
Image_Shutdown();
/*final shutdown, kill the video stuff*/
if (pD3DDev9)
{
/*try and knock it back into windowed mode to avoid d3d bugs*/
d3dpp.Windowed = true;
IDirect3DDevice9_Reset(pD3DDev9, &d3dpp);
IDirect3DDevice9_Release(pD3DDev9);
pD3DDev9 = NULL;
}
if (pD3D)
{
IDirect3D9_Release(pD3D);
pD3D = NULL;
}
if (mainwindow)
{
DestroyWindow(mainwindow);
mainwindow = NULL;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-15 00:12:17 +01:00
// Cvar_Unhook(&v_gamma);
// Cvar_Unhook(&v_contrast);
// Cvar_Unhook(&v_brightness);
}
qboolean D3D9_VID_ApplyGammaRamps (unsigned short *ramps)
{
if (d3dpp.Windowed)
return false;
if (pD3DDev9 && ramps)
IDirect3DDevice9_SetGammaRamp(pD3DDev9, 0, D3DSGR_NO_CALIBRATION, (D3DGAMMARAMP *)ramps);
return true;
}
static char *(D3D9_VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight)
{
IDirect3DSurface9 *backbuf, *surf;
D3DLOCKED_RECT rect;
D3DSURFACE_DESC desc;
int i, j, c;
qbyte *ret = NULL;
qbyte *p;
/*DON'T read the front buffer.
this function can be used by the quakeworld remote screenshot 'snap' feature,
so DO NOT read the frontbuffer because it can show other information than just quake to third parties*/
if (!FAILED(IDirect3DDevice9_GetRenderTarget(pD3DDev9, 0, &backbuf)))
{
if (!FAILED(IDirect3DSurface9_GetDesc(backbuf, &desc)))
if (desc.Format == D3DFMT_X8R8G8B8 || desc.Format == D3DFMT_A8R8G8B8)
if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(pD3DDev9,
desc.Width, desc.Height, desc.Format,
D3DPOOL_SYSTEMMEM, &surf, NULL))
)
{
if (!FAILED(IDirect3DDevice9_GetRenderTargetData(pD3DDev9, backbuf, surf)))
if (!FAILED(IDirect3DSurface9_LockRect(surf, &rect, NULL, D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_READONLY|D3DLOCK_NOSYSLOCK)))
{
ret = BZ_Malloc(prepad + desc.Width*desc.Height*3);
if (ret)
{
// read surface rect and convert 32 bgra to 24 rgb and flip
c = prepad+desc.Width*desc.Height*3;
p = (qbyte *)rect.pBits;
for (i=c-(3*desc.Width); i>=prepad; i-=(3*desc.Width))
{
for (j=0; j<desc.Width; j++)
{
ret[i+j*3+0] = p[j*4+2];
ret[i+j*3+1] = p[j*4+1];
ret[i+j*3+2] = p[j*4+0];
}
p += rect.Pitch;
}
*truevidwidth = desc.Width;
*truevidheight = desc.Height;
}
IDirect3DSurface9_UnlockRect(surf);
}
IDirect3DSurface9_Release(surf);
}
IDirect3DSurface9_Release(backbuf);
}
return ret;
}
static void (D3D9_VID_SetWindowCaption) (char *msg)
{
SetWindowText(mainwindow, msg);
}
void D3D9_Set2D (void)
{
float m[16];
D3DVIEWPORT9 vport;
// IDirect3DDevice9_EndScene(pD3DDev9);
Matrix4x4_CM_OrthographicD3D(m, 0 + (0.5*vid.width/vid.pixelwidth), vid.width + (0.5*vid.width/vid.pixelwidth), 0 + (0.5*vid.height/vid.pixelheight), vid.height + (0.5*vid.height/vid.pixelheight), 0, 100);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)m);
Matrix4x4_Identity(m);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)m);
Matrix4x4_Identity(m);
IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)m);
vport.X = 0;
vport.Y = 0;
vport.Width = vid.pixelwidth;
vport.Height = vid.pixelheight;
vport.MinZ = 0;
vport.MaxZ = 1;
IDirect3DDevice9_SetViewport(pD3DDev9, &vport);
vid.fbvwidth = vid.width;
vid.fbvheight = vid.height;
vid.fbpwidth = vid.pixelwidth;
vid.fbpheight = vid.pixelheight;
}
static int d3d9error(int i)
{
if (FAILED(i))// != D3D_OK)
Con_Printf("D3D error: %i\n", i);
return i;
}
static void (D3D9_SCR_UpdateScreen) (void)
{
//extern int keydown[];
//extern cvar_t vid_conheight;
int uimenu;
#ifdef TEXTEDITOR
//extern qboolean editormodal;
#endif
qboolean nohud, noworld;
RSpeedMark();
if (d3d_resized && d3dpp.Windowed)
{
extern cvar_t vid_conautoscale, vid_conwidth;
d3d_resized = false;
// force width/height to be updated
//vid.pixelwidth = window_rect.right - window_rect.left;
//vid.pixelheight = window_rect.bottom - window_rect.top;
D3DVID_UpdateWindowStatus(mainwindow);
D3D9BE_Reset(true);
vid.pixelwidth = d3dpp.BackBufferWidth = window_rect.right - window_rect.left;
vid.pixelheight = d3dpp.BackBufferHeight = window_rect.bottom - window_rect.top;
resetD3D9();
D3D9BE_Reset(false);
Cvar_ForceCallback(&vid_conautoscale);
Cvar_ForceCallback(&vid_conwidth);
}
switch (IDirect3DDevice9_TestCooperativeLevel(pD3DDev9))
{
case D3DERR_DEVICELOST:
//the user has task switched away from us or something, don't draw anything until they switch back to us
return;
case D3DERR_DEVICENOTRESET:
D3D9BE_Reset(true);
resetD3D9();
if (FAILED(IDirect3DDevice9_TestCooperativeLevel(pD3DDev9)))
{
Con_Printf("Device lost, restarting video\n");
Cmd_ExecuteString("vid_restart", RESTRICT_LOCAL);
return;
}
D3D9BE_Reset(false);
Cvar_ForceCallback(&v_gamma);
break;
default:
break;
}
if (scr_disabled_for_loading)
{
extern float scr_disabled_time;
if (Sys_DoubleTime() - scr_disabled_time > 60 || Key_Dest_Has(~kdm_game))
{
scr_disabled_for_loading = false;
}
else
{
IDirect3DDevice9_BeginScene(pD3DDev9);
scr_drawloading = true;
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
SCR_DrawLoading (true);
scr_drawloading = false;
IDirect3DDevice9_EndScene(pD3DDev9);
IDirect3DDevice9_Present(pD3DDev9, NULL, NULL, NULL, NULL);
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
}
if (!scr_initialized || !con_initialized)
{
RSpeedEnd(RSPEED_TOTALREFRESH);
return; // not initialized yet
}
Shader_DoReload();
#ifdef VM_UI
uimenu = UI_MenuState();
#else
uimenu = 0;
#endif
d3d9error(IDirect3DDevice9_BeginScene(pD3DDev9));
/*
#ifdef TEXTEDITOR
if (editormodal)
{
Editor_Draw();
V_UpdatePalette (false);
#if defined(_WIN32) && defined(GLQUAKE)
Media_RecordFrame();
#endif
R2D_BrightenScreen();
if (key_dest == key_console)
Con_DrawConsole(vid_conheight.value/2, false);
GL_EndRendering ();
GL_DoSwap();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
#endif
*/
if (Media_ShowFilm())
{
M_Draw(0);
// V_UpdatePalette (false);
#if defined(_WIN32)
Media_RecordFrame();
#endif
// R2D_BrightenScreen();
IDirect3DDevice9_EndScene(pD3DDev9);
IDirect3DDevice9_Present(pD3DDev9, NULL, NULL, NULL, NULL);
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
//
// do 3D refresh drawing, and then update the screen
//
SCR_SetUpToDrawConsole ();
noworld = false;
nohud = false;
#ifdef VM_CG
if (CG_Refresh())
nohud = true;
else
#endif
#ifdef CSQC_DAT
if (CSQC_DrawView())
nohud = true;
else
#endif
if (uimenu != 1)
{
if (r_worldentity.model && cls.state == ca_active)
V_RenderView ();
else
{
noworld = true;
}
}
D3D9_Set2D();
R2D_BrightenScreen();
scr_con_forcedraw = false;
if (noworld)
{
if (scr_con_current != vid.height)
R2D_ConsoleBackground(0, vid.height, true);
else
scr_con_forcedraw = true;
nohud = true;
}
else if (!nohud)
SCR_TileClear ();
SCR_DrawTwoDimensional(uimenu, nohud);
V_UpdatePalette (false);
#if defined(_WIN32) && defined(GLQUAKE)
Media_RecordFrame();
#endif
RSpeedEnd(RSPEED_TOTALREFRESH);
RSpeedShow();
d3d9error(IDirect3DDevice9_EndScene(pD3DDev9));
d3d9error(IDirect3DDevice9_Present(pD3DDev9, NULL, NULL, NULL, NULL));
window_center_x = (window_rect.left + window_rect.right)/2;
window_center_y = (window_rect.top + window_rect.bottom)/2;
INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
}
static void (D3D9_Draw_Init) (void)
{
R2D_Init();
}
static void (D3D9_Draw_Shutdown) (void)
{
R2D_Shutdown();
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
Image_Shutdown();
}
static void (D3D9_R_Init) (void)
{
}
static void (D3D9_R_DeInit) (void)
{
R_GAliasFlushSkinCache(true);
Surf_DeInit();
Shader_Shutdown();
}
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
static void D3D9_SetupViewPortProjection(void)
{
extern cvar_t gl_mindist;
float screenaspect;
int x, x2, y2, y, w, h;
float fov_x, fov_y;
D3DVIEWPORT9 vport;
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
//
// set up viewpoint
//
x = r_refdef.vrect.x * vid.pixelwidth/(int)vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * vid.pixelwidth/(int)vid.width;
y = (r_refdef.vrect.y) * vid.pixelheight/(int)vid.height;
y2 = ((int)(r_refdef.vrect.y + r_refdef.vrect.height)) * vid.pixelheight/(int)vid.height;
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < vid.pixelwidth)
x2++;
if (y < 0)
y--;
if (y2 < vid.pixelheight)
y2++;
w = x2 - x;
h = y2 - y;
vport.X = x;
vport.Y = y;
vport.Width = w;
vport.Height = h;
vport.MinZ = 0;
vport.MaxZ = 1;
IDirect3DDevice9_SetViewport(pD3DDev9, &vport);
fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
if (r_waterwarp.value<0 && r_viewcontents & FTECONTENTS_FLUID)
{
fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
}
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
/*view matrix*/
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
d3d9error(IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view));
/*d3d projection matricies scale depth to 0 to 1*/
Matrix4x4_CM_Projection_Inf(d3d_trueprojection, fov_x, fov_y, gl_mindist.value/2);
d3d9error(IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)d3d_trueprojection));
/*ogl projection matricies scale depth to -1 to 1, and I would rather my code used consistant culling*/
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value);
}
static void (D3D9_R_RenderView) (void)
{
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
Surf_SetupFrame();
D3D9_SetupViewPortProjection();
if (r_clear.ival && !(r_refdef.flags & RDF_NOWORLDMODEL))
d3d9error(IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255,0,0), 1, 0));
else
d3d9error(IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1, 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
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
RQ_BeginFrame();
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
{
if (cl.worldmodel)
P_DrawParticles ();
}
Surf_DrawWorld();
RQ_RenderBatchClear();
D3D9_Set2D ();
}
void (D3D9_R_NewMap) (void);
void (D3D9_R_PreNewMap) (void);
void (D3D9_R_PushDlights) (void);
void (D3D9_R_AddStain) (vec3_t org, float red, float green, float blue, float radius);
void (D3D9_R_LessenStains) (void);
qboolean (D3D9_VID_Init) (rendererstate_t *info, unsigned char *palette);
void (D3D9_VID_DeInit) (void);
void (D3D9_VID_SetPalette) (unsigned char *palette);
void (D3D9_VID_ShiftPalette) (unsigned char *palette);
char *(D3D9_VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight);
void (D3D9_VID_SetWindowCaption) (char *msg);
void (D3D9_SCR_UpdateScreen) (void);
void D3D9BE_RenderToTextureUpdate2d(qboolean destchanged)
{
}
rendererinfo_t d3d9rendererinfo =
{
"Direct3D9",
{
"D3D9",
"D3D",
"Direct3d",
"DirectX",
},
QR_DIRECT3D9,
D3D9_Draw_Init,
D3D9_Draw_Shutdown,
D3D9_UpdateFiltering,
D3D9_LoadTextureMips,
D3D9_DestroyTexture,
D3D9_R_Init,
D3D9_R_DeInit,
D3D9_R_RenderView,
D3D9_VID_Init,
D3D9_VID_DeInit,
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
D3D9_VID_SwapBuffers,
D3D9_VID_ApplyGammaRamps,
NULL,
NULL,
NULL,
D3D9_VID_SetWindowCaption,
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
D3D9_VID_GetRGBInfo,
D3D9_SCR_UpdateScreen,
D3D9BE_SelectMode,
D3D9BE_DrawMesh_List,
D3D9BE_DrawMesh_Single,
D3D9BE_SubmitBatch,
D3D9BE_GetTempBatch,
D3D9BE_DrawWorld,
D3D9BE_Init,
D3D9BE_GenBrushModelVBO,
D3D9BE_ClearVBO,
D3D9BE_UploadAllLightmaps,
D3D9BE_SelectEntity,
D3D9BE_SelectDLight,
D3D9BE_Scissor,
D3D9BE_LightCullModel,
D3D9BE_VBO_Begin,
D3D9BE_VBO_Data,
D3D9BE_VBO_Finish,
D3D9BE_VBO_Destroy,
D3D9BE_RenderToTextureUpdate2d,
"no more"
};
#endif