#include "quakedef.h" #include "gl_draw.h" #include "shader.h" #include "renderque.h" #include "glquake.h" #ifdef D3DQUAKE #include "winquake.h" #if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500) #define HMONITOR_DECLARED DECLARE_HANDLE(HMONITOR); #endif #include //#pragma comment(lib, "../libs/dxsdk9/lib/d3d9.lib") /*Fixup outdated windows headers*/ #ifndef WM_XBUTTONDOWN #define WM_XBUTTONDOWN 0x020B #define WM_XBUTTONUP 0x020C #endif #ifndef MK_XBUTTON1 #define MK_XBUTTON1 0x0020 #endif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 int gl_bumpmappingpossible; static void D3D9_GetBufferSize(int *width, int *height); static void resetD3D9(void); static LPDIRECT3D9 pD3D; LPDIRECT3DDEVICE9 pD3DDev9; static D3DPRESENT_PARAMETERS d3dpp; static qboolean vid_initializing; extern qboolean scr_initialized; // ready to draw extern qboolean scr_drawloading; extern qboolean scr_con_forcedraw; 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; IN_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; } IN_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) IN_TranslateKeyEvent (wParam, lParam, true, 0); break; case WM_KEYUP: case WM_SYSKEYUP: if (!vid_initializing) IN_TranslateKeyEvent (wParam, lParam, false, 0); 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) IN_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) IN_RawInput_Read((HANDLE)lParam); break; case WM_SIZE: if (!vid_initializing) { extern cvar_t vid_conautoscale, vid_conwidth; // force width/height to be updated //vid.pixelwidth = window_rect.right - window_rect.left; //vid.pixelheight = window_rect.bottom - window_rect.top; D3DVID_UpdateWindowStatus(hWnd); D3DBE_Reset(true); vid.pixelwidth = d3dpp.BackBufferWidth = window_rect.right - window_rect.left; vid.pixelheight = d3dpp.BackBufferHeight = window_rect.bottom - window_rect.top; resetD3D9(); D3DBE_Reset(false); Cvar_ForceCallback(&vid_conautoscale); Cvar_ForceCallback(&vid_conwidth); } 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) { Sys_Quit (); } 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; } static void resetD3D9(void) { HRESULT res; res = IDirect3DDevice9_Reset(pD3DDev9, &d3dpp); if (FAILED(res)) 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; 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_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: Using device %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 = rect.top = 0; rect.right = d3dpp.BackBufferWidth; rect.bottom = d3dpp.BackBufferHeight; AdjustWindowRectEx(&rect, WS_OVERLAPPEDWINDOW, FALSE, 0); MoveWindow(d3dpp.hDeviceWindow, mi.rcWork.left, mi.rcWork.top, rect.right-rect.left, rect.bottom-rect.top, false); } 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("Direct3d 9 does not appear to be installed\n"); return; } pDirect3DCreate9 = (void*)GetProcAddress(d3d9dll, "Direct3DCreate9"); if (!pDirect3DCreate9) { Con_Printf("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; } } 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 = rect.top = 0; rect.right = info->width; rect.bottom = info->height; AdjustWindowRectEx(&rect, wstyle, FALSE, 0); mainwindow = CreateWindow(CLASSNAME, "Direct3D", wstyle, 0, 0, rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, NULL, NULL); // Try as specified. initD3D9(mainwindow, info); if (!pD3DDev9) 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.recalc_refdef = true; 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; } { extern cvar_t v_contrast; void GLV_Gamma_Callback(struct cvar_s *var, char *oldvalue); Cvar_Hook(&v_gamma, GLV_Gamma_Callback); Cvar_Hook(&v_contrast, GLV_Gamma_Callback); Cvar_ForceCallback(&v_gamma); } return true; } /*a new model has been loaded*/ static void (D3D9_R_NewMap) (void) { r_worldentity.model = cl.worldmodel; R_AnimateLight(); Surf_BuildLightmaps(); #ifdef MAP_PROC if (cl.worldmodel && cl.worldmodel->fromgame == fg_doom3) D3_GenerateAreas(cl.worldmodel); #endif /*wipe any lingering particles*/ P_ClearParticles(); } extern mleaf_t *r_viewleaf, *r_oldviewleaf; extern mleaf_t *r_viewleaf2, *r_oldviewleaf2; static void (D3D9_R_PreNewMap) (void) { r_viewleaf = NULL; r_oldviewleaf = NULL; r_viewleaf2 = NULL; r_oldviewleaf2 = NULL; } static int (D3D9_R_LightPoint) (vec3_t point) { return 0; } static void (D3D9_VID_DeInit) (void) { /*final shutdown, kill the video stuff*/ if (pD3DDev9) { IDirect3DDevice9_Release(pD3DDev9); pD3DDev9 = NULL; } if (pD3D) { IDirect3D9_Release(pD3D); pD3D = NULL; } if (mainwindow) { DestroyWindow(mainwindow); mainwindow = NULL; } } static void (D3D9_VID_SetPalette) (unsigned char *palette) { D3D9_VID_GenPaletteTables(palette); } static void (D3D9_VID_ShiftPalette) (unsigned char *palette) { D3D9_VID_GenPaletteTables(palette); } static char *(D3D9_VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight) { return NULL; } static void (D3D9_VID_SetWindowCaption) (char *msg) { SetWindowText(mainwindow, msg); } void Matrix4_OrthographicD3D(float *proj, float xmin, float xmax, float ymax, float ymin, float znear, float zfar); void d3dx_ortho(float *m); void D3D9_Set2D (void) { float m[16]; D3DVIEWPORT9 vport; // IDirect3DDevice9_EndScene(pD3DDev9); Matrix4_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); Matrix4_Identity(m); IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_WORLD, (D3DMATRIX*)m); Matrix4_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); } static int d3d9error(int i) { if (FAILED(i))// != D3D_OK) Con_Printf("D3D error: %x %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(); switch (IDirect3DDevice9_TestCooperativeLevel(pD3DDev9)) { case D3DERR_DEVICELOST: //the user has task switched away from us or something, don't do anything. return; case D3DERR_DEVICENOTRESET: D3DBE_Reset(true); resetD3D9(); if (FAILED(IDirect3DDevice9_TestCooperativeLevel(pD3DDev9))) { Con_Printf("Device lost, restarting video\n"); Cmd_ExecuteString("vid_restart", RESTRICT_LOCAL); return; } D3DBE_Reset(false); VID_ShiftPalette (NULL); break; default: break; } if (scr_disabled_for_loading) { extern float scr_disabled_time; if (Sys_DoubleTime() - scr_disabled_time > 60 || key_dest != key_game) { scr_disabled_for_loading = false; } else { IDirect3DDevice9_BeginScene(pD3DDev9); scr_drawloading = true; SCR_DrawLoading (); scr_drawloading = false; IDirect3DDevice9_EndScene(pD3DDev9); 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)); D3D9_Set2D (); /* #ifdef TEXTEDITOR if (editormodal) { Editor_Draw(); GLV_UpdatePalette (false, host_frametime); #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); // GLV_UpdatePalette (false, host_frametime); #if defined(_WIN32) Media_RecordFrame(); #endif // R2D_BrightenScreen(); IDirect3DDevice9_EndScene(pD3DDev9); IDirect3DDevice9_Present(pD3DDev9, NULL, NULL, NULL, NULL); RSpeedEnd(RSPEED_TOTALREFRESH); return; } // // determine size of refresh window // if (vid.recalc_refdef) SCR_CalcRefdef (); // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); noworld = false; nohud = false; #ifdef VM_CG if (CG_Refresh()) nohud = true; else #endif #ifdef CSQC_DAT if (cls.state == ca_active && CSQC_DrawView()) nohud = true; else #endif if (uimenu != 1) { if (r_worldentity.model && cls.state == ca_active) V_RenderView (); else { noworld = true; } } D3D9_Set2D (); R2D_BrightenScreen(); scr_con_forcedraw = false; if (noworld) { if ((key_dest == key_console || key_dest == key_game) && SCR_GetLoadingStage() == LS_NONE) scr_con_current = vid.height; if (scr_con_current != vid.height) Draw_ConsoleBackground(0, vid.height, true); else scr_con_forcedraw = true; nohud = true; } else if (!nohud) SCR_TileClear (); SCR_DrawTwoDimensional(uimenu, nohud); GLV_UpdatePalette (false, host_frametime); #if defined(_WIN32) && defined(GLQUAKE) Media_RecordFrame(); #endif RSpeedEnd(RSPEED_TOTALREFRESH); RSpeedShow(); #pragma message("Fixme: ... to here") 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; IN_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp); VID_ShiftPalette (NULL); } static void (D3D9_Draw_BeginDisc) (void) { } static void (D3D9_Draw_EndDisc) (void) { } static void (D3D9_Draw_Init) (void) { R2D_Init(); } static void (D3D9_Draw_ReInit) (void) { } static void (D3D9_Draw_Crosshair) (void) { } static void (D3D9_Draw_TransPicTranslate) (int x, int y, int w, int h, qbyte *pic, qbyte *translation) { } static void (D3D9_Draw_Fill) (int x, int y, int w, int h, unsigned int c) { } static void (D3D9_Draw_FillRGB) (int x, int y, int w, int h, float r, float g, float b) { } static void (D3D9_Draw_BeginDisc) (void); static void (D3D9_Draw_EndDisc) (void); static void (D3D9_R_Init) (void) { } static void (D3D9_R_DeInit) (void) { Surf_DeInit(); } static void D3D9_SetupViewPort(void) { extern cvar_t gl_mindist; float screenaspect; int x, x2, y2, y, w, h; float fov_x, fov_y; D3DVIEWPORT9 vport; AngleVectors (r_refdef.viewangles, vpn, vright, vup); VectorCopy (r_refdef.vieworg, r_origin); // // set up viewpoint // x = r_refdef.vrect.x * vid.pixelwidth/(int)vid.width; x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * vid.pixelwidth/(int)vid.width; y = (r_refdef.vrect.y) * vid.pixelheight/(int)vid.height; y2 = ((int)(r_refdef.vrect.y + r_refdef.vrect.height)) * vid.pixelheight/(int)vid.height; // fudge around because of frac screen scale if (x > 0) x--; if (x2 < vid.pixelwidth) x2++; if (y < 0) y--; if (y2 < vid.pixelheight) y2++; w = x2 - x; h = y2 - y; vport.X = x; vport.Y = y; vport.Width = w; vport.Height = h; vport.MinZ = 0; vport.MaxZ = 1; IDirect3DDevice9_SetViewport(pD3DDev9, &vport); fov_x = r_refdef.fov_x;//+sin(cl.time)*5; fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5; if (r_waterwarp.value<0 && r_viewleaf->contents <= Q1CONTENTS_WATER) { 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*/ Matrix4_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*/ Matrix4_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value/2); d3d9error(IDirect3DDevice9_SetTransform(pD3DDev9, D3DTS_PROJECTION, (D3DMATRIX*)r_refdef.m_projection)); /*ogl projection matricies scale depth to -1 to 1, and I would rather my code used consistant culling*/ Matrix4_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value); } static void (D3D9_R_RenderView) (void) { D3D9_SetupViewPort(); if (r_clear.ival && !(r_refdef.flags & Q2RDF_NOWORLDMODEL)) d3d9error(IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1, 0)); else d3d9error(IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1, 0)); R_SetFrustum (r_refdef.m_projection, r_refdef.m_view); RQ_BeginFrame(); Surf_DrawWorld(); if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL)) { if (cl.worldmodel) P_DrawParticles (); } RQ_RenderBatchClear(); } void (D3D9_R_NewMap) (void); void (D3D9_R_PreNewMap) (void); int (D3D9_R_LightPoint) (vec3_t point); 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); rendererinfo_t d3drendererinfo = { "Direct3D9 Native", { "D3D", "Direct3d", "DirectX", "DX" }, QR_DIRECT3D, R2D_SafePicFromWad, R2D_SafeCachePic, D3D9_Draw_Init, D3D9_Draw_ReInit, D3D9_Draw_Crosshair, R2D_ScalePic, R2D_SubPic, D3D9_Draw_TransPicTranslate, R2D_ConsoleBackground, R2D_EditorBackground, R2D_TileClear, D3D9_Draw_Fill, D3D9_Draw_FillRGB, R2D_FadeScreen, D3D9_Draw_BeginDisc, D3D9_Draw_EndDisc, R2D_Image, R2D_ImageColours, D3D9_LoadTexture, D3D9_LoadTexture8Pal24, D3D9_LoadTexture8Pal32, D3D9_LoadCompressed, D3D9_FindTexture, D3D9_AllocNewTexture, D3D9_Upload, D3D9_DestroyTexture, D3D9_R_Init, D3D9_R_DeInit, D3D9_R_RenderView, D3D9_R_NewMap, D3D9_R_PreNewMap, D3D9_R_LightPoint, Surf_AddStain, Surf_LessenStains, RMod_Init, RMod_Shutdown, RMod_ClearAll, RMod_ForName, RMod_FindName, RMod_Extradata, RMod_TouchModel, RMod_NowLoadExternal, RMod_Think, Mod_GetTag, Mod_TagNumForName, Mod_SkinNumForName, Mod_FrameNumForName, Mod_FrameDuration, D3D9_VID_Init, D3D9_VID_DeInit, D3D9_VID_SetPalette, D3D9_VID_ShiftPalette, D3D9_VID_GetRGBInfo, D3D9_VID_SetWindowCaption, D3D9_SCR_UpdateScreen, D3DBE_SelectMode, D3DBE_DrawMesh_List, D3DBE_DrawMesh_Single, D3DBE_SubmitBatch, D3DBE_GetTempBatch, D3DBE_DrawWorld, D3DBE_Init, D3DBE_GenBrushModelVBO, D3DBE_ClearVBO, D3DBE_UploadAllLightmaps, NULL, D3DBE_LightCullModel, "no more" }; #endif