global fog for d3d9.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5237 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2018-04-08 15:42:31 +00:00
parent 2de26a93f7
commit a1ff8a9f3c
2 changed files with 64 additions and 4 deletions

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@ -1511,13 +1511,13 @@ static void tcgen_fog(float *st, unsigned int numverts, float *xyz, mfog_t *fog)
zmat[2] = -modelviewmatrix[10];
zmat[3] = -modelviewmatrix[14];
VectorCopy(fog->visibleplane->normal, distmat);
distmat[3] = fog->visibleplane->dist;
Vector4Scale(zmat, shaderstate.fogfar, zmat);
if (fog && fog->visibleplane)
{
VectorCopy(fog->visibleplane->normal, distmat);
distmat[3] = fog->visibleplane->dist;
eye = (DotProduct(r_refdef.vieworg, distmat) - distmat[3]);
if (eye < 1)
eye = 1;
@ -2605,6 +2605,57 @@ static void BE_DrawMeshChain_Internal(void)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_ALPHA);
break;
#endif
case BEM_FOG:
if (!TEXVALID(shaderstate.fogtexture) || shaderstate.fogdensity != r_refdef.globalfog.density || shaderstate.fogdepth != 2048)
{
shaderstate.fogdensity = r_refdef.globalfog.density;
shaderstate.fogdepth = 2048;
shaderstate.fogfar = 1.0f/shaderstate.fogdepth; /*scaler for z coords*/
GenerateFogTexture(&shaderstate.fogtexture, shaderstate.fogdensity, shaderstate.fogdepth);
}
while(shaderstate.lastpasscount>1)
{
passno = --shaderstate.lastpasscount;
d3dcheck(IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+passno, NULL, 0, 0));
BindTexture(passno, NULL);
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_DISABLE));
d3dcheck(IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAOP, D3DTOP_DISABLE));
}
shaderstate.lastpasscount = 1;
passno = 0;
BindTexture(passno, shaderstate.fogtexture);
BE_ApplyTMUState(passno, shaderstate.curtexflags[passno]);
Vector4Set((qbyte*)&shaderstate.passcolour, r_refdef.globalfog.colour[2]*255, r_refdef.globalfog.colour[1]*255, r_refdef.globalfog.colour[0]*255, r_refdef.globalfog.colour[3]*255);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_CONSTANT, shaderstate.passcolour);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_COLORVERTEX, FALSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLORARG1, D3DTA_CONSTANT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLORARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAARG1, D3DTA_CONSTANT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
BE_ApplyShaderBits(SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA | (useshader->numpasses?SBITS_MISC_DEPTHEQUALONLY:0));
allocvertexbuffer(shaderstate.dynst_buff[passno], shaderstate.dynst_size, &shaderstate.dynst_offs[passno], &map, vertcount*sizeof(vec2_t));
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
tcgen_fog((float*)map+vertcount*2, m->numvertexes, (float*)m->xyz_array, NULL);
vertcount += m->numvertexes;
}
IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[passno]);
IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_TC0+passno, shaderstate.dynst_buff[passno], shaderstate.dynst_offs[passno] - vertcount*sizeof(vec2_t), sizeof(vec2_t));
if (D3D_VDEC_ST0 != shaderstate.curvertdecl)
{
shaderstate.curvertdecl = D3D_VDEC_ST0;
d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
}
BE_SubmitMeshChain(vertbase, vertfirst, vertcount, idxfirst, idxcount);
break;
default:
case BEM_STANDARD:
if (useshader->prog)
@ -3867,6 +3918,15 @@ void D3D9BE_DrawWorld (batch_t **worldbatches)
}
#endif
if (r_refdef.globalfog.density && (!sh_config.progs_supported || !r_fog_permutation.ival))
{ //fixed function-only. with global fog. that means we need to hack something in.
//FIXME: should really be doing this on a per-shader basis, for custom shaders that don't use glsl
BE_SelectMode(BEM_FOG);
// BE_SelectFog(r_refdef.globalfog.colour, r_refdef.globalfog.alpha, r_refdef.globalfog.density);
D3D9BE_SubmitMeshes(worldbatches, batches, SHADER_SORT_PORTAL, SHADER_SORT_NEAREST);
}
BE_SelectMode(BEM_STANDARD);
RSpeedRemark();

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@ -737,9 +737,9 @@ extern GLboolean (APIENTRY *qglUnmapBufferARB)(GLenum target);
#endif
extern void *(APIENTRY *qglMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
#endif
extern void (APIENTRY *qglBufferStorage)(GLenum target, GLsizeiptr size, const GLvoid *data, GLbitfield flags);
#endif
extern void (APIENTRY *qglGenQueriesARB)(GLsizei n, GLuint *ids);
extern void (APIENTRY *qglDeleteQueriesARB)(GLsizei n, const GLuint *ids);
//extern GLboolean (APIENTRY *qglIsQueryARB)(GLuint id);