#include "quakedef.h" #include "gl_draw.h" #include "shader.h" #include "renderque.h" #include "resource.h" #include "glquake.h" #ifdef D3D8QUAKE //#define FIXME #include "winquake.h" #ifdef _XBOX #include #endif #if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500) #define HMONITOR_DECLARED DECLARE_HANDLE(HMONITOR); #endif #include #ifndef D3DSGR_NO_CALIBRATION #define D3DSGR_NO_CALIBRATION 0 //mingw fails to define this. #endif /*Fixup outdated windows headers*/ #ifndef WM_XBUTTONDOWN #define WM_XBUTTONDOWN 0x020B #define WM_XBUTTONUP 0x020C #endif #ifndef MK_XBUTTON1 #define MK_XBUTTON1 0x0020 #endif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 D3D8_GetBufferSize(int *width, int *height); //not defined static void resetD3D8(void); static LPDIRECT3D8 pD3D; LPDIRECT3DDEVICE8 pD3DDev8; static D3DPRESENT_PARAMETERS d3dpp; float d3d_trueprojection[16]; static qboolean vid_initializing; extern qboolean scr_initialized; // ready to draw extern qboolean scr_drawloading; extern qboolean scr_con_forcedraw; static qboolean d3d_resized; extern cvar_t vid_hardwaregamma; /*void BuildGammaTable (float g, float c); static void D3D8_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 (pD3DDev8) IDirect3DDevice8_SetGammaRamp(pD3DDev8, 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) { #ifndef _XBOX 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 (); #endif } static qboolean D3D8AppActivate(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 (vid.activeapp == fActive && Minimized == minimize) return false; //so windows doesn't crash us over and over again. vid.activeapp = fActive; Minimized = minimize; // enable/disable sound on focus gain/loss if (!vid.activeapp && sound_active) { S_BlockSound (); sound_active = false; } else if (vid.activeapp && !sound_active) { S_UnblockSound (); sound_active = true; } INS_UpdateGrabs(modestate != MS_WINDOWED, vid.activeapp); if (fActive) { Cvar_ForceCallback(&v_gamma); } if (!fActive) { Cvar_ForceCallback(&v_gamma); //wham bam thanks. } return true; } #ifndef _XBOX static LRESULT WINAPI D3D8_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) INS_TranslateKeyEvent (wParam, lParam, true, 0, false); break; case WM_KEYUP: case WM_SYSKEYUP: if (!vid_initializing) INS_TranslateKeyEvent (wParam, lParam, false, 0, false); break; case WM_SYSCHAR: // keep Alt-Space from happening break; case WM_APPCOMMAND: lRet = INS_AppCommand(lParam); 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_DEVICECHANGE: COM_AddWork(WG_MAIN, INS_DeviceChanged, NULL, NULL, uMsg, 0); lRet = TRUE; break; case WM_SETCURSOR: //only use a custom cursor if the cursor is inside the client area switch(lParam&0xffff) { case 0: break; case HTCLIENT: if (hCustomCursor) //custom cursor enabled SetCursor(hCustomCursor); else //fallback on an arrow cursor, just so we have something visible at startup or so SetCursor(hArrowCursor); lRet = TRUE; break; default: lRet = DefWindowProcW (hWnd, uMsg, wParam, lParam); break; } 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 (!D3D8AppActivate(!(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; #ifdef HAVE_CDPLAYER case MM_MCINOTIFY: lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam); break; #endif default: /* pass all unhandled messages to DefWindowProc */ lRet = DefWindowProc (hWnd, uMsg, wParam, lParam); break; } /* return 1 if handled message, 0 if not */ return lRet; } #endif static void D3D8_VID_SwapBuffers(void) { IDirect3DDevice8_Present(pD3DDev8, NULL, NULL, NULL, NULL); } static void resetD3D8(void) { HRESULT res; res = IDirect3DDevice8_Reset(pD3DDev8, &d3dpp); if (FAILED(res)) { Con_Printf("IDirect3DDevice8_Reset failed (%u)\n", (unsigned)res&0xffff); return; } /*clear the screen to black as soon as we start up, so there's no lingering framebuffer state*/ IDirect3DDevice8_BeginScene(pD3DDev8); IDirect3DDevice8_Clear(pD3DDev8, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); IDirect3DDevice8_EndScene(pD3DDev8); IDirect3DDevice8_Present(pD3DDev8, NULL, NULL, NULL, NULL); //IDirect3DDevice8_SetRenderState(pD3DDev8, D3DRENDERSTATE_DITHERENABLE, FALSE); //IDirect3DDevice8_SetRenderState(pD3DDev8, D3DRENDERSTATE_SPECULARENABLE, FALSE); //IDirect3DDevice8_SetRenderState(pD3DDev8, D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE); IDirect3DDevice8_SetRenderState(pD3DDev8, D3DRS_LIGHTING, FALSE); } void D3D8Shader_Init(void) { D3DCAPS8 caps; memset(&sh_config, 0, sizeof(sh_config)); sh_config.minver = 8; sh_config.maxver = 8; sh_config.blobpath = "hlsl/%s.blob"; sh_config.progpath = NULL; sh_config.shadernamefmt = "%s_hlsl8"; sh_config.progs_supported = false; sh_config.progs_required = false; sh_config.pDeleteProg = NULL;//D3D8Shader_DeleteProg; sh_config.pLoadBlob = NULL;//D3D8Shader_LoadBlob; sh_config.pCreateProgram = NULL;//D3D8Shader_CreateProgram; sh_config.pProgAutoFields = NULL;//D3D8Shader_ProgAutoFields; sh_config.tex_env_combine = 1; sh_config.nv_tex_env_combine4 = 1; sh_config.env_add = 1; //FIXME: check caps sh_config.texfmt[PTI_RGBX8] = true; //fixme: shouldn't support sh_config.texfmt[PTI_RGBA8] = true; //fixme: shouldn't support sh_config.texfmt[PTI_BGRX8] = true; sh_config.texfmt[PTI_BGRA8] = true; sh_config.texfmt[PTI_RGB565] = true; sh_config.texfmt[PTI_ARGB1555] = true; sh_config.texfmt[PTI_ARGB4444] = true; sh_config.can_mipcap = true; //at creation time, I think. IDirect3DDevice8_GetDeviceCaps(pD3DDev8, &caps); sh_config.texture_allow_block_padding = false; //microsoft blocks this. if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { //this flag is a LIMITATION, not a capability. sh_config.texture_non_power_of_two = false; sh_config.texture_non_power_of_two_pic = !!(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL); //pic npot is supported if both flags are set. } else { //modern cards support npot sh_config.texture_non_power_of_two_pic = true; sh_config.texture_non_power_of_two = true; } sh_config.texture2d_maxsize = min(caps.MaxTextureWidth, caps.MaxTextureHeight); } #if (WINVER < 0x500) && !defined(__GNUC__) typedef struct tagMONITORINFO { DWORD cbSize; RECT rcMonitor; RECT rcWork; DWORD dwFlags; } MONITORINFO, *LPMONITORINFO; #endif static qboolean initD3D8Device(HWND hWnd, rendererstate_t *info, unsigned int devno, unsigned int devtype) { int err; RECT rect; D3DADAPTER_IDENTIFIER8 inf; D3DCAPS8 caps; unsigned int cflags; memset(&inf, 0, sizeof(inf)); if (FAILED(IDirect3D8_GetAdapterIdentifier(pD3D, devno, 0, &inf))) return false; if (FAILED(IDirect3D8_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 = (info->depthbits==16)?D3DFMT_D16:D3DFMT_D24S8;; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; if (info->bpp == 16) d3dpp.BackBufferFormat = D3DFMT_R5G6B5; else d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; if (d3dpp.Windowed) d3dpp.FullScreen_PresentationInterval = 0; else switch(info->wait) { default: d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; break; case 0: d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; break; case 1: d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE; break; case 2: d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_TWO; break; case 3: d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_THREE; break; case 4: d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_FOUR; break; } #ifdef _XBOX cflags = 0; #else cflags = D3DCREATE_FPU_PRESERVE; #endif if ((caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) && (caps.DevCaps & D3DDEVCAPS_PUREDEVICE)) cflags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; else cflags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; //cflags |= D3DCREATE_DISABLE_DRIVER_MANAGEMENT; pD3DDev8 = NULL; // create a device class using this information and information from the d3dpp stuct err = IDirect3D8_CreateDevice(pD3D, devno, devtype, hWnd, cflags, &d3dpp, &pD3DDev8); if (pD3DDev8) { #ifndef _XBOX HMONITOR hm; MONITORINFO mi; char *s; for (s = inf.Description + strlen(inf.Description)-1; s >= inf.Description && *s <= ' '; s--) *s = 0; Con_Printf("D3D8 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 = IDirect3D8_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); } #endif D3D8Shader_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("IDirect3D8_CreateDevice failed: %s.\n", s); } return false; } static void initD3D8(HWND hWnd, rendererstate_t *info) { #ifdef _XBOX pD3D = Direct3DCreate8( D3D_SDK_VERSION ); initD3D8Device(NULL, info, 0, D3DDEVTYPE_HAL); #else int i; int numadaptors; D3DADAPTER_IDENTIFIER8 inf; static HMODULE d3d8dll; LPDIRECT3D8 (WINAPI *pDirect3DCreate8) (int version); if (!d3d8dll) d3d8dll = LoadLibrary("d3d8.dll"); if (!d3d8dll) { Con_Printf(CON_ERROR "Direct3d 8 does not appear to be installed\n"); return; } pDirect3DCreate8 = (void*)GetProcAddress(d3d8dll, "Direct3DCreate8"); if (!pDirect3DCreate8) { Con_Printf(CON_ERROR "Direct3d 8 does not appear to be installed properly\n"); return; } pD3D = pDirect3DCreate8(D3D_SDK_VERSION); // create the Direct3D interface if (!pD3D) return; numadaptors = IDirect3D8_GetAdapterCount(pD3D); for (i = 0; i < numadaptors; i++) { //NVIDIA's debug app requires that we use a specific device memset(&inf, 0, sizeof(inf)); IDirect3D8_GetAdapterIdentifier(pD3D, i, 0, &inf); if (strstr(inf.Description, "PerfHUD")) if (initD3D8Device(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 (initD3D8Device(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 (initD3D8Device(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 (initD3D8Device(hWnd, info, i, D3DDEVTYPE_REF)) return; } #endif } static qboolean D3D8_VID_Init(rendererstate_t *info, unsigned char *palette) { #ifdef _XBOX vid_initializing = true; initD3D8( NULL, info ); IDirect3DDevice8_Clear(pD3DDev8, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255, 0, 255), 1.0f, 0); IDirect3DDevice8_BeginScene(pD3DDev8); IDirect3DDevice8_EndScene(pD3DDev8); IDirect3DDevice8_Present(pD3DDev8, NULL, NULL, NULL, NULL); D3D8_Set2D(); vid.pixelwidth = 640; vid.pixelheight = 480; vid.width = 640; vid.height = 480; vid.srgb = false; vid_initializing = false; IDirect3DDevice8_SetRenderState(pD3DDev8, D3DRS_LIGHTING, FALSE); return TRUE; #else DWORD width = info->width; DWORD height = info->height; //DWORD bpp = info->bpp; //DWORD zbpp = 16; //DWORD flags = 0; DWORD wstyle; RECT rect; MSG msg; HICON hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1)); //DDGAMMARAMP gammaramp; //int i; char *CLASSNAME = "FTED3D8QUAKE"; WNDCLASS wc = { 0, &D3D8_WindowProc, 0, 0, NULL, hIcon, NULL, NULL, NULL, CLASSNAME }; wc.hCursor = hArrowCursor = 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. initD3D8(mainwindow, info); if (!pD3DDev8) { Con_Printf("No suitable D3D8 device found\n"); return false; } CL_UpdateWindowTitle(); while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } ShowWindow(mainwindow, SW_NORMAL); IDirect3DDevice8_Clear(pD3DDev8, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); IDirect3DDevice8_BeginScene(pD3DDev8); IDirect3DDevice8_EndScene(pD3DDev8); IDirect3DDevice8_Present(pD3DDev8, NULL, NULL, NULL, NULL); D3D8_Set2D(); // pD3DX->lpVtbl->GetBufferSize((void*)pD3DX, &width, &height); vid.pixelwidth = width; vid.pixelheight = height; vid.width = width; vid.height = height; vid_initializing = false; IDirect3DDevice8_SetRenderState(pD3DDev8, D3DRS_LIGHTING, FALSE); GetWindowRect(mainwindow, &window_rect); // D3D8_VID_GenPaletteTables(palette); { extern qboolean mouseactive; mouseactive = false; } // D3D8BE_Reset(false); //FIXME: old hardware is not guarenteed to support hardware cursors. //this should not be a problem on dx9+ hardware, but might on earlier stuff. rf->VID_CreateCursor = WIN_CreateCursor; rf->VID_DestroyCursor = WIN_DestroyCursor; rf->VID_SetCursor = WIN_SetCursor; return true; #endif } static void (D3D8_VID_DeInit) (void) { Image_Shutdown(); /*final shutdown, kill the video stuff*/ if (pD3DDev8) { D3D8BE_Reset(true); /*try and knock it back into windowed mode to avoid d3d bugs*/ #ifndef _XBOX d3dpp.Windowed = true; #endif IDirect3DDevice8_Reset(pD3DDev8, &d3dpp); IDirect3DDevice8_Release(pD3DDev8); pD3DDev8 = NULL; } if (pD3D) { IDirect3D8_Release(pD3D); pD3D = NULL; } #ifndef _XBOX if (mainwindow) { DestroyWindow(mainwindow); mainwindow = NULL; } #endif // Cvar_Unhook(&v_gamma); // Cvar_Unhook(&v_contrast); // Cvar_Unhook(&v_brightness); } qboolean D3D8_VID_ApplyGammaRamps (unsigned int gammarampsize, unsigned short *ramps) { if (d3dpp.Windowed) return false; if (pD3DDev8 && ramps && gammarampsize == 256) IDirect3DDevice8_SetGammaRamp(pD3DDev8, D3DSGR_NO_CALIBRATION, (D3DGAMMARAMP *)ramps); return true; } static char *(D3D8_VID_GetRGBInfo) (int *bytestride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt) { //FIXME: no screenshots return NULL; #ifdef FIXME IDirect3DSurface8 *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(IDirect3DDevice8_GetRenderTarget(pD3DDev8, 0, &backbuf))) { if (!FAILED(IDirect3DSurface8_GetDesc(backbuf, &desc))) if (desc.Format == D3DFMT_X8R8G8B8 || desc.Format == D3DFMT_A8R8G8B8) if (!FAILED(IDirect3DDevice8_CreateOffscreenPlainSurface(pD3DDev8, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL)) ) { if (!FAILED(IDirect3DDevice8_GetRenderTargetData(pD3DDev8, backbuf, surf))) if (!FAILED(IDirect3DSurface8_LockRect(surf, &rect, NULL, D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_READONLY|D3DLOCK_NOSYSLOCK))) { ret = BZ_Malloc(desc.Width*desc.Height*3); if (ret) { *fmt = TF_RGB24; // read surface rect and convert 32 bgra to 24 rgb and flip //FIXME: shouldn't need to convert+flip any more. just return it as upside-down bgra or whatever c = desc.Width*desc.Height*3; p = (qbyte *)rect.pBits; for (i=c-(3*desc.Width); i>=0; i-=(3*desc.Width)) { for (j=0; j 60 || Key_Dest_Has(~kdm_game)) { scr_disabled_for_loading = false; } else { IDirect3DDevice8_BeginScene(pD3DDev8); scr_drawloading = true; SCR_DrawLoading (true); scr_drawloading = false; if (R2D_Flush) R2D_Flush(); IDirect3DDevice8_EndScene(pD3DDev8); IDirect3DDevice8_Present(pD3DDev8, NULL, NULL, NULL, NULL); return true; } } Shader_DoReload(); #ifdef VM_UI uimenu = UI_MenuState(); #else uimenu = 0; #endif d3d8error(IDirect3DDevice8_BeginScene(pD3DDev8)); /* #ifdef TEXTEDITOR if (editormodal) { Editor_Draw(); V_UpdatePalette (false); Media_RecordFrame(); R2D_BrightenScreen(); if (key_dest == key_console) Con_DrawConsole(vid_conheight.value/2, false); GL_EndRendering (); GL_DoSwap(); RSpeedEnd(RSPEED_TOTALREFRESH); return true; } #endif */ // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); noworld = false; nohud = false; D3D8_Set2D(); if (topmenu && topmenu->isopaque) nohud = true; #ifdef VM_CG else if (CG_Refresh()) nohud = true; #endif #ifdef CSQC_DAT else if (CSQC_DrawView()) nohud = true; #endif else if (uimenu != 1) { if (r_worldentity.model && cls.state == ca_active) V_RenderView (nohud); else noworld = true; } 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; } SCR_DrawTwoDimensional(uimenu, nohud); V_UpdatePalette (false); Media_RecordFrame(); RSpeedShow(); if (R2D_Flush) R2D_Flush(); d3d8error(IDirect3DDevice8_EndScene(pD3DDev8)); { RSpeedMark(); d3d8error(IDirect3DDevice8_Present(pD3DDev8, NULL, NULL, NULL, NULL)); RSpeedEnd(RSPEED_PRESENT); } 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, vid.activeapp); return true; } static void (D3D8_Draw_Init) (void) { R2D_Init(); } static void (D3D8_Draw_Shutdown) (void) { R2D_Shutdown(); Image_Shutdown(); } static void (D3D8_R_Init) (void) { } static void (D3D8_R_DeInit) (void) { R_GAliasFlushSkinCache(true); Surf_DeInit(); Shader_Shutdown(); } static void D3D8_SetupViewPortProjection(void) { int x, x2, y2, y, w, h; float fov_x, fov_y; D3DVIEWPORT8 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; IDirect3DDevice8_SetViewport(pD3DDev8, &vport); fov_x = r_refdef.fov_x;//+sin(cl.time)*5; fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5; if ((r_refdef.flags & RDF_UNDERWATER) && !(r_refdef.flags & RDF_WATERWARP)) { 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); } /*view matrix*/ Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg); d3d8error(IDirect3DDevice8_SetTransform(pD3DDev8, D3DTS_VIEW, (D3DMATRIX*)r_refdef.m_view)); if (r_refdef.maxdist) { /*d3d projection matricies scale depth to 0 to 1*/ Matrix4x4_CM_Projection_Far(d3d_trueprojection, fov_x, fov_y, r_refdef.mindist, r_refdef.maxdist, true); /*ogl projection matricies scale depth to -1 to 1, and I would rather my code used consistant culling*/ Matrix4x4_CM_Projection_Far(r_refdef.m_projection_std, fov_x, fov_y, r_refdef.mindist, r_refdef.maxdist, false); } else { /*d3d projection matricies scale depth to 0 to 1*/ Matrix4x4_CM_Projection_Inf(d3d_trueprojection, fov_x, fov_y, r_refdef.mindist, true); /*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_std, fov_x, fov_y, r_refdef.mindist, false); } d3d8error(IDirect3DDevice8_SetTransform(pD3DDev8, D3DTS_PROJECTION, (D3DMATRIX*)d3d_trueprojection)); } static void (D3D8_R_RenderView) (void) { if (!r_norefresh.value) { Surf_SetupFrame(); //check if we can do underwater warp if (cls.protocol != CP_QUAKE2) //quake2 tells us directly { if (r_viewcontents & FTECONTENTS_FLUID) r_refdef.flags |= RDF_UNDERWATER; else r_refdef.flags &= ~RDF_UNDERWATER; } if (r_refdef.flags & RDF_UNDERWATER) { extern cvar_t r_projection; if (!r_waterwarp.value || r_projection.ival) r_refdef.flags &= ~RDF_UNDERWATER; //no warp at all // else if (r_waterwarp.value > 0 && scenepp_waterwarp) // r_refdef.flags |= RDF_WATERWARP; //try fullscreen warp instead if we can } D3D8_SetupViewPortProjection(); // if (r_clear.ival && !(r_refdef.flags & RDF_NOWORLDMODEL)) // d3d8error(IDirect3DDevice8_Clear(pD3DDev8, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255,0,0), 1, 0)); // else d3d8error(IDirect3DDevice8_Clear(pD3DDev8, 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1, 0)); R_SetFrustum (r_refdef.m_projection_std, r_refdef.m_view); RQ_BeginFrame(); if (!(r_refdef.flags & RDF_NOWORLDMODEL)) { if (cl.worldmodel) P_DrawParticles (); } Surf_DrawWorld(); RQ_RenderBatchClear(); } D3D8_Set2D (); } void (D3D8_R_PreNewMap) (void); void (D3D8_R_PushDlights) (void); void (D3D8_R_AddStain) (vec3_t org, float red, float green, float blue, float radius); void (D3D8_R_LessenStains) (void); qboolean (D3D8_VID_Init) (rendererstate_t *info, unsigned char *palette); void (D3D8_VID_DeInit) (void); void (D3D8_VID_SetPalette) (unsigned char *palette); void (D3D8_VID_ShiftPalette) (unsigned char *palette); void (D3D8_VID_SetWindowCaption) (const char *msg); void D3D8BE_RenderToTextureUpdate2d(qboolean destchanged) { } rendererinfo_t d3d8rendererinfo = { "Direct3D8", { "D3D8" }, QR_DIRECT3D8, D3D8_Draw_Init, D3D8_Draw_Shutdown, D3D8_UpdateFiltering, D3D8_LoadTextureMips, D3D8_DestroyTexture, D3D8_R_Init, D3D8_R_DeInit, D3D8_R_RenderView, D3D8_VID_Init, D3D8_VID_DeInit, D3D8_VID_SwapBuffers, D3D8_VID_ApplyGammaRamps, NULL, NULL, NULL, D3D8_VID_SetWindowCaption, D3D8_VID_GetRGBInfo, D3D8_SCR_UpdateScreen, D3D8BE_SelectMode, D3D8BE_DrawMesh_List, D3D8BE_DrawMesh_Single, D3D8BE_SubmitBatch, D3D8BE_GetTempBatch, D3D8BE_DrawWorld, D3D8BE_Init, D3D8BE_GenBrushModelVBO, D3D8BE_ClearVBO, D3D8BE_UploadAllLightmaps, D3D8BE_SelectEntity, D3D8BE_SelectDLight, D3D8BE_Scissor, D3D8BE_LightCullModel, D3D8BE_VBO_Begin, D3D8BE_VBO_Data, D3D8BE_VBO_Finish, D3D8BE_VBO_Destroy, D3D8BE_RenderToTextureUpdate2d, "no more" }; #endif