engine/engine/d3d/d3d_backend.c

1371 lines
38 KiB
C

#include "quakedef.h"
#ifdef D3DQUAKE
#include "shader.h"
#include <d3d9.h>
#include <GL/gl.h>
#include "glsupp.h"
extern LPDIRECT3DDEVICE9 pD3DDev9;
#define MAX_ARRAY_VERTS 65535
static avec4_t coloursarray[MAX_ARRAY_VERTS];
static float texcoordarray[SHADER_PASS_MAX][MAX_ARRAY_VERTS*2];
static vecV_t vertexarray[MAX_ARRAY_VERTS];
/*========================================== tables for deforms =====================================*/
#define frand() (rand()*(1.0/RAND_MAX))
#define FTABLE_SIZE 1024
#define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1)))
#define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x)))
static float r_sintable[FTABLE_SIZE];
static float r_triangletable[FTABLE_SIZE];
static float r_squaretable[FTABLE_SIZE];
static float r_sawtoothtable[FTABLE_SIZE];
static float r_inversesawtoothtable[FTABLE_SIZE];
static float *FTableForFunc ( unsigned int func )
{
switch (func)
{
case SHADER_FUNC_SIN:
return r_sintable;
case SHADER_FUNC_TRIANGLE:
return r_triangletable;
case SHADER_FUNC_SQUARE:
return r_squaretable;
case SHADER_FUNC_SAWTOOTH:
return r_sawtoothtable;
case SHADER_FUNC_INVERSESAWTOOTH:
return r_inversesawtoothtable;
}
//bad values allow us to crash (so I can debug em)
return NULL;
}
static void FTable_Init(void)
{
unsigned int i;
double t;
for (i = 0; i < FTABLE_SIZE; i++)
{
t = (double)i / (double)FTABLE_SIZE;
r_sintable[i] = sin(t * 2*M_PI);
if (t < 0.25)
r_triangletable[i] = t * 4.0;
else if (t < 0.75)
r_triangletable[i] = 2 - 4.0 * t;
else
r_triangletable[i] = (t - 0.75) * 4.0 - 1.0;
if (t < 0.5)
r_squaretable[i] = 1.0f;
else
r_squaretable[i] = -1.0f;
r_sawtoothtable[i] = t;
r_inversesawtoothtable[i] = 1.0 - t;
}
}
/*================================================*/
typedef struct
{
float curtime;
entity_t *curentity;
shader_t *curshader;
texnums_t *curtexnums;
texid_t curlightmap;
texid_t curdeluxmap;
int curvertdecl;
unsigned int shaderbits;
unsigned int lastpasscount;
D3DCOLOR passcolour;
IDirect3DVertexBuffer9 *dynxyz_buff;
unsigned int dynxyz_offs;
IDirect3DVertexBuffer9 *dynst_buff[2];
unsigned int dynst_offs[2];
IDirect3DVertexBuffer9 *dyncol_buff;
unsigned int dyncol_offs;
IDirect3DIndexBuffer9 *dynidx_buff;
unsigned int dynidx_offs;
} d3dbackend_t;
#define DYNVBUFFSIZE 65536
#define DYNIBUFFSIZE 65536
static d3dbackend_t shaderstate;
extern int be_maxpasses;
enum
{
D3D_VDEC_COL4B = 1<<0,
D3D_VDEC_NORMS = 1<<1,
D3D_VDEC_ST0 = 1<<2,
D3D_VDEC_ST1 = 1<<3,
D3D_VDEC_ST2 = 1<<3,
D3D_VDEC_ST3 = 1<<3,
#define MAX_TMUS 4
D3D_VDEC_MAX = 16
};
IDirect3DVertexDeclaration9 *vertexdecls[D3D_VDEC_MAX];
void BE_Init(void)
{
D3DVERTEXELEMENT9 decl[8], declend=D3DDECL_END();
int elements;
int i, tmu;
be_maxpasses = 1;
shaderstate.curvertdecl = -1;
FTable_Init();
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, DYNVBUFFSIZE, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynxyz_buff, NULL);
for (tmu = 0; tmu < MAX_TMUS; tmu++)
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, DYNVBUFFSIZE, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dynst_buff[tmu], NULL);
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, DYNVBUFFSIZE, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &shaderstate.dyncol_buff, NULL);
IDirect3DDevice9_CreateIndexBuffer(pD3DDev9, DYNIBUFFSIZE, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFMT_QINDEX, D3DPOOL_DEFAULT, &shaderstate.dynidx_buff, NULL);
for (i = 0; i < D3D_VDEC_MAX; i++)
{
elements = 0;
decl[elements].Stream = 0;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT3;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_POSITION;
decl[elements].UsageIndex = 0;
elements++;
if (i & D3D_VDEC_COL4B)
{
decl[elements].Stream = 1;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_D3DCOLOR;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_COLOR;
decl[elements].UsageIndex = 0;
elements++;
}
if (i & D3D_VDEC_NORMS)
{
decl[elements].Stream = 2;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT2;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_TEXCOORD;
decl[elements].UsageIndex = 1;
elements++;
decl[elements].Stream = 3;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT2;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_TEXCOORD;
decl[elements].UsageIndex = 1;
elements++;
decl[elements].Stream = 4;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT2;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_TEXCOORD;
decl[elements].UsageIndex = 1;
elements++;
}
for (tmu = 0; tmu < MAX_TMUS; tmu++)
{
if (i & (D3D_VDEC_ST0<<tmu))
{
decl[elements].Stream = 5+tmu;
decl[elements].Offset = 0;
decl[elements].Type = D3DDECLTYPE_FLOAT2;
decl[elements].Method = D3DDECLMETHOD_DEFAULT;
decl[elements].Usage = D3DDECLUSAGE_TEXCOORD;
decl[elements].UsageIndex = tmu;
elements++;
}
}
decl[elements] = declend;
elements++;
IDirect3DDevice9_CreateVertexDeclaration(pD3DDev9, decl, &vertexdecls[i]);
}
}
static void D3DBE_ApplyShaderBits(unsigned int bits)
{
unsigned int delta;
delta = bits ^ shaderstate.shaderbits;
delta = ~0;
if (!delta)
return;
shaderstate.shaderbits = bits;
if (delta & SBITS_BLEND_BITS)
{
if (bits & SBITS_BLEND_BITS)
{
int src;
int dst;
switch(bits & SBITS_SRCBLEND_BITS)
{
case SBITS_SRCBLEND_ZERO: src = D3DBLEND_ZERO; break;
case SBITS_SRCBLEND_ONE: src = D3DBLEND_ONE; break;
case SBITS_SRCBLEND_DST_COLOR: src = D3DBLEND_DESTCOLOR; break;
case SBITS_SRCBLEND_ONE_MINUS_DST_COLOR: src = D3DBLEND_INVDESTCOLOR; break;
case SBITS_SRCBLEND_SRC_ALPHA: src = D3DBLEND_SRCALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA: src = D3DBLEND_INVSRCALPHA; break;
case SBITS_SRCBLEND_DST_ALPHA: src = D3DBLEND_DESTALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA: src = D3DBLEND_INVDESTALPHA; break;
case SBITS_SRCBLEND_ALPHA_SATURATE: src = D3DBLEND_SRCALPHASAT; break;
default: Sys_Error("Bad shader blend src\n"); return;
}
switch(bits & SBITS_DSTBLEND_BITS)
{
case SBITS_DSTBLEND_ZERO: dst = D3DBLEND_ZERO; break;
case SBITS_DSTBLEND_ONE: dst = D3DBLEND_ONE; break;
case SBITS_DSTBLEND_SRC_ALPHA: dst = D3DBLEND_SRCALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA: dst = D3DBLEND_INVSRCALPHA; break;
case SBITS_DSTBLEND_DST_ALPHA: dst = D3DBLEND_DESTALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA: dst = D3DBLEND_INVDESTALPHA; break;
case SBITS_DSTBLEND_SRC_COLOR: dst = D3DBLEND_SRCCOLOR; break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR: dst = D3DBLEND_INVSRCCOLOR; break;
default: Sys_Error("Bad shader blend dst\n"); return;
}
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SRCBLEND, src);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DESTBLEND, dst);
}
else
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, FALSE);
}
if (delta & SBITS_ATEST_BITS)
{
switch(bits & SBITS_ATEST_BITS)
{
case SBITS_ATEST_NONE:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, FALSE);
// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 0);
// IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, 0);
break;
case SBITS_ATEST_GT0:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 0);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
break;
case SBITS_ATEST_LT128:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 128);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_LESS);
break;
case SBITS_ATEST_GE128:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, TRUE);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAREF, 128);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
break;
}
}
if (delta & SBITS_MISC_DEPTHWRITE)
{
if (bits & SBITS_MISC_DEPTHWRITE)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZWRITEENABLE, TRUE);
else
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZWRITEENABLE, FALSE);
}
if(delta & SBITS_MISC_NODEPTHTEST)
{
if(bits & SBITS_MISC_NODEPTHTEST)
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZENABLE, FALSE);
else
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZENABLE, TRUE);
}
if (delta & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY))
{
switch(bits & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY))
{
default:
case 0:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
break;
case SBITS_MISC_DEPTHEQUALONLY:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_EQUAL);
break;
case SBITS_MISC_DEPTHCLOSERONLY:
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ZFUNC, D3DCMP_LESS);
break;
}
}
}
static void allocvertexbuffer(IDirect3DVertexBuffer9 *buff, unsigned int *offset, void **data, unsigned int bytes)
{
unsigned int boff;
if (*offset + bytes > DYNVBUFFSIZE)
{
boff = 0;
*offset = bytes;
}
else
{
boff = *offset;
*offset += bytes;
}
IDirect3DVertexBuffer9_Lock(buff, boff, bytes, data, boff?D3DLOCK_NOOVERWRITE:D3DLOCK_DISCARD);
}
static unsigned int allocindexbuffer(void **dest, unsigned int entries)
{
unsigned int bytes = entries*sizeof(index_t);
unsigned int offset;
if (shaderstate.dynidx_offs + bytes > DYNIBUFFSIZE)
{
offset = 0;
shaderstate.dynidx_offs = 0;
}
else
{
offset = shaderstate.dynidx_offs;
shaderstate.dynidx_offs += bytes;
}
IDirect3DIndexBuffer9_Lock(shaderstate.dynidx_buff, offset, entries, dest, offset?D3DLOCK_NOOVERWRITE:D3DLOCK_DISCARD);
return offset/sizeof(index_t);
}
static void SelectPassTexture(unsigned int tu, shaderpass_t *pass)
{
switch(pass->texgen)
{
default:
case T_GEN_DIFFUSE:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->base.ptr);
break;
case T_GEN_NORMALMAP:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->bump.ptr);
break;
case T_GEN_SPECULAR:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->specular.ptr);
break;
case T_GEN_UPPEROVERLAY:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->upperoverlay.ptr);
break;
case T_GEN_LOWEROVERLAY:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->loweroverlay.ptr);
break;
case T_GEN_FULLBRIGHT:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curtexnums->fullbright.ptr);
break;
case T_GEN_ANIMMAP:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes].ptr);
break;
/*fixme*/
case T_GEN_SINGLEMAP:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, pass->anim_frames[0].ptr);
break;
case T_GEN_DELUXMAP:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curdeluxmap.ptr);
break;
case T_GEN_LIGHTMAP:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, shaderstate.curlightmap.ptr);
break;
/*case T_GEN_CURRENTRENDER:
fixme
break;*/
case T_GEN_VIDEOMAP:
IDirect3DDevice9_SetTexture (pD3DDev9, tu, Media_UpdateForShader(pass->cin).ptr);
break;
}
switch (pass->blendmode)
{
case GL_DOT3_RGB_ARB:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3);
break;
case GL_REPLACE:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
break;
case GL_ADD:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
if (tu)
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_ADD);
break;
case GL_DECAL:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE);
break;
default:
case GL_MODULATE:
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CURRENT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLOROP, D3DTOP_MODULATE);
break;
}
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
if (tu == 0)
{
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_COLORARG2, D3DTA_CONSTANT);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, tu, D3DTSS_CONSTANT, shaderstate.passcolour);
}
}
static void colourgenbyte(const shaderpass_t *pass, int cnt, const byte_vec4_t *src, byte_vec4_t *dst, const mesh_t *mesh)
{
D3DCOLOR block;
switch (pass->rgbgen)
{
case RGB_GEN_ENTITY:
block = D3DCOLOR_COLORVALUE(shaderstate.curentity->shaderRGBAf[0], shaderstate.curentity->shaderRGBAf[1], shaderstate.curentity->shaderRGBAf[2], shaderstate.curentity->shaderRGBAf[3]);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
case RGB_GEN_ONE_MINUS_ENTITY:
block = D3DCOLOR_COLORVALUE(1-shaderstate.curentity->shaderRGBAf[0], 1-shaderstate.curentity->shaderRGBAf[1], 1-shaderstate.curentity->shaderRGBAf[2], 1-shaderstate.curentity->shaderRGBAf[3]);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
case RGB_GEN_VERTEX:
case RGB_GEN_EXACT_VERTEX:
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = ((D3DCOLOR*)src)[cnt];
}
break;
case RGB_GEN_ONE_MINUS_VERTEX:
while((cnt)--)
{
dst[cnt][0] = 255-src[cnt][0];
dst[cnt][1] = 255-src[cnt][1];
dst[cnt][2] = 255-src[cnt][2];
}
break;
case RGB_GEN_IDENTITY_LIGHTING:
//compensate for overbrights
while((cnt)--)
{
dst[cnt][0] = 255;//shaderstate.identitylighting;
dst[cnt][1] = 255;//shaderstate.identitylighting;
dst[cnt][2] = 255;//shaderstate.identitylighting;
}
break;
default:
case RGB_GEN_IDENTITY:
block = D3DCOLOR_RGBA(255, 255, 255, 255);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
case RGB_GEN_CONST:
block = D3DCOLOR_COLORVALUE(pass->rgbgen_func.args[0], pass->rgbgen_func.args[1], pass->rgbgen_func.args[2], 1);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
break;
case RGB_GEN_LIGHTING_DIFFUSE:
//collect lighting details for mobile entities
// if (!mesh->normals_array)
{
block = D3DCOLOR_RGBA(255, 255, 255, 255);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
}
/* else
{
R_LightArraysByte(mesh->xyz_array, dst, cnt, mesh->normals_array);
}*/
break;
case RGB_GEN_WAVE:
{
float *table;
float c;
table = FTableForFunc(pass->rgbgen_func.type);
c = pass->rgbgen_func.args[2] + shaderstate.curtime * pass->rgbgen_func.args[3];
c = FTABLE_EVALUATE(table, c) * pass->rgbgen_func.args[1] + pass->rgbgen_func.args[0];
c = bound(0.0f, c, 1.0f);
block = D3DCOLOR_COLORVALUE(c, c, c, 1);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
}
break;
case RGB_GEN_TOPCOLOR:
case RGB_GEN_BOTTOMCOLOR:
#pragma message("fix 24bit player colours")
block = D3DCOLOR_RGBA(255, 255, 255, 255);
while((cnt)--)
{
((D3DCOLOR*)dst)[cnt] = block;
}
// Con_Printf("RGB_GEN %i not supported\n", pass->rgbgen);
break;
}
}
static void alphagenbyte(const shaderpass_t *pass, int cnt, const byte_vec4_t *src, byte_vec4_t *dst, const mesh_t *mesh)
{
float *table;
unsigned char t;
float f;
vec3_t v1, v2;
switch (pass->alphagen)
{
default:
case ALPHA_GEN_IDENTITY:
while(cnt--)
dst[cnt][3] = 255;
break;
case ALPHA_GEN_CONST:
t = pass->alphagen_func.args[0]*255;
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_WAVE:
table = FTableForFunc(pass->alphagen_func.type);
f = pass->alphagen_func.args[2] + shaderstate.curtime * pass->alphagen_func.args[3];
f = FTABLE_EVALUATE(table, f) * pass->alphagen_func.args[1] + pass->alphagen_func.args[0];
t = bound(0.0f, f, 1.0f)*255;
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_PORTAL:
//FIXME: should this be per-vert?
VectorAdd(mesh->xyz_array[0], shaderstate.curentity->origin, v1);
VectorSubtract(r_origin, v1, v2);
f = VectorLength(v2) * (1.0 / 255.0);
t = bound(0.0f, f, 1.0f)*255;
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_VERTEX:
if (!src)
{
while(cnt--)
{
dst[cnt][3] = 255;
}
break;
}
while(cnt--)
{
dst[cnt][3] = src[cnt][3];
}
break;
case ALPHA_GEN_ENTITY:
t = bound(0, shaderstate.curentity->shaderRGBAf[3], 1)*255;
while(cnt--)
{
dst[cnt][3] = t;
}
break;
/*case ALPHA_GEN_SPECULAR:
{
mat3_t axis;
AngleVectors(shaderstate.curentity->angles, axis[0], axis[1], axis[2]);
VectorSubtract(r_origin, shaderstate.curentity->origin, v1);
if (!Matrix3_Compare(axis, axisDefault))
{
Matrix3_Multiply_Vec3(axis, v2, v2);
}
else
{
VectorCopy(v1, v2);
}
for (i = 0; i < cnt; i++)
{
VectorSubtract(v2, mesh->xyz_array[i], v1);
f = DotProduct(v1, mesh->normals_array[i] ) * Q_rsqrt(DotProduct(v1,v1));
f = f * f * f * f * f;
dst[i][3] = bound (0.0f, f, 1.0f);
}
}
break;*/
}
}
static unsigned int BE_GenerateColourMods(unsigned int vertcount, const shaderpass_t *pass, const mesh_t *meshlist)
{
unsigned int ret = 0;
unsigned char *map;
const mesh_t *m;
qboolean usearray;
if (pass->flags & SHADER_PASS_NOCOLORARRAY)
usearray = false;
else
usearray = true;
if (usearray && meshlist->colors4b_array)
{
shaderstate.passcolour = D3DCOLOR_RGBA(255,255,255,255);
ret |= D3D_VDEC_COL4B;
allocvertexbuffer(shaderstate.dyncol_buff, &shaderstate.dyncol_offs, (void**)&map, vertcount*sizeof(D3DCOLOR));
for (m = meshlist, vertcount = 0; m; vertcount += m->numvertexes, m = m->next)
memcpy((char*)map+vertcount*sizeof(D3DCOLOR), m->colors4b_array, m->numvertexes*sizeof(D3DCOLOR));
IDirect3DVertexBuffer9_Unlock(shaderstate.dyncol_buff);
IDirect3DDevice9_SetStreamSource(pD3DDev9, 1, shaderstate.dyncol_buff, shaderstate.dyncol_offs - vertcount*sizeof(D3DCOLOR), sizeof(D3DCOLOR));
}
else if (usearray && meshlist->colors4f_array)
{
unsigned int v;
float *src;
shaderstate.passcolour = D3DCOLOR_RGBA(255,255,255,255);
ret |= D3D_VDEC_COL4B;
allocvertexbuffer(shaderstate.dyncol_buff, &shaderstate.dyncol_offs, (void**)&map, vertcount*sizeof(D3DCOLOR));
for (m = meshlist, vertcount = 0; m; vertcount += m->numvertexes, m = m->next)
{
src = m->colors4f_array[0];
for (v = 0; v < m->numvertexes; v++)
{
map[0] = src[0]*255;
map[1] = src[1]*255;
map[2] = src[2]*255;
map[3] = src[3]*255;
map += 4;
src += 4;
}
}
map -= vertcount*4;
colourgenbyte(pass, vertcount, (byte_vec4_t*)map, (byte_vec4_t*)map, meshlist);
alphagenbyte(pass, vertcount, (byte_vec4_t*)map, (byte_vec4_t*)map, meshlist);
IDirect3DVertexBuffer9_Unlock(shaderstate.dyncol_buff);
IDirect3DDevice9_SetStreamSource(pD3DDev9, 1, shaderstate.dyncol_buff, shaderstate.dyncol_offs - vertcount*sizeof(D3DCOLOR), sizeof(D3DCOLOR));
}
else
{
shaderstate.passcolour = D3DCOLOR_RGBA(255,255,255,255);
colourgenbyte(pass, 1, (byte_vec4_t*)&shaderstate.passcolour, (byte_vec4_t*)&shaderstate.passcolour, meshlist);
alphagenbyte(pass, 1, (byte_vec4_t*)&shaderstate.passcolour, (byte_vec4_t*)&shaderstate.passcolour, meshlist);
IDirect3DDevice9_SetStreamSource(pD3DDev9, 1, NULL, 0, 0);
}
return ret;
}
/*********************************************************************************************************/
/*========================================== texture coord generation =====================================*/
static void tcgen_environment(float *st, unsigned int numverts, float *xyz, float *normal)
{
/*
int i;
vec3_t viewer, reflected;
float d;
vec3_t rorg;
RotateLightVector(shaderstate.curentity->axis, shaderstate.curentity->origin, r_origin, rorg);
for (i = 0 ; i < numverts ; i++, xyz += 3, normal += 3, st += 2 )
{
VectorSubtract (rorg, xyz, viewer);
VectorNormalizeFast (viewer);
d = DotProduct (normal, viewer);
reflected[0] = normal[0]*2*d - viewer[0];
reflected[1] = normal[1]*2*d - viewer[1];
reflected[2] = normal[2]*2*d - viewer[2];
st[0] = 0.5 + reflected[1] * 0.5;
st[1] = 0.5 - reflected[2] * 0.5;
}
*/
}
static float *tcgen(const shaderpass_t *pass, int cnt, float *dst, const mesh_t *mesh)
{
int i;
vecV_t *src;
switch (pass->tcgen)
{
default:
case TC_GEN_BASE:
return (float*)mesh->st_array;
case TC_GEN_LIGHTMAP:
return (float*)mesh->lmst_array;
case TC_GEN_NORMAL:
return (float*)mesh->normals_array;
case TC_GEN_SVECTOR:
return (float*)mesh->snormals_array;
case TC_GEN_TVECTOR:
return (float*)mesh->tnormals_array;
case TC_GEN_ENVIRONMENT:
tcgen_environment(dst, cnt, (float*)mesh->xyz_array, (float*)mesh->normals_array);
return dst;
// case TC_GEN_DOTPRODUCT:
// return mesh->st_array[0];
case TC_GEN_VECTOR:
src = mesh->xyz_array;
for (i = 0; i < cnt; i++, dst += 2)
{
static vec3_t tc_gen_s = { 1.0f, 0.0f, 0.0f };
static vec3_t tc_gen_t = { 0.0f, 1.0f, 0.0f };
dst[0] = DotProduct(tc_gen_s, src[i]);
dst[1] = DotProduct(tc_gen_t, src[i]);
}
return dst;
}
}
/*src and dst can be the same address when tcmods are chained*/
static void tcmod(const tcmod_t *tcmod, int cnt, const float *src, float *dst, const mesh_t *mesh)
{
float *table;
float t1, t2;
float cost, sint;
int j;
#define R_FastSin(x) sin((x)*(2*M_PI))
switch (tcmod->type)
{
case SHADER_TCMOD_ROTATE:
cost = tcmod->args[0] * shaderstate.curtime;
sint = R_FastSin(cost);
cost = R_FastSin(cost + 0.25);
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
t1 = cost * (src[0] - 0.5f) - sint * (src[1] - 0.5f) + 0.5f;
t2 = cost * (src[1] - 0.5f) + sint * (src[0] - 0.5f) + 0.5f;
dst[0] = t1;
dst[1] = t2;
}
break;
case SHADER_TCMOD_SCALE:
t1 = tcmod->args[0];
t2 = tcmod->args[1];
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] * t1;
dst[1] = src[1] * t2;
}
break;
case SHADER_TCMOD_TURB:
t1 = tcmod->args[2] + shaderstate.curtime * tcmod->args[3];
t2 = tcmod->args[1];
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] + R_FastSin (src[0]*t2+t1) * t2;
dst[1] = src[1] + R_FastSin (src[1]*t2+t1) * t2;
}
break;
case SHADER_TCMOD_STRETCH:
table = FTableForFunc(tcmod->args[0]);
t2 = tcmod->args[3] + shaderstate.curtime * tcmod->args[4];
t1 = FTABLE_EVALUATE(table, t2) * tcmod->args[2] + tcmod->args[1];
t1 = t1 ? 1.0f / t1 : 1.0f;
t2 = 0.5f - 0.5f * t1;
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] * t1 + t2;
dst[1] = src[1] * t1 + t2;
}
break;
case SHADER_TCMOD_SCROLL:
t1 = tcmod->args[0] * shaderstate.curtime;
t2 = tcmod->args[1] * shaderstate.curtime;
for (j = 0; j < cnt; j++, dst += 2, src+=2)
{
dst[0] = src[0] + t1;
dst[1] = src[1] + t2;
}
break;
case SHADER_TCMOD_TRANSFORM:
for (j = 0; j < cnt; j++, dst+=2, src+=2)
{
t1 = src[0];
t2 = src[1];
dst[0] = t1 * tcmod->args[0] + t2 * tcmod->args[2] + tcmod->args[4];
dst[1] = t2 * tcmod->args[1] + t1 * tcmod->args[3] + tcmod->args[5];
}
break;
default:
break;
}
}
static void GenerateTCMods(const shaderpass_t *pass, float *dest, const mesh_t *meshlist)
{
unsigned int fvertex = 0;
for (; meshlist; meshlist = meshlist->next)
{
int i;
float *src;
src = tcgen(pass, meshlist->numvertexes, dest, meshlist);
//tcgen might return unmodified info
if (pass->numtcmods)
{
tcmod(&pass->tcmods[0], meshlist->numvertexes, src, dest, meshlist);
for (i = 1; i < pass->numtcmods; i++)
{
tcmod(&pass->tcmods[i], meshlist->numvertexes, dest, dest, meshlist);
}
}
else if (src != dest)
{
memcpy(dest, src, 8*meshlist->numvertexes);
}
dest += meshlist->numvertexes*2;
}
}
//end texture coords
/*******************************************************************************************************************/
/*does not do the draw call, does not consider indicies (except for billboard generation) */
static void BE_DrawMeshChain_SetupPass(shaderpass_t *pass, unsigned int vertcount, mesh_t *meshchain)
{
int vdec;
void *map;
int i;
unsigned int passno = 0;
int lastpass = pass->numMergedPasses;
for (i = 0; i < lastpass; i++)
{
if (pass[i].texgen == T_GEN_UPPEROVERLAY && !TEXVALID(shaderstate.curtexnums->upperoverlay))
continue;
if (pass[i].texgen == T_GEN_LOWEROVERLAY && !TEXVALID(shaderstate.curtexnums->loweroverlay))
continue;
if (pass[i].texgen == T_GEN_FULLBRIGHT && !TEXVALID(shaderstate.curtexnums->fullbright))
continue;
break;
}
if (i == lastpass)
return;
passno = 0;
/*all meshes in a chain must have the same features*/
vdec = 0;
/*we only use one colour, generated from the first pass*/
vdec |= BE_GenerateColourMods(vertcount, pass, meshchain);
for (; passno < lastpass; passno++)
{
SelectPassTexture(passno, pass+passno);
vdec |= D3D_VDEC_ST0<<passno;
allocvertexbuffer(shaderstate.dynst_buff[passno], &shaderstate.dynst_offs[passno], &map, vertcount*sizeof(vec2_t));
GenerateTCMods(pass+passno, map, meshchain);
IDirect3DVertexBuffer9_Unlock(shaderstate.dynst_buff[passno]);
IDirect3DDevice9_SetStreamSource(pD3DDev9, 5+passno, shaderstate.dynst_buff[passno], shaderstate.dynst_offs[passno] - vertcount*sizeof(vec2_t), sizeof(vec2_t));
}
for (; passno < shaderstate.lastpasscount; passno++)
{
IDirect3DDevice9_SetStreamSource(pD3DDev9, 5+passno, NULL, 0, 0);
IDirect3DDevice9_SetTextureStageState(pD3DDev9, passno, D3DTSS_COLOROP, D3DTOP_DISABLE);
}
shaderstate.lastpasscount = lastpass;
// if (meshchain->normals_array &&
// meshchain->2 &&
// meshchain->tnormals_array)
// vdec |= D3D_VDEC_NORMS;
if (vdec != shaderstate.curvertdecl)
{
shaderstate.curvertdecl = vdec;
IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]);
}
D3DBE_ApplyShaderBits(pass->shaderbits);
}
static void BE_DrawMeshChain_Internal(mesh_t *meshchain)
{
unsigned int vertcount, idxcount, idxfirst;
mesh_t *m;
void *map;
int i;
unsigned int passno = 0;
shaderpass_t *pass = shaderstate.curshader->passes;
for (m = meshchain, vertcount = 0, idxcount = 0; m; m = m->next)
{
vertcount += m->numvertexes;
idxcount += m->numindexes;
}
/*vertex buffers are common to all passes*/
allocvertexbuffer(shaderstate.dynxyz_buff, &shaderstate.dynxyz_offs, &map, vertcount*sizeof(vecV_t));
for (m = meshchain, vertcount = 0; m; vertcount += m->numvertexes, m = m->next)
{
/*fixme: no tcgen*/
memcpy((char*)map+vertcount*sizeof(vecV_t), m->xyz_array, m->numvertexes*sizeof(vecV_t));
}
IDirect3DVertexBuffer9_Unlock(shaderstate.dynxyz_buff);
IDirect3DDevice9_SetStreamSource(pD3DDev9, 0, shaderstate.dynxyz_buff, shaderstate.dynxyz_offs - vertcount*sizeof(vecV_t), sizeof(vecV_t));
/*so are index buffers*/
idxfirst = allocindexbuffer(&map, idxcount);
for (m = meshchain, vertcount = 0; m; vertcount += m->numvertexes, m = m->next)
{
for (i = 0; i < m->numindexes; i++)
((index_t*)map)[i] = m->indexes[i]+vertcount;
map = (char*)map + m->numindexes*sizeof(index_t);
}
IDirect3DIndexBuffer9_Unlock(shaderstate.dynidx_buff);
IDirect3DDevice9_SetIndices(pD3DDev9, shaderstate.dynidx_buff);
/*now go through and flush each pass*/
for (passno = 0; passno < shaderstate.curshader->numpasses; passno += pass->numMergedPasses)
{
BE_DrawMeshChain_SetupPass(pass+passno, vertcount, meshchain);
IDirect3DDevice9_DrawIndexedPrimitive(pD3DDev9, D3DPT_TRIANGLELIST, 0, 0, vertcount, idxfirst, idxcount/3);
}
}
void BE_DrawMeshChain(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums)
{
shaderstate.curshader = shader;
shaderstate.curtexnums = texnums;
BE_DrawMeshChain_Internal(meshchain);
}
void BE_SelectMode(backendmode_t mode, unsigned int flags)
{
}
void _CrtCheckMemory(void);
/*Generates an optimised vbo for each of the given model's textures*/
void BE_GenBrushModelVBO(model_t *mod)
{
unsigned int maxvboverts;
unsigned int maxvboelements;
unsigned int t;
unsigned int i;
unsigned int v;
unsigned int vcount, ecount;
unsigned int pervertsize; //erm, that name wasn't intentional
unsigned int meshes;
vbo_t *vbo;
char *vboedata;
mesh_t *m;
char *vbovdata;
if (!mod->numsurfaces)
return;
for (t = 0; t < mod->numtextures; t++)
{
if (!mod->textures[t])
continue;
vbo = &mod->textures[t]->vbo;
BE_ClearVBO(vbo);
maxvboverts = 0;
maxvboelements = 0;
meshes = 0;
for (i=0 ; i<mod->numsurfaces ; i++)
{
if (mod->surfaces[i].texinfo->texture != mod->textures[t])
continue;
m = mod->surfaces[i].mesh;
if (!m)
continue;
meshes++;
maxvboelements += m->numindexes;
maxvboverts += m->numvertexes;
}
#if sizeof_index_t == 2
if (maxvboverts > (1<<(sizeof(index_t)*8))-1)
continue;
#endif
if (!maxvboverts)
continue;
//fixme: stop this from leaking!
vcount = 0;
ecount = 0;
pervertsize = sizeof(vecV_t)+ //coord
sizeof(vec2_t)+ //tex
sizeof(vec2_t)+ //lm
sizeof(vec3_t)+ //normal
sizeof(vec3_t)+ //sdir
sizeof(vec3_t)+ //tdir
sizeof(vec4_t); //colours
vbovdata = BZ_Malloc(maxvboverts*pervertsize);
vboedata = BZ_Malloc(maxvboelements*sizeof(index_t));
vbo->coord = (vecV_t*)(vbovdata);
vbo->texcoord = (vec2_t*)((char*)vbo->coord+maxvboverts*sizeof(*vbo->coord));
vbo->lmcoord = (vec2_t*)((char*)vbo->texcoord+maxvboverts*sizeof(*vbo->texcoord));
vbo->normals = (vec3_t*)((char*)vbo->lmcoord+maxvboverts*sizeof(*vbo->lmcoord));
vbo->svector = (vec3_t*)((char*)vbo->normals+maxvboverts*sizeof(*vbo->normals));
vbo->tvector = (vec3_t*)((char*)vbo->svector+maxvboverts*sizeof(*vbo->svector));
vbo->colours4f = (vec4_t*)((char*)vbo->tvector+maxvboverts*sizeof(*vbo->tvector));
vbo->indicies = (index_t*)vboedata;
vbo->meshcount = meshes;
vbo->meshlist = BZ_Malloc(meshes*sizeof(*vbo->meshlist));
meshes = 0;
for (i=0 ; i<mod->numsurfaces ; i++)
{
if (mod->surfaces[i].texinfo->texture != mod->textures[t])
continue;
m = mod->surfaces[i].mesh;
if (!m)
continue;
mod->surfaces[i].mark = &vbo->meshlist[meshes++];
*mod->surfaces[i].mark = NULL;
m->vbofirstvert = vcount;
m->vbofirstelement = ecount;
for (v = 0; v < m->numindexes; v++)
vbo->indicies[ecount++] = vcount + m->indexes[v];
for (v = 0; v < m->numvertexes; v++)
{
vbo->coord[vcount+v][0] = m->xyz_array[v][0];
vbo->coord[vcount+v][1] = m->xyz_array[v][1];
vbo->coord[vcount+v][2] = m->xyz_array[v][2];
if (m->st_array)
{
vbo->texcoord[vcount+v][0] = m->st_array[v][0];
vbo->texcoord[vcount+v][1] = m->st_array[v][1];
}
if (m->lmst_array)
{
vbo->lmcoord[vcount+v][0] = m->lmst_array[v][0];
vbo->lmcoord[vcount+v][1] = m->lmst_array[v][1];
}
if (m->normals_array)
{
vbo->normals[vcount+v][0] = m->normals_array[v][0];
vbo->normals[vcount+v][1] = m->normals_array[v][1];
vbo->normals[vcount+v][2] = m->normals_array[v][2];
}
if (m->snormals_array)
{
vbo->svector[vcount+v][0] = m->snormals_array[v][0];
vbo->svector[vcount+v][1] = m->snormals_array[v][1];
vbo->svector[vcount+v][2] = m->snormals_array[v][2];
}
if (m->tnormals_array)
{
vbo->tvector[vcount+v][0] = m->tnormals_array[v][0];
vbo->tvector[vcount+v][1] = m->tnormals_array[v][1];
vbo->tvector[vcount+v][2] = m->tnormals_array[v][2];
}
if (m->colors4f_array)
{
vbo->colours4f[vcount+v][0] = m->colors4f_array[v][0];
vbo->colours4f[vcount+v][1] = m->colors4f_array[v][1];
vbo->colours4f[vcount+v][2] = m->colors4f_array[v][2];
vbo->colours4f[vcount+v][3] = m->colors4f_array[v][3];
}
}
vcount += v;
}
// if (GL_BuildVBO(vbo, vbovdata, vcount*pervertsize, vboedata, ecount*sizeof(index_t)))
{
BZ_Free(vbovdata);
BZ_Free(vboedata);
}
}
//for (i=0 ; i<mod->numsurfaces ; i++)
//{
// if (!mod->surfaces[i].mark)
// Host_EndGame("Surfaces with bad textures detected\n");
//}
}
/*Wipes a vbo*/
void BE_ClearVBO(vbo_t *vbo)
{
}
/*upload all lightmaps at the start to reduce lags*/
void BE_UploadAllLightmaps(void)
{
}
static void DrawSurfaceChain(msurface_t *s, shader_t *shader, vbo_t *vbo)
{ //doesn't merge surfaces, but tells gl to do each vertex arrayed surface individually, which means no vertex copying.
int i;
mesh_t *ml, *m;
if (!vbo)
return;
shaderstate.curshader = shader;
shaderstate.curtexnums = &shader->defaulttextures;
ml = NULL;
for (; s ; s=s->texturechain)
{
m = s->mesh;
if (!m) //urm.
continue;
if (m->numvertexes <= 1)
continue;
if (s->lightmaptexturenum < 0)
{
//pull out the surfaces with no lightmap info
m->next = ml;
ml = m;
}
else
{
//surfaces that do have a lightmap
m->next = lightmap[s->lightmaptexturenum]->meshchain;
lightmap[s->lightmaptexturenum]->meshchain = m;
}
}
if (ml)
{
//draw the lightmapless surfaces
BE_DrawMeshChain_Internal(ml);
}
//and then draw the lit chains
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i] || !lightmap[i]->meshchain)
continue;
if (lightmap[i]->modified)
{
IDirect3DTexture9 *tex = lightmap_textures[i].ptr;
D3DLOCKED_RECT lock;
RECT rect;
glRect_t *theRect = &lightmap[i]->rectchange;
int r;
if (tex)
{
lightmap[i]->modified = 0;
rect.left = theRect->l;
rect.right = theRect->l + theRect->w;
rect.top = theRect->t;
rect.bottom = theRect->t + theRect->h;
IDirect3DTexture9_LockRect(tex, 0, &lock, &rect, 0);
for (r = 0; r < lightmap[i]->rectchange.h; r++)
{
memcpy((char*)lock.pBits + r*lock.Pitch, lightmap[i]->lightmaps+(theRect->l+((r+theRect->t)*LMBLOCK_WIDTH))*lightmap_bytes, lightmap[i]->rectchange.w*lightmap_bytes);
}
IDirect3DTexture9_UnlockRect(tex, 0);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
else
lightmap_textures[i] = D3D_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_WIDTH);
/*
if (lightmap[i]->deluxmodified)
{
lightmap[i]->deluxmodified = false;
theRect = &lightmap[i]->deluxrectchange;
GL_Bind(deluxmap_textures[i]);
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
lightmap[i]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
checkerror();
}
*/
}
shaderstate.curlightmap = lightmap_textures[i];
shaderstate.curdeluxmap = deluxmap_textures[i];
BE_DrawMeshChain_Internal(lightmap[i]->meshchain);
lightmap[i]->meshchain = NULL;
}
}
static void BE_BaseTextureChain(msurface_t *first)
{
texture_t *t, *tex;
shader_t *shader;
t = first->texinfo->texture;
tex = R_TextureAnimation (t);
//TEMP: use shader as an input parameter, not tex.
shader = tex->shader;
if (!shader)
{
shader = R_RegisterShader_Lightmap(tex->name);
tex->shader = shader;
}
DrawSurfaceChain(first, shader, &t->vbo);
}
void BE_BaseEntTextures(void)
{
extern model_t *currentmodel;
int i;
entity_t *ent;
if (!r_drawentities.ival)
return;
// draw sprites seperately, because of alpha blending
for (i=0 ; i<cl_numvisedicts ; i++)
{
ent = &cl_visedicts[i];
if (!ent->model)
continue;
if (ent->model->needload)
continue;
// if (!PPL_ShouldDraw())
// continue;
switch(ent->model->type)
{
case mod_brush:
// BaseBrushTextures(ent);
break;
case mod_alias:
R_DrawGAliasModel (ent, BEM_STANDARD);
break;
}
}
}
void BE_SubmitMeshes (void)
{
texture_t *t;
msurface_t *s;
int i;
model_t *model = cl.worldmodel;
unsigned int fl;
for (i=0 ; i<model->numtextures ; i++)
{
t = model->textures[i];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
fl = s->texinfo->texture->shader->flags;
BE_BaseTextureChain(s);
}
BE_BaseEntTextures();
}
void BE_DrawWorld (qbyte *vis)
{
RSpeedLocals();
shaderstate.curtime = realtime;
//make sure the world draws correctly
r_worldentity.shaderRGBAf[0] = 1;
r_worldentity.shaderRGBAf[1] = 1;
r_worldentity.shaderRGBAf[2] = 1;
r_worldentity.shaderRGBAf[3] = 1;
r_worldentity.axis[0][0] = 1;
r_worldentity.axis[1][1] = 1;
r_worldentity.axis[2][2] = 1;
BE_SelectMode(BEM_STANDARD, 0);
RSpeedRemark();
BE_SubmitMeshes();
RSpeedEnd(RSPEED_WORLD);
}
#endif