From: havoc Date: Fri, 20 Apr 2018 05:36:20 +0000 (+0000) Subject: Remove all render paths except GL20/GLES2. This means no DPSOFTRAST, no DX9 support... X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=fb2170426e2f351328b08035e2dd05f5bd6dbb19;p=xonotic%2Fdarkplaces.git Remove all render paths except GL20/GLES2. This means no DPSOFTRAST, no DX9 support, no GL1.1/GL1.3 support. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12399 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/darkplaces-dedicated-vs2017.vcxproj b/darkplaces-dedicated-vs2017.vcxproj index 9e422ea3..92138a36 100644 --- a/darkplaces-dedicated-vs2017.vcxproj +++ b/darkplaces-dedicated-vs2017.vcxproj @@ -215,7 +215,6 @@ - @@ -302,7 +301,6 @@ - @@ -362,7 +360,6 @@ - diff --git a/darkplaces-sdl2-vs2017.vcxproj b/darkplaces-sdl2-vs2017.vcxproj index 77b60e1f..ae0df8d9 100644 --- a/darkplaces-sdl2-vs2017.vcxproj +++ b/darkplaces-sdl2-vs2017.vcxproj @@ -221,7 +221,6 @@ - @@ -313,7 +312,6 @@ - @@ -374,7 +372,6 @@ - diff --git a/darkplaces-wgl-vs2017.vcxproj b/darkplaces-wgl-vs2017.vcxproj index 67ead0d3..dd15685b 100644 --- a/darkplaces-wgl-vs2017.vcxproj +++ b/darkplaces-wgl-vs2017.vcxproj @@ -219,7 +219,6 @@ - @@ -312,7 +311,6 @@ - @@ -372,7 +370,6 @@ - diff --git a/dpsoftrast.c b/dpsoftrast.c index d9c72720..e69de29b 100644 --- a/dpsoftrast.c +++ b/dpsoftrast.c @@ -1,5690 +0,0 @@ -#include -#include -#define _USE_MATH_DEFINES -#include -#include "quakedef.h" -#include "thread.h" -#include "dpsoftrast.h" - -#ifdef _MSC_VER -#pragma warning(disable : 4324) -#endif - -#ifndef __cplusplus -typedef qboolean bool; -#endif - -#define ALIGN_SIZE 16 -#define ATOMIC_SIZE 4 - -#ifdef SSE_POSSIBLE - #if defined(__APPLE__) - #include - #define ALIGN(var) var __attribute__((__aligned__(16))) - #define ATOMIC(var) var __attribute__((__aligned__(4))) - #define MEMORY_BARRIER (_mm_sfence()) - #define ATOMIC_COUNTER volatile int32_t - #define ATOMIC_INCREMENT(counter) (OSAtomicIncrement32Barrier(&(counter))) - #define ATOMIC_DECREMENT(counter) (OSAtomicDecrement32Barrier(&(counter))) - #define ATOMIC_ADD(counter, val) ((void)OSAtomicAdd32Barrier((val), &(counter))) - #elif defined(__GNUC__) && defined(WIN32) - #define ALIGN(var) var __attribute__((__aligned__(16))) - #define ATOMIC(var) var __attribute__((__aligned__(4))) - #define MEMORY_BARRIER (_mm_sfence()) - //(__sync_synchronize()) - #define ATOMIC_COUNTER volatile LONG - // this LONG * cast serves to fix an issue with broken mingw - // packages on Ubuntu; these only declare the function to take - // a LONG *, causing a compile error here. This seems to be - // error- and warn-free on platforms that DO declare - // InterlockedIncrement correctly, like mingw on Windows. - #define ATOMIC_INCREMENT(counter) (InterlockedIncrement((LONG *) &(counter))) - #define ATOMIC_DECREMENT(counter) (InterlockedDecrement((LONG *) &(counter))) - #define ATOMIC_ADD(counter, val) ((void)InterlockedExchangeAdd((LONG *) &(counter), (val))) - #elif defined(__GNUC__) - #define ALIGN(var) var __attribute__((__aligned__(16))) - #define ATOMIC(var) var __attribute__((__aligned__(4))) - #define MEMORY_BARRIER (_mm_sfence()) - //(__sync_synchronize()) - #define ATOMIC_COUNTER volatile int - #define ATOMIC_INCREMENT(counter) (__sync_add_and_fetch(&(counter), 1)) - #define ATOMIC_DECREMENT(counter) (__sync_add_and_fetch(&(counter), -1)) - #define ATOMIC_ADD(counter, val) ((void)__sync_fetch_and_add(&(counter), (val))) - #elif defined(_MSC_VER) - #define ALIGN(var) __declspec(align(16)) var - #define ATOMIC(var) __declspec(align(4)) var - #define MEMORY_BARRIER (_mm_sfence()) - //(MemoryBarrier()) - #define ATOMIC_COUNTER volatile LONG - #define ATOMIC_INCREMENT(counter) (InterlockedIncrement(&(counter))) - #define ATOMIC_DECREMENT(counter) (InterlockedDecrement(&(counter))) - #define ATOMIC_ADD(counter, val) ((void)InterlockedExchangeAdd(&(counter), (val))) - #endif -#endif - -#ifndef ALIGN -#define ALIGN(var) var -#endif -#ifndef ATOMIC -#define ATOMIC(var) var -#endif -#ifndef MEMORY_BARRIER -#define MEMORY_BARRIER ((void)0) -#endif -#ifndef ATOMIC_COUNTER -#define ATOMIC_COUNTER int -#endif -#ifndef ATOMIC_INCREMENT -#define ATOMIC_INCREMENT(counter) (++(counter)) -#endif -#ifndef ATOMIC_DECREMENT -#define ATOMIC_DECREMENT(counter) (--(counter)) -#endif -#ifndef ATOMIC_ADD -#define ATOMIC_ADD(counter, val) ((void)((counter) += (val))) -#endif - -#ifdef SSE_POSSIBLE -#include - -#if defined(__GNUC__) && (__GNUC < 4 || __GNUC_MINOR__ < 6) && !defined(__clang__) - #define _mm_cvtss_f32(val) (__builtin_ia32_vec_ext_v4sf ((__v4sf)(val), 0)) -#endif - -#define MM_MALLOC(size) _mm_malloc(size, ALIGN_SIZE) - -static void *MM_CALLOC(size_t nmemb, size_t size) -{ - void *ptr = _mm_malloc(nmemb*size, ALIGN_SIZE); - if (ptr != NULL) memset(ptr, 0, nmemb*size); - return ptr; -} - -#define MM_FREE _mm_free -#else -#define MM_MALLOC(size) malloc(size) -#define MM_CALLOC(nmemb, size) calloc(nmemb, size) -#define MM_FREE free -#endif - -typedef enum DPSOFTRAST_ARRAY_e -{ - DPSOFTRAST_ARRAY_POSITION, - DPSOFTRAST_ARRAY_COLOR, - DPSOFTRAST_ARRAY_TEXCOORD0, - DPSOFTRAST_ARRAY_TEXCOORD1, - DPSOFTRAST_ARRAY_TEXCOORD2, - DPSOFTRAST_ARRAY_TEXCOORD3, - DPSOFTRAST_ARRAY_TEXCOORD4, - DPSOFTRAST_ARRAY_TEXCOORD5, - DPSOFTRAST_ARRAY_TEXCOORD6, - DPSOFTRAST_ARRAY_TEXCOORD7, - DPSOFTRAST_ARRAY_TOTAL -} -DPSOFTRAST_ARRAY; - -typedef struct DPSOFTRAST_Texture_s -{ - int flags; - int width; - int height; - int depth; - int sides; - DPSOFTRAST_TEXTURE_FILTER filter; - int mipmaps; - int size; - ATOMIC_COUNTER binds; - unsigned char *bytes; - int mipmap[DPSOFTRAST_MAXMIPMAPS][5]; -} -DPSOFTRAST_Texture; - -#define COMMAND_SIZE ALIGN_SIZE -#define COMMAND_ALIGN(var) ALIGN(var) - -typedef COMMAND_ALIGN(struct DPSOFTRAST_Command_s -{ - unsigned char opcode; - unsigned short commandsize; -} -DPSOFTRAST_Command); - -enum { DPSOFTRAST_OPCODE_Reset = 0 }; - -#define DEFCOMMAND(opcodeval, name, fields) \ - enum { DPSOFTRAST_OPCODE_##name = opcodeval }; \ - typedef COMMAND_ALIGN(struct DPSOFTRAST_Command_##name##_s \ - { \ - unsigned char opcode; \ - unsigned short commandsize; \ - fields \ - } DPSOFTRAST_Command_##name ); - -#define DPSOFTRAST_DRAW_MAXCOMMANDPOOL 2097152 -#define DPSOFTRAST_DRAW_MAXCOMMANDSIZE 16384 - -typedef ALIGN(struct DPSOFTRAST_State_Command_Pool_s -{ - int freecommand; - int usedcommands; - ALIGN(unsigned char commands[DPSOFTRAST_DRAW_MAXCOMMANDPOOL]); -} -DPSOFTRAST_State_Command_Pool); - -typedef ALIGN(struct DPSOFTRAST_State_Triangle_s -{ - unsigned char mip[DPSOFTRAST_MAXTEXTUREUNITS]; // texcoord to screen space density values (for picking mipmap of textures) - float w[3]; - ALIGN(float attribs[DPSOFTRAST_ARRAY_TOTAL][3][4]); -} -DPSOFTRAST_State_Triangle); - -#define DPSOFTRAST_CALCATTRIB(triangle, span, data, slope, arrayindex) { \ - slope = _mm_load_ps((triangle)->attribs[arrayindex][0]); \ - data = _mm_add_ps(_mm_load_ps((triangle)->attribs[arrayindex][2]), \ - _mm_add_ps(_mm_mul_ps(_mm_set1_ps((span)->x), slope), \ - _mm_mul_ps(_mm_set1_ps((span)->y), _mm_load_ps((triangle)->attribs[arrayindex][1])))); \ -} -#define DPSOFTRAST_CALCATTRIB4F(triangle, span, data, slope, arrayindex) { \ - slope[0] = (triangle)->attribs[arrayindex][0][0]; \ - slope[1] = (triangle)->attribs[arrayindex][0][1]; \ - slope[2] = (triangle)->attribs[arrayindex][0][2]; \ - slope[3] = (triangle)->attribs[arrayindex][0][3]; \ - data[0] = (triangle)->attribs[arrayindex][2][0] + (span->x)*slope[0] + (span->y)*(triangle)->attribs[arrayindex][1][0]; \ - data[1] = (triangle)->attribs[arrayindex][2][1] + (span->x)*slope[1] + (span->y)*(triangle)->attribs[arrayindex][1][1]; \ - data[2] = (triangle)->attribs[arrayindex][2][2] + (span->x)*slope[2] + (span->y)*(triangle)->attribs[arrayindex][1][2]; \ - data[3] = (triangle)->attribs[arrayindex][2][3] + (span->x)*slope[3] + (span->y)*(triangle)->attribs[arrayindex][1][3]; \ -} - -#define DPSOFTRAST_DRAW_MAXSUBSPAN 16 - -typedef ALIGN(struct DPSOFTRAST_State_Span_s -{ - int triangle; // triangle this span was generated by - int x; // framebuffer x coord - int y; // framebuffer y coord - int startx; // usable range (according to pixelmask) - int endx; // usable range (according to pixelmask) - unsigned char *pixelmask; // true for pixels that passed depth test, false for others - int depthbase; // depthbuffer value at x (add depthslope*startx to get first pixel's depthbuffer value) - int depthslope; // depthbuffer value pixel delta -} -DPSOFTRAST_State_Span); - -#define DPSOFTRAST_DRAW_MAXSPANS 1024 -#define DPSOFTRAST_DRAW_MAXTRIANGLES 128 -#define DPSOFTRAST_DRAW_MAXSPANLENGTH 256 - -#define DPSOFTRAST_VALIDATE_FB 1 -#define DPSOFTRAST_VALIDATE_DEPTHFUNC 2 -#define DPSOFTRAST_VALIDATE_BLENDFUNC 4 -#define DPSOFTRAST_VALIDATE_DRAW (DPSOFTRAST_VALIDATE_FB | DPSOFTRAST_VALIDATE_DEPTHFUNC | DPSOFTRAST_VALIDATE_BLENDFUNC) - -typedef enum DPSOFTRAST_BLENDMODE_e -{ - DPSOFTRAST_BLENDMODE_OPAQUE, - DPSOFTRAST_BLENDMODE_ALPHA, - DPSOFTRAST_BLENDMODE_ADDALPHA, - DPSOFTRAST_BLENDMODE_ADD, - DPSOFTRAST_BLENDMODE_INVMOD, - DPSOFTRAST_BLENDMODE_MUL, - DPSOFTRAST_BLENDMODE_MUL2, - DPSOFTRAST_BLENDMODE_SUBALPHA, - DPSOFTRAST_BLENDMODE_PSEUDOALPHA, - DPSOFTRAST_BLENDMODE_INVADD, - DPSOFTRAST_BLENDMODE_TOTAL -} -DPSOFTRAST_BLENDMODE; - -typedef ALIGN(struct DPSOFTRAST_State_Thread_s -{ - void *thread; - int index; - - int cullface; - int colormask[4]; - int blendfunc[2]; - int blendsubtract; - int depthmask; - int depthtest; - int depthfunc; - int scissortest; - int viewport[4]; - int scissor[4]; - float depthrange[2]; - float polygonoffset[2]; - float clipplane[4]; - ALIGN(float fb_clipplane[4]); - - int shader_mode; - dpuint64 shader_permutation; - int shader_exactspecularmath; - - DPSOFTRAST_Texture *texbound[DPSOFTRAST_MAXTEXTUREUNITS]; - - ALIGN(float uniform4f[DPSOFTRAST_UNIFORM_TOTAL*4]); - int uniform1i[DPSOFTRAST_UNIFORM_TOTAL]; - - // DPSOFTRAST_VALIDATE_ flags - int validate; - - // derived values (DPSOFTRAST_VALIDATE_FB) - int fb_colormask; - int fb_scissor[4]; - ALIGN(float fb_viewportcenter[4]); - ALIGN(float fb_viewportscale[4]); - - // derived values (DPSOFTRAST_VALIDATE_DEPTHFUNC) - int fb_depthfunc; - - // derived values (DPSOFTRAST_VALIDATE_BLENDFUNC) - int fb_blendmode; - - // band boundaries - int miny1; - int maxy1; - int miny2; - int maxy2; - - ATOMIC(volatile int commandoffset); - - volatile bool waiting; - volatile bool starving; - void *waitcond; - void *drawcond; - void *drawmutex; - - int numspans; - int numtriangles; - DPSOFTRAST_State_Span spans[DPSOFTRAST_DRAW_MAXSPANS]; - DPSOFTRAST_State_Triangle triangles[DPSOFTRAST_DRAW_MAXTRIANGLES]; - unsigned char pixelmaskarray[DPSOFTRAST_DRAW_MAXSPANLENGTH+4]; // LordHavoc: padded to allow some termination bytes -} -DPSOFTRAST_State_Thread); - -typedef ALIGN(struct DPSOFTRAST_State_s -{ - int fb_width; - int fb_height; - unsigned int *fb_depthpixels; - unsigned int *fb_colorpixels[4]; - - int viewport[4]; - ALIGN(float fb_viewportcenter[4]); - ALIGN(float fb_viewportscale[4]); - - float color[4]; - ALIGN(float uniform4f[DPSOFTRAST_UNIFORM_TOTAL*4]); - int uniform1i[DPSOFTRAST_UNIFORM_TOTAL]; - - const float *pointer_vertex3f; - const float *pointer_color4f; - const unsigned char *pointer_color4ub; - const float *pointer_texcoordf[DPSOFTRAST_MAXTEXCOORDARRAYS]; - int stride_vertex; - int stride_color; - int stride_texcoord[DPSOFTRAST_MAXTEXCOORDARRAYS]; - int components_texcoord[DPSOFTRAST_MAXTEXCOORDARRAYS]; - DPSOFTRAST_Texture *texbound[DPSOFTRAST_MAXTEXTUREUNITS]; - - int firstvertex; - int numvertices; - float *post_array4f[DPSOFTRAST_ARRAY_TOTAL]; - float *screencoord4f; - int drawstarty; - int drawendy; - int drawclipped; - - int shader_mode; - dpuint64 shader_permutation; - int shader_exactspecularmath; - - int texture_max; - int texture_end; - int texture_firstfree; - DPSOFTRAST_Texture *texture; - - int bigendian; - - // error reporting - const char *errorstring; - - bool usethreads; - int interlace; - int numthreads; - DPSOFTRAST_State_Thread *threads; - - ATOMIC(volatile int drawcommand); - - DPSOFTRAST_State_Command_Pool commandpool; -} -DPSOFTRAST_State); - -DPSOFTRAST_State dpsoftrast; - -#define DPSOFTRAST_DEPTHSCALE (1024.0f*1048576.0f) -#define DPSOFTRAST_DEPTHOFFSET (128.0f) -#define DPSOFTRAST_BGRA8_FROM_RGBA32F(r,g,b,a) (((int)(r * 255.0f + 0.5f) << 16) | ((int)(g * 255.0f + 0.5f) << 8) | (int)(b * 255.0f + 0.5f) | ((int)(a * 255.0f + 0.5f) << 24)) -#define DPSOFTRAST_DEPTH32_FROM_DEPTH32F(d) ((int)(DPSOFTRAST_DEPTHSCALE * (1-d))) - -static void DPSOFTRAST_Draw_DepthTest(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_State_Span *span); -static void DPSOFTRAST_Draw_DepthWrite(const DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Span *span); - -static void DPSOFTRAST_RecalcViewport(const int *viewport, float *fb_viewportcenter, float *fb_viewportscale) -{ - fb_viewportcenter[1] = viewport[0] + 0.5f * viewport[2] - 0.5f; - fb_viewportcenter[2] = dpsoftrast.fb_height - viewport[1] - 0.5f * viewport[3] - 0.5f; - fb_viewportcenter[3] = 0.5f; - fb_viewportcenter[0] = 0.0f; - fb_viewportscale[1] = 0.5f * viewport[2]; - fb_viewportscale[2] = -0.5f * viewport[3]; - fb_viewportscale[3] = 0.5f; - fb_viewportscale[0] = 1.0f; -} - -static void DPSOFTRAST_RecalcThread(DPSOFTRAST_State_Thread *thread) -{ - if (dpsoftrast.interlace) - { - thread->miny1 = (thread->index*dpsoftrast.fb_height)/(2*dpsoftrast.numthreads); - thread->maxy1 = ((thread->index+1)*dpsoftrast.fb_height)/(2*dpsoftrast.numthreads); - thread->miny2 = ((dpsoftrast.numthreads+thread->index)*dpsoftrast.fb_height)/(2*dpsoftrast.numthreads); - thread->maxy2 = ((dpsoftrast.numthreads+thread->index+1)*dpsoftrast.fb_height)/(2*dpsoftrast.numthreads); - } - else - { - thread->miny1 = thread->miny2 = (thread->index*dpsoftrast.fb_height)/dpsoftrast.numthreads; - thread->maxy1 = thread->maxy2 = ((thread->index+1)*dpsoftrast.fb_height)/dpsoftrast.numthreads; - } -} - -static void DPSOFTRAST_RecalcClipPlane(DPSOFTRAST_State_Thread *thread) -{ - thread->fb_clipplane[0] = thread->clipplane[0] / thread->fb_viewportscale[1]; - thread->fb_clipplane[1] = thread->clipplane[1] / thread->fb_viewportscale[2]; - thread->fb_clipplane[2] = thread->clipplane[2] / thread->fb_viewportscale[3]; - thread->fb_clipplane[3] = thread->clipplane[3] / thread->fb_viewportscale[0]; - thread->fb_clipplane[3] -= thread->fb_viewportcenter[1]*thread->fb_clipplane[0] + thread->fb_viewportcenter[2]*thread->fb_clipplane[1] + thread->fb_viewportcenter[3]*thread->fb_clipplane[2] + thread->fb_viewportcenter[0]*thread->fb_clipplane[3]; -} - -static void DPSOFTRAST_RecalcFB(DPSOFTRAST_State_Thread *thread) -{ - // calculate framebuffer scissor, viewport, viewport clipped by scissor, - // and viewport projection values - int x1, x2; - int y1, y2; - x1 = thread->scissor[0]; - x2 = thread->scissor[0] + thread->scissor[2]; - y1 = dpsoftrast.fb_height - thread->scissor[1] - thread->scissor[3]; - y2 = dpsoftrast.fb_height - thread->scissor[1]; - if (!thread->scissortest) {x1 = 0;y1 = 0;x2 = dpsoftrast.fb_width;y2 = dpsoftrast.fb_height;} - if (x1 < 0) x1 = 0; - if (x2 > dpsoftrast.fb_width) x2 = dpsoftrast.fb_width; - if (y1 < 0) y1 = 0; - if (y2 > dpsoftrast.fb_height) y2 = dpsoftrast.fb_height; - thread->fb_scissor[0] = x1; - thread->fb_scissor[1] = y1; - thread->fb_scissor[2] = x2 - x1; - thread->fb_scissor[3] = y2 - y1; - - DPSOFTRAST_RecalcViewport(thread->viewport, thread->fb_viewportcenter, thread->fb_viewportscale); - DPSOFTRAST_RecalcClipPlane(thread); - DPSOFTRAST_RecalcThread(thread); -} - -static void DPSOFTRAST_RecalcDepthFunc(DPSOFTRAST_State_Thread *thread) -{ - thread->fb_depthfunc = thread->depthtest ? thread->depthfunc : GL_ALWAYS; -} - -static void DPSOFTRAST_RecalcBlendFunc(DPSOFTRAST_State_Thread *thread) -{ - if (thread->blendsubtract) - { - switch ((thread->blendfunc[0]<<16)|thread->blendfunc[1]) - { - #define BLENDFUNC(sfactor, dfactor, blendmode) \ - case (sfactor<<16)|dfactor: thread->fb_blendmode = blendmode; break; - BLENDFUNC(GL_SRC_ALPHA, GL_ONE, DPSOFTRAST_BLENDMODE_SUBALPHA) - default: thread->fb_blendmode = DPSOFTRAST_BLENDMODE_OPAQUE; break; - } - } - else - { - switch ((thread->blendfunc[0]<<16)|thread->blendfunc[1]) - { - BLENDFUNC(GL_ONE, GL_ZERO, DPSOFTRAST_BLENDMODE_OPAQUE) - BLENDFUNC(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, DPSOFTRAST_BLENDMODE_ALPHA) - BLENDFUNC(GL_SRC_ALPHA, GL_ONE, DPSOFTRAST_BLENDMODE_ADDALPHA) - BLENDFUNC(GL_ONE, GL_ONE, DPSOFTRAST_BLENDMODE_ADD) - BLENDFUNC(GL_ZERO, GL_ONE_MINUS_SRC_COLOR, DPSOFTRAST_BLENDMODE_INVMOD) - BLENDFUNC(GL_ZERO, GL_SRC_COLOR, DPSOFTRAST_BLENDMODE_MUL) - BLENDFUNC(GL_DST_COLOR, GL_ZERO, DPSOFTRAST_BLENDMODE_MUL) - BLENDFUNC(GL_DST_COLOR, GL_SRC_COLOR, DPSOFTRAST_BLENDMODE_MUL2) - BLENDFUNC(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, DPSOFTRAST_BLENDMODE_PSEUDOALPHA) - BLENDFUNC(GL_ONE_MINUS_DST_COLOR, GL_ONE, DPSOFTRAST_BLENDMODE_INVADD) - default: thread->fb_blendmode = DPSOFTRAST_BLENDMODE_OPAQUE; break; - } - } -} - -#define DPSOFTRAST_ValidateQuick(thread, f) ((thread->validate & (f)) ? (DPSOFTRAST_Validate(thread, f), 0) : 0) - -static void DPSOFTRAST_Validate(DPSOFTRAST_State_Thread *thread, int mask) -{ - mask &= thread->validate; - if (!mask) - return; - if (mask & DPSOFTRAST_VALIDATE_FB) - { - thread->validate &= ~DPSOFTRAST_VALIDATE_FB; - DPSOFTRAST_RecalcFB(thread); - } - if (mask & DPSOFTRAST_VALIDATE_DEPTHFUNC) - { - thread->validate &= ~DPSOFTRAST_VALIDATE_DEPTHFUNC; - DPSOFTRAST_RecalcDepthFunc(thread); - } - if (mask & DPSOFTRAST_VALIDATE_BLENDFUNC) - { - thread->validate &= ~DPSOFTRAST_VALIDATE_BLENDFUNC; - DPSOFTRAST_RecalcBlendFunc(thread); - } -} - -static DPSOFTRAST_Texture *DPSOFTRAST_Texture_GetByIndex(int index) -{ - if (index >= 1 && index < dpsoftrast.texture_end && dpsoftrast.texture[index].bytes) - return &dpsoftrast.texture[index]; - return NULL; -} - -static void DPSOFTRAST_Texture_Grow(void) -{ - DPSOFTRAST_Texture *oldtexture = dpsoftrast.texture; - DPSOFTRAST_State_Thread *thread; - int i; - int j; - DPSOFTRAST_Flush(); - // expand texture array as needed - if (dpsoftrast.texture_max < 1024) - dpsoftrast.texture_max = 1024; - else - dpsoftrast.texture_max *= 2; - dpsoftrast.texture = (DPSOFTRAST_Texture *)realloc(dpsoftrast.texture, dpsoftrast.texture_max * sizeof(DPSOFTRAST_Texture)); - for (i = 0; i < DPSOFTRAST_MAXTEXTUREUNITS; i++) - if (dpsoftrast.texbound[i]) - dpsoftrast.texbound[i] = dpsoftrast.texture + (dpsoftrast.texbound[i] - oldtexture); - for (j = 0; j < dpsoftrast.numthreads; j++) - { - thread = &dpsoftrast.threads[j]; - for (i = 0; i < DPSOFTRAST_MAXTEXTUREUNITS; i++) - if (thread->texbound[i]) - thread->texbound[i] = dpsoftrast.texture + (thread->texbound[i] - oldtexture); - } -} - -int DPSOFTRAST_Texture_New(int flags, int width, int height, int depth) -{ - int w; - int h; - int d; - int size; - int s; - int texnum; - int mipmaps; - int sides = (flags & DPSOFTRAST_TEXTURE_FLAG_CUBEMAP) ? 6 : 1; - int texformat = flags & DPSOFTRAST_TEXTURE_FORMAT_COMPAREMASK; - DPSOFTRAST_Texture *texture; - if (width*height*depth < 1) - { - dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: width, height or depth is less than 1"; - return 0; - } - if (width > DPSOFTRAST_TEXTURE_MAXSIZE || height > DPSOFTRAST_TEXTURE_MAXSIZE || depth > DPSOFTRAST_TEXTURE_MAXSIZE) - { - dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: texture size is too large"; - return 0; - } - switch(texformat) - { - case DPSOFTRAST_TEXTURE_FORMAT_BGRA8: - case DPSOFTRAST_TEXTURE_FORMAT_RGBA8: - case DPSOFTRAST_TEXTURE_FORMAT_ALPHA8: - break; - case DPSOFTRAST_TEXTURE_FORMAT_DEPTH: - if (flags & DPSOFTRAST_TEXTURE_FLAG_CUBEMAP) - { - dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FORMAT_DEPTH only permitted on 2D textures"; - return 0; - } - if (depth != 1) - { - dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FORMAT_DEPTH only permitted on 2D textures"; - return 0; - } - if ((flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP) && (texformat == DPSOFTRAST_TEXTURE_FORMAT_DEPTH)) - { - dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FORMAT_DEPTH does not permit mipmaps"; - return 0; - } - break; - } - if (depth != 1 && (flags & DPSOFTRAST_TEXTURE_FLAG_CUBEMAP)) - { - dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FLAG_CUBEMAP can not be used on 3D textures"; - return 0; - } - if (depth != 1 && (flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP)) - { - dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FLAG_MIPMAP can not be used on 3D textures"; - return 0; - } - if (depth != 1 && (flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP)) - { - dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FLAG_MIPMAP can not be used on 3D textures"; - return 0; - } - if ((flags & DPSOFTRAST_TEXTURE_FLAG_CUBEMAP) && (flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP)) - { - dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FLAG_MIPMAP can not be used on cubemap textures"; - return 0; - } - if ((width & (width-1)) || (height & (height-1)) || (depth & (depth-1))) - { - dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: dimensions are not power of two"; - return 0; - } - // find first empty slot in texture array - for (texnum = dpsoftrast.texture_firstfree;texnum < dpsoftrast.texture_end;texnum++) - if (!dpsoftrast.texture[texnum].bytes) - break; - dpsoftrast.texture_firstfree = texnum + 1; - if (dpsoftrast.texture_max <= texnum) - DPSOFTRAST_Texture_Grow(); - if (dpsoftrast.texture_end <= texnum) - dpsoftrast.texture_end = texnum + 1; - texture = &dpsoftrast.texture[texnum]; - memset(texture, 0, sizeof(*texture)); - texture->flags = flags; - texture->width = width; - texture->height = height; - texture->depth = depth; - texture->sides = sides; - texture->binds = 0; - w = width; - h = height; - d = depth; - size = 0; - mipmaps = 0; - for (;;) - { - s = w * h * d * sides * 4; - texture->mipmap[mipmaps][0] = size; - texture->mipmap[mipmaps][1] = s; - texture->mipmap[mipmaps][2] = w; - texture->mipmap[mipmaps][3] = h; - texture->mipmap[mipmaps][4] = d; - size += s; - mipmaps++; - if (w * h * d == 1 || !(flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP)) - break; - if (w > 1) w >>= 1; - if (h > 1) h >>= 1; - if (d > 1) d >>= 1; - } - texture->mipmaps = mipmaps; - texture->size = size; - - // allocate the pixels now - texture->bytes = (unsigned char *)MM_CALLOC(1, size); - - return texnum; -} -void DPSOFTRAST_Texture_Free(int index) -{ - DPSOFTRAST_Texture *texture; - texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return; - if (texture->binds) - DPSOFTRAST_Flush(); - if (texture->bytes) - MM_FREE(texture->bytes); - texture->bytes = NULL; - memset(texture, 0, sizeof(*texture)); - // adjust the free range and used range - if (dpsoftrast.texture_firstfree > index) - dpsoftrast.texture_firstfree = index; - while (dpsoftrast.texture_end > 0 && dpsoftrast.texture[dpsoftrast.texture_end-1].bytes == NULL) - dpsoftrast.texture_end--; -} -static void DPSOFTRAST_Texture_CalculateMipmaps(int index) -{ - int i, x, y, z, w, layer0, layer1, row0, row1; - unsigned char *o, *i0, *i1, *i2, *i3; - DPSOFTRAST_Texture *texture; - texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return; - if (texture->mipmaps <= 1) - return; - for (i = 1;i < texture->mipmaps;i++) - { - for (z = 0;z < texture->mipmap[i][4];z++) - { - layer0 = z*2; - layer1 = z*2+1; - if (layer1 >= texture->mipmap[i-1][4]) - layer1 = texture->mipmap[i-1][4]-1; - for (y = 0;y < texture->mipmap[i][3];y++) - { - row0 = y*2; - row1 = y*2+1; - if (row1 >= texture->mipmap[i-1][3]) - row1 = texture->mipmap[i-1][3]-1; - o = texture->bytes + texture->mipmap[i ][0] + 4*((texture->mipmap[i ][3] * z + y ) * texture->mipmap[i ][2]); - i0 = texture->bytes + texture->mipmap[i-1][0] + 4*((texture->mipmap[i-1][3] * layer0 + row0) * texture->mipmap[i-1][2]); - i1 = texture->bytes + texture->mipmap[i-1][0] + 4*((texture->mipmap[i-1][3] * layer0 + row1) * texture->mipmap[i-1][2]); - i2 = texture->bytes + texture->mipmap[i-1][0] + 4*((texture->mipmap[i-1][3] * layer1 + row0) * texture->mipmap[i-1][2]); - i3 = texture->bytes + texture->mipmap[i-1][0] + 4*((texture->mipmap[i-1][3] * layer1 + row1) * texture->mipmap[i-1][2]); - w = texture->mipmap[i][2]; - if (layer1 > layer0) - { - if (texture->mipmap[i-1][2] > 1) - { - // average 3D texture - for (x = 0;x < w;x++, o += 4, i0 += 8, i1 += 8, i2 += 8, i3 += 8) - { - o[0] = (i0[0] + i0[4] + i1[0] + i1[4] + i2[0] + i2[4] + i3[0] + i3[4] + 4) >> 3; - o[1] = (i0[1] + i0[5] + i1[1] + i1[5] + i2[1] + i2[5] + i3[1] + i3[5] + 4) >> 3; - o[2] = (i0[2] + i0[6] + i1[2] + i1[6] + i2[2] + i2[6] + i3[2] + i3[6] + 4) >> 3; - o[3] = (i0[3] + i0[7] + i1[3] + i1[7] + i2[3] + i2[7] + i3[3] + i3[7] + 4) >> 3; - } - } - else - { - // average 3D mipmap with parent width == 1 - for (x = 0;x < w;x++, o += 4, i0 += 8, i1 += 8) - { - o[0] = (i0[0] + i1[0] + i2[0] + i3[0] + 2) >> 2; - o[1] = (i0[1] + i1[1] + i2[1] + i3[1] + 2) >> 2; - o[2] = (i0[2] + i1[2] + i2[2] + i3[2] + 2) >> 2; - o[3] = (i0[3] + i1[3] + i2[3] + i3[3] + 2) >> 2; - } - } - } - else - { - if (texture->mipmap[i-1][2] > 1) - { - // average 2D texture (common case) - for (x = 0;x < w;x++, o += 4, i0 += 8, i1 += 8) - { - o[0] = (i0[0] + i0[4] + i1[0] + i1[4] + 2) >> 2; - o[1] = (i0[1] + i0[5] + i1[1] + i1[5] + 2) >> 2; - o[2] = (i0[2] + i0[6] + i1[2] + i1[6] + 2) >> 2; - o[3] = (i0[3] + i0[7] + i1[3] + i1[7] + 2) >> 2; - } - } - else - { - // 2D texture with parent width == 1 - o[0] = (i0[0] + i1[0] + 1) >> 1; - o[1] = (i0[1] + i1[1] + 1) >> 1; - o[2] = (i0[2] + i1[2] + 1) >> 1; - o[3] = (i0[3] + i1[3] + 1) >> 1; - } - } - } - } - } -} -void DPSOFTRAST_Texture_UpdatePartial(int index, int mip, const unsigned char *pixels, int blockx, int blocky, int blockwidth, int blockheight) -{ - DPSOFTRAST_Texture *texture; - unsigned char *dst; - texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return; - if (texture->binds) - DPSOFTRAST_Flush(); - if (pixels) - { - dst = texture->bytes + texture->mipmap[0][1] +(-blocky * texture->mipmap[0][2] + blockx) * 4; - while (blockheight > 0) - { - dst -= texture->mipmap[0][2] * 4; - memcpy(dst, pixels, blockwidth * 4); - pixels += blockwidth * 4; - blockheight--; - } - } - DPSOFTRAST_Texture_CalculateMipmaps(index); -} -void DPSOFTRAST_Texture_UpdateFull(int index, const unsigned char *pixels) -{ - DPSOFTRAST_Texture *texture; - texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return; - if (texture->binds) - DPSOFTRAST_Flush(); - if (pixels) - { - int i, stride = texture->mipmap[0][2]*4; - unsigned char *dst = texture->bytes + texture->mipmap[0][1]; - for (i = texture->mipmap[0][3];i > 0;i--) - { - dst -= stride; - memcpy(dst, pixels, stride); - pixels += stride; - } - } - DPSOFTRAST_Texture_CalculateMipmaps(index); -} -int DPSOFTRAST_Texture_GetWidth(int index, int mip) -{ - DPSOFTRAST_Texture *texture; - texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0; - return texture->mipmap[mip][2]; -} -int DPSOFTRAST_Texture_GetHeight(int index, int mip) -{ - DPSOFTRAST_Texture *texture; - texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0; - return texture->mipmap[mip][3]; -} -int DPSOFTRAST_Texture_GetDepth(int index, int mip) -{ - DPSOFTRAST_Texture *texture; - texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0; - return texture->mipmap[mip][4]; -} -unsigned char *DPSOFTRAST_Texture_GetPixelPointer(int index, int mip) -{ - DPSOFTRAST_Texture *texture; - texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0; - if (texture->binds) - DPSOFTRAST_Flush(); - return texture->bytes + texture->mipmap[mip][0]; -} -void DPSOFTRAST_Texture_Filter(int index, DPSOFTRAST_TEXTURE_FILTER filter) -{ - DPSOFTRAST_Texture *texture; - texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return; - if (!(texture->flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP) && filter > DPSOFTRAST_TEXTURE_FILTER_LINEAR) - { - dpsoftrast.errorstring = "DPSOFTRAST_Texture_Filter: requested filter mode requires mipmaps"; - return; - } - if (texture->binds) - DPSOFTRAST_Flush(); - texture->filter = filter; -} - -static void DPSOFTRAST_Draw_FlushThreads(void); - -static void DPSOFTRAST_Draw_SyncCommands(void) -{ - if(dpsoftrast.usethreads) MEMORY_BARRIER; - dpsoftrast.drawcommand = dpsoftrast.commandpool.freecommand; -} - -static void DPSOFTRAST_Draw_FreeCommandPool(int space) -{ - DPSOFTRAST_State_Thread *thread; - int i; - int freecommand = dpsoftrast.commandpool.freecommand; - int usedcommands = dpsoftrast.commandpool.usedcommands; - if (usedcommands <= DPSOFTRAST_DRAW_MAXCOMMANDPOOL-space) - return; - DPSOFTRAST_Draw_SyncCommands(); - for(;;) - { - int waitindex = -1; - int commandoffset; - usedcommands = 0; - for (i = 0; i < dpsoftrast.numthreads; i++) - { - thread = &dpsoftrast.threads[i]; - commandoffset = freecommand - thread->commandoffset; - if (commandoffset < 0) - commandoffset += DPSOFTRAST_DRAW_MAXCOMMANDPOOL; - if (commandoffset > usedcommands) - { - waitindex = i; - usedcommands = commandoffset; - } - } - if (usedcommands <= DPSOFTRAST_DRAW_MAXCOMMANDPOOL-space || waitindex < 0) - break; - thread = &dpsoftrast.threads[waitindex]; - Thread_LockMutex(thread->drawmutex); - if (thread->commandoffset != dpsoftrast.drawcommand) - { - thread->waiting = true; - if (thread->starving) Thread_CondSignal(thread->drawcond); - Thread_CondWait(thread->waitcond, thread->drawmutex); - thread->waiting = false; - } - Thread_UnlockMutex(thread->drawmutex); - } - dpsoftrast.commandpool.usedcommands = usedcommands; -} - -#define DPSOFTRAST_ALIGNCOMMAND(size) \ - ((size) + ((COMMAND_SIZE - ((size)&(COMMAND_SIZE-1))) & (COMMAND_SIZE-1))) -#define DPSOFTRAST_ALLOCATECOMMAND(name) \ - ((DPSOFTRAST_Command_##name *) DPSOFTRAST_AllocateCommand( DPSOFTRAST_OPCODE_##name , DPSOFTRAST_ALIGNCOMMAND(sizeof( DPSOFTRAST_Command_##name )))) - -static void *DPSOFTRAST_AllocateCommand(int opcode, int size) -{ - DPSOFTRAST_Command *command; - int freecommand = dpsoftrast.commandpool.freecommand; - int usedcommands = dpsoftrast.commandpool.usedcommands; - int extra = sizeof(DPSOFTRAST_Command); - if (DPSOFTRAST_DRAW_MAXCOMMANDPOOL - freecommand < size) - extra += DPSOFTRAST_DRAW_MAXCOMMANDPOOL - freecommand; - if (usedcommands > DPSOFTRAST_DRAW_MAXCOMMANDPOOL - (size + extra)) - { - if (dpsoftrast.usethreads) - DPSOFTRAST_Draw_FreeCommandPool(size + extra); - else - DPSOFTRAST_Draw_FlushThreads(); - freecommand = dpsoftrast.commandpool.freecommand; - usedcommands = dpsoftrast.commandpool.usedcommands; - } - if (DPSOFTRAST_DRAW_MAXCOMMANDPOOL - freecommand < size) - { - command = (DPSOFTRAST_Command *) &dpsoftrast.commandpool.commands[freecommand]; - command->opcode = DPSOFTRAST_OPCODE_Reset; - usedcommands += DPSOFTRAST_DRAW_MAXCOMMANDPOOL - freecommand; - freecommand = 0; - } - command = (DPSOFTRAST_Command *) &dpsoftrast.commandpool.commands[freecommand]; - command->opcode = opcode; - command->commandsize = size; - freecommand += size; - if (freecommand >= DPSOFTRAST_DRAW_MAXCOMMANDPOOL) - freecommand = 0; - dpsoftrast.commandpool.freecommand = freecommand; - dpsoftrast.commandpool.usedcommands = usedcommands + size; - return command; -} - -static void DPSOFTRAST_UndoCommand(int size) -{ - int freecommand = dpsoftrast.commandpool.freecommand; - int usedcommands = dpsoftrast.commandpool.usedcommands; - freecommand -= size; - if (freecommand < 0) - freecommand += DPSOFTRAST_DRAW_MAXCOMMANDPOOL; - usedcommands -= size; - dpsoftrast.commandpool.freecommand = freecommand; - dpsoftrast.commandpool.usedcommands = usedcommands; -} - -DEFCOMMAND(1, Viewport, int x; int y; int width; int height;) -static void DPSOFTRAST_Interpret_Viewport(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_Command_Viewport *command) -{ - thread->viewport[0] = command->x; - thread->viewport[1] = command->y; - thread->viewport[2] = command->width; - thread->viewport[3] = command->height; - thread->validate |= DPSOFTRAST_VALIDATE_FB; -} -void DPSOFTRAST_Viewport(int x, int y, int width, int height) -{ - DPSOFTRAST_Command_Viewport *command = DPSOFTRAST_ALLOCATECOMMAND(Viewport); - command->x = x; - command->y = y; - command->width = width; - command->height = height; - - dpsoftrast.viewport[0] = x; - dpsoftrast.viewport[1] = y; - dpsoftrast.viewport[2] = width; - dpsoftrast.viewport[3] = height; - DPSOFTRAST_RecalcViewport(dpsoftrast.viewport, dpsoftrast.fb_viewportcenter, dpsoftrast.fb_viewportscale); -} - -DEFCOMMAND(2, ClearColor, float r; float g; float b; float a;) -static void DPSOFTRAST_Interpret_ClearColor(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_Command_ClearColor *command) -{ - int i, x1, y1, x2, y2, w, h, x, y; - int miny1, maxy1, miny2, maxy2; - int bandy; - unsigned int *p; - unsigned int c; - DPSOFTRAST_Validate(thread, DPSOFTRAST_VALIDATE_FB); - miny1 = thread->miny1; - maxy1 = thread->maxy1; - miny2 = thread->miny2; - maxy2 = thread->maxy2; - x1 = thread->fb_scissor[0]; - y1 = thread->fb_scissor[1]; - x2 = thread->fb_scissor[0] + thread->fb_scissor[2]; - y2 = thread->fb_scissor[1] + thread->fb_scissor[3]; - if (y1 < miny1) y1 = miny1; - if (y2 > maxy2) y2 = maxy2; - w = x2 - x1; - h = y2 - y1; - if (w < 1 || h < 1) - return; - // FIXME: honor fb_colormask? - c = DPSOFTRAST_BGRA8_FROM_RGBA32F(command->r,command->g,command->b,command->a); - for (i = 0;i < 4;i++) - { - if (!dpsoftrast.fb_colorpixels[i]) - continue; - for (y = y1, bandy = min(y2, maxy1); y < y2; bandy = min(y2, maxy2), y = max(y, miny2)) - for (;y < bandy;y++) - { - p = dpsoftrast.fb_colorpixels[i] + y * dpsoftrast.fb_width; - for (x = x1;x < x2;x++) - p[x] = c; - } - } -} -void DPSOFTRAST_ClearColor(float r, float g, float b, float a) -{ - DPSOFTRAST_Command_ClearColor *command = DPSOFTRAST_ALLOCATECOMMAND(ClearColor); - command->r = r; - command->g = g; - command->b = b; - command->a = a; -} - -DEFCOMMAND(3, ClearDepth, float depth;) -static void DPSOFTRAST_Interpret_ClearDepth(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_ClearDepth *command) -{ - int x1, y1, x2, y2, w, h, x, y; - int miny1, maxy1, miny2, maxy2; - int bandy; - unsigned int *p; - unsigned int c; - DPSOFTRAST_Validate(thread, DPSOFTRAST_VALIDATE_FB); - miny1 = thread->miny1; - maxy1 = thread->maxy1; - miny2 = thread->miny2; - maxy2 = thread->maxy2; - x1 = thread->fb_scissor[0]; - y1 = thread->fb_scissor[1]; - x2 = thread->fb_scissor[0] + thread->fb_scissor[2]; - y2 = thread->fb_scissor[1] + thread->fb_scissor[3]; - if (y1 < miny1) y1 = miny1; - if (y2 > maxy2) y2 = maxy2; - w = x2 - x1; - h = y2 - y1; - if (w < 1 || h < 1) - return; - c = DPSOFTRAST_DEPTH32_FROM_DEPTH32F(command->depth); - for (y = y1, bandy = min(y2, maxy1); y < y2; bandy = min(y2, maxy2), y = max(y, miny2)) - for (;y < bandy;y++) - { - p = dpsoftrast.fb_depthpixels + y * dpsoftrast.fb_width; - for (x = x1;x < x2;x++) - p[x] = c; - } -} -void DPSOFTRAST_ClearDepth(float d) -{ - DPSOFTRAST_Command_ClearDepth *command = DPSOFTRAST_ALLOCATECOMMAND(ClearDepth); - command->depth = d; -} - -DEFCOMMAND(4, ColorMask, int r; int g; int b; int a;) -static void DPSOFTRAST_Interpret_ColorMask(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_ColorMask *command) -{ - thread->colormask[0] = command->r != 0; - thread->colormask[1] = command->g != 0; - thread->colormask[2] = command->b != 0; - thread->colormask[3] = command->a != 0; - thread->fb_colormask = ((-thread->colormask[0]) & 0x00FF0000) | ((-thread->colormask[1]) & 0x0000FF00) | ((-thread->colormask[2]) & 0x000000FF) | ((-thread->colormask[3]) & 0xFF000000); -} -void DPSOFTRAST_ColorMask(int r, int g, int b, int a) -{ - DPSOFTRAST_Command_ColorMask *command = DPSOFTRAST_ALLOCATECOMMAND(ColorMask); - command->r = r; - command->g = g; - command->b = b; - command->a = a; -} - -DEFCOMMAND(5, DepthTest, int enable;) -static void DPSOFTRAST_Interpret_DepthTest(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_DepthTest *command) -{ - thread->depthtest = command->enable; - thread->validate |= DPSOFTRAST_VALIDATE_DEPTHFUNC; -} -void DPSOFTRAST_DepthTest(int enable) -{ - DPSOFTRAST_Command_DepthTest *command = DPSOFTRAST_ALLOCATECOMMAND(DepthTest); - command->enable = enable; -} - -DEFCOMMAND(6, ScissorTest, int enable;) -static void DPSOFTRAST_Interpret_ScissorTest(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_ScissorTest *command) -{ - thread->scissortest = command->enable; - thread->validate |= DPSOFTRAST_VALIDATE_FB; -} -void DPSOFTRAST_ScissorTest(int enable) -{ - DPSOFTRAST_Command_ScissorTest *command = DPSOFTRAST_ALLOCATECOMMAND(ScissorTest); - command->enable = enable; -} - -DEFCOMMAND(7, Scissor, float x; float y; float width; float height;) -static void DPSOFTRAST_Interpret_Scissor(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_Scissor *command) -{ - thread->scissor[0] = command->x; - thread->scissor[1] = command->y; - thread->scissor[2] = command->width; - thread->scissor[3] = command->height; - thread->validate |= DPSOFTRAST_VALIDATE_FB; -} -void DPSOFTRAST_Scissor(float x, float y, float width, float height) -{ - DPSOFTRAST_Command_Scissor *command = DPSOFTRAST_ALLOCATECOMMAND(Scissor); - command->x = x; - command->y = y; - command->width = width; - command->height = height; -} - -DEFCOMMAND(8, BlendFunc, int sfactor; int dfactor;) -static void DPSOFTRAST_Interpret_BlendFunc(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_BlendFunc *command) -{ - thread->blendfunc[0] = command->sfactor; - thread->blendfunc[1] = command->dfactor; - thread->validate |= DPSOFTRAST_VALIDATE_BLENDFUNC; -} -void DPSOFTRAST_BlendFunc(int sfactor, int dfactor) -{ - DPSOFTRAST_Command_BlendFunc *command = DPSOFTRAST_ALLOCATECOMMAND(BlendFunc); - command->sfactor = sfactor; - command->dfactor = dfactor; -} - -DEFCOMMAND(9, BlendSubtract, int enable;) -static void DPSOFTRAST_Interpret_BlendSubtract(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_BlendSubtract *command) -{ - thread->blendsubtract = command->enable; - thread->validate |= DPSOFTRAST_VALIDATE_BLENDFUNC; -} -void DPSOFTRAST_BlendSubtract(int enable) -{ - DPSOFTRAST_Command_BlendSubtract *command = DPSOFTRAST_ALLOCATECOMMAND(BlendSubtract); - command->enable = enable; -} - -DEFCOMMAND(10, DepthMask, int enable;) -static void DPSOFTRAST_Interpret_DepthMask(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_DepthMask *command) -{ - thread->depthmask = command->enable; -} -void DPSOFTRAST_DepthMask(int enable) -{ - DPSOFTRAST_Command_DepthMask *command = DPSOFTRAST_ALLOCATECOMMAND(DepthMask); - command->enable = enable; -} - -DEFCOMMAND(11, DepthFunc, int func;) -static void DPSOFTRAST_Interpret_DepthFunc(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_DepthFunc *command) -{ - thread->depthfunc = command->func; -} -void DPSOFTRAST_DepthFunc(int func) -{ - DPSOFTRAST_Command_DepthFunc *command = DPSOFTRAST_ALLOCATECOMMAND(DepthFunc); - command->func = func; -} - -DEFCOMMAND(12, DepthRange, float nearval; float farval;) -static void DPSOFTRAST_Interpret_DepthRange(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_DepthRange *command) -{ - thread->depthrange[0] = command->nearval; - thread->depthrange[1] = command->farval; -} -void DPSOFTRAST_DepthRange(float nearval, float farval) -{ - DPSOFTRAST_Command_DepthRange *command = DPSOFTRAST_ALLOCATECOMMAND(DepthRange); - command->nearval = nearval; - command->farval = farval; -} - -DEFCOMMAND(13, PolygonOffset, float alongnormal; float intoview;) -static void DPSOFTRAST_Interpret_PolygonOffset(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_PolygonOffset *command) -{ - thread->polygonoffset[0] = command->alongnormal; - thread->polygonoffset[1] = command->intoview; -} -void DPSOFTRAST_PolygonOffset(float alongnormal, float intoview) -{ - DPSOFTRAST_Command_PolygonOffset *command = DPSOFTRAST_ALLOCATECOMMAND(PolygonOffset); - command->alongnormal = alongnormal; - command->intoview = intoview; -} - -DEFCOMMAND(14, CullFace, int mode;) -static void DPSOFTRAST_Interpret_CullFace(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_CullFace *command) -{ - thread->cullface = command->mode; -} -void DPSOFTRAST_CullFace(int mode) -{ - DPSOFTRAST_Command_CullFace *command = DPSOFTRAST_ALLOCATECOMMAND(CullFace); - command->mode = mode; -} - -void DPSOFTRAST_Color4f(float r, float g, float b, float a) -{ - dpsoftrast.color[0] = r; - dpsoftrast.color[1] = g; - dpsoftrast.color[2] = b; - dpsoftrast.color[3] = a; -} - -void DPSOFTRAST_GetPixelsBGRA(int blockx, int blocky, int blockwidth, int blockheight, unsigned char *outpixels) -{ - int outstride = blockwidth * 4; - int instride = dpsoftrast.fb_width * 4; - int bx1 = blockx; - int by1 = blocky; - int bx2 = blockx + blockwidth; - int by2 = blocky + blockheight; - int bw; - int x; - int y; - unsigned char *inpixels; - unsigned char *b; - unsigned char *o; - DPSOFTRAST_Flush(); - if (bx1 < 0) bx1 = 0; - if (by1 < 0) by1 = 0; - if (bx2 > dpsoftrast.fb_width) bx2 = dpsoftrast.fb_width; - if (by2 > dpsoftrast.fb_height) by2 = dpsoftrast.fb_height; - bw = bx2 - bx1; - inpixels = (unsigned char *)dpsoftrast.fb_colorpixels[0]; - if (dpsoftrast.bigendian) - { - for (y = by1;y < by2;y++) - { - b = (unsigned char *)inpixels + (dpsoftrast.fb_height - 1 - y) * instride + 4 * bx1; - o = (unsigned char *)outpixels + (y - by1) * outstride; - for (x = bx1;x < bx2;x++) - { - o[0] = b[3]; - o[1] = b[2]; - o[2] = b[1]; - o[3] = b[0]; - o += 4; - b += 4; - } - } - } - else - { - for (y = by1;y < by2;y++) - { - b = (unsigned char *)inpixels + (dpsoftrast.fb_height - 1 - y) * instride + 4 * bx1; - o = (unsigned char *)outpixels + (y - by1) * outstride; - memcpy(o, b, bw*4); - } - } - -} -void DPSOFTRAST_CopyRectangleToTexture(int index, int mip, int tx, int ty, int sx, int sy, int width, int height) -{ - int tx1 = tx; - int ty1 = ty; - int tx2 = tx + width; - int ty2 = ty + height; - int sx1 = sx; - int sy1 = sy; - int sx2 = sx + width; - int sy2 = sy + height; - int swidth; - int sheight; - int twidth; - int theight; - int sw; - int sh; - int tw; - int th; - int y; - unsigned int *spixels; - unsigned int *tpixels; - DPSOFTRAST_Texture *texture; - texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return; - if (mip < 0 || mip >= texture->mipmaps) return; - DPSOFTRAST_Flush(); - spixels = dpsoftrast.fb_colorpixels[0]; - swidth = dpsoftrast.fb_width; - sheight = dpsoftrast.fb_height; - tpixels = (unsigned int *)(texture->bytes + texture->mipmap[mip][0]); - twidth = texture->mipmap[mip][2]; - theight = texture->mipmap[mip][3]; - if (tx1 < 0) tx1 = 0; - if (ty1 < 0) ty1 = 0; - if (tx2 > twidth) tx2 = twidth; - if (ty2 > theight) ty2 = theight; - if (sx1 < 0) sx1 = 0; - if (sy1 < 0) sy1 = 0; - if (sx2 > swidth) sx2 = swidth; - if (sy2 > sheight) sy2 = sheight; - tw = tx2 - tx1; - th = ty2 - ty1; - sw = sx2 - sx1; - sh = sy2 - sy1; - if (tw > sw) tw = sw; - if (th > sh) th = sh; - if (tw < 1 || th < 1) - return; - sy1 = sheight - sy1 - th; - ty1 = theight - ty1 - th; - for (y = 0;y < th;y++) - memcpy(tpixels + ((ty1 + y) * twidth + tx1), spixels + ((sy1 + y) * swidth + sx1), tw*4); - if (texture->mipmaps > 1) - DPSOFTRAST_Texture_CalculateMipmaps(index); -} - -DEFCOMMAND(17, SetTexture, int unitnum; DPSOFTRAST_Texture *texture;) -static void DPSOFTRAST_Interpret_SetTexture(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_SetTexture *command) -{ - if (thread->texbound[command->unitnum]) - ATOMIC_DECREMENT(thread->texbound[command->unitnum]->binds); - thread->texbound[command->unitnum] = command->texture; -} -void DPSOFTRAST_SetTexture(int unitnum, int index) -{ - DPSOFTRAST_Command_SetTexture *command; - DPSOFTRAST_Texture *texture; - if (unitnum < 0 || unitnum >= DPSOFTRAST_MAXTEXTUREUNITS) - { - dpsoftrast.errorstring = "DPSOFTRAST_SetTexture: invalid unit number"; - return; - } - texture = DPSOFTRAST_Texture_GetByIndex(index); - if (index && !texture) - { - dpsoftrast.errorstring = "DPSOFTRAST_SetTexture: invalid texture handle"; - return; - } - - command = DPSOFTRAST_ALLOCATECOMMAND(SetTexture); - command->unitnum = unitnum; - command->texture = texture; - - dpsoftrast.texbound[unitnum] = texture; - if (texture) - ATOMIC_ADD(texture->binds, dpsoftrast.numthreads); -} - -void DPSOFTRAST_SetVertexPointer(const float *vertex3f, size_t stride) -{ - dpsoftrast.pointer_vertex3f = vertex3f; - dpsoftrast.stride_vertex = (int)stride; -} -void DPSOFTRAST_SetColorPointer(const float *color4f, size_t stride) -{ - dpsoftrast.pointer_color4f = color4f; - dpsoftrast.pointer_color4ub = NULL; - dpsoftrast.stride_color = (int)stride; -} -void DPSOFTRAST_SetColorPointer4ub(const unsigned char *color4ub, size_t stride) -{ - dpsoftrast.pointer_color4f = NULL; - dpsoftrast.pointer_color4ub = color4ub; - dpsoftrast.stride_color = (int)stride; -} -void DPSOFTRAST_SetTexCoordPointer(int unitnum, int numcomponents, size_t stride, const float *texcoordf) -{ - dpsoftrast.pointer_texcoordf[unitnum] = texcoordf; - dpsoftrast.components_texcoord[unitnum] = numcomponents; - dpsoftrast.stride_texcoord[unitnum] = (int)stride; -} - -DEFCOMMAND(18, SetShader, int mode; dpuint64 permutation; int exactspecularmath;) -static void DPSOFTRAST_Interpret_SetShader(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_SetShader *command) -{ - thread->shader_mode = command->mode; - thread->shader_permutation = command->permutation; - thread->shader_exactspecularmath = command->exactspecularmath; -} -void DPSOFTRAST_SetShader(int mode, dpuint64 permutation, int exactspecularmath) -{ - DPSOFTRAST_Command_SetShader *command = DPSOFTRAST_ALLOCATECOMMAND(SetShader); - command->mode = mode; - command->permutation = permutation; - command->exactspecularmath = exactspecularmath; - - dpsoftrast.shader_mode = mode; - dpsoftrast.shader_permutation = permutation; - dpsoftrast.shader_exactspecularmath = exactspecularmath; -} - -DEFCOMMAND(19, Uniform4f, DPSOFTRAST_UNIFORM index; float val[4];) -static void DPSOFTRAST_Interpret_Uniform4f(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_Uniform4f *command) -{ - memcpy(&thread->uniform4f[command->index*4], command->val, sizeof(command->val)); -} -void DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM index, float v0, float v1, float v2, float v3) -{ - DPSOFTRAST_Command_Uniform4f *command = DPSOFTRAST_ALLOCATECOMMAND(Uniform4f); - command->index = index; - command->val[0] = v0; - command->val[1] = v1; - command->val[2] = v2; - command->val[3] = v3; - - dpsoftrast.uniform4f[index*4+0] = v0; - dpsoftrast.uniform4f[index*4+1] = v1; - dpsoftrast.uniform4f[index*4+2] = v2; - dpsoftrast.uniform4f[index*4+3] = v3; -} -void DPSOFTRAST_Uniform4fv(DPSOFTRAST_UNIFORM index, const float *v) -{ - DPSOFTRAST_Command_Uniform4f *command = DPSOFTRAST_ALLOCATECOMMAND(Uniform4f); - command->index = index; - memcpy(command->val, v, sizeof(command->val)); - - memcpy(&dpsoftrast.uniform4f[index*4], v, sizeof(float[4])); -} - -DEFCOMMAND(20, UniformMatrix4f, DPSOFTRAST_UNIFORM index; ALIGN(float val[16]);) -static void DPSOFTRAST_Interpret_UniformMatrix4f(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_UniformMatrix4f *command) -{ - memcpy(&thread->uniform4f[command->index*4], command->val, sizeof(command->val)); -} -void DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM uniform, int arraysize, int transpose, const float *v) -{ -#ifdef SSE_POSSIBLE - int i, index; - for (i = 0, index = (int)uniform;i < arraysize;i++, index += 4, v += 16) - { - __m128 m0, m1, m2, m3; - DPSOFTRAST_Command_UniformMatrix4f *command = DPSOFTRAST_ALLOCATECOMMAND(UniformMatrix4f); - command->index = (DPSOFTRAST_UNIFORM)index; - if (((size_t)v)&(ALIGN_SIZE-1)) - { - m0 = _mm_loadu_ps(v); - m1 = _mm_loadu_ps(v+4); - m2 = _mm_loadu_ps(v+8); - m3 = _mm_loadu_ps(v+12); - } - else - { - m0 = _mm_load_ps(v); - m1 = _mm_load_ps(v+4); - m2 = _mm_load_ps(v+8); - m3 = _mm_load_ps(v+12); - } - if (transpose) - { - __m128 t0, t1, t2, t3; - t0 = _mm_unpacklo_ps(m0, m1); - t1 = _mm_unpacklo_ps(m2, m3); - t2 = _mm_unpackhi_ps(m0, m1); - t3 = _mm_unpackhi_ps(m2, m3); - m0 = _mm_movelh_ps(t0, t1); - m1 = _mm_movehl_ps(t1, t0); - m2 = _mm_movelh_ps(t2, t3); - m3 = _mm_movehl_ps(t3, t2); - } - _mm_store_ps(command->val, m0); - _mm_store_ps(command->val+4, m1); - _mm_store_ps(command->val+8, m2); - _mm_store_ps(command->val+12, m3); - _mm_store_ps(&dpsoftrast.uniform4f[index*4+0], m0); - _mm_store_ps(&dpsoftrast.uniform4f[index*4+4], m1); - _mm_store_ps(&dpsoftrast.uniform4f[index*4+8], m2); - _mm_store_ps(&dpsoftrast.uniform4f[index*4+12], m3); - } -#endif -} - -DEFCOMMAND(21, Uniform1i, DPSOFTRAST_UNIFORM index; int val;) -static void DPSOFTRAST_Interpret_Uniform1i(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_Uniform1i *command) -{ - thread->uniform1i[command->index] = command->val; -} -void DPSOFTRAST_Uniform1i(DPSOFTRAST_UNIFORM index, int i0) -{ - DPSOFTRAST_Command_Uniform1i *command = DPSOFTRAST_ALLOCATECOMMAND(Uniform1i); - command->index = index; - command->val = i0; - - dpsoftrast.uniform1i[command->index] = i0; -} - -DEFCOMMAND(24, ClipPlane, float clipplane[4];) -static void DPSOFTRAST_Interpret_ClipPlane(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_ClipPlane *command) -{ - memcpy(thread->clipplane, command->clipplane, 4*sizeof(float)); - thread->validate |= DPSOFTRAST_VALIDATE_FB; -} -void DPSOFTRAST_ClipPlane(float x, float y, float z, float w) -{ - DPSOFTRAST_Command_ClipPlane *command = DPSOFTRAST_ALLOCATECOMMAND(ClipPlane); - command->clipplane[0] = x; - command->clipplane[1] = y; - command->clipplane[2] = z; - command->clipplane[3] = w; -} - -#ifdef SSE_POSSIBLE -static void DPSOFTRAST_Load4fTo4f(float *dst, const unsigned char *src, int size, int stride) -{ - float *end = dst + size*4; - if ((((size_t)src)|stride)&(ALIGN_SIZE - 1)) // check for alignment - { - while (dst < end) - { - _mm_store_ps(dst, _mm_loadu_ps((const float *)src)); - dst += 4; - src += stride; - } - } - else - { - while (dst < end) - { - _mm_store_ps(dst, _mm_load_ps((const float *)src)); - dst += 4; - src += stride; - } - } -} - -static void DPSOFTRAST_Load3fTo4f(float *dst, const unsigned char *src, int size, int stride) -{ - float *end = dst + size*4; - if (stride == sizeof(float[3])) - { - float *end4 = dst + (size&~3)*4; - if (((size_t)src)&(ALIGN_SIZE - 1)) // check for alignment - { - while (dst < end4) - { - __m128 v1 = _mm_loadu_ps((const float *)src), v2 = _mm_loadu_ps((const float *)src + 4), v3 = _mm_loadu_ps((const float *)src + 8), dv; - dv = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(2, 1, 0, 3)); - dv = _mm_move_ss(dv, _mm_set_ss(1.0f)); - _mm_store_ps(dst, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1))); - dv = _mm_shuffle_ps(v1, v2, _MM_SHUFFLE(1, 0, 3, 3)); - dv = _mm_move_ss(dv, _mm_set_ss(1.0f)); - _mm_store_ps(dst + 4, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1))); - dv = _mm_shuffle_ps(v2, v3, _MM_SHUFFLE(0, 0, 3, 2)); - dv = _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(2, 1, 0, 3)); - dv = _mm_move_ss(dv, _mm_set_ss(1.0f)); - _mm_store_ps(dst + 8, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1))); - dv = _mm_move_ss(v3, _mm_set_ss(1.0f)); - _mm_store_ps(dst + 12, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1))); - dst += 16; - src += 4*sizeof(float[3]); - } - } - else - { - while (dst < end4) - { - __m128 v1 = _mm_load_ps((const float *)src), v2 = _mm_load_ps((const float *)src + 4), v3 = _mm_load_ps((const float *)src + 8), dv; - dv = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(2, 1, 0, 3)); - dv = _mm_move_ss(dv, _mm_set_ss(1.0f)); - _mm_store_ps(dst, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1))); - dv = _mm_shuffle_ps(v1, v2, _MM_SHUFFLE(1, 0, 3, 3)); - dv = _mm_move_ss(dv, _mm_set_ss(1.0f)); - _mm_store_ps(dst + 4, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1))); - dv = _mm_shuffle_ps(v2, v3, _MM_SHUFFLE(0, 0, 3, 2)); - dv = _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(2, 1, 0, 3)); - dv = _mm_move_ss(dv, _mm_set_ss(1.0f)); - _mm_store_ps(dst + 8, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1))); - dv = _mm_move_ss(v3, _mm_set_ss(1.0f)); - _mm_store_ps(dst + 12, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1))); - dst += 16; - src += 4*sizeof(float[3]); - } - } - } - if ((((size_t)src)|stride)&(ALIGN_SIZE - 1)) - { - while (dst < end) - { - __m128 v = _mm_loadu_ps((const float *)src); - v = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 1, 0, 3)); - v = _mm_move_ss(v, _mm_set_ss(1.0f)); - v = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 3, 2, 1)); - _mm_store_ps(dst, v); - dst += 4; - src += stride; - } - } - else - { - while (dst < end) - { - __m128 v = _mm_load_ps((const float *)src); - v = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 1, 0, 3)); - v = _mm_move_ss(v, _mm_set_ss(1.0f)); - v = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 3, 2, 1)); - _mm_store_ps(dst, v); - dst += 4; - src += stride; - } - } -} - -static void DPSOFTRAST_Load2fTo4f(float *dst, const unsigned char *src, int size, int stride) -{ - float *end = dst + size*4; - __m128 v2 = _mm_setr_ps(0.0f, 0.0f, 0.0f, 1.0f); - if (stride == sizeof(float[2])) - { - float *end2 = dst + (size&~1)*4; - if (((size_t)src)&(ALIGN_SIZE - 1)) // check for alignment - { - while (dst < end2) - { - __m128 v = _mm_loadu_ps((const float *)src); - _mm_store_ps(dst, _mm_shuffle_ps(v, v2, _MM_SHUFFLE(3, 2, 1, 0))); - _mm_store_ps(dst + 4, _mm_movehl_ps(v2, v)); - dst += 8; - src += 2*sizeof(float[2]); - } - } - else - { - while (dst < end2) - { - __m128 v = _mm_load_ps((const float *)src); - _mm_store_ps(dst, _mm_shuffle_ps(v, v2, _MM_SHUFFLE(3, 2, 1, 0))); - _mm_store_ps(dst + 4, _mm_movehl_ps(v2, v)); - dst += 8; - src += 2*sizeof(float[2]); - } - } - } - while (dst < end) - { - _mm_store_ps(dst, _mm_loadl_pi(v2, (__m64 *)src)); - dst += 4; - src += stride; - } -} - -static void DPSOFTRAST_Load4bTo4f(float *dst, const unsigned char *src, int size, int stride) -{ - float *end = dst + size*4; - __m128 scale = _mm_set1_ps(1.0f/255.0f); - if (stride == sizeof(unsigned char[4])) - { - float *end4 = dst + (size&~3)*4; - if (((size_t)src)&(ALIGN_SIZE - 1)) // check for alignment - { - while (dst < end4) - { - __m128i v = _mm_loadu_si128((const __m128i *)src), v1 = _mm_unpacklo_epi8(v, _mm_setzero_si128()), v2 = _mm_unpackhi_epi8(v, _mm_setzero_si128()); - _mm_store_ps(dst, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpacklo_epi16(v1, _mm_setzero_si128())), scale)); - _mm_store_ps(dst + 4, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpackhi_epi16(v1, _mm_setzero_si128())), scale)); - _mm_store_ps(dst + 8, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpacklo_epi16(v2, _mm_setzero_si128())), scale)); - _mm_store_ps(dst + 12, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpackhi_epi16(v2, _mm_setzero_si128())), scale)); - dst += 16; - src += 4*sizeof(unsigned char[4]); - } - } - else - { - while (dst < end4) - { - __m128i v = _mm_load_si128((const __m128i *)src), v1 = _mm_unpacklo_epi8(v, _mm_setzero_si128()), v2 = _mm_unpackhi_epi8(v, _mm_setzero_si128()); - _mm_store_ps(dst, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpacklo_epi16(v1, _mm_setzero_si128())), scale)); - _mm_store_ps(dst + 4, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpackhi_epi16(v1, _mm_setzero_si128())), scale)); - _mm_store_ps(dst + 8, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpacklo_epi16(v2, _mm_setzero_si128())), scale)); - _mm_store_ps(dst + 12, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpackhi_epi16(v2, _mm_setzero_si128())), scale)); - dst += 16; - src += 4*sizeof(unsigned char[4]); - } - } - } - while (dst < end) - { - __m128i v = _mm_cvtsi32_si128(*(const int *)src); - _mm_store_ps(dst, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpacklo_epi16(_mm_unpacklo_epi8(v, _mm_setzero_si128()), _mm_setzero_si128())), scale)); - dst += 4; - src += stride; - } -} - -static void DPSOFTRAST_Fill4f(float *dst, const float *src, int size) -{ - float *end = dst + 4*size; - __m128 v = _mm_loadu_ps(src); - while (dst < end) - { - _mm_store_ps(dst, v); - dst += 4; - } -} -#endif - -static void DPSOFTRAST_Vertex_Transform(float *out4f, const float *in4f, int numitems, const float *inmatrix16f) -{ -#ifdef SSE_POSSIBLE - static const float identitymatrix16f[4][4] = {{1,0,0,0},{0,1,0,0},{0,0,1,0},{0,0,0,1}}; - __m128 m0, m1, m2, m3; - float *end; - if (!memcmp(identitymatrix16f, inmatrix16f, sizeof(float[16]))) - { - // fast case for identity matrix - if (out4f != in4f) memcpy(out4f, in4f, numitems * sizeof(float[4])); - return; - } - end = out4f + numitems*4; - m0 = _mm_loadu_ps(inmatrix16f); - m1 = _mm_loadu_ps(inmatrix16f + 4); - m2 = _mm_loadu_ps(inmatrix16f + 8); - m3 = _mm_loadu_ps(inmatrix16f + 12); - if (((size_t)in4f)&(ALIGN_SIZE-1)) // check alignment - { - while (out4f < end) - { - __m128 v = _mm_loadu_ps(in4f); - _mm_store_ps(out4f, - _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0)), m0), - _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1)), m1), - _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2)), m2), - _mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 3, 3, 3)), m3))))); - out4f += 4; - in4f += 4; - } - } - else - { - while (out4f < end) - { - __m128 v = _mm_load_ps(in4f); - _mm_store_ps(out4f, - _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0)), m0), - _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1)), m1), - _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2)), m2), - _mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 3, 3, 3)), m3))))); - out4f += 4; - in4f += 4; - } - } -#endif -} - -#if 0 -static void DPSOFTRAST_Vertex_Copy(float *out4f, const float *in4f, int numitems) -{ - memcpy(out4f, in4f, numitems * sizeof(float[4])); -} -#endif - -#ifdef SSE_POSSIBLE -#define DPSOFTRAST_PROJECTVERTEX(out, in, viewportcenter, viewportscale) \ -{ \ - __m128 p = (in), w = _mm_shuffle_ps(p, p, _MM_SHUFFLE(3, 3, 3, 3)); \ - p = _mm_move_ss(_mm_shuffle_ps(p, p, _MM_SHUFFLE(2, 1, 0, 3)), _mm_set_ss(1.0f)); \ - p = _mm_add_ps(viewportcenter, _mm_div_ps(_mm_mul_ps(viewportscale, p), w)); \ - out = _mm_shuffle_ps(p, p, _MM_SHUFFLE(0, 3, 2, 1)); \ -} - -#define DPSOFTRAST_TRANSFORMVERTEX(out, in, m0, m1, m2, m3) \ -{ \ - __m128 p = (in); \ - out = _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(p, p, _MM_SHUFFLE(0, 0, 0, 0)), m0), \ - _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(p, p, _MM_SHUFFLE(1, 1, 1, 1)), m1), \ - _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(p, p, _MM_SHUFFLE(2, 2, 2, 2)), m2), \ - _mm_mul_ps(_mm_shuffle_ps(p, p, _MM_SHUFFLE(3, 3, 3, 3)), m3)))); \ -} - -static int DPSOFTRAST_Vertex_BoundY(int *starty, int *endy, const float *minposf, const float *maxposf, const float *inmatrix16f) -{ - int clipmask = 0xFF; - __m128 viewportcenter = _mm_load_ps(dpsoftrast.fb_viewportcenter), viewportscale = _mm_load_ps(dpsoftrast.fb_viewportscale); - __m128 bb[8], clipdist[8], minproj = _mm_set_ss(2.0f), maxproj = _mm_set_ss(-2.0f); - __m128 m0 = _mm_loadu_ps(inmatrix16f), m1 = _mm_loadu_ps(inmatrix16f + 4), m2 = _mm_loadu_ps(inmatrix16f + 8), m3 = _mm_loadu_ps(inmatrix16f + 12); - __m128 minpos = _mm_load_ps(minposf), maxpos = _mm_load_ps(maxposf); - m0 = _mm_shuffle_ps(m0, m0, _MM_SHUFFLE(3, 2, 0, 1)); - m1 = _mm_shuffle_ps(m1, m1, _MM_SHUFFLE(3, 2, 0, 1)); - m2 = _mm_shuffle_ps(m2, m2, _MM_SHUFFLE(3, 2, 0, 1)); - m3 = _mm_shuffle_ps(m3, m3, _MM_SHUFFLE(3, 2, 0, 1)); - #define BBFRONT(k, pos) \ - { \ - DPSOFTRAST_TRANSFORMVERTEX(bb[k], pos, m0, m1, m2, m3); \ - clipdist[k] = _mm_add_ss(_mm_shuffle_ps(bb[k], bb[k], _MM_SHUFFLE(2, 2, 2, 2)), _mm_shuffle_ps(bb[k], bb[k], _MM_SHUFFLE(3, 3, 3, 3))); \ - if (_mm_ucomige_ss(clipdist[k], _mm_setzero_ps())) \ - { \ - __m128 proj; \ - clipmask &= ~(1<= 0 ? DPSOFTRAST_Array_Load(outarray, inarray) : dpsoftrast.post_array4f[outarray]; - DPSOFTRAST_Vertex_Transform(data, data, dpsoftrast.numvertices, inmatrix16f); - return data; -} - -#if 0 -static float *DPSOFTRAST_Array_Project(int outarray, int inarray) -{ -#ifdef SSE_POSSIBLE - float *data = inarray >= 0 ? DPSOFTRAST_Array_Load(outarray, inarray) : dpsoftrast.post_array4f[outarray]; - dpsoftrast.drawclipped = DPSOFTRAST_Vertex_Project(data, dpsoftrast.screencoord4f, &dpsoftrast.drawstarty, &dpsoftrast.drawendy, data, dpsoftrast.numvertices); - return data; -#else - return NULL; -#endif -} -#endif - -static float *DPSOFTRAST_Array_TransformProject(int outarray, int inarray, const float *inmatrix16f) -{ -#ifdef SSE_POSSIBLE - float *data = inarray >= 0 ? DPSOFTRAST_Array_Load(outarray, inarray) : dpsoftrast.post_array4f[outarray]; - dpsoftrast.drawclipped = DPSOFTRAST_Vertex_TransformProject(data, dpsoftrast.screencoord4f, &dpsoftrast.drawstarty, &dpsoftrast.drawendy, data, dpsoftrast.numvertices, inmatrix16f); - return data; -#else - return NULL; -#endif -} - -static void DPSOFTRAST_Draw_Span_Begin(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *zf) -{ - int x; - int startx = span->startx; - int endx = span->endx; - float wslope = triangle->w[0]; - float w = triangle->w[2] + span->x*wslope + span->y*triangle->w[1]; - float endz = 1.0f / (w + wslope * startx); - if (triangle->w[0] == 0) - { - // LordHavoc: fast flat polygons (HUD/menu) - for (x = startx;x < endx;x++) - zf[x] = endz; - return; - } - for (x = startx;x < endx;) - { - int nextsub = x + DPSOFTRAST_DRAW_MAXSUBSPAN, endsub = nextsub - 1; - float z = endz, dz; - if (nextsub >= endx) nextsub = endsub = endx-1; - endz = 1.0f / (w + wslope * nextsub); - dz = x < nextsub ? (endz - z) / (nextsub - x) : 0.0f; - for (; x <= endsub; x++, z += dz) - zf[x] = z; - } -} - -static void DPSOFTRAST_Draw_Span_FinishBGRA8(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, const unsigned char* RESTRICT in4ub) -{ -#ifdef SSE_POSSIBLE - int x; - int startx = span->startx; - int endx = span->endx; - int maskx; - int subx; - const unsigned int * RESTRICT ini = (const unsigned int *)in4ub; - unsigned char * RESTRICT pixelmask = span->pixelmask; - unsigned int * RESTRICT pixeli = (unsigned int *)dpsoftrast.fb_colorpixels[0]; - if (!pixeli) - return; - pixeli += span->y * dpsoftrast.fb_width + span->x; - // handle alphatest now (this affects depth writes too) - if (thread->shader_permutation & SHADERPERMUTATION_ALPHAKILL) - for (x = startx;x < endx;x++) - if (in4ub[x*4+3] < 128) - pixelmask[x] = false; - // LordHavoc: clear pixelmask for some pixels in alphablend cases, this - // helps sprites, text and hud artwork - switch(thread->fb_blendmode) - { - case DPSOFTRAST_BLENDMODE_ALPHA: - case DPSOFTRAST_BLENDMODE_ADDALPHA: - case DPSOFTRAST_BLENDMODE_SUBALPHA: - maskx = startx; - for (x = startx;x < endx;x++) - { - if (in4ub[x*4+3] >= 1) - { - startx = x; - for (;;) - { - while (++x < endx && in4ub[x*4+3] >= 1) ; - maskx = x; - if (x >= endx) break; - ++x; - while (++x < endx && in4ub[x*4+3] < 1) pixelmask[x] = false; - if (x >= endx) break; - } - break; - } - } - endx = maskx; - break; - case DPSOFTRAST_BLENDMODE_OPAQUE: - case DPSOFTRAST_BLENDMODE_ADD: - case DPSOFTRAST_BLENDMODE_INVMOD: - case DPSOFTRAST_BLENDMODE_MUL: - case DPSOFTRAST_BLENDMODE_MUL2: - case DPSOFTRAST_BLENDMODE_PSEUDOALPHA: - case DPSOFTRAST_BLENDMODE_INVADD: - break; - } - // put some special values at the end of the mask to ensure the loops end - pixelmask[endx] = 1; - pixelmask[endx+1] = 0; - // LordHavoc: use a double loop to identify subspans, this helps the - // optimized copy/blend loops to perform at their best, most triangles - // have only one run of pixels, and do the search using wide reads... - x = startx; - while (x < endx) - { - // if this pixel is masked off, it's probably not alone... - if (!pixelmask[x]) - { - x++; -#if 1 - if (x + 8 < endx) - { - // the 4-item search must be aligned or else it stalls badly - if ((x & 3) && !pixelmask[x]) - { - if(pixelmask[x]) goto endmasked; - x++; - if (x & 3) - { - if(pixelmask[x]) goto endmasked; - x++; - if (x & 3) - { - if(pixelmask[x]) goto endmasked; - x++; - } - } - } - while (*(unsigned int *)&pixelmask[x] == 0x00000000) - x += 4; - } -#endif - for (;!pixelmask[x];x++) - ; - // rather than continue the loop, just check the end variable - if (x >= endx) - break; - } - endmasked: - // find length of subspan - subx = x + 1; -#if 1 - if (subx + 8 < endx) - { - if (subx & 3) - { - if(!pixelmask[subx]) goto endunmasked; - subx++; - if (subx & 3) - { - if(!pixelmask[subx]) goto endunmasked; - subx++; - if (subx & 3) - { - if(!pixelmask[subx]) goto endunmasked; - subx++; - } - } - } - while (*(unsigned int *)&pixelmask[subx] == 0x01010101) - subx += 4; - } -#endif - for (;pixelmask[subx];subx++) - ; - // the checks can overshoot, so make sure to clip it... - if (subx > endx) - subx = endx; - endunmasked: - // now that we know the subspan length... process! - switch(thread->fb_blendmode) - { - case DPSOFTRAST_BLENDMODE_OPAQUE: -#if 0 - if (subx - x >= 16) - { - memcpy(pixeli + x, ini + x, (subx - x) * sizeof(pixeli[x])); - x = subx; - } - else -#elif 1 - while (x + 16 <= subx) - { - _mm_storeu_si128((__m128i *)&pixeli[x], _mm_loadu_si128((const __m128i *)&ini[x])); - _mm_storeu_si128((__m128i *)&pixeli[x+4], _mm_loadu_si128((const __m128i *)&ini[x+4])); - _mm_storeu_si128((__m128i *)&pixeli[x+8], _mm_loadu_si128((const __m128i *)&ini[x+8])); - _mm_storeu_si128((__m128i *)&pixeli[x+12], _mm_loadu_si128((const __m128i *)&ini[x+12])); - x += 16; - } -#endif - { - while (x + 4 <= subx) - { - _mm_storeu_si128((__m128i *)&pixeli[x], _mm_loadu_si128((const __m128i *)&ini[x])); - x += 4; - } - if (x + 2 <= subx) - { - pixeli[x] = ini[x]; - pixeli[x+1] = ini[x+1]; - x += 2; - } - if (x < subx) - { - pixeli[x] = ini[x]; - x++; - } - } - break; - case DPSOFTRAST_BLENDMODE_ALPHA: - #define FINISHBLEND(blend2, blend1) \ - for (;x + 1 < subx;x += 2) \ - { \ - __m128i src, dst; \ - src = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&ini[x]), _mm_setzero_si128()); \ - dst = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&pixeli[x]), _mm_setzero_si128()); \ - blend2; \ - _mm_storel_epi64((__m128i *)&pixeli[x], _mm_packus_epi16(dst, dst)); \ - } \ - if (x < subx) \ - { \ - __m128i src, dst; \ - src = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ini[x]), _mm_setzero_si128()); \ - dst = _mm_unpacklo_epi8(_mm_cvtsi32_si128(pixeli[x]), _mm_setzero_si128()); \ - blend1; \ - pixeli[x] = _mm_cvtsi128_si32(_mm_packus_epi16(dst, dst)); \ - x++; \ - } - FINISHBLEND({ - __m128i blend = _mm_shufflehi_epi16(_mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3)); - dst = _mm_add_epi16(dst, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(src, dst), 4), _mm_slli_epi16(blend, 4))); - }, { - __m128i blend = _mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)); - dst = _mm_add_epi16(dst, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(src, dst), 4), _mm_slli_epi16(blend, 4))); - }); - break; - case DPSOFTRAST_BLENDMODE_ADDALPHA: - FINISHBLEND({ - __m128i blend = _mm_shufflehi_epi16(_mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3)); - dst = _mm_add_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(src, blend), 8)); - }, { - __m128i blend = _mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)); - dst = _mm_add_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(src, blend), 8)); - }); - break; - case DPSOFTRAST_BLENDMODE_ADD: - FINISHBLEND({ dst = _mm_add_epi16(src, dst); }, { dst = _mm_add_epi16(src, dst); }); - break; - case DPSOFTRAST_BLENDMODE_INVMOD: - FINISHBLEND({ - dst = _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(dst, src), 8)); - }, { - dst = _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(dst, src), 8)); - }); - break; - case DPSOFTRAST_BLENDMODE_MUL: - FINISHBLEND({ dst = _mm_srli_epi16(_mm_mullo_epi16(src, dst), 8); }, { dst = _mm_srli_epi16(_mm_mullo_epi16(src, dst), 8); }); - break; - case DPSOFTRAST_BLENDMODE_MUL2: - FINISHBLEND({ dst = _mm_srli_epi16(_mm_mullo_epi16(src, dst), 7); }, { dst = _mm_srli_epi16(_mm_mullo_epi16(src, dst), 7); }); - break; - case DPSOFTRAST_BLENDMODE_SUBALPHA: - FINISHBLEND({ - __m128i blend = _mm_shufflehi_epi16(_mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3)); - dst = _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(src, blend), 8)); - }, { - __m128i blend = _mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)); - dst = _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(src, blend), 8)); - }); - break; - case DPSOFTRAST_BLENDMODE_PSEUDOALPHA: - FINISHBLEND({ - __m128i blend = _mm_shufflehi_epi16(_mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3)); - dst = _mm_add_epi16(src, _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(dst, blend), 8))); - }, { - __m128i blend = _mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)); - dst = _mm_add_epi16(src, _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(dst, blend), 8))); - }); - break; - case DPSOFTRAST_BLENDMODE_INVADD: - FINISHBLEND({ - dst = _mm_add_epi16(dst, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(_mm_set1_epi16(255), dst), 4), _mm_slli_epi16(src, 4))); - }, { - dst = _mm_add_epi16(dst, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(_mm_set1_epi16(255), dst), 4), _mm_slli_epi16(src, 4))); - }); - break; - } - } -#endif -} - -static void DPSOFTRAST_Texture2DBGRA8(DPSOFTRAST_Texture *texture, int mip, float x, float y, unsigned char c[4]) - // warning: this is SLOW, only use if the optimized per-span functions won't do -{ - const unsigned char * RESTRICT pixelbase; - const unsigned char * RESTRICT pixel[4]; - int width = texture->mipmap[mip][2], height = texture->mipmap[mip][3]; - int wrapmask[2] = { width-1, height-1 }; - pixelbase = (unsigned char *)texture->bytes + texture->mipmap[mip][0] + texture->mipmap[mip][1] - 4*width; - if(texture->filter & DPSOFTRAST_TEXTURE_FILTER_LINEAR) - { - unsigned int tc[2] = { (unsigned int)floor(x) * (width<<12) - 2048, (unsigned int)floor(y) * (height<<12) - 2048}; - unsigned int frac[2] = { tc[0]&0xFFF, tc[1]&0xFFF }; - unsigned int ifrac[2] = { 0x1000 - frac[0], 0x1000 - frac[1] }; - unsigned int lerp[4] = { ifrac[0]*ifrac[1], frac[0]*ifrac[1], ifrac[0]*frac[1], frac[0]*frac[1] }; - int tci[2] = { (int)tc[0]>>12, (int)tc[1]>>12 }; - int tci1[2] = { (int)tci[0] + 1, (int)tci[1] + 1 }; - if (texture->flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE) - { - tci[0] = tci[0] >= 0 ? (tci[0] <= wrapmask[0] ? tci[0] : wrapmask[0]) : 0; - tci[1] = tci[1] >= 0 ? (tci[1] <= wrapmask[1] ? tci[1] : wrapmask[1]) : 0; - tci1[0] = tci1[0] >= 0 ? (tci1[0] <= wrapmask[0] ? tci1[0] : wrapmask[0]) : 0; - tci1[1] = tci1[1] >= 0 ? (tci1[1] <= wrapmask[1] ? tci1[1] : wrapmask[1]) : 0; - } - else - { - tci[0] &= wrapmask[0]; - tci[1] &= wrapmask[1]; - tci1[0] &= wrapmask[0]; - tci1[1] &= wrapmask[1]; - } - pixel[0] = pixelbase + 4 * (tci[0] - tci[1]*width); - pixel[1] = pixelbase + 4 * (tci[0] - tci[1]*width); - pixel[2] = pixelbase + 4 * (tci[0] - tci1[1]*width); - pixel[3] = pixelbase + 4 * (tci[0] - tci1[1]*width); - c[0] = (pixel[0][0]*lerp[0]+pixel[1][0]*lerp[1]+pixel[2][0]*lerp[2]+pixel[3][0]*lerp[3])>>24; - c[1] = (pixel[0][1]*lerp[0]+pixel[1][1]*lerp[1]+pixel[2][1]*lerp[2]+pixel[3][1]*lerp[3])>>24; - c[2] = (pixel[0][2]*lerp[0]+pixel[1][2]*lerp[1]+pixel[2][2]*lerp[2]+pixel[3][2]*lerp[3])>>24; - c[3] = (pixel[0][3]*lerp[0]+pixel[1][3]*lerp[1]+pixel[2][3]*lerp[2]+pixel[3][3]*lerp[3])>>24; - } - else - { - int tci[2] = { (int)floor(x) * width, (int)floor(y) * height }; - if (texture->flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE) - { - tci[0] = tci[0] >= 0 ? (tci[0] <= wrapmask[0] ? tci[0] : wrapmask[0]) : 0; - tci[1] = tci[1] >= 0 ? (tci[1] <= wrapmask[1] ? tci[1] : wrapmask[1]) : 0; - } - else - { - tci[0] &= wrapmask[0]; - tci[1] &= wrapmask[1]; - } - pixel[0] = pixelbase + 4 * (tci[0] - tci[1]*width); - c[0] = pixel[0][0]; - c[1] = pixel[0][1]; - c[2] = pixel[0][2]; - c[3] = pixel[0][3]; - } -} - -#if 0 -static void DPSOFTRAST_Draw_Span_Texture2DVarying(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float * RESTRICT out4f, int texunitindex, int arrayindex, const float * RESTRICT zf) -{ - int x; - int startx = span->startx; - int endx = span->endx; - int flags; - float c[4]; - float data[4]; - float slope[4]; - float tc[2], endtc[2]; - float tcscale[2]; - unsigned int tci[2]; - unsigned int tci1[2]; - unsigned int tcimin[2]; - unsigned int tcimax[2]; - int tciwrapmask[2]; - int tciwidth; - int filter; - int mip; - const unsigned char * RESTRICT pixelbase; - const unsigned char * RESTRICT pixel[4]; - DPSOFTRAST_Texture *texture = thread->texbound[texunitindex]; - // if no texture is bound, just fill it with white - if (!texture) - { - for (x = startx;x < endx;x++) - { - out4f[x*4+0] = 1.0f; - out4f[x*4+1] = 1.0f; - out4f[x*4+2] = 1.0f; - out4f[x*4+3] = 1.0f; - } - return; - } - mip = triangle->mip[texunitindex]; - pixelbase = (unsigned char *)texture->bytes + texture->mipmap[mip][0] + texture->mipmap[mip][1] - 4*texture->mipmap[mip][2]; - // if this mipmap of the texture is 1 pixel, just fill it with that color - if (texture->mipmap[mip][1] == 4) - { - c[0] = texture->bytes[2] * (1.0f/255.0f); - c[1] = texture->bytes[1] * (1.0f/255.0f); - c[2] = texture->bytes[0] * (1.0f/255.0f); - c[3] = texture->bytes[3] * (1.0f/255.0f); - for (x = startx;x < endx;x++) - { - out4f[x*4+0] = c[0]; - out4f[x*4+1] = c[1]; - out4f[x*4+2] = c[2]; - out4f[x*4+3] = c[3]; - } - return; - } - filter = texture->filter & DPSOFTRAST_TEXTURE_FILTER_LINEAR; - DPSOFTRAST_CALCATTRIB4F(triangle, span, data, slope, arrayindex); - flags = texture->flags; - tcscale[0] = texture->mipmap[mip][2]; - tcscale[1] = texture->mipmap[mip][3]; - tciwidth = -texture->mipmap[mip][2]; - tcimin[0] = 0; - tcimin[1] = 0; - tcimax[0] = texture->mipmap[mip][2]-1; - tcimax[1] = texture->mipmap[mip][3]-1; - tciwrapmask[0] = texture->mipmap[mip][2]-1; - tciwrapmask[1] = texture->mipmap[mip][3]-1; - endtc[0] = (data[0] + slope[0]*startx) * zf[startx] * tcscale[0]; - endtc[1] = (data[1] + slope[1]*startx) * zf[startx] * tcscale[1]; - if (filter) - { - endtc[0] -= 0.5f; - endtc[1] -= 0.5f; - } - for (x = startx;x < endx;) - { - unsigned int subtc[2]; - unsigned int substep[2]; - float subscale = 4096.0f/DPSOFTRAST_DRAW_MAXSUBSPAN; - int nextsub = x + DPSOFTRAST_DRAW_MAXSUBSPAN, endsub = nextsub - 1; - if (nextsub >= endx) - { - nextsub = endsub = endx-1; - if (x < nextsub) subscale = 4096.0f / (nextsub - x); - } - tc[0] = endtc[0]; - tc[1] = endtc[1]; - endtc[0] = (data[0] + slope[0]*nextsub) * zf[nextsub] * tcscale[0]; - endtc[1] = (data[1] + slope[1]*nextsub) * zf[nextsub] * tcscale[1]; - if (filter) - { - endtc[0] -= 0.5f; - endtc[1] -= 0.5f; - } - substep[0] = (endtc[0] - tc[0]) * subscale; - substep[1] = (endtc[1] - tc[1]) * subscale; - subtc[0] = tc[0] * (1<<12); - subtc[1] = tc[1] * (1<<12); - if (filter) - { - if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE) - { - for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1]) - { - unsigned int frac[2] = { subtc[0]&0xFFF, subtc[1]&0xFFF }; - unsigned int ifrac[2] = { 0x1000 - frac[0], 0x1000 - frac[1] }; - unsigned int lerp[4] = { ifrac[0]*ifrac[1], frac[0]*ifrac[1], ifrac[0]*frac[1], frac[0]*frac[1] }; - tci[0] = subtc[0]>>12; - tci[1] = subtc[1]>>12; - tci1[0] = tci[0] + 1; - tci1[1] = tci[1] + 1; - tci[0] = tci[0] >= tcimin[0] ? (tci[0] <= tcimax[0] ? tci[0] : tcimax[0]) : tcimin[0]; - tci[1] = tci[1] >= tcimin[1] ? (tci[1] <= tcimax[1] ? tci[1] : tcimax[1]) : tcimin[1]; - tci1[0] = tci1[0] >= tcimin[0] ? (tci1[0] <= tcimax[0] ? tci1[0] : tcimax[0]) : tcimin[0]; - tci1[1] = tci1[1] >= tcimin[1] ? (tci1[1] <= tcimax[1] ? tci1[1] : tcimax[1]) : tcimin[1]; - pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]); - pixel[1] = pixelbase + 4 * (tci[1]*tciwidth+tci1[0]); - pixel[2] = pixelbase + 4 * (tci1[1]*tciwidth+tci[0]); - pixel[3] = pixelbase + 4 * (tci1[1]*tciwidth+tci1[0]); - c[0] = (pixel[0][2]*lerp[0]+pixel[1][2]*lerp[1]+pixel[2][2]*lerp[2]+pixel[3][2]*lerp[3]) * (1.0f / 0xFF000000); - c[1] = (pixel[0][1]*lerp[0]+pixel[1][1]*lerp[1]+pixel[2][1]*lerp[2]+pixel[3][1]*lerp[3]) * (1.0f / 0xFF000000); - c[2] = (pixel[0][0]*lerp[0]+pixel[1][0]*lerp[1]+pixel[2][0]*lerp[2]+pixel[3][0]*lerp[3]) * (1.0f / 0xFF000000); - c[3] = (pixel[0][3]*lerp[0]+pixel[1][3]*lerp[1]+pixel[2][3]*lerp[2]+pixel[3][3]*lerp[3]) * (1.0f / 0xFF000000); - out4f[x*4+0] = c[0]; - out4f[x*4+1] = c[1]; - out4f[x*4+2] = c[2]; - out4f[x*4+3] = c[3]; - } - } - else - { - for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1]) - { - unsigned int frac[2] = { subtc[0]&0xFFF, subtc[1]&0xFFF }; - unsigned int ifrac[2] = { 0x1000 - frac[0], 0x1000 - frac[1] }; - unsigned int lerp[4] = { ifrac[0]*ifrac[1], frac[0]*ifrac[1], ifrac[0]*frac[1], frac[0]*frac[1] }; - tci[0] = subtc[0]>>12; - tci[1] = subtc[1]>>12; - tci1[0] = tci[0] + 1; - tci1[1] = tci[1] + 1; - tci[0] &= tciwrapmask[0]; - tci[1] &= tciwrapmask[1]; - tci1[0] &= tciwrapmask[0]; - tci1[1] &= tciwrapmask[1]; - pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]); - pixel[1] = pixelbase + 4 * (tci[1]*tciwidth+tci1[0]); - pixel[2] = pixelbase + 4 * (tci1[1]*tciwidth+tci[0]); - pixel[3] = pixelbase + 4 * (tci1[1]*tciwidth+tci1[0]); - c[0] = (pixel[0][2]*lerp[0]+pixel[1][2]*lerp[1]+pixel[2][2]*lerp[2]+pixel[3][2]*lerp[3]) * (1.0f / 0xFF000000); - c[1] = (pixel[0][1]*lerp[0]+pixel[1][1]*lerp[1]+pixel[2][1]*lerp[2]+pixel[3][1]*lerp[3]) * (1.0f / 0xFF000000); - c[2] = (pixel[0][0]*lerp[0]+pixel[1][0]*lerp[1]+pixel[2][0]*lerp[2]+pixel[3][0]*lerp[3]) * (1.0f / 0xFF000000); - c[3] = (pixel[0][3]*lerp[0]+pixel[1][3]*lerp[1]+pixel[2][3]*lerp[2]+pixel[3][3]*lerp[3]) * (1.0f / 0xFF000000); - out4f[x*4+0] = c[0]; - out4f[x*4+1] = c[1]; - out4f[x*4+2] = c[2]; - out4f[x*4+3] = c[3]; - } - } - } - else if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE) - { - for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1]) - { - tci[0] = subtc[0]>>12; - tci[1] = subtc[1]>>12; - tci[0] = tci[0] >= tcimin[0] ? (tci[0] <= tcimax[0] ? tci[0] : tcimax[0]) : tcimin[0]; - tci[1] = tci[1] >= tcimin[1] ? (tci[1] <= tcimax[1] ? tci[1] : tcimax[1]) : tcimin[1]; - pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]); - c[0] = pixel[0][2] * (1.0f / 255.0f); - c[1] = pixel[0][1] * (1.0f / 255.0f); - c[2] = pixel[0][0] * (1.0f / 255.0f); - c[3] = pixel[0][3] * (1.0f / 255.0f); - out4f[x*4+0] = c[0]; - out4f[x*4+1] = c[1]; - out4f[x*4+2] = c[2]; - out4f[x*4+3] = c[3]; - } - } - else - { - for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1]) - { - tci[0] = subtc[0]>>12; - tci[1] = subtc[1]>>12; - tci[0] &= tciwrapmask[0]; - tci[1] &= tciwrapmask[1]; - pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]); - c[0] = pixel[0][2] * (1.0f / 255.0f); - c[1] = pixel[0][1] * (1.0f / 255.0f); - c[2] = pixel[0][0] * (1.0f / 255.0f); - c[3] = pixel[0][3] * (1.0f / 255.0f); - out4f[x*4+0] = c[0]; - out4f[x*4+1] = c[1]; - out4f[x*4+2] = c[2]; - out4f[x*4+3] = c[3]; - } - } - } -} -#endif - -static void DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char * RESTRICT out4ub, int texunitindex, int arrayindex, const float * RESTRICT zf) -{ -#ifdef SSE_POSSIBLE - int x; - int startx = span->startx; - int endx = span->endx; - int flags; - __m128 data, slope, tcscale; - __m128i tcsize, tcmask, tcoffset, tcmax; - __m128 tc, endtc; - __m128i subtc, substep, endsubtc; - int filter; - int mip; - int affine; // LordHavoc: optimized affine texturing case - unsigned int * RESTRICT outi = (unsigned int *)out4ub; - const unsigned char * RESTRICT pixelbase; - DPSOFTRAST_Texture *texture = thread->texbound[texunitindex]; - // if no texture is bound, just fill it with white - if (!texture) - { - memset(out4ub + startx*4, 255, (span->endx - span->startx)*4); - return; - } - mip = triangle->mip[texunitindex]; - pixelbase = (const unsigned char *)texture->bytes + texture->mipmap[mip][0] + texture->mipmap[mip][1] - 4*texture->mipmap[mip][2]; - // if this mipmap of the texture is 1 pixel, just fill it with that color - if (texture->mipmap[mip][1] == 4) - { - unsigned int k = *((const unsigned int *)pixelbase); - for (x = startx;x < endx;x++) - outi[x] = k; - return; - } - affine = zf[startx] == zf[endx-1]; - filter = texture->filter & DPSOFTRAST_TEXTURE_FILTER_LINEAR; - DPSOFTRAST_CALCATTRIB(triangle, span, data, slope, arrayindex); - flags = texture->flags; - tcsize = _mm_shuffle_epi32(_mm_loadu_si128((const __m128i *)&texture->mipmap[mip][0]), _MM_SHUFFLE(3, 2, 3, 2)); - tcmask = _mm_sub_epi32(tcsize, _mm_set1_epi32(1)); - tcscale = _mm_cvtepi32_ps(tcsize); - data = _mm_mul_ps(_mm_movelh_ps(data, data), tcscale); - slope = _mm_mul_ps(_mm_movelh_ps(slope, slope), tcscale); - endtc = _mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(startx))), _mm_load1_ps(&zf[startx])); - if (filter) - endtc = _mm_sub_ps(endtc, _mm_set1_ps(0.5f)); - endsubtc = _mm_cvtps_epi32(_mm_mul_ps(endtc, _mm_set1_ps(65536.0f))); - tcoffset = _mm_add_epi32(_mm_slli_epi32(_mm_sub_epi32(_mm_setzero_si128(), _mm_shuffle_epi32(tcsize, _MM_SHUFFLE(0, 0, 0, 0))), 18), _mm_set1_epi32(4)); - tcmax = _mm_packs_epi32(tcmask, tcmask); - for (x = startx;x < endx;) - { - int nextsub = x + DPSOFTRAST_DRAW_MAXSUBSPAN, endsub = nextsub - 1; - __m128 subscale = _mm_set1_ps(65536.0f/DPSOFTRAST_DRAW_MAXSUBSPAN); - if (nextsub >= endx || affine) - { - nextsub = endsub = endx-1; - if (x < nextsub) subscale = _mm_set1_ps(65536.0f / (nextsub - x)); - } - tc = endtc; - subtc = endsubtc; - endtc = _mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(nextsub))), _mm_load1_ps(&zf[nextsub])); - if (filter) - endtc = _mm_sub_ps(endtc, _mm_set1_ps(0.5f)); - substep = _mm_cvtps_epi32(_mm_mul_ps(_mm_sub_ps(endtc, tc), subscale)); - endsubtc = _mm_cvtps_epi32(_mm_mul_ps(endtc, _mm_set1_ps(65536.0f))); - subtc = _mm_unpacklo_epi64(subtc, _mm_add_epi32(subtc, substep)); - substep = _mm_slli_epi32(substep, 1); - if (filter) - { - __m128i tcrange = _mm_srai_epi32(_mm_unpacklo_epi64(subtc, _mm_add_epi32(endsubtc, substep)), 16); - if (_mm_movemask_epi8(_mm_andnot_si128(_mm_cmplt_epi32(tcrange, _mm_setzero_si128()), _mm_cmplt_epi32(tcrange, tcmask))) == 0xFFFF) - { - int stride = _mm_cvtsi128_si32(tcoffset)>>16; - for (; x + 1 <= endsub; x += 2, subtc = _mm_add_epi32(subtc, substep)) - { - const unsigned char * RESTRICT ptr1, * RESTRICT ptr2; - __m128i tci = _mm_shufflehi_epi16(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 1, 3, 1)), pix1, pix2, pix3, pix4, fracm; - tci = _mm_madd_epi16(tci, tcoffset); - ptr1 = pixelbase + _mm_cvtsi128_si32(tci); - ptr2 = pixelbase + _mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2))); - pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)ptr1), _mm_setzero_si128()); - pix2 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)(ptr1 + stride)), _mm_setzero_si128()); - pix3 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)ptr2), _mm_setzero_si128()); - pix4 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)(ptr2 + stride)), _mm_setzero_si128()); - fracm = _mm_srli_epi16(subtc, 1); - pix1 = _mm_add_epi16(pix1, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1), - _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0)))); - pix3 = _mm_add_epi16(pix3, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix4, pix3), 1), - _mm_shuffle_epi32(_mm_shufflehi_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(3, 2, 3, 2)))); - pix2 = _mm_unpacklo_epi64(pix1, pix3); - pix4 = _mm_unpackhi_epi64(pix1, pix3); - pix2 = _mm_add_epi16(pix2, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix4, pix2), 1), - _mm_shufflehi_epi16(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0)), _MM_SHUFFLE(0, 0, 0, 0)))); - _mm_storel_epi64((__m128i *)&outi[x], _mm_packus_epi16(pix2, _mm_shufflelo_epi16(pix2, _MM_SHUFFLE(3, 2, 3, 2)))); - } - if (x <= endsub) - { - const unsigned char * RESTRICT ptr1; - __m128i tci = _mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), pix1, pix2, fracm; - tci = _mm_madd_epi16(tci, tcoffset); - ptr1 = pixelbase + _mm_cvtsi128_si32(tci); - pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)ptr1), _mm_setzero_si128()); - pix2 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)(ptr1 + stride)), _mm_setzero_si128()); - fracm = _mm_srli_epi16(subtc, 1); - pix1 = _mm_add_epi16(pix1, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1), - _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0)))); - pix2 = _mm_shuffle_epi32(pix1, _MM_SHUFFLE(3, 2, 3, 2)); - pix1 = _mm_add_epi16(pix1, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1), - _mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0)))); - outi[x] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1)); - x++; - } - } - else if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE) - { - for (; x + 1 <= endsub; x += 2, subtc = _mm_add_epi32(subtc, substep)) - { - __m128i tci = _mm_shuffle_epi32(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(1, 0, 1, 0)), pix1, pix2, pix3, pix4, fracm; - tci = _mm_min_epi16(_mm_max_epi16(_mm_add_epi16(tci, _mm_setr_epi32(0, 1, 0x10000, 0x10001)), _mm_setzero_si128()), tcmax); - tci = _mm_madd_epi16(tci, tcoffset); - pix1 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]), - _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))])), - _mm_setzero_si128()); - pix2 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]), - _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))])), - _mm_setzero_si128()); - tci = _mm_shuffle_epi32(_mm_shufflehi_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 2, 3, 2)); - tci = _mm_and_si128(_mm_add_epi16(tci, _mm_setr_epi32(0, 1, 0x10000, 0x10001)), tcmax); - tci = _mm_madd_epi16(tci, tcoffset); - pix3 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]), - _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))])), - _mm_setzero_si128()); - pix4 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]), - _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))])), - _mm_setzero_si128()); - fracm = _mm_srli_epi16(subtc, 1); - pix1 = _mm_add_epi16(pix1, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1), - _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0)))); - pix3 = _mm_add_epi16(pix3, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix4, pix3), 1), - _mm_shuffle_epi32(_mm_shufflehi_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(3, 2, 3, 2)))); - pix2 = _mm_unpacklo_epi64(pix1, pix3); - pix4 = _mm_unpackhi_epi64(pix1, pix3); - pix2 = _mm_add_epi16(pix2, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix4, pix2), 1), - _mm_shufflehi_epi16(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0)), _MM_SHUFFLE(0, 0, 0, 0)))); - _mm_storel_epi64((__m128i *)&outi[x], _mm_packus_epi16(pix2, _mm_shufflelo_epi16(pix2, _MM_SHUFFLE(3, 2, 3, 2)))); - } - if (x <= endsub) - { - __m128i tci = _mm_shuffle_epi32(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(1, 0, 1, 0)), pix1, pix2, fracm; - tci = _mm_min_epi16(_mm_max_epi16(_mm_add_epi16(tci, _mm_setr_epi32(0, 1, 0x10000, 0x10001)), _mm_setzero_si128()), tcmax); - tci = _mm_madd_epi16(tci, tcoffset); - pix1 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]), - _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))])), - _mm_setzero_si128()); - pix2 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]), - _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))])), - _mm_setzero_si128()); - fracm = _mm_srli_epi16(subtc, 1); - pix1 = _mm_add_epi16(pix1, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1), - _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0)))); - pix2 = _mm_shuffle_epi32(pix1, _MM_SHUFFLE(3, 2, 3, 2)); - pix1 = _mm_add_epi16(pix1, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1), - _mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0)))); - outi[x] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1)); - x++; - } - } - else - { - for (; x + 1 <= endsub; x += 2, subtc = _mm_add_epi32(subtc, substep)) - { - __m128i tci = _mm_shuffle_epi32(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(1, 0, 1, 0)), pix1, pix2, pix3, pix4, fracm; - tci = _mm_and_si128(_mm_add_epi16(tci, _mm_setr_epi32(0, 1, 0x10000, 0x10001)), tcmax); - tci = _mm_madd_epi16(tci, tcoffset); - pix1 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]), - _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))])), - _mm_setzero_si128()); - pix2 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]), - _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))])), - _mm_setzero_si128()); - tci = _mm_shuffle_epi32(_mm_shufflehi_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 2, 3, 2)); - tci = _mm_and_si128(_mm_add_epi16(tci, _mm_setr_epi32(0, 1, 0x10000, 0x10001)), tcmax); - tci = _mm_madd_epi16(tci, tcoffset); - pix3 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]), - _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))])), - _mm_setzero_si128()); - pix4 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]), - _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))])), - _mm_setzero_si128()); - fracm = _mm_srli_epi16(subtc, 1); - pix1 = _mm_add_epi16(pix1, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1), - _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0)))); - pix3 = _mm_add_epi16(pix3, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix4, pix3), 1), - _mm_shuffle_epi32(_mm_shufflehi_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(3, 2, 3, 2)))); - pix2 = _mm_unpacklo_epi64(pix1, pix3); - pix4 = _mm_unpackhi_epi64(pix1, pix3); - pix2 = _mm_add_epi16(pix2, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix4, pix2), 1), - _mm_shufflehi_epi16(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0)), _MM_SHUFFLE(0, 0, 0, 0)))); - _mm_storel_epi64((__m128i *)&outi[x], _mm_packus_epi16(pix2, _mm_shufflelo_epi16(pix2, _MM_SHUFFLE(3, 2, 3, 2)))); - } - if (x <= endsub) - { - __m128i tci = _mm_shuffle_epi32(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(1, 0, 1, 0)), pix1, pix2, fracm; - tci = _mm_and_si128(_mm_add_epi16(tci, _mm_setr_epi32(0, 1, 0x10000, 0x10001)), tcmax); - tci = _mm_madd_epi16(tci, tcoffset); - pix1 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]), - _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))])), - _mm_setzero_si128()); - pix2 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]), - _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))])), - _mm_setzero_si128()); - fracm = _mm_srli_epi16(subtc, 1); - pix1 = _mm_add_epi16(pix1, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1), - _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0)))); - pix2 = _mm_shuffle_epi32(pix1, _MM_SHUFFLE(3, 2, 3, 2)); - pix1 = _mm_add_epi16(pix1, - _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1), - _mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0)))); - outi[x] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1)); - x++; - } - } - } - else - { - if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE) - { - for (; x + 1 <= endsub; x += 2, subtc = _mm_add_epi32(subtc, substep)) - { - __m128i tci = _mm_shufflehi_epi16(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 1, 3, 1)); - tci = _mm_min_epi16(_mm_max_epi16(tci, _mm_setzero_si128()), tcmax); - tci = _mm_madd_epi16(tci, tcoffset); - outi[x] = *(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]; - outi[x+1] = *(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]; - } - if (x <= endsub) - { - __m128i tci = _mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)); - tci =_mm_min_epi16(_mm_max_epi16(tci, _mm_setzero_si128()), tcmax); - tci = _mm_madd_epi16(tci, tcoffset); - outi[x] = *(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]; - x++; - } - } - else - { - for (; x + 1 <= endsub; x += 2, subtc = _mm_add_epi32(subtc, substep)) - { - __m128i tci = _mm_shufflehi_epi16(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 1, 3, 1)); - tci = _mm_and_si128(tci, tcmax); - tci = _mm_madd_epi16(tci, tcoffset); - outi[x] = *(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]; - outi[x+1] = *(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]; - } - if (x <= endsub) - { - __m128i tci = _mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)); - tci = _mm_and_si128(tci, tcmax); - tci = _mm_madd_epi16(tci, tcoffset); - outi[x] = *(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]; - x++; - } - } - } - } -#endif -} - -static void DPSOFTRAST_Draw_Span_TextureCubeVaryingBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char * RESTRICT out4ub, int texunitindex, int arrayindex, const float * RESTRICT zf) -{ - // TODO: IMPLEMENT - memset(out4ub + span->startx*4, 255, (span->startx - span->endx)*4); -} - -static float DPSOFTRAST_SampleShadowmap(const float *vector) -{ - // TODO: IMPLEMENT - return 1.0f; -} - -#if 0 -static void DPSOFTRAST_Draw_Span_MultiplyVarying(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *in4f, int arrayindex, const float *zf) -{ - int x; - int startx = span->startx; - int endx = span->endx; - float c[4]; - float data[4]; - float slope[4]; - float z; - DPSOFTRAST_CALCATTRIB4F(triangle, span, data, slope, arrayindex); - for (x = startx;x < endx;x++) - { - z = zf[x]; - c[0] = (data[0] + slope[0]*x) * z; - c[1] = (data[1] + slope[1]*x) * z; - c[2] = (data[2] + slope[2]*x) * z; - c[3] = (data[3] + slope[3]*x) * z; - out4f[x*4+0] = in4f[x*4+0] * c[0]; - out4f[x*4+1] = in4f[x*4+1] * c[1]; - out4f[x*4+2] = in4f[x*4+2] * c[2]; - out4f[x*4+3] = in4f[x*4+3] * c[3]; - } -} -#endif - -#if 0 -static void DPSOFTRAST_Draw_Span_Varying(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, int arrayindex, const float *zf) -{ - int x; - int startx = span->startx; - int endx = span->endx; - float c[4]; - float data[4]; - float slope[4]; - float z; - DPSOFTRAST_CALCATTRIB4F(triangle, span, data, slope, arrayindex); - for (x = startx;x < endx;x++) - { - z = zf[x]; - c[0] = (data[0] + slope[0]*x) * z; - c[1] = (data[1] + slope[1]*x) * z; - c[2] = (data[2] + slope[2]*x) * z; - c[3] = (data[3] + slope[3]*x) * z; - out4f[x*4+0] = c[0]; - out4f[x*4+1] = c[1]; - out4f[x*4+2] = c[2]; - out4f[x*4+3] = c[3]; - } -} -#endif - -#if 0 -static void DPSOFTRAST_Draw_Span_AddBloom(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f, const float *subcolor) -{ - int x, startx = span->startx, endx = span->endx; - float c[4], localcolor[4]; - localcolor[0] = subcolor[0]; - localcolor[1] = subcolor[1]; - localcolor[2] = subcolor[2]; - localcolor[3] = subcolor[3]; - for (x = startx;x < endx;x++) - { - c[0] = inb4f[x*4+0] - localcolor[0];if (c[0] < 0.0f) c[0] = 0.0f; - c[1] = inb4f[x*4+1] - localcolor[1];if (c[1] < 0.0f) c[1] = 0.0f; - c[2] = inb4f[x*4+2] - localcolor[2];if (c[2] < 0.0f) c[2] = 0.0f; - c[3] = inb4f[x*4+3] - localcolor[3];if (c[3] < 0.0f) c[3] = 0.0f; - out4f[x*4+0] = ina4f[x*4+0] + c[0]; - out4f[x*4+1] = ina4f[x*4+1] + c[1]; - out4f[x*4+2] = ina4f[x*4+2] + c[2]; - out4f[x*4+3] = ina4f[x*4+3] + c[3]; - } -} -#endif - -#if 0 -static void DPSOFTRAST_Draw_Span_MultiplyBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f) -{ - int x, startx = span->startx, endx = span->endx; - for (x = startx;x < endx;x++) - { - out4f[x*4+0] = ina4f[x*4+0] * inb4f[x*4+0]; - out4f[x*4+1] = ina4f[x*4+1] * inb4f[x*4+1]; - out4f[x*4+2] = ina4f[x*4+2] * inb4f[x*4+2]; - out4f[x*4+3] = ina4f[x*4+3] * inb4f[x*4+3]; - } -} -#endif - -#if 0 -static void DPSOFTRAST_Draw_Span_AddBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f) -{ - int x, startx = span->startx, endx = span->endx; - for (x = startx;x < endx;x++) - { - out4f[x*4+0] = ina4f[x*4+0] + inb4f[x*4+0]; - out4f[x*4+1] = ina4f[x*4+1] + inb4f[x*4+1]; - out4f[x*4+2] = ina4f[x*4+2] + inb4f[x*4+2]; - out4f[x*4+3] = ina4f[x*4+3] + inb4f[x*4+3]; - } -} -#endif - -#if 0 -static void DPSOFTRAST_Draw_Span_MixBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f) -{ - int x, startx = span->startx, endx = span->endx; - float a, b; - for (x = startx;x < endx;x++) - { - a = 1.0f - inb4f[x*4+3]; - b = inb4f[x*4+3]; - out4f[x*4+0] = ina4f[x*4+0] * a + inb4f[x*4+0] * b; - out4f[x*4+1] = ina4f[x*4+1] * a + inb4f[x*4+1] * b; - out4f[x*4+2] = ina4f[x*4+2] * a + inb4f[x*4+2] * b; - out4f[x*4+3] = ina4f[x*4+3] * a + inb4f[x*4+3] * b; - } -} -#endif - -#if 0 -static void DPSOFTRAST_Draw_Span_MixUniformColor(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *in4f, const float *color) -{ - int x, startx = span->startx, endx = span->endx; - float localcolor[4], ilerp, lerp; - localcolor[0] = color[0]; - localcolor[1] = color[1]; - localcolor[2] = color[2]; - localcolor[3] = color[3]; - ilerp = 1.0f - localcolor[3]; - lerp = localcolor[3]; - for (x = startx;x < endx;x++) - { - out4f[x*4+0] = in4f[x*4+0] * ilerp + localcolor[0] * lerp; - out4f[x*4+1] = in4f[x*4+1] * ilerp + localcolor[1] * lerp; - out4f[x*4+2] = in4f[x*4+2] * ilerp + localcolor[2] * lerp; - out4f[x*4+3] = in4f[x*4+3] * ilerp + localcolor[3] * lerp; - } -} -#endif - - - -static void DPSOFTRAST_Draw_Span_MultiplyVaryingBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *in4ub, int arrayindex, const float *zf) -{ -#ifdef SSE_POSSIBLE - int x; - int startx = span->startx; - int endx = span->endx; - __m128 data, slope; - __m128 mod, endmod; - __m128i submod, substep, endsubmod; - DPSOFTRAST_CALCATTRIB(triangle, span, data, slope, arrayindex); - data = _mm_shuffle_ps(data, data, _MM_SHUFFLE(3, 0, 1, 2)); - slope = _mm_shuffle_ps(slope, slope, _MM_SHUFFLE(3, 0, 1, 2)); - endmod = _mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(startx))), _mm_load1_ps(&zf[startx])); - endsubmod = _mm_cvtps_epi32(_mm_mul_ps(endmod, _mm_set1_ps(256.0f))); - for (x = startx; x < endx;) - { - int nextsub = x + DPSOFTRAST_DRAW_MAXSUBSPAN, endsub = nextsub - 1; - __m128 subscale = _mm_set1_ps(256.0f/DPSOFTRAST_DRAW_MAXSUBSPAN); - if (nextsub >= endx) - { - nextsub = endsub = endx-1; - if (x < nextsub) subscale = _mm_set1_ps(256.0f / (nextsub - x)); - } - mod = endmod; - submod = endsubmod; - endmod = _mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(nextsub))), _mm_load1_ps(&zf[nextsub])); - substep = _mm_cvtps_epi32(_mm_mul_ps(_mm_sub_ps(endmod, mod), subscale)); - endsubmod = _mm_cvtps_epi32(_mm_mul_ps(endmod, _mm_set1_ps(256.0f))); - submod = _mm_packs_epi32(submod, _mm_add_epi32(submod, substep)); - substep = _mm_packs_epi32(substep, substep); - for (; x + 1 <= endsub; x += 2, submod = _mm_add_epi16(submod, substep)) - { - __m128i pix = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_loadl_epi64((const __m128i *)&in4ub[x*4])); - pix = _mm_mulhi_epu16(pix, submod); - _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix, pix)); - } - if (x <= endsub) - { - __m128i pix = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&in4ub[x*4])); - pix = _mm_mulhi_epu16(pix, submod); - *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix)); - x++; - } - } -#endif -} - -static void DPSOFTRAST_Draw_Span_VaryingBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, int arrayindex, const float *zf) -{ -#ifdef SSE_POSSIBLE - int x; - int startx = span->startx; - int endx = span->endx; - __m128 data, slope; - __m128 mod, endmod; - __m128i submod, substep, endsubmod; - DPSOFTRAST_CALCATTRIB(triangle, span, data, slope, arrayindex); - data = _mm_shuffle_ps(data, data, _MM_SHUFFLE(3, 0, 1, 2)); - slope = _mm_shuffle_ps(slope, slope, _MM_SHUFFLE(3, 0, 1, 2)); - endmod = _mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(startx))), _mm_load1_ps(&zf[startx])); - endsubmod = _mm_cvtps_epi32(_mm_mul_ps(endmod, _mm_set1_ps(4095.0f))); - for (x = startx; x < endx;) - { - int nextsub = x + DPSOFTRAST_DRAW_MAXSUBSPAN, endsub = nextsub - 1; - __m128 subscale = _mm_set1_ps(4095.0f/DPSOFTRAST_DRAW_MAXSUBSPAN); - if (nextsub >= endx) - { - nextsub = endsub = endx-1; - if (x < nextsub) subscale = _mm_set1_ps(4095.0f / (nextsub - x)); - } - mod = endmod; - submod = endsubmod; - endmod = _mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(nextsub))), _mm_load1_ps(&zf[nextsub])); - substep = _mm_cvtps_epi32(_mm_mul_ps(_mm_sub_ps(endmod, mod), subscale)); - endsubmod = _mm_cvtps_epi32(_mm_mul_ps(endmod, _mm_set1_ps(4095.0f))); - submod = _mm_packs_epi32(submod, _mm_add_epi32(submod, substep)); - substep = _mm_packs_epi32(substep, substep); - for (; x + 1 <= endsub; x += 2, submod = _mm_add_epi16(submod, substep)) - { - __m128i pix = _mm_srai_epi16(submod, 4); - _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix, pix)); - } - if (x <= endsub) - { - __m128i pix = _mm_srai_epi16(submod, 4); - *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix)); - x++; - } - } -#endif -} - -static void DPSOFTRAST_Draw_Span_AddBloomBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub, const float *subcolor) -{ -#ifdef SSE_POSSIBLE - int x, startx = span->startx, endx = span->endx; - __m128i localcolor = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_loadu_ps(subcolor), _mm_set1_ps(255.0f))), _MM_SHUFFLE(3, 0, 1, 2)); - localcolor = _mm_packs_epi32(localcolor, localcolor); - for (x = startx;x+2 <= endx;x+=2) - { - __m128i pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&ina4ub[x*4]), _mm_setzero_si128()); - __m128i pix2 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&inb4ub[x*4]), _mm_setzero_si128()); - pix1 = _mm_add_epi16(pix1, _mm_subs_epu16(pix2, localcolor)); - _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix1, pix1)); - } - if (x < endx) - { - __m128i pix1 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&ina4ub[x*4]), _mm_setzero_si128()); - __m128i pix2 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&inb4ub[x*4]), _mm_setzero_si128()); - pix1 = _mm_add_epi16(pix1, _mm_subs_epu16(pix2, localcolor)); - *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1)); - } -#endif -} - -static void DPSOFTRAST_Draw_Span_MultiplyBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub) -{ -#ifdef SSE_POSSIBLE - int x, startx = span->startx, endx = span->endx; - for (x = startx;x+2 <= endx;x+=2) - { - __m128i pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&ina4ub[x*4]), _mm_setzero_si128()); - __m128i pix2 = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_loadl_epi64((const __m128i *)&inb4ub[x*4])); - pix1 = _mm_mulhi_epu16(pix1, pix2); - _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix1, pix1)); - } - if (x < endx) - { - __m128i pix1 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&ina4ub[x*4]), _mm_setzero_si128()); - __m128i pix2 = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&inb4ub[x*4])); - pix1 = _mm_mulhi_epu16(pix1, pix2); - *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1)); - } -#endif -} - -static void DPSOFTRAST_Draw_Span_AddBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub) -{ -#ifdef SSE_POSSIBLE - int x, startx = span->startx, endx = span->endx; - for (x = startx;x+2 <= endx;x+=2) - { - __m128i pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&ina4ub[x*4]), _mm_setzero_si128()); - __m128i pix2 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&inb4ub[x*4]), _mm_setzero_si128()); - pix1 = _mm_add_epi16(pix1, pix2); - _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix1, pix1)); - } - if (x < endx) - { - __m128i pix1 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&ina4ub[x*4]), _mm_setzero_si128()); - __m128i pix2 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&inb4ub[x*4]), _mm_setzero_si128()); - pix1 = _mm_add_epi16(pix1, pix2); - *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1)); - } -#endif -} - -#if 0 -static void DPSOFTRAST_Draw_Span_TintedAddBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub, const float *inbtintbgra) -{ -#ifdef SSE_POSSIBLE - int x, startx = span->startx, endx = span->endx; - __m128i tint = _mm_cvtps_epi32(_mm_mul_ps(_mm_loadu_ps(inbtintbgra), _mm_set1_ps(256.0f))); - tint = _mm_packs_epi32(tint, tint); - for (x = startx;x+2 <= endx;x+=2) - { - __m128i pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&ina4ub[x*4]), _mm_setzero_si128()); - __m128i pix2 = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_loadl_epi64((const __m128i *)&inb4ub[x*4])); - pix1 = _mm_add_epi16(pix1, _mm_mulhi_epu16(tint, pix2)); - _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix1, pix1)); - } - if (x < endx) - { - __m128i pix1 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&ina4ub[x*4]), _mm_setzero_si128()); - __m128i pix2 = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&inb4ub[x*4])); - pix1 = _mm_add_epi16(pix1, _mm_mulhi_epu16(tint, pix2)); - *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1)); - } -#endif -} -#endif - -static void DPSOFTRAST_Draw_Span_MixBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub) -{ -#ifdef SSE_POSSIBLE - int x, startx = span->startx, endx = span->endx; - for (x = startx;x+2 <= endx;x+=2) - { - __m128i pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&ina4ub[x*4]), _mm_setzero_si128()); - __m128i pix2 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&inb4ub[x*4]), _mm_setzero_si128()); - __m128i blend = _mm_shufflehi_epi16(_mm_shufflelo_epi16(pix2, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3)); - pix1 = _mm_add_epi16(pix1, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 4), _mm_slli_epi16(blend, 4))); - _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix1, pix1)); - } - if (x < endx) - { - __m128i pix1 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&ina4ub[x*4]), _mm_setzero_si128()); - __m128i pix2 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&inb4ub[x*4]), _mm_setzero_si128()); - __m128i blend = _mm_shufflelo_epi16(pix2, _MM_SHUFFLE(3, 3, 3, 3)); - pix1 = _mm_add_epi16(pix1, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 4), _mm_slli_epi16(blend, 4))); - *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1)); - } -#endif -} - -static void DPSOFTRAST_Draw_Span_MixUniformColorBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *in4ub, const float *color) -{ -#ifdef SSE_POSSIBLE - int x, startx = span->startx, endx = span->endx; - __m128i localcolor = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_loadu_ps(color), _mm_set1_ps(255.0f))), _MM_SHUFFLE(3, 0, 1, 2)), blend; - localcolor = _mm_packs_epi32(localcolor, localcolor); - blend = _mm_slli_epi16(_mm_shufflehi_epi16(_mm_shufflelo_epi16(localcolor, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3)), 4); - for (x = startx;x+2 <= endx;x+=2) - { - __m128i pix = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&in4ub[x*4]), _mm_setzero_si128()); - pix = _mm_add_epi16(pix, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(localcolor, pix), 4), blend)); - _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix, pix)); - } - if (x < endx) - { - __m128i pix = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&in4ub[x*4]), _mm_setzero_si128()); - pix = _mm_add_epi16(pix, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(localcolor, pix), 4), blend)); - *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix)); - } -#endif -} - - - -static void DPSOFTRAST_VertexShader_Generic(void) -{ - DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_COLOR); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0); - if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SPECULAR) - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD1); -} - -static void DPSOFTRAST_PixelShader_Generic(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ - float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH]; - unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_lightmapbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z); - if (thread->shader_permutation & SHADERPERMUTATION_DIFFUSE) - { - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_FIRST, 2, buffer_z); - DPSOFTRAST_Draw_Span_MultiplyVaryingBGRA8(triangle, span, buffer_FragColorbgra8, buffer_texture_colorbgra8, 1, buffer_z); - if (thread->shader_permutation & SHADERPERMUTATION_SPECULAR) - { - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_SECOND, 2, buffer_z); - if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING) - { - // multiply - DPSOFTRAST_Draw_Span_MultiplyBuffersBGRA8(triangle, span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_lightmapbgra8); - } - else if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING) - { - // add - DPSOFTRAST_Draw_Span_AddBuffersBGRA8(triangle, span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_lightmapbgra8); - } - else if (thread->shader_permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) - { - // alphablend - DPSOFTRAST_Draw_Span_MixBuffersBGRA8(triangle, span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_lightmapbgra8); - } - } - } - else - DPSOFTRAST_Draw_Span_VaryingBGRA8(triangle, span, buffer_FragColorbgra8, 1, buffer_z); - if(thread->shader_permutation & SHADERPERMUTATION_ALPHAKILL) - { - int x; - for (x = span->startx;x < span->endx;x++) - buffer_FragColorbgra8[x*4+3] = buffer_FragColorbgra8[x*4+3] * thread->uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0]; - } - DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8); -} - - - -static void DPSOFTRAST_VertexShader_PostProcess(void) -{ - DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD4); -} - -static void DPSOFTRAST_PixelShader_PostProcess(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ - // TODO: optimize!! at the very least there is no reason to use texture sampling on the frame texture - float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH]; - unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_FragColorbgra8, GL20TU_FIRST, 2, buffer_z); - if (thread->shader_permutation & SHADERPERMUTATION_BLOOM) - { - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_SECOND, 3, buffer_z); - DPSOFTRAST_Draw_Span_AddBloomBGRA8(triangle, span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_colorbgra8, thread->uniform4f + DPSOFTRAST_UNIFORM_BloomColorSubtract * 4); - } - DPSOFTRAST_Draw_Span_MixUniformColorBGRA8(triangle, span, buffer_FragColorbgra8, buffer_FragColorbgra8, thread->uniform4f + DPSOFTRAST_UNIFORM_ViewTintColor * 4); - if (thread->shader_permutation & SHADERPERMUTATION_SATURATION) - { - // TODO: implement saturation - } - if (thread->shader_permutation & SHADERPERMUTATION_GAMMARAMPS) - { - // TODO: implement gammaramps - } - DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8); -} - - - -static void DPSOFTRAST_VertexShader_Depth_Or_Shadow(void) -{ - DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); -} - -static void DPSOFTRAST_PixelShader_Depth_Or_Shadow(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ - // this is never called (because colormask is off when this shader is used) - float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH]; - unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z); - memset(buffer_FragColorbgra8 + span->startx*4, 0, (span->endx - span->startx)*4); - DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8); -} - - - -static void DPSOFTRAST_VertexShader_FlatColor(void) -{ - DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); - DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1); -} - -static void DPSOFTRAST_PixelShader_FlatColor(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ -#ifdef SSE_POSSIBLE - unsigned char * RESTRICT pixelmask = span->pixelmask; - unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0] + (span->y * dpsoftrast.fb_width + span->x) * 4; - int x, startx = span->startx, endx = span->endx; - __m128i Color_Ambientm; - float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH]; - unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_COLOR, 2, buffer_z); - if ((thread->shader_permutation & SHADERPERMUTATION_ALPHAKILL) || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE) - pixel = buffer_FragColorbgra8; - Color_Ambientm = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2)); - Color_Ambientm = _mm_and_si128(Color_Ambientm, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0)); - Color_Ambientm = _mm_or_si128(Color_Ambientm, _mm_setr_epi32(0, 0, 0, (int)(thread->uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0]*255.0f))); - Color_Ambientm = _mm_packs_epi32(Color_Ambientm, Color_Ambientm); - for (x = startx;x < endx;x++) - { - __m128i color, pix; - if (x + 4 <= endx && *(const unsigned int *)&pixelmask[x] == 0x01010101) - { - __m128i pix2; - color = _mm_loadu_si128((const __m128i *)&buffer_texture_colorbgra8[x*4]); - pix = _mm_mulhi_epu16(Color_Ambientm, _mm_unpacklo_epi8(_mm_setzero_si128(), color)); - pix2 = _mm_mulhi_epu16(Color_Ambientm, _mm_unpackhi_epi8(_mm_setzero_si128(), color)); - _mm_storeu_si128((__m128i *)&pixel[x*4], _mm_packus_epi16(pix, pix2)); - x += 3; - continue; - } - if (!pixelmask[x]) - continue; - color = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_colorbgra8[x*4])); - pix = _mm_mulhi_epu16(Color_Ambientm, color); - *(int *)&pixel[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix)); - } - if (pixel == buffer_FragColorbgra8) - DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8); -#endif -} - - - -static void DPSOFTRAST_VertexShader_VertexColor(void) -{ - DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_COLOR); - DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1); -} - -static void DPSOFTRAST_PixelShader_VertexColor(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ -#ifdef SSE_POSSIBLE - unsigned char * RESTRICT pixelmask = span->pixelmask; - unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0] + (span->y * dpsoftrast.fb_width + span->x) * 4; - int x, startx = span->startx, endx = span->endx; - __m128i Color_Ambientm, Color_Diffusem; - __m128 data, slope; - float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH]; - unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - int arrayindex = DPSOFTRAST_ARRAY_COLOR; - DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_COLOR, 2, buffer_z); - if ((thread->shader_permutation & SHADERPERMUTATION_ALPHAKILL) || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE) - pixel = buffer_FragColorbgra8; - Color_Ambientm = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2)); - Color_Ambientm = _mm_and_si128(Color_Ambientm, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0)); - Color_Ambientm = _mm_or_si128(Color_Ambientm, _mm_setr_epi32(0, 0, 0, (int)(thread->uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0]*255.0f))); - Color_Ambientm = _mm_packs_epi32(Color_Ambientm, Color_Ambientm); - Color_Diffusem = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4]), _mm_set1_ps(4096.0f))), _MM_SHUFFLE(3, 0, 1, 2)); - Color_Diffusem = _mm_and_si128(Color_Diffusem, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0)); - Color_Diffusem = _mm_packs_epi32(Color_Diffusem, Color_Diffusem); - DPSOFTRAST_CALCATTRIB(triangle, span, data, slope, arrayindex); - data = _mm_shuffle_ps(data, data, _MM_SHUFFLE(3, 0, 1, 2)); - slope = _mm_shuffle_ps(slope, slope, _MM_SHUFFLE(3, 0, 1, 2)); - data = _mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(startx))); - data = _mm_mul_ps(data, _mm_set1_ps(4096.0f)); - slope = _mm_mul_ps(slope, _mm_set1_ps(4096.0f)); - for (x = startx;x < endx;x++, data = _mm_add_ps(data, slope)) - { - __m128i color, mod, pix; - if (x + 4 <= endx && *(const unsigned int *)&pixelmask[x] == 0x01010101) - { - __m128i pix2, mod2; - __m128 z = _mm_loadu_ps(&buffer_z[x]); - color = _mm_loadu_si128((const __m128i *)&buffer_texture_colorbgra8[x*4]); - mod = _mm_cvtps_epi32(_mm_mul_ps(data, _mm_shuffle_ps(z, z, _MM_SHUFFLE(0, 0, 0, 0)))); - data = _mm_add_ps(data, slope); - mod = _mm_packs_epi32(mod, _mm_cvtps_epi32(_mm_mul_ps(data, _mm_shuffle_ps(z, z, _MM_SHUFFLE(1, 1, 1, 1))))); - data = _mm_add_ps(data, slope); - mod2 = _mm_cvtps_epi32(_mm_mul_ps(data, _mm_shuffle_ps(z, z, _MM_SHUFFLE(2, 2, 2, 2)))); - data = _mm_add_ps(data, slope); - mod2 = _mm_packs_epi32(mod2, _mm_cvtps_epi32(_mm_mul_ps(data, _mm_shuffle_ps(z, z, _MM_SHUFFLE(3, 3, 3, 3))))); - pix = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, mod), Color_Ambientm), - _mm_unpacklo_epi8(_mm_setzero_si128(), color)); - pix2 = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, mod2), Color_Ambientm), - _mm_unpackhi_epi8(_mm_setzero_si128(), color)); - _mm_storeu_si128((__m128i *)&pixel[x*4], _mm_packus_epi16(pix, pix2)); - x += 3; - continue; - } - if (!pixelmask[x]) - continue; - color = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_colorbgra8[x*4])); - mod = _mm_cvtps_epi32(_mm_mul_ps(data, _mm_load1_ps(&buffer_z[x]))); - mod = _mm_packs_epi32(mod, mod); - pix = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(mod, Color_Diffusem), Color_Ambientm), color); - *(int *)&pixel[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix)); - } - if (pixel == buffer_FragColorbgra8) - DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8); -#endif -} - - - -static void DPSOFTRAST_VertexShader_Lightmap(void) -{ - DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); - DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4); -} - -static void DPSOFTRAST_PixelShader_Lightmap(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ -#ifdef SSE_POSSIBLE - unsigned char * RESTRICT pixelmask = span->pixelmask; - unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0] + (span->y * dpsoftrast.fb_width + span->x) * 4; - int x, startx = span->startx, endx = span->endx; - __m128i Color_Ambientm, Color_Diffusem, Color_Glowm, Color_AmbientGlowm; - float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH]; - unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_lightmapbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_glowbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z); - if ((thread->shader_permutation & SHADERPERMUTATION_ALPHAKILL) || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE) - pixel = buffer_FragColorbgra8; - Color_Ambientm = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2)); - Color_Ambientm = _mm_and_si128(Color_Ambientm, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0)); - Color_Ambientm = _mm_or_si128(Color_Ambientm, _mm_setr_epi32(0, 0, 0, (int)(thread->uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0]*255.0f))); - Color_Ambientm = _mm_packs_epi32(Color_Ambientm, Color_Ambientm); - Color_Diffusem = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2)); - Color_Diffusem = _mm_and_si128(Color_Diffusem, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0)); - Color_Diffusem = _mm_packs_epi32(Color_Diffusem, Color_Diffusem); - if (thread->shader_permutation & SHADERPERMUTATION_GLOW) - { - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_glowbgra8, GL20TU_GLOW, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - Color_Glowm = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2)); - Color_Glowm = _mm_and_si128(Color_Glowm, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0)); - Color_Glowm = _mm_packs_epi32(Color_Glowm, Color_Glowm); - Color_AmbientGlowm = _mm_unpacklo_epi64(Color_Ambientm, Color_Glowm); - for (x = startx;x < endx;x++) - { - __m128i color, lightmap, glow, pix; - if (x + 4 <= endx && *(const unsigned int *)&pixelmask[x] == 0x01010101) - { - __m128i pix2; - color = _mm_loadu_si128((const __m128i *)&buffer_texture_colorbgra8[x*4]); - lightmap = _mm_loadu_si128((const __m128i *)&buffer_texture_lightmapbgra8[x*4]); - glow = _mm_loadu_si128((const __m128i *)&buffer_texture_glowbgra8[x*4]); - pix = _mm_add_epi16(_mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, _mm_unpacklo_epi8(_mm_setzero_si128(), lightmap)), Color_Ambientm), - _mm_unpacklo_epi8(_mm_setzero_si128(), color)), - _mm_mulhi_epu16(Color_Glowm, _mm_unpacklo_epi8(_mm_setzero_si128(), glow))); - pix2 = _mm_add_epi16(_mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, _mm_unpackhi_epi8(_mm_setzero_si128(), lightmap)), Color_Ambientm), - _mm_unpackhi_epi8(_mm_setzero_si128(), color)), - _mm_mulhi_epu16(Color_Glowm, _mm_unpackhi_epi8(_mm_setzero_si128(), glow))); - _mm_storeu_si128((__m128i *)&pixel[x*4], _mm_packus_epi16(pix, pix2)); - x += 3; - continue; - } - if (!pixelmask[x]) - continue; - color = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_colorbgra8[x*4])); - lightmap = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_lightmapbgra8[x*4])); - glow = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_glowbgra8[x*4])); - pix = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, lightmap), Color_AmbientGlowm), _mm_unpacklo_epi64(color, glow)); - pix = _mm_add_epi16(pix, _mm_shuffle_epi32(pix, _MM_SHUFFLE(3, 2, 3, 2))); - *(int *)&pixel[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix)); - } - } - else - { - for (x = startx;x < endx;x++) - { - __m128i color, lightmap, pix; - if (x + 4 <= endx && *(const unsigned int *)&pixelmask[x] == 0x01010101) - { - __m128i pix2; - color = _mm_loadu_si128((const __m128i *)&buffer_texture_colorbgra8[x*4]); - lightmap = _mm_loadu_si128((const __m128i *)&buffer_texture_lightmapbgra8[x*4]); - pix = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, _mm_unpacklo_epi8(_mm_setzero_si128(), lightmap)), Color_Ambientm), - _mm_unpacklo_epi8(_mm_setzero_si128(), color)); - pix2 = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, _mm_unpackhi_epi8(_mm_setzero_si128(), lightmap)), Color_Ambientm), - _mm_unpackhi_epi8(_mm_setzero_si128(), color)); - _mm_storeu_si128((__m128i *)&pixel[x*4], _mm_packus_epi16(pix, pix2)); - x += 3; - continue; - } - if (!pixelmask[x]) - continue; - color = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_colorbgra8[x*4])); - lightmap = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_lightmapbgra8[x*4])); - pix = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(lightmap, Color_Diffusem), Color_Ambientm), color); - *(int *)&pixel[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix)); - } - } - if (pixel == buffer_FragColorbgra8) - DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8); -#endif -} - - -void DPSOFTRAST_VertexShader_LightDirection(void); -void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span); - -static void DPSOFTRAST_VertexShader_FakeLight(void) -{ - DPSOFTRAST_VertexShader_LightDirection(); -} - -static void DPSOFTRAST_PixelShader_FakeLight(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ - DPSOFTRAST_PixelShader_LightDirection(thread, triangle, span); -} - - - -static void DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace(void) -{ - DPSOFTRAST_VertexShader_LightDirection(); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4); -} - -static void DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ - DPSOFTRAST_PixelShader_LightDirection(thread, triangle, span); -} - - - -static void DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace(void) -{ - DPSOFTRAST_VertexShader_LightDirection(); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4); -} - -static void DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ - DPSOFTRAST_PixelShader_LightDirection(thread, triangle, span); -} - - - -void DPSOFTRAST_VertexShader_LightDirection(void) -{ - int i; - int numvertices = dpsoftrast.numvertices; - float LightDir[4]; - float LightVector[4]; - float EyePosition[4]; - float EyeVectorModelSpace[4]; - float EyeVector[4]; - float position[4]; - float svector[4]; - float tvector[4]; - float normal[4]; - LightDir[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+0]; - LightDir[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+1]; - LightDir[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+2]; - LightDir[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+3]; - EyePosition[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+0]; - EyePosition[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+1]; - EyePosition[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+2]; - EyePosition[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+3]; - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION); - DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD1); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD2); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD3); - for (i = 0;i < numvertices;i++) - { - position[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+0]; - position[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+1]; - position[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+2]; - svector[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0]; - svector[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1]; - svector[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2]; - tvector[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+0]; - tvector[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+1]; - tvector[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+2]; - normal[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+0]; - normal[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+1]; - normal[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+2]; - LightVector[0] = svector[0] * LightDir[0] + svector[1] * LightDir[1] + svector[2] * LightDir[2]; - LightVector[1] = tvector[0] * LightDir[0] + tvector[1] * LightDir[1] + tvector[2] * LightDir[2]; - LightVector[2] = normal[0] * LightDir[0] + normal[1] * LightDir[1] + normal[2] * LightDir[2]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD5][i*4+0] = LightVector[0]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD5][i*4+1] = LightVector[1]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD5][i*4+2] = LightVector[2]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD5][i*4+3] = 0.0f; - EyeVectorModelSpace[0] = EyePosition[0] - position[0]; - EyeVectorModelSpace[1] = EyePosition[1] - position[1]; - EyeVectorModelSpace[2] = EyePosition[2] - position[2]; - EyeVector[0] = svector[0] * EyeVectorModelSpace[0] + svector[1] * EyeVectorModelSpace[1] + svector[2] * EyeVectorModelSpace[2]; - EyeVector[1] = tvector[0] * EyeVectorModelSpace[0] + tvector[1] * EyeVectorModelSpace[1] + tvector[2] * EyeVectorModelSpace[2]; - EyeVector[2] = normal[0] * EyeVectorModelSpace[0] + normal[1] * EyeVectorModelSpace[1] + normal[2] * EyeVectorModelSpace[2]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+0] = EyeVector[0]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+1] = EyeVector[1]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+2] = EyeVector[2]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+3] = 0.0f; - } - DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, -1, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); -} - -#define DPSOFTRAST_Min(a,b) ((a) < (b) ? (a) : (b)) -#define DPSOFTRAST_Max(a,b) ((a) > (b) ? (a) : (b)) -#define DPSOFTRAST_Vector3Dot(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2]) -#define DPSOFTRAST_Vector3LengthSquared(v) (DPSOFTRAST_Vector3Dot((v),(v))) -#define DPSOFTRAST_Vector3Length(v) (sqrt(DPSOFTRAST_Vector3LengthSquared(v))) -#define DPSOFTRAST_Vector3Normalize(v)\ -do\ -{\ - float len = sqrt(DPSOFTRAST_Vector3Dot(v,v));\ - if (len)\ - {\ - len = 1.0f / len;\ - v[0] *= len;\ - v[1] *= len;\ - v[2] *= len;\ - }\ -}\ -while(0) - -void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ - float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH]; - unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_normalbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_glossbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_glowbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_pantsbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_shirtbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_deluxemapbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_lightmapbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - int x, startx = span->startx, endx = span->endx; - float Color_Ambient[4], Color_Diffuse[4], Color_Specular[4], Color_Glow[4], Color_Pants[4], Color_Shirt[4], LightColor[4]; - float LightVectordata[4]; - float LightVectorslope[4]; - float EyeVectordata[4]; - float EyeVectorslope[4]; - float VectorSdata[4]; - float VectorSslope[4]; - float VectorTdata[4]; - float VectorTslope[4]; - float VectorRdata[4]; - float VectorRslope[4]; - float z; - float diffusetex[4]; - float glosstex[4]; - float surfacenormal[4]; - float lightnormal[4]; - float lightnormal_modelspace[4]; - float eyenormal[4]; - float specularnormal[4]; - float diffuse; - float specular; - float SpecularPower; - int d[4]; - Color_Glow[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+0]; - Color_Glow[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+1]; - Color_Glow[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+2]; - Color_Glow[3] = 0.0f; - Color_Ambient[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0]; - Color_Ambient[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1]; - Color_Ambient[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2]; - Color_Ambient[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0]; - Color_Pants[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+0]; - Color_Pants[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+1]; - Color_Pants[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+2]; - Color_Pants[3] = 0.0f; - Color_Shirt[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+0]; - Color_Shirt[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+1]; - Color_Shirt[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+2]; - Color_Shirt[3] = 0.0f; - DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING) - { - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_pantsbgra8, GL20TU_PANTS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_shirtbgra8, GL20TU_SHIRT, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - } - if (thread->shader_permutation & SHADERPERMUTATION_GLOW) - { - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_glowbgra8, GL20TU_GLOW, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - } - if (thread->shader_permutation & SHADERPERMUTATION_SPECULAR) - { - Color_Diffuse[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0]; - Color_Diffuse[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1]; - Color_Diffuse[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2]; - Color_Diffuse[3] = 0.0f; - LightColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0]; - LightColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1]; - LightColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2]; - LightColor[3] = 0.0f; - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - Color_Specular[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+0]; - Color_Specular[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+1]; - Color_Specular[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+2]; - Color_Specular[3] = 0.0f; - SpecularPower = thread->uniform4f[DPSOFTRAST_UNIFORM_SpecularPower*4+0] * (1.0f / 255.0f); - DPSOFTRAST_CALCATTRIB4F(triangle, span, EyeVectordata, EyeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD6); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_glossbgra8, GL20TU_GLOSS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - - if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE) - { - DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorSdata, VectorSslope, DPSOFTRAST_ARRAY_TEXCOORD1); - DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorTdata, VectorTslope, DPSOFTRAST_ARRAY_TEXCOORD2); - DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorRdata, VectorRslope, DPSOFTRAST_ARRAY_TEXCOORD3); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_deluxemapbgra8, GL20TU_DELUXEMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z); - } - else if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE) - { - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_deluxemapbgra8, GL20TU_DELUXEMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z); - } - else if(thread->shader_mode == SHADERMODE_FAKELIGHT) - { - // nothing of this needed - } - else - { - DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD5); - } - - for (x = startx;x < endx;x++) - { - z = buffer_z[x]; - diffusetex[0] = buffer_texture_colorbgra8[x*4+0]; - diffusetex[1] = buffer_texture_colorbgra8[x*4+1]; - diffusetex[2] = buffer_texture_colorbgra8[x*4+2]; - diffusetex[3] = buffer_texture_colorbgra8[x*4+3]; - if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING) - { - diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0]; - diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1]; - diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2]; - diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3]; - } - glosstex[0] = buffer_texture_glossbgra8[x*4+0]; - glosstex[1] = buffer_texture_glossbgra8[x*4+1]; - glosstex[2] = buffer_texture_glossbgra8[x*4+2]; - glosstex[3] = buffer_texture_glossbgra8[x*4+3]; - surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f; - surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f; - surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f; - DPSOFTRAST_Vector3Normalize(surfacenormal); - - if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE) - { - // myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"; - lightnormal_modelspace[0] = buffer_texture_deluxemapbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f; - lightnormal_modelspace[1] = buffer_texture_deluxemapbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f; - lightnormal_modelspace[2] = buffer_texture_deluxemapbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f; - - // lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n" - lightnormal[0] = lightnormal_modelspace[0] * (VectorSdata[0] + VectorSslope[0] * x) - + lightnormal_modelspace[1] * (VectorSdata[1] + VectorSslope[1] * x) - + lightnormal_modelspace[2] * (VectorSdata[2] + VectorSslope[2] * x); - - // lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n" - lightnormal[1] = lightnormal_modelspace[0] * (VectorTdata[0] + VectorTslope[0] * x) - + lightnormal_modelspace[1] * (VectorTdata[1] + VectorTslope[1] * x) - + lightnormal_modelspace[2] * (VectorTdata[2] + VectorTslope[2] * x); - - // lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n" - lightnormal[2] = lightnormal_modelspace[0] * (VectorRdata[0] + VectorRslope[0] * x) - + lightnormal_modelspace[1] * (VectorRdata[1] + VectorRslope[1] * x) - + lightnormal_modelspace[2] * (VectorRdata[2] + VectorRslope[2] * x); - - // lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n" - DPSOFTRAST_Vector3Normalize(lightnormal); - - // myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"; - { - float f = 1.0f / (256.0f * max(0.25f, lightnormal[2])); - LightColor[0] = buffer_texture_lightmapbgra8[x*4+0] * f; - LightColor[1] = buffer_texture_lightmapbgra8[x*4+1] * f; - LightColor[2] = buffer_texture_lightmapbgra8[x*4+2] * f; - } - } - else if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE) - { - lightnormal[0] = buffer_texture_deluxemapbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f; - lightnormal[1] = buffer_texture_deluxemapbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f; - lightnormal[2] = buffer_texture_deluxemapbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f; - { - float f = 1.0f / 256.0f; - LightColor[0] = buffer_texture_lightmapbgra8[x*4+0] * f; - LightColor[1] = buffer_texture_lightmapbgra8[x*4+1] * f; - LightColor[2] = buffer_texture_lightmapbgra8[x*4+2] * f; - } - } - else if(thread->shader_mode == SHADERMODE_FAKELIGHT) - { - lightnormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z; - lightnormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z; - lightnormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z; - DPSOFTRAST_Vector3Normalize(lightnormal); - - LightColor[0] = 1.0; - LightColor[1] = 1.0; - LightColor[2] = 1.0; - } - else - { - lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z; - lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z; - lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z; - DPSOFTRAST_Vector3Normalize(lightnormal); - } - - diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f; - - if(thread->shader_exactspecularmath) - { - // reflect lightnormal at surfacenormal, take the negative of that - // i.e. we want (2*dot(N, i) * N - I) for N=surfacenormal, I=lightnormal - float f; - f = DPSOFTRAST_Vector3Dot(lightnormal, surfacenormal); - specularnormal[0] = 2*f*surfacenormal[0] - lightnormal[0]; - specularnormal[1] = 2*f*surfacenormal[1] - lightnormal[1]; - specularnormal[2] = 2*f*surfacenormal[2] - lightnormal[2]; - - // dot of this and normalize(EyeVectorFogDepth.xyz) - eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z; - eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z; - eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z; - DPSOFTRAST_Vector3Normalize(eyenormal); - - specular = DPSOFTRAST_Vector3Dot(eyenormal, specularnormal);if (specular < 0.0f) specular = 0.0f; - } - else - { - eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z; - eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z; - eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z; - DPSOFTRAST_Vector3Normalize(eyenormal); - - specularnormal[0] = lightnormal[0] + eyenormal[0]; - specularnormal[1] = lightnormal[1] + eyenormal[1]; - specularnormal[2] = lightnormal[2] + eyenormal[2]; - DPSOFTRAST_Vector3Normalize(specularnormal); - - specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f; - } - specular = pow(specular, 1.0f + SpecularPower * glosstex[3]); - - if (thread->shader_permutation & SHADERPERMUTATION_GLOW) - { - d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * Color_Ambient[0] + (diffusetex[0] * Color_Diffuse[0] * diffuse + glosstex[0] * Color_Specular[0] * specular) * LightColor[0]);if (d[0] > 255) d[0] = 255; - d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * Color_Ambient[1] + (diffusetex[1] * Color_Diffuse[1] * diffuse + glosstex[1] * Color_Specular[1] * specular) * LightColor[1]);if (d[1] > 255) d[1] = 255; - d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * Color_Ambient[2] + (diffusetex[2] * Color_Diffuse[2] * diffuse + glosstex[2] * Color_Specular[2] * specular) * LightColor[2]);if (d[2] > 255) d[2] = 255; - d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255; - } - else - { - d[0] = (int)( diffusetex[0] * Color_Ambient[0] + (diffusetex[0] * Color_Diffuse[0] * diffuse + glosstex[0] * Color_Specular[0] * specular) * LightColor[0]);if (d[0] > 255) d[0] = 255; - d[1] = (int)( diffusetex[1] * Color_Ambient[1] + (diffusetex[1] * Color_Diffuse[1] * diffuse + glosstex[1] * Color_Specular[1] * specular) * LightColor[1]);if (d[1] > 255) d[1] = 255; - d[2] = (int)( diffusetex[2] * Color_Ambient[2] + (diffusetex[2] * Color_Diffuse[2] * diffuse + glosstex[2] * Color_Specular[2] * specular) * LightColor[2]);if (d[2] > 255) d[2] = 255; - d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255; - } - - buffer_FragColorbgra8[x*4+0] = d[0]; - buffer_FragColorbgra8[x*4+1] = d[1]; - buffer_FragColorbgra8[x*4+2] = d[2]; - buffer_FragColorbgra8[x*4+3] = d[3]; - } - } - else if (thread->shader_permutation & SHADERPERMUTATION_DIFFUSE) - { - Color_Diffuse[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0]; - Color_Diffuse[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1]; - Color_Diffuse[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2]; - Color_Diffuse[3] = 0.0f; - LightColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0]; - LightColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1]; - LightColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2]; - LightColor[3] = 0.0f; - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - - if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE) - { - DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorSdata, VectorSslope, DPSOFTRAST_ARRAY_TEXCOORD1); - DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorTdata, VectorTslope, DPSOFTRAST_ARRAY_TEXCOORD2); - DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorRdata, VectorRslope, DPSOFTRAST_ARRAY_TEXCOORD3); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_deluxemapbgra8, GL20TU_DELUXEMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z); - } - else if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE) - { - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_deluxemapbgra8, GL20TU_DELUXEMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z); - } - else if(thread->shader_mode == SHADERMODE_FAKELIGHT) - { - DPSOFTRAST_CALCATTRIB4F(triangle, span, EyeVectordata, EyeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD6); - } - else - { - DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD5); - } - - for (x = startx;x < endx;x++) - { - z = buffer_z[x]; - diffusetex[0] = buffer_texture_colorbgra8[x*4+0]; - diffusetex[1] = buffer_texture_colorbgra8[x*4+1]; - diffusetex[2] = buffer_texture_colorbgra8[x*4+2]; - diffusetex[3] = buffer_texture_colorbgra8[x*4+3]; - surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f; - surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f; - surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f; - DPSOFTRAST_Vector3Normalize(surfacenormal); - - if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE) - { - // myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"; - lightnormal_modelspace[0] = buffer_texture_deluxemapbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f; - lightnormal_modelspace[1] = buffer_texture_deluxemapbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f; - lightnormal_modelspace[2] = buffer_texture_deluxemapbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f; - - // lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n" - lightnormal[0] = lightnormal_modelspace[0] * (VectorSdata[0] + VectorSslope[0] * x) - + lightnormal_modelspace[1] * (VectorSdata[1] + VectorSslope[1] * x) - + lightnormal_modelspace[2] * (VectorSdata[2] + VectorSslope[2] * x); - - // lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n" - lightnormal[1] = lightnormal_modelspace[0] * (VectorTdata[0] + VectorTslope[0] * x) - + lightnormal_modelspace[1] * (VectorTdata[1] + VectorTslope[1] * x) - + lightnormal_modelspace[2] * (VectorTdata[2] + VectorTslope[2] * x); - - // lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n" - lightnormal[2] = lightnormal_modelspace[0] * (VectorRdata[0] + VectorRslope[0] * x) - + lightnormal_modelspace[1] * (VectorRdata[1] + VectorRslope[1] * x) - + lightnormal_modelspace[2] * (VectorRdata[2] + VectorRslope[2] * x); - - // lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n" - DPSOFTRAST_Vector3Normalize(lightnormal); - - // myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"; - { - float f = 1.0f / (256.0f * max(0.25f, lightnormal[2])); - LightColor[0] = buffer_texture_lightmapbgra8[x*4+0] * f; - LightColor[1] = buffer_texture_lightmapbgra8[x*4+1] * f; - LightColor[2] = buffer_texture_lightmapbgra8[x*4+2] * f; - } - } - else if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE) - { - lightnormal[0] = buffer_texture_deluxemapbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f; - lightnormal[1] = buffer_texture_deluxemapbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f; - lightnormal[2] = buffer_texture_deluxemapbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f; - { - float f = 1.0f / 256.0f; - LightColor[0] = buffer_texture_lightmapbgra8[x*4+0] * f; - LightColor[1] = buffer_texture_lightmapbgra8[x*4+1] * f; - LightColor[2] = buffer_texture_lightmapbgra8[x*4+2] * f; - } - } - else if(thread->shader_mode == SHADERMODE_FAKELIGHT) - { - lightnormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z; - lightnormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z; - lightnormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z; - DPSOFTRAST_Vector3Normalize(lightnormal); - - LightColor[0] = 1.0; - LightColor[1] = 1.0; - LightColor[2] = 1.0; - } - else - { - lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z; - lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z; - lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z; - DPSOFTRAST_Vector3Normalize(lightnormal); - } - - diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f; - if (thread->shader_permutation & SHADERPERMUTATION_GLOW) - { - d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse * LightColor[0]));if (d[0] > 255) d[0] = 255; - d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse * LightColor[1]));if (d[1] > 255) d[1] = 255; - d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse * LightColor[2]));if (d[2] > 255) d[2] = 255; - d[3] = (int)( diffusetex[3] * (Color_Ambient[3] ));if (d[3] > 255) d[3] = 255; - } - else - { - d[0] = (int)( + diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse * LightColor[0]));if (d[0] > 255) d[0] = 255; - d[1] = (int)( + diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse * LightColor[1]));if (d[1] > 255) d[1] = 255; - d[2] = (int)( + diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse * LightColor[2]));if (d[2] > 255) d[2] = 255; - d[3] = (int)( diffusetex[3] * (Color_Ambient[3] ));if (d[3] > 255) d[3] = 255; - } - buffer_FragColorbgra8[x*4+0] = d[0]; - buffer_FragColorbgra8[x*4+1] = d[1]; - buffer_FragColorbgra8[x*4+2] = d[2]; - buffer_FragColorbgra8[x*4+3] = d[3]; - } - } - else - { - for (x = startx;x < endx;x++) - { - // z = buffer_z[x]; - diffusetex[0] = buffer_texture_colorbgra8[x*4+0]; - diffusetex[1] = buffer_texture_colorbgra8[x*4+1]; - diffusetex[2] = buffer_texture_colorbgra8[x*4+2]; - diffusetex[3] = buffer_texture_colorbgra8[x*4+3]; - - if (thread->shader_permutation & SHADERPERMUTATION_GLOW) - { - d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * Color_Ambient[0]);if (d[0] > 255) d[0] = 255; - d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * Color_Ambient[1]);if (d[1] > 255) d[1] = 255; - d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * Color_Ambient[2]);if (d[2] > 255) d[2] = 255; - d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255; - } - else - { - d[0] = (int)( diffusetex[0] * Color_Ambient[0]);if (d[0] > 255) d[0] = 255; - d[1] = (int)( diffusetex[1] * Color_Ambient[1]);if (d[1] > 255) d[1] = 255; - d[2] = (int)( diffusetex[2] * Color_Ambient[2]);if (d[2] > 255) d[2] = 255; - d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255; - } - buffer_FragColorbgra8[x*4+0] = d[0]; - buffer_FragColorbgra8[x*4+1] = d[1]; - buffer_FragColorbgra8[x*4+2] = d[2]; - buffer_FragColorbgra8[x*4+3] = d[3]; - } - } - DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8); -} - - - -static void DPSOFTRAST_VertexShader_LightSource(void) -{ - int i; - int numvertices = dpsoftrast.numvertices; - float LightPosition[4]; - float LightVector[4]; - float LightVectorModelSpace[4]; - float EyePosition[4]; - float EyeVectorModelSpace[4]; - float EyeVector[4]; - float position[4]; - float svector[4]; - float tvector[4]; - float normal[4]; - LightPosition[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightPosition*4+0]; - LightPosition[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightPosition*4+1]; - LightPosition[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightPosition*4+2]; - LightPosition[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightPosition*4+3]; - EyePosition[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+0]; - EyePosition[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+1]; - EyePosition[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+2]; - EyePosition[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+3]; - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION); - DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD1); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD2); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD3); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4); - for (i = 0;i < numvertices;i++) - { - position[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+0]; - position[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+1]; - position[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+2]; - svector[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0]; - svector[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1]; - svector[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2]; - tvector[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+0]; - tvector[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+1]; - tvector[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+2]; - normal[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+0]; - normal[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+1]; - normal[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+2]; - LightVectorModelSpace[0] = LightPosition[0] - position[0]; - LightVectorModelSpace[1] = LightPosition[1] - position[1]; - LightVectorModelSpace[2] = LightPosition[2] - position[2]; - LightVector[0] = svector[0] * LightVectorModelSpace[0] + svector[1] * LightVectorModelSpace[1] + svector[2] * LightVectorModelSpace[2]; - LightVector[1] = tvector[0] * LightVectorModelSpace[0] + tvector[1] * LightVectorModelSpace[1] + tvector[2] * LightVectorModelSpace[2]; - LightVector[2] = normal[0] * LightVectorModelSpace[0] + normal[1] * LightVectorModelSpace[1] + normal[2] * LightVectorModelSpace[2]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0] = LightVector[0]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1] = LightVector[1]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2] = LightVector[2]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+3] = 0.0f; - EyeVectorModelSpace[0] = EyePosition[0] - position[0]; - EyeVectorModelSpace[1] = EyePosition[1] - position[1]; - EyeVectorModelSpace[2] = EyePosition[2] - position[2]; - EyeVector[0] = svector[0] * EyeVectorModelSpace[0] + svector[1] * EyeVectorModelSpace[1] + svector[2] * EyeVectorModelSpace[2]; - EyeVector[1] = tvector[0] * EyeVectorModelSpace[0] + tvector[1] * EyeVectorModelSpace[1] + tvector[2] * EyeVectorModelSpace[2]; - EyeVector[2] = normal[0] * EyeVectorModelSpace[0] + normal[1] * EyeVectorModelSpace[1] + normal[2] * EyeVectorModelSpace[2]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+0] = EyeVector[0]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+1] = EyeVector[1]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+2] = EyeVector[2]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+3] = 0.0f; - } - DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, -1, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); - DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelToLightM1); -} - -static void DPSOFTRAST_PixelShader_LightSource(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ -#ifdef SSE_POSSIBLE - float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH]; - unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_normalbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_glossbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_cubebgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_pantsbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_texture_shirtbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - int x, startx = span->startx, endx = span->endx; - float Color_Ambient[4], Color_Diffuse[4], Color_Specular[4], /*Color_Glow[4],*/ Color_Pants[4], Color_Shirt[4], LightColor[4]; - float CubeVectordata[4]; - float CubeVectorslope[4]; - float LightVectordata[4]; - float LightVectorslope[4]; - float EyeVectordata[4]; - float EyeVectorslope[4]; - float z; - float diffusetex[4]; - float glosstex[4]; - float surfacenormal[4]; - float lightnormal[4]; - float eyenormal[4]; - float specularnormal[4]; - float diffuse; - float specular; - float SpecularPower; - float CubeVector[4]; - float attenuation; - int d[4]; -#if 0 - Color_Glow[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+0]; - Color_Glow[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+1]; - Color_Glow[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+2]; - Color_Glow[3] = 0.0f; -#endif - Color_Ambient[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0]; - Color_Ambient[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1]; - Color_Ambient[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2]; - Color_Ambient[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0]; - Color_Diffuse[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0]; - Color_Diffuse[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1]; - Color_Diffuse[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2]; - Color_Diffuse[3] = 0.0f; - Color_Specular[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+0]; - Color_Specular[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+1]; - Color_Specular[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+2]; - Color_Specular[3] = 0.0f; - Color_Pants[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+0]; - Color_Pants[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+1]; - Color_Pants[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+2]; - Color_Pants[3] = 0.0f; - Color_Shirt[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+0]; - Color_Shirt[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+1]; - Color_Shirt[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+2]; - Color_Shirt[3] = 0.0f; - LightColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0]; - LightColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1]; - LightColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2]; - LightColor[3] = 0.0f; - SpecularPower = thread->uniform4f[DPSOFTRAST_UNIFORM_SpecularPower*4+0] * (1.0f / 255.0f); - DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD1); - DPSOFTRAST_CALCATTRIB4F(triangle, span, EyeVectordata, EyeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD2); - DPSOFTRAST_CALCATTRIB4F(triangle, span, CubeVectordata, CubeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD3); - DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z); - memset(buffer_FragColorbgra8 + startx*4, 0, (endx-startx)*4); // clear first, because we skip writing black pixels, and there are a LOT of them... - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING) - { - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_pantsbgra8, GL20TU_PANTS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_shirtbgra8, GL20TU_SHIRT, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - } - if (thread->shader_permutation & SHADERPERMUTATION_CUBEFILTER) - DPSOFTRAST_Draw_Span_TextureCubeVaryingBGRA8(triangle, span, buffer_texture_cubebgra8, GL20TU_CUBE, DPSOFTRAST_ARRAY_TEXCOORD3, buffer_z); - if (thread->shader_permutation & SHADERPERMUTATION_SPECULAR) - { - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_glossbgra8, GL20TU_GLOSS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - for (x = startx;x < endx;x++) - { - z = buffer_z[x]; - CubeVector[0] = (CubeVectordata[0] + CubeVectorslope[0]*x) * z; - CubeVector[1] = (CubeVectordata[1] + CubeVectorslope[1]*x) * z; - CubeVector[2] = (CubeVectordata[2] + CubeVectorslope[2]*x) * z; - attenuation = 1.0f - DPSOFTRAST_Vector3LengthSquared(CubeVector); - if (attenuation < 0.01f) - continue; - if (thread->shader_permutation & SHADERPERMUTATION_SHADOWMAP2D) - { - attenuation *= DPSOFTRAST_SampleShadowmap(CubeVector); - if (attenuation < 0.01f) - continue; - } - - diffusetex[0] = buffer_texture_colorbgra8[x*4+0]; - diffusetex[1] = buffer_texture_colorbgra8[x*4+1]; - diffusetex[2] = buffer_texture_colorbgra8[x*4+2]; - diffusetex[3] = buffer_texture_colorbgra8[x*4+3]; - if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING) - { - diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0]; - diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1]; - diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2]; - diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3]; - } - glosstex[0] = buffer_texture_glossbgra8[x*4+0]; - glosstex[1] = buffer_texture_glossbgra8[x*4+1]; - glosstex[2] = buffer_texture_glossbgra8[x*4+2]; - glosstex[3] = buffer_texture_glossbgra8[x*4+3]; - surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f; - surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f; - surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f; - DPSOFTRAST_Vector3Normalize(surfacenormal); - - lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z; - lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z; - lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z; - DPSOFTRAST_Vector3Normalize(lightnormal); - - diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f; - - if(thread->shader_exactspecularmath) - { - // reflect lightnormal at surfacenormal, take the negative of that - // i.e. we want (2*dot(N, i) * N - I) for N=surfacenormal, I=lightnormal - float f; - f = DPSOFTRAST_Vector3Dot(lightnormal, surfacenormal); - specularnormal[0] = 2*f*surfacenormal[0] - lightnormal[0]; - specularnormal[1] = 2*f*surfacenormal[1] - lightnormal[1]; - specularnormal[2] = 2*f*surfacenormal[2] - lightnormal[2]; - - // dot of this and normalize(EyeVectorFogDepth.xyz) - eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z; - eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z; - eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z; - DPSOFTRAST_Vector3Normalize(eyenormal); - - specular = DPSOFTRAST_Vector3Dot(eyenormal, specularnormal);if (specular < 0.0f) specular = 0.0f; - } - else - { - eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z; - eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z; - eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z; - DPSOFTRAST_Vector3Normalize(eyenormal); - - specularnormal[0] = lightnormal[0] + eyenormal[0]; - specularnormal[1] = lightnormal[1] + eyenormal[1]; - specularnormal[2] = lightnormal[2] + eyenormal[2]; - DPSOFTRAST_Vector3Normalize(specularnormal); - - specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f; - } - specular = pow(specular, 1.0f + SpecularPower * glosstex[3]); - - if (thread->shader_permutation & SHADERPERMUTATION_CUBEFILTER) - { - // scale down the attenuation to account for the cubefilter multiplying everything by 255 - attenuation *= (1.0f / 255.0f); - d[0] = (int)((diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse) + glosstex[0] * Color_Specular[0] * specular) * LightColor[0] * buffer_texture_cubebgra8[x*4+0] * attenuation);if (d[0] > 255) d[0] = 255; - d[1] = (int)((diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse) + glosstex[1] * Color_Specular[1] * specular) * LightColor[1] * buffer_texture_cubebgra8[x*4+1] * attenuation);if (d[1] > 255) d[1] = 255; - d[2] = (int)((diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse) + glosstex[2] * Color_Specular[2] * specular) * LightColor[2] * buffer_texture_cubebgra8[x*4+2] * attenuation);if (d[2] > 255) d[2] = 255; - d[3] = (int)( diffusetex[3] );if (d[3] > 255) d[3] = 255; - } - else - { - d[0] = (int)((diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse) + glosstex[0] * Color_Specular[0] * specular) * LightColor[0] * attenuation);if (d[0] > 255) d[0] = 255; - d[1] = (int)((diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse) + glosstex[1] * Color_Specular[1] * specular) * LightColor[1] * attenuation);if (d[1] > 255) d[1] = 255; - d[2] = (int)((diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse) + glosstex[2] * Color_Specular[2] * specular) * LightColor[2] * attenuation);if (d[2] > 255) d[2] = 255; - d[3] = (int)( diffusetex[3] );if (d[3] > 255) d[3] = 255; - } - buffer_FragColorbgra8[x*4+0] = d[0]; - buffer_FragColorbgra8[x*4+1] = d[1]; - buffer_FragColorbgra8[x*4+2] = d[2]; - buffer_FragColorbgra8[x*4+3] = d[3]; - } - } - else if (thread->shader_permutation & SHADERPERMUTATION_DIFFUSE) - { - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - for (x = startx;x < endx;x++) - { - z = buffer_z[x]; - CubeVector[0] = (CubeVectordata[0] + CubeVectorslope[0]*x) * z; - CubeVector[1] = (CubeVectordata[1] + CubeVectorslope[1]*x) * z; - CubeVector[2] = (CubeVectordata[2] + CubeVectorslope[2]*x) * z; - attenuation = 1.0f - DPSOFTRAST_Vector3LengthSquared(CubeVector); - if (attenuation < 0.01f) - continue; - if (thread->shader_permutation & SHADERPERMUTATION_SHADOWMAP2D) - { - attenuation *= DPSOFTRAST_SampleShadowmap(CubeVector); - if (attenuation < 0.01f) - continue; - } - - diffusetex[0] = buffer_texture_colorbgra8[x*4+0]; - diffusetex[1] = buffer_texture_colorbgra8[x*4+1]; - diffusetex[2] = buffer_texture_colorbgra8[x*4+2]; - diffusetex[3] = buffer_texture_colorbgra8[x*4+3]; - if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING) - { - diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0]; - diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1]; - diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2]; - diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3]; - } - surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f; - surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f; - surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f; - DPSOFTRAST_Vector3Normalize(surfacenormal); - - lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z; - lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z; - lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z; - DPSOFTRAST_Vector3Normalize(lightnormal); - - diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f; - if (thread->shader_permutation & SHADERPERMUTATION_CUBEFILTER) - { - // scale down the attenuation to account for the cubefilter multiplying everything by 255 - attenuation *= (1.0f / 255.0f); - d[0] = (int)((diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse)) * LightColor[0] * buffer_texture_cubebgra8[x*4+0] * attenuation);if (d[0] > 255) d[0] = 255; - d[1] = (int)((diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse)) * LightColor[1] * buffer_texture_cubebgra8[x*4+1] * attenuation);if (d[1] > 255) d[1] = 255; - d[2] = (int)((diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse)) * LightColor[2] * buffer_texture_cubebgra8[x*4+2] * attenuation);if (d[2] > 255) d[2] = 255; - d[3] = (int)( diffusetex[3] );if (d[3] > 255) d[3] = 255; - } - else - { - d[0] = (int)((diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse)) * LightColor[0] * attenuation);if (d[0] > 255) d[0] = 255; - d[1] = (int)((diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse)) * LightColor[1] * attenuation);if (d[1] > 255) d[1] = 255; - d[2] = (int)((diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse)) * LightColor[2] * attenuation);if (d[2] > 255) d[2] = 255; - d[3] = (int)( diffusetex[3] );if (d[3] > 255) d[3] = 255; - } - buffer_FragColorbgra8[x*4+0] = d[0]; - buffer_FragColorbgra8[x*4+1] = d[1]; - buffer_FragColorbgra8[x*4+2] = d[2]; - buffer_FragColorbgra8[x*4+3] = d[3]; - } - } - else - { - for (x = startx;x < endx;x++) - { - z = buffer_z[x]; - CubeVector[0] = (CubeVectordata[0] + CubeVectorslope[0]*x) * z; - CubeVector[1] = (CubeVectordata[1] + CubeVectorslope[1]*x) * z; - CubeVector[2] = (CubeVectordata[2] + CubeVectorslope[2]*x) * z; - attenuation = 1.0f - DPSOFTRAST_Vector3LengthSquared(CubeVector); - if (attenuation < 0.01f) - continue; - if (thread->shader_permutation & SHADERPERMUTATION_SHADOWMAP2D) - { - attenuation *= DPSOFTRAST_SampleShadowmap(CubeVector); - if (attenuation < 0.01f) - continue; - } - - diffusetex[0] = buffer_texture_colorbgra8[x*4+0]; - diffusetex[1] = buffer_texture_colorbgra8[x*4+1]; - diffusetex[2] = buffer_texture_colorbgra8[x*4+2]; - diffusetex[3] = buffer_texture_colorbgra8[x*4+3]; - if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING) - { - diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0]; - diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1]; - diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2]; - diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3]; - } - if (thread->shader_permutation & SHADERPERMUTATION_CUBEFILTER) - { - // scale down the attenuation to account for the cubefilter multiplying everything by 255 - attenuation *= (1.0f / 255.0f); - d[0] = (int)((diffusetex[0] * (Color_Ambient[0])) * LightColor[0] * buffer_texture_cubebgra8[x*4+0] * attenuation);if (d[0] > 255) d[0] = 255; - d[1] = (int)((diffusetex[1] * (Color_Ambient[1])) * LightColor[1] * buffer_texture_cubebgra8[x*4+1] * attenuation);if (d[1] > 255) d[1] = 255; - d[2] = (int)((diffusetex[2] * (Color_Ambient[2])) * LightColor[2] * buffer_texture_cubebgra8[x*4+2] * attenuation);if (d[2] > 255) d[2] = 255; - d[3] = (int)( diffusetex[3] );if (d[3] > 255) d[3] = 255; - } - else - { - d[0] = (int)((diffusetex[0] * (Color_Ambient[0])) * LightColor[0] * attenuation);if (d[0] > 255) d[0] = 255; - d[1] = (int)((diffusetex[1] * (Color_Ambient[1])) * LightColor[1] * attenuation);if (d[1] > 255) d[1] = 255; - d[2] = (int)((diffusetex[2] * (Color_Ambient[2])) * LightColor[2] * attenuation);if (d[2] > 255) d[2] = 255; - d[3] = (int)( diffusetex[3] );if (d[3] > 255) d[3] = 255; - } - buffer_FragColorbgra8[x*4+0] = d[0]; - buffer_FragColorbgra8[x*4+1] = d[1]; - buffer_FragColorbgra8[x*4+2] = d[2]; - buffer_FragColorbgra8[x*4+3] = d[3]; - } - } - DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8); -#endif -} - - - -static void DPSOFTRAST_VertexShader_Refraction(void) -{ - DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); - DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1); - DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); -} - -static void DPSOFTRAST_PixelShader_Refraction(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ - float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH]; - //float z; - int x, startx = span->startx, endx = span->endx; - - // texture reads - unsigned char buffer_texture_normalbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - - // varyings - float ModelViewProjectionPositiondata[4]; - float ModelViewProjectionPositionslope[4]; - - // uniforms - float ScreenScaleRefractReflect[2]; - float ScreenCenterRefractReflect[2]; - float DistortScaleRefractReflect[2]; - float RefractColor[4]; - - DPSOFTRAST_Texture *texture = thread->texbound[GL20TU_REFRACTION]; - if(!texture) return; - - // read textures - DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - - // read varyings - DPSOFTRAST_CALCATTRIB4F(triangle, span, ModelViewProjectionPositiondata, ModelViewProjectionPositionslope, DPSOFTRAST_ARRAY_TEXCOORD4); - - // read uniforms - ScreenScaleRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+0]; - ScreenScaleRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+1]; - ScreenCenterRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+0]; - ScreenCenterRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+1]; - DistortScaleRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+0]; - DistortScaleRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+1]; - RefractColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+2]; - RefractColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+1]; - RefractColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+0]; - RefractColor[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+3]; - - // do stuff - for (x = startx;x < endx;x++) - { - float SafeScreenTexCoord[2]; - float ScreenTexCoord[2]; - float v[3]; - float iw; - unsigned char c[4]; - - //z = buffer_z[x]; - - // " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" - iw = 1.0f / (ModelViewProjectionPositiondata[3] + ModelViewProjectionPositionslope[3]*x); // / z - - // " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" - SafeScreenTexCoord[0] = (ModelViewProjectionPositiondata[0] + ModelViewProjectionPositionslope[0]*x) * iw * ScreenScaleRefractReflect[0] + ScreenCenterRefractReflect[0]; // * z (disappears) - SafeScreenTexCoord[1] = (ModelViewProjectionPositiondata[1] + ModelViewProjectionPositionslope[1]*x) * iw * ScreenScaleRefractReflect[1] + ScreenCenterRefractReflect[1]; // * z (disappears) - - // " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n" - v[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f; - v[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f; - v[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f; - DPSOFTRAST_Vector3Normalize(v); - ScreenTexCoord[0] = SafeScreenTexCoord[0] + v[0] * DistortScaleRefractReflect[0]; - ScreenTexCoord[1] = SafeScreenTexCoord[1] + v[1] * DistortScaleRefractReflect[1]; - - // " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n" - DPSOFTRAST_Texture2DBGRA8(texture, 0, ScreenTexCoord[0], ScreenTexCoord[1], c); - - buffer_FragColorbgra8[x*4+0] = c[0] * RefractColor[0]; - buffer_FragColorbgra8[x*4+1] = c[1] * RefractColor[1]; - buffer_FragColorbgra8[x*4+2] = c[2] * RefractColor[2]; - buffer_FragColorbgra8[x*4+3] = min(RefractColor[3] * 256, 255); - } - - DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8); -} - - - -static void DPSOFTRAST_VertexShader_Water(void) -{ - int i; - int numvertices = dpsoftrast.numvertices; - float EyePosition[4]; - float EyeVectorModelSpace[4]; - float EyeVector[4]; - float position[4]; - float svector[4]; - float tvector[4]; - float normal[4]; - EyePosition[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+0]; - EyePosition[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+1]; - EyePosition[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+2]; - EyePosition[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+3]; - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD1); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD2); - DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD3); - for (i = 0;i < numvertices;i++) - { - position[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+0]; - position[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+1]; - position[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+2]; - svector[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0]; - svector[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1]; - svector[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2]; - tvector[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+0]; - tvector[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+1]; - tvector[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+2]; - normal[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+0]; - normal[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+1]; - normal[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+2]; - EyeVectorModelSpace[0] = EyePosition[0] - position[0]; - EyeVectorModelSpace[1] = EyePosition[1] - position[1]; - EyeVectorModelSpace[2] = EyePosition[2] - position[2]; - EyeVector[0] = svector[0] * EyeVectorModelSpace[0] + svector[1] * EyeVectorModelSpace[1] + svector[2] * EyeVectorModelSpace[2]; - EyeVector[1] = tvector[0] * EyeVectorModelSpace[0] + tvector[1] * EyeVectorModelSpace[1] + tvector[2] * EyeVectorModelSpace[2]; - EyeVector[2] = normal[0] * EyeVectorModelSpace[0] + normal[1] * EyeVectorModelSpace[1] + normal[2] * EyeVectorModelSpace[2]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+0] = EyeVector[0]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+1] = EyeVector[1]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+2] = EyeVector[2]; - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+3] = 0.0f; - } - DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, -1, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); - DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); - DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1); -} - - -static void DPSOFTRAST_PixelShader_Water(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ - float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH]; - // float z; - int x, startx = span->startx, endx = span->endx; - - // texture reads - unsigned char buffer_texture_normalbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - - // varyings - float ModelViewProjectionPositiondata[4]; - float ModelViewProjectionPositionslope[4]; - float EyeVectordata[4]; - float EyeVectorslope[4]; - - // uniforms - float ScreenScaleRefractReflect[4]; - float ScreenCenterRefractReflect[4]; - float DistortScaleRefractReflect[4]; - float RefractColor[4]; - float ReflectColor[4]; - float ReflectFactor; - float ReflectOffset; - - DPSOFTRAST_Texture *texture_refraction = thread->texbound[GL20TU_REFRACTION]; - DPSOFTRAST_Texture *texture_reflection = thread->texbound[GL20TU_REFLECTION]; - if(!texture_refraction || !texture_reflection) return; - - // read textures - DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z); - DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z); - - // read varyings - DPSOFTRAST_CALCATTRIB4F(triangle, span, ModelViewProjectionPositiondata, ModelViewProjectionPositionslope, DPSOFTRAST_ARRAY_TEXCOORD4); - DPSOFTRAST_CALCATTRIB4F(triangle, span, EyeVectordata, EyeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD6); - - // read uniforms - ScreenScaleRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+0]; - ScreenScaleRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+1]; - ScreenScaleRefractReflect[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+2]; - ScreenScaleRefractReflect[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+3]; - ScreenCenterRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+0]; - ScreenCenterRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+1]; - ScreenCenterRefractReflect[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+2]; - ScreenCenterRefractReflect[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+3]; - DistortScaleRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+0]; - DistortScaleRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+1]; - DistortScaleRefractReflect[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+2]; - DistortScaleRefractReflect[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+3]; - RefractColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+2]; - RefractColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+1]; - RefractColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+0]; - RefractColor[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+3]; - ReflectColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectColor*4+2]; - ReflectColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectColor*4+1]; - ReflectColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectColor*4+0]; - ReflectColor[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectColor*4+3]; - ReflectFactor = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectFactor*4+0]; - ReflectOffset = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectOffset*4+0]; - - // do stuff - for (x = startx;x < endx;x++) - { - float SafeScreenTexCoord[4]; - float ScreenTexCoord[4]; - float v[3]; - float iw; - unsigned char c1[4]; - unsigned char c2[4]; - float Fresnel; - - // z = buffer_z[x]; - - // " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" - iw = 1.0f / (ModelViewProjectionPositiondata[3] + ModelViewProjectionPositionslope[3]*x); // / z - - // " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" - SafeScreenTexCoord[0] = (ModelViewProjectionPositiondata[0] + ModelViewProjectionPositionslope[0]*x) * iw * ScreenScaleRefractReflect[0] + ScreenCenterRefractReflect[0]; // * z (disappears) - SafeScreenTexCoord[1] = (ModelViewProjectionPositiondata[1] + ModelViewProjectionPositionslope[1]*x) * iw * ScreenScaleRefractReflect[1] + ScreenCenterRefractReflect[1]; // * z (disappears) - SafeScreenTexCoord[2] = (ModelViewProjectionPositiondata[0] + ModelViewProjectionPositionslope[0]*x) * iw * ScreenScaleRefractReflect[2] + ScreenCenterRefractReflect[2]; // * z (disappears) - SafeScreenTexCoord[3] = (ModelViewProjectionPositiondata[1] + ModelViewProjectionPositionslope[1]*x) * iw * ScreenScaleRefractReflect[3] + ScreenCenterRefractReflect[3]; // * z (disappears) - - // " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n" - v[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f; - v[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f; - v[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f; - DPSOFTRAST_Vector3Normalize(v); - ScreenTexCoord[0] = SafeScreenTexCoord[0] + v[0] * DistortScaleRefractReflect[0]; - ScreenTexCoord[1] = SafeScreenTexCoord[1] + v[1] * DistortScaleRefractReflect[1]; - ScreenTexCoord[2] = SafeScreenTexCoord[2] + v[0] * DistortScaleRefractReflect[2]; - ScreenTexCoord[3] = SafeScreenTexCoord[3] + v[1] * DistortScaleRefractReflect[3]; - - // " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" - v[0] = (EyeVectordata[0] + EyeVectorslope[0] * x); // * z (disappears) - v[1] = (EyeVectordata[1] + EyeVectorslope[1] * x); // * z (disappears) - v[2] = (EyeVectordata[2] + EyeVectorslope[2] * x); // * z (disappears) - DPSOFTRAST_Vector3Normalize(v); - Fresnel = 1.0f - v[2]; - Fresnel = min(1.0f, Fresnel); - Fresnel = Fresnel * Fresnel * ReflectFactor + ReflectOffset; - - // " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n" - // " dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n" - DPSOFTRAST_Texture2DBGRA8(texture_refraction, 0, ScreenTexCoord[0], ScreenTexCoord[1], c1); - DPSOFTRAST_Texture2DBGRA8(texture_reflection, 0, ScreenTexCoord[2], ScreenTexCoord[3], c2); - - buffer_FragColorbgra8[x*4+0] = (c1[0] * RefractColor[0]) * (1.0f - Fresnel) + (c2[0] * ReflectColor[0]) * Fresnel; - buffer_FragColorbgra8[x*4+1] = (c1[1] * RefractColor[1]) * (1.0f - Fresnel) + (c2[1] * ReflectColor[1]) * Fresnel; - buffer_FragColorbgra8[x*4+2] = (c1[2] * RefractColor[2]) * (1.0f - Fresnel) + (c2[2] * ReflectColor[2]) * Fresnel; - buffer_FragColorbgra8[x*4+3] = min(( RefractColor[3] * (1.0f - Fresnel) + ReflectColor[3] * Fresnel) * 256, 255); - } - - DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8); -} - - - -static void DPSOFTRAST_VertexShader_DeferredGeometry(void) -{ - DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); -} - -static void DPSOFTRAST_PixelShader_DeferredGeometry(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ - // TODO: IMPLEMENT - float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH]; - unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z); - memset(buffer_FragColorbgra8 + span->startx*4, 0, (span->endx - span->startx)*4); - DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8); -} - - - -static void DPSOFTRAST_VertexShader_DeferredLightSource(void) -{ - DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1); -} - -static void DPSOFTRAST_PixelShader_DeferredLightSource(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span) -{ - // TODO: IMPLEMENT - float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH]; - unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4]; - DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z); - memset(buffer_FragColorbgra8 + span->startx*4, 0, (span->endx - span->startx)*4); - DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8); -} - - - -typedef struct DPSOFTRAST_ShaderModeInfo_s -{ - int lodarrayindex; - void (*Vertex)(void); - void (*Span)(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span); - unsigned char arrays[DPSOFTRAST_ARRAY_TOTAL]; - unsigned char texunits[DPSOFTRAST_MAXTEXTUREUNITS]; -} -DPSOFTRAST_ShaderModeInfo; - -static const DPSOFTRAST_ShaderModeInfo DPSOFTRAST_ShaderModeTable[SHADERMODE_COUNT] = -{ - {2, DPSOFTRAST_VertexShader_Generic, DPSOFTRAST_PixelShader_Generic, {DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, 0xFF}, {GL20TU_FIRST, GL20TU_SECOND, 0xFF}}, - {2, DPSOFTRAST_VertexShader_PostProcess, DPSOFTRAST_PixelShader_PostProcess, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, 0xFF}, {GL20TU_FIRST, GL20TU_SECOND, 0xFF}}, - {2, DPSOFTRAST_VertexShader_Depth_Or_Shadow, DPSOFTRAST_PixelShader_Depth_Or_Shadow, {0xFF}, {0xFF}}, - {2, DPSOFTRAST_VertexShader_FlatColor, DPSOFTRAST_PixelShader_FlatColor, {DPSOFTRAST_ARRAY_TEXCOORD0, 0xFF}, {GL20TU_COLOR, 0xFF}}, - {2, DPSOFTRAST_VertexShader_VertexColor, DPSOFTRAST_PixelShader_VertexColor, {DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, 0xFF}, {GL20TU_COLOR, 0xFF}}, - {2, DPSOFTRAST_VertexShader_Lightmap, DPSOFTRAST_PixelShader_Lightmap, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, 0xFF}, {GL20TU_COLOR, GL20TU_LIGHTMAP, GL20TU_GLOW, 0xFF}}, - {2, DPSOFTRAST_VertexShader_FakeLight, DPSOFTRAST_PixelShader_FakeLight, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, 0xFF}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, 0xFF}}, - {2, DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace, DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, 0xFF}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_LIGHTMAP, GL20TU_DELUXEMAP, 0xFF}}, - {2, DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace, DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, 0xFF}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_LIGHTMAP, GL20TU_DELUXEMAP, 0xFF}}, - {2, DPSOFTRAST_VertexShader_Lightmap, DPSOFTRAST_PixelShader_Lightmap, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, 0xFF}, {GL20TU_COLOR, GL20TU_LIGHTMAP, GL20TU_GLOW, 0xFF}}, - {2, DPSOFTRAST_VertexShader_VertexColor, DPSOFTRAST_PixelShader_VertexColor, {DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, 0xFF}, {GL20TU_COLOR, 0xFF}}, - {2, DPSOFTRAST_VertexShader_LightDirection, DPSOFTRAST_PixelShader_LightDirection, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, 0xFF}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, 0xFF}}, - {2, DPSOFTRAST_VertexShader_LightSource, DPSOFTRAST_PixelShader_LightSource, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, 0xFF}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_CUBE, 0xFF}}, - {2, DPSOFTRAST_VertexShader_Refraction, DPSOFTRAST_PixelShader_Refraction, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, 0xFF}, {GL20TU_NORMAL, GL20TU_REFRACTION, 0xFF}}, - {2, DPSOFTRAST_VertexShader_Water, DPSOFTRAST_PixelShader_Water, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD6, 0xFF}, {GL20TU_NORMAL, GL20TU_REFLECTION, GL20TU_REFRACTION, 0xFF}}, - {2, DPSOFTRAST_VertexShader_DeferredGeometry, DPSOFTRAST_PixelShader_DeferredGeometry, {0xFF}}, - {2, DPSOFTRAST_VertexShader_DeferredLightSource, DPSOFTRAST_PixelShader_DeferredLightSource, {0xFF}}, -}; - -static void DPSOFTRAST_Draw_DepthTest(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_State_Span *span) -{ - int x; - int startx; - int endx; - unsigned int *depthpixel; - int depth; - int depthslope; - unsigned int d; - unsigned char *pixelmask; - depthpixel = dpsoftrast.fb_depthpixels + span->y * dpsoftrast.fb_width + span->x; - startx = span->startx; - endx = span->endx; - depth = span->depthbase; - depthslope = span->depthslope; - pixelmask = thread->pixelmaskarray; - if (thread->depthtest && dpsoftrast.fb_depthpixels) - { - switch(thread->fb_depthfunc) - { - default: - case GL_ALWAYS: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = true; break; - case GL_LESS: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] < d; break; - case GL_LEQUAL: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] <= d; break; - case GL_EQUAL: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] == d; break; - case GL_GEQUAL: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] >= d; break; - case GL_GREATER: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] > d; break; - case GL_NEVER: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = false; break; - } - while (startx < endx && !pixelmask[startx]) - startx++; - while (endx > startx && !pixelmask[endx-1]) - endx--; - } - else - { - // no depth testing means we're just dealing with color... - memset(pixelmask + startx, 1, endx - startx); - } - span->pixelmask = pixelmask; - span->startx = startx; - span->endx = endx; -} - -static void DPSOFTRAST_Draw_DepthWrite(const DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Span *span) -{ - int x, d, depth, depthslope, startx, endx; - const unsigned char *pixelmask; - unsigned int *depthpixel; - if (thread->depthmask && thread->depthtest && dpsoftrast.fb_depthpixels) - { - depth = span->depthbase; - depthslope = span->depthslope; - pixelmask = span->pixelmask; - startx = span->startx; - endx = span->endx; - depthpixel = dpsoftrast.fb_depthpixels + span->y * dpsoftrast.fb_width + span->x; - for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) - if (pixelmask[x]) - depthpixel[x] = d; - } -} - -static void DPSOFTRAST_Draw_ProcessSpans(DPSOFTRAST_State_Thread *thread) -{ - int i; - DPSOFTRAST_State_Triangle *triangle; - DPSOFTRAST_State_Span *span; - for (i = 0; i < thread->numspans; i++) - { - span = &thread->spans[i]; - triangle = &thread->triangles[span->triangle]; - DPSOFTRAST_Draw_DepthTest(thread, span); - if (span->startx >= span->endx) - continue; - // run pixel shader if appropriate - // do this before running depthmask code, to allow the pixelshader - // to clear pixelmask values for alpha testing - if (dpsoftrast.fb_colorpixels[0] && thread->fb_colormask) - DPSOFTRAST_ShaderModeTable[thread->shader_mode].Span(thread, triangle, span); - DPSOFTRAST_Draw_DepthWrite(thread, span); - } - thread->numspans = 0; -} - -DEFCOMMAND(22, Draw, int datasize; int starty; int endy; ATOMIC_COUNTER refcount; int clipped; int firstvertex; int numvertices; int numtriangles; float *arrays; int *element3i; unsigned short *element3s;) - -static void DPSOFTRAST_Interpret_Draw(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_Draw *command) -{ -#ifdef SSE_POSSIBLE - int cullface = thread->cullface; - int minx, maxx, miny, maxy; - int miny1, maxy1, miny2, maxy2; - __m128i fbmin, fbmax; - __m128 viewportcenter, viewportscale; - int firstvertex = command->firstvertex; - int numvertices = command->numvertices; - int numtriangles = command->numtriangles; - const int *element3i = command->element3i; - const unsigned short *element3s = command->element3s; - int clipped = command->clipped; - int i; - int j; - int k; - int y; - int e[3]; - __m128i screeny; - int starty, endy, bandy; - int numpoints; - int clipcase; - float clipdist[4]; - float clip0origin, clip0slope; - int clip0dir; - __m128 triangleedge1, triangleedge2, trianglenormal; - __m128 clipfrac[3]; - __m128 screen[4]; - DPSOFTRAST_State_Triangle *triangle; - DPSOFTRAST_Texture *texture; - DPSOFTRAST_ValidateQuick(thread, DPSOFTRAST_VALIDATE_DRAW); - miny = thread->fb_scissor[1]; - maxy = thread->fb_scissor[1] + thread->fb_scissor[3]; - miny1 = bound(miny, thread->miny1, maxy); - maxy1 = bound(miny, thread->maxy1, maxy); - miny2 = bound(miny, thread->miny2, maxy); - maxy2 = bound(miny, thread->maxy2, maxy); - if ((command->starty >= maxy1 || command->endy <= miny1) && (command->starty >= maxy2 || command->endy <= miny2)) - { - if (!ATOMIC_DECREMENT(command->refcount)) - { - if (command->commandsize <= DPSOFTRAST_ALIGNCOMMAND(sizeof(DPSOFTRAST_Command_Draw))) - MM_FREE(command->arrays); - } - return; - } - minx = thread->fb_scissor[0]; - maxx = thread->fb_scissor[0] + thread->fb_scissor[2]; - fbmin = _mm_setr_epi16(minx, miny1, minx, miny1, minx, miny1, minx, miny1); - fbmax = _mm_sub_epi16(_mm_setr_epi16(maxx, maxy2, maxx, maxy2, maxx, maxy2, maxx, maxy2), _mm_set1_epi16(1)); - viewportcenter = _mm_load_ps(thread->fb_viewportcenter); - viewportscale = _mm_load_ps(thread->fb_viewportscale); - screen[3] = _mm_setzero_ps(); - clipfrac[0] = clipfrac[1] = clipfrac[2] = _mm_setzero_ps(); - for (i = 0;i < numtriangles;i++) - { - const float *screencoord4f = command->arrays; - const float *arrays = screencoord4f + numvertices*4; - - // generate the 3 edges of this triangle - // generate spans for the triangle - switch based on left split or right split classification of triangle - if (element3s) - { - e[0] = element3s[i*3+0] - firstvertex; - e[1] = element3s[i*3+1] - firstvertex; - e[2] = element3s[i*3+2] - firstvertex; - } - else if (element3i) - { - e[0] = element3i[i*3+0] - firstvertex; - e[1] = element3i[i*3+1] - firstvertex; - e[2] = element3i[i*3+2] - firstvertex; - } - else - { - e[0] = i*3+0; - e[1] = i*3+1; - e[2] = i*3+2; - } - -#define SKIPBACKFACE \ - triangleedge1 = _mm_sub_ps(screen[0], screen[1]); \ - triangleedge2 = _mm_sub_ps(screen[2], screen[1]); \ - /* store normal in 2, 0, 1 order instead of 0, 1, 2 as it requires fewer shuffles and leaves z component accessible as scalar */ \ - trianglenormal = _mm_sub_ss(_mm_mul_ss(triangleedge1, _mm_shuffle_ps(triangleedge2, triangleedge2, _MM_SHUFFLE(3, 0, 2, 1))), \ - _mm_mul_ss(_mm_shuffle_ps(triangleedge1, triangleedge1, _MM_SHUFFLE(3, 0, 2, 1)), triangleedge2)); \ - switch(cullface) \ - { \ - case GL_BACK: \ - if (_mm_ucomilt_ss(trianglenormal, _mm_setzero_ps())) \ - continue; \ - break; \ - case GL_FRONT: \ - if (_mm_ucomigt_ss(trianglenormal, _mm_setzero_ps())) \ - continue; \ - break; \ - } - -#define CLIPPEDVERTEXLERP(k,p1, p2) \ - clipfrac[p1] = _mm_set1_ps(clipdist[p1] / (clipdist[p1] - clipdist[p2])); \ - { \ - __m128 v1 = _mm_load_ps(&arrays[e[p1]*4]), v2 = _mm_load_ps(&arrays[e[p2]*4]); \ - DPSOFTRAST_PROJECTVERTEX(screen[k], _mm_add_ps(v1, _mm_mul_ps(_mm_sub_ps(v2, v1), clipfrac[p1])), viewportcenter, viewportscale); \ - } -#define CLIPPEDVERTEXCOPY(k,p1) \ - screen[k] = _mm_load_ps(&screencoord4f[e[p1]*4]); - -#define GENATTRIBCOPY(attrib, p1) \ - attrib = _mm_load_ps(&arrays[e[p1]*4]); -#define GENATTRIBLERP(attrib, p1, p2) \ - { \ - __m128 v1 = _mm_load_ps(&arrays[e[p1]*4]), v2 = _mm_load_ps(&arrays[e[p2]*4]); \ - attrib = _mm_add_ps(v1, _mm_mul_ps(_mm_sub_ps(v2, v1), clipfrac[p1])); \ - } -#define GENATTRIBS(attrib0, attrib1, attrib2) \ - switch(clipcase) \ - { \ - default: \ - case 0: GENATTRIBCOPY(attrib0, 0); GENATTRIBCOPY(attrib1, 1); GENATTRIBCOPY(attrib2, 2); break; \ - case 1: GENATTRIBCOPY(attrib0, 0); GENATTRIBCOPY(attrib1, 1); GENATTRIBLERP(attrib2, 1, 2); break; \ - case 2: GENATTRIBCOPY(attrib0, 0); GENATTRIBLERP(attrib1, 0, 1); GENATTRIBLERP(attrib2, 1, 2); break; \ - case 3: GENATTRIBCOPY(attrib0, 0); GENATTRIBLERP(attrib1, 0, 1); GENATTRIBLERP(attrib2, 2, 0); break; \ - case 4: GENATTRIBLERP(attrib0, 0, 1); GENATTRIBCOPY(attrib1, 1); GENATTRIBCOPY(attrib2, 2); break; \ - case 5: GENATTRIBLERP(attrib0, 0, 1); GENATTRIBCOPY(attrib1, 1); GENATTRIBLERP(attrib2, 1, 2); break; \ - case 6: GENATTRIBLERP(attrib0, 1, 2); GENATTRIBCOPY(attrib1, 2); GENATTRIBLERP(attrib2, 2, 0); break; \ - } - - if (! clipped) - goto notclipped; - - // calculate distance from nearplane - clipdist[0] = arrays[e[0]*4+2] + arrays[e[0]*4+3]; - clipdist[1] = arrays[e[1]*4+2] + arrays[e[1]*4+3]; - clipdist[2] = arrays[e[2]*4+2] + arrays[e[2]*4+3]; - if (clipdist[0] >= 0.0f) - { - if (clipdist[1] >= 0.0f) - { - if (clipdist[2] >= 0.0f) - { - notclipped: - // triangle is entirely in front of nearplane - CLIPPEDVERTEXCOPY(0,0); CLIPPEDVERTEXCOPY(1,1); CLIPPEDVERTEXCOPY(2,2); - SKIPBACKFACE; - numpoints = 3; - clipcase = 0; - } - else - { - CLIPPEDVERTEXCOPY(0,0); CLIPPEDVERTEXCOPY(1,1); CLIPPEDVERTEXLERP(2,1,2); CLIPPEDVERTEXLERP(3,2,0); - SKIPBACKFACE; - numpoints = 4; - clipcase = 1; - } - } - else - { - if (clipdist[2] >= 0.0f) - { - CLIPPEDVERTEXCOPY(0,0); CLIPPEDVERTEXLERP(1,0,1); CLIPPEDVERTEXLERP(2,1,2); CLIPPEDVERTEXCOPY(3,2); - SKIPBACKFACE; - numpoints = 4; - clipcase = 2; - } - else - { - CLIPPEDVERTEXCOPY(0,0); CLIPPEDVERTEXLERP(1,0,1); CLIPPEDVERTEXLERP(2,2,0); - SKIPBACKFACE; - numpoints = 3; - clipcase = 3; - } - } - } - else if (clipdist[1] >= 0.0f) - { - if (clipdist[2] >= 0.0f) - { - CLIPPEDVERTEXLERP(0,0,1); CLIPPEDVERTEXCOPY(1,1); CLIPPEDVERTEXCOPY(2,2); CLIPPEDVERTEXLERP(3,2,0); - SKIPBACKFACE; - numpoints = 4; - clipcase = 4; - } - else - { - CLIPPEDVERTEXLERP(0,0,1); CLIPPEDVERTEXCOPY(1,1); CLIPPEDVERTEXLERP(2,1,2); - SKIPBACKFACE; - numpoints = 3; - clipcase = 5; - } - } - else if (clipdist[2] >= 0.0f) - { - CLIPPEDVERTEXLERP(0,1,2); CLIPPEDVERTEXCOPY(1,2); CLIPPEDVERTEXLERP(2,2,0); - SKIPBACKFACE; - numpoints = 3; - clipcase = 6; - } - else continue; // triangle is entirely behind nearplane - - { - // calculate integer y coords for triangle points - __m128i screeni = _mm_packs_epi32(_mm_cvttps_epi32(_mm_movelh_ps(screen[0], screen[1])), _mm_cvttps_epi32(_mm_movelh_ps(screen[2], numpoints > 3 ? screen[3] : screen[2]))), - screenir = _mm_shuffle_epi32(screeni, _MM_SHUFFLE(1, 0, 3, 2)), - screenmin = _mm_min_epi16(screeni, screenir), - screenmax = _mm_max_epi16(screeni, screenir); - screenmin = _mm_min_epi16(screenmin, _mm_shufflelo_epi16(screenmin, _MM_SHUFFLE(1, 0, 3, 2))); - screenmax = _mm_max_epi16(screenmax, _mm_shufflelo_epi16(screenmax, _MM_SHUFFLE(1, 0, 3, 2))); - screenmin = _mm_max_epi16(screenmin, fbmin); - screenmax = _mm_min_epi16(screenmax, fbmax); - // skip offscreen triangles - if (_mm_cvtsi128_si32(_mm_cmplt_epi16(screenmax, screenmin))) - continue; - starty = _mm_extract_epi16(screenmin, 1); - endy = _mm_extract_epi16(screenmax, 1)+1; - if (starty >= maxy1 && endy <= miny2) - continue; - screeny = _mm_srai_epi32(screeni, 16); - } - - triangle = &thread->triangles[thread->numtriangles]; - - // calculate attribute plans for triangle data... - // okay, this triangle is going to produce spans, we'd better project - // the interpolants now (this is what gives perspective texturing), - // this consists of simply multiplying all arrays by the W coord - // (which is basically 1/Z), which will be undone per-pixel - // (multiplying by Z again) to get the perspective-correct array - // values - { - __m128 attribuvslope, attribuxslope, attribuyslope, attribvxslope, attribvyslope, attriborigin, attribedge1, attribedge2, attribxslope, attribyslope, w0, w1, w2, x1, y1; - __m128 mipedgescale, mipdensity; - attribuvslope = _mm_div_ps(_mm_movelh_ps(triangleedge1, triangleedge2), _mm_shuffle_ps(trianglenormal, trianglenormal, _MM_SHUFFLE(0, 0, 0, 0))); - attribuxslope = _mm_shuffle_ps(attribuvslope, attribuvslope, _MM_SHUFFLE(3, 3, 3, 3)); - attribuyslope = _mm_shuffle_ps(attribuvslope, attribuvslope, _MM_SHUFFLE(2, 2, 2, 2)); - attribvxslope = _mm_shuffle_ps(attribuvslope, attribuvslope, _MM_SHUFFLE(1, 1, 1, 1)); - attribvyslope = _mm_shuffle_ps(attribuvslope, attribuvslope, _MM_SHUFFLE(0, 0, 0, 0)); - w0 = _mm_shuffle_ps(screen[0], screen[0], _MM_SHUFFLE(3, 3, 3, 3)); - w1 = _mm_shuffle_ps(screen[1], screen[1], _MM_SHUFFLE(3, 3, 3, 3)); - w2 = _mm_shuffle_ps(screen[2], screen[2], _MM_SHUFFLE(3, 3, 3, 3)); - attribedge1 = _mm_sub_ss(w0, w1); - attribedge2 = _mm_sub_ss(w2, w1); - attribxslope = _mm_sub_ss(_mm_mul_ss(attribuxslope, attribedge1), _mm_mul_ss(attribvxslope, attribedge2)); - attribyslope = _mm_sub_ss(_mm_mul_ss(attribvyslope, attribedge2), _mm_mul_ss(attribuyslope, attribedge1)); - x1 = _mm_shuffle_ps(screen[1], screen[1], _MM_SHUFFLE(0, 0, 0, 0)); - y1 = _mm_shuffle_ps(screen[1], screen[1], _MM_SHUFFLE(1, 1, 1, 1)); - attriborigin = _mm_sub_ss(w1, _mm_add_ss(_mm_mul_ss(attribxslope, x1), _mm_mul_ss(attribyslope, y1))); - _mm_store_ss(&triangle->w[0], attribxslope); - _mm_store_ss(&triangle->w[1], attribyslope); - _mm_store_ss(&triangle->w[2], attriborigin); - - clip0origin = 0; - clip0slope = 0; - clip0dir = 0; - if(thread->fb_clipplane[0] || thread->fb_clipplane[1] || thread->fb_clipplane[2]) - { - float cliporigin, clipxslope, clipyslope; - attriborigin = _mm_shuffle_ps(screen[1], screen[1], _MM_SHUFFLE(2, 2, 2, 2)); - attribedge1 = _mm_sub_ss(_mm_shuffle_ps(screen[0], screen[0], _MM_SHUFFLE(2, 2, 2, 2)), attriborigin); - attribedge2 = _mm_sub_ss(_mm_shuffle_ps(screen[2], screen[2], _MM_SHUFFLE(2, 2, 2, 2)), attriborigin); - attribxslope = _mm_sub_ss(_mm_mul_ss(attribuxslope, attribedge1), _mm_mul_ss(attribvxslope, attribedge2)); - attribyslope = _mm_sub_ss(_mm_mul_ss(attribvyslope, attribedge2), _mm_mul_ss(attribuyslope, attribedge1)); - attriborigin = _mm_sub_ss(attriborigin, _mm_add_ss(_mm_mul_ss(attribxslope, x1), _mm_mul_ss(attribyslope, y1))); - cliporigin = _mm_cvtss_f32(attriborigin)*thread->fb_clipplane[2] + thread->fb_clipplane[3]; - clipxslope = thread->fb_clipplane[0] + _mm_cvtss_f32(attribxslope)*thread->fb_clipplane[2]; - clipyslope = thread->fb_clipplane[1] + _mm_cvtss_f32(attribyslope)*thread->fb_clipplane[2]; - if(clipxslope != 0) - { - clip0origin = -cliporigin/clipxslope; - clip0slope = -clipyslope/clipxslope; - clip0dir = clipxslope > 0 ? 1 : -1; - } - else if(clipyslope > 0) - { - clip0origin = dpsoftrast.fb_width*floor(cliporigin/clipyslope); - clip0slope = dpsoftrast.fb_width; - clip0dir = -1; - } - else if(clipyslope < 0) - { - clip0origin = dpsoftrast.fb_width*ceil(cliporigin/clipyslope); - clip0slope = -dpsoftrast.fb_width; - clip0dir = -1; - } - else if(clip0origin < 0) continue; - } - - mipedgescale = _mm_setzero_ps(); - for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL; j++) - { - __m128 attrib0, attrib1, attrib2; - k = DPSOFTRAST_ShaderModeTable[thread->shader_mode].arrays[j]; - if (k >= DPSOFTRAST_ARRAY_TOTAL) - break; - arrays += numvertices*4; - GENATTRIBS(attrib0, attrib1, attrib2); - attriborigin = _mm_mul_ps(attrib1, w1); - attribedge1 = _mm_sub_ps(_mm_mul_ps(attrib0, w0), attriborigin); - attribedge2 = _mm_sub_ps(_mm_mul_ps(attrib2, w2), attriborigin); - attribxslope = _mm_sub_ps(_mm_mul_ps(attribuxslope, attribedge1), _mm_mul_ps(attribvxslope, attribedge2)); - attribyslope = _mm_sub_ps(_mm_mul_ps(attribvyslope, attribedge2), _mm_mul_ps(attribuyslope, attribedge1)); - attriborigin = _mm_sub_ps(attriborigin, _mm_add_ps(_mm_mul_ps(attribxslope, x1), _mm_mul_ps(attribyslope, y1))); - _mm_storeu_ps(triangle->attribs[k][0], attribxslope); - _mm_storeu_ps(triangle->attribs[k][1], attribyslope); - _mm_storeu_ps(triangle->attribs[k][2], attriborigin); - if (k == DPSOFTRAST_ShaderModeTable[thread->shader_mode].lodarrayindex) - { - mipedgescale = _mm_movelh_ps(triangleedge1, triangleedge2); - mipedgescale = _mm_mul_ps(mipedgescale, mipedgescale); - mipedgescale = _mm_rsqrt_ps(_mm_add_ps(mipedgescale, _mm_shuffle_ps(mipedgescale, mipedgescale, _MM_SHUFFLE(2, 3, 0, 1)))); - mipedgescale = _mm_mul_ps(_mm_sub_ps(_mm_movelh_ps(attrib0, attrib2), _mm_movelh_ps(attrib1, attrib1)), mipedgescale); - } - } - - memset(triangle->mip, 0, sizeof(triangle->mip)); - for (j = 0;j < DPSOFTRAST_MAXTEXTUREUNITS;j++) - { - int texunit = DPSOFTRAST_ShaderModeTable[thread->shader_mode].texunits[j]; - if (texunit >= DPSOFTRAST_MAXTEXTUREUNITS) - break; - texture = thread->texbound[texunit]; - if (texture && texture->filter > DPSOFTRAST_TEXTURE_FILTER_LINEAR) - { - mipdensity = _mm_mul_ps(mipedgescale, _mm_cvtepi32_ps(_mm_shuffle_epi32(_mm_loadl_epi64((const __m128i *)&texture->mipmap[0][2]), _MM_SHUFFLE(1, 0, 1, 0)))); - mipdensity = _mm_mul_ps(mipdensity, mipdensity); - mipdensity = _mm_add_ps(mipdensity, _mm_shuffle_ps(mipdensity, mipdensity, _MM_SHUFFLE(2, 3, 0, 1))); - mipdensity = _mm_min_ss(mipdensity, _mm_shuffle_ps(mipdensity, mipdensity, _MM_SHUFFLE(2, 2, 2, 2))); - // this will be multiplied in the texturing routine by the texture resolution - y = _mm_cvtss_si32(mipdensity); - if (y > 0) - { - y = (int)(log((float)y)*0.5f/M_LN2); - if (y > texture->mipmaps - 1) - y = texture->mipmaps - 1; - triangle->mip[texunit] = y; - } - } - } - } - - for (y = starty, bandy = min(endy, maxy1); y < endy; bandy = min(endy, maxy2), y = max(y, miny2)) - for (; y < bandy;) - { - __m128 xcoords, xslope; - __m128i ycc = _mm_cmpgt_epi32(_mm_set1_epi32(y), screeny); - int yccmask = _mm_movemask_epi8(ycc); - int edge0p, edge0n, edge1p, edge1n; - int nexty; - float w, wslope; - float clip0; - if (numpoints == 4) - { - switch(yccmask) - { - default: - case 0xFFFF: /*0000*/ y = endy; continue; - case 0xFFF0: /*1000*/ edge0p = 3;edge0n = 0;edge1p = 1;edge1n = 0;break; - case 0xFF0F: /*0100*/ edge0p = 0;edge0n = 1;edge1p = 2;edge1n = 1;break; - case 0xFF00: /*1100*/ edge0p = 3;edge0n = 0;edge1p = 2;edge1n = 1;break; - case 0xF0FF: /*0010*/ edge0p = 1;edge0n = 2;edge1p = 3;edge1n = 2;break; - case 0xF0F0: /*1010*/ edge0p = 1;edge0n = 2;edge1p = 3;edge1n = 2;break; // concave - nonsense - case 0xF00F: /*0110*/ edge0p = 0;edge0n = 1;edge1p = 3;edge1n = 2;break; - case 0xF000: /*1110*/ edge0p = 3;edge0n = 0;edge1p = 3;edge1n = 2;break; - case 0x0FFF: /*0001*/ edge0p = 2;edge0n = 3;edge1p = 0;edge1n = 3;break; - case 0x0FF0: /*1001*/ edge0p = 2;edge0n = 3;edge1p = 1;edge1n = 0;break; - case 0x0F0F: /*0101*/ edge0p = 2;edge0n = 3;edge1p = 2;edge1n = 1;break; // concave - nonsense - case 0x0F00: /*1101*/ edge0p = 2;edge0n = 3;edge1p = 2;edge1n = 1;break; - case 0x00FF: /*0011*/ edge0p = 1;edge0n = 2;edge1p = 0;edge1n = 3;break; - case 0x00F0: /*1011*/ edge0p = 1;edge0n = 2;edge1p = 1;edge1n = 0;break; - case 0x000F: /*0111*/ edge0p = 0;edge0n = 1;edge1p = 0;edge1n = 3;break; - case 0x0000: /*1111*/ y++; continue; - } - } - else - { - switch(yccmask) - { - default: - case 0xFFFF: /*000*/ y = endy; continue; - case 0xFFF0: /*100*/ edge0p = 2;edge0n = 0;edge1p = 1;edge1n = 0;break; - case 0xFF0F: /*010*/ edge0p = 0;edge0n = 1;edge1p = 2;edge1n = 1;break; - case 0xFF00: /*110*/ edge0p = 2;edge0n = 0;edge1p = 2;edge1n = 1;break; - case 0x00FF: /*001*/ edge0p = 1;edge0n = 2;edge1p = 0;edge1n = 2;break; - case 0x00F0: /*101*/ edge0p = 1;edge0n = 2;edge1p = 1;edge1n = 0;break; - case 0x000F: /*011*/ edge0p = 0;edge0n = 1;edge1p = 0;edge1n = 2;break; - case 0x0000: /*111*/ y++; continue; - } - } - ycc = _mm_max_epi16(_mm_srli_epi16(ycc, 1), screeny); - ycc = _mm_min_epi16(ycc, _mm_shuffle_epi32(ycc, _MM_SHUFFLE(1, 0, 3, 2))); - ycc = _mm_min_epi16(ycc, _mm_shuffle_epi32(ycc, _MM_SHUFFLE(2, 3, 0, 1))); - nexty = _mm_extract_epi16(ycc, 0); - if (nexty >= bandy) nexty = bandy-1; - xslope = _mm_sub_ps(_mm_movelh_ps(screen[edge0n], screen[edge1n]), _mm_movelh_ps(screen[edge0p], screen[edge1p])); - xslope = _mm_div_ps(xslope, _mm_shuffle_ps(xslope, xslope, _MM_SHUFFLE(3, 3, 1, 1))); - xcoords = _mm_add_ps(_mm_movelh_ps(screen[edge0p], screen[edge1p]), - _mm_mul_ps(xslope, _mm_sub_ps(_mm_set1_ps(y), _mm_shuffle_ps(screen[edge0p], screen[edge1p], _MM_SHUFFLE(1, 1, 1, 1))))); - xcoords = _mm_add_ps(xcoords, _mm_set1_ps(0.5f)); - if (_mm_ucomigt_ss(xcoords, _mm_shuffle_ps(xcoords, xcoords, _MM_SHUFFLE(1, 0, 3, 2)))) - { - xcoords = _mm_shuffle_ps(xcoords, xcoords, _MM_SHUFFLE(1, 0, 3, 2)); - xslope = _mm_shuffle_ps(xslope, xslope, _MM_SHUFFLE(1, 0, 3, 2)); - } - clip0 = clip0origin + (y+0.5f)*clip0slope + 0.5f; - for(; y <= nexty; y++, xcoords = _mm_add_ps(xcoords, xslope), clip0 += clip0slope) - { - int startx, endx, offset; - startx = _mm_cvtss_si32(xcoords); - endx = _mm_cvtss_si32(_mm_movehl_ps(xcoords, xcoords)); - if (startx < minx) startx = minx; - if (endx > maxx) endx = maxx; - if (startx >= endx) continue; - - if (clip0dir) - { - if (clip0dir > 0) - { - if (startx < clip0) - { - if(endx <= clip0) continue; - startx = (int)clip0; - } - } - else if (endx > clip0) - { - if(startx >= clip0) continue; - endx = (int)clip0; - } - } - - for (offset = startx; offset < endx;offset += DPSOFTRAST_DRAW_MAXSPANLENGTH) - { - DPSOFTRAST_State_Span *span = &thread->spans[thread->numspans]; - span->triangle = thread->numtriangles; - span->x = offset; - span->y = y; - span->startx = 0; - span->endx = min(endx - offset, DPSOFTRAST_DRAW_MAXSPANLENGTH); - if (span->startx >= span->endx) - continue; - wslope = triangle->w[0]; - w = triangle->w[2] + span->x*wslope + span->y*triangle->w[1]; - span->depthslope = (int)(wslope*DPSOFTRAST_DEPTHSCALE); - span->depthbase = (int)(w*DPSOFTRAST_DEPTHSCALE - DPSOFTRAST_DEPTHOFFSET*(thread->polygonoffset[1] + fabs(wslope)*thread->polygonoffset[0])); - if (++thread->numspans >= DPSOFTRAST_DRAW_MAXSPANS) - DPSOFTRAST_Draw_ProcessSpans(thread); - } - } - } - - if (++thread->numtriangles >= DPSOFTRAST_DRAW_MAXTRIANGLES) - { - DPSOFTRAST_Draw_ProcessSpans(thread); - thread->numtriangles = 0; - } - } - - if (!ATOMIC_DECREMENT(command->refcount)) - { - if (command->commandsize <= DPSOFTRAST_ALIGNCOMMAND(sizeof(DPSOFTRAST_Command_Draw))) - MM_FREE(command->arrays); - } - - if (thread->numspans > 0 || thread->numtriangles > 0) - { - DPSOFTRAST_Draw_ProcessSpans(thread); - thread->numtriangles = 0; - } -#endif -} - -static DPSOFTRAST_Command_Draw *DPSOFTRAST_Draw_AllocateDrawCommand(int firstvertex, int numvertices, int numtriangles, const int *element3i, const unsigned short *element3s) -{ - int i; - int j; - int commandsize = DPSOFTRAST_ALIGNCOMMAND(sizeof(DPSOFTRAST_Command_Draw)); - int datasize = 2*numvertices*sizeof(float[4]); - DPSOFTRAST_Command_Draw *command; - unsigned char *data; - for (i = 0; i < DPSOFTRAST_ARRAY_TOTAL; i++) - { - j = DPSOFTRAST_ShaderModeTable[dpsoftrast.shader_mode].arrays[i]; - if (j >= DPSOFTRAST_ARRAY_TOTAL) - break; - datasize += numvertices*sizeof(float[4]); - } - if (element3s) - datasize += numtriangles*sizeof(unsigned short[3]); - else if (element3i) - datasize += numtriangles*sizeof(int[3]); - datasize = DPSOFTRAST_ALIGNCOMMAND(datasize); - if (commandsize + datasize > DPSOFTRAST_DRAW_MAXCOMMANDSIZE) - { - command = (DPSOFTRAST_Command_Draw *) DPSOFTRAST_AllocateCommand(DPSOFTRAST_OPCODE_Draw, commandsize); - data = (unsigned char *)MM_CALLOC(datasize, 1); - } - else - { - command = (DPSOFTRAST_Command_Draw *) DPSOFTRAST_AllocateCommand(DPSOFTRAST_OPCODE_Draw, commandsize + datasize); - data = (unsigned char *)command + commandsize; - } - command->firstvertex = firstvertex; - command->numvertices = numvertices; - command->numtriangles = numtriangles; - command->arrays = (float *)data; - memset(dpsoftrast.post_array4f, 0, sizeof(dpsoftrast.post_array4f)); - dpsoftrast.firstvertex = firstvertex; - dpsoftrast.numvertices = numvertices; - dpsoftrast.screencoord4f = (float *)data; - data += numvertices*sizeof(float[4]); - dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION] = (float *)data; - data += numvertices*sizeof(float[4]); - for (i = 0; i < DPSOFTRAST_ARRAY_TOTAL; i++) - { - j = DPSOFTRAST_ShaderModeTable[dpsoftrast.shader_mode].arrays[i]; - if (j >= DPSOFTRAST_ARRAY_TOTAL) - break; - dpsoftrast.post_array4f[j] = (float *)data; - data += numvertices*sizeof(float[4]); - } - command->element3i = NULL; - command->element3s = NULL; - if (element3s) - { - command->element3s = (unsigned short *)data; - memcpy(command->element3s, element3s, numtriangles*sizeof(unsigned short[3])); - } - else if (element3i) - { - command->element3i = (int *)data; - memcpy(command->element3i, element3i, numtriangles*sizeof(int[3])); - } - return command; -} - -void DPSOFTRAST_DrawTriangles(int firstvertex, int numvertices, int numtriangles, const int *element3i, const unsigned short *element3s) -{ - DPSOFTRAST_Command_Draw *command = DPSOFTRAST_Draw_AllocateDrawCommand(firstvertex, numvertices, numtriangles, element3i, element3s); - DPSOFTRAST_ShaderModeTable[dpsoftrast.shader_mode].Vertex(); - command->starty = bound(0, dpsoftrast.drawstarty, dpsoftrast.fb_height); - command->endy = bound(0, dpsoftrast.drawendy, dpsoftrast.fb_height); - if (command->starty >= command->endy) - { - if (command->commandsize <= DPSOFTRAST_ALIGNCOMMAND(sizeof(DPSOFTRAST_Command_Draw))) - MM_FREE(command->arrays); - DPSOFTRAST_UndoCommand(command->commandsize); - return; - } - command->clipped = dpsoftrast.drawclipped; - command->refcount = dpsoftrast.numthreads; - - if (dpsoftrast.usethreads) - { - int i; - DPSOFTRAST_Draw_SyncCommands(); - for (i = 0; i < dpsoftrast.numthreads; i++) - { - DPSOFTRAST_State_Thread *thread = &dpsoftrast.threads[i]; - if (((command->starty < thread->maxy1 && command->endy > thread->miny1) || (command->starty < thread->maxy2 && command->endy > thread->miny2)) && thread->starving) - Thread_CondSignal(thread->drawcond); - } - } - else - { - DPSOFTRAST_Draw_FlushThreads(); - } -} - -DEFCOMMAND(23, SetRenderTargets, int width; int height;) -static void DPSOFTRAST_Interpret_SetRenderTargets(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_Command_SetRenderTargets *command) -{ - thread->validate |= DPSOFTRAST_VALIDATE_FB; -} -void DPSOFTRAST_SetRenderTargets(int width, int height, unsigned int *depthpixels, unsigned int *colorpixels0, unsigned int *colorpixels1, unsigned int *colorpixels2, unsigned int *colorpixels3) -{ - DPSOFTRAST_Command_SetRenderTargets *command; - if (width != dpsoftrast.fb_width || height != dpsoftrast.fb_height || depthpixels != dpsoftrast.fb_depthpixels || - colorpixels0 != dpsoftrast.fb_colorpixels[0] || colorpixels1 != dpsoftrast.fb_colorpixels[1] || - colorpixels2 != dpsoftrast.fb_colorpixels[2] || colorpixels3 != dpsoftrast.fb_colorpixels[3]) - DPSOFTRAST_Flush(); - dpsoftrast.fb_width = width; - dpsoftrast.fb_height = height; - dpsoftrast.fb_depthpixels = depthpixels; - dpsoftrast.fb_colorpixels[0] = colorpixels0; - dpsoftrast.fb_colorpixels[1] = colorpixels1; - dpsoftrast.fb_colorpixels[2] = colorpixels2; - dpsoftrast.fb_colorpixels[3] = colorpixels3; - DPSOFTRAST_RecalcViewport(dpsoftrast.viewport, dpsoftrast.fb_viewportcenter, dpsoftrast.fb_viewportscale); - command = DPSOFTRAST_ALLOCATECOMMAND(SetRenderTargets); - command->width = width; - command->height = height; -} - -static void DPSOFTRAST_Draw_InterpretCommands(DPSOFTRAST_State_Thread *thread, int endoffset) -{ - int commandoffset = thread->commandoffset; - while (commandoffset != endoffset) - { - DPSOFTRAST_Command *command = (DPSOFTRAST_Command *)&dpsoftrast.commandpool.commands[commandoffset]; - switch (command->opcode) - { -#define INTERPCOMMAND(name) \ - case DPSOFTRAST_OPCODE_##name : \ - DPSOFTRAST_Interpret_##name (thread, (DPSOFTRAST_Command_##name *)command); \ - commandoffset += DPSOFTRAST_ALIGNCOMMAND(sizeof( DPSOFTRAST_Command_##name )); \ - if (commandoffset >= DPSOFTRAST_DRAW_MAXCOMMANDPOOL) \ - commandoffset = 0; \ - break; - INTERPCOMMAND(Viewport) - INTERPCOMMAND(ClearColor) - INTERPCOMMAND(ClearDepth) - INTERPCOMMAND(ColorMask) - INTERPCOMMAND(DepthTest) - INTERPCOMMAND(ScissorTest) - INTERPCOMMAND(Scissor) - INTERPCOMMAND(BlendFunc) - INTERPCOMMAND(BlendSubtract) - INTERPCOMMAND(DepthMask) - INTERPCOMMAND(DepthFunc) - INTERPCOMMAND(DepthRange) - INTERPCOMMAND(PolygonOffset) - INTERPCOMMAND(CullFace) - INTERPCOMMAND(SetTexture) - INTERPCOMMAND(SetShader) - INTERPCOMMAND(Uniform4f) - INTERPCOMMAND(UniformMatrix4f) - INTERPCOMMAND(Uniform1i) - INTERPCOMMAND(SetRenderTargets) - INTERPCOMMAND(ClipPlane) - - case DPSOFTRAST_OPCODE_Draw: - DPSOFTRAST_Interpret_Draw(thread, (DPSOFTRAST_Command_Draw *)command); - commandoffset += command->commandsize; - if (commandoffset >= DPSOFTRAST_DRAW_MAXCOMMANDPOOL) - commandoffset = 0; - thread->commandoffset = commandoffset; - break; - - case DPSOFTRAST_OPCODE_Reset: - commandoffset = 0; - break; - } - } - thread->commandoffset = commandoffset; -} - -static int DPSOFTRAST_Draw_Thread(void *data) -{ - DPSOFTRAST_State_Thread *thread = (DPSOFTRAST_State_Thread *)data; - while(thread->index >= 0) - { - if (thread->commandoffset != dpsoftrast.drawcommand) - { - DPSOFTRAST_Draw_InterpretCommands(thread, dpsoftrast.drawcommand); - } - else - { - Thread_LockMutex(thread->drawmutex); - if (thread->commandoffset == dpsoftrast.drawcommand && thread->index >= 0) - { - if (thread->waiting) Thread_CondSignal(thread->waitcond); - thread->starving = true; - Thread_CondWait(thread->drawcond, thread->drawmutex); - thread->starving = false; - } - Thread_UnlockMutex(thread->drawmutex); - } - } - return 0; -} - -static void DPSOFTRAST_Draw_FlushThreads(void) -{ - DPSOFTRAST_State_Thread *thread; - int i; - DPSOFTRAST_Draw_SyncCommands(); - if (dpsoftrast.usethreads) - { - for (i = 0; i < dpsoftrast.numthreads; i++) - { - thread = &dpsoftrast.threads[i]; - if (thread->commandoffset != dpsoftrast.drawcommand) - { - Thread_LockMutex(thread->drawmutex); - if (thread->commandoffset != dpsoftrast.drawcommand && thread->starving) - Thread_CondSignal(thread->drawcond); - Thread_UnlockMutex(thread->drawmutex); - } - } - for (i = 0; i < dpsoftrast.numthreads; i++) - { - thread = &dpsoftrast.threads[i]; - if (thread->commandoffset != dpsoftrast.drawcommand) - { - Thread_LockMutex(thread->drawmutex); - if (thread->commandoffset != dpsoftrast.drawcommand) - { - thread->waiting = true; - Thread_CondWait(thread->waitcond, thread->drawmutex); - thread->waiting = false; - } - Thread_UnlockMutex(thread->drawmutex); - } - } - } - else - { - for (i = 0; i < dpsoftrast.numthreads; i++) - { - thread = &dpsoftrast.threads[i]; - if (thread->commandoffset != dpsoftrast.drawcommand) - DPSOFTRAST_Draw_InterpretCommands(thread, dpsoftrast.drawcommand); - } - } - dpsoftrast.commandpool.usedcommands = 0; -} - -void DPSOFTRAST_Flush(void) -{ - DPSOFTRAST_Draw_FlushThreads(); -} - -void DPSOFTRAST_Finish(void) -{ - DPSOFTRAST_Flush(); -} - -int DPSOFTRAST_Init(int width, int height, int numthreads, int interlace, unsigned int *colorpixels, unsigned int *depthpixels) -{ - int i; - union - { - int i; - unsigned char b[4]; - } - u; - u.i = 1; - memset(&dpsoftrast, 0, sizeof(dpsoftrast)); - dpsoftrast.bigendian = u.b[3]; - dpsoftrast.fb_width = width; - dpsoftrast.fb_height = height; - dpsoftrast.fb_depthpixels = depthpixels; - dpsoftrast.fb_colorpixels[0] = colorpixels; - dpsoftrast.fb_colorpixels[1] = NULL; - dpsoftrast.fb_colorpixels[1] = NULL; - dpsoftrast.fb_colorpixels[1] = NULL; - dpsoftrast.viewport[0] = 0; - dpsoftrast.viewport[1] = 0; - dpsoftrast.viewport[2] = dpsoftrast.fb_width; - dpsoftrast.viewport[3] = dpsoftrast.fb_height; - DPSOFTRAST_RecalcViewport(dpsoftrast.viewport, dpsoftrast.fb_viewportcenter, dpsoftrast.fb_viewportscale); - dpsoftrast.texture_firstfree = 1; - dpsoftrast.texture_end = 1; - dpsoftrast.texture_max = 0; - dpsoftrast.color[0] = 1; - dpsoftrast.color[1] = 1; - dpsoftrast.color[2] = 1; - dpsoftrast.color[3] = 1; - dpsoftrast.usethreads = numthreads > 0 && Thread_HasThreads(); - dpsoftrast.interlace = dpsoftrast.usethreads ? bound(0, interlace, 1) : 0; - dpsoftrast.numthreads = dpsoftrast.usethreads ? bound(1, numthreads, 64) : 1; - dpsoftrast.threads = (DPSOFTRAST_State_Thread *)MM_CALLOC(dpsoftrast.numthreads, sizeof(DPSOFTRAST_State_Thread)); - for (i = 0; i < dpsoftrast.numthreads; i++) - { - DPSOFTRAST_State_Thread *thread = &dpsoftrast.threads[i]; - thread->index = i; - thread->cullface = GL_BACK; - thread->colormask[0] = 1; - thread->colormask[1] = 1; - thread->colormask[2] = 1; - thread->colormask[3] = 1; - thread->blendfunc[0] = GL_ONE; - thread->blendfunc[1] = GL_ZERO; - thread->depthmask = true; - thread->depthtest = true; - thread->depthfunc = GL_LEQUAL; - thread->scissortest = false; - thread->viewport[0] = 0; - thread->viewport[1] = 0; - thread->viewport[2] = dpsoftrast.fb_width; - thread->viewport[3] = dpsoftrast.fb_height; - thread->scissor[0] = 0; - thread->scissor[1] = 0; - thread->scissor[2] = dpsoftrast.fb_width; - thread->scissor[3] = dpsoftrast.fb_height; - thread->depthrange[0] = 0; - thread->depthrange[1] = 1; - thread->polygonoffset[0] = 0; - thread->polygonoffset[1] = 0; - thread->clipplane[0] = 0; - thread->clipplane[1] = 0; - thread->clipplane[2] = 0; - thread->clipplane[3] = 1; - - thread->numspans = 0; - thread->numtriangles = 0; - thread->commandoffset = 0; - thread->waiting = false; - thread->starving = false; - - thread->validate = -1; - DPSOFTRAST_Validate(thread, -1); - - if (dpsoftrast.usethreads) - { - thread->waitcond = Thread_CreateCond(); - thread->drawcond = Thread_CreateCond(); - thread->drawmutex = Thread_CreateMutex(); - thread->thread = Thread_CreateThread(DPSOFTRAST_Draw_Thread, thread); - } - } - return 0; -} - -void DPSOFTRAST_Shutdown(void) -{ - int i; - if (dpsoftrast.usethreads && dpsoftrast.numthreads > 0) - { - DPSOFTRAST_State_Thread *thread; - for (i = 0; i < dpsoftrast.numthreads; i++) - { - thread = &dpsoftrast.threads[i]; - Thread_LockMutex(thread->drawmutex); - thread->index = -1; - Thread_CondSignal(thread->drawcond); - Thread_UnlockMutex(thread->drawmutex); - Thread_WaitThread(thread->thread, 0); - Thread_DestroyCond(thread->waitcond); - Thread_DestroyCond(thread->drawcond); - Thread_DestroyMutex(thread->drawmutex); - } - } - for (i = 0;i < dpsoftrast.texture_end;i++) - if (dpsoftrast.texture[i].bytes) - MM_FREE(dpsoftrast.texture[i].bytes); - if (dpsoftrast.texture) - free(dpsoftrast.texture); - if (dpsoftrast.threads) - MM_FREE(dpsoftrast.threads); - memset(&dpsoftrast, 0, sizeof(dpsoftrast)); -} - diff --git a/dpsoftrast.h b/dpsoftrast.h index 40c48b1e..e69de29b 100644 --- a/dpsoftrast.h +++ b/dpsoftrast.h @@ -1,336 +0,0 @@ - -#ifndef DPSOFTRAST_H -#define DPSOFTRAST_H - -#include - -#define DPSOFTRAST_MAXMIPMAPS 16 -#define DPSOFTRAST_TEXTURE_MAXSIZE (1<<(DPSOFTRAST_MAXMIPMAPS - 1)) -#define DPSOFTRAST_MAXTEXTUREUNITS 16 -#define DPSOFTRAST_MAXTEXCOORDARRAYS 8 - -// type of pixels in texture (some of these are converted to BGRA8 on update) -#define DPSOFTRAST_TEXTURE_FORMAT_BGRA8 0 -#define DPSOFTRAST_TEXTURE_FORMAT_DEPTH 1 -#define DPSOFTRAST_TEXTURE_FORMAT_RGBA8 2 -#define DPSOFTRAST_TEXTURE_FORMAT_ALPHA8 3 -#define DPSOFTRAST_TEXTURE_FORMAT_RGBA16F 4 -#define DPSOFTRAST_TEXTURE_FORMAT_RGBA32F 5 -#define DPSOFTRAST_TEXTURE_FORMAT_COMPAREMASK 0x0F - -// modifier flags for texture (can not be changed after creation) -#define DPSOFTRAST_TEXTURE_FLAG_MIPMAP 0x10 -#define DPSOFTRAST_TEXTURE_FLAG_CUBEMAP 0x20 -#define DPSOFTRAST_TEXTURE_FLAG_USEALPHA 0x40 -#define DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE 0x80 - -typedef enum DPSOFTRAST_TEXTURE_FILTER_e -{ - DPSOFTRAST_TEXTURE_FILTER_NEAREST = 0, - DPSOFTRAST_TEXTURE_FILTER_LINEAR = 1, - DPSOFTRAST_TEXTURE_FILTER_NEAREST_MIPMAP_TRIANGLE = 2, - DPSOFTRAST_TEXTURE_FILTER_LINEAR_MIPMAP_TRIANGLE = 3, -} -DPSOFTRAST_TEXTURE_FILTER; - -int DPSOFTRAST_Init(int width, int height, int numthreads, int interlace, unsigned int *colorpixels, unsigned int *depthpixels); -void DPSOFTRAST_Shutdown(void); -void DPSOFTRAST_Flush(void); -void DPSOFTRAST_Finish(void); - -int DPSOFTRAST_Texture_New(int flags, int width, int height, int depth); -void DPSOFTRAST_Texture_Free(int index); -void DPSOFTRAST_Texture_UpdatePartial(int index, int mip, const unsigned char *pixels, int blockx, int blocky, int blockwidth, int blockheight); -void DPSOFTRAST_Texture_UpdateFull(int index, const unsigned char *pixels); -int DPSOFTRAST_Texture_GetWidth(int index, int mip); -int DPSOFTRAST_Texture_GetHeight(int index, int mip); -int DPSOFTRAST_Texture_GetDepth(int index, int mip); -unsigned char *DPSOFTRAST_Texture_GetPixelPointer(int index, int mip); -void DPSOFTRAST_Texture_Filter(int index, DPSOFTRAST_TEXTURE_FILTER filter); - -void DPSOFTRAST_SetRenderTargets(int width, int height, unsigned int *depthpixels, unsigned int *colorpixels0, unsigned int *colorpixels1, unsigned int *colorpixels2, unsigned int *colorpixels3); -void DPSOFTRAST_Viewport(int x, int y, int width, int height); -void DPSOFTRAST_ClearColor(float r, float g, float b, float a); -void DPSOFTRAST_ClearDepth(float d); -void DPSOFTRAST_ColorMask(int r, int g, int b, int a); -void DPSOFTRAST_DepthTest(int enable); -void DPSOFTRAST_ScissorTest(int enable); -void DPSOFTRAST_Scissor(float x, float y, float width, float height); -void DPSOFTRAST_ClipPlane(float x, float y, float z, float w); - -void DPSOFTRAST_BlendFunc(int smodulate, int dmodulate); -void DPSOFTRAST_BlendSubtract(int enable); -void DPSOFTRAST_DepthMask(int enable); -void DPSOFTRAST_DepthFunc(int comparemode); -void DPSOFTRAST_DepthRange(float range0, float range1); -void DPSOFTRAST_PolygonOffset(float alongnormal, float intoview); -void DPSOFTRAST_CullFace(int mode); -void DPSOFTRAST_Color4f(float r, float g, float b, float a); -void DPSOFTRAST_GetPixelsBGRA(int blockx, int blocky, int blockwidth, int blockheight, unsigned char *outpixels); -void DPSOFTRAST_CopyRectangleToTexture(int index, int mip, int tx, int ty, int sx, int sy, int width, int height); -void DPSOFTRAST_SetTexture(int unitnum, int index); - -void DPSOFTRAST_SetVertexPointer(const float *vertex3f, size_t stride); -void DPSOFTRAST_SetColorPointer(const float *color4f, size_t stride); -void DPSOFTRAST_SetColorPointer4ub(const unsigned char *color4ub, size_t stride); -void DPSOFTRAST_SetTexCoordPointer(int unitnum, int numcomponents, size_t stride, const float *texcoordf); - -typedef enum gl20_texunit_e -{ - // postprocess shaders, and generic shaders: - GL20TU_FIRST = 0, - GL20TU_SECOND = 1, - GL20TU_GAMMARAMPS = 2, - // standard material properties - GL20TU_NORMAL = 0, - GL20TU_COLOR = 1, - GL20TU_GLOSS = 2, - GL20TU_GLOW = 3, - // material properties for a second material - GL20TU_SECONDARY_NORMAL = 4, - GL20TU_SECONDARY_COLOR = 5, - GL20TU_SECONDARY_GLOSS = 6, - GL20TU_SECONDARY_GLOW = 7, - // material properties for a colormapped material - // conflicts with secondary material - GL20TU_PANTS = 4, - GL20TU_SHIRT = 7, - // fog fade in the distance - GL20TU_FOGMASK = 8, - // compiled ambient lightmap and deluxemap - GL20TU_LIGHTMAP = 9, - GL20TU_DELUXEMAP = 10, - // refraction, used by water shaders - GL20TU_REFRACTION = 3, - // reflection, used by water shaders, also with normal material rendering - // conflicts with secondary material - GL20TU_REFLECTION = 7, - // rtlight attenuation (distance fade) and cubemap filter (projection texturing) - // conflicts with lightmap/deluxemap - GL20TU_ATTENUATION = 9, - GL20TU_CUBE = 10, - GL20TU_SHADOWMAP2D = 15, - GL20TU_CUBEPROJECTION = 12, - // rtlight prepass data (screenspace depth and normalmap) -// GL20TU_UNUSED1 = 13, - GL20TU_SCREENNORMALMAP = 14, - // lightmap prepass data (screenspace diffuse and specular from lights) - GL20TU_SCREENDIFFUSE = 11, - GL20TU_SCREENSPECULAR = 12, - // fake reflections - GL20TU_REFLECTMASK = 5, - GL20TU_REFLECTCUBE = 6, - GL20TU_FOGHEIGHTTEXTURE = 14 -} -gl20_texunit; - -typedef enum glsl_attrib_e -{ - GLSLATTRIB_POSITION = 0, - GLSLATTRIB_COLOR = 1, - GLSLATTRIB_TEXCOORD0 = 2, - GLSLATTRIB_TEXCOORD1 = 3, - GLSLATTRIB_TEXCOORD2 = 4, - GLSLATTRIB_TEXCOORD3 = 5, - GLSLATTRIB_TEXCOORD4 = 6, - GLSLATTRIB_TEXCOORD5 = 7, - GLSLATTRIB_TEXCOORD6 = 8, - GLSLATTRIB_TEXCOORD7 = 9, -} -glsl_attrib; - -typedef enum shaderlanguage_e -{ - SHADERLANGUAGE_GLSL, - SHADERLANGUAGE_HLSL, - SHADERLANGUAGE_COUNT -} -shaderlanguage_t; - -// this enum selects which of the glslshadermodeinfo entries should be used -typedef enum shadermode_e -{ - SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture - SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess) - SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only - SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp) - SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp) - SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp) - SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing) - SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap) - SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap) - SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces - SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces - SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp) - SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight) - SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass) - SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass) - SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers - SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers - SHADERMODE_COUNT -} -shadermode_t; - -typedef enum shaderpermutation_e -{ - SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading - SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp) - SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only) - SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin - SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only) - SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode - SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode - SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis - SHADERPERMUTATION_FOGALPHAHACK = 1<<8, ///< fog color and density determined by texture mapped on vertical axis - SHADERPERMUTATION_GAMMARAMPS = 1<<9, ///< gamma (postprocessing only) - SHADERPERMUTATION_CUBEFILTER = 1<<10, ///< (lightsource) use cubemap light filter - SHADERPERMUTATION_GLOW = 1<<11, ///< (lightmap) blend in an additive glow texture - SHADERPERMUTATION_BLOOM = 1<<12, ///< bloom (postprocessing only) - SHADERPERMUTATION_SPECULAR = 1<<13, ///< (lightsource or deluxemapping) render specular effects - SHADERPERMUTATION_POSTPROCESSING = 1<<14, ///< user defined postprocessing (postprocessing only) - SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface - SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface - SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) - SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter - SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing - SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection - SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping - SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha - SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe) - SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling - SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light - SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component - SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect - SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers - SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex - SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning) - SHADERPERMUTATION_OCCLUDE = 1<<31, ///< use occlusion buffer for corona - SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array -} -shaderpermutation_t; - -typedef enum DPSOFTRAST_UNIFORM_e -{ - DPSOFTRAST_UNIFORM_Texture_First, - DPSOFTRAST_UNIFORM_Texture_Second, - DPSOFTRAST_UNIFORM_Texture_GammaRamps, - DPSOFTRAST_UNIFORM_Texture_Normal, - DPSOFTRAST_UNIFORM_Texture_Color, - DPSOFTRAST_UNIFORM_Texture_Gloss, - DPSOFTRAST_UNIFORM_Texture_Glow, - DPSOFTRAST_UNIFORM_Texture_SecondaryNormal, - DPSOFTRAST_UNIFORM_Texture_SecondaryColor, - DPSOFTRAST_UNIFORM_Texture_SecondaryGloss, - DPSOFTRAST_UNIFORM_Texture_SecondaryGlow, - DPSOFTRAST_UNIFORM_Texture_Pants, - DPSOFTRAST_UNIFORM_Texture_Shirt, - DPSOFTRAST_UNIFORM_Texture_FogHeightTexture, - DPSOFTRAST_UNIFORM_Texture_FogMask, - DPSOFTRAST_UNIFORM_Texture_Lightmap, - DPSOFTRAST_UNIFORM_Texture_Deluxemap, - DPSOFTRAST_UNIFORM_Texture_Attenuation, - DPSOFTRAST_UNIFORM_Texture_Cube, - DPSOFTRAST_UNIFORM_Texture_Refraction, - DPSOFTRAST_UNIFORM_Texture_Reflection, - DPSOFTRAST_UNIFORM_Texture_ShadowMap2D, - DPSOFTRAST_UNIFORM_Texture_CubeProjection, - DPSOFTRAST_UNIFORM_Texture_ScreenNormalMap, - DPSOFTRAST_UNIFORM_Texture_ScreenDiffuse, - DPSOFTRAST_UNIFORM_Texture_ScreenSpecular, - DPSOFTRAST_UNIFORM_Texture_ReflectMask, - DPSOFTRAST_UNIFORM_Texture_ReflectCube, - DPSOFTRAST_UNIFORM_Alpha, - DPSOFTRAST_UNIFORM_BloomBlur_Parameters, - DPSOFTRAST_UNIFORM_ClientTime, - DPSOFTRAST_UNIFORM_Color_Ambient, - DPSOFTRAST_UNIFORM_Color_Diffuse, - DPSOFTRAST_UNIFORM_Color_Specular, - DPSOFTRAST_UNIFORM_Color_Glow, - DPSOFTRAST_UNIFORM_Color_Pants, - DPSOFTRAST_UNIFORM_Color_Shirt, - DPSOFTRAST_UNIFORM_DeferredColor_Ambient, - DPSOFTRAST_UNIFORM_DeferredColor_Diffuse, - DPSOFTRAST_UNIFORM_DeferredColor_Specular, - DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, - DPSOFTRAST_UNIFORM_DeferredMod_Specular, - DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, - DPSOFTRAST_UNIFORM_EyePosition, - DPSOFTRAST_UNIFORM_FogColor, - DPSOFTRAST_UNIFORM_FogHeightFade, - DPSOFTRAST_UNIFORM_FogPlane, - DPSOFTRAST_UNIFORM_FogPlaneViewDist, - DPSOFTRAST_UNIFORM_FogRangeRecip, - DPSOFTRAST_UNIFORM_LightColor, - DPSOFTRAST_UNIFORM_LightDir, - DPSOFTRAST_UNIFORM_LightPosition, - DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps, - DPSOFTRAST_UNIFORM_PixelSize, - DPSOFTRAST_UNIFORM_ReflectColor, - DPSOFTRAST_UNIFORM_ReflectFactor, - DPSOFTRAST_UNIFORM_ReflectOffset, - DPSOFTRAST_UNIFORM_RefractColor, - DPSOFTRAST_UNIFORM_Saturation, - DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, - DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, - DPSOFTRAST_UNIFORM_ScreenToDepth, - DPSOFTRAST_UNIFORM_ShadowMap_Parameters, - DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, - DPSOFTRAST_UNIFORM_SpecularPower, - DPSOFTRAST_UNIFORM_UserVec1, - DPSOFTRAST_UNIFORM_UserVec2, - DPSOFTRAST_UNIFORM_UserVec3, - DPSOFTRAST_UNIFORM_UserVec4, - DPSOFTRAST_UNIFORM_ViewTintColor, - DPSOFTRAST_UNIFORM_ViewToLightM1, - DPSOFTRAST_UNIFORM_ViewToLightM2, - DPSOFTRAST_UNIFORM_ViewToLightM3, - DPSOFTRAST_UNIFORM_ViewToLightM4, - DPSOFTRAST_UNIFORM_ModelToLightM1, - DPSOFTRAST_UNIFORM_ModelToLightM2, - DPSOFTRAST_UNIFORM_ModelToLightM3, - DPSOFTRAST_UNIFORM_ModelToLightM4, - DPSOFTRAST_UNIFORM_TexMatrixM1, - DPSOFTRAST_UNIFORM_TexMatrixM2, - DPSOFTRAST_UNIFORM_TexMatrixM3, - DPSOFTRAST_UNIFORM_TexMatrixM4, - DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, - DPSOFTRAST_UNIFORM_BackgroundTexMatrixM2, - DPSOFTRAST_UNIFORM_BackgroundTexMatrixM3, - DPSOFTRAST_UNIFORM_BackgroundTexMatrixM4, - DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, - DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM2, - DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM3, - DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM4, - DPSOFTRAST_UNIFORM_ModelViewMatrixM1, - DPSOFTRAST_UNIFORM_ModelViewMatrixM2, - DPSOFTRAST_UNIFORM_ModelViewMatrixM3, - DPSOFTRAST_UNIFORM_ModelViewMatrixM4, - DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, - DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, - DPSOFTRAST_UNIFORM_ModelToReflectCubeM2, - DPSOFTRAST_UNIFORM_ModelToReflectCubeM3, - DPSOFTRAST_UNIFORM_ModelToReflectCubeM4, - DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, - DPSOFTRAST_UNIFORM_ShadowMapMatrixM2, - DPSOFTRAST_UNIFORM_ShadowMapMatrixM3, - DPSOFTRAST_UNIFORM_ShadowMapMatrixM4, - DPSOFTRAST_UNIFORM_BloomColorSubtract, - DPSOFTRAST_UNIFORM_NormalmapScrollBlend, - DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, - DPSOFTRAST_UNIFORM_OffsetMapping_Bias, - DPSOFTRAST_UNIFORM_TOTAL -} -DPSOFTRAST_UNIFORM; - -void DPSOFTRAST_SetShader(int mode, dpuint64 permutation, int exactspecularmath); -#define DPSOFTRAST_Uniform1f(index, v0) DPSOFTRAST_Uniform4f(index, v0, 0, 0, 0) -#define DPSOFTRAST_Uniform2f(index, v0, v1) DPSOFTRAST_Uniform4f(index, v0, v1, 0, 0) -#define DPSOFTRAST_Uniform3f(index, v0, v1, v2) DPSOFTRAST_Uniform4f(index, v0, v1, v2, 0) -void DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM index, float v0, float v1, float v2, float v3); -void DPSOFTRAST_Uniform4fv(DPSOFTRAST_UNIFORM index, const float *v); -void DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM index, int arraysize, int transpose, const float *v); -void DPSOFTRAST_Uniform1i(DPSOFTRAST_UNIFORM index, int i0); - -void DPSOFTRAST_DrawTriangles(int firstvertex, int numvertices, int numtriangles, const int *element3i, const unsigned short *element3s); - -#endif // DPSOFTRAST_H diff --git a/gl_backend.c b/gl_backend.c index d1455af6..afaf8b08 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,12 +1,6 @@ #include "quakedef.h" #include "cl_collision.h" -#include "dpsoftrast.h" -#ifdef SUPPORTD3D -#include -extern LPDIRECT3DDEVICE9 vid_d3d9dev; -extern D3DCAPS9 vid_d3d9caps; -#endif // on GLES we have to use some proper #define's #ifndef GL_FRAMEBUFFER @@ -36,11 +30,6 @@ extern D3DCAPS9 vid_d3d9caps; #define GL_ARRAY_BUFFER 0x8892 #define GL_ELEMENT_ARRAY_BUFFER 0x8893 #endif -//#ifndef GL_VERTEX_ARRAY -//#define GL_VERTEX_ARRAY 0x8074 -//#define GL_COLOR_ARRAY 0x8076 -//#define GL_TEXTURE_COORD_ARRAY 0x8078 -//#endif #ifndef GL_TEXTURE0 #define GL_TEXTURE0 0x84C0 #define GL_TEXTURE1 0x84C1 @@ -82,24 +71,11 @@ extern D3DCAPS9 vid_d3d9caps; #ifndef GL_TEXTURE_CUBE_MAP #define GL_TEXTURE_CUBE_MAP 0x8513 #endif -//#ifndef GL_MODELVIEW -//#define GL_MODELVIEW 0x1700 -//#endif -//#ifndef GL_PROJECTION -//#define GL_PROJECTION 0x1701 -//#endif -//#ifndef GL_DECAL -//#define GL_DECAL 0x2101 -//#endif -//#ifndef GL_INTERPOLATE -//#define GL_INTERPOLATE 0x8575 -//#endif #define MAX_RENDERTARGETS 4 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"}; -cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"}; cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"}; @@ -267,18 +243,6 @@ typedef struct gl_state_s memexpandablearray_t meshbufferarray; qboolean active; - -#ifdef SUPPORTD3D -// rtexture_t *d3drt_depthtexture; -// rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS]; - IDirect3DSurface9 *d3drt_depthsurface; - IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS]; - IDirect3DSurface9 *d3drt_backbufferdepthsurface; - IDirect3DSurface9 *d3drt_backbuffercolorsurface; - void *d3dvertexbuffer; - void *d3dvertexdata; - int d3dvertexsize; -#endif } gl_state_t; @@ -351,44 +315,17 @@ static void GL_VBOStats_f(void) static void GL_Backend_ResetState(void); -static void R_Mesh_InitVertexDeclarations(void); -static void R_Mesh_DestroyVertexDeclarations(void); - static void R_Mesh_SetUseVBO(void) { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: + case RENDERPATH_GLES2: gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo; gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo.integer) || vid.forcevbo; gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo; break; - case RENDERPATH_D3D9: - gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; - gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo; - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - gl_state.usevbo_staticvertex = false; - gl_state.usevbo_staticindex = false; - gl_state.usevbo_dynamicvertex = false; - gl_state.usevbo_dynamicindex = false; - break; - case RENDERPATH_GLES2: - gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; - gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; - gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo; - gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo; - break; } } @@ -396,8 +333,6 @@ static void gl_backend_start(void) { memset(&gl_state, 0, sizeof(gl_state)); - R_Mesh_InitVertexDeclarations(); - R_Mesh_SetUseVBO(); Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128); @@ -409,29 +344,12 @@ static void gl_backend_start(void) switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: // fetch current fbo here (default fbo is not 0 on some GLES devices) if (vid.support.ext_framebuffer_object) qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject); break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface); - IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - break; } } @@ -441,25 +359,9 @@ static void gl_backend_shutdown(void) switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface); - IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; } if (gl_state.preparevertices_tempdata) @@ -467,8 +369,6 @@ static void gl_backend_shutdown(void) Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray); - R_Mesh_DestroyVertexDeclarations(); - memset(&gl_state, 0, sizeof(gl_state)); } @@ -480,30 +380,11 @@ static void gl_backend_devicelost(void) { int i, endindex; r_meshbuffer_t *buffer; -#ifdef SUPPORTD3D - gl_state.d3dvertexbuffer = NULL; -#endif switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface); - IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; } endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray); for (i = 0;i < endindex;i++) @@ -513,31 +394,9 @@ static void gl_backend_devicelost(void) continue; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - if (buffer->devicebuffer) - { - if (buffer->isindexbuffer) - IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer); - else - IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer); - buffer->devicebuffer = NULL; - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; } } } @@ -546,25 +405,9 @@ static void gl_backend_devicerestored(void) { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface); - IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; } } @@ -607,7 +450,6 @@ void gl_backend_init(void) Cvar_RegisterVariable(&gl_printcheckerror); Cvar_RegisterVariable(&gl_mesh_drawrangeelements); - Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them"); @@ -636,25 +478,10 @@ void GL_Finish(void) { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: qglFinish(); break; - case RENDERPATH_D3D9: - //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_Finish(); - break; } } @@ -790,16 +617,7 @@ qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor) // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one switch(vid.renderpath) { - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - scissor[1] = vid.height - scissor[1] - scissor[3]; - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; } @@ -879,19 +697,9 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int m[15] = 1; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - m[10] = -1/(zFar - zNear); - m[14] = -zNear/(zFar-zNear); - break; } v->screentodepth[0] = -farclip / (farclip - nearclip); v->screentodepth[1] = farclip * nearclip / (farclip - nearclip); @@ -1170,26 +978,6 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_GL13: - case RENDERPATH_GL11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: - case RENDERPATH_GLES2: - break; - case RENDERPATH_D3D9: - m[5] *= -1; - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - } - if (nearplane) R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); @@ -1209,45 +997,6 @@ void R_SetViewport(const r_viewport_t *v) switch(vid.renderpath) { - case RENDERPATH_GL13: - case RENDERPATH_GL11: - case RENDERPATH_GLES1: -#ifndef USE_GLES2 - { - float m[16]; - CHECKGLERROR - qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR - // Load the projection matrix into OpenGL - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m); - qglLoadMatrixf(m);CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - } -#endif - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - D3DVIEWPORT9 d3dviewport; - d3dviewport.X = gl_viewport.x; - d3dviewport.Y = gl_viewport.y; - d3dviewport.Width = gl_viewport.width; - d3dviewport.Height = gl_viewport.height; - d3dviewport.MinZ = gl_state.depthrange[0]; - d3dviewport.MaxZ = gl_state.depthrange[1]; - IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport); - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height); - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: CHECKGLERROR @@ -1302,10 +1051,7 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: if (vid.support.arb_framebuffer_object) { @@ -1432,12 +1178,6 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte return temp; } return 0; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - return 1; - case RENDERPATH_SOFT: - return 1; } return 0; } @@ -1446,10 +1186,7 @@ void R_Mesh_DestroyFramebufferObject(int fbo) { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: if (fbo) { @@ -1459,46 +1196,8 @@ void R_Mesh_DestroyFramebufferObject(int fbo) qglDeleteFramebuffers(1, (GLuint*)&fbo); } break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - break; - case RENDERPATH_SOFT: - break; - } -} - -#ifdef SUPPORTD3D -void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3) -{ - gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface; - if (gl_state.d3drt_depthsurface != depthsurface) - { - gl_state.d3drt_depthsurface = depthsurface; - IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface); - } - if (gl_state.d3drt_colorsurfaces[0] != colorsurface0) - { - gl_state.d3drt_colorsurfaces[0] = colorsurface0; - IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]); - } - if (gl_state.d3drt_colorsurfaces[1] != colorsurface1) - { - gl_state.d3drt_colorsurfaces[1] = colorsurface1; - IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]); - } - if (gl_state.d3drt_colorsurfaces[2] != colorsurface2) - { - gl_state.d3drt_colorsurfaces[2] = colorsurface2; - IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]); - } - if (gl_state.d3drt_colorsurfaces[3] != colorsurface3) - { - gl_state.d3drt_colorsurfaces[3] = colorsurface3; - IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]); } } -#endif void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4) { @@ -1514,12 +1213,9 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo if (gl_state.units[i].texture == textures[j]) R_Mesh_TexBind(i, NULL); // set up framebuffer object or render targets for the active rendering API - switch(vid.renderpath) + switch (vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: if (gl_state.framebufferobject != fbo) { @@ -1527,87 +1223,8 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject); } break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - // set up the new render targets, a NULL depthtexture intentionally binds nothing - // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost - if (fbo) - { - IDirect3DSurface9 *surfaces[5]; - for (i = 0;i < 5;i++) - { - surfaces[i] = NULL; - if (textures[i]) - { - if (textures[i]->d3dsurface) - surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface; - else - IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]); - } - } - // set the render targets for real - R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]); - // release the texture surface levels (they won't be lost while bound...) - for (i = 0;i < 5;i++) - if (textures[i] && !textures[i]->d3dsurface) - IDirect3DSurface9_Release(surfaces[i]); - } - else - R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - if (fbo) - { - int width, height; - unsigned int *pointers[5]; - memset(pointers, 0, sizeof(pointers)); - for (i = 0;i < 5;i++) - pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL; - width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0); - height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0); - DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]); - } - else - DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL); - break; - } -} - -#ifdef SUPPORTD3D -static int d3dcmpforglfunc(int f) -{ - switch(f) - { - case GL_NEVER: return D3DCMP_NEVER; - case GL_LESS: return D3DCMP_LESS; - case GL_EQUAL: return D3DCMP_EQUAL; - case GL_LEQUAL: return D3DCMP_LESSEQUAL; - case GL_GREATER: return D3DCMP_GREATER; - case GL_NOTEQUAL: return D3DCMP_NOTEQUAL; - case GL_GEQUAL: return D3DCMP_GREATEREQUAL; - case GL_ALWAYS: return D3DCMP_ALWAYS; - default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS; - } -} - -static int d3dstencilopforglfunc(int f) -{ - switch(f) - { - case GL_KEEP: return D3DSTENCILOP_KEEP; - case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps - case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps - default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP; } } -#endif static void GL_Backend_ResetState(void) { @@ -1635,111 +1252,6 @@ static void GL_Backend_ResetState(void) switch(vid.renderpath) { - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f)); - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: -#ifndef USE_GLES2 - CHECKGLERROR - - qglColorMask(1, 1, 1, 1);CHECKGLERROR - qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR - qglDisable(GL_ALPHA_TEST);CHECKGLERROR - if (qglBlendFuncSeparate) - { - qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround - } - else - { - qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR - } - qglDisable(GL_BLEND);CHECKGLERROR - qglCullFace(gl_state.cullface);CHECKGLERROR - qglDisable(GL_CULL_FACE);CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR - qglDepthMask(gl_state.depthmask);CHECKGLERROR - qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); - - if (vid.support.arb_vertex_buffer_object) - { - qglBindBufferARB(GL_ARRAY_BUFFER, 0); - qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0); - } - - if (vid.support.ext_framebuffer_object) - { - //qglBindRenderbuffer(GL_RENDERBUFFER, 0); - qglBindFramebuffer(GL_FRAMEBUFFER, 0); - } - - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR - qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - qglColor4f(1, 1, 1, 1);CHECKGLERROR - - if (vid.support.ext_framebuffer_object) - qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject); - - gl_state.unit = MAX_TEXTUREUNITS; - gl_state.clientunit = MAX_TEXTUREUNITS; - for (i = 0;i < vid.texunits;i++) - { - GL_ActiveTexture(i); - GL_ClientActiveTexture(i); - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - if (vid.support.ext_texture_3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR - } - if (vid.support.arb_texture_cube_map) - { - qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR - qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR - } - GL_BindVBO(0); - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - } - CHECKGLERROR -#endif - break; - case RENDERPATH_SOFT: - DPSOFTRAST_ColorMask(1,1,1,1); - DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2); - DPSOFTRAST_CullFace(gl_state.cullface); - DPSOFTRAST_DepthFunc(gl_state.depthfunc); - DPSOFTRAST_DepthMask(gl_state.depthmask); - DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); - DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL); - DPSOFTRAST_Viewport(0, 0, vid.width, vid.height); - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: CHECKGLERROR @@ -1797,55 +1309,11 @@ void GL_ActiveTexture(unsigned int num) gl_state.unit = num; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES1: - case RENDERPATH_GLES2: - if (qglActiveTexture) - { - CHECKGLERROR - qglActiveTexture(GL_TEXTURE0 + gl_state.unit); - CHECKGLERROR - } - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - break; - case RENDERPATH_SOFT: - break; - } - } -} - -void GL_ClientActiveTexture(unsigned int num) -{ - if (gl_state.clientunit != num) - { - gl_state.clientunit = num; - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: -#ifndef USE_GLES2 - if (qglActiveTexture) - { - CHECKGLERROR - qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit); - CHECKGLERROR - } -#endif - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - break; - case RENDERPATH_SOFT: - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: + CHECKGLERROR + qglActiveTexture(GL_TEXTURE0 + gl_state.unit); + CHECKGLERROR break; } } @@ -1861,10 +1329,7 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2) blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO); switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR if (qglBlendFuncSeparate) @@ -1888,49 +1353,6 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2) } } break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - int i; - int glblendfunc[2]; - D3DBLEND d3dblendfunc[2]; - glblendfunc[0] = gl_state.blendfunc1; - glblendfunc[1] = gl_state.blendfunc2; - for (i = 0;i < 2;i++) - { - switch(glblendfunc[i]) - { - case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break; - case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break; - case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break; - case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break; - case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break; - case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break; - case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break; - case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break; - case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break; - case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break; - } - } - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]); - if (gl_state.blend != blendenable) - { - gl_state.blend = blendenable; - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend); - } - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2); - break; } } } @@ -1942,28 +1364,11 @@ void GL_DepthMask(int state) gl_state.depthmask = state; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_DepthMask(gl_state.depthmask); - break; } } } @@ -1975,10 +1380,7 @@ void GL_DepthTest(int state) gl_state.depthtest = state; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR if (gl_state.depthtest) @@ -1990,20 +1392,6 @@ void GL_DepthTest(int state) qglDisable(GL_DEPTH_TEST);CHECKGLERROR } break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_DepthTest(gl_state.depthtest); - break; } } } @@ -2015,28 +1403,11 @@ void GL_DepthFunc(int state) gl_state.depthfunc = state; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR qglDepthFunc(gl_state.depthfunc);CHECKGLERROR break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc)); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_DepthFunc(gl_state.depthfunc); - break; } } } @@ -2049,10 +1420,7 @@ void GL_DepthRange(float nearfrac, float farfrac) gl_state.depthrange[1] = farfrac; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: #ifdef USE_GLES2 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]); @@ -2060,29 +1428,6 @@ void GL_DepthRange(float nearfrac, float farfrac) qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]); #endif break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - D3DVIEWPORT9 d3dviewport; - d3dviewport.X = gl_viewport.x; - d3dviewport.Y = gl_viewport.y; - d3dviewport.Width = gl_viewport.width; - d3dviewport.Height = gl_viewport.height; - d3dviewport.MinZ = gl_state.depthrange[0]; - d3dviewport.MaxZ = gl_state.depthrange[1]; - IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport); - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]); - break; } } } @@ -2091,10 +1436,7 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro { switch (vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR if (enable) @@ -2128,32 +1470,6 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro #endif } break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; } } @@ -2161,10 +1477,7 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass { switch (vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR if (enable) @@ -2186,29 +1499,6 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR CHECKGLERROR break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - if (vid.support.ati_separate_stencil) - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; } } @@ -2220,28 +1510,10 @@ void GL_PolygonOffset(float planeoffset, float depthoffset) gl_state.polygonoffset[1] = depthoffset; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f)); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); - break; } } } @@ -2259,27 +1531,10 @@ void GL_SetMirrorState(qboolean state) return; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: qglCullFace(gl_state.cullface);CHECKGLERROR break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_CullFace(gl_state.cullface); - break; } } } @@ -2296,10 +1551,7 @@ void GL_CullFace(int state) switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR @@ -2325,77 +1577,6 @@ void GL_CullFace(int state) } } break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - if (gl_state.cullface != state) - { - gl_state.cullface = state; - switch(gl_state.cullface) - { - case GL_NONE: - gl_state.cullfaceenable = false; - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE); - break; - case GL_FRONT: - gl_state.cullfaceenable = true; - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW); - break; - case GL_BACK: - gl_state.cullfaceenable = true; - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW); - break; - } - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - if (gl_state.cullface != state) - { - gl_state.cullface = state; - gl_state.cullfaceenable = state != GL_NONE ? true : false; - DPSOFTRAST_CullFace(gl_state.cullface); - } - break; - } -} - -void GL_AlphaTest(int state) -{ - if (gl_state.alphatest != state) - { - gl_state.alphatest = state; - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: -#ifdef GL_ALPHA_TEST - // only fixed function uses alpha test, other paths use pixel kill capability in shaders - CHECKGLERROR - if (gl_state.alphatest) - { - qglEnable(GL_ALPHA_TEST);CHECKGLERROR - } - else - { - qglDisable(GL_ALPHA_TEST);CHECKGLERROR - } -#endif - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - break; - } } } @@ -2406,14 +1587,7 @@ void GL_AlphaToCoverage(qboolean state) gl_state.alphatocoverage = state; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: break; case RENDERPATH_GL20: #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB @@ -2444,28 +1618,11 @@ void GL_ColorMask(int r, int g, int b, int a) gl_state.colormask = state; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_ColorMask(r, g, b, a); - break; } } } @@ -2480,23 +1637,6 @@ void GL_Color(float cr, float cg, float cb, float ca) gl_state.color4f[3] = ca; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: -#ifndef USE_GLES2 - CHECKGLERROR - qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); - CHECKGLERROR -#endif - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - // no equivalent in D3D - break; - case RENDERPATH_SOFT: - DPSOFTRAST_Color4f(cr, cg, cb, ca); - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca); @@ -2509,36 +1649,12 @@ void GL_Scissor (int x, int y, int width, int height) { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR qglScissor(x, y,width,height); CHECKGLERROR break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - RECT d3drect; - d3drect.left = x; - d3drect.top = y; - d3drect.right = x + width; - d3drect.bottom = y + height; - IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect); - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_Scissor(x, y, width, height); - break; } } @@ -2549,10 +1665,7 @@ void GL_ScissorTest(int state) gl_state.scissortest = state; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR if(gl_state.scissortest) @@ -2561,20 +1674,6 @@ void GL_ScissorTest(int state) qglDisable(GL_SCISSOR_TEST); CHECKGLERROR break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_ScissorTest(gl_state.scissortest); - break; } } } @@ -2593,10 +1692,7 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva } switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR if (mask & GL_COLOR_BUFFER_BIT) @@ -2617,23 +1713,6 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva } qglClear(mask);CHECKGLERROR break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, ((mask & GL_COLOR_BUFFER_BIT) ? D3DCLEAR_TARGET : 0) | ((mask & GL_STENCIL_BUFFER_BIT) ? D3DCLEAR_STENCIL : 0) | ((mask & GL_DEPTH_BUFFER_BIT) ? D3DCLEAR_ZBUFFER : 0), D3DCOLOR_COLORVALUE(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]), depthvalue, stencilvalue); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - if (mask & GL_COLOR_BUFFER_BIT) - DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]); - if (mask & GL_DEPTH_BUFFER_BIT) - DPSOFTRAST_ClearDepth(depthvalue); - break; } } @@ -2641,10 +1720,7 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR #ifndef GL_BGRA @@ -2671,51 +1747,6 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR #endif break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - // LordHavoc: we can't directly download the backbuffer because it may be - // multisampled, and it may not be lockable, so we blit it to a lockable - // surface of the same dimensions (but without multisample) to resolve the - // multisample buffer to a normal image, and then lock that... - IDirect3DSurface9 *stretchsurface = NULL; - if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL))) - { - D3DLOCKED_RECT lockedrect; - if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT))) - { - if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY))) - { - int line; - unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y); - for (line = 0;line < height;line++, row -= lockedrect.Pitch) - memcpy(outpixels + line * width * 4, row, width * 4); - IDirect3DSurface9_UnlockRect(stretchsurface); - } - } - IDirect3DSurface9_Release(stretchsurface); - } - // code scraps - //IDirect3DSurface9 *syssurface = NULL; - //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL))) - //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL))) - //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface); - //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface))) - //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY))) - //IDirect3DSurface9_UnlockRect(syssurface); - //IDirect3DSurface9_Release(syssurface); - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels); - break; } } @@ -2862,10 +1893,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s); switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: // check if the user specified to ignore static index buffers if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset))) @@ -2874,12 +1902,6 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri element3s_indexbuffer = NULL; } break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - break; - case RENDERPATH_SOFT: - break; } // upload a dynamic index buffer if needed if (element3s) @@ -2967,241 +1989,9 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: CHECKGLERROR - if (gl_mesh_testmanualfeeding.integer) - { -#ifndef USE_GLES2 - unsigned int i, j, element; - const GLfloat *p; - qglBegin(GL_TRIANGLES); - if(vid.renderpath == RENDERPATH_GL20) - { - for (i = 0;i < (unsigned int) numtriangles * 3;i++) - { - if (element3i) - element = element3i[i]; - else if (element3s) - element = element3s[i]; - else - element = firstvertex + i; - for (j = 0;j < vid.texarrayunits;j++) - { - if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled) - { - if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT) - { - p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (gl_state.units[j].pointer_texcoord_components == 4) - qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]); - else - qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]); - } - else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000)) - { - const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (gl_state.units[j].pointer_texcoord_components == 4) - qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]); - else if (gl_state.units[j].pointer_texcoord_components == 1) - qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]); - } - else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) - { - const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (gl_state.units[j].pointer_texcoord_components == 4) - qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f), sb[3] * (1.0f / 127.0f)); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f)); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f)); - else if (gl_state.units[j].pointer_texcoord_components == 1) - qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f)); - } - else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE) - { - const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (gl_state.units[j].pointer_texcoord_components == 4) - qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f), sb[3] * (1.0f / 255.0f)); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f)); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f)); - else if (gl_state.units[j].pointer_texcoord_components == 1) - qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f)); - } - else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000)) - { - const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (gl_state.units[j].pointer_texcoord_components == 4) - qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]); - else if (gl_state.units[j].pointer_texcoord_components == 1) - qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]); - } - } - } - if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4) - { - if (gl_state.pointer_color_gltype == GL_FLOAT) - { - p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); - qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]); - } - else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE) - { - const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); - qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]); - } - } - if (gl_state.pointer_vertex_gltype == GL_FLOAT) - { - p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride); - if (gl_state.pointer_vertex_components == 4) - qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]); - else if (gl_state.pointer_vertex_components == 3) - qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]); - else - qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]); - } - } - } - else - { - for (i = 0;i < (unsigned int) numtriangles * 3;i++) - { - if (element3i) - element = element3i[i]; - else if (element3s) - element = element3s[i]; - else - element = firstvertex + i; - for (j = 0;j < vid.texarrayunits;j++) - { - if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled) - { - if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT) - { - p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (vid.texarrayunits > 1) - { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]); - else - qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]); - } - else - { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglTexCoord4f(p[0], p[1], p[2], p[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglTexCoord3f(p[0], p[1], p[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglTexCoord2f(p[0], p[1]); - else - qglTexCoord1f(p[0]); - } - } - else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT) - { - const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (vid.texarrayunits > 1) - { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]); - else if (gl_state.units[j].pointer_texcoord_components == 1) - qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]); - } - else - { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglTexCoord4f(s[0], s[1], s[2], s[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglTexCoord3f(s[0], s[1], s[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglTexCoord2f(s[0], s[1]); - else if (gl_state.units[j].pointer_texcoord_components == 1) - qglTexCoord1f(s[0]); - } - } - else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) - { - const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (vid.texarrayunits > 1) - { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]); - else if (gl_state.units[j].pointer_texcoord_components == 1) - qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]); - } - else - { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglTexCoord3f(sb[0], sb[1], sb[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglTexCoord2f(sb[0], sb[1]); - else if (gl_state.units[j].pointer_texcoord_components == 1) - qglTexCoord1f(sb[0]); - } - } - } - } - if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4) - { - if (gl_state.pointer_color_gltype == GL_FLOAT) - { - p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); - qglColor4f(p[0], p[1], p[2], p[3]); - } - else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE) - { - const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); - qglColor4ub(ub[0], ub[1], ub[2], ub[3]); - } - } - if (gl_state.pointer_vertex_gltype == GL_FLOAT) - { - p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride); - if (gl_state.pointer_vertex_components == 4) - qglVertex4f(p[0], p[1], p[2], p[3]); - else if (gl_state.pointer_vertex_components == 3) - qglVertex3f(p[0], p[1], p[2]); - else - qglVertex2f(p[0], p[1]); - } - } - } - qglEnd(); - CHECKGLERROR -#endif - } - else if (bufferobject3s) + if (bufferobject3s) { GL_BindEBO(bufferobject3s); #ifndef USE_GLES2 @@ -3271,44 +2061,6 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri CHECKGLERROR } break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer))) - { - if (element3s_indexbuffer) - { - IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer); - IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles); - } - else if (element3i_indexbuffer) - { - IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer); - IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles); - } - else - IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices); - } - else - { - if (element3s) - IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize); - else if (element3i) - IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize); - else - IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize); - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s); - break; - case RENDERPATH_GLES1: case RENDERPATH_GLES2: // GLES does not have glDrawRangeElements so this is a bit shorter than the GL20 path if (bufferobject3s) @@ -3398,10 +2150,7 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si buffer->size = size; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: if (!buffer->bufferobject) qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject); @@ -3427,66 +2176,6 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si if (buffer->isuniformbuffer) GL_BindUBO(0); break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - int result; - void *datapointer = NULL; - if (buffer->isindexbuffer) - { - IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer; - if (offset+size > buffer->size || !buffer->devicebuffer) - { - if (buffer->devicebuffer) - IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer); - buffer->devicebuffer = NULL; - if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, (unsigned int)(offset+size), buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL))) - Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result); - buffer->devicebuffer = (void *)d3d9indexbuffer; - buffer->size = offset+size; - } - if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0))) - { - if (data) - memcpy(datapointer, data, size); - else - memset(datapointer, 0, size); - IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer); - } - } - else - { - IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer; - if (offset+size > buffer->size || !buffer->devicebuffer) - { - if (buffer->devicebuffer) - IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer); - buffer->devicebuffer = NULL; - if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, (unsigned int)(offset+size), buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL))) - Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result); - buffer->devicebuffer = (void *)d3d9vertexbuffer; - buffer->size = offset+size; - } - if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0))) - { - if (data) - memcpy(datapointer, data, size); - else - memset(datapointer, 0, size); - IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer); - } - } - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - break; } } @@ -3496,10 +2185,7 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) return; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: // GL clears the binding if we delete something bound if (gl_state.uniformbufferobject == buffer->bufferobject) @@ -3510,28 +2196,6 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) gl_state.elementbufferobject = 0; qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject); break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - if (gl_state.d3dvertexbuffer == (void *)buffer) - gl_state.d3dvertexbuffer = NULL; - if (buffer->devicebuffer) - { - if (buffer->isindexbuffer) - IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer); - else - IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer); - buffer->devicebuffer = NULL; - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - break; } Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer); } @@ -3589,25 +2253,6 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: -#ifndef USE_GLES2 - if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset) - { - int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; - gl_state.pointer_vertex_components = components; - gl_state.pointer_vertex_gltype = gltype; - gl_state.pointer_vertex_stride = stride; - gl_state.pointer_vertex_pointer = pointer; - gl_state.pointer_vertex_vertexbuffer = vertexbuffer; - gl_state.pointer_vertex_offset = bufferoffset; - CHECKGLERROR - GL_BindVBO(bufferobject); - qglVertexPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR - } -#endif - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset) @@ -3625,11 +2270,6 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - break; } } @@ -3639,48 +2279,6 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void * // the pointer only. switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: -#ifndef USE_GLES2 - CHECKGLERROR - if (pointer) - { - // caller wants color array enabled - int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; - if (!gl_state.pointer_color_enabled) - { - gl_state.pointer_color_enabled = true; - CHECKGLERROR - qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR - } - if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset) - { - gl_state.pointer_color_components = components; - gl_state.pointer_color_gltype = gltype; - gl_state.pointer_color_stride = stride; - gl_state.pointer_color_pointer = pointer; - gl_state.pointer_color_vertexbuffer = vertexbuffer; - gl_state.pointer_color_offset = bufferoffset; - CHECKGLERROR - GL_BindVBO(bufferobject); - qglColorPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR - } - } - else - { - // caller wants color array disabled - if (gl_state.pointer_color_enabled) - { - gl_state.pointer_color_enabled = false; - CHECKGLERROR - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - // when color array is on the glColor gets trashed, set it again - qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR - } - } -#endif - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: CHECKGLERROR @@ -3716,16 +2314,11 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void * gl_state.pointer_color_enabled = false; CHECKGLERROR qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR - // when color array is on the glColor gets trashed, set it again + // when color array is on the current color gets trashed, set it again qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR } } break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - break; } } @@ -3737,47 +2330,6 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si // that involve a valid bufferobject also supply a texcoord array switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: -#ifndef USE_GLES2 - CHECKGLERROR - if (pointer) - { - int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; - // texture array unit is enabled, enable the array - if (!unit->arrayenabled) - { - unit->arrayenabled = true; - GL_ClientActiveTexture(unitnum); - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - // texcoord array - if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset) - { - unit->pointer_texcoord_components = components; - unit->pointer_texcoord_gltype = gltype; - unit->pointer_texcoord_stride = stride; - unit->pointer_texcoord_pointer = pointer; - unit->pointer_texcoord_vertexbuffer = vertexbuffer; - unit->pointer_texcoord_offset = bufferoffset; - GL_ClientActiveTexture(unitnum); - GL_BindVBO(bufferobject); - qglTexCoordPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR - } - } - else - { - // texture array unit is disabled, disable the array - if (unit->arrayenabled) - { - unit->arrayenabled = false; - GL_ClientActiveTexture(unitnum); - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } -#endif - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: CHECKGLERROR @@ -3814,11 +2366,6 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si } } break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - break; } } @@ -3840,58 +2387,15 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: R_Mesh_TexBind(0, tex); GL_ActiveTexture(0);CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - IDirect3DSurface9 *currentsurface = NULL; - IDirect3DSurface9 *texturesurface = NULL; - RECT sourcerect; - RECT destrect; - sourcerect.left = sx; - sourcerect.top = sy; - sourcerect.right = sx + width; - sourcerect.bottom = sy + height; - destrect.left = tx; - destrect.top = ty; - destrect.right = tx + width; - destrect.bottom = ty + height; - if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface))) - { - if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface))) - { - IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE); - IDirect3DSurface9_Release(currentsurface); - } - IDirect3DSurface9_Release(texturesurface); - } - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height); - break; } } -#ifdef SUPPORTD3D -int d3drswrap[16] = {D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_WRAP8, D3DRS_WRAP9, D3DRS_WRAP10, D3DRS_WRAP11, D3DRS_WRAP12, D3DRS_WRAP13, D3DRS_WRAP14, D3DRS_WRAP15}; -#endif - void R_Mesh_ClearBindingsForTexture(int texnum) { gltextureunit_t *unit; @@ -3912,7 +2416,7 @@ void R_Mesh_ClearBindingsForTexture(int texnum) void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) { gltextureunit_t *unit = gl_state.units + unitnum; - int tex2d, tex3d, texcubemap, texnum; + int texnum; if (unitnum >= vid.teximageunits) return; if (unit->texture == tex) @@ -3937,418 +2441,35 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break; } break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - unit->texture = tex; - tex2d = 0; - tex3d = 0; - texcubemap = 0; - if (tex) - { - texnum = R_GetTexture(tex); - switch(tex->gltexturetypeenum) - { - case GL_TEXTURE_2D: - tex2d = texnum; - break; - case GL_TEXTURE_3D: - tex3d = texnum; - break; - case GL_TEXTURE_CUBE_MAP: - texcubemap = texnum; - break; - } - } - // update 2d texture binding - if (unit->t2d != tex2d) - { - GL_ActiveTexture(unitnum); - if (tex2d) - { - if (unit->t2d == 0) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - } - else - { - if (unit->t2d) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - } - unit->t2d = tex2d; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d != tex3d) - { - GL_ActiveTexture(unitnum); - if (tex3d) - { - if (unit->t3d == 0) - { - qglEnable(GL_TEXTURE_3D);CHECKGLERROR - } - } - else - { - if (unit->t3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - } - unit->t3d = tex3d; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap != texcubemap) - { - GL_ActiveTexture(unitnum); - if (texcubemap) - { - if (unit->tcubemap == 0) - { - qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR - } - } - else - { - if (unit->tcubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR - } - } - unit->tcubemap = texcubemap; - qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR - } - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - extern cvar_t gl_texture_anisotropy; - if (!tex) - { - tex = r_texture_white; - // not initialized enough yet... - if (!tex) - return; - } - // upload texture if needed - R_GetTexture(tex); - if (unit->texture == tex) - return; - unit->texture = tex; - IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture); - //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0); - IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu); - IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv); - if (tex->d3daddressw) - IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw); - IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter); - IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter); - IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter); - IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias); - IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter); - IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer); - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - if (!tex) - { - tex = r_texture_white; - // not initialized enough yet... - if (!tex) - return; - } - texnum = R_GetTexture(tex); - if (unit->texture == tex) - return; - unit->texture = tex; - DPSOFTRAST_SetTexture(unitnum, texnum); - break; - } -} - -void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) -{ - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES1: - case RENDERPATH_GLES2: -#ifdef GL_MODELVIEW - if (matrix && matrix->m[3][3]) - { - gltextureunit_t *unit = gl_state.units + unitnum; - // texmatrix specified, check if it is different - if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) - { - float glmatrix[16]; - unit->texmatrixenabled = true; - unit->matrix = *matrix; - CHECKGLERROR - Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix); - GL_ActiveTexture(unitnum); - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadMatrixf(glmatrix);CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - } - } - else - { - // no texmatrix specified, revert to identity - gltextureunit_t *unit = gl_state.units + unitnum; - if (unit->texmatrixenabled) - { - unit->texmatrixenabled = false; - unit->matrix = identitymatrix; - CHECKGLERROR - GL_ActiveTexture(unitnum); - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - } - } -#endif - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - break; - case RENDERPATH_SOFT: - break; - } -} - -void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) -{ -#if defined(GL_TEXTURE_ENV) && !defined(USE_GLES2) - gltextureunit_t *unit = gl_state.units + unitnum; - CHECKGLERROR - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - // do nothing - break; - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - // GL_ARB_texture_env_combine - if (!combinergb) - combinergb = GL_MODULATE; - if (!combinealpha) - combinealpha = GL_MODULATE; - if (!rgbscale) - rgbscale = 1; - if (!alphascale) - alphascale = 1; - if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1) - { - if (combinergb == GL_DECAL) - combinergb = GL_INTERPOLATE; - if (unit->combine != GL_COMBINE) - { - unit->combine = GL_COMBINE; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode - } - if (unit->combinergb != combinergb) - { - unit->combinergb = combinergb; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR - } - if (unit->combinealpha != combinealpha) - { - unit->combinealpha = combinealpha; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR - } - if (unit->rgbscale != rgbscale) - { - unit->rgbscale = rgbscale; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR - } - if (unit->alphascale != alphascale) - { - unit->alphascale = alphascale; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR - } - } - else - { - if (unit->combine != combinergb) - { - unit->combine = combinergb; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR - } - } - break; - case RENDERPATH_GL11: - // normal GL texenv - if (!combinergb) - combinergb = GL_MODULATE; - if (unit->combine != combinergb) - { - unit->combine = combinergb; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR - } - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - break; - case RENDERPATH_SOFT: - break; - } -#endif -} - -void R_Mesh_ResetTextureState(void) -{ - unsigned int unitnum; - - BACKENDACTIVECHECK - - for (unitnum = 0;unitnum < vid.teximageunits;unitnum++) - R_Mesh_TexBind(unitnum, NULL); - for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++) - R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - for (unitnum = 0;unitnum < vid.texunits;unitnum++) - { - R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexMatrix(unitnum, NULL); - } - break; - } -} - - - -#ifdef SUPPORTD3D -//#define r_vertex3f_d3d9fvf (D3DFVF_XYZ) -//#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1) -//#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3)) - -D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] = -{ - {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, - D3DDECL_END() -}; - -D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] = -{ - {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, - {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, - {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, - D3DDECL_END() -}; - -D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] = -{ - {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, - {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, - {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, - {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, - {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, - {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3}, - {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4}, - {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6}, - {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7}, - D3DDECL_END() -}; - -IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl; -IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl; -IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl; -#endif - -static void R_Mesh_InitVertexDeclarations(void) -{ -#ifdef SUPPORTD3D - r_vertex3f_d3d9decl = NULL; - r_vertexgeneric_d3d9decl = NULL; - r_vertexmesh_d3d9decl = NULL; - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_GL13: - case RENDERPATH_GL11: - case RENDERPATH_GLES1: - case RENDERPATH_GLES2: - break; - case RENDERPATH_D3D9: - IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl); - IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl); - IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl); - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - break; - } -#endif -} - -static void R_Mesh_DestroyVertexDeclarations(void) -{ -#ifdef SUPPORTD3D - if (r_vertex3f_d3d9decl) - IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl); - r_vertex3f_d3d9decl = NULL; - if (r_vertexgeneric_d3d9decl) - IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl); - r_vertexgeneric_d3d9decl = NULL; - if (r_vertexmesh_d3d9decl) - IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl); - r_vertexmesh_d3d9decl = NULL; -#endif -} - -void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset) -{ - // upload temporary vertexbuffer for this rendering - if (!gl_state.usevbo_staticvertex) - vertexbuffer = NULL; - if (!vertexbuffer && gl_state.usevbo_dynamicvertex) - vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset); - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - if (vertexbuffer) + } +} + +void R_Mesh_ResetTextureState(void) +{ + unsigned int unitnum; + + BACKENDACTIVECHECK + + for (unitnum = 0;unitnum < vid.teximageunits;unitnum++) + R_Mesh_TexBind(unitnum, NULL); + for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++) + R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); +} + + + +void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset) +{ + // upload temporary vertexbuffer for this rendering + if (!gl_state.usevbo_staticvertex) + vertexbuffer = NULL; + if (!vertexbuffer && gl_state.usevbo_dynamicvertex) + vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset); + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + if (vertexbuffer) { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); @@ -4375,64 +2496,6 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); } break; - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - if (vertexbuffer) - { - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - } - else - { - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - } - break; - case RENDERPATH_GL11: - if (vertexbuffer) - { - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - } - else - { - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - } - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl); - if (vertexbuffer) - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(float[3])); - else - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0); - gl_state.d3dvertexbuffer = (void *)vertexbuffer; - gl_state.d3dvertexdata = (void *)vertex3f; - gl_state.d3dvertexsize = sizeof(float[3]); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3])); - DPSOFTRAST_SetColorPointer(NULL, 0); - DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL); - DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL); - DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL); - DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL); - DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL); - break; } } @@ -4505,34 +2568,6 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3 return; } break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - if (!vid.useinterleavedarrays) - { - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0); - if (vid.texunits >= 2) - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - if (vid.texunits >= 3) - R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - return; - } - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - break; - case RENDERPATH_SOFT: - DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3])); - DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4])); - DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f); - DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL); - DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL); - DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL); - DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL); - return; } // no quick path for this case, convert to vertex structs @@ -4594,64 +2629,6 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); } break; - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - if (vertexbuffer) - { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); - R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - } - else - { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - } - break; - case RENDERPATH_GL11: - if (vertexbuffer) - { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); - R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); - } - else - { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0); - } - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl); - if (vertexbuffer) - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex)); - else - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0); - gl_state.d3dvertexbuffer = (void *)vertexbuffer; - gl_state.d3dvertexdata = (void *)vertex; - gl_state.d3dvertexsize = sizeof(*vertex); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex)); - DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex)); - DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f); - DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL); - DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL); - DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL); - DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL); - break; } } @@ -4736,34 +2713,6 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, return; } break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - if (!vid.useinterleavedarrays) - { - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0); - if (vid.texunits >= 2) - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0); - if (vid.texunits >= 3) - R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - return; - } - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - break; - case RENDERPATH_SOFT: - DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3])); - DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4])); - DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f); - DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f); - DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f); - DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f); - DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f); - return; } vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices); @@ -4836,64 +2785,6 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0); } break; - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - if (vertexbuffer) - { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); - R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); - } - else - { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0); - } - break; - case RENDERPATH_GL11: - if (vertexbuffer) - { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); - R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); - } - else - { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); - } - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl); - if (vertexbuffer) - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex)); - else - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0); - gl_state.d3dvertexbuffer = (void *)vertexbuffer; - gl_state.d3dvertexdata = (void *)vertex; - gl_state.d3dvertexsize = sizeof(*vertex); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex)); - DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex)); - DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f); - DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f); - DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f); - DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f); - DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f); - break; } } @@ -4903,54 +2794,20 @@ void GL_BlendEquationSubtract(qboolean negated) { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT); break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_BlendSubtract(true); - break; } } else { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: qglBlendEquationEXT(GL_FUNC_ADD); break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_BlendSubtract(false); - break; } } } diff --git a/gl_draw.c b/gl_draw.c index ac92aa5d..55c0bd4c 100644 --- a/gl_draw.c +++ b/gl_draw.c @@ -1431,23 +1431,10 @@ void DrawQ_SetClipArea(float x, float y, float width, float height) ih = (int)(0.5 + height * ((float)r_refdef.view.height / vid_conheight.integer)); switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: - case RENDERPATH_SOFT: GL_Scissor(ix, vid.height - iy - ih, iw, ih); break; - case RENDERPATH_D3D9: - GL_Scissor(ix, iy, iw, ih); - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; } GL_ScissorTest(true); diff --git a/gl_rmain.c b/gl_rmain.c index 29021091..0b4a32f7 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -26,14 +26,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "ft2.h" #include "csprogs.h" #include "cl_video.h" -#include "dpsoftrast.h" #include "cl_collision.h" -#ifdef SUPPORTD3D -#include -extern LPDIRECT3DDEVICE9 vid_d3d9dev; -#endif - #ifdef WIN32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics. #ifdef __cplusplus @@ -635,12 +629,6 @@ static const char *builtinshaderstrings[] = 0 }; -const char *builtinhlslshaderstrings[] = -{ -#include "shader_hlsl.h" -0 -}; - //======================================================================================================================================================= typedef struct shaderpermutationinfo_s @@ -723,26 +711,6 @@ shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] = {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, }, - // SHADERLANGUAGE_HLSL - { - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, - }, }; struct r_glsl_permutation_s; @@ -1437,514 +1405,11 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permuta CHECKGLERROR } -#ifdef SUPPORTD3D - -#ifdef SUPPORTD3D -#include -extern LPDIRECT3DDEVICE9 vid_d3d9dev; -extern D3DCAPS9 vid_d3d9caps; -#endif - -struct r_hlsl_permutation_s; -typedef struct r_hlsl_permutation_s -{ - /// hash lookup data - struct r_hlsl_permutation_s *hashnext; - unsigned int mode; - dpuint64 permutation; - - /// indicates if we have tried compiling this permutation already - qboolean compiled; - /// NULL if compilation failed - IDirect3DVertexShader9 *vertexshader; - IDirect3DPixelShader9 *pixelshader; -} -r_hlsl_permutation_t; - -typedef enum D3DVSREGISTER_e -{ - D3DVSREGISTER_TexMatrix = 0, // float4x4 - D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4 - D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4 - D3DVSREGISTER_ModelViewMatrix = 12, // float4x4 - D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4 - D3DVSREGISTER_ModelToLight = 20, // float4x4 - D3DVSREGISTER_EyePosition = 24, - D3DVSREGISTER_FogPlane = 25, - D3DVSREGISTER_LightDir = 26, - D3DVSREGISTER_LightPosition = 27, -} -D3DVSREGISTER_t; - -typedef enum D3DPSREGISTER_e -{ - D3DPSREGISTER_Alpha = 0, - D3DPSREGISTER_BloomBlur_Parameters = 1, - D3DPSREGISTER_ClientTime = 2, - D3DPSREGISTER_Color_Ambient = 3, - D3DPSREGISTER_Color_Diffuse = 4, - D3DPSREGISTER_Color_Specular = 5, - D3DPSREGISTER_Color_Glow = 6, - D3DPSREGISTER_Color_Pants = 7, - D3DPSREGISTER_Color_Shirt = 8, - D3DPSREGISTER_DeferredColor_Ambient = 9, - D3DPSREGISTER_DeferredColor_Diffuse = 10, - D3DPSREGISTER_DeferredColor_Specular = 11, - D3DPSREGISTER_DeferredMod_Diffuse = 12, - D3DPSREGISTER_DeferredMod_Specular = 13, - D3DPSREGISTER_DistortScaleRefractReflect = 14, - D3DPSREGISTER_EyePosition = 15, // unused - D3DPSREGISTER_FogColor = 16, - D3DPSREGISTER_FogHeightFade = 17, - D3DPSREGISTER_FogPlane = 18, - D3DPSREGISTER_FogPlaneViewDist = 19, - D3DPSREGISTER_FogRangeRecip = 20, - D3DPSREGISTER_LightColor = 21, - D3DPSREGISTER_LightDir = 22, // unused - D3DPSREGISTER_LightPosition = 23, - D3DPSREGISTER_OffsetMapping_ScaleSteps = 24, - D3DPSREGISTER_PixelSize = 25, - D3DPSREGISTER_ReflectColor = 26, - D3DPSREGISTER_ReflectFactor = 27, - D3DPSREGISTER_ReflectOffset = 28, - D3DPSREGISTER_RefractColor = 29, - D3DPSREGISTER_Saturation = 30, - D3DPSREGISTER_ScreenCenterRefractReflect = 31, - D3DPSREGISTER_ScreenScaleRefractReflect = 32, - D3DPSREGISTER_ScreenToDepth = 33, - D3DPSREGISTER_ShadowMap_Parameters = 34, - D3DPSREGISTER_ShadowMap_TextureScale = 35, - D3DPSREGISTER_SpecularPower = 36, - D3DPSREGISTER_UserVec1 = 37, - D3DPSREGISTER_UserVec2 = 38, - D3DPSREGISTER_UserVec3 = 39, - D3DPSREGISTER_UserVec4 = 40, - D3DPSREGISTER_ViewTintColor = 41, - D3DPSREGISTER_PixelToScreenTexCoord = 42, - D3DPSREGISTER_BloomColorSubtract = 43, - D3DPSREGISTER_ViewToLight = 44, // float4x4 - D3DPSREGISTER_ModelToReflectCube = 48, // float4x4 - D3DPSREGISTER_NormalmapScrollBlend = 52, - D3DPSREGISTER_OffsetMapping_LodDistance = 53, - D3DPSREGISTER_OffsetMapping_Bias = 54, - // next at 54 -} -D3DPSREGISTER_t; - -/// information about each possible shader permutation -r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE]; -/// currently selected permutation -r_hlsl_permutation_t *r_hlsl_permutation; -/// storage for permutations linked in the hash table -memexpandablearray_t r_hlsl_permutationarray; - -static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, dpuint64 permutation) -{ - //unsigned int hashdepth = 0; - unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1); - r_hlsl_permutation_t *p; - for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext) - { - if (p->mode == mode && p->permutation == permutation) - { - //if (hashdepth > 10) - // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); - return p; - } - //hashdepth++; - } - p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray); - p->mode = mode; - p->permutation = permutation; - p->hashnext = r_hlsl_permutationhash[mode][hashindex]; - r_hlsl_permutationhash[mode][hashindex] = p; - //if (hashdepth > 10) - // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); - return p; -} - -#include -//#include -//#include - -static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring) -{ - DWORD *vsbin = NULL; - DWORD *psbin = NULL; - fs_offset_t vsbinsize; - fs_offset_t psbinsize; -// IDirect3DVertexShader9 *vs = NULL; -// IDirect3DPixelShader9 *ps = NULL; - ID3DXBuffer *vslog = NULL; - ID3DXBuffer *vsbuffer = NULL; - ID3DXConstantTable *vsconstanttable = NULL; - ID3DXBuffer *pslog = NULL; - ID3DXBuffer *psbuffer = NULL; - ID3DXConstantTable *psconstanttable = NULL; - int vsresult = 0; - int psresult = 0; - char temp[MAX_INPUTLINE]; - const char *vsversion = "vs_3_0", *psversion = "ps_3_0"; - char vabuf[1024]; - qboolean debugshader = gl_paranoid.integer != 0; - if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";} - if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";} - if (!debugshader) - { - vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize); - psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize); - } - if ((!vsbin && vertstring) || (!psbin && fragstring)) - { - const char* dllnames_d3dx9 [] = - { - "d3dx9_43.dll", - "d3dx9_42.dll", - "d3dx9_41.dll", - "d3dx9_40.dll", - "d3dx9_39.dll", - "d3dx9_38.dll", - "d3dx9_37.dll", - "d3dx9_36.dll", - "d3dx9_35.dll", - "d3dx9_34.dll", - "d3dx9_33.dll", - "d3dx9_32.dll", - "d3dx9_31.dll", - "d3dx9_30.dll", - "d3dx9_29.dll", - "d3dx9_28.dll", - "d3dx9_27.dll", - "d3dx9_26.dll", - "d3dx9_25.dll", - "d3dx9_24.dll", - NULL - }; - dllhandle_t d3dx9_dll = NULL; - HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable); - HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs); - HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable); - dllfunction_t d3dx9_dllfuncs[] = - { - {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA}, - {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader}, - {"D3DXCompileShader", (void **) &qD3DXCompileShader}, - {NULL, NULL} - }; - // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed... -#ifndef ID3DXBuffer_GetBufferPointer -#if !defined(__cplusplus) || defined(CINTERFACE) -#define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p) -#define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p) -#define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p) -#else -#define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer() -#define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize() -#define ID3DXBuffer_Release(p) (p)->Release() -#endif -#endif - if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs)) - { - DWORD shaderflags = 0; - if (debugshader) - shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION; - vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0); - psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0); - if (vertstring && vertstring[0]) - { - if (debugshader) - { - FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring)); - vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); - } - else - vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); - if (vsbuffer) - { - vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer); - vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize); - memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize); - ID3DXBuffer_Release(vsbuffer); - } - if (vslog) - { - strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog))); - Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp); - ID3DXBuffer_Release(vslog); - } - } - if (fragstring && fragstring[0]) - { - if (debugshader) - { - FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring)); - psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); - } - else - psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); - if (psbuffer) - { - psbinsize = ID3DXBuffer_GetBufferSize(psbuffer); - psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize); - memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize); - ID3DXBuffer_Release(psbuffer); - } - if (pslog) - { - strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog))); - Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp); - ID3DXBuffer_Release(pslog); - } - } - Sys_UnloadLibrary(&d3dx9_dll); - } - else - Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n"); - } - if (vsbin && psbin) - { - vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader); - if (FAILED(vsresult)) - Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult); - psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader); - if (FAILED(psresult)) - Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult); - } - // free the shader data - vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0); - psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0); -} - -static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, dpuint64 permutation) -{ - int i; - shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode]; - int vertstring_length = 0; - int geomstring_length = 0; - int fragstring_length = 0; - char *t; - char *sourcestring; - char *vertstring, *geomstring, *fragstring; - char permutationname[256]; - char cachename[256]; - int vertstrings_count = 0; - int geomstrings_count = 0; - int fragstrings_count = 0; - const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1]; - const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1]; - const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1]; - - if (p->compiled) - return; - p->compiled = true; - p->vertexshader = NULL; - p->pixelshader = NULL; - - permutationname[0] = 0; - cachename[0] = 0; - sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false); - - strlcat(permutationname, modeinfo->filename, sizeof(permutationname)); - strlcat(cachename, "hlsl/", sizeof(cachename)); - - // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler - vertstrings_count = 0; - geomstrings_count = 0; - fragstrings_count = 0; - vertstrings_list[vertstrings_count++] = "#define HLSL\n"; - geomstrings_list[geomstrings_count++] = "#define HLSL\n"; - fragstrings_list[fragstrings_count++] = "#define HLSL\n"; - - // the first pretext is which type of shader to compile as - // (later these will all be bound together as a program object) - vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n"; - geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n"; - fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n"; - - // the second pretext is the mode (for example a light source) - vertstrings_list[vertstrings_count++] = modeinfo->pretext; - geomstrings_list[geomstrings_count++] = modeinfo->pretext; - fragstrings_list[fragstrings_count++] = modeinfo->pretext; - strlcat(permutationname, modeinfo->name, sizeof(permutationname)); - strlcat(cachename, modeinfo->name, sizeof(cachename)); - - // now add all the permutation pretexts - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - { - if (permutation & (1ll<vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0])) - Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname); - else - Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname); - - // free the strings - if (vertstring) - Mem_Free(vertstring); - if (geomstring) - Mem_Free(geomstring); - if (fragstring) - Mem_Free(fragstring); - if (sourcestring) - Mem_Free(sourcestring); -} - -static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);} -static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);} -static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} -static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} -static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} -static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} - -static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);} -static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);} -static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} -static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} -static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} -static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} - -void R_SetupShader_SetPermutationHLSL(unsigned int mode, dpuint64 permutation) -{ - r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation); - if (r_hlsl_permutation != perm) - { - r_hlsl_permutation = perm; - if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader) - { - if (!r_hlsl_permutation->compiled) - R_HLSL_CompilePermutation(perm, mode, permutation); - if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader) - { - // remove features until we find a valid permutation - int i; - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - { - // reduce i more quickly whenever it would not remove any bits - dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i); - if (!(permutation & j)) - continue; - permutation -= j; - r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation); - if (!r_hlsl_permutation->compiled) - R_HLSL_CompilePermutation(perm, mode, permutation); - if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader) - break; - } - if (i >= SHADERPERMUTATION_COUNT) - { - //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext); - r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation); - return; // no bit left to clear, entire mode is broken - } - } - } - IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader); - IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader); - } - hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f); - hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f); - hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time); -} -#endif - -static void R_SetupShader_SetPermutationSoft(unsigned int mode, dpuint64 permutation) -{ - DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer); - DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f); - DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time); -} - void R_GLSL_Restart_f(void) { unsigned int i, limit; switch(vid.renderpath) { - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - r_hlsl_permutation_t *p; - r_hlsl_permutation = NULL; - limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray); - for (i = 0;i < limit;i++) - { - if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i))) - { - if (p->vertexshader) - IDirect3DVertexShader9_Release(p->vertexshader); - if (p->pixelshader) - IDirect3DPixelShader9_Release(p->pixelshader); - Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p); - } - } - memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: { @@ -1962,12 +1427,6 @@ void R_GLSL_Restart_f(void) memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); } break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - break; - case RENDERPATH_SOFT: - break; } } @@ -2038,21 +1497,6 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod GL_AlphaToCoverage(false); switch (vid.renderpath) { - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation); - R_Mesh_TexBind(GL20TU_FIRST , first ); - R_Mesh_TexBind(GL20TU_SECOND, second); - if (permutation & SHADERPERMUTATION_GAMMARAMPS) - R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation); @@ -2063,28 +1507,6 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps); break; - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - R_Mesh_TexBind(0, first ); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexMatrix(0, NULL); - R_Mesh_TexBind(1, second); - if (second) - { - R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1); - R_Mesh_TexMatrix(1, NULL); - } - break; - case RENDERPATH_GL11: - R_Mesh_TexBind(0, first ); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexMatrix(0, NULL); - break; - case RENDERPATH_SOFT: - R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation); - R_Mesh_TexBind(GL20TU_FIRST , first ); - R_Mesh_TexBind(GL20TU_SECOND, second); - break; } } @@ -2107,17 +1529,6 @@ void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean GL_AlphaToCoverage(false); switch (vid.renderpath) { - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation); @@ -2125,17 +1536,6 @@ void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size); #endif break; - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - R_Mesh_TexBind(0, 0); - R_Mesh_TexBind(1, 0); - break; - case RENDERPATH_GL11: - R_Mesh_TexBind(0, 0); - break; - case RENDERPATH_SOFT: - R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation); - break; } } @@ -2475,163 +1875,6 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif permutation |= SHADERPERMUTATION_FOGALPHAHACK; switch(vid.renderpath) { - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); - R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset); - R_SetupShader_SetPermutationHLSL(mode, permutation); - Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f); - if (mode == SHADERMODE_LIGHTSOURCE) - { - Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f); - hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); - } - else - { - if (mode == SHADERMODE_LIGHTDIRECTION) - { - hlslVSSetParameter3f(D3DVSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]); - } - } - Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f); - Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f); - Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f); - hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); - hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); - - if (mode == SHADERMODE_LIGHTSOURCE) - { - hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); - hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED - hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]); - hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]); - hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]); - - // additive passes are only darkened by fog, not tinted - hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0); - hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); - } - else - { - hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]); - if (mode == SHADERMODE_FLATCOLOR) - { - hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]); - } - else if (mode == SHADERMODE_LIGHTDIRECTION) - { - hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]); - hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]); - hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]); - hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED - hlslPSSetParameter3f(D3DPSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]); - } - else - { - hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]); - hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]); - hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]); - } - // additive passes are only darkened by fog, not tinted - if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0) - hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0); - else - hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); - hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor); - hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]); - hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]); - hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha); - hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha); - hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, t->reflectmax - t->reflectmin); - hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, t->reflectmin); - hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (t->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); - if (mode == SHADERMODE_WATER) - hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]); - } - if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO) - { - hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]); - hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]); - } - else - { - hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]); - hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]); - } - hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]); - hlslPSSetParameter1f(D3DPSREGISTER_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1)); - hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); - if (t->pantstexture) - hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]); - else - hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0); - if (t->shirttexture) - hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]); - else - hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0); - hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); - hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist); - hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip); - hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade); - hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps, - r_glsl_offsetmapping_scale.value*t->offsetscale, - max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), - 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), - max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer) - ); - hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality); - hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, t->offsetbias); - hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); - - R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture ); - R_Mesh_TexBind(GL20TU_COLOR , t->basetexture ); - R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture ); - R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture ); - if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture ); - if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture ); - if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture ); - if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube); - if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture ); - if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation ); - R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white); - R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap); - if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); - if (rsurfacepass == RSURFPASS_BACKGROUND) - { - R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black); - if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black); - R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black); - } - else - { - if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black); - } -// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); - if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture ); - if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture ); - if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) - { - R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture); - if (rsurface.rtlight) - { - if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); - } - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: if (!vid.useinterleavedarrays) @@ -2810,151 +2053,6 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture); CHECKGLERROR break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - break; - case RENDERPATH_SOFT: - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); - R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f); - R_SetupShader_SetPermutationSoft(mode, permutation); - {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);} - if (mode == SHADERMODE_LIGHTSOURCE) - { - {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);} - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]); - - // additive passes are only darkened by fog, not tinted - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); - } - else - { - if (mode == SHADERMODE_FLATCOLOR) - { - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]); - } - else if (mode == SHADERMODE_LIGHTDIRECTION) - { - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]); - } - else - { - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]); - } - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]); - // additive passes are only darkened by fog, not tinted - if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0) - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0); - else - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, t->reflectmax - t->reflectmin); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, t->reflectmin); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); - DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]); - } - {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);} - {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);} - {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);} - if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO) - { - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]); - } - else - { - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]); - } - - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1)); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); - if (DPSOFTRAST_UNIFORM_Color_Pants >= 0) - { - if (t->pantstexture) - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]); - else - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0); - } - if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0) - { - if (t->shirttexture) - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]); - else - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0); - } - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps, - r_glsl_offsetmapping_scale.value*t->offsetscale, - max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), - 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), - max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer) - ); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, t->offsetbias); - DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); - - R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture ); - R_Mesh_TexBind(GL20TU_COLOR , t->basetexture ); - R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture ); - R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture ); - if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture ); - if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture ); - if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture ); - if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube); - if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture ); - if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation ); - R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white); - R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap); - if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); - if (rsurfacepass == RSURFPASS_BACKGROUND) - { - R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black); - if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black); - R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black); - } - else - { - if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black); - } -// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); - if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture ); - if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture ); - if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) - { - R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture); - if (rsurface.rtlight) - { - if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); - } - } - break; } } @@ -3001,33 +2099,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f); switch(vid.renderpath) { - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - R_SetupShader_SetPermutationHLSL(mode, permutation); - hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); - hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale ); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale ); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale); - hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]); - hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]); - hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); - hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); - - R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); - R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); - R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture ); - R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: R_SetupShader_SetPermutationGLSL(mode, permutation); @@ -3048,29 +2119,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture ); if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture ); break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - break; - case RENDERPATH_SOFT: - R_SetupShader_SetPermutationGLSL(mode, permutation); - DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); - DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f); - DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale ); - DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale ); - DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale); - DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]); - DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]); - DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); - DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); - - R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); - R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); - R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture ); - R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); - break; } } @@ -3997,10 +3045,6 @@ static void gl_main_start(void) switch(vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: case RENDERPATH_GLES2: Cvar_SetValueQuick(&r_textureunits, vid.texunits); Cvar_SetValueQuick(&gl_combine, 1); @@ -4013,23 +3057,6 @@ static void gl_main_start(void) qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment); #endif break; - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - Cvar_SetValueQuick(&r_textureunits, vid.texunits); - Cvar_SetValueQuick(&gl_combine, 1); - Cvar_SetValueQuick(&r_glsl, 0); - r_loadnormalmap = false; - r_loadgloss = false; - r_loadfog = true; - break; - case RENDERPATH_GL11: - Cvar_SetValueQuick(&r_textureunits, vid.texunits); - Cvar_SetValueQuick(&gl_combine, 0); - Cvar_SetValueQuick(&r_glsl, 0); - r_loadnormalmap = false; - r_loadgloss = false; - r_loadfog = true; - break; } R_AnimCache_Free(); @@ -4068,11 +3095,6 @@ static void gl_main_start(void) r_glsl_permutation = NULL; memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256); -#ifdef SUPPORTD3D - r_hlsl_permutation = NULL; - memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); - Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256); -#endif memset(&r_svbsp, 0, sizeof (r_svbsp)); memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps)); @@ -4114,27 +3136,13 @@ static void gl_main_shutdown(void) switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) if (r_maxqueries) qglDeleteQueriesARB(r_maxqueries, r_queries); #endif break; - case RENDERPATH_D3D9: - //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - break; } r_numqueries = 0; @@ -4170,11 +3178,6 @@ static void gl_main_shutdown(void) r_glsl_permutation = NULL; memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray); -#ifdef SUPPORTD3D - r_hlsl_permutation = NULL; - memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); - Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray); -#endif } static void gl_main_newmap(void) @@ -4998,35 +4001,13 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool void R_AnimCache_CacheVisibleEntities(void) { int i; - qboolean wantnormals = true; - qboolean wanttangents = !r_showsurfaces.integer; - - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_GLES2: - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - wanttangents = false; - break; - case RENDERPATH_SOFT: - break; - } - - if (r_shownormals.integer) - wanttangents = wantnormals = true; // TODO: thread this // NOTE: R_PrepareRTLights() also caches entities for (i = 0;i < r_refdef.scene.numentities;i++) if (r_refdef.viewcache.entityvisible[i]) - R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents); + R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true); } //================================================================================== @@ -5338,28 +4319,9 @@ static void R_View_SetFrustum(const int *scissor) // flipped x coordinates (because x points left here) fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width); fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width); - - // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one - switch(vid.renderpath) - { - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - // non-flipped y coordinates - fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); - fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); - break; - case RENDERPATH_SOFT: - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES1: - case RENDERPATH_GLES2: - // non-flipped y coordinates - fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); - fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); - break; - } + // non-flipped y coordinates + fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); + fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); } // we can't trust r_refdef.view.forward and friends in reflected scenes @@ -5572,7 +4534,6 @@ void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *view plane[1] = r_refdef.view.clipplane.normal[1]; plane[2] = r_refdef.view.clipplane.normal[2]; plane[3] = -dist; - if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane; } //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width; @@ -5586,16 +4547,6 @@ void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *view R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane); R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL); R_SetViewport(&r_refdef.view.viewport); - if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT) - { - matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix; - float screenplane[4]; - Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix); - Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix); - Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix); - Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane); - DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]); - } } void R_EntityMatrix(const matrix4x4_t *matrix) @@ -5611,29 +4562,6 @@ void R_EntityMatrix(const matrix4x4_t *matrix) CHECKGLERROR switch(vid.renderpath) { - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f); - hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__); - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: -#ifndef USE_GLES2 - qglLoadMatrixf(gl_modelview16f);CHECKGLERROR -#endif - break; - case RENDERPATH_SOFT: - DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f); - DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f); - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); @@ -5668,18 +4596,10 @@ void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rt R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - break; } GL_CullFace(GL_NONE); @@ -5709,18 +4629,10 @@ void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_ R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - break; } GL_CullFace(r_refdef.view.cullface_back); } @@ -5768,21 +4680,10 @@ void R_RenderTarget_FreeUnused(qboolean force) static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f) { float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2; - switch (vid.renderpath) - { - case RENDERPATH_D3D9: - x1 = (x + 0.5f) * iw; - x2 = (x + 0.5f + w) * iw; - y1 = (y + 0.5f) * ih; - y2 = (y + 0.5f + h) * ih; - break; - default: - x1 = x * iw; - x2 = (x + w) * iw; - y1 = (th - y) * ih; - y2 = (th - y - h) * ih; - break; - } + x1 = x * iw; + x2 = (x + w) * iw; + y1 = (th - y) * ih; + y2 = (th - y - h) * ih; texcoord2f[0] = x1; texcoord2f[2] = x2; texcoord2f[4] = x2; @@ -5844,21 +4745,6 @@ static void R_Water_StartFrame(void) if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d) return; - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - return; - } - // set waterwidth and waterheight to the water resolution that will be // used (often less than the screen resolution for faster rendering) waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width); @@ -6229,7 +5115,6 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t } } - if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1); r_fb.water.renderingscene = false; r_refdef.view = originalview; R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight); @@ -6280,19 +5165,9 @@ static void R_Bloom_StartFrame(void) if (!vid.support.ext_framebuffer_object) return; break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - return; // don't bother case RENDERPATH_GLES2: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: r_fb.usedepthtextures = false; break; - case RENDERPATH_SOFT: - r_fb.usedepthtextures = true; - break; } if (r_viewscale_fpsscaling.integer) @@ -6480,197 +5355,132 @@ static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *v R_EntityMatrix(&identitymatrix); - switch (vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - permutation = - (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0) - | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0) - | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0) - | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0) - | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0); - - if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture) - { - // declare variables - float blur_factor, blur_mouseaccel, blur_velocity; - static float blur_average; - static vec3_t blur_oldangles; // used to see how quickly the mouse is moving - - // set a goal for the factoring - blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) - / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1); - blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) - / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1); - blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) - + (blur_mouseaccel * r_motionblur_mousefactor.value)); - - // from the goal, pick an averaged value between goal and last value - cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1); - blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha; - - // enforce minimum amount of blur - blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value; - - //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel); - - // calculate values into a standard alpha - cl.motionbluralpha = 1 - exp(- - ( - (r_motionblur.value * blur_factor / 80) - + - (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600)) - ) - / - max(0.0001, cl.time - cl.oldtime) // fps independent - ); - - // randomization for the blur value to combat persistent ghosting - cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value); - cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value); - - // apply the blur - R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight); - if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_Color(1, 1, 1, cl.motionbluralpha); - R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f); - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f); - R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight; - } - - // updates old view angles for next pass - VectorCopy(cl.viewangles, blur_oldangles); - - // copy view into the ghost texture - R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight); - r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight; - r_fb.ghosttexture_valid = true; - } - - if (r_fb.bloomwidth) + if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture) + { + // declare variables + float blur_factor, blur_mouseaccel, blur_velocity; + static float blur_average; + static vec3_t blur_oldangles; // used to see how quickly the mouse is moving + + // set a goal for the factoring + blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) + / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1); + blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) + / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1); + blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) + + (blur_mouseaccel * r_motionblur_mousefactor.value)); + + // from the goal, pick an averaged value between goal and last value + cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1); + blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha; + + // enforce minimum amount of blur + blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value; + + //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel); + + // calculate values into a standard alpha + cl.motionbluralpha = 1 - exp(- + ( + (r_motionblur.value * blur_factor / 80) + + + (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600)) + ) + / + max(0.0001, cl.time - cl.oldtime) // fps independent + ); + + // randomization for the blur value to combat persistent ghosting + cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value); + cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value); + + // apply the blur + R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight); + if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid) { - // make the bloom texture - R_Bloom_MakeTexture(); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_Color(1, 1, 1, cl.motionbluralpha); + R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f); + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f); + R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true); + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); + r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight; } -#if _MSC_VER >= 1400 -#define sscanf sscanf_s -#endif - memset(uservecs, 0, sizeof(uservecs)); - if (r_glsl_postprocess_uservec1_enable.integer) - sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]); - if (r_glsl_postprocess_uservec2_enable.integer) - sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]); - if (r_glsl_postprocess_uservec3_enable.integer) - sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]); - if (r_glsl_postprocess_uservec4_enable.integer) - sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]); + // updates old view angles for next pass + VectorCopy(cl.viewangles, blur_oldangles); - // render to the screen fbo - R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight); - GL_Color(1, 1, 1, 1); - GL_BlendFunc(GL_ONE, GL_ZERO); + // copy view into the ghost texture + R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight); + r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight; + r_fb.ghosttexture_valid = true; + } + + if (r_fb.bloomwidth) + { + // make the bloom texture + R_Bloom_MakeTexture(); + } - viewtexture = r_fb.rt_screen->colortexture[0]; - bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL; +#if _MSC_VER >= 1400 +#define sscanf sscanf_s +#endif + memset(uservecs, 0, sizeof(uservecs)); + if (r_glsl_postprocess_uservec1_enable.integer) + sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]); + if (r_glsl_postprocess_uservec2_enable.integer) + sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]); + if (r_glsl_postprocess_uservec3_enable.integer) + sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]); + if (r_glsl_postprocess_uservec4_enable.integer) + sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]); + + // render to the screen fbo + R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight); + GL_Color(1, 1, 1, 1); + GL_BlendFunc(GL_ONE, GL_ZERO); - if (r_rendertarget_debug.integer >= 0) - { - r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer); - if (rt && rt->colortexture[0]) - { - viewtexture = rt->colortexture[0]; - bloomtexture = NULL; - } - } + viewtexture = r_fb.rt_screen->colortexture[0]; + bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL; - R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL); - switch(vid.renderpath) + if (r_rendertarget_debug.integer >= 0) + { + r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer); + if (rt && rt->colortexture[0]) { - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation); - if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture); - if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture); - if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps ); - if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight); - if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); - if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); - if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); - if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); - if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value); - if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); - if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation); - R_Mesh_TexBind(GL20TU_FIRST , viewtexture); - R_Mesh_TexBind(GL20TU_SECOND , bloomtexture); - R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); - hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight); - hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); - hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); - hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); - hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); - hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value); - hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); - hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation); - R_Mesh_TexBind(GL20TU_FIRST , viewtexture); - R_Mesh_TexBind(GL20TU_SECOND , bloomtexture); - R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value); - DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); - break; - default: - break; - } - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height; - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - if (r_refdef.viewblend[3] >= (1.0f / 256.0f)) - { - // apply a color tint to the whole view - R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight); - GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL); - R_SetupShader_Generic_NoTexture(false, true); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); + viewtexture = rt->colortexture[0]; + bloomtexture = NULL; } + } + + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL); + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + permutation = + (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0) + | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0) + | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0) + | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0) + | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0); + R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation); + if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture); + if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture); + if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps ); + if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight); + if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); + if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); + if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); + if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); + if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value); + if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); break; } + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); + r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height; } matrix4x4_t r_waterscrollmatrix; @@ -6807,10 +5617,6 @@ void R_UpdateVariables(void) { case RENDERPATH_GL20: r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal! - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: case RENDERPATH_GLES2: if(!vid_gammatables_trivial) { @@ -6847,10 +5653,6 @@ void R_UpdateVariables(void) // remove GLSL gamma texture } break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - break; } } @@ -6922,7 +5724,6 @@ static void R_SortEntities(void) R_RenderView ================ */ -int dpsoftrast_test; extern cvar_t r_shadow_bouncegrid; extern cvar_t v_isometric; extern void V_MakeViewIsometric(void); @@ -6937,8 +5738,6 @@ void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, i // finish any 2D rendering that was queued DrawQ_Finish(); - dpsoftrast_test = r_test.integer; - if (r_timereport_active) R_TimeReport("start"); r_textureframe++; // used only by R_GetCurrentTexture @@ -7332,27 +6131,6 @@ void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewco R_TimeReport("coronas"); } -#if 0 - { - GL_DepthTest(false); - qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - GL_Color(1, 1, 1, 1); - qglBegin(GL_POLYGON); - qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]); - qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]); - qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]); - qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]); - qglEnd(); - qglBegin(GL_POLYGON); - qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]); - qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]); - qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]); - qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]); - qglEnd(); - qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - } -#endif - // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate (); @@ -8582,9 +7360,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.batchelement3s = NULL; rsurface.batchelement3s_indexbuffer = NULL; rsurface.batchelement3s_bufferoffset = 0; - rsurface.passcolor4f = NULL; - rsurface.passcolor4f_vertexbuffer = NULL; - rsurface.passcolor4f_bufferoffset = 0; rsurface.forcecurrenttextureupdate = false; } @@ -8720,9 +7495,6 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.batchelement3s = NULL; rsurface.batchelement3s_indexbuffer = NULL; rsurface.batchelement3s_bufferoffset = 0; - rsurface.passcolor4f = NULL; - rsurface.passcolor4f_vertexbuffer = NULL; - rsurface.passcolor4f_bufferoffset = 0; rsurface.forcecurrenttextureupdate = true; if (rsurface.modelnumvertices && rsurface.modelelement3i) @@ -10124,295 +8896,6 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) // render multiple smaller batches } -static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void) -{ - int i; - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0;i < rsurface.batchnumvertices;i++) - Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f); -} - -static void RSurf_DrawBatch_GL11_ApplyFog(void) -{ - int i; - float f; - const float *v; - const float *c; - float *c2; - if (rsurface.passcolor4f) - { - // generate color arrays - c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4) - { - f = RSurf_FogVertex(v); - c2[0] = c[0] * f; - c2[1] = c[1] * f; - c2[2] = c[2] * f; - c2[3] = c[3]; - } - } - else - { - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4) - { - f = RSurf_FogVertex(v); - c2[0] = f; - c2[1] = f; - c2[2] = f; - c2[3] = 1; - } - } -} - -static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void) -{ - int i; - float f; - const float *v; - const float *c; - float *c2; - if (!rsurface.passcolor4f) - return; - c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4) - { - f = RSurf_FogVertex(v); - c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f); - c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f); - c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f); - c2[3] = c[3]; - } -} - -static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a) -{ - int i; - const float *c; - float *c2; - if (!rsurface.passcolor4f) - return; - c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4) - { - c2[0] = c[0] * r; - c2[1] = c[1] * g; - c2[2] = c[2] * b; - c2[3] = c[3] * a; - } -} - -static void RSurf_DrawBatch_GL11_ApplyAmbient(void) -{ - int i; - const float *c; - float *c2; - if (!rsurface.passcolor4f) - return; - c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4) - { - c2[0] = c[0] + rsurface.texture->render_lightmap_ambient[0]; - c2[1] = c[1] + rsurface.texture->render_lightmap_ambient[1]; - c2[2] = c[2] + rsurface.texture->render_lightmap_ambient[2]; - c2[3] = c[3]; - } -} - -static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) -{ - // TODO: optimize - rsurface.passcolor4f = NULL; - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(); - if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); - GL_Color(r, g, b, a); - R_Mesh_TexBind(0, rsurface.lightmaptexture); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexMatrix(0, NULL); - RSurf_DrawBatch(); -} - -static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) -{ - // TODO: optimize applyfog && applycolor case - // just apply fog if necessary, and tint the fog color array if necessary - rsurface.passcolor4f = NULL; - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(); - if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); - GL_Color(r, g, b, a); - RSurf_DrawBatch(); -} - -static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) -{ - // TODO: optimize - rsurface.passcolor4f = rsurface.batchlightmapcolor4f; - rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer; - rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset; - if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(); - if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); - GL_Color(r, g, b, a); - RSurf_DrawBatch(); -} - -static void RSurf_DrawBatch_GL11_ClampColor(void) -{ - int i; - const float *c1; - float *c2; - if (!rsurface.passcolor4f) - return; - for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4) - { - c2[0] = bound(0.0f, c1[0], 1.0f); - c2[1] = bound(0.0f, c1[1], 1.0f); - c2[2] = bound(0.0f, c1[2], 1.0f); - c2[3] = bound(0.0f, c1[3], 1.0f); - } -} - -static void RSurf_DrawBatch_GL11_ApplyFakeLight(float fakelightintensity) -{ - int i; - float f; - const float *v; - const float *n; - float *c; - //vec3_t eyedir; - - // fake shading - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4) - { - f = -DotProduct(r_refdef.view.forward, n); - f = max(0, f); - f = f * 0.85 + 0.15; // work around so stuff won't get black - f *= fakelightintensity; - Vector4Set(c, f, f, f, 1); - } -} - -static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) -{ - RSurf_DrawBatch_GL11_ApplyFakeLight(r_refdef.scene.lightmapintensity * r_fakelight_intensity.value); - if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(); - if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); - GL_Color(r, g, b, a); - RSurf_DrawBatch(); -} - -static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, float lightmapintensity, qboolean *applycolor) -{ - int i; - float f; - float alpha; - const float *v; - const float *n; - float *c; - vec3_t ambientcolor; - vec3_t diffusecolor; - vec3_t lightdir; - // TODO: optimize - // model lighting - VectorCopy(rsurface.texture->render_modellight_lightdir, lightdir); - f = 0.5f * lightmapintensity; - ambientcolor[0] = rsurface.texture->render_modellight_ambient[0] * *r * f; - ambientcolor[1] = rsurface.texture->render_modellight_ambient[1] * *g * f; - ambientcolor[2] = rsurface.texture->render_modellight_ambient[2] * *b * f; - diffusecolor[0] = rsurface.texture->render_modellight_diffuse[0] * *r * f; - diffusecolor[1] = rsurface.texture->render_modellight_diffuse[1] * *g * f; - diffusecolor[2] = rsurface.texture->render_modellight_diffuse[2] * *b * f; - alpha = *a; - if (VectorLength2(diffusecolor) > 0) - { - // q3-style directional shading - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4) - { - if ((f = DotProduct(n, lightdir)) > 0) - VectorMA(ambientcolor, f, diffusecolor, c); - else - VectorCopy(ambientcolor, c); - c[3] = alpha; - } - *r = 1; - *g = 1; - *b = 1; - *a = 1; - *applycolor = false; - } - else - { - *r = ambientcolor[0]; - *g = ambientcolor[1]; - *b = ambientcolor[2]; - rsurface.passcolor4f = NULL; - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - } -} - -static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) -{ - RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, r_refdef.scene.lightmapintensity, &applycolor); - if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(); - if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); - GL_Color(r, g, b, a); - RSurf_DrawBatch(); -} - -static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a) -{ - int i; - float f; - const float *v; - float *c; - - // fake shading - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4) - { - f = 1 - RSurf_FogVertex(v); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = f * a; - } -} - void RSurf_SetupDepthAndCulling(void) { // submodels are biased to avoid z-fighting with world surfaces that they @@ -10588,219 +9071,6 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface RSurf_DrawBatch(); } -static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth) -{ - // OpenGL 1.3 path - anything not completely ancient - qboolean applycolor; - qboolean applyfog; - int layerindex; - const texturelayer_t *layer; - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); - - for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) - { - vec4_t layercolor; - int layertexrgbscale; - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - { - if (layerindex == 0) - GL_AlphaTest(true); - else - { - GL_AlphaTest(false); - GL_DepthFunc(GL_EQUAL); - } - } - GL_DepthMask(layer->depthmask && writedepth); - GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); - if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) - { - layertexrgbscale = 4; - VectorScale(layer->color, 0.25f, layercolor); - } - else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) - { - layertexrgbscale = 2; - VectorScale(layer->color, 0.5f, layercolor); - } - else - { - layertexrgbscale = 1; - VectorScale(layer->color, 1.0f, layercolor); - } - layercolor[3] = layer->color[3]; - applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0); - applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED); - switch (layer->type) - { - case TEXTURELAYERTYPE_LITTEXTURE: - // single-pass lightmapped texture with 2x rgbscale - R_Mesh_TexBind(0, r_texture_white); - R_Mesh_TexMatrix(0, NULL); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); - R_Mesh_TexBind(1, layer->texture); - R_Mesh_TexMatrix(1, &layer->texmatrix); - R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) - RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); - else if (FAKELIGHT_ENABLED) - RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); - else if (rsurface.uselightmaptexture) - RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); - else - RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); - break; - case TEXTURELAYERTYPE_TEXTURE: - // singletexture unlit texture with transparency support - R_Mesh_TexBind(0, layer->texture); - R_Mesh_TexMatrix(0, &layer->texmatrix); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - R_Mesh_TexBind(1, 0); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); - RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); - break; - case TEXTURELAYERTYPE_FOG: - // singletexture fogging - if (layer->texture) - { - R_Mesh_TexBind(0, layer->texture); - R_Mesh_TexMatrix(0, &layer->texmatrix); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - } - else - { - R_Mesh_TexBind(0, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); - } - R_Mesh_TexBind(1, 0); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); - // generate a color array for the fog pass - RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); - RSurf_DrawBatch(); - break; - default: - Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); - } - } - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - { - GL_DepthFunc(GL_LEQUAL); - GL_AlphaTest(false); - } -} - -static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth) -{ - // OpenGL 1.1 - crusty old voodoo path - qboolean applyfog; - int layerindex; - const texturelayer_t *layer; - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); - - for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) - { - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - { - if (layerindex == 0) - GL_AlphaTest(true); - else - { - GL_AlphaTest(false); - GL_DepthFunc(GL_EQUAL); - } - } - GL_DepthMask(layer->depthmask && writedepth); - GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0); - applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED); - switch (layer->type) - { - case TEXTURELAYERTYPE_LITTEXTURE: - if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)) - { - // two-pass lit texture with 2x rgbscale - // first the lightmap pass - R_Mesh_TexBind(0, r_texture_white); - R_Mesh_TexMatrix(0, NULL); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) - RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false); - else if (FAKELIGHT_ENABLED) - RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false); - else if (rsurface.uselightmaptexture) - RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false); - else - RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false); - // then apply the texture to it - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - R_Mesh_TexBind(0, layer->texture); - R_Mesh_TexMatrix(0, &layer->texmatrix); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false); - } - else - { - // single pass vertex-lighting-only texture with 1x rgbscale and transparency support - R_Mesh_TexBind(0, layer->texture); - R_Mesh_TexMatrix(0, &layer->texmatrix); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) - RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); - else if (FAKELIGHT_ENABLED) - RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); - else - RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); - } - break; - case TEXTURELAYERTYPE_TEXTURE: - // singletexture unlit texture with transparency support - R_Mesh_TexBind(0, layer->texture); - R_Mesh_TexMatrix(0, &layer->texmatrix); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); - break; - case TEXTURELAYERTYPE_FOG: - // singletexture fogging - if (layer->texture) - { - R_Mesh_TexBind(0, layer->texture); - R_Mesh_TexMatrix(0, &layer->texmatrix); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - } - else - { - R_Mesh_TexBind(0, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); - } - // generate a color array for the fog pass - RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); - RSurf_DrawBatch(); - break; - default: - Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); - } - } - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - { - GL_DepthFunc(GL_LEQUAL); - GL_AlphaTest(false); - } -} - static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth) { int vi; @@ -10866,48 +9136,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const GL_DepthMask(writedepth); } - if (r_showsurfaces.integer == 3) - { - rsurface.passcolor4f = NULL; - - if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT) - { - qboolean applycolor = true; - float one = 1.0; - - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - - RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, 1.0f, &applycolor); - } - else if (FAKELIGHT_ENABLED) - { - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - - RSurf_DrawBatch_GL11_ApplyFakeLight(r_fakelight_intensity.value); - } - else - { - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - - rsurface.passcolor4f = rsurface.batchlightmapcolor4f; - rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer; - rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset; - RSurf_DrawBatch_GL11_ApplyAmbient(); - } - - if(!rsurface.passcolor4f) - RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(); - - RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]); - if(r_refdef.fogenabled) - RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(); - RSurf_DrawBatch_GL11_ClampColor(); - - R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL); - R_SetupShader_Generic_NoTexture(false, false); - RSurf_DrawBatch(); - } - else if (!r_refdef.view.showdebug) + if (!r_refdef.view.showdebug) { RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices); @@ -10925,7 +9154,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices); for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++) { - unsigned char d = (vi << 3) * (1.0f / 256.0f); + float d = (vi << 3) * (1.0f / 256.0f); VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f); Vector4Set(batchvertex[vi].color4f, d, d, d, 1); } @@ -10939,7 +9168,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles); for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3) { - unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f); + float d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f); VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f); VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f); VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f); @@ -10988,20 +9217,9 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface switch (vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: case RENDERPATH_GLES2: R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth); - break; - case RENDERPATH_GL11: - R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth); - break; } CHECKGLERROR } @@ -11014,27 +9232,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const const msurface_t *surface; const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE]; - if (r_showsurfaces.integer && r_showsurfaces.integer != 3) - RSurf_ActiveModelEntity(ent, false, false, false); - else - { - switch (vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - RSurf_ActiveModelEntity(ent, true, true, false); - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - RSurf_ActiveModelEntity(ent, true, false, false); - break; - } - } + RSurf_ActiveModelEntity(ent, true, true, false); if (r_transparentdepthmasking.integer) { @@ -12105,6 +10303,8 @@ static void R_DrawDebugModel(void) rsurface.texture = NULL; } +# if 0 + // FIXME! implement r_shownormals with just triangles if (r_shownormals.value != 0 && qglBegin) { int l, k; @@ -12182,6 +10382,7 @@ static void R_DrawDebugModel(void) } rsurface.texture = NULL; } +# endif #endif } @@ -12210,43 +10411,9 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr else if (prepass) RSurf_ActiveModelEntity(ent, true, true, true); else if (depthonly) - { - switch (vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false); - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - RSurf_ActiveModelEntity(ent, model->wantnormals, false, false); - break; - } - } + RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false); else - { - switch (vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - RSurf_ActiveModelEntity(ent, true, true, false); - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - RSurf_ActiveModelEntity(ent, true, false, false); - break; - } - } + RSurf_ActiveModelEntity(ent, true, true, false); surfaces = model->data_surfaces; update = model->brushq1.lightmapupdateflags; diff --git a/gl_textures.c b/gl_textures.c index 69938da9..9c1f5f17 100644 --- a/gl_textures.c +++ b/gl_textures.c @@ -1,14 +1,9 @@ #include "quakedef.h" -#ifdef SUPPORTD3D -#include -extern LPDIRECT3DDEVICE9 vid_d3d9dev; -#endif #include "image.h" #include "jpeg.h" #include "image_png.h" #include "intoverflow.h" -#include "dpsoftrast.h" #ifndef GL_TEXTURE_3D #define GL_TEXTURE_3D 0x806F @@ -44,18 +39,6 @@ cvar_t r_texture_dds_swdecode = {0, "r_texture_dds_swdecode", "0", "0: don't sof qboolean gl_filter_force = false; int gl_filter_min = GL_LINEAR_MIPMAP_LINEAR; int gl_filter_mag = GL_LINEAR; -DPSOFTRAST_TEXTURE_FILTER dpsoftrast_filter_mipmap = DPSOFTRAST_TEXTURE_FILTER_LINEAR_MIPMAP_TRIANGLE; -DPSOFTRAST_TEXTURE_FILTER dpsoftrast_filter_nomipmap = DPSOFTRAST_TEXTURE_FILTER_LINEAR; - -#ifdef SUPPORTD3D -int d3d_filter_flatmin = D3DTEXF_LINEAR; -int d3d_filter_flatmag = D3DTEXF_LINEAR; -int d3d_filter_flatmix = D3DTEXF_POINT; -int d3d_filter_mipmin = D3DTEXF_LINEAR; -int d3d_filter_mipmag = D3DTEXF_LINEAR; -int d3d_filter_mipmix = D3DTEXF_LINEAR; -int d3d_filter_nomip = false; -#endif static mempool_t *texturemempool; @@ -187,25 +170,6 @@ typedef struct gltexture_s qboolean dirty; // indicates that R_RealGetTexture should be called qboolean glisdepthstencil; // indicates that FBO attachment has to be GL_DEPTH_STENCIL_ATTACHMENT int gltexturetypeenum; // used by R_Mesh_TexBind - // d3d stuff the backend needs - void *d3dtexture; - void *d3dsurface; -#ifdef SUPPORTD3D - qboolean d3disrendertargetsurface; - qboolean d3disdepthstencilsurface; - int d3dformat; - int d3dusage; - int d3dpool; - int d3daddressu; - int d3daddressv; - int d3daddressw; - int d3dmagfilter; - int d3dminfilter; - int d3dmipfilter; - int d3dmaxmiplevelfilter; - int d3dmipmaplodbias; - int d3dmaxmiplevel; -#endif // dynamic texture stuff [11/22/2007 Black] updatecallback_t updatecallback; @@ -388,10 +352,7 @@ void R_FreeTexture(rtexture_t *rt) switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: if (glt->texnum) { @@ -404,30 +365,6 @@ void R_FreeTexture(rtexture_t *rt) qglDeleteRenderbuffers(1, (GLuint *)&glt->renderbuffernum);CHECKGLERROR } break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - if (glt->d3dsurface) - IDirect3DSurface9_Release((IDirect3DSurface9 *)glt->d3dsurface); - else if (glt->tiledepth > 1) - IDirect3DVolumeTexture9_Release((IDirect3DVolumeTexture9 *)glt->d3dtexture); - else if (glt->sides == 6) - IDirect3DCubeTexture9_Release((IDirect3DCubeTexture9 *)glt->d3dtexture); - else - IDirect3DTexture9_Release((IDirect3DTexture9 *)glt->d3dtexture); - glt->d3dtexture = NULL; - glt->d3dsurface = NULL; -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - if (glt->texnum) - DPSOFTRAST_Texture_Free(glt->texnum); - break; } if (glt->inputtexels) @@ -475,39 +412,19 @@ typedef struct glmode_s { const char *name; int minification, magnification; - DPSOFTRAST_TEXTURE_FILTER dpsoftrastfilter_mipmap, dpsoftrastfilter_nomipmap; } glmode_t; static glmode_t modes[6] = { - {"GL_NEAREST", GL_NEAREST, GL_NEAREST, DPSOFTRAST_TEXTURE_FILTER_NEAREST, DPSOFTRAST_TEXTURE_FILTER_NEAREST}, - {"GL_LINEAR", GL_LINEAR, GL_LINEAR, DPSOFTRAST_TEXTURE_FILTER_LINEAR, DPSOFTRAST_TEXTURE_FILTER_LINEAR}, - {"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, DPSOFTRAST_TEXTURE_FILTER_NEAREST_MIPMAP_TRIANGLE, DPSOFTRAST_TEXTURE_FILTER_NEAREST}, - {"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, DPSOFTRAST_TEXTURE_FILTER_LINEAR_MIPMAP_TRIANGLE, DPSOFTRAST_TEXTURE_FILTER_LINEAR}, - {"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST, DPSOFTRAST_TEXTURE_FILTER_NEAREST_MIPMAP_TRIANGLE, DPSOFTRAST_TEXTURE_FILTER_NEAREST}, - {"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, DPSOFTRAST_TEXTURE_FILTER_LINEAR_MIPMAP_TRIANGLE, DPSOFTRAST_TEXTURE_FILTER_LINEAR} + {"GL_NEAREST", GL_NEAREST, GL_NEAREST}, + {"GL_LINEAR", GL_LINEAR, GL_LINEAR}, + {"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST}, + {"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR}, + {"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST}, + {"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR} }; -#ifdef SUPPORTD3D -typedef struct d3dmode_s -{ - const char *name; - int m1, m2; -} -d3dmode_t; - -static d3dmode_t d3dmodes[6] = -{ - {"GL_NEAREST", D3DTEXF_POINT, D3DTEXF_POINT}, - {"GL_LINEAR", D3DTEXF_LINEAR, D3DTEXF_POINT}, - {"GL_NEAREST_MIPMAP_NEAREST", D3DTEXF_POINT, D3DTEXF_POINT}, - {"GL_LINEAR_MIPMAP_NEAREST", D3DTEXF_LINEAR, D3DTEXF_POINT}, - {"GL_NEAREST_MIPMAP_LINEAR", D3DTEXF_POINT, D3DTEXF_LINEAR}, - {"GL_LINEAR_MIPMAP_LINEAR", D3DTEXF_LINEAR, D3DTEXF_LINEAR} -}; -#endif - static void GL_TextureMode_f (void) { int i; @@ -543,15 +460,9 @@ static void GL_TextureMode_f (void) gl_filter_mag = modes[i].magnification; gl_filter_force = ((Cmd_Argc() > 2) && !strcasecmp(Cmd_Argv(2), "force")); - dpsoftrast_filter_mipmap = modes[i].dpsoftrastfilter_mipmap; - dpsoftrast_filter_nomipmap = modes[i].dpsoftrastfilter_nomipmap; - switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: // change all the existing mipmap texture objects // FIXME: force renderer(/client/something?) restart instead? @@ -580,56 +491,6 @@ static void GL_TextureMode_f (void) } } break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - d3d_filter_flatmin = d3dmodes[i].m1; - d3d_filter_flatmag = d3dmodes[i].m1; - d3d_filter_flatmix = D3DTEXF_POINT; - d3d_filter_mipmin = d3dmodes[i].m1; - d3d_filter_mipmag = d3dmodes[i].m1; - d3d_filter_mipmix = d3dmodes[i].m2; - d3d_filter_nomip = i < 2; - if (gl_texture_anisotropy.integer > 1 && i == 5) - d3d_filter_mipmin = d3d_filter_mipmag = D3DTEXF_ANISOTROPIC; - for (pool = gltexturepoolchain;pool;pool = pool->next) - { - for (glt = pool->gltchain;glt;glt = glt->chain) - { - // only update already uploaded images - if (glt->d3dtexture && !glt->d3dsurface && (gl_filter_force || !(glt->flags & (TEXF_FORCENEAREST | TEXF_FORCELINEAR)))) - { - if (glt->flags & TEXF_MIPMAP) - { - glt->d3dminfilter = d3d_filter_mipmin; - glt->d3dmagfilter = d3d_filter_mipmag; - glt->d3dmipfilter = d3d_filter_mipmix; - glt->d3dmaxmiplevelfilter = 0; - } - else - { - glt->d3dminfilter = d3d_filter_flatmin; - glt->d3dmagfilter = d3d_filter_flatmag; - glt->d3dmipfilter = d3d_filter_flatmix; - glt->d3dmaxmiplevelfilter = 0; - } - } - } - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - // change all the existing texture objects - for (pool = gltexturepoolchain;pool;pool = pool->next) - for (glt = pool->gltchain;glt;glt = glt->chain) - if (glt->texnum && (gl_filter_force || !(glt->flags & (TEXF_FORCENEAREST | TEXF_FORCELINEAR)))) - DPSOFTRAST_Texture_Filter(glt->texnum, (glt->flags & TEXF_MIPMAP) ? dpsoftrast_filter_mipmap : dpsoftrast_filter_nomipmap); - break; } } @@ -672,29 +533,6 @@ static void GL_Texture_CalcImageSize(int texturetype, int flags, int miplevel, i for (depth2 >>= picmip;depth2 > maxsize;depth2 >>= 1); } - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: - case RENDERPATH_GLES2: - break; - case RENDERPATH_D3D9: -#if 0 - // for some reason the REF rasterizer (and hence the PIX debugger) does not like small textures... - if (texturetype == GLTEXTURETYPE_2D) - { - width2 = max(width2, 2); - height2 = max(height2, 2); - } -#endif - break; - } - miplevels = 1; if (flags & TEXF_MIPMAP) { @@ -760,7 +598,7 @@ void R_TextureStats_Print(qboolean printeach, qboolean printpool, qboolean print for (glt = pool->gltchain;glt;glt = glt->chain) { glsize = R_CalcTexelDataSize(glt); - isloaded = glt->texnum != 0 || glt->renderbuffernum != 0 || glt->d3dtexture || glt->d3dsurface; + isloaded = glt->texnum != 0 || glt->renderbuffernum != 0; pooltotal++; pooltotalt += glsize; pooltotalp += glt->inputdatasize; @@ -795,26 +633,13 @@ static void r_textures_start(void) { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: // LordHavoc: allow any alignment CHECKGLERROR qglPixelStorei(GL_UNPACK_ALIGNMENT, 1);CHECKGLERROR qglPixelStorei(GL_PACK_ALIGNMENT, 1);CHECKGLERROR break; - case RENDERPATH_D3D9: - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - break; } texturemempool = Mem_AllocPool("texture management", 0, NULL); @@ -863,34 +688,9 @@ static void r_textures_devicelost(void) continue; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - if (glt->d3dsurface) - IDirect3DSurface9_Release((IDirect3DSurface9 *)glt->d3dsurface); - else if (glt->tiledepth > 1) - IDirect3DVolumeTexture9_Release((IDirect3DVolumeTexture9 *)glt->d3dtexture); - else if (glt->sides == 6) - IDirect3DCubeTexture9_Release((IDirect3DCubeTexture9 *)glt->d3dtexture); - else - IDirect3DTexture9_Release((IDirect3DTexture9 *)glt->d3dtexture); - glt->d3dtexture = NULL; - glt->d3dsurface = NULL; -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - break; } } } @@ -907,52 +707,9 @@ static void r_textures_devicerestored(void) continue; switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - HRESULT d3dresult; - if (glt->d3disrendertargetsurface) - { - if (FAILED(d3dresult = IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, glt->tilewidth, glt->tileheight, (D3DFORMAT)glt->d3dformat, D3DMULTISAMPLE_NONE, 0, false, (IDirect3DSurface9 **)&glt->d3dsurface, NULL))) - Sys_Error("IDirect3DDevice9_CreateRenderTarget failed!"); - } - else if (glt->d3disdepthstencilsurface) - { - if (FAILED(d3dresult = IDirect3DDevice9_CreateDepthStencilSurface(vid_d3d9dev, glt->tilewidth, glt->tileheight, (D3DFORMAT)glt->d3dformat, D3DMULTISAMPLE_NONE, 0, false, (IDirect3DSurface9 **)&glt->d3dsurface, NULL))) - Sys_Error("IDirect3DDevice9_CreateDepthStencilSurface failed!"); - } - else if (glt->tiledepth > 1) - { - if (FAILED(d3dresult = IDirect3DDevice9_CreateVolumeTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->tiledepth, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DVolumeTexture9 **)&glt->d3dtexture, NULL))) - Sys_Error("IDirect3DDevice9_CreateVolumeTexture failed!"); - } - else if (glt->sides == 6) - { - if (FAILED(d3dresult = IDirect3DDevice9_CreateCubeTexture(vid_d3d9dev, glt->tilewidth, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DCubeTexture9 **)&glt->d3dtexture, NULL))) - Sys_Error("IDirect3DDevice9_CreateCubeTexture failed!"); - } - else - { - if (FAILED(d3dresult = IDirect3DDevice9_CreateTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DTexture9 **)&glt->d3dtexture, NULL))) - Sys_Error("IDirect3DDevice9_CreateTexture failed!"); - } - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - break; } } } @@ -1028,10 +785,7 @@ void R_Textures_Frame (void) switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: // ignore the first difference, any textures loaded by now probably had the same aniso value if (first_time_aniso) @@ -1058,11 +812,6 @@ void R_Textures_Frame (void) } } break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - break; } } #endif @@ -1198,10 +947,7 @@ static void R_UploadPartialTexture(gltexture_t *glt, const unsigned char *data, switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: { int oldbindtexnum; @@ -1214,35 +960,6 @@ static void R_UploadPartialTexture(gltexture_t *glt, const unsigned char *data, qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR } break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - RECT d3drect; - D3DLOCKED_RECT d3dlockedrect; - int y; - memset(&d3drect, 0, sizeof(d3drect)); - d3drect.left = fragx; - d3drect.top = fragy; - d3drect.right = fragx+fragwidth; - d3drect.bottom = fragy+fragheight; - if (IDirect3DTexture9_LockRect((IDirect3DTexture9*)glt->d3dtexture, 0, &d3dlockedrect, &d3drect, 0) == D3D_OK && d3dlockedrect.pBits) - { - for (y = 0;y < fragheight;y++) - memcpy((unsigned char *)d3dlockedrect.pBits + d3dlockedrect.Pitch * y, data + fragwidth*glt->bytesperpixel * y, fragwidth*glt->bytesperpixel); - IDirect3DTexture9_UnlockRect((IDirect3DTexture9*)glt->d3dtexture, 0); - } - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - DPSOFTRAST_Texture_UpdatePartial(glt->texnum, 0, data, fragx, fragy, fragwidth, fragheight); - break; } } @@ -1316,10 +1033,7 @@ static void R_UploadFullTexture(gltexture_t *glt, const unsigned char *data) // do the appropriate upload type... switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: if (glt->texnum) // not renderbuffers { @@ -1412,214 +1126,6 @@ static void R_UploadFullTexture(gltexture_t *glt, const unsigned char *data) qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR } break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - if (!(glt->flags & TEXF_RENDERTARGET) && glt->d3dtexture && !glt->d3dsurface) - { - D3DLOCKED_RECT d3dlockedrect; - D3DLOCKED_BOX d3dlockedbox; - switch(glt->texturetype) - { - case GLTEXTURETYPE_2D: - if (IDirect3DTexture9_LockRect((IDirect3DTexture9*)glt->d3dtexture, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits) - { - if (prevbuffer) - memcpy(d3dlockedrect.pBits, prevbuffer, width*height*glt->bytesperpixel); - else - memset(d3dlockedrect.pBits, 255, width*height*glt->bytesperpixel); - IDirect3DTexture9_UnlockRect((IDirect3DTexture9*)glt->d3dtexture, mip); - } - mip++; - if ((glt->flags & TEXF_MIPMAP) && prevbuffer) - { - while (width > 1 || height > 1 || depth > 1) - { - R_MakeResizeBufferBigger(width * height * depth * glt->sides * glt->bytesperpixel); - Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1); - prevbuffer = resizebuffer; - if (IDirect3DTexture9_LockRect((IDirect3DTexture9*)glt->d3dtexture, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits) - { - memcpy(d3dlockedrect.pBits, prevbuffer, width*height*glt->bytesperpixel); - IDirect3DTexture9_UnlockRect((IDirect3DTexture9*)glt->d3dtexture, mip); - } - mip++; - } - } - break; - case GLTEXTURETYPE_3D: - if (IDirect3DVolumeTexture9_LockBox((IDirect3DVolumeTexture9*)glt->d3dtexture, mip, &d3dlockedbox, NULL, 0) == D3D_OK && d3dlockedbox.pBits) - { - // we are not honoring the RowPitch or SlicePitch, hopefully this works with all sizes - memcpy(d3dlockedbox.pBits, prevbuffer, width*height*depth*glt->bytesperpixel); - IDirect3DVolumeTexture9_UnlockBox((IDirect3DVolumeTexture9*)glt->d3dtexture, mip); - } - mip++; - if (glt->flags & TEXF_MIPMAP) - { - while (width > 1 || height > 1 || depth > 1) - { - R_MakeResizeBufferBigger(width * height * depth * glt->sides * glt->bytesperpixel); - Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1); - prevbuffer = resizebuffer; - if (IDirect3DVolumeTexture9_LockBox((IDirect3DVolumeTexture9*)glt->d3dtexture, mip, &d3dlockedbox, NULL, 0) == D3D_OK && d3dlockedbox.pBits) - { - // we are not honoring the RowPitch or SlicePitch, hopefully this works with all sizes - memcpy(d3dlockedbox.pBits, prevbuffer, width*height*depth*glt->bytesperpixel); - IDirect3DVolumeTexture9_UnlockBox((IDirect3DVolumeTexture9*)glt->d3dtexture, mip); - } - mip++; - } - } - break; - case GLTEXTURETYPE_CUBEMAP: - // convert and upload each side in turn, - // from a continuous block of input texels - texturebuffer = (unsigned char *)prevbuffer; - for (i = 0;i < 6;i++) - { - prevbuffer = texturebuffer; - texturebuffer += glt->inputwidth * glt->inputheight * glt->inputdepth * glt->textype->inputbytesperpixel; - if (glt->inputwidth != width || glt->inputheight != height || glt->inputdepth != depth) - { - R_MakeResizeBufferBigger(width * height * depth * glt->sides * glt->bytesperpixel); - Image_Resample32(prevbuffer, glt->inputwidth, glt->inputheight, glt->inputdepth, resizebuffer, width, height, depth, r_lerpimages.integer); - prevbuffer = resizebuffer; - } - // picmip/max_size - while (width > glt->tilewidth || height > glt->tileheight || depth > glt->tiledepth) - { - R_MakeResizeBufferBigger(width * height * depth * glt->sides * glt->bytesperpixel); - Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, glt->tilewidth, glt->tileheight, glt->tiledepth); - prevbuffer = resizebuffer; - } - mip = 0; - if (IDirect3DCubeTexture9_LockRect((IDirect3DCubeTexture9*)glt->d3dtexture, (D3DCUBEMAP_FACES)i, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits) - { - memcpy(d3dlockedrect.pBits, prevbuffer, width*height*glt->bytesperpixel); - IDirect3DCubeTexture9_UnlockRect((IDirect3DCubeTexture9*)glt->d3dtexture, (D3DCUBEMAP_FACES)i, mip); - } - mip++; - if (glt->flags & TEXF_MIPMAP) - { - while (width > 1 || height > 1 || depth > 1) - { - R_MakeResizeBufferBigger(width * height * depth * glt->sides * glt->bytesperpixel); - Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1); - prevbuffer = resizebuffer; - if (IDirect3DCubeTexture9_LockRect((IDirect3DCubeTexture9*)glt->d3dtexture, (D3DCUBEMAP_FACES)i, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits) - { - memcpy(d3dlockedrect.pBits, prevbuffer, width*height*glt->bytesperpixel); - IDirect3DCubeTexture9_UnlockRect((IDirect3DCubeTexture9*)glt->d3dtexture, (D3DCUBEMAP_FACES)i, mip); - } - mip++; - } - } - } - break; - } - } - glt->d3daddressw = 0; - if (glt->flags & TEXF_CLAMP) - { - glt->d3daddressu = D3DTADDRESS_CLAMP; - glt->d3daddressv = D3DTADDRESS_CLAMP; - if (glt->tiledepth > 1) - glt->d3daddressw = D3DTADDRESS_CLAMP; - } - else - { - glt->d3daddressu = D3DTADDRESS_WRAP; - glt->d3daddressv = D3DTADDRESS_WRAP; - if (glt->tiledepth > 1) - glt->d3daddressw = D3DTADDRESS_WRAP; - } - glt->d3dmipmaplodbias = 0; - glt->d3dmaxmiplevel = 0; - glt->d3dmaxmiplevelfilter = d3d_filter_nomip ? 0 : glt->d3dmaxmiplevel; - if (glt->flags & TEXF_FORCELINEAR) - { - glt->d3dminfilter = D3DTEXF_LINEAR; - glt->d3dmagfilter = D3DTEXF_LINEAR; - glt->d3dmipfilter = D3DTEXF_POINT; - } - else if (glt->flags & TEXF_FORCENEAREST) - { - glt->d3dminfilter = D3DTEXF_POINT; - glt->d3dmagfilter = D3DTEXF_POINT; - glt->d3dmipfilter = D3DTEXF_POINT; - } - else if (glt->flags & TEXF_MIPMAP) - { - glt->d3dminfilter = d3d_filter_mipmin; - glt->d3dmagfilter = d3d_filter_mipmag; - glt->d3dmipfilter = d3d_filter_mipmix; - } - else - { - glt->d3dminfilter = d3d_filter_flatmin; - glt->d3dmagfilter = d3d_filter_flatmag; - glt->d3dmipfilter = d3d_filter_flatmix; - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - switch(glt->texturetype) - { - case GLTEXTURETYPE_2D: - DPSOFTRAST_Texture_UpdateFull(glt->texnum, prevbuffer); - break; - case GLTEXTURETYPE_3D: - DPSOFTRAST_Texture_UpdateFull(glt->texnum, prevbuffer); - break; - case GLTEXTURETYPE_CUBEMAP: - if (glt->inputwidth != width || glt->inputheight != height || glt->inputdepth != depth) - { - unsigned char *combinedbuffer = (unsigned char *)Mem_Alloc(tempmempool, glt->tilewidth*glt->tileheight*glt->tiledepth*glt->sides*glt->bytesperpixel); - // convert and upload each side in turn, - // from a continuous block of input texels - // copy the results into combinedbuffer - texturebuffer = (unsigned char *)prevbuffer; - for (i = 0;i < 6;i++) - { - prevbuffer = texturebuffer; - texturebuffer += glt->inputwidth * glt->inputheight * glt->inputdepth * glt->textype->inputbytesperpixel; - if (glt->inputwidth != width || glt->inputheight != height || glt->inputdepth != depth) - { - R_MakeResizeBufferBigger(width * height * depth * glt->sides * glt->bytesperpixel); - Image_Resample32(prevbuffer, glt->inputwidth, glt->inputheight, glt->inputdepth, resizebuffer, width, height, depth, r_lerpimages.integer); - prevbuffer = resizebuffer; - } - // picmip/max_size - while (width > glt->tilewidth || height > glt->tileheight || depth > glt->tiledepth) - { - R_MakeResizeBufferBigger(width * height * depth * glt->sides * glt->bytesperpixel); - Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, glt->tilewidth, glt->tileheight, glt->tiledepth); - prevbuffer = resizebuffer; - } - memcpy(combinedbuffer + i*glt->tilewidth*glt->tileheight*glt->tiledepth*glt->bytesperpixel, prevbuffer, glt->tilewidth*glt->tileheight*glt->tiledepth*glt->bytesperpixel); - } - DPSOFTRAST_Texture_UpdateFull(glt->texnum, combinedbuffer); - Mem_Free(combinedbuffer); - } - else - DPSOFTRAST_Texture_UpdateFull(glt->texnum, prevbuffer); - break; - } - if (glt->flags & TEXF_FORCELINEAR) - DPSOFTRAST_Texture_Filter(glt->texnum, DPSOFTRAST_TEXTURE_FILTER_LINEAR); - else if (glt->flags & TEXF_FORCENEAREST) - DPSOFTRAST_Texture_Filter(glt->texnum, DPSOFTRAST_TEXTURE_FILTER_NEAREST); - else if (glt->flags & TEXF_MIPMAP) - DPSOFTRAST_Texture_Filter(glt->texnum, dpsoftrast_filter_mipmap); - else - DPSOFTRAST_Texture_Filter(glt->texnum, dpsoftrast_filter_nomipmap); - break; } } @@ -1834,96 +1340,11 @@ static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *iden // data may be NULL (blank texture for dynamic rendering) switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - D3DFORMAT d3dformat; - D3DPOOL d3dpool; - DWORD d3dusage; - HRESULT d3dresult; - d3dusage = 0; - d3dpool = D3DPOOL_MANAGED; - if (flags & TEXF_RENDERTARGET) - { - d3dusage |= D3DUSAGE_RENDERTARGET; - d3dpool = D3DPOOL_DEFAULT; - } - switch(textype) - { - case TEXTYPE_PALETTE: d3dformat = (flags & TEXF_ALPHA) ? D3DFMT_A8R8G8B8 : D3DFMT_X8R8G8B8;break; - case TEXTYPE_RGBA: d3dformat = (flags & TEXF_ALPHA) ? D3DFMT_A8B8G8R8 : D3DFMT_X8B8G8R8;break; - case TEXTYPE_BGRA: d3dformat = (flags & TEXF_ALPHA) ? D3DFMT_A8R8G8B8 : D3DFMT_X8R8G8B8;break; - case TEXTYPE_COLORBUFFER: d3dformat = D3DFMT_A8R8G8B8;break; - case TEXTYPE_COLORBUFFER16F: d3dformat = D3DFMT_A16B16G16R16F;break; - case TEXTYPE_COLORBUFFER32F: d3dformat = D3DFMT_A32B32G32R32F;break; - case TEXTYPE_ALPHA: d3dformat = D3DFMT_A8;break; - default: d3dformat = D3DFMT_A8R8G8B8;Sys_Error("R_LoadTexture: unsupported texture type %i when picking D3DFMT", (int)textype);break; - } - glt->d3dformat = d3dformat; - glt->d3dusage = d3dusage; - glt->d3dpool = d3dpool; - glt->d3disrendertargetsurface = false; - glt->d3disdepthstencilsurface = false; - if (glt->tiledepth > 1) - { - if (FAILED(d3dresult = IDirect3DDevice9_CreateVolumeTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->tiledepth, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DVolumeTexture9 **)&glt->d3dtexture, NULL))) - Sys_Error("IDirect3DDevice9_CreateVolumeTexture failed!"); - } - else if (glt->sides == 6) - { - if (FAILED(d3dresult = IDirect3DDevice9_CreateCubeTexture(vid_d3d9dev, glt->tilewidth, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DCubeTexture9 **)&glt->d3dtexture, NULL))) - Sys_Error("IDirect3DDevice9_CreateCubeTexture failed!"); - } - else - { - if (FAILED(d3dresult = IDirect3DDevice9_CreateTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DTexture9 **)&glt->d3dtexture, NULL))) - Sys_Error("IDirect3DDevice9_CreateTexture failed!"); - } - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - { - int tflags = 0; - switch(textype) - { - case TEXTYPE_PALETTE: tflags = DPSOFTRAST_TEXTURE_FORMAT_BGRA8;break; - case TEXTYPE_RGBA: tflags = DPSOFTRAST_TEXTURE_FORMAT_RGBA8;break; - case TEXTYPE_BGRA: tflags = DPSOFTRAST_TEXTURE_FORMAT_BGRA8;break; - case TEXTYPE_COLORBUFFER: tflags = DPSOFTRAST_TEXTURE_FORMAT_BGRA8;break; - case TEXTYPE_COLORBUFFER16F: tflags = DPSOFTRAST_TEXTURE_FORMAT_RGBA16F;break; - case TEXTYPE_COLORBUFFER32F: tflags = DPSOFTRAST_TEXTURE_FORMAT_RGBA32F;break; - case TEXTYPE_SHADOWMAP16_COMP: - case TEXTYPE_SHADOWMAP16_RAW: - case TEXTYPE_SHADOWMAP24_COMP: - case TEXTYPE_SHADOWMAP24_RAW: tflags = DPSOFTRAST_TEXTURE_FORMAT_DEPTH;break; - case TEXTYPE_DEPTHBUFFER16: - case TEXTYPE_DEPTHBUFFER24: - case TEXTYPE_DEPTHBUFFER24STENCIL8: tflags = DPSOFTRAST_TEXTURE_FORMAT_DEPTH;break; - case TEXTYPE_ALPHA: tflags = DPSOFTRAST_TEXTURE_FORMAT_ALPHA8;break; - default: Sys_Error("R_LoadTexture: unsupported texture type %i when picking DPSOFTRAST_TEXTURE_FLAGS", (int)textype); - } - if (glt->miplevels > 1) tflags |= DPSOFTRAST_TEXTURE_FLAG_MIPMAP; - if (flags & TEXF_ALPHA) tflags |= DPSOFTRAST_TEXTURE_FLAG_USEALPHA; - if (glt->sides == 6) tflags |= DPSOFTRAST_TEXTURE_FLAG_CUBEMAP; - if (glt->flags & TEXF_CLAMP) tflags |= DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE; - glt->texnum = DPSOFTRAST_Texture_New(tflags, glt->tilewidth, glt->tileheight, glt->tiledepth); - } - break; } R_UploadFullTexture(glt, data); @@ -2006,10 +1427,7 @@ rtexture_t *R_LoadTextureRenderBuffer(rtexturepool_t *rtexturepool, const char * // data may be NULL (blank texture for dynamic rendering) switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR qglGenRenderbuffers(1, (GLuint *)&glt->renderbuffernum);CHECKGLERROR @@ -2018,61 +1436,6 @@ rtexture_t *R_LoadTextureRenderBuffer(rtexturepool_t *rtexturepool, const char * // note we can query the renderbuffer for info with glGetRenderbufferParameteriv for GL_WIDTH, GL_HEIGHt, GL_RED_SIZE, GL_GREEN_SIZE, GL_BLUE_SIZE, GL_GL_ALPHA_SIZE, GL_DEPTH_SIZE, GL_STENCIL_SIZE, GL_INTERNAL_FORMAT qglBindRenderbuffer(GL_RENDERBUFFER, 0);CHECKGLERROR break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - D3DFORMAT d3dformat; - HRESULT d3dresult; - glt->d3disrendertargetsurface = false; - glt->d3disdepthstencilsurface = false; - switch(textype) - { - case TEXTYPE_COLORBUFFER: d3dformat = D3DFMT_A8R8G8B8;glt->d3disrendertargetsurface = true;break; - case TEXTYPE_COLORBUFFER16F: d3dformat = D3DFMT_A16B16G16R16F;glt->d3disrendertargetsurface = true;break; - case TEXTYPE_COLORBUFFER32F: d3dformat = D3DFMT_A32B32G32R32F;glt->d3disrendertargetsurface = true;break; - case TEXTYPE_DEPTHBUFFER16: d3dformat = D3DFMT_D16;glt->d3disdepthstencilsurface = true;break; - case TEXTYPE_DEPTHBUFFER24: d3dformat = D3DFMT_D24X8;glt->d3disdepthstencilsurface = true;break; - case TEXTYPE_DEPTHBUFFER24STENCIL8: d3dformat = D3DFMT_D24S8;glt->d3disdepthstencilsurface = true;break; - default: d3dformat = D3DFMT_A8R8G8B8;Sys_Error("R_LoadTextureRenderbuffer: unsupported texture type %i when picking D3DFMT", (int)textype);break; - } - glt->d3dformat = d3dformat; - glt->d3dusage = 0; - glt->d3dpool = 0; - if (glt->d3disrendertargetsurface) - { - if (FAILED(d3dresult = IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, glt->tilewidth, glt->tileheight, (D3DFORMAT)glt->d3dformat, D3DMULTISAMPLE_NONE, 0, false, (IDirect3DSurface9 **)&glt->d3dsurface, NULL))) - Sys_Error("IDirect3DDevice9_CreateRenderTarget failed!"); - } - else if (glt->d3disdepthstencilsurface) - { - if (FAILED(d3dresult = IDirect3DDevice9_CreateDepthStencilSurface(vid_d3d9dev, glt->tilewidth, glt->tileheight, (D3DFORMAT)glt->d3dformat, D3DMULTISAMPLE_NONE, 0, false, (IDirect3DSurface9 **)&glt->d3dsurface, NULL))) - Sys_Error("IDirect3DDevice9_CreateDepthStencilSurface failed!"); - } - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - { - int tflags = 0; - switch(textype) - { - case TEXTYPE_COLORBUFFER: tflags = DPSOFTRAST_TEXTURE_FORMAT_BGRA8 | DPSOFTRAST_TEXTURE_FLAG_USEALPHA | DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE;break; - case TEXTYPE_COLORBUFFER16F: tflags = DPSOFTRAST_TEXTURE_FORMAT_RGBA16F | DPSOFTRAST_TEXTURE_FLAG_USEALPHA | DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE;break; - case TEXTYPE_COLORBUFFER32F: tflags = DPSOFTRAST_TEXTURE_FORMAT_RGBA32F | DPSOFTRAST_TEXTURE_FLAG_USEALPHA | DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE;break; - case TEXTYPE_DEPTHBUFFER16: - case TEXTYPE_DEPTHBUFFER24: - case TEXTYPE_DEPTHBUFFER24STENCIL8: tflags = DPSOFTRAST_TEXTURE_FORMAT_DEPTH | DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE;break; - default: Sys_Error("R_LoadTextureRenderbuffer: unsupported texture type %i when picking DPSOFTRAST_TEXTURE_FLAGS", (int)textype); - } - glt->texnum = DPSOFTRAST_Texture_New(tflags, glt->tilewidth, glt->tileheight, glt->tiledepth); - } - break; } return (rtexture_t *)glt; @@ -2856,10 +2219,7 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen // create the texture object switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR GL_ActiveTexture(0); @@ -2867,35 +2227,6 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - D3DFORMAT d3dformat; - D3DPOOL d3dpool; - DWORD d3dusage; - switch(textype) - { - case TEXTYPE_BGRA: d3dformat = (flags & TEXF_ALPHA) ? D3DFMT_A8R8G8B8 : D3DFMT_X8R8G8B8;break; - case TEXTYPE_DXT1: case TEXTYPE_DXT1A: d3dformat = D3DFMT_DXT1;break; - case TEXTYPE_DXT3: d3dformat = D3DFMT_DXT3;break; - case TEXTYPE_DXT5: d3dformat = D3DFMT_DXT5;break; - default: d3dformat = D3DFMT_A8R8G8B8;Host_Error("R_LoadTextureDDSFile: unsupported texture type %i when picking D3DFMT", (int)textype);break; - } - d3dusage = 0; - d3dpool = D3DPOOL_MANAGED; - IDirect3DDevice9_CreateTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->miplevels, d3dusage, d3dformat, d3dpool, (IDirect3DTexture9 **)&glt->d3dtexture, NULL); - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - glt->texnum = DPSOFTRAST_Texture_New(((glt->flags & TEXF_CLAMP) ? DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE : 0) | (dds_miplevels > 1 ? DPSOFTRAST_TEXTURE_FLAG_MIPMAP : 0), glt->tilewidth, glt->tileheight, glt->tiledepth); - break; } // upload the texture @@ -2925,10 +2256,7 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen } switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: if (bytesperblock) { @@ -2939,33 +2267,6 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen qglTexImage2D(GL_TEXTURE_2D, mip, glt->glinternalformat, upload_mipwidth, upload_mipheight, 0, glt->glformat, glt->gltype, upload_mippixels);CHECKGLERROR } break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - D3DLOCKED_RECT d3dlockedrect; - if (IDirect3DTexture9_LockRect((IDirect3DTexture9*)glt->d3dtexture, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits) - { - memcpy(d3dlockedrect.pBits, upload_mippixels, mipsize); - IDirect3DTexture9_UnlockRect((IDirect3DTexture9*)glt->d3dtexture, mip); - } - break; - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - if (bytesperblock) - Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - else - DPSOFTRAST_Texture_UpdateFull(glt->texnum, upload_mippixels); - // DPSOFTRAST calculates its own mipmaps - mip = dds_miplevels; - break; } if(upload_mippixels != mippixels) Mem_Free(upload_mippixels); @@ -2984,10 +2285,7 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen // after upload we have to set some parameters... switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: #ifdef GL_TEXTURE_MAX_LEVEL if (dds_miplevels >= 1 && !mipcomplete) @@ -2999,56 +2297,6 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen GL_SetupTextureParameters(glt->flags, glt->textype->textype, glt->texturetype); qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - glt->d3daddressw = 0; - if (glt->flags & TEXF_CLAMP) - { - glt->d3daddressu = D3DTADDRESS_CLAMP; - glt->d3daddressv = D3DTADDRESS_CLAMP; - if (glt->tiledepth > 1) - glt->d3daddressw = D3DTADDRESS_CLAMP; - } - else - { - glt->d3daddressu = D3DTADDRESS_WRAP; - glt->d3daddressv = D3DTADDRESS_WRAP; - if (glt->tiledepth > 1) - glt->d3daddressw = D3DTADDRESS_WRAP; - } - glt->d3dmipmaplodbias = 0; - glt->d3dmaxmiplevel = 0; - glt->d3dmaxmiplevelfilter = 0; - if (glt->flags & TEXF_MIPMAP) - { - glt->d3dminfilter = d3d_filter_mipmin; - glt->d3dmagfilter = d3d_filter_mipmag; - glt->d3dmipfilter = d3d_filter_mipmix; - } - else - { - glt->d3dminfilter = d3d_filter_flatmin; - glt->d3dmagfilter = d3d_filter_flatmag; - glt->d3dmipfilter = d3d_filter_flatmix; - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - if (glt->flags & TEXF_FORCELINEAR) - DPSOFTRAST_Texture_Filter(glt->texnum, DPSOFTRAST_TEXTURE_FILTER_LINEAR); - else if (glt->flags & TEXF_FORCENEAREST) - DPSOFTRAST_Texture_Filter(glt->texnum, DPSOFTRAST_TEXTURE_FILTER_NEAREST); - else if (glt->flags & TEXF_MIPMAP) - DPSOFTRAST_Texture_Filter(glt->texnum, dpsoftrast_filter_mipmap); - else - DPSOFTRAST_Texture_Filter(glt->texnum, dpsoftrast_filter_nomipmap); - break; } Mem_Free(dds); @@ -3079,7 +2327,7 @@ void R_UpdateTexture(rtexture_t *rt, const unsigned char *data, int x, int y, in Host_Error("R_UpdateTexture: no data supplied"); if (glt == NULL) Host_Error("R_UpdateTexture: no texture supplied"); - if (!glt->texnum && !glt->d3dtexture) + if (!glt->texnum) { Con_DPrintf("R_UpdateTexture: texture %p \"%s\" in pool %p has not been uploaded yet\n", (void *)glt, glt->identifier, (void *)glt->pool); return; diff --git a/glquake.h b/glquake.h index 1375c8e6..914162c6 100644 --- a/glquake.h +++ b/glquake.h @@ -318,15 +318,9 @@ typedef ptrdiff_t GLsizeiptrARB; #endif // GL_ARB_multitexture -extern void (GLAPIENTRY *qglMultiTexCoord1f) (GLenum, GLfloat); -extern void (GLAPIENTRY *qglMultiTexCoord2f) (GLenum, GLfloat, GLfloat); -extern void (GLAPIENTRY *qglMultiTexCoord3f) (GLenum, GLfloat, GLfloat, GLfloat); -extern void (GLAPIENTRY *qglMultiTexCoord4f) (GLenum, GLfloat, GLfloat, GLfloat, GLfloat); extern void (GLAPIENTRY *qglActiveTexture) (GLenum); -extern void (GLAPIENTRY *qglClientActiveTexture) (GLenum); #ifndef GL_ACTIVE_TEXTURE #define GL_ACTIVE_TEXTURE 0x84E0 -#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 #define GL_MAX_TEXTURE_UNITS 0x84E2 #define GL_TEXTURE0 0x84C0 #define GL_TEXTURE1 0x84C1 @@ -737,7 +731,6 @@ extern void (GLAPIENTRY *qglClearColor)(GLclampf red, GLclampf green, GLclampf b extern void (GLAPIENTRY *qglClear)(GLbitfield mask); -extern void (GLAPIENTRY *qglAlphaFunc)(GLenum func, GLclampf ref); extern void (GLAPIENTRY *qglBlendFunc)(GLenum sfactor, GLenum dfactor); extern void (GLAPIENTRY *qglCullFace)(GLenum mode); @@ -747,9 +740,6 @@ extern void (GLAPIENTRY *qglEnable)(GLenum cap); extern void (GLAPIENTRY *qglDisable)(GLenum cap); extern GLboolean (GLAPIENTRY *qglIsEnabled)(GLenum cap); -extern void (GLAPIENTRY *qglEnableClientState)(GLenum cap); -extern void (GLAPIENTRY *qglDisableClientState)(GLenum cap); - extern void (GLAPIENTRY *qglGetBooleanv)(GLenum pname, GLboolean *params); extern void (GLAPIENTRY *qglGetDoublev)(GLenum pname, GLdouble *params); extern void (GLAPIENTRY *qglGetFloatv)(GLenum pname, GLfloat *params); @@ -770,41 +760,8 @@ extern void (GLAPIENTRY *qglColorMask)(GLboolean red, GLboolean green, GLboolean extern void (GLAPIENTRY *qglDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); extern void (GLAPIENTRY *qglDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); extern void (GLAPIENTRY *qglDrawArrays)(GLenum mode, GLint first, GLsizei count); -extern void (GLAPIENTRY *qglVertexPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); -extern void (GLAPIENTRY *qglNormalPointer)(GLenum type, GLsizei stride, const GLvoid *ptr); -extern void (GLAPIENTRY *qglColorPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); -extern void (GLAPIENTRY *qglTexCoordPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); -extern void (GLAPIENTRY *qglArrayElement)(GLint i); - -extern void (GLAPIENTRY *qglColor4ub)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); -extern void (GLAPIENTRY *qglColor4f)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); -extern void (GLAPIENTRY *qglTexCoord1f)(GLfloat s); -extern void (GLAPIENTRY *qglTexCoord2f)(GLfloat s, GLfloat t); -extern void (GLAPIENTRY *qglTexCoord3f)(GLfloat s, GLfloat t, GLfloat r); -extern void (GLAPIENTRY *qglTexCoord4f)(GLfloat s, GLfloat t, GLfloat r, GLfloat q); -extern void (GLAPIENTRY *qglVertex2f)(GLfloat x, GLfloat y); -extern void (GLAPIENTRY *qglVertex3f)(GLfloat x, GLfloat y, GLfloat z); -extern void (GLAPIENTRY *qglVertex4f)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); -extern void (GLAPIENTRY *qglBegin)(GLenum mode); -extern void (GLAPIENTRY *qglEnd)(void); - -extern void (GLAPIENTRY *qglMatrixMode)(GLenum mode); -//extern void (GLAPIENTRY *qglOrtho)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val); -//extern void (GLAPIENTRY *qglFrustum)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val); + extern void (GLAPIENTRY *qglViewport)(GLint x, GLint y, GLsizei width, GLsizei height); -//extern void (GLAPIENTRY *qglPushMatrix)(void); -//extern void (GLAPIENTRY *qglPopMatrix)(void); -extern void (GLAPIENTRY *qglLoadIdentity)(void); -//extern void (GLAPIENTRY *qglLoadMatrixd)(const GLdouble *m); -extern void (GLAPIENTRY *qglLoadMatrixf)(const GLfloat *m); -//extern void (GLAPIENTRY *qglMultMatrixd)(const GLdouble *m); -//extern void (GLAPIENTRY *qglMultMatrixf)(const GLfloat *m); -//extern void (GLAPIENTRY *qglRotated)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); -//extern void (GLAPIENTRY *qglRotatef)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); -//extern void (GLAPIENTRY *qglScaled)(GLdouble x, GLdouble y, GLdouble z); -//extern void (GLAPIENTRY *qglScalef)(GLfloat x, GLfloat y, GLfloat z); -//extern void (GLAPIENTRY *qglTranslated)(GLdouble x, GLdouble y, GLdouble z); -//extern void (GLAPIENTRY *qglTranslatef)(GLfloat x, GLfloat y, GLfloat z); extern void (GLAPIENTRY *qglReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); @@ -813,9 +770,6 @@ extern void (GLAPIENTRY *qglStencilMask)(GLuint mask); extern void (GLAPIENTRY *qglStencilOp)(GLenum fail, GLenum zfail, GLenum zpass); extern void (GLAPIENTRY *qglClearStencil)(GLint s); -extern void (GLAPIENTRY *qglTexEnvf)(GLenum target, GLenum pname, GLfloat param); -extern void (GLAPIENTRY *qglTexEnvfv)(GLenum target, GLenum pname, const GLfloat *params); -extern void (GLAPIENTRY *qglTexEnvi)(GLenum target, GLenum pname, GLint param); extern void (GLAPIENTRY *qglTexParameterf)(GLenum target, GLenum pname, GLfloat param); extern void (GLAPIENTRY *qglTexParameterfv)(GLenum target, GLenum pname, GLfloat *params); extern void (GLAPIENTRY *qglTexParameteri)(GLenum target, GLenum pname, GLint param); @@ -851,7 +805,6 @@ extern void (GLAPIENTRY *qglPolygonMode)(GLenum face, GLenum mode); //extern void (GLAPIENTRY *qglGetClipPlane)(GLenum plane, GLdouble *equation); //[515]: added on 29.07.2005 -extern void (GLAPIENTRY *qglLineWidth)(GLfloat width); extern void (GLAPIENTRY *qglPointSize)(GLfloat size); // GL 2.0 shader objects @@ -1157,10 +1110,7 @@ void GL_PrintError(int errornumber, const char *filename, int linenumber); #define qglGetString glGetString //#define qglActiveStencilFaceEXT glActiveStencilFace #define qglActiveTexture glActiveTexture -#define qglAlphaFunc glAlphaFunc -#define qglArrayElement glArrayElement #define qglAttachShader glAttachShader -//#define qglBegin glBegin //#define qglBeginQueryARB glBeginQuery #define qglBindAttribLocation glBindAttribLocation //#define qglBindFragDataLocation glBindFragDataLocation @@ -1177,11 +1127,7 @@ void GL_PrintError(int errornumber, const char *filename, int linenumber); #define qglClearColor glClearColor #define qglClearDepthf glClearDepthf #define qglClearStencil glClearStencil -#define qglClientActiveTexture glClientActiveTexture -#define qglColor4f glColor4f -#define qglColor4ub glColor4ub #define qglColorMask glColorMask -#define qglColorPointer glColorPointer #define qglCompileShader glCompileShader #define qglCompressedTexImage2DARB glCompressedTexImage2D #define qglCompressedTexImage3DARB glCompressedTexImage3D @@ -1203,7 +1149,6 @@ void GL_PrintError(int errornumber, const char *filename, int linenumber); #define qglDepthRangef glDepthRangef #define qglDetachShader glDetachShader #define qglDisable glDisable -#define qglDisableClientState glDisableClientState #define qglDisableVertexAttribArray glDisableVertexAttribArray #define qglDrawArrays glDrawArrays //#define qglDrawBuffer glDrawBuffer @@ -1211,9 +1156,7 @@ void GL_PrintError(int errornumber, const char *filename, int linenumber); #define qglDrawElements glDrawElements //#define qglDrawRangeElements glDrawRangeElements #define qglEnable glEnable -#define qglEnableClientState glEnableClientState #define qglEnableVertexAttribArray glEnableVertexAttribArray -//#define qglEnd glEnd //#define qglEndQueryARB glEndQuery #define qglFinish glFinish #define qglFlush glFlush @@ -1252,16 +1195,7 @@ void GL_PrintError(int errornumber, const char *filename, int linenumber); #define qglGetUniformfv glGetUniformfv #define qglGetUniformiv glGetUniformiv #define qglHint glHint -#define qglLineWidth glLineWidth #define qglLinkProgram glLinkProgram -#define qglLoadIdentity glLoadIdentity -#define qglLoadMatrixf glLoadMatrixf -#define qglMatrixMode glMatrixMode -#define qglMultiTexCoord1f glMultiTexCoord1f -#define qglMultiTexCoord2f glMultiTexCoord2f -#define qglMultiTexCoord3f glMultiTexCoord3f -#define qglMultiTexCoord4f glMultiTexCoord4f -#define qglNormalPointer glNormalPointer #define qglPixelStorei glPixelStorei #define qglPointSize glPointSize //#define qglPolygonMode glPolygonMode @@ -1277,14 +1211,6 @@ void GL_PrintError(int errornumber, const char *filename, int linenumber); #define qglStencilMask glStencilMask #define qglStencilOp glStencilOp #define qglStencilOpSeparate glStencilOpSeparate -#define qglTexCoord1f glTexCoord1f -#define qglTexCoord2f glTexCoord2f -#define qglTexCoord3f glTexCoord3f -#define qglTexCoord4f glTexCoord4f -#define qglTexCoordPointer glTexCoordPointer -#define qglTexEnvf glTexEnvf -#define qglTexEnvfv glTexEnvfv -#define qglTexEnvi glTexEnvi #define qglTexImage2D glTexImage2D #define qglTexImage3D glTexImage3D #define qglTexParameterf glTexParameterf @@ -1313,11 +1239,7 @@ void GL_PrintError(int errornumber, const char *filename, int linenumber); #define qglUniformMatrix4fv glUniformMatrix4fv #define qglUseProgram glUseProgram #define qglValidateProgram glValidateProgram -#define qglVertex2f glVertex2f -#define qglVertex3f glVertex3f -#define qglVertex4f glVertex4f #define qglVertexAttribPointer glVertexAttribPointer -#define qglVertexPointer glVertexPointer #define qglViewport glViewport #define qglVertexAttrib1f glVertexAttrib1f //#define qglVertexAttrib1s glVertexAttrib1s diff --git a/model_brush.c b/model_brush.c index eb37da16..9887f5f4 100644 --- a/model_brush.c +++ b/model_brush.c @@ -6723,23 +6723,9 @@ static void Mod_Q3BSP_LightPoint(dp_model_t *model, const vec3_t p, vec3_t ambie q3dlightgrid_t *a, *s; // scale lighting by lightstyle[0] so that darkmode in dpmod works properly - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - // LordHavoc: FIXME: is this true? - stylescale = 1; // added while render - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - stylescale = r_refdef.scene.rtlightstylevalue[0]; - break; - } + // LadyHavoc: FIXME: is this true? + stylescale = 1; // added while render + //stylescale = r_refdef.scene.rtlightstylevalue[0]; if (!model->brushq3.num_lightgrid) { diff --git a/r_shadow.c b/r_shadow.c index b880ab00..05d5377f 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -139,12 +139,6 @@ demonstrated by the game Doom3. #include "cl_collision.h" #include "portals.h" #include "image.h" -#include "dpsoftrast.h" - -#ifdef SUPPORTD3D -#include -extern LPDIRECT3DDEVICE9 vid_d3d9dev; -#endif static void R_Shadow_EditLights_Init(void); @@ -157,10 +151,6 @@ typedef enum r_shadow_rendermode_e R_SHADOW_RENDERMODE_ZFAIL_STENCIL, R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL, R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE, - R_SHADOW_RENDERMODE_LIGHT_VERTEX, - R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN, - R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN, - R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN, R_SHADOW_RENDERMODE_LIGHT_GLSL, R_SHADOW_RENDERMODE_VISIBLEVOLUMES, R_SHADOW_RENDERMODE_VISIBLELIGHTING, @@ -510,17 +500,6 @@ static void R_Shadow_SetShadowMode(void) r_shadow_shadowmapsampler = false; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - r_shadow_shadowmapsampler = false; - r_shadow_shadowmappcf = 1; - r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; } @@ -638,15 +617,6 @@ static void r_shadow_start(void) // for performance reasons, do not use directional shading on GLES devices r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d; break; - // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them... - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - case RENDERPATH_SOFT: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - break; } } @@ -2075,29 +2045,7 @@ void R_Shadow_RenderMode_Begin(void) r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL; } - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture) - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN; - else if (r_textureunits.integer >= 3 && vid.texunits >= 3) - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN; - else if (r_textureunits.integer >= 2 && vid.texunits >= 2) - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN; - else - r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX; - break; - } + r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; CHECKGLERROR #if 0 @@ -2249,21 +2197,10 @@ void R_Shadow_ClearShadowMapTexture(void) GL_ColorMask(0, 0, 0, 0); switch (vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: GL_CullFace(r_refdef.view.cullface_back); break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - // we invert the cull mode because we flip the projection matrix - // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided... - GL_CullFace(r_refdef.view.cullface_front); - break; } Vector4Set(clearcolor, 1, 1, 1, 1); if (r_shadow_shadowmap2ddepthbuffer) @@ -2335,21 +2272,10 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y) GL_ColorMask(0,0,0,0); switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: GL_CullFace(r_refdef.view.cullface_back); break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - // we invert the cull mode because we flip the projection matrix - // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided... - GL_CullFace(r_refdef.view.cullface_front); - break; } // used in R_Q1BSP_DrawShadowMap code to check surfacesides[] @@ -3708,176 +3634,6 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) return false; } -static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor) -{ - int i; - const float *vertex3f; - const float *normal3f; - float *color4f; - float dist, dot, distintensity, shadeintensity, v[3], n[3]; - switch (r_shadow_rendermode) - { - case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: - if (VectorLength2(diffusecolor) > 0) - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) - { - Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); - Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) - { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f); - } - else - VectorCopy(ambientcolor, color4f); - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - color4f[3] = 1; - } - } - else - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) - { - VectorCopy(ambientcolor, color4f); - if (r_refdef.fogenabled) - { - float f; - Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f + 4*i, f, color4f); - } - color4f[3] = 1; - } - } - break; - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: - if (VectorLength2(diffusecolor) > 0) - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) - { - Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); - if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) - { - Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) - { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; - } - else - { - color4f[0] = ambientcolor[0] * distintensity; - color4f[1] = ambientcolor[1] * distintensity; - color4f[2] = ambientcolor[2] * distintensity; - } - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - } - else - VectorClear(color4f); - color4f[3] = 1; - } - } - else - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) - { - Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); - if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) - { - color4f[0] = ambientcolor[0] * distintensity; - color4f[1] = ambientcolor[1] * distintensity; - color4f[2] = ambientcolor[2] * distintensity; - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - } - else - VectorClear(color4f); - color4f[3] = 1; - } - } - break; - case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - if (VectorLength2(diffusecolor) > 0) - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) - { - Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); - if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) - { - distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); - Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) - { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; - } - else - { - color4f[0] = ambientcolor[0] * distintensity; - color4f[1] = ambientcolor[1] * distintensity; - color4f[2] = ambientcolor[2] * distintensity; - } - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - } - else - VectorClear(color4f); - color4f[3] = 1; - } - } - else - { - for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4) - { - Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v); - if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) - { - distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); - color4f[0] = ambientcolor[0] * distintensity; - color4f[1] = ambientcolor[1] * distintensity; - color4f[2] = ambientcolor[2] * distintensity; - if (r_refdef.fogenabled) - { - float f; - f = RSurf_FogVertex(vertex3f); - VectorScale(color4f, f, color4f); - } - } - else - VectorClear(color4f); - color4f[3] = 1; - } - } - break; - default: - break; - } -} - static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist) { // used to display how many times a surface is lit for level design purposes @@ -3893,161 +3649,6 @@ static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msu RSurf_DrawBatch(); } -static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2) -{ - int renders; - int i; - int stop; - int newfirstvertex; - int newlastvertex; - int newnumtriangles; - int *newe; - const int *e; - float *c; - int maxtriangles = 1024; - int newelements[1024*3]; - R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2); - for (renders = 0;renders < 4;renders++) - { - stop = true; - newfirstvertex = 0; - newlastvertex = 0; - newnumtriangles = 0; - newe = newelements; - // due to low fillrate on the cards this vertex lighting path is - // designed for, we manually cull all triangles that do not - // contain a lit vertex - // this builds batches of triangles from multiple surfaces and - // renders them at once - for (i = 0, e = element3i;i < numtriangles;i++, e += 3) - { - if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01) - { - if (newnumtriangles) - { - newfirstvertex = min(newfirstvertex, e[0]); - newlastvertex = max(newlastvertex, e[0]); - } - else - { - newfirstvertex = e[0]; - newlastvertex = e[0]; - } - newfirstvertex = min(newfirstvertex, e[1]); - newlastvertex = max(newlastvertex, e[1]); - newfirstvertex = min(newfirstvertex, e[2]); - newlastvertex = max(newlastvertex, e[2]); - newe[0] = e[0]; - newe[1] = e[1]; - newe[2] = e[2]; - newnumtriangles++; - newe += 3; - if (newnumtriangles >= maxtriangles) - { - R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0); - newnumtriangles = 0; - newe = newelements; - stop = false; - } - } - } - if (newnumtriangles >= 1) - { - R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0); - stop = false; - } - // if we couldn't find any lit triangles, exit early - if (stop) - break; - // now reduce the intensity for the next overbright pass - // we have to clamp to 0 here incase the drivers have improper - // handling of negative colors - // (some old drivers even have improper handling of >1 color) - stop = true; - for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4) - { - if (c[0] > 1 || c[1] > 1 || c[2] > 1) - { - c[0] = max(0, c[0] - 1); - c[1] = max(0, c[1] - 1); - c[2] = max(0, c[2] - 1); - stop = false; - } - else - VectorClear(c); - } - // another check... - if (stop) - break; - } -} - -static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3]) -{ - // OpenGL 1.1 path (anything) - float ambientcolorbase[3], diffusecolorbase[3]; - float ambientcolorpants[3], diffusecolorpants[3]; - float ambientcolorshirt[3], diffusecolorshirt[3]; - const float *surfacepants = rsurface.texture->render_colormap_pants; - const float *surfaceshirt = rsurface.texture->render_colormap_shirt; - rtexture_t *basetexture = rsurface.texture->basetexture; - rtexture_t *pantstexture = rsurface.texture->pantstexture; - rtexture_t *shirttexture = rsurface.texture->shirttexture; - qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f); - qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f); - VectorCopy(ambientcolor, ambientcolorbase); - VectorCopy(diffusecolor, diffusecolorbase); - ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2]; - diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2]; - ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2]; - diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2]; - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (VectorLength2(diffusecolor) > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4])); - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - R_Mesh_TexBind(0, basetexture); - R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - switch(r_shadow_rendermode) - { - case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: - R_Mesh_TexBind(1, r_shadow_attenuation3dtexture); - R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz); - R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); - break; - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: - R_Mesh_TexBind(2, r_shadow_attenuation2dtexture); - R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz); - R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); - // fall through - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: - R_Mesh_TexBind(1, r_shadow_attenuation2dtexture); - R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz); - R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); - break; - case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - break; - default: - break; - } - //R_Mesh_TexBind(0, basetexture); - R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase); - if (dopants) - { - R_Mesh_TexBind(0, pantstexture); - R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants); - } - if (doshirt) - { - R_Mesh_TexBind(0, shirttexture); - R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt); - } -} - extern cvar_t gl_lightmaps; void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist) { @@ -4085,12 +3686,6 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures case R_SHADOW_RENDERMODE_LIGHT_GLSL: R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor, specularcolor); break; - case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: - case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor); - break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); break; @@ -5366,10 +4961,6 @@ void R_Shadow_PrepareLights(void) switch (vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: #ifndef USE_GLES2 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2) { @@ -5413,9 +5004,6 @@ void R_Shadow_PrepareLights(void) } #endif break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: r_shadow_usingdeferredprepass = false; break; @@ -5760,32 +5348,6 @@ static void R_Shadow_DrawModelShadowMaps(void) Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias); Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix); Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix); - - switch (vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: - case RENDERPATH_GLES2: - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: -#ifdef MATRIX4x4_OPENGLORIENTATION - r_shadow_shadowmapmatrix.m[0][0] *= -1.0f; - r_shadow_shadowmapmatrix.m[0][1] *= -1.0f; - r_shadow_shadowmapmatrix.m[0][2] *= -1.0f; - r_shadow_shadowmapmatrix.m[0][3] *= -1.0f; -#else - r_shadow_shadowmapmatrix.m[0][0] *= -1.0f; - r_shadow_shadowmapmatrix.m[1][0] *= -1.0f; - r_shadow_shadowmapmatrix.m[2][0] *= -1.0f; - r_shadow_shadowmapmatrix.m[3][0] *= -1.0f; -#endif - break; - } } void R_Shadow_DrawModelShadows(void) @@ -5901,10 +5463,7 @@ static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequer switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) CHECKGLERROR @@ -5924,18 +5483,6 @@ static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequer CHECKGLERROR #endif break; - case RENDERPATH_D3D9: - Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; } } rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1); @@ -5955,7 +5502,6 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) switch(vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) // See if we can use the GPU-side method to prevent implicit sync @@ -5976,13 +5522,6 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) CHECKGLERROR break; } - // fallthrough -#else - return; -#endif - case RENDERPATH_GL11: - case RENDERPATH_GL13: -#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) CHECKGLERROR qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels); qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); @@ -5995,20 +5534,6 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) #else return; #endif - case RENDERPATH_D3D9: - Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - return; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - return; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - return; - case RENDERPATH_SOFT: - //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - return; - default: - return; } } else @@ -6057,10 +5582,7 @@ void R_Shadow_DrawCoronas(void) r_numqueries = 0; switch (vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer; #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) @@ -6089,20 +5611,6 @@ void R_Shadow_DrawCoronas(void) } #endif break; - case RENDERPATH_D3D9: - usequery = false; - //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - usequery = false; - //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; } for (lightindex = 0;lightindex < range;lightindex++) { diff --git a/r_textures.h b/r_textures.h index 11dc7ad3..4450e31b 100644 --- a/r_textures.h +++ b/r_textures.h @@ -100,16 +100,6 @@ typedef enum textype_e } textype_t; -/* -#ifdef WIN32 -#define SUPPORTD3D -#define SUPPORTDIRECTX -#ifdef SUPPORTD3D -#include -#endif -#endif -*/ - // contents of this structure are mostly private to gl_textures.c typedef struct rtexture_s { @@ -119,25 +109,6 @@ typedef struct rtexture_s qboolean dirty; // indicates that R_RealGetTexture should be called qboolean glisdepthstencil; // indicates that FBO attachment has to be GL_DEPTH_STENCIL_ATTACHMENT int gltexturetypeenum; // used by R_Mesh_TexBind - // d3d stuff the backend needs - void *d3dtexture; - void *d3dsurface; -#ifdef SUPPORTD3D - qboolean d3disrendertargetsurface; - qboolean d3disdepthstencilsurface; - int d3dformat; - int d3dusage; - int d3dpool; - int d3daddressu; - int d3daddressv; - int d3daddressw; - int d3dmagfilter; - int d3dminfilter; - int d3dmipfilter; - int d3dmaxmiplevelfilter; - int d3dmipmaplodbias; - int d3dmaxmiplevel; -#endif } rtexture_t; diff --git a/render.h b/render.h index 39753cb0..ce95a4b2 100644 --- a/render.h +++ b/render.h @@ -23,6 +23,139 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "svbsp.h" +typedef enum gl20_texunit_e +{ + // postprocess shaders, and generic shaders: + GL20TU_FIRST = 0, + GL20TU_SECOND = 1, + GL20TU_GAMMARAMPS = 2, + // standard material properties + GL20TU_NORMAL = 0, + GL20TU_COLOR = 1, + GL20TU_GLOSS = 2, + GL20TU_GLOW = 3, + // material properties for a second material + GL20TU_SECONDARY_NORMAL = 4, + GL20TU_SECONDARY_COLOR = 5, + GL20TU_SECONDARY_GLOSS = 6, + GL20TU_SECONDARY_GLOW = 7, + // material properties for a colormapped material + // conflicts with secondary material + GL20TU_PANTS = 4, + GL20TU_SHIRT = 7, + // fog fade in the distance + GL20TU_FOGMASK = 8, + // compiled ambient lightmap and deluxemap + GL20TU_LIGHTMAP = 9, + GL20TU_DELUXEMAP = 10, + // refraction, used by water shaders + GL20TU_REFRACTION = 3, + // reflection, used by water shaders, also with normal material rendering + // conflicts with secondary material + GL20TU_REFLECTION = 7, + // rtlight attenuation (distance fade) and cubemap filter (projection texturing) + // conflicts with lightmap/deluxemap + GL20TU_ATTENUATION = 9, + GL20TU_CUBE = 10, + GL20TU_SHADOWMAP2D = 15, + GL20TU_CUBEPROJECTION = 12, + // rtlight prepass data (screenspace depth and normalmap) +// GL20TU_UNUSED1 = 13, + GL20TU_SCREENNORMALMAP = 14, + // lightmap prepass data (screenspace diffuse and specular from lights) + GL20TU_SCREENDIFFUSE = 11, + GL20TU_SCREENSPECULAR = 12, + // fake reflections + GL20TU_REFLECTMASK = 5, + GL20TU_REFLECTCUBE = 6, + GL20TU_FOGHEIGHTTEXTURE = 14 +} +gl20_texunit; + +typedef enum glsl_attrib_e +{ + GLSLATTRIB_POSITION = 0, + GLSLATTRIB_COLOR = 1, + GLSLATTRIB_TEXCOORD0 = 2, + GLSLATTRIB_TEXCOORD1 = 3, + GLSLATTRIB_TEXCOORD2 = 4, + GLSLATTRIB_TEXCOORD3 = 5, + GLSLATTRIB_TEXCOORD4 = 6, + GLSLATTRIB_TEXCOORD5 = 7, + GLSLATTRIB_TEXCOORD6 = 8, + GLSLATTRIB_TEXCOORD7 = 9, +} +glsl_attrib; + +typedef enum shaderlanguage_e +{ + SHADERLANGUAGE_GLSL, + SHADERLANGUAGE_COUNT +} +shaderlanguage_t; + +// this enum selects which of the glslshadermodeinfo entries should be used +typedef enum shadermode_e +{ + SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture + SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess) + SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only + SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp) + SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp) + SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp) + SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing) + SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap) + SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap) + SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces + SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces + SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp) + SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight) + SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass) + SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass) + SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers + SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers + SHADERMODE_COUNT +} +shadermode_t; + +typedef enum shaderpermutation_e +{ + SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading + SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp) + SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only) + SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin + SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only) + SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode + SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode + SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis + SHADERPERMUTATION_FOGALPHAHACK = 1<<8, ///< fog color and density determined by texture mapped on vertical axis + SHADERPERMUTATION_GAMMARAMPS = 1<<9, ///< gamma (postprocessing only) + SHADERPERMUTATION_CUBEFILTER = 1<<10, ///< (lightsource) use cubemap light filter + SHADERPERMUTATION_GLOW = 1<<11, ///< (lightmap) blend in an additive glow texture + SHADERPERMUTATION_BLOOM = 1<<12, ///< bloom (postprocessing only) + SHADERPERMUTATION_SPECULAR = 1<<13, ///< (lightsource or deluxemapping) render specular effects + SHADERPERMUTATION_POSTPROCESSING = 1<<14, ///< user defined postprocessing (postprocessing only) + SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface + SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface + SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) + SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter + SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing + SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection + SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping + SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha + SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe) + SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling + SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light + SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component + SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect + SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers + SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex + SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning) + SHADERPERMUTATION_OCCLUDE = 1<<31, ///< use occlusion buffer for corona + SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array +} +shaderpermutation_t; + // 1.0f / N table extern float ixtable[4096]; @@ -386,10 +519,6 @@ typedef struct rsurfacestate_s const r_meshbuffer_t *batchskeletaltransform3x4buffer; // uniform buffer int batchskeletaltransform3x4offset; int batchskeletaltransform3x4size; - // rendering pass processing arrays in GL11 and GL13 paths - float *passcolor4f; - const r_meshbuffer_t *passcolor4f_vertexbuffer; - int passcolor4f_bufferoffset; // some important fields from the entity int ent_skinnum; diff --git a/shader_hlsl.h b/shader_hlsl.h index 57df52d0..e69de29b 100644 --- a/shader_hlsl.h +++ b/shader_hlsl.h @@ -1,1624 +0,0 @@ -"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n", -"// written by Forest 'LordHavoc' Hale\n", -"// shadowmapping enhancements by Lee 'eihrul' Salzman\n", -"\n", -"// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n", -"#if defined(USEREFLECTION)\n", -"#undef USESHADOWMAPORTHO\n", -"#endif\n", -"\n", -"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n", -"# define USEFOG\n", -"#endif\n", -"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n", -"#define USELIGHTMAP\n", -"#endif\n", -"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n", -"#define USEEYEVECTOR\n", -"#endif\n", -"\n", -"#ifdef FRAGMENT_SHADER\n", -"#ifdef HLSL\n", -"//#undef USESHADOWMAPPCF\n", -"//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n", -"#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n", -"#else\n", -"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n", -"#endif\n", -"#endif\n", -"\n", -"#ifdef VERTEX_SHADER\n", -"#ifdef USETRIPPY\n", -"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n", -"// tweaked scale\n", -"float4 TrippyVertex\n", -"(\n", -"float4 position,\n", -"float ClientTime\n", -")\n", -"{\n", -" float worldTime = ClientTime;\n", -" // tweaked for Quake\n", -" worldTime *= 10.0;\n", -" position *= 0.125;\n", -" //~tweaked for Quake\n", -" float distanceSquared = (position.x * position.x + position.z * position.z);\n", -" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n", -" float y = position.y;\n", -" float x = position.x;\n", -" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n", -" position.y = x*sin(om)+y*cos(om);\n", -" position.x = x*cos(om)-y*sin(om);\n", -" return position;\n", -"}\n", -"#endif\n", -"#endif\n", -"\n", -"#ifdef MODE_DEPTH_OR_SHADOW\n", -"#ifdef VERTEX_SHADER\n", -"void main\n", -"(\n", -"float4 gl_Vertex : POSITION,\n", -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", -"uniform float ClientTime : register(c2),\n", -"out float4 gl_Position : POSITION,\n", -"out float Depth : TEXCOORD0\n", -")\n", -"{\n", -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", -"#ifdef USETRIPPY\n", -" gl_Position = TrippyVertex(gl_Position, ClientTime);\n", -"#endif\n", -" Depth = gl_Position.z;\n", -"}\n", -"#endif\n", -"\n", -"#ifdef FRAGMENT_SHADER\n", -"void main\n", -"(\n", -"float Depth : TEXCOORD0,\n", -"out float4 dp_FragColor : COLOR\n", -")\n", -"{\n", -"// float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n", -" float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n", -" temp.yz -= floor(temp.yz);\n", -" dp_FragColor = temp;\n", -"// dp_FragColor = float4(Depth,0,0,0);\n", -"}\n", -"#endif\n", -"#else // !MODE_DEPTH_OR_SHADOW\n", -"\n", -"\n", -"\n", -"\n", -"#ifdef MODE_POSTPROCESS\n", -"\n", -"#ifdef VERTEX_SHADER\n", -"void main\n", -"(\n", -"float4 gl_Vertex : POSITION,\n", -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n", -"float4 gl_MultiTexCoord4 : TEXCOORD4,\n", -"out float4 gl_Position : POSITION,\n", -"out float2 TexCoord1 : TEXCOORD0\n", -"#ifdef USEBLOOM\n", -", out float2 TexCoord2 : TEXCOORD1\n", -"#endif\n", -")\n", -"{\n", -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", -" TexCoord1 = gl_MultiTexCoord0.xy;\n", -"#ifdef USEBLOOM\n", -" TexCoord2 = gl_MultiTexCoord4.xy;\n", -"#endif\n", -"}\n", -"#endif\n", -"\n", -"#ifdef FRAGMENT_SHADER\n", -"#ifdef USEFXAA\n", -"// graphitemaster: based off the white paper by Timothy Lottes\n", -"// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf\n", -"float4 fxaa\n", -"(\n", -" float4 inColor,\n", -" float maxspan,\n", -" float2 TexCoord1,\n", -" uniform sampler Texture_First,\n", -" uniform float2 PixelSize\n", -")\n", -"{\n", -" float4 ret = inColor; // preserve old\n", -" float mulreduct = 1.0/maxspan;\n", -" float minreduct = (1.0 / 128.0);\n", -"\n", -" float3 NW = tex2D(Texture_First, TexCoord1 + (float2(-1.0, -1.0) * PixelSize)).xyz;\n", -" float3 NE = tex2D(Texture_First, TexCoord1 + (float2(+1.0, -1.0) * PixelSize)).xyz;\n", -" float3 SW = tex2D(Texture_First, TexCoord1 + (float2(-1.0, +1.0) * PixelSize)).xyz;\n", -" float3 SE = tex2D(Texture_First, TexCoord1 + (float2(+1.0, +1.0) * PixelSize)).xyz;\n", -" float3 M = tex2D(Texture_First, TexCoord1).xyz;\n", -"\n", -" // luminance directions\n", -" float3 luma = float3(0.299, 0.587, 0.114);\n", -" float lNW = dot(NW, luma);\n", -" float lNE = dot(NE, luma);\n", -" float lSW = dot(SW, luma);\n", -" float lSE = dot(SE, luma);\n", -" float lM = dot(M, luma);\n", -" float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));\n", -" float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));\n", -"\n", -" // direction and reciprocal\n", -" float2 dir = float2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));\n", -" float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));\n", -"\n", -" // span\n", -" dir = min(float2(maxspan, maxspan), max(float2(-maxspan, -maxspan), dir * rcp)) * PixelSize;\n", -"\n", -" float3 rA = (1.0/2.0) * (\n", -" tex2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +\n", -" tex2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);\n", -" float3 rB = rA * (1.0/2.0) + (1.0/4.0) * (\n", -" tex2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +\n", -" tex2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);\n", -" float lB = dot(rB, luma);\n", -"\n", -" ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;\n", -" ret.a = 1.0;\n", -" return ret;\n", -"}\n", -"#endif\n", -"\n", -"void main\n", -"(\n", -"float2 TexCoord1 : TEXCOORD0,\n", -"#ifdef USEBLOOM\n", -"float2 TexCoord2 : TEXCOORD1,\n", -"#endif\n", -"uniform sampler Texture_First : register(s0),\n", -"#ifdef USEBLOOM\n", -"uniform sampler Texture_Second : register(s1),\n", -"#endif\n", -"#ifdef USEGAMMARAMPS\n", -"uniform sampler Texture_GammaRamps : register(s2),\n", -"#endif\n", -"#ifdef USESATURATION\n", -"uniform float Saturation : register(c30),\n", -"#endif\n", -"#ifdef USEVIEWTINT\n", -"uniform float4 ViewTintColor : register(c41),\n", -"#endif\n", -"uniform float4 UserVec1 : register(c37),\n", -"uniform float4 UserVec2 : register(c38),\n", -"uniform float4 UserVec3 : register(c39),\n", -"uniform float4 UserVec4 : register(c40),\n", -"uniform float ClientTime : register(c2),\n", -"uniform float2 PixelSize : register(c25),\n", -"uniform float4 BloomColorSubtract : register(c43),\n", -"out float4 dp_FragColor : COLOR\n", -")\n", -"{\n", -" dp_FragColor = tex2D(Texture_First, TexCoord1);\n", -"\n", -"#ifdef USEFXAA\n", -" dp_FragColor = fxaa(dp_FragColor, 8.0, TexCoord1, Texture_First, PixelSize); // 8.0 can be changed for larger span\n", -"#endif\n", -"\n", -"#ifdef USEPOSTPROCESSING\n", -"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n", -"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n", -"#if defined(USERVEC1) || defined(USERVEC2)\n", -" float sobel = 1.0;\n", -" // float2 ts = textureSize(Texture_First, 0);\n", -" // float2 px = float2(1/ts.x, 1/ts.y);\n", -" float2 px = PixelSize;\n", -" float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n", -" float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n", -" float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n", -" float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n", -" float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n", -" float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n", -" float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n", -" float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n", -" float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n", -" float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n", -" float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n", -" float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n", -" float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n", -" float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n", -" float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n", -" float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n", -" float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n", -" float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n", -" float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n", -" float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n", -" float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n", -" float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n", -" float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n", -" float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n", -" sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n", -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n", -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n", -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n", -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n", -" dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n", -" dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n", -" dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n", -"#endif\n", -"#endif\n", -"\n", -"#ifdef USEBLOOM\n", -" dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n", -"#endif\n", -"\n", -"#ifdef USEVIEWTINT\n", -" dp_FragColor = lerp(dp_FragColor, ViewTintColor, ViewTintColor.a);\n", -"#endif\n", -"\n", -"#ifdef USESATURATION\n", -" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n", -" float y = dot(dp_FragColor.rgb, float3(0.299, 0.587, 0.114));\n", -" // 'vampire sight' effect, wheres red is compensated\n", -" #ifdef SATURATION_REDCOMPENSATE\n", -" float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n", -" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n", -" dp_FragColor.r += r;\n", -" #else\n", -" // normal desaturation\n", -" //dp_FragColor = float3(y,y,y) + (dp_FragColor.rgb - float3(y)) * Saturation;\n", -" dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n", -" #endif\n", -"#endif\n", -"\n", -"#ifdef USEGAMMARAMPS\n", -" dp_FragColor.r = tex2D(Texture_GammaRamps, float2(dp_FragColor.r, 0)).r;\n", -" dp_FragColor.g = tex2D(Texture_GammaRamps, float2(dp_FragColor.g, 0)).g;\n", -" dp_FragColor.b = tex2D(Texture_GammaRamps, float2(dp_FragColor.b, 0)).b;\n", -"#endif\n", -"}\n", -"#endif\n", -"#else // !MODE_POSTPROCESS\n", -"\n", -"\n", -"\n", -"\n", -"#ifdef MODE_GENERIC\n", -"#ifdef VERTEX_SHADER\n", -"void main\n", -"(\n", -"float4 gl_Vertex : POSITION,\n", -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", -"float4 gl_Color : COLOR0,\n", -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n", -"float4 gl_MultiTexCoord1 : TEXCOORD1,\n", -"uniform float ClientTime : register(c2),\n", -"out float4 gl_Position : POSITION,\n", -"#ifdef USEDIFFUSE\n", -"out float2 TexCoord1 : TEXCOORD0,\n", -"#endif\n", -"#ifdef USESPECULAR\n", -"out float2 TexCoord2 : TEXCOORD1,\n", -"#endif\n", -"out float4 gl_FrontColor : COLOR\n", -")\n", -"{\n", -" gl_FrontColor = gl_Color;\n", -"#ifdef USEDIFFUSE\n", -" TexCoord1 = gl_MultiTexCoord0.xy;\n", -"#endif\n", -"#ifdef USESPECULAR\n", -" TexCoord2 = gl_MultiTexCoord1.xy;\n", -"#endif\n", -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", -"#ifdef USETRIPPY\n", -" gl_Position = TrippyVertex(gl_Position, ClientTime);\n", -"#endif\n", -"}\n", -"#endif\n", -"\n", -"#ifdef FRAGMENT_SHADER\n", -"\n", -"void main\n", -"(\n", -"float4 gl_FrontColor : COLOR0,\n", -"float2 TexCoord1 : TEXCOORD0,\n", -"float2 TexCoord2 : TEXCOORD1,\n", -"#ifdef USEDIFFUSE\n", -"uniform sampler Texture_First : register(s0),\n", -"#endif\n", -"#ifdef USESPECULAR\n", -"uniform sampler Texture_Second : register(s1),\n", -"#endif\n", -"#ifdef USEGAMMARAMPS\n", -"uniform sampler Texture_GammaRamps : register(s2),\n", -"#endif\n", -"uniform half Alpha : register(c0),\n", -"out float4 dp_FragColor : COLOR\n", -")\n", -"{\n", -"#ifdef USEVIEWTINT\n", -" dp_FragColor = gl_FrontColor;\n", -"#else\n", -" dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n", -"#endif\n", -"#ifdef USEDIFFUSE\n", -"# ifdef USEREFLECTCUBE\n", -" // suppress texture alpha\n", -" dp_FragColor.rgb *= tex2D(Texture_First, TexCoord1).rgb;\n", -"# else\n", -" dp_FragColor *= tex2D(Texture_First, TexCoord1);\n", -"# endif\n", -"#endif\n", -"\n", -"#ifdef USESPECULAR\n", -" float4 tex2 = tex2D(Texture_Second, TexCoord2);\n", -"# ifdef USECOLORMAPPING\n", -" dp_FragColor *= tex2;\n", -"# endif\n", -"# ifdef USEGLOW\n", -" dp_FragColor += tex2;\n", -"# endif\n", -"# ifdef USEVERTEXTEXTUREBLEND\n", -" dp_FragColor = lerp(dp_FragColor, tex2, tex2.a);\n", -"# endif\n", -"#endif\n", -"#ifdef USEGAMMARAMPS\n", -" dp_FragColor.r = tex2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n", -" dp_FragColor.g = tex2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n", -" dp_FragColor.b = tex2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n", -"#endif\n", -"#ifdef USEALPHAKILL\n", -" dp_FragColor.a *= Alpha;\n", -"#endif\n", -"}\n", -"#endif\n", -"#else // !MODE_GENERIC\n", -"\n", -"\n", -"\n", -"\n", -"#ifdef MODE_BLOOMBLUR\n", -"#ifdef VERTEX_SHADER\n", -"void main\n", -"(\n", -"float4 gl_Vertex : POSITION,\n", -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n", -"out float4 gl_Position : POSITION,\n", -"out float2 TexCoord : TEXCOORD0\n", -")\n", -"{\n", -" TexCoord = gl_MultiTexCoord0.xy;\n", -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", -"}\n", -"#endif\n", -"\n", -"#ifdef FRAGMENT_SHADER\n", -"\n", -"void main\n", -"(\n", -"float2 TexCoord : TEXCOORD0,\n", -"uniform sampler Texture_First : register(s0),\n", -"uniform float4 BloomBlur_Parameters : register(c1),\n", -"out float4 dp_FragColor : COLOR\n", -")\n", -"{\n", -" int i;\n", -" float2 tc = TexCoord;\n", -" float3 color = tex2D(Texture_First, tc).rgb;\n", -" tc += BloomBlur_Parameters.xy;\n", -" for (i = 1;i < SAMPLES;i++)\n", -" {\n", -" color += tex2D(Texture_First, tc).rgb;\n", -" tc += BloomBlur_Parameters.xy;\n", -" }\n", -" dp_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n", -"}\n", -"#endif\n", -"#else // !MODE_BLOOMBLUR\n", -"#ifdef MODE_REFRACTION\n", -"#ifdef VERTEX_SHADER\n", -"void main\n", -"(\n", -"float4 gl_Vertex : POSITION,\n", -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", -"#ifdef USEALPHAGENVERTEX\n", -"float4 gl_Color : COLOR0,\n", -"#endif\n", -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n", -"uniform float4x4 TexMatrix : register(c0),\n", -"uniform float3 EyePosition : register(c24),\n", -"uniform float ClientTime : register(c2),\n", -"#ifdef USEALPHAGENVERTEX\n", -"out float4 gl_FrontColor : COLOR,\n", -"#endif\n", -"out float4 gl_Position : POSITION,\n", -"out float2 TexCoord : TEXCOORD0,\n", -"out float3 EyeVector : TEXCOORD1,\n", -"out float4 ModelViewProjectionPosition : TEXCOORD2\n", -")\n", -"{\n", -"#ifdef USEALPHAGENVERTEX\n", -" gl_FrontColor = gl_Color;\n", -"#endif\n", -" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n", -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", -" ModelViewProjectionPosition = gl_Position;\n", -"#ifdef USETRIPPY\n", -" gl_Position = TrippyVertex(gl_Position, ClientTime);\n", -"#endif\n", -"}\n", -"#endif\n", -"\n", -"#ifdef FRAGMENT_SHADER\n", -"void main\n", -"(\n", -"#ifdef USEALPHAGENVERTEX\n", -"float4 gl_FrontColor : COLOR,\n", -"#endif\n", -"float2 TexCoord : TEXCOORD0,\n", -"float3 EyeVector : TEXCOORD1,\n", -"float4 ModelViewProjectionPosition : TEXCOORD2,\n", -"uniform sampler Texture_Normal : register(s0),\n", -"uniform sampler Texture_Refraction : register(s3),\n", -"uniform sampler Texture_Reflection : register(s7),\n", -"uniform float4 DistortScaleRefractReflect : register(c14),\n", -"uniform float4 ScreenScaleRefractReflect : register(c32),\n", -"uniform float4 ScreenCenterRefractReflect : register(c31),\n", -"uniform float4 RefractColor : register(c29),\n", -"out float4 dp_FragColor : COLOR\n", -")\n", -"{\n", -" float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n", -" //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n", -" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n", -"#ifdef USEALPHAGENVERTEX\n", -" float2 distort = DistortScaleRefractReflect.xy * gl_FrontColor.a;\n", -" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n", -"#else\n", -" float2 distort = DistortScaleRefractReflect.xy;\n", -" float4 refractcolor = RefractColor;\n", -"#endif\n", -" float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * distort;\n", -" // FIXME temporary hack to detect the case that the reflection\n", -" // gets blackened at edges due to leaving the area that contains actual\n", -" // content.\n", -" // Remove this 'ack once we have a better way to stop this thing from\n", -" // 'appening.\n", -" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n", -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n", -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n", -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n", -" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n", -" dp_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * refractcolor;\n", -"}\n", -"#endif\n", -"#else // !MODE_REFRACTION\n", -"\n", -"\n", -"\n", -"\n", -"#ifdef MODE_WATER\n", -"#ifdef VERTEX_SHADER\n", -"\n", -"void main\n", -"(\n", -"float4 gl_Vertex : POSITION,\n", -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", -"#ifdef USEALPHAGENVERTEX\n", -"float4 gl_Color : COLOR0,\n", -"#endif\n", -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n", -"float4 gl_MultiTexCoord1 : TEXCOORD1,\n", -"float4 gl_MultiTexCoord2 : TEXCOORD2,\n", -"float4 gl_MultiTexCoord3 : TEXCOORD3,\n", -"uniform float4x4 TexMatrix : register(c0),\n", -"uniform float3 EyePosition : register(c24),\n", -"uniform float ClientTime : register(c2),\n", -"#ifdef USEALPHAGENVERTEX\n", -"out float4 gl_FrontColor : COLOR,\n", -"#endif\n", -"out float4 gl_Position : POSITION,\n", -"out float2 TexCoord : TEXCOORD0,\n", -"out float3 EyeVector : TEXCOORD1,\n", -"out float4 ModelViewProjectionPosition : TEXCOORD2\n", -")\n", -"{\n", -"#ifdef USEALPHAGENVERTEX\n", -" gl_FrontColor = gl_Color;\n", -"#endif\n", -" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n", -" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n", -" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n", -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", -" ModelViewProjectionPosition = gl_Position;\n", -"#ifdef USETRIPPY\n", -" gl_Position = TrippyVertex(gl_Position, ClientTime);\n", -"#endif\n", -"}\n", -"#endif\n", -"\n", -"#ifdef FRAGMENT_SHADER\n", -"void main\n", -"(\n", -"#ifdef USEALPHAGENVERTEX\n", -"float4 gl_FrontColor : COLOR,\n", -"#endif\n", -"float2 TexCoord : TEXCOORD0,\n", -"float3 EyeVector : TEXCOORD1,\n", -"float4 ModelViewProjectionPosition : TEXCOORD2,\n", -"uniform sampler Texture_Normal : register(s0),\n", -"uniform sampler Texture_Refraction : register(s3),\n", -"uniform sampler Texture_Reflection : register(s7),\n", -"uniform float4 DistortScaleRefractReflect : register(c14),\n", -"uniform float4 ScreenScaleRefractReflect : register(c32),\n", -"uniform float4 ScreenCenterRefractReflect : register(c31),\n", -"uniform float4 RefractColor : register(c29),\n", -"uniform float4 ReflectColor : register(c26),\n", -"uniform float ReflectFactor : register(c27),\n", -"uniform float ReflectOffset : register(c28),\n", -"out float4 dp_FragColor : COLOR\n", -")\n", -"{\n", -" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n", -" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n", -" float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n", -" //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n", -"#ifdef USEALPHAGENVERTEX\n", -" float4 distort = DistortScaleRefractReflect * gl_FrontColor.a;\n", -" float reflectoffset = ReflectOffset * gl_FrontColor.a;\n", -" float reflectfactor = ReflectFactor * gl_FrontColor.a;\n", -" float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n", -"#else\n", -" float4 distort = DistortScaleRefractReflect;\n", -" float reflectoffset = ReflectOffset;\n", -" float reflectfactor = ReflectFactor;\n", -" float4 refractcolor = RefractColor;\n", -"#endif\n", -" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * distort;\n", -" // FIXME temporary hack to detect the case that the reflection\n", -" // gets blackened at edges due to leaving the area that contains actual\n", -" // content.\n", -" // Remove this 'ack once we have a better way to stop this thing from\n", -" // 'appening.\n", -" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n", -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n", -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n", -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n", -" ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n", -" f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n", -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n", -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n", -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n", -" ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n", -" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n", -" dp_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n", -"}\n", -"#endif\n", -"#else // !MODE_WATER\n", -"\n", -"\n", -"\n", -"\n", -"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n", -"\n", -"// fragment shader specific:\n", -"#ifdef FRAGMENT_SHADER\n", -"\n", -"#ifdef USEFOG\n", -"float3 FogVertex(float4 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n", -"{\n", -" float fogfrac;\n", -" float3 fc = FogColor;\n", -"#ifdef USEFOGALPHAHACK\n", -" fc *= surfacecolor.a;\n", -"#endif\n", -"#ifdef USEFOGHEIGHTTEXTURE\n", -" float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n", -" fogfrac = fogheightpixel.a;\n", -" return lerp(fogheightpixel.rgb * fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n", -"#else\n", -"# ifdef USEFOGOUTSIDE\n", -" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n", -"# else\n", -" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n", -"# endif\n", -" return lerp(fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n", -"#endif\n", -"}\n", -"#endif\n", -"\n", -"#ifdef USEOFFSETMAPPING\n", -"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_Bias, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n", -"{\n", -" float i;\n", -" // distance-based LOD\n", -"#ifdef USEOFFSETMAPPING_LOD\n", -" //float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n", -" //float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n", -" float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n", -"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n", -" // stupid workaround because 1-step and 2-step reliefmapping is void\n", -" float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n", -"#else\n", -" float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n", -"#endif\n", -" float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n", -" float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n", -"#else\n", -" #define ScaleSteps OffsetMapping_ScaleSteps\n", -"#endif\n", -"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n", -" // 14 sample relief mapping: linear search and then binary search\n", -" // this basically steps forward a small amount repeatedly until it finds\n", -" // itself inside solid, then jitters forward and back using decreasing\n", -" // amounts to find the impact\n", -" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1), -1);\n", -" //float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n", -" float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n", -" float3 RT = float3(float2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n", -" OffsetVector *= ScaleSteps.z;\n", -" for(i = 1.0; i < ScaleSteps.y; ++i)\n", -" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n", -" for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n", -" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n", -" return RT.xy;\n", -"#else\n", -" // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n", -" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n", -" //float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\n", -" float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n", -" OffsetVector *= ScaleSteps.z;\n", -" for(i = 0.0; i < ScaleSteps.y; ++i)\n", -" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n", -" return TexCoord;\n", -"#endif\n", -"}\n", -"#endif // USEOFFSETMAPPING\n", -"\n", -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n", -"#if defined(USESHADOWMAP2D)\n", -"# ifdef USESHADOWMAPORTHO\n", -"# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (max(float3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))\n", -"# else\n", -"# ifdef USESHADOWMAPVSDCT\n", -"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n", -"{\n", -" float3 adir = abs(dir);\n", -" float2 mparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n", -" float4 proj = texCUBE(Texture_CubeProjection, dir);\n", -" return float3(lerp(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n", -"}\n", -"# else\n", -"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n", -"{\n", -" float3 adir = abs(dir);\n", -" float m; float4 proj;\n", -" if (adir.x > adir.y) { m = adir.x; proj = float4(dir.zyx, 0.5); } else { m = adir.y; proj = float4(dir.xzy, 1.5); }\n", -" if (adir.z > m) { m = adir.z; proj = float4(dir, 2.5); }\n", -"#ifdef HLSL\n", -" return float3(proj.xy * ShadowMap_Parameters.x / m + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n", -"#else\n", -" float2 mparams = ShadowMap_Parameters.xy / m;\n", -" return float3(proj.xy * mparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n", -"#endif\n", -"}\n", -"# endif\n", -"# endif\n", -"#endif // defined(USESHADOWMAP2D)\n", -"\n", -"# ifdef USESHADOWMAP2D\n", -"#ifdef USESHADOWMAPVSDCT\n", -"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float4 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n", -"#else\n", -"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float4 ShadowMap_TextureScale)\n", -"#endif\n", -"{\n", -"#ifdef USESHADOWMAPVSDCT\n", -" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection) + float3(ShadowMap_TextureScale.zw, 0.0f);\n", -"#else\n", -" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters) + float3(ShadowMap_TextureScale.zw, 0.0f);\n", -"#endif\n", -" float f;\n", -"\n", -"# ifdef USESHADOWSAMPLER\n", -"# ifdef USESHADOWMAPPCF\n", -"# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z, 1.0)).r \n", -" float2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy;\n", -" f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n", -"# else\n", -" f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z, 1.0)).r;\n", -"# endif\n", -"# else\n", -"# ifdef USESHADOWMAPPCF\n", -"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n", -"# ifdef GL_ARB_texture_gather\n", -"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n", -"# else\n", -"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale.xy)\n", -"# endif\n", -" float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;\n", -"# if USESHADOWMAPPCF > 1\n", -" float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n", -" float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n", -" float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n", -" float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n", -" float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n", -" float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n", -" float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n", -" float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n", -" float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n", -" float4 locols = float4(group1.ab, group3.ab);\n", -" float4 hicols = float4(group7.rg, group9.rg);\n", -" locols.yz += group2.ab;\n", -" hicols.yz += group8.rg;\n", -" float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n", -" float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n", -" lerp(locols, hicols, offset.y);\n", -" float4 cols = group5 + float4(group2.rg, group8.ab);\n", -" cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n", -" f = dot(cols, float4(1.0/25.0));\n", -"# else\n", -" float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n", -" float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n", -" float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n", -" float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n", -" float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n", -" lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n", -" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n", -"# endif\n", -"# else\n", -"# ifdef GL_EXT_gpu_shader4\n", -"# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n", -"# else\n", -"# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale.xy).r \n", -"# endif\n", -"# if USESHADOWMAPPCF > 1\n", -" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n", -" center *= ShadowMap_TextureScale.xy;\n", -" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n", -" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n", -" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n", -" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n", -" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n", -" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n", -"# else\n", -" float2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = frac(shadowmaptc.xy);\n", -" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n", -" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n", -" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n", -" float3 cols = row2 + lerp(row1, row3, offset.y);\n", -" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n", -"# endif\n", -"# endif\n", -"# else\n", -" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);\n", -"# endif\n", -"# endif\n", -"# ifdef USESHADOWMAPORTHO\n", -" return lerp(ShadowMap_Parameters.w, 1.0, f);\n", -"# else\n", -" return f;\n", -"# endif\n", -"}\n", -"# endif\n", -"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n", -"#endif // FRAGMENT_SHADER\n", -"\n", -"\n", -"\n", -"\n", -"#ifdef MODE_DEFERREDGEOMETRY\n", -"#ifdef VERTEX_SHADER\n", -"void main\n", -"(\n", -"float4 gl_Vertex : POSITION,\n", -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", -"#ifdef USEVERTEXTEXTUREBLEND\n", -"float4 gl_Color : COLOR0,\n", -"#endif\n", -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n", -"float4 gl_MultiTexCoord1 : TEXCOORD1,\n", -"float4 gl_MultiTexCoord2 : TEXCOORD2,\n", -"float4 gl_MultiTexCoord3 : TEXCOORD3,\n", -"uniform float4x4 TexMatrix : register(c0),\n", -"#ifdef USEVERTEXTEXTUREBLEND\n", -"uniform float4x4 BackgroundTexMatrix : register(c4),\n", -"#endif\n", -"uniform float4x4 ModelViewMatrix : register(c12),\n", -"#ifdef USEOFFSETMAPPING\n", -"uniform float3 EyePosition : register(c24),\n", -"#endif\n", -"uniform float ClientTime : register(c2),\n", -"out float4 gl_Position : POSITION,\n", -"#ifdef USEVERTEXTEXTUREBLEND\n", -"out float4 gl_FrontColor : COLOR,\n", -"#endif\n", -"out float4 TexCoordBoth : TEXCOORD0,\n", -"#ifdef USEOFFSETMAPPING\n", -"out float3 EyeVector : TEXCOORD2,\n", -"#endif\n", -"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n", -"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n", -"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n", -")\n", -"{\n", -" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n", -"#ifdef USEVERTEXTEXTUREBLEND\n", -" gl_FrontColor = gl_Color;\n", -" TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n", -"#endif\n", -"\n", -" // transform unnormalized eye direction into tangent space\n", -"#ifdef USEOFFSETMAPPING\n", -" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n", -" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n", -"#endif\n", -"\n", -" VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n", -" VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n", -" VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n", -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", -"#ifdef USETRIPPY\n", -" gl_Position = TrippyVertex(gl_Position, ClientTime);\n", -"#endif\n", -" VectorR.w = mul(ModelViewMatrix, gl_Vertex).z;\n", -"}\n", -"#endif // VERTEX_SHADER\n", -"\n", -"#ifdef FRAGMENT_SHADER\n", -"void main\n", -"(\n", -"float4 TexCoordBoth : TEXCOORD0,\n", -"float3 EyeVector : TEXCOORD2,\n", -"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n", -"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n", -"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n", -"uniform sampler Texture_Normal : register(s0),\n", -"#ifdef USEALPHAKILL\n", -"uniform sampler Texture_Color : register(s1),\n", -"#endif\n", -"uniform sampler Texture_Gloss : register(s2),\n", -"#ifdef USEVERTEXTEXTUREBLEND\n", -"uniform sampler Texture_SecondaryNormal : register(s4),\n", -"uniform sampler Texture_SecondaryGloss : register(s6),\n", -"#endif\n", -"#ifdef USEOFFSETMAPPING\n", -"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n", -"uniform float4 OffsetMapping_LodDistance : register(c53),\n", -"uniform float OffsetMapping_Bias : register(c54),\n", -"#endif\n", -"uniform half SpecularPower : register(c36),\n", -"out float4 dp_FragColor : COLOR\n", -")\n", -"{\n", -" float2 TexCoord = TexCoordBoth.xy;\n", -"#ifdef USEOFFSETMAPPING\n", -" // apply offsetmapping\n", -" float2 dPdx = ddx(TexCoord);\n", -" float2 dPdy = ddy(TexCoord);\n", -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n", -"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n", -"#else\n", -"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n", -"#endif\n", -"\n", -"#ifdef USEALPHAKILL\n", -" if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n", -" discard;\n", -"#endif\n", -"\n", -"#ifdef USEVERTEXTEXTUREBLEND\n", -" float alpha = offsetMappedTexture2D(Texture_Color).a;\n", -" float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n", -" //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n", -" //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n", -"#endif\n", -"\n", -"#ifdef USEVERTEXTEXTUREBLEND\n", -" float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n", -" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n", -"#else\n", -" float3 surfacenormal = offsetMappedTexture2D(Texture_Normal).rgb - float3(0.5, 0.5, 0.5);\n", -" float a = offsetMappedTexture2D(Texture_Gloss).a;\n", -"#endif\n", -"\n", -" float3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n", -" dp_FragColor = float4(pixelnormal.x, pixelnormal.y, VectorR.w, a);\n", -"}\n", -"#endif // FRAGMENT_SHADER\n", -"#else // !MODE_DEFERREDGEOMETRY\n", -"\n", -"\n", -"\n", -"\n", -"#ifdef MODE_DEFERREDLIGHTSOURCE\n", -"#ifdef VERTEX_SHADER\n", -"void main\n", -"(\n", -"float4 gl_Vertex : POSITION,\n", -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", -"uniform float4x4 ModelViewMatrix : register(c12),\n", -"out float4 gl_Position : POSITION,\n", -"out float4 ModelViewPosition : TEXCOORD0\n", -")\n", -"{\n", -" ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n", -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", -"}\n", -"#endif // VERTEX_SHADER\n", -"\n", -"#ifdef FRAGMENT_SHADER\n", -"void main\n", -"(\n", -"#ifdef HLSL\n", -"float2 Pixel : VPOS,\n", -"#else\n", -"float2 Pixel : WPOS,\n", -"#endif\n", -"float4 ModelViewPosition : TEXCOORD0,\n", -"uniform float4x4 ViewToLight : register(c44),\n", -"uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n", -"uniform float3 LightPosition : register(c23),\n", -"uniform half2 PixelToScreenTexCoord : register(c42),\n", -"uniform half3 DeferredColor_Ambient : register(c9),\n", -"uniform half3 DeferredColor_Diffuse : register(c10),\n", -"#ifdef USESPECULAR\n", -"uniform half3 DeferredColor_Specular : register(c11),\n", -"uniform half SpecularPower : register(c36),\n", -"#endif\n", -"uniform sampler Texture_Attenuation : register(s9),\n", -"uniform sampler Texture_ScreenDepth : register(s13),\n", -"uniform sampler Texture_ScreenNormalMap : register(s14),\n", -"\n", -"#ifdef USECUBEFILTER\n", -"uniform samplerCUBE Texture_Cube : register(s10),\n", -"#endif\n", -"\n", -"#ifdef USESHADOWMAP2D\n", -"# ifdef USESHADOWSAMPLER\n", -"uniform sampler Texture_ShadowMap2D : register(s15),\n", -"# else\n", -"uniform sampler Texture_ShadowMap2D : register(s15),\n", -"# endif\n", -"#endif\n", -"\n", -"#ifdef USESHADOWMAPVSDCT\n", -"uniform samplerCUBE Texture_CubeProjection : register(s12),\n", -"#endif\n", -"\n", -"#if defined(USESHADOWMAP2D)\n", -"uniform float4 ShadowMap_TextureScale : register(c35),\n", -"uniform float4 ShadowMap_Parameters : register(c34),\n", -"#endif\n", -"\n", -"out float4 gl_FragData0 : COLOR0,\n", -"out float4 gl_FragData1 : COLOR1\n", -")\n", -"{\n", -" // calculate viewspace pixel position\n", -" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n", -" float3 position;\n", -" // get the geometry information (depth, normal, specular exponent)\n", -" half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n", -" // decode viewspace pixel normal\n", -"// float3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n", -" float3 surfacenormal = half3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n", -" // decode viewspace pixel position\n", -"// position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n", -" position.z = normalmap.b;\n", -"// position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n", -" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n", -"\n", -" // now do the actual shading\n", -" // surfacenormal = pixel normal in viewspace\n", -" // LightVector = pixel to light in viewspace\n", -" // CubeVector = position in lightspace\n", -" // eyevector = pixel to view in viewspace\n", -" float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n", -" half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n", -"#ifdef USEDIFFUSE\n", -" // calculate diffuse shading\n", -" half3 lightnormal = half3(normalize(LightPosition - position));\n", -" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n", -"#endif\n", -"#ifdef USESPECULAR\n", -" // calculate directional shading\n", -" float3 eyevector = position * -1.0;\n", -"# ifdef USEEXACTSPECULARMATH\n", -" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a));\n", -"# else\n", -" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n", -" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a));\n", -"# endif\n", -"#endif\n", -"\n", -"#if defined(USESHADOWMAP2D)\n", -" fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n", -"#ifdef USESHADOWMAPVSDCT\n", -", Texture_CubeProjection\n", -"#endif\n", -" ));\n", -"#endif\n", -"\n", -"#ifdef USEDIFFUSE\n", -" gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n", -"#else\n", -" gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n", -"#endif\n", -"#ifdef USESPECULAR\n", -" gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n", -"#else\n", -" gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n", -"#endif\n", -"\n", -"# ifdef USECUBEFILTER\n", -" float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n", -" gl_FragData0.rgb *= cubecolor;\n", -" gl_FragData1.rgb *= cubecolor;\n", -"# endif\n", -"}\n", -"#endif // FRAGMENT_SHADER\n", -"#else // !MODE_DEFERREDLIGHTSOURCE\n", -"\n", -"\n", -"\n", -"\n", -"#ifdef VERTEX_SHADER\n", -"void main\n", -"(\n", -"float4 gl_Vertex : POSITION,\n", -"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n", -"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n", -"float4 gl_Color : COLOR0,\n", -"#endif\n", -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n", -"float4 gl_MultiTexCoord1 : TEXCOORD1,\n", -"float4 gl_MultiTexCoord2 : TEXCOORD2,\n", -"float4 gl_MultiTexCoord3 : TEXCOORD3,\n", -"float4 gl_MultiTexCoord4 : TEXCOORD4,\n", -"\n", -"uniform float3 EyePosition : register(c24),\n", -"uniform float4x4 TexMatrix : register(c0),\n", -"#ifdef USEVERTEXTEXTUREBLEND\n", -"uniform float4x4 BackgroundTexMatrix : register(c4),\n", -"#endif\n", -"#ifdef MODE_LIGHTSOURCE\n", -"uniform float4x4 ModelToLight : register(c20),\n", -"#endif\n", -"#ifdef MODE_LIGHTSOURCE\n", -"uniform float3 LightPosition : register(c27),\n", -"#endif\n", -"#ifdef MODE_LIGHTDIRECTION\n", -"uniform float3 LightDir : register(c26),\n", -"#endif\n", -"uniform float4 FogPlane : register(c25),\n", -"#ifdef MODE_DEFERREDLIGHTSOURCE\n", -"uniform float3 LightPosition : register(c27),\n", -"#endif\n", -"#ifdef USESHADOWMAPORTHO\n", -"uniform float4x4 ShadowMapMatrix : register(c16),\n", -"#endif\n", -"uniform float ClientTime : register(c2),\n", -"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n", -"out float4 gl_FrontColor : COLOR,\n", -"#endif\n", -"out float4 TexCoordBoth : TEXCOORD0,\n", -"#ifdef USELIGHTMAP\n", -"out float2 TexCoordLightmap : TEXCOORD1,\n", -"#endif\n", -"#ifdef USEEYEVECTOR\n", -"out float3 EyeVector : TEXCOORD2,\n", -"#endif\n", -"#ifdef USEREFLECTION\n", -"out float4 ModelViewProjectionPosition : TEXCOORD3,\n", -"#endif\n", -"#ifdef USEFOG\n", -"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n", -"#endif\n", -"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n", -"out float3 LightVector : TEXCOORD1,\n", -"#endif\n", -"#ifdef MODE_LIGHTSOURCE\n", -"out float3 CubeVector : TEXCOORD3,\n", -"#endif\n", -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n", -"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n", -"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n", -"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n", -"#endif\n", -"#ifdef USESHADOWMAPORTHO\n", -"out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n", -"#endif\n", -"out float4 gl_Position : POSITION\n", -")\n", -"{\n", -"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n", -" gl_FrontColor = gl_Color;\n", -"#endif\n", -" // copy the surface texcoord\n", -" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n", -"#ifdef USEVERTEXTEXTUREBLEND\n", -" TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n", -"#endif\n", -"#ifdef USELIGHTMAP\n", -" TexCoordLightmap = gl_MultiTexCoord4.xy;\n", -"#endif\n", -"\n", -"#ifdef MODE_LIGHTSOURCE\n", -" // transform vertex position into light attenuation/cubemap space\n", -" // (-1 to +1 across the light box)\n", -" CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n", -"\n", -"# ifdef USEDIFFUSE\n", -" // transform unnormalized light direction into tangent space\n", -" // (we use unnormalized to ensure that it interpolates correctly and then\n", -" // normalize it per pixel)\n", -" float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n", -" LightVector = float3(dot(lightminusvertex, gl_MultiTexCoord1.xyz), dot(lightminusvertex, gl_MultiTexCoord2.xyz), dot(lightminusvertex, gl_MultiTexCoord3.xyz));\n", -"# endif\n", -"#endif\n", -"\n", -"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n", -" LightVector = float3(dot(LightDir, gl_MultiTexCoord1.xyz), dot(LightDir, gl_MultiTexCoord2.xyz), dot(LightDir, gl_MultiTexCoord3.xyz));\n", -"#endif\n", -"\n", -" // transform unnormalized eye direction into tangent space\n", -"#ifdef USEEYEVECTOR\n", -" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n", -" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n", -"#endif\n", -"\n", -"#ifdef USEFOG\n", -" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n", -" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n", -"#endif\n", -"\n", -"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", -" VectorS = gl_MultiTexCoord1.xyz;\n", -" VectorT = gl_MultiTexCoord2.xyz;\n", -" VectorR = gl_MultiTexCoord3.xyz;\n", -"#endif\n", -"\n", -" // transform vertex to camera space, using ftransform to match non-VS rendering\n", -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n", -"\n", -"#ifdef USESHADOWMAPORTHO\n", -" ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n", -"#endif\n", -"\n", -"#ifdef USEREFLECTION\n", -" ModelViewProjectionPosition = gl_Position;\n", -"#endif\n", -"#ifdef USETRIPPY\n", -" gl_Position = TrippyVertex(gl_Position, ClientTime);\n", -"#endif\n", -"}\n", -"#endif // VERTEX_SHADER\n", -"\n", -"\n", -"\n", -"\n", -"#ifdef FRAGMENT_SHADER\n", -"void main\n", -"(\n", -"#ifdef USEDEFERREDLIGHTMAP\n", -"#ifdef HLSL\n", -"float2 Pixel : VPOS,\n", -"#else\n", -"float2 Pixel : WPOS,\n", -"#endif\n", -"#endif\n", -"float4 gl_FrontColor : COLOR,\n", -"float4 TexCoordBoth : TEXCOORD0,\n", -"#ifdef USELIGHTMAP\n", -"float2 TexCoordLightmap : TEXCOORD1,\n", -"#endif\n", -"#ifdef USEEYEVECTOR\n", -"float3 EyeVector : TEXCOORD2,\n", -"#endif\n", -"#ifdef USEREFLECTION\n", -"float4 ModelViewProjectionPosition : TEXCOORD3,\n", -"#endif\n", -"#ifdef USEFOG\n", -"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n", -"#endif\n", -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n", -"float3 LightVector : TEXCOORD1,\n", -"#endif\n", -"#ifdef MODE_LIGHTSOURCE\n", -"float3 CubeVector : TEXCOORD3,\n", -"#endif\n", -"#ifdef MODE_DEFERREDLIGHTSOURCE\n", -"float4 ModelViewPosition : TEXCOORD0,\n", -"#endif\n", -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n", -"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n", -"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n", -"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n", -"#endif\n", -"#ifdef USESHADOWMAPORTHO\n", -"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n", -"#endif\n", -"\n", -"uniform sampler Texture_Normal : register(s0),\n", -"uniform sampler Texture_Color : register(s1),\n", -"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n", -"uniform sampler Texture_Gloss : register(s2),\n", -"#endif\n", -"#ifdef USEGLOW\n", -"uniform sampler Texture_Glow : register(s3),\n", -"#endif\n", -"#ifdef USEVERTEXTEXTUREBLEND\n", -"uniform sampler Texture_SecondaryNormal : register(s4),\n", -"uniform sampler Texture_SecondaryColor : register(s5),\n", -"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n", -"uniform sampler Texture_SecondaryGloss : register(s6),\n", -"#endif\n", -"#ifdef USEGLOW\n", -"uniform sampler Texture_SecondaryGlow : register(s7),\n", -"#endif\n", -"#endif\n", -"#ifdef USECOLORMAPPING\n", -"uniform sampler Texture_Pants : register(s4),\n", -"uniform sampler Texture_Shirt : register(s7),\n", -"#endif\n", -"#ifdef USEFOG\n", -"uniform sampler Texture_FogHeightTexture : register(s14),\n", -"uniform sampler Texture_FogMask : register(s8),\n", -"#endif\n", -"#ifdef USELIGHTMAP\n", -"uniform sampler Texture_Lightmap : register(s9),\n", -"#endif\n", -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n", -"uniform sampler Texture_Deluxemap : register(s10),\n", -"#endif\n", -"#ifdef USEREFLECTION\n", -"uniform sampler Texture_Reflection : register(s7),\n", -"#endif\n", -"\n", -"#ifdef MODE_DEFERREDLIGHTSOURCE\n", -"uniform sampler Texture_ScreenDepth : register(s13),\n", -"uniform sampler Texture_ScreenNormalMap : register(s14),\n", -"#endif\n", -"#ifdef USEDEFERREDLIGHTMAP\n", -"uniform sampler Texture_ScreenDepth : register(s13),\n", -"uniform sampler Texture_ScreenNormalMap : register(s14),\n", -"uniform sampler Texture_ScreenDiffuse : register(s11),\n", -"uniform sampler Texture_ScreenSpecular : register(s12),\n", -"#endif\n", -"\n", -"#ifdef USECOLORMAPPING\n", -"uniform half3 Color_Pants : register(c7),\n", -"uniform half3 Color_Shirt : register(c8),\n", -"#endif\n", -"#ifdef USEFOG\n", -"uniform float3 FogColor : register(c16),\n", -"uniform float FogRangeRecip : register(c20),\n", -"uniform float FogPlaneViewDist : register(c19),\n", -"uniform float FogHeightFade : register(c17),\n", -"#endif\n", -"\n", -"#ifdef USEOFFSETMAPPING\n", -"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n", -"uniform float OffsetMapping_Bias : register(c54),\n", -"#endif\n", -"\n", -"#ifdef USEDEFERREDLIGHTMAP\n", -"uniform half2 PixelToScreenTexCoord : register(c42),\n", -"uniform half3 DeferredMod_Diffuse : register(c12),\n", -"uniform half3 DeferredMod_Specular : register(c13),\n", -"#endif\n", -"uniform half3 Color_Ambient : register(c3),\n", -"uniform half3 Color_Diffuse : register(c4),\n", -"uniform half3 Color_Specular : register(c5),\n", -"uniform half SpecularPower : register(c36),\n", -"#ifdef USEGLOW\n", -"uniform half3 Color_Glow : register(c6),\n", -"#endif\n", -"uniform half Alpha : register(c0),\n", -"#ifdef USEREFLECTION\n", -"uniform float4 DistortScaleRefractReflect : register(c14),\n", -"uniform float4 ScreenScaleRefractReflect : register(c32),\n", -"uniform float4 ScreenCenterRefractReflect : register(c31),\n", -"uniform half4 ReflectColor : register(c26),\n", -"#endif\n", -"#ifdef USEREFLECTCUBE\n", -"uniform float4x4 ModelToReflectCube : register(c48),\n", -"uniform sampler Texture_ReflectMask : register(s5),\n", -"uniform samplerCUBE Texture_ReflectCube : register(s6),\n", -"#endif\n", -"\n", -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n", -"uniform sampler Texture_Attenuation : register(s9),\n", -"uniform samplerCUBE Texture_Cube : register(s10),\n", -"#endif\n", -"\n", -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n", -"\n", -"#ifdef USESHADOWMAP2D\n", -"# ifdef USESHADOWSAMPLER\n", -"uniform sampler Texture_ShadowMap2D : register(s15),\n", -"# else\n", -"uniform sampler Texture_ShadowMap2D : register(s15),\n", -"# endif\n", -"#endif\n", -"\n", -"#ifdef USESHADOWMAPVSDCT\n", -"uniform samplerCUBE Texture_CubeProjection : register(s12),\n", -"#endif\n", -"\n", -"#if defined(USESHADOWMAP2D)\n", -"uniform float4 ShadowMap_TextureScale : register(c35),\n", -"uniform float4 ShadowMap_Parameters : register(c34),\n", -"#endif\n", -"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n", -"\n", -"out float4 dp_FragColor : COLOR\n", -")\n", -"{\n", -" float2 TexCoord = TexCoordBoth.xy;\n", -"#ifdef USEVERTEXTEXTUREBLEND\n", -" float2 TexCoord2 = TexCoordBoth.zw;\n", -"#endif\n", -"#ifdef USEOFFSETMAPPING\n", -" // apply offsetmapping\n", -" float2 dPdx = ddx(TexCoord);\n", -" float2 dPdy = ddy(TexCoord);\n", -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n", -"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n", -"#else\n", -"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n", -"#endif\n", -"\n", -" // combine the diffuse textures (base, pants, shirt)\n", -" half4 color = half4(offsetMappedTexture2D(Texture_Color));\n", -"#ifdef USEALPHAKILL\n", -" if (color.a < 0.5)\n", -" discard;\n", -"#endif\n", -" color.a *= Alpha;\n", -"#ifdef USECOLORMAPPING\n", -" color.rgb += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n", -"#endif\n", -"#ifdef USEVERTEXTEXTUREBLEND\n", -"#ifdef USEBOTHALPHAS\n", -" half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n", -" half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n", -" color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n", -"#else\n", -" half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n", -" //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n", -" //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n", -" color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n", -" color.a = 1.0;\n", -" //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n", -"#endif\n", -"#endif\n", -"#ifdef USEALPHAGENVERTEX\n", -" color.a *= gl_FrontColor.a;\n", -"#endif\n", -"\n", -" // get the surface normal\n", -"#ifdef USEVERTEXTEXTUREBLEND\n", -" half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n", -"#else\n", -" half3 surfacenormal = half3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5, 0.5, 0.5)));\n", -"#endif\n", -"\n", -" // get the material colors\n", -" half3 diffusetex = color.rgb;\n", -"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n", -"# ifdef USEVERTEXTEXTUREBLEND\n", -" half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n", -"# else\n", -" half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\n", -"# endif\n", -"#endif\n", -"\n", -"#ifdef USEREFLECTCUBE\n", -" float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n", -" float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n", -" float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n", -" diffusetex += half3(offsetMappedTexture2D(Texture_ReflectMask).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n", -"#endif\n", -"\n", -"\n", -"\n", -"\n", -"#ifdef MODE_LIGHTSOURCE\n", -" // light source\n", -"#ifdef USEDIFFUSE\n", -" half3 lightnormal = half3(normalize(LightVector));\n", -" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n", -" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n", -"#ifdef USESPECULAR\n", -"#ifdef USEEXACTSPECULARMATH\n", -" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n", -"#else\n", -" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n", -" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n", -"#endif\n", -" color.rgb += glosstex.rgb * (specular * Color_Specular);\n", -"#endif\n", -"#else\n", -" color.rgb = diffusetex * Color_Ambient;\n", -"#endif\n", -" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n", -"#if defined(USESHADOWMAP2D)\n", -" color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n", -"#ifdef USESHADOWMAPVSDCT\n", -", Texture_CubeProjection\n", -"#endif\n", -" ));\n", -"\n", -"#endif\n", -"# ifdef USECUBEFILTER\n", -" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n", -"# endif\n", -"\n", -"#ifdef USESHADOWMAP2D\n", -"#ifdef USESHADOWMAPVSDCT\n", -"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n", -"#else\n", -"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n", -"#endif\n", -"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n", -"// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy).rgb);\n", -"// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale.xy,1.0));\n", -"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n", -"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n", -"// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy).rgb);\n", -"// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale.xy,1.0));\n", -"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n", -"// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n", -"// color.r = half(shadowmaptc.z);\n", -"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n", -"// color.r = half(shadowmaptc.z);\n", -"// color.r = 1;\n", -"// color.rgb = abs(CubeVector);\n", -"#endif\n", -"// color.rgb = half3(1,1,1);\n", -"#endif // MODE_LIGHTSOURCE\n", -"\n", -"\n", -"\n", -"\n", -"#ifdef MODE_LIGHTDIRECTION\n", -" #define SHADING\n", -" #ifdef USEDIFFUSE\n", -" half3 lightnormal = half3(normalize(LightVector));\n", -" #endif\n", -" #define lightcolor 1\n", -"#endif // MODE_LIGHTDIRECTION\n", -"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", -" #define SHADING\n", -" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n", -" half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n", -" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n", -" // convert modelspace light vector to tangentspace\n", -" half3 lightnormal = half3(dot(lightnormal_modelspace, half3(VectorS)), dot(lightnormal_modelspace, half3(VectorT)), dot(lightnormal_modelspace, half3(VectorR)));\n", -" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n", -" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n", -" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n", -" // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n", -" // to map the luxels to coordinates on the draw surfaces), which also causes\n", -" // deluxemaps to be wrong because light contributions from the wrong side of the surface\n", -" // are added up. To prevent divisions by zero or strong exaggerations, a max()\n", -" // nudge is done here at expense of some additional fps. This is ONLY needed for\n", -" // deluxemaps, tangentspace deluxemap avoid this problem by design.\n", -" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n", -"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", -"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", -" #define SHADING\n", -" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n", -" half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n", -" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n", -"#endif\n", -"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n", -" #define SHADING\n", -" // forced deluxemap on lightmapped/vertexlit surfaces\n", -" half3 lightnormal = half3(0.0, 0.0, 1.0);\n", -" #ifdef USELIGHTMAP\n", -" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n", -" #else\n", -" half3 lightcolor = half3(gl_FrontColor.rgb);\n", -" #endif\n", -"#endif\n", -"#ifdef MODE_FAKELIGHT\n", -" #define SHADING\n", -" half3 lightnormal = half3(normalize(EyeVector));\n", -" #define lightcolor 1\n", -"#endif // MODE_FAKELIGHT\n", -"\n", -"\n", -"\n", -"\n", -"#ifdef MODE_LIGHTMAP\n", -" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n", -"#endif // MODE_LIGHTMAP\n", -"#ifdef MODE_VERTEXCOLOR\n", -" color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n", -"#endif // MODE_VERTEXCOLOR\n", -"#ifdef MODE_FLATCOLOR\n", -" color.rgb = diffusetex * Color_Ambient;\n", -"#endif // MODE_FLATCOLOR\n", -"\n", -"\n", -"\n", -"\n", -"#ifdef SHADING\n", -"# ifdef USEDIFFUSE\n", -" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n", -"# ifdef USESPECULAR\n", -"# ifdef USEEXACTSPECULARMATH\n", -" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n", -"# else\n", -" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n", -" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n", -"# endif\n", -" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n", -"# else\n", -" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n", -"# endif\n", -"# else\n", -" color.rgb = diffusetex * Color_Ambient;\n", -"# endif\n", -"#endif\n", -"\n", -"#ifdef USESHADOWMAPORTHO\n", -" color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n", -"#endif\n", -"\n", -"#ifdef USEDEFERREDLIGHTMAP\n", -" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n", -" color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n", -" color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n", -"// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n", -"// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n", -"#endif\n", -"\n", -"#ifdef USEGLOW\n", -"#ifdef USEVERTEXTEXTUREBLEND\n", -" color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n", -"#else\n", -" color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n", -"#endif\n", -"#endif\n", -"\n", -"#ifdef USEFOG\n", -" color.rgb = half3(FogVertex(color, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture));\n", -"#endif\n", -"\n", -" // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n", -"#ifdef USEREFLECTION\n", -" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n", -" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n", -" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n", -" float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n", -" // FIXME temporary hack to detect the case that the reflection\n", -" // gets blackened at edges due to leaving the area that contains actual\n", -" // content.\n", -" // Remove this 'ack once we have a better way to stop this thing from\n", -" // 'appening.\n", -" float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n", -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n", -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n", -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n", -" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n", -" color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n", -"#endif\n", -"\n", -" dp_FragColor = float4(color);\n", -"}\n", -"#endif // FRAGMENT_SHADER\n", -"\n", -"#endif // !MODE_DEFERREDLIGHTSOURCE\n", -"#endif // !MODE_DEFERREDGEOMETRY\n", -"#endif // !MODE_WATER\n", -"#endif // !MODE_REFRACTION\n", -"#endif // !MODE_BLOOMBLUR\n", -"#endif // !MODE_GENERIC\n", -"#endif // !MODE_POSTPROCESS\n", -"#endif // !MODE_DEPTH_OR_SHADOW\n", diff --git a/vid.h b/vid.h index 91c42f0a..f5185602 100644 --- a/vid.h +++ b/vid.h @@ -30,14 +30,7 @@ extern int cl_available; typedef enum renderpath_e { - RENDERPATH_GL11, - RENDERPATH_GL13, RENDERPATH_GL20, - RENDERPATH_D3D9, - RENDERPATH_D3D10, - RENDERPATH_D3D11, - RENDERPATH_SOFT, - RENDERPATH_GLES1, RENDERPATH_GLES2 } renderpath_t; @@ -133,13 +126,6 @@ typedef struct viddef_s viddef_support_t support; - // in RENDERPATH_SOFT this is a 32bpp native-endian ARGB framebuffer - // (native-endian ARGB meaning that in little endian it is BGRA bytes, - // in big endian it is ARGB byte order, the format is converted during - // blit to the window) - unsigned int *softpixels; - unsigned int *softdepthpixels; - int forcetextype; // always use GL_BGRA for D3D, always use GL_RGBA for GLES, etc } viddef_t; @@ -179,10 +165,6 @@ extern qboolean vid_hidden; extern qboolean vid_activewindow; extern qboolean vid_supportrefreshrate; -extern cvar_t vid_soft; -extern cvar_t vid_soft_threads; -extern cvar_t vid_soft_interlace; - extern cvar_t vid_fullscreen; extern cvar_t vid_width; extern cvar_t vid_height; diff --git a/vid_sdl.c b/vid_sdl.c index bad18352..70032371 100644 --- a/vid_sdl.c +++ b/vid_sdl.c @@ -22,7 +22,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "image.h" -#include "dpsoftrast.h" #include "utf8lib.h" #ifndef __IPHONEOS__ @@ -91,7 +90,6 @@ static SDL_GLContext context; static SDL_Window *window; static int window_flags; #endif -static SDL_Surface *vid_softsurface; static vid_mode_t desktop_mode; ///////////////////////// @@ -1155,16 +1153,6 @@ void Sys_SendKeyEvents( void ) vid.height = event.resize.h; if (!vid_isfullscreen) video_screen = SDL_SetVideoMode(vid.width, vid.height, video_bpp, video_flags); - if (vid_softsurface) - { - SDL_FreeSurface(vid_softsurface); - vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000); - SDL_SetAlpha(vid_softsurface, 0, 255); - vid.softpixels = (unsigned int *)vid_softsurface->pixels; - if (vid.softdepthpixels) - free(vid.softdepthpixels); - vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4); - } #ifdef SDL_R_RESTART // better not call R_Modules_Restart from here directly, as this may wreak havoc... // so, let's better queue it for next frame @@ -1329,16 +1317,6 @@ void Sys_SendKeyEvents( void ) { vid.width = event.window.data1; vid.height = event.window.data2; - if (vid_softsurface) - { - SDL_FreeSurface(vid_softsurface); - vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000); - SDL_SetSurfaceBlendMode(vid_softsurface, SDL_BLENDMODE_NONE); - vid.softpixels = (unsigned int *)vid_softsurface->pixels; - if (vid.softdepthpixels) - free(vid.softdepthpixels); - vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4); - } #ifdef SDL_R_RESTART // better not call R_Modules_Restart from here directly, as this may wreak havoc... // so, let's better queue it for next frame @@ -1498,10 +1476,8 @@ GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {PRECALL;r const GLubyte* wrapglGetString(GLenum name) {PRECALL;return (const GLubyte*)glGetString(name);POSTCALL;} void wrapglActiveStencilFace(GLenum e) {PRECALL;Con_Printf("glActiveStencilFace(e)\n");POSTCALL;} void wrapglActiveTexture(GLenum e) {PRECALL;glActiveTexture(e);POSTCALL;} -void wrapglAlphaFunc(GLenum func, GLclampf ref) {PRECALL;Con_Printf("glAlphaFunc(func, ref)\n");POSTCALL;} void wrapglArrayElement(GLint i) {PRECALL;Con_Printf("glArrayElement(i)\n");POSTCALL;} void wrapglAttachShader(GLuint containerObj, GLuint obj) {PRECALL;glAttachShader(containerObj, obj);POSTCALL;} -//void wrapglBegin(GLenum mode) {PRECALL;Con_Printf("glBegin(mode)\n");POSTCALL;} //void wrapglBeginQuery(GLenum target, GLuint qid) {PRECALL;glBeginQuery(target, qid);POSTCALL;} void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindAttribLocation(programObj, index, name);POSTCALL;} //void wrapglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindFragDataLocation(programObj, index, name);POSTCALL;} @@ -1517,11 +1493,7 @@ void wrapglClear(GLbitfield mask) {PRECALL;glClear(mask);POSTCALL;} void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {PRECALL;glClearColor(red, green, blue, alpha);POSTCALL;} void wrapglClearDepth(GLclampd depth) {PRECALL;/*Con_Printf("glClearDepth(%f)\n", depth);glClearDepthf((float)depth);*/POSTCALL;} void wrapglClearStencil(GLint s) {PRECALL;glClearStencil(s);POSTCALL;} -void wrapglClientActiveTexture(GLenum target) {PRECALL;Con_Printf("glClientActiveTexture(target)\n");POSTCALL;} -void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {PRECALL;Con_Printf("glColor4f(red, green, blue, alpha)\n");POSTCALL;} -void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {PRECALL;Con_Printf("glColor4ub(red, green, blue, alpha)\n");POSTCALL;} void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {PRECALL;glColorMask(red, green, blue, alpha);POSTCALL;} -void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glColorPointer(size, type, stride, ptr)\n");POSTCALL;} void wrapglCompileShader(GLuint shaderObj) {PRECALL;glCompileShader(shaderObj);POSTCALL;} void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {PRECALL;glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);POSTCALL;} void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {PRECALL;Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");POSTCALL;} @@ -1544,7 +1516,6 @@ void wrapglDepthMask(GLboolean flag) {PRECALL;glDepthMask(flag);POSTCALL;} void wrapglDepthRangef(GLclampf near_val, GLclampf far_val) {PRECALL;glDepthRangef(near_val, far_val);POSTCALL;} void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {PRECALL;glDetachShader(containerObj, attachedObj);POSTCALL;} void wrapglDisable(GLenum cap) {PRECALL;glDisable(cap);POSTCALL;} -void wrapglDisableClientState(GLenum cap) {PRECALL;Con_Printf("glDisableClientState(cap)\n");POSTCALL;} void wrapglDisableVertexAttribArray(GLuint index) {PRECALL;glDisableVertexAttribArray(index);POSTCALL;} void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {PRECALL;glDrawArrays(mode, first, count);POSTCALL;} void wrapglDrawBuffer(GLenum mode) {PRECALL;Con_Printf("glDrawBuffer(mode)\n");POSTCALL;} @@ -1553,9 +1524,7 @@ void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *i //void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;} //void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;} void wrapglEnable(GLenum cap) {PRECALL;glEnable(cap);POSTCALL;} -void wrapglEnableClientState(GLenum cap) {PRECALL;Con_Printf("glEnableClientState(cap)\n");POSTCALL;} void wrapglEnableVertexAttribArray(GLuint index) {PRECALL;glEnableVertexAttribArray(index);POSTCALL;} -//void wrapglEnd(void) {PRECALL;Con_Printf("glEnd()\n");POSTCALL;} //void wrapglEndQuery(GLenum target) {PRECALL;glEndQuery(target);POSTCALL;} void wrapglFinish(void) {PRECALL;glFinish();POSTCALL;} void wrapglFlush(void) {PRECALL;glFlush();POSTCALL;} @@ -1594,16 +1563,7 @@ void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {PRECAL void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {PRECALL;glGetUniformfv(programObj, location, params);POSTCALL;} void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {PRECALL;glGetUniformiv(programObj, location, params);POSTCALL;} void wrapglHint(GLenum target, GLenum mode) {PRECALL;glHint(target, mode);POSTCALL;} -void wrapglLineWidth(GLfloat width) {PRECALL;glLineWidth(width);POSTCALL;} void wrapglLinkProgram(GLuint programObj) {PRECALL;glLinkProgram(programObj);POSTCALL;} -void wrapglLoadIdentity(void) {PRECALL;Con_Printf("glLoadIdentity()\n");POSTCALL;} -void wrapglLoadMatrixf(const GLfloat *m) {PRECALL;Con_Printf("glLoadMatrixf(m)\n");POSTCALL;} -void wrapglMatrixMode(GLenum mode) {PRECALL;Con_Printf("glMatrixMode(mode)\n");POSTCALL;} -void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {PRECALL;Con_Printf("glMultiTexCoord1f(target, s)\n");POSTCALL;} -void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {PRECALL;Con_Printf("glMultiTexCoord2f(target, s, t)\n");POSTCALL;} -void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");POSTCALL;} -void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");POSTCALL;} -void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glNormalPointer(type, stride, ptr)\n");POSTCALL;} void wrapglPixelStorei(GLenum pname, GLint param) {PRECALL;glPixelStorei(pname, param);POSTCALL;} void wrapglPointSize(GLfloat size) {PRECALL;Con_Printf("glPointSize(size)\n");POSTCALL;} //void wrapglPolygonMode(GLenum face, GLenum mode) {PRECALL;Con_Printf("glPolygonMode(face, mode)\n");POSTCALL;} @@ -1619,14 +1579,6 @@ void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mas void wrapglStencilMask(GLuint mask) {PRECALL;glStencilMask(mask);POSTCALL;} void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {PRECALL;glStencilOp(fail, zfail, zpass);POSTCALL;} void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {PRECALL;Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");POSTCALL;} -void wrapglTexCoord1f(GLfloat s) {PRECALL;Con_Printf("glTexCoord1f(s)\n");POSTCALL;} -void wrapglTexCoord2f(GLfloat s, GLfloat t) {PRECALL;Con_Printf("glTexCoord2f(s, t)\n");POSTCALL;} -void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glTexCoord3f(s, t, r)\n");POSTCALL;} -void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glTexCoord4f(s, t, r, q)\n");POSTCALL;} -void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");POSTCALL;} -void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {PRECALL;Con_Printf("glTexEnvf(target, pname, param)\n");POSTCALL;} -void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {PRECALL;Con_Printf("glTexEnvfv(target, pname, params)\n");POSTCALL;} -void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {PRECALL;Con_Printf("glTexEnvi(target, pname, param)\n");POSTCALL;} void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);POSTCALL;} void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");POSTCALL;} void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {PRECALL;glTexParameterf(target, pname, param);POSTCALL;} @@ -1727,10 +1679,8 @@ void GLES_Init(void) qglGetString = wrapglGetString; // qglActiveStencilFaceEXT = wrapglActiveStencilFace; qglActiveTexture = wrapglActiveTexture; - qglAlphaFunc = wrapglAlphaFunc; qglArrayElement = wrapglArrayElement; qglAttachShader = wrapglAttachShader; -// qglBegin = wrapglBegin; // qglBeginQueryARB = wrapglBeginQuery; qglBindAttribLocation = wrapglBindAttribLocation; // qglBindFragDataLocation = wrapglBindFragDataLocation; @@ -1746,11 +1696,7 @@ void GLES_Init(void) qglClearColor = wrapglClearColor; qglClearDepth = wrapglClearDepth; qglClearStencil = wrapglClearStencil; - qglClientActiveTexture = wrapglClientActiveTexture; - qglColor4f = wrapglColor4f; - qglColor4ub = wrapglColor4ub; qglColorMask = wrapglColorMask; - qglColorPointer = wrapglColorPointer; qglCompileShader = wrapglCompileShader; qglCompressedTexImage2DARB = wrapglCompressedTexImage2D; qglCompressedTexImage3DARB = wrapglCompressedTexImage3D; @@ -1772,7 +1718,6 @@ void GLES_Init(void) qglDepthRangef = wrapglDepthRangef; qglDetachShader = wrapglDetachShader; qglDisable = wrapglDisable; - qglDisableClientState = wrapglDisableClientState; qglDisableVertexAttribArray = wrapglDisableVertexAttribArray; qglDrawArrays = wrapglDrawArrays; // qglDrawBuffer = wrapglDrawBuffer; @@ -1780,9 +1725,7 @@ void GLES_Init(void) qglDrawElements = wrapglDrawElements; // qglDrawRangeElements = wrapglDrawRangeElements; qglEnable = wrapglEnable; - qglEnableClientState = wrapglEnableClientState; qglEnableVertexAttribArray = wrapglEnableVertexAttribArray; -// qglEnd = wrapglEnd; // qglEndQueryARB = wrapglEndQuery; qglFinish = wrapglFinish; qglFlush = wrapglFlush; @@ -1821,16 +1764,7 @@ void GLES_Init(void) qglGetUniformfv = wrapglGetUniformfv; qglGetUniformiv = wrapglGetUniformiv; qglHint = wrapglHint; - qglLineWidth = wrapglLineWidth; qglLinkProgram = wrapglLinkProgram; - qglLoadIdentity = wrapglLoadIdentity; - qglLoadMatrixf = wrapglLoadMatrixf; - qglMatrixMode = wrapglMatrixMode; - qglMultiTexCoord1f = wrapglMultiTexCoord1f; - qglMultiTexCoord2f = wrapglMultiTexCoord2f; - qglMultiTexCoord3f = wrapglMultiTexCoord3f; - qglMultiTexCoord4f = wrapglMultiTexCoord4f; - qglNormalPointer = wrapglNormalPointer; qglPixelStorei = wrapglPixelStorei; qglPointSize = wrapglPointSize; // qglPolygonMode = wrapglPolygonMode; @@ -1846,14 +1780,6 @@ void GLES_Init(void) qglStencilMask = wrapglStencilMask; qglStencilOp = wrapglStencilOp; qglStencilOpSeparate = wrapglStencilOpSeparate; - qglTexCoord1f = wrapglTexCoord1f; - qglTexCoord2f = wrapglTexCoord2f; - qglTexCoord3f = wrapglTexCoord3f; - qglTexCoord4f = wrapglTexCoord4f; - qglTexCoordPointer = wrapglTexCoordPointer; - qglTexEnvf = wrapglTexEnvf; - qglTexEnvfv = wrapglTexEnvfv; - qglTexEnvi = wrapglTexEnvi; qglTexImage2D = wrapglTexImage2D; qglTexImage3D = wrapglTexImage3D; qglTexParameterf = wrapglTexParameterf; @@ -2676,9 +2602,6 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) } #endif - vid_softsurface = NULL; - vid.softpixels = NULL; - #if SDL_MAJOR_VERSION == 1 // init keyboard SDL_EnableUNICODE( SDL_ENABLE ); @@ -2719,112 +2642,6 @@ extern cvar_t gl_info_version; extern cvar_t gl_info_platform; extern cvar_t gl_info_driver; -static qboolean VID_InitModeSoft(viddef_mode_t *mode) -{ -#if SDL_MAJOR_VERSION == 1 - int flags = SDL_HWSURFACE; - if(!COM_CheckParm("-noasyncblit")) flags |= SDL_ASYNCBLIT; -#else - int windowflags = SDL_WINDOW_SHOWN; -#endif - - win_half_width = mode->width>>1; - win_half_height = mode->height>>1; - - if(vid_resizable.integer) -#if SDL_MAJOR_VERSION == 1 - flags |= SDL_RESIZABLE; -#else - windowflags |= SDL_WINDOW_RESIZABLE; -#endif - - VID_OutputVersion(); - - vid_isfullscreen = false; - if (mode->fullscreen) { -#if SDL_MAJOR_VERSION == 1 - const SDL_VideoInfo *vi = SDL_GetVideoInfo(); - mode->width = vi->current_w; - mode->height = vi->current_h; - mode->bitsperpixel = vi->vfmt->BitsPerPixel; - flags |= SDL_FULLSCREEN; -#else - if (vid_desktopfullscreen.integer) - windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP; - else - windowflags |= SDL_WINDOW_FULLSCREEN; -#endif - vid_isfullscreen = true; - } - - video_bpp = mode->bitsperpixel; -#if SDL_MAJOR_VERSION == 1 - video_flags = flags; - video_screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags); - if (video_screen == NULL) - { - Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); - VID_Shutdown(); - return false; - } - mode->width = video_screen->w; - mode->height = video_screen->h; -#else - window_flags = windowflags; - window = SDL_CreateWindow(gamename, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->width, mode->height, windowflags); - if (window == NULL) - { - Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); - VID_Shutdown(); - return false; - } - SDL_GetWindowSize(window, &mode->width, &mode->height); -#endif - - // create a framebuffer using our specific color format, we let the SDL blit function convert it in VID_Finish - vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, mode->width, mode->height, 32, 0x00FF0000, 0x0000FF00, 0x00000000FF, 0xFF000000); - if (vid_softsurface == NULL) - { - Con_Printf("Failed to setup software rasterizer framebuffer %ix%ix32bpp: %s\n", mode->width, mode->height, SDL_GetError()); - VID_Shutdown(); - return false; - } -#if SDL_MAJOR_VERSION == 1 - SDL_SetAlpha(vid_softsurface, 0, 255); -#else - SDL_SetSurfaceBlendMode(vid_softsurface, SDL_BLENDMODE_NONE); -#endif - - vid.softpixels = (unsigned int *)vid_softsurface->pixels; - vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4); - if (DPSOFTRAST_Init(mode->width, mode->height, vid_soft_threads.integer, vid_soft_interlace.integer, (unsigned int *)vid_softsurface->pixels, (unsigned int *)vid.softdepthpixels) < 0) - { - Con_Printf("Failed to initialize software rasterizer\n"); - VID_Shutdown(); - return false; - } - -#if SDL_MAJOR_VERSION == 1 - // init keyboard - SDL_EnableUNICODE( SDL_ENABLE ); - // enable key repeat since everyone expects it - SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); -#endif - - VID_Soft_SharedSetup(); - - vid_hidden = false; - vid_activewindow = false; - vid_hasfocus = true; - vid_usingmouse = false; - vid_usinghidecursor = false; - -#if SDL_MAJOR_VERSION == 1 - SDL_WM_GrabInput(SDL_GRAB_OFF); -#endif - return true; -} - qboolean VID_InitMode(viddef_mode_t *mode) { // GAME_STEELSTORM specific @@ -2837,12 +2654,7 @@ qboolean VID_InitMode(viddef_mode_t *mode) #if SDL_MAJOR_VERSION != 1 Cvar_SetValueQuick(&vid_touchscreen_supportshowkeyboard, SDL_HasScreenKeyboardSupport() ? 1 : 0); #endif -#ifdef SSE_POSSIBLE - if (vid_soft.integer) - return VID_InitModeSoft(mode); - else -#endif - return VID_InitModeGL(mode); + return VID_InitModeGL(mode); } void VID_Shutdown (void) @@ -2860,14 +2672,6 @@ void VID_Shutdown (void) #endif #endif - if (vid_softsurface) - SDL_FreeSurface(vid_softsurface); - vid_softsurface = NULL; - vid.softpixels = NULL; - if (vid.softdepthpixels) - free(vid.softdepthpixels); - vid.softdepthpixels = NULL; - #if SDL_MAJOR_VERSION != 1 SDL_DestroyWindow(window); window = NULL; @@ -2900,10 +2704,7 @@ void VID_Finish (void) { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR if (r_speeds.integer == 2 || gl_finish.integer) @@ -2929,28 +2730,6 @@ void VID_Finish (void) SDL_GL_SwapWindow(window); #endif break; - case RENDERPATH_SOFT: - DPSOFTRAST_Finish(); -#if SDL_MAJOR_VERSION == 1 -// if (!r_test.integer) - { - SDL_BlitSurface(vid_softsurface, NULL, video_screen, NULL); - SDL_Flip(video_screen); - } -#else - { - SDL_Surface *screen = SDL_GetWindowSurface(window); - SDL_BlitSurface(vid_softsurface, NULL, screen, NULL); - SDL_UpdateWindowSurface(window); - } -#endif - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - if (r_speeds.integer == 2 || gl_finish.integer) - GL_Finish(); - break; } } } diff --git a/vid_shared.c b/vid_shared.c index 0c9ee5ed..df3ed500 100644 --- a/vid_shared.c +++ b/vid_shared.c @@ -5,15 +5,6 @@ #endif #include "image.h" -#ifdef SUPPORTD3D -#include -#ifdef _MSC_VER -#pragma comment(lib, "d3d9.lib") -#endif - -LPDIRECT3DDEVICE9 vid_d3d9dev; -#endif - #ifdef WIN32 //#include #define XINPUT_GAMEPAD_DPAD_UP 0x0001 @@ -135,11 +126,6 @@ cvar_t joy_x360_sensitivitypitch = {0, "joy_x360_sensitivitypitch", "-1", "movem cvar_t joy_x360_sensitivityyaw = {0, "joy_x360_sensitivityyaw", "-1", "movement multiplier"}; cvar_t joy_x360_sensitivityroll = {0, "joy_x360_sensitivityroll", "1", "movement multiplier"}; -// cvars for DPSOFTRAST -cvar_t vid_soft = {CVAR_SAVE, "vid_soft", "0", "enables use of the DarkPlaces Software Rasterizer rather than OpenGL or Direct3D"}; -cvar_t vid_soft_threads = {CVAR_SAVE, "vid_soft_threads", "8", "the number of threads the DarkPlaces Software Rasterizer should use"}; -cvar_t vid_soft_interlace = {CVAR_SAVE, "vid_soft_interlace", "1", "whether the DarkPlaces Software Rasterizer should interlace the screen bands occupied by each thread"}; - // VorteX: more info cvars, mostly set in VID_CheckExtensions cvar_t gl_info_vendor = {CVAR_READONLY, "gl_info_vendor", "", "indicates brand of graphics chip"}; cvar_t gl_info_renderer = {CVAR_READONLY, "gl_info_renderer", "", "indicates graphics chip model and other information"}; @@ -168,8 +154,6 @@ cvar_t vid_mouse = {CVAR_SAVE, "vid_mouse", "1", "whether to use the mouse in wi cvar_t vid_grabkeyboard = {CVAR_SAVE, "vid_grabkeyboard", "0", "whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)"}; cvar_t vid_minwidth = {0, "vid_minwidth", "0", "minimum vid_width that is acceptable (to be set in default.cfg in mods)"}; cvar_t vid_minheight = {0, "vid_minheight", "0", "minimum vid_height that is acceptable (to be set in default.cfg in mods)"}; -cvar_t vid_gl13 = {0, "vid_gl13", "1", "enables faster rendering using OpenGL 1.3 features (such as GL_ARB_texture_env_combine extension)"}; -cvar_t vid_gl20 = {0, "vid_gl20", "1", "enables faster rendering using OpenGL 2.0 features (such as GL_ARB_fragment_shader extension)"}; cvar_t gl_finish = {0, "gl_finish", "0", "make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines)"}; cvar_t vid_sRGB = {CVAR_SAVE, "vid_sRGB", "0", "if hardware is capable, modify rendering to be gamma corrected for the sRGB color standard (computer monitors, TVs), recommended"}; cvar_t vid_sRGB_fallback = {CVAR_SAVE, "vid_sRGB_fallback", "0", "do an approximate sRGB fallback if not properly supported by hardware (2: also use the fallback if framebuffer is 8bit, 3: always use the fallback even if sRGB is supported)"}; @@ -216,12 +200,7 @@ char gl_driver[256]; #ifndef USE_GLES2 // GL_ARB_multitexture -void (GLAPIENTRY *qglMultiTexCoord1f) (GLenum, GLfloat); -void (GLAPIENTRY *qglMultiTexCoord2f) (GLenum, GLfloat, GLfloat); -void (GLAPIENTRY *qglMultiTexCoord3f) (GLenum, GLfloat, GLfloat, GLfloat); -void (GLAPIENTRY *qglMultiTexCoord4f) (GLenum, GLfloat, GLfloat, GLfloat, GLfloat); void (GLAPIENTRY *qglActiveTexture) (GLenum); -void (GLAPIENTRY *qglClientActiveTexture) (GLenum); // general GL functions @@ -229,7 +208,6 @@ void (GLAPIENTRY *qglClearColor)(GLclampf red, GLclampf green, GLclampf blue, GL void (GLAPIENTRY *qglClear)(GLbitfield mask); -void (GLAPIENTRY *qglAlphaFunc)(GLenum func, GLclampf ref); void (GLAPIENTRY *qglBlendFunc)(GLenum sfactor, GLenum dfactor); void (GLAPIENTRY *qglCullFace)(GLenum mode); @@ -239,9 +217,6 @@ void (GLAPIENTRY *qglEnable)(GLenum cap); void (GLAPIENTRY *qglDisable)(GLenum cap); GLboolean (GLAPIENTRY *qglIsEnabled)(GLenum cap); -void (GLAPIENTRY *qglEnableClientState)(GLenum cap); -void (GLAPIENTRY *qglDisableClientState)(GLenum cap); - void (GLAPIENTRY *qglGetBooleanv)(GLenum pname, GLboolean *params); void (GLAPIENTRY *qglGetDoublev)(GLenum pname, GLdouble *params); void (GLAPIENTRY *qglGetFloatv)(GLenum pname, GLfloat *params); @@ -262,41 +237,8 @@ void (GLAPIENTRY *qglColorMask)(GLboolean red, GLboolean green, GLboolean blue, void (GLAPIENTRY *qglDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); void (GLAPIENTRY *qglDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); void (GLAPIENTRY *qglDrawArrays)(GLenum mode, GLint first, GLsizei count); -void (GLAPIENTRY *qglVertexPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); -void (GLAPIENTRY *qglNormalPointer)(GLenum type, GLsizei stride, const GLvoid *ptr); -void (GLAPIENTRY *qglColorPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); -void (GLAPIENTRY *qglTexCoordPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); -void (GLAPIENTRY *qglArrayElement)(GLint i); - -void (GLAPIENTRY *qglColor4ub)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); -void (GLAPIENTRY *qglColor4f)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); -void (GLAPIENTRY *qglTexCoord1f)(GLfloat s); -void (GLAPIENTRY *qglTexCoord2f)(GLfloat s, GLfloat t); -void (GLAPIENTRY *qglTexCoord3f)(GLfloat s, GLfloat t, GLfloat r); -void (GLAPIENTRY *qglTexCoord4f)(GLfloat s, GLfloat t, GLfloat r, GLfloat q); -void (GLAPIENTRY *qglVertex2f)(GLfloat x, GLfloat y); -void (GLAPIENTRY *qglVertex3f)(GLfloat x, GLfloat y, GLfloat z); -void (GLAPIENTRY *qglVertex4f)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); -void (GLAPIENTRY *qglBegin)(GLenum mode); -void (GLAPIENTRY *qglEnd)(void); - -void (GLAPIENTRY *qglMatrixMode)(GLenum mode); -//void (GLAPIENTRY *qglOrtho)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val); -//void (GLAPIENTRY *qglFrustum)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val); + void (GLAPIENTRY *qglViewport)(GLint x, GLint y, GLsizei width, GLsizei height); -//void (GLAPIENTRY *qglPushMatrix)(void); -//void (GLAPIENTRY *qglPopMatrix)(void); -void (GLAPIENTRY *qglLoadIdentity)(void); -//void (GLAPIENTRY *qglLoadMatrixd)(const GLdouble *m); -void (GLAPIENTRY *qglLoadMatrixf)(const GLfloat *m); -//void (GLAPIENTRY *qglMultMatrixd)(const GLdouble *m); -//void (GLAPIENTRY *qglMultMatrixf)(const GLfloat *m); -//void (GLAPIENTRY *qglRotated)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); -//void (GLAPIENTRY *qglRotatef)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); -//void (GLAPIENTRY *qglScaled)(GLdouble x, GLdouble y, GLdouble z); -//void (GLAPIENTRY *qglScalef)(GLfloat x, GLfloat y, GLfloat z); -//void (GLAPIENTRY *qglTranslated)(GLdouble x, GLdouble y, GLdouble z); -//void (GLAPIENTRY *qglTranslatef)(GLfloat x, GLfloat y, GLfloat z); void (GLAPIENTRY *qglReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); @@ -305,9 +247,6 @@ void (GLAPIENTRY *qglStencilMask)(GLuint mask); void (GLAPIENTRY *qglStencilOp)(GLenum fail, GLenum zfail, GLenum zpass); void (GLAPIENTRY *qglClearStencil)(GLint s); -void (GLAPIENTRY *qglTexEnvf)(GLenum target, GLenum pname, GLfloat param); -void (GLAPIENTRY *qglTexEnvfv)(GLenum target, GLenum pname, const GLfloat *params); -void (GLAPIENTRY *qglTexEnvi)(GLenum target, GLenum pname, GLint param); void (GLAPIENTRY *qglTexParameterf)(GLenum target, GLenum pname, GLfloat param); void (GLAPIENTRY *qglTexParameterfv)(GLenum target, GLenum pname, GLfloat *params); void (GLAPIENTRY *qglTexParameteri)(GLenum target, GLenum pname, GLint param); @@ -355,7 +294,6 @@ void (GLAPIENTRY *qglPolygonStipple)(const GLubyte *mask); //void (GLAPIENTRY *qglGetClipPlane)(GLenum plane, GLdouble *equation); //[515]: added on 29.07.2005 -void (GLAPIENTRY *qglLineWidth)(GLfloat width); void (GLAPIENTRY *qglPointSize)(GLfloat size); void (GLAPIENTRY *qglBlendEquationEXT)(GLenum); @@ -605,7 +543,6 @@ static dllfunction_t opengl110funcs[] = { {"glClearColor", (void **) &qglClearColor}, {"glClear", (void **) &qglClear}, - {"glAlphaFunc", (void **) &qglAlphaFunc}, {"glBlendFunc", (void **) &qglBlendFunc}, {"glCullFace", (void **) &qglCullFace}, {"glDrawBuffer", (void **) &qglDrawBuffer}, @@ -613,8 +550,6 @@ static dllfunction_t opengl110funcs[] = {"glEnable", (void **) &qglEnable}, {"glDisable", (void **) &qglDisable}, {"glIsEnabled", (void **) &qglIsEnabled}, - {"glEnableClientState", (void **) &qglEnableClientState}, - {"glDisableClientState", (void **) &qglDisableClientState}, {"glGetBooleanv", (void **) &qglGetBooleanv}, {"glGetDoublev", (void **) &qglGetDoublev}, {"glGetFloatv", (void **) &qglGetFloatv}, @@ -630,51 +565,14 @@ static dllfunction_t opengl110funcs[] = {"glDrawElements", (void **) &qglDrawElements}, {"glDrawArrays", (void **) &qglDrawArrays}, {"glColorMask", (void **) &qglColorMask}, - {"glVertexPointer", (void **) &qglVertexPointer}, - {"glNormalPointer", (void **) &qglNormalPointer}, - {"glColorPointer", (void **) &qglColorPointer}, - {"glTexCoordPointer", (void **) &qglTexCoordPointer}, - {"glArrayElement", (void **) &qglArrayElement}, - {"glColor4ub", (void **) &qglColor4ub}, - {"glColor4f", (void **) &qglColor4f}, - {"glTexCoord1f", (void **) &qglTexCoord1f}, - {"glTexCoord2f", (void **) &qglTexCoord2f}, - {"glTexCoord3f", (void **) &qglTexCoord3f}, - {"glTexCoord4f", (void **) &qglTexCoord4f}, - {"glVertex2f", (void **) &qglVertex2f}, - {"glVertex3f", (void **) &qglVertex3f}, - {"glVertex4f", (void **) &qglVertex4f}, - {"glBegin", (void **) &qglBegin}, - {"glEnd", (void **) &qglEnd}, //[515]: added on 29.07.2005 - {"glLineWidth", (void**) &qglLineWidth}, {"glPointSize", (void**) &qglPointSize}, -// - {"glMatrixMode", (void **) &qglMatrixMode}, -// {"glOrtho", (void **) &qglOrtho}, -// {"glFrustum", (void **) &qglFrustum}, {"glViewport", (void **) &qglViewport}, -// {"glPushMatrix", (void **) &qglPushMatrix}, -// {"glPopMatrix", (void **) &qglPopMatrix}, - {"glLoadIdentity", (void **) &qglLoadIdentity}, -// {"glLoadMatrixd", (void **) &qglLoadMatrixd}, - {"glLoadMatrixf", (void **) &qglLoadMatrixf}, -// {"glMultMatrixd", (void **) &qglMultMatrixd}, -// {"glMultMatrixf", (void **) &qglMultMatrixf}, -// {"glRotated", (void **) &qglRotated}, -// {"glRotatef", (void **) &qglRotatef}, -// {"glScaled", (void **) &qglScaled}, -// {"glScalef", (void **) &qglScalef}, -// {"glTranslated", (void **) &qglTranslated}, -// {"glTranslatef", (void **) &qglTranslatef}, {"glReadPixels", (void **) &qglReadPixels}, {"glStencilFunc", (void **) &qglStencilFunc}, {"glStencilMask", (void **) &qglStencilMask}, {"glStencilOp", (void **) &qglStencilOp}, {"glClearStencil", (void **) &qglClearStencil}, - {"glTexEnvf", (void **) &qglTexEnvf}, - {"glTexEnvfv", (void **) &qglTexEnvfv}, - {"glTexEnvi", (void **) &qglTexEnvi}, {"glTexParameterf", (void **) &qglTexParameterf}, {"glTexParameterfv", (void **) &qglTexParameterfv}, {"glTexParameteri", (void **) &qglTexParameteri}, @@ -723,12 +621,7 @@ static dllfunction_t drawrangeelementsextfuncs[] = static dllfunction_t multitexturefuncs[] = { - {"glMultiTexCoord1fARB", (void **) &qglMultiTexCoord1f}, - {"glMultiTexCoord2fARB", (void **) &qglMultiTexCoord2f}, - {"glMultiTexCoord3fARB", (void **) &qglMultiTexCoord3f}, - {"glMultiTexCoord4fARB", (void **) &qglMultiTexCoord4f}, {"glActiveTextureARB", (void **) &qglActiveTexture}, - {"glClientActiveTextureARB", (void **) &qglClientActiveTexture}, {NULL, NULL} }; @@ -991,7 +884,7 @@ void VID_ClearExtensions(void) // clear the extension flags memset(&vid.support, 0, sizeof(vid.support)); - vid.renderpath = RENDERPATH_GL11; + vid.renderpath = RENDERPATH_GL20; vid.sRGBcapable2D = false; vid.sRGBcapable3D = false; vid.useinterleavedarrays = false; @@ -1131,12 +1024,9 @@ void VID_CheckExtensions(void) qglDrawRangeElements = qglDrawRangeElementsEXT; qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d); - if (vid.support.ext_texture_filter_anisotropic) - qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy); - if (vid.support.arb_texture_cube_map) - qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap); - if (vid.support.ext_texture_3d) - qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d); + qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy); + qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap); + qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d); // verify that 3d textures are really supported if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32) @@ -1146,9 +1036,8 @@ void VID_CheckExtensions(void) } vid.texunits = vid.teximageunits = vid.texarrayunits = 1; - if (vid.support.arb_multitexture) - qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits); - if (vid_gl20.integer && vid.support.gl20shaders && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two) + qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits); + if (vid.support.gl20shaders && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two) { qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits); qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (int *)&vid.teximageunits);CHECKGLERROR @@ -1165,29 +1054,8 @@ void VID_CheckExtensions(void) Con_Printf("vid.support.gl20shaders %i\n", vid.support.gl20shaders); vid.allowalphatocoverage = true; // but see below, it may get turned to false again if GL_SAMPLES_ARB is <= 1 } - else if (vid.support.arb_texture_env_combine && vid.texunits >= 2 && vid_gl13.integer) - { - qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits); - vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS); - vid.teximageunits = vid.texunits; - vid.texarrayunits = vid.texunits; - Con_DPrintf("Using GL1.3 rendering path - %i texture units, single pass rendering\n", vid.texunits); - vid.renderpath = RENDERPATH_GL13; - vid.sRGBcapable2D = false; - vid.sRGBcapable3D = false; - vid.useinterleavedarrays = false; - } else - { - vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS); - vid.teximageunits = vid.texunits; - vid.texarrayunits = vid.texunits; - Con_DPrintf("Using GL1.1 rendering path - %i texture units, two pass rendering\n", vid.texunits); - vid.renderpath = RENDERPATH_GL11; - vid.sRGBcapable2D = false; - vid.sRGBcapable3D = false; - vid.useinterleavedarrays = false; - } + Sys_Error("OpenGL 2.0 and GL_EXT_framebuffer_object required"); // enable multisample antialiasing if possible if(vid.support.arb_multisample) @@ -1636,20 +1504,6 @@ static dllhandle_t xinputdll_dll = NULL; void VID_Shared_Init(void) { -#ifdef SSE_POSSIBLE - if (Sys_HaveSSE2()) - { - Con_Printf("DPSOFTRAST available (SSE2 instructions detected)\n"); - Cvar_RegisterVariable(&vid_soft); - Cvar_RegisterVariable(&vid_soft_threads); - Cvar_RegisterVariable(&vid_soft_interlace); - } - else - Con_Printf("DPSOFTRAST not available (SSE2 disabled or not detected)\n"); -#else - Con_Printf("DPSOFTRAST not available (SSE2 not compiled in)\n"); -#endif - Cvar_RegisterVariable(&gl_info_vendor); Cvar_RegisterVariable(&gl_info_renderer); Cvar_RegisterVariable(&gl_info_version); @@ -1698,8 +1552,6 @@ void VID_Shared_Init(void) Cvar_RegisterVariable(&vid_desktopfullscreen); Cvar_RegisterVariable(&vid_minwidth); Cvar_RegisterVariable(&vid_minheight); - Cvar_RegisterVariable(&vid_gl13); - Cvar_RegisterVariable(&vid_gl20); Cvar_RegisterVariable(&gl_finish); Cvar_RegisterVariable(&vid_sRGB); Cvar_RegisterVariable(&vid_sRGB_fallback); @@ -1793,8 +1645,6 @@ static int VID_Mode(int fullscreen, int width, int height, int bpp, float refres switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: #ifdef GL_STEREO { @@ -1804,6 +1654,7 @@ static int VID_Mode(int fullscreen, int width, int height, int bpp, float refres } #endif break; + case RENDERPATH_GLES2: default: vid.stereobuffer = false; break; @@ -2026,75 +1877,3 @@ size_t VID_SortModes(vid_mode_t *modes, size_t count, qboolean usebpp, qboolean } return count; } - -void VID_Soft_SharedSetup(void) -{ - gl_platform = "DPSOFTRAST"; - gl_platformextensions = ""; - - gl_renderer = "DarkPlaces-Soft"; - gl_vendor = "Forest Hale"; - gl_version = "0.0"; - gl_extensions = ""; - - // clear the extension flags - memset(&vid.support, 0, sizeof(vid.support)); - Cvar_SetQuick(&gl_info_extensions, ""); - - // DPSOFTRAST requires BGRA - vid.forcetextype = TEXTYPE_BGRA; - - vid.forcevbo = false; - vid.support.arb_depth_texture = true; - vid.support.arb_draw_buffers = true; - vid.support.arb_occlusion_query = true; - vid.support.arb_query_buffer_object = false; - vid.support.arb_shadow = true; - //vid.support.arb_texture_compression = true; - vid.support.arb_texture_cube_map = true; - vid.support.arb_texture_non_power_of_two = false; - vid.support.arb_vertex_buffer_object = true; - vid.support.ext_blend_subtract = true; - vid.support.ext_draw_range_elements = true; - vid.support.ext_framebuffer_object = true; - - vid.support.ext_texture_3d = true; - //vid.support.ext_texture_compression_s3tc = true; - vid.support.ext_texture_filter_anisotropic = true; - vid.support.ati_separate_stencil = true; - vid.support.ext_texture_srgb = false; - - vid.maxtexturesize_2d = 16384; - vid.maxtexturesize_3d = 512; - vid.maxtexturesize_cubemap = 16384; - vid.texunits = 4; - vid.teximageunits = 32; - vid.texarrayunits = 8; - vid.max_anisotropy = 1; - vid.maxdrawbuffers = 4; - - vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS); - vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS); - vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS); - Con_DPrintf("Using DarkPlaces Software Rasterizer rendering path\n"); - vid.renderpath = RENDERPATH_SOFT; - vid.sRGBcapable2D = false; - vid.sRGBcapable3D = false; - vid.useinterleavedarrays = false; - - Cvar_SetQuick(&gl_info_vendor, gl_vendor); - Cvar_SetQuick(&gl_info_renderer, gl_renderer); - Cvar_SetQuick(&gl_info_version, gl_version); - Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : ""); - Cvar_SetQuick(&gl_info_driver, gl_driver); - - // LordHavoc: report supported extensions -#ifdef CONFIG_MENU - Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); -#else - Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions ); -#endif - - // clear to black (loading plaque will be seen over this) - GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128); -} diff --git a/vid_wgl.c b/vid_wgl.c index 7a484088..fa0091dc 100644 --- a/vid_wgl.c +++ b/vid_wgl.c @@ -45,27 +45,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #ifdef SUPPORTDIRECTX #include #endif -#include "dpsoftrast.h" - -#ifdef SUPPORTD3D -#include - -cvar_t vid_dx9 = {CVAR_SAVE, "vid_dx9", "0", "use Microsoft Direct3D9(r) for rendering"}; -cvar_t vid_dx9_hal = {CVAR_SAVE, "vid_dx9_hal", "1", "enables hardware rendering (1), otherwise software reference rasterizer (0 - very slow), note that 0 is necessary when using NVPerfHUD (which renders in hardware but requires this option to enable it)"}; -cvar_t vid_dx9_softvertex = {CVAR_SAVE, "vid_dx9_softvertex", "0", "enables software vertex processing (for compatibility testing? or if you have a very fast CPU), usually you want this off"}; -cvar_t vid_dx9_triplebuffer = {CVAR_SAVE, "vid_dx9_triplebuffer", "0", "enables triple buffering when using vid_vsync in fullscreen, this options adds some latency and only helps when framerate is below 60 so you usually don't want it"}; -//cvar_t vid_dx10 = {CVAR_SAVE, "vid_dx10", "1", "use Microsoft Direct3D10(r) for rendering"}; -//cvar_t vid_dx11 = {CVAR_SAVE, "vid_dx11", "1", "use Microsoft Direct3D11(r) for rendering"}; - -D3DPRESENT_PARAMETERS vid_d3dpresentparameters; - -// we declare this in vid_shared.c because it is required by dedicated server and all clients when SUPPORTD3D is defined -extern LPDIRECT3DDEVICE9 vid_d3d9dev; - -LPDIRECT3D9 vid_d3d9; -D3DCAPS9 vid_d3d9caps; -qboolean vid_d3ddevicelost; -#endif extern HINSTANCE global_hInstance; @@ -141,11 +120,6 @@ HWND mainwindow; static HDC baseDC; static HGLRC baseRC; -static HDC vid_softhdc; -static HGDIOBJ vid_softhdc_backup; -static BITMAPINFO vid_softbmi; -static HBITMAP vid_softdibhandle; - //HWND WINAPI InitializeWindow (HINSTANCE hInstance, int nCmdShow); static qboolean vid_isfullscreen; @@ -221,14 +195,8 @@ static void AdjustWindowBounds(int fullscreen, int *width, int *height, viddef_m //==================================== qboolean vid_reallyhidden = true; -#ifdef SUPPORTD3D -qboolean vid_begunscene = false; -#endif void VID_Finish (void) { -#ifdef SUPPORTD3D - HRESULT hr; -#endif vid_hidden = vid_reallyhidden; vid_usevsync = vid_vsync.integer && !cls.timedemo && qwglSwapIntervalEXT; @@ -237,10 +205,7 @@ void VID_Finish (void) { switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: if (vid_usingvsync != vid_usevsync) { @@ -251,68 +216,6 @@ void VID_Finish (void) GL_Finish(); SwapBuffers(baseDC); break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - if (vid_begunscene) - { - IDirect3DDevice9_EndScene(vid_d3d9dev); - vid_begunscene = false; - } - if (!vid_reallyhidden) - { - if (!vid_d3ddevicelost) - { - vid_hidden = vid_reallyhidden; - hr = IDirect3DDevice9_Present(vid_d3d9dev, NULL, NULL, NULL, NULL); - if (hr == D3DERR_DEVICELOST) - { - vid_d3ddevicelost = true; - vid_hidden = true; - Sleep(100); - } - } - else - { - hr = IDirect3DDevice9_TestCooperativeLevel(vid_d3d9dev); - switch(hr) - { - case D3DERR_DEVICELOST: - vid_d3ddevicelost = true; - vid_hidden = true; - Sleep(100); - break; - case D3DERR_DEVICENOTRESET: - vid_d3ddevicelost = false; - vid_hidden = vid_reallyhidden; - R_Modules_DeviceLost(); - IDirect3DDevice9_Reset(vid_d3d9dev, &vid_d3dpresentparameters); - R_Modules_DeviceRestored(); - break; - case D3D_OK: - vid_hidden = vid_reallyhidden; - IDirect3DDevice9_Present(vid_d3d9dev, NULL, NULL, NULL, NULL); - break; - } - } - if (!vid_begunscene && !vid_hidden) - { - IDirect3DDevice9_BeginScene(vid_d3d9dev); - vid_begunscene = true; - } - } -#endif - break; - case RENDERPATH_D3D10: - break; - case RENDERPATH_D3D11: - break; - case RENDERPATH_SOFT: - DPSOFTRAST_Finish(); -// baseDC = GetDC(mainwindow); - BitBlt(baseDC, 0, 0, vid.width, vid.height, vid_softhdc, 0, 0, SRCCOPY); -// ReleaseDC(mainwindow, baseDC); -// baseDC = NULL; - break; } } @@ -815,15 +718,6 @@ void VID_Init(void) { WNDCLASS wc; -#ifdef SUPPORTD3D - Cvar_RegisterVariable(&vid_dx9); - Cvar_RegisterVariable(&vid_dx9_hal); - Cvar_RegisterVariable(&vid_dx9_softvertex); - Cvar_RegisterVariable(&vid_dx9_triplebuffer); -// Cvar_RegisterVariable(&vid_dx10); -// Cvar_RegisterVariable(&vid_dx11); -#endif - InitCommonControls(); hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1)); @@ -1347,489 +1241,8 @@ static void AdjustWindowBounds(int fullscreen, int *width, int *height, viddef_m rect->bottom += CenterY; } -#ifdef SUPPORTD3D -static D3DADAPTER_IDENTIFIER9 d3d9adapteridentifier; - -extern cvar_t gl_info_extensions; -extern cvar_t gl_info_vendor; -extern cvar_t gl_info_renderer; -extern cvar_t gl_info_version; -extern cvar_t gl_info_platform; -extern cvar_t gl_info_driver; -qboolean VID_InitModeDX(viddef_mode_t *mode, int version) -{ - int deviceindex; - RECT rect; - MSG msg; - DWORD WindowStyle, ExWindowStyle; - int bpp = mode->bitsperpixel; - int width = mode->width; - int height = mode->height; - int refreshrate = (int)floor(mode->refreshrate+0.5); -// int stereobuffer = mode->stereobuffer; - int samples = mode->samples; - int fullscreen = mode->fullscreen; - int numdevices; - - if (vid_initialized) - Sys_Error("VID_InitMode called when video is already initialised"); - - vid_isfullscreen = fullscreen != 0; - if (fullscreen) - { - WindowStyle = WS_POPUP; - ExWindowStyle = WS_EX_TOPMOST; - } - else - { - WindowStyle = WS_OVERLAPPED | WS_BORDER | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; - ExWindowStyle = 0; - } - - AdjustWindowBounds(fullscreen, &width, &height, mode, WindowStyle, &rect); - - gl_extensions = ""; - gl_platformextensions = ""; - - mainwindow = CreateWindowEx (ExWindowStyle, "DarkPlacesWindowClass", gamename, WindowStyle, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, global_hInstance, NULL); - if (!mainwindow) - { - Con_Printf("CreateWindowEx(%d, %s, %s, %d, %d, %d, %d, %d, %p, %p, %p, %p) failed\n", (int)ExWindowStyle, "DarkPlacesWindowClass", gamename, (int)WindowStyle, (int)(rect.left), (int)(rect.top), (int)(rect.right - rect.left), (int)(rect.bottom - rect.top), (void *)NULL, (void *)NULL, global_hInstance, (void *)NULL); - VID_Shutdown(); - return false; - } - - baseDC = GetDC(mainwindow); - - vid_d3d9 = Direct3DCreate9(D3D_SDK_VERSION); - if (!vid_d3d9) - Sys_Error("VID_InitMode: Direct3DCreate9 failed"); - - numdevices = IDirect3D9_GetAdapterCount(vid_d3d9); - vid_d3d9dev = NULL; - memset(&d3d9adapteridentifier, 0, sizeof(d3d9adapteridentifier)); - for (deviceindex = 0;deviceindex < numdevices && !vid_d3d9dev;deviceindex++) - { - memset(&vid_d3dpresentparameters, 0, sizeof(vid_d3dpresentparameters)); -// vid_d3dpresentparameters.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; - vid_d3dpresentparameters.Flags = 0; - vid_d3dpresentparameters.SwapEffect = D3DSWAPEFFECT_DISCARD; - vid_d3dpresentparameters.hDeviceWindow = mainwindow; - vid_d3dpresentparameters.BackBufferWidth = width; - vid_d3dpresentparameters.BackBufferHeight = height; - vid_d3dpresentparameters.MultiSampleType = samples > 1 ? (D3DMULTISAMPLE_TYPE)samples : D3DMULTISAMPLE_NONE; - vid_d3dpresentparameters.BackBufferCount = fullscreen ? (vid_dx9_triplebuffer.integer ? 3 : 2) : 1; - vid_d3dpresentparameters.FullScreen_RefreshRateInHz = fullscreen ? refreshrate : 0; - vid_d3dpresentparameters.Windowed = !fullscreen; - vid_d3dpresentparameters.EnableAutoDepthStencil = true; - vid_d3dpresentparameters.AutoDepthStencilFormat = bpp > 16 ? D3DFMT_D24S8 : D3DFMT_D16; - vid_d3dpresentparameters.BackBufferFormat = fullscreen?D3DFMT_X8R8G8B8:D3DFMT_UNKNOWN; - vid_d3dpresentparameters.PresentationInterval = vid_vsync.integer ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; - - memset(&d3d9adapteridentifier, 0, sizeof(d3d9adapteridentifier)); - IDirect3D9_GetAdapterIdentifier(vid_d3d9, deviceindex, 0, &d3d9adapteridentifier); - - IDirect3D9_CreateDevice(vid_d3d9, deviceindex, vid_dx9_hal.integer ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF, mainwindow, vid_dx9_softvertex.integer ? D3DCREATE_SOFTWARE_VERTEXPROCESSING : D3DCREATE_HARDWARE_VERTEXPROCESSING, &vid_d3dpresentparameters, &vid_d3d9dev); - } - - if (!vid_d3d9dev) - { - VID_Shutdown(); - return false; - } - - IDirect3DDevice9_GetDeviceCaps(vid_d3d9dev, &vid_d3d9caps); - - Con_Printf("Using D3D9 device: %s\n", d3d9adapteridentifier.Description); - gl_extensions = ""; - gl_platform = "D3D9"; - gl_platformextensions = ""; - - ShowWindow (mainwindow, SW_SHOWDEFAULT); - UpdateWindow (mainwindow); - - // now we try to make sure we get the focus on the mode switch, because - // sometimes in some systems we don't. We grab the foreground, then - // finish setting up, pump all our messages, and sleep for a little while - // to let messages finish bouncing around the system, then we put - // ourselves at the top of the z order, then grab the foreground again, - // Who knows if it helps, but it probably doesn't hurt - SetForegroundWindow (mainwindow); - - while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) - { - TranslateMessage (&msg); - DispatchMessage (&msg); - } - - Sleep (100); - - SetWindowPos (mainwindow, HWND_TOP, 0, 0, 0, 0, SWP_DRAWFRAME | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW | SWP_NOCOPYBITS); - - SetForegroundWindow (mainwindow); - - // fix the leftover Alt from any Alt-Tab or the like that switched us away - ClearAllStates (); - - gl_renderer = d3d9adapteridentifier.Description; - gl_vendor = d3d9adapteridentifier.Driver; - gl_version = ""; - gl_extensions = ""; - - Con_Printf("D3D9 adapter info:\n"); - Con_Printf("Description: %s\n", d3d9adapteridentifier.Description); - Con_Printf("DeviceId: %x\n", (unsigned int)d3d9adapteridentifier.DeviceId); - Con_Printf("DeviceName: %p\n", d3d9adapteridentifier.DeviceName); - Con_Printf("Driver: %s\n", d3d9adapteridentifier.Driver); - Con_Printf("DriverVersion: %08x%08x\n", (unsigned int)d3d9adapteridentifier.DriverVersion.u.HighPart, (unsigned int)d3d9adapteridentifier.DriverVersion.u.LowPart); - Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions); - Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions); - - // clear the extension flags - memset(&vid.support, 0, sizeof(vid.support)); - Cvar_SetQuick(&gl_info_extensions, ""); - - // D3D9 requires BGRA - vid.forcetextype = TEXTYPE_BGRA; - - vid.forcevbo = false; - vid.support.arb_depth_texture = true; - vid.support.arb_draw_buffers = vid_d3d9caps.NumSimultaneousRTs > 1; - vid.support.arb_occlusion_query = true; // can't find a cap for this - vid.support.arb_query_buffer_object = true; - vid.support.arb_shadow = true; - vid.support.arb_texture_compression = true; - vid.support.arb_texture_cube_map = true; - vid.support.arb_texture_non_power_of_two = (vid_d3d9caps.TextureCaps & D3DPTEXTURECAPS_POW2) == 0; - vid.support.arb_vertex_buffer_object = true; - vid.support.ext_blend_subtract = true; - vid.support.ext_draw_range_elements = true; - vid.support.ext_framebuffer_object = true; - - vid.support.ext_texture_3d = true; - vid.support.ext_texture_compression_s3tc = true; - vid.support.ext_texture_filter_anisotropic = true; - vid.support.ati_separate_stencil = (vid_d3d9caps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) != 0; - vid.support.ext_texture_srgb = false; // FIXME use D3DSAMP_SRGBTEXTURE if CheckDeviceFormat agrees - - vid.maxtexturesize_2d = min(vid_d3d9caps.MaxTextureWidth, vid_d3d9caps.MaxTextureHeight); - vid.maxtexturesize_3d = vid_d3d9caps.MaxVolumeExtent; - vid.maxtexturesize_cubemap = vid.maxtexturesize_2d; - vid.texunits = 4; - vid.teximageunits = vid_d3d9caps.MaxSimultaneousTextures; - vid.texarrayunits = 8; // can't find a caps field for this? - vid.max_anisotropy = vid_d3d9caps.MaxAnisotropy; - vid.maxdrawbuffers = vid_d3d9caps.NumSimultaneousRTs; - - vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS); - vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS); - vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS); - Con_DPrintf("Using D3D9.0 rendering path - %i texture matrix, %i texture images, %i texcoords, shadowmapping supported%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.maxdrawbuffers > 1 ? ", MRT detected (allows prepass deferred lighting)" : ""); - vid.renderpath = RENDERPATH_D3D9; - vid.sRGBcapable2D = false; - vid.sRGBcapable3D = true; - vid.useinterleavedarrays = true; - - Cvar_SetQuick(&gl_info_vendor, gl_vendor); - Cvar_SetQuick(&gl_info_renderer, gl_renderer); - Cvar_SetQuick(&gl_info_version, gl_version); - Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : ""); - Cvar_SetQuick(&gl_info_driver, gl_driver); - - // LordHavoc: report supported extensions - Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); - - // clear to black (loading plaque will be seen over this) - IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); - IDirect3DDevice9_BeginScene(vid_d3d9dev); - IDirect3DDevice9_EndScene(vid_d3d9dev); - IDirect3DDevice9_Present(vid_d3d9dev, NULL, NULL, NULL, NULL); - // because the only time we end/begin scene is in VID_Finish, we'd better start a scene now... - IDirect3DDevice9_BeginScene(vid_d3d9dev); - vid_begunscene = true; - - //vid_menudrawfn = VID_MenuDraw; - //vid_menukeyfn = VID_MenuKey; - vid_usingmouse = false; - vid_usinghidecursor = false; - vid_usingvsync = false; - vid_hidden = vid_reallyhidden = false; - vid_initialized = true; - - IN_StartupMouse (); - - return true; -} -#endif - -qboolean VID_InitModeSOFT(viddef_mode_t *mode) -{ - int i; - HDC hdc; - RECT rect; - MSG msg; - int pixelformat, newpixelformat; - DWORD WindowStyle, ExWindowStyle; - int depth; - DEVMODE thismode; - qboolean foundmode, foundgoodmode; - int bpp = mode->bitsperpixel; - int width = mode->width; - int height = mode->height; - int refreshrate = (int)floor(mode->refreshrate+0.5); - int fullscreen = mode->fullscreen; - - if (vid_initialized) - Sys_Error("VID_InitMode called when video is already initialised"); - - memset(&gdevmode, 0, sizeof(gdevmode)); - - vid_isfullscreen = false; - if (fullscreen) - { - if(vid_forcerefreshrate.integer) - { - foundmode = true; - gdevmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; - gdevmode.dmBitsPerPel = bpp; - gdevmode.dmPelsWidth = width; - gdevmode.dmPelsHeight = height; - gdevmode.dmSize = sizeof (gdevmode); - if(refreshrate) - { - gdevmode.dmFields |= DM_DISPLAYFREQUENCY; - gdevmode.dmDisplayFrequency = refreshrate; - } - } - else - { - if(refreshrate == 0) - refreshrate = initialdevmode.dmDisplayFrequency; // default vid_refreshrate to the rate of the desktop - - foundmode = false; - foundgoodmode = false; - - thismode.dmSize = sizeof(thismode); - thismode.dmDriverExtra = 0; - for(i = 0; EnumDisplaySettings(NULL, i, &thismode); ++i) - { - if(~thismode.dmFields & (DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT | DM_DISPLAYFREQUENCY)) - { - Con_DPrintf("enumerating modes yielded a bogus item... please debug this\n"); - continue; - } - if(developer_extra.integer) - Con_DPrintf("Found mode %dx%dx%dbpp %dHz... ", (int)thismode.dmPelsWidth, (int)thismode.dmPelsHeight, (int)thismode.dmBitsPerPel, (int)thismode.dmDisplayFrequency); - if(thismode.dmBitsPerPel != (DWORD)bpp) - { - if(developer_extra.integer) - Con_DPrintf("wrong bpp\n"); - continue; - } - if(thismode.dmPelsWidth != (DWORD)width) - { - if(developer_extra.integer) - Con_DPrintf("wrong width\n"); - continue; - } - if(thismode.dmPelsHeight != (DWORD)height) - { - if(developer_extra.integer) - Con_DPrintf("wrong height\n"); - continue; - } - - if(foundgoodmode) - { - // if we have a good mode, make sure this mode is better than the previous one, and allowed by the refreshrate - if(thismode.dmDisplayFrequency > (DWORD)refreshrate) - { - if(developer_extra.integer) - Con_DPrintf("too high refresh rate\n"); - continue; - } - else if(thismode.dmDisplayFrequency <= gdevmode.dmDisplayFrequency) - { - if(developer_extra.integer) - Con_DPrintf("doesn't beat previous best match (too low)\n"); - continue; - } - } - else if(foundmode) - { - // we do have one, but it isn't good... make sure it has a lower frequency than the previous one - if(thismode.dmDisplayFrequency >= gdevmode.dmDisplayFrequency) - { - if(developer_extra.integer) - Con_DPrintf("doesn't beat previous best match (too high)\n"); - continue; - } - } - // otherwise, take anything - - memcpy(&gdevmode, &thismode, sizeof(gdevmode)); - if(thismode.dmDisplayFrequency <= (DWORD)refreshrate) - foundgoodmode = true; - else - { - if(developer_extra.integer) - Con_DPrintf("(out of range)\n"); - } - foundmode = true; - if(developer_extra.integer) - Con_DPrintf("accepted\n"); - } - } - - if (!foundmode) - { - VID_Shutdown(); - Con_Printf("Unable to find the requested mode %dx%dx%dbpp\n", width, height, bpp); - return false; - } - else if(ChangeDisplaySettings (&gdevmode, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) - { - VID_Shutdown(); - Con_Printf("Unable to change to requested mode %dx%dx%dbpp\n", width, height, bpp); - return false; - } - - vid_isfullscreen = true; - WindowStyle = WS_POPUP; - ExWindowStyle = WS_EX_TOPMOST; - } - else - { - hdc = GetDC (NULL); - i = GetDeviceCaps(hdc, RASTERCAPS); - depth = GetDeviceCaps(hdc, PLANES) * GetDeviceCaps(hdc, BITSPIXEL); - ReleaseDC (NULL, hdc); - if (i & RC_PALETTE) - { - VID_Shutdown(); - Con_Print("Can't run in non-RGB mode\n"); - return false; - } - if (bpp > depth) - { - VID_Shutdown(); - Con_Print("A higher desktop depth is required to run this video mode\n"); - return false; - } - - WindowStyle = WS_OVERLAPPED | WS_BORDER | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; - ExWindowStyle = 0; - } - - AdjustWindowBounds(fullscreen, &width, &height, mode, WindowStyle, &rect); - - pixelformat = 0; - newpixelformat = 0; - gl_extensions = ""; - gl_platformextensions = ""; - - mainwindow = CreateWindowEx (ExWindowStyle, "DarkPlacesWindowClass", gamename, WindowStyle, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, global_hInstance, NULL); - if (!mainwindow) - { - Con_Printf("CreateWindowEx(%d, %s, %s, %d, %d, %d, %d, %d, %p, %p, %p, %p) failed\n", (int)ExWindowStyle, "DarkPlacesWindowClass", gamename, (int)WindowStyle, (int)(rect.left), (int)(rect.top), (int)(rect.right - rect.left), (int)(rect.bottom - rect.top), (void *)NULL, (void *)NULL, (void *)global_hInstance, (void *)NULL); - VID_Shutdown(); - return false; - } - - baseDC = GetDC(mainwindow); - vid.softpixels = NULL; - memset(&vid_softbmi, 0, sizeof(vid_softbmi)); - vid_softbmi.bmiHeader.biSize = sizeof(vid_softbmi.bmiHeader); - vid_softbmi.bmiHeader.biWidth = width; - vid_softbmi.bmiHeader.biHeight = -height; // negative to make a top-down bitmap - vid_softbmi.bmiHeader.biPlanes = 1; - vid_softbmi.bmiHeader.biBitCount = 32; - vid_softbmi.bmiHeader.biCompression = BI_RGB; - vid_softbmi.bmiHeader.biSizeImage = width*height*4; - vid_softbmi.bmiHeader.biClrUsed = 256; - vid_softbmi.bmiHeader.biClrImportant = 256; - vid_softdibhandle = CreateDIBSection(baseDC, &vid_softbmi, DIB_RGB_COLORS, (void **)&vid.softpixels, NULL, 0); - if (!vid_softdibhandle) - { - Con_Printf("CreateDIBSection failed\n"); - VID_Shutdown(); - return false; - } - - vid_softhdc = CreateCompatibleDC(baseDC); - vid_softhdc_backup = SelectObject(vid_softhdc, vid_softdibhandle); - if (!vid_softhdc_backup) - { - Con_Printf("SelectObject failed\n"); - VID_Shutdown(); - return false; - } -// ReleaseDC(mainwindow, baseDC); -// baseDC = NULL; - - vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4); - if (DPSOFTRAST_Init(mode->width, mode->height, vid_soft_threads.integer, vid_soft_interlace.integer, (unsigned int *)vid.softpixels, (unsigned int *)vid.softdepthpixels) < 0) - { - Con_Printf("Failed to initialize software rasterizer\n"); - VID_Shutdown(); - return false; - } - - VID_Soft_SharedSetup(); - - ShowWindow (mainwindow, SW_SHOWDEFAULT); - UpdateWindow (mainwindow); - - // now we try to make sure we get the focus on the mode switch, because - // sometimes in some systems we don't. We grab the foreground, then - // finish setting up, pump all our messages, and sleep for a little while - // to let messages finish bouncing around the system, then we put - // ourselves at the top of the z order, then grab the foreground again, - // Who knows if it helps, but it probably doesn't hurt - SetForegroundWindow (mainwindow); - - while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) - { - TranslateMessage (&msg); - DispatchMessage (&msg); - } - - Sleep (100); - - SetWindowPos (mainwindow, HWND_TOP, 0, 0, 0, 0, SWP_DRAWFRAME | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW | SWP_NOCOPYBITS); - - SetForegroundWindow (mainwindow); - - // fix the leftover Alt from any Alt-Tab or the like that switched us away - ClearAllStates (); - - //vid_menudrawfn = VID_MenuDraw; - //vid_menukeyfn = VID_MenuKey; - vid_usingmouse = false; - vid_usinghidecursor = false; - vid_usingvsync = false; - vid_reallyhidden = vid_hidden = false; - vid_initialized = true; - - IN_StartupMouse (); - - return true; -} - qboolean VID_InitMode(viddef_mode_t *mode) { -#ifdef SSE_POSSIBLE - if (vid_soft.integer) - return VID_InitModeSOFT(mode); -#endif -#ifdef SUPPORTD3D -// if (vid_dx11.integer) -// return VID_InitModeDX(mode, 11); -// if (vid_dx10.integer) -// return VID_InitModeDX(mode, 10); - if (vid_dx9.integer) - return VID_InitModeDX(mode, 9); -#endif return VID_InitModeGL(mode); } @@ -1851,35 +1264,6 @@ void VID_Shutdown (void) gl_extensions = ""; gl_platform = ""; gl_platformextensions = ""; - if (vid_softhdc) - { - SelectObject(vid_softhdc, vid_softhdc_backup); - ReleaseDC(mainwindow, vid_softhdc); - } - vid_softhdc = NULL; - vid_softhdc_backup = NULL; - if (vid_softdibhandle) - DeleteObject(vid_softdibhandle); - vid_softdibhandle = NULL; - vid.softpixels = NULL; - if (vid.softdepthpixels) - free(vid.softdepthpixels); - vid.softdepthpixels = NULL; -#ifdef SUPPORTD3D - if (vid_d3d9dev) - { - if (vid_begunscene) - IDirect3DDevice9_EndScene(vid_d3d9dev); - vid_begunscene = false; -// Cmd_ExecuteString("r_texturestats", src_command, true); -// Cmd_ExecuteString("memlist", src_command, true); - IDirect3DDevice9_Release(vid_d3d9dev); - } - vid_d3d9dev = NULL; - if (vid_d3d9) - IDirect3D9_Release(vid_d3d9); - vid_d3d9 = NULL; -#endif if (qwglMakeCurrent) qwglMakeCurrent(NULL, NULL); qwglMakeCurrent = NULL;