size_t pointer_texcoord_offset;
rtexture_t *texture;
- int t2d, t3d, tcubemap, trectangle;
+ int t2d, t3d, tcubemap;
int arrayenabled;
int rgbscale, alphascale;
int combine;
qboolean active;
#ifdef SUPPORTD3D
- rtexture_t *d3drt_depthtexture;
- rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
+// rtexture_t *d3drt_depthtexture;
+// rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
IDirect3DSurface9 *d3drt_depthsurface;
IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
IDirect3DSurface9 *d3drt_backbufferdepthsurface;
#ifdef SUPPORTD3D
gl_state.d3dvertexbuffer = NULL;
#endif
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ 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 = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
for (i = 0;i < endindex;i++)
{
static void gl_backend_devicerestored(void)
{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ 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;
+ }
}
void gl_backend_init(void)
Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
iw = 1.0f / out[3];
out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
- out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
+
+ // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
+ //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
+ out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
+
out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
}
+static int bboxedges[12][2] =
+{
+ // top
+ {0, 1}, // +X
+ {0, 2}, // +Y
+ {1, 3}, // Y, +X
+ {2, 3}, // X, +Y
+ // bottom
+ {4, 5}, // +X
+ {4, 6}, // +Y
+ {5, 7}, // Y, +X
+ {6, 7}, // X, +Y
+ // verticals
+ {0, 4}, // +Z
+ {1, 5}, // X, +Z
+ {2, 6}, // Y, +Z
+ {3, 7}, // XY, +Z
+};
+
+qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
+{
+ int i, ix1, iy1, ix2, iy2;
+ float x1, y1, x2, y2;
+ vec4_t v, v2;
+ float vertex[20][3];
+ int j, k;
+ vec4_t plane4f;
+ int numvertices;
+ float corner[8][4];
+ float dist[8];
+ int sign[8];
+ float f;
+
+ scissor[0] = r_refdef.view.viewport.x;
+ scissor[1] = r_refdef.view.viewport.y;
+ scissor[2] = r_refdef.view.viewport.width;
+ scissor[3] = r_refdef.view.viewport.height;
+
+ // if view is inside the box, just say yes it's visible
+ if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
+ return false;
+
+ x1 = y1 = x2 = y2 = 0;
+
+ // transform all corners that are infront of the nearclip plane
+ VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
+ plane4f[3] = r_refdef.view.frustum[4].dist;
+ numvertices = 0;
+ for (i = 0;i < 8;i++)
+ {
+ Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
+ dist[i] = DotProduct4(corner[i], plane4f);
+ sign[i] = dist[i] > 0;
+ if (!sign[i])
+ {
+ VectorCopy(corner[i], vertex[numvertices]);
+ numvertices++;
+ }
+ }
+ // if some points are behind the nearclip, add clipped edge points to make
+ // sure that the scissor boundary is complete
+ if (numvertices > 0 && numvertices < 8)
+ {
+ // add clipped edge points
+ for (i = 0;i < 12;i++)
+ {
+ j = bboxedges[i][0];
+ k = bboxedges[i][1];
+ if (sign[j] != sign[k])
+ {
+ f = dist[j] / (dist[j] - dist[k]);
+ VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
+ numvertices++;
+ }
+ }
+ }
+
+ // if we have no points to check, it is behind the view plane
+ if (!numvertices)
+ return true;
+
+ // if we have some points to transform, check what screen area is covered
+ x1 = y1 = x2 = y2 = 0;
+ v[3] = 1.0f;
+ //Con_Printf("%i vertices to transform...\n", numvertices);
+ for (i = 0;i < numvertices;i++)
+ {
+ VectorCopy(vertex[i], v);
+ R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
+ //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+ if (i)
+ {
+ if (x1 > v2[0]) x1 = v2[0];
+ if (x2 < v2[0]) x2 = v2[0];
+ if (y1 > v2[1]) y1 = v2[1];
+ if (y2 < v2[1]) y2 = v2[1];
+ }
+ else
+ {
+ x1 = x2 = v2[0];
+ y1 = y2 = v2[1];
+ }
+ }
+
+ // now convert the scissor rectangle to integer screen coordinates
+ ix1 = (int)(x1 - 1.0f);
+ //iy1 = vid.height - (int)(y2 - 1.0f);
+ //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
+ iy1 = (int)(y1 - 1.0f);
+ ix2 = (int)(x2 + 1.0f);
+ //iy2 = vid.height - (int)(y1 + 1.0f);
+ //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
+ iy2 = (int)(y2 + 1.0f);
+ //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+
+ // clamp it to the screen
+ if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
+ if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
+ if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
+ if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
+
+ // if it is inside out, it's not visible
+ if (ix2 <= ix1 || iy2 <= iy1)
+ return true;
+
+ // the light area is visible, set up the scissor rectangle
+ scissor[0] = ix1;
+ scissor[1] = iy1;
+ scissor[2] = ix2 - ix1;
+ scissor[3] = iy2 - iy1;
+
+ // 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_CGGL:
+ break;
+ }
+
+ return false;
+}
+
+
static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
{
float q[4];
}
}
+#ifdef SUPPORTD3D
+void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
+{
+// LordHavoc: for some weird reason the redundant SetDepthStencilSurface calls are necessary (otherwise the lights fail depth test, as if they were using the shadowmap depth surface and render target still)
+// if (gl_state.d3drt_depthsurface == depthsurface && gl_state.d3drt_colorsurfaces[0] == colorsurface0 && gl_state.d3drt_colorsurfaces[1] == colorsurface1 && gl_state.d3drt_colorsurfaces[2] == colorsurface2 && gl_state.d3drt_colorsurfaces[3] == colorsurface3)
+// return;
+
+ 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_ResetRenderTargets(void)
{
switch(vid.renderpath)
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
- if (gl_state.framebufferobject)
- {
- unsigned int i;
- gl_state.framebufferobject = 0;
- IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface);
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface);
- gl_state.d3drt_depthsurface = NULL;
- for (i = 1;i < vid.maxdrawbuffers;i++)
- {
- if (gl_state.d3drt_colorsurfaces[i])
- {
- gl_state.d3drt_colorsurfaces[i] = NULL;
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
- }
- }
- }
+ R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
#endif
break;
case RENDERPATH_D3D10:
// TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
if (fbo)
{
- gl_state.framebufferobject = 1;
- gl_state.d3drt_depthtexture = depthtexture;
- if (gl_state.d3drt_depthtexture)
- IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, (IDirect3DSurface9 *)gl_state.d3drt_depthtexture->d3dtexture);
- else
- IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL);
- for (i = 0;i < vid.maxdrawbuffers;i++)
+ IDirect3DSurface9 *colorsurfaces[4];
+ for (i = 0;i < 4;i++)
{
- gl_state.d3drt_colortextures[i] = textures[i];
- if (gl_state.d3drt_colortextures[i])
- {
- IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]);
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]);
- IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]);
- }
- else
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, i ? NULL : gl_state.d3drt_backbuffercolorsurface);
+ colorsurfaces[i] = NULL;
+ if (textures[i])
+ IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &colorsurfaces[i]);
}
+ // set the render targets for real
+ R_Mesh_SetRenderTargetsD3D9(depthtexture ? (IDirect3DSurface9 *)depthtexture->d3dtexture : NULL, colorsurfaces[0], colorsurfaces[1], colorsurfaces[2], colorsurfaces[3]);
+ // release the texture surface levels (they won't be lost while bound...)
+ for (i = 0;i < 4;i++)
+ if (textures[i])
+ IDirect3DSurface9_Release(colorsurfaces[i]);
}
else
- R_Mesh_ResetRenderTargets();
+ R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
#endif
break;
case RENDERPATH_D3D10:
{
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
}
- if (vid.support.arb_texture_rectangle)
- {
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
- }
}
for (i = 0;i < vid.texarrayunits;i++)
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
}
- if (vid.support.arb_texture_rectangle)
- {
- qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
- }
GL_BindVBO(0);
qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
void R_Mesh_Start(void)
{
BACKENDACTIVECHECK
+ R_Mesh_ResetRenderTargets();
R_Mesh_SetUseVBO();
if (gl_printcheckerror.integer && !gl_paranoid.integer)
{
// restores backend state, used when done with 3D rendering
void R_Mesh_Finish(void)
{
+ R_Mesh_ResetRenderTargets();
}
r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
return unit->t3d;
if (id == GL_TEXTURE_CUBE_MAP_ARB)
return unit->tcubemap;
- if (id == GL_TEXTURE_RECTANGLE_ARB)
- return unit->trectangle;
return 0;
}
case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
- case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
}
break;
case RENDERPATH_GL13:
GL_ActiveTexture(unitnum);
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
- if (unit->trectangle)
- {
- unit->trectangle = 0;
- GL_ActiveTexture(unitnum);
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
- }
}
for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
{
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
- if (unit->trectangle)
- {
- unit->trectangle = 0;
- GL_ActiveTexture(unitnum);
- qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
- }
if (unit->arrayenabled)
{
unit->arrayenabled = false;