/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "tr_local.h" // tr_shader.c -- this file deals with the parsing and definition of shaders static char* s_shaderText = 0; // the shader is parsed into these global variables, then copied into // dynamically allocated memory if it is valid. static shader_t shader; static shaderStage_t stages[MAX_SHADER_STAGES]; static texModInfo_t texMods[MAX_SHADER_STAGES][TR_MAX_TEXMODS]; #define FILE_HASH_SIZE 1024 static shader_t* hashTable[FILE_HASH_SIZE]; #define MAX_SHADERTEXT_HASH 2048 static char** shaderTextHashTable[MAX_SHADERTEXT_HASH]; static qbool ParseVector( const char** text, int count, float *v ) { int i; // FIXME: spaces are currently required after parens, should change parseext... const char* token = COM_ParseExt( text, qfalse ); if ( strcmp( token, "(" ) ) { ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name ); return qfalse; } for ( i = 0 ; i < count ; i++ ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing vector element in shader '%s'\n", shader.name ); return qfalse; } v[i] = atof( token ); } token = COM_ParseExt( text, qfalse ); if ( strcmp( token, ")" ) ) { ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name ); return qfalse; } return qtrue; } /* =============== NameToAFunc =============== */ static unsigned NameToAFunc( const char *funcname ) { if ( !Q_stricmp( funcname, "GT0" ) ) { return GLS_ATEST_GT_0; } else if ( !Q_stricmp( funcname, "LT128" ) ) { return GLS_ATEST_LT_80; } else if ( !Q_stricmp( funcname, "GE128" ) ) { return GLS_ATEST_GE_80; } ri.Printf( PRINT_WARNING, "WARNING: invalid alphaFunc name '%s' in shader '%s'\n", funcname, shader.name ); return 0; } /* =============== NameToSrcBlendMode =============== */ static int NameToSrcBlendMode( const char *name ) { if ( !Q_stricmp( name, "GL_ONE" ) ) { return GLS_SRCBLEND_ONE; } else if ( !Q_stricmp( name, "GL_ZERO" ) ) { return GLS_SRCBLEND_ZERO; } else if ( !Q_stricmp( name, "GL_DST_COLOR" ) ) { return GLS_SRCBLEND_DST_COLOR; } else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_COLOR" ) ) { return GLS_SRCBLEND_ONE_MINUS_DST_COLOR; } else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) ) { return GLS_SRCBLEND_SRC_ALPHA; } else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) ) { return GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA; } else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) ) { return GLS_SRCBLEND_DST_ALPHA; } else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) ) { return GLS_SRCBLEND_ONE_MINUS_DST_ALPHA; } else if ( !Q_stricmp( name, "GL_SRC_ALPHA_SATURATE" ) ) { return GLS_SRCBLEND_ALPHA_SATURATE; } ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name ); return GLS_SRCBLEND_ONE; } /* =============== NameToDstBlendMode =============== */ static int NameToDstBlendMode( const char *name ) { if ( !Q_stricmp( name, "GL_ONE" ) ) { return GLS_DSTBLEND_ONE; } else if ( !Q_stricmp( name, "GL_ZERO" ) ) { return GLS_DSTBLEND_ZERO; } else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) ) { return GLS_DSTBLEND_SRC_ALPHA; } else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) ) { return GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; } else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) ) { return GLS_DSTBLEND_DST_ALPHA; } else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) ) { return GLS_DSTBLEND_ONE_MINUS_DST_ALPHA; } else if ( !Q_stricmp( name, "GL_SRC_COLOR" ) ) { return GLS_DSTBLEND_SRC_COLOR; } else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_COLOR" ) ) { return GLS_DSTBLEND_ONE_MINUS_SRC_COLOR; } ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name ); return GLS_DSTBLEND_ONE; } /* =============== NameToGenFunc =============== */ static genFunc_t NameToGenFunc( const char *funcname ) { if ( !Q_stricmp( funcname, "sin" ) ) { return GF_SIN; } else if ( !Q_stricmp( funcname, "square" ) ) { return GF_SQUARE; } else if ( !Q_stricmp( funcname, "triangle" ) ) { return GF_TRIANGLE; } else if ( !Q_stricmp( funcname, "sawtooth" ) ) { return GF_SAWTOOTH; } else if ( !Q_stricmp( funcname, "inversesawtooth" ) ) { return GF_INVERSE_SAWTOOTH; } else if ( !Q_stricmp( funcname, "noise" ) ) { return GF_NOISE; } ri.Printf( PRINT_WARNING, "WARNING: invalid genfunc name '%s' in shader '%s'\n", funcname, shader.name ); return GF_SIN; } static void ParseWaveForm( const char** text, waveForm_t* wave ) { const char* token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); return; } wave->func = NameToGenFunc( token ); // BASE, AMP, PHASE, FREQ token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); return; } wave->base = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); return; } wave->amplitude = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); return; } wave->phase = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); return; } wave->frequency = atof( token ); } static void ParseTexMod( const char** text, shaderStage_t *stage ) { const char *token; texModInfo_t *tmi; if ( stage->numTexMods == TR_MAX_TEXMODS ) { ri.Error( ERR_DROP, "ERROR: too many tcMod stages in shader '%s'\n", shader.name ); return; } tmi = &stage->texMods[stage->numTexMods]; stage->numTexMods++; token = COM_ParseExt( text, qfalse ); // // turb // if ( !Q_stricmp( token, "turb" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb parms in shader '%s'\n", shader.name ); return; } tmi->wave.base = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name ); return; } tmi->wave.amplitude = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name ); return; } tmi->wave.phase = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name ); return; } tmi->wave.frequency = atof( token ); tmi->type = TMOD_TURBULENT; } // // scale // else if ( !Q_stricmp( token, "scale" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name ); return; } tmi->scale[0] = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name ); return; } tmi->scale[1] = atof( token ); tmi->type = TMOD_SCALE; } // // scroll // else if ( !Q_stricmp( token, "scroll" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name ); return; } tmi->scroll[0] = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name ); return; } tmi->scroll[1] = atof( token ); tmi->type = TMOD_SCROLL; } // // stretch // else if ( !Q_stricmp( token, "stretch" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); return; } tmi->wave.func = NameToGenFunc( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); return; } tmi->wave.base = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); return; } tmi->wave.amplitude = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); return; } tmi->wave.phase = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); return; } tmi->wave.frequency = atof( token ); tmi->type = TMOD_STRETCH; } // // transform // else if ( !Q_stricmp( token, "transform" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); return; } tmi->matrix[0][0] = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); return; } tmi->matrix[0][1] = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); return; } tmi->matrix[1][0] = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); return; } tmi->matrix[1][1] = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); return; } tmi->translate[0] = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); return; } tmi->translate[1] = atof( token ); tmi->type = TMOD_TRANSFORM; } // // rotate // else if ( !Q_stricmp( token, "rotate" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing tcMod rotate parms in shader '%s'\n", shader.name ); return; } tmi->rotateSpeed = atof( token ); tmi->type = TMOD_ROTATE; } // // entityTranslate // else if ( !Q_stricmp( token, "entityTranslate" ) ) { tmi->type = TMOD_ENTITY_TRANSLATE; } else { ri.Printf( PRINT_WARNING, "WARNING: unknown tcMod '%s' in shader '%s'\n", token, shader.name ); } } static qbool ParseStage( const char** text, shaderStage_t* stage ) { int depthMaskBits = GLS_DEPTHMASK_TRUE, blendSrcBits = 0, blendDstBits = 0, atestBits = 0, depthFuncBits = 0; qbool depthMaskExplicit = qfalse; stage->active = qtrue; const char* token; while ( 1 ) { token = COM_ParseExt( text, qtrue ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: no matching '}' found\n" ); return qfalse; } if ( token[0] == '}' ) { break; } // // map // else if ( !Q_stricmp( token, "map" ) ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'map' keyword in shader '%s'\n", shader.name ); return qfalse; } if ( !Q_stricmp( token, "$whiteimage" ) ) { stage->bundle.image[0] = tr.whiteImage; continue; } else if ( !Q_stricmp( token, "$lightmap" ) ) { if ( shader.lightmapIndex < 0 ) { stage->bundle.image[0] = tr.whiteImage; } else { stage->bundle.image[0] = tr.lightmaps[shader.lightmapIndex]; } stage->type = ST_LIGHTMAP; /* blendSrcBits = GLS_SRCBLEND_DST_COLOR; blendDstBits = GLS_DSTBLEND_ZERO; // this HAS to match the rgbgen of the previous stage (ie the diffuse) // or they can't be collapsed - but the previous stage will have // (incorrectly) been defaulted to CGEN_IDENTITY_LIGHTING // when both of them SHOULD be CGEN_IDENTITY stage->rgbGen = CGEN_IDENTITY_LIGHTING; */ continue; } else { stage->bundle.image[0] = R_FindImageFile( token, shader.imgflags, GL_REPEAT ); if ( !stage->bundle.image[0] ) { ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name ); return qfalse; } } } // // clampmap // else if ( !Q_stricmp( token, "clampmap" ) ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'clampmap' keyword in shader '%s'\n", shader.name ); return qfalse; } stage->bundle.image[0] = R_FindImageFile( token, shader.imgflags, GL_CLAMP_TO_EDGE ); if ( !stage->bundle.image[0] ) { ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name ); return qfalse; } } // // animMap .... // else if ( !Q_stricmp( token, "animMap" ) ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'animMmap' keyword in shader '%s'\n", shader.name ); return qfalse; } stage->bundle.imageAnimationSpeed = atof( token ); // parse up to MAX_IMAGE_ANIMATIONS animations while ( 1 ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { break; } int num = stage->bundle.numImageAnimations; if ( num < MAX_IMAGE_ANIMATIONS ) { stage->bundle.image[num] = R_FindImageFile( token, shader.imgflags, GL_REPEAT ); if ( !stage->bundle.image[num] ) { ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name ); return qfalse; } stage->bundle.numImageAnimations++; } } } else if ( !Q_stricmp( token, "videoMap" ) ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'videoMap' keyword in shader '%s'\n", shader.name ); return qfalse; } stage->bundle.videoMapHandle = ri.CIN_PlayCinematic( token, 0, 0, 256, 256, (CIN_loop | CIN_silent | CIN_shader)); if (stage->bundle.videoMapHandle != -1) { stage->bundle.isVideoMap = qtrue; stage->bundle.image[0] = tr.scratchImage[stage->bundle.videoMapHandle]; } } // // alphafunc // else if ( !Q_stricmp( token, "alphaFunc" ) ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'alphaFunc' keyword in shader '%s'\n", shader.name ); return qfalse; } atestBits = NameToAFunc( token ); } // // depthFunc // else if ( !Q_stricmp( token, "depthfunc" ) ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'depthfunc' keyword in shader '%s'\n", shader.name ); return qfalse; } if ( !Q_stricmp( token, "lequal" ) ) { depthFuncBits = 0; } else if ( !Q_stricmp( token, "equal" ) ) { depthFuncBits = GLS_DEPTHFUNC_EQUAL; } else { ri.Printf( PRINT_WARNING, "WARNING: unknown depthfunc '%s' in shader '%s'\n", token, shader.name ); continue; } } // // detail // else if ( !Q_stricmp( token, "detail" ) ) { stage->isDetail = qtrue; } // // blendfunc // or blendfunc // else if ( !Q_stricmp( token, "blendfunc" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name ); continue; } // check for "simple" blends first if ( !Q_stricmp( token, "add" ) ) { blendSrcBits = GLS_SRCBLEND_ONE; blendDstBits = GLS_DSTBLEND_ONE; } else if ( !Q_stricmp( token, "filter" ) ) { blendSrcBits = GLS_SRCBLEND_DST_COLOR; blendDstBits = GLS_DSTBLEND_ZERO; } else if ( !Q_stricmp( token, "blend" ) ) { blendSrcBits = GLS_SRCBLEND_SRC_ALPHA; blendDstBits = GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; } else { // complex double blends blendSrcBits = NameToSrcBlendMode( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name ); continue; } blendDstBits = NameToDstBlendMode( token ); } // clear depth mask for blended surfaces if ( !depthMaskExplicit ) { depthMaskBits = 0; } } // // rgbGen // else if ( !Q_stricmp( token, "rgbGen" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameters for rgbGen in shader '%s'\n", shader.name ); continue; } if ( !Q_stricmp( token, "wave" ) ) { ParseWaveForm( text, &stage->rgbWave ); stage->rgbGen = CGEN_WAVEFORM; } else if ( !Q_stricmp( token, "const" ) ) { vec3_t color; ParseVector( text, 3, color ); stage->constantColor[0] = 255 * color[0]; stage->constantColor[1] = 255 * color[1]; stage->constantColor[2] = 255 * color[2]; stage->rgbGen = CGEN_CONST; } else if ( !Q_stricmp( token, "identity" ) ) { stage->rgbGen = CGEN_IDENTITY; } else if ( !Q_stricmp( token, "identityLighting" ) ) { stage->rgbGen = CGEN_IDENTITY_LIGHTING; } else if ( !Q_stricmp( token, "entity" ) ) { stage->rgbGen = CGEN_ENTITY; } else if ( !Q_stricmp( token, "oneMinusEntity" ) ) { stage->rgbGen = CGEN_ONE_MINUS_ENTITY; } else if ( !Q_stricmp( token, "vertex" ) ) { stage->rgbGen = CGEN_VERTEX; if ( stage->alphaGen == 0 ) { stage->alphaGen = AGEN_VERTEX; } } else if ( !Q_stricmp( token, "exactVertex" ) ) { stage->rgbGen = CGEN_EXACT_VERTEX; } else if ( !Q_stricmp( token, "lightingDiffuse" ) ) { stage->rgbGen = CGEN_LIGHTING_DIFFUSE; } else if ( !Q_stricmp( token, "oneMinusVertex" ) ) { stage->rgbGen = CGEN_ONE_MINUS_VERTEX; } else { ri.Printf( PRINT_WARNING, "WARNING: unknown rgbGen parameter '%s' in shader '%s'\n", token, shader.name ); continue; } } // // alphaGen // else if ( !Q_stricmp( token, "alphaGen" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameters for alphaGen in shader '%s'\n", shader.name ); continue; } if ( !Q_stricmp( token, "wave" ) ) { ParseWaveForm( text, &stage->alphaWave ); stage->alphaGen = AGEN_WAVEFORM; } else if ( !Q_stricmp( token, "const" ) ) { token = COM_ParseExt( text, qfalse ); stage->constantColor[3] = 255 * atof( token ); stage->alphaGen = AGEN_CONST; } else if ( !Q_stricmp( token, "identity" ) ) { stage->alphaGen = AGEN_IDENTITY; } else if ( !Q_stricmp( token, "entity" ) ) { stage->alphaGen = AGEN_ENTITY; } else if ( !Q_stricmp( token, "oneMinusEntity" ) ) { stage->alphaGen = AGEN_ONE_MINUS_ENTITY; } else if ( !Q_stricmp( token, "vertex" ) ) { stage->alphaGen = AGEN_VERTEX; } else if ( !Q_stricmp( token, "lightingSpecular" ) ) { stage->alphaGen = AGEN_LIGHTING_SPECULAR; } else if ( !Q_stricmp( token, "oneMinusVertex" ) ) { stage->alphaGen = AGEN_ONE_MINUS_VERTEX; } else if ( !Q_stricmp( token, "portal" ) ) { stage->alphaGen = AGEN_PORTAL; token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { shader.portalRange = 256; ri.Printf( PRINT_WARNING, "WARNING: missing range parameter for alphaGen portal in shader '%s', defaulting to 256\n", shader.name ); } else { shader.portalRange = atof( token ); } } else { ri.Printf( PRINT_WARNING, "WARNING: unknown alphaGen parameter '%s' in shader '%s'\n", token, shader.name ); continue; } } // // tcGen // else if ( !Q_stricmp(token, "texgen") || !Q_stricmp( token, "tcGen" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing texgen parm in shader '%s'\n", shader.name ); continue; } if ( !Q_stricmp( token, "environment" ) ) { stage->tcGen = TCGEN_ENVIRONMENT_MAPPED; } else if ( !Q_stricmp( token, "lightmap" ) ) { stage->tcGen = TCGEN_LIGHTMAP; } else if ( !Q_stricmp( token, "texture" ) || !Q_stricmp( token, "base" ) ) { stage->tcGen = TCGEN_TEXTURE; } else if ( !Q_stricmp( token, "vector" ) ) { ParseVector( text, 3, stage->tcGenVectors[0] ); ParseVector( text, 3, stage->tcGenVectors[1] ); stage->tcGen = TCGEN_VECTOR; } else { ri.Printf( PRINT_WARNING, "WARNING: unknown texgen parm in shader '%s'\n", shader.name ); } } // // tcMod <...> // else if ( !Q_stricmp( token, "tcMod" ) ) { ParseTexMod( text, stage ); continue; } // // depthmask // else if ( !Q_stricmp( token, "depthwrite" ) ) { depthMaskBits = GLS_DEPTHMASK_TRUE; depthMaskExplicit = qtrue; continue; } else { ri.Printf( PRINT_WARNING, "WARNING: unknown parameter '%s' in shader '%s'\n", token, shader.name ); return qfalse; } } // // if cgen isn't explicitly specified, use either identity or identitylighting // if ( stage->rgbGen == CGEN_BAD ) { if ( blendSrcBits == 0 || blendSrcBits == GLS_SRCBLEND_ONE || blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) { stage->rgbGen = CGEN_IDENTITY_LIGHTING; } else { stage->rgbGen = CGEN_IDENTITY; } } // // implicitly assume that a GL_ONE GL_ZERO blend mask disables blending // if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ZERO ) ) { blendDstBits = blendSrcBits = 0; depthMaskBits = GLS_DEPTHMASK_TRUE; } // decide which agens we can skip if ( stage->alphaGen == AGEN_IDENTITY ) { if ( stage->rgbGen == CGEN_IDENTITY || stage->rgbGen == CGEN_LIGHTING_DIFFUSE ) { stage->alphaGen = AGEN_SKIP; } } // // compute state bits // stage->stateBits = depthMaskBits | depthFuncBits | blendSrcBits | blendDstBits | atestBits; return qtrue; } /* =============== ParseDeform deformVertexes wave deformVertexes normal deformVertexes move deformVertexes bulge deformVertexes projectionShadow deformVertexes autoSprite deformVertexes autoSprite2 deformVertexes text[0-7] =============== */ static void ParseDeform( const char** text ) { const char* token; token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deform parm in shader '%s'\n", shader.name ); return; } if ( shader.numDeforms == MAX_SHADER_DEFORMS ) { ri.Printf( PRINT_WARNING, "WARNING: MAX_SHADER_DEFORMS in '%s'\n", shader.name ); return; } deformStage_t* ds = &shader.deforms[ shader.numDeforms ]; shader.numDeforms++; if ( !Q_stricmp( token, "autosprite" ) ) { ds->deformation = DEFORM_AUTOSPRITE; return; } if ( !Q_stricmp( token, "autosprite2" ) ) { ds->deformation = DEFORM_AUTOSPRITE2; return; } if ( !Q_stricmpn( token, "text", 4 ) ) { int n; n = token[4] - '0'; if ( n < 0 || n > 7 ) { n = 0; } ds->deformation = deform_t(DEFORM_TEXT0 + n); return; } if ( !Q_stricmp( token, "bulge" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name ); return; } ds->bulgeWidth = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name ); return; } ds->bulgeHeight = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name ); return; } ds->bulgeSpeed = atof( token ); ds->deformation = DEFORM_BULGE; return; } if ( !Q_stricmp( token, "wave" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name ); return; } if ( atof( token ) != 0 ) { ds->deformationSpread = 1.0f / atof( token ); } else { ds->deformationSpread = 100.0f; ri.Printf( PRINT_WARNING, "WARNING: illegal div value of 0 in deformVertexes command for shader '%s'\n", shader.name ); } ParseWaveForm( text, &ds->deformationWave ); ds->deformation = DEFORM_WAVE; return; } if ( !Q_stricmp( token, "normal" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name ); return; } ds->deformationWave.amplitude = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name ); return; } ds->deformationWave.frequency = atof( token ); ds->deformation = DEFORM_NORMALS; return; } if ( !Q_stricmp( token, "move" ) ) { int i; for ( i = 0 ; i < 3 ; i++ ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name ); return; } ds->moveVector[i] = atof( token ); } ParseWaveForm( text, &ds->deformationWave ); ds->deformation = DEFORM_MOVE; return; } //ri.Printf( PRINT_WARNING, "WARNING: unknown deformVertexes subtype '%s' found in shader '%s'\n", token, shader.name ); ri.Error( ERR_FATAL, "unknown deformVertexes subtype '%s' found in shader '%s'\n", token, shader.name ); } // skyParms static void ParseSkyParms( const char** text ) { static const char* suf[6] = { "rt", "lf", "bk", "ft", "up", "dn" }; const char* token; char pathname[MAX_QPATH]; int i; // outerbox token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name ); return; } if ( strcmp( token, "-" ) ) { for (i = 0; i < 6; ++i) { Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga", token, suf[i] ); shader.sky.outerbox[i] = R_FindImageFile( pathname, IMG_NOMIPMAP | IMG_NOPICMIP, GL_CLAMP_TO_EDGE ); if ( !shader.sky.outerbox[i] ) { shader.sky.outerbox[i] = tr.defaultImage; } } } // cloudheight token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name ); return; } shader.sky.cloudHeight = atof( token ); if ( !shader.sky.cloudHeight ) { shader.sky.cloudHeight = 512; } R_InitSkyTexCoords( shader.sky.cloudHeight ); // innerbox token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name ); return; } if ( strcmp( token, "-" ) ) { for (i = 0; i < 6; ++i) { Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga", token, suf[i] ); shader.sky.innerbox[i] = R_FindImageFile( pathname, IMG_NOMIPMAP | IMG_NOPICMIP, GL_REPEAT ); if ( !shader.sky.innerbox[i] ) { shader.sky.innerbox[i] = tr.defaultImage; } } } shader.sort = SS_ENVIRONMENT; } static void ParseSort( const char** text ) { const char* token; token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing sort parameter in shader '%s'\n", shader.name ); return; } if ( !Q_stricmp( token, "portal" ) ) { shader.sort = SS_PORTAL; } else if ( !Q_stricmp( token, "sky" ) ) { shader.sort = SS_ENVIRONMENT; } else if ( !Q_stricmp( token, "opaque" ) ) { shader.sort = SS_OPAQUE; }else if ( !Q_stricmp( token, "decal" ) ) { shader.sort = SS_DECAL; } else if ( !Q_stricmp( token, "seeThrough" ) ) { shader.sort = SS_SEE_THROUGH; } else if ( !Q_stricmp( token, "banner" ) ) { shader.sort = SS_BANNER; } else if ( !Q_stricmp( token, "additive" ) ) { shader.sort = SS_BLEND1; } else if ( !Q_stricmp( token, "nearest" ) ) { shader.sort = SS_NEAREST; } else if ( !Q_stricmp( token, "underwater" ) ) { shader.sort = SS_UNDERWATER; } else { shader.sort = atof( token ); } } // this table is also present in q3map typedef struct { const char* name; int clearSolid, surfaceFlags, contents; } infoParm_t; static infoParm_t infoParms[] = { // server relevant contents {"water", 1, 0, CONTENTS_WATER }, {"slime", 1, 0, CONTENTS_SLIME }, // mildly damaging {"lava", 1, 0, CONTENTS_LAVA }, // very damaging {"playerclip", 1, 0, CONTENTS_PLAYERCLIP }, {"monsterclip", 1, 0, CONTENTS_MONSTERCLIP }, {"nodrop", 1, 0, CONTENTS_NODROP }, // don't drop items or leave bodies (death fog, lava, etc) {"nonsolid", 1, SURF_NONSOLID, 0}, // clears the solid flag // utility relevant attributes {"origin", 1, 0, CONTENTS_ORIGIN }, // center of rotating brushes {"trans", 0, 0, CONTENTS_TRANSLUCENT }, // don't eat contained surfaces {"detail", 0, 0, CONTENTS_DETAIL }, // don't include in structural bsp {"structural", 0, 0, CONTENTS_STRUCTURAL }, // force into structural bsp even if trnas {"areaportal", 1, 0, CONTENTS_AREAPORTAL }, // divides areas {"clusterportal", 1,0, CONTENTS_CLUSTERPORTAL }, // for bots {"donotenter", 1, 0, CONTENTS_DONOTENTER }, // for bots {"fog", 1, 0, CONTENTS_FOG}, // carves surfaces entering {"sky", 0, SURF_SKY, 0 }, // emit light from an environment map {"lightfilter", 0, SURF_LIGHTFILTER, 0 }, // filter light going through it {"alphashadow", 0, SURF_ALPHASHADOW, 0 }, // test light on a per-pixel basis {"hint", 0, SURF_HINT, 0 }, // use as a primary splitter // server attributes {"slick", 0, SURF_SLICK, 0 }, {"noimpact", 0, SURF_NOIMPACT, 0 }, // don't make impact explosions or marks {"nomarks", 0, SURF_NOMARKS, 0 }, // don't make impact marks, but still explode {"ladder", 0, SURF_LADDER, 0 }, {"nodamage", 0, SURF_NODAMAGE, 0 }, {"metalsteps", 0, SURF_METALSTEPS,0 }, {"flesh", 0, SURF_FLESH, 0 }, {"nosteps", 0, SURF_NOSTEPS, 0 }, // drawsurf attributes {"nodraw", 0, SURF_NODRAW, 0 }, // don't generate a drawsurface (or a lightmap) {"pointlight", 0, SURF_POINTLIGHT, 0 }, // sample lighting at vertexes {"nolightmap", 0, SURF_NOLIGHTMAP,0 }, // don't generate a lightmap {"nodlight", 0, SURF_NODLIGHT, 0 }, // don't ever add dynamic lights {"dust", 0, SURF_DUST, 0} // leave a dust trail when walking on this surface }; // surfaceparm static void ParseSurfaceParm( const char** text ) { const char* token; int numInfoParms = sizeof(infoParms) / sizeof(infoParms[0]); int i; token = COM_ParseExt( text, qfalse ); for ( i = 0 ; i < numInfoParms ; i++ ) { if ( !Q_stricmp( token, infoParms[i].name ) ) { shader.surfaceFlags |= infoParms[i].surfaceFlags; shader.contentFlags |= infoParms[i].contents; #if 0 if ( infoParms[i].clearSolid ) { si->contents &= ~CONTENTS_SOLID; } #endif break; } } } // the current text pointer is at the explicit text definition of the shader. // parse it into the global shader variable. later functions will optimize it. static qbool ParseShader( const char** text ) { const char* token; int s = 0; token = COM_ParseExt( text, qtrue ); if ( token[0] != '{' ) { ri.Printf( PRINT_WARNING, "WARNING: expecting '{', found '%s' instead in shader '%s'\n", token, shader.name ); return qfalse; } while ( 1 ) { token = COM_ParseExt( text, qtrue ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: no concluding '}' in shader %s\n", shader.name ); return qfalse; } // end of shader definition if ( token[0] == '}' ) { break; } // stage definition else if ( token[0] == '{' ) { if ( s >= MAX_SHADER_STAGES ) { ri.Error( ERR_DROP, "too many stages in shader %s\n", shader.name ); return qfalse; } if ( !ParseStage( text, &stages[s] ) ) { return qfalse; } stages[s].active = qtrue; s++; continue; } // skip stuff that only the QuakeEdRadient needs else if ( !Q_stricmpn( token, "qer", 3 ) ) { SkipRestOfLine( text ); continue; } else if ( !Q_stricmp( token, "deformVertexes" ) ) { ParseDeform( text ); continue; } else if ( !Q_stricmp( token, "tesssize" ) ) { SkipRestOfLine( text ); continue; } else if ( !Q_stricmp( token, "clampTime" ) ) { token = COM_ParseExt( text, qfalse ); if (token[0]) { shader.clampTime = atof(token); } } // skip stuff that only the q3map needs else if ( !Q_stricmpn( token, "q3map", 5 ) ) { SkipRestOfLine( text ); continue; } // skip stuff that only q3map or the server needs else if ( !Q_stricmp( token, "surfaceParm" ) ) { ParseSurfaceParm( text ); continue; } // no mip maps else if ( !Q_stricmp( token, "nomipmaps" ) ) { shader.imgflags |= IMG_NOMIPMAP | IMG_NOPICMIP; continue; } // no picmip adjustment else if ( !Q_stricmp( token, "nopicmip" ) ) { shader.imgflags |= IMG_NOPICMIP; continue; } // polygonOffset else if ( !Q_stricmp( token, "polygonOffset" ) ) { shader.polygonOffset = qtrue; continue; } // entityMergable, allowing sprite surfaces from multiple entities // to be merged into one batch. This is a savings for smoke // puffs and blood, but can't be used for anything where the // shader calcs (not the surface function) reference the entity color or scroll else if ( !Q_stricmp( token, "entityMergable" ) ) { shader.entityMergable = qtrue; continue; } // fogParms else if ( !Q_stricmp( token, "fogParms" ) ) { if ( !ParseVector( text, 3, shader.fogParms.color ) ) { return qfalse; } token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing parm for 'fogParms' keyword in shader '%s'\n", shader.name ); continue; } shader.fogParms.depthForOpaque = atof( token ); // skip any old gradient directions SkipRestOfLine( text ); continue; } // portal else if ( !Q_stricmp(token, "portal") ) { shader.sort = SS_PORTAL; continue; } // skyparms else if ( !Q_stricmp( token, "skyparms" ) ) { ParseSkyParms( text ); continue; } // light determines flaring in q3map, not needed here else if ( !Q_stricmp(token, "light") ) { token = COM_ParseExt( text, qfalse ); continue; } // cull else if ( !Q_stricmp( token, "cull") ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing cull parms in shader '%s'\n", shader.name ); continue; } if ( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "twosided" ) || !Q_stricmp( token, "disable" ) ) { shader.cullType = CT_TWO_SIDED; } else if ( !Q_stricmp( token, "back" ) || !Q_stricmp( token, "backside" ) || !Q_stricmp( token, "backsided" ) ) { shader.cullType = CT_BACK_SIDED; } else { ri.Printf( PRINT_WARNING, "WARNING: invalid cull parm '%s' in shader '%s'\n", token, shader.name ); } continue; } // sort else if ( !Q_stricmp( token, "sort" ) ) { ParseSort( text ); continue; } else { ri.Printf( PRINT_WARNING, "WARNING: unknown general shader parameter '%s' in '%s'\n", token, shader.name ); return qfalse; } } // // ignore shaders that don't have any stages, unless it is a sky or fog // if ( !s && (shader.sort != SS_ENVIRONMENT) && !(shader.contentFlags & CONTENTS_FOG) ) { return qfalse; } shader.explicitlyDefined = qtrue; return qtrue; } /* Positions the most recently created shader in the tr.sortedShaders[] array such that the shader->sort key is sorted relative to the other shaders. Sets shader->sortedIndex */ static void SortNewShader() { shader_t* newShader = tr.shaders[ tr.numShaders - 1 ]; float sort = newShader->sort; int i; for ( i = tr.numShaders - 2 ; i >= 0 ; i-- ) { if ( tr.sortedShaders[ i ]->sort <= sort ) { break; } tr.sortedShaders[i+1] = tr.sortedShaders[i]; tr.sortedShaders[i+1]->sortedIndex++; } newShader->sortedIndex = i+1; tr.sortedShaders[i+1] = newShader; } static shader_t* GeneratePermanentShader() { if ( tr.numShaders == MAX_SHADERS ) { ri.Printf( PRINT_WARNING, "WARNING: GeneratePermanentShader - MAX_SHADERS hit\n"); return tr.defaultShader; } shader_t* newShader = RI_New(); *newShader = shader; if ( shader.sort <= SS_OPAQUE ) { newShader->fogPass = FP_EQUAL; } else if ( shader.contentFlags & CONTENTS_FOG ) { newShader->fogPass = FP_LE; } tr.shaders[ tr.numShaders ] = newShader; newShader->index = tr.numShaders; tr.sortedShaders[ tr.numShaders ] = newShader; newShader->sortedIndex = tr.numShaders; tr.numShaders++; for ( int i = 0; i < newShader->numStages; ++i ) { if ( !stages[i].active ) { break; } newShader->stages[i] = RI_New(); *newShader->stages[i] = stages[i]; int n = newShader->stages[i]->numTexMods; newShader->stages[i]->texMods = RI_New( n ); Com_Memcpy( newShader->stages[i]->texMods, stages[i].texMods, n * sizeof( texModInfo_t ) ); } SortNewShader(); int hash = Q_FileHash(newShader->name, FILE_HASH_SIZE); newShader->next = hashTable[hash]; hashTable[hash] = newShader; return newShader; } /* ======================================================================================== SHADER OPTIMIZATION AND FOGGING ======================================================================================== */ static void ComputeStageIteratorFunc() { if (shader.sort == SS_ENVIRONMENT) { shader.siFunc = RB_StageIteratorSky; return; } shader.siFunc = GL2_DynLights_StageIterator; //shader.siFunc = RB_StageIteratorGeneric; } typedef struct { int blendA; int blendB; int multitextureEnv; int multitextureBlend; } collapse_t; static const collapse_t collapse[] = { // the most common (and most worthwhile) collapse is for DxLM shaders { 0, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO, GL_MODULATE, 0 }, { 0, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GL_MODULATE, 0 }, { GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR }, { GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR }, { GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR }, { GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR }, { 0, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE, GL_ADD, 0 }, { GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE, GL_ADD, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE }, #if 0 { 0, GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA, GL_DECAL, 0 }, #endif { -1 } }; /* ================ CollapseMultitexture Attempt to combine two stages into a single multitexture stage FIXME: I think modulated add + modulated add collapses incorrectly ================= */ static qbool CollapseMultitexture( void ) { int abits, bbits; int i; if ( !qglActiveTextureARB ) { return qfalse; } // make sure both stages are active if ( !stages[0].active || !stages[1].active ) { return qfalse; } abits = stages[0].stateBits; bbits = stages[1].stateBits; // make sure that both stages have identical state other than blend modes if ( ( abits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) != ( bbits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) ) { return qfalse; } abits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS ); bbits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS ); // search for a valid multitexture blend function for ( i = 0; collapse[i].blendA != -1 ; i++ ) { if ( abits == collapse[i].blendA && bbits == collapse[i].blendB ) { break; } } // nothing found if ( collapse[i].blendA == -1 ) { return qfalse; } // make sure waveforms have identical parameters if ( ( stages[0].rgbGen != stages[1].rgbGen ) || ( stages[0].alphaGen != stages[1].alphaGen ) ) { return qfalse; } // an add collapse can only have identity colors if ( collapse[i].multitextureEnv == GL_ADD && stages[0].rgbGen != CGEN_IDENTITY ) { return qfalse; } if ( stages[0].rgbGen == CGEN_WAVEFORM ) { if ( memcmp( &stages[0].rgbWave, &stages[1].rgbWave, sizeof( stages[0].rgbWave ) ) ) { return qfalse; } } if ( stages[0].alphaGen == AGEN_WAVEFORM ) { if ( memcmp( &stages[0].alphaWave, &stages[1].alphaWave, sizeof( stages[0].alphaWave ) ) ) { return qfalse; } } return qfalse; /* // set the new blend state bits shader.multitextureEnv = collapse[i].multitextureEnv; stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS ); stages[0].stateBits |= collapse[i].multitextureBlend; // // move down subsequent shaders // memmove( &stages[1], &stages[2], sizeof( stages[0] ) * ( MAX_SHADER_STAGES - 2 ) ); Com_Memset( &stages[MAX_SHADER_STAGES-1], 0, sizeof( stages[0] ) ); return qtrue; */ } /* collapses can be a bit tricky, so we set a few simplifying groundrules: first off, GL_REPLACE and GL_DECAL are almost completely pointless since they're just subsets of GL_MODULATE. the only time they can ever have value is in a multi-add collapse where one layer is modulated by an rgbgen but the other needs to maintain identity colors */ #define GLS_BLEND_BITS (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS) static void CollapseStages() { int i; // NEVER reference the global stages[] etc in here, only these locals int numStages = shader.numStages; shaderStage_t* aStages = &stages[0]; #define CollapseSuccess { aStages[0].mtStages = 1; aStages += 2; numStages -= 2; continue; } #define CollapseFailure { ++aStages; --numStages; continue; } while (numStages >= 2) { int abits = aStages[0].stateBits; int bbits = aStages[1].stateBits; if ( ( abits & ~(GLS_BLEND_BITS | GLS_DEPTHMASK_TRUE) ) != ( bbits & ~(GLS_BLEND_BITS | GLS_DEPTHMASK_TRUE) ) ) CollapseFailure; if ( ( aStages[0].rgbGen != aStages[1].rgbGen ) || ( aStages[0].alphaGen != aStages[1].alphaGen ) ) CollapseFailure; abits &= GLS_BLEND_BITS; bbits &= GLS_BLEND_BITS; for ( i = 0; collapse[i].blendA != -1; ++i ) { if ( (abits == collapse[i].blendA) && (bbits == collapse[i].blendB) ) { break; } } if ( collapse[i].blendA == -1 ) CollapseFailure; aStages[0].stateBits &= ~GLS_BLEND_BITS; aStages[0].stateBits |= collapse[i].multitextureBlend; aStages[1].mtEnv = collapse[i].multitextureEnv; CollapseSuccess; } #undef CollapseSuccess #undef CollapseFailure } static void FindLightingStages() { int i; for ( i = 0; i < ST_MAX; ++i ) shader.lightingStages[i] = -1; for ( i = 0; i < shader.numStages; ++i ) { stageType_t type = stages[i].type; #if defined(_DEBUG) //if ( (shader.lightingStages[type] != -1) && (type != ST_DIFFUSE) ) // ri.Printf( PRINT_WARNING, "Duplicate stagetype %d in shader %s\n", type, shader.name ); #endif // the LAST at-least-partially-opaque layer is the one we want to use as the diffuse // because of things like the T4 weapon spawn points etc if (type == ST_DIFFUSE) { if (stages[i].tcGen != TCGEN_TEXTURE) continue; if ((stages[i].stateBits & GLS_BLEND_BITS) == (GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE)) continue; } shader.lightingStages[ type ] = i; } } /* ================= VertexLightingCollapse If vertex lighting is enabled, only render a single pass, trying to guess which is the correct one to best approximate what it is supposed to look like. ================= */ static void VertexLightingCollapse( void ) { int stage; shaderStage_t *bestStage; int bestImageRank; int rank; // if we aren't opaque, just use the first pass if ( shader.sort == SS_OPAQUE ) { // pick the best texture for the single pass bestStage = &stages[0]; bestImageRank = -999999; for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) { shaderStage_t *pStage = &stages[stage]; if ( !pStage->active ) { break; } rank = 0; if ( pStage->type == ST_LIGHTMAP ) { rank -= 100; } if ( pStage->tcGen != TCGEN_TEXTURE ) { rank -= 5; } if ( pStage->numTexMods ) { rank -= 5; } if ( pStage->rgbGen != CGEN_IDENTITY && pStage->rgbGen != CGEN_IDENTITY_LIGHTING ) { rank -= 3; } if ( rank > bestImageRank ) { bestImageRank = rank; bestStage = pStage; } } Com_Memcpy( &stages[0], bestStage, sizeof( shaderStage_t ) ); stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS ); stages[0].stateBits |= GLS_DEPTHMASK_TRUE; if ( shader.lightmapIndex == LIGHTMAP_NONE ) { stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE; } else { stages[0].rgbGen = CGEN_EXACT_VERTEX; } stages[0].alphaGen = AGEN_SKIP; } else { // don't use a lightmap (tesla coils) if ( stages[0].type == ST_LIGHTMAP ) { stages[0] = stages[1]; } // if we were in a cross-fade cgen, hack it to normal if ( stages[0].rgbGen == CGEN_ONE_MINUS_ENTITY || stages[1].rgbGen == CGEN_ONE_MINUS_ENTITY ) { stages[0].rgbGen = CGEN_IDENTITY_LIGHTING; } if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_SAWTOOTH ) && ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_INVERSE_SAWTOOTH ) ) { stages[0].rgbGen = CGEN_IDENTITY_LIGHTING; } if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_INVERSE_SAWTOOTH ) && ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_SAWTOOTH ) ) { stages[0].rgbGen = CGEN_IDENTITY_LIGHTING; } } for ( stage = 1; stage < MAX_SHADER_STAGES; stage++ ) { shaderStage_t *pStage = &stages[stage]; if ( !pStage->active ) { break; } Com_Memset( pStage, 0, sizeof( *pStage ) ); } } /* static void VertexLightingCollapse() { if ( shader.sort == SS_ENVIRONMENT ) return; if ( shader.lightmapIndex == LIGHTMAP_NONE ) { stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE; } else { stages[0].rgbGen = CGEN_EXACT_VERTEX; } stages[0].alphaGen = AGEN_SKIP; } */ // returns a freshly allocated shader with info // copied from the current global working shader static shader_t* FinishShader() { int stage; qbool hasLightmapStage = qfalse; // // set polygon offset // if ( shader.polygonOffset && !shader.sort ) { shader.sort = SS_DECAL; } // // set appropriate stage information // for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) { shaderStage_t *pStage = &stages[stage]; if ( !pStage->active ) { break; } // check for a missing texture if ( !pStage->bundle.image[0] ) { ri.Printf( PRINT_WARNING, "Shader %s has a stage with no image\n", shader.name ); pStage->active = qfalse; continue; } // // ditch this stage if it's detail and detail textures are disabled // if ( pStage->isDetail && !r_detailTextures->integer ) { if ( stage < ( MAX_SHADER_STAGES - 1 ) ) { memmove( pStage, pStage + 1, sizeof( *pStage ) * ( MAX_SHADER_STAGES - stage - 1 ) ); Com_Memset( pStage + 1, 0, sizeof( *pStage ) ); } continue; } // // default texture coordinate generation // if ( pStage->type == ST_LIGHTMAP ) { if ( pStage->tcGen == TCGEN_BAD ) { pStage->tcGen = TCGEN_LIGHTMAP; } hasLightmapStage = qtrue; } else { if ( pStage->tcGen == TCGEN_BAD ) { pStage->tcGen = TCGEN_TEXTURE; } } // // determine sort order and fog color adjustment // if ( ( pStage->stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) && ( stages[0].stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) ) { int blendSrcBits = pStage->stateBits & GLS_SRCBLEND_BITS; int blendDstBits = pStage->stateBits & GLS_DSTBLEND_BITS; // fog color adjustment only works for blend modes that have a contribution // that aproaches 0 as the modulate values aproach 0 -- // GL_ONE, GL_ONE // GL_ZERO, GL_ONE_MINUS_SRC_COLOR // GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA // modulate, additive if ( ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE ) ) || ( ( blendSrcBits == GLS_SRCBLEND_ZERO ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR ) ) ) { pStage->adjustColorsForFog = ACFF_MODULATE_RGB; } // strict blend else if ( ( blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) ) { pStage->adjustColorsForFog = ACFF_MODULATE_ALPHA; } // premultiplied alpha else if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) ) { pStage->adjustColorsForFog = ACFF_MODULATE_RGBA; } else { // we can't adjust this one correctly, so it won't be exactly correct in fog } // don't screw with sort order if this is a portal or environment if ( !shader.sort ) { // see through item, like a grill or grate if ( pStage->stateBits & GLS_DEPTHMASK_TRUE ) { shader.sort = SS_SEE_THROUGH; } else { shader.sort = SS_BLEND0; } } } } // there are times when you will need to manually apply a sort to // opaque alpha tested shaders that have later blend passes if ( !shader.sort ) { shader.sort = SS_OPAQUE; } // // if we are in r_vertexLight mode, never use a lightmap texture // if ( stage > 1 && r_vertexLight->integer && !r_uiFullScreen->integer ) { VertexLightingCollapse(); stage = 1; hasLightmapStage = qfalse; } // // look for multitexture potential // if ( stage > 1 && CollapseMultitexture() ) { stage--; } shader.numStages = stage; // fix up any stages that we want fullbright if ( r_fullbright->integer && (shader.lightmapIndex == LIGHTMAP_BY_VERTEX) ) { for ( int i = 0; i < shader.numStages; ++i ) { if (stages[i].rgbGen == CGEN_EXACT_VERTEX) { stages[i].rgbGen = CGEN_IDENTITY; } } } FindLightingStages(); CollapseStages(); /* !!! if ( shader.lightmapIndex >= 0 && !hasLightmapStage ) { ri.Printf( PRINT_DEVELOPER, "WARNING: shader '%s' has lightmap but no lightmap stage!\n", shader.name ); // this causes every instance of the same shader, i.e. EVERY SURFACE, to count as a new shader //shader.lightmapIndex = LIGHTMAP_NONE; // even without that, 3ex will still create dozens of dupes per shader in lightmap mode // because of mismatches between the bsp lightmap indexes and the shader files not having lightmap stages } */ // fogonly shaders don't have any normal passes // !!! nor does sky, and this is utterly retarded logic in the first place if ( !stage && (shader.sort == SS_BAD) ) { shader.sort = SS_FOG; } // determine which stage iterator function is appropriate ComputeStageIteratorFunc(); return GeneratePermanentShader(); } /////////////////////////////////////////////////////////////// // searches the combined text of ALL shader files for the given shader name // return the body of the shader if found, else NULL static const char* FindShaderInShaderText( const char* shadername ) { const int hash = Q_FileHash( shadername, MAX_SHADERTEXT_HASH ); // since the hash table always contains all loaded shaders // there's no need to actually scan through s_shaderText itself for (int i = 0; shaderTextHashTable[hash][i]; i++) { const char* p = shaderTextHashTable[hash][i]; const char* const token = COM_ParseExt( &p, qtrue ); if ( !Q_stricmp( token, shadername ) ) { return p; } } return NULL; } struct vertexLightReplacementShader_t { const char* mapName; const char* shaderName; const char* newShaderName; int shaderNameHash; }; static const vertexLightReplacementShader_t g_replacementShaders[] = { { "pukka3tourney2", "textures/pukka3tourney2/acid_lm", "textures/pukka3tourney2/acid_vertex", 418 } }; /* =============== R_FindShader Will always return a valid shader, but it might be the default shader if the real one can't be found. In the interest of not requiring an explicit shader text entry to be defined for every single image used in the game, three default shader behaviors can be auto-created for any image: If lightmapIndex == LIGHTMAP_NONE, then the image will have dynamic diffuse lighting applied to it, as appropriate for most entity skin surfaces. If lightmapIndex == LIGHTMAP_2D, then the image will be used for 2D rendering unless an explicit shader is found If lightmapIndex == LIGHTMAP_BY_VERTEX, then the image will use the vertex rgba modulate values, as appropriate for misc_model pre-lit surfaces. Other lightmapIndex values will have a lightmap stage created and src*dest blending applied with the texture, as appropriate for most world construction surfaces. =============== */ shader_t* R_FindShader( const char *name, int lightmapIndex, qbool mipRawImage ) { char strippedName[MAX_QPATH]; char fileName[MAX_QPATH]; int i, hash; shader_t *sh; if ( name[0] == 0 ) { return tr.defaultShader; } // use (fullbright) vertex lighting if the bsp file doesn't have lightmaps if ( lightmapIndex >= 0 && lightmapIndex >= tr.numLightmaps ) lightmapIndex = LIGHTMAP_BY_VERTEX; COM_StripExtension(name, strippedName, sizeof(strippedName)); hash = Q_FileHash(strippedName, FILE_HASH_SIZE); // replace some known shaders with more fit versions for r_vertexLight if (r_vertexLight->integer) { const int replacementCount = ARRAY_LEN(g_replacementShaders); for (int i = 0; i < replacementCount; ++i) { const vertexLightReplacementShader_t* const vlrs = g_replacementShaders + i; if (vlrs->shaderNameHash == hash && strcmp(vlrs->mapName, R_GetMapName()) == 0 && strcmp(vlrs->shaderName, name) == 0) { name = vlrs->newShaderName; COM_StripExtension(name, strippedName, sizeof(strippedName)); hash = Q_FileHash(strippedName, FILE_HASH_SIZE); break; } } } // // see if the shader is already loaded // for (sh = hashTable[hash]; sh; sh = sh->next) { // NOTE: if there was no shader or image available with the name strippedName // then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we // have to check all default shaders otherwise for every call to R_FindShader // with that same strippedName a new default shader is created. if ( (sh->lightmapIndex == lightmapIndex || sh->defaultShader) && !Q_stricmp(sh->name, strippedName)) { return sh; } } // no, uploading is done by, duh, UPLOAD, so let that worry about it #ifdef USE_R_SMP // make sure the render thread is stopped, because we are probably // going to have to upload an image if (r_smp->integer) { R_SyncRenderThread(); } #endif // clear the global shader Com_Memset( &shader, 0, sizeof( shader ) ); Com_Memset( &stages, 0, sizeof( stages ) ); Q_strncpyz(shader.name, strippedName, sizeof(shader.name)); shader.lightmapIndex = lightmapIndex; for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) { stages[i].texMods = texMods[i]; } // FIXME: set these "need" values apropriately shader.needsNormal = qtrue; shader.needsST1 = qtrue; shader.needsST2 = qtrue; shader.needsColor = qtrue; // // attempt to define shader from an explicit parameter file // const char* shaderText = FindShaderInShaderText( strippedName ); if ( shaderText ) { #if 0 // enable this when building a pak file to get a global list of all explicit shaders ri.Printf( PRINT_ALL, "*SHADER* %s\n", name ); #endif if ( !ParseShader( &shaderText ) ) { // had errors, so use default shader shader.defaultShader = qtrue; } sh = FinishShader(); return sh; } // if not defined in the in-memory shader descriptions, // look for a raw texture (saves needing shaders for trivial opaque surfs) // Q_strncpyz( fileName, name, sizeof( fileName ) ); COM_DefaultExtension( fileName, sizeof( fileName ), ".tga" ); const image_t* image; if (mipRawImage) image = R_FindImageFile( fileName, 0, GL_REPEAT ); else image = R_FindImageFile( fileName, IMG_NOMIPMAP | IMG_NOPICMIP, GL_CLAMP_TO_EDGE ); if ( !image ) { ri.Printf( PRINT_DEVELOPER, "Couldn't find image for shader %s\n", name ); shader.defaultShader = qtrue; return FinishShader(); } // create the default shading commands stages[0].active = qtrue; stages[0].type = ST_DIFFUSE; stages[0].bundle.image[0] = image; if ( shader.lightmapIndex == LIGHTMAP_NONE ) { // dynamic colors at vertexes stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE; stages[0].stateBits = GLS_DEFAULT; } else if ( shader.lightmapIndex == LIGHTMAP_BY_VERTEX ) { // explicit colors at vertexes stages[0].rgbGen = CGEN_EXACT_VERTEX; stages[0].alphaGen = AGEN_SKIP; stages[0].stateBits = GLS_DEFAULT; } else if ( shader.lightmapIndex == LIGHTMAP_2D ) { // GUI elements stages[0].rgbGen = CGEN_VERTEX; stages[0].alphaGen = AGEN_VERTEX; stages[0].stateBits = GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; } else { // two pass lightmap stages[0].rgbGen = CGEN_IDENTITY; stages[0].stateBits = GLS_DEFAULT; stages[1].active = qtrue; stages[1].type = ST_LIGHTMAP; stages[1].bundle.image[0] = tr.lightmaps[shader.lightmapIndex]; stages[1].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation for identitylight stages[1].stateBits = GLS_DEFAULT | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO; } return FinishShader(); } // KHB !!! this code is stupid // shaders registered from raw data should be "anonymous" and unsearchable // because they don't have the supercession concept of "real" shaders qhandle_t RE_RegisterShaderFromImage( const char* name, const image_t* image ) { const shader_t* sh; // see if the shader is already loaded int hash = Q_FileHash(name, FILE_HASH_SIZE); for (sh = hashTable[hash]; sh; sh = sh->next) { // NOTE: if there was no shader or image available with the name strippedName // then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we // have to check all default shaders otherwise for every call to R_FindShader // with that same strippedName a new default shader is created. if ((sh->lightmapIndex == LIGHTMAP_2D || sh->defaultShader) && !Q_stricmp(sh->name, name)) { return sh->index; } } // make sure the render thread is stopped, because we are probably // going to have to upload an image #ifdef USE_R_SMP if (r_smp->integer) { R_SyncRenderThread(); } #endif // clear the global shader Com_Memset( &shader, 0, sizeof( shader ) ); Com_Memset( &stages, 0, sizeof( stages ) ); Q_strncpyz(shader.name, name, sizeof(shader.name)); shader.lightmapIndex = LIGHTMAP_2D; for (int i = 0; i < MAX_SHADER_STAGES; ++i) { stages[i].texMods = texMods[i]; } shader.needsNormal = qfalse; shader.needsST1 = qtrue; shader.needsST2 = qfalse; shader.needsColor = qtrue; // create the default shading commands: this can only ever be a 2D/UI shader stages[0].bundle.image[0] = image; stages[0].active = qtrue; stages[0].rgbGen = CGEN_VERTEX; stages[0].alphaGen = AGEN_VERTEX; stages[0].stateBits = GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; sh = FinishShader(); return sh->index; } // we want to return 0 if the shader failed to load for some reason // but R_FindShader should still keep a name allocated for it // so we can fail quickly if something tries to register it again static qhandle_t RE_RegisterShaderInternal( const char* name, int lightmapIndex, qbool mip ) { if ( strlen( name ) >= MAX_QPATH ) { ri.Printf( PRINT_WARNING, "RE_RegisterShader: name exceeds MAX_QPATH\n" ); return 0; } const shader_t* sh = R_FindShader( name, lightmapIndex, mip ); return sh->defaultShader ? 0 : sh->index; } /* these are the exported shader entry points for the rest of the system they always return a valid index, ie the default shader if there's a problem should really only be used for explicit shaders, because there is no way to ask for different implicit lighting modes (vertex, lightmap, etc) */ qhandle_t RE_RegisterShader( const char* name ) { return RE_RegisterShaderInternal( name, LIGHTMAP_2D, qtrue ); } // for menu graphics that should never be picmiped qhandle_t RE_RegisterShaderNoMip( const char* name ) { return RE_RegisterShaderInternal( name, LIGHTMAP_2D, qfalse ); } // when a handle is passed in by another module, this range checks // it and returns a valid (possibly default) shader_t to be used internally const shader_t* R_GetShaderByHandle( qhandle_t hShader ) { if ((hShader < 0) || (hShader >= tr.numShaders)) { ri.Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader ); return tr.defaultShader; } return tr.shaders[hShader]; } // dump information on all valid shaders to the console // a second parameter will cause it to print in sorted order void R_ShaderList_f( void ) { int i; ri.Printf( PRINT_ALL, "S P L E func name \n" ); int count = 0; for ( i = 0 ; i < tr.numShaders ; i++ ) { const shader_t* shader = (ri.Cmd_Argc() > 1) ? tr.sortedShaders[i] : tr.shaders[i]; int passes = shader->numStages; for ( int s = 0; s < shader->numStages; ++s ) passes -= shader->stages[s]->mtStages; ri.Printf( PRINT_ALL, "%i %i ", shader->numStages, passes ); if (shader->lightmapIndex >= 0 ) { ri.Printf( PRINT_ALL, "L " ); //} else if (shader->lightmapIndex == LIGHTMAP_WHITE ) { // ri.Printf( PRINT_ALL, "W " ); } else { ri.Printf( PRINT_ALL, " " ); } if ( shader->explicitlyDefined ) { ri.Printf( PRINT_ALL, "E " ); } else { ri.Printf( PRINT_ALL, " " ); } if ( shader->siFunc == GL2_DynLights_StageIterator ) { ri.Printf( PRINT_ALL, " " ); } else if ( shader->siFunc == RB_StageIteratorSky ) { ri.Printf( PRINT_ALL, "sky " ); } else if ( shader->siFunc == RB_StageIteratorGeneric ) { ri.Printf( PRINT_ALL, "lgc " ); } else { ri.Printf( PRINT_ALL, "??? " ); } if ( shader->defaultShader ) { ri.Printf( PRINT_ALL, ": %s (DEFAULTED)\n", shader->name ); } else { ri.Printf( PRINT_ALL, ": %s\n", shader->name ); } count++; } ri.Printf( PRINT_ALL, "%i total shaders\n", count ); /* int buckets = 0, collisions = 0; for (i = 0; i < MAX_SHADERTEXT_HASH; ++i) { if (shaderTextHashTable[i][0]) { ri.Printf( PRINT_ALL, "%i: ", i ); for (int c = 1; shaderTextHashTable[i][c]; ++c) { ri.Printf( PRINT_ALL, "C " ); ++collisions; } ++buckets; ri.Printf( PRINT_ALL, "\n", i ); } } ri.Printf( PRINT_ALL, "%i/%i buckets, %i collisions\n", buckets, MAX_SHADERTEXT_HASH, collisions ); */ ri.Printf( PRINT_ALL, "--------------------\n" ); } // finds and loads all .shader files, combining them into // a single large text block that can be scanned for shader names // note that this does a lot of things very badly, e.g. still loads superceded shaders static void ScanAndLoadShaderFiles() { static const int MAX_SHADER_FILES = 4096; char* buffers[MAX_SHADER_FILES]; int len[MAX_SHADER_FILES]; int i; char* p; int numShaders; char** shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaders ); if ( !shaderFiles || !numShaders ) { ri.Printf( PRINT_WARNING, "WARNING: no shader files found\n" ); return; } if ( numShaders > MAX_SHADER_FILES ) ri.Error( ERR_DROP, "Shader file limit exceeded" ); long sum = 0; // load and parse shader files for ( i = 0; i < numShaders; i++ ) { char filename[MAX_QPATH]; Com_sprintf( filename, sizeof( filename ), "scripts/%s", shaderFiles[i] ); // KHB there's simply no time to EVER want this - it's self-destructive because of the HUGE spam >:( //ri.Printf( PRINT_DEVELOPER, "...loading '%s'\n", filename ); ri.FS_ReadFile( filename, (void **)&buffers[i] ); if ( !buffers[i] ) ri.Error( ERR_DROP, "Couldn't load %s", filename ); len[i] = COM_Compress( buffers[i] ); sum += len[i]; } s_shaderText = RI_New( sum + numShaders + 1 ); char* s = s_shaderText; for ( i = 0; i < numShaders; i++ ) { Com_Memcpy( s, buffers[i], len[i] ); s += len[i]; *s++ = '\n'; } *s = 0; // the files have to be freed backwards because the hunk isn't a real MM for (i = numShaders - 1; i >= 0; --i) ri.FS_FreeFile( buffers[i] ); ri.FS_FreeFileList( shaderFiles ); int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH]; Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes)); const char* token; int size = 0, hash; p = s_shaderText; while (p < s) { token = COM_ParseExt( (const char**)&p, qtrue ); if ( token[0] == 0 ) break; hash = Q_FileHash( token, MAX_SHADERTEXT_HASH ); shaderTextHashTableSizes[hash]++; size++; SkipBracedSection( (const char**)&p ); } size += MAX_SHADERTEXT_HASH; char** hashMem = RI_New( size ); for (i = 0; i < MAX_SHADERTEXT_HASH; i++) { shaderTextHashTable[i] = hashMem; hashMem += (shaderTextHashTableSizes[i] + 1); } Com_Memset( shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes) ); p = s_shaderText; while (p < s) { char* oldp = p; token = COM_ParseExt( (const char**)&p, qtrue ); if ( token[0] == 0 ) break; hash = Q_FileHash( token, MAX_SHADERTEXT_HASH ); shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp; SkipBracedSection( (const char**)&p ); } } static void CreateInternalShaders() { tr.numShaders = 0; // init the default shader Com_Memset( &shader, 0, sizeof( shader ) ); Com_Memset( &stages, 0, sizeof( stages ) ); Q_strncpyz( shader.name, "", sizeof( shader.name ) ); shader.lightmapIndex = LIGHTMAP_NONE; stages[0].bundle.image[0] = tr.defaultImage; stages[0].active = qtrue; stages[0].stateBits = GLS_DEFAULT; tr.defaultShader = FinishShader(); } static void CreateExternalShaders() { tr.flareShader = R_FindShader( "flareShader", LIGHTMAP_NONE, qtrue ); // Hack to make fogging work correctly on flares. Fog colors are calculated // in tr_flare.c already. if (!tr.flareShader->defaultShader) { for (int index = 0; index < tr.flareShader->numStages; index++) { tr.flareShader->stages[index]->adjustColorsForFog = ACFF_NONE; tr.flareShader->stages[index]->stateBits |= GLS_DEPTHTEST_DISABLE; } } } void R_InitShaders() { ri.Printf( PRINT_ALL, "Initializing Shaders\n" ); Com_Memset( hashTable, 0, sizeof(hashTable) ); CreateInternalShaders(); ScanAndLoadShaderFiles(); CreateExternalShaders(); }