1
0
Fork 0
forked from fte/fteqw
fteqw/engine/gl/gl_shader.c

5461 lines
127 KiB
C
Raw Normal View History

/*
Copyright (C) 2002-2003 Victor Luchits
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_shader.c - based on code by Stephen C. Taylor
// Ported to FTE from qfusion, there are numerous changes since then.
#include "quakedef.h"
#ifndef SERVERONLY
#include "glquake.h"
#include "shader.h"
#include "hash.h"
#include <ctype.h>
#ifdef D3D9QUAKE
#include <d3d9.h>
extern LPDIRECT3DDEVICE9 pD3DDev9;
#endif
extern texid_t missing_texture;
texid_t r_whiteimage;
static qboolean shader_reload_needed;
static qboolean shader_rescan_needed;
//cvars that affect shader generation
cvar_t r_vertexlight = CVARFD("r_vertexlight", "0", CVAR_SHADERSYSTEM, "Hack loaded shaders to remove detail pass and lightmap sampling for faster rendering.");
extern cvar_t r_glsl_offsetmapping_reliefmapping;
extern cvar_t r_deluxemapping;
extern cvar_t r_fastturb, r_fastsky, r_skyboxname;
extern cvar_t r_drawflat;
//backend fills this in to say the max pass count
int be_maxpasses;
#define Q_stricmp stricmp
#define Q_strnicmp strnicmp
#define Com_sprintf snprintf
#define clamp(v,min, max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v)));
typedef union {
float f;
unsigned int i;
} float_int_t;
qbyte FloatToByte( float x )
{
static float_int_t f2i;
// shift float to have 8bit fraction at base of number
f2i.f = x + 32768.0f;
// then read as integer and kill float bits...
return (qbyte) min(f2i.i & 0x7FFFFF, 255);
}
cvar_t r_detailtextures;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
#define MAX_TOKEN_CHARS sizeof(com_token)
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
char *COM_ParseExt (char **data_p, qboolean nl, qboolean comma)
{
int c;
int len;
char *data;
qboolean newlines = false;
data = *data_p;
len = 0;
com_token[0] = 0;
if (!data)
{
*data_p = NULL;
return "";
}
// skip whitespace
skipwhite:
while ((c = *data) <= ' ')
{
if (c == 0)
{
*data_p = NULL;
return "";
}
if (c == '\n')
newlines = true;
data++;
}
if (newlines && !nl)
{
*data_p = data;
return com_token;
}
// skip // comments
if (c == '/' && data[1] == '/')
{
while (*data && *data != '\n')
data++;
goto skipwhite;
}
// handle quoted strings specially
if (c == '\"')
{
data++;
while (1)
{
c = *data++;
if (c=='\"' || !c)
{
com_token[len] = 0;
*data_p = data;
return com_token;
}
if (len < MAX_TOKEN_CHARS)
{
com_token[len] = c;
len++;
}
}
}
// parse a regular word
do
{
if (len < MAX_TOKEN_CHARS)
{
com_token[len] = c;
len++;
}
data++;
c = *data;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (c == ',' && len && comma)
break;
} while (c>32);
if (len == MAX_TOKEN_CHARS)
{
Con_DPrintf ("Token exceeded %i chars, discarded.\n", (int)MAX_TOKEN_CHARS);
len = 0;
}
com_token[len] = 0;
*data_p = data;
return com_token;
}
static float Shader_FloatArgument(shader_t *shader, char *arg)
{
char *var;
int arglen = strlen(arg);
//grab an argument instead, otherwise 0
var = shader->name;
while((var = strchr(var, '#')))
{
if (!strnicmp(var, arg, arglen))
{
if (var[arglen] == '=')
return strtod(var+arglen+1, NULL);
if (var[arglen] == '#' || !var[arglen])
return 1; //present, but no value
}
var++;
}
return 0; //not present.
}
#define HASH_SIZE 128
typedef struct shaderkey_s
{
char *keyword;
void (*func)( shader_t *shader, shaderpass_t *pass, char **ptr );
} shaderkey_t;
typedef struct shadercache_s {
char name[MAX_QPATH];
char *path;
unsigned int offset;
struct shadercache_s *hash_next;
} shadercache_t;
static shadercache_t **shader_hash;
static char shaderbuf[MAX_QPATH * 256];
int shaderbuflen;
static enum {
SPM_DEFAULT, /*quake3/fte internal*/
SPM_DOOM3,
} shaderparsemode;
unsigned int r_numshaders;
unsigned int r_maxshaders;
shader_t **r_shaders;
static hashtable_t shader_active_hash;
void *shader_active_hash_mem;
//static char r_skyboxname[MAX_QPATH];
//static float r_skyheight;
char *Shader_Skip( char *ptr );
static qboolean Shader_Parsetok(shader_t *shader, shaderpass_t *pass, shaderkey_t *keys, char *token, char **ptr);
static void Shader_ParseFunc(shader_t *shader, char **args, shaderfunc_t *func);
static void Shader_MakeCache(char *path);
static void Shader_GetPathAndOffset(char *name, char **path, unsigned int *offset);
static void Shader_ReadShader(shader_t *s, char *shadersource, int parsemode);
//===========================================================================
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
static qboolean Shader_EvaluateCondition(shader_t *shader, char **ptr)
{
char *token;
cvar_t *cv;
qboolean conditiontrue = true;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
token = COM_ParseExt(ptr, false, false);
if (*token == '!')
{
conditiontrue = false;
token++;
}
if (*token == '$')
{
token++;
if (*token == '#')
conditiontrue = conditiontrue == !!Shader_FloatArgument(shader, token);
else if (!Q_stricmp(token, "lpp"))
conditiontrue = conditiontrue == r_lightprepass.ival;
else if (!Q_stricmp(token, "lightmap"))
conditiontrue = conditiontrue == !r_fullbright.value;
else if (!Q_stricmp(token, "deluxmap"))
conditiontrue = conditiontrue == r_deluxemapping.ival;
//normalmaps are generated if they're not already known.
else if (!Q_stricmp(token, "normalmap"))
conditiontrue = conditiontrue == r_loadbumpmapping;
else if (!Q_stricmp(token, "opengl"))
conditiontrue = conditiontrue == (qrenderer == QR_OPENGL);
else if (!Q_stricmp(token, "d3d9"))
conditiontrue = conditiontrue == (qrenderer == QR_DIRECT3D9);
else if (!Q_stricmp(token, "d3d11"))
conditiontrue = conditiontrue == (qrenderer == QR_DIRECT3D11);
else if (!Q_stricmp(token, "gles"))
{
#ifdef GLQUAKE
conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && !!gl_config.gles);
#else
conditiontrue = conditiontrue == false;
#endif
}
else if (!Q_stricmp(token, "nofixed"))
{
switch(qrenderer)
{
#ifdef GLQUAKE
case QR_OPENGL:
conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && !!gl_config.nofixedfunc);
break;
#endif
#ifdef D3D11QUAKE
case QR_DIRECT3D11:
conditiontrue = conditiontrue == true;
break;
#endif
default:
conditiontrue = conditiontrue == false;
break;
}
}
else if (!Q_stricmp(token, "glsl"))
{
#ifdef GLQUAKE
conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && gl_config.arb_shader_objects);
#else
conditiontrue = conditiontrue == false;
#endif
}
else if (!Q_stricmp(token, "hlsl"))
{
switch(qrenderer)
{
#ifdef D3D9QUAKE
case QR_DIRECT3D9:
conditiontrue = conditiontrue == true; //FIXME
break;
#endif
#ifdef D3D11QUAKE
case QR_DIRECT3D11:
conditiontrue = conditiontrue == true;
break;
#endif
default:
conditiontrue = conditiontrue == false;
break;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
}
else if (!Q_stricmp(token, "haveprogram"))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
{
conditiontrue = conditiontrue == !!shader->prog;
}
else if (!Q_stricmp(token, "programs"))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
{
switch(qrenderer)
{
#ifdef GLQUAKE
case QR_OPENGL:
conditiontrue = conditiontrue == gl_config.arb_shader_objects; //FIXME
break;
#endif
#ifdef D3D9QUAKE
case QR_DIRECT3D9:
conditiontrue = conditiontrue == true; //FIXME
break;
#endif
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
#ifdef D3D11QUAKE
case QR_DIRECT3D11:
conditiontrue = conditiontrue == true;
break;
#endif
default:
conditiontrue = conditiontrue == false;
break;
}
}
else if (!Q_stricmp(token, "diffuse"))
conditiontrue = conditiontrue == true;
else if (!Q_stricmp(token, "specular"))
conditiontrue = conditiontrue == false;
else if (!Q_stricmp(token, "fullbright"))
conditiontrue = conditiontrue == false;
else if (!Q_stricmp(token, "topoverlay"))
conditiontrue = conditiontrue == false;
else if (!Q_stricmp(token, "loweroverlay"))
conditiontrue = conditiontrue == false;
else
{
Con_Printf("Unrecognised builtin shader condition '%s'\n", token);
conditiontrue = conditiontrue == false;
}
}
else
{
cv = Cvar_Get(token, "", 0, "Shader Conditions");
if (!cv)
{
Con_Printf("Shader_EvaluateCondition: '%s' is not a cvar\n", token);
return conditiontrue;
}
if (*token)
token = COM_ParseExt(ptr, false, false);
cv->flags |= CVAR_SHADERSYSTEM;
if (*token)
{
float rhs;
char cmp[4];
memcpy(cmp, token, 4);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
token = COM_ParseExt(ptr, false, false);
rhs = atof(token);
if (!strcmp(cmp, "!="))
conditiontrue = cv->value != rhs;
else if (!strcmp(cmp, "=="))
conditiontrue = cv->value == rhs;
else if (!strcmp(cmp, "<"))
conditiontrue = cv->value < rhs;
else if (!strcmp(cmp, "<="))
conditiontrue = cv->value <= rhs;
else if (!strcmp(cmp, ">"))
conditiontrue = cv->value > rhs;
else if (!strcmp(cmp, ">="))
conditiontrue = cv->value >= rhs;
else
conditiontrue = false;
}
else
{
if (cv)
conditiontrue = conditiontrue == !!cv->value;
}
}
if (*token)
token = COM_ParseExt(ptr, false, false);
if (!strcmp(token, "&&"))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
return Shader_EvaluateCondition(shader, ptr) && conditiontrue;
if (!strcmp(token, "||"))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
return Shader_EvaluateCondition(shader, ptr) || conditiontrue;
return conditiontrue;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
static char *Shader_ParseExactString(char **ptr)
{
char *token;
if (!ptr || !(*ptr))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
return "";
if (!**ptr || **ptr == '}')
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
return "";
token = COM_ParseExt(ptr, false, false);
return token;
}
static char *Shader_ParseString(char **ptr)
{
char *token;
if (!ptr || !(*ptr))
return "";
if (!**ptr || **ptr == '}')
return "";
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
token = COM_ParseExt(ptr, false, true);
Q_strlwr ( token );
return token;
}
static char *Shader_ParseSensString(char **ptr)
{
char *token;
if (!ptr || !(*ptr))
return "";
if (!**ptr || **ptr == '}')
return "";
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
token = COM_ParseExt(ptr, false, true);
return token;
}
static float Shader_ParseFloat(shader_t *shader, char **ptr)
{
char *token;
if (!ptr || !(*ptr))
return 0;
if (!**ptr || **ptr == '}')
return 0;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
token = COM_ParseExt(ptr, false, true);
if (*token == '$')
{
if (token[1] == '#')
{
return Shader_FloatArgument(shader, token+1);
}
else
{
cvar_t *var;
var = Cvar_FindVar(token+1);
if (var)
return var->value;
}
}
return atof(token);
}
static void Shader_ParseVector(shader_t *shader, char **ptr, vec3_t v)
{
char *scratch;
char *token;
qboolean bracket;
token = Shader_ParseString(ptr);
if (*token == '$')
{
cvar_t *var;
var = Cvar_FindVar(token+1);
if (!var)
{
v[0] = 1;
v[1] = 1;
v[2] = 1;
return;
}
var->flags |= CVAR_SHADERSYSTEM;
ptr = &scratch;
scratch = var->string;
token = Shader_ParseString( ptr);
}
if (!Q_stricmp (token, "("))
{
bracket = true;
token = Shader_ParseString(ptr);
}
else if (token[0] == '(')
{
bracket = true;
token = &token[1];
}
else
bracket = false;
v[0] = atof ( token );
v[1] = Shader_ParseFloat (shader, ptr );
token = Shader_ParseString ( ptr );
if ( !token[0] ) {
v[2] = 0;
} else if ( token[strlen(token)-1] == ')' ) {
token[strlen(token)-1] = 0;
v[2] = atof ( token );
} else {
v[2] = atof ( token );
if ( bracket ) {
Shader_ParseString ( ptr );
}
}
if (v[0] > 5 || v[1] > 5 || v[2] > 5)
{
VectorScale(v, 1.0f/255, v);
}
}
qboolean Shader_ParseSkySides (char *shadername, char *texturename, texid_t *images)
{
qboolean allokay = true;
int i, ss, sp;
char path[MAX_QPATH];
static char *skyname_suffix[][6] = {
{"rt", "bk", "lf", "ft", "up", "dn"},
{"px", "py", "nx", "ny", "pz", "nz"},
{"posx", "posy", "negx", "negy", "posz", "negz"},
{"_px", "_py", "_nx", "_ny", "_pz", "_nz"},
{"_posx", "_posy", "_negx", "_negy", "_posz", "_negz"},
{"_rt", "_bk", "_lf", "_ft", "_up", "_dn"}
};
static char *skyname_pattern[] = {
"%s_%s",
"%s%s",
"env/%s%s",
"gfx/env/%s%s"
};
if (*texturename == '$')
{
cvar_t *v;
v = Cvar_FindVar(texturename+1);
if (v)
texturename = v->string;
}
if (!*texturename)
texturename = "-";
for ( i = 0; i < 6; i++ )
{
if ( texturename[0] == '-' )
{
images[i] = r_nulltex;
}
else
{
for (sp = 0; sp < sizeof(skyname_pattern)/sizeof(skyname_pattern[0]); sp++)
{
for (ss = 0; ss < sizeof(skyname_suffix)/sizeof(skyname_suffix[0]); ss++)
{
Com_sprintf ( path, sizeof(path), skyname_pattern[sp], texturename, skyname_suffix[ss][i] );
images[i] = R_LoadHiResTexture ( path, NULL, IF_NOALPHA|IF_CLAMP);
if (TEXVALID(images[i]))
break;
}
if (TEXVALID(images[i]))
break;
}
if (!TEXVALID(images[i]))
{
Con_Printf("Sky \"%s\" missing texture: %s\n", shadername, path);
images[i] = missing_texture;
allokay = false;
}
}
}
return allokay;
}
static void Shader_ParseFunc (shader_t *shader, char **ptr, shaderfunc_t *func)
{
char *token;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "sin"))
func->type = SHADER_FUNC_SIN;
else if (!Q_stricmp (token, "triangle"))
func->type = SHADER_FUNC_TRIANGLE;
else if (!Q_stricmp (token, "square"))
func->type = SHADER_FUNC_SQUARE;
else if (!Q_stricmp (token, "sawtooth"))
func->type = SHADER_FUNC_SAWTOOTH;
else if (!Q_stricmp (token, "inversesawtooth"))
func->type = SHADER_FUNC_INVERSESAWTOOTH;
else if (!Q_stricmp (token, "noise"))
func->type = SHADER_FUNC_NOISE;
func->args[0] = Shader_ParseFloat (shader, ptr);
func->args[1] = Shader_ParseFloat (shader, ptr);
func->args[2] = Shader_ParseFloat (shader, ptr);
func->args[3] = Shader_ParseFloat (shader, ptr);
}
//===========================================================================
static int Shader_SetImageFlags(shader_t *shader, shaderpass_t *pass, char **name)
{
int flags = 0;
while (name)
{
if (!Q_strnicmp(*name, "$3d:", 4))
{
*name+=4;
flags = (flags&~IF_TEXTYPE) | IF_3DMAP;
}
else if (!Q_strnicmp(*name, "$cube:", 6))
{
*name+=6;
flags = (flags&~IF_TEXTYPE) | IF_CUBEMAP;
}
else if (!Q_strnicmp(*name, "$nearest:", 9))
{
*name+=9;
flags|= IF_NEAREST;
pass->flags |= SHADER_PASS_NEAREST;
}
else
name = NULL;
}
// if (shader->flags & SHADER_SKY)
// flags |= IF_SKY;
if (shader->flags & SHADER_NOMIPMAPS)
flags |= IF_NOMIPMAP;
if (shader->flags & SHADER_NOPICMIP)
flags |= IF_NOPICMIP;
return flags;
}
static texid_t Shader_FindImage ( char *name, int flags )
{
if (shaderparsemode == SPM_DOOM3)
{
if (!Q_stricmp (name, "_default"))
return r_whiteimage; /*fixme*/
if (!Q_stricmp (name, "_white"))
return r_whiteimage;
if (!Q_stricmp (name, "_black"))
{
int wibuf[16] = {0};
return R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
}
}
else
{
if (!Q_stricmp (name, "$whiteimage"))
return r_whiteimage;
}
return R_LoadHiResTexture(name, NULL, flags);
}
/****************** shader keyword functions ************************/
static void Shader_Cull ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
shader->flags &= ~(SHADER_CULL_FRONT|SHADER_CULL_BACK);
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "disable") || !Q_stricmp (token, "none") || !Q_stricmp (token, "twosided") ) {
} else if ( !Q_stricmp (token, "front") ) {
shader->flags |= SHADER_CULL_FRONT;
} else if ( !Q_stricmp (token, "back") || !Q_stricmp (token, "backside") || !Q_stricmp (token, "backsided") ) {
shader->flags |= SHADER_CULL_BACK;
} else {
shader->flags |= SHADER_CULL_FRONT;
}
}
static void Shader_NoMipMaps ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= (SHADER_NOMIPMAPS|SHADER_NOPICMIP);
}
static void Shader_NoPicMip ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= SHADER_NOPICMIP;
}
static void Shader_DeformVertexes ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
deformv_t *deformv;
if ( shader->numdeforms >= SHADER_DEFORM_MAX )
return;
deformv = &shader->deforms[shader->numdeforms];
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "wave") )
{
deformv->type = DEFORMV_WAVE;
deformv->args[0] = Shader_ParseFloat (shader, ptr);
if (deformv->args[0])
deformv->args[0] = 1.0f / deformv->args[0];
Shader_ParseFunc (shader, ptr, &deformv->func );
}
else if ( !Q_stricmp (token, "normal") )
{
deformv->type = DEFORMV_NORMAL;
deformv->args[0] = Shader_ParseFloat (shader, ptr );
deformv->args[1] = Shader_ParseFloat (shader, ptr );
}
else if ( !Q_stricmp (token, "bulge") )
{
deformv->type = DEFORMV_BULGE;
Shader_ParseVector (shader, ptr, deformv->args );
shader->flags |= SHADER_DEFORMV_BULGE;
}
else if ( !Q_stricmp (token, "move") )
{
deformv->type = DEFORMV_MOVE;
Shader_ParseVector (shader, ptr, deformv->args );
Shader_ParseFunc (shader, ptr, &deformv->func );
}
else if ( !Q_stricmp (token, "autosprite") )
{
deformv->type = DEFORMV_AUTOSPRITE;
shader->flags |= SHADER_AUTOSPRITE;
}
else if ( !Q_stricmp (token, "autosprite2") )
{
deformv->type = DEFORMV_AUTOSPRITE2;
shader->flags |= SHADER_AUTOSPRITE;
}
else if ( !Q_stricmp (token, "projectionShadow") )
deformv->type = DEFORMV_PROJECTION_SHADOW;
else
return;
shader->numdeforms++;
}
static void Shader_SkyParms(shader_t *shader, shaderpass_t *pass, char **ptr)
{
skydome_t *skydome;
float skyheight;
char *boxname;
if (shader->skydome)
{
Z_Free(shader->skydome);
}
skydome = (skydome_t *)Z_Malloc(sizeof(skydome_t));
shader->skydome = skydome;
boxname = Shader_ParseString(ptr);
Shader_ParseSkySides(shader->name, boxname, skydome->farbox_textures);
skyheight = Shader_ParseFloat(shader, ptr);
if (!skyheight)
{
skyheight = 512.0f;
}
boxname = Shader_ParseString(ptr);
Shader_ParseSkySides(shader->name, boxname, skydome->nearbox_textures);
shader->flags |= SHADER_SKY;
shader->sort = SHADER_SORT_SKY;
}
static void Shader_FogParms ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
float div;
vec3_t color, fcolor;
// if ( !r_ignorehwgamma->value )
// div = 1.0f / pow(2, max(0, floor(r_overbrightbits->value)));
// else
div = 1.0f;
Shader_ParseVector (shader, ptr, color );
VectorScale ( color, div, color );
ColorNormalize ( color, fcolor );
shader->fog_color[0] = FloatToByte ( fcolor[0] );
shader->fog_color[1] = FloatToByte ( fcolor[1] );
shader->fog_color[2] = FloatToByte ( fcolor[2] );
shader->fog_color[3] = 255;
shader->fog_dist = Shader_ParseFloat (shader, ptr );
if ( shader->fog_dist <= 0.0f ) {
shader->fog_dist = 128.0f;
}
shader->fog_dist = 1.0f / shader->fog_dist;
shader->flags |= SHADER_NODLIGHT|SHADER_NOSHADOWS;
}
static void Shader_SurfaceParm ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp( token, "nodraw" ) )
shader->flags |= SHADER_NODRAW;
else if ( !Q_stricmp( token, "nodlight" ) )
shader->flags |= SHADER_NODLIGHT;
}
static void Shader_Sort ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp( token, "portal" ) )
shader->sort = SHADER_SORT_PORTAL;
else if( !Q_stricmp( token, "sky" ) )
shader->sort = SHADER_SORT_SKY;
else if( !Q_stricmp( token, "opaque" ) )
shader->sort = SHADER_SORT_OPAQUE;
else if( !Q_stricmp( token, "decal" ) )
shader->sort = SHADER_SORT_DECAL;
else if( !Q_stricmp( token, "seethrough" ) )
shader->sort = SHADER_SORT_SEETHROUGH;
else if( !Q_stricmp( token, "banner" ) )
shader->sort = SHADER_SORT_BANNER;
else if( !Q_stricmp( token, "additive" ) )
shader->sort = SHADER_SORT_ADDITIVE;
else if( !Q_stricmp( token, "underwater" ) )
shader->sort = SHADER_SORT_UNDERWATER;
else if( !Q_stricmp( token, "nearest" ) )
shader->sort = SHADER_SORT_NEAREST;
else if( !Q_stricmp( token, "blend" ) )
shader->sort = SHADER_SORT_BLEND;
else if ( !Q_stricmp( token, "lpp_light" ) )
shader->sort = SHADER_SORT_PRELIGHT;
else if ( !Q_stricmp( token, "ripple" ) )
shader->sort = SHADER_SORT_RIPPLE;
else
{
shader->sort = atoi ( token );
clamp ( shader->sort, SHADER_SORT_NONE, SHADER_SORT_NEAREST );
}
}
static void Shader_Prelight ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->sort = SHADER_SORT_PRELIGHT;
}
static void Shader_Portal ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->sort = SHADER_SORT_PORTAL;
}
static void Shader_PolygonOffset ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
/*the q3 defaults*/
shader->polyoffset.factor = -0.05;
shader->polyoffset.unit = -25;
}
static void Shader_EntityMergable ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= SHADER_ENTITY_MERGABLE;
}
static void Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvartypes);
/*program text is already loaded, this function parses the 'header' of it to see which permutations it provides, and how many times we need to recompile it*/
static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *script, int qrtype, int ver)
{
static char *permutationname[] =
{
"#define BUMP\n",
"#define FULLBRIGHT\n",
"#define UPPERLOWER\n",
"#define DELUXE\n",
"#define SKELETAL\n",
"#define FOG\n",
"#define FRAMEBLEND\n",
"#define LIGHTSTYLED\n",
NULL
};
#define MAXMODIFIERS 64
char *permutationdefines[sizeof(permutationname)/sizeof(permutationname[0]) + MAXMODIFIERS + 1];
unsigned int nopermutation = ~0u;
int nummodifiers = 0;
int p, n, pn;
char *end;
char *cvarnames[64];
int cvartypes[64];
int cvarcount = 0;
qboolean onefailed = false;
extern cvar_t gl_specular;
if (qrenderer != qrtype)
{
return false;
}
cvarnames[cvarcount] = NULL;
prog->nofixedcompat = true;
for(;;)
{
while (*script == ' ' || *script == '\r' || *script == '\n' || *script == '\t')
script++;
if (!strncmp(script, "!!fixed", 7))
prog->nofixedcompat = false;
else if (!strncmp(script, "!!cvardf", 8))
{
script += 8;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
if (nummodifiers < MAXMODIFIERS && end - script < 64)
{
cvar_t *var;
char namebuf[64];
memcpy(namebuf, script, end - script);
namebuf[end - script] = 0;
var = Cvar_Get(namebuf, "0", CVAR_SHADERSYSTEM, "GLSL Variables");
if (var)
permutationdefines[nummodifiers++] = Z_StrDup(va("#define %s %g\n", namebuf, var->value));
}
script = end;
}
else if (!strncmp(script, "!!cvarf", 7))
{
script += 7;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0]))
{
cvartypes[cvarcount] = SP_CVARF;
cvarnames[cvarcount++] = script;
cvarnames[cvarcount] = NULL;
}
script = end;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
else if (!strncmp(script, "!!cvari", 7))
{
script += 7;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0]))
{
cvartypes[cvarcount] = SP_CVARI;
cvarnames[cvarcount++] = script;
cvarnames[cvarcount] = NULL;
}
script = end;
}
else if (!strncmp(script, "!!cvarv", 7))
{
script += 7;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0]))
{
cvartypes[cvarcount] = SP_CVAR3F;
cvarnames[cvarcount++] = script;
cvarnames[cvarcount] = NULL;
}
script = end;
}
else if (!strncmp(script, "!!permu", 7))
{
script += 7;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
for (p = 0; permutationname[p]; p++)
{
if (!strncmp(permutationname[p]+8, script, end - script) && permutationname[p][8+end-script] == '\n')
{
nopermutation &= ~(1u<<p);
break;
}
}
if (!permutationname[p])
Con_DPrintf("Unknown pemutation in glsl program %s\n", name);
script = end;
}
else if (!strncmp(script, "!!ver", 5))
{
script += 5;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
ver = strtol(script, NULL, 0);
script = end;
}
else
break;
};
if (gl_specular.value)
{
if (nummodifiers < MAXMODIFIERS)
permutationdefines[nummodifiers++] = Z_StrDup("#define SPECULAR\n");
}
for (end = strchr(name, '#'); end && *end; )
{
char *start = end+1;
end = strchr(start, '#');
if (!end)
end = start + strlen(start);
if (nummodifiers < MAXMODIFIERS)
{
permutationdefines[nummodifiers] = BZ_Malloc(10 + end - start);
memcpy(permutationdefines[nummodifiers], "#define ", 8);
memcpy(permutationdefines[nummodifiers]+8, start, end - start);
memcpy(permutationdefines[nummodifiers]+8+(end-start), "\n", 2);
start = strchr(permutationdefines[nummodifiers]+8, '=');
if (start)
*start = ' ';
for (start = permutationdefines[nummodifiers]+8; *start; start++)
*start = toupper(*start);
nummodifiers++;
permutationdefines[nummodifiers] = NULL;
}
}
for (p = 0; p < PERMUTATIONS; p++)
{
memset(&prog->permu[p].handle, 0, sizeof(prog->permu[p].handle));
if (nopermutation & p)
{
continue;
}
pn = nummodifiers;
for (n = 0; permutationname[n]; n++)
{
if (p & (1u<<n))
permutationdefines[pn++] = permutationname[n];
}
if (p & PERMUTATION_UPPERLOWER)
permutationdefines[pn++] = "#define UPPER\n#define LOWER\n";
if (p & PERMUTATION_BUMPMAP)
{
if (r_glsl_offsetmapping.ival)
{
permutationdefines[pn++] = "#define OFFSETMAPPING\n";
if (r_glsl_offsetmapping_reliefmapping.ival && (p & PERMUTATION_BUMPMAP))
permutationdefines[pn++] = "#define RELIEFMAPPING\n";
}
}
permutationdefines[pn++] = NULL;
if (0)
{
}
#ifdef GLQUAKE
else if (qrenderer == QR_OPENGL)
{
if (prog->permu[p].handle.glsl)
qglDeleteProgramObject_(prog->permu[p].handle.glsl);
prog->permu[p].handle.glsl = GLSlang_CreateProgram(name, (((p & PERMUTATION_SKELETAL) && ver < 120)?120:ver), permutationdefines, script, script, (p & PERMUTATION_SKELETAL)?true:onefailed);
if (!prog->permu[p].handle.glsl && !(p & PERMUTATION_SKELETAL))
onefailed = true;
if (!p && !prog->permu[p].handle.glsl)
break;
}
#endif
#ifdef D3D9QUAKE
else if (qrenderer == QR_DIRECT3D9)
{
if (!D3D9Shader_CreateProgram(prog, name, p, permutationdefines, script, script))
break;
}
#endif
#ifdef D3D11QUAKE
else if (qrenderer == QR_DIRECT3D11)
{
if (!D3D11Shader_CreateProgram(prog, name, p, permutationdefines, script, script))
break;
}
#endif
}
while(nummodifiers)
Z_Free(permutationdefines[--nummodifiers]);
Shader_ProgAutoFields(prog, cvarnames, cvartypes);
if (p == PERMUTATIONS)
return true;
return false;
}
typedef struct sgeneric_s
{
program_t prog;
struct sgeneric_s *next;
char *name;
qboolean failed;
} sgeneric_t;
static sgeneric_t *sgenerics;
struct sbuiltin_s
{
int qrtype;
int apiver;
char name[MAX_QPATH];
char *body;
} sbuiltins[] =
{
#if 0//def GLQUAKE
/*a quick note on glsl versions:
gl versioning started with 110
gles versioning started at 100 and only had a single one defined
with gl3's combined support, gl3 supports 130+ and 100, but 110 requries compat extension
with gl4, versions are meant to match the gl version more closely, so gl4.0 uses 400.*/
/*glsl es shaders require precisions to be defined for fragment shader variables
more precision for shaders would be a good candidate for a cvar */
/*defaultfill is a simple shader for block-filling with vertex colours. note that the blendfunc stuff is done after the shader anyway.*/
{QR_OPENGL/*ES*/, 100, "defaultfill",
"#ifdef VERTEX_SHADER\n"
"attribute vec4 v_colour;\n"
"varying vec4 vc;\n"
"void main ()\n"
"{\n"
" vc = v_colour;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"varying lowp vec4 vc;\n"
"void main ()\n"
"{\n"
" gl_FragColor = vc;\n"
"}\n"
"#endif\n"
},
/*default2d is a simple shader to draw the 2d elements. simple copying of a texture image to its dest (with vertex colour blending)*/
{QR_OPENGL/*ES*/, 100, "default2d",
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"attribute vec4 v_colour;\n"
"varying vec2 tc;\n"
"varying vec4 vc;\n"
"void main ()\n"
"{\n"
" tc = v_texcoord;\n"
" vc = v_colour;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n"
"varying mediump vec2 tc;\n"
"varying lowp vec4 vc;\n"
"void main ()\n"
"{\n"
" gl_FragColor = texture2D(s_t0, tc) * vc;\n"
"}\n"
"#endif\n"
},
/*draws a wall, with lightmap.*/
{QR_OPENGL/*ES*/, 100, "defaultwall",
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"attribute vec2 v_lmcoord;\n"
"varying vec2 tc, lm;\n"
"void main ()\n"
"{\n"
" tc = v_texcoord;\n"
" lm = v_lmcoord;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n" /*tex_diffuse*/
"uniform sampler2D s_t1;\n" /*tex_lightmap*/
//"uniform sampler2D s_t2;\n" /*tex_normalmap*/
//"uniform sampler2D s_t3;\n" /*tex_deluxmap*/
//"uniform sampler2D s_t4;\n" /*tex_fullbright*/
"varying mediump vec2 tc, lm;\n"
"uniform mediump vec4 e_lmscale;\n"
"void main ()\n"
"{\n"
" gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm) * e_lmscale;\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 100, "drawflat_wall",
"!!cvarv r_floorcolor\n"
"!!cvarv r_wallcolor\n"
"!!permu FOG\n"
"#include \"sys/fog.h\"\n"
"varying vec4 col;\n"
"#ifdef VERTEX_SHADER\n"
"attribute vec3 v_normal;\n"
"attribute vec2 v_lmcoord;\n"
"varying vec2 lm;\n"
"uniform vec3 cvar_r_wallcolor;\n"
"uniform vec3 cvar_r_floorcolor;\n"
"uniform vec4 e_lmscale;\n"
"void main ()\n"
"{\n"
" col = vec4(e_lmscale.rgb/255.0 * ((v_normal.z < 0.73)?cvar_r_wallcolor:cvar_r_floorcolor), e_lmscale.a);\n"
" lm = v_lmcoord;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n" /*tex_lightmap*/
"varying vec2 lm;\n"
"void main ()\n"
"{\n"
" gl_FragColor = fog4(col * texture2D(s_t0, lm));\n"
"}\n"
"#endif\n"
},
/*defaultwarp: draws a water surface*/
{QR_OPENGL/*ES*/, 100, "defaultwarp",
"!!cvarf r_wateralpha\n"
"varying mediump vec2 tc;\n"
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"void main ()\n"
"{\n"
" tc = v_texcoord;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n"
"uniform mediump float e_time;\n"
"uniform lowp float cvar_r_wateralpha;\n"
"void main ()\n"
"{\n"
" mediump vec2 ntc;\n"
" ntc.s = tc.s + sin(tc.t+e_time)*0.125;\n"
" ntc.t = tc.t + sin(tc.s+e_time)*0.125;\n"
" lowp vec3 ts = vec3(texture2D(s_t0, ntc));\n"
" gl_FragColor = vec4(ts, cvar_r_wateralpha);\n"
"}\n"
"#endif\n"
},
/*defautsky projects the texture in order to match q1 skies, along with two separate layers scrolling at separate speeds*/
{QR_OPENGL/*ES*/, 100, "defaultsky",
"#ifdef VERTEX_SHADER\n"
"varying vec3 pos;\n"
"void main ()\n"
"{\n"
" pos = v_position.xyz;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n"
"uniform sampler2D s_t1;\n"
"uniform mediump float e_time;\n"
"uniform mediump vec3 e_eyepos;\n"
"varying mediump vec3 pos;\n"
"void main ()\n"
"{\n"
" mediump vec2 tccoord;\n"
" mediump vec3 dir = pos - e_eyepos;\n"
" dir.z *= 3.0;\n"
" dir.xy /= 0.5*length(dir);\n"
" tccoord = (dir.xy + e_time*0.03125);\n"
" lowp vec3 solid = vec3(texture2D(s_t0, tccoord));\n"
" tccoord = (dir.xy + e_time*0.0625);\n"
" lowp vec4 clouds = texture2D(s_t1, tccoord);\n"
" gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n"
// " gl_FragColor.rgb = solid.rgb;/*gl_FragColor.g = clouds.r;*/gl_FragColor.b = clouds.a;\n"
"}\n"
"#endif\n"
},
/*draws a model. there's lots of extra stuff for light shading calcs and upper/lower textures*/
{QR_OPENGL/*ES*/, 100, "defaultskin",
"!!permu FULLBRIGHT\n"
"!!permu UPPERLOWER\n"
"!!permu FRAMEBLEND\n"
"!!permu SKELETAL\n"
"#ifdef VERTEX_SHADER\n"
"#include \"sys/skeletal.h\"\n"
"attribute vec2 v_texcoord;\n"
"varying vec2 tc;\n"
"uniform vec3 e_light_dir;\n"
"uniform vec3 e_light_mul;\n"
"uniform vec3 e_light_ambient;\n"
"varying vec3 light;\n"
"void main ()\n"
"{\n"
" vec3 n;\n"
" gl_Position = skeletaltransform_n(n);\n"
" light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);\n"
" tc = v_texcoord;\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n" /*tex_diffuse*/
"#ifdef LOWER\n"
"uniform sampler2D s_t1;\n" /*tex_lower*/
"uniform lowp vec3 e_lowercolour;\n"
"#endif\n"
"#ifdef UPPER\n"
"uniform sampler2D s_t2;\n" /*tex_upper*/
"uniform lowp vec3 e_uppercolour;\n"
"#endif\n"
"#ifdef FULLBRIGHT\n"
"uniform sampler2D s_t3;\n" /*tex_fullbright*/
"#endif\n"
"varying mediump vec2 tc;\n"
"varying lowp vec3 light;\n"
"uniform lowp vec4 e_colourident;\n"
"void main ()\n"
"{\n"
" lowp vec4 col;\n"
" col = texture2D(s_t0, tc);\n"
"#ifdef UPPER\n"
" lowp vec4 uc = texture2D(s_t2, tc);\n"
" col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a);\n"
"#endif\n"
"#ifdef LOWER\n"
" lowp vec4 lc = texture2D(s_t1, tc);\n"
" col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a);\n"
"#endif\n"
" col.rgb *= light;\n"
"#ifdef FULLBRIGHT\n"
" lowp vec4 fb = texture2D(s_t3, tc);\n"
" col.rgb = mix(col.rgb, fb.rgb, fb.a);\n"
"#endif\n"
" gl_FragColor = col * e_colourident;\n"
"}\n"
"#endif\n"
},
#endif
#include "r_bishaders.h"
{QR_NONE}
};
void Shader_UnloadProg(program_t *prog)
{
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
int p;
for (p = 0; p < PERMUTATIONS; p++)
{
if (prog->permu[p].handle.glsl)
qglDeleteProgramObject_(prog->permu[p].handle.glsl);
}
}
#endif
#ifdef D3D9QUAKE
if (qrenderer == QR_DIRECT3D9)
{
int p;
for (p = 0; p < PERMUTATIONS; p++)
{
// if (prog->handle[p].hlsl.vert || prog->handle[p].hlsl.frag)
// D3DShader_DeleteProgram(&prog->handle[p].hlsl);
}
}
#endif
#ifdef D3D11QUAKE
if (qrenderer == QR_DIRECT3D11)
D3D11Shader_DeleteProgram(prog);
#endif
free(prog);
}
static void Shader_FlushGenerics(void)
{
sgeneric_t *g;
while (sgenerics)
{
g = sgenerics;
sgenerics = g->next;
if (g->prog.refs == 1)
{
g->prog.refs--;
Shader_UnloadProg(&g->prog);
}
else
Con_Printf("generic shader still used\n");
}
}
static void Shader_LoadGeneric(sgeneric_t *g, int qrtype)
{
unsigned int i;
void *file;
char basicname[MAX_QPATH];
char *h;
g->failed = true;
basicname[1] = 0;
Q_strncpyz(basicname, g->name, sizeof(basicname));
h = strchr(basicname+1, '#');
if (h)
*h = '\0';
if (strchr(basicname, '/') || strchr(basicname, '.'))
FS_LoadFile(basicname, &file);
else if (qrenderer == QR_DIRECT3D9)
FS_LoadFile(va("hlsl/%s.hlsl", basicname), &file);
else if (qrenderer == QR_DIRECT3D11)
FS_LoadFile(va("hlsl11/%s.hlsl", basicname), &file);
else if (qrenderer == QR_OPENGL)
{
#ifdef GLQUAKE
if (gl_config.gles)
FS_LoadFile(va("gles/%s.glsl", basicname), &file);
else
#endif
FS_LoadFile(va("glsl/%s.glsl", basicname), &file);
}
else
file = NULL;
if (file)
{
Con_DPrintf("Loaded %s from disk\n", basicname);
g->failed = !Shader_LoadPermutations(g->name, &g->prog, file, qrtype, 0);
FS_FreeFile(file);
return;
}
else
{
int ver;
for (i = 0; *sbuiltins[i].name; i++)
{
if (sbuiltins[i].qrtype == qrenderer && !strcmp(sbuiltins[i].name, basicname))
{
ver = sbuiltins[i].apiver;
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
if (gl_config.gles)
{
if (ver == 110)
ver = 100; /*allow gles to use desktop gl if there's no shader for it - lets hope numeric sorting applies!*/
if (ver != 100)
continue;
}
else
{
if (ver == 100) /*don't use gles shaders on desktop gl*/
continue;
}
}
#endif
g->failed = !Shader_LoadPermutations(g->name, &g->prog, sbuiltins[i].body, sbuiltins[i].qrtype, ver);
if (g->failed)
continue;
return;
}
}
}
}
static void Shader_ReloadGenerics(void)
{
sgeneric_t *g;
for (g = sgenerics; g; g = g->next)
{
Shader_LoadGeneric(g, qrenderer);
}
}
static program_t *Shader_FindGeneric(char *name, int qrtype)
{
sgeneric_t *g;
for (g = sgenerics; g; g = g->next)
{
if (!strcmp(name, g->name))
{
if (g->failed)
return NULL;
g->prog.refs++;
return &g->prog;
}
}
g = malloc(sizeof(*g) + strlen(name)+1);
memset(g, 0, sizeof(*g));
g->name = (char*)(g+1);
strcpy(g->name, name);
g->next = sgenerics;
sgenerics = g;
g->prog.refs = 1;
Shader_LoadGeneric(g, qrtype);
if (g->failed)
return NULL;
g->prog.refs++;
return &g->prog;
}
void Shader_WriteOutGenerics_f(void)
{
int i;
char *name;
for (i = 0; *sbuiltins[i].name; i++)
{
name = NULL;
if (sbuiltins[i].qrtype == QR_OPENGL)
{
if (sbuiltins[i].apiver == 100)
name = va("gles/eg_%s.glsl", sbuiltins[i].name);
else
name = va("glsl/eg_%s.glsl", sbuiltins[i].name);
}
else if (sbuiltins[i].qrtype == QR_DIRECT3D9)
name = va("hlsl/eg_%s.hlsl", sbuiltins[i].name);
else if (sbuiltins[i].qrtype == QR_DIRECT3D11)
name = va("hlsl11/eg_%s.hlsl", sbuiltins[i].name);
if (name)
{
vfsfile_t *f = FS_OpenVFS(name, "rb", FS_GAMEONLY);
if (f)
{
int len = VFS_GETLEN(f);
char *buf = Hunk_TempAlloc(len);
VFS_READ(f, buf, len);
if (len != strlen(sbuiltins[i].body) || memcmp(buf, sbuiltins[i].body, len))
Con_Printf("Not writing %s - modified version in the way\n", name);
else
Con_Printf("%s is unmodified\n", name);
VFS_CLOSE(f);
}
else
{
Con_Printf("Writing %s\n", name);
FS_WriteFile(name, sbuiltins[i].body, strlen(sbuiltins[i].body), FS_GAMEONLY);
}
}
}
}
struct shader_field_names_s shader_attr_names[] =
{
/*vertex attributes*/
{"v_position1", VATTR_VERTEX1},
{"v_position2", VATTR_VERTEX2},
{"v_colour", VATTR_COLOUR},
{"v_texcoord", VATTR_TEXCOORD},
{"v_lmcoord", VATTR_LMCOORD},
{"v_normal", VATTR_NORMALS},
{"v_svector", VATTR_SNORMALS},
{"v_tvector", VATTR_TNORMALS},
{"v_bone", VATTR_BONENUMS},
{"v_weight", VATTR_BONEWEIGHTS},
#if MAXRLIGHTMAPS > 1
{"v_lmcoord1", VATTR_LMCOORD},
{"v_lmcoord2", VATTR_LMCOORD2},
{"v_lmcoord3", VATTR_LMCOORD3},
{"v_lmcoord4", VATTR_LMCOORD4},
{"v_colour1", VATTR_COLOUR},
{"v_colour2", VATTR_COLOUR2},
{"v_colour3", VATTR_COLOUR3},
{"v_colour4", VATTR_COLOUR4},
#endif
{NULL}
};
struct shader_field_names_s shader_unif_names[] =
{
/*matricies*/
{"m_model", SP_M_MODEL},
{"m_view", SP_M_VIEW},
{"m_modelview", SP_M_MODELVIEW},
{"m_projection", SP_M_PROJECTION},
{"m_modelviewprojection", SP_M_MODELVIEWPROJECTION},
{"m_bones", SP_M_ENTBONES},
{"m_invviewprojection", SP_M_INVVIEWPROJECTION},
{"m_invmodelviewprojection",SP_M_INVMODELVIEWPROJECTION},
/*viewer properties*/
{"v_eyepos", SP_V_EYEPOS},
{"w_fog", SP_W_FOG},
/*ent properties*/
{"e_vblend", SP_E_VBLEND},
{"e_lmscale", SP_E_LMSCALE}, /*overbright shifting*/
{"e_origin", SP_E_ORIGIN},
{"e_time", SP_E_TIME},
{"e_eyepos", SP_E_EYEPOS},
{"e_colour", SP_E_COLOURS},
{"e_colourident", SP_E_COLOURSIDENT},
{"e_glowmod", SP_E_GLOWMOD},
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
{"e_uppercolour", SP_E_TOPCOLOURS},
{"e_lowercolour", SP_E_BOTTOMCOLOURS},
{"e_light_dir", SP_E_L_DIR},
{"e_light_mul", SP_E_L_MUL},
{"e_light_ambient", SP_E_L_AMBIENT},
/*rtlight properties, use with caution*/
{"l_lightscreen", SP_LIGHTSCREEN},
{"l_lightradius", SP_LIGHTRADIUS},
{"l_lightcolour", SP_LIGHTCOLOUR},
{"l_lightposition", SP_LIGHTPOSITION},
{"l_lightcolourscale", SP_LIGHTCOLOURSCALE},
{"l_cubematrix", SP_LIGHTCUBEMATRIX},
{"l_shadowmapproj", SP_LIGHTSHADOWMAPPROJ},
{"l_shadowmapscale", SP_LIGHTSHADOWMAPSCALE},
{"e_rendertexturescale", SP_RENDERTEXTURESCALE},
{NULL}
};
static void Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvartypes)
{
unsigned int i, p;
qboolean found;
int uniformloc;
char tmpname[128];
cvar_t *cvar;
prog->numparams = 0;
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
//figure out visible attributes
for (p = 0; p < PERMUTATIONS; p++)
{
if (!prog->permu[p].handle.glsl)
continue;
GLSlang_UseProgram(prog->permu[p].handle.glsl);
for (i = 0; shader_attr_names[i].name; i++)
{
uniformloc = qglGetAttribLocationARB(prog->permu[p].handle.glsl, shader_attr_names[i].name);
if (uniformloc != -1)
{
if (shader_attr_names[i].ptype != uniformloc)
Con_Printf("Bad attribute\n");
else
prog->permu[p].attrmask |= 1u<<uniformloc;
}
}
}
//figure out the uniforms
for (i = 0; shader_unif_names[i].name; i++)
{
found = false;
for (p = 0; p < PERMUTATIONS; p++)
{
if (!prog->permu[p].handle.glsl)
continue;
GLSlang_UseProgram(prog->permu[p].handle.glsl);
uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, shader_unif_names[i].name);
if (uniformloc != -1)
found = true;
if (prog->numparams == SHADER_PROGPARMS_MAX)
{
if (found)
break;
}
else
prog->permu[p].parm[prog->numparams] = uniformloc;
}
if (found)
{
if (prog->numparams == SHADER_PROGPARMS_MAX)
Con_Printf("Too many paramters for program (ignoring %s)\n", shader_unif_names[i].name);
else
{
prog->parm[prog->numparams].type = shader_unif_names[i].ptype;
prog->numparams++;
}
}
}
/*set cvar unirforms*/
for (i = 0; cvarnames[i]; i++)
{
if (prog->numparams == SHADER_PROGPARMS_MAX)
{
Con_Printf("Too many cvar paramters for program\n");
break;
}
for (p = 0; cvarnames[i][p] && (unsigned char)cvarnames[i][p] > 32 && p < sizeof(tmpname)-1; p++)
tmpname[p] = cvarnames[i][p];
tmpname[p] = 0;
cvar = Cvar_Get(tmpname, "0", CVAR_SHADERSYSTEM, "glsl cvars");
if (!cvar)
continue;
cvar->flags |= CVAR_SHADERSYSTEM;
prog->parm[prog->numparams].type = cvartypes[i];
prog->parm[prog->numparams].pval = cvar;
found = false;
for (p = 0; p < PERMUTATIONS; p++)
{
if (!prog->permu[p].handle.glsl)
continue;
GL_SelectProgram(prog->permu[p].handle.glsl);
uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, va("cvar_%s", tmpname));
if (uniformloc != -1)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
//qglUniform1fARB(uniformloc, cvar->value);
found = true;
}
prog->permu[p].parm[prog->numparams] = uniformloc;
}
if (found)
prog->numparams++;
}
/*set texture uniforms*/
for (p = 0; p < PERMUTATIONS; p++)
{
if (!prog->permu[p].handle.glsl)
continue;
if (!(prog->permu[p].attrmask & (1u<<VATTR_VERTEX1))) //a shader kinda has to use one of these...
prog->permu[p].attrmask |= (1u<<VATTR_LEG_VERTEX);
GLSlang_UseProgram(prog->permu[p].handle.glsl);
for (i = 0; i < 8; i++)
{
uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, va("s_t%i", i));
if (uniformloc != -1)
qglUniform1iARB(uniformloc, i);
}
}
return;
}
#endif
#ifdef D3D9QUAKE
if (qrenderer == QR_DIRECT3D9)
{
prog->nofixedcompat = true;
/*set cvar uniforms*/
for (i = 0; cvarnames[i]; i++)
{
for (p = 0; cvarnames[i][p] && (unsigned char)cvarnames[i][p] > 32 && p < sizeof(tmpname)-1; p++)
tmpname[p] = cvarnames[i][p];
tmpname[p] = 0;
cvar = Cvar_FindVar(tmpname);
if (!cvar)
continue;
cvar->flags |= CVAR_SHADERSYSTEM;
for (p = 0; p < PERMUTATIONS; p++)
{
if (!prog->permu[p].handle.hlsl.vert || !prog->permu[p].handle.hlsl.frag)
continue;
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 1, va("cvar_%s", tmpname));
if (uniformloc != -1)
{
vec4_t v = {cvar->value, 0, 0, 0};
IDirect3DDevice9_SetVertexShader(pD3DDev9, prog->permu[p].handle.hlsl.vert);
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, 0, v, 1);
}
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 2, va("cvar_%s", tmpname));
if (uniformloc != -1)
{
vec4_t v = {cvar->value, 0, 0, 0};
IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->permu[p].handle.hlsl.frag);
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, 0, v, 1);
}
}
}
for (i = 0; shader_unif_names[i].name; i++)
{
found = false;
for (p = 0; p < PERMUTATIONS; p++)
{
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 0, shader_unif_names[i].name);
if (uniformloc != -1)
found = true;
prog->permu[p].parm[prog->numparams] = uniformloc;
}
if (found)
{
prog->parm[prog->numparams].type = shader_unif_names[i].ptype;
prog->numparams++;
}
}
/*set texture uniforms*/
for (p = 0; p < PERMUTATIONS; p++)
{
for (i = 0; i < 8; i++)
{
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 2, va("s_t%i", i));
if (uniformloc != -1)
{
int v[4] = {i};
IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->permu[p].handle.hlsl.frag);
IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1);
}
}
}
IDirect3DDevice9_SetVertexShader(pD3DDev9, NULL);
IDirect3DDevice9_SetPixelShader(pD3DDev9, NULL);
}
#endif
}
static char *Shader_ParseBody(char *debugname, char **ptr)
{
char *body;
char *start, *end;
end = *ptr;
while (*end == ' ' || *end == '\t' || *end == '\r')
end++;
if (*end == '\n')
{
int count;
end++;
while (*end == ' ' || *end == '\t')
end++;
if (*end != '{')
{
Con_Printf("shader \"%s\" missing program string\n", debugname);
}
else
{
end++;
start = end;
for (count = 1; *end; end++)
{
if (*end == '}')
{
count--;
if (!count)
break;
}
else if (*end == '{')
count++;
}
body = BZ_Malloc(end - start + 1);
memcpy(body, start, end-start);
body[end-start] = 0;
*ptr = end+1;/*skip over it all*/
return body;
}
}
return NULL;
}
static void Shader_SLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr, int qrtype)
{
/*accepts:
program
{
BLAH
}
where BLAH is both vertex+frag with #ifdefs
or
program fname
on one line.
*/
char *programbody;
char *hash;
programbody = Shader_ParseBody(shader->name, ptr);
if (programbody)
{
shader->prog = malloc(sizeof(*shader->prog));
memset(shader->prog, 0, sizeof(*shader->prog));
shader->prog->refs = 1;
if (!Shader_LoadPermutations(shader->name, shader->prog, programbody, qrtype, 0))
{
free(shader->prog);
shader->prog = NULL;
}
BZ_Free(programbody);
return;
}
hash = strchr(shader->name, '#');
if (hash)
{
//pass the # postfixes from the shader name onto the generic glsl to use
char newname[512];
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Q_snprintfz(newname, sizeof(newname), "%s%s", Shader_ParseExactString(ptr), hash);
shader->prog = Shader_FindGeneric(newname, qrtype);
}
else
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
shader->prog = Shader_FindGeneric(Shader_ParseExactString(ptr), qrtype);
}
static void Shader_GLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,QR_OPENGL);
}
static void Shader_ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,qrenderer);
}
static void Shader_HLSL9ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D9);
}
static void Shader_HLSL11ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D11);
}
static void Shader_ProgramParam ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
cvar_t *cv = NULL;
int specialint = 0;
float specialfloat = 0;
vec3_t specialvec = {0};
enum shaderprogparmtype_e parmtype = SP_BAD;
char *token;
qboolean silent = false;
char *forcename = NULL;
token = Shader_ParseString(ptr);
if (!Q_stricmp(token, "opt"))
{
silent = true;
token = Shader_ParseString(ptr);
}
if (!Q_stricmp(token, "texture"))
{
token = Shader_ParseString(ptr);
specialint = atoi(token);
parmtype = SP_TEXTURE;
}
else if (!Q_stricmp(token, "consti"))
{
token = Shader_ParseSensString(ptr);
specialint = atoi(token);
parmtype = SP_CONSTI;
}
else if (!Q_stricmp(token, "constf"))
{
token = Shader_ParseSensString(ptr);
specialfloat = atof(token);
parmtype = SP_CONSTF;
}
else if (!Q_stricmp(token, "cvari"))
{
token = Shader_ParseSensString(ptr);
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (!cv)
return;
parmtype = SP_CVARI;
}
else if (!Q_stricmp(token, "cvarf"))
{
token = Shader_ParseSensString(ptr);
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (!cv)
return;
parmtype = SP_CVARF;
}
else if (!Q_stricmp(token, "cvar3f"))
{
token = Shader_ParseSensString(ptr);
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (!cv)
return;
parmtype = SP_CVAR3F;
}
else if (!Q_stricmp(token, "time"))
parmtype = SP_E_TIME;
else if (!Q_stricmp(token, "eyepos"))
parmtype = SP_E_EYEPOS;
else if (!Q_stricmp(token, "entmatrix"))
parmtype = SP_M_MODEL;
else if (!Q_stricmp(token, "colours") || !Q_stricmp(token, "colors"))
parmtype = SP_E_COLOURS;
else if (!Q_stricmp(token, "upper"))
parmtype = SP_E_TOPCOLOURS;
else if (!Q_stricmp(token, "lower"))
parmtype = SP_E_BOTTOMCOLOURS;
else if (!Q_stricmp(token, "lightradius"))
parmtype = SP_LIGHTRADIUS;
else if (!Q_stricmp(token, "lightcolour"))
parmtype = SP_LIGHTCOLOUR;
else if (!Q_stricmp(token, "lightpos"))
parmtype = SP_LIGHTPOSITION;
else if (!Q_stricmp(token, "rendertexturescale"))
parmtype = SP_RENDERTEXTURESCALE;
else
Con_Printf("shader %s: parameter type \"%s\" not known\n", shader->name, token);
if (forcename)
token = forcename;
else
token = Shader_ParseSensString(ptr);
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
int p;
qboolean foundone;
unsigned int uniformloc;
program_t *prog = shader->prog;
if (!prog)
{
Con_Printf("shader %s: param without program set\n", shader->name);
}
else if (prog->numparams == SHADER_PROGPARMS_MAX)
Con_Printf("shader %s: too many parms\n", shader->name);
else
{
if (prog->refs != 1)
Con_Printf("shader %s: parms on shared shader\n", shader->name);
foundone = false;
prog->parm[prog->numparams].type = parmtype;
for (p = 0; p < PERMUTATIONS; p++)
{
if (!prog->permu[p].handle.glsl)
continue;
GLSlang_UseProgram(prog->permu[p].handle.glsl);
uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, token);
prog->permu[p].parm[prog->numparams] = uniformloc;
if (uniformloc != -1)
{
foundone = true;
switch(parmtype)
{
case SP_BAD:
foundone = false;
break;
case SP_TEXTURE:
case SP_CONSTI:
prog->parm[prog->numparams].ival = specialint;
break;
case SP_CONSTF:
prog->parm[prog->numparams].fval = specialfloat;
break;
case SP_CVARF:
case SP_CVARI:
prog->parm[prog->numparams].pval = cv;
break;
case SP_CVAR3F:
prog->parm[prog->numparams].pval = cv;
qglUniform3fvARB(uniformloc, 1, specialvec);
break;
default:
break;
}
}
}
if (!foundone)
{
if (!silent)
Con_Printf("shader %s: param \"%s\" not found\n", shader->name, token);
}
else
prog->numparams++;
GLSlang_UseProgram(0);
}
}
#endif
}
static void Shader_DiffuseMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString(ptr);
shader->defaulttextures.base = R_LoadHiResTexture(token, NULL, 0);
}
static void Shader_Translucent(shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->flags |= SHADER_BLEND;
}
static void Shader_DP_Camera(shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->sort = SHADER_SORT_PORTAL;
}
static void Shader_BEMode(shader_t *shader, shaderpass_t *pass, char **ptr)
{
int mode;
char tokencopy[1024];
char *token;
char *embed = NULL;
token = Shader_ParseString(ptr);
if (!Q_stricmp(token, "rtlight"))
mode = -1; //all light types
else if (!Q_stricmp(token, "rtlight_only"))
mode = LSHADER_STANDARD;
else if (!Q_stricmp(token, "rtlight_smap"))
mode = LSHADER_SMAP;
else if (!Q_stricmp(token, "rtlight_spot"))
mode = LSHADER_SPOT;
else if (!Q_stricmp(token, "rtlight_cube"))
mode = LSHADER_CUBE;
else if (!Q_stricmp(token, "rtlight_cube_smap"))
mode = LSHADER_CUBE|LSHADER_SMAP;
else if (!Q_stricmp(token, "rtlight_cube_spot")) //doesn't make sense.
mode = LSHADER_CUBE|LSHADER_SPOT;
else if (!Q_stricmp(token, "rtlight_spot_smap"))
mode = LSHADER_SMAP|LSHADER_SPOT;
else if (!Q_stricmp(token, "rtlight_cube_spot_smap")) //doesn't make sense.
mode = LSHADER_CUBE|LSHADER_SPOT|LSHADER_SMAP;
else if (!Q_stricmp(token, "crepuscular"))
mode = bemoverride_crepuscular;
else if (!Q_stricmp(token, "depthonly"))
mode = bemoverride_depthonly;
else if (!Q_stricmp(token, "depthdark"))
mode = bemoverride_depthdark;
else if (!Q_stricmp(token, "prelight"))
mode = bemoverride_prelight;
else if (!Q_stricmp(token, "fog"))
mode = bemoverride_fog;
else
{
Con_DPrintf(CON_WARNING "Shader %s specifies unknown bemode %s.\n", shader->name, token);
return; //not supported.
}
embed = Shader_ParseBody(shader->name, ptr);
if (embed)
{
int l = strlen(embed) + 6;
char *b = BZ_Malloc(l);
Q_snprintfz(b, l, "{\n%s\n}\n", embed);
BZ_Free(embed);
embed = b;
//generate a unique name
Q_snprintfz(tokencopy, sizeof(tokencopy), "%s_mode%i", shader->name, mode);
}
else
{
token = Shader_ParseString(ptr);
Q_strncpyz(tokencopy, token, sizeof(tokencopy)); //make sure things don't go squiff.
}
if (mode == -1)
{
//shorthand for rtlights
for (mode = 0; mode < LSHADER_MODES; mode++)
{
if ((mode & LSHADER_CUBE) && (mode & LSHADER_SPOT))
continue;
shader->bemoverrides[mode] = R_RegisterCustom(va("%s%s%s%s",
tokencopy,
(mode & LSHADER_SMAP)?"#PCF":"",
(mode & LSHADER_SPOT)?"#SPOT":"",
(mode & LSHADER_CUBE)?"#CUBE":"")
, shader->usageflags, embed?Shader_DefaultScript:NULL, embed);
}
}
else
{
shader->bemoverrides[mode] = R_RegisterCustom(tokencopy, shader->usageflags, embed?Shader_DefaultScript:NULL, embed);
}
if (embed)
BZ_Free(embed);
}
static shaderkey_t shaderkeys[] =
{
{"cull", Shader_Cull},
{"skyparms", Shader_SkyParms},
{"fogparms", Shader_FogParms},
{"surfaceparm", Shader_SurfaceParm},
{"nomipmaps", Shader_NoMipMaps},
{"nopicmip", Shader_NoPicMip},
{"polygonoffset", Shader_PolygonOffset},
{"sort", Shader_Sort},
{"deformvertexes", Shader_DeformVertexes},
{"portal", Shader_Portal},
{"entitymergable", Shader_EntityMergable},
//fte extensions
{"lpp_light", Shader_Prelight},
{"glslprogram", Shader_GLSLProgramName},
{"program", Shader_ProgramName}, //gl or d3d
{"hlslprogram", Shader_HLSL9ProgramName}, //for d3d
{"hlsl11program", Shader_HLSL11ProgramName}, //for d3d
{"param", Shader_ProgramParam}, //legacy
{"bemode", Shader_BEMode},
//dp compat
{"dp_camera", Shader_DP_Camera},
/*doom3 compat*/
{"diffusemap", Shader_DiffuseMap}, //macro for "{\nstage diffusemap\nmap <map>\n}"
{"bumpmap", NULL}, //macro for "{\nstage bumpmap\nmap <map>\n}"
{"specularmap", NULL}, //macro for "{\nstage specularmap\nmap <map>\n}"
{"discrete", NULL},
{"nonsolid", NULL},
{"noimpact", NULL},
{"translucent", Shader_Translucent},
{"noshadows", NULL},
{"nooverlays", NULL},
{"nofragment", NULL},
{NULL, NULL}
};
static struct
{
char *name;
char *body;
} shadermacros[] =
{
{"decal_macro", "polygonOffset 1\ndiscrete\nsort decal\nnoShadows"},
// {"diffusemap", "{\nblend diffusemap\nmap %1\n}"},
// {"bumpmap", "{\nblend bumpmap\nmap %1\n}"},
// {"specularmap", "{\nblend specularmap\nmap %1\n}"},
{NULL}
};
// ===============================================================
static qboolean Shaderpass_MapGen (shader_t *shader, shaderpass_t *pass, char *tname)
{
if (!Q_stricmp (tname, "$lightmap"))
{
pass->tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_LIGHTMAP | SHADER_PASS_NOMIPMAP;
pass->texgen = T_GEN_LIGHTMAP;
shader->flags |= SHADER_HASLIGHTMAP;
}
else if (!Q_stricmp (tname, "$deluxmap"))
{
pass->tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_DELUXMAP | SHADER_PASS_NOMIPMAP;
pass->texgen = T_GEN_DELUXMAP;
}
else if (!Q_stricmp (tname, "$diffuse"))
{
pass->texgen = T_GEN_DIFFUSE;
pass->tcgen = TC_GEN_BASE;
shader->flags |= SHADER_NOIMAGE;
}
else if (!Q_stricmp (tname, "$normalmap"))
{
pass->texgen = T_GEN_NORMALMAP;
pass->tcgen = TC_GEN_BASE;
shader->flags |= SHADER_HASNORMALMAP;
}
else if (!Q_stricmp (tname, "$specular"))
{
pass->texgen = T_GEN_SPECULAR;
pass->tcgen = TC_GEN_BASE;
shader->flags |= SHADER_HASGLOSS;
}
else if (!Q_stricmp (tname, "$fullbright"))
{
pass->texgen = T_GEN_FULLBRIGHT;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (tname, "$upperoverlay"))
{
shader->flags |= SHADER_HASTOPBOTTOM;
pass->texgen = T_GEN_UPPEROVERLAY;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (tname, "$loweroverlay"))
{
shader->flags |= SHADER_HASTOPBOTTOM;
pass->texgen = T_GEN_LOWEROVERLAY;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (tname, "$shadowmap"))
{
pass->texgen = T_GEN_SHADOWMAP;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
pass->flags |= SHADER_PASS_DEPTHCMP;
}
else if (!Q_stricmp (tname, "$lightcubemap"))
{
pass->texgen = T_GEN_LIGHTCUBEMAP;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (tname, "$currentrender"))
{
pass->texgen = T_GEN_CURRENTRENDER;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (tname, "$sourcecolour"))
{
pass->texgen = T_GEN_SOURCECOLOUR;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (tname, "$sourcecube"))
{
pass->texgen = T_GEN_SOURCECUBE;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (tname, "$sourcedepth"))
{
pass->texgen = T_GEN_SOURCEDEPTH;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (tname, "$reflection"))
{
shader->flags |= SHADER_HASREFLECT;
pass->texgen = T_GEN_REFLECTION;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (tname, "$refraction"))
{
shader->flags |= SHADER_HASREFRACT;
pass->texgen = T_GEN_REFRACTION;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (tname, "$refractiondepth"))
{
shader->flags |= SHADER_HASREFRACT;
pass->texgen = T_GEN_REFRACTIONDEPTH;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (tname, "$ripplemap"))
{
shader->flags |= SHADER_HASRIPPLEMAP;
pass->texgen = T_GEN_RIPPLEMAP;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else
return false;
return true;
}
static void Shaderpass_Map (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int flags;
char *token;
pass->anim_frames[0] = r_nulltex;
token = Shader_ParseString (ptr);
flags = Shader_SetImageFlags (shader, pass, &token);
if (!Shaderpass_MapGen(shader, pass, token))
{
switch((flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT)
{
case 0:
pass->texgen = T_GEN_SINGLEMAP;
break;
case 1:
pass->texgen = T_GEN_3DMAP;
break;
default:
pass->texgen = T_GEN_CUBEMAP;
break;
}
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage (token, flags);
}
}
static void Shaderpass_AnimMap (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int flags;
char *token;
texid_t image;
flags = Shader_SetImageFlags (shader, pass, NULL);
pass->tcgen = TC_GEN_BASE;
pass->flags |= SHADER_PASS_ANIMMAP;
pass->texgen = T_GEN_ANIMMAP;
pass->anim_fps = (int)Shader_ParseFloat (shader, ptr);
pass->anim_numframes = 0;
for ( ; ; )
{
token = Shader_ParseString(ptr);
if (!token[0])
{
break;
}
if (pass->anim_numframes < SHADER_MAX_ANIMFRAMES)
{
image = Shader_FindImage (token, flags);
if (!TEXVALID(image))
{
pass->anim_frames[pass->anim_numframes++] = missing_texture;
Con_DPrintf (CON_WARNING "Shader %s has an animmap with no image: %s.\n", shader->name, token );
}
else
{
pass->anim_frames[pass->anim_numframes++] = image;
}
}
}
}
static void Shaderpass_ClampMap (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int flags;
char *token;
token = Shader_ParseString (ptr);
flags = Shader_SetImageFlags (shader, pass, &token);
if (!Shaderpass_MapGen(shader, pass, token))
{
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage (token, flags | IF_CLAMP);
switch((flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT)
{
case 0:
pass->texgen = T_GEN_SINGLEMAP;
break;
case 1:
pass->texgen = T_GEN_3DMAP;
break;
default:
pass->texgen = T_GEN_CUBEMAP;
break;
}
if (!TEXVALID(pass->anim_frames[0]))
{
if (flags & (IF_3DMAP | IF_CUBEMAP))
pass->anim_frames[0] = r_nulltex;
else
pass->anim_frames[0] = missing_texture;
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", shader->name, token);
}
}
pass->flags |= SHADER_PASS_CLAMP;
}
static void Shaderpass_VideoMap (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseSensString (ptr);
#ifdef NOMEDIA
#else
if (pass->cin)
Z_Free (pass->cin);
pass->cin = Media_StartCin(token);
if (!pass->cin)
pass->cin = Media_StartCin(va("video/%s.roq", token));
if (!pass->cin)
Con_DPrintf (CON_WARNING "(shader %s) Couldn't load video %s\n", shader->name, token);
if (pass->cin)
{
pass->flags |= SHADER_PASS_VIDEOMAP;
shader->flags |= SHADER_VIDEOMAP;
pass->texgen = T_GEN_VIDEOMAP;
}
else
{
pass->texgen = T_GEN_DIFFUSE;
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
pass->rgbgen_func.args[0] = pass->rgbgen_func.args[1] = pass->rgbgen_func.args[2] = 0;
}
#endif
}
static void Shaderpass_RGBGen (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "identitylighting"))
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else if (!Q_stricmp (token, "identity"))
pass->rgbgen = RGB_GEN_IDENTITY;
else if (!Q_stricmp (token, "wave"))
{
pass->rgbgen = RGB_GEN_WAVE;
Shader_ParseFunc (shader, ptr, &pass->rgbgen_func);
}
else if (!Q_stricmp(token, "entity"))
pass->rgbgen = RGB_GEN_ENTITY;
else if (!Q_stricmp (token, "oneMinusEntity"))
pass->rgbgen = RGB_GEN_ONE_MINUS_ENTITY;
else if (!Q_stricmp (token, "vertex"))
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
else if (!Q_stricmp (token, "oneMinusVertex"))
pass->rgbgen = RGB_GEN_ONE_MINUS_VERTEX;
else if (!Q_stricmp (token, "lightingDiffuse"))
pass->rgbgen = RGB_GEN_LIGHTING_DIFFUSE;
else if (!Q_stricmp (token, "exactvertex"))
pass->rgbgen = RGB_GEN_VERTEX_EXACT;
else if (!Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
Shader_ParseVector (shader, ptr, pass->rgbgen_func.args);
}
else if (!Q_stricmp (token, "topcolor"))
pass->rgbgen = RGB_GEN_TOPCOLOR;
else if (!Q_stricmp (token, "bottomcolor"))
pass->rgbgen = RGB_GEN_BOTTOMCOLOR;
}
static void Shaderpass_AlphaGen (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString(ptr);
if (!Q_stricmp (token, "portal"))
{
pass->alphagen = ALPHA_GEN_PORTAL;
shader->portaldist = Shader_ParseFloat(shader, ptr);
if (!shader->portaldist)
shader->portaldist = 256;
shader->flags |= SHADER_AGEN_PORTAL;
}
else if (!Q_stricmp (token, "vertex"))
{
pass->alphagen = ALPHA_GEN_VERTEX;
}
else if (!Q_stricmp (token, "entity"))
{
pass->alphagen = ALPHA_GEN_ENTITY;
}
else if (!Q_stricmp (token, "wave"))
{
pass->alphagen = ALPHA_GEN_WAVE;
Shader_ParseFunc (shader, ptr, &pass->alphagen_func);
}
else if ( !Q_stricmp (token, "lightingspecular"))
{
pass->alphagen = ALPHA_GEN_SPECULAR;
}
else if ( !Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
{
pass->alphagen = ALPHA_GEN_CONST;
pass->alphagen_func.type = SHADER_FUNC_CONSTANT;
pass->alphagen_func.args[0] = fabs(Shader_ParseFloat(shader, ptr));
}
}
static void Shaderpass_AlphaShift (shader_t *shader, shaderpass_t *pass, char **ptr) //for alienarena
{
float speed;
float min, max;
pass->alphagen = ALPHA_GEN_WAVE;
pass->alphagen_func.type = SHADER_FUNC_SIN;
//arg0 = add
//arg1 = scale
//arg2 = timeshift
//arg3 = timescale
speed = Shader_ParseFloat(shader, ptr);
min = Shader_ParseFloat(shader, ptr);
max = Shader_ParseFloat(shader, ptr);
pass->alphagen_func.args[0] = min + (max - min)/2;
pass->alphagen_func.args[1] = (max - min)/2;
pass->alphagen_func.args[2] = 0;
pass->alphagen_func.args[3] = 1/speed;
}
static int Shader_BlendFactor(char *name, qboolean dstnotsrc)
{
int factor;
if (!strnicmp(name, "gl_", 3))
name += 3;
if (!Q_stricmp(name, "zero"))
factor = SBITS_SRCBLEND_ZERO;
else if ( !Q_stricmp(name, "one"))
factor = SBITS_SRCBLEND_ONE;
else if (!Q_stricmp(name, "dst_color"))
factor = SBITS_SRCBLEND_DST_COLOR;
else if (!Q_stricmp(name, "one_minus_src_alpha"))
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA;
else if (!Q_stricmp(name, "src_alpha"))
factor = SBITS_SRCBLEND_SRC_ALPHA;
else if (!Q_stricmp(name, "src_color"))
factor = SBITS_SRCBLEND_SRC_COLOR_INVALID;
else if (!Q_stricmp(name, "one_minus_dst_color"))
factor = SBITS_SRCBLEND_ONE_MINUS_DST_COLOR;
else if (!Q_stricmp(name, "one_minus_src_color"))
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID;
else if (!Q_stricmp(name, "dst_alpha") )
factor = SBITS_SRCBLEND_DST_ALPHA;
else if (!Q_stricmp(name, "one_minus_dst_alpha"))
factor = SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA;
else
factor = SBITS_SRCBLEND_NONE;
if (dstnotsrc)
{
//dest factors are shifted
factor <<= 4;
/*gl doesn't accept dst_color for destinations*/
if (factor == SBITS_DSTBLEND_NONE ||
factor == SBITS_DSTBLEND_DST_COLOR_INVALID ||
factor == SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID ||
factor == SBITS_DSTBLEND_ALPHA_SATURATE_INVALID)
{
Con_DPrintf("Invalid shader dst blend \"%s\"\n", name);
factor = SBITS_DSTBLEND_ONE;
}
}
else
{
/*gl doesn't accept src_color for sources*/
if (factor == SBITS_SRCBLEND_NONE ||
factor == SBITS_SRCBLEND_SRC_COLOR_INVALID ||
factor == SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID)
{
Con_DPrintf("Unrecognised shader src blend \"%s\"\n", name);
factor = SBITS_SRCBLEND_ONE;
}
}
return factor;
}
static void Shaderpass_BlendFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
//reset to defaults
pass->shaderbits &= ~(SBITS_BLEND_BITS);
pass->stagetype = ST_AMBIENT;
token = Shader_ParseString (ptr);
if ( !Q_stricmp (token, "bumpmap")) //doom3 is awkward...
pass->stagetype = ST_BUMPMAP;
else if ( !Q_stricmp (token, "specularmap")) //doom3 is awkward...
pass->stagetype = ST_SPECULARMAP;
else if ( !Q_stricmp (token, "diffusemap")) //doom3 is awkward...
pass->stagetype = ST_DIFFUSEMAP;
else if ( !Q_stricmp (token, "blend"))
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
else if (!Q_stricmp (token, "filter"))
pass->shaderbits |= SBITS_SRCBLEND_DST_COLOR | SBITS_DSTBLEND_ZERO;
else if (!Q_stricmp (token, "add"))
pass->shaderbits |= SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE;
else if (!Q_stricmp (token, "replace"))
pass->shaderbits |= SBITS_SRCBLEND_NONE | SBITS_DSTBLEND_NONE;
else
{
pass->shaderbits |= Shader_BlendFactor(token, false);
token = Shader_ParseString (ptr);
if (*token == ',')
token = Shader_ParseString (ptr);
pass->shaderbits |= Shader_BlendFactor(token, true);
}
}
static void Shaderpass_AlphaFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
pass->shaderbits &= ~SBITS_ATEST_BITS;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "gt0"))
{
pass->shaderbits = SBITS_ATEST_GT0;
}
else if (!Q_stricmp (token, "lt128"))
{
pass->shaderbits = SBITS_ATEST_LT128;
}
else if (!Q_stricmp (token, "ge128"))
{
pass->shaderbits = SBITS_ATEST_GE128;
}
}
static void Shaderpass_DepthFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "equal"))
pass->shaderbits |= SBITS_MISC_DEPTHEQUALONLY;
else if (!Q_stricmp (token, "lequal"))
pass->shaderbits &= ~SBITS_MISC_DEPTHEQUALONLY;
else
Con_DPrintf("Invalid depth func %s\n", token);
}
static void Shaderpass_DepthWrite (shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->flags |= SHADER_DEPTHWRITE;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
}
static void Shaderpass_NoDepthTest (shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->flags |= SHADER_DEPTHWRITE;
pass->shaderbits |= SBITS_MISC_NODEPTHTEST;
}
static void Shaderpass_NoDepth (shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->flags |= SHADER_DEPTHWRITE;
}
static void Shaderpass_TcMod (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int i;
tcmod_t *tcmod;
char *token;
if (pass->numtcmods >= SHADER_MAX_TC_MODS)
{
return;
}
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "rotate"))
{
tcmod->args[0] = -Shader_ParseFloat(shader, ptr) / 360.0f;
if (!tcmod->args[0])
{
return;
}
tcmod->type = SHADER_TCMOD_ROTATE;
}
else if ( !Q_stricmp (token, "scale") )
{
tcmod->args[0] = Shader_ParseFloat (shader, ptr);
tcmod->args[1] = Shader_ParseFloat (shader, ptr);
tcmod->type = SHADER_TCMOD_SCALE;
}
else if ( !Q_stricmp (token, "scroll") )
{
tcmod->args[0] = Shader_ParseFloat (shader, ptr);
tcmod->args[1] = Shader_ParseFloat (shader, ptr);
tcmod->type = SHADER_TCMOD_SCROLL;
}
else if (!Q_stricmp(token, "stretch"))
{
shaderfunc_t func;
Shader_ParseFunc(shader, ptr, &func);
tcmod->args[0] = func.type;
for (i = 1; i < 5; ++i)
tcmod->args[i] = func.args[i-1];
tcmod->type = SHADER_TCMOD_STRETCH;
}
else if (!Q_stricmp (token, "transform"))
{
for (i = 0; i < 6; ++i)
tcmod->args[i] = Shader_ParseFloat (shader, ptr);
tcmod->type = SHADER_TCMOD_TRANSFORM;
}
else if (!Q_stricmp (token, "turb"))
{
for (i = 0; i < 4; i++)
tcmod->args[i] = Shader_ParseFloat (shader, ptr);
tcmod->type = SHADER_TCMOD_TURB;
}
else
{
return;
}
pass->numtcmods++;
}
static void Shaderpass_Scale ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
//seperate x and y
char *token;
tcmod_t *tcmod;
tcmod = &pass->tcmods[pass->numtcmods];
tcmod->type = SHADER_TCMOD_SCALE;
token = Shader_ParseString (ptr);
if (!strcmp(token, "static"))
{
tcmod->args[0] = Shader_ParseFloat (shader, ptr);
}
else
{
tcmod->args[0] = atof(token);
}
while (**ptr == ' ' || **ptr == '\t')
*ptr+=1;
if (**ptr == ',')
*ptr+=1;
token = Shader_ParseString (ptr);
if (!strcmp(token, "static"))
{
tcmod->args[1] = Shader_ParseFloat (shader, ptr);
}
else
{
tcmod->args[1] = atof(token);
}
pass->numtcmods++;
}
static void Shaderpass_Scroll (shader_t *shader, shaderpass_t *pass, char **ptr)
{
//seperate x and y
char *token;
tcmod_t *tcmod;
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCROLL;
tcmod->args[0] = Shader_ParseFloat (shader, ptr );
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCROLL;
tcmod->args[1] = Shader_ParseFloat (shader, ptr );
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
pass->numtcmods++;
}
static void Shaderpass_TcGen ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "base") ) {
pass->tcgen = TC_GEN_BASE;
} else if ( !Q_stricmp (token, "lightmap") ) {
pass->tcgen = TC_GEN_LIGHTMAP;
} else if ( !Q_stricmp (token, "environment") ) {
pass->tcgen = TC_GEN_ENVIRONMENT;
} else if ( !Q_stricmp (token, "vector") ) {
pass->tcgen = TC_GEN_BASE;
} else if ( !Q_stricmp (token, "normal") ) {
pass->tcgen = TC_GEN_NORMAL;
} else if ( !Q_stricmp (token, "svector") ) {
pass->tcgen = TC_GEN_SVECTOR;
} else if ( !Q_stricmp (token, "tvector") ) {
pass->tcgen = TC_GEN_TVECTOR;
}
}
static void Shaderpass_EnvMap ( shader_t *shader, shaderpass_t *pass, char **ptr ) //for alienarena
{
pass->tcgen = TC_GEN_ENVIRONMENT;
}
static void Shaderpass_Detail ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->flags |= SHADER_PASS_DETAIL;
}
static void Shaderpass_AlphaMask ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->shaderbits &= ~SBITS_ATEST_BITS;
pass->shaderbits |= SBITS_ATEST_GE128;
}
static void Shaderpass_NoLightMap ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->rgbgen = RGB_GEN_IDENTITY;
}
static void Shaderpass_Red(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[0] = Shader_ParseFloat(shader, ptr);
}
static void Shaderpass_Green(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[1] = Shader_ParseFloat(shader, ptr);
}
static void Shaderpass_Blue(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[2] = Shader_ParseFloat(shader, ptr);
}
static void Shaderpass_Alpha(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->alphagen = ALPHA_GEN_CONST;
pass->alphagen_func.args[0] = Shader_ParseFloat(shader, ptr);
}
static void Shaderpass_MaskColor(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_RED|SBITS_MASK_GREEN|SBITS_MASK_BLUE;
}
static void Shaderpass_MaskRed(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_RED;
}
static void Shaderpass_MaskGreen(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_GREEN;
}
static void Shaderpass_MaskBlue(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_BLUE;
}
static void Shaderpass_MaskAlpha(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_ALPHA;
}
static void Shaderpass_AlphaTest(shader_t *shader, shaderpass_t *pass, char **ptr)
{
if (Shader_ParseFloat(shader, ptr) == 0.5)
pass->shaderbits |= SBITS_ATEST_GE128;
else
Con_Printf("unsupported alphatest value\n");
}
static void Shaderpass_TexGen(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
if (!strcmp(token, "normal"))
pass->tcgen = TC_GEN_NORMAL;
else if (!strcmp(token, "skybox"))
pass->tcgen = TC_GEN_SKYBOX;
else if (!strcmp(token, "wobblesky"))
{
pass->tcgen = TC_GEN_WOBBLESKY;
token = Shader_ParseString(ptr);
token = Shader_ParseString(ptr);
token = Shader_ParseString(ptr);
}
else if (!strcmp(token, "reflect"))
pass->tcgen = TC_GEN_REFLECT;
else
{
Con_Printf("texgen token not understood\n");
}
}
static void Shaderpass_CubeMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
if (pass->tcgen == TC_GEN_BASE)
pass->tcgen = TC_GEN_SKYBOX;
pass->texgen = T_GEN_CUBEMAP;
pass->anim_frames[0] = Shader_FindImage(token, IF_CUBEMAP);
if (!TEXVALID(pass->anim_frames[0]))
{
pass->texgen = T_GEN_SINGLEMAP;
pass->anim_frames[0] = missing_texture;
}
}
static shaderkey_t shaderpasskeys[] =
{
{"rgbgen", Shaderpass_RGBGen },
{"blendfunc", Shaderpass_BlendFunc },
{"depthfunc", Shaderpass_DepthFunc },
{"depthwrite", Shaderpass_DepthWrite },
{"nodepthtest", Shaderpass_NoDepthTest },
{"nodepth", Shaderpass_NoDepth },
{"alphafunc", Shaderpass_AlphaFunc },
{"tcmod", Shaderpass_TcMod },
{"map", Shaderpass_Map },
{"animmap", Shaderpass_AnimMap },
{"clampmap", Shaderpass_ClampMap },
{"videomap", Shaderpass_VideoMap },
{"tcgen", Shaderpass_TcGen },
{"envmap", Shaderpass_EnvMap },//for alienarena
{"nolightmap", Shaderpass_NoLightMap },//for alienarena
{"scale", Shaderpass_Scale },//for alienarena
{"scroll", Shaderpass_Scroll },//for alienarena
{"alphagen", Shaderpass_AlphaGen },
{"alphashift", Shaderpass_AlphaShift },//for alienarena
{"alphamask", Shaderpass_AlphaMask },//for alienarena
{"detail", Shaderpass_Detail },
/*doom3 compat*/
{"blend", Shaderpass_BlendFunc},
{"maskcolor", Shaderpass_MaskColor},
{"maskred", Shaderpass_MaskRed},
{"maskgreen", Shaderpass_MaskGreen},
{"maskblue", Shaderpass_MaskBlue},
{"maskalpha", Shaderpass_MaskAlpha},
{"alphatest", Shaderpass_AlphaTest},
{"texgen", Shaderpass_TexGen},
{"cameracubemap",Shaderpass_CubeMap},
{"red", Shaderpass_Red},
{"green", Shaderpass_Green},
{"blue", Shaderpass_Blue},
{"alpha", Shaderpass_Alpha},
{NULL, NULL}
};
// ===============================================================
void Shader_FreePass (shaderpass_t *pass)
{
#ifndef NOMEDIA
if ( pass->flags & SHADER_PASS_VIDEOMAP )
{
Media_ShutdownCin(pass->cin);
pass->cin = NULL;
}
#endif
}
void Shader_Free (shader_t *shader)
{
int i;
shaderpass_t *pass;
if (shader->bucket.data == shader)
Hash_RemoveData(&shader_active_hash, shader->name, shader);
shader->bucket.data = NULL;
if (shader->prog)
{
if (shader->prog->refs-- == 1)
Shader_UnloadProg(shader->prog);
}
shader->prog = NULL;
if (shader->skydome)
{
Z_Free (shader->skydome);
}
pass = shader->passes;
for (i = 0; i < shader->numpasses; i++, pass++)
{
Shader_FreePass (pass);
}
shader->numpasses = 0;
if (shader->genargs)
{
free(shader->genargs);
shader->genargs = NULL;
}
shader->uses = 0;
memset(&shader->defaulttextures, 0, sizeof(shader->defaulttextures));
}
int QDECL Shader_InitCallback (const char *name, int size, void *param, searchpathfuncs_t *spath)
{
strcpy(shaderbuf+shaderbuflen, name);
Shader_MakeCache(shaderbuf+shaderbuflen);
shaderbuflen += strlen(name)+1;
return true;
}
qboolean Shader_Init (void)
{
int wibuf[16];
shaderbuflen = 0;
if (!r_shaders)
{
r_numshaders = 0;
r_maxshaders = 256;
r_shaders = calloc(r_maxshaders, sizeof(*r_shaders));
shader_hash = calloc (HASH_SIZE, sizeof(*shader_hash));
shader_active_hash_mem = malloc(Hash_BytesForBuckets(1024));
memset(shader_active_hash_mem, 0, Hash_BytesForBuckets(1024));
Hash_InitTable(&shader_active_hash, 1024, shader_active_hash_mem);
Shader_FlushGenerics();
}
Shader_NeedReload(true);
Shader_DoReload();
memset(wibuf, 0xff, sizeof(wibuf));
if (!qrenderer)
r_whiteimage = r_nulltex;
else
r_whiteimage = R_LoadTexture("$whiteimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
return true;
}
static void Shader_MakeCache ( char *path )
{
unsigned int key, i;
char filename[MAX_QPATH];
char *buf, *ptr, *token, *t;
shadercache_t *cache;
int size;
Com_sprintf( filename, sizeof(filename), "%s", path );
Con_DPrintf ( "...loading '%s'\n", filename );
size = FS_LoadFile ( filename, (void **)&buf );
if ( !buf || size <= 0 )
{
return;
}
ptr = buf;
do
{
if ( ptr - buf >= size )
break;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
token = COM_ParseExt (&ptr, true, true);
if ( !token[0] || ptr - buf >= size )
break;
COM_CleanUpPath(token);
t = NULL;
Shader_GetPathAndOffset ( token, &t, &i );
if (t)
{
ptr = Shader_Skip ( ptr );
continue;
}
key = Hash_Key ( token, HASH_SIZE );
cache = ( shadercache_t * )Z_Malloc ( sizeof(shadercache_t) );
cache->hash_next = shader_hash[key];
cache->path = path;
cache->offset = ptr - buf;
Com_sprintf ( cache->name, MAX_QPATH, "%s", token ); // warning: format not a string literal and no format arguments
shader_hash[key] = cache;
ptr = Shader_Skip ( ptr );
} while ( ptr );
FS_FreeFile ( buf );
}
char *Shader_Skip ( char *ptr )
{
char *tok;
int brace_count;
// Opening brace
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
tok = COM_ParseExt(&ptr, true, true);
if (!ptr)
return NULL;
if ( tok[0] != '{' )
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
tok = COM_ParseExt (&ptr, true, true);
}
for (brace_count = 1; brace_count > 0 ; ptr++)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
tok = COM_ParseExt (&ptr, true, true);
if ( !tok[0] )
return NULL;
if (tok[0] == '{')
{
brace_count++;
} else if (tok[0] == '}')
{
brace_count--;
}
}
return ptr;
}
static void Shader_GetPathAndOffset(char *name, char **path, unsigned int *offset)
{
unsigned int key;
shadercache_t *cache;
key = Hash_Key ( name, HASH_SIZE );
cache = shader_hash[key];
for ( ; cache; cache = cache->hash_next )
{
if ( !Q_stricmp (cache->name, name) )
{
*path = cache->path;
*offset = cache->offset;
return;
}
}
path = NULL;
}
void Shader_Reset(shader_t *s)
{
char name[MAX_QPATH];
int uses = s->uses;
shader_gen_t *defaultgen = s->generator;
char *genargs = s->genargs;
texnums_t dt = s->defaulttextures;
int w = s->width;
int h = s->height;
unsigned int uf = s->usageflags;
Q_strncpyz(name, s->name, sizeof(name));
s->genargs = NULL;
Shader_Free(s);
memset(s, 0, sizeof(*s));
s->width = w;
s->height = h;
s->defaulttextures = dt;
s->generator = defaultgen;
s->genargs = genargs;
s->usageflags = uf;
s->uses = uses;
Q_strncpyz(s->name, name, sizeof(s->name));
Hash_Add(&shader_active_hash, s->name, s, &s->bucket);
}
void Shader_Shutdown (void)
{
int i;
shader_t *shader;
shadercache_t *cache, *cache_next;
if (!r_shaders)
return; /*nothing needs freeing yet*/
for (i = 0; i < r_numshaders; i++)
{
shader = r_shaders[i];
if (!shader || !shader->uses)
continue;
Shader_Free(shader);
Z_Free(r_shaders[i]);
r_shaders[i] = NULL;
}
for (i = 0; i < HASH_SIZE; i++)
{
cache = shader_hash[i];
for (; cache; cache = cache_next)
{
cache_next = cache->hash_next;
cache->hash_next = NULL;
Z_Free(cache);
}
}
Shader_FlushGenerics();
r_maxshaders = 0;
r_numshaders = 0;
free(r_shaders);
r_shaders = NULL;
free(shader_hash);
shader_hash = NULL;
free(shader_active_hash_mem);
shader_active_hash_mem = NULL;
shader_reload_needed = false;
}
void Shader_SetBlendmode (shaderpass_t *pass)
{
if (pass->texgen == T_GEN_DELUXMAP)
{
pass->blendmode = PBM_DOTPRODUCT;
return;
}
if (pass->texgen < T_GEN_DIFFUSE && !TEXVALID(pass->anim_frames[0]) && !(pass->flags & SHADER_PASS_LIGHTMAP))
{
pass->blendmode = PBM_MODULATE;
return;
}
if (!(pass->shaderbits & SBITS_BLEND_BITS))
{
if ((pass->rgbgen == RGB_GEN_IDENTITY) && (pass->alphagen == ALPHA_GEN_IDENTITY))
{
pass->blendmode = PBM_REPLACE;
return;
}
else if ((pass->rgbgen == RGB_GEN_IDENTITY_LIGHTING) && (pass->alphagen == ALPHA_GEN_IDENTITY))
{
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->shaderbits |= SBITS_SRCBLEND_ONE;
pass->shaderbits |= SBITS_DSTBLEND_ZERO;
pass->blendmode = PBM_REPLACELIGHT;
}
else
{
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->shaderbits |= SBITS_SRCBLEND_ONE;
pass->shaderbits |= SBITS_DSTBLEND_ZERO;
pass->blendmode = PBM_MODULATE;
}
return;
}
if (((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ZERO|SBITS_DSTBLEND_SRC_COLOR)) ||
((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_DST_COLOR|SBITS_DSTBLEND_ZERO)))
pass->blendmode = PBM_MODULATE;
else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE))
pass->blendmode = PBM_ADD;
else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_SRC_ALPHA|SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA))
pass->blendmode = PBM_DECAL;
else
pass->blendmode = PBM_MODULATE;
}
void Shader_Readpass (shader_t *shader, char **ptr)
{
char *token;
shaderpass_t *pass;
qboolean ignore;
static shader_t dummy;
int conddepth = 0;
int cond[8] = {0};
#define COND_IGNORE 1
#define COND_IGNOREPARENT 2
#define COND_ALLOWELSE 4
if ( shader->numpasses >= SHADER_PASS_MAX )
{
ignore = true;
shader = &dummy;
shader->numpasses = 1;
pass = shader->passes;
}
else
{
ignore = false;
pass = &shader->passes[shader->numpasses++];
}
// Set defaults
pass->flags = 0;
pass->anim_frames[0] = r_nulltex;
pass->anim_numframes = 0;
pass->rgbgen = RGB_GEN_UNKNOWN;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->tcgen = TC_GEN_BASE;
pass->numtcmods = 0;
pass->numMergedPasses = 1;
pass->stagetype = ST_AMBIENT;
if (shader->flags & SHADER_NOMIPMAPS)
pass->flags |= SHADER_PASS_NOMIPMAP;
while ( *ptr )
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
token = COM_ParseExt (ptr, true, true);
if ( !token[0] )
{
continue;
}
else if (!Q_stricmp(token, "if"))
{
if (conddepth+1 == sizeof(cond)/sizeof(cond[0]))
{
Con_Printf("if statements nest too deeply in shader %s\n", shader->name);
break;
}
conddepth++;
cond[conddepth] = (Shader_EvaluateCondition(shader, ptr)?0:COND_IGNORE);
cond[conddepth] |= COND_ALLOWELSE;
if (cond[conddepth-1] & (COND_IGNORE|COND_IGNOREPARENT))
cond[conddepth] |= COND_IGNOREPARENT;
}
else if (!Q_stricmp(token, "endif"))
{
if (!conddepth)
{
Con_Printf("endif without if in shader %s\n", shader->name);
break;
}
conddepth--;
}
else if (!Q_stricmp(token, "else"))
{
if (cond[conddepth] & COND_ALLOWELSE)
{
cond[conddepth] ^= COND_IGNORE;
cond[conddepth] &= ~COND_ALLOWELSE;
}
else
Con_Printf("unexpected else statement in shader %s\n", shader->name);
}
else if (cond[conddepth] & (COND_IGNORE|COND_IGNOREPARENT))
{
//eat it
while (ptr)
{
token = COM_ParseExt(ptr, false, true);
if ( !token[0] )
break;
}
}
else
{
if ( token[0] == '}' )
break;
else if ( Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr) )
break;
}
}
if (conddepth)
{
Con_Printf("if statements without endif in shader %s\n", shader->name);
}
if (!ignore)
{
switch(pass->stagetype)
{
case ST_DIFFUSEMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures.bump = pass->anim_frames[0];
break;
case ST_AMBIENT:
break;
case ST_BUMPMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures.bump = pass->anim_frames[0];
ignore = true;
break;
case ST_SPECULARMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures.specular = pass->anim_frames[0];
ignore = true;
break;
}
}
// check some things
if (ignore)
{
Shader_FreePass (pass);
shader->numpasses--;
return;
}
if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO))
{
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
shader->flags |= SHADER_DEPTHWRITE;
}
switch (pass->rgbgen)
{
case RGB_GEN_IDENTITY_LIGHTING:
case RGB_GEN_IDENTITY:
case RGB_GEN_CONST:
case RGB_GEN_WAVE:
case RGB_GEN_ENTITY:
case RGB_GEN_ONE_MINUS_ENTITY:
case RGB_GEN_UNKNOWN: // assume RGB_GEN_IDENTITY or RGB_GEN_IDENTITY_LIGHTING
switch (pass->alphagen)
{
case ALPHA_GEN_IDENTITY:
case ALPHA_GEN_CONST:
case ALPHA_GEN_WAVE:
case ALPHA_GEN_ENTITY:
pass->flags |= SHADER_PASS_NOCOLORARRAY;
break;
default:
break;
}
break;
default:
break;
}
/*if ((shader->flags & SHADER_SKY) && (shader->flags & SHADER_DEPTHWRITE))
{
#ifdef warningmsg
#pragma warningmsg("is this valid?")
#endif
pass->shaderbits &= ~SBITS_MISC_DEPTHWRITE;
}
*/
}
static qboolean Shader_Parsetok (shader_t *shader, shaderpass_t *pass, shaderkey_t *keys, char *token, char **ptr)
{
shaderkey_t *key;
for (key = keys; key->keyword != NULL; key++)
{
if (!Q_stricmp (token, key->keyword))
{
if (key->func)
key->func ( shader, pass, ptr );
return ( ptr && *ptr && **ptr == '}' );
}
}
// Con_Printf("Unknown shader directive: \"%s\"\n", token);
// Next Line
while (ptr)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
token = COM_ParseExt(ptr, false, true);
if ( !token[0] )
{
break;
}
}
return false;
}
void Shader_SetPassFlush (shaderpass_t *pass, shaderpass_t *pass2)
{
qboolean config_tex_env_combine;
qboolean config_nv_tex_env_combine4;
qboolean config_env_add;
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
config_tex_env_combine = gl_config.tex_env_combine;
config_nv_tex_env_combine4 = gl_config.nv_tex_env_combine4;
config_env_add = gl_config.env_add;
}
else
#endif
{
config_tex_env_combine = 1;
config_nv_tex_env_combine4 = 1;
config_env_add = 1;
}
if (((pass->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
((pass2->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
(pass->flags & SHADER_PASS_VIDEOMAP) || (pass2->flags & SHADER_PASS_VIDEOMAP))
{
return;
}
/*identity alpha is required for merging*/
if (pass->alphagen != ALPHA_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY)
return;
/*rgbgen must be identity too except if the later pass is identity_ligting, in which case all is well and we can switch the first pass to identity_lighting instead*/
if (pass2->rgbgen == RGB_GEN_IDENTITY_LIGHTING && pass2->blendmode == PBM_MODULATE && pass->rgbgen == RGB_GEN_IDENTITY)
{
pass->blendmode = PBM_REPLACELIGHT;
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
pass2->rgbgen = RGB_GEN_IDENTITY;
}
/*rgbgen must be identity (or the first is identity_lighting)*/
else if (pass2->rgbgen != RGB_GEN_IDENTITY || (pass->rgbgen != RGB_GEN_IDENTITY && pass->rgbgen != RGB_GEN_IDENTITY_LIGHTING))
return;
/*if its alphatest, don't merge with anything other than lightmap*/
if ((pass->shaderbits & SBITS_ATEST_BITS) && (!(pass2->shaderbits & SBITS_MISC_DEPTHEQUALONLY) || pass2->texgen != T_GEN_LIGHTMAP))
return;
if ((pass->shaderbits & SBITS_MASK_BITS) != (pass2->shaderbits & SBITS_MASK_BITS))
return;
/*don't merge passes if the hardware cannot support it*/
if (pass->numMergedPasses >= be_maxpasses)
return;
// check if we can use multiple passes
if (pass2->blendmode == PBM_DOTPRODUCT)
{
pass->numMergedPasses++;
}
else if (pass->numMergedPasses < be_maxpasses)
{
if (pass->blendmode == PBM_REPLACE || pass->blendmode == PBM_REPLACELIGHT)
{
if ((pass2->blendmode == PBM_DECAL && config_tex_env_combine) ||
(pass2->blendmode == PBM_ADD && config_env_add) ||
(pass2->blendmode && pass2->blendmode != PBM_ADD) || config_nv_tex_env_combine4)
{
pass->numMergedPasses++;
}
}
else if (pass->blendmode == PBM_ADD &&
pass2->blendmode == PBM_ADD && config_env_add)
{
pass->numMergedPasses++;
}
else if (pass->blendmode == PBM_MODULATE && pass2->blendmode == PBM_MODULATE)
{
pass->numMergedPasses++;
}
else
return;
}
else return;
if (pass->texgen == T_GEN_LIGHTMAP && pass->blendmode == PBM_REPLACELIGHT && pass2->blendmode == PBM_MODULATE && config_tex_env_combine)
{
if (pass->rgbgen == RGB_GEN_IDENTITY)
pass->rgbgen = RGB_GEN_IDENTITY_OVERBRIGHT; //get the light levels right
pass2->blendmode = PBM_OVERBRIGHT;
}
if (pass2->texgen == T_GEN_LIGHTMAP && pass2->blendmode == PBM_MODULATE && config_tex_env_combine)
{
if (pass->rgbgen == RGB_GEN_IDENTITY)
pass->rgbgen = RGB_GEN_IDENTITY_OVERBRIGHT; //get the light levels right
pass->blendmode = PBM_REPLACELIGHT;
pass2->blendmode = PBM_OVERBRIGHT;
}
}
void Shader_SetFeatures ( shader_t *s )
{
int i;
qboolean trnormals;
shaderpass_t *pass;
s->features = MF_NONE;
for (i = 0, trnormals = true; i < s->numdeforms; i++)
{
switch (s->deforms[i].type)
{
case DEFORMV_BULGE:
case DEFORMV_WAVE:
trnormals = false;
case DEFORMV_NORMAL:
s->features |= MF_NORMALS;
break;
case DEFORMV_MOVE:
break;
default:
trnormals = false;
break;
}
}
if (trnormals)
{
s->features |= MF_TRNORMALS;
}
for (i = 0, pass = s->passes; i < s->numpasses; i++, pass++)
{
switch (pass->rgbgen)
{
case RGB_GEN_LIGHTING_DIFFUSE:
s->features |= MF_NORMALS;
break;
case RGB_GEN_VERTEX_LIGHTING:
case RGB_GEN_ONE_MINUS_VERTEX:
case RGB_GEN_VERTEX_EXACT:
s->features |= MF_COLORS;
break;
default:
break;
}
switch ( pass->alphagen )
{
case ALPHA_GEN_SPECULAR:
s->features |= MF_NORMALS;
break;
case ALPHA_GEN_VERTEX:
s->features |= MF_COLORS;
break;
default:
break;
}
switch (pass->tcgen)
{
default:
s->features |= MF_STCOORDS;
break;
case TC_GEN_LIGHTMAP:
s->features |= MF_LMCOORDS;
break;
case TC_GEN_ENVIRONMENT:
case TC_GEN_NORMAL:
s->features |= MF_NORMALS;
break;
case TC_GEN_SVECTOR:
case TC_GEN_TVECTOR:
s->features |= MF_NORMALS;
break;
}
}
}
void Shader_Finish (shader_t *s)
{
int i;
shaderpass_t *pass;
//FIXME: reorder doom3 stages.
//put diffuse first. give it a lightmap pass also, if we found a diffuse one with no lightmap.
//then the ambient stages.
//and forget about the bump/specular stages as we don't support them and already stripped them.
if (s->flags & SHADER_SKY)
{
/*skies go all black if fastsky is set*/
if (r_fastsky.ival)
s->flags = 0;
/*or if its purely a skybox and has missing textures*/
// if (!s->numpasses)
// for (i = 0; i < 6; i++)
// if (missing_texture.ref == s->skydome->farbox_textures[i].ref)
// s->flags = 0;
if (!(s->flags & SHADER_SKY))
{
Shader_Reset(s);
Shader_DefaultScript(s->name, s,
"{\n"
"sort sky\n"
"{\n"
"map $whiteimage\n"
"rgbgen const $r_fastskycolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
return;
}
}
if (TEXVALID(s->defaulttextures.base))
s->flags &= ~SHADER_NOIMAGE;
if (!s->numpasses && s->sort != SHADER_SORT_PORTAL && !(s->flags & (SHADER_NODRAW|SHADER_SKY)) && !s->fog_dist && !s->prog)
{
pass = &s->passes[s->numpasses++];
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
if (TEXVALID(s->defaulttextures.base))
pass->texgen = T_GEN_DIFFUSE;
else
{
pass->texgen = T_GEN_SINGLEMAP;
TEXASSIGN(pass->anim_frames[0], R_LoadHiResTexture(s->name, NULL, IF_NOALPHA));
if (!TEXVALID(pass->anim_frames[0]))
{
Con_Printf("Shader %s failed to load default texture\n", s->name);
pass->anim_frames[0] = missing_texture;
}
Con_Printf("Shader %s with no passes and no surfaceparm nodraw, inserting pass\n", s->name);
}
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
}
if (!Q_stricmp (s->name, "flareShader"))
{
s->flags |= SHADER_FLARE;
s->flags |= SHADER_NODRAW;
}
if (!s->numpasses && !s->sort)
{
s->sort = SHADER_SORT_ADDITIVE;
return;
}
if (!s->sort && s->passes->texgen == T_GEN_CURRENTRENDER)
s->sort = SHADER_SORT_NEAREST;
if ((s->polyoffset.unit < 0) && !s->sort)
{
s->sort = SHADER_SORT_DECAL;
}
if ((r_vertexlight.value || !(s->usageflags & SUF_LIGHTMAP)) && !s->prog)
{
// do we have a lightmap pass?
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (pass->flags & SHADER_PASS_LIGHTMAP)
break;
}
if (i == s->numpasses)
{
goto done;
}
// try to find pass with rgbgen set to RGB_GEN_VERTEX
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (pass->rgbgen == RGB_GEN_VERTEX_LIGHTING)
break;
}
if (i < s->numpasses)
{ // we found it
pass->flags |= SHADER_CULL_FRONT;
pass->flags &= ~SHADER_PASS_ANIMMAP;
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->blendmode = 0;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
s->flags |= SHADER_DEPTHWRITE;
s->sort = SHADER_SORT_OPAQUE;
s->numpasses = 1;
memcpy(&s->passes[0], pass, sizeof(shaderpass_t));
}
else
{ // we didn't find it - simply remove all lightmap passes
pass = s->passes;
for(i = 0; i < s->numpasses; i++, pass++)
{
if (pass->flags & SHADER_PASS_LIGHTMAP)
break;
}
if ( i == s->numpasses -1 )
{
s->numpasses--;
}
else if ( i < s->numpasses - 1 )
{
for ( ; i < s->numpasses - 1; i++, pass++ )
{
memcpy ( pass, &s->passes[i+1], sizeof(shaderpass_t) );
}
s->numpasses--;
}
if ( s->passes[0].numtcmods )
{
pass = s->passes;
for ( i = 0; i < s->numpasses; i++, pass++ )
{
if ( !pass->numtcmods )
break;
}
memcpy ( &s->passes[0], pass, sizeof(shaderpass_t) );
}
s->passes[0].rgbgen = RGB_GEN_VERTEX_LIGHTING;
s->passes[0].alphagen = ALPHA_GEN_IDENTITY;
s->passes[0].blendmode = 0;
s->passes[0].flags &= ~(SHADER_PASS_ANIMMAP|SHADER_PASS_NOCOLORARRAY);
s->passes[0].shaderbits &= ~SBITS_BLEND_BITS;
s->passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
s->passes[0].numMergedPasses = 1;
s->numpasses = 1;
s->flags |= SHADER_DEPTHWRITE;
}
}
done:;
for (pass = s->passes, i = 0; i < s->numpasses; i++, pass++)
{
if ((pass->texgen == T_GEN_ANIMMAP || pass->texgen == T_GEN_SINGLEMAP) && !TEXVALID(s->defaulttextures.base))
s->defaulttextures.base = pass->anim_frames[0];
#ifndef NOMEDIA
if (pass->texgen == T_GEN_VIDEOMAP && pass->cin && !TEXVALID(s->defaulttextures.base))
s->defaulttextures.base = Media_UpdateForShader(pass->cin);
#endif
}
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (!(pass->shaderbits & (SBITS_BLEND_BITS|SBITS_MASK_BITS)))
{
break;
}
}
// all passes have blendfuncs
if (i == s->numpasses)
{
int opaque;
opaque = -1;
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++ )
{
if (pass->shaderbits & SBITS_ATEST_BITS)
{
opaque = i;
}
if (pass->rgbgen == RGB_GEN_UNKNOWN)
{
if ( (pass->shaderbits & SBITS_SRCBLEND_BITS) == 0
|| (pass->shaderbits & SBITS_SRCBLEND_BITS) == SBITS_SRCBLEND_ONE
|| (pass->shaderbits & SBITS_SRCBLEND_BITS) == SBITS_SRCBLEND_SRC_ALPHA)
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else
pass->rgbgen = RGB_GEN_IDENTITY;
}
Shader_SetBlendmode (pass);
if (pass->blendmode == PBM_ADD)
s->defaulttextures.fullbright = pass->anim_frames[0];
}
if (!(s->flags & SHADER_SKY ) && !s->sort)
{
if (opaque == -1)
s->sort = SHADER_SORT_BLEND;
else
s->sort = SHADER_SORT_SEETHROUGH;
}
}
else
{
int j;
shaderpass_t *sp;
sp = s->passes;
for (j = 0; j < s->numpasses; j++, sp++)
{
if (sp->rgbgen == RGB_GEN_UNKNOWN)
{
if (sp->flags & SHADER_PASS_LIGHTMAP)
sp->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else
sp->rgbgen = RGB_GEN_IDENTITY;
}
Shader_SetBlendmode (sp);
}
if (!s->sort)
{
if (pass->shaderbits & SBITS_ATEST_BITS)
s->sort = SHADER_SORT_SEETHROUGH;
}
if (!( s->flags & SHADER_DEPTHWRITE) &&
!(s->flags & SHADER_SKY))
{
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
s->flags |= SHADER_DEPTHWRITE;
}
}
if (s->numpasses >= 2)
{
int j;
pass = s->passes;
for (i = 0; i < s->numpasses;)
{
if (i == s->numpasses - 1)
break;
pass = s->passes + i;
for (j = 1; j < s->numpasses-i && j == i + pass->numMergedPasses && j < be_maxpasses; j++)
Shader_SetPassFlush (pass, pass + j);
i += pass->numMergedPasses;
}
}
if (!s->sort)
{
s->sort = SHADER_SORT_OPAQUE;
}
if ((s->flags & SHADER_SKY) && (s->flags & SHADER_DEPTHWRITE))
{
s->flags &= ~SHADER_DEPTHWRITE;
}
if (s->prog)
{
if (!s->numpasses)
s->numpasses = 1;
s->passes->numMergedPasses = s->numpasses;
}
Shader_SetFeatures(s);
#ifdef FORCEGLSL
BE_GenerateProgram(s);
#endif
}
/*
void Shader_UpdateRegistration (void)
{
int i, j, l;
shader_t *shader;
shaderpass_t *pass;
shader = r_shaders;
for (i = 0; i < MAX_SHADERS; i++, shader++)
{
if (!shader->registration_sequence)
continue;
if (shader->registration_sequence != registration_sequence)
{
Shader_Free ( shader );
shader->registration_sequence = 0;
continue;
}
pass = shader->passes;
for (j = 0; j < shader->numpasses; j++, pass++)
{
if (pass->flags & SHADER_PASS_ANIMMAP)
{
for (l = 0; l < pass->anim_numframes; l++)
{
if (pass->anim_frames[l])
pass->anim_frames[l]->registration_sequence = registration_sequence;
}
}
else if ( pass->flags & SHADER_PASS_VIDEOMAP )
{
// Shader_RunCinematic will do the job
// pass->cin->frame = -1;
}
else if ( !(pass->flags & SHADER_PASS_LIGHTMAP) )
{
if ( pass->anim_frames[0] )
pass->anim_frames[0]->registration_sequence = registration_sequence;
}
}
}
}
*/
void R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader)
{
if (!tn)
tn = &shader->defaulttextures;
if (!TEXVALID(shader->defaulttextures.base))
{
/*dlights/realtime lighting needs some stuff*/
if (!TEXVALID(tn->base))
{
tn->base = R_LoadHiResTexture(shader->name, NULL, IF_NOALPHA);
}
if (TEXVALID(tn->base))
shader->flags &= ~SHADER_NOIMAGE;
TEXASSIGN(shader->defaulttextures.base, tn->base);
}
if (!TEXVALID(shader->defaulttextures.bump))
{
if (r_loadbumpmapping)
{
if (!TEXVALID(tn->bump))
tn->bump = R_LoadHiResTexture(va("%s_norm", shader->name), NULL, IF_NOALPHA);
if (!TEXVALID(tn->bump))
tn->bump = R_LoadHiResTexture(va("%s_bump", shader->name), NULL, IF_NOALPHA);
if (!TEXVALID(tn->bump))
tn->bump = R_LoadHiResTexture(va("normalmaps/%s", shader->name), NULL, IF_NOALPHA);
}
TEXASSIGN(shader->defaulttextures.bump, tn->bump);
}
if (!TEXVALID(shader->defaulttextures.loweroverlay))
{
if (shader->flags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tn->loweroverlay))
tn->loweroverlay = R_LoadHiResTexture(va("%s_pants", shader->name), NULL, 0); /*how rude*/
}
TEXASSIGN(shader->defaulttextures.loweroverlay, tn->loweroverlay);
}
if (!TEXVALID(shader->defaulttextures.upperoverlay))
{
if (shader->flags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tn->upperoverlay))
tn->upperoverlay = R_LoadHiResTexture(va("%s_shirt", shader->name), NULL, 0);
}
TEXASSIGN(shader->defaulttextures.upperoverlay, tn->upperoverlay);
}
if (!TEXVALID(shader->defaulttextures.specular))
{
extern cvar_t gl_specular;
if ((shader->flags & SHADER_HASGLOSS) && gl_specular.value && gl_load24bit.value)
{
if (!TEXVALID(tn->specular))
tn->specular = R_LoadHiResTexture(va("%s_gloss", shader->name), NULL, 0);
}
TEXASSIGN(shader->defaulttextures.specular, tn->specular);
}
if (!TEXVALID(shader->defaulttextures.fullbright))
TEXASSIGN(shader->defaulttextures.fullbright, tn->fullbright);
}
void Shader_DefaultScript(char *shortname, shader_t *s, const void *args)
{
const char *f = args;
if (!args)
return;
while (*f == ' ' || *f == '\t' || *f == '\n' || *f == '\r')
f++;
if (*f == '{')
{
f++;
Shader_ReadShader(s, (void*)f, SPM_DEFAULT);
}
};
void Shader_DefaultBSPLM(char *shortname, shader_t *s, const void *args)
{
char *builtin = NULL;
if (!builtin && r_drawflat.ival)
builtin = (
"{\n"
"program drawflat_wall\n"
"{\n"
"map $lightmap\n"
"tcgen lightmap\n"
"rgbgen const $r_floorcolour\n"
"}\n"
"}\n"
);
#ifdef D3D11QUAKE
if (qrenderer == QR_DIRECT3D11)
{
if (!builtin)
builtin = (
"{\n"
"program defaultwall\n"
/*"param texture 0 tex_diffuse\n"
"param texture 1 tex_lightmap\n"
"param texture 2 tex_normalmap\n"
"param texture 3 tex_deluxmap\n"
"param texture 4 tex_fullbright\n"*/
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $lightmap\n"
"}\n"
"{\n"
"map $normalmap\n"
"}\n"
"{\n"
"map $deluxmap\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"{\n"
"map $specular\n"
"}\n"
"}\n"
);
}
#endif
#if 0//def D3D9QUAKE
if (qrenderer == QR_DIRECT3D9)
{
if (!builtin)
builtin = (
"{\n"
"program defaultwall\n"
/*"param texture 0 tex_diffuse\n"
"param texture 1 tex_lightmap\n"
"param texture 2 tex_normalmap\n"
"param texture 3 tex_deluxmap\n"
"param texture 4 tex_fullbright\n"*/
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $lightmap\n"
"}\n"
"{\n"
"map $normalmap\n"
"}\n"
"{\n"
"map $deluxmap\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"{\n"
"map $specular\n"
"}\n"
"}\n"
);
}
#endif
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
if (!builtin && r_lightprepass.ival)
{
builtin = (
"{\n"
"program lpp_wall\n"
"{\n"
"map $sourcecolour\n"
"}\n"
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $lightmap\n"
"}\n"
"{\n"
"map $normalmap\n"
"}\n"
"{\n"
"map $deluxmap\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"}\n"
);
}
if (!builtin && gl_config.arb_shader_objects)
{
builtin = (
"{\n"
"program defaultwall\n"
/*"param texture 0 tex_diffuse\n"
"param texture 1 tex_lightmap\n"
"param texture 2 tex_normalmap\n"
"param texture 3 tex_deluxmap\n"
"param texture 4 tex_fullbright\n"*/
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $lightmap\n"
"}\n"
"{\n"
"map $normalmap\n"
"}\n"
"{\n"
"map $deluxmap\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"{\n"
"map $specular\n"
"}\n"
"}\n"
);
}
}
#endif
if (!builtin)
builtin = (
"{\n"
/* "if $deluxmap\n"
"{\n"
"map $normalmap\n"
"tcgen base\n"
"depthwrite\n"
"}\n"
"{\n"
"map $deluxmap\n"
"tcgen lightmap\n"
"}\n"
"endif\n"
*/// "if !r_fullbright\n"
"{\n"
"map $lightmap\n"
// "if $deluxmap\n"
// "blendfunc gl_dst_color gl_zero\n"
// "endif\n"
"}\n"
// "endif\n"
"{\n"
"map $diffuse\n"
"tcgen base\n"
// "if $deluxmap || !r_fullbright\n"
// "blendfunc gl_dst_color gl_zero\n"
"blendfunc filter\n"
// "endif\n"
"}\n"
"if gl_fb_bmodels\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"depthfunc equal\n"
"}\n"
"endif\n"
"}\n"
);
Shader_DefaultScript(shortname, s, builtin);
}
void Shader_DefaultCinematic(char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s,
va(
"{\n"
"program default2d\n"
"{\n"
"videomap %s\n"
"}\n"
"}\n"
, (const char*)args)
);
}
/*shortname should begin with 'skybox_'*/
void Shader_DefaultSkybox(char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s,
va(
"{\n"
"skyparms %s - -\n"
"}\n"
, shortname+7)
);
}
char *Shader_DefaultBSPWater(char *shortname)
{
int wstyle;
if (r_wateralpha.value == 0)
wstyle = -1;
else if (r_fastturb.ival)
wstyle = 0;
#ifdef GLQUAKE
else if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects && !strncmp(shortname, "*lava", 5) && *r_lavastyle.string)
wstyle = r_lavastyle.ival;
else if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects && !strncmp(shortname, "*slime", 5) && *r_slimestyle.string)
wstyle = r_slimestyle.ival;
else if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects && strncmp(shortname, "*lava", 5))
wstyle = r_waterstyle.ival<1?1:r_waterstyle.ival;
#endif
else
wstyle = 1;
#ifdef GLQUAKE
if (wstyle > 2 && !gl_config.ext_framebuffer_objects)
wstyle = 2;
#endif
switch(wstyle)
{
case -1: //invisible
return (
"{\n"
"surfaceparm nodraw\n"
"surfaceparm nodlight\n"
"}\n"
);
case 0: //fastturb
return (
"{\n"
"{\n"
"map $whiteimage\n"
"rgbgen const $r_fastturbcolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
default:
case 1: //vanilla style
return (
"{\n"
"program defaultwarp\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0.02 0.1 0.5 0.1\n"
"if !$#ALPHA\n"
"if r_wateralpha < 1\n"
"alphagen const $r_wateralpha\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"endif\n"
"else\n"
"if $#ALPHA < 1\n"
"alphagen const $#ALPHA\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"endif\n"
"endif\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
case 2: //refraction of the underwater surface, with a fresnel
return (
"{\n"
"surfaceparm nodlight\n"
"{\n"
"map $refraction\n"
"}\n"
"{\n"
"map $normalmap\n"
"}\n"
"{\n"
"map $diffuse\n"
"}\n"
// "{\n"
// "map $refractiondepth\n"
// "}\n"
"program altwater#FRESNEL=4\n"
"}\n"
);
case 3: //reflections
return (
"{\n"
"surfaceparm nodlight\n"
"{\n"
"map $refraction\n"
"}\n"
"{\n"
"map $normalmap\n"
"}\n"
"{\n"
"map $reflection\n"
"}\n"
// "{\n"
// "map $refractiondepth\n"
// "}\n"
"program altwater#REFLECT#FRESNEL=4\n"
"}\n"
);
case 4: //ripples
return (
"{\n"
"surfaceparm nodlight\n"
"{\n"
"map $refraction\n"
"}\n"
"{\n"
"map $normalmap\n"
"}\n"
"{\n"
"map $diffuse\n"
"}\n"
// "{\n"
// "map $refractiondepth\n"
// "}\n"
"{\n"
"map $ripplemap\n"
"}\n"
"program altwater#RIPPLEMAP#FRESNEL=4\n"
"}\n"
);
case 5: //ripples+reflections
return (
"{\n"
"surfaceparm nodlight\n"
"{\n"
"map $refraction\n"
"}\n"
"{\n"
"map $normalmap\n"
"}\n"
"{\n"
"map $reflection\n"
"}\n"
// "{\n"
// "map $refractiondepth\n"
// "}\n"
"{\n"
"map $ripplemap\n"
"}\n"
"program altwater#REFLECT#RIPPLEMAP#FRESNEL=4\n"
"}\n"
);
}
}
void Shader_DefaultWaterShader(char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s, Shader_DefaultBSPWater(shortname));
}
void Shader_DefaultBSPQ2(char *shortname, shader_t *s, const void *args)
{
if (!strncmp(shortname, "sky/", 4))
{
Shader_DefaultScript(shortname, s,
"{\n"
"surfaceparm nodlight\n"
"skyparms - - -\n"
"}\n"
);
}
else if (!strncmp(shortname, "warp/", 5) || !strncmp(shortname, "warp33/", 7) || !strncmp(shortname, "warp66/", 7))
{
Shader_DefaultScript(shortname, s, Shader_DefaultBSPWater(shortname));
}
else if (!strncmp(shortname, "trans/", 6))
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"alphagen const $#ALPHA\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
else
Shader_DefaultBSPLM(shortname, s, args);
}
void Shader_DefaultBSPQ1(char *shortname, shader_t *s, const void *args)
{
char *builtin = NULL;
if (r_mirroralpha.value < 1 && !strcmp(shortname, "window02_1"))
{
if (r_mirroralpha.value < 0)
{
builtin = "{\n"
"portal\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"alphagen portal 512\n"
"depthwrite\n"
"}\n"
"}\n";
}
else
{
builtin = "{\n"
"portal\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"alphagen const $r_mirroralpha\n"
"depthwrite\n"
"}\n"
"surfaceparm nodlight\n"
"}\n";
}
}
if (!builtin && (*shortname == '*'))
{
builtin = Shader_DefaultBSPWater(shortname);
}
if (!builtin && !strncmp(shortname, "sky", 3))
{
//q1 sky
if (r_fastsky.ival)
{
builtin = (
"{\n"
"sort sky\n"
"{\n"
"map $whiteimage\n"
"rgbgen const $r_fastskycolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
}
else if (*r_skyboxname.string)
{
builtin = (
"{\n"
"sort sky\n"
"skyparms $r_skybox - -\n"
"surfaceparm nodlight\n"
"}\n"
);
Shader_DefaultScript(shortname, s, builtin);
if (s->flags & SHADER_SKY)
return;
builtin = NULL;
/*if the r_skybox failed to load or whatever, reset and fall through and just use the regular sky*/
Shader_Reset(s);
}
if (!builtin)
builtin = (
"{\n"
"sort sky\n"
"program defaultsky\n"
"skyparms - 512 -\n"
/*WARNING: these values are not authentic quake, only close aproximations*/
"{\n"
"map $diffuse\n"
"tcmod scale 10 10\n"
"tcmod scroll 0.04 0.04\n"
"depthwrite\n"
"}\n"
"{\n"
"map $fullbright\n"
"blendfunc blend\n"
"tcmod scale 10 10\n"
"tcmod scroll 0.02 0.02\n"
"}\n"
"}\n"
);
}
if (!builtin && *shortname == '{')
{
/*alpha test*/
builtin = (
"{\n"
/* "if $deluxmap\n"
"{\n"
"map $normalmap\n"
"tcgen base\n"
"}\n"
"{\n"
"map $deluxmap\n"
"tcgen lightmap\n"
"}\n"
"endif\n"*/
"{\n"
"map $diffuse\n"
"tcgen base\n"
"alphamask\n"
"}\n"
"if $lightmap\n"
"{\n"
"map $lightmap\n"
"blendfunc gl_dst_color gl_zero\n"
"depthfunc equal\n"
"}\n"
"endif\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"depthfunc equal\n"
"}\n"
"}\n"
);
}
/*Hack: note that halflife would normally expect you to use rendermode/renderampt*/
if (!builtin && (!strncmp(shortname, "glass", 5)/* || !strncmp(shortname, "window", 6)*/))
{
/*alpha bended*/
builtin = (
"{\n"
"{\n"
"map $diffuse\n"
"tcgen base\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
if (builtin)
Shader_DefaultScript(shortname, s, builtin);
else
Shader_DefaultBSPLM(shortname, s, args);
}
void Shader_DefaultBSPVertex(char *shortname, shader_t *s, const void *args)
{
shaderpass_t *pass;
s->defaulttextures.base = R_LoadHiResTexture(va("%s_d.tga", shortname), NULL, 0);
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
if (TEXVALID(s->defaulttextures.base))
{
pass->texgen = T_GEN_DIFFUSE;
}
else
{
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
if (!TEXVALID(pass->anim_frames[0]))
{
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = missing_texture;
}
}
s->numpasses = 1;
s->numdeforms = 0;
s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
s->features = MF_STCOORDS|MF_COLORS;
s->sort = SHADER_SORT_OPAQUE;
s->uses = 1;
}
void Shader_DefaultBSPFlare(char *shortname, shader_t *s, const void *args)
{
shaderpass_t *pass;
pass = &s->passes[0];
pass->flags = SHADER_PASS_NOCOLORARRAY;
pass->shaderbits |= SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE;
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
if (!TEXVALID(pass->anim_frames[0]))
{
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = missing_texture;
}
s->numpasses = 1;
s->numdeforms = 0;
s->flags = SHADER_FLARE;
s->features = MF_STCOORDS|MF_COLORS;
s->sort = SHADER_SORT_ADDITIVE;
s->uses = 1;
s->flags |= SHADER_NODRAW;
}
void Shader_DefaultSkin(char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s,
"{\n"
"if $lpp\n"
"program lpp_skin\n"
"else\n"
"program defaultskin\n"
"endif\n"
"{\n"
"map $diffuse\n"
"rgbgen lightingDiffuse\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"rgbgen bottomcolor\n"
"blendfunc gl_src_alpha gl_one\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"rgbgen topcolor\n"
"blendfunc gl_src_alpha gl_one\n"
"}\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"}\n"
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
"if $haveprogram\n"
"{\n"
"map $normalmap\n"
"}\n"
"{\n"
"map $specular\n"
"}\n"
"endif\n"
"}\n"
);
}
void Shader_DefaultSkinShell(char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s,
"{\n"
"sort blend\n"
"deformvertexes normal 1 1\n"
"{\n"
"map $diffuse\n"
"rgbgen entity\n"
"alphagen entity\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
void Shader_Default2D(char *shortname, shader_t *s, const void *genargs)
{
Shader_DefaultScript(shortname, s,
"{\n"
"if $nofixed\n"
"program default2d\n"
"endif\n"
"nomipmaps\n"
"{\n"
"clampmap $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"}\n"
"sort additive\n"
"}\n"
);
TEXASSIGN(s->defaulttextures.base, R_LoadHiResTexture(shortname, NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP));
if (!TEXVALID(s->defaulttextures.base))
{
unsigned char data[4*4] = {0};
TEXASSIGN(s->defaulttextures.base, R_LoadTexture8("black", 4, 4, data, 0, 0));
s->flags |= SHADER_NOIMAGE;
}
else
{
s->flags &= ~SHADER_NOIMAGE;
s->width = image_width;
s->height = image_height;
}
}
qboolean Shader_ReadShaderTerms(shader_t *s, char **shadersource, int parsemode, int *conddepth, int maxconddepth, int *cond)
{
char *token;
#define COND_IGNORE 1
#define COND_IGNOREPARENT 2
#define COND_ALLOWELSE 4
if (!*shadersource)
return false;
token = COM_ParseExt (shadersource, true, true);
if ( !token[0] )
return true;
else if (!Q_stricmp(token, "if"))
{
if (*conddepth+1 == maxconddepth)
{
Con_Printf("if statements nest too deeply in shader %s\n", s->name);
return false;
}
*conddepth+=1;
cond[*conddepth] = (!Shader_EvaluateCondition(s, shadersource)?COND_IGNORE:0);
cond[*conddepth] |= COND_ALLOWELSE;
if (cond[*conddepth-1] & (COND_IGNORE|COND_IGNOREPARENT))
cond[*conddepth] |= COND_IGNOREPARENT;
}
else if (!Q_stricmp(token, "endif"))
{
if (!*conddepth)
{
Con_Printf("endif without if in shader %s\n", s->name);
return false;
}
*conddepth-=1;
}
else if (!Q_stricmp(token, "else"))
{
if (cond[*conddepth] & COND_ALLOWELSE)
{
cond[*conddepth] ^= COND_IGNORE;
cond[*conddepth] &= ~COND_ALLOWELSE;
}
else
Con_Printf("unexpected else statement in shader %s\n", s->name);
}
else if (cond[*conddepth] & (COND_IGNORE|COND_IGNOREPARENT))
{
//eat it.
while (**shadersource)
{
token = COM_ParseExt(shadersource, false, true);
if ( !token[0] )
break;
}
}
else
{
int i;
for (i = 0; shadermacros[i].name; i++)
{
if (!Q_stricmp (token, shadermacros[i].name))
{
#define SHADER_MACRO_ARGS 6
int argn = 0;
char *body;
char arg[SHADER_MACRO_ARGS][256];
int cond = 0;
//parse args until the end of the line
while (*shadersource)
{
token = COM_ParseExt(shadersource, false, true);
if ( !token[0] )
{
break;
}
if (argn <= SHADER_MACRO_ARGS)
{
Q_strncpyz(arg[argn], token, sizeof(arg[argn]));
argn++;
}
}
body = shadermacros[i].body;
Shader_ReadShaderTerms(s, &body, parsemode, &cond, 0, &cond);
return true;
}
}
if (token[0] == '}')
return false;
else if (token[0] == '{')
Shader_Readpass(s, shadersource);
else if (Shader_Parsetok(s, NULL, shaderkeys, token, shadersource))
return false;
}
return true;
}
//loads a shader string into an existing shader object, and finalises it and stuff
static void Shader_ReadShader(shader_t *s, char *shadersource, int parsemode)
{
int conddepth = 0;
int cond[8];
cond[0] = 0;
shaderparsemode = parsemode;
// set defaults
s->flags = SHADER_CULL_FRONT;
s->uses = 1;
while (Shader_ReadShaderTerms(s, &shadersource, parsemode, &conddepth, sizeof(cond)/sizeof(cond[0]), cond))
{
}
if (conddepth)
{
Con_Printf("if statements without endif in shader %s\n", s->name);
}
Shader_Finish ( s );
}
static qboolean Shader_ParseShader(char *shortname, char *usename, shader_t *s)
{
unsigned int offset = 0, length;
char path[MAX_QPATH];
char *buf = NULL, *ts = NULL;
int parsemode = SPM_DEFAULT;
Shader_GetPathAndOffset( shortname, &ts, &offset );
if ( ts )
{
if (!strcmp(COM_FileExtension(ts), "mtr"))
parsemode = SPM_DOOM3;
Com_sprintf ( path, sizeof(path), "%s", ts );
length = FS_LoadFile ( path, (void **)&buf );
}
else
length = 0;
// the shader is in the shader scripts
if ( ts && buf && (offset < length) )
{
char *file, *token;
file = buf + offset;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
token = COM_ParseExt (&file, true, true);
if ( !file || token[0] != '{' )
{
FS_FreeFile(buf);
return false;
}
Shader_Reset(s);
Shader_ReadShader(s, file, parsemode);
FS_FreeFile(buf);
return true;
}
if (buf)
FS_FreeFile(buf);
return false;
}
void R_UnloadShader(shader_t *shader)
{
if (shader->uses-- == 1)
Shader_Free(shader);
}
static shader_t *R_LoadShader (char *name, unsigned int usageflags, shader_gen_t *defaultgen, const char *genargs)
{
int i, f = -1;
char shortname[MAX_QPATH];
char *hash;
shader_t *s;
if (!*name)
name = "gfx/white";
hash = strchr(name, '#');
if (hash) //don't strip anything.
{
Q_strncpyz(shortname, name, sizeof(shortname));
hash = shortname+(hash-name);
}
else
{
*(int*)shortname = 0;
COM_StripExtension ( name, shortname, sizeof(shortname));
}
COM_CleanUpPath(shortname);
// check the hash first
s = Hash_Get(&shader_active_hash, shortname);
while (s)
{
//make sure the same texture can be used as either a lightmap or vertexlit shader
//if it has an explicit shader overriding it then that still takes precidence. we might just have multiple copies of it.
//q3 has a separate (internal) shader for every lightmap.
if (!((s->usageflags ^ usageflags) & SUF_LIGHTMAP))
{
s->uses++;
return s;
}
s = Hash_GetNext(&shader_active_hash, shortname, s);
}
// not loaded, find a free slot
for (i = 0; i < r_numshaders; i++)
{
if (!r_shaders[i] || !r_shaders[i]->uses)
{
if ( f == -1 ) // free shader
{
f = i;
break;
}
}
}
if (f == -1)
{
shader_t **n;
int nm;
f = r_numshaders;
if (f == r_maxshaders)
{
nm = r_maxshaders * 2;
n = realloc(r_shaders, nm*sizeof(*n));
if (!n)
{
Sys_Error( "R_LoadShader: Shader limit exceeded.");
return NULL;
}
memset(n+r_maxshaders, 0, (nm - r_maxshaders)*sizeof(*n));
r_shaders = n;
r_maxshaders = nm;
}
}
s = r_shaders[f];
if (!s)
s = r_shaders[f] = Z_Malloc(sizeof(*s));
s->id = f;
if (r_numshaders < f+1)
r_numshaders = f+1;
Q_strncpyz(s->name, shortname, sizeof(s->name));
s->usageflags = usageflags;
s->generator = defaultgen;
if (genargs)
s->genargs = strdup(genargs);
else
s->genargs = NULL;
//now strip off the hash so we find the right shader script
if (hash)
*hash = 0;
if (ruleset_allow_shaders.ival)
{
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
if (gl_config.gles && gl_config.glversion >= 2)
{
if (Shader_ParseShader(va("%s_gles2", shortname), shortname, s))
{
return s;
}
}
if (gl_config.glversion >= 3)
{
if (Shader_ParseShader(va("%s_glsl3", shortname), shortname, s))
{
return s;
}
}
if (gl_config.arb_shader_objects)
{
if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s))
{
return s;
}
}
}
#endif
#ifdef D3D9QUAKE
if (qrenderer == QR_DIRECT3D9)
{
{
if (Shader_ParseShader(va("%s_hlsl", shortname), shortname, s))
{
return s;
}
}
}
#endif
#ifdef D3D11QUAKE
if (qrenderer == QR_DIRECT3D11)
{
{
if (Shader_ParseShader(va("%s_hlsl11", shortname), shortname, s))
{
return s;
}
}
}
#endif
if (Shader_ParseShader(shortname, shortname, s))
{
return s;
}
}
// make a default shader
if (s->generator)
{
Shader_Reset(s);
if (!strcmp(shortname, "textures/common/clip"))
Shader_DefaultScript(shortname, s,
"{\n"
"surfaceparm nodraw\n"
"surfaceparm nodlight\n"
"}\n");
else
s->generator(shortname, s, s->genargs);
return s;
}
else
{
Shader_Free(s);
}
return NULL;
}
void Shader_DoReload(void)
{
shader_t *s;
unsigned int i;
char shortname[MAX_QPATH];
int oldsort;
qboolean resort = false;
if (shader_rescan_needed && ruleset_allow_shaders.ival)
{
COM_EnumerateFiles("materials/*.mtr", Shader_InitCallback, NULL);
COM_EnumerateFiles("shaders/*.shader", Shader_InitCallback, NULL);
COM_EnumerateFiles("scripts/*.shader", Shader_InitCallback, NULL);
COM_EnumerateFiles("scripts/*.rscript", Shader_InitCallback, NULL);
shader_reload_needed = true;
shader_rescan_needed = false;
}
if (!shader_reload_needed)
return;
shader_reload_needed = false;
Font_InvalidateColour();
Shader_ReloadGenerics();
for (i = 0; i < r_numshaders; i++)
{
s = r_shaders[i];
if (!s || !s->uses)
continue;
strcpy(shortname, s->name);
if (ruleset_allow_shaders.ival)
{
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects)
{
if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s))
{
continue;
}
}
#endif
if (Shader_ParseShader(shortname, shortname, s))
{
continue;
}
}
if (s->generator)
{
oldsort = s->sort;
Shader_Reset(s);
s->generator(shortname, s, s->genargs);
if (s->sort != oldsort)
resort = true;
}
}
if (resort)
{
Mod_ResortShaders();
}
}
void Shader_NeedReload(qboolean rescanfs)
{
if (rescanfs)
shader_rescan_needed = true;
shader_reload_needed = true;
}
cin_t *R_ShaderGetCinematic(shader_t *s)
{
#ifndef NOMEDIA
int j;
if (!s)
return NULL;
for (j = 0; j < s->numpasses; j++)
if (s->passes[j].cin)
return s->passes[j].cin;
#endif
/*no cinematic in this shader!*/
return NULL;
}
cin_t *R_ShaderFindCinematic(char *name)
{
#ifdef NOMEDIA
return NULL;
#else
int i;
char shortname[MAX_QPATH];
shader_t *s;
if (!r_shaders)
return NULL;
COM_StripExtension ( name, shortname, sizeof(shortname));
COM_CleanUpPath(shortname);
//try and find it
for (i = 0; i < r_numshaders; i++)
{
s = r_shaders[i];
if (!s || !s->uses)
continue;
if (!Q_stricmp (shortname, s->name) )
return R_ShaderGetCinematic(s);
}
return NULL;
#endif
}
shader_t *R_RegisterPic (char *name)
{
shader_t *shader;
/*don't get confused by other shaders*/
image_width = 64;
image_height = 64;
shader = R_LoadShader (name, SUF_2D, Shader_Default2D, NULL);
/*worth a try*/
if (shader->width <= 0)
shader->width = image_width;
if (shader->height <= 0)
shader->height = image_height;
/*last ditch attempt*/
if (shader->width <= 0)
shader->width = 64;
if (shader->height <= 0)
shader->height = 64;
return shader;
}
shader_t *R_RegisterShader (char *name, unsigned int usageflags, const char *shaderscript)
{
return R_LoadShader (name, usageflags, Shader_DefaultScript, shaderscript);
}
shader_t *R_RegisterShader_Lightmap (char *name)
{
return R_LoadShader (name, SUF_LIGHTMAP, Shader_DefaultBSPLM, NULL);
}
shader_t *R_RegisterShader_Vertex (char *name)
{
return R_LoadShader (name, 0, Shader_DefaultBSPVertex, NULL);
}
shader_t *R_RegisterShader_Flare (char *name)
{
return R_LoadShader (name, 0, Shader_DefaultBSPFlare, NULL);
}
shader_t *R_RegisterSkin (char *shadername, char *modname)
{
shader_t *shader;
if (modname && !strchr(shadername, '/'))
{
char newsname[MAX_QPATH];
char *b = COM_SkipPath(modname);
if (b != modname && b-modname + strlen(shadername)+1 < sizeof(newsname))
{
memcpy(newsname, modname, b - modname);
memcpy(newsname + (b-modname), shadername, strlen(shadername)+1);
/*if the specified shader does not contain a path, try and load one relative to the name of the model*/
shader = R_LoadShader (newsname, 0, Shader_DefaultSkin, NULL);
R_BuildDefaultTexnums(&shader->defaulttextures, shader);
/*if its a valid shader with valid textures, use it*/
if (!(shader->flags & SHADER_NOIMAGE))
return shader;
}
}
shader = R_LoadShader (shadername, 0, Shader_DefaultSkin, NULL);
return shader;
}
shader_t *R_RegisterCustom (char *name, unsigned int usageflags, shader_gen_t *defaultgen, const void *args)
{
return R_LoadShader (name, usageflags, defaultgen, args);
}
#endif //SERVERONLY