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fix q3 tcgen ordering bug.

implement support for r_showshader, to see most shader bodies (inc auto-generated ones).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4778 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2014-10-25 02:16:35 +00:00
parent 284705c01b
commit ea3aa75290
4 changed files with 60 additions and 37 deletions

View file

@ -556,6 +556,7 @@ void Renderer_Init(void)
#endif
Cmd_AddCommand("r_dumpshaders", Shader_WriteOutGenerics_f);
Cmd_AddCommand("r_remapshader", Shader_RemapShader_f);
Cmd_AddCommand("r_showshader", Shader_ShowShader_f);
#if defined(GLQUAKE) || defined(D3DQUAKE)
GLD3DRenderer_Init();

View file

@ -168,17 +168,14 @@ static void Mod_TextureList_f(void)
for (m=0 , mod=mod_known ; m<mod_numknown ; m++, mod++)
{
if (shownmodelname)
Con_Printf("%u\n", count);
Con_Printf("(%u textures)\n", count);
shownmodelname = false;
if (mod->type == mod_brush && mod->loadstate == MLS_LOADED)
{
if (*mod->name == '*')
continue;// inlines don't count
if (shownmodelname)
Con_Printf("%u\n", count);
count = 0;
shownmodelname = false;
for (i = 0; i < mod->numtextures; i++)
{
tx = mod->textures[i];
@ -198,7 +195,7 @@ static void Mod_TextureList_f(void)
}
}
if (shownmodelname)
Con_Printf("%u\n", count);
Con_Printf("(%u textures)\n", count);
}
static void Mod_BlockTextureColour_f (void)

View file

@ -1995,117 +1995,104 @@ static struct
static qboolean Shaderpass_MapGen (shader_t *shader, shaderpass_t *pass, char *tname)
{
int tcgen = TC_GEN_BASE;
if (!Q_stricmp (tname, "$lightmap"))
{
pass->tcgen = TC_GEN_LIGHTMAP;
tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_LIGHTMAP | SHADER_PASS_NOMIPMAP;
pass->texgen = T_GEN_LIGHTMAP;
shader->flags |= SHADER_HASLIGHTMAP;
}
else if (!Q_stricmp (tname, "$deluxmap"))
{
pass->tcgen = TC_GEN_LIGHTMAP;
tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_DELUXMAP | SHADER_PASS_NOMIPMAP;
pass->texgen = T_GEN_DELUXMAP;
}
else if (!Q_stricmp (tname, "$diffuse"))
{
pass->texgen = T_GEN_DIFFUSE;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (tname, "$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;
shader->flags |= SHADER_HASFULLBRIGHT;
}
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 if (!Q_stricmp (tname, "$null"))
{
pass->tcgen = TC_GEN_BASE;
pass->flags |= SHADER_PASS_NOMIPMAP|SHADER_PASS_DETAIL;
pass->texgen = T_GEN_SINGLEMAP;
}
else
return false;
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = tcgen;
return true;
}
@ -2133,7 +2120,8 @@ static void Shaderpass_Map (shader_t *shader, shaderpass_t *pass, char **ptr)
break;
}
pass->tcgen = TC_GEN_BASE;
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage (token, flags);
}
}
@ -2146,7 +2134,8 @@ static void Shaderpass_AnimMap (shader_t *shader, shaderpass_t *pass, char **ptr
flags = Shader_SetImageFlags (shader, pass, NULL);
pass->tcgen = TC_GEN_BASE;
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
pass->flags |= SHADER_PASS_ANIMMAP;
pass->texgen = T_GEN_ANIMMAP;
pass->anim_fps = (int)Shader_ParseFloat (shader, ptr);
@ -2187,7 +2176,8 @@ static void Shaderpass_ClampMap (shader_t *shader, shaderpass_t *pass, char **pt
flags = Shader_SetImageFlags (shader, pass, &token);
if (!Shaderpass_MapGen(shader, pass, token))
{
pass->tcgen = TC_GEN_BASE;
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage (token, flags | IF_CLAMP);
switch((flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT)
@ -3202,7 +3192,7 @@ void Shader_Readpass (shader_t *shader, char **ptr)
pass->anim_numframes = 0;
pass->rgbgen = RGB_GEN_UNKNOWN;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->tcgen = TC_GEN_BASE;
pass->tcgen = TC_GEN_UNSPECIFIED;
pass->numtcmods = 0;
pass->numMergedPasses = 1;
pass->stagetype = ST_AMBIENT;
@ -3274,6 +3264,9 @@ void Shader_Readpass (shader_t *shader, char **ptr)
Con_Printf("if statements without endif in shader %s\n", shader->name);
}
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
if (!ignore)
{
switch(pass->stagetype)
@ -4849,18 +4842,11 @@ qboolean Shader_ReadShaderTerms(shader_t *s, char **shadersource, int parsemode,
//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)
{
char *shaderstart = shadersource;
int conddepth = 0;
int cond[8];
cond[0] = 0;
//querying the shader body often requires generating the shader, which then gets parsed.
if (saveshaderbody)
{
Z_Free(*saveshaderbody);
*saveshaderbody = Z_StrDup(shadersource);
saveshaderbody = NULL;
}
memset(&parsestate, 0, sizeof(parsestate));
parsestate.mode = parsemode;
@ -4878,6 +4864,17 @@ static void Shader_ReadShader(shader_t *s, char *shadersource, int parsemode)
}
Shader_Finish ( s );
//querying the shader body often requires generating the shader, which then gets parsed.
if (saveshaderbody)
{
size_t l = shadersource - shaderstart;
Z_Free(*saveshaderbody);
*saveshaderbody = BZ_Malloc(l+1);
(*saveshaderbody)[l] = 0;
memcpy(*saveshaderbody, shaderstart, l);
saveshaderbody = NULL;
}
}
static qboolean Shader_ParseShader(char *parsename, shader_t *s)
@ -5095,6 +5092,31 @@ char *Shader_GetShaderBody(shader_t *s)
return adr;
}
void Shader_ShowShader_f(void)
{
char *sourcename = Cmd_Argv(1);
shader_t *o = R_LoadShader(sourcename, SUF_NONE, NULL, NULL);
if (!o)
o = R_LoadShader(sourcename, SUF_LIGHTMAP, NULL, NULL);
if (!o)
o = R_LoadShader(sourcename, SUF_2D, NULL, NULL);
if (o)
{
char *body = Shader_GetShaderBody(o);
if (body)
{
Con_Printf("%s\n{%s\n", o->name, body);
Z_Free(body);
}
else
{
Con_Printf("Shader \"%s\" is not in use\n", o->name);
}
}
else
Con_Printf("Shader \"%s\" is not loaded\n", sourcename);
}
void Shader_DoReload(void)
{
shader_t *s;

View file

@ -230,6 +230,8 @@ typedef struct shaderpass_s {
TC_GEN_SKYBOX,
TC_GEN_WOBBLESKY,
TC_GEN_REFLECT,
TC_GEN_UNSPECIFIED
} tcgen;
int numtcmods;
tcmod_t tcmods[SHADER_MAX_TC_MODS];
@ -268,7 +270,7 @@ typedef struct shaderpass_s {
T_GEN_VIDEOMAP, //use the media playback as an image source, updating each frame for which it is visible
T_GEN_CUBEMAP, //use a cubemap instead, otherwise like T_GEN_SINGLEMAP
T_GEN_3DMAP, //use a 3d texture instead, otherwise T_GEN_SINGLEMAP.
T_GEN_3DMAP //use a 3d texture instead, otherwise T_GEN_SINGLEMAP.
} texgen;
enum {
@ -590,6 +592,7 @@ qboolean Shader_Init (void);
void Shader_NeedReload(qboolean rescanfs);
void Shader_WriteOutGenerics_f(void);
void Shader_RemapShader_f(void);
void Shader_ShowShader_f(void);
mfog_t *Mod_FogForOrigin(model_t *wmodel, vec3_t org);