/* 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 #include "quakedef.h" #include "glquake.h" #include "shader.h" #include "hash.h" #include //Spike: Marked code removal areas with FIZME //readd as porting progresses #ifdef Q3SHADERS cvar_t r_vertexlight = {"r_vertexlight", "0"}; #define Q_stricmp stricmp #define Com_sprintf _snprintf #define clamp(v,min, max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v))); int FS_LoadFile(char *name, void **file) { *file = COM_LoadMallocFile(name); return com_filesize; } void FS_FreeFile(void *file) { BZ_Free(file); } 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; #define MAX_SHADERS 1024 #define MAX_TOKEN_CHARS 1024 char *COM_ParseExt (char **data_p, qboolean nl) { 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; } while (c>32); if (len == MAX_TOKEN_CHARS) { // Com_Printf ("Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS); len = 0; } com_token[len] = 0; *data_p = data; return com_token; } #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[HASH_SIZE]; static char shaderbuf[MAX_QPATH * 256]; int shaderbuflen; shader_t r_shaders[MAX_SHADERS]; //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( char **args, shaderfunc_t *func ); static void Shader_MakeCache( char *path ); static void Shader_GetPathAndOffset( char *name, char **path, unsigned int *offset ); //=========================================================================== static char *Shader_ParseString ( char **ptr ) { char *token; if ( !ptr || !(*ptr) ) { return ""; } if ( !**ptr || **ptr == '}' ) { return ""; } token = COM_ParseExt ( ptr, false ); Q_strlwr ( token ); return token; } static float Shader_ParseFloat ( char **ptr ) { if ( !ptr || !(*ptr) ) { return 0; } if ( !**ptr || **ptr == '}' ) { return 0; } return atof ( COM_ParseExt ( ptr, false ) ); } static void Shader_ParseVector ( char **ptr, vec3_t v ) { char *token; qboolean bracket; 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 ( 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 ); } } } /*static void Shader_ParseSkySides ( char **ptr, image_t *images ) { int i; char *token; char path[MAX_QPATH]; static char *suf[6] = { "rt", "bk", "lf", "ft", "up", "dn" }; token = Shader_ParseString ( ptr ); for ( i = 0; i < 6; i++ ) { if ( token[0] == '-' ) { images[i] = 0; } else { Com_sprintf ( path, sizeof(path), "%s_%s", token, suf[i] ); images[i] = Mod_LoadHiResTexture ( path, true, false, true);//|IT_SKY ); } } } */ static void Shader_ParseFunc ( 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 ( ptr ); func->args[1] = Shader_ParseFloat ( ptr ); func->args[2] = Shader_ParseFloat ( ptr ); func->args[3] = Shader_ParseFloat ( ptr ); } //=========================================================================== enum { IT_CLAMP = 1<<0, IT_SKY = 1<<1, IT_NOMIPMAP = 1<<2, IT_NOPICMIP = 1<<3 }; static int Shader_SetImageFlags ( shader_t *shader ) { int flags = 0; if ( shader->flags & SHADER_SKY ) { flags |= IT_SKY; } if ( shader->flags & SHADER_NOMIPMAPS ) { flags |= IT_NOMIPMAP; } if ( shader->flags & SHADER_NOPICMIP ) { flags |= IT_NOPICMIP; } return flags; } static int Shader_FindImage ( char *name, int flags ) { if ( !Q_stricmp (name, "$whiteimage") ) { return 0; } else { return Mod_LoadHiResTexture(name, !!(flags & IT_NOMIPMAP), true, true);//GL_FindImage ( name, 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 ( ptr ); if ( deformv->args[0] ) { deformv->args[0] = 1.0f / deformv->args[0]; } Shader_ParseFunc ( ptr, &deformv->func ); } else if ( !Q_stricmp (token, "normal") ) { deformv->type = DEFORMV_NORMAL; deformv->args[0] = Shader_ParseFloat ( ptr ); deformv->args[1] = Shader_ParseFloat ( ptr ); } else if ( !Q_stricmp (token, "bulge") ) { deformv->type = DEFORMV_BULGE; Shader_ParseVector ( ptr, deformv->args ); shader->flags |= SHADER_DEFORMV_BULGE; } else if ( !Q_stricmp (token, "move") ) { deformv->type = DEFORMV_MOVE; Shader_ParseVector ( ptr, deformv->args ); Shader_ParseFunc ( 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 ) { //FIZME: skydomes? /* int i; skydome_t *skydome; float skyheight; if ( shader->skydome ) { for ( i = 0; i < 5; i++ ) { Z_Free ( shader->skydome->meshes[i].xyz_array ); Z_Free ( shader->skydome->meshes[i].normals_array ); Z_Free ( shader->skydome->meshes[i].st_array ); } Z_Free ( shader->skydome ); } skydome = (skydome_t *)Z_Malloc ( sizeof(skydome_t) ); shader->skydome = skydome; Shader_ParseSkySides ( ptr, skydome->farbox_textures ); skyheight = Shader_ParseFloat ( ptr ); if ( !skyheight ) { skyheight = 512.0f; } Shader_ParseSkySides ( ptr, skydome->nearbox_textures ); R_CreateSkydome ( shader, skyheight ); */ 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 ( 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 ( ptr ); if ( shader->fog_dist <= 0.0f ) { shader->fog_dist = 128.0f; } shader->fog_dist = 1.0f / shader->fog_dist; } 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, "banner" ) ) { shader->sort = SHADER_SORT_BANNER; } else if( !Q_stricmp( token, "underwater" ) ) { shader->sort = SHADER_SORT_UNDERWATER; } else if( !Q_stricmp( token, "additive" ) ) { shader->sort = SHADER_SORT_ADDITIVE; } else if( !Q_stricmp( token, "nearest" ) ) { shader->sort = SHADER_SORT_NEAREST; } else { shader->sort = atoi ( token ); clamp ( shader->sort, SHADER_SORT_NONE, SHADER_SORT_NEAREST ); } } 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 ) { shader->flags |= SHADER_POLYGONOFFSET; } static void Shader_EntityMergable ( shader_t *shader, shaderpass_t *pass, char **ptr ) { shader->flags |= SHADER_ENTITY_MERGABLE; } static shaderkey_t shaderkeys[] = { {"cull", Shader_Cull }, {"skyparms", Shader_SkyParms }, {"fogparms", Shader_FogParms }, {"nomipmaps", Shader_NoMipMaps }, {"nopicmip", Shader_NoPicMip }, {"polygonoffset", Shader_PolygonOffset }, {"sort", Shader_Sort }, {"deformvertexes", Shader_DeformVertexes }, {"portal", Shader_Portal }, {"entitymergable", Shader_EntityMergable }, {NULL, NULL} }; // =============================================================== static void Shaderpass_Map ( shader_t *shader, shaderpass_t *pass, char **ptr ) { int flags; char *token; token = Shader_ParseString ( ptr ); if ( !Q_stricmp (token, "$lightmap") ) { pass->tcgen = TC_GEN_LIGHTMAP; pass->flags |= SHADER_PASS_LIGHTMAP; pass->anim_frames[0] = 0; } else if ( !Q_stricmp (token, "$deluxmap") ) { pass->tcgen = TC_GEN_LIGHTMAP; pass->flags |= SHADER_PASS_DELUXMAP; pass->anim_frames[0] = 0; } else { flags = Shader_SetImageFlags ( shader ); pass->tcgen = TC_GEN_BASE; pass->anim_frames[0] = Shader_FindImage ( token, flags ); if ( !pass->anim_frames[0] ) { pass->anim_frames[0] = 0;//FIZME: r_notexture; Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", shader->name, token ); } } } static void Shaderpass_AnimMap ( shader_t *shader, shaderpass_t *pass, char **ptr ) { int flags; char *token; int image; flags = Shader_SetImageFlags ( shader ); pass->tcgen = TC_GEN_BASE; pass->flags |= SHADER_PASS_ANIMMAP; pass->anim_fps = (int)Shader_ParseFloat ( ptr ); pass->anim_numframes = 0; for ( ; ; ) { token = Shader_ParseString ( ptr ); if ( !token[0] ) { break; } if ( pass->anim_numframes < SHADER_ANIM_FRAMES_MAX ) { image = Shader_FindImage ( token, flags ); if ( !image ) { pass->anim_frames[pass->anim_numframes++] = 0;//fizme: r_notexture; Con_DPrintf ( S_COLOR_YELLOW "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->tcgen = TC_GEN_BASE; pass->anim_frames[0] = Shader_FindImage ( token, flags | IT_CLAMP ); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); if ( !pass->anim_frames[0] ) { pass->anim_frames[0] = 0;//fizme:r_notexture; Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", shader->name, token ); } } static void Shaderpass_VideoMap ( shader_t *shader, shaderpass_t *pass, char **ptr ) { /* char *token; char name[MAX_OSPATH]; token = Shader_ParseString ( ptr ); COM_StripExtension ( token, name ); if ( pass->cin ) Z_Free ( pass->cin ); pass->cin = (cinematics_t *)Z_Malloc ( sizeof(cinematics_t) ); pass->cin->frame = -1; Com_sprintf ( pass->cin->name, sizeof(pass->cin->name), "video/%s.RoQ", name ); */ pass->flags |= SHADER_PASS_VIDEOMAP; shader->flags |= SHADER_VIDEOMAP; } 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 ( 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; 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_EXACT_VERTEX; else if ( !Q_stricmp (token, "const") || !Q_stricmp (token, "constant") ) { pass->rgbgen = RGB_GEN_CONST; pass->rgbgen_func.type = SHADER_FUNC_CONSTANT; Shader_ParseVector ( 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->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 ( 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 (ptr) ); } } static void Shaderpass_BlendFunc ( shader_t *shader, shaderpass_t *pass, char **ptr ) { char *token; token = Shader_ParseString ( ptr ); if ( !Q_stricmp (token, "blend") ) { pass->blendsrc = GL_SRC_ALPHA; pass->blenddst = GL_ONE_MINUS_SRC_ALPHA; } else if ( !Q_stricmp (token, "filter") ) { pass->blendsrc = GL_DST_COLOR; pass->blenddst = GL_ZERO; } else if ( !Q_stricmp (token, "add") ) { pass->blendsrc = pass->blenddst = GL_ONE; } else { int i; unsigned int *blend; for ( i = 0; i < 2; i++ ) { blend = (i == 0) ? &pass->blendsrc : &pass->blenddst; if ( !Q_stricmp ( token, "gl_zero") ) *blend = GL_ZERO; else if ( !Q_stricmp (token, "gl_one") ) *blend = GL_ONE; else if ( !Q_stricmp (token, "gl_dst_color") ) *blend = GL_DST_COLOR; else if ( !Q_stricmp (token, "gl_one_minus_src_alpha") ) *blend = GL_ONE_MINUS_SRC_ALPHA; else if ( !Q_stricmp (token, "gl_src_alpha") ) *blend = GL_SRC_ALPHA; else if ( !Q_stricmp (token, "gl_src_color") ) *blend = GL_SRC_COLOR; else if ( !Q_stricmp (token, "gl_one_minus_dst_color") ) *blend = GL_ONE_MINUS_DST_COLOR; else if ( !Q_stricmp (token, "gl_one_minus_src_color") ) *blend = GL_ONE_MINUS_SRC_COLOR; else if ( !Q_stricmp (token, "gl_dst_alpha") ) *blend = GL_DST_ALPHA; else if ( !Q_stricmp (token, "gl_one_minus_dst_alpha") ) *blend = GL_ONE_MINUS_DST_ALPHA; else *blend = GL_ONE; if ( !i ) { token = Shader_ParseString ( ptr ); } } } pass->flags |= SHADER_PASS_BLEND; } static void Shaderpass_AlphaFunc ( shader_t *shader, shaderpass_t *pass, char **ptr ) { char *token; token = Shader_ParseString ( ptr ); if ( !Q_stricmp (token, "gt0") ) { pass->alphafunc = SHADER_ALPHA_GT0; } else if ( !Q_stricmp (token, "lt128") ) { pass->alphafunc = SHADER_ALPHA_LT128; } else if ( !Q_stricmp (token, "ge128") ) { pass->alphafunc = SHADER_ALPHA_GE128; } else { return; } pass->flags |= SHADER_PASS_ALPHAFUNC; } static void Shaderpass_DepthFunc ( shader_t *shader, shaderpass_t *pass, char **ptr ) { char *token; token = Shader_ParseString ( ptr ); if ( !Q_stricmp (token, "equal") ) pass->depthfunc = GL_EQUAL; else if ( !Q_stricmp (token, "lequal") ) pass->depthfunc = GL_LEQUAL; else if ( !Q_stricmp (token, "gequal") ) pass->depthfunc = GL_GEQUAL; } static void Shaderpass_DepthWrite ( shader_t *shader, shaderpass_t *pass, char **ptr ) { shader->flags |= SHADER_DEPTHWRITE; pass->flags |= SHADER_PASS_DEPTHWRITE; } static void Shaderpass_TcMod ( shader_t *shader, shaderpass_t *pass, char **ptr ) { int i; tcmod_t *tcmod; char *token; if (pass->numtcmods >= SHADER_TCMOD_MAX) { return; } tcmod = &pass->tcmods[pass->numtcmods]; token = Shader_ParseString ( ptr ); if ( !Q_stricmp (token, "rotate") ) { tcmod->args[0] = -Shader_ParseFloat ( ptr ) / 360.0f; if ( !tcmod->args[0] ) { return; } tcmod->type = SHADER_TCMOD_ROTATE; } else if ( !Q_stricmp (token, "scale") ) { tcmod->args[0] = Shader_ParseFloat ( ptr ); tcmod->args[1] = Shader_ParseFloat ( ptr ); tcmod->type = SHADER_TCMOD_SCALE; } else if ( !Q_stricmp (token, "scroll") ) { tcmod->args[0] = Shader_ParseFloat ( ptr ); tcmod->args[1] = Shader_ParseFloat ( ptr ); tcmod->type = SHADER_TCMOD_SCROLL; } else if ( !Q_stricmp (token, "stretch") ) { shaderfunc_t func; Shader_ParseFunc ( 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 ( ptr ); tcmod->type = SHADER_TCMOD_TRANSFORM; } else if ( !Q_stricmp (token, "turb") ) { for (i = 0; i < 4; i++) tcmod->args[i] = Shader_ParseFloat ( ptr ); tcmod->type = SHADER_TCMOD_TURB; } else { 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; } } static void Shaderpass_Detail ( shader_t *shader, shaderpass_t *pass, char **ptr ) { pass->flags |= SHADER_PASS_DETAIL; } static shaderkey_t shaderpasskeys[] = { {"rgbgen", Shaderpass_RGBGen }, {"blendfunc", Shaderpass_BlendFunc }, {"depthfunc", Shaderpass_DepthFunc }, {"depthwrite", Shaderpass_DepthWrite }, {"alphafunc", Shaderpass_AlphaFunc }, {"tcmod", Shaderpass_TcMod }, {"map", Shaderpass_Map }, {"animmap", Shaderpass_AnimMap }, {"clampmap", Shaderpass_ClampMap }, {"videomap", Shaderpass_VideoMap }, {"tcgen", Shaderpass_TcGen }, {"alphagen", Shaderpass_AlphaGen }, {"detail", Shaderpass_Detail }, {NULL, NULL } }; // =============================================================== int Shader_InitCallback (char *name, int size, void *param) { name+=8; //skip the scripts/ part strcpy(shaderbuf+shaderbuflen, name); Shader_MakeCache(shaderbuf+shaderbuflen); shaderbuflen += strlen(name)+1; return true; } qboolean Shader_Init (void) { shaderbuflen = 0; Con_Printf ( "Initializing Shaders:\n" ); COM_EnumerateFiles("scripts/*.shader", Shader_InitCallback, NULL); /* char *dirptr; int i, dirlen, numdirs; numdirs = FS_GetFileList ( "scripts", "shader", shaderbuf, sizeof(shaderbuf) ); if ( !numdirs ) { Con_Printf ("Could not find any shaders!"); return false; } // now load all the scripts dirptr = shaderbuf; memset ( shader_hash, 0, sizeof(shadercache_t *)*HASH_SIZE ); for (i=0; i= size ) break; token = COM_ParseExt ( &ptr, true ); if ( !token[0] || ptr - buf >= size ) break; 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, token ); 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 tok = COM_ParseExt ( &ptr, true ); if (!ptr) return NULL; if ( tok[0] != '{' ) { tok = COM_ParseExt ( &ptr, true ); } for (brace_count = 1; brace_count > 0 ; ptr++) { tok = COM_ParseExt ( &ptr, 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_FreePass (shaderpass_t *pass) { if ( pass->flags & SHADER_PASS_VIDEOMAP ) { /* GL_StopCinematic ( pass->cin ); Z_Free ( pass->cin ); pass->cin = NULL; */ } } void Shader_Free (shader_t *shader) { int i; shaderpass_t *pass; if ( shader->flags & SHADER_SKY ) { /* for ( i = 0; i < 5; i++ ) { Z_Free ( shader->skydome->meshes[i].xyz_array ); Z_Free ( shader->skydome->meshes[i].normals_array ); Z_Free ( shader->skydome->meshes[i].st_array ); } Z_Free ( shader->skydome ); */ } pass = shader->passes; for ( i = 0; i < shader->numpasses; i++, pass++ ) { Shader_FreePass ( pass ); } } void Shader_Shutdown (void) { int i; shader_t *shader; shadercache_t *cache, *cache_next; shader = r_shaders; for (i = 0; i < MAX_SHADERS; i++, shader++) { if ( !shader->registration_sequence ) continue; Shader_Free ( shader ); } 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 ); } } memset (r_shaders, 0, sizeof(shader_t)*MAX_SHADERS); memset (shader_hash, 0, sizeof(shader_hash)); } void Shader_SetBlendmode ( shaderpass_t *pass ) { if ( !pass->anim_frames[0] && !(pass->flags & SHADER_PASS_LIGHTMAP) ) { pass->blendmode = 0; return; } if ( !(pass->flags & SHADER_PASS_BLEND) && qglMTexCoord2fSGIS ) { if ( (pass->rgbgen == RGB_GEN_IDENTITY) && (pass->alphagen == ALPHA_GEN_IDENTITY) ) { pass->blendmode = GL_REPLACE; } else { pass->blendsrc = GL_ONE; pass->blenddst = GL_ZERO; pass->blendmode = GL_MODULATE; } return; } if ( (pass->blendsrc == GL_ZERO && pass->blenddst == GL_SRC_COLOR) || (pass->blendsrc == GL_DST_COLOR && pass->blenddst == GL_ZERO) ) pass->blendmode = GL_MODULATE; else if ( pass->blendsrc == GL_ONE && pass->blenddst == GL_ONE ) pass->blendmode = GL_ADD; else if ( pass->blendsrc == GL_SRC_ALPHA && pass->blenddst == GL_ONE_MINUS_SRC_ALPHA ) pass->blendmode = GL_DECAL; else pass->blendmode = 0; } void Shader_Readpass (shader_t *shader, char **ptr) { char *token; shaderpass_t *pass; qboolean ignore; static shader_t dummy; 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] = 0; pass->anim_numframes = 0; pass->depthfunc = GL_LEQUAL; pass->rgbgen = RGB_GEN_UNKNOWN; pass->alphagen = ALPHA_GEN_IDENTITY; pass->tcgen = TC_GEN_BASE; pass->numtcmods = 0; // default to R_RenderMeshGeneric pass->numMergedPasses = 1; pass->flush = R_RenderMeshGeneric; while ( ptr ) { token = COM_ParseExt (ptr, true); if ( !token[0] ) { continue; } else if ( token[0] == '}' ) { break; } else if ( Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr) ) { break; } } // check some things if ( ignore ) { Shader_Free ( shader ); return; } if ( (pass->blendsrc == GL_ONE) && (pass->blenddst == GL_ZERO) ) { pass->flags |= SHADER_PASS_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; } Shader_SetBlendmode ( pass ); if ( (shader->flags & SHADER_SKY) && (shader->flags & SHADER_DEPTHWRITE) ) { if ( pass->flags & SHADER_PASS_DEPTHWRITE ) { pass->flags &= ~SHADER_PASS_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 == '}' ); } } // Next Line while (ptr) { token = COM_ParseExt ( ptr, false ); if ( !token[0] ) { break; } } return false; } void Shader_SetPassFlush ( shaderpass_t *pass, shaderpass_t *pass2 ) { 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) || ((pass->flags & SHADER_PASS_ALPHAFUNC) && (pass2->depthfunc != GL_EQUAL)) ) { return; } if ( pass2->rgbgen != RGB_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY ) { return; } if (pass->rgbgen != RGB_GEN_IDENTITY || pass->alphagen != ALPHA_GEN_IDENTITY ) return; // check if we can use R_RenderMeshCombined /* if ( gl_config.tex_env_combine || gl_config.nv_tex_env_combine4 ) { if ( pass->blendmode == GL_REPLACE ) { if ((pass2->blendmode == GL_DECAL && gl_config.tex_env_combine) || (pass2->blendmode == GL_ADD && gl_config.env_add) || (pass2->blendmode && pass2->blendmode != GL_ADD) || gl_config.nv_tex_env_combine4 ) { pass->flush = R_RenderMeshCombined; } } else if ( pass->blendmode == GL_ADD && pass2->blendmode == GL_ADD && gl_config.env_add ) { pass->flush = R_RenderMeshCombined; } else if ( pass->blendmode == GL_MODULATE && pass2->blendmode == GL_MODULATE ) { pass->flush = R_RenderMeshCombined; } } else */ if ( qglMTexCoord2fSGIS ) { // check if we can use R_RenderMeshMultitextured if ( pass->blendmode == GL_REPLACE ) { if ( pass2->blendmode == GL_ADD && gl_config.env_add ) { pass->flush = R_RenderMeshMultitextured; pass->numMergedPasses = 2; } else if ( pass2->blendmode && pass2->blendmode != GL_DECAL ) { pass->flush = R_RenderMeshMultitextured; pass->numMergedPasses = 2; } } else if ( pass->blendmode == GL_MODULATE && pass2->blendmode == GL_MODULATE ) { pass->flush = R_RenderMeshMultitextured; } else if ( pass->blendmode == GL_ADD && pass2->blendmode == GL_ADD && gl_config.env_add ) { // pass->flush = R_RenderMeshCombined; } } if ( pass->flush != R_RenderMeshGeneric ) { pass->numMergedPasses = 2; } } 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: case RGB_GEN_ONE_MINUS_VERTEX: case RGB_GEN_EXACT_VERTEX: 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: s->features |= MF_NORMALS; break; } } } void Shader_Finish ( shader_t *s ) { int i; shaderpass_t *pass; if ( !Q_stricmp (s->name, "flareShader") ) { s->flags |= SHADER_FLARE; } if ( !s->numpasses && !s->sort ) { s->sort = SHADER_SORT_ADDITIVE; return; } if ( (s->flags & SHADER_POLYGONOFFSET) && !s->sort ) { s->sort = SHADER_SORT_ADDITIVE - 1; } if ( r_vertexlight.value ) { // 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 ) break; } if ( i < s->numpasses ) { // we found it pass->flags |= SHADER_CULL_FRONT; pass->flags &= ~(SHADER_PASS_BLEND|SHADER_PASS_ANIMMAP); pass->blendmode = 0; pass->flags |= SHADER_PASS_DEPTHWRITE; pass->alphagen = ALPHA_GEN_IDENTITY; pass->numMergedPasses = 1; pass->flush = R_RenderMeshGeneric; 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; s->passes[0].alphagen = ALPHA_GEN_IDENTITY; s->passes[0].blendmode = 0; s->passes[0].flags &= ~(SHADER_PASS_BLEND|SHADER_PASS_ANIMMAP|SHADER_PASS_NOCOLORARRAY); s->passes[0].flags |= SHADER_PASS_DEPTHWRITE; s->passes[0].numMergedPasses = 1; s->passes[0].flush = R_RenderMeshGeneric; s->numpasses = 1; s->flags |= SHADER_DEPTHWRITE; } } done:; pass = s->passes; for ( i = 0; i < s->numpasses; i++, pass++ ) { if ( !(pass->flags & SHADER_PASS_BLEND) ) { 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->blendsrc == GL_ONE) && (pass->blenddst == GL_ZERO) ) { opaque = i; } if ( pass->rgbgen == RGB_GEN_UNKNOWN ) { if ( !s->fog_dist && !(pass->flags & SHADER_PASS_LIGHTMAP) ) pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING; else pass->rgbgen = RGB_GEN_IDENTITY; } } if ( !( s->flags & SHADER_SKY ) && !s->sort ) { if ( opaque == -1 ) s->sort = SHADER_SORT_ADDITIVE; else if ( s->passes[opaque].flags & SHADER_PASS_ALPHAFUNC ) s->sort = SHADER_SORT_OPAQUE + 1; else s->sort = SHADER_SORT_OPAQUE; } } else { int j; shaderpass_t *sp; sp = s->passes; for ( j = 0; j < s->numpasses; j++, sp++ ) { if ( sp->rgbgen == RGB_GEN_UNKNOWN ) { sp->rgbgen = RGB_GEN_IDENTITY; } } if ( !s->sort ) { if ( pass->flags & SHADER_PASS_ALPHAFUNC ) s->sort = SHADER_SORT_OPAQUE + 1; } if ( !( s->flags & SHADER_DEPTHWRITE ) && !( s->flags & SHADER_SKY ) ) { pass->flags |= SHADER_PASS_DEPTHWRITE; s->flags |= SHADER_DEPTHWRITE; } } if ( s->numpasses >= 2 ) { pass = s->passes; for ( i = 0; i < s->numpasses; ) { if ( i == s->numpasses - 1 ) break; pass = s->passes + i; Shader_SetPassFlush ( pass, pass + 1 ); i += pass->numMergedPasses; } } if ( !s->sort ) { s->sort = SHADER_SORT_OPAQUE; } if ( (s->flags & SHADER_SKY) && (s->flags & SHADER_DEPTHWRITE) ) { s->flags &= ~SHADER_DEPTHWRITE; } Shader_SetFeatures ( s ); } /* void Shader_UpdateRegistration (void) { int i, j, l; shader_t *shader; shaderpass_t *pass; #ifdef FIZME if ( chars_shader ) chars_shader->registration_sequence = registration_sequence; if ( propfont1_shader ) propfont1_shader->registration_sequence = registration_sequence; if ( propfont1_glow_shader ) propfont1_glow_shader->registration_sequence = registration_sequence; if ( propfont2_shader ) propfont2_shader->registration_sequence = registration_sequence; if ( particle_shader ) particle_shader->registration_sequence = registration_sequence; #endif 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; } #ifdef FIZME: skydomes if ( shader->flags & SHADER_SKY && shader->skydome ) { if ( shader->skydome->farbox_textures[0] ) { for ( j = 0; j < 6; j++ ) { if ( shader->skydome->farbox_textures[j] ) shader->skydome->farbox_textures[j]->registration_sequence = registration_sequence; } } if ( shader->skydome->nearbox_textures[0] ) { for ( j = 0; j < 6; j++ ) { if ( shader->skydome->nearbox_textures[j] ) shader->skydome->nearbox_textures[j]->registration_sequence = registration_sequence; } } } #endif 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 Shader_UploadCinematic (shader_t *shader) { int j; shaderpass_t *pass; // upload cinematics pass = shader->passes; for ( j = 0; j < shader->numpasses; j++, pass++ ) { if ( pass->flags & SHADER_PASS_VIDEOMAP ) { // pass->anim_frames[0] = GL_ResampleCinematicFrame ( pass ); } } } void Shader_RunCinematic (void) { int i, j; shader_t *shader; shaderpass_t *pass; shader = r_shaders; for ( i = 0; i < MAX_SHADERS; i++, shader++ ) { if ( !shader->registration_sequence ) continue; if ( !(shader->flags & SHADER_VIDEOMAP) ) continue; pass = shader->passes; for ( j = 0; j < shader->numpasses; j++, pass++ ) { if ( !(pass->flags & SHADER_PASS_VIDEOMAP) ) continue; //FIXME: videomaps // reinitialize /* if ( pass->cin->frame == -1 ) { GL_StopCinematic ( pass->cin ); GL_PlayCinematic( pass->cin ); if ( pass->cin->time == 0 ) { // not found pass->flags &= ~SHADER_PASS_VIDEOMAP; Z_Free ( pass->cin ); } continue; } GL_RunCinematic ( pass->cin ); */ } } } void Shader_DefaultBSP(char *shortname, shader_t *s) { shaderpass_t *pass; pass = &s->passes[0]; pass->flags = SHADER_PASS_LIGHTMAP | SHADER_PASS_DEPTHWRITE | SHADER_PASS_NOCOLORARRAY; pass->tcgen = TC_GEN_LIGHTMAP; pass->anim_frames[0] = 0; pass->depthfunc = GL_LEQUAL; pass->blendmode = GL_REPLACE; pass->alphagen = ALPHA_GEN_IDENTITY; pass->rgbgen = RGB_GEN_IDENTITY; pass->numMergedPasses = 2; /* if ( qglMTexCoord2fSGIS ) { pass->numMergedPasses = 2; pass->flush = R_RenderMeshMultitextured; } else */ { pass->numMergedPasses = 1; pass->flush = R_RenderMeshGeneric; } pass = &s->passes[1]; pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY; pass->tcgen = TC_GEN_BASE; pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, true, false, true);//GL_FindImage (shortname, 0); pass->blendsrc = GL_ZERO; pass->blenddst = GL_SRC_COLOR; pass->blendmode = GL_MODULATE; pass->depthfunc = GL_LEQUAL; pass->rgbgen = RGB_GEN_IDENTITY; pass->alphagen = ALPHA_GEN_IDENTITY; pass->numMergedPasses = 1; pass->flush = R_RenderMeshGeneric; if ( !pass->anim_frames[0] ) { Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname ); pass->anim_frames[0] = 0;//fizme:r_notexture; } s->numpasses = 2; s->numdeforms = 0; s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT; s->features = MF_STCOORDS|MF_LMCOORDS|MF_TRNORMALS; s->sort = SHADER_SORT_OPAQUE; s->registration_sequence = 1;//fizme: registration_sequence; } void Shader_DefaultBSPVertex(char *shortname, shader_t *s) { shaderpass_t *pass; pass = &s->passes[0]; pass->tcgen = TC_GEN_BASE; pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, true, false, true);//GL_FindImage (shortname, 0); pass->depthfunc = GL_LEQUAL; pass->flags = SHADER_PASS_DEPTHWRITE; pass->rgbgen = RGB_GEN_VERTEX; pass->alphagen = ALPHA_GEN_IDENTITY; pass->blendmode = GL_MODULATE; pass->numMergedPasses = 1; pass->flush = R_RenderMeshGeneric; if ( !pass->anim_frames[0] ) { Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname ); pass->anim_frames[0] = 0;//fizme:r_notexture; } s->numpasses = 1; s->numdeforms = 0; s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT; s->features = MF_STCOORDS|MF_COLORS|MF_TRNORMALS; s->sort = SHADER_SORT_OPAQUE; s->registration_sequence = 1;//fizme: registration_sequence; } void Shader_DefaultBSPFlare(char *shortname, shader_t *s) { shaderpass_t *pass; pass = &s->passes[0]; pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY; pass->blendsrc = GL_ONE; pass->blenddst = GL_ONE; pass->blendmode = GL_MODULATE; pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, true, true, true);//GL_FindImage (shortname, 0); pass->depthfunc = GL_LEQUAL; pass->rgbgen = RGB_GEN_VERTEX; pass->alphagen = ALPHA_GEN_IDENTITY; pass->numtcmods = 0; pass->tcgen = TC_GEN_BASE; pass->numMergedPasses = 1; pass->flush = R_RenderMeshGeneric; if ( !pass->anim_frames[0] ) { Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname ); pass->anim_frames[0] = 0;//fizme:r_notexture; } s->numpasses = 1; s->numdeforms = 0; s->flags = SHADER_FLARE; s->features = MF_STCOORDS|MF_COLORS; s->sort = SHADER_SORT_ADDITIVE; s->registration_sequence = 1;//fizme: registration_sequence; } void Shader_DefaultSkin(char *shortname, shader_t *s) { shaderpass_t *pass; pass = &s->passes[0]; pass->flags = SHADER_PASS_DEPTHWRITE; pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, true, true, true);//GL_FindImage (shortname, 0); pass->depthfunc = GL_LEQUAL; pass->rgbgen = RGB_GEN_LIGHTING_DIFFUSE; pass->numtcmods = 0; pass->tcgen = TC_GEN_BASE; pass->blendmode = GL_MODULATE; pass->numMergedPasses = 1; pass->flush = R_RenderMeshGeneric; if ( !pass->anim_frames[0] ) { Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname ); pass->anim_frames[0] = 0;//fizme:r_notexture; } s->numpasses = 1; s->numdeforms = 0; s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT; s->features = MF_STCOORDS|MF_NORMALS; s->sort = SHADER_SORT_OPAQUE; s->registration_sequence = 1;//fizme: registration_sequence; } void Shader_DefaultSkinShell(char *shortname, shader_t *s) { shaderpass_t *pass; pass = &s->passes[0]; pass->flags = SHADER_PASS_DEPTHWRITE | SHADER_PASS_BLEND; pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, true, true, true);//GL_FindImage (shortname, 0); pass->depthfunc = GL_LEQUAL; pass->rgbgen = RGB_GEN_ENTITY; pass->alphagen = ALPHA_GEN_ENTITY; pass->numtcmods = 0; pass->tcgen = TC_GEN_BASE; pass->blendsrc = GL_SRC_ALPHA; pass->blenddst = GL_ONE_MINUS_SRC_ALPHA; pass->blendmode = GL_MODULATE; pass->numMergedPasses = 1; pass->flush = R_RenderMeshGeneric; if ( !pass->anim_frames[0] ) { Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname ); pass->anim_frames[0] = 0;//fizme:r_notexture; } s->numpasses = 1; s->numdeforms = 0; s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT; s->features = MF_STCOORDS|MF_NORMALS; s->sort = SHADER_SORT_OPAQUE; s->registration_sequence = 1;//fizme: registration_sequence; } void Shader_Default2D(char *shortname, shader_t *s) { shaderpass_t *pass; pass = &s->passes[0]; pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY; pass->blendsrc = GL_SRC_ALPHA; pass->blenddst = GL_ONE_MINUS_SRC_ALPHA; pass->blendmode = GL_MODULATE; pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, false, true, true);//GL_FindImage (shortname, IT_NOPICMIP|IT_NOMIPMAP); pass->depthfunc = GL_LEQUAL; pass->rgbgen = RGB_GEN_VERTEX; pass->alphagen = ALPHA_GEN_VERTEX; pass->numtcmods = 0; pass->tcgen = TC_GEN_BASE; pass->numMergedPasses = 1; pass->flush = R_RenderMeshGeneric; if ( !pass->anim_frames[0] ) { Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname ); pass->anim_frames[0] = 0;//fizme:r_notexture; } s->numpasses = 1; s->numdeforms = 0; s->flags = SHADER_NOPICMIP|SHADER_NOMIPMAPS|SHADER_BLEND; s->features = MF_STCOORDS|MF_COLORS; s->sort = SHADER_SORT_ADDITIVE; s->registration_sequence = 1;//fizme: registration_sequence; } int R_LoadShader ( char *name, void(*defaultgen)(char *name, shader_t*)) { int i, f = -1; unsigned int offset, length = 0; char shortname[MAX_QPATH], path[MAX_QPATH]; char *buf = NULL, *ts = NULL; shader_t *s; COM_StripExtension ( name, shortname ); // test if already loaded for (i = 0; i < MAX_SHADERS; i++) { if (!r_shaders[i].registration_sequence) { if ( f == -1 ) // free shader f = i; continue; } if (!Q_stricmp (shortname, r_shaders[i].name) ) { r_shaders[i].registration_sequence = 1;//fizme: registration_sequence; return i; } } if ( f == -1 ) { Sys_Error( "R_LoadShader: Shader limit exceeded."); return f; } s = &r_shaders[f]; memset ( s, 0, sizeof( shader_t ) ); Com_sprintf ( s->name, MAX_QPATH, shortname ); Shader_GetPathAndOffset( shortname, &ts, &offset ); if ( ts ) { Com_sprintf ( path, sizeof(path), "scripts/%s", ts ); length = FS_LoadFile ( path, (void **)&buf ); } // the shader is in the shader scripts if ( ts && buf && (offset < length) ) { char *ptr, *token; // set defaults s->flags = SHADER_CULL_FRONT; s->registration_sequence = 1;//fizme: registration_sequence; ptr = buf + offset; token = COM_ParseExt (&ptr, true); if ( !ptr || token[0] != '{' ) { return -1; } while ( ptr ) { token = COM_ParseExt (&ptr, true); if ( !token[0] ) { continue; } else if ( token[0] == '}' ) { break; } else if ( token[0] == '{' ) { Shader_Readpass ( s, &ptr ); } else if ( Shader_Parsetok (s, NULL, shaderkeys, token, &ptr ) ) { break; } } Shader_Finish ( s ); FS_FreeFile ( buf ); } else // make a default shader { if (defaultgen) defaultgen(shortname, s); else return -1; } return f; } shader_t *R_RegisterPic (char *name) { return &r_shaders[R_LoadShader (name, Shader_Default2D)]; } shader_t *R_RegisterShader (char *name) { return &r_shaders[R_LoadShader (name, Shader_DefaultBSP)]; } shader_t *R_RegisterShader_Vertex (char *name) { return &r_shaders[R_LoadShader (name, Shader_DefaultBSPVertex)]; } shader_t *R_RegisterShader_Flare (char *name) { return &r_shaders[R_LoadShader (name, Shader_DefaultBSPFlare)]; } shader_t *R_RegisterSkin (char *name) { return &r_shaders[R_LoadShader (name, Shader_DefaultSkin)]; } shader_t *R_RegisterCustom (char *name, void(*defaultgen)(char *name, shader_t*)) { return &r_shaders[R_LoadShader (name, defaultgen)]; } #endif