f7aece9d48
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3779 fc73d0e0-1445-4013-8a0c-d673dee63da5
4241 lines
95 KiB
C
4241 lines
95 KiB
C
/*
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Copyright (C) 2002-2003 Victor Luchits
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_shader.c - based on code by Stephen C. Taylor
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// Ported to FTE from qfusion, there are numerous changes since then.
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#include "quakedef.h"
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#ifndef SERVERONLY
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#include "glquake.h"
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#include "shader.h"
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#include "hash.h"
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#include <ctype.h>
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extern texid_t missing_texture;
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static qboolean shader_reload_needed;
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static qboolean shader_rescan_needed;
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//cvars that affect shader generation
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cvar_t r_vertexlight = SCVAR("r_vertexlight", "0");
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extern cvar_t r_fastturb, r_fastsky, r_skyboxname;
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extern cvar_t r_drawflat;
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//backend fills this in to say the max pass count
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int be_maxpasses;
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#define Q_stricmp stricmp
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#define Com_sprintf snprintf
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#define clamp(v,min, max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v)));
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typedef union {
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float f;
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unsigned int i;
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} float_int_t;
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qbyte FloatToByte( float x )
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{
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static float_int_t f2i;
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// shift float to have 8bit fraction at base of number
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f2i.f = x + 32768.0f;
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// then read as integer and kill float bits...
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return (qbyte) min(f2i.i & 0x7FFFFF, 255);
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}
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cvar_t r_detailtextures;
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#define MAX_TOKEN_CHARS 1024
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char *COM_ParseExt (char **data_p, qboolean nl)
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{
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int c;
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int len;
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char *data;
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qboolean newlines = false;
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data = *data_p;
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len = 0;
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com_token[0] = 0;
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if (!data)
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{
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*data_p = NULL;
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return "";
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}
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// skip whitespace
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skipwhite:
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while ((c = *data) <= ' ')
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{
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if (c == 0)
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{
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*data_p = NULL;
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return "";
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}
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if (c == '\n')
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newlines = true;
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data++;
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}
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if (newlines && !nl)
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{
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*data_p = data;
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return com_token;
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}
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// skip // comments
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if (c == '/' && data[1] == '/')
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{
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while (*data && *data != '\n')
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data++;
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goto skipwhite;
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}
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// handle quoted strings specially
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if (c == '\"')
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{
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data++;
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while (1)
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{
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c = *data++;
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if (c=='\"' || !c)
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{
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com_token[len] = 0;
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*data_p = data;
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return com_token;
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}
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if (len < MAX_TOKEN_CHARS)
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{
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com_token[len] = c;
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len++;
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}
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}
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}
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// parse a regular word
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do
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{
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if (len < MAX_TOKEN_CHARS)
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{
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com_token[len] = c;
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len++;
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}
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data++;
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c = *data;
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if (c == ',' && len)
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break;
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} while (c>32);
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if (len == MAX_TOKEN_CHARS)
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{
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// Com_Printf ("Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
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len = 0;
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}
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com_token[len] = 0;
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*data_p = data;
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return com_token;
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}
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#define HASH_SIZE 128
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typedef struct shaderkey_s
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{
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char *keyword;
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void (*func)( shader_t *shader, shaderpass_t *pass, char **ptr );
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} shaderkey_t;
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typedef struct shadercache_s {
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char name[MAX_QPATH];
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char *path;
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unsigned int offset;
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struct shadercache_s *hash_next;
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} shadercache_t;
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static shadercache_t **shader_hash;
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static char shaderbuf[MAX_QPATH * 256];
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int shaderbuflen;
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shader_t *r_shaders;
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static hashtable_t shader_active_hash;
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void *shader_active_hash_mem;
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//static char r_skyboxname[MAX_QPATH];
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//static float r_skyheight;
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char *Shader_Skip( char *ptr );
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static qboolean Shader_Parsetok( shader_t *shader, shaderpass_t *pass, shaderkey_t *keys,
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char *token, char **ptr );
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static void Shader_ParseFunc( char **args, shaderfunc_t *func );
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static void Shader_MakeCache( char *path );
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static void Shader_GetPathAndOffset( char *name, char **path, unsigned int *offset );
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static void Shader_ReadShader(shader_t *s, char *shadersource);
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//===========================================================================
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static qboolean Shader_EvaluateCondition(char **ptr)
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{
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char *token;
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cvar_t *cv;
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qboolean conditiontrue = true;
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token = COM_ParseExt ( ptr, false );
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if (*token == '!')
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{
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conditiontrue = false;
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token++;
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}
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if (*token == '$')
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{
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extern cvar_t gl_bump;
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token++;
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if (!Q_stricmp(token, "lightmap"))
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conditiontrue = conditiontrue == !r_fullbright.value;
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else if (!Q_stricmp(token, "deluxmap") )
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conditiontrue = conditiontrue == !!gl_bump.value;
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//normalmaps are generated if they're not already known.
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else if (!Q_stricmp(token, "normalmap") )
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conditiontrue = conditiontrue == !!gl_bump.value;
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else if (!Q_stricmp(token, "glsl") )
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{
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#ifdef GLQUAKE
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conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && gl_config.arb_shader_objects);
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#else
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conditiontrue = conditiontrue == false;
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#endif
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}
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else if (!Q_stricmp(token, "hlsl") )
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{
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#ifdef D3DQUAKE
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conditiontrue = conditiontrue == false;//((qrenderer == QR_DIRECT3D) && gl_config.arb_shader_objects);
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#else
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conditiontrue = conditiontrue == false;
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#endif
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}
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// GCC hates these within if statements "error: expected '}' before 'else'"
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#ifdef _MSC_VER
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#pragma message("shader fixme")
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#endif
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else if (!Q_stricmp(token, "diffuse") )
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conditiontrue = conditiontrue == true;
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else if (!Q_stricmp(token, "specular") )
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conditiontrue = conditiontrue == false;
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else if (!Q_stricmp(token, "fullbright") )
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conditiontrue = conditiontrue == false;
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else if (!Q_stricmp(token, "topoverlay") )
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conditiontrue = conditiontrue == false;
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else if (!Q_stricmp(token, "loweroverlay") )
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conditiontrue = conditiontrue == false;
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else
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{
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Con_Printf("Unrecognised builtin shader condition '%s'\n", token);
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conditiontrue = conditiontrue == false;
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}
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}
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else
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{
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cv = Cvar_Get(token, "", 0, "Shader Conditions");
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token = COM_ParseExt ( ptr, false );
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if (*token)
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{
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float rhs;
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char cmp[4];
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memcpy(cmp, token, 4);
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token = COM_ParseExt ( ptr, false );
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rhs = atof(token);
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if (!strcmp(cmp, "!="))
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conditiontrue = cv->value != rhs;
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else if (!strcmp(cmp, "=="))
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conditiontrue = cv->value == rhs;
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else if (!strcmp(cmp, "<"))
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conditiontrue = cv->value < rhs;
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else if (!strcmp(cmp, "<="))
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conditiontrue = cv->value <= rhs;
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else if (!strcmp(cmp, ">"))
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conditiontrue = cv->value > rhs;
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else if (!strcmp(cmp, ">="))
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conditiontrue = cv->value >= rhs;
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else
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conditiontrue = false;
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}
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else
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{
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if (cv)
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conditiontrue = conditiontrue == !!cv->value;
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}
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}
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token = COM_ParseExt ( ptr, false );
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if (!strcmp(token, "&&"))
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return Shader_EvaluateCondition(ptr) && conditiontrue;
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if (!strcmp(token, "||"))
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return Shader_EvaluateCondition(ptr) || conditiontrue;
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return conditiontrue;
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}
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static char *Shader_ParseString ( char **ptr )
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{
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char *token;
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if ( !ptr || !(*ptr) ) {
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return "";
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}
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if ( !**ptr || **ptr == '}' ) {
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return "";
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}
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token = COM_ParseExt ( ptr, false );
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Q_strlwr ( token );
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return token;
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}
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static char *Shader_ParseSensString ( char **ptr )
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{
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char *token;
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if ( !ptr || !(*ptr) ) {
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return "";
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}
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if ( !**ptr || **ptr == '}' ) {
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return "";
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}
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token = COM_ParseExt ( ptr, false );
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return token;
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}
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static float Shader_ParseFloat(char **ptr)
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{
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char *token;
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if (!ptr || !(*ptr))
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{
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return 0;
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}
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if (!**ptr || **ptr == '}')
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{
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return 0;
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}
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token = COM_ParseExt(ptr, false);
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if (*token == '$')
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{
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cvar_t *var;
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var = Cvar_FindVar(token+1);
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if (var)
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return var->value;
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}
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return atof(token);
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}
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static void Shader_ParseVector ( char **ptr, vec3_t v )
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{
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char *scratch;
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char *token;
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qboolean bracket;
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token = Shader_ParseString ( ptr );
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if (*token == '$')
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{
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cvar_t *var;
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var = Cvar_FindVar(token+1);
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if (!var)
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{
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v[0] = 1;
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v[1] = 1;
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v[2] = 1;
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return;
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}
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var->flags |= CVAR_SHADERSYSTEM;
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ptr = &scratch;
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scratch = var->string;
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token = Shader_ParseString ( ptr );
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}
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if ( !Q_stricmp (token, "(") ) {
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bracket = true;
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token = Shader_ParseString ( ptr );
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} else if ( token[0] == '(' ) {
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bracket = true;
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token = &token[1];
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} else {
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bracket = false;
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}
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v[0] = atof ( token );
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v[1] = Shader_ParseFloat ( ptr );
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token = Shader_ParseString ( ptr );
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if ( !token[0] ) {
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v[2] = 0;
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} else if ( token[strlen(token)-1] == ')' ) {
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token[strlen(token)-1] = 0;
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v[2] = atof ( token );
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} else {
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v[2] = atof ( token );
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if ( bracket ) {
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Shader_ParseString ( ptr );
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}
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}
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if (v[0] > 5 || v[1] > 5 || v[2] > 5)
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{
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VectorScale(v, 1.0f/255, v);
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}
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}
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qboolean Shader_ParseSkySides (char *shadername, char *texturename, texid_t *images)
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{
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qboolean allokay = true;
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int i, ss, sp;
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char path[MAX_QPATH];
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static char *skyname_suffix[][6] = {
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{"rt", "bk", "lf", "ft", "up", "dn"},
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{"px", "py", "nx", "ny", "pz", "nz"},
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{"posx", "posy", "negx", "negy", "posz", "negz"},
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{"_px", "_py", "_nx", "_ny", "_pz", "_nz"},
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{"_posx", "_posy", "_negx", "_negy", "_posz", "_negz"},
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{"_rt", "_bk", "_lf", "_ft", "_up", "_dn"}
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};
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static char *skyname_pattern[] = {
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"%s_%s",
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"%s%s",
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"env/%s%s",
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"gfx/env/%s%s"
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};
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if (*texturename == '$')
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{
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cvar_t *v;
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v = Cvar_FindVar(texturename+1);
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if (v)
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texturename = v->string;
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}
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if (!*texturename)
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texturename = "-";
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for ( i = 0; i < 6; i++ )
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{
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if ( texturename[0] == '-' )
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{
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images[i] = r_nulltex;
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}
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else
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{
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for (sp = 0; sp < sizeof(skyname_pattern)/sizeof(skyname_pattern[0]); sp++)
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{
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for (ss = 0; ss < sizeof(skyname_suffix)/sizeof(skyname_suffix[0]); ss++)
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{
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Com_sprintf ( path, sizeof(path), skyname_pattern[sp], texturename, skyname_suffix[ss][i] );
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images[i] = R_LoadHiResTexture ( path, NULL, IF_NOALPHA);
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if (TEXVALID(images[i]))
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break;
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}
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if (TEXVALID(images[i]))
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break;
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}
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if (!TEXVALID(images[i]))
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{
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Con_Printf("Sky \"%s\" missing texture: %s\n", shadername, path);
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images[i] = missing_texture;
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allokay = false;
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}
|
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}
|
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}
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return allokay;
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}
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static void Shader_ParseFunc ( char **ptr, shaderfunc_t *func )
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{
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char *token;
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token = Shader_ParseString ( ptr );
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if ( !Q_stricmp (token, "sin") ) {
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func->type = SHADER_FUNC_SIN;
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} else if ( !Q_stricmp (token, "triangle") ) {
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func->type = SHADER_FUNC_TRIANGLE;
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} else if ( !Q_stricmp (token, "square") ) {
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func->type = SHADER_FUNC_SQUARE;
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} else if ( !Q_stricmp (token, "sawtooth") ) {
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func->type = SHADER_FUNC_SAWTOOTH;
|
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} else if (!Q_stricmp (token, "inversesawtooth") ) {
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func->type = SHADER_FUNC_INVERSESAWTOOTH;
|
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} else if (!Q_stricmp (token, "noise") ) {
|
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func->type = SHADER_FUNC_NOISE;
|
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}
|
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|
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func->args[0] = Shader_ParseFloat ( ptr );
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func->args[1] = Shader_ParseFloat ( ptr );
|
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func->args[2] = Shader_ParseFloat ( ptr );
|
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func->args[3] = Shader_ParseFloat ( ptr );
|
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}
|
|
|
|
//===========================================================================
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|
|
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static int Shader_SetImageFlags ( shader_t *shader )
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{
|
|
int flags = 0;
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|
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// if (shader->flags & SHADER_SKY)
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// flags |= IF_SKY;
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if (shader->flags & SHADER_NOMIPMAPS)
|
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flags |= IF_NOMIPMAP;
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if (shader->flags & SHADER_NOPICMIP)
|
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flags |= IF_NOPICMIP;
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|
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return flags;
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|
}
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|
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static texid_t Shader_FindImage ( char *name, int flags )
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{
|
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if (!Q_stricmp (name, "$whiteimage"))
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return r_nulltex;
|
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else
|
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return R_LoadHiResTexture(name, NULL, flags);
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}
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|
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|
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/****************** shader keyword functions ************************/
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|
|
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static void Shader_Cull ( shader_t *shader, shaderpass_t *pass, char **ptr )
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{
|
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char *token;
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shader->flags &= ~(SHADER_CULL_FRONT|SHADER_CULL_BACK);
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|
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token = Shader_ParseString ( ptr );
|
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if ( !Q_stricmp (token, "disable") || !Q_stricmp (token, "none") || !Q_stricmp (token, "twosided") ) {
|
|
} else if ( !Q_stricmp (token, "front") ) {
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shader->flags |= SHADER_CULL_FRONT;
|
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} else if ( !Q_stricmp (token, "back") || !Q_stricmp (token, "backside") || !Q_stricmp (token, "backsided") ) {
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shader->flags |= SHADER_CULL_BACK;
|
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} else {
|
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shader->flags |= SHADER_CULL_FRONT;
|
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}
|
|
}
|
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|
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static void Shader_NoMipMaps ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
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|
shader->flags |= (SHADER_NOMIPMAPS|SHADER_NOPICMIP);
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|
}
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|
|
|
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)
|
|
{
|
|
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(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 ( 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_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 {
|
|
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 )
|
|
{
|
|
/*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);
|
|
/*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 void Shader_LoadPermutations(program_t *prog, char *script, int qrtype)
|
|
{
|
|
static char *permutationname[] =
|
|
{
|
|
"#define BUMP\n",
|
|
"#define SPECULAR\n",
|
|
"#define FULLBRIGHT\n",
|
|
"#define LOWER\n",
|
|
"#define UPPER\n",
|
|
"#define OFFSETMAPPING\n",
|
|
NULL
|
|
};
|
|
char *permutationdefines[sizeof(permutationname)/sizeof(permutationname[0])];
|
|
unsigned int nopermutation = ~0u;
|
|
int p, n, pn;
|
|
char *end;
|
|
|
|
for(;;)
|
|
{
|
|
while (*script == ' ' || *script == '\r' || *script == '\n' || *script == '\t')
|
|
script++;
|
|
if (!strncmp(script, "!!permu", 7))
|
|
{
|
|
script += 7;
|
|
while (*script == ' ' || *script == '\r' || *script == '\n' || *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);
|
|
}
|
|
script = end;
|
|
}
|
|
else
|
|
break;
|
|
};
|
|
|
|
memset(prog->handle, 0, sizeof(*prog->handle)*PERMUTATIONS);
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (qrenderer != qrtype)
|
|
{
|
|
}
|
|
#ifdef GLQUAKE
|
|
else if (qrenderer == QR_OPENGL)
|
|
{
|
|
if (nopermutation & p)
|
|
{
|
|
continue;
|
|
}
|
|
pn = 0;
|
|
for (n = 0; permutationname[n]; n++)
|
|
{
|
|
if (p & (1u<<n))
|
|
permutationdefines[pn++] = permutationname[n];
|
|
}
|
|
permutationdefines[pn++] = NULL;
|
|
prog->handle[p].glsl = GLSlang_CreateProgram(permutationdefines, script, script);
|
|
}
|
|
#endif
|
|
#ifdef D3DQUAKE
|
|
else if (qrenderer == QR_DIRECT3D)
|
|
{
|
|
if (nopermutation & p)
|
|
{
|
|
continue;
|
|
}
|
|
pn = 0;
|
|
for (n = 0; permutationname[n]; n++)
|
|
{
|
|
if (p & (1u<<n))
|
|
permutationdefines[pn++] = permutationname[n];
|
|
}
|
|
permutationdefines[pn++] = NULL;
|
|
prog->handle[p] = D3DShader_CreateProgram(permutationdefines, script, script);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
Shader_ProgAutoFields(prog);
|
|
}
|
|
typedef struct sgeneric_s
|
|
{
|
|
struct sgeneric_s *next;
|
|
char name[MAX_QPATH];
|
|
qboolean failed;
|
|
program_t prog;
|
|
} sgeneric_t;
|
|
static sgeneric_t *sgenerics;
|
|
struct sbuiltin_s
|
|
{
|
|
int qrtype;
|
|
int apiver;
|
|
char name[MAX_QPATH];
|
|
char *body;
|
|
} sbuiltins[] =
|
|
{
|
|
#ifdef 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 */
|
|
{QR_OPENGL/*ES*/, 100, "default2d",
|
|
//SGX requires #version to come before defines
|
|
//"#version 100\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"uniform mat4 m_view;\n"
|
|
"uniform mat4 m_projection;\n"
|
|
"attribute vec3 v_position;\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"attribute vec4 v_colour;\n"
|
|
"varying vec2 tc;\n"
|
|
"varying vec4 vc;\n"
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" tc = v_texcoord;\n"
|
|
" vc = v_colour;\n"
|
|
" gl_Position = m_projection * m_view * vec4(v_position, 1.0);\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 (void)\n"
|
|
"{\n"
|
|
" gl_FragColor = texture2D(s_t0, tc) * vc;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "default2d",
|
|
"#version 110\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"uniform mat4 m_view;\n"
|
|
"uniform mat4 m_projection;\n"
|
|
"attribute vec3 v_position;\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"attribute vec4 v_colour;\n"
|
|
"varying vec2 tc;\n"
|
|
"varying vec4 vc;\n"
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" tc = v_texcoord;\n"
|
|
" vc = v_colour;\n"
|
|
" gl_Position = m_projection * m_view * vec4(v_position, 1.0);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"in vec2 tc;\n"
|
|
"varying vec4 vc;\n"
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" gl_FragColor = texture2D(s_t0, tc) * vc;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 130, "defaultwall",
|
|
"#version 130\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"uniform mat4 m_modelview;\n"
|
|
"uniform mat4 m_projection;\n"
|
|
"in vec3 v_position;\n"
|
|
"in vec2 v_texcoord;\n"
|
|
"in vec2 v_lmcoord;\n"
|
|
"out vec2 tc, lm;\n"
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" tc = v_texcoord;\n"
|
|
" lm = v_lmcoord;\n"
|
|
" gl_Position = m_projection * m_modelview * vec4(v_position, 1.0);\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*/
|
|
"in vec2 tc, lm;\n"
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL/*ES*/, 100, "defaultwall",
|
|
"!!permu FULLBRIGHT\n"
|
|
//"#version 100\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"uniform mat4 m_modelview;\n"
|
|
"uniform mat4 m_projection;\n"
|
|
"attribute vec3 v_position;\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"attribute vec2 v_lmcoord;\n"
|
|
"varying vec2 tc, lm;\n"
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" tc = v_texcoord;\n"
|
|
" lm = v_lmcoord;\n"
|
|
" gl_Position = m_projection * m_modelview * vec4(v_position, 1.0);\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*/
|
|
"#ifdef FULLBRIGHT\n"
|
|
"uniform sampler2D s_t4;\n" /*tex_fullbright*/
|
|
"#endif\n"
|
|
"varying mediump vec2 tc, lm;\n"
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm);\n"
|
|
"#ifdef FULLBRIGHT\n"
|
|
" gl_FragColor += texture2D(s_t4, tc);\n"
|
|
"#endif\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL/*ES*/, 100, "defaultwarp",
|
|
//"#version 100\n"
|
|
"varying mediump vec2 tc;\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"uniform mat4 m_modelview;\n"
|
|
"uniform mat4 m_projection;\n"
|
|
"attribute vec3 v_position;\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" tc = v_texcoord;\n"
|
|
" gl_Position = m_projection * m_modelview * vec4(v_position, 1.0);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D watertexture;\n"
|
|
"uniform mediump float e_time;\n"
|
|
"uniform lowp float wateralpha;\n"
|
|
|
|
"void main (void)\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(watertexture, ntc));\n"
|
|
|
|
" gl_FragColor = vec4(ts, wateralpha);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "defaultwarp",
|
|
"#version 110\n"
|
|
"varying vec2 tc;\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" tc = gl_MultiTexCoord0.st;\n"
|
|
" gl_Position = ftransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"uniform float e_time;\n"
|
|
"uniform float wateralpha;\n"
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" 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"
|
|
" vec3 ts = vec3(texture2D(s_t0, ntc));\n"
|
|
|
|
" gl_FragColor = vec4(ts, wateralpha);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL/*ES*/, 100, "defaultsky",
|
|
//"#version 100\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"uniform mat4 m_modelview;\n"
|
|
"uniform mat4 m_projection;\n"
|
|
"attribute vec3 v_position;\n"
|
|
"varying vec3 pos;\n"
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" pos = v_position.xyz;\n"
|
|
" gl_Position = m_projection * m_modelview * vec4(v_position, 1.0);\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 (void)\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"
|
|
},
|
|
{QR_OPENGL, 110, "defaultsky",
|
|
"#version 110\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"varying vec3 pos;\n"
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" pos = gl_Vertex.xyz;\n"
|
|
" gl_Position = ftransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform float e_time;\n"
|
|
"uniform vec3 e_eyepos;\n"
|
|
"varying vec3 pos;\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"uniform sampler2D s_t1;\n"
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" vec2 tccoord;\n"
|
|
|
|
" 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"
|
|
" vec3 solid = vec3(texture2D(s_t0, tccoord));\n"
|
|
|
|
" tccoord = (dir.xy + e_time*0.0625);\n"
|
|
" 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"
|
|
},
|
|
{QR_OPENGL/*ES*/, 100, "defaultskin",
|
|
"!!permu FULLBRIGHT\n"
|
|
"!!permu LOWER\n"
|
|
"!!permu UPPER\n"
|
|
//"#version 100\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"uniform mat4 m_modelview;\n"
|
|
"uniform mat4 m_projection;\n"
|
|
"attribute vec3 v_position;\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"varying vec2 tc;\n"
|
|
|
|
"attribute vec3 v_normal;\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 (void)\n"
|
|
"{\n"
|
|
" light = e_light_ambient + (dot(v_normal,e_light_dir)*e_light_mul);\n"
|
|
" tc = v_texcoord;\n"
|
|
" gl_Position = m_projection * m_modelview * vec4(v_position, 1.0);\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"
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" gl_FragColor = texture2D(s_t0, tc);\n"
|
|
"#ifdef UPPER\n"
|
|
" gl_FragColor.rgb += texture2D(s_t2, tc).rgb*e_uppercolour;\n"
|
|
"#endif\n"
|
|
"#ifdef LOWER\n"
|
|
" gl_FragColor.rgb += texture2D(s_t1, tc).rgb*e_lowercolour;\n"
|
|
"#endif\n"
|
|
" gl_FragColor.rgb *= light;\n"
|
|
"#ifdef FULLBRIGHT\n"
|
|
" gl_FragColor += texture2D(s_t3, tc);\n"
|
|
"#endif\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "defaultskin",
|
|
"!!permu FULLBRIGHT\n"
|
|
"!!permu LOWER\n"
|
|
"!!permu UPPER\n"
|
|
//"#version 110\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"uniform mat4 m_modelview;\n"
|
|
"uniform mat4 m_projection;\n"
|
|
"attribute vec3 v_position;\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"varying vec2 tc;\n"
|
|
|
|
"attribute vec3 v_normal;\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 (void)\n"
|
|
"{\n"
|
|
" light = e_light_ambient + (dot(v_normal,e_light_dir)*e_light_mul);\n"
|
|
" tc = v_texcoord;\n"
|
|
" gl_Position = m_projection * m_modelview * vec4(v_position, 1.0);\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 vec3 e_lowercolour;\n"
|
|
"#endif\n"
|
|
"#ifdef UPPER\n"
|
|
"uniform sampler2D s_t2;\n" /*tex_upper*/
|
|
"uniform vec3 e_uppercolour;\n"
|
|
"#endif\n"
|
|
"#ifdef FULLBRIGHT\n"
|
|
"uniform sampler2D s_t3;\n" /*tex_fullbright*/
|
|
"#endif\n"
|
|
"varying vec2 tc;\n"
|
|
"varying vec3 light;\n"
|
|
"uniform vec4 e_colour;\n"
|
|
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" gl_FragColor = texture2D(s_t0, tc);\n"
|
|
"#ifdef UPPER\n"
|
|
" gl_FragColor.rgb += texture2D(s_t2, tc).rgb*e_uppercolour;\n"
|
|
"#endif\n"
|
|
"#ifdef LOWER\n"
|
|
" gl_FragColor.rgb += texture2D(s_t1, tc).rgb*e_lowercolour;\n"
|
|
"#endif\n"
|
|
" gl_FragColor.rgb *= light;\n"
|
|
"#ifdef FULLBRIGHT\n"
|
|
" gl_FragColor += texture2D(s_t3, tc);\n"
|
|
"#endif\n"
|
|
" gl_FragColor *= e_colour;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
#endif
|
|
#if 0//def D3DQUAKE
|
|
{QR_DIRECT3D, 9, "defaultsky",
|
|
|
|
"struct a2v {\n"
|
|
"float4 pos: POSITION;\n"
|
|
"};\n"
|
|
"struct v2f {\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"float4 pos: POSITION;\n"
|
|
"#endif\n"
|
|
"float3 vpos: COLOR;\n"
|
|
"};\n"
|
|
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"float4x4 ModelViewProj;\n"
|
|
"v2f main (a2v inp)\n"
|
|
"{\n"
|
|
" v2f outp;\n"
|
|
" outp.pos = mul(inp.pos, ModelViewProj);\n"
|
|
" outp.vpos = inp.pos;\n"
|
|
" return outp;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"float e_time;\n"
|
|
"float3 e_eyepos;\n"
|
|
"sampler2D s_t0;\n"
|
|
"sampler2D s_t1;\n"
|
|
"float4 main (v2f inp) : COLOR0\n"
|
|
"{\n"
|
|
" float2 tccoord;\n"
|
|
|
|
" float3 dir = inp.vpos - e_eyepos;\n"
|
|
|
|
" dir.z *= 3.0;\n"
|
|
" dir.xy /= 0.5*length(dir);\n"
|
|
|
|
" tccoord = (dir.xy + e_time*0.03125);\n"
|
|
" float4 solid = tex2D(s_t0, tccoord);\n"
|
|
|
|
" tccoord = (dir.xy + e_time*0.0625);\n"
|
|
" float4 clouds = tex2D(s_t1, tccoord);\n"
|
|
|
|
" return float4((solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb), 1);\n"
|
|
// " return solid.rgb;/*gl_FragColor.g = clouds.r;*/gl_FragColor.b = clouds.a;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
#endif
|
|
{QR_NONE}
|
|
};
|
|
static sgeneric_t *sgenerics;
|
|
static void Shader_FlushGenerics(void)
|
|
{
|
|
sgeneric_t *g;
|
|
while (sgenerics)
|
|
{
|
|
g = sgenerics;
|
|
sgenerics = g->next;
|
|
free(g);
|
|
}
|
|
}
|
|
static program_t *Shader_LoadGeneric(char *name, int qrtype)
|
|
{
|
|
unsigned int i;
|
|
void *file;
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
if (strlen(name) >= sizeof(g->name))
|
|
return NULL; /*name overflow*/
|
|
g = malloc(sizeof(*g));
|
|
memset(g, 0, sizeof(*g));
|
|
strcpy(g->name, name);
|
|
g->next = sgenerics;
|
|
sgenerics = g;
|
|
|
|
g->prog.refs = 1;
|
|
|
|
FS_LoadFile(name, &file);
|
|
if (file)
|
|
{
|
|
Shader_LoadPermutations(&g->prog, file, qrtype);
|
|
FS_FreeFile(file);
|
|
|
|
g->prog.refs++;
|
|
return &g->prog;
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; *sbuiltins[i].name; i++)
|
|
{
|
|
if (sbuiltins[i].qrtype == qrenderer && !strcmp(sbuiltins[i].name, name))
|
|
{
|
|
#ifdef GLQUAKE
|
|
if (gl_config.gles)
|
|
{
|
|
if (sbuiltins[i].apiver != 100)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (sbuiltins[i].apiver == 100)
|
|
continue;
|
|
}
|
|
#endif
|
|
Shader_LoadPermutations(&g->prog, sbuiltins[i].body, sbuiltins[i].qrtype);
|
|
|
|
g->prog.refs++;
|
|
return &g->prog;
|
|
}
|
|
}
|
|
}
|
|
g->failed = true;
|
|
return NULL;
|
|
}
|
|
|
|
static void Shader_ProgAutoFields(program_t *prog)
|
|
{
|
|
unsigned int i, p;
|
|
qboolean found;
|
|
int uniformloc;
|
|
static struct
|
|
{
|
|
char *name;
|
|
enum shaderprogparmtype_e ptype;
|
|
} u[] =
|
|
{
|
|
/*vertex attributes*/
|
|
{"v_position", SP_ATTR_VERTEX},
|
|
{"v_colour", SP_ATTR_COLOUR},
|
|
{"v_texcoord", SP_ATTR_TEXCOORD},
|
|
{"v_lmcoord", SP_ATTR_LMCOORD},
|
|
{"v_normal", SP_ATTR_NORMALS},
|
|
{"v_svector", SP_ATTR_SNORMALS},
|
|
{"v_tvector", SP_ATTR_TNORMALS},
|
|
|
|
/*matricies*/
|
|
{"m_model", SP_MODELMATRIX},
|
|
{"m_view", SP_VIEWMATRIX},
|
|
{"m_modelview", SP_MODELVIEWMATRIX},
|
|
{"m_projection", SP_PROJECTIONMATRIX},
|
|
{"m_modelviewprojection", SP_MODELVIEWPROJECTIONMATRIX},
|
|
|
|
/*ent properties*/
|
|
{"e_time", SP_TIME},
|
|
{"e_eyepos", SP_EYEPOS},
|
|
{"e_colour", SP_ENTCOLOURS},
|
|
{"e_topcolour", SP_TOPCOLOURS},
|
|
{"e_bottomcolour", SP_BOTTOMCOLOURS},
|
|
{"e_light_dir", SP_E_L_DIR},
|
|
{"e_light_mul", SP_E_L_MUL},
|
|
{"e_light_ambient", SP_E_L_AMBIENT},
|
|
{NULL}
|
|
};
|
|
prog->numparams = 0;
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
if (gl_config.nofixedfunc)
|
|
prog->nofixedcompat = true;
|
|
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->handle[p].glsl)
|
|
continue;
|
|
GLSlang_UseProgram(prog->handle[p].glsl);
|
|
for (i = 0; i < 8; i++)
|
|
{
|
|
uniformloc = qglGetUniformLocationARB(prog->handle[p].glsl, va("s_t%i", i));
|
|
if (uniformloc != -1)
|
|
qglUniform1iARB(uniformloc, i);
|
|
}
|
|
}
|
|
for (i = 0; u[i].name; i++)
|
|
{
|
|
found = false;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->handle[p].glsl)
|
|
continue;
|
|
GLSlang_UseProgram(prog->handle[p].glsl);
|
|
if (u[i].ptype >= SP_FIRSTUNIFORM)
|
|
uniformloc = qglGetUniformLocationARB(prog->handle[p].glsl, u[i].name);
|
|
else
|
|
uniformloc = qglGetAttribLocationARB(prog->handle[p].glsl, u[i].name);
|
|
if (uniformloc != -1)
|
|
found = true;
|
|
prog->parm[prog->numparams].handle[p] = uniformloc;
|
|
}
|
|
if (found)
|
|
{
|
|
prog->parm[prog->numparams].type = u[i].ptype;
|
|
prog->numparams++;
|
|
|
|
if (u[i].ptype < SP_FIRSTUNIFORM)
|
|
prog->nofixedcompat = true;
|
|
}
|
|
}
|
|
GLSlang_UseProgram(0);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
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 *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", shader->name);
|
|
}
|
|
else
|
|
{
|
|
end++;
|
|
start = end;
|
|
for (count = 1; *end; end++)
|
|
{
|
|
if (*end == '}')
|
|
{
|
|
count--;
|
|
if (!count)
|
|
break;
|
|
}
|
|
else if (*end == '{')
|
|
count++;
|
|
}
|
|
programbody = BZ_Malloc(end - start + 1);
|
|
memcpy(programbody, start, end-start);
|
|
programbody[end-start] = 0;
|
|
*ptr = end+1;/*skip over it all*/
|
|
|
|
shader->prog = malloc(sizeof(*shader->prog));
|
|
memset(shader->prog, 0, sizeof(*shader->prog));
|
|
shader->prog->refs = 1;
|
|
Shader_LoadPermutations(shader->prog, programbody, qrtype);
|
|
|
|
BZ_Free(programbody);
|
|
}
|
|
return;
|
|
}
|
|
|
|
shader->prog = Shader_LoadGeneric(Shader_ParseString(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_HLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D);
|
|
}
|
|
|
|
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_TIME;
|
|
else if (!Q_stricmp(token, "eyepos"))
|
|
parmtype = SP_EYEPOS;
|
|
else if (!Q_stricmp(token, "entmatrix"))
|
|
parmtype = SP_ENTMATRIX;
|
|
else if (!Q_stricmp(token, "colours") || !Q_stricmp(token, "colors"))
|
|
parmtype = SP_ENTCOLOURS;
|
|
else if (!Q_stricmp(token, "upper"))
|
|
parmtype = SP_TOPCOLOURS;
|
|
else if (!Q_stricmp(token, "lower"))
|
|
parmtype = SP_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->handle[p].glsl)
|
|
continue;
|
|
GLSlang_UseProgram(prog->handle[p].glsl);
|
|
if (parmtype >= SP_FIRSTUNIFORM)
|
|
uniformloc = qglGetUniformLocationARB(prog->handle[p].glsl, token);
|
|
else
|
|
uniformloc = qglGetAttribLocationARB(prog->handle[p].glsl, token);
|
|
prog->parm[prog->numparams].handle[p] = 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 && !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 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},
|
|
|
|
{"glslprogram", Shader_GLSLProgramName},
|
|
{"program", Shader_ProgramName}, //legacy
|
|
{"hlslprogram", Shader_HLSLProgramName}, //for d3d
|
|
{"param", Shader_ProgramParam},
|
|
|
|
/*doom3 compat*/
|
|
{"diffusemap", Shader_DiffuseMap},
|
|
{"bumpmap", NULL},
|
|
{"specularmap", NULL},
|
|
{"nonsolid", NULL},
|
|
{"noimpact", NULL},
|
|
{"translucent", Shader_Translucent},
|
|
{"noshadows", NULL},
|
|
{"nooverlays", NULL},
|
|
{"nofragment", NULL},
|
|
|
|
{NULL, 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;
|
|
}
|
|
else if (!Q_stricmp (tname, "$normalmap"))
|
|
{
|
|
pass->texgen = T_GEN_NORMALMAP;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
}
|
|
else if (!Q_stricmp (tname, "$specular"))
|
|
{
|
|
pass->texgen = T_GEN_SPECULAR;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
}
|
|
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!
|
|
}
|
|
else if (!Q_stricmp (tname, "$currentrender"))
|
|
{
|
|
pass->texgen = T_GEN_CURRENTRENDER;
|
|
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);
|
|
if (!ShaderPass_MapGen(shader, pass, token))
|
|
{
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
flags = Shader_SetImageFlags (shader);
|
|
|
|
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->tcgen = TC_GEN_BASE;
|
|
pass->flags |= SHADER_PASS_ANIMMAP;
|
|
pass->texgen = T_GEN_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 (!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);
|
|
|
|
if (!ShaderPass_MapGen(shader, pass, token))
|
|
{
|
|
flags = Shader_SetImageFlags (shader);
|
|
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->anim_frames[0] = Shader_FindImage (token, flags | IF_CLAMP);
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
|
|
if (!TEXVALID(pass->anim_frames[0]))
|
|
{
|
|
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_ParseString (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));
|
|
else
|
|
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 ( 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->portaldist = Shader_ParseFloat(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 (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_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(ptr);
|
|
min = Shader_ParseFloat(ptr);
|
|
max = Shader_ParseFloat(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;
|
|
|
|
pass->shaderbits &= ~(SBITS_BLEND_BITS);
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if ( !Q_stricmp (token, "diffusemap"))
|
|
{
|
|
//if the shader is translucent then this pass must be meant to be blended
|
|
if (shader->flags & SHADER_BLEND)
|
|
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
|
|
else
|
|
pass->shaderbits |= SBITS_SRCBLEND_NONE | SBITS_DSTBLEND_NONE;
|
|
}
|
|
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_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_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 ( 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 ( 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 ( 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 ( 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_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(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)
|
|
{
|
|
if (pass->tcgen == TC_GEN_BASE)
|
|
pass->tcgen = TC_GEN_SKYBOX;
|
|
pass->texgen = T_GEN_SKYBOX;
|
|
pass->anim_frames[0] = r_nulltex;//Shader_FindImage(token, flags);
|
|
|
|
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 },
|
|
{"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},
|
|
{NULL, NULL}
|
|
};
|
|
|
|
// ===============================================================
|
|
|
|
int Shader_InitCallback (const char *name, int size, void *param)
|
|
{
|
|
strcpy(shaderbuf+shaderbuflen, name);
|
|
Shader_MakeCache(shaderbuf+shaderbuflen);
|
|
shaderbuflen += strlen(name)+1;
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean Shader_Init (void)
|
|
{
|
|
shaderbuflen = 0;
|
|
|
|
r_shaders = calloc(MAX_SHADERS, sizeof(shader_t));
|
|
|
|
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_rescan_needed = true;
|
|
Shader_NeedReload();
|
|
Shader_DoReload();
|
|
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;
|
|
|
|
token = COM_ParseExt ( &ptr, 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, 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)
|
|
{
|
|
#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);
|
|
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL && shader->prog)
|
|
{
|
|
program_t *prog = shader->prog;
|
|
int p;
|
|
if (--prog->refs == 0)
|
|
{
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (prog->handle[p].glsl)
|
|
qglDeleteProgramObject_(prog->handle[p].glsl);
|
|
}
|
|
free(prog);
|
|
}
|
|
shader->prog = NULL;
|
|
}
|
|
#endif
|
|
if (shader->skydome)
|
|
{
|
|
Z_Free (shader->skydome);
|
|
}
|
|
|
|
pass = shader->passes;
|
|
for (i = 0; i < shader->numpasses; i++, pass++)
|
|
{
|
|
Shader_FreePass (pass);
|
|
}
|
|
shader->numpasses = 0;
|
|
}
|
|
|
|
void Shader_Shutdown (void)
|
|
{
|
|
int i;
|
|
shader_t *shader;
|
|
shadercache_t *cache, *cache_next;
|
|
|
|
shader = r_shaders;
|
|
if (!r_shaders)
|
|
return; /*nothing needs freeing yet*/
|
|
for (i = 0; i < MAX_SHADERS; i++, shader++)
|
|
{
|
|
if ( !shader->uses )
|
|
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 );
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
else
|
|
{
|
|
#pragma message("is this correct?")
|
|
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;
|
|
|
|
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;
|
|
|
|
if (shader->flags & SHADER_NOMIPMAPS)
|
|
pass->flags |= SHADER_PASS_NOMIPMAP;
|
|
|
|
while ( *ptr )
|
|
{
|
|
token = COM_ParseExt (ptr, true);
|
|
|
|
if ( !token[0] )
|
|
{
|
|
continue;
|
|
}
|
|
else if ( token[0] == '}' )
|
|
{
|
|
break;
|
|
}
|
|
else if (!Q_stricmp(token, "if"))
|
|
{
|
|
int nest = 0;
|
|
qboolean conditionistrue = Shader_EvaluateCondition(ptr);
|
|
|
|
while (*ptr)
|
|
{
|
|
token = COM_ParseExt (ptr, true);
|
|
if ( !token[0] )
|
|
continue;
|
|
else if (token[0] == ']')
|
|
{
|
|
if (--nest <= 0)
|
|
{
|
|
nest++;
|
|
if (!strcmp(token, "]["))
|
|
conditionistrue = !conditionistrue;
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
else if (token[0] == '[')
|
|
nest++;
|
|
else if (conditionistrue)
|
|
{
|
|
Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr);
|
|
}
|
|
}
|
|
}
|
|
else if ( Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr) )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// check some things
|
|
if ( ignore )
|
|
{
|
|
Shader_Free ( shader );
|
|
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))
|
|
{
|
|
#pragma message("is this valid?")
|
|
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 == '}' );
|
|
}
|
|
}
|
|
|
|
// Next Line
|
|
while (ptr)
|
|
{
|
|
token = COM_ParseExt ( ptr, false );
|
|
if ( !token[0] ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Shader_SetPassFlush (shaderpass_t *pass, shaderpass_t *pass2)
|
|
{
|
|
qboolean config_tex_env_combine = 1;//0;
|
|
qboolean config_nv_tex_env_combine4 = 1;//0;
|
|
qboolean config_env_add = 1;//0;
|
|
|
|
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;
|
|
}
|
|
|
|
if (pass2->rgbgen != RGB_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY)
|
|
return;
|
|
if (pass->rgbgen != RGB_GEN_IDENTITY || pass->alphagen != ALPHA_GEN_IDENTITY)
|
|
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;
|
|
|
|
// 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 )
|
|
{
|
|
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 (pass2->texgen == T_GEN_LIGHTMAP)
|
|
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:
|
|
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:
|
|
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;
|
|
|
|
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.num == s->skydome->farbox_textures[i].num)
|
|
s->flags = 0;
|
|
if (!(s->flags & SHADER_SKY))
|
|
{
|
|
Shader_Free(s);
|
|
memset(s, 0, sizeof(*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 (!s->numpasses && !(s->flags & (SHADER_NODRAW|SHADER_SKY)) && !s->fog_dist)
|
|
{
|
|
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;
|
|
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;
|
|
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->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)
|
|
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;
|
|
s->passes[0].alphagen = ALPHA_GEN_IDENTITY;
|
|
s->passes[0].blendmode = 0;
|
|
s->passes[0].flags &= ~(SHADER_PASS_ANIMMAP|SHADER_PASS_NOCOLORARRAY);
|
|
pass->shaderbits &= ~SBITS_BLEND_BITS;
|
|
s->passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
s->passes[0].numMergedPasses = 1;
|
|
s->numpasses = 1;
|
|
s->flags |= SHADER_DEPTHWRITE;
|
|
}
|
|
}
|
|
done:;
|
|
|
|
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 (!s->fog_dist && !(pass->flags & SHADER_PASS_LIGHTMAP))
|
|
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
|
|
else
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
}
|
|
|
|
Shader_SetBlendmode (pass);
|
|
}
|
|
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
extern cvar_t gl_bump;
|
|
|
|
/*dlights/realtime lighting needs some stuff*/
|
|
if (!TEXVALID(tn->base))
|
|
tn->base = R_LoadHiResTexture(shader->name, NULL, IF_NOALPHA);
|
|
|
|
if (gl_bump.ival)
|
|
{
|
|
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);
|
|
}
|
|
|
|
if (shader->flags & SHADER_HASTOPBOTTOM)
|
|
{
|
|
if (!TEXVALID(tn->loweroverlay))
|
|
tn->loweroverlay = R_LoadHiResTexture(va("%s_pants", shader->name), NULL, 0); /*how rude*/
|
|
if (!TEXVALID(tn->upperoverlay))
|
|
tn->upperoverlay = R_LoadHiResTexture(va("%s_shirt", shader->name), NULL, 0);
|
|
}
|
|
|
|
shader->defaulttextures = *tn;
|
|
}
|
|
|
|
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);
|
|
}
|
|
};
|
|
|
|
void Shader_DefaultBSPLM(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
char *builtin = NULL;
|
|
if (!builtin && r_drawflat.value)
|
|
builtin = (
|
|
"{\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"tcgen lightmap\n"
|
|
"rgbgen const $r_floorcolour\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
#ifdef GLQUAKE
|
|
if (!builtin && gl_config.arb_shader_objects && gl_config.nofixedfunc)
|
|
{
|
|
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"
|
|
);
|
|
}
|
|
#endif
|
|
if (!builtin)
|
|
builtin = (
|
|
"{\n"
|
|
"if gl_bump\n"
|
|
"[\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"tcgen base\n"
|
|
"depthwrite\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $deluxmap\n"
|
|
"tcgen lightmap\n"
|
|
"}\n"
|
|
"]\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcgen base\n"
|
|
"if gl_bump\n"
|
|
"[\n"
|
|
"blendfunc gl_one gl_zero\n"
|
|
"]\n"
|
|
"}\n"
|
|
"if !r_fullbright\n"
|
|
"[\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"blendfunc gl_dst_color gl_zero\n"
|
|
"}\n"
|
|
"]\n"
|
|
"if gl_fb_bmodels\n"
|
|
"[\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc add\n"
|
|
"depthfunc equal\n"
|
|
"}\n"
|
|
"]\n"
|
|
"}\n"
|
|
);
|
|
|
|
Shader_DefaultScript(shortname, s, builtin);
|
|
}
|
|
|
|
void Shader_DefaultCinematic(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
va(
|
|
"{\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)
|
|
);
|
|
}
|
|
|
|
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))
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"program defaultwarp\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod turb 0 0.01 0.5 0\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else if (!strncmp(shortname, "warp33/", 7))
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod turb 0 0.01 0.5 0\n"
|
|
"alphagen const 0.333\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else if (!strncmp(shortname, "warp66/", 7))
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod turb 0 0.01 0.5 0\n"
|
|
"alphagen const 0.666\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else if (!strncmp(shortname, "trans/", 7))
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"alphagen const 1\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
else if (!strncmp(shortname, "trans33/", 7))
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"alphagen const 0.333\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
else if (!strncmp(shortname, "trans66/", 7))
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"alphagen const 0.666\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 == '*'))
|
|
{
|
|
//q1 water
|
|
if (r_wateralpha.value == 0)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"sort blend\n"
|
|
"surfaceparm nodraw\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else if (r_fastturb.ival)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"sort blend\n"
|
|
"{\n"
|
|
"map $whiteimage\n"
|
|
"rgbgen const $r_fastturbcolour\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"sort blend\n" /*make sure it always has the same sort order, so switching on/off wateralpha doesn't break stuff*/
|
|
"program defaultwarp\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod turb 0.02 0.1 0.5 0.1\n"
|
|
"if r_wateralpha != 1\n"
|
|
"[\n"
|
|
"alphagen const $r_wateralpha\n"
|
|
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
|
|
"]\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
}
|
|
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_Free(s);
|
|
memset (s, 0, sizeof(*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"
|
|
"}\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"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"tcgen base\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $deluxmap\n"
|
|
"tcgen lightmap\n"
|
|
"}\n"
|
|
"]\n"*/
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcgen base\n"
|
|
"alphamask\n"
|
|
"}\n"
|
|
"if $lightmap\n"
|
|
"[\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"blendfunc gl_dst_color gl_zero\n"
|
|
"depthfunc equal\n"
|
|
"}\n"
|
|
"]\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;
|
|
pass = &s->passes[0];
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
|
|
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
pass->rgbgen = RGB_GEN_VERTEX;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
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_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;
|
|
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"
|
|
"program defaultskin\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"
|
|
"}\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"
|
|
#ifdef USE_EGL
|
|
"program default2d\n"
|
|
#endif
|
|
"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"
|
|
);
|
|
|
|
s->defaulttextures.base = R_LoadHiResTexture(shortname, NULL, IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP);
|
|
if (!TEXVALID(s->defaulttextures.base))
|
|
{
|
|
unsigned char data[4*4] = {0};
|
|
s->defaulttextures.base = R_LoadTexture8("black", 4, 4, data, 0, 0);
|
|
}
|
|
s->width = image_width;
|
|
s->height = image_height;
|
|
}
|
|
|
|
//loads a shader string into an existing shader object, and finalises it and stuff
|
|
static void Shader_ReadShader(shader_t *s, char *shadersource)
|
|
{
|
|
char *token;
|
|
|
|
// set defaults
|
|
s->flags = SHADER_CULL_FRONT;
|
|
s->uses = 1;
|
|
|
|
while (shadersource)
|
|
{
|
|
token = COM_ParseExt (&shadersource, true);
|
|
|
|
if ( !token[0] )
|
|
continue;
|
|
else if ( token[0] == '}' )
|
|
break;
|
|
else if (!Q_stricmp(token, "if"))
|
|
{
|
|
int nest = 0;
|
|
qboolean conditionistrue = Shader_EvaluateCondition(&shadersource);
|
|
|
|
while (shadersource)
|
|
{
|
|
token = COM_ParseExt (&shadersource, true);
|
|
if ( !token[0] )
|
|
continue;
|
|
else if (token[0] == ']')
|
|
{
|
|
if (--nest <= 0)
|
|
{
|
|
nest++;
|
|
if (!strcmp(token, "]["))
|
|
conditionistrue = !conditionistrue;
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
else if (token[0] == '[')
|
|
nest++;
|
|
else if (conditionistrue)
|
|
{
|
|
if (token[0] == '{')
|
|
Shader_Readpass (s, &shadersource);
|
|
else
|
|
Shader_Parsetok (s, NULL, shaderkeys, token, &shadersource);
|
|
}
|
|
}
|
|
}
|
|
else if ( token[0] == '{' )
|
|
Shader_Readpass ( s, &shadersource );
|
|
else if ( Shader_Parsetok (s, NULL, shaderkeys, token, &shadersource ) )
|
|
break;
|
|
}
|
|
|
|
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;
|
|
|
|
Shader_GetPathAndOffset( shortname, &ts, &offset );
|
|
|
|
if ( ts )
|
|
{
|
|
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;
|
|
token = COM_ParseExt (&file, true);
|
|
if ( !file || token[0] != '{' )
|
|
{
|
|
FS_FreeFile(buf);
|
|
return false;
|
|
}
|
|
|
|
Shader_Free(s);
|
|
memset ( s, 0, sizeof( shader_t ) );
|
|
Com_sprintf ( s->name, MAX_QPATH, usename );
|
|
Hash_Add(&shader_active_hash, s->name, s, &s->bucket);
|
|
|
|
Shader_ReadShader(s, file);
|
|
|
|
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 int R_LoadShader ( char *name, shader_gen_t *defaultgen, const char *genargs)
|
|
{
|
|
int i, f = -1;
|
|
char shortname[MAX_QPATH];
|
|
shader_t *s;
|
|
|
|
COM_StripExtension ( name, shortname, sizeof(shortname));
|
|
|
|
COM_CleanUpPath(shortname);
|
|
|
|
// check the hash first
|
|
s = Hash_Get(&shader_active_hash, shortname);
|
|
if (s)
|
|
{
|
|
i = s - r_shaders;
|
|
r_shaders[i].uses++;
|
|
return i;
|
|
}
|
|
|
|
// not loaded, find a free slot
|
|
for (i = 0; i < MAX_SHADERS; i++)
|
|
{
|
|
if (!r_shaders[i].uses)
|
|
{
|
|
if ( f == -1 ) // free shader
|
|
{
|
|
f = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( f == -1 )
|
|
{
|
|
Sys_Error( "R_LoadShader: Shader limit exceeded.");
|
|
return f;
|
|
}
|
|
|
|
s = &r_shaders[f];
|
|
|
|
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))
|
|
{
|
|
s->generator = defaultgen;
|
|
s->genargs = genargs;
|
|
return f;
|
|
}
|
|
}
|
|
if (gl_config.glversion >= 3)
|
|
{
|
|
if (Shader_ParseShader(va("%s_glsl3", shortname), shortname, s))
|
|
{
|
|
s->generator = defaultgen;
|
|
s->genargs = genargs;
|
|
return f;
|
|
}
|
|
}
|
|
if (gl_config.arb_shader_objects)
|
|
{
|
|
if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s))
|
|
{
|
|
s->generator = defaultgen;
|
|
s->genargs = genargs;
|
|
return f;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
#ifdef D3DQUAKE
|
|
if (qrenderer == QR_DIRECT3D)
|
|
{
|
|
{
|
|
if (Shader_ParseShader(va("%s_hlsl", shortname), shortname, s))
|
|
{
|
|
s->generator = defaultgen;
|
|
s->genargs = genargs;
|
|
return f;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
if (Shader_ParseShader(shortname, shortname, s))
|
|
{
|
|
s->generator = defaultgen;
|
|
s->genargs = genargs;
|
|
return f;
|
|
}
|
|
}
|
|
|
|
// make a default shader
|
|
|
|
if (defaultgen)
|
|
{
|
|
memset(s, 0, sizeof(shader_t));
|
|
Com_sprintf(s->name, MAX_QPATH, shortname);
|
|
if (!strcmp(shortname, "textures/common/clip"))
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"surfaceparm nodraw\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n");
|
|
else
|
|
defaultgen(shortname, s, genargs);
|
|
Hash_Add(&shader_active_hash, s->name, s, &s->bucket);
|
|
s->generator = defaultgen;
|
|
s->genargs = genargs;
|
|
|
|
return f;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
void Shader_DoReload(void)
|
|
{
|
|
shader_t *s;
|
|
unsigned int i;
|
|
char shortname[MAX_QPATH];
|
|
shader_gen_t *defaultgen;
|
|
const char *genargs;
|
|
texnums_t oldtn;
|
|
|
|
if (shader_rescan_needed && ruleset_allow_shaders.ival)
|
|
{
|
|
Con_Printf ( "Initializing Shaders.\n" );
|
|
|
|
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();
|
|
Con_Printf("Reloading all shaders\n");
|
|
|
|
for (s = r_shaders, i = 0; i < MAX_SHADERS; i++, s++)
|
|
{
|
|
if (!s->uses)
|
|
continue;
|
|
|
|
defaultgen = s->generator;
|
|
genargs = s->genargs;
|
|
oldtn = s->defaulttextures;
|
|
|
|
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))
|
|
{
|
|
s->generator = defaultgen;
|
|
s->genargs = genargs;
|
|
R_BuildDefaultTexnums(&oldtn, s);
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
if (Shader_ParseShader(shortname, shortname, s))
|
|
{
|
|
s->generator = defaultgen;
|
|
s->genargs = genargs;
|
|
R_BuildDefaultTexnums(&oldtn, s);
|
|
continue;
|
|
}
|
|
}
|
|
if (s->generator)
|
|
{
|
|
Shader_Free(s);
|
|
memset ( s, 0, sizeof( shader_t ) );
|
|
|
|
defaultgen(shortname, s, genargs);
|
|
|
|
s->generator = defaultgen;
|
|
s->genargs = genargs;
|
|
Com_sprintf ( s->name, MAX_QPATH, shortname );
|
|
Hash_Add(&shader_active_hash, s->name, s, &s->bucket);
|
|
R_BuildDefaultTexnums(&oldtn, s);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Shader_NeedReload(void)
|
|
{
|
|
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];
|
|
|
|
COM_StripExtension ( name, shortname, sizeof(shortname));
|
|
|
|
COM_CleanUpPath(shortname);
|
|
|
|
//try and find it
|
|
for (i = 0; i < MAX_SHADERS; i++)
|
|
{
|
|
if (!r_shaders[i].uses)
|
|
continue;
|
|
|
|
if (!Q_stricmp (shortname, r_shaders[i].name) )
|
|
break;
|
|
}
|
|
if (i == MAX_SHADERS)
|
|
return NULL;
|
|
|
|
//found the named shader.
|
|
return R_ShaderGetCinematic(&r_shaders[i]);
|
|
#endif
|
|
}
|
|
|
|
shader_t *R_RegisterPic (char *name)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_Default2D, NULL)];
|
|
}
|
|
|
|
shader_t *R_RegisterShader (char *name, const char *shaderscript)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_DefaultScript, shaderscript)];
|
|
}
|
|
|
|
shader_t *R_RegisterShader_Lightmap (char *name)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPLM, NULL)];
|
|
}
|
|
|
|
shader_t *R_RegisterShader_Vertex (char *name)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPVertex, NULL)];
|
|
}
|
|
|
|
shader_t *R_RegisterShader_Flare (char *name)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPFlare, NULL)];
|
|
}
|
|
|
|
shader_t *R_RegisterSkin (char *name)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_DefaultSkin, NULL)];
|
|
}
|
|
shader_t *R_RegisterCustom (char *name, shader_gen_t *defaultgen, const void *args)
|
|
{
|
|
int i;
|
|
i = R_LoadShader (name, defaultgen, args);
|
|
if (i < 0)
|
|
return NULL;
|
|
return &r_shaders[i];
|
|
}
|
|
#endif //SERVERONLY
|