1
0
Fork 0
forked from fte/fteqw
fteqw/engine/gl/gl_shader.c
Spoike 4c2066601a Support connecting subnodes to servers over tcp (instead of depending on fork).
Fixed up the -netquake / -spasm / -fitz args slightly, should actually be usable now.
sv_mintic 0 is now treated as 0.013 when using nqplayerphysics, to try to make it smoother for nq clients.
Preparing for astc's volume formats. Mostly for completeness, I was bored. Disabled for now because nothing supports them anyway.
Fix broken mousewheel in SDL2 builds.
Fix configs not getting loaded following initial downloads in the web port/etc.
Make the near-cloud layer of q1 scrolling sky fully opaque by default (like vanilla).
Sky fog now ignores depth, treating it as an infinite distance.
Fix turbs not responding to fog.
r_fullbright no longer needs vid_reload to take effect (and more efficient now).
Tweaked the audio code to use an format enum instead of byte width, just with the same values still, primarily to clean up loaders that deal with S32 vs F32, or U8 vs S8.
Added a cvar to control whether to use threads for the qcgc. Still disabled by default but no longer requires engine recompiles to enable!



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5683 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-29 10:43:22 +00:00

8244 lines
227 KiB
C

/*
Copyright (C) 2002-2003 Victor Luchits
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_shader.c - based on code by Stephen C. Taylor
// Ported to FTE from qfusion, there are numerous changes since then.
#include "quakedef.h"
#ifndef SERVERONLY
#include "glquake.h"
#include "shader.h"
#include "hash.h"
#include <ctype.h>
extern texid_t missing_texture;
texid_t r_whiteimage, r_blackimage;
qboolean shader_reload_needed;
static qboolean shader_rescan_needed;
sh_config_t sh_config;
//cvars that affect shader generation
cvar_t r_vertexlight = CVARFD("r_vertexlight", "0", CVAR_SHADERSYSTEM, "Hack loaded shaders to remove detail pass and lightmap sampling for faster rendering.");
cvar_t r_forceprogramify = CVARAFD("r_forceprogramify", "0", "dpcompat_makeshitup", CVAR_SHADERSYSTEM, "Reduce the shader to a single texture, and then make stuff up about its mother. The resulting fist fight results in more colour when you shine a light upon its face.\nSet to 2 to ignore 'depthfunc equal' and 'tcmod scale' in order to tolerate bizzare shaders made for a bizzare engine.\nBecause most shaders made for DP are by people who _clearly_ have no idea what the heck they're doing, you'll typically need the '2' setting.");
cvar_t dpcompat_nopremulpics = CVARFD("dpcompat_nopremulpics", "0", CVAR_SHADERSYSTEM, "By default FTE uses premultiplied alpha for hud/2d images, while DP does not (which results in halos with low-res content). Unfortunately DDS files would need to be recompressed, resulting in visible issues.");
extern cvar_t r_glsl_offsetmapping_reliefmapping;
extern cvar_t r_drawflat;
extern cvar_t r_shaderblobs;
extern cvar_t r_tessellation;
extern cvar_t gl_compress;
//backend fills this in to say the max fixed-function pass count (often 1, where its emulated by us, because we're too lazy).
int be_maxpasses;
#define Q_stricmp stricmp
#define Q_strnicmp strnicmp
#define clamp(v,min, max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v)));
typedef union {
float f;
unsigned int i;
} float_int_t;
qbyte FloatToByte( float x )
{
static float_int_t f2i;
// shift float to have 8bit fraction at base of number
f2i.f = x + 32768.0f;
// then read as integer and kill float bits...
return (qbyte) min(f2i.i & 0x7FFFFF, 255);
}
cvar_t r_detailtextures;
#define MAX_TOKEN_CHARS sizeof(com_token)
char *COM_ParseExt (char **data_p, qboolean nl, qboolean comma)
{
int c;
int len;
char *data;
COM_AssertMainThread("COM_ParseExt");
data = *data_p;
len = 0;
com_token[0] = 0;
if (!data)
{
*data_p = NULL;
return "";
}
// skip whitespace
skipwhite:
while ((c = (unsigned char)*data) <= ' ')
{
if (c == 0)
{
*data_p = NULL;
return "";
}
if (c == '\n' && !nl)
{
*data_p = data;
return com_token;
}
data++;
}
// skip // comments
if (c == '/' && data[1] == '/')
{
while (*data && *data != '\n')
data++;
goto skipwhite;
}
// skip /* comments
if (c == '/' && data[1] == '*')
{
char *start = data;
data+=2;
for(;data[0];)
{
if (data[0] == '*' && data[1] == '/')
{
data+=2;
break;
}
if (*data == '\n' && !nl)
{
*data_p = start;
return com_token;
}
data++;
}
goto skipwhite;
}
// handle quoted strings specially
if (c == '\"')
{
data++;
while (1)
{
c = *data++;
if (c=='\"' || !c)
{
com_token[len] = 0;
*data_p = data;
return com_token;
}
if (len < MAX_TOKEN_CHARS)
{
com_token[len] = c;
len++;
}
}
}
// parse a regular word
do
{
if (len < MAX_TOKEN_CHARS)
{
com_token[len] = c;
len++;
}
data++;
c = *data;
if (c == ',' && len && comma)
break;
} while (c>32);
if (len == MAX_TOKEN_CHARS)
{
Con_DPrintf ("Token exceeded %i chars, discarded.\n", (int)MAX_TOKEN_CHARS);
len = 0;
}
com_token[len] = 0;
*data_p = data;
return com_token;
}
static float Com_FloatArgument(const char *shadername, char *arg, size_t arglen, float def)
{
const char *var;
//grab an argument instead, otherwise 0
var = shadername;
while((var = strchr(var, '#')))
{
var++;
if (!strnicmp(var, arg, arglen))
{
if (var[arglen] == '=')
return strtod(var+arglen+1, NULL);
if (var[arglen] == '#' || !var[arglen])
return 1; //present, but no value
}
var++;
}
return def; //not present.
}
#define Shader_FloatArgument(s,k) (Com_FloatArgument(s->name,k,strlen(k),0))
#define HASH_SIZE 128
#define SPF_DEFAULT 0u /*quake3/fte internal*/
#define SPF_PROGRAMIFY (1u<<0) /*automatically replace known glsl, pulling in additional textures+effects from a single primary pass*/
#define SPF_DOOM3 (1u<<1) /*any commands, args, etc, should be interpretted according to doom3's norms*/
typedef struct shaderparsestate_s
{
shader_t *s; //the shader we're parsing
shaderpass_t *pass; //the pass we're currently parsing
char *ptr; //the src file pointer we're at
char *sourcename; //the name of the shader file being read (or '<code>')
const char *forcedshader;
unsigned int parseflags; //SPF_*
qboolean droppass;
//for dpwater compat, used to generate a program
int dpwatertype;
float reflectmin;
float reflectmax;
float reflectfactor;
float refractfactor;
vec3_t refractcolour;
vec3_t reflectcolour;
float wateralpha;
char **saveshaderbody;
//FIXME: rtlights can't respond to these
int offsetmappingmode;
float offsetmappingscale;
float offsetmappingbias;
float specularexpscale; //*32 ish
float specularvalscale; //*1 ish
} parsestate_t;
typedef struct shaderkey_s
{
char *keyword;
void (*func)( parsestate_t *ps, char **ptr );
char *prefix;
} shaderkey_t;
typedef struct shadercachefile_s {
char *data;
size_t length;
unsigned int parseflags;
char forcedshadername[64];
struct shadercachefile_s *next;
char name[1];
} shadercachefile_t;
typedef struct shadercache_s {
shadercachefile_t *source;
size_t offset;
struct shadercache_s *hash_next;
char name[1];
} shadercache_t;
static shadercachefile_t *shaderfiles; //contents of a .shader file
static shadercache_t **shader_hash; //locations of known inactive shaders.
unsigned int r_numshaders; //number of active slots in r_shaders array.
unsigned int r_maxshaders; //max length of r_shaders array. resized if exceeded.
shader_t **r_shaders; //list of active shaders for a id->shader lookup
static hashtable_t shader_active_hash; //list of active shaders for a name->shader lookup
void *shader_active_hash_mem;
//static char r_skyboxname[MAX_QPATH];
//static float r_skyheight;
static char *Shader_Skip(const char *file, const char *shadername, char *ptr);
static qboolean Shader_Parsetok(parsestate_t *ps, shaderkey_t *keys, char *token);
static void Shader_ParseFunc(parsestate_t *ps, const char *functype, char **args, shaderfunc_t *func);
static void Shader_MakeCache(const char *path, unsigned int parseflags);
static qboolean Shader_LocateSource(char *name, char **buf, size_t *bufsize, size_t *offset, shadercachefile_t **sourcefile);
static void Shader_ReadShader(parsestate_t *ps, char *shadersource, shadercachefile_t *sourcefile);
static qboolean Shader_ParseShader(parsestate_t *ps, char *parsename);
//===========================================================================
static qboolean Shader_EvaluateCondition(shader_t *shader, char **ptr)
{
char *token;
cvar_t *cv;
float lhs;
qboolean conditiontrue = true;
token = COM_ParseExt(ptr, false, false);
if (*token == '!')
{
conditiontrue = false;
token++;
if (!*token)
token = COM_ParseExt(ptr, false, false);
}
if (*token >= '0' && *token <= '9')
lhs = strtod(token, NULL);
else
{
if (*token == '$')
token++;
if (*token == '#')
lhs = !!Shader_FloatArgument(shader, token+1);
else if (!Q_stricmp(token, "lpp"))
lhs = r_lightprepass;
else if (!Q_stricmp(token, "lightmap"))
lhs = !r_fullbright.value;
else if (!Q_stricmp(token, "deluxmap") || !Q_stricmp(token, "deluxe"))
lhs = r_deluxemapping;
else if (!Q_stricmp(token, "softwarebanding"))
lhs = r_softwarebanding;
//normalmaps are generated if they're not already known.
else if (!Q_stricmp(token, "normalmap"))
lhs = r_loadbumpmapping;
else if (!Q_stricmp(token, "vulkan"))
lhs = (qrenderer == QR_VULKAN);
else if (!Q_stricmp(token, "opengl"))
lhs = (qrenderer == QR_OPENGL);
else if (!Q_stricmp(token, "d3d8"))
lhs = (qrenderer == QR_DIRECT3D8);
else if (!Q_stricmp(token, "d3d9"))
lhs = (qrenderer == QR_DIRECT3D9);
else if (!Q_stricmp(token, "d3d11"))
lhs = (qrenderer == QR_DIRECT3D11);
else if (!Q_stricmp(token, "gles"))
{
#ifdef GLQUAKE
lhs = ((qrenderer == QR_OPENGL) && gl_config.gles);
#else
lhs = false;
#endif
}
else if (!Q_stricmp(token, "nofixed"))
lhs = sh_config.progs_required;
else if (!Q_stricmp(token, "glsl"))
lhs = ((qrenderer == QR_OPENGL) && sh_config.progs_supported);
else if (!Q_stricmp(token, "hlsl"))
lhs = ((qrenderer == QR_DIRECT3D9 || qrenderer == QR_DIRECT3D11) && sh_config.progs_supported);
else if (!Q_stricmp(token, "haveprogram"))
lhs = !!shader->prog;
else if (!Q_stricmp(token, "programs"))
lhs = sh_config.progs_supported;
else if (!Q_stricmp(token, "diffuse"))
lhs = true;
else if (!Q_stricmp(token, "specular"))
lhs = false;
else if (!Q_stricmp(token, "fullbright"))
lhs = false;
else if (!Q_stricmp(token, "topoverlay"))
lhs = false;
else if (!Q_stricmp(token, "loweroverlay"))
lhs = false;
//these are for compat/documentation purposes with qfusion/warsow
else if (!Q_stricmp(token, "maxTextureSize"))
lhs = sh_config.texture2d_maxsize;
else if (!Q_stricmp(token, "maxTextureCubemapSize"))
lhs = sh_config.texturecube_maxsize;
else if (!Q_stricmp(token, "maxTextureUnits"))
lhs = 0;
else if (!Q_stricmp(token, "textureCubeMap"))
lhs = sh_config.havecubemaps;
// else if (!Q_stricmp(token, "GLSL"))
// lhs = 1;
else if (!Q_stricmp(token, "deluxeMaps") || !Q_stricmp(token, "deluxe"))
lhs = r_deluxemapping;
else if (!Q_stricmp(token, "portalMaps"))
lhs = false;
//end qfusion
else
{
cv = Cvar_Get(token, "", 0, "Shader Conditions");
if (cv)
{
cv->flags |= CVAR_SHADERSYSTEM;
lhs = cv->value;
}
else
{
Con_Printf("Shader_EvaluateCondition: '%s' is not a cvar\n", token);
lhs = 0;
}
}
}
if (*token)
token = COM_ParseExt(ptr, false, false);
if (*token)
{
float rhs;
char cmp[4];
memcpy(cmp, token, 4);
token = COM_ParseExt(ptr, false, false);
rhs = atof(token);
if (!strcmp(cmp, "!="))
conditiontrue = lhs != rhs;
else if (!strcmp(cmp, "=="))
conditiontrue = lhs == rhs;
else if (!strcmp(cmp, "<"))
conditiontrue = lhs < rhs;
else if (!strcmp(cmp, "<="))
conditiontrue = lhs <= rhs;
else if (!strcmp(cmp, ">"))
conditiontrue = lhs > rhs;
else if (!strcmp(cmp, ">="))
conditiontrue = lhs >= rhs;
else
conditiontrue = false;
}
else
{
conditiontrue = conditiontrue == !!lhs;
}
if (*token)
token = COM_ParseExt(ptr, false, false);
if (!strcmp(token, "&&"))
return Shader_EvaluateCondition(shader, ptr) && conditiontrue;
if (!strcmp(token, "||"))
return Shader_EvaluateCondition(shader, ptr) || conditiontrue;
return conditiontrue;
}
static char *Shader_ParseExactString(char **ptr)
{
char *token;
if (!ptr || !(*ptr))
return "";
if (!**ptr || **ptr == '}')
return "";
token = COM_ParseExt(ptr, false, false);
return token;
}
static char *Shader_ParseString(char **ptr)
{
char *token;
if (!ptr || !(*ptr))
return "";
while(**ptr == ' ' || **ptr == '\t')
*ptr+=1;
if (!**ptr || **ptr == '}')
return "";
token = COM_ParseExt(ptr, false, true);
Q_strlwr ( token );
return token;
}
static char *Shader_ParseSensString(char **ptr)
{
char *token;
if (!ptr || !(*ptr))
return "";
if (!**ptr || **ptr == '}')
return "";
token = COM_ParseExt(ptr, false, true);
return token;
}
static float Shader_ParseFloat(shader_t *shader, char **ptr, float defaultval)
{
char *token;
if (!ptr || !(*ptr))
return defaultval;
if (!**ptr || **ptr == '}')
return defaultval;
token = COM_ParseExt(ptr, false, true);
if (*token == '$')
{
if (token[1] == '#')
{
return Shader_FloatArgument(shader, token+2);
}
else
{
cvar_t *var;
var = Cvar_FindVar(token+1);
if (var)
{
if (*var->string)
return var->value;
else
return defaultval;
}
}
}
if (!*token)
return defaultval;
return atof(token);
}
static void Shader_ParseVector(shader_t *shader, char **ptr, vec3_t v)
{
char *scratch;
char *token;
qboolean bracket;
qboolean fromcvar = false;
token = Shader_ParseString(ptr);
if (*token == '$')
{
cvar_t *var;
var = Cvar_FindVar(token+1);
if (!var)
{
v[0] = 1;
v[1] = 1;
v[2] = 1;
return;
}
var->flags |= CVAR_SHADERSYSTEM;
ptr = &scratch;
scratch = var->string;
token = Shader_ParseString( ptr);
fromcvar = true;
}
if (!Q_stricmp (token, "("))
{
bracket = true;
token = Shader_ParseString(ptr);
}
else if (token[0] == '(')
{
bracket = true;
token = &token[1];
}
else
bracket = false;
if (!strncmp(token, "0x", 2))
{ //0xRRGGBB
unsigned int hex = strtoul(token, NULL, 0);
v[0] = ((hex>>16)&255)/255.;
v[1] = ((hex>> 8)&255)/255.;
v[2] = ((hex>> 0)&255)/255.;
return;
}
v[0] = atof ( token );
token = Shader_ParseString ( ptr );
if ( !token[0] ) {
v[1] = fromcvar?v[0]:0;
} else if (bracket && token[strlen(token)-1] == ')' ) {
bracket = false;
token[strlen(token)-1] = 0;
v[1] = atof ( token );
} else {
v[1] = atof ( token );
}
token = Shader_ParseString ( ptr );
if ( !token[0] ) {
v[2] = fromcvar?v[1]:0;
} else if (bracket && token[strlen(token)-1] == ')' ) {
token[strlen(token)-1] = 0;
v[2] = atof ( token );
} else {
v[2] = atof ( token );
if ( bracket ) {
Shader_ParseString ( ptr );
}
}
/*
if (v[0] > 5 || v[1] > 5 || v[2] > 5)
{
VectorScale(v, 1.0f/255, v);
}
*/
}
qboolean Shader_ParseSkySides (char *shadername, char *texturename, texid_t *images)
{ //FIXME: use Image_LoadCubemapTextureData to load the faces
//if possible directly use a 7th/cubemap texture instead
//this requires fixing the sky code to not do the random transforms thing though.
qboolean allokay = true;
int i, ss, sp;
char path[MAX_QPATH];
static char *skyname_suffix[][6] = {
{"rt", "bk", "lf", "ft", "up", "dn"},
// {"px", "py", "nx", "ny", "pz", "nz"},
// {"posx", "posy", "negx", "negy", "posz", "negz"},
// {"_px", "_py", "_nx", "_ny", "_pz", "_nz"},
// {"_posx", "_posy", "_negx", "_negy", "_posz", "_negz"},
{"_rt", "_bk", "_lf", "_ft", "_up", "_dn"}
};
static char *skyname_pattern[] = {
"%s_%s",
"%s%s",
"env/%s%s",
"gfx/env/%s%s"
};
if (*texturename == '$')
{
cvar_t *v;
v = Cvar_FindVar(texturename+1);
if (v)
texturename = v->string;
}
if (!*texturename)
texturename = "-";
for ( i = 0; i < 6; i++ )
{
if ( texturename[0] == '-' )
{
images[i] = r_nulltex;
allokay = true;
}
else
{
for (sp = 0; sp < sizeof(skyname_pattern)/sizeof(skyname_pattern[0]); sp++)
{
for (ss = 0; ss < sizeof(skyname_suffix)/sizeof(skyname_suffix[0]); ss++)
{
Q_snprintfz ( path, sizeof(path), skyname_pattern[sp], texturename, skyname_suffix[ss][i] );
images[i] = R_LoadHiResTexture ( path, NULL, IF_NOALPHA|IF_CLAMP|IF_LOADNOW);
if (images[i]->width)
break;
}
if (images[i]->width)
break;
}
if (!images[i]->width)
{
Con_Printf("Sky \"%s\" missing texture: %s\n", shadername, path);
images[i] = missing_texture;
allokay = false;
}
}
}
return allokay;
}
static void Shader_ParseFunc (parsestate_t *ps, const char *functype, char **ptr, shaderfunc_t *func)
{
shader_t *shader = ps->s;
char *token;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "sin"))
func->type = SHADER_FUNC_SIN;
else if (!Q_stricmp (token, "triangle"))
func->type = SHADER_FUNC_TRIANGLE;
else if (!Q_stricmp (token, "square"))
func->type = SHADER_FUNC_SQUARE;
else if (!Q_stricmp (token, "sawtooth"))
func->type = SHADER_FUNC_SAWTOOTH;
else if (!Q_stricmp (token, "inversesawtooth"))
func->type = SHADER_FUNC_INVERSESAWTOOTH;
else if (!Q_stricmp (token, "noise"))
func->type = SHADER_FUNC_NOISE;
else
{
if (!Q_stricmp (token, "distanceramp")) //QFusion
;
else
Con_Printf("%s: %s: unknown %s \"%s\"\n", ps->sourcename, shader->name, functype, token);
func->type = SHADER_FUNC_CONSTANT; //not supported...
Shader_ParseFloat (shader, ptr, 0);
Shader_ParseFloat (shader, ptr, 0);
Shader_ParseFloat (shader, ptr, 0);
Shader_ParseFloat (shader, ptr, 0);
Vector4Set(func->args, 255, 255, 255, 255);
return;
}
func->args[0] = Shader_ParseFloat (shader, ptr, 0);
func->args[1] = Shader_ParseFloat (shader, ptr, 0);
func->args[2] = Shader_ParseFloat (shader, ptr, 0);
func->args[3] = Shader_ParseFloat (shader, ptr, 0);
}
//===========================================================================
static int Shader_SetImageFlags(parsestate_t *parsestate, shaderpass_t *pass, char **name, int flags)
{
//fixme: pass flags should be handled elsewhere.
for(;name;)
{
if (!Q_strnicmp(*name, "$rt:", 4))
{
*name += 4;
flags |= IF_NOMIPMAP|IF_CLAMP|IF_RENDERTARGET;
if (!(flags & (IF_NEAREST|IF_LINEAR)))
flags |= IF_LINEAR;
}
else if (!Q_strnicmp(*name, "$clamp:", 7))
{
*name += 7;
flags |= IF_CLAMP;
}
else if (!Q_strnicmp(*name, "$premul:", 8))
{ //have the engine premultiply textures for you, instead of needing to do it in an editor.
*name += 8;
flags |= IF_PREMULTIPLYALPHA;
}
else if (!Q_strnicmp(*name, "$2d:", 4))
{
*name+=4;
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_2D;
}
else if (!Q_strnicmp(*name, "$2darray:", 9))
{
*name+=9;
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_2D_ARRAY;
}
else if (!Q_strnicmp(*name, "$3d:", 4))
{
*name+=4;
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_3D;
}
else if (!Q_strnicmp(*name, "$cube:", 6))
{
*name+=6;
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_CUBE;
}
else if (!Q_strnicmp(*name, "$cubearray:", 11))
{
*name+=11;
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_CUBE_ARRAY;
}
else if (!Q_strnicmp(*name, "$srgb:", 6))
{
*name+=6;
flags &= ~IF_NOSRGB;
flags |= IF_SRGB;
}
else if (!Q_strnicmp(*name, "$nosrgb:", 8))
{
*name+=8;
flags &= ~IF_SRGB;
flags |= IF_NOSRGB;
}
else if (!Q_strnicmp(*name, "$nearest:", 9))
{
*name+=9;
flags &= ~IF_LINEAR;
flags |= IF_NEAREST;
}
else if (!Q_strnicmp(*name, "$linear:", 8))
{
*name+=8;
flags &= ~IF_NEAREST;
flags |= IF_LINEAR;
}
else
break;
}
// if (shader->flags & SHADER_SKY)
// flags |= IF_SKY;
if (parsestate->s->flags & SHADER_NOMIPMAPS)
flags |= IF_NOMIPMAP;
if (parsestate->s->flags & SHADER_NOPICMIP)
flags |= IF_NOPICMIP;
flags |= IF_MIPCAP;
if (pass)
{
if (flags & IF_CLAMP)
pass->flags |= SHADER_PASS_CLAMP;
if (flags & IF_LINEAR)
{
pass->flags &= ~SHADER_PASS_NEAREST;
pass->flags |= SHADER_PASS_LINEAR;
}
else if (flags & IF_NEAREST)
{
pass->flags &= ~SHADER_PASS_LINEAR;
pass->flags |= SHADER_PASS_NEAREST;
}
}
return flags;
}
texid_t R_LoadColourmapImage(void)
{
//FIXME: cache the result, because this is abusive
unsigned int w = 256, h = VID_GRADES;
unsigned int x;
unsigned int data[256*(VID_GRADES)];
qbyte *colourmappal = (qbyte *)FS_LoadMallocFile ("gfx/colormap.lmp", NULL);
#if defined(Q2CLIENT) && defined(IMAGEFMT_PCX)
if (!colourmappal)
{
size_t sz;
qbyte *pcx = FS_LoadMallocFile("pics/colormap.pcx", &sz);
if (pcx)
{
colourmappal = Z_Malloc(256*VID_GRADES);
ReadPCXData(pcx, sz, 256, VID_GRADES, colourmappal);
BZ_Free(pcx);
}
}
#endif
if (colourmappal)
{
for (x = 0; x < sizeof(data)/sizeof(data[0]); x++)
data[x] = d_8to24rgbtable[colourmappal[x]];
}
else
{ //erk
//fixme: generate a proper colourmap
for (x = 0; x < sizeof(data)/sizeof(data[0]); x++)
{
int r, g, b;
float l = 1.0-((x/256)/(float)VID_GRADES);
r = d_8to24rgbtable[x & 0xff];
g = (r>>16)&0xff;
b = (r>>8)&0xff;
r = (r>>0)&0xff;
data[x] = d_8to24rgbtable[GetPaletteIndex(r*l,g*l,b*l)];
}
}
BZ_Free(colourmappal);
return R_LoadTexture("$colourmap", w, h, TF_RGBA32, data, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA|IF_CLAMP);
}
static texid_t Shader_FindImage (parsestate_t *parsestate, char *name, int flags )
{
extern texid_t missing_texture_normal;
if (parsestate->parseflags & SPF_DOOM3)
{
if (!Q_stricmp (name, "_default"))
return r_whiteimage; /*fixme*/
if (!Q_stricmp (name, "_white"))
return r_whiteimage;
if (!Q_stricmp (name, "_black"))
{
int wibuf[16] = {0};
return R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
}
}
else
{
if (!Q_stricmp (name, "$whiteimage"))
return r_whiteimage;
if (!Q_stricmp (name, "$blackimage"))
{
int wibuf[16] = {0};
return R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
}
if (!Q_stricmp (name, "$identitynormal"))
return missing_texture_normal;
if (!Q_stricmp (name, "$colourmap"))
return R_LoadColourmapImage();
}
if (flags & IF_RENDERTARGET)
return R2D_RT_Configure(name, 0, 0, TF_INVALID, flags);
return R_LoadHiResTexture(name, NULL, flags);
}
/****************** shader keyword functions ************************/
static void Shader_Cull (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
char *token;
shader->flags &= ~(SHADER_CULL_FRONT|SHADER_CULL_BACK);
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "disable") || !Q_stricmp (token, "none") || !Q_stricmp (token, "twosided") ) {
} else if ( !Q_stricmp (token, "front") ) {
shader->flags |= SHADER_CULL_FRONT;
} else if ( !Q_stricmp (token, "back") || !Q_stricmp (token, "backside") || !Q_stricmp (token, "backsided") ) {
shader->flags |= SHADER_CULL_BACK;
} else {
shader->flags |= SHADER_CULL_FRONT;
}
}
static void Shader_NoMipMaps (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shader->flags |= (SHADER_NOMIPMAPS|SHADER_NOPICMIP);
}
static void Shader_Affine (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shader->flags |= SBITS_AFFINE;
}
static void Shader_NoPicMip (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shader->flags |= SHADER_NOPICMIP;
}
static void Shader_DeformVertexes (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
char *token;
deformv_t *deformv;
if ( shader->numdeforms >= SHADER_DEFORM_MAX )
return;
deformv = &shader->deforms[shader->numdeforms];
shader->flags |= SHADER_NOMARKS; //just in case...
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "wave") )
{
deformv->type = DEFORMV_WAVE;
deformv->args[0] = Shader_ParseFloat (shader, ptr, 0);
if (deformv->args[0])
deformv->args[0] = 1.0f / deformv->args[0];
Shader_ParseFunc (ps, "deformvertexes wave", ptr, &deformv->func );
}
else if ( !Q_stricmp (token, "normal") )
{
deformv->type = DEFORMV_NORMAL;
deformv->args[0] = Shader_ParseFloat (shader, ptr, 0);
deformv->args[1] = Shader_ParseFloat (shader, ptr, 0);
}
else if ( !Q_stricmp (token, "bulge") )
{
deformv->type = DEFORMV_BULGE;
Shader_ParseVector (shader, ptr, deformv->args);
}
else if ( !Q_stricmp (token, "move") )
{
deformv->type = DEFORMV_MOVE;
Shader_ParseVector (shader, ptr, deformv->args );
Shader_ParseFunc (ps, "deformvertexes move", ptr, &deformv->func );
}
else if ( !Q_stricmp (token, "autosprite") )
{
deformv->type = DEFORMV_AUTOSPRITE;
}
else if ( !Q_stricmp (token, "autosprite2") )
{
deformv->type = DEFORMV_AUTOSPRITE2;
}
else if ( !Q_stricmp (token, "projectionShadow") )
deformv->type = DEFORMV_PROJECTION_SHADOW;
else if ( !Q_strnicmp (token, "text", 4) )
{
deformv->type = DEFORMV_TEXT;
deformv->args[0] = atoi(token+4);
}
else
return;
shader->numdeforms++;
}
static void Shader_ClutterParms(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
struct shader_clutter_s *clut;
char *modelname;
modelname = Shader_ParseString(ptr);
clut = Z_Malloc(sizeof(*clut) + strlen(modelname));
strcpy(clut->modelname, modelname);
clut->spacing = Shader_ParseFloat(shader, ptr, 1000);
clut->scalemin = Shader_ParseFloat(shader, ptr, 1);
clut->scalemax = Shader_ParseFloat(shader, ptr, 1);
clut->zofs = Shader_ParseFloat(shader, ptr, 0);
clut->anglemin = Shader_ParseFloat(shader, ptr, 0) * M_PI * 2 / 360.;
clut->anglemax = Shader_ParseFloat(shader, ptr, 360) * M_PI * 2 / 360.;
clut->next = shader->clutter;
shader->clutter = clut;
}
static void Shader_SkyParms(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
skydome_t *skydome;
// float skyheight;
char *boxname;
if (shader->skydome)
{
Z_Free(shader->skydome);
}
skydome = (skydome_t *)Z_Malloc(sizeof(skydome_t));
shader->skydome = skydome;
boxname = Shader_ParseString(ptr);
Shader_ParseSkySides(shader->name, boxname, skydome->farbox_textures);
/*skyheight =*/ Shader_ParseFloat(shader, ptr, 512);
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 (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
float div;
vec3_t color, fcolor;
// if ( !r_ignorehwgamma->value )
// div = 1.0f / pow(2, max(0, floor(r_overbrightbits->value)));
// else
div = 1.0f;
Shader_ParseVector (shader, ptr, color );
VectorScale ( color, div, color );
ColorNormalize ( color, fcolor );
shader->fog_color[0] = FloatToByte ( fcolor[0] );
shader->fog_color[1] = FloatToByte ( fcolor[1] );
shader->fog_color[2] = FloatToByte ( fcolor[2] );
shader->fog_color[3] = 255;
shader->fog_dist = Shader_ParseFloat (shader, ptr, 128);
if ( shader->fog_dist <= 0.0f ) {
shader->fog_dist = 128.0f;
}
shader->fog_dist = 1.0f / shader->fog_dist;
shader->flags |= SHADER_NODLIGHT|SHADER_NOSHADOWS;
}
static void Shader_SurfaceParm (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp( token, "nodraw" ) )
shader->flags |= SHADER_NODRAW;
else if ( !Q_stricmp( token, "nodraw2" ) )
shader->flags |= SHADER_NODRAW; //an alternative so that q3map2 won't see+strip it.
else if ( !Q_stricmp( token, "nodlight" ) )
shader->flags |= SHADER_NODLIGHT;
else if ( !Q_stricmp( token, "noshadows" ) )
shader->flags |= SHADER_NOSHADOWS;
else if ( !Q_stricmp( token, "sky" ) )
shader->flags |= SHADER_SKY;
else if ( !Q_stricmp( token, "noimpact" ) )
shader->flags |= SHADER_NOMARKS; //wrong, but whatever.
else if ( !Q_stricmp( token, "nomarks" ) )
shader->flags |= SHADER_NOMARKS;
//forceshader type things inherit certain textures from the original material
//however, that original material might not need those textures and thus won't have them loaded, which breaks replacement.
//these provide a way to override that.
else if (!Q_stricmp( token, "hasdiffuse"))
shader->flags |= SHADER_HASDIFFUSE;
else if (!Q_stricmp( token, "hasnormalmap"))
shader->flags |= SHADER_HASNORMALMAP;
else if (!Q_stricmp( token, "hasgloss"))
shader->flags |= SHADER_HASGLOSS;
else if (!Q_stricmp( token, "hasfullbright"))
shader->flags |= SHADER_HASFULLBRIGHT;
else if (!Q_stricmp( token, "haspaletted"))
shader->flags |= SHADER_HASPALETTED;
else if (!Q_stricmp(token, "hastop") || !Q_stricmp(token, "hasbottom") || !Q_stricmp(token, "hastopbottom"))
shader->flags |= SHADER_HASTOPBOTTOM;
else
Con_DLPrintf(2, "Shader %s, Unknown surface parm \"%s\"\n", ps->s->name, token); //note that there are game-specific names used to override mod surfaceflags+contents
}
static void Shader_Sort (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
char *token;
token = Shader_ParseString ( ptr );
if (r_forceprogramify.ival >= 2)
{
Con_DPrintf("Shader %s, ignoring 'sort %s'\n", ps->s->name, token);
return; //dp ignores 'sort' entirely.
}
else 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" ) || !Q_stricmp( token, "litdecal" ) )
shader->sort = SHADER_SORT_DECAL;
else if( !Q_stricmp( token, "seethrough" ) )
shader->sort = SHADER_SORT_SEETHROUGH;
else if( !Q_stricmp( token, "unlitdecal" ) )
shader->sort = SHADER_SORT_UNLITDECAL;
else if( !Q_stricmp( token, "banner" ) )
shader->sort = SHADER_SORT_BANNER;
else if( !Q_stricmp( token, "additive" ) )
shader->sort = SHADER_SORT_ADDITIVE;
else if( !Q_stricmp( token, "underwater" ) )
shader->sort = SHADER_SORT_UNDERWATER;
else if( !Q_stricmp( token, "nearest" ) )
shader->sort = SHADER_SORT_NEAREST;
else if( !Q_stricmp( token, "blend" ) )
shader->sort = SHADER_SORT_BLEND;
else if ( !Q_stricmp( token, "deferredlight" ) )
shader->sort = SHADER_SORT_DEFERREDLIGHT;
else if ( !Q_stricmp( token, "ripple" ) )
shader->sort = SHADER_SORT_RIPPLE;
else
{
shader->sort = atoi ( token );
clamp ( shader->sort, SHADER_SORT_NONE, SHADER_SORT_NEAREST );
}
}
static void Shader_Deferredlight (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shader->sort = SHADER_SORT_DEFERREDLIGHT;
}
static void Shader_Portal (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shader->sort = SHADER_SORT_PORTAL;
}
static void Shader_PolygonOffset (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
float m = Shader_ParseFloat(shader, ptr, 1);
shader->polyoffset.unit = -25 * m;
shader->polyoffset.factor = -0.05;
shader->flags |= SHADER_POLYGONOFFSET; //some backends might be lazy and only allow simple values.
}
static void Shader_EntityMergable (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shader->flags |= SHADER_ENTITY_MERGABLE;
}
#if defined(GLQUAKE) || defined(D3DQUAKE)
static qboolean Shader_ParseProgramCvar(char *script, cvar_t **cvarrefs, char **cvarnames, int *cvartypes, int cvartype)
{
char body[MAX_QPATH];
char *out;
char *namestart;
while (*script == ' ' || *script == '\t')
script++;
namestart = script;
while ((*script >= 'A' && *script <= 'Z') || (*script >= 'a' && *script <= 'z') || (*script >= '0' && *script <= '9') || *script == '_')
script++;
cvartypes[0] = cvartype;
cvarnames[0] = Z_Malloc(script - namestart + 1);
memcpy(cvarnames[0], namestart, script - namestart);
cvarnames[0][script - namestart] = 0;
while (*script == ' ' || *script == '\t')
script++;
if (*script == '=')
{
script++;
while (*script == ' ' || *script == '\t')
script++;
out = body;
while (out < com_token+countof(body)-1 && *script != '\n' && !(script[0] == '/' && script[1] == '/'))
*out++ = *script++;
*out++ = 0;
cvarrefs[0] = Cvar_Get(cvarnames[0], body, 0, "GLSL Variables");
}
else
cvarrefs[0] = Cvar_Get(cvarnames[0], "", 0, "GLSL Variables");
return true;
}
#endif
const struct sh_defaultsamplers_s sh_defaultsamplers[] =
{
{"s_shadowmap", 1u<<0},
{"s_projectionmap", 1u<<1},
{"s_diffuse", 1u<<2},
{"s_normalmap", 1u<<3},
{"s_specular", 1u<<4},
{"s_upper", 1u<<5},
{"s_lower", 1u<<6},
{"s_fullbright", 1u<<7},
{"s_paletted", 1u<<8},
{"s_reflectcube", 1u<<9},
{"s_reflectmask", 1u<<10},
{"s_displacement", 1u<<11},
{"s_occlusion", 1u<<12},
{"s_lightmap", 1u<<13},
{"s_deluxemap", 1u<<14},
#if MAXRLIGHTMAPS > 1
{"s_lightmap1", 1u<<15},
{"s_lightmap2", 1u<<16},
{"s_lightmap3", 1u<<17},
{"s_deluxemap1", 1u<<18},
{"s_deluxemap2", 1u<<19},
{"s_deluxemap3", 1u<<20},
#else
{"s_lightmap1", 0},
{"s_lightmap2", 0},
{"s_lightmap3", 0},
{"s_deluxemap1", 0},
{"s_deluxemap2", 0},
{"s_deluxemap3", 0},
#endif
{NULL}
};
static struct
{
char *name;
unsigned int bitmask;
} permutations[] =
{
{"BUMP", PERMUTATION_BUMPMAP},
{"FULLBRIGHT", PERMUTATION_FULLBRIGHT},
{"UPPERLOWER", PERMUTATION_UPPERLOWER},
{"REFLECTCUBEMASK", PERMUTATION_REFLECTCUBEMASK},
{"SKELETAL", PERMUTATION_SKELETAL},
{"FOG", PERMUTATION_FOG},
{"FRAMEBLEND", PERMUTATION_FRAMEBLEND},
{"LIGHTSTYLED", PERMUTATION_LIGHTSTYLES}
};
#define MAXMODIFIERS 64
void VARGS Q_strlcatfz (char *dest, size_t *offset, size_t size, const char *fmt, ...) LIKEPRINTF(4);
void VARGS Q_strlcatfz (char *dest, size_t *offset, size_t size, const char *fmt, ...)
{
va_list argptr;
dest += *offset;
size -= *offset;
va_start (argptr, fmt);
Q_vsnprintfz(dest, size, fmt, argptr);
va_end (argptr);
*offset += strlen(dest);
}
struct programpermu_s *Shader_LoadPermutation(program_t *prog, unsigned int p)
{
const char *permutationdefines[3];
struct programpermu_s *pp;
size_t n, pn = 0;
char defines[8192];
size_t offset;
qboolean fail = false;
extern cvar_t gl_specular, gl_specular_power;
if (~prog->supportedpermutations & p)
return NULL; //o.O
pp = Z_Malloc(sizeof(*pp));
pp->permutation = p;
*defines = 0;
offset = 0;
if (p & PERMUTATION_SKELETAL)
Q_strlcatfz(defines, &offset, sizeof(defines), "#define MAX_GPU_BONES %i\n", sh_config.max_gpu_bones);
if (gl_specular.value)
Q_strlcatfz(defines, &offset, sizeof(defines), "#define SPECULAR\n#define SPECULAR_BASE_MUL %f\n#define SPECULAR_BASE_POW %f\n", 1.0*gl_specular.value, max(1,gl_specular_power.value));
#ifdef RTLIGHTS
if (r_fakeshadows)
Q_strlcatfz(defines, &offset, sizeof(defines), "#define FAKESHADOWS\n%s",
#ifdef GLQUAKE
gl_config.arb_shadow?"#define USE_ARB_SHADOW\n":
#endif
"");
#endif
for (n = 0; n < countof(permutations); n++)
{
if (p & permutations[n].bitmask)
Q_strlcatfz(defines, &offset, sizeof(defines), "#define %s\n", permutations[n].name);
}
if (p & PERMUTATION_UPPERLOWER)
Q_strlcatfz(defines, &offset, sizeof(defines), "#define UPPER\n#define LOWER\n");
if (p & PERMUTATION_BUMPMAP)
{
if (r_glsl_offsetmapping.ival)
{
Q_strlcatfz(defines, &offset, sizeof(defines), "#define OFFSETMAPPING\n");
if (r_glsl_offsetmapping_reliefmapping.ival && (p & PERMUTATION_BUMPMAP))
Q_strlcatfz(defines, &offset, sizeof(defines), "#define RELIEFMAPPING\n");
}
if (r_deluxemapping) //fixme: should be per-model really
Q_strlcatfz(defines, &offset, sizeof(defines), "#define DELUXE\n");
}
permutationdefines[pn++] = defines;
permutationdefines[pn++] = prog->preshade;
permutationdefines[pn++] = NULL;
if (!sh_config.pCreateProgram(prog, pp, prog->shaderver, permutationdefines, prog->shadertext, prog->tess?prog->shadertext:NULL, prog->tess?prog->shadertext:NULL, prog->geom?prog->shadertext:NULL, prog->shadertext, prog->warned, NULL))
prog->warned = fail = true;
//extra loop to validate the programs actually linked properly.
//delaying it like this gives certain threaded drivers a chance to compile them all while we're messing around with other junk
if (!fail && sh_config.pValidateProgram && !sh_config.pValidateProgram(prog, pp, prog->warned, NULL))
prog->warned = fail = true;
if (!fail && sh_config.pProgAutoFields)
{
cvar_t *cvarrefs[64];
char *cvarnames[64+1];
int cvartypes[64];
unsigned char *cvardata = prog->cvardata;
size_t size = prog->cvardatasize, i;
for (i = 0; i < countof(cvartypes) && size; i++)
{
memcpy(&cvartypes[i], cvardata, sizeof(int));
cvarnames[i] = cvardata+sizeof(int);
size -= sizeof(int)+strlen(cvarnames[i])+1;
cvardata += sizeof(int)+strlen(cvarnames[i])+1;
cvarrefs[i] = Cvar_FindVar(cvarnames[i]);
}
cvarnames[i] = NULL; //no more
sh_config.pProgAutoFields(prog, pp, cvarrefs, cvarnames, cvartypes);
}
if (fail)
{
Z_Free(pp);
return NULL;
}
return pp;
}
qboolean Shader_PermutationEnabled(unsigned int bit)
{
if (bit == PERMUTATION_REFLECTCUBEMASK)
return gl_load24bit.ival;
if (bit == PERMUTATION_BUMPMAP)
return r_loadbumpmapping;
return true;
}
qboolean Com_PermuOrFloatArgument(const char *shadername, char *arg, size_t arglen, float def)
{
extern cvar_t gl_specular;
size_t p;
//load-time-only permutations...
if (arglen == 8 && !strncmp("SPECULAR", arg, arglen) && gl_specular.value)
return true;
#ifdef RTLIGHTS
if (arglen == 11 && !strncmp("FAKESHADOWS", arg, arglen) && r_fakeshadows)
return true;
#endif
if ((arglen==5||arglen==6) && !strncmp("DELUXE", arg, arglen) && r_deluxemapping && Shader_PermutationEnabled(PERMUTATION_BUMPMAP))
return true;
if (arglen == 13 && !strncmp("OFFSETMAPPING", arg, arglen) && r_glsl_offsetmapping.ival)
return true;
if (arglen == 13 && !strncmp("RELIEFMAPPING", arg, arglen) && r_glsl_offsetmapping.ival && r_glsl_offsetmapping_reliefmapping.ival)
return true;
//real permutations
if (arglen == 5 && (!strncmp("UPPER", arg, arglen)||!strncmp("LOWER", arg, arglen)) && Shader_PermutationEnabled(PERMUTATION_BIT_UPPERLOWER))
return true;
for (p = 0; p < countof(permutations); p++)
{
if (arglen == strlen(permutations[p].name) && !strncmp(permutations[p].name, arg, arglen))
{
if (Shader_PermutationEnabled(permutations[p].bitmask))
return true;
break;
}
}
return Com_FloatArgument(shadername, arg, arglen, def) != 0;
}
static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *script, int qrtype, int ver, char *blobfilename)
{
#if defined(GLQUAKE) || defined(D3DQUAKE)
// const char *permutationdefines[countof(permutations) + MAXMODIFIERS + 1];
unsigned int nopermutation = PERMUTATIONS-1;
// int nummodifiers = 0;
int p;
char *end;
cvar_t *cvarrefs[64];
char *cvarnames[64];
int cvartypes[64];
size_t cvarcount = 0, i;
extern cvar_t gl_specular, gl_specular_power;
qboolean cantess = false; //not forced.
char prescript[8192];
size_t offset = 0;
#endif
#ifdef VKQUAKE
if (qrenderer == QR_VULKAN && (qrtype == QR_VULKAN || qrtype == QR_OPENGL))
{ //vulkan can potentially load glsl, f it has the extensions enabled.
if (qrtype == QR_VULKAN && VK_LoadBlob(prog, script, name))
return true;
}
else
#endif
if (qrenderer != qrtype)
{
return false;
}
#if defined(GLQUAKE) || defined(D3DQUAKE)
ver = 0;
if (!sh_config.pCreateProgram && !sh_config.pLoadBlob)
return false;
if (prog->name)
return false; //o.O
*prescript = 0;
offset = 0;
memset(prog->permu, 0, sizeof(prog->permu));
prog->name = Z_StrDup(name);
prog->geom = false;
prog->tess = false;
prog->nofixedcompat = true;
prog->numsamplers = 0;
prog->defaulttextures = 0;
for(;;)
{
while (*script == ' ' || *script == '\r' || *script == '\n' || *script == '\t')
script++;
if (!strncmp(script, "!!fixed", 7))
{
prog->nofixedcompat = false;
script += 7;
}
else if (!strncmp(script, "!!geom", 6))
{
prog->geom = true;
script += 6;
}
else if (!strncmp(script, "!!tess", 6))
{
prog->tess = true;
script += 6;
}
else if (!strncmp(script, "!!samps", 7))
{
com_tokentype_t tt;
qboolean ignore = false;
script += 7;
for(;;)
{
size_t len;
int i;
char *type, *idx, *next;
char *token = com_token;
next = COM_ParseTokenOut(script, "", com_token, sizeof(com_token), &tt);
if (tt == TTP_LINEENDING || tt == TTP_EOF)
break;
script = next;
if (*token == '=' || *token == '!')
{
len = strlen(token);
if (*token == (Com_PermuOrFloatArgument(name, token+1, len-1, 0)?'!':'='))
ignore = true;
continue;
}
else if (ignore)
continue;
#if 1//def HAVE_LEGACY
else if (!strncmp(token, "deluxmap", 8))
{ //FIXME: remove this some time.
Con_DPrintf("Outdated texture name \"%s\" in program \"%s\"\n", token, name);
token = va("deluxemap%s",token+8);
}
#endif
type = strchr(token, ':');
idx = strchr(token, '=');
if (type || idx)
{ //name:type=idx
if (type)
*type++ = 0;
else
type = "2D";
if (idx)
{
*idx++ = 0;
i = atoi(idx);
}
else
i = prog->numsamplers;
if (prog->numsamplers < i+1)
prog->numsamplers = i+1;
/*for (j = 0; sh_defaultsamplers[j].name; j++)
{
if (!strcmp(token, sh_defaultsamplers[j].name+2))
{
Con_Printf("%s: %s is an internal texture name\n", name, token);
break;
}
}*/
//I really want to use layout(binding = %i) here, but its specific to the glsl version (which we don't really know yet)
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define s_%s s_t%u\nuniform %s%s s_%s;\n", token, i, strncmp(type, "sampler", 7)?"sampler":"", type, token);
}
else
{
len = strlen(token);
for (i = 0; sh_defaultsamplers[i].name; i++)
{
if (!strcmp(token, sh_defaultsamplers[i].name+2))
{
prog->defaulttextures |= sh_defaultsamplers[i].defaulttexbits;
break;
}
}
if (!sh_defaultsamplers[i].name)
{ //this path is deprecated.
i = atoi(token);
if (i)
{
if (qrenderer == QR_OPENGL)
{
while (prog->numsamplers < i)
Q_strlcatfz(prescript, &offset, sizeof(prescript), "uniform sampler2D s_t%u;\n", prog->numsamplers++);
}
else if (prog->numsamplers < i)
prog->numsamplers = i;
}
else
Con_Printf("Unknown texture name \"%s\" in program \"%s\"\n", token, name);
}
}
}
}
else if (!strncmp(script, "!!cvardf", 8) || !strncmp(script, "!!cvard3", 8) || !strncmp(script, "!!cvard4", 8) || !strncmp(script, "!!cvard_srgb", 11))
{
qboolean srgb = false;
float div = 1;
char type = script[7];
script+=8;
if (type == '_')
{
if (*script == 's')
{
srgb = true;
script+=1;
}
if (!strncmp(script, "rgba", 4))
{
type = '4';
script+=4;
}
else if (!strncmp(script, "rgb", 3))
{
type = '3';
script+=3;
}
else if (!strncmp(script, "rg", 2))
{
type = '2';
script+=2;
}
else if (!strncmp(script, "r", 1) || !strncmp(script, "f", 1))
{
type = 'f';
script+=1;
}
if (!strncmp(script, "_b", 2))
{
div = 255;
script+=2;
}
else if (!strncmp(script, "_", 1))
div = strtod(script, &script);
}
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
if (end - script < 64)
{
cvar_t *var;
char namebuf[64];
char valuebuf[64];
memcpy(namebuf, script, end - script);
namebuf[end - script] = 0;
while (*end == ' ' || *end == '\t')
end++;
if (*end == '=')
{
script = ++end;
while (*end && *end != '\n' && *end != '\r' && end < script+sizeof(namebuf)-1)
end++;
memcpy(valuebuf, script, end - script);
valuebuf[end - script] = 0;
}
else
strcpy(valuebuf, "0");
var = Cvar_Get(namebuf, valuebuf, CVAR_SHADERSYSTEM, "GLSL Variables");
if (var)
{
var->flags |= CVAR_SHADERSYSTEM;
if (srgb)
{
if (type == '4')
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %s(%g,%g,%g,%g)\n", namebuf, ((qrenderer == QR_OPENGL)?"vec4":"float4"), SRGBf(var->vec4[0]/div), SRGBf(var->vec4[1]/div), SRGBf(var->vec4[2]/div), var->vec4[3]/div);
else if (type == '3')
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %s(%g,%g,%g)\n", namebuf, ((qrenderer == QR_OPENGL)?"vec3":"float3"), SRGBf(var->vec4[0]/div), SRGBf(var->vec4[1]/div), SRGBf(var->vec4[2]/div));
else
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %g\n", namebuf, SRGBf(var->value/div));
}
else
{
if (type == '4')
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %s(%g,%g,%g,%g)\n", namebuf, ((qrenderer == QR_OPENGL)?"vec4":"float4"), var->vec4[0]/div, var->vec4[1]/div, var->vec4[2]/div, var->vec4[3]/div);
else if (type == '3')
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %s(%g,%g,%g)\n", namebuf, ((qrenderer == QR_OPENGL)?"vec3":"float3"), var->vec4[0]/div, var->vec4[1]/div, var->vec4[2]/div);
else
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %g\n", namebuf, var->value/div);
}
}
}
script = end;
}
else if (!strncmp(script, "!!cvarf", 7))
{
if (cvarcount != sizeof(cvarnames)/sizeof(cvarnames[0]))
cvarcount += Shader_ParseProgramCvar(script+7, &cvarrefs[cvarcount], &cvarnames[cvarcount], &cvartypes[cvarcount], SP_CVARF);
}
else if (!strncmp(script, "!!cvari", 7))
{
if (cvarcount != sizeof(cvarnames)/sizeof(cvarnames[0]))
cvarcount += Shader_ParseProgramCvar(script+7, &cvarrefs[cvarcount], &cvarnames[cvarcount], &cvartypes[cvarcount], SP_CVARI);
}
else if (!strncmp(script, "!!cvarv", 7))
{
if (cvarcount != sizeof(cvarnames)/sizeof(cvarnames[0]))
cvarcount += Shader_ParseProgramCvar(script+7, &cvarrefs[cvarcount], &cvarnames[cvarcount], &cvartypes[cvarcount], SP_CVAR3F);
}
else if (!strncmp(script, "!!arg", 5))
{ //compat with our vulkan glsl, generate (specialisation) constants from #args
char namebuf[MAX_QPATH];
char valuebuf[MAX_QPATH];
char *out;
char *namestart;
char *atype;
script+=5;
if (*script == 'b')
{
atype = "bool";
strcpy(valuebuf, "false");
}
else if (*script == 'f')
{
atype = "float";
strcpy(valuebuf, "0.0");
}
else if (*script == 'd')
{
atype = "double";
strcpy(valuebuf, "0.0");
}
else if (*script == 'i')
{
atype = "int";
strcpy(valuebuf, "0");
}
else if (*script == 'u')
{
atype = "uint";
strcpy(valuebuf, "0");
}
else
{
atype = "float"; //I guess
strcpy(valuebuf, "0.0");
}
while (*script >= 'a' && *script <= 'z')
script++;
while (*script == ' ' || *script == '\t')
script++;
namestart = script;
while ((*script >= 'A' && *script <= 'Z') || (*script >= 'a' && *script <= 'z') || (*script >= '0' && *script <= '9') || *script == '_')
script++;
if (script-namestart < countof(namebuf))
{
float def = 0;
memcpy(namebuf, namestart, script - namestart);
namebuf[script - namestart] = 0;
while (*script == ' ' || *script == '\t')
script++;
if (*script == '=')
{
script++;
while (*script == ' ' || *script == '\t')
script++;
out = valuebuf;
while (out < com_token+countof(valuebuf)-1 && *script != '\n' && !(script[0] == '/' && script[1] == '/'))
*out++ = *script++;
*out++ = 0;
if (!strcmp(valuebuf, "true"))
def = 1;
else
def = atof(valuebuf);
}
Com_FloatArgument(name, valuebuf, sizeof(valuebuf), def);
Q_strlcatfz(prescript, &offset, sizeof(prescript), "const %s arg_%s = %s(%s);\n", atype, namebuf, atype, valuebuf);
}
}
else if (!strncmp(script, "!!permu", 7))
{
script += 7;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
for (p = 0; p < countof(permutations); p++)
{
if (!strncmp(permutations[p].name, script, end - script) && permutations[p].name[end-script] == '\0')
{
if (Shader_PermutationEnabled(permutations[p].bitmask))
nopermutation &= ~permutations[p].bitmask;
break;
}
}
if (p == countof(permutations))
{
//we 'recognise' ones that are force-defined, despite not being actual permutations.
if (end - script == 4 && !strncmp("TESS", script, 4))
cantess = true;
else if (strncmp("SPECULAR", script, end - script))
if (strncmp("DELUXE", script, end - script))
if (strncmp("DELUX", script, end - script))
if (strncmp("OFFSETMAPPING", script, end - script))
if (strncmp("RELIEFMAPPING", script, end - script))
if (strncmp("FAKESHADOWS", script, end - script))
Con_DPrintf("Unknown pemutation in glsl program %s\n", name);
}
script = end;
}
else if (!strncmp(script, "!!ver", 5))
{
int minver, maxver;
script += 5;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
minver = strtol(script, &script, 0);
while (*script == ' ' || *script == '\t')
script++;
maxver = strtol(script, NULL, 0);
if (!maxver)
maxver = minver;
ver = maxver;
if (ver > sh_config.maxver)
ver = sh_config.maxver;
if (ver < minver)
ver = minver; //some kind of error.
script = end;
}
else if (!strncmp(script, "!!", 2))
{
Con_DPrintf("Unknown directinve in glsl program %s\n", name);
script += 2;
while (*script == ' ' || *script == '\t')
script++;
}
else if (!strncmp(script, "//", 2))
{
script += 2;
while (*script == ' ' || *script == '\t')
script++;
}
else
break;
while (*script && *script != '\n')
script++;
};
prog->shadertext = Z_StrDup(script);
if (qrenderer == qrtype && ver < 150)
prog->tess = cantess = false; //GL_ARB_tessellation_shader requires glsl 150(gl3.2) (or glessl 3.1). nvidia complains about layouts if you try anyway
if (!r_fog_permutation.ival)
nopermutation |= PERMUTATION_BIT_FOG;
if (!sh_config.max_gpu_bones)
nopermutation |= PERMUTATION_SKELETAL;
//multiple lightmaps is kinda hacky. if any are set, all must be.
#define ALTLIGHTMAPSAMP 14
if (prog->defaulttextures & ((1u<<(ALTLIGHTMAPSAMP+0)) | (1u<<(ALTLIGHTMAPSAMP+1)) | (1u<<(ALTLIGHTMAPSAMP+2))))
prog->defaulttextures |=((1u<<(ALTLIGHTMAPSAMP+0)) | (1u<<(ALTLIGHTMAPSAMP+1)) | (1u<<(ALTLIGHTMAPSAMP+2)));
#define ALTDELUXMAPSAMP 17
if (prog->defaulttextures & ((1u<<(ALTDELUXMAPSAMP+0)) | (1u<<(ALTDELUXMAPSAMP+1)) | (1u<<(ALTDELUXMAPSAMP+2))))
prog->defaulttextures |=((1u<<(ALTDELUXMAPSAMP+0)) | (1u<<(ALTDELUXMAPSAMP+1)) | (1u<<(ALTDELUXMAPSAMP+2)));
for (end = strchr(name, '#'); end && *end; )
{
char *start = end+1;
end = strchr(start, '#');
if (!end)
end = start + strlen(start);
if (end-start == 7 && !Q_strncasecmp(start, "usemods", 7))
prog->nofixedcompat = false;
if (end-start == 4 && !Q_strncasecmp(start, "tess", 4))
prog->tess |= cantess;
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define ");
while (offset < sizeof(prescript) && start < end)
{
if (*start == '=')
{
start++;
prescript[offset++] = ' ';
break;
}
prescript[offset++] = toupper(*start++);
}
while (offset < sizeof(prescript) && start < end)
prescript[offset++] = toupper(*start++);
Q_strlcatfz(prescript, &offset, sizeof(prescript), "\n");
}
prog->preshade = Z_StrDup(prescript);
prog->supportedpermutations = (~nopermutation) & (PERMUTATIONS-1);
prog->shaderver = ver;
if (cvarcount)
{
*prescript = 0;
offset = 0;
for (i = 0; i < cvarcount && offset < sizeof(prescript); i++)
{
if (cvarrefs[i])
{
memcpy(prescript+offset, &cvartypes[i], sizeof(int));
offset+=4;
Q_strlcatfz(prescript, &offset, sizeof(prescript), "%s", cvarnames[i]);
offset++;
}
}
prog->cvardata = Z_Malloc(offset);
prog->cvardatasize = offset;
memcpy(prog->cvardata, prescript, prog->cvardatasize);
}
while(cvarcount)
Z_Free((char*)cvarnames[--cvarcount]);
//ensure that permutation 0 works correctly as a fallback.
//FIXME: add debug mode to compile all.
prog->permu[0] = Shader_LoadPermutation(prog, 0);
return !!prog->permu[0];
#else
return false;
#endif
}
typedef struct sgeneric_s
{
program_t prog;
struct sgeneric_s *next;
char *name;
qboolean failed;
} sgeneric_t;
static sgeneric_t *sgenerics;
struct sbuiltin_s
{
int qrtype;
int apiver;
char name[MAX_QPATH];
char *body;
} sbuiltins[] =
{
#include "r_bishaders.h"
{QR_NONE}
};
void Shader_UnloadProg(program_t *prog)
{
if (sh_config.pDeleteProg)
sh_config.pDeleteProg(prog);
Z_Free(prog->name);
Z_Free(prog->preshade);
Z_Free(prog->shadertext);
Z_Free(prog->cvardata);
Z_Free(prog);
}
static void Shader_FlushGenerics(void)
{
sgeneric_t *g;
while (sgenerics)
{
g = sgenerics;
sgenerics = g->next;
if (g->prog.refs == 1)
{
g->prog.refs--;
Shader_UnloadProg(&g->prog);
}
else
Con_Printf("generic shader still used\n");
}
}
static void Shader_LoadGeneric(sgeneric_t *g, int qrtype)
{
unsigned int i;
void *file;
char basicname[MAX_QPATH];
char blobname[MAX_QPATH];
char *h;
g->failed = true;
TRACE(("Loading program %s...\n", g->name));
basicname[1] = 0;
Q_strncpyz(basicname, g->name, sizeof(basicname));
h = strchr(basicname+1, '#');
if (h)
*h = '\0';
if (strchr(basicname, '/') || strchr(basicname, '.'))
{ //explicit path
FS_LoadFile(basicname, &file);
*blobname = 0;
}
else if (ruleset_allow_shaders.ival)
{ //renderer-specific files
if (sh_config.progpath)
{
Q_snprintfz(blobname, sizeof(blobname), sh_config.progpath, basicname);
FS_LoadFile(blobname, &file);
}
else
file = NULL;
if (sh_config.blobpath && r_shaderblobs.ival)
Q_snprintfz(blobname, sizeof(blobname), sh_config.blobpath, basicname);
else
*blobname = 0;
}
else
{
file = NULL;
*blobname = 0;
}
if (sh_config.pDeleteProg)
{
sh_config.pDeleteProg(&g->prog);
}
Z_Free(g->prog.name);
g->prog.name = NULL;
Z_Free(g->prog.preshade);
g->prog.preshade = NULL;
Z_Free(g->prog.shadertext);
g->prog.shadertext = NULL;
Z_Free(g->prog.cvardata);
g->prog.cvardata = NULL;
if (file)
{
TRACE(("Loading from disk (%s)\n", g->name));
// Con_DPrintf("Loaded %s from disk\n", sh_config.progpath?va(sh_config.progpath, basicname):basicname);
g->failed = !Shader_LoadPermutations(g->name, &g->prog, file, qrtype, 0, blobname);
FS_FreeFile(file);
return;
}
else
{
int ver;
for (i = 0; *sbuiltins[i].name; i++)
{
if (sbuiltins[i].qrtype == qrtype && !strcmp(sbuiltins[i].name, basicname))
{
ver = sbuiltins[i].apiver;
if (ver < sh_config.minver || ver > sh_config.maxver)
if (!(qrenderer==QR_OPENGL&&ver==110))
continue;
TRACE(("Loading Embedded %s\n", g->name));
g->failed = !Shader_LoadPermutations(g->name, &g->prog, sbuiltins[i].body, qrtype, ver, blobname);
if (g->failed)
continue;
return;
}
}
TRACE(("Program unloadable %s\n", g->name));
}
}
program_t *Shader_FindGeneric(char *name, int qrtype)
{
sgeneric_t *g;
for (g = sgenerics; g; g = g->next)
{
if (!strcmp(name, g->name))
{
if (g->failed)
return NULL;
g->prog.refs++;
return &g->prog;
}
}
//don't even try if we know it won't work.
if (!sh_config.progs_supported)
return NULL;
g = BZ_Malloc(sizeof(*g) + strlen(name)+1);
memset(g, 0, sizeof(*g));
g->name = (char*)(g+1);
strcpy(g->name, name);
g->next = sgenerics;
sgenerics = g;
g->prog.refs = 1;
Shader_LoadGeneric(g, qrtype);
if (g->failed)
return NULL;
g->prog.refs++;
return &g->prog;
}
static void Shader_ReloadGenerics(void)
{
sgeneric_t *g;
for (g = sgenerics; g; g = g->next)
{
//this happens if some cvar changed that affects the glsl itself. supposedly.
Shader_LoadGeneric(g, qrenderer);
}
//this shader can take a while to load due to its number of permutations.
//because this all happens on the main thread, try to avoid random stalls by pre-loading it.
if (sh_config.progs_supported)
{
program_t *p = Shader_FindGeneric("defaultskin", qrenderer);
if (p) //generics get held on to in order to avoid so much churn. so we can just release the reference we just created and it'll be held until shutdown anyway.
p->refs--;
}
}
void Shader_WriteOutGenerics_f(void)
{
int i;
char *name;
for (i = 0; *sbuiltins[i].name; i++)
{
name = NULL;
if (sbuiltins[i].qrtype == QR_OPENGL)
{
if (sbuiltins[i].apiver == 100)
name = va("gles/eg_%s.glsl", sbuiltins[i].name);
else
name = va("glsl/eg_%s.glsl", sbuiltins[i].name);
}
else if (sbuiltins[i].qrtype == QR_DIRECT3D9)
name = va("hlsl/eg_%s.hlsl", sbuiltins[i].name);
else if (sbuiltins[i].qrtype == QR_DIRECT3D11)
name = va("hlsl11/eg_%s.hlsl", sbuiltins[i].name);
if (name)
{
vfsfile_t *f = FS_OpenVFS(name, "rb", FS_GAMEONLY);
if (f)
{
int len = VFS_GETLEN(f);
char *buf = Hunk_TempAlloc(len);
VFS_READ(f, buf, len);
if (len != strlen(sbuiltins[i].body) || memcmp(buf, sbuiltins[i].body, len))
Con_Printf("Not writing %s - modified version in the way\n", name);
else
Con_Printf("%s is unmodified\n", name);
VFS_CLOSE(f);
}
else
{
Con_Printf("Writing %s\n", name);
FS_WriteFile(name, sbuiltins[i].body, strlen(sbuiltins[i].body), FS_GAMEONLY);
}
}
}
}
struct shader_field_names_s shader_attr_names[] =
{
/*vertex attributes*/
{"v_position1", VATTR_VERTEX1},
{"v_position2", VATTR_VERTEX2},
{"v_colour", VATTR_COLOUR},
{"v_texcoord", VATTR_TEXCOORD},
{"v_lmcoord", VATTR_LMCOORD},
{"v_normal", VATTR_NORMALS},
{"v_svector", VATTR_SNORMALS},
{"v_tvector", VATTR_TNORMALS},
{"v_bone", VATTR_BONENUMS},
{"v_weight", VATTR_BONEWEIGHTS},
#if MAXRLIGHTMAPS > 1
{"v_lmcoord1", VATTR_LMCOORD},
{"v_lmcoord2", VATTR_LMCOORD2},
{"v_lmcoord3", VATTR_LMCOORD3},
{"v_lmcoord4", VATTR_LMCOORD4},
{"v_colour1", VATTR_COLOUR},
{"v_colour2", VATTR_COLOUR2},
{"v_colour3", VATTR_COLOUR3},
{"v_colour4", VATTR_COLOUR4},
#endif
{NULL}
};
struct shader_field_names_s shader_unif_names[] =
{
/**///tagged names are available to vulkan
/*matricies*/
/**/{"m_model", SP_M_MODEL}, //the model matrix
{"m_view", SP_M_VIEW}, //the view matrix
{"m_modelview", SP_M_MODELVIEW},//the combined modelview matrix
{"m_projection", SP_M_PROJECTION},//projection matrix
/**/{"m_modelviewprojection", SP_M_MODELVIEWPROJECTION},//fancy mvp matrix. probably has degraded precision.
{"m_bones_packed", SP_M_ENTBONES_PACKED}, //bone matrix array. should normally be read via sys/skeletal.h
{"m_bones_mat3x4", SP_M_ENTBONES_MAT3X4}, //bone matrix array. should normally be read via sys/skeletal.h
{"m_invviewprojection", SP_M_INVVIEWPROJECTION},//inverted vp matrix
{"m_invmodelviewprojection",SP_M_INVMODELVIEWPROJECTION},//inverted mvp matrix.
/**///m_modelinv
/*viewer properties*/
{"v_eyepos", SP_V_EYEPOS}, //eye pos in worldspace
/**/{"w_fog", SP_W_FOG}, //read by sys/fog.h
{"w_user", SP_W_USER}, //set via VF_USERDATA
/*ent properties*/
{"e_vblend", SP_E_VBLEND}, //v_position1+v_position2 scalers
/**/{"e_lmscale", SP_E_LMSCALE}, /*overbright shifting*/
{"e_vlscale", SP_E_VLSCALE}, /*no lightmaps, no overbrights*/
{"e_origin", SP_E_ORIGIN}, //the ents origin in worldspace
/**/{"e_time", SP_E_TIME}, //r_refdef.time - entity->time
/**/{"e_eyepos", SP_E_EYEPOS}, //eye pos in modelspace
{"e_colour", SP_E_COLOURS}, //colormod/alpha, even if colormod isn't set
/**/{"e_colourident", SP_E_COLOURSIDENT}, //colormod,alpha or 1,1,1,alpha if colormod isn't set
/**/{"e_glowmod", SP_E_GLOWMOD}, //fullbright scalers (for hdr mostly)
/**/{"e_uppercolour", SP_E_TOPCOLOURS}, //q1 player colours
/**/{"e_lowercolour", SP_E_BOTTOMCOLOURS},//q1 player colours
/**/{"e_light_dir", SP_E_L_DIR}, //lightgrid light dir. dotproducts should be clamped to 0-1.
/**/{"e_light_mul", SP_E_L_MUL}, //lightgrid light scaler.
/**/{"e_light_ambient", SP_E_L_AMBIENT}, //lightgrid light value for the unlit side.
{"s_colour", SP_S_COLOUR}, //the rgbgen/alphagen stuff. obviously doesn't work with per-vertex ones.
/*rtlight properties, use with caution*/
{"l_lightscreen", SP_LIGHTSCREEN}, //screenspace position of the current rtlight
/**/{"l_lightradius", SP_LIGHTRADIUS}, //radius of the current rtlight
/**/{"l_lightcolour", SP_LIGHTCOLOUR}, //rgb values of the current rtlight
/**/{"l_lightposition", SP_LIGHTPOSITION}, //light position in modelspace
{"l_lightdirection", SP_LIGHTDIRECTION}, //light direction in modelspace (ortho lights only, instead of position)
/**/{"l_lightcolourscale", SP_LIGHTCOLOURSCALE},//ambient/diffuse/specular scalers
/**/{"l_cubematrix", SP_LIGHTCUBEMATRIX},//matrix used to control the rtlight's cubemap projection
/**/{"l_shadowmapproj", SP_LIGHTSHADOWMAPPROJ}, //compacted projection matrix for shadowmaps
/**/{"l_shadowmapscale", SP_LIGHTSHADOWMAPSCALE},//should probably use a samplerRect instead...
{"e_sourcesize", SP_SOURCESIZE}, //size of VF_SOURCECOLOUR image
{"e_rendertexturescale", SP_RENDERTEXTURESCALE}, //scaler for $currentrender, when npot isn't supported.
{NULL}
};
static char *Shader_ParseBody(char *debugname, char **ptr)
{
char *body;
char *start, *end;
end = *ptr;
while (*end == ' ' || *end == '\t' || *end == '\r')
end++;
if (*end == '\n')
{
int count;
end++;
while (*end == ' ' || *end == '\t')
end++;
if (*end != '{')
{
Con_Printf("shader \"%s\" missing program string\n", debugname);
}
else
{
end++;
start = end;
for (count = 1; *end; end++)
{
if (*end == '}')
{
count--;
if (!count)
break;
}
else if (*end == '{')
count++;
}
body = BZ_Malloc(end - start + 1);
memcpy(body, start, end-start);
body[end-start] = 0;
*ptr = end+1;/*skip over it all*/
return body;
}
}
return NULL;
}
static void Shader_SLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr, int qrtype)
{
/*accepts:
program
{
BLAH
}
where BLAH is both vertex+frag with #ifdefs
or
program fname
on one line.
*/
char *programbody;
char *hash;
program_t *newprog;
programbody = Shader_ParseBody(shader->name, ptr);
if (programbody)
{
newprog = BZ_Malloc(sizeof(*newprog));
memset(newprog, 0, sizeof(*newprog));
newprog->refs = 1;
if (!Shader_LoadPermutations(shader->name, newprog, programbody, qrtype, 0, NULL))
{
BZ_Free(newprog);
newprog = NULL;
}
BZ_Free(programbody);
}
else
{
hash = strchr(shader->name, '#');
if (hash)
{
//pass the # postfixes from the shader name onto the generic glsl to use
char newname[512];
Q_snprintfz(newname, sizeof(newname), "%s%s", Shader_ParseExactString(ptr), hash);
newprog = Shader_FindGeneric(newname, qrtype);
}
else
newprog = Shader_FindGeneric(Shader_ParseExactString(ptr), qrtype);
}
if (pass)
{
if (pass->numMergedPasses)
{
Shader_ReleaseGeneric(newprog);
Con_DPrintf("shader %s: program defined after first texture map\n", shader->name);
}
else
{
Shader_ReleaseGeneric(pass->prog);
pass->prog = newprog;
}
}
else
{
Shader_ReleaseGeneric(shader->prog);
shader->prog = newprog;
}
}
static void Shader_GLSLProgramName (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
Shader_SLProgramName(shader,pass,ptr,QR_OPENGL);
}
static void Shader_ProgramName (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
Shader_SLProgramName(shader,pass,ptr,qrenderer);
}
static void Shader_HLSL9ProgramName (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D9);
}
static void Shader_HLSL11ProgramName (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D11);
}
static void Shader_ReflectCube(parsestate_t *ps, char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, IF_TEXTYPE_CUBE);
ps->s->defaulttextures->reflectcube = Shader_FindImage(ps, token, flags);
}
static void Shader_ReflectMask(parsestate_t *ps, char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
ps->s->defaulttextures->reflectmask = Shader_FindImage(ps, token, flags);
}
static void Shader_DiffuseMap(parsestate_t *ps, char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
ps->s->defaulttextures->base = Shader_FindImage(ps, token, flags);
Q_strncpyz(ps->s->defaulttextures->mapname, token, sizeof(ps->s->defaulttextures->mapname));
}
static void Shader_SpecularMap(parsestate_t *ps, char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
ps->s->defaulttextures->specular = Shader_FindImage(ps, token, flags);
}
static void Shader_NormalMap(parsestate_t *ps, char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, IF_TRYBUMP|IF_NOSRGB);
ps->s->defaulttextures->bump = Shader_FindImage(ps, token, flags);
}
static void Shader_FullbrightMap(parsestate_t *ps, char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
ps->s->defaulttextures->fullbright = Shader_FindImage(ps, token, flags);
}
static void Shader_UpperMap(parsestate_t *ps, char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
ps->s->defaulttextures->upperoverlay = Shader_FindImage(ps, token, flags);
}
static void Shader_LowerMap(parsestate_t *ps, char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
ps->s->defaulttextures->loweroverlay = Shader_FindImage(ps, token, flags);
}
static void Shader_DisplacementMap(parsestate_t *ps, char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, IF_NOSRGB);
ps->s->defaulttextures->displacement = Shader_FindImage(ps, token, flags);
}
static void Shaderpass_QF_Material(parsestate_t *ps, char **ptr)
{ //qf_material BASETEXTURE NORMALMAP SPECULARMAP
unsigned int flags;
char *progname = "defaultwall";
char *token;
char *hash = strchr(ps->s->name, '#');
if (hash)
{
//pass the # postfixes from the shader name onto the generic glsl to use
char newname[512];
Q_snprintfz(newname, sizeof(newname), "%s%s", progname, hash);
ps->pass->prog = Shader_FindGeneric(newname, qrenderer);
}
else
ps->pass->prog = Shader_FindGeneric(progname, qrenderer);
token = Shader_ParseSensString(ptr);
if (*token && strcmp(token, "-"))
{
flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
if (*token)
ps->s->defaulttextures->base = Shader_FindImage(ps, token, flags);
else
{
token = ps->s->name;
if (hash)
*hash = 0;
ps->s->defaulttextures->base = Shader_FindImage(ps, token, flags);
if (hash)
*hash = '#';
}
}
if (*token)
token = Shader_ParseSensString(ptr);
if (*token && strcmp(token, "-"))
{
flags = Shader_SetImageFlags (ps, NULL, &token, IF_TRYBUMP|IF_NOSRGB);
ps->s->defaulttextures->bump = Shader_FindImage(ps, token, flags);
}
if (*token)
token = Shader_ParseSensString(ptr);
if (*token && strcmp(token, "-"))
{
flags = Shader_SetImageFlags (ps, NULL, &token, 0);
ps->s->defaulttextures->specular = Shader_FindImage(ps, token, flags);
}
}
static qboolean Shaderpass_MapGen (parsestate_t *ps, shaderpass_t *pass, char *tname);
static void Shader_Translucent(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shader->flags |= SHADER_BLEND;
}
static void Shader_PortalFBOScale(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shader->portalfboscale = Shader_ParseFloat(shader, ptr, 0);
shader->portalfboscale = max(shader->portalfboscale, 0);
}
static void Shader_DP_Camera(parsestate_t *ps, char **ptr)
{
ps->s->sort = SHADER_SORT_PORTAL;
ps->dpwatertype |= 4;
}
static void Shader_DP_Water(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
ps->parseflags |= SPF_PROGRAMIFY;
ps->dpwatertype |= 3;
ps->reflectmin = Shader_ParseFloat(shader, ptr, 0);
ps->reflectmax = Shader_ParseFloat(shader, ptr, 0);
ps->refractfactor = Shader_ParseFloat(shader, ptr, 0);
ps->reflectfactor = Shader_ParseFloat(shader, ptr, 0);
Shader_ParseVector(shader, ptr, ps->refractcolour);
Shader_ParseVector(shader, ptr, ps->reflectcolour);
ps->wateralpha = Shader_ParseFloat(shader, ptr, 0);
}
static void Shader_DP_Reflect(parsestate_t *ps, char **ptr)
{
ps->parseflags |= SPF_PROGRAMIFY;
ps->dpwatertype |= 1;
ps->reflectmin = 1;
ps->reflectmax = 1;
ps->reflectfactor = Shader_ParseFloat(ps->s, ptr, 0);
Shader_ParseVector(ps->s, ptr, ps->reflectcolour);
}
static void Shader_DP_Refract(parsestate_t *ps, char **ptr)
{
ps->parseflags |= SPF_PROGRAMIFY;
ps->dpwatertype |= 2;
ps->refractfactor = Shader_ParseFloat(ps->s, ptr, 0);
Shader_ParseVector(ps->s, ptr, ps->refractcolour);
}
static void Shader_DP_OffsetMapping(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
char *token = Shader_ParseString(ptr);
if (!strcmp(token, "disable") || !strcmp(token, "none") || !strcmp(token, "off"))
ps->offsetmappingmode = 0;
else if (!strcmp(token, "default") || !strcmp(token, "normal"))
ps->offsetmappingmode = -1;
else if (!strcmp(token, "linear"))
ps->offsetmappingmode = 1;
else if (!strcmp(token, "relief"))
ps->offsetmappingmode = 2;
ps->offsetmappingscale = Shader_ParseFloat(shader, ptr, 1);
token = Shader_ParseString(ptr);
if (!strcmp(token, "bias"))
ps->offsetmappingbias = Shader_ParseFloat(shader, ptr, 0.5);
else if (!strcmp(token, "match"))
ps->offsetmappingbias = 1.0 - Shader_ParseFloat(shader, ptr, 0.5);
else if (!strcmp(token, "match8"))
ps->offsetmappingbias = 1.0 - (1.0/255) * Shader_ParseFloat(shader, ptr, 128);
else if (!strcmp(token, "match16"))
ps->offsetmappingbias = 1.0 - (1.0/65535) * Shader_ParseFloat(shader, ptr, 32768);
}
static void Shader_DP_GlossScale(parsestate_t *ps, char **ptr)
{
ps->specularvalscale = Shader_ParseFloat(ps->s, ptr, 0);
}
static void Shader_DP_GlossExponent(parsestate_t *ps, char **ptr)
{
ps->specularexpscale = Shader_ParseFloat(ps->s, ptr, 0);
}
static void Shader_FactorBase(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shader->factors[MATERIAL_FACTOR_BASE][0] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_BASE][1] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_BASE][2] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_BASE][3] = Shader_ParseFloat(shader, ptr, 1);
}
static void Shader_FactorSpec(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shader->factors[MATERIAL_FACTOR_SPEC][0] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_SPEC][1] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_SPEC][2] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_SPEC][3] = Shader_ParseFloat(shader, ptr, 1);
}
static void Shader_FactorEmit(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shader->factors[MATERIAL_FACTOR_EMIT][0] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_EMIT][1] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_EMIT][2] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_EMIT][3] = Shader_ParseFloat(shader, ptr, 1);
}
static void Shader_BEMode(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
char subname[1024];
int mode;
char tokencopy[1024];
char *token;
char *embed = NULL;
token = Shader_ParseString(ptr);
if (!Q_stricmp(token, "rtlight"))
mode = -1; //all light types
else if (!Q_stricmp(token, "rtlight_only"))
mode = LSHADER_STANDARD;
else if (!Q_stricmp(token, "rtlight_smap"))
mode = LSHADER_SMAP;
else if (!Q_stricmp(token, "rtlight_spot"))
mode = LSHADER_SPOT;
else if (!Q_stricmp(token, "rtlight_cube"))
mode = LSHADER_CUBE;
else if (!Q_stricmp(token, "rtlight_cube_smap"))
mode = LSHADER_CUBE|LSHADER_SMAP;
else if (!Q_stricmp(token, "rtlight_cube_spot")) //doesn't make sense.
mode = LSHADER_CUBE|LSHADER_SPOT;
else if (!Q_stricmp(token, "rtlight_spot_smap"))
mode = LSHADER_SMAP|LSHADER_SPOT;
else if (!Q_stricmp(token, "rtlight_cube_spot_smap")) //doesn't make sense.
mode = LSHADER_CUBE|LSHADER_SPOT|LSHADER_SMAP;
else if (!Q_stricmp(token, "crepuscular"))
mode = bemoverride_crepuscular;
else if (!Q_stricmp(token, "depthonly"))
mode = bemoverride_depthonly;
else if (!Q_stricmp(token, "depthdark"))
mode = bemoverride_depthdark;
else if (!Q_stricmp(token, "gbuffer") || !Q_stricmp(token, "prelight"))
mode = bemoverride_gbuffer;
else if (!Q_stricmp(token, "fog"))
mode = bemoverride_fog;
else
{
Con_DPrintf(CON_WARNING "Shader %s specifies unknown bemode %s.\n", shader->name, token);
return; //not supported.
}
embed = Shader_ParseBody(shader->name, ptr);
if (embed)
{
int l = strlen(embed) + 6;
char *b = BZ_Malloc(l);
Q_snprintfz(b, l, "{\n%s\n}\n", embed);
BZ_Free(embed);
embed = b;
//generate a unique name
Q_snprintfz(tokencopy, sizeof(tokencopy), "%s_mode%i", shader->name, mode);
}
else
{
token = Shader_ParseString(ptr);
Q_strncpyz(tokencopy, token, sizeof(tokencopy)); //make sure things don't go squiff.
}
if (mode == -1)
{
//shorthand for rtlights
for (mode = 0; mode < LSHADER_MODES; mode++)
{
if ((mode & LSHADER_CUBE) && (mode & (LSHADER_SPOT|LSHADER_ORTHO)))
continue; //cube projections don't make sense when the light isn't projecting a cube
if ((mode & LSHADER_ORTHO) && (mode & LSHADER_SPOT))
continue; //ortho+spot are mutually exclusive.
Q_snprintfz(subname, sizeof(subname), "%s%s%s%s%s%s", tokencopy,
(mode & LSHADER_SMAP)?"#PCF":"",
(mode & LSHADER_SPOT)?"#SPOT":"",
(mode & LSHADER_CUBE)?"#CUBE":"",
(mode & LSHADER_ORTHO)?"#ORTHO":"",
#ifdef GLQUAKE
(qrenderer == QR_OPENGL && gl_config.arb_shadow && (mode & LSHADER_SMAP))?"#USE_ARB_SHADOW":""
#else
""
#endif
);
shader->bemoverrides[mode] = R_RegisterCustom(subname, shader->usageflags|(embed?SUR_FORCEFALLBACK:0), embed?Shader_DefaultScript:NULL, embed);
}
}
else
{
shader->bemoverrides[mode] = R_RegisterCustom(tokencopy, shader->usageflags|(embed?SUR_FORCEFALLBACK:0), embed?Shader_DefaultScript:NULL, embed);
}
if (embed)
BZ_Free(embed);
}
static shaderkey_t shaderkeys[] =
{
#define Q3 NULL
{"cull", Shader_Cull, Q3},
{"skyparms", Shader_SkyParms, Q3},
{"fogparms", Shader_FogParms, Q3},
{"surfaceparm", Shader_SurfaceParm, Q3},
{"nomipmaps", Shader_NoMipMaps, Q3},
{"nopicmip", Shader_NoPicMip, Q3},
{"polygonoffset", Shader_PolygonOffset, Q3},
{"sort", Shader_Sort, Q3},
{"deformvertexes", Shader_DeformVertexes, Q3},
{"portal", Shader_Portal, Q3},
{"entitymergable", Shader_EntityMergable, Q3},
//fte extensions
{"clutter", Shader_ClutterParms, "fte"},
{"deferredlight", Shader_Deferredlight, "fte"}, //(sort = prelight)
// {"lpp_light", Shader_Deferredlight, "fte"}, //(sort = prelight)
{"affine", Shader_Affine, "fte"}, //some hardware is horribly slow, and can benefit from certain hints.
{"bemode", Shader_BEMode, "fte"},
{"diffusemap", Shader_DiffuseMap, "fte"},
{"normalmap", Shader_NormalMap, "fte"},
{"specularmap", Shader_SpecularMap, "fte"},
{"fullbrightmap", Shader_FullbrightMap, "fte"},
{"uppermap", Shader_UpperMap, "fte"},
{"lowermap", Shader_LowerMap, "fte"},
{"reflectmask", Shader_ReflectMask, "fte"},
{"displacementmap", Shader_DisplacementMap, "fte"},
{"portalfboscale", Shader_PortalFBOScale, "fte"}, //portal/mirror/refraction/reflection FBOs are resized by this scale
{"basefactor", Shader_FactorBase, "fte"}, //material scalers for glsl
{"specularfactor", Shader_FactorSpec, "fte"}, //material scalers for glsl
{"fullbrightfactor", Shader_FactorEmit, "fte"}, //material scalers for glsl
//TODO: PBR textures...
// {"albedomap", Shader_DiffuseMap, "fte"}, //rgb(a)
// {"loweruppermap", Shader_LowerUpperMap, "fte"}, //r=lower, g=upper (team being more important than personal colours, this allows the texture to gracefully revert to red-only)
//{"normalmap", Shader_NormalMap, "fte"}, //xy-h
// {"ormmap", Shader_SpecularMap, "fte"}, //r=occlusion, g=metalness, b=roughness.
//{"glowmap", Shader_FullbrightMap, "fte"}, //rgb
/*program stuff at the material level is an outdated practise.*/
{"program", Shader_ProgramName, "fte"}, //usable with any renderer that has a usable shader language...
{"glslprogram", Shader_GLSLProgramName, "fte"}, //for renderers that accept embedded glsl
{"hlslprogram", Shader_HLSL9ProgramName, "fte"}, //for d3d with embedded hlsl
{"hlsl11program", Shader_HLSL11ProgramName, "fte"}, //for d3d with embedded hlsl
// {"progblendfunc", Shader_ProgBlendFunc, "fte"}, //specifies the blend mode (actually just overrides the first subpasses' blendmode.
// {"progmap", Shader_ProgMap, "fte"}, //avoids needing extra subpasses (actually just inserts an extra pass).
//dp compat
{"reflectcube", Shader_ReflectCube, "dp"},
{"camera", Shader_DP_Camera, "dp"},
{"water", Shader_DP_Water, "dp"},
{"reflect", Shader_DP_Reflect, "dp"},
{"refract", Shader_DP_Refract, "dp"},
{"offsetmapping", Shader_DP_OffsetMapping, "dp"},
{"shadow", NULL, "dp"},
{"noshadow", NULL, "dp"},
{"polygonoffset", NULL, "dp"},
{"glossintensitymod", Shader_DP_GlossScale, "dp"}, //scales r_shadow_glossintensity(=1), aka: gl_specular
{"glossexponentmod", Shader_DP_GlossExponent, "dp"}, //scales r_shadow_glossexponent(=32)
/*doom3 compat*/
{"diffusemap", Shader_DiffuseMap, "doom3"}, //macro for "{\nstage diffusemap\nmap <map>\n}"
{"bumpmap", Shader_NormalMap, "doom3"}, //macro for "{\nstage bumpmap\nmap <map>\n}"
{"discrete", NULL, "doom3"},
{"nonsolid", NULL, "doom3"},
{"noimpact", NULL, "doom3"},
{"translucent", Shader_Translucent, "doom3"},
{"noshadows", NULL, "doom3"},
{"nooverlays", NULL, "doom3"},
{"nofragment", NULL, "doom3"},
/*RTCW compat*/
{"nocompress", NULL, "rtcw"},
{"allowcompress", NULL, "rtcw"},
{"nofog", NULL, "rtcw"},
{"skyfogvars", NULL, "rtcw"},
{"sunshader", NULL, "rtcw"},
{"sun", NULL, "q3map2"}, //provides rgb and dir
{"sunExt", NULL, "q3map2"}, //treated as an alias
{"fogParms", NULL, "rtcw"}, //sets a cvar. *shudder*
{"fogvars", NULL, "rtcw"}, //sets a cvar. *shudder*
{"waterfogvars", NULL, "rtcw"}, //sets a cvar. *shudder*
{"light", NULL, "rtcw"}, //for q3map2, not us
{"lightgridmulamb", NULL, "rtcw"}, //urm
{"lightgridmuldir", NULL, "rtcw"}, //not really sure how this is useful to us
/*qfusion / warsow compat*/
// {"skyparms2", NULL, "qf"}, //skyparms without the underscore.
// {"skyparmssides", NULL, "qf"}, //skyparms with explicitly-named faces
// {"nocompress", NULL, "qf"}, //disables opportunistic compression (doesn't affect compressed source images, apparently)
// {"nofiltering", NULL, "qf"}, //misnomer. there is always 'filtering'. this means to use nearest filtering for min and mag, as well as no mipmaps.
// {"smallestmipmapsize", NULL, "qf"}, //mips with a size less than the specified value are dropped.
// {"stenciltest", NULL, "qf"}, //enables GL_STENCIL_TEST, which is special-case stuff that I see no reason to support
// {"offsetmappingscale", NULL, "qf"},
// {"glossexponent", NULL, "qf"},
// {"glossintensity", NULL, "qf"},
// {"template", NULL, "qf"}, //parses some other shader, with $3 etc arg expansion
{"skip", NULL, "qf"}, //just skips the line. acts like a comment. no idea why they can't just use a comment.
// {"softparticle", NULL, "qf"}, //uses screen depth, if possible.
// {"forceworldoutlines", NULL, "qf"}, //looks like an ugly hack to me.
{NULL, NULL}
};
static struct
{
char *name;
char *body;
} shadermacros[] =
{
{"decal_macro", "polygonOffset 1\ndiscrete\nsort decal\nnoShadows"},
// {"diffusemap", "{\nblend diffusemap\nmap %1\n}"},
// {"bumpmap", "{\nblend bumpmap\nmap %1\n}"},
// {"specularmap", "{\nblend specularmap\nmap %1\n}"},
{NULL}
};
// ===============================================================
static qboolean Shaderpass_MapGen (parsestate_t *ps, shaderpass_t *pass, char *tname)
{
shader_t *shader = ps->s;
int tcgen = TC_GEN_BASE;
if (!Q_stricmp (tname, "$lightmap"))
{
tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_LIGHTMAP | SHADER_PASS_NOMIPMAP;
pass->texgen = T_GEN_LIGHTMAP;
shader->flags |= SHADER_HASLIGHTMAP;
}
else if (!Q_stricmp (tname, "$deluxmap"))
{
tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_DELUXMAP | SHADER_PASS_NOMIPMAP;
pass->texgen = T_GEN_DELUXMAP;
}
else if (!Q_stricmp (tname, "$diffuse"))
{
pass->texgen = T_GEN_DIFFUSE;
shader->flags |= SHADER_HASDIFFUSE;
}
else if (!Q_stricmp (tname, "$paletted"))
{
pass->texgen = T_GEN_PALETTED;
shader->flags |= SHADER_HASPALETTED;
}
else if (!Q_stricmp (tname, "$normalmap"))
{
pass->texgen = T_GEN_NORMALMAP;
shader->flags |= SHADER_HASNORMALMAP;
}
else if (!Q_stricmp (tname, "$specular"))
{
pass->texgen = T_GEN_SPECULAR;
shader->flags |= SHADER_HASGLOSS;
}
else if (!Q_stricmp (tname, "$fullbright"))
{
pass->texgen = T_GEN_FULLBRIGHT;
shader->flags |= SHADER_HASFULLBRIGHT;
}
else if (!Q_stricmp (tname, "$upperoverlay"))
{
shader->flags |= SHADER_HASTOPBOTTOM;
pass->texgen = T_GEN_UPPEROVERLAY;
}
else if (!Q_stricmp (tname, "$loweroverlay"))
{
shader->flags |= SHADER_HASTOPBOTTOM;
pass->texgen = T_GEN_LOWEROVERLAY;
}
else if (!Q_stricmp (tname, "$reflectcube"))
{
shader->flags |= SHADER_HASREFLECTCUBE;
pass->texgen = T_GEN_REFLECTCUBE;
}
else if (!Q_stricmp (tname, "$reflectmask"))
{
pass->texgen = T_GEN_REFLECTMASK;
}
else if (!Q_stricmp (tname, "$displacement"))
{
shader->flags |= SHADER_HASDISPLACEMENT;
pass->texgen = T_GEN_DISPLACEMENT;
}
else if (!Q_stricmp (tname, "$shadowmap"))
{
pass->texgen = T_GEN_SHADOWMAP;
pass->flags |= SHADER_PASS_DEPTHCMP;
}
else if (!Q_stricmp (tname, "$lightcubemap"))
{
pass->texgen = T_GEN_LIGHTCUBEMAP;
}
else if (!Q_stricmp (tname, "$currentrender"))
{
pass->texgen = T_GEN_CURRENTRENDER;
shader->flags |= SHADER_HASCURRENTRENDER;
}
else if (!Q_stricmp (tname, "$sourcecolour"))
{
pass->texgen = T_GEN_SOURCECOLOUR;
}
else if (!Q_stricmp (tname, "$sourcecube"))
{
pass->texgen = T_GEN_SOURCECUBE;
}
else if (!Q_stricmp (tname, "$sourcedepth"))
{
pass->texgen = T_GEN_SOURCEDEPTH;
}
else if (!Q_strnicmp (tname, "$gbuffer", 8))
{
unsigned idx = strtoul(tname+8, &tname, 10);
if (*tname || idx >= GBUFFER_COUNT)
return false;
pass->texgen = T_GEN_GBUFFER0 + idx;
}
else if (!Q_stricmp (tname, "$reflection"))
{
shader->flags |= SHADER_HASREFLECT;
pass->texgen = T_GEN_REFLECTION;
}
else if (!Q_stricmp (tname, "$refraction"))
{
shader->flags |= SHADER_HASREFRACT;
pass->texgen = T_GEN_REFRACTION;
}
else if (!Q_stricmp (tname, "$refractiondepth"))
{
shader->flags |= SHADER_HASREFRACT;
pass->texgen = T_GEN_REFRACTIONDEPTH;
}
else if (!Q_stricmp (tname, "$ripplemap"))
{
shader->flags |= SHADER_HASRIPPLEMAP;
pass->texgen = T_GEN_RIPPLEMAP;
}
else if (!Q_stricmp (tname, "$null"))
{
pass->flags |= SHADER_PASS_NOMIPMAP|SHADER_PASS_DETAIL;
pass->texgen = T_GEN_SINGLEMAP;
}
else
return false;
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = tcgen;
return true;
}
shaderpass_t *Shaderpass_DefineMap(parsestate_t *ps, shaderpass_t *pass)
{
//'map foo' works a bit differently when there's a program in the same pass.
//instead of corrupting the previous one, it collects multiple maps so that {prog foo;map t0;map t1; map t2; blendfunc add} can work as expected
if (pass->prog)
{
if (pass->numMergedPasses==0)
pass->numMergedPasses++;
else
{ //FIXME: bounds check!
if (ps->s->numpasses == SHADER_PASS_MAX || ps->s->numpasses == SHADER_TMU_MAX)
{
Con_DPrintf (CON_WARNING "Shader %s has too many texture passes.\n", ps->s->name);
ps->droppass = true;
}
// else if (shader->numpasses == be_maxpasses)
// ps->droppass = true;
else
{
pass->numMergedPasses++;
ps->s->numpasses++;
}
pass = ps->s->passes+ps->s->numpasses-1;
memset(pass, 0, sizeof(*pass));
}
}
else
pass->numMergedPasses = 1;
return pass;
}
static void Shaderpass_Map (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
int flags;
char *token;
pass = Shaderpass_DefineMap(ps, pass);
pass->anim_frames[0] = r_nulltex;
token = Shader_ParseSensString (ptr);
flags = Shader_SetImageFlags (ps, pass, &token, 0);
if (!Shaderpass_MapGen(ps, pass, token))
{
switch((flags & IF_TEXTYPEMASK) >> IF_TEXTYPESHIFT)
{
case PTI_2D:
pass->texgen = T_GEN_SINGLEMAP;
break;
case PTI_3D:
pass->texgen = T_GEN_3DMAP;
break;
case PTI_CUBE:
pass->texgen = T_GEN_CUBEMAP;
break;
default:
pass->texgen = T_GEN_SINGLEMAP;
break;
}
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
if (!*shader->defaulttextures->mapname && *token != '$' && pass->tcgen == TC_GEN_BASE)
Q_strncpyz(shader->defaulttextures->mapname, token, sizeof(shader->defaulttextures->mapname));
pass->anim_frames[0] = Shader_FindImage (ps, token, flags);
}
}
static void Shaderpass_AnimMap_Flag (parsestate_t *ps, char **ptr, unsigned int flags)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
char *token;
texid_t image;
qboolean isdiffuse = false;
flags |= Shader_SetImageFlags (ps, ps->pass, NULL, 0);
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
pass->flags |= SHADER_PASS_ANIMMAP;
pass->texgen = T_GEN_ANIMMAP;
pass->anim_fps = Shader_ParseFloat (shader, ptr, 0);
pass->anim_numframes = 0;
for ( ; ; )
{
token = Shader_ParseString(ptr);
if (!token[0])
{
break;
}
if (!pass->anim_numframes && !*shader->defaulttextures->mapname && *token != '$' && pass->tcgen == TC_GEN_BASE)
{
isdiffuse = true;
shader->defaulttextures_fps = pass->anim_fps;
}
if (pass->anim_numframes < SHADER_MAX_ANIMFRAMES)
{
image = Shader_FindImage (ps, token, flags);
if (isdiffuse)
{
if (shader->numdefaulttextures < pass->anim_numframes+1)
{
int newmax = pass->anim_numframes+1;
shader->defaulttextures = BZ_Realloc(shader->defaulttextures, sizeof(*shader->defaulttextures) * (newmax));
memset(shader->defaulttextures+shader->numdefaulttextures, 0, sizeof(*shader->defaulttextures) * (newmax-shader->numdefaulttextures));
shader->numdefaulttextures = newmax;
}
Q_strncpyz(shader->defaulttextures[pass->anim_numframes].mapname, token, sizeof(shader->defaulttextures[pass->anim_numframes].mapname));
}
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_AnimMap (parsestate_t *ps, char **ptr)
{
Shaderpass_AnimMap_Flag(ps, ptr, 0);
}
static void Shaderpass_QF_AnimClampMap (parsestate_t *ps, char **ptr)
{
Shaderpass_AnimMap_Flag(ps, ptr, IF_CLAMP);
}
static void Shaderpass_ClampMap (parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
int flags;
char *token;
token = Shader_ParseSensString (ptr);
flags = Shader_SetImageFlags (ps, pass, &token, IF_CLAMP);
if (!Shaderpass_MapGen(ps, pass, token))
{
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage (ps, token, flags);
switch((flags & IF_TEXTYPEMASK) >> IF_TEXTYPESHIFT)
{
default:
case PTI_2D:
pass->texgen = T_GEN_SINGLEMAP;
break;
case PTI_3D:
pass->texgen = T_GEN_3DMAP;
break;
case PTI_CUBE:
pass->texgen = T_GEN_CUBEMAP;
break;
}
if (!TEXVALID(pass->anim_frames[0]))
{
if ((flags & IF_TEXTYPEMASK)!=IF_TEXTYPE_2D)
pass->anim_frames[0] = r_nulltex;
else
pass->anim_frames[0] = missing_texture;
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", ps->s->name, token);
}
}
}
static void Shaderpass_VideoMap (parsestate_t *ps, char **ptr)
{
char *token = Shader_ParseSensString (ptr);
#ifndef HAVE_MEDIA_DECODER
(void)token;
#else
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
if (pass->cin)
Z_Free (pass->cin);
pass->cin = Media_StartCin(token);
if (!pass->cin)
{
Con_DPrintf (CON_WARNING "(shader %s) Couldn't load video %s\n", shader->name, token);
}
if (pass->cin)
{
pass->flags |= SHADER_PASS_VIDEOMAP;
shader->flags |= SHADER_VIDEOMAP;
pass->texgen = T_GEN_VIDEOMAP;
}
else
{
pass->texgen = T_GEN_DIFFUSE;
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
pass->rgbgen_func.args[0] = pass->rgbgen_func.args[1] = pass->rgbgen_func.args[2] = 0;
}
#endif
}
static void Shaderpass_RTCW_Map_16bit (parsestate_t *ps, char **ptr)
{
if (!gl_load24bit.ival) //urm, not sure if suitable choice of cvar
Shaderpass_Map(ps, ptr);
}
static void Shaderpass_RTCW_Map_32bit (parsestate_t *ps, char **ptr)
{
if (gl_load24bit.ival)
Shaderpass_Map(ps, ptr);
}
static void Shaderpass_RTCW_Map_s3tc (parsestate_t *ps, char **ptr)
{
if (sh_config.texfmt[PTI_BC3_RGBA] && gl_compress.ival)
Shaderpass_Map(ps, ptr);
}
static void Shaderpass_RTCW_Map_nos3tc (parsestate_t *ps, char **ptr)
{
if (!(sh_config.texfmt[PTI_BC3_RGBA] && gl_compress.ival))
Shaderpass_Map(ps, ptr);
}
static void Shaderpass_RTCW_AnimMap_s3tc (parsestate_t *ps, char **ptr)
{
if ((sh_config.texfmt[PTI_BC3_RGBA] && gl_compress.ival))
Shaderpass_AnimMap(ps, ptr);
}
static void Shaderpass_RTCW_AnimMap_nos3tc (parsestate_t *ps, char **ptr)
{
if (!(sh_config.texfmt[PTI_BC3_RGBA] && gl_compress.ival))
Shaderpass_AnimMap(ps, ptr);
}
static void Shaderpass_SLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr, int qrtype)
{
/*accepts:
program
{
BLAH
}
where BLAH is both vertex+frag with #ifdefs
or
program fname
on one line.
*/
//char *programbody;
char *hash;
/*programbody = Shader_ParseBody(shader->name, ptr);
if (programbody)
{
shader->prog = BZ_Malloc(sizeof(*shader->prog));
memset(shader->prog, 0, sizeof(*shader->prog));
shader->prog->refs = 1;
if (!Shader_LoadPermutations(shader->name, shader->prog, programbody, qrtype, 0, NULL))
{
BZ_Free(shader->prog);
shader->prog = NULL;
}
BZ_Free(programbody);
return;
}*/
hash = strchr(shader->name, '#');
if (hash)
{
//pass the # postfixes from the shader name onto the generic glsl to use
char newname[512];
Q_snprintfz(newname, sizeof(newname), "%s%s", Shader_ParseExactString(ptr), hash);
pass->prog = Shader_FindGeneric(newname, qrtype);
}
else
pass->prog = Shader_FindGeneric(Shader_ParseExactString(ptr), qrtype);
}
static void Shaderpass_ProgramName (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
Shaderpass_SLProgramName(shader,pass,ptr,qrenderer);
}
static void Shaderpass_RGBGen (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
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 (ps, "rgbGen wave", ptr, &pass->rgbgen_func);
}
else if (!Q_stricmp(token, "entity"))
pass->rgbgen = RGB_GEN_ENTITY;
else if (!Q_stricmp (token, "oneMinusEntity"))
pass->rgbgen = RGB_GEN_ONE_MINUS_ENTITY;
else if (!Q_stricmp (token, "vertex"))
{
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
if (pass->alphagen == ALPHA_GEN_UNDEFINED) //matches Q3, and is a perf gain, even if its inconsistent.
pass->alphagen = ALPHA_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, "entitylighting"))
pass->rgbgen = RGB_GEN_ENTITY_LIGHTING_DIFFUSE;
else if (!Q_stricmp (token, "exactvertex"))
pass->rgbgen = RGB_GEN_VERTEX_EXACT;
else if (!Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
Shader_ParseVector (shader, ptr, pass->rgbgen_func.args);
}
else if (!Q_stricmp (token, "srgb") || !Q_stricmp (token, "srgbconst"))
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
Shader_ParseVector (shader, ptr, pass->rgbgen_func.args);
pass->rgbgen_func.args[0] = SRGBf(pass->rgbgen_func.args[0]);
pass->rgbgen_func.args[1] = SRGBf(pass->rgbgen_func.args[1]);
pass->rgbgen_func.args[2] = SRGBf(pass->rgbgen_func.args[2]);
}
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 (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
char *token;
token = Shader_ParseString(ptr);
if (!Q_stricmp (token, "portal"))
{
pass->alphagen = ALPHA_GEN_PORTAL;
shader->portaldist = Shader_ParseFloat(shader, ptr, 256);
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 (ps, "alphaGen wave", ptr, &pass->alphagen_func);
}
else if ( !Q_stricmp (token, "lightingspecular"))
{
pass->alphagen = ALPHA_GEN_SPECULAR;
}
else if ( !Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
{
pass->alphagen = ALPHA_GEN_CONST;
pass->alphagen_func.type = SHADER_FUNC_CONSTANT;
pass->alphagen_func.args[0] = fabs(Shader_ParseFloat(shader, ptr, 0));
}
}
static void Shaderpass_AlphaShift (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
float speed;
float min, max;
pass->alphagen = ALPHA_GEN_WAVE;
pass->alphagen_func.type = SHADER_FUNC_SIN;
//arg0 = add
//arg1 = scale
//arg2 = timeshift
//arg3 = timescale
speed = Shader_ParseFloat(shader, ptr, 0);
min = Shader_ParseFloat(shader, ptr, 0);
max = Shader_ParseFloat(shader, ptr, 0);
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 (parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
char *token;
//reset to defaults
pass->shaderbits &= ~(SBITS_BLEND_BITS);
pass->stagetype = ST_AMBIENT;
token = Shader_ParseString (ptr);
if ( !Q_stricmp (token, "bumpmap")) //doom3 is awkward...
pass->stagetype = ST_BUMPMAP;
else if ( !Q_stricmp (token, "specularmap")) //doom3 is awkward...
pass->stagetype = ST_SPECULARMAP;
else if ( !Q_stricmp (token, "diffusemap")) //doom3 is awkward...
pass->stagetype = ST_DIFFUSEMAP;
else if ( !Q_stricmp (token, "blend"))
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
else if ( !Q_stricmp (token, "premul")) //gets rid of feathering.
pass->shaderbits |= SBITS_SRCBLEND_ONE | 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 (parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
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 (parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
char *token;
pass->shaderbits &= ~(SBITS_DEPTHFUNC_BITS);
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "equal"))
pass->shaderbits |= SBITS_DEPTHFUNC_EQUAL;
else if (!Q_stricmp (token, "lequal"))
pass->shaderbits |= SBITS_DEPTHFUNC_CLOSEREQUAL; //default
else if (!Q_stricmp (token, "less"))
pass->shaderbits |= SBITS_DEPTHFUNC_CLOSER;
else if (!Q_stricmp (token, "greater"))
pass->shaderbits |= SBITS_DEPTHFUNC_FURTHER;
// else if (!Q_stricmp (token, "gequal"))
// pass->shaderbits |= SBITS_DEPTHFUNC_FURTHEREQUAL;
// else if (!Q_stricmp (token, "nequal"))
// pass->shaderbits |= SBITS_DEPTHFUNC_NOTEQUAL;
// else if (!Q_stricmp (token, "never"))
// pass->shaderbits |= SBITS_DEPTHFUNC_NEVER;
// else if (!Q_stricmp (token, "always"))
// pass->shaderbits |= SBITS_DEPTHFUNC_ALWAYS;
else
Con_DPrintf("Invalid depth func %s\n", token);
}
static void Shaderpass_DepthWrite (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
shader->flags |= SHADER_DEPTHWRITE;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
}
static void Shaderpass_NoDepthTest (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
shader->flags |= SHADER_DEPTHWRITE;
pass->shaderbits |= SBITS_MISC_NODEPTHTEST;
}
static void Shaderpass_NoDepth (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shader->flags |= SHADER_DEPTHWRITE;
}
static void Shaderpass_TcMod (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
int i;
tcmod_t *tcmod;
char *token;
if (pass->numtcmods >= SHADER_MAX_TC_MODS)
{
return;
}
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "rotate"))
{
tcmod->args[0] = -Shader_ParseFloat(shader, ptr, 0) / 360.0f;
if (!tcmod->args[0])
{
return;
}
tcmod->type = SHADER_TCMOD_ROTATE;
}
else if ( !Q_stricmp (token, "scale") )
{
tcmod->args[0] = Shader_ParseFloat (shader, ptr, 0);
tcmod->args[1] = Shader_ParseFloat (shader, ptr, 0);
tcmod->type = SHADER_TCMOD_SCALE;
}
else if ( !Q_stricmp (token, "scroll") )
{
tcmod->args[0] = Shader_ParseFloat (shader, ptr, 0);
tcmod->args[1] = Shader_ParseFloat (shader, ptr, 0);
tcmod->type = SHADER_TCMOD_SCROLL;
}
else if (!Q_stricmp(token, "stretch"))
{
shaderfunc_t func;
Shader_ParseFunc(ps, "tcmod stretch", ptr, &func);
tcmod->args[0] = func.type;
for (i = 1; i < 5; ++i)
tcmod->args[i] = func.args[i-1];
tcmod->type = SHADER_TCMOD_STRETCH;
}
else if (!Q_stricmp (token, "transform"))
{
for (i = 0; i < 6; ++i)
tcmod->args[i] = Shader_ParseFloat (shader, ptr, 0);
tcmod->type = SHADER_TCMOD_TRANSFORM;
}
else if (!Q_stricmp (token, "turb"))
{
for (i = 0; i < 4; i++)
tcmod->args[i] = Shader_ParseFloat (shader, ptr, 0);
tcmod->type = SHADER_TCMOD_TURB;
}
else if (!Q_stricmp (token, "page"))
{
for (i = 0; i < 3; i++)
tcmod->args[i] = Shader_ParseFloat (shader, ptr, 0);
tcmod->type = SHADER_TCMOD_PAGE;
}
// else if (!Q_stricmp (token, "entityTranslate")) //RTCW
// else if (!Q_stricmp (token, "swap")) //RTCW
else
{
Con_DPrintf("Unknown tcmod %s in %s\n", token, shader->name);
return;
}
pass->numtcmods++;
}
static void Shaderpass_Scale (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
//seperate x and y
char *token;
tcmod_t *tcmod;
tcmod = &pass->tcmods[pass->numtcmods];
tcmod->type = SHADER_TCMOD_SCALE;
token = Shader_ParseString (ptr);
if (!strcmp(token, "static"))
{
tcmod->args[0] = Shader_ParseFloat (shader, ptr, 0);
}
else
{
tcmod->args[0] = atof(token);
}
while (**ptr == ' ' || **ptr == '\t')
*ptr+=1;
if (**ptr == ',')
*ptr+=1;
token = Shader_ParseString (ptr);
if (!strcmp(token, "static"))
{
tcmod->args[1] = Shader_ParseFloat (shader, ptr, 0);
}
else
{
tcmod->args[1] = atof(token);
}
pass->numtcmods++;
}
static void Shaderpass_Scroll (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
//seperate x and y
char *token;
tcmod_t *tcmod;
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCROLL;
tcmod->args[0] = Shader_ParseFloat (shader, ptr, 0);
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCROLL;
tcmod->args[1] = Shader_ParseFloat (shader, ptr, 0);
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
pass->numtcmods++;
}
static void Shaderpass_TcGen (parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
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, "fireriseenv") ) { //from RTCW
pass->tcgen = TC_GEN_ENVIRONMENT; //FIXME: not supported
} else if ( !Q_stricmp (token, "vector") )
{
pass->tcgen = TC_GEN_VECTOR;
Shader_ParseVector (shader, ptr, pass->tcgenvec[0]);
Shader_ParseVector (shader, ptr, pass->tcgenvec[1]);
} 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;
} else if ( !Q_stricmp (token, "skybox") ) {
pass->tcgen = TC_GEN_SKYBOX;
}
}
static void Shaderpass_EnvMap (parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->tcgen = TC_GEN_ENVIRONMENT;
}
static void Shaderpass_Detail (parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->flags |= SHADER_PASS_DETAIL;
}
static void Shaderpass_AlphaMask (parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->shaderbits &= ~SBITS_ATEST_BITS;
pass->shaderbits |= SBITS_ATEST_GE128;
}
static void Shaderpass_NoLightMap (parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->rgbgen = RGB_GEN_IDENTITY;
}
static void Shaderpass_Red(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[0] = Shader_ParseFloat(shader, ptr, 0);
}
static void Shaderpass_Green(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[1] = Shader_ParseFloat(shader, ptr, 0);
}
static void Shaderpass_Blue(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[2] = Shader_ParseFloat(shader, ptr, 0);
}
static void Shaderpass_Alpha(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
pass->alphagen = ALPHA_GEN_CONST;
pass->alphagen_func.args[0] = Shader_ParseFloat(shader, ptr, 0);
}
static void Shaderpass_MaskColor(parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->shaderbits |= SBITS_MASK_RED|SBITS_MASK_GREEN|SBITS_MASK_BLUE;
}
static void Shaderpass_MaskRed(parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->shaderbits |= SBITS_MASK_RED;
}
static void Shaderpass_MaskGreen(parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->shaderbits |= SBITS_MASK_GREEN;
}
static void Shaderpass_MaskBlue(parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->shaderbits |= SBITS_MASK_BLUE;
}
static void Shaderpass_MaskAlpha(parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->shaderbits |= SBITS_MASK_ALPHA;
}
static void Shaderpass_AlphaTest(parsestate_t *ps, char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
if (Shader_ParseFloat(shader, ptr, 0) == 0.5)
pass->shaderbits |= SBITS_ATEST_GE128;
else
Con_Printf("unsupported alphatest value\n");
}
static void Shaderpass_TexGen(parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
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(parsestate_t *ps, char **ptr)
{
shaderpass_t *pass = ps->pass;
char *token = Shader_ParseString(ptr);
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_SKYBOX;
pass->texgen = T_GEN_CUBEMAP;
pass->anim_frames[0] = Shader_FindImage(ps, token, IF_TEXTYPE_CUBE);
if (!TEXVALID(pass->anim_frames[0]))
{
pass->texgen = T_GEN_SINGLEMAP;
pass->anim_frames[0] = missing_texture;
}
}
static shaderkey_t shaderpasskeys[] =
{
#define Q3 NULL
{"rgbgen", Shaderpass_RGBGen, Q3},
{"alphagen", Shaderpass_AlphaGen, Q3},
{"blendfunc", Shaderpass_BlendFunc, Q3},
{"depthfunc", Shaderpass_DepthFunc, Q3},
{"depthwrite", Shaderpass_DepthWrite, Q3},
{"alphafunc", Shaderpass_AlphaFunc, Q3},
{"tcmod", Shaderpass_TcMod, Q3},
{"map", Shaderpass_Map, Q3},
{"animmap", Shaderpass_AnimMap, Q3},
{"clampmap", Shaderpass_ClampMap, Q3},
{"videomap", Shaderpass_VideoMap, Q3},
{"tcgen", Shaderpass_TcGen, Q3},
{"texgen", Shaderpass_TcGen, Q3},
{"detail", Shaderpass_Detail, Q3},
{"nodepthtest", Shaderpass_NoDepthTest, NULL},
{"nodepth", Shaderpass_NoDepth, NULL},
{"envmap", Shaderpass_EnvMap, "rscript"},//for alienarena
{"nolightmap", Shaderpass_NoLightMap, "rscript"},//for alienarena
{"scale", Shaderpass_Scale, "rscript"},//for alienarena
{"scroll", Shaderpass_Scroll, "rscript"},//for alienarena
{"alphashift", Shaderpass_AlphaShift, "rscript"},//for alienarena
{"alphamask", Shaderpass_AlphaMask, "rscript"},//for alienarena
{"program", Shaderpass_ProgramName, "fte"},
/*doom3 compat*/
{"blend", Shaderpass_BlendFunc, "doom3"},
{"maskcolor", Shaderpass_MaskColor, "doom3"},
{"maskred", Shaderpass_MaskRed, "doom3"},
{"maskgreen", Shaderpass_MaskGreen, "doom3"},
{"maskblue", Shaderpass_MaskBlue, "doom3"},
{"maskalpha", Shaderpass_MaskAlpha, "doom3"},
{"alphatest", Shaderpass_AlphaTest, "doom3"},
{"texgen", Shaderpass_TexGen, "doom3"},
{"cubemap", Shaderpass_CubeMap, "doom3"}, //one of these is wrong
{"cameracubemap",Shaderpass_CubeMap, "doom3"}, //one of these is wrong
{"red", Shaderpass_Red, "doom3"},
{"green", Shaderpass_Green, "doom3"},
{"blue", Shaderpass_Blue, "doom3"},
{"alpha", Shaderpass_Alpha, "doom3"},
//RTCW
//fancy map lines use the map if that mode is active.
//FIXME: actually check these to ensure there's no issues with any shaders overriding the pass's previously specified map
// (hopefully no shaders would actually do that due to the engine loading both textures, which would be wasteful)
{"map16", Shaderpass_RTCW_Map_16bit, "rtcw"},
{"map32", Shaderpass_RTCW_Map_32bit, "rtcw"},
{"mapcomp", Shaderpass_RTCW_Map_s3tc, "rtcw"},
{"mapnocomp", Shaderpass_RTCW_Map_nos3tc, "rtcw"},
{"animcompmap", Shaderpass_RTCW_AnimMap_s3tc, "rtcw"},
{"animnocompmap",Shaderpass_RTCW_AnimMap_nos3tc,"rtcw"},
//qfusion/warsow compat
{"material", Shaderpass_QF_Material, "qf"},
{"animclampmap",Shaderpass_QF_AnimClampMap, "qf"},
// {"cubemap", Shaderpass_QF_CubeMap, "qf"},
// {"shadecubemap",Shaderpass_QF_ShadeCubeMap, "qf"},
{"surroundmap", Shaderpass_CubeMap, "qf"},
// {"distortion", Shaderpass_QF_Distortion, "qf"},
// {"celshade", Shaderpass_QF_Celshade, "qf"},
// {"grayscale", Shaderpass_QF_Greyscale, "qf"},
// {"greyscale", Shaderpass_QF_Greyscale, "qf"},
// {"skip", Shaderpass_QF_Skip, "qf"},
{NULL, NULL}
};
// ===============================================================
void Shader_FreePass (shaderpass_t *pass)
{
#ifdef HAVE_MEDIA_DECODER
if ( pass->flags & SHADER_PASS_VIDEOMAP )
{
Media_ShutdownCin(pass->cin);
pass->cin = NULL;
}
#endif
if (pass->prog)
{
Shader_ReleaseGeneric(pass->prog);
pass->prog = NULL;
}
}
void Shader_ReleaseGeneric(program_t *prog)
{
if (prog)
if (prog->refs-- == 1)
Shader_UnloadProg(prog);
}
void Shader_Free (shader_t *shader)
{
int i;
shaderpass_t *pass;
if (shader->bucket.data == shader)
Hash_RemoveData(&shader_active_hash, shader->name, shader);
shader->bucket.data = NULL;
Shader_ReleaseGeneric(shader->prog);
shader->prog = NULL;
if (shader->skydome)
Z_Free (shader->skydome);
shader->skydome = NULL;
while (shader->clutter)
{
void *t = shader->clutter;
shader->clutter = shader->clutter->next;
Z_Free(t);
}
pass = shader->passes;
for (i = 0; i < shader->numpasses; i++, pass++)
{
Shader_FreePass (pass);
}
shader->numpasses = 0;
if (shader->genargs)
{
free(shader->genargs);
shader->genargs = NULL;
}
shader->uses = 0;
Z_Free(shader->defaulttextures);
shader->defaulttextures = NULL;
}
int QDECL Shader_InitCallback (const char *name, qofs_t size, time_t mtime, void *param, searchpathfuncs_t *spath)
{
Shader_MakeCache(name, SPF_DEFAULT);
return true;
}
int QDECL Shader_InitCallback_Doom3 (const char *name, qofs_t size, time_t mtime, void *param, searchpathfuncs_t *spath)
{
Shader_MakeCache(name, SPF_DOOM3);
return true;
}
qboolean Shader_Init (void)
{
int wibuf[16];
if (!r_shaders)
{
r_numshaders = 0;
r_maxshaders = 256;
r_shaders = calloc(r_maxshaders, sizeof(*r_shaders));
shader_hash = calloc (HASH_SIZE, sizeof(*shader_hash));
shader_active_hash_mem = malloc(Hash_BytesForBuckets(1024));
memset(shader_active_hash_mem, 0, Hash_BytesForBuckets(1024));
Hash_InitTable(&shader_active_hash, 1024, shader_active_hash_mem);
Shader_FlushGenerics();
if (!sh_config.progs_supported)
sh_config.max_gpu_bones = 0;
else
{
extern cvar_t r_max_gpu_bones;
if (!*r_max_gpu_bones.string)
{
#ifdef FTE_TARGET_WEB
sh_config.max_gpu_bones = 0; //webgl tends to crap out if this is too high, so 32 is a good enough value to play safe. some browsers have really shitty uniform performance too, so lets just default to pure-cpu transforms. in javascript. yes, its that bad.
#else
sh_config.max_gpu_bones = 64; //ATI drivers bug out and start to crash if you put this at 128.
#endif
}
else
sh_config.max_gpu_bones = bound(0, r_max_gpu_bones.ival, MAX_BONES);
}
}
if (!qrenderer)
r_whiteimage = r_nulltex;
else
{
memset(wibuf, 0xff, sizeof(wibuf));
r_whiteimage = R_LoadTexture("$whiteimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
memset(wibuf, 0, sizeof(wibuf));
r_blackimage = R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
}
Shader_NeedReload(true);
Shader_DoReload();
return true;
}
void Shader_FlushCache(void)
{
shadercachefile_t *sf;
shadercache_t *cache, *cache_next;
int i;
for (i = 0; i < HASH_SIZE; i++)
{
cache = shader_hash[i];
shader_hash[i] = NULL;
for (; cache; cache = cache_next)
{
cache_next = cache->hash_next;
cache->hash_next = NULL;
Z_Free(cache);
}
}
while(shaderfiles)
{
sf = shaderfiles;
shaderfiles = sf->next;
if (sf->data)
FS_FreeFile(sf->data);
Z_Free(sf);
}
}
static void Shader_MakeCache(const char *path, unsigned int parseflags)
{
unsigned int key;
char *buf, *ptr, *token;
shadercache_t *cache;
shadercachefile_t *cachefile, *filelink = NULL;
qofs_t size;
for (cachefile = shaderfiles; cachefile; cachefile = cachefile->next)
{
if (!Q_stricmp(cachefile->name, path))
return; //already loaded. there's no source package or anything.
filelink = cachefile;
}
Con_DPrintf ("...loading '%s'\n", path);
cachefile = Z_Malloc(sizeof(*cachefile) + strlen(path));
strcpy(cachefile->name, path);
size = FS_LoadFile(path, (void **)&cachefile->data);
cachefile->length = size;
cachefile->parseflags = parseflags;
if (filelink)
filelink->next = cachefile;
else
shaderfiles = cachefile;
if (qofs_Error(size))
{
Con_Printf("Unable to read %s\n", path);
cachefile->length = 0;
return;
}
if (size > 1024*1024*64) //sanity limit
{
Con_Printf("Refusing to parse %s due to size\n", path);
cachefile->length = 0;
FS_FreeFile(cachefile->data);
cachefile->data = NULL;
return;
}
ptr = buf = cachefile->data;
size = cachefile->length;
//look for meta comments.
while (1)
{
//parse metas
while (*ptr == ' ' || *ptr == '\t')
ptr++;
if (ptr[0] == '\r' && ptr[1] == '\n')
ptr+=2; //blank line with dos ending
else if (ptr[0] == '\r' || ptr[0] == '\n')
ptr+=1; //blank line with mac or unix ending
else if (ptr[0] == '/' && ptr[1] == '/')
{
char *e = strchr(ptr, '\n');
if (e)
e++;
else
e = ptr + strlen(ptr);
ptr += 2;
while (*ptr == ' ' || *ptr == '\t')
ptr++;
if (!strncmp(ptr, "meta:", 5))
{
ptr+=5;
token = COM_ParseExt (&ptr, false, true);
if (!strcmp(token, "forceprogramify"))
{
cachefile->parseflags |= SPF_PROGRAMIFY;
token = COM_ParseExt (&ptr, false, true);
if (*token)
Q_strncpyz(cachefile->forcedshadername, token, sizeof(cachefile->forcedshadername));
}
else
Con_DPrintf("unknown shader meta term \"%s\" in %s\n", token, path);
while (*ptr == ' ' || *ptr == '\t')
ptr++;
if (*ptr != '\r' && *ptr != '\n')
{
while (*ptr && (*ptr != '\r' && *ptr != '\n'))
ptr++;
Con_DPrintf("junk after shader meta in %s\n", path);
}
}
ptr = e;
}
else
break; //the actual shader started.
}
//now scan the file looking for each individual shader.
do
{
if ( ptr - buf >= size )
break;
token = COM_ParseExt (&ptr, true, true);
if ( !token[0] || ptr - buf >= size )
break;
COM_CleanUpPath(token);
if (Shader_LocateSource(token, NULL, NULL, NULL, NULL))
{
ptr = Shader_Skip (path, token, ptr);
continue;
}
key = Hash_Key ( token, HASH_SIZE );
cache = ( shadercache_t * )Z_Malloc(sizeof(shadercache_t) + strlen(token));
strcpy(cache->name, token);
cache->hash_next = shader_hash[key];
cache->source = cachefile;
cache->offset = ptr - cachefile->data;
shader_hash[key] = cache;
ptr = Shader_Skip (path, cache->name, ptr);
} while ( ptr );
}
static qboolean Shader_LocateSource(char *name, char **buf, size_t *bufsize, size_t *offset, shadercachefile_t **sourcefile)
{
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) )
{
if (buf)
{
*buf = cache->source->data;
*bufsize = cache->source->length;
*offset = cache->offset;
*sourcefile = cache->source;
}
return true;
}
}
return false;
}
static char *Shader_Skip(const char *file, const char *shadername, char *ptr)
{
char *tok;
int brace_count;
// Opening brace
tok = COM_ParseExt(&ptr, true, true);
if (!ptr)
return NULL;
if ( tok[0] != '{' )
{
tok = COM_ParseExt (&ptr, true, true);
}
for (brace_count = 1; brace_count > 0; )
{
tok = COM_ParseExt (&ptr, true, true);
if ( !tok[0] )
{
Con_Printf("%s: unexpected EOF parsing %s\n", file, shadername);
return NULL;
}
if (tok[0] == '{')
{
brace_count++;
} else if (tok[0] == '}')
{
brace_count--;
}
}
return ptr;
}
void Shader_Reset(shader_t *s)
{
extern cvar_t r_refractreflect_scale;
char name[MAX_QPATH];
int id = s->id;
int uses = s->uses;
shader_gen_t *defaultgen = s->generator;
char *genargs = s->genargs;
texnums_t *dt = s->defaulttextures;
int dtcount = s->numdefaulttextures;
float dtrate = s->defaulttextures_fps; //FIXME!
int w = s->width;
int h = s->height;
unsigned int uf = s->usageflags;
Q_strncpyz(name, s->name, sizeof(name));
s->genargs = NULL;
s->defaulttextures = NULL;
Shader_Free(s);
memset(s, 0, sizeof(*s));
s->portalfboscale = r_refractreflect_scale.value; //unless otherwise specified, this cvar specifies the value.
s->remapto = s;
s->id = id;
s->width = w;
s->height = h;
s->defaulttextures = dt;
s->numdefaulttextures = dtcount;
s->defaulttextures_fps = dtrate;
s->generator = defaultgen;
s->genargs = genargs;
s->usageflags = uf;
s->uses = uses;
Q_strncpyz(s->name, name, sizeof(s->name));
Hash_Add(&shader_active_hash, s->name, s, &s->bucket);
}
static void Shader_Regenerate(parsestate_t *ps, const char *shortname)
{
Shader_Reset(ps->s);
if (!strcmp(shortname, "textures/common/clip") || !strcmp(shortname, "textures/common/nodraw") || !strcmp(shortname, "common/nodraw"))
Shader_DefaultScript(ps, shortname,
"{\n"
"surfaceparm nodraw\n"
"surfaceparm nodlight\n"
"}\n");
else
ps->s->generator(ps, shortname, ps->s->genargs);
}
void Shader_Shutdown (void)
{
int i;
shader_t *shader;
if (!r_shaders)
return; /*nothing needs freeing yet*/
for (i = 0; i < r_numshaders; i++)
{
shader = r_shaders[i];
if (!shader)
continue;
Shader_Free(shader);
Z_Free(r_shaders[i]);
r_shaders[i] = NULL;
}
Shader_FlushCache();
Shader_FlushGenerics();
R_SkyShutdown();
r_maxshaders = 0;
r_numshaders = 0;
free(r_shaders);
r_shaders = NULL;
free(shader_hash);
shader_hash = NULL;
free(shader_active_hash_mem);
shader_active_hash_mem = NULL;
shader_reload_needed = false;
}
void Shader_SetBlendmode (shaderpass_t *pass, shaderpass_t *lastpass)
{
qboolean lightmapoverbright;
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->texgen == T_GEN_LIGHTMAP && lastpass)
pass->blendmode = PBM_OVERBRIGHT;
else if ((pass->rgbgen == RGB_GEN_IDENTITY) && (pass->alphagen == ALPHA_GEN_IDENTITY))
{
pass->blendmode = PBM_REPLACE;
return;
}
else if ((pass->rgbgen == RGB_GEN_IDENTITY_LIGHTING) && (pass->alphagen == ALPHA_GEN_IDENTITY))
{
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->shaderbits |= SBITS_SRCBLEND_ONE;
pass->shaderbits |= SBITS_DSTBLEND_ZERO;
pass->blendmode = PBM_REPLACELIGHT;
}
else
{
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->shaderbits |= SBITS_SRCBLEND_ONE;
pass->shaderbits |= SBITS_DSTBLEND_ZERO;
pass->blendmode = PBM_MODULATE;
}
return;
}
lightmapoverbright = pass->texgen == T_GEN_LIGHTMAP || (lastpass && lastpass->texgen == T_GEN_LIGHTMAP && lastpass->blendmode != PBM_OVERBRIGHT);
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->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_DST_COLOR|SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA)))
pass->blendmode = lightmapoverbright?PBM_OVERBRIGHT: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 = lightmapoverbright?PBM_OVERBRIGHT:PBM_MODULATE;
}
void Shader_FixupProgPasses(parsestate_t *ps, shaderpass_t *pass)
{
shader_t *shader = ps->s;
int i;
int maxpasses = SHADER_PASS_MAX - (pass-shader->passes);
struct
{
int gen;
unsigned int flags;
} defaulttgen[] =
{
//light
{T_GEN_SHADOWMAP, 0}, //0
{T_GEN_LIGHTCUBEMAP, 0}, //1
//material
{T_GEN_DIFFUSE, SHADER_HASDIFFUSE}, //2
{T_GEN_NORMALMAP, SHADER_HASNORMALMAP}, //3
{T_GEN_SPECULAR, SHADER_HASGLOSS}, //4
{T_GEN_UPPEROVERLAY, SHADER_HASTOPBOTTOM}, //5
{T_GEN_LOWEROVERLAY, SHADER_HASTOPBOTTOM}, //6
{T_GEN_FULLBRIGHT, SHADER_HASFULLBRIGHT}, //7
{T_GEN_PALETTED, SHADER_HASPALETTED}, //8
{T_GEN_REFLECTCUBE, SHADER_HASREFLECTCUBE}, //9
{T_GEN_REFLECTMASK, 0}, //10
{T_GEN_DISPLACEMENT, SHADER_HASDISPLACEMENT},//11
{T_GEN_OCCLUSION, 0}, //12
// {T_GEN_REFLECTION, SHADER_HASREFLECT}, //
// {T_GEN_REFRACTION, SHADER_HASREFRACT}, //
// {T_GEN_REFRACTIONDEPTH, SHADER_HASREFRACTDEPTH},//
// {T_GEN_RIPPLEMAP, SHADER_HASRIPPLEMAP}, //
//batch
{T_GEN_LIGHTMAP, SHADER_HASLIGHTMAP}, //13
{T_GEN_DELUXMAP, 0}, //14
//more lightmaps //15,16,17
//mode deluxemaps //18,19,20
};
#ifdef HAVE_MEDIA_DECODER
cin_t *cin = R_ShaderGetCinematic(shader);
#endif
//if the glsl doesn't specify all samplers, just trim them.
pass->numMergedPasses = pass->prog->numsamplers;
#ifdef HAVE_MEDIA_DECODER
if (cin && R_ShaderGetCinematic(shader) == cin)
cin = NULL;
#endif
//if the glsl has specific textures listed, be sure to provide a pass for them.
for (i = 0; i < sizeof(defaulttgen)/sizeof(defaulttgen[0]); i++)
{
if (pass->prog->defaulttextures & (1u<<i))
{
if (pass->numMergedPasses >= maxpasses)
{ //panic...
ps->droppass = true;
break;
}
pass[pass->numMergedPasses].flags |= SHADER_PASS_NOCOLORARRAY;
pass[pass->numMergedPasses].flags &= ~SHADER_PASS_DEPTHCMP;
if (defaulttgen[i].gen == T_GEN_SHADOWMAP)
pass[pass->numMergedPasses].flags |= SHADER_PASS_DEPTHCMP;
#ifdef HAVE_MEDIA_DECODER
if (!i && cin)
{
pass[pass->numMergedPasses].texgen = T_GEN_VIDEOMAP;
pass[pass->numMergedPasses].cin = cin;
cin = NULL;
}
else
#endif
{
pass[pass->numMergedPasses].texgen = defaulttgen[i].gen;
#ifdef HAVE_MEDIA_DECODER
pass[pass->numMergedPasses].cin = NULL;
#endif
}
pass->numMergedPasses++;
shader->flags |= defaulttgen[i].flags;
}
}
//must have at least one texture.
if (!pass->numMergedPasses)
{
#ifdef HAVE_MEDIA_DECODER
pass[0].texgen = cin?T_GEN_VIDEOMAP:T_GEN_DIFFUSE;
pass[0].cin = cin;
#else
pass[0].texgen = T_GEN_DIFFUSE;
#endif
pass->numMergedPasses = 1;
}
#ifdef HAVE_MEDIA_DECODER
else if (cin)
Media_ShutdownCin(cin);
#endif
shader->numpasses = (pass-shader->passes)+pass->numMergedPasses;
}
struct scondinfo_s
{
int depth;
int level[8];
#define COND_IGNORE 1
#define COND_IGNOREPARENT 2
#define COND_ALLOWELSE 4
#define COND_TAKEN 8
};
static qboolean Shader_Conditional_Read(shader_t *shader, struct scondinfo_s *cond, char *token, char **ptr)
{
if (!Q_stricmp(token, "if"))
{
if (cond->depth+1 == countof(cond->level))
{
Con_Printf("if statements nest too deeply in shader %s\n", shader->name);
*ptr += strlen(*ptr);
return true;
}
cond->depth++;
cond->level[cond->depth] = (Shader_EvaluateCondition(shader, ptr)?0:COND_IGNORE);
cond->level[cond->depth] |= COND_ALLOWELSE;
if (cond->level[cond->depth-1] & (COND_IGNORE|COND_IGNOREPARENT))
cond->level[cond->depth] |= COND_IGNOREPARENT; //if ignoring the parent, ignore this one too, even if valid
if (!(cond->level[cond->depth] & (COND_IGNORE|COND_IGNOREPARENT)))
cond->level[cond->depth] |= COND_TAKEN; //if we're not ignoring the contained commands then flag it so we don't take any elifs/elses
}
else if (!Q_stricmp(token, "elif"))
{
if (cond->level[cond->depth] & COND_ALLOWELSE)
{
if (cond->level[cond->depth] & COND_TAKEN)
{ //if we took the if/elif then don't take this elif either
Shader_EvaluateCondition(shader, ptr);
cond->level[cond->depth] = COND_ALLOWELSE|COND_TAKEN|COND_IGNORE;
}
else
{
cond->level[cond->depth] = (Shader_EvaluateCondition(shader, ptr)?0:COND_IGNORE);
cond->level[cond->depth] |= COND_ALLOWELSE;
}
if (cond->level[cond->depth-1] & (COND_IGNORE|COND_IGNOREPARENT))
cond->level[cond->depth] |= COND_IGNOREPARENT;
if (!(cond->level[cond->depth] & (COND_IGNORE|COND_IGNOREPARENT)))
cond->level[cond->depth] |= COND_TAKEN;
}
else
{
Con_Printf("unexpected elif statement in shader %s\n", shader->name);
*ptr += strlen(*ptr);
}
}
else if (!Q_stricmp(token, "endif"))
{
if (!cond->depth)
{
Con_Printf("endif without if in shader %s\n", shader->name);
*ptr += strlen(*ptr);
return true;
}
cond->depth--;
}
else if (!Q_stricmp(token, "else"))
{
if (cond->level[cond->depth] & COND_ALLOWELSE)
{
if (cond->level[cond->depth] & COND_TAKEN)
cond->level[cond->depth] |= COND_IGNORE;
else
cond->level[cond->depth] ^= COND_IGNORE;
cond->level[cond->depth] &= ~COND_ALLOWELSE;
}
else
{
Con_Printf("unexpected else statement in shader %s\n", shader->name);
*ptr += strlen(*ptr);
}
}
else if (cond->level[cond->depth] & (COND_IGNORE|COND_IGNOREPARENT))
{
//eat it
while (ptr)
{
token = COM_ParseExt(ptr, false, true);
if ( !token[0] )
break;
}
}
else
return false;
return true;
}
void Shader_Readpass (parsestate_t *ps)
{
shader_t *shader = ps->s;
char *token;
shaderpass_t *pass;
static shader_t dummy;
struct scondinfo_s cond = {0};
unsigned int oldflags = shader->flags;
if ( shader->numpasses >= SHADER_PASS_MAX )
{
ps->droppass = true;
shader = &dummy;
shader->numpasses = 1;
pass = shader->passes;
}
else
{
ps->droppass = 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_UNDEFINED;
pass->tcgen = TC_GEN_UNSPECIFIED;
pass->numtcmods = 0;
pass->stagetype = ST_AMBIENT;
pass->numMergedPasses = 0;
if (shader->flags & SHADER_NOMIPMAPS)
pass->flags |= SHADER_PASS_NOMIPMAP;
ps->pass = pass;
while ( ps->ptr )
{
token = COM_ParseExt (&ps->ptr, true, true);
if ( !token[0] )
{
continue;
}
else if (!Shader_Conditional_Read(shader, &cond, token, &ps->ptr))
{
if ( token[0] == '}' )
break;
else if (token[0] == '{')
Con_Printf("unexpected indentation in %s\n", shader->name);
else if ( Shader_Parsetok (ps, shaderpasskeys, token) )
break;
}
}
if (pass->alphagen == ALPHA_GEN_UNDEFINED)
pass->alphagen = ALPHA_GEN_IDENTITY;
//if there was no texgen, then its too late now.
if (!pass->numMergedPasses)
pass->numMergedPasses = 1;
if (cond.depth)
{
Con_Printf("if statements without endif in shader %s\n", shader->name);
}
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
if (!ps->droppass)
{
switch(pass->stagetype)
{
case ST_DIFFUSEMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures->base = pass->anim_frames[0];
break;
case ST_AMBIENT:
break;
case ST_BUMPMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures->bump = pass->anim_frames[0];
ps->droppass = true; //fixme: scrolling etc may be important. but we're not doom3.
break;
case ST_SPECULARMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures->specular = pass->anim_frames[0];
ps->droppass = true; //fixme: scrolling etc may be important. but we're not doom3.
break;
}
}
// check some things
if (!ps->droppass)
if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO))
{
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
shader->flags |= SHADER_DEPTHWRITE;
}
switch (pass->rgbgen)
{
case RGB_GEN_IDENTITY_LIGHTING:
case RGB_GEN_IDENTITY:
case RGB_GEN_CONST:
case RGB_GEN_WAVE:
case RGB_GEN_ENTITY:
case RGB_GEN_ONE_MINUS_ENTITY:
case RGB_GEN_UNKNOWN: // assume RGB_GEN_IDENTITY or RGB_GEN_IDENTITY_LIGHTING
switch (pass->alphagen)
{
case ALPHA_GEN_IDENTITY:
case ALPHA_GEN_CONST:
case ALPHA_GEN_WAVE:
case ALPHA_GEN_ENTITY:
pass->flags |= SHADER_PASS_NOCOLORARRAY;
break;
default:
break;
}
break;
default:
break;
}
/*if ((shader->flags & SHADER_SKY) && (shader->flags & SHADER_DEPTHWRITE))
{
#ifdef warningmsg
#pragma warningmsg("is this valid?")
#endif
pass->shaderbits &= ~SBITS_MISC_DEPTHWRITE;
}
*/
//if this pass specified a program, make sure it has all the textures that the program requires
if (!ps->droppass && pass->prog)
Shader_FixupProgPasses(ps, pass);
if (ps->droppass)
{
while (pass->numMergedPasses > 0)
{
Shader_FreePass (pass+--pass->numMergedPasses);
shader->numpasses--;
}
shader->flags = oldflags;
}
ps->pass = NULL;
}
//we've read the first token, now make sense of it and any args
static qboolean Shader_Parsetok(parsestate_t *ps, shaderkey_t *keys, char *token)
{
shaderkey_t *key;
char *prefix;
qboolean toolchainprefix = false;
if (*token == '_')
{ //forward compat: make sure there's a way to shut stuff up if you're using future extensions in an outdated engine.
token++;
toolchainprefix = true;
}
//handle known prefixes.
if (!Q_strncasecmp(token, "fte", 3)) {prefix = token; token += 3; }
else if (!Q_strncasecmp(token, "dp", 2)) {prefix = token; token += 2; }
else if (!Q_strncasecmp(token, "doom3", 5)) {prefix = token; token += 5; }
else if (!Q_strncasecmp(token, "rscript", 7)) {prefix = token; token += 7; }
else if (!Q_strncasecmp(token, "qer_", 4)) {prefix = token; token += 3; toolchainprefix = true; }
else if (!Q_strncasecmp(token, "q3map_", 6)) {prefix = token; token += 5; toolchainprefix = true; }
else if (!Q_strncasecmp(token, "vmap_", 6)) {prefix = token; token += 4; toolchainprefix = true; }
else prefix = NULL;
if (prefix && *token == '_')
token++;
for (key = keys; key->keyword != NULL; key++)
{
if (!Q_stricmp (token, key->keyword))
{
if (!prefix || (prefix && key->prefix && !Q_strncasecmp(prefix, key->prefix, strlen(key->prefix))))
{
if (key->func)
key->func ( ps, &ps->ptr );
return (ps->ptr && *ps->ptr == '}' );
}
}
}
if (!toolchainprefix) //we don't really give a damn about prefixes owned by various toolchains - they shouldn't affect us.
{
if (prefix)
Con_DPrintf("Unknown shader directive parsing %s: \"%s\"\n", ps->s->name, prefix);
else
Con_DPrintf("Unknown shader directive parsing %s: \"%s\"\n", ps->s->name, token);
}
// Next Line
while (ps->ptr)
{
token = COM_ParseExt(&ps->ptr, false, true);
if ( !token[0] )
{
break;
}
}
return false;
}
void Shader_SetPassFlush (shaderpass_t *pass, shaderpass_t *pass2)
{
if (((pass->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
((pass2->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
(pass->flags & SHADER_PASS_VIDEOMAP) || (pass2->flags & SHADER_PASS_VIDEOMAP))
{
return;
}
//don't merge passes if they're got their own programs.
if (pass->prog || pass2->prog)
return;
/*identity alpha is required for merging*/
if (pass->alphagen != ALPHA_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY)
return;
/*don't merge passes if the hardware cannot support it*/
if (pass->numMergedPasses >= be_maxpasses)
return;
/*rgbgen must be identity too except if the later pass is identity_ligting, in which case all is well and we can switch the first pass to identity_lighting instead*/
if (pass2->rgbgen == RGB_GEN_IDENTITY_LIGHTING && (pass2->blendmode == PBM_OVERBRIGHT || pass2->blendmode == PBM_MODULATE) && pass->rgbgen == RGB_GEN_IDENTITY)
{
if (pass->blendmode == PBM_REPLACE)
pass->blendmode = PBM_REPLACELIGHT;
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
pass2->rgbgen = RGB_GEN_IDENTITY;
}
/*rgbgen must be identity (or the first is identity_lighting)*/
else if (pass2->rgbgen != RGB_GEN_IDENTITY || (pass->rgbgen != RGB_GEN_IDENTITY && pass->rgbgen != RGB_GEN_IDENTITY_LIGHTING))
return;
/*if its alphatest, don't merge with anything other than lightmap (although equal stuff can be merged)*/
if ((pass->shaderbits & SBITS_ATEST_BITS) && (((pass2->shaderbits & SBITS_DEPTHFUNC_BITS) != SBITS_DEPTHFUNC_EQUAL) || 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 || pass->blendmode == PBM_REPLACELIGHT)
{
if ((pass2->blendmode == PBM_DECAL && sh_config.tex_env_combine) ||
(pass2->blendmode == PBM_ADD && sh_config.env_add) ||
(pass2->blendmode && pass2->blendmode != PBM_ADD) || sh_config.nv_tex_env_combine4)
{
pass->numMergedPasses++;
}
}
else if (pass->blendmode == PBM_ADD &&
pass2->blendmode == PBM_ADD && sh_config.env_add)
{
pass->numMergedPasses++;
}
else if ((pass->blendmode == PBM_MODULATE || pass->blendmode == PBM_OVERBRIGHT) && (pass2->blendmode == PBM_MODULATE || pass2->blendmode == PBM_OVERBRIGHT))
{
pass->numMergedPasses++;
}
else if (pass->blendmode == PBM_DECAL && pass2->blendmode == PBM_OVERBRIGHT)
pass->numMergedPasses++; //HACK: allow modulating overbright passes with decal passes. overbright passes need to blend with something for their lighting to be correct, so this is a tradeoff.
else
return;
}
else return;
/*if (pass->texgen == T_GEN_LIGHTMAP && (pass->blendmode == PBM_REPLACE || pass->blendmode == PBM_REPLACELIGHT) && pass2->blendmode == PBM_MODULATE && sh_config.tex_env_combine)
{
// if (pass->rgbgen == RGB_GEN_IDENTITY)
// pass->rgbgen = RGB_GEN_IDENTITY_OVERBRIGHT; //get the light levels right
// pass2->blendmode = PBM_OVERBRIGHT;
}
if (pass2->texgen == T_GEN_LIGHTMAP && pass2->blendmode == PBM_OVERBRIGHT && sh_config.tex_env_combine)
{
// if (pass->rgbgen == RGB_GEN_IDENTITY)
// pass->rgbgen = RGB_GEN_IDENTITY_OVERBRIGHT; //get the light levels right
// pass->blendmode = PBM_REPLACELIGHT;
// pass2->blendmode = PBM_OVERBRIGHT;
pass->blendmode = PBM_OVERBRIGHT;
}
*/
}
const char *Shader_AlphaMaskProgArgs(shader_t *s)
{
if (s->numpasses)
{
//alpha mask values ALWAYS come from the first pass.
shaderpass_t *pass = &s->passes[0];
switch(pass->shaderbits & SBITS_ATEST_BITS)
{
default:
break;
//cases inverted. the atest is to retain the pixel, glsl is to discard (alpha OP MASK).
case SBITS_ATEST_GT0:
return "#MASK=0.0#MASKLT=1";
case SBITS_ATEST_LT128:
return "#MASK=0.5";
case SBITS_ATEST_GE128:
return "#MASK=0.5#MASKLT=1"; //ignore the eq part.
}
}
return "";
}
void Shader_Programify (parsestate_t *ps)
{
shader_t *s = ps->s;
unsigned int reflectrefract = 0;
const char *prog = NULL;
const char *mask;
char args[1024];
qboolean eightbit = false;
/* enum
{
T_UNKNOWN,
T_WALL,
T_MODEL
} type = 0;*/
int i;
shaderpass_t *pass, *lightmap = NULL, *modellighting = NULL, *vertexlighting = NULL;
for (i = 0; i < s->numpasses; i++)
{
pass = &s->passes[i];
if (pass->rgbgen == RGB_GEN_LIGHTING_DIFFUSE || pass->rgbgen == RGB_GEN_ENTITY_LIGHTING_DIFFUSE)
{
if (s->usageflags & SUF_LIGHTMAP)
lightmap = pass;
else
modellighting = pass;
}
else if (pass->rgbgen == RGB_GEN_ENTITY)
modellighting = pass;
else if (pass->rgbgen == RGB_GEN_VERTEX_LIGHTING || pass->rgbgen == RGB_GEN_VERTEX_EXACT)
{
if (s->usageflags & (SUF_LIGHTMAP|SUF_2D))
vertexlighting = pass;
else
modellighting = pass; //fucking DP morons who don't know what lightmaps are.
}
else if (pass->texgen == T_GEN_LIGHTMAP && pass->tcgen == TC_GEN_LIGHTMAP)
{
if (s->usageflags & SUF_LIGHTMAP)
lightmap = pass;
else
modellighting = pass; //fucking DP morons who don't know what lightmaps are.
}
/*if (pass->numtcmods || (pass->shaderbits & SBITS_ATEST_BITS))
return;
if (pass->texgen == T_GEN_LIGHTMAP && pass->tcgen == TC_GEN_LIGHTMAP)
;
else if (pass->texgen != T_GEN_LIGHTMAP && pass->tcgen == TC_GEN_BASE)
;
else
return;*/
}
if (ps->forcedshader)
prog = ps->forcedshader;
else if (ps->dpwatertype)
{
prog = va("altwater%s#USEMODS#FRESNEL_EXP=2.0"
//variable parts
"#STRENGTH_REFR=%g#STRENGTH_REFL=%g"
"#TINT_REFR=%g,%g,%g"
"#TINT_REFL=%g,%g,%g"
"#FRESNEL_MIN=%g#FRESNEL_RANGE=%g"
"#ALPHA=%g",
//those args
(ps->dpwatertype&1)?"#REFLECT":"",
ps->refractfactor*0.01, ps->reflectfactor*0.01,
ps->refractcolour[0],ps->refractcolour[1],ps->refractcolour[2],
ps->reflectcolour[0],ps->reflectcolour[1],ps->reflectcolour[2],
ps->reflectmin, ps->reflectmax-ps->reflectmin,
ps->wateralpha
);
//clear out blending and force regular depth.
s->passes[0].shaderbits &= ~(SBITS_BLEND_BITS|SBITS_MISC_NODEPTHTEST|SBITS_DEPTHFUNC_BITS);
s->passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
if (ps->dpwatertype & 1)
reflectrefract |= SHADER_HASREFLECT;
if (ps->dpwatertype & 2)
reflectrefract |= SHADER_HASREFRACT;
if (ps->dpwatertype & 4)
{
reflectrefract |= SHADER_HASREFRACT|SHADER_HASPORTAL; //doubles up as a 'camera'
if (s->sort == SHADER_SORT_PORTAL)
s->sort = SHADER_SORT_OPAQUE; //don't do it twice.
}
}
else if (modellighting)
{
eightbit = r_softwarebanding && (qrenderer == QR_OPENGL) && sh_config.progs_supported;
if (eightbit)
prog = "defaultskin#EIGHTBIT";
else
prog = "defaultskin";
}
else if (lightmap)
{
eightbit = r_softwarebanding && (qrenderer == QR_OPENGL || qrenderer == QR_VULKAN) && sh_config.progs_supported;
if (eightbit)
prog = "defaultwall#EIGHTBIT";
else
prog = "defaultwall";
}
else if (vertexlighting)
{
if (r_forceprogramify.ival < 0)
prog = "defaultfill";
else
{
pass = vertexlighting;
prog = "default2d";
}
}
else
{
if (r_forceprogramify.ival < 0)
prog = "defaultfill";
else
return;
}
args[0] = 0;
if (ps->specularvalscale != 1)
Q_strncatz(args, va("#specmul=%g", ps->specularvalscale), sizeof(args));
if (ps->specularexpscale != 1)
Q_strncatz(args, va("#specexp=%g", ps->specularexpscale), sizeof(args));
/* switch(ps->offsetmappingmode)
{
case 0: //force off.
Q_strncatz(args, va("#NOOFFSETMAPPING", ps->specularexpscale), sizeof(args));
break;
case 1: //force linear
Q_strncatz(args, va("#NORELIEFMAPPING", ps->specularexpscale), sizeof(args));
break;
case 2: //force relief
Q_strncatz(args, va("#RELIEFMAPPING", ps->specularexpscale), sizeof(args));
break;
}
if (ps->offsetmappingscale != 1)
Q_strncatz(args, va("#OFFSETMAPPING_SCALE=%g", ps->offsetmappingscale), sizeof(args));
if (ps->offsetmappingbias != 0)
Q_strncatz(args, va("#OFFSETMAPPING_BIAS=%g", ps->offsetmappingbias), sizeof(args));
*/
mask = strchr(s->name, '#');
if (mask)
Q_strncatz(args, mask, sizeof(args));
mask = Shader_AlphaMaskProgArgs(s);
s->prog = Shader_FindGeneric(va("%s%s%s", prog, mask, args), qrenderer);
if (s->prog)
{
s->numpasses = 0;
if (reflectrefract)
{
if (s->passes[0].numtcmods > 0 && s->passes[0].tcmods[0].type == SHADER_TCMOD_SCALE)
{ //crappy workaround for DP bug.
s->passes[0].tcmods[0].args[0] *= 4;
s->passes[0].tcmods[0].args[1] *= 4;
}
s->passes[s->numpasses++].texgen = T_GEN_REFRACTION;
s->passes[s->numpasses++].texgen = T_GEN_REFLECTION;
// s->passes[s->numpasses++].texgen = T_GEN_RIPPLEMAP;
// s->passes[s->numpasses++].texgen = T_GEN_REFRACTIONDEPTH;
s->flags |= reflectrefract;
}
else
{
if (eightbit)
{
s->passes[s->numpasses].anim_frames[0] = R_LoadColourmapImage();
s->passes[s->numpasses++].texgen = T_GEN_SINGLEMAP;
}
else
s->passes[s->numpasses++].texgen = T_GEN_DIFFUSE;
s->flags |= SHADER_HASDIFFUSE;
}
}
}
void Shader_Finish (parsestate_t *ps)
{
shader_t *s = ps->s;
int i;
shaderpass_t *pass;
//FIXME: reorder doom3 stages.
//put diffuse first. give it a lightmap pass also, if we found a diffuse one with no lightmap.
//then the ambient stages.
//and forget about the bump/specular stages as we don't support them and already stripped them.
#if 0
if (s->flags & SHADER_SKY)
{
/*skies go all black if fastsky is set*/
if (r_fastsky.ival)
s->flags = 0;
/*or if its purely a skybox and has missing textures*/
// if (!s->numpasses)
// for (i = 0; i < 6; i++)
// if (missing_texture.ref == s->skydome->farbox_textures[i].ref)
// s->flags = 0;
if (!(s->flags & SHADER_SKY))
{
Shader_Reset(s);
Shader_DefaultScript(s->name, s,
"{\n"
"sort sky\n"
"{\n"
"map $whiteimage\n"
"rgbgen srgb $r_fastskycolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
return;
}
}
#endif
if (s->prog && !s->numpasses)
{
pass = &s->passes[s->numpasses++];
pass->tcgen = TC_GEN_BASE;
pass->texgen = T_GEN_DIFFUSE;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->rgbgen = RGB_GEN_IDENTITY;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass, NULL);
}
if (!s->numpasses && s->sort != SHADER_SORT_PORTAL && !(s->flags & (SHADER_NODRAW|SHADER_SKY)) && !s->fog_dist)
{
if (r_forceprogramify.ival >= 2)
{
Con_DPrintf("Shader %s with no passes, forcing nodraw\n", s->name);
s->flags |= SHADER_NODRAW;
}
else
{
pass = &s->passes[s->numpasses++];
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
if (TEXVALID(s->defaulttextures->base))
pass->texgen = T_GEN_DIFFUSE;
else
{
pass->texgen = T_GEN_SINGLEMAP;
TEXASSIGN(pass->anim_frames[0], R_LoadHiResTexture(s->name, NULL, IF_NOALPHA));
if (!TEXVALID(pass->anim_frames[0]))
{
Con_Printf("Shader %s failed to load default texture\n", s->name);
pass->anim_frames[0] = missing_texture;
}
Con_Printf("Shader %s with no passes and no surfaceparm nodraw, inserting pass\n", s->name);
}
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass, NULL);
}
}
if (!Q_stricmp (s->name, "flareShader"))
{
s->flags |= SHADER_FLARE;
s->flags |= SHADER_NODRAW;
}
if (!s->numpasses && !s->sort)
{
s->sort = SHADER_SORT_ADDITIVE;
return;
}
if (!s->sort && s->passes->texgen == T_GEN_CURRENTRENDER)
s->sort = SHADER_SORT_NEAREST;
if ((s->polyoffset.unit < 0) && !s->sort)
{
s->sort = SHADER_SORT_DECAL;
}
if ((r_vertexlight.value || !(s->usageflags & SUF_LIGHTMAP)) && !s->prog)
{
// do we have a lightmap pass?
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (pass->flags & SHADER_PASS_LIGHTMAP)
break;
}
if (i == s->numpasses)
{
goto done;
}
if (!r_vertexlight.value && pass->rgbgen == RGB_GEN_IDENTITY)
{ //we found the lightmap pass. if we need a vertex-lit shader then just switch over the rgbgen+texture and hope other things work out
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
pass->flags &= ~SHADER_PASS_LIGHTMAP;
pass->tcgen = T_GEN_SINGLEMAP;
goto done;
}
// try to find pass with rgbgen set to RGB_GEN_VERTEX
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (pass->rgbgen == RGB_GEN_VERTEX_LIGHTING)
break;
}
if (i < s->numpasses)
{ // we found it
pass->flags |= SHADER_CULL_FRONT;
pass->flags &= ~SHADER_PASS_ANIMMAP;
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->blendmode = 0;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
s->flags |= SHADER_DEPTHWRITE;
s->sort = SHADER_SORT_OPAQUE;
s->numpasses = 1;
memcpy(&s->passes[0], pass, sizeof(shaderpass_t));
}
else
{ // we didn't find it - simply remove all lightmap passes
pass = s->passes;
for(i = 0; i < s->numpasses; i++, pass++)
{
if (pass->flags & SHADER_PASS_LIGHTMAP)
break;
}
if ( i == s->numpasses -1 )
{
s->numpasses--;
}
else if ( i < s->numpasses - 1 )
{
for ( ; i < s->numpasses - 1; i++, pass++ )
{
memcpy ( pass, &s->passes[i+1], sizeof(shaderpass_t) );
}
s->numpasses--;
}
if ( s->passes[0].numtcmods )
{
pass = s->passes;
for ( i = 0; i < s->numpasses; i++, pass++ )
{
if ( !pass->numtcmods )
break;
}
memcpy ( &s->passes[0], pass, sizeof(shaderpass_t) );
}
s->passes[0].rgbgen = RGB_GEN_VERTEX_LIGHTING;
s->passes[0].alphagen = ALPHA_GEN_IDENTITY;
s->passes[0].blendmode = 0;
s->passes[0].flags &= ~(SHADER_PASS_ANIMMAP|SHADER_PASS_NOCOLORARRAY);
s->passes[0].shaderbits &= ~SBITS_BLEND_BITS;
s->passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
s->passes[0].numMergedPasses = 1;
s->numpasses = 1;
s->flags |= SHADER_DEPTHWRITE;
}
}
done:;
//if we've no specular map, try and find whatever the q3 syntax said. hopefully it'll be compatible...
if (!TEXVALID(s->defaulttextures->specular) && !(s->flags & SHADER_HASGLOSS))
{
for (pass = s->passes, i = 0; i < s->numpasses; i++, pass++)
{
if (pass->alphagen == ALPHA_GEN_SPECULAR)
if (pass->texgen == T_GEN_ANIMMAP || pass->texgen == T_GEN_SINGLEMAP)
s->defaulttextures->specular = pass->anim_frames[0];
}
}
if (!TEXVALID(s->defaulttextures->base) && !(s->flags & SHADER_HASDIFFUSE) && !s->prog)
{ //if one of the other passes specifies $diffuse, don't try and guess one, because that means that other pass's texture gets used for BOTH passes, which isn't good.
//also, don't guess one if a program was specified.
shaderpass_t *best = NULL;
int bestweight = 9999999;
int weight;
for (pass = s->passes, i = 0; i < s->numpasses; i++, pass++)
{
weight = 0;
if (pass->flags & SHADER_PASS_DETAIL)
weight += 500; //prefer not to use a detail pass. these are generally useless.
if (pass->numtcmods || pass->tcgen != TC_GEN_BASE)
weight += 200;
if (pass->rgbgen != RGB_GEN_IDENTITY && pass->rgbgen != RGB_GEN_IDENTITY_OVERBRIGHT && pass->rgbgen != RGB_GEN_IDENTITY_LIGHTING)
weight += 100;
if (pass->texgen != T_GEN_ANIMMAP && pass->texgen != T_GEN_SINGLEMAP
#ifdef HAVE_MEDIA_DECODER
&& pass->texgen != T_GEN_VIDEOMAP
#endif
)
weight += 1000;
if ((pass->texgen == T_GEN_ANIMMAP || pass->texgen == T_GEN_SINGLEMAP) && pass->anim_frames[0] && *pass->anim_frames[0]->ident == '$')
weight += 1500;
if (weight < bestweight)
{
bestweight = weight;
best = pass;
}
}
if (best)
{
if (best->texgen == T_GEN_ANIMMAP || best->texgen == T_GEN_SINGLEMAP)
{
if (best->anim_frames[0] && *best->anim_frames[0]->ident != '$')
s->defaulttextures->base = best->anim_frames[0];
}
#ifdef HAVE_MEDIA_DECODER
else if (pass->texgen == T_GEN_VIDEOMAP && pass->cin)
s->defaulttextures->base = Media_UpdateForShader(best->cin);
#endif
}
}
for (i = 0; i < s->numpasses; i += (pass->prog?pass->numMergedPasses:1))
{
pass = s->passes+i;
if (!(pass->shaderbits & (SBITS_BLEND_BITS|SBITS_MASK_BITS)))
{
if (pass->texgen == T_GEN_LIGHTMAP && r_forceprogramify.ival==2)
continue; //pretend its blended.
break;
}
}
// all passes have blendfuncs
if (i == s->numpasses)
{
int maskpass;
qboolean isopaque = false;
maskpass = -1;
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++ )
{
if (pass->shaderbits & SBITS_ATEST_BITS)
{
maskpass = i;
}
else if ((pass->shaderbits & SBITS_MASK_BITS) == 0)
{ //a few shaders use blendfunc one zero so that they're ignored when using r_vertexlight (while later alpha-masked surfs are not).
if (/*(pass->shaderbits & (SBITS_SRCBLEND_BITS|SBITS_DSTBLEND_BITS)) == 0 ||*/
(pass->shaderbits & (SBITS_SRCBLEND_BITS|SBITS_DSTBLEND_BITS)) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO))
isopaque = true;
}
if (pass->rgbgen == RGB_GEN_UNKNOWN)
{
if ( (pass->shaderbits & SBITS_SRCBLEND_BITS) == 0
|| (pass->shaderbits & SBITS_SRCBLEND_BITS) == SBITS_SRCBLEND_ONE
|| (pass->shaderbits & SBITS_SRCBLEND_BITS) == SBITS_SRCBLEND_SRC_ALPHA)
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else
pass->rgbgen = RGB_GEN_IDENTITY;
}
Shader_SetBlendmode (pass, i?pass-1:NULL);
if (pass->blendmode == PBM_ADD && !s->defaulttextures->fullbright)
s->defaulttextures->fullbright = pass->anim_frames[0];
}
if (!(s->flags & SHADER_SKY ) && !s->sort)
{
if (isopaque)
s->sort = SHADER_SORT_OPAQUE;
else if (maskpass == -1)
{
if (s->numpasses && s->passes[0].blendmode == PBM_ADD)
s->sort = SHADER_SORT_ADDITIVE;
else
s->sort = SHADER_SORT_BLEND;
}
else
s->sort = SHADER_SORT_SEETHROUGH;
}
}
else
{
int j;
shaderpass_t *sp;
sp = s->passes;
for (j = 0; j < s->numpasses; j++, sp++)
{
if (sp->rgbgen == RGB_GEN_UNKNOWN)
{
if (sp->flags & SHADER_PASS_LIGHTMAP)
sp->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else
sp->rgbgen = RGB_GEN_IDENTITY;
}
Shader_SetBlendmode (sp, j?sp-1:NULL);
}
if (!s->sort)
{
if (i < s->numpasses && (s->passes[i].shaderbits & SBITS_ATEST_BITS))
s->sort = SHADER_SORT_SEETHROUGH;
}
if (!( s->flags & SHADER_DEPTHWRITE) &&
!(s->flags & SHADER_SKY))
{
s->passes->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 == pass->numMergedPasses && j+1 < 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->bemoverrides[bemoverride_depthonly])
{
const char *mask = Shader_AlphaMaskProgArgs(s);
if (*mask || (s->prog&&s->prog->tess))
s->bemoverrides[bemoverride_depthonly] = R_RegisterShader(va("depthonly%s%s", mask, (s->prog&&s->prog->tess)?"#TESS":""), SUF_NONE,
"{\n"
"program depthonly\n"
"{\n"
"map $diffuse\n"
"depthwrite\n"
"maskcolor\n"
"}\n"
"}\n");
}
if (!s->bemoverrides[LSHADER_STANDARD] && (s->prog&&s->prog->tess))
{
int mode;
for (mode = 0; mode < LSHADER_MODES; mode++)
{
if ((mode & LSHADER_CUBE) && (mode & LSHADER_SPOT))
continue;
if (s->bemoverrides[mode])
continue;
s->bemoverrides[mode] = R_RegisterShader(va("rtlight%s%s%s%s#TESS",
(mode & LSHADER_SMAP)?"#PCF":"",
(mode & LSHADER_SPOT)?"#SPOT":"",
(mode & LSHADER_CUBE)?"#CUBE":"",
#ifdef GLQUAKE
(qrenderer == QR_OPENGL && gl_config.arb_shadow && (mode & (LSHADER_SMAP|LSHADER_SPOT)))?"#USE_ARB_SHADOW":""
#else
""
#endif
)
, s->usageflags,
"{\n"
"program rtlight\n"
"{\n"
"map $diffuse\n"
"blendfunc add\n"
"nodepth\n"
"}\n"
"}\n");
}
}
if (!s->prog && sh_config.progs_supported && (r_forceprogramify.ival || (ps->parseflags & SPF_PROGRAMIFY)))
{
if (r_forceprogramify.ival >= 2)
{
if (s->passes[0].numtcmods == 1 && s->passes[0].tcmods[0].type == SHADER_TCMOD_SCALE)
s->passes[0].numtcmods = 0; //DP sucks and doesn't use normalized texture coords *if* there's a shader specified. so lets ignore any extra scaling that this imposes.
if (s->passes[0].shaderbits & SBITS_ATEST_BITS) //mimic DP's limited alphafunc support
s->passes[0].shaderbits = (s->passes[0].shaderbits & ~SBITS_ATEST_BITS) | SBITS_ATEST_GE128;
s->passes[0].shaderbits &= ~SBITS_DEPTHFUNC_BITS; //DP ignores this too.
if (s->flags & SHADER_CULL_BACK) //DP has no back-face culling
s->flags = (s->flags&~SHADER_CULL_BACK)|SHADER_CULL_FRONT;
//disable rtlight stuff when blended.
if ((s->passes[0].shaderbits & SBITS_SRCBLEND_BITS)==SBITS_SRCBLEND_ONE && (s->passes[0].shaderbits & SBITS_DSTBLEND_BITS)==SBITS_DSTBLEND_ZERO)
; //replace
else if ((s->passes[0].shaderbits & SBITS_SRCBLEND_BITS)==SBITS_SRCBLEND_ONE && (s->passes[0].shaderbits & SBITS_DSTBLEND_BITS)==SBITS_DSTBLEND_ONE)
s->flags |= SHADER_NOSHADOWS; //add-ignore-alpha
else if ((s->passes[0].shaderbits & SBITS_SRCBLEND_BITS)==SBITS_SRCBLEND_SRC_ALPHA && (s->passes[0].shaderbits & SBITS_DSTBLEND_BITS)==SBITS_DSTBLEND_ONE)
s->flags |= SHADER_NOSHADOWS; //add-with-alpha
else if ((s->passes[0].shaderbits & SBITS_SRCBLEND_BITS)==SBITS_SRCBLEND_SRC_ALPHA && (s->passes[0].shaderbits & SBITS_DSTBLEND_BITS)==SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA)
s->flags |= SHADER_NOSHADOWS; //blended
else
s->flags |= SHADER_NOSHADOWS|SHADER_NODLIGHT; //erk...
if (s->passes[0].numtcmods>1)
{ //reverse the order of tcmods (dp uses a texture matrix which it concats in reverse order)
tcmod_t tmp[SHADER_MAX_TC_MODS];
int j;
memcpy(tmp, s->passes[0].tcmods, sizeof(*tmp)*s->passes[0].numtcmods);
for (j = 0; j < s->passes[0].numtcmods; j++)
s->passes[0].tcmods[j] = tmp[s->passes[0].numtcmods-1-j];
}
}
Shader_Programify(ps);
}
if (s->prog)
{
struct
{
int gen;
unsigned int flags;
} defaulttgen[] =
{
//light
{T_GEN_SHADOWMAP, 0}, //0
{T_GEN_LIGHTCUBEMAP, 0}, //1
//material
{T_GEN_DIFFUSE, SHADER_HASDIFFUSE}, //2
{T_GEN_NORMALMAP, SHADER_HASNORMALMAP}, //3
{T_GEN_SPECULAR, SHADER_HASGLOSS}, //4
{T_GEN_UPPEROVERLAY, SHADER_HASTOPBOTTOM}, //5
{T_GEN_LOWEROVERLAY, SHADER_HASTOPBOTTOM}, //6
{T_GEN_FULLBRIGHT, SHADER_HASFULLBRIGHT}, //7
{T_GEN_PALETTED, SHADER_HASPALETTED}, //8
{T_GEN_REFLECTCUBE, SHADER_HASREFLECTCUBE}, //9
{T_GEN_REFLECTMASK, 0}, //10
{T_GEN_DISPLACEMENT, SHADER_HASDISPLACEMENT},//11
{T_GEN_OCCLUSION, 0}, //12
// {T_GEN_REFLECTION, SHADER_HASREFLECT}, //
// {T_GEN_REFRACTION, SHADER_HASREFRACT}, //
// {T_GEN_REFRACTIONDEPTH, SHADER_HASREFRACTDEPTH},//
// {T_GEN_RIPPLEMAP, SHADER_HASRIPPLEMAP}, //
//batch
{T_GEN_LIGHTMAP, SHADER_HASLIGHTMAP}, //13
{T_GEN_DELUXMAP, 0}, //14
//more lightmaps //15,16,17
//mode deluxemaps //18,19,20
};
#ifdef HAVE_MEDIA_DECODER
cin_t *cin = R_ShaderGetCinematic(s);
#endif
//if the glsl doesn't specify all samplers, just trim them.
s->numpasses = s->prog->numsamplers;
#ifdef HAVE_MEDIA_DECODER
if (cin && R_ShaderGetCinematic(s) == cin)
cin = NULL;
#endif
//if the glsl has specific textures listed, be sure to provide a pass for them.
for (i = 0; i < sizeof(defaulttgen)/sizeof(defaulttgen[0]); i++)
{
if (s->prog->defaulttextures & (1u<<i))
{
if (s->numpasses >= SHADER_PASS_MAX)
break; //panic...
s->passes[s->numpasses].flags &= ~SHADER_PASS_DEPTHCMP;
if (defaulttgen[i].gen == T_GEN_SHADOWMAP)
s->passes[s->numpasses].flags |= SHADER_PASS_DEPTHCMP;
#ifdef HAVE_MEDIA_DECODER
if (!i && cin)
{
s->passes[s->numpasses].texgen = T_GEN_VIDEOMAP;
s->passes[s->numpasses].cin = cin;
cin = NULL;
}
else
#endif
{
s->passes[s->numpasses].texgen = defaulttgen[i].gen;
#ifdef HAVE_MEDIA_DECODER
s->passes[s->numpasses].cin = NULL;
#endif
}
s->numpasses++;
s->flags |= defaulttgen[i].flags;
}
}
//must have at least one texture.
if (!s->numpasses)
{
#ifdef HAVE_MEDIA_DECODER
s->passes[0].texgen = cin?T_GEN_VIDEOMAP:T_GEN_DIFFUSE;
s->passes[0].cin = cin;
#else
s->passes[0].texgen = T_GEN_DIFFUSE;
#endif
s->numpasses = 1;
}
#ifdef HAVE_MEDIA_DECODER
else if (cin)
Media_ShutdownCin(cin);
#endif
s->passes->numMergedPasses = s->numpasses;
}
else if (s->numdeforms)
s->flags |= SHADER_NEEDSARRAYS;
else
{
for (i = 0; i < s->numpasses; i++)
{
pass = &s->passes[i];
if (pass->prog)
continue;
if (pass->numtcmods || (s->passes[i].tcgen != TC_GEN_BASE && s->passes[i].tcgen != TC_GEN_LIGHTMAP) || !(s->passes[i].flags & SHADER_PASS_NOCOLORARRAY))
{
s->flags |= SHADER_NEEDSARRAYS;
break;
}
if (!(pass->flags & SHADER_PASS_NOCOLORARRAY))
{
if (!(((pass->rgbgen == RGB_GEN_VERTEX_LIGHTING) ||
(pass->rgbgen == RGB_GEN_VERTEX_EXACT) ||
(pass->rgbgen == RGB_GEN_ONE_MINUS_VERTEX)) &&
(pass->alphagen == ALPHA_GEN_VERTEX)))
{
s->flags |= SHADER_NEEDSARRAYS;
break;
}
}
}
}
}
/*
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;
}
}
}
}
*/
/*
if (*shader_diffusemapname)
{
if (!s->defaulttextures.base)
s->defaulttextures.base = Shader_FindImage (va("%s.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.bump)
s->defaulttextures.bump = Shader_FindImage (va("%s_norm.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.fullbright)
s->defaulttextures.fullbright = Shader_FindImage (va("%s_glow.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.specular)
s->defaulttextures.specular = Shader_FindImage (va("%s_gloss.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.upperoverlay)
s->defaulttextures.upperoverlay = Shader_FindImage (va("%s_shirt.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.loweroverlay)
s->defaulttextures.loweroverlay = Shader_FindImage (va("%s_pants.tga", shader_diffusemapname), 0); //stupid yanks...
}
*/
void QDECL R_BuildDefaultTexnums(texnums_t *src, shader_t *shader, unsigned int imageflags)
{
char *h;
char imagename[MAX_QPATH];
char mapname[MAX_QPATH];
char *subpath = NULL;
texnums_t *tex;
unsigned int a, aframes;
strcpy(imagename, shader->name);
h = strchr(imagename, '#');
if (h)
*h = 0;
if (*imagename == '/' || strchr(imagename, ':'))
{ //this is not security. this is anti-spam for the verbose security in the filesystem code.
Con_Printf("Warning: shader has absolute path: %s\n", shader->name);
*imagename = 0;
}
//skins can use an alternative path in certain cases, to work around dodgy models.
if (shader->generator == Shader_DefaultSkin)
subpath = shader->genargs;
tex = shader->defaulttextures;
aframes = max(1, shader->numdefaulttextures);
//if any were specified explicitly, replicate that into all.
//this means animmap can be used, with any explicit textures overriding all.
if (!shader->numdefaulttextures && src)
{
//only do this if there wasn't an animmap thing to break everything.
if (!TEXVALID(tex->base))
tex->base = src->base;
if (!TEXVALID(tex->bump))
tex->bump = src->bump;
if (!TEXVALID(tex->fullbright))
tex->fullbright = src->fullbright;
if (!TEXVALID(tex->specular))
tex->specular = src->specular;
if (!TEXVALID(tex->loweroverlay))
tex->loweroverlay = src->loweroverlay;
if (!TEXVALID(tex->upperoverlay))
tex->upperoverlay = src->upperoverlay;
if (!TEXVALID(tex->reflectmask))
tex->reflectmask = src->reflectmask;
if (!TEXVALID(tex->reflectcube))
tex->reflectcube = src->reflectcube;
if (!TEXVALID(tex->displacement))
tex->displacement = src->displacement;
}
for (a = 1; a < aframes; a++)
{
if (!TEXVALID(tex[a].base))
tex[a].base = tex[0].base;
if (!TEXVALID(tex[a].bump))
tex[a].bump = tex[0].bump;
if (!TEXVALID(tex[a].fullbright))
tex[a].fullbright = tex[0].fullbright;
if (!TEXVALID(tex[a].specular))
tex[a].specular = tex[0].specular;
if (!TEXVALID(tex[a].loweroverlay))
tex[a].loweroverlay = tex[0].loweroverlay;
if (!TEXVALID(tex[a].upperoverlay))
tex[a].upperoverlay = tex[0].upperoverlay;
if (!TEXVALID(tex[a].reflectmask))
tex[a].reflectmask = tex[0].reflectmask;
if (!TEXVALID(tex[a].reflectcube))
tex[a].reflectcube = tex[0].reflectcube;
if (!TEXVALID(tex[a].displacement))
tex[a].displacement = tex[0].displacement;
}
for (a = 0; a < aframes; a++, tex++)
{
COM_StripExtension(tex->mapname, mapname, sizeof(mapname));
if (!TEXVALID(tex->base))
{
/*dlights/realtime lighting needs some stuff*/
if (!TEXVALID(tex->base) && *tex->mapname)// && (shader->flags & SHADER_HASDIFFUSE))
tex->base = R_LoadHiResTexture(tex->mapname, NULL, imageflags);
if (!TEXVALID(tex->base))
tex->base = R_LoadHiResTexture(imagename, subpath, (*imagename=='{')?0:IF_NOALPHA|imageflags);
}
if ((shader->flags & SHADER_HASPALETTED) && !TEXVALID(tex->paletted))
{
if (!TEXVALID(tex->paletted) && *tex->mapname)
tex->paletted = R_LoadHiResTexture(va("%s", tex->mapname), NULL, 0|IF_NEAREST|IF_PALETTIZE|imageflags);
if (!TEXVALID(tex->paletted))
tex->paletted = R_LoadHiResTexture(va("%s", imagename), subpath, ((*imagename=='{')?0:IF_NOALPHA)|IF_NEAREST|IF_PALETTIZE|imageflags);
}
imageflags |= IF_LOWPRIORITY;
COM_StripExtension(imagename, imagename, sizeof(imagename));
if (!TEXVALID(tex->bump))
{
if (r_loadbumpmapping || (shader->flags & SHADER_HASNORMALMAP))
{
if (!TEXVALID(tex->bump) && *mapname && (shader->flags & SHADER_HASNORMALMAP))
tex->bump = R_LoadHiResTexture(va("%s_norm", mapname), NULL, imageflags|IF_TRYBUMP|IF_NOSRGB|imageflags);
if (!TEXVALID(tex->bump))
tex->bump = R_LoadHiResTexture(va("%s_norm", imagename), subpath, imageflags|IF_TRYBUMP|IF_NOSRGB|imageflags);
}
}
if (!TEXVALID(tex->loweroverlay))
{
if (shader->flags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->loweroverlay) && *mapname)
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", mapname), NULL, imageflags);
if (!TEXVALID(tex->loweroverlay))
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", imagename), subpath, imageflags); /*how rude*/
}
}
if (!TEXVALID(tex->upperoverlay))
{
if (shader->flags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->upperoverlay) && *mapname)
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", mapname), NULL, imageflags);
if (!TEXVALID(tex->upperoverlay))
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", imagename), subpath, imageflags);
}
}
if (!TEXVALID(tex->specular))
{
extern cvar_t gl_specular;
if ((shader->flags & SHADER_HASGLOSS) && gl_specular.value && gl_load24bit.value)
{
if (!TEXVALID(tex->specular) && *mapname)
tex->specular = R_LoadHiResTexture(va("%s_gloss", mapname), NULL, imageflags);
if (!TEXVALID(tex->specular))
tex->specular = R_LoadHiResTexture(va("%s_gloss", imagename), subpath, imageflags);
}
}
if (!TEXVALID(tex->fullbright))
{
extern cvar_t r_fb_bmodels;
if ((shader->flags & SHADER_HASFULLBRIGHT) && r_fb_bmodels.value && gl_load24bit.value)
{
if (!TEXVALID(tex->fullbright) && *mapname)
tex->fullbright = R_LoadHiResTexture(va("%s_luma:%s_glow", mapname, mapname), NULL, imageflags);
if (!TEXVALID(tex->fullbright))
tex->fullbright = R_LoadHiResTexture(va("%s_luma:%s_glow", imagename, imagename), subpath, imageflags);
}
}
//if there's a reflectcube texture specified by the shader, make sure we have a reflectmask to go with it.
if (tex->reflectcube)
{
if (!TEXVALID(tex->reflectmask) && *mapname)
tex->reflectmask = R_LoadHiResTexture(va("%s_reflect", mapname), NULL, imageflags);
if (!TEXVALID(tex->reflectmask))
tex->reflectmask = R_LoadHiResTexture(va("%s_reflect", imagename), subpath, imageflags);
}
}
}
#if 0//def Q2BSPS
static qbyte *ReadRGBA8ImageFile(const char *fname, const char *subpath, int *width, int *height)
{
qboolean hasalpha;
qofs_t filesize;
qbyte *img, *filedata = NULL;
char *patterns[] =
{
"*overrides/%s.tga",
"*overrides/%s.jpg",
"textures/%s.tga",
"textures/%s.jpg",
};
char nname[MAX_QPATH];
size_t p;
for (p = 0; p < countof(patterns) && !filedata; p++)
{
if (*patterns[p] == '*')
Q_snprintfz(nname, sizeof(nname), patterns[p]+1, COM_SkipPath(fname));
else
Q_snprintfz(nname, sizeof(nname), patterns[p], fname);
filedata = FS_MallocFile(nname, FS_GAME, &filesize);
}
img = filedata?Read32BitImageFile(filedata, filesize, width, height, &hasalpha, fname):NULL;
BZ_Free(filedata);
return img;
}
#endif
//call this with some fallback textures to directly load some textures
void QDECL R_BuildLegacyTexnums(shader_t *shader, const char *fallbackname, const char *subpath, unsigned int loadflags, unsigned int imageflags, uploadfmt_t basefmt, size_t width, size_t height, qbyte *srcdata, qbyte *palette)
{
char *h;
char imagename[MAX_QPATH];
char mapname[MAX_QPATH]; //as specified by the shader.
//extern cvar_t gl_miptexLevel;
texnums_t *tex = shader->defaulttextures;
int a, aframes;
/*else if (gl_miptexLevel.ival)
{
unsigned int miplevel = 0, i;
for (i = 0; i < 3 && i < gl_miptexLevel.ival && mipdata[i]; i++)
miplevel = i;
for (i = 0; i < 3; i++)
dontcrashme[i] = (miplevel+i)>3?NULL:mipdata[miplevel+i];
width >>= miplevel;
height >>= miplevel;
mipdata = dontcrashme;
}
*/
strcpy(imagename, shader->name);
h = strchr(imagename, '#');
if (h)
*h = 0;
if (*imagename == '/' || strchr(imagename, ':'))
{ //this is not security. this is anti-spam for the verbose security in the filesystem code.
Con_Printf("Warning: shader has absolute path: %s\n", shader->name);
*imagename = 0;
}
//for water texture replacements
while((h = strchr(imagename, '*')))
*h = '#';
loadflags &= shader->flags;
//skins can use an alternative path in certain cases, to work around dodgy models.
if (shader->generator == Shader_DefaultSkin)
subpath = shader->genargs;
//optimise away any palette info if we can...
if (!palette || palette == host_basepal)
{
if (basefmt == TF_MIP4_8PAL24)
basefmt = TF_MIP4_SOLID8;
// if (basefmt == TF_MIP4_8PAL24_T255)
// basefmt = TF_MIP4_TRANS8;
}
//make sure the noalpha thing is set properly.
switch(basefmt)
{
case TF_MIP4_P8:
case TF_MIP4_8PAL24:
case TF_MIP4_SOLID8:
case TF_SOLID8:
imageflags |= IF_NOALPHA;
//fallthrough
case TF_MIP4_8PAL24_T255:
if (!srcdata)
basefmt = TF_SOLID8;
break;
default:
break;
}
imageflags |= IF_MIPCAP;
COM_StripExtension(imagename, imagename, sizeof(imagename));
aframes = max(1, shader->numdefaulttextures);
//if any were specified explicitly, replicate that into all.
//this means animmap can be used, with any explicit textures overriding all.
for (a = 1; a < aframes; a++)
{
if (!TEXVALID(tex[a].base))
tex[a].base = tex[0].base;
if (!TEXVALID(tex[a].bump))
tex[a].bump = tex[0].bump;
if (!TEXVALID(tex[a].fullbright))
tex[a].fullbright = tex[0].fullbright;
if (!TEXVALID(tex[a].specular))
tex[a].specular = tex[0].specular;
if (!TEXVALID(tex[a].loweroverlay))
tex[a].loweroverlay = tex[0].loweroverlay;
if (!TEXVALID(tex[a].upperoverlay))
tex[a].upperoverlay = tex[0].upperoverlay;
if (!TEXVALID(tex[a].reflectmask))
tex[a].reflectmask = tex[0].reflectmask;
if (!TEXVALID(tex[a].reflectcube))
tex[a].reflectcube = tex[0].reflectcube;
if (!TEXVALID(tex[a].displacement))
tex[a].displacement = tex[0].displacement;
}
for (a = 0; a < aframes; a++, tex++)
{
COM_StripExtension(tex->mapname, mapname, sizeof(mapname));
#if 0//def Q2BSPS
if (gl_load24bit.ival == 2)
{
qbyte *base;
int basewidth, baseheight;
qbyte *norm;
int normwidth, normheight;
qbyte tmp;
int x, y;
base = ReadRGBA8ImageFile(imagename, subpath, &basewidth, &baseheight);
//base contains diffuse RGB, and height
if (base)
{
tex->base = Image_GetTexture(va("%s_diff", imagename), subpath, imageflags|IF_NOREPLACE, base, NULL, basewidth, baseheight, TF_RGBX32); //queues the texture creation.
norm = ReadRGBA8ImageFile(va("%s_bump", imagename), subpath, &normwidth, &normheight);
if (norm)
{
if (normwidth != basewidth || normheight != baseheight)
{
//sucks...
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_NOREPLACE, norm, NULL, normwidth, normheight, TF_RGBX32); //queues the texture creation.
}
else
{
//so we have a base texture, and normalmap
//we already uploaded the diffuse, so now we can just pretend that the base is the specularmap.
//we just need to swap the two alpha channels.
for (y = 0; y < baseheight; y++)
{
for (x = 0; x < basewidth; x++)
{
tmp = base[(x+y*basewidth)*4+3];
base[(x+y*basewidth)*4+3] = norm[(x+y*basewidth)*4+3];
norm[(x+y*basewidth)*4+3] = ((x+y)&1)*255;//tmp;
}
}
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_NOREPLACE, norm, NULL, normwidth, normheight, TF_RGBA32); //queues the texture creation.
tex->specular = Image_GetTexture(va("%s_spec", imagename), subpath, imageflags|IF_NOREPLACE, base, NULL, basewidth, baseheight, TF_RGBA32); //queues the texture creation.
}
BZ_Free(norm);
}
else
{
//generate a height8 image from the alpha channel. we can do it in place
for (y = 0; y < baseheight; y++)
{
for (x = 0; x < basewidth; x++)
base[(x+y*basewidth)] = base[(x+y*basewidth)*4+3];
}
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_NOREPLACE, base, NULL, basewidth, baseheight, TF_HEIGHT8);
}
BZ_Free(base);
}
}
#endif
/*dlights/realtime lighting needs some stuff*/
if (loadflags & SHADER_HASDIFFUSE)
{
if (!TEXVALID(tex->base) && *mapname)
tex->base = R_LoadHiResTexture(mapname, NULL, imageflags);
if (!TEXVALID(tex->base) && fallbackname)
{
if (gl_load24bit.ival)
{
tex->base = Image_GetTexture(imagename, subpath, imageflags|IF_NOWORKER, NULL, NULL, width, height, basefmt);
if (!TEXLOADED(tex->base))
{
tex->base = Image_GetTexture(fallbackname, subpath, imageflags|IF_NOWORKER, NULL, NULL, width, height, basefmt);
if (TEXLOADED(tex->base))
Q_strncpyz(imagename, fallbackname, sizeof(imagename));
}
}
if (!TEXLOADED(tex->base))
tex->base = Image_GetTexture(imagename, subpath, imageflags, srcdata, palette, width, height, basefmt);
}
else if (!TEXVALID(tex->base))
tex->base = Image_GetTexture(imagename, subpath, imageflags, srcdata, palette, width, height, basefmt);
}
if (loadflags & SHADER_HASPALETTED)
{
if (!TEXVALID(tex->paletted) && *mapname)
tex->paletted = R_LoadHiResTexture(va("%s_pal", mapname), NULL, imageflags|IF_NEAREST);
if (!TEXVALID(tex->paletted))
tex->paletted = Image_GetTexture(va("%s_pal", imagename), subpath, imageflags|IF_NEAREST|IF_NOSRGB, srcdata, palette, width, height, (basefmt==TF_MIP4_SOLID8)?TF_MIP4_P8:PTI_P8);
}
imageflags |= IF_LOWPRIORITY;
//all the rest need/want an alpha channel in some form.
imageflags &= ~IF_NOALPHA;
imageflags |= IF_NOGAMMA;
if (loadflags & SHADER_HASNORMALMAP||*imagename=='#')
{
extern cvar_t r_shadow_bumpscale_basetexture;
if (!TEXVALID(tex->bump) && *mapname)
tex->bump = R_LoadHiResTexture(va("%s_norm", mapname), NULL, imageflags|IF_TRYBUMP|IF_NOSRGB);
if (!TEXVALID(tex->bump) && (r_shadow_bumpscale_basetexture.ival||*imagename=='#'||gl_load24bit.ival))
{
qbyte *fallbackheight;
if ((r_shadow_bumpscale_basetexture.ival||*imagename=='#') && !(basefmt&PTI_FULLMIPCHAIN))
fallbackheight = srcdata; //generate normalmap from assumed heights.
else
fallbackheight = NULL; //disabled
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_TRYBUMP|IF_NOSRGB|(*imagename=='#'?IF_LINEAR:0), fallbackheight, palette, width, height, TF_HEIGHT8PAL);
}
}
if (loadflags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->loweroverlay) && *mapname)
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", mapname), NULL, imageflags);
if (!TEXVALID(tex->loweroverlay))
tex->loweroverlay = Image_GetTexture(va("%s_pants", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (loadflags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->upperoverlay) && *mapname)
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", mapname), NULL, imageflags);
if (!TEXVALID(tex->upperoverlay))
tex->upperoverlay = Image_GetTexture(va("%s_shirt", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (loadflags & SHADER_HASGLOSS)
{
if (!TEXVALID(tex->specular) && *mapname)
tex->specular = R_LoadHiResTexture(va("%s_gloss", mapname), NULL, imageflags);
if (!TEXVALID(tex->specular))
tex->specular = Image_GetTexture(va("%s_gloss", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (tex->reflectcube)
{
if (!TEXVALID(tex->reflectmask) && *mapname)
tex->reflectmask = R_LoadHiResTexture(va("%s_reflect", mapname), NULL, imageflags);
if (!TEXVALID(tex->reflectmask))
tex->reflectmask = Image_GetTexture(va("%s_reflect", imagename), subpath, imageflags, NULL, NULL, width, height, TF_INVALID);
}
if (loadflags & SHADER_HASFULLBRIGHT)
{
if (!TEXVALID(tex->fullbright) && *mapname)
tex->fullbright = R_LoadHiResTexture(va("%s_luma", mapname), NULL, imageflags);
if (!TEXVALID(tex->fullbright))
{
int s=-1;
if (srcdata && !(basefmt&PTI_FULLMIPCHAIN) && (!palette || palette == host_basepal))
for(s = width*height-1; s>=0; s--)
{
if (srcdata[s] >= 256-vid.fullbright)
break;
}
tex->fullbright = Image_GetTexture(va("%s_luma:%s_glow", imagename,imagename), subpath, imageflags, (s>=0)?srcdata:NULL, palette, width, height, TF_TRANS8_FULLBRIGHT);
}
}
}
}
void Shader_DefaultScript(parsestate_t *ps, const char *shortname, const void *args)
{
const char *f = args;
if (!args)
return;
while (*f == ' ' || *f == '\t' || *f == '\n' || *f == '\r')
f++;
if (*f == '{')
{
f++;
Shader_ReadShader(ps, (void*)f, NULL);
}
}
void Shader_DefaultBSPLM(parsestate_t *ps, const char *shortname, const void *args)
{
shader_t *s = ps->s;
char *builtin = NULL;
if (Shader_ParseShader(ps, "defaultwall"))
return;
if (!builtin && r_softwarebanding && (qrenderer == QR_OPENGL || qrenderer == QR_VULKAN) && sh_config.progs_supported)
builtin = (
"{\n"
"{\n"
"program defaultwall#EIGHTBIT\n"
"map $colourmap\n"
"}\n"
"}\n"
);
if (!builtin && r_lightmap.ival)
builtin = (
"{\n"
"fte_program drawflat_wall#LM\n"
"{\n"
"map $lightmap\n"
"tcgen lightmap\n"
"}\n"
"}\n"
);
if (!builtin && r_drawflat.ival)
builtin = (
"{\n"
"fte_program drawflat_wall\n"
"{\n"
"map $lightmap\n"
"tcgen lightmap\n"
"rgbgen srgb $r_floorcolour\n"
"}\n"
"}\n"
);
if (!builtin && r_lightprepass)
{
builtin = (
"{\n"
"{\n"
"fte_program lpp_wall\n"
"map $gbuffer2\n" //diffuse lighting info
"map $gbuffer3\n" //specular lighting info
"}\n"
//this is drawn during the initial gbuffer pass to prepare it
"fte_bemode gbuffer\n"
"{\n"
"{\n"
"fte_program lpp_depthnorm\n"
// "map $normalmap\n"
"tcgen base\n"
"}\n"
"}\n"
"}\n"
);
}
//d3d has no position-invariant. this results in all sorts of glitches, so try not to use it.
if (!builtin && ((sh_config.progs_supported && (qrenderer == QR_OPENGL/*||qrenderer == QR_DIRECT3D9*/)) || sh_config.progs_required))
{
builtin = (
"{\n"
"fte_program defaultwall\n"
"{\n"
"map $diffuse\n"
"}\n"
"}\n"
);
}
if (!builtin)
builtin = (
"{\n"
/* "if $deluxmap\n"
"{\n"
"map $normalmap\n"
"tcgen base\n"
"depthwrite\n"
"}\n"
"{\n"
"map $deluxmap\n"
"tcgen lightmap\n"
"}\n"
"endif\n"
*/// "if !r_fullbright\n"
"{\n"
"map $lightmap\n"
// "if $deluxmap\n"
// "blendfunc gl_dst_color gl_zero\n"
// "endif\n"
"}\n"
// "endif\n"
"{\n"
"map $diffuse\n"
"tcgen base\n"
// "if $deluxmap || !r_fullbright\n"
// "blendfunc gl_dst_color gl_zero\n"
"blendfunc filter\n"
// "endif\n"
"}\n"
"if gl_fb_bmodels\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"depthfunc equal\n"
"}\n"
"endif\n"
"}\n"
);
Shader_DefaultScript(ps, shortname, builtin);
if (r_lightprepass)
s->flags |= SHADER_HASNORMALMAP;
}
void Shader_DefaultCinematic(parsestate_t *ps, const char *shortname, const void *args)
{
Shader_DefaultScript(ps, shortname,
va(
"{\n"
"program default2d\n"
"{\n"
"videomap \"%s\"\n"
"blendfunc gl_one gl_one_minus_src_alpha\n"
"}\n"
"}\n"
, (const char*)args)
);
}
/*shortname should begin with 'skybox_'*/
void Shader_DefaultSkybox(parsestate_t *ps, const char *shortname, const void *args)
{
shader_t *s = ps->s;
int i;
Shader_DefaultScript(ps, shortname,
va(
"{\n"
"sort sky\n"
"surfaceparm nodlight\n"
"skyparms %s - -\n"
"}\n"
, shortname+7)
);
for (i = 0; i < 6; i++)
{
if (s->skydome->farbox_textures[i] == missing_texture)
{
if (s->skydome)
Z_Free(s->skydome);
s->skydome = NULL;
return;
}
}
}
char *Shader_DefaultBSPWater(parsestate_t *ps, const char *shortname, char *buffer, size_t buffersize)
{
shader_t *s = ps->s;
int wstyle;
int type;
float alpha;
qboolean explicitalpha = false;
cvar_t *alphavars[] = { &r_wateralpha, &r_lavaalpha, &r_slimealpha, &r_telealpha};
cvar_t *stylevars[] = { &r_waterstyle, &r_lavastyle, &r_slimestyle, &r_telestyle};
if (!strncmp(shortname, "*portal", 7))
{
return "{\n"
"portal\n"
"}\n";
}
else if (!strncmp(shortname, "*lava", 5))
type = 1;
else if (!strncmp(shortname, "*slime", 6))
type = 2;
else if (!strncmp(shortname, "*tele", 5))
type = 3;
else
type = 0;
alpha = Shader_FloatArgument(s, "ALPHA");
if (alpha)
explicitalpha = true;
else
{
if (ruleset_allow_watervis.ival)
alpha = *alphavars[type]->string?alphavars[type]->value:alphavars[0]->value;
else
alpha = 1;
}
if (alpha <= 0)
wstyle = -1;
else if (r_fastturb.ival)
wstyle = 0;
else if (*stylevars[type]->string)
wstyle = stylevars[type]->ival;
else if (stylevars[0]->ival > 0)
wstyle = stylevars[0]->ival;
else
wstyle = 1;
if (wstyle > 1 && !ruleset_allow_watervis.ival)
wstyle = 1;
if (wstyle > 1 && !sh_config.progs_supported)
wstyle = 1;
//extra silly limitations
switch(qrenderer)
{
#ifdef GLQUAKE
case QR_OPENGL:
if (wstyle > 2 && !gl_config.ext_framebuffer_objects)
wstyle = 2;
break;
#endif
#ifdef VKQUAKE
case QR_VULKAN:
if (wstyle > 3)
wstyle = 3;
break;
#endif
default: //altwater not supported with other renderers
if (wstyle > 1)
wstyle = 1;
}
switch(wstyle)
{
case -1: //invisible
return (
"{\n"
"surfaceparm nodraw\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"surfaceparm hasdiffuse\n"
"}\n"
);
case -2: //regular with r_wateralpha forced off.
return (
"{\n"
"{\n"
"program defaultwarp\n"
"map $diffuse\n"
"tcmod turb 0.02 0.1 0.5 0.1\n"
"}\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"surfaceparm hasdiffuse\n"
"}\n"
);
case 0: //fastturb
return (
"{\n"
"{\n"
//"program defaultfill\n"
"map $whiteimage\n"
"rgbgen srgb $r_fastturbcolour\n"
"}\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"surfaceparm hasdiffuse\n"
"}\n"
);
default:
case 1: //vanilla style
Q_snprintfz(buffer, buffersize,
"{\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"{\n"
"program defaultwarp%s\n"
"map $diffuse\n"
"tcmod turb 0.02 0.1 0.5 0.1\n"
"if %g < 1\n"
"alphagen const %g\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"endif\n"
"}\n"
"surfaceparm hasdiffuse\n"
"}\n"
, (explicitalpha||alpha==1)?"":va("#ALPHA=%g",alpha), alpha, alpha);
return buffer;
case 2: //refraction of the underwater surface, with a fresnel
return (
"{\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"{\n"
"program altwater#FRESNEL=4\n"
"map $refraction\n"
"map $null\n"//$reflection
"map $null\n"//$ripplemap
"map $null\n"//$refractiondepth
"}\n"
"surfaceparm hasdiffuse\n"
"}\n"
);
case 3: //reflections
return (
"{\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"{\n"
"program altwater#REFLECT#FRESNEL=4\n"
"map $refraction\n"
"map $reflection\n"
"map $null\n"//$ripplemap
"map $null\n"//$refractiondepth
"}\n"
"surfaceparm hasdiffuse\n"
"}\n"
);
case 4: //ripples
return (
"{\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"{\n"
"program altwater#RIPPLEMAP#FRESNEL=4\n"
"map $refraction\n"
"map $null\n"//$reflection
"map $ripplemap\n"
"map $null\n"//$refractiondepth
"}\n"
"surfaceparm hasdiffuse\n"
"}\n"
);
case 5: //ripples+reflections
return (
"{\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"{\n"
"program altwater#REFLECT#RIPPLEMAP#FRESNEL=4\n"
"map $refraction\n"
"map $reflection\n"
"map $ripplemap\n"
"map $null\n"//$refractiondepth
"}\n"
"surfaceparm hasdiffuse\n"
"}\n"
);
}
}
void Shader_DefaultWaterShader(parsestate_t *ps, const char *shortname, const void *args)
{
char tmpbuffer[2048];
Shader_DefaultScript(ps, shortname, Shader_DefaultBSPWater(ps, shortname, tmpbuffer, sizeof(tmpbuffer)));
}
void Shader_DefaultBSPQ2(parsestate_t *ps, const char *shortname, const void *args)
{
if (!strncmp(shortname, "sky/", 4))
{
Shader_DefaultScript(ps, shortname,
"{\n"
"sort sky\n"
"surfaceparm nodlight\n"
"skyparms - - -\n"
"}\n"
);
}
else if (Shader_FloatArgument(ps->s, "WARP"))//!strncmp(shortname, "warp/", 5) || !strncmp(shortname, "warp33/", 7) || !strncmp(shortname, "warp66/", 7))
{
char tmpbuffer[2048];
Shader_DefaultScript(ps, shortname, Shader_DefaultBSPWater(ps, shortname, tmpbuffer, sizeof(tmpbuffer)));
}
else if (Shader_FloatArgument(ps->s, "FLOW"))
{
if (Shader_FloatArgument(ps->s, "ALPHA")) {
Shader_DefaultScript(ps, shortname,
"{\n"
"{\n"
"map $diffuse\n"
"alphagen const $#ALPHA\n"
"tcmod scroll -1 0\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
} else {
Shader_DefaultScript(ps, shortname,
"{\n"
"{\n"
"map $diffuse\n"
"tcmod scroll -1 0\n"
"}\n"
"{\n"
"map $lightmap\n"
"if gl_overbright > 1\n"
"blendfunc gl_dst_color gl_src_color\n"
"else\n"
"blendfunc gl_dst_color gl_zero\n"
"endif\n"
"depthfunc equal\n"
"}\n"
"}\n"
);
}
}
else if (Shader_FloatArgument(ps->s, "ALPHA"))// !strncmp(shortname, "trans/", 6))
{
Shader_DefaultScript(ps, shortname,
"{\n"
"{\n"
"map $diffuse\n"
"alphagen const $#ALPHA\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
else
Shader_DefaultBSPLM(ps, shortname, args);
}
void Shader_DefaultBSPQ1(parsestate_t *ps, const char *shortname, const void *args)
{
char *builtin = NULL;
char tmpbuffer[2048];
if (!strcmp(shortname, "mirror_portal"))
{
builtin = "{\n"
"portal\n"
"}\n";
}
else if (r_mirroralpha.value < 1 && (!strcmp(shortname, "window02_1") || !strncmp(shortname, "mirror", 6)))
{
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 == '*' || *shortname == '!'))
{
builtin = Shader_DefaultBSPWater(ps, shortname, tmpbuffer, sizeof(tmpbuffer));
}
if (!builtin && !strncmp(shortname, "sky", 3))
{
//q1 sky
/*if (r_fastsky.ival)
{
builtin = (
"{\n"
"sort sky\n"
"{\n"
"map $whiteimage\n"
"rgbgen srgb $r_fastskycolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
}*/
/*else if (*r_skyboxname.string || *cl.skyname)
{
qboolean okay;
Z_Free(s->skydome);
s->skydome = (skydome_t *)Z_Malloc(sizeof(skydome_t));
okay = Shader_ParseSkySides(shortname, "", s->skydome->farbox_textures);
s->flags |= SHADER_SKY|SHADER_NODLIGHT;
s->sort = SHADER_SORT_SKY;
if (okay)
return;
builtin = NULL;
//if the r_skybox failed to load or whatever, reset and fall through and just use the regular sky
Shader_Reset(s);
}*/
if (!builtin)
builtin = (
"{\n"
"sort sky\n"
"program defaultsky\n"
"skyparms - 512 -\n"
/*WARNING: these values are not authentic quake, only close aproximations*/
"{\n"
"map $diffuse\n"
"tcmod scale 10 10\n"
"tcmod scroll 0.04 0.04\n"
"depthwrite\n"
"}\n"
"{\n"
"map $fullbright\n"
"blendfunc blend\n"
"tcmod scale 10 10\n"
"tcmod scroll 0.02 0.02\n"
"}\n"
"}\n"
);
}
if (!builtin && *shortname == '{')
{
/*alpha test*/
if (sh_config.progs_supported)
builtin = (
"{\n"
"fte_program defaultwall#MASK=0.666#MASKLT\n"
"}\n"
);
else
builtin = (
"{\n"
/* "if $deluxmap\n"
"{\n"
"map $normalmap\n"
"tcgen base\n"
"}\n"
"{\n"
"map $deluxmap\n"
"tcgen lightmap\n"
"}\n"
"endif\n"*/
"{\n"
"map $diffuse\n"
"tcgen base\n"
"alphafunc ge128\n"
"}\n"
// "if $lightmap\n"
"{\n"
"map $lightmap\n"
"if gl_overbright > 1\n"
"blendfunc gl_dst_color gl_src_color\n" //scale it up twice. will probably still get clamped, but what can you do
"else\n"
"blendfunc gl_dst_color gl_zero\n"
"endif\n"
"depthfunc equal\n"
"}\n"
// "endif\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"depthfunc equal\n"
"}\n"
"}\n"
);
}
if (builtin)
Shader_DefaultScript(ps, shortname, builtin);
else
Shader_DefaultBSPLM(ps, shortname, args);
}
void Shader_DefaultBSPVertex(parsestate_t *ps, const char *shortname, const void *args)
{
char *builtin = NULL;
if (Shader_ParseShader(ps, "defaultvertexlit"))
return;
if (!builtin)
{
builtin = (
"{\n"
"program defaultwall#VERTEXLIT\n"
"{\n"
"map $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
}
Shader_DefaultScript(ps, shortname, builtin);
}
void Shader_DefaultBSPFlare(parsestate_t *ps, const char *shortname, const void *args)
{
shader_t *s = ps->s;
shaderpass_t *pass;
if (Shader_ParseShader(ps, "defaultflare"))
return;
pass = &s->passes[0];
pass->flags = SHADER_PASS_NOCOLORARRAY;
pass->shaderbits |= SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE;
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass, NULL);
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->sort = SHADER_SORT_ADDITIVE;
s->flags |= SHADER_NODRAW;
}
void Shader_DefaultSkin(parsestate_t *ps, const char *shortname, const void *args)
{
if (Shader_ParseShader(ps, "defaultskin"))
return;
if (r_softwarebanding && qrenderer == QR_OPENGL && sh_config.progs_supported)
{
Shader_DefaultScript(ps, shortname,
"{\n"
"program defaultskin#EIGHTBIT\n"
"affine\n"
"{\n"
"map $colourmap\n"
"}\n"
"}\n"
);
return;
}
if (r_lightprepass)
{
Shader_DefaultScript(ps, shortname,
"{\n"
"{\n"
"fte_program lpp_wall\n"
"map $gbuffer2\n" //diffuse lighting info
"map $gbuffer3\n" //specular lighting info
"}\n"
//this is drawn during the initial gbuffer pass to prepare it
"fte_bemode gbuffer\n"
"{\n"
"{\n"
"fte_program lpp_depthnorm\n"
"tcgen base\n"
"}\n"
"}\n"
"}\n"
);
return;
}
if (r_tessellation.ival && sh_config.progs_supported)
{
Shader_DefaultScript(ps, shortname,
"{\n"
"program defaultskin#TESS\n"
"}\n"
);
return;
}
Shader_DefaultScript(ps, shortname,
"{\n"
"if $lpp\n"
"program lpp_skin\n"
"else\n"
"program defaultskin\n"
"endif\n"
"if gl_affinemodels\n"
"affine\n"
"endif\n"
"{\n"
"map $diffuse\n"
"rgbgen lightingDiffuse\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"rgbgen bottomcolor\n"
"blendfunc gl_src_alpha gl_one\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"rgbgen topcolor\n"
"blendfunc gl_src_alpha gl_one\n"
"}\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"}\n"
"}\n"
);
}
void Shader_DefaultSkinShell(parsestate_t *ps, const char *shortname, const void *args)
{
if (Shader_ParseShader(ps, "defaultskinshell"))
return;
Shader_DefaultScript(ps, shortname,
"{\n"
"sort seethrough\n" //before blend, but after other stuff. should fix most issues with shotgun etc effects obscuring it.
// "deformvertexes normal 1 1\n"
//draw it with depth but no colours at all
"{\n"
"map $whiteimage\n"
"maskcolor\n"
"depthwrite\n"
"}\n"
//now draw it again, depthfunc = equal should fill only the near-side, avoiding any excess-brightness issues with overlapping triangles
"{\n"
"map $whiteimage\n"
"rgbgen entity\n"
"alphagen entity\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
void Shader_Default2D(parsestate_t *ps, const char *shortname, const void *genargs)
{
shader_t *s = ps->s;
if (Shader_ParseShader(ps, "default2d"))
return;
if (sh_config.progs_supported && qrenderer != QR_DIRECT3D9 && !dpcompat_nopremulpics.ival)
{
//hexen2 needs premultiplied alpha to avoid looking ugly
//but that results in problems where things are drawn with alpha not 0, so scale vertex colour by alpha in the fragment program
Shader_DefaultScript(ps, shortname,
"{\n"
"affine\n"
"nomipmaps\n"
"program default2d#PREMUL\n"
"{\n"
"clampmap $diffuse\n"
"blendfunc gl_one gl_one_minus_src_alpha\n"
"}\n"
"sort additive\n"
"}\n"
);
TEXASSIGN(s->defaulttextures->base, R_LoadHiResTexture(s->name, genargs, IF_PREMULTIPLYALPHA|IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP));
}
else
{
Shader_DefaultScript(ps, shortname,
"{\n"
"affine\n"
"nomipmaps\n"
"{\n"
"clampmap $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"}\n"
"sort additive\n"
"}\n"
);
TEXASSIGN(s->defaulttextures->base, R_LoadHiResTexture(s->name, genargs, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP));
}
}
void Shader_PolygonShader(struct shaderparsestate_s *ps, const char *shortname, const void *args)
{
shader_t *s = ps->s;
Shader_DefaultScript(ps, shortname,
"{\n"
"if $lpp\n"
"program lpp_skin\n"
"else\n"
"program defaultskin#NONORMALS\n"
"endif\n"
"{\n"
"map $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"}\n"
"}\n"
);
if (!s->defaulttextures->base && (s->flags & SHADER_HASDIFFUSE))
R_BuildDefaultTexnums(NULL, s, 0);
}
static qboolean Shader_ReadShaderTerms(parsestate_t *ps, struct scondinfo_s *cond)
{
char *token;
if (!ps->ptr)
return false;
token = COM_ParseExt (&ps->ptr, true, true);
if ( !token[0] )
return true;
else if (!Shader_Conditional_Read(ps->s, cond, token, &ps->ptr))
{
int i;
for (i = 0; shadermacros[i].name; i++)
{
if (!Q_stricmp (token, shadermacros[i].name))
{
#define SHADER_MACRO_ARGS 8
int argn = 0;
char *oldptr;
char arg[SHADER_MACRO_ARGS][256];
char tmp[4096], *out, *in;
//parse args until the end of the line
while (ps->ptr)
{
token = COM_ParseExt(&ps->ptr, false, true);
if ( !token[0] )
{
break;
}
if (argn <= SHADER_MACRO_ARGS)
{
Q_strncpyz(arg[argn], token, sizeof(arg[argn]));
argn++;
}
}
for(out = tmp, in = shadermacros[i].body; *in; )
{
if (out == tmp+countof(tmp)-1)
break;
if (*in == '%' && in[1] == '%')
in++; //skip doubled up percents
else if (*in == '%')
{ //expand an arg
char *e;
int i = strtol(in+1, &e, 0);
if (e != in+1)
{
i--;
if (i >= 0 && i < countof(arg))
{
for (in = arg[i]; *in; )
{
if (out == tmp+countof(tmp)-1)
break;
*out++ = *in++;
}
in = e;
continue;
}
}
}
*out++ = *in++;
}
*out = 0;
oldptr = ps->ptr;
ps->ptr = tmp;
Shader_ReadShaderTerms(ps, cond);
ps->ptr = oldptr;
return true;
}
}
if (token[0] == '}')
return false;
else if (token[0] == '{')
Shader_Readpass(ps);
else if (Shader_Parsetok(ps, shaderkeys, token))
return false;
}
return true;
}
//loads a shader string into an existing shader object, and finalises it and stuff
static void Shader_ReadShader(parsestate_t *ps, char *shadersource, shadercachefile_t *sourcefile)
{
struct scondinfo_s cond = {0};
char **savebody = ps->saveshaderbody;
shader_t *s = ps->s;
memset(ps, 0, sizeof(*ps));
if (sourcefile)
{
ps->forcedshader = *sourcefile->forcedshadername?sourcefile->forcedshadername:NULL;
ps->parseflags = sourcefile->parseflags;
ps->sourcename = sourcefile->name;
}
else
{
ps->parseflags = 0;
ps->sourcename = "<code>";
}
ps->specularexpscale = 1;
ps->specularvalscale = 1;
ps->ptr = shadersource;
ps->s = s;
if (!s->defaulttextures)
{
s->defaulttextures = Z_Malloc(sizeof(*s->defaulttextures));
s->numdefaulttextures = 0;
}
// set defaults
s->flags = SHADER_CULL_FRONT;
while (Shader_ReadShaderTerms(ps, &cond))
{
}
if (cond.depth)
{
Con_Printf("if statements without endif in shader %s\n", s->name);
}
Shader_Finish (ps);
//querying the shader body often requires generating the shader, which then gets parsed.
if (savebody)
{
size_t l = ps->ptr?ps->ptr - shadersource:0;
Z_Free(*savebody);
*savebody = BZ_Malloc(l+1);
(*savebody)[l] = 0;
memcpy(*savebody, shadersource, l);
}
}
static qboolean Shader_ParseShader(parsestate_t *ps, char *parsename)
{
size_t offset = 0, length;
char *buf = NULL;
shadercachefile_t *sourcefile = NULL;
char *file;
const char *token;
if (!strchr(parsename, ':'))
{
//if the named shader is a .shader file then just directly load it.
token = COM_GetFileExtension(parsename, NULL);
if (!strcmp(token, ".mat") || !*token)
{
char shaderfile[MAX_QPATH];
if (!*token)
{
Q_snprintfz(shaderfile, sizeof(shaderfile), "%s.mat", parsename);
file = COM_LoadTempMoreFile(shaderfile, &length);
}
else
file = COM_LoadTempMoreFile(parsename, &length);
if (file)
{
Shader_Reset(ps->s);
token = COM_ParseExt (&file, true, false); //we need to skip over the leading {.
if (*token != '{')
token = COM_ParseExt (&file, true, false); //try again, in case we found some legacy name.
if (*token == '{')
{
Shader_ReadShader(ps, file, NULL);
return true;
}
else
Con_Printf("file %s.shader does not appear to contain a shader\n", shaderfile);
}
}
}
if (Shader_LocateSource(parsename, &buf, &length, &offset, &sourcefile))
{
// the shader is in the shader scripts
if (buf && offset < length )
{
file = buf + offset;
token = COM_ParseExt (&file, true, true);
if ( !file || token[0] != '{' )
{
FS_FreeFile(buf);
return false;
}
Shader_Reset(ps->s);
Shader_ReadShader(ps, file, sourcefile);
return true;
}
}
return false;
}
void R_UnloadShader(shader_t *shader)
{
if (!shader)
return;
if (shader->uses <= 0)
{
Con_Printf("Shader double free (%s %i)\n", shader->name, shader->usageflags);
return;
}
if (--shader->uses == 0)
Shader_Free(shader);
}
static shader_t *R_LoadShader (const char *name, unsigned int usageflags, shader_gen_t *defaultgen, const char *genargs)
{
int i, f = -1;
char cleanname[MAX_QPATH];
shader_t *s;
if (!*name)
name = "gfx/unspecified";
COM_AssertMainThread("R_LoadShader");
Q_strncpyz(cleanname, name, sizeof(cleanname));
COM_CleanUpPath(cleanname);
// check the hash first
s = Hash_Get(&shader_active_hash, cleanname);
while (s)
{
//make sure the same texture can be used as either a lightmap or vertexlit shader
//if it has an explicit shader overriding it then that still takes precidence. we might just have multiple copies of it.
//q3 has a separate (internal) shader for every lightmap.
if (!((s->usageflags ^ usageflags) & SUF_LIGHTMAP))
{
if (!s->uses)
break;
s->uses++;
return s;
}
s = Hash_GetNext(&shader_active_hash, cleanname, s);
}
// not loaded, find a free slot
for (i = 0; i < r_numshaders; i++)
{
if (!r_shaders[i] || !r_shaders[i]->uses)
{
if ( f == -1 ) // free shader
{
f = i;
break;
}
}
}
if (f == -1)
{
shader_t **n;
int nm;
if (strlen(cleanname) >= sizeof(s->name))
{
Sys_Error( "R_LoadShader: Shader name too long.");
return NULL;
}
f = r_numshaders;
if (f == r_maxshaders)
{
if (!r_maxshaders)
Sys_Error( "R_LoadShader: shader system not inited.");
nm = r_maxshaders * 2;
n = realloc(r_shaders, nm*sizeof(*n));
if (!n)
{
Sys_Error( "R_LoadShader: Shader limit exceeded.");
return NULL;
}
memset(n+r_maxshaders, 0, (nm - r_maxshaders)*sizeof(*n));
r_shaders = n;
r_maxshaders = nm;
}
}
{
parsestate_t ps;
char shortname[MAX_QPATH];
char *argsstart;
s = r_shaders[f];
if (!s)
{
s = r_shaders[f] = Z_Malloc(sizeof(*s));
}
ps.saveshaderbody = NULL;
ps.s = s;
s->id = f;
if (r_numshaders < f+1)
r_numshaders = f+1;
if (!s->defaulttextures)
s->defaulttextures = Z_Malloc(sizeof(*s->defaulttextures));
else
memset(s->defaulttextures, 0, sizeof(*s->defaulttextures));
s->numdefaulttextures = 0;
Q_strncpyz(s->name, cleanname, sizeof(s->name));
s->usageflags = usageflags;
s->generator = defaultgen;
s->width = 0;
s->height = 0;
s->uses = 1;
if (genargs)
s->genargs = strdup(genargs);
else
s->genargs = NULL;
//now determine the 'short name'. ie: the shader that is loaded off disk (no args, no extension)
argsstart = strchr(cleanname, '#');
if (argsstart)
*argsstart = 0;
COM_StripExtension (cleanname, shortname, sizeof(shortname));
if (ruleset_allow_shaders.ival && !(usageflags & SUR_FORCEFALLBACK))
{
if (sh_config.shadernamefmt)
{
char drivername[MAX_QPATH];
Q_snprintfz(drivername, sizeof(drivername), sh_config.shadernamefmt, cleanname);
if (Shader_ParseShader(&ps, drivername))
return s;
}
if (Shader_ParseShader(&ps, cleanname))
return s;
if (strcmp(cleanname, shortname))
if (Shader_ParseShader(&ps, shortname))
return s;
}
// make a default shader
if (s->generator)
{
Shader_Regenerate(&ps, shortname);
return s;
}
else
{
Shader_Free(s);
}
}
return NULL;
}
#ifdef _DEBUG
static char *Shader_DecomposePass(char *o, shaderpass_t *p, qboolean simple)
{
if (!simple)
{
switch(p->rgbgen)
{
default: sprintf(o, "RGB_GEN_? "); break;
case RGB_GEN_ENTITY: sprintf(o, "RGB_GEN_ENTITY "); break;
case RGB_GEN_ONE_MINUS_ENTITY: sprintf(o, "RGB_GEN_ONE_MINUS_ENTITY "); break;
case RGB_GEN_VERTEX_LIGHTING: sprintf(o, "RGB_GEN_VERTEX_LIGHTING "); break;
case RGB_GEN_VERTEX_EXACT: sprintf(o, "RGB_GEN_VERTEX_EXACT "); break;
case RGB_GEN_ONE_MINUS_VERTEX: sprintf(o, "RGB_GEN_ONE_MINUS_VERTEX "); break;
case RGB_GEN_IDENTITY_LIGHTING: sprintf(o, "RGB_GEN_IDENTITY_LIGHTING "); break;
case RGB_GEN_IDENTITY_OVERBRIGHT: sprintf(o, "RGB_GEN_IDENTITY_OVERBRIGHT "); break;
case RGB_GEN_IDENTITY: sprintf(o, "RGB_GEN_IDENTITY "); break;
case RGB_GEN_CONST: sprintf(o, "RGB_GEN_CONST "); break;
case RGB_GEN_ENTITY_LIGHTING_DIFFUSE: sprintf(o, "RGB_GEN_ENTITY_LIGHTING_DIFFUSE "); break;
case RGB_GEN_LIGHTING_DIFFUSE: sprintf(o, "RGB_GEN_LIGHTING_DIFFUSE "); break;
case RGB_GEN_WAVE: sprintf(o, "RGB_GEN_WAVE "); break;
case RGB_GEN_TOPCOLOR: sprintf(o, "RGB_GEN_TOPCOLOR "); break;
case RGB_GEN_BOTTOMCOLOR: sprintf(o, "RGB_GEN_BOTTOMCOLOR "); break;
case RGB_GEN_UNKNOWN: sprintf(o, "RGB_GEN_UNKNOWN "); break;
}
o+=strlen(o);
sprintf(o, "\n"); o+=strlen(o);
switch(p->alphagen)
{
default: sprintf(o, "ALPHA_GEN_? "); break;
case ALPHA_GEN_ENTITY: sprintf(o, "ALPHA_GEN_ENTITY "); break;
case ALPHA_GEN_WAVE: sprintf(o, "ALPHA_GEN_WAVE "); break;
case ALPHA_GEN_PORTAL: sprintf(o, "ALPHA_GEN_PORTAL "); break;
case ALPHA_GEN_SPECULAR: sprintf(o, "ALPHA_GEN_SPECULAR "); break;
case ALPHA_GEN_IDENTITY: sprintf(o, "ALPHA_GEN_IDENTITY "); break;
case ALPHA_GEN_VERTEX: sprintf(o, "ALPHA_GEN_VERTEX "); break;
case ALPHA_GEN_CONST: sprintf(o, "ALPHA_GEN_CONST "); break;
}
o+=strlen(o);
sprintf(o, "\n"); o+=strlen(o);
}
if (p->prog)
{
sprintf(o, "program %s\n", p->prog->name);
o+=strlen(o);
}
if (p->shaderbits & SBITS_MISC_DEPTHWRITE) { sprintf(o, "SBITS_MISC_DEPTHWRITE\n"); o+=strlen(o); }
if (p->shaderbits & SBITS_MISC_NODEPTHTEST) { sprintf(o, "SBITS_MISC_NODEPTHTEST\n"); o+=strlen(o); }
else switch (p->shaderbits & SBITS_DEPTHFUNC_BITS)
{
case SBITS_DEPTHFUNC_EQUAL: sprintf(o, "depthfunc equal\n"); break;
case SBITS_DEPTHFUNC_CLOSER: sprintf(o, "depthfunc less\n"); break;
case SBITS_DEPTHFUNC_CLOSEREQUAL: sprintf(o, "depthfunc lequal\n"); break;
case SBITS_DEPTHFUNC_FURTHER: sprintf(o, "depthfunc greater\n"); break;
}
if (p->shaderbits & SBITS_TESSELLATION) { sprintf(o, "SBITS_TESSELLATION\n"); o+=strlen(o); }
if (p->shaderbits & SBITS_AFFINE) { sprintf(o, "SBITS_AFFINE\n"); o+=strlen(o); }
if (p->shaderbits & SBITS_MASK_BITS) { sprintf(o, "SBITS_MASK_BITS\n"); o+=strlen(o); }
if (p->shaderbits & SBITS_BLEND_BITS)
{
sprintf(o, "blendfunc");
o+=strlen(o);
switch(p->shaderbits & SBITS_SRCBLEND_BITS)
{
case SBITS_SRCBLEND_NONE: sprintf(o, " SBITS_SRCBLEND_NONE"); break;
case SBITS_SRCBLEND_ZERO: sprintf(o, " SBITS_SRCBLEND_ZERO"); break;
case SBITS_SRCBLEND_ONE: sprintf(o, " SBITS_SRCBLEND_ONE"); break;
case SBITS_SRCBLEND_DST_COLOR: sprintf(o, " SBITS_SRCBLEND_DST_COLOR"); break;
case SBITS_SRCBLEND_ONE_MINUS_DST_COLOR: sprintf(o, " SBITS_SRCBLEND_ONE_MINUS_DST_COLOR"); break;
case SBITS_SRCBLEND_SRC_ALPHA: sprintf(o, " SBITS_SRCBLEND_SRC_ALPHA"); break;
case SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA: sprintf(o, " SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA"); break;
case SBITS_SRCBLEND_DST_ALPHA: sprintf(o, " SBITS_SRCBLEND_DST_ALPHA"); break;
case SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA: sprintf(o, " SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA"); break;
case SBITS_SRCBLEND_SRC_COLOR_INVALID: sprintf(o, " SBITS_SRCBLEND_SRC_COLOR_INVALID"); break;
case SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID: sprintf(o, " SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID"); break;
case SBITS_SRCBLEND_ALPHA_SATURATE: sprintf(o, " SBITS_SRCBLEND_ALPHA_SATURATE"); break;
default: sprintf(o, " SBITS_SRCBLEND_INVALID"); break;
}
o+=strlen(o);
switch(p->shaderbits & SBITS_DSTBLEND_BITS)
{
case SBITS_DSTBLEND_NONE: sprintf(o, " SBITS_DSTBLEND_NONE"); break;
case SBITS_DSTBLEND_ZERO: sprintf(o, " SBITS_DSTBLEND_ZERO"); break;
case SBITS_DSTBLEND_ONE: sprintf(o, " SBITS_DSTBLEND_ONE"); break;
case SBITS_DSTBLEND_DST_COLOR_INVALID: sprintf(o, " SBITS_DSTBLEND_DST_COLOR_INVALID"); break;
case SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID: sprintf(o, " SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID"); break;
case SBITS_DSTBLEND_SRC_ALPHA: sprintf(o, " SBITS_DSTBLEND_SRC_ALPHA"); break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA: sprintf(o, " SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA"); break;
case SBITS_DSTBLEND_DST_ALPHA: sprintf(o, " SBITS_DSTBLEND_DST_ALPHA"); break;
case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA: sprintf(o, " SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA"); break;
case SBITS_DSTBLEND_SRC_COLOR: sprintf(o, " SBITS_DSTBLEND_SRC_COLOR"); break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR: sprintf(o, " SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR"); break;
case SBITS_DSTBLEND_ALPHA_SATURATE_INVALID: sprintf(o, " SBITS_DSTBLEND_ALPHA_SATURATE_INVALID"); break;
default: sprintf(o, " SBITS_DSTBLEND_INVALID"); break;
}
o+=strlen(o);
sprintf(o, "\n");
o+=strlen(o);
}
switch(p->shaderbits & SBITS_ATEST_BITS)
{
case SBITS_ATEST_NONE: break;
case SBITS_ATEST_GE128: sprintf(o, "SBITS_ATEST_GE128\n"); break;
case SBITS_ATEST_LT128: sprintf(o, "SBITS_ATEST_LT128\n"); break;
case SBITS_ATEST_GT0: sprintf(o, "SBITS_ATEST_GT0\n"); break;
}
o+=strlen(o);
return o;
}
static void Shader_DecomposeSubPassMap(char *o, shader_t *s, char *name, texid_t tex)
{
if (tex)
{
unsigned int flags = tex->flags;
sprintf(o, "%s \"%s\" %ix%i%s %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s", name, tex->ident, tex->width, tex->height,
(tex->status == TEX_FAILED)?" FAILED":"",
Image_FormatName(tex->format),
(flags&IF_CLAMP)?" clamp":"",
(flags&IF_NOMIPMAP)?" nomipmap":"",
(flags&IF_NEAREST)?" nearest":"",
(flags&IF_LINEAR)?" linear":"",
(flags&IF_UIPIC)?" uipic":"",
(flags&IF_SRGB)?" srgb":"",
(flags&IF_NOPICMIP)?" nopicmip":"",
(flags&IF_NOALPHA)?" noalpha":"",
(flags&IF_NOGAMMA)?" noalpha":"",
(flags&IF_TEXTYPEMASK)?" non-2d":"",
(flags&IF_MIPCAP)?"":" nomipcap",
(flags&IF_PREMULTIPLYALPHA)?" premultiply":"",
(flags&IF_NOSRGB)?" nosrgb":"",
(flags&IF_PALETTIZE)?" palettize":"",
(flags&IF_NOPURGE)?" nopurge":"",
(flags&IF_HIGHPRIORITY)?" highpri":"",
(flags&IF_LOWPRIORITY)?" lowpri":"",
(flags&IF_LOADNOW)?" loadnow":"",
(flags&IF_TRYBUMP)?" trybump":"",
(flags&IF_RENDERTARGET)?" rendertarget":"",
(flags&IF_EXACTEXTENSION)?" exactext":"",
(flags&IF_NOREPLACE)?" noreplace":"",
(flags&IF_NOWORKER)?" noworker":""
);
}
else
sprintf(o, "%s (%s)", name, "UNDEFINED");
}
static char *Shader_DecomposeSubPass(char *o, shader_t *s, shaderpass_t *p, qboolean simple)
{
int i;
if (!simple)
{
switch(p->tcgen)
{
default: sprintf(o, "TC_GEN_? "); break;
case TC_GEN_BASE: sprintf(o, "TC_GEN_BASE "); break;
case TC_GEN_LIGHTMAP: sprintf(o, "TC_GEN_LIGHTMAP "); break;
case TC_GEN_ENVIRONMENT: sprintf(o, "TC_GEN_ENVIRONMENT "); break;
case TC_GEN_DOTPRODUCT: sprintf(o, "TC_GEN_DOTPRODUCT "); break;
case TC_GEN_VECTOR: sprintf(o, "TC_GEN_VECTOR "); break;
case TC_GEN_NORMAL: sprintf(o, "TC_GEN_NORMAL "); break;
case TC_GEN_SVECTOR: sprintf(o, "TC_GEN_SVECTOR "); break;
case TC_GEN_TVECTOR: sprintf(o, "TC_GEN_TVECTOR "); break;
case TC_GEN_SKYBOX: sprintf(o, "TC_GEN_SKYBOX "); break;
case TC_GEN_WOBBLESKY: sprintf(o, "TC_GEN_WOBBLESKY "); break;
case TC_GEN_REFLECT: sprintf(o, "TC_GEN_REFLECT "); break;
case TC_GEN_UNSPECIFIED: sprintf(o, "TC_GEN_UNSPECIFIED "); break;
}
o+=strlen(o);
sprintf(o, "\n"); o+=strlen(o);
for (i = 0; i < p->numtcmods; i++)
{
switch(p->tcmods[i].type)
{
default: sprintf(o, "TCMOD_GEN_? "); break;
case SHADER_TCMOD_NONE: sprintf(o, "SHADER_TCMOD_NONE "); break;
case SHADER_TCMOD_SCALE: sprintf(o, "SHADER_TCMOD_SCALE "); break;
case SHADER_TCMOD_SCROLL: sprintf(o, "SHADER_TCMOD_SCROLL "); break;
case SHADER_TCMOD_STRETCH: sprintf(o, "SHADER_TCMOD_STRETCH "); break;
case SHADER_TCMOD_ROTATE: sprintf(o, "SHADER_TCMOD_ROTATE "); break;
case SHADER_TCMOD_TRANSFORM: sprintf(o, "SHADER_TCMOD_TRANSFORM "); break;
case SHADER_TCMOD_TURB: sprintf(o, "SHADER_TCMOD_TURB "); break;
case SHADER_TCMOD_PAGE: sprintf(o, "SHADER_TCMOD_PAGE "); break;
}
o+=strlen(o);
sprintf(o, "\n"); o+=strlen(o);
}
switch(p->blendmode)
{
default: sprintf(o, "PBM_? "); break;
case PBM_MODULATE: sprintf(o, "PBM_MODULATE "); break;
case PBM_OVERBRIGHT: sprintf(o, "PBM_OVERBRIGHT "); break;
case PBM_DECAL: sprintf(o, "PBM_DECAL "); break;
case PBM_ADD: sprintf(o, "PBM_ADD "); break;
case PBM_DOTPRODUCT: sprintf(o, "PBM_DOTPRODUCT "); break;
case PBM_REPLACE: sprintf(o, "PBM_REPLACE "); break;
case PBM_REPLACELIGHT: sprintf(o, "PBM_REPLACELIGHT "); break;
case PBM_MODULATE_PREV_COLOUR: sprintf(o, "PBM_MODULATE_PREV_COLOUR "); break;
}
o+=strlen(o);
}
switch(p->texgen)
{
default: sprintf(o, "T_GEN_? "); break;
case T_GEN_SINGLEMAP: Shader_DecomposeSubPassMap(o, s, "map", p->anim_frames[0]); break;
case T_GEN_ANIMMAP: Shader_DecomposeSubPassMap(o, s, "animmap", p->anim_frames[0]); break;
#ifdef HAVE_MEDIA_DECODER
case T_GEN_VIDEOMAP: Shader_DecomposeSubPassMap(o, s, "videomap", Media_UpdateForShader(p->cin)); break;
#endif
case T_GEN_CUBEMAP: Shader_DecomposeSubPassMap(o, s, "map $cubemap", p->anim_frames[0]); break;
case T_GEN_3DMAP: Shader_DecomposeSubPassMap(o, s, "map $3dmap", p->anim_frames[0]); break;
case T_GEN_LIGHTMAP: sprintf(o, "map $lightmap "); break;
case T_GEN_DELUXMAP: sprintf(o, "map $deluxemap "); break;
case T_GEN_SHADOWMAP: sprintf(o, "map $shadowmap "); break;
case T_GEN_LIGHTCUBEMAP: sprintf(o, "map $lightcubemap "); break;
case T_GEN_DIFFUSE: Shader_DecomposeSubPassMap(o, s, "map $diffuse", s->defaulttextures[0].base); break;
case T_GEN_NORMALMAP: Shader_DecomposeSubPassMap(o, s, "map $normalmap", s->defaulttextures[0].bump); break;
case T_GEN_SPECULAR: Shader_DecomposeSubPassMap(o, s, "map $specular", s->defaulttextures[0].specular); break;
case T_GEN_UPPEROVERLAY: Shader_DecomposeSubPassMap(o, s, "map $upper", s->defaulttextures[0].upperoverlay); break;
case T_GEN_LOWEROVERLAY: Shader_DecomposeSubPassMap(o, s, "map $lower", s->defaulttextures[0].loweroverlay); break;
case T_GEN_FULLBRIGHT: Shader_DecomposeSubPassMap(o, s, "map $fullbright", s->defaulttextures[0].fullbright); break;
case T_GEN_PALETTED: Shader_DecomposeSubPassMap(o, s, "map $paletted", s->defaulttextures[0].paletted); break;
case T_GEN_REFLECTCUBE: Shader_DecomposeSubPassMap(o, s, "map $reflectcube", s->defaulttextures[0].reflectcube); break;
case T_GEN_REFLECTMASK: Shader_DecomposeSubPassMap(o, s, "map $reflectmask", s->defaulttextures[0].reflectmask); break;
case T_GEN_DISPLACEMENT: Shader_DecomposeSubPassMap(o, s, "map $displacement", s->defaulttextures[0].displacement); break;
case T_GEN_OCCLUSION: Shader_DecomposeSubPassMap(o, s, "map $occlusion", s->defaulttextures[0].occlusion); break;
case T_GEN_CURRENTRENDER: sprintf(o, "map $currentrender "); break;
case T_GEN_SOURCECOLOUR: sprintf(o, "map $sourcecolour"); break;
case T_GEN_SOURCEDEPTH: sprintf(o, "map $sourcedepth"); break;
case T_GEN_REFLECTION: sprintf(o, "map $reflection"); break;
case T_GEN_REFRACTION: sprintf(o, "map $refraction"); break;
case T_GEN_REFRACTIONDEPTH: sprintf(o, "map $refractiondepth"); break;
case T_GEN_RIPPLEMAP: sprintf(o, "map $ripplemap"); break;
case T_GEN_SOURCECUBE: sprintf(o, "map $sourcecube"); break;
case T_GEN_GBUFFERCASE: sprintf(o, "map $gbuffer%i ",p->texgen-T_GEN_GBUFFER0); break;
}
o+=strlen(o);
sprintf(o, "\n"); o+=strlen(o);
return o;
}
char *Shader_Decompose(shader_t *s)
{
static char decomposebuf[32768];
char *o = decomposebuf;
shaderpass_t *p;
unsigned int i, j;
sprintf(o, "\n<---\n"); o+=strlen(o);
switch (s->sort)
{
default: sprintf(o, "sort %i\n", s->sort); break;
case SHADER_SORT_NONE: sprintf(o, "sort %i (SHADER_SORT_NONE)\n", s->sort); break;
case SHADER_SORT_RIPPLE: sprintf(o, "sort %i (SHADER_SORT_RIPPLE)\n", s->sort); break;
case SHADER_SORT_DEFERREDLIGHT: sprintf(o, "sort %i (SHADER_SORT_DEFERREDLIGHT)\n", s->sort); break;
case SHADER_SORT_PORTAL: sprintf(o, "sort %i (SHADER_SORT_PORTAL)\n", s->sort); break;
case SHADER_SORT_SKY: sprintf(o, "sort %i (SHADER_SORT_SKY)\n", s->sort); break;
case SHADER_SORT_OPAQUE: sprintf(o, "sort %i (SHADER_SORT_OPAQUE)\n", s->sort); break;
case SHADER_SORT_DECAL: sprintf(o, "sort %i (SHADER_SORT_DECAL)\n", s->sort); break;
case SHADER_SORT_SEETHROUGH: sprintf(o, "sort %i (SHADER_SORT_SEETHROUGH)\n", s->sort); break;
case SHADER_SORT_BANNER: sprintf(o, "sort %i (SHADER_SORT_BANNER)\n", s->sort); break;
case SHADER_SORT_UNDERWATER: sprintf(o, "sort %i (SHADER_SORT_UNDERWATER)\n", s->sort); break;
case SHADER_SORT_BLEND: sprintf(o, "sort %i (SHADER_SORT_BLEND)\n", s->sort); break;
case SHADER_SORT_ADDITIVE: sprintf(o, "sort %i (SHADER_SORT_ADDITIVE)\n", s->sort); break;
case SHADER_SORT_NEAREST: sprintf(o, "sort %i (SHADER_SORT_NEAREST)\n", s->sort); break;
}
o+=strlen(o);
if (s->prog)
{
sprintf(o, "program %s\n", s->prog->name);
o+=strlen(o);
p = s->passes;
o = Shader_DecomposePass(o, p, true);
for (j = 0; j < s->numpasses; j++)
o = Shader_DecomposeSubPass(o, s, p+j, true);
}
else
{
for (i = 0; i < s->numpasses; i+= p->numMergedPasses)
{
p = &s->passes[i];
sprintf(o, "{\n"); o+=strlen(o);
o = Shader_DecomposePass(o, p, false);
for (j = 0; j < p->numMergedPasses; j++)
o = Shader_DecomposeSubPass(o, s, p+j, !!p->prog);
sprintf(o, "}\n"); o+=strlen(o);
}
}
sprintf(o, "--->\n"); o+=strlen(o);
return decomposebuf;
}
#endif
char *Shader_GetShaderBody(shader_t *s, char *fname, size_t fnamesize)
{
parsestate_t ps;
char *adr, *parsename=NULL, *argsstart;
char cleanname[MAX_QPATH];
char shortname[MAX_QPATH];
char drivername[MAX_QPATH];
int oldsort;
qboolean resort = false;
if (!s || !s->uses)
return NULL;
ps.s = s;
adr = Z_StrDup("UNKNOWN BODY");
ps.saveshaderbody = &adr;
strcpy(cleanname, s->name);
argsstart = strchr(cleanname, '#');
if (argsstart)
*argsstart = 0;
COM_StripExtension (cleanname, shortname, sizeof(shortname));
if (ruleset_allow_shaders.ival && !(s->usageflags & SUR_FORCEFALLBACK))
{
if (sh_config.shadernamefmt)
{
Q_snprintfz(drivername, sizeof(drivername), sh_config.shadernamefmt, cleanname);
if (!parsename && Shader_ParseShader(&ps, drivername))
parsename = drivername;
}
if (!parsename && Shader_ParseShader(&ps, cleanname))
parsename = cleanname;
if (!parsename && Shader_ParseShader(&ps, shortname))
parsename = shortname;
}
if (!parsename && s->generator)
{
oldsort = s->sort;
Shader_Regenerate(&ps, shortname);
if (s->sort != oldsort)
resort = true;
}
if (resort)
{
Mod_ResortShaders();
}
if (fnamesize)
{
*fname = 0;
if (parsename)
{
unsigned int key;
shadercache_t *cache;
key = Hash_Key (parsename, HASH_SIZE);
cache = shader_hash[key];
for ( ; cache; cache = cache->hash_next)
{
if (!Q_stricmp (cache->name, parsename))
{
char *c, *stop;
int line = 1;
//okay, this is the shader we're looking for, we know where it came from too, so there's handy.
//figure out the line index now, by just counting the \ns up to the offset
for (c = cache->source->data, stop = c+cache->offset; c < stop; c++)
{
if (*c == '\n')
line++;
}
Q_snprintfz(fname, fnamesize, "%s:%i", cache->source->name, line);
break;
}
}
if (!strchr(parsename, ':'))
{
//if the named shader is a .shader file then just directly load it.
const char *token = COM_GetFileExtension(parsename, NULL);
if (!strcmp(token, ".shader") || !*token)
{
char shaderfile[MAX_QPATH];
if (!*token)
{
Q_snprintfz(shaderfile, sizeof(shaderfile), "%s.shader", parsename);
if (COM_FCheckExists(shaderfile))
Q_snprintfz(fname, fnamesize, "%s:%i", shaderfile, 1);
}
else if (COM_FCheckExists(parsename))
Q_snprintfz(fname, fnamesize, "%s:%i", parsename, 1);
}
}
}
}
#ifdef _DEBUG
{
char *add, *ret;
add = Shader_Decompose(s);
if (*add)
{
ret = Z_Malloc(strlen(add) + strlen(adr) + 1);
strcpy(ret, adr);
strcpy(ret + strlen(ret), add);
Z_Free(adr);
adr = ret;
}
}
#endif
return adr;
}
void Shader_ShowShader_f(void)
{
char *sourcename = Cmd_Argv(1);
shader_t *o = R_LoadShader(sourcename, SUF_NONE, NULL, NULL);
if (!o)
o = R_LoadShader(sourcename, SUF_LIGHTMAP, NULL, NULL);
if (!o)
o = R_LoadShader(sourcename, SUF_2D, NULL, NULL);
if (o)
{
char fname[256];
char *body = Shader_GetShaderBody(o, fname, sizeof(fname));
if (body)
{
Con_Printf("^h(%s)^h\n%s\n{%s\n", fname, o->name, body);
Z_Free(body);
}
else
{
Con_Printf("Shader \"%s\" is not in use\n", o->name);
}
}
else
Con_Printf("Shader \"%s\" is not loaded\n", sourcename);
}
void Shader_TouchTextures(void)
{
int i, j, k;
shader_t *s;
shaderpass_t *p;
texnums_t *t;
for (i = 0; i < r_numshaders; i++)
{
s = r_shaders[i];
if (!s || !s->uses)
continue;
for (j = 0; j < s->numpasses; j++)
{
p = &s->passes[j];
for (k = 0; k < countof(p->anim_frames); k++)
if (p->anim_frames[k])
p->anim_frames[k]->regsequence = r_regsequence;
}
for (j = 0; j < max(1,s->numdefaulttextures); j++)
{
t = &s->defaulttextures[j];
if (t->base)
t->base->regsequence = r_regsequence;
if (t->bump)
t->bump->regsequence = r_regsequence;
if (t->fullbright)
t->fullbright->regsequence = r_regsequence;
if (t->specular)
t->specular->regsequence = r_regsequence;
if (t->upperoverlay)
t->upperoverlay->regsequence = r_regsequence;
if (t->loweroverlay)
t->loweroverlay->regsequence = r_regsequence;
}
}
}
void Shader_DoReload(void)
{
shader_t *s;
unsigned int i;
char shortname[MAX_QPATH];
char cleanname[MAX_QPATH], *argsstart;
int oldsort;
qboolean resort = false;
parsestate_t ps;
//don't spam shader reloads while we're connecting, as that's just wasteful.
if (cls.state && cls.state < ca_active)
return;
if (!r_shaders)
return; //err, not ready yet
if (shader_rescan_needed)
{
Shader_FlushCache();
if (ruleset_allow_shaders.ival)
{
COM_EnumerateFiles("materials/*.mtr", Shader_InitCallback_Doom3, 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;
Con_DPrintf("Rescanning shaders\n");
}
else
{
if (!shader_reload_needed)
return;
Con_DPrintf("Reloading shaders\n");
}
shader_reload_needed = false;
R2D_ImageColours(1,1,1,1);
TRACE(("Reloading generics\n"));
Shader_ReloadGenerics();
for (i = 0; i < r_numshaders; i++)
{
s = r_shaders[i];
if (!s || !s->uses)
continue;
ps.s = s;
ps.saveshaderbody = NULL;
strcpy(cleanname, s->name);
argsstart = strchr(cleanname, '#');
if (argsstart)
*argsstart = 0;
COM_StripExtension (cleanname, shortname, sizeof(shortname));
TRACE(("reparsing %s\n", s->name));
if (ruleset_allow_shaders.ival && !(s->usageflags & SUR_FORCEFALLBACK))
{
if (sh_config.shadernamefmt)
{
char drivername[MAX_QPATH];
Q_snprintfz(drivername, sizeof(drivername), sh_config.shadernamefmt, cleanname);
if (Shader_ParseShader(&ps, drivername))
continue;
}
if (Shader_ParseShader(&ps, cleanname))
continue;
if (strcmp(cleanname, shortname))
if (Shader_ParseShader(&ps, shortname))
continue;
}
if (s->generator)
{
oldsort = s->sort;
Shader_Regenerate(&ps, shortname);
if (s->sort != oldsort)
resort = true;
}
}
TRACE(("Resorting shaders\n"));
if (resort)
{
Mod_ResortShaders();
}
}
void Shader_NeedReload(qboolean rescanfs)
{
if (rescanfs)
shader_rescan_needed = true;
shader_reload_needed = true;
}
cin_t *R_ShaderGetCinematic(shader_t *s)
{
#ifdef HAVE_MEDIA_DECODER
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;
}
shader_t *R_ShaderFind(const char *name)
{
int i;
char shortname[MAX_QPATH];
shader_t *s;
if (!r_shaders)
return NULL;
COM_StripExtension ( name, shortname, sizeof(shortname));
COM_CleanUpPath(shortname);
//try and find it
for (i = 0; i < r_numshaders; i++)
{
s = r_shaders[i];
if (!s || !s->uses)
continue;
if (!Q_stricmp (shortname, s->name) )
return s;
}
return NULL;
}
cin_t *R_ShaderFindCinematic(const char *name)
{
#ifdef HAVE_MEDIA_DECODER
return R_ShaderGetCinematic(R_ShaderFind(name));
#else
return NULL;
#endif
}
void Shader_ResetRemaps(void)
{
shader_t *s;
int i;
for (i = 0; i < r_numshaders; i++)
{
s = r_shaders[i];
if (!s)
continue;
s->remapto = s;
s->remaptime = 0;
}
}
void R_RemapShader(const char *sourcename, const char *destname, float timeoffset)
{
shader_t *o;
shader_t *n;
int i;
size_t l;
char cleansrcname[MAX_QPATH];
Q_strncpyz(cleansrcname, sourcename, sizeof(cleansrcname));
COM_CleanUpPath(cleansrcname);
l = strlen(cleansrcname);
for (i = 0; i < r_numshaders; i++)
{
o = r_shaders[i];
if (o && o->uses)
{
if (!strncmp(o->name, cleansrcname, l) && (!o->name[l] || o->name[l]=='#'))
{
n = R_LoadShader (va("%s%s", destname, o->name+l), o->usageflags, NULL, NULL);
if (!n)
{ //if it isn't actually available on disk then don't care about usageflags, just find ANY that's already loaded.
// check the hash first
char cleandstname[MAX_QPATH];
Q_strncpyz(cleandstname, destname, sizeof(cleandstname));
COM_CleanUpPath(cleandstname);
n = Hash_Get(&shader_active_hash, cleandstname);
if (!n || !n->uses)
n = o;
}
o->remapto = n;
o->remaptime = timeoffset; //this just feels wrong.
}
}
}
}
void Shader_RemapShader_f(void)
{
char *sourcename = Cmd_Argv(1);
char *destname = Cmd_Argv(2);
float timeoffset = atof(Cmd_Argv(3));
if (!Cmd_FromGamecode() && strcmp(InfoBuf_ValueForKey(&cl.serverinfo, "*cheats"), "ON"))
{
Con_Printf("%s may only be used from gamecode, or when cheats are enabled\n", Cmd_Argv(0));
return;
}
if (!*sourcename)
{
Con_Printf("%s originalshader remappedshader starttime\n", Cmd_Argv(0));
return;
}
R_RemapShader(sourcename, destname, timeoffset);
}
//blocks
int R_GetShaderSizes(shader_t *shader, int *width, int *height, qboolean blocktillloaded)
{
if (!shader)
return false;
if (!shader->width && !shader->height)
{
int i;
if (width)
*width = 0;
if (height)
*height = 0;
if ((shader->flags & SHADER_HASDIFFUSE) && shader->defaulttextures->base)
{
if (shader->defaulttextures->base->status == TEX_LOADING)
{
if (!blocktillloaded)
return -1;
COM_WorkerPartialSync(shader->defaulttextures->base, &shader->defaulttextures->base->status, TEX_LOADING);
}
if (shader->defaulttextures->base->status == TEX_LOADED)
{
shader->width = shader->defaulttextures->base->width;
shader->height = shader->defaulttextures->base->height;
}
}
else if ((shader->flags & SHADER_HASPALETTED) && shader->defaulttextures->paletted)
{
if (shader->defaulttextures->paletted->status == TEX_LOADING)
{
if (!blocktillloaded)
return -1;
COM_WorkerPartialSync(shader->defaulttextures->paletted, &shader->defaulttextures->paletted->status, TEX_LOADING);
}
if (shader->defaulttextures->paletted->status == TEX_LOADED)
{
shader->width = shader->defaulttextures->paletted->width;
shader->height = shader->defaulttextures->paletted->height;
}
}
else
{
for (i = 0; i < shader->numpasses; i++)
{
if (shader->passes[i].texgen == T_GEN_SINGLEMAP && shader->passes[i].anim_frames[0] && shader->passes[i].anim_frames[0]->status == TEX_LOADING)
{
if (!blocktillloaded)
return -1;
COM_WorkerPartialSync(shader->passes[i].anim_frames[0], &shader->passes[i].anim_frames[0]->status, TEX_LOADING);
}
if (shader->passes[i].texgen == T_GEN_DIFFUSE && (shader->defaulttextures->base && shader->defaulttextures->base->status == TEX_LOADING))
{
if (!blocktillloaded)
return -1;
COM_WorkerPartialSync(shader->defaulttextures->base, &shader->defaulttextures->base->status, TEX_LOADING);
}
if (shader->passes[i].texgen == T_GEN_PALETTED && (shader->defaulttextures->paletted && shader->defaulttextures->paletted->status == TEX_LOADING))
{
if (!blocktillloaded)
return -1;
COM_WorkerPartialSync(shader->defaulttextures->paletted, &shader->defaulttextures->paletted->status, TEX_LOADING);
}
}
for (i = 0; i < shader->numpasses; i++)
{
if (shader->passes[i].texgen == T_GEN_SINGLEMAP)
{
if (shader->passes[i].anim_frames[0] && shader->passes[i].anim_frames[0]->status == TEX_LOADED)
{
shader->width = shader->passes[i].anim_frames[0]->width;
shader->height = shader->passes[i].anim_frames[0]->height;
}
break;
}
if (shader->passes[i].texgen == T_GEN_DIFFUSE)
{
if (shader->defaulttextures->base && shader->defaulttextures->base->status == TEX_LOADED)
{
shader->width = shader->defaulttextures->base->width;
shader->height = shader->defaulttextures->base->height;
}
break;
}
if (shader->passes[i].texgen == T_GEN_PALETTED)
{
if (shader->defaulttextures->paletted && shader->defaulttextures->paletted->status == TEX_LOADED)
{
shader->width = shader->defaulttextures->paletted->width;
shader->height = shader->defaulttextures->paletted->height;
}
break;
}
}
if (i == shader->numpasses)
{ //this shader has no textures from which to source a width and height
if (!shader->width)
shader->width = 64;
if (!shader->height)
shader->height = 64;
}
}
}
if (shader->width && shader->height)
{
if (width)
*width = shader->width;
if (height)
*height = shader->height;
return true; //final size
}
else
{
//fill with dummy values
if (width)
*width = 64;
if (height)
*height = 64;
return false;
}
}
shader_t *R_RegisterPic (const char *name, const char *subdirs)
{
shader_t *shader;
shader = R_LoadShader (name, SUF_2D, Shader_Default2D, subdirs);
return shader;
}
shader_t *QDECL R_RegisterShader (const char *name, unsigned int usageflags, const char *shaderscript)
{
return R_LoadShader (name, usageflags, Shader_DefaultScript, shaderscript);
}
shader_t *R_RegisterShader_Lightmap (const char *name)
{
return R_LoadShader (name, SUF_LIGHTMAP, Shader_DefaultBSPLM, NULL);
}
shader_t *R_RegisterShader_Vertex (const char *name)
{
return R_LoadShader (name, 0, Shader_DefaultBSPVertex, NULL);
}
shader_t *R_RegisterShader_Flare (const char *name)
{
return R_LoadShader (name, 0, Shader_DefaultBSPFlare, NULL);
}
shader_t *QDECL R_RegisterSkin (const char *shadername, const char *modname)
{
char newsname[MAX_QPATH];
shader_t *shader;
#ifdef _DEBUG
if (shadername == com_token)
Con_Printf("R_RegisterSkin was passed com_token. that will bug out.\n");
#endif
newsname[0] = 0;
if (modname && !strchr(shadername, '/') && *shadername)
{
char *b = COM_SkipPath(modname);
if (b != modname && b-modname + strlen(shadername)+1 < sizeof(newsname))
{
b--; //no trailing /
memcpy(newsname, modname, b - modname);
newsname[b-modname] = 0;
}
}
if (*newsname)
{
int l = strlen(newsname);
Q_strncpyz(newsname+l, ":models", sizeof(newsname)-l);
}
else
Q_strncpyz(newsname, "models", sizeof(newsname));
shader = R_LoadShader (shadername, 0, Shader_DefaultSkin, newsname);
return shader;
}
shader_t *R_RegisterCustom (const char *name, unsigned int usageflags, shader_gen_t *defaultgen, const void *args)
{
return R_LoadShader (name, usageflags, defaultgen, args);
}
#endif //SERVERONLY