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fteqw/engine/gl/gl_shader.c
Spoike 6430b9b214 added a macro for specifying all the cvar properties. This will simplify stuff for Q2.
Also added trace_endcontents and trace_surfaceflags.
File system (still too selectivly) reads gz files.
Fixed a buffer overflow in the http client.
Made server downloads decompress zipped files to a temporary file. This should make it download them faster.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1943 fc73d0e0-1445-4013-8a0c-d673dee63da5
2006-02-11 02:09:43 +00:00

2142 lines
51 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
#include "quakedef.h"
#include "glquake.h"
#include "shader.h"
#include "hash.h"
#include <ctype.h>
extern int missing_texture;
//Spike: Marked code removal areas with FIZME
//readd as porting progresses
#ifdef Q3SHADERS
cvar_t r_vertexlight = SCVAR("r_vertexlight", "0");
#define Q_stricmp stricmp
#define Com_sprintf _snprintf
#define clamp(v,min, max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v)));
int FS_LoadFile(char *name, void **file)
{
*file = COM_LoadMallocFile(name);
return com_filesize;
}
void FS_FreeFile(void *file)
{
BZ_Free(file);
}
typedef union {
float f;
unsigned int i;
} float_int_t;
qbyte FloatToByte( float x )
{
static float_int_t f2i;
// shift float to have 8bit fraction at base of number
f2i.f = x + 32768.0f;
// then read as integer and kill float bits...
return (qbyte) min(f2i.i & 0x7FFFFF, 255);
}
cvar_t r_detailtextures;
#define MAX_SHADERS 2048 //fixme: this takes a lot of bss in the r_shaders list
#define MAX_TOKEN_CHARS 1024
char *COM_ParseExt (char **data_p, qboolean nl)
{
int c;
int len;
char *data;
qboolean newlines = false;
data = *data_p;
len = 0;
com_token[0] = 0;
if (!data)
{
*data_p = NULL;
return "";
}
// skip whitespace
skipwhite:
while ( (c = *data) <= ' ')
{
if (c == 0)
{
*data_p = NULL;
return "";
}
if (c == '\n')
newlines = true;
data++;
}
if ( newlines && !nl ) {
*data_p = data;
return com_token;
}
// skip // comments
if (c == '/' && data[1] == '/')
{
while (*data && *data != '\n')
data++;
goto skipwhite;
}
// handle quoted strings specially
if (c == '\"')
{
data++;
while (1)
{
c = *data++;
if (c=='\"' || !c)
{
com_token[len] = 0;
*data_p = data;
return com_token;
}
if (len < MAX_TOKEN_CHARS)
{
com_token[len] = c;
len++;
}
}
}
// parse a regular word
do
{
if (len < MAX_TOKEN_CHARS)
{
com_token[len] = c;
len++;
}
data++;
c = *data;
} while (c>32);
if (len == MAX_TOKEN_CHARS)
{
// Com_Printf ("Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
len = 0;
}
com_token[len] = 0;
*data_p = data;
return com_token;
}
#define HASH_SIZE 128
typedef struct shaderkey_s
{
char *keyword;
void (*func)( shader_t *shader, shaderpass_t *pass, char **ptr );
} shaderkey_t;
typedef struct shadercache_s {
char name[MAX_QPATH];
char *path;
unsigned int offset;
struct shadercache_s *hash_next;
} shadercache_t;
static shadercache_t *shader_hash[HASH_SIZE];
static char shaderbuf[MAX_QPATH * 256];
int shaderbuflen;
shader_t r_shaders[MAX_SHADERS];
//static char r_skyboxname[MAX_QPATH];
//static float r_skyheight;
char *Shader_Skip( char *ptr );
static qboolean Shader_Parsetok( shader_t *shader, shaderpass_t *pass, shaderkey_t *keys,
char *token, char **ptr );
static void Shader_ParseFunc( char **args, shaderfunc_t *func );
static void Shader_MakeCache( char *path );
static void Shader_GetPathAndOffset( char *name, char **path, unsigned int *offset );
//===========================================================================
static char *Shader_ParseString ( char **ptr )
{
char *token;
if ( !ptr || !(*ptr) ) {
return "";
}
if ( !**ptr || **ptr == '}' ) {
return "";
}
token = COM_ParseExt ( ptr, false );
Q_strlwr ( token );
return token;
}
static float Shader_ParseFloat ( char **ptr )
{
if ( !ptr || !(*ptr) ) {
return 0;
}
if ( !**ptr || **ptr == '}' ) {
return 0;
}
return atof ( COM_ParseExt ( ptr, false ) );
}
static void Shader_ParseVector ( char **ptr, vec3_t v )
{
char *token;
qboolean bracket;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "(") ) {
bracket = true;
token = Shader_ParseString ( ptr );
} else if ( token[0] == '(' ) {
bracket = true;
token = &token[1];
} else {
bracket = false;
}
v[0] = atof ( token );
v[1] = Shader_ParseFloat ( ptr );
token = Shader_ParseString ( ptr );
if ( !token[0] ) {
v[2] = 0;
} else if ( token[strlen(token)-1] == ')' ) {
token[strlen(token)-1] = 0;
v[2] = atof ( token );
} else {
v[2] = atof ( token );
if ( bracket ) {
Shader_ParseString ( ptr );
}
}
}
static void Shader_ParseSkySides ( char **ptr, int *images )
{
int i;
char *token;
char path[MAX_QPATH];
static char *suf[6] = { "rt", "bk", "lf", "ft", "up", "dn" };
token = Shader_ParseString ( ptr );
for ( i = 0; i < 6; i++ )
{
if ( token[0] == '-' ) {
images[i] = 0;
} else {
Com_sprintf ( path, sizeof(path), "%s_%s", token, suf[i] );
images[i] = Mod_LoadHiResTexture ( path, NULL, true, false, true);//|IT_SKY );
if (!images[i])
images[i] = missing_texture;
}
}
}
static void Shader_ParseFunc ( char **ptr, shaderfunc_t *func )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "sin") ) {
func->type = SHADER_FUNC_SIN;
} else if ( !Q_stricmp (token, "triangle") ) {
func->type = SHADER_FUNC_TRIANGLE;
} else if ( !Q_stricmp (token, "square") ) {
func->type = SHADER_FUNC_SQUARE;
} else if ( !Q_stricmp (token, "sawtooth") ) {
func->type = SHADER_FUNC_SAWTOOTH;
} else if (!Q_stricmp (token, "inversesawtooth") ) {
func->type = SHADER_FUNC_INVERSESAWTOOTH;
} else if (!Q_stricmp (token, "noise") ) {
func->type = SHADER_FUNC_NOISE;
}
func->args[0] = Shader_ParseFloat ( ptr );
func->args[1] = Shader_ParseFloat ( ptr );
func->args[2] = Shader_ParseFloat ( ptr );
func->args[3] = Shader_ParseFloat ( ptr );
}
//===========================================================================
enum {
IT_CLAMP = 1<<0,
IT_SKY = 1<<1,
IT_NOMIPMAP = 1<<2,
IT_NOPICMIP = 1<<3
};
static int Shader_SetImageFlags ( shader_t *shader )
{
int flags = 0;
if ( shader->flags & SHADER_SKY ) {
flags |= IT_SKY;
}
if ( shader->flags & SHADER_NOMIPMAPS ) {
flags |= IT_NOMIPMAP;
}
if ( shader->flags & SHADER_NOPICMIP ) {
flags |= IT_NOPICMIP;
}
return flags;
}
static int Shader_FindImage ( char *name, int flags )
{
if ( !Q_stricmp (name, "$whiteimage") ) {
return 0;
} else {
return Mod_LoadHiResTexture(name, NULL, !(flags & IT_NOMIPMAP), true, true);//GL_FindImage ( name, flags );
}
}
/****************** shader keyword functions ************************/
static void Shader_Cull ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
shader->flags &= ~(SHADER_CULL_FRONT|SHADER_CULL_BACK);
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "disable") || !Q_stricmp (token, "none") || !Q_stricmp (token, "twosided") ) {
} else if ( !Q_stricmp (token, "front") ) {
shader->flags |= SHADER_CULL_FRONT;
} else if ( !Q_stricmp (token, "back") || !Q_stricmp (token, "backside") || !Q_stricmp (token, "backsided") ) {
shader->flags |= SHADER_CULL_BACK;
} else {
shader->flags |= SHADER_CULL_FRONT;
}
}
static void Shader_NoMipMaps ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= (SHADER_NOMIPMAPS|SHADER_NOPICMIP);
}
static void Shader_NoPicMip ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= SHADER_NOPICMIP;
}
static void Shader_DeformVertexes ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
deformv_t *deformv;
if ( shader->numdeforms >= SHADER_DEFORM_MAX ) {
return;
}
deformv = &shader->deforms[shader->numdeforms];
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "wave") ) {
deformv->type = DEFORMV_WAVE;
deformv->args[0] = Shader_ParseFloat ( ptr );
if ( deformv->args[0] ) {
deformv->args[0] = 1.0f / deformv->args[0];
}
Shader_ParseFunc ( ptr, &deformv->func );
} else if ( !Q_stricmp (token, "normal") ) {
deformv->type = DEFORMV_NORMAL;
deformv->args[0] = Shader_ParseFloat ( ptr );
deformv->args[1] = Shader_ParseFloat ( ptr );
} else if ( !Q_stricmp (token, "bulge") ) {
deformv->type = DEFORMV_BULGE;
Shader_ParseVector ( ptr, deformv->args );
shader->flags |= SHADER_DEFORMV_BULGE;
} else if ( !Q_stricmp (token, "move") ) {
deformv->type = DEFORMV_MOVE;
Shader_ParseVector ( ptr, deformv->args );
Shader_ParseFunc ( ptr, &deformv->func );
} else if ( !Q_stricmp (token, "autosprite") ) {
deformv->type = DEFORMV_AUTOSPRITE;
shader->flags |= SHADER_AUTOSPRITE;
} else if ( !Q_stricmp (token, "autosprite2") ) {
deformv->type = DEFORMV_AUTOSPRITE2;
shader->flags |= SHADER_AUTOSPRITE;
} else if ( !Q_stricmp (token, "projectionShadow") ) {
deformv->type = DEFORMV_PROJECTION_SHADOW;
} else {
return;
}
shader->numdeforms++;
}
static void Shader_SkyParms ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
int i;
skydome_t *skydome;
float skyheight;
if ( shader->skydome ) {
for ( i = 0; i < 5; i++ ) {
Z_Free ( shader->skydome->meshes[i].xyz_array );
Z_Free ( shader->skydome->meshes[i].normals_array );
Z_Free ( shader->skydome->meshes[i].st_array );
}
Z_Free ( shader->skydome );
}
skydome = (skydome_t *)Z_Malloc ( sizeof(skydome_t) );
shader->skydome = skydome;
Shader_ParseSkySides ( ptr, skydome->farbox_textures );
skyheight = Shader_ParseFloat ( ptr );
if ( !skyheight ) {
skyheight = 512.0f;
}
Shader_ParseSkySides ( ptr, skydome->nearbox_textures );
// R_CreateSkydome ( shader, skyheight );
shader->flags |= SHADER_SKY;
shader->sort = SHADER_SORT_SKY;
}
static void Shader_FogParms ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
float div;
vec3_t color, fcolor;
// if ( !r_ignorehwgamma->value )
// div = 1.0f / pow(2, max(0, floor(r_overbrightbits->value)));
// else
div = 1.0f;
Shader_ParseVector ( ptr, color );
VectorScale ( color, div, color );
ColorNormalize ( color, fcolor );
shader->fog_color[0] = FloatToByte ( fcolor[0] );
shader->fog_color[1] = FloatToByte ( fcolor[1] );
shader->fog_color[2] = FloatToByte ( fcolor[2] );
shader->fog_color[3] = 255;
shader->fog_dist = Shader_ParseFloat ( ptr );
if ( shader->fog_dist <= 0.0f ) {
shader->fog_dist = 128.0f;
}
shader->fog_dist = 1.0f / shader->fog_dist;
}
static void Shader_SurfaceParm ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp( token, "nodraw" ) )
shader->flags = SHADER_NODRAW;
}
static void Shader_Sort ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp( token, "portal" ) ) {
shader->sort = SHADER_SORT_PORTAL;
} else if( !Q_stricmp( token, "sky" ) ) {
shader->sort = SHADER_SORT_SKY;
} else if( !Q_stricmp( token, "opaque" ) ) {
shader->sort = SHADER_SORT_OPAQUE;
} else if( !Q_stricmp( token, "banner" ) ) {
shader->sort = SHADER_SORT_BANNER;
} else if( !Q_stricmp( token, "underwater" ) ) {
shader->sort = SHADER_SORT_UNDERWATER;
} else if( !Q_stricmp( token, "additive" ) ) {
shader->sort = SHADER_SORT_ADDITIVE;
} else if( !Q_stricmp( token, "nearest" ) ) {
shader->sort = SHADER_SORT_NEAREST;
} else {
shader->sort = atoi ( token );
clamp ( shader->sort, SHADER_SORT_NONE, SHADER_SORT_NEAREST );
}
}
static void Shader_Portal ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->sort = SHADER_SORT_PORTAL;
}
static void Shader_PolygonOffset ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= SHADER_POLYGONOFFSET;
}
static void Shader_EntityMergable ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= SHADER_ENTITY_MERGABLE;
}
static shaderkey_t shaderkeys[] =
{
{"cull", Shader_Cull },
{"skyparms", Shader_SkyParms },
{"fogparms", Shader_FogParms },
{"surfaceparm", Shader_SurfaceParm },
{"nomipmaps", Shader_NoMipMaps },
{"nopicmip", Shader_NoPicMip },
{"polygonoffset", Shader_PolygonOffset },
{"sort", Shader_Sort },
{"deformvertexes", Shader_DeformVertexes },
{"portal", Shader_Portal },
{"entitymergable", Shader_EntityMergable },
{NULL, NULL}
};
// ===============================================================
static void Shaderpass_Map ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
int flags;
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "$lightmap") )
{
pass->tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_LIGHTMAP;
pass->anim_frames[0] = 0;
}
else if ( !Q_stricmp (token, "$deluxmap") )
{
pass->tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_DELUXMAP;
pass->anim_frames[0] = 0;
}
else
{
flags = Shader_SetImageFlags ( shader );
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage ( token, flags );
if ( !pass->anim_frames[0] ) {
pass->anim_frames[0] = 0;//FIZME: r_notexture;
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", shader->name, token );
}
}
}
static void Shaderpass_AnimMap ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
int flags;
char *token;
int image;
flags = Shader_SetImageFlags ( shader );
pass->tcgen = TC_GEN_BASE;
pass->flags |= SHADER_PASS_ANIMMAP;
pass->anim_fps = (int)Shader_ParseFloat ( ptr );
pass->anim_numframes = 0;
for ( ; ; ) {
token = Shader_ParseString ( ptr );
if ( !token[0] ) {
break;
}
if ( pass->anim_numframes < SHADER_ANIM_FRAMES_MAX ) {
image = Shader_FindImage ( token, flags );
if ( !image ) {
pass->anim_frames[pass->anim_numframes++] = 0;//fizme: r_notexture;
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has an animmap with no image: %s.\n", shader->name, token );
} else {
pass->anim_frames[pass->anim_numframes++] = image;
}
}
}
}
static void Shaderpass_ClampMap ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
int flags;
char *token;
token = Shader_ParseString ( ptr );
flags = Shader_SetImageFlags ( shader );
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage ( token, flags | IT_CLAMP );
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
if ( !pass->anim_frames[0] ) {
pass->anim_frames[0] = 0;//fizme:r_notexture;
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", shader->name, token );
}
}
static void Shaderpass_VideoMap ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
/* char *token;
char name[MAX_OSPATH];
token = Shader_ParseString ( ptr );
COM_StripExtension ( token, name );
if ( pass->cin )
Z_Free ( pass->cin );
pass->cin = (cinematics_t *)Z_Malloc ( sizeof(cinematics_t) );
pass->cin->frame = -1;
Com_sprintf ( pass->cin->name, sizeof(pass->cin->name), "video/%s.RoQ", name );
*/
pass->flags |= SHADER_PASS_VIDEOMAP;
shader->flags |= SHADER_VIDEOMAP;
}
static void Shaderpass_RGBGen ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "identitylighting") )
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else if ( !Q_stricmp (token, "identity") )
pass->rgbgen = RGB_GEN_IDENTITY;
else if ( !Q_stricmp (token, "wave") )
{
pass->rgbgen = RGB_GEN_WAVE;
Shader_ParseFunc ( ptr, &pass->rgbgen_func );
}
else if ( !Q_stricmp(token, "entity") )
pass->rgbgen = RGB_GEN_ENTITY;
else if ( !Q_stricmp (token, "oneMinusEntity") )
pass->rgbgen = RGB_GEN_ONE_MINUS_ENTITY;
else if ( !Q_stricmp (token, "vertex"))
pass->rgbgen = RGB_GEN_VERTEX;
else if ( !Q_stricmp (token, "oneMinusVertex") )
pass->rgbgen = RGB_GEN_ONE_MINUS_VERTEX;
else if ( !Q_stricmp (token, "lightingDiffuse") )
pass->rgbgen = RGB_GEN_LIGHTING_DIFFUSE;
else if ( !Q_stricmp (token, "exactvertex") )
pass->rgbgen = RGB_GEN_EXACT_VERTEX;
else if ( !Q_stricmp (token, "const") || !Q_stricmp (token, "constant") )
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
Shader_ParseVector ( ptr, pass->rgbgen_func.args );
}
else if ( !Q_stricmp (token, "topcolor") )
pass->rgbgen = RGB_GEN_TOPCOLOR;
else if ( !Q_stricmp (token, "bottomcolor") )
pass->rgbgen = RGB_GEN_BOTTOMCOLOR;
}
static void Shaderpass_AlphaGen ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "portal") ) {
pass->alphagen = ALPHA_GEN_PORTAL;
shader->flags |= SHADER_AGEN_PORTAL;
} else if ( !Q_stricmp (token, "vertex") ) {
pass->alphagen = ALPHA_GEN_VERTEX;
} else if ( !Q_stricmp (token, "entity") ) {
pass->alphagen = ALPHA_GEN_ENTITY;
} else if ( !Q_stricmp (token, "wave") ) {
pass->alphagen = ALPHA_GEN_WAVE;
Shader_ParseFunc ( ptr, &pass->alphagen_func );
} else if ( !Q_stricmp (token, "lightingspecular") ) {
pass->alphagen = ALPHA_GEN_SPECULAR;
} else if ( !Q_stricmp (token, "const") || !Q_stricmp (token, "constant") ) {
pass->alphagen = ALPHA_GEN_CONST;
pass->alphagen_func.type = SHADER_FUNC_CONSTANT;
pass->alphagen_func.args[0] = fabs( Shader_ParseFloat (ptr) );
}
}
static void Shaderpass_BlendFunc ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "blend") ) {
pass->blendsrc = GL_SRC_ALPHA;
pass->blenddst = GL_ONE_MINUS_SRC_ALPHA;
} else if ( !Q_stricmp (token, "filter") ) {
pass->blendsrc = GL_DST_COLOR;
pass->blenddst = GL_ZERO;
} else if ( !Q_stricmp (token, "add") ) {
pass->blendsrc = pass->blenddst = GL_ONE;
} else {
int i;
unsigned int *blend;
for ( i = 0; i < 2; i++ )
{
blend = (i == 0) ? &pass->blendsrc : &pass->blenddst;
if ( !Q_stricmp ( token, "gl_zero") )
*blend = GL_ZERO;
else if ( !Q_stricmp (token, "gl_one") )
*blend = GL_ONE;
else if ( !Q_stricmp (token, "gl_dst_color") )
*blend = GL_DST_COLOR;
else if ( !Q_stricmp (token, "gl_one_minus_src_alpha") )
*blend = GL_ONE_MINUS_SRC_ALPHA;
else if ( !Q_stricmp (token, "gl_src_alpha") )
*blend = GL_SRC_ALPHA;
else if ( !Q_stricmp (token, "gl_src_color") )
*blend = GL_SRC_COLOR;
else if ( !Q_stricmp (token, "gl_one_minus_dst_color") )
*blend = GL_ONE_MINUS_DST_COLOR;
else if ( !Q_stricmp (token, "gl_one_minus_src_color") )
*blend = GL_ONE_MINUS_SRC_COLOR;
else if ( !Q_stricmp (token, "gl_dst_alpha") )
*blend = GL_DST_ALPHA;
else if ( !Q_stricmp (token, "gl_one_minus_dst_alpha") )
*blend = GL_ONE_MINUS_DST_ALPHA;
else
*blend = GL_ONE;
if ( !i ) {
token = Shader_ParseString ( ptr );
}
}
}
pass->flags |= SHADER_PASS_BLEND;
}
static void Shaderpass_AlphaFunc ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "gt0") ) {
pass->alphafunc = SHADER_ALPHA_GT0;
} else if ( !Q_stricmp (token, "lt128") ) {
pass->alphafunc = SHADER_ALPHA_LT128;
} else if ( !Q_stricmp (token, "ge128") ) {
pass->alphafunc = SHADER_ALPHA_GE128;
} else {
return;
}
pass->flags |= SHADER_PASS_ALPHAFUNC;
}
static void Shaderpass_DepthFunc ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "equal") )
pass->depthfunc = GL_EQUAL;
else if ( !Q_stricmp (token, "lequal") )
pass->depthfunc = GL_LEQUAL;
else if ( !Q_stricmp (token, "gequal") )
pass->depthfunc = GL_GEQUAL;
}
static void Shaderpass_DepthWrite ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= SHADER_DEPTHWRITE;
pass->flags |= SHADER_PASS_DEPTHWRITE;
}
static void Shaderpass_TcMod ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
int i;
tcmod_t *tcmod;
char *token;
if (pass->numtcmods >= SHADER_TCMOD_MAX) {
return;
}
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "rotate") ) {
tcmod->args[0] = -Shader_ParseFloat ( ptr ) / 360.0f;
if ( !tcmod->args[0] ) {
return;
}
tcmod->type = SHADER_TCMOD_ROTATE;
} else if ( !Q_stricmp (token, "scale") ) {
tcmod->args[0] = Shader_ParseFloat ( ptr );
tcmod->args[1] = Shader_ParseFloat ( ptr );
tcmod->type = SHADER_TCMOD_SCALE;
} else if ( !Q_stricmp (token, "scroll") ) {
tcmod->args[0] = Shader_ParseFloat ( ptr );
tcmod->args[1] = Shader_ParseFloat ( ptr );
tcmod->type = SHADER_TCMOD_SCROLL;
} else if ( !Q_stricmp (token, "stretch") ) {
shaderfunc_t func;
Shader_ParseFunc ( ptr, &func );
tcmod->args[0] = func.type;
for (i = 1; i < 5; ++i)
tcmod->args[i] = func.args[i-1];
tcmod->type = SHADER_TCMOD_STRETCH;
} else if ( !Q_stricmp (token, "transform") ) {
for (i = 0; i < 6; ++i)
tcmod->args[i] = Shader_ParseFloat ( ptr );
tcmod->type = SHADER_TCMOD_TRANSFORM;
} else if ( !Q_stricmp (token, "turb") ) {
for (i = 0; i < 4; i++)
tcmod->args[i] = Shader_ParseFloat ( ptr );
tcmod->type = SHADER_TCMOD_TURB;
} else {
return;
}
pass->numtcmods++;
}
static void Shaderpass_TcGen ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "base") ) {
pass->tcgen = TC_GEN_BASE;
} else if ( !Q_stricmp (token, "lightmap") ) {
pass->tcgen = TC_GEN_LIGHTMAP;
} else if ( !Q_stricmp (token, "environment") ) {
pass->tcgen = TC_GEN_ENVIRONMENT;
} else if ( !Q_stricmp (token, "vector") ) {
pass->tcgen = TC_GEN_BASE;
}
}
static void Shaderpass_Detail ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->flags |= SHADER_PASS_DETAIL;
}
static shaderkey_t shaderpasskeys[] =
{
{"rgbgen", Shaderpass_RGBGen },
{"blendfunc", Shaderpass_BlendFunc },
{"depthfunc", Shaderpass_DepthFunc },
{"depthwrite", Shaderpass_DepthWrite },
{"alphafunc", Shaderpass_AlphaFunc },
{"tcmod", Shaderpass_TcMod },
{"map", Shaderpass_Map },
{"animmap", Shaderpass_AnimMap },
{"clampmap", Shaderpass_ClampMap },
{"videomap", Shaderpass_VideoMap },
{"tcgen", Shaderpass_TcGen },
{"alphagen", Shaderpass_AlphaGen },
{"detail", Shaderpass_Detail },
{NULL, NULL }
};
// ===============================================================
int Shader_InitCallback (char *name, int size, void *param)
{
strcpy(shaderbuf+shaderbuflen, name);
Shader_MakeCache(shaderbuf+shaderbuflen);
shaderbuflen += strlen(name)+1;
return true;
}
qboolean Shader_Init (void)
{
shaderbuflen = 0;
Con_Printf ( "Initializing Shaders.\n" );
COM_EnumerateFiles("shaders/*.shader", Shader_InitCallback, NULL);
COM_EnumerateFiles("scripts/*.shader", Shader_InitCallback, NULL);
/*
char *dirptr;
int i, dirlen, numdirs;
numdirs = FS_GetFileList ( "scripts", "shader", shaderbuf, sizeof(shaderbuf) );
if ( !numdirs ) {
Con_Printf ("Could not find any shaders!");
return false;
}
// now load all the scripts
dirptr = shaderbuf;
memset ( shader_hash, 0, sizeof(shadercache_t *)*HASH_SIZE );
for (i=0; i<numdirs; i++, dirptr += dirlen+1) {
dirlen = strlen(dirptr);
if ( !dirlen ) {
continue;
}
Shader_MakeCache ( dirptr );
}
*/
return true;
}
static void Shader_MakeCache ( char *path )
{
unsigned int key, i;
char filename[MAX_QPATH];
char *buf, *ptr, *token, *t;
shadercache_t *cache;
int size;
Com_sprintf( filename, sizeof(filename), "%s", path );
Con_DPrintf ( "...loading '%s'\n", filename );
size = FS_LoadFile ( filename, (void **)&buf );
if ( !buf || size <= 0 ) {
return;
}
ptr = buf;
do
{
if ( ptr - buf >= size )
break;
token = COM_ParseExt ( &ptr, true );
if ( !token[0] || ptr - buf >= size )
break;
COM_CleanUpPath(token);
t = NULL;
Shader_GetPathAndOffset ( token, &t, &i );
if ( t ) {
ptr = Shader_Skip ( ptr );
continue;
}
key = Hash_Key ( token, HASH_SIZE );
cache = ( shadercache_t * )Z_Malloc ( sizeof(shadercache_t) );
cache->hash_next = shader_hash[key];
cache->path = path;
cache->offset = ptr - buf;
Com_sprintf ( cache->name, MAX_QPATH, token );
shader_hash[key] = cache;
ptr = Shader_Skip ( ptr );
} while ( ptr );
FS_FreeFile ( buf );
}
char *Shader_Skip ( char *ptr )
{
char *tok;
int brace_count;
// Opening brace
tok = COM_ParseExt ( &ptr, true );
if (!ptr)
return NULL;
if ( tok[0] != '{' ) {
tok = COM_ParseExt ( &ptr, true );
}
for (brace_count = 1; brace_count > 0 ; ptr++)
{
tok = COM_ParseExt ( &ptr, true );
if ( !tok[0] )
return NULL;
if (tok[0] == '{') {
brace_count++;
} else if (tok[0] == '}') {
brace_count--;
}
}
return ptr;
}
static void Shader_GetPathAndOffset ( char *name, char **path, unsigned int *offset )
{
unsigned int key;
shadercache_t *cache;
key = Hash_Key ( name, HASH_SIZE );
cache = shader_hash[key];
for ( ; cache; cache = cache->hash_next ) {
if ( !Q_stricmp (cache->name, name) ) {
*path = cache->path;
*offset = cache->offset;
return;
}
}
path = NULL;
}
void Shader_FreePass (shaderpass_t *pass)
{
if ( pass->flags & SHADER_PASS_VIDEOMAP ) {
/* GL_StopCinematic ( pass->cin );
Z_Free ( pass->cin );
pass->cin = NULL;
*/ }
}
void Shader_Free (shader_t *shader)
{
int i;
shaderpass_t *pass;
if ( shader->skydome ) {
for ( i = 0; i < 5; i++ ) {
if (shader->skydome->meshes[i].xyz_array)
{
Z_Free ( shader->skydome->meshes[i].xyz_array );
Z_Free ( shader->skydome->meshes[i].normals_array );
Z_Free ( shader->skydome->meshes[i].st_array );
}
}
Z_Free ( shader->skydome );
}
pass = shader->passes;
for ( i = 0; i < shader->numpasses; i++, pass++ ) {
Shader_FreePass ( pass );
}
}
void Shader_Shutdown (void)
{
int i;
shader_t *shader;
shadercache_t *cache, *cache_next;
shader = r_shaders;
for (i = 0; i < MAX_SHADERS; i++, shader++)
{
if ( !shader->registration_sequence )
continue;
Shader_Free ( shader );
}
for ( i = 0; i < HASH_SIZE; i++ ) {
cache = shader_hash[i];
for ( ; cache; cache = cache_next ) {
cache_next = cache->hash_next;
cache->hash_next = NULL;
Z_Free ( cache );
}
}
memset (r_shaders, 0, sizeof(shader_t)*MAX_SHADERS);
memset (shader_hash, 0, sizeof(shader_hash));
}
void Shader_SetBlendmode ( shaderpass_t *pass )
{
if ( !pass->anim_frames[0] && !(pass->flags & SHADER_PASS_LIGHTMAP) ) {
pass->blendmode = 0;
return;
}
if ( !(pass->flags & SHADER_PASS_BLEND) && qglMTexCoord2fSGIS ) {
if ( (pass->rgbgen == RGB_GEN_IDENTITY) && (pass->alphagen == ALPHA_GEN_IDENTITY) ) {
pass->blendmode = GL_REPLACE;
} else {
pass->blendsrc = GL_ONE;
pass->blenddst = GL_ZERO;
pass->blendmode = GL_MODULATE;
}
return;
}
if ( (pass->blendsrc == GL_ZERO && pass->blenddst == GL_SRC_COLOR) ||
(pass->blendsrc == GL_DST_COLOR && pass->blenddst == GL_ZERO) )
pass->blendmode = GL_MODULATE;
else if ( pass->blendsrc == GL_ONE && pass->blenddst == GL_ONE )
pass->blendmode = GL_ADD;
else if ( pass->blendsrc == GL_SRC_ALPHA && pass->blenddst == GL_ONE_MINUS_SRC_ALPHA )
pass->blendmode = GL_DECAL;
else
pass->blendmode = 0;
}
void Shader_Readpass (shader_t *shader, char **ptr)
{
char *token;
shaderpass_t *pass;
qboolean ignore;
static shader_t dummy;
if ( shader->numpasses >= SHADER_PASS_MAX ) {
ignore = true;
shader = &dummy;
shader->numpasses = 1;
pass = shader->passes;
} else {
ignore = false;
pass = &shader->passes[shader->numpasses++];
}
// Set defaults
pass->flags = 0;
pass->anim_frames[0] = 0;
pass->anim_numframes = 0;
pass->depthfunc = GL_LEQUAL;
pass->rgbgen = RGB_GEN_UNKNOWN;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->tcgen = TC_GEN_BASE;
pass->numtcmods = 0;
// default to R_RenderMeshGeneric
pass->numMergedPasses = 1;
pass->flush = R_RenderMeshGeneric;
while ( ptr )
{
token = COM_ParseExt (ptr, true);
if ( !token[0] ) {
continue;
} else if ( token[0] == '}' ) {
break;
} else if ( Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr) ) {
break;
}
}
// check some things
if ( ignore ) {
Shader_Free ( shader );
return;
}
if ( (pass->blendsrc == GL_ONE) && (pass->blenddst == GL_ZERO) ) {
pass->flags |= SHADER_PASS_DEPTHWRITE;
shader->flags |= SHADER_DEPTHWRITE;
}
switch (pass->rgbgen)
{
case RGB_GEN_IDENTITY_LIGHTING:
case RGB_GEN_IDENTITY:
case RGB_GEN_CONST:
case RGB_GEN_WAVE:
case RGB_GEN_ENTITY:
case RGB_GEN_ONE_MINUS_ENTITY:
case RGB_GEN_UNKNOWN: // assume RGB_GEN_IDENTITY or RGB_GEN_IDENTITY_LIGHTING
switch (pass->alphagen)
{
case ALPHA_GEN_IDENTITY:
case ALPHA_GEN_CONST:
case ALPHA_GEN_WAVE:
case ALPHA_GEN_ENTITY:
pass->flags |= SHADER_PASS_NOCOLORARRAY;
break;
default:
break;
}
break;
default:
break;
}
Shader_SetBlendmode ( pass );
if ( (shader->flags & SHADER_SKY) && (shader->flags & SHADER_DEPTHWRITE) ) {
if ( pass->flags & SHADER_PASS_DEPTHWRITE ) {
pass->flags &= ~SHADER_PASS_DEPTHWRITE;
}
}
}
static qboolean Shader_Parsetok (shader_t *shader, shaderpass_t *pass, shaderkey_t *keys, char *token, char **ptr)
{
shaderkey_t *key;
for (key = keys; key->keyword != NULL; key++)
{
if (!Q_stricmp (token, key->keyword))
{
if (key->func)
key->func ( shader, pass, ptr );
return ( ptr && *ptr && **ptr == '}' );
}
}
// Next Line
while (ptr)
{
token = COM_ParseExt ( ptr, false );
if ( !token[0] ) {
break;
}
}
return false;
}
void Shader_SetPassFlush ( shaderpass_t *pass, shaderpass_t *pass2 )
{
if ( ((pass->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
((pass2->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
(pass->flags & SHADER_PASS_VIDEOMAP) || (pass2->flags & SHADER_PASS_VIDEOMAP) ||
((pass->flags & SHADER_PASS_ALPHAFUNC) && (pass2->depthfunc != GL_EQUAL)) ) {
return;
}
if ( pass2->rgbgen != RGB_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY ) {
return;
}
if (pass->rgbgen != RGB_GEN_IDENTITY || pass->alphagen != ALPHA_GEN_IDENTITY )
return;
// check if we can use R_RenderMeshCombined
if ( gl_config.tex_env_combine || gl_config.nv_tex_env_combine4 )
{
if ( pass->blendmode == GL_REPLACE )
{
if ((pass2->blendmode == GL_DECAL && gl_config.tex_env_combine) ||
(pass2->blendmode == GL_ADD && gl_config.env_add) ||
(pass2->blendmode && pass2->blendmode != GL_ADD) || gl_config.nv_tex_env_combine4 )
{
pass->flush = R_RenderMeshCombined;
}
}
else if ( pass->blendmode == GL_ADD &&
pass2->blendmode == GL_ADD && gl_config.env_add )
{
pass->flush = R_RenderMeshCombined;
} else if ( pass->blendmode == GL_MODULATE &&
pass2->blendmode == GL_MODULATE )
{
pass->flush = R_RenderMeshCombined;
}
}
else if ( qglMTexCoord2fSGIS )
{
// check if we can use R_RenderMeshMultitextured
if ( pass->blendmode == GL_REPLACE )
{
if ( pass2->blendmode == GL_ADD && gl_config.env_add )
{
pass->flush = R_RenderMeshMultitextured;
pass->numMergedPasses = 2;
}
else if ( pass2->blendmode && pass2->blendmode != GL_DECAL )
{
pass->flush = R_RenderMeshMultitextured;
pass->numMergedPasses = 2;
}
}
else if ( pass->blendmode == GL_MODULATE &&
pass2->blendmode == GL_MODULATE )
{
pass->flush = R_RenderMeshMultitextured;
}
else if ( pass->blendmode == GL_ADD &&
pass2->blendmode == GL_ADD && gl_config.env_add )
{
pass->flush = R_RenderMeshCombined;
}
}
if ( pass->flush != R_RenderMeshGeneric ) {
pass->numMergedPasses = 2;
}
}
void Shader_SetFeatures ( shader_t *s )
{
int i;
qboolean trnormals;
shaderpass_t *pass;
s->features = MF_NONE;
for ( i = 0, trnormals = true; i < s->numdeforms; i++ ) {
switch ( s->deforms[i].type ) {
case DEFORMV_BULGE:
case DEFORMV_WAVE:
trnormals = false;
case DEFORMV_NORMAL:
s->features |= MF_NORMALS;
break;
case DEFORMV_MOVE:
break;
default:
trnormals = false;
break;
}
}
if ( trnormals ) {
s->features |= MF_TRNORMALS;
}
for ( i = 0, pass = s->passes; i < s->numpasses; i++, pass++ ) {
switch ( pass->rgbgen ) {
case RGB_GEN_LIGHTING_DIFFUSE:
s->features |= MF_NORMALS;
break;
case RGB_GEN_VERTEX:
case RGB_GEN_ONE_MINUS_VERTEX:
case RGB_GEN_EXACT_VERTEX:
s->features |= MF_COLORS;
break;
default:
break;
}
switch ( pass->alphagen ) {
case ALPHA_GEN_SPECULAR:
s->features |= MF_NORMALS;
break;
case ALPHA_GEN_VERTEX:
s->features |= MF_COLORS;
break;
default:
break;
}
switch ( pass->tcgen ) {
default:
s->features |= MF_STCOORDS;
break;
case TC_GEN_LIGHTMAP:
s->features |= MF_LMCOORDS;
break;
case TC_GEN_ENVIRONMENT:
s->features |= MF_NORMALS;
break;
}
}
}
void Shader_Finish ( shader_t *s )
{
int i;
shaderpass_t *pass;
if ( !Q_stricmp (s->name, "flareShader") ) {
s->flags |= SHADER_FLARE;
}
if (!s->numpasses && !(s->flags & (SHADER_NODRAW|SHADER_SKY)) && !s->fog_dist)
{
pass = &s->passes[s->numpasses++];
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Mod_LoadHiResTexture(s->name, NULL, true, false, true);//GL_FindImage (shortname, 0);
if (!pass->anim_frames[0])
pass->anim_frames[0] = missing_texture;
pass->depthfunc = GL_LEQUAL;
pass->flags = SHADER_PASS_DEPTHWRITE;
pass->rgbgen = RGB_GEN_VERTEX;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->blendmode = GL_MODULATE;
pass->numMergedPasses = 1;
pass->flush = R_RenderMeshGeneric;
Con_Printf("Shader %s with no passes and no surfaceparm nodraw, inserting pass\n", s->name);
}
if ( !s->numpasses && !s->sort ) {
s->sort = SHADER_SORT_ADDITIVE;
return;
}
if ( (s->flags & SHADER_POLYGONOFFSET) && !s->sort ) {
s->sort = SHADER_SORT_ADDITIVE - 1;
}
if ( r_vertexlight.value )
{
// do we have a lightmap pass?
pass = s->passes;
for ( i = 0; i < s->numpasses; i++, pass++ )
{
if ( pass->flags & SHADER_PASS_LIGHTMAP )
break;
}
if ( i == s->numpasses )
{
goto done;
}
// try to find pass with rgbgen set to RGB_GEN_VERTEX
pass = s->passes;
for ( i = 0; i < s->numpasses; i++, pass++ )
{
if ( pass->rgbgen == RGB_GEN_VERTEX )
break;
}
if ( i < s->numpasses )
{ // we found it
pass->flags |= SHADER_CULL_FRONT;
pass->flags &= ~(SHADER_PASS_BLEND|SHADER_PASS_ANIMMAP);
pass->blendmode = 0;
pass->flags |= SHADER_PASS_DEPTHWRITE;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
pass->flush = R_RenderMeshGeneric;
s->flags |= SHADER_DEPTHWRITE;
s->sort = SHADER_SORT_OPAQUE;
s->numpasses = 1;
memcpy ( &s->passes[0], pass, sizeof(shaderpass_t) );
}
else
{ // we didn't find it - simply remove all lightmap passes
pass = s->passes;
for ( i = 0; i < s->numpasses; i++, pass++ )
{
if ( pass->flags & SHADER_PASS_LIGHTMAP )
break;
}
if ( i == s->numpasses -1 )
{
s->numpasses--;
}
else if ( i < s->numpasses - 1 )
{
for ( ; i < s->numpasses - 1; i++, pass++ )
{
memcpy ( pass, &s->passes[i+1], sizeof(shaderpass_t) );
}
s->numpasses--;
}
if ( s->passes[0].numtcmods )
{
pass = s->passes;
for ( i = 0; i < s->numpasses; i++, pass++ )
{
if ( !pass->numtcmods )
break;
}
memcpy ( &s->passes[0], pass, sizeof(shaderpass_t) );
}
s->passes[0].rgbgen = RGB_GEN_VERTEX;
s->passes[0].alphagen = ALPHA_GEN_IDENTITY;
s->passes[0].blendmode = 0;
s->passes[0].flags &= ~(SHADER_PASS_BLEND|SHADER_PASS_ANIMMAP|SHADER_PASS_NOCOLORARRAY);
s->passes[0].flags |= SHADER_PASS_DEPTHWRITE;
s->passes[0].numMergedPasses = 1;
s->passes[0].flush = R_RenderMeshGeneric;
s->numpasses = 1;
s->flags |= SHADER_DEPTHWRITE;
}
}
done:;
pass = s->passes;
for ( i = 0; i < s->numpasses; i++, pass++ ) {
if ( !(pass->flags & SHADER_PASS_BLEND) ) {
break;
}
}
// all passes have blendfuncs
if ( i == s->numpasses ) {
int opaque;
opaque = -1;
pass = s->passes;
for ( i = 0; i < s->numpasses; i++, pass++ ) {
if ( (pass->blendsrc == GL_ONE) && (pass->blenddst == GL_ZERO) ) {
opaque = i;
}
if ( pass->rgbgen == RGB_GEN_UNKNOWN ) {
if ( !s->fog_dist && !(pass->flags & SHADER_PASS_LIGHTMAP) )
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else
pass->rgbgen = RGB_GEN_IDENTITY;
}
}
if ( !( s->flags & SHADER_SKY ) && !s->sort ) {
if ( opaque == -1 )
s->sort = SHADER_SORT_ADDITIVE;
else if ( s->passes[opaque].flags & SHADER_PASS_ALPHAFUNC )
s->sort = SHADER_SORT_OPAQUE + 1;
else
s->sort = SHADER_SORT_OPAQUE;
}
} else {
int j;
shaderpass_t *sp;
sp = s->passes;
for ( j = 0; j < s->numpasses; j++, sp++ ) {
if ( sp->rgbgen == RGB_GEN_UNKNOWN ) {
sp->rgbgen = RGB_GEN_IDENTITY;
}
}
if ( !s->sort ) {
if ( pass->flags & SHADER_PASS_ALPHAFUNC )
s->sort = SHADER_SORT_OPAQUE + 1;
}
if ( !( s->flags & SHADER_DEPTHWRITE ) &&
!( s->flags & SHADER_SKY ) )
{
pass->flags |= SHADER_PASS_DEPTHWRITE;
s->flags |= SHADER_DEPTHWRITE;
}
}
if ( s->numpasses >= 2 )
{
pass = s->passes;
for ( i = 0; i < s->numpasses; )
{
if ( i == s->numpasses - 1 )
break;
pass = s->passes + i;
Shader_SetPassFlush ( pass, pass + 1 );
i += pass->numMergedPasses;
}
}
if ( !s->sort ) {
s->sort = SHADER_SORT_OPAQUE;
}
if ( (s->flags & SHADER_SKY) && (s->flags & SHADER_DEPTHWRITE) ) {
s->flags &= ~SHADER_DEPTHWRITE;
}
Shader_SetFeatures ( s );
}
/*
void Shader_UpdateRegistration (void)
{
int i, j, l;
shader_t *shader;
shaderpass_t *pass;
#ifdef FIZME
if ( chars_shader )
chars_shader->registration_sequence = registration_sequence;
if ( propfont1_shader )
propfont1_shader->registration_sequence = registration_sequence;
if ( propfont1_glow_shader )
propfont1_glow_shader->registration_sequence = registration_sequence;
if ( propfont2_shader )
propfont2_shader->registration_sequence = registration_sequence;
if ( particle_shader )
particle_shader->registration_sequence = registration_sequence;
#endif
shader = r_shaders;
for (i = 0; i < MAX_SHADERS; i++, shader++)
{
if ( !shader->registration_sequence )
continue;
if ( shader->registration_sequence != registration_sequence ) {
Shader_Free ( shader );
shader->registration_sequence = 0;
continue;
}
#ifdef FIZME: skydomes
if ( shader->flags & SHADER_SKY && shader->skydome ) {
if ( shader->skydome->farbox_textures[0] ) {
for ( j = 0; j < 6; j++ ) {
if ( shader->skydome->farbox_textures[j] )
shader->skydome->farbox_textures[j]->registration_sequence = registration_sequence;
}
}
if ( shader->skydome->nearbox_textures[0] ) {
for ( j = 0; j < 6; j++ ) {
if ( shader->skydome->nearbox_textures[j] )
shader->skydome->nearbox_textures[j]->registration_sequence = registration_sequence;
}
}
}
#endif
pass = shader->passes;
for (j = 0; j < shader->numpasses; j++, pass++)
{
if ( pass->flags & SHADER_PASS_ANIMMAP ) {
for (l = 0; l < pass->anim_numframes; l++)
{
if ( pass->anim_frames[l] )
pass->anim_frames[l]->registration_sequence = registration_sequence;
}
} else if ( pass->flags & SHADER_PASS_VIDEOMAP ) {
// Shader_RunCinematic will do the job
// pass->cin->frame = -1;
} else if ( !(pass->flags & SHADER_PASS_LIGHTMAP) ) {
if ( pass->anim_frames[0] )
pass->anim_frames[0]->registration_sequence = registration_sequence;
}
}
}
}
*/
/*
void Shader_UploadCinematic (shader_t *shader)
{
int j;
shaderpass_t *pass;
// upload cinematics
pass = shader->passes;
for ( j = 0; j < shader->numpasses; j++, pass++ ) {
if ( pass->flags & SHADER_PASS_VIDEOMAP ) {
pass->anim_frames[0] = GL_ResampleCinematicFrame ( pass );
}
}
}
void Shader_RunCinematic (void)
{
int i, j;
shader_t *shader;
shaderpass_t *pass;
shader = r_shaders;
for ( i = 0; i < MAX_SHADERS; i++, shader++ ) {
if ( !shader->registration_sequence )
continue;
if ( !(shader->flags & SHADER_VIDEOMAP) )
continue;
pass = shader->passes;
for ( j = 0; j < shader->numpasses; j++, pass++ ) {
if ( !(pass->flags & SHADER_PASS_VIDEOMAP) )
continue;
// reinitialize
if ( pass->cin->frame == -1 ) {
GL_StopCinematic ( pass->cin );
GL_PlayCinematic( pass->cin );
if ( pass->cin->time == 0 ) { // not found
pass->flags &= ~SHADER_PASS_VIDEOMAP;
Z_Free ( pass->cin );
}
continue;
}
GL_RunCinematic ( pass->cin );
}
}
}
*/
void Shader_DefaultBSP(char *shortname, shader_t *s)
{
shaderpass_t *pass;
pass = &s->passes[0];
pass->flags = SHADER_PASS_LIGHTMAP | SHADER_PASS_DEPTHWRITE | SHADER_PASS_NOCOLORARRAY;
pass->tcgen = TC_GEN_LIGHTMAP;
pass->anim_frames[0] = 0;
pass->depthfunc = GL_LEQUAL;
pass->blendmode = GL_REPLACE;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->rgbgen = RGB_GEN_IDENTITY;
pass->numMergedPasses = 2;
if ( qglMTexCoord2fSGIS )
{
pass->numMergedPasses = 2;
pass->flush = R_RenderMeshMultitextured;
}
else
{
pass->numMergedPasses = 1;
pass->flush = R_RenderMeshGeneric;
}
pass = &s->passes[1];
pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY;
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, false, true);//GL_FindImage (shortname, 0);
if (!pass->anim_frames[0])
pass->anim_frames[0] = missing_texture;
pass->anim_numframes = 1;
pass->blendsrc = GL_ZERO;
pass->blenddst = GL_SRC_COLOR;
pass->blendmode = GL_MODULATE;
pass->depthfunc = GL_LEQUAL;
pass->rgbgen = RGB_GEN_IDENTITY;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
pass->flush = R_RenderMeshGeneric;
if ( !pass->anim_frames[0] ) {
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = 0;//fizme:r_notexture;
}
s->numpasses = 2;
s->numdeforms = 0;
s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
s->features = MF_STCOORDS|MF_LMCOORDS|MF_TRNORMALS;
s->sort = SHADER_SORT_OPAQUE;
s->registration_sequence = 1;//fizme: registration_sequence;
}
void Shader_DefaultBSPVertex(char *shortname, shader_t *s)
{
shaderpass_t *pass;
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, false, true);//GL_FindImage (shortname, 0);
if (!pass->anim_frames[0])
pass->anim_frames[0] = missing_texture;
pass->depthfunc = GL_LEQUAL;
pass->flags = SHADER_PASS_DEPTHWRITE;
pass->rgbgen = RGB_GEN_VERTEX;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->blendmode = GL_MODULATE;
pass->numMergedPasses = 1;
pass->flush = R_RenderMeshGeneric;
if ( !pass->anim_frames[0] ) {
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = 0;//fizme:r_notexture;
}
s->numpasses = 1;
s->numdeforms = 0;
s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
s->features = MF_STCOORDS|MF_COLORS|MF_TRNORMALS;
s->sort = SHADER_SORT_OPAQUE;
s->registration_sequence = 1;//fizme: registration_sequence;
}
void Shader_DefaultBSPFlare(char *shortname, shader_t *s)
{
shaderpass_t *pass;
pass = &s->passes[0];
pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY;
pass->blendsrc = GL_ONE;
pass->blenddst = GL_ONE;
pass->blendmode = GL_MODULATE;
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, true, true);//GL_FindImage (shortname, 0);
if (!pass->anim_frames[0])
pass->anim_frames[0] = missing_texture;
pass->depthfunc = GL_LEQUAL;
pass->rgbgen = RGB_GEN_VERTEX;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->numMergedPasses = 1;
pass->flush = R_RenderMeshGeneric;
if ( !pass->anim_frames[0] ) {
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = 0;//fizme:r_notexture;
}
s->numpasses = 1;
s->numdeforms = 0;
s->flags = SHADER_FLARE;
s->features = MF_STCOORDS|MF_COLORS;
s->sort = SHADER_SORT_ADDITIVE;
s->registration_sequence = 1;//fizme: registration_sequence;
}
void Shader_DefaultSkin(char *shortname, shader_t *s)
{
int tex;
shaderpass_t *pass;
s->numpasses = 0;
tex = Mod_LoadHiResTexture(shortname, NULL, true, true, true);
if (!tex)
tex = missing_texture;
// if (tex)
{
pass = &s->passes[s->numpasses++];
pass->flags = SHADER_PASS_DEPTHWRITE;
pass->anim_frames[0] = tex;
pass->depthfunc = GL_LEQUAL;
pass->rgbgen = RGB_GEN_LIGHTING_DIFFUSE;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->blendsrc = GL_SRC_ALPHA;
pass->blenddst = GL_ONE_MINUS_SRC_ALPHA;
pass->blendmode = GL_MODULATE;
pass->numMergedPasses = 1;
pass->flush = R_RenderMeshGeneric;
if (!pass->anim_frames[0])
{
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = 0;//fizme:r_notexture;
}
}
tex = Mod_LoadHiResTexture(va("%s_shirt", shortname), NULL, true, true, true);
if (tex)
{
pass = &s->passes[s->numpasses++];
pass->flags = SHADER_PASS_BLEND;
pass->anim_frames[0] = tex;
pass->depthfunc = GL_EQUAL;
pass->rgbgen = RGB_GEN_TOPCOLOR;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->blendsrc = GL_ONE;
pass->blenddst = GL_ONE;
pass->blendmode = GL_MODULATE;
pass->numMergedPasses = 1;
pass->flush = R_RenderMeshGeneric;
if (!pass->anim_frames[0])
{
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = 0;//fizme:r_notexture;
}
}
tex = Mod_LoadHiResTexture(va("%s_pants", shortname), NULL, true, true, true);
if (tex)
{
pass = &s->passes[s->numpasses++];
pass->flags = SHADER_PASS_BLEND;
pass->anim_frames[0] = tex;
pass->depthfunc = GL_EQUAL;
pass->rgbgen = RGB_GEN_BOTTOMCOLOR;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->blendsrc = GL_ONE;
pass->blenddst = GL_ONE;
pass->blendmode = GL_MODULATE;
pass->numMergedPasses = 1;
pass->flush = R_RenderMeshGeneric;
if (!pass->anim_frames[0])
{
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = 0;//fizme:r_notexture;
}
}
tex = Mod_LoadHiResTexture(va("%s_glow", shortname), NULL, true, true, true);
if (tex)
{
pass = &s->passes[s->numpasses++];
pass->flags = SHADER_PASS_BLEND;
pass->anim_frames[0] = tex;
pass->depthfunc = GL_EQUAL;
pass->rgbgen = RGB_GEN_LIGHTING_DIFFUSE;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->blendsrc = GL_ONE;
pass->blenddst = GL_ONE;
pass->blendmode = GL_MODULATE;
pass->numMergedPasses = 1;
pass->flush = R_RenderMeshGeneric;
if (!pass->anim_frames[0])
{
Con_DPrintf (S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname);
pass->anim_frames[0] = 0;//fizme:r_notexture;
}
}
s->numdeforms = 0;
s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
s->features = MF_STCOORDS|MF_NORMALS;
s->sort = SHADER_SORT_OPAQUE;
s->registration_sequence = 1;//fizme: registration_sequence;
}
void Shader_DefaultSkinShell(char *shortname, shader_t *s)
{
shaderpass_t *pass;
pass = &s->passes[0];
pass->flags = SHADER_PASS_DEPTHWRITE | SHADER_PASS_BLEND;
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, true, true);//GL_FindImage (shortname, 0);
if (!pass->anim_frames[0])
pass->anim_frames[0] = missing_texture;
pass->depthfunc = GL_LEQUAL;
pass->rgbgen = RGB_GEN_ENTITY;
pass->alphagen = ALPHA_GEN_ENTITY;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->blendsrc = GL_SRC_ALPHA;
pass->blenddst = GL_ONE_MINUS_SRC_ALPHA;
pass->blendmode = GL_MODULATE;
pass->numMergedPasses = 1;
pass->flush = R_RenderMeshGeneric;
if ( !pass->anim_frames[0] ) {
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = 0;//fizme:r_notexture;
}
s->numpasses = 1;
s->numdeforms = 0;
s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
s->features = MF_STCOORDS|MF_NORMALS;
s->sort = SHADER_SORT_OPAQUE;
s->registration_sequence = 1;//fizme: registration_sequence;
}
void Shader_Default2D(char *shortname, shader_t *s)
{
mpic_t *mp;
shaderpass_t *pass;
pass = &s->passes[0];
pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY;
pass->blendsrc = GL_SRC_ALPHA;
pass->blenddst = GL_ONE_MINUS_SRC_ALPHA;
pass->blendmode = GL_MODULATE;
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, false, true, true);//GL_FindImage (shortname, IT_NOPICMIP|IT_NOMIPMAP);
if (!pass->anim_frames[0])
{
mp = Draw_SafeCachePic(va("%s.lmp", shortname));
if (mp)
pass->anim_frames[0] = *(int*)mp->data;
if (!pass->anim_frames[0])
pass->anim_frames[0] = missing_texture;
}
pass->depthfunc = GL_LEQUAL;
pass->rgbgen = RGB_GEN_VERTEX;
pass->alphagen = ALPHA_GEN_VERTEX;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->numMergedPasses = 1;
pass->flush = R_RenderMeshGeneric;
if ( !pass->anim_frames[0] ) {
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = 0;//fizme:r_notexture;
}
s->numpasses = 1;
s->numdeforms = 0;
s->flags = SHADER_NOPICMIP|SHADER_NOMIPMAPS|SHADER_BLEND;
s->features = MF_STCOORDS|MF_COLORS;
s->sort = SHADER_SORT_ADDITIVE;
s->registration_sequence = 1;//fizme: registration_sequence;
}
int R_LoadShader ( char *name, void(*defaultgen)(char *name, shader_t*))
{
int i, f = -1;
unsigned int offset = 0, length = 0;
char shortname[MAX_QPATH], path[MAX_QPATH];
char *buf = NULL, *ts = NULL;
shader_t *s;
COM_StripExtension ( name, shortname );
COM_CleanUpPath(shortname);
// test if already loaded
for (i = 0; i < MAX_SHADERS; i++)
{
if (!r_shaders[i].registration_sequence)
{
if ( f == -1 ) // free shader
f = i;
continue;
}
if (!Q_stricmp (shortname, r_shaders[i].name) )
{
r_shaders[i].registration_sequence = 1;//fizme: registration_sequence;
return i;
}
}
if ( f == -1 )
{
Sys_Error( "R_LoadShader: Shader limit exceeded.");
return f;
}
s = &r_shaders[f];
memset ( s, 0, sizeof( shader_t ) );
Com_sprintf ( s->name, MAX_QPATH, shortname );
Shader_GetPathAndOffset( shortname, &ts, &offset );
if ( ts ) {
Com_sprintf ( path, sizeof(path), "%s", ts );
length = FS_LoadFile ( path, (void **)&buf );
}
// the shader is in the shader scripts
if ( ts && buf && (offset < length) )
{
char *ptr, *token;
// set defaults
s->flags = SHADER_CULL_FRONT;
s->registration_sequence = 1;//fizme: registration_sequence;
ptr = buf + offset;
token = COM_ParseExt (&ptr, true);
if ( !ptr || token[0] != '{' ) {
return -1;
}
while ( ptr )
{
token = COM_ParseExt (&ptr, true);
if ( !token[0] ) {
continue;
} else if ( token[0] == '}' ) {
break;
} else if ( token[0] == '{' ) {
Shader_Readpass ( s, &ptr );
} else if ( Shader_Parsetok (s, NULL, shaderkeys, token, &ptr ) ) {
break;
}
}
Shader_Finish ( s );
FS_FreeFile ( buf );
}
else // make a default shader
{
if (defaultgen)
defaultgen(shortname, s);
else
return -1;
}
return f;
}
shader_t *R_RegisterPic (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_Default2D)];
}
shader_t *R_RegisterShader (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_DefaultBSP)];
}
shader_t *R_RegisterShader_Vertex (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPVertex)];
}
shader_t *R_RegisterShader_Flare (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPFlare)];
}
shader_t *R_RegisterSkin (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_DefaultSkin)];
}
shader_t *R_RegisterCustom (char *name, void(*defaultgen)(char *name, shader_t*))
{
int i;
i = R_LoadShader (name, defaultgen);
if (i < 0)
return NULL;
return &r_shaders[i];
}
#endif