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fteqw/engine/gl/gl_shader.c
2010-11-10 03:32:47 +00:00

3455 lines
76 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>
#include <GL/gl.h>
#include "glsupp.h"
extern texid_t missing_texture;
static qboolean shader_reload_needed;
static qboolean shader_rescan_needed;
//cvars that affect shader generation
cvar_t r_vertexlight = SCVAR("r_vertexlight", "0");
extern cvar_t r_fastturb, r_fastsky, r_skyboxname;
extern cvar_t r_drawflat;
//backend fills this in to say the max pass count
int be_maxpasses;
#define Q_stricmp stricmp
#define Com_sprintf snprintf
#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_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;
static char shaderbuf[MAX_QPATH * 256];
int shaderbuflen;
shader_t *r_shaders;
static hashtable_t shader_active_hash;
void *shader_active_hash_mem;
//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 void Shader_ReadShader(shader_t *s, char *shadersource);
//===========================================================================
static qboolean Shader_EvaluateCondition(char **ptr)
{
char *token;
cvar_t *cv;
qboolean conditiontrue = true;
token = COM_ParseExt ( ptr, false );
if (*token == '!')
{
conditiontrue = false;
token++;
}
if (*token == '$')
{
extern cvar_t gl_bump;
token++;
if (!Q_stricmp(token, "lightmap"))
conditiontrue = conditiontrue == !r_fullbright.value;
else if (!Q_stricmp(token, "deluxmap") )
conditiontrue = conditiontrue == !!gl_bump.value;
//normalmaps are generated if they're not already known.
else if (!Q_stricmp(token, "normalmap") )
conditiontrue = conditiontrue == !!gl_bump.value;
#pragma message("shader fixme")
else if (!Q_stricmp(token, "diffuse") )
conditiontrue = conditiontrue == true;
else if (!Q_stricmp(token, "specular") )
conditiontrue = conditiontrue == false;
else if (!Q_stricmp(token, "fullbright") )
conditiontrue = conditiontrue == false;
else if (!Q_stricmp(token, "topoverlay") )
conditiontrue = conditiontrue == false;
else if (!Q_stricmp(token, "loweroverlay") )
conditiontrue = conditiontrue == false;
else
conditiontrue = conditiontrue == false;
}
else
{
cv = Cvar_Get(token, "", 0, "Shader Conditions");
token = COM_ParseExt ( ptr, false );
if (*token)
{
float rhs;
char cmp[4];
memcpy(cmp, token, 4);
token = COM_ParseExt ( ptr, false );
rhs = atof(token);
if (!strcmp(cmp, "!="))
conditiontrue = cv->value != rhs;
else if (!strcmp(cmp, "=="))
conditiontrue = cv->value == rhs;
else if (!strcmp(cmp, "<"))
conditiontrue = cv->value < rhs;
else if (!strcmp(cmp, "<="))
conditiontrue = cv->value <= rhs;
else if (!strcmp(cmp, ">"))
conditiontrue = cv->value > rhs;
else if (!strcmp(cmp, ">="))
conditiontrue = cv->value >= rhs;
else
conditiontrue = false;
}
else
{
if (cv)
conditiontrue = conditiontrue == !!cv->value;
}
}
return conditiontrue;
}
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 char *Shader_ParseSensString ( char **ptr )
{
char *token;
if ( !ptr || !(*ptr) ) {
return "";
}
if ( !**ptr || **ptr == '}' ) {
return "";
}
token = COM_ParseExt ( ptr, false );
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 *scratch;
char *token;
qboolean bracket;
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 );
}
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 );
}
}
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)
{
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 == '$')
{
cvar_t *v;
v = Cvar_FindVar(texturename+1);
if (v)
texturename = v->string;
}
if (!*texturename)
texturename = "-";
for ( i = 0; i < 6; i++ )
{
if ( texturename[0] == '-' )
{
images[i] = r_nulltex;
}
else
{
for (sp = 0; sp < sizeof(skyname_pattern)/sizeof(skyname_pattern[0]); sp++)
{
for (ss = 0; ss < sizeof(skyname_suffix)/sizeof(skyname_suffix[0]); ss++)
{
Com_sprintf ( path, sizeof(path), skyname_pattern[sp], texturename, skyname_suffix[ss][i] );
images[i] = R_LoadHiResTexture ( path, NULL, IF_NOALPHA);
if (TEXVALID(images[i]))
break;
}
if (TEXVALID(images[i]))
break;
}
if (!TEXVALID(images[i]))
{
Con_Printf("Sky \"%s\" missing texture: %s\n", shadername, path);
images[i] = missing_texture;
allokay = false;
}
}
}
return allokay;
}
static void Shader_ParseFunc ( char **ptr, shaderfunc_t *func )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "sin") ) {
func->type = SHADER_FUNC_SIN;
} else if ( !Q_stricmp (token, "triangle") ) {
func->type = SHADER_FUNC_TRIANGLE;
} else if ( !Q_stricmp (token, "square") ) {
func->type = SHADER_FUNC_SQUARE;
} else if ( !Q_stricmp (token, "sawtooth") ) {
func->type = SHADER_FUNC_SAWTOOTH;
} else if (!Q_stricmp (token, "inversesawtooth") ) {
func->type = SHADER_FUNC_INVERSESAWTOOTH;
} else if (!Q_stricmp (token, "noise") ) {
func->type = SHADER_FUNC_NOISE;
}
func->args[0] = Shader_ParseFloat ( ptr );
func->args[1] = Shader_ParseFloat ( ptr );
func->args[2] = Shader_ParseFloat ( ptr );
func->args[3] = Shader_ParseFloat ( ptr );
}
//===========================================================================
static int Shader_SetImageFlags ( shader_t *shader )
{
int flags = 0;
// if (shader->flags & SHADER_SKY)
// flags |= IF_SKY;
if (shader->flags & SHADER_NOMIPMAPS)
flags |= IF_NOMIPMAP;
if (shader->flags & SHADER_NOPICMIP)
flags |= IF_NOPICMIP;
return flags;
}
static texid_t Shader_FindImage ( char *name, int flags )
{
if (!Q_stricmp (name, "$whiteimage"))
return r_nulltex;
else
return R_LoadHiResTexture(name, NULL, 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;
char *boxname;
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;
boxname = Shader_ParseString(ptr);
Shader_ParseSkySides(shader->name, boxname, skydome->farbox_textures);
skyheight = Shader_ParseFloat(ptr);
if (!skyheight)
{
skyheight = 512.0f;
}
boxname = Shader_ParseString(ptr);
Shader_ParseSkySides(shader->name, boxname, skydome->nearbox_textures);
shader->flags |= SHADER_SKY;
shader->sort = SHADER_SORT_SKY;
}
static void Shader_FogParms ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
float div;
vec3_t color, fcolor;
// if ( !r_ignorehwgamma->value )
// div = 1.0f / pow(2, max(0, floor(r_overbrightbits->value)));
// else
div = 1.0f;
Shader_ParseVector ( ptr, color );
VectorScale ( color, div, color );
ColorNormalize ( color, fcolor );
shader->fog_color[0] = FloatToByte ( fcolor[0] );
shader->fog_color[1] = FloatToByte ( fcolor[1] );
shader->fog_color[2] = FloatToByte ( fcolor[2] );
shader->fog_color[3] = 255;
shader->fog_dist = Shader_ParseFloat ( ptr );
if ( shader->fog_dist <= 0.0f ) {
shader->fog_dist = 128.0f;
}
shader->fog_dist = 1.0f / shader->fog_dist;
}
static void Shader_SurfaceParm ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp( token, "nodraw" ) )
shader->flags |= SHADER_NODRAW;
else if ( !Q_stricmp( token, "nodlight" ) )
shader->flags |= SHADER_NODLIGHT;
}
static void Shader_Sort ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp( token, "portal" ) ) {
shader->sort = SHADER_SORT_PORTAL;
} else if( !Q_stricmp( token, "sky" ) ) {
shader->sort = SHADER_SORT_SKY;
} else if( !Q_stricmp( token, "opaque" ) ) {
shader->sort = SHADER_SORT_OPAQUE;
} else if( !Q_stricmp( token, "decal" ) ) {
shader->sort = SHADER_SORT_DECAL;
} else if( !Q_stricmp( token, "seethrough" ) ) {
shader->sort = SHADER_SORT_SEETHROUGH;
} else if( !Q_stricmp( token, "banner" ) ) {
shader->sort = SHADER_SORT_BANNER;
} else if( !Q_stricmp( token, "additive" ) ) {
shader->sort = SHADER_SORT_ADDITIVE;
} else if( !Q_stricmp( token, "underwater" ) ) {
shader->sort = SHADER_SORT_UNDERWATER;
} else if( !Q_stricmp( token, "nearest" ) ) {
shader->sort = SHADER_SORT_NEAREST;
} else if( !Q_stricmp( token, "blend" ) ) {
shader->sort = SHADER_SORT_BLEND;
} else {
shader->sort = atoi ( token );
clamp ( shader->sort, SHADER_SORT_NONE, SHADER_SORT_NEAREST );
}
}
static void Shader_Portal ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->sort = SHADER_SORT_PORTAL;
}
static void Shader_PolygonOffset ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
/*the q3 defaults*/
shader->polyoffset.factor = -0.05;
shader->polyoffset.unit = -25;
}
static void Shader_EntityMergable ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= SHADER_ENTITY_MERGABLE;
}
static void Shader_LoadProgram(shader_t *shader, char *vert, char *frag, int qrtype)
{
static char *permutationdefines[PERMUTATIONS] = {
"",
"#define BUMP\n",
"#define SPECULAR\n",
"#define SPECULAR\n#define BUMP\n",
"#define USEOFFSETMAPPING\n",
"#define USEOFFSETMAPPING\n#define BUMP\n",
"#define USEOFFSETMAPPING\n#define SPECULAR\n",
"#define USEOFFSETMAPPING\n#define SPECULAR\n#define BUMP\n"
};
int p;
if (!frag)
frag = vert;
for (p = 0; p < PERMUTATIONS; p++)
{
if (qrenderer != qrtype)
{
}
#ifdef GLQUAKE
else if (qrenderer == QR_OPENGL)
shader->programhandle[p].glsl = GLSlang_CreateProgram(permutationdefines[p], (char *)vert, (char *)frag);
#endif
}
}
static void Shader_SLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr, int qrtype)
{
/*accepts:
program
{
BLAH
}
where BLAH is both vertex+frag with #ifdefs
or
program vert frag
on one line.
*/
void *vert, *frag;
char *token;
token = *ptr;
while (*token == ' ' || *token == '\t' || *token == '\r')
token++;
if (*token == '\n')
{
int count;
token++;
while (*token == ' ' || *token == '\t')
token++;
if (*token != '{')
{
Con_Printf("shader \"%s\" missing program string\n", shader->name);
}
else
{
token++;
frag = token;
for (count = 1; *token; token++)
{
if (*token == '}')
{
count--;
if (!count)
break;
}
else if (*token == '{')
count++;
}
vert = BZ_Malloc(token - (char*)frag + 1);
memcpy(vert, frag, token-(char*)frag);
((char*)vert)[token-(char*)frag] = 0;
frag = NULL;
*ptr = token+1;
Shader_LoadProgram(shader, vert, frag, qrtype);
BZ_Free(vert);
return;
}
}
vert = Shader_ParseString(ptr);
if (!strcmp(vert, "default"))
{
extern char *defaultglsl2program;
frag = Shader_ParseString(ptr);
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
Shader_LoadProgram(shader, defaultglsl2program, defaultglsl2program, qrtype);
#endif
return;
}
FS_LoadFile(vert, &vert);
frag = Shader_ParseString(ptr);
if (!frag)
frag = NULL;
else
FS_LoadFile(frag, &frag);
Shader_LoadProgram(shader, vert, frag, qrtype);
if (vert)
FS_FreeFile(vert);
if (frag)
FS_FreeFile(frag);
}
static void Shader_GLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,QR_OPENGL);
}
static void Shader_HLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D);
}
static void Shader_ProgramParam ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
cvar_t *cv = NULL;
int specialint = 0;
float specialfloat = 0;
vec3_t specialvec = {0};
enum shaderprogparmtype_e parmtype = SP_BAD;
char *token;
qboolean silent = false;
token = Shader_ParseString(ptr);
if (!Q_stricmp(token, "opt"))
{
silent = true;
token = Shader_ParseString(ptr);
}
if (!Q_stricmp(token, "texture"))
{
token = Shader_ParseString(ptr);
specialint = atoi(token);
parmtype = SP_TEXTURE;
}
else if (!Q_stricmp(token, "consti"))
{
token = Shader_ParseSensString(ptr);
specialint = atoi(token);
parmtype = SP_CONSTI;
}
else if (!Q_stricmp(token, "constf"))
{
token = Shader_ParseSensString(ptr);
specialfloat = atof(token);
parmtype = SP_CONSTF;
}
else if (!Q_stricmp(token, "cvari"))
{
token = Shader_ParseSensString(ptr);
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (!cv)
return;
parmtype = SP_CVARI;
}
else if (!Q_stricmp(token, "cvarf"))
{
token = Shader_ParseSensString(ptr);
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (!cv)
return;
parmtype = SP_CVARF;
}
else if (!Q_stricmp(token, "cvar3f"))
{
token = Shader_ParseSensString(ptr);
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (!cv)
return;
parmtype = SP_CVAR3F;
}
else if (!Q_stricmp(token, "time"))
parmtype = SP_TIME;
else if (!Q_stricmp(token, "eyepos"))
parmtype = SP_EYEPOS;
else if (!Q_stricmp(token, "entmatrix"))
parmtype = SP_ENTMATRIX;
else if (!Q_stricmp(token, "colours") || !Q_stricmp(token, "colors"))
parmtype = SP_ENTCOLOURS;
else if (!Q_stricmp(token, "upper"))
parmtype = SP_TOPCOLOURS;
else if (!Q_stricmp(token, "lower"))
parmtype = SP_BOTTOMCOLOURS;
else if (!Q_stricmp(token, "lightradius"))
parmtype = SP_LIGHTRADIUS;
else if (!Q_stricmp(token, "lightcolour"))
parmtype = SP_LIGHTCOLOUR;
else if (!Q_stricmp(token, "lightpos"))
parmtype = SP_LIGHTPOSITION;
else if (!Q_stricmp(token, "rendertexturescale"))
parmtype = SP_RENDERTEXTURESCALE;
else
Con_Printf("shader %s: parameter type \"%s\" not known\n", shader->name, token);
token = Shader_ParseSensString(ptr);
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
int p;
qboolean foundone;
unsigned int uniformloc;
if (!shader->programhandle[0].glsl)
{
Con_Printf("shader %s: param without program set\n", shader->name);
}
else if (shader->numprogparams == SHADER_PROGPARMS_MAX)
Con_Printf("shader %s: too many parms\n", shader->name);
else
{
foundone = false;
shader->progparm[shader->numprogparams].type = parmtype;
for (p = 0; p < PERMUTATIONS; p++)
{
if (!shader->programhandle[p].glsl)
continue;
GLSlang_UseProgram(shader->programhandle[p].glsl);
uniformloc = qglGetUniformLocationARB(shader->programhandle[p].glsl, token);
shader->progparm[shader->numprogparams].handle[p] = uniformloc;
if (uniformloc != -1)
{
foundone = true;
switch(parmtype)
{
case SP_BAD:
foundone = false;
break;
case SP_TEXTURE:
case SP_CONSTI:
shader->progparm[shader->numprogparams].ival = specialint;
break;
case SP_CONSTF:
shader->progparm[shader->numprogparams].fval = specialfloat;
break;
case SP_CVARF:
case SP_CVARI:
shader->progparm[shader->numprogparams].pval = cv;
break;
case SP_CVAR3F:
shader->progparm[shader->numprogparams].pval = cv;
qglUniform3fvARB(uniformloc, 1, specialvec);
break;
default:
break;
}
}
}
if (!foundone && !silent)
Con_Printf("shader %s: param without uniform \"%s\"\n", shader->name, token);
else
shader->numprogparams++;
GLSlang_UseProgram(0);
}
}
#endif
}
static shaderkey_t shaderkeys[] =
{
{"cull", Shader_Cull},
{"skyparms", Shader_SkyParms},
{"fogparms", Shader_FogParms},
{"surfaceparm", Shader_SurfaceParm},
{"nomipmaps", Shader_NoMipMaps},
{"nopicmip", Shader_NoPicMip},
{"polygonoffset", Shader_PolygonOffset},
{"sort", Shader_Sort},
{"deformvertexes", Shader_DeformVertexes},
{"portal", Shader_Portal},
{"entitymergable", Shader_EntityMergable},
{"glslprogram", Shader_GLSLProgramName},
{"program", Shader_GLSLProgramName}, //legacy
{"hlslprogram", Shader_HLSLProgramName}, //for d3d
{"param", Shader_ProgramParam},
{NULL, NULL}
};
// ===============================================================
static void Shaderpass_Map (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int flags;
char *token;
pass->anim_frames[0] = r_nulltex;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "$lightmap"))
{
pass->tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_LIGHTMAP | SHADER_PASS_NOMIPMAP;
pass->texgen = T_GEN_LIGHTMAP;
shader->flags |= SHADER_HASLIGHTMAP;
}
else if (!Q_stricmp (token, "$deluxmap"))
{
pass->tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_DELUXMAP | SHADER_PASS_NOMIPMAP;
pass->texgen = T_GEN_DELUXMAP;
}
else if (!Q_stricmp (token, "$diffuse"))
{
pass->texgen = T_GEN_DIFFUSE;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (token, "$normalmap"))
{
pass->texgen = T_GEN_NORMALMAP;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (token, "$specular"))
{
pass->texgen = T_GEN_SPECULAR;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (token, "$fullbright"))
{
pass->texgen = T_GEN_FULLBRIGHT;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (token, "$upperoverlay"))
{
shader->flags |= SHADER_HASTOPBOTTOM;
pass->texgen = T_GEN_UPPEROVERLAY;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (token, "$loweroverlay"))
{
shader->flags |= SHADER_HASTOPBOTTOM;
pass->texgen = T_GEN_LOWEROVERLAY;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (token, "$shadowmap"))
{
pass->texgen = T_GEN_SHADOWMAP;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (token, "$currentrender"))
{
pass->texgen = T_GEN_CURRENTRENDER;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
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] = missing_texture;
Con_DPrintf (CON_WARNING "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;
texid_t image;
flags = Shader_SetImageFlags (shader);
pass->tcgen = TC_GEN_BASE;
pass->flags |= SHADER_PASS_ANIMMAP;
pass->texgen = T_GEN_ANIMMAP;
pass->anim_fps = (int)Shader_ParseFloat (ptr);
pass->anim_numframes = 0;
for ( ; ; )
{
token = Shader_ParseString(ptr);
if (!token[0])
{
break;
}
if (pass->anim_numframes < SHADER_ANIM_FRAMES_MAX)
{
image = Shader_FindImage (token, flags);
if (!TEXVALID(image))
{
pass->anim_frames[pass->anim_numframes++] = missing_texture;
Con_DPrintf (CON_WARNING "Shader %s has an animmap with no image: %s.\n", shader->name, token );
}
else
{
pass->anim_frames[pass->anim_numframes++] = image;
}
}
}
}
static void Shaderpass_ClampMap (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int flags;
char *token;
token = Shader_ParseString (ptr);
flags = Shader_SetImageFlags (shader);
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage (token, flags | IF_CLAMP);
pass->texgen = T_GEN_SINGLEMAP;
if (!TEXVALID(pass->anim_frames[0]))
{
pass->anim_frames[0] = missing_texture;
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", shader->name, token);
}
}
static void Shaderpass_VideoMap (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString (ptr);
#ifdef NOMEDIA
#else
if (pass->cin)
Z_Free (pass->cin);
pass->cin = Media_StartCin(token);
if (!pass->cin)
pass->cin = Media_StartCin(va("video/%s.roq", token));
else
Con_DPrintf (CON_WARNING "(shader %s) Couldn't load video %s\n", shader->name, token);
if (pass->cin)
{
pass->flags |= SHADER_PASS_VIDEOMAP;
shader->flags |= SHADER_VIDEOMAP;
pass->texgen = T_GEN_VIDEOMAP;
}
else
{
pass->texgen = T_GEN_DIFFUSE;
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
pass->rgbgen_func.args[0] = pass->rgbgen_func.args[1] = pass->rgbgen_func.args[2] = 0;
}
#endif
}
static void Shaderpass_RGBGen (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "identitylighting"))
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else if (!Q_stricmp (token, "identity"))
pass->rgbgen = RGB_GEN_IDENTITY;
else if (!Q_stricmp (token, "wave"))
{
pass->rgbgen = RGB_GEN_WAVE;
Shader_ParseFunc ( ptr, &pass->rgbgen_func);
}
else if (!Q_stricmp(token, "entity"))
pass->rgbgen = RGB_GEN_ENTITY;
else if (!Q_stricmp (token, "oneMinusEntity"))
pass->rgbgen = RGB_GEN_ONE_MINUS_ENTITY;
else if (!Q_stricmp (token, "vertex"))
pass->rgbgen = RGB_GEN_VERTEX;
else if (!Q_stricmp (token, "oneMinusVertex"))
pass->rgbgen = RGB_GEN_ONE_MINUS_VERTEX;
else if (!Q_stricmp (token, "lightingDiffuse"))
pass->rgbgen = RGB_GEN_LIGHTING_DIFFUSE;
else if (!Q_stricmp (token, "exactvertex"))
pass->rgbgen = RGB_GEN_EXACT_VERTEX;
else if (!Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
Shader_ParseVector (ptr, pass->rgbgen_func.args);
}
else if (!Q_stricmp (token, "topcolor"))
pass->rgbgen = RGB_GEN_TOPCOLOR;
else if (!Q_stricmp (token, "bottomcolor"))
pass->rgbgen = RGB_GEN_BOTTOMCOLOR;
}
static void Shaderpass_AlphaGen (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString(ptr);
if (!Q_stricmp (token, "portal"))
{
pass->alphagen = ALPHA_GEN_PORTAL;
shader->portaldist = Shader_ParseFloat(ptr);
if (!shader->portaldist)
shader->portaldist = 256;
shader->flags |= SHADER_AGEN_PORTAL;
}
else if (!Q_stricmp (token, "vertex"))
{
pass->alphagen = ALPHA_GEN_VERTEX;
}
else if (!Q_stricmp (token, "entity"))
{
pass->alphagen = ALPHA_GEN_ENTITY;
}
else if (!Q_stricmp (token, "wave"))
{
pass->alphagen = ALPHA_GEN_WAVE;
Shader_ParseFunc (ptr, &pass->alphagen_func);
}
else if ( !Q_stricmp (token, "lightingspecular"))
{
pass->alphagen = ALPHA_GEN_SPECULAR;
}
else if ( !Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
{
pass->alphagen = ALPHA_GEN_CONST;
pass->alphagen_func.type = SHADER_FUNC_CONSTANT;
pass->alphagen_func.args[0] = fabs(Shader_ParseFloat(ptr));
}
}
static void Shaderpass_AlphaShift (shader_t *shader, shaderpass_t *pass, char **ptr) //for alienarena
{
float speed;
float min, max;
pass->alphagen = ALPHA_GEN_WAVE;
pass->alphagen_func.type = SHADER_FUNC_SIN;
//arg0 = add
//arg1 = scale
//arg2 = timeshift
//arg3 = timescale
speed = Shader_ParseFloat(ptr);
min = Shader_ParseFloat(ptr);
max = Shader_ParseFloat(ptr);
pass->alphagen_func.args[0] = min + (max - min)/2;
pass->alphagen_func.args[1] = (max - min)/2;
pass->alphagen_func.args[2] = 0;
pass->alphagen_func.args[3] = 1/speed;
}
static int Shader_BlendFactor(char *name, qboolean dstnotsrc)
{
int factor;
if (!strnicmp(name, "gl_", 3))
name += 3;
if (!Q_stricmp(name, "zero"))
factor = SBITS_SRCBLEND_ZERO;
else if ( !Q_stricmp(name, "one"))
factor = SBITS_SRCBLEND_ONE;
else if (!Q_stricmp(name, "dst_color"))
factor = SBITS_SRCBLEND_DST_COLOR;
else if (!Q_stricmp(name, "one_minus_src_alpha"))
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA;
else if (!Q_stricmp(name, "src_alpha"))
factor = SBITS_SRCBLEND_SRC_ALPHA;
else if (!Q_stricmp(name, "src_color"))
factor = SBITS_SRCBLEND_SRC_COLOR_INVALID;
else if (!Q_stricmp(name, "one_minus_dst_color"))
factor = SBITS_SRCBLEND_ONE_MINUS_DST_COLOR;
else if (!Q_stricmp(name, "one_minus_src_color"))
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID;
else if (!Q_stricmp(name, "dst_alpha") )
factor = SBITS_SRCBLEND_DST_ALPHA;
else if (!Q_stricmp(name, "one_minus_dst_alpha"))
factor = SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA;
else
factor = SBITS_SRCBLEND_NONE;
if (dstnotsrc)
{
//dest factors are shifted
factor <<= 4;
/*gl doesn't accept dst_color for destinations*/
if (factor == SBITS_DSTBLEND_NONE ||
factor == SBITS_DSTBLEND_DST_COLOR_INVALID ||
factor == SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID ||
factor == SBITS_DSTBLEND_ALPHA_SATURATE_INVALID)
{
Con_DPrintf("Invalid shader dst blend \"%s\"\n", name);
factor = SBITS_DSTBLEND_ONE;
}
}
else
{
/*gl doesn't accept src_color for sources*/
if (factor == SBITS_SRCBLEND_NONE ||
factor == SBITS_SRCBLEND_SRC_COLOR_INVALID ||
factor == SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID)
{
Con_DPrintf("Unrecognised shader src blend \"%s\"\n", name);
factor = SBITS_SRCBLEND_ONE;
}
}
return factor;
}
static void Shaderpass_BlendFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
pass->shaderbits &= ~(SBITS_BLEND_BITS);
token = Shader_ParseString (ptr);
if ( !Q_stricmp (token, "blend"))
{
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
}
else if (!Q_stricmp (token, "filter"))
{
pass->shaderbits |= SBITS_SRCBLEND_DST_COLOR | SBITS_DSTBLEND_ZERO;
}
else if (!Q_stricmp (token, "add"))
{
pass->shaderbits |= SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE;
}
else if (!Q_stricmp (token, "replace"))
{
pass->shaderbits |= SBITS_SRCBLEND_NONE | SBITS_DSTBLEND_NONE;
}
else
{
pass->shaderbits |= Shader_BlendFactor(token, false);
token = Shader_ParseString (ptr);
pass->shaderbits |= Shader_BlendFactor(token, true);
}
}
static void Shaderpass_AlphaFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
pass->shaderbits &= ~SBITS_ATEST_BITS;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "gt0"))
{
pass->shaderbits = SBITS_ATEST_GT0;
}
else if (!Q_stricmp (token, "lt128"))
{
pass->shaderbits = SBITS_ATEST_LT128;
}
else if (!Q_stricmp (token, "ge128"))
{
pass->shaderbits = SBITS_ATEST_GE128;
}
}
static void Shaderpass_DepthFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "equal"))
pass->shaderbits |= SBITS_MISC_DEPTHEQUALONLY;
else if (!Q_stricmp (token, "lequal"))
pass->shaderbits &= ~SBITS_MISC_DEPTHEQUALONLY;
else
Con_DPrintf("Invalid depth func %s\n", token);
}
static void Shaderpass_DepthWrite (shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->flags |= SHADER_DEPTHWRITE;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
}
static void Shaderpass_TcMod (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int i;
tcmod_t *tcmod;
char *token;
if (pass->numtcmods >= SHADER_TCMOD_MAX)
{
return;
}
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "rotate"))
{
tcmod->args[0] = -Shader_ParseFloat(ptr) / 360.0f;
if (!tcmod->args[0])
{
return;
}
tcmod->type = SHADER_TCMOD_ROTATE;
}
else if ( !Q_stricmp (token, "scale") )
{
tcmod->args[0] = Shader_ParseFloat (ptr);
tcmod->args[1] = Shader_ParseFloat (ptr);
tcmod->type = SHADER_TCMOD_SCALE;
}
else if ( !Q_stricmp (token, "scroll") )
{
tcmod->args[0] = Shader_ParseFloat (ptr);
tcmod->args[1] = Shader_ParseFloat (ptr);
tcmod->type = SHADER_TCMOD_SCROLL;
}
else if (!Q_stricmp(token, "stretch"))
{
shaderfunc_t func;
Shader_ParseFunc(ptr, &func);
tcmod->args[0] = func.type;
for (i = 1; i < 5; ++i)
tcmod->args[i] = func.args[i-1];
tcmod->type = SHADER_TCMOD_STRETCH;
}
else if (!Q_stricmp (token, "transform"))
{
for (i = 0; i < 6; ++i)
tcmod->args[i] = Shader_ParseFloat (ptr);
tcmod->type = SHADER_TCMOD_TRANSFORM;
}
else if (!Q_stricmp (token, "turb"))
{
for (i = 0; i < 4; i++)
tcmod->args[i] = Shader_ParseFloat (ptr);
tcmod->type = SHADER_TCMOD_TURB;
}
else
{
return;
}
pass->numtcmods++;
}
static void Shaderpass_Scale ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
//seperate x and y
char *token;
tcmod_t *tcmod;
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCALE;
tcmod->args[0] = Shader_ParseFloat ( ptr );
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCALE;
tcmod->args[1] = Shader_ParseFloat ( ptr );
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
pass->numtcmods++;
}
static void Shaderpass_Scroll ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
//seperate x and y
char *token;
tcmod_t *tcmod;
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCROLL;
tcmod->args[0] = Shader_ParseFloat ( ptr );
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCROLL;
tcmod->args[1] = Shader_ParseFloat ( ptr );
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
pass->numtcmods++;
}
static void Shaderpass_TcGen ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "base") ) {
pass->tcgen = TC_GEN_BASE;
} else if ( !Q_stricmp (token, "lightmap") ) {
pass->tcgen = TC_GEN_LIGHTMAP;
} else if ( !Q_stricmp (token, "environment") ) {
pass->tcgen = TC_GEN_ENVIRONMENT;
} else if ( !Q_stricmp (token, "vector") ) {
pass->tcgen = TC_GEN_BASE;
} else if ( !Q_stricmp (token, "normal") ) {
pass->tcgen = TC_GEN_NORMAL;
} else if ( !Q_stricmp (token, "svector") ) {
pass->tcgen = TC_GEN_SVECTOR;
} else if ( !Q_stricmp (token, "tvector") ) {
pass->tcgen = TC_GEN_TVECTOR;
}
}
static void Shaderpass_EnvMap ( shader_t *shader, shaderpass_t *pass, char **ptr ) //for alienarena
{
pass->tcgen = TC_GEN_ENVIRONMENT;
}
static void Shaderpass_Detail ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->flags |= SHADER_PASS_DETAIL;
}
static void Shaderpass_AlphaMask ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->shaderbits &= ~SBITS_ATEST_BITS;
pass->shaderbits |= SBITS_ATEST_GE128;
}
static void Shaderpass_NoLightMap ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->rgbgen = RGB_GEN_IDENTITY;
}
static shaderkey_t shaderpasskeys[] =
{
{"rgbgen", Shaderpass_RGBGen },
{"blendfunc", Shaderpass_BlendFunc },
{"depthfunc", Shaderpass_DepthFunc },
{"depthwrite", Shaderpass_DepthWrite },
{"alphafunc", Shaderpass_AlphaFunc },
{"tcmod", Shaderpass_TcMod },
{"map", Shaderpass_Map },
{"animmap", Shaderpass_AnimMap },
{"clampmap", Shaderpass_ClampMap },
{"videomap", Shaderpass_VideoMap },
{"tcgen", Shaderpass_TcGen },
{"envmap", Shaderpass_EnvMap },//for alienarena
{"nolightmap", Shaderpass_NoLightMap },//for alienarena
{"scale", Shaderpass_Scale },//for alienarena
{"scroll", Shaderpass_Scroll },//for alienarena
{"alphagen", Shaderpass_AlphaGen },
{"alphashift", Shaderpass_AlphaShift },//for alienarena
{"alphamask", Shaderpass_AlphaMask },//for alienarena
{"detail", Shaderpass_Detail },
{NULL, NULL }
};
// ===============================================================
int Shader_InitCallback (const char *name, int size, void *param)
{
strcpy(shaderbuf+shaderbuflen, name);
Shader_MakeCache(shaderbuf+shaderbuflen);
shaderbuflen += strlen(name)+1;
return true;
}
qboolean Shader_Init (void)
{
shaderbuflen = 0;
r_shaders = calloc(MAX_SHADERS, sizeof(shader_t));
shader_hash = calloc (HASH_SIZE, sizeof(*shader_hash));
shader_active_hash_mem = malloc(Hash_BytesForBuckets(1024));
memset(shader_active_hash_mem, 0, Hash_BytesForBuckets(1024));
Hash_InitTable(&shader_active_hash, 1024, shader_active_hash_mem);
shader_rescan_needed = true;
Shader_NeedReload();
Shader_DoReload();
return true;
}
static void Shader_MakeCache ( char *path )
{
unsigned int key, i;
char filename[MAX_QPATH];
char *buf, *ptr, *token, *t;
shadercache_t *cache;
int size;
Com_sprintf( filename, sizeof(filename), "%s", path );
Con_DPrintf ( "...loading '%s'\n", filename );
size = FS_LoadFile ( filename, (void **)&buf );
if ( !buf || size <= 0 )
{
return;
}
ptr = buf;
do
{
if ( ptr - buf >= size )
break;
token = COM_ParseExt ( &ptr, true );
if ( !token[0] || ptr - buf >= size )
break;
COM_CleanUpPath(token);
t = NULL;
Shader_GetPathAndOffset ( token, &t, &i );
if (t)
{
ptr = Shader_Skip ( ptr );
continue;
}
key = Hash_Key ( token, HASH_SIZE );
cache = ( shadercache_t * )Z_Malloc ( sizeof(shadercache_t) );
cache->hash_next = shader_hash[key];
cache->path = path;
cache->offset = ptr - buf;
Com_sprintf ( cache->name, MAX_QPATH, token );
shader_hash[key] = cache;
ptr = Shader_Skip ( ptr );
} while ( ptr );
FS_FreeFile ( buf );
}
char *Shader_Skip ( char *ptr )
{
char *tok;
int brace_count;
// Opening brace
tok = COM_ParseExt ( &ptr, true );
if (!ptr)
return NULL;
if ( tok[0] != '{' )
{
tok = COM_ParseExt ( &ptr, true );
}
for (brace_count = 1; brace_count > 0 ; ptr++)
{
tok = COM_ParseExt ( &ptr, true );
if ( !tok[0] )
return NULL;
if (tok[0] == '{')
{
brace_count++;
} else if (tok[0] == '}')
{
brace_count--;
}
}
return ptr;
}
static void Shader_GetPathAndOffset ( char *name, char **path, unsigned int *offset )
{
unsigned int key;
shadercache_t *cache;
key = Hash_Key ( name, HASH_SIZE );
cache = shader_hash[key];
for ( ; cache; cache = cache->hash_next )
{
if ( !Q_stricmp (cache->name, name) )
{
*path = cache->path;
*offset = cache->offset;
return;
}
}
path = NULL;
}
void Shader_FreePass (shaderpass_t *pass)
{
#ifndef NOMEDIA
if ( pass->flags & SHADER_PASS_VIDEOMAP )
{
Media_ShutdownCin(pass->cin);
pass->cin = NULL;
}
#endif
}
void Shader_Free (shader_t *shader)
{
int i;
shaderpass_t *pass;
if (shader->bucket.data == shader)
Hash_RemoveData(&shader_active_hash, shader->name, shader);
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
int p;
for (p = 0; p < PERMUTATIONS; p++)
{
if (shader->programhandle[p].glsl)
GLSlang_DeleteObject(shader->programhandle[p].glsl);
}
}
#endif
memset(&shader->programhandle, 0, sizeof(shader->programhandle));
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);
}
shader->numpasses = 0;
}
void Shader_Shutdown (void)
{
int i;
shader_t *shader;
shadercache_t *cache, *cache_next;
shader = r_shaders;
if (!r_shaders)
return; /*nothing needs freeing yet*/
for (i = 0; i < MAX_SHADERS; i++, shader++)
{
if ( !shader->uses )
continue;
Shader_Free ( shader );
}
for ( i = 0; i < HASH_SIZE; i++ )
{
cache = shader_hash[i];
for ( ; cache; cache = cache_next )
{
cache_next = cache->hash_next;
cache->hash_next = NULL;
Z_Free ( cache );
}
}
free(r_shaders);
r_shaders = NULL;
free(shader_hash);
shader_hash = NULL;
free(shader_active_hash_mem);
shader_active_hash_mem = NULL;
shader_reload_needed = false;
}
void Shader_SetBlendmode (shaderpass_t *pass)
{
if (pass->texgen == T_GEN_DELUXMAP)
{
pass->blendmode = GL_DOT3_RGB_ARB;
return;
}
if (pass->texgen < T_GEN_DIFFUSE && !TEXVALID(pass->anim_frames[0]) && !(pass->flags & SHADER_PASS_LIGHTMAP))
{
pass->blendmode = GL_MODULATE;
return;
}
if (!(pass->shaderbits & SBITS_BLEND_BITS))
{
if ((pass->rgbgen == RGB_GEN_IDENTITY) && (pass->alphagen == ALPHA_GEN_IDENTITY))
{
pass->blendmode = GL_REPLACE;
}
else
{
#pragma message("is this correct?")
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->shaderbits |= SBITS_SRCBLEND_ONE;
pass->shaderbits |= SBITS_DSTBLEND_ZERO;
pass->blendmode = GL_MODULATE;
}
return;
}
if (((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ZERO|SBITS_DSTBLEND_SRC_COLOR)) ||
((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_DST_COLOR|SBITS_DSTBLEND_ZERO)))
pass->blendmode = GL_MODULATE;
else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE))
pass->blendmode = GL_ADD;
else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_SRC_ALPHA|SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA))
pass->blendmode = GL_DECAL;
else
pass->blendmode = GL_MODULATE;
}
void Shader_Readpass (shader_t *shader, char **ptr)
{
char *token;
shaderpass_t *pass;
qboolean ignore;
static shader_t dummy;
if ( shader->numpasses >= SHADER_PASS_MAX )
{
ignore = true;
shader = &dummy;
shader->numpasses = 1;
pass = shader->passes;
}
else
{
ignore = false;
pass = &shader->passes[shader->numpasses++];
}
// Set defaults
pass->flags = 0;
pass->anim_frames[0] = r_nulltex;
pass->anim_numframes = 0;
pass->rgbgen = RGB_GEN_UNKNOWN;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->tcgen = TC_GEN_BASE;
pass->numtcmods = 0;
pass->numMergedPasses = 1;
if (shader->flags & SHADER_NOMIPMAPS)
pass->flags |= SHADER_PASS_NOMIPMAP;
while ( *ptr )
{
token = COM_ParseExt (ptr, true);
if ( !token[0] )
{
continue;
}
else if ( token[0] == '}' )
{
break;
}
else if (!Q_stricmp(token, "if"))
{
qboolean conditionistrue = Shader_EvaluateCondition(ptr);
while (*ptr)
{
token = COM_ParseExt (ptr, true);
if ( !token[0] )
continue;
else if (token[0] == ']')
break;
else if (conditionistrue)
{
Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr);
}
}
}
else if ( Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr) )
{
break;
}
}
// check some things
if ( ignore )
{
Shader_Free ( shader );
return;
}
if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO))
{
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
shader->flags |= SHADER_DEPTHWRITE;
}
switch (pass->rgbgen)
{
case RGB_GEN_IDENTITY_LIGHTING:
case RGB_GEN_IDENTITY:
case RGB_GEN_CONST:
case RGB_GEN_WAVE:
case RGB_GEN_ENTITY:
case RGB_GEN_ONE_MINUS_ENTITY:
case RGB_GEN_UNKNOWN: // assume RGB_GEN_IDENTITY or RGB_GEN_IDENTITY_LIGHTING
switch (pass->alphagen)
{
case ALPHA_GEN_IDENTITY:
case ALPHA_GEN_CONST:
case ALPHA_GEN_WAVE:
case ALPHA_GEN_ENTITY:
pass->flags |= SHADER_PASS_NOCOLORARRAY;
break;
default:
break;
}
break;
default:
break;
}
if ((shader->flags & SHADER_SKY) && (shader->flags & SHADER_DEPTHWRITE))
{
#pragma message("is this valid?")
pass->shaderbits &= ~SBITS_MISC_DEPTHWRITE;
}
}
static qboolean Shader_Parsetok (shader_t *shader, shaderpass_t *pass, shaderkey_t *keys, char *token, char **ptr)
{
shaderkey_t *key;
for (key = keys; key->keyword != NULL; key++)
{
if (!Q_stricmp (token, key->keyword))
{
if (key->func)
key->func ( shader, pass, ptr );
return ( ptr && *ptr && **ptr == '}' );
}
}
// Next Line
while (ptr)
{
token = COM_ParseExt ( ptr, false );
if ( !token[0] ) {
break;
}
}
return false;
}
void Shader_SetPassFlush (shaderpass_t *pass, shaderpass_t *pass2)
{
qboolean config_tex_env_combine = 1;//0;
qboolean config_nv_tex_env_combine4 = 1;//0;
qboolean config_multitexure = be_maxpasses > 1;//0;
qboolean config_env_add = 1;//0;
if (((pass->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
((pass2->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
(pass->flags & SHADER_PASS_VIDEOMAP) || (pass2->flags & SHADER_PASS_VIDEOMAP))
{
return;
}
if (pass2->rgbgen != RGB_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY)
return;
if (pass->rgbgen != RGB_GEN_IDENTITY || pass->alphagen != ALPHA_GEN_IDENTITY)
return;
/*if its alphatest, don't merge with anything other than lightmap*/
if ((pass->shaderbits & SBITS_ATEST_BITS) && (!(pass2->shaderbits & SBITS_MISC_DEPTHEQUALONLY) || pass2->texgen != T_GEN_LIGHTMAP))
return;
// check if we can use multiple passes
if (pass2->blendmode == GL_DOT3_RGB_ARB)
{
pass->numMergedPasses++;
}
else if (config_tex_env_combine || config_nv_tex_env_combine4)
{
if ( pass->blendmode == GL_REPLACE )
{
if ((pass2->blendmode == GL_DECAL && config_tex_env_combine) ||
(pass2->blendmode == GL_ADD && config_env_add) ||
(pass2->blendmode && pass2->blendmode != GL_ADD) || config_nv_tex_env_combine4)
{
pass->numMergedPasses++;
}
}
else if (pass->blendmode == GL_ADD &&
pass2->blendmode == GL_ADD && config_env_add)
{
pass->numMergedPasses++;
}
else if (pass->blendmode == GL_MODULATE && pass2->blendmode == GL_MODULATE)
{
pass->numMergedPasses++;
}
}
else if (config_multitexure)
{
//don't merge more than 2 tmus.
if (pass->numMergedPasses != 1)
return;
// check if we can use R_RenderMeshMultitextured
if ( pass->blendmode == GL_REPLACE )
{
if ( pass2->blendmode == GL_ADD && config_env_add )
{
pass->numMergedPasses = 2;
}
else if ( pass2->blendmode && pass2->blendmode != GL_DECAL )
{
pass->numMergedPasses = 2;
}
}
else if (pass->blendmode == GL_MODULATE && pass2->blendmode == GL_MODULATE)
{
pass->numMergedPasses = 2;
}
else if (pass->blendmode == GL_ADD && pass2->blendmode == GL_ADD && config_env_add)
{
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:
case TC_GEN_NORMAL:
s->features |= MF_NORMALS;
break;
case TC_GEN_SVECTOR:
case TC_GEN_TVECTOR:
s->features |= MF_NORMALS;
break;
}
}
}
void Shader_Finish (shader_t *s)
{
int i;
shaderpass_t *pass;
if (s->flags & SHADER_SKY && r_fastsky.ival)
{
s->flags = 0;
s->numdeforms = 0;
s->numpasses = 0;
s->numprogparams = 0;
Shader_DefaultScript(s->name, s,
"{\n"
"{\n"
"map $whiteimage\n"
"rgbgen const $r_fastskycolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
return;
}
if (!s->numpasses && !(s->flags & (SHADER_NODRAW|SHADER_SKY)) && !s->fog_dist)
{
pass = &s->passes[s->numpasses++];
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
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;
}
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->rgbgen = RGB_GEN_VERTEX;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
Con_Printf("Shader %s with no passes and no surfaceparm nodraw, inserting pass\n", s->name);
}
if (!Q_stricmp (s->name, "flareShader"))
{
s->flags |= SHADER_FLARE;
}
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->programhandle[0].glsl)
{
// do we have a lightmap pass?
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (pass->flags & SHADER_PASS_LIGHTMAP)
break;
}
if (i == s->numpasses)
{
goto done;
}
// try to find pass with rgbgen set to RGB_GEN_VERTEX
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (pass->rgbgen == RGB_GEN_VERTEX)
break;
}
if (i < s->numpasses)
{ // we found it
pass->flags |= SHADER_CULL_FRONT;
pass->flags &= ~SHADER_PASS_ANIMMAP;
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->blendmode = 0;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
s->flags |= SHADER_DEPTHWRITE;
s->sort = SHADER_SORT_OPAQUE;
s->numpasses = 1;
memcpy(&s->passes[0], pass, sizeof(shaderpass_t));
}
else
{ // we didn't find it - simply remove all lightmap passes
pass = s->passes;
for(i = 0; i < s->numpasses; i++, pass++)
{
if (pass->flags & SHADER_PASS_LIGHTMAP)
break;
}
if ( i == s->numpasses -1 )
{
s->numpasses--;
}
else if ( i < s->numpasses - 1 )
{
for ( ; i < s->numpasses - 1; i++, pass++ )
{
memcpy ( pass, &s->passes[i+1], sizeof(shaderpass_t) );
}
s->numpasses--;
}
if ( s->passes[0].numtcmods )
{
pass = s->passes;
for ( i = 0; i < s->numpasses; i++, pass++ )
{
if ( !pass->numtcmods )
break;
}
memcpy ( &s->passes[0], pass, sizeof(shaderpass_t) );
}
s->passes[0].rgbgen = RGB_GEN_VERTEX;
s->passes[0].alphagen = ALPHA_GEN_IDENTITY;
s->passes[0].blendmode = 0;
s->passes[0].flags &= ~(SHADER_PASS_ANIMMAP|SHADER_PASS_NOCOLORARRAY);
pass->shaderbits &= ~SBITS_BLEND_BITS;
s->passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
s->passes[0].numMergedPasses = 1;
s->numpasses = 1;
s->flags |= SHADER_DEPTHWRITE;
}
}
done:;
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (!(pass->shaderbits & SBITS_BLEND_BITS))
{
break;
}
}
// all passes have blendfuncs
if (i == s->numpasses)
{
int opaque;
opaque = -1;
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++ )
{
if (pass->shaderbits & SBITS_ATEST_BITS)
{
opaque = i;
}
if (pass->rgbgen == RGB_GEN_UNKNOWN)
{
if (!s->fog_dist && !(pass->flags & SHADER_PASS_LIGHTMAP))
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else
pass->rgbgen = RGB_GEN_IDENTITY;
}
Shader_SetBlendmode (pass);
}
if (!(s->flags & SHADER_SKY ) && !s->sort)
{
if (opaque == -1)
s->sort = SHADER_SORT_BLEND;
else
s->sort = SHADER_SORT_SEETHROUGH;
}
}
else
{
int j;
shaderpass_t *sp;
sp = s->passes;
for (j = 0; j < s->numpasses; j++, sp++)
{
if (sp->rgbgen == RGB_GEN_UNKNOWN)
{
sp->rgbgen = RGB_GEN_IDENTITY;
}
Shader_SetBlendmode (sp);
}
if (!s->sort)
{
if (pass->shaderbits & SBITS_ATEST_BITS)
s->sort = SHADER_SORT_SEETHROUGH;
}
if (!( s->flags & SHADER_DEPTHWRITE) &&
!(s->flags & SHADER_SKY))
{
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
s->flags |= SHADER_DEPTHWRITE;
}
}
if (s->numpasses >= 2)
{
int j;
pass = s->passes;
for (i = 0; i < s->numpasses;)
{
if (i == s->numpasses - 1)
break;
pass = s->passes + i;
for (j = 1; j < s->numpasses-i && j == i + pass->numMergedPasses && j < be_maxpasses; j++)
Shader_SetPassFlush (pass, pass + j);
i += pass->numMergedPasses;
}
}
if (!s->sort)
{
s->sort = SHADER_SORT_OPAQUE;
}
if ((s->flags & SHADER_SKY) && (s->flags & SHADER_DEPTHWRITE))
{
s->flags &= ~SHADER_DEPTHWRITE;
}
if (s->programhandle[0].glsl)
{
if (!s->numpasses)
s->numpasses = 1;
s->passes->numMergedPasses = s->numpasses;
}
Shader_SetFeatures(s);
#ifdef FORCEGLSL
BE_GenerateProgram(s);
#endif
}
/*
void Shader_UpdateRegistration (void)
{
int i, j, l;
shader_t *shader;
shaderpass_t *pass;
shader = r_shaders;
for (i = 0; i < MAX_SHADERS; i++, shader++)
{
if (!shader->registration_sequence)
continue;
if (shader->registration_sequence != registration_sequence)
{
Shader_Free ( shader );
shader->registration_sequence = 0;
continue;
}
pass = shader->passes;
for (j = 0; j < shader->numpasses; j++, pass++)
{
if (pass->flags & SHADER_PASS_ANIMMAP)
{
for (l = 0; l < pass->anim_numframes; l++)
{
if (pass->anim_frames[l])
pass->anim_frames[l]->registration_sequence = registration_sequence;
}
}
else if ( pass->flags & SHADER_PASS_VIDEOMAP )
{
// Shader_RunCinematic will do the job
// pass->cin->frame = -1;
}
else if ( !(pass->flags & SHADER_PASS_LIGHTMAP) )
{
if ( pass->anim_frames[0] )
pass->anim_frames[0]->registration_sequence = registration_sequence;
}
}
}
}
*/
void R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader)
{
extern cvar_t gl_bump;
/*dlights/realtime lighting needs some stuff*/
if (!TEXVALID(tn->base))
tn->base = R_LoadHiResTexture(shader->name, NULL, IF_NOALPHA);
if (gl_bump.ival)
{
if (!TEXVALID(tn->bump))
tn->bump = R_LoadHiResTexture(va("%s_norm", shader->name), NULL, IF_NOALPHA);
if (!TEXVALID(tn->bump))
tn->bump = R_LoadHiResTexture(va("%s_bump", shader->name), NULL, IF_NOALPHA);
if (!TEXVALID(tn->bump))
tn->bump = R_LoadHiResTexture(va("normalmaps/%s", shader->name), NULL, IF_NOALPHA);
}
if (shader->flags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tn->loweroverlay))
tn->loweroverlay = R_LoadHiResTexture(va("%s_pants", shader->name), NULL, 0); /*how rude*/
if (!TEXVALID(tn->upperoverlay))
tn->upperoverlay = R_LoadHiResTexture(va("%s_shirt", shader->name), NULL, 0);
}
shader->defaulttextures = *tn;
}
void Shader_DefaultScript(char *shortname, shader_t *s, const void *args)
{
const char *f = args;
if (!args)
return;
while (*f == ' ' || *f == '\t' || *f == '\n' || *f == '\r')
f++;
if (*f == '{')
{
f++;
Shader_ReadShader(s, (void*)f);
}
};
void Shader_DefaultBSPLM(char *shortname, shader_t *s, const void *args)
{
char *builtin = NULL;
if (!builtin && r_drawflat.value)
builtin = (
"{\n"
"{\n"
"map $lightmap\n"
"tcgen lightmap\n"
"rgbgen const $r_floorcolour\n"
"}\n"
"}\n"
);
/* if (0&&!builtin && gl_config.arb_shader_objects)
{
builtin = (
"{\n"
"program default\n"
"param texture 0 tex_diffuse\n"
"param texture 1 tex_lightmap\n"
"param texture 2 tex_normalmap\n"
"param texture 3 tex_deluxmap\n"
"param texture 4 tex_fullbright\n"
"{\n"
"map $diffuse\n"
"tcgen base\n"
"}\n"
"{\n"
"map $lightmap\n"
"tcgen lightmap\n"
"}\n"
"{\n"
"map $normalmap\n"
"}\n"
"{\n"
"map $deluxmap\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"}\n"
);
}
*/
if (!builtin)
builtin = (
"{\n"
"if gl_bump\n"
"[\n"
"{\n"
"map $normalmap\n"
"tcgen base\n"
"depthwrite\n"
"}\n"
"{\n"
"map $deluxmap\n"
"tcgen lightmap\n"
"}\n"
"]\n"
"{\n"
"map $diffuse\n"
"tcgen base\n"
"if gl_bump\n"
"[\n"
"blendfunc gl_one gl_zero\n"
"]\n"
"}\n"
"if !r_fullbright\n"
"[\n"
"{\n"
"map $lightmap\n"
"blendfunc gl_dst_color gl_zero\n"
"}\n"
"]\n"
"if gl_fb_bmodels\n"
"[\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"depthfunc equal\n"
"}\n"
"]\n"
"}\n"
);
Shader_DefaultScript(shortname, s, builtin);
}
void Shader_DefaultCinematic(char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s,
va(
"{\n"
"{\n"
"videomap %s\n"
"}\n"
"}\n"
, args)
);
}
/*shortname should begin with 'skybox_'*/
void Shader_DefaultSkybox(char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s,
va(
"{\n"
"skyparms %s - -\n"
"}\n"
, shortname+7)
);
}
void Shader_DefaultBSPQ2(char *shortname, shader_t *s, const void *args)
{
if (!strncmp(shortname, "sky/", 4))
{
Shader_DefaultScript(shortname, s,
"{\n"
"skyparms - - -\n"
"}\n"
);
}
else if (!strncmp(shortname, "warp/", 7))
{
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0 0.01 0.5 0\n"
"}\n"
"}\n"
);
}
else if (!strncmp(shortname, "warp33/", 7))
{
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0 0.01 0.5 0\n"
"alphagen const 0.333\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
else if (!strncmp(shortname, "warp66/", 7))
{
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0 0.01 0.5 0\n"
"alphagen const 0.666\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
else if (!strncmp(shortname, "trans/", 7))
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"alphagen const 1\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
else if (!strncmp(shortname, "trans33/", 7))
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"alphagen const 0.333\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
else if (!strncmp(shortname, "trans66/", 7))
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"alphagen const 0.666\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
else
Shader_DefaultBSPLM(shortname, s, args);
}
void Shader_DefaultBSPQ1(char *shortname, shader_t *s, const void *args)
{
char *builtin = NULL;
if (r_mirroralpha.value < 1 && !strcmp(shortname, "window02_1"))
{
if (r_mirroralpha.value < 0)
{
builtin = "{\n"
"portal\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"alphagen portal 512\n"
"depthwrite\n"
"}\n"
"}\n";
}
else
{
builtin = "{\n"
"portal\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"alphagen const $r_mirroralpha\n"
"depthwrite\n"
"}\n"
"surfaceparm nodlight\n"
"}\n";
}
}
if (!builtin && (*shortname == '*'))
{
//q1 water
if (r_fastturb.ival)
{
builtin = (
"{\n"
"sort seethrough\n"
"{\n"
"map $whiteimage\n"
"rgbgen const $r_fastturbcolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
}
#ifdef GLQUAKE
else if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects)
{
builtin = (
"{\n"
"program\n"
"{\n"
"#ifdef VERTEX_SHADER\n"
"varying vec3 pos;\n"
"varying vec2 tc;\n"
"void main (void)\n"
"{\n"
" tc = gl_MultiTexCoord0.st;\n"
" gl_Position = ftransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D watertexture;\n"
"uniform float time;\n"
"uniform float wateralpha;\n"
"varying vec2 tc;\n"
"void main (void)\n"
"{\n"
" vec2 ntc;\n"
" ntc.s = tc.s + sin(tc.t+time)*0.125;\n"
" ntc.t = tc.t + sin(tc.s+time)*0.125;\n"
" vec3 ts = vec3(texture2D(watertexture, ntc));\n"
" gl_FragColor = vec4(ts, wateralpha);\n"
"}\n"
"#endif\n"
"}\n"
"param time time\n"
"param texture 0 watertexture\n"
"if r_wateralpha != 1\n"
"[\n"
"param cvarf r_wateralpha wateralpha\n"
"sort blend\n"
"{\n"
"map $diffuse\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"}\n"
"]\n"
"if r_wateralpha == 1\n"
"[\n"
"param constf 1 wateralpha\n"
"sort opaque\n"
"{\n"
"map $diffuse\n"
"}\n"
"]\n"
"surfaceparm nodlight\n"
"}\n"
);
}
#endif
else
{
builtin = (
"{\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0 0.01 0.5 0\n"
"}\n"
"}\n"
);
}
}
if (!builtin && !strncmp(shortname, "sky", 3))
{
//q1 sky
if (r_fastsky.ival)
builtin = (
"{\n"
"{\n"
"map $whiteimage\n"
"rgbgen const $r_fastskycolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
else if (*r_skyboxname.string)
builtin = (
"{\n"
"skyparms $r_skybox - -\n"
"surfaceparm nodlight\n"
"}\n"
);
#ifdef GLQUAKE
else if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects)
builtin = (
"{\n"
"program\n"
"{\n"
"#ifdef VERTEX_SHADER\n"
"varying vec3 pos;\n"
"void main (void)\n"
"{\n"
" pos = gl_Vertex.xyz;\n"
" gl_Position = ftransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D solidt;\n"
"uniform sampler2D transt;\n"
"uniform float time;\n"
"uniform vec3 eyepos;\n"
"varying vec3 pos;\n"
"void main (void)\n"
"{\n"
" vec2 tccoord;\n"
" vec3 dir = pos - eyepos;\n"
" dir.z *= 3.0;\n"
" dir.xy /= 0.5*length(dir);\n"
" tccoord = (dir.xy + time*0.03125);\n"
" vec3 solid = vec3(texture2D(solidt, tccoord));\n"
" tccoord = (dir.xy + time*0.0625);\n"
" vec4 clouds = texture2D(transt, tccoord);\n"
" gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n"
// " gl_FragColor.rgb = solid.rgb;/*gl_FragColor.g = clouds.r;*/gl_FragColor.b = clouds.a;\n"
"}\n"
"#endif\n"
"}\n"
"param time time\n"
"param eyepos eyepos\n"
"param texture 0 solidt\n"
"param texture 1 transt\n"
"surfaceparm nodlight\n"
//"skyparms - 512 -\n"
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"}\n"
);
#endif
else
builtin = (
"{\n"
"skyparms - 512 -\n"
/*WARNING: these values are not authentic quake, only close aproximations*/
"{\n"
"map $diffuse\n"
"tcmod scale 10 10\n"
"tcmod scroll 0.04 0.04\n"
"}\n"
"{\n"
"map $fullbright\n"
"blendfunc blend\n"
"tcmod scale 10 10\n"
"tcmod scroll 0.02 0.02\n"
"}\n"
"}\n"
);
}
if (!builtin && *shortname == '{')
{
/*alpha test*/
builtin = (
"{\n"
/* "if $deluxmap\n"
"[\n"
"{\n"
"map $normalmap\n"
"tcgen base\n"
"}\n"
"{\n"
"map $deluxmap\n"
"tcgen lightmap\n"
"}\n"
"]\n"*/
"{\n"
"map $diffuse\n"
"tcgen base\n"
"alphamask\n"
"}\n"
"if $lightmap\n"
"[\n"
"{\n"
"map $lightmap\n"
"blendfunc gl_dst_color gl_zero\n"
"depthfunc equal\n"
"}\n"
"]\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"depthfunc equal\n"
"}\n"
"}\n"
);
}
/*Hack: note that halflife would normally expect you to use rendermode/renderampt*/
if (!builtin && (!strncmp(shortname, "glass", 5)/* || !strncmp(shortname, "window", 6)*/))
{
/*alpha bended*/
builtin = (
"{\n"
"{\n"
"map $diffuse\n"
"tcgen base\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
if (builtin)
Shader_DefaultScript(shortname, s, builtin);
else
Shader_DefaultBSPLM(shortname, s, args);
}
void Shader_DefaultBSPVertex(char *shortname, shader_t *s, const void *args)
{
shaderpass_t *pass;
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->rgbgen = RGB_GEN_VERTEX;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
if (!TEXVALID(pass->anim_frames[0]))
{
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = missing_texture;
}
s->numpasses = 1;
s->numdeforms = 0;
s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
s->features = MF_STCOORDS|MF_COLORS;
s->sort = SHADER_SORT_OPAQUE;
s->uses = 1;
}
void Shader_DefaultBSPFlare(char *shortname, shader_t *s, const void *args)
{
shaderpass_t *pass;
pass = &s->passes[0];
pass->flags = SHADER_PASS_NOCOLORARRAY;
pass->shaderbits |= SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE;
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
pass->rgbgen = RGB_GEN_VERTEX;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
if (!TEXVALID(pass->anim_frames[0]))
{
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = missing_texture;
}
s->numpasses = 1;
s->numdeforms = 0;
s->flags = SHADER_FLARE;
s->features = MF_STCOORDS|MF_COLORS;
s->sort = SHADER_SORT_ADDITIVE;
s->uses = 1;
}
void Shader_DefaultSkin(char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"rgbgen lightingDiffuse\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"rgbgen bottomcolor\n"
"blendfunc gl_src_alpha gl_one\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"rgbgen topcolor\n"
"blendfunc gl_src_alpha gl_one\n"
"}\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"}\n"
"}\n"
);
}
void Shader_DefaultSkinShell(char *shortname, shader_t *s, const void *args)
{
shaderpass_t *pass;
pass = &s->passes[0];
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
if (!TEXVALID(pass->anim_frames[0]))
pass->anim_frames[0] = missing_texture;
pass->rgbgen = RGB_GEN_ENTITY;
pass->alphagen = ALPHA_GEN_ENTITY;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA;
pass->shaderbits |= SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
if (!TEXVALID(pass->anim_frames[0]))
{
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = missing_texture;
}
s->numpasses = 1;
s->numdeforms = 0;
s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
s->features = MF_STCOORDS|MF_NORMALS;
s->sort = SHADER_SORT_OPAQUE;
s->uses = 1;
}
void Shader_Default2D(char *shortname, shader_t *s, const void *genargs)
{
Shader_DefaultScript(shortname, s,
"{\n"
"nomipmaps\n"
"{\n"
"map $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"}\n"
"sort additive\n"
"}\n"
);
s->defaulttextures.base = R_LoadHiResTexture(shortname, NULL, IF_NOPICMIP|IF_NOMIPMAP);
if (!TEXVALID(s->defaulttextures.base))
{
unsigned char data[4*4] = {0};
s->defaulttextures.base = R_LoadTexture8("black", 4, 4, data, 0, 0);
}
s->width = image_width;
s->height = image_height;
}
//loads a shader string into an existing shader object, and finalises it and stuff
static void Shader_ReadShader(shader_t *s, char *shadersource)
{
char *token;
// set defaults
s->flags = SHADER_CULL_FRONT;
s->uses = 1;
while (shadersource)
{
token = COM_ParseExt (&shadersource, true);
if ( !token[0] )
continue;
else if ( token[0] == '}' )
break;
else if (!Q_stricmp(token, "if"))
{
qboolean conditionistrue = Shader_EvaluateCondition(&shadersource);
while (shadersource)
{
token = COM_ParseExt (&shadersource, true);
if ( !token[0] )
continue;
else if (token[0] == ']')
break;
else if (conditionistrue)
{
if (token[0] == '{')
Shader_Readpass (s, &shadersource);
else
Shader_Parsetok (s, NULL, shaderkeys, token, &shadersource);
}
}
}
else if ( token[0] == '{' )
Shader_Readpass ( s, &shadersource );
else if ( Shader_Parsetok (s, NULL, shaderkeys, token, &shadersource ) )
break;
}
Shader_Finish ( s );
}
static qboolean Shader_ParseShader(char *shortname, char *usename, shader_t *s)
{
unsigned int offset = 0, length;
char path[MAX_QPATH];
char *buf = NULL, *ts = NULL;
Shader_GetPathAndOffset( shortname, &ts, &offset );
if ( ts )
{
Com_sprintf ( path, sizeof(path), "%s", ts );
length = FS_LoadFile ( path, (void **)&buf );
}
else
length = 0;
// the shader is in the shader scripts
if ( ts && buf && (offset < length) )
{
char *file, *token;
file = buf + offset;
token = COM_ParseExt (&file, true);
if ( !file || token[0] != '{' )
{
FS_FreeFile(buf);
return false;
}
Shader_Free(s);
memset ( s, 0, sizeof( shader_t ) );
Com_sprintf ( s->name, MAX_QPATH, usename );
Hash_Add(&shader_active_hash, s->name, s, &s->bucket);
Shader_ReadShader(s, file);
FS_FreeFile(buf);
return true;
}
if (buf)
FS_FreeFile(buf);
return false;
}
void R_UnloadShader(shader_t *shader)
{
if (shader->uses-- == 1)
Shader_Free(shader);
}
static int R_LoadShader ( char *name, shader_gen_t *defaultgen, const char *genargs)
{
int i, f = -1;
char shortname[MAX_QPATH];
shader_t *s;
COM_StripExtension ( name, shortname, sizeof(shortname));
COM_CleanUpPath(shortname);
// check the hash first
s = Hash_Get(&shader_active_hash, shortname);
if (s)
{
i = s - r_shaders;
r_shaders[i].uses++;
return i;
}
// not loaded, find a free slot
for (i = 0; i < MAX_SHADERS; i++)
{
if (!r_shaders[i].uses)
{
if ( f == -1 ) // free shader
{
f = i;
break;
}
}
}
if ( f == -1 )
{
Sys_Error( "R_LoadShader: Shader limit exceeded.");
return f;
}
s = &r_shaders[f];
if (ruleset_allow_shaders.ival)
{
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects)
{
if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s))
{
s->generator = defaultgen;
s->genargs = genargs;
return f;
}
}
#endif
if (Shader_ParseShader(shortname, shortname, s))
{
s->generator = defaultgen;
s->genargs = genargs;
return f;
}
}
// make a default shader
if (defaultgen)
{
memset ( s, 0, sizeof( shader_t ) );
s->generator = defaultgen;
s->genargs = genargs;
Com_sprintf ( s->name, MAX_QPATH, shortname );
Hash_Add(&shader_active_hash, s->name, s, &s->bucket);
defaultgen(shortname, s, genargs);
return f;
}
return -1;
}
void Shader_DoReload(void)
{
shader_t *s;
unsigned int i;
char shortname[MAX_QPATH];
shader_gen_t *defaultgen;
const char *genargs;
texnums_t oldtn;
if (shader_rescan_needed && ruleset_allow_shaders.ival)
{
Con_Printf ( "Initializing Shaders.\n" );
COM_EnumerateFiles("shaders/*.shader", Shader_InitCallback, NULL);
COM_EnumerateFiles("scripts/*.shader", Shader_InitCallback, NULL);
//COM_EnumerateFiles("scripts/*.rscript", Shader_InitCallback, NULL);
shader_reload_needed = true;
shader_rescan_needed = false;
}
if (!shader_reload_needed)
return;
shader_reload_needed = false;
Font_InvalidateColour();
Con_Printf("Reloading all shaders\n");
for (s = r_shaders, i = 0; i < MAX_SHADERS; i++, s++)
{
if (!s->uses)
continue;
defaultgen = s->generator;
genargs = s->genargs;
oldtn = s->defaulttextures;
strcpy(shortname, s->name);
if (ruleset_allow_shaders.ival)
{
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects)
{
if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s))
{
s->generator = defaultgen;
s->genargs = genargs;
R_BuildDefaultTexnums(&oldtn, s);
continue;
}
}
#endif
if (Shader_ParseShader(shortname, shortname, s))
{
s->generator = defaultgen;
s->genargs = genargs;
R_BuildDefaultTexnums(&oldtn, s);
continue;
}
}
if (s->generator)
{
Shader_Free(s);
memset ( s, 0, sizeof( shader_t ) );
s->generator = defaultgen;
s->genargs = genargs;
Com_sprintf ( s->name, MAX_QPATH, shortname );
Hash_Add(&shader_active_hash, s->name, s, &s->bucket);
s->generator(shortname, s, s->genargs);
R_BuildDefaultTexnums(&oldtn, s);
}
}
}
void Shader_NeedReload(void)
{
shader_reload_needed = true;
}
cin_t *R_ShaderGetCinematic(shader_t *s)
{
#ifndef NOMEDIA
int j;
if (!s)
return NULL;
for (j = 0; j < s->numpasses; j++)
if (s->passes[j].cin)
return s->passes[j].cin;
#endif
/*no cinematic in this shader!*/
return NULL;
}
cin_t *R_ShaderFindCinematic(char *name)
{
#ifdef NOMEDIA
return NULL;
#else
int i;
char shortname[MAX_QPATH];
COM_StripExtension ( name, shortname, sizeof(shortname));
COM_CleanUpPath(shortname);
//try and find it
for (i = 0; i < MAX_SHADERS; i++)
{
if (!r_shaders[i].uses)
continue;
if (!Q_stricmp (shortname, r_shaders[i].name) )
break;
}
if (i == MAX_SHADERS)
return NULL;
//found the named shader.
return R_ShaderGetCinematic(&r_shaders[i]);
#endif
}
shader_t *R_RegisterPic (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_Default2D, NULL)];
}
shader_t *R_RegisterShader (char *name, const char *shaderscript)
{
return &r_shaders[R_LoadShader (name, Shader_DefaultScript, shaderscript)];
}
shader_t *R_RegisterShader_Lightmap (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPLM, NULL)];
}
shader_t *R_RegisterShader_Vertex (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPVertex, NULL)];
}
shader_t *R_RegisterShader_Flare (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPFlare, NULL)];
}
shader_t *R_RegisterSkin (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_DefaultSkin, NULL)];
}
shader_t *R_RegisterCustom (char *name, shader_gen_t *defaultgen, const void *args)
{
int i;
i = R_LoadShader (name, defaultgen, args);
if (i < 0)
return NULL;
return &r_shaders[i];
}
#endif //SERVERONLY