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fteqw/engine/gl/gl_shader.c
Spoike 6e3f69f504 d3d rendering is diabled (framestate, read later - merged will compile just sw+gl for now).
fte particle scripts are disabled (classic works).
I'll fix these in the new year.
Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here.
Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time.
Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete.
Added more info to glsl custom shaders.
Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
2008-12-23 02:55:20 +00:00

2578 lines
61 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 void Shader_ProgramName ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
void *vert, *frag;
char *token;
if (shader->programhandle)
{ //this allows fallbacks
token = Shader_ParseString ( ptr );
token = Shader_ParseString ( ptr );
return;
}
token = Shader_ParseString ( ptr );
FS_LoadFile(token, &vert);
token = Shader_ParseString ( ptr );
FS_LoadFile(token, &frag);
if (vert && frag)
shader->programhandle = GLSlang_CreateProgram("", (char *)vert, (char *)frag);
if (vert)
FS_FreeFile(vert);
if (frag)
FS_FreeFile(frag);
}
static void Shader_ProgramParam ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
cvar_t *cv;
int specialint = 0;
float specialfloat = 0;
enum shaderprogparmtype_e parmtype = SP_BAD;
char *token;
unsigned int uniformloc;
token = Shader_ParseString ( ptr );
if (!Q_stricmp(token, "texture"))
{
token = Shader_ParseString ( ptr );
specialint = atoi(token);
parmtype = SP_TEXTURE;
}
else if (!Q_stricmp(token, "cvari"))
{
token = Shader_ParseString ( ptr );
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (cv)
{ //Cvar_Get returns null if the cvar is the name of a command
specialint = atoi(cv->string);
specialfloat = cv->value;
}
parmtype = SP_CVARI;
}
else if (!Q_stricmp(token, "cvarf"))
{
token = Shader_ParseString ( ptr );
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (cv)
{ //Cvar_Get returns null if the cvar is the name of a command
specialint = atoi(cv->string);
specialfloat = cv->value;
}
parmtype = SP_CVARF;
}
else if (!Q_stricmp(token, "time"))
{
parmtype = SP_TIME;
}
else if (!Q_stricmp(token, "eyepos"))
{
parmtype = SP_EYEPOS;
}
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;
}
if (!shader->programhandle)
{
Con_Printf("shader %s: param without program set\n", shader->name);
token = Shader_ParseString ( ptr );
}
else
{
GLSlang_UseProgram(shader->programhandle);
token = Shader_ParseString ( ptr );
uniformloc = GLSlang_GetUniformLocation(shader->programhandle, token);
if (uniformloc == -1)
{
Con_Printf("shader %s: param without uniform \"%s\"\n", shader->name, token);
return;
}
else
{
switch(parmtype)
{
case SP_TEXTURE:
case SP_CVARI:
GLSlang_SetUniform1i(uniformloc, specialint);
break;
case SP_CVARF:
GLSlang_SetUniform1f(uniformloc, specialfloat);
break;
default:
shader->progparm[shader->numprogparams].type = parmtype;
shader->progparm[shader->numprogparams].handle = uniformloc;
shader->numprogparams++;
break;
}
}
GLSlang_UseProgram(0);
}
}
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 },
{"program", Shader_ProgramName }, //glsl
{"param", Shader_ProgramParam },
{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] = 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;
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++] = 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 | 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] = 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 );
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 );
pass->anim_frames[0] = texture_extension_number++;
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_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 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_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;
}
}
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->flags |= SHADER_PASS_ALPHAFUNC;
pass->alphafunc = SHADER_ALPHA_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 (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);
// COM_EnumerateFiles("scripts/*.rscript", 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 )
{
Media_ShutdownCin(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 == '}' );
}
}
if (!Q_stricmp(token, "if"))
{
int indent = 0;
cvar_t *cv;
qboolean conditiontrue = true;
token = COM_ParseExt ( ptr, false );
if (*token == '!')
{
conditiontrue = false;
token++;
}
cv = Cvar_Get(token, "", 0, "Shader Conditions");
if (cv)
conditiontrue = conditiontrue == !!cv->value;
if (conditiontrue)
{
while ( ptr )
{
token = COM_ParseExt (ptr, true);
if ( !token[0] )
continue;
else if (token[0] == ']' || token[0] == '}')
indent--;
else if (token[0] == '[')
indent++;
else
Shader_Parsetok (shader, pass, keys, token, ptr);
if (!indent)
break;
}
}
else
{
while ( ptr )
{
token = COM_ParseExt (ptr, true);
if (!token[0])
continue;
else if (token[0] == ']' || token[0] == '}')
indent--;
else if (token[0] == '[')
indent++;
if (!indent)
break;
}
}
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 && !s->programhandle)
{
// 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;
}
if (s->programhandle)
{
if (!s->numpasses)
s->numpasses = 1;
s->passes->numMergedPasses = s->numpasses;
s->passes->flush = R_RenderMeshProgram;
}
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;
int bumptex;
extern cvar_t gl_bump;
if (gl_config.arb_texture_env_dot3)
{
if (gl_bump.value)
bumptex = Mod_LoadHiResTexture(va("normalmaps/%s", shortname), NULL, true, false, false);//GL_FindImage (shortname, 0);
else
bumptex = 0;
}
else
bumptex = 0;
if (bumptex)
{
pass = &s->passes[s->numpasses++];
pass->flags = SHADER_PASS_DELUXMAP | 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 (pass->numMergedPasses > gl_mtexarbable)
pass->numMergedPasses = gl_mtexarbable;
pass->flush = R_RenderMeshCombined;
pass = &s->passes[s->numpasses++];
pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY;
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = bumptex;
pass->anim_numframes = 1;
pass->blendmode = GL_DOT3_RGB_ARB;
pass->rgbgen = RGB_GEN_IDENTITY;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass = &s->passes[s->numpasses++];
pass->flags = SHADER_PASS_NOCOLORARRAY | SHADER_PASS_BLEND;
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->blendsrc = GL_ZERO;
pass->blenddst = GL_SRC_COLOR;
pass->blendmode = GL_MODULATE;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->rgbgen = RGB_GEN_IDENTITY;
pass->numMergedPasses = 2;
pass->flush = R_RenderMeshMultitextured;
pass = &s->passes[s->numpasses++];
pass->flags = SHADER_PASS_LIGHTMAP | SHADER_PASS_NOCOLORARRAY | SHADER_PASS_BLEND;
pass->tcgen = TC_GEN_LIGHTMAP;
pass->anim_frames[0] = 0;
pass->depthfunc = GL_LEQUAL;
pass->blendsrc = GL_ZERO;
pass->blenddst = GL_SRC_COLOR;
pass->blendmode = GL_MODULATE;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->rgbgen = RGB_GEN_IDENTITY;
pass->numMergedPasses = 1;
pass->flush = R_RenderMeshGeneric;
}
else
{
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 (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = missing_texture;
}
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 (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|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 (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->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 (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = missing_texture;
}
}
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 (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = missing_texture;
}
}
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 (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = missing_texture;
}
}
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 (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname);
pass->anim_frames[0] = missing_texture;
}
}
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 (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->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 (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_NOPICMIP|SHADER_NOMIPMAPS|SHADER_BLEND;
s->features = MF_STCOORDS|MF_COLORS;
s->sort = SHADER_SORT_ADDITIVE;
s->registration_sequence = 1;//fizme: registration_sequence;
}
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;
}
memset ( s, 0, sizeof( shader_t ) );
Com_sprintf ( s->name, MAX_QPATH, usename );
// set defaults
s->flags = SHADER_CULL_FRONT;
s->registration_sequence = 1;//fizme: registration_sequence;
// if (!strcmp(COM_FileExtension(ts), "rscript"))
// {
// Shader_DefaultBSP(shortname, s);
// }
while ( file )
{
token = COM_ParseExt (&file, true);
if ( !token[0] )
continue;
else if ( token[0] == '}' )
break;
else if ( token[0] == '{' )
Shader_Readpass ( s, &file );
else if ( Shader_Parsetok (s, NULL, shaderkeys, token, &file ) )
break;
}
Shader_Finish ( s );
FS_FreeFile(buf);
return true;
}
if (buf)
FS_FreeFile(buf);
return false;
}
int R_LoadShader ( char *name, void(*defaultgen)(char *name, shader_t*))
{
int i, f = -1;
char shortname[MAX_QPATH];
shader_t *s;
COM_StripExtension ( name, shortname, sizeof(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];
if (gl_config.arb_shader_objects)
{
if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s))
return f;
}
if (Shader_ParseShader(shortname, shortname, s))
return f;
// make a default shader
if (defaultgen)
{
memset ( s, 0, sizeof( shader_t ) );
Com_sprintf ( s->name, MAX_QPATH, shortname );
defaultgen(shortname, s);
return f;
}
return -1;
}
cin_t *R_ShaderGetCinematic(char *name)
{
int i, j;
char shortname[MAX_QPATH];
shader_t *s;
COM_StripExtension ( name, shortname, sizeof(shortname));
COM_CleanUpPath(shortname);
//try and find it
for (i = 0; i < MAX_SHADERS; i++)
{
if (!r_shaders[i].registration_sequence)
continue;
if (!Q_stricmp (shortname, r_shaders[i].name) )
break;
}
if (i == MAX_SHADERS)
return NULL;
//we have a currently-loaded shader.
s = &r_shaders[i];
for (j = 0; j < s->numpasses; j++)
if (s->passes[j].cin)
return s->passes[j].cin;
//but it has no cinematic passes.
return NULL;
}
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