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fteqw/engine/gl/gl_shader.c
Spoike 770948a320 d3d compiles again (yes, your poking does work Moodles).
Fixed particle beam/torch weirdness (rjlan poked me for this one!).
tiny optimisation in the gl renderer.
offsetmapping info is loaded even with bumpmapping disabled.
Fixed some hexen2 annoyances.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3960 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-01-21 07:53:49 +00:00

5736 lines
136 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>
#ifdef D3DQUAKE
#include <d3d9.h>
extern LPDIRECT3DDEVICE9 pD3DDev9;
#endif
extern texid_t missing_texture;
static texid_t r_whiteimage;
static qboolean shader_reload_needed;
static qboolean shader_rescan_needed;
//cvars that affect shader generation
cvar_t r_vertexlight = CVARFD("r_vertexlight", "0", CVAR_SHADERSYSTEM, "Hack loaded shaders to remove detail pass and lightmap sampling for faster rendering.");
extern cvar_t r_glsl_offsetmapping_reliefmapping;
extern cvar_t r_deluxemapping;
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 Q_strnicmp strnicmp
#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_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;
if (c == ',' && len)
break;
} 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;
static enum {
SPM_DEFAULT, /*quake3/fte internal*/
SPM_DOOM3,
} shaderparsemode;
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, int parsemode);
//===========================================================================
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 == '$')
{
token++;
if (!Q_stricmp(token, "lpp"))
conditiontrue = conditiontrue == r_lightprepass.ival;
else if (!Q_stricmp(token, "lightmap"))
conditiontrue = conditiontrue == !r_fullbright.value;
else if (!Q_stricmp(token, "deluxmap") )
conditiontrue = conditiontrue == r_deluxemapping.ival;
//normalmaps are generated if they're not already known.
else if (!Q_stricmp(token, "normalmap") )
conditiontrue = conditiontrue == r_loadbumpmapping;
else if (!Q_stricmp(token, "gles") )
{
#ifdef GLQUAKE
conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && !!gl_config.gles);
#else
conditiontrue = conditiontrue == false;
#endif
}
else if (!Q_stricmp(token, "nofixed") )
{
#ifdef GLQUAKE
conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && !!gl_config.nofixedfunc);
#else
conditiontrue = conditiontrue == false;
#endif
}
else if (!Q_stricmp(token, "glsl") )
{
#ifdef GLQUAKE
conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && gl_config.arb_shader_objects);
#else
conditiontrue = conditiontrue == false;
#endif
}
else if (!Q_stricmp(token, "hlsl") )
{
#ifdef D3DQUAKE
conditiontrue = conditiontrue == false;//((qrenderer == QR_DIRECT3D) && gl_config.arb_shader_objects);
#else
conditiontrue = conditiontrue == false;
#endif
// GCC hates these within if statements "error: expected '}' before 'else'"
#ifdef warningmsg
#pragma warningmsg("shader fixme")
#endif
}
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
{
Con_Printf("Unrecognised builtin shader condition '%s'\n", token);
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;
}
}
token = COM_ParseExt ( ptr, false );
if (!strcmp(token, "&&"))
return Shader_EvaluateCondition(ptr) && conditiontrue;
if (!strcmp(token, "||"))
return Shader_EvaluateCondition(ptr) || conditiontrue;
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)
{
char *token;
if (!ptr || !(*ptr))
{
return 0;
}
if (!**ptr || **ptr == '}')
{
return 0;
}
token = COM_ParseExt(ptr, false);
if (*token == '$')
{
cvar_t *var;
var = Cvar_FindVar(token+1);
if (var)
return var->value;
}
return atof(token);
}
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, char **name)
{
int flags = 0;
while (name)
{
if (!Q_strnicmp(*name, "$3d:", 4))
{
*name+=4;
flags|= IF_3DMAP;
}
else
name = NULL;
}
// if (shader->flags & SHADER_SKY)
// flags |= IF_SKY;
if (shader->flags & SHADER_NOMIPMAPS)
flags |= IF_NOMIPMAP;
if (shader->flags & SHADER_NOPICMIP)
flags |= IF_NOPICMIP;
return flags;
}
static texid_t Shader_FindImage ( char *name, int flags )
{
if (shaderparsemode == SPM_DOOM3)
{
if (!Q_stricmp (name, "_default"))
return r_whiteimage; /*fixme*/
if (!Q_stricmp (name, "_white"))
return r_whiteimage;
if (!Q_stricmp (name, "_black"))
{
int wibuf[16] = {0};
return R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
}
}
else
{
if (!Q_stricmp (name, "$whiteimage"))
return r_whiteimage;
}
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)
{
skydome_t *skydome;
float skyheight;
char *boxname;
if (shader->skydome)
{
Z_Free(shader->skydome);
}
skydome = (skydome_t *)Z_Malloc(sizeof(skydome_t));
shader->skydome = skydome;
boxname = Shader_ParseString(ptr);
Shader_ParseSkySides(shader->name, boxname, skydome->farbox_textures);
skyheight = Shader_ParseFloat(ptr);
if (!skyheight)
{
skyheight = 512.0f;
}
boxname = Shader_ParseString(ptr);
Shader_ParseSkySides(shader->name, boxname, skydome->nearbox_textures);
shader->flags |= SHADER_SKY;
shader->sort = SHADER_SORT_SKY;
}
static void Shader_FogParms ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
float div;
vec3_t color, fcolor;
// if ( !r_ignorehwgamma->value )
// div = 1.0f / pow(2, max(0, floor(r_overbrightbits->value)));
// else
div = 1.0f;
Shader_ParseVector ( ptr, color );
VectorScale ( color, div, color );
ColorNormalize ( color, fcolor );
shader->fog_color[0] = FloatToByte ( fcolor[0] );
shader->fog_color[1] = FloatToByte ( fcolor[1] );
shader->fog_color[2] = FloatToByte ( fcolor[2] );
shader->fog_color[3] = 255;
shader->fog_dist = Shader_ParseFloat ( ptr );
if ( shader->fog_dist <= 0.0f ) {
shader->fog_dist = 128.0f;
}
shader->fog_dist = 1.0f / shader->fog_dist;
}
static void Shader_SurfaceParm ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp( token, "nodraw" ) )
shader->flags |= SHADER_NODRAW;
else if ( !Q_stricmp( token, "nodlight" ) )
shader->flags |= SHADER_NODLIGHT;
}
static void Shader_Sort ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp( token, "portal" ) )
shader->sort = SHADER_SORT_PORTAL;
else if( !Q_stricmp( token, "sky" ) )
shader->sort = SHADER_SORT_SKY;
else if( !Q_stricmp( token, "opaque" ) )
shader->sort = SHADER_SORT_OPAQUE;
else if( !Q_stricmp( token, "decal" ) )
shader->sort = SHADER_SORT_DECAL;
else if( !Q_stricmp( token, "seethrough" ) )
shader->sort = SHADER_SORT_SEETHROUGH;
else if( !Q_stricmp( token, "banner" ) )
shader->sort = SHADER_SORT_BANNER;
else if( !Q_stricmp( token, "additive" ) )
shader->sort = SHADER_SORT_ADDITIVE;
else if( !Q_stricmp( token, "underwater" ) )
shader->sort = SHADER_SORT_UNDERWATER;
else if( !Q_stricmp( token, "nearest" ) )
shader->sort = SHADER_SORT_NEAREST;
else if( !Q_stricmp( token, "blend" ) )
shader->sort = SHADER_SORT_BLEND;
else if ( !Q_stricmp( token, "lpp_light" ) )
shader->sort = SHADER_SORT_PRELIGHT;
else
{
shader->sort = atoi ( token );
clamp ( shader->sort, SHADER_SORT_NONE, SHADER_SORT_NEAREST );
}
}
static void Shader_Prelight ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->sort = SHADER_SORT_PRELIGHT;
}
static void Shader_Portal ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->sort = SHADER_SORT_PORTAL;
}
static void Shader_PolygonOffset ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
/*the q3 defaults*/
shader->polyoffset.factor = -0.05;
shader->polyoffset.unit = -25;
}
static void Shader_EntityMergable ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= SHADER_ENTITY_MERGABLE;
}
static void Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvartypes);
/*program text is already loaded, this function parses the 'header' of it to see which permutations it provides, and how many times we need to recompile it*/
static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *script, int qrtype, int ver)
{
static char *permutationname[] =
{
"#define BUMP\n",
"#define SPECULAR\n",
"#define FULLBRIGHT\n",
"#define LOWER\n",
"#define UPPER\n",
"#define OFFSETMAPPING\n",
"#define SKELETAL\n",
"#define FOG\n",
NULL
};
char *permutationdefines[sizeof(permutationname)/sizeof(permutationname[0]) + 64 + 1];
unsigned int nopermutation = ~0u;
int nummodifiers;
int p, n, pn;
char *end;
char *cvarnames[64];
int cvartypes[64];
int cvarcount = 0;
qboolean onefailed = false;
cvarnames[cvarcount] = NULL;
for(;;)
{
while (*script == ' ' || *script == '\r' || *script == '\n' || *script == '\t')
script++;
if (!strncmp(script, "!!cvarf", 7))
{
script += 7;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0]))
{
cvartypes[cvarcount] = SP_CVARF;
cvarnames[cvarcount++] = script;
cvarnames[cvarcount] = NULL;
}
script = end;
}
else if (!strncmp(script, "!!cvarv", 7))
{
script += 7;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0]))
{
cvartypes[cvarcount] = SP_CVAR3F;
cvarnames[cvarcount++] = script;
cvarnames[cvarcount] = NULL;
}
script = end;
}
else if (!strncmp(script, "!!permu", 7))
{
script += 7;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
for (p = 0; permutationname[p]; p++)
{
if (!strncmp(permutationname[p]+8, script, end - script) && permutationname[p][8+end-script] == '\n')
nopermutation &= ~(1u<<p);
}
script = end;
}
else if (!strncmp(script, "!!ver", 5))
{
script += 5;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
ver = strtol(script, NULL, 0);
script = end;
}
else
break;
};
memset(prog->handle, 0, sizeof(*prog->handle)*PERMUTATIONS);
nummodifiers = 0;
for (end = strchr(name, '#'); end && *end; )
{
char *start = end+1;
end = strchr(start, '#');
if (!end)
end = start + strlen(start);
if (nummodifiers < 64)
{
permutationdefines[nummodifiers] = malloc(10 + end - start);
memcpy(permutationdefines[nummodifiers], "#define ", 8);
memcpy(permutationdefines[nummodifiers]+8, start, end - start);
memcpy(permutationdefines[nummodifiers]+8+(end-start), "\n", 2);
for (start = permutationdefines[nummodifiers]+8; *start; start++)
*start = toupper(*start);
nummodifiers++;
permutationdefines[nummodifiers] = NULL;
}
}
for (p = 0; p < PERMUTATIONS; p++)
{
if (nopermutation & p)
{
continue;
}
pn = nummodifiers;
for (n = 0; permutationname[n]; n++)
{
if (p & (1u<<n))
permutationdefines[pn++] = permutationname[n];
}
if (r_glsl_offsetmapping_reliefmapping.ival && (p & PERMUTATION_OFFSET))
permutationdefines[pn++] = "#define RELIEFMAPPING\n";
permutationdefines[pn++] = NULL;
if (qrenderer != qrtype)
{
}
#ifdef GLQUAKE
else if (qrenderer == QR_OPENGL)
{
prog->handle[p].glsl = GLSlang_CreateProgram(name, (((p & PERMUTATION_SKELETAL) && ver < 120)?120:ver), permutationdefines, script, script, onefailed);
if (!prog->handle[p].glsl)
onefailed = true;
if (!p && !prog->handle[p].glsl)
break;
}
#endif
#ifdef D3DQUAKE
else if (qrenderer == QR_DIRECT3D)
{
if (!D3DShader_CreateProgram(prog, p, permutationdefines, script, script))
break;
}
#endif
}
while(nummodifiers)
free(permutationdefines[--nummodifiers]);
Shader_ProgAutoFields(prog, cvarnames, cvartypes);
if (p == PERMUTATIONS)
return true;
return false;
}
typedef struct sgeneric_s
{
struct sgeneric_s *next;
char *name;
qboolean failed;
program_t prog;
} sgeneric_t;
static sgeneric_t *sgenerics;
struct sbuiltin_s
{
int qrtype;
int apiver;
char name[MAX_QPATH];
char *body;
} sbuiltins[] =
{
#ifdef GLQUAKE
/*a quick note on glsl versions:
gl versioning started with 110
gles versioning started at 100 and only had a single one defined
with gl3's combined support, gl3 supports 130+ and 100, but 110 requries compat extension
with gl4, versions are meant to match the gl version more closely, so gl4.0 uses 400.*/
/*glsl es shaders require precisions to be defined for fragment shader variables
more precision for shaders would be a good candidate for a cvar */
/*defaultfill is a simple shader for block-filling with vertex colours. note that the blendfunc stuff is done after the shader anyway.*/
{QR_OPENGL/*ES*/, 100, "defaultfill",
"#ifdef VERTEX_SHADER\n"
"attribute vec4 v_colour;\n"
"varying vec4 vc;\n"
"void main ()\n"
"{\n"
" vc = v_colour;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"varying lowp vec4 vc;\n"
"void main ()\n"
"{\n"
" gl_FragColor = vc;\n"
"}\n"
"#endif\n"
},
/*default2d is a simple shader to draw the 2d elements. simple copying of a texture image to its dest (with vertex colour blending)*/
{QR_OPENGL/*ES*/, 100, "default2d",
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"attribute vec4 v_colour;\n"
"varying vec2 tc;\n"
"varying vec4 vc;\n"
"void main ()\n"
"{\n"
" tc = v_texcoord;\n"
" vc = v_colour;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n"
"varying mediump vec2 tc;\n"
"varying lowp vec4 vc;\n"
"void main ()\n"
"{\n"
" gl_FragColor = texture2D(s_t0, tc) * vc;\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "default2d",
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"attribute vec4 v_colour;\n"
"varying vec2 tc;\n"
"varying vec4 vc;\n"
"void main ()\n"
"{\n"
" tc = v_texcoord;\n"
" vc = v_colour;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n"
"in vec2 tc;\n"
"varying vec4 vc;\n"
"void main ()\n"
"{\n"
" gl_FragColor = texture2D(s_t0, tc) * vc;\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "defaultsprite",
"!!permu FOG\n"
"#include \"sys/fog.h\"\n"
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"attribute vec4 v_colour;\n"
"varying vec2 tc;\n"
"varying vec4 vc;\n"
"void main ()\n"
"{\n"
" tc = v_texcoord;\n"
" vc = v_colour;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n"
"in vec2 tc;\n"
"varying vec4 vc;\n"
"void main ()\n"
"{\n"
" gl_FragColor = fog4blend(texture2D(s_t0, tc) * vc);\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "defaultadditivesprite",
"!!permu FOG\n"
"#include \"sys/fog.h\"\n"
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"attribute vec4 v_colour;\n"
"varying vec2 tc;\n"
"varying vec4 vc;\n"
"void main ()\n"
"{\n"
" tc = v_texcoord;\n"
" vc = v_colour;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n"
"in vec2 tc;\n"
"varying vec4 vc;\n"
"void main ()\n"
"{\n"
" gl_FragColor = fog4additive(texture2D(s_t0, tc) * vc);\n"
"}\n"
"#endif\n"
},
/*draws a wall, with lightmap.*/
{QR_OPENGL/*ES*/, 100, "defaultwall",
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"attribute vec2 v_lmcoord;\n"
"varying vec2 tc, lm;\n"
"void main ()\n"
"{\n"
" tc = v_texcoord;\n"
" lm = v_lmcoord;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n" /*tex_diffuse*/
"uniform sampler2D s_t1;\n" /*tex_lightmap*/
//"uniform sampler2D s_t2;\n" /*tex_normalmap*/
//"uniform sampler2D s_t3;\n" /*tex_deluxmap*/
//"uniform sampler2D s_t4;\n" /*tex_fullbright*/
"varying mediump vec2 tc, lm;\n"
"uniform mediump vec4 e_lmscale;\n"
"void main ()\n"
"{\n"
" gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm) * e_lmscale;\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "defaultwall",
"!!permu OFFSETMAPPING\n"
"!!permu FULLBRIGHT\n"
"!!permu FOG\n"
"!!cvarf r_glsl_offsetmapping_scale\n"
"#include \"sys/fog.h\"\n"
"#if defined(OFFSETMAPPING)\n"
"varying vec3 eyevector;\n"
"#endif\n"
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"attribute vec2 v_lmcoord;\n"
"varying vec2 tc, lm;\n"
"#if defined(OFFSETMAPPING)\n"
"uniform vec3 e_eyepos;\n"
"attribute vec3 v_normal;\n"
"attribute vec3 v_svector;\n"
"attribute vec3 v_tvector;\n"
"#endif\n"
"void main ()\n"
"{\n"
"#if defined(OFFSETMAPPING)\n"
"vec3 eyeminusvertex = e_eyepos - v_position.xyz;\n"
"eyevector.x = dot(eyeminusvertex, v_svector.xyz);\n"
"eyevector.y = -dot(eyeminusvertex, v_tvector.xyz);\n"
"eyevector.z = dot(eyeminusvertex, v_normal.xyz);\n"
"#endif\n"
" tc = v_texcoord;\n"
" lm = v_lmcoord;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n" /*tex_diffuse*/
"uniform sampler2D s_t1;\n" /*tex_lightmap*/
"#ifdef OFFSETMAPPING\n"
"uniform sampler2D s_t2;\n" /*tex_normalmap*/
"#endif\n"
//"uniform sampler2D s_t3;\n" /*tex_deluxmap*/
"#ifdef FULLBRIGHT\n"
"uniform sampler2D s_t4;\n" /*tex_fullbright*/
"#endif\n"
"varying vec2 tc, lm;\n"
"uniform vec4 e_lmscale;\n"
"#ifdef OFFSETMAPPING\n"
"#include \"sys/offsetmapping.h\"\n"
"#endif\n"
"void main ()\n"
"{\n"
"#ifdef OFFSETMAPPING\n"
"vec2 tcoffsetmap = offsetmap(s_t2, tc, eyevector);\n"
"#define tc tcoffsetmap\n"
"#endif\n"
" gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm) * e_lmscale;\n"
"#ifdef FULLBRIGHT\n"
" gl_FragColor.rgb += texture2D(s_t4, tc).rgb;\n"
"#endif\n"
"#ifdef FOG\n"
"gl_FragColor = fog4(gl_FragColor);\n"
"#endif\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "drawflat_wall",
"!!cvarv r_floorcolor\n"
"!!cvarv r_wallcolor\n"
"!!permu FOG\n"
"#include \"sys/fog.h\"\n"
"varying vec4 col;\n"
"#ifdef VERTEX_SHADER\n"
"attribute vec3 v_normal;\n"
"attribute vec2 v_lmcoord;\n"
"varying vec2 lm;\n"
"uniform vec3 cvar_r_wallcolor;\n"
"uniform vec3 cvar_r_floorcolor;\n"
"uniform vec4 e_lmscale;\n"
"void main ()\n"
"{\n"
" col = vec4(e_lmscale.rgb/255.0 * ((v_normal.z < 0.73)?cvar_r_wallcolor:cvar_r_floorcolor), e_lmscale.a);\n"
" lm = v_lmcoord;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n" /*tex_lightmap*/
"varying vec2 lm;\n"
"void main ()\n"
"{\n"
" gl_FragColor = fog4(col * texture2D(s_t0, lm));\n"
"}\n"
"#endif\n"
},
/*defaultwarp: draws a water surface*/
{QR_OPENGL/*ES*/, 100, "defaultwarp",
"!!cvarf r_wateralpha\n"
"varying mediump vec2 tc;\n"
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"void main ()\n"
"{\n"
" tc = v_texcoord;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n"
"uniform mediump float e_time;\n"
"uniform lowp float cvar_r_wateralpha;\n"
"void main ()\n"
"{\n"
" mediump vec2 ntc;\n"
" ntc.s = tc.s + sin(tc.t+e_time)*0.125;\n"
" ntc.t = tc.t + sin(tc.s+e_time)*0.125;\n"
" lowp vec3 ts = vec3(texture2D(s_t0, ntc));\n"
" gl_FragColor = vec4(ts, cvar_r_wateralpha);\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "defaultwarp",
"!!cvarf r_wateralpha\n"
"!!permu FOG\n"
"#include \"sys/fog.h\"\n"
"varying vec2 tc;\n"
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"void main ()\n"
"{\n"
" tc = v_texcoord.st;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n"
"uniform float e_time;\n"
"uniform float cvar_r_wateralpha;\n"
"void main ()\n"
"{\n"
" vec2 ntc;\n"
" ntc.s = tc.s + sin(tc.t+e_time)*0.125;\n"
" ntc.t = tc.t + sin(tc.s+e_time)*0.125;\n"
" vec3 ts = vec3(texture2D(s_t0, ntc));\n"
" gl_FragColor = fog4(vec4(ts, cvar_r_wateralpha));\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "underwaterwarp",
/*
inputs:
texcoords: edge points
coords: vertex coords (duh)
time
ampscale (cvar = r_waterwarp)
use ifs instead of an edge map?
*/
"!!cvarf r_waterwarp\n"
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"varying vec2 v_stc;\n"
"varying vec2 v_warp;\n"
"varying vec2 v_edge;\n"
"uniform float e_time;\n"
"void main ()\n"
"{\n"
"gl_Position = ftetransform();\n"
"v_stc = (1.0+(gl_Position.xy / gl_Position.w))/2.0;\n"
"v_warp.s = e_time * 0.25 + v_texcoord.s;\n"
"v_warp.t = e_time * 0.25 + v_texcoord.t;\n"
"v_edge = v_texcoord.xy;\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"varying vec2 v_stc;\n"
"varying vec2 v_warp;\n"
"varying vec2 v_edge;\n"
"uniform sampler2D s_t0;/*$currentrender*/\n"
"uniform sampler2D s_t1;/*warp image*/\n"
"uniform sampler2D s_t2;/*edge image*/\n"
"uniform vec3 e_rendertexturescale;\n"
"uniform float cvar_r_waterwarp;\n"
"void main ()\n"
"{\n"
"float amptemp;\n"
"vec3 edge;\n"
"edge = texture2D( s_t2, v_edge ).rgb;\n"
"amptemp = (0.010 / 0.625) * cvar_r_waterwarp * edge.x;\n"
"vec3 offset;\n"
"offset = texture2D( s_t1, v_warp ).rgb;\n"
"offset.x = (offset.x - 0.5) * 2.0;\n"
"offset.y = (offset.y - 0.5) * 2.0;\n"
"vec2 temp;\n"
"temp.x = v_stc.x + offset.x * amptemp;\n"
"temp.y = v_stc.y + offset.y * amptemp;\n"
"gl_FragColor = texture2D( s_t0, temp*e_rendertexturescale.st );\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "postproc_panorama",
"!!cvarf ffov\n"
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
"texcoord = v_texcoord.xy;\n"
"gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform samplerCube s_t0;\n"
"varying vec2 texcoord;\n"
"uniform float cvar_ffov;\n"
"void main()\n"
"{\n"
"vec3 tc; \n"
"float ang; \n"
"ang = texcoord.x*-radians(cvar_ffov); \n"
"tc.x = sin(ang); \n"
"tc.y = -texcoord.y; \n"
"tc.z = cos(ang); \n"
"gl_FragColor = textureCube(s_t0, tc);\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "postproc_fisheye",
"!!cvarf ffov\n"
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
"texcoord = v_texcoord.xy;\n"
"gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform samplerCube s_t0;\n"
"varying vec2 texcoord;\n"
"uniform float cvar_ffov;\n"
"void main()\n"
"{\n"
"vec3 tc; \n"
"vec2 d; \n"
"vec2 ang; \n"
"d = texcoord; \n"
"ang.x = sqrt(d.x*d.x+d.y*d.y)*radians(cvar_ffov); \n"
"ang.y = -atan(d.y, d.x); \n"
"tc.x = sin(ang.x) * cos(ang.y); \n"
"tc.y = sin(ang.x) * sin(ang.y); \n"
"tc.z = cos(ang.x); \n"
"gl_FragColor = textureCube(s_t0, tc);\n"
"}\n"
"#endif\n"
},
/*defautsky projects the texture in order to match q1 skies, along with two separate layers scrolling at separate speeds*/
{QR_OPENGL/*ES*/, 100, "defaultsky",
"#ifdef VERTEX_SHADER\n"
"varying vec3 pos;\n"
"void main ()\n"
"{\n"
" pos = v_position.xyz;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n"
"uniform sampler2D s_t1;\n"
"uniform mediump float e_time;\n"
"uniform mediump vec3 e_eyepos;\n"
"varying mediump vec3 pos;\n"
"void main ()\n"
"{\n"
" mediump vec2 tccoord;\n"
" mediump vec3 dir = pos - e_eyepos;\n"
" dir.z *= 3.0;\n"
" dir.xy /= 0.5*length(dir);\n"
" tccoord = (dir.xy + e_time*0.03125);\n"
" lowp vec3 solid = vec3(texture2D(s_t0, tccoord));\n"
" tccoord = (dir.xy + e_time*0.0625);\n"
" lowp vec4 clouds = texture2D(s_t1, tccoord);\n"
" gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n"
// " gl_FragColor.rgb = solid.rgb;/*gl_FragColor.g = clouds.r;*/gl_FragColor.b = clouds.a;\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "defaultsky",
"#ifdef VERTEX_SHADER\n"
"varying vec3 pos;\n"
"void main ()\n"
"{\n"
" pos = v_position.xyz;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform float e_time;\n"
"uniform vec3 e_eyepos;\n"
"varying vec3 pos;\n"
"uniform sampler2D s_t0;\n"
"uniform sampler2D s_t1;\n"
"void main ()\n"
"{\n"
" vec2 tccoord;\n"
" vec3 dir = pos - e_eyepos;\n"
" dir.z *= 3.0;\n"
" dir.xy /= 0.5*length(dir);\n"
" tccoord = (dir.xy + e_time*0.03125);\n"
" vec3 solid = vec3(texture2D(s_t0, tccoord));\n"
" tccoord = (dir.xy + e_time*0.0625);\n"
" vec4 clouds = texture2D(s_t1, tccoord);\n"
" gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n"
"}\n"
"#endif\n"
},
/*draws a model. there's lots of extra stuff for light shading calcs and upper/lower textures*/
{QR_OPENGL/*ES*/, 100, "defaultskin",
"!!permu FULLBRIGHT\n"
"!!permu LOWER\n"
"!!permu UPPER\n"
"!!permu SKELETAL\n"
"#ifdef VERTEX_SHADER\n"
"#include \"sys/skeletal.h\"\n"
"attribute vec2 v_texcoord;\n"
"varying vec2 tc;\n"
"uniform vec3 e_light_dir;\n"
"uniform vec3 e_light_mul;\n"
"uniform vec3 e_light_ambient;\n"
"varying vec3 light;\n"
"void main ()\n"
"{\n"
" vec3 n;\n"
" gl_Position = skeletaltransform_n(n);\n"
" light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);\n"
" tc = v_texcoord;\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n" /*tex_diffuse*/
"#ifdef LOWER\n"
"uniform sampler2D s_t1;\n" /*tex_lower*/
"uniform lowp vec3 e_lowercolour;\n"
"#endif\n"
"#ifdef UPPER\n"
"uniform sampler2D s_t2;\n" /*tex_upper*/
"uniform lowp vec3 e_uppercolour;\n"
"#endif\n"
"#ifdef FULLBRIGHT\n"
"uniform sampler2D s_t3;\n" /*tex_fullbright*/
"#endif\n"
"varying mediump vec2 tc;\n"
"varying lowp vec3 light;\n"
"uniform lowp vec4 e_colourident;\n"
"void main ()\n"
"{\n"
" lowp vec4 col;\n"
" col = texture2D(s_t0, tc);\n"
"#ifdef UPPER\n"
" lowp vec4 uc = texture2D(s_t2, tc);\n"
" col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a);\n"
"#endif\n"
"#ifdef LOWER\n"
" lowp vec4 lc = texture2D(s_t1, tc);\n"
" col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a);\n"
"#endif\n"
" col.rgb *= light;\n"
"#ifdef FULLBRIGHT\n"
" lowp vec4 fb = texture2D(s_t3, tc);\n"
" col.rgb = mix(col.rgb, fb.rgb, fb.a);\n"
"#endif\n"
" gl_FragColor = col * e_colourident;\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "defaultskin",
"!!permu FULLBRIGHT\n"
"!!permu LOWER\n"
"!!permu UPPER\n"
"!!permu SKELETAL\n"
"!!permu FOG\n"
"varying vec2 tc;\n"
"varying vec3 light;\n"
"#ifdef VERTEX_SHADER\n"
"#include \"sys/skeletal.h\"\n"
"attribute vec2 v_texcoord;\n"
"uniform vec3 e_light_dir;\n"
"uniform vec3 e_light_mul;\n"
"uniform vec3 e_light_ambient;\n"
"void main ()\n"
"{\n"
" vec3 n;\n"
" gl_Position = skeletaltransform_n(n);\n"
" light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);\n"
" tc = v_texcoord;\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"#include \"sys/fog.h\"\n"
"uniform sampler2D s_t0;\n" /*tex_diffuse*/
"#ifdef LOWER\n"
"uniform sampler2D s_t1;\n" /*tex_lower*/
"uniform vec3 e_lowercolour;\n"
"#endif\n"
"#ifdef UPPER\n"
"uniform sampler2D s_t2;\n" /*tex_upper*/
"uniform vec3 e_uppercolour;\n"
"#endif\n"
"#ifdef FULLBRIGHT\n"
"uniform sampler2D s_t3;\n" /*tex_fullbright*/
"#endif\n"
"uniform vec4 e_colourident;\n"
"void main ()\n"
"{\n"
" vec4 col, sp;\n"
" col = texture2D(s_t0, tc);\n"
"#ifdef UPPER\n"
" vec4 uc = texture2D(s_t2, tc);\n"
" col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a);\n"
"#endif\n"
"#ifdef LOWER\n"
" vec4 lc = texture2D(s_t1, tc);\n"
" col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a);\n"
"#endif\n"
" col.rgb *= light;\n"
"#ifdef FULLBRIGHT\n"
" vec4 fb = texture2D(s_t3, tc);\n"
" col.rgb = mix(col.rgb, fb.rgb, fb.a);\n"
"#endif\n"
" gl_FragColor = fog4(col * e_colourident);\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "lpp_depthnorm",
"!!permu BUMP\n"
"!!permu SKELETAL\n"
"varying vec3 norm, tang, bitang;\n"
"#if defined(BUMP)\n"
"varying vec2 tc;\n"
"#endif\n"
"#ifdef VERTEX_SHADER\n"
"#include \"sys/skeletal.h\"\n"
"attribute vec2 v_texcoord;\n"
"void main()\n"
"{\n"
"#if defined(BUMP)\n"
"gl_Position = skeletaltransform_nst(norm, tang, bitang);\n"
"tc = v_texcoord;\n"
"#else\n"
"gl_Position = skeletaltransform_n(norm);\n"
"#endif\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"#if defined(BUMP)\n"
"uniform sampler2D s_t0;\n"
"#endif\n"
"void main()\n"
"{\n"
"vec3 onorm;\n"
"#if defined(BUMP)\n"
/*transform by the normalmap*/
"vec3 bm = 2.0*texture2D(s_t0, tc).xyz - 1.0;\n"
"onorm = normalize(bm.x * tang + bm.y * bitang + bm.z * norm);\n"
"#else\n"
"onorm = norm;\n"
"#endif\n"
"gl_FragColor = vec4(onorm.xyz, gl_FragCoord.z / gl_FragCoord.w);\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "lpp_light",
"varying vec4 tf;\n"
"#ifdef VERTEX_SHADER\n"
"void main()\n"
"{\n"
"tf = ftetransform(); gl_Position = tf;\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n"
"uniform vec3 l_lightposition;\n"
"uniform mat4 m_invviewprojection;\n"
"uniform vec3 l_lightcolour;\n"
"uniform float l_lightradius;\n"
"vec3 calcLightWorldPos(vec2 screenPos, float depth)\n"
"{\n"
"vec4 pos;\n"
"pos.x = screenPos.x;\n"
"pos.y = screenPos.y;\n"
"pos.z = depth;\n"
"pos.w = 1.0;\n"
"pos = m_invviewprojection * pos;\n"
"return pos.xyz / pos.w;\n"
"}\n"
"void main ()\n"
"{\n"
"vec3 lightColour = l_lightcolour.rgb;\n"
"float lightIntensity = 1.0;\n"
"float lightAttenuation = l_lightradius;\n" // fixme: just use the light radius for now, use better near/far att math separately once working
"float radiusFar = l_lightradius;\n"
"float radiusNear = l_lightradius*0.5;\n"
"vec2 fc;\n"
"fc = tf.xy / tf.w;\n"
"vec4 data = texture2D(s_t0, (1.0 + fc) / 2.0);\n"
"float depth = data.a;\n"
"vec3 norm = data.xyz;\n"
/* calc where the wall that generated this sample came from */
"vec3 worldPos = calcLightWorldPos(fc, depth);\n"
/*calc diffuse lighting term*/
"vec3 lightDir = l_lightposition - worldPos;\n"
"float zdiff = 1.0 - clamp(length(lightDir) / lightAttenuation, 0.0, 1.0);\n"
"float atten = (radiusFar * zdiff) / (radiusFar - radiusNear);\n"
"atten = pow(atten, 2.0);\n"
"lightDir = normalize(lightDir);\n"
"float nDotL = dot(norm, lightDir) * atten;\n"
"float lightDiffuse = max(0.0, nDotL);\n"
/*calc specular term*/
// todo: specular term in its own buffer for full coloured specular
"gl_FragColor = vec4(lightDiffuse * (lightColour * lightIntensity), 1.0);\n"
// gl_FragColor = vec4(normalize(lightDir), 0.0);
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "lpp_wall",
"varying vec2 tc, lm;\n"
"varying vec4 tf;\n"
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"attribute vec2 v_lmcoord;\n"
"void main ()\n"
"{\n"
"tc = v_texcoord;\n"
"lm = v_lmcoord;\n"
"gl_Position = tf = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n" /*lpp lighting*/
"uniform sampler2D s_t1;\n" /*tex_diffuse*/
"uniform sampler2D s_t2;\n" /*tex_lightmap*/
//"uniform sampler2D s_t3;\n" /*tex_normalmap*/
//"uniform sampler2D s_t4;\n" /*tex_deluxmap*/
//"uniform sampler2D s_t5;\n" /*tex_fullbright*/
"uniform vec4 e_lmscale;\n"
"void main ()\n"
"{\n"
//"gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm) * e_lmscale;\n"
"vec2 nst;\n"
"nst = tf.xy / tf.w;\n"
"nst = (1.0 + nst) / 2.0;\n"
"vec4 l = texture2D(s_t0, nst)*5.0;\n"
"vec4 c = texture2D(s_t1, tc);\n"
"vec3 lmsamp = texture2D(s_t2, lm).rgb*lmscale;\n"
"vec3 diff = l.rgb;\n"
"vec3 chrom = diff / (0.001 + dot(diff, vec3(0.3, 0.59, 0.11)));\n"
"vec3 spec = chrom * l.a;\n"
"gl_FragColor = vec4((diff + lmsamp) * c.xyz, 1.0);\n" // + 0.6 * spec, 1.0);
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "colourtint",
"varying vec4 tf;\n"
"#ifdef VERTEX_SHADER\n"
"void main ()\n"
"{\n"
"gl_Position = tf = vec4(v_position.xy,-1.0, 1.0);\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n"
"uniform sampler3D s_t1;\n"
"void main()\n"
"{\n"
"vec2 fc;\n"
"fc = tf.xy / tf.w;\n"
"vec3 raw = texture2D(s_t0, (1.0 + fc) / 2.0).rgb;\n"
//scale+bias the sample to not clamp out at the edges
"#define LUTSIZE 16.0\n"
"vec3 scale = vec3((LUTSIZE-1.0)/LUTSIZE);\n"
"vec3 bias = vec3(1.0/(2.0*LUTSIZE));\n"
"gl_FragColor = texture3D(s_t1, raw * scale + bias);\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "crepuscular_rays",
/*yoinked from http://fabiensanglard.net/lightScattering/index.php*/
"!!cvarf crep_decay\n"
"!!cvarf crep_density\n"
"!!cvarf crep_weight\n"
"varying vec2 tc;\n"
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"void main ()\n"
"{\n"
"tc = v_texcoord;\n"
"gl_Position = v_position;\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"const float crep_decay = 0.94;\n"
"const float crep_density = 0.5;\n"
"const float crep_weight = 0.2;\n"
"uniform vec3 l_lightcolour;\n"
"uniform vec3 l_lightscreen;\n"
"uniform sampler2D s_t0;\n"
"const int NUM_SAMPLES = 100;\n"
"void main()\n"
"{\n"
// "gl_FragColor = texture2D(s_t0, tc.st);\n"
"vec2 deltaTextCoord = vec2( tc.st - l_lightscreen.xy );\n"
"vec2 textCoo = tc.st;\n"
"deltaTextCoord *= 1.0 / float(NUM_SAMPLES) * crep_density;\n"
"float illuminationDecay = 1.0;\n"
"for(int i=0; i < NUM_SAMPLES ; i++)\n"
"{\n"
"textCoo -= deltaTextCoord;\n"
"vec4 sample = texture2D(s_t0, textCoo);\n"
"sample *= illuminationDecay * crep_weight;\n"
"gl_FragColor += sample;\n"
"illuminationDecay *= crep_decay;\n"
"}\n"
"gl_FragColor *= vec4(l_lightcolour, 1.0);\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "crepuscular_opaque",
"#ifdef VERTEX_SHADER\n"
"void main ()\n"
"{\n"
"gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"void main()\n"
"{\n"
"gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "crepuscular_sky",
"#ifdef VERTEX_SHADER\n"
"varying vec3 pos;\n"
"void main ()\n"
"{\n"
" pos = v_position.xyz;\n"
" gl_Position = ftetransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform float e_time;\n"
"uniform vec3 e_eyepos;\n"
"varying vec3 pos;\n"
"uniform sampler2D s_t0;\n"
"uniform sampler2D s_t1;\n"
"void main ()\n"
"{\n"
" vec2 tccoord;\n"
" vec3 dir = pos - e_eyepos;\n"
" dir.z *= 3.0;\n"
" dir.xy /= 0.5*length(dir);\n"
" tccoord = (dir.xy + e_time*0.03125);\n"
" vec3 solid = vec3(texture2D(s_t0, tccoord));\n"
" tccoord = (dir.xy + e_time*0.0625);\n"
" vec4 clouds = texture2D(s_t1, tccoord);\n"
" gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n"
"}\n"
"#endif\n"
},
{QR_OPENGL, 110, "rtlight",
/*
texture units:
s0=diffuse, s1=normal, s2=specular, s3=shadowmap
custom modifiers:
PCF(shadowmap)
CUBE(projected cubemap)
*/
"!!permu BUMP\n"
"!!permu SPECULAR\n"
"!!permu OFFSETMAPPING\n"
"!!permu SKELETAL\n"
"!!permu FOG\n"
"!!cvarf r_glsl_offsetmapping_scale\n"
"varying vec2 tcbase;\n"
"varying vec3 lightvector;\n"
"#if defined(SPECULAR) || defined(OFFSETMAPPING)\n"
"varying vec3 eyevector;\n"
"#endif\n"
"#if defined(PCF) || defined(CUBE)\n"
"varying vec4 vshadowcoord;\n"
"uniform mat4 l_projmatrix;\n"
"#endif\n"
"#ifdef VERTEX_SHADER\n"
"#include \"sys/skeletal.h\"\n"
"uniform vec3 l_lightposition;\n"
"attribute vec2 v_texcoord;\n"
"#if defined(SPECULAR) || defined(OFFSETMAPPING)\n"
"uniform vec3 e_eyepos;\n"
"#endif\n"
"void main ()\n"
"{\n"
"vec3 n, s, t, w;\n"
"gl_Position = skeletaltransform_wnst(w,n,s,t);\n"
"tcbase = v_texcoord; //pass the texture coords straight through\n"
"vec3 lightminusvertex = l_lightposition - w.xyz;\n"
"lightvector.x = dot(lightminusvertex, s.xyz);\n"
"lightvector.y = dot(lightminusvertex, t.xyz);\n"
"lightvector.z = dot(lightminusvertex, n.xyz);\n"
"#if defined(SPECULAR)||defined(OFFSETMAPPING)\n"
"vec3 eyeminusvertex = e_eyepos - w.xyz;\n"
"eyevector.x = dot(eyeminusvertex, s.xyz);\n"
"eyevector.y = -dot(eyeminusvertex, t.xyz);\n"
"eyevector.z = dot(eyeminusvertex, n.xyz);\n"
"#endif\n"
"#if defined(PCF) || defined(SPOT) || defined(PROJECTION) || defined(CUBE)\n"
"vshadowcoord = l_projmatrix*vec4(w.xyz, 1.0);\n"
"#endif\n"
"}\n"
"#endif\n"
/*this is full 4*4 PCF, with an added attempt at prenumbra*/
/*the offset consts are 1/(imagesize*2) */
#define PCF16P(f) "\
float xPixelOffset = (1.0+shadowcoord.b/l_lightradius)/texx;\
float yPixelOffset = (1.0+shadowcoord.b/l_lightradius)/texy;\
float s = 0.0;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
\
s += "f"Proj(s_t7, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
\
s += "f"Proj(s_t7, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
\
s += "f"Proj(s_t7, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
\
colorscale *= s/5.0;\n\
"
/*this is pcf 3*3*/
/*the offset consts are 1/(imagesize*2) */
#define PCF9(f) "\
const float xPixelOffset = 1.0/texx;\
const float yPixelOffset = 1.0/texy;\
float s = 0.0;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
\
s += "f"Proj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
\
s += "f"Proj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
colorscale *= s/9.0;\n\
"
/*this is a lazy form of pcf. take 5 samples in an x*/
/*the offset consts are 1/(imagesize*2) */
#define PCF5(f) "\
float xPixelOffset = 1.0/texx;\
float yPixelOffset = 1.0/texy;\
float s = 0.0;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
s += "f"Proj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
colorscale *= s/5.0;\n\
"
/*this is unfiltered*/
#define PCF1(f) "\
colorscale *= "f"Proj(shadowmap, shadowcoord).r;\n"
"#ifdef FRAGMENT_SHADER\n"
"#include \"sys/fog.h\"\n"
"uniform sampler2D s_t0;\n"/*base texture*/
"#if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING)\n"
"uniform sampler2D s_t1;\n"/*normalmap/height texture*/
"#endif\n"
"#ifdef SPECULAR\n"
"uniform sampler2D s_t2;\n"/*specularmap texture*/
"#endif\n"
"#ifdef CUBE\n"
"uniform samplerCube s_t3;\n"/*projected texture*/
"#endif\n"
"#ifdef PCF\n"
"#ifdef CUBE\n"
"uniform samplerCubeShadow s_t7;\n"
"#else\n"
"uniform sampler2DShadow s_t7;\n"
"#endif\n"
"#endif\n"
"uniform float l_lightradius;\n"
"uniform vec3 l_lightcolour;\n"
"uniform vec3 l_lightcolourscale;\n"
"#ifdef OFFSETMAPPING\n"
"#include \"sys/offsetmapping.h\"\n"
"#endif\n"
"void main ()\n"
"{\n"
"#ifdef OFFSETMAPPING\n"
"vec2 tcoffsetmap = offsetmap(s_t1, tcbase, eyevector);\n"
"#define tcbase tcoffsetmap\n"
"#endif\n"
"vec3 bases = vec3(texture2D(s_t0, tcbase));\n"
"#if defined(BUMP) || defined(SPECULAR)\n"
"vec3 bumps = vec3(texture2D(s_t1, tcbase)) - 0.5;\n"
"#endif\n"
"#ifdef SPECULAR\n"
"vec4 specs = texture2D(s_t2, tcbase);\n"
"#endif\n"
"vec3 nl = normalize(lightvector);\n"
"float colorscale = max(1.0 - dot(lightvector, lightvector)/(l_lightradius*l_lightradius), 0.0);\n"
"vec3 diff;\n"
"#ifdef BUMP\n"
"diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(2.0*bumps, nl), 0.0));\n"
"#else\n"
"diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));\n"
"#endif\n"
"#ifdef SPECULAR\n"
"vec3 halfdir = normalize(lightvector - normalize(eyevector));\n"
"float spec = pow(max(dot(halfdir, bumps), 0.0), 1.0 + 32.0 * specs.a);\n"
"diff += spec * specs.rgb * l_lightcolourscale.z;\n"
"#endif\n"
"#ifdef CUBE\n"
"diff *= textureCube(s_t3, vshadowcoord.xyz).rgb;\n"
"#endif\n"
"#ifdef PCF\n"
"#if defined(SPOT)\n"
"const float texx = 512.0;\n"
"const float texy = 512.0;\n"
"vec4 shadowcoord = vshadowcoord;\n"
"#else\n"
"const float texx = 512.0;\n"
"const float texy = 512.0;\n"
"vec4 shadowcoord;\n"
"shadowcoord.zw = vshadowcoord.zw;\n"
"shadowcoord.xy = vshadowcoord.xy;\n"
"#endif\n"
"#ifdef CUBE\n"
PCF9("shadowCube") /*valid are 1,5,9*/
"#else\n"
PCF9("shadow2D") /*valid are 1,5,9*/
"#endif\n"
"#endif\n"
"#if defined(SPOT)\n"
/*Actually, this isn't correct*/
"if (shadowcoord.w < 0.0) discard;\n"
"vec2 spot = ((shadowcoord.st)/shadowcoord.w - 0.5)*2.0;colorscale*=1.0-(dot(spot,spot));\n"
"#endif\n"
"#if defined(PROJECTION)\n"
"l_lightcolour *= texture2d(s_t3, shadowcoord);\n"
"#endif\n"
"gl_FragColor.rgb = fog3additive(diff*colorscale*l_lightcolour);\n"
"}\n"
"#endif\n"
},
#endif
#ifdef D3DQUAKE
{QR_DIRECT3D, 9, "rtlight",
/*
texture units:
s0=diffuse, s1=normal, s2=specular, s3=shadowmap
custom modifiers:
PCF(shadowmap)
CUBE(projected cubemap)
*/
"!!permu BUMP\n"
"!!permu SPECULAR\n"
"!!permu OFFSETMAPPING\n"
"!!permu SKELETAL\n"
"!!permu FOG\n"
"struct a2v {\n"
"float4 pos: POSITION;\n"
"float3 tc: TEXCOORD0;\n"
"float3 n: NORMAL0;\n"
"float3 s: TANGENT0;\n"
"float3 t: BINORMAL0;\n"
"};\n"
"struct v2f {\n"
"#ifndef FRAGMENT_SHADER\n"
"float4 pos: POSITION;\n"
"#endif\n"
"float3 tc: TEXCOORD0;\n"
"float3 lpos: TEXCOORD1;\n"
"};\n"
"#ifdef VERTEX_SHADER\n"
"float4x4 m_modelviewprojection;\n"
"float3 l_lightposition;\n"
"v2f main (a2v inp)\n"
"{\n"
" v2f outp;\n"
" outp.pos = mul(m_modelviewprojection, inp.pos);\n"
" outp.tc = inp.tc;\n"
"float3 lightminusvertex = l_lightposition - inp.pos.xyz;\n"
"outp.lpos.x = dot(lightminusvertex, inp.s.xyz);\n"
"outp.lpos.y = dot(lightminusvertex, inp.t.xyz);\n"
"outp.lpos.z = dot(lightminusvertex, inp.n.xyz);\n"
" return outp;\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"sampler s_t0;\n"
"sampler s_t1;\n"
"float l_lightradius;\n"
"float3 l_lightcolour;\n"
"float4 main (v2f inp) : COLOR0\n"
"{\n"
" float3 col = l_lightcolour;\n"
" col *= max(1.0 - dot(inp.lpos, inp.lpos)/(l_lightradius*l_lightradius), 0.0);\n"
" float3 diff = tex2D(s_t0, inp.tc);\n"
" return float4(diff * col, 1);"
"}\n"
"#endif\n"
},
{QR_DIRECT3D, 9, "defaultsky",
"struct a2v {\n"
"float4 pos: POSITION;\n"
"};\n"
"struct v2f {\n"
"#ifndef FRAGMENT_SHADER\n"
"float4 pos: POSITION;\n"
"#endif\n"
"float3 vpos: TEXCOORD0;\n"
"};\n"
"#ifdef VERTEX_SHADER\n"
"float4x4 m_modelviewprojection;\n"
"v2f main (a2v inp)\n"
"{\n"
" v2f outp;\n"
" outp.pos = mul(m_modelviewprojection, inp.pos);\n"
" outp.vpos = inp.pos;\n"
" return outp;\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"float e_time;\n"
"float3 e_eyepos;\n"
"float l_lightradius;\n"
"float3 l_lightcolour;\n"
"float3 l_lightposition;\n"
"sampler s_t0;\n" /*diffuse*/
"sampler s_t1;\n" /*normal*/
"sampler s_t2;\n" /*specular*/
"float4 main (v2f inp) : COLOR0\n"
"{\n"
" float2 tccoord;\n"
" float3 dir = inp.vpos - e_eyepos;\n"
" dir.z *= 3.0;\n"
" dir.xy /= 0.5*length(dir);\n"
" tccoord = (dir.xy + e_time*0.03125);\n"
" float4 solid = tex2D(s_t0, tccoord);\n"
" tccoord = (dir.xy + e_time*0.0625);\n"
" float4 clouds = tex2D(s_t1, tccoord);\n"
" return float4((solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb), 1);\n"
"}\n"
"#endif\n"
},
{QR_DIRECT3D, 9, "defaultwarp",
"!!cvarf r_wateralpha\n"
"struct a2v {\n"
"float4 pos: POSITION;\n"
"float2 tc: TEXCOORD0;\n"
"};\n"
"struct v2f {\n"
"#ifndef FRAGMENT_SHADER\n"
"float4 pos: POSITION;\n"
"#endif\n"
"float2 tc: TEXCOORD0;\n"
"};\n"
"#ifdef VERTEX_SHADER\n"
"float4x4 m_modelviewprojection;\n"
"v2f main (a2v inp)\n"
"{\n"
" v2f outp;\n"
" outp.pos = mul(m_modelviewprojection, inp.pos);\n"
" outp.tc = inp.tc;\n"
" return outp;\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"float cvar_r_wateralpha;\n"
"float e_time;\n"
"sampler s_t0;\n"
"float4 main (v2f inp) : COLOR0\n"
"{\n"
" float2 ntc;\n"
" ntc.x = inp.tc.x + sin(inp.tc.y+e_time)*0.125;\n"
" ntc.y = inp.tc.y + sin(inp.tc.x+e_time)*0.125;\n"
" float3 ts = tex2D(s_t0, ntc).xyz;\n"
" return float4(ts, cvar_r_wateralpha);\n"
"}\n"
"#endif\n"
},
#endif
#include "r_bishaders.h"
{QR_NONE}
};
void Shader_UnloadProg(program_t *prog)
{
if (prog->refs == 1)
{
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
int p;
for (p = 0; p < PERMUTATIONS; p++)
{
if (prog->handle[p].glsl)
qglDeleteProgramObject_(prog->handle[p].glsl);
}
}
#endif
#ifdef D3DQUAKE
if (qrenderer == QR_DIRECT3D)
{
int p;
for (p = 0; p < PERMUTATIONS; p++)
{
// if (prog->handle[p].hlsl.vert || prog->handle[p].hlsl.frag)
// D3DShader_DeleteProgram(&prog->handle[p].hlsl);
}
}
#endif
free(prog);
}
else
prog->refs--;
}
static void Shader_FlushGenerics(void)
{
sgeneric_t *g;
while (sgenerics)
{
g = sgenerics;
sgenerics = g->next;
if (g->prog.refs == 1)
{
g->prog.refs--;
free(g);
}
else
Con_Printf("generic shader still used\n");
}
}
static program_t *Shader_LoadGeneric(char *name, int qrtype)
{
unsigned int i;
void *file;
sgeneric_t *g;
for (g = sgenerics; g; g = g->next)
{
if (!strcmp(name, g->name))
{
if (g->failed)
return NULL;
g->prog.refs++;
return &g->prog;
}
}
g = malloc(sizeof(*g) + strlen(name)+1);
memset(g, 0, sizeof(*g));
g->name = (char*)(g+1);
strcpy(g->name, name);
g->next = sgenerics;
sgenerics = g;
g->prog.refs = 1;
if (strchr(name, '/') || strchr(name, '.'))
FS_LoadFile(name, &file);
else if (qrenderer == QR_DIRECT3D)
FS_LoadFile(va("hlsl/%s.hlsl", name), &file);
else if (qrenderer == QR_OPENGL)
{
#ifdef GLQUAKE
if (gl_config.gles)
FS_LoadFile(va("gles/%s.glsl", name), &file);
else
#endif
FS_LoadFile(va("glsl/%s.glsl", name), &file);
}
else
file = NULL;
if (file)
{
Con_DPrintf("Loaded %s from disk\n", name);
g->failed = !Shader_LoadPermutations(name, &g->prog, file, qrtype, 0);
FS_FreeFile(file);
g->prog.refs++;
return &g->prog;
}
else
{
int matchlen;
char *h = strchr(name, '#');
if (h)
matchlen = h - name;
else
matchlen = strlen(name) + 1;
for (i = 0; *sbuiltins[i].name; i++)
{
if (sbuiltins[i].qrtype == qrenderer && !strncmp(sbuiltins[i].name, name, matchlen))
{
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
if (gl_config.gles)
{
if (sbuiltins[i].apiver != 100)
continue;
}
else
{
if (sbuiltins[i].apiver == 100)
continue;
}
}
#endif
g->failed = !Shader_LoadPermutations(name, &g->prog, sbuiltins[i].body, sbuiltins[i].qrtype, sbuiltins[i].apiver);
g->prog.refs++;
return &g->prog;
}
}
}
g->failed = true;
return NULL;
}
void Shader_WriteOutGenerics_f(void)
{
int i;
char *name;
for (i = 0; *sbuiltins[i].name; i++)
{
name = NULL;
if (sbuiltins[i].qrtype == QR_OPENGL)
{
if (sbuiltins[i].apiver == 100)
name = va("gles/%s.glsl", sbuiltins[i].name);
else
name = va("glsl/%s.glsl", sbuiltins[i].name);
}
else if (sbuiltins[i].qrtype == QR_DIRECT3D)
name = va("hlsl/%s.hlsl", sbuiltins[i].name);
if (name)
{
vfsfile_t *f = FS_OpenVFS(name, "rb", FS_GAMEONLY);
if (f)
{
int len = VFS_GETLEN(f);
char *buf = Hunk_TempAlloc(len);
VFS_READ(f, buf, len);
if (len != strlen(sbuiltins[i].body) || memcmp(buf, sbuiltins[i].body, len))
Con_Printf("Not writing %s - modified version in the way\n", name);
else
Con_Printf("%s is unmodified\n", name);
VFS_CLOSE(f);
}
else
{
Con_Printf("Writing %s\n", name);
FS_WriteFile(name, sbuiltins[i].body, strlen(sbuiltins[i].body), FS_GAMEONLY);
}
}
}
}
struct shader_field_names_s shader_field_names[] =
{
/*vertex attributes*/
{"v_position", SP_ATTR_VERTEX},
{"v_colour", SP_ATTR_COLOUR},
{"v_texcoord", SP_ATTR_TEXCOORD},
{"v_lmcoord", SP_ATTR_LMCOORD},
{"v_normal", SP_ATTR_NORMALS},
{"v_svector", SP_ATTR_SNORMALS},
{"v_tvector", SP_ATTR_TNORMALS},
{"v_bone", SP_ATTR_BONENUMS},
{"v_weight", SP_ATTR_BONEWEIGHTS},
/*matricies*/
{"m_model", SP_M_MODEL},
{"m_view", SP_M_VIEW},
{"m_modelview", SP_M_MODELVIEW},
{"m_projection", SP_M_PROJECTION},
{"m_modelviewprojection", SP_M_MODELVIEWPROJECTION},
{"m_bones", SP_M_ENTBONES},
{"m_invviewprojection", SP_M_INVVIEWPROJECTION},
{"m_invmodelviewprojection",SP_M_INVMODELVIEWPROJECTION},
/*viewer properties*/
{"v_eyepos", SP_V_EYEPOS},
{"w_fog", SP_W_FOG},
/*ent properties*/
{"e_lmscale", SP_E_LMSCALE}, /*overbright shifting*/
{"e_origin", SP_E_ORIGIN},
{"e_time", SP_E_TIME},
{"e_eyepos", SP_E_EYEPOS},
{"e_colour", SP_E_COLOURS},
{"e_colourident", SP_E_COLOURSIDENT},
{"e_glowmod", SP_E_GLOWMOD},
{"e_topcolour", SP_E_TOPCOLOURS},
{"e_bottomcolour", SP_E_BOTTOMCOLOURS},
{"e_light_dir", SP_E_L_DIR},
{"e_light_mul", SP_E_L_MUL},
{"e_light_ambient", SP_E_L_AMBIENT},
/*rtlight properties, use with caution*/
{"l_lightscreen", SP_LIGHTSCREEN},
{"l_lightradius", SP_LIGHTRADIUS},
{"l_lightcolour", SP_LIGHTCOLOUR},
{"l_lightposition", SP_LIGHTPOSITION},
{"l_lightcolourscale", SP_LIGHTCOLOURSCALE},
{"l_projmatrix", SP_LIGHTPROJMATRIX},
{"e_rendertexturescale", SP_RENDERTEXTURESCALE},
{NULL}
};
static void Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvartypes)
{
unsigned int i, p;
qboolean found;
int uniformloc;
char tmpname[128];
cvar_t *cvar;
prog->numparams = 0;
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
if (gl_config.nofixedfunc)
prog->nofixedcompat = true;
for (i = 0; shader_field_names[i].name; i++)
{
found = false;
for (p = 0; p < PERMUTATIONS; p++)
{
if (!prog->handle[p].glsl)
continue;
GLSlang_UseProgram(prog->handle[p].glsl);
if (shader_field_names[i].ptype >= SP_FIRSTUNIFORM)
uniformloc = qglGetUniformLocationARB(prog->handle[p].glsl, shader_field_names[i].name);
else
uniformloc = qglGetAttribLocationARB(prog->handle[p].glsl, shader_field_names[i].name);
if (uniformloc != -1)
found = true;
if (prog->numparams == SHADER_PROGPARMS_MAX)
{
if (found)
break;
}
else
prog->parm[prog->numparams].handle[p] = uniformloc;
}
if (found)
{
if (prog->numparams == SHADER_PROGPARMS_MAX)
Con_Printf("Too many paramters for program (ignoring %s)\n", shader_field_names[i].name);
else
{
prog->parm[prog->numparams].type = shader_field_names[i].ptype;
prog->numparams++;
if (shader_field_names[i].ptype < SP_FIRSTUNIFORM)
prog->nofixedcompat = true;
}
}
}
/*set cvar unirforms*/
for (i = 0; cvarnames[i]; i++)
{
if (prog->numparams == SHADER_PROGPARMS_MAX)
{
Con_Printf("Too many cvar paramters for program\n");
break;
}
for (p = 0; cvarnames[i][p] && (unsigned char)cvarnames[i][p] > 32 && p < sizeof(tmpname)-1; p++)
tmpname[p] = cvarnames[i][p];
tmpname[p] = 0;
cvar = Cvar_Get(tmpname, "0", CVAR_SHADERSYSTEM, "glsl cvars");
if (!cvar)
continue;
cvar->flags |= CVAR_SHADERSYSTEM;
prog->parm[prog->numparams].type = cvartypes[i];
prog->parm[prog->numparams].pval = cvar;
found = false;
for (p = 0; p < PERMUTATIONS; p++)
{
if (!prog->handle[p].glsl)
continue;
GL_SelectProgram(prog->handle[p].glsl);
uniformloc = qglGetUniformLocationARB(prog->handle[p].glsl, va("cvar_%s", tmpname));
if (uniformloc != -1)
{
qglUniform1fARB(uniformloc, cvar->value);
found = true;
}
prog->parm[prog->numparams].handle[p] = uniformloc;
}
if (found)
prog->numparams++;
}
/*set texture uniforms*/
for (p = 0; p < PERMUTATIONS; p++)
{
if (!prog->handle[p].glsl)
continue;
GLSlang_UseProgram(prog->handle[p].glsl);
for (i = 0; i < 8; i++)
{
uniformloc = qglGetUniformLocationARB(prog->handle[p].glsl, va("s_t%i", i));
if (uniformloc != -1)
qglUniform1iARB(uniformloc, i);
}
}
return;
}
#endif
#ifdef D3DQUAKE
if (qrenderer == QR_DIRECT3D)
{
prog->nofixedcompat = true;
/*set cvar uniforms*/
for (i = 0; cvarnames[i]; i++)
{
for (p = 0; cvarnames[i][p] && (unsigned char)cvarnames[i][p] > 32 && p < sizeof(tmpname)-1; p++)
tmpname[p] = cvarnames[i][p];
tmpname[p] = 0;
cvar = Cvar_FindVar(tmpname);
if (!cvar)
continue;
cvar->flags |= CVAR_SHADERSYSTEM;
for (p = 0; p < PERMUTATIONS; p++)
{
if (!prog->handle[p].glsl)
continue;
uniformloc = D3DShader_FindUniform(&prog->handle[p], 1, va("cvar_%s", tmpname));
if (uniformloc != -1)
{
vec4_t v = {cvar->value, 0, 0, 0};
IDirect3DDevice9_SetVertexShader(pD3DDev9, prog->handle[0].hlsl.vert);
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, 0, v, 1);
}
uniformloc = D3DShader_FindUniform(&prog->handle[p], 2, va("cvar_%s", tmpname));
if (uniformloc != -1)
{
vec4_t v = {cvar->value, 0, 0, 0};
IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->handle[0].hlsl.vert);
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, 0, v, 1);
}
}
}
for (i = 0; shader_field_names[i].name; i++)
{
found = false;
for (p = 0; p < PERMUTATIONS; p++)
{
if (shader_field_names[i].ptype >= SP_FIRSTUNIFORM)
{
uniformloc = D3DShader_FindUniform(&prog->handle[p], 0, shader_field_names[i].name);
}
else
uniformloc = -1;
if (uniformloc != -1)
found = true;
prog->parm[prog->numparams].handle[p] = uniformloc;
}
if (found)
{
prog->parm[prog->numparams].type = shader_field_names[i].ptype;
prog->numparams++;
if (shader_field_names[i].ptype < SP_FIRSTUNIFORM)
prog->nofixedcompat = true;
}
}
/*set texture uniforms*/
for (p = 0; p < PERMUTATIONS; p++)
{
for (i = 0; i < 8; i++)
{
uniformloc = D3DShader_FindUniform(&prog->handle[p], 2, va("s_t%i", i));
if (uniformloc != -1)
{
int v[4] = {i};
IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->handle[0].hlsl.vert);
IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1);
}
}
}
IDirect3DDevice9_SetVertexShader(pD3DDev9, NULL);
IDirect3DDevice9_SetPixelShader(pD3DDev9, NULL);
}
#endif
}
static void Shader_SLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr, int qrtype)
{
/*accepts:
program
{
BLAH
}
where BLAH is both vertex+frag with #ifdefs
or
program fname
on one line.
*/
char *programbody;
char *start, *end;
end = *ptr;
while (*end == ' ' || *end == '\t' || *end == '\r')
end++;
if (*end == '\n')
{
int count;
end++;
while (*end == ' ' || *end == '\t')
end++;
if (*end != '{')
{
Con_Printf("shader \"%s\" missing program string\n", shader->name);
}
else
{
end++;
start = end;
for (count = 1; *end; end++)
{
if (*end == '}')
{
count--;
if (!count)
break;
}
else if (*end == '{')
count++;
}
programbody = BZ_Malloc(end - start + 1);
memcpy(programbody, start, end-start);
programbody[end-start] = 0;
*ptr = end+1;/*skip over it all*/
shader->prog = malloc(sizeof(*shader->prog));
memset(shader->prog, 0, sizeof(*shader->prog));
shader->prog->refs = 1;
if (!Shader_LoadPermutations(shader->name, shader->prog, programbody, qrtype, 0))
{
free(shader->prog);
shader->prog = NULL;
}
BZ_Free(programbody);
}
return;
}
shader->prog = Shader_LoadGeneric(Shader_ParseString(ptr), qrtype);
}
static void Shader_GLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,QR_OPENGL);
}
static void Shader_ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,qrenderer);
}
static void Shader_HLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D);
}
static void Shader_ProgramParam ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
cvar_t *cv = NULL;
int specialint = 0;
float specialfloat = 0;
vec3_t specialvec = {0};
enum shaderprogparmtype_e parmtype = SP_BAD;
char *token;
qboolean silent = false;
char *forcename = NULL;
token = Shader_ParseString(ptr);
if (!Q_stricmp(token, "opt"))
{
silent = true;
token = Shader_ParseString(ptr);
}
if (!Q_stricmp(token, "texture"))
{
token = Shader_ParseString(ptr);
specialint = atoi(token);
parmtype = SP_TEXTURE;
}
else if (!Q_stricmp(token, "consti"))
{
token = Shader_ParseSensString(ptr);
specialint = atoi(token);
parmtype = SP_CONSTI;
}
else if (!Q_stricmp(token, "constf"))
{
token = Shader_ParseSensString(ptr);
specialfloat = atof(token);
parmtype = SP_CONSTF;
}
else if (!Q_stricmp(token, "cvari"))
{
token = Shader_ParseSensString(ptr);
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (!cv)
return;
parmtype = SP_CVARI;
}
else if (!Q_stricmp(token, "cvarf"))
{
token = Shader_ParseSensString(ptr);
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (!cv)
return;
parmtype = SP_CVARF;
}
else if (!Q_stricmp(token, "cvar3f"))
{
token = Shader_ParseSensString(ptr);
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (!cv)
return;
parmtype = SP_CVAR3F;
}
else if (!Q_stricmp(token, "time"))
parmtype = SP_E_TIME;
else if (!Q_stricmp(token, "eyepos"))
parmtype = SP_E_EYEPOS;
else if (!Q_stricmp(token, "entmatrix"))
parmtype = SP_M_MODEL;
else if (!Q_stricmp(token, "colours") || !Q_stricmp(token, "colors"))
parmtype = SP_E_COLOURS;
else if (!Q_stricmp(token, "upper"))
parmtype = SP_E_TOPCOLOURS;
else if (!Q_stricmp(token, "lower"))
parmtype = SP_E_BOTTOMCOLOURS;
else if (!Q_stricmp(token, "lightradius"))
parmtype = SP_LIGHTRADIUS;
else if (!Q_stricmp(token, "lightcolour"))
parmtype = SP_LIGHTCOLOUR;
else if (!Q_stricmp(token, "lightpos"))
parmtype = SP_LIGHTPOSITION;
else if (!Q_stricmp(token, "rendertexturescale"))
parmtype = SP_RENDERTEXTURESCALE;
else
Con_Printf("shader %s: parameter type \"%s\" not known\n", shader->name, token);
if (forcename)
token = forcename;
else
token = Shader_ParseSensString(ptr);
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
int p;
qboolean foundone;
unsigned int uniformloc;
program_t *prog = shader->prog;
if (!prog)
{
Con_Printf("shader %s: param without program set\n", shader->name);
}
else if (prog->numparams == SHADER_PROGPARMS_MAX)
Con_Printf("shader %s: too many parms\n", shader->name);
else
{
if (prog->refs != 1)
Con_Printf("shader %s: parms on shared shader\n", shader->name);
foundone = false;
prog->parm[prog->numparams].type = parmtype;
for (p = 0; p < PERMUTATIONS; p++)
{
if (!prog->handle[p].glsl)
continue;
GLSlang_UseProgram(prog->handle[p].glsl);
if (parmtype >= SP_FIRSTUNIFORM)
uniformloc = qglGetUniformLocationARB(prog->handle[p].glsl, token);
else
uniformloc = qglGetAttribLocationARB(prog->handle[p].glsl, token);
prog->parm[prog->numparams].handle[p] = uniformloc;
if (uniformloc != -1)
{
foundone = true;
switch(parmtype)
{
case SP_BAD:
foundone = false;
break;
case SP_TEXTURE:
case SP_CONSTI:
prog->parm[prog->numparams].ival = specialint;
break;
case SP_CONSTF:
prog->parm[prog->numparams].fval = specialfloat;
break;
case SP_CVARF:
case SP_CVARI:
prog->parm[prog->numparams].pval = cv;
break;
case SP_CVAR3F:
prog->parm[prog->numparams].pval = cv;
qglUniform3fvARB(uniformloc, 1, specialvec);
break;
default:
break;
}
}
}
if (!foundone)
{
if (!silent)
Con_Printf("shader %s: param \"%s\" not found\n", shader->name, token);
}
else
prog->numparams++;
GLSlang_UseProgram(0);
}
}
#endif
}
static void Shader_DiffuseMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString(ptr);
shader->defaulttextures.base = R_LoadHiResTexture(token, NULL, 0);
}
static void Shader_Translucent(shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->flags |= SHADER_BLEND;
}
static shaderkey_t shaderkeys[] =
{
{"cull", Shader_Cull},
{"skyparms", Shader_SkyParms},
{"fogparms", Shader_FogParms},
{"surfaceparm", Shader_SurfaceParm},
{"nomipmaps", Shader_NoMipMaps},
{"nopicmip", Shader_NoPicMip},
{"polygonoffset", Shader_PolygonOffset},
{"sort", Shader_Sort},
{"deformvertexes", Shader_DeformVertexes},
{"portal", Shader_Portal},
{"lpp_light", Shader_Prelight},
{"entitymergable", Shader_EntityMergable},
{"glslprogram", Shader_GLSLProgramName},
{"program", Shader_ProgramName}, //legacy
{"hlslprogram", Shader_HLSLProgramName}, //for d3d
{"param", Shader_ProgramParam},
/*doom3 compat*/
{"diffusemap", Shader_DiffuseMap},
{"bumpmap", NULL},
{"specularmap", NULL},
{"nonsolid", NULL},
{"noimpact", NULL},
{"translucent", Shader_Translucent},
{"noshadows", NULL},
{"nooverlays", NULL},
{"nofragment", NULL},
{NULL, NULL}
};
// ===============================================================
static qboolean ShaderPass_MapGen (shader_t *shader, shaderpass_t *pass, char *tname)
{
if (!Q_stricmp (tname, "$lightmap"))
{
pass->tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_LIGHTMAP | SHADER_PASS_NOMIPMAP;
pass->texgen = T_GEN_LIGHTMAP;
shader->flags |= SHADER_HASLIGHTMAP;
}
else if (!Q_stricmp (tname, "$deluxmap"))
{
pass->tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_DELUXMAP | SHADER_PASS_NOMIPMAP;
pass->texgen = T_GEN_DELUXMAP;
}
else if (!Q_stricmp (tname, "$diffuse"))
{
pass->texgen = T_GEN_DIFFUSE;
pass->tcgen = TC_GEN_BASE;
shader->flags |= SHADER_NOIMAGE;
}
else if (!Q_stricmp (tname, "$normalmap"))
{
pass->texgen = T_GEN_NORMALMAP;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (tname, "$specular"))
{
pass->texgen = T_GEN_SPECULAR;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (tname, "$fullbright"))
{
pass->texgen = T_GEN_FULLBRIGHT;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (tname, "$upperoverlay"))
{
shader->flags |= SHADER_HASTOPBOTTOM;
pass->texgen = T_GEN_UPPEROVERLAY;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (tname, "$loweroverlay"))
{
shader->flags |= SHADER_HASTOPBOTTOM;
pass->texgen = T_GEN_LOWEROVERLAY;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (tname, "$shadowmap"))
{
pass->texgen = T_GEN_SHADOWMAP;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (tname, "$lightcubemap"))
{
pass->texgen = T_GEN_LIGHTCUBEMAP;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (tname, "$currentrender"))
{
pass->texgen = T_GEN_CURRENTRENDER;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (tname, "$sourcecolour"))
{
pass->texgen = T_GEN_SOURCECOLOUR;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (tname, "$sourcecube"))
{
pass->texgen = T_GEN_SOURCECUBE;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (tname, "$sourcedepth"))
{
pass->texgen = T_GEN_SOURCEDEPTH;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else
return false;
return true;
}
static void Shaderpass_Map (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int flags;
char *token;
pass->anim_frames[0] = r_nulltex;
token = Shader_ParseString (ptr);
if (!ShaderPass_MapGen(shader, pass, token))
{
flags = Shader_SetImageFlags (shader, &token);
if (flags & IF_3DMAP)
pass->texgen = T_GEN_3DMAP;
else
pass->texgen = T_GEN_SINGLEMAP;
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage (token, flags);
}
}
static void Shaderpass_AnimMap (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int flags;
char *token;
texid_t image;
flags = Shader_SetImageFlags (shader, NULL);
pass->tcgen = TC_GEN_BASE;
pass->flags |= SHADER_PASS_ANIMMAP;
pass->texgen = T_GEN_ANIMMAP;
pass->anim_fps = (int)Shader_ParseFloat (ptr);
pass->anim_numframes = 0;
for ( ; ; )
{
token = Shader_ParseString(ptr);
if (!token[0])
{
break;
}
if (pass->anim_numframes < SHADER_ANIM_FRAMES_MAX)
{
image = Shader_FindImage (token, flags);
if (!TEXVALID(image))
{
pass->anim_frames[pass->anim_numframes++] = missing_texture;
Con_DPrintf (CON_WARNING "Shader %s has an animmap with no image: %s.\n", shader->name, token );
}
else
{
pass->anim_frames[pass->anim_numframes++] = image;
}
}
}
}
static void Shaderpass_ClampMap (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int flags;
char *token;
token = Shader_ParseString (ptr);
if (!ShaderPass_MapGen(shader, pass, token))
{
flags = Shader_SetImageFlags (shader, &token);
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage (token, flags | IF_CLAMP);
if (flags & IF_3DMAP)
pass->texgen = T_GEN_3DMAP;
else
pass->texgen = T_GEN_SINGLEMAP;
if (!TEXVALID(pass->anim_frames[0]))
{
if (flags & (IF_3DMAP | IF_CUBEMAP))
pass->anim_frames[0] = r_nulltex;
else
pass->anim_frames[0] = missing_texture;
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", shader->name, token);
}
}
pass->flags |= SHADER_PASS_CLAMP;
}
static void Shaderpass_VideoMap (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString (ptr);
#ifdef NOMEDIA
#else
if (pass->cin)
Z_Free (pass->cin);
pass->cin = Media_StartCin(token);
if (!pass->cin)
pass->cin = Media_StartCin(va("video/%s.roq", token));
else
Con_DPrintf (CON_WARNING "(shader %s) Couldn't load video %s\n", shader->name, token);
if (pass->cin)
{
pass->flags |= SHADER_PASS_VIDEOMAP;
shader->flags |= SHADER_VIDEOMAP;
pass->texgen = T_GEN_VIDEOMAP;
}
else
{
pass->texgen = T_GEN_DIFFUSE;
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
pass->rgbgen_func.args[0] = pass->rgbgen_func.args[1] = pass->rgbgen_func.args[2] = 0;
}
#endif
}
static void Shaderpass_RGBGen (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "identitylighting"))
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else if (!Q_stricmp (token, "identity"))
pass->rgbgen = RGB_GEN_IDENTITY;
else if (!Q_stricmp (token, "wave"))
{
pass->rgbgen = RGB_GEN_WAVE;
Shader_ParseFunc ( ptr, &pass->rgbgen_func);
}
else if (!Q_stricmp(token, "entity"))
pass->rgbgen = RGB_GEN_ENTITY;
else if (!Q_stricmp (token, "oneMinusEntity"))
pass->rgbgen = RGB_GEN_ONE_MINUS_ENTITY;
else if (!Q_stricmp (token, "vertex"))
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
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_VERTEX_EXACT;
else if (!Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
Shader_ParseVector (ptr, pass->rgbgen_func.args);
}
else if (!Q_stricmp (token, "topcolor"))
pass->rgbgen = RGB_GEN_TOPCOLOR;
else if (!Q_stricmp (token, "bottomcolor"))
pass->rgbgen = RGB_GEN_BOTTOMCOLOR;
}
static void Shaderpass_AlphaGen (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString(ptr);
if (!Q_stricmp (token, "portal"))
{
pass->alphagen = ALPHA_GEN_PORTAL;
shader->portaldist = Shader_ParseFloat(ptr);
if (!shader->portaldist)
shader->portaldist = 256;
shader->flags |= SHADER_AGEN_PORTAL;
}
else if (!Q_stricmp (token, "vertex"))
{
pass->alphagen = ALPHA_GEN_VERTEX;
}
else if (!Q_stricmp (token, "entity"))
{
pass->alphagen = ALPHA_GEN_ENTITY;
}
else if (!Q_stricmp (token, "wave"))
{
pass->alphagen = ALPHA_GEN_WAVE;
Shader_ParseFunc (ptr, &pass->alphagen_func);
}
else if ( !Q_stricmp (token, "lightingspecular"))
{
pass->alphagen = ALPHA_GEN_SPECULAR;
}
else if ( !Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
{
pass->alphagen = ALPHA_GEN_CONST;
pass->alphagen_func.type = SHADER_FUNC_CONSTANT;
pass->alphagen_func.args[0] = fabs(Shader_ParseFloat(ptr));
}
}
static void Shaderpass_AlphaShift (shader_t *shader, shaderpass_t *pass, char **ptr) //for alienarena
{
float speed;
float min, max;
pass->alphagen = ALPHA_GEN_WAVE;
pass->alphagen_func.type = SHADER_FUNC_SIN;
//arg0 = add
//arg1 = scale
//arg2 = timeshift
//arg3 = timescale
speed = Shader_ParseFloat(ptr);
min = Shader_ParseFloat(ptr);
max = Shader_ParseFloat(ptr);
pass->alphagen_func.args[0] = min + (max - min)/2;
pass->alphagen_func.args[1] = (max - min)/2;
pass->alphagen_func.args[2] = 0;
pass->alphagen_func.args[3] = 1/speed;
}
static int Shader_BlendFactor(char *name, qboolean dstnotsrc)
{
int factor;
if (!strnicmp(name, "gl_", 3))
name += 3;
if (!Q_stricmp(name, "zero"))
factor = SBITS_SRCBLEND_ZERO;
else if ( !Q_stricmp(name, "one"))
factor = SBITS_SRCBLEND_ONE;
else if (!Q_stricmp(name, "dst_color"))
factor = SBITS_SRCBLEND_DST_COLOR;
else if (!Q_stricmp(name, "one_minus_src_alpha"))
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA;
else if (!Q_stricmp(name, "src_alpha"))
factor = SBITS_SRCBLEND_SRC_ALPHA;
else if (!Q_stricmp(name, "src_color"))
factor = SBITS_SRCBLEND_SRC_COLOR_INVALID;
else if (!Q_stricmp(name, "one_minus_dst_color"))
factor = SBITS_SRCBLEND_ONE_MINUS_DST_COLOR;
else if (!Q_stricmp(name, "one_minus_src_color"))
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID;
else if (!Q_stricmp(name, "dst_alpha") )
factor = SBITS_SRCBLEND_DST_ALPHA;
else if (!Q_stricmp(name, "one_minus_dst_alpha"))
factor = SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA;
else
factor = SBITS_SRCBLEND_NONE;
if (dstnotsrc)
{
//dest factors are shifted
factor <<= 4;
/*gl doesn't accept dst_color for destinations*/
if (factor == SBITS_DSTBLEND_NONE ||
factor == SBITS_DSTBLEND_DST_COLOR_INVALID ||
factor == SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID ||
factor == SBITS_DSTBLEND_ALPHA_SATURATE_INVALID)
{
Con_DPrintf("Invalid shader dst blend \"%s\"\n", name);
factor = SBITS_DSTBLEND_ONE;
}
}
else
{
/*gl doesn't accept src_color for sources*/
if (factor == SBITS_SRCBLEND_NONE ||
factor == SBITS_SRCBLEND_SRC_COLOR_INVALID ||
factor == SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID)
{
Con_DPrintf("Unrecognised shader src blend \"%s\"\n", name);
factor = SBITS_SRCBLEND_ONE;
}
}
return factor;
}
static void Shaderpass_BlendFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
pass->shaderbits &= ~(SBITS_BLEND_BITS);
token = Shader_ParseString (ptr);
if ( !Q_stricmp (token, "diffusemap"))
{
//if the shader is translucent then this pass must be meant to be blended
if (shader->flags & SHADER_BLEND)
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
else
pass->shaderbits |= SBITS_SRCBLEND_NONE | SBITS_DSTBLEND_NONE;
}
else if ( !Q_stricmp (token, "blend"))
{
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
}
else if (!Q_stricmp (token, "filter"))
{
pass->shaderbits |= SBITS_SRCBLEND_DST_COLOR | SBITS_DSTBLEND_ZERO;
}
else if (!Q_stricmp (token, "add"))
{
pass->shaderbits |= SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE;
}
else if (!Q_stricmp (token, "replace"))
{
pass->shaderbits |= SBITS_SRCBLEND_NONE | SBITS_DSTBLEND_NONE;
}
else
{
pass->shaderbits |= Shader_BlendFactor(token, false);
token = Shader_ParseString (ptr);
if (*token == ',')
token = Shader_ParseString (ptr);
pass->shaderbits |= Shader_BlendFactor(token, true);
}
}
static void Shaderpass_AlphaFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
pass->shaderbits &= ~SBITS_ATEST_BITS;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "gt0"))
{
pass->shaderbits = SBITS_ATEST_GT0;
}
else if (!Q_stricmp (token, "lt128"))
{
pass->shaderbits = SBITS_ATEST_LT128;
}
else if (!Q_stricmp (token, "ge128"))
{
pass->shaderbits = SBITS_ATEST_GE128;
}
}
static void Shaderpass_DepthFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "equal"))
pass->shaderbits |= SBITS_MISC_DEPTHEQUALONLY;
else if (!Q_stricmp (token, "lequal"))
pass->shaderbits &= ~SBITS_MISC_DEPTHEQUALONLY;
else
Con_DPrintf("Invalid depth func %s\n", token);
}
static void Shaderpass_DepthWrite (shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->flags |= SHADER_DEPTHWRITE;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
}
static void Shaderpass_NoDepthTest (shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->flags |= SHADER_DEPTHWRITE;
pass->shaderbits |= SBITS_MISC_NODEPTHTEST;
}
static void Shaderpass_NoDepth (shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->flags |= SHADER_DEPTHWRITE;
}
static void Shaderpass_TcMod (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int i;
tcmod_t *tcmod;
char *token;
if (pass->numtcmods >= SHADER_MAX_TC_MODS)
{
return;
}
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "rotate"))
{
tcmod->args[0] = -Shader_ParseFloat(ptr) / 360.0f;
if (!tcmod->args[0])
{
return;
}
tcmod->type = SHADER_TCMOD_ROTATE;
}
else if ( !Q_stricmp (token, "scale") )
{
tcmod->args[0] = Shader_ParseFloat (ptr);
tcmod->args[1] = Shader_ParseFloat (ptr);
tcmod->type = SHADER_TCMOD_SCALE;
}
else if ( !Q_stricmp (token, "scroll") )
{
tcmod->args[0] = Shader_ParseFloat (ptr);
tcmod->args[1] = Shader_ParseFloat (ptr);
tcmod->type = SHADER_TCMOD_SCROLL;
}
else if (!Q_stricmp(token, "stretch"))
{
shaderfunc_t func;
Shader_ParseFunc(ptr, &func);
tcmod->args[0] = func.type;
for (i = 1; i < 5; ++i)
tcmod->args[i] = func.args[i-1];
tcmod->type = SHADER_TCMOD_STRETCH;
}
else if (!Q_stricmp (token, "transform"))
{
for (i = 0; i < 6; ++i)
tcmod->args[i] = Shader_ParseFloat (ptr);
tcmod->type = SHADER_TCMOD_TRANSFORM;
}
else if (!Q_stricmp (token, "turb"))
{
for (i = 0; i < 4; i++)
tcmod->args[i] = Shader_ParseFloat (ptr);
tcmod->type = SHADER_TCMOD_TURB;
}
else
{
return;
}
pass->numtcmods++;
}
static void Shaderpass_Scale ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
//seperate x and y
char *token;
tcmod_t *tcmod;
tcmod = &pass->tcmods[pass->numtcmods];
tcmod->type = SHADER_TCMOD_SCALE;
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->args[0] = Shader_ParseFloat ( ptr );
}
else
{
tcmod->args[0] = atof(token);
}
while (**ptr == ' ' || **ptr == '\t')
*ptr+=1;
if (**ptr == ',')
*ptr+=1;
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->args[1] = Shader_ParseFloat ( ptr );
}
else
{
tcmod->args[1] = atof(token);
}
pass->numtcmods++;
}
static void Shaderpass_Scroll ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
//seperate x and y
char *token;
tcmod_t *tcmod;
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCROLL;
tcmod->args[0] = Shader_ParseFloat ( ptr );
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCROLL;
tcmod->args[1] = Shader_ParseFloat ( ptr );
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
pass->numtcmods++;
}
static void Shaderpass_TcGen ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "base") ) {
pass->tcgen = TC_GEN_BASE;
} else if ( !Q_stricmp (token, "lightmap") ) {
pass->tcgen = TC_GEN_LIGHTMAP;
} else if ( !Q_stricmp (token, "environment") ) {
pass->tcgen = TC_GEN_ENVIRONMENT;
} else if ( !Q_stricmp (token, "vector") ) {
pass->tcgen = TC_GEN_BASE;
} else if ( !Q_stricmp (token, "normal") ) {
pass->tcgen = TC_GEN_NORMAL;
} else if ( !Q_stricmp (token, "svector") ) {
pass->tcgen = TC_GEN_SVECTOR;
} else if ( !Q_stricmp (token, "tvector") ) {
pass->tcgen = TC_GEN_TVECTOR;
}
}
static void Shaderpass_EnvMap ( shader_t *shader, shaderpass_t *pass, char **ptr ) //for alienarena
{
pass->tcgen = TC_GEN_ENVIRONMENT;
}
static void Shaderpass_Detail ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->flags |= SHADER_PASS_DETAIL;
}
static void Shaderpass_AlphaMask ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->shaderbits &= ~SBITS_ATEST_BITS;
pass->shaderbits |= SBITS_ATEST_GE128;
}
static void Shaderpass_NoLightMap ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->rgbgen = RGB_GEN_IDENTITY;
}
static void Shaderpass_Red(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[0] = Shader_ParseFloat(ptr);
}
static void Shaderpass_Green(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[1] = Shader_ParseFloat(ptr);
}
static void Shaderpass_Blue(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[2] = Shader_ParseFloat(ptr);
}
static void Shaderpass_Alpha(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->alphagen = ALPHA_GEN_CONST;
pass->alphagen_func.args[0] = Shader_ParseFloat(ptr);
}
static void Shaderpass_MaskColor(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_RED|SBITS_MASK_GREEN|SBITS_MASK_BLUE;
}
static void Shaderpass_MaskRed(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_RED;
}
static void Shaderpass_MaskGreen(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_GREEN;
}
static void Shaderpass_MaskBlue(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_BLUE;
}
static void Shaderpass_MaskAlpha(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_ALPHA;
}
static void Shaderpass_AlphaTest(shader_t *shader, shaderpass_t *pass, char **ptr)
{
if (Shader_ParseFloat(ptr) == 0.5)
pass->shaderbits |= SBITS_ATEST_GE128;
else
Con_Printf("unsupported alphatest value\n");
}
static void Shaderpass_TexGen(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
if (!strcmp(token, "normal"))
pass->tcgen = TC_GEN_NORMAL;
else if (!strcmp(token, "skybox"))
pass->tcgen = TC_GEN_SKYBOX;
else if (!strcmp(token, "wobblesky"))
{
pass->tcgen = TC_GEN_WOBBLESKY;
token = Shader_ParseString(ptr);
token = Shader_ParseString(ptr);
token = Shader_ParseString(ptr);
}
else if (!strcmp(token, "reflect"))
pass->tcgen = TC_GEN_REFLECT;
else
{
Con_Printf("texgen token not understood\n");
}
}
static void Shaderpass_CubeMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
if (pass->tcgen == TC_GEN_BASE)
pass->tcgen = TC_GEN_SKYBOX;
pass->texgen = T_GEN_CUBEMAP;
pass->anim_frames[0] = Shader_FindImage(token, IF_CUBEMAP);
if (!TEXVALID(pass->anim_frames[0]))
{
pass->texgen = T_GEN_SINGLEMAP;
pass->anim_frames[0] = missing_texture;
}
}
static shaderkey_t shaderpasskeys[] =
{
{"rgbgen", Shaderpass_RGBGen },
{"blendfunc", Shaderpass_BlendFunc },
{"depthfunc", Shaderpass_DepthFunc },
{"depthwrite", Shaderpass_DepthWrite },
{"nodepthtest", Shaderpass_NoDepthTest },
{"nodepth", Shaderpass_NoDepth },
{"alphafunc", Shaderpass_AlphaFunc },
{"tcmod", Shaderpass_TcMod },
{"map", Shaderpass_Map },
{"animmap", Shaderpass_AnimMap },
{"clampmap", Shaderpass_ClampMap },
{"videomap", Shaderpass_VideoMap },
{"tcgen", Shaderpass_TcGen },
{"envmap", Shaderpass_EnvMap },//for alienarena
{"nolightmap", Shaderpass_NoLightMap },//for alienarena
{"scale", Shaderpass_Scale },//for alienarena
{"scroll", Shaderpass_Scroll },//for alienarena
{"alphagen", Shaderpass_AlphaGen },
{"alphashift", Shaderpass_AlphaShift },//for alienarena
{"alphamask", Shaderpass_AlphaMask },//for alienarena
{"detail", Shaderpass_Detail },
/*doom3 compat*/
{"blend", Shaderpass_BlendFunc},
{"maskcolor", Shaderpass_MaskColor},
{"maskred", Shaderpass_MaskRed},
{"maskgreen", Shaderpass_MaskGreen},
{"maskblue", Shaderpass_MaskBlue},
{"maskalpha", Shaderpass_MaskAlpha},
{"alphatest", Shaderpass_AlphaTest},
{"texgen", Shaderpass_TexGen},
{"cameracubemap",Shaderpass_CubeMap},
{"red", Shaderpass_Red},
{"green", Shaderpass_Green},
{"blue", Shaderpass_Blue},
{"alpha", Shaderpass_Alpha},
{NULL, 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);
shader->bucket.data = NULL;
if (shader->prog)
Shader_UnloadProg(shader->prog);
shader->prog = NULL;
if (shader->skydome)
{
Z_Free (shader->skydome);
}
pass = shader->passes;
for (i = 0; i < shader->numpasses; i++, pass++)
{
Shader_FreePass (pass);
}
shader->numpasses = 0;
if (shader->genargs)
{
free(shader->genargs);
shader->genargs = NULL;
}
shader->uses = 0;
}
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)
{
int wibuf[16];
shaderbuflen = 0;
if (!r_shaders)
{
r_shaders = calloc(MAX_SHADERS, sizeof(shader_t));
shader_hash = calloc (HASH_SIZE, sizeof(*shader_hash));
shader_active_hash_mem = malloc(Hash_BytesForBuckets(1024));
memset(shader_active_hash_mem, 0, Hash_BytesForBuckets(1024));
Hash_InitTable(&shader_active_hash, 1024, shader_active_hash_mem);
Shader_FlushGenerics();
}
Shader_NeedReload(true);
Shader_DoReload();
memset(wibuf, 0xff, sizeof(wibuf));
if (!qrenderer)
r_whiteimage = r_nulltex;
else
r_whiteimage = R_LoadTexture("$whiteimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
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, "%s", token ); // warning: format not a string literal and no format arguments
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_Reset(shader_t *s)
{
char name[MAX_QPATH];
int uses = s->uses;
shader_gen_t *defaultgen = s->generator;
char *genargs = s->genargs;
texnums_t dt = s->defaulttextures;
Q_strncpyz(name, s->name, sizeof(name));
s->genargs = NULL;
Shader_Free(s);
memset(s, 0, sizeof(*s));
s->defaulttextures = dt;
s->generator = defaultgen;
s->genargs = genargs;
s->uses = uses;
Q_strncpyz(s->name, name, sizeof(s->name));
Hash_Add(&shader_active_hash, s->name, s, &s->bucket);
}
void Shader_Shutdown (void)
{
int i;
shader_t *shader;
shadercache_t *cache, *cache_next;
shader = r_shaders;
if (!r_shaders)
return; /*nothing needs freeing yet*/
for (i = 0; i < MAX_SHADERS; i++, shader++)
{
if (!shader->uses)
continue;
Shader_Free(shader);
}
for (i = 0; i < HASH_SIZE; i++)
{
cache = shader_hash[i];
for (; cache; cache = cache_next)
{
cache_next = cache->hash_next;
cache->hash_next = NULL;
Z_Free(cache);
}
}
free(r_shaders);
r_shaders = NULL;
free(shader_hash);
shader_hash = NULL;
free(shader_active_hash_mem);
shader_active_hash_mem = NULL;
shader_reload_needed = false;
}
void Shader_SetBlendmode (shaderpass_t *pass)
{
if (pass->texgen == T_GEN_DELUXMAP)
{
pass->blendmode = PBM_DOTPRODUCT;
return;
}
if (pass->texgen < T_GEN_DIFFUSE && !TEXVALID(pass->anim_frames[0]) && !(pass->flags & SHADER_PASS_LIGHTMAP))
{
pass->blendmode = PBM_MODULATE;
return;
}
if (!(pass->shaderbits & SBITS_BLEND_BITS))
{
if ((pass->rgbgen == RGB_GEN_IDENTITY) && (pass->alphagen == ALPHA_GEN_IDENTITY))
{
pass->blendmode = PBM_REPLACE;
return;
}
else if ((pass->rgbgen == RGB_GEN_IDENTITY_LIGHTING) && (pass->alphagen == ALPHA_GEN_IDENTITY))
{
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->shaderbits |= SBITS_SRCBLEND_ONE;
pass->shaderbits |= SBITS_DSTBLEND_ZERO;
pass->blendmode = PBM_REPLACELIGHT;
}
else
{
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->shaderbits |= SBITS_SRCBLEND_ONE;
pass->shaderbits |= SBITS_DSTBLEND_ZERO;
pass->blendmode = PBM_MODULATE;
}
return;
}
if (((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ZERO|SBITS_DSTBLEND_SRC_COLOR)) ||
((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_DST_COLOR|SBITS_DSTBLEND_ZERO)))
pass->blendmode = PBM_MODULATE;
else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE))
pass->blendmode = PBM_ADD;
else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_SRC_ALPHA|SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA))
pass->blendmode = PBM_DECAL;
else
pass->blendmode = PBM_MODULATE;
}
void Shader_Readpass (shader_t *shader, char **ptr)
{
char *token;
shaderpass_t *pass;
qboolean ignore;
static shader_t dummy;
if ( shader->numpasses >= SHADER_PASS_MAX )
{
ignore = true;
shader = &dummy;
shader->numpasses = 1;
pass = shader->passes;
}
else
{
ignore = false;
pass = &shader->passes[shader->numpasses++];
}
// Set defaults
pass->flags = 0;
pass->anim_frames[0] = r_nulltex;
pass->anim_numframes = 0;
pass->rgbgen = RGB_GEN_UNKNOWN;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->tcgen = TC_GEN_BASE;
pass->numtcmods = 0;
pass->numMergedPasses = 1;
if (shader->flags & SHADER_NOMIPMAPS)
pass->flags |= SHADER_PASS_NOMIPMAP;
while ( *ptr )
{
token = COM_ParseExt (ptr, true);
if ( !token[0] )
{
continue;
}
else if ( token[0] == '}' )
{
break;
}
else if (!Q_stricmp(token, "if"))
{
int nest = 0;
qboolean conditionistrue = Shader_EvaluateCondition(ptr);
while (*ptr)
{
token = COM_ParseExt (ptr, true);
if ( !token[0] )
continue;
else if (token[0] == ']')
{
if (--nest <= 0)
{
nest++;
if (!strcmp(token, "]["))
conditionistrue = !conditionistrue;
else
break;
}
}
else if (token[0] == '[')
nest++;
else if (conditionistrue)
{
Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr);
}
}
}
else if ( Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr) )
{
break;
}
}
// check some things
if ( ignore )
{
Shader_FreePass (pass);
shader->numpasses--;
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))
{
#ifdef warningmsg
#pragma warningmsg("is this valid?")
#endif
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;
qboolean config_nv_tex_env_combine4;
qboolean config_env_add;
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
config_tex_env_combine = gl_config.tex_env_combine;
config_nv_tex_env_combine4 = gl_config.nv_tex_env_combine4;
config_env_add = gl_config.env_add;
}
else
#endif
{
config_tex_env_combine = 1;
config_nv_tex_env_combine4 = 1;
config_env_add = 1;
}
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;
}
/*identity alpha is required for merging*/
if (pass->alphagen != ALPHA_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY)
return;
/*rgbgen must be identity too except if the later pass is identity_ligting, in which case all is well and we can switch the first pass to identity_lighting instead*/
if (pass2->rgbgen == RGB_GEN_IDENTITY_LIGHTING && pass2->blendmode == PBM_MODULATE && pass->rgbgen == RGB_GEN_IDENTITY)
{
pass->blendmode = PBM_REPLACELIGHT;
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
pass2->rgbgen = RGB_GEN_IDENTITY;
}
/*rgbgen must be identity (or the first is identity_lighting)*/
else if (pass2->rgbgen != RGB_GEN_IDENTITY || (pass->rgbgen != RGB_GEN_IDENTITY && pass->rgbgen != RGB_GEN_IDENTITY_LIGHTING))
return;
/*if its alphatest, don't merge with anything other than lightmap*/
if ((pass->shaderbits & SBITS_ATEST_BITS) && (!(pass2->shaderbits & SBITS_MISC_DEPTHEQUALONLY) || pass2->texgen != T_GEN_LIGHTMAP))
return;
if ((pass->shaderbits & SBITS_MASK_BITS) != (pass2->shaderbits & SBITS_MASK_BITS))
return;
/*don't merge passes if the hardware cannot support it*/
if (pass->numMergedPasses >= be_maxpasses)
return;
// check if we can use multiple passes
if (pass2->blendmode == PBM_DOTPRODUCT)
{
pass->numMergedPasses++;
}
else if (pass->numMergedPasses < be_maxpasses)
{
if (pass->blendmode == PBM_REPLACE || pass->blendmode == PBM_REPLACELIGHT)
{
if ((pass2->blendmode == PBM_DECAL && config_tex_env_combine) ||
(pass2->blendmode == PBM_ADD && config_env_add) ||
(pass2->blendmode && pass2->blendmode != PBM_ADD) || config_nv_tex_env_combine4)
{
pass->numMergedPasses++;
}
}
else if (pass->blendmode == PBM_ADD &&
pass2->blendmode == PBM_ADD && config_env_add)
{
pass->numMergedPasses++;
}
else if (pass->blendmode == PBM_MODULATE && pass2->blendmode == PBM_MODULATE)
{
pass->numMergedPasses++;
}
else
return;
}
else return;
if (pass2->texgen == T_GEN_LIGHTMAP && pass2->blendmode == PBM_MODULATE && config_tex_env_combine)
pass2->blendmode = PBM_OVERBRIGHT;
}
void Shader_SetFeatures ( shader_t *s )
{
int i;
qboolean trnormals;
shaderpass_t *pass;
s->features = MF_NONE;
for (i = 0, trnormals = true; i < s->numdeforms; i++)
{
switch (s->deforms[i].type)
{
case DEFORMV_BULGE:
case DEFORMV_WAVE:
trnormals = false;
case DEFORMV_NORMAL:
s->features |= MF_NORMALS;
break;
case DEFORMV_MOVE:
break;
default:
trnormals = false;
break;
}
}
if (trnormals)
{
s->features |= MF_TRNORMALS;
}
for (i = 0, pass = s->passes; i < s->numpasses; i++, pass++)
{
switch (pass->rgbgen)
{
case RGB_GEN_LIGHTING_DIFFUSE:
s->features |= MF_NORMALS;
break;
case RGB_GEN_VERTEX_LIGHTING:
case RGB_GEN_ONE_MINUS_VERTEX:
case RGB_GEN_VERTEX_EXACT:
s->features |= MF_COLORS;
break;
default:
break;
}
switch ( pass->alphagen )
{
case ALPHA_GEN_SPECULAR:
s->features |= MF_NORMALS;
break;
case ALPHA_GEN_VERTEX:
s->features |= MF_COLORS;
break;
default:
break;
}
switch (pass->tcgen)
{
default:
s->features |= MF_STCOORDS;
break;
case TC_GEN_LIGHTMAP:
s->features |= MF_LMCOORDS;
break;
case TC_GEN_ENVIRONMENT:
case TC_GEN_NORMAL:
s->features |= MF_NORMALS;
break;
case TC_GEN_SVECTOR:
case TC_GEN_TVECTOR:
s->features |= MF_NORMALS;
break;
}
}
}
void Shader_Finish (shader_t *s)
{
int i;
shaderpass_t *pass;
if (s->flags & SHADER_SKY)
{
/*skies go all black if fastsky is set*/
if (r_fastsky.ival)
s->flags = 0;
/*or if its purely a skybox and has missing textures*/
if (!s->numpasses)
for (i = 0; i < 6; i++)
if (missing_texture.ref == s->skydome->farbox_textures[i].ref)
s->flags = 0;
if (!(s->flags & SHADER_SKY))
{
Shader_Reset(s);
Shader_DefaultScript(s->name, s,
"{\n"
"sort sky\n"
"{\n"
"map $whiteimage\n"
"rgbgen const $r_fastskycolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
return;
}
}
if (TEXVALID(s->defaulttextures.base))
s->flags &= ~SHADER_NOIMAGE;
if (!s->numpasses && s->sort != SHADER_SORT_PORTAL && !(s->flags & (SHADER_NODRAW|SHADER_SKY)) && !s->fog_dist && !s->prog)
{
pass = &s->passes[s->numpasses++];
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
if (TEXVALID(s->defaulttextures.base))
pass->texgen = T_GEN_DIFFUSE;
else
{
pass->texgen = T_GEN_SINGLEMAP;
TEXASSIGN(pass->anim_frames[0], R_LoadHiResTexture(s->name, NULL, IF_NOALPHA));
if (!TEXVALID(pass->anim_frames[0]))
{
Con_Printf("Shader %s failed to load default texture\n", s->name);
pass->anim_frames[0] = missing_texture;
}
Con_Printf("Shader %s with no passes and no surfaceparm nodraw, inserting pass\n", s->name);
}
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
}
if (!Q_stricmp (s->name, "flareShader"))
{
s->flags |= SHADER_FLARE;
s->flags |= SHADER_NODRAW;
}
if (!s->numpasses && !s->sort)
{
s->sort = SHADER_SORT_ADDITIVE;
return;
}
if (!s->sort && s->passes->texgen == T_GEN_CURRENTRENDER)
s->sort = SHADER_SORT_NEAREST;
if ((s->polyoffset.unit < 0) && !s->sort)
{
s->sort = SHADER_SORT_DECAL;
}
if (r_vertexlight.value && !s->prog)
{
// do we have a lightmap pass?
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (pass->flags & SHADER_PASS_LIGHTMAP)
break;
}
if (i == s->numpasses)
{
goto done;
}
// try to find pass with rgbgen set to RGB_GEN_VERTEX
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (pass->rgbgen == RGB_GEN_VERTEX_LIGHTING)
break;
}
if (i < s->numpasses)
{ // we found it
pass->flags |= SHADER_CULL_FRONT;
pass->flags &= ~SHADER_PASS_ANIMMAP;
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->blendmode = 0;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
s->flags |= SHADER_DEPTHWRITE;
s->sort = SHADER_SORT_OPAQUE;
s->numpasses = 1;
memcpy(&s->passes[0], pass, sizeof(shaderpass_t));
}
else
{ // we didn't find it - simply remove all lightmap passes
pass = s->passes;
for(i = 0; i < s->numpasses; i++, pass++)
{
if (pass->flags & SHADER_PASS_LIGHTMAP)
break;
}
if ( i == s->numpasses -1 )
{
s->numpasses--;
}
else if ( i < s->numpasses - 1 )
{
for ( ; i < s->numpasses - 1; i++, pass++ )
{
memcpy ( pass, &s->passes[i+1], sizeof(shaderpass_t) );
}
s->numpasses--;
}
if ( s->passes[0].numtcmods )
{
pass = s->passes;
for ( i = 0; i < s->numpasses; i++, pass++ )
{
if ( !pass->numtcmods )
break;
}
memcpy ( &s->passes[0], pass, sizeof(shaderpass_t) );
}
s->passes[0].rgbgen = RGB_GEN_VERTEX_LIGHTING;
s->passes[0].alphagen = ALPHA_GEN_IDENTITY;
s->passes[0].blendmode = 0;
s->passes[0].flags &= ~(SHADER_PASS_ANIMMAP|SHADER_PASS_NOCOLORARRAY);
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:;
for (pass = s->passes, i = 0; i < s->numpasses; i++, pass++)
{
if ((pass->texgen == T_GEN_ANIMMAP || pass->texgen == T_GEN_SINGLEMAP) && !TEXVALID(s->defaulttextures.base))
s->defaulttextures.base = pass->anim_frames[0];
#ifndef NOMEDIA
if (pass->texgen == T_GEN_VIDEOMAP && pass->cin && !TEXVALID(s->defaulttextures.base))
s->defaulttextures.base = Media_UpdateForShader(pass->cin);
#endif
}
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (!(pass->shaderbits & (SBITS_BLEND_BITS|SBITS_MASK_BITS)))
{
break;
}
}
// all passes have blendfuncs
if (i == s->numpasses)
{
int opaque;
opaque = -1;
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++ )
{
if (pass->shaderbits & SBITS_ATEST_BITS)
{
opaque = i;
}
if (pass->rgbgen == RGB_GEN_UNKNOWN)
{
if ( (pass->shaderbits & SBITS_SRCBLEND_BITS) == 0
|| (pass->shaderbits & SBITS_SRCBLEND_BITS) == SBITS_SRCBLEND_ONE
|| (pass->shaderbits & SBITS_SRCBLEND_BITS) == SBITS_SRCBLEND_SRC_ALPHA)
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else
pass->rgbgen = RGB_GEN_IDENTITY;
}
Shader_SetBlendmode (pass);
if (pass->blendmode == PBM_ADD)
s->defaulttextures.fullbright = pass->anim_frames[0];
}
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)
{
if (sp->flags & SHADER_PASS_LIGHTMAP)
sp->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else
sp->rgbgen = RGB_GEN_IDENTITY;
}
Shader_SetBlendmode (sp);
}
if (!s->sort)
{
if (pass->shaderbits & SBITS_ATEST_BITS)
s->sort = SHADER_SORT_SEETHROUGH;
}
if (!( s->flags & SHADER_DEPTHWRITE) &&
!(s->flags & SHADER_SKY))
{
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
s->flags |= SHADER_DEPTHWRITE;
}
}
if (s->numpasses >= 2)
{
int j;
pass = s->passes;
for (i = 0; i < s->numpasses;)
{
if (i == s->numpasses - 1)
break;
pass = s->passes + i;
for (j = 1; j < s->numpasses-i && j == i + pass->numMergedPasses && j < be_maxpasses; j++)
Shader_SetPassFlush (pass, pass + j);
i += pass->numMergedPasses;
}
}
if (!s->sort)
{
s->sort = SHADER_SORT_OPAQUE;
}
if ((s->flags & SHADER_SKY) && (s->flags & SHADER_DEPTHWRITE))
{
s->flags &= ~SHADER_DEPTHWRITE;
}
if (s->prog)
{
if (!s->numpasses)
s->numpasses = 1;
s->passes->numMergedPasses = s->numpasses;
}
Shader_SetFeatures(s);
#ifdef FORCEGLSL
BE_GenerateProgram(s);
#endif
}
/*
void Shader_UpdateRegistration (void)
{
int i, j, l;
shader_t *shader;
shaderpass_t *pass;
shader = r_shaders;
for (i = 0; i < MAX_SHADERS; i++, shader++)
{
if (!shader->registration_sequence)
continue;
if (shader->registration_sequence != registration_sequence)
{
Shader_Free ( shader );
shader->registration_sequence = 0;
continue;
}
pass = shader->passes;
for (j = 0; j < shader->numpasses; j++, pass++)
{
if (pass->flags & SHADER_PASS_ANIMMAP)
{
for (l = 0; l < pass->anim_numframes; l++)
{
if (pass->anim_frames[l])
pass->anim_frames[l]->registration_sequence = registration_sequence;
}
}
else if ( pass->flags & SHADER_PASS_VIDEOMAP )
{
// Shader_RunCinematic will do the job
// pass->cin->frame = -1;
}
else if ( !(pass->flags & SHADER_PASS_LIGHTMAP) )
{
if ( pass->anim_frames[0] )
pass->anim_frames[0]->registration_sequence = registration_sequence;
}
}
}
}
*/
void R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader)
{
if (!TEXVALID(shader->defaulttextures.base))
{
/*dlights/realtime lighting needs some stuff*/
if (!TEXVALID(tn->base))
{
tn->base = R_LoadHiResTexture(shader->name, NULL, IF_NOALPHA);
}
if (TEXVALID(tn->base))
shader->flags &= ~SHADER_NOIMAGE;
TEXASSIGN(shader->defaulttextures.base, tn->base);
}
if (!TEXVALID(shader->defaulttextures.bump))
{
if (r_loadbumpmapping)
{
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);
}
TEXASSIGN(shader->defaulttextures.bump, tn->bump);
}
if (!TEXVALID(shader->defaulttextures.loweroverlay))
{
if (shader->flags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tn->loweroverlay))
tn->loweroverlay = R_LoadHiResTexture(va("%s_pants", shader->name), NULL, 0); /*how rude*/
}
TEXASSIGN(shader->defaulttextures.loweroverlay, tn->loweroverlay);
}
if (!TEXVALID(shader->defaulttextures.upperoverlay))
{
if (shader->flags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tn->upperoverlay))
tn->upperoverlay = R_LoadHiResTexture(va("%s_shirt", shader->name), NULL, 0);
}
TEXASSIGN(shader->defaulttextures.upperoverlay, tn->upperoverlay);
}
if (!TEXVALID(shader->defaulttextures.specular))
TEXASSIGN(shader->defaulttextures.specular, tn->specular);
if (!TEXVALID(shader->defaulttextures.fullbright))
TEXASSIGN(shader->defaulttextures.fullbright, tn->fullbright);
}
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, SPM_DEFAULT);
}
};
void Shader_DefaultBSPLM(char *shortname, shader_t *s, const void *args)
{
char *builtin = NULL;
if (!builtin && r_drawflat.value)
builtin = (
"{\n"
"program drawflat_wall\n"
"{\n"
"map $lightmap\n"
"tcgen lightmap\n"
"rgbgen const $r_floorcolour\n"
"}\n"
"}\n"
);
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
if (!builtin && r_lightprepass.ival)
{
builtin = (
"{\n"
"program lpp_wall\n"
"{\n"
"map $sourcecolour\n"
"}\n"
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $lightmap\n"
"}\n"
"{\n"
"map $normalmap\n"
"}\n"
"{\n"
"map $deluxmap\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"}\n"
);
}
if (!builtin && gl_config.arb_shader_objects)
{
builtin = (
"{\n"
"program defaultwall\n"
/*"param texture 0 tex_diffuse\n"
"param texture 1 tex_lightmap\n"
"param texture 2 tex_normalmap\n"
"param texture 3 tex_deluxmap\n"
"param texture 4 tex_fullbright\n"*/
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $lightmap\n"
"}\n"
"{\n"
"map $normalmap\n"
"}\n"
"{\n"
"map $deluxmap\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"}\n"
);
}
}
#endif
if (!builtin)
builtin = (
"{\n"
"if $deluxmap\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 $deluxmap\n"
"[\n"
"blendfunc gl_one gl_zero\n"
"]\n"
"}\n"
"if !r_fullbright\n"
"[\n"
"{\n"
"map $lightmap\n"
"blendfunc gl_dst_color gl_zero\n"
"}\n"
"]\n"
"if gl_fb_bmodels\n"
"[\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"depthfunc equal\n"
"}\n"
"]\n"
"}\n"
);
Shader_DefaultScript(shortname, s, builtin);
}
void Shader_DefaultCinematic(char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s,
va(
"{\n"
"{\n"
"videomap %s\n"
"}\n"
"}\n"
, (const char*)args)
);
}
/*shortname should begin with 'skybox_'*/
void Shader_DefaultSkybox(char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s,
va(
"{\n"
"skyparms %s - -\n"
"}\n"
, shortname+7)
);
}
void Shader_DefaultBSPQ2(char *shortname, shader_t *s, const void *args)
{
if (!strncmp(shortname, "sky/", 4))
{
Shader_DefaultScript(shortname, s,
"{\n"
"surfaceparm nodlight\n"
"skyparms - - -\n"
"}\n"
);
}
else if (!strncmp(shortname, "warp/", 5))
{
Shader_DefaultScript(shortname, s,
"{\n"
"program defaultwarp\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0 0.01 0.5 0\n"
"}\n"
"}\n"
);
}
else if (!strncmp(shortname, "warp33/", 7))
{
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0 0.01 0.5 0\n"
"alphagen const 0.333\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
else if (!strncmp(shortname, "warp66/", 7))
{
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0 0.01 0.5 0\n"
"alphagen const 0.666\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
else if (!strncmp(shortname, "trans/", 7))
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"alphagen const 1\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
else if (!strncmp(shortname, "trans33/", 7))
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"alphagen const 0.333\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
else if (!strncmp(shortname, "trans66/", 7))
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"alphagen const 0.666\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
else
Shader_DefaultBSPLM(shortname, s, args);
}
void Shader_DefaultBSPQ1(char *shortname, shader_t *s, const void *args)
{
char *builtin = NULL;
if (r_mirroralpha.value < 1 && !strcmp(shortname, "window02_1"))
{
if (r_mirroralpha.value < 0)
{
builtin = "{\n"
"portal\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"alphagen portal 512\n"
"depthwrite\n"
"}\n"
"}\n";
}
else
{
builtin = "{\n"
"portal\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"alphagen const $r_mirroralpha\n"
"depthwrite\n"
"}\n"
"surfaceparm nodlight\n"
"}\n";
}
}
if (!builtin && (*shortname == '*'))
{
//q1 water
if (r_wateralpha.value == 0)
{
builtin = (
"{\n"
"sort blend\n"
"surfaceparm nodraw\n"
"surfaceparm nodlight\n"
"}\n"
);
}
else if (r_fastturb.ival)
{
builtin = (
"{\n"
"sort blend\n"
"{\n"
"map $whiteimage\n"
"rgbgen const $r_fastturbcolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
}
else
{
builtin = (
"{\n"
"sort blend\n" /*make sure it always has the same sort order, so switching on/off wateralpha doesn't break stuff*/
"program defaultwarp\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0.02 0.1 0.5 0.1\n"
"if r_wateralpha != 1\n"
"[\n"
"alphagen const $r_wateralpha\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"]\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
}
}
if (!builtin && !strncmp(shortname, "sky", 3))
{
//q1 sky
if (r_fastsky.ival)
{
builtin = (
"{\n"
"sort sky\n"
"{\n"
"map $whiteimage\n"
"rgbgen const $r_fastskycolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
}
else if (*r_skyboxname.string)
{
builtin = (
"{\n"
"sort sky\n"
"skyparms $r_skybox - -\n"
"surfaceparm nodlight\n"
"}\n"
);
Shader_DefaultScript(shortname, s, builtin);
if (s->flags & SHADER_SKY)
return;
builtin = NULL;
/*if the r_skybox failed to load or whatever, reset and fall through and just use the regular sky*/
Shader_Reset(s);
}
if (!builtin)
builtin = (
"{\n"
"sort sky\n"
"program defaultsky\n"
"skyparms - 512 -\n"
/*WARNING: these values are not authentic quake, only close aproximations*/
"{\n"
"map $diffuse\n"
"tcmod scale 10 10\n"
"tcmod scroll 0.04 0.04\n"
"}\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;
s->defaulttextures.base = R_LoadHiResTexture(va("%s_d.tga", shortname), NULL, 0);
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
if (TEXVALID(s->defaulttextures.base))
{
pass->texgen = T_GEN_DIFFUSE;
}
else
{
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
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_LIGHTING;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
if (!TEXVALID(pass->anim_frames[0]))
{
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = missing_texture;
}
s->numpasses = 1;
s->numdeforms = 0;
s->flags = SHADER_FLARE;
s->features = MF_STCOORDS|MF_COLORS;
s->sort = SHADER_SORT_ADDITIVE;
s->uses = 1;
s->flags |= SHADER_NODRAW;
}
void Shader_DefaultSkin(char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s,
"{\n"
"if $lpp\n"
"[\n"
"program lpp_skin\n"
"][\n"
"program defaultskin\n"
"]\n"
"{\n"
"map $diffuse\n"
"rgbgen lightingDiffuse\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"rgbgen bottomcolor\n"
"blendfunc gl_src_alpha gl_one\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"rgbgen topcolor\n"
"blendfunc gl_src_alpha gl_one\n"
"}\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"}\n"
"}\n"
);
}
void Shader_DefaultSkinShell(char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s,
"{\n"
"sort blend\n"
"deformvertexes normal 1 1\n"
"{\n"
"map $diffuse\n"
"rgbgen entity\n"
"alphagen entity\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
void Shader_Default2D(char *shortname, shader_t *s, const void *genargs)
{
Shader_DefaultScript(shortname, s,
"{\n"
"if $nofixed\n"
"[\n"
"program default2d\n"
"]\n"
"nomipmaps\n"
"{\n"
"clampmap $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"}\n"
"sort additive\n"
"}\n"
);
TEXASSIGN(s->defaulttextures.base, R_LoadHiResTexture(shortname, NULL, IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP));
if (!TEXVALID(s->defaulttextures.base))
{
unsigned char data[4*4] = {0};
TEXASSIGN(s->defaulttextures.base, R_LoadTexture8("black", 4, 4, data, 0, 0));
s->flags |= SHADER_NOIMAGE;
}
else
{
s->flags &= ~SHADER_NOIMAGE;
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, int parsemode)
{
char *token;
shaderparsemode = parsemode;
// set defaults
s->flags = SHADER_CULL_FRONT;
s->uses = 1;
while (shadersource)
{
token = COM_ParseExt (&shadersource, true);
if ( !token[0] )
continue;
else if ( token[0] == '}' )
break;
else if (!Q_stricmp(token, "if"))
{
int nest = 0;
qboolean conditionistrue = Shader_EvaluateCondition(&shadersource);
while (shadersource)
{
token = COM_ParseExt (&shadersource, true);
if ( !token[0] )
continue;
else if (token[0] == ']')
{
if (--nest <= 0)
{
nest++;
if (!strcmp(token, "]["))
conditionistrue = !conditionistrue;
else
break;
}
}
else if (token[0] == '[')
nest++;
else if (conditionistrue)
{
if (token[0] == '{')
Shader_Readpass (s, &shadersource);
else
Shader_Parsetok (s, NULL, shaderkeys, token, &shadersource);
}
}
}
else if ( token[0] == '{' )
Shader_Readpass ( s, &shadersource );
else if ( Shader_Parsetok (s, NULL, shaderkeys, token, &shadersource ) )
break;
}
Shader_Finish ( s );
}
static qboolean Shader_ParseShader(char *shortname, char *usename, shader_t *s)
{
unsigned int offset = 0, length;
char path[MAX_QPATH];
char *buf = NULL, *ts = NULL;
int parsemode = SPM_DEFAULT;
Shader_GetPathAndOffset( shortname, &ts, &offset );
if ( ts )
{
if (!strcmp(COM_FileExtension(ts), "mtr"))
parsemode = SPM_DOOM3;
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_Reset(s);
Shader_ReadShader(s, file, parsemode);
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;
if (!*name)
name = "gfx/white";
*(int*)shortname = 0;
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];
Q_strncpyz(s->name, shortname, sizeof(s->name));
s->generator = defaultgen;
if (genargs)
s->genargs = strdup(genargs);
else
s->genargs = NULL;
if (ruleset_allow_shaders.ival)
{
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
if (gl_config.gles && gl_config.glversion >= 2)
{
if (Shader_ParseShader(va("%s_gles2", shortname), shortname, s))
{
return f;
}
}
if (gl_config.glversion >= 3)
{
if (Shader_ParseShader(va("%s_glsl3", shortname), shortname, s))
{
return f;
}
}
if (gl_config.arb_shader_objects)
{
if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s))
{
return f;
}
}
}
#endif
#ifdef D3DQUAKE
if (qrenderer == QR_DIRECT3D)
{
{
if (Shader_ParseShader(va("%s_hlsl", shortname), shortname, s))
{
return f;
}
}
}
#endif
if (Shader_ParseShader(shortname, shortname, s))
{
return f;
}
}
// make a default shader
if (s->generator)
{
Shader_Reset(s);
if (!strcmp(shortname, "textures/common/clip"))
Shader_DefaultScript(shortname, s,
"{\n"
"surfaceparm nodraw\n"
"surfaceparm nodlight\n"
"}\n");
else
s->generator(shortname, s, s->genargs);
return f;
}
else
{
Shader_Free(s);
}
return -1;
}
void Shader_DoReload(void)
{
shader_t *s;
unsigned int i;
char shortname[MAX_QPATH];
if (shader_rescan_needed && ruleset_allow_shaders.ival)
{
COM_EnumerateFiles("materials/*.mtr", Shader_InitCallback, NULL);
COM_EnumerateFiles("shaders/*.shader", Shader_InitCallback, NULL);
COM_EnumerateFiles("scripts/*.shader", Shader_InitCallback, NULL);
COM_EnumerateFiles("scripts/*.rscript", Shader_InitCallback, NULL);
shader_reload_needed = true;
shader_rescan_needed = false;
}
if (!shader_reload_needed)
return;
shader_reload_needed = false;
Font_InvalidateColour();
for (s = r_shaders, i = 0; i < MAX_SHADERS; i++, s++)
{
if (!s->uses)
continue;
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))
{
continue;
}
}
#endif
if (Shader_ParseShader(shortname, shortname, s))
{
continue;
}
}
if (s->generator)
{
Shader_Reset(s);
s->generator(shortname, s, s->genargs);
}
}
}
void Shader_NeedReload(qboolean rescanfs)
{
if (rescanfs)
shader_rescan_needed = true;
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)
{
shader_t *shader;
/*don't get confused by other shaders*/
image_width = 64;
image_height = 64;
shader = &r_shaders[R_LoadShader (name, Shader_Default2D, NULL)];
/*worth a try*/
if (shader->width <= 0)
shader->width = image_width;
if (shader->height <= 0)
shader->height = image_height;
/*last ditch attempt*/
if (shader->width <= 0)
shader->width = 64;
if (shader->height <= 0)
shader->height = 64;
return shader;
}
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 *shadername, char *modname)
{
shader_t *shader;
if (modname && !strchr(shadername, '/'))
{
char newsname[MAX_QPATH];
char *b = COM_SkipPath(modname);
if (b != modname && b-modname + strlen(shadername)+1 < sizeof(newsname))
{
memcpy(newsname, modname, b - modname);
memcpy(newsname + (b-modname), shadername, strlen(shadername)+1);
/*if the specified shader does not contain a path, try and load one relative to the name of the model*/
shader = &r_shaders[R_LoadShader (newsname, Shader_DefaultSkin, NULL)];
R_BuildDefaultTexnums(&shader->defaulttextures, shader);
/*if its a valid shader with valid textures, use it*/
if (!(shader->flags & SHADER_NOIMAGE))
return shader;
}
}
shader = &r_shaders[R_LoadShader (shadername, Shader_DefaultSkin, NULL)];
return shader;
}
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