9dbf5b5837
image_width is now only set by a single function. tweaked scancode inputs slightly. added support for printscreen binds. changed the way gamma works. glsl gamma now used when running windows, or hardware gamma is not available. removed gl_contrast+gl_brightness. q2 gamecode support no longer has a system componant. this means that ports only need the generic stuff. misc tweaks to the d3d11 renderer. added brief descriptions to many builtins. need to add comments to constants, globals, and fields too, somehow. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4355 fc73d0e0-1445-4013-8a0c-d673dee63da5
5174 lines
118 KiB
C
5174 lines
118 KiB
C
/*
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Copyright (C) 2002-2003 Victor Luchits
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_shader.c - based on code by Stephen C. Taylor
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// Ported to FTE from qfusion, there are numerous changes since then.
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#include "quakedef.h"
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#ifndef SERVERONLY
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#include "glquake.h"
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#include "shader.h"
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#include "hash.h"
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#include <ctype.h>
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#ifdef D3D9QUAKE
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#include <d3d9.h>
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extern LPDIRECT3DDEVICE9 pD3DDev9;
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#endif
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extern texid_t missing_texture;
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texid_t r_whiteimage;
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static qboolean shader_reload_needed;
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static qboolean shader_rescan_needed;
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//cvars that affect shader generation
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cvar_t r_vertexlight = CVARFD("r_vertexlight", "0", CVAR_SHADERSYSTEM, "Hack loaded shaders to remove detail pass and lightmap sampling for faster rendering.");
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extern cvar_t r_glsl_offsetmapping_reliefmapping;
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extern cvar_t r_deluxemapping;
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extern cvar_t r_fastturb, r_fastsky, r_skyboxname;
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extern cvar_t r_drawflat;
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//backend fills this in to say the max pass count
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int be_maxpasses;
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#define Q_stricmp stricmp
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#define Q_strnicmp strnicmp
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#define Com_sprintf snprintf
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#define clamp(v,min, max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v)));
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typedef union {
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float f;
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unsigned int i;
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} float_int_t;
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qbyte FloatToByte( float x )
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{
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static float_int_t f2i;
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// shift float to have 8bit fraction at base of number
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f2i.f = x + 32768.0f;
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// then read as integer and kill float bits...
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return (qbyte) min(f2i.i & 0x7FFFFF, 255);
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}
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cvar_t r_detailtextures;
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#define MAX_TOKEN_CHARS sizeof(com_token)
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char *COM_ParseExt (char **data_p, qboolean nl, qboolean comma)
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{
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int c;
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int len;
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char *data;
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qboolean newlines = false;
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data = *data_p;
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len = 0;
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com_token[0] = 0;
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if (!data)
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{
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*data_p = NULL;
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return "";
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}
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// skip whitespace
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skipwhite:
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while ((c = *data) <= ' ')
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{
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if (c == 0)
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{
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*data_p = NULL;
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return "";
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}
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if (c == '\n')
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newlines = true;
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data++;
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}
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if (newlines && !nl)
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{
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*data_p = data;
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return com_token;
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}
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// skip // comments
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if (c == '/' && data[1] == '/')
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{
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while (*data && *data != '\n')
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data++;
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goto skipwhite;
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}
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// handle quoted strings specially
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if (c == '\"')
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{
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data++;
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while (1)
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{
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c = *data++;
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if (c=='\"' || !c)
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{
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com_token[len] = 0;
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*data_p = data;
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return com_token;
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}
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if (len < MAX_TOKEN_CHARS)
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{
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com_token[len] = c;
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len++;
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}
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}
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}
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// parse a regular word
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do
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{
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if (len < MAX_TOKEN_CHARS)
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{
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com_token[len] = c;
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len++;
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}
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data++;
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c = *data;
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if (c == ',' && len && comma)
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break;
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} while (c>32);
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if (len == MAX_TOKEN_CHARS)
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{
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Con_DPrintf ("Token exceeded %i chars, discarded.\n", (int)MAX_TOKEN_CHARS);
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len = 0;
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}
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com_token[len] = 0;
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*data_p = data;
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return com_token;
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}
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static float Shader_FloatArgument(shader_t *shader, char *arg)
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{
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char *var;
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int arglen = strlen(arg);
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//grab an argument instead, otherwise 0
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var = shader->name;
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while((var = strchr(var, '#')))
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{
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if (!strnicmp(var, arg, arglen))
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{
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if (var[arglen] == '=')
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return strtod(var+arglen+1, NULL);
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if (var[arglen] == '#' || !var[arglen])
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return 1; //present, but no value
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}
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var++;
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}
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return 0; //not present.
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}
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#define HASH_SIZE 128
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typedef struct shaderkey_s
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{
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char *keyword;
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void (*func)( shader_t *shader, shaderpass_t *pass, char **ptr );
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} shaderkey_t;
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typedef struct shadercache_s {
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char name[MAX_QPATH];
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char *path;
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unsigned int offset;
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struct shadercache_s *hash_next;
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} shadercache_t;
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static shadercache_t **shader_hash;
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static char shaderbuf[MAX_QPATH * 256];
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int shaderbuflen;
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static enum {
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SPM_DEFAULT, /*quake3/fte internal*/
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SPM_DOOM3,
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} shaderparsemode;
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shader_t *r_shaders;
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static hashtable_t shader_active_hash;
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void *shader_active_hash_mem;
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//static char r_skyboxname[MAX_QPATH];
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//static float r_skyheight;
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char *Shader_Skip( char *ptr );
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static qboolean Shader_Parsetok(shader_t *shader, shaderpass_t *pass, shaderkey_t *keys, char *token, char **ptr);
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static void Shader_ParseFunc(shader_t *shader, char **args, shaderfunc_t *func);
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static void Shader_MakeCache(char *path);
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static void Shader_GetPathAndOffset(char *name, char **path, unsigned int *offset);
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static void Shader_ReadShader(shader_t *s, char *shadersource, int parsemode);
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//===========================================================================
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static qboolean Shader_EvaluateCondition(shader_t *shader, char **ptr)
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{
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char *token;
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cvar_t *cv;
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qboolean conditiontrue = true;
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token = COM_ParseExt(ptr, false, false);
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if (*token == '!')
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{
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conditiontrue = false;
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token++;
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}
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if (*token == '$')
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{
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token++;
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if (*token == '#')
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conditiontrue = conditiontrue == !!Shader_FloatArgument(shader, token);
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else if (!Q_stricmp(token, "lpp"))
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conditiontrue = conditiontrue == r_lightprepass.ival;
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else if (!Q_stricmp(token, "lightmap"))
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conditiontrue = conditiontrue == !r_fullbright.value;
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else if (!Q_stricmp(token, "deluxmap"))
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conditiontrue = conditiontrue == r_deluxemapping.ival;
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//normalmaps are generated if they're not already known.
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else if (!Q_stricmp(token, "normalmap"))
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conditiontrue = conditiontrue == r_loadbumpmapping;
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else if (!Q_stricmp(token, "opengl"))
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conditiontrue = conditiontrue == (qrenderer == QR_OPENGL);
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else if (!Q_stricmp(token, "d3d9"))
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conditiontrue = conditiontrue == (qrenderer == QR_DIRECT3D9);
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else if (!Q_stricmp(token, "d3d11"))
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conditiontrue = conditiontrue == (qrenderer == QR_DIRECT3D11);
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else if (!Q_stricmp(token, "gles"))
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{
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#ifdef GLQUAKE
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conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && !!gl_config.gles);
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#else
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conditiontrue = conditiontrue == false;
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#endif
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}
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else if (!Q_stricmp(token, "nofixed"))
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{
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switch(qrenderer)
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{
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#ifdef GLQUAKE
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case QR_OPENGL:
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conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && !!gl_config.nofixedfunc);
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break;
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#endif
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#ifdef D3D11QUAKE
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case QR_DIRECT3D11:
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conditiontrue = conditiontrue == true;
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break;
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#endif
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default:
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conditiontrue = conditiontrue == false;
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break;
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}
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}
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else if (!Q_stricmp(token, "glsl"))
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{
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#ifdef GLQUAKE
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conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && gl_config.arb_shader_objects);
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#else
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conditiontrue = conditiontrue == false;
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#endif
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}
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else if (!Q_stricmp(token, "hlsl"))
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{
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switch(qrenderer)
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{
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#ifdef D3D9QUAKE
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case QR_DIRECT3D9:
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conditiontrue = conditiontrue == true; //FIXME
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break;
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#endif
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#ifdef D3D11QUAKE
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case QR_DIRECT3D11:
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conditiontrue = conditiontrue == true;
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break;
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#endif
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default:
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conditiontrue = conditiontrue == false;
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break;
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}
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}
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else if (!Q_stricmp(token, "haveprogram"))
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{
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conditiontrue = conditiontrue == !!shader->prog;
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}
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else if (!Q_stricmp(token, "programs"))
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{
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switch(qrenderer)
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{
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#ifdef GLQUAKE
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case QR_OPENGL:
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conditiontrue = conditiontrue == gl_config.arb_shader_objects; //FIXME
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break;
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#endif
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#ifdef D3D9QUAKE
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case QR_DIRECT3D9:
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conditiontrue = conditiontrue == true; //FIXME
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break;
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#endif
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#ifdef D3D11QUAKE
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case QR_DIRECT3D11:
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conditiontrue = conditiontrue == true;
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break;
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#endif
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default:
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conditiontrue = conditiontrue == false;
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break;
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}
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}
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else if (!Q_stricmp(token, "diffuse"))
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conditiontrue = conditiontrue == true;
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else if (!Q_stricmp(token, "specular"))
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conditiontrue = conditiontrue == false;
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else if (!Q_stricmp(token, "fullbright"))
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conditiontrue = conditiontrue == false;
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else if (!Q_stricmp(token, "topoverlay"))
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conditiontrue = conditiontrue == false;
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else if (!Q_stricmp(token, "loweroverlay"))
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conditiontrue = conditiontrue == false;
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else
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{
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Con_Printf("Unrecognised builtin shader condition '%s'\n", token);
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conditiontrue = conditiontrue == false;
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}
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}
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else
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{
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cv = Cvar_Get(token, "", 0, "Shader Conditions");
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if (!cv)
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{
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Con_Printf("Shader_EvaluateCondition: '%s' is not a cvar\n", token);
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return conditiontrue;
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}
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if (*token)
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token = COM_ParseExt(ptr, false, false);
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cv->flags |= CVAR_SHADERSYSTEM;
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if (*token)
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{
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float rhs;
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char cmp[4];
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memcpy(cmp, token, 4);
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token = COM_ParseExt(ptr, false, false);
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rhs = atof(token);
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if (!strcmp(cmp, "!="))
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conditiontrue = cv->value != rhs;
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else if (!strcmp(cmp, "=="))
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conditiontrue = cv->value == rhs;
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else if (!strcmp(cmp, "<"))
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conditiontrue = cv->value < rhs;
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else if (!strcmp(cmp, "<="))
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conditiontrue = cv->value <= rhs;
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else if (!strcmp(cmp, ">"))
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conditiontrue = cv->value > rhs;
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else if (!strcmp(cmp, ">="))
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conditiontrue = cv->value >= rhs;
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else
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conditiontrue = false;
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}
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else
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{
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if (cv)
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conditiontrue = conditiontrue == !!cv->value;
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}
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}
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if (*token)
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token = COM_ParseExt(ptr, false, false);
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if (!strcmp(token, "&&"))
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return Shader_EvaluateCondition(shader, ptr) && conditiontrue;
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if (!strcmp(token, "||"))
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return Shader_EvaluateCondition(shader, ptr) || conditiontrue;
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return conditiontrue;
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}
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static char *Shader_ParseExactString(char **ptr)
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{
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char *token;
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if (!ptr || !(*ptr))
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return "";
|
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if (!**ptr || **ptr == '}')
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return "";
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token = COM_ParseExt(ptr, false, false);
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return token;
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}
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static char *Shader_ParseString(char **ptr)
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{
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char *token;
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if (!ptr || !(*ptr))
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return "";
|
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if (!**ptr || **ptr == '}')
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return "";
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token = COM_ParseExt(ptr, false, true);
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Q_strlwr ( token );
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return token;
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}
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static char *Shader_ParseSensString(char **ptr)
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{
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char *token;
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if (!ptr || !(*ptr))
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return "";
|
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if (!**ptr || **ptr == '}')
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return "";
|
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token = COM_ParseExt(ptr, false, true);
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return token;
|
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}
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|
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static float Shader_ParseFloat(shader_t *shader, char **ptr)
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{
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char *token;
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if (!ptr || !(*ptr))
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return 0;
|
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if (!**ptr || **ptr == '}')
|
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return 0;
|
|
|
|
token = COM_ParseExt(ptr, false, true);
|
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if (*token == '$')
|
|
{
|
|
if (token[1] == '#')
|
|
{
|
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return Shader_FloatArgument(shader, token+1);
|
|
}
|
|
else
|
|
{
|
|
cvar_t *var;
|
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var = Cvar_FindVar(token+1);
|
|
if (var)
|
|
return var->value;
|
|
}
|
|
}
|
|
return atof(token);
|
|
}
|
|
|
|
static void Shader_ParseVector(shader_t *shader, char **ptr, vec3_t v)
|
|
{
|
|
char *scratch;
|
|
char *token;
|
|
qboolean bracket;
|
|
|
|
token = Shader_ParseString(ptr);
|
|
if (*token == '$')
|
|
{
|
|
cvar_t *var;
|
|
var = Cvar_FindVar(token+1);
|
|
if (!var)
|
|
{
|
|
v[0] = 1;
|
|
v[1] = 1;
|
|
v[2] = 1;
|
|
return;
|
|
}
|
|
var->flags |= CVAR_SHADERSYSTEM;
|
|
ptr = &scratch;
|
|
scratch = var->string;
|
|
|
|
token = Shader_ParseString( ptr);
|
|
}
|
|
if (!Q_stricmp (token, "("))
|
|
{
|
|
bracket = true;
|
|
token = Shader_ParseString(ptr);
|
|
}
|
|
else if (token[0] == '(')
|
|
{
|
|
bracket = true;
|
|
token = &token[1];
|
|
}
|
|
else
|
|
bracket = false;
|
|
|
|
v[0] = atof ( token );
|
|
v[1] = Shader_ParseFloat (shader, ptr );
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !token[0] ) {
|
|
v[2] = 0;
|
|
} else if ( token[strlen(token)-1] == ')' ) {
|
|
token[strlen(token)-1] = 0;
|
|
v[2] = atof ( token );
|
|
} else {
|
|
v[2] = atof ( token );
|
|
if ( bracket ) {
|
|
Shader_ParseString ( ptr );
|
|
}
|
|
}
|
|
|
|
if (v[0] > 5 || v[1] > 5 || v[2] > 5)
|
|
{
|
|
VectorScale(v, 1.0f/255, v);
|
|
}
|
|
}
|
|
|
|
qboolean Shader_ParseSkySides (char *shadername, char *texturename, texid_t *images)
|
|
{
|
|
qboolean allokay = true;
|
|
int i, ss, sp;
|
|
char path[MAX_QPATH];
|
|
|
|
static char *skyname_suffix[][6] = {
|
|
{"rt", "bk", "lf", "ft", "up", "dn"},
|
|
{"px", "py", "nx", "ny", "pz", "nz"},
|
|
{"posx", "posy", "negx", "negy", "posz", "negz"},
|
|
{"_px", "_py", "_nx", "_ny", "_pz", "_nz"},
|
|
{"_posx", "_posy", "_negx", "_negy", "_posz", "_negz"},
|
|
{"_rt", "_bk", "_lf", "_ft", "_up", "_dn"}
|
|
};
|
|
|
|
static char *skyname_pattern[] = {
|
|
"%s_%s",
|
|
"%s%s",
|
|
"env/%s%s",
|
|
"gfx/env/%s%s"
|
|
};
|
|
|
|
if (*texturename == '$')
|
|
{
|
|
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_CLAMP);
|
|
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 (shader_t *shader, 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 (shader, ptr);
|
|
func->args[1] = Shader_ParseFloat (shader, ptr);
|
|
func->args[2] = Shader_ParseFloat (shader, ptr);
|
|
func->args[3] = Shader_ParseFloat (shader, ptr);
|
|
}
|
|
|
|
//===========================================================================
|
|
|
|
static int Shader_SetImageFlags(shader_t *shader, shaderpass_t *pass, char **name)
|
|
{
|
|
int flags = 0;
|
|
|
|
while (name)
|
|
{
|
|
if (!Q_strnicmp(*name, "$3d:", 4))
|
|
{
|
|
*name+=4;
|
|
flags|= IF_3DMAP;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$nearest:", 9))
|
|
{
|
|
*name+=9;
|
|
flags|= IF_NEAREST;
|
|
pass->flags |= SHADER_PASS_NEAREST;
|
|
}
|
|
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 (shader, ptr);
|
|
if (deformv->args[0])
|
|
deformv->args[0] = 1.0f / deformv->args[0];
|
|
Shader_ParseFunc (shader, ptr, &deformv->func );
|
|
}
|
|
else if ( !Q_stricmp (token, "normal") )
|
|
{
|
|
deformv->type = DEFORMV_NORMAL;
|
|
deformv->args[0] = Shader_ParseFloat (shader, ptr );
|
|
deformv->args[1] = Shader_ParseFloat (shader, ptr );
|
|
}
|
|
else if ( !Q_stricmp (token, "bulge") )
|
|
{
|
|
deformv->type = DEFORMV_BULGE;
|
|
Shader_ParseVector (shader, ptr, deformv->args );
|
|
shader->flags |= SHADER_DEFORMV_BULGE;
|
|
}
|
|
else if ( !Q_stricmp (token, "move") )
|
|
{
|
|
deformv->type = DEFORMV_MOVE;
|
|
Shader_ParseVector (shader, ptr, deformv->args );
|
|
Shader_ParseFunc (shader, 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(shader, 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 (shader, ptr, color );
|
|
VectorScale ( color, div, color );
|
|
ColorNormalize ( color, fcolor );
|
|
|
|
shader->fog_color[0] = FloatToByte ( fcolor[0] );
|
|
shader->fog_color[1] = FloatToByte ( fcolor[1] );
|
|
shader->fog_color[2] = FloatToByte ( fcolor[2] );
|
|
shader->fog_color[3] = 255;
|
|
shader->fog_dist = Shader_ParseFloat (shader, ptr );
|
|
|
|
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 if ( !Q_stricmp( token, "ripple" ) )
|
|
shader->sort = SHADER_SORT_RIPPLE;
|
|
else
|
|
{
|
|
shader->sort = atoi ( token );
|
|
clamp ( shader->sort, SHADER_SORT_NONE, SHADER_SORT_NEAREST );
|
|
}
|
|
}
|
|
|
|
static void Shader_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 FULLBRIGHT\n",
|
|
"#define UPPERLOWER\n",
|
|
"#define DELUXE\n",
|
|
"#define SKELETAL\n",
|
|
"#define FOG\n",
|
|
"#define FRAMEBLEND\n",
|
|
"#define LIGHTSTYLED\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;
|
|
extern cvar_t gl_specular;
|
|
|
|
if (qrenderer != qrtype)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
cvarnames[cvarcount] = NULL;
|
|
|
|
prog->nofixedcompat = true;
|
|
for(;;)
|
|
{
|
|
while (*script == ' ' || *script == '\r' || *script == '\n' || *script == '\t')
|
|
script++;
|
|
if (!strncmp(script, "!!fixed", 7))
|
|
prog->nofixedcompat = false;
|
|
else 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, "!!cvari", 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_CVARI;
|
|
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);
|
|
break;
|
|
}
|
|
}
|
|
if (!permutationname[p])
|
|
Con_DPrintf("Unknown pemutation in glsl program %s\n", name);
|
|
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;
|
|
};
|
|
|
|
nummodifiers = 0;
|
|
if (gl_specular.value)
|
|
permutationdefines[nummodifiers++] = strdup("#define SPECULAR\n");
|
|
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);
|
|
|
|
start = strchr(permutationdefines[nummodifiers]+8, '=');
|
|
if (start)
|
|
*start = ' ';
|
|
|
|
for (start = permutationdefines[nummodifiers]+8; *start; start++)
|
|
*start = toupper(*start);
|
|
nummodifiers++;
|
|
permutationdefines[nummodifiers] = NULL;
|
|
}
|
|
}
|
|
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
memset(&prog->permu[p].handle, 0, sizeof(prog->permu[p].handle));
|
|
if (nopermutation & p)
|
|
{
|
|
continue;
|
|
}
|
|
pn = nummodifiers;
|
|
for (n = 0; permutationname[n]; n++)
|
|
{
|
|
if (p & (1u<<n))
|
|
permutationdefines[pn++] = permutationname[n];
|
|
}
|
|
if (p & PERMUTATION_UPPERLOWER)
|
|
permutationdefines[pn++] = "#define UPPER\n#define LOWER\n";
|
|
if (p & PERMUTATION_BUMPMAP)
|
|
{
|
|
if (r_glsl_offsetmapping.ival)
|
|
{
|
|
permutationdefines[pn++] = "#define OFFSETMAPPING\n";
|
|
if (r_glsl_offsetmapping_reliefmapping.ival && (p & PERMUTATION_BUMPMAP))
|
|
permutationdefines[pn++] = "#define RELIEFMAPPING\n";
|
|
}
|
|
}
|
|
permutationdefines[pn++] = NULL;
|
|
|
|
if (0)
|
|
{
|
|
}
|
|
#ifdef GLQUAKE
|
|
else if (qrenderer == QR_OPENGL)
|
|
{
|
|
if (prog->permu[p].handle.glsl)
|
|
qglDeleteProgramObject_(prog->permu[p].handle.glsl);
|
|
prog->permu[p].handle.glsl = GLSlang_CreateProgram(name, (((p & PERMUTATION_SKELETAL) && ver < 120)?120:ver), permutationdefines, script, script, onefailed);
|
|
if (!prog->permu[p].handle.glsl)
|
|
onefailed = true;
|
|
if (!p && !prog->permu[p].handle.glsl)
|
|
break;
|
|
}
|
|
#endif
|
|
#ifdef D3D9QUAKE
|
|
else if (qrenderer == QR_DIRECT3D9)
|
|
{
|
|
if (!D3D9Shader_CreateProgram(prog, name, p, permutationdefines, script, script))
|
|
break;
|
|
}
|
|
#endif
|
|
#ifdef D3D11QUAKE
|
|
else if (qrenderer == QR_DIRECT3D11)
|
|
{
|
|
if (!D3D11Shader_CreateProgram(prog, name, 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[] =
|
|
{
|
|
#if 0//def 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"
|
|
},
|
|
/*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, 100, "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"
|
|
},
|
|
/*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"
|
|
},
|
|
/*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 UPPERLOWER\n"
|
|
"!!permu FRAMEBLEND\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"
|
|
},
|
|
#endif
|
|
#include "r_bishaders.h"
|
|
{QR_NONE}
|
|
};
|
|
void Shader_UnloadProg(program_t *prog)
|
|
{
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
int p;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (prog->permu[p].handle.glsl)
|
|
qglDeleteProgramObject_(prog->permu[p].handle.glsl);
|
|
}
|
|
}
|
|
#endif
|
|
#ifdef D3D9QUAKE
|
|
if (qrenderer == QR_DIRECT3D9)
|
|
{
|
|
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);
|
|
}
|
|
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 void Shader_LoadGeneric(sgeneric_t *g, int qrtype)
|
|
{
|
|
unsigned int i;
|
|
void *file;
|
|
char basicname[MAX_QPATH];
|
|
char *h;
|
|
|
|
g->failed = true;
|
|
|
|
basicname[1] = 0;
|
|
Q_strncpyz(basicname, g->name, sizeof(basicname));
|
|
h = strchr(basicname+1, '#');
|
|
if (h)
|
|
*h = '\0';
|
|
|
|
if (strchr(basicname, '/') || strchr(basicname, '.'))
|
|
FS_LoadFile(basicname, &file);
|
|
else if (qrenderer == QR_DIRECT3D9)
|
|
FS_LoadFile(va("hlsl/%s.hlsl", basicname), &file);
|
|
else if (qrenderer == QR_DIRECT3D11)
|
|
FS_LoadFile(va("hlsl11/%s.hlsl", basicname), &file);
|
|
else if (qrenderer == QR_OPENGL)
|
|
{
|
|
#ifdef GLQUAKE
|
|
if (gl_config.gles)
|
|
FS_LoadFile(va("gles/%s.glsl", basicname), &file);
|
|
else
|
|
#endif
|
|
FS_LoadFile(va("glsl/%s.glsl", basicname), &file);
|
|
}
|
|
else
|
|
file = NULL;
|
|
if (file)
|
|
{
|
|
Con_DPrintf("Loaded %s from disk\n", basicname);
|
|
g->failed = !Shader_LoadPermutations(g->name, &g->prog, file, qrtype, 0);
|
|
FS_FreeFile(file);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
int ver;
|
|
for (i = 0; *sbuiltins[i].name; i++)
|
|
{
|
|
if (sbuiltins[i].qrtype == qrenderer && !strcmp(sbuiltins[i].name, basicname))
|
|
{
|
|
ver = sbuiltins[i].apiver;
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
if (gl_config.gles)
|
|
{
|
|
if (ver == 110)
|
|
ver = 100; /*allow gles to use desktop gl if there's no shader for it - lets hope numeric sorting applies!*/
|
|
if (ver != 100)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (ver == 100) /*don't use gles shaders on desktop gl*/
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
g->failed = !Shader_LoadPermutations(g->name, &g->prog, sbuiltins[i].body, sbuiltins[i].qrtype, ver);
|
|
|
|
if (g->failed)
|
|
continue;
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
static void Shader_ReloadGenerics(void)
|
|
{
|
|
sgeneric_t *g;
|
|
for (g = sgenerics; g; g = g->next)
|
|
{
|
|
Shader_LoadGeneric(g, qrenderer);
|
|
}
|
|
}
|
|
static program_t *Shader_FindGeneric(char *name, int qrtype)
|
|
{
|
|
sgeneric_t *g;
|
|
|
|
for (g = sgenerics; g; g = g->next)
|
|
{
|
|
if (!strcmp(name, g->name))
|
|
{
|
|
if (g->failed)
|
|
return NULL;
|
|
g->prog.refs++;
|
|
return &g->prog;
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
Shader_LoadGeneric(g, qrtype);
|
|
if (g->failed)
|
|
return NULL;
|
|
g->prog.refs++;
|
|
return &g->prog;
|
|
}
|
|
|
|
void Shader_WriteOutGenerics_f(void)
|
|
{
|
|
int i;
|
|
char *name;
|
|
for (i = 0; *sbuiltins[i].name; i++)
|
|
{
|
|
name = NULL;
|
|
if (sbuiltins[i].qrtype == QR_OPENGL)
|
|
{
|
|
if (sbuiltins[i].apiver == 100)
|
|
name = va("gles/eg_%s.glsl", sbuiltins[i].name);
|
|
else
|
|
name = va("glsl/eg_%s.glsl", sbuiltins[i].name);
|
|
}
|
|
else if (sbuiltins[i].qrtype == QR_DIRECT3D9)
|
|
name = va("hlsl/eg_%s.hlsl", sbuiltins[i].name);
|
|
else if (sbuiltins[i].qrtype == QR_DIRECT3D11)
|
|
name = va("hlsl11/eg_%s.hlsl", sbuiltins[i].name);
|
|
|
|
if (name)
|
|
{
|
|
vfsfile_t *f = FS_OpenVFS(name, "rb", FS_GAMEONLY);
|
|
if (f)
|
|
{
|
|
int len = VFS_GETLEN(f);
|
|
char *buf = Hunk_TempAlloc(len);
|
|
VFS_READ(f, buf, len);
|
|
if (len != strlen(sbuiltins[i].body) || memcmp(buf, sbuiltins[i].body, len))
|
|
Con_Printf("Not writing %s - modified version in the way\n", name);
|
|
else
|
|
Con_Printf("%s is unmodified\n", name);
|
|
VFS_CLOSE(f);
|
|
}
|
|
else
|
|
{
|
|
Con_Printf("Writing %s\n", name);
|
|
FS_WriteFile(name, sbuiltins[i].body, strlen(sbuiltins[i].body), FS_GAMEONLY);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
struct shader_field_names_s shader_attr_names[] =
|
|
{
|
|
/*vertex attributes*/
|
|
{"v_position", VATTR_VERTEX1},
|
|
{"v_position2", VATTR_VERTEX2},
|
|
{"v_colour", VATTR_COLOUR},
|
|
{"v_texcoord", VATTR_TEXCOORD},
|
|
{"v_lmcoord", VATTR_LMCOORD},
|
|
{"v_normal", VATTR_NORMALS},
|
|
{"v_svector", VATTR_SNORMALS},
|
|
{"v_tvector", VATTR_TNORMALS},
|
|
{"v_bone", VATTR_BONENUMS},
|
|
{"v_weight", VATTR_BONEWEIGHTS},
|
|
{"v_lmcoord2", VATTR_LMCOORD2},
|
|
{"v_lmcoord3", VATTR_LMCOORD3},
|
|
{"v_lmcoord4", VATTR_LMCOORD4},
|
|
{NULL}
|
|
};
|
|
|
|
struct shader_field_names_s shader_unif_names[] =
|
|
{
|
|
/*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_vblend", SP_E_VBLEND},
|
|
{"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_uppercolour", SP_E_TOPCOLOURS},
|
|
{"e_lowercolour", 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},
|
|
{"l_cubematrix", SP_LIGHTCUBEMATRIX},
|
|
{"l_shadowmapinfo", SP_LIGHTSHADOWMAPINFO},
|
|
|
|
{"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)
|
|
{
|
|
//figure out visible attributes
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->permu[p].handle.glsl)
|
|
continue;
|
|
GLSlang_UseProgram(prog->permu[p].handle.glsl);
|
|
for (i = 0; shader_attr_names[i].name; i++)
|
|
{
|
|
uniformloc = qglGetAttribLocationARB(prog->permu[p].handle.glsl, shader_attr_names[i].name);
|
|
if (uniformloc != -1)
|
|
{
|
|
if (shader_attr_names[i].ptype != uniformloc)
|
|
Con_Printf("Bad attribute\n");
|
|
else
|
|
prog->permu[p].attrmask |= 1u<<uniformloc;
|
|
}
|
|
}
|
|
}
|
|
|
|
//figure out the uniforms
|
|
for (i = 0; shader_unif_names[i].name; i++)
|
|
{
|
|
found = false;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->permu[p].handle.glsl)
|
|
continue;
|
|
GLSlang_UseProgram(prog->permu[p].handle.glsl);
|
|
|
|
uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, shader_unif_names[i].name);
|
|
if (uniformloc != -1)
|
|
found = true;
|
|
|
|
if (prog->numparams == SHADER_PROGPARMS_MAX)
|
|
{
|
|
if (found)
|
|
break;
|
|
}
|
|
else
|
|
prog->permu[p].parm[prog->numparams] = uniformloc;
|
|
}
|
|
if (found)
|
|
{
|
|
if (prog->numparams == SHADER_PROGPARMS_MAX)
|
|
Con_Printf("Too many paramters for program (ignoring %s)\n", shader_unif_names[i].name);
|
|
else
|
|
{
|
|
prog->parm[prog->numparams].type = shader_unif_names[i].ptype;
|
|
prog->numparams++;
|
|
}
|
|
}
|
|
}
|
|
/*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->permu[p].handle.glsl)
|
|
continue;
|
|
GL_SelectProgram(prog->permu[p].handle.glsl);
|
|
uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, va("cvar_%s", tmpname));
|
|
if (uniformloc != -1)
|
|
{
|
|
//qglUniform1fARB(uniformloc, cvar->value);
|
|
found = true;
|
|
}
|
|
prog->permu[p].parm[prog->numparams] = uniformloc;
|
|
}
|
|
if (found)
|
|
prog->numparams++;
|
|
}
|
|
/*set texture uniforms*/
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->permu[p].handle.glsl)
|
|
continue;
|
|
if (!(prog->permu[p].attrmask & (1u<<VATTR_VERTEX1))) //a shader kinda has to use one of these...
|
|
prog->permu[p].attrmask |= (1u<<VATTR_LEG_VERTEX);
|
|
GLSlang_UseProgram(prog->permu[p].handle.glsl);
|
|
for (i = 0; i < 8; i++)
|
|
{
|
|
uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, va("s_t%i", i));
|
|
if (uniformloc != -1)
|
|
qglUniform1iARB(uniformloc, i);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
#endif
|
|
#ifdef D3D9QUAKE
|
|
if (qrenderer == QR_DIRECT3D9)
|
|
{
|
|
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->permu[p].handle.hlsl.vert || !prog->permu[p].handle.hlsl.frag)
|
|
continue;
|
|
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 1, va("cvar_%s", tmpname));
|
|
if (uniformloc != -1)
|
|
{
|
|
vec4_t v = {cvar->value, 0, 0, 0};
|
|
IDirect3DDevice9_SetVertexShader(pD3DDev9, prog->permu[p].handle.hlsl.vert);
|
|
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, 0, v, 1);
|
|
}
|
|
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 2, va("cvar_%s", tmpname));
|
|
if (uniformloc != -1)
|
|
{
|
|
vec4_t v = {cvar->value, 0, 0, 0};
|
|
IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->permu[p].handle.hlsl.frag);
|
|
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, 0, v, 1);
|
|
}
|
|
}
|
|
}
|
|
for (i = 0; shader_unif_names[i].name; i++)
|
|
{
|
|
found = false;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 0, shader_unif_names[i].name);
|
|
if (uniformloc != -1)
|
|
found = true;
|
|
prog->permu[p].parm[prog->numparams] = uniformloc;
|
|
}
|
|
if (found)
|
|
{
|
|
prog->parm[prog->numparams].type = shader_unif_names[i].ptype;
|
|
prog->numparams++;
|
|
}
|
|
}
|
|
/*set texture uniforms*/
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
for (i = 0; i < 8; i++)
|
|
{
|
|
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 2, va("s_t%i", i));
|
|
if (uniformloc != -1)
|
|
{
|
|
int v[4] = {i};
|
|
IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->permu[p].handle.hlsl.frag);
|
|
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;
|
|
char *hash;
|
|
|
|
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;
|
|
}
|
|
|
|
hash = strchr(shader->name, '#');
|
|
if (hash)
|
|
{
|
|
//pass the # postfixes from the shader name onto the generic glsl to use
|
|
char newname[512];
|
|
Q_snprintfz(newname, sizeof(newname), "%s%s", Shader_ParseExactString(ptr), hash);
|
|
shader->prog = Shader_FindGeneric(newname, qrtype);
|
|
}
|
|
else
|
|
shader->prog = Shader_FindGeneric(Shader_ParseExactString(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_DIRECT3D9);
|
|
}
|
|
|
|
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->permu[p].handle.glsl)
|
|
continue;
|
|
GLSlang_UseProgram(prog->permu[p].handle.glsl);
|
|
|
|
uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, token);
|
|
prog->permu[p].parm[prog->numparams] = 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 void Shader_DP_Camera(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
shader->sort = SHADER_SORT_PORTAL;
|
|
}
|
|
|
|
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},
|
|
|
|
//dp compat
|
|
{"dp_camera", Shader_DP_Camera},
|
|
|
|
/*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;
|
|
shader->flags |= SHADER_HASNORMALMAP;
|
|
}
|
|
else if (!Q_stricmp (tname, "$specular"))
|
|
{
|
|
pass->texgen = T_GEN_SPECULAR;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
shader->flags |= SHADER_HASGLOSS;
|
|
}
|
|
else if (!Q_stricmp (tname, "$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 if (!Q_stricmp (tname, "$reflection"))
|
|
{
|
|
shader->flags |= SHADER_HASREFLECT;
|
|
pass->texgen = T_GEN_REFLECTION;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$refraction"))
|
|
{
|
|
shader->flags |= SHADER_HASREFRACT;
|
|
pass->texgen = T_GEN_REFRACTION;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$refractiondepth"))
|
|
{
|
|
shader->flags |= SHADER_HASREFRACT;
|
|
pass->texgen = T_GEN_REFRACTIONDEPTH;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$ripplemap"))
|
|
{
|
|
shader->flags |= SHADER_HASRIPPLEMAP;
|
|
pass->texgen = T_GEN_RIPPLEMAP;
|
|
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);
|
|
flags = Shader_SetImageFlags (shader, pass, &token);
|
|
if (!Shaderpass_MapGen(shader, pass, 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, pass, NULL);
|
|
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->flags |= SHADER_PASS_ANIMMAP;
|
|
pass->texgen = T_GEN_ANIMMAP;
|
|
pass->anim_fps = (int)Shader_ParseFloat (shader, ptr);
|
|
pass->anim_numframes = 0;
|
|
|
|
for ( ; ; )
|
|
{
|
|
token = Shader_ParseString(ptr);
|
|
if (!token[0])
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (pass->anim_numframes < SHADER_ANIM_FRAMES_MAX)
|
|
{
|
|
image = Shader_FindImage (token, flags);
|
|
|
|
if (!TEXVALID(image))
|
|
{
|
|
pass->anim_frames[pass->anim_numframes++] = missing_texture;
|
|
Con_DPrintf (CON_WARNING "Shader %s has an animmap with no image: %s.\n", shader->name, token );
|
|
}
|
|
else
|
|
{
|
|
pass->anim_frames[pass->anim_numframes++] = image;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_ClampMap (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
int flags;
|
|
char *token;
|
|
|
|
token = Shader_ParseString (ptr);
|
|
|
|
flags = Shader_SetImageFlags (shader, pass, &token);
|
|
if (!Shaderpass_MapGen(shader, pass, 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_ParseSensString (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));
|
|
if (!pass->cin)
|
|
Con_DPrintf (CON_WARNING "(shader %s) Couldn't load video %s\n", shader->name, token);
|
|
|
|
if (pass->cin)
|
|
{
|
|
pass->flags |= SHADER_PASS_VIDEOMAP;
|
|
shader->flags |= SHADER_VIDEOMAP;
|
|
pass->texgen = T_GEN_VIDEOMAP;
|
|
}
|
|
else
|
|
{
|
|
pass->texgen = T_GEN_DIFFUSE;
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
|
|
pass->rgbgen_func.args[0] = pass->rgbgen_func.args[1] = pass->rgbgen_func.args[2] = 0;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static void Shaderpass_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 (shader, 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 (shader, 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(shader, 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 (shader, ptr, &pass->alphagen_func);
|
|
}
|
|
else if ( !Q_stricmp (token, "lightingspecular"))
|
|
{
|
|
pass->alphagen = ALPHA_GEN_SPECULAR;
|
|
}
|
|
else if ( !Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
|
|
{
|
|
pass->alphagen = ALPHA_GEN_CONST;
|
|
pass->alphagen_func.type = SHADER_FUNC_CONSTANT;
|
|
pass->alphagen_func.args[0] = fabs(Shader_ParseFloat(shader, ptr));
|
|
}
|
|
}
|
|
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(shader, ptr);
|
|
min = Shader_ParseFloat(shader, ptr);
|
|
max = Shader_ParseFloat(shader, 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(shader, ptr) / 360.0f;
|
|
if (!tcmod->args[0])
|
|
{
|
|
return;
|
|
}
|
|
|
|
tcmod->type = SHADER_TCMOD_ROTATE;
|
|
}
|
|
else if ( !Q_stricmp (token, "scale") )
|
|
{
|
|
tcmod->args[0] = Shader_ParseFloat (shader, ptr);
|
|
tcmod->args[1] = Shader_ParseFloat (shader, ptr);
|
|
tcmod->type = SHADER_TCMOD_SCALE;
|
|
}
|
|
else if ( !Q_stricmp (token, "scroll") )
|
|
{
|
|
tcmod->args[0] = Shader_ParseFloat (shader, ptr);
|
|
tcmod->args[1] = Shader_ParseFloat (shader, ptr);
|
|
tcmod->type = SHADER_TCMOD_SCROLL;
|
|
}
|
|
else if (!Q_stricmp(token, "stretch"))
|
|
{
|
|
shaderfunc_t func;
|
|
|
|
Shader_ParseFunc(shader, ptr, &func);
|
|
|
|
tcmod->args[0] = func.type;
|
|
for (i = 1; i < 5; ++i)
|
|
tcmod->args[i] = func.args[i-1];
|
|
tcmod->type = SHADER_TCMOD_STRETCH;
|
|
}
|
|
else if (!Q_stricmp (token, "transform"))
|
|
{
|
|
for (i = 0; i < 6; ++i)
|
|
tcmod->args[i] = Shader_ParseFloat (shader, ptr);
|
|
tcmod->type = SHADER_TCMOD_TRANSFORM;
|
|
}
|
|
else if (!Q_stricmp (token, "turb"))
|
|
{
|
|
for (i = 0; i < 4; i++)
|
|
tcmod->args[i] = Shader_ParseFloat (shader, 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 (shader, 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 (shader, 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 (shader, 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 (shader, 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(shader, 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(shader, 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(shader, 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(shader, 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(shader, 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)
|
|
{
|
|
if (shader->prog->refs-- == 1)
|
|
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;
|
|
|
|
memset(&shader->defaulttextures, 0, sizeof(shader->defaulttextures));
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int QDECL Shader_InitCallback (const char *name, int size, void *param, void *spath)
|
|
{
|
|
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, 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, true);
|
|
|
|
if (!ptr)
|
|
return NULL;
|
|
|
|
if ( tok[0] != '{' )
|
|
{
|
|
tok = COM_ParseExt (&ptr, true, true);
|
|
}
|
|
|
|
for (brace_count = 1; brace_count > 0 ; ptr++)
|
|
{
|
|
tok = COM_ParseExt (&ptr, true, 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;
|
|
int w = s->width;
|
|
int h = s->height;
|
|
Q_strncpyz(name, s->name, sizeof(name));
|
|
s->genargs = NULL;
|
|
Shader_Free(s);
|
|
memset(s, 0, sizeof(*s));
|
|
|
|
s->width = w;
|
|
s->height = h;
|
|
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);
|
|
}
|
|
}
|
|
|
|
Shader_FlushGenerics();
|
|
|
|
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;
|
|
int conddepth = 0;
|
|
int cond[8] = {0};
|
|
#define COND_IGNORE 1
|
|
#define COND_IGNOREPARENT 2
|
|
#define COND_ALLOWELSE 4
|
|
|
|
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, true);
|
|
|
|
if ( !token[0] )
|
|
{
|
|
continue;
|
|
}
|
|
else if (!Q_stricmp(token, "if"))
|
|
{
|
|
if (conddepth+1 == sizeof(cond)/sizeof(cond[0]))
|
|
{
|
|
Con_Printf("if statements nest too deeply in shader %s\n", shader->name);
|
|
break;
|
|
}
|
|
conddepth++;
|
|
cond[conddepth] = (Shader_EvaluateCondition(shader, ptr)?0:COND_IGNORE);
|
|
cond[conddepth] |= COND_ALLOWELSE;
|
|
if (cond[conddepth-1] & (COND_IGNORE|COND_IGNOREPARENT))
|
|
cond[conddepth] |= COND_IGNOREPARENT;
|
|
}
|
|
else if (!Q_stricmp(token, "endif"))
|
|
{
|
|
if (!conddepth)
|
|
{
|
|
Con_Printf("endif without if in shader %s\n", shader->name);
|
|
break;
|
|
}
|
|
conddepth--;
|
|
}
|
|
else if (!Q_stricmp(token, "else"))
|
|
{
|
|
if (cond[conddepth] & COND_ALLOWELSE)
|
|
{
|
|
cond[conddepth] ^= COND_IGNORE;
|
|
cond[conddepth] &= ~COND_ALLOWELSE;
|
|
}
|
|
else
|
|
Con_Printf("unexpected else statement in shader %s\n", shader->name);
|
|
}
|
|
else if (cond[conddepth] & (COND_IGNORE|COND_IGNOREPARENT))
|
|
{
|
|
//eat it
|
|
while (ptr)
|
|
{
|
|
token = COM_ParseExt(ptr, false, true);
|
|
if ( !token[0] )
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( token[0] == '}' )
|
|
break;
|
|
else if ( Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr) )
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (conddepth)
|
|
{
|
|
Con_Printf("if statements without endif in shader %s\n", shader->name);
|
|
}
|
|
|
|
// 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 == '}' );
|
|
}
|
|
}
|
|
|
|
// Con_Printf("Unknown shader directive: \"%s\"\n", token);
|
|
|
|
// Next Line
|
|
while (ptr)
|
|
{
|
|
token = COM_ParseExt(ptr, false, true);
|
|
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 (pass->texgen == T_GEN_LIGHTMAP && pass->blendmode == PBM_REPLACELIGHT && pass2->blendmode == PBM_MODULATE && config_tex_env_combine)
|
|
pass2->blendmode = PBM_OVERBRIGHT;
|
|
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 (!tn)
|
|
tn = &shader->defaulttextures;
|
|
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))
|
|
{
|
|
extern cvar_t gl_specular;
|
|
if ((shader->flags & SHADER_HASGLOSS) && gl_specular.value && gl_load24bit.value)
|
|
{
|
|
if (!TEXVALID(tn->specular))
|
|
tn->specular = R_LoadHiResTexture(va("%s_gloss", shader->name), NULL, 0);
|
|
}
|
|
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.ival)
|
|
builtin = (
|
|
"{\n"
|
|
"program drawflat_wall\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"tcgen lightmap\n"
|
|
"rgbgen const $r_floorcolour\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
#ifdef D3D11QUAKE
|
|
if (qrenderer == QR_DIRECT3D11)
|
|
{
|
|
if (!builtin)
|
|
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"
|
|
"map $specular\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
#endif
|
|
|
|
#if 0//def D3D9QUAKE
|
|
if (qrenderer == QR_DIRECT3D9)
|
|
{
|
|
if (!builtin)
|
|
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"
|
|
"map $specular\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
#endif
|
|
|
|
#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"
|
|
"map $specular\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
}
|
|
#endif
|
|
if (!builtin)
|
|
builtin = (
|
|
"{\n"
|
|
/* "if $deluxmap\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"tcgen base\n"
|
|
"depthwrite\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $deluxmap\n"
|
|
"tcgen lightmap\n"
|
|
"}\n"
|
|
"endif\n"
|
|
*/// "if !r_fullbright\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
// "if $deluxmap\n"
|
|
// "blendfunc gl_dst_color gl_zero\n"
|
|
// "endif\n"
|
|
"}\n"
|
|
// "endif\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcgen base\n"
|
|
// "if $deluxmap || !r_fullbright\n"
|
|
// "blendfunc gl_dst_color gl_zero\n"
|
|
"blendfunc filter\n"
|
|
// "endif\n"
|
|
"}\n"
|
|
"if gl_fb_bmodels\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc add\n"
|
|
"depthfunc equal\n"
|
|
"}\n"
|
|
"endif\n"
|
|
"}\n"
|
|
);
|
|
|
|
Shader_DefaultScript(shortname, s, builtin);
|
|
}
|
|
|
|
void Shader_DefaultCinematic(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
va(
|
|
"{\n"
|
|
"program default2d\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)
|
|
);
|
|
}
|
|
|
|
char *Shader_DefaultBSPWater(char *shortname)
|
|
{
|
|
int wstyle;
|
|
|
|
if (r_wateralpha.value == 0)
|
|
wstyle = -1;
|
|
else if (r_fastturb.ival)
|
|
wstyle = 0;
|
|
#ifdef GLQUAKE
|
|
else if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects && !strncmp(shortname, "*lava", 5))
|
|
wstyle = r_lavastyle.ival;
|
|
else if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects && strncmp(shortname, "*lava", 5))
|
|
wstyle = r_waterstyle.ival<1?1:r_waterstyle.ival;
|
|
#endif
|
|
else
|
|
wstyle = 1;
|
|
|
|
#ifdef GLQUAKE
|
|
if (wstyle > 2 && !gl_config.ext_framebuffer_objects)
|
|
wstyle = 2;
|
|
#endif
|
|
switch(wstyle)
|
|
{
|
|
case -1: //invisible
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodraw\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
case 0: //fastturb
|
|
return (
|
|
"{\n"
|
|
"{\n"
|
|
"map $whiteimage\n"
|
|
"rgbgen const $r_fastturbcolour\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
default:
|
|
case 1: //vanilla style
|
|
return (
|
|
"{\n"
|
|
"program defaultwarp\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod turb 0.02 0.1 0.5 0.1\n"
|
|
"if !$#ALPHA\n"
|
|
"if r_wateralpha < 1\n"
|
|
"alphagen const $r_wateralpha\n"
|
|
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
|
|
"endif\n"
|
|
"else\n"
|
|
"if $#ALPHA < 1\n"
|
|
"alphagen const $#ALPHA\n"
|
|
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
|
|
"endif\n"
|
|
"endif\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
case 2: //refraction of the underwater surface, with a fresnel
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"{\n"
|
|
"map $refraction\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"}\n"
|
|
// "{\n"
|
|
// "map $refractiondepth\n"
|
|
// "}\n"
|
|
"program altwater#FRESNEL=4\n"
|
|
"}\n"
|
|
);
|
|
case 3: //reflections
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"{\n"
|
|
"map $refraction\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $reflection\n"
|
|
"}\n"
|
|
// "{\n"
|
|
// "map $refractiondepth\n"
|
|
// "}\n"
|
|
"program altwater#REFLECT#FRESNEL=4\n"
|
|
"}\n"
|
|
);
|
|
case 4: //ripples
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"{\n"
|
|
"map $refraction\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"}\n"
|
|
// "{\n"
|
|
// "map $refractiondepth\n"
|
|
// "}\n"
|
|
"{\n"
|
|
"map $ripplemap\n"
|
|
"}\n"
|
|
"program altwater#RIPPLEMAP#FRESNEL=4\n"
|
|
"}\n"
|
|
);
|
|
case 5: //ripples+reflections
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"{\n"
|
|
"map $refraction\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $reflection\n"
|
|
"}\n"
|
|
// "{\n"
|
|
// "map $refractiondepth\n"
|
|
// "}\n"
|
|
"{\n"
|
|
"map $ripplemap\n"
|
|
"}\n"
|
|
"program altwater#REFLECT#RIPPLEMAP#FRESNEL=4\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
}
|
|
|
|
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) || !strncmp(shortname, "warp33/", 7) || !strncmp(shortname, "warp66/", 7))
|
|
{
|
|
Shader_DefaultScript(shortname, s, Shader_DefaultBSPWater(shortname));
|
|
}
|
|
else if (!strncmp(shortname, "trans/", 6))
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"alphagen const $#ALPHA\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 == '*'))
|
|
{
|
|
builtin = Shader_DefaultBSPWater(shortname);
|
|
}
|
|
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"
|
|
"depthwrite\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc blend\n"
|
|
"tcmod scale 10 10\n"
|
|
"tcmod scroll 0.02 0.02\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
if (!builtin && *shortname == '{')
|
|
{
|
|
/*alpha test*/
|
|
builtin = (
|
|
"{\n"
|
|
/* "if $deluxmap\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"tcgen base\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $deluxmap\n"
|
|
"tcgen lightmap\n"
|
|
"}\n"
|
|
"endif\n"*/
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcgen base\n"
|
|
"alphamask\n"
|
|
"}\n"
|
|
"if $lightmap\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"blendfunc gl_dst_color gl_zero\n"
|
|
"depthfunc equal\n"
|
|
"}\n"
|
|
"endif\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"
|
|
"program lpp_skin\n"
|
|
"else\n"
|
|
"program defaultskin\n"
|
|
"endif\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"rgbgen lightingDiffuse\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $loweroverlay\n"
|
|
"rgbgen bottomcolor\n"
|
|
"blendfunc gl_src_alpha gl_one\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $upperoverlay\n"
|
|
"rgbgen topcolor\n"
|
|
"blendfunc gl_src_alpha gl_one\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc add\n"
|
|
"}\n"
|
|
"if $haveprogram\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $specular\n"
|
|
"}\n"
|
|
"endif\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"
|
|
"program default2d\n"
|
|
"endif\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_2D|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;
|
|
int conddepth = 0;
|
|
int cond[8] = {0};
|
|
#define COND_IGNORE 1
|
|
#define COND_IGNOREPARENT 2
|
|
#define COND_ALLOWELSE 4
|
|
|
|
shaderparsemode = parsemode;
|
|
|
|
// set defaults
|
|
s->flags = SHADER_CULL_FRONT;
|
|
s->uses = 1;
|
|
|
|
while (shadersource)
|
|
{
|
|
token = COM_ParseExt (&shadersource, true, true);
|
|
|
|
if ( !token[0] )
|
|
continue;
|
|
else if (!Q_stricmp(token, "if"))
|
|
{
|
|
if (conddepth+1 == sizeof(cond)/sizeof(cond[0]))
|
|
{
|
|
Con_Printf("if statements nest too deeply in shader %s\n", s->name);
|
|
break;
|
|
}
|
|
conddepth++;
|
|
cond[conddepth] = (!Shader_EvaluateCondition(s, &shadersource)?COND_IGNORE:0);
|
|
cond[conddepth] |= COND_ALLOWELSE;
|
|
if (cond[conddepth-1] & (COND_IGNORE|COND_IGNOREPARENT))
|
|
cond[conddepth] |= COND_IGNOREPARENT;
|
|
}
|
|
else if (!Q_stricmp(token, "endif"))
|
|
{
|
|
if (!conddepth)
|
|
{
|
|
Con_Printf("endif without if in shader %s\n", s->name);
|
|
break;
|
|
}
|
|
conddepth--;
|
|
}
|
|
else if (!Q_stricmp(token, "else"))
|
|
{
|
|
if (cond[conddepth] & COND_ALLOWELSE)
|
|
{
|
|
cond[conddepth] ^= COND_IGNORE;
|
|
cond[conddepth] &= ~COND_ALLOWELSE;
|
|
}
|
|
else
|
|
Con_Printf("unexpected else statement in shader %s\n", s->name);
|
|
}
|
|
else if (cond[conddepth] & (COND_IGNORE|COND_IGNOREPARENT))
|
|
{
|
|
//eat it.
|
|
while (*shadersource)
|
|
{
|
|
token = COM_ParseExt(&shadersource, false, true);
|
|
if ( !token[0] )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (token[0] == '}')
|
|
break;
|
|
else if (token[0] == '{')
|
|
Shader_Readpass(s, &shadersource);
|
|
else if (Shader_Parsetok(s, NULL, shaderkeys, token, &shadersource))
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (conddepth)
|
|
{
|
|
Con_Printf("if statements without endif in shader %s\n", s->name);
|
|
}
|
|
|
|
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, 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";
|
|
|
|
if (strchr(name, '#'))
|
|
{
|
|
Q_strncpyz(shortname, name, sizeof(shortname));
|
|
}
|
|
else
|
|
{
|
|
*(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 D3D9QUAKE
|
|
if (qrenderer == QR_DIRECT3D9)
|
|
{
|
|
{
|
|
if (Shader_ParseShader(va("%s_hlsl", shortname), shortname, s))
|
|
{
|
|
return f;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
#ifdef D3D11QUAKE
|
|
if (qrenderer == QR_DIRECT3D11)
|
|
{
|
|
{
|
|
if (Shader_ParseShader(va("%s_hlsl11", 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];
|
|
int oldsort;
|
|
qboolean resort = false;
|
|
|
|
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();
|
|
Shader_ReloadGenerics();
|
|
|
|
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)
|
|
{
|
|
oldsort = s->sort;
|
|
Shader_Reset(s);
|
|
|
|
s->generator(shortname, s, s->genargs);
|
|
|
|
if (s->sort != oldsort)
|
|
resort = true;
|
|
}
|
|
}
|
|
|
|
if (resort)
|
|
{
|
|
RMod_ResortShaders();
|
|
}
|
|
}
|
|
|
|
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];
|
|
|
|
if (!r_shaders)
|
|
return NULL;
|
|
|
|
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
|