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fteqw/engine/gl/gl_shader.c
Spoike c0680334c7 What could possibly go wrong?...
Multiple consoles can now be printed/cleared via extra con commands.
Fixed the tab-completion alignment, by adding support for \t characters.
Changing the download mechanisms. Don't try downloading an ftp:// file. It'll probably crash you for now.
Trying to fix load time issues on q3bsps with a lot of curves.
Fixed sprites.
Added warning prints/spam where the new backend is bypassed, thus marking things that still need to be fixed.
QTV proxy fixed to not sit on qw servers unless someone is actually watching. Will ping for status requests still.
QTV proxy now supports ipv6.
QTV proxy now attempts to use the fte browser plugin.
Reworked the browser plugin code, now uses threads instead of ugly hacks. This should make cooperation with other such plugins work. Fixes unresponsiveness of opera, and gives an API that can be used from any other bit of software you want, tbh (read: internet explorer/activex plugins).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3516 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-03-14 14:35:56 +00:00

2987 lines
66 KiB
C

/*
Copyright (C) 2002-2003 Victor Luchits
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_shader.c - based on code by Stephen C. Taylor
#include "quakedef.h"
#ifndef SERVERONLY
#include "glquake.h"
#include "shader.h"
#include "hash.h"
#include <ctype.h>
extern texid_t missing_texture;
static qboolean shader_reload_needed;
//cvars that affect shader generation
cvar_t r_vertexlight = SCVAR("r_vertexlight", "0");
extern cvar_t r_fastsky, r_skyboxname;
extern cvar_t r_drawflat;
//backend fills this in to say the max pass count
int be_maxpasses;
#define Q_stricmp stricmp
#define Com_sprintf snprintf
#define clamp(v,min, max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v)));
typedef union {
float f;
unsigned int i;
} float_int_t;
qbyte FloatToByte( float x )
{
static float_int_t f2i;
// shift float to have 8bit fraction at base of number
f2i.f = x + 32768.0f;
// then read as integer and kill float bits...
return (qbyte) min(f2i.i & 0x7FFFFF, 255);
}
cvar_t r_detailtextures;
#define MAX_SHADERS 2048 //fixme: this takes a lot of bss in the r_shaders list
#define MAX_TOKEN_CHARS 1024
char *COM_ParseExt (char **data_p, qboolean nl)
{
int c;
int len;
char *data;
qboolean newlines = false;
data = *data_p;
len = 0;
com_token[0] = 0;
if (!data)
{
*data_p = NULL;
return "";
}
// skip whitespace
skipwhite:
while ((c = *data) <= ' ')
{
if (c == 0)
{
*data_p = NULL;
return "";
}
if (c == '\n')
newlines = true;
data++;
}
if (newlines && !nl)
{
*data_p = data;
return com_token;
}
// skip // comments
if (c == '/' && data[1] == '/')
{
while (*data && *data != '\n')
data++;
goto skipwhite;
}
// handle quoted strings specially
if (c == '\"')
{
data++;
while (1)
{
c = *data++;
if (c=='\"' || !c)
{
com_token[len] = 0;
*data_p = data;
return com_token;
}
if (len < MAX_TOKEN_CHARS)
{
com_token[len] = c;
len++;
}
}
}
// parse a regular word
do
{
if (len < MAX_TOKEN_CHARS)
{
com_token[len] = c;
len++;
}
data++;
c = *data;
} while (c>32);
if (len == MAX_TOKEN_CHARS)
{
// Com_Printf ("Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
len = 0;
}
com_token[len] = 0;
*data_p = data;
return com_token;
}
#define HASH_SIZE 128
typedef struct shaderkey_s
{
char *keyword;
void (*func)( shader_t *shader, shaderpass_t *pass, char **ptr );
} shaderkey_t;
typedef struct shadercache_s {
char name[MAX_QPATH];
char *path;
unsigned int offset;
struct shadercache_s *hash_next;
} shadercache_t;
static shadercache_t *shader_hash[HASH_SIZE];
static char shaderbuf[MAX_QPATH * 256];
int shaderbuflen;
shader_t r_shaders[MAX_SHADERS];
//static char r_skyboxname[MAX_QPATH];
//static float r_skyheight;
char *Shader_Skip( char *ptr );
static qboolean Shader_Parsetok( shader_t *shader, shaderpass_t *pass, shaderkey_t *keys,
char *token, char **ptr );
static void Shader_ParseFunc( char **args, shaderfunc_t *func );
static void Shader_MakeCache( char *path );
static void Shader_GetPathAndOffset( char *name, char **path, unsigned int *offset );
static void Shader_ReadShader(shader_t *s, char *shadersource);
//===========================================================================
static char *Shader_ParseString ( char **ptr )
{
char *token;
if ( !ptr || !(*ptr) ) {
return "";
}
if ( !**ptr || **ptr == '}' ) {
return "";
}
token = COM_ParseExt ( ptr, false );
Q_strlwr ( token );
return token;
}
static float Shader_ParseFloat ( char **ptr )
{
if ( !ptr || !(*ptr) ) {
return 0;
}
if ( !**ptr || **ptr == '}' ) {
return 0;
}
return atof ( COM_ParseExt ( ptr, false ) );
}
static void Shader_ParseVector ( char **ptr, vec3_t v )
{
char *scratch;
char *token;
qboolean bracket;
token = Shader_ParseString ( ptr );
if (*token == '$')
{
cvar_t *var;
var = Cvar_FindVar(token+1);
if (!var)
{
v[0] = 1;
v[1] = 1;
v[2] = 1;
return;
}
ptr = &scratch;
scratch = var->string;
}
if ( !Q_stricmp (token, "(") ) {
bracket = true;
token = Shader_ParseString ( ptr );
} else if ( token[0] == '(' ) {
bracket = true;
token = &token[1];
} else {
bracket = false;
}
v[0] = atof ( token );
v[1] = Shader_ParseFloat ( ptr );
token = Shader_ParseString ( ptr );
if ( !token[0] ) {
v[2] = 0;
} else if ( token[strlen(token)-1] == ')' ) {
token[strlen(token)-1] = 0;
v[2] = atof ( token );
} else {
v[2] = atof ( token );
if ( bracket ) {
Shader_ParseString ( ptr );
}
}
if (v[0] > 5 || v[1] > 5 || v[2] > 5)
{
VectorScale(v, 1.0f/255, v);
}
}
static void Shader_ParseSkySides ( shader_t *shader, char **ptr, texid_t *images )
{
int i, ss, sp;
char *token;
char path[MAX_QPATH];
static char *skyname_suffix[][6] = {
{"rt", "bk", "lf", "ft", "up", "dn"},
{"px", "py", "nx", "ny", "pz", "nz"},
{"posx", "posy", "negx", "negy", "posz", "negz"},
{"_px", "_py", "_nx", "_ny", "_pz", "_nz"},
{"_posx", "_posy", "_negx", "_negy", "_posz", "_negz"},
{"_rt", "_bk", "_lf", "_ft", "_up", "_dn"}
};
static char *skyname_pattern[] = {
"%s_%s",
"%s%s",
"env/%s%s",
"gfx/env/%s%s"
};
token = Shader_ParseString ( ptr );
if (*token == '$')
{
cvar_t *v;
v = Cvar_FindVar(token+1);
if (v)
token = v->string;
}
for ( i = 0; i < 6; i++ )
{
if ( token[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], token, skyname_suffix[ss][i] );
images[i] = R_LoadHiResTexture ( path, NULL, IF_NOALPHA);
if (TEXVALID(images[i]))
break;
}
if (TEXVALID(images[i]))
break;
}
if (!TEXVALID(images[i]))
{
Con_Printf("Shader \"%s\" missing texture: %s\n", shader->name, path);
images[i] = missing_texture;
}
}
}
}
static void Shader_ParseFunc ( char **ptr, shaderfunc_t *func )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "sin") ) {
func->type = SHADER_FUNC_SIN;
} else if ( !Q_stricmp (token, "triangle") ) {
func->type = SHADER_FUNC_TRIANGLE;
} else if ( !Q_stricmp (token, "square") ) {
func->type = SHADER_FUNC_SQUARE;
} else if ( !Q_stricmp (token, "sawtooth") ) {
func->type = SHADER_FUNC_SAWTOOTH;
} else if (!Q_stricmp (token, "inversesawtooth") ) {
func->type = SHADER_FUNC_INVERSESAWTOOTH;
} else if (!Q_stricmp (token, "noise") ) {
func->type = SHADER_FUNC_NOISE;
}
func->args[0] = Shader_ParseFloat ( ptr );
func->args[1] = Shader_ParseFloat ( ptr );
func->args[2] = Shader_ParseFloat ( ptr );
func->args[3] = Shader_ParseFloat ( ptr );
}
//===========================================================================
static int Shader_SetImageFlags ( shader_t *shader )
{
int flags = 0;
// if (shader->flags & SHADER_SKY)
// flags |= IF_SKY;
if (shader->flags & SHADER_NOMIPMAPS)
flags |= IF_NOMIPMAP;
if (shader->flags & SHADER_NOPICMIP)
flags |= IF_NOPICMIP;
return flags;
}
static texid_t Shader_FindImage ( char *name, int flags )
{
if (!Q_stricmp (name, "$whiteimage"))
return r_nulltex;
else
return R_LoadHiResTexture(name, NULL, flags);
}
/****************** shader keyword functions ************************/
static void Shader_Cull ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
shader->flags &= ~(SHADER_CULL_FRONT|SHADER_CULL_BACK);
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "disable") || !Q_stricmp (token, "none") || !Q_stricmp (token, "twosided") ) {
} else if ( !Q_stricmp (token, "front") ) {
shader->flags |= SHADER_CULL_FRONT;
} else if ( !Q_stricmp (token, "back") || !Q_stricmp (token, "backside") || !Q_stricmp (token, "backsided") ) {
shader->flags |= SHADER_CULL_BACK;
} else {
shader->flags |= SHADER_CULL_FRONT;
}
}
static void Shader_NoMipMaps ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= (SHADER_NOMIPMAPS|SHADER_NOPICMIP);
}
static void Shader_NoPicMip ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= SHADER_NOPICMIP;
}
static void Shader_DeformVertexes ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
deformv_t *deformv;
if ( shader->numdeforms >= SHADER_DEFORM_MAX ) {
return;
}
deformv = &shader->deforms[shader->numdeforms];
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "wave") ) {
deformv->type = DEFORMV_WAVE;
deformv->args[0] = Shader_ParseFloat ( ptr );
if ( deformv->args[0] ) {
deformv->args[0] = 1.0f / deformv->args[0];
}
Shader_ParseFunc ( ptr, &deformv->func );
} else if ( !Q_stricmp (token, "normal") ) {
deformv->type = DEFORMV_NORMAL;
deformv->args[0] = Shader_ParseFloat ( ptr );
deformv->args[1] = Shader_ParseFloat ( ptr );
} else if ( !Q_stricmp (token, "bulge") ) {
deformv->type = DEFORMV_BULGE;
Shader_ParseVector ( ptr, deformv->args );
shader->flags |= SHADER_DEFORMV_BULGE;
} else if ( !Q_stricmp (token, "move") ) {
deformv->type = DEFORMV_MOVE;
Shader_ParseVector ( ptr, deformv->args );
Shader_ParseFunc ( ptr, &deformv->func );
} else if ( !Q_stricmp (token, "autosprite") ) {
deformv->type = DEFORMV_AUTOSPRITE;
shader->flags |= SHADER_AUTOSPRITE;
} else if ( !Q_stricmp (token, "autosprite2") ) {
deformv->type = DEFORMV_AUTOSPRITE2;
shader->flags |= SHADER_AUTOSPRITE;
} else if ( !Q_stricmp (token, "projectionShadow") ) {
deformv->type = DEFORMV_PROJECTION_SHADOW;
} else {
return;
}
shader->numdeforms++;
}
static void Shader_SkyParms ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
int i;
skydome_t *skydome;
float skyheight;
if (shader->skydome)
{
for ( i = 0; i < 5; i++ ) {
Z_Free ( shader->skydome->meshes[i].xyz_array );
Z_Free ( shader->skydome->meshes[i].normals_array );
Z_Free ( shader->skydome->meshes[i].st_array );
}
Z_Free ( shader->skydome );
}
skydome = (skydome_t *)Z_Malloc ( sizeof(skydome_t) );
shader->skydome = skydome;
Shader_ParseSkySides ( shader, ptr, skydome->farbox_textures );
skyheight = Shader_ParseFloat ( ptr );
if ( !skyheight ) {
skyheight = 512.0f;
}
Shader_ParseSkySides ( shader, ptr, skydome->nearbox_textures );
shader->flags |= SHADER_SKY;
shader->sort = SHADER_SORT_SKY;
}
static void Shader_FogParms ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
float div;
vec3_t color, fcolor;
// if ( !r_ignorehwgamma->value )
// div = 1.0f / pow(2, max(0, floor(r_overbrightbits->value)));
// else
div = 1.0f;
Shader_ParseVector ( ptr, color );
VectorScale ( color, div, color );
ColorNormalize ( color, fcolor );
shader->fog_color[0] = FloatToByte ( fcolor[0] );
shader->fog_color[1] = FloatToByte ( fcolor[1] );
shader->fog_color[2] = FloatToByte ( fcolor[2] );
shader->fog_color[3] = 255;
shader->fog_dist = Shader_ParseFloat ( ptr );
if ( shader->fog_dist <= 0.0f ) {
shader->fog_dist = 128.0f;
}
shader->fog_dist = 1.0f / shader->fog_dist;
}
static void Shader_SurfaceParm ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp( token, "nodraw" ) )
shader->flags = SHADER_NODRAW;
else if ( !Q_stricmp( token, "nodlight" ) )
shader->flags = SHADER_NODLIGHT;
}
static void Shader_Sort ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp( token, "portal" ) ) {
shader->sort = SHADER_SORT_PORTAL;
} else if( !Q_stricmp( token, "sky" ) ) {
shader->sort = SHADER_SORT_SKY;
} else if( !Q_stricmp( token, "opaque" ) ) {
shader->sort = SHADER_SORT_OPAQUE;
} else if( !Q_stricmp( token, "banner" ) ) {
shader->sort = SHADER_SORT_BANNER;
} else if( !Q_stricmp( token, "underwater" ) ) {
shader->sort = SHADER_SORT_UNDERWATER;
} else if( !Q_stricmp( token, "additive" ) ) {
shader->sort = SHADER_SORT_ADDITIVE;
} else if( !Q_stricmp( token, "nearest" ) ) {
shader->sort = SHADER_SORT_NEAREST;
} else {
shader->sort = atoi ( token );
clamp ( shader->sort, SHADER_SORT_NONE, SHADER_SORT_NEAREST );
}
}
static void Shader_Portal ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->sort = SHADER_SORT_PORTAL;
}
static void Shader_PolygonOffset ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
/*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_SLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr, int qrtype)
{
void *vert, *frag;
char *token;
if (shader->programhandle.glsl)
{ //this allows fallbacks
token = Shader_ParseString ( ptr );
token = Shader_ParseString ( ptr );
return;
}
token = *ptr;
while (*token == ' ' || *token == '\t' || *token == '\r')
token++;
if (*token == '\n')
{
int count;
token++;
while (*token == ' ' || *token == '\t')
token++;
if (*token != '{')
{
Con_Printf("shader \"%s\" missing program string\n", shader->name);
}
else
{
token++;
vert = frag = token;
for (count = 1; *token; token++)
{
if (*token == '}')
{
count--;
if (!count)
break;
}
else if (*token == '{')
count++;
}
frag = BZ_Malloc(token - (char*)vert + 1);
memcpy(frag, vert, token-(char*)vert);
((char*)frag)[token-(char*)vert] = 0;
vert = frag;
*ptr = token+1;
if (qrenderer != qrtype)
{
}
#ifdef GLQUAKE
else if (qrenderer == QR_OPENGL)
shader->programhandle.glsl = GLSlang_CreateProgram("", (char *)vert, (char *)frag);
#endif
BZ_Free(vert);
frag = NULL;
vert = NULL;
return;
}
}
token = Shader_ParseString ( ptr );
FS_LoadFile(token, &vert);
token = Shader_ParseString ( ptr );
if (!*token)
frag = vert;
else
FS_LoadFile(token, &frag);
if (qrenderer != qrtype)
{
}
#ifdef GLQUAKE
else if (vert && frag)
shader->programhandle.glsl = GLSlang_CreateProgram("", (char *)vert, (char *)frag);
#endif
if (vert)
{
if (frag == vert)
frag = NULL;
FS_FreeFile(vert);
}
if (frag)
FS_FreeFile(frag);
}
static void Shader_GLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,QR_OPENGL);
}
static void Shader_HLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D);
}
static void Shader_ProgramParam ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
cvar_t *cv;
int specialint = 0;
float specialfloat = 0;
enum shaderprogparmtype_e parmtype = SP_BAD;
char *token;
qboolean silent = false;
token = Shader_ParseString(ptr);
if (!Q_stricmp(token, "opt"))
{
silent = true;
token = Shader_ParseString(ptr);
}
if (!Q_stricmp(token, "texture"))
{
token = Shader_ParseString(ptr);
specialint = atoi(token);
parmtype = SP_TEXTURE;
}
else if (!Q_stricmp(token, "cvari"))
{
token = Shader_ParseString(ptr);
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (cv)
{ //Cvar_Get returns null if the cvar is the name of a command
specialint = atoi(cv->string);
specialfloat = cv->value;
}
parmtype = SP_CVARI;
}
else if (!Q_stricmp(token, "cvarf"))
{
token = Shader_ParseString(ptr);
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (cv)
{ //Cvar_Get returns null if the cvar is the name of a command
specialint = atoi(cv->string);
specialfloat = cv->value;
}
parmtype = SP_CVARF;
}
else if (!Q_stricmp(token, "time"))
parmtype = SP_TIME;
else if (!Q_stricmp(token, "eyepos"))
parmtype = SP_EYEPOS;
else if (!Q_stricmp(token, "entmatrix"))
parmtype = SP_ENTMATRIX;
else if (!Q_stricmp(token, "colours") || !Q_stricmp(token, "colors"))
parmtype = SP_ENTCOLOURS;
else if (!Q_stricmp(token, "upper"))
parmtype = SP_TOPCOLOURS;
else if (!Q_stricmp(token, "lower"))
parmtype = SP_BOTTOMCOLOURS;
else if (!Q_stricmp(token, "lightradius"))
parmtype = SP_LIGHTRADIUS;
else if (!Q_stricmp(token, "lightcolour"))
parmtype = SP_LIGHTCOLOUR;
else if (!Q_stricmp(token, "lightpos"))
parmtype = SP_LIGHTPOSITION;
else
Con_Printf("shader %s: parameter type \"%s\" not known\n", shader->name, token);
token = Shader_ParseString(ptr);
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
unsigned int uniformloc;
if (!shader->programhandle.glsl)
{
Con_Printf("shader %s: param without program set\n", shader->name);
}
else
{
GLSlang_UseProgram(shader->programhandle.glsl);
uniformloc = qglGetUniformLocationARB(shader->programhandle.glsl, token);
if (uniformloc == -1)
{
if (!silent)
Con_Printf("shader %s: param without uniform \"%s\"\n", shader->name, token);
}
else
{
switch(parmtype)
{
case SP_BAD:
break;
case SP_TEXTURE:
case SP_CVARI:
GLSlang_SetUniform1i(uniformloc, specialint);
break;
case SP_CVARF:
GLSlang_SetUniform1f(uniformloc, specialfloat);
break;
default:
shader->progparm[shader->numprogparams].type = parmtype;
shader->progparm[shader->numprogparams].handle = uniformloc;
shader->numprogparams++;
break;
}
}
GLSlang_UseProgram(0);
}
}
#endif
}
static shaderkey_t shaderkeys[] =
{
{"cull", Shader_Cull},
{"skyparms", Shader_SkyParms},
{"fogparms", Shader_FogParms},
{"surfaceparm", Shader_SurfaceParm},
{"nomipmaps", Shader_NoMipMaps},
{"nopicmip", Shader_NoPicMip},
{"polygonoffset", Shader_PolygonOffset},
{"sort", Shader_Sort},
{"deformvertexes", Shader_DeformVertexes},
{"portal", Shader_Portal},
{"entitymergable", Shader_EntityMergable},
{"glslprogram", Shader_GLSLProgramName},
{"program", Shader_GLSLProgramName}, //legacy
{"hlslprogram", Shader_HLSLProgramName}, //for d3d
{"param", Shader_ProgramParam},
{NULL, NULL}
};
// ===============================================================
static void Shaderpass_Map (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int flags;
char *token;
pass->anim_frames[0] = r_nulltex;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "$lightmap"))
{
pass->tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_LIGHTMAP;
pass->texgen = T_GEN_LIGHTMAP;
shader->flags |= SHADER_HASLIGHTMAP;
}
else if (!Q_stricmp (token, "$deluxmap"))
{
pass->tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_DELUXMAP;
pass->texgen = T_GEN_DELUXMAP;
}
else if (!Q_stricmp (token, "$diffuse"))
{
pass->texgen = T_GEN_DIFFUSE;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (token, "$normalmap"))
{
pass->texgen = T_GEN_NORMALMAP;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (token, "$specular"))
{
pass->texgen = T_GEN_SPECULAR;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (token, "$fullbright"))
{
pass->texgen = T_GEN_FULLBRIGHT;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (token, "$upperoverlay"))
{
pass->texgen = T_GEN_UPPEROVERLAY;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (token, "$loweroverlay"))
{
pass->texgen = T_GEN_LOWEROVERLAY;
pass->tcgen = TC_GEN_BASE;
}
else if (!Q_stricmp (token, "$shadowmap"))
{
pass->texgen = T_GEN_SHADOWMAP;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else if (!Q_stricmp (token, "$currentrender"))
{
pass->texgen = T_GEN_CURRENTRENDER;
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
}
else
{
flags = Shader_SetImageFlags (shader);
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage (token, flags);
/*
if (!pass->anim_frames[0])
{
pass->anim_frames[0] = missing_texture;
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", shader->name, token );
}
*/
}
}
static void Shaderpass_AnimMap (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int flags;
char *token;
texid_t image;
flags = Shader_SetImageFlags (shader);
pass->tcgen = TC_GEN_BASE;
pass->flags |= SHADER_PASS_ANIMMAP;
pass->texgen = T_GEN_ANIMMAP;
pass->anim_fps = (int)Shader_ParseFloat (ptr);
pass->anim_numframes = 0;
for ( ; ; )
{
token = Shader_ParseString(ptr);
if (!token[0])
{
break;
}
if (pass->anim_numframes < SHADER_ANIM_FRAMES_MAX)
{
image = Shader_FindImage (token, flags);
if (!TEXVALID(image))
{
pass->anim_frames[pass->anim_numframes++] = missing_texture;
Con_DPrintf (CON_WARNING "Shader %s has an animmap with no image: %s.\n", shader->name, token );
}
else
{
pass->anim_frames[pass->anim_numframes++] = image;
}
}
}
}
static void Shaderpass_ClampMap (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int flags;
char *token;
token = Shader_ParseString (ptr);
flags = Shader_SetImageFlags (shader);
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage (token, flags | IF_CLAMP);
pass->texgen = T_GEN_SINGLEMAP;
if (!TEXVALID(pass->anim_frames[0]))
{
pass->anim_frames[0] = missing_texture;
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", shader->name, token);
}
}
static void Shaderpass_VideoMap (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString (ptr);
#ifdef NOMEDIA
#else
if (pass->cin)
Z_Free (pass->cin);
pass->cin = Media_StartCin(token);
if (!pass->cin)
pass->cin = Media_StartCin(va("video/%s.roq", token));
else
Con_DPrintf (CON_WARNING "(shader %s) Couldn't load video %s\n", shader->name, token);
pass->flags |= SHADER_PASS_VIDEOMAP;
shader->flags |= SHADER_VIDEOMAP;
pass->texgen = T_GEN_VIDEOMAP;
#endif
}
static void Shaderpass_RGBGen (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "identitylighting"))
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else if (!Q_stricmp (token, "identity"))
pass->rgbgen = RGB_GEN_IDENTITY;
else if (!Q_stricmp (token, "wave"))
{
pass->rgbgen = RGB_GEN_WAVE;
Shader_ParseFunc ( ptr, &pass->rgbgen_func);
}
else if (!Q_stricmp(token, "entity"))
pass->rgbgen = RGB_GEN_ENTITY;
else if (!Q_stricmp (token, "oneMinusEntity"))
pass->rgbgen = RGB_GEN_ONE_MINUS_ENTITY;
else if (!Q_stricmp (token, "vertex"))
pass->rgbgen = RGB_GEN_VERTEX;
else if (!Q_stricmp (token, "oneMinusVertex"))
pass->rgbgen = RGB_GEN_ONE_MINUS_VERTEX;
else if (!Q_stricmp (token, "lightingDiffuse"))
pass->rgbgen = RGB_GEN_LIGHTING_DIFFUSE;
else if (!Q_stricmp (token, "exactvertex"))
pass->rgbgen = RGB_GEN_EXACT_VERTEX;
else if (!Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
Shader_ParseVector (ptr, pass->rgbgen_func.args);
}
else if (!Q_stricmp (token, "topcolor"))
pass->rgbgen = RGB_GEN_TOPCOLOR;
else if (!Q_stricmp (token, "bottomcolor"))
pass->rgbgen = RGB_GEN_BOTTOMCOLOR;
}
static void Shaderpass_AlphaGen (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString(ptr);
if (!Q_stricmp (token, "portal"))
{
pass->alphagen = ALPHA_GEN_PORTAL;
shader->flags |= SHADER_AGEN_PORTAL;
}
else if (!Q_stricmp (token, "vertex"))
{
pass->alphagen = ALPHA_GEN_VERTEX;
}
else if (!Q_stricmp (token, "entity"))
{
pass->alphagen = ALPHA_GEN_ENTITY;
}
else if (!Q_stricmp (token, "wave"))
{
pass->alphagen = ALPHA_GEN_WAVE;
Shader_ParseFunc (ptr, &pass->alphagen_func);
}
else if ( !Q_stricmp (token, "lightingspecular"))
{
pass->alphagen = ALPHA_GEN_SPECULAR;
}
else if ( !Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
{
pass->alphagen = ALPHA_GEN_CONST;
pass->alphagen_func.type = SHADER_FUNC_CONSTANT;
pass->alphagen_func.args[0] = fabs(Shader_ParseFloat(ptr));
}
}
static void Shaderpass_AlphaShift (shader_t *shader, shaderpass_t *pass, char **ptr) //for alienarena
{
float speed;
float min, max;
pass->alphagen = ALPHA_GEN_WAVE;
pass->alphagen_func.type = SHADER_FUNC_SIN;
//arg0 = add
//arg1 = scale
//arg2 = timeshift
//arg3 = timescale
speed = Shader_ParseFloat(ptr);
min = Shader_ParseFloat(ptr);
max = Shader_ParseFloat(ptr);
pass->alphagen_func.args[0] = min + (max - min)/2;
pass->alphagen_func.args[1] = (max - min)/2;
pass->alphagen_func.args[2] = 0;
pass->alphagen_func.args[3] = 1/speed;
}
static int Shader_BlendFactor(char *name, qboolean dstnotsrc)
{
int factor;
if (!strnicmp(name, "gl_", 3))
name += 3;
if (!Q_stricmp(name, "zero"))
factor = SBITS_SRCBLEND_ZERO;
else if ( !Q_stricmp(name, "one"))
factor = SBITS_SRCBLEND_ONE;
else if (!Q_stricmp(name, "dst_color"))
factor = SBITS_SRCBLEND_DST_COLOR;
else if (!Q_stricmp(name, "one_minus_src_alpha"))
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA;
else if (!Q_stricmp(name, "src_alpha"))
factor = SBITS_SRCBLEND_SRC_ALPHA;
else if (!Q_stricmp(name, "src_color"))
factor = SBITS_SRCBLEND_SRC_COLOR_INVALID;
else if (!Q_stricmp(name, "one_minus_dst_color"))
factor = SBITS_SRCBLEND_ONE_MINUS_DST_COLOR;
else if (!Q_stricmp(name, "one_minus_src_color"))
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID;
else if (!Q_stricmp(name, "dst_alpha") )
factor = SBITS_SRCBLEND_DST_ALPHA;
else if (!Q_stricmp(name, "one_minus_dst_alpha"))
factor = SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA;
else
factor = SBITS_SRCBLEND_NONE;
if (dstnotsrc)
{
//dest factors are shifted
factor <<= 4;
/*gl doesn't accept dst_color for destinations*/
if (factor == SBITS_DSTBLEND_NONE ||
factor == SBITS_DSTBLEND_DST_COLOR_INVALID ||
factor == SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID ||
factor == SBITS_DSTBLEND_ALPHA_SATURATE_INVALID)
{
Con_DPrintf("Invalid shader dst blend \"%s\"\n", name);
factor = SBITS_DSTBLEND_ONE;
}
}
else
{
/*gl doesn't accept src_color for sources*/
if (factor == SBITS_SRCBLEND_NONE ||
factor == SBITS_SRCBLEND_SRC_COLOR_INVALID ||
factor == SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID)
{
Con_DPrintf("Unrecognised shader src blend \"%s\"\n", name);
factor = SBITS_SRCBLEND_ONE;
}
}
return factor;
}
static void Shaderpass_BlendFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
pass->shaderbits &= ~(SBITS_BLEND_BITS);
token = Shader_ParseString (ptr);
if ( !Q_stricmp (token, "blend"))
{
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
}
else if (!Q_stricmp (token, "filter"))
{
pass->shaderbits |= SBITS_SRCBLEND_DST_COLOR | SBITS_DSTBLEND_ZERO;
}
else if (!Q_stricmp (token, "add"))
{
pass->shaderbits |= SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE;
}
else if (!Q_stricmp (token, "replace"))
{
pass->shaderbits |= SBITS_SRCBLEND_NONE | SBITS_DSTBLEND_NONE;
}
else
{
pass->shaderbits |= Shader_BlendFactor(token, false);
token = Shader_ParseString (ptr);
pass->shaderbits |= Shader_BlendFactor(token, true);
}
}
static void Shaderpass_AlphaFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
pass->shaderbits &= ~SBITS_ATEST_BITS;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "gt0"))
{
pass->shaderbits = SBITS_ATEST_GT0;
}
else if (!Q_stricmp (token, "lt128"))
{
pass->shaderbits = SBITS_ATEST_LT128;
}
else if (!Q_stricmp (token, "ge128"))
{
pass->shaderbits = SBITS_ATEST_GE128;
}
}
static void Shaderpass_DepthFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "equal"))
pass->shaderbits |= SBITS_MISC_DEPTHEQUALONLY;
else if (!Q_stricmp (token, "lequal"))
pass->shaderbits &= ~SBITS_MISC_DEPTHEQUALONLY;
else
Con_DPrintf("Invalid depth func %s\n", token);
}
static void Shaderpass_DepthWrite (shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->flags |= SHADER_DEPTHWRITE;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
}
static void Shaderpass_TcMod (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int i;
tcmod_t *tcmod;
char *token;
if (pass->numtcmods >= SHADER_TCMOD_MAX)
{
return;
}
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "rotate"))
{
tcmod->args[0] = -Shader_ParseFloat(ptr) / 360.0f;
if (!tcmod->args[0])
{
return;
}
tcmod->type = SHADER_TCMOD_ROTATE;
}
else if ( !Q_stricmp (token, "scale") )
{
tcmod->args[0] = Shader_ParseFloat (ptr);
tcmod->args[1] = Shader_ParseFloat (ptr);
tcmod->type = SHADER_TCMOD_SCALE;
}
else if ( !Q_stricmp (token, "scroll") )
{
tcmod->args[0] = Shader_ParseFloat (ptr);
tcmod->args[1] = Shader_ParseFloat (ptr);
tcmod->type = SHADER_TCMOD_SCROLL;
}
else if (!Q_stricmp(token, "stretch"))
{
shaderfunc_t func;
Shader_ParseFunc(ptr, &func);
tcmod->args[0] = func.type;
for (i = 1; i < 5; ++i)
tcmod->args[i] = func.args[i-1];
tcmod->type = SHADER_TCMOD_STRETCH;
}
else if (!Q_stricmp (token, "transform"))
{
for (i = 0; i < 6; ++i)
tcmod->args[i] = Shader_ParseFloat (ptr);
tcmod->type = SHADER_TCMOD_TRANSFORM;
}
else if (!Q_stricmp (token, "turb"))
{
for (i = 0; i < 4; i++)
tcmod->args[i] = Shader_ParseFloat (ptr);
tcmod->type = SHADER_TCMOD_TURB;
}
else
{
return;
}
pass->numtcmods++;
}
static void Shaderpass_Scale ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
//seperate x and y
char *token;
tcmod_t *tcmod;
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCALE;
tcmod->args[0] = Shader_ParseFloat ( ptr );
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCALE;
tcmod->args[1] = Shader_ParseFloat ( ptr );
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
pass->numtcmods++;
}
static void Shaderpass_Scroll ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
//seperate x and y
char *token;
tcmod_t *tcmod;
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCROLL;
tcmod->args[0] = Shader_ParseFloat ( ptr );
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCROLL;
tcmod->args[1] = Shader_ParseFloat ( ptr );
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
pass->numtcmods++;
}
static void Shaderpass_TcGen ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "base") ) {
pass->tcgen = TC_GEN_BASE;
} else if ( !Q_stricmp (token, "lightmap") ) {
pass->tcgen = TC_GEN_LIGHTMAP;
} else if ( !Q_stricmp (token, "environment") ) {
pass->tcgen = TC_GEN_ENVIRONMENT;
} else if ( !Q_stricmp (token, "vector") ) {
pass->tcgen = TC_GEN_BASE;
} else if ( !Q_stricmp (token, "normal") ) {
pass->tcgen = TC_GEN_NORMAL;
} else if ( !Q_stricmp (token, "svector") ) {
pass->tcgen = TC_GEN_SVECTOR;
} else if ( !Q_stricmp (token, "tvector") ) {
pass->tcgen = TC_GEN_TVECTOR;
}
}
static void Shaderpass_EnvMap ( shader_t *shader, shaderpass_t *pass, char **ptr ) //for alienarena
{
pass->tcgen = TC_GEN_ENVIRONMENT;
}
static void Shaderpass_Detail ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->flags |= SHADER_PASS_DETAIL;
}
static void Shaderpass_AlphaMask ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->shaderbits &= ~SBITS_ATEST_BITS;
pass->shaderbits |= SBITS_ATEST_GE128;
}
static void Shaderpass_NoLightMap ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->rgbgen = RGB_GEN_IDENTITY;
}
static shaderkey_t shaderpasskeys[] =
{
{"rgbgen", Shaderpass_RGBGen },
{"blendfunc", Shaderpass_BlendFunc },
{"depthfunc", Shaderpass_DepthFunc },
{"depthwrite", Shaderpass_DepthWrite },
{"alphafunc", Shaderpass_AlphaFunc },
{"tcmod", Shaderpass_TcMod },
{"map", Shaderpass_Map },
{"animmap", Shaderpass_AnimMap },
{"clampmap", Shaderpass_ClampMap },
{"videomap", Shaderpass_VideoMap },
{"tcgen", Shaderpass_TcGen },
{"envmap", Shaderpass_EnvMap },//for alienarena
{"nolightmap", Shaderpass_NoLightMap },//for alienarena
{"scale", Shaderpass_Scale },//for alienarena
{"scroll", Shaderpass_Scroll },//for alienarena
{"alphagen", Shaderpass_AlphaGen },
{"alphashift", Shaderpass_AlphaShift },//for alienarena
{"alphamask", Shaderpass_AlphaMask },//for alienarena
{"detail", Shaderpass_Detail },
{NULL, NULL }
};
// ===============================================================
int Shader_InitCallback (const char *name, int size, void *param)
{
strcpy(shaderbuf+shaderbuflen, name);
Shader_MakeCache(shaderbuf+shaderbuflen);
shaderbuflen += strlen(name)+1;
return true;
}
qboolean Shader_Init (void)
{
shaderbuflen = 0;
Con_Printf ( "Initializing Shaders.\n" );
COM_EnumerateFiles("shaders/*.shader", Shader_InitCallback, NULL);
COM_EnumerateFiles("scripts/*.shader", Shader_InitCallback, NULL);
// COM_EnumerateFiles("scripts/*.rscript", Shader_InitCallback, NULL);
Shader_NeedReload();
Shader_DoReload();
return true;
}
static void Shader_MakeCache ( char *path )
{
unsigned int key, i;
char filename[MAX_QPATH];
char *buf, *ptr, *token, *t;
shadercache_t *cache;
int size;
Com_sprintf( filename, sizeof(filename), "%s", path );
Con_DPrintf ( "...loading '%s'\n", filename );
size = FS_LoadFile ( filename, (void **)&buf );
if ( !buf || size <= 0 )
{
return;
}
ptr = buf;
do
{
if ( ptr - buf >= size )
break;
token = COM_ParseExt ( &ptr, true );
if ( !token[0] || ptr - buf >= size )
break;
COM_CleanUpPath(token);
t = NULL;
Shader_GetPathAndOffset ( token, &t, &i );
if ( t )
{
ptr = Shader_Skip ( ptr );
continue;
}
key = Hash_Key ( token, HASH_SIZE );
cache = ( shadercache_t * )Z_Malloc ( sizeof(shadercache_t) );
cache->hash_next = shader_hash[key];
cache->path = path;
cache->offset = ptr - buf;
Com_sprintf ( cache->name, MAX_QPATH, token );
shader_hash[key] = cache;
ptr = Shader_Skip ( ptr );
} while ( ptr );
FS_FreeFile ( buf );
}
char *Shader_Skip ( char *ptr )
{
char *tok;
int brace_count;
// Opening brace
tok = COM_ParseExt ( &ptr, true );
if (!ptr)
return NULL;
if ( tok[0] != '{' )
{
tok = COM_ParseExt ( &ptr, true );
}
for (brace_count = 1; brace_count > 0 ; ptr++)
{
tok = COM_ParseExt ( &ptr, true );
if ( !tok[0] )
return NULL;
if (tok[0] == '{')
{
brace_count++;
} else if (tok[0] == '}')
{
brace_count--;
}
}
return ptr;
}
static void Shader_GetPathAndOffset ( char *name, char **path, unsigned int *offset )
{
unsigned int key;
shadercache_t *cache;
key = Hash_Key ( name, HASH_SIZE );
cache = shader_hash[key];
for ( ; cache; cache = cache->hash_next )
{
if ( !Q_stricmp (cache->name, name) )
{
*path = cache->path;
*offset = cache->offset;
return;
}
}
path = NULL;
}
void Shader_FreePass (shaderpass_t *pass)
{
#ifndef NOMEDIA
if ( pass->flags & SHADER_PASS_VIDEOMAP )
{
Media_ShutdownCin(pass->cin);
pass->cin = NULL;
}
#endif
}
void Shader_Free (shader_t *shader)
{
int i;
shaderpass_t *pass;
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
if (shader->programhandle.glsl)
qglDeleteObjectARB(shader->programhandle.glsl);
#endif
memset(&shader->programhandle, 0, sizeof(shader->programhandle));
if (shader->skydome)
{
for (i = 0; i < 5; i++)
{
if (shader->skydome->meshes[i].xyz_array)
{
Z_Free ( shader->skydome->meshes[i].xyz_array );
Z_Free ( shader->skydome->meshes[i].normals_array );
Z_Free ( shader->skydome->meshes[i].st_array );
}
}
Z_Free (shader->skydome);
}
pass = shader->passes;
for (i = 0; i < shader->numpasses; i++, pass++)
{
Shader_FreePass (pass);
}
}
void Shader_Shutdown (void)
{
int i;
shader_t *shader;
shadercache_t *cache, *cache_next;
shader = r_shaders;
for (i = 0; i < MAX_SHADERS; i++, shader++)
{
if ( !shader->registration_sequence )
continue;
Shader_Free ( shader );
}
for ( i = 0; i < HASH_SIZE; i++ )
{
cache = shader_hash[i];
for ( ; cache; cache = cache_next )
{
cache_next = cache->hash_next;
cache->hash_next = NULL;
Z_Free ( cache );
}
}
memset (r_shaders, 0, sizeof(shader_t)*MAX_SHADERS);
memset (shader_hash, 0, sizeof(shader_hash));
shader_reload_needed = false;
}
void Shader_SetBlendmode (shaderpass_t *pass)
{
#ifdef GLQUAKE
if (pass->texgen == T_GEN_DELUXMAP)
{
pass->blendmode = GL_DOT3_RGB_ARB;
return;
}
if (pass->texgen < T_GEN_DIFFUSE && !TEXVALID(pass->anim_frames[0]) && !(pass->flags & SHADER_PASS_LIGHTMAP))
{
pass->blendmode = GL_MODULATE;
return;
}
if (!(pass->shaderbits & SBITS_BLEND_BITS) && qglMTexCoord2fSGIS)
{
if ((pass->rgbgen == RGB_GEN_IDENTITY) && (pass->alphagen == ALPHA_GEN_IDENTITY))
{
pass->blendmode = GL_REPLACE;
}
else
{
#pragma message("is this correct?")
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->shaderbits |= SBITS_SRCBLEND_ONE;
pass->shaderbits |= SBITS_DSTBLEND_ZERO;
pass->blendmode = GL_MODULATE;
}
return;
}
if (((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ZERO|SBITS_DSTBLEND_SRC_COLOR)) ||
((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_DST_COLOR|SBITS_DSTBLEND_ZERO)))
pass->blendmode = GL_MODULATE;
else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE))
pass->blendmode = GL_ADD;
else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_SRC_ALPHA|SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA))
pass->blendmode = GL_DECAL;
else
pass->blendmode = GL_MODULATE;
#endif
}
void Shader_Readpass (shader_t *shader, char **ptr)
{
char *token;
shaderpass_t *pass;
qboolean ignore;
static shader_t dummy;
if ( shader->numpasses >= SHADER_PASS_MAX )
{
ignore = true;
shader = &dummy;
shader->numpasses = 1;
pass = shader->passes;
}
else
{
ignore = false;
pass = &shader->passes[shader->numpasses++];
}
// Set defaults
pass->flags = 0;
pass->anim_frames[0] = r_nulltex;
pass->anim_numframes = 0;
pass->rgbgen = RGB_GEN_UNKNOWN;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->tcgen = TC_GEN_BASE;
pass->numtcmods = 0;
pass->numMergedPasses = 1;
while ( ptr )
{
token = COM_ParseExt (ptr, true);
if ( !token[0] )
{
continue;
}
else if ( token[0] == '}' )
{
break;
}
else if ( Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr) )
{
break;
}
}
// check some things
if ( ignore )
{
Shader_Free ( shader );
return;
}
if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO))
{
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
shader->flags |= SHADER_DEPTHWRITE;
}
switch (pass->rgbgen)
{
case RGB_GEN_IDENTITY_LIGHTING:
case RGB_GEN_IDENTITY:
case RGB_GEN_CONST:
case RGB_GEN_WAVE:
case RGB_GEN_ENTITY:
case RGB_GEN_ONE_MINUS_ENTITY:
case RGB_GEN_UNKNOWN: // assume RGB_GEN_IDENTITY or RGB_GEN_IDENTITY_LIGHTING
switch (pass->alphagen)
{
case ALPHA_GEN_IDENTITY:
case ALPHA_GEN_CONST:
case ALPHA_GEN_WAVE:
case ALPHA_GEN_ENTITY:
pass->flags |= SHADER_PASS_NOCOLORARRAY;
break;
default:
break;
}
break;
default:
break;
}
if ((shader->flags & SHADER_SKY) && (shader->flags & SHADER_DEPTHWRITE))
{
#pragma message("is this valid?")
pass->shaderbits &= ~SBITS_MISC_DEPTHWRITE;
}
}
static qboolean Shader_EvaluateCondition(char **ptr)
{
char *token;
cvar_t *cv;
qboolean conditiontrue = true;
token = COM_ParseExt ( ptr, false );
if (*token == '!')
{
conditiontrue = false;
token++;
}
if (*token == '$')
{
extern cvar_t gl_bump;
token++;
if (!Q_stricmp(token, "lightmap"))
conditiontrue = conditiontrue == !r_fullbright.value;
else if (!Q_stricmp(token, "deluxmap") )
conditiontrue = conditiontrue == !!gl_bump.value;
//normalmaps are generated if they're not already known.
else if (!Q_stricmp(token, "normalmap") )
conditiontrue = conditiontrue == !!gl_bump.value;
#pragma message("shader fixme")
else if (!Q_stricmp(token, "diffuse") )
conditiontrue = conditiontrue == true;
else if (!Q_stricmp(token, "specular") )
conditiontrue = conditiontrue == false;
else if (!Q_stricmp(token, "fullbright") )
conditiontrue = conditiontrue == false;
else if (!Q_stricmp(token, "topoverlay") )
conditiontrue = conditiontrue == false;
else if (!Q_stricmp(token, "loweroverlay") )
conditiontrue = conditiontrue == false;
else
conditiontrue = conditiontrue == false;
}
else
{
cv = Cvar_Get(token, "", 0, "Shader Conditions");
if (cv)
conditiontrue = conditiontrue == !!cv->value;
}
return conditiontrue;
}
static qboolean Shader_Parsetok (shader_t *shader, shaderpass_t *pass, shaderkey_t *keys, char *token, char **ptr)
{
shaderkey_t *key;
for (key = keys; key->keyword != NULL; key++)
{
if (!Q_stricmp (token, key->keyword))
{
if (key->func)
key->func ( shader, pass, ptr );
return ( ptr && *ptr && **ptr == '}' );
}
}
// Next Line
while (ptr)
{
token = COM_ParseExt ( ptr, false );
if ( !token[0] ) {
break;
}
}
return false;
}
void Shader_SetPassFlush (shaderpass_t *pass, shaderpass_t *pass2)
{
#ifdef GLQUAKE
if (((pass->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
((pass2->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
(pass->flags & SHADER_PASS_VIDEOMAP) || (pass2->flags & SHADER_PASS_VIDEOMAP) ||
((pass->shaderbits & SBITS_ATEST_BITS) && !(pass2->shaderbits & SBITS_MISC_DEPTHEQUALONLY)))
{
return;
}
if (pass2->rgbgen != RGB_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY)
{
return;
}
if (pass->rgbgen != RGB_GEN_IDENTITY || pass->alphagen != ALPHA_GEN_IDENTITY)
return;
// check if we can use multiple passes
if (pass2->blendmode == GL_DOT3_RGB_ARB)
{
pass->numMergedPasses++;
}
else if (gl_config.tex_env_combine || gl_config.nv_tex_env_combine4)
{
if ( pass->blendmode == GL_REPLACE )
{
if ((pass2->blendmode == GL_DECAL && gl_config.tex_env_combine) ||
(pass2->blendmode == GL_ADD && gl_config.env_add) ||
(pass2->blendmode && pass2->blendmode != GL_ADD) || gl_config.nv_tex_env_combine4)
{
pass->numMergedPasses++;
}
}
else if (pass->blendmode == GL_ADD &&
pass2->blendmode == GL_ADD && gl_config.env_add)
{
pass->numMergedPasses++;
}
else if (pass->blendmode == GL_MODULATE && pass2->blendmode == GL_MODULATE)
{
pass->numMergedPasses++;
}
}
else if ( qglMTexCoord2fSGIS )
{
//don't merge more than 2 tmus.
if (pass->numMergedPasses != 1)
return;
// check if we can use R_RenderMeshMultitextured
if ( pass->blendmode == GL_REPLACE )
{
if ( pass2->blendmode == GL_ADD && gl_config.env_add )
{
pass->numMergedPasses = 2;
}
else if ( pass2->blendmode && pass2->blendmode != GL_DECAL )
{
pass->numMergedPasses = 2;
}
}
else if (pass->blendmode == GL_MODULATE && pass2->blendmode == GL_MODULATE)
{
pass->numMergedPasses = 2;
}
else if (pass->blendmode == GL_ADD && pass2->blendmode == GL_ADD && gl_config.env_add)
{
pass->numMergedPasses = 2;
}
}
#endif
}
void Shader_SetFeatures ( shader_t *s )
{
int i;
qboolean trnormals;
shaderpass_t *pass;
s->features = MF_NONE;
for (i = 0, trnormals = true; i < s->numdeforms; i++)
{
switch (s->deforms[i].type)
{
case DEFORMV_BULGE:
case DEFORMV_WAVE:
trnormals = false;
case DEFORMV_NORMAL:
s->features |= MF_NORMALS;
break;
case DEFORMV_MOVE:
break;
default:
trnormals = false;
break;
}
}
if (trnormals)
{
s->features |= MF_TRNORMALS;
}
for (i = 0, pass = s->passes; i < s->numpasses; i++, pass++)
{
switch (pass->rgbgen)
{
case RGB_GEN_LIGHTING_DIFFUSE:
s->features |= MF_NORMALS;
break;
case RGB_GEN_VERTEX:
case RGB_GEN_ONE_MINUS_VERTEX:
case RGB_GEN_EXACT_VERTEX:
s->features |= MF_COLORS;
break;
default:
break;
}
switch ( pass->alphagen )
{
case ALPHA_GEN_SPECULAR:
s->features |= MF_NORMALS;
break;
case ALPHA_GEN_VERTEX:
s->features |= MF_COLORS;
break;
default:
break;
}
switch (pass->tcgen)
{
default:
s->features |= MF_STCOORDS;
break;
case TC_GEN_LIGHTMAP:
s->features |= MF_LMCOORDS;
break;
case TC_GEN_ENVIRONMENT:
case TC_GEN_NORMAL:
s->features |= MF_NORMALS;
break;
case TC_GEN_SVECTOR:
case TC_GEN_TVECTOR:
s->features |= MF_NORMALS;
break;
}
}
}
void Shader_Finish (shader_t *s)
{
int i;
shaderpass_t *pass;
if (s->flags & SHADER_SKY && r_fastsky.ival)
{
s->flags = 0;
s->numdeforms = 0;
s->numpasses = 0;
s->numprogparams = 0;
Shader_DefaultScript(s->name, s,
"{\n"
"{\n"
"map $whiteimage\n"
"rgbgen $r_fastskycolour\n"
"}\n"
"}\n"
);
return;
}
if (!s->numpasses && !(s->flags & (SHADER_NODRAW|SHADER_SKY)) && !s->fog_dist)
{
pass = &s->passes[s->numpasses++];
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = R_LoadHiResTexture(s->name, NULL, IF_NOALPHA);
if (!TEXVALID(pass->anim_frames[0]))
{
Con_Printf("Shader %s failed to load default texture\n", s->name);
pass->anim_frames[0] = missing_texture;
}
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->rgbgen = RGB_GEN_VERTEX;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
Con_Printf("Shader %s with no passes and no surfaceparm nodraw, inserting pass\n", s->name);
}
if (!Q_stricmp (s->name, "flareShader"))
{
s->flags |= SHADER_FLARE;
}
if (!s->numpasses && !s->sort)
{
s->sort = SHADER_SORT_ADDITIVE;
return;
}
if (!s->sort && s->passes->texgen == T_GEN_CURRENTRENDER)
s->sort = SHADER_SORT_NEAREST;
if ((s->polyoffset.unit < 0) && !s->sort)
{
s->sort = SHADER_SORT_DECAL;
}
if (r_vertexlight.value && !s->programhandle.glsl)
{
// do we have a lightmap pass?
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (pass->flags & SHADER_PASS_LIGHTMAP)
break;
}
if (i == s->numpasses)
{
goto done;
}
// try to find pass with rgbgen set to RGB_GEN_VERTEX
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (pass->rgbgen == RGB_GEN_VERTEX)
break;
}
if (i < s->numpasses)
{ // we found it
pass->flags |= SHADER_CULL_FRONT;
pass->flags &= ~SHADER_PASS_ANIMMAP;
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->blendmode = 0;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
s->flags |= SHADER_DEPTHWRITE;
s->sort = SHADER_SORT_OPAQUE;
s->numpasses = 1;
memcpy(&s->passes[0], pass, sizeof(shaderpass_t));
}
else
{ // we didn't find it - simply remove all lightmap passes
pass = s->passes;
for(i = 0; i < s->numpasses; i++, pass++)
{
if (pass->flags & SHADER_PASS_LIGHTMAP)
break;
}
if ( i == s->numpasses -1 )
{
s->numpasses--;
}
else if ( i < s->numpasses - 1 )
{
for ( ; i < s->numpasses - 1; i++, pass++ )
{
memcpy ( pass, &s->passes[i+1], sizeof(shaderpass_t) );
}
s->numpasses--;
}
if ( s->passes[0].numtcmods )
{
pass = s->passes;
for ( i = 0; i < s->numpasses; i++, pass++ )
{
if ( !pass->numtcmods )
break;
}
memcpy ( &s->passes[0], pass, sizeof(shaderpass_t) );
}
s->passes[0].rgbgen = RGB_GEN_VERTEX;
s->passes[0].alphagen = ALPHA_GEN_IDENTITY;
s->passes[0].blendmode = 0;
s->passes[0].flags &= ~(SHADER_PASS_ANIMMAP|SHADER_PASS_NOCOLORARRAY);
pass->shaderbits &= ~SBITS_BLEND_BITS;
s->passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
s->passes[0].numMergedPasses = 1;
s->numpasses = 1;
s->flags |= SHADER_DEPTHWRITE;
}
}
done:;
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (!(pass->shaderbits & SBITS_BLEND_BITS))
{
break;
}
}
// all passes have blendfuncs
if (i == s->numpasses)
{
int opaque;
opaque = -1;
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++ )
{
if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_DST_COLOR|SBITS_DSTBLEND_ZERO))
{
opaque = i;
}
if (pass->rgbgen == RGB_GEN_UNKNOWN)
{
if (!s->fog_dist && !(pass->flags & SHADER_PASS_LIGHTMAP))
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else
pass->rgbgen = RGB_GEN_IDENTITY;
}
Shader_SetBlendmode (pass);
}
if (!(s->flags & SHADER_SKY ) && !s->sort)
{
if (opaque == -1)
s->sort = SHADER_SORT_ADDITIVE;
else if (s->passes[opaque].shaderbits & SBITS_ATEST_BITS)
s->sort = SHADER_SORT_OPAQUE + 1;
else
s->sort = SHADER_SORT_OPAQUE;
}
}
else
{
int j;
shaderpass_t *sp;
sp = s->passes;
for (j = 0; j < s->numpasses; j++, sp++)
{
if (sp->rgbgen == RGB_GEN_UNKNOWN)
{
sp->rgbgen = RGB_GEN_IDENTITY;
}
Shader_SetBlendmode (sp);
}
if (!s->sort)
{
if (pass->shaderbits & SBITS_ATEST_BITS)
s->sort = SHADER_SORT_OPAQUE + 1;
}
if (!( s->flags & SHADER_DEPTHWRITE) &&
!(s->flags & SHADER_SKY))
{
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
s->flags |= SHADER_DEPTHWRITE;
}
}
if (s->numpasses >= 2)
{
int j;
pass = s->passes;
for (i = 0; i < s->numpasses;)
{
if (i == s->numpasses - 1)
break;
pass = s->passes + i;
for (j = 1; j < s->numpasses-i && j == i + pass->numMergedPasses && j < be_maxpasses; j++)
Shader_SetPassFlush (pass, pass + j);
i += pass->numMergedPasses;
}
}
if (!s->sort)
{
s->sort = SHADER_SORT_OPAQUE;
}
if ((s->flags & SHADER_SKY) && (s->flags & SHADER_DEPTHWRITE))
{
s->flags &= ~SHADER_DEPTHWRITE;
}
if (s->programhandle.glsl)
{
if (!s->numpasses)
s->numpasses = 1;
s->passes->numMergedPasses = s->numpasses;
}
Shader_SetFeatures(s);
}
/*
void Shader_UpdateRegistration (void)
{
int i, j, l;
shader_t *shader;
shaderpass_t *pass;
shader = r_shaders;
for (i = 0; i < MAX_SHADERS; i++, shader++)
{
if (!shader->registration_sequence)
continue;
if (shader->registration_sequence != registration_sequence)
{
Shader_Free ( shader );
shader->registration_sequence = 0;
continue;
}
pass = shader->passes;
for (j = 0; j < shader->numpasses; j++, pass++)
{
if (pass->flags & SHADER_PASS_ANIMMAP)
{
for (l = 0; l < pass->anim_numframes; l++)
{
if (pass->anim_frames[l])
pass->anim_frames[l]->registration_sequence = registration_sequence;
}
}
else if ( pass->flags & SHADER_PASS_VIDEOMAP )
{
// Shader_RunCinematic will do the job
// pass->cin->frame = -1;
}
else if ( !(pass->flags & SHADER_PASS_LIGHTMAP) )
{
if ( pass->anim_frames[0] )
pass->anim_frames[0]->registration_sequence = registration_sequence;
}
}
}
}
*/
void R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader)
{
extern cvar_t gl_bump;
/*dlights/realtime lighting needs some stuff*/
if (!TEXVALID(tn->base))
tn->base = R_LoadHiResTexture(shader->name, NULL, IF_NOALPHA);
if (!TEXVALID(tn->bump) && gl_bump.ival)
tn->bump = R_LoadHiResTexture(va("%s_norm", shader->name), NULL, IF_NOALPHA);
if (!TEXVALID(tn->bump) && gl_bump.ival)
tn->bump = R_LoadHiResTexture(va("%s_bump", shader->name), NULL, IF_NOALPHA);
if (!TEXVALID(tn->bump) && gl_bump.ival)
tn->bump = R_LoadHiResTexture(va("normalmaps/%s", shader->name), NULL, IF_NOALPHA);
shader->defaulttextures = *tn;
}
void Shader_DefaultScript(char *shortname, shader_t *s, const void *args)
{
const char *f = args;
if (!args)
return;
while (*f == ' ' || *f == '\t' || *f == '\n' || *f == '\r')
f++;
if (*f == '{')
{
f++;
Shader_ReadShader(s, (void*)f);
}
};
void Shader_DefaultBSP(char *shortname, shader_t *s, const void *args)
{
char *builtin = NULL;
if (!builtin && (*shortname == '*'))
{
//q1 water
/* if (r_fastturb.value)
{
builtin = (
"{\n"
"{\n"
"map $whiteimage\n"
"rgbgen $r_fastturbcolour\n"
"}\n"
"}\n"
);
}
else*/
builtin = (
"{\n"
"program\n"
"{\n"
"#ifdef VERTEX_SHADER\n"
"varying vec3 pos;\n"
"varying vec2 tc;\n"
"void main (void)\n"
"{\n"
" tc = gl_MultiTexCoord0.st;\n"
" gl_Position = ftransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D watertexture;\n"
"uniform float time;\n"
"varying vec2 tc;\n"
"void main (void)\n"
"{\n"
" vec2 ntc;\n"
" ntc.s = tc.s + sin(tc.t+time)*0.125;\n"
" ntc.t = tc.t + sin(tc.s+time)*0.125;\n"
" vec3 ts = vec3(texture2D(watertexture, ntc));\n"
" gl_FragColor.rgb = ts;\n"
"}\n"
"#endif\n"
"}\n"
"param time time\n"
"param texture 0 watertexture\n"
"surfaceparm nodlight\n"
"{\n"
"map $diffuse\n"
"}\n"
"}\n"
);
}
if (!builtin && !strncmp(shortname, "sky", 3))
{
//q1 sky
if (r_fastsky.ival)
builtin = (
"{\n"
"{\n"
"map $whiteimage\n"
"rgbgen $r_fastskycolour\n"
"}\n"
"}\n"
);
else if (*r_skyboxname.string)
builtin = (
"{\n"
"skyparms $r_skybox - -\n"
"}\n"
);
else
builtin = (
"{\n"
"program\n"
"{\n"
"#ifdef VERTEX_SHADER\n"
"varying vec3 pos;\n"
"void main (void)\n"
"{\n"
" pos = gl_Vertex.xyz;\n"
" gl_Position = ftransform();\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D solidt;\n"
"uniform sampler2D transt;\n"
"uniform float time;\n"
"uniform vec3 eyepos;\n"
"varying vec3 pos;\n"
"void main (void)\n"
"{\n"
" vec2 tccoord;\n"
" vec3 dir = pos - eyepos;\n"
" dir.z *= 3.0;\n"
" dir.xy /= 0.5*length(dir);\n"
" tccoord = (dir.xy + time*0.03125);\n"
" vec3 solid = vec3(texture2D(solidt, tccoord));\n"
" tccoord = (dir.xy + time*0.0625);\n"
" vec4 clouds = texture2D(transt, tccoord);\n"
" gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n"
// " gl_FragColor.rgb = solid.rgb;/*gl_FragColor.g = clouds.r;*/gl_FragColor.b = clouds.a;\n"
"}\n"
"#endif\n"
"}\n"
"param time time\n"
"param eyepos eyepos\n"
"param texture 0 solidt\n"
"param texture 1 transt\n"
"surfaceparm nodlight\n"
//"skyparms - 512 -\n"
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"}\n"
);
}
if (!builtin && *shortname == '{')
{
/*alpha test*/
builtin = (
"{\n"
/* "if $deluxmap\n"
"[\n"
"{\n"
"map $normalmap\n"
"tcgen base\n"
"}\n"
"{\n"
"map $deluxmap\n"
"tcgen lightmap\n"
"}\n"
"]\n"*/
"{\n"
"map $diffuse\n"
"tcgen base\n"
"alphamask\n"
"}\n"
"if $lightmap\n"
"[\n"
"{\n"
"map $lightmap\n"
"blendfunc gl_dst_color gl_zero\n"
"depthfunc equal\n"
"}\n"
"]\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"depthfunc equal\n"
"}\n"
"}\n"
);
}
/*Hack: note that halflife would normally expect you to use rendermode/renderampt*/
if (!builtin && (!strncmp(shortname, "glass", 5) || !strncmp(shortname, "window", 6)))
{
/*alpha bended*/
builtin = (
"{\n"
"{\n"
"map $diffuse\n"
"tcgen base\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
if (!builtin && r_drawflat.value)
builtin = (
"{\n"
"{\n"
"map $lightmap\n"
"tcgen lightmap\n"
"rgbgen const $r_floorcolour\n"
"}\n"
"}\n"
);
if (!builtin)
builtin = (
"{\n"
"if $deluxmap\n"
"[\n"
"{\n"
"map $normalmap\n"
"tcgen base\n"
"}\n"
"{\n"
"map $deluxmap\n"
"tcgen lightmap\n"
"}\n"
"]\n"
"{\n"
"map $diffuse\n"
"tcgen base\n"
"}\n"
"if $lightmap\n"
"[\n"
"{\n"
"map $lightmap\n"
"blendfunc gl_dst_color gl_zero\n"
"}\n"
"]\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"depthfunc equal\n"
"}\n"
"}\n"
);
Shader_DefaultScript(shortname, s, builtin);
}
void Shader_DefaultBSPVertex(char *shortname, shader_t *s, const void *args)
{
shaderpass_t *pass;
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->rgbgen = RGB_GEN_VERTEX;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
if (!TEXVALID(pass->anim_frames[0]))
{
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = missing_texture;
}
s->numpasses = 1;
s->numdeforms = 0;
s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
s->features = MF_STCOORDS|MF_COLORS;
s->sort = SHADER_SORT_OPAQUE;
s->registration_sequence = 1;//fizme: registration_sequence;
}
void Shader_DefaultBSPFlare(char *shortname, shader_t *s, const void *args)
{
shaderpass_t *pass;
pass = &s->passes[0];
pass->flags = SHADER_PASS_NOCOLORARRAY;
pass->shaderbits |= SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE;
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
pass->rgbgen = RGB_GEN_VERTEX;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
if (!TEXVALID(pass->anim_frames[0]))
{
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = missing_texture;
}
s->numpasses = 1;
s->numdeforms = 0;
s->flags = SHADER_FLARE;
s->features = MF_STCOORDS|MF_COLORS;
s->sort = SHADER_SORT_ADDITIVE;
s->registration_sequence = 1;//fizme: registration_sequence;
}
void Shader_DefaultSkin(char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"rgbgen lightingDiffuse\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"rgbgen bottomcolor\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"rgbgen uppercolor\n"
"}\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"}\n"
"}\n"
);
}
void Shader_DefaultSkinShell(char *shortname, shader_t *s, const void *args)
{
shaderpass_t *pass;
pass = &s->passes[0];
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
if (!TEXVALID(pass->anim_frames[0]))
pass->anim_frames[0] = missing_texture;
pass->rgbgen = RGB_GEN_ENTITY;
pass->alphagen = ALPHA_GEN_ENTITY;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA;
pass->shaderbits |= SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
if (!TEXVALID(pass->anim_frames[0]))
{
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = missing_texture;
}
s->numpasses = 1;
s->numdeforms = 0;
s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
s->features = MF_STCOORDS|MF_NORMALS;
s->sort = SHADER_SORT_OPAQUE;
s->registration_sequence = 1;//fizme: registration_sequence;
}
void Shader_Default2D(char *shortname, shader_t *s, const void *genargs)
{
shaderpass_t *pass;
pass = &s->passes[0];
pass->flags = SHADER_PASS_NOCOLORARRAY;
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA;
pass->shaderbits |= SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, IF_NOPICMIP|IF_NOMIPMAP);
s->width = image_width;
s->height = image_height;
pass->rgbgen = RGB_GEN_VERTEX;
pass->alphagen = ALPHA_GEN_VERTEX;
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_NOPICMIP|SHADER_NOMIPMAPS|SHADER_BLEND;
s->features = MF_STCOORDS|MF_COLORS;
s->sort = SHADER_SORT_ADDITIVE;
s->registration_sequence = 1;//fizme: registration_sequence;
}
//loads a shader string into an existing shader object, and finalises it and stuff
static void Shader_ReadShader(shader_t *s, char *shadersource)
{
char *token;
// set defaults
s->flags = SHADER_CULL_FRONT;
s->registration_sequence = 1;//fizme: registration_sequence;
while (shadersource)
{
token = COM_ParseExt (&shadersource, true);
if ( !token[0] )
continue;
else if ( token[0] == '}' )
break;
else if (!Q_stricmp(token, "if"))
{
qboolean conditionistrue = Shader_EvaluateCondition(&shadersource);
while (shadersource)
{
token = COM_ParseExt (&shadersource, true);
if ( !token[0] )
continue;
else if (token[0] == ']')
break;
else if (conditionistrue)
{
if (token[0] == '{')
Shader_Readpass (s, &shadersource);
else
Shader_Parsetok (s, NULL, shaderkeys, token, &shadersource);
}
}
}
else if ( token[0] == '{' )
Shader_Readpass ( s, &shadersource );
else if ( Shader_Parsetok (s, NULL, shaderkeys, token, &shadersource ) )
break;
}
Shader_Finish ( s );
}
qboolean Shader_ParseShader(char *shortname, char *usename, shader_t *s)
{
unsigned int offset = 0, length;
char path[MAX_QPATH];
char *buf = NULL, *ts = NULL;
Shader_GetPathAndOffset( shortname, &ts, &offset );
if ( ts )
{
Com_sprintf ( path, sizeof(path), "%s", ts );
length = FS_LoadFile ( path, (void **)&buf );
}
else
length = 0;
// the shader is in the shader scripts
if ( ts && buf && (offset < length) )
{
char *file, *token;
file = buf + offset;
token = COM_ParseExt (&file, true);
if ( !file || token[0] != '{' )
{
FS_FreeFile(buf);
return false;
}
Shader_Free(s);
memset ( s, 0, sizeof( shader_t ) );
Com_sprintf ( s->name, MAX_QPATH, usename );
Shader_ReadShader(s, file);
FS_FreeFile(buf);
return true;
}
if (buf)
FS_FreeFile(buf);
return false;
}
int R_LoadShader ( char *name, shader_gen_t *defaultgen, const char *genargs)
{
int i, f = -1;
char shortname[MAX_QPATH];
shader_t *s;
COM_StripExtension ( name, shortname, sizeof(shortname));
COM_CleanUpPath(shortname);
// test if already loaded
for (i = 0; i < MAX_SHADERS; i++)
{
if (!r_shaders[i].generator)
{
if ( f == -1 ) // free shader
f = i;
continue;
}
if (!Q_stricmp (shortname, r_shaders[i].name) )
{
r_shaders[i].registration_sequence = 1;//fizme: registration_sequence;
return i;
}
}
if ( f == -1 )
{
Sys_Error( "R_LoadShader: Shader limit exceeded.");
return f;
}
s = &r_shaders[f];
if (ruleset_allow_shaders.ival)
{
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects)
{
if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s))
{
s->generator = defaultgen;
s->genargs = genargs;
return f;
}
}
#endif
if (Shader_ParseShader(shortname, shortname, s))
{
s->generator = defaultgen;
s->genargs = genargs;
return f;
}
}
// make a default shader
if (defaultgen)
{
memset ( s, 0, sizeof( shader_t ) );
s->generator = defaultgen;
s->genargs = genargs;
Com_sprintf ( s->name, MAX_QPATH, shortname );
defaultgen(shortname, s, genargs);
return f;
}
return -1;
}
void Shader_DoReload(void)
{
shader_t *s;
unsigned int i;
char shortname[MAX_QPATH];
shader_gen_t *defaultgen;
const char *genargs;
texnums_t oldtn;
if (!shader_reload_needed)
return;
shader_reload_needed = false;
Font_InvalidateColour();
Con_Printf("Reloading all shaders\n");
for (s = r_shaders, i = 0; i < MAX_SHADERS; i++, s++)
{
if (!s->generator)
continue;
defaultgen = s->generator;
genargs = s->genargs;
oldtn = s->defaulttextures;
strcpy(shortname, s->name);
if (ruleset_allow_shaders.ival)
{
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects)
{
if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s))
{
s->generator = defaultgen;
s->genargs = genargs;
R_BuildDefaultTexnums(&oldtn, s);
continue;
}
}
#endif
if (Shader_ParseShader(shortname, shortname, s))
{
s->generator = defaultgen;
s->genargs = genargs;
R_BuildDefaultTexnums(&oldtn, s);
continue;
}
}
if (s->generator)
{
Shader_Free(s);
memset ( s, 0, sizeof( shader_t ) );
s->generator = defaultgen;
s->genargs = genargs;
Com_sprintf ( s->name, MAX_QPATH, shortname );
s->generator(shortname, s, s->genargs);
R_BuildDefaultTexnums(&oldtn, s);
}
}
}
void Shader_NeedReload(void)
{
shader_reload_needed = true;
}
cin_t *R_ShaderGetCinematic(char *name)
{
#ifdef NOMEDIA
return NULL;
#else
int i, j;
char shortname[MAX_QPATH];
shader_t *s;
COM_StripExtension ( name, shortname, sizeof(shortname));
COM_CleanUpPath(shortname);
//try and find it
for (i = 0; i < MAX_SHADERS; i++)
{
if (!r_shaders[i].registration_sequence)
continue;
if (!Q_stricmp (shortname, r_shaders[i].name) )
break;
}
if (i == MAX_SHADERS)
return NULL;
//we have a currently-loaded shader.
s = &r_shaders[i];
for (j = 0; j < s->numpasses; j++)
if (s->passes[j].cin)
return s->passes[j].cin;
//but it has no cinematic passes.
return NULL;
#endif
}
shader_t *R_RegisterPic (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_Default2D, NULL)];
}
shader_t *R_RegisterShader (char *name, const char *shaderscript)
{
return &r_shaders[R_LoadShader (name, Shader_DefaultScript, shaderscript)];
}
shader_t *R_RegisterShader_Lightmap (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_DefaultBSP, NULL)];
}
shader_t *R_RegisterShader_Vertex (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPVertex, NULL)];
}
shader_t *R_RegisterShader_Flare (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPFlare, NULL)];
}
shader_t *R_RegisterSkin (char *name)
{
return &r_shaders[R_LoadShader (name, Shader_DefaultSkin, NULL)];
}
shader_t *R_RegisterCustom (char *name, shader_gen_t *defaultgen, const void *args)
{
int i;
i = R_LoadShader (name, defaultgen, args);
if (i < 0)
return NULL;
return &r_shaders[i];
}
#endif //SERVERONLY