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fteqw/engine/gl/gl_shader.c
2024-07-14 19:58:25 +01:00

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243 KiB
C

/*
Copyright (C) 2002-2003 Victor Luchits
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_shader.c - based on code by Stephen C. Taylor
// Ported to FTE from qfusion, there are numerous changes since then.
#include "quakedef.h"
#ifndef SERVERONLY
#include "glquake.h"
#ifdef VKQUAKE
#include "../vk/vkrenderer.h"
#endif
#include "shader.h"
#include "hash.h"
#include <ctype.h>
extern texid_t missing_texture;
texid_t r_whiteimage, r_blackimage;
qboolean shader_reload_needed;
static qboolean shader_rescan_needed;
sh_config_t sh_config;
//cvars that affect shader generation
cvar_t r_vertexlight = CVARFD("r_vertexlight", "0", CVAR_SHADERSYSTEM, "Hack loaded shaders to remove detail pass and lightmap sampling for faster rendering.");
cvar_t r_forceprogramify = CVARAFD("r_forceprogramify", "0", "dpcompat_makeshitup", CVAR_SHADERSYSTEM, "Reduce the shader to a single texture, and then make stuff up about its mother. The resulting fist fight results in more colour when you shine a light upon its face.\nSet to 2 to ignore 'depthfunc equal' and 'tcmod scale' in order to tolerate bizzare shaders made for a bizzare engine.\nBecause most shaders made for DP are by people who _clearly_ have no idea what the heck they're doing, you'll typically need the '2' setting.");
#ifdef HAVE_LEGACY
cvar_t dpcompat_nopremulpics = CVARFD("dpcompat_nopremulpics", "0", CVAR_SHADERSYSTEM, "By default FTE uses premultiplied alpha for hud/2d images, while DP does not (which results in halos with low-res content). Unfortunately DDS files would need to be recompressed, resulting in visible issues.");
#endif
cvar_t r_glsl_precache = CVARFD("r_glsl_precache", "0", CVAR_SHADERSYSTEM, "Force all relevant glsl permutations to load upfront.");
cvar_t r_halfrate = CVARFD("r_halfrate", "0", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Use half-rate shading (where supported by gpu).");
extern cvar_t r_glsl_offsetmapping_reliefmapping;
extern cvar_t r_drawflat;
extern cvar_t r_shaderblobs;
extern cvar_t r_tessellation;
extern cvar_t gl_compress;
//backend fills this in to say the max fixed-function pass count (often 1, where its emulated by us, because we're too lazy).
int be_maxpasses;
#define Q_stricmp stricmp
#define Q_strnicmp strnicmp
#define clamp(v,min, max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v)));
typedef union {
float f;
unsigned int i;
} float_int_t;
qbyte FloatToByte( float x )
{
static float_int_t f2i;
// shift float to have 8bit fraction at base of number
f2i.f = x + 32768.0f;
// then read as integer and kill float bits...
return (qbyte) min(f2i.i & 0x7FFFFF, 255);
}
cvar_t r_detailtextures;
#define MAX_TOKEN_CHARS sizeof(com_token)
char *COM_ParseExt (const char **data_p, qboolean nl, qboolean comma)
{
int c;
int len;
const char *data;
COM_AssertMainThread("COM_ParseExt");
data = *data_p;
len = 0;
com_token[0] = 0;
if (!data)
{
*data_p = NULL;
return "";
}
// skip whitespace
skipwhite:
while ((c = (unsigned char)*data) <= ' ')
{
if (c == 0)
{
*data_p = NULL;
return "";
}
if (c == '\n' && !nl)
{
*data_p = data;
return com_token;
}
data++;
}
// skip // comments
if (c == '/' && data[1] == '/')
{
while (*data && *data != '\n')
data++;
goto skipwhite;
}
// skip /* comments
if (c == '/' && data[1] == '*')
{
const char *start = data;
data+=2;
for(;data[0];)
{
if (data[0] == '*' && data[1] == '/')
{
data+=2;
break;
}
if (*data == '\n' && !nl)
{
*data_p = start;
return com_token;
}
data++;
}
goto skipwhite;
}
// handle quoted strings specially
if (c == '\"')
{
data++;
while (1)
{
c = *data++;
if (c=='\"' || !c)
{
com_token[len] = 0;
*data_p = data;
return com_token;
}
if (len < MAX_TOKEN_CHARS)
{
com_token[len] = c;
len++;
}
}
}
// parse a regular word
do
{
if (len < MAX_TOKEN_CHARS)
{
com_token[len] = c;
len++;
}
data++;
c = *data;
if (c == ',' && len && comma)
break;
} while (c>32);
if (len == MAX_TOKEN_CHARS)
{
Con_DPrintf ("Token exceeded %i chars, discarded.\n", (int)MAX_TOKEN_CHARS);
len = 0;
}
com_token[len] = 0;
*data_p = data;
return com_token;
}
static float Com_FloatArgument(const char *shadername, char *arg, size_t arglen, float def)
{
const char *var;
//grab an argument instead, otherwise 0
var = shadername+1;
if (*shadername)
while((var = strchr(var, '#')))
{
var++;
if (!strnicmp(var, arg, arglen))
{
if (var[arglen] == '=')
return strtod(var+arglen+1, NULL);
if (var[arglen] == '#' || !var[arglen])
return 1; //present, but no value
}
var++;
}
return def; //not present.
}
#define Shader_FloatArgument(s,k) (Com_FloatArgument(s->name,k,strlen(k),0))
#define HASH_SIZE 128
#define SPF_DEFAULT 0u /*quake3/fte internal*/
#define SPF_PROGRAMIFY (1u<<0) /*automatically replace known glsl, pulling in additional textures+effects from a single primary pass*/
#define SPF_DOOM3 (1u<<1) /*any commands, args, etc, should be interpretted according to doom3's norms*/
typedef struct shaderparsestate_s
{
shader_t *s; //the shader we're parsing
shaderpass_t *pass; //the pass we're currently parsing
const char *ptr; //the src file pointer we're at
char *sourcename; //the name of the shader file being read (or '<code>')
const char *forcedshader;
unsigned int parseflags; //SPF_*
qboolean droppass;
unsigned int oldflags; //shader flags to revert to if the pass is dropped.
//for dpwater compat, used to generate a program
int dpwatertype;
float reflectmin;
float reflectmax;
float reflectfactor;
float refractfactor;
vec3_t refractcolour;
vec3_t reflectcolour;
float wateralpha;
char **saveshaderbody;
//FIXME: rtlights can't respond to these
int offsetmappingmode;
float offsetmappingscale;
float offsetmappingbias;
float specularexpscale; //*32 ish
float specularvalscale; //*1 ish
} parsestate_t;
typedef struct shaderkey_s
{
char *keyword;
void (*func)( parsestate_t *ps, const char **ptr );
char *prefix;
} shaderkey_t;
typedef struct shadercachefile_s {
char *data;
size_t length;
unsigned int parseflags;
char forcedshadername[64];
struct shadercachefile_s *next;
char name[1];
} shadercachefile_t;
typedef struct shadercache_s {
shadercachefile_t *source;
size_t offset;
struct shadercache_s *hash_next;
char name[1];
} shadercache_t;
static shadercachefile_t *shaderfiles; //contents of a .shader file
static shadercache_t **shader_hash; //locations of known inactive shaders.
unsigned int r_numshaders; //number of active slots in r_shaders array.
unsigned int r_maxshaders; //max length of r_shaders array. resized if exceeded.
shader_t **r_shaders; //list of active shaders for a id->shader lookup
static hashtable_t shader_active_hash; //list of active shaders for a name->shader lookup
void *shader_active_hash_mem;
//static char r_skyboxname[MAX_QPATH];
//static float r_skyheight;
static const char *Shader_Skip(const char *file, const char *shadername, const char *ptr);
static qboolean Shader_Parsetok(parsestate_t *ps, shaderkey_t *keys, const char *token);
static void Shader_ParseFunc(parsestate_t *ps, const char *functype, const char **args, shaderfunc_t *func);
static void Shader_MakeCache(const char *path, unsigned int parseflags);
static qboolean Shader_LocateSource(const char *name, const char **buf, size_t *bufsize, size_t *offset, shadercachefile_t **sourcefile);
static void Shader_ReadShader(parsestate_t *ps, const char *shadersource, shadercachefile_t *sourcefile);
static qboolean Shader_ParseShader(parsestate_t *ps, const char *parsename);
static struct
{
void *module;
plugmaterialloaderfuncs_t *funcs;
} *materialloader;
static size_t materialloader_count;
qboolean Material_RegisterLoader(void *module, plugmaterialloaderfuncs_t *driver)
{
int i;
if (!driver)
{
for (i = 0; i < materialloader_count; )
{
if (materialloader[i].module == module)
{
memmove(&materialloader[i], &materialloader[i+1], materialloader_count-(i+1));
materialloader_count--;
}
else
i++;
}
return true;
}
else
{
void *n = BZ_Malloc(sizeof(*materialloader)*(materialloader_count+1));
memcpy(n, materialloader, sizeof(*materialloader)*materialloader_count);
Z_Free(materialloader);
materialloader = n;
materialloader[materialloader_count].module = module;
materialloader[materialloader_count].funcs = driver;
materialloader_count++;
return true;
}
}
//===========================================================================
static qboolean Shader_EvaluateCondition(shader_t *shader, const char **ptr)
{
char *token;
cvar_t *cv;
float lhs;
qboolean conditiontrue = true;
token = COM_ParseExt(ptr, false, false);
if (*token == '!')
{
conditiontrue = false;
token++;
if (!*token)
token = COM_ParseExt(ptr, false, false);
}
if (*token >= '0' && *token <= '9')
lhs = strtod(token, NULL);
else
{
if (*token == '$')
token++;
if (*token == '#')
lhs = !!Shader_FloatArgument(shader, token+1);
else if (!Q_stricmp(token, "lpp"))
lhs = r_lightprepass;
else if (!Q_stricmp(token, "lightmap"))
lhs = !r_fullbright.value;
else if (!Q_stricmp(token, "deluxmap") || !Q_stricmp(token, "deluxe"))
lhs = r_deluxemapping;
else if (!Q_stricmp(token, "softwarebanding"))
lhs = r_softwarebanding;
else if (!Q_stricmp(token, "unmaskedsky"))
lhs = cls.allow_unmaskedskyboxes; //can/should skip writing depth values for sky surfaces.
//normalmaps are generated if they're not already known.
else if (!Q_stricmp(token, "normalmap"))
lhs = r_loadbumpmapping;
else if (!Q_stricmp(token, "vulkan"))
lhs = (qrenderer == QR_VULKAN);
else if (!Q_stricmp(token, "opengl"))
lhs = (qrenderer == QR_OPENGL);
else if (!Q_stricmp(token, "d3d8"))
lhs = (qrenderer == QR_DIRECT3D8);
else if (!Q_stricmp(token, "d3d9"))
lhs = (qrenderer == QR_DIRECT3D9);
else if (!Q_stricmp(token, "d3d11"))
lhs = (qrenderer == QR_DIRECT3D11);
else if (!Q_stricmp(token, "gles"))
{
#ifdef GLQUAKE
lhs = ((qrenderer == QR_OPENGL) && gl_config.gles);
#else
lhs = false;
#endif
}
else if (!Q_stricmp(token, "nofixed"))
lhs = sh_config.progs_required;
else if (!Q_stricmp(token, "glsl"))
lhs = ((qrenderer == QR_OPENGL) && sh_config.progs_supported);
else if (!Q_stricmp(token, "hlsl"))
lhs = ((qrenderer == QR_DIRECT3D9 || qrenderer == QR_DIRECT3D11) && sh_config.progs_supported);
else if (!Q_stricmp(token, "haveprogram"))
lhs = !!shader->prog;
else if (!Q_stricmp(token, "programs"))
lhs = sh_config.progs_supported;
else if (!Q_stricmp(token, "diffuse"))
lhs = true;
else if (!Q_stricmp(token, "specular"))
lhs = false;
else if (!Q_stricmp(token, "fullbright"))
lhs = false;
else if (!Q_stricmp(token, "topoverlay"))
lhs = false;
else if (!Q_stricmp(token, "loweroverlay"))
lhs = false;
//these are for compat/documentation purposes with qfusion/warsow
else if (!Q_stricmp(token, "maxTextureSize"))
lhs = sh_config.texture2d_maxsize;
else if (!Q_stricmp(token, "maxTextureCubemapSize"))
lhs = sh_config.texturecube_maxsize;
else if (!Q_stricmp(token, "maxTextureUnits"))
lhs = 0;
else if (!Q_stricmp(token, "textureCubeMap"))
lhs = sh_config.havecubemaps;
// else if (!Q_stricmp(token, "GLSL"))
// lhs = 1;
else if (!Q_stricmp(token, "deluxeMaps") || !Q_stricmp(token, "deluxe"))
lhs = r_deluxemapping;
else if (!Q_stricmp(token, "portalMaps"))
lhs = false;
//end qfusion
else
{
cv = Cvar_Get(token, "", 0, "Shader Conditions");
if (cv)
{
cv->flags |= CVAR_SHADERSYSTEM;
lhs = cv->value;
}
else
{
Con_Printf("Shader_EvaluateCondition: '%s' is not a cvar\n", token);
lhs = 0;
}
}
}
if (*token)
token = COM_ParseExt(ptr, false, false);
if (*token)
{
float rhs;
char cmp[4];
memcpy(cmp, token, 4);
token = COM_ParseExt(ptr, false, false);
rhs = atof(token);
if (!strcmp(cmp, "!="))
conditiontrue = lhs != rhs;
else if (!strcmp(cmp, "=="))
conditiontrue = lhs == rhs;
else if (!strcmp(cmp, "<"))
conditiontrue = lhs < rhs;
else if (!strcmp(cmp, "<="))
conditiontrue = lhs <= rhs;
else if (!strcmp(cmp, ">"))
conditiontrue = lhs > rhs;
else if (!strcmp(cmp, ">="))
conditiontrue = lhs >= rhs;
else
conditiontrue = false;
}
else
{
conditiontrue = conditiontrue == !!lhs;
}
if (*token)
token = COM_ParseExt(ptr, false, false);
if (!strcmp(token, "&&"))
return Shader_EvaluateCondition(shader, ptr) && conditiontrue;
if (!strcmp(token, "||"))
return Shader_EvaluateCondition(shader, ptr) || conditiontrue;
return conditiontrue;
}
static char *Shader_ParseExactString(const char **ptr)
{
char *token;
if (!ptr || !(*ptr))
return "";
if (!**ptr || **ptr == '}')
return "";
token = COM_ParseExt(ptr, false, false);
return token;
}
static char *Shader_ParseString(const char **ptr)
{
char *token;
if (!ptr || !(*ptr))
return "";
while(**ptr == ' ' || **ptr == '\t')
*ptr+=1;
if (!**ptr || **ptr == '}')
return "";
token = COM_ParseExt(ptr, false, true);
Q_strlwr ( token );
return token;
}
static char *Shader_ParseSensString(const char **ptr)
{
char *token;
if (!ptr || !(*ptr))
return "";
if (!**ptr || **ptr == '}')
return "";
token = COM_ParseExt(ptr, false, true);
return token;
}
static float Shader_ParseFloat(shader_t *shader, const char **ptr, float defaultval)
{
char *token;
if (!ptr || !(*ptr))
return defaultval;
if (!**ptr || **ptr == '}')
return defaultval;
token = COM_ParseExt(ptr, false, true);
if (*token == '$')
{
if (token[1] == '#')
{
return Shader_FloatArgument(shader, token+2);
}
else
{
cvar_t *var;
var = Cvar_FindVar(token+1);
if (var)
{
if (*var->string)
return var->value;
else
return defaultval;
}
}
}
if (!*token)
return defaultval;
return atof(token);
}
static void Shader_ParseVector(shader_t *shader, const char **ptr, vec3_t v)
{
const char *scratch;
char *token;
qboolean bracket;
qboolean fromcvar = false;
token = Shader_ParseString(ptr);
if (*token == '$')
{
cvar_t *var;
var = Cvar_FindVar(token+1);
if (!var)
{
v[0] = 1;
v[1] = 1;
v[2] = 1;
return;
}
var->flags |= CVAR_SHADERSYSTEM;
ptr = &scratch;
scratch = var->string;
token = Shader_ParseString(ptr);
fromcvar = true;
}
if (!Q_stricmp (token, "("))
{
bracket = true;
token = Shader_ParseString(ptr);
}
else if (token[0] == '(')
{
bracket = true;
token = &token[1];
}
else
bracket = false;
if (!strncmp(token, "0x", 2))
{ //0xRRGGBB
unsigned int hex = strtoul(token, NULL, 0);
v[0] = ((hex>>16)&255)/255.;
v[1] = ((hex>> 8)&255)/255.;
v[2] = ((hex>> 0)&255)/255.;
return;
}
v[0] = atof ( token );
token = Shader_ParseString ( ptr );
if ( !token[0] ) {
v[1] = fromcvar?v[0]:0;
} else if (bracket && token[strlen(token)-1] == ')' ) {
bracket = false;
token[strlen(token)-1] = 0;
v[1] = atof ( token );
} else {
v[1] = atof ( token );
}
token = Shader_ParseString ( ptr );
if ( !token[0] ) {
v[2] = fromcvar?v[1]:0;
} else if (bracket && token[strlen(token)-1] == ')' ) {
token[strlen(token)-1] = 0;
v[2] = atof ( token );
} else {
v[2] = atof ( token );
if ( bracket ) {
Shader_ParseString ( ptr );
}
}
/*
if (v[0] > 5 || v[1] > 5 || v[2] > 5)
{
VectorScale(v, 1.0f/255, v);
}
*/
}
qboolean Shader_ParseSkySides (char *shadername, char *texturename, texid_t *images)
{ //FIXME: use Image_LoadCubemapTextureData to load the faces
//if possible directly use a 7th/cubemap texture instead
//this requires fixing the sky code to not do the random transforms thing though.
qboolean allokay = true;
int i, ss, sp;
char path[MAX_QPATH];
static char *skyname_suffix[][6] = {
{"rt", "bk", "lf", "ft", "up", "dn"},
// {"px", "py", "nx", "ny", "pz", "nz"},
// {"posx", "posy", "negx", "negy", "posz", "negz"},
// {"_px", "_py", "_nx", "_ny", "_pz", "_nz"},
// {"_posx", "_posy", "_negx", "_negy", "_posz", "_negz"},
{"_rt", "_bk", "_lf", "_ft", "_up", "_dn"}
};
static char *skyname_pattern[] = {
"%s_%s",
"%s%s",
"env/%s%s",
"gfx/env/%s%s"
};
if (*texturename == '$')
{
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;
allokay = true;
}
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++)
{
Q_snprintfz ( path, sizeof(path), skyname_pattern[sp], texturename, skyname_suffix[ss][i] );
images[i] = R_LoadHiResTexture ( path, NULL, IF_NOALPHA|IF_CLAMP|IF_LOADNOW);
if (images[i]->width)
break;
}
if (images[i]->width)
break;
}
if (!images[i]->width)
{
Con_DPrintf("Sky \"%s\" missing texture: %s\n", shadername, path);
images[i] = r_blackimage;
allokay = false;
}
}
}
return allokay;
}
static void Shader_ParseFunc (parsestate_t *ps, const char *functype, const char **ptr, shaderfunc_t *func)
{
shader_t *shader = ps->s;
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;
else
{
if (!Q_stricmp (token, "distanceramp")) //QFusion
;
else
Con_Printf("%s: %s: unknown %s \"%s\"\n", ps->sourcename, shader->name, functype, token);
func->type = SHADER_FUNC_CONSTANT; //not supported...
Shader_ParseFloat (shader, ptr, 0);
Shader_ParseFloat (shader, ptr, 0);
Shader_ParseFloat (shader, ptr, 0);
Shader_ParseFloat (shader, ptr, 0);
Vector4Set(func->args, 255, 255, 255, 255);
return;
}
func->args[0] = Shader_ParseFloat (shader, ptr, 0);
func->args[1] = Shader_ParseFloat (shader, ptr, 0);
func->args[2] = Shader_ParseFloat (shader, ptr, 0);
func->args[3] = Shader_ParseFloat (shader, ptr, 0);
}
//===========================================================================
static int Shader_SetImageFlags(parsestate_t *parsestate, shaderpass_t *pass, char **name, int flags)
{
//fixme: pass flags should be handled elsewhere.
for(;name;)
{
if (!Q_strnicmp(*name, "$rt:", 4))
{
*name += 4;
flags |= IF_NOMIPMAP|IF_CLAMP|IF_RENDERTARGET;
if (!(flags & (IF_NEAREST|IF_LINEAR)))
flags |= IF_LINEAR;
}
else if (!Q_strnicmp(*name, "$clamp:", 7))
{
*name += 7;
flags |= IF_CLAMP;
}
else if (!Q_strnicmp(*name, "$premul:", 8))
{ //have the engine premultiply textures for you, instead of needing to do it in an editor.
*name += 8;
flags |= IF_PREMULTIPLYALPHA;
}
else if (!Q_strnicmp(*name, "$2d:", 4))
{
*name+=4;
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_2D;
}
else if (!Q_strnicmp(*name, "$2darray:", 9))
{
*name+=9;
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_2D_ARRAY;
}
else if (!Q_strnicmp(*name, "$3d:", 4))
{
*name+=4;
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_3D;
}
else if (!Q_strnicmp(*name, "$cube:", 6))
{
*name+=6;
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_CUBE;
}
else if (!Q_strnicmp(*name, "$cubearray:", 11))
{
*name+=11;
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_CUBE_ARRAY;
}
else if (!Q_strnicmp(*name, "$srgb:", 6))
{
*name+=6;
flags &= ~IF_NOSRGB;
flags |= IF_SRGB;
}
else if (!Q_strnicmp(*name, "$nosrgb:", 8))
{
*name+=8;
flags &= ~IF_SRGB;
flags |= IF_NOSRGB;
}
else if (!Q_strnicmp(*name, "$nearest:", 9))
{
*name+=9;
flags &= ~IF_LINEAR;
flags |= IF_NEAREST;
}
else if (!Q_strnicmp(*name, "$linear:", 8))
{
*name+=8;
flags &= ~IF_NEAREST;
flags |= IF_LINEAR;
}
else if (!Q_strnicmp(*name, "$palettize:", 11))
{
*name+=11;
flags |= IF_PALETTIZE;
}
else
break;
}
// if (shader->flags & SHADER_SKY)
// flags |= IF_SKY;
if (parsestate->s->flags & SHADER_NOMIPMAPS)
flags |= IF_NOMIPMAP;
if (parsestate->s->flags & SHADER_NOPICMIP)
flags |= IF_NOPICMIP;
flags |= IF_MIPCAP;
if (pass)
{
if (flags & IF_CLAMP)
pass->flags |= SHADER_PASS_CLAMP;
if (flags & IF_LINEAR)
{
pass->flags &= ~SHADER_PASS_NEAREST;
pass->flags |= SHADER_PASS_LINEAR;
}
else if (flags & IF_NEAREST)
{
pass->flags &= ~SHADER_PASS_LINEAR;
pass->flags |= SHADER_PASS_NEAREST;
}
}
return flags;
}
texid_t R_LoadColourmapImage(void)
{
//FIXME: cache the result, because this is abusive
unsigned int w = 256, h = VID_GRADES;
unsigned int x;
unsigned int data[256*(VID_GRADES)];
qbyte *colourmappal = (qbyte *)FS_LoadMallocFile ("gfx/colormap.lmp", NULL);
#if defined(Q2CLIENT) && defined(IMAGEFMT_PCX)
if (!colourmappal)
{
size_t sz;
qbyte *pcx = FS_LoadMallocFile("pics/colormap.pcx", &sz);
if (pcx)
{
colourmappal = Z_Malloc(256*VID_GRADES);
ReadPCXData(pcx, sz, 256, VID_GRADES, colourmappal);
BZ_Free(pcx);
}
}
#endif
if (colourmappal)
{
for (x = 0; x < sizeof(data)/sizeof(data[0]); x++)
data[x] = d_8to24rgbtable[colourmappal[x]];
}
else
{ //erk
//fixme: generate a proper colourmap
for (x = 0; x < sizeof(data)/sizeof(data[0]); x++)
{
int r, g, b;
float l = 1.0-((x/256)/(float)VID_GRADES);
r = d_8to24rgbtable[x & 0xff];
g = (r>>16)&0xff;
b = (r>>8)&0xff;
r = (r>>0)&0xff;
data[x] = d_8to24rgbtable[GetPaletteIndex(r*l,g*l,b*l)];
}
}
BZ_Free(colourmappal);
return R_LoadTexture("$colourmap", w, h, TF_RGBA32, data, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA|IF_CLAMP);
}
static texid_t Shader_FindImage (parsestate_t *parsestate, char *name, int flags )
{
extern texid_t missing_texture_normal;
if (parsestate->parseflags & SPF_DOOM3)
{
if (!Q_stricmp (name, "_default"))
return r_whiteimage; /*fixme*/
if (!Q_stricmp (name, "_white"))
return r_whiteimage;
if (!Q_stricmp (name, "_black"))
{
int wibuf[16] = {0};
return R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
}
}
else
{
if (!Q_stricmp (name, "$whiteimage"))
return r_whiteimage;
if (!Q_stricmp (name, "$blackimage"))
{
int wibuf[16] = {0};
return R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
}
if (!Q_stricmp (name, "$identitynormal"))
return missing_texture_normal;
if (!Q_stricmp (name, "$colourmap"))
return R_LoadColourmapImage();
}
if (flags & IF_RENDERTARGET)
return R2D_RT_Configure(name, 0, 0, TF_INVALID, flags);
return R_LoadHiResTexture(name, NULL, flags);
}
/****************** shader keyword functions ************************/
static void Shader_Cull (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
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 (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shader->flags |= (SHADER_NOMIPMAPS|SHADER_NOPICMIP);
}
static void Shader_Affine (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
int i;
for (i = 0; i < countof(shader->passes); i++)
shader->passes[i].shaderbits |= SBITS_AFFINE;
}
static void Shader_FullRate (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
int i;
for (i = 0; i < countof(shader->passes); i++)
shader->passes[i].shaderbits |= SBITS_MISC_FULLRATE;
}
static void Shader_NoPicMip (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shader->flags |= SHADER_NOPICMIP;
}
static void Shader_DeformVertexes (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
char *token;
deformv_t *deformv;
if ( shader->numdeforms >= SHADER_DEFORM_MAX )
return;
deformv = &shader->deforms[shader->numdeforms];
shader->flags |= SHADER_NOMARKS; //just in case...
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "wave") )
{
deformv->type = DEFORMV_WAVE;
deformv->args[0] = Shader_ParseFloat (shader, ptr, 0);
if (deformv->args[0])
deformv->args[0] = 1.0f / deformv->args[0];
Shader_ParseFunc (ps, "deformvertexes wave", ptr, &deformv->func );
}
else if ( !Q_stricmp (token, "normal") )
{
deformv->type = DEFORMV_NORMAL;
deformv->args[0] = Shader_ParseFloat (shader, ptr, 0);
deformv->args[1] = Shader_ParseFloat (shader, ptr, 0);
}
else if ( !Q_stricmp (token, "bulge") )
{
deformv->type = DEFORMV_BULGE;
Shader_ParseVector (shader, ptr, deformv->args);
}
else if ( !Q_stricmp (token, "move") )
{
deformv->type = DEFORMV_MOVE;
Shader_ParseVector (shader, ptr, deformv->args );
Shader_ParseFunc (ps, "deformvertexes move", ptr, &deformv->func );
}
else if ( !Q_stricmp (token, "autosprite") )
{
deformv->type = DEFORMV_AUTOSPRITE;
}
else if ( !Q_stricmp (token, "autosprite2") )
{
deformv->type = DEFORMV_AUTOSPRITE2;
}
else if ( !Q_stricmp (token, "projectionShadow") )
deformv->type = DEFORMV_PROJECTION_SHADOW;
else if ( !Q_strnicmp (token, "text", 4) )
{
deformv->type = DEFORMV_TEXT;
deformv->args[0] = atoi(token+4);
}
else
return;
shader->numdeforms++;
}
static void Shader_ClutterParms(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
struct shader_clutter_s *clut;
char *modelname;
modelname = Shader_ParseString(ptr);
clut = Z_Malloc(sizeof(*clut) + strlen(modelname));
strcpy(clut->modelname, modelname);
clut->spacing = Shader_ParseFloat(shader, ptr, 1000);
clut->scalemin = Shader_ParseFloat(shader, ptr, 1);
clut->scalemax = Shader_ParseFloat(shader, ptr, 1);
clut->zofs = Shader_ParseFloat(shader, ptr, 0);
clut->anglemin = Shader_ParseFloat(shader, ptr, 0) * M_PI * 2 / 360.;
clut->anglemax = Shader_ParseFloat(shader, ptr, 360) * M_PI * 2 / 360.;
clut->next = shader->clutter;
shader->clutter = clut;
}
static void Shader_SkyParms(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
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, 512);
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 (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
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, 128);
if ( shader->fog_dist <= 0.0f ) {
shader->fog_dist = 128.0f;
}
shader->fog_dist = 1.0f / shader->fog_dist;
shader->flags |= SHADER_NODLIGHT|SHADER_NOSHADOWS;
}
static void Shader_SurfaceParm (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp( token, "nodraw" ) )
shader->flags |= SHADER_NODRAW;
else if ( !Q_stricmp( token, "nodraw2" ) )
shader->flags |= SHADER_NODRAW; //an alternative so that q3map2 won't see+strip it.
else if ( !Q_stricmp( token, "nodlight" ) )
shader->flags |= SHADER_NODLIGHT;
else if ( !Q_stricmp( token, "noshadows" ) )
shader->flags |= SHADER_NOSHADOWS;
else if ( !Q_stricmp( token, "sky" ) )
shader->flags |= SHADER_SKY;
else if ( !Q_stricmp( token, "noimpact" ) )
shader->flags |= SHADER_NOMARKS; //wrong, but whatever.
else if ( !Q_stricmp( token, "nomarks" ) )
shader->flags |= SHADER_NOMARKS;
//forceshader type things inherit certain textures from the original material
//however, that original material might not need those textures and thus won't have them loaded, which breaks replacement.
//these provide a way to override that.
else if (!Q_stricmp( token, "hasdiffuse"))
shader->flags |= SHADER_HASDIFFUSE;
else if (!Q_stricmp( token, "hasnormalmap"))
shader->flags |= SHADER_HASNORMALMAP;
else if (!Q_stricmp( token, "hasgloss"))
shader->flags |= SHADER_HASGLOSS;
else if (!Q_stricmp( token, "hasfullbright"))
shader->flags |= SHADER_HASFULLBRIGHT;
else if (!Q_stricmp( token, "haspaletted"))
shader->flags |= SHADER_HASPALETTED;
else if (!Q_stricmp(token, "hastop") || !Q_stricmp(token, "hasbottom") || !Q_stricmp(token, "hastopbottom"))
shader->flags |= SHADER_HASTOPBOTTOM;
else
Con_DLPrintf(2, "Shader %s, Unknown surface parm \"%s\"\n", ps->s->name, token); //note that there are game-specific names used to override mod surfaceflags+contents
}
static void Shader_Sort (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
char *token;
token = Shader_ParseString ( ptr );
if (r_forceprogramify.ival >= 2)
{
Con_DPrintf("Shader %s, ignoring 'sort %s'\n", ps->s->name, token);
return; //dp ignores 'sort' entirely.
}
else 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" ) || !Q_stricmp( token, "litdecal" ) )
shader->sort = SHADER_SORT_DECAL;
else if( !Q_stricmp( token, "seethrough" ) )
shader->sort = SHADER_SORT_SEETHROUGH;
else if( !Q_stricmp( token, "unlitdecal" ) )
shader->sort = SHADER_SORT_UNLITDECAL;
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, "deferredlight" ) )
shader->sort = SHADER_SORT_DEFERREDLIGHT;
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_Deferredlight (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shader->sort = SHADER_SORT_DEFERREDLIGHT;
}
static void Shader_Portal (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shader->sort = SHADER_SORT_PORTAL;
}
static void Shader_PolygonOffset (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
float m = Shader_ParseFloat(shader, ptr, 1);
shader->polyoffset.unit = -25 * m;
shader->polyoffset.factor = -0.05;
shader->flags |= SHADER_POLYGONOFFSET; //some backends might be lazy and only allow simple values.
}
static void Shader_EntityMergable (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shader->flags |= SHADER_ENTITY_MERGABLE;
}
#if defined(GLQUAKE) || defined(D3DQUAKE)
static qboolean Shader_ParseProgramCvar(char *script, char **cvarnames, int *cvartypes, int cvartype)
{
cvar_t *ref;
char body[MAX_QPATH];
char *out;
char *namestart;
while (*script == ' ' || *script == '\t')
script++;
namestart = script;
while ((*script >= 'A' && *script <= 'Z') || (*script >= 'a' && *script <= 'z') || (*script >= '0' && *script <= '9') || *script == '_')
script++;
cvartypes[0] = cvartype;
cvarnames[0] = Z_Malloc(script - namestart + 1);
memcpy(cvarnames[0], namestart, script - namestart);
cvarnames[0][script - namestart] = 0;
while (*script == ' ' || *script == '\t')
script++;
if (*script == '=')
{
script++;
while (*script == ' ' || *script == '\t')
script++;
out = body;
while (out < com_token+countof(body)-1 && *script != '\n' && !(script[0] == '/' && script[1] == '/'))
*out++ = *script++;
*out++ = 0;
ref = Cvar_Get(cvarnames[0], body, 0, "GLSL Variables");
}
else
ref = Cvar_Get(cvarnames[0], "", 0, "GLSL Variables");
if (!ref)
{
Z_Free(cvarnames[0]);
return false;
}
return true;
}
static qboolean Shader_ParseSemantic(const char *script, const char *shadername, char **cvarnames, int *cvartypes)
{
int s;
const char *namestart, *nameend;
while (*script == ' ' || *script == '\t')
script++;
namestart = script;
while ((*script >= 'A' && *script <= 'Z') || (*script >= 'a' && *script <= 'z') || (*script >= '0' && *script <= '9') || *script == '_')
script++;
nameend = script;
if (*script == ' ' || *script == '\t')
{
while (*script == ' ' || *script == '\t')
script++;
while ((*script >= 'A' && *script <= 'Z') || (*script >= 'a' && *script <= 'z') || (*script >= '0' && *script <= '9') || *script == '_')
script++;
}
else
return false;
cvarnames[0] = Z_Malloc(script - namestart + 1);
memcpy(cvarnames[0], namestart, script - namestart);
cvarnames[0][script - namestart] = 0;
cvarnames[0][nameend-namestart] = 0;
nameend = &cvarnames[0][nameend-namestart]+1;
for (s = 0; shader_unif_names[s].name; s++)
{
if (!strcmp(shader_unif_names[s].name, nameend))
{
cvartypes[0] = shader_unif_names[s].ptype;
return true;
}
}
Con_Printf("%s: semantic %s not found\n", shadername, nameend);
Z_Free(cvarnames[0]);
return false;
}
static qboolean Shader_ParseProgramConst(char *script, char **cvarnames, int *cvartypes, int cvartype, unsigned short *numsamplers)
{
char *namestart;
char *nameend;
while (*script == ' ' || *script == '\t')
script++;
namestart = script;
while ((*script >= 'A' && *script <= 'Z') || (*script >= 'a' && *script <= 'z') || (*script >= '0' && *script <= '9') || *script == '_')
script++;
nameend = script;
if (*script == ' ' || *script == '\t')
{
while (*script != '\n')
script++;
}
cvartypes[0] = cvartype;
cvarnames[0] = Z_Malloc(script - namestart + 1);
memcpy(cvarnames[0], namestart, script - namestart);
cvarnames[0][script - namestart] = 0;
//not a cvar. data is baked weirdly into the name.
if (nameend < script)
{
cvarnames[0][nameend-namestart] = '=';
if (numsamplers)
{ //this is a !!constt
//make sure we know the max sampler id needed...
unsigned short s;
nameend = &cvarnames[0][nameend-namestart]+1;
while (*nameend == ' ' || *nameend == '\t')
nameend++;
s = atoi(nameend)+1;
if (*numsamplers < s)
*numsamplers = s;
}
}
return true;
}
#endif
const struct sh_defaultsamplers_s sh_defaultsamplers[] =
{
{"s_shadowmap", 1u<<S_SHADOWMAP},
{"s_projectionmap", 1u<<S_PROJECTIONMAP},
{"s_diffuse", 1u<<S_DIFFUSE},
{"s_normalmap", 1u<<S_NORMALMAP},
{"s_specular", 1u<<S_SPECULAR},
{"s_upper", 1u<<S_UPPERMAP},
{"s_lower", 1u<<S_LOWERMAP},
{"s_fullbright", 1u<<S_FULLBRIGHT},
{"s_paletted", 1u<<S_PALETTED},
{"s_reflectcube", 1u<<S_REFLECTCUBE},
{"s_reflectmask", 1u<<S_REFLECTMASK},
{"s_displacement", 1u<<S_DISPLACEMENT},
{"s_occlusion", 1u<<S_OCCLUSION},
{"s_lightmap", 1u<<S_LIGHTMAP0},
{"s_deluxemap", 1u<<S_DELUXEMAP0},
#if MAXRLIGHTMAPS > 1
{"s_lightmap1", 1u<<S_LIGHTMAP1},
{"s_lightmap2", 1u<<S_LIGHTMAP2},
{"s_lightmap3", 1u<<S_LIGHTMAP3},
{"s_deluxemap1", 1u<<S_DELUXEMAP1},
{"s_deluxemap2", 1u<<S_DELUXEMAP2},
{"s_deluxemap3", 1u<<S_DELUXEMAP3},
#else
{"s_lightmap1", 0},
{"s_lightmap2", 0},
{"s_lightmap3", 0},
{"s_deluxemap1", 0},
{"s_deluxemap2", 0},
{"s_deluxemap3", 0},
#endif
{NULL}
};
static struct
{
char *name;
unsigned int bitmask;
} permutations[] =
{
{"BUMP", PERMUTATION_BUMPMAP},
{"FULLBRIGHT", PERMUTATION_FULLBRIGHT},
{"UPPERLOWER", PERMUTATION_UPPERLOWER},
{"REFLECTCUBEMASK", PERMUTATION_REFLECTCUBEMASK},
{"SKELETAL", PERMUTATION_SKELETAL},
{"FOG", PERMUTATION_FOG},
{"FRAMEBLEND", PERMUTATION_FRAMEBLEND},
{"LIGHTSTYLED", PERMUTATION_LIGHTSTYLES}
};
#define MAXMODIFIERS 64
void VARGS Q_strlcatfz (char *dest, size_t *offset, size_t size, const char *fmt, ...) LIKEPRINTF(4);
void VARGS Q_strlcatfz (char *dest, size_t *offset, size_t size, const char *fmt, ...)
{
va_list argptr;
dest += *offset;
size -= *offset;
va_start (argptr, fmt);
Q_vsnprintfz(dest, size, fmt, argptr);
va_end (argptr);
*offset += strlen(dest);
}
struct programpermu_s *Shader_LoadPermutation(program_t *prog, unsigned int p)
{
const char *permutationdefines[3];
struct programpermu_s *pp;
size_t n, pn = 0;
char defines[8192];
size_t offset;
qboolean fail = false;
extern cvar_t r_glsl_pbr, gl_specular, gl_specular_power;
if (~prog->supportedpermutations & p)
return NULL; //o.O
pp = Z_Malloc(sizeof(*pp));
pp->permutation = p;
*defines = 0;
offset = 0;
if (p & PERMUTATION_SKELETAL)
Q_strlcatfz(defines, &offset, sizeof(defines), "#define MAX_GPU_BONES %i\n", sh_config.max_gpu_bones);
if (gl_specular.value)
Q_strlcatfz(defines, &offset, sizeof(defines), "#define SPECULAR\n#define SPECULAR_BASE_MUL %f\n#define SPECULAR_BASE_POW %f\n", 1.0*gl_specular.value, max(1,gl_specular_power.value));
if (r_glsl_pbr.ival)
Q_strlcatfz(defines, &offset, sizeof(defines), "#define PBR\n");
#ifdef RTLIGHTS
if (r_fakeshadows)
Q_strlcatfz(defines, &offset, sizeof(defines), "#define FAKESHADOWS\n%s",
#ifdef GLQUAKE
gl_config.arb_shadow?"#define USE_ARB_SHADOW\n":
#endif
"");
#endif
for (n = 0; n < countof(permutations); n++)
{
if (p & permutations[n].bitmask)
Q_strlcatfz(defines, &offset, sizeof(defines), "#define %s\n", permutations[n].name);
}
if (p & PERMUTATION_UPPERLOWER)
Q_strlcatfz(defines, &offset, sizeof(defines), "#define UPPER\n#define LOWER\n");
if (p & PERMUTATION_BUMPMAP)
{
if (r_glsl_offsetmapping.ival)
{
Q_strlcatfz(defines, &offset, sizeof(defines), "#define OFFSETMAPPING\n");
if (r_glsl_offsetmapping_reliefmapping.ival && (p & PERMUTATION_BUMPMAP))
Q_strlcatfz(defines, &offset, sizeof(defines), "#define RELIEFMAPPING\n");
}
if (r_deluxemapping) //fixme: should be per-model really
Q_strlcatfz(defines, &offset, sizeof(defines), "#define DELUXE\n");
}
permutationdefines[pn++] = defines;
permutationdefines[pn++] = prog->preshade;
permutationdefines[pn++] = NULL;
if (!sh_config.pCreateProgram(prog, pp, prog->shaderver, permutationdefines, prog->shadertext, prog->tess?prog->shadertext:NULL, prog->tess?prog->shadertext:NULL, prog->geom?prog->shadertext:NULL, prog->shadertext, prog->warned, NULL))
prog->warned = fail = true;
//extra loop to validate the programs actually linked properly.
//delaying it like this gives certain threaded drivers a chance to compile them all while we're messing around with other junk
if (!fail && sh_config.pValidateProgram && !sh_config.pValidateProgram(prog, pp, prog->warned, NULL))
prog->warned = fail = true;
if (!fail && sh_config.pProgAutoFields)
{
char *cvarnames[64+1];
int cvartypes[64];
unsigned char *cvardata = prog->cvardata;
size_t size = prog->cvardatasize, i;
for (i = 0; i < countof(cvartypes) && size; i++)
{
memcpy(&cvartypes[i], cvardata, sizeof(int));
cvarnames[i] = cvardata+sizeof(int);
size -= sizeof(int)+strlen(cvarnames[i])+1;
cvardata += sizeof(int)+strlen(cvarnames[i])+1;
}
cvarnames[i] = NULL; //no more
sh_config.pProgAutoFields(prog, pp, cvarnames, cvartypes);
}
if (fail)
{
Z_Free(pp);
return NULL;
}
return pp;
}
qboolean Shader_PermutationEnabled(unsigned int bit)
{
if (bit == PERMUTATION_REFLECTCUBEMASK)
return gl_load24bit.ival;
if (bit == PERMUTATION_BUMPMAP)
return r_loadbumpmapping;
return true;
}
qboolean Com_PermuOrFloatArgument(const char *shadername, char *arg, size_t arglen, float def)
{
extern cvar_t gl_specular;
size_t p;
//load-time-only permutations...
if (arglen == 8 && !strncmp("SPECULAR", arg, arglen) && gl_specular.value)
return true;
#ifdef RTLIGHTS
if (arglen == 11 && !strncmp("FAKESHADOWS", arg, arglen) && r_fakeshadows)
return true;
#endif
if ((arglen==5||arglen==6) && !strncmp("DELUXE", arg, arglen) && r_deluxemapping && Shader_PermutationEnabled(PERMUTATION_BUMPMAP))
return true;
if (arglen == 13 && !strncmp("OFFSETMAPPING", arg, arglen) && r_glsl_offsetmapping.ival)
return true;
if (arglen == 13 && !strncmp("RELIEFMAPPING", arg, arglen) && r_glsl_offsetmapping.ival && r_glsl_offsetmapping_reliefmapping.ival)
return true;
//real permutations
if (arglen == 5 && (!strncmp("UPPER", arg, arglen)||!strncmp("LOWER", arg, arglen)) && Shader_PermutationEnabled(PERMUTATION_BIT_UPPERLOWER))
return true;
for (p = 0; p < countof(permutations); p++)
{
if (arglen == strlen(permutations[p].name) && !strncmp(permutations[p].name, arg, arglen))
{
if (Shader_PermutationEnabled(permutations[p].bitmask))
return true;
break;
}
}
return Com_FloatArgument(shadername, arg, arglen, def) != 0;
}
static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *script, int qrtype, int ver, char *blobfilename)
{
#if defined(GLQUAKE) || defined(D3DQUAKE)
// const char *permutationdefines[countof(permutations) + MAXMODIFIERS + 1];
unsigned int nopermutation = PERMUTATIONS-1;
// int nummodifiers = 0;
int p;
char *end;
char *cvarnames[64];
int cvartypes[64];
size_t cvarcount = 0, i;
extern cvar_t gl_specular, gl_specular_power;
qboolean cantess = false; //not forced.
char prescript[8192];
size_t offset = 0;
#endif
if (qrenderer != qrtype)
{
return false;
}
#ifdef VKQUAKE
if (qrenderer == QR_VULKAN && qrtype == QR_VULKAN)
{ //vulkan 'scripts' are just blobs. could maybe base64 the spirv but eww.
return VK_LoadBlob(prog, script, name);
}
#endif
#if defined(GLQUAKE) || defined(D3DQUAKE)
ver = 0;
if (!sh_config.pCreateProgram && !sh_config.pLoadBlob)
return false;
if (prog->name)
return false; //o.O
*prescript = 0;
offset = 0;
memset(prog->permu, 0, sizeof(prog->permu));
prog->name = Z_StrDup(name);
prog->geom = false;
prog->tess = false;
prog->rayquery = false;
prog->calcgens = false;
prog->numsamplers = 0;
prog->defaulttextures = 0;
for(;;)
{
while (*script == ' ' || *script == '\r' || *script == '\n' || *script == '\t')
script++;
if (!strncmp(script, "!!fixed", 7))
{
prog->calcgens = true;
script += 7;
}
else if (!strncmp(script, "!!explicit", 10))
{
prog->explicitsyms = true;
script += 10;
}
else if (!strncmp(script, "!!geom", 6))
{
prog->geom = true;
script += 6;
}
else if (!strncmp(script, "!!tess", 6))
{
prog->tess = true;
script += 6;
}
else if (!strncmp(script, "!!samps", 7))
{
com_tokentype_t tt;
qboolean ignore = false;
script += 7;
for(;;)
{
size_t len;
int i;
char *type, *idx, *next;
char *token = com_token;
next = COM_ParseTokenOut(script, "", com_token, sizeof(com_token), &tt);
if (tt == TTP_LINEENDING || tt == TTP_EOF)
break;
script = next;
if (*token == '=' || *token == '!')
{
len = strlen(token);
if (*token == (Com_PermuOrFloatArgument(name, token+1, len-1, 0)?'!':'='))
ignore = true;
continue;
}
else if (ignore)
continue;
#if 1//def HAVE_LEGACY
else if (!strncmp(token, "deluxmap", 8))
{ //FIXME: remove this some time.
Con_DPrintf("Outdated texture name \"%s\" in program \"%s\"\n", token, name);
token = va("deluxemap%s",token+8);
}
#endif
type = strchr(token, ':');
idx = strchr(token, '=');
if (type || idx)
{ //name:type=idx
if (type)
*type++ = 0;
else
type = "2D";
if (idx)
{
*idx++ = 0;
i = atoi(idx);
}
else
i = prog->numsamplers;
if (prog->numsamplers < i+1)
prog->numsamplers = i+1;
/*for (j = 0; sh_defaultsamplers[j].name; j++)
{
if (!strcmp(token, sh_defaultsamplers[j].name+2))
{
Con_Printf("%s: %s is an internal texture name\n", name, token);
break;
}
}*/
//I really want to use layout(binding = %i) here, but its specific to the glsl version (which we don't really know yet)
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define s_%s s_t%u\nuniform %s%s s_%s;\n", token, i, strncmp(type, "sampler", 7)?"sampler":"", type, token);
}
else
{
len = strlen(token);
for (i = 0; sh_defaultsamplers[i].name; i++)
{
if (!strcmp(token, sh_defaultsamplers[i].name+2))
{
prog->defaulttextures |= sh_defaultsamplers[i].defaulttexbits;
break;
}
}
if (!sh_defaultsamplers[i].name)
{ //this path is deprecated.
i = atoi(token);
if (i)
{
if (qrenderer == QR_OPENGL)
{
while (prog->numsamplers < i)
Q_strlcatfz(prescript, &offset, sizeof(prescript), "uniform sampler2D s_t%u;\n", prog->numsamplers++);
}
else if (prog->numsamplers < i)
prog->numsamplers = i;
}
else
Con_Printf("Unknown texture name \"%s\" in program \"%s\"\n", token, name);
}
}
}
}
else if (!strncmp(script, "!!cvardf", 8) || !strncmp(script, "!!cvard3", 8) || !strncmp(script, "!!cvard4", 8) || !strncmp(script, "!!cvard_srgb", 11))
{
qboolean srgb = false;
float div = 1;
char type = script[7];
script+=8;
if (type == '_')
{
if (*script == 's')
{
srgb = true;
script+=1;
}
if (!strncmp(script, "rgba", 4))
{
type = '4';
script+=4;
}
else if (!strncmp(script, "rgb", 3))
{
type = '3';
script+=3;
}
else if (!strncmp(script, "rg", 2))
{
type = '2';
script+=2;
}
else if (!strncmp(script, "r", 1) || !strncmp(script, "f", 1))
{
type = 'f';
script+=1;
}
if (!strncmp(script, "_b", 2))
{
div = 255;
script+=2;
}
else if (!strncmp(script, "_", 1))
div = strtod(script, &script);
}
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
if (end - script < 64)
{
cvar_t *var;
char namebuf[64];
char valuebuf[64];
memcpy(namebuf, script, end - script);
namebuf[end - script] = 0;
while (*end == ' ' || *end == '\t')
end++;
if (*end == '=')
{
script = ++end;
while (*end && *end != '\n' && *end != '\r' && end < script+sizeof(namebuf)-1)
end++;
memcpy(valuebuf, script, end - script);
valuebuf[end - script] = 0;
}
else
strcpy(valuebuf, "0");
var = Cvar_Get(namebuf, valuebuf, CVAR_SHADERSYSTEM, "GLSL Variables");
if (var)
{
var->flags |= CVAR_SHADERSYSTEM;
if (srgb)
{
if (type == '4')
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %s(%g,%g,%g,%g)\n", namebuf, ((qrenderer == QR_OPENGL)?"vec4":"float4"), SRGBf(var->vec4[0]/div), SRGBf(var->vec4[1]/div), SRGBf(var->vec4[2]/div), var->vec4[3]/div);
else if (type == '3')
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %s(%g,%g,%g)\n", namebuf, ((qrenderer == QR_OPENGL)?"vec3":"float3"), SRGBf(var->vec4[0]/div), SRGBf(var->vec4[1]/div), SRGBf(var->vec4[2]/div));
else
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %g\n", namebuf, SRGBf(var->value/div));
}
else
{
if (type == '4')
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %s(%g,%g,%g,%g)\n", namebuf, ((qrenderer == QR_OPENGL)?"vec4":"float4"), var->vec4[0]/div, var->vec4[1]/div, var->vec4[2]/div, var->vec4[3]/div);
else if (type == '3')
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %s(%g,%g,%g)\n", namebuf, ((qrenderer == QR_OPENGL)?"vec3":"float3"), var->vec4[0]/div, var->vec4[1]/div, var->vec4[2]/div);
else
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %g\n", namebuf, var->value/div);
}
}
}
script = end;
}
else if (!strncmp(script, "!!cvarf", 7) || !strncmp(script, "!!cvari", 7) || !strncmp(script, "!!cvarv", 7) || !strncmp(script, "!!cvar3f", 8) || !strncmp(script, "!!cvar4f", 8))
{
int type;
if (script[6]=='f') type = SP_CVARF;
else if (script[6]=='i') type = SP_CVARI;
else if (script[6]=='v') type = SP_CVAR3F;
else if (script[6]=='3') type = SP_CVAR3F;
else if (script[6]=='4') type = SP_CVAR4F;
else break;
if (cvarcount != sizeof(cvarnames)/sizeof(cvarnames[0]))
cvarcount += Shader_ParseProgramCvar(script+8, &cvarnames[cvarcount], &cvartypes[cvarcount], type);
}
else if ( !strncmp(script, "!!semantic", 10))
{
if (cvarcount != sizeof(cvarnames)/sizeof(cvarnames[0]))
cvarcount += Shader_ParseSemantic(script+10, name, &cvarnames[cvarcount], &cvartypes[cvarcount]);
}
else if ( !strncmp(script, "!!const1f", 9) ||
!strncmp(script, "!!const2f", 9) ||
!strncmp(script, "!!const3f", 9) ||
!strncmp(script, "!!const4f", 9) ||
!strncmp(script, "!!constt", 8))
{
int type;
if (script[8] == 'f')
type = SP_CONST1F + (script[7]-'1');
else if (script[8] == 'i')
type = SP_CONST1I + (script[7]-'1');
else if (script[7] == 't')
type = SP_TEXTURE;
else
break;
if (cvarcount != sizeof(cvarnames)/sizeof(cvarnames[0]))
cvarcount += Shader_ParseProgramConst(script+9, &cvarnames[cvarcount], &cvartypes[cvarcount], type, (type==SP_TEXTURE)?&prog->numsamplers:NULL);
}
else if (!strncmp(script, "!!arg", 5))
{ //compat with our vulkan glsl, generate (specialisation) constants from #args
char namebuf[MAX_QPATH];
char valuebuf[MAX_QPATH];
char *out;
char *namestart;
char *atype;
script+=5;
if (*script == 'b')
{
atype = "bool";
strcpy(valuebuf, "false");
}
else if (*script == 'f')
{
atype = "float";
strcpy(valuebuf, "0.0");
}
else if (*script == 'd')
{
atype = "double";
strcpy(valuebuf, "0.0");
}
else if (*script == 'i')
{
atype = "int";
strcpy(valuebuf, "0");
}
else if (*script == 'u')
{
atype = "uint";
strcpy(valuebuf, "0");
}
else
{
atype = "float"; //I guess
strcpy(valuebuf, "0.0");
}
while (*script >= 'a' && *script <= 'z')
script++;
while (*script == ' ' || *script == '\t')
script++;
namestart = script;
while ((*script >= 'A' && *script <= 'Z') || (*script >= 'a' && *script <= 'z') || (*script >= '0' && *script <= '9') || *script == '_')
script++;
if (script-namestart < countof(namebuf))
{
float def = 0;
memcpy(namebuf, namestart, script - namestart);
namebuf[script - namestart] = 0;
while (*script == ' ' || *script == '\t')
script++;
if (*script == '=')
{
script++;
while (*script == ' ' || *script == '\t')
script++;
out = valuebuf;
while (out < com_token+countof(valuebuf)-1 && *script != '\n' && !(script[0] == '/' && script[1] == '/'))
*out++ = *script++;
*out++ = 0;
if (!strcmp(valuebuf, "true"))
def = 1;
else
def = atof(valuebuf);
}
Com_FloatArgument(name, valuebuf, sizeof(valuebuf), def);
Q_strlcatfz(prescript, &offset, sizeof(prescript), "const %s arg_%s = %s(%s);\n", atype, namebuf, atype, valuebuf);
}
}
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; p < countof(permutations); p++)
{
if (!strncmp(permutations[p].name, script, end - script) && permutations[p].name[end-script] == '\0')
{
if (Shader_PermutationEnabled(permutations[p].bitmask))
nopermutation &= ~permutations[p].bitmask;
break;
}
}
if (p == countof(permutations))
{
//we 'recognise' ones that are force-defined, despite not being actual permutations.
if (end - script == 4 && !strncmp("TESS", script, 4))
cantess = true;
else if (strncmp("SPECULAR", script, end - script))
if (strncmp("DELUXE", script, end - script))
if (strncmp("DELUX", script, end - script))
if (strncmp("OFFSETMAPPING", script, end - script))
if (strncmp("RELIEFMAPPING", script, end - script))
if (strncmp("FAKESHADOWS", script, end - script))
Con_DPrintf("Unknown pemutation in glsl program %s\n", name);
}
script = end;
}
else if (!strncmp(script, "!!ver", 5))
{
int minver, maxver;
script += 5;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
minver = strtol(script, &script, 0);
while (*script == ' ' || *script == '\t')
script++;
maxver = strtol(script, NULL, 0);
if (!maxver)
maxver = minver;
ver = maxver;
if (ver > sh_config.maxver)
ver = sh_config.maxver;
if (ver < minver)
ver = minver; //some kind of error.
script = end;
}
else if (!strncmp(script, "!!", 2))
{
Con_DPrintf("Unknown directinve in glsl program %s\n", name);
script += 2;
while (*script == ' ' || *script == '\t')
script++;
}
else if (!strncmp(script, "//", 2))
{
script += 2;
while (*script == ' ' || *script == '\t')
script++;
}
else
break;
while (*script && *script != '\n')
script++;
}
prog->shadertext = Z_StrDup(script);
if (qrenderer == qrtype && ver < 150)
prog->tess = cantess = false; //GL_ARB_tessellation_shader requires glsl 150(gl3.2) (or glessl 3.1). nvidia complains about layouts if you try anyway
if (!r_fog_permutation.ival)
nopermutation |= PERMUTATION_BIT_FOG;
if (!sh_config.max_gpu_bones)
nopermutation |= PERMUTATION_SKELETAL;
//multiple lightmaps is kinda hacky. if any are set, all must be.
#define ALTLIGHTMAPSAMP 14
if (prog->defaulttextures & ((1u<<(ALTLIGHTMAPSAMP+0)) | (1u<<(ALTLIGHTMAPSAMP+1)) | (1u<<(ALTLIGHTMAPSAMP+2))))
prog->defaulttextures |=((1u<<(ALTLIGHTMAPSAMP+0)) | (1u<<(ALTLIGHTMAPSAMP+1)) | (1u<<(ALTLIGHTMAPSAMP+2)));
#define ALTDELUXMAPSAMP 17
if (prog->defaulttextures & ((1u<<(ALTDELUXMAPSAMP+0)) | (1u<<(ALTDELUXMAPSAMP+1)) | (1u<<(ALTDELUXMAPSAMP+2))))
prog->defaulttextures |=((1u<<(ALTDELUXMAPSAMP+0)) | (1u<<(ALTDELUXMAPSAMP+1)) | (1u<<(ALTDELUXMAPSAMP+2)));
for (end = *name?strchr(name+1, '#'):NULL; end && *end; )
{
size_t startoffset=offset;
char *start = end+1;
end = strchr(start, '#');
if (!end)
end = start + strlen(start);
if (end-start == 7 && !Q_strncasecmp(start, "usemods", 7))
prog->calcgens = true;
if (end-start == 4 && !Q_strncasecmp(start, "tess", 4))
prog->tess |= cantess;
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define ");
while (offset < sizeof(prescript) && start < end)
{
if (*start == '=')
{
if (offset == startoffset+8)
break;
start++;
prescript[offset++] = ' ';
break;
}
if ((*start >='a'&&*start<='z')||(*start >='A'&&*start<='Z')||*start=='_'||(*start >='0'&&*start<='9'&&offset>startoffset+8))
prescript[offset++] = toupper(*start++);
else
{ ///invalid symbol name...
offset = startoffset+8;
prescript[offset] = 0;
break;
}
}
if (offset == startoffset+8)
{ ///invalid symbol name...
offset = startoffset;
prescript[offset] = 0;
break;
}
while (offset < sizeof(prescript) && start < end)
prescript[offset++] = toupper(*start++);
Q_strlcatfz(prescript, &offset, sizeof(prescript), "\n");
}
prog->preshade = Z_StrDup(prescript);
prog->supportedpermutations = (~nopermutation) & (PERMUTATIONS-1);
prog->shaderver = ver;
if (cvarcount)
{
*prescript = 0;
offset = 0;
for (i = 0; i < cvarcount && offset < sizeof(prescript); i++)
{
memcpy(prescript+offset, &cvartypes[i], sizeof(int));
offset+=4;
Q_strlcatfz(prescript, &offset, sizeof(prescript), "%s", cvarnames[i]);
offset++;
}
prog->cvardata = Z_Malloc(offset);
prog->cvardatasize = offset;
memcpy(prog->cvardata, prescript, prog->cvardatasize);
}
while(cvarcount)
Z_Free((char*)cvarnames[--cvarcount]);
//ensure that permutation 0 works correctly as a fallback.
//FIXME: add debug mode to compile all.
prog->permu[0] = Shader_LoadPermutation(prog, 0);
if (!prog->permu[0])
return false;
if (r_glsl_precache.ival)
{
for (p = prog->supportedpermutations; p > 0; )
{
if (p != (p&prog->supportedpermutations))
p &= prog->supportedpermutations; //this permutation isn't active, skip to the next one
else
{
prog->permu[p] = Shader_LoadPermutation(prog, p);
p--;
}
}
}
return true;
#else
return false;
#endif
}
typedef struct sgeneric_s
{
program_t prog;
struct sgeneric_s *next;
char *name;
qboolean failed;
} sgeneric_t;
static sgeneric_t *sgenerics;
static struct sbuiltin_s sbuiltins[] =
{
#include "r_bishaders.h"
{QR_NONE}
};
void Shader_UnloadProg(program_t *prog)
{
if (sh_config.pDeleteProg)
sh_config.pDeleteProg(prog);
Z_Free(prog->name);
Z_Free(prog->preshade);
Z_Free(prog->shadertext);
Z_Free(prog->cvardata);
Z_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--;
Shader_UnloadProg(&g->prog);
}
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 blobname[MAX_QPATH];
char *h;
g->failed = true;
TRACE(("Loading program %s...\n", g->name));
basicname[1] = 0;
Q_strncpyz(basicname, g->name, sizeof(basicname));
h = strchr(basicname+1, '#');
if (h)
*h = '\0';
if (strchr(basicname, '/') || strchr(basicname, '.'))
{ //explicit path
FS_LoadFile(basicname, &file);
*blobname = 0;
}
else if (ruleset_allow_shaders.ival)
{ //renderer-specific files
if (sh_config.progpath)
{
Q_snprintfz(blobname, sizeof(blobname), sh_config.progpath, basicname);
FS_LoadFile(blobname, &file);
}
else
file = NULL;
if (sh_config.blobpath && r_shaderblobs.ival)
Q_snprintfz(blobname, sizeof(blobname), sh_config.blobpath, basicname);
else
*blobname = 0;
}
else
{
file = NULL;
*blobname = 0;
}
if (sh_config.pDeleteProg)
{
sh_config.pDeleteProg(&g->prog);
}
Z_Free(g->prog.name);
g->prog.name = NULL;
Z_Free(g->prog.preshade);
g->prog.preshade = NULL;
Z_Free(g->prog.shadertext);
g->prog.shadertext = NULL;
Z_Free(g->prog.cvardata);
g->prog.cvardata = NULL;
if (file)
{
TRACE(("Loading from disk (%s)\n", g->name));
// Con_DPrintf("Loaded %s from disk\n", sh_config.progpath?va(sh_config.progpath, basicname):basicname);
g->failed = !Shader_LoadPermutations(g->name, &g->prog, file, qrtype, 0, blobname);
FS_FreeFile(file);
return;
}
else
{
int ver;
const struct sbuiltin_s *progs;
unsigned int l;
for (l = 0; l <= materialloader_count; l++)
{
if (l == materialloader_count)
progs = sbuiltins;
else if (materialloader[l].funcs && materialloader[l].funcs->builtinshaders)
progs = materialloader[l].funcs->builtinshaders;
else
continue;
for (i = 0; *progs[i].name; i++)
{
if (progs[i].qrtype == qrtype && !strcmp(progs[i].name, basicname))
{
ver = progs[i].apiver;
if (ver < sh_config.minver || ver > sh_config.maxver)
if (!(qrenderer==QR_OPENGL&&ver==110))
continue;
TRACE(("Loading Embedded %s\n", g->name));
g->failed = !Shader_LoadPermutations(g->name, &g->prog, progs[i].body, qrtype, ver, blobname);
if (g->failed)
continue;
return;
}
}
}
TRACE(("Program unloadable %s\n", g->name));
}
}
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;
}
}
//don't even try if we know it won't work.
if (!sh_config.progs_supported)
return NULL;
g = BZ_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;
}
static void Shader_ReloadGenerics(void)
{
sgeneric_t *g;
for (g = sgenerics; g; g = g->next)
{
//this happens if some cvar changed that affects the glsl itself. supposedly.
Shader_LoadGeneric(g, qrenderer);
}
//this shader can take a while to load due to its number of permutations.
//because this all happens on the main thread, try to avoid random stalls by pre-loading it.
if (sh_config.progs_supported)
{
program_t *p = Shader_FindGeneric("defaultskin", qrenderer);
if (p) //generics get held on to in order to avoid so much churn. so we can just release the reference we just created and it'll be held until shutdown anyway.
p->refs--;
}
}
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_position1", 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},
#if MAXRLIGHTMAPS > 1
{"v_lmcoord1", VATTR_LMCOORD},
{"v_lmcoord2", VATTR_LMCOORD2},
{"v_lmcoord3", VATTR_LMCOORD3},
{"v_lmcoord4", VATTR_LMCOORD4},
{"v_colour1", VATTR_COLOUR},
{"v_colour2", VATTR_COLOUR2},
{"v_colour3", VATTR_COLOUR3},
{"v_colour4", VATTR_COLOUR4},
#endif
{NULL}
};
struct shader_field_names_s shader_unif_names[] =
{
/**///tagged names are available to vulkan
/*matricies*/
/**/{"m_model", SP_M_MODEL}, //the model matrix
{"m_view", SP_M_VIEW}, //the view matrix
{"m_modelview", SP_M_MODELVIEW},//the combined modelview matrix
{"m_projection", SP_M_PROJECTION},//projection matrix
/**/{"m_modelviewprojection", SP_M_MODELVIEWPROJECTION},//fancy mvp matrix. probably has degraded precision.
{"m_bones_packed", SP_M_ENTBONES_PACKED}, //bone matrix array. should normally be read via sys/skeletal.h
{"m_bones_mat3x4", SP_M_ENTBONES_MAT3X4}, //bone matrix array. should normally be read via sys/skeletal.h
{"m_bones_mat4", SP_M_ENTBONES_MAT4}, //bone matrix array. should normally be read via sys/skeletal.h
{"m_invviewprojection", SP_M_INVVIEWPROJECTION},//inverted vp matrix
{"m_invmodelviewprojection",SP_M_INVMODELVIEWPROJECTION},//inverted mvp matrix.
{"m_invmodelview", SP_M_INVMODELVIEW},//inverted mv matrix.
/**///m_modelinv
/*viewer properties*/
{"v_eyepos", SP_V_EYEPOS}, //eye pos in worldspace
/**/{"w_fog", SP_W_FOG}, //read by sys/fog.h
{"w_user", SP_W_USER}, //set via VF_USERDATA
/*ent properties*/
{"e_vblend", SP_E_VBLEND}, //v_position1+v_position2 scalers
/**/{"e_lmscale", SP_E_LMSCALE}, /*overbright shifting*/
{"e_vlscale", SP_E_VLSCALE}, /*no lightmaps, no overbrights*/
{"e_origin", SP_E_ORIGIN}, //the ents origin in worldspace
/**/{"e_time", SP_E_TIME}, //r_refdef.time - entity->time
/**/{"e_eyepos", SP_E_EYEPOS}, //eye pos in modelspace
{"e_colour", SP_E_COLOURS}, //colormod/alpha, even if colormod isn't set
/**/{"e_colourident", SP_E_COLOURSIDENT}, //colormod,alpha or 1,1,1,alpha if colormod isn't set
/**/{"e_glowmod", SP_E_GLOWMOD}, //fullbright scalers (for hdr mostly)
/**/{"e_uppercolour", SP_E_TOPCOLOURS}, //q1 player colours
/**/{"e_lowercolour", SP_E_BOTTOMCOLOURS},//q1 player colours
/**/{"e_light_dir", SP_E_L_DIR}, //lightgrid light dir. dotproducts should be clamped to 0-1.
/**/{"e_light_mul", SP_E_L_MUL}, //lightgrid light scaler.
/**/{"e_light_ambient", SP_E_L_AMBIENT}, //lightgrid light value for the unlit side.
{"s_colour", SP_S_COLOUR}, //the rgbgen/alphagen stuff. obviously doesn't work with per-vertex ones.
/*rtlight properties, use with caution*/
{"l_lightscreen", SP_LIGHTSCREEN}, //screenspace position of the current rtlight
/**/{"l_lightradius", SP_LIGHTRADIUS}, //radius of the current rtlight
/**/{"l_lightcolour", SP_LIGHTCOLOUR}, //rgb values of the current rtlight
/**/{"l_lightposition", SP_LIGHTPOSITION}, //light position in modelspace
{"l_lightdirection", SP_LIGHTDIRECTION}, //light direction in modelspace (ortho lights only, instead of position)
/**/{"l_lightcolourscale", SP_LIGHTCOLOURSCALE},//ambient/diffuse/specular scalers
/**/{"l_cubematrix", SP_LIGHTCUBEMATRIX},//matrix used to control the rtlight's cubemap projection
/**/{"l_shadowmapproj", SP_LIGHTSHADOWMAPPROJ}, //compacted projection matrix for shadowmaps
/**/{"l_shadowmapscale", SP_LIGHTSHADOWMAPSCALE},//should probably use a samplerRect instead...
{"e_sourcesize", SP_SOURCESIZE}, //size of VF_SOURCECOLOUR image
{"e_rendertexturescale", SP_RENDERTEXTURESCALE}, //scaler for $currentrender, when npot isn't supported.
{NULL}
};
static char *Shader_ParseBody(char *debugname, const char **ptr)
{
char *body;
const char *start, *end;
end = *ptr;
while (*end == ' ' || *end == '\t' || *end == '\r')
end++;
if (*end == '\n')
{
int count;
end++;
while (*end == ' ' || *end == '\t')
end++;
if (*end != '{')
{
Con_Printf("shader \"%s\" missing program string\n", debugname);
}
else
{
end++;
start = end;
for (count = 1; *end; end++)
{
if (*end == '}')
{
count--;
if (!count)
break;
}
else if (*end == '{')
count++;
}
body = BZ_Malloc(end - start + 1);
memcpy(body, start, end-start);
body[end-start] = 0;
*ptr = end+1;/*skip over it all*/
return body;
}
}
return NULL;
}
static void Shader_SLProgramName (shader_t *shader, shaderpass_t *pass, const char **ptr, int qrtype)
{
/*accepts:
program
{
BLAH
}
where BLAH is both vertex+frag with #ifdefs
or
program fname
on one line.
*/
char *programbody;
char *hash;
program_t *newprog;
programbody = Shader_ParseBody(shader->name, ptr);
if (programbody)
{
newprog = BZ_Malloc(sizeof(*newprog));
memset(newprog, 0, sizeof(*newprog));
newprog->refs = 1;
if (!Shader_LoadPermutations(shader->name, newprog, programbody, qrtype, 0, NULL))
{
BZ_Free(newprog);
newprog = NULL;
}
BZ_Free(programbody);
}
else
{
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);
newprog = Shader_FindGeneric(newname, qrtype);
}
else
newprog = Shader_FindGeneric(Shader_ParseExactString(ptr), qrtype);
}
if (pass)
{
if (pass->numMergedPasses)
{
Shader_ReleaseGeneric(newprog);
Con_DPrintf("shader %s: program defined after first texture map\n", shader->name);
}
else
{
Shader_ReleaseGeneric(pass->prog);
pass->prog = newprog;
}
}
else
{
Shader_ReleaseGeneric(shader->prog);
shader->prog = newprog;
}
}
static void Shader_GLSLProgramName (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
Shader_SLProgramName(shader,pass,ptr,QR_OPENGL);
}
static void Shader_ProgramName (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
Shader_SLProgramName(shader,pass,ptr,qrenderer);
}
static void Shader_HLSL9ProgramName (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D9);
}
static void Shader_HLSL11ProgramName (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D11);
}
static void Shaderpass_BlendFunc (parsestate_t *ps, const char **ptr);
static void Shader_ProgBlendFunc (parsestate_t *ps, const char **ptr)
{
if (ps->s->prog)
{
ps->pass = ps->s->passes;
Shaderpass_BlendFunc(ps, ptr);
ps->pass = NULL;
}
}
static void Shader_ReflectCube(parsestate_t *ps, const char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, IF_TEXTYPE_CUBE);
ps->s->defaulttextures->reflectcube = Shader_FindImage(ps, token, flags);
}
static void Shader_ReflectMask(parsestate_t *ps, const char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
ps->s->defaulttextures->reflectmask = Shader_FindImage(ps, token, flags);
}
static void Shader_DiffuseMap(parsestate_t *ps, const char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
ps->s->defaulttextures->base = Shader_FindImage(ps, token, flags);
Q_strncpyz(ps->s->defaulttextures->mapname, token, sizeof(ps->s->defaulttextures->mapname));
}
static void Shader_SpecularMap(parsestate_t *ps, const char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
ps->s->defaulttextures->specular = Shader_FindImage(ps, token, flags);
}
static void Shader_NormalMap(parsestate_t *ps, const char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, IF_TRYBUMP|IF_NOSRGB);
ps->s->defaulttextures->bump = Shader_FindImage(ps, token, flags);
}
static void Shader_FullbrightMap(parsestate_t *ps, const char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
ps->s->defaulttextures->fullbright = Shader_FindImage(ps, token, flags);
}
static void Shader_UpperMap(parsestate_t *ps, const char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
ps->s->defaulttextures->upperoverlay = Shader_FindImage(ps, token, flags);
}
static void Shader_LowerMap(parsestate_t *ps, const char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
ps->s->defaulttextures->loweroverlay = Shader_FindImage(ps, token, flags);
}
static void Shader_DisplacementMap(parsestate_t *ps, const char **ptr)
{
char *token = Shader_ParseSensString(ptr);
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, IF_NOSRGB);
ps->s->defaulttextures->displacement = Shader_FindImage(ps, token, flags);
}
static void Shaderpass_QF_Material(parsestate_t *ps, const char **ptr)
{ //qf_material BASETEXTURE NORMALMAP SPECULARMAP
unsigned int flags;
char *progname = "defaultwall";
char *token;
char *hash = strchr(ps->s->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", progname, hash);
ps->pass->prog = Shader_FindGeneric(newname, qrenderer);
}
else
ps->pass->prog = Shader_FindGeneric(progname, qrenderer);
token = Shader_ParseSensString(ptr);
if (*token && strcmp(token, "-"))
{
flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
if (*token)
ps->s->defaulttextures->base = Shader_FindImage(ps, token, flags);
else
{
token = ps->s->name;
if (hash)
*hash = 0;
ps->s->defaulttextures->base = Shader_FindImage(ps, token, flags);
if (hash)
*hash = '#';
}
}
if (*token)
token = Shader_ParseSensString(ptr);
if (*token && strcmp(token, "-"))
{
flags = Shader_SetImageFlags (ps, NULL, &token, IF_TRYBUMP|IF_NOSRGB);
ps->s->defaulttextures->bump = Shader_FindImage(ps, token, flags);
}
if (*token)
token = Shader_ParseSensString(ptr);
if (*token && strcmp(token, "-"))
{
flags = Shader_SetImageFlags (ps, NULL, &token, 0);
ps->s->defaulttextures->specular = Shader_FindImage(ps, token, flags);
}
}
static qboolean Shaderpass_MapGen (parsestate_t *ps, shaderpass_t *pass, char *tname);
static void Shader_Translucent(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shader->flags |= SHADER_BLEND;
}
static void Shader_PortalFBOScale(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shader->portalfboscale = Shader_ParseFloat(shader, ptr, 0);
shader->portalfboscale = max(shader->portalfboscale, 0);
}
static void Shader_DP_Camera(parsestate_t *ps, const char **ptr)
{
ps->s->sort = SHADER_SORT_PORTAL;
ps->dpwatertype |= 4;
}
static void Shader_DP_Water(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
ps->parseflags |= SPF_PROGRAMIFY;
ps->dpwatertype |= 3;
ps->reflectmin = Shader_ParseFloat(shader, ptr, 0);
ps->reflectmax = Shader_ParseFloat(shader, ptr, 0);
ps->refractfactor = Shader_ParseFloat(shader, ptr, 0);
ps->reflectfactor = Shader_ParseFloat(shader, ptr, 0);
Shader_ParseVector(shader, ptr, ps->refractcolour);
Shader_ParseVector(shader, ptr, ps->reflectcolour);
ps->wateralpha = Shader_ParseFloat(shader, ptr, 0);
}
static void Shader_DP_Reflect(parsestate_t *ps, const char **ptr)
{
ps->parseflags |= SPF_PROGRAMIFY;
ps->dpwatertype |= 1;
ps->reflectmin = 1;
ps->reflectmax = 1;
ps->reflectfactor = Shader_ParseFloat(ps->s, ptr, 0);
Shader_ParseVector(ps->s, ptr, ps->reflectcolour);
}
static void Shader_DP_Refract(parsestate_t *ps, const char **ptr)
{
ps->parseflags |= SPF_PROGRAMIFY;
ps->dpwatertype |= 2;
ps->refractfactor = Shader_ParseFloat(ps->s, ptr, 0);
Shader_ParseVector(ps->s, ptr, ps->refractcolour);
}
static void Shader_DP_OffsetMapping(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
char *token = Shader_ParseString(ptr);
if (!strcmp(token, "disable") || !strcmp(token, "none") || !strcmp(token, "off"))
ps->offsetmappingmode = 0;
else if (!strcmp(token, "default") || !strcmp(token, "normal"))
ps->offsetmappingmode = -1;
else if (!strcmp(token, "linear"))
ps->offsetmappingmode = 1;
else if (!strcmp(token, "relief"))
ps->offsetmappingmode = 2;
ps->offsetmappingscale = Shader_ParseFloat(shader, ptr, 1);
token = Shader_ParseString(ptr);
if (!strcmp(token, "bias"))
ps->offsetmappingbias = Shader_ParseFloat(shader, ptr, 0.5);
else if (!strcmp(token, "match"))
ps->offsetmappingbias = 1.0 - Shader_ParseFloat(shader, ptr, 0.5);
else if (!strcmp(token, "match8"))
ps->offsetmappingbias = 1.0 - (1.0/255) * Shader_ParseFloat(shader, ptr, 128);
else if (!strcmp(token, "match16"))
ps->offsetmappingbias = 1.0 - (1.0/65535) * Shader_ParseFloat(shader, ptr, 32768);
}
static void Shader_DP_GlossScale(parsestate_t *ps, const char **ptr)
{
ps->specularvalscale = Shader_ParseFloat(ps->s, ptr, 0);
}
static void Shader_DP_GlossExponent(parsestate_t *ps, const char **ptr)
{
ps->specularexpscale = Shader_ParseFloat(ps->s, ptr, 0);
}
static void Shader_FactorBase(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shader->factors[MATERIAL_FACTOR_BASE][0] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_BASE][1] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_BASE][2] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_BASE][3] = Shader_ParseFloat(shader, ptr, 1);
}
static void Shader_FactorSpec(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shader->factors[MATERIAL_FACTOR_SPEC][0] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_SPEC][1] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_SPEC][2] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_SPEC][3] = Shader_ParseFloat(shader, ptr, 1);
}
static void Shader_FactorEmit(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shader->factors[MATERIAL_FACTOR_EMIT][0] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_EMIT][1] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_EMIT][2] = Shader_ParseFloat(shader, ptr, 1);
shader->factors[MATERIAL_FACTOR_EMIT][3] = Shader_ParseFloat(shader, ptr, 1);
}
static void Shader_BEMode(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
char subname[1024];
int mode;
char tokencopy[1024];
char *token;
char *embed = NULL;
token = Shader_ParseString(ptr);
if (!Q_stricmp(token, "rtlight"))
mode = -1; //all light types
else if (!Q_stricmp(token, "rtlight_only"))
mode = LSHADER_STANDARD;
else if (!Q_stricmp(token, "rtlight_smap"))
mode = LSHADER_SMAP;
else if (!Q_stricmp(token, "rtlight_spot"))
mode = LSHADER_SPOT;
else if (!Q_stricmp(token, "rtlight_cube"))
mode = LSHADER_CUBE;
else if (!Q_stricmp(token, "rtlight_cube_smap"))
mode = LSHADER_CUBE|LSHADER_SMAP;
else if (!Q_stricmp(token, "rtlight_cube_spot")) //doesn't make sense.
mode = LSHADER_CUBE|LSHADER_SPOT;
else if (!Q_stricmp(token, "rtlight_spot_smap"))
mode = LSHADER_SMAP|LSHADER_SPOT;
else if (!Q_stricmp(token, "rtlight_cube_spot_smap")) //doesn't make sense.
mode = LSHADER_CUBE|LSHADER_SPOT|LSHADER_SMAP;
else if (!Q_stricmp(token, "crepuscular"))
mode = bemoverride_crepuscular;
else if (!Q_stricmp(token, "depthonly"))
mode = bemoverride_depthonly;
else if (!Q_stricmp(token, "depthdark"))
mode = bemoverride_depthdark;
else if (!Q_stricmp(token, "gbuffer") || !Q_stricmp(token, "prelight"))
mode = bemoverride_gbuffer;
else if (!Q_stricmp(token, "fog"))
mode = bemoverride_fog;
else
{
Con_DPrintf(CON_WARNING "Shader %s specifies unknown bemode %s.\n", shader->name, token);
return; //not supported.
}
embed = Shader_ParseBody(shader->name, ptr);
if (embed)
{
int l = strlen(embed) + 6;
char *b = BZ_Malloc(l);
Q_snprintfz(b, l, "{\n%s\n}\n", embed);
BZ_Free(embed);
embed = b;
//generate a unique name
Q_snprintfz(tokencopy, sizeof(tokencopy), "%s_mode%i", shader->name, mode);
}
else
{
token = Shader_ParseString(ptr);
Q_strncpyz(tokencopy, token, sizeof(tokencopy)); //make sure things don't go squiff.
}
if (mode == -1)
{
//shorthand for rtlights
for (mode = 0; mode < LSHADER_MODES; mode++)
{
if ((mode & LSHADER_RAYQUERY) && !r_shadow_raytrace.ival)
continue; //no. just no.
if ((mode & LSHADER_SMAP) && r_shadow_raytrace.ival)
continue; //don't waste time.
if ((mode & LSHADER_CUBE) && (mode & (LSHADER_SPOT|LSHADER_ORTHO)))
continue; //cube projections don't make sense when the light isn't projecting a cube
if ((mode & LSHADER_ORTHO) && (mode & LSHADER_SPOT))
continue; //ortho+spot are mutually exclusive.
Q_snprintfz(subname, sizeof(subname), "%s%s%s%s%s%s%s",
(mode & LSHADER_RAYQUERY)?"rq_":"",
tokencopy,
(mode & LSHADER_SMAP)?"#PCF":"",
(mode & LSHADER_SPOT)?"#SPOT":"",
(mode & LSHADER_CUBE)?"#CUBE":"",
(mode & LSHADER_ORTHO)?"#ORTHO":"",
#ifdef GLQUAKE
(qrenderer == QR_OPENGL && gl_config.arb_shadow && (mode & LSHADER_SMAP))?"#USE_ARB_SHADOW":""
#else
""
#endif
);
shader->bemoverrides[mode] = R_RegisterCustom(shader->model, subname, shader->usageflags|(embed?SUR_FORCEFALLBACK:0), embed?Shader_DefaultScript:NULL, embed);
}
}
else
{
shader->bemoverrides[mode] = R_RegisterCustom(shader->model, tokencopy, shader->usageflags|(embed?SUR_FORCEFALLBACK:0), embed?Shader_DefaultScript:NULL, embed);
}
if (embed)
BZ_Free(embed);
}
static shaderkey_t shaderkeys[] =
{
#define Q3 NULL
{"cull", Shader_Cull, Q3},
{"skyparms", Shader_SkyParms, Q3},
{"fogparms", Shader_FogParms, Q3},
{"surfaceparm", Shader_SurfaceParm, Q3},
{"nomipmaps", Shader_NoMipMaps, Q3},
{"nopicmip", Shader_NoPicMip, Q3},
{"polygonoffset", Shader_PolygonOffset, Q3},
{"sort", Shader_Sort, Q3},
{"deformvertexes", Shader_DeformVertexes, Q3},
{"portal", Shader_Portal, Q3},
{"entitymergable", Shader_EntityMergable, Q3},
//fte extensions
{"clutter", Shader_ClutterParms, "fte"},
{"deferredlight", Shader_Deferredlight, "fte"}, //(sort = prelight)
// {"lpp_light", Shader_Deferredlight, "fte"}, //(sort = prelight)
{"affine", Shader_Affine, "fte"}, //some hardware is horribly slow, and can benefit from certain hints.
{"fullrate", Shader_FullRate, "fte"}, //blocks half-rate shading on this surface.
{"bemode", Shader_BEMode, "fte"},
{"diffusemap", Shader_DiffuseMap, "fte"},
{"normalmap", Shader_NormalMap, "fte"},
{"specularmap", Shader_SpecularMap, "fte"},
{"fullbrightmap", Shader_FullbrightMap, "fte"},
{"uppermap", Shader_UpperMap, "fte"},
{"lowermap", Shader_LowerMap, "fte"},
{"reflectmask", Shader_ReflectMask, "fte"},
{"displacementmap", Shader_DisplacementMap, "fte"},
{"portalfboscale", Shader_PortalFBOScale, "fte"}, //portal/mirror/refraction/reflection FBOs are resized by this scale
{"basefactor", Shader_FactorBase, "fte"}, //material scalers for glsl
{"specularfactor", Shader_FactorSpec, "fte"}, //material scalers for glsl
{"fullbrightfactor", Shader_FactorEmit, "fte"}, //material scalers for glsl
//TODO: PBR textures...
// {"albedomap", Shader_DiffuseMap, "fte"}, //rgb(a)
// {"loweruppermap", Shader_LowerUpperMap, "fte"}, //r=lower, g=upper (team being more important than personal colours, this allows the texture to gracefully revert to red-only)
//{"normalmap", Shader_NormalMap, "fte"}, //xy-h
// {"ormmap", Shader_SpecularMap, "fte"}, //r=occlusion, g=metalness, b=roughness.
//{"glowmap", Shader_FullbrightMap, "fte"}, //rgb
/*program stuff at the material level is an outdated practise.*/
{"program", Shader_ProgramName, "fte"}, //usable with any renderer that has a usable shader language...
{"glslprogram", Shader_GLSLProgramName, "fte"}, //for renderers that accept embedded glsl
{"hlslprogram", Shader_HLSL9ProgramName, "fte"}, //for d3d with embedded hlsl
{"hlsl11program", Shader_HLSL11ProgramName, "fte"}, //for d3d with embedded hlsl
{"progblendfunc", Shader_ProgBlendFunc, "fte"}, //specifies the blend mode (actually just overrides the first subpasses' blendmode.
// {"progmap", Shader_ProgMap, "fte"}, //avoids needing extra subpasses (actually just inserts an extra pass).
//dp compat
{"reflectcube", Shader_ReflectCube, "dp"},
{"camera", Shader_DP_Camera, "dp"},
{"water", Shader_DP_Water, "dp"},
{"reflect", Shader_DP_Reflect, "dp"},
{"refract", Shader_DP_Refract, "dp"},
{"offsetmapping", Shader_DP_OffsetMapping, "dp"},
{"shadow", NULL, "dp"},
{"noshadow", NULL, "dp"},
{"polygonoffset", NULL, "dp"},
{"glossintensitymod", Shader_DP_GlossScale, "dp"}, //scales r_shadow_glossintensity(=1), aka: gl_specular
{"glossexponentmod", Shader_DP_GlossExponent, "dp"}, //scales r_shadow_glossexponent(=32)
/*doom3 compat*/
{"diffusemap", Shader_DiffuseMap, "doom3"}, //macro for "{\nstage diffusemap\nmap <map>\n}"
{"bumpmap", Shader_NormalMap, "doom3"}, //macro for "{\nstage bumpmap\nmap <map>\n}"
{"discrete", NULL, "doom3"},
{"nonsolid", NULL, "doom3"},
{"noimpact", NULL, "doom3"},
{"translucent", Shader_Translucent, "doom3"},
{"noshadows", NULL, "doom3"},
{"nooverlays", NULL, "doom3"},
{"nofragment", NULL, "doom3"},
/*RTCW compat*/
{"nocompress", NULL, "rtcw"},
{"allowcompress", NULL, "rtcw"},
{"nofog", NULL, "rtcw"},
{"skyfogvars", NULL, "rtcw"},
{"sunshader", NULL, "rtcw"},
{"sun", NULL, "q3map2"}, //provides rgb and dir
{"sunExt", NULL, "q3map2"}, //treated as an alias
{"fogParms", NULL, "rtcw"}, //sets a cvar. *shudder*
{"fogvars", NULL, "rtcw"}, //sets a cvar. *shudder*
{"waterfogvars", NULL, "rtcw"}, //sets a cvar. *shudder*
{"light", NULL, "rtcw"}, //for q3map2, not us
{"lightgridmulamb", NULL, "rtcw"}, //urm
{"lightgridmuldir", NULL, "rtcw"}, //not really sure how this is useful to us
/*qfusion / warsow compat*/
// {"skyparms2", NULL, "qf"}, //skyparms without the underscore.
// {"skyparmssides", NULL, "qf"}, //skyparms with explicitly-named faces
// {"nocompress", NULL, "qf"}, //disables opportunistic compression (doesn't affect compressed source images, apparently)
// {"nofiltering", NULL, "qf"}, //misnomer. there is always 'filtering'. this means to use nearest filtering for min and mag, as well as no mipmaps.
// {"smallestmipmapsize", NULL, "qf"}, //mips with a size less than the specified value are dropped.
// {"stenciltest", NULL, "qf"}, //enables GL_STENCIL_TEST, which is special-case stuff that I see no reason to support
// {"offsetmappingscale", NULL, "qf"},
// {"glossexponent", NULL, "qf"},
// {"glossintensity", NULL, "qf"},
// {"template", NULL, "qf"}, //parses some other shader, with $3 etc arg expansion
{"skip", NULL, "qf"}, //just skips the line. acts like a comment. no idea why they can't just use a comment.
// {"softparticle", NULL, "qf"}, //uses screen depth, if possible.
// {"forceworldoutlines", NULL, "qf"}, //looks like an ugly hack to me.
{NULL, NULL}
};
static struct
{
char *name;
char *body;
} shadermacros[] =
{
{"decal_macro", "polygonOffset 1\ndiscrete\nsort decal\nnoShadows"},
// {"diffusemap", "{\nblend diffusemap\nmap %1\n}"},
// {"bumpmap", "{\nblend bumpmap\nmap %1\n}"},
// {"specularmap", "{\nblend specularmap\nmap %1\n}"},
{NULL}
};
// ===============================================================
static qboolean Shaderpass_MapGen (parsestate_t *ps, shaderpass_t *pass, char *tname)
{
shader_t *shader = ps->s;
int tcgen = TC_GEN_BASE;
if (!Q_stricmp (tname, "$lightmap"))
{
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, "$deluxmap"))
{
tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_DELUXMAP | SHADER_PASS_NOMIPMAP;
pass->texgen = T_GEN_DELUXMAP;
}
else if (!Q_stricmp (tname, "$diffuse"))
{
pass->texgen = T_GEN_DIFFUSE;
shader->flags |= SHADER_HASDIFFUSE;
}
else if (!Q_stricmp (tname, "$paletted"))
{
pass->texgen = T_GEN_PALETTED;
shader->flags |= SHADER_HASPALETTED;
}
else if (!Q_stricmp (tname, "$normalmap"))
{
pass->texgen = T_GEN_NORMALMAP;
shader->flags |= SHADER_HASNORMALMAP;
}
else if (!Q_stricmp (tname, "$specular"))
{
pass->texgen = T_GEN_SPECULAR;
shader->flags |= SHADER_HASGLOSS;
}
else if (!Q_stricmp (tname, "$fullbright"))
{
pass->texgen = T_GEN_FULLBRIGHT;
shader->flags |= SHADER_HASFULLBRIGHT;
}
else if (!Q_stricmp (tname, "$upperoverlay"))
{
shader->flags |= SHADER_HASTOPBOTTOM;
pass->texgen = T_GEN_UPPEROVERLAY;
}
else if (!Q_stricmp (tname, "$loweroverlay"))
{
shader->flags |= SHADER_HASTOPBOTTOM;
pass->texgen = T_GEN_LOWEROVERLAY;
}
else if (!Q_stricmp (tname, "$reflectcube"))
{
shader->flags |= SHADER_HASREFLECTCUBE;
pass->texgen = T_GEN_REFLECTCUBE;
}
else if (!Q_stricmp (tname, "$reflectmask"))
{
pass->texgen = T_GEN_REFLECTMASK;
}
else if (!Q_stricmp (tname, "$displacement"))
{
shader->flags |= SHADER_HASDISPLACEMENT;
pass->texgen = T_GEN_DISPLACEMENT;
}
else if (!Q_stricmp (tname, "$shadowmap"))
{
pass->texgen = T_GEN_SHADOWMAP;
pass->flags |= SHADER_PASS_DEPTHCMP;
}
else if (!Q_stricmp (tname, "$lightcubemap"))
{
pass->texgen = T_GEN_LIGHTCUBEMAP;
}
else if (!Q_stricmp (tname, "$currentrender"))
{
pass->texgen = T_GEN_CURRENTRENDER;
shader->flags |= SHADER_HASCURRENTRENDER;
}
else if (!Q_stricmp (tname, "$sourcecolour"))
{
pass->texgen = T_GEN_SOURCECOLOUR;
}
else if (!Q_stricmp (tname, "$sourcecube"))
{
pass->texgen = T_GEN_SOURCECUBE;
}
else if (!Q_stricmp (tname, "$sourcedepth"))
{
pass->texgen = T_GEN_SOURCEDEPTH;
}
else if (!Q_strnicmp (tname, "$gbuffer", 8))
{
unsigned idx = strtoul(tname+8, &tname, 10);
if (*tname || idx >= GBUFFER_COUNT)
return false;
pass->texgen = T_GEN_GBUFFER0 + idx;
}
else if (!Q_stricmp (tname, "$reflection"))
{
shader->flags |= SHADER_HASREFLECT;
pass->texgen = T_GEN_REFLECTION;
}
else if (!Q_stricmp (tname, "$refraction"))
{
shader->flags |= SHADER_HASREFRACT;
pass->texgen = T_GEN_REFRACTION;
}
else if (!Q_stricmp (tname, "$refractiondepth"))
{
shader->flags |= SHADER_HASREFRACT;
pass->texgen = T_GEN_REFRACTIONDEPTH;
}
else if (!Q_stricmp (tname, "$ripplemap"))
{
shader->flags |= SHADER_HASRIPPLEMAP;
pass->texgen = T_GEN_RIPPLEMAP;
}
else if (!Q_stricmp (tname, "$null"))
{
pass->flags |= SHADER_PASS_NOMIPMAP|SHADER_PASS_DETAIL;
pass->texgen = T_GEN_SINGLEMAP;
}
else
return false;
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = tcgen;
return true;
}
shaderpass_t *Shaderpass_DefineMap(parsestate_t *ps, shaderpass_t *pass)
{
//'map foo' works a bit differently when there's a program in the same pass.
//instead of corrupting the previous one, it collects multiple maps so that {prog foo;map t0;map t1; map t2; blendfunc add} can work as expected
if (pass->prog)
{
if (pass->numMergedPasses==0)
pass->numMergedPasses++;
else
{ //FIXME: bounds check!
if (ps->s->numpasses == SHADER_PASS_MAX || ps->s->numpasses == SHADER_TMU_MAX)
{
Con_DPrintf (CON_WARNING "Shader %s has too many texture passes.\n", ps->s->name);
ps->droppass = true;
}
// else if (shader->numpasses == be_maxpasses)
// ps->droppass = true;
else
{
pass->numMergedPasses++;
ps->s->numpasses++;
}
pass = ps->s->passes+ps->s->numpasses-1;
memset(pass, 0, sizeof(*pass));
}
}
else if (pass->numMergedPasses>1)
pass = ps->s->passes+ps->s->numpasses-1; //nextbundle stuff.
else
pass->numMergedPasses = 1;
return pass;
}
static void Shaderpass_Map (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
int flags;
char *token;
pass = Shaderpass_DefineMap(ps, pass);
pass->anim_frames[0] = r_nulltex;
token = Shader_ParseSensString (ptr);
/*cod compat*/
if (!stricmp(token, "clamp"))
token = Shader_ParseSensString (ptr);
else if (!stricmp(token, "clampx"))
token = Shader_ParseSensString (ptr);
else if (!stricmp(token, "clampy"))
token = Shader_ParseSensString (ptr);
flags = Shader_SetImageFlags (ps, pass, &token, 0);
if (!Shaderpass_MapGen(ps, pass, token))
{
pass->texgen = T_GEN_SINGLEMAP;
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
if (!*shader->defaulttextures->mapname && *token != '$' && pass->tcgen == TC_GEN_BASE)
Q_strncpyz(shader->defaulttextures->mapname, token, sizeof(shader->defaulttextures->mapname));
pass->anim_frames[0] = Shader_FindImage (ps, token, flags);
}
}
static void Shaderpass_AnimMap_Flag (parsestate_t *ps, const char **ptr, unsigned int flags)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
char *token;
texid_t image;
qboolean isdiffuse = false;
flags |= Shader_SetImageFlags (ps, ps->pass, NULL, 0);
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
pass->flags |= SHADER_PASS_ANIMMAP;
pass->texgen = T_GEN_ANIMMAP;
pass->anim_fps = Shader_ParseFloat (shader, ptr, 0);
pass->anim_numframes = 0;
for ( ; ; )
{
token = Shader_ParseString(ptr);
if (!token[0])
{
break;
}
if (!pass->anim_numframes && !*shader->defaulttextures->mapname && *token != '$' && pass->tcgen == TC_GEN_BASE)
{
isdiffuse = true;
shader->defaulttextures_fps = pass->anim_fps;
}
if (pass->anim_numframes < SHADER_MAX_ANIMFRAMES)
{
image = Shader_FindImage (ps, token, flags);
if (isdiffuse)
{
if (shader->numdefaulttextures < pass->anim_numframes+1)
{
int newmax = pass->anim_numframes+1;
shader->defaulttextures = BZ_Realloc(shader->defaulttextures, sizeof(*shader->defaulttextures) * (newmax));
memset(shader->defaulttextures+shader->numdefaulttextures, 0, sizeof(*shader->defaulttextures) * (newmax-shader->numdefaulttextures));
shader->numdefaulttextures = newmax;
}
Q_strncpyz(shader->defaulttextures[pass->anim_numframes].mapname, token, sizeof(shader->defaulttextures[pass->anim_numframes].mapname));
}
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_AnimMap (parsestate_t *ps, const char **ptr)
{
Shaderpass_AnimMap_Flag(ps, ptr, 0);
}
static void Shaderpass_QF_AnimClampMap (parsestate_t *ps, const char **ptr)
{
Shaderpass_AnimMap_Flag(ps, ptr, IF_CLAMP);
}
static void Shaderpass_ClampMap (parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
int flags;
char *token;
token = Shader_ParseSensString (ptr);
flags = Shader_SetImageFlags (ps, pass, &token, IF_CLAMP);
if (!Shaderpass_MapGen(ps, pass, token))
{
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage (ps, token, flags);
pass->texgen = T_GEN_SINGLEMAP;
if (!TEXVALID(pass->anim_frames[0]))
{
if ((flags & IF_TEXTYPEMASK)!=IF_TEXTYPE_2D)
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", ps->s->name, token);
}
}
}
static void Shaderpass_VideoMap (parsestate_t *ps, const char **ptr)
{
char *token = Shader_ParseSensString (ptr);
#ifndef HAVE_MEDIA_DECODER
(void)token;
#else
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
if (pass->cin)
Z_Free (pass->cin);
pass->cin = Media_StartCin(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_RTCW_Map_16bit (parsestate_t *ps, const char **ptr)
{
if (!gl_load24bit.ival) //urm, not sure if suitable choice of cvar
Shaderpass_Map(ps, ptr);
}
static void Shaderpass_RTCW_Map_32bit (parsestate_t *ps, const char **ptr)
{
if (gl_load24bit.ival)
Shaderpass_Map(ps, ptr);
}
static void Shaderpass_RTCW_Map_s3tc (parsestate_t *ps, const char **ptr)
{
if (sh_config.texfmt[PTI_BC3_RGBA] && gl_compress.ival)
Shaderpass_Map(ps, ptr);
}
static void Shaderpass_RTCW_Map_nos3tc (parsestate_t *ps, const char **ptr)
{
if (!(sh_config.texfmt[PTI_BC3_RGBA] && gl_compress.ival))
Shaderpass_Map(ps, ptr);
}
static void Shaderpass_RTCW_AnimMap_s3tc (parsestate_t *ps, const char **ptr)
{
if ((sh_config.texfmt[PTI_BC3_RGBA] && gl_compress.ival))
Shaderpass_AnimMap(ps, ptr);
}
static void Shaderpass_RTCW_AnimMap_nos3tc (parsestate_t *ps, const char **ptr)
{
if (!(sh_config.texfmt[PTI_BC3_RGBA] && gl_compress.ival))
Shaderpass_AnimMap(ps, ptr);
}
static void Shader_BeginPass(parsestate_t *ps);
static void Shader_EndPass(parsestate_t *ps);
static void Shaderpass_CoD_NextBundle (parsestate_t *ps, const char **ptr)
{ //in a pass... end it and start the next. cos annoying.
shaderpass_t *basepass = ps->pass;
shaderpass_t *newpass;
if (!basepass->numMergedPasses)
basepass->numMergedPasses = 1; //its explicit...
if (ps->s->numpasses == SHADER_PASS_MAX || ps->s->numpasses == SHADER_TMU_MAX)
ps->droppass = true;
else
{
basepass->numMergedPasses++;
ps->s->numpasses++;
}
newpass = ps->s->passes+ps->s->numpasses-1;
memset(newpass, 0, sizeof(*newpass));
newpass->numMergedPasses++;
newpass->tcgen = TC_GEN_UNSPECIFIED;
newpass->shaderbits |= SBITS_SRCBLEND_DST_COLOR | SBITS_DSTBLEND_ZERO;
newpass->shaderbits |= SBITS_DEPTHFUNC_EQUAL;
/*
qboolean depthwrite = !!(ps->pass->shaderbits & SBITS_MISC_DEPTHWRITE);
qboolean dropping = ps->droppass;
Shader_EndPass(ps);
Shader_BeginPass(ps);
ps->droppass = dropping;
//make it modulate.
ps->pass->shaderbits |= SBITS_SRCBLEND_DST_COLOR | SBITS_DSTBLEND_ZERO;
if (depthwrite) //and if the last one is doing weird alphatest crap, copy its depthfunc status.
ps->pass->shaderbits |= SBITS_DEPTHFUNC_EQUAL;
*/
}
static void Shaderpass_CoD_Requires (parsestate_t *ps, const char **ptr)
{
if (!Shader_EvaluateCondition(ps->s, ptr))
ps->droppass = true;
}
static void Shaderpass_CoD_texEnvCombine (parsestate_t *ps, const char **ptr)
{
int depth = 0;
char *token;
while (*(token = COM_ParseExt (&ps->ptr, true, true)))
{ //extra parsing to even out this unexpected brace without extra warnings.
if (token[0] == '}')
depth--;
else if (token[0] == '{')
depth++; //crap.
if (!depth)
break;
}
ps->droppass = true;
}
static void Shaderpass_CoD_nvRegCombiners (parsestate_t *ps, const char **ptr)
{
int depth = 0;
char *token;
while (*(token = COM_ParseExt (&ps->ptr, true, true)))
{ //extra parsing to even out this unexpected brace without extra warnings.
if (token[0] == '}')
depth--;
else if (token[0] == '{')
depth++; //crap.
if (!depth)
break;
}
ps->droppass = true;
}
static void Shaderpass_CoD_atiFragmentShader (parsestate_t *ps, const char **ptr)
{
int depth = 0;
char *token;
while (*(token = COM_ParseExt (&ps->ptr, true, true)))
{ //extra parsing to even out this unexpected brace without extra warnings.
if (token[0] == '}')
depth--;
else if (token[0] == '{')
depth++; //crap.
if (!depth)
break;
}
ps->droppass = true;
}
static void Shaderpass_SLProgramName (shader_t *shader, shaderpass_t *pass, const char **ptr, int qrtype)
{
/*accepts:
program
{
BLAH
}
where BLAH is both vertex+frag with #ifdefs
or
program fname
on one line.
*/
//char *programbody;
char *hash;
/*programbody = Shader_ParseBody(shader->name, ptr);
if (programbody)
{
shader->prog = BZ_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, NULL))
{
BZ_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);
pass->prog = Shader_FindGeneric(newname, qrtype);
}
else
pass->prog = Shader_FindGeneric(Shader_ParseExactString(ptr), qrtype);
}
static void Shaderpass_ProgramName (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
Shaderpass_SLProgramName(shader,pass,ptr,qrenderer);
}
static void Shaderpass_RGBGen (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
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 (ps, "rgbGen wave", 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;
if (pass->alphagen == ALPHA_GEN_UNDEFINED) //matches Q3, and is a perf gain, even if its inconsistent.
pass->alphagen = ALPHA_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, "entitylighting"))
pass->rgbgen = RGB_GEN_ENTITY_LIGHTING_DIFFUSE;
else if (!Q_stricmp (token, "exactvertex"))
pass->rgbgen = RGB_GEN_VERTEX_EXACT;
else if (!Q_stricmp (token, "const") || !Q_stricmp (token, "constant")
|| !Q_stricmp (token, "constLighting"))
{
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, "srgb") || !Q_stricmp (token, "srgbconst"))
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
Shader_ParseVector (shader, ptr, pass->rgbgen_func.args);
pass->rgbgen_func.args[0] = SRGBf(pass->rgbgen_func.args[0]);
pass->rgbgen_func.args[1] = SRGBf(pass->rgbgen_func.args[1]);
pass->rgbgen_func.args[2] = SRGBf(pass->rgbgen_func.args[2]);
}
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 (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
char *token;
token = Shader_ParseString(ptr);
if (!Q_stricmp (token, "portal"))
{
pass->alphagen = ALPHA_GEN_PORTAL;
shader->portaldist = Shader_ParseFloat(shader, ptr, 256);
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 (ps, "alphaGen wave", 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, 0));
}
}
static void Shaderpass_AlphaShift (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
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, 0);
min = Shader_ParseFloat(shader, ptr, 0);
max = Shader_ParseFloat(shader, ptr, 0);
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 (parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
char *token;
if (pass->numMergedPasses>1)
pass = ps->s->passes+ps->s->numpasses-1; //nextbundle stuff.
//reset to defaults
pass->shaderbits &= ~(SBITS_BLEND_BITS);
pass->stagetype = ST_AMBIENT;
token = Shader_ParseString (ptr);
if ( !Q_stricmp (token, "bumpmap")) //doom3 is awkward...
pass->stagetype = ST_BUMPMAP;
else if ( !Q_stricmp (token, "specularmap")) //doom3 is awkward...
pass->stagetype = ST_SPECULARMAP;
else if ( !Q_stricmp (token, "diffusemap")) //doom3 is awkward...
pass->stagetype = ST_DIFFUSEMAP;
else if ( !Q_stricmp (token, "blend"))
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
else if ( !Q_stricmp (token, "premul")) //gets rid of feathering.
pass->shaderbits |= SBITS_SRCBLEND_ONE | 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 (parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
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 (parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
char *token;
pass->shaderbits &= ~(SBITS_DEPTHFUNC_BITS);
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "equal"))
pass->shaderbits |= SBITS_DEPTHFUNC_EQUAL;
else if (!Q_stricmp (token, "lequal"))
pass->shaderbits |= SBITS_DEPTHFUNC_CLOSEREQUAL; //default
else if (!Q_stricmp (token, "less"))
pass->shaderbits |= SBITS_DEPTHFUNC_CLOSER;
else if (!Q_stricmp (token, "greater"))
pass->shaderbits |= SBITS_DEPTHFUNC_FURTHER;
// else if (!Q_stricmp (token, "gequal"))
// pass->shaderbits |= SBITS_DEPTHFUNC_FURTHEREQUAL;
// else if (!Q_stricmp (token, "nequal"))
// pass->shaderbits |= SBITS_DEPTHFUNC_NOTEQUAL;
// else if (!Q_stricmp (token, "never"))
// pass->shaderbits |= SBITS_DEPTHFUNC_NEVER;
// else if (!Q_stricmp (token, "always"))
// pass->shaderbits |= SBITS_DEPTHFUNC_ALWAYS;
else
Con_DPrintf("Invalid depth func %s\n", token);
}
static void Shaderpass_DepthWrite (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
shader->flags |= SHADER_DEPTHWRITE;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
}
static void Shaderpass_NoDepthTest (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
shader->flags |= SHADER_DEPTHWRITE;
pass->shaderbits |= SBITS_MISC_NODEPTHTEST;
}
static void Shaderpass_NoDepth (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shader->flags |= SHADER_DEPTHWRITE;
}
static void Shaderpass_TcMod (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
int i;
tcmod_t *tcmod;
char *token;
if (pass->numMergedPasses>1)
pass = ps->s->passes+ps->s->numpasses-1; //nextbundle stuff.
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, 0) / 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, 0);
tcmod->args[1] = Shader_ParseFloat (shader, ptr, 0);
tcmod->type = SHADER_TCMOD_SCALE;
}
else if ( !Q_stricmp (token, "scroll") )
{
tcmod->args[0] = Shader_ParseFloat (shader, ptr, 0);
tcmod->args[1] = Shader_ParseFloat (shader, ptr, 0);
tcmod->type = SHADER_TCMOD_SCROLL;
}
else if (!Q_stricmp(token, "stretch"))
{
shaderfunc_t func;
Shader_ParseFunc(ps, "tcmod stretch", 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, 0);
tcmod->type = SHADER_TCMOD_TRANSFORM;
}
else if (!Q_stricmp (token, "turb"))
{
for (i = 0; i < 4; i++)
tcmod->args[i] = Shader_ParseFloat (shader, ptr, 0);
tcmod->type = SHADER_TCMOD_TURB;
}
else if (!Q_stricmp (token, "page"))
{
for (i = 0; i < 3; i++)
tcmod->args[i] = Shader_ParseFloat (shader, ptr, 0);
tcmod->type = SHADER_TCMOD_PAGE;
}
// else if (!Q_stricmp (token, "entityTranslate")) //RTCW
// else if (!Q_stricmp (token, "swap")) //RTCW
else
{
Con_DPrintf("Unknown tcmod %s in %s\n", token, shader->name);
return;
}
pass->numtcmods++;
}
static void Shaderpass_Scale (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
//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, 0);
}
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, 0);
}
else
{
tcmod->args[1] = atof(token);
}
pass->numtcmods++;
}
static void Shaderpass_Scroll (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
//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, 0);
}
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, 0);
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
pass->numtcmods++;
}
static void Shaderpass_TcGen (parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
char *token;
if (pass->numMergedPasses>1)
pass = ps->s->passes+ps->s->numpasses-1; //nextbundle stuff.
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, "fireriseenv") ) { //from RTCW
pass->tcgen = TC_GEN_ENVIRONMENT; //FIXME: not supported
} else if ( !Q_stricmp (token, "vector") )
{
pass->tcgen = TC_GEN_VECTOR;
Shader_ParseVector (shader, ptr, pass->tcgenvec[0]);
Shader_ParseVector (shader, ptr, pass->tcgenvec[1]);
} 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;
} else if ( !Q_stricmp (token, "skybox") ) {
pass->tcgen = TC_GEN_SKYBOX;
}
}
static void Shaderpass_EnvMap (parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->tcgen = TC_GEN_ENVIRONMENT;
}
static void Shaderpass_Detail (parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->flags |= SHADER_PASS_DETAIL;
}
static void Shaderpass_AlphaMask (parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->shaderbits &= ~SBITS_ATEST_BITS;
pass->shaderbits |= SBITS_ATEST_GE128;
}
static void Shaderpass_NoLightMap (parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->rgbgen = RGB_GEN_IDENTITY;
}
static void Shaderpass_Red(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[0] = Shader_ParseFloat(shader, ptr, 0);
}
static void Shaderpass_Green(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[1] = Shader_ParseFloat(shader, ptr, 0);
}
static void Shaderpass_Blue(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[2] = Shader_ParseFloat(shader, ptr, 0);
}
static void Shaderpass_Alpha(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
pass->alphagen = ALPHA_GEN_CONST;
pass->alphagen_func.args[0] = Shader_ParseFloat(shader, ptr, 0);
}
static void Shaderpass_MaskColor(parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->shaderbits |= SBITS_MASK_RED|SBITS_MASK_GREEN|SBITS_MASK_BLUE;
}
static void Shaderpass_MaskRed(parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->shaderbits |= SBITS_MASK_RED;
}
static void Shaderpass_MaskGreen(parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->shaderbits |= SBITS_MASK_GREEN;
}
static void Shaderpass_MaskBlue(parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->shaderbits |= SBITS_MASK_BLUE;
}
static void Shaderpass_MaskAlpha(parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
pass->shaderbits |= SBITS_MASK_ALPHA;
}
static void Shaderpass_AlphaTest(parsestate_t *ps, const char **ptr)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
if (Shader_ParseFloat(shader, ptr, 0) == 0.5)
pass->shaderbits |= SBITS_ATEST_GE128;
else
Con_Printf("unsupported alphatest value\n");
}
static void Shaderpass_TexGen(parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
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(parsestate_t *ps, const char **ptr)
{
shaderpass_t *pass = ps->pass;
char *token = Shader_ParseString(ptr);
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_SKYBOX;
pass->anim_frames[0] = Shader_FindImage(ps, token, IF_TEXTYPE_CUBE);
pass->texgen = T_GEN_SINGLEMAP;
if (!TEXVALID(pass->anim_frames[0]))
{
pass->texgen = T_GEN_SINGLEMAP;
pass->anim_frames[0] = missing_texture;
}
}
static shaderkey_t shaderpasskeys[] =
{
#define Q3 NULL
{"rgbgen", Shaderpass_RGBGen, Q3},
{"alphagen", Shaderpass_AlphaGen, Q3},
{"blendfunc", Shaderpass_BlendFunc, Q3},
{"depthfunc", Shaderpass_DepthFunc, Q3},
{"depthwrite", Shaderpass_DepthWrite, Q3},
{"alphafunc", Shaderpass_AlphaFunc, Q3},
{"tcmod", Shaderpass_TcMod, Q3},
{"map", Shaderpass_Map, Q3},
{"animmap", Shaderpass_AnimMap, Q3},
{"clampmap", Shaderpass_ClampMap, Q3},
{"videomap", Shaderpass_VideoMap, Q3},
{"tcgen", Shaderpass_TcGen, Q3},
{"texgen", Shaderpass_TcGen, Q3},
{"detail", Shaderpass_Detail, Q3},
{"nodepthtest", Shaderpass_NoDepthTest, NULL},
{"nodepth", Shaderpass_NoDepth, NULL},
{"envmap", Shaderpass_EnvMap, "rscript"},//for alienarena
{"nolightmap", Shaderpass_NoLightMap, "rscript"},//for alienarena
{"scale", Shaderpass_Scale, "rscript"},//for alienarena
{"scroll", Shaderpass_Scroll, "rscript"},//for alienarena
{"alphashift", Shaderpass_AlphaShift, "rscript"},//for alienarena
{"alphamask", Shaderpass_AlphaMask, "rscript"},//for alienarena
{"program", Shaderpass_ProgramName, "fte"},
/*doom3 compat*/
{"blend", Shaderpass_BlendFunc, "doom3"},
{"maskcolor", Shaderpass_MaskColor, "doom3"},
{"maskred", Shaderpass_MaskRed, "doom3"},
{"maskgreen", Shaderpass_MaskGreen, "doom3"},
{"maskblue", Shaderpass_MaskBlue, "doom3"},
{"maskalpha", Shaderpass_MaskAlpha, "doom3"},
{"alphatest", Shaderpass_AlphaTest, "doom3"},
{"texgen", Shaderpass_TexGen, "doom3"},
{"cubemap", Shaderpass_CubeMap, "doom3"}, //one of these is wrong
{"cameracubemap",Shaderpass_CubeMap, "doom3"}, //one of these is wrong
{"red", Shaderpass_Red, "doom3"},
{"green", Shaderpass_Green, "doom3"},
{"blue", Shaderpass_Blue, "doom3"},
{"alpha", Shaderpass_Alpha, "doom3"},
//RTCW
//fancy map lines use the map if that mode is active.
//FIXME: actually check these to ensure there's no issues with any shaders overriding the pass's previously specified map
// (hopefully no shaders would actually do that due to the engine loading both textures, which would be wasteful)
{"map16", Shaderpass_RTCW_Map_16bit, "rtcw"},
{"map32", Shaderpass_RTCW_Map_32bit, "rtcw"},
{"mapcomp", Shaderpass_RTCW_Map_s3tc, "rtcw"},
{"mapnocomp", Shaderpass_RTCW_Map_nos3tc, "rtcw"},
{"animcompmap", Shaderpass_RTCW_AnimMap_s3tc, "rtcw"},
{"animnocompmap",Shaderpass_RTCW_AnimMap_nos3tc,"rtcw"},
//qfusion/warsow compat
{"material", Shaderpass_QF_Material, "qf"},
{"animclampmap",Shaderpass_QF_AnimClampMap, "qf"},
// {"cubemap", Shaderpass_QF_CubeMap, "qf"},
// {"shadecubemap",Shaderpass_QF_ShadeCubeMap, "qf"},
{"surroundmap", Shaderpass_CubeMap, "qf"},
// {"distortion", Shaderpass_QF_Distortion, "qf"},
// {"celshade", Shaderpass_QF_Celshade, "qf"},
// {"grayscale", Shaderpass_QF_Greyscale, "qf"},
// {"greyscale", Shaderpass_QF_Greyscale, "qf"},
// {"skip", Shaderpass_QF_Skip, "qf"},
{"nextbundle", Shaderpass_CoD_NextBundle, "cod"},
{"requires", Shaderpass_CoD_Requires, "cod"},
{"texEnvCombine", Shaderpass_CoD_texEnvCombine, "cod"},
{"nvRegCombiners", Shaderpass_CoD_nvRegCombiners, "cod"},
{"atiFragmentShader", Shaderpass_CoD_atiFragmentShader, "cod"},
{NULL, NULL}
};
// ===============================================================
void Shader_FreePass (shaderpass_t *pass)
{
#ifdef HAVE_MEDIA_DECODER
if ( pass->flags & SHADER_PASS_VIDEOMAP )
{
Media_ShutdownCin(pass->cin);
pass->cin = NULL;
}
#endif
if (pass->prog)
{
Shader_ReleaseGeneric(pass->prog);
pass->prog = NULL;
}
}
void Shader_ReleaseGeneric(program_t *prog)
{
if (prog)
if (prog->refs-- == 1)
Shader_UnloadProg(prog);
}
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;
Shader_ReleaseGeneric(shader->prog);
shader->prog = NULL;
if (shader->skydome)
Z_Free (shader->skydome);
shader->skydome = NULL;
while (shader->clutter)
{
void *t = shader->clutter;
shader->clutter = shader->clutter->next;
Z_Free(t);
}
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;
Z_Free(shader->defaulttextures);
shader->defaulttextures = NULL;
}
int QDECL Shader_InitCallback (const char *name, qofs_t size, time_t mtime, void *param, searchpathfuncs_t *spath)
{
Shader_MakeCache(name, SPF_DEFAULT);
return true;
}
int QDECL Shader_InitCallback_Doom3 (const char *name, qofs_t size, time_t mtime, void *param, searchpathfuncs_t *spath)
{
Shader_MakeCache(name, SPF_DOOM3);
return true;
}
qboolean Shader_Init (void)
{
int wibuf[16];
if (!r_shaders)
{
r_numshaders = 0;
r_maxshaders = 256;
r_shaders = calloc(r_maxshaders, sizeof(*r_shaders));
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();
if (!sh_config.progs_supported)
sh_config.max_gpu_bones = 0;
else
{
extern cvar_t r_max_gpu_bones;
if (!*r_max_gpu_bones.string)
{
#ifdef FTE_TARGET_WEB
sh_config.max_gpu_bones = 0; //webgl tends to crap out if this is too high, so 32 is a good enough value to play safe. some browsers have really shitty uniform performance too, so lets just default to pure-cpu transforms. in javascript. yes, its that bad.
#else
sh_config.max_gpu_bones = 64; //ATI drivers bug out and start to crash if you put this at 128.
#endif
}
else
sh_config.max_gpu_bones = bound(0, r_max_gpu_bones.ival, MAX_BONES);
}
}
if (!qrenderer)
r_whiteimage = r_nulltex;
else
{
memset(wibuf, 0xff, sizeof(wibuf));
r_whiteimage = R_LoadTexture("$whiteimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA|IF_NOPURGE);
memset(wibuf, 0, sizeof(wibuf));
r_blackimage = R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA|IF_NOPURGE);
}
Shader_NeedReload(true);
Shader_DoReload();
return true;
}
void Shader_FlushCache(void)
{
shadercachefile_t *sf;
shadercache_t *cache, *cache_next;
int i;
for (i = 0; i < HASH_SIZE; i++)
{
cache = shader_hash[i];
shader_hash[i] = NULL;
for (; cache; cache = cache_next)
{
cache_next = cache->hash_next;
cache->hash_next = NULL;
Z_Free(cache);
}
}
while(shaderfiles)
{
sf = shaderfiles;
shaderfiles = sf->next;
if (sf->data)
FS_FreeFile(sf->data);
Z_Free(sf);
}
}
static void Shader_MakeCache(const char *path, unsigned int parseflags)
{
unsigned int key;
const char *buf, *ptr;
char *token;
shadercache_t *cache;
shadercachefile_t *cachefile, *filelink = NULL;
qofs_t size;
for (cachefile = shaderfiles; cachefile; cachefile = cachefile->next)
{
if (!Q_stricmp(cachefile->name, path))
return; //already loaded. there's no source package or anything.
filelink = cachefile;
}
Con_DPrintf ("...loading '%s'\n", path);
cachefile = Z_Malloc(sizeof(*cachefile) + strlen(path));
strcpy(cachefile->name, path);
size = FS_LoadFile(path, (void **)&cachefile->data);
cachefile->length = size;
cachefile->parseflags = parseflags;
if (filelink)
filelink->next = cachefile;
else
shaderfiles = cachefile;
if (qofs_Error(size))
{
Con_Printf("Unable to read %s\n", path);
cachefile->length = 0;
return;
}
if (size > 1024*1024*64) //sanity limit
{
Con_Printf("Refusing to parse %s due to size\n", path);
cachefile->length = 0;
FS_FreeFile(cachefile->data);
cachefile->data = NULL;
return;
}
ptr = buf = cachefile->data;
size = cachefile->length;
//look for meta comments.
while (1)
{
//parse metas
while (*ptr == ' ' || *ptr == '\t')
ptr++;
if (ptr[0] == '\r' && ptr[1] == '\n')
ptr+=2; //blank line with dos ending
else if (ptr[0] == '\r' || ptr[0] == '\n')
ptr+=1; //blank line with mac or unix ending
else if (ptr[0] == '/' && ptr[1] == '/')
{
const char *e = strchr(ptr, '\n');
if (e)
e++;
else
e = ptr + strlen(ptr);
ptr += 2;
while (*ptr == ' ' || *ptr == '\t')
ptr++;
if (!strncmp(ptr, "meta:", 5))
{
ptr+=5;
token = COM_ParseExt (&ptr, false, true);
if (!strcmp(token, "forceprogramify"))
{
cachefile->parseflags |= SPF_PROGRAMIFY;
token = COM_ParseExt (&ptr, false, true);
if (*token)
Q_strncpyz(cachefile->forcedshadername, token, sizeof(cachefile->forcedshadername));
}
else
Con_DPrintf("unknown shader meta term \"%s\" in %s\n", token, path);
while (*ptr == ' ' || *ptr == '\t')
ptr++;
if (*ptr != '\r' && *ptr != '\n')
{
while (*ptr && (*ptr != '\r' && *ptr != '\n'))
ptr++;
Con_DPrintf("junk after shader meta in %s\n", path);
}
}
ptr = e;
}
else
break; //the actual shader started.
}
//now scan the file looking for each individual shader.
do
{
if ( ptr - buf >= size )
break;
token = COM_ParseExt (&ptr, true, true);
if ( !token[0] || ptr - buf >= size )
break;
COM_CleanUpPath(token);
if (Shader_LocateSource(token, NULL, NULL, NULL, NULL))
{
ptr = Shader_Skip (path, token, ptr);
continue;
}
key = Hash_Key ( token, HASH_SIZE );
cache = ( shadercache_t * )Z_Malloc(sizeof(shadercache_t) + strlen(token));
strcpy(cache->name, token);
cache->hash_next = shader_hash[key];
cache->source = cachefile;
cache->offset = ptr - cachefile->data;
shader_hash[key] = cache;
ptr = Shader_Skip (path, cache->name, ptr);
} while ( ptr );
}
static qboolean Shader_LocateSource(const char *name, const char **buf, size_t *bufsize, size_t *offset, shadercachefile_t **sourcefile)
{
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) )
{
if (buf)
{
*buf = cache->source->data;
*bufsize = cache->source->length;
*offset = cache->offset;
*sourcefile = cache->source;
}
return true;
}
}
return false;
}
static const char *Shader_Skip(const char *file, const char *shadername, const 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; )
{
tok = COM_ParseExt (&ptr, true, true);
if ( !tok[0] )
{
Con_Printf(CON_WARNING"%s: unexpected EOF parsing %s\n", file, shadername);
return NULL;
}
if (tok[0] == '{')
{
if (r_forceprogramify.ival > 1 && brace_count == 2)
Con_Printf(CON_WARNING"%s: excess indentation depth while parsing shader \"%s\" (%s==%i)\n", file, shadername, r_forceprogramify.name, r_forceprogramify.ival);
else
brace_count++;
} else if (tok[0] == '}')
{
brace_count--;
}
}
return ptr;
}
static void Shader_Reset(parsestate_t *ps)
{
shader_t *s = ps->s;
extern cvar_t r_refractreflect_scale;
char name[MAX_QPATH];
int id = s->id;
int uses = s->uses;
shader_gen_t *defaultgen = s->generator;
char *genargs = s->genargs;
texnums_t *dt = s->defaulttextures;
int dtcount = s->numdefaulttextures;
float dtrate = s->defaulttextures_fps; //FIXME!
int w = s->width;
int h = s->height;
model_t *mod = s->model;
unsigned int uf = s->usageflags;
Q_strncpyz(name, s->name, sizeof(name));
s->genargs = NULL;
s->defaulttextures = NULL;
Shader_Free(s);
memset(s, 0, sizeof(*s));
s->portalfboscale = r_refractreflect_scale.value; //unless otherwise specified, this cvar specifies the value.
s->remapto = s;
s->id = id;
s->width = w;
s->height = h;
s->model = mod;
s->defaulttextures = dt;
s->numdefaulttextures = dtcount;
s->defaulttextures_fps = dtrate;
s->generator = defaultgen;
s->genargs = genargs;
s->usageflags = uf;
s->uses = uses;
Q_strncpyz(s->name, name, sizeof(s->name));
Hash_Add(&shader_active_hash, s->name, s, &s->bucket);
}
static void Shader_Regenerate(parsestate_t *ps, const char *shortname)
{
Shader_Reset(ps);
if (!strcmp(shortname, "textures/common/clip") || !strcmp(shortname, "textures/common/nodraw") || !strcmp(shortname, "common/nodraw"))
Shader_DefaultScript(ps, shortname,
"{\n"
"surfaceparm nodraw\n"
"surfaceparm nodlight\n"
"}\n");
else
ps->s->generator(ps, shortname, ps->s->genargs);
}
void Shader_Shutdown (void)
{
int i;
shader_t *shader;
if (!r_shaders)
return; /*nothing needs freeing yet*/
for (i = 0; i < r_numshaders; i++)
{
shader = r_shaders[i];
if (!shader)
continue;
Shader_Free(shader);
Z_Free(r_shaders[i]);
r_shaders[i] = NULL;
}
Shader_FlushCache();
Shader_FlushGenerics();
R_SkyShutdown();
r_maxshaders = 0;
r_numshaders = 0;
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;
}
static void Shader_SetBlendmode (shaderpass_t *pass, shaderpass_t *lastpass)
{
qboolean lightmapoverbright;
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->texgen == T_GEN_LIGHTMAP && lastpass)
pass->blendmode = PBM_OVERBRIGHT;
else 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;
}
lightmapoverbright = pass->texgen == T_GEN_LIGHTMAP || (lastpass && lastpass->texgen == T_GEN_LIGHTMAP && lastpass->blendmode != PBM_OVERBRIGHT);
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->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_DST_COLOR|SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA)))
pass->blendmode = lightmapoverbright?PBM_OVERBRIGHT: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 = lightmapoverbright?PBM_OVERBRIGHT:PBM_MODULATE;
}
static void Shader_FixupProgPasses(parsestate_t *ps, shaderpass_t *pass)
{
shader_t *shader = ps->s;
int i;
int maxpasses = SHADER_PASS_MAX - (pass-shader->passes);
struct
{
int gen;
unsigned int flags;
} defaulttgen[] =
{
//light
{T_GEN_SHADOWMAP, 0}, //0
{T_GEN_LIGHTCUBEMAP, 0}, //1
//material
{T_GEN_DIFFUSE, SHADER_HASDIFFUSE}, //2
{T_GEN_NORMALMAP, SHADER_HASNORMALMAP}, //3
{T_GEN_SPECULAR, SHADER_HASGLOSS}, //4
{T_GEN_UPPEROVERLAY, SHADER_HASTOPBOTTOM}, //5
{T_GEN_LOWEROVERLAY, SHADER_HASTOPBOTTOM}, //6
{T_GEN_FULLBRIGHT, SHADER_HASFULLBRIGHT}, //7
{T_GEN_PALETTED, SHADER_HASPALETTED}, //8
{T_GEN_REFLECTCUBE, SHADER_HASREFLECTCUBE}, //9
{T_GEN_REFLECTMASK, 0}, //10
{T_GEN_DISPLACEMENT, SHADER_HASDISPLACEMENT},//11
{T_GEN_OCCLUSION, 0}, //12
// {T_GEN_REFLECTION, SHADER_HASREFLECT}, //
// {T_GEN_REFRACTION, SHADER_HASREFRACT}, //
// {T_GEN_REFRACTIONDEPTH, SHADER_HASREFRACTDEPTH},//
// {T_GEN_RIPPLEMAP, SHADER_HASRIPPLEMAP}, //
//batch
{T_GEN_LIGHTMAP, SHADER_HASLIGHTMAP}, //13
{T_GEN_DELUXMAP, 0}, //14
//more lightmaps //15,16,17
//mode deluxemaps //18,19,20
};
#ifdef HAVE_MEDIA_DECODER
cin_t *cin = R_ShaderGetCinematic(shader);
#endif
//if the glsl doesn't specify all samplers, just trim them.
pass->numMergedPasses = pass->prog->numsamplers;
#ifdef HAVE_MEDIA_DECODER
if (cin && R_ShaderGetCinematic(shader) == cin)
cin = NULL;
#endif
//if the glsl has specific textures listed, be sure to provide a pass for them.
for (i = 0; i < sizeof(defaulttgen)/sizeof(defaulttgen[0]); i++)
{
if (pass->prog->defaulttextures & (1u<<i))
{
if (pass->numMergedPasses >= maxpasses)
{ //panic...
ps->droppass = true;
break;
}
pass[pass->numMergedPasses].flags |= SHADER_PASS_NOCOLORARRAY;
pass[pass->numMergedPasses].flags &= ~SHADER_PASS_DEPTHCMP;
if (defaulttgen[i].gen == T_GEN_SHADOWMAP)
pass[pass->numMergedPasses].flags |= SHADER_PASS_DEPTHCMP;
#ifdef HAVE_MEDIA_DECODER
if (!i && cin)
{
pass[pass->numMergedPasses].texgen = T_GEN_VIDEOMAP;
pass[pass->numMergedPasses].cin = cin;
cin = NULL;
}
else
#endif
{
pass[pass->numMergedPasses].texgen = defaulttgen[i].gen;
#ifdef HAVE_MEDIA_DECODER
pass[pass->numMergedPasses].cin = NULL;
#endif
}
pass->numMergedPasses++;
shader->flags |= defaulttgen[i].flags;
}
}
//must have at least one texture.
if (!pass->numMergedPasses)
{
#ifdef HAVE_MEDIA_DECODER
pass[0].texgen = cin?T_GEN_VIDEOMAP:T_GEN_DIFFUSE;
pass[0].cin = cin;
#else
pass[0].texgen = T_GEN_DIFFUSE;
#endif
pass->numMergedPasses = 1;
}
#ifdef HAVE_MEDIA_DECODER
else if (cin)
Media_ShutdownCin(cin);
#endif
shader->numpasses = (pass-shader->passes)+pass->numMergedPasses;
}
struct scondinfo_s
{
int depth;
int level[8];
#define COND_IGNORE 1
#define COND_IGNOREPARENT 2
#define COND_ALLOWELSE 4
#define COND_TAKEN 8
};
static qboolean Shader_Conditional_Read(parsestate_t *ps, struct scondinfo_s *cond, const char *token, const char **ptr)
{
shader_t *shader = ps->s;
if (!Q_stricmp(token, "if"))
{
if (cond->depth+1 == countof(cond->level))
{
Con_Printf("if statements nest too deeply in shader %s\n", shader->name);
*ptr += strlen(*ptr);
return true;
}
cond->depth++;
cond->level[cond->depth] = (Shader_EvaluateCondition(shader, ptr)?0:COND_IGNORE);
cond->level[cond->depth] |= COND_ALLOWELSE;
if (cond->level[cond->depth-1] & (COND_IGNORE|COND_IGNOREPARENT))
cond->level[cond->depth] |= COND_IGNOREPARENT; //if ignoring the parent, ignore this one too, even if valid
if (!(cond->level[cond->depth] & (COND_IGNORE|COND_IGNOREPARENT)))
cond->level[cond->depth] |= COND_TAKEN; //if we're not ignoring the contained commands then flag it so we don't take any elifs/elses
}
else if (!Q_stricmp(token, "elif"))
{
if (cond->level[cond->depth] & COND_ALLOWELSE)
{
if (cond->level[cond->depth] & COND_TAKEN)
{ //if we took the if/elif then don't take this elif either
Shader_EvaluateCondition(shader, ptr);
cond->level[cond->depth] = COND_ALLOWELSE|COND_TAKEN|COND_IGNORE;
}
else
{
cond->level[cond->depth] = (Shader_EvaluateCondition(shader, ptr)?0:COND_IGNORE);
cond->level[cond->depth] |= COND_ALLOWELSE;
}
if (cond->level[cond->depth-1] & (COND_IGNORE|COND_IGNOREPARENT))
cond->level[cond->depth] |= COND_IGNOREPARENT;
if (!(cond->level[cond->depth] & (COND_IGNORE|COND_IGNOREPARENT)))
cond->level[cond->depth] |= COND_TAKEN;
}
else
{
Con_Printf(CON_WARNING"unexpected elif statement in shader %s\n", shader->name);
*ptr += strlen(*ptr);
}
}
else if (!Q_stricmp(token, "endif"))
{
if (!cond->depth)
{
Con_Printf("endif without if in shader %s\n", shader->name);
*ptr += strlen(*ptr);
return true;
}
cond->depth--;
}
else if (!Q_stricmp(token, "else"))
{
if (cond->level[cond->depth] & COND_ALLOWELSE)
{
if (cond->level[cond->depth] & COND_TAKEN)
cond->level[cond->depth] |= COND_IGNORE;
else
cond->level[cond->depth] ^= COND_IGNORE;
cond->level[cond->depth] &= ~COND_ALLOWELSE;
}
else
{
Con_Printf(CON_WARNING"unexpected else statement in shader %s\n", shader->name);
*ptr += strlen(*ptr);
}
}
else if (cond->level[cond->depth] & (COND_IGNORE|COND_IGNOREPARENT))
{
//eat it
while (ptr)
{
token = COM_ParseExt(ptr, false, true);
if ( !token[0] )
break;
}
}
else
return false;
return true;
}
static void Shader_BeginPass(parsestate_t *ps)
{
shader_t *shader = ps->s;
shaderpass_t *pass;
static shader_t dummy;
ps->oldflags = shader->flags;
if ( shader->numpasses >= SHADER_PASS_MAX )
{
ps->droppass = true;
shader = &dummy;
shader->numpasses = 1;
pass = shader->passes;
}
else
{
ps->droppass = 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_UNDEFINED;
pass->tcgen = TC_GEN_UNSPECIFIED;
pass->numtcmods = 0;
pass->stagetype = ST_AMBIENT;
pass->numMergedPasses = 0;
if (shader->flags & SHADER_NOMIPMAPS)
pass->flags |= SHADER_PASS_NOMIPMAP;
ps->pass = pass;
}
static void Shader_EndPass(parsestate_t *ps)
{
shader_t *shader = ps->s;
shaderpass_t *pass = ps->pass;
if (pass->alphagen == ALPHA_GEN_UNDEFINED)
pass->alphagen = ALPHA_GEN_IDENTITY;
//if there was no texgen, then its too late now.
if (!pass->numMergedPasses)
pass->numMergedPasses = 1;
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
if (!ps->droppass)
{
switch(pass->stagetype)
{
case ST_DIFFUSEMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures->base = pass->anim_frames[0];
break;
case ST_AMBIENT:
break;
case ST_BUMPMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures->bump = pass->anim_frames[0];
ps->droppass = true; //fixme: scrolling etc may be important. but we're not doom3.
break;
case ST_SPECULARMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures->specular = pass->anim_frames[0];
ps->droppass = true; //fixme: scrolling etc may be important. but we're not doom3.
break;
}
}
// check some things
if (!ps->droppass)
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;
}
*/
//if this pass specified a program, make sure it has all the textures that the program requires
if (!ps->droppass && pass->prog)
Shader_FixupProgPasses(ps, pass);
if (ps->droppass)
{
while (pass->numMergedPasses > 0)
{
Shader_FreePass (pass+--pass->numMergedPasses);
shader->numpasses--;
}
shader->flags = ps->oldflags;
}
ps->pass = NULL;
}
static void Shader_Readpass (parsestate_t *ps)
{
shader_t *shader = ps->s;
const char *token;
struct scondinfo_s cond = {0};
Shader_BeginPass(ps);
while ( ps->ptr )
{
token = COM_ParseExt (&ps->ptr, true, true);
if ( !token[0] )
{
continue;
}
else if (!Shader_Conditional_Read(ps, &cond, token, &ps->ptr))
{
if ( token[0] == '}' )
break;
else if (token[0] == '{')
{
int depth = 1;
Con_Printf(CON_WARNING"%s: unexpected indentation in %s\n", ps->sourcename, shader->name);
while (*(token = COM_ParseExt (&ps->ptr, true, true)))
{ //extra parsing to even out this unexpected brace without extra warnings.
if (token[0] == '}')
{
if (depth--==0)
break;
}
else if (token[0] == '{')
depth++; //crap.
}
}
else if ( Shader_Parsetok (ps, shaderpasskeys, token) )
break;
}
}
if (cond.depth)
{
Con_Printf("if statements without endif in shader %s\n", shader->name);
}
Shader_EndPass(ps);
}
//we've read the first token, now make sense of it and any args
static qboolean Shader_Parsetok(parsestate_t *ps, shaderkey_t *keys, const char *token)
{
shaderkey_t *key;
const char *prefix;
qboolean toolchainprefix = false;
if (*token == '_')
{ //forward compat: make sure there's a way to shut stuff up if you're using future extensions in an outdated engine.
token++;
toolchainprefix = true;
}
//handle known prefixes.
if (!Q_strncasecmp(token, "fte", 3)) {prefix = token; token += 3; }
else if (!Q_strncasecmp(token, "dp", 2)) {prefix = token; token += 2; }
else if (!Q_strncasecmp(token, "doom3", 5)) {prefix = token; token += 5; }
else if (!Q_strncasecmp(token, "rscript", 7)) {prefix = token; token += 7; }
else if (!Q_strncasecmp(token, "qer_", 4)) {prefix = token; token += 3; toolchainprefix = true; }
else if (!Q_strncasecmp(token, "q3map_", 6)) {prefix = token; token += 5; toolchainprefix = true; }
else if (!Q_strncasecmp(token, "vmap_", 6)) {prefix = token; token += 4; toolchainprefix = true; }
else prefix = NULL;
if (prefix && *token == '_')
token++;
for (key = keys; key->keyword != NULL; key++)
{
if (!Q_stricmp (token, key->keyword))
{
if (!prefix || (prefix && key->prefix && !Q_strncasecmp(prefix, key->prefix, strlen(key->prefix))))
{
if (key->func)
key->func ( ps, &ps->ptr );
return (ps->ptr && *ps->ptr == '}' );
}
}
}
if (!toolchainprefix) //we don't really give a damn about prefixes owned by various toolchains - they shouldn't affect us.
{
if (prefix)
Con_DPrintf("Unknown shader directive parsing %s: \"%s\"\n", ps->s->name, prefix);
else
Con_DPrintf("Unknown shader directive parsing %s: \"%s\"\n", ps->s->name, token);
}
// Next Line
while (ps->ptr)
{
token = COM_ParseExt(&ps->ptr, false, true);
if ( !token[0] )
{
break;
}
}
return false;
}
static void Shader_SetPassFlush (shaderpass_t *pass, shaderpass_t *pass2)
{
if (((pass->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
((pass2->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
(pass->flags & SHADER_PASS_VIDEOMAP) || (pass2->flags & SHADER_PASS_VIDEOMAP))
{
return;
}
//don't merge passes if they're got their own programs.
if (pass->prog || pass2->prog)
return;
/*identity alpha is required for merging*/
if (pass->alphagen != ALPHA_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY)
return;
/*don't merge passes if the hardware cannot support it*/
if (pass->numMergedPasses >= be_maxpasses)
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_OVERBRIGHT || pass2->blendmode == PBM_MODULATE) && (pass->rgbgen == RGB_GEN_IDENTITY||pass->rgbgen == RGB_GEN_VERTEX_EXACT))
{
if (pass->blendmode == PBM_REPLACE)
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 (although equal stuff can be merged)*/
if ((pass->shaderbits & SBITS_ATEST_BITS) && (((pass2->shaderbits & SBITS_DEPTHFUNC_BITS) != SBITS_DEPTHFUNC_EQUAL) || pass2->texgen != T_GEN_LIGHTMAP))
return;
if ((pass->shaderbits & SBITS_MASK_BITS) != (pass2->shaderbits & SBITS_MASK_BITS))
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 && sh_config.tex_env_combine) ||
(pass2->blendmode == PBM_ADD && sh_config.env_add) ||
(pass2->blendmode && pass2->blendmode != PBM_ADD) || sh_config.nv_tex_env_combine4)
{
pass->numMergedPasses++;
}
}
else if (pass->blendmode == PBM_ADD &&
pass2->blendmode == PBM_ADD && sh_config.env_add)
{
pass->numMergedPasses++;
}
else if ((pass->blendmode == PBM_MODULATE || pass->blendmode == PBM_OVERBRIGHT) && (pass2->blendmode == PBM_MODULATE || pass2->blendmode == PBM_OVERBRIGHT))
{
pass->numMergedPasses++;
}
else if (pass->blendmode == PBM_DECAL && pass2->blendmode == PBM_OVERBRIGHT)
pass->numMergedPasses++; //HACK: allow modulating overbright passes with decal passes. overbright passes need to blend with something for their lighting to be correct, so this is a tradeoff.
else
return;
}
else return;
/*if (pass->texgen == T_GEN_LIGHTMAP && (pass->blendmode == PBM_REPLACE || pass->blendmode == PBM_REPLACELIGHT) && pass2->blendmode == PBM_MODULATE && sh_config.tex_env_combine)
{
// if (pass->rgbgen == RGB_GEN_IDENTITY)
// pass->rgbgen = RGB_GEN_IDENTITY_OVERBRIGHT; //get the light levels right
// pass2->blendmode = PBM_OVERBRIGHT;
}
if (pass2->texgen == T_GEN_LIGHTMAP && pass2->blendmode == PBM_OVERBRIGHT && sh_config.tex_env_combine)
{
// if (pass->rgbgen == RGB_GEN_IDENTITY)
// pass->rgbgen = RGB_GEN_IDENTITY_OVERBRIGHT; //get the light levels right
// pass->blendmode = PBM_REPLACELIGHT;
// pass2->blendmode = PBM_OVERBRIGHT;
pass->blendmode = PBM_OVERBRIGHT;
}
*/
}
static const char *Shader_AlphaMaskProgArgs(shader_t *s)
{
if (s->numpasses)
{
//alpha mask values ALWAYS come from the first pass.
shaderpass_t *pass = &s->passes[0];
switch(pass->shaderbits & SBITS_ATEST_BITS)
{
default:
break;
//cases inverted. the atest is to retain the pixel, glsl is to discard (alpha OP MASK).
case SBITS_ATEST_GT0:
return "#MASK=0.0#MASKLT=1";
case SBITS_ATEST_LT128:
return "#MASK=0.5";
case SBITS_ATEST_GE128:
return "#MASK=0.5#MASKLT=1"; //ignore the eq part.
}
}
return "";
}
static void Shader_Programify (parsestate_t *ps)
{
shader_t *s = ps->s;
unsigned int reflectrefract = 0;
const char *prog = NULL;
const char *mask;
char args[1024];
qboolean eightbit = false;
/* enum
{
T_UNKNOWN,
T_WALL,
T_MODEL
} type = 0;*/
int i;
shaderpass_t *pass, *lightmap = NULL, *modellighting = NULL, *vertexlighting = NULL;
for (i = 0; i < s->numpasses; i++)
{
pass = &s->passes[i];
if (pass->rgbgen == RGB_GEN_LIGHTING_DIFFUSE || pass->rgbgen == RGB_GEN_ENTITY_LIGHTING_DIFFUSE)
{
if (s->usageflags & SUF_LIGHTMAP)
lightmap = pass;
else
modellighting = pass;
}
else if (pass->rgbgen == RGB_GEN_ENTITY)
modellighting = pass;
else if (pass->rgbgen == RGB_GEN_VERTEX_LIGHTING || pass->rgbgen == RGB_GEN_VERTEX_EXACT)
{
if (s->usageflags & (SUF_LIGHTMAP|SUF_2D))
vertexlighting = pass;
else
modellighting = pass; //fucking DP morons who don't know what lightmaps are.
}
else if (pass->texgen == T_GEN_LIGHTMAP && pass->tcgen == TC_GEN_LIGHTMAP)
{
if (s->usageflags & SUF_LIGHTMAP)
lightmap = pass;
else
modellighting = pass; //fucking DP morons who don't know what lightmaps are.
}
/*if (pass->numtcmods || (pass->shaderbits & SBITS_ATEST_BITS))
return;
if (pass->texgen == T_GEN_LIGHTMAP && pass->tcgen == TC_GEN_LIGHTMAP)
;
else if (pass->texgen != T_GEN_LIGHTMAP && pass->tcgen == TC_GEN_BASE)
;
else
return;*/
}
if (ps->forcedshader)
prog = ps->forcedshader;
else if (ps->dpwatertype)
{
prog = va("altwater%s#USEMODS#FRESNEL_EXP=2.0"
//variable parts
"#STRENGTH_REFR=%g#STRENGTH_REFL=%g"
"#TINT_REFR=%g,%g,%g"
"#TINT_REFL=%g,%g,%g"
"#FRESNEL_MIN=%g#FRESNEL_RANGE=%g"
"#ALPHA=%g",
//those args
(ps->dpwatertype&1)?"#REFLECT":"",
ps->refractfactor*0.01, ps->reflectfactor*0.01,
ps->refractcolour[0],ps->refractcolour[1],ps->refractcolour[2],
ps->reflectcolour[0],ps->reflectcolour[1],ps->reflectcolour[2],
ps->reflectmin, ps->reflectmax-ps->reflectmin,
ps->wateralpha
);
//clear out blending and force regular depth.
s->passes[0].shaderbits &= ~(SBITS_BLEND_BITS|SBITS_MISC_NODEPTHTEST|SBITS_DEPTHFUNC_BITS);
s->passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
if (ps->dpwatertype & 1)
reflectrefract |= SHADER_HASREFLECT;
if (ps->dpwatertype & 2)
reflectrefract |= SHADER_HASREFRACT;
if (ps->dpwatertype & 4)
{
reflectrefract |= SHADER_HASREFRACT|SHADER_HASPORTAL; //doubles up as a 'camera'
if (s->sort == SHADER_SORT_PORTAL)
s->sort = SHADER_SORT_OPAQUE; //don't do it twice.
}
}
else if (modellighting)
{
eightbit = r_softwarebanding && (qrenderer == QR_OPENGL) && sh_config.progs_supported;
if (eightbit)
prog = "defaultskin#EIGHTBIT";
else
prog = "defaultskin";
}
else if (lightmap)
{
eightbit = r_softwarebanding && (qrenderer == QR_OPENGL || qrenderer == QR_VULKAN) && sh_config.progs_supported;
if (eightbit)
prog = "defaultwall#EIGHTBIT";
else
prog = "defaultwall";
}
else if (vertexlighting)
{
if (r_forceprogramify.ival < 0)
prog = "defaultfill";
else
{
pass = vertexlighting;
prog = "default2d";
}
}
else
{
if (r_forceprogramify.ival < 0)
prog = "defaultfill";
else
return;
}
args[0] = 0;
if (ps->specularvalscale != 1)
Q_strncatz(args, va("#specmul=%g", ps->specularvalscale), sizeof(args));
if (ps->specularexpscale != 1)
Q_strncatz(args, va("#specexp=%g", ps->specularexpscale), sizeof(args));
/* switch(ps->offsetmappingmode)
{
case 0: //force off.
Q_strncatz(args, va("#NOOFFSETMAPPING", ps->specularexpscale), sizeof(args));
break;
case 1: //force linear
Q_strncatz(args, va("#NORELIEFMAPPING", ps->specularexpscale), sizeof(args));
break;
case 2: //force relief
Q_strncatz(args, va("#RELIEFMAPPING", ps->specularexpscale), sizeof(args));
break;
}
if (ps->offsetmappingscale != 1)
Q_strncatz(args, va("#OFFSETMAPPING_SCALE=%g", ps->offsetmappingscale), sizeof(args));
if (ps->offsetmappingbias != 0)
Q_strncatz(args, va("#OFFSETMAPPING_BIAS=%g", ps->offsetmappingbias), sizeof(args));
*/
mask = strchr(s->name, '#');
if (mask)
Q_strncatz(args, mask, sizeof(args));
mask = Shader_AlphaMaskProgArgs(s);
s->prog = Shader_FindGeneric(va("%s%s%s", prog, mask, args), qrenderer);
if (s->prog)
{
s->numpasses = 0;
if (reflectrefract)
{
if (s->passes[0].numtcmods > 0 && s->passes[0].tcmods[0].type == SHADER_TCMOD_SCALE)
{ //crappy workaround for DP bug.
s->passes[0].tcmods[0].args[0] *= 4;
s->passes[0].tcmods[0].args[1] *= 4;
}
s->passes[s->numpasses++].texgen = T_GEN_REFRACTION;
s->passes[s->numpasses++].texgen = T_GEN_REFLECTION;
// s->passes[s->numpasses++].texgen = T_GEN_RIPPLEMAP;
// s->passes[s->numpasses++].texgen = T_GEN_REFRACTIONDEPTH;
s->flags |= reflectrefract;
}
else
{
if (eightbit)
{
s->passes[s->numpasses].anim_frames[0] = R_LoadColourmapImage();
s->passes[s->numpasses++].texgen = T_GEN_SINGLEMAP;
}
else
s->passes[s->numpasses++].texgen = T_GEN_DIFFUSE;
s->flags |= SHADER_HASDIFFUSE;
}
}
}
static void Shader_Finish (parsestate_t *ps)
{
shader_t *s = ps->s;
int i;
shaderpass_t *pass;
//FIXME: reorder doom3 stages.
//put diffuse first. give it a lightmap pass also, if we found a diffuse one with no lightmap.
//then the ambient stages.
//and forget about the bump/specular stages as we don't support them and already stripped them.
#if 0
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 srgb $r_fastskycolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
return;
}
}
#endif
if (s->prog && !s->numpasses)
{
pass = &s->passes[s->numpasses++];
pass->tcgen = TC_GEN_BASE;
pass->texgen = T_GEN_DIFFUSE;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->rgbgen = RGB_GEN_IDENTITY;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass, NULL);
}
if (!s->numpasses && s->sort != SHADER_SORT_PORTAL && !(s->flags & (SHADER_NODRAW|SHADER_SKY)) && !s->fog_dist)
{
if (r_forceprogramify.ival >= 2)
{
Con_DPrintf("Shader %s with no passes, forcing nodraw\n", s->name);
s->flags |= SHADER_NODRAW;
}
else
{
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, NULL);
}
}
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->usageflags & SUF_LIGHTMAP)) && !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;
}
if (!r_vertexlight.value && pass->rgbgen == RGB_GEN_IDENTITY)
{ //we found the lightmap pass. if we need a vertex-lit shader then just switch over the rgbgen+texture and hope other things work out
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
pass->flags &= ~SHADER_PASS_LIGHTMAP;
pass->tcgen = T_GEN_SINGLEMAP;
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);
s->passes[0].shaderbits &= ~SBITS_BLEND_BITS;
s->passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
s->passes[0].numMergedPasses = 1;
s->numpasses = 1;
s->flags |= SHADER_DEPTHWRITE;
}
}
done:;
//if we've no specular map, try and find whatever the q3 syntax said. hopefully it'll be compatible...
if (!TEXVALID(s->defaulttextures->specular) && !(s->flags & SHADER_HASGLOSS))
{
for (pass = s->passes, i = 0; i < s->numpasses; i++, pass++)
{
if (pass->alphagen == ALPHA_GEN_SPECULAR)
if (pass->texgen == T_GEN_ANIMMAP || pass->texgen == T_GEN_SINGLEMAP)
s->defaulttextures->specular = pass->anim_frames[0];
}
}
if (!TEXVALID(s->defaulttextures->base) && !(s->flags & SHADER_HASDIFFUSE) && !s->prog)
{ //if one of the other passes specifies $diffuse, don't try and guess one, because that means that other pass's texture gets used for BOTH passes, which isn't good.
//also, don't guess one if a program was specified.
shaderpass_t *best = NULL;
int bestweight = 9999999;
int weight;
for (pass = s->passes, i = 0; i < s->numpasses; i++, pass++)
{
weight = 0;
if (pass->flags & SHADER_PASS_DETAIL)
weight += 500; //prefer not to use a detail pass. these are generally useless.
if (pass->numtcmods || pass->tcgen != TC_GEN_BASE)
weight += 200;
if (pass->rgbgen != RGB_GEN_IDENTITY && pass->rgbgen != RGB_GEN_IDENTITY_OVERBRIGHT && pass->rgbgen != RGB_GEN_IDENTITY_LIGHTING)
weight += 100;
if (pass->texgen != T_GEN_ANIMMAP && pass->texgen != T_GEN_SINGLEMAP
#ifdef HAVE_MEDIA_DECODER
&& pass->texgen != T_GEN_VIDEOMAP
#endif
)
weight += 1000;
if ((pass->texgen == T_GEN_ANIMMAP || pass->texgen == T_GEN_SINGLEMAP) && pass->anim_frames[0] && *pass->anim_frames[0]->ident == '$')
weight += 1500;
if (weight < bestweight)
{
bestweight = weight;
best = pass;
}
}
if (best)
{
if (best->texgen == T_GEN_ANIMMAP || best->texgen == T_GEN_SINGLEMAP)
{
if (best->anim_frames[0] && *best->anim_frames[0]->ident != '$')
s->defaulttextures->base = best->anim_frames[0];
}
#ifdef HAVE_MEDIA_DECODER
else if (pass->texgen == T_GEN_VIDEOMAP && pass->cin)
s->defaulttextures->base = Media_UpdateForShader(best->cin);
#endif
}
}
for (i = 0; i < s->numpasses; i += (pass->prog?pass->numMergedPasses:1))
{
pass = s->passes+i;
if (!(pass->shaderbits & (SBITS_BLEND_BITS|SBITS_MASK_BITS)))
{
if (pass->texgen == T_GEN_LIGHTMAP && r_forceprogramify.ival==2)
continue; //pretend its blended.
break;
}
}
// all passes have blendfuncs
if (i == s->numpasses)
{
int maskpass;
qboolean isopaque = false;
maskpass = -1;
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++ )
{
if (pass->shaderbits & SBITS_ATEST_BITS)
{
maskpass = i;
}
else if ((pass->shaderbits & SBITS_MASK_BITS) == 0)
{ //a few shaders use blendfunc one zero so that they're ignored when using r_vertexlight (while later alpha-masked surfs are not).
if (/*(pass->shaderbits & (SBITS_SRCBLEND_BITS|SBITS_DSTBLEND_BITS)) == 0 ||*/
(pass->shaderbits & (SBITS_SRCBLEND_BITS|SBITS_DSTBLEND_BITS)) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO))
isopaque = true;
}
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, i?pass-1:NULL);
if (pass->blendmode == PBM_ADD && !s->defaulttextures->fullbright)
s->defaulttextures->fullbright = pass->anim_frames[0];
}
if (!(s->flags & SHADER_SKY ) && !s->sort)
{
if (isopaque)
s->sort = SHADER_SORT_OPAQUE;
else if (maskpass == -1)
{
if (s->numpasses && s->passes[0].blendmode == PBM_ADD)
s->sort = SHADER_SORT_ADDITIVE;
else
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, j?sp-1:NULL);
}
if (!s->sort)
{
if (i < s->numpasses && (s->passes[i].shaderbits & SBITS_ATEST_BITS))
s->sort = SHADER_SORT_SEETHROUGH;
}
if (!( s->flags & SHADER_DEPTHWRITE) &&
!(s->flags & SHADER_SKY))
{
s->passes->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 == pass->numMergedPasses && j+1 < be_maxpasses; j++)
Shader_SetPassFlush (pass, pass + j);
i += pass->numMergedPasses;
}
}
if (!s->sort)
{
extern cvar_t r_refract_fbo;
if ((s->flags & SHADER_HASREFRACT) && !r_refract_fbo.ival)
s->sort = SHADER_SORT_UNDERWATER;
else
s->sort = SHADER_SORT_OPAQUE;
}
if ((s->flags & SHADER_SKY) && (s->flags & SHADER_DEPTHWRITE))
{
s->flags &= ~SHADER_DEPTHWRITE;
}
if (!s->bemoverrides[bemoverride_depthonly])
{
const char *mask = Shader_AlphaMaskProgArgs(s);
if (*mask || (s->prog&&s->prog->tess))
s->bemoverrides[bemoverride_depthonly] = R_RegisterShader(va("depthonly%s%s", mask, (s->prog&&s->prog->tess)?"#TESS":""), SUF_NONE,
"{\n"
"program depthonly\n"
"{\n"
"map $diffuse\n"
"depthwrite\n"
"maskcolor\n"
"}\n"
"}\n");
}
if (!s->bemoverrides[LSHADER_STANDARD] && (s->prog&&s->prog->tess))
{
int mode;
for (mode = 0; mode < LSHADER_MODES; mode++)
{
if ((mode & LSHADER_CUBE) && (mode & LSHADER_SPOT))
continue;
if (s->bemoverrides[mode])
continue;
s->bemoverrides[mode] = R_RegisterShader(va("rtlight%s%s%s%s#TESS",
(mode & LSHADER_SMAP)?"#PCF":"",
(mode & LSHADER_SPOT)?"#SPOT":"",
(mode & LSHADER_CUBE)?"#CUBE":"",
#ifdef GLQUAKE
(qrenderer == QR_OPENGL && gl_config.arb_shadow && (mode & (LSHADER_SMAP|LSHADER_SPOT)))?"#USE_ARB_SHADOW":""
#else
""
#endif
)
, s->usageflags,
"{\n"
"program rtlight\n"
"{\n"
"map $diffuse\n"
"blendfunc add\n"
"nodepth\n"
"}\n"
"}\n");
}
}
if (!s->prog && sh_config.progs_supported && (r_forceprogramify.ival || (ps->parseflags & SPF_PROGRAMIFY)))
{
if (r_forceprogramify.ival >= 2)
{
if (s->passes[0].numtcmods == 1 && s->passes[0].tcmods[0].type == SHADER_TCMOD_SCALE)
s->passes[0].numtcmods = 0; //DP sucks and doesn't use normalized texture coords *if* there's a shader specified. so lets ignore any extra scaling that this imposes.
if (s->passes[0].shaderbits & SBITS_ATEST_BITS) //mimic DP's limited alphafunc support
s->passes[0].shaderbits = (s->passes[0].shaderbits & ~SBITS_ATEST_BITS) | SBITS_ATEST_GE128;
s->passes[0].shaderbits &= ~SBITS_DEPTHFUNC_BITS; //DP ignores this too.
if (s->flags & SHADER_CULL_BACK) //DP has no back-face culling
s->flags = (s->flags&~SHADER_CULL_BACK)|SHADER_CULL_FRONT;
//disable rtlight stuff when blended.
if ((s->passes[0].shaderbits & SBITS_SRCBLEND_BITS)==SBITS_SRCBLEND_ONE && (s->passes[0].shaderbits & SBITS_DSTBLEND_BITS)==SBITS_DSTBLEND_ZERO)
; //replace
else if ((s->passes[0].shaderbits & SBITS_SRCBLEND_BITS)==SBITS_SRCBLEND_ONE && (s->passes[0].shaderbits & SBITS_DSTBLEND_BITS)==SBITS_DSTBLEND_ONE)
s->flags |= SHADER_NOSHADOWS; //add-ignore-alpha
else if ((s->passes[0].shaderbits & SBITS_SRCBLEND_BITS)==SBITS_SRCBLEND_SRC_ALPHA && (s->passes[0].shaderbits & SBITS_DSTBLEND_BITS)==SBITS_DSTBLEND_ONE)
s->flags |= SHADER_NOSHADOWS; //add-with-alpha
else if ((s->passes[0].shaderbits & SBITS_SRCBLEND_BITS)==SBITS_SRCBLEND_SRC_ALPHA && (s->passes[0].shaderbits & SBITS_DSTBLEND_BITS)==SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA)
s->flags |= SHADER_NOSHADOWS; //blended
else
s->flags |= SHADER_NOSHADOWS|SHADER_NODLIGHT; //erk...
if (s->passes[0].numtcmods>1)
{ //reverse the order of tcmods (dp uses a texture matrix which it concats in reverse order)
tcmod_t tmp[SHADER_MAX_TC_MODS];
int j;
memcpy(tmp, s->passes[0].tcmods, sizeof(*tmp)*s->passes[0].numtcmods);
for (j = 0; j < s->passes[0].numtcmods; j++)
s->passes[0].tcmods[j] = tmp[s->passes[0].numtcmods-1-j];
}
}
Shader_Programify(ps);
}
if( s->numdeforms ||
s->sort == SHADER_SORT_PORTAL || //q3-style portals (needed for pvs info)
s->flags & (SHADER_HASREFLECT|SHADER_HASREFRACT)) //water effects (needed for pvs info)
s->flags |= SHADER_NEEDSARRAYS;
if (s->prog)
{
struct
{
int gen;
unsigned int flags;
} defaulttgen[] =
{
//light
{T_GEN_SHADOWMAP, 0}, //0
{T_GEN_LIGHTCUBEMAP, 0}, //1
//material
{T_GEN_DIFFUSE, SHADER_HASDIFFUSE}, //2
{T_GEN_NORMALMAP, SHADER_HASNORMALMAP}, //3
{T_GEN_SPECULAR, SHADER_HASGLOSS}, //4
{T_GEN_UPPEROVERLAY, SHADER_HASTOPBOTTOM}, //5
{T_GEN_LOWEROVERLAY, SHADER_HASTOPBOTTOM}, //6
{T_GEN_FULLBRIGHT, SHADER_HASFULLBRIGHT}, //7
{T_GEN_PALETTED, SHADER_HASPALETTED}, //8
{T_GEN_REFLECTCUBE, SHADER_HASREFLECTCUBE}, //9
{T_GEN_REFLECTMASK, 0}, //10
{T_GEN_DISPLACEMENT, SHADER_HASDISPLACEMENT},//11
{T_GEN_OCCLUSION, 0}, //12
// {T_GEN_REFLECTION, SHADER_HASREFLECT}, //
// {T_GEN_REFRACTION, SHADER_HASREFRACT}, //
// {T_GEN_REFRACTIONDEPTH, SHADER_HASREFRACTDEPTH},//
// {T_GEN_RIPPLEMAP, SHADER_HASRIPPLEMAP}, //
//batch
{T_GEN_LIGHTMAP, SHADER_HASLIGHTMAP}, //13
{T_GEN_DELUXMAP, 0}, //14
//more lightmaps //15,16,17
//mode deluxemaps //18,19,20
};
#ifdef HAVE_MEDIA_DECODER
cin_t *cin = R_ShaderGetCinematic(s);
#endif
//if the glsl doesn't specify all samplers, just trim them.
s->numpasses = s->prog->numsamplers;
#ifdef HAVE_MEDIA_DECODER
if (cin && R_ShaderGetCinematic(s) == cin)
cin = NULL;
#endif
//if the glsl has specific textures listed, be sure to provide a pass for them.
for (i = 0; i < sizeof(defaulttgen)/sizeof(defaulttgen[0]); i++)
{
if (s->prog->defaulttextures & (1u<<i))
{
if (s->numpasses >= SHADER_PASS_MAX)
break; //panic...
s->passes[s->numpasses].flags &= ~SHADER_PASS_DEPTHCMP;
if (defaulttgen[i].gen == T_GEN_SHADOWMAP)
s->passes[s->numpasses].flags |= SHADER_PASS_DEPTHCMP;
#ifdef HAVE_MEDIA_DECODER
if (!i && cin)
{
s->passes[s->numpasses].texgen = T_GEN_VIDEOMAP;
s->passes[s->numpasses].cin = cin;
cin = NULL;
}
else
#endif
{
s->passes[s->numpasses].texgen = defaulttgen[i].gen;
#ifdef HAVE_MEDIA_DECODER
s->passes[s->numpasses].cin = NULL;
#endif
}
s->numpasses++;
s->flags |= defaulttgen[i].flags;
}
}
//must have at least one texture.
if (!s->numpasses)
{
#ifdef HAVE_MEDIA_DECODER
s->passes[0].texgen = cin?T_GEN_VIDEOMAP:T_GEN_DIFFUSE;
s->passes[0].cin = cin;
#else
s->passes[0].texgen = T_GEN_DIFFUSE;
#endif
s->numpasses = 1;
}
#ifdef HAVE_MEDIA_DECODER
else if (cin)
Media_ShutdownCin(cin);
#endif
s->passes->numMergedPasses = s->numpasses;
}
else
{
for (i = 0; i < s->numpasses; i++)
{
pass = &s->passes[i];
if (pass->prog)
continue;
if (pass->numtcmods || (s->passes[i].tcgen != TC_GEN_BASE && s->passes[i].tcgen != TC_GEN_LIGHTMAP) || !(s->passes[i].flags & SHADER_PASS_NOCOLORARRAY))
{
s->flags |= SHADER_NEEDSARRAYS;
break;
}
if (pass->alphagen == ALPHA_GEN_PORTAL || //needs xyz
pass->alphagen == ALPHA_GEN_SPECULAR) //needs xyz+norm
{
s->flags |= SHADER_NEEDSARRAYS;
break;
}
if (!(pass->flags & SHADER_PASS_NOCOLORARRAY))
{
if (!(((pass->rgbgen == RGB_GEN_VERTEX_LIGHTING) ||
(pass->rgbgen == RGB_GEN_VERTEX_EXACT) ||
(pass->alphagen == ALPHA_GEN_VERTEX) ||
(pass->rgbgen == RGB_GEN_ONE_MINUS_VERTEX)) &&
(pass->alphagen == ALPHA_GEN_VERTEX)))
{
s->flags |= SHADER_NEEDSARRAYS;
break;
}
}
}
}
if (!r_halfrate.ival)
{
for (i = 0; i < s->numpasses; i++)
{
s->passes[i].shaderbits |= SBITS_MISC_FULLRATE;
}
}
}
/*
static 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;
}
}
}
}
*/
/*
if (*shader_diffusemapname)
{
if (!s->defaulttextures.base)
s->defaulttextures.base = Shader_FindImage (va("%s.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.bump)
s->defaulttextures.bump = Shader_FindImage (va("%s_norm.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.fullbright)
s->defaulttextures.fullbright = Shader_FindImage (va("%s_glow.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.specular)
s->defaulttextures.specular = Shader_FindImage (va("%s_gloss.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.upperoverlay)
s->defaulttextures.upperoverlay = Shader_FindImage (va("%s_shirt.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.loweroverlay)
s->defaulttextures.loweroverlay = Shader_FindImage (va("%s_pants.tga", shader_diffusemapname), 0); //stupid yanks...
}
*/
void QDECL R_BuildDefaultTexnums(texnums_t *src, shader_t *shader, unsigned int imageflags)
{
char *h;
char imagename[MAX_QPATH];
char mapname[MAX_QPATH];
char *subpath = NULL;
texnums_t *tex;
unsigned int a, aframes;
strcpy(imagename, shader->name);
h = strchr(imagename, '#');
if (h && !strchr(imagename, '@'))
*h = 0;
if (*imagename == '/' || strchr(imagename, ':'))
{ //this is not security. this is anti-spam for the verbose security in the filesystem code.
Con_Printf("Warning: shader has absolute path: %s\n", shader->name);
*imagename = 0;
}
//skins can use an alternative path in certain cases, to work around dodgy models.
if (shader->generator == Shader_DefaultSkin)
subpath = shader->genargs;
tex = shader->defaulttextures;
aframes = max(1, shader->numdefaulttextures);
//if any were specified explicitly, replicate that into all.
//this means animmap can be used, with any explicit textures overriding all.
if (!shader->numdefaulttextures && src)
{
//only do this if there wasn't an animmap thing to break everything.
if (!TEXVALID(tex->base))
tex->base = src->base;
if (!TEXVALID(tex->bump))
tex->bump = src->bump;
if (!TEXVALID(tex->fullbright))
tex->fullbright = src->fullbright;
if (!TEXVALID(tex->specular))
tex->specular = src->specular;
if (!TEXVALID(tex->loweroverlay))
tex->loweroverlay = src->loweroverlay;
if (!TEXVALID(tex->upperoverlay))
tex->upperoverlay = src->upperoverlay;
if (!TEXVALID(tex->reflectmask))
tex->reflectmask = src->reflectmask;
if (!TEXVALID(tex->reflectcube))
tex->reflectcube = src->reflectcube;
if (!TEXVALID(tex->displacement))
tex->displacement = src->displacement;
}
for (a = 1; a < aframes; a++)
{
if (!TEXVALID(tex[a].base))
tex[a].base = tex[0].base;
if (!TEXVALID(tex[a].bump))
tex[a].bump = tex[0].bump;
if (!TEXVALID(tex[a].fullbright))
tex[a].fullbright = tex[0].fullbright;
if (!TEXVALID(tex[a].specular))
tex[a].specular = tex[0].specular;
if (!TEXVALID(tex[a].loweroverlay))
tex[a].loweroverlay = tex[0].loweroverlay;
if (!TEXVALID(tex[a].upperoverlay))
tex[a].upperoverlay = tex[0].upperoverlay;
if (!TEXVALID(tex[a].reflectmask))
tex[a].reflectmask = tex[0].reflectmask;
if (!TEXVALID(tex[a].reflectcube))
tex[a].reflectcube = tex[0].reflectcube;
if (!TEXVALID(tex[a].displacement))
tex[a].displacement = tex[0].displacement;
}
for (a = 0; a < aframes; a++, tex++)
{
COM_StripExtension(tex->mapname, mapname, sizeof(mapname));
if (!TEXVALID(tex->base))
{
/*dlights/realtime lighting needs some stuff*/
if (!TEXVALID(tex->base) && *tex->mapname)// && (shader->flags & SHADER_HASDIFFUSE))
tex->base = R_LoadHiResTexture(tex->mapname, NULL, imageflags);
if (!TEXVALID(tex->base))
tex->base = R_LoadHiResTexture(imagename, subpath, (*imagename=='{')?0:IF_NOALPHA|imageflags);
}
if ((shader->flags & SHADER_HASPALETTED) && !TEXVALID(tex->paletted))
{
if (!TEXVALID(tex->paletted) && *tex->mapname)
tex->paletted = R_LoadHiResTexture(va("%s", tex->mapname), NULL, 0|IF_NEAREST|IF_PALETTIZE|imageflags);
if (!TEXVALID(tex->paletted))
tex->paletted = R_LoadHiResTexture(va("%s", imagename), subpath, ((*imagename=='{')?0:IF_NOALPHA)|IF_NEAREST|IF_PALETTIZE|imageflags);
}
imageflags |= IF_LOWPRIORITY;
COM_StripExtension(imagename, imagename, sizeof(imagename));
if (!TEXVALID(tex->bump))
{
if (r_loadbumpmapping || (shader->flags & SHADER_HASNORMALMAP))
{
if (!TEXVALID(tex->bump) && *mapname && (shader->flags & SHADER_HASNORMALMAP))
tex->bump = R_LoadHiResTexture(va("%s_norm", mapname), NULL, imageflags|IF_TRYBUMP|IF_NOSRGB|imageflags);
if (!TEXVALID(tex->bump))
tex->bump = R_LoadHiResTexture(va("%s_norm", imagename), subpath, imageflags|IF_TRYBUMP|IF_NOSRGB|imageflags);
}
}
if (!TEXVALID(tex->loweroverlay))
{
if (shader->flags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->loweroverlay) && *mapname)
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", mapname), NULL, imageflags);
if (!TEXVALID(tex->loweroverlay))
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", imagename), subpath, imageflags); /*how rude*/
}
}
if (!TEXVALID(tex->upperoverlay))
{
if (shader->flags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->upperoverlay) && *mapname)
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", mapname), NULL, imageflags);
if (!TEXVALID(tex->upperoverlay))
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", imagename), subpath, imageflags);
}
}
if (!TEXVALID(tex->specular))
{
extern cvar_t gl_specular;
if ((shader->flags & SHADER_HASGLOSS) && gl_specular.value && gl_load24bit.value)
{
if (!TEXVALID(tex->specular) && *mapname)
tex->specular = R_LoadHiResTexture(va("%s_gloss", mapname), NULL, imageflags);
if (!TEXVALID(tex->specular))
tex->specular = R_LoadHiResTexture(va("%s_gloss", imagename), subpath, imageflags);
}
}
if (!TEXVALID(tex->fullbright))
{
extern cvar_t r_fb_bmodels;
if ((shader->flags & SHADER_HASFULLBRIGHT) && r_fb_bmodels.value && gl_load24bit.value)
{
if (!TEXVALID(tex->fullbright) && *mapname)
tex->fullbright = R_LoadHiResTexture(va("%s_luma:%s_glow", mapname, mapname), NULL, imageflags);
if (!TEXVALID(tex->fullbright))
tex->fullbright = R_LoadHiResTexture(va("%s_luma:%s_glow", imagename, imagename), subpath, imageflags);
}
}
//if there's a reflectcube texture specified by the shader, make sure we have a reflectmask to go with it.
if (tex->reflectcube)
{
if (!TEXVALID(tex->reflectmask) && *mapname)
tex->reflectmask = R_LoadHiResTexture(va("%s_reflect", mapname), NULL, imageflags);
if (!TEXVALID(tex->reflectmask))
tex->reflectmask = R_LoadHiResTexture(va("%s_reflect", imagename), subpath, imageflags);
}
}
}
#if 0//def Q2BSPS
static qbyte *ReadRGBA8ImageFile(const char *fname, const char *subpath, int *width, int *height)
{
qboolean hasalpha;
qofs_t filesize;
qbyte *img, *filedata = NULL;
char *patterns[] =
{
"*overrides/%s.tga",
"*overrides/%s.jpg",
"textures/%s.tga",
"textures/%s.jpg",
};
char nname[MAX_QPATH];
size_t p;
for (p = 0; p < countof(patterns) && !filedata; p++)
{
if (*patterns[p] == '*')
Q_snprintfz(nname, sizeof(nname), patterns[p]+1, COM_SkipPath(fname));
else
Q_snprintfz(nname, sizeof(nname), patterns[p], fname);
filedata = FS_MallocFile(nname, FS_GAME, &filesize);
}
img = filedata?Read32BitImageFile(filedata, filesize, width, height, &hasalpha, fname):NULL;
BZ_Free(filedata);
return img;
}
#endif
//call this with some fallback textures to directly load some textures
void QDECL R_BuildLegacyTexnums(shader_t *shader, const char *fallbackname, const char *subpath, unsigned int loadflags, unsigned int imageflags, uploadfmt_t basefmt, size_t width, size_t height, qbyte *srcdata, qbyte *palette)
{
char *h;
char imagename[MAX_QPATH];
char mapname[MAX_QPATH]; //as specified by the shader.
//extern cvar_t gl_miptexLevel;
texnums_t *tex = shader->defaulttextures;
int a, aframes;
/*else if (gl_miptexLevel.ival)
{
unsigned int miplevel = 0, i;
for (i = 0; i < 3 && i < gl_miptexLevel.ival && mipdata[i]; i++)
miplevel = i;
for (i = 0; i < 3; i++)
dontcrashme[i] = (miplevel+i)>3?NULL:mipdata[miplevel+i];
width >>= miplevel;
height >>= miplevel;
mipdata = dontcrashme;
}
*/
strcpy(imagename, shader->name);
h = *imagename?strchr(imagename+1, '#'):NULL;
if (h)
*h = 0;
if (*imagename == '/' || strchr(imagename, ':'))
{ //this is not security. this is anti-spam for the verbose security in the filesystem code.
Con_Printf("Warning: shader has absolute path: %s\n", shader->name);
*imagename = 0;
}
//for water texture replacements
while((h = strchr(imagename, '*')))
*h = '#';
loadflags &= shader->flags;
//skins can use an alternative path in certain cases, to work around dodgy models.
if (shader->generator == Shader_DefaultSkin)
subpath = shader->genargs;
//optimise away any palette info if we can...
if (!palette || palette == host_basepal)
{
if (basefmt == TF_MIP4_8PAL24)
basefmt = TF_MIP4_SOLID8;
// if (basefmt == TF_MIP4_8PAL24_T255)
// basefmt = TF_MIP4_TRANS8;
}
//make sure the noalpha thing is set properly.
switch(basefmt)
{
case TF_MIP4_P8:
case TF_MIP4_8PAL24:
case TF_MIP4_SOLID8:
case TF_SOLID8:
imageflags |= IF_NOALPHA;
//fallthrough
case TF_MIP4_8PAL24_T255:
if (!srcdata)
basefmt = TF_SOLID8;
break;
default:
break;
}
imageflags |= IF_MIPCAP;
COM_StripExtension(imagename, imagename, sizeof(imagename));
aframes = max(1, shader->numdefaulttextures);
//if any were specified explicitly, replicate that into all.
//this means animmap can be used, with any explicit textures overriding all.
for (a = 1; a < aframes; a++)
{
if (!TEXVALID(tex[a].base))
tex[a].base = tex[0].base;
if (!TEXVALID(tex[a].bump))
tex[a].bump = tex[0].bump;
if (!TEXVALID(tex[a].fullbright))
tex[a].fullbright = tex[0].fullbright;
if (!TEXVALID(tex[a].specular))
tex[a].specular = tex[0].specular;
if (!TEXVALID(tex[a].loweroverlay))
tex[a].loweroverlay = tex[0].loweroverlay;
if (!TEXVALID(tex[a].upperoverlay))
tex[a].upperoverlay = tex[0].upperoverlay;
if (!TEXVALID(tex[a].reflectmask))
tex[a].reflectmask = tex[0].reflectmask;
if (!TEXVALID(tex[a].reflectcube))
tex[a].reflectcube = tex[0].reflectcube;
if (!TEXVALID(tex[a].displacement))
tex[a].displacement = tex[0].displacement;
}
for (a = 0; a < aframes; a++, tex++)
{
COM_StripExtension(tex->mapname, mapname, sizeof(mapname));
#if 0//def Q2BSPS
if (gl_load24bit.ival == 2)
{
qbyte *base;
int basewidth, baseheight;
qbyte *norm;
int normwidth, normheight;
qbyte tmp;
int x, y;
base = ReadRGBA8ImageFile(imagename, subpath, &basewidth, &baseheight);
//base contains diffuse RGB, and height
if (base)
{
tex->base = Image_GetTexture(va("%s_diff", imagename), subpath, imageflags|IF_NOREPLACE, base, NULL, basewidth, baseheight, TF_RGBX32); //queues the texture creation.
norm = ReadRGBA8ImageFile(va("%s_bump", imagename), subpath, &normwidth, &normheight);
if (norm)
{
if (normwidth != basewidth || normheight != baseheight)
{
//sucks...
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_NOREPLACE, norm, NULL, normwidth, normheight, TF_RGBX32); //queues the texture creation.
}
else
{
//so we have a base texture, and normalmap
//we already uploaded the diffuse, so now we can just pretend that the base is the specularmap.
//we just need to swap the two alpha channels.
for (y = 0; y < baseheight; y++)
{
for (x = 0; x < basewidth; x++)
{
tmp = base[(x+y*basewidth)*4+3];
base[(x+y*basewidth)*4+3] = norm[(x+y*basewidth)*4+3];
norm[(x+y*basewidth)*4+3] = ((x+y)&1)*255;//tmp;
}
}
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_NOREPLACE, norm, NULL, normwidth, normheight, TF_RGBA32); //queues the texture creation.
tex->specular = Image_GetTexture(va("%s_spec", imagename), subpath, imageflags|IF_NOREPLACE, base, NULL, basewidth, baseheight, TF_RGBA32); //queues the texture creation.
}
BZ_Free(norm);
}
else
{
//generate a height8 image from the alpha channel. we can do it in place
for (y = 0; y < baseheight; y++)
{
for (x = 0; x < basewidth; x++)
base[(x+y*basewidth)] = base[(x+y*basewidth)*4+3];
}
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_NOREPLACE, base, NULL, basewidth, baseheight, TF_HEIGHT8);
}
BZ_Free(base);
}
}
#endif
/*dlights/realtime lighting needs some stuff*/
if (loadflags & SHADER_HASDIFFUSE)
{
if (!TEXVALID(tex->base) && *mapname)
tex->base = R_LoadHiResTexture(mapname, NULL, imageflags);
if (!TEXVALID(tex->base) && fallbackname)
{
if (gl_load24bit.ival)
{
tex->base = Image_GetTexture(imagename, subpath, imageflags|IF_NOWORKER, NULL, NULL, width, height, basefmt);
if (!TEXLOADED(tex->base))
{
tex->base = Image_GetTexture(fallbackname, subpath, imageflags|IF_NOWORKER, NULL, NULL, width, height, basefmt);
if (TEXLOADED(tex->base))
Q_strncpyz(imagename, fallbackname, sizeof(imagename));
}
}
if (!TEXLOADED(tex->base))
tex->base = Image_GetTexture(imagename, subpath, imageflags, srcdata, palette, width, height, basefmt);
}
else if (!TEXVALID(tex->base))
tex->base = Image_GetTexture(imagename, subpath, imageflags, srcdata, palette, width, height, basefmt);
}
if (loadflags & SHADER_HASPALETTED)
{
if (!TEXVALID(tex->paletted) && *mapname)
tex->paletted = R_LoadHiResTexture(va("%s_pal", mapname), NULL, imageflags|IF_NEAREST|IF_PALETTIZE);
if (!TEXVALID(tex->paletted))
tex->paletted = Image_GetTexture(va("%s_pal", imagename), subpath, imageflags|IF_NEAREST|IF_NOSRGB|IF_PALETTIZE, srcdata, palette, width, height, (basefmt==TF_MIP4_SOLID8)?TF_MIP4_P8:PTI_P8);
}
imageflags |= IF_LOWPRIORITY;
//all the rest need/want an alpha channel in some form.
imageflags &= ~IF_NOALPHA;
imageflags |= IF_NOGAMMA;
if (loadflags & SHADER_HASNORMALMAP||*imagename=='#')
{
extern cvar_t r_shadow_bumpscale_basetexture;
if (!TEXVALID(tex->bump) && *mapname)
tex->bump = R_LoadHiResTexture(va("%s_norm", mapname), NULL, imageflags|IF_TRYBUMP|IF_NOSRGB);
if (!TEXVALID(tex->bump) && (r_shadow_bumpscale_basetexture.ival||*imagename=='#'||gl_load24bit.ival))
{
qbyte *fallbackheight;
if ((r_shadow_bumpscale_basetexture.ival||*imagename=='#') && !(basefmt&PTI_FULLMIPCHAIN))
fallbackheight = srcdata; //generate normalmap from assumed heights.
else
fallbackheight = NULL; //disabled
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_TRYBUMP|IF_NOSRGB|(*imagename=='#'?IF_LINEAR:0), fallbackheight, palette, width, height, TF_HEIGHT8PAL);
}
}
if (loadflags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->loweroverlay) && *mapname)
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", mapname), NULL, imageflags);
if (!TEXVALID(tex->loweroverlay))
tex->loweroverlay = Image_GetTexture(va("%s_pants", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (loadflags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->upperoverlay) && *mapname)
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", mapname), NULL, imageflags);
if (!TEXVALID(tex->upperoverlay))
tex->upperoverlay = Image_GetTexture(va("%s_shirt", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (loadflags & SHADER_HASGLOSS)
{
if (!TEXVALID(tex->specular) && *mapname)
tex->specular = R_LoadHiResTexture(va("%s_gloss", mapname), NULL, imageflags);
if (!TEXVALID(tex->specular))
tex->specular = Image_GetTexture(va("%s_gloss", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (tex->reflectcube)
{
if (!TEXVALID(tex->reflectmask) && *mapname)
tex->reflectmask = R_LoadHiResTexture(va("%s_reflect", mapname), NULL, imageflags);
if (!TEXVALID(tex->reflectmask))
tex->reflectmask = Image_GetTexture(va("%s_reflect", imagename), subpath, imageflags, NULL, NULL, width, height, TF_INVALID);
}
if (loadflags & SHADER_HASFULLBRIGHT)
{
if (!TEXVALID(tex->fullbright) && *mapname)
tex->fullbright = R_LoadHiResTexture(va("%s_luma", mapname), NULL, imageflags);
if (!TEXVALID(tex->fullbright))
{
int s=-1;
if (srcdata && !(basefmt&PTI_FULLMIPCHAIN) && (!palette || palette == host_basepal))
for(s = width*height-1; s>=0; s--)
{
if (srcdata[s] >= 256-vid.fullbright)
break;
}
tex->fullbright = Image_GetTexture(va("%s_luma:%s_glow", imagename,imagename), subpath, imageflags, (s>=0)?srcdata:NULL, palette, width, height, TF_TRANS8_FULLBRIGHT);
}
}
}
}
shader_t *Mod_RegisterBasicShader(struct model_s *mod, const char *texname, unsigned int usageflags, const char *shadertext, uploadfmt_t pixelfmt, unsigned int width, unsigned int height, void *pixeldata, void *palettedata)
{
extern cvar_t r_fb_bmodels, r_fb_models;
extern cvar_t gl_specular;
shader_t *s;
unsigned int maps;
char mapbase[64];
if (shadertext)
s = R_RegisterShader(texname, usageflags, shadertext);
else if (mod->type != mod_brush)
s = R_RegisterCustom(mod, texname, usageflags, Shader_DefaultSkin, NULL);
else
s = R_RegisterCustom(mod, texname, usageflags, Shader_DefaultBSPLM, NULL);
maps = 0;
maps |= SHADER_HASPALETTED;
maps |= SHADER_HASDIFFUSE;
if (mod->type == mod_alias)
maps |= SHADER_HASTOPBOTTOM;
if ((mod->type == mod_brush)?r_fb_bmodels.ival:r_fb_models.ival)
maps |= SHADER_HASFULLBRIGHT;
if (r_loadbumpmapping || s->defaulttextures->reflectcube)
maps |= SHADER_HASNORMALMAP;
if (gl_specular.ival)
maps |= SHADER_HASGLOSS;
COM_FileBase(mod->name, mapbase, sizeof(mapbase));
R_BuildLegacyTexnums(s, texname, mapbase, maps, 0, pixelfmt, width, height, pixeldata, palettedata);
return s;
}
void Shader_DefaultScript(parsestate_t *ps, const char *shortname, const void *args)
{
const char *f = args;
if (!args)
return;
while (*f == ' ' || *f == '\t' || *f == '\n' || *f == '\r')
f++;
if (*f == '{')
{
f++;
Shader_ReadShader(ps, (void*)f, NULL);
}
}
void Shader_DefaultBSPLM(parsestate_t *ps, const char *shortname, const void *args)
{
shader_t *s = ps->s;
char *builtin = NULL;
if (Shader_ParseShader(ps, "defaultwall"))
return;
if (!builtin && r_softwarebanding && (qrenderer == QR_OPENGL || qrenderer == QR_VULKAN) && sh_config.progs_supported)
builtin = (
"{\n"
"{\n"
"program defaultwall#EIGHTBIT\n"
"map $colourmap\n"
"}\n"
"}\n"
);
if (!builtin && r_lightmap.ival)
builtin = (
"{\n"
"fte_program drawflat_wall#LM\n"
"{\n"
"map $lightmap\n"
"tcgen lightmap\n"
"}\n"
"}\n"
);
if (!builtin && r_drawflat.ival)
builtin = (
"{\n"
"fte_program drawflat_wall\n"
"{\n"
"map $lightmap\n"
"tcgen lightmap\n"
"rgbgen srgb $r_floorcolour\n"
"}\n"
"}\n"
);
if (!builtin && r_lightprepass)
{
builtin = (
"{\n"
"{\n"
"fte_program lpp_wall\n"
"map $gbuffer2\n" //diffuse lighting info
"map $gbuffer3\n" //specular lighting info
"}\n"
//this is drawn during the initial gbuffer pass to prepare it
"fte_bemode gbuffer\n"
"{\n"
"{\n"
"fte_program lpp_depthnorm\n"
// "map $normalmap\n"
"tcgen base\n"
"}\n"
"}\n"
"}\n"
);
}
//d3d has no position-invariant. this results in all sorts of glitches, so try not to use it.
if (!builtin && ((sh_config.progs_supported && (qrenderer == QR_OPENGL/*||qrenderer == QR_DIRECT3D9*/)) || sh_config.progs_required))
{
builtin = (
"{\n"
"fte_program defaultwall\n"
"{\n"
"map $diffuse\n"
"}\n"
"}\n"
);
}
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(ps, shortname, builtin);
if (r_lightprepass)
s->flags |= SHADER_HASNORMALMAP;
}
void Shader_DefaultCinematic(parsestate_t *ps, const char *shortname, const void *args)
{
Shader_DefaultScript(ps, shortname,
va(
"{\n"
"program default2d\n"
"{\n"
"videomap \"%s\"\n"
"blendfunc gl_one gl_one_minus_src_alpha\n"
"}\n"
"}\n"
, (const char*)args)
);
}
/*shortname should begin with 'skybox_'*/
void Shader_DefaultSkybox(parsestate_t *ps, const char *shortname, const void *args)
{
shader_t *s = ps->s;
int i;
Shader_DefaultScript(ps, shortname,
va(
"{\n"
"sort sky\n"
"surfaceparm nodlight\n"
"skyparms %s - -\n"
"}\n"
, shortname+7)
);
for (i = 0; i < 6; i++)
{
if (s->skydome->farbox_textures[i] == missing_texture)
{
if (s->skydome)
Z_Free(s->skydome);
s->skydome = NULL;
return;
}
}
}
char *Shader_DefaultBSPWater(parsestate_t *ps, const char *shortname, char *buffer, size_t buffersize)
{
shader_t *s = ps->s;
int wstyle;
int type;
float alpha;
qboolean explicitalpha = false;
cvar_t *alphavars[] = { &r_wateralpha, &r_lavaalpha, &r_slimealpha, &r_telealpha};
cvar_t *stylevars[] = { &r_waterstyle, &r_lavastyle, &r_slimestyle, &r_telestyle};
if (!strncmp(shortname, "*portal", 7))
{
return "{\n"
"portal\n"
"}\n";
}
else if (!strncmp(shortname, "*lava", 5))
type = 1;
else if (!strncmp(shortname, "*slime", 6))
type = 2;
else if (!strncmp(shortname, "*tele", 5))
type = 3;
else
type = 0;
alpha = Shader_FloatArgument(s, "ALPHA");
if (alpha)
explicitalpha = true;
else
{
if (cls.allow_watervis)
alpha = *alphavars[type]->string?alphavars[type]->value:alphavars[0]->value;
else
alpha = 1;
}
if (alpha <= 0)
wstyle = -1;
else if (r_fastturb.ival)
wstyle = 0;
else if (*stylevars[type]->string)
wstyle = stylevars[type]->ival;
else if (stylevars[0]->ival > 0)
wstyle = stylevars[0]->ival;
else
wstyle = 1;
if ((wstyle < 0 || wstyle > 1) && !cls.allow_watervis)
wstyle = 1;
if (wstyle > 1 && !sh_config.progs_supported)
wstyle = 1;
//extra silly limitations
switch(qrenderer)
{
#ifdef GLQUAKE
case QR_OPENGL:
if (wstyle > 2 && !gl_config.ext_framebuffer_objects)
wstyle = 2;
break;
#endif
#ifdef VKQUAKE
case QR_VULKAN:
if (wstyle > 3)
wstyle = 3;
break;
#endif
default: //altwater not supported with other renderers
if (wstyle > 1)
wstyle = 1;
}
switch(wstyle)
{
case -1: //invisible
return (
"{\n"
"surfaceparm nodraw\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"surfaceparm hasdiffuse\n"
"}\n"
);
case -2: //regular with r_wateralpha forced off.
return (
"{\n"
"fte_program defaultwarp\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0.02 0.1 0.5 0.1\n"
"}\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"surfaceparm hasdiffuse\n"
"}\n"
);
case 0: //fastturb
return (
"{\n"
"{\n"
//"program defaultfill\n"
"map $whiteimage\n"
"rgbgen srgb $r_fastturbcolour\n"
"}\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"surfaceparm hasdiffuse\n"
"}\n"
);
default:
case 1: //vanilla style
Q_snprintfz(buffer, buffersize,
"{\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"if %g < 1\n"
"sort underwater\n"
"endif\n"
"fte_program defaultwarp%s\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0.02 0.1 0.5 0.1\n"
"if %g < 1\n"
"alphagen const %g\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"endif\n"
"}\n"
"surfaceparm hasdiffuse\n"
"}\n"
, alpha, (explicitalpha||alpha==1)?"":va("#ALPHA=%g",alpha), alpha, alpha);
return buffer;
case 2: //refraction of the underwater surface, with a fresnel
return (
"{\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"{\n"
"program altwater#FRESNEL=4\n"
"map $refraction\n"
"map $null\n"//$reflection
"map $null\n"//$ripplemap
"map $null\n"//$refractiondepth
"}\n"
"surfaceparm hasdiffuse\n"
"}\n"
);
case 3: //reflections
return (
"{\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"{\n"
"program altwater#REFLECT#FRESNEL=4\n"
"map $refraction\n"
"map $reflection\n"
"map $null\n"//$ripplemap
"map $null\n"//$refractiondepth
"}\n"
"surfaceparm hasdiffuse\n"
"}\n"
);
case 4: //ripples
return (
"{\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"{\n"
"program altwater#RIPPLEMAP#FRESNEL=4\n"
"map $refraction\n"
"map $null\n"//$reflection
"map $ripplemap\n"
"map $null\n"//$refractiondepth
"}\n"
"surfaceparm hasdiffuse\n"
"}\n"
);
case 5: //ripples+reflections
return (
"{\n"
"surfaceparm nodlight\n"
"surfaceparm nomarks\n"
"{\n"
"program altwater#REFLECT#RIPPLEMAP#FRESNEL=4\n"
"map $refraction\n"
"map $reflection\n"
"map $ripplemap\n"
"map $null\n"//$refractiondepth
"}\n"
"surfaceparm hasdiffuse\n"
"}\n"
);
}
}
void Shader_DefaultWaterShader(parsestate_t *ps, const char *shortname, const void *args)
{
char tmpbuffer[2048];
Shader_DefaultScript(ps, shortname, Shader_DefaultBSPWater(ps, shortname, tmpbuffer, sizeof(tmpbuffer)));
}
void Shader_DefaultBSPQ2(parsestate_t *ps, const char *shortname, const void *args)
{
if (!strncmp(shortname, "sky/", 4))
{
Shader_DefaultScript(ps, shortname,
"{\n"
"sort sky\n"
"surfaceparm nodlight\n"
"skyparms - - -\n"
"}\n"
);
}
else if (Shader_FloatArgument(ps->s, "WARP"))//!strncmp(shortname, "warp/", 5) || !strncmp(shortname, "warp33/", 7) || !strncmp(shortname, "warp66/", 7))
{
char tmpbuffer[2048];
Shader_DefaultScript(ps, shortname, Shader_DefaultBSPWater(ps, shortname, tmpbuffer, sizeof(tmpbuffer)));
}
else if (Shader_FloatArgument(ps->s, "FLOW"))
{
if (Shader_FloatArgument(ps->s, "ALPHA")) {
Shader_DefaultScript(ps, shortname,
"{\n"
"{\n"
"map $diffuse\n"
"alphagen const $#ALPHA\n"
"tcmod scroll -1 0\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
} else {
Shader_DefaultScript(ps, shortname,
"{\n"
"{\n"
"map $diffuse\n"
"tcmod scroll -1 0\n"
"}\n"
"{\n"
"map $lightmap\n"
"if gl_overbright > 1\n"
"blendfunc gl_dst_color gl_src_color\n"
"else\n"
"blendfunc gl_dst_color gl_zero\n"
"endif\n"
"depthfunc equal\n"
"}\n"
"}\n"
);
}
}
else if (Shader_FloatArgument(ps->s, "ALPHA"))// !strncmp(shortname, "trans/", 6))
{
Shader_DefaultScript(ps, shortname,
"{\n"
"{\n"
"map $diffuse\n"
"alphagen const $#ALPHA\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
else
Shader_DefaultBSPLM(ps, shortname, args);
}
void Shader_DefaultBSPQ1(parsestate_t *ps, const char *shortname, const void *args)
{
char *builtin = NULL;
char tmpbuffer[2048];
if (!strcmp(shortname, "mirror_portal"))
{
builtin = "{\n"
"portal\n"
"}\n";
}
else if (r_mirroralpha.value < 1 && (!strcmp(shortname, "window02_1") || !strncmp(shortname, "mirror", 6)))
{
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 == '*' || *shortname == '!'))
{
builtin = Shader_DefaultBSPWater(ps, shortname, tmpbuffer, sizeof(tmpbuffer));
}
if (!builtin && !strncmp(shortname, "sky", 3))
{
//q1 sky
/*if (r_fastsky.ival)
{
builtin = (
"{\n"
"sort sky\n"
"{\n"
"map $whiteimage\n"
"rgbgen srgb $r_fastskycolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
}*/
/*else if (*r_skyboxname.string || *cl.skyname)
{
qboolean okay;
Z_Free(s->skydome);
s->skydome = (skydome_t *)Z_Malloc(sizeof(skydome_t));
okay = Shader_ParseSkySides(shortname, "", s->skydome->farbox_textures);
s->flags |= SHADER_SKY|SHADER_NODLIGHT;
s->sort = SHADER_SORT_SKY;
if (okay)
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*/
if (sh_config.progs_supported)
builtin = (
"{\n"
"fte_program defaultwall#MASK=0.666#MASKLT\n"
"}\n"
);
else
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"
"alphafunc ge128\n"
"}\n"
// "if $lightmap\n"
"{\n"
"map $lightmap\n"
"if gl_overbright > 1\n"
"blendfunc gl_dst_color gl_src_color\n" //scale it up twice. will probably still get clamped, but what can you do
"else\n"
"blendfunc gl_dst_color gl_zero\n"
"endif\n"
"depthfunc equal\n"
"}\n"
// "endif\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"depthfunc equal\n"
"}\n"
"}\n"
);
}
if (builtin)
Shader_DefaultScript(ps, shortname, builtin);
else
Shader_DefaultBSPLM(ps, shortname, args);
}
void Shader_DefaultBSPVertex(parsestate_t *ps, const char *shortname, const void *args)
{
char *builtin = NULL;
if (Shader_ParseShader(ps, "defaultvertexlit"))
return;
if (!builtin)
{
builtin = (
"{\n"
"program defaultwall#VERTEXLIT\n"
"{\n"
"map $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
}
Shader_DefaultScript(ps, shortname, builtin);
}
void Shader_DefaultBSPFlare(parsestate_t *ps, const char *shortname, const void *args)
{
shader_t *s = ps->s;
shaderpass_t *pass;
if (Shader_ParseShader(ps, "defaultflare"))
return;
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, NULL);
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->sort = SHADER_SORT_ADDITIVE;
s->flags |= SHADER_NODRAW;
}
void Shader_DefaultSkin(parsestate_t *ps, const char *shortname, const void *args)
{
if (Shader_ParseShader(ps, "defaultskin"))
return;
if (r_softwarebanding && qrenderer == QR_OPENGL && sh_config.progs_supported)
{
Shader_DefaultScript(ps, shortname,
"{\n"
"program defaultskin#EIGHTBIT\n"
"affine\n"
"{\n"
"map $colourmap\n"
"}\n"
"}\n"
);
return;
}
if (r_lightprepass)
{
Shader_DefaultScript(ps, shortname,
"{\n"
"{\n"
"fte_program lpp_wall\n"
"map $gbuffer2\n" //diffuse lighting info
"map $gbuffer3\n" //specular lighting info
"}\n"
//this is drawn during the initial gbuffer pass to prepare it
"fte_bemode gbuffer\n"
"{\n"
"{\n"
"fte_program lpp_depthnorm\n"
"tcgen base\n"
"}\n"
"}\n"
"}\n"
);
return;
}
if (r_tessellation.ival && sh_config.progs_supported)
{
Shader_DefaultScript(ps, shortname,
"{\n"
"program defaultskin#TESS\n"
"}\n"
);
return;
}
Shader_DefaultScript(ps, shortname,
"{\n"
"if $lpp\n"
"program lpp_skin\n"
"else\n"
"program defaultskin\n"
"endif\n"
"if gl_affinemodels\n"
"affine\n"
"endif\n"
"{\n"
"map $diffuse\n"
"rgbgen lightingDiffuse\n"
"if #BLEND\n"
"blendfunc blend\n" //straight blend
"endif\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"rgbgen bottomcolor\n"
"blendfunc gl_src_alpha gl_one\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"rgbgen topcolor\n"
"blendfunc gl_src_alpha gl_one\n"
"}\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"}\n"
"}\n"
);
}
void Shader_DefaultSkinShell(parsestate_t *ps, const char *shortname, const void *args)
{
if (Shader_ParseShader(ps, "defaultskinshell"))
return;
Shader_DefaultScript(ps, shortname,
"{\n"
"sort seethrough\n" //before blend, but after other stuff. should fix most issues with shotgun etc effects obscuring it.
// "deformvertexes normal 1 1\n"
//draw it with depth but no colours at all
"{\n"
"map $whiteimage\n"
"maskcolor\n"
"depthwrite\n"
"}\n"
//now draw it again, depthfunc = equal should fill only the near-side, avoiding any excess-brightness issues with overlapping triangles
"{\n"
"map $whiteimage\n"
"rgbgen entity\n"
"alphagen entity\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
void Shader_Default2D(parsestate_t *ps, const char *shortname, const void *genargs)
{
shader_t *s = ps->s;
if (Shader_ParseShader(ps, "default2d"))
return;
if (sh_config.progs_supported && qrenderer != QR_DIRECT3D9
#ifdef HAVE_LEGACY
&& !dpcompat_nopremulpics.ival
#endif
)
{
//hexen2 needs premultiplied alpha to avoid looking ugly
//but that results in problems where things are drawn with alpha not 0, so scale vertex colour by alpha in the fragment program
Shader_DefaultScript(ps, shortname,
"{\n"
"affine\n"
"nomipmaps\n"
"program default2d#PREMUL\n"
"{\n"
"clampmap $diffuse\n"
"blendfunc gl_one gl_one_minus_src_alpha\n"
"}\n"
"sort additive\n"
"}\n"
);
TEXASSIGN(s->defaulttextures->base, R_LoadHiResTexture(s->name, genargs, IF_PREMULTIPLYALPHA|IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP|IF_HIGHPRIORITY));
}
else
{
Shader_DefaultScript(ps, shortname,
"{\n"
"affine\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(s->name, genargs, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP|IF_HIGHPRIORITY));
}
}
void Shader_PolygonShader(struct shaderparsestate_s *ps, const char *shortname, const void *args)
{
shader_t *s = ps->s;
Shader_DefaultScript(ps, shortname,
"{\n"
"if $lpp\n"
"program lpp_skin\n"
"else\n"
"program defaultskin#NONORMALS\n"
"endif\n"
"{\n"
"map $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"}\n"
"}\n"
);
if (!s->defaulttextures->base && (s->flags & SHADER_HASDIFFUSE))
R_BuildDefaultTexnums(NULL, s, 0);
}
static qboolean Shader_ReadShaderTerms(parsestate_t *ps, struct scondinfo_s *cond)
{
char *token;
if (!ps->ptr)
return false;
token = COM_ParseExt (&ps->ptr, true, true);
if ( !token[0] )
return true;
else if (!Shader_Conditional_Read(ps, cond, token, &ps->ptr))
{
int i;
for (i = 0; shadermacros[i].name; i++)
{
if (!Q_stricmp (token, shadermacros[i].name))
{
#define SHADER_MACRO_ARGS 8
int argn = 0;
const char *oldptr;
char arg[SHADER_MACRO_ARGS][256];
char tmp[4096], *out, *in;
//parse args until the end of the line
while (ps->ptr)
{
token = COM_ParseExt(&ps->ptr, false, true);
if ( !token[0] )
{
break;
}
if (argn <= SHADER_MACRO_ARGS)
{
Q_strncpyz(arg[argn], token, sizeof(arg[argn]));
argn++;
}
}
for(out = tmp, in = shadermacros[i].body; *in; )
{
if (out == tmp+countof(tmp)-1)
break;
if (*in == '%' && in[1] == '%')
in++; //skip doubled up percents
else if (*in == '%')
{ //expand an arg
char *e;
int i = strtol(in+1, &e, 0);
if (e != in+1)
{
i--;
if (i >= 0 && i < countof(arg))
{
for (in = arg[i]; *in; )
{
if (out == tmp+countof(tmp)-1)
break;
*out++ = *in++;
}
in = e;
continue;
}
}
}
*out++ = *in++;
}
*out = 0;
oldptr = ps->ptr;
ps->ptr = tmp;
Shader_ReadShaderTerms(ps, cond);
ps->ptr = oldptr;
return true;
}
}
if (token[0] == '}')
return false;
else if (token[0] == '{')
Shader_Readpass(ps);
else if (Shader_Parsetok(ps, shaderkeys, token))
return false;
}
return true;
}
//loads a shader string into an existing shader object, and finalises it and stuff
static void Shader_ReadShader(parsestate_t *ps, const char *shadersource, shadercachefile_t *sourcefile)
{
struct scondinfo_s cond = {0};
char **savebody = ps->saveshaderbody;
shader_t *s = ps->s;
memset(ps, 0, sizeof(*ps));
if (sourcefile)
{
ps->forcedshader = *sourcefile->forcedshadername?sourcefile->forcedshadername:NULL;
ps->parseflags = sourcefile->parseflags;
ps->sourcename = sourcefile->name;
}
else
{
ps->parseflags = 0;
ps->sourcename = "<code>";
}
ps->specularexpscale = 1;
ps->specularvalscale = 1;
ps->ptr = shadersource;
ps->s = s;
if (!s->defaulttextures)
{
s->defaulttextures = Z_Malloc(sizeof(*s->defaulttextures));
s->numdefaulttextures = 0;
}
// set defaults
s->flags = SHADER_CULL_FRONT;
while (Shader_ReadShaderTerms(ps, &cond))
{
}
if (cond.depth)
{
Con_Printf("if statements without endif in shader %s\n", s->name);
}
Shader_Finish (ps);
//querying the shader body often requires generating the shader, which then gets parsed.
if (savebody)
{
size_t l = ps->ptr?ps->ptr - shadersource:0;
Z_Free(*savebody);
*savebody = BZ_Malloc(l+1);
(*savebody)[l] = 0;
memcpy(*savebody, shadersource, l);
}
}
static void Shader_LoadMaterialString(parsestate_t *ps, const char *shadertext)
{ //callback for our external material loaders.
Shader_Reset(ps);
Shader_ReadShader(ps, shadertext, NULL);
}
static qboolean Shader_ParseShader(parsestate_t *ps, const char *parsename)
{
size_t offset = 0, length;
const char *buf = NULL;
shadercachefile_t *sourcefile = NULL;
const char *file;
const char *token=".";
size_t i;
if (!strchr(parsename, ':'))
{
//if the named shader is a .shader file then just directly load it.
token = COM_GetFileExtension(parsename, NULL);
if (!strcmp(token, ".mat") || !*token)
{
char shaderfile[MAX_QPATH];
if (!*token)
{
for (i = 0; i < materialloader_count; i++)
{
if (materialloader[i].funcs->ReadMaterial(ps, parsename, Shader_LoadMaterialString))
return true;
}
Q_snprintfz(shaderfile, sizeof(shaderfile), "%s.mat", parsename);
file = COM_LoadTempMoreFile(shaderfile, &length);
}
else
file = COM_LoadTempMoreFile(parsename, &length);
if (file)
{
Shader_Reset(ps);
token = COM_ParseExt (&file, true, false); //we need to skip over the leading {.
if (*token != '{')
token = COM_ParseExt (&file, true, false); //try again, in case we found some legacy name.
if (*token == '{')
{
Shader_ReadShader(ps, file, NULL);
return true;
}
else
Con_Printf("file %s.shader does not appear to contain a shader\n", shaderfile);
}
}
}
if (Shader_LocateSource(parsename, &buf, &length, &offset, &sourcefile))
{
// the shader is in the shader scripts
if (buf && offset < length )
{
file = buf + offset;
token = COM_ParseExt (&file, true, true);
if ( !file || token[0] != '{' )
{
FS_FreeFile((char*)buf);
return false;
}
Shader_Reset(ps);
Shader_ReadShader(ps, file, sourcefile);
return true;
}
}
if (*token)
{
for (i = 0; i < materialloader_count; i++)
{
if (materialloader[i].funcs->ReadMaterial(ps, parsename, Shader_LoadMaterialString))
return true;
}
}
return false;
}
void R_UnloadShader(shader_t *shader)
{
if (!shader)
return;
if (shader->uses <= 0)
{
Con_Printf("Shader double free (%p %s %i)\n", shader, shader->name, shader->usageflags);
return;
}
if (--shader->uses == 0)
Shader_Free(shader);
}
static shader_t *R_LoadShader (model_t *mod, const char *name, unsigned int usageflags, shader_gen_t *defaultgen, const char *genargs)
{
int i, f = -1;
char cleanname[MAX_QPATH];
shader_t *s;
if (!*name)
name = "gfx/unspecified";
COM_AssertMainThread("R_LoadShader");
Q_strncpyz(cleanname, name, sizeof(cleanname));
COM_CleanUpPath(cleanname);
// check the hash first
s = Hash_Get(&shader_active_hash, cleanname);
while (s)
{
if (!mod || s->model == mod)
//make sure the same texture can be used as either a lightmap or vertexlit shader
//if it has an explicit shader overriding it then that still takes precidence. we might just have multiple copies of it.
//q3 has a separate (internal) shader for every lightmap.
if (!((s->usageflags ^ usageflags) & SUF_LIGHTMAP))
{
if (!s->uses)
break;
s->uses++;
return s;
}
if (s->generator == Shader_DefaultScript)
{ //if someone shaderfornamed and then needed a different usageflag later, just borrow from the existing one.
defaultgen = s->generator;
genargs = s->genargs;
}
s = Hash_GetNext(&shader_active_hash, cleanname, s);
}
// not loaded, find a free slot
for (i = 0; i < r_numshaders; i++)
{
if (!r_shaders[i] || !r_shaders[i]->uses)
{
if ( f == -1 ) // free shader
{
f = i;
break;
}
}
}
if (f == -1)
{
shader_t **n;
int nm;
if (strlen(cleanname) >= sizeof(s->name))
{
Sys_Error( "R_LoadShader: Shader name too long.");
return NULL;
}
f = r_numshaders;
if (f == r_maxshaders)
{
if (!r_maxshaders)
Sys_Error( "R_LoadShader: shader system not inited.");
nm = r_maxshaders * 2;
n = realloc(r_shaders, nm*sizeof(*n));
if (!n)
{
Sys_Error( "R_LoadShader: Shader limit exceeded.");
return NULL;
}
memset(n+r_maxshaders, 0, (nm - r_maxshaders)*sizeof(*n));
r_shaders = n;
r_maxshaders = nm;
}
}
{
parsestate_t ps;
char shortname[MAX_QPATH];
char *argsstart;
s = r_shaders[f];
if (!s)
{
s = r_shaders[f] = Z_Malloc(sizeof(*s));
}
ps.saveshaderbody = NULL;
ps.s = s;
s->id = f;
if (r_numshaders < f+1)
r_numshaders = f+1;
if (!s->defaulttextures)
s->defaulttextures = Z_Malloc(sizeof(*s->defaulttextures));
else
memset(s->defaulttextures, 0, sizeof(*s->defaulttextures));
s->numdefaulttextures = 0;
Q_strncpyz(s->name, cleanname, sizeof(s->name));
s->model = mod;
s->usageflags = usageflags;
s->generator = defaultgen;
s->width = 0;
s->height = 0;
s->uses = 1;
if (genargs)
s->genargs = strdup(genargs);
else
s->genargs = NULL;
//now determine the 'short name'. ie: the shader that is loaded off disk (no args, no extension)
argsstart = *cleanname?strchr(cleanname+1, '#'):NULL;
if (argsstart)
*argsstart = 0;
COM_StripExtension (cleanname, shortname, sizeof(shortname));
if (ruleset_allow_shaders.ival && !(usageflags & SUR_FORCEFALLBACK))
{
if (sh_config.shadernamefmt)
{
char drivername[MAX_QPATH];
Q_snprintfz(drivername, sizeof(drivername), sh_config.shadernamefmt, cleanname);
if (Shader_ParseShader(&ps, drivername))
return s;
}
if (Shader_ParseShader(&ps, cleanname))
return s;
if (strcmp(cleanname, shortname))
if (Shader_ParseShader(&ps, shortname))
return s;
}
// make a default shader
if (s->generator)
{
Shader_Regenerate(&ps, shortname);
return s;
}
else
{
Shader_Free(s);
}
}
return NULL;
}
#ifdef _DEBUG
static char *Shader_DecomposePass(char *o, shaderpass_t *p, qboolean simple)
{
if (!simple)
{
switch(p->rgbgen)
{
default: sprintf(o, "RGB_GEN_? "); break;
case RGB_GEN_ENTITY: sprintf(o, "RGB_GEN_ENTITY "); break;
case RGB_GEN_ONE_MINUS_ENTITY: sprintf(o, "RGB_GEN_ONE_MINUS_ENTITY "); break;
case RGB_GEN_VERTEX_LIGHTING: sprintf(o, "RGB_GEN_VERTEX_LIGHTING "); break;
case RGB_GEN_VERTEX_EXACT: sprintf(o, "RGB_GEN_VERTEX_EXACT "); break;
case RGB_GEN_ONE_MINUS_VERTEX: sprintf(o, "RGB_GEN_ONE_MINUS_VERTEX "); break;
case RGB_GEN_IDENTITY_LIGHTING: sprintf(o, "RGB_GEN_IDENTITY_LIGHTING "); break;
case RGB_GEN_IDENTITY_OVERBRIGHT: sprintf(o, "RGB_GEN_IDENTITY_OVERBRIGHT "); break;
case RGB_GEN_IDENTITY: sprintf(o, "RGB_GEN_IDENTITY "); break;
case RGB_GEN_CONST: sprintf(o, "RGB_GEN_CONST "); break;
case RGB_GEN_ENTITY_LIGHTING_DIFFUSE: sprintf(o, "RGB_GEN_ENTITY_LIGHTING_DIFFUSE "); break;
case RGB_GEN_LIGHTING_DIFFUSE: sprintf(o, "RGB_GEN_LIGHTING_DIFFUSE "); break;
case RGB_GEN_WAVE: sprintf(o, "RGB_GEN_WAVE "); break;
case RGB_GEN_TOPCOLOR: sprintf(o, "RGB_GEN_TOPCOLOR "); break;
case RGB_GEN_BOTTOMCOLOR: sprintf(o, "RGB_GEN_BOTTOMCOLOR "); break;
case RGB_GEN_UNKNOWN: sprintf(o, "RGB_GEN_UNKNOWN "); break;
}
o+=strlen(o);
sprintf(o, "\n"); o+=strlen(o);
switch(p->alphagen)
{
default: sprintf(o, "ALPHA_GEN_? "); break;
case ALPHA_GEN_ENTITY: sprintf(o, "ALPHA_GEN_ENTITY "); break;
case ALPHA_GEN_WAVE: sprintf(o, "ALPHA_GEN_WAVE "); break;
case ALPHA_GEN_PORTAL: sprintf(o, "ALPHA_GEN_PORTAL "); break;
case ALPHA_GEN_SPECULAR: sprintf(o, "ALPHA_GEN_SPECULAR "); break;
case ALPHA_GEN_IDENTITY: sprintf(o, "ALPHA_GEN_IDENTITY "); break;
case ALPHA_GEN_VERTEX: sprintf(o, "ALPHA_GEN_VERTEX "); break;
case ALPHA_GEN_CONST: sprintf(o, "ALPHA_GEN_CONST "); break;
}
o+=strlen(o);
sprintf(o, "\n"); o+=strlen(o);
}
if (p->prog)
{
sprintf(o, "program %s\n", p->prog->name);
o+=strlen(o);
}
if (p->shaderbits & SBITS_MISC_DEPTHWRITE) { sprintf(o, "SBITS_MISC_DEPTHWRITE\n"); o+=strlen(o); }
if (p->shaderbits & SBITS_MISC_NODEPTHTEST) { sprintf(o, "SBITS_MISC_NODEPTHTEST\n"); o+=strlen(o); }
else switch (p->shaderbits & SBITS_DEPTHFUNC_BITS)
{
case SBITS_DEPTHFUNC_EQUAL: sprintf(o, "depthfunc equal\n"); break;
case SBITS_DEPTHFUNC_CLOSER: sprintf(o, "depthfunc less\n"); break;
case SBITS_DEPTHFUNC_CLOSEREQUAL: sprintf(o, "depthfunc lequal\n"); break;
case SBITS_DEPTHFUNC_FURTHER: sprintf(o, "depthfunc greater\n"); break;
}
if (p->shaderbits & SBITS_TESSELLATION) { sprintf(o, "SBITS_TESSELLATION\n"); o+=strlen(o); }
if (p->shaderbits & SBITS_AFFINE) { sprintf(o, "SBITS_AFFINE\n"); o+=strlen(o); }
if (p->shaderbits & SBITS_MASK_BITS) { sprintf(o, "SBITS_MASK_BITS\n"); o+=strlen(o); }
if (p->shaderbits & SBITS_BLEND_BITS)
{
sprintf(o, "blendfunc");
o+=strlen(o);
switch(p->shaderbits & SBITS_SRCBLEND_BITS)
{
case SBITS_SRCBLEND_NONE: sprintf(o, " SBITS_SRCBLEND_NONE"); break;
case SBITS_SRCBLEND_ZERO: sprintf(o, " SBITS_SRCBLEND_ZERO"); break;
case SBITS_SRCBLEND_ONE: sprintf(o, " SBITS_SRCBLEND_ONE"); break;
case SBITS_SRCBLEND_DST_COLOR: sprintf(o, " SBITS_SRCBLEND_DST_COLOR"); break;
case SBITS_SRCBLEND_ONE_MINUS_DST_COLOR: sprintf(o, " SBITS_SRCBLEND_ONE_MINUS_DST_COLOR"); break;
case SBITS_SRCBLEND_SRC_ALPHA: sprintf(o, " SBITS_SRCBLEND_SRC_ALPHA"); break;
case SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA: sprintf(o, " SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA"); break;
case SBITS_SRCBLEND_DST_ALPHA: sprintf(o, " SBITS_SRCBLEND_DST_ALPHA"); break;
case SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA: sprintf(o, " SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA"); break;
case SBITS_SRCBLEND_SRC_COLOR_INVALID: sprintf(o, " SBITS_SRCBLEND_SRC_COLOR_INVALID"); break;
case SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID: sprintf(o, " SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID"); break;
case SBITS_SRCBLEND_ALPHA_SATURATE: sprintf(o, " SBITS_SRCBLEND_ALPHA_SATURATE"); break;
default: sprintf(o, " SBITS_SRCBLEND_INVALID"); break;
}
o+=strlen(o);
switch(p->shaderbits & SBITS_DSTBLEND_BITS)
{
case SBITS_DSTBLEND_NONE: sprintf(o, " SBITS_DSTBLEND_NONE"); break;
case SBITS_DSTBLEND_ZERO: sprintf(o, " SBITS_DSTBLEND_ZERO"); break;
case SBITS_DSTBLEND_ONE: sprintf(o, " SBITS_DSTBLEND_ONE"); break;
case SBITS_DSTBLEND_DST_COLOR_INVALID: sprintf(o, " SBITS_DSTBLEND_DST_COLOR_INVALID"); break;
case SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID: sprintf(o, " SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID"); break;
case SBITS_DSTBLEND_SRC_ALPHA: sprintf(o, " SBITS_DSTBLEND_SRC_ALPHA"); break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA: sprintf(o, " SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA"); break;
case SBITS_DSTBLEND_DST_ALPHA: sprintf(o, " SBITS_DSTBLEND_DST_ALPHA"); break;
case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA: sprintf(o, " SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA"); break;
case SBITS_DSTBLEND_SRC_COLOR: sprintf(o, " SBITS_DSTBLEND_SRC_COLOR"); break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR: sprintf(o, " SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR"); break;
case SBITS_DSTBLEND_ALPHA_SATURATE_INVALID: sprintf(o, " SBITS_DSTBLEND_ALPHA_SATURATE_INVALID"); break;
default: sprintf(o, " SBITS_DSTBLEND_INVALID"); break;
}
o+=strlen(o);
sprintf(o, "\n");
o+=strlen(o);
}
switch(p->shaderbits & SBITS_ATEST_BITS)
{
case SBITS_ATEST_NONE: break;
case SBITS_ATEST_GE128: sprintf(o, "SBITS_ATEST_GE128\n"); break;
case SBITS_ATEST_LT128: sprintf(o, "SBITS_ATEST_LT128\n"); break;
case SBITS_ATEST_GT0: sprintf(o, "SBITS_ATEST_GT0\n"); break;
}
o+=strlen(o);
return o;
}
static void Shader_DecomposeSubPassMap(char *o, shader_t *s, char *name, texid_t tex)
{
if (tex)
{
unsigned int flags = tex->flags;
sprintf(o, "%s \"%s\" %ix%i%s %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s", name, tex->ident, tex->width, tex->height,
(tex->status == TEX_FAILED)?" FAILED":"",
Image_FormatName(tex->format),
(flags&IF_CLAMP)?" clamp":"",
(flags&IF_NOMIPMAP)?" nomipmap":"",
(flags&IF_NEAREST)?" nearest":"",
(flags&IF_LINEAR)?" linear":"",
(flags&IF_UIPIC)?" uipic":"",
(flags&IF_SRGB)?" srgb":"",
(flags&IF_NOPICMIP)?" nopicmip":"",
(flags&IF_NOALPHA)?" noalpha":"",
(flags&IF_NOGAMMA)?" noalpha":"",
(flags&IF_TEXTYPEMASK)?" non-2d":"",
(flags&IF_MIPCAP)?"":" nomipcap",
(flags&IF_PREMULTIPLYALPHA)?" premultiply":"",
(flags&IF_NOSRGB)?" nosrgb":"",
(flags&IF_PALETTIZE)?" palettize":"",
(flags&IF_NOPURGE)?" nopurge":"",
(flags&IF_HIGHPRIORITY)?" highpri":"",
(flags&IF_LOWPRIORITY)?" lowpri":"",
(flags&IF_LOADNOW)?" loadnow":"",
(flags&IF_TRYBUMP)?" trybump":"",
(flags&IF_RENDERTARGET)?" rendertarget":"",
(flags&IF_EXACTEXTENSION)?" exactext":"",
(flags&IF_NOREPLACE)?" noreplace":"",
(flags&IF_NOWORKER)?" noworker":""
);
}
else
sprintf(o, "%s (%s)", name, "UNDEFINED");
}
static char *Shader_DecomposeSubPass(char *o, shader_t *s, shaderpass_t *p, qboolean simple)
{
int i;
if (!simple)
{
switch(p->tcgen)
{
default: sprintf(o, "TC_GEN_? "); break;
case TC_GEN_BASE: sprintf(o, "TC_GEN_BASE "); break;
case TC_GEN_LIGHTMAP: sprintf(o, "TC_GEN_LIGHTMAP "); break;
case TC_GEN_ENVIRONMENT: sprintf(o, "TC_GEN_ENVIRONMENT "); break;
case TC_GEN_DOTPRODUCT: sprintf(o, "TC_GEN_DOTPRODUCT "); break;
case TC_GEN_VECTOR: sprintf(o, "TC_GEN_VECTOR "); break;
case TC_GEN_NORMAL: sprintf(o, "TC_GEN_NORMAL "); break;
case TC_GEN_SVECTOR: sprintf(o, "TC_GEN_SVECTOR "); break;
case TC_GEN_TVECTOR: sprintf(o, "TC_GEN_TVECTOR "); break;
case TC_GEN_SKYBOX: sprintf(o, "TC_GEN_SKYBOX "); break;
case TC_GEN_WOBBLESKY: sprintf(o, "TC_GEN_WOBBLESKY "); break;
case TC_GEN_REFLECT: sprintf(o, "TC_GEN_REFLECT "); break;
case TC_GEN_UNSPECIFIED: sprintf(o, "TC_GEN_UNSPECIFIED "); break;
}
o+=strlen(o);
sprintf(o, "\n"); o+=strlen(o);
for (i = 0; i < p->numtcmods; i++)
{
switch(p->tcmods[i].type)
{
default: sprintf(o, "TCMOD_GEN_? "); break;
case SHADER_TCMOD_NONE: sprintf(o, "SHADER_TCMOD_NONE "); break;
case SHADER_TCMOD_SCALE: sprintf(o, "SHADER_TCMOD_SCALE "); break;
case SHADER_TCMOD_SCROLL: sprintf(o, "SHADER_TCMOD_SCROLL "); break;
case SHADER_TCMOD_STRETCH: sprintf(o, "SHADER_TCMOD_STRETCH "); break;
case SHADER_TCMOD_ROTATE: sprintf(o, "SHADER_TCMOD_ROTATE "); break;
case SHADER_TCMOD_TRANSFORM: sprintf(o, "SHADER_TCMOD_TRANSFORM "); break;
case SHADER_TCMOD_TURB: sprintf(o, "SHADER_TCMOD_TURB "); break;
case SHADER_TCMOD_PAGE: sprintf(o, "SHADER_TCMOD_PAGE "); break;
}
o+=strlen(o);
sprintf(o, "\n"); o+=strlen(o);
}
switch(p->blendmode)
{
default: sprintf(o, "PBM_? "); break;
case PBM_MODULATE: sprintf(o, "PBM_MODULATE "); break;
case PBM_OVERBRIGHT: sprintf(o, "PBM_OVERBRIGHT "); break;
case PBM_DECAL: sprintf(o, "PBM_DECAL "); break;
case PBM_ADD: sprintf(o, "PBM_ADD "); break;
case PBM_DOTPRODUCT: sprintf(o, "PBM_DOTPRODUCT "); break;
case PBM_REPLACE: sprintf(o, "PBM_REPLACE "); break;
case PBM_REPLACELIGHT: sprintf(o, "PBM_REPLACELIGHT "); break;
case PBM_MODULATE_PREV_COLOUR: sprintf(o, "PBM_MODULATE_PREV_COLOUR "); break;
}
o+=strlen(o);
}
switch(p->texgen)
{
default: sprintf(o, "T_GEN_? "); break;
case T_GEN_SINGLEMAP: Shader_DecomposeSubPassMap(o, s, "map", p->anim_frames[0]); break;
case T_GEN_ANIMMAP: Shader_DecomposeSubPassMap(o, s, "animmap", p->anim_frames[0]); break;
#ifdef HAVE_MEDIA_DECODER
case T_GEN_VIDEOMAP: Shader_DecomposeSubPassMap(o, s, "videomap", Media_UpdateForShader(p->cin)); break;
#endif
case T_GEN_LIGHTMAP: sprintf(o, "map $lightmap "); break;
case T_GEN_DELUXMAP: sprintf(o, "map $deluxemap "); break;
case T_GEN_SHADOWMAP: sprintf(o, "map $shadowmap "); break;
case T_GEN_LIGHTCUBEMAP: sprintf(o, "map $lightcubemap "); break;
case T_GEN_DIFFUSE: Shader_DecomposeSubPassMap(o, s, "map $diffuse", s->defaulttextures[0].base); break;
case T_GEN_NORMALMAP: Shader_DecomposeSubPassMap(o, s, "map $normalmap", s->defaulttextures[0].bump); break;
case T_GEN_SPECULAR: Shader_DecomposeSubPassMap(o, s, "map $specular", s->defaulttextures[0].specular); break;
case T_GEN_UPPEROVERLAY: Shader_DecomposeSubPassMap(o, s, "map $upper", s->defaulttextures[0].upperoverlay); break;
case T_GEN_LOWEROVERLAY: Shader_DecomposeSubPassMap(o, s, "map $lower", s->defaulttextures[0].loweroverlay); break;
case T_GEN_FULLBRIGHT: Shader_DecomposeSubPassMap(o, s, "map $fullbright", s->defaulttextures[0].fullbright); break;
case T_GEN_PALETTED: Shader_DecomposeSubPassMap(o, s, "map $paletted", s->defaulttextures[0].paletted); break;
case T_GEN_REFLECTCUBE: Shader_DecomposeSubPassMap(o, s, "map $reflectcube", s->defaulttextures[0].reflectcube); break;
case T_GEN_REFLECTMASK: Shader_DecomposeSubPassMap(o, s, "map $reflectmask", s->defaulttextures[0].reflectmask); break;
case T_GEN_DISPLACEMENT: Shader_DecomposeSubPassMap(o, s, "map $displacement", s->defaulttextures[0].displacement); break;
case T_GEN_OCCLUSION: Shader_DecomposeSubPassMap(o, s, "map $occlusion", s->defaulttextures[0].occlusion); break;
case T_GEN_CURRENTRENDER: sprintf(o, "map $currentrender "); break;
case T_GEN_SOURCECOLOUR: sprintf(o, "map $sourcecolour"); break;
case T_GEN_SOURCEDEPTH: sprintf(o, "map $sourcedepth"); break;
case T_GEN_REFLECTION: sprintf(o, "map $reflection"); break;
case T_GEN_REFRACTION: sprintf(o, "map $refraction"); break;
case T_GEN_REFRACTIONDEPTH: sprintf(o, "map $refractiondepth"); break;
case T_GEN_RIPPLEMAP: sprintf(o, "map $ripplemap"); break;
case T_GEN_SOURCECUBE: sprintf(o, "map $sourcecube"); break;
case T_GEN_GBUFFERCASE: sprintf(o, "map $gbuffer%i ",p->texgen-T_GEN_GBUFFER0); break;
}
o+=strlen(o);
sprintf(o, "\n"); o+=strlen(o);
return o;
}
char *Shader_Decompose(shader_t *s)
{
static char decomposebuf[32768];
char *o = decomposebuf;
shaderpass_t *p;
unsigned int i, j;
sprintf(o, "\n<---\n"); o+=strlen(o);
switch (s->sort)
{
default: sprintf(o, "sort %i\n", s->sort); break;
case SHADER_SORT_NONE: sprintf(o, "sort %i (SHADER_SORT_NONE)\n", s->sort); break;
case SHADER_SORT_RIPPLE: sprintf(o, "sort %i (SHADER_SORT_RIPPLE)\n", s->sort); break;
case SHADER_SORT_DEFERREDLIGHT: sprintf(o, "sort %i (SHADER_SORT_DEFERREDLIGHT)\n", s->sort); break;
case SHADER_SORT_PORTAL: sprintf(o, "sort %i (SHADER_SORT_PORTAL)\n", s->sort); break;
case SHADER_SORT_SKY: sprintf(o, "sort %i (SHADER_SORT_SKY)\n", s->sort); break;
case SHADER_SORT_OPAQUE: sprintf(o, "sort %i (SHADER_SORT_OPAQUE)\n", s->sort); break;
case SHADER_SORT_DECAL: sprintf(o, "sort %i (SHADER_SORT_DECAL)\n", s->sort); break;
case SHADER_SORT_SEETHROUGH: sprintf(o, "sort %i (SHADER_SORT_SEETHROUGH)\n", s->sort); break;
case SHADER_SORT_BANNER: sprintf(o, "sort %i (SHADER_SORT_BANNER)\n", s->sort); break;
case SHADER_SORT_UNDERWATER: sprintf(o, "sort %i (SHADER_SORT_UNDERWATER)\n", s->sort); break;
case SHADER_SORT_BLEND: sprintf(o, "sort %i (SHADER_SORT_BLEND)\n", s->sort); break;
case SHADER_SORT_ADDITIVE: sprintf(o, "sort %i (SHADER_SORT_ADDITIVE)\n", s->sort); break;
case SHADER_SORT_NEAREST: sprintf(o, "sort %i (SHADER_SORT_NEAREST)\n", s->sort); break;
}
o+=strlen(o);
if (s->prog)
{
sprintf(o, "program %s\n", s->prog->name);
o+=strlen(o);
p = s->passes;
o = Shader_DecomposePass(o, p, true);
for (j = 0; j < s->numpasses; j++)
o = Shader_DecomposeSubPass(o, s, p+j, true);
}
else
{
for (i = 0; i < s->numpasses; i+= p->numMergedPasses)
{
p = &s->passes[i];
sprintf(o, "{\n"); o+=strlen(o);
o = Shader_DecomposePass(o, p, false);
for (j = 0; j < p->numMergedPasses; j++)
o = Shader_DecomposeSubPass(o, s, p+j, !!p->prog);
sprintf(o, "}\n"); o+=strlen(o);
}
}
sprintf(o, "--->\n"); o+=strlen(o);
return decomposebuf;
}
#endif
char *Shader_GetShaderBody(shader_t *s, char *fname, size_t fnamesize)
{
parsestate_t ps;
char *adr, *parsename=NULL, *argsstart;
char cleanname[MAX_QPATH];
char shortname[MAX_QPATH];
char drivername[MAX_QPATH];
int oldsort;
qboolean resort = false;
if (!s || !s->uses)
return NULL;
ps.s = s;
adr = Z_StrDup("UNKNOWN BODY");
ps.saveshaderbody = &adr;
strcpy(cleanname, s->name);
argsstart = strchr(cleanname, '#');
if (argsstart)
*argsstart = 0;
COM_StripExtension (cleanname, shortname, sizeof(shortname));
if (ruleset_allow_shaders.ival && !(s->usageflags & SUR_FORCEFALLBACK))
{
if (sh_config.shadernamefmt)
{
Q_snprintfz(drivername, sizeof(drivername), sh_config.shadernamefmt, cleanname);
if (!parsename && Shader_ParseShader(&ps, drivername))
parsename = drivername;
}
if (!parsename && Shader_ParseShader(&ps, cleanname))
parsename = cleanname;
if (!parsename && Shader_ParseShader(&ps, shortname))
parsename = shortname;
}
if (!parsename && s->generator)
{
oldsort = s->sort;
Shader_Regenerate(&ps, shortname);
if (s->sort != oldsort)
resort = true;
}
if (resort)
{
Mod_ResortShaders();
}
if (fnamesize)
{
*fname = 0;
if (parsename)
{
unsigned int key;
shadercache_t *cache;
key = Hash_Key (parsename, HASH_SIZE);
cache = shader_hash[key];
for ( ; cache; cache = cache->hash_next)
{
if (!Q_stricmp (cache->name, parsename))
{
char *c, *stop;
int line = 1;
//okay, this is the shader we're looking for, we know where it came from too, so there's handy.
//figure out the line index now, by just counting the \ns up to the offset
for (c = cache->source->data, stop = c+cache->offset; c < stop; c++)
{
if (*c == '\n')
line++;
}
Q_snprintfz(fname, fnamesize, "%s:%i", cache->source->name, line);
break;
}
}
if (!strchr(parsename, ':'))
{
//if the named shader is a .shader file then just directly load it.
const char *token = COM_GetFileExtension(parsename, NULL);
if (!strcmp(token, ".shader") || !*token)
{
char shaderfile[MAX_QPATH];
if (!*token)
{
Q_snprintfz(shaderfile, sizeof(shaderfile), "%s.shader", parsename);
if (COM_FCheckExists(shaderfile))
Q_snprintfz(fname, fnamesize, "%s:%i", shaderfile, 1);
}
else if (COM_FCheckExists(parsename))
Q_snprintfz(fname, fnamesize, "%s:%i", parsename, 1);
}
}
}
}
#ifdef _DEBUG
{
char *add, *ret;
add = Shader_Decompose(s);
if (*add)
{
ret = Z_Malloc(strlen(add) + strlen(adr) + 1);
strcpy(ret, adr);
strcpy(ret + strlen(ret), add);
Z_Free(adr);
adr = ret;
}
}
#endif
return adr;
}
void Shader_ShowShader_f(void)
{
char *sourcename = Cmd_Argv(1);
shader_t *o = R_LoadShader(NULL, sourcename, SUF_NONE, NULL, NULL);
if (!o)
o = R_LoadShader(NULL, sourcename, SUF_LIGHTMAP, NULL, NULL);
if (!o)
o = R_LoadShader(NULL, sourcename, SUF_2D, NULL, NULL);
if (o)
{
char fname[256];
char *body = Shader_GetShaderBody(o, fname, sizeof(fname));
if (body)
{
Con_Printf("^h(%s)^h\n%s\n{%s\n", fname, o->name, body);
Z_Free(body);
}
else
{
Con_Printf("Shader \"%s\" is not in use\n", o->name);
}
}
else
Con_Printf("Shader \"%s\" is not loaded\n", sourcename);
}
void Shader_ShaderList_f(void)
{
unsigned int i;
// not loaded, find a free slot
for (i = 0; i < r_numshaders; i++)
{
if (!r_shaders[i])
continue; //gap?
Con_Printf("^[\\img\\%s\\imgtype\\%i\\s\\64^] ^2%s^7 [%i]", r_shaders[i]->name, r_shaders[i]->usageflags, r_shaders[i]->name, r_shaders[i]->usageflags);
if (r_shaders[i]->width || r_shaders[i]->height)
Con_Printf(" Size:%ix%i", r_shaders[i]->width, r_shaders[i]->height);
if (r_shaders[i]->model)
Con_Printf(" ^[%s\\modelviewer\\%s^]", r_shaders[i]->model->name, r_shaders[i]->model->name);
Con_Printf("\n");
}
}
void Shader_TouchTexnums(texnums_t *t)
{
if (t->base)
t->base->regsequence = r_regsequence;
if (t->bump)
t->bump->regsequence = r_regsequence;
if (t->specular)
t->specular->regsequence = r_regsequence;
if (t->upperoverlay)
t->upperoverlay->regsequence = r_regsequence;
if (t->loweroverlay)
t->loweroverlay->regsequence = r_regsequence;
if (t->paletted)
t->paletted->regsequence = r_regsequence;
if (t->fullbright)
t->fullbright->regsequence = r_regsequence;
if (t->reflectcube)
t->reflectcube->regsequence = r_regsequence;
if (t->reflectmask)
t->reflectmask->regsequence = r_regsequence;
if (t->displacement)
t->displacement->regsequence = r_regsequence;
if (t->occlusion)
t->occlusion->regsequence = r_regsequence;
}
void Shader_TouchTextures(void)
{
int i, j, k;
shader_t *s;
shaderpass_t *p;
for (i = 0; i < r_numshaders; i++)
{
s = r_shaders[i];
if (!s || !s->uses)
continue;
for (j = 0; j < s->numpasses; j++)
{
p = &s->passes[j];
for (k = 0; k < countof(p->anim_frames); k++)
if (p->anim_frames[k])
p->anim_frames[k]->regsequence = r_regsequence;
}
for (j = 0; j < max(1,s->numdefaulttextures); j++)
Shader_TouchTexnums(&s->defaulttextures[j]);
}
}
void Shader_DoReload(void)
{
shader_t *s;
unsigned int i;
char shortname[MAX_QPATH];
char cleanname[MAX_QPATH], *argsstart;
int oldsort;
qboolean resort = false;
parsestate_t ps;
//don't spam shader reloads while we're connecting, as that's just wasteful.
if (cls.state && cls.state < ca_active)
return;
if (!r_shaders)
return; //err, not ready yet
if (shader_rescan_needed)
{
Shader_FlushCache();
if (ruleset_allow_shaders.ival)
{
COM_EnumerateFiles("materials/*.mtr", Shader_InitCallback_Doom3, 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;
Con_DPrintf("Rescanning shaders\n");
}
else
{
if (!shader_reload_needed)
return;
Con_DPrintf("Reloading shaders\n");
}
shader_reload_needed = false;
R2D_ImageColours(1,1,1,1);
TRACE(("Reloading generics\n"));
Shader_ReloadGenerics();
for (i = 0; i < r_numshaders; i++)
{
s = r_shaders[i];
if (!s || !s->uses)
continue;
ps.s = s;
ps.saveshaderbody = NULL;
strcpy(cleanname, s->name);
argsstart = *cleanname?strchr(cleanname+1, '#'):NULL;
if (argsstart)
*argsstart = 0;
COM_StripExtension (cleanname, shortname, sizeof(shortname));
TRACE(("reparsing %s\n", s->name));
if (ruleset_allow_shaders.ival && !(s->usageflags & SUR_FORCEFALLBACK))
{
if (sh_config.shadernamefmt)
{
char drivername[MAX_QPATH];
Q_snprintfz(drivername, sizeof(drivername), sh_config.shadernamefmt, cleanname);
if (Shader_ParseShader(&ps, drivername))
continue;
}
if (Shader_ParseShader(&ps, cleanname))
continue;
if (strcmp(cleanname, shortname))
if (Shader_ParseShader(&ps, shortname))
continue;
}
if (s->generator)
{
oldsort = s->sort;
Shader_Regenerate(&ps, shortname);
if (s->sort != oldsort)
resort = true;
}
}
TRACE(("Resorting shaders\n"));
if (resort)
{
Mod_ResortShaders();
}
}
void Shader_NeedReload(qboolean rescanfs)
{
if (rescanfs)
shader_rescan_needed = true;
shader_reload_needed = true;
}
cin_t *QDECL R_ShaderGetCinematic(shader_t *s)
{
#ifdef HAVE_MEDIA_DECODER
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;
}
shader_t *R_ShaderFind(const char *name)
{
int i;
char shortname[MAX_QPATH];
shader_t *s;
if (!r_shaders)
return NULL;
COM_StripExtension ( name, shortname, sizeof(shortname));
COM_CleanUpPath(shortname);
//try and find it
for (i = 0; i < r_numshaders; i++)
{
s = r_shaders[i];
if (!s || !s->uses)
continue;
if (!Q_stricmp (shortname, s->name) )
return s;
}
return NULL;
}
cin_t *R_ShaderFindCinematic(const char *name)
{
#ifdef HAVE_MEDIA_DECODER
return R_ShaderGetCinematic(R_ShaderFind(name));
#else
return NULL;
#endif
}
void Shader_ResetRemaps(void)
{
shader_t *s;
int i;
for (i = 0; i < r_numshaders; i++)
{
s = r_shaders[i];
if (!s)
continue;
s->remapto = s;
s->remaptime = 0;
}
}
void R_RemapShader(const char *sourcename, const char *destname, float timeoffset)
{
shader_t *o;
shader_t *n;
int i;
size_t l;
char cleansrcname[MAX_QPATH];
Q_strncpyz(cleansrcname, sourcename, sizeof(cleansrcname));
COM_CleanUpPath(cleansrcname);
l = strlen(cleansrcname);
for (i = 0; i < r_numshaders; i++)
{
o = r_shaders[i];
if (o && o->uses)
{
if (!strncmp(o->name, cleansrcname, l) && (!o->name[l] || o->name[l]=='#'))
{
n = R_LoadShader (o->model, va("%s%s", destname, o->name+l), o->usageflags, NULL, NULL);
if (!n)
{ //if it isn't actually available on disk then don't care about usageflags, just find ANY that's already loaded.
// check the hash first
char cleandstname[MAX_QPATH];
Q_strncpyz(cleandstname, destname, sizeof(cleandstname));
COM_CleanUpPath(cleandstname);
n = Hash_Get(&shader_active_hash, cleandstname);
// if one of our shaders is made for lightmaps, check through the rest until we find one more suitable
if ((n->usageflags ^ o->usageflags) & SUF_LIGHTMAP)
{
shader_t *n_f = n;
while (n)
{
if (!((n->usageflags ^ o->usageflags) & SUF_LIGHTMAP))
break;
n = Hash_GetNext(&shader_active_hash, cleandstname, n);
}
if (!n)
n = n_f;
}
if (!n || !n->uses)
n = o;
}
o->remapto = n;
o->remaptime = timeoffset; //this just feels wrong.
}
}
}
}
void Shader_RemapShader_f(void)
{
char *sourcename = Cmd_Argv(1);
char *destname = Cmd_Argv(2);
float timeoffset = atof(Cmd_Argv(3));
if (!Cmd_FromGamecode() && strcmp(InfoBuf_ValueForKey(&cl.serverinfo, "*cheats"), "ON"))
{
Con_Printf("%s may only be used from gamecode, or when cheats are enabled\n", Cmd_Argv(0));
return;
}
if (!*sourcename)
{
Con_Printf("%s originalshader remappedshader starttime\n", Cmd_Argv(0));
return;
}
R_RemapShader(sourcename, destname, timeoffset);
}
//blocks
int R_GetShaderSizes(shader_t *shader, int *width, int *height, qboolean blocktillloaded)
{
if (!shader)
return false;
if (!shader->width && !shader->height)
{
int i;
if (width)
*width = 0;
if (height)
*height = 0;
if ((shader->flags & SHADER_HASDIFFUSE) && shader->defaulttextures->base)
{
if (shader->defaulttextures->base->status == TEX_LOADING)
{
if (!blocktillloaded)
return -1;
COM_WorkerPartialSync(shader->defaulttextures->base, &shader->defaulttextures->base->status, TEX_LOADING);
}
if (shader->defaulttextures->base->status == TEX_LOADED)
{
shader->width = shader->defaulttextures->base->width;
shader->height = shader->defaulttextures->base->height;
}
}
else if ((shader->flags & SHADER_HASPALETTED) && shader->defaulttextures->paletted)
{
if (shader->defaulttextures->paletted->status == TEX_LOADING)
{
if (!blocktillloaded)
return -1;
COM_WorkerPartialSync(shader->defaulttextures->paletted, &shader->defaulttextures->paletted->status, TEX_LOADING);
}
if (shader->defaulttextures->paletted->status == TEX_LOADED)
{
shader->width = shader->defaulttextures->paletted->width;
shader->height = shader->defaulttextures->paletted->height;
}
}
else
{
for (i = 0; i < shader->numpasses; i++)
{
if (shader->passes[i].texgen == T_GEN_SINGLEMAP && shader->passes[i].anim_frames[0] && shader->passes[i].anim_frames[0]->status == TEX_LOADING)
{
if (!blocktillloaded)
return -1;
COM_WorkerPartialSync(shader->passes[i].anim_frames[0], &shader->passes[i].anim_frames[0]->status, TEX_LOADING);
}
if (shader->passes[i].texgen == T_GEN_DIFFUSE && (shader->defaulttextures->base && shader->defaulttextures->base->status == TEX_LOADING))
{
if (!blocktillloaded)
return -1;
COM_WorkerPartialSync(shader->defaulttextures->base, &shader->defaulttextures->base->status, TEX_LOADING);
}
if (shader->passes[i].texgen == T_GEN_PALETTED && (shader->defaulttextures->paletted && shader->defaulttextures->paletted->status == TEX_LOADING))
{
if (!blocktillloaded)
return -1;
COM_WorkerPartialSync(shader->defaulttextures->paletted, &shader->defaulttextures->paletted->status, TEX_LOADING);
}
}
for (i = 0; i < shader->numpasses; i++)
{
if (shader->passes[i].texgen == T_GEN_SINGLEMAP)
{
if (shader->passes[i].anim_frames[0] && shader->passes[i].anim_frames[0]->status == TEX_LOADED)
{
shader->width = shader->passes[i].anim_frames[0]->width;
shader->height = shader->passes[i].anim_frames[0]->height;
}
break;
}
if (shader->passes[i].texgen == T_GEN_DIFFUSE)
{
if (shader->defaulttextures->base && shader->defaulttextures->base->status == TEX_LOADED)
{
shader->width = shader->defaulttextures->base->width;
shader->height = shader->defaulttextures->base->height;
}
break;
}
if (shader->passes[i].texgen == T_GEN_PALETTED)
{
if (shader->defaulttextures->paletted && shader->defaulttextures->paletted->status == TEX_LOADED)
{
shader->width = shader->defaulttextures->paletted->width;
shader->height = shader->defaulttextures->paletted->height;
}
break;
}
}
if (i == shader->numpasses)
{ //this shader has no textures from which to source a width and height
if (!shader->width)
shader->width = 64;
if (!shader->height)
shader->height = 64;
}
}
}
if (shader->width && shader->height)
{
if (width)
*width = shader->width;
if (height)
*height = shader->height;
return true; //final size
}
else
{
//fill with dummy values
if (width)
*width = 64;
if (height)
*height = 64;
return false;
}
}
shader_t *R_RegisterPic (const char *name, const char *subdirs)
{
shader_t *shader;
shader = R_LoadShader (NULL, name, SUF_2D, Shader_Default2D, subdirs);
return shader;
}
shader_t *QDECL R_RegisterShader (const char *name, unsigned int usageflags, const char *shaderscript)
{
return R_LoadShader (NULL, name, usageflags, Shader_DefaultScript, shaderscript);
}
shader_t *R_RegisterShader_Lightmap (model_t *mod, const char *name)
{
return R_LoadShader (mod, name, SUF_LIGHTMAP, Shader_DefaultBSPLM, NULL);
}
shader_t *R_RegisterShader_Vertex (model_t *mod, const char *name)
{
return R_LoadShader (mod, name, 0, Shader_DefaultBSPVertex, NULL);
}
shader_t *R_RegisterShader_Flare (model_t *mod, const char *name)
{
return R_LoadShader (mod, name, 0, Shader_DefaultBSPFlare, NULL);
}
shader_t *QDECL R_RegisterSkin (model_t *mod, const char *shadername)
{
char newsname[MAX_QPATH];
shader_t *shader;
#ifdef _DEBUG
if (shadername == com_token)
Con_Printf("R_RegisterSkin was passed com_token. that will bug out.\n");
#endif
newsname[0] = 0;
if (mod && !strchr(shadername, '/') && *shadername)
{
char *modname = mod->name;
char *b = COM_SkipPath(modname);
if (b != modname && b-modname + strlen(shadername)+1 < sizeof(newsname))
{
b--; //no trailing /
memcpy(newsname, modname, b - modname);
newsname[b-modname] = 0;
}
}
if (*newsname)
{
int l = strlen(newsname);
Q_strncpyz(newsname+l, ":models", sizeof(newsname)-l);
}
else
Q_strncpyz(newsname, "models", sizeof(newsname));
shader = R_LoadShader (mod, shadername, 0, Shader_DefaultSkin, newsname);
return shader;
}
shader_t *R_RegisterCustom (model_t *mod, const char *name, unsigned int usageflags, shader_gen_t *defaultgen, const void *args)
{
return R_LoadShader (mod, name, usageflags, defaultgen, args);
}
#endif //SERVERONLY