2004-10-19 15:56:22 +00:00
/*
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
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE .
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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
2010-07-11 02:22:39 +00:00
// Ported to FTE from qfusion, there are numerous changes since then.
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# include "quakedef.h"
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# ifndef SERVERONLY
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# include "glquake.h"
# include "shader.h"
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# include "hash.h"
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# include <ctype.h>
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extern texid_t missing_texture ;
static qboolean shader_reload_needed ;
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static qboolean shader_rescan_needed ;
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//cvars that affect shader generation
cvar_t r_vertexlight = SCVAR ( " r_vertexlight " , " 0 " ) ;
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extern cvar_t r_deluxemapping ;
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extern cvar_t r_fastturb , r_fastsky , r_skyboxname ;
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extern cvar_t r_drawflat ;
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//backend fills this in to say the max pass count
int be_maxpasses ;
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# define Q_stricmp stricmp
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# define Com_sprintf snprintf
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# define clamp(v,min, max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v)));
typedef union {
float f ;
unsigned int i ;
} float_int_t ;
qbyte FloatToByte ( float x )
{
static float_int_t f2i ;
// shift float to have 8bit fraction at base of number
f2i . f = x + 32768.0f ;
// then read as integer and kill float bits...
return ( qbyte ) min ( f2i . i & 0x7FFFFF , 255 ) ;
}
cvar_t r_detailtextures ;
# define MAX_TOKEN_CHARS 1024
char * COM_ParseExt ( char * * data_p , qboolean nl )
{
int c ;
int len ;
char * data ;
qboolean newlines = false ;
data = * data_p ;
len = 0 ;
com_token [ 0 ] = 0 ;
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if ( ! data )
{
* data_p = NULL ;
return " " ;
}
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// skip whitespace
skipwhite :
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while ( ( c = * data ) < = ' ' )
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{
if ( c = = 0 )
{
* data_p = NULL ;
return " " ;
}
if ( c = = ' \n ' )
newlines = true ;
data + + ;
}
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if ( newlines & & ! nl )
{
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* data_p = data ;
return com_token ;
}
// skip // comments
if ( c = = ' / ' & & data [ 1 ] = = ' / ' )
{
while ( * data & & * data ! = ' \n ' )
data + + ;
goto skipwhite ;
}
// handle quoted strings specially
if ( c = = ' \" ' )
{
data + + ;
while ( 1 )
{
c = * data + + ;
if ( c = = ' \" ' | | ! c )
{
com_token [ len ] = 0 ;
* data_p = data ;
return com_token ;
}
if ( len < MAX_TOKEN_CHARS )
{
com_token [ len ] = c ;
len + + ;
}
}
}
// parse a regular word
do
{
if ( len < MAX_TOKEN_CHARS )
{
com_token [ len ] = c ;
len + + ;
}
data + + ;
c = * data ;
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if ( c = = ' , ' & & len )
break ;
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} while ( c > 32 ) ;
if ( len = = MAX_TOKEN_CHARS )
{
// Com_Printf ("Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
len = 0 ;
}
com_token [ len ] = 0 ;
* data_p = data ;
return com_token ;
}
# define HASH_SIZE 128
typedef struct shaderkey_s
{
char * keyword ;
void ( * func ) ( shader_t * shader , shaderpass_t * pass , char * * ptr ) ;
} shaderkey_t ;
typedef struct shadercache_s {
char name [ MAX_QPATH ] ;
char * path ;
unsigned int offset ;
struct shadercache_s * hash_next ;
} shadercache_t ;
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static shadercache_t * * shader_hash ;
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static char shaderbuf [ MAX_QPATH * 256 ] ;
int shaderbuflen ;
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shader_t * r_shaders ;
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static hashtable_t shader_active_hash ;
void * shader_active_hash_mem ;
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//static char r_skyboxname[MAX_QPATH];
//static float r_skyheight;
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char * Shader_Skip ( char * ptr ) ;
static qboolean Shader_Parsetok ( shader_t * shader , shaderpass_t * pass , shaderkey_t * keys ,
char * token , char * * ptr ) ;
static void Shader_ParseFunc ( char * * args , shaderfunc_t * func ) ;
static void Shader_MakeCache ( char * path ) ;
static void Shader_GetPathAndOffset ( char * name , char * * path , unsigned int * offset ) ;
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static void Shader_ReadShader ( shader_t * s , char * shadersource ) ;
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//===========================================================================
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
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static qboolean Shader_EvaluateCondition ( char * * ptr )
{
char * token ;
cvar_t * cv ;
qboolean conditiontrue = true ;
token = COM_ParseExt ( ptr , false ) ;
if ( * token = = ' ! ' )
{
conditiontrue = false ;
token + + ;
}
if ( * token = = ' $ ' )
{
extern cvar_t gl_bump ;
token + + ;
if ( ! Q_stricmp ( token , " lightmap " ) )
conditiontrue = conditiontrue = = ! r_fullbright . value ;
else if ( ! Q_stricmp ( token , " deluxmap " ) )
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conditiontrue = conditiontrue = = ( r_deluxemapping . value & & gl_bump . value ) ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
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//normalmaps are generated if they're not already known.
else if ( ! Q_stricmp ( token , " normalmap " ) )
conditiontrue = conditiontrue = = ! ! gl_bump . value ;
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else if ( ! Q_stricmp ( token , " glsl " ) )
{
# ifdef GLQUAKE
conditiontrue = conditiontrue = = ( ( qrenderer = = QR_OPENGL ) & & gl_config . arb_shader_objects ) ;
# else
conditiontrue = conditiontrue = = false ;
# endif
}
else if ( ! Q_stricmp ( token , " hlsl " ) )
{
# ifdef D3DQUAKE
conditiontrue = conditiontrue = = false ; //((qrenderer == QR_DIRECT3D) && gl_config.arb_shader_objects);
# else
conditiontrue = conditiontrue = = false ;
# endif
}
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// GCC hates these within if statements "error: expected '}' before 'else'"
# ifdef _MSC_VER
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
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# pragma message("shader fixme")
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# endif
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
else if ( ! Q_stricmp ( token , " diffuse " ) )
conditiontrue = conditiontrue = = true ;
else if ( ! Q_stricmp ( token , " specular " ) )
conditiontrue = conditiontrue = = false ;
else if ( ! Q_stricmp ( token , " fullbright " ) )
conditiontrue = conditiontrue = = false ;
else if ( ! Q_stricmp ( token , " topoverlay " ) )
conditiontrue = conditiontrue = = false ;
else if ( ! Q_stricmp ( token , " loweroverlay " ) )
conditiontrue = conditiontrue = = false ;
else
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{
Con_Printf ( " Unrecognised builtin shader condition '%s' \n " , token ) ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
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conditiontrue = conditiontrue = = false ;
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}
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
}
else
{
cv = Cvar_Get ( token , " " , 0 , " Shader Conditions " ) ;
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token = COM_ParseExt ( ptr , false ) ;
if ( * token )
{
float rhs ;
char cmp [ 4 ] ;
memcpy ( cmp , token , 4 ) ;
token = COM_ParseExt ( ptr , false ) ;
rhs = atof ( token ) ;
if ( ! strcmp ( cmp , " != " ) )
conditiontrue = cv - > value ! = rhs ;
else if ( ! strcmp ( cmp , " == " ) )
conditiontrue = cv - > value = = rhs ;
else if ( ! strcmp ( cmp , " < " ) )
conditiontrue = cv - > value < rhs ;
else if ( ! strcmp ( cmp , " <= " ) )
conditiontrue = cv - > value < = rhs ;
else if ( ! strcmp ( cmp , " > " ) )
conditiontrue = cv - > value > rhs ;
else if ( ! strcmp ( cmp , " >= " ) )
conditiontrue = cv - > value > = rhs ;
else
conditiontrue = false ;
}
else
{
if ( cv )
conditiontrue = conditiontrue = = ! ! cv - > value ;
}
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
}
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token = COM_ParseExt ( ptr , false ) ;
if ( ! strcmp ( token , " && " ) )
return Shader_EvaluateCondition ( ptr ) & & conditiontrue ;
if ( ! strcmp ( token , " || " ) )
return Shader_EvaluateCondition ( ptr ) | | conditiontrue ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
return conditiontrue ;
}
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static char * Shader_ParseString ( char * * ptr )
{
char * token ;
if ( ! ptr | | ! ( * ptr ) ) {
return " " ;
}
if ( ! * * ptr | | * * ptr = = ' } ' ) {
return " " ;
}
token = COM_ParseExt ( ptr , false ) ;
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Q_strlwr ( token ) ;
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return token ;
}
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static char * Shader_ParseSensString ( char * * ptr )
{
char * token ;
if ( ! ptr | | ! ( * ptr ) ) {
return " " ;
}
if ( ! * * ptr | | * * ptr = = ' } ' ) {
return " " ;
}
token = COM_ParseExt ( ptr , false ) ;
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return token ;
}
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static float Shader_ParseFloat ( char * * ptr )
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{
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char * token ;
if ( ! ptr | | ! ( * ptr ) )
{
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return 0 ;
}
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if ( ! * * ptr | | * * ptr = = ' } ' )
{
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return 0 ;
}
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token = COM_ParseExt ( ptr , false ) ;
if ( * token = = ' $ ' )
{
cvar_t * var ;
var = Cvar_FindVar ( token + 1 ) ;
if ( var )
return var - > value ;
}
return atof ( token ) ;
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}
static void Shader_ParseVector ( char * * ptr , vec3_t v )
{
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char * scratch ;
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char * token ;
qboolean bracket ;
token = Shader_ParseString ( ptr ) ;
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if ( * token = = ' $ ' )
{
cvar_t * var ;
var = Cvar_FindVar ( token + 1 ) ;
if ( ! var )
{
v [ 0 ] = 1 ;
v [ 1 ] = 1 ;
v [ 2 ] = 1 ;
return ;
}
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
var - > flags | = CVAR_SHADERSYSTEM ;
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ptr = & scratch ;
scratch = var - > string ;
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token = Shader_ParseString ( ptr ) ;
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}
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if ( ! Q_stricmp ( token , " ( " ) ) {
bracket = true ;
token = Shader_ParseString ( ptr ) ;
} else if ( token [ 0 ] = = ' ( ' ) {
bracket = true ;
token = & token [ 1 ] ;
} else {
bracket = false ;
}
v [ 0 ] = atof ( token ) ;
v [ 1 ] = Shader_ParseFloat ( ptr ) ;
token = Shader_ParseString ( ptr ) ;
if ( ! token [ 0 ] ) {
v [ 2 ] = 0 ;
} else if ( token [ strlen ( token ) - 1 ] = = ' ) ' ) {
token [ strlen ( token ) - 1 ] = 0 ;
v [ 2 ] = atof ( token ) ;
} else {
v [ 2 ] = atof ( token ) ;
if ( bracket ) {
Shader_ParseString ( ptr ) ;
}
}
2009-11-04 21:16:50 +00:00
if ( v [ 0 ] > 5 | | v [ 1 ] > 5 | | v [ 2 ] > 5 )
{
VectorScale ( v , 1.0f / 255 , v ) ;
}
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}
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qboolean Shader_ParseSkySides ( char * shadername , char * texturename , texid_t * images )
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{
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qboolean allokay = true ;
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int i , ss , sp ;
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char path [ MAX_QPATH ] ;
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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 "
} ;
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2010-07-11 02:22:39 +00:00
if ( * texturename = = ' $ ' )
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{
cvar_t * v ;
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v = Cvar_FindVar ( texturename + 1 ) ;
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if ( v )
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texturename = v - > string ;
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}
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if ( ! * texturename )
texturename = " - " ;
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for ( i = 0 ; i < 6 ; i + + )
{
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if ( texturename [ 0 ] = = ' - ' )
{
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images [ i ] = r_nulltex ;
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}
else
{
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for ( sp = 0 ; sp < sizeof ( skyname_pattern ) / sizeof ( skyname_pattern [ 0 ] ) ; sp + + )
{
for ( ss = 0 ; ss < sizeof ( skyname_suffix ) / sizeof ( skyname_suffix [ 0 ] ) ; ss + + )
{
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Com_sprintf ( path , sizeof ( path ) , skyname_pattern [ sp ] , texturename , skyname_suffix [ ss ] [ i ] ) ;
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images [ i ] = R_LoadHiResTexture ( path , NULL , IF_NOALPHA ) ;
if ( TEXVALID ( images [ i ] ) )
break ;
}
if ( TEXVALID ( images [ i ] ) )
break ;
}
if ( ! TEXVALID ( images [ i ] ) )
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{
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Con_Printf ( " Sky \" %s \" missing texture: %s \n " , shadername , path ) ;
2006-01-12 22:24:06 +00:00
images [ i ] = missing_texture ;
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allokay = false ;
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}
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}
}
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return allokay ;
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}
2005-04-16 16:21:27 +00:00
2004-10-19 15:56:22 +00:00
static void Shader_ParseFunc ( char * * ptr , shaderfunc_t * func )
{
char * token ;
token = Shader_ParseString ( ptr ) ;
if ( ! Q_stricmp ( token , " sin " ) ) {
func - > type = SHADER_FUNC_SIN ;
} else if ( ! Q_stricmp ( token , " triangle " ) ) {
func - > type = SHADER_FUNC_TRIANGLE ;
} else if ( ! Q_stricmp ( token , " square " ) ) {
func - > type = SHADER_FUNC_SQUARE ;
} else if ( ! Q_stricmp ( token , " sawtooth " ) ) {
func - > type = SHADER_FUNC_SAWTOOTH ;
} else if ( ! Q_stricmp ( token , " inversesawtooth " ) ) {
func - > type = SHADER_FUNC_INVERSESAWTOOTH ;
} else if ( ! Q_stricmp ( token , " noise " ) ) {
func - > type = SHADER_FUNC_NOISE ;
}
func - > args [ 0 ] = Shader_ParseFloat ( ptr ) ;
func - > args [ 1 ] = Shader_ParseFloat ( ptr ) ;
func - > args [ 2 ] = Shader_ParseFloat ( ptr ) ;
func - > args [ 3 ] = Shader_ParseFloat ( ptr ) ;
}
//===========================================================================
static int Shader_SetImageFlags ( shader_t * shader )
{
int flags = 0 ;
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// if (shader->flags & SHADER_SKY)
// flags |= IF_SKY;
if ( shader - > flags & SHADER_NOMIPMAPS )
flags | = IF_NOMIPMAP ;
if ( shader - > flags & SHADER_NOPICMIP )
flags | = IF_NOPICMIP ;
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return flags ;
}
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static texid_t Shader_FindImage ( char * name , int flags )
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{
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if ( ! Q_stricmp ( name , " $whiteimage " ) )
return r_nulltex ;
else
return R_LoadHiResTexture ( name , NULL , flags ) ;
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}
/****************** shader keyword functions ************************/
static void Shader_Cull ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
char * token ;
shader - > flags & = ~ ( SHADER_CULL_FRONT | SHADER_CULL_BACK ) ;
token = Shader_ParseString ( ptr ) ;
if ( ! Q_stricmp ( token , " disable " ) | | ! Q_stricmp ( token , " none " ) | | ! Q_stricmp ( token , " twosided " ) ) {
} else if ( ! Q_stricmp ( token , " front " ) ) {
shader - > flags | = SHADER_CULL_FRONT ;
} else if ( ! Q_stricmp ( token , " back " ) | | ! Q_stricmp ( token , " backside " ) | | ! Q_stricmp ( token , " backsided " ) ) {
shader - > flags | = SHADER_CULL_BACK ;
} else {
shader - > flags | = SHADER_CULL_FRONT ;
}
}
static void Shader_NoMipMaps ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
shader - > flags | = ( SHADER_NOMIPMAPS | SHADER_NOPICMIP ) ;
}
static void Shader_NoPicMip ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
shader - > flags | = SHADER_NOPICMIP ;
}
static void Shader_DeformVertexes ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
char * token ;
deformv_t * deformv ;
if ( shader - > numdeforms > = SHADER_DEFORM_MAX ) {
return ;
}
deformv = & shader - > deforms [ shader - > numdeforms ] ;
token = Shader_ParseString ( ptr ) ;
if ( ! Q_stricmp ( token , " wave " ) ) {
deformv - > type = DEFORMV_WAVE ;
deformv - > args [ 0 ] = Shader_ParseFloat ( ptr ) ;
if ( deformv - > args [ 0 ] ) {
deformv - > args [ 0 ] = 1.0f / deformv - > args [ 0 ] ;
}
Shader_ParseFunc ( ptr , & deformv - > func ) ;
} else if ( ! Q_stricmp ( token , " normal " ) ) {
deformv - > type = DEFORMV_NORMAL ;
deformv - > args [ 0 ] = Shader_ParseFloat ( ptr ) ;
deformv - > args [ 1 ] = Shader_ParseFloat ( ptr ) ;
} else if ( ! Q_stricmp ( token , " bulge " ) ) {
deformv - > type = DEFORMV_BULGE ;
Shader_ParseVector ( ptr , deformv - > args ) ;
shader - > flags | = SHADER_DEFORMV_BULGE ;
} else if ( ! Q_stricmp ( token , " move " ) ) {
deformv - > type = DEFORMV_MOVE ;
Shader_ParseVector ( ptr , deformv - > args ) ;
Shader_ParseFunc ( ptr , & deformv - > func ) ;
} else if ( ! Q_stricmp ( token , " autosprite " ) ) {
deformv - > type = DEFORMV_AUTOSPRITE ;
shader - > flags | = SHADER_AUTOSPRITE ;
} else if ( ! Q_stricmp ( token , " autosprite2 " ) ) {
deformv - > type = DEFORMV_AUTOSPRITE2 ;
shader - > flags | = SHADER_AUTOSPRITE ;
} else if ( ! Q_stricmp ( token , " projectionShadow " ) ) {
deformv - > type = DEFORMV_PROJECTION_SHADOW ;
} else {
return ;
}
shader - > numdeforms + + ;
}
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static void Shader_SkyParms ( shader_t * shader , shaderpass_t * pass , char * * ptr )
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{
skydome_t * skydome ;
float skyheight ;
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char * boxname ;
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if ( shader - > skydome )
{
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Z_Free ( shader - > skydome ) ;
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}
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skydome = ( skydome_t * ) Z_Malloc ( sizeof ( skydome_t ) ) ;
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shader - > skydome = skydome ;
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boxname = Shader_ParseString ( ptr ) ;
Shader_ParseSkySides ( shader - > name , boxname , skydome - > farbox_textures ) ;
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skyheight = Shader_ParseFloat ( ptr ) ;
if ( ! skyheight )
{
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skyheight = 512.0f ;
}
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boxname = Shader_ParseString ( ptr ) ;
Shader_ParseSkySides ( shader - > name , boxname , skydome - > nearbox_textures ) ;
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shader - > flags | = SHADER_SKY ;
shader - > sort = SHADER_SORT_SKY ;
}
static void Shader_FogParms ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
float div ;
vec3_t color , fcolor ;
// if ( !r_ignorehwgamma->value )
// div = 1.0f / pow(2, max(0, floor(r_overbrightbits->value)));
// else
div = 1.0f ;
Shader_ParseVector ( ptr , color ) ;
VectorScale ( color , div , color ) ;
ColorNormalize ( color , fcolor ) ;
shader - > fog_color [ 0 ] = FloatToByte ( fcolor [ 0 ] ) ;
shader - > fog_color [ 1 ] = FloatToByte ( fcolor [ 1 ] ) ;
shader - > fog_color [ 2 ] = FloatToByte ( fcolor [ 2 ] ) ;
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shader - > fog_color [ 3 ] = 255 ;
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shader - > fog_dist = Shader_ParseFloat ( ptr ) ;
if ( shader - > fog_dist < = 0.0f ) {
shader - > fog_dist = 128.0f ;
}
shader - > fog_dist = 1.0f / shader - > fog_dist ;
}
2005-05-26 12:55:34 +00:00
static void Shader_SurfaceParm ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
char * token ;
token = Shader_ParseString ( ptr ) ;
if ( ! Q_stricmp ( token , " nodraw " ) )
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
shader - > flags | = SHADER_NODRAW ;
2009-11-04 21:16:50 +00:00
else if ( ! Q_stricmp ( token , " nodlight " ) )
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
shader - > flags | = SHADER_NODLIGHT ;
2005-05-26 12:55:34 +00:00
}
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static void Shader_Sort ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
char * token ;
2011-03-31 01:14:01 +00:00
2004-10-19 15:56:22 +00:00
token = Shader_ParseString ( ptr ) ;
if ( ! Q_stricmp ( token , " portal " ) ) {
shader - > sort = SHADER_SORT_PORTAL ;
} else if ( ! Q_stricmp ( token , " sky " ) ) {
shader - > sort = SHADER_SORT_SKY ;
} else if ( ! Q_stricmp ( token , " opaque " ) ) {
shader - > sort = SHADER_SORT_OPAQUE ;
2010-07-11 02:22:39 +00:00
} else if ( ! Q_stricmp ( token , " decal " ) ) {
shader - > sort = SHADER_SORT_DECAL ;
} else if ( ! Q_stricmp ( token , " seethrough " ) ) {
shader - > sort = SHADER_SORT_SEETHROUGH ;
2004-10-19 15:56:22 +00:00
} else if ( ! Q_stricmp ( token , " banner " ) ) {
shader - > sort = SHADER_SORT_BANNER ;
} else if ( ! Q_stricmp ( token , " additive " ) ) {
shader - > sort = SHADER_SORT_ADDITIVE ;
2010-07-11 02:22:39 +00:00
} else if ( ! Q_stricmp ( token , " underwater " ) ) {
shader - > sort = SHADER_SORT_UNDERWATER ;
2004-10-19 15:56:22 +00:00
} else if ( ! Q_stricmp ( token , " nearest " ) ) {
shader - > sort = SHADER_SORT_NEAREST ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
} else if ( ! Q_stricmp ( token , " blend " ) ) {
shader - > sort = SHADER_SORT_BLEND ;
2004-10-19 15:56:22 +00:00
} else {
shader - > sort = atoi ( token ) ;
clamp ( shader - > sort , SHADER_SORT_NONE , SHADER_SORT_NEAREST ) ;
}
}
static void Shader_Portal ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
shader - > sort = SHADER_SORT_PORTAL ;
}
static void Shader_PolygonOffset ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
2009-11-04 21:16:50 +00:00
/*the q3 defaults*/
shader - > polyoffset . factor = - 0.05 ;
shader - > polyoffset . unit = - 25 ;
2004-10-19 15:56:22 +00:00
}
static void Shader_EntityMergable ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
shader - > flags | = SHADER_ENTITY_MERGABLE ;
}
2011-04-30 17:21:10 +00:00
static void Shader_ProgAutoFields ( program_t * prog , char * * cvarfnames ) ;
2011-01-23 03:44:49 +00:00
/*program text is already loaded, this function parses the 'header' of it to see which permutations it provides, and how many times we need to recompile it*/
2011-02-25 04:22:14 +00:00
static void Shader_LoadPermutations ( program_t * prog , char * script , int qrtype )
2010-08-28 17:14:38 +00:00
{
2011-01-23 03:44:49 +00:00
static char * permutationname [ ] =
{
2010-08-28 17:14:38 +00:00
" #define BUMP \n " ,
" #define SPECULAR \n " ,
2011-01-23 03:44:49 +00:00
" #define FULLBRIGHT \n " ,
" #define LOWER \n " ,
" #define UPPER \n " ,
" #define OFFSETMAPPING \n " ,
NULL
} ;
2011-01-23 03:51:27 +00:00
char * permutationdefines [ sizeof ( permutationname ) / sizeof ( permutationname [ 0 ] ) ] ;
2011-01-23 03:44:49 +00:00
unsigned int nopermutation = ~ 0u ;
int p , n , pn ;
char * end ;
2011-04-30 17:21:10 +00:00
char * cvarfnames [ 64 ] ;
int cvarfcount = 0 ;
cvarfnames [ cvarfcount ] = NULL ;
2011-01-23 03:44:49 +00:00
for ( ; ; )
{
while ( * script = = ' ' | | * script = = ' \r ' | | * script = = ' \n ' | | * script = = ' \t ' )
script + + ;
2011-04-30 17:21:10 +00:00
if ( ! strncmp ( script , " !!cvarf " , 7 ) )
{
script + = 7 ;
while ( * script = = ' ' | | * script = = ' \t ' )
script + + ;
end = script ;
while ( ( * end > = ' A ' & & * end < = ' Z ' ) | | ( * end > = ' a ' & & * end < = ' z ' ) | | ( * end > = ' 0 ' & & * end < = ' 9 ' ) | | * end = = ' _ ' )
end + + ;
if ( cvarfcount + 1 ! = sizeof ( cvarfnames ) / sizeof ( cvarfnames [ 0 ] ) )
cvarfnames [ cvarfcount + + ] = script ;
cvarfnames [ cvarfcount ] = NULL ;
script = end ;
}
else if ( ! strncmp ( script , " !!permu " , 7 ) )
2011-01-23 03:44:49 +00:00
{
script + = 7 ;
2011-04-30 17:21:10 +00:00
while ( * script = = ' ' | | * script = = ' \t ' )
2011-01-23 03:44:49 +00:00
script + + ;
end = script ;
while ( ( * end > = ' A ' & & * end < = ' Z ' ) | | ( * end > = ' a ' & & * end < = ' z ' ) | | ( * end > = ' 0 ' & & * end < = ' 9 ' ) | | * end = = ' _ ' )
end + + ;
for ( p = 0 ; permutationname [ p ] ; p + + )
{
if ( ! strncmp ( permutationname [ p ] + 8 , script , end - script ) & & permutationname [ p ] [ 8 + end - script ] = = ' \n ' )
nopermutation & = ~ ( 1u < < p ) ;
}
script = end ;
}
else
break ;
2010-08-28 17:14:38 +00:00
} ;
2011-02-25 04:22:14 +00:00
memset ( prog - > handle , 0 , sizeof ( * prog - > handle ) * PERMUTATIONS ) ;
2010-08-28 17:14:38 +00:00
for ( p = 0 ; p < PERMUTATIONS ; p + + )
{
if ( qrenderer ! = qrtype )
{
}
2011-03-31 02:32:32 +00:00
# ifdef GLQUAKE
2010-08-28 17:14:38 +00:00
else if ( qrenderer = = QR_OPENGL )
2011-01-23 03:44:49 +00:00
{
if ( nopermutation & p )
{
continue ;
}
pn = 0 ;
for ( n = 0 ; permutationname [ n ] ; n + + )
{
if ( p & ( 1u < < n ) )
permutationdefines [ pn + + ] = permutationname [ n ] ;
}
permutationdefines [ pn + + ] = NULL ;
2011-02-25 04:22:14 +00:00
prog - > handle [ p ] . glsl = GLSlang_CreateProgram ( permutationdefines , script , script ) ;
2011-01-23 03:44:49 +00:00
}
2011-03-31 02:32:32 +00:00
# endif
# ifdef D3DQUAKE
else if ( qrenderer = = QR_DIRECT3D )
{
if ( nopermutation & p )
{
continue ;
}
pn = 0 ;
for ( n = 0 ; permutationname [ n ] ; n + + )
{
if ( p & ( 1u < < n ) )
permutationdefines [ pn + + ] = permutationname [ n ] ;
}
permutationdefines [ pn + + ] = NULL ;
prog - > handle [ p ] = D3DShader_CreateProgram ( permutationdefines , script , script ) ;
}
# endif
2010-08-28 17:14:38 +00:00
}
2011-02-25 04:22:14 +00:00
2011-04-30 17:21:10 +00:00
Shader_ProgAutoFields ( prog , cvarfnames ) ;
2010-08-28 17:14:38 +00:00
}
2011-01-23 03:44:49 +00:00
typedef struct sgeneric_s
{
struct sgeneric_s * next ;
char name [ MAX_QPATH ] ;
2011-02-25 04:22:14 +00:00
qboolean failed ;
program_t prog ;
2011-01-23 03:44:49 +00:00
} sgeneric_t ;
static sgeneric_t * sgenerics ;
struct sbuiltin_s
{
int qrtype ;
int apiver ;
char name [ MAX_QPATH ] ;
char * body ;
} sbuiltins [ ] =
{
2011-01-23 03:51:27 +00:00
# ifdef GLQUAKE
/*a quick note on glsl versions:
gl versioning started with 110
gles versioning started at 100 and only had a single one defined
with gl3 ' s combined support , gl3 supports 130 + and 100 , but 110 requries compat extension
with gl4 , versions are meant to match the gl version more closely , so gl4 .0 uses 400. */
2011-02-06 20:56:39 +00:00
/*glsl es shaders require precisions to be defined for fragment shader variables
more precision for shaders would be a good candidate for a cvar */
2011-01-23 03:44:49 +00:00
{ QR_OPENGL /*ES*/ , 100 , " default2d " ,
2011-02-06 20:56:39 +00:00
//SGX requires #version to come before defines
//"#version 100\n"
2011-01-23 03:44:49 +00:00
" #ifdef VERTEX_SHADER \n "
" uniform mat4 m_view; \n "
" uniform mat4 m_projection; \n "
" attribute vec3 v_position; \n "
" attribute vec2 v_texcoord; \n "
" attribute vec4 v_colour; \n "
" varying vec2 tc; \n "
" varying vec4 vc; \n "
" void main (void) \n "
" { \n "
" tc = v_texcoord; \n "
" vc = v_colour; \n "
" gl_Position = m_projection * m_view * vec4(v_position, 1.0); \n "
" } \n "
" #endif \n "
" #ifdef FRAGMENT_SHADER \n "
" uniform sampler2D s_t0; \n "
2011-02-06 20:56:39 +00:00
" varying mediump vec2 tc; \n "
" varying lowp vec4 vc; \n "
2011-01-23 03:44:49 +00:00
" void main (void) \n "
" { \n "
" gl_FragColor = texture2D(s_t0, tc) * vc; \n "
" } \n "
" #endif \n "
} ,
{ QR_OPENGL , 110 , " default2d " ,
" #version 110 \n "
" #ifdef VERTEX_SHADER \n "
" uniform mat4 m_view; \n "
" uniform mat4 m_projection; \n "
" attribute vec3 v_position; \n "
" attribute vec2 v_texcoord; \n "
" attribute vec4 v_colour; \n "
" varying vec2 tc; \n "
" varying vec4 vc; \n "
" void main (void) \n "
" { \n "
" tc = v_texcoord; \n "
" vc = v_colour; \n "
" gl_Position = m_projection * m_view * vec4(v_position, 1.0); \n "
" } \n "
" #endif \n "
" #ifdef FRAGMENT_SHADER \n "
" uniform sampler2D s_t0; \n "
" in vec2 tc; \n "
" varying vec4 vc; \n "
" void main (void) \n "
" { \n "
" gl_FragColor = texture2D(s_t0, tc) * vc; \n "
" } \n "
" #endif \n "
} ,
{ QR_OPENGL , 130 , " defaultwall " ,
" #version 130 \n "
" #ifdef VERTEX_SHADER \n "
" uniform mat4 m_modelview; \n "
" uniform mat4 m_projection; \n "
" in vec3 v_position; \n "
" in vec2 v_texcoord; \n "
" in vec2 v_lmcoord; \n "
" out vec2 tc, lm; \n "
" void main (void) \n "
" { \n "
" tc = v_texcoord; \n "
" lm = v_lmcoord; \n "
" gl_Position = m_projection * m_modelview * vec4(v_position, 1.0); \n "
" } \n "
" #endif \n "
" #ifdef FRAGMENT_SHADER \n "
" uniform sampler2D s_t0; \n " /*tex_diffuse*/
" uniform sampler2D s_t1; \n " /*tex_lightmap*/
//"uniform sampler2D s_t2;\n" /*tex_normalmap*/
//"uniform sampler2D s_t3;\n" /*tex_deluxmap*/
//"uniform sampler2D s_t4;\n" /*tex_fullbright*/
" in vec2 tc, lm; \n "
" void main (void) \n "
" { \n "
" gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm); \n "
" } \n "
" #endif \n "
} ,
{ QR_OPENGL /*ES*/ , 100 , " defaultwall " ,
" !!permu FULLBRIGHT \n "
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//"#version 100\n"
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" #ifdef VERTEX_SHADER \n "
" uniform mat4 m_modelview; \n "
" uniform mat4 m_projection; \n "
" attribute vec3 v_position; \n "
" attribute vec2 v_texcoord; \n "
" attribute vec2 v_lmcoord; \n "
" varying vec2 tc, lm; \n "
" void main (void) \n "
" { \n "
" tc = v_texcoord; \n "
" lm = v_lmcoord; \n "
" gl_Position = m_projection * m_modelview * vec4(v_position, 1.0); \n "
" } \n "
" #endif \n "
" #ifdef FRAGMENT_SHADER \n "
" uniform sampler2D s_t0; \n " /*tex_diffuse*/
" uniform sampler2D s_t1; \n " /*tex_lightmap*/
//"uniform sampler2D s_t2;\n" /*tex_normalmap*/
//"uniform sampler2D s_t3;\n" /*tex_deluxmap*/
" #ifdef FULLBRIGHT \n "
" uniform sampler2D s_t4; \n " /*tex_fullbright*/
" #endif \n "
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" varying mediump vec2 tc, lm; \n "
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" void main (void) \n "
" { \n "
" gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm); \n "
" #ifdef FULLBRIGHT \n "
" gl_FragColor += texture2D(s_t4, tc); \n "
" #endif \n "
" } \n "
" #endif \n "
} ,
{ QR_OPENGL /*ES*/ , 100 , " defaultwarp " ,
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" !!cvarf r_wateralpha \n "
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//"#version 100\n"
" varying mediump vec2 tc; \n "
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" #ifdef VERTEX_SHADER \n "
" uniform mat4 m_modelview; \n "
" uniform mat4 m_projection; \n "
" attribute vec3 v_position; \n "
" attribute vec2 v_texcoord; \n "
" void main (void) \n "
" { \n "
" tc = v_texcoord; \n "
" gl_Position = m_projection * m_modelview * vec4(v_position, 1.0); \n "
" } \n "
" #endif \n "
" #ifdef FRAGMENT_SHADER \n "
" uniform sampler2D watertexture; \n "
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" uniform mediump float e_time; \n "
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" uniform lowp float r_wateralpha; \n "
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" void main (void) \n "
" { \n "
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" mediump vec2 ntc; \n "
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" ntc.s = tc.s + sin(tc.t+e_time)*0.125; \n "
" ntc.t = tc.t + sin(tc.s+e_time)*0.125; \n "
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" lowp vec3 ts = vec3(texture2D(watertexture, ntc)); \n "
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" gl_FragColor = vec4(ts, r_wateralpha); \n "
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" } \n "
" #endif \n "
} ,
{ QR_OPENGL , 110 , " defaultwarp " ,
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" !!cvarf r_wateralpha \n "
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" #version 110 \n "
" varying vec2 tc; \n "
" #ifdef VERTEX_SHADER \n "
" void main (void) \n "
" { \n "
" tc = gl_MultiTexCoord0.st; \n "
" gl_Position = ftransform(); \n "
" } \n "
" #endif \n "
" #ifdef FRAGMENT_SHADER \n "
" uniform sampler2D s_t0; \n "
" uniform float e_time; \n "
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" uniform float r_wateralpha; \n "
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" void main (void) \n "
" { \n "
" vec2 ntc; \n "
" ntc.s = tc.s + sin(tc.t+e_time)*0.125; \n "
" ntc.t = tc.t + sin(tc.s+e_time)*0.125; \n "
" vec3 ts = vec3(texture2D(s_t0, ntc)); \n "
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" gl_FragColor = vec4(ts, r_wateralpha); \n "
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" } \n "
" #endif \n "
} ,
{ QR_OPENGL /*ES*/ , 100 , " defaultsky " ,
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//"#version 100\n"
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" #ifdef VERTEX_SHADER \n "
" uniform mat4 m_modelview; \n "
" uniform mat4 m_projection; \n "
" attribute vec3 v_position; \n "
" varying vec3 pos; \n "
" void main (void) \n "
" { \n "
" pos = v_position.xyz; \n "
" gl_Position = m_projection * m_modelview * vec4(v_position, 1.0); \n "
" } \n "
" #endif \n "
" #ifdef FRAGMENT_SHADER \n "
" uniform sampler2D s_t0; \n "
" uniform sampler2D s_t1; \n "
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" uniform mediump float e_time; \n "
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" uniform mediump vec3 e_eyepos; \n "
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" varying mediump vec3 pos; \n "
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" void main (void) \n "
" { \n "
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" mediump vec2 tccoord; \n "
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" mediump vec3 dir = pos - e_eyepos; \n "
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" dir.z *= 3.0; \n "
" dir.xy /= 0.5*length(dir); \n "
" tccoord = (dir.xy + e_time*0.03125); \n "
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" lowp vec3 solid = vec3(texture2D(s_t0, tccoord)); \n "
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" tccoord = (dir.xy + e_time*0.0625); \n "
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" lowp vec4 clouds = texture2D(s_t1, tccoord); \n "
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" gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb); \n "
// " gl_FragColor.rgb = solid.rgb;/*gl_FragColor.g = clouds.r;*/gl_FragColor.b = clouds.a;\n"
" } \n "
" #endif \n "
} ,
{ QR_OPENGL , 110 , " defaultsky " ,
" #version 110 \n "
" #ifdef VERTEX_SHADER \n "
" varying vec3 pos; \n "
" void main (void) \n "
" { \n "
" pos = gl_Vertex.xyz; \n "
" gl_Position = ftransform(); \n "
" } \n "
" #endif \n "
" #ifdef FRAGMENT_SHADER \n "
" uniform float e_time; \n "
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" uniform vec3 e_eyepos; \n "
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" varying vec3 pos; \n "
" uniform sampler2D s_t0; \n "
" uniform sampler2D s_t1; \n "
" void main (void) \n "
" { \n "
" vec2 tccoord; \n "
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" vec3 dir = pos - e_eyepos; \n "
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" dir.z *= 3.0; \n "
" dir.xy /= 0.5*length(dir); \n "
" tccoord = (dir.xy + e_time*0.03125); \n "
" vec3 solid = vec3(texture2D(s_t0, tccoord)); \n "
" tccoord = (dir.xy + e_time*0.0625); \n "
" vec4 clouds = texture2D(s_t1, tccoord); \n "
" gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb); \n "
// " gl_FragColor.rgb = solid.rgb;/*gl_FragColor.g = clouds.r;*/gl_FragColor.b = clouds.a;\n"
" } \n "
" #endif \n "
} ,
{ QR_OPENGL /*ES*/ , 100 , " defaultskin " ,
" !!permu FULLBRIGHT \n "
" !!permu LOWER \n "
" !!permu UPPER \n "
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//"#version 100\n"
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" #ifdef VERTEX_SHADER \n "
" uniform mat4 m_modelview; \n "
" uniform mat4 m_projection; \n "
" attribute vec3 v_position; \n "
" attribute vec2 v_texcoord; \n "
" varying vec2 tc; \n "
" attribute vec3 v_normal; \n "
" uniform vec3 e_light_dir; \n "
" uniform vec3 e_light_mul; \n "
" uniform vec3 e_light_ambient; \n "
" varying vec3 light; \n "
" void main (void) \n "
" { \n "
" light = e_light_ambient + (dot(v_normal,e_light_dir)*e_light_mul); \n "
" tc = v_texcoord; \n "
" gl_Position = m_projection * m_modelview * vec4(v_position, 1.0); \n "
" } \n "
" #endif \n "
" #ifdef FRAGMENT_SHADER \n "
" uniform sampler2D s_t0; \n " /*tex_diffuse*/
" #ifdef LOWER \n "
" uniform sampler2D s_t1; \n " /*tex_lower*/
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" uniform lowp vec3 e_lowercolour; \n "
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" #endif \n "
" #ifdef UPPER \n "
" uniform sampler2D s_t2; \n " /*tex_upper*/
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" uniform lowp vec3 e_uppercolour; \n "
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" #endif \n "
" #ifdef FULLBRIGHT \n "
" uniform sampler2D s_t3; \n " /*tex_fullbright*/
" #endif \n "
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" varying mediump vec2 tc; \n "
" varying lowp vec3 light; \n "
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" uniform vec4 e_colourident; \n "
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" void main (void) \n "
" { \n "
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" vec4 col, sp; \n "
" col = texture2D(s_t0, tc); \n "
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" #ifdef UPPER \n "
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" vec4 uc = texture2D(s_t2, tc); \n "
" col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a); \n "
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" #endif \n "
" #ifdef LOWER \n "
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" vec4 lc = texture2D(s_t1, tc); \n "
" col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a); \n "
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" #endif \n "
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" col.rgb *= light; \n "
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" #ifdef FULLBRIGHT \n "
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" vec4 fb = texture2D(s_t3, tc); \n "
" col.rgb = mix(col.rgb, fb.rgb, fb.a); \n "
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" #endif \n "
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" gl_FragColor = col * e_colourident; \n "
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" } \n "
" #endif \n "
} ,
{ QR_OPENGL , 110 , " defaultskin " ,
" !!permu FULLBRIGHT \n "
" !!permu LOWER \n "
" !!permu UPPER \n "
//"#version 110\n"
" #ifdef VERTEX_SHADER \n "
" uniform mat4 m_modelview; \n "
" uniform mat4 m_projection; \n "
" attribute vec3 v_position; \n "
" attribute vec2 v_texcoord; \n "
" varying vec2 tc; \n "
" attribute vec3 v_normal; \n "
" uniform vec3 e_light_dir; \n "
" uniform vec3 e_light_mul; \n "
" uniform vec3 e_light_ambient; \n "
" varying vec3 light; \n "
" void main (void) \n "
" { \n "
" light = e_light_ambient + (dot(v_normal,e_light_dir)*e_light_mul); \n "
" tc = v_texcoord; \n "
" gl_Position = m_projection * m_modelview * vec4(v_position, 1.0); \n "
" } \n "
" #endif \n "
" #ifdef FRAGMENT_SHADER \n "
" uniform sampler2D s_t0; \n " /*tex_diffuse*/
" #ifdef LOWER \n "
" uniform sampler2D s_t1; \n " /*tex_lower*/
" uniform vec3 e_lowercolour; \n "
" #endif \n "
" #ifdef UPPER \n "
" uniform sampler2D s_t2; \n " /*tex_upper*/
" uniform vec3 e_uppercolour; \n "
" #endif \n "
" #ifdef FULLBRIGHT \n "
" uniform sampler2D s_t3; \n " /*tex_fullbright*/
" #endif \n "
" varying vec2 tc; \n "
" varying vec3 light; \n "
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" uniform vec4 e_colourident; \n "
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" void main (void) \n "
" { \n "
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" vec4 col, sp; \n "
" col = texture2D(s_t0, tc); \n "
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" #ifdef UPPER \n "
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" vec4 uc = texture2D(s_t2, tc); \n "
" col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a); \n "
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" #endif \n "
" #ifdef LOWER \n "
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" vec4 lc = texture2D(s_t1, tc); \n "
" col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a); \n "
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" #endif \n "
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" col.rgb *= light; \n "
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" #ifdef FULLBRIGHT \n "
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" vec4 fb = texture2D(s_t3, tc); \n "
" col.rgb = mix(col.rgb, fb.rgb, fb.a); \n "
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" #endif \n "
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" gl_FragColor = col * e_colourident; \n "
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" } \n "
" #endif \n "
} ,
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# endif
#if 0 //def D3DQUAKE
{ QR_DIRECT3D , 9 , " defaultsky " ,
" struct a2v { \n "
" float4 pos: POSITION; \n "
" }; \n "
" struct v2f { \n "
" #ifdef VERTEX_SHADER \n "
" float4 pos: POSITION; \n "
" #endif \n "
" float3 vpos: COLOR; \n "
" }; \n "
" #ifdef VERTEX_SHADER \n "
" float4x4 ModelViewProj; \n "
" v2f main (a2v inp) \n "
" { \n "
" v2f outp; \n "
" outp.pos = mul(inp.pos, ModelViewProj); \n "
" outp.vpos = inp.pos; \n "
" return outp; \n "
" } \n "
" #endif \n "
" #ifdef FRAGMENT_SHADER \n "
" float e_time; \n "
" float3 e_eyepos; \n "
" sampler2D s_t0; \n "
" sampler2D s_t1; \n "
" float4 main (v2f inp) : COLOR0 \n "
" { \n "
" float2 tccoord; \n "
" float3 dir = inp.vpos - e_eyepos; \n "
" dir.z *= 3.0; \n "
" dir.xy /= 0.5*length(dir); \n "
" tccoord = (dir.xy + e_time*0.03125); \n "
" float4 solid = tex2D(s_t0, tccoord); \n "
" tccoord = (dir.xy + e_time*0.0625); \n "
" float4 clouds = tex2D(s_t1, tccoord); \n "
" return float4((solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb), 1); \n "
// " return solid.rgb;/*gl_FragColor.g = clouds.r;*/gl_FragColor.b = clouds.a;\n"
" } \n "
" #endif \n "
} ,
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# endif
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{ QR_NONE }
} ;
static sgeneric_t * sgenerics ;
static void Shader_FlushGenerics ( void )
{
sgeneric_t * g ;
while ( sgenerics )
{
g = sgenerics ;
sgenerics = g - > next ;
free ( g ) ;
}
}
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static program_t * Shader_LoadGeneric ( char * name , int qrtype )
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{
unsigned int i ;
void * file ;
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sgeneric_t * g ;
for ( g = sgenerics ; g ; g = g - > next )
{
if ( ! strcmp ( name , g - > name ) )
{
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if ( g - > failed )
return NULL ;
g - > prog . refs + + ;
return & g - > prog ;
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}
}
if ( strlen ( name ) > = sizeof ( g - > name ) )
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return NULL ; /*name overflow*/
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g = malloc ( sizeof ( * g ) ) ;
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memset ( g , 0 , sizeof ( * g ) ) ;
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strcpy ( g - > name , name ) ;
g - > next = sgenerics ;
sgenerics = g ;
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g - > prog . refs = 1 ;
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FS_LoadFile ( name , & file ) ;
if ( file )
{
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Shader_LoadPermutations ( & g - > prog , file , qrtype ) ;
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FS_FreeFile ( file ) ;
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g - > prog . refs + + ;
return & g - > prog ;
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}
else
{
for ( i = 0 ; * sbuiltins [ i ] . name ; i + + )
{
if ( sbuiltins [ i ] . qrtype = = qrenderer & & ! strcmp ( sbuiltins [ i ] . name , name ) )
{
# ifdef GLQUAKE
if ( gl_config . gles )
{
if ( sbuiltins [ i ] . apiver ! = 100 )
continue ;
}
else
{
if ( sbuiltins [ i ] . apiver = = 100 )
continue ;
}
# endif
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Shader_LoadPermutations ( & g - > prog , sbuiltins [ i ] . body , sbuiltins [ i ] . qrtype ) ;
g - > prog . refs + + ;
return & g - > prog ;
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}
}
}
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g - > failed = true ;
return NULL ;
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}
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static void Shader_ProgAutoFields ( program_t * prog , char * * cvarfnames )
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{
unsigned int i , p ;
qboolean found ;
int uniformloc ;
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char tmpname [ 128 ] ;
cvar_t * cvar ;
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static struct
{
char * name ;
enum shaderprogparmtype_e ptype ;
} u [ ] =
{
/*vertex attributes*/
{ " v_position " , SP_ATTR_VERTEX } ,
{ " v_colour " , SP_ATTR_COLOUR } ,
{ " v_texcoord " , SP_ATTR_TEXCOORD } ,
{ " v_lmcoord " , SP_ATTR_LMCOORD } ,
{ " v_normal " , SP_ATTR_NORMALS } ,
{ " v_svector " , SP_ATTR_SNORMALS } ,
{ " v_tvector " , SP_ATTR_TNORMALS } ,
/*matricies*/
{ " m_model " , SP_MODELMATRIX } ,
{ " m_view " , SP_VIEWMATRIX } ,
{ " m_modelview " , SP_MODELVIEWMATRIX } ,
{ " m_projection " , SP_PROJECTIONMATRIX } ,
{ " m_modelviewprojection " , SP_MODELVIEWPROJECTIONMATRIX } ,
/*ent properties*/
{ " e_time " , SP_TIME } ,
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{ " e_eyepos " , SP_EYEPOS } ,
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{ " e_colour " , SP_ENTCOLOURS } ,
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{ " e_colourident " , SP_ENTCOLOURSIDENT } ,
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{ " e_topcolour " , SP_TOPCOLOURS } ,
{ " e_bottomcolour " , SP_BOTTOMCOLOURS } ,
{ " e_light_dir " , SP_E_L_DIR } ,
{ " e_light_mul " , SP_E_L_MUL } ,
{ " e_light_ambient " , SP_E_L_AMBIENT } ,
{ NULL }
} ;
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prog - > numparams = 0 ;
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# ifdef GLQUAKE
if ( qrenderer = = QR_OPENGL )
{
if ( gl_config . nofixedfunc )
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prog - > nofixedcompat = true ;
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/*set cvar unirforms*/
for ( i = 0 ; cvarfnames [ i ] ; i + + )
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{
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for ( p = 0 ; cvarfnames [ i ] [ p ] & & ( unsigned char ) cvarfnames [ i ] [ p ] > 32 & & p < sizeof ( tmpname ) - 1 ; p + + )
tmpname [ p ] = cvarfnames [ i ] [ p ] ;
tmpname [ p ] = 0 ;
cvar = Cvar_FindVar ( tmpname ) ;
if ( ! cvar )
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continue ;
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cvar - > flags | = CVAR_SHADERSYSTEM ;
for ( p = 0 ; p < PERMUTATIONS ; p + + )
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{
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if ( ! prog - > handle [ p ] . glsl )
continue ;
GLSlang_UseProgram ( prog - > handle [ p ] . glsl ) ;
uniformloc = qglGetUniformLocationARB ( prog - > handle [ p ] . glsl , u [ i ] . name ) ;
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if ( uniformloc ! = - 1 )
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qglUniform1fARB ( uniformloc , cvar - > value ) ;
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}
}
for ( i = 0 ; u [ i ] . name ; i + + )
{
found = false ;
for ( p = 0 ; p < PERMUTATIONS ; p + + )
{
2011-02-25 04:22:14 +00:00
if ( ! prog - > handle [ p ] . glsl )
2011-01-23 03:44:49 +00:00
continue ;
2011-02-25 04:22:14 +00:00
GLSlang_UseProgram ( prog - > handle [ p ] . glsl ) ;
2011-01-23 03:44:49 +00:00
if ( u [ i ] . ptype > = SP_FIRSTUNIFORM )
2011-02-25 04:22:14 +00:00
uniformloc = qglGetUniformLocationARB ( prog - > handle [ p ] . glsl , u [ i ] . name ) ;
2011-01-23 03:44:49 +00:00
else
2011-02-25 04:22:14 +00:00
uniformloc = qglGetAttribLocationARB ( prog - > handle [ p ] . glsl , u [ i ] . name ) ;
2011-01-23 03:44:49 +00:00
if ( uniformloc ! = - 1 )
found = true ;
2011-02-25 04:22:14 +00:00
prog - > parm [ prog - > numparams ] . handle [ p ] = uniformloc ;
2011-01-23 03:44:49 +00:00
}
if ( found )
{
2011-02-25 04:22:14 +00:00
prog - > parm [ prog - > numparams ] . type = u [ i ] . ptype ;
prog - > numparams + + ;
2011-01-23 03:44:49 +00:00
if ( u [ i ] . ptype < SP_FIRSTUNIFORM )
2011-02-25 04:22:14 +00:00
prog - > nofixedcompat = true ;
2011-01-23 03:44:49 +00:00
}
}
2011-04-30 17:21:10 +00:00
/*set texture uniforms*/
for ( p = 0 ; p < PERMUTATIONS ; p + + )
{
if ( ! prog - > handle [ p ] . glsl )
continue ;
GLSlang_UseProgram ( prog - > handle [ p ] . glsl ) ;
for ( i = 0 ; i < 8 ; i + + )
{
uniformloc = qglGetUniformLocationARB ( prog - > handle [ p ] . glsl , va ( " s_t%i " , i ) ) ;
if ( uniformloc ! = - 1 )
qglUniform1iARB ( uniformloc , i ) ;
}
}
2011-01-23 03:44:49 +00:00
GLSlang_UseProgram ( 0 ) ;
}
# endif
}
2010-08-28 17:14:38 +00:00
2009-11-04 21:16:50 +00:00
static void Shader_SLProgramName ( shader_t * shader , shaderpass_t * pass , char * * ptr , int qrtype )
2006-03-11 03:12:10 +00:00
{
2010-07-11 02:22:39 +00:00
/*accepts:
program
{
BLAH
}
where BLAH is both vertex + frag with # ifdefs
or
2011-01-23 03:44:49 +00:00
program fname
2010-07-11 02:22:39 +00:00
on one line .
*/
2011-01-23 03:44:49 +00:00
char * programbody ;
char * start , * end ;
2009-07-05 18:45:53 +00:00
2011-01-23 03:44:49 +00:00
end = * ptr ;
while ( * end = = ' ' | | * end = = ' \t ' | | * end = = ' \r ' )
end + + ;
if ( * end = = ' \n ' )
2009-07-05 18:45:53 +00:00
{
int count ;
2011-01-23 03:44:49 +00:00
end + + ;
while ( * end = = ' ' | | * end = = ' \t ' )
end + + ;
if ( * end ! = ' { ' )
2009-07-05 18:45:53 +00:00
{
Con_Printf ( " shader \" %s \" missing program string \n " , shader - > name ) ;
}
else
{
2011-01-23 03:44:49 +00:00
end + + ;
start = end ;
for ( count = 1 ; * end ; end + + )
2009-07-05 18:45:53 +00:00
{
2011-01-23 03:44:49 +00:00
if ( * end = = ' } ' )
2009-07-05 18:45:53 +00:00
{
count - - ;
if ( ! count )
break ;
}
2011-01-23 03:44:49 +00:00
else if ( * end = = ' { ' )
2009-07-05 18:45:53 +00:00
count + + ;
}
2011-01-23 03:44:49 +00:00
programbody = BZ_Malloc ( end - start + 1 ) ;
memcpy ( programbody , start , end - start ) ;
programbody [ end - start ] = 0 ;
* ptr = end + 1 ; /*skip over it all*/
2010-08-28 17:14:38 +00:00
2011-02-25 04:22:14 +00:00
shader - > prog = malloc ( sizeof ( * shader - > prog ) ) ;
2011-03-05 12:39:35 +00:00
memset ( shader - > prog , 0 , sizeof ( * shader - > prog ) ) ;
2011-02-25 04:22:14 +00:00
shader - > prog - > refs = 1 ;
Shader_LoadPermutations ( shader - > prog , programbody , qrtype ) ;
2009-07-05 18:45:53 +00:00
2011-01-23 03:44:49 +00:00
BZ_Free ( programbody ) ;
2009-07-05 18:45:53 +00:00
}
2010-08-28 17:14:38 +00:00
return ;
2009-11-04 21:16:50 +00:00
}
2010-08-28 17:14:38 +00:00
2011-02-25 04:22:14 +00:00
shader - > prog = Shader_LoadGeneric ( Shader_ParseString ( ptr ) , qrtype ) ;
2006-03-11 03:12:10 +00:00
}
2009-11-04 21:16:50 +00:00
static void Shader_GLSLProgramName ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
Shader_SLProgramName ( shader , pass , ptr , QR_OPENGL ) ;
}
2011-03-31 02:32:32 +00:00
static void Shader_ProgramName ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
Shader_SLProgramName ( shader , pass , ptr , qrenderer ) ;
}
2009-11-04 21:16:50 +00:00
static void Shader_HLSLProgramName ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
Shader_SLProgramName ( shader , pass , ptr , QR_DIRECT3D ) ;
}
2006-03-11 03:12:10 +00:00
static void Shader_ProgramParam ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
2010-08-28 17:14:38 +00:00
cvar_t * cv = NULL ;
2006-03-11 03:12:10 +00:00
int specialint = 0 ;
float specialfloat = 0 ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
vec3_t specialvec = { 0 } ;
2006-03-11 03:12:10 +00:00
enum shaderprogparmtype_e parmtype = SP_BAD ;
char * token ;
2009-11-04 21:16:50 +00:00
qboolean silent = false ;
2011-01-23 03:44:49 +00:00
char * forcename = NULL ;
2006-03-11 03:12:10 +00:00
2009-11-04 21:16:50 +00:00
token = Shader_ParseString ( ptr ) ;
if ( ! Q_stricmp ( token , " opt " ) )
{
silent = true ;
token = Shader_ParseString ( ptr ) ;
}
2006-03-11 03:12:10 +00:00
if ( ! Q_stricmp ( token , " texture " ) )
{
2009-11-04 21:16:50 +00:00
token = Shader_ParseString ( ptr ) ;
2006-03-11 03:12:10 +00:00
specialint = atoi ( token ) ;
parmtype = SP_TEXTURE ;
}
2010-11-10 03:32:47 +00:00
else if ( ! Q_stricmp ( token , " consti " ) )
{
token = Shader_ParseSensString ( ptr ) ;
specialint = atoi ( token ) ;
parmtype = SP_CONSTI ;
}
else if ( ! Q_stricmp ( token , " constf " ) )
{
token = Shader_ParseSensString ( ptr ) ;
specialfloat = atof ( token ) ;
parmtype = SP_CONSTF ;
}
2006-03-11 03:12:10 +00:00
else if ( ! Q_stricmp ( token , " cvari " ) )
{
2010-07-11 02:22:39 +00:00
token = Shader_ParseSensString ( ptr ) ;
2006-03-11 03:12:10 +00:00
cv = Cvar_Get ( token , " " , 0 , " GLSL Shader parameters " ) ;
2010-08-28 17:14:38 +00:00
if ( ! cv )
return ;
2006-03-11 03:12:10 +00:00
parmtype = SP_CVARI ;
}
else if ( ! Q_stricmp ( token , " cvarf " ) )
{
2010-07-11 02:22:39 +00:00
token = Shader_ParseSensString ( ptr ) ;
2006-03-11 03:12:10 +00:00
cv = Cvar_Get ( token , " " , 0 , " GLSL Shader parameters " ) ;
2010-08-28 17:14:38 +00:00
if ( ! cv )
return ;
2006-03-11 03:12:10 +00:00
parmtype = SP_CVARF ;
}
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
else if ( ! Q_stricmp ( token , " cvar3f " ) )
{
token = Shader_ParseSensString ( ptr ) ;
cv = Cvar_Get ( token , " " , 0 , " GLSL Shader parameters " ) ;
2010-08-28 17:14:38 +00:00
if ( ! cv )
return ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
parmtype = SP_CVAR3F ;
}
2006-03-11 03:12:10 +00:00
else if ( ! Q_stricmp ( token , " time " ) )
parmtype = SP_TIME ;
2008-12-23 02:55:20 +00:00
else if ( ! Q_stricmp ( token , " eyepos " ) )
parmtype = SP_EYEPOS ;
2009-11-04 21:16:50 +00:00
else if ( ! Q_stricmp ( token , " entmatrix " ) )
parmtype = SP_ENTMATRIX ;
2008-12-23 02:55:20 +00:00
else if ( ! Q_stricmp ( token , " colours " ) | | ! Q_stricmp ( token , " colors " ) )
parmtype = SP_ENTCOLOURS ;
else if ( ! Q_stricmp ( token , " upper " ) )
parmtype = SP_TOPCOLOURS ;
else if ( ! Q_stricmp ( token , " lower " ) )
parmtype = SP_BOTTOMCOLOURS ;
2009-07-18 20:46:42 +00:00
else if ( ! Q_stricmp ( token , " lightradius " ) )
parmtype = SP_LIGHTRADIUS ;
else if ( ! Q_stricmp ( token , " lightcolour " ) )
parmtype = SP_LIGHTCOLOUR ;
else if ( ! Q_stricmp ( token , " lightpos " ) )
parmtype = SP_LIGHTPOSITION ;
2010-07-25 15:12:12 +00:00
else if ( ! Q_stricmp ( token , " rendertexturescale " ) )
parmtype = SP_RENDERTEXTURESCALE ;
2009-07-18 20:46:42 +00:00
else
Con_Printf ( " shader %s: parameter type \" %s \" not known \n " , shader - > name , token ) ;
2006-03-11 03:12:10 +00:00
2011-01-23 03:44:49 +00:00
if ( forcename )
token = forcename ;
else
token = Shader_ParseSensString ( ptr ) ;
2006-03-11 03:12:10 +00:00
2009-11-04 21:16:50 +00:00
# ifdef GLQUAKE
if ( qrenderer = = QR_OPENGL )
{
2010-11-02 23:17:25 +00:00
int p ;
qboolean foundone ;
2009-11-04 21:16:50 +00:00
unsigned int uniformloc ;
2011-02-25 04:22:14 +00:00
program_t * prog = shader - > prog ;
if ( ! prog )
2006-03-11 03:12:10 +00:00
{
2009-11-04 21:16:50 +00:00
Con_Printf ( " shader %s: param without program set \n " , shader - > name ) ;
2006-03-11 03:12:10 +00:00
}
2011-02-25 04:22:14 +00:00
else if ( prog - > numparams = = SHADER_PROGPARMS_MAX )
2010-08-28 17:14:38 +00:00
Con_Printf ( " shader %s: too many parms \n " , shader - > name ) ;
2006-03-11 03:12:10 +00:00
else
{
2011-02-25 04:22:14 +00:00
if ( prog - > refs ! = 1 )
Con_Printf ( " shader %s: parms on shared shader \n " , shader - > name ) ;
2010-08-28 17:14:38 +00:00
foundone = false ;
2011-02-25 04:22:14 +00:00
prog - > parm [ prog - > numparams ] . type = parmtype ;
2010-08-28 17:14:38 +00:00
for ( p = 0 ; p < PERMUTATIONS ; p + + )
2009-11-04 21:16:50 +00:00
{
2011-02-25 04:22:14 +00:00
if ( ! prog - > handle [ p ] . glsl )
2010-08-28 17:14:38 +00:00
continue ;
2011-02-25 04:22:14 +00:00
GLSlang_UseProgram ( prog - > handle [ p ] . glsl ) ;
2011-01-23 03:44:49 +00:00
if ( parmtype > = SP_FIRSTUNIFORM )
2011-02-25 04:22:14 +00:00
uniformloc = qglGetUniformLocationARB ( prog - > handle [ p ] . glsl , token ) ;
2011-01-23 03:44:49 +00:00
else
2011-02-25 04:22:14 +00:00
uniformloc = qglGetAttribLocationARB ( prog - > handle [ p ] . glsl , token ) ;
prog - > parm [ prog - > numparams ] . handle [ p ] = uniformloc ;
2010-08-28 17:14:38 +00:00
if ( uniformloc ! = - 1 )
2009-11-04 21:16:50 +00:00
{
2010-08-28 17:14:38 +00:00
foundone = true ;
switch ( parmtype )
{
case SP_BAD :
foundone = false ;
break ;
case SP_TEXTURE :
2010-11-10 03:32:47 +00:00
case SP_CONSTI :
2011-02-25 04:22:14 +00:00
prog - > parm [ prog - > numparams ] . ival = specialint ;
2010-08-28 17:14:38 +00:00
break ;
2010-11-10 03:32:47 +00:00
case SP_CONSTF :
2011-02-25 04:22:14 +00:00
prog - > parm [ prog - > numparams ] . fval = specialfloat ;
2010-11-10 03:32:47 +00:00
break ;
2010-08-28 17:14:38 +00:00
case SP_CVARF :
case SP_CVARI :
2011-02-25 04:22:14 +00:00
prog - > parm [ prog - > numparams ] . pval = cv ;
2010-08-28 17:14:38 +00:00
break ;
case SP_CVAR3F :
2011-02-25 04:22:14 +00:00
prog - > parm [ prog - > numparams ] . pval = cv ;
2010-08-28 17:14:38 +00:00
qglUniform3fvARB ( uniformloc , 1 , specialvec ) ;
break ;
default :
break ;
}
2009-11-04 21:16:50 +00:00
}
2006-03-11 03:12:10 +00:00
}
2010-08-28 17:14:38 +00:00
if ( ! foundone & & ! silent )
2011-01-23 03:44:49 +00:00
Con_Printf ( " shader %s: param \" %s \" not found \n " , shader - > name , token ) ;
2010-08-28 17:14:38 +00:00
else
2011-02-25 04:22:14 +00:00
prog - > numparams + + ;
2010-08-28 17:14:38 +00:00
2009-11-04 21:16:50 +00:00
GLSlang_UseProgram ( 0 ) ;
2006-03-11 03:12:10 +00:00
}
}
2009-11-04 21:16:50 +00:00
# endif
2006-03-11 03:12:10 +00:00
}
2011-02-25 04:22:14 +00:00
static void Shader_DiffuseMap ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
char * token ;
token = Shader_ParseString ( ptr ) ;
shader - > defaulttextures . base = R_LoadHiResTexture ( token , NULL , 0 ) ;
}
static void Shader_Translucent ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
shader - > flags | = SHADER_BLEND ;
}
2004-10-19 15:56:22 +00:00
static shaderkey_t shaderkeys [ ] =
{
2011-03-12 13:51:40 +00:00
{ " cull " , Shader_Cull } ,
{ " skyparms " , Shader_SkyParms } ,
2009-11-04 21:16:50 +00:00
{ " fogparms " , Shader_FogParms } ,
{ " surfaceparm " , Shader_SurfaceParm } ,
2011-03-12 13:51:40 +00:00
{ " nomipmaps " , Shader_NoMipMaps } ,
2009-11-04 21:16:50 +00:00
{ " nopicmip " , Shader_NoPicMip } ,
{ " polygonoffset " , Shader_PolygonOffset } ,
{ " sort " , Shader_Sort } ,
2011-03-12 13:51:40 +00:00
{ " deformvertexes " , Shader_DeformVertexes } ,
2009-11-04 21:16:50 +00:00
{ " portal " , Shader_Portal } ,
{ " entitymergable " , Shader_EntityMergable } ,
{ " glslprogram " , Shader_GLSLProgramName } ,
2011-03-31 02:32:32 +00:00
{ " program " , Shader_ProgramName } , //legacy
2009-11-04 21:16:50 +00:00
{ " hlslprogram " , Shader_HLSLProgramName } , //for d3d
{ " param " , Shader_ProgramParam } ,
2006-03-11 03:12:10 +00:00
2011-02-25 04:22:14 +00:00
/*doom3 compat*/
{ " diffusemap " , Shader_DiffuseMap } ,
{ " bumpmap " , NULL } ,
{ " specularmap " , NULL } ,
{ " nonsolid " , NULL } ,
{ " noimpact " , NULL } ,
{ " translucent " , Shader_Translucent } ,
{ " noshadows " , NULL } ,
{ " nooverlays " , NULL } ,
{ " nofragment " , NULL } ,
2011-03-12 13:51:40 +00:00
{ NULL , NULL }
2004-10-19 15:56:22 +00:00
} ;
// ===============================================================
2010-11-22 02:03:28 +00:00
static qboolean ShaderPass_MapGen ( shader_t * shader , shaderpass_t * pass , char * tname )
2004-10-19 15:56:22 +00:00
{
2010-11-22 02:03:28 +00:00
if ( ! Q_stricmp ( tname , " $lightmap " ) )
2005-01-07 03:10:11 +00:00
{
2004-10-19 15:56:22 +00:00
pass - > tcgen = TC_GEN_LIGHTMAP ;
2010-11-02 23:17:25 +00:00
pass - > flags | = SHADER_PASS_LIGHTMAP | SHADER_PASS_NOMIPMAP ;
2009-11-04 21:16:50 +00:00
pass - > texgen = T_GEN_LIGHTMAP ;
shader - > flags | = SHADER_HASLIGHTMAP ;
2005-01-07 03:10:11 +00:00
}
2010-11-22 02:03:28 +00:00
else if ( ! Q_stricmp ( tname , " $deluxmap " ) )
2005-01-07 03:10:11 +00:00
{
pass - > tcgen = TC_GEN_LIGHTMAP ;
2010-11-02 23:17:25 +00:00
pass - > flags | = SHADER_PASS_DELUXMAP | SHADER_PASS_NOMIPMAP ;
2009-11-04 21:16:50 +00:00
pass - > texgen = T_GEN_DELUXMAP ;
}
2010-11-22 02:03:28 +00:00
else if ( ! Q_stricmp ( tname , " $diffuse " ) )
2009-11-04 21:16:50 +00:00
{
pass - > texgen = T_GEN_DIFFUSE ;
pass - > tcgen = TC_GEN_BASE ;
}
2010-11-22 02:03:28 +00:00
else if ( ! Q_stricmp ( tname , " $normalmap " ) )
2009-11-04 21:16:50 +00:00
{
pass - > texgen = T_GEN_NORMALMAP ;
pass - > tcgen = TC_GEN_BASE ;
}
2010-11-22 02:03:28 +00:00
else if ( ! Q_stricmp ( tname , " $specular " ) )
2009-11-04 21:16:50 +00:00
{
pass - > texgen = T_GEN_SPECULAR ;
pass - > tcgen = TC_GEN_BASE ;
}
2010-11-22 02:03:28 +00:00
else if ( ! Q_stricmp ( tname , " $fullbright " ) )
2009-11-04 21:16:50 +00:00
{
pass - > texgen = T_GEN_FULLBRIGHT ;
pass - > tcgen = TC_GEN_BASE ;
}
2010-11-22 02:03:28 +00:00
else if ( ! Q_stricmp ( tname , " $upperoverlay " ) )
2009-11-04 21:16:50 +00:00
{
2010-07-18 12:52:24 +00:00
shader - > flags | = SHADER_HASTOPBOTTOM ;
2009-11-04 21:16:50 +00:00
pass - > texgen = T_GEN_UPPEROVERLAY ;
pass - > tcgen = TC_GEN_BASE ;
}
2010-11-22 02:03:28 +00:00
else if ( ! Q_stricmp ( tname , " $loweroverlay " ) )
2009-11-04 21:16:50 +00:00
{
2010-07-18 12:52:24 +00:00
shader - > flags | = SHADER_HASTOPBOTTOM ;
2009-11-04 21:16:50 +00:00
pass - > texgen = T_GEN_LOWEROVERLAY ;
pass - > tcgen = TC_GEN_BASE ;
}
2010-11-22 02:03:28 +00:00
else if ( ! Q_stricmp ( tname , " $shadowmap " ) )
2009-11-04 21:16:50 +00:00
{
pass - > texgen = T_GEN_SHADOWMAP ;
pass - > tcgen = TC_GEN_BASE ; //FIXME: moo!
}
2010-11-22 02:03:28 +00:00
else if ( ! Q_stricmp ( tname , " $currentrender " ) )
2009-11-04 21:16:50 +00:00
{
pass - > texgen = T_GEN_CURRENTRENDER ;
pass - > tcgen = TC_GEN_BASE ; //FIXME: moo!
2005-01-07 03:10:11 +00:00
}
else
2010-11-22 02:03:28 +00:00
return false ;
return true ;
}
static void Shaderpass_Map ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
int flags ;
char * token ;
pass - > anim_frames [ 0 ] = r_nulltex ;
token = Shader_ParseString ( ptr ) ;
if ( ! ShaderPass_MapGen ( shader , pass , token ) )
2005-01-07 03:10:11 +00:00
{
2010-11-22 02:03:28 +00:00
pass - > texgen = T_GEN_SINGLEMAP ;
2009-11-04 21:16:50 +00:00
flags = Shader_SetImageFlags ( shader ) ;
2004-10-19 15:56:22 +00:00
pass - > tcgen = TC_GEN_BASE ;
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pass - > anim_frames [ 0 ] = Shader_FindImage ( token , flags ) ;
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}
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}
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static void Shaderpass_AnimMap ( shader_t * shader , shaderpass_t * pass , char * * ptr )
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{
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int flags ;
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char * token ;
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texid_t image ;
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flags = Shader_SetImageFlags ( shader ) ;
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pass - > tcgen = TC_GEN_BASE ;
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pass - > flags | = SHADER_PASS_ANIMMAP ;
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pass - > texgen = T_GEN_ANIMMAP ;
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pass - > anim_fps = ( int ) Shader_ParseFloat ( ptr ) ;
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pass - > anim_numframes = 0 ;
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for ( ; ; )
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{
token = Shader_ParseString ( ptr ) ;
if ( ! token [ 0 ] )
{
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break ;
}
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if ( pass - > anim_numframes < SHADER_ANIM_FRAMES_MAX )
{
image = Shader_FindImage ( token , flags ) ;
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if ( ! TEXVALID ( image ) )
{
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pass - > anim_frames [ pass - > anim_numframes + + ] = missing_texture ;
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Con_DPrintf ( CON_WARNING " Shader %s has an animmap with no image: %s. \n " , shader - > name , token ) ;
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}
else
{
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pass - > anim_frames [ pass - > anim_numframes + + ] = image ;
}
}
}
}
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static void Shaderpass_ClampMap ( shader_t * shader , shaderpass_t * pass , char * * ptr )
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{
int flags ;
char * token ;
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token = Shader_ParseString ( ptr ) ;
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if ( ! ShaderPass_MapGen ( shader , pass , token ) )
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{
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flags = Shader_SetImageFlags ( shader ) ;
pass - > tcgen = TC_GEN_BASE ;
pass - > anim_frames [ 0 ] = Shader_FindImage ( token , flags | IF_CLAMP ) ;
pass - > texgen = T_GEN_SINGLEMAP ;
if ( ! TEXVALID ( pass - > anim_frames [ 0 ] ) )
{
pass - > anim_frames [ 0 ] = missing_texture ;
Con_DPrintf ( CON_WARNING " Shader %s has a stage with no image: %s. \n " , shader - > name , token ) ;
}
}
pass - > flags | = SHADER_PASS_CLAMP ;
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}
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static void Shaderpass_VideoMap ( shader_t * shader , shaderpass_t * pass , char * * ptr )
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{
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char * token ;
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token = Shader_ParseString ( ptr ) ;
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# ifdef NOMEDIA
# else
if ( pass - > cin )
Z_Free ( pass - > cin ) ;
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pass - > cin = Media_StartCin ( token ) ;
if ( ! pass - > cin )
pass - > cin = Media_StartCin ( va ( " video/%s.roq " , token ) ) ;
else
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Con_DPrintf ( CON_WARNING " (shader %s) Couldn't load video %s \n " , shader - > name , token ) ;
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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 ;
}
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# endif
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}
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static void Shaderpass_RGBGen ( shader_t * shader , shaderpass_t * pass , char * * ptr )
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{
char * token ;
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token = Shader_ParseString ( ptr ) ;
if ( ! Q_stricmp ( token , " identitylighting " ) )
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pass - > rgbgen = RGB_GEN_IDENTITY_LIGHTING ;
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else if ( ! Q_stricmp ( token , " identity " ) )
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pass - > rgbgen = RGB_GEN_IDENTITY ;
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else if ( ! Q_stricmp ( token , " wave " ) )
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{
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pass - > rgbgen = RGB_GEN_WAVE ;
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Shader_ParseFunc ( ptr , & pass - > rgbgen_func ) ;
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}
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else if ( ! Q_stricmp ( token , " entity " ) )
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pass - > rgbgen = RGB_GEN_ENTITY ;
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else if ( ! Q_stricmp ( token , " oneMinusEntity " ) )
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pass - > rgbgen = RGB_GEN_ONE_MINUS_ENTITY ;
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else if ( ! Q_stricmp ( token , " vertex " ) )
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pass - > rgbgen = RGB_GEN_VERTEX ;
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else if ( ! Q_stricmp ( token , " oneMinusVertex " ) )
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pass - > rgbgen = RGB_GEN_ONE_MINUS_VERTEX ;
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else if ( ! Q_stricmp ( token , " lightingDiffuse " ) )
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pass - > rgbgen = RGB_GEN_LIGHTING_DIFFUSE ;
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else if ( ! Q_stricmp ( token , " exactvertex " ) )
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pass - > rgbgen = RGB_GEN_EXACT_VERTEX ;
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else if ( ! Q_stricmp ( token , " const " ) | | ! Q_stricmp ( token , " constant " ) )
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{
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pass - > rgbgen = RGB_GEN_CONST ;
pass - > rgbgen_func . type = SHADER_FUNC_CONSTANT ;
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Shader_ParseVector ( ptr , pass - > rgbgen_func . args ) ;
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}
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else if ( ! Q_stricmp ( token , " topcolor " ) )
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pass - > rgbgen = RGB_GEN_TOPCOLOR ;
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else if ( ! Q_stricmp ( token , " bottomcolor " ) )
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pass - > rgbgen = RGB_GEN_BOTTOMCOLOR ;
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}
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static void Shaderpass_AlphaGen ( shader_t * shader , shaderpass_t * pass , char * * ptr )
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{
char * token ;
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token = Shader_ParseString ( ptr ) ;
if ( ! Q_stricmp ( token , " portal " ) )
{
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pass - > alphagen = ALPHA_GEN_PORTAL ;
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shader - > portaldist = Shader_ParseFloat ( ptr ) ;
if ( ! shader - > portaldist )
shader - > portaldist = 256 ;
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shader - > flags | = SHADER_AGEN_PORTAL ;
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}
else if ( ! Q_stricmp ( token , " vertex " ) )
{
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pass - > alphagen = ALPHA_GEN_VERTEX ;
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}
else if ( ! Q_stricmp ( token , " entity " ) )
{
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pass - > alphagen = ALPHA_GEN_ENTITY ;
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}
else if ( ! Q_stricmp ( token , " wave " ) )
{
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pass - > alphagen = ALPHA_GEN_WAVE ;
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Shader_ParseFunc ( ptr , & pass - > alphagen_func ) ;
}
else if ( ! Q_stricmp ( token , " lightingspecular " ) )
{
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pass - > alphagen = ALPHA_GEN_SPECULAR ;
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}
else if ( ! Q_stricmp ( token , " const " ) | | ! Q_stricmp ( token , " constant " ) )
{
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pass - > alphagen = ALPHA_GEN_CONST ;
pass - > alphagen_func . type = SHADER_FUNC_CONSTANT ;
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pass - > alphagen_func . args [ 0 ] = fabs ( Shader_ParseFloat ( ptr ) ) ;
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}
}
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static void Shaderpass_AlphaShift ( shader_t * shader , shaderpass_t * pass , char * * ptr ) //for alienarena
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{
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
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speed = Shader_ParseFloat ( ptr ) ;
min = Shader_ParseFloat ( ptr ) ;
max = Shader_ParseFloat ( ptr ) ;
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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 ;
}
2004-10-19 15:56:22 +00:00
2009-11-04 21:16:50 +00:00
static int Shader_BlendFactor ( char * name , qboolean dstnotsrc )
{
int factor ;
if ( ! strnicmp ( name , " gl_ " , 3 ) )
name + = 3 ;
if ( ! Q_stricmp ( name , " zero " ) )
factor = SBITS_SRCBLEND_ZERO ;
else if ( ! Q_stricmp ( name , " one " ) )
factor = SBITS_SRCBLEND_ONE ;
else if ( ! Q_stricmp ( name , " dst_color " ) )
factor = SBITS_SRCBLEND_DST_COLOR ;
else if ( ! Q_stricmp ( name , " one_minus_src_alpha " ) )
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA ;
else if ( ! Q_stricmp ( name , " src_alpha " ) )
factor = SBITS_SRCBLEND_SRC_ALPHA ;
else if ( ! Q_stricmp ( name , " src_color " ) )
factor = SBITS_SRCBLEND_SRC_COLOR_INVALID ;
else if ( ! Q_stricmp ( name , " one_minus_dst_color " ) )
factor = SBITS_SRCBLEND_ONE_MINUS_DST_COLOR ;
else if ( ! Q_stricmp ( name , " one_minus_src_color " ) )
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID ;
else if ( ! Q_stricmp ( name , " dst_alpha " ) )
factor = SBITS_SRCBLEND_DST_ALPHA ;
else if ( ! Q_stricmp ( name , " one_minus_dst_alpha " ) )
factor = SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA ;
else
factor = SBITS_SRCBLEND_NONE ;
if ( dstnotsrc )
{
//dest factors are shifted
factor < < = 4 ;
/*gl doesn't accept dst_color for destinations*/
if ( factor = = SBITS_DSTBLEND_NONE | |
factor = = SBITS_DSTBLEND_DST_COLOR_INVALID | |
factor = = SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID | |
factor = = SBITS_DSTBLEND_ALPHA_SATURATE_INVALID )
{
Con_DPrintf ( " Invalid shader dst blend \" %s \" \n " , name ) ;
factor = SBITS_DSTBLEND_ONE ;
}
}
else
{
/*gl doesn't accept src_color for sources*/
if ( factor = = SBITS_SRCBLEND_NONE | |
factor = = SBITS_SRCBLEND_SRC_COLOR_INVALID | |
factor = = SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID )
{
Con_DPrintf ( " Unrecognised shader src blend \" %s \" \n " , name ) ;
factor = SBITS_SRCBLEND_ONE ;
}
}
return factor ;
}
static void Shaderpass_BlendFunc ( shader_t * shader , shaderpass_t * pass , char * * ptr )
2004-10-19 15:56:22 +00:00
{
char * token ;
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pass - > shaderbits & = ~ ( SBITS_BLEND_BITS ) ;
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2009-11-04 21:16:50 +00:00
token = Shader_ParseString ( ptr ) ;
2011-02-25 04:22:14 +00:00
if ( ! Q_stricmp ( token , " diffusemap " ) )
{
//if the shader is translucent then this pass must be meant to be blended
if ( shader - > flags & SHADER_BLEND )
pass - > shaderbits | = SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA ;
else
pass - > shaderbits | = SBITS_SRCBLEND_NONE | SBITS_DSTBLEND_NONE ;
}
else if ( ! Q_stricmp ( token , " blend " ) )
2009-11-04 21:16:50 +00:00
{
pass - > shaderbits | = SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA ;
}
else if ( ! Q_stricmp ( token , " filter " ) )
{
pass - > shaderbits | = SBITS_SRCBLEND_DST_COLOR | SBITS_DSTBLEND_ZERO ;
}
else if ( ! Q_stricmp ( token , " add " ) )
{
2010-11-07 02:53:46 +00:00
pass - > shaderbits | = SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE ;
2009-11-04 21:16:50 +00:00
}
else if ( ! Q_stricmp ( token , " replace " ) )
{
pass - > shaderbits | = SBITS_SRCBLEND_NONE | SBITS_DSTBLEND_NONE ;
}
else
{
pass - > shaderbits | = Shader_BlendFactor ( token , false ) ;
2004-10-19 15:56:22 +00:00
2009-11-04 21:16:50 +00:00
token = Shader_ParseString ( ptr ) ;
2011-02-25 04:22:14 +00:00
if ( * token = = ' , ' )
token = Shader_ParseString ( ptr ) ;
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pass - > shaderbits | = Shader_BlendFactor ( token , true ) ;
2011-03-12 13:51:40 +00:00
}
2004-10-19 15:56:22 +00:00
}
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static void Shaderpass_AlphaFunc ( shader_t * shader , shaderpass_t * pass , char * * ptr )
2004-10-19 15:56:22 +00:00
{
char * token ;
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pass - > shaderbits & = ~ SBITS_ATEST_BITS ;
2004-10-19 15:56:22 +00:00
2009-11-04 21:16:50 +00:00
token = Shader_ParseString ( ptr ) ;
2011-03-12 13:51:40 +00:00
if ( ! Q_stricmp ( token , " gt0 " ) )
2009-11-04 21:16:50 +00:00
{
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 ;
2011-03-12 13:51:40 +00:00
}
2004-10-19 15:56:22 +00:00
}
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static void Shaderpass_DepthFunc ( shader_t * shader , shaderpass_t * pass , char * * ptr )
2004-10-19 15:56:22 +00:00
{
char * token ;
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token = Shader_ParseString ( ptr ) ;
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if ( ! Q_stricmp ( token , " equal " ) )
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pass - > shaderbits | = SBITS_MISC_DEPTHEQUALONLY ;
2011-03-12 13:51:40 +00:00
else if ( ! Q_stricmp ( token , " lequal " ) )
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pass - > shaderbits & = ~ SBITS_MISC_DEPTHEQUALONLY ;
else
Con_DPrintf ( " Invalid depth func %s \n " , token ) ;
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}
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static void Shaderpass_DepthWrite ( shader_t * shader , shaderpass_t * pass , char * * ptr )
2004-10-19 15:56:22 +00:00
{
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shader - > flags | = SHADER_DEPTHWRITE ;
pass - > shaderbits | = SBITS_MISC_DEPTHWRITE ;
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}
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static void Shaderpass_TcMod ( shader_t * shader , shaderpass_t * pass , char * * ptr )
2004-10-19 15:56:22 +00:00
{
int i ;
tcmod_t * tcmod ;
char * token ;
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if ( pass - > numtcmods > = SHADER_TCMOD_MAX )
{
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return ;
}
tcmod = & pass - > tcmods [ pass - > numtcmods ] ;
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token = Shader_ParseString ( ptr ) ;
if ( ! Q_stricmp ( token , " rotate " ) )
{
tcmod - > args [ 0 ] = - Shader_ParseFloat ( ptr ) / 360.0f ;
if ( ! tcmod - > args [ 0 ] )
{
2004-10-19 15:56:22 +00:00
return ;
}
tcmod - > type = SHADER_TCMOD_ROTATE ;
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}
else if ( ! Q_stricmp ( token , " scale " ) )
{
tcmod - > args [ 0 ] = Shader_ParseFloat ( ptr ) ;
tcmod - > args [ 1 ] = Shader_ParseFloat ( ptr ) ;
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tcmod - > type = SHADER_TCMOD_SCALE ;
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}
else if ( ! Q_stricmp ( token , " scroll " ) )
{
tcmod - > args [ 0 ] = Shader_ParseFloat ( ptr ) ;
tcmod - > args [ 1 ] = Shader_ParseFloat ( ptr ) ;
2004-10-19 15:56:22 +00:00
tcmod - > type = SHADER_TCMOD_SCROLL ;
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}
else if ( ! Q_stricmp ( token , " stretch " ) )
{
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shaderfunc_t func ;
2009-11-04 21:16:50 +00:00
Shader_ParseFunc ( ptr , & func ) ;
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tcmod - > args [ 0 ] = func . type ;
for ( i = 1 ; i < 5 ; + + i )
tcmod - > args [ i ] = func . args [ i - 1 ] ;
tcmod - > type = SHADER_TCMOD_STRETCH ;
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}
else if ( ! Q_stricmp ( token , " transform " ) )
{
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for ( i = 0 ; i < 6 ; + + i )
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tcmod - > args [ i ] = Shader_ParseFloat ( ptr ) ;
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tcmod - > type = SHADER_TCMOD_TRANSFORM ;
2009-11-04 21:16:50 +00:00
}
else if ( ! Q_stricmp ( token , " turb " ) )
{
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for ( i = 0 ; i < 4 ; i + + )
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tcmod - > args [ i ] = Shader_ParseFloat ( ptr ) ;
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tcmod - > type = SHADER_TCMOD_TURB ;
2009-11-04 21:16:50 +00:00
}
else
{
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return ;
}
pass - > numtcmods + + ;
}
2006-02-27 00:42:25 +00:00
static void Shaderpass_Scale ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
//seperate x and y
char * token ;
tcmod_t * tcmod ;
tcmod = & pass - > tcmods [ pass - > numtcmods ] ;
2011-02-25 04:22:14 +00:00
tcmod - > type = SHADER_TCMOD_SCALE ;
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token = Shader_ParseString ( ptr ) ;
if ( ! strcmp ( token , " static " ) )
{
tcmod - > args [ 0 ] = Shader_ParseFloat ( ptr ) ;
}
else
{
2011-02-25 04:22:14 +00:00
tcmod - > args [ 0 ] = atof ( token ) ;
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}
2011-02-25 04:22:14 +00:00
while ( * * ptr = = ' ' | | * * ptr = = ' \t ' )
* ptr + = 1 ;
if ( * * ptr = = ' , ' )
* ptr + = 1 ;
2006-02-27 00:42:25 +00:00
token = Shader_ParseString ( ptr ) ;
if ( ! strcmp ( token , " static " ) )
{
tcmod - > args [ 1 ] = Shader_ParseFloat ( ptr ) ;
}
else
{
2011-02-25 04:22:14 +00:00
tcmod - > args [ 1 ] = atof ( token ) ;
2006-02-27 00:42:25 +00:00
}
pass - > numtcmods + + ;
}
static void Shaderpass_Scroll ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
//seperate x and y
char * token ;
tcmod_t * tcmod ;
tcmod = & pass - > tcmods [ pass - > numtcmods ] ;
token = Shader_ParseString ( ptr ) ;
if ( ! strcmp ( token , " static " ) )
{
tcmod - > type = SHADER_TCMOD_SCROLL ;
tcmod - > args [ 0 ] = Shader_ParseFloat ( ptr ) ;
}
else
{
Con_Printf ( " Bad shader scale \n " ) ;
return ;
}
token = Shader_ParseString ( ptr ) ;
if ( ! strcmp ( token , " static " ) )
{
tcmod - > type = SHADER_TCMOD_SCROLL ;
tcmod - > args [ 1 ] = Shader_ParseFloat ( ptr ) ;
}
else
{
Con_Printf ( " Bad shader scale \n " ) ;
return ;
}
pass - > numtcmods + + ;
}
2004-10-19 15:56:22 +00:00
static void Shaderpass_TcGen ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
char * token ;
token = Shader_ParseString ( ptr ) ;
if ( ! Q_stricmp ( token , " base " ) ) {
pass - > tcgen = TC_GEN_BASE ;
} else if ( ! Q_stricmp ( token , " lightmap " ) ) {
pass - > tcgen = TC_GEN_LIGHTMAP ;
} else if ( ! Q_stricmp ( token , " environment " ) ) {
pass - > tcgen = TC_GEN_ENVIRONMENT ;
} else if ( ! Q_stricmp ( token , " vector " ) ) {
pass - > tcgen = TC_GEN_BASE ;
2009-07-05 18:45:53 +00:00
} 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 ;
2004-10-19 15:56:22 +00:00
}
}
2006-02-27 00:42:25 +00:00
static void Shaderpass_EnvMap ( shader_t * shader , shaderpass_t * pass , char * * ptr ) //for alienarena
{
pass - > tcgen = TC_GEN_ENVIRONMENT ;
}
2004-10-19 15:56:22 +00:00
static void Shaderpass_Detail ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
pass - > flags | = SHADER_PASS_DETAIL ;
}
2006-02-27 00:42:25 +00:00
static void Shaderpass_AlphaMask ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
2009-11-04 21:16:50 +00:00
pass - > shaderbits & = ~ SBITS_ATEST_BITS ;
pass - > shaderbits | = SBITS_ATEST_GE128 ;
2006-02-27 00:42:25 +00:00
}
static void Shaderpass_NoLightMap ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
pass - > rgbgen = RGB_GEN_IDENTITY ;
}
2011-02-25 04:22:14 +00:00
static void Shaderpass_MaskColor ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
pass - > shaderbits | = SBITS_MASK_RED | SBITS_MASK_GREEN | SBITS_MASK_BLUE ;
}
static void Shaderpass_MaskRed ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
pass - > shaderbits | = SBITS_MASK_RED ;
}
static void Shaderpass_MaskGreen ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
pass - > shaderbits | = SBITS_MASK_GREEN ;
}
static void Shaderpass_MaskBlue ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
pass - > shaderbits | = SBITS_MASK_BLUE ;
}
static void Shaderpass_MaskAlpha ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
pass - > shaderbits | = SBITS_MASK_ALPHA ;
}
static void Shaderpass_AlphaTest ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
if ( Shader_ParseFloat ( ptr ) = = 0.5 )
pass - > shaderbits | = SBITS_ATEST_GE128 ;
else
Con_Printf ( " unsupported alphatest value \n " ) ;
}
static void Shaderpass_TexGen ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
char * token = Shader_ParseString ( ptr ) ;
if ( ! strcmp ( token , " normal " ) )
pass - > tcgen = TC_GEN_NORMAL ;
else if ( ! strcmp ( token , " skybox " ) )
pass - > tcgen = TC_GEN_SKYBOX ;
else if ( ! strcmp ( token , " wobblesky " ) )
{
pass - > tcgen = TC_GEN_WOBBLESKY ;
token = Shader_ParseString ( ptr ) ;
token = Shader_ParseString ( ptr ) ;
token = Shader_ParseString ( ptr ) ;
}
else if ( ! strcmp ( token , " reflect " ) )
pass - > tcgen = TC_GEN_REFLECT ;
else
{
Con_Printf ( " texgen token not understood \n " ) ;
}
}
static void Shaderpass_CubeMap ( shader_t * shader , shaderpass_t * pass , char * * ptr )
{
if ( pass - > tcgen = = TC_GEN_BASE )
pass - > tcgen = TC_GEN_SKYBOX ;
pass - > texgen = T_GEN_SKYBOX ;
pass - > anim_frames [ 0 ] = r_nulltex ; //Shader_FindImage(token, flags);
if ( ! TEXVALID ( pass - > anim_frames [ 0 ] ) )
{
pass - > texgen = T_GEN_SINGLEMAP ;
pass - > anim_frames [ 0 ] = missing_texture ;
}
}
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static shaderkey_t shaderpasskeys [ ] =
{
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{ " rgbgen " , Shaderpass_RGBGen } ,
{ " blendfunc " , Shaderpass_BlendFunc } ,
{ " depthfunc " , Shaderpass_DepthFunc } ,
{ " depthwrite " , Shaderpass_DepthWrite } ,
{ " alphafunc " , Shaderpass_AlphaFunc } ,
{ " tcmod " , Shaderpass_TcMod } ,
{ " map " , Shaderpass_Map } ,
{ " animmap " , Shaderpass_AnimMap } ,
{ " clampmap " , Shaderpass_ClampMap } ,
{ " videomap " , Shaderpass_VideoMap } ,
{ " tcgen " , Shaderpass_TcGen } ,
{ " envmap " , Shaderpass_EnvMap } , //for alienarena
{ " nolightmap " , Shaderpass_NoLightMap } , //for alienarena
{ " scale " , Shaderpass_Scale } , //for alienarena
{ " scroll " , Shaderpass_Scroll } , //for alienarena
{ " alphagen " , Shaderpass_AlphaGen } ,
{ " alphashift " , Shaderpass_AlphaShift } , //for alienarena
{ " alphamask " , Shaderpass_AlphaMask } , //for alienarena
{ " detail " , Shaderpass_Detail } ,
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/*doom3 compat*/
{ " blend " , Shaderpass_BlendFunc } ,
{ " maskcolor " , Shaderpass_MaskColor } ,
{ " maskred " , Shaderpass_MaskRed } ,
{ " maskgreen " , Shaderpass_MaskGreen } ,
{ " maskblue " , Shaderpass_MaskBlue } ,
{ " maskalpha " , Shaderpass_MaskAlpha } ,
{ " alphatest " , Shaderpass_AlphaTest } ,
{ " texgen " , Shaderpass_TexGen } ,
{ " cameracubemap " , Shaderpass_CubeMap } ,
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{ NULL , NULL }
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} ;
// ===============================================================
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int Shader_InitCallback ( const char * name , int size , void * param )
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{
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strcpy ( shaderbuf + shaderbuflen , name ) ;
Shader_MakeCache ( shaderbuf + shaderbuflen ) ;
shaderbuflen + = strlen ( name ) + 1 ;
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return true ;
}
qboolean Shader_Init ( void )
{
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shaderbuflen = 0 ;
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r_shaders = calloc ( MAX_SHADERS , sizeof ( shader_t ) ) ;
shader_hash = calloc ( HASH_SIZE , sizeof ( * shader_hash ) ) ;
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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 ) ;
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2011-01-23 03:44:49 +00:00
Shader_FlushGenerics ( ) ;
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shader_rescan_needed = true ;
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Shader_NeedReload ( ) ;
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Shader_DoReload ( ) ;
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return true ;
}
static void Shader_MakeCache ( char * path )
{
unsigned int key , i ;
char filename [ MAX_QPATH ] ;
char * buf , * ptr , * token , * t ;
shadercache_t * cache ;
int size ;
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Com_sprintf ( filename , sizeof ( filename ) , " %s " , path ) ;
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Con_DPrintf ( " ...loading '%s' \n " , filename ) ;
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size = FS_LoadFile ( filename , ( void * * ) & buf ) ;
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if ( ! buf | | size < = 0 )
{
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return ;
}
ptr = buf ;
do
{
if ( ptr - buf > = size )
break ;
token = COM_ParseExt ( & ptr , true ) ;
if ( ! token [ 0 ] | | ptr - buf > = size )
break ;
2005-08-26 22:56:51 +00:00
COM_CleanUpPath ( token ) ;
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t = NULL ;
Shader_GetPathAndOffset ( token , & t , & i ) ;
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if ( t )
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{
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ptr = Shader_Skip ( ptr ) ;
continue ;
}
key = Hash_Key ( token , HASH_SIZE ) ;
cache = ( shadercache_t * ) Z_Malloc ( sizeof ( shadercache_t ) ) ;
cache - > hash_next = shader_hash [ key ] ;
cache - > path = path ;
cache - > offset = ptr - buf ;
Com_sprintf ( cache - > name , MAX_QPATH , token ) ;
shader_hash [ key ] = cache ;
ptr = Shader_Skip ( ptr ) ;
} while ( ptr ) ;
FS_FreeFile ( buf ) ;
}
char * Shader_Skip ( char * ptr )
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{
2004-10-19 15:56:22 +00:00
char * tok ;
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int brace_count ;
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// Opening brace
2011-03-12 13:51:40 +00:00
tok = COM_ParseExt ( & ptr , true ) ;
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if ( ! ptr )
return NULL ;
2010-11-26 06:58:48 +00:00
2009-11-04 21:16:50 +00:00
if ( tok [ 0 ] ! = ' { ' )
{
2004-10-19 15:56:22 +00:00
tok = COM_ParseExt ( & ptr , true ) ;
}
2011-03-12 13:51:40 +00:00
for ( brace_count = 1 ; brace_count > 0 ; ptr + + )
{
2004-10-19 15:56:22 +00:00
tok = COM_ParseExt ( & ptr , true ) ;
if ( ! tok [ 0 ] )
return NULL ;
2009-11-04 21:16:50 +00:00
if ( tok [ 0 ] = = ' { ' )
{
2004-10-19 15:56:22 +00:00
brace_count + + ;
2009-11-04 21:16:50 +00:00
} else if ( tok [ 0 ] = = ' } ' )
{
2004-10-19 15:56:22 +00:00
brace_count - - ;
}
2011-03-12 13:51:40 +00:00
}
2004-10-19 15:56:22 +00:00
return ptr ;
}
static void Shader_GetPathAndOffset ( char * name , char * * path , unsigned int * offset )
{
unsigned int key ;
shadercache_t * cache ;
key = Hash_Key ( name , HASH_SIZE ) ;
cache = shader_hash [ key ] ;
2009-11-04 21:16:50 +00:00
for ( ; cache ; cache = cache - > hash_next )
{
if ( ! Q_stricmp ( cache - > name , name ) )
{
2004-10-19 15:56:22 +00:00
* path = cache - > path ;
* offset = cache - > offset ;
return ;
}
}
path = NULL ;
}
void Shader_FreePass ( shaderpass_t * pass )
{
2009-11-04 21:16:50 +00:00
# ifndef NOMEDIA
2006-03-06 01:41:09 +00:00
if ( pass - > flags & SHADER_PASS_VIDEOMAP )
{
Media_ShutdownCin ( pass - > cin ) ;
2004-10-19 15:56:22 +00:00
pass - > cin = NULL ;
2006-03-06 01:41:09 +00:00
}
2009-11-04 21:16:50 +00:00
# endif
2004-10-19 15:56:22 +00:00
}
void Shader_Free ( shader_t * shader )
{
int i ;
shaderpass_t * pass ;
2010-07-18 08:42:59 +00:00
if ( shader - > bucket . data = = shader )
Hash_RemoveData ( & shader_active_hash , shader - > name , shader ) ;
2010-07-11 02:22:39 +00:00
2009-11-04 21:16:50 +00:00
# ifdef GLQUAKE
2011-02-25 04:22:14 +00:00
if ( qrenderer = = QR_OPENGL & & shader - > prog )
2010-08-28 17:14:38 +00:00
{
2011-02-25 04:22:14 +00:00
program_t * prog = shader - > prog ;
2010-08-28 17:14:38 +00:00
int p ;
2011-02-25 04:22:14 +00:00
if ( - - prog - > refs = = 0 )
2010-08-28 17:14:38 +00:00
{
2011-02-25 04:22:14 +00:00
for ( p = 0 ; p < PERMUTATIONS ; p + + )
{
if ( prog - > handle [ p ] . glsl )
qglDeleteProgramObject_ ( prog - > handle [ p ] . glsl ) ;
}
free ( prog ) ;
2010-08-28 17:14:38 +00:00
}
2011-02-25 04:22:14 +00:00
shader - > prog = NULL ;
2010-08-28 17:14:38 +00:00
}
2009-11-04 21:16:50 +00:00
# endif
if ( shader - > skydome )
{
Z_Free ( shader - > skydome ) ;
2005-04-16 16:21:27 +00:00
}
2004-10-19 15:56:22 +00:00
pass = shader - > passes ;
2009-11-04 21:16:50 +00:00
for ( i = 0 ; i < shader - > numpasses ; i + + , pass + + )
{
Shader_FreePass ( pass ) ;
2004-10-19 15:56:22 +00:00
}
2010-07-11 02:22:39 +00:00
shader - > numpasses = 0 ;
2004-10-19 15:56:22 +00:00
}
void Shader_Shutdown ( void )
{
int i ;
shader_t * shader ;
shadercache_t * cache , * cache_next ;
shader = r_shaders ;
2010-07-25 15:12:12 +00:00
if ( ! r_shaders )
return ; /*nothing needs freeing yet*/
2004-10-19 15:56:22 +00:00
for ( i = 0 ; i < MAX_SHADERS ; i + + , shader + + )
{
2010-07-11 02:22:39 +00:00
if ( ! shader - > uses )
2004-10-19 15:56:22 +00:00
continue ;
2009-11-04 21:16:50 +00:00
2004-10-19 15:56:22 +00:00
Shader_Free ( shader ) ;
}
2009-11-04 21:16:50 +00:00
for ( i = 0 ; i < HASH_SIZE ; i + + )
{
2004-10-19 15:56:22 +00:00
cache = shader_hash [ i ] ;
2009-11-04 21:16:50 +00:00
for ( ; cache ; cache = cache_next )
{
2004-10-19 15:56:22 +00:00
cache_next = cache - > hash_next ;
cache - > hash_next = NULL ;
Z_Free ( cache ) ;
}
}
2010-07-11 02:22:39 +00:00
free ( r_shaders ) ;
2010-05-01 22:47:47 +00:00
r_shaders = NULL ;
2010-07-11 02:22:39 +00:00
free ( shader_hash ) ;
2010-05-01 22:47:47 +00:00
shader_hash = NULL ;
2010-07-11 02:22:39 +00:00
free ( shader_active_hash_mem ) ;
shader_active_hash_mem = NULL ;
2009-11-04 21:16:50 +00:00
shader_reload_needed = false ;
2004-10-19 15:56:22 +00:00
}
2009-11-04 21:16:50 +00:00
void Shader_SetBlendmode ( shaderpass_t * pass )
2004-10-19 15:56:22 +00:00
{
2009-11-04 21:16:50 +00:00
if ( pass - > texgen = = T_GEN_DELUXMAP )
{
2011-03-02 03:43:38 +00:00
pass - > blendmode = PBM_DOTPRODUCT ;
2009-11-04 21:16:50 +00:00
return ;
}
if ( pass - > texgen < T_GEN_DIFFUSE & & ! TEXVALID ( pass - > anim_frames [ 0 ] ) & & ! ( pass - > flags & SHADER_PASS_LIGHTMAP ) )
{
2011-03-02 03:43:38 +00:00
pass - > blendmode = PBM_MODULATE ;
2004-10-19 15:56:22 +00:00
return ;
}
2010-05-01 22:47:47 +00:00
if ( ! ( pass - > shaderbits & SBITS_BLEND_BITS ) )
2009-11-04 21:16:50 +00:00
{
if ( ( pass - > rgbgen = = RGB_GEN_IDENTITY ) & & ( pass - > alphagen = = ALPHA_GEN_IDENTITY ) )
{
2011-03-02 03:43:38 +00:00
pass - > blendmode = PBM_REPLACE ;
2009-11-04 21:16:50 +00:00
}
else
{
# pragma message("is this correct?")
pass - > shaderbits & = ~ SBITS_BLEND_BITS ;
pass - > shaderbits | = SBITS_SRCBLEND_ONE ;
pass - > shaderbits | = SBITS_DSTBLEND_ZERO ;
2011-03-02 03:43:38 +00:00
pass - > blendmode = PBM_MODULATE ;
2004-10-19 15:56:22 +00:00
}
return ;
}
2009-11-04 21:16:50 +00:00
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 ) ) )
2011-03-02 03:43:38 +00:00
pass - > blendmode = PBM_MODULATE ;
2009-11-04 21:16:50 +00:00
else if ( ( pass - > shaderbits & SBITS_BLEND_BITS ) = = ( SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE ) )
2011-03-02 03:43:38 +00:00
pass - > blendmode = PBM_ADD ;
2009-11-04 21:16:50 +00:00
else if ( ( pass - > shaderbits & SBITS_BLEND_BITS ) = = ( SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) )
2011-03-02 03:43:38 +00:00
pass - > blendmode = PBM_DECAL ;
2004-10-19 15:56:22 +00:00
else
2011-03-02 03:43:38 +00:00
pass - > blendmode = PBM_MODULATE ;
2004-10-19 15:56:22 +00:00
}
void Shader_Readpass ( shader_t * shader , char * * ptr )
{
2011-03-12 13:51:40 +00:00
char * token ;
2004-10-19 15:56:22 +00:00
shaderpass_t * pass ;
qboolean ignore ;
static shader_t dummy ;
2009-11-04 21:16:50 +00:00
if ( shader - > numpasses > = SHADER_PASS_MAX )
{
2004-10-19 15:56:22 +00:00
ignore = true ;
shader = & dummy ;
shader - > numpasses = 1 ;
pass = shader - > passes ;
2009-11-04 21:16:50 +00:00
}
else
{
2004-10-19 15:56:22 +00:00
ignore = false ;
pass = & shader - > passes [ shader - > numpasses + + ] ;
}
2010-11-26 06:58:48 +00:00
2004-10-19 15:56:22 +00:00
// Set defaults
2011-03-12 13:51:40 +00:00
pass - > flags = 0 ;
pass - > anim_frames [ 0 ] = r_nulltex ;
2004-10-19 15:56:22 +00:00
pass - > anim_numframes = 0 ;
2011-03-12 13:51:40 +00:00
pass - > rgbgen = RGB_GEN_UNKNOWN ;
2004-10-19 15:56:22 +00:00
pass - > alphagen = ALPHA_GEN_IDENTITY ;
pass - > tcgen = TC_GEN_BASE ;
pass - > numtcmods = 0 ;
pass - > numMergedPasses = 1 ;
2010-11-02 23:17:25 +00:00
if ( shader - > flags & SHADER_NOMIPMAPS )
pass - > flags | = SHADER_PASS_NOMIPMAP ;
2010-07-11 02:22:39 +00:00
while ( * ptr )
2004-10-19 15:56:22 +00:00
{
token = COM_ParseExt ( ptr , true ) ;
2009-11-04 21:16:50 +00:00
if ( ! token [ 0 ] )
{
2004-10-19 15:56:22 +00:00
continue ;
2009-11-04 21:16:50 +00:00
}
else if ( token [ 0 ] = = ' } ' )
{
2004-10-19 15:56:22 +00:00
break ;
2009-11-04 21:16:50 +00:00
}
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
else if ( ! Q_stricmp ( token , " if " ) )
{
2011-03-12 13:51:40 +00:00
int nest = 0 ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
qboolean conditionistrue = Shader_EvaluateCondition ( ptr ) ;
while ( * ptr )
{
token = COM_ParseExt ( ptr , true ) ;
if ( ! token [ 0 ] )
continue ;
else if ( token [ 0 ] = = ' ] ' )
2011-03-12 13:51:40 +00:00
{
if ( - - nest < = 0 )
{
nest + + ;
if ( ! strcmp ( token , " ][ " ) )
conditionistrue = ! conditionistrue ;
else
break ;
}
}
else if ( token [ 0 ] = = ' [ ' )
nest + + ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
else if ( conditionistrue )
{
Shader_Parsetok ( shader , pass , shaderpasskeys , token , ptr ) ;
}
}
}
2009-11-04 21:16:50 +00:00
else if ( Shader_Parsetok ( shader , pass , shaderpasskeys , token , ptr ) )
{
2004-10-19 15:56:22 +00:00
break ;
}
}
2010-11-26 06:58:48 +00:00
// check some things
2009-11-04 21:16:50 +00:00
if ( ignore )
{
2004-10-19 15:56:22 +00:00
Shader_Free ( shader ) ;
return ;
}
2009-11-04 21:16:50 +00:00
if ( ( pass - > shaderbits & SBITS_BLEND_BITS ) = = ( SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ZERO ) )
{
pass - > shaderbits | = SBITS_MISC_DEPTHWRITE ;
2004-10-19 15:56:22 +00:00
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 ;
}
2009-11-04 21:16:50 +00:00
if ( ( shader - > flags & SHADER_SKY ) & & ( shader - > flags & SHADER_DEPTHWRITE ) )
{
# pragma message("is this valid?")
pass - > shaderbits & = ~ SBITS_MISC_DEPTHWRITE ;
}
}
2004-10-19 15:56:22 +00:00
static qboolean Shader_Parsetok ( shader_t * shader , shaderpass_t * pass , shaderkey_t * keys , char * token , char * * ptr )
{
2011-03-12 13:51:40 +00:00
shaderkey_t * key ;
2004-10-19 15:56:22 +00:00
for ( key = keys ; key - > keyword ! = NULL ; key + + )
{
if ( ! Q_stricmp ( token , key - > keyword ) )
{
if ( key - > func )
key - > func ( shader , pass , ptr ) ;
return ( ptr & & * ptr & & * * ptr = = ' } ' ) ;
}
}
// Next Line
while ( ptr )
{
token = COM_ParseExt ( ptr , false ) ;
if ( ! token [ 0 ] ) {
break ;
}
}
return false ;
}
2009-11-04 21:16:50 +00:00
void Shader_SetPassFlush ( shaderpass_t * pass , shaderpass_t * pass2 )
2004-10-19 15:56:22 +00:00
{
2010-11-10 03:32:47 +00:00
qboolean config_tex_env_combine = 1 ; //0;
qboolean config_nv_tex_env_combine4 = 1 ; //0;
qboolean config_env_add = 1 ; //0;
2009-11-04 21:16:50 +00:00
if ( ( ( pass - > flags & SHADER_PASS_DETAIL ) & & ! r_detailtextures . value ) | |
2004-10-19 15:56:22 +00:00
( ( pass2 - > flags & SHADER_PASS_DETAIL ) & & ! r_detailtextures . value ) | |
2010-08-14 00:15:07 +00:00
( pass - > flags & SHADER_PASS_VIDEOMAP ) | | ( pass2 - > flags & SHADER_PASS_VIDEOMAP ) )
2009-11-04 21:16:50 +00:00
{
2004-10-19 15:56:22 +00:00
return ;
}
2011-04-30 17:21:10 +00:00
/*identity alpha is required for merging*/
if ( pass - > alphagen ! = ALPHA_GEN_IDENTITY | | pass2 - > alphagen ! = ALPHA_GEN_IDENTITY )
2004-10-19 15:56:22 +00:00
return ;
2011-04-30 17:21:10 +00:00
/*rgbgen must be identity too except if the later pass is identity_ligting, in which case all is well and we can switch the first pass to identity_lighting instead*/
if ( pass2 - > rgbgen = = RGB_GEN_IDENTITY_LIGHTING & & pass2 - > blendmode = = PBM_MODULATE & & pass - > rgbgen = = RGB_GEN_IDENTITY )
{
pass - > blendmode = PBM_REPLACELIGHT ;
pass - > rgbgen = RGB_GEN_IDENTITY_LIGHTING ;
pass2 - > rgbgen = RGB_GEN_IDENTITY ;
}
/*rgbgen must be identity (or the first is identity_lighting)*/
else if ( pass2 - > rgbgen ! = RGB_GEN_IDENTITY | | ( pass - > rgbgen ! = RGB_GEN_IDENTITY & & pass - > rgbgen ! = RGB_GEN_IDENTITY_LIGHTING ) )
2004-10-19 15:56:22 +00:00
return ;
2010-08-14 00:15:07 +00:00
/*if its alphatest, don't merge with anything other than lightmap*/
if ( ( pass - > shaderbits & SBITS_ATEST_BITS ) & & ( ! ( pass2 - > shaderbits & SBITS_MISC_DEPTHEQUALONLY ) | | pass2 - > texgen ! = T_GEN_LIGHTMAP ) )
return ;
2011-02-25 04:22:14 +00:00
if ( ( pass - > shaderbits & SBITS_MASK_BITS ) ! = ( pass2 - > shaderbits & SBITS_MASK_BITS ) )
return ;
2009-11-04 21:16:50 +00:00
// check if we can use multiple passes
2011-03-02 03:43:38 +00:00
if ( pass2 - > blendmode = = PBM_DOTPRODUCT )
2009-11-04 21:16:50 +00:00
{
pass - > numMergedPasses + + ;
}
2010-11-13 17:22:46 +00:00
else if ( pass - > numMergedPasses < be_maxpasses )
2004-10-19 15:56:22 +00:00
{
2011-04-30 17:21:10 +00:00
if ( pass - > blendmode = = PBM_REPLACE | | pass - > blendmode = = PBM_REPLACELIGHT )
2004-10-19 15:56:22 +00:00
{
2011-03-02 03:43:38 +00:00
if ( ( pass2 - > blendmode = = PBM_DECAL & & config_tex_env_combine ) | |
( pass2 - > blendmode = = PBM_ADD & & config_env_add ) | |
( pass2 - > blendmode & & pass2 - > blendmode ! = PBM_ADD ) | | config_nv_tex_env_combine4 )
2004-10-19 15:56:22 +00:00
{
2009-11-04 21:16:50 +00:00
pass - > numMergedPasses + + ;
2004-10-19 15:56:22 +00:00
}
}
2011-03-02 03:43:38 +00:00
else if ( pass - > blendmode = = PBM_ADD & &
pass2 - > blendmode = = PBM_ADD & & config_env_add )
2004-10-19 15:56:22 +00:00
{
2009-11-04 21:16:50 +00:00
pass - > numMergedPasses + + ;
}
2011-03-02 03:43:38 +00:00
else if ( pass - > blendmode = = PBM_MODULATE & & pass2 - > blendmode = = PBM_MODULATE )
2004-10-19 15:56:22 +00:00
{
2009-11-04 21:16:50 +00:00
pass - > numMergedPasses + + ;
2004-10-19 15:56:22 +00:00
}
2011-03-02 03:43:38 +00:00
else
return ;
2004-10-19 15:56:22 +00:00
}
2011-03-02 03:43:38 +00:00
else return ;
2011-04-30 17:21:10 +00:00
if ( pass2 - > texgen = = T_GEN_LIGHTMAP & & pass2 - > blendmode = = PBM_MODULATE )
2011-03-02 03:43:38 +00:00
pass2 - > blendmode = PBM_OVERBRIGHT ;
2004-10-19 15:56:22 +00:00
}
void Shader_SetFeatures ( shader_t * s )
{
int i ;
qboolean trnormals ;
shaderpass_t * pass ;
s - > features = MF_NONE ;
2010-11-26 06:58:48 +00:00
2009-11-04 21:16:50 +00:00
for ( i = 0 , trnormals = true ; i < s - > numdeforms ; i + + )
{
switch ( s - > deforms [ i ] . type )
{
2004-10-19 15:56:22 +00:00
case DEFORMV_BULGE :
case DEFORMV_WAVE :
trnormals = false ;
case DEFORMV_NORMAL :
s - > features | = MF_NORMALS ;
break ;
case DEFORMV_MOVE :
break ;
default :
trnormals = false ;
break ;
}
}
2009-11-04 21:16:50 +00:00
if ( trnormals )
{
2004-10-19 15:56:22 +00:00
s - > features | = MF_TRNORMALS ;
}
2009-11-04 21:16:50 +00:00
for ( i = 0 , pass = s - > passes ; i < s - > numpasses ; i + + , pass + + )
{
switch ( pass - > rgbgen )
{
2004-10-19 15:56:22 +00:00
case RGB_GEN_LIGHTING_DIFFUSE :
s - > features | = MF_NORMALS ;
break ;
case RGB_GEN_VERTEX :
case RGB_GEN_ONE_MINUS_VERTEX :
case RGB_GEN_EXACT_VERTEX :
s - > features | = MF_COLORS ;
break ;
2004-12-09 23:42:00 +00:00
default :
break ;
2004-10-19 15:56:22 +00:00
}
2009-11-04 21:16:50 +00:00
switch ( pass - > alphagen )
{
2004-10-19 15:56:22 +00:00
case ALPHA_GEN_SPECULAR :
s - > features | = MF_NORMALS ;
break ;
case ALPHA_GEN_VERTEX :
s - > features | = MF_COLORS ;
break ;
2004-12-09 23:42:00 +00:00
default :
break ;
2004-10-19 15:56:22 +00:00
}
2009-11-04 21:16:50 +00:00
switch ( pass - > tcgen )
{
2004-10-19 15:56:22 +00:00
default :
s - > features | = MF_STCOORDS ;
break ;
case TC_GEN_LIGHTMAP :
s - > features | = MF_LMCOORDS ;
break ;
case TC_GEN_ENVIRONMENT :
2009-07-05 18:45:53 +00:00
case TC_GEN_NORMAL :
2004-10-19 15:56:22 +00:00
s - > features | = MF_NORMALS ;
break ;
2009-11-04 21:16:50 +00:00
case TC_GEN_SVECTOR :
case TC_GEN_TVECTOR :
s - > features | = MF_NORMALS ;
break ;
2004-10-19 15:56:22 +00:00
}
}
}
2009-11-04 21:16:50 +00:00
void Shader_Finish ( shader_t * s )
2004-10-19 15:56:22 +00:00
{
int i ;
shaderpass_t * pass ;
2010-12-05 02:46:07 +00:00
if ( s - > flags & SHADER_SKY )
2009-11-04 21:16:50 +00:00
{
2010-12-05 02:46:07 +00:00
/*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 . num = = s - > skydome - > farbox_textures [ i ] . num )
s - > flags = 0 ;
if ( ! ( s - > flags & SHADER_SKY ) )
{
2011-04-30 17:21:10 +00:00
char name [ MAX_QPATH ] ;
Q_strncpyz ( name , s - > name , sizeof ( name ) ) ;
2010-12-05 02:46:07 +00:00
Shader_Free ( s ) ;
memset ( s , 0 , sizeof ( * s ) ) ;
2009-11-04 21:16:50 +00:00
2011-04-30 17:21:10 +00:00
Q_strncpyz ( s - > name , name , sizeof ( s - > name ) ) ;
Shader_DefaultScript ( name , s ,
2009-11-04 21:16:50 +00:00
" { \n "
2010-12-05 02:46:07 +00:00
" sort sky \n "
" { \n "
" map $whiteimage \n "
" rgbgen const $r_fastskycolour \n "
" } \n "
" surfaceparm nodlight \n "
2009-11-04 21:16:50 +00:00
" } \n "
2010-12-05 02:46:07 +00:00
) ;
return ;
}
2004-10-19 15:56:22 +00:00
}
2005-12-27 16:54:28 +00:00
if ( ! s - > numpasses & & ! ( s - > flags & ( SHADER_NODRAW | SHADER_SKY ) ) & & ! s - > fog_dist )
2005-05-26 12:55:34 +00:00
{
pass = & s - > passes [ s - > numpasses + + ] ;
pass = & s - > passes [ 0 ] ;
pass - > tcgen = TC_GEN_BASE ;
2011-02-25 04:22:14 +00:00
if ( TEXVALID ( s - > defaulttextures . base ) )
pass - > texgen = T_GEN_DIFFUSE ;
else
2009-01-15 04:58:12 +00:00
{
2011-02-25 04:22:14 +00:00
pass - > texgen = T_GEN_SINGLEMAP ;
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 ) ;
2009-01-15 04:58:12 +00:00
}
2009-11-04 21:16:50 +00:00
pass - > shaderbits | = SBITS_MISC_DEPTHWRITE ;
2005-05-26 12:55:34 +00:00
pass - > rgbgen = RGB_GEN_VERTEX ;
pass - > alphagen = ALPHA_GEN_IDENTITY ;
pass - > numMergedPasses = 1 ;
2009-11-04 21:16:50 +00:00
Shader_SetBlendmode ( pass ) ;
2005-05-26 12:55:34 +00:00
}
2009-11-04 21:16:50 +00:00
if ( ! Q_stricmp ( s - > name , " flareShader " ) )
{
s - > flags | = SHADER_FLARE ;
2010-11-22 02:03:28 +00:00
s - > flags | = SHADER_NODRAW ;
2009-11-04 21:16:50 +00:00
}
if ( ! s - > numpasses & & ! s - > sort )
{
2004-10-19 15:56:22 +00:00
s - > sort = SHADER_SORT_ADDITIVE ;
return ;
}
2009-11-04 21:16:50 +00:00
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 ;
2004-10-19 15:56:22 +00:00
}
2011-02-25 04:22:14 +00:00
if ( r_vertexlight . value & & ! s - > prog )
2004-10-19 15:56:22 +00:00
{
// do we have a lightmap pass?
pass = s - > passes ;
2009-11-04 21:16:50 +00:00
for ( i = 0 ; i < s - > numpasses ; i + + , pass + + )
2004-10-19 15:56:22 +00:00
{
2009-11-04 21:16:50 +00:00
if ( pass - > flags & SHADER_PASS_LIGHTMAP )
2004-10-19 15:56:22 +00:00
break ;
}
2009-11-04 21:16:50 +00:00
if ( i = = s - > numpasses )
2004-10-19 15:56:22 +00:00
{
goto done ;
}
// try to find pass with rgbgen set to RGB_GEN_VERTEX
pass = s - > passes ;
2009-11-04 21:16:50 +00:00
for ( i = 0 ; i < s - > numpasses ; i + + , pass + + )
2004-10-19 15:56:22 +00:00
{
2009-11-04 21:16:50 +00:00
if ( pass - > rgbgen = = RGB_GEN_VERTEX )
2004-10-19 15:56:22 +00:00
break ;
}
2009-11-04 21:16:50 +00:00
if ( i < s - > numpasses )
2004-10-19 15:56:22 +00:00
{ // we found it
pass - > flags | = SHADER_CULL_FRONT ;
2009-11-04 21:16:50 +00:00
pass - > flags & = ~ SHADER_PASS_ANIMMAP ;
pass - > shaderbits & = ~ SBITS_BLEND_BITS ;
2004-10-19 15:56:22 +00:00
pass - > blendmode = 0 ;
2009-11-04 21:16:50 +00:00
pass - > shaderbits | = SBITS_MISC_DEPTHWRITE ;
2004-10-19 15:56:22 +00:00
pass - > alphagen = ALPHA_GEN_IDENTITY ;
pass - > numMergedPasses = 1 ;
s - > flags | = SHADER_DEPTHWRITE ;
s - > sort = SHADER_SORT_OPAQUE ;
s - > numpasses = 1 ;
2009-11-04 21:16:50 +00:00
memcpy ( & s - > passes [ 0 ] , pass , sizeof ( shaderpass_t ) ) ;
2004-10-19 15:56:22 +00:00
}
else
{ // we didn't find it - simply remove all lightmap passes
pass = s - > passes ;
2009-11-04 21:16:50 +00:00
for ( i = 0 ; i < s - > numpasses ; i + + , pass + + )
2004-10-19 15:56:22 +00:00
{
2009-11-04 21:16:50 +00:00
if ( pass - > flags & SHADER_PASS_LIGHTMAP )
2004-10-19 15:56:22 +00:00
break ;
}
2010-11-26 06:58:48 +00:00
2004-10-19 15:56:22 +00:00
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 - - ;
}
2010-11-26 06:58:48 +00:00
2004-10-19 15:56:22 +00:00
if ( s - > passes [ 0 ] . numtcmods )
{
pass = s - > passes ;
for ( i = 0 ; i < s - > numpasses ; i + + , pass + + )
{
if ( ! pass - > numtcmods )
break ;
}
2010-11-26 06:58:48 +00:00
2004-10-19 15:56:22 +00:00
memcpy ( & s - > passes [ 0 ] , pass , sizeof ( shaderpass_t ) ) ;
}
2010-11-26 06:58:48 +00:00
2004-10-19 15:56:22 +00:00
s - > passes [ 0 ] . rgbgen = RGB_GEN_VERTEX ;
s - > passes [ 0 ] . alphagen = ALPHA_GEN_IDENTITY ;
s - > passes [ 0 ] . blendmode = 0 ;
2009-11-04 21:16:50 +00:00
s - > passes [ 0 ] . flags & = ~ ( SHADER_PASS_ANIMMAP | SHADER_PASS_NOCOLORARRAY ) ;
pass - > shaderbits & = ~ SBITS_BLEND_BITS ;
s - > passes [ 0 ] . shaderbits | = SBITS_MISC_DEPTHWRITE ;
2004-10-19 15:56:22 +00:00
s - > passes [ 0 ] . numMergedPasses = 1 ;
s - > numpasses = 1 ;
s - > flags | = SHADER_DEPTHWRITE ;
}
}
done : ;
pass = s - > passes ;
2009-11-04 21:16:50 +00:00
for ( i = 0 ; i < s - > numpasses ; i + + , pass + + )
{
2011-02-25 04:22:14 +00:00
if ( ! ( pass - > shaderbits & ( SBITS_BLEND_BITS | SBITS_MASK_BITS ) ) )
2009-11-04 21:16:50 +00:00
{
2004-10-19 15:56:22 +00:00
break ;
}
}
// all passes have blendfuncs
2009-11-04 21:16:50 +00:00
if ( i = = s - > numpasses )
{
2004-10-19 15:56:22 +00:00
int opaque ;
opaque = - 1 ;
pass = s - > passes ;
2009-11-04 21:16:50 +00:00
for ( i = 0 ; i < s - > numpasses ; i + + , pass + + )
{
2010-07-11 02:22:39 +00:00
if ( pass - > shaderbits & SBITS_ATEST_BITS )
2009-11-04 21:16:50 +00:00
{
2004-10-19 15:56:22 +00:00
opaque = i ;
}
2009-11-04 21:16:50 +00:00
if ( pass - > rgbgen = = RGB_GEN_UNKNOWN )
2010-11-26 06:58:48 +00:00
{
if ( ! s - > fog_dist & & ! ( pass - > flags & SHADER_PASS_LIGHTMAP ) )
2004-10-19 15:56:22 +00:00
pass - > rgbgen = RGB_GEN_IDENTITY_LIGHTING ;
else
pass - > rgbgen = RGB_GEN_IDENTITY ;
}
2009-11-04 21:16:50 +00:00
Shader_SetBlendmode ( pass ) ;
2004-10-19 15:56:22 +00:00
}
2009-11-04 21:16:50 +00:00
if ( ! ( s - > flags & SHADER_SKY ) & & ! s - > sort )
{
if ( opaque = = - 1 )
2010-07-11 02:22:39 +00:00
s - > sort = SHADER_SORT_BLEND ;
2004-10-19 15:56:22 +00:00
else
2010-07-11 02:22:39 +00:00
s - > sort = SHADER_SORT_SEETHROUGH ;
2004-10-19 15:56:22 +00:00
}
2009-11-04 21:16:50 +00:00
}
else
{
2004-10-19 15:56:22 +00:00
int j ;
shaderpass_t * sp ;
sp = s - > passes ;
2009-11-04 21:16:50 +00:00
for ( j = 0 ; j < s - > numpasses ; j + + , sp + + )
{
if ( sp - > rgbgen = = RGB_GEN_UNKNOWN )
2010-11-26 06:58:48 +00:00
{
2011-04-30 17:21:10 +00:00
if ( sp - > flags & SHADER_PASS_LIGHTMAP )
sp - > rgbgen = RGB_GEN_IDENTITY_LIGHTING ;
else
sp - > rgbgen = RGB_GEN_IDENTITY ;
2004-10-19 15:56:22 +00:00
}
2009-11-04 21:16:50 +00:00
Shader_SetBlendmode ( sp ) ;
2004-10-19 15:56:22 +00:00
}
2009-11-04 21:16:50 +00:00
if ( ! s - > sort )
{
if ( pass - > shaderbits & SBITS_ATEST_BITS )
2010-07-11 02:22:39 +00:00
s - > sort = SHADER_SORT_SEETHROUGH ;
2004-10-19 15:56:22 +00:00
}
2009-11-04 21:16:50 +00:00
if ( ! ( s - > flags & SHADER_DEPTHWRITE ) & &
! ( s - > flags & SHADER_SKY ) )
2004-10-19 15:56:22 +00:00
{
2009-11-04 21:16:50 +00:00
pass - > shaderbits | = SBITS_MISC_DEPTHWRITE ;
2004-10-19 15:56:22 +00:00
s - > flags | = SHADER_DEPTHWRITE ;
}
}
2009-11-04 21:16:50 +00:00
if ( s - > numpasses > = 2 )
2004-10-19 15:56:22 +00:00
{
2009-11-04 21:16:50 +00:00
int j ;
2004-10-19 15:56:22 +00:00
pass = s - > passes ;
2009-11-04 21:16:50 +00:00
for ( i = 0 ; i < s - > numpasses ; )
2004-10-19 15:56:22 +00:00
{
2009-11-04 21:16:50 +00:00
if ( i = = s - > numpasses - 1 )
2004-10-19 15:56:22 +00:00
break ;
pass = s - > passes + i ;
2009-11-04 21:16:50 +00:00
for ( j = 1 ; j < s - > numpasses - i & & j = = i + pass - > numMergedPasses & & j < be_maxpasses ; j + + )
Shader_SetPassFlush ( pass , pass + j ) ;
2004-10-19 15:56:22 +00:00
i + = pass - > numMergedPasses ;
}
}
2009-11-04 21:16:50 +00:00
if ( ! s - > sort )
{
2004-10-19 15:56:22 +00:00
s - > sort = SHADER_SORT_OPAQUE ;
}
2009-11-04 21:16:50 +00:00
if ( ( s - > flags & SHADER_SKY ) & & ( s - > flags & SHADER_DEPTHWRITE ) )
{
2004-10-19 15:56:22 +00:00
s - > flags & = ~ SHADER_DEPTHWRITE ;
}
2011-02-25 04:22:14 +00:00
if ( s - > prog )
2006-03-11 03:12:10 +00:00
{
if ( ! s - > numpasses )
s - > numpasses = 1 ;
s - > passes - > numMergedPasses = s - > numpasses ;
}
2009-11-04 21:16:50 +00:00
Shader_SetFeatures ( s ) ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
# ifdef FORCEGLSL
BE_GenerateProgram ( s ) ;
# endif
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}
/*
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 + + )
{
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if ( ! shader - > registration_sequence )
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continue ;
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if ( shader - > registration_sequence ! = registration_sequence )
{
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Shader_Free ( shader ) ;
shader - > registration_sequence = 0 ;
continue ;
}
pass = shader - > passes ;
for ( j = 0 ; j < shader - > numpasses ; j + + , pass + + )
{
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if ( pass - > flags & SHADER_PASS_ANIMMAP )
{
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for ( l = 0 ; l < pass - > anim_numframes ; l + + )
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{
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if ( pass - > anim_frames [ l ] )
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pass - > anim_frames [ l ] - > registration_sequence = registration_sequence ;
}
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}
else if ( pass - > flags & SHADER_PASS_VIDEOMAP )
{
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// Shader_RunCinematic will do the job
// pass->cin->frame = -1;
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}
else if ( ! ( pass - > flags & SHADER_PASS_LIGHTMAP ) )
{
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if ( pass - > anim_frames [ 0 ] )
pass - > anim_frames [ 0 ] - > registration_sequence = registration_sequence ;
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}
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}
}
}
*/
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void R_BuildDefaultTexnums ( texnums_t * tn , shader_t * shader )
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{
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extern cvar_t gl_bump ;
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2009-11-04 21:16:50 +00:00
/*dlights/realtime lighting needs some stuff*/
if ( ! TEXVALID ( tn - > base ) )
tn - > base = R_LoadHiResTexture ( shader - > name , NULL , IF_NOALPHA ) ;
2004-10-19 15:56:22 +00:00
2010-07-18 12:52:24 +00:00
if ( gl_bump . ival )
{
if ( ! TEXVALID ( tn - > bump ) )
tn - > bump = R_LoadHiResTexture ( va ( " %s_norm " , shader - > name ) , NULL , IF_NOALPHA ) ;
if ( ! TEXVALID ( tn - > bump ) )
tn - > bump = R_LoadHiResTexture ( va ( " %s_bump " , shader - > name ) , NULL , IF_NOALPHA ) ;
if ( ! TEXVALID ( tn - > bump ) )
tn - > bump = R_LoadHiResTexture ( va ( " normalmaps/%s " , shader - > name ) , NULL , IF_NOALPHA ) ;
}
if ( shader - > flags & SHADER_HASTOPBOTTOM )
{
if ( ! TEXVALID ( tn - > loweroverlay ) )
tn - > loweroverlay = R_LoadHiResTexture ( va ( " %s_pants " , shader - > name ) , NULL , 0 ) ; /*how rude*/
if ( ! TEXVALID ( tn - > upperoverlay ) )
tn - > upperoverlay = R_LoadHiResTexture ( va ( " %s_shirt " , shader - > name ) , NULL , 0 ) ;
}
2004-10-19 15:56:22 +00:00
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shader - > defaulttextures = * tn ;
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}
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void Shader_DefaultScript ( char * shortname , shader_t * s , const void * args )
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{
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const char * f = args ;
if ( ! args )
return ;
while ( * f = = ' ' | | * f = = ' \t ' | | * f = = ' \n ' | | * f = = ' \r ' )
f + + ;
if ( * f = = ' { ' )
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{
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f + + ;
Shader_ReadShader ( s , ( void * ) f ) ;
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}
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} ;
2009-07-18 20:46:42 +00:00
2010-07-11 02:22:39 +00:00
void Shader_DefaultBSPLM ( char * shortname , shader_t * s , const void * args )
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{
char * builtin = NULL ;
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if ( ! builtin & & r_drawflat . value )
builtin = (
" { \n "
" { \n "
" map $lightmap \n "
" tcgen lightmap \n "
" rgbgen const $r_floorcolour \n "
" } \n "
" } \n "
) ;
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# ifdef GLQUAKE
if ( ! builtin & & gl_config . arb_shader_objects & & gl_config . nofixedfunc )
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{
builtin = (
" { \n "
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" program defaultwall \n "
/*"param texture 0 tex_diffuse\n"
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" param texture 1 tex_lightmap \n "
" param texture 2 tex_normalmap \n "
" param texture 3 tex_deluxmap \n "
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" param texture 4 tex_fullbright \n " */
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" { \n "
" map $diffuse \n "
" } \n "
" { \n "
" map $lightmap \n "
" } \n "
" { \n "
" map $normalmap \n "
" } \n "
" { \n "
" map $deluxmap \n "
" } \n "
" { \n "
" map $fullbright \n "
" } \n "
" } \n "
) ;
}
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# endif
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if ( ! builtin )
builtin = (
" { \n "
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" if $deluxmap \n "
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" [ \n "
" { \n "
" map $normalmap \n "
" tcgen base \n "
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" depthwrite \n "
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" } \n "
" { \n "
" map $deluxmap \n "
" tcgen lightmap \n "
" } \n "
" ] \n "
" { \n "
" map $diffuse \n "
" tcgen base \n "
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
" if gl_bump \n "
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" [ \n "
" blendfunc gl_one gl_zero \n "
" ] \n "
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" } \n "
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
" if !r_fullbright \n "
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" [ \n "
" { \n "
" map $lightmap \n "
" blendfunc gl_dst_color gl_zero \n "
" } \n "
" ] \n "
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
" if gl_fb_bmodels \n "
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" [ \n "
" { \n "
" map $fullbright \n "
" blendfunc add \n "
" depthfunc equal \n "
" } \n "
" ] \n "
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" } \n "
) ;
Shader_DefaultScript ( shortname , s , builtin ) ;
}
void Shader_DefaultCinematic ( char * shortname , shader_t * s , const void * args )
{
Shader_DefaultScript ( shortname , s ,
va (
" { \n "
" { \n "
" videomap %s \n "
" } \n "
" } \n "
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, ( const char * ) args )
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) ;
}
/*shortname should begin with 'skybox_'*/
void Shader_DefaultSkybox ( char * shortname , shader_t * s , const void * args )
{
Shader_DefaultScript ( shortname , s ,
va (
" { \n "
" skyparms %s - - \n "
" } \n "
, shortname + 7 )
) ;
}
void Shader_DefaultBSPQ2 ( char * shortname , shader_t * s , const void * args )
{
if ( ! strncmp ( shortname , " sky/ " , 4 ) )
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{
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Shader_DefaultScript ( shortname , s ,
" { \n "
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" surfaceparm nodlight \n "
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" skyparms - - - \n "
" } \n "
) ;
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}
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else if ( ! strncmp ( shortname , " warp/ " , 5 ) )
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{
Shader_DefaultScript ( shortname , s ,
" { \n "
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" program defaultwarp \n "
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" { \n "
" map $diffuse \n "
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" tcmod turb 0 0.01 0.5 0 \n "
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" } \n "
" } \n "
) ;
}
else if ( ! strncmp ( shortname , " warp33/ " , 7 ) )
{
Shader_DefaultScript ( shortname , s ,
" { \n "
" { \n "
" map $diffuse \n "
" tcmod turb 0 0.01 0.5 0 \n "
" alphagen const 0.333 \n "
" blendfunc blend \n "
" } \n "
" } \n "
) ;
}
else if ( ! strncmp ( shortname , " warp66/ " , 7 ) )
{
Shader_DefaultScript ( shortname , s ,
" { \n "
" { \n "
" map $diffuse \n "
" tcmod turb 0 0.01 0.5 0 \n "
" alphagen const 0.666 \n "
" blendfunc blend \n "
" } \n "
" } \n "
) ;
}
else if ( ! strncmp ( shortname , " trans/ " , 7 ) )
Shader_DefaultScript ( shortname , s ,
" { \n "
" { \n "
" map $diffuse \n "
" alphagen const 1 \n "
" blendfunc blend \n "
" } \n "
" } \n "
) ;
else if ( ! strncmp ( shortname , " trans33/ " , 7 ) )
Shader_DefaultScript ( shortname , s ,
" { \n "
" { \n "
" map $diffuse \n "
" alphagen const 0.333 \n "
" blendfunc blend \n "
" } \n "
" } \n "
) ;
else if ( ! strncmp ( shortname , " trans66/ " , 7 ) )
Shader_DefaultScript ( shortname , s ,
" { \n "
" { \n "
" map $diffuse \n "
" alphagen const 0.666 \n "
" blendfunc blend \n "
" } \n "
" } \n "
) ;
else
Shader_DefaultBSPLM ( shortname , s , args ) ;
}
2009-07-18 20:46:42 +00:00
2010-07-11 02:22:39 +00:00
void Shader_DefaultBSPQ1 ( char * shortname , shader_t * s , const void * args )
{
char * builtin = NULL ;
if ( r_mirroralpha . value < 1 & & ! strcmp ( shortname , " window02_1 " ) )
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{
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if ( r_mirroralpha . value < 0 )
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{
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builtin = " { \n "
" portal \n "
" { \n "
" map $diffuse \n "
" blendfunc blend \n "
" alphagen portal 512 \n "
" depthwrite \n "
" } \n "
" } \n " ;
2009-06-21 17:45:33 +00:00
}
2006-03-06 01:41:09 +00:00
else
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{
builtin = " { \n "
" portal \n "
" { \n "
" map $diffuse \n "
" blendfunc blend \n "
" alphagen const $r_mirroralpha \n "
" depthwrite \n "
" } \n "
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
" surfaceparm nodlight \n "
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" } \n " ;
}
2006-03-06 01:41:09 +00:00
2005-03-20 02:57:11 +00:00
}
2006-03-06 01:41:09 +00:00
2009-11-04 21:16:50 +00:00
if ( ! builtin & & ( * shortname = = ' * ' ) )
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{
2009-11-04 21:16:50 +00:00
//q1 water
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if ( r_wateralpha . value = = 0 )
{
builtin = (
" { \n "
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" sort blend \n "
2010-11-22 02:03:28 +00:00
" surfaceparm nodraw \n "
" surfaceparm nodlight \n "
" } \n "
) ;
}
else if ( r_fastturb . ival )
2009-07-18 20:46:42 +00:00
{
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builtin = (
" { \n "
2010-11-28 19:10:34 +00:00
" sort blend \n "
2009-11-04 21:16:50 +00:00
" { \n "
2010-07-11 02:22:39 +00:00
" map $whiteimage \n "
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
" rgbgen const $r_fastturbcolour \n "
2009-11-04 21:16:50 +00:00
" } \n "
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
" surfaceparm nodlight \n "
2010-07-11 02:22:39 +00:00
" } \n "
) ;
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}
2011-03-12 13:51:40 +00:00
else
2010-07-11 02:22:39 +00:00
{
2009-11-04 21:16:50 +00:00
builtin = (
" { \n "
2011-01-23 03:44:49 +00:00
" sort blend \n " /*make sure it always has the same sort order, so switching on/off wateralpha doesn't break stuff*/
" program defaultwarp \n "
2011-02-25 04:22:14 +00:00
" { \n "
" map $diffuse \n "
2011-04-20 23:34:13 +00:00
" tcmod turb 0.02 0.1 0.5 0.1 \n "
2011-02-25 04:22:14 +00:00
" if r_wateralpha != 1 \n "
" [ \n "
2011-03-12 13:51:40 +00:00
" alphagen const $r_wateralpha \n "
2010-11-10 03:32:47 +00:00
" blendfunc gl_src_alpha gl_one_minus_src_alpha \n "
2011-02-25 04:22:14 +00:00
" ] \n "
" } \n "
2009-11-04 21:16:50 +00:00
" surfaceparm nodlight \n "
" } \n "
) ;
2006-03-06 01:41:09 +00:00
}
2009-11-04 21:16:50 +00:00
}
if ( ! builtin & & ! strncmp ( shortname , " sky " , 3 ) )
2005-03-20 02:57:11 +00:00
{
2009-11-04 21:16:50 +00:00
//q1 sky
if ( r_fastsky . ival )
2010-12-05 02:46:07 +00:00
{
2009-11-04 21:16:50 +00:00
builtin = (
" { \n "
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" sort sky \n "
2009-11-04 21:16:50 +00:00
" { \n "
" map $whiteimage \n "
2010-07-11 02:22:39 +00:00
" rgbgen const $r_fastskycolour \n "
2009-11-04 21:16:50 +00:00
" } \n "
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
" surfaceparm nodlight \n "
2009-11-04 21:16:50 +00:00
" } \n "
) ;
2010-12-05 02:46:07 +00:00
}
2009-11-04 21:16:50 +00:00
else if ( * r_skyboxname . string )
2010-12-05 02:46:07 +00:00
{
2009-11-04 21:16:50 +00:00
builtin = (
" { \n "
2010-11-28 19:10:34 +00:00
" sort sky \n "
2009-11-04 21:16:50 +00:00
" skyparms $r_skybox - - \n "
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
" surfaceparm nodlight \n "
2009-11-04 21:16:50 +00:00
" } \n "
) ;
2010-12-05 02:46:07 +00:00
Shader_DefaultScript ( shortname , s , builtin ) ;
if ( s - > flags & SHADER_SKY )
return ;
builtin = NULL ;
/*if the r_skybox failed to load or whatever, reset and fall through and just use the regular sky*/
Shader_Free ( s ) ;
memset ( s , 0 , sizeof ( * s ) ) ;
}
if ( ! builtin )
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builtin = (
" { \n "
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" sort sky \n "
2011-03-31 02:32:32 +00:00
" program defaultsky \n "
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" skyparms - 512 - \n "
/*WARNING: these values are not authentic quake, only close aproximations*/
" { \n "
" map $diffuse \n "
" tcmod scale 10 10 \n "
" tcmod scroll 0.04 0.04 \n "
" } \n "
" { \n "
" map $fullbright \n "
" blendfunc blend \n "
" tcmod scale 10 10 \n "
" tcmod scroll 0.02 0.02 \n "
" } \n "
" } \n "
) ;
2009-11-04 21:16:50 +00:00
}
if ( ! builtin & & * shortname = = ' { ' )
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{
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/*alpha test*/
builtin = (
" { \n "
/* "if $deluxmap\n"
" [ \n "
" { \n "
" map $normalmap \n "
" tcgen base \n "
" } \n "
" { \n "
" map $deluxmap \n "
" tcgen lightmap \n "
" } \n "
" ] \n " */
" { \n "
" map $diffuse \n "
" tcgen base \n "
" alphamask \n "
" } \n "
" if $lightmap \n "
" [ \n "
" { \n "
" map $lightmap \n "
" blendfunc gl_dst_color gl_zero \n "
" depthfunc equal \n "
" } \n "
" ] \n "
" { \n "
" map $fullbright \n "
" blendfunc add \n "
" depthfunc equal \n "
" } \n "
" } \n "
) ;
}
/*Hack: note that halflife would normally expect you to use rendermode/renderampt*/
2010-07-11 02:22:39 +00:00
if ( ! builtin & & ( ! strncmp ( shortname , " glass " , 5 ) /* || !strncmp(shortname, "window", 6)*/ ) )
2005-05-26 12:55:34 +00:00
{
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/*alpha bended*/
builtin = (
" { \n "
" { \n "
" map $diffuse \n "
" tcgen base \n "
" blendfunc blend \n "
" } \n "
" } \n "
) ;
}
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if ( builtin )
Shader_DefaultScript ( shortname , s , builtin ) ;
else
Shader_DefaultBSPLM ( shortname , s , args ) ;
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}
void Shader_DefaultBSPVertex ( char * shortname , shader_t * s , const void * args )
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{
shaderpass_t * pass ;
pass = & s - > passes [ 0 ] ;
pass - > tcgen = TC_GEN_BASE ;
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pass - > anim_frames [ 0 ] = R_LoadHiResTexture ( shortname , NULL , 0 ) ;
pass - > shaderbits | = SBITS_MISC_DEPTHWRITE ;
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pass - > rgbgen = RGB_GEN_VERTEX ;
pass - > alphagen = ALPHA_GEN_IDENTITY ;
pass - > numMergedPasses = 1 ;
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Shader_SetBlendmode ( pass ) ;
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if ( ! TEXVALID ( pass - > anim_frames [ 0 ] ) )
{
2007-09-23 15:28:06 +00:00
Con_DPrintf ( CON_WARNING " Shader %s has a stage with no image: %s. \n " , s - > name , shortname ) ;
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pass - > anim_frames [ 0 ] = missing_texture ;
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}
s - > numpasses = 1 ;
s - > numdeforms = 0 ;
s - > flags = SHADER_DEPTHWRITE | SHADER_CULL_FRONT ;
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s - > features = MF_STCOORDS | MF_COLORS ;
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s - > sort = SHADER_SORT_OPAQUE ;
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s - > uses = 1 ;
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}
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void Shader_DefaultBSPFlare ( char * shortname , shader_t * s , const void * args )
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{
shaderpass_t * pass ;
pass = & s - > passes [ 0 ] ;
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pass - > flags = SHADER_PASS_NOCOLORARRAY ;
pass - > shaderbits | = SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE ;
pass - > anim_frames [ 0 ] = R_LoadHiResTexture ( shortname , NULL , 0 ) ;
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pass - > rgbgen = RGB_GEN_VERTEX ;
pass - > alphagen = ALPHA_GEN_IDENTITY ;
pass - > numtcmods = 0 ;
pass - > tcgen = TC_GEN_BASE ;
pass - > numMergedPasses = 1 ;
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Shader_SetBlendmode ( pass ) ;
2005-03-20 02:57:11 +00:00
2009-11-04 21:16:50 +00:00
if ( ! TEXVALID ( pass - > anim_frames [ 0 ] ) )
{
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Con_DPrintf ( CON_WARNING " Shader %s has a stage with no image: %s. \n " , s - > name , shortname ) ;
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pass - > anim_frames [ 0 ] = missing_texture ;
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}
s - > numpasses = 1 ;
s - > numdeforms = 0 ;
s - > flags = SHADER_FLARE ;
s - > features = MF_STCOORDS | MF_COLORS ;
s - > sort = SHADER_SORT_ADDITIVE ;
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s - > uses = 1 ;
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s - > flags | = SHADER_NODRAW ;
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}
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void Shader_DefaultSkin ( char * shortname , shader_t * s , const void * args )
{
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Shader_DefaultScript ( shortname , s ,
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" { \n "
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" program defaultskin \n "
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" { \n "
" map $diffuse \n "
" rgbgen lightingDiffuse \n "
" } \n "
" { \n "
" map $loweroverlay \n "
" rgbgen bottomcolor \n "
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" blendfunc gl_src_alpha gl_one \n "
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" } \n "
" { \n "
" map $upperoverlay \n "
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" rgbgen topcolor \n "
" blendfunc gl_src_alpha gl_one \n "
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" } \n "
" { \n "
" map $fullbright \n "
" blendfunc add \n "
" } \n "
" } \n "
) ;
}
void Shader_DefaultSkinShell ( char * shortname , shader_t * s , const void * args )
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{
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Shader_DefaultScript ( shortname , s ,
" { \n "
" sort blend \n "
" deformvertexes normal 1 1 \n "
" { \n "
" map $diffuse \n "
" rgbgen entity \n "
" alphagen entity \n "
" blendfunc blend \n "
" } \n "
" } \n "
) ;
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}
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void Shader_Default2D ( char * shortname , shader_t * s , const void * genargs )
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{
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Shader_DefaultScript ( shortname , s ,
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
" { \n "
2011-02-06 20:56:39 +00:00
# ifdef USE_EGL
" program default2d \n "
# endif
2010-11-02 23:17:25 +00:00
" nomipmaps \n "
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
" { \n "
2010-11-22 02:03:28 +00:00
" clampmap $diffuse \n "
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
" rgbgen vertex \n "
" alphagen vertex \n "
" blendfunc gl_src_alpha gl_one_minus_src_alpha \n "
" } \n "
" sort additive \n "
" } \n "
) ;
2010-11-22 02:03:28 +00:00
s - > defaulttextures . base = R_LoadHiResTexture ( shortname , NULL , IF_NOPICMIP | IF_NOMIPMAP | IF_CLAMP ) ;
2010-11-02 23:17:25 +00:00
if ( ! TEXVALID ( s - > defaulttextures . base ) )
{
unsigned char data [ 4 * 4 ] = { 0 } ;
s - > defaulttextures . base = R_LoadTexture8 ( " black " , 4 , 4 , data , 0 , 0 ) ;
}
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s - > width = image_width ;
s - > height = image_height ;
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}
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//loads a shader string into an existing shader object, and finalises it and stuff
static void Shader_ReadShader ( shader_t * s , char * shadersource )
{
char * token ;
// set defaults
s - > flags = SHADER_CULL_FRONT ;
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s - > uses = 1 ;
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while ( shadersource )
{
token = COM_ParseExt ( & shadersource , true ) ;
if ( ! token [ 0 ] )
continue ;
else if ( token [ 0 ] = = ' } ' )
break ;
else if ( ! Q_stricmp ( token , " if " ) )
{
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int nest = 0 ;
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qboolean conditionistrue = Shader_EvaluateCondition ( & shadersource ) ;
while ( shadersource )
{
token = COM_ParseExt ( & shadersource , true ) ;
if ( ! token [ 0 ] )
continue ;
2011-03-12 13:51:40 +00:00
else if ( token [ 0 ] = = ' ] ' )
{
if ( - - nest < = 0 )
{
nest + + ;
if ( ! strcmp ( token , " ][ " ) )
conditionistrue = ! conditionistrue ;
else
break ;
}
}
else if ( token [ 0 ] = = ' [ ' )
nest + + ;
2009-11-04 21:16:50 +00:00
else if ( conditionistrue )
{
if ( token [ 0 ] = = ' { ' )
Shader_Readpass ( s , & shadersource ) ;
else
Shader_Parsetok ( s , NULL , shaderkeys , token , & shadersource ) ;
}
}
}
else if ( token [ 0 ] = = ' { ' )
Shader_Readpass ( s , & shadersource ) ;
else if ( Shader_Parsetok ( s , NULL , shaderkeys , token , & shadersource ) )
break ;
}
Shader_Finish ( s ) ;
}
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static qboolean Shader_ParseShader ( char * shortname , char * usename , shader_t * s )
2006-03-11 03:12:10 +00:00
{
unsigned int offset = 0 , length ;
char path [ MAX_QPATH ] ;
char * buf = NULL , * ts = NULL ;
Shader_GetPathAndOffset ( shortname , & ts , & offset ) ;
if ( ts )
{
Com_sprintf ( path , sizeof ( path ) , " %s " , ts ) ;
length = FS_LoadFile ( path , ( void * * ) & buf ) ;
}
else
length = 0 ;
// the shader is in the shader scripts
if ( ts & & buf & & ( offset < length ) )
{
char * file , * token ;
file = buf + offset ;
token = COM_ParseExt ( & file , true ) ;
if ( ! file | | token [ 0 ] ! = ' { ' )
{
FS_FreeFile ( buf ) ;
return false ;
}
2009-11-04 21:16:50 +00:00
Shader_Free ( s ) ;
2006-03-11 03:12:10 +00:00
memset ( s , 0 , sizeof ( shader_t ) ) ;
Com_sprintf ( s - > name , MAX_QPATH , usename ) ;
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Hash_Add ( & shader_active_hash , s - > name , s , & s - > bucket ) ;
2006-03-11 03:12:10 +00:00
2009-11-04 21:16:50 +00:00
Shader_ReadShader ( s , file ) ;
2006-03-11 03:12:10 +00:00
FS_FreeFile ( buf ) ;
return true ;
}
if ( buf )
FS_FreeFile ( buf ) ;
return false ;
}
2010-07-11 02:22:39 +00:00
void R_UnloadShader ( shader_t * shader )
{
if ( shader - > uses - - = = 1 )
Shader_Free ( shader ) ;
}
static int R_LoadShader ( char * name , shader_gen_t * defaultgen , const char * genargs )
2004-10-19 15:56:22 +00:00
{
int i , f = - 1 ;
2006-03-11 03:12:10 +00:00
char shortname [ MAX_QPATH ] ;
2004-10-19 15:56:22 +00:00
shader_t * s ;
2006-03-11 03:12:10 +00:00
COM_StripExtension ( name , shortname , sizeof ( shortname ) ) ;
2004-10-19 15:56:22 +00:00
2005-08-26 22:56:51 +00:00
COM_CleanUpPath ( shortname ) ;
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// check the hash first
s = Hash_Get ( & shader_active_hash , shortname ) ;
if ( s )
{
i = s - r_shaders ;
r_shaders [ i ] . uses + + ;
return i ;
}
// not loaded, find a free slot
2004-10-19 15:56:22 +00:00
for ( i = 0 ; i < MAX_SHADERS ; i + + )
{
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if ( ! r_shaders [ i ] . uses )
2004-10-19 15:56:22 +00:00
{
if ( f = = - 1 ) // free shader
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{
2004-10-19 15:56:22 +00:00
f = i ;
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break ;
}
2004-10-19 15:56:22 +00:00
}
}
if ( f = = - 1 )
{
Sys_Error ( " R_LoadShader: Shader limit exceeded. " ) ;
return f ;
}
s = & r_shaders [ f ] ;
2009-11-04 21:16:50 +00:00
if ( ruleset_allow_shaders . ival )
2004-10-19 15:56:22 +00:00
{
2009-11-04 21:16:50 +00:00
# ifdef GLQUAKE
2011-01-23 03:44:49 +00:00
if ( qrenderer = = QR_OPENGL )
{
if ( gl_config . gles & & gl_config . glversion > = 2 )
{
if ( Shader_ParseShader ( va ( " %s_gles2 " , shortname ) , shortname , s ) )
{
s - > generator = defaultgen ;
s - > genargs = genargs ;
return f ;
}
}
if ( gl_config . glversion > = 3 )
{
if ( Shader_ParseShader ( va ( " %s_glsl3 " , shortname ) , shortname , s ) )
{
s - > generator = defaultgen ;
s - > genargs = genargs ;
return f ;
}
}
if ( gl_config . arb_shader_objects )
{
if ( Shader_ParseShader ( va ( " %s_glsl " , shortname ) , shortname , s ) )
{
s - > generator = defaultgen ;
s - > genargs = genargs ;
return f ;
}
}
}
# endif
# ifdef D3DQUAKE
if ( qrenderer = = QR_DIRECT3D )
2009-11-04 21:16:50 +00:00
{
{
2011-01-23 03:44:49 +00:00
if ( Shader_ParseShader ( va ( " %s_hlsl " , shortname ) , shortname , s ) )
{
s - > generator = defaultgen ;
s - > genargs = genargs ;
return f ;
}
2009-11-04 21:16:50 +00:00
}
}
# endif
if ( Shader_ParseShader ( shortname , shortname , s ) )
{
s - > generator = defaultgen ;
s - > genargs = genargs ;
2006-03-11 03:12:10 +00:00
return f ;
2009-11-04 21:16:50 +00:00
}
2006-03-11 03:12:10 +00:00
}
2004-10-19 15:56:22 +00:00
2006-03-11 03:12:10 +00:00
// make a default shader
2004-10-19 15:56:22 +00:00
2006-03-11 03:12:10 +00:00
if ( defaultgen )
2004-10-19 15:56:22 +00:00
{
2011-02-25 04:22:14 +00:00
memset ( s , 0 , sizeof ( shader_t ) ) ;
Com_sprintf ( s - > name , MAX_QPATH , shortname ) ;
if ( ! strcmp ( shortname , " textures/common/clip " ) )
Shader_DefaultScript ( shortname , s ,
" { \n "
" surfaceparm nodraw \n "
" surfaceparm nodlight \n "
" } \n " ) ;
else
defaultgen ( shortname , s , genargs ) ;
2010-07-11 02:22:39 +00:00
Hash_Add ( & shader_active_hash , s - > name , s , & s - > bucket ) ;
2010-12-05 02:46:07 +00:00
s - > generator = defaultgen ;
s - > genargs = genargs ;
2004-10-19 15:56:22 +00:00
2006-03-11 03:12:10 +00:00
return f ;
}
return - 1 ;
2004-10-19 15:56:22 +00:00
}
2009-11-04 21:16:50 +00:00
void Shader_DoReload ( void )
{
shader_t * s ;
unsigned int i ;
char shortname [ MAX_QPATH ] ;
shader_gen_t * defaultgen ;
const char * genargs ;
texnums_t oldtn ;
2010-07-11 02:22:39 +00:00
if ( shader_rescan_needed & & ruleset_allow_shaders . ival )
{
Con_Printf ( " Initializing Shaders. \n " ) ;
2011-02-25 04:22:14 +00:00
COM_EnumerateFiles ( " materials/*.mtr " , Shader_InitCallback , NULL ) ;
2010-07-11 02:22:39 +00:00
COM_EnumerateFiles ( " shaders/*.shader " , Shader_InitCallback , NULL ) ;
COM_EnumerateFiles ( " scripts/*.shader " , Shader_InitCallback , NULL ) ;
2011-03-02 03:43:38 +00:00
COM_EnumerateFiles ( " scripts/*.rscript " , Shader_InitCallback , NULL ) ;
2010-07-11 02:22:39 +00:00
shader_reload_needed = true ;
shader_rescan_needed = false ;
}
2009-11-04 21:16:50 +00:00
if ( ! shader_reload_needed )
return ;
shader_reload_needed = false ;
2010-03-14 14:35:56 +00:00
Font_InvalidateColour ( ) ;
2009-11-04 21:16:50 +00:00
Con_Printf ( " Reloading all shaders \n " ) ;
for ( s = r_shaders , i = 0 ; i < MAX_SHADERS ; i + + , s + + )
{
2010-07-11 02:22:39 +00:00
if ( ! s - > uses )
2009-11-04 21:16:50 +00:00
continue ;
defaultgen = s - > generator ;
genargs = s - > genargs ;
oldtn = s - > defaulttextures ;
strcpy ( shortname , s - > name ) ;
if ( ruleset_allow_shaders . ival )
{
# ifdef GLQUAKE
if ( qrenderer = = QR_OPENGL & & gl_config . arb_shader_objects )
{
if ( Shader_ParseShader ( va ( " %s_glsl " , shortname ) , shortname , s ) )
{
s - > generator = defaultgen ;
s - > genargs = genargs ;
R_BuildDefaultTexnums ( & oldtn , s ) ;
continue ;
}
}
# endif
if ( Shader_ParseShader ( shortname , shortname , s ) )
{
s - > generator = defaultgen ;
s - > genargs = genargs ;
R_BuildDefaultTexnums ( & oldtn , s ) ;
continue ;
}
}
if ( s - > generator )
{
Shader_Free ( s ) ;
memset ( s , 0 , sizeof ( shader_t ) ) ;
2010-12-05 02:46:07 +00:00
defaultgen ( shortname , s , genargs ) ;
2009-11-04 21:16:50 +00:00
s - > generator = defaultgen ;
s - > genargs = genargs ;
Com_sprintf ( s - > name , MAX_QPATH , shortname ) ;
2010-07-11 02:22:39 +00:00
Hash_Add ( & shader_active_hash , s - > name , s , & s - > bucket ) ;
2009-11-04 21:16:50 +00:00
R_BuildDefaultTexnums ( & oldtn , s ) ;
}
}
}
void Shader_NeedReload ( void )
{
shader_reload_needed = true ;
}
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cin_t * R_ShaderGetCinematic ( shader_t * s )
{
# ifndef NOMEDIA
int j ;
if ( ! s )
return NULL ;
for ( j = 0 ; j < s - > numpasses ; j + + )
if ( s - > passes [ j ] . cin )
return s - > passes [ j ] . cin ;
# endif
/*no cinematic in this shader!*/
return NULL ;
}
cin_t * R_ShaderFindCinematic ( char * name )
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{
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# ifdef NOMEDIA
return NULL ;
# else
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int i ;
char shortname [ MAX_QPATH ] ;
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COM_StripExtension ( name , shortname , sizeof ( shortname ) ) ;
COM_CleanUpPath ( shortname ) ;
//try and find it
for ( i = 0 ; i < MAX_SHADERS ; i + + )
{
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if ( ! r_shaders [ i ] . uses )
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continue ;
if ( ! Q_stricmp ( shortname , r_shaders [ i ] . name ) )
break ;
}
if ( i = = MAX_SHADERS )
return NULL ;
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//found the named shader.
return R_ShaderGetCinematic ( & r_shaders [ i ] ) ;
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# endif
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}
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shader_t * R_RegisterPic ( char * name )
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{
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return & r_shaders [ R_LoadShader ( name , Shader_Default2D , NULL ) ] ;
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}
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shader_t * R_RegisterShader ( char * name , const char * shaderscript )
{
return & r_shaders [ R_LoadShader ( name , Shader_DefaultScript , shaderscript ) ] ;
}
shader_t * R_RegisterShader_Lightmap ( char * name )
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{
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return & r_shaders [ R_LoadShader ( name , Shader_DefaultBSPLM , NULL ) ] ;
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}
shader_t * R_RegisterShader_Vertex ( char * name )
{
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return & r_shaders [ R_LoadShader ( name , Shader_DefaultBSPVertex , NULL ) ] ;
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}
shader_t * R_RegisterShader_Flare ( char * name )
{
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return & r_shaders [ R_LoadShader ( name , Shader_DefaultBSPFlare , NULL ) ] ;
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}
shader_t * R_RegisterSkin ( char * name )
{
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return & r_shaders [ R_LoadShader ( name , Shader_DefaultSkin , NULL ) ] ;
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}
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shader_t * R_RegisterCustom ( char * name , shader_gen_t * defaultgen , const void * args )
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{
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int i ;
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i = R_LoadShader ( name , defaultgen , args ) ;
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if ( i < 0 )
return NULL ;
return & r_shaders [ i ] ;
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}
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# endif //SERVERONLY