fteqw/engine/gl/gl_shader.c
Spoike 9360a016c2 mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however.
qw: fix recording mid-map.
q2: add support for recording demos on q2 servers.
q: fix setattachment not using the correct orientations.
q2: now supports splitscreen, as well as increased model and sound limits.
cl: fix crosshair not appearing in splitscreen.
cl: splitscreen clients now get their own colour tints (like the bf command)
snd: tweak audio to be a bit more usable in splitscreen by default.
cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player.
qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name.
gl: fix r_dynamic -1 bug that was painfully visible in AD.
mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers).
sv: fix -port or +sv_port commandline args to override the port correctly.
win: attempt to cope with windows symlinks enumerating with the wrong filesizes.
gl: fix skyboxes not appearing properly.
gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD.
gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots.
q2: fix replacement textures issue.
qw: fix download demonum/X issue, both in client and server.
qw: fix multicast dimensions not always being honoured properly.
nq: fix starting angles sometimes being wrong.
menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00

6185 lines
154 KiB
C

/*
Copyright (C) 2002-2003 Victor Luchits
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_shader.c - based on code by Stephen C. Taylor
// Ported to FTE from qfusion, there are numerous changes since then.
#include "quakedef.h"
#ifndef SERVERONLY
#include "glquake.h"
#include "shader.h"
#include "hash.h"
#include <ctype.h>
extern texid_t missing_texture;
texid_t r_whiteimage;
qboolean shader_reload_needed;
static qboolean shader_rescan_needed;
static char **saveshaderbody;
sh_config_t sh_config;
//cvars that affect shader generation
cvar_t r_vertexlight = CVARFD("r_vertexlight", "0", CVAR_SHADERSYSTEM, "Hack loaded shaders to remove detail pass and lightmap sampling for faster rendering.");
cvar_t r_forceprogramify = CVARAFD("r_forceprogramify", "0", "dpcompat_makeshitup", CVAR_SHADERSYSTEM, "Reduce the shader to a single texture, and then make stuff up about its mother. The resulting fist fight results in more colour when you shine a light upon its face.\nSet to 2 to ignore 'depthfunc equal' and 'tcmod scale' in order to tolerate bizzare shaders made for a bizzare engine.\nBecause most shaders made for DP are by people who _clearly_ have no idea what the heck they're doing, you'll typically need the '2' setting.");
extern cvar_t r_glsl_offsetmapping_reliefmapping;
extern cvar_t r_fastturb, r_fastsky, r_skyboxname;
extern cvar_t r_drawflat;
extern cvar_t r_shaderblobs;
//backend fills this in to say the max pass count
int be_maxpasses;
#define Q_stricmp stricmp
#define Q_strnicmp strnicmp
#define clamp(v,min, max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v)));
typedef union {
float f;
unsigned int i;
} float_int_t;
qbyte FloatToByte( float x )
{
static float_int_t f2i;
// shift float to have 8bit fraction at base of number
f2i.f = x + 32768.0f;
// then read as integer and kill float bits...
return (qbyte) min(f2i.i & 0x7FFFFF, 255);
}
cvar_t r_detailtextures;
#define MAX_TOKEN_CHARS sizeof(com_token)
char *COM_ParseExt (char **data_p, qboolean nl, qboolean comma)
{
int c;
int len;
char *data;
qboolean newlines = false;
data = *data_p;
len = 0;
com_token[0] = 0;
if (!data)
{
*data_p = NULL;
return "";
}
// skip whitespace
skipwhite:
while ((c = *data) <= ' ')
{
if (c == 0)
{
*data_p = NULL;
return "";
}
if (c == '\n')
newlines = true;
data++;
}
if (newlines && !nl)
{
*data_p = data;
return com_token;
}
// skip // comments
if (c == '/' && data[1] == '/')
{
while (*data && *data != '\n')
data++;
goto skipwhite;
}
// handle quoted strings specially
if (c == '\"')
{
data++;
while (1)
{
c = *data++;
if (c=='\"' || !c)
{
com_token[len] = 0;
*data_p = data;
return com_token;
}
if (len < MAX_TOKEN_CHARS)
{
com_token[len] = c;
len++;
}
}
}
// parse a regular word
do
{
if (len < MAX_TOKEN_CHARS)
{
com_token[len] = c;
len++;
}
data++;
c = *data;
if (c == ',' && len && comma)
break;
} while (c>32);
if (len == MAX_TOKEN_CHARS)
{
Con_DPrintf ("Token exceeded %i chars, discarded.\n", (int)MAX_TOKEN_CHARS);
len = 0;
}
com_token[len] = 0;
*data_p = data;
return com_token;
}
static float Shader_FloatArgument(shader_t *shader, char *arg)
{
char *var;
int arglen = strlen(arg);
//grab an argument instead, otherwise 0
var = shader->name;
while((var = strchr(var, '#')))
{
if (!strnicmp(var, arg, arglen))
{
if (var[arglen] == '=')
return strtod(var+arglen+1, NULL);
if (var[arglen] == '#' || !var[arglen])
return 1; //present, but no value
}
var++;
}
return 0; //not present.
}
#define HASH_SIZE 128
enum shaderparsemode_e
{
SPM_DEFAULT, /*quake3/fte internal*/
SPM_DOOM3,
};
static struct
{
enum shaderparsemode_e mode;
} parsestate;
typedef struct shaderkey_s
{
char *keyword;
void (*func)( shader_t *shader, shaderpass_t *pass, char **ptr );
char *prefix;
} shaderkey_t;
typedef struct shadercachefile_s {
char *data;
size_t length;
enum shaderparsemode_e parsemode;
struct shadercachefile_s *next;
char name[1];
} shadercachefile_t;
typedef struct shadercache_s {
shadercachefile_t *source;
size_t offset;
struct shadercache_s *hash_next;
char name[1];
} shadercache_t;
static shadercachefile_t *shaderfiles; //contents of a .shader file
static shadercache_t **shader_hash; //locations of known inactive shaders.
unsigned int r_numshaders; //number of active slots in r_shaders array.
unsigned int r_maxshaders; //max length of r_shaders array. resized if exceeded.
shader_t **r_shaders; //list of active shaders for a id->shader lookup
static hashtable_t shader_active_hash; //list of active shaders for a name->shader lookup
void *shader_active_hash_mem;
//static char r_skyboxname[MAX_QPATH];
//static float r_skyheight;
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(shader_t *shader, char **args, shaderfunc_t *func);
static void Shader_MakeCache(const char *path);
static qboolean Shader_LocateSource(char *name, char **buf, size_t *bufsize, size_t *offset, enum shaderparsemode_e *parsemode);
static void Shader_ReadShader(shader_t *s, char *shadersource, int parsemode);
static qboolean Shader_ParseShader(char *parsename, shader_t *s);
//===========================================================================
static qboolean Shader_EvaluateCondition(shader_t *shader, char **ptr)
{
char *token;
cvar_t *cv;
qboolean conditiontrue = true;
token = COM_ParseExt(ptr, false, false);
if (*token == '!')
{
conditiontrue = false;
token++;
}
if (*token == '$')
{
token++;
if (*token == '#')
conditiontrue = conditiontrue == !!Shader_FloatArgument(shader, token);
else if (!Q_stricmp(token, "lpp"))
conditiontrue = conditiontrue == r_lightprepass.ival;
else if (!Q_stricmp(token, "lightmap"))
conditiontrue = conditiontrue == !r_fullbright.value;
else if (!Q_stricmp(token, "deluxmap"))
conditiontrue = conditiontrue == r_deluxemapping;
else if (!Q_stricmp(token, "softwarebanding"))
conditiontrue = conditiontrue == r_softwarebanding;
//normalmaps are generated if they're not already known.
else if (!Q_stricmp(token, "normalmap"))
conditiontrue = conditiontrue == r_loadbumpmapping;
else if (!Q_stricmp(token, "opengl"))
conditiontrue = conditiontrue == (qrenderer == QR_OPENGL);
else if (!Q_stricmp(token, "d3d9"))
conditiontrue = conditiontrue == (qrenderer == QR_DIRECT3D9);
else if (!Q_stricmp(token, "d3d11"))
conditiontrue = conditiontrue == (qrenderer == QR_DIRECT3D11);
else if (!Q_stricmp(token, "gles"))
conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && sh_config.minver == 100);
else if (!Q_stricmp(token, "nofixed"))
conditiontrue = conditiontrue == sh_config.progs_required;
else if (!Q_stricmp(token, "glsl"))
conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && sh_config.progs_supported);
else if (!Q_stricmp(token, "hlsl"))
conditiontrue = conditiontrue == ((qrenderer == QR_DIRECT3D9 || qrenderer == QR_DIRECT3D11) && sh_config.progs_supported);
else if (!Q_stricmp(token, "haveprogram"))
conditiontrue = conditiontrue == !!shader->prog;
else if (!Q_stricmp(token, "programs"))
conditiontrue = conditiontrue == sh_config.progs_supported;
else if (!Q_stricmp(token, "diffuse"))
conditiontrue = conditiontrue == true;
else if (!Q_stricmp(token, "specular"))
conditiontrue = conditiontrue == false;
else if (!Q_stricmp(token, "fullbright"))
conditiontrue = conditiontrue == false;
else if (!Q_stricmp(token, "topoverlay"))
conditiontrue = conditiontrue == false;
else if (!Q_stricmp(token, "loweroverlay"))
conditiontrue = conditiontrue == false;
else
{
Con_Printf("Unrecognised builtin shader condition '%s'\n", token);
conditiontrue = conditiontrue == false;
}
}
else
{
float lhs;
if (*token >= '0' && *token <= '9')
lhs = strtod(token, NULL);
else
{
cv = Cvar_Get(token, "", 0, "Shader Conditions");
if (cv)
{
cv->flags |= CVAR_SHADERSYSTEM;
lhs = cv->value;
}
else
{
Con_Printf("Shader_EvaluateCondition: '%s' is not a cvar\n", token);
return conditiontrue;
}
}
if (*token)
token = COM_ParseExt(ptr, false, false);
if (*token)
{
float rhs;
char cmp[4];
memcpy(cmp, token, 4);
token = COM_ParseExt(ptr, false, false);
rhs = atof(token);
if (!strcmp(cmp, "!="))
conditiontrue = lhs != rhs;
else if (!strcmp(cmp, "=="))
conditiontrue = lhs == rhs;
else if (!strcmp(cmp, "<"))
conditiontrue = lhs < rhs;
else if (!strcmp(cmp, "<="))
conditiontrue = lhs <= rhs;
else if (!strcmp(cmp, ">"))
conditiontrue = lhs > rhs;
else if (!strcmp(cmp, ">="))
conditiontrue = lhs >= rhs;
else
conditiontrue = false;
}
else
{
conditiontrue = conditiontrue == !!lhs;
}
}
if (*token)
token = COM_ParseExt(ptr, false, false);
if (!strcmp(token, "&&"))
return Shader_EvaluateCondition(shader, ptr) && conditiontrue;
if (!strcmp(token, "||"))
return Shader_EvaluateCondition(shader, ptr) || conditiontrue;
return conditiontrue;
}
static char *Shader_ParseExactString(char **ptr)
{
char *token;
if (!ptr || !(*ptr))
return "";
if (!**ptr || **ptr == '}')
return "";
token = COM_ParseExt(ptr, false, false);
return token;
}
static char *Shader_ParseString(char **ptr)
{
char *token;
if (!ptr || !(*ptr))
return "";
if (!**ptr || **ptr == '}')
return "";
token = COM_ParseExt(ptr, false, true);
Q_strlwr ( token );
return token;
}
static char *Shader_ParseSensString(char **ptr)
{
char *token;
if (!ptr || !(*ptr))
return "";
if (!**ptr || **ptr == '}')
return "";
token = COM_ParseExt(ptr, false, true);
return token;
}
static float Shader_ParseFloat(shader_t *shader, char **ptr, float defaultval)
{
char *token;
if (!ptr || !(*ptr))
return defaultval;
if (!**ptr || **ptr == '}')
return defaultval;
token = COM_ParseExt(ptr, false, true);
if (*token == '$')
{
if (token[1] == '#')
{
return Shader_FloatArgument(shader, token+1);
}
else
{
cvar_t *var;
var = Cvar_FindVar(token+1);
if (var)
{
if (*var->string)
return var->value;
else
return defaultval;
}
}
}
if (!*token)
return defaultval;
return atof(token);
}
static void Shader_ParseVector(shader_t *shader, char **ptr, vec3_t v)
{
char *scratch;
char *token;
qboolean bracket;
qboolean fromcvar = false;
token = Shader_ParseString(ptr);
if (*token == '$')
{
cvar_t *var;
var = Cvar_FindVar(token+1);
if (!var)
{
v[0] = 1;
v[1] = 1;
v[2] = 1;
return;
}
var->flags |= CVAR_SHADERSYSTEM;
ptr = &scratch;
scratch = var->string;
token = Shader_ParseString( ptr);
fromcvar = true;
}
if (!Q_stricmp (token, "("))
{
bracket = true;
token = Shader_ParseString(ptr);
}
else if (token[0] == '(')
{
bracket = true;
token = &token[1];
}
else
bracket = false;
v[0] = atof ( token );
token = Shader_ParseString ( ptr );
if ( !token[0] ) {
v[1] = fromcvar?v[0]:0;
} else if (bracket && token[strlen(token)-1] == ')' ) {
bracket = false;
token[strlen(token)-1] = 0;
v[1] = atof ( token );
} else {
v[1] = atof ( token );
}
token = Shader_ParseString ( ptr );
if ( !token[0] ) {
v[2] = fromcvar?v[1]:0;
} else if (bracket && token[strlen(token)-1] == ')' ) {
token[strlen(token)-1] = 0;
v[2] = atof ( token );
} else {
v[2] = atof ( token );
if ( bracket ) {
Shader_ParseString ( ptr );
}
}
if (v[0] > 5 || v[1] > 5 || v[2] > 5)
{
VectorScale(v, 1.0f/255, v);
}
}
qboolean Shader_ParseSkySides (char *shadername, char *texturename, texid_t *images)
{
qboolean allokay = true;
int i, ss, sp;
char path[MAX_QPATH];
static char *skyname_suffix[][6] = {
{"rt", "bk", "lf", "ft", "up", "dn"},
{"px", "py", "nx", "ny", "pz", "nz"},
{"posx", "posy", "negx", "negy", "posz", "negz"},
{"_px", "_py", "_nx", "_ny", "_pz", "_nz"},
{"_posx", "_posy", "_negx", "_negy", "_posz", "_negz"},
{"_rt", "_bk", "_lf", "_ft", "_up", "_dn"}
};
static char *skyname_pattern[] = {
"%s_%s",
"%s%s",
"env/%s%s",
"gfx/env/%s%s"
};
if (*texturename == '$')
{
cvar_t *v;
v = Cvar_FindVar(texturename+1);
if (v)
texturename = v->string;
}
if (!*texturename)
texturename = "-";
for ( i = 0; i < 6; i++ )
{
if ( texturename[0] == '-' )
{
images[i] = r_nulltex;
}
else
{
for (sp = 0; sp < sizeof(skyname_pattern)/sizeof(skyname_pattern[0]); sp++)
{
for (ss = 0; ss < sizeof(skyname_suffix)/sizeof(skyname_suffix[0]); ss++)
{
Q_snprintfz ( path, sizeof(path), skyname_pattern[sp], texturename, skyname_suffix[ss][i] );
images[i] = R_LoadHiResTexture ( path, NULL, IF_NOALPHA|IF_CLAMP|IF_NOWORKER);
if (images[i]->status == TEX_LOADING) //FIXME: unsafe, as it can recurse through shader loading and mess up internal parse state.
COM_WorkerPartialSync(images[i], &images[i]->status, TEX_LOADING);
if (TEXLOADED(images[i]))
break;
}
if (TEXLOADED(images[i]))
break;
}
if (!TEXVALID(images[i]))
{
Con_Printf("Sky \"%s\" missing texture: %s\n", shadername, path);
images[i] = missing_texture;
allokay = false;
}
}
}
return allokay;
}
static void Shader_ParseFunc (shader_t *shader, char **ptr, shaderfunc_t *func)
{
char *token;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "sin"))
func->type = SHADER_FUNC_SIN;
else if (!Q_stricmp (token, "triangle"))
func->type = SHADER_FUNC_TRIANGLE;
else if (!Q_stricmp (token, "square"))
func->type = SHADER_FUNC_SQUARE;
else if (!Q_stricmp (token, "sawtooth"))
func->type = SHADER_FUNC_SAWTOOTH;
else if (!Q_stricmp (token, "inversesawtooth"))
func->type = SHADER_FUNC_INVERSESAWTOOTH;
else if (!Q_stricmp (token, "noise"))
func->type = SHADER_FUNC_NOISE;
func->args[0] = Shader_ParseFloat (shader, ptr, 0);
func->args[1] = Shader_ParseFloat (shader, ptr, 0);
func->args[2] = Shader_ParseFloat (shader, ptr, 0);
func->args[3] = Shader_ParseFloat (shader, ptr, 0);
}
//===========================================================================
static int Shader_SetImageFlags(shader_t *shader, shaderpass_t *pass, char **name)
{
int flags = 0;
for(;name;)
{
if (!Q_strnicmp(*name, "$rt:", 4))
{
*name += 4;
flags |= IF_NOMIPMAP|IF_CLAMP|IF_LINEAR|IF_RENDERTARGET;
}
else if (!Q_strnicmp(*name, "$clamp:", 7))
{
*name += 7;
flags |= IF_CLAMP;
}
else if (!Q_strnicmp(*name, "$3d:", 4))
{
*name+=4;
flags = (flags&~IF_TEXTYPE) | IF_3DMAP;
}
else if (!Q_strnicmp(*name, "$cube:", 6))
{
*name+=6;
flags = (flags&~IF_TEXTYPE) | IF_CUBEMAP;
}
else if (!Q_strnicmp(*name, "$nearest:", 9))
{
*name+=9;
flags|= IF_NEAREST;
if (pass)
pass->flags |= SHADER_PASS_NEAREST;
}
else if (!Q_strnicmp(*name, "$linear:", 8))
{
*name+=8;
flags|= IF_LINEAR;
if (pass)
pass->flags |= SHADER_PASS_LINEAR;
}
else
break;
}
// if (shader->flags & SHADER_SKY)
// flags |= IF_SKY;
if (shader->flags & SHADER_NOMIPMAPS)
flags |= IF_NOMIPMAP;
if (shader->flags & SHADER_NOPICMIP)
flags |= IF_NOPICMIP;
flags |= IF_MIPCAP;
return flags;
}
texid_t R_LoadColourmapImage(void)
{
unsigned int w = 256, h = VID_GRADES;
unsigned int x;
unsigned int data[256*(VID_GRADES)];
qbyte *colourmappal = (qbyte *)FS_LoadMallocFile ("gfx/colormap.lmp", NULL);
if (!colourmappal)
{
size_t sz;
qbyte *pcx = FS_LoadMallocFile("pics/colormap.pcx", &sz);
colourmappal = Z_Malloc(256*VID_GRADES);
ReadPCXData(pcx, sz, 256, VID_GRADES, colourmappal);
BZ_Free(pcx);
}
if (colourmappal)
{
for (x = 0; x < sizeof(data)/sizeof(data[0]); x++)
data[x] = d_8to24rgbtable[colourmappal[x]];
}
else
{ //erk
for (x = 0; x < sizeof(data)/sizeof(data[0]); x++)
data[x] = d_8to24rgbtable[x & 0xff];
}
BZ_Free(colourmappal);
return R_LoadTexture("$colourmap", w, h, TF_RGBA32, data, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA|IF_CLAMP);
}
static texid_t Shader_FindImage ( char *name, int flags )
{
extern texid_t missing_texture_normal;
if (parsestate.mode == SPM_DOOM3)
{
if (!Q_stricmp (name, "_default"))
return r_whiteimage; /*fixme*/
if (!Q_stricmp (name, "_white"))
return r_whiteimage;
if (!Q_stricmp (name, "_black"))
{
int wibuf[16] = {0};
return R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
}
}
else
{
if (!Q_stricmp (name, "$whiteimage"))
return r_whiteimage;
if (!Q_stricmp (name, "$blackimage"))
{
int wibuf[16] = {0};
return R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
}
if (!Q_stricmp (name, "$identitynormal"))
return missing_texture_normal;
if (!Q_stricmp (name, "$colourmap"))
return R_LoadColourmapImage();
}
if (flags & IF_RENDERTARGET)
return R2D_RT_Configure(name, 0, 0, TF_INVALID);
return R_LoadHiResTexture(name, NULL, flags);
}
/****************** shader keyword functions ************************/
static void Shader_Cull ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
shader->flags &= ~(SHADER_CULL_FRONT|SHADER_CULL_BACK);
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "disable") || !Q_stricmp (token, "none") || !Q_stricmp (token, "twosided") ) {
} else if ( !Q_stricmp (token, "front") ) {
shader->flags |= SHADER_CULL_FRONT;
} else if ( !Q_stricmp (token, "back") || !Q_stricmp (token, "backside") || !Q_stricmp (token, "backsided") ) {
shader->flags |= SHADER_CULL_BACK;
} else {
shader->flags |= SHADER_CULL_FRONT;
}
}
static void Shader_NoMipMaps ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= (SHADER_NOMIPMAPS|SHADER_NOPICMIP);
}
static void Shader_Affine ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= SBITS_AFFINE;
}
static void Shader_NoPicMip ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= SHADER_NOPICMIP;
}
static void Shader_DeformVertexes ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
deformv_t *deformv;
if ( shader->numdeforms >= SHADER_DEFORM_MAX )
return;
deformv = &shader->deforms[shader->numdeforms];
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "wave") )
{
deformv->type = DEFORMV_WAVE;
deformv->args[0] = Shader_ParseFloat (shader, ptr, 0);
if (deformv->args[0])
deformv->args[0] = 1.0f / deformv->args[0];
Shader_ParseFunc (shader, ptr, &deformv->func );
}
else if ( !Q_stricmp (token, "normal") )
{
deformv->type = DEFORMV_NORMAL;
deformv->args[0] = Shader_ParseFloat (shader, ptr, 0);
deformv->args[1] = Shader_ParseFloat (shader, ptr, 0);
}
else if ( !Q_stricmp (token, "bulge") )
{
deformv->type = DEFORMV_BULGE;
Shader_ParseVector (shader, ptr, deformv->args);
}
else if ( !Q_stricmp (token, "move") )
{
deformv->type = DEFORMV_MOVE;
Shader_ParseVector (shader, ptr, deformv->args );
Shader_ParseFunc (shader, ptr, &deformv->func );
}
else if ( !Q_stricmp (token, "autosprite") )
{
deformv->type = DEFORMV_AUTOSPRITE;
}
else if ( !Q_stricmp (token, "autosprite2") )
{
deformv->type = DEFORMV_AUTOSPRITE2;
}
else if ( !Q_stricmp (token, "projectionShadow") )
deformv->type = DEFORMV_PROJECTION_SHADOW;
else
return;
shader->numdeforms++;
}
static void Shader_ClutterParms(shader_t *shader, shaderpass_t *pass, char **ptr)
{
struct shader_clutter_s *clut;
char *modelname;
modelname = Shader_ParseString(ptr);
clut = Z_Malloc(sizeof(*clut) + strlen(modelname));
strcpy(clut->modelname, modelname);
clut->spacing = Shader_ParseFloat(shader, ptr, 1000);
clut->scalemin = Shader_ParseFloat(shader, ptr, 1);
clut->scalemax = Shader_ParseFloat(shader, ptr, 1);
clut->zofs = Shader_ParseFloat(shader, ptr, 0);
clut->anglemin = Shader_ParseFloat(shader, ptr, 0) * M_PI * 2 / 360.;
clut->anglemax = Shader_ParseFloat(shader, ptr, 360) * M_PI * 2 / 360.;
clut->next = shader->clutter;
shader->clutter = clut;
}
static void Shader_SkyParms(shader_t *shader, shaderpass_t *pass, char **ptr)
{
skydome_t *skydome;
float skyheight;
char *boxname;
if (shader->skydome)
{
Z_Free(shader->skydome);
}
skydome = (skydome_t *)Z_Malloc(sizeof(skydome_t));
shader->skydome = skydome;
boxname = Shader_ParseString(ptr);
Shader_ParseSkySides(shader->name, boxname, skydome->farbox_textures);
skyheight = Shader_ParseFloat(shader, ptr, 512);
boxname = Shader_ParseString(ptr);
Shader_ParseSkySides(shader->name, boxname, skydome->nearbox_textures);
shader->flags |= SHADER_SKY;
shader->sort = SHADER_SORT_SKY;
}
static void Shader_FogParms ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
float div;
vec3_t color, fcolor;
// if ( !r_ignorehwgamma->value )
// div = 1.0f / pow(2, max(0, floor(r_overbrightbits->value)));
// else
div = 1.0f;
Shader_ParseVector (shader, ptr, color );
VectorScale ( color, div, color );
ColorNormalize ( color, fcolor );
shader->fog_color[0] = FloatToByte ( fcolor[0] );
shader->fog_color[1] = FloatToByte ( fcolor[1] );
shader->fog_color[2] = FloatToByte ( fcolor[2] );
shader->fog_color[3] = 255;
shader->fog_dist = Shader_ParseFloat (shader, ptr, 128);
if ( shader->fog_dist <= 0.0f ) {
shader->fog_dist = 128.0f;
}
shader->fog_dist = 1.0f / shader->fog_dist;
shader->flags |= SHADER_NODLIGHT|SHADER_NOSHADOWS;
}
static void Shader_SurfaceParm ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp( token, "nodraw" ) )
shader->flags |= SHADER_NODRAW;
else if ( !Q_stricmp( token, "nodraw2" ) )
shader->flags |= SHADER_NODRAW;
else if ( !Q_stricmp( token, "nodlight" ) )
shader->flags |= SHADER_NODLIGHT;
else if ( !Q_stricmp( token, "noshadows" ) )
shader->flags |= SHADER_NOSHADOWS;
}
static void Shader_Sort ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp( token, "portal" ) )
shader->sort = SHADER_SORT_PORTAL;
else if( !Q_stricmp( token, "sky" ) )
shader->sort = SHADER_SORT_SKY;
else if( !Q_stricmp( token, "opaque" ) )
shader->sort = SHADER_SORT_OPAQUE;
else if( !Q_stricmp( token, "decal" ) )
shader->sort = SHADER_SORT_DECAL;
else if( !Q_stricmp( token, "seethrough" ) )
shader->sort = SHADER_SORT_SEETHROUGH;
else if( !Q_stricmp( token, "banner" ) )
shader->sort = SHADER_SORT_BANNER;
else if( !Q_stricmp( token, "additive" ) )
shader->sort = SHADER_SORT_ADDITIVE;
else if( !Q_stricmp( token, "underwater" ) )
shader->sort = SHADER_SORT_UNDERWATER;
else if( !Q_stricmp( token, "nearest" ) )
shader->sort = SHADER_SORT_NEAREST;
else if( !Q_stricmp( token, "blend" ) )
shader->sort = SHADER_SORT_BLEND;
else if ( !Q_stricmp( token, "lpp_light" ) )
shader->sort = SHADER_SORT_PRELIGHT;
else if ( !Q_stricmp( token, "ripple" ) )
shader->sort = SHADER_SORT_RIPPLE;
else
{
shader->sort = atoi ( token );
clamp ( shader->sort, SHADER_SORT_NONE, SHADER_SORT_NEAREST );
}
}
static void Shader_Prelight ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->sort = SHADER_SORT_PRELIGHT;
}
static void Shader_Portal ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->sort = SHADER_SORT_PORTAL;
}
static void Shader_PolygonOffset ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
/*the q3 defaults*/
shader->polyoffset.factor = -0.05;
shader->polyoffset.unit = -25;
}
static void Shader_EntityMergable ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
shader->flags |= SHADER_ENTITY_MERGABLE;
}
static qboolean Shader_ParseProgramCvar(char *script, cvar_t **cvarrefs, char **cvarnames, int *cvartypes, int cvartype)
{
char body[MAX_QPATH];
char *out;
char *namestart;
while (*script == ' ' || *script == '\t')
script++;
namestart = script;
while ((*script >= 'A' && *script <= 'Z') || (*script >= 'a' && *script <= 'z') || (*script >= '0' && *script <= '9') || *script == '_')
script++;
cvartypes[0] = cvartype;
cvarnames[0] = Z_Malloc(script - namestart + 1);
memcpy(cvarnames[0], namestart, script - namestart);
cvarnames[0][script - namestart] = 0;
cvarnames[1] = NULL;
while (*script == ' ' || *script == '\t')
script++;
if (*script == '=')
{
script++;
while (*script == ' ' || *script == '\t')
script++;
out = body;
while (out < com_token+countof(body)-1 && *script != '\n' && !(script[0] == '/' && script[1] == '/'))
*out++ = *script++;
*out++ = 0;
cvarrefs[0] = Cvar_Get(cvarnames[0], body, 0, "GLSL Variables");
}
else
cvarrefs[0] = Cvar_Get(cvarnames[0], "", 0, "GLSL Variables");
return true;
}
/*program text is already loaded, this function parses the 'header' of it to see which permutations it provides, and how many times we need to recompile it*/
static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *script, int qrtype, int ver, char *blobfilename)
{
static char *permutationname[] =
{
"#define BUMP\n",
"#define FULLBRIGHT\n",
"#define UPPERLOWER\n",
"#define REFLECTCUBEMASK\n",
"#define SKELETAL\n",
"#define FOG\n",
"#define FRAMEBLEND\n",
#if MAXRLIGHTMAPS > 1
"#define LIGHTSTYLED\n",
#endif
NULL
};
#define MAXMODIFIERS 64
const char *permutationdefines[sizeof(permutationname)/sizeof(permutationname[0]) + MAXMODIFIERS + 1];
unsigned int nopermutation = ~0u;
int nummodifiers = 0;
int p, n, pn;
char *end;
vfsfile_t *blobfile;
unsigned int permuoffsets[PERMUTATIONS], initoffset=0;
unsigned int blobheaderoffset=0;
qboolean blobadded;
qboolean geom = false;
qboolean tess = false;
cvar_t *cvarrefs[64];
char *cvarnames[64];
int cvartypes[64];
int cvarcount = 0;
qboolean onefailed = false;
extern cvar_t gl_specular;
ver = 0;
if (qrenderer != qrtype)
{
return false;
}
if (!sh_config.pCreateProgram && !sh_config.pLoadBlob)
return false;
cvarnames[cvarcount] = NULL;
prog->nofixedcompat = true;
prog->numsamplers = 0;
prog->defaulttextures = 0;
for(;;)
{
while (*script == ' ' || *script == '\r' || *script == '\n' || *script == '\t')
script++;
if (!strncmp(script, "!!fixed", 7))
{
prog->nofixedcompat = false;
script += 7;
}
else if (!strncmp(script, "!!geom", 6))
{
geom = true;
script += 6;
}
else if (!strncmp(script, "!!tess", 6))
{
tess = true;
script += 6;
}
else if (!strncmp(script, "!!cvardf", 8))
{
script += 8;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
if (nummodifiers < MAXMODIFIERS && end - script < 64)
{
cvar_t *var;
char namebuf[64];
char valuebuf[64];
memcpy(namebuf, script, end - script);
namebuf[end - script] = 0;
while (*end == ' ' || *end == '\t')
end++;
if (*end == '=')
{
script = ++end;
while (*end && *end != '\n' && *end != '\r' && end < script+sizeof(namebuf)-1)
end++;
memcpy(valuebuf, script, end - script);
valuebuf[end - script] = 0;
}
else
strcpy(valuebuf, "0");
var = Cvar_Get(namebuf, valuebuf, CVAR_SHADERSYSTEM, "GLSL Variables");
if (var)
permutationdefines[nummodifiers++] = Z_StrDup(va("#define %s %g\n", namebuf, var->value));
}
script = end;
}
else if (!strncmp(script, "!!cvard3", 8))
{
script += 8;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
if (nummodifiers < MAXMODIFIERS && end - script < 64)
{
cvar_t *var;
char namebuf[64];
char valuebuf[64];
memcpy(namebuf, script, end - script);
namebuf[end - script] = 0;
while (*end == ' ' || *end == '\t')
end++;
if (*end == '=')
{
script = ++end;
while (*end && *end != '\n' && *end != '\r' && end < script+sizeof(namebuf)-1)
end++;
memcpy(valuebuf, script, end - script);
valuebuf[end - script] = 0;
}
else
strcpy(valuebuf, "0");
var = Cvar_Get(namebuf, valuebuf, CVAR_SHADERSYSTEM, "GLSL Variables");
if (var)
permutationdefines[nummodifiers++] = Z_StrDup(va("#define %s %s(%g,%g,%g)\n", namebuf, ((qrenderer == QR_OPENGL)?"vec3":"float3"), var->vec4[0], var->vec4[1], var->vec4[2]));
}
script = end;
}
else if (!strncmp(script, "!!cvard4", 8))
{
script += 8;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
if (nummodifiers < MAXMODIFIERS && end - script < 64)
{
cvar_t *var;
char namebuf[64];
char valuebuf[64];
memcpy(namebuf, script, end - script);
namebuf[end - script] = 0;
while (*end == ' ' || *end == '\t')
end++;
if (*end == '=')
{
script = ++end;
while (*end && *end != '\n' && *end != '\r' && end < script+sizeof(namebuf)-1)
end++;
memcpy(valuebuf, script, end - script);
valuebuf[end - script] = 0;
}
else
strcpy(valuebuf, "0");
var = Cvar_Get(namebuf, valuebuf, CVAR_SHADERSYSTEM, "GLSL Variables");
if (var)
permutationdefines[nummodifiers++] = Z_StrDup(va("#define %s %s(%g,%g,%g,%g)\n", namebuf, ((qrenderer == QR_OPENGL)?"vec4":"float4"), var->vec4[0], var->vec4[1], var->vec4[2], var->vec4[3]));
}
script = end;
}
else if (!strncmp(script, "!!cvarf", 7))
{
if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0]))
cvarcount += Shader_ParseProgramCvar(script+7, &cvarrefs[cvarcount], &cvarnames[cvarcount], &cvartypes[cvarcount], SP_CVARF);
}
else if (!strncmp(script, "!!cvari", 7))
{
if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0]))
cvarcount += Shader_ParseProgramCvar(script+7, &cvarrefs[cvarcount], &cvarnames[cvarcount], &cvartypes[cvarcount], SP_CVARI);
}
else if (!strncmp(script, "!!cvarv", 7))
{
if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0]))
cvarcount += Shader_ParseProgramCvar(script+7, &cvarrefs[cvarcount], &cvarnames[cvarcount], &cvartypes[cvarcount], SP_CVAR3F);
}
else if (!strncmp(script, "!!permu", 7))
{
script += 7;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
for (p = 0; permutationname[p]; p++)
{
if (!strncmp(permutationname[p]+8, script, end - script) && permutationname[p][8+end-script] == '\n')
{
nopermutation &= ~(1u<<p);
break;
}
}
if (!permutationname[p])
{
//we 'recognise' ones that are force-defined, despite not being actual permutations.
if (strncmp("SPECULAR", script, end - script))
if (strncmp("DELUXE", script, end - script))
if (strncmp("OFFSETMAPPING", script, end - script))
if (strncmp("RELIEFMAPPING", script, end - script))
Con_DPrintf("Unknown pemutation in glsl program %s\n", name);
}
script = end;
}
else if (!strncmp(script, "!!ver", 5))
{
script += 5;
while (*script == ' ' || *script == '\t')
script++;
end = script;
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
end++;
ver = strtol(script, NULL, 0);
script = end;
}
else if (!strncmp(script, "//", 2))
{
script += 2;
while (*script == ' ' || *script == '\t')
script++;
}
else
break;
while (*script && *script != '\n')
script++;
};
if (sh_config.pLoadBlob && blobfilename && *blobfilename)
blobfile = FS_OpenVFS(blobfilename, "w+b", FS_GAMEONLY);
else
blobfile = NULL;
if (blobfile)
{
unsigned int magic;
unsigned int corrupt = false;
char ever[MAX_QPATH];
char *thisever = version_string();
corrupt |= VFS_READ(blobfile, &magic, sizeof(magic)) != sizeof(magic);
corrupt |= magic != *(unsigned int*)"FBLB";
corrupt |= VFS_READ(blobfile, &blobheaderoffset, sizeof(blobheaderoffset)) != sizeof(blobheaderoffset);
corrupt |= VFS_READ(blobfile, ever, sizeof(ever)) != sizeof(ever);
corrupt |= strcmp(ever, thisever);
//if the magic or header didn't read properly then the file is corrupt
if (corrupt)
{
//close and reopen it without the + flag, to replace it with a new file.
VFS_CLOSE(blobfile);
blobfile = FS_OpenVFS(blobfilename, "wb", FS_GAMEONLY);
if (blobfile)
{
blobheaderoffset = 0;
VFS_SEEK(blobfile, 0);
magic = *(unsigned int*)"FBLB"; //magic
VFS_WRITE(blobfile, &magic, sizeof(magic));
VFS_WRITE(blobfile, &blobheaderoffset, sizeof(blobheaderoffset));
memset(ever, 0, sizeof(ever)); //make sure we don't leak stuff.
Q_strncpyz(ever, thisever, sizeof(ever));
VFS_WRITE(blobfile, ever, sizeof(ever));
blobheaderoffset = 0;
}
}
}
blobadded = false;
if (gl_specular.value)
{
if (nummodifiers < MAXMODIFIERS)
permutationdefines[nummodifiers++] = Z_StrDup("#define SPECULAR\n");
}
for (end = strchr(name, '#'); end && *end; )
{
char *start = end+1, *d;
end = strchr(start, '#');
if (!end)
end = start + strlen(start);
if (nummodifiers < MAXMODIFIERS)
{
permutationdefines[nummodifiers] = d = BZ_Malloc(10 + end - start);
memcpy(d, "#define ", 8);
memcpy(d+8, start, end - start);
memcpy(d+8+(end-start), "\n", 2);
start = strchr(d+8, '=');
if (start)
*start = ' ';
for (start = d+8; *start; start++)
*start = toupper(*start);
nummodifiers++;
permutationdefines[nummodifiers] = NULL;
}
}
if (blobfile)
{
unsigned int next;
unsigned int argsz;
char *args, *mp;
const char *mv;
int ml, mi;
unsigned int bloblink = 4;
//walk through looking for an argset match
while (blobheaderoffset)
{
VFS_SEEK(blobfile, blobheaderoffset);
VFS_READ(blobfile, &next, sizeof(next));
VFS_READ(blobfile, &argsz, sizeof(argsz));
args = Z_Malloc(argsz+1);
VFS_READ(blobfile, args, argsz);
args[argsz] = 0;
for (mi = 0, mp = args; mi < nummodifiers; mi++)
{
mv = permutationdefines[mi]+8;
ml = strlen(mv);
if (mp+ml > args+argsz)
break;
if (strncmp(mp, mv, ml))
break;
mp += ml;
}
//this one is a match.
if (mi == nummodifiers && mp == args+argsz)
{
blobheaderoffset = VFS_TELL(blobfile);
VFS_READ(blobfile, permuoffsets, sizeof(permuoffsets));
break;
}
bloblink = blobheaderoffset;
blobheaderoffset = next;
}
//these arguments have never been seen before. add a new argset.
if (!blobheaderoffset)
{
unsigned int link = 0;
initoffset = VFS_GETLEN(blobfile);
VFS_SEEK(blobfile, initoffset);
VFS_WRITE(blobfile, &link, sizeof(link));
for (mi = 0, argsz = 0; mi < nummodifiers; mi++)
{
mv = permutationdefines[mi]+8;
ml = strlen(mv);
argsz += ml;
}
VFS_WRITE(blobfile, &argsz, sizeof(argsz));
for (mi = 0; mi < nummodifiers; mi++)
{
mv = permutationdefines[mi]+8;
ml = strlen(mv);
VFS_WRITE(blobfile, mv, ml);
}
//and the offsets come here
blobheaderoffset = VFS_TELL(blobfile);
memset(permuoffsets, 0, sizeof(permuoffsets));
VFS_WRITE(blobfile, permuoffsets, sizeof(permuoffsets));
//now rewrite the link to add us. the value in the file should always be set to 0.
VFS_SEEK(blobfile, bloblink);
VFS_WRITE(blobfile, &initoffset, sizeof(initoffset));
}
}
for (p = 0; p < PERMUTATIONS; p++)
{
memset(&prog->permu[p].h, 0, sizeof(prog->permu[p].h));
if (nopermutation & p)
{
continue;
}
pn = nummodifiers;
for (n = 0; permutationname[n]; n++)
{
if (p & (1u<<n))
permutationdefines[pn++] = permutationname[n];
}
if (p & PERMUTATION_UPPERLOWER)
permutationdefines[pn++] = "#define UPPER\n#define LOWER\n";
if (p & PERMUTATION_BUMPMAP)
{
if (r_glsl_offsetmapping.ival)
{
permutationdefines[pn++] = "#define OFFSETMAPPING\n";
if (r_glsl_offsetmapping_reliefmapping.ival && (p & PERMUTATION_BUMPMAP))
permutationdefines[pn++] = "#define RELIEFMAPPING\n";
}
if (r_deluxemapping) //fixme: should be per-model really
permutationdefines[pn++] = "#define DELUXE\n";
}
permutationdefines[pn++] = NULL;
if (blobfile && permuoffsets[p])
{
VFS_SEEK(blobfile, permuoffsets[p]);
if (sh_config.pLoadBlob(prog, name, p, blobfile))
continue; //blob was loaded from disk, yay.
//otherwise fall through.
}
if (blobfile && !sh_config.pValidateProgram)
{
initoffset = VFS_GETLEN(blobfile);
VFS_SEEK(blobfile, initoffset);
}
#define SILENTPERMUTATIONS (developer.ival?0:PERMUTATION_SKELETAL)
if (!sh_config.pCreateProgram(prog, name, p, ver, permutationdefines, script, tess?script:NULL, tess?script:NULL, geom?script:NULL, script, (p & SILENTPERMUTATIONS)?true:onefailed, sh_config.pValidateProgram?NULL:blobfile))
{
if (!(p & SILENTPERMUTATIONS))
onefailed = true; //don't flag it if skeletal failed.
if (!p) //give up if permutation 0 failed. that one failing is fatal.
break;
}
if (!sh_config.pValidateProgram && blobfile && initoffset != VFS_GETLEN(blobfile))
{
permuoffsets[p] = initoffset;
blobadded = true;
}
}
while(nummodifiers)
Z_Free((char*)permutationdefines[--nummodifiers]);
//extra loop to validate the programs actually linked properly.
//delaying it like this gives certain threaded drivers a chance to compile them all while we're messing around with other junk
if (sh_config.pValidateProgram)
for (p = 0; p < PERMUTATIONS; p++)
{
if (nopermutation & p)
continue;
if (blobfile)
{
initoffset = VFS_GETLEN(blobfile);
VFS_SEEK(blobfile, initoffset);
}
if (!sh_config.pValidateProgram(prog, name, p, (p & PERMUTATION_SKELETAL)?true:onefailed, blobfile))
{
if (!(p & PERMUTATION_SKELETAL))
{
onefailed = true; //don't flag it if skeletal failed.
continue;
}
if (!p)
break;
}
if (blobfile && initoffset != VFS_GETLEN(blobfile))
{
permuoffsets[p] = initoffset;
blobadded = true;
}
}
if (sh_config.pProgAutoFields)
sh_config.pProgAutoFields(prog, name, cvarrefs, cvarnames, cvartypes);
while(cvarcount)
Z_Free((char*)cvarnames[--cvarcount]);
if (blobfile && blobadded)
{
VFS_SEEK(blobfile, blobheaderoffset);
VFS_WRITE(blobfile, permuoffsets, sizeof(permuoffsets));
}
if (blobfile)
VFS_CLOSE(blobfile);
if (p == PERMUTATIONS)
return true;
return false;
}
typedef struct sgeneric_s
{
program_t prog;
struct sgeneric_s *next;
char *name;
qboolean failed;
} sgeneric_t;
static sgeneric_t *sgenerics;
struct sbuiltin_s
{
int qrtype;
int apiver;
char name[MAX_QPATH];
char *body;
} sbuiltins[] =
{
#include "r_bishaders.h"
{QR_NONE}
};
void Shader_UnloadProg(program_t *prog)
{
if (sh_config.pDeleteProg)
{
int p;
for (p = 0; p < PERMUTATIONS; p++)
sh_config.pDeleteProg(prog, p);
}
Z_Free(prog);
}
static void Shader_FlushGenerics(void)
{
sgeneric_t *g;
while (sgenerics)
{
g = sgenerics;
sgenerics = g->next;
if (g->prog.refs == 1)
{
g->prog.refs--;
Shader_UnloadProg(&g->prog);
}
else
Con_Printf("generic shader still used\n");
}
}
static void Shader_LoadGeneric(sgeneric_t *g, int qrtype)
{
unsigned int i;
void *file;
char basicname[MAX_QPATH];
char blobname[MAX_QPATH];
char *h;
g->failed = true;
basicname[1] = 0;
Q_strncpyz(basicname, g->name, sizeof(basicname));
h = strchr(basicname+1, '#');
if (h)
*h = '\0';
if (strchr(basicname, '/') || strchr(basicname, '.'))
{
FS_LoadFile(basicname, &file);
*blobname = 0;
}
else
{
if (sh_config.progpath)
{
Q_snprintfz(blobname, sizeof(blobname), sh_config.progpath, basicname);
FS_LoadFile(blobname, &file);
}
else
file = NULL;
if (sh_config.blobpath && r_shaderblobs.ival)
Q_snprintfz(blobname, sizeof(blobname), sh_config.blobpath, basicname);
else
*blobname = 0;
}
if (sh_config.pDeleteProg)
{
int p;
for (p = 0; p < PERMUTATIONS; p++)
sh_config.pDeleteProg(&g->prog, p);
}
if (file)
{
Con_DPrintf("Loaded %s from disk\n", va(sh_config.progpath, basicname));
g->failed = !Shader_LoadPermutations(g->name, &g->prog, file, qrtype, 0, blobname);
FS_FreeFile(file);
return;
}
else
{
int ver;
for (i = 0; *sbuiltins[i].name; i++)
{
if (sbuiltins[i].qrtype == qrenderer && !strcmp(sbuiltins[i].name, basicname))
{
ver = sbuiltins[i].apiver;
if (ver < sh_config.minver || ver > sh_config.maxver)
continue;
g->failed = !Shader_LoadPermutations(g->name, &g->prog, sbuiltins[i].body, sbuiltins[i].qrtype, ver, blobname);
if (g->failed)
continue;
return;
}
}
}
}
program_t *Shader_FindGeneric(char *name, int qrtype)
{
sgeneric_t *g;
for (g = sgenerics; g; g = g->next)
{
if (!strcmp(name, g->name))
{
if (g->failed)
return NULL;
g->prog.refs++;
return &g->prog;
}
}
//don't even try if we know it won't work.
if (!sh_config.progs_supported)
return NULL;
g = BZ_Malloc(sizeof(*g) + strlen(name)+1);
memset(g, 0, sizeof(*g));
g->name = (char*)(g+1);
strcpy(g->name, name);
g->next = sgenerics;
sgenerics = g;
g->prog.refs = 1;
Shader_LoadGeneric(g, qrtype);
if (g->failed)
return NULL;
g->prog.refs++;
return &g->prog;
}
static void Shader_ReloadGenerics(void)
{
sgeneric_t *g;
for (g = sgenerics; g; g = g->next)
{
//this happens if some cvar changed that affects the glsl itself. supposedly.
Shader_LoadGeneric(g, qrenderer);
}
//this shader can take a while to load due to its number of permutations.
//because this all happens on the main thread, try to avoid random stalls by pre-loading it.
if (sh_config.progs_supported)
{
program_t *p = Shader_FindGeneric("defaultskin", qrenderer);
if (p) //generics get held on to in order to avoid so much churn. so we can just release the reference we just created and it'll be held until shutdown anyway.
p->refs--;
}
}
void Shader_WriteOutGenerics_f(void)
{
int i;
char *name;
for (i = 0; *sbuiltins[i].name; i++)
{
name = NULL;
if (sbuiltins[i].qrtype == QR_OPENGL)
{
if (sbuiltins[i].apiver == 100)
name = va("gles/eg_%s.glsl", sbuiltins[i].name);
else
name = va("glsl/eg_%s.glsl", sbuiltins[i].name);
}
else if (sbuiltins[i].qrtype == QR_DIRECT3D9)
name = va("hlsl/eg_%s.hlsl", sbuiltins[i].name);
else if (sbuiltins[i].qrtype == QR_DIRECT3D11)
name = va("hlsl11/eg_%s.hlsl", sbuiltins[i].name);
if (name)
{
vfsfile_t *f = FS_OpenVFS(name, "rb", FS_GAMEONLY);
if (f)
{
int len = VFS_GETLEN(f);
char *buf = Hunk_TempAlloc(len);
VFS_READ(f, buf, len);
if (len != strlen(sbuiltins[i].body) || memcmp(buf, sbuiltins[i].body, len))
Con_Printf("Not writing %s - modified version in the way\n", name);
else
Con_Printf("%s is unmodified\n", name);
VFS_CLOSE(f);
}
else
{
Con_Printf("Writing %s\n", name);
FS_WriteFile(name, sbuiltins[i].body, strlen(sbuiltins[i].body), FS_GAMEONLY);
}
}
}
}
struct shader_field_names_s shader_attr_names[] =
{
/*vertex attributes*/
{"v_position1", VATTR_VERTEX1},
{"v_position2", VATTR_VERTEX2},
{"v_colour", VATTR_COLOUR},
{"v_texcoord", VATTR_TEXCOORD},
{"v_lmcoord", VATTR_LMCOORD},
{"v_normal", VATTR_NORMALS},
{"v_svector", VATTR_SNORMALS},
{"v_tvector", VATTR_TNORMALS},
{"v_bone", VATTR_BONENUMS},
{"v_weight", VATTR_BONEWEIGHTS},
#if MAXRLIGHTMAPS > 1
{"v_lmcoord1", VATTR_LMCOORD},
{"v_lmcoord2", VATTR_LMCOORD2},
{"v_lmcoord3", VATTR_LMCOORD3},
{"v_lmcoord4", VATTR_LMCOORD4},
{"v_colour1", VATTR_COLOUR},
{"v_colour2", VATTR_COLOUR2},
{"v_colour3", VATTR_COLOUR3},
{"v_colour4", VATTR_COLOUR4},
#endif
{NULL}
};
struct shader_field_names_s shader_unif_names[] =
{
/*matricies*/
{"m_model", SP_M_MODEL},
{"m_view", SP_M_VIEW},
{"m_modelview", SP_M_MODELVIEW},
{"m_projection", SP_M_PROJECTION},
{"m_modelviewprojection", SP_M_MODELVIEWPROJECTION},
{"m_bones", SP_M_ENTBONES},
{"m_invviewprojection", SP_M_INVVIEWPROJECTION},
{"m_invmodelviewprojection",SP_M_INVMODELVIEWPROJECTION},
/*viewer properties*/
{"v_eyepos", SP_V_EYEPOS},
{"w_fog", SP_W_FOG},
/*ent properties*/
{"e_vblend", SP_E_VBLEND},
{"e_lmscale", SP_E_LMSCALE}, /*overbright shifting*/
{"e_origin", SP_E_ORIGIN},
{"e_time", SP_E_TIME},
{"e_eyepos", SP_E_EYEPOS},
{"e_colour", SP_E_COLOURS},
{"e_colourident", SP_E_COLOURSIDENT},
{"e_glowmod", SP_E_GLOWMOD},
{"e_uppercolour", SP_E_TOPCOLOURS},
{"e_lowercolour", SP_E_BOTTOMCOLOURS},
{"e_light_dir", SP_E_L_DIR},
{"e_light_mul", SP_E_L_MUL},
{"e_light_ambient", SP_E_L_AMBIENT},
{"s_colour", SP_S_COLOUR},
/*rtlight properties, use with caution*/
{"l_lightscreen", SP_LIGHTSCREEN},
{"l_lightradius", SP_LIGHTRADIUS},
{"l_lightcolour", SP_LIGHTCOLOUR},
{"l_lightposition", SP_LIGHTPOSITION},
{"l_lightcolourscale", SP_LIGHTCOLOURSCALE},
{"l_cubematrix", SP_LIGHTCUBEMATRIX},
{"l_shadowmapproj", SP_LIGHTSHADOWMAPPROJ},
{"l_shadowmapscale", SP_LIGHTSHADOWMAPSCALE},
{"e_sourcesize", SP_SOURCESIZE},
{"e_rendertexturescale", SP_RENDERTEXTURESCALE},
{NULL}
};
static char *Shader_ParseBody(char *debugname, char **ptr)
{
char *body;
char *start, *end;
end = *ptr;
while (*end == ' ' || *end == '\t' || *end == '\r')
end++;
if (*end == '\n')
{
int count;
end++;
while (*end == ' ' || *end == '\t')
end++;
if (*end != '{')
{
Con_Printf("shader \"%s\" missing program string\n", debugname);
}
else
{
end++;
start = end;
for (count = 1; *end; end++)
{
if (*end == '}')
{
count--;
if (!count)
break;
}
else if (*end == '{')
count++;
}
body = BZ_Malloc(end - start + 1);
memcpy(body, start, end-start);
body[end-start] = 0;
*ptr = end+1;/*skip over it all*/
return body;
}
}
return NULL;
}
static void Shader_SLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr, int qrtype)
{
/*accepts:
program
{
BLAH
}
where BLAH is both vertex+frag with #ifdefs
or
program fname
on one line.
*/
char *programbody;
char *hash;
programbody = Shader_ParseBody(shader->name, ptr);
if (programbody)
{
shader->prog = BZ_Malloc(sizeof(*shader->prog));
memset(shader->prog, 0, sizeof(*shader->prog));
shader->prog->refs = 1;
if (!Shader_LoadPermutations(shader->name, shader->prog, programbody, qrtype, 0, NULL))
{
BZ_Free(shader->prog);
shader->prog = NULL;
}
BZ_Free(programbody);
return;
}
hash = strchr(shader->name, '#');
if (hash)
{
//pass the # postfixes from the shader name onto the generic glsl to use
char newname[512];
Q_snprintfz(newname, sizeof(newname), "%s%s", Shader_ParseExactString(ptr), hash);
shader->prog = Shader_FindGeneric(newname, qrtype);
}
else
shader->prog = Shader_FindGeneric(Shader_ParseExactString(ptr), qrtype);
}
static void Shader_GLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,QR_OPENGL);
}
static void Shader_ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,qrenderer);
}
static void Shader_HLSL9ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D9);
}
static void Shader_HLSL11ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D11);
}
static void Shader_ProgramParam ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
cvar_t *cv = NULL;
int specialint = 0;
float specialfloat = 0;
vec3_t specialvec = {0};
enum shaderprogparmtype_e parmtype = SP_BAD;
char *token;
qboolean silent = false;
char *forcename = NULL;
token = Shader_ParseString(ptr);
if (!Q_stricmp(token, "opt"))
{
silent = true;
token = Shader_ParseString(ptr);
}
if (!Q_stricmp(token, "texture"))
{
token = Shader_ParseString(ptr);
specialint = atoi(token);
parmtype = SP_TEXTURE;
}
else if (!Q_stricmp(token, "consti"))
{
token = Shader_ParseSensString(ptr);
specialint = atoi(token);
parmtype = SP_CONSTI;
}
else if (!Q_stricmp(token, "constf"))
{
token = Shader_ParseSensString(ptr);
specialfloat = atof(token);
parmtype = SP_CONSTF;
}
else if (!Q_stricmp(token, "cvari"))
{
token = Shader_ParseSensString(ptr);
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (!cv)
return;
parmtype = SP_CVARI;
}
else if (!Q_stricmp(token, "cvarf"))
{
token = Shader_ParseSensString(ptr);
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (!cv)
return;
parmtype = SP_CVARF;
}
else if (!Q_stricmp(token, "cvar3f"))
{
token = Shader_ParseSensString(ptr);
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
if (!cv)
return;
parmtype = SP_CVAR3F;
}
else if (!Q_stricmp(token, "time"))
parmtype = SP_E_TIME;
else if (!Q_stricmp(token, "eyepos"))
parmtype = SP_E_EYEPOS;
else if (!Q_stricmp(token, "entmatrix"))
parmtype = SP_M_MODEL;
else if (!Q_stricmp(token, "colours") || !Q_stricmp(token, "colors"))
parmtype = SP_E_COLOURS;
else if (!Q_stricmp(token, "upper"))
parmtype = SP_E_TOPCOLOURS;
else if (!Q_stricmp(token, "lower"))
parmtype = SP_E_BOTTOMCOLOURS;
else if (!Q_stricmp(token, "lightradius"))
parmtype = SP_LIGHTRADIUS;
else if (!Q_stricmp(token, "lightcolour"))
parmtype = SP_LIGHTCOLOUR;
else if (!Q_stricmp(token, "lightpos"))
parmtype = SP_LIGHTPOSITION;
else if (!Q_stricmp(token, "rendertexturescale"))
parmtype = SP_RENDERTEXTURESCALE;
else
Con_Printf("shader %s: parameter type \"%s\" not known\n", shader->name, token);
if (forcename)
token = forcename;
else
token = Shader_ParseSensString(ptr);
#if 0//def GLQUAKE
if (qrenderer == QR_OPENGL)
{
int p;
qboolean foundone;
unsigned int uniformloc;
program_t *prog = shader->prog;
if (!prog)
{
Con_Printf("shader %s: param without program set\n", shader->name);
}
else if (prog->numparams == SHADER_PROGPARMS_MAX)
Con_Printf("shader %s: too many parms\n", shader->name);
else
{
if (prog->refs != 1)
Con_Printf("shader %s: parms on shared shader\n", shader->name);
foundone = false;
prog->parm[prog->numparams].type = parmtype;
for (p = 0; p < PERMUTATIONS; p++)
{
if (!prog->permu[p].handle.glsl.handle)
continue;
GLSlang_UseProgram(prog->permu[p].handle.glsl.handle);
uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl.handle, token);
prog->permu[p].parm[prog->numparams] = uniformloc;
if (uniformloc != -1)
{
foundone = true;
switch(parmtype)
{
case SP_BAD:
foundone = false;
break;
case SP_TEXTURE:
case SP_CONSTI:
prog->parm[prog->numparams].ival = specialint;
break;
case SP_CONSTF:
prog->parm[prog->numparams].fval = specialfloat;
break;
case SP_CVARF:
case SP_CVARI:
prog->parm[prog->numparams].pval = cv;
break;
case SP_CVAR3F:
prog->parm[prog->numparams].pval = cv;
qglUniform3fvARB(uniformloc, 1, specialvec);
break;
default:
break;
}
}
}
if (!foundone)
{
if (!silent)
Con_Printf("shader %s: param \"%s\" not found\n", shader->name, token);
}
else
prog->numparams++;
GLSlang_UseProgram(0);
}
}
#endif
}
static void Shader_ReflectCube(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->reflectcube = Shader_FindImage(token, flags|IF_CUBEMAP);
}
static void Shader_ReflectMask(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->reflectmask = Shader_FindImage(token, flags);
}
static void Shader_DiffuseMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->base = Shader_FindImage(token, flags);
}
static void Shader_SpecularMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->specular = Shader_FindImage(token, flags);
}
static void Shader_NormalMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->bump = Shader_FindImage(token, flags);
}
static void Shader_FullbrightMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->fullbright = Shader_FindImage(token, flags);
}
static void Shader_UpperMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->upperoverlay = Shader_FindImage(token, flags);
}
static void Shader_LowerMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->loweroverlay = Shader_FindImage(token, flags);
}
static qboolean Shaderpass_MapGen (shader_t *shader, shaderpass_t *pass, char *tname);
static void Shader_ProgMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
//fixme
// Shaderpass_BlendFunc (shader, pass, ptr);
}
static void Shader_ProgBlendFunc(shader_t *shader, shaderpass_t *pass, char **ptr)
{
//fixme
}
static void Shader_Translucent(shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->flags |= SHADER_BLEND;
}
static void Shader_DP_Camera(shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->sort = SHADER_SORT_PORTAL;
}
static void Shader_BEMode(shader_t *shader, shaderpass_t *pass, char **ptr)
{
int mode;
char tokencopy[1024];
char *token;
char *embed = NULL;
token = Shader_ParseString(ptr);
if (!Q_stricmp(token, "rtlight"))
mode = -1; //all light types
else if (!Q_stricmp(token, "rtlight_only"))
mode = LSHADER_STANDARD;
else if (!Q_stricmp(token, "rtlight_smap"))
mode = LSHADER_SMAP;
else if (!Q_stricmp(token, "rtlight_spot"))
mode = LSHADER_SPOT;
else if (!Q_stricmp(token, "rtlight_cube"))
mode = LSHADER_CUBE;
else if (!Q_stricmp(token, "rtlight_cube_smap"))
mode = LSHADER_CUBE|LSHADER_SMAP;
else if (!Q_stricmp(token, "rtlight_cube_spot")) //doesn't make sense.
mode = LSHADER_CUBE|LSHADER_SPOT;
else if (!Q_stricmp(token, "rtlight_spot_smap"))
mode = LSHADER_SMAP|LSHADER_SPOT;
else if (!Q_stricmp(token, "rtlight_cube_spot_smap")) //doesn't make sense.
mode = LSHADER_CUBE|LSHADER_SPOT|LSHADER_SMAP;
else if (!Q_stricmp(token, "crepuscular"))
mode = bemoverride_crepuscular;
else if (!Q_stricmp(token, "depthonly"))
mode = bemoverride_depthonly;
else if (!Q_stricmp(token, "depthdark"))
mode = bemoverride_depthdark;
else if (!Q_stricmp(token, "prelight"))
mode = bemoverride_prelight;
else if (!Q_stricmp(token, "fog"))
mode = bemoverride_fog;
else
{
Con_DPrintf(CON_WARNING "Shader %s specifies unknown bemode %s.\n", shader->name, token);
return; //not supported.
}
embed = Shader_ParseBody(shader->name, ptr);
if (embed)
{
int l = strlen(embed) + 6;
char *b = BZ_Malloc(l);
Q_snprintfz(b, l, "{\n%s\n}\n", embed);
BZ_Free(embed);
embed = b;
//generate a unique name
Q_snprintfz(tokencopy, sizeof(tokencopy), "%s_mode%i", shader->name, mode);
}
else
{
token = Shader_ParseString(ptr);
Q_strncpyz(tokencopy, token, sizeof(tokencopy)); //make sure things don't go squiff.
}
if (mode == -1)
{
//shorthand for rtlights
for (mode = 0; mode < LSHADER_MODES; mode++)
{
if ((mode & LSHADER_CUBE) && (mode & LSHADER_SPOT))
continue;
shader->bemoverrides[mode] = R_RegisterCustom(va("%s%s%s%s%s",
tokencopy,
(mode & LSHADER_SMAP)?"#PCF":"",
(mode & LSHADER_SPOT)?"#SPOT":"",
(mode & LSHADER_CUBE)?"#CUBE":"",
#ifdef GLQUAKE
(qrenderer == QR_OPENGL && gl_config.arb_shadow && (mode & (LSHADER_SMAP|LSHADER_SPOT)))?"#USE_ARB_SHADOW":""
#else
""
#endif
)
, shader->usageflags, embed?Shader_DefaultScript:NULL, embed);
}
}
else
{
shader->bemoverrides[mode] = R_RegisterCustom(tokencopy, shader->usageflags, embed?Shader_DefaultScript:NULL, embed);
}
if (embed)
BZ_Free(embed);
}
static shaderkey_t shaderkeys[] =
{
{"cull", Shader_Cull},
{"skyparms", Shader_SkyParms},
{"fogparms", Shader_FogParms},
{"surfaceparm", Shader_SurfaceParm},
{"nomipmaps", Shader_NoMipMaps},
{"nopicmip", Shader_NoPicMip},
{"polygonoffset", Shader_PolygonOffset},
{"sort", Shader_Sort},
{"deformvertexes", Shader_DeformVertexes},
{"portal", Shader_Portal},
{"entitymergable", Shader_EntityMergable},
//fte extensions
{"clutter", Shader_ClutterParms, "fte"},
{"lpp_light", Shader_Prelight, "fte"},
{"glslprogram", Shader_GLSLProgramName, "fte"},
{"program", Shader_ProgramName, "fte"}, //gl or d3d
{"hlslprogram", Shader_HLSL9ProgramName, "fte"}, //for d3d
{"hlsl11program", Shader_HLSL11ProgramName, "fte"}, //for d3d
{"param", Shader_ProgramParam, "fte"}, //legacy
{"affine", Shader_Affine, "fte"}, //some hardware is horribly slow, and can benefit from certain hints.
{"bemode", Shader_BEMode, "fte"},
{"diffusemap", Shader_DiffuseMap, "fte"},
{"normalmap", Shader_NormalMap, "fte"},
{"specularmap", Shader_SpecularMap, "fte"},
{"fullbrightmap", Shader_FullbrightMap, "fte"},
{"uppermap", Shader_UpperMap, "fte"},
{"lowermap", Shader_LowerMap, "fte"},
{"reflectmask", Shader_ReflectMask, "fte"},
//dp compat
{"camera", Shader_DP_Camera, "dp"},
{"reflectcube", Shader_ReflectCube, "dp"},
/*doom3 compat*/
{"diffusemap", Shader_DiffuseMap, "doom3"}, //macro for "{\nstage diffusemap\nmap <map>\n}"
{"bumpmap", Shader_NormalMap, "doom3"}, //macro for "{\nstage bumpmap\nmap <map>\n}"
{"discrete", NULL, "doom3"},
{"nonsolid", NULL, "doom3"},
{"noimpact", NULL, "doom3"},
{"translucent", Shader_Translucent, "doom3"},
{"noshadows", NULL, "doom3"},
{"nooverlays", NULL, "doom3"},
{"nofragment", NULL, "doom3"},
/*simpler parsing for fte shaders*/
{"progblendfunc", Shader_ProgBlendFunc, "fte"},
{"progmap", Shader_ProgMap, "fte"},
{NULL, NULL}
};
static struct
{
char *name;
char *body;
} shadermacros[] =
{
{"decal_macro", "polygonOffset 1\ndiscrete\nsort decal\nnoShadows"},
// {"diffusemap", "{\nblend diffusemap\nmap %1\n}"},
// {"bumpmap", "{\nblend bumpmap\nmap %1\n}"},
// {"specularmap", "{\nblend specularmap\nmap %1\n}"},
{NULL}
};
// ===============================================================
static qboolean Shaderpass_MapGen (shader_t *shader, shaderpass_t *pass, char *tname)
{
int tcgen = TC_GEN_BASE;
if (!Q_stricmp (tname, "$lightmap"))
{
tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_LIGHTMAP | SHADER_PASS_NOMIPMAP;
pass->texgen = T_GEN_LIGHTMAP;
shader->flags |= SHADER_HASLIGHTMAP;
}
else if (!Q_stricmp (tname, "$deluxmap"))
{
tcgen = TC_GEN_LIGHTMAP;
pass->flags |= SHADER_PASS_DELUXMAP | SHADER_PASS_NOMIPMAP;
pass->texgen = T_GEN_DELUXMAP;
}
else if (!Q_stricmp (tname, "$diffuse"))
{
pass->texgen = T_GEN_DIFFUSE;
shader->flags |= SHADER_HASDIFFUSE;
}
else if (!Q_stricmp (tname, "$paletted"))
{
pass->texgen = T_GEN_PALETTED;
shader->flags |= SHADER_HASPALETTED;
}
else if (!Q_stricmp (tname, "$normalmap"))
{
pass->texgen = T_GEN_NORMALMAP;
shader->flags |= SHADER_HASNORMALMAP;
}
else if (!Q_stricmp (tname, "$specular"))
{
pass->texgen = T_GEN_SPECULAR;
shader->flags |= SHADER_HASGLOSS;
}
else if (!Q_stricmp (tname, "$fullbright"))
{
pass->texgen = T_GEN_FULLBRIGHT;
shader->flags |= SHADER_HASFULLBRIGHT;
}
else if (!Q_stricmp (tname, "$upperoverlay"))
{
shader->flags |= SHADER_HASTOPBOTTOM;
pass->texgen = T_GEN_UPPEROVERLAY;
}
else if (!Q_stricmp (tname, "$loweroverlay"))
{
shader->flags |= SHADER_HASTOPBOTTOM;
pass->texgen = T_GEN_LOWEROVERLAY;
}
else if (!Q_stricmp (tname, "$shadowmap"))
{
pass->texgen = T_GEN_SHADOWMAP;
pass->flags |= SHADER_PASS_DEPTHCMP;
}
else if (!Q_stricmp (tname, "$lightcubemap"))
{
pass->texgen = T_GEN_LIGHTCUBEMAP;
}
else if (!Q_stricmp (tname, "$currentrender"))
{
pass->texgen = T_GEN_CURRENTRENDER;
}
else if (!Q_stricmp (tname, "$sourcecolour"))
{
pass->texgen = T_GEN_SOURCECOLOUR;
}
else if (!Q_stricmp (tname, "$sourcecube"))
{
pass->texgen = T_GEN_SOURCECUBE;
}
else if (!Q_stricmp (tname, "$sourcedepth"))
{
pass->texgen = T_GEN_SOURCEDEPTH;
}
else if (!Q_stricmp (tname, "$reflection"))
{
shader->flags |= SHADER_HASREFLECT;
pass->texgen = T_GEN_REFLECTION;
}
else if (!Q_stricmp (tname, "$refraction"))
{
shader->flags |= SHADER_HASREFRACT;
pass->texgen = T_GEN_REFRACTION;
}
else if (!Q_stricmp (tname, "$refractiondepth"))
{
shader->flags |= SHADER_HASREFRACT;
pass->texgen = T_GEN_REFRACTIONDEPTH;
}
else if (!Q_stricmp (tname, "$ripplemap"))
{
shader->flags |= SHADER_HASRIPPLEMAP;
pass->texgen = T_GEN_RIPPLEMAP;
}
else if (!Q_stricmp (tname, "$null"))
{
pass->flags |= SHADER_PASS_NOMIPMAP|SHADER_PASS_DETAIL;
pass->texgen = T_GEN_SINGLEMAP;
}
else
return false;
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = tcgen;
return true;
}
static void Shaderpass_Map (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int flags;
char *token;
pass->anim_frames[0] = r_nulltex;
token = Shader_ParseString (ptr);
flags = Shader_SetImageFlags (shader, pass, &token);
if (!Shaderpass_MapGen(shader, pass, token))
{
switch((flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT)
{
case 0:
pass->texgen = T_GEN_SINGLEMAP;
break;
case 1:
pass->texgen = T_GEN_3DMAP;
break;
default:
pass->texgen = T_GEN_CUBEMAP;
break;
}
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
if (!*shader->defaulttextures->mapname && *token != '$' && pass->tcgen == TC_GEN_BASE)
Q_strncpyz(shader->defaulttextures->mapname, token, sizeof(shader->defaulttextures->mapname));
pass->anim_frames[0] = Shader_FindImage (token, flags);
}
}
static void Shaderpass_AnimMap (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int flags;
char *token;
texid_t image;
qboolean isdiffuse = false;
flags = Shader_SetImageFlags (shader, pass, NULL);
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
pass->flags |= SHADER_PASS_ANIMMAP;
pass->texgen = T_GEN_ANIMMAP;
pass->anim_fps = Shader_ParseFloat (shader, ptr, 0);
pass->anim_numframes = 0;
for ( ; ; )
{
token = Shader_ParseString(ptr);
if (!token[0])
{
break;
}
if (!pass->anim_numframes && !*shader->defaulttextures->mapname && *token != '$' && pass->tcgen == TC_GEN_BASE)
{
isdiffuse = true;
shader->defaulttextures_fps = pass->anim_fps;
}
if (pass->anim_numframes < SHADER_MAX_ANIMFRAMES)
{
image = Shader_FindImage (token, flags);
if (isdiffuse)
{
if (shader->numdefaulttextures < pass->anim_numframes+1)
{
int newmax = pass->anim_numframes+1;
shader->defaulttextures = BZ_Realloc(shader->defaulttextures, sizeof(*shader->defaulttextures) * (newmax));
memset(shader->defaulttextures+shader->numdefaulttextures, 0, sizeof(*shader->defaulttextures) * (newmax-shader->numdefaulttextures));
shader->numdefaulttextures = newmax;
}
Q_strncpyz(shader->defaulttextures[pass->anim_numframes].mapname, token, sizeof(shader->defaulttextures[pass->anim_numframes].mapname));
}
if (!TEXVALID(image))
{
pass->anim_frames[pass->anim_numframes++] = missing_texture;
Con_DPrintf (CON_WARNING "Shader %s has an animmap with no image: %s.\n", shader->name, token );
}
else
{
pass->anim_frames[pass->anim_numframes++] = image;
}
}
}
}
static void Shaderpass_ClampMap (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int flags;
char *token;
token = Shader_ParseString (ptr);
flags = Shader_SetImageFlags (shader, pass, &token);
if (!Shaderpass_MapGen(shader, pass, token))
{
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage (token, flags | IF_CLAMP);
switch((flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT)
{
case 0:
pass->texgen = T_GEN_SINGLEMAP;
break;
case 1:
pass->texgen = T_GEN_3DMAP;
break;
default:
pass->texgen = T_GEN_CUBEMAP;
break;
}
if (!TEXVALID(pass->anim_frames[0]))
{
if (flags & (IF_3DMAP | IF_CUBEMAP))
pass->anim_frames[0] = r_nulltex;
else
pass->anim_frames[0] = missing_texture;
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", shader->name, token);
}
}
pass->flags |= SHADER_PASS_CLAMP;
}
static void Shaderpass_VideoMap (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseSensString (ptr);
#ifdef NOMEDIA
#else
if (pass->cin)
Z_Free (pass->cin);
pass->cin = Media_StartCin(token);
if (!pass->cin)
pass->cin = Media_StartCin(va("video/%s.roq", token));
if (!pass->cin)
Con_DPrintf (CON_WARNING "(shader %s) Couldn't load video %s\n", shader->name, token);
if (pass->cin)
{
pass->flags |= SHADER_PASS_VIDEOMAP;
shader->flags |= SHADER_VIDEOMAP;
pass->texgen = T_GEN_VIDEOMAP;
}
else
{
pass->texgen = T_GEN_DIFFUSE;
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
pass->rgbgen_func.args[0] = pass->rgbgen_func.args[1] = pass->rgbgen_func.args[2] = 0;
}
#endif
}
static void Shaderpass_RGBGen (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "identitylighting"))
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else if (!Q_stricmp (token, "identity"))
pass->rgbgen = RGB_GEN_IDENTITY;
else if (!Q_stricmp (token, "wave"))
{
pass->rgbgen = RGB_GEN_WAVE;
Shader_ParseFunc (shader, ptr, &pass->rgbgen_func);
}
else if (!Q_stricmp(token, "entity"))
pass->rgbgen = RGB_GEN_ENTITY;
else if (!Q_stricmp (token, "oneMinusEntity"))
pass->rgbgen = RGB_GEN_ONE_MINUS_ENTITY;
else if (!Q_stricmp (token, "vertex"))
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
else if (!Q_stricmp (token, "oneMinusVertex"))
pass->rgbgen = RGB_GEN_ONE_MINUS_VERTEX;
else if (!Q_stricmp (token, "lightingDiffuse"))
pass->rgbgen = RGB_GEN_LIGHTING_DIFFUSE;
else if (!Q_stricmp (token, "exactvertex"))
pass->rgbgen = RGB_GEN_VERTEX_EXACT;
else if (!Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
Shader_ParseVector (shader, ptr, pass->rgbgen_func.args);
}
else if (!Q_stricmp (token, "topcolor"))
pass->rgbgen = RGB_GEN_TOPCOLOR;
else if (!Q_stricmp (token, "bottomcolor"))
pass->rgbgen = RGB_GEN_BOTTOMCOLOR;
}
static void Shaderpass_AlphaGen (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString(ptr);
if (!Q_stricmp (token, "portal"))
{
pass->alphagen = ALPHA_GEN_PORTAL;
shader->portaldist = Shader_ParseFloat(shader, ptr, 256);
if (!shader->portaldist)
shader->portaldist = 256;
shader->flags |= SHADER_AGEN_PORTAL;
}
else if (!Q_stricmp (token, "vertex"))
{
pass->alphagen = ALPHA_GEN_VERTEX;
}
else if (!Q_stricmp (token, "entity"))
{
pass->alphagen = ALPHA_GEN_ENTITY;
}
else if (!Q_stricmp (token, "wave"))
{
pass->alphagen = ALPHA_GEN_WAVE;
Shader_ParseFunc (shader, ptr, &pass->alphagen_func);
}
else if ( !Q_stricmp (token, "lightingspecular"))
{
pass->alphagen = ALPHA_GEN_SPECULAR;
}
else if ( !Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
{
pass->alphagen = ALPHA_GEN_CONST;
pass->alphagen_func.type = SHADER_FUNC_CONSTANT;
pass->alphagen_func.args[0] = fabs(Shader_ParseFloat(shader, ptr, 0));
}
}
static void Shaderpass_AlphaShift (shader_t *shader, shaderpass_t *pass, char **ptr) //for alienarena
{
float speed;
float min, max;
pass->alphagen = ALPHA_GEN_WAVE;
pass->alphagen_func.type = SHADER_FUNC_SIN;
//arg0 = add
//arg1 = scale
//arg2 = timeshift
//arg3 = timescale
speed = Shader_ParseFloat(shader, ptr, 0);
min = Shader_ParseFloat(shader, ptr, 0);
max = Shader_ParseFloat(shader, ptr, 0);
pass->alphagen_func.args[0] = min + (max - min)/2;
pass->alphagen_func.args[1] = (max - min)/2;
pass->alphagen_func.args[2] = 0;
pass->alphagen_func.args[3] = 1/speed;
}
static int Shader_BlendFactor(char *name, qboolean dstnotsrc)
{
int factor;
if (!strnicmp(name, "gl_", 3))
name += 3;
if (!Q_stricmp(name, "zero"))
factor = SBITS_SRCBLEND_ZERO;
else if ( !Q_stricmp(name, "one"))
factor = SBITS_SRCBLEND_ONE;
else if (!Q_stricmp(name, "dst_color"))
factor = SBITS_SRCBLEND_DST_COLOR;
else if (!Q_stricmp(name, "one_minus_src_alpha"))
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA;
else if (!Q_stricmp(name, "src_alpha"))
factor = SBITS_SRCBLEND_SRC_ALPHA;
else if (!Q_stricmp(name, "src_color"))
factor = SBITS_SRCBLEND_SRC_COLOR_INVALID;
else if (!Q_stricmp(name, "one_minus_dst_color"))
factor = SBITS_SRCBLEND_ONE_MINUS_DST_COLOR;
else if (!Q_stricmp(name, "one_minus_src_color"))
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID;
else if (!Q_stricmp(name, "dst_alpha") )
factor = SBITS_SRCBLEND_DST_ALPHA;
else if (!Q_stricmp(name, "one_minus_dst_alpha"))
factor = SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA;
else
factor = SBITS_SRCBLEND_NONE;
if (dstnotsrc)
{
//dest factors are shifted
factor <<= 4;
/*gl doesn't accept dst_color for destinations*/
if (factor == SBITS_DSTBLEND_NONE ||
factor == SBITS_DSTBLEND_DST_COLOR_INVALID ||
factor == SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID ||
factor == SBITS_DSTBLEND_ALPHA_SATURATE_INVALID)
{
Con_DPrintf("Invalid shader dst blend \"%s\"\n", name);
factor = SBITS_DSTBLEND_ONE;
}
}
else
{
/*gl doesn't accept src_color for sources*/
if (factor == SBITS_SRCBLEND_NONE ||
factor == SBITS_SRCBLEND_SRC_COLOR_INVALID ||
factor == SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID)
{
Con_DPrintf("Unrecognised shader src blend \"%s\"\n", name);
factor = SBITS_SRCBLEND_ONE;
}
}
return factor;
}
static void Shaderpass_BlendFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
//reset to defaults
pass->shaderbits &= ~(SBITS_BLEND_BITS);
pass->stagetype = ST_AMBIENT;
token = Shader_ParseString (ptr);
if ( !Q_stricmp (token, "bumpmap")) //doom3 is awkward...
pass->stagetype = ST_BUMPMAP;
else if ( !Q_stricmp (token, "specularmap")) //doom3 is awkward...
pass->stagetype = ST_SPECULARMAP;
else if ( !Q_stricmp (token, "diffusemap")) //doom3 is awkward...
pass->stagetype = ST_DIFFUSEMAP;
else if ( !Q_stricmp (token, "blend"))
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
else if (!Q_stricmp (token, "filter"))
pass->shaderbits |= SBITS_SRCBLEND_DST_COLOR | SBITS_DSTBLEND_ZERO;
else if (!Q_stricmp (token, "add"))
pass->shaderbits |= SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE;
else if (!Q_stricmp (token, "replace"))
pass->shaderbits |= SBITS_SRCBLEND_NONE | SBITS_DSTBLEND_NONE;
else
{
pass->shaderbits |= Shader_BlendFactor(token, false);
token = Shader_ParseString (ptr);
if (*token == ',')
token = Shader_ParseString (ptr);
pass->shaderbits |= Shader_BlendFactor(token, true);
}
}
static void Shaderpass_AlphaFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
pass->shaderbits &= ~SBITS_ATEST_BITS;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "gt0"))
{
pass->shaderbits = SBITS_ATEST_GT0;
}
else if (!Q_stricmp (token, "lt128"))
{
pass->shaderbits = SBITS_ATEST_LT128;
}
else if (!Q_stricmp (token, "ge128"))
{
pass->shaderbits = SBITS_ATEST_GE128;
}
}
static void Shaderpass_DepthFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "equal"))
pass->shaderbits |= SBITS_MISC_DEPTHEQUALONLY;
else if (!Q_stricmp (token, "lequal"))
pass->shaderbits &= ~SBITS_MISC_DEPTHEQUALONLY;
else
Con_DPrintf("Invalid depth func %s\n", token);
}
static void Shaderpass_DepthWrite (shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->flags |= SHADER_DEPTHWRITE;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
}
static void Shaderpass_NoDepthTest (shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->flags |= SHADER_DEPTHWRITE;
pass->shaderbits |= SBITS_MISC_NODEPTHTEST;
}
static void Shaderpass_NoDepth (shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->flags |= SHADER_DEPTHWRITE;
}
static void Shaderpass_TcMod (shader_t *shader, shaderpass_t *pass, char **ptr)
{
int i;
tcmod_t *tcmod;
char *token;
if (pass->numtcmods >= SHADER_MAX_TC_MODS)
{
return;
}
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString (ptr);
if (!Q_stricmp (token, "rotate"))
{
tcmod->args[0] = -Shader_ParseFloat(shader, ptr, 0) / 360.0f;
if (!tcmod->args[0])
{
return;
}
tcmod->type = SHADER_TCMOD_ROTATE;
}
else if ( !Q_stricmp (token, "scale") )
{
tcmod->args[0] = Shader_ParseFloat (shader, ptr, 0);
tcmod->args[1] = Shader_ParseFloat (shader, ptr, 0);
tcmod->type = SHADER_TCMOD_SCALE;
}
else if ( !Q_stricmp (token, "scroll") )
{
tcmod->args[0] = Shader_ParseFloat (shader, ptr, 0);
tcmod->args[1] = Shader_ParseFloat (shader, ptr, 0);
tcmod->type = SHADER_TCMOD_SCROLL;
}
else if (!Q_stricmp(token, "stretch"))
{
shaderfunc_t func;
Shader_ParseFunc(shader, ptr, &func);
tcmod->args[0] = func.type;
for (i = 1; i < 5; ++i)
tcmod->args[i] = func.args[i-1];
tcmod->type = SHADER_TCMOD_STRETCH;
}
else if (!Q_stricmp (token, "transform"))
{
for (i = 0; i < 6; ++i)
tcmod->args[i] = Shader_ParseFloat (shader, ptr, 0);
tcmod->type = SHADER_TCMOD_TRANSFORM;
}
else if (!Q_stricmp (token, "turb"))
{
for (i = 0; i < 4; i++)
tcmod->args[i] = Shader_ParseFloat (shader, ptr, 0);
tcmod->type = SHADER_TCMOD_TURB;
}
else
{
return;
}
pass->numtcmods++;
}
static void Shaderpass_Scale ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
//seperate x and y
char *token;
tcmod_t *tcmod;
tcmod = &pass->tcmods[pass->numtcmods];
tcmod->type = SHADER_TCMOD_SCALE;
token = Shader_ParseString (ptr);
if (!strcmp(token, "static"))
{
tcmod->args[0] = Shader_ParseFloat (shader, ptr, 0);
}
else
{
tcmod->args[0] = atof(token);
}
while (**ptr == ' ' || **ptr == '\t')
*ptr+=1;
if (**ptr == ',')
*ptr+=1;
token = Shader_ParseString (ptr);
if (!strcmp(token, "static"))
{
tcmod->args[1] = Shader_ParseFloat (shader, ptr, 0);
}
else
{
tcmod->args[1] = atof(token);
}
pass->numtcmods++;
}
static void Shaderpass_Scroll (shader_t *shader, shaderpass_t *pass, char **ptr)
{
//seperate x and y
char *token;
tcmod_t *tcmod;
tcmod = &pass->tcmods[pass->numtcmods];
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCROLL;
tcmod->args[0] = Shader_ParseFloat (shader, ptr, 0);
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
token = Shader_ParseString ( ptr );
if (!strcmp(token, "static"))
{
tcmod->type = SHADER_TCMOD_SCROLL;
tcmod->args[1] = Shader_ParseFloat (shader, ptr, 0);
}
else
{
Con_Printf("Bad shader scale\n");
return;
}
pass->numtcmods++;
}
static void Shaderpass_TcGen ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
char *token;
token = Shader_ParseString ( ptr );
if ( !Q_stricmp (token, "base") ) {
pass->tcgen = TC_GEN_BASE;
} else if ( !Q_stricmp (token, "lightmap") ) {
pass->tcgen = TC_GEN_LIGHTMAP;
} else if ( !Q_stricmp (token, "environment") ) {
pass->tcgen = TC_GEN_ENVIRONMENT;
} else if ( !Q_stricmp (token, "vector") ) {
pass->tcgen = TC_GEN_BASE;
} else if ( !Q_stricmp (token, "normal") ) {
pass->tcgen = TC_GEN_NORMAL;
} else if ( !Q_stricmp (token, "svector") ) {
pass->tcgen = TC_GEN_SVECTOR;
} else if ( !Q_stricmp (token, "tvector") ) {
pass->tcgen = TC_GEN_TVECTOR;
}
}
static void Shaderpass_EnvMap ( shader_t *shader, shaderpass_t *pass, char **ptr ) //for alienarena
{
pass->tcgen = TC_GEN_ENVIRONMENT;
}
static void Shaderpass_Detail ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->flags |= SHADER_PASS_DETAIL;
}
static void Shaderpass_AlphaMask ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->shaderbits &= ~SBITS_ATEST_BITS;
pass->shaderbits |= SBITS_ATEST_GE128;
}
static void Shaderpass_NoLightMap ( shader_t *shader, shaderpass_t *pass, char **ptr )
{
pass->rgbgen = RGB_GEN_IDENTITY;
}
static void Shaderpass_Red(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[0] = Shader_ParseFloat(shader, ptr, 0);
}
static void Shaderpass_Green(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[1] = Shader_ParseFloat(shader, ptr, 0);
}
static void Shaderpass_Blue(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->rgbgen = RGB_GEN_CONST;
pass->rgbgen_func.args[2] = Shader_ParseFloat(shader, ptr, 0);
}
static void Shaderpass_Alpha(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->alphagen = ALPHA_GEN_CONST;
pass->alphagen_func.args[0] = Shader_ParseFloat(shader, ptr, 0);
}
static void Shaderpass_MaskColor(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_RED|SBITS_MASK_GREEN|SBITS_MASK_BLUE;
}
static void Shaderpass_MaskRed(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_RED;
}
static void Shaderpass_MaskGreen(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_GREEN;
}
static void Shaderpass_MaskBlue(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_BLUE;
}
static void Shaderpass_MaskAlpha(shader_t *shader, shaderpass_t *pass, char **ptr)
{
pass->shaderbits |= SBITS_MASK_ALPHA;
}
static void Shaderpass_AlphaTest(shader_t *shader, shaderpass_t *pass, char **ptr)
{
if (Shader_ParseFloat(shader, ptr, 0) == 0.5)
pass->shaderbits |= SBITS_ATEST_GE128;
else
Con_Printf("unsupported alphatest value\n");
}
static void Shaderpass_TexGen(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
if (!strcmp(token, "normal"))
pass->tcgen = TC_GEN_NORMAL;
else if (!strcmp(token, "skybox"))
pass->tcgen = TC_GEN_SKYBOX;
else if (!strcmp(token, "wobblesky"))
{
pass->tcgen = TC_GEN_WOBBLESKY;
token = Shader_ParseString(ptr);
token = Shader_ParseString(ptr);
token = Shader_ParseString(ptr);
}
else if (!strcmp(token, "reflect"))
pass->tcgen = TC_GEN_REFLECT;
else
{
Con_Printf("texgen token not understood\n");
}
}
static void Shaderpass_CubeMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
if (pass->tcgen == TC_GEN_BASE)
pass->tcgen = TC_GEN_SKYBOX;
pass->texgen = T_GEN_CUBEMAP;
pass->anim_frames[0] = Shader_FindImage(token, IF_CUBEMAP);
if (!TEXVALID(pass->anim_frames[0]))
{
pass->texgen = T_GEN_SINGLEMAP;
pass->anim_frames[0] = missing_texture;
}
}
static shaderkey_t shaderpasskeys[] =
{
{"rgbgen", Shaderpass_RGBGen },
{"blendfunc", Shaderpass_BlendFunc },
{"depthfunc", Shaderpass_DepthFunc },
{"depthwrite", Shaderpass_DepthWrite },
{"nodepthtest", Shaderpass_NoDepthTest },
{"nodepth", Shaderpass_NoDepth },
{"alphafunc", Shaderpass_AlphaFunc },
{"tcmod", Shaderpass_TcMod },
{"map", Shaderpass_Map },
{"animmap", Shaderpass_AnimMap },
{"clampmap", Shaderpass_ClampMap },
{"videomap", Shaderpass_VideoMap },
{"tcgen", Shaderpass_TcGen },
{"envmap", Shaderpass_EnvMap, "rscript"},//for alienarena
{"nolightmap", Shaderpass_NoLightMap, "rscript"},//for alienarena
{"scale", Shaderpass_Scale, "rscript"},//for alienarena
{"scroll", Shaderpass_Scroll, "rscript"},//for alienarena
{"alphagen", Shaderpass_AlphaGen, "rscript"},
{"alphashift", Shaderpass_AlphaShift, "rscript"},//for alienarena
{"alphamask", Shaderpass_AlphaMask, "rscript"},//for alienarena
{"detail", Shaderpass_Detail, "rscript"},
/*doom3 compat*/
{"blend", Shaderpass_BlendFunc, "doom3"},
{"maskcolor", Shaderpass_MaskColor, "doom3"},
{"maskred", Shaderpass_MaskRed, "doom3"},
{"maskgreen", Shaderpass_MaskGreen, "doom3"},
{"maskblue", Shaderpass_MaskBlue, "doom3"},
{"maskalpha", Shaderpass_MaskAlpha, "doom3"},
{"alphatest", Shaderpass_AlphaTest, "doom3"},
{"texgen", Shaderpass_TexGen, "doom3"},
{"cubemap", Shaderpass_CubeMap, "doom3"}, //one of these is wrong
{"cameracubemap",Shaderpass_CubeMap, "doom3"}, //one of these is wrong
{"red", Shaderpass_Red, "doom3"},
{"green", Shaderpass_Green, "doom3"},
{"blue", Shaderpass_Blue, "doom3"},
{"alpha", Shaderpass_Alpha, "doom3"},
{NULL, NULL}
};
// ===============================================================
void Shader_FreePass (shaderpass_t *pass)
{
#ifndef NOMEDIA
if ( pass->flags & SHADER_PASS_VIDEOMAP )
{
Media_ShutdownCin(pass->cin);
pass->cin = NULL;
}
#endif
}
void Shader_Free (shader_t *shader)
{
int i;
shaderpass_t *pass;
if (shader->bucket.data == shader)
Hash_RemoveData(&shader_active_hash, shader->name, shader);
shader->bucket.data = NULL;
if (shader->prog)
{
if (shader->prog->refs-- == 1)
Shader_UnloadProg(shader->prog);
}
shader->prog = NULL;
if (shader->skydome)
Z_Free (shader->skydome);
shader->skydome = NULL;
while (shader->clutter)
{
void *t = shader->clutter;
shader->clutter = shader->clutter->next;
Z_Free(t);
}
pass = shader->passes;
for (i = 0; i < shader->numpasses; i++, pass++)
{
Shader_FreePass (pass);
}
shader->numpasses = 0;
if (shader->genargs)
{
free(shader->genargs);
shader->genargs = NULL;
}
shader->uses = 0;
Z_Free(shader->defaulttextures);
shader->defaulttextures = NULL;
}
int QDECL Shader_InitCallback (const char *name, qofs_t size, time_t mtime, void *param, searchpathfuncs_t *spath)
{
Shader_MakeCache(name);
return true;
}
qboolean Shader_Init (void)
{
int wibuf[16];
if (!r_shaders)
{
r_numshaders = 0;
r_maxshaders = 256;
r_shaders = calloc(r_maxshaders, sizeof(*r_shaders));
shader_hash = calloc (HASH_SIZE, sizeof(*shader_hash));
shader_active_hash_mem = malloc(Hash_BytesForBuckets(1024));
memset(shader_active_hash_mem, 0, Hash_BytesForBuckets(1024));
Hash_InitTable(&shader_active_hash, 1024, shader_active_hash_mem);
Shader_FlushGenerics();
}
Shader_NeedReload(true);
Shader_DoReload();
memset(wibuf, 0xff, sizeof(wibuf));
if (!qrenderer)
r_whiteimage = r_nulltex;
else
r_whiteimage = R_LoadTexture("$whiteimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
return true;
}
void Shader_FlushCache(void)
{
shadercachefile_t *sf;
shadercache_t *cache, *cache_next;
int i;
for (i = 0; i < HASH_SIZE; i++)
{
cache = shader_hash[i];
shader_hash[i] = NULL;
for (; cache; cache = cache_next)
{
cache_next = cache->hash_next;
cache->hash_next = NULL;
Z_Free(cache);
}
}
while(shaderfiles)
{
sf = shaderfiles;
shaderfiles = sf->next;
if (sf->data)
FS_FreeFile(sf->data);
Z_Free(sf);
}
}
static void Shader_MakeCache(const char *path)
{
unsigned int key;
char *buf, *ptr, *token;
shadercache_t *cache;
shadercachefile_t *cachefile, *filelink = NULL;
qofs_t size;
for (cachefile = shaderfiles; cachefile; cachefile = cachefile->next)
{
if (!Q_stricmp(cachefile->name, path))
return; //already loaded. there's no source package or anything.
filelink = cachefile;
}
Con_DPrintf ("...loading '%s'\n", path);
cachefile = Z_Malloc(sizeof(*cachefile) + strlen(path));
strcpy(cachefile->name, path);
size = FS_LoadFile(path, (void **)&cachefile->data);
cachefile->length = size;
if (filelink)
filelink->next = cachefile;
else
shaderfiles = cachefile;
if (qofs_Error(size))
{
Con_Printf("Unable to read %s\n", path);
cachefile->length = 0;
return;
}
if (size > 1024*1024*64) //sanity limit
{
Con_Printf("Refusing to parse %s due to size\n", path);
cachefile->length = 0;
FS_FreeFile(cachefile->data);
cachefile->data = NULL;
return;
}
ptr = buf = cachefile->data;
size = cachefile->length;
do
{
if ( ptr - buf >= size )
break;
token = COM_ParseExt (&ptr, true, true);
if ( !token[0] || ptr - buf >= size )
break;
COM_CleanUpPath(token);
if (Shader_LocateSource(token, NULL, NULL, NULL, NULL))
{
ptr = Shader_Skip ( ptr );
continue;
}
key = Hash_Key ( token, HASH_SIZE );
cache = ( shadercache_t * )Z_Malloc(sizeof(shadercache_t) + strlen(token));
strcpy(cache->name, token);
cache->hash_next = shader_hash[key];
cache->source = cachefile;
cache->offset = ptr - cachefile->data;
shader_hash[key] = cache;
ptr = Shader_Skip ( ptr );
} while ( ptr );
}
static qboolean Shader_LocateSource(char *name, char **buf, size_t *bufsize, size_t *offset, enum shaderparsemode_e *parsemode)
{
unsigned int key;
shadercache_t *cache;
key = Hash_Key ( name, HASH_SIZE );
cache = shader_hash[key];
for ( ; cache; cache = cache->hash_next )
{
if ( !Q_stricmp (cache->name, name) )
{
if (buf)
{
*buf = cache->source->data;
*bufsize = cache->source->length;
*offset = cache->offset;
*parsemode = cache->source->parsemode;
}
return true;
}
}
return false;
}
char *Shader_Skip ( char *ptr )
{
char *tok;
int brace_count;
// Opening brace
tok = COM_ParseExt(&ptr, true, true);
if (!ptr)
return NULL;
if ( tok[0] != '{' )
{
tok = COM_ParseExt (&ptr, true, true);
}
for (brace_count = 1; brace_count > 0 ; ptr++)
{
tok = COM_ParseExt (&ptr, true, true);
if ( !tok[0] )
return NULL;
if (tok[0] == '{')
{
brace_count++;
} else if (tok[0] == '}')
{
brace_count--;
}
}
return ptr;
}
void Shader_Reset(shader_t *s)
{
char name[MAX_QPATH];
int id = s->id;
int uses = s->uses;
shader_gen_t *defaultgen = s->generator;
char *genargs = s->genargs;
texnums_t *dt = s->defaulttextures;
int dtcount = s->numdefaulttextures;
float dtrate = s->defaulttextures_fps; //FIXME!
int w = s->width;
int h = s->height;
unsigned int uf = s->usageflags;
Q_strncpyz(name, s->name, sizeof(name));
s->genargs = NULL;
s->defaulttextures = NULL;
Shader_Free(s);
memset(s, 0, sizeof(*s));
s->remapto = s;
s->id = id;
s->width = w;
s->height = h;
s->defaulttextures = dt;
s->numdefaulttextures = dtcount;
s->defaulttextures_fps = dtrate;
s->generator = defaultgen;
s->genargs = genargs;
s->usageflags = uf;
s->uses = uses;
Q_strncpyz(s->name, name, sizeof(s->name));
Hash_Add(&shader_active_hash, s->name, s, &s->bucket);
}
void Shader_Shutdown (void)
{
int i;
shader_t *shader;
if (!r_shaders)
return; /*nothing needs freeing yet*/
for (i = 0; i < r_numshaders; i++)
{
shader = r_shaders[i];
if (!shader)
continue;
Shader_Free(shader);
Z_Free(r_shaders[i]);
r_shaders[i] = NULL;
}
Shader_FlushCache();
Shader_FlushGenerics();
r_maxshaders = 0;
r_numshaders = 0;
free(r_shaders);
r_shaders = NULL;
free(shader_hash);
shader_hash = NULL;
free(shader_active_hash_mem);
shader_active_hash_mem = NULL;
shader_reload_needed = false;
}
void Shader_SetBlendmode (shaderpass_t *pass)
{
if (pass->texgen == T_GEN_DELUXMAP)
{
pass->blendmode = PBM_DOTPRODUCT;
return;
}
if (pass->texgen < T_GEN_DIFFUSE && !TEXVALID(pass->anim_frames[0]) && !(pass->flags & SHADER_PASS_LIGHTMAP))
{
pass->blendmode = PBM_MODULATE;
return;
}
if (!(pass->shaderbits & SBITS_BLEND_BITS))
{
if ((pass->rgbgen == RGB_GEN_IDENTITY) && (pass->alphagen == ALPHA_GEN_IDENTITY))
{
pass->blendmode = PBM_REPLACE;
return;
}
else if ((pass->rgbgen == RGB_GEN_IDENTITY_LIGHTING) && (pass->alphagen == ALPHA_GEN_IDENTITY))
{
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->shaderbits |= SBITS_SRCBLEND_ONE;
pass->shaderbits |= SBITS_DSTBLEND_ZERO;
pass->blendmode = PBM_REPLACELIGHT;
}
else
{
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->shaderbits |= SBITS_SRCBLEND_ONE;
pass->shaderbits |= SBITS_DSTBLEND_ZERO;
pass->blendmode = PBM_MODULATE;
}
return;
}
if (((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ZERO|SBITS_DSTBLEND_SRC_COLOR)) ||
((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_DST_COLOR|SBITS_DSTBLEND_ZERO)))
pass->blendmode = PBM_MODULATE;
else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE))
pass->blendmode = PBM_ADD;
else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_SRC_ALPHA|SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA))
pass->blendmode = PBM_DECAL;
else
pass->blendmode = PBM_MODULATE;
}
void Shader_Readpass (shader_t *shader, char **ptr)
{
char *token;
shaderpass_t *pass;
qboolean ignore;
static shader_t dummy;
int conddepth = 0;
int cond[8] = {0};
#define COND_IGNORE 1
#define COND_IGNOREPARENT 2
#define COND_ALLOWELSE 4
if ( shader->numpasses >= SHADER_PASS_MAX )
{
ignore = true;
shader = &dummy;
shader->numpasses = 1;
pass = shader->passes;
}
else
{
ignore = false;
pass = &shader->passes[shader->numpasses++];
}
// Set defaults
pass->flags = 0;
pass->anim_frames[0] = r_nulltex;
pass->anim_numframes = 0;
pass->rgbgen = RGB_GEN_UNKNOWN;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->tcgen = TC_GEN_UNSPECIFIED;
pass->numtcmods = 0;
pass->numMergedPasses = 1;
pass->stagetype = ST_AMBIENT;
if (shader->flags & SHADER_NOMIPMAPS)
pass->flags |= SHADER_PASS_NOMIPMAP;
while ( *ptr )
{
token = COM_ParseExt (ptr, true, true);
if ( !token[0] )
{
continue;
}
else if (!Q_stricmp(token, "if"))
{
if (conddepth+1 == sizeof(cond)/sizeof(cond[0]))
{
Con_Printf("if statements nest too deeply in shader %s\n", shader->name);
break;
}
conddepth++;
cond[conddepth] = (Shader_EvaluateCondition(shader, ptr)?0:COND_IGNORE);
cond[conddepth] |= COND_ALLOWELSE;
if (cond[conddepth-1] & (COND_IGNORE|COND_IGNOREPARENT))
cond[conddepth] |= COND_IGNOREPARENT;
}
else if (!Q_stricmp(token, "endif"))
{
if (!conddepth)
{
Con_Printf("endif without if in shader %s\n", shader->name);
break;
}
conddepth--;
}
else if (!Q_stricmp(token, "else"))
{
if (cond[conddepth] & COND_ALLOWELSE)
{
cond[conddepth] ^= COND_IGNORE;
cond[conddepth] &= ~COND_ALLOWELSE;
}
else
Con_Printf("unexpected else statement in shader %s\n", shader->name);
}
else if (cond[conddepth] & (COND_IGNORE|COND_IGNOREPARENT))
{
//eat it
while (ptr)
{
token = COM_ParseExt(ptr, false, true);
if ( !token[0] )
break;
}
}
else
{
if ( token[0] == '}' )
break;
else if ( Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr) )
break;
}
}
if (conddepth)
{
Con_Printf("if statements without endif in shader %s\n", shader->name);
}
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
if (!ignore)
{
switch(pass->stagetype)
{
case ST_DIFFUSEMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures->base = pass->anim_frames[0];
break;
case ST_AMBIENT:
break;
case ST_BUMPMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures->bump = pass->anim_frames[0];
ignore = true; //fixme: scrolling etc may be important. but we're not doom3.
break;
case ST_SPECULARMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures->specular = pass->anim_frames[0];
ignore = true; //fixme: scrolling etc may be important. but we're not doom3.
break;
}
}
// check some things
if (ignore)
{
Shader_FreePass (pass);
shader->numpasses--;
return;
}
if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO))
{
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
shader->flags |= SHADER_DEPTHWRITE;
}
switch (pass->rgbgen)
{
case RGB_GEN_IDENTITY_LIGHTING:
case RGB_GEN_IDENTITY:
case RGB_GEN_CONST:
case RGB_GEN_WAVE:
case RGB_GEN_ENTITY:
case RGB_GEN_ONE_MINUS_ENTITY:
case RGB_GEN_UNKNOWN: // assume RGB_GEN_IDENTITY or RGB_GEN_IDENTITY_LIGHTING
switch (pass->alphagen)
{
case ALPHA_GEN_IDENTITY:
case ALPHA_GEN_CONST:
case ALPHA_GEN_WAVE:
case ALPHA_GEN_ENTITY:
pass->flags |= SHADER_PASS_NOCOLORARRAY;
break;
default:
break;
}
break;
default:
break;
}
/*if ((shader->flags & SHADER_SKY) && (shader->flags & SHADER_DEPTHWRITE))
{
#ifdef warningmsg
#pragma warningmsg("is this valid?")
#endif
pass->shaderbits &= ~SBITS_MISC_DEPTHWRITE;
}
*/
}
static qboolean Shader_Parsetok (shader_t *shader, shaderpass_t *pass, shaderkey_t *keys, char *token, char **ptr)
{
shaderkey_t *key;
char *prefix;
//handle known prefixes.
if (!Q_strncasecmp(token, "fte", 3)) {prefix = token; token += 3; }
else if (!Q_strncasecmp(token, "dp", 2)) {prefix = token; token += 2; }
else if (!Q_strncasecmp(token, "doom3", 5)) {prefix = token; token += 5; }
else if (!Q_strncasecmp(token, "rscript", 7)) {prefix = token; token += 7; }
else prefix = NULL;
if (prefix && *token == '_')
token++;
for (key = keys; key->keyword != NULL; key++)
{
if (!Q_stricmp (token, key->keyword))
{
if (!prefix || (prefix && key->prefix && !Q_strncasecmp(prefix, key->prefix, strlen(key->prefix))))
{
if (key->func)
key->func ( shader, pass, ptr );
return ( ptr && *ptr && **ptr == '}' );
}
}
}
if (prefix)
Con_DPrintf("Unknown shader directive: \"%s_%s\"\n", prefix, token);
else
Con_DPrintf("Unknown shader directive: \"%s\"\n", token);
// Next Line
while (ptr)
{
token = COM_ParseExt(ptr, false, true);
if ( !token[0] )
{
break;
}
}
return false;
}
void Shader_SetPassFlush (shaderpass_t *pass, shaderpass_t *pass2)
{
if (((pass->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
((pass2->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
(pass->flags & SHADER_PASS_VIDEOMAP) || (pass2->flags & SHADER_PASS_VIDEOMAP))
{
return;
}
/*identity alpha is required for merging*/
if (pass->alphagen != ALPHA_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY)
return;
/*rgbgen must be identity too except if the later pass is identity_ligting, in which case all is well and we can switch the first pass to identity_lighting instead*/
if (pass2->rgbgen == RGB_GEN_IDENTITY_LIGHTING && pass2->blendmode == PBM_MODULATE && pass->rgbgen == RGB_GEN_IDENTITY)
{
pass->blendmode = PBM_REPLACELIGHT;
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
pass2->rgbgen = RGB_GEN_IDENTITY;
}
/*rgbgen must be identity (or the first is identity_lighting)*/
else if (pass2->rgbgen != RGB_GEN_IDENTITY || (pass->rgbgen != RGB_GEN_IDENTITY && pass->rgbgen != RGB_GEN_IDENTITY_LIGHTING))
return;
/*if its alphatest, don't merge with anything other than lightmap*/
if ((pass->shaderbits & SBITS_ATEST_BITS) && (!(pass2->shaderbits & SBITS_MISC_DEPTHEQUALONLY) || pass2->texgen != T_GEN_LIGHTMAP))
return;
if ((pass->shaderbits & SBITS_MASK_BITS) != (pass2->shaderbits & SBITS_MASK_BITS))
return;
/*don't merge passes if the hardware cannot support it*/
if (pass->numMergedPasses >= be_maxpasses)
return;
// check if we can use multiple passes
if (pass2->blendmode == PBM_DOTPRODUCT)
{
pass->numMergedPasses++;
}
else if (pass->numMergedPasses < be_maxpasses)
{
if (pass->blendmode == PBM_REPLACE || pass->blendmode == PBM_REPLACELIGHT)
{
if ((pass2->blendmode == PBM_DECAL && sh_config.tex_env_combine) ||
(pass2->blendmode == PBM_ADD && sh_config.env_add) ||
(pass2->blendmode && pass2->blendmode != PBM_ADD) || sh_config.nv_tex_env_combine4)
{
pass->numMergedPasses++;
}
}
else if (pass->blendmode == PBM_ADD &&
pass2->blendmode == PBM_ADD && sh_config.env_add)
{
pass->numMergedPasses++;
}
else if (pass->blendmode == PBM_MODULATE && pass2->blendmode == PBM_MODULATE)
{
pass->numMergedPasses++;
}
else
return;
}
else return;
if (pass->texgen == T_GEN_LIGHTMAP && pass->blendmode == PBM_REPLACELIGHT && pass2->blendmode == PBM_MODULATE && sh_config.tex_env_combine)
{
if (pass->rgbgen == RGB_GEN_IDENTITY)
pass->rgbgen = RGB_GEN_IDENTITY_OVERBRIGHT; //get the light levels right
pass2->blendmode = PBM_OVERBRIGHT;
}
if (pass2->texgen == T_GEN_LIGHTMAP && pass2->blendmode == PBM_MODULATE && sh_config.tex_env_combine)
{
if (pass->rgbgen == RGB_GEN_IDENTITY)
pass->rgbgen = RGB_GEN_IDENTITY_OVERBRIGHT; //get the light levels right
pass->blendmode = PBM_REPLACELIGHT;
pass2->blendmode = PBM_OVERBRIGHT;
}
}
const char *Shader_AlphaMaskProgArgs(shader_t *s)
{
if (s->numpasses)
{
//alpha mask values ALWAYS come from the first pass.
shaderpass_t *pass = &s->passes[0];
switch(pass->shaderbits & SBITS_ATEST_BITS)
{
default:
break;
//cases inverted. the test is to enable
case SBITS_ATEST_GT0:
return "#MASK=0.0#MASKOP=>";
case SBITS_ATEST_LT128:
return "#MASK=0.5#MASKOP=<";
case SBITS_ATEST_GE128:
return "#MASK=0.5";
}
}
return "";
}
void Shader_Programify (shader_t *s)
{
char *prog = NULL;
const char *mask;
/* enum
{
T_UNKNOWN,
T_WALL,
T_MODEL
} type = 0;*/
int i;
shaderpass_t *pass, *lightmap = NULL, *modellighting = NULL, *vertexlighting = NULL;
for (i = 0; i < s->numpasses; i++)
{
pass = &s->passes[i];
if (pass->rgbgen == RGB_GEN_LIGHTING_DIFFUSE)
modellighting = pass;
else if (pass->rgbgen == RGB_GEN_ENTITY)
modellighting = pass;
else if (pass->rgbgen == RGB_GEN_VERTEX_LIGHTING || pass->rgbgen == RGB_GEN_VERTEX_EXACT)
vertexlighting = pass;
else if (pass->texgen == T_GEN_LIGHTMAP && pass->tcgen == TC_GEN_LIGHTMAP)
lightmap = pass;
/*if (pass->numtcmods || (pass->shaderbits & SBITS_ATEST_BITS))
return;
if (pass->texgen == T_GEN_LIGHTMAP && pass->tcgen == TC_GEN_LIGHTMAP)
;
else if (pass->texgen != T_GEN_LIGHTMAP && pass->tcgen == TC_GEN_BASE)
;
else*/
return;
}
if (modellighting)
{
pass = modellighting;
prog = "defaultskin";
}
else if (lightmap)
{
pass = modellighting;
prog = "defaultwall";
}
else if (vertexlighting)
{
pass = vertexlighting;
prog = "default2d";
}
else
{
pass = NULL;
prog = "default2d";
return;
}
mask = Shader_AlphaMaskProgArgs(s);
s->prog = Shader_FindGeneric(va("%s%s", prog, mask), qrenderer);
if (s->prog)
{
s->numpasses = 0;
s->passes[s->numpasses++].texgen = T_GEN_DIFFUSE;
s->flags |= SHADER_HASDIFFUSE;
}
}
void Shader_Finish (shader_t *s)
{
int i;
shaderpass_t *pass;
//FIXME: reorder doom3 stages.
//put diffuse first. give it a lightmap pass also, if we found a diffuse one with no lightmap.
//then the ambient stages.
//and forget about the bump/specular stages as we don't support them and already stripped them.
if (s->flags & SHADER_SKY)
{
/*skies go all black if fastsky is set*/
if (r_fastsky.ival)
s->flags = 0;
/*or if its purely a skybox and has missing textures*/
// if (!s->numpasses)
// for (i = 0; i < 6; i++)
// if (missing_texture.ref == s->skydome->farbox_textures[i].ref)
// s->flags = 0;
if (!(s->flags & SHADER_SKY))
{
Shader_Reset(s);
Shader_DefaultScript(s->name, s,
"{\n"
"sort sky\n"
"{\n"
"map $whiteimage\n"
"rgbgen const $r_fastskycolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
return;
}
}
if (s->prog && !s->numpasses)
{
pass = &s->passes[s->numpasses++];
pass->tcgen = TC_GEN_BASE;
pass->texgen = T_GEN_DIFFUSE;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->rgbgen = RGB_GEN_IDENTITY;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
}
if (!s->numpasses && s->sort != SHADER_SORT_PORTAL && !(s->flags & (SHADER_NODRAW|SHADER_SKY)) && !s->fog_dist)
{
pass = &s->passes[s->numpasses++];
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
if (TEXVALID(s->defaulttextures->base))
pass->texgen = T_GEN_DIFFUSE;
else
{
pass->texgen = T_GEN_SINGLEMAP;
TEXASSIGN(pass->anim_frames[0], R_LoadHiResTexture(s->name, NULL, IF_NOALPHA));
if (!TEXVALID(pass->anim_frames[0]))
{
Con_Printf("Shader %s failed to load default texture\n", s->name);
pass->anim_frames[0] = missing_texture;
}
Con_Printf("Shader %s with no passes and no surfaceparm nodraw, inserting pass\n", s->name);
}
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
}
if (!Q_stricmp (s->name, "flareShader"))
{
s->flags |= SHADER_FLARE;
s->flags |= SHADER_NODRAW;
}
if (!s->numpasses && !s->sort)
{
s->sort = SHADER_SORT_ADDITIVE;
return;
}
if (!s->sort && s->passes->texgen == T_GEN_CURRENTRENDER)
s->sort = SHADER_SORT_NEAREST;
if ((s->polyoffset.unit < 0) && !s->sort)
{
s->sort = SHADER_SORT_DECAL;
}
if ((r_vertexlight.value || !(s->usageflags & SUF_LIGHTMAP)) && !s->prog)
{
// do we have a lightmap pass?
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (pass->flags & SHADER_PASS_LIGHTMAP)
break;
}
if (i == s->numpasses)
{
goto done;
}
// try to find pass with rgbgen set to RGB_GEN_VERTEX
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (pass->rgbgen == RGB_GEN_VERTEX_LIGHTING)
break;
}
if (i < s->numpasses)
{ // we found it
pass->flags |= SHADER_CULL_FRONT;
pass->flags &= ~SHADER_PASS_ANIMMAP;
pass->shaderbits &= ~SBITS_BLEND_BITS;
pass->blendmode = 0;
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numMergedPasses = 1;
s->flags |= SHADER_DEPTHWRITE;
s->sort = SHADER_SORT_OPAQUE;
s->numpasses = 1;
memcpy(&s->passes[0], pass, sizeof(shaderpass_t));
}
else
{ // we didn't find it - simply remove all lightmap passes
pass = s->passes;
for(i = 0; i < s->numpasses; i++, pass++)
{
if (pass->flags & SHADER_PASS_LIGHTMAP)
break;
}
if ( i == s->numpasses -1 )
{
s->numpasses--;
}
else if ( i < s->numpasses - 1 )
{
for ( ; i < s->numpasses - 1; i++, pass++ )
{
memcpy ( pass, &s->passes[i+1], sizeof(shaderpass_t) );
}
s->numpasses--;
}
if ( s->passes[0].numtcmods )
{
pass = s->passes;
for ( i = 0; i < s->numpasses; i++, pass++ )
{
if ( !pass->numtcmods )
break;
}
memcpy ( &s->passes[0], pass, sizeof(shaderpass_t) );
}
s->passes[0].rgbgen = RGB_GEN_VERTEX_LIGHTING;
s->passes[0].alphagen = ALPHA_GEN_IDENTITY;
s->passes[0].blendmode = 0;
s->passes[0].flags &= ~(SHADER_PASS_ANIMMAP|SHADER_PASS_NOCOLORARRAY);
s->passes[0].shaderbits &= ~SBITS_BLEND_BITS;
s->passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
s->passes[0].numMergedPasses = 1;
s->numpasses = 1;
s->flags |= SHADER_DEPTHWRITE;
}
}
done:;
//if we've no specular map, try and find whatever the q3 syntax said. hopefully it'll be compatible...
if (!TEXVALID(s->defaulttextures->specular))
{
for (pass = s->passes, i = 0; i < s->numpasses; i++, pass++)
{
if (pass->alphagen == ALPHA_GEN_SPECULAR)
if (pass->texgen == T_GEN_ANIMMAP || pass->texgen == T_GEN_SINGLEMAP)
s->defaulttextures->specular = pass->anim_frames[0];
}
}
if (!TEXVALID(s->defaulttextures->base))
{
shaderpass_t *best = NULL;
int bestweight = 9999999;
int weight;
for (pass = s->passes, i = 0; i < s->numpasses; i++, pass++)
{
weight = 0;
if (pass->flags & SHADER_PASS_DETAIL)
weight += 500; //prefer not to use a detail pass. these are generally useless.
if (pass->numtcmods || pass->tcgen != TC_GEN_BASE)
weight += 200;
if (pass->rgbgen != RGB_GEN_IDENTITY && pass->rgbgen != RGB_GEN_IDENTITY_OVERBRIGHT && pass->rgbgen != RGB_GEN_IDENTITY_LIGHTING)
weight += 100;
if (pass->texgen != T_GEN_ANIMMAP && pass->texgen != T_GEN_SINGLEMAP && pass->texgen != T_GEN_VIDEOMAP)
weight += 1000;
if ((pass->texgen == T_GEN_ANIMMAP || pass->texgen == T_GEN_SINGLEMAP) && pass->anim_frames[0] && *pass->anim_frames[0]->ident == '$')
weight += 1500;
if (weight < bestweight)
{
bestweight = weight;
best = pass;
}
}
if (best)
{
if (best->texgen == T_GEN_ANIMMAP || best->texgen == T_GEN_SINGLEMAP)
{
if (best->anim_frames[0] && *best->anim_frames[0]->ident != '$')
s->defaulttextures->base = best->anim_frames[0];
}
#ifndef NOMEDIA
else if (pass->texgen == T_GEN_VIDEOMAP && pass->cin)
s->defaulttextures->base = Media_UpdateForShader(best->cin);
#endif
}
}
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++)
{
if (!(pass->shaderbits & (SBITS_BLEND_BITS|SBITS_MASK_BITS)))
{
break;
}
}
// all passes have blendfuncs
if (i == s->numpasses)
{
int opaque;
opaque = -1;
pass = s->passes;
for (i = 0; i < s->numpasses; i++, pass++ )
{
if (pass->shaderbits & SBITS_ATEST_BITS)
{
opaque = i;
}
if (pass->rgbgen == RGB_GEN_UNKNOWN)
{
if ( (pass->shaderbits & SBITS_SRCBLEND_BITS) == 0
|| (pass->shaderbits & SBITS_SRCBLEND_BITS) == SBITS_SRCBLEND_ONE
|| (pass->shaderbits & SBITS_SRCBLEND_BITS) == SBITS_SRCBLEND_SRC_ALPHA)
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else
pass->rgbgen = RGB_GEN_IDENTITY;
}
Shader_SetBlendmode (pass);
if (pass->blendmode == PBM_ADD)
s->defaulttextures->fullbright = pass->anim_frames[0];
}
if (!(s->flags & SHADER_SKY ) && !s->sort)
{
if (opaque == -1)
s->sort = SHADER_SORT_BLEND;
else
s->sort = SHADER_SORT_SEETHROUGH;
}
}
else
{
int j;
shaderpass_t *sp;
sp = s->passes;
for (j = 0; j < s->numpasses; j++, sp++)
{
if (sp->rgbgen == RGB_GEN_UNKNOWN)
{
if (sp->flags & SHADER_PASS_LIGHTMAP)
sp->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
else
sp->rgbgen = RGB_GEN_IDENTITY;
}
Shader_SetBlendmode (sp);
}
if (!s->sort)
{
if (pass->shaderbits & SBITS_ATEST_BITS)
s->sort = SHADER_SORT_SEETHROUGH;
}
if (!( s->flags & SHADER_DEPTHWRITE) &&
!(s->flags & SHADER_SKY))
{
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
s->flags |= SHADER_DEPTHWRITE;
}
}
if (s->numpasses >= 2)
{
int j;
pass = s->passes;
for (i = 0; i < s->numpasses;)
{
if (i == s->numpasses - 1)
break;
pass = s->passes + i;
for (j = 1; j < s->numpasses-i && j == i + pass->numMergedPasses && j < be_maxpasses; j++)
Shader_SetPassFlush (pass, pass + j);
i += pass->numMergedPasses;
}
}
if (!s->sort)
{
s->sort = SHADER_SORT_OPAQUE;
}
if ((s->flags & SHADER_SKY) && (s->flags & SHADER_DEPTHWRITE))
{
s->flags &= ~SHADER_DEPTHWRITE;
}
if (!s->bemoverrides[bemoverride_depthonly])
{
const char *mask = Shader_AlphaMaskProgArgs(s);
if (*mask)
s->bemoverrides[bemoverride_depthonly] = R_RegisterShader(va("depthonly%s", mask), SUF_NONE,
"{\n"
"program depthonly\n"
"{\n"
"map $diffuse\n"
"depthwrite\n"
"maskcolor\n"
"}\n"
"}\n");
}
if (!s->prog && (sh_config.progs_required || (sh_config.progs_supported && r_forceprogramify.ival)))
{
Shader_Programify(s);
if (r_forceprogramify.ival >= 2)
{
if (s->passes[0].numtcmods == 1 && s->passes[0].tcmods[0].type == SHADER_TCMOD_SCALE)
s->passes[0].numtcmods = 0; //DP sucks and doesn't use normalized texture coords *if* there's a shader specified. so lets ignore any extra scaling that this imposes.
s->passes[0].shaderbits &= ~SBITS_MISC_DEPTHEQUALONLY; //DP ignores this too.
}
}
if (s->prog)
{
struct
{
int gen;
unsigned int flags;
} defaulttgen[] =
{
{T_GEN_DIFFUSE, SHADER_HASDIFFUSE},
{T_GEN_NORMALMAP, SHADER_HASNORMALMAP},
{T_GEN_SPECULAR, SHADER_HASGLOSS},
{T_GEN_UPPEROVERLAY, SHADER_HASTOPBOTTOM},
{T_GEN_LOWEROVERLAY, SHADER_HASTOPBOTTOM},
{T_GEN_FULLBRIGHT, SHADER_HASFULLBRIGHT},
{T_GEN_PALETTED, SHADER_HASPALETTED},
{T_GEN_SHADOWMAP, 0},
{T_GEN_LIGHTCUBEMAP, 0},
{T_GEN_REFLECTCUBE, 0},
{T_GEN_REFLECTMASK, 0},
// {T_GEN_REFLECTION, SHADER_HASREFLECT},
// {T_GEN_REFRACTION, SHADER_HASREFRACT},
// {T_GEN_REFRACTIONDEPTH, SHADER_HASREFRACTDEPTH},
// {T_GEN_RIPPLEMAP, SHADER_HASRIPPLEMAP},
{T_GEN_LIGHTMAP, SHADER_HASLIGHTMAP},
{T_GEN_DELUXMAP, 0},
};
#ifndef NOMEDIA
cin_t *cin = R_ShaderGetCinematic(s);
#endif
//if the glsl doesn't specify all samplers, just trim them.
s->numpasses = s->prog->numsamplers;
#ifndef NOMEDIA
if (cin && R_ShaderGetCinematic(s) == cin)
cin = NULL;
#endif
//if the glsl has specific textures listed, be sure to provide a pass for them.
for (i = 0; i < sizeof(defaulttgen)/sizeof(defaulttgen[0]); i++)
{
if (s->prog->defaulttextures & (1u<<i))
{
if (s->numpasses >= SHADER_PASS_MAX)
break; //panic...
s->passes[s->numpasses].flags &= ~SHADER_PASS_DEPTHCMP;
if (defaulttgen[i].gen == T_GEN_SHADOWMAP)
s->passes[s->numpasses].flags |= SHADER_PASS_DEPTHCMP;
#ifndef NOMEDIA
if (!i && cin)
{
s->passes[s->numpasses].texgen = T_GEN_VIDEOMAP;
s->passes[s->numpasses].cin = cin;
cin = NULL;
}
else
#endif
{
s->passes[s->numpasses].texgen = defaulttgen[i].gen;
#ifndef NOMEDIA
s->passes[s->numpasses].cin = NULL;
#endif
}
s->numpasses++;
s->flags |= defaulttgen[i].flags;
}
}
//must have at least one texture.
if (!s->numpasses)
{
#ifndef NOMEDIA
s->passes[0].texgen = cin?T_GEN_VIDEOMAP:T_GEN_DIFFUSE;
s->passes[0].cin = cin;
#else
s->passes[0].texgen = T_GEN_DIFFUSE;
#endif
s->numpasses = 1;
}
#ifndef NOMEDIA
else if (cin)
Media_ShutdownCin(cin);
#endif
s->passes->numMergedPasses = s->numpasses;
}
else if (s->numdeforms)
s->flags |= SHADER_NEEDSARRAYS;
else
{
for (i = 0; i < s->numpasses; i++)
{
pass = &s->passes[i];
if (pass->numtcmods || (s->passes[i].tcgen != TC_GEN_BASE && s->passes[i].tcgen != TC_GEN_LIGHTMAP) || !(s->passes[i].flags & SHADER_PASS_NOCOLORARRAY))
{
s->flags |= SHADER_NEEDSARRAYS;
break;
}
if (!(pass->flags & SHADER_PASS_NOCOLORARRAY))
{
if (!(((pass->rgbgen == RGB_GEN_VERTEX_LIGHTING) ||
(pass->rgbgen == RGB_GEN_VERTEX_EXACT) ||
(pass->rgbgen == RGB_GEN_ONE_MINUS_VERTEX)) &&
(pass->alphagen == ALPHA_GEN_VERTEX)))
{
s->flags |= SHADER_NEEDSARRAYS;
break;
}
}
}
}
}
/*
void Shader_UpdateRegistration (void)
{
int i, j, l;
shader_t *shader;
shaderpass_t *pass;
shader = r_shaders;
for (i = 0; i < MAX_SHADERS; i++, shader++)
{
if (!shader->registration_sequence)
continue;
if (shader->registration_sequence != registration_sequence)
{
Shader_Free ( shader );
shader->registration_sequence = 0;
continue;
}
pass = shader->passes;
for (j = 0; j < shader->numpasses; j++, pass++)
{
if (pass->flags & SHADER_PASS_ANIMMAP)
{
for (l = 0; l < pass->anim_numframes; l++)
{
if (pass->anim_frames[l])
pass->anim_frames[l]->registration_sequence = registration_sequence;
}
}
else if ( pass->flags & SHADER_PASS_VIDEOMAP )
{
// Shader_RunCinematic will do the job
// pass->cin->frame = -1;
}
else if ( !(pass->flags & SHADER_PASS_LIGHTMAP) )
{
if ( pass->anim_frames[0] )
pass->anim_frames[0]->registration_sequence = registration_sequence;
}
}
}
}
*/
/*
if (*shader_diffusemapname)
{
if (!s->defaulttextures.base)
s->defaulttextures.base = Shader_FindImage (va("%s.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.bump)
s->defaulttextures.bump = Shader_FindImage (va("%s_norm.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.fullbright)
s->defaulttextures.fullbright = Shader_FindImage (va("%s_glow.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.specular)
s->defaulttextures.specular = Shader_FindImage (va("%s_gloss.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.upperoverlay)
s->defaulttextures.upperoverlay = Shader_FindImage (va("%s_shirt.tga", shader_diffusemapname), 0);
if (!s->defaulttextures.loweroverlay)
s->defaulttextures.loweroverlay = Shader_FindImage (va("%s_pants.tga", shader_diffusemapname), 0); //stupid yanks...
}
*/
void Shader_DefaultSkin(const char *shortname, shader_t *s, const void *args);
void QDECL R_BuildDefaultTexnums(texnums_t *src, shader_t *shader)
{
char *h;
char imagename[MAX_QPATH];
char mapname[MAX_QPATH];
char *subpath = NULL;
texnums_t *tex;
unsigned int a, aframes;
unsigned int imageflags = 0;
strcpy(imagename, shader->name);
h = strchr(imagename, '#');
if (h)
*h = 0;
if (*imagename == '/' || strchr(imagename, ':'))
{ //this is not security. this is anti-spam for the verbose security in the filesystem code.
Con_Printf("Warning: shader has absolute path: %s\n", shader->name);
*imagename = 0;
}
//skins can use an alternative path in certain cases, to work around dodgy models.
if (shader->generator == Shader_DefaultSkin)
subpath = shader->genargs;
tex = shader->defaulttextures;
aframes = max(1, shader->numdefaulttextures);
//if any were specified explicitly, replicate that into all.
//this means animmap can be used, with any explicit textures overriding all.
if (!shader->numdefaulttextures && src)
{
//only do this if there wasn't an animmap thing to break everything.
if (!TEXVALID(tex->base))
tex->base = src->base;
if (!TEXVALID(tex->bump))
tex->bump = src->bump;
if (!TEXVALID(tex->fullbright))
tex->fullbright = src->fullbright;
if (!TEXVALID(tex->specular))
tex->specular = src->specular;
if (!TEXVALID(tex->loweroverlay))
tex->loweroverlay = src->loweroverlay;
if (!TEXVALID(tex->upperoverlay))
tex->upperoverlay = src->upperoverlay;
if (!TEXVALID(tex->reflectmask))
tex->reflectmask = src->reflectmask;
if (!TEXVALID(tex->reflectcube))
tex->reflectcube = src->reflectcube;
}
for (a = 1; a < aframes; a++)
{
if (!TEXVALID(tex[a].base))
tex[a].base = tex[0].base;
if (!TEXVALID(tex[a].bump))
tex[a].bump = tex[0].bump;
if (!TEXVALID(tex[a].fullbright))
tex[a].fullbright = tex[0].fullbright;
if (!TEXVALID(tex[a].specular))
tex[a].specular = tex[0].specular;
if (!TEXVALID(tex[a].loweroverlay))
tex[a].loweroverlay = tex[0].loweroverlay;
if (!TEXVALID(tex[a].upperoverlay))
tex[a].upperoverlay = tex[0].upperoverlay;
if (!TEXVALID(tex[a].reflectmask))
tex[a].reflectmask = tex[0].reflectmask;
if (!TEXVALID(tex[a].reflectcube))
tex[a].reflectcube = tex[0].reflectcube;
}
for (a = 0; a < aframes; a++, tex++)
{
COM_StripExtension(tex->mapname, mapname, sizeof(mapname));
if (!TEXVALID(tex->base))
{
/*dlights/realtime lighting needs some stuff*/
if (!TEXVALID(tex->base) && *tex->mapname)// && (shader->flags & SHADER_HASDIFFUSE))
tex->base = R_LoadHiResTexture(tex->mapname, NULL, 0);
if (!TEXVALID(tex->base))
tex->base = R_LoadHiResTexture(imagename, subpath, (*imagename=='{')?0:IF_NOALPHA);
}
if (!TEXVALID(tex->paletted))
{
/*dlights/realtime lighting needs some stuff*/
// if (!TEXVALID(tn->paletted) && *shader->mapname)// && (shader->flags & SHADER_HASDIFFUSE))
// tn->paletted = R_LoadHiResTexture(shader->mapname, NULL, 0);
// if (!TEXVALID(tn->paletted))
// tn->paletted = R_LoadHiResTexture(imagename, subpath, (*imagename=='{')?0:IF_NOALPHA);
}
imageflags |= IF_LOWPRIORITY;
COM_StripExtension(imagename, imagename, sizeof(imagename));
if (!TEXVALID(tex->bump))
{
if (r_loadbumpmapping || (shader->flags & SHADER_HASNORMALMAP))
{
if (!TEXVALID(tex->bump) && *mapname && (shader->flags & SHADER_HASNORMALMAP))
tex->bump = R_LoadHiResTexture(va("%s_norm", mapname), NULL, imageflags|IF_TRYBUMP);
if (!TEXVALID(tex->bump))
tex->bump = R_LoadHiResTexture(va("%s_norm", imagename), subpath, imageflags|IF_TRYBUMP);
}
}
if (!TEXVALID(tex->loweroverlay))
{
if (shader->flags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->loweroverlay) && *mapname)
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", mapname), NULL, imageflags);
if (!TEXVALID(tex->loweroverlay))
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", imagename), subpath, imageflags); /*how rude*/
}
}
if (!TEXVALID(tex->upperoverlay))
{
if (shader->flags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->upperoverlay) && *mapname)
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", mapname), NULL, imageflags);
if (!TEXVALID(tex->upperoverlay))
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", imagename), subpath, imageflags);
}
}
if (!TEXVALID(tex->specular))
{
extern cvar_t gl_specular;
if ((shader->flags & SHADER_HASGLOSS) && gl_specular.value && gl_load24bit.value)
{
if (!TEXVALID(tex->specular) && *mapname)
tex->specular = R_LoadHiResTexture(va("%s_gloss", mapname), NULL, imageflags);
if (!TEXVALID(tex->specular))
tex->specular = R_LoadHiResTexture(va("%s_gloss", imagename), subpath, imageflags);
}
}
if (!TEXVALID(tex->fullbright))
{
extern cvar_t r_fb_bmodels;
if ((shader->flags & SHADER_HASFULLBRIGHT) && r_fb_bmodels.value && gl_load24bit.value)
{
if (!TEXVALID(tex->fullbright) && *mapname)
tex->fullbright = R_LoadHiResTexture(va("%s_luma", mapname), NULL, imageflags);
if (!TEXVALID(tex->fullbright))
tex->fullbright = R_LoadHiResTexture(va("%s_luma", imagename), subpath, imageflags);
}
}
}
}
//call this with some fallback textures to directly load some textures
void QDECL R_BuildLegacyTexnums(shader_t *shader, const char *fallbackname, const char *subpath, unsigned int loadflags, uploadfmt_t basefmt, size_t width, size_t height, qbyte *mipdata[4], qbyte *palette)
{
char *h;
char imagename[MAX_QPATH];
char mapname[MAX_QPATH]; //as specified by the shader.
//extern cvar_t gl_miptexLevel;
texnums_t *tex = shader->defaulttextures;
int a, aframes;
unsigned int imageflags;
qbyte *dontcrashme[4] = {NULL};
if (!mipdata)
mipdata = dontcrashme;
/*else if (gl_miptexLevel.ival)
{
unsigned int miplevel = 0, i;
for (i = 0; i < 3 && i < gl_miptexLevel.ival && mipdata[i]; i++)
miplevel = i;
for (i = 0; i < 3; i++)
dontcrashme[i] = (miplevel+i)>3?NULL:mipdata[miplevel+i];
width >>= miplevel;
height >>= miplevel;
mipdata = dontcrashme;
}
*/
strcpy(imagename, shader->name);
h = strchr(imagename, '#');
if (h)
*h = 0;
if (*imagename == '/' || strchr(imagename, ':'))
{ //this is not security. this is anti-spam for the verbose security in the filesystem code.
Con_Printf("Warning: shader has absolute path: %s\n", shader->name);
*imagename = 0;
}
//for water texture replacements
while((h = strchr(imagename, '*')))
*h = '#';
loadflags &= shader->flags;
//skins can use an alternative path in certain cases, to work around dodgy models.
if (shader->generator == Shader_DefaultSkin)
subpath = shader->genargs;
if (basefmt == TF_MIP4_SOLID8 && (!mipdata[0] || !mipdata[1] || !mipdata[2] || !mipdata[3]))
basefmt = TF_SOLID8;
//make sure the noalpha thing is set properly.
imageflags = (basefmt==TF_SOLID8 || basefmt == TF_MIP4_SOLID8)?IF_NOALPHA:0;
imageflags |= IF_MIPCAP;
if (basefmt == TF_MIP4_SOLID8 && palette && palette != host_basepal)
basefmt = TF_MIP4_8PAL24;
COM_StripExtension(imagename, imagename, sizeof(imagename));
aframes = max(1, shader->numdefaulttextures);
//if any were specified explicitly, replicate that into all.
//this means animmap can be used, with any explicit textures overriding all.
for (a = 1; a < aframes; a++)
{
if (!TEXVALID(tex[a].base))
tex[a].base = tex[0].base;
if (!TEXVALID(tex[a].bump))
tex[a].bump = tex[0].bump;
if (!TEXVALID(tex[a].fullbright))
tex[a].fullbright = tex[0].fullbright;
if (!TEXVALID(tex[a].specular))
tex[a].specular = tex[0].specular;
if (!TEXVALID(tex[a].loweroverlay))
tex[a].loweroverlay = tex[0].loweroverlay;
if (!TEXVALID(tex[a].upperoverlay))
tex[a].upperoverlay = tex[0].upperoverlay;
if (!TEXVALID(tex[a].reflectmask))
tex[a].reflectmask = tex[0].reflectmask;
if (!TEXVALID(tex[a].reflectcube))
tex[a].reflectcube = tex[0].reflectcube;
}
for (a = 0; a < aframes; a++, tex++)
{
COM_StripExtension(tex->mapname, mapname, sizeof(mapname));
/*dlights/realtime lighting needs some stuff*/
if (loadflags & SHADER_HASDIFFUSE)
{
if (!TEXVALID(tex->base) && *mapname)
tex->base = R_LoadHiResTexture(mapname, NULL, imageflags);
if (!TEXVALID(tex->base) && fallbackname)
{
if (gl_load24bit.ival)
{
tex->base = Image_GetTexture(imagename, subpath, imageflags|IF_NOWORKER, NULL, NULL, width, height, basefmt);
if (!TEXLOADED(tex->base))
{
tex->base = Image_GetTexture(fallbackname, subpath, imageflags|IF_NOWORKER, NULL, NULL, width, height, basefmt);
if (TEXLOADED(tex->base))
Q_strncpyz(imagename, fallbackname, sizeof(imagename));
}
}
if (!TEXLOADED(tex->base))
tex->base = Image_GetTexture(imagename, subpath, imageflags, mipdata[0], palette, width, height, basefmt);
}
else if (!TEXVALID(tex->base))
tex->base = Image_GetTexture(imagename, subpath, imageflags, mipdata[0], palette, width, height, basefmt);
}
if (loadflags & SHADER_HASPALETTED)
{
if (!TEXVALID(tex->paletted) && *mapname)
tex->paletted = R_LoadHiResTexture(va("%s_pal", mapname), NULL, imageflags|IF_NEAREST);
if (!TEXVALID(tex->paletted))
tex->paletted = Image_GetTexture(va("%s_pal", imagename), subpath, imageflags|IF_NEAREST, mipdata[0], palette, width, height, (basefmt==TF_MIP4_SOLID8)?TF_MIP4_LUM8:TF_LUM8);
}
imageflags |= IF_LOWPRIORITY;
//all the rest need/want an alpha channel in some form.
imageflags &= ~IF_NOALPHA;
imageflags |= IF_NOGAMMA;
if (loadflags & SHADER_HASNORMALMAP)
{
extern cvar_t r_shadow_bumpscale_basetexture;
if (!TEXVALID(tex->bump) && *mapname)
tex->bump = R_LoadHiResTexture(va("%s_norm", mapname), NULL, imageflags|IF_TRYBUMP);
if (!TEXVALID(tex->bump) && (r_shadow_bumpscale_basetexture.ival||*imagename=='*'||gl_load24bit.ival))
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_TRYBUMP, (r_shadow_bumpscale_basetexture.ival||*imagename=='*')?mipdata[0]:NULL, palette, width, height, TF_HEIGHT8PAL);
}
if (loadflags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->loweroverlay) && *mapname)
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", mapname), NULL, imageflags);
if (!TEXVALID(tex->loweroverlay))
tex->loweroverlay = Image_GetTexture(va("%s_pants", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (loadflags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->upperoverlay) && *mapname)
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", mapname), NULL, imageflags);
if (!TEXVALID(tex->upperoverlay))
tex->upperoverlay = Image_GetTexture(va("%s_shirt", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (loadflags & SHADER_HASGLOSS)
{
if (!TEXVALID(tex->specular) && *mapname)
tex->specular = R_LoadHiResTexture(va("%s_gloss", mapname), NULL, imageflags);
if (!TEXVALID(tex->specular))
tex->specular = Image_GetTexture(va("%s_gloss", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (tex->reflectcube)
{
extern cvar_t r_shadow_bumpscale_basetexture;
if (!TEXVALID(tex->reflectmask) && *mapname)
tex->reflectmask = R_LoadHiResTexture(va("%s_reflect", mapname), NULL, imageflags);
if (!TEXVALID(tex->reflectmask))
tex->reflectmask = Image_GetTexture(va("%s_reflect", imagename), subpath, imageflags, NULL, NULL, width, height, TF_INVALID);
}
if (loadflags & SHADER_HASFULLBRIGHT)
{
if (!TEXVALID(tex->fullbright) && *mapname)
tex->fullbright = R_LoadHiResTexture(va("%s_luma", mapname), NULL, imageflags);
if (!TEXVALID(tex->fullbright))
{
int s=-1;
if (mipdata[0] && (!palette || palette == host_basepal))
for(s = width*height-1; s>=0; s--)
{
if (mipdata[0][s] >= 256-vid.fullbright)
break;
}
tex->fullbright = Image_GetTexture(va("%s_luma", imagename), subpath, imageflags, (s>=0)?mipdata[0]:NULL, palette, width, height, TF_TRANS8_FULLBRIGHT);
}
}
}
}
void Shader_DefaultScript(const char *shortname, shader_t *s, const void *args)
{
const char *f = args;
if (!args)
return;
while (*f == ' ' || *f == '\t' || *f == '\n' || *f == '\r')
f++;
if (*f == '{')
{
f++;
Shader_ReadShader(s, (void*)f, SPM_DEFAULT);
}
};
void Shader_DefaultBSPLM(const char *shortname, shader_t *s, const void *args)
{
char *builtin = NULL;
if (!builtin && r_drawflat.ival)
builtin = (
"{\n"
"program drawflat_wall\n"
"{\n"
"map $lightmap\n"
"tcgen lightmap\n"
"rgbgen const $r_floorcolour\n"
"}\n"
"}\n"
);
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
if (!builtin && r_lightprepass.ival)
{
builtin = (
"{\n"
"program lpp_wall\n"
"{\n"
"map $sourcecolour\n"
"}\n"
"}\n"
);
}
}
#endif
if (!builtin && ((sh_config.progs_supported && qrenderer == QR_OPENGL) || sh_config.progs_required))
{
builtin = (
"{\n"
"program defaultwall\n"
//FIXME: these maps are a legacy thing, and could be removed if third-party glsl properly contains s_diffuse
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $lightmap\n"
"}\n"
"{\n"
"map $normalmap\n"
"}\n"
"{\n"
"map $deluxmap\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"{\n"
"map $specular\n"
"}\n"
"}\n"
);
}
if (!builtin)
builtin = (
"{\n"
/* "if $deluxmap\n"
"{\n"
"map $normalmap\n"
"tcgen base\n"
"depthwrite\n"
"}\n"
"{\n"
"map $deluxmap\n"
"tcgen lightmap\n"
"}\n"
"endif\n"
*/// "if !r_fullbright\n"
"{\n"
"map $lightmap\n"
// "if $deluxmap\n"
// "blendfunc gl_dst_color gl_zero\n"
// "endif\n"
"}\n"
// "endif\n"
"{\n"
"map $diffuse\n"
"tcgen base\n"
// "if $deluxmap || !r_fullbright\n"
// "blendfunc gl_dst_color gl_zero\n"
"blendfunc filter\n"
// "endif\n"
"}\n"
"if gl_fb_bmodels\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"depthfunc equal\n"
"}\n"
"endif\n"
"}\n"
);
Shader_DefaultScript(shortname, s, builtin);
if (r_lightprepass.ival)
s->flags |= SHADER_HASNORMALMAP;
}
void Shader_DefaultCinematic(const char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s,
va(
"{\n"
"program default2d\n"
"{\n"
"videomap \"%s\"\n"
"}\n"
"}\n"
, (const char*)args)
);
}
/*shortname should begin with 'skybox_'*/
void Shader_DefaultSkybox(const char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s,
va(
"{\n"
"skyparms %s - -\n"
"}\n"
, shortname+7)
);
}
char *Shader_DefaultBSPWater(shader_t *s, const char *shortname)
{
int wstyle;
int type;
float alpha;
qboolean explicitalpha = false;
cvar_t *alphavars[] = { &r_wateralpha, &r_lavaalpha, &r_slimealpha, &r_telealpha};
cvar_t *stylevars[] = { &r_waterstyle, &r_lavastyle, &r_slimestyle, &r_telestyle};
if (!strncmp(shortname, "*lava", 5))
type = 1;
else if (!strncmp(shortname, "*slime", 6))
type = 2;
else if (!strncmp(shortname, "*tele", 5))
type = 3;
else
type = 0;
alpha = Shader_FloatArgument(s, "#ALPHA");
if (alpha)
explicitalpha = true;
else
alpha = *alphavars[type]->string?alphavars[type]->value:alphavars[0]->value;
if (alpha <= 0)
wstyle = -1;
else if (r_fastturb.ival)
wstyle = 0;
#ifdef GLQUAKE
else if (qrenderer == QR_OPENGL && sh_config.progs_supported && *stylevars[type]->string)
wstyle = stylevars[type]->ival;
else if (qrenderer == QR_OPENGL && sh_config.progs_supported && stylevars[0]->ival > 0)
wstyle = stylevars[0]->ival;
#endif
else
wstyle = 1;
#ifdef GLQUAKE
if (wstyle > 2 && !gl_config.ext_framebuffer_objects)
wstyle = 2;
#endif
switch(wstyle)
{
case -1: //invisible
return (
"{\n"
"surfaceparm nodraw\n"
"surfaceparm nodlight\n"
"}\n"
);
case -2: //regular with r_wateralpha forced off.
return (
"{\n"
"program defaultwarp\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0.02 0.1 0.5 0.1\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
case 0: //fastturb
return (
"{\n"
// "program defaultfill\n"
"{\n"
"map $whiteimage\n"
"rgbgen const $r_fastturbcolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
default:
case 1: //vanilla style
return va(
"{\n"
"program defaultwarp%s\n"
"{\n"
"map $diffuse\n"
"tcmod turb 0.02 0.1 0.5 0.1\n"
"if %g < 1\n"
"alphagen const %g\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"endif\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
, explicitalpha?"":va("#ALPHA=%g",alpha), alpha, alpha);
case 2: //refraction of the underwater surface, with a fresnel
return (
"{\n"
"surfaceparm nodlight\n"
"{\n"
"map $refraction\n"
"}\n"
"{\n"
"map $null\n"//$reflection
"}\n"
"{\n"
"map $null\n"//$ripplemap
"}\n"
"{\n"
"map $null\n"//$refractiondepth
"}\n"
"program altwater#FRESNEL=4\n"
"}\n"
);
case 3: //reflections
return (
"{\n"
"surfaceparm nodlight\n"
"{\n"
"map $refraction\n"
"}\n"
"{\n"
"map $reflection\n"
"}\n"
"{\n"
"map $null\n"//$ripplemap
"}\n"
"{\n"
"map $null\n"//$refractiondepth
"}\n"
"program altwater#REFLECT#FRESNEL=4\n"
"}\n"
);
case 4: //ripples
return (
"{\n"
"surfaceparm nodlight\n"
"{\n"
"map $refraction\n"
"}\n"
"{\n"
"map $null\n"//$reflection
"}\n"
"{\n"
"map $ripplemap\n"
"}\n"
"{\n"
"map $null\n"//$refractiondepth
"}\n"
"program altwater#RIPPLEMAP#FRESNEL=4\n"
"}\n"
);
case 5: //ripples+reflections
return (
"{\n"
"surfaceparm nodlight\n"
"{\n"
"map $refraction\n"
"}\n"
"{\n"
"map $reflection\n"
"}\n"
"{\n"
"map $ripplemap\n"
"}\n"
"{\n"
"map $null\n"//$refractiondepth
"}\n"
"program altwater#REFLECT#RIPPLEMAP#FRESNEL=4\n"
"}\n"
);
}
}
void Shader_DefaultWaterShader(const char *shortname, shader_t *s, const void *args)
{
Shader_DefaultScript(shortname, s, Shader_DefaultBSPWater(s, shortname));
}
void Shader_DefaultBSPQ2(const char *shortname, shader_t *s, const void *args)
{
if (!strncmp(shortname, "sky/", 4))
{
Shader_DefaultScript(shortname, s,
"{\n"
"surfaceparm nodlight\n"
"skyparms - - -\n"
"surfaceparm nodlight\n"
"}\n"
);
}
else if (Shader_FloatArgument(s, "#WARP"))//!strncmp(shortname, "warp/", 5) || !strncmp(shortname, "warp33/", 7) || !strncmp(shortname, "warp66/", 7))
{
Shader_DefaultScript(shortname, s, Shader_DefaultBSPWater(s, shortname));
}
else if (Shader_FloatArgument(s, "#ALPHA"))// !strncmp(shortname, "trans/", 6))
{
Shader_DefaultScript(shortname, s,
"{\n"
"{\n"
"map $diffuse\n"
"alphagen const $#ALPHA\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
else if (r_softwarebanding)
{
/*alpha bended*/
Shader_DefaultScript(shortname, s,
"{\n"
"program defaultwall#EIGHTBIT\n"
"{\n"
"map $colourmap\n"
"}\n"
"}\n"
);
}
else
Shader_DefaultBSPLM(shortname, s, args);
}
void Shader_DefaultBSPQ1(const char *shortname, shader_t *s, const void *args)
{
char *builtin = NULL;
if (r_mirroralpha.value < 1 && !strcmp(shortname, "window02_1"))
{
if (r_mirroralpha.value < 0)
{
builtin = "{\n"
"portal\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"alphagen portal 512\n"
"depthwrite\n"
"}\n"
"}\n";
}
else
{
builtin = "{\n"
"portal\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"alphagen const $r_mirroralpha\n"
"depthwrite\n"
"}\n"
"surfaceparm nodlight\n"
"}\n";
}
}
if (!builtin && (*shortname == '*'))
{
builtin = Shader_DefaultBSPWater(s, shortname);
}
if (!builtin && !strncmp(shortname, "sky", 3))
{
//q1 sky
if (r_fastsky.ival)
{
builtin = (
"{\n"
"sort sky\n"
"{\n"
"map $whiteimage\n"
"rgbgen const $r_fastskycolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n"
);
}
else if (*r_skyboxname.string)
{
builtin = (
"{\n"
"sort sky\n"
"skyparms $r_skybox - -\n"
"surfaceparm nodlight\n"
"}\n"
);
Shader_DefaultScript(shortname, s, builtin);
if (s->flags & SHADER_SKY)
return;
builtin = NULL;
/*if the r_skybox failed to load or whatever, reset and fall through and just use the regular sky*/
Shader_Reset(s);
}
if (!builtin)
builtin = (
"{\n"
"sort sky\n"
"program defaultsky\n"
"skyparms - 512 -\n"
/*WARNING: these values are not authentic quake, only close aproximations*/
"{\n"
"map $diffuse\n"
"tcmod scale 10 10\n"
"tcmod scroll 0.04 0.04\n"
"depthwrite\n"
"}\n"
"{\n"
"map $fullbright\n"
"blendfunc blend\n"
"tcmod scale 10 10\n"
"tcmod scroll 0.02 0.02\n"
"}\n"
"}\n"
);
}
if (!builtin && *shortname == '{')
{
/*alpha test*/
builtin = (
"{\n"
/* "if $deluxmap\n"
"{\n"
"map $normalmap\n"
"tcgen base\n"
"}\n"
"{\n"
"map $deluxmap\n"
"tcgen lightmap\n"
"}\n"
"endif\n"*/
"{\n"
"map $diffuse\n"
"tcgen base\n"
"alphamask\n"
"}\n"
"if $lightmap\n"
"{\n"
"map $lightmap\n"
"blendfunc gl_dst_color gl_zero\n"
"depthfunc equal\n"
"}\n"
"endif\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"depthfunc equal\n"
"}\n"
"}\n"
);
}
/*Hack: note that halflife would normally expect you to use rendermode/renderampt*/
if (!builtin && (!strncmp(shortname, "glass", 5)/* || !strncmp(shortname, "window", 6)*/))
{
/*alpha bended*/
builtin = (
"{\n"
"{\n"
"map $diffuse\n"
"tcgen base\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
if (!builtin && r_softwarebanding)
{
/*alpha bended*/
builtin = (
"{\n"
"program defaultwall#EIGHTBIT\n"
"{\n"
"map $colourmap\n"
"}\n"
"}\n"
);
}
if (builtin)
Shader_DefaultScript(shortname, s, builtin);
else
Shader_DefaultBSPLM(shortname, s, args);
}
void Shader_DefaultBSPVertex(const char *shortname, shader_t *s, const void *args)
{
char *builtin = NULL;
if (Shader_ParseShader("defaultvertexlit", s))
return;
if (!builtin)
{
builtin = (
"{\n"
"{\n"
"map $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
}
Shader_DefaultScript(shortname, s, builtin);
}
void Shader_DefaultBSPFlare(const char *shortname, shader_t *s, const void *args)
{
shaderpass_t *pass;
if (Shader_ParseShader("defaultflare", s))
return;
pass = &s->passes[0];
pass->flags = SHADER_PASS_NOCOLORARRAY;
pass->shaderbits |= SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE;
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
pass->alphagen = ALPHA_GEN_IDENTITY;
pass->numtcmods = 0;
pass->tcgen = TC_GEN_BASE;
pass->numMergedPasses = 1;
Shader_SetBlendmode(pass);
if (!TEXVALID(pass->anim_frames[0]))
{
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
pass->anim_frames[0] = missing_texture;
}
s->numpasses = 1;
s->numdeforms = 0;
s->flags = SHADER_FLARE;
s->sort = SHADER_SORT_ADDITIVE;
s->flags |= SHADER_NODRAW;
}
void Shader_DefaultSkin(const char *shortname, shader_t *s, const void *args)
{
if (Shader_ParseShader("defaultskin", s))
return;
Shader_DefaultScript(shortname, s,
"{\n"
"if $lpp\n"
"program lpp_skin\n"
"else\n"
"program defaultskin\n"
"endif\n"
"if gl_affinemodels\n"
"affine\n"
"endif\n"
"{\n"
"map $diffuse\n"
"rgbgen lightingDiffuse\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"rgbgen bottomcolor\n"
"blendfunc gl_src_alpha gl_one\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"rgbgen topcolor\n"
"blendfunc gl_src_alpha gl_one\n"
"}\n"
"{\n"
"map $fullbright\n"
"blendfunc add\n"
"}\n"
"}\n"
);
}
void Shader_DefaultSkinShell(const char *shortname, shader_t *s, const void *args)
{
if (Shader_ParseShader("defaultskinshell", s))
return;
Shader_DefaultScript(shortname, s,
"{\n"
"sort seethrough\n" //before blend, but after other stuff. should fix most issues with shotgun etc effects obscuring it.
// "deformvertexes normal 1 1\n"
//draw it with depth but no colours at all
"{\n"
"map $whiteimage\n"
"maskcolor\n"
"depthwrite\n"
"}\n"
//now draw it again, depthfunc = equal should fill only the near-side, avoiding any excess-brightness issues with overlapping triangles
"{\n"
"map $whiteimage\n"
"rgbgen entity\n"
"alphagen entity\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
void Shader_Default2D(const char *shortname, shader_t *s, const void *genargs)
{
if (Shader_ParseShader("default2d", s))
return;
if (sh_config.progs_supported && qrenderer != QR_DIRECT3D9)
{
//hexen2 needs premultiplied alpha to avoid looking ugly
//but that results in problems where things are drawn with alpha not 0, so scale vertex colour by alpha in the fragment program
Shader_DefaultScript(shortname, s,
"{\n"
"affine\n"
"nomipmaps\n"
"program default2d#PREMUL\n"
"{\n"
"map $diffuse\n"
"blend gl_one gl_one_minus_src_alpha\n"
"}\n"
"sort additive\n"
"}\n"
);
TEXASSIGN(s->defaulttextures->base, R_LoadHiResTexture(s->name, genargs, IF_PREMULTIPLYALPHA|IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP));
}
else
{
Shader_DefaultScript(shortname, s,
"{\n"
"affine\n"
"nomipmaps\n"
"{\n"
"clampmap $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"}\n"
"sort additive\n"
"}\n"
);
TEXASSIGN(s->defaulttextures->base, R_LoadHiResTexture(s->name, genargs, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP));
}
}
qboolean Shader_ReadShaderTerms(shader_t *s, char **shadersource, int parsemode, int *conddepth, int maxconddepth, int *cond)
{
char *token;
#define COND_IGNORE 1
#define COND_IGNOREPARENT 2
#define COND_ALLOWELSE 4
if (!*shadersource)
return false;
token = COM_ParseExt (shadersource, true, true);
if ( !token[0] )
return true;
else if (!Q_stricmp(token, "if"))
{
if (*conddepth+1 == maxconddepth)
{
Con_Printf("if statements nest too deeply in shader %s\n", s->name);
return false;
}
*conddepth+=1;
cond[*conddepth] = (!Shader_EvaluateCondition(s, shadersource)?COND_IGNORE:0);
cond[*conddepth] |= COND_ALLOWELSE;
if (cond[*conddepth-1] & (COND_IGNORE|COND_IGNOREPARENT))
cond[*conddepth] |= COND_IGNOREPARENT;
}
else if (!Q_stricmp(token, "endif"))
{
if (!*conddepth)
{
Con_Printf("endif without if in shader %s\n", s->name);
return false;
}
*conddepth-=1;
}
else if (!Q_stricmp(token, "else"))
{
if (cond[*conddepth] & COND_ALLOWELSE)
{
cond[*conddepth] ^= COND_IGNORE;
cond[*conddepth] &= ~COND_ALLOWELSE;
}
else
Con_Printf("unexpected else statement in shader %s\n", s->name);
}
else if (cond[*conddepth] & (COND_IGNORE|COND_IGNOREPARENT))
{
//eat it.
while (**shadersource)
{
token = COM_ParseExt(shadersource, false, true);
if ( !token[0] )
break;
}
}
else
{
int i;
for (i = 0; shadermacros[i].name; i++)
{
if (!Q_stricmp (token, shadermacros[i].name))
{
#define SHADER_MACRO_ARGS 6
int argn = 0;
char *body;
char arg[SHADER_MACRO_ARGS][256];
int cond = 0;
//parse args until the end of the line
while (*shadersource)
{
token = COM_ParseExt(shadersource, false, true);
if ( !token[0] )
{
break;
}
if (argn <= SHADER_MACRO_ARGS)
{
Q_strncpyz(arg[argn], token, sizeof(arg[argn]));
argn++;
}
}
body = shadermacros[i].body;
Shader_ReadShaderTerms(s, &body, parsemode, &cond, 0, &cond);
return true;
}
}
if (token[0] == '}')
return false;
else if (token[0] == '{')
Shader_Readpass(s, shadersource);
else if (Shader_Parsetok(s, NULL, shaderkeys, token, shadersource))
return false;
}
return true;
}
//loads a shader string into an existing shader object, and finalises it and stuff
static void Shader_ReadShader(shader_t *s, char *shadersource, int parsemode)
{
char *shaderstart = shadersource;
int conddepth = 0;
int cond[8];
cond[0] = 0;
memset(&parsestate, 0, sizeof(parsestate));
parsestate.mode = parsemode;
if (!s->defaulttextures)
{
s->defaulttextures = Z_Malloc(sizeof(*s->defaulttextures));
s->numdefaulttextures = 0;
}
// set defaults
s->flags = SHADER_CULL_FRONT;
while (Shader_ReadShaderTerms(s, &shadersource, parsemode, &conddepth, sizeof(cond)/sizeof(cond[0]), cond))
{
}
if (conddepth)
{
Con_Printf("if statements without endif in shader %s\n", s->name);
}
Shader_Finish ( s );
//querying the shader body often requires generating the shader, which then gets parsed.
if (saveshaderbody)
{
size_t l = shadersource - shaderstart;
Z_Free(*saveshaderbody);
*saveshaderbody = BZ_Malloc(l+1);
(*saveshaderbody)[l] = 0;
memcpy(*saveshaderbody, shaderstart, l);
saveshaderbody = NULL;
}
}
static qboolean Shader_ParseShader(char *parsename, shader_t *s)
{
size_t offset = 0, length;
char *buf = NULL;
enum shaderparsemode_e parsemode = SPM_DEFAULT;
if (Shader_LocateSource(parsename, &buf, &length, &offset, &parsemode))
{
// the shader is in the shader scripts
if (buf && offset < length )
{
char *file, *token;
file = buf + offset;
token = COM_ParseExt (&file, true, true);
if ( !file || token[0] != '{' )
{
FS_FreeFile(buf);
return false;
}
Shader_Reset(s);
Shader_ReadShader(s, file, parsemode);
return true;
}
}
return false;
}
void R_UnloadShader(shader_t *shader)
{
if (shader->uses <= 0)
{
Con_Printf("Shader double free (%s %i)\n", shader->name, shader->usageflags);
return;
}
if (--shader->uses == 0)
Shader_Free(shader);
}
static shader_t *R_LoadShader (const char *name, unsigned int usageflags, shader_gen_t *defaultgen, const char *genargs)
{
int i, f = -1;
char cleanname[MAX_QPATH];
char shortname[MAX_QPATH];
char *argsstart;
shader_t *s;
if (!*name)
name = "gfx/unspecified";
COM_AssertMainThread("R_LoadShader");
Q_strncpyz(cleanname, name, sizeof(cleanname));
COM_CleanUpPath(cleanname);
// check the hash first
s = Hash_Get(&shader_active_hash, cleanname);
while (s)
{
//make sure the same texture can be used as either a lightmap or vertexlit shader
//if it has an explicit shader overriding it then that still takes precidence. we might just have multiple copies of it.
//q3 has a separate (internal) shader for every lightmap.
if (!((s->usageflags ^ usageflags) & SUF_LIGHTMAP))
{
if (!s->uses)
break;
s->uses++;
return s;
}
s = Hash_GetNext(&shader_active_hash, cleanname, s);
}
// not loaded, find a free slot
for (i = 0; i < r_numshaders; i++)
{
if (!r_shaders[i] || !r_shaders[i]->uses)
{
if ( f == -1 ) // free shader
{
f = i;
break;
}
}
}
if (f == -1)
{
shader_t **n;
int nm;
f = r_numshaders;
if (f == r_maxshaders)
{
if (!r_maxshaders)
Sys_Error( "R_LoadShader: shader system not inited.");
nm = r_maxshaders * 2;
n = realloc(r_shaders, nm*sizeof(*n));
if (!n)
{
Sys_Error( "R_LoadShader: Shader limit exceeded.");
return NULL;
}
memset(n+r_maxshaders, 0, (nm - r_maxshaders)*sizeof(*n));
r_shaders = n;
r_maxshaders = nm;
}
}
if (strlen(cleanname) >= sizeof(s->name))
{
Sys_Error( "R_LoadShader: Shader name too long.");
return NULL;
}
s = r_shaders[f];
if (!s)
{
s = r_shaders[f] = Z_Malloc(sizeof(*s));
}
s->id = f;
if (r_numshaders < f+1)
r_numshaders = f+1;
if (!s->defaulttextures)
s->defaulttextures = Z_Malloc(sizeof(*s->defaulttextures));
else
memset(s->defaulttextures, 0, sizeof(*s->defaulttextures));
s->numdefaulttextures = 0;
Q_strncpyz(s->name, cleanname, sizeof(s->name));
s->usageflags = usageflags;
s->generator = defaultgen;
s->width = 0;
s->height = 0;
s->uses = 1;
if (genargs)
s->genargs = strdup(genargs);
else
s->genargs = NULL;
//now determine the 'short name'. ie: the shader that is loaded off disk (no args, no extension)
argsstart = strchr(cleanname, '#');
if (argsstart)
*argsstart = 0;
COM_StripExtension (cleanname, shortname, sizeof(shortname));
if (ruleset_allow_shaders.ival)
{
if (sh_config.shadernamefmt)
{
char drivername[MAX_QPATH];
Q_snprintfz(drivername, sizeof(drivername), sh_config.shadernamefmt, cleanname);
if (Shader_ParseShader(drivername, s))
return s;
}
if (Shader_ParseShader(cleanname, s))
return s;
if (Shader_ParseShader(shortname, s))
return s;
}
// make a default shader
if (s->generator)
{
Shader_Reset(s);
if (!strcmp(shortname, "textures/common/clip"))
Shader_DefaultScript(cleanname, s,
"{\n"
"surfaceparm nodraw\n"
"surfaceparm nodlight\n"
"}\n");
else
s->generator(cleanname, s, s->genargs);
return s;
}
else
{
Shader_Free(s);
}
return NULL;
}
char *Shader_GetShaderBody(shader_t *s)
{
char *adr;
char cleanname[MAX_QPATH];
char shortname[MAX_QPATH];
int oldsort;
qboolean resort = false;
if (!s || !s->uses)
return NULL;
adr = Z_StrDup("UNKNOWN BODY");
saveshaderbody = &adr;
strcpy(cleanname, s->name);
COM_StripExtension (cleanname, shortname, sizeof(shortname));
if (ruleset_allow_shaders.ival)
{
if (sh_config.shadernamefmt)
{
char drivername[MAX_QPATH];
Q_snprintfz(drivername, sizeof(drivername), sh_config.shadernamefmt, cleanname);
if (Shader_ParseShader(drivername, s))
return adr;
}
if (Shader_ParseShader(cleanname, s))
return adr;
if (Shader_ParseShader(shortname, s))
return adr;
}
if (s->generator)
{
oldsort = s->sort;
Shader_Reset(s);
s->generator(shortname, s, s->genargs);
if (s->sort != oldsort)
resort = true;
}
if (resort)
{
Mod_ResortShaders();
}
return adr;
}
void Shader_ShowShader_f(void)
{
char *sourcename = Cmd_Argv(1);
shader_t *o = R_LoadShader(sourcename, SUF_NONE, NULL, NULL);
if (!o)
o = R_LoadShader(sourcename, SUF_LIGHTMAP, NULL, NULL);
if (!o)
o = R_LoadShader(sourcename, SUF_2D, NULL, NULL);
if (o)
{
char *body = Shader_GetShaderBody(o);
if (body)
{
Con_Printf("%s\n{%s\n", o->name, body);
Z_Free(body);
}
else
{
Con_Printf("Shader \"%s\" is not in use\n", o->name);
}
}
else
Con_Printf("Shader \"%s\" is not loaded\n", sourcename);
}
void Shader_TouchTextures(void)
{
int i, j, k;
shader_t *s;
shaderpass_t *p;
texnums_t *t;
for (i = 0; i < r_numshaders; i++)
{
s = r_shaders[i];
if (!s || !s->uses)
continue;
for (j = 0; j < s->numpasses; j++)
{
p = &s->passes[j];
for (k = 0; k < countof(p->anim_frames); k++)
if (p->anim_frames[k])
p->anim_frames[k]->regsequence = r_regsequence;
}
for (j = 0; j < max(1,s->numdefaulttextures); j++)
{
t = &s->defaulttextures[j];
if (t->base)
t->base->regsequence = r_regsequence;
if (t->bump)
t->bump->regsequence = r_regsequence;
if (t->fullbright)
t->fullbright->regsequence = r_regsequence;
if (t->specular)
t->specular->regsequence = r_regsequence;
if (t->upperoverlay)
t->upperoverlay->regsequence = r_regsequence;
if (t->loweroverlay)
t->loweroverlay->regsequence = r_regsequence;
}
}
}
void Shader_DoReload(void)
{
shader_t *s;
unsigned int i;
char shortname[MAX_QPATH];
char cleanname[MAX_QPATH];
int oldsort;
qboolean resort = false;
//don't spam shader reloads while we're connecting, as that's just wasteful.
if (cls.state && cls.state < ca_active)
return;
if (shader_rescan_needed)
{
Shader_FlushCache();
if (ruleset_allow_shaders.ival)
{
COM_EnumerateFiles("materials/*.mtr", Shader_InitCallback, NULL);
COM_EnumerateFiles("shaders/*.shader", Shader_InitCallback, NULL);
COM_EnumerateFiles("scripts/*.shader", Shader_InitCallback, NULL);
COM_EnumerateFiles("scripts/*.rscript", Shader_InitCallback, NULL);
}
shader_reload_needed = true;
shader_rescan_needed = false;
Con_DPrintf("Rescanning shaders\n");
}
else
{
if (!shader_reload_needed)
return;
Con_DPrintf("Reloading shaders\n");
}
shader_reload_needed = false;
R2D_ImageColours(1,1,1,1);
Shader_ReloadGenerics();
for (i = 0; i < r_numshaders; i++)
{
s = r_shaders[i];
if (!s || !s->uses)
continue;
strcpy(cleanname, s->name);
COM_StripExtension (cleanname, shortname, sizeof(shortname));
if (ruleset_allow_shaders.ival)
{
if (sh_config.shadernamefmt)
{
char drivername[MAX_QPATH];
Q_snprintfz(drivername, sizeof(drivername), sh_config.shadernamefmt, cleanname);
if (Shader_ParseShader(drivername, s))
continue;
}
if (Shader_ParseShader(cleanname, s))
continue;
if (Shader_ParseShader(shortname, s))
continue;
}
if (s->generator)
{
oldsort = s->sort;
Shader_Reset(s);
s->generator(shortname, s, s->genargs);
if (s->sort != oldsort)
resort = true;
}
}
if (resort)
{
Mod_ResortShaders();
}
}
void Shader_NeedReload(qboolean rescanfs)
{
if (rescanfs)
shader_rescan_needed = true;
shader_reload_needed = true;
}
cin_t *R_ShaderGetCinematic(shader_t *s)
{
#ifndef NOMEDIA
int j;
if (!s)
return NULL;
for (j = 0; j < s->numpasses; j++)
if (s->passes[j].cin)
return s->passes[j].cin;
#endif
/*no cinematic in this shader!*/
return NULL;
}
shader_t *R_ShaderFind(const char *name)
{
int i;
char shortname[MAX_QPATH];
shader_t *s;
if (!r_shaders)
return NULL;
COM_StripExtension ( name, shortname, sizeof(shortname));
COM_CleanUpPath(shortname);
//try and find it
for (i = 0; i < r_numshaders; i++)
{
s = r_shaders[i];
if (!s || !s->uses)
continue;
if (!Q_stricmp (shortname, s->name) )
return s;
}
return NULL;
}
cin_t *R_ShaderFindCinematic(const char *name)
{
#ifdef NOMEDIA
return NULL;
#else
return R_ShaderGetCinematic(R_ShaderFind(name));
#endif
}
void Shader_ResetRemaps(void)
{
shader_t *s;
int i;
for (i = 0; i < r_numshaders; i++)
{
s = r_shaders[i];
if (!s)
continue;
s->remapto = s;
s->remaptime = 0;
}
}
void R_RemapShader(const char *sourcename, const char *destname, float timeoffset)
{
shader_t *o;
shader_t *n;
//make sure all types of the shader are remapped properly.
//if there's a .shader file with it then it should 'just work'.
o = R_LoadShader (sourcename, SUF_NONE, NULL, NULL);
n = R_LoadShader (destname, SUF_NONE, NULL, NULL);
if (o)
{
if (!n)
n = o;
o->remapto = n;
o->remaptime = timeoffset; //this just feels wrong.
}
o = R_LoadShader (sourcename, SUF_2D, NULL, NULL);
n = R_LoadShader (destname, SUF_2D, NULL, NULL);
if (o)
{
if (!n)
n = o;
o->remapto = n;
o->remaptime = timeoffset;
}
o = R_LoadShader (sourcename, SUF_LIGHTMAP, NULL, NULL);
n = R_LoadShader (destname, SUF_LIGHTMAP, NULL, NULL);
if (o)
{
if (!n)
{
n = R_LoadShader (destname, SUF_2D, NULL, NULL);
if (!n)
n = o;
}
o->remapto = n;
o->remaptime = timeoffset;
}
}
void Shader_RemapShader_f(void)
{
char *sourcename = Cmd_Argv(1);
char *destname = Cmd_Argv(2);
float timeoffset = atof(Cmd_Argv(3));
if (!Cmd_FromGamecode() && strcmp(Info_ValueForKey(cl.serverinfo, "*cheats"), "ON"))
{
Con_Printf("%s may only be used from gamecode, or when cheats are enabled\n", Cmd_Argv(0));
return;
}
if (!*sourcename)
{
Con_Printf("%s originalshader remappedshader starttime\n", Cmd_Argv(0));
return;
}
R_RemapShader(sourcename, destname, timeoffset);
}
//blocks
int R_GetShaderSizes(shader_t *shader, int *width, int *height, qboolean blocktillloaded)
{
if (!shader)
return false;
if (!shader->width && !shader->height)
{
int i;
if (width)
*width = 0;
if (height)
*height = 0;
for (i = 0; i < shader->numpasses; i++)
{
if (shader->passes[i].texgen == T_GEN_SINGLEMAP && shader->passes[i].anim_frames[0] && shader->passes[i].anim_frames[0]->status == TEX_LOADING)
{
if (!blocktillloaded)
return -1;
COM_WorkerPartialSync(shader->passes[i].anim_frames[0], &shader->passes[i].anim_frames[0]->status, TEX_LOADING);
}
if (shader->passes[i].texgen == T_GEN_DIFFUSE && (shader->defaulttextures->base && shader->defaulttextures->base->status == TEX_LOADING))
{
if (!blocktillloaded)
return -1;
COM_WorkerPartialSync(shader->defaulttextures->base, &shader->defaulttextures->base->status, TEX_LOADING);
}
}
for (i = 0; i < shader->numpasses; i++)
{
if (shader->passes[i].texgen == T_GEN_SINGLEMAP)
{
if (shader->passes[i].anim_frames[0] && shader->passes[i].anim_frames[0]->status == TEX_LOADED)
{
shader->width = shader->passes[i].anim_frames[0]->width;
shader->height = shader->passes[i].anim_frames[0]->height;
}
break;
}
if (shader->passes[i].texgen == T_GEN_DIFFUSE && shader->defaulttextures->base)
{
if (shader->defaulttextures->base->status == TEX_LOADED)
{
shader->width = shader->defaulttextures->base->width;
shader->height = shader->defaulttextures->base->height;
}
break;
}
}
if (i == shader->numpasses)
{ //this shader has no textures from which to source a width and height
if (!shader->width)
shader->width = 64;
if (!shader->height)
shader->height = 64;
}
}
if (shader->width && shader->height)
{
if (width)
*width = shader->width;
if (height)
*height = shader->height;
return true; //final size
}
else
{
//fill with dummy values
if (width)
*width = 64;
if (height)
*height = 64;
return false;
}
}
shader_t *R_RegisterPic (const char *name)
{
shader_t *shader;
shader = R_LoadShader (name, SUF_2D, Shader_Default2D, NULL);
return shader;
}
shader_t *QDECL R_RegisterShader (const char *name, unsigned int usageflags, const char *shaderscript)
{
return R_LoadShader (name, usageflags, Shader_DefaultScript, shaderscript);
}
shader_t *R_RegisterShader_Lightmap (const char *name)
{
return R_LoadShader (name, SUF_LIGHTMAP, Shader_DefaultBSPLM, NULL);
}
shader_t *R_RegisterShader_Vertex (const char *name)
{
return R_LoadShader (name, 0, Shader_DefaultBSPVertex, NULL);
}
shader_t *R_RegisterShader_Flare (const char *name)
{
return R_LoadShader (name, 0, Shader_DefaultBSPFlare, NULL);
}
shader_t *QDECL R_RegisterSkin (const char *shadername, const char *modname)
{
char newsname[MAX_QPATH];
shader_t *shader;
#ifdef _DEBUG
if (shadername == com_token)
Con_Printf("R_RegisterSkin was passed com_token. that will bug out.\n");
#endif
newsname[0] = 0;
if (modname && !strchr(shadername, '/') && *shadername)
{
char *b = COM_SkipPath(modname);
if (b != modname && b-modname + strlen(shadername)+1 < sizeof(newsname))
{
b--; //no trailing /
memcpy(newsname, modname, b - modname);
newsname[b-modname] = 0;
}
}
if (*newsname)
{
int l = strlen(newsname);
Q_strncpyz(newsname+l, ":models", sizeof(newsname)-l);
}
else
Q_strncpyz(newsname, "models", sizeof(newsname));
shader = R_LoadShader (shadername, 0, Shader_DefaultSkin, newsname);
return shader;
}
shader_t *R_RegisterCustom (const char *name, unsigned int usageflags, shader_gen_t *defaultgen, const void *args)
{
return R_LoadShader (name, usageflags, defaultgen, args);
}
#endif //SERVERONLY