/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code 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 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #pragma hdrstop #include "precompiled.h" #include "tr_local.h" /* Any errors during parsing just set MF_DEFAULTED and return, rather than throwing a hard error. This will cause the material to fall back to default material, but otherwise let things continue. Each material may have a set of calculations that must be evaluated before drawing with it. Every expression that a material uses can be evaluated at one time, which will allow for perfect common subexpression removal when I get around to writing it. Without this, scrolling an entire surface could result in evaluating the same texture matrix calculations a half dozen times. Open question: should I allow arbitrary per-vertex color, texCoord, and vertex calculations to be specified in the material code? Every stage will definately have a valid image pointer. We might want the ability to change the sort value based on conditionals, but it could be a hassle to implement, */ // keep all of these on the stack, when they are static it makes material parsing non-reentrant typedef struct mtrParsingData_s { bool registerIsTemporary[MAX_EXPRESSION_REGISTERS]; float shaderRegisters[MAX_EXPRESSION_REGISTERS]; expOp_t shaderOps[MAX_EXPRESSION_OPS]; shaderStage_t parseStages[MAX_SHADER_STAGES]; bool registersAreConstant; bool forceOverlays; } mtrParsingData_t; idCVar r_forceSoundOpAmplitude( "r_forceSoundOpAmplitude", "0", CVAR_FLOAT, "Don't call into the sound system for amplitudes" ); /* ============= idMaterial::CommonInit ============= */ void idMaterial::CommonInit() { desc = ""; renderBump = ""; contentFlags = CONTENTS_SOLID; surfaceFlags = SURFTYPE_NONE; materialFlags = 0; sort = SS_BAD; stereoEye = 0; coverage = MC_BAD; cullType = CT_FRONT_SIDED; deform = DFRM_NONE; numOps = 0; ops = NULL; numRegisters = 0; expressionRegisters = NULL; constantRegisters = NULL; numStages = 0; numAmbientStages = 0; stages = NULL; editorImage = NULL; lightFalloffImage = NULL; shouldCreateBackSides = false; entityGui = 0; fogLight = false; blendLight = false; ambientLight = false; noFog = false; hasSubview = false; allowOverlays = true; unsmoothedTangents = false; gui = NULL; memset( deformRegisters, 0, sizeof( deformRegisters ) ); editorAlpha = 1.0; spectrum = 0; polygonOffset = 0; suppressInSubview = false; refCount = 0; portalSky = false; fastPathBumpImage = NULL; fastPathDiffuseImage = NULL; fastPathSpecularImage = NULL; deformDecl = NULL; decalInfo.stayTime = 10000; decalInfo.fadeTime = 4000; decalInfo.start[0] = 1; decalInfo.start[1] = 1; decalInfo.start[2] = 1; decalInfo.start[3] = 1; decalInfo.end[0] = 0; decalInfo.end[1] = 0; decalInfo.end[2] = 0; decalInfo.end[3] = 0; } /* ============= idMaterial::idMaterial ============= */ idMaterial::idMaterial() { CommonInit(); // we put this here instead of in CommonInit, because // we don't want it cleared when a material is purged surfaceArea = 0; } /* ============= idMaterial::~idMaterial ============= */ idMaterial::~idMaterial() { } /* =============== idMaterial::FreeData =============== */ void idMaterial::FreeData() { int i; if( stages ) { // delete any idCinematic textures for( i = 0; i < numStages; i++ ) { if( stages[i].texture.cinematic != NULL ) { delete stages[i].texture.cinematic; stages[i].texture.cinematic = NULL; } if( stages[i].newStage != NULL ) { Mem_Free( stages[i].newStage ); stages[i].newStage = NULL; } } R_StaticFree( stages ); stages = NULL; } if( expressionRegisters != NULL ) { R_StaticFree( expressionRegisters ); expressionRegisters = NULL; } if( constantRegisters != NULL ) { R_StaticFree( constantRegisters ); constantRegisters = NULL; } if( ops != NULL ) { R_StaticFree( ops ); ops = NULL; } } /* ============== idMaterial::GetEditorImage ============== */ idImage* idMaterial::GetEditorImage() const { if( editorImage ) { return editorImage; } // if we don't have an editorImageName, use the first stage image if( !editorImageName.Length() ) { // _D3XP :: First check for a diffuse image, then use the first if( numStages && stages ) { int i; for( i = 0; i < numStages; i++ ) { if( stages[i].lighting == SL_DIFFUSE ) { editorImage = stages[i].texture.image; break; } } if( !editorImage ) { editorImage = stages[0].texture.image; } } else { editorImage = globalImages->defaultImage; } } else { // look for an explicit one editorImage = globalImages->ImageFromFile( editorImageName, TF_DEFAULT, TR_REPEAT, TD_DEFAULT ); } if( !editorImage ) { editorImage = globalImages->defaultImage; } return editorImage; } // info parms typedef struct { const char* name; int clearSolid, surfaceFlags, contents; } infoParm_t; static infoParm_t infoParms[] = { // game relevant attributes {"solid", 0, 0, CONTENTS_SOLID }, // may need to override a clearSolid {"water", 1, 0, CONTENTS_WATER }, // used for water {"playerclip", 0, 0, CONTENTS_PLAYERCLIP }, // solid to players {"monsterclip", 0, 0, CONTENTS_MONSTERCLIP }, // solid to monsters {"moveableclip", 0, 0, CONTENTS_MOVEABLECLIP }, // solid to moveable entities {"ikclip", 0, 0, CONTENTS_IKCLIP }, // solid to IK {"blood", 0, 0, CONTENTS_BLOOD }, // used to detect blood decals {"trigger", 0, 0, CONTENTS_TRIGGER }, // used for triggers {"aassolid", 0, 0, CONTENTS_AAS_SOLID }, // solid for AAS {"aasobstacle", 0, 0, CONTENTS_AAS_OBSTACLE },// used to compile an obstacle into AAS that can be enabled/disabled {"flashlight_trigger", 0, 0, CONTENTS_FLASHLIGHT_TRIGGER }, // used for triggers that are activated by the flashlight {"nonsolid", 1, 0, 0 }, // clears the solid flag {"nullNormal", 0, SURF_NULLNORMAL, 0 }, // renderbump will draw as 0x80 0x80 0x80 // utility relevant attributes {"areaportal", 1, 0, CONTENTS_AREAPORTAL }, // divides areas {"qer_nocarve", 1, 0, CONTENTS_NOCSG}, // don't cut brushes in editor {"discrete", 1, SURF_DISCRETE, 0 }, // surfaces should not be automatically merged together or // clipped to the world, // because they represent discrete objects like gui shaders // mirrors, or autosprites {"noFragment", 0, SURF_NOFRAGMENT, 0 }, {"slick", 0, SURF_SLICK, 0 }, {"collision", 0, SURF_COLLISION, 0 }, {"noimpact", 0, SURF_NOIMPACT, 0 }, // don't make impact explosions or marks {"nodamage", 0, SURF_NODAMAGE, 0 }, // no falling damage when hitting {"ladder", 0, SURF_LADDER, 0 }, // climbable {"nosteps", 0, SURF_NOSTEPS, 0 }, // no footsteps // material types for particle, sound, footstep feedback {"metal", 0, SURFTYPE_METAL, 0 }, // metal {"stone", 0, SURFTYPE_STONE, 0 }, // stone {"flesh", 0, SURFTYPE_FLESH, 0 }, // flesh {"wood", 0, SURFTYPE_WOOD, 0 }, // wood {"cardboard", 0, SURFTYPE_CARDBOARD, 0 }, // cardboard {"liquid", 0, SURFTYPE_LIQUID, 0 }, // liquid {"glass", 0, SURFTYPE_GLASS, 0 }, // glass {"plastic", 0, SURFTYPE_PLASTIC, 0 }, // plastic {"ricochet", 0, SURFTYPE_RICOCHET, 0 }, // behaves like metal but causes a ricochet sound // unassigned surface types {"surftype10", 0, SURFTYPE_10, 0 }, {"surftype11", 0, SURFTYPE_11, 0 }, {"surftype12", 0, SURFTYPE_12, 0 }, {"surftype13", 0, SURFTYPE_13, 0 }, {"surftype14", 0, SURFTYPE_14, 0 }, {"surftype15", 0, SURFTYPE_15, 0 }, }; static const int numInfoParms = sizeof( infoParms ) / sizeof( infoParms[0] ); /* =============== idMaterial::CheckSurfaceParm See if the current token matches one of the surface parm bit flags =============== */ bool idMaterial::CheckSurfaceParm( idToken* token ) { for( int i = 0 ; i < numInfoParms ; i++ ) { if( !token->Icmp( infoParms[i].name ) ) { if( infoParms[i].surfaceFlags & SURF_TYPE_MASK ) { // ensure we only have one surface type set surfaceFlags &= ~SURF_TYPE_MASK; } surfaceFlags |= infoParms[i].surfaceFlags; contentFlags |= infoParms[i].contents; if( infoParms[i].clearSolid ) { contentFlags &= ~CONTENTS_SOLID; } return true; } } return false; } /* =============== idMaterial::MatchToken Sets defaultShader and returns false if the next token doesn't match =============== */ bool idMaterial::MatchToken( idLexer& src, const char* match ) { if( !src.ExpectTokenString( match ) ) { SetMaterialFlag( MF_DEFAULTED ); return false; } return true; } /* ================= idMaterial::ParseSort ================= */ void idMaterial::ParseSort( idLexer& src ) { idToken token; if( !src.ReadTokenOnLine( &token ) ) { src.Warning( "missing sort parameter" ); SetMaterialFlag( MF_DEFAULTED ); return; } if( !token.Icmp( "subview" ) ) { sort = SS_SUBVIEW; } else if( !token.Icmp( "opaque" ) ) { sort = SS_OPAQUE; } else if( !token.Icmp( "decal" ) ) { sort = SS_DECAL; } else if( !token.Icmp( "far" ) ) { sort = SS_FAR; } else if( !token.Icmp( "medium" ) ) { sort = SS_MEDIUM; } else if( !token.Icmp( "close" ) ) { sort = SS_CLOSE; } else if( !token.Icmp( "almostNearest" ) ) { sort = SS_ALMOST_NEAREST; } else if( !token.Icmp( "nearest" ) ) { sort = SS_NEAREST; } else if( !token.Icmp( "postProcess" ) ) { sort = SS_POST_PROCESS; } else if( !token.Icmp( "portalSky" ) ) { sort = SS_PORTAL_SKY; } else { sort = atof( token ); } } /* ================= idMaterial::ParseStereoEye ================= */ void idMaterial::ParseStereoEye( idLexer& src ) { idToken token; if( !src.ReadTokenOnLine( &token ) ) { src.Warning( "missing eye parameter" ); SetMaterialFlag( MF_DEFAULTED ); return; } if( !token.Icmp( "left" ) ) { stereoEye = -1; } else if( !token.Icmp( "right" ) ) { stereoEye = 1; } else { stereoEye = 0; } } /* ================= idMaterial::ParseDecalInfo ================= */ void idMaterial::ParseDecalInfo( idLexer& src ) { idToken token; decalInfo.stayTime = src.ParseFloat() * 1000; decalInfo.fadeTime = src.ParseFloat() * 1000; float start[4], end[4]; src.Parse1DMatrix( 4, start ); src.Parse1DMatrix( 4, end ); for( int i = 0 ; i < 4 ; i++ ) { decalInfo.start[i] = start[i]; decalInfo.end[i] = end[i]; } } /* ============= idMaterial::GetExpressionConstant ============= */ int idMaterial::GetExpressionConstant( float f ) { int i; for( i = EXP_REG_NUM_PREDEFINED ; i < numRegisters ; i++ ) { if( !pd->registerIsTemporary[i] && pd->shaderRegisters[i] == f ) { return i; } } if( numRegisters == MAX_EXPRESSION_REGISTERS ) { common->Warning( "GetExpressionConstant: material '%s' hit MAX_EXPRESSION_REGISTERS", GetName() ); SetMaterialFlag( MF_DEFAULTED ); return 0; } pd->registerIsTemporary[i] = false; pd->shaderRegisters[i] = f; numRegisters++; return i; } /* ============= idMaterial::GetExpressionTemporary ============= */ int idMaterial::GetExpressionTemporary() { if( numRegisters >= MAX_EXPRESSION_REGISTERS ) { common->Warning( "GetExpressionTemporary: material '%s' hit MAX_EXPRESSION_REGISTERS", GetName() ); SetMaterialFlag( MF_DEFAULTED ); return 0; } pd->registerIsTemporary[numRegisters] = true; numRegisters++; return numRegisters - 1; } /* ============= idMaterial::GetExpressionOp ============= */ expOp_t* idMaterial::GetExpressionOp() { if( numOps == MAX_EXPRESSION_OPS ) { common->Warning( "GetExpressionOp: material '%s' hit MAX_EXPRESSION_OPS", GetName() ); SetMaterialFlag( MF_DEFAULTED ); return &pd->shaderOps[0]; } return &pd->shaderOps[numOps++]; } /* ================= idMaterial::EmitOp ================= */ int idMaterial::EmitOp( int a, int b, expOpType_t opType ) { expOp_t* op; // optimize away identity operations if( opType == OP_TYPE_ADD ) { if( !pd->registerIsTemporary[a] && pd->shaderRegisters[a] == 0 ) { return b; } if( !pd->registerIsTemporary[b] && pd->shaderRegisters[b] == 0 ) { return a; } if( !pd->registerIsTemporary[a] && !pd->registerIsTemporary[b] ) { return GetExpressionConstant( pd->shaderRegisters[a] + pd->shaderRegisters[b] ); } } if( opType == OP_TYPE_MULTIPLY ) { if( !pd->registerIsTemporary[a] && pd->shaderRegisters[a] == 1 ) { return b; } if( !pd->registerIsTemporary[a] && pd->shaderRegisters[a] == 0 ) { return a; } if( !pd->registerIsTemporary[b] && pd->shaderRegisters[b] == 1 ) { return a; } if( !pd->registerIsTemporary[b] && pd->shaderRegisters[b] == 0 ) { return b; } if( !pd->registerIsTemporary[a] && !pd->registerIsTemporary[b] ) { return GetExpressionConstant( pd->shaderRegisters[a] * pd->shaderRegisters[b] ); } } op = GetExpressionOp(); op->opType = opType; op->a = a; op->b = b; op->c = GetExpressionTemporary(); return op->c; } /* ================= idMaterial::ParseEmitOp ================= */ int idMaterial::ParseEmitOp( idLexer& src, int a, expOpType_t opType, int priority ) { int b; b = ParseExpressionPriority( src, priority ); return EmitOp( a, b, opType ); } /* ================= idMaterial::ParseTerm Returns a register index ================= */ int idMaterial::ParseTerm( idLexer& src ) { idToken token; int a, b; src.ReadToken( &token ); if( token == "(" ) { a = ParseExpression( src ); MatchToken( src, ")" ); return a; } if( !token.Icmp( "time" ) ) { pd->registersAreConstant = false; return EXP_REG_TIME; } if( !token.Icmp( "parm0" ) ) { pd->registersAreConstant = false; return EXP_REG_PARM0; } if( !token.Icmp( "parm1" ) ) { pd->registersAreConstant = false; return EXP_REG_PARM1; } if( !token.Icmp( "parm2" ) ) { pd->registersAreConstant = false; return EXP_REG_PARM2; } if( !token.Icmp( "parm3" ) ) { pd->registersAreConstant = false; return EXP_REG_PARM3; } if( !token.Icmp( "parm4" ) ) { pd->registersAreConstant = false; return EXP_REG_PARM4; } if( !token.Icmp( "parm5" ) ) { pd->registersAreConstant = false; return EXP_REG_PARM5; } if( !token.Icmp( "parm6" ) ) { pd->registersAreConstant = false; return EXP_REG_PARM6; } if( !token.Icmp( "parm7" ) ) { pd->registersAreConstant = false; return EXP_REG_PARM7; } if( !token.Icmp( "parm8" ) ) { pd->registersAreConstant = false; return EXP_REG_PARM8; } if( !token.Icmp( "parm9" ) ) { pd->registersAreConstant = false; return EXP_REG_PARM9; } if( !token.Icmp( "parm10" ) ) { pd->registersAreConstant = false; return EXP_REG_PARM10; } if( !token.Icmp( "parm11" ) ) { pd->registersAreConstant = false; return EXP_REG_PARM11; } if( !token.Icmp( "global0" ) ) { pd->registersAreConstant = false; return EXP_REG_GLOBAL0; } if( !token.Icmp( "global1" ) ) { pd->registersAreConstant = false; return EXP_REG_GLOBAL1; } if( !token.Icmp( "global2" ) ) { pd->registersAreConstant = false; return EXP_REG_GLOBAL2; } if( !token.Icmp( "global3" ) ) { pd->registersAreConstant = false; return EXP_REG_GLOBAL3; } if( !token.Icmp( "global4" ) ) { pd->registersAreConstant = false; return EXP_REG_GLOBAL4; } if( !token.Icmp( "global5" ) ) { pd->registersAreConstant = false; return EXP_REG_GLOBAL5; } if( !token.Icmp( "global6" ) ) { pd->registersAreConstant = false; return EXP_REG_GLOBAL6; } if( !token.Icmp( "global7" ) ) { pd->registersAreConstant = false; return EXP_REG_GLOBAL7; } if( !token.Icmp( "fragmentPrograms" ) ) { return 1.0f; } if( !token.Icmp( "sound" ) ) { pd->registersAreConstant = false; return EmitOp( 0, 0, OP_TYPE_SOUND ); } // parse negative numbers if( token == "-" ) { src.ReadToken( &token ); if( token.type == TT_NUMBER || token == "." ) { return GetExpressionConstant( -( float ) token.GetFloatValue() ); } src.Warning( "Bad negative number '%s'", token.c_str() ); SetMaterialFlag( MF_DEFAULTED ); return 0; } if( token.type == TT_NUMBER || token == "." || token == "-" ) { return GetExpressionConstant( ( float ) token.GetFloatValue() ); } // see if it is a table name const idDeclTable* table = static_cast( declManager->FindType( DECL_TABLE, token.c_str(), false ) ); if( !table ) { src.Warning( "Bad term '%s'", token.c_str() ); SetMaterialFlag( MF_DEFAULTED ); return 0; } // parse a table expression MatchToken( src, "[" ); b = ParseExpression( src ); MatchToken( src, "]" ); return EmitOp( table->Index(), b, OP_TYPE_TABLE ); } /* ================= idMaterial::ParseExpressionPriority Returns a register index ================= */ #define TOP_PRIORITY 4 int idMaterial::ParseExpressionPriority( idLexer& src, int priority ) { idToken token; int a; if( priority == 0 ) { return ParseTerm( src ); } a = ParseExpressionPriority( src, priority - 1 ); if( TestMaterialFlag( MF_DEFAULTED ) ) // we have a parse error { return 0; } if( !src.ReadToken( &token ) ) { // we won't get EOF in a real file, but we can // when parsing from generated strings return a; } if( priority == 1 && token == "*" ) { return ParseEmitOp( src, a, OP_TYPE_MULTIPLY, priority ); } if( priority == 1 && token == "/" ) { return ParseEmitOp( src, a, OP_TYPE_DIVIDE, priority ); } if( priority == 1 && token == "%" ) // implied truncate both to integer { return ParseEmitOp( src, a, OP_TYPE_MOD, priority ); } if( priority == 2 && token == "+" ) { return ParseEmitOp( src, a, OP_TYPE_ADD, priority ); } if( priority == 2 && token == "-" ) { return ParseEmitOp( src, a, OP_TYPE_SUBTRACT, priority ); } if( priority == 3 && token == ">" ) { return ParseEmitOp( src, a, OP_TYPE_GT, priority ); } if( priority == 3 && token == ">=" ) { return ParseEmitOp( src, a, OP_TYPE_GE, priority ); } if( priority == 3 && token == "<" ) { return ParseEmitOp( src, a, OP_TYPE_LT, priority ); } if( priority == 3 && token == "<=" ) { return ParseEmitOp( src, a, OP_TYPE_LE, priority ); } if( priority == 3 && token == "==" ) { return ParseEmitOp( src, a, OP_TYPE_EQ, priority ); } if( priority == 3 && token == "!=" ) { return ParseEmitOp( src, a, OP_TYPE_NE, priority ); } if( priority == 4 && token == "&&" ) { return ParseEmitOp( src, a, OP_TYPE_AND, priority ); } if( priority == 4 && token == "||" ) { return ParseEmitOp( src, a, OP_TYPE_OR, priority ); } // assume that anything else terminates the expression // not too robust error checking... src.UnreadToken( &token ); return a; } /* ================= idMaterial::ParseExpression Returns a register index ================= */ int idMaterial::ParseExpression( idLexer& src ) { return ParseExpressionPriority( src, TOP_PRIORITY ); } /* =============== idMaterial::ClearStage =============== */ void idMaterial::ClearStage( shaderStage_t* ss ) { ss->drawStateBits = 0; ss->conditionRegister = GetExpressionConstant( 1 ); ss->color.registers[0] = ss->color.registers[1] = ss->color.registers[2] = ss->color.registers[3] = GetExpressionConstant( 1 ); } /* =============== idMaterial::NameToSrcBlendMode =============== */ int idMaterial::NameToSrcBlendMode( const idStr& name ) { if( !name.Icmp( "GL_ONE" ) ) { return GLS_SRCBLEND_ONE; } else if( !name.Icmp( "GL_ZERO" ) ) { return GLS_SRCBLEND_ZERO; } else if( !name.Icmp( "GL_DST_COLOR" ) ) { return GLS_SRCBLEND_DST_COLOR; } else if( !name.Icmp( "GL_ONE_MINUS_DST_COLOR" ) ) { return GLS_SRCBLEND_ONE_MINUS_DST_COLOR; } else if( !name.Icmp( "GL_SRC_ALPHA" ) ) { return GLS_SRCBLEND_SRC_ALPHA; } else if( !name.Icmp( "GL_ONE_MINUS_SRC_ALPHA" ) ) { return GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA; } else if( !name.Icmp( "GL_DST_ALPHA" ) ) { return GLS_SRCBLEND_DST_ALPHA; } else if( !name.Icmp( "GL_ONE_MINUS_DST_ALPHA" ) ) { return GLS_SRCBLEND_ONE_MINUS_DST_ALPHA; } else if( !name.Icmp( "GL_SRC_ALPHA_SATURATE" ) ) { assert( 0 ); // FIX ME return GLS_SRCBLEND_SRC_ALPHA; } common->Warning( "unknown blend mode '%s' in material '%s'", name.c_str(), GetName() ); SetMaterialFlag( MF_DEFAULTED ); return GLS_SRCBLEND_ONE; } /* =============== idMaterial::NameToDstBlendMode =============== */ int idMaterial::NameToDstBlendMode( const idStr& name ) { if( !name.Icmp( "GL_ONE" ) ) { return GLS_DSTBLEND_ONE; } else if( !name.Icmp( "GL_ZERO" ) ) { return GLS_DSTBLEND_ZERO; } else if( !name.Icmp( "GL_SRC_ALPHA" ) ) { return GLS_DSTBLEND_SRC_ALPHA; } else if( !name.Icmp( "GL_ONE_MINUS_SRC_ALPHA" ) ) { return GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; } else if( !name.Icmp( "GL_DST_ALPHA" ) ) { return GLS_DSTBLEND_DST_ALPHA; } else if( !name.Icmp( "GL_ONE_MINUS_DST_ALPHA" ) ) { return GLS_DSTBLEND_ONE_MINUS_DST_ALPHA; } else if( !name.Icmp( "GL_SRC_COLOR" ) ) { return GLS_DSTBLEND_SRC_COLOR; } else if( !name.Icmp( "GL_ONE_MINUS_SRC_COLOR" ) ) { return GLS_DSTBLEND_ONE_MINUS_SRC_COLOR; } common->Warning( "unknown blend mode '%s' in material '%s'", name.c_str(), GetName() ); SetMaterialFlag( MF_DEFAULTED ); return GLS_DSTBLEND_ONE; } /* ================ idMaterial::ParseBlend ================ */ void idMaterial::ParseBlend( idLexer& src, shaderStage_t* stage ) { idToken token; int srcBlend, dstBlend; if( !src.ReadToken( &token ) ) { return; } // blending combinations if( !token.Icmp( "blend" ) ) { stage->drawStateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; return; } if( !token.Icmp( "add" ) ) { stage->drawStateBits = GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE; return; } if( !token.Icmp( "filter" ) || !token.Icmp( "modulate" ) ) { stage->drawStateBits = GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO; return; } if( !token.Icmp( "none" ) ) { // none is used when defining an alpha mask that doesn't draw stage->drawStateBits = GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE; return; } if( !token.Icmp( "bumpmap" ) ) { stage->lighting = SL_BUMP; return; } if( !token.Icmp( "diffusemap" ) ) { stage->lighting = SL_DIFFUSE; return; } if( !token.Icmp( "specularmap" ) ) { stage->lighting = SL_SPECULAR; return; } srcBlend = NameToSrcBlendMode( token ); MatchToken( src, "," ); if( !src.ReadToken( &token ) ) { return; } dstBlend = NameToDstBlendMode( token ); stage->drawStateBits = srcBlend | dstBlend; } /* ================ idMaterial::ParseVertexParm If there is a single value, it will be repeated across all elements If there are two values, 3 = 0.0, 4 = 1.0 if there are three values, 4 = 1.0 ================ */ void idMaterial::ParseVertexParm( idLexer& src, newShaderStage_t* newStage ) { idToken token; src.ReadTokenOnLine( &token ); int parm = token.GetIntValue(); if( !token.IsNumeric() || parm < 0 || parm >= MAX_VERTEX_PARMS ) { common->Warning( "bad vertexParm number\n" ); SetMaterialFlag( MF_DEFAULTED ); return; } if( parm >= newStage->numVertexParms ) { newStage->numVertexParms = parm + 1; } newStage->vertexParms[parm][0] = ParseExpression( src ); src.ReadTokenOnLine( &token ); if( !token[0] || token.Icmp( "," ) ) { newStage->vertexParms[parm][1] = newStage->vertexParms[parm][2] = newStage->vertexParms[parm][3] = newStage->vertexParms[parm][0]; return; } newStage->vertexParms[parm][1] = ParseExpression( src ); src.ReadTokenOnLine( &token ); if( !token[0] || token.Icmp( "," ) ) { newStage->vertexParms[parm][2] = GetExpressionConstant( 0 ); newStage->vertexParms[parm][3] = GetExpressionConstant( 1 ); return; } newStage->vertexParms[parm][2] = ParseExpression( src ); src.ReadTokenOnLine( &token ); if( !token[0] || token.Icmp( "," ) ) { newStage->vertexParms[parm][3] = GetExpressionConstant( 1 ); return; } newStage->vertexParms[parm][3] = ParseExpression( src ); } /* ================ idMaterial::ParseVertexParm2 ================ */ void idMaterial::ParseVertexParm2( idLexer& src, newShaderStage_t* newStage ) { idToken token; src.ReadTokenOnLine( &token ); int parm = token.GetIntValue(); if( !token.IsNumeric() || parm < 0 || parm >= MAX_VERTEX_PARMS ) { common->Warning( "bad vertexParm number\n" ); SetMaterialFlag( MF_DEFAULTED ); return; } if( parm >= newStage->numVertexParms ) { newStage->numVertexParms = parm + 1; } newStage->vertexParms[parm][0] = ParseExpression( src ); MatchToken( src, "," ); newStage->vertexParms[parm][1] = ParseExpression( src ); MatchToken( src, "," ); newStage->vertexParms[parm][2] = ParseExpression( src ); MatchToken( src, "," ); newStage->vertexParms[parm][3] = ParseExpression( src ); } /* ================ idMaterial::ParseFragmentMap ================ */ void idMaterial::ParseFragmentMap( idLexer& src, newShaderStage_t* newStage ) { const char* str; textureFilter_t tf; textureRepeat_t trp; textureUsage_t td; cubeFiles_t cubeMap; idToken token; tf = TF_DEFAULT; trp = TR_REPEAT; td = TD_DEFAULT; cubeMap = CF_2D; src.ReadTokenOnLine( &token ); int unit = token.GetIntValue(); if( !token.IsNumeric() || unit < 0 || unit >= MAX_FRAGMENT_IMAGES ) { common->Warning( "bad fragmentMap number\n" ); SetMaterialFlag( MF_DEFAULTED ); return; } // unit 1 is the normal map.. make sure it gets flagged as the proper depth if( unit == 1 ) { td = TD_BUMP; } if( unit >= newStage->numFragmentProgramImages ) { newStage->numFragmentProgramImages = unit + 1; } while( 1 ) { src.ReadTokenOnLine( &token ); if( !token.Icmp( "cubeMap" ) ) { cubeMap = CF_NATIVE; continue; } if( !token.Icmp( "cameraCubeMap" ) ) { cubeMap = CF_CAMERA; continue; } if( !token.Icmp( "nearest" ) ) { tf = TF_NEAREST; continue; } if( !token.Icmp( "linear" ) ) { tf = TF_LINEAR; continue; } if( !token.Icmp( "clamp" ) ) { trp = TR_CLAMP; continue; } if( !token.Icmp( "noclamp" ) ) { trp = TR_REPEAT; continue; } if( !token.Icmp( "zeroclamp" ) ) { trp = TR_CLAMP_TO_ZERO; continue; } if( !token.Icmp( "alphazeroclamp" ) ) { trp = TR_CLAMP_TO_ZERO_ALPHA; continue; } if( !token.Icmp( "forceHighQuality" ) ) { continue; } if( !token.Icmp( "highquality" ) ) { continue; } if( !token.Icmp( "uncompressed" ) ) { continue; } if( !token.Icmp( "nopicmip" ) ) { continue; } // assume anything else is the image name src.UnreadToken( &token ); break; } str = R_ParsePastImageProgram( src ); newStage->fragmentProgramImages[unit] = globalImages->ImageFromFile( str, tf, trp, td, cubeMap ); if( !newStage->fragmentProgramImages[unit] ) { newStage->fragmentProgramImages[unit] = globalImages->defaultImage; } } /* =============== idMaterial::MultiplyTextureMatrix =============== */ void idMaterial::MultiplyTextureMatrix( textureStage_t* ts, int registers[2][3] ) { int old[2][3]; if( !ts->hasMatrix ) { ts->hasMatrix = true; memcpy( ts->matrix, registers, sizeof( ts->matrix ) ); return; } memcpy( old, ts->matrix, sizeof( old ) ); // multiply the two maticies ts->matrix[0][0] = EmitOp( EmitOp( old[0][0], registers[0][0], OP_TYPE_MULTIPLY ), EmitOp( old[0][1], registers[1][0], OP_TYPE_MULTIPLY ), OP_TYPE_ADD ); ts->matrix[0][1] = EmitOp( EmitOp( old[0][0], registers[0][1], OP_TYPE_MULTIPLY ), EmitOp( old[0][1], registers[1][1], OP_TYPE_MULTIPLY ), OP_TYPE_ADD ); ts->matrix[0][2] = EmitOp( EmitOp( EmitOp( old[0][0], registers[0][2], OP_TYPE_MULTIPLY ), EmitOp( old[0][1], registers[1][2], OP_TYPE_MULTIPLY ), OP_TYPE_ADD ), old[0][2], OP_TYPE_ADD ); ts->matrix[1][0] = EmitOp( EmitOp( old[1][0], registers[0][0], OP_TYPE_MULTIPLY ), EmitOp( old[1][1], registers[1][0], OP_TYPE_MULTIPLY ), OP_TYPE_ADD ); ts->matrix[1][1] = EmitOp( EmitOp( old[1][0], registers[0][1], OP_TYPE_MULTIPLY ), EmitOp( old[1][1], registers[1][1], OP_TYPE_MULTIPLY ), OP_TYPE_ADD ); ts->matrix[1][2] = EmitOp( EmitOp( EmitOp( old[1][0], registers[0][2], OP_TYPE_MULTIPLY ), EmitOp( old[1][1], registers[1][2], OP_TYPE_MULTIPLY ), OP_TYPE_ADD ), old[1][2], OP_TYPE_ADD ); } /* ================= idMaterial::ParseStage An open brace has been parsed { if map "nearest" "linear" "clamp" "zeroclamp" "uncompressed" "highquality" "nopicmip" scroll, scale, rotate } ================= */ void idMaterial::ParseStage( idLexer& src, const textureRepeat_t trpDefault ) { idToken token; const char* str; shaderStage_t* ss; textureStage_t* ts; textureFilter_t tf; textureRepeat_t trp; textureUsage_t td; cubeFiles_t cubeMap; char imageName[MAX_IMAGE_NAME]; int a, b; int matrix[2][3]; newShaderStage_t newStage; if( numStages >= MAX_SHADER_STAGES ) { SetMaterialFlag( MF_DEFAULTED ); common->Warning( "material '%s' exceeded %i stages", GetName(), MAX_SHADER_STAGES ); } tf = TF_DEFAULT; trp = trpDefault; td = TD_DEFAULT; cubeMap = CF_2D; imageName[0] = 0; memset( &newStage, 0, sizeof( newStage ) ); newStage.glslProgram = -1; ss = &pd->parseStages[numStages]; ts = &ss->texture; ClearStage( ss ); while( 1 ) { if( TestMaterialFlag( MF_DEFAULTED ) ) // we have a parse error { return; } if( !src.ExpectAnyToken( &token ) ) { SetMaterialFlag( MF_DEFAULTED ); return; } // the close brace for the entire material ends the draw block if( token == "}" ) { break; } //BSM Nerve: Added for stage naming in the material editor if( !token.Icmp( "name" ) ) { src.SkipRestOfLine(); continue; } // image options if( !token.Icmp( "blend" ) ) { ParseBlend( src, ss ); continue; } if( !token.Icmp( "map" ) ) { str = R_ParsePastImageProgram( src ); idStr::Copynz( imageName, str, sizeof( imageName ) ); continue; } if( !token.Icmp( "remoteRenderMap" ) ) { ts->dynamic = DI_REMOTE_RENDER; ts->width = src.ParseInt(); ts->height = src.ParseInt(); continue; } if( !token.Icmp( "mirrorRenderMap" ) ) { ts->dynamic = DI_MIRROR_RENDER; ts->width = src.ParseInt(); ts->height = src.ParseInt(); ts->texgen = TG_SCREEN; continue; } if( !token.Icmp( "xrayRenderMap" ) ) { ts->dynamic = DI_XRAY_RENDER; ts->width = src.ParseInt(); ts->height = src.ParseInt(); ts->texgen = TG_SCREEN; continue; } if( !token.Icmp( "screen" ) ) { ts->texgen = TG_SCREEN; continue; } if( !token.Icmp( "screen2" ) ) { ts->texgen = TG_SCREEN2; continue; } if( !token.Icmp( "glassWarp" ) ) { ts->texgen = TG_GLASSWARP; continue; } if( !token.Icmp( "videomap" ) ) { // note that videomaps will always be in clamp mode, so texture // coordinates had better be in the 0 to 1 range if( !src.ReadToken( &token ) ) { common->Warning( "missing parameter for 'videoMap' keyword in material '%s'", GetName() ); continue; } bool loop = false; if( !token.Icmp( "loop" ) ) { loop = true; if( !src.ReadToken( &token ) ) { common->Warning( "missing parameter for 'videoMap' keyword in material '%s'", GetName() ); continue; } } ts->cinematic = idCinematic::Alloc(); ts->cinematic->InitFromFile( token.c_str(), loop ); continue; } if( !token.Icmp( "soundmap" ) ) { if( !src.ReadToken( &token ) ) { common->Warning( "missing parameter for 'soundmap' keyword in material '%s'", GetName() ); continue; } ts->cinematic = new( TAG_MATERIAL ) idSndWindow(); ts->cinematic->InitFromFile( token.c_str(), true ); continue; } if( !token.Icmp( "cubeMap" ) ) { str = R_ParsePastImageProgram( src ); idStr::Copynz( imageName, str, sizeof( imageName ) ); cubeMap = CF_NATIVE; continue; } if( !token.Icmp( "cameraCubeMap" ) ) { str = R_ParsePastImageProgram( src ); idStr::Copynz( imageName, str, sizeof( imageName ) ); cubeMap = CF_CAMERA; continue; } if( !token.Icmp( "ignoreAlphaTest" ) ) { ss->ignoreAlphaTest = true; continue; } if( !token.Icmp( "nearest" ) ) { tf = TF_NEAREST; continue; } if( !token.Icmp( "linear" ) ) { tf = TF_LINEAR; continue; } if( !token.Icmp( "clamp" ) ) { trp = TR_CLAMP; continue; } if( !token.Icmp( "noclamp" ) ) { trp = TR_REPEAT; continue; } if( !token.Icmp( "zeroclamp" ) ) { trp = TR_CLAMP_TO_ZERO; continue; } if( !token.Icmp( "alphazeroclamp" ) ) { trp = TR_CLAMP_TO_ZERO_ALPHA; continue; } if( !token.Icmp( "forceHighQuality" ) ) { continue; } if( !token.Icmp( "highquality" ) ) { continue; } if( !token.Icmp( "uncompressed" ) ) { continue; } if( !token.Icmp( "nopicmip" ) ) { continue; } if( !token.Icmp( "vertexColor" ) ) { ss->vertexColor = SVC_MODULATE; continue; } if( !token.Icmp( "inverseVertexColor" ) ) { ss->vertexColor = SVC_INVERSE_MODULATE; continue; } // privatePolygonOffset else if( !token.Icmp( "privatePolygonOffset" ) ) { if( !src.ReadTokenOnLine( &token ) ) { ss->privatePolygonOffset = 1; continue; } // explict larger (or negative) offset src.UnreadToken( &token ); ss->privatePolygonOffset = src.ParseFloat(); continue; } // texture coordinate generation if( !token.Icmp( "texGen" ) ) { src.ExpectAnyToken( &token ); if( !token.Icmp( "normal" ) ) { ts->texgen = TG_DIFFUSE_CUBE; } else if( !token.Icmp( "reflect" ) ) { ts->texgen = TG_REFLECT_CUBE; } else if( !token.Icmp( "skybox" ) ) { ts->texgen = TG_SKYBOX_CUBE; } else if( !token.Icmp( "wobbleSky" ) ) { ts->texgen = TG_WOBBLESKY_CUBE; texGenRegisters[0] = ParseExpression( src ); texGenRegisters[1] = ParseExpression( src ); texGenRegisters[2] = ParseExpression( src ); } else { common->Warning( "bad texGen '%s' in material %s", token.c_str(), GetName() ); SetMaterialFlag( MF_DEFAULTED ); } continue; } if( !token.Icmp( "scroll" ) || !token.Icmp( "translate" ) ) { a = ParseExpression( src ); MatchToken( src, "," ); b = ParseExpression( src ); matrix[0][0] = GetExpressionConstant( 1 ); matrix[0][1] = GetExpressionConstant( 0 ); matrix[0][2] = a; matrix[1][0] = GetExpressionConstant( 0 ); matrix[1][1] = GetExpressionConstant( 1 ); matrix[1][2] = b; MultiplyTextureMatrix( ts, matrix ); continue; } if( !token.Icmp( "scale" ) ) { a = ParseExpression( src ); MatchToken( src, "," ); b = ParseExpression( src ); // this just scales without a centering matrix[0][0] = a; matrix[0][1] = GetExpressionConstant( 0 ); matrix[0][2] = GetExpressionConstant( 0 ); matrix[1][0] = GetExpressionConstant( 0 ); matrix[1][1] = b; matrix[1][2] = GetExpressionConstant( 0 ); MultiplyTextureMatrix( ts, matrix ); continue; } if( !token.Icmp( "centerScale" ) ) { a = ParseExpression( src ); MatchToken( src, "," ); b = ParseExpression( src ); // this subtracts 0.5, then scales, then adds 0.5 matrix[0][0] = a; matrix[0][1] = GetExpressionConstant( 0 ); matrix[0][2] = EmitOp( GetExpressionConstant( 0.5 ), EmitOp( GetExpressionConstant( 0.5 ), a, OP_TYPE_MULTIPLY ), OP_TYPE_SUBTRACT ); matrix[1][0] = GetExpressionConstant( 0 ); matrix[1][1] = b; matrix[1][2] = EmitOp( GetExpressionConstant( 0.5 ), EmitOp( GetExpressionConstant( 0.5 ), b, OP_TYPE_MULTIPLY ), OP_TYPE_SUBTRACT ); MultiplyTextureMatrix( ts, matrix ); continue; } if( !token.Icmp( "shear" ) ) { a = ParseExpression( src ); MatchToken( src, "," ); b = ParseExpression( src ); // this subtracts 0.5, then shears, then adds 0.5 matrix[0][0] = GetExpressionConstant( 1 ); matrix[0][1] = a; matrix[0][2] = EmitOp( GetExpressionConstant( -0.5 ), a, OP_TYPE_MULTIPLY ); matrix[1][0] = b; matrix[1][1] = GetExpressionConstant( 1 ); matrix[1][2] = EmitOp( GetExpressionConstant( -0.5 ), b, OP_TYPE_MULTIPLY ); MultiplyTextureMatrix( ts, matrix ); continue; } if( !token.Icmp( "rotate" ) ) { const idDeclTable* table; int sinReg, cosReg; // in cycles a = ParseExpression( src ); table = static_cast( declManager->FindType( DECL_TABLE, "sinTable", false ) ); if( !table ) { common->Warning( "no sinTable for rotate defined" ); SetMaterialFlag( MF_DEFAULTED ); return; } sinReg = EmitOp( table->Index(), a, OP_TYPE_TABLE ); table = static_cast( declManager->FindType( DECL_TABLE, "cosTable", false ) ); if( !table ) { common->Warning( "no cosTable for rotate defined" ); SetMaterialFlag( MF_DEFAULTED ); return; } cosReg = EmitOp( table->Index(), a, OP_TYPE_TABLE ); // this subtracts 0.5, then rotates, then adds 0.5 matrix[0][0] = cosReg; matrix[0][1] = EmitOp( GetExpressionConstant( 0 ), sinReg, OP_TYPE_SUBTRACT ); matrix[0][2] = EmitOp( EmitOp( EmitOp( GetExpressionConstant( -0.5 ), cosReg, OP_TYPE_MULTIPLY ), EmitOp( GetExpressionConstant( 0.5 ), sinReg, OP_TYPE_MULTIPLY ), OP_TYPE_ADD ), GetExpressionConstant( 0.5 ), OP_TYPE_ADD ); matrix[1][0] = sinReg; matrix[1][1] = cosReg; matrix[1][2] = EmitOp( EmitOp( EmitOp( GetExpressionConstant( -0.5 ), sinReg, OP_TYPE_MULTIPLY ), EmitOp( GetExpressionConstant( -0.5 ), cosReg, OP_TYPE_MULTIPLY ), OP_TYPE_ADD ), GetExpressionConstant( 0.5 ), OP_TYPE_ADD ); MultiplyTextureMatrix( ts, matrix ); continue; } // color mask options if( !token.Icmp( "maskRed" ) ) { ss->drawStateBits |= GLS_REDMASK; continue; } if( !token.Icmp( "maskGreen" ) ) { ss->drawStateBits |= GLS_GREENMASK; continue; } if( !token.Icmp( "maskBlue" ) ) { ss->drawStateBits |= GLS_BLUEMASK; continue; } if( !token.Icmp( "maskAlpha" ) ) { ss->drawStateBits |= GLS_ALPHAMASK; continue; } if( !token.Icmp( "maskColor" ) ) { ss->drawStateBits |= GLS_COLORMASK; continue; } if( !token.Icmp( "maskDepth" ) ) { ss->drawStateBits |= GLS_DEPTHMASK; continue; } if( !token.Icmp( "alphaTest" ) ) { ss->hasAlphaTest = true; ss->alphaTestRegister = ParseExpression( src ); coverage = MC_PERFORATED; continue; } // shorthand for 2D modulated if( !token.Icmp( "colored" ) ) { ss->color.registers[0] = EXP_REG_PARM0; ss->color.registers[1] = EXP_REG_PARM1; ss->color.registers[2] = EXP_REG_PARM2; ss->color.registers[3] = EXP_REG_PARM3; pd->registersAreConstant = false; continue; } if( !token.Icmp( "color" ) ) { ss->color.registers[0] = ParseExpression( src ); MatchToken( src, "," ); ss->color.registers[1] = ParseExpression( src ); MatchToken( src, "," ); ss->color.registers[2] = ParseExpression( src ); MatchToken( src, "," ); ss->color.registers[3] = ParseExpression( src ); continue; } if( !token.Icmp( "red" ) ) { ss->color.registers[0] = ParseExpression( src ); continue; } if( !token.Icmp( "green" ) ) { ss->color.registers[1] = ParseExpression( src ); continue; } if( !token.Icmp( "blue" ) ) { ss->color.registers[2] = ParseExpression( src ); continue; } if( !token.Icmp( "alpha" ) ) { ss->color.registers[3] = ParseExpression( src ); continue; } if( !token.Icmp( "rgb" ) ) { ss->color.registers[0] = ss->color.registers[1] = ss->color.registers[2] = ParseExpression( src ); continue; } if( !token.Icmp( "rgba" ) ) { ss->color.registers[0] = ss->color.registers[1] = ss->color.registers[2] = ss->color.registers[3] = ParseExpression( src ); continue; } if( !token.Icmp( "if" ) ) { ss->conditionRegister = ParseExpression( src ); continue; } if( !token.Icmp( "program" ) ) { if( src.ReadTokenOnLine( &token ) ) { newStage.vertexProgram = renderProgManager.FindVertexShader( token.c_str() ); newStage.fragmentProgram = renderProgManager.FindFragmentShader( token.c_str() ); } continue; } if( !token.Icmp( "fragmentProgram" ) ) { if( src.ReadTokenOnLine( &token ) ) { newStage.fragmentProgram = renderProgManager.FindFragmentShader( token.c_str() ); } continue; } if( !token.Icmp( "vertexProgram" ) ) { if( src.ReadTokenOnLine( &token ) ) { newStage.vertexProgram = renderProgManager.FindVertexShader( token.c_str() ); } continue; } if( !token.Icmp( "vertexParm2" ) ) { ParseVertexParm2( src, &newStage ); continue; } if( !token.Icmp( "vertexParm" ) ) { ParseVertexParm( src, &newStage ); continue; } if( !token.Icmp( "fragmentMap" ) ) { ParseFragmentMap( src, &newStage ); continue; } common->Warning( "unknown token '%s' in material '%s'", token.c_str(), GetName() ); SetMaterialFlag( MF_DEFAULTED ); return; } // if we are using newStage, allocate a copy of it if( newStage.fragmentProgram || newStage.vertexProgram ) { newStage.glslProgram = renderProgManager.FindGLSLProgram( GetName(), newStage.vertexProgram, newStage.fragmentProgram ); ss->newStage = ( newShaderStage_t* )Mem_Alloc( sizeof( newStage ), TAG_MATERIAL ); *( ss->newStage ) = newStage; } // successfully parsed a stage numStages++; // select a compressed depth based on what the stage is if( td == TD_DEFAULT ) { switch( ss->lighting ) { case SL_BUMP: td = TD_BUMP; break; case SL_DIFFUSE: td = TD_DIFFUSE; break; case SL_SPECULAR: td = TD_SPECULAR; break; default: break; } } // create a new coverage stage on the fly - copy all data from the current stage if( ( td == TD_DIFFUSE ) && ss->hasAlphaTest ) { // create new coverage stage shaderStage_t* newCoverageStage = &pd->parseStages[numStages]; numStages++; // copy it *newCoverageStage = *ss; // toggle alphatest off for the current stage so it doesn't get called during the depth fill pass ss->hasAlphaTest = false; // toggle alpha test on for the coverage stage newCoverageStage->hasAlphaTest = true; newCoverageStage->lighting = SL_COVERAGE; textureStage_t* coverageTS = &newCoverageStage->texture; // now load the image with all the parms we parsed for the coverage stage if( imageName[0] ) { coverageTS->image = globalImages->ImageFromFile( imageName, tf, trp, TD_COVERAGE, cubeMap ); if( !coverageTS->image ) { coverageTS->image = globalImages->defaultImage; } } else if( !coverageTS->cinematic && !coverageTS->dynamic && !ss->newStage ) { common->Warning( "material '%s' had stage with no image", GetName() ); coverageTS->image = globalImages->defaultImage; } } // now load the image with all the parms we parsed if( imageName[0] ) { ts->image = globalImages->ImageFromFile( imageName, tf, trp, td, cubeMap ); if( !ts->image ) { ts->image = globalImages->defaultImage; } } else if( !ts->cinematic && !ts->dynamic && !ss->newStage ) { common->Warning( "material '%s' had stage with no image", GetName() ); ts->image = globalImages->defaultImage; } } /* =============== idMaterial::ParseDeform =============== */ void idMaterial::ParseDeform( idLexer& src ) { idToken token; if( !src.ExpectAnyToken( &token ) ) { return; } if( !token.Icmp( "sprite" ) ) { deform = DFRM_SPRITE; cullType = CT_TWO_SIDED; SetMaterialFlag( MF_NOSHADOWS ); return; } if( !token.Icmp( "tube" ) ) { deform = DFRM_TUBE; cullType = CT_TWO_SIDED; SetMaterialFlag( MF_NOSHADOWS ); return; } if( !token.Icmp( "flare" ) ) { deform = DFRM_FLARE; cullType = CT_TWO_SIDED; deformRegisters[0] = ParseExpression( src ); SetMaterialFlag( MF_NOSHADOWS ); return; } if( !token.Icmp( "expand" ) ) { deform = DFRM_EXPAND; deformRegisters[0] = ParseExpression( src ); return; } if( !token.Icmp( "move" ) ) { deform = DFRM_MOVE; deformRegisters[0] = ParseExpression( src ); return; } if( !token.Icmp( "turbulent" ) ) { deform = DFRM_TURB; if( !src.ExpectAnyToken( &token ) ) { src.Warning( "deform particle missing particle name" ); SetMaterialFlag( MF_DEFAULTED ); return; } deformDecl = declManager->FindType( DECL_TABLE, token.c_str(), true ); deformRegisters[0] = ParseExpression( src ); deformRegisters[1] = ParseExpression( src ); deformRegisters[2] = ParseExpression( src ); return; } if( !token.Icmp( "eyeBall" ) ) { deform = DFRM_EYEBALL; return; } if( !token.Icmp( "particle" ) ) { deform = DFRM_PARTICLE; if( !src.ExpectAnyToken( &token ) ) { src.Warning( "deform particle missing particle name" ); SetMaterialFlag( MF_DEFAULTED ); return; } deformDecl = declManager->FindType( DECL_PARTICLE, token.c_str(), true ); return; } if( !token.Icmp( "particle2" ) ) { deform = DFRM_PARTICLE2; if( !src.ExpectAnyToken( &token ) ) { src.Warning( "deform particle missing particle name" ); SetMaterialFlag( MF_DEFAULTED ); return; } deformDecl = declManager->FindType( DECL_PARTICLE, token.c_str(), true ); return; } src.Warning( "Bad deform type '%s'", token.c_str() ); SetMaterialFlag( MF_DEFAULTED ); } /* ============== idMaterial::AddImplicitStages If a material has diffuse or specular stages without any bump stage, add an implicit _flat bumpmap stage. If a material has a bump stage but no diffuse or specular stage, add a _white diffuse stage. It is valid to have either a diffuse or specular without the other. It is valid to have a reflection map and a bump map for bumpy reflection ============== */ void idMaterial::AddImplicitStages( const textureRepeat_t trpDefault /* = TR_REPEAT */ ) { char buffer[1024]; idLexer newSrc; bool hasDiffuse = false; bool hasSpecular = false; bool hasBump = false; bool hasReflection = false; for( int i = 0 ; i < numStages ; i++ ) { if( pd->parseStages[i].lighting == SL_BUMP ) { hasBump = true; } if( pd->parseStages[i].lighting == SL_DIFFUSE ) { hasDiffuse = true; } if( pd->parseStages[i].lighting == SL_SPECULAR ) { hasSpecular = true; } if( pd->parseStages[i].texture.texgen == TG_REFLECT_CUBE ) { hasReflection = true; } } // if it doesn't have an interaction at all, don't add anything if( !hasBump && !hasDiffuse && !hasSpecular ) { return; } if( numStages == MAX_SHADER_STAGES ) { return; } if( !hasBump ) { idStr::snPrintf( buffer, sizeof( buffer ), "blend bumpmap\nmap _flat\n}\n" ); newSrc.LoadMemory( buffer, strlen( buffer ), "bumpmap" ); newSrc.SetFlags( LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_NOSTRINGESCAPECHARS | LEXFL_ALLOWPATHNAMES ); ParseStage( newSrc, trpDefault ); newSrc.FreeSource(); } if( !hasDiffuse && !hasSpecular && !hasReflection ) { idStr::snPrintf( buffer, sizeof( buffer ), "blend diffusemap\nmap _white\n}\n" ); newSrc.LoadMemory( buffer, strlen( buffer ), "diffusemap" ); newSrc.SetFlags( LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_NOSTRINGESCAPECHARS | LEXFL_ALLOWPATHNAMES ); ParseStage( newSrc, trpDefault ); newSrc.FreeSource(); } } /* =============== idMaterial::SortInteractionStages The renderer expects bump, then diffuse, then specular There can be multiple bump maps, followed by additional diffuse and specular stages, which allows cross-faded bump mapping. Ambient stages can be interspersed anywhere, but they are ignored during interactions, and all the interaction stages are ignored during ambient drawing. =============== */ void idMaterial::SortInteractionStages() { int j; for( int i = 0 ; i < numStages ; i = j ) { // find the next bump map for( j = i + 1 ; j < numStages ; j++ ) { if( pd->parseStages[j].lighting == SL_BUMP ) { // if the very first stage wasn't a bumpmap, // this bumpmap is part of the first group if( pd->parseStages[i].lighting != SL_BUMP ) { continue; } break; } } // bubble sort everything bump / diffuse / specular for( int l = 1 ; l < j - i ; l++ ) { for( int k = i ; k < j - l ; k++ ) { if( pd->parseStages[k].lighting > pd->parseStages[k + 1].lighting ) { shaderStage_t temp; temp = pd->parseStages[k]; pd->parseStages[k] = pd->parseStages[k + 1]; pd->parseStages[k + 1] = temp; } } } } } /* ================= idMaterial::ParseMaterial The current text pointer is at the explicit text definition of the Parse it into the global material variable. Later functions will optimize it. If there is any error during parsing, defaultShader will be set. ================= */ void idMaterial::ParseMaterial( idLexer& src ) { idToken token; int s; char buffer[1024]; const char* str; idLexer newSrc; int i; s = 0; numOps = 0; numRegisters = EXP_REG_NUM_PREDEFINED; // leave space for the parms to be copied in for( i = 0 ; i < numRegisters ; i++ ) { pd->registerIsTemporary[i] = true; // they aren't constants that can be folded } numStages = 0; pd->registersAreConstant = true; // until shown otherwise textureRepeat_t trpDefault = TR_REPEAT; // allow a global setting for repeat while( 1 ) { if( TestMaterialFlag( MF_DEFAULTED ) ) // we have a parse error { return; } if( !src.ExpectAnyToken( &token ) ) { SetMaterialFlag( MF_DEFAULTED ); return; } // end of material definition if( token == "}" ) { break; } else if( !token.Icmp( "qer_editorimage" ) ) { src.ReadTokenOnLine( &token ); editorImageName = token.c_str(); src.SkipRestOfLine(); continue; } // description else if( !token.Icmp( "description" ) ) { src.ReadTokenOnLine( &token ); desc = token.c_str(); continue; } // check for the surface / content bit flags else if( CheckSurfaceParm( &token ) ) { continue; } // polygonOffset else if( !token.Icmp( "polygonOffset" ) ) { SetMaterialFlag( MF_POLYGONOFFSET ); if( !src.ReadTokenOnLine( &token ) ) { polygonOffset = 1; continue; } // explict larger (or negative) offset polygonOffset = token.GetFloatValue(); continue; } // noshadow else if( !token.Icmp( "noShadows" ) ) { SetMaterialFlag( MF_NOSHADOWS ); continue; } else if( !token.Icmp( "suppressInSubview" ) ) { suppressInSubview = true; continue; } else if( !token.Icmp( "portalSky" ) ) { portalSky = true; continue; } // noSelfShadow else if( !token.Icmp( "noSelfShadow" ) ) { SetMaterialFlag( MF_NOSELFSHADOW ); continue; } // noPortalFog else if( !token.Icmp( "noPortalFog" ) ) { SetMaterialFlag( MF_NOPORTALFOG ); continue; } // forceShadows allows nodraw surfaces to cast shadows else if( !token.Icmp( "forceShadows" ) ) { SetMaterialFlag( MF_FORCESHADOWS ); continue; } // overlay / decal suppression else if( !token.Icmp( "noOverlays" ) ) { allowOverlays = false; continue; } // moster blood overlay forcing for alpha tested or translucent surfaces else if( !token.Icmp( "forceOverlays" ) ) { pd->forceOverlays = true; continue; } // translucent else if( !token.Icmp( "translucent" ) ) { coverage = MC_TRANSLUCENT; continue; } // global zero clamp else if( !token.Icmp( "zeroclamp" ) ) { trpDefault = TR_CLAMP_TO_ZERO; continue; } // global clamp else if( !token.Icmp( "clamp" ) ) { trpDefault = TR_CLAMP; continue; } // global clamp else if( !token.Icmp( "alphazeroclamp" ) ) { trpDefault = TR_CLAMP_TO_ZERO; continue; } // forceOpaque is used for skies-behind-windows else if( !token.Icmp( "forceOpaque" ) ) { coverage = MC_OPAQUE; continue; } // twoSided else if( !token.Icmp( "twoSided" ) ) { cullType = CT_TWO_SIDED; // twoSided implies no-shadows, because the shadow // volume would be coplanar with the surface, giving depth fighting // we could make this no-self-shadows, but it may be more important // to receive shadows from no-self-shadow monsters SetMaterialFlag( MF_NOSHADOWS ); } // backSided else if( !token.Icmp( "backSided" ) ) { cullType = CT_BACK_SIDED; // the shadow code doesn't handle this, so just disable shadows. // We could fix this in the future if there was a need. SetMaterialFlag( MF_NOSHADOWS ); } // foglight else if( !token.Icmp( "fogLight" ) ) { fogLight = true; continue; } // blendlight else if( !token.Icmp( "blendLight" ) ) { blendLight = true; continue; } // ambientLight else if( !token.Icmp( "ambientLight" ) ) { ambientLight = true; continue; } // mirror else if( !token.Icmp( "mirror" ) ) { sort = SS_SUBVIEW; coverage = MC_OPAQUE; continue; } // noFog else if( !token.Icmp( "noFog" ) ) { noFog = true; continue; } // unsmoothedTangents else if( !token.Icmp( "unsmoothedTangents" ) ) { unsmoothedTangents = true; continue; } // lightFallofImage // specifies the image to use for the third axis of projected // light volumes else if( !token.Icmp( "lightFalloffImage" ) ) { str = R_ParsePastImageProgram( src ); idStr copy; copy = str; // so other things don't step on it lightFalloffImage = globalImages->ImageFromFile( copy, TF_DEFAULT, TR_CLAMP /* TR_CLAMP_TO_ZERO */, TD_DEFAULT ); continue; } // guisurf | guisurf entity // an entity guisurf must have an idUserInterface // specified in the renderEntity else if( !token.Icmp( "guisurf" ) ) { src.ReadTokenOnLine( &token ); if( !token.Icmp( "entity" ) ) { entityGui = 1; } else if( !token.Icmp( "entity2" ) ) { entityGui = 2; } else if( !token.Icmp( "entity3" ) ) { entityGui = 3; } else { gui = uiManager->FindGui( token.c_str(), true ); } continue; } // sort else if( !token.Icmp( "sort" ) ) { ParseSort( src ); continue; } else if( !token.Icmp( "stereoeye" ) ) { ParseStereoEye( src ); continue; } // spectrum else if( !token.Icmp( "spectrum" ) ) { src.ReadTokenOnLine( &token ); spectrum = atoi( token.c_str() ); continue; } // deform < sprite | tube | flare > else if( !token.Icmp( "deform" ) ) { ParseDeform( src ); continue; } // decalInfo ( ) ( ) else if( !token.Icmp( "decalInfo" ) ) { ParseDecalInfo( src ); continue; } // renderbump else if( !token.Icmp( "renderbump" ) ) { src.ParseRestOfLine( renderBump ); continue; } // diffusemap for stage shortcut else if( !token.Icmp( "diffusemap" ) ) { str = R_ParsePastImageProgram( src ); idStr::snPrintf( buffer, sizeof( buffer ), "blend diffusemap\nmap %s\n}\n", str ); newSrc.LoadMemory( buffer, strlen( buffer ), "diffusemap" ); newSrc.SetFlags( LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_NOSTRINGESCAPECHARS | LEXFL_ALLOWPATHNAMES ); ParseStage( newSrc, trpDefault ); newSrc.FreeSource(); continue; } // specularmap for stage shortcut else if( !token.Icmp( "specularmap" ) ) { str = R_ParsePastImageProgram( src ); idStr::snPrintf( buffer, sizeof( buffer ), "blend specularmap\nmap %s\n}\n", str ); newSrc.LoadMemory( buffer, strlen( buffer ), "specularmap" ); newSrc.SetFlags( LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_NOSTRINGESCAPECHARS | LEXFL_ALLOWPATHNAMES ); ParseStage( newSrc, trpDefault ); newSrc.FreeSource(); continue; } // normalmap for stage shortcut else if( !token.Icmp( "bumpmap" ) ) { str = R_ParsePastImageProgram( src ); idStr::snPrintf( buffer, sizeof( buffer ), "blend bumpmap\nmap %s\n}\n", str ); newSrc.LoadMemory( buffer, strlen( buffer ), "bumpmap" ); newSrc.SetFlags( LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_NOSTRINGESCAPECHARS | LEXFL_ALLOWPATHNAMES ); ParseStage( newSrc, trpDefault ); newSrc.FreeSource(); continue; } // DECAL_MACRO for backwards compatibility with the preprocessor macros else if( !token.Icmp( "DECAL_MACRO" ) ) { // polygonOffset SetMaterialFlag( MF_POLYGONOFFSET ); polygonOffset = 1; // discrete surfaceFlags |= SURF_DISCRETE; contentFlags &= ~CONTENTS_SOLID; // sort decal sort = SS_DECAL; // noShadows SetMaterialFlag( MF_NOSHADOWS ); continue; } else if( token == "{" ) { // create the new stage ParseStage( src, trpDefault ); continue; } else { common->Warning( "unknown general material parameter '%s' in '%s'", token.c_str(), GetName() ); SetMaterialFlag( MF_DEFAULTED ); return; } } // add _flat or _white stages if needed AddImplicitStages(); // order the diffuse / bump / specular stages properly SortInteractionStages(); // if we need to do anything with normals (lighting or environment mapping) // and two sided lighting was asked for, flag // shouldCreateBackSides() and change culling back to single sided, // so we get proper tangent vectors on both sides // we can't just call ReceivesLighting(), because the stages are still // in temporary form if( cullType == CT_TWO_SIDED ) { for( i = 0 ; i < numStages ; i++ ) { if( pd->parseStages[i].lighting != SL_AMBIENT || pd->parseStages[i].texture.texgen != TG_EXPLICIT ) { if( cullType == CT_TWO_SIDED ) { cullType = CT_FRONT_SIDED; shouldCreateBackSides = true; } break; } } } // currently a surface can only have one unique texgen for all the stages on old hardware texgen_t firstGen = TG_EXPLICIT; for( i = 0; i < numStages; i++ ) { if( pd->parseStages[i].texture.texgen != TG_EXPLICIT ) { if( firstGen == TG_EXPLICIT ) { firstGen = pd->parseStages[i].texture.texgen; } else if( firstGen != pd->parseStages[i].texture.texgen ) { common->Warning( "material '%s' has multiple stages with a texgen", GetName() ); break; } } } } /* ========================= idMaterial::SetGui ========================= */ void idMaterial::SetGui( const char* _gui ) const { gui = uiManager->FindGui( _gui, true, false, true ); } /* ========================= idMaterial::Parse Parses the current material definition and finds all necessary images. ========================= */ bool idMaterial::Parse( const char* text, const int textLength, bool allowBinaryVersion ) { idLexer src; idToken token; mtrParsingData_t parsingData; src.LoadMemory( text, textLength, GetFileName(), GetLineNum() ); src.SetFlags( DECL_LEXER_FLAGS ); src.SkipUntilString( "{" ); // reset to the unparsed state CommonInit(); memset( &parsingData, 0, sizeof( parsingData ) ); pd = &parsingData; // this is only valid during parse // parse it ParseMaterial( src ); // if we are doing an fs_copyfiles, also reference the editorImage if( cvarSystem->GetCVarInteger( "fs_copyFiles" ) ) { GetEditorImage(); } // // count non-lit stages numAmbientStages = 0; int i; for( i = 0 ; i < numStages ; i++ ) { if( pd->parseStages[i].lighting == SL_AMBIENT ) { numAmbientStages++; } } // see if there is a subview stage if( sort == SS_SUBVIEW ) { hasSubview = true; } else { hasSubview = false; for( i = 0 ; i < numStages ; i++ ) { if( pd->parseStages[i].texture.dynamic ) { hasSubview = true; } } } // automatically determine coverage if not explicitly set if( coverage == MC_BAD ) { // automatically set MC_TRANSLUCENT if we don't have any interaction stages and // the first stage is blended and not an alpha test mask or a subview if( !numStages ) { // non-visible coverage = MC_TRANSLUCENT; } else if( numStages != numAmbientStages ) { // we have an interaction draw coverage = MC_OPAQUE; } else if( ( pd->parseStages[0].drawStateBits & GLS_DSTBLEND_BITS ) != GLS_DSTBLEND_ZERO || ( pd->parseStages[0].drawStateBits & GLS_SRCBLEND_BITS ) == GLS_SRCBLEND_DST_COLOR || ( pd->parseStages[0].drawStateBits & GLS_SRCBLEND_BITS ) == GLS_SRCBLEND_ONE_MINUS_DST_COLOR || ( pd->parseStages[0].drawStateBits & GLS_SRCBLEND_BITS ) == GLS_SRCBLEND_DST_ALPHA || ( pd->parseStages[0].drawStateBits & GLS_SRCBLEND_BITS ) == GLS_SRCBLEND_ONE_MINUS_DST_ALPHA ) { // blended with the destination coverage = MC_TRANSLUCENT; } else { coverage = MC_OPAQUE; } } // translucent automatically implies noshadows if( coverage == MC_TRANSLUCENT ) { SetMaterialFlag( MF_NOSHADOWS ); } else { // mark the contents as opaque contentFlags |= CONTENTS_OPAQUE; } // if we are translucent, draw with an alpha in the editor if( coverage == MC_TRANSLUCENT ) { editorAlpha = 0.5; } else { editorAlpha = 1.0; } // the sorts can make reasonable defaults if( sort == SS_BAD ) { if( TestMaterialFlag( MF_POLYGONOFFSET ) ) { sort = SS_DECAL; } else if( coverage == MC_TRANSLUCENT ) { sort = SS_MEDIUM; } else { sort = SS_OPAQUE; } } // anything that references _currentRender will automatically get sort = SS_POST_PROCESS // and coverage = MC_TRANSLUCENT for( i = 0 ; i < numStages ; i++ ) { shaderStage_t* pStage = &pd->parseStages[i]; if( pStage->texture.image == globalImages->originalCurrentRenderImage ) { if( sort != SS_PORTAL_SKY ) { sort = SS_POST_PROCESS; coverage = MC_TRANSLUCENT; } break; } if( pStage->newStage ) { for( int j = 0 ; j < pStage->newStage->numFragmentProgramImages ; j++ ) { if( pStage->newStage->fragmentProgramImages[j] == globalImages->originalCurrentRenderImage ) { if( sort != SS_PORTAL_SKY ) { sort = SS_POST_PROCESS; coverage = MC_TRANSLUCENT; } i = numStages; break; } } } } // set the drawStateBits depth flags for( i = 0 ; i < numStages ; i++ ) { shaderStage_t* pStage = &pd->parseStages[i]; if( sort == SS_POST_PROCESS ) { // post-process effects fill the depth buffer as they draw, so only the // topmost post-process effect is rendered pStage->drawStateBits |= GLS_DEPTHFUNC_LESS; } else if( coverage == MC_TRANSLUCENT || pStage->ignoreAlphaTest ) { // translucent surfaces can extend past the exactly marked depth buffer pStage->drawStateBits |= GLS_DEPTHFUNC_LESS | GLS_DEPTHMASK; } else { // opaque and perforated surfaces must exactly match the depth buffer, // which gets alpha test correct pStage->drawStateBits |= GLS_DEPTHFUNC_EQUAL | GLS_DEPTHMASK; } } // determine if this surface will accept overlays / decals if( pd->forceOverlays ) { // explicitly flaged in material definition allowOverlays = true; } else { if( !IsDrawn() ) { allowOverlays = false; } if( Coverage() != MC_OPAQUE ) { allowOverlays = false; } if( GetSurfaceFlags() & SURF_NOIMPACT ) { allowOverlays = false; } } // add a tiny offset to the sort orders, so that different materials // that have the same sort value will at least sort consistantly, instead // of flickering back and forth /* this messed up in-game guis if ( sort != SS_SUBVIEW ) { int hash, l; l = name.Length(); hash = 0; for ( int i = 0 ; i < l ; i++ ) { hash ^= name[i]; } sort += hash * 0.01; } */ if( numStages ) { stages = ( shaderStage_t* )R_StaticAlloc( numStages * sizeof( stages[0] ), TAG_MATERIAL ); memcpy( stages, pd->parseStages, numStages * sizeof( stages[0] ) ); } if( numOps ) { ops = ( expOp_t* )R_StaticAlloc( numOps * sizeof( ops[0] ), TAG_MATERIAL ); memcpy( ops, pd->shaderOps, numOps * sizeof( ops[0] ) ); } if( numRegisters ) { expressionRegisters = ( float* )R_StaticAlloc( numRegisters * sizeof( expressionRegisters[0] ), TAG_MATERIAL ); memcpy( expressionRegisters, pd->shaderRegisters, numRegisters * sizeof( expressionRegisters[0] ) ); } // see if the registers are completely constant, and don't need to be evaluated // per-surface CheckForConstantRegisters(); // See if the material is trivial for the fast path SetFastPathImages(); pd = NULL; // the pointer will be invalid after exiting this function // finish things up if( TestMaterialFlag( MF_DEFAULTED ) ) { MakeDefault(); return false; } return true; } /* =================== idMaterial::Print =================== */ const char* opNames[] = { "OP_TYPE_ADD", "OP_TYPE_SUBTRACT", "OP_TYPE_MULTIPLY", "OP_TYPE_DIVIDE", "OP_TYPE_MOD", "OP_TYPE_TABLE", "OP_TYPE_GT", "OP_TYPE_GE", "OP_TYPE_LT", "OP_TYPE_LE", "OP_TYPE_EQ", "OP_TYPE_NE", "OP_TYPE_AND", "OP_TYPE_OR" }; void idMaterial::Print() const { int i; for( i = EXP_REG_NUM_PREDEFINED ; i < GetNumRegisters() ; i++ ) { common->Printf( "register %i: %f\n", i, expressionRegisters[i] ); } common->Printf( "\n" ); for( i = 0 ; i < numOps ; i++ ) { const expOp_t* op = &ops[i]; if( op->opType == OP_TYPE_TABLE ) { common->Printf( "%i = %s[ %i ]\n", op->c, declManager->DeclByIndex( DECL_TABLE, op->a )->GetName(), op->b ); } else { common->Printf( "%i = %i %s %i\n", op->c, op->a, opNames[ op->opType ], op->b ); } } } /* =============== idMaterial::Save =============== */ bool idMaterial::Save( const char* fileName ) { return ReplaceSourceFileText(); } /* =============== idMaterial::AddReference =============== */ void idMaterial::AddReference() { refCount++; for( int i = 0; i < numStages; i++ ) { shaderStage_t* s = &stages[i]; if( s->texture.image ) { s->texture.image->AddReference(); } } } /* =============== idMaterial::EvaluateRegisters Parameters are taken from the localSpace and the renderView, then all expressions are evaluated, leaving the material registers set to their apropriate values. =============== */ void idMaterial::EvaluateRegisters( float* registers, const float localShaderParms[MAX_ENTITY_SHADER_PARMS], const float globalShaderParms[MAX_GLOBAL_SHADER_PARMS], const float floatTime, idSoundEmitter* soundEmitter ) const { int i, b; expOp_t* op; // copy the material constants for( i = EXP_REG_NUM_PREDEFINED ; i < numRegisters ; i++ ) { registers[i] = expressionRegisters[i]; } // copy the local and global parameters registers[EXP_REG_TIME] = floatTime; registers[EXP_REG_PARM0] = localShaderParms[0]; registers[EXP_REG_PARM1] = localShaderParms[1]; registers[EXP_REG_PARM2] = localShaderParms[2]; registers[EXP_REG_PARM3] = localShaderParms[3]; registers[EXP_REG_PARM4] = localShaderParms[4]; registers[EXP_REG_PARM5] = localShaderParms[5]; registers[EXP_REG_PARM6] = localShaderParms[6]; registers[EXP_REG_PARM7] = localShaderParms[7]; registers[EXP_REG_PARM8] = localShaderParms[8]; registers[EXP_REG_PARM9] = localShaderParms[9]; registers[EXP_REG_PARM10] = localShaderParms[10]; registers[EXP_REG_PARM11] = localShaderParms[11]; registers[EXP_REG_GLOBAL0] = globalShaderParms[0]; registers[EXP_REG_GLOBAL1] = globalShaderParms[1]; registers[EXP_REG_GLOBAL2] = globalShaderParms[2]; registers[EXP_REG_GLOBAL3] = globalShaderParms[3]; registers[EXP_REG_GLOBAL4] = globalShaderParms[4]; registers[EXP_REG_GLOBAL5] = globalShaderParms[5]; registers[EXP_REG_GLOBAL6] = globalShaderParms[6]; registers[EXP_REG_GLOBAL7] = globalShaderParms[7]; op = ops; for( i = 0 ; i < numOps ; i++, op++ ) { switch( op->opType ) { case OP_TYPE_ADD: registers[op->c] = registers[op->a] + registers[op->b]; break; case OP_TYPE_SUBTRACT: registers[op->c] = registers[op->a] - registers[op->b]; break; case OP_TYPE_MULTIPLY: registers[op->c] = registers[op->a] * registers[op->b]; break; case OP_TYPE_DIVIDE: registers[op->c] = registers[op->a] / registers[op->b]; break; case OP_TYPE_MOD: b = ( int )registers[op->b]; b = b != 0 ? b : 1; registers[op->c] = ( int )registers[op->a] % b; break; case OP_TYPE_TABLE: { const idDeclTable* table = static_cast( declManager->DeclByIndex( DECL_TABLE, op->a ) ); registers[op->c] = table->TableLookup( registers[op->b] ); } break; case OP_TYPE_SOUND: if( r_forceSoundOpAmplitude.GetFloat() > 0 ) { registers[op->c] = r_forceSoundOpAmplitude.GetFloat(); } else if( soundEmitter ) { registers[op->c] = soundEmitter->CurrentAmplitude(); } else { registers[op->c] = 0; } break; case OP_TYPE_GT: registers[op->c] = registers[ op->a ] > registers[op->b]; break; case OP_TYPE_GE: registers[op->c] = registers[ op->a ] >= registers[op->b]; break; case OP_TYPE_LT: registers[op->c] = registers[ op->a ] < registers[op->b]; break; case OP_TYPE_LE: registers[op->c] = registers[ op->a ] <= registers[op->b]; break; case OP_TYPE_EQ: registers[op->c] = registers[ op->a ] == registers[op->b]; break; case OP_TYPE_NE: registers[op->c] = registers[ op->a ] != registers[op->b]; break; case OP_TYPE_AND: registers[op->c] = registers[ op->a ] && registers[op->b]; break; case OP_TYPE_OR: registers[op->c] = registers[ op->a ] || registers[op->b]; break; default: common->FatalError( "R_EvaluateExpression: bad opcode" ); } } } /* ============= idMaterial::Texgen ============= */ texgen_t idMaterial::Texgen() const { if( stages ) { for( int i = 0; i < numStages; i++ ) { if( stages[ i ].texture.texgen != TG_EXPLICIT ) { return stages[ i ].texture.texgen; } } } return TG_EXPLICIT; } /* ============= idMaterial::GetImageWidth ============= */ int idMaterial::GetImageWidth() const { assert( GetStage( 0 ) && GetStage( 0 )->texture.image ); return GetStage( 0 )->texture.image->GetUploadWidth(); } /* ============= idMaterial::GetImageHeight ============= */ int idMaterial::GetImageHeight() const { assert( GetStage( 0 ) && GetStage( 0 )->texture.image ); return GetStage( 0 )->texture.image->GetUploadHeight(); } /* ============= idMaterial::CinematicLength ============= */ int idMaterial::CinematicLength() const { if( !stages || !stages[0].texture.cinematic ) { return 0; } return stages[0].texture.cinematic->AnimationLength(); } /* ============= idMaterial::UpdateCinematic ============= */ void idMaterial::UpdateCinematic( int time ) const { } /* ============= idMaterial::CloseCinematic ============= */ void idMaterial::CloseCinematic() const { for( int i = 0; i < numStages; i++ ) { if( stages[i].texture.cinematic ) { stages[i].texture.cinematic->Close(); delete stages[i].texture.cinematic; stages[i].texture.cinematic = NULL; } } } /* ============= idMaterial::ResetCinematicTime ============= */ void idMaterial::ResetCinematicTime( int time ) const { for( int i = 0; i < numStages; i++ ) { if( stages[i].texture.cinematic ) { stages[i].texture.cinematic->ResetTime( time ); } } } /* ============= idMaterial::GetCinematicStartTime ============= */ int idMaterial::GetCinematicStartTime() const { for( int i = 0; i < numStages; i++ ) { if( stages[i].texture.cinematic ) { return stages[i].texture.cinematic->GetStartTime(); } } return -1; } /* ================== idMaterial::CheckForConstantRegisters As of 5/2/03, about half of the unique materials loaded on typical maps are constant, but 2/3 of the surface references are. ================== */ void idMaterial::CheckForConstantRegisters() { assert( constantRegisters == NULL ); if( !pd->registersAreConstant ) { return; } if( !r_useConstantMaterials.GetBool() ) { return; } // evaluate the registers once, and save them constantRegisters = ( float* )R_ClearedStaticAlloc( GetNumRegisters() * sizeof( float ) ); float shaderParms[MAX_ENTITY_SHADER_PARMS]; memset( shaderParms, 0, sizeof( shaderParms ) ); viewDef_t viewDef; memset( &viewDef, 0, sizeof( viewDef ) ); EvaluateRegisters( constantRegisters, shaderParms, viewDef.renderView.shaderParms, 0.0f, 0 ); } /* =================== idMaterial::ImageName =================== */ const char* idMaterial::ImageName() const { if( numStages == 0 ) { return "_scratch"; } idImage* image = stages[0].texture.image; if( image ) { return image->GetName(); } return "_scratch"; } /* ================= idMaterial::Size ================= */ size_t idMaterial::Size() const { return sizeof( idMaterial ); } /* =================== idMaterial::SetDefaultText =================== */ bool idMaterial::SetDefaultText() { // if there exists an image with the same name if( 1 ) //fileSystem->ReadFile( GetName(), NULL ) != -1 ) { { char generated[2048]; idStr::snPrintf( generated, sizeof( generated ), "material %s // IMPLICITLY GENERATED\n" "{\n" "{\n" "blend blend\n" "colored\n" "map \"%s\"\n" "clamp\n" "}\n" "}\n", GetName(), GetName() ); SetText( generated ); return true; } else { return false; } } /* =================== idMaterial::DefaultDefinition =================== */ const char* idMaterial::DefaultDefinition() const { return "{\n" "\t" "{\n" "\t\t" "blend\tblend\n" "\t\t" "map\t\t_default\n" "\t" "}\n" "}"; } /* =================== idMaterial::GetBumpStage =================== */ const shaderStage_t* idMaterial::GetBumpStage() const { for( int i = 0 ; i < numStages ; i++ ) { if( stages[i].lighting == SL_BUMP ) { return &stages[i]; } } return NULL; } /* =================== idMaterial::ReloadImages =================== */ void idMaterial::ReloadImages( bool force ) const { for( int i = 0 ; i < numStages ; i++ ) { if( stages[i].newStage ) { for( int j = 0 ; j < stages[i].newStage->numFragmentProgramImages ; j++ ) { if( stages[i].newStage->fragmentProgramImages[j] ) { stages[i].newStage->fragmentProgramImages[j]->Reload( force ); } } } else if( stages[i].texture.image ) { stages[i].texture.image->Reload( force ); } } } /* ============= idMaterial::SetFastPathImages See if the material is trivial for the fast path ============= */ void idMaterial::SetFastPathImages() { fastPathBumpImage = NULL; fastPathDiffuseImage = NULL; fastPathSpecularImage = NULL; if( constantRegisters == NULL ) { return; } // go through the individual surface stages // // We also have the very rare case of some materials that have conditional interactions // for the "hell writing" that can be shined on them. for( int surfaceStageNum = 0; surfaceStageNum < GetNumStages(); surfaceStageNum++ ) { const shaderStage_t* surfaceStage = GetStage( surfaceStageNum ); if( surfaceStage->texture.hasMatrix ) { goto fail; } // check for vertex coloring if( surfaceStage->vertexColor != SVC_IGNORE ) { goto fail; } // check for non-identity colors for( int i = 0; i < 4; i++ ) { if( idMath::Fabs( constantRegisters[surfaceStage->color.registers[i]] - 1.0f ) > 0.1f ) { goto fail; } } switch( surfaceStage->lighting ) { case SL_COVERAGE: case SL_AMBIENT: break; case SL_BUMP: { if( fastPathBumpImage ) { goto fail; } fastPathBumpImage = surfaceStage->texture.image; break; } case SL_DIFFUSE: { if( fastPathDiffuseImage ) { goto fail; } fastPathDiffuseImage = surfaceStage->texture.image; break; } case SL_SPECULAR: { if( fastPathSpecularImage ) { goto fail; } fastPathSpecularImage = surfaceStage->texture.image; } } } // need a bump image, but specular can default // we also need a diffuse image, because we can't get a pure black with our YCoCg conversion // from 565 DXT. The general-path code also sets the diffuse color to 0 in the default case, // but the fast path can't. if( fastPathBumpImage == NULL || fastPathDiffuseImage == NULL ) { goto fail; } if( fastPathSpecularImage == NULL ) { fastPathSpecularImage = globalImages->blackImage; } return; fail: fastPathBumpImage = NULL; fastPathDiffuseImage = NULL; fastPathSpecularImage = NULL; }