mirror of
https://github.com/TTimo/GtkRadiant.git
synced 2024-11-13 00:24:29 +00:00
8086e8b3f9
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@86 8a3a26a2-13c4-0310-b231-cf6edde360e5
2074 lines
52 KiB
C++
2074 lines
52 KiB
C++
/*
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Copyright (c) 2001, Loki software, inc.
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All rights reserved.
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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Redistributions of source code must retain the above copyright notice, this list
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of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright notice, this
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list of conditions and the following disclaimer in the documentation and/or
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other materials provided with the distribution.
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Neither the name of Loki software nor the names of its contributors may be used
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to endorse or promote products derived from this software without specific prior
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written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
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DIRECT,INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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//
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// Shaders Manager Plugin
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//
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// Leonardo Zide (leo@lokigames.com)
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//
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#include "shaders.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <map>
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#include <list>
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#include "ifilesystem.h"
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#include "ishaders.h"
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#include "iscriplib.h"
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#include "itextures.h"
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#include "qerplugin.h"
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#include "irender.h"
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#include <glib/gslist.h>
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#include "debugging/debugging.h"
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#include "string/pooledstring.h"
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#include "math/vector.h"
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#include "generic/callback.h"
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#include "generic/referencecounted.h"
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#include "stream/memstream.h"
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#include "stream/stringstream.h"
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#include "stream/textfilestream.h"
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#include "os/path.h"
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#include "os/dir.h"
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#include "os/file.h"
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#include "stringio.h"
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#include "shaderlib.h"
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#include "texturelib.h"
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#include "cmdlib.h"
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#include "moduleobservers.h"
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#include "archivelib.h"
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#include "imagelib.h"
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const char* g_shadersExtension = "";
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const char* g_shadersDirectory = "";
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bool g_enableDefaultShaders = true;
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ShaderLanguage g_shaderLanguage = SHADERLANGUAGE_QUAKE3;
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bool g_useShaderList = true;
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_QERPlugImageTable* g_bitmapModule = 0;
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const char* g_texturePrefix = "textures/";
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void ActiveShaders_IteratorBegin();
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bool ActiveShaders_IteratorAtEnd();
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IShader *ActiveShaders_IteratorCurrent();
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void ActiveShaders_IteratorIncrement();
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Callback g_ActiveShadersChangedNotify;
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void FreeShaders();
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void LoadShaderFile (const char *filename);
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qtexture_t *Texture_ForName (const char *filename);
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/*!
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NOTE TTimo: there is an important distinction between SHADER_NOT_FOUND and SHADER_NOTEX:
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SHADER_NOT_FOUND means we didn't find the raw texture or the shader for this
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SHADER_NOTEX means we recognize this as a shader script, but we are missing the texture to represent it
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this was in the initial design of the shader code since early GtkRadiant alpha, and got sort of foxed in 1.2 and put back in
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*/
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Image* loadBitmap(void* environment, const char* name)
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{
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DirectoryArchiveFile file(name, name);
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if(!file.failed())
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{
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return g_bitmapModule->loadImage(file);
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}
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return 0;
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}
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inline byte* getPixel(byte* pixels, int width, int height, int x, int y)
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{
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return pixels + (((((y + height) % height) * width) + ((x + width) % width)) * 4);
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}
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class KernelElement
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{
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public:
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int x, y;
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float w;
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};
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Image& convertHeightmapToNormalmap(Image& heightmap, float scale)
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{
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int w = heightmap.getWidth();
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int h = heightmap.getHeight();
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Image& normalmap = *(new RGBAImage(heightmap.getWidth(), heightmap.getHeight()));
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byte* in = heightmap.getRGBAPixels();
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byte* out = normalmap.getRGBAPixels();
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#if 1
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// no filtering
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const int kernelSize = 2;
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KernelElement kernel_du[kernelSize] = {
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{-1, 0,-0.5f },
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{ 1, 0, 0.5f }
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};
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KernelElement kernel_dv[kernelSize] = {
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{ 0, 1, 0.5f },
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{ 0,-1,-0.5f }
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};
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#else
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// 3x3 Prewitt
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const int kernelSize = 6;
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KernelElement kernel_du[kernelSize] = {
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{-1, 1,-1.0f },
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{-1, 0,-1.0f },
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{-1,-1,-1.0f },
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{ 1, 1, 1.0f },
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{ 1, 0, 1.0f },
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{ 1,-1, 1.0f }
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};
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KernelElement kernel_dv[kernelSize] = {
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{-1, 1, 1.0f },
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{ 0, 1, 1.0f },
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{ 1, 1, 1.0f },
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{-1,-1,-1.0f },
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{ 0,-1,-1.0f },
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{ 1,-1,-1.0f }
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};
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#endif
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int x, y = 0;
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while( y < h )
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{
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x = 0;
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while( x < w )
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{
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float du = 0;
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for(KernelElement* i = kernel_du; i != kernel_du + kernelSize; ++i)
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{
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du += (getPixel(in, w, h, x + (*i).x, y + (*i).y)[0] / 255.0) * (*i).w;
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}
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float dv = 0;
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for(KernelElement* i = kernel_dv; i != kernel_dv + kernelSize; ++i)
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{
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dv += (getPixel(in, w, h, x + (*i).x, y + (*i).y)[0] / 255.0) * (*i).w;
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}
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float nx = -du * scale;
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float ny = -dv * scale;
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float nz = 1.0;
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// Normalize
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float norm = 1.0/sqrt(nx*nx + ny*ny + nz*nz);
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out[0] = float_to_integer(((nx * norm) + 1) * 127.5);
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out[1] = float_to_integer(((ny * norm) + 1) * 127.5);
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out[2] = float_to_integer(((nz * norm) + 1) * 127.5);
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out[3] = 255;
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x++;
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out += 4;
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}
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y++;
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}
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return normalmap;
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}
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Image* loadHeightmap(void* environment, const char* name)
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{
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Image* heightmap = GlobalTexturesCache().loadImage(name);
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if(heightmap != 0)
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{
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Image& normalmap = convertHeightmapToNormalmap(*heightmap, *reinterpret_cast<float*>(environment));
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heightmap->release();
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return &normalmap;
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}
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return 0;
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}
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Image* loadSpecial(void* environment, const char* name)
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{
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if(*name == '_') // special image
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{
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StringOutputStream bitmapName(256);
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bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".bmp";
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Image* image = loadBitmap(environment, bitmapName.c_str());
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if(image != 0)
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{
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return image;
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}
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}
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return GlobalTexturesCache().loadImage(name);
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}
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class ShaderPoolContext
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{
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};
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typedef Static<StringPool, ShaderPoolContext> ShaderPool;
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typedef PooledString<ShaderPool> ShaderString;
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typedef ShaderString ShaderVariable;
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typedef ShaderString ShaderValue;
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typedef CopiedString TextureExpression;
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// clean a texture name to the qtexture_t name format we use internally
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// NOTE: case sensitivity: the engine is case sensitive. we store the shader name with case information and save with case
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// information as well. but we assume there won't be any case conflict and so when doing lookups based on shader name,
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// we compare as case insensitive. That is Radiant is case insensitive, but knows that the engine is case sensitive.
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//++timo FIXME: we need to put code somewhere to detect when two shaders that are case insensitive equal are present
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template<typename StringType>
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void parseTextureName(StringType& name, const char* token)
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{
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StringOutputStream cleaned(256);
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cleaned << PathCleaned(token);
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name = CopiedString(StringRange(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str()))).c_str(); // remove extension
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}
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bool Tokeniser_parseTextureName(Tokeniser& tokeniser, TextureExpression& name)
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{
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const char* token = tokeniser.getToken();
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if(token == 0)
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{
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Tokeniser_unexpectedError(tokeniser, token, "#texture-name");
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return false;
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}
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parseTextureName(name, token);
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return true;
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}
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bool Tokeniser_parseShaderName(Tokeniser& tokeniser, CopiedString& name)
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{
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const char* token = tokeniser.getToken();
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if(token == 0)
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{
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Tokeniser_unexpectedError(tokeniser, token, "#shader-name");
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return false;
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}
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parseTextureName(name, token);
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return true;
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}
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bool Tokeniser_parseString(Tokeniser& tokeniser, ShaderString& string)
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{
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const char* token = tokeniser.getToken();
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if(token == 0)
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{
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Tokeniser_unexpectedError(tokeniser, token, "#string");
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return false;
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}
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string = token;
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return true;
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}
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typedef std::list<ShaderVariable> ShaderParameters;
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typedef std::list<ShaderVariable> ShaderArguments;
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typedef std::pair<ShaderVariable, ShaderVariable> BlendFuncExpression;
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class ShaderTemplate
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{
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std::size_t m_refcount;
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CopiedString m_Name;
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public:
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ShaderParameters m_params;
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TextureExpression m_textureName;
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TextureExpression m_diffuse;
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TextureExpression m_bump;
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ShaderValue m_heightmapScale;
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TextureExpression m_specular;
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TextureExpression m_lightFalloffImage;
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int m_nFlags;
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float m_fTrans;
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// alphafunc stuff
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IShader::EAlphaFunc m_AlphaFunc;
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float m_AlphaRef;
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// cull stuff
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IShader::ECull m_Cull;
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ShaderTemplate() :
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m_refcount(0)
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{
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m_nFlags = 0;
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m_fTrans = 1.0f;
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}
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void IncRef()
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{
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++m_refcount;
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}
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void DecRef()
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{
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ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
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if(--m_refcount == 0)
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{
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delete this;
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}
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}
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std::size_t refcount()
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{
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return m_refcount;
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}
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const char* getName() const
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{
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return m_Name.c_str();
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}
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void setName(const char* name)
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{
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m_Name = name;
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}
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// -----------------------------------------
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bool parseDoom3(Tokeniser& tokeniser);
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bool parseQuake3(Tokeniser& tokeniser);
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bool parseTemplate(Tokeniser& tokeniser);
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void CreateDefault(const char *name)
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{
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if(g_enableDefaultShaders)
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{
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m_textureName = name;
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}
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else
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{
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m_textureName = "";
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}
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setName(name);
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}
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class MapLayerTemplate
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{
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TextureExpression m_texture;
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BlendFuncExpression m_blendFunc;
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bool m_clampToBorder;
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ShaderValue m_alphaTest;
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public:
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MapLayerTemplate(const TextureExpression& texture, const BlendFuncExpression& blendFunc, bool clampToBorder, const ShaderValue& alphaTest) :
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m_texture(texture),
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m_blendFunc(blendFunc),
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m_clampToBorder(false),
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m_alphaTest(alphaTest)
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{
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}
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const TextureExpression& texture() const
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{
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return m_texture;
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}
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const BlendFuncExpression& blendFunc() const
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{
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return m_blendFunc;
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}
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bool clampToBorder() const
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{
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return m_clampToBorder;
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}
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const ShaderValue& alphaTest() const
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{
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return m_alphaTest;
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}
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};
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typedef std::vector<MapLayerTemplate> MapLayers;
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MapLayers m_layers;
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};
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bool Doom3Shader_parseHeightmap(Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale)
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{
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RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
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RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, bump));
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RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ","));
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RETURN_FALSE_IF_FAIL(Tokeniser_parseString(tokeniser, heightmapScale));
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RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
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return true;
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}
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bool Doom3Shader_parseAddnormals(Tokeniser& tokeniser, TextureExpression& bump)
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{
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RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
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RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, bump));
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RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ","));
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RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "heightmap"));
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TextureExpression heightmapName;
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ShaderValue heightmapScale;
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RETURN_FALSE_IF_FAIL(Doom3Shader_parseHeightmap(tokeniser, heightmapName, heightmapScale));
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RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
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return true;
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}
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bool Doom3Shader_parseBumpmap(Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale)
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{
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const char* token = tokeniser.getToken();
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if(token == 0)
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{
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Tokeniser_unexpectedError(tokeniser, token, "#bumpmap");
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return false;
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}
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if(string_equal(token, "heightmap"))
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{
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RETURN_FALSE_IF_FAIL(Doom3Shader_parseHeightmap(tokeniser, bump, heightmapScale));
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}
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else if(string_equal(token, "addnormals"))
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{
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RETURN_FALSE_IF_FAIL(Doom3Shader_parseAddnormals(tokeniser, bump));
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}
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else
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{
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parseTextureName(bump, token);
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}
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return true;
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}
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enum LayerTypeId
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{
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LAYER_NONE,
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LAYER_BLEND,
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LAYER_DIFFUSEMAP,
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LAYER_BUMPMAP,
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LAYER_SPECULARMAP
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};
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class LayerTemplate
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{
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public:
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LayerTypeId m_type;
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TextureExpression m_texture;
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BlendFuncExpression m_blendFunc;
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bool m_clampToBorder;
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ShaderValue m_alphaTest;
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ShaderValue m_heightmapScale;
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LayerTemplate() : m_type(LAYER_NONE), m_blendFunc("GL_ONE", "GL_ZERO"), m_clampToBorder(false), m_alphaTest("-1"), m_heightmapScale("0")
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{
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}
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};
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bool parseShaderParameters(Tokeniser& tokeniser, ShaderParameters& params)
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{
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Tokeniser_parseToken(tokeniser, "(");
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for(;;)
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{
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const char* param = tokeniser.getToken();
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if(string_equal(param, ")"))
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{
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break;
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}
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params.push_back(param);
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const char* comma = tokeniser.getToken();
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if(string_equal(comma, ")"))
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{
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break;
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}
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if(!string_equal(comma, ","))
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{
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Tokeniser_unexpectedError(tokeniser, comma, ",");
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return false;
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}
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}
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return true;
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}
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bool ShaderTemplate::parseTemplate(Tokeniser& tokeniser)
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{
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m_Name = tokeniser.getToken();
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if(!parseShaderParameters(tokeniser, m_params))
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{
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globalErrorStream() << "shader template: " << makeQuoted(m_Name.c_str()) << ": parameter parse failed\n";
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return false;
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}
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return parseDoom3(tokeniser);
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}
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bool ShaderTemplate::parseDoom3(Tokeniser& tokeniser)
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{
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LayerTemplate currentLayer;
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bool isFog = false;
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// we need to read until we hit a balanced }
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int depth = 0;
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for(;;)
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{
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tokeniser.nextLine();
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const char* token = tokeniser.getToken();
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if(token == 0)
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return false;
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if(string_equal(token, "{"))
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{
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++depth;
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continue;
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}
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else if(string_equal(token, "}"))
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{
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--depth;
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if(depth < 0) // error
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{
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return false;
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}
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if(depth == 0) // end of shader
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{
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break;
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}
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if(depth == 1) // end of layer
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{
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if(currentLayer.m_type == LAYER_DIFFUSEMAP)
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|
{
|
|
m_diffuse = currentLayer.m_texture;
|
|
}
|
|
else if(currentLayer.m_type == LAYER_BUMPMAP)
|
|
{
|
|
m_bump = currentLayer.m_texture;
|
|
}
|
|
else if(currentLayer.m_type == LAYER_SPECULARMAP)
|
|
{
|
|
m_specular = currentLayer.m_texture;
|
|
}
|
|
else if(!string_empty(currentLayer.m_texture.c_str()))
|
|
{
|
|
m_layers.push_back(MapLayerTemplate(
|
|
currentLayer.m_texture.c_str(),
|
|
currentLayer.m_blendFunc,
|
|
currentLayer.m_clampToBorder,
|
|
currentLayer.m_alphaTest
|
|
));
|
|
}
|
|
currentLayer.m_type = LAYER_NONE;
|
|
currentLayer.m_texture = "";
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if(depth == 2) // in layer
|
|
{
|
|
if(string_equal_nocase(token, "blend"))
|
|
{
|
|
const char* blend = tokeniser.getToken();
|
|
|
|
if(blend == 0)
|
|
{
|
|
Tokeniser_unexpectedError(tokeniser, blend, "#blend");
|
|
return false;
|
|
}
|
|
|
|
if(string_equal_nocase(blend, "diffusemap"))
|
|
{
|
|
currentLayer.m_type = LAYER_DIFFUSEMAP;
|
|
}
|
|
else if(string_equal_nocase(blend, "bumpmap"))
|
|
{
|
|
currentLayer.m_type = LAYER_BUMPMAP;
|
|
}
|
|
else if(string_equal_nocase(blend, "specularmap"))
|
|
{
|
|
currentLayer.m_type = LAYER_SPECULARMAP;
|
|
}
|
|
else
|
|
{
|
|
currentLayer.m_blendFunc.first = blend;
|
|
|
|
const char* comma = tokeniser.getToken();
|
|
|
|
if(comma == 0)
|
|
{
|
|
Tokeniser_unexpectedError(tokeniser, comma, "#comma");
|
|
return false;
|
|
}
|
|
|
|
if(string_equal(comma, ","))
|
|
{
|
|
RETURN_FALSE_IF_FAIL(Tokeniser_parseString(tokeniser, currentLayer.m_blendFunc.second));
|
|
}
|
|
else
|
|
{
|
|
currentLayer.m_blendFunc.second = "";
|
|
tokeniser.ungetToken();
|
|
}
|
|
}
|
|
}
|
|
else if(string_equal_nocase(token, "map"))
|
|
{
|
|
if(currentLayer.m_type == LAYER_BUMPMAP)
|
|
{
|
|
RETURN_FALSE_IF_FAIL(Doom3Shader_parseBumpmap(tokeniser, currentLayer.m_texture, currentLayer.m_heightmapScale));
|
|
}
|
|
else
|
|
{
|
|
const char* map = tokeniser.getToken();
|
|
|
|
if(map == 0)
|
|
{
|
|
Tokeniser_unexpectedError(tokeniser, map, "#map");
|
|
return false;
|
|
}
|
|
|
|
if(string_equal(map, "makealpha"))
|
|
{
|
|
RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
|
|
const char* texture = tokeniser.getToken();
|
|
if(texture == 0)
|
|
{
|
|
Tokeniser_unexpectedError(tokeniser, texture, "#texture");
|
|
return false;
|
|
}
|
|
currentLayer.m_texture = texture;
|
|
RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
|
|
}
|
|
else
|
|
{
|
|
parseTextureName(currentLayer.m_texture, map);
|
|
}
|
|
}
|
|
}
|
|
else if(string_equal_nocase(token, "zeroclamp"))
|
|
{
|
|
currentLayer.m_clampToBorder = true;
|
|
}
|
|
#if 0
|
|
else if(string_equal_nocase(token, "alphaTest"))
|
|
{
|
|
Tokeniser_getFloat(tokeniser, currentLayer.m_alphaTest);
|
|
}
|
|
#endif
|
|
}
|
|
else if(depth == 1)
|
|
{
|
|
if(string_equal_nocase(token, "qer_editorimage"))
|
|
{
|
|
RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_textureName));
|
|
}
|
|
else if (string_equal_nocase(token, "qer_trans"))
|
|
{
|
|
m_fTrans = string_read_float(tokeniser.getToken());
|
|
m_nFlags |= QER_TRANS;
|
|
}
|
|
else if (string_equal_nocase(token, "translucent"))
|
|
{
|
|
m_fTrans = 1;
|
|
m_nFlags |= QER_TRANS;
|
|
}
|
|
else if (string_equal(token, "DECAL_MACRO"))
|
|
{
|
|
m_fTrans = 1;
|
|
m_nFlags |= QER_TRANS;
|
|
}
|
|
else if (string_equal_nocase(token, "bumpmap"))
|
|
{
|
|
RETURN_FALSE_IF_FAIL(Doom3Shader_parseBumpmap(tokeniser, m_bump, m_heightmapScale));
|
|
}
|
|
else if (string_equal_nocase(token, "diffusemap"))
|
|
{
|
|
RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_diffuse));
|
|
}
|
|
else if (string_equal_nocase(token, "specularmap"))
|
|
{
|
|
RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_specular));
|
|
}
|
|
else if (string_equal_nocase(token, "twosided"))
|
|
{
|
|
m_Cull = IShader::eCullNone;
|
|
m_nFlags |= QER_CULL;
|
|
}
|
|
else if (string_equal_nocase(token, "nodraw"))
|
|
{
|
|
m_nFlags |= QER_NODRAW;
|
|
}
|
|
else if (string_equal_nocase(token, "nonsolid"))
|
|
{
|
|
m_nFlags |= QER_NONSOLID;
|
|
}
|
|
else if (string_equal_nocase(token, "liquid"))
|
|
{
|
|
m_nFlags |= QER_WATER;
|
|
}
|
|
else if (string_equal_nocase(token, "areaportal"))
|
|
{
|
|
m_nFlags |= QER_AREAPORTAL;
|
|
}
|
|
else if (string_equal_nocase(token, "playerclip")
|
|
|| string_equal_nocase(token, "monsterclip")
|
|
|| string_equal_nocase(token, "ikclip")
|
|
|| string_equal_nocase(token, "moveableclip"))
|
|
{
|
|
m_nFlags |= QER_CLIP;
|
|
}
|
|
if (string_equal_nocase(token, "fogLight"))
|
|
{
|
|
isFog = true;
|
|
}
|
|
else if (!isFog && string_equal_nocase(token, "lightFalloffImage"))
|
|
{
|
|
const char* lightFalloffImage = tokeniser.getToken();
|
|
if(lightFalloffImage == 0)
|
|
{
|
|
Tokeniser_unexpectedError(tokeniser, lightFalloffImage, "#lightFalloffImage");
|
|
return false;
|
|
}
|
|
if(string_equal_nocase(lightFalloffImage, "makeintensity"))
|
|
{
|
|
RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
|
|
TextureExpression name;
|
|
RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, name));
|
|
m_lightFalloffImage = name;
|
|
RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
|
|
}
|
|
else
|
|
{
|
|
m_lightFalloffImage = lightFalloffImage;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(string_empty(m_textureName.c_str()))
|
|
{
|
|
m_textureName = m_diffuse;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
typedef SmartPointer<ShaderTemplate> ShaderTemplatePointer;
|
|
typedef std::map<CopiedString, ShaderTemplatePointer> ShaderTemplateMap;
|
|
|
|
ShaderTemplateMap g_shaders;
|
|
ShaderTemplateMap g_shaderTemplates;
|
|
|
|
ShaderTemplate* findTemplate(const char* name)
|
|
{
|
|
ShaderTemplateMap::iterator i = g_shaderTemplates.find(name);
|
|
if(i != g_shaderTemplates.end())
|
|
{
|
|
return (*i).second.get();
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
class ShaderDefinition
|
|
{
|
|
public:
|
|
ShaderDefinition(ShaderTemplate* shaderTemplate, const ShaderArguments& args, const char* filename)
|
|
: shaderTemplate(shaderTemplate), args(args), filename(filename)
|
|
{
|
|
}
|
|
ShaderTemplate* shaderTemplate;
|
|
ShaderArguments args;
|
|
const char* filename;
|
|
};
|
|
|
|
typedef std::map<CopiedString, ShaderDefinition> ShaderDefinitionMap;
|
|
|
|
ShaderDefinitionMap g_shaderDefinitions;
|
|
|
|
bool parseTemplateInstance(Tokeniser& tokeniser, const char* filename)
|
|
{
|
|
CopiedString name;
|
|
RETURN_FALSE_IF_FAIL(Tokeniser_parseShaderName(tokeniser, name));
|
|
const char* templateName = tokeniser.getToken();
|
|
ShaderTemplate* shaderTemplate = findTemplate(templateName);
|
|
if(shaderTemplate == 0)
|
|
{
|
|
globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": shader template not found: " << makeQuoted(templateName) << "\n";
|
|
}
|
|
|
|
ShaderArguments args;
|
|
if(!parseShaderParameters(tokeniser, args))
|
|
{
|
|
globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": argument parse failed\n";
|
|
return false;
|
|
}
|
|
|
|
if(shaderTemplate != 0)
|
|
{
|
|
if(!g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate, args, filename))).second)
|
|
{
|
|
globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": already exists, second definition ignored\n";
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
const char* evaluateShaderValue(const char* value, const ShaderParameters& params, const ShaderArguments& args)
|
|
{
|
|
ShaderArguments::const_iterator j = args.begin();
|
|
for(ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j)
|
|
{
|
|
const char* other = (*i).c_str();
|
|
if(string_equal(value, other))
|
|
{
|
|
return (*j).c_str();
|
|
}
|
|
}
|
|
return value;
|
|
}
|
|
|
|
///\todo BlendFunc parsing
|
|
BlendFunc evaluateBlendFunc(const BlendFuncExpression& blendFunc, const ShaderParameters& params, const ShaderArguments& args)
|
|
{
|
|
return BlendFunc(BLEND_ONE, BLEND_ZERO);
|
|
}
|
|
|
|
qtexture_t* evaluateTexture(const TextureExpression& texture, const ShaderParameters& params, const ShaderArguments& args, const LoadImageCallback& loader = GlobalTexturesCache().defaultLoader())
|
|
{
|
|
StringOutputStream result(64);
|
|
const char* expression = texture.c_str();
|
|
const char* end = expression + string_length(expression);
|
|
if(!string_empty(expression))
|
|
{
|
|
for(;;)
|
|
{
|
|
const char* best = end;
|
|
const char* bestParam = 0;
|
|
const char* bestArg = 0;
|
|
ShaderArguments::const_iterator j = args.begin();
|
|
for(ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j)
|
|
{
|
|
const char* found = strstr(expression, (*i).c_str());
|
|
if(found != 0 && found < best)
|
|
{
|
|
best = found;
|
|
bestParam = (*i).c_str();
|
|
bestArg = (*j).c_str();
|
|
}
|
|
}
|
|
if(best != end)
|
|
{
|
|
result << StringRange(expression, best);
|
|
result << PathCleaned(bestArg);
|
|
expression = best + string_length(bestParam);
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
result << expression;
|
|
}
|
|
return GlobalTexturesCache().capture(loader, result.c_str());
|
|
}
|
|
|
|
float evaluateFloat(const ShaderValue& value, const ShaderParameters& params, const ShaderArguments& args)
|
|
{
|
|
const char* result = evaluateShaderValue(value.c_str(), params, args);
|
|
float f;
|
|
if(!string_parse_float(result, f))
|
|
{
|
|
globalErrorStream() << "parsing float value failed: " << makeQuoted(result) << "\n";
|
|
}
|
|
return f;
|
|
}
|
|
|
|
BlendFactor evaluateBlendFactor(const ShaderValue& value, const ShaderParameters& params, const ShaderArguments& args)
|
|
{
|
|
const char* result = evaluateShaderValue(value.c_str(), params, args);
|
|
|
|
if(string_equal_nocase(result, "gl_zero"))
|
|
{
|
|
return BLEND_ZERO;
|
|
}
|
|
if(string_equal_nocase(result, "gl_one"))
|
|
{
|
|
return BLEND_ONE;
|
|
}
|
|
if(string_equal_nocase(result, "gl_src_color"))
|
|
{
|
|
return BLEND_SRC_COLOUR;
|
|
}
|
|
if(string_equal_nocase(result, "gl_one_minus_src_color"))
|
|
{
|
|
return BLEND_ONE_MINUS_SRC_COLOUR;
|
|
}
|
|
if(string_equal_nocase(result, "gl_src_alpha"))
|
|
{
|
|
return BLEND_SRC_ALPHA;
|
|
}
|
|
if(string_equal_nocase(result, "gl_one_minus_src_alpha"))
|
|
{
|
|
return BLEND_ONE_MINUS_SRC_ALPHA;
|
|
}
|
|
if(string_equal_nocase(result, "gl_dst_color"))
|
|
{
|
|
return BLEND_DST_COLOUR;
|
|
}
|
|
if(string_equal_nocase(result, "gl_one_minus_dst_color"))
|
|
{
|
|
return BLEND_ONE_MINUS_DST_COLOUR;
|
|
}
|
|
if(string_equal_nocase(result, "gl_dst_alpha"))
|
|
{
|
|
return BLEND_DST_ALPHA;
|
|
}
|
|
if(string_equal_nocase(result, "gl_one_minus_dst_alpha"))
|
|
{
|
|
return BLEND_ONE_MINUS_DST_ALPHA;
|
|
}
|
|
if(string_equal_nocase(result, "gl_src_alpha_saturate"))
|
|
{
|
|
return BLEND_SRC_ALPHA_SATURATE;
|
|
}
|
|
|
|
globalErrorStream() << "parsing blend-factor value failed: " << makeQuoted(result) << "\n";
|
|
return BLEND_ZERO;
|
|
}
|
|
|
|
class CShader : public IShader
|
|
{
|
|
std::size_t m_refcount;
|
|
|
|
const ShaderTemplate& m_template;
|
|
const ShaderArguments& m_args;
|
|
const char* m_filename;
|
|
// name is shader-name, otherwise texture-name (if not a real shader)
|
|
CopiedString m_Name;
|
|
|
|
qtexture_t* m_pTexture;
|
|
qtexture_t* m_notfound;
|
|
qtexture_t* m_pDiffuse;
|
|
float m_heightmapScale;
|
|
qtexture_t* m_pBump;
|
|
qtexture_t* m_pSpecular;
|
|
qtexture_t* m_pLightFalloffImage;
|
|
BlendFunc m_blendFunc;
|
|
|
|
bool m_bInUse;
|
|
|
|
|
|
public:
|
|
static bool m_lightingEnabled;
|
|
|
|
CShader(const ShaderDefinition& definition) :
|
|
m_refcount(0),
|
|
m_template(*definition.shaderTemplate),
|
|
m_args(definition.args),
|
|
m_filename(definition.filename),
|
|
m_blendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA),
|
|
m_bInUse(false)
|
|
{
|
|
m_pTexture = 0;
|
|
m_pDiffuse = 0;
|
|
m_pBump = 0;
|
|
m_pSpecular = 0;
|
|
|
|
m_notfound = 0;
|
|
|
|
realise();
|
|
}
|
|
virtual ~CShader()
|
|
{
|
|
unrealise();
|
|
|
|
ASSERT_MESSAGE(m_refcount == 0, "deleting active shader");
|
|
}
|
|
|
|
// IShaders implementation -----------------
|
|
void IncRef()
|
|
{
|
|
++m_refcount;
|
|
}
|
|
void DecRef()
|
|
{
|
|
ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
|
|
if(--m_refcount == 0)
|
|
{
|
|
delete this;
|
|
}
|
|
}
|
|
|
|
std::size_t refcount()
|
|
{
|
|
return m_refcount;
|
|
}
|
|
|
|
// get/set the qtexture_t* Radiant uses to represent this shader object
|
|
qtexture_t* getTexture() const
|
|
{
|
|
return m_pTexture;
|
|
}
|
|
qtexture_t* getDiffuse() const
|
|
{
|
|
return m_pDiffuse;
|
|
}
|
|
qtexture_t* getBump() const
|
|
{
|
|
return m_pBump;
|
|
}
|
|
qtexture_t* getSpecular() const
|
|
{
|
|
return m_pSpecular;
|
|
}
|
|
// get shader name
|
|
const char* getName() const
|
|
{
|
|
return m_Name.c_str();
|
|
}
|
|
bool IsInUse() const
|
|
{
|
|
return m_bInUse;
|
|
}
|
|
void SetInUse(bool bInUse)
|
|
{
|
|
m_bInUse = bInUse;
|
|
g_ActiveShadersChangedNotify();
|
|
}
|
|
// get the shader flags
|
|
int getFlags() const
|
|
{
|
|
return m_template.m_nFlags;
|
|
}
|
|
// get the transparency value
|
|
float getTrans() const
|
|
{
|
|
return m_template.m_fTrans;
|
|
}
|
|
// test if it's a true shader, or a default shader created to wrap around a texture
|
|
bool IsDefault() const
|
|
{
|
|
return string_empty(m_filename);
|
|
}
|
|
// get the alphaFunc
|
|
void getAlphaFunc(EAlphaFunc *func, float *ref) { *func = m_template.m_AlphaFunc; *ref = m_template.m_AlphaRef; };
|
|
BlendFunc getBlendFunc() const
|
|
{
|
|
return m_blendFunc;
|
|
}
|
|
// get the cull type
|
|
ECull getCull()
|
|
{
|
|
return m_template.m_Cull;
|
|
};
|
|
// get shader file name (ie the file where this one is defined)
|
|
const char* getShaderFileName() const
|
|
{
|
|
return m_filename;
|
|
}
|
|
// -----------------------------------------
|
|
|
|
void realise()
|
|
{
|
|
m_pTexture = evaluateTexture(m_template.m_textureName, m_template.m_params, m_args);
|
|
|
|
if(m_pTexture->texture_number == 0)
|
|
{
|
|
m_notfound = m_pTexture;
|
|
|
|
{
|
|
StringOutputStream name(256);
|
|
name << GlobalRadiant().getAppPath() << "bitmaps/" << (IsDefault() ? "notex.bmp" : "shadernotex.bmp");
|
|
m_pTexture = GlobalTexturesCache().capture(LoadImageCallback(0, loadBitmap), name.c_str());
|
|
}
|
|
}
|
|
|
|
realiseLighting();
|
|
}
|
|
|
|
void unrealise()
|
|
{
|
|
GlobalTexturesCache().release(m_pTexture);
|
|
|
|
if(m_notfound != 0)
|
|
{
|
|
GlobalTexturesCache().release(m_notfound);
|
|
}
|
|
|
|
unrealiseLighting();
|
|
}
|
|
|
|
void realiseLighting()
|
|
{
|
|
if(m_lightingEnabled)
|
|
{
|
|
LoadImageCallback loader = GlobalTexturesCache().defaultLoader();
|
|
if(!string_empty(m_template.m_heightmapScale.c_str()))
|
|
{
|
|
m_heightmapScale = evaluateFloat(m_template.m_heightmapScale, m_template.m_params, m_args);
|
|
loader = LoadImageCallback(&m_heightmapScale, loadHeightmap);
|
|
}
|
|
m_pDiffuse = evaluateTexture(m_template.m_diffuse, m_template.m_params, m_args);
|
|
m_pBump = evaluateTexture(m_template.m_bump, m_template.m_params, m_args, loader);
|
|
m_pSpecular = evaluateTexture(m_template.m_specular, m_template.m_params, m_args);
|
|
m_pLightFalloffImage = evaluateTexture(m_template.m_lightFalloffImage, m_template.m_params, m_args);
|
|
|
|
for(ShaderTemplate::MapLayers::const_iterator i = m_template.m_layers.begin(); i != m_template.m_layers.end(); ++i)
|
|
{
|
|
m_layers.push_back(evaluateLayer(*i, m_template.m_params, m_args));
|
|
}
|
|
|
|
if(m_layers.size() == 1)
|
|
{
|
|
const BlendFuncExpression& blendFunc = m_template.m_layers.front().blendFunc();
|
|
if(!string_empty(blendFunc.second.c_str()))
|
|
{
|
|
m_blendFunc = BlendFunc(
|
|
evaluateBlendFactor(blendFunc.first.c_str(), m_template.m_params, m_args),
|
|
evaluateBlendFactor(blendFunc.second.c_str(), m_template.m_params, m_args)
|
|
);
|
|
}
|
|
else
|
|
{
|
|
const char* blend = evaluateShaderValue(blendFunc.first.c_str(), m_template.m_params, m_args);
|
|
|
|
if(string_equal_nocase(blend, "add"))
|
|
{
|
|
m_blendFunc = BlendFunc(BLEND_ONE, BLEND_ONE);
|
|
}
|
|
else if(string_equal_nocase(blend, "filter"))
|
|
{
|
|
m_blendFunc = BlendFunc(BLEND_DST_COLOUR, BLEND_ZERO);
|
|
}
|
|
else if(string_equal_nocase(blend, "blend"))
|
|
{
|
|
m_blendFunc = BlendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
else
|
|
{
|
|
globalErrorStream() << "parsing blend value failed: " << makeQuoted(blend) << "\n";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void unrealiseLighting()
|
|
{
|
|
if(m_lightingEnabled)
|
|
{
|
|
GlobalTexturesCache().release(m_pDiffuse);
|
|
GlobalTexturesCache().release(m_pBump);
|
|
GlobalTexturesCache().release(m_pSpecular);
|
|
|
|
GlobalTexturesCache().release(m_pLightFalloffImage);
|
|
|
|
for(MapLayers::iterator i = m_layers.begin(); i != m_layers.end(); ++i)
|
|
{
|
|
GlobalTexturesCache().release((*i).texture());
|
|
}
|
|
m_layers.clear();
|
|
|
|
m_blendFunc = BlendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
}
|
|
|
|
// set shader name
|
|
void setName(const char* name)
|
|
{
|
|
m_Name = name;
|
|
}
|
|
|
|
class MapLayer : public ShaderLayer
|
|
{
|
|
qtexture_t* m_texture;
|
|
BlendFunc m_blendFunc;
|
|
bool m_clampToBorder;
|
|
float m_alphaTest;
|
|
public:
|
|
MapLayer(qtexture_t* texture, BlendFunc blendFunc, bool clampToBorder, float alphaTest) :
|
|
m_texture(texture),
|
|
m_blendFunc(blendFunc),
|
|
m_clampToBorder(false),
|
|
m_alphaTest(alphaTest)
|
|
{
|
|
}
|
|
qtexture_t* texture() const
|
|
{
|
|
return m_texture;
|
|
}
|
|
BlendFunc blendFunc() const
|
|
{
|
|
return m_blendFunc;
|
|
}
|
|
bool clampToBorder() const
|
|
{
|
|
return m_clampToBorder;
|
|
}
|
|
float alphaTest() const
|
|
{
|
|
return m_alphaTest;
|
|
}
|
|
};
|
|
|
|
static MapLayer evaluateLayer(const ShaderTemplate::MapLayerTemplate& layerTemplate, const ShaderParameters& params, const ShaderArguments& args)
|
|
{
|
|
return MapLayer(
|
|
evaluateTexture(layerTemplate.texture(), params, args),
|
|
evaluateBlendFunc(layerTemplate.blendFunc(), params, args),
|
|
layerTemplate.clampToBorder(),
|
|
evaluateFloat(layerTemplate.alphaTest(), params, args)
|
|
);
|
|
}
|
|
|
|
typedef std::vector<MapLayer> MapLayers;
|
|
MapLayers m_layers;
|
|
|
|
const ShaderLayer* firstLayer() const
|
|
{
|
|
if(m_layers.empty())
|
|
{
|
|
return 0;
|
|
}
|
|
return &m_layers.front();
|
|
}
|
|
void forEachLayer(const ShaderLayerCallback& callback) const
|
|
{
|
|
for(MapLayers::const_iterator i = m_layers.begin(); i != m_layers.end(); ++i)
|
|
{
|
|
callback(*i);
|
|
}
|
|
}
|
|
|
|
qtexture_t* lightFalloffImage() const
|
|
{
|
|
if(!string_empty(m_template.m_lightFalloffImage.c_str()))
|
|
{
|
|
return m_pLightFalloffImage;
|
|
}
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
bool CShader::m_lightingEnabled = false;
|
|
|
|
typedef SmartPointer<CShader> ShaderPointer;
|
|
typedef std::map<CopiedString, ShaderPointer, shader_less_t> shaders_t;
|
|
|
|
shaders_t g_ActiveShaders;
|
|
|
|
static shaders_t::iterator g_ActiveShadersIterator;
|
|
|
|
void ActiveShaders_IteratorBegin()
|
|
{
|
|
g_ActiveShadersIterator = g_ActiveShaders.begin();
|
|
}
|
|
|
|
bool ActiveShaders_IteratorAtEnd()
|
|
{
|
|
return g_ActiveShadersIterator == g_ActiveShaders.end();
|
|
}
|
|
|
|
IShader *ActiveShaders_IteratorCurrent()
|
|
{
|
|
return static_cast<CShader*>(g_ActiveShadersIterator->second);
|
|
}
|
|
|
|
void ActiveShaders_IteratorIncrement()
|
|
{
|
|
++g_ActiveShadersIterator;
|
|
}
|
|
|
|
void debug_check_shaders(shaders_t& shaders)
|
|
{
|
|
for(shaders_t::iterator i = shaders.begin(); i != shaders.end(); ++i)
|
|
{
|
|
ASSERT_MESSAGE(i->second->refcount() == 1, "orphan shader still referenced");
|
|
}
|
|
}
|
|
|
|
// will free all GL binded qtextures and shaders
|
|
// NOTE: doesn't make much sense out of Radiant exit or called during a reload
|
|
void FreeShaders()
|
|
{
|
|
// reload shaders
|
|
// empty the actives shaders list
|
|
debug_check_shaders(g_ActiveShaders);
|
|
g_ActiveShaders.clear();
|
|
g_shaders.clear();
|
|
g_shaderTemplates.clear();
|
|
g_shaderDefinitions.clear();
|
|
g_ActiveShadersChangedNotify();
|
|
}
|
|
|
|
bool ShaderTemplate::parseQuake3(Tokeniser& tokeniser)
|
|
{
|
|
// name of the qtexture_t we'll use to represent this shader (this one has the "textures\" before)
|
|
m_textureName = m_Name.c_str();
|
|
|
|
tokeniser.nextLine();
|
|
|
|
// we need to read until we hit a balanced }
|
|
int depth = 0;
|
|
for(;;)
|
|
{
|
|
tokeniser.nextLine();
|
|
const char* token = tokeniser.getToken();
|
|
|
|
if(token == 0)
|
|
return false;
|
|
|
|
if(string_equal(token, "{"))
|
|
{
|
|
++depth;
|
|
continue;
|
|
}
|
|
else if(string_equal(token, "}"))
|
|
{
|
|
--depth;
|
|
if(depth < 0) // underflow
|
|
{
|
|
return false;
|
|
}
|
|
if(depth == 0) // end of shader
|
|
{
|
|
break;
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
if(depth == 1)
|
|
{
|
|
if (string_equal_nocase(token, "qer_nocarve"))
|
|
{
|
|
m_nFlags |= QER_NOCARVE;
|
|
}
|
|
else if (string_equal_nocase(token, "qer_trans"))
|
|
{
|
|
RETURN_FALSE_IF_FAIL(Tokeniser_getFloat(tokeniser, m_fTrans));
|
|
m_nFlags |= QER_TRANS;
|
|
}
|
|
else if (string_equal_nocase(token, "qer_editorimage"))
|
|
{
|
|
RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_textureName));
|
|
}
|
|
else if (string_equal_nocase(token, "qer_alphafunc"))
|
|
{
|
|
const char* alphafunc = tokeniser.getToken();
|
|
|
|
if(alphafunc == 0)
|
|
{
|
|
Tokeniser_unexpectedError(tokeniser, alphafunc, "#alphafunc");
|
|
return false;
|
|
}
|
|
|
|
if(string_equal_nocase(alphafunc, "equal"))
|
|
{
|
|
m_AlphaFunc = IShader::eEqual;
|
|
}
|
|
else if(string_equal_nocase(alphafunc, "greater"))
|
|
{
|
|
m_AlphaFunc = IShader::eGreater;
|
|
}
|
|
else if(string_equal_nocase(alphafunc, "less"))
|
|
{
|
|
m_AlphaFunc = IShader::eLess;
|
|
}
|
|
else if(string_equal_nocase(alphafunc, "gequal"))
|
|
{
|
|
m_AlphaFunc = IShader::eGEqual;
|
|
}
|
|
else if(string_equal_nocase(alphafunc, "lequal"))
|
|
{
|
|
m_AlphaFunc = IShader::eLEqual;
|
|
}
|
|
else
|
|
{
|
|
m_AlphaFunc = IShader::eAlways;
|
|
}
|
|
|
|
m_nFlags |= QER_ALPHATEST;
|
|
|
|
RETURN_FALSE_IF_FAIL(Tokeniser_getFloat(tokeniser, m_AlphaRef));
|
|
}
|
|
else if (string_equal_nocase(token, "cull"))
|
|
{
|
|
const char* cull = tokeniser.getToken();
|
|
|
|
if(cull == 0)
|
|
{
|
|
Tokeniser_unexpectedError(tokeniser, cull, "#cull");
|
|
return false;
|
|
}
|
|
|
|
if(string_equal_nocase(cull, "none")
|
|
|| string_equal_nocase(cull, "twosided")
|
|
|| string_equal_nocase(cull, "disable"))
|
|
{
|
|
m_Cull = IShader::eCullNone;
|
|
}
|
|
else if(string_equal_nocase(cull, "back")
|
|
|| string_equal_nocase(cull, "backside")
|
|
|| string_equal_nocase(cull, "backsided"))
|
|
{
|
|
m_Cull = IShader::eCullBack;
|
|
}
|
|
else
|
|
{
|
|
m_Cull = IShader::eCullBack;
|
|
}
|
|
|
|
m_nFlags |= QER_CULL;
|
|
}
|
|
else if (string_equal_nocase(token, "surfaceparm"))
|
|
{
|
|
const char* surfaceparm = tokeniser.getToken();
|
|
|
|
if(surfaceparm == 0)
|
|
{
|
|
Tokeniser_unexpectedError(tokeniser, surfaceparm, "#surfaceparm");
|
|
return false;
|
|
}
|
|
|
|
if (string_equal_nocase(surfaceparm, "fog"))
|
|
{
|
|
m_nFlags |= QER_FOG;
|
|
if (m_fTrans == 1.0f) // has not been explicitly set by qer_trans
|
|
{
|
|
m_fTrans = 0.35f;
|
|
}
|
|
}
|
|
else if (string_equal_nocase(surfaceparm, "nodraw"))
|
|
{
|
|
m_nFlags |= QER_NODRAW;
|
|
}
|
|
else if (string_equal_nocase(surfaceparm, "nonsolid"))
|
|
{
|
|
m_nFlags |= QER_NONSOLID;
|
|
}
|
|
else if (string_equal_nocase(surfaceparm, "water"))
|
|
{
|
|
m_nFlags |= QER_WATER;
|
|
}
|
|
else if (string_equal_nocase(surfaceparm, "lava"))
|
|
{
|
|
m_nFlags |= QER_LAVA;
|
|
}
|
|
else if (string_equal_nocase(surfaceparm, "areaportal"))
|
|
{
|
|
m_nFlags |= QER_AREAPORTAL;
|
|
}
|
|
else if (string_equal_nocase(surfaceparm, "playerclip"))
|
|
{
|
|
m_nFlags |= QER_CLIP;
|
|
}
|
|
else if (string_equal_nocase(surfaceparm, "botclip"))
|
|
{
|
|
m_nFlags |= QER_BOTCLIP;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
class Layer
|
|
{
|
|
public:
|
|
LayerTypeId m_type;
|
|
TextureExpression m_texture;
|
|
BlendFunc m_blendFunc;
|
|
bool m_clampToBorder;
|
|
float m_alphaTest;
|
|
float m_heightmapScale;
|
|
|
|
Layer() : m_type(LAYER_NONE), m_blendFunc(BLEND_ONE, BLEND_ZERO), m_clampToBorder(false), m_alphaTest(-1), m_heightmapScale(0)
|
|
{
|
|
}
|
|
};
|
|
|
|
std::list<CopiedString> g_shaderFilenames;
|
|
|
|
void ParseShaderFile(Tokeniser& tokeniser, const char* filename)
|
|
{
|
|
g_shaderFilenames.push_back(filename);
|
|
filename = g_shaderFilenames.back().c_str();
|
|
tokeniser.nextLine();
|
|
for(;;)
|
|
{
|
|
const char* token = tokeniser.getToken();
|
|
|
|
if(token == 0)
|
|
{
|
|
break;
|
|
}
|
|
|
|
if(string_equal(token, "table"))
|
|
{
|
|
if(tokeniser.getToken() == 0)
|
|
{
|
|
Tokeniser_unexpectedError(tokeniser, 0, "#table-name");
|
|
return;
|
|
}
|
|
if(!Tokeniser_parseToken(tokeniser, "{"))
|
|
{
|
|
return;
|
|
}
|
|
for(;;)
|
|
{
|
|
const char* option = tokeniser.getToken();
|
|
if(string_equal(option, "{"))
|
|
{
|
|
for(;;)
|
|
{
|
|
const char* value = tokeniser.getToken();
|
|
if(string_equal(value, "}"))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!Tokeniser_parseToken(tokeniser, "}"))
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(string_equal(token, "guide"))
|
|
{
|
|
parseTemplateInstance(tokeniser, filename);
|
|
}
|
|
else
|
|
{
|
|
if(!string_equal(token, "material")
|
|
&& !string_equal(token, "particle")
|
|
&& !string_equal(token, "skin"))
|
|
{
|
|
tokeniser.ungetToken();
|
|
}
|
|
// first token should be the path + name.. (from base)
|
|
CopiedString name;
|
|
if(!Tokeniser_parseShaderName(tokeniser, name))
|
|
{
|
|
}
|
|
ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
|
|
shaderTemplate->setName(name.c_str());
|
|
|
|
g_shaders.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
|
|
|
|
bool result = (g_shaderLanguage == SHADERLANGUAGE_QUAKE3)
|
|
? shaderTemplate->parseQuake3(tokeniser)
|
|
: shaderTemplate->parseDoom3(tokeniser);
|
|
if (result)
|
|
{
|
|
// do we already have this shader?
|
|
if(!g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(shaderTemplate->getName(), ShaderDefinition(shaderTemplate.get(), ShaderArguments(), filename))).second)
|
|
{
|
|
#ifdef _DEBUG
|
|
globalOutputStream() << "WARNING: shader " << shaderTemplate->getName() << " is already in memory, definition in " << filename << " ignored.\n";
|
|
#endif
|
|
}
|
|
}
|
|
else
|
|
{
|
|
globalErrorStream() << "Error parsing shader " << shaderTemplate->getName() << "\n";
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void parseGuideFile(Tokeniser& tokeniser, const char* filename)
|
|
{
|
|
tokeniser.nextLine();
|
|
for(;;)
|
|
{
|
|
const char* token = tokeniser.getToken();
|
|
|
|
if(token == 0)
|
|
{
|
|
break;
|
|
}
|
|
|
|
if(string_equal(token, "guide"))
|
|
{
|
|
// first token should be the path + name.. (from base)
|
|
ShaderTemplatePointer shaderTemplate(new ShaderTemplate);
|
|
shaderTemplate->parseTemplate(tokeniser);
|
|
if(!g_shaderTemplates.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate)).second)
|
|
{
|
|
globalErrorStream() << "guide " << makeQuoted(shaderTemplate->getName()) << ": already defined, second definition ignored\n";
|
|
}
|
|
}
|
|
else if(string_equal(token, "inlineGuide"))
|
|
{
|
|
// skip entire inlineGuide definition
|
|
std::size_t depth = 0;
|
|
for(;;)
|
|
{
|
|
tokeniser.nextLine();
|
|
token = tokeniser.getToken();
|
|
if(string_equal(token, "{"))
|
|
{
|
|
++depth;
|
|
}
|
|
else if(string_equal(token, "}"))
|
|
{
|
|
if(--depth == 0)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void LoadShaderFile(const char* filename)
|
|
{
|
|
ArchiveTextFile* file = GlobalFileSystem().openTextFile(filename);
|
|
|
|
if(file != 0)
|
|
{
|
|
globalOutputStream() << "Parsing shaderfile " << filename << "\n";
|
|
|
|
Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
|
|
|
|
ParseShaderFile(tokeniser, filename);
|
|
|
|
tokeniser.release();
|
|
file->release();
|
|
}
|
|
else
|
|
{
|
|
globalOutputStream() << "Unable to read shaderfile " << filename << "\n";
|
|
}
|
|
}
|
|
|
|
typedef FreeCaller1<const char*, LoadShaderFile> LoadShaderFileCaller;
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void loadGuideFile(const char* filename)
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{
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StringOutputStream fullname(256);
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fullname << "guides/" << filename;
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ArchiveTextFile* file = GlobalFileSystem().openTextFile(fullname.c_str());
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if(file != 0)
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{
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globalOutputStream() << "Parsing guide file " << fullname.c_str() << "\n";
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Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
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parseGuideFile(tokeniser, fullname.c_str());
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tokeniser.release();
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file->release();
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}
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else
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{
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globalOutputStream() << "Unable to read guide file " << fullname.c_str() << "\n";
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}
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}
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typedef FreeCaller1<const char*, loadGuideFile> LoadGuideFileCaller;
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CShader* Try_Shader_ForName(const char* name)
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{
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{
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shaders_t::iterator i = g_ActiveShaders.find(name);
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if(i != g_ActiveShaders.end())
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{
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return (*i).second;
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}
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}
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// active shader was not found
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// find matching shader definition
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ShaderDefinitionMap::iterator i = g_shaderDefinitions.find(name);
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if(i == g_shaderDefinitions.end())
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{
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// shader definition was not found
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// create new shader definition from default shader template
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ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
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shaderTemplate->CreateDefault(name);
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g_shaderTemplates.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
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i = g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate.get(), ShaderArguments(), ""))).first;
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}
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// create shader from existing definition
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ShaderPointer pShader(new CShader((*i).second));
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pShader->setName(name);
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g_ActiveShaders.insert(shaders_t::value_type(name, pShader));
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g_ActiveShadersChangedNotify();
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return pShader;
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}
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IShader *Shader_ForName(const char *name)
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{
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ASSERT_NOTNULL(name);
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IShader *pShader = Try_Shader_ForName(name);
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pShader->IncRef();
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return pShader;
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}
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// the list of scripts/*.shader files we need to work with
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// those are listed in shaderlist file
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GSList *l_shaderfiles = 0;
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GSList* Shaders_getShaderFileList()
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{
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return l_shaderfiles;
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}
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/*
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==================
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DumpUnreferencedShaders
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usefull function: dumps the list of .shader files that are not referenced to the console
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==================
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*/
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void IfFound_dumpUnreferencedShader(bool& bFound, const char* filename)
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{
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bool listed = false;
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for(GSList* sh = l_shaderfiles; sh != 0; sh = g_slist_next(sh))
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{
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if(!strcmp((char*)sh->data, filename))
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{
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listed = true;
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break;
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}
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}
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if(!listed)
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{
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if(!bFound)
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{
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bFound = true;
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globalOutputStream() << "Following shader files are not referenced in shaderlist.txt:\n";
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}
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globalOutputStream() << filename << "\n";
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}
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}
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typedef ReferenceCaller1<bool, const char*, IfFound_dumpUnreferencedShader> IfFoundDumpUnreferencedShaderCaller;
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void DumpUnreferencedShaders()
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{
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bool bFound = false;
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GlobalFileSystem().forEachFile(g_shadersDirectory, g_shadersExtension, IfFoundDumpUnreferencedShaderCaller(bFound));
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}
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void ShaderList_addShaderFile(const char* dirstring)
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{
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bool found = false;
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for(GSList* tmp = l_shaderfiles; tmp != 0; tmp = tmp->next)
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{
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if(string_equal_nocase(dirstring, (char*)tmp->data))
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{
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found = true;
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globalOutputStream() << "duplicate entry \"" << (char*)tmp->data << "\" in shaderlist.txt\n";
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break;
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}
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}
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if(!found)
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{
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l_shaderfiles = g_slist_append(l_shaderfiles, strdup(dirstring));
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}
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}
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typedef FreeCaller1<const char*, ShaderList_addShaderFile> AddShaderFileCaller;
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/*
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==================
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BuildShaderList
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build a CStringList of shader names
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==================
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*/
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void BuildShaderList(TextInputStream& shaderlist)
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{
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Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewSimpleTokeniser(shaderlist);
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tokeniser.nextLine();
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const char* token = tokeniser.getToken();
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StringOutputStream shaderFile(64);
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while(token != 0)
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{
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// each token should be a shader filename
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shaderFile << token << "." << g_shadersExtension;
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ShaderList_addShaderFile(shaderFile.c_str());
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tokeniser.nextLine();
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token = tokeniser.getToken();
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shaderFile.clear();
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}
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tokeniser.release();
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}
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void FreeShaderList()
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{
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while(l_shaderfiles != 0)
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{
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free(l_shaderfiles->data);
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l_shaderfiles = g_slist_remove(l_shaderfiles, l_shaderfiles->data);
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}
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}
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|
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#include "stream/filestream.h"
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bool shaderlist_findOrInstall(const char* enginePath, const char* toolsPath, const char* shaderPath, const char* gamename)
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{
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StringOutputStream absShaderList(256);
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absShaderList << enginePath << gamename << '/' << shaderPath << "shaderlist.txt";
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if(file_exists(absShaderList.c_str()))
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{
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return true;
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}
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{
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StringOutputStream directory(256);
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directory << enginePath << gamename << '/' << shaderPath;
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if(!file_exists(directory.c_str()) && !Q_mkdir(directory.c_str()))
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{
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return false;
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}
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}
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{
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StringOutputStream defaultShaderList(256);
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defaultShaderList << toolsPath << gamename << '/' << "default_shaderlist.txt";
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if(file_exists(defaultShaderList.c_str()))
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{
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return file_copy(defaultShaderList.c_str(), absShaderList.c_str());
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}
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}
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return false;
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}
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void Shaders_Load()
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{
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if(g_shaderLanguage == SHADERLANGUAGE_QUAKE4)
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{
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GlobalFileSystem().forEachFile("guides/", "guide", LoadGuideFileCaller(), 0);
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}
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const char* shaderPath = GlobalRadiant().getGameDescriptionKeyValue("shaderpath");
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if(!string_empty(shaderPath))
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{
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StringOutputStream path(256);
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path << DirectoryCleaned(shaderPath);
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if(g_useShaderList)
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{
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// preload shader files that have been listed in shaderlist.txt
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const char* basegame = GlobalRadiant().getRequiredGameDescriptionKeyValue("basegame");
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const char* gamename = GlobalRadiant().getGameName();
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|
const char* enginePath = GlobalRadiant().getEnginePath();
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const char* toolsPath = GlobalRadiant().getGameToolsPath();
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bool isMod = !string_equal(basegame, gamename);
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if(!isMod || !shaderlist_findOrInstall(enginePath, toolsPath, path.c_str(), gamename))
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{
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gamename = basegame;
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shaderlist_findOrInstall(enginePath, toolsPath, path.c_str(), gamename);
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}
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|
|
StringOutputStream absShaderList(256);
|
|
absShaderList << enginePath << gamename << '/' << path.c_str() << "shaderlist.txt";
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|
|
{
|
|
globalOutputStream() << "Parsing shader files from " << absShaderList.c_str() << "\n";
|
|
TextFileInputStream shaderlistFile(absShaderList.c_str());
|
|
if(shaderlistFile.failed())
|
|
{
|
|
globalErrorStream() << "Couldn't find '" << absShaderList.c_str() << "'\n";
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|
}
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|
else
|
|
{
|
|
BuildShaderList(shaderlistFile);
|
|
DumpUnreferencedShaders();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GlobalFileSystem().forEachFile(path.c_str(), g_shadersExtension, AddShaderFileCaller(), 0);
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}
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|
|
GSList *lst = l_shaderfiles;
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|
StringOutputStream shadername(256);
|
|
while(lst)
|
|
{
|
|
shadername << path.c_str() << reinterpret_cast<const char*>(lst->data);
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LoadShaderFile(shadername.c_str());
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|
shadername.clear();
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lst = lst->next;
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}
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}
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|
|
//StringPool_analyse(ShaderPool::instance());
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|
}
|
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|
|
void Shaders_Free()
|
|
{
|
|
FreeShaders();
|
|
FreeShaderList();
|
|
g_shaderFilenames.clear();
|
|
}
|
|
|
|
ModuleObservers g_observers;
|
|
|
|
std::size_t g_shaders_unrealised = 1; // wait until filesystem and is realised before loading anything
|
|
bool Shaders_realised()
|
|
{
|
|
return g_shaders_unrealised == 0;
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|
}
|
|
void Shaders_Realise()
|
|
{
|
|
if(--g_shaders_unrealised == 0)
|
|
{
|
|
Shaders_Load();
|
|
g_observers.realise();
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|
}
|
|
}
|
|
void Shaders_Unrealise()
|
|
{
|
|
if(++g_shaders_unrealised == 1)
|
|
{
|
|
g_observers.unrealise();
|
|
Shaders_Free();
|
|
}
|
|
}
|
|
|
|
void Shaders_Refresh()
|
|
{
|
|
Shaders_Unrealise();
|
|
Shaders_Realise();
|
|
}
|
|
|
|
class Quake3ShaderSystem : public ShaderSystem, public ModuleObserver
|
|
{
|
|
public:
|
|
void realise()
|
|
{
|
|
Shaders_Realise();
|
|
}
|
|
void unrealise()
|
|
{
|
|
Shaders_Unrealise();
|
|
}
|
|
void refresh()
|
|
{
|
|
Shaders_Refresh();
|
|
}
|
|
|
|
IShader* getShaderForName(const char* name)
|
|
{
|
|
return Shader_ForName(name);
|
|
}
|
|
|
|
void foreachShaderName(const ShaderNameCallback& callback)
|
|
{
|
|
for(ShaderDefinitionMap::const_iterator i = g_shaderDefinitions.begin(); i != g_shaderDefinitions.end(); ++i)
|
|
{
|
|
callback((*i).first.c_str());
|
|
}
|
|
}
|
|
|
|
void beginActiveShadersIterator()
|
|
{
|
|
ActiveShaders_IteratorBegin();
|
|
}
|
|
bool endActiveShadersIterator()
|
|
{
|
|
return ActiveShaders_IteratorAtEnd();
|
|
}
|
|
IShader* dereferenceActiveShadersIterator()
|
|
{
|
|
return ActiveShaders_IteratorCurrent();
|
|
}
|
|
void incrementActiveShadersIterator()
|
|
{
|
|
ActiveShaders_IteratorIncrement();
|
|
}
|
|
void setActiveShadersChangedNotify(const Callback& notify)
|
|
{
|
|
g_ActiveShadersChangedNotify = notify;
|
|
}
|
|
|
|
void attach(ModuleObserver& observer)
|
|
{
|
|
g_observers.attach(observer);
|
|
}
|
|
void detach(ModuleObserver& observer)
|
|
{
|
|
g_observers.detach(observer);
|
|
}
|
|
|
|
void setLightingEnabled(bool enabled)
|
|
{
|
|
if(CShader::m_lightingEnabled != enabled)
|
|
{
|
|
for(shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i)
|
|
{
|
|
(*i).second->unrealiseLighting();
|
|
}
|
|
CShader::m_lightingEnabled = enabled;
|
|
for(shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i)
|
|
{
|
|
(*i).second->realiseLighting();
|
|
}
|
|
}
|
|
}
|
|
|
|
const char* getTexturePrefix() const
|
|
{
|
|
return g_texturePrefix;
|
|
}
|
|
};
|
|
|
|
Quake3ShaderSystem g_Quake3ShaderSystem;
|
|
|
|
ShaderSystem& GetShaderSystem()
|
|
{
|
|
return g_Quake3ShaderSystem;
|
|
}
|
|
|
|
void Shaders_Construct()
|
|
{
|
|
GlobalFileSystem().attach(g_Quake3ShaderSystem);
|
|
}
|
|
void Shaders_Destroy()
|
|
{
|
|
GlobalFileSystem().detach(g_Quake3ShaderSystem);
|
|
|
|
if(Shaders_realised())
|
|
{
|
|
Shaders_Free();
|
|
}
|
|
}
|