mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-23 04:33:12 +00:00
529 lines
13 KiB
C++
529 lines
13 KiB
C++
#include "../server/exe_headers.h"
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#include "../game/q_shared.h"
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#include "cm_local.h"
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#include "memory.h"
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#include "chash.h"
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class CCMShaderText
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{
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private:
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char mName[MAX_QPATH];
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class CCMShaderText *mNext;
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const char *mData;
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public:
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// Constructors
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CCMShaderText(const char *name, const char *data) { Q_strncpyz(mName, name, MAX_QPATH); mNext = NULL; mData = data; }
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~CCMShaderText(void) {}
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// Accessors
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const char *GetName(void) const { return(mName); }
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class CCMShaderText *GetNext(void) const { return(mNext); }
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void SetNext(class CCMShaderText *next) { mNext = next; }
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void Destroy(void) { delete this; }
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const char *GetData(void) const { return(mData); }
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};
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char *shaderText = NULL;
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CHash<CCMShaderText> shaderTextTable;
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CHash<CCMShader> cmShaderTable;
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const char *SkipWhitespace( const char *data, qboolean *hasNewLines );
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//rwwFIXMEFIXME: Called at RE_BeginRegistration because Hunk_Clear
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//destroys the memory cmShaderTable is on. This is a temp solution
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//I guess.
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void ShaderTableCleanup()
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{
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cmShaderTable.clear();
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}
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/*
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====================
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CM_CreateShaderTextHash
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=====================
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*/
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void CM_CreateShaderTextHash(void)
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{
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const char *p;
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qboolean hasNewLines;
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char *token;
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CCMShaderText *shader;
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p = shaderText;
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// look for label
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while (p)
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{
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p = SkipWhitespace(p, &hasNewLines);
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token = COM_ParseExt( &p, qtrue );
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if ( !token[0] )
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{
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break;
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}
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shader = new CCMShaderText(token, p);
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shaderTextTable.insert(shader);
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SkipBracedSection(&p);
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}
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}
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/*
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====================
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CM_LoadShaderFiles
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Finds and loads all .shader files, combining them into
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a single large text block that can be scanned for shader names
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=====================
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*/
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#define MAX_SHADER_FILES 1024
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void CM_LoadShaderFiles( void )
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{
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char **shaderFiles1;
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int numShaders1;
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char *buffers[MAX_SHADER_FILES];
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int numShaders;
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int i;
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int sum = 0;
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// scan for shader files
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shaderFiles1 = FS_ListFiles( "shaders", ".shader", &numShaders1 );
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if ( !shaderFiles1 || !numShaders1 )
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{
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Com_Printf( S_COLOR_YELLOW "WARNING: no shader files found\n" );
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return;
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}
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numShaders = numShaders1;
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if ( numShaders > MAX_SHADER_FILES )
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{
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numShaders = MAX_SHADER_FILES;
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}
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// load and parse shader files
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for ( i = 0; i < numShaders1; i++ )
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{
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char filename[MAX_QPATH];
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Com_sprintf( filename, sizeof( filename ), "shaders/%s", shaderFiles1[i] );
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Com_DPrintf( "...loading '%s'\n", filename );
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FS_ReadFile( filename, (void **)&buffers[i] );
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if ( !buffers[i] )
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{
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Com_Error( ERR_DROP, "Couldn't load %s", filename );
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}
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sum += COM_Compress( buffers[i] );
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}
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// build single large buffer
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shaderText = (char *)Z_Malloc( sum + numShaders * 2, TAG_SHADERTEXT, qtrue);
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// free in reverse order, so the temp files are all dumped
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for ( i = numShaders - 1; i >= 0 ; i-- )
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{
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strcat( shaderText, "\n" );
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strcat( shaderText, buffers[i] );
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FS_FreeFile( buffers[i] );
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}
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// free up memory
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FS_FreeFileList( shaderFiles1 );
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}
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/*
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==================
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CM_GetShaderText
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==================
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*/
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const char *CM_GetShaderText(const char *key)
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{
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CCMShaderText *st;
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st = shaderTextTable[key];
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if(st)
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{
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return(st->GetData());
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}
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return(NULL);
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}
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/*
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==================
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CM_FreeShaderText
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==================
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*/
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void CM_FreeShaderText(void)
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{
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shaderTextTable.clear();
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if(shaderText)
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{
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Z_Free(shaderText);
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shaderText = NULL;
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}
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}
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/*
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==================
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CM_LoadShaderText
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Loads in all the .shader files so it can be accessed by the server and the renderer
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Creates a hash table to quickly access the shader text
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==================
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*/
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void CM_LoadShaderText(bool forceReload)
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{
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if(forceReload)
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{
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CM_FreeShaderText();
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}
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if(shaderText)
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{
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return;
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}
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Com_Printf("Loading shader text .....\n");
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CM_LoadShaderFiles();
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CM_CreateShaderTextHash();
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Com_Printf("..... %d shader definitions loaded\n", shaderTextTable.count());
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}
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/*
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===============
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ParseSurfaceParm
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surfaceparm <name>
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===============
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*/
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typedef struct
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{
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char *name;
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int clearSolid, surfaceFlags, contents;
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} infoParm_t;
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infoParm_t svInfoParms[] =
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{
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// Game content Flags
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{"nonsolid", ~CONTENTS_SOLID, 0, 0 }, // special hack to clear solid flag
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{"nonopaque", ~CONTENTS_OPAQUE, 0, 0 }, // special hack to clear opaque flag
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{"lava", ~CONTENTS_SOLID, 0, CONTENTS_LAVA }, // very damaging
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{"slime", ~CONTENTS_SOLID, 0, CONTENTS_SLIME }, // mildly damaging
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{"water", ~CONTENTS_SOLID, 0, CONTENTS_WATER },
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{"fog", ~CONTENTS_SOLID, 0, CONTENTS_FOG}, // carves surfaces entering
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{"shotclip", ~CONTENTS_SOLID, 0, CONTENTS_SHOTCLIP }, /* block shots, but not people */
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{"playerclip", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_PLAYERCLIP }, /* block only the player */
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{"monsterclip", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_MONSTERCLIP },
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{"botclip", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_BOTCLIP }, /* NPC do not enter */
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{"trigger", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_TRIGGER },
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{"nodrop", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_NODROP }, // don't drop items or leave bodies (death fog, lava, etc)
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{"terrain", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_TERRAIN }, /* use special terrain collsion */
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{"ladder", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_LADDER }, // climb up in it like water
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{"abseil", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_ABSEIL }, // can abseil down this brush
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{"outside", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_OUTSIDE }, // volume is considered to be in the outside (i.e. not indoors)
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{"inside", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_INSIDE }, // volume is considered to be inside (i.e. indoors)
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{"detail", -1, 0, CONTENTS_DETAIL }, // don't include in structural bsp
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{"trans", -1, 0, CONTENTS_TRANSLUCENT }, // surface has an alpha component
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/* Game surface flags */
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{"sky", -1, SURF_SKY, 0 }, /* emit light from an environment map */
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{"slick", -1, SURF_SLICK, 0 },
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{"nodamage", -1, SURF_NODAMAGE, 0 },
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{"noimpact", -1, SURF_NOIMPACT, 0 }, /* don't make impact explosions or marks */
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{"nomarks", -1, SURF_NOMARKS, 0 }, /* don't make impact marks, but still explode */
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{"nodraw", -1, SURF_NODRAW, 0 }, /* don't generate a drawsurface (or a lightmap) */
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{"nosteps", -1, SURF_NOSTEPS, 0 },
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{"nodlight", -1, SURF_NODLIGHT, 0 }, /* don't ever add dynamic lights */
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{"metalsteps", -1, SURF_METALSTEPS,0 },
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{"nomiscents", -1, SURF_NOMISCENTS,0 }, /* No misc ents on this surface */
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{"forcefield", -1, SURF_FORCEFIELD,0 },
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{"forcesight", -1, SURF_FORCESIGHT,0 }, // only visible with force sight
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};
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void SV_ParseSurfaceParm( CCMShader * shader, const char **text )
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{
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char *token;
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int numsvInfoParms = sizeof(svInfoParms) / sizeof(svInfoParms[0]);
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int i;
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token = COM_ParseExt( text, qfalse );
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for ( i = 0 ; i < numsvInfoParms ; i++ )
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{
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if ( !Q_stricmp( token, svInfoParms[i].name ) )
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{
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shader->surfaceFlags |= svInfoParms[i].surfaceFlags;
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shader->contentFlags |= svInfoParms[i].contents;
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shader->contentFlags &= svInfoParms[i].clearSolid;
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break;
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}
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}
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}
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/*
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=================
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ParseMaterial
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=================
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*/
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const char *svMaterialNames[MATERIAL_LAST] =
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{
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MATERIALS
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};
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void SV_ParseMaterial( CCMShader *shader, const char **text )
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{
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char *token;
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int i;
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token = COM_ParseExt( text, qfalse );
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if ( !token[0] )
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{
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Com_Printf( S_COLOR_YELLOW "WARNING: missing material in shader '%s'\n", shader->shader );
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return;
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}
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for(i = 0; i < MATERIAL_LAST; i++)
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{
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if ( !Q_stricmp( token, svMaterialNames[i] ) )
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{
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shader->surfaceFlags &= ~MATERIAL_MASK;//safety, clear it first
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shader->surfaceFlags |= i;
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break;
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}
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}
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}
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/*
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===============
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ParseVector
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===============
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*/
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qboolean CM_ParseVector( CCMShader *shader, const char **text, int count, float *v )
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{
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char *token;
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int i;
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// FIXME: spaces are currently required after parens, should change parseext...
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token = COM_ParseExt( text, qfalse );
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if ( strcmp( token, "(" ) )
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{
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Com_Printf( S_COLOR_YELLOW "WARNING: missing parenthesis in shader '%s'\n", shader->shader );
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return qfalse;
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}
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for ( i = 0 ; i < count ; i++ )
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{
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token = COM_ParseExt( text, qfalse );
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if ( !token[0] )
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{
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Com_Printf( S_COLOR_YELLOW "WARNING: missing vector element in shader '%s'\n", shader->shader );
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return qfalse;
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}
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v[i] = atof( token );
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}
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token = COM_ParseExt( text, qfalse );
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if ( strcmp( token, ")" ) )
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{
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Com_Printf( S_COLOR_YELLOW "WARNING: missing parenthesis in shader '%s'\n", shader->shader );
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return qfalse;
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}
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return qtrue;
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}
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/*
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=================
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CM_ParseShader
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The current text pointer is at the explicit text definition of the
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shader. Parse it into the global shader variable.
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This extracts all the info from the shader required for physics and collision
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It is designed to *NOT* load any image files and not require any of the renderer to
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be initialised.
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=================
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*/
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void CM_ParseShader( CCMShader *shader, const char **text )
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{
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char *token;
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token = COM_ParseExt( text, qtrue );
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if ( token[0] != '{' )
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{
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Com_Printf( S_COLOR_YELLOW "WARNING: expecting '{', found '%s' instead in shader '%s'\n", token, shader->shader );
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return;
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}
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while ( true )
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{
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token = COM_ParseExt( text, qtrue );
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if ( !token[0] )
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{
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Com_Printf( S_COLOR_YELLOW "WARNING: no concluding '}' in shader %s\n", shader->shader );
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return;
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}
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// end of shader definition
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if ( token[0] == '}' )
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{
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break;
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}
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// stage definition
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else if ( token[0] == '{' )
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{
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SkipBracedSection( text );
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continue;
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}
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// material deprecated as of 11 Jan 01
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// material undeprecated as of 7 May 01 - q3map_material deprecated
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else if ( !Q_stricmp( token, "material" ) || !Q_stricmp( token, "q3map_material" ) )
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{
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SV_ParseMaterial( shader, text );
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}
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// sun parms
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// q3map_sun deprecated as of 11 Jan 01
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else if ( !Q_stricmp( token, "sun" ) || !Q_stricmp( token, "q3map_sun" ) )
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{
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// float a, b;
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token = COM_ParseExt( text, qfalse );
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// shader->sunLight[0] = atof( token );
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token = COM_ParseExt( text, qfalse );
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// shader->sunLight[1] = atof( token );
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token = COM_ParseExt( text, qfalse );
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// shader->sunLight[2] = atof( token );
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// VectorNormalize( shader->sunLight );
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token = COM_ParseExt( text, qfalse );
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// a = atof( token );
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// VectorScale( shader->sunLight, a, shader->sunLight);
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token = COM_ParseExt( text, qfalse );
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// a = DEG2RAD(atof( token ));
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token = COM_ParseExt( text, qfalse );
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// b = DEG2RAD(atof( token ));
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// shader->sunDirection[0] = cos( a ) * cos( b );
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// shader->sunDirection[1] = sin( a ) * cos( b );
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// shader->sunDirection[2] = sin( b );
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}
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else if ( !Q_stricmp( token, "surfaceParm" ) )
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{
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SV_ParseSurfaceParm( shader, text );
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continue;
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}
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else if ( !Q_stricmp( token, "fogParms" ) )
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{
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vec3_t fogColor;
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if ( !CM_ParseVector( shader, text, 3, fogColor ) )
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{
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return;
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}
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token = COM_ParseExt( text, qfalse );
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if ( !token[0] )
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{
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Com_Printf( S_COLOR_YELLOW "WARNING: missing parm for 'fogParms' keyword in shader '%s'\n", shader->shader );
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continue;
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}
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// shader->depthForOpaque = atof( token );
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// skip any old gradient directions
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SkipRestOfLine( (const char **)text );
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continue;
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}
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}
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return;
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}
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/*
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=================
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CM_SetupShaderProperties
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Scans thru the shaders loaded for the map, parses the text of that shader and
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extracts the interesting info *WITHOUT* loading up any images or requiring
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the renderer to be active.
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=================
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*/
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void CM_SetupShaderProperties(void)
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{
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int i;
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const char *def;
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CCMShader *shader;
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// Add all basic shaders to the cmShaderTable
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for(i = 0; i < cmg.numShaders; i++)
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{
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cmShaderTable.insert(CM_GetShaderInfo(i));
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}
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// Go through and parse evaluate shader names to shadernums
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for(i = 0; i < cmg.numShaders; i++)
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{
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shader = CM_GetShaderInfo(i);
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def = CM_GetShaderText(shader->shader);
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if(def)
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{
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CM_ParseShader(shader, &def);
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}
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}
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}
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void CM_ShutdownShaderProperties(void)
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{
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if(cmShaderTable.count())
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{
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Com_Printf("Shutting down cmShaderTable .....\n");
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cmShaderTable.clear();
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}
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}
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CCMShader *CM_GetShaderInfo( const char *name )
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{
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CCMShader *out;
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const char *def;
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out = cmShaderTable[name];
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if(out)
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{
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return(out);
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}
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// Create a new CCMShader class
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//out = (CCMShader *)Hunk_Alloc( sizeof( CCMShader ), h_high );
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out = (CCMShader *)Hunk_Alloc( sizeof( CCMShader ), qtrue );
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// Set defaults
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Q_strncpyz(out->shader, name, MAX_QPATH);
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out->contentFlags = CONTENTS_SOLID | CONTENTS_OPAQUE;
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// Parse in any text if it exists
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def = CM_GetShaderText(name);
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if(def)
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{
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CM_ParseShader(out, &def);
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}
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cmShaderTable.insert(out);
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return(out);
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}
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CCMShader *CM_GetShaderInfo( int shaderNum )
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{
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CCMShader *out;
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if((shaderNum < 0) || (shaderNum >= cmg.numShaders))
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{
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return(NULL);
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}
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out = cmg.shaders + shaderNum;
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return(out);
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}
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// end
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