jedi-academy/code/renderer/tr_shader.cpp
2013-04-23 16:54:20 +10:00

4122 lines
106 KiB
C++

// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
#include "tr_local.h"
#include "tr_stl.h"
const int lightmapsNone[MAXLIGHTMAPS] =
{
LIGHTMAP_NONE,
LIGHTMAP_NONE,
LIGHTMAP_NONE,
LIGHTMAP_NONE
};
const int lightmaps2d[MAXLIGHTMAPS] =
{
LIGHTMAP_2D,
LIGHTMAP_2D,
LIGHTMAP_2D,
LIGHTMAP_2D
};
const int lightmapsVertex[MAXLIGHTMAPS] =
{
LIGHTMAP_BY_VERTEX,
LIGHTMAP_BY_VERTEX,
LIGHTMAP_BY_VERTEX,
LIGHTMAP_BY_VERTEX
};
const int lightmapsFullBright[MAXLIGHTMAPS] =
{
LIGHTMAP_WHITEIMAGE,
LIGHTMAP_WHITEIMAGE,
LIGHTMAP_WHITEIMAGE,
LIGHTMAP_WHITEIMAGE
};
const byte stylesDefault[MAXLIGHTMAPS] =
{
LS_NORMAL,
LS_NONE,
LS_NONE,
LS_NONE
};
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Vertex and Pixel Shader definitions. - AReis
/***********************************************************************************************************/
// This vertex shader basically passes through most values and calculates no lighting. The only
// unusual thing it does is add the inputed texel offsets to all four texture units (this allows
// nearest neighbor pixel peeking).
const unsigned char g_strGlowVShaderARB[] =
{
"!!ARBvp1.0\
\
# Input.\n\
ATTRIB iPos = vertex.position;\
ATTRIB iColor = vertex.color;\
ATTRIB iTex0 = vertex.texcoord[0];\
ATTRIB iTex1 = vertex.texcoord[1];\
ATTRIB iTex2 = vertex.texcoord[2];\
ATTRIB iTex3 = vertex.texcoord[3];\
\
# Output.\n\
OUTPUT oPos = result.position;\
OUTPUT oColor = result.color;\
OUTPUT oTex0 = result.texcoord[0];\
OUTPUT oTex1 = result.texcoord[1];\
OUTPUT oTex2 = result.texcoord[2];\
OUTPUT oTex3 = result.texcoord[3];\
\
# Constants.\n\
PARAM ModelViewProj[4]= { state.matrix.mvp };\
PARAM TexelOffset0 = program.env[0];\
PARAM TexelOffset1 = program.env[1];\
PARAM TexelOffset2 = program.env[2];\
PARAM TexelOffset3 = program.env[3];\
\
# Main.\n\
DP4 oPos.x, ModelViewProj[0], iPos;\
DP4 oPos.y, ModelViewProj[1], iPos;\
DP4 oPos.z, ModelViewProj[2], iPos;\
DP4 oPos.w, ModelViewProj[3], iPos;\
MOV oColor, iColor;\
# Notice the optimization of using one texture coord instead of all four.\n\
ADD oTex0, iTex0, TexelOffset0;\
ADD oTex1, iTex0, TexelOffset1;\
ADD oTex2, iTex0, TexelOffset2;\
ADD oTex3, iTex0, TexelOffset3;\
\
END"
};
// This Pixel Shader loads four texture units and adds them all together (with a modifier
// multiplied to each in the process). The final output is r0 = t0 + t1 + t2 + t3.
const unsigned char g_strGlowPShaderARB[] =
{
"!!ARBfp1.0\
\
# Input.\n\
ATTRIB iColor = fragment.color.primary;\
\
# Output.\n\
OUTPUT oColor = result.color;\
\
# Constants.\n\
PARAM Weight = program.env[0];\
TEMP t0;\
TEMP t1;\
TEMP t2;\
TEMP t3;\
TEMP r0;\
\
# Main.\n\
TEX t0, fragment.texcoord[0], texture[0], RECT;\
TEX t1, fragment.texcoord[1], texture[1], RECT;\
TEX t2, fragment.texcoord[2], texture[2], RECT;\
TEX t3, fragment.texcoord[3], texture[3], RECT;\
\
MUL r0, t0, Weight;\
MAD r0, t1, Weight, r0;\
MAD r0, t2, Weight, r0;\
MAD r0, t3, Weight, r0;\
\
MOV oColor, r0;\
\
END"
};
/***********************************************************************************************************/
/*
===============
R_CreateExtendedName
Creates a unique shader name taking into account lightstyles
===============
*/
void R_CreateExtendedName(char *extendedName, const char *name, const int *lightmapIndex, const byte *styles)
{
int i;
// Set the basename
COM_StripExtension( name, extendedName );
// Add in lightmaps
if(lightmapIndex && styles)
{
if(lightmapIndex == lightmapsNone)
{
strcat(extendedName, "_nolightmap");
}
else if(lightmapIndex == lightmaps2d)
{
strcat(extendedName, "_2d");
}
else if(lightmapIndex == lightmapsVertex)
{
strcat(extendedName, "_vertex");
}
else if(lightmapIndex == lightmapsFullBright)
{
strcat(extendedName, "_fullbright");
}
else
{
for(i = 0; (i < 4) && (styles[i] != 255); i++)
{
switch(lightmapIndex[i])
{
case LIGHTMAP_NONE:
strcat(extendedName, va("_style(%d,none)", styles[i]));
break;
case LIGHTMAP_2D:
strcat(extendedName, va("_style(%d,2d)", styles[i]));
break;
case LIGHTMAP_BY_VERTEX:
strcat(extendedName, va("_style(%d,vert)", styles[i]));
break;
case LIGHTMAP_WHITEIMAGE:
strcat(extendedName, va("_style(%d,fb)", styles[i]));
break;
default:
strcat(extendedName, va("_style(%d,%d)", styles[i], lightmapIndex[i]));
break;
}
}
}
}
}
// tr_shader.c -- this file deals with the parsing and definition of shaders
static char *s_shaderText;
// the shader is parsed into these global variables, then copied into
// dynamically allocated memory if it is valid.
static shaderStage_t stages[MAX_SHADER_STAGES];
static shader_t shader;
static texModInfo_t texMods[MAX_SHADER_STAGES][TR_MAX_TEXMODS];
#define FILE_HASH_SIZE 1024
static shader_t* sh_hashTable[FILE_HASH_SIZE];
static void ClearGlobalShader(void)
{
int i;
memset( &shader, 0, sizeof( shader ) );
memset( &stages, 0, sizeof( stages ) );
for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
stages[i].bundle[0].texMods = texMods[i];
stages[i].mGLFogColorOverride = GLFOGOVERRIDE_NONE;
}
shader.contentFlags = CONTENTS_SOLID | CONTENTS_OPAQUE;
}
/*
====================
RE_RegisterShader
This is the exported shader entry point for the rest of the system
It will always return an index that will be valid.
This should really only be used for explicit shaders, because there is no
way to ask for different implicit lighting modes (vertex, lightmap, etc)
====================
*/
qhandle_t RE_RegisterShaderLightMap( const char *name, const int *lightmapIndex, const byte *styles )
{
shader_t *sh;
if ( strlen( name ) >= MAX_QPATH ) {
Com_Printf( "Shader name exceeds MAX_QPATH\n" );
return 0;
}
sh = R_FindShader( name, lightmapIndex, styles, qtrue );
// we want to return 0 if the shader failed to
// load for some reason, but R_FindShader should
// still keep a name allocated for it, so if
// something calls RE_RegisterShader again with
// the same name, we don't try looking for it again
if ( sh->defaultShader ) {
return 0;
}
return sh->index;
}
/*
==================
R_FindShaderByName
Will always return a valid shader, but it might be the
default shader if the real one can't be found.
==================
*/
shader_t *R_FindShaderByName( const char *name ) {
char strippedName[MAX_QPATH];
int hash;
shader_t *sh;
if ( (name==NULL) || (name[0] == 0) ) { // bk001205
return tr.defaultShader;
}
COM_StripExtension( name, strippedName );
hash = generateHashValue(strippedName);
//
// see if the shader is already loaded
//
for (sh=sh_hashTable[hash]; sh; sh=sh->next) {
// NOTE: if there was no shader or image available with the name strippedName
// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
// have to check all default shaders otherwise for every call to R_FindShader
// with that same strippedName a new default shader is created.
if (Q_stricmp(sh->name, strippedName) == 0) {
// match found
return sh;
}
}
return tr.defaultShader;
}
/*
void R_RemapShader(const char *shaderName, const char *newShaderName, const char *timeOffset) {
char strippedName[MAX_QPATH];
int hash;
shader_t *sh, *sh2;
qhandle_t h;
sh = R_FindShaderByName( shaderName );
if (sh == NULL || sh == tr.defaultShader) {
h = RE_RegisterShaderLightMap(shaderName, lightmapsNone, stylesDefault);
sh = R_GetShaderByHandle(h);
}
if (sh == NULL || sh == tr.defaultShader) {
VID_Printf( PRINT_WARNING, "WARNING: R_RemapShader: shader %s not found\n", shaderName );
return;
}
sh2 = R_FindShaderByName( newShaderName );
if (sh2 == NULL || sh2 == tr.defaultShader) {
h = RE_RegisterShaderLightMap(newShaderName, lightmapsNone, stylesDefault);
sh2 = R_GetShaderByHandle(h);
}
if (sh2 == NULL || sh2 == tr.defaultShader) {
VID_Printf( PRINT_WARNING, "WARNING: R_RemapShader: new shader %s not found\n", newShaderName );
return;
}
// remap all the shaders with the given name
// even tho they might have different lightmaps
COM_StripExtension( shaderName, strippedName );
hash = generateHashValue(strippedName);
for (sh = sh_hashTable[hash]; sh; sh = sh->next) {
if (Q_stricmp(sh->name, strippedName) == 0) {
if (sh != sh2) {
sh->remappedShader = sh2;
} else {
sh->remappedShader = NULL;
}
}
}
if (timeOffset) {
sh2->timeOffset = atof(timeOffset);
}
}
*/
/*
===============
ParseVector
===============
*/
qboolean ParseVector( const char **text, int count, float *v ) {
char *token;
int i;
// FIXME: spaces are currently required after parens, should change parseext...
token = COM_ParseExt( text, qfalse );
if ( strcmp( token, "(" ) ) {
VID_Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name );
return qfalse;
}
for ( i = 0 ; i < count ; i++ ) {
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
VID_Printf( PRINT_WARNING, "WARNING: missing vector element in shader '%s'\n", shader.name );
return qfalse;
}
v[i] = atof( token );
}
token = COM_ParseExt( text, qfalse );
if ( strcmp( token, ")" ) ) {
VID_Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name );
return qfalse;
}
return qtrue;
}
/*
===============
NameToAFunc
===============
*/
static unsigned NameToAFunc( const char *funcname )
{
if ( !Q_stricmp( funcname, "GT0" ) )
{
return GLS_ATEST_GT_0;
}
else if ( !Q_stricmp( funcname, "LT128" ) )
{
return GLS_ATEST_LT_80;
}
else if ( !Q_stricmp( funcname, "GE128" ) )
{
return GLS_ATEST_GE_80;
}
else if ( !Q_stricmp( funcname, "GE192" ) )
{
return GLS_ATEST_GE_C0;
}
VID_Printf( PRINT_WARNING, "WARNING: invalid alphaFunc name '%s' in shader '%s'\n", funcname, shader.name );
return 0;
}
/*
===============
NameToSrcBlendMode
===============
*/
static int NameToSrcBlendMode( const char *name )
{
if ( !Q_stricmp( name, "GL_ONE" ) )
{
return GLS_SRCBLEND_ONE;
}
else if ( !Q_stricmp( name, "GL_ZERO" ) )
{
return GLS_SRCBLEND_ZERO;
}
else if ( !Q_stricmp( name, "GL_DST_COLOR" ) )
{
return GLS_SRCBLEND_DST_COLOR;
}
else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_COLOR" ) )
{
return GLS_SRCBLEND_ONE_MINUS_DST_COLOR;
}
else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) )
{
return GLS_SRCBLEND_SRC_ALPHA;
}
else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) )
{
return GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA;
}
else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) )
{
return GLS_SRCBLEND_DST_ALPHA;
}
else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) )
{
return GLS_SRCBLEND_ONE_MINUS_DST_ALPHA;
}
else if ( !Q_stricmp( name, "GL_SRC_ALPHA_SATURATE" ) )
{
return GLS_SRCBLEND_ALPHA_SATURATE;
}
VID_Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name );
return GLS_SRCBLEND_ONE;
}
/*
===============
NameToDstBlendMode
===============
*/
static int NameToDstBlendMode( const char *name )
{
if ( !Q_stricmp( name, "GL_ONE" ) )
{
return GLS_DSTBLEND_ONE;
}
else if ( !Q_stricmp( name, "GL_ZERO" ) )
{
return GLS_DSTBLEND_ZERO;
}
else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) )
{
return GLS_DSTBLEND_SRC_ALPHA;
}
else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) )
{
return GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
}
else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) )
{
return GLS_DSTBLEND_DST_ALPHA;
}
else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) )
{
return GLS_DSTBLEND_ONE_MINUS_DST_ALPHA;
}
else if ( !Q_stricmp( name, "GL_SRC_COLOR" ) )
{
return GLS_DSTBLEND_SRC_COLOR;
}
else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_COLOR" ) )
{
return GLS_DSTBLEND_ONE_MINUS_SRC_COLOR;
}
VID_Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name );
return GLS_DSTBLEND_ONE;
}
/*
===============
NameToGenFunc
===============
*/
static genFunc_t NameToGenFunc( const char *funcname )
{
if ( !Q_stricmp( funcname, "sin" ) )
{
return GF_SIN;
}
else if ( !Q_stricmp( funcname, "square" ) )
{
return GF_SQUARE;
}
else if ( !Q_stricmp( funcname, "triangle" ) )
{
return GF_TRIANGLE;
}
else if ( !Q_stricmp( funcname, "sawtooth" ) )
{
return GF_SAWTOOTH;
}
else if ( !Q_stricmp( funcname, "inversesawtooth" ) )
{
return GF_INVERSE_SAWTOOTH;
}
else if ( !Q_stricmp( funcname, "noise" ) )
{
return GF_NOISE;
}
else if ( !Q_stricmp( funcname, "random" ) )
{
return GF_RAND;
}
VID_Printf( PRINT_WARNING, "WARNING: invalid genfunc name '%s' in shader '%s'\n", funcname, shader.name );
return GF_SIN;
}
/*
===================
ParseWaveForm
===================
*/
static void ParseWaveForm( const char **text, waveForm_t *wave )
{
char *token;
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->func = NameToGenFunc( token );
// BASE, AMP, PHASE, FREQ
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->base = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->amplitude = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->phase = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->frequency = atof( token );
}
/*
===================
ParseTexMod
===================
*/
static void ParseTexMod( const char *_text, shaderStage_t *stage )
{
const char *token;
const char **text = &_text;
texModInfo_t *tmi;
if ( stage->bundle[0].numTexMods == TR_MAX_TEXMODS ) {
Com_Error( ERR_DROP, "ERROR: too many tcMod stages in shader '%s'\n", shader.name );
return;
}
tmi = &stage->bundle[0].texMods[stage->bundle[0].numTexMods];
stage->bundle[0].numTexMods++;
token = COM_ParseExt( text, qfalse );
//
// turb
//
if ( !Q_stricmp( token, "turb" ) )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing tcMod turb parms in shader '%s'\n", shader.name );
return;
}
tmi->wave.base = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
return;
}
tmi->wave.amplitude = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
return;
}
tmi->wave.phase = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
return;
}
tmi->wave.frequency = atof( token );
tmi->type = TMOD_TURBULENT;
}
//
// scale
//
else if ( !Q_stricmp( token, "scale" ) )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name );
return;
}
tmi->translate[0] = atof( token ); //scale unioned
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name );
return;
}
tmi->translate[1] = atof( token ); //scale unioned
tmi->type = TMOD_SCALE;
}
//
// scroll
//
else if ( !Q_stricmp( token, "scroll" ) )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name );
return;
}
tmi->translate[0] = atof( token ); //scroll unioned
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name );
return;
}
tmi->translate[1] = atof( token ); //scroll unioned
tmi->type = TMOD_SCROLL;
}
//
// stretch
//
else if ( !Q_stricmp( token, "stretch" ) )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
return;
}
tmi->wave.func = NameToGenFunc( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
return;
}
tmi->wave.base = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
return;
}
tmi->wave.amplitude = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
return;
}
tmi->wave.phase = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
return;
}
tmi->wave.frequency = atof( token );
tmi->type = TMOD_STRETCH;
}
//
// transform
//
else if ( !Q_stricmp( token, "transform" ) )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
return;
}
tmi->matrix[0][0] = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
return;
}
tmi->matrix[0][1] = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
return;
}
tmi->matrix[1][0] = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
return;
}
tmi->matrix[1][1] = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
return;
}
tmi->translate[0] = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
return;
}
tmi->translate[1] = atof( token );
tmi->type = TMOD_TRANSFORM;
}
//
// rotate
//
else if ( !Q_stricmp( token, "rotate" ) )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing tcMod rotate parms in shader '%s'\n", shader.name );
return;
}
tmi->translate[0]= atof( token ); //rotateSpeed unioned
tmi->type = TMOD_ROTATE;
}
//
// entityTranslate
//
else if ( !Q_stricmp( token, "entityTranslate" ) )
{
tmi->type = TMOD_ENTITY_TRANSLATE;
}
else
{
VID_Printf( PRINT_WARNING, "WARNING: unknown tcMod '%s' in shader '%s'\n", token, shader.name );
}
}
/*
/////===== Part of the VERTIGON system =====/////
===================
ParseSurfaceSprites
===================
*/
// surfaceSprites <type> <width> <height> <density> <fadedist>
//
// NOTE: This parsing function used to be 12 pages long and very complex. The new version of surfacesprites
// utilizes optional parameters parsed in ParseSurfaceSpriteOptional.
static void ParseSurfaceSprites(const char *_text, shaderStage_t *stage )
{
const char *token;
const char **text = &_text;
float width, height, density, fadedist;
int sstype=SURFSPRITE_NONE;
//
// spritetype
//
token = COM_ParseExt( text, qfalse );
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfaceSprites params in shader '%s'\n", shader.name );
return;
}
if (!Q_stricmp(token, "vertical"))
{
sstype = SURFSPRITE_VERTICAL;
}
else if (!Q_stricmp(token, "oriented"))
{
sstype = SURFSPRITE_ORIENTED;
}
else if (!Q_stricmp(token, "effect"))
{
sstype = SURFSPRITE_EFFECT;
}
else if (!Q_stricmp(token, "flattened"))
{
sstype = SURFSPRITE_FLATTENED;
}
else
{
VID_Printf( PRINT_WARNING, "WARNING: invalid type in shader '%s'\n", shader.name );
return;
}
//
// width
//
token = COM_ParseExt( text, qfalse );
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfaceSprites params in shader '%s'\n", shader.name );
return;
}
width=atof(token);
if (width <= 0)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid width in shader '%s'\n", shader.name );
return;
}
//
// height
//
token = COM_ParseExt( text, qfalse );
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfaceSprites params in shader '%s'\n", shader.name );
return;
}
height=atof(token);
if (height <= 0)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid height in shader '%s'\n", shader.name );
return;
}
//
// density
//
token = COM_ParseExt( text, qfalse );
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfaceSprites params in shader '%s'\n", shader.name );
return;
}
density=atof(token);
if (density <= 0)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid density in shader '%s'\n", shader.name );
return;
}
//
// fadedist
//
token = COM_ParseExt( text, qfalse );
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfaceSprites params in shader '%s'\n", shader.name );
return;
}
fadedist=atof(token);
if (fadedist < 32)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid fadedist (%f < 32) in shader '%s'\n", fadedist, shader.name );
return;
}
if (!stage->ss)
{
stage->ss = (surfaceSprite_t *)Hunk_Alloc( sizeof( surfaceSprite_t ), qtrue );
}
// These are all set by the command lines.
stage->ss->surfaceSpriteType = sstype;
stage->ss->width = width;
stage->ss->height = height;
stage->ss->density = density;
stage->ss->fadeDist = fadedist;
#ifdef _XBOX
shader.needsNormal = true;
#endif
// These are defaults that can be overwritten.
stage->ss->fadeMax = fadedist*1.33;
stage->ss->fadeScale = 0.0;
stage->ss->wind = 0.0;
stage->ss->windIdle = 0.0;
stage->ss->variance[0] = 0.0;
stage->ss->variance[1] = 0.0;
stage->ss->facing = SURFSPRITE_FACING_NORMAL;
// A vertical parameter that needs a default regardless
stage->ss->vertSkew;
// These are effect parameters that need defaults nonetheless.
stage->ss->fxDuration = 1000; // 1 second
stage->ss->fxGrow[0] = 0.0;
stage->ss->fxGrow[1] = 0.0;
stage->ss->fxAlphaStart = 1.0;
stage->ss->fxAlphaEnd = 0.0;
}
/*
/////===== Part of the VERTIGON system =====/////
===========================
ParseSurfaceSpritesOptional
===========================
*/
//
// ssFademax <fademax>
// ssFadescale <fadescale>
// ssVariance <varwidth> <varheight>
// ssHangdown
// ssAnyangle
// ssFaceup
// ssWind <wind>
// ssWindIdle <windidle>
// ssVertSkew <skew>
// ssFXDuration <duration>
// ssFXGrow <growwidth> <growheight>
// ssFXAlphaRange <alphastart> <startend>
// ssFXWeather
//
// Optional parameters that will override the defaults set in the surfacesprites command above.
//
static void ParseSurfaceSpritesOptional( const char *param, const char *_text, shaderStage_t *stage )
{
const char *token;
const char **text = &_text;
float value;
if (!stage->ss)
{
stage->ss = (surfaceSprite_t *)Hunk_Alloc( sizeof( surfaceSprite_t ), qtrue );
}
//
// fademax
//
if (!Q_stricmp(param, "ssFademax"))
{
token = COM_ParseExt( text, qfalse);
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite fademax in shader '%s'\n", shader.name );
return;
}
value = atof(token);
if (value <= stage->ss->fadeDist)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite fademax (%.2f <= fadeDist(%.2f)) in shader '%s'\n", value, stage->ss->fadeDist, shader.name );
return;
}
stage->ss->fadeMax=value;
return;
}
//
// fadescale
//
if (!Q_stricmp(param, "ssFadescale"))
{
token = COM_ParseExt( text, qfalse);
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite fadescale in shader '%s'\n", shader.name );
return;
}
value = atof(token);
stage->ss->fadeScale=value;
return;
}
//
// variance
//
if (!Q_stricmp(param, "ssVariance"))
{
token = COM_ParseExt( text, qfalse);
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite variance width in shader '%s'\n", shader.name );
return;
}
value = atof(token);
if (value < 0)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite variance width in shader '%s'\n", shader.name );
return;
}
stage->ss->variance[0]=value;
token = COM_ParseExt( text, qfalse);
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite variance height in shader '%s'\n", shader.name );
return;
}
value = atof(token);
if (value < 0)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite variance height in shader '%s'\n", shader.name );
return;
}
stage->ss->variance[1]=value;
return;
}
//
// hangdown
//
if (!Q_stricmp(param, "ssHangdown"))
{
if (stage->ss->facing != SURFSPRITE_FACING_NORMAL)
{
VID_Printf( PRINT_WARNING, "WARNING: Hangdown facing overrides previous facing in shader '%s'\n", shader.name );
return;
}
stage->ss->facing=SURFSPRITE_FACING_DOWN;
return;
}
//
// anyangle
//
if (!Q_stricmp(param, "ssAnyangle"))
{
if (stage->ss->facing != SURFSPRITE_FACING_NORMAL)
{
VID_Printf( PRINT_WARNING, "WARNING: Anyangle facing overrides previous facing in shader '%s'\n", shader.name );
return;
}
stage->ss->facing=SURFSPRITE_FACING_ANY;
return;
}
//
// faceup
//
if (!Q_stricmp(param, "ssFaceup"))
{
if (stage->ss->facing != SURFSPRITE_FACING_NORMAL)
{
VID_Printf( PRINT_WARNING, "WARNING: Faceup facing overrides previous facing in shader '%s'\n", shader.name );
return;
}
stage->ss->facing=SURFSPRITE_FACING_UP;
return;
}
//
// wind
//
if (!Q_stricmp(param, "ssWind"))
{
token = COM_ParseExt( text, qfalse);
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite wind in shader '%s'\n", shader.name );
return;
}
value = atof(token);
if (value < 0.0)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite wind in shader '%s'\n", shader.name );
return;
}
stage->ss->wind=value;
if (stage->ss->windIdle <= 0)
{ // Also override the windidle, it usually is the same as wind
stage->ss->windIdle = value;
}
return;
}
//
// windidle
//
if (!Q_stricmp(param, "ssWindidle"))
{
token = COM_ParseExt( text, qfalse);
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite windidle in shader '%s'\n", shader.name );
return;
}
value = atof(token);
if (value < 0.0)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite windidle in shader '%s'\n", shader.name );
return;
}
stage->ss->windIdle=value;
return;
}
//
// vertskew
//
if (!Q_stricmp(param, "ssVertskew"))
{
token = COM_ParseExt( text, qfalse);
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite vertskew in shader '%s'\n", shader.name );
return;
}
value = atof(token);
if (value < 0.0)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite vertskew in shader '%s'\n", shader.name );
return;
}
stage->ss->vertSkew=value;
return;
}
//
// fxduration
//
if (!Q_stricmp(param, "ssFXDuration"))
{
token = COM_ParseExt( text, qfalse);
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite duration in shader '%s'\n", shader.name );
return;
}
value = atof(token);
if (value <= 0)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite duration in shader '%s'\n", shader.name );
return;
}
stage->ss->fxDuration=value;
return;
}
//
// fxgrow
//
if (!Q_stricmp(param, "ssFXGrow"))
{
token = COM_ParseExt( text, qfalse);
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite grow width in shader '%s'\n", shader.name );
return;
}
value = atof(token);
if (value < 0)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite grow width in shader '%s'\n", shader.name );
return;
}
stage->ss->fxGrow[0]=value;
token = COM_ParseExt( text, qfalse);
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite grow height in shader '%s'\n", shader.name );
return;
}
value = atof(token);
if (value < 0)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite grow height in shader '%s'\n", shader.name );
return;
}
stage->ss->fxGrow[1]=value;
return;
}
//
// fxalpharange
//
if (!Q_stricmp(param, "ssFXAlphaRange"))
{
token = COM_ParseExt( text, qfalse);
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite fxalpha start in shader '%s'\n", shader.name );
return;
}
value = atof(token);
if (value < 0 || value > 1.0)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite fxalpha start in shader '%s'\n", shader.name );
return;
}
stage->ss->fxAlphaStart=value;
token = COM_ParseExt( text, qfalse);
if (token[0]==0)
{
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite fxalpha end in shader '%s'\n", shader.name );
return;
}
value = atof(token);
if (value < 0 || value > 1.0)
{
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite fxalpha end in shader '%s'\n", shader.name );
return;
}
stage->ss->fxAlphaEnd=value;
return;
}
//
// fxweather
//
if (!Q_stricmp(param, "ssFXWeather"))
{
if (stage->ss->surfaceSpriteType != SURFSPRITE_EFFECT)
{
VID_Printf( PRINT_WARNING, "WARNING: weather applied to non-effect surfacesprite in shader '%s'\n", shader.name );
return;
}
stage->ss->surfaceSpriteType = SURFSPRITE_WEATHERFX;
return;
}
//
// invalid ss command.
//
VID_Printf( PRINT_WARNING, "WARNING: invalid optional surfacesprite param '%s' in shader '%s'\n", param, shader.name );
return;
}
/*
===================
ParseStage
===================
*/
static qboolean ParseStage( shaderStage_t *stage, const char **text )
{
char *token;
int depthMaskBits = GLS_DEPTHMASK_TRUE, blendSrcBits = 0, blendDstBits = 0, atestBits = 0, depthFuncBits = 0;
qboolean depthMaskExplicit = qfalse;
stage->active = true;
while ( 1 )
{
token = COM_ParseExt( text, qtrue );
if ( !token[0] )
{
VID_Printf( PRINT_WARNING, "WARNING: no matching '}' found\n" );
return qfalse;
}
if ( token[0] == '}' )
{
break;
}
//
// map <name>
//
else if ( !Q_stricmp( token, "map" ) )
{
token = COM_ParseExt( text, qfalse );
if ( !token[0] )
{
VID_Printf( PRINT_WARNING, "WARNING: missing parameter for 'map' keyword in shader '%s'\n", shader.name );
return qfalse;
}
if ( !Q_stricmp( token, "$whiteimage" ) )
{
stage->bundle[0].image = tr.whiteImage;
continue;
}
else if ( !Q_stricmp( token, "$lightmap" ) )
{
stage->bundle[0].isLightmap = true;
if ( shader.lightmapIndex[0] < 0 ) {
stage->bundle[0].image = tr.whiteImage;
#ifndef FINAL_BUILD
//VID_Printf( PRINT_WARNING, "WARNING: $lightmap requested but none available '%s'\n", shader.name );
#endif
} else {
stage->bundle[0].image = tr.lightmaps[shader.lightmapIndex[0]];
}
continue;
}
#ifdef _XBOX
else if ( !Q_stricmp( token, "$saveGameImage") )
{
stage->bundle[0].image = tr.saveGameImage;
continue;
}
#endif //_XBOX
else
{
stage->bundle[0].image = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, !shader.noTC, GL_REPEAT );
if ( !stage->bundle[0].image )
{
VID_Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
return qfalse;
}
}
}
#ifdef VV_LIGHTING
//
// specularmap <name>
//
else if ( !Q_stricmp( token, "specularmap" ) )
{
token = COM_ParseExt( text, qfalse );
if ( !token[0] )
{
VID_Printf( PRINT_WARNING, "WARNING: missing parameter for 'specularmap' keyword in shader '%s'\n", shader.name );
return qfalse;
}
stage->bundle[0].image = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, !shader.noTC, GL_REPEAT );
if ( !stage->bundle[0].image )
{
VID_Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
return qfalse;
}
stage->isSpecular = qtrue;
shader.needsNormal = true;
shader.needsTangent = true;
}
#endif // VV_LIGHTING
//
// clampmap <name>
//
else if ( !Q_stricmp( token, "clampmap" ) )
{
token = COM_ParseExt( text, qfalse );
if ( !token[0] )
{
VID_Printf( PRINT_WARNING, "WARNING: missing parameter for 'clampmap' keyword in shader '%s'\n", shader.name );
return qfalse;
}
stage->bundle[0].image = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, !shader.noTC, GL_CLAMP );
if ( !stage->bundle[0].image )
{
VID_Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
return qfalse;
}
}
//
// animMap[/clampanimMap] <frequency> <image1> .... <imageN>
//
else if ( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampanimMap" ) || !Q_stricmp( token, "oneshotanimMap" ))
{
#define MAX_IMAGE_ANIMATIONS 32
image_t *images[MAX_IMAGE_ANIMATIONS];
bool bClamp = !Q_stricmp( token, "clampanimMap" );
bool oneShot = !Q_stricmp( token, "oneshotanimMap" );
token = COM_ParseExt( text, qfalse );
if ( !token[0] )
{
VID_Printf( PRINT_WARNING, "WARNING: missing parameter for '%s' keyword in shader '%s'\n", (bClamp ? "animMap":"clampanimMap"), shader.name );
return qfalse;
}
stage->bundle[0].imageAnimationSpeed = atof( token );
stage->bundle[0].oneShotAnimMap = oneShot;
// parse up to MAX_IMAGE_ANIMATIONS animations
while ( 1 ) {
int num;
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
break;
}
num = stage->bundle[0].numImageAnimations;
if ( num < MAX_IMAGE_ANIMATIONS ) {
images[num] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, !shader.noTC, bClamp?GL_CLAMP:GL_REPEAT );
if ( !images[num] )
{
VID_Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
return qfalse;
}
stage->bundle[0].numImageAnimations++;
}
}
// Copy image ptrs into an array of ptrs
stage->bundle[0].image = (image_t*) Hunk_Alloc( stage->bundle[0].numImageAnimations * sizeof( image_t* ), qfalse );
memcpy( stage->bundle[0].image, images, stage->bundle[0].numImageAnimations * sizeof( image_t* ) );
}
//#ifndef _XBOX
else if ( !Q_stricmp( token, "videoMap" ) )
{
token = COM_ParseExt( text, qfalse );
if ( !token[0] )
{
VID_Printf( PRINT_WARNING, "WARNING: missing parameter for 'videoMap' keyword in shader '%s'\n", shader.name );
return qfalse;
}
stage->bundle[0].videoMapHandle = CIN_PlayCinematic( token, 0, 0, 256, 256, (CIN_loop | CIN_silent | CIN_shader), NULL);
if (stage->bundle[0].videoMapHandle != -1) {
stage->bundle[0].isVideoMap = true;
stage->bundle[0].image = tr.scratchImage[stage->bundle[0].videoMapHandle];
}
}
//#endif
#ifdef _XBOX
//
// bumpmap <name>
//
else if ( !Q_stricmp( token, "bumpmap" ) )
{
token = COM_ParseExt( text, qfalse );
if( !token[0] )
{
VID_Printf( PRINT_WARNING, "WARNING: missing parameter for 'bumpmap' keyword in shader '%s'\n", shader.name );
return qfalse;
}
stage->bundle[0].image = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, 0, GL_REPEAT );
if ( !stage->bundle[0].image )
{
VID_Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
return qfalse;
}
stage->isBumpMap = qtrue;
shader.isBumpMap = qtrue;
shader.needsNormal = true;
shader.needsTangent = true;
}
#endif
//
// alphafunc <func>
//
else if ( !Q_stricmp( token, "alphaFunc" ) )
{
token = COM_ParseExt( text, qfalse );
if ( !token[0] )
{
VID_Printf( PRINT_WARNING, "WARNING: missing parameter for 'alphaFunc' keyword in shader '%s'\n", shader.name );
return qfalse;
}
atestBits = NameToAFunc( token );
}
//
// depthFunc <func>
//
else if ( !Q_stricmp( token, "depthfunc" ) )
{
token = COM_ParseExt( text, qfalse );
if ( !token[0] )
{
VID_Printf( PRINT_WARNING, "WARNING: missing parameter for 'depthfunc' keyword in shader '%s'\n", shader.name );
return qfalse;
}
if ( !Q_stricmp( token, "lequal" ) )
{
depthFuncBits = 0;
}
else if ( !Q_stricmp( token, "equal" ) )
{
depthFuncBits = GLS_DEPTHFUNC_EQUAL;
}
else if ( !Q_stricmp( token, "disable" ) )
{
depthFuncBits = GLS_DEPTHTEST_DISABLE;
}
else
{
VID_Printf( PRINT_WARNING, "WARNING: unknown depthfunc '%s' in shader '%s'\n", token, shader.name );
continue;
}
}
//
// detail
//
else if ( !Q_stricmp( token, "detail" ) )
{
stage->isDetail = true;
}
//
// blendfunc <srcFactor> <dstFactor>
// or blendfunc <add|filter|blend>
//
else if ( !Q_stricmp( token, "blendfunc" ) )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name );
continue;
}
// check for "simple" blends first
if ( !Q_stricmp( token, "add" ) ) {
blendSrcBits = GLS_SRCBLEND_ONE;
blendDstBits = GLS_DSTBLEND_ONE;
} else if ( !Q_stricmp( token, "filter" ) ) {
blendSrcBits = GLS_SRCBLEND_DST_COLOR;
blendDstBits = GLS_DSTBLEND_ZERO;
} else if ( !Q_stricmp( token, "blend" ) ) {
blendSrcBits = GLS_SRCBLEND_SRC_ALPHA;
blendDstBits = GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
} else {
// complex double blends
blendSrcBits = NameToSrcBlendMode( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name );
continue;
}
blendDstBits = NameToDstBlendMode( token );
}
// clear depth mask for blended surfaces
if ( !depthMaskExplicit )
{
depthMaskBits = 0;
}
}
//
// rgbGen
//
else if ( !Q_stricmp( token, "rgbGen" ) )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing parameters for rgbGen in shader '%s'\n", shader.name );
continue;
}
if ( !Q_stricmp( token, "wave" ) )
{
ParseWaveForm( text, &stage->rgbWave );
stage->rgbGen = CGEN_WAVEFORM;
}
else if ( !Q_stricmp( token, "const" ) )
{
vec3_t color;
ParseVector( text, 3, color );
stage->constantColor[0] = 255 * color[0];
stage->constantColor[1] = 255 * color[1];
stage->constantColor[2] = 255 * color[2];
stage->rgbGen = CGEN_CONST;
}
else if ( !Q_stricmp( token, "identity" ) )
{
stage->rgbGen = CGEN_IDENTITY;
}
else if ( !Q_stricmp( token, "identityLighting" ) )
{
stage->rgbGen = CGEN_IDENTITY_LIGHTING;
}
else if ( !Q_stricmp( token, "entity" ) )
{
stage->rgbGen = CGEN_ENTITY;
}
else if ( !Q_stricmp( token, "oneMinusEntity" ) )
{
stage->rgbGen = CGEN_ONE_MINUS_ENTITY;
}
else if ( !Q_stricmp( token, "vertex" ) )
{
if (shader.lightmapIndex[0] == LIGHTMAP_NONE)
{
VID_Printf( PRINT_ERROR, "ERROR: rgbGen vertex used on a model! in shader '%s'\n", shader.name );
}
stage->rgbGen = CGEN_VERTEX;
if ( stage->alphaGen == 0 ) {
stage->alphaGen = AGEN_VERTEX;
}
}
else if ( !Q_stricmp( token, "exactVertex" ) )
{
stage->rgbGen = CGEN_EXACT_VERTEX;
}
else if ( !Q_stricmp( token, "lightingDiffuse" ) )
{
if (shader.lightmapIndex[0] != LIGHTMAP_NONE)
{
VID_Printf( PRINT_ERROR, "ERROR: rgbGen lightingDiffuse used on a misc_model! in shader '%s'\n", shader.name );
}
stage->rgbGen = CGEN_LIGHTING_DIFFUSE;
#ifdef _XBOX
shader.needsNormal = true;
#endif
}
else if ( !Q_stricmp( token, "lightingDiffuseEntity" ) )
{
if (shader.lightmapIndex[0] != LIGHTMAP_NONE)
{
VID_Printf( PRINT_ERROR, "ERROR: rgbGen lightingDiffuseEntity used on a misc_model! in shader '%s'\n", shader.name );
}
stage->rgbGen = CGEN_LIGHTING_DIFFUSE_ENTITY;
#ifdef _XBOX
shader.needsNormal = true;
#endif
}
else if ( !Q_stricmp( token, "oneMinusVertex" ) )
{
stage->rgbGen = CGEN_ONE_MINUS_VERTEX;
}
else
{
VID_Printf( PRINT_ERROR, "ERROR: unknown rgbGen parameter '%s' in shader '%s'\n", token, shader.name );
continue;
}
}
//
// alphaGen
//
else if ( !Q_stricmp( token, "alphaGen" ) )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing parameters for alphaGen in shader '%s'\n", shader.name );
continue;
}
if ( !Q_stricmp( token, "wave" ) )
{
ParseWaveForm( text, &stage->alphaWave );
stage->alphaGen = AGEN_WAVEFORM;
}
else if ( !Q_stricmp( token, "const" ) )
{
token = COM_ParseExt( text, qfalse );
stage->constantColor[3] = 255 * atof( token );
stage->alphaGen = AGEN_CONST;
}
else if ( !Q_stricmp( token, "identity" ) )
{
stage->alphaGen = AGEN_IDENTITY;
}
else if ( !Q_stricmp( token, "entity" ) )
{
stage->alphaGen = AGEN_ENTITY;
}
else if ( !Q_stricmp( token, "oneMinusEntity" ) )
{
stage->alphaGen = AGEN_ONE_MINUS_ENTITY;
}
else if ( !Q_stricmp( token, "vertex" ) )
{
stage->alphaGen = AGEN_VERTEX;
}
else if ( !Q_stricmp( token, "lightingSpecular" ) )
{
stage->alphaGen = AGEN_LIGHTING_SPECULAR;
}
else if ( !Q_stricmp( token, "oneMinusVertex" ) )
{
stage->alphaGen = AGEN_ONE_MINUS_VERTEX;
}
else if ( !Q_stricmp( token, "dot" ) )
{
stage->alphaGen = AGEN_DOT;
}
else if ( !Q_stricmp( token, "oneMinusDot" ) )
{
stage->alphaGen = AGEN_ONE_MINUS_DOT;
}
else if ( !Q_stricmp( token, "portal" ) )
{
stage->alphaGen = AGEN_PORTAL;
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
shader.portalRange = 256;
VID_Printf( PRINT_WARNING, "WARNING: missing range parameter for alphaGen portal in shader '%s', defaulting to 256\n", shader.name );
}
else
{
shader.portalRange = atof( token );
}
}
else
{
VID_Printf( PRINT_WARNING, "WARNING: unknown alphaGen parameter '%s' in shader '%s'\n", token, shader.name );
continue;
}
}
//
// tcGen <function>
//
else if ( !Q_stricmp(token, "texgen") || !Q_stricmp( token, "tcGen" ) )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing texgen parm in shader '%s'\n", shader.name );
continue;
}
if ( !Q_stricmp( token, "environment" ) )
{
stage->bundle[0].tcGen = TCGEN_ENVIRONMENT_MAPPED;
#ifdef _XBOX
shader.needsNormal = true;
#endif
}
else if ( !Q_stricmp( token, "lightmap" ) )
{
stage->bundle[0].tcGen = TCGEN_LIGHTMAP;
}
else if ( !Q_stricmp( token, "texture" ) || !Q_stricmp( token, "base" ) )
{
stage->bundle[0].tcGen = TCGEN_TEXTURE;
}
else if ( !Q_stricmp( token, "vector" ) )
{
stage->bundle[0].tcGenVectors = ( vec3_t *) Hunk_Alloc( 2 * sizeof( vec3_t ), qfalse );
ParseVector( text, 3, stage->bundle[0].tcGenVectors[0] );
ParseVector( text, 3, stage->bundle[0].tcGenVectors[1] );
stage->bundle[0].tcGen = TCGEN_VECTOR;
}
else
{
VID_Printf( PRINT_WARNING, "WARNING: unknown texgen parm in shader '%s'\n", shader.name );
}
}
//
// tcMod <type> <...>
//
else if ( !Q_stricmp( token, "tcMod" ) )
{
char buffer[1024] = "";
while ( 1 )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
break;
strcat( buffer, token );
strcat( buffer, " " );
}
ParseTexMod( buffer, stage );
continue;
}
//
// depthmask
//
else if ( !Q_stricmp( token, "depthwrite" ) )
{
depthMaskBits = GLS_DEPTHMASK_TRUE;
depthMaskExplicit = qtrue;
continue;
}
// If this stage has glow...
else if ( Q_stricmp( token, "glow" ) == 0 )
{
stage->glow = true;
continue;
}
//
// surfaceSprites <type> ...
//
else if ( !Q_stricmp( token, "surfaceSprites" ) )
{
char buffer[1024] = "";
while ( 1 )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
break;
strcat( buffer, token );
strcat( buffer, " " );
}
ParseSurfaceSprites( buffer, stage );
continue;
}
//
// ssFademax <fademax>
// ssFadescale <fadescale>
// ssVariance <varwidth> <varheight>
// ssHangdown
// ssAnyangle
// ssFaceup
// ssWind <wind>
// ssWindIdle <windidle>
// ssDuration <duration>
// ssGrow <growwidth> <growheight>
// ssWeather
//
else if (!Q_stricmpn(token, "ss", 2)) // <--- NOTE ONLY COMPARING FIRST TWO LETTERS
{
char buffer[1024] = "";
char param[128];
strcpy(param,token);
while ( 1 )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
break;
strcat( buffer, token );
strcat( buffer, " " );
}
ParseSurfaceSpritesOptional( param, buffer, stage );
continue;
}
else
{
VID_Printf( PRINT_WARNING, "WARNING: unknown parameter '%s' in shader '%s'\n", token, shader.name );
return qfalse;
}
}
//
// if cgen isn't explicitly specified, use either identity or identitylighting
//
if ( stage->rgbGen == CGEN_BAD ) {
if ( //blendSrcBits == 0 ||
blendSrcBits == GLS_SRCBLEND_ONE ||
blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) {
stage->rgbGen = CGEN_IDENTITY_LIGHTING;
} else {
stage->rgbGen = CGEN_IDENTITY;
}
}
//
// implicitly assume that a GL_ONE GL_ZERO blend mask disables blending
//
if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) &&
( blendDstBits == GLS_DSTBLEND_ZERO ) )
{
blendDstBits = blendSrcBits = 0;
depthMaskBits = GLS_DEPTHMASK_TRUE;
}
// decide which agens we can skip
if ( stage->alphaGen == AGEN_IDENTITY ) {
if ( stage->rgbGen == CGEN_IDENTITY
|| stage->rgbGen == CGEN_LIGHTING_DIFFUSE ) {
stage->alphaGen = AGEN_SKIP;
}
}
//
// compute state bits
//
stage->stateBits = depthMaskBits |
blendSrcBits | blendDstBits |
atestBits |
depthFuncBits;
return qtrue;
}
/*
===============
ParseDeform
deformVertexes wave <spread> <waveform> <base> <amplitude> <phase> <frequency>
deformVertexes normal <frequency> <amplitude>
deformVertexes move <vector> <waveform> <base> <amplitude> <phase> <frequency>
deformVertexes bulge <bulgeWidth> <bulgeHeight> <bulgeSpeed>
deformVertexes projectionShadow
deformVertexes autoSprite
deformVertexes autoSprite2
deformVertexes text[0-7]
===============
*/
static void ParseDeform( const char **text ) {
char *token;
deformStage_t *ds;
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing deform parm in shader '%s'\n", shader.name );
return;
}
if ( shader.numDeforms == MAX_SHADER_DEFORMS ) {
VID_Printf( PRINT_WARNING, "WARNING: MAX_SHADER_DEFORMS in '%s'\n", shader.name );
return;
}
shader.deforms[ shader.numDeforms ] = (deformStage_t *)Hunk_Alloc( sizeof( deformStage_t ), qtrue );
ds = shader.deforms[ shader.numDeforms ];
shader.numDeforms++;
if ( !Q_stricmp( token, "projectionShadow" ) ) {
ds->deformation = DEFORM_PROJECTION_SHADOW;
return;
}
if ( !Q_stricmp( token, "autosprite" ) ) {
ds->deformation = DEFORM_AUTOSPRITE;
return;
}
if ( !Q_stricmp( token, "autosprite2" ) ) {
ds->deformation = DEFORM_AUTOSPRITE2;
return;
}
if ( !Q_stricmpn( token, "text", 4 ) ) {
int n;
n = token[4] - '0';
if ( n < 0 || n > 7 ) {
n = 0;
}
ds->deformation = (deform_t) (DEFORM_TEXT0 + n);
return;
}
if ( !Q_stricmp( token, "bulge" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
return;
}
ds->bulgeWidth = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
return;
}
ds->bulgeHeight = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
return;
}
ds->bulgeSpeed = atof( token );
ds->deformation = DEFORM_BULGE;
return;
}
if ( !Q_stricmp( token, "wave" ) )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
return;
}
if ( atof( token ) != 0 )
{
ds->deformationSpread = 1.0f / atof( token );
}
else
{
ds->deformationSpread = 100.0f;
VID_Printf( PRINT_WARNING, "WARNING: illegal div value of 0 in deformVertexes command for shader '%s'\n", shader.name );
}
ParseWaveForm( text, &ds->deformationWave );
ds->deformation = DEFORM_WAVE;
return;
}
if ( !Q_stricmp( token, "normal" ) )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
return;
}
ds->deformationWave.amplitude = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
return;
}
ds->deformationWave.frequency = atof( token );
ds->deformation = DEFORM_NORMALS;
return;
}
if ( !Q_stricmp( token, "move" ) ) {
int i;
for ( i = 0 ; i < 3 ; i++ ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
VID_Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
return;
}
ds->moveVector[i] = atof( token );
}
ParseWaveForm( text, &ds->deformationWave );
ds->deformation = DEFORM_MOVE;
return;
}
VID_Printf( PRINT_WARNING, "WARNING: unknown deformVertexes subtype '%s' found in shader '%s'\n", token, shader.name );
}
/*
===============
ParseSkyParms
skyParms <outerbox> <cloudheight> <innerbox>
===============
*/
static void ParseSkyParms( const char **text ) {
char *token;
const char *suf[6] = {"rt", "lf", "bk", "ft", "up", "dn"};
char pathname[MAX_QPATH];
int i;
shader.sky = (skyParms_t *)Hunk_Alloc( sizeof( skyParms_t ), qtrue );
// outerbox
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
VID_Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
return;
}
if ( strcmp( token, "-" ) ) {
for (i=0 ; i<6 ; i++) {
Com_sprintf( pathname, sizeof(pathname), "%s_%s", token, suf[i] );
shader.sky->outerbox[i] = R_FindImageFile( ( char * ) pathname, qtrue, qtrue, !shader.noTC, GL_CLAMP );
if ( !shader.sky->outerbox[i] ) {
if (i) {
shader.sky->outerbox[i] = shader.sky->outerbox[i-1];//not found, so let's use the previous image
}else{
shader.sky->outerbox[i] = tr.defaultImage;
}
}
}
}
// cloudheight
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
VID_Printf( PRINT_WARNING, "WARNING: 'skyParms' missing cloudheight in shader '%s'\n", shader.name );
return;
}
shader.sky->cloudHeight = atof( token );
if ( !shader.sky->cloudHeight ) {
shader.sky->cloudHeight = 512;
}
R_InitSkyTexCoords( shader.sky->cloudHeight );
// innerbox
token = COM_ParseExt( text, qfalse );
if ( strcmp( token, "-" ) ) {
VID_Printf( PRINT_WARNING, "WARNING: in shader '%s' 'skyParms', innerbox is not supported!", shader.name);
}
}
/*
=================
ParseSort
=================
*/
void ParseSort( const char **text )
{
char *token;
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
VID_Printf( PRINT_WARNING, "WARNING: missing sort parameter in shader '%s'\n", shader.name );
return;
}
if ( !Q_stricmp( token, "portal" ) ) {
shader.sort = SS_PORTAL;
} else if ( !Q_stricmp( token, "sky" ) ) {
shader.sort = SS_ENVIRONMENT;
} else if ( !Q_stricmp( token, "opaque" ) ) {
shader.sort = SS_OPAQUE;
}else if ( !Q_stricmp( token, "decal" ) ) {
shader.sort = SS_DECAL;
} else if ( !Q_stricmp( token, "seeThrough" ) ) {
shader.sort = SS_SEE_THROUGH;
} else if ( !Q_stricmp( token, "banner" ) ) {
shader.sort = SS_BANNER;
} else if ( !Q_stricmp( token, "additive" ) ) {
shader.sort = SS_BLEND1;
} else if ( !Q_stricmp( token, "nearest" ) ) {
shader.sort = SS_NEAREST;
} else if ( !Q_stricmp( token, "underwater" ) ) {
shader.sort = SS_UNDERWATER;
} else if ( !Q_stricmp( token, "inside" ) ) {
shader.sort = SS_INSIDE;
} else if ( !Q_stricmp( token, "mid_inside" ) ) {
shader.sort = SS_MID_INSIDE;
} else if ( !Q_stricmp( token, "middle" ) ) {
shader.sort = SS_MIDDLE;
} else if ( !Q_stricmp( token, "mid_outside" ) ) {
shader.sort = SS_MID_OUTSIDE;
} else if ( !Q_stricmp( token, "outside" ) ) {
shader.sort = SS_OUTSIDE;
}
else
{
shader.sort = atof( token );
}
}
// this table is also present in q3map
typedef struct {
char *name;
int clearSolid, surfaceFlags, contents;
} infoParm_t;
const infoParm_t infoParms[] = {
// Game content Flags
{"nonsolid", ~CONTENTS_SOLID, 0, 0 }, // special hack to clear solid flag
{"nonopaque", ~CONTENTS_OPAQUE, 0, 0 }, // special hack to clear opaque flag
{"lava", ~CONTENTS_SOLID, 0, CONTENTS_LAVA }, // very damaging
{"slime", ~CONTENTS_SOLID, 0, CONTENTS_SLIME }, // mildly damaging
{"water", ~CONTENTS_SOLID, 0, CONTENTS_WATER },
{"fog", ~CONTENTS_SOLID, 0, CONTENTS_FOG}, // carves surfaces entering
{"shotclip", ~CONTENTS_SOLID, 0, CONTENTS_SHOTCLIP }, /* block shots, but not people */
{"playerclip", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_PLAYERCLIP }, /* block only the player */
{"monsterclip", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_MONSTERCLIP },
{"botclip", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_BOTCLIP }, /* NPC do not enter */
{"trigger", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_TRIGGER },
{"nodrop", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_NODROP }, // don't drop items or leave bodies (death fog, lava, etc)
{"terrain", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_TERRAIN }, /* use special terrain collsion */
{"ladder", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_LADDER }, // climb up in it like water
{"abseil", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_ABSEIL }, // can abseil down this brush
{"outside", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_OUTSIDE }, // volume is considered to be in the outside (i.e. not indoors)
{"inside", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_INSIDE }, // volume is considered to be inside (i.e. indoors)
{"detail", -1, 0, CONTENTS_DETAIL }, // don't include in structural bsp
{"trans", -1, 0, CONTENTS_TRANSLUCENT }, // surface has an alpha component
/* Game surface flags */
{"sky", -1, SURF_SKY, 0 }, /* emit light from an environment map */
{"slick", -1, SURF_SLICK, 0 },
{"nodamage", -1, SURF_NODAMAGE, 0 },
{"noimpact", -1, SURF_NOIMPACT, 0 }, /* don't make impact explosions or marks */
{"nomarks", -1, SURF_NOMARKS, 0 }, /* don't make impact marks, but still explode */
{"nodraw", -1, SURF_NODRAW, 0 }, /* don't generate a drawsurface (or a lightmap) */
{"nosteps", -1, SURF_NOSTEPS, 0 },
{"nodlight", -1, SURF_NODLIGHT, 0 }, /* don't ever add dynamic lights */
{"metalsteps", -1, SURF_METALSTEPS,0 },
{"nomiscents", -1, SURF_NOMISCENTS,0 }, /* No misc ents on this surface */
{"forcefield", -1, SURF_FORCEFIELD,0 },
{"forcesight", -1, SURF_FORCESIGHT,0 }, // only visible with force sight
};
/*
===============
ParseSurfaceParm
surfaceparm <name>
===============
*/
static void ParseSurfaceParm( const char **text ) {
char *token;
int numInfoParms = sizeof(infoParms) / sizeof(infoParms[0]);
int i;
token = COM_ParseExt( text, qfalse );
for ( i = 0 ; i < numInfoParms ; i++ ) {
if ( !Q_stricmp( token, infoParms[i].name ) ) {
shader.surfaceFlags |= infoParms[i].surfaceFlags;
shader.contentFlags |= infoParms[i].contents;
shader.contentFlags &= infoParms[i].clearSolid;
break;
}
}
}
/*
=================
ParseMaterial
=================
*/
const char *materialNames[MATERIAL_LAST] =
{
MATERIALS
};
static void ParseMaterial( const char **text )
{
char *token;
int i;
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
Com_Printf( S_COLOR_YELLOW "WARNING: missing material in shader '%s'\n", shader.name );
return;
}
for(i = 0; i < MATERIAL_LAST; i++)
{
if ( !Q_stricmp( token, materialNames[i] ) )
{
shader.surfaceFlags &= ~MATERIAL_MASK;//safety, clear it first
shader.surfaceFlags |= i;
break;
}
}
}
/*
=================
ParseShader
The current text pointer is at the explicit text definition of the
shader. Parse it into the global shader variable. Later functions
will optimize it.
=================
*/
static qboolean ParseShader( const char **text )
{
char *token;
int s = 0;
#ifdef _XBOX
shader.needsNormal = false;
shader.needsTangent = false;
#endif
token = COM_ParseExt( text, qtrue );
if ( token[0] != '{' )
{
VID_Printf( PRINT_WARNING, "WARNING: expecting '{', found '%s' instead in shader '%s'\n", token, shader.name );
return qfalse;
}
while ( 1 )
{
token = COM_ParseExt( text, qtrue );
if ( !token[0] )
{
VID_Printf( PRINT_WARNING, "WARNING: no concluding '}' in shader %s\n", shader.name );
return qfalse;
}
// end of shader definition
if ( token[0] == '}' )
{
break;
}
// stage definition
else if ( token[0] == '{' )
{
if ( !ParseStage( &stages[s], text ) )
{
return qfalse;
}
stages[s].active = true;
#ifndef _XBOX // GLOWXXX
if ( stages[s].glow )
{
shader.hasGlow = true;
}
#endif
s++;
continue;
}
// sun parms
else if ( !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "sun" )) {
float a, b;
token = COM_ParseExt( text, qfalse );
tr.sunLight[0] = atof( token );
token = COM_ParseExt( text, qfalse );
tr.sunLight[1] = atof( token );
token = COM_ParseExt( text, qfalse );
tr.sunLight[2] = atof( token );
VectorNormalize( tr.sunLight );
token = COM_ParseExt( text, qfalse );
a = atof( token );
VectorScale( tr.sunLight, a, tr.sunLight);
token = COM_ParseExt( text, qfalse );
a = atof( token );
a = a / 180 * M_PI;
token = COM_ParseExt( text, qfalse );
b = atof( token );
b = b / 180 * M_PI;
tr.sunDirection[0] = cos( a ) * cos( b );
tr.sunDirection[1] = sin( a ) * cos( b );
tr.sunDirection[2] = sin( b );
#ifdef _XBOX
Cvar_SetValue( "r_sundir_x", tr.sunDirection[0] );
Cvar_SetValue( "r_sundir_y", tr.sunDirection[1] );
Cvar_SetValue( "r_sundir_z", tr.sunDirection[2] );
#endif
}
else if ( !Q_stricmp( token, "deformVertexes" ) ) {
ParseDeform( text );
continue;
}
else if ( !Q_stricmp( token, "tesssize" ) ) {
SkipRestOfLine( text );
continue;
}
// skip stuff that only the QuakeEdRadient needs
else if ( !Q_stricmpn( token, "qer", 3 ) ) {
SkipRestOfLine( text );
continue;
}
// skip stuff that only the q3map needs
else if ( !Q_stricmpn( token, "q3map", 5 ) ) {
SkipRestOfLine( text );
continue;
}
// material deprecated as of 11 Jan 01
// material undeprecated as of 7 May 01 - q3map_material deprecated
else if ( !Q_stricmp( token, "material" ) || !Q_stricmp( token, "q3map_material" ) )
{
ParseMaterial( text );
}
// skip stuff that JK2 doesn't use
else if ( !Q_stricmp( token, "lightColor") ) {
SkipRestOfLine( text );
continue;
}
// surface parms
else if ( !Q_stricmp( token, "surfaceParm" ) ) {
ParseSurfaceParm( text );
continue;
}
// no mip maps
else if ( !Q_stricmp( token, "nomipmaps" ) )
{
shader.noMipMaps = true;
shader.noPicMip = true;
continue;
}
// no picmip adjustment
else if ( !Q_stricmp( token, "nopicmip" ) )
{
shader.noPicMip = true;
continue;
}
// polygonOffset
else if ( !Q_stricmp( token, "polygonOffset" ) )
{
shader.polygonOffset = true;
continue;
}
// polygonOffset
else if ( !Q_stricmp( token, "noTC" ) )
{
shader.noTC = true;
continue;
}
// entityMergable, allowing sprite surfaces from multiple entities
// to be merged into one batch. This is a savings for smoke
// puffs and blood, but can't be used for anything where the
// shader calcs (not the surface function) reference the entity color or scroll
else if ( !Q_stricmp( token, "entityMergable" ) )
{
shader.entityMergable = true;
continue;
}
// fogParms
else if ( !Q_stricmp( token, "fogParms" ) )
{
shader.fogParms = (fogParms_t *)Hunk_Alloc( sizeof( fogParms_t ), qtrue );
if ( !ParseVector( text, 3, shader.fogParms->color ) ) {
return qfalse;
}
token = COM_ParseExt( text, qfalse );
if ( !token[0] )
{
VID_Printf( PRINT_WARNING, "WARNING: missing parm for 'fogParms' keyword in shader '%s'\n", shader.name );
continue;
}
shader.fogParms->depthForOpaque = atof( token );
// skip any old gradient directions
SkipRestOfLine( text );
continue;
}
// portal
else if ( !Q_stricmp(token, "portal") )
{
shader.sort = SS_PORTAL;
continue;
}
// skyparms <cloudheight> <outerbox> <innerbox>
else if ( !Q_stricmp( token, "skyparms" ) )
{
ParseSkyParms( text );
continue;
}
// light <value> determines flaring in q3map, not needed here
else if ( !Q_stricmp(token, "light") )
{
token = COM_ParseExt( text, qfalse );
continue;
}
// cull <face>
else if ( !Q_stricmp( token, "cull") )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
VID_Printf( PRINT_WARNING, "WARNING: missing cull parms in shader '%s'\n", shader.name );
continue;
}
if ( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "twosided" ) || !Q_stricmp( token, "disable" ) )
{
shader.cullType = CT_TWO_SIDED;
}
else if ( !Q_stricmp( token, "back" ) || !Q_stricmp( token, "backside" ) || !Q_stricmp( token, "backsided" ) )
{
shader.cullType = CT_BACK_SIDED;
}
else
{
VID_Printf( PRINT_WARNING, "WARNING: invalid cull parm '%s' in shader '%s'\n", token, shader.name );
}
continue;
}
// sort
else if ( !Q_stricmp( token, "sort" ) )
{
ParseSort( text );
continue;
}
/*
Ghoul2 Insert Start
*/
//
// location hit mesh load
//
else if ( !Q_stricmp( token, "hitLocation" ) )
{
// grab the filename of the hit location texture
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
break;
continue;
}
//
// location hit material mesh load
//
else if ( !Q_stricmp( token, "hitMaterial" ) )
{
// grab the filename of the hit location texture
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
break;
continue;
}
/*
Ghoul2 Insert End
*/
else
{
VID_Printf( PRINT_WARNING, "WARNING: unknown general shader parameter '%s' in '%s'\n", token, shader.name );
return qfalse;
}
}
//
// ignore shaders that don't have any stages, unless it is a sky or fog
//
if ( s == 0 && !shader.sky && !(shader.contentFlags & CONTENTS_FOG ) ) {
return qfalse;
}
shader.explicitlyDefined = true;
return qtrue;
}
/*
========================================================================================
SHADER OPTIMIZATION AND FOGGING
========================================================================================
*/
typedef struct {
int blendA;
int blendB;
int multitextureEnv;
int multitextureBlend;
} collapse_t;
static collapse_t collapse[] = {
{ 0, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
GL_MODULATE, 0 },
{ 0, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
GL_MODULATE, 0 },
{ GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
{ GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
{ GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
{ GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
{ 0, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE,
GL_ADD, 0 },
{ GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE,
GL_ADD, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE },
#if 0
{ 0, GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA,
GL_DECAL, 0 },
#endif
{ -1 }
};
/*
================
CollapseMultitexture
Attempt to combine two stages into a single multitexture stage
FIXME: I think modulated add + modulated add collapses incorrectly
=================
*/
static qboolean CollapseMultitexture( void ) {
int abits, bbits;
int i;
textureBundle_t tmpBundle;
if ( !qglActiveTextureARB ) {
return qfalse;
}
// make sure both stages are active
if ( !stages[0].active || !stages[1].active ) {
return qfalse;
}
abits = stages[0].stateBits;
bbits = stages[1].stateBits;
// make sure that both stages have identical state other than blend modes
if ( ( abits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) !=
( bbits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) ) {
return qfalse;
}
abits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
bbits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
// search for a valid multitexture blend function
for ( i = 0; collapse[i].blendA != -1 ; i++ ) {
if ( abits == collapse[i].blendA
&& bbits == collapse[i].blendB ) {
break;
}
}
// nothing found
if ( collapse[i].blendA == -1 ) {
return qfalse;
}
// GL_ADD is a separate extension
if ( collapse[i].multitextureEnv == GL_ADD && !glConfig.textureEnvAddAvailable ) {
return qfalse;
}
// make sure waveforms have identical parameters
if (( stages[0].rgbGen != stages[1].rgbGen ) ||
( stages[0].alphaGen != stages[1].alphaGen ) ) {
return qfalse;
}
// an add collapse can only have identity colors
if ( collapse[i].multitextureEnv == GL_ADD && stages[0].rgbGen != CGEN_IDENTITY ) {
return qfalse;
}
if ( stages[0].rgbGen == CGEN_WAVEFORM )
{
if ( memcmp( &stages[0].rgbWave,
&stages[1].rgbWave,
sizeof( stages[0].rgbWave ) ) )
{
return qfalse;
}
}
if ( stages[0].alphaGen == CGEN_WAVEFORM )
{
if ( memcmp( &stages[0].alphaWave,
&stages[1].alphaWave,
sizeof( stages[0].alphaWave ) ) )
{
return qfalse;
}
}
// make sure that lightmaps are in bundle 1 for 3dfx
if ( stages[0].bundle[0].isLightmap )
{
tmpBundle = stages[0].bundle[0];
stages[0].bundle[0] = stages[1].bundle[0];
stages[0].bundle[1] = tmpBundle;
}
else
{
stages[0].bundle[1] = stages[1].bundle[0];
}
// set the new blend state bits
shader.multitextureEnv = collapse[i].multitextureEnv;
stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
stages[0].stateBits |= collapse[i].multitextureBlend;
//
// move down subsequent shaders
//
memmove( &stages[1], &stages[2], sizeof( stages[0] ) * ( MAX_SHADER_STAGES - 2 ) );
memset( &stages[MAX_SHADER_STAGES-1], 0, sizeof( stages[0] ) );
return qtrue;
}
/*
==============
SortNewShader
Positions the most recently created shader in the tr.sortedShaders[]
array so that the shader->sort key is sorted reletive to the other
shaders.
Sets shader->sortedIndex
==============
*/
static void SortNewShader( void ) {
int i;
float sort;
shader_t *newShader;
newShader = tr.shaders[ tr.numShaders - 1 ];
sort = newShader->sort;
for ( i = tr.numShaders - 2 ; i >= 0 ; i-- ) {
if ( tr.sortedShaders[ i ]->sort <= sort ) {
break;
}
tr.sortedShaders[i+1] = tr.sortedShaders[i];
tr.sortedShaders[i+1]->sortedIndex++;
}
newShader->sortedIndex = i+1;
tr.sortedShaders[i+1] = newShader;
}
/*
====================
GeneratePermanentShader
====================
*/
static shader_t *GeneratePermanentShader( void ) {
shader_t *newShader;
int i, b;
int size;
if ( tr.numShaders == MAX_SHADERS ) {
tr.iNumDeniedShaders++;
VID_Printf( PRINT_WARNING, "WARNING: GeneratePermanentShader - MAX_SHADERS (%d) hit (overflowed by %d)\n", MAX_SHADERS, tr.iNumDeniedShaders);
return tr.defaultShader;
}
newShader = (shader_t *)Hunk_Alloc( sizeof( shader_t ), qtrue );
*newShader = shader;
if ( shader.sort <= /*SS_OPAQUE*/SS_SEE_THROUGH ) {
newShader->fogPass = FP_EQUAL;
} else if ( shader.contentFlags & CONTENTS_FOG ) {
newShader->fogPass = FP_LE;
}
tr.shaders[ tr.numShaders ] = newShader;
newShader->index = tr.numShaders;
tr.sortedShaders[ tr.numShaders ] = newShader;
newShader->sortedIndex = tr.numShaders;
tr.numShaders++;
size = newShader->numUnfoggedPasses ? newShader->numUnfoggedPasses * sizeof( stages[0] ) : sizeof( stages[0] );
newShader->stages = (shaderStage_t *) Hunk_Alloc( size, qtrue );
for ( i = 0 ; i < newShader->numUnfoggedPasses ; i++ ) {
if ( !stages[i].active ) {
break;
}
newShader->stages[i] = stages[i];
for ( b = 0 ; b < NUM_TEXTURE_BUNDLES ; b++ ) {
if (newShader->stages[i].bundle[b].numTexMods)
{
size = newShader->stages[i].bundle[b].numTexMods * sizeof( texModInfo_t );
newShader->stages[i].bundle[b].texMods = (texModInfo_t *) Hunk_Alloc( size, qfalse );
memcpy( newShader->stages[i].bundle[b].texMods, stages[i].bundle[b].texMods, size );
}
else
{
newShader->stages[i].bundle[b].texMods = 0; //clear the globabl ptr jic
}
}
}
SortNewShader();
const int hash = generateHashValue(newShader->name);
newShader->next = sh_hashTable[hash];
sh_hashTable[hash] = newShader;
return newShader;
}
/*
=================
VertexLightingCollapse
If vertex lighting is enabled, only render a single
pass, trying to guess which is the correct one to best aproximate
what it is supposed to look like.
OUTPUT: Number of stages after the collapse (in the case of surfacesprites this isn't one).
=================
*/
static int VertexLightingCollapse( void ) {
int stage, nextopenstage;
shaderStage_t *bestStage;
int bestImageRank;
int rank;
int finalstagenum=1;
// if we aren't opaque, just use the first pass
if ( shader.sort == SS_OPAQUE ) {
// pick the best texture for the single pass
bestStage = &stages[0];
bestImageRank = -999999;
for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) {
shaderStage_t *pStage = &stages[stage];
if ( !pStage->active ) {
break;
}
rank = 0;
if ( pStage->bundle[0].isLightmap ) {
rank -= 100;
}
if ( pStage->bundle[0].tcGen != TCGEN_TEXTURE ) {
rank -= 5;
}
if ( pStage->bundle[0].numTexMods ) {
rank -= 5;
}
if ( pStage->rgbGen != CGEN_IDENTITY && pStage->rgbGen != CGEN_IDENTITY_LIGHTING ) {
rank -= 3;
}
// SurfaceSprites are most certainly NOT desireable as the collapsed surface texture.
if ( pStage->ss && pStage->ss->surfaceSpriteType)
{
rank -= 1000;
}
if ( rank > bestImageRank ) {
bestImageRank = rank;
bestStage = pStage;
}
}
stages[0].bundle[0] = bestStage->bundle[0];
stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
stages[0].stateBits |= GLS_DEPTHMASK_TRUE;
if ( shader.lightmapIndex[0] == LIGHTMAP_NONE ) {
stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
#ifdef _XBOX
shader.needsNormal = true;
#endif
} else {
stages[0].rgbGen = CGEN_EXACT_VERTEX;
}
stages[0].alphaGen = AGEN_SKIP;
} else {
// don't use a lightmap (tesla coils)
if ( stages[0].bundle[0].isLightmap ) {
stages[0] = stages[1];
}
// if we were in a cross-fade cgen, hack it to normal
if ( stages[0].rgbGen == CGEN_ONE_MINUS_ENTITY || stages[1].rgbGen == CGEN_ONE_MINUS_ENTITY ) {
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
}
if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_SAWTOOTH )
&& ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_INVERSE_SAWTOOTH ) ) {
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
}
if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_INVERSE_SAWTOOTH )
&& ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_SAWTOOTH ) ) {
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
}
}
for ( stage=1, nextopenstage=1; stage < MAX_SHADER_STAGES; stage++ ) {
shaderStage_t *pStage = &stages[stage];
if ( !pStage->active ) {
break;
}
if (pStage->ss && pStage->ss->surfaceSpriteType)
{
// Copy this stage to the next open stage list (that is, we don't want any inactive stages before this one)
if (nextopenstage != stage)
{
stages[nextopenstage] = *pStage;
stages[nextopenstage].bundle[0] = pStage->bundle[0];
}
nextopenstage++;
finalstagenum++;
continue;
}
memset( pStage, 0, sizeof( *pStage ) );
}
return finalstagenum;
}
/*
=========================
FinishShader
Returns a freshly allocated shader with all the needed info
from the current global working shader
=========================
*/
static shader_t *FinishShader( void ) {
int stage, lmStage, stageIndex;
qboolean hasLightmapStage;
hasLightmapStage = qfalse;
//
// set sky stuff appropriate
//
if ( shader.sky ) {
shader.sort = SS_ENVIRONMENT;
}
//
// set polygon offset
//
if ( shader.polygonOffset && !shader.sort ) {
shader.sort = SS_DECAL;
}
for(lmStage=0;lmStage<MAX_SHADER_STAGES;lmStage++)
{
shaderStage_t *pStage = &stages[lmStage];
if (pStage->active && pStage->bundle[0].isLightmap)
{
break;
}
}
if (lmStage < MAX_SHADER_STAGES)
{
if (shader.lightmapIndex[0] == LIGHTMAP_BY_VERTEX)
{
if (lmStage == 0) //< MAX_SHADER_STAGES-1)
{//copy the rest down over the lightmap slot
memmove(&stages[lmStage], &stages[lmStage+1], sizeof(shaderStage_t) * (MAX_SHADER_STAGES-lmStage-1));
memset(&stages[MAX_SHADER_STAGES-1], 0, sizeof(shaderStage_t));
//change blending on the moved down stage
stages[lmStage].stateBits = GLS_DEFAULT;
}
//change anything that was moved down (or the *white if LM is first) to use vertex color
stages[lmStage].rgbGen = CGEN_EXACT_VERTEX;
stages[lmStage].alphaGen = AGEN_SKIP;
lmStage = MAX_SHADER_STAGES; //skip the style checking below
}
}
if (lmStage < MAX_SHADER_STAGES)// && !r_fullbright->value)
{
int numStyles;
int i;
for(numStyles=0;numStyles<MAXLIGHTMAPS;numStyles++)
{
if (shader.styles[numStyles] >= LS_UNUSED)
{
break;
}
}
numStyles--;
if (numStyles > 0)
{
for(i=MAX_SHADER_STAGES-1;i>lmStage+numStyles;i--)
{
stages[i] = stages[i-numStyles];
}
for(i=0;i<numStyles;i++)
{
stages[lmStage+i+1] = stages[lmStage];
if (shader.lightmapIndex[i+1] == LIGHTMAP_BY_VERTEX)
{
stages[lmStage+i+1].bundle[0].image = tr.whiteImage;
}
else if (shader.lightmapIndex[i+1] < 0)
{
Com_Error( ERR_DROP, "FinishShader: light style with no light map or vertex color for shader %s", shader.name);
}
else
{
stages[lmStage+i+1].bundle[0].image = tr.lightmaps[shader.lightmapIndex[i+1]];
stages[lmStage+i+1].bundle[0].tcGen = (texCoordGen_t)(TCGEN_LIGHTMAP+i+1);
}
stages[lmStage+i+1].rgbGen = CGEN_LIGHTMAPSTYLE;
stages[lmStage+i+1].stateBits &= ~(GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS);
stages[lmStage+i+1].stateBits |= GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE;
}
}
for(i=0;i<=numStyles;i++)
{
stages[lmStage+i].lightmapStyle = shader.styles[i];
}
}
//
// set appropriate stage information
//
stageIndex = 0;
for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) {
shaderStage_t *pStage = &stages[stage];
if ( !pStage->active ) {
break;
}
// check for a missing texture
if ( !pStage->bundle[0].image ) {
VID_Printf( PRINT_WARNING, "Shader %s has a stage with no image\n", shader.name );
pStage->active = false;
break;
}
//
// ditch this stage if it's detail and detail textures are disabled
//
if ( pStage->isDetail && !r_detailTextures->integer ) {
if ( stage < ( MAX_SHADER_STAGES - 1 ) ) {
memmove( pStage, pStage + 1, sizeof( *pStage ) * ( MAX_SHADER_STAGES - stage - 1 ) );
memset( pStage + ( MAX_SHADER_STAGES - stage - 1 ), 0, sizeof( *pStage ) ); //clear the last one moved down
stage--; //look at this stage next time around
}
continue;
}
pStage->index = stageIndex;
//
// default texture coordinate generation
//
if ( pStage->bundle[0].isLightmap ) {
if ( pStage->bundle[0].tcGen == TCGEN_BAD ) {
pStage->bundle[0].tcGen = TCGEN_LIGHTMAP;
}
hasLightmapStage = qtrue;
} else {
if ( pStage->bundle[0].tcGen == TCGEN_BAD ) {
pStage->bundle[0].tcGen = TCGEN_TEXTURE;
}
}
//
// determine sort order and fog color adjustment
//
if ( ( pStage->stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) &&
( stages[0].stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) ) {
int blendSrcBits = pStage->stateBits & GLS_SRCBLEND_BITS;
int blendDstBits = pStage->stateBits & GLS_DSTBLEND_BITS;
// fog color adjustment only works for blend modes that have a contribution
// that aproaches 0 as the modulate values aproach 0 --
// GL_ONE, GL_ONE
// GL_ZERO, GL_ONE_MINUS_SRC_COLOR
// GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
// modulate, additive
if ( ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE ) ) ||
( ( blendSrcBits == GLS_SRCBLEND_ZERO ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR ) ) ) {
pStage->adjustColorsForFog = ACFF_MODULATE_RGB;
}
// strict blend
else if ( ( blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) )
{
pStage->adjustColorsForFog = ACFF_MODULATE_ALPHA;
}
// premultiplied alpha
else if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) )
{
pStage->adjustColorsForFog = ACFF_MODULATE_RGBA;
} else {
// we can't adjust this one correctly, so it won't be exactly correct in fog
}
// don't screw with sort order if this is a portal or environment
if ( !shader.sort ) {
// see through item, like a grill or grate
if ( pStage->stateBits & GLS_DEPTHMASK_TRUE )
{
shader.sort = SS_SEE_THROUGH;
}
else
{
if (( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE ))
{
// GL_ONE GL_ONE needs to come a bit later
shader.sort = SS_BLEND1;
}
else
{
shader.sort = SS_BLEND0;
}
}
}
}
//rww - begin hw fog
if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_ONE|GLS_DSTBLEND_ONE))
{
pStage->mGLFogColorOverride = GLFOGOVERRIDE_BLACK;
}
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_SRC_ALPHA|GLS_DSTBLEND_ONE) &&
pStage->alphaGen == AGEN_LIGHTING_SPECULAR && stage)
{
pStage->mGLFogColorOverride = GLFOGOVERRIDE_BLACK;
}
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_ZERO|GLS_DSTBLEND_ZERO))
{
pStage->mGLFogColorOverride = GLFOGOVERRIDE_WHITE;
}
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_ONE|GLS_DSTBLEND_ZERO))
{
pStage->mGLFogColorOverride = GLFOGOVERRIDE_WHITE;
}
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == 0 && stage)
{ //
pStage->mGLFogColorOverride = GLFOGOVERRIDE_WHITE;
}
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == 0 && pStage->bundle[0].isLightmap && stage < MAX_SHADER_STAGES-1 &&
stages[stage+1].bundle[0].isLightmap)
{ // multiple light map blending
pStage->mGLFogColorOverride = GLFOGOVERRIDE_WHITE;
}
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_DST_COLOR|GLS_DSTBLEND_ZERO) && pStage->bundle[0].isLightmap)
{ //I don't know, it works. -rww
pStage->mGLFogColorOverride = GLFOGOVERRIDE_WHITE;
}
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_DST_COLOR|GLS_DSTBLEND_ZERO))
{ //I don't know, it works. -rww
pStage->mGLFogColorOverride = GLFOGOVERRIDE_BLACK;
}
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_ONE|GLS_DSTBLEND_ONE_MINUS_SRC_COLOR))
{ //I don't know, it works. -rww
pStage->mGLFogColorOverride = GLFOGOVERRIDE_BLACK;
}
else
{
pStage->mGLFogColorOverride = GLFOGOVERRIDE_NONE;
}
//rww - end hw fog
stageIndex++;
}
// there are times when you will need to manually apply a sort to
// opaque alpha tested shaders that have later blend passes
if ( !shader.sort ) {
shader.sort = SS_OPAQUE;
}
//
// if we are in r_vertexLight mode, never use a lightmap texture
//
if ( stage > 1 && ( r_vertexLight->integer ) ) {
stage = VertexLightingCollapse();
hasLightmapStage = qfalse;
}
//
// look for multitexture potential
//
if ( stage > 1 && CollapseMultitexture() ) {
stage--;
}
#ifdef _XBOX
for(int i = 0; i < MAX_SHADER_STAGES; i++)
{
if(stages[i].isBumpMap)
{
// Bumpmap can't be the first stage
assert(i > 0);
if(stages[i - 1].bundle[1].image)
{
// Previous stage has already been collapsed
stages[i].bundle[1] = stages[i].bundle[0];
stages[i].bundle[0] = stages[i - 1].bundle[0];
}
else
{
stages[i - 1].bundle[1] = stages[i].bundle[0];
stages[i - 1].isBumpMap = qtrue;
// move down subsequent shaders
memmove( &stages[i], &stages[i+1], sizeof( stages[i-1] ) * ( MAX_SHADER_STAGES - 2 ) );
memset( &stages[MAX_SHADER_STAGES-1], 0, sizeof( stages[i-1] ) );
stage--;
}
}
}
#endif
if ( shader.lightmapIndex[0] >= 0 && !hasLightmapStage ) {
VID_Printf( PRINT_ERROR, "ERROR: shader '%s' has lightmap but no lightmap stage!\n", shader.name );
memcpy(shader.lightmapIndex, lightmapsNone, sizeof(shader.lightmapIndex));
memcpy(shader.styles, stylesDefault, sizeof(shader.styles));
}
//
// compute number of passes
//
shader.numUnfoggedPasses = stage;
// fogonly shaders don't have any normal passes
if ( stage == 0 ) {
shader.sort = SS_FOG;
}
return GeneratePermanentShader();
}
//========================================================================================
/*
====================
FindShaderInShaderText
Scans the combined text description of all the shader files for
the given shader name.
return NULL if not found
If found, it will return a valid shader
=====================
*/
static const char *FindShaderInShaderText( const char *shadername ) {
char *p = s_shaderText;
if ( !p ) {
return NULL;
}
#ifdef USE_STL_FOR_SHADER_LOOKUPS
char sLowerCaseName[MAX_QPATH];
Q_strncpyz(sLowerCaseName,shadername,sizeof(sLowerCaseName));
Q_strlwr(sLowerCaseName);
return ShaderEntryPtrs_Lookup(sLowerCaseName);
#else
char *token;
// look for label
// note that this could get confused if a shader name is used inside
// another shader definition
while ( 1 ) {
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 ) {
break;
}
if ( token[0] == '{' ) {
// skip the definition
SkipBracedSection( &p );
} else if ( !Q_stricmp( token, shadername ) ) {
return p;
} else {
// skip to end of line
SkipRestOfLine( &p );
}
}
return NULL;
#endif
}
inline qboolean IsShader(shader_t *sh, const char *name, const int *lightmapIndex, const byte *styles)
{
int i;
if (Q_stricmp(sh->name, name))
{
return qfalse;
}
if (!sh->defaultShader)
{
for(i=0;i<MAXLIGHTMAPS;i++)
{
if (sh->lightmapIndex[i] != lightmapIndex[i])
{
return qfalse;
}
if (sh->styles[i] != styles[i])
{
return qfalse;
}
}
}
return qtrue;
}
/*
===============
R_FindLightmap ( needed for -external LMs created by ydnar's q3map2 )
given a (potentially erroneous) lightmap index, attempts to load
an external lightmap image and/or sets the index to a valid number
===============
*/
#define EXTERNAL_LIGHTMAP "lm_%04d.tga" // THIS MUST BE IN SYNC WITH Q3MAP2
static inline const int *R_FindLightmap( const int *lightmapIndex )
{
image_t *image;
char fileName[ MAX_QPATH ];
// don't bother with vertex lighting
if( *lightmapIndex < 0 )
return lightmapIndex;
// does this lightmap already exist?
if( *lightmapIndex < tr.numLightmaps && tr.lightmaps[ *lightmapIndex ] != NULL )
return lightmapIndex;
// bail if no world dir
if( tr.worldDir == NULL )
{
return lightmapsVertex;
}
// sync up render thread, because we're going to have to load an image
//R_SyncRenderThread();
// attempt to load an external lightmap
sprintf( fileName, "$%s/" EXTERNAL_LIGHTMAP, tr.worldDir, *lightmapIndex );
image = R_FindImageFile( fileName, qfalse, qfalse, r_ext_compressed_lightmaps->integer, GL_CLAMP );
if( image == NULL )
{
return lightmapsVertex;
}
// add it to the lightmap list
if( *lightmapIndex >= tr.numLightmaps )
tr.numLightmaps = *lightmapIndex + 1;
tr.lightmaps[ *lightmapIndex ] = image;
return lightmapIndex;
}
/*
===============
R_FindShader
Will always return a valid shader, but it might be the
default shader if the real one can't be found.
In the interest of not requiring an explicit shader text entry to
be defined for every single image used in the game, three default
shader behaviors can be auto-created for any image:
If lightmapIndex == LIGHTMAP_NONE, then the image will have
dynamic diffuse lighting applied to it, as apropriate for most
entity skin surfaces.
If lightmapIndex == LIGHTMAP_2D, then the image will be used
for 2D rendering unless an explicit shader is found
If lightmapIndex == LIGHTMAP_BY_VERTEX, then the image will use
the vertex rgba modulate values, as apropriate for misc_model
pre-lit surfaces.
Other lightmapIndex values will have a lightmap stage created
and src*dest blending applied with the texture, as apropriate for
most world construction surfaces.
===============
*/
shader_t *R_FindShader( const char *name, const int *lightmapIndex, const byte *styles, qboolean mipRawImage ) {
char strippedName[MAX_QPATH];
int hash;
const char *shaderText;
image_t *image;
shader_t *sh;
if ( strlen( name ) >= MAX_QPATH ) {
Com_Printf( S_COLOR_RED"Shader name exceeds MAX_QPATH! %s\n",name );
return tr.defaultShader;
}
if ( name[0] == 0 ) {
return tr.defaultShader;
}
// use (fullbright) vertex lighting if the bsp file doesn't have
// lightmaps
/* if ( lightmapIndex[0] >= 0 && lightmapIndex[0] >= tr.numLightmaps ) {
lightmapIndex = lightmapsVertex;
}
*/
lightmapIndex = R_FindLightmap(lightmapIndex);
COM_StripExtension( name, strippedName );
hash = generateHashValue(strippedName);
//
// see if the shader is already loaded
//
for (sh=sh_hashTable[hash]; sh; sh=sh->next) {
// NOTE: if there was no shader or image available with the name strippedName
// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
// have to check all default shaders otherwise for every call to R_FindShader
// with that same strippedName a new default shader is created.
if (IsShader(sh, strippedName, lightmapIndex, styles))
{ // match found
return sh;
}
}
// make sure the render thread is stopped, because we are probably
// going to have to upload an image
//R_SyncRenderThread();
// clear the global shader
ClearGlobalShader();
Q_strncpyz(shader.name, strippedName, sizeof(shader.name));
memcpy(shader.lightmapIndex, lightmapIndex, sizeof(shader.lightmapIndex));
memcpy(shader.styles, styles, sizeof(shader.styles));
//
// attempt to define shader from an explicit parameter file
//
shaderText = FindShaderInShaderText( strippedName );
if ( shaderText ) {
if ( !ParseShader( &shaderText ) ) {
// had errors, so use default shader
shader.defaultShader = true;
}
sh = FinishShader();
return sh;
}
//
// if not defined in the in-memory shader descriptions,
// look for a single TGA, BMP, or PCX
//
image = R_FindImageFile( name, mipRawImage, mipRawImage, qtrue, mipRawImage ? GL_REPEAT : GL_CLAMP );
if ( !image ) {
if (strncmp(name, "levelshots", 10 ) && strcmp(name, "*off"))
{ //hide these warnings
VID_Printf( PRINT_WARNING, "WARNING: Couldn't find image for shader %s\n", name );
}
shader.defaultShader = true;
return FinishShader();
}
//
// create the default shading commands
//
if ( shader.lightmapIndex[0] == LIGHTMAP_NONE ) {
// dynamic colors at vertexes
stages[0].bundle[0].image = image;
stages[0].active = true;
stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
stages[0].stateBits = GLS_DEFAULT;
#ifdef _XBOX
shader.needsNormal = true;
#endif
} else if ( shader.lightmapIndex[0] == LIGHTMAP_BY_VERTEX ) {
// explicit colors at vertexes
stages[0].bundle[0].image = image;
stages[0].active = true;
stages[0].rgbGen = CGEN_EXACT_VERTEX;
stages[0].alphaGen = AGEN_SKIP;
stages[0].stateBits = GLS_DEFAULT;
} else if ( shader.lightmapIndex[0] == LIGHTMAP_2D ) {
// GUI elements
stages[0].bundle[0].image = image;
stages[0].active = true;
stages[0].rgbGen = CGEN_VERTEX;
stages[0].alphaGen = AGEN_VERTEX;
stages[0].stateBits = GLS_DEPTHTEST_DISABLE |
GLS_SRCBLEND_SRC_ALPHA |
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
} else if ( shader.lightmapIndex[0] == LIGHTMAP_WHITEIMAGE ) {
// fullbright level
stages[0].bundle[0].image = tr.whiteImage;
stages[0].active = true;
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
stages[0].stateBits = GLS_DEFAULT;
stages[1].bundle[0].image = image;
stages[1].active = true;
stages[1].rgbGen = CGEN_IDENTITY;
stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
} else {
// two pass lightmap
stages[0].bundle[0].image = tr.lightmaps[shader.lightmapIndex[0]];
stages[0].bundle[0].isLightmap = true;
stages[0].active = true;
stages[0].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation
// for identitylight
// light map 0 should always be style 0, which means
// that this will always be on
stages[0].stateBits = GLS_DEFAULT;
stages[1].bundle[0].image = image;
stages[1].active = true;
stages[1].rgbGen = CGEN_IDENTITY;
stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
}
return FinishShader();
}
/*
====================
RE_RegisterShader
This is the exported shader entry point for the rest of the system
It will always return an index that will be valid.
This should really only be used for explicit shaders, because there is no
way to ask for different implicit lighting modes (vertex, lightmap, etc)
====================
*/
qhandle_t RE_RegisterShader( const char *name ) {
shader_t *sh;
sh = R_FindShader( name, lightmaps2d, stylesDefault, qtrue );
// we want to return 0 if the shader failed to
// load for some reason, but R_FindShader should
// still keep a name allocated for it, so if
// something calls RE_RegisterShader again with
// the same name, we don't try looking for it again
if ( sh->defaultShader ) {
return 0;
}
return sh->index;
}
/*
====================
RE_RegisterShaderNoMip
For menu graphics that should never be picmiped
====================
*/
qhandle_t RE_RegisterShaderNoMip( const char *name ) {
shader_t *sh;
sh = R_FindShader( name, lightmaps2d, stylesDefault, qfalse );
// we want to return 0 if the shader failed to
// load for some reason, but R_FindShader should
// still keep a name allocated for it, so if
// something calls RE_RegisterShader again with
// the same name, we don't try looking for it again
if ( sh->defaultShader ) {
return 0;
}
return sh->index;
}
/*
====================
R_GetShaderByHandle
When a handle is passed in by another module, this range checks
it and returns a valid (possibly default) shader_t to be used internally.
====================
*/
shader_t *R_GetShaderByHandle( qhandle_t hShader ) {
if ( hShader < 0 ) {
VID_Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader );
return tr.defaultShader;
}
if ( hShader >= tr.numShaders ) {
VID_Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader );
return tr.defaultShader;
}
return tr.shaders[hShader];
}
/*
===============
R_ShaderList_f
Dump information on all valid shaders to the console
A second parameter will cause it to print in sorted order
===============
*/
void R_ShaderList_f (void) {
int i;
int count;
shader_t *shader;
VID_Printf (PRINT_ALL, "-----------------------\n");
count = 0;
for ( i = 0 ; i < tr.numShaders ; i++ ) {
if ( Cmd_Argc() > 1 ) {
shader = tr.sortedShaders[i];
} else {
shader = tr.shaders[i];
}
VID_Printf( PRINT_ALL, "%i ", shader->numUnfoggedPasses );
if (shader->lightmapIndex[0] >= 0 ) {
VID_Printf (PRINT_ALL, "L ");
} else {
VID_Printf (PRINT_ALL, " ");
}
if ( shader->multitextureEnv == GL_ADD ) {
VID_Printf( PRINT_ALL, "MT(a) " );
} else if ( shader->multitextureEnv == GL_MODULATE ) {
VID_Printf( PRINT_ALL, "MT(m) " );
} else if ( shader->multitextureEnv == GL_DECAL ) {
VID_Printf( PRINT_ALL, "MT(d) " );
} else {
VID_Printf( PRINT_ALL, " " );
}
if ( shader->explicitlyDefined ) {
VID_Printf( PRINT_ALL, "E " );
} else {
VID_Printf( PRINT_ALL, " " );
}
if ( shader->sky )
{
VID_Printf( PRINT_ALL, "sky " );
} else {
VID_Printf( PRINT_ALL, "gen " );
}
if ( shader->defaultShader ) {
VID_Printf (PRINT_ALL, ": %s (DEFAULTED)\n", shader->name);
} else {
VID_Printf (PRINT_ALL, ": %s\n", shader->name);
}
count++;
}
VID_Printf (PRINT_ALL, "%i total shaders\n", count);
VID_Printf (PRINT_ALL, "------------------\n");
}
#ifdef USE_STL_FOR_SHADER_LOOKUPS
// setup my STL shortcut list as to where all the shaders are, saves re-parsing every line for every .TGA request.
//
static void SetupShaderEntryPtrs(void)
{
const char *p = s_shaderText;
char *token;
ShaderEntryPtrs_Clear(); // extra safe, though done elsewhere already
if ( !p )
return;
while (1)
{
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 )
break; // EOF
if ( token[0] == '{' ) // '}' // counterbrace for matching
{
SkipBracedSection( &p );
}
else
{
Q_strlwr(token); // token is always a ptr to com_token here, not the original buffer.
// (Not that it matters, except for reasons of speed by not strlwr'ing the whole buffer)
// token = a string of this shader name, p = ptr within s_shadertext it's found at, so store it...
//
ShaderEntryPtrs_Insert(token,p);
SkipRestOfLine( &p ); // now legally skip over this name and go get the next one
}
}
//VID_Printf( PRINT_DEVELOPER, "SetupShaderEntryPtrs(): Stored %d shader ptrs\n",ShaderEntryPtrs_Size() );
}
#endif
/*
====================
ScanAndLoadShaderFiles
Finds and loads all .shader files, combining them into
a single large text block that can be scanned for shader names
=====================
*/
#define MAX_SHADER_FILES 1024
static void ScanAndLoadShaderFiles( void )
{
char **shaderFiles;
char *buffers[MAX_SHADER_FILES];
int bufferSizes[MAX_SHADER_FILES];
int numShaders;
int i;
long sum = 0;
// scan for shader files
shaderFiles = FS_ListFiles( "shaders", ".shader", &numShaders );
if ( !shaderFiles || !numShaders )
{
VID_Printf( PRINT_WARNING, "WARNING: no shader files found\n" );
return;
}
if ( numShaders > MAX_SHADER_FILES ) {
numShaders = MAX_SHADER_FILES;
}
// load and store shader files
for ( i = 0; i < numShaders; i++ )
{
char filename[MAX_QPATH];
Com_sprintf( filename, sizeof( filename ), "shaders/%s", shaderFiles[i] );
//VID_Printf( PRINT_DEVELOPER, "...loading '%s'\n", filename );
// Looks like stripping out crap in the shaders will save about 200k
FS_ReadFile( filename, (void **)&buffers[i] );
if ( !buffers[i] ) {
Com_Error( ERR_DROP, "Couldn't load %s", filename );
}
sum += (bufferSizes[i] = COM_Compress( buffers[i] ));
}
// free up memory
FS_FreeFileList( shaderFiles );
// build single large buffer
s_shaderText = (char *) Hunk_Alloc( sum + numShaders*2, qtrue );
// free in reverse order, so the temp files are all dumped
for ( i = numShaders - 1, sum = 0; i >= 0 ; i-- ) {
strcat( s_shaderText + sum, "\n" );
strcat( s_shaderText + sum, buffers[i] );
sum += bufferSizes[i];
FS_FreeFile( buffers[i] );
}
#ifdef USE_STL_FOR_SHADER_LOOKUPS
SetupShaderEntryPtrs();
#endif
}
/*
====================
R_CreateBlendedShader
This takes 4 shaders (one per corner of a quad) and creates a blended shader the fades the textures over
eg.
if [A][A]
[B][B]
then the shader would be texture A at the top fading to texture B at the bottom
This is highly biased towards terrain shaders ie vertex lit surfaces
====================
*/
static void R_CopyStage(shaderStage_t *orig, shaderStage_t *stage)
{
// Assumption: this stage has not been collapsed
*stage = *orig; //Just copy the whole thing!
if (orig->ss)
{ //definitely need our own copy of SS so we can modify it
stage->ss = (surfaceSprite_t *)Hunk_Alloc( sizeof( surfaceSprite_t ), qtrue );
memcpy( stage->ss, orig->ss, sizeof( surfaceSprite_t ) );
}
}
static void R_CreateBlendedStage(qhandle_t handle, int idx)
{
shader_t *work;
work = R_GetShaderByHandle(handle);
R_CopyStage(work->stages, stages + idx);
stages[idx].rgbGen = CGEN_EXACT_VERTEX;
stages[idx].alphaGen = AGEN_BLEND;
stages[idx].stateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHMASK_TRUE;
if (stages[idx].ss)
{
stages[idx].ss->density *= 0.33f;
}
}
static qhandle_t R_MergeShaders(const char *blendedName, qhandle_t a, qhandle_t b, qhandle_t c, bool surfaceSprites)
{
shader_t *blended;
shader_t *work;
int current, i;
// Set up default parameters
ClearGlobalShader();
Q_strncpyz(shader.name, blendedName, sizeof(shader.name));
memcpy(shader.lightmapIndex, lightmapsVertex, sizeof(shader.lightmapIndex));
memcpy(shader.styles, stylesDefault, sizeof(shader.styles));
shader.fogPass = FP_EQUAL;
// Get the top left shader and set it up as pass 0 - it should be completely opaque
work = R_GetShaderByHandle(c);
stages[0].active = true;
R_CopyStage(&work->stages[0], stages);
stages[0].rgbGen = CGEN_EXACT_VERTEX;
stages[0].alphaGen = AGEN_BLEND;
stages[0].stateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK_TRUE;
shader.multitextureEnv = work->multitextureEnv; //jic
// Go through the other verts and add a pass
R_CreateBlendedStage(a, 1);
R_CreateBlendedStage(b, 2);
if ( surfaceSprites )
{
current = 3;
work = R_GetShaderByHandle(a);
for(i=1;(i<work->numUnfoggedPasses && current<MAX_SHADER_STAGES);i++)
{
if (work->stages[i].ss)
{
stages[current] = work->stages[i];
// stages[current].ss->density *= 0.33f;
stages[current].ss->density *= 3;
current++;
}
}
work = R_GetShaderByHandle(b);
for(i=1;(i<work->numUnfoggedPasses && current<MAX_SHADER_STAGES);i++)
{
if (work->stages[i].ss)
{
stages[current] = work->stages[i];
// stages[current].ss->density *= 0.33f;
stages[current].ss->density *= 3;
current++;
}
}
work = R_GetShaderByHandle(c);
for(i=1;(i<work->numUnfoggedPasses && current<MAX_SHADER_STAGES);i++)
{
if (work->stages[i].ss)
{
stages[current] = work->stages[i];
// stages[current].ss->density *= 0.33f;
stages[current].ss->density *= 3;
current++;
}
}
}
blended = FinishShader();
return(blended->index);
}
// Create a 3 pass shader - the last 2 passes are alpha'd out
qhandle_t R_CreateBlendedShader(qhandle_t a, qhandle_t b, qhandle_t c, bool surfaceSprites )
{
qhandle_t blended;
shader_t *work;
char blendedName[MAX_QPATH];
char extendedName[MAX_QPATH + MAX_QPATH];
Com_sprintf(blendedName, MAX_QPATH, "blend(%d,%d,%d)", a, b, c);
if (!surfaceSprites)
{
strcat(blendedName, "noSS");
}
// Find if this shader has already been created
R_CreateExtendedName(extendedName, blendedName, lightmapsVertex, stylesDefault);
work = sh_hashTable[generateHashValue(extendedName/*, FILE_HASH_SIZE*/)];
for ( ; work; work = work->next)
{
if (Q_stricmp(work->name, extendedName) == 0)
{
return work->index;
}
}
// Create new shader if it doesn't already exist
blended = R_MergeShaders(extendedName, a, b, c, surfaceSprites);
return(blended);
}
/*
====================
CreateInternalShaders
====================
*/
static void CreateInternalShaders( void ) {
tr.numShaders = 0;
tr.iNumDeniedShaders = 0;
// init the default shader
memset( &shader, 0, sizeof( shader ) );
memset( &stages, 0, sizeof( stages ) );
Q_strncpyz( shader.name, "<default>", sizeof( shader.name ) );
memcpy(shader.lightmapIndex, lightmapsNone, sizeof(shader.lightmapIndex));
memcpy(shader.styles, stylesDefault, sizeof(shader.styles));
for ( int i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
stages[i].bundle[0].texMods = texMods[i];
}
stages[0].bundle[0].image = tr.defaultImage;
stages[0].active = true;
stages[0].stateBits = GLS_DEFAULT;
tr.defaultShader = FinishShader();
// shadow shader is just a marker
Q_strncpyz( shader.name, "<stencil shadow>", sizeof( shader.name ) );
shader.sort = SS_BANNER; //SS_STENCIL_SHADOW;
tr.shadowShader = FinishShader();
// distortion shader is just a marker
Q_strncpyz( shader.name, "internal_distortion", sizeof( shader.name ) );
shader.sort = SS_BLEND0;
shader.defaultShader = false;
tr.distortionShader = FinishShader();
shader.defaultShader = true;
#ifndef _XBOX // GLOWXXX
#define GL_PROGRAM_ERROR_STRING_ARB 0x8874
#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B
// Allocate and Load the global 'Glow' Vertex Program. - AReis
if ( qglGenProgramsARB )
{
qglGenProgramsARB( 1, &tr.glowVShader );
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, tr.glowVShader );
qglProgramStringARB( GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen( ( char * ) g_strGlowVShaderARB ), g_strGlowVShaderARB );
// const GLubyte *strErr = qglGetString( GL_PROGRAM_ERROR_STRING_ARB );
int iErrPos = 0;
qglGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &iErrPos );
assert( iErrPos == -1 );
}
// NOTE: I make an assumption here. If you have (current) nvidia hardware, you obviously support register combiners instead of fragment
// programs, so use those. The problem with this is that nv30 WILL support fragment shaders, breaking this logic. The good thing is that
// if you always ask for regcoms before fragment shaders, you'll always just use regcoms (problem solved... for now). - AReis
// Load Pixel Shaders (either regcoms or fragprogs).
if ( qglCombinerParameteriNV )
{
// The purpose of this regcom is to blend all the pixels together from the 4 texture units, but with their
// texture coordinates offset by 1 (or more) texels, effectively letting us blend adjoining pixels. The weight is
// used to either strengthen or weaken the pixel intensity. The more it diffuses (the higher the radius of the glow),
// the higher the intensity should be for a noticable effect.
// Regcom result is: ( tex1 * fBlurWeight ) + ( tex2 * fBlurWeight ) + ( tex2 * fBlurWeight ) + ( tex2 * fBlurWeight )
// VV guys, this is the pixel shader you would use instead :-)
/*
// c0 is the blur weight.
ps 1.1
tex t0
tex t1
tex t2
tex t3
mul r0, c0, t0;
madd r0, c0, t1, r0;
madd r0, c0, t2, r0;
madd r0, c0, t3, r0;
*/
tr.glowPShader = qglGenLists( 1 );
qglNewList( tr.glowPShader, GL_COMPILE );
qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 );
// spare0 = fBlend * tex0 + fBlend * tex1.
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
// spare1 = fBlend * tex2 + fBlend * tex3.
qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglCombinerOutputNV( GL_COMBINER1_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE1_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
// ( A * B ) + ( ( 1 - A ) * C ) + D = ( spare0 * 1 ) + ( ( 1 - spare0 ) * 0 ) + spare1 == spare0 + spare1.
qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB );
qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglEndList();
}
else if ( qglGenProgramsARB )
{
qglGenProgramsARB( 1, &tr.glowPShader );
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, tr.glowPShader );
qglProgramStringARB( GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen( ( char * ) g_strGlowPShaderARB ), g_strGlowPShaderARB );
// const GLubyte *strErr = qglGetString( GL_PROGRAM_ERROR_STRING_ARB );
int iErrPos = 0;
qglGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &iErrPos );
assert( iErrPos == -1 );
}
#endif
}
static void CreateExternalShaders( void ) {
tr.projectionShadowShader = R_FindShader( "projectionShadow", lightmapsNone, stylesDefault, qtrue );
tr.projectionShadowShader->sort = SS_STENCIL_SHADOW;
tr.sunShader = R_FindShader( "sun", lightmapsVertex, stylesDefault, qtrue );
}
/*
==================
R_InitShaders
==================
*/
void R_InitShaders( void ) {
//VID_Printf( PRINT_ALL, "Initializing Shaders\n" );
memset(sh_hashTable, 0, sizeof(sh_hashTable));
/*
Ghoul2 Insert Start
*/
// memset(hitMatReg, 0, sizeof(hitMatReg));
// hitMatCount = 0;
/*
Ghoul2 Insert End
*/
CreateInternalShaders();
ScanAndLoadShaderFiles();
CreateExternalShaders();
}