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https://github.com/nzp-team/fteqw.git
synced 2024-11-10 14:42:13 +00:00
fix q3 tcgen ordering bug.
implement support for r_showshader, to see most shader bodies (inc auto-generated ones). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4778 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
284705c01b
commit
ea3aa75290
4 changed files with 60 additions and 37 deletions
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@ -556,6 +556,7 @@ void Renderer_Init(void)
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#endif
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Cmd_AddCommand("r_dumpshaders", Shader_WriteOutGenerics_f);
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Cmd_AddCommand("r_remapshader", Shader_RemapShader_f);
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Cmd_AddCommand("r_showshader", Shader_ShowShader_f);
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#if defined(GLQUAKE) || defined(D3DQUAKE)
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GLD3DRenderer_Init();
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@ -168,17 +168,14 @@ static void Mod_TextureList_f(void)
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for (m=0 , mod=mod_known ; m<mod_numknown ; m++, mod++)
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{
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if (shownmodelname)
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Con_Printf("%u\n", count);
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Con_Printf("(%u textures)\n", count);
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shownmodelname = false;
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if (mod->type == mod_brush && mod->loadstate == MLS_LOADED)
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{
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if (*mod->name == '*')
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continue;// inlines don't count
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if (shownmodelname)
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Con_Printf("%u\n", count);
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count = 0;
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shownmodelname = false;
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for (i = 0; i < mod->numtextures; i++)
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{
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tx = mod->textures[i];
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@ -198,7 +195,7 @@ static void Mod_TextureList_f(void)
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}
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}
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if (shownmodelname)
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Con_Printf("%u\n", count);
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Con_Printf("(%u textures)\n", count);
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}
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static void Mod_BlockTextureColour_f (void)
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@ -1995,117 +1995,104 @@ static struct
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static qboolean Shaderpass_MapGen (shader_t *shader, shaderpass_t *pass, char *tname)
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{
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int tcgen = TC_GEN_BASE;
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if (!Q_stricmp (tname, "$lightmap"))
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{
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pass->tcgen = TC_GEN_LIGHTMAP;
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tcgen = TC_GEN_LIGHTMAP;
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pass->flags |= SHADER_PASS_LIGHTMAP | SHADER_PASS_NOMIPMAP;
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pass->texgen = T_GEN_LIGHTMAP;
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shader->flags |= SHADER_HASLIGHTMAP;
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}
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else if (!Q_stricmp (tname, "$deluxmap"))
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{
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pass->tcgen = TC_GEN_LIGHTMAP;
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tcgen = TC_GEN_LIGHTMAP;
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pass->flags |= SHADER_PASS_DELUXMAP | SHADER_PASS_NOMIPMAP;
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pass->texgen = T_GEN_DELUXMAP;
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}
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else if (!Q_stricmp (tname, "$diffuse"))
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{
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pass->texgen = T_GEN_DIFFUSE;
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pass->tcgen = TC_GEN_BASE;
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}
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else if (!Q_stricmp (tname, "$normalmap"))
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{
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pass->texgen = T_GEN_NORMALMAP;
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pass->tcgen = TC_GEN_BASE;
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shader->flags |= SHADER_HASNORMALMAP;
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}
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else if (!Q_stricmp (tname, "$specular"))
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{
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pass->texgen = T_GEN_SPECULAR;
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pass->tcgen = TC_GEN_BASE;
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shader->flags |= SHADER_HASGLOSS;
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}
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else if (!Q_stricmp (tname, "$fullbright"))
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{
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pass->texgen = T_GEN_FULLBRIGHT;
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pass->tcgen = TC_GEN_BASE;
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shader->flags |= SHADER_HASFULLBRIGHT;
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}
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else if (!Q_stricmp (tname, "$upperoverlay"))
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{
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shader->flags |= SHADER_HASTOPBOTTOM;
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pass->texgen = T_GEN_UPPEROVERLAY;
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pass->tcgen = TC_GEN_BASE;
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}
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else if (!Q_stricmp (tname, "$loweroverlay"))
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{
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shader->flags |= SHADER_HASTOPBOTTOM;
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pass->texgen = T_GEN_LOWEROVERLAY;
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pass->tcgen = TC_GEN_BASE;
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}
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else if (!Q_stricmp (tname, "$shadowmap"))
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{
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pass->texgen = T_GEN_SHADOWMAP;
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pass->tcgen = TC_GEN_BASE; //FIXME: moo!
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pass->flags |= SHADER_PASS_DEPTHCMP;
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}
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else if (!Q_stricmp (tname, "$lightcubemap"))
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{
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pass->texgen = T_GEN_LIGHTCUBEMAP;
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pass->tcgen = TC_GEN_BASE; //FIXME: moo!
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}
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else if (!Q_stricmp (tname, "$currentrender"))
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{
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pass->texgen = T_GEN_CURRENTRENDER;
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pass->tcgen = TC_GEN_BASE; //FIXME: moo!
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}
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else if (!Q_stricmp (tname, "$sourcecolour"))
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{
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pass->texgen = T_GEN_SOURCECOLOUR;
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pass->tcgen = TC_GEN_BASE; //FIXME: moo!
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}
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else if (!Q_stricmp (tname, "$sourcecube"))
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{
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pass->texgen = T_GEN_SOURCECUBE;
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pass->tcgen = TC_GEN_BASE; //FIXME: moo!
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}
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else if (!Q_stricmp (tname, "$sourcedepth"))
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{
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pass->texgen = T_GEN_SOURCEDEPTH;
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pass->tcgen = TC_GEN_BASE; //FIXME: moo!
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}
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else if (!Q_stricmp (tname, "$reflection"))
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{
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shader->flags |= SHADER_HASREFLECT;
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pass->texgen = T_GEN_REFLECTION;
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pass->tcgen = TC_GEN_BASE; //FIXME: moo!
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}
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else if (!Q_stricmp (tname, "$refraction"))
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{
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shader->flags |= SHADER_HASREFRACT;
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pass->texgen = T_GEN_REFRACTION;
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pass->tcgen = TC_GEN_BASE; //FIXME: moo!
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}
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else if (!Q_stricmp (tname, "$refractiondepth"))
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{
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shader->flags |= SHADER_HASREFRACT;
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pass->texgen = T_GEN_REFRACTIONDEPTH;
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pass->tcgen = TC_GEN_BASE; //FIXME: moo!
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}
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else if (!Q_stricmp (tname, "$ripplemap"))
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{
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shader->flags |= SHADER_HASRIPPLEMAP;
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pass->texgen = T_GEN_RIPPLEMAP;
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pass->tcgen = TC_GEN_BASE; //FIXME: moo!
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}
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else if (!Q_stricmp (tname, "$null"))
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{
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pass->tcgen = TC_GEN_BASE;
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pass->flags |= SHADER_PASS_NOMIPMAP|SHADER_PASS_DETAIL;
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pass->texgen = T_GEN_SINGLEMAP;
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}
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else
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return false;
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if (pass->tcgen == TC_GEN_UNSPECIFIED)
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pass->tcgen = tcgen;
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return true;
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}
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@ -2133,7 +2120,8 @@ static void Shaderpass_Map (shader_t *shader, shaderpass_t *pass, char **ptr)
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break;
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}
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pass->tcgen = TC_GEN_BASE;
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if (pass->tcgen == TC_GEN_UNSPECIFIED)
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pass->tcgen = TC_GEN_BASE;
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pass->anim_frames[0] = Shader_FindImage (token, flags);
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}
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}
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@ -2146,7 +2134,8 @@ static void Shaderpass_AnimMap (shader_t *shader, shaderpass_t *pass, char **ptr
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flags = Shader_SetImageFlags (shader, pass, NULL);
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pass->tcgen = TC_GEN_BASE;
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if (pass->tcgen == TC_GEN_UNSPECIFIED)
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pass->tcgen = TC_GEN_BASE;
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pass->flags |= SHADER_PASS_ANIMMAP;
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pass->texgen = T_GEN_ANIMMAP;
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pass->anim_fps = (int)Shader_ParseFloat (shader, ptr);
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@ -2187,7 +2176,8 @@ static void Shaderpass_ClampMap (shader_t *shader, shaderpass_t *pass, char **pt
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flags = Shader_SetImageFlags (shader, pass, &token);
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if (!Shaderpass_MapGen(shader, pass, token))
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{
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pass->tcgen = TC_GEN_BASE;
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if (pass->tcgen == TC_GEN_UNSPECIFIED)
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pass->tcgen = TC_GEN_BASE;
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pass->anim_frames[0] = Shader_FindImage (token, flags | IF_CLAMP);
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switch((flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT)
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@ -3202,7 +3192,7 @@ void Shader_Readpass (shader_t *shader, char **ptr)
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pass->anim_numframes = 0;
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pass->rgbgen = RGB_GEN_UNKNOWN;
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pass->alphagen = ALPHA_GEN_IDENTITY;
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pass->tcgen = TC_GEN_BASE;
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pass->tcgen = TC_GEN_UNSPECIFIED;
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pass->numtcmods = 0;
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pass->numMergedPasses = 1;
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pass->stagetype = ST_AMBIENT;
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@ -3274,6 +3264,9 @@ void Shader_Readpass (shader_t *shader, char **ptr)
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Con_Printf("if statements without endif in shader %s\n", shader->name);
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}
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if (pass->tcgen == TC_GEN_UNSPECIFIED)
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pass->tcgen = TC_GEN_BASE;
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if (!ignore)
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{
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switch(pass->stagetype)
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@ -4849,18 +4842,11 @@ qboolean Shader_ReadShaderTerms(shader_t *s, char **shadersource, int parsemode,
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//loads a shader string into an existing shader object, and finalises it and stuff
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static void Shader_ReadShader(shader_t *s, char *shadersource, int parsemode)
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{
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char *shaderstart = shadersource;
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int conddepth = 0;
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int cond[8];
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cond[0] = 0;
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//querying the shader body often requires generating the shader, which then gets parsed.
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if (saveshaderbody)
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{
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Z_Free(*saveshaderbody);
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*saveshaderbody = Z_StrDup(shadersource);
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saveshaderbody = NULL;
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}
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memset(&parsestate, 0, sizeof(parsestate));
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parsestate.mode = parsemode;
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@ -4878,6 +4864,17 @@ static void Shader_ReadShader(shader_t *s, char *shadersource, int parsemode)
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}
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Shader_Finish ( s );
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//querying the shader body often requires generating the shader, which then gets parsed.
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if (saveshaderbody)
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{
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size_t l = shadersource - shaderstart;
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Z_Free(*saveshaderbody);
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*saveshaderbody = BZ_Malloc(l+1);
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(*saveshaderbody)[l] = 0;
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memcpy(*saveshaderbody, shaderstart, l);
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saveshaderbody = NULL;
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}
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}
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static qboolean Shader_ParseShader(char *parsename, shader_t *s)
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@ -5095,6 +5092,31 @@ char *Shader_GetShaderBody(shader_t *s)
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return adr;
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}
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void Shader_ShowShader_f(void)
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{
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char *sourcename = Cmd_Argv(1);
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shader_t *o = R_LoadShader(sourcename, SUF_NONE, NULL, NULL);
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if (!o)
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o = R_LoadShader(sourcename, SUF_LIGHTMAP, NULL, NULL);
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if (!o)
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o = R_LoadShader(sourcename, SUF_2D, NULL, NULL);
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if (o)
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{
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char *body = Shader_GetShaderBody(o);
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if (body)
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{
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Con_Printf("%s\n{%s\n", o->name, body);
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Z_Free(body);
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}
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else
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{
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Con_Printf("Shader \"%s\" is not in use\n", o->name);
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}
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}
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else
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Con_Printf("Shader \"%s\" is not loaded\n", sourcename);
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}
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void Shader_DoReload(void)
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{
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shader_t *s;
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@ -230,6 +230,8 @@ typedef struct shaderpass_s {
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TC_GEN_SKYBOX,
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TC_GEN_WOBBLESKY,
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TC_GEN_REFLECT,
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TC_GEN_UNSPECIFIED
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} tcgen;
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int numtcmods;
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tcmod_t tcmods[SHADER_MAX_TC_MODS];
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@ -268,7 +270,7 @@ typedef struct shaderpass_s {
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T_GEN_VIDEOMAP, //use the media playback as an image source, updating each frame for which it is visible
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T_GEN_CUBEMAP, //use a cubemap instead, otherwise like T_GEN_SINGLEMAP
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T_GEN_3DMAP, //use a 3d texture instead, otherwise T_GEN_SINGLEMAP.
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T_GEN_3DMAP //use a 3d texture instead, otherwise T_GEN_SINGLEMAP.
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} texgen;
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enum {
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@ -590,6 +592,7 @@ qboolean Shader_Init (void);
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void Shader_NeedReload(qboolean rescanfs);
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void Shader_WriteOutGenerics_f(void);
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void Shader_RemapShader_f(void);
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void Shader_ShowShader_f(void);
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mfog_t *Mod_FogForOrigin(model_t *wmodel, vec3_t org);
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