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https://github.com/nzp-team/fteqw.git
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de5dd89b74
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1570 fc73d0e0-1445-4013-8a0c-d673dee63da5
2114 lines
51 KiB
C
2114 lines
51 KiB
C
/*
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Copyright (C) 2002-2003 Victor Luchits
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_shader.c - based on code by Stephen C. Taylor
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#include "quakedef.h"
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#include "glquake.h"
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#include "shader.h"
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#include "hash.h"
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#include <ctype.h>
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//Spike: Marked code removal areas with FIZME
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//readd as porting progresses
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#ifdef Q3SHADERS
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cvar_t r_vertexlight = {"r_vertexlight", "0"};
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#define Q_stricmp stricmp
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#define Com_sprintf _snprintf
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#define clamp(v,min, max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v)));
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int FS_LoadFile(char *name, void **file)
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{
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*file = COM_LoadMallocFile(name);
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return com_filesize;
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}
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void FS_FreeFile(void *file)
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{
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BZ_Free(file);
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}
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typedef union {
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float f;
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unsigned int i;
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} float_int_t;
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qbyte FloatToByte( float x )
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{
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static float_int_t f2i;
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// shift float to have 8bit fraction at base of number
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f2i.f = x + 32768.0f;
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// then read as integer and kill float bits...
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return (qbyte) min(f2i.i & 0x7FFFFF, 255);
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}
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cvar_t r_detailtextures;
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#define MAX_SHADERS 2048 //fixme: this takes a lot of bss in the r_shaders list
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#define MAX_TOKEN_CHARS 1024
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char *COM_ParseExt (char **data_p, qboolean nl)
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{
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int c;
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int len;
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char *data;
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qboolean newlines = false;
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data = *data_p;
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len = 0;
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com_token[0] = 0;
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if (!data)
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{
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*data_p = NULL;
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return "";
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}
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// skip whitespace
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skipwhite:
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while ( (c = *data) <= ' ')
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{
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if (c == 0)
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{
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*data_p = NULL;
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return "";
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}
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if (c == '\n')
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newlines = true;
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data++;
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}
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if ( newlines && !nl ) {
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*data_p = data;
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return com_token;
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}
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// skip // comments
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if (c == '/' && data[1] == '/')
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{
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while (*data && *data != '\n')
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data++;
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goto skipwhite;
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}
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// handle quoted strings specially
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if (c == '\"')
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{
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data++;
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while (1)
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{
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c = *data++;
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if (c=='\"' || !c)
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{
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com_token[len] = 0;
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*data_p = data;
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return com_token;
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}
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if (len < MAX_TOKEN_CHARS)
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{
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com_token[len] = c;
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len++;
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}
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}
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}
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// parse a regular word
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do
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{
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if (len < MAX_TOKEN_CHARS)
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{
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com_token[len] = c;
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len++;
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}
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data++;
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c = *data;
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} while (c>32);
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if (len == MAX_TOKEN_CHARS)
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{
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// Com_Printf ("Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
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len = 0;
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}
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com_token[len] = 0;
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*data_p = data;
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return com_token;
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}
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#define HASH_SIZE 128
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typedef struct shaderkey_s
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{
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char *keyword;
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void (*func)( shader_t *shader, shaderpass_t *pass, char **ptr );
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} shaderkey_t;
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typedef struct shadercache_s {
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char name[MAX_QPATH];
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char *path;
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unsigned int offset;
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struct shadercache_s *hash_next;
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} shadercache_t;
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static shadercache_t *shader_hash[HASH_SIZE];
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static char shaderbuf[MAX_QPATH * 256];
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int shaderbuflen;
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shader_t r_shaders[MAX_SHADERS];
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//static char r_skyboxname[MAX_QPATH];
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//static float r_skyheight;
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char *Shader_Skip( char *ptr );
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static qboolean Shader_Parsetok( shader_t *shader, shaderpass_t *pass, shaderkey_t *keys,
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char *token, char **ptr );
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static void Shader_ParseFunc( char **args, shaderfunc_t *func );
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static void Shader_MakeCache( char *path );
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static void Shader_GetPathAndOffset( char *name, char **path, unsigned int *offset );
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//===========================================================================
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static char *Shader_ParseString ( char **ptr )
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{
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char *token;
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if ( !ptr || !(*ptr) ) {
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return "";
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}
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if ( !**ptr || **ptr == '}' ) {
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return "";
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}
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token = COM_ParseExt ( ptr, false );
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Q_strlwr ( token );
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return token;
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}
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static float Shader_ParseFloat ( char **ptr )
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{
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if ( !ptr || !(*ptr) ) {
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return 0;
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}
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if ( !**ptr || **ptr == '}' ) {
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return 0;
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}
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return atof ( COM_ParseExt ( ptr, false ) );
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}
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static void Shader_ParseVector ( char **ptr, vec3_t v )
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{
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char *token;
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qboolean bracket;
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token = Shader_ParseString ( ptr );
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if ( !Q_stricmp (token, "(") ) {
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bracket = true;
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token = Shader_ParseString ( ptr );
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} else if ( token[0] == '(' ) {
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bracket = true;
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token = &token[1];
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} else {
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bracket = false;
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}
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v[0] = atof ( token );
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v[1] = Shader_ParseFloat ( ptr );
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token = Shader_ParseString ( ptr );
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if ( !token[0] ) {
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v[2] = 0;
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} else if ( token[strlen(token)-1] == ')' ) {
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token[strlen(token)-1] = 0;
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v[2] = atof ( token );
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} else {
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v[2] = atof ( token );
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if ( bracket ) {
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Shader_ParseString ( ptr );
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}
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}
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}
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static void Shader_ParseSkySides ( char **ptr, int *images )
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{
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int i;
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char *token;
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char path[MAX_QPATH];
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static char *suf[6] = { "rt", "bk", "lf", "ft", "up", "dn" };
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token = Shader_ParseString ( ptr );
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for ( i = 0; i < 6; i++ )
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{
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if ( token[0] == '-' ) {
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images[i] = 0;
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} else {
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Com_sprintf ( path, sizeof(path), "%s_%s", token, suf[i] );
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images[i] = Mod_LoadHiResTexture ( path, NULL, true, false, true);//|IT_SKY );
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}
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}
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}
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static void Shader_ParseFunc ( char **ptr, shaderfunc_t *func )
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{
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char *token;
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token = Shader_ParseString ( ptr );
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if ( !Q_stricmp (token, "sin") ) {
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func->type = SHADER_FUNC_SIN;
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} else if ( !Q_stricmp (token, "triangle") ) {
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func->type = SHADER_FUNC_TRIANGLE;
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} else if ( !Q_stricmp (token, "square") ) {
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func->type = SHADER_FUNC_SQUARE;
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} else if ( !Q_stricmp (token, "sawtooth") ) {
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func->type = SHADER_FUNC_SAWTOOTH;
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} else if (!Q_stricmp (token, "inversesawtooth") ) {
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func->type = SHADER_FUNC_INVERSESAWTOOTH;
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} else if (!Q_stricmp (token, "noise") ) {
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func->type = SHADER_FUNC_NOISE;
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}
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func->args[0] = Shader_ParseFloat ( ptr );
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func->args[1] = Shader_ParseFloat ( ptr );
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func->args[2] = Shader_ParseFloat ( ptr );
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func->args[3] = Shader_ParseFloat ( ptr );
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}
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//===========================================================================
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enum {
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IT_CLAMP = 1<<0,
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IT_SKY = 1<<1,
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IT_NOMIPMAP = 1<<2,
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IT_NOPICMIP = 1<<3
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};
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static int Shader_SetImageFlags ( shader_t *shader )
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{
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int flags = 0;
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if ( shader->flags & SHADER_SKY ) {
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flags |= IT_SKY;
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}
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if ( shader->flags & SHADER_NOMIPMAPS ) {
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flags |= IT_NOMIPMAP;
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}
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if ( shader->flags & SHADER_NOPICMIP ) {
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flags |= IT_NOPICMIP;
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}
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return flags;
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}
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static int Shader_FindImage ( char *name, int flags )
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{
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if ( !Q_stricmp (name, "$whiteimage") ) {
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return 0;
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} else {
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return Mod_LoadHiResTexture(name, NULL, !(flags & IT_NOMIPMAP), true, true);//GL_FindImage ( name, flags );
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}
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}
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/****************** shader keyword functions ************************/
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static void Shader_Cull ( shader_t *shader, shaderpass_t *pass, char **ptr )
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{
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char *token;
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shader->flags &= ~(SHADER_CULL_FRONT|SHADER_CULL_BACK);
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token = Shader_ParseString ( ptr );
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if ( !Q_stricmp (token, "disable") || !Q_stricmp (token, "none") || !Q_stricmp (token, "twosided") ) {
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} else if ( !Q_stricmp (token, "front") ) {
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shader->flags |= SHADER_CULL_FRONT;
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} else if ( !Q_stricmp (token, "back") || !Q_stricmp (token, "backside") || !Q_stricmp (token, "backsided") ) {
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shader->flags |= SHADER_CULL_BACK;
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} else {
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shader->flags |= SHADER_CULL_FRONT;
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}
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}
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static void Shader_NoMipMaps ( shader_t *shader, shaderpass_t *pass, char **ptr )
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{
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shader->flags |= (SHADER_NOMIPMAPS|SHADER_NOPICMIP);
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}
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static void Shader_NoPicMip ( shader_t *shader, shaderpass_t *pass, char **ptr )
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{
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shader->flags |= SHADER_NOPICMIP;
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}
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static void Shader_DeformVertexes ( shader_t *shader, shaderpass_t *pass, char **ptr )
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{
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char *token;
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deformv_t *deformv;
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if ( shader->numdeforms >= SHADER_DEFORM_MAX ) {
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return;
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}
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deformv = &shader->deforms[shader->numdeforms];
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token = Shader_ParseString ( ptr );
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if ( !Q_stricmp (token, "wave") ) {
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deformv->type = DEFORMV_WAVE;
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deformv->args[0] = Shader_ParseFloat ( ptr );
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if ( deformv->args[0] ) {
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deformv->args[0] = 1.0f / deformv->args[0];
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}
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Shader_ParseFunc ( ptr, &deformv->func );
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} else if ( !Q_stricmp (token, "normal") ) {
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deformv->type = DEFORMV_NORMAL;
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deformv->args[0] = Shader_ParseFloat ( ptr );
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deformv->args[1] = Shader_ParseFloat ( ptr );
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} else if ( !Q_stricmp (token, "bulge") ) {
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deformv->type = DEFORMV_BULGE;
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Shader_ParseVector ( ptr, deformv->args );
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shader->flags |= SHADER_DEFORMV_BULGE;
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} else if ( !Q_stricmp (token, "move") ) {
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deformv->type = DEFORMV_MOVE;
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Shader_ParseVector ( ptr, deformv->args );
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Shader_ParseFunc ( ptr, &deformv->func );
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} else if ( !Q_stricmp (token, "autosprite") ) {
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deformv->type = DEFORMV_AUTOSPRITE;
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shader->flags |= SHADER_AUTOSPRITE;
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} else if ( !Q_stricmp (token, "autosprite2") ) {
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deformv->type = DEFORMV_AUTOSPRITE2;
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shader->flags |= SHADER_AUTOSPRITE;
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} else if ( !Q_stricmp (token, "projectionShadow") ) {
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deformv->type = DEFORMV_PROJECTION_SHADOW;
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} else {
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return;
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}
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shader->numdeforms++;
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}
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static void Shader_SkyParms ( shader_t *shader, shaderpass_t *pass, char **ptr )
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{
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int i;
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skydome_t *skydome;
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float skyheight;
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if ( shader->skydome ) {
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for ( i = 0; i < 5; i++ ) {
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Z_Free ( shader->skydome->meshes[i].xyz_array );
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Z_Free ( shader->skydome->meshes[i].normals_array );
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Z_Free ( shader->skydome->meshes[i].st_array );
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}
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Z_Free ( shader->skydome );
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}
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skydome = (skydome_t *)Z_Malloc ( sizeof(skydome_t) );
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shader->skydome = skydome;
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Shader_ParseSkySides ( ptr, skydome->farbox_textures );
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skyheight = Shader_ParseFloat ( ptr );
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if ( !skyheight ) {
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skyheight = 512.0f;
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}
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Shader_ParseSkySides ( ptr, skydome->nearbox_textures );
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// R_CreateSkydome ( shader, skyheight );
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shader->flags |= SHADER_SKY;
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shader->sort = SHADER_SORT_SKY;
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}
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static void Shader_FogParms ( shader_t *shader, shaderpass_t *pass, char **ptr )
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{
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float div;
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vec3_t color, fcolor;
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// if ( !r_ignorehwgamma->value )
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// div = 1.0f / pow(2, max(0, floor(r_overbrightbits->value)));
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// else
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div = 1.0f;
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Shader_ParseVector ( ptr, color );
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VectorScale ( color, div, color );
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ColorNormalize ( color, fcolor );
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shader->fog_color[0] = FloatToByte ( fcolor[0] );
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shader->fog_color[1] = FloatToByte ( fcolor[1] );
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shader->fog_color[2] = FloatToByte ( fcolor[2] );
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shader->fog_color[3] = 255;
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shader->fog_dist = Shader_ParseFloat ( ptr );
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if ( shader->fog_dist <= 0.0f ) {
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shader->fog_dist = 128.0f;
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}
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shader->fog_dist = 1.0f / shader->fog_dist;
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}
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static void Shader_SurfaceParm ( shader_t *shader, shaderpass_t *pass, char **ptr )
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{
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char *token;
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token = Shader_ParseString ( ptr );
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if ( !Q_stricmp( token, "nodraw" ) )
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shader->flags = SHADER_NODRAW;
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}
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static void Shader_Sort ( shader_t *shader, shaderpass_t *pass, char **ptr )
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{
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char *token;
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token = Shader_ParseString ( ptr );
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if ( !Q_stricmp( token, "portal" ) ) {
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shader->sort = SHADER_SORT_PORTAL;
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} else if( !Q_stricmp( token, "sky" ) ) {
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shader->sort = SHADER_SORT_SKY;
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} else if( !Q_stricmp( token, "opaque" ) ) {
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shader->sort = SHADER_SORT_OPAQUE;
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} else if( !Q_stricmp( token, "banner" ) ) {
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shader->sort = SHADER_SORT_BANNER;
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} else if( !Q_stricmp( token, "underwater" ) ) {
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shader->sort = SHADER_SORT_UNDERWATER;
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} else if( !Q_stricmp( token, "additive" ) ) {
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shader->sort = SHADER_SORT_ADDITIVE;
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} else if( !Q_stricmp( token, "nearest" ) ) {
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shader->sort = SHADER_SORT_NEAREST;
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} else {
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shader->sort = atoi ( token );
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clamp ( shader->sort, SHADER_SORT_NONE, SHADER_SORT_NEAREST );
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}
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}
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static void Shader_Portal ( shader_t *shader, shaderpass_t *pass, char **ptr )
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{
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shader->sort = SHADER_SORT_PORTAL;
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}
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static void Shader_PolygonOffset ( shader_t *shader, shaderpass_t *pass, char **ptr )
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|
{
|
|
shader->flags |= SHADER_POLYGONOFFSET;
|
|
}
|
|
|
|
static void Shader_EntityMergable ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
shader->flags |= SHADER_ENTITY_MERGABLE;
|
|
}
|
|
|
|
static shaderkey_t shaderkeys[] =
|
|
{
|
|
{"cull", Shader_Cull },
|
|
{"skyparms", Shader_SkyParms },
|
|
{"fogparms", Shader_FogParms },
|
|
{"surfaceparm", Shader_SurfaceParm },
|
|
{"nomipmaps", Shader_NoMipMaps },
|
|
{"nopicmip", Shader_NoPicMip },
|
|
{"polygonoffset", Shader_PolygonOffset },
|
|
{"sort", Shader_Sort },
|
|
{"deformvertexes", Shader_DeformVertexes },
|
|
{"portal", Shader_Portal },
|
|
{"entitymergable", Shader_EntityMergable },
|
|
{NULL, NULL}
|
|
};
|
|
|
|
// ===============================================================
|
|
|
|
static void Shaderpass_Map ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
int flags;
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "$lightmap") )
|
|
{
|
|
pass->tcgen = TC_GEN_LIGHTMAP;
|
|
pass->flags |= SHADER_PASS_LIGHTMAP;
|
|
pass->anim_frames[0] = 0;
|
|
}
|
|
else if ( !Q_stricmp (token, "$deluxmap") )
|
|
{
|
|
pass->tcgen = TC_GEN_LIGHTMAP;
|
|
pass->flags |= SHADER_PASS_DELUXMAP;
|
|
pass->anim_frames[0] = 0;
|
|
}
|
|
else
|
|
{
|
|
flags = Shader_SetImageFlags ( shader );
|
|
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->anim_frames[0] = Shader_FindImage ( token, flags );
|
|
|
|
if ( !pass->anim_frames[0] ) {
|
|
pass->anim_frames[0] = 0;//FIZME: r_notexture;
|
|
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", shader->name, token );
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_AnimMap ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
int flags;
|
|
char *token;
|
|
int image;
|
|
|
|
flags = Shader_SetImageFlags ( shader );
|
|
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->flags |= SHADER_PASS_ANIMMAP;
|
|
pass->anim_fps = (int)Shader_ParseFloat ( ptr );
|
|
pass->anim_numframes = 0;
|
|
|
|
for ( ; ; ) {
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !token[0] ) {
|
|
break;
|
|
}
|
|
|
|
if ( pass->anim_numframes < SHADER_ANIM_FRAMES_MAX ) {
|
|
image = Shader_FindImage ( token, flags );
|
|
|
|
if ( !image ) {
|
|
pass->anim_frames[pass->anim_numframes++] = 0;//fizme: r_notexture;
|
|
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has an animmap with no image: %s.\n", shader->name, token );
|
|
} else {
|
|
pass->anim_frames[pass->anim_numframes++] = image;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_ClampMap ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
int flags;
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
flags = Shader_SetImageFlags ( shader );
|
|
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->anim_frames[0] = Shader_FindImage ( token, flags | IT_CLAMP );
|
|
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
|
|
if ( !pass->anim_frames[0] ) {
|
|
pass->anim_frames[0] = 0;//fizme:r_notexture;
|
|
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", shader->name, token );
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_VideoMap ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
/* char *token;
|
|
char name[MAX_OSPATH];
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
COM_StripExtension ( token, name );
|
|
|
|
if ( pass->cin )
|
|
Z_Free ( pass->cin );
|
|
|
|
pass->cin = (cinematics_t *)Z_Malloc ( sizeof(cinematics_t) );
|
|
pass->cin->frame = -1;
|
|
Com_sprintf ( pass->cin->name, sizeof(pass->cin->name), "video/%s.RoQ", name );
|
|
*/
|
|
pass->flags |= SHADER_PASS_VIDEOMAP;
|
|
shader->flags |= SHADER_VIDEOMAP;
|
|
}
|
|
|
|
static void Shaderpass_RGBGen ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "identitylighting") )
|
|
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
|
|
else if ( !Q_stricmp (token, "identity") )
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
else if ( !Q_stricmp (token, "wave") )
|
|
{
|
|
pass->rgbgen = RGB_GEN_WAVE;
|
|
Shader_ParseFunc ( ptr, &pass->rgbgen_func );
|
|
}
|
|
else if ( !Q_stricmp(token, "entity") )
|
|
pass->rgbgen = RGB_GEN_ENTITY;
|
|
else if ( !Q_stricmp (token, "oneMinusEntity") )
|
|
pass->rgbgen = RGB_GEN_ONE_MINUS_ENTITY;
|
|
else if ( !Q_stricmp (token, "vertex"))
|
|
pass->rgbgen = RGB_GEN_VERTEX;
|
|
else if ( !Q_stricmp (token, "oneMinusVertex") )
|
|
pass->rgbgen = RGB_GEN_ONE_MINUS_VERTEX;
|
|
else if ( !Q_stricmp (token, "lightingDiffuse") )
|
|
pass->rgbgen = RGB_GEN_LIGHTING_DIFFUSE;
|
|
else if ( !Q_stricmp (token, "exactvertex") )
|
|
pass->rgbgen = RGB_GEN_EXACT_VERTEX;
|
|
else if ( !Q_stricmp (token, "const") || !Q_stricmp (token, "constant") )
|
|
{
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
|
|
|
|
Shader_ParseVector ( ptr, pass->rgbgen_func.args );
|
|
}
|
|
else if ( !Q_stricmp (token, "topcolor") )
|
|
pass->rgbgen = RGB_GEN_TOPCOLOR;
|
|
else if ( !Q_stricmp (token, "bottomcolor") )
|
|
pass->rgbgen = RGB_GEN_BOTTOMCOLOR;
|
|
}
|
|
|
|
static void Shaderpass_AlphaGen ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "portal") ) {
|
|
pass->alphagen = ALPHA_GEN_PORTAL;
|
|
shader->flags |= SHADER_AGEN_PORTAL;
|
|
} else if ( !Q_stricmp (token, "vertex") ) {
|
|
pass->alphagen = ALPHA_GEN_VERTEX;
|
|
} else if ( !Q_stricmp (token, "entity") ) {
|
|
pass->alphagen = ALPHA_GEN_ENTITY;
|
|
} else if ( !Q_stricmp (token, "wave") ) {
|
|
pass->alphagen = ALPHA_GEN_WAVE;
|
|
|
|
Shader_ParseFunc ( ptr, &pass->alphagen_func );
|
|
} else if ( !Q_stricmp (token, "lightingspecular") ) {
|
|
pass->alphagen = ALPHA_GEN_SPECULAR;
|
|
} else if ( !Q_stricmp (token, "const") || !Q_stricmp (token, "constant") ) {
|
|
pass->alphagen = ALPHA_GEN_CONST;
|
|
pass->alphagen_func.type = SHADER_FUNC_CONSTANT;
|
|
pass->alphagen_func.args[0] = fabs( Shader_ParseFloat (ptr) );
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_BlendFunc ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "blend") ) {
|
|
pass->blendsrc = GL_SRC_ALPHA;
|
|
pass->blenddst = GL_ONE_MINUS_SRC_ALPHA;
|
|
} else if ( !Q_stricmp (token, "filter") ) {
|
|
pass->blendsrc = GL_DST_COLOR;
|
|
pass->blenddst = GL_ZERO;
|
|
} else if ( !Q_stricmp (token, "add") ) {
|
|
pass->blendsrc = pass->blenddst = GL_ONE;
|
|
} else {
|
|
int i;
|
|
unsigned int *blend;
|
|
|
|
for ( i = 0; i < 2; i++ )
|
|
{
|
|
blend = (i == 0) ? &pass->blendsrc : &pass->blenddst;
|
|
|
|
if ( !Q_stricmp ( token, "gl_zero") )
|
|
*blend = GL_ZERO;
|
|
else if ( !Q_stricmp (token, "gl_one") )
|
|
*blend = GL_ONE;
|
|
else if ( !Q_stricmp (token, "gl_dst_color") )
|
|
*blend = GL_DST_COLOR;
|
|
else if ( !Q_stricmp (token, "gl_one_minus_src_alpha") )
|
|
*blend = GL_ONE_MINUS_SRC_ALPHA;
|
|
else if ( !Q_stricmp (token, "gl_src_alpha") )
|
|
*blend = GL_SRC_ALPHA;
|
|
else if ( !Q_stricmp (token, "gl_src_color") )
|
|
*blend = GL_SRC_COLOR;
|
|
else if ( !Q_stricmp (token, "gl_one_minus_dst_color") )
|
|
*blend = GL_ONE_MINUS_DST_COLOR;
|
|
else if ( !Q_stricmp (token, "gl_one_minus_src_color") )
|
|
*blend = GL_ONE_MINUS_SRC_COLOR;
|
|
else if ( !Q_stricmp (token, "gl_dst_alpha") )
|
|
*blend = GL_DST_ALPHA;
|
|
else if ( !Q_stricmp (token, "gl_one_minus_dst_alpha") )
|
|
*blend = GL_ONE_MINUS_DST_ALPHA;
|
|
else
|
|
*blend = GL_ONE;
|
|
|
|
if ( !i ) {
|
|
token = Shader_ParseString ( ptr );
|
|
}
|
|
}
|
|
}
|
|
|
|
pass->flags |= SHADER_PASS_BLEND;
|
|
}
|
|
|
|
static void Shaderpass_AlphaFunc ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "gt0") ) {
|
|
pass->alphafunc = SHADER_ALPHA_GT0;
|
|
} else if ( !Q_stricmp (token, "lt128") ) {
|
|
pass->alphafunc = SHADER_ALPHA_LT128;
|
|
} else if ( !Q_stricmp (token, "ge128") ) {
|
|
pass->alphafunc = SHADER_ALPHA_GE128;
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
pass->flags |= SHADER_PASS_ALPHAFUNC;
|
|
}
|
|
|
|
static void Shaderpass_DepthFunc ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "equal") )
|
|
pass->depthfunc = GL_EQUAL;
|
|
else if ( !Q_stricmp (token, "lequal") )
|
|
pass->depthfunc = GL_LEQUAL;
|
|
else if ( !Q_stricmp (token, "gequal") )
|
|
pass->depthfunc = GL_GEQUAL;
|
|
}
|
|
|
|
static void Shaderpass_DepthWrite ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
shader->flags |= SHADER_DEPTHWRITE;
|
|
pass->flags |= SHADER_PASS_DEPTHWRITE;
|
|
}
|
|
|
|
static void Shaderpass_TcMod ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
int i;
|
|
tcmod_t *tcmod;
|
|
char *token;
|
|
|
|
if (pass->numtcmods >= SHADER_TCMOD_MAX) {
|
|
return;
|
|
}
|
|
|
|
tcmod = &pass->tcmods[pass->numtcmods];
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "rotate") ) {
|
|
tcmod->args[0] = -Shader_ParseFloat ( ptr ) / 360.0f;
|
|
if ( !tcmod->args[0] ) {
|
|
return;
|
|
}
|
|
|
|
tcmod->type = SHADER_TCMOD_ROTATE;
|
|
} else if ( !Q_stricmp (token, "scale") ) {
|
|
tcmod->args[0] = Shader_ParseFloat ( ptr );
|
|
tcmod->args[1] = Shader_ParseFloat ( ptr );
|
|
tcmod->type = SHADER_TCMOD_SCALE;
|
|
} else if ( !Q_stricmp (token, "scroll") ) {
|
|
tcmod->args[0] = Shader_ParseFloat ( ptr );
|
|
tcmod->args[1] = Shader_ParseFloat ( ptr );
|
|
tcmod->type = SHADER_TCMOD_SCROLL;
|
|
} else if ( !Q_stricmp (token, "stretch") ) {
|
|
shaderfunc_t func;
|
|
|
|
Shader_ParseFunc ( ptr, &func );
|
|
|
|
tcmod->args[0] = func.type;
|
|
for (i = 1; i < 5; ++i)
|
|
tcmod->args[i] = func.args[i-1];
|
|
tcmod->type = SHADER_TCMOD_STRETCH;
|
|
} else if ( !Q_stricmp (token, "transform") ) {
|
|
for (i = 0; i < 6; ++i)
|
|
tcmod->args[i] = Shader_ParseFloat ( ptr );
|
|
tcmod->type = SHADER_TCMOD_TRANSFORM;
|
|
} else if ( !Q_stricmp (token, "turb") ) {
|
|
for (i = 0; i < 4; i++)
|
|
tcmod->args[i] = Shader_ParseFloat ( ptr );
|
|
tcmod->type = SHADER_TCMOD_TURB;
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
pass->numtcmods++;
|
|
}
|
|
|
|
|
|
static void Shaderpass_TcGen ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "base") ) {
|
|
pass->tcgen = TC_GEN_BASE;
|
|
} else if ( !Q_stricmp (token, "lightmap") ) {
|
|
pass->tcgen = TC_GEN_LIGHTMAP;
|
|
} else if ( !Q_stricmp (token, "environment") ) {
|
|
pass->tcgen = TC_GEN_ENVIRONMENT;
|
|
} else if ( !Q_stricmp (token, "vector") ) {
|
|
pass->tcgen = TC_GEN_BASE;
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_Detail ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
pass->flags |= SHADER_PASS_DETAIL;
|
|
}
|
|
|
|
static shaderkey_t shaderpasskeys[] =
|
|
{
|
|
{"rgbgen", Shaderpass_RGBGen },
|
|
{"blendfunc", Shaderpass_BlendFunc },
|
|
{"depthfunc", Shaderpass_DepthFunc },
|
|
{"depthwrite", Shaderpass_DepthWrite },
|
|
{"alphafunc", Shaderpass_AlphaFunc },
|
|
{"tcmod", Shaderpass_TcMod },
|
|
{"map", Shaderpass_Map },
|
|
{"animmap", Shaderpass_AnimMap },
|
|
{"clampmap", Shaderpass_ClampMap },
|
|
{"videomap", Shaderpass_VideoMap },
|
|
{"tcgen", Shaderpass_TcGen },
|
|
{"alphagen", Shaderpass_AlphaGen },
|
|
{"detail", Shaderpass_Detail },
|
|
{NULL, NULL }
|
|
};
|
|
|
|
// ===============================================================
|
|
|
|
int Shader_InitCallback (char *name, int size, void *param)
|
|
{
|
|
strcpy(shaderbuf+shaderbuflen, name);
|
|
Shader_MakeCache(shaderbuf+shaderbuflen);
|
|
shaderbuflen += strlen(name)+1;
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean Shader_Init (void)
|
|
{
|
|
shaderbuflen = 0;
|
|
|
|
Con_Printf ( "Initializing Shaders.\n" );
|
|
|
|
COM_EnumerateFiles("shaders/*.shader", Shader_InitCallback, NULL);
|
|
COM_EnumerateFiles("scripts/*.shader", Shader_InitCallback, NULL);
|
|
|
|
/*
|
|
char *dirptr;
|
|
int i, dirlen, numdirs;
|
|
|
|
numdirs = FS_GetFileList ( "scripts", "shader", shaderbuf, sizeof(shaderbuf) );
|
|
if ( !numdirs ) {
|
|
Con_Printf ("Could not find any shaders!");
|
|
return false;
|
|
}
|
|
|
|
// now load all the scripts
|
|
dirptr = shaderbuf;
|
|
memset ( shader_hash, 0, sizeof(shadercache_t *)*HASH_SIZE );
|
|
|
|
for (i=0; i<numdirs; i++, dirptr += dirlen+1) {
|
|
dirlen = strlen(dirptr);
|
|
if ( !dirlen ) {
|
|
continue;
|
|
}
|
|
|
|
Shader_MakeCache ( dirptr );
|
|
}
|
|
*/
|
|
return true;
|
|
}
|
|
|
|
static void Shader_MakeCache ( char *path )
|
|
{
|
|
unsigned int key, i;
|
|
char filename[MAX_QPATH];
|
|
char *buf, *ptr, *token, *t;
|
|
shadercache_t *cache;
|
|
int size;
|
|
|
|
Com_sprintf( filename, sizeof(filename), "%s", path );
|
|
Con_DPrintf ( "...loading '%s'\n", filename );
|
|
|
|
size = FS_LoadFile ( filename, (void **)&buf );
|
|
if ( !buf || size <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
ptr = buf;
|
|
do
|
|
{
|
|
if ( ptr - buf >= size )
|
|
break;
|
|
|
|
token = COM_ParseExt ( &ptr, true );
|
|
if ( !token[0] || ptr - buf >= size )
|
|
break;
|
|
|
|
COM_CleanUpPath(token);
|
|
|
|
t = NULL;
|
|
Shader_GetPathAndOffset ( token, &t, &i );
|
|
if ( t ) {
|
|
ptr = Shader_Skip ( ptr );
|
|
continue;
|
|
}
|
|
|
|
key = Hash_Key ( token, HASH_SIZE );
|
|
|
|
cache = ( shadercache_t * )Z_Malloc ( sizeof(shadercache_t) );
|
|
cache->hash_next = shader_hash[key];
|
|
cache->path = path;
|
|
cache->offset = ptr - buf;
|
|
Com_sprintf ( cache->name, MAX_QPATH, token );
|
|
shader_hash[key] = cache;
|
|
|
|
ptr = Shader_Skip ( ptr );
|
|
} while ( ptr );
|
|
|
|
FS_FreeFile ( buf );
|
|
}
|
|
|
|
char *Shader_Skip ( char *ptr )
|
|
{
|
|
char *tok;
|
|
int brace_count;
|
|
|
|
// Opening brace
|
|
tok = COM_ParseExt ( &ptr, true );
|
|
|
|
if (!ptr)
|
|
return NULL;
|
|
|
|
if ( tok[0] != '{' ) {
|
|
tok = COM_ParseExt ( &ptr, true );
|
|
}
|
|
|
|
for (brace_count = 1; brace_count > 0 ; ptr++)
|
|
{
|
|
tok = COM_ParseExt ( &ptr, true );
|
|
|
|
if ( !tok[0] )
|
|
return NULL;
|
|
|
|
if (tok[0] == '{') {
|
|
brace_count++;
|
|
} else if (tok[0] == '}') {
|
|
brace_count--;
|
|
}
|
|
}
|
|
|
|
return ptr;
|
|
}
|
|
|
|
static void Shader_GetPathAndOffset ( char *name, char **path, unsigned int *offset )
|
|
{
|
|
unsigned int key;
|
|
shadercache_t *cache;
|
|
|
|
key = Hash_Key ( name, HASH_SIZE );
|
|
cache = shader_hash[key];
|
|
|
|
for ( ; cache; cache = cache->hash_next ) {
|
|
if ( !Q_stricmp (cache->name, name) ) {
|
|
*path = cache->path;
|
|
*offset = cache->offset;
|
|
return;
|
|
}
|
|
}
|
|
|
|
path = NULL;
|
|
}
|
|
|
|
void Shader_FreePass (shaderpass_t *pass)
|
|
{
|
|
if ( pass->flags & SHADER_PASS_VIDEOMAP ) {
|
|
/* GL_StopCinematic ( pass->cin );
|
|
Z_Free ( pass->cin );
|
|
pass->cin = NULL;
|
|
*/ }
|
|
}
|
|
|
|
void Shader_Free (shader_t *shader)
|
|
{
|
|
int i;
|
|
shaderpass_t *pass;
|
|
|
|
if ( shader->skydome ) {
|
|
for ( i = 0; i < 5; i++ ) {
|
|
if (shader->skydome->meshes[i].xyz_array)
|
|
{
|
|
Z_Free ( shader->skydome->meshes[i].xyz_array );
|
|
Z_Free ( shader->skydome->meshes[i].normals_array );
|
|
Z_Free ( shader->skydome->meshes[i].st_array );
|
|
}
|
|
}
|
|
|
|
Z_Free ( shader->skydome );
|
|
}
|
|
|
|
pass = shader->passes;
|
|
for ( i = 0; i < shader->numpasses; i++, pass++ ) {
|
|
Shader_FreePass ( pass );
|
|
}
|
|
}
|
|
|
|
void Shader_Shutdown (void)
|
|
{
|
|
int i;
|
|
shader_t *shader;
|
|
shadercache_t *cache, *cache_next;
|
|
|
|
shader = r_shaders;
|
|
for (i = 0; i < MAX_SHADERS; i++, shader++)
|
|
{
|
|
if ( !shader->registration_sequence )
|
|
continue;
|
|
|
|
Shader_Free ( shader );
|
|
}
|
|
|
|
for ( i = 0; i < HASH_SIZE; i++ ) {
|
|
cache = shader_hash[i];
|
|
|
|
for ( ; cache; cache = cache_next ) {
|
|
cache_next = cache->hash_next;
|
|
cache->hash_next = NULL;
|
|
Z_Free ( cache );
|
|
}
|
|
}
|
|
|
|
memset (r_shaders, 0, sizeof(shader_t)*MAX_SHADERS);
|
|
|
|
memset (shader_hash, 0, sizeof(shader_hash));
|
|
}
|
|
|
|
void Shader_SetBlendmode ( shaderpass_t *pass )
|
|
{
|
|
if ( !pass->anim_frames[0] && !(pass->flags & SHADER_PASS_LIGHTMAP) ) {
|
|
pass->blendmode = 0;
|
|
return;
|
|
}
|
|
|
|
if ( !(pass->flags & SHADER_PASS_BLEND) && qglMTexCoord2fSGIS ) {
|
|
if ( (pass->rgbgen == RGB_GEN_IDENTITY) && (pass->alphagen == ALPHA_GEN_IDENTITY) ) {
|
|
pass->blendmode = GL_REPLACE;
|
|
} else {
|
|
pass->blendsrc = GL_ONE;
|
|
pass->blenddst = GL_ZERO;
|
|
pass->blendmode = GL_MODULATE;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( (pass->blendsrc == GL_ZERO && pass->blenddst == GL_SRC_COLOR) ||
|
|
(pass->blendsrc == GL_DST_COLOR && pass->blenddst == GL_ZERO) )
|
|
pass->blendmode = GL_MODULATE;
|
|
else if ( pass->blendsrc == GL_ONE && pass->blenddst == GL_ONE )
|
|
pass->blendmode = GL_ADD;
|
|
else if ( pass->blendsrc == GL_SRC_ALPHA && pass->blenddst == GL_ONE_MINUS_SRC_ALPHA )
|
|
pass->blendmode = GL_DECAL;
|
|
else
|
|
pass->blendmode = 0;
|
|
}
|
|
|
|
void Shader_Readpass (shader_t *shader, char **ptr)
|
|
{
|
|
char *token;
|
|
shaderpass_t *pass;
|
|
qboolean ignore;
|
|
static shader_t dummy;
|
|
|
|
if ( shader->numpasses >= SHADER_PASS_MAX ) {
|
|
ignore = true;
|
|
shader = &dummy;
|
|
shader->numpasses = 1;
|
|
pass = shader->passes;
|
|
} else {
|
|
ignore = false;
|
|
pass = &shader->passes[shader->numpasses++];
|
|
}
|
|
|
|
// Set defaults
|
|
pass->flags = 0;
|
|
pass->anim_frames[0] = 0;
|
|
pass->anim_numframes = 0;
|
|
pass->depthfunc = GL_LEQUAL;
|
|
pass->rgbgen = RGB_GEN_UNKNOWN;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->numtcmods = 0;
|
|
|
|
// default to R_RenderMeshGeneric
|
|
pass->numMergedPasses = 1;
|
|
pass->flush = R_RenderMeshGeneric;
|
|
|
|
while ( ptr )
|
|
{
|
|
token = COM_ParseExt (ptr, true);
|
|
|
|
if ( !token[0] ) {
|
|
continue;
|
|
} else if ( token[0] == '}' ) {
|
|
break;
|
|
} else if ( Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr) ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// check some things
|
|
if ( ignore ) {
|
|
Shader_Free ( shader );
|
|
return;
|
|
}
|
|
|
|
if ( (pass->blendsrc == GL_ONE) && (pass->blenddst == GL_ZERO) ) {
|
|
pass->flags |= SHADER_PASS_DEPTHWRITE;
|
|
shader->flags |= SHADER_DEPTHWRITE;
|
|
}
|
|
|
|
switch (pass->rgbgen)
|
|
{
|
|
case RGB_GEN_IDENTITY_LIGHTING:
|
|
case RGB_GEN_IDENTITY:
|
|
case RGB_GEN_CONST:
|
|
case RGB_GEN_WAVE:
|
|
case RGB_GEN_ENTITY:
|
|
case RGB_GEN_ONE_MINUS_ENTITY:
|
|
case RGB_GEN_UNKNOWN: // assume RGB_GEN_IDENTITY or RGB_GEN_IDENTITY_LIGHTING
|
|
|
|
switch (pass->alphagen)
|
|
{
|
|
case ALPHA_GEN_IDENTITY:
|
|
case ALPHA_GEN_CONST:
|
|
case ALPHA_GEN_WAVE:
|
|
case ALPHA_GEN_ENTITY:
|
|
pass->flags |= SHADER_PASS_NOCOLORARRAY;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
Shader_SetBlendmode ( pass );
|
|
|
|
if ( (shader->flags & SHADER_SKY) && (shader->flags & SHADER_DEPTHWRITE) ) {
|
|
if ( pass->flags & SHADER_PASS_DEPTHWRITE ) {
|
|
pass->flags &= ~SHADER_PASS_DEPTHWRITE;
|
|
}
|
|
}
|
|
}
|
|
|
|
static qboolean Shader_Parsetok (shader_t *shader, shaderpass_t *pass, shaderkey_t *keys, char *token, char **ptr)
|
|
{
|
|
shaderkey_t *key;
|
|
|
|
for (key = keys; key->keyword != NULL; key++)
|
|
{
|
|
if (!Q_stricmp (token, key->keyword))
|
|
{
|
|
if (key->func)
|
|
key->func ( shader, pass, ptr );
|
|
|
|
return ( ptr && *ptr && **ptr == '}' );
|
|
}
|
|
}
|
|
|
|
// Next Line
|
|
while (ptr)
|
|
{
|
|
token = COM_ParseExt ( ptr, false );
|
|
if ( !token[0] ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Shader_SetPassFlush ( shaderpass_t *pass, shaderpass_t *pass2 )
|
|
{
|
|
if ( ((pass->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
|
|
((pass2->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
|
|
(pass->flags & SHADER_PASS_VIDEOMAP) || (pass2->flags & SHADER_PASS_VIDEOMAP) ||
|
|
((pass->flags & SHADER_PASS_ALPHAFUNC) && (pass2->depthfunc != GL_EQUAL)) ) {
|
|
return;
|
|
}
|
|
|
|
if ( pass2->rgbgen != RGB_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY ) {
|
|
return;
|
|
}
|
|
if (pass->rgbgen != RGB_GEN_IDENTITY || pass->alphagen != ALPHA_GEN_IDENTITY )
|
|
return;
|
|
|
|
// check if we can use R_RenderMeshCombined
|
|
|
|
if ( gl_config.tex_env_combine || gl_config.nv_tex_env_combine4 )
|
|
{
|
|
if ( pass->blendmode == GL_REPLACE )
|
|
{
|
|
if ((pass2->blendmode == GL_DECAL && gl_config.tex_env_combine) ||
|
|
(pass2->blendmode == GL_ADD && gl_config.env_add) ||
|
|
(pass2->blendmode && pass2->blendmode != GL_ADD) || gl_config.nv_tex_env_combine4 )
|
|
{
|
|
pass->flush = R_RenderMeshCombined;
|
|
}
|
|
}
|
|
else if ( pass->blendmode == GL_ADD &&
|
|
pass2->blendmode == GL_ADD && gl_config.env_add )
|
|
{
|
|
pass->flush = R_RenderMeshCombined;
|
|
} else if ( pass->blendmode == GL_MODULATE &&
|
|
pass2->blendmode == GL_MODULATE )
|
|
{
|
|
pass->flush = R_RenderMeshCombined;
|
|
}
|
|
}
|
|
else if ( qglMTexCoord2fSGIS )
|
|
{
|
|
// check if we can use R_RenderMeshMultitextured
|
|
if ( pass->blendmode == GL_REPLACE )
|
|
{
|
|
if ( pass2->blendmode == GL_ADD && gl_config.env_add )
|
|
{
|
|
pass->flush = R_RenderMeshMultitextured;
|
|
pass->numMergedPasses = 2;
|
|
}
|
|
else if ( pass2->blendmode && pass2->blendmode != GL_DECAL )
|
|
{
|
|
pass->flush = R_RenderMeshMultitextured;
|
|
pass->numMergedPasses = 2;
|
|
}
|
|
}
|
|
else if ( pass->blendmode == GL_MODULATE &&
|
|
pass2->blendmode == GL_MODULATE )
|
|
{
|
|
pass->flush = R_RenderMeshMultitextured;
|
|
}
|
|
else if ( pass->blendmode == GL_ADD &&
|
|
pass2->blendmode == GL_ADD && gl_config.env_add )
|
|
{
|
|
pass->flush = R_RenderMeshCombined;
|
|
}
|
|
}
|
|
|
|
if ( pass->flush != R_RenderMeshGeneric ) {
|
|
pass->numMergedPasses = 2;
|
|
}
|
|
}
|
|
|
|
void Shader_SetFeatures ( shader_t *s )
|
|
{
|
|
int i;
|
|
qboolean trnormals;
|
|
shaderpass_t *pass;
|
|
|
|
s->features = MF_NONE;
|
|
|
|
for ( i = 0, trnormals = true; i < s->numdeforms; i++ ) {
|
|
switch ( s->deforms[i].type ) {
|
|
case DEFORMV_BULGE:
|
|
case DEFORMV_WAVE:
|
|
trnormals = false;
|
|
case DEFORMV_NORMAL:
|
|
s->features |= MF_NORMALS;
|
|
break;
|
|
case DEFORMV_MOVE:
|
|
break;
|
|
default:
|
|
trnormals = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( trnormals ) {
|
|
s->features |= MF_TRNORMALS;
|
|
}
|
|
|
|
for ( i = 0, pass = s->passes; i < s->numpasses; i++, pass++ ) {
|
|
switch ( pass->rgbgen ) {
|
|
case RGB_GEN_LIGHTING_DIFFUSE:
|
|
s->features |= MF_NORMALS;
|
|
break;
|
|
case RGB_GEN_VERTEX:
|
|
case RGB_GEN_ONE_MINUS_VERTEX:
|
|
case RGB_GEN_EXACT_VERTEX:
|
|
s->features |= MF_COLORS;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch ( pass->alphagen ) {
|
|
case ALPHA_GEN_SPECULAR:
|
|
s->features |= MF_NORMALS;
|
|
break;
|
|
case ALPHA_GEN_VERTEX:
|
|
s->features |= MF_COLORS;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch ( pass->tcgen ) {
|
|
default:
|
|
s->features |= MF_STCOORDS;
|
|
break;
|
|
case TC_GEN_LIGHTMAP:
|
|
s->features |= MF_LMCOORDS;
|
|
break;
|
|
case TC_GEN_ENVIRONMENT:
|
|
s->features |= MF_NORMALS;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Shader_Finish ( shader_t *s )
|
|
{
|
|
int i;
|
|
shaderpass_t *pass;
|
|
|
|
if ( !Q_stricmp (s->name, "flareShader") ) {
|
|
s->flags |= SHADER_FLARE;
|
|
}
|
|
|
|
if (!s->numpasses && !(s->flags & (SHADER_NODRAW|SHADER_SKY)))
|
|
{
|
|
pass = &s->passes[s->numpasses++];
|
|
pass = &s->passes[0];
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->anim_frames[0] = Mod_LoadHiResTexture(s->name, NULL, true, false, true);//GL_FindImage (shortname, 0);
|
|
pass->depthfunc = GL_LEQUAL;
|
|
pass->flags = SHADER_PASS_DEPTHWRITE;
|
|
pass->rgbgen = RGB_GEN_VERTEX;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->blendmode = GL_MODULATE;
|
|
pass->numMergedPasses = 1;
|
|
pass->flush = R_RenderMeshGeneric;
|
|
Con_Printf("Shader %s with no passes and no surfaceparm nodraw, inserting pass\n", s->name);
|
|
}
|
|
|
|
if ( !s->numpasses && !s->sort ) {
|
|
s->sort = SHADER_SORT_ADDITIVE;
|
|
return;
|
|
}
|
|
|
|
if ( (s->flags & SHADER_POLYGONOFFSET) && !s->sort ) {
|
|
s->sort = SHADER_SORT_ADDITIVE - 1;
|
|
}
|
|
|
|
if ( r_vertexlight.value )
|
|
{
|
|
// do we have a lightmap pass?
|
|
pass = s->passes;
|
|
for ( i = 0; i < s->numpasses; i++, pass++ )
|
|
{
|
|
if ( pass->flags & SHADER_PASS_LIGHTMAP )
|
|
break;
|
|
}
|
|
|
|
if ( i == s->numpasses )
|
|
{
|
|
goto done;
|
|
}
|
|
|
|
// try to find pass with rgbgen set to RGB_GEN_VERTEX
|
|
pass = s->passes;
|
|
for ( i = 0; i < s->numpasses; i++, pass++ )
|
|
{
|
|
if ( pass->rgbgen == RGB_GEN_VERTEX )
|
|
break;
|
|
}
|
|
|
|
if ( i < s->numpasses )
|
|
{ // we found it
|
|
pass->flags |= SHADER_CULL_FRONT;
|
|
pass->flags &= ~(SHADER_PASS_BLEND|SHADER_PASS_ANIMMAP);
|
|
pass->blendmode = 0;
|
|
pass->flags |= SHADER_PASS_DEPTHWRITE;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->numMergedPasses = 1;
|
|
pass->flush = R_RenderMeshGeneric;
|
|
s->flags |= SHADER_DEPTHWRITE;
|
|
s->sort = SHADER_SORT_OPAQUE;
|
|
s->numpasses = 1;
|
|
memcpy ( &s->passes[0], pass, sizeof(shaderpass_t) );
|
|
}
|
|
else
|
|
{ // we didn't find it - simply remove all lightmap passes
|
|
pass = s->passes;
|
|
for ( i = 0; i < s->numpasses; i++, pass++ )
|
|
{
|
|
if ( pass->flags & SHADER_PASS_LIGHTMAP )
|
|
break;
|
|
}
|
|
|
|
if ( i == s->numpasses -1 )
|
|
{
|
|
s->numpasses--;
|
|
}
|
|
else if ( i < s->numpasses - 1 )
|
|
{
|
|
for ( ; i < s->numpasses - 1; i++, pass++ )
|
|
{
|
|
memcpy ( pass, &s->passes[i+1], sizeof(shaderpass_t) );
|
|
}
|
|
s->numpasses--;
|
|
}
|
|
|
|
if ( s->passes[0].numtcmods )
|
|
{
|
|
pass = s->passes;
|
|
for ( i = 0; i < s->numpasses; i++, pass++ )
|
|
{
|
|
if ( !pass->numtcmods )
|
|
break;
|
|
}
|
|
|
|
memcpy ( &s->passes[0], pass, sizeof(shaderpass_t) );
|
|
}
|
|
|
|
s->passes[0].rgbgen = RGB_GEN_VERTEX;
|
|
s->passes[0].alphagen = ALPHA_GEN_IDENTITY;
|
|
s->passes[0].blendmode = 0;
|
|
s->passes[0].flags &= ~(SHADER_PASS_BLEND|SHADER_PASS_ANIMMAP|SHADER_PASS_NOCOLORARRAY);
|
|
s->passes[0].flags |= SHADER_PASS_DEPTHWRITE;
|
|
s->passes[0].numMergedPasses = 1;
|
|
s->passes[0].flush = R_RenderMeshGeneric;
|
|
s->numpasses = 1;
|
|
s->flags |= SHADER_DEPTHWRITE;
|
|
}
|
|
}
|
|
done:;
|
|
|
|
pass = s->passes;
|
|
for ( i = 0; i < s->numpasses; i++, pass++ ) {
|
|
if ( !(pass->flags & SHADER_PASS_BLEND) ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// all passes have blendfuncs
|
|
if ( i == s->numpasses ) {
|
|
int opaque;
|
|
|
|
opaque = -1;
|
|
pass = s->passes;
|
|
for ( i = 0; i < s->numpasses; i++, pass++ ) {
|
|
if ( (pass->blendsrc == GL_ONE) && (pass->blenddst == GL_ZERO) ) {
|
|
opaque = i;
|
|
}
|
|
|
|
if ( pass->rgbgen == RGB_GEN_UNKNOWN ) {
|
|
if ( !s->fog_dist && !(pass->flags & SHADER_PASS_LIGHTMAP) )
|
|
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
|
|
else
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
}
|
|
}
|
|
|
|
if ( !( s->flags & SHADER_SKY ) && !s->sort ) {
|
|
if ( opaque == -1 )
|
|
s->sort = SHADER_SORT_ADDITIVE;
|
|
else if ( s->passes[opaque].flags & SHADER_PASS_ALPHAFUNC )
|
|
s->sort = SHADER_SORT_OPAQUE + 1;
|
|
else
|
|
s->sort = SHADER_SORT_OPAQUE;
|
|
}
|
|
} else {
|
|
int j;
|
|
shaderpass_t *sp;
|
|
|
|
sp = s->passes;
|
|
for ( j = 0; j < s->numpasses; j++, sp++ ) {
|
|
if ( sp->rgbgen == RGB_GEN_UNKNOWN ) {
|
|
sp->rgbgen = RGB_GEN_IDENTITY;
|
|
}
|
|
}
|
|
|
|
if ( !s->sort ) {
|
|
if ( pass->flags & SHADER_PASS_ALPHAFUNC )
|
|
s->sort = SHADER_SORT_OPAQUE + 1;
|
|
}
|
|
|
|
if ( !( s->flags & SHADER_DEPTHWRITE ) &&
|
|
!( s->flags & SHADER_SKY ) )
|
|
{
|
|
pass->flags |= SHADER_PASS_DEPTHWRITE;
|
|
s->flags |= SHADER_DEPTHWRITE;
|
|
}
|
|
}
|
|
|
|
if ( s->numpasses >= 2 )
|
|
{
|
|
pass = s->passes;
|
|
for ( i = 0; i < s->numpasses; )
|
|
{
|
|
if ( i == s->numpasses - 1 )
|
|
break;
|
|
|
|
pass = s->passes + i;
|
|
Shader_SetPassFlush ( pass, pass + 1 );
|
|
|
|
i += pass->numMergedPasses;
|
|
}
|
|
}
|
|
|
|
if ( !s->sort ) {
|
|
s->sort = SHADER_SORT_OPAQUE;
|
|
}
|
|
|
|
if ( (s->flags & SHADER_SKY) && (s->flags & SHADER_DEPTHWRITE) ) {
|
|
s->flags &= ~SHADER_DEPTHWRITE;
|
|
}
|
|
|
|
Shader_SetFeatures ( s );
|
|
}
|
|
/*
|
|
void Shader_UpdateRegistration (void)
|
|
{
|
|
int i, j, l;
|
|
shader_t *shader;
|
|
shaderpass_t *pass;
|
|
|
|
#ifdef FIZME
|
|
if ( chars_shader )
|
|
chars_shader->registration_sequence = registration_sequence;
|
|
|
|
if ( propfont1_shader )
|
|
propfont1_shader->registration_sequence = registration_sequence;
|
|
|
|
if ( propfont1_glow_shader )
|
|
propfont1_glow_shader->registration_sequence = registration_sequence;
|
|
|
|
if ( propfont2_shader )
|
|
propfont2_shader->registration_sequence = registration_sequence;
|
|
|
|
if ( particle_shader )
|
|
particle_shader->registration_sequence = registration_sequence;
|
|
#endif
|
|
shader = r_shaders;
|
|
for (i = 0; i < MAX_SHADERS; i++, shader++)
|
|
{
|
|
if ( !shader->registration_sequence )
|
|
continue;
|
|
if ( shader->registration_sequence != registration_sequence ) {
|
|
Shader_Free ( shader );
|
|
shader->registration_sequence = 0;
|
|
continue;
|
|
}
|
|
#ifdef FIZME: skydomes
|
|
if ( shader->flags & SHADER_SKY && shader->skydome ) {
|
|
if ( shader->skydome->farbox_textures[0] ) {
|
|
for ( j = 0; j < 6; j++ ) {
|
|
if ( shader->skydome->farbox_textures[j] )
|
|
shader->skydome->farbox_textures[j]->registration_sequence = registration_sequence;
|
|
}
|
|
}
|
|
|
|
if ( shader->skydome->nearbox_textures[0] ) {
|
|
for ( j = 0; j < 6; j++ ) {
|
|
if ( shader->skydome->nearbox_textures[j] )
|
|
shader->skydome->nearbox_textures[j]->registration_sequence = registration_sequence;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
pass = shader->passes;
|
|
for (j = 0; j < shader->numpasses; j++, pass++)
|
|
{
|
|
if ( pass->flags & SHADER_PASS_ANIMMAP ) {
|
|
for (l = 0; l < pass->anim_numframes; l++)
|
|
{
|
|
if ( pass->anim_frames[l] )
|
|
pass->anim_frames[l]->registration_sequence = registration_sequence;
|
|
}
|
|
} else if ( pass->flags & SHADER_PASS_VIDEOMAP ) {
|
|
// Shader_RunCinematic will do the job
|
|
// pass->cin->frame = -1;
|
|
} else if ( !(pass->flags & SHADER_PASS_LIGHTMAP) ) {
|
|
if ( pass->anim_frames[0] )
|
|
pass->anim_frames[0]->registration_sequence = registration_sequence;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
/*
|
|
void Shader_UploadCinematic (shader_t *shader)
|
|
{
|
|
int j;
|
|
shaderpass_t *pass;
|
|
|
|
// upload cinematics
|
|
pass = shader->passes;
|
|
for ( j = 0; j < shader->numpasses; j++, pass++ ) {
|
|
if ( pass->flags & SHADER_PASS_VIDEOMAP ) {
|
|
pass->anim_frames[0] = GL_ResampleCinematicFrame ( pass );
|
|
}
|
|
}
|
|
}
|
|
|
|
void Shader_RunCinematic (void)
|
|
{
|
|
int i, j;
|
|
shader_t *shader;
|
|
shaderpass_t *pass;
|
|
|
|
shader = r_shaders;
|
|
for ( i = 0; i < MAX_SHADERS; i++, shader++ ) {
|
|
if ( !shader->registration_sequence )
|
|
continue;
|
|
if ( !(shader->flags & SHADER_VIDEOMAP) )
|
|
continue;
|
|
|
|
pass = shader->passes;
|
|
for ( j = 0; j < shader->numpasses; j++, pass++ ) {
|
|
if ( !(pass->flags & SHADER_PASS_VIDEOMAP) )
|
|
continue;
|
|
|
|
// reinitialize
|
|
if ( pass->cin->frame == -1 ) {
|
|
GL_StopCinematic ( pass->cin );
|
|
GL_PlayCinematic( pass->cin );
|
|
|
|
if ( pass->cin->time == 0 ) { // not found
|
|
pass->flags &= ~SHADER_PASS_VIDEOMAP;
|
|
Z_Free ( pass->cin );
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
GL_RunCinematic ( pass->cin );
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
void Shader_DefaultBSP(char *shortname, shader_t *s)
|
|
{
|
|
shaderpass_t *pass;
|
|
pass = &s->passes[0];
|
|
pass->flags = SHADER_PASS_LIGHTMAP | SHADER_PASS_DEPTHWRITE | SHADER_PASS_NOCOLORARRAY;
|
|
pass->tcgen = TC_GEN_LIGHTMAP;
|
|
pass->anim_frames[0] = 0;
|
|
pass->depthfunc = GL_LEQUAL;
|
|
pass->blendmode = GL_REPLACE;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
pass->numMergedPasses = 2;
|
|
|
|
if ( qglMTexCoord2fSGIS )
|
|
{
|
|
pass->numMergedPasses = 2;
|
|
pass->flush = R_RenderMeshMultitextured;
|
|
}
|
|
else
|
|
{
|
|
pass->numMergedPasses = 1;
|
|
pass->flush = R_RenderMeshGeneric;
|
|
}
|
|
|
|
pass = &s->passes[1];
|
|
pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, false, true);//GL_FindImage (shortname, 0);
|
|
pass->blendsrc = GL_ZERO;
|
|
pass->blenddst = GL_SRC_COLOR;
|
|
pass->blendmode = GL_MODULATE;
|
|
pass->depthfunc = GL_LEQUAL;
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
|
|
pass->numMergedPasses = 1;
|
|
pass->flush = R_RenderMeshGeneric;
|
|
|
|
if ( !pass->anim_frames[0] ) {
|
|
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = 0;//fizme:r_notexture;
|
|
}
|
|
|
|
s->numpasses = 2;
|
|
s->numdeforms = 0;
|
|
s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
|
|
s->features = MF_STCOORDS|MF_LMCOORDS|MF_TRNORMALS;
|
|
s->sort = SHADER_SORT_OPAQUE;
|
|
s->registration_sequence = 1;//fizme: registration_sequence;
|
|
}
|
|
|
|
void Shader_DefaultBSPVertex(char *shortname, shader_t *s)
|
|
{
|
|
shaderpass_t *pass;
|
|
pass = &s->passes[0];
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, false, true);//GL_FindImage (shortname, 0);
|
|
pass->depthfunc = GL_LEQUAL;
|
|
pass->flags = SHADER_PASS_DEPTHWRITE;
|
|
pass->rgbgen = RGB_GEN_VERTEX;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->blendmode = GL_MODULATE;
|
|
pass->numMergedPasses = 1;
|
|
pass->flush = R_RenderMeshGeneric;
|
|
|
|
if ( !pass->anim_frames[0] ) {
|
|
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = 0;//fizme:r_notexture;
|
|
}
|
|
|
|
s->numpasses = 1;
|
|
s->numdeforms = 0;
|
|
s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
|
|
s->features = MF_STCOORDS|MF_COLORS|MF_TRNORMALS;
|
|
s->sort = SHADER_SORT_OPAQUE;
|
|
s->registration_sequence = 1;//fizme: registration_sequence;
|
|
}
|
|
void Shader_DefaultBSPFlare(char *shortname, shader_t *s)
|
|
{
|
|
shaderpass_t *pass;
|
|
pass = &s->passes[0];
|
|
pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY;
|
|
pass->blendsrc = GL_ONE;
|
|
pass->blenddst = GL_ONE;
|
|
pass->blendmode = GL_MODULATE;
|
|
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, true, true);//GL_FindImage (shortname, 0);
|
|
pass->depthfunc = GL_LEQUAL;
|
|
pass->rgbgen = RGB_GEN_VERTEX;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->numtcmods = 0;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->numMergedPasses = 1;
|
|
pass->flush = R_RenderMeshGeneric;
|
|
|
|
if ( !pass->anim_frames[0] ) {
|
|
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = 0;//fizme:r_notexture;
|
|
}
|
|
|
|
s->numpasses = 1;
|
|
s->numdeforms = 0;
|
|
s->flags = SHADER_FLARE;
|
|
s->features = MF_STCOORDS|MF_COLORS;
|
|
s->sort = SHADER_SORT_ADDITIVE;
|
|
s->registration_sequence = 1;//fizme: registration_sequence;
|
|
}
|
|
void Shader_DefaultSkin(char *shortname, shader_t *s)
|
|
{
|
|
int tex;
|
|
shaderpass_t *pass;
|
|
|
|
s->numpasses = 0;
|
|
|
|
tex = Mod_LoadHiResTexture(shortname, NULL, true, true, true);
|
|
// if (tex)
|
|
{
|
|
pass = &s->passes[s->numpasses++];
|
|
pass->flags = SHADER_PASS_DEPTHWRITE;
|
|
pass->anim_frames[0] = tex;
|
|
pass->depthfunc = GL_LEQUAL;
|
|
pass->rgbgen = RGB_GEN_LIGHTING_DIFFUSE;
|
|
pass->numtcmods = 0;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->blendsrc = GL_SRC_ALPHA;
|
|
pass->blenddst = GL_ONE_MINUS_SRC_ALPHA;
|
|
pass->blendmode = GL_MODULATE;
|
|
pass->numMergedPasses = 1;
|
|
pass->flush = R_RenderMeshGeneric;
|
|
if (!pass->anim_frames[0])
|
|
{
|
|
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = 0;//fizme:r_notexture;
|
|
}
|
|
}
|
|
|
|
tex = Mod_LoadHiResTexture(va("%s_shirt", shortname), NULL, true, true, true);
|
|
if (tex)
|
|
{
|
|
pass = &s->passes[s->numpasses++];
|
|
pass->flags = SHADER_PASS_BLEND;
|
|
pass->anim_frames[0] = tex;
|
|
pass->depthfunc = GL_EQUAL;
|
|
pass->rgbgen = RGB_GEN_TOPCOLOR;
|
|
pass->numtcmods = 0;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->blendsrc = GL_ONE;
|
|
pass->blenddst = GL_ONE;
|
|
pass->blendmode = GL_MODULATE;
|
|
pass->numMergedPasses = 1;
|
|
pass->flush = R_RenderMeshGeneric;
|
|
if (!pass->anim_frames[0])
|
|
{
|
|
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = 0;//fizme:r_notexture;
|
|
}
|
|
}
|
|
|
|
tex = Mod_LoadHiResTexture(va("%s_pants", shortname), NULL, true, true, true);
|
|
if (tex)
|
|
{
|
|
pass = &s->passes[s->numpasses++];
|
|
pass->flags = SHADER_PASS_BLEND;
|
|
pass->anim_frames[0] = tex;
|
|
pass->depthfunc = GL_EQUAL;
|
|
pass->rgbgen = RGB_GEN_BOTTOMCOLOR;
|
|
pass->numtcmods = 0;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->blendsrc = GL_ONE;
|
|
pass->blenddst = GL_ONE;
|
|
pass->blendmode = GL_MODULATE;
|
|
pass->numMergedPasses = 1;
|
|
pass->flush = R_RenderMeshGeneric;
|
|
if (!pass->anim_frames[0])
|
|
{
|
|
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = 0;//fizme:r_notexture;
|
|
}
|
|
}
|
|
|
|
tex = Mod_LoadHiResTexture(va("%s_glow", shortname), NULL, true, true, true);
|
|
if (tex)
|
|
{
|
|
pass = &s->passes[s->numpasses++];
|
|
pass->flags = SHADER_PASS_BLEND;
|
|
pass->anim_frames[0] = tex;
|
|
pass->depthfunc = GL_EQUAL;
|
|
pass->rgbgen = RGB_GEN_LIGHTING_DIFFUSE;
|
|
pass->numtcmods = 0;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->blendsrc = GL_ONE;
|
|
pass->blenddst = GL_ONE;
|
|
pass->blendmode = GL_MODULATE;
|
|
pass->numMergedPasses = 1;
|
|
pass->flush = R_RenderMeshGeneric;
|
|
if (!pass->anim_frames[0])
|
|
{
|
|
Con_DPrintf (S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname);
|
|
pass->anim_frames[0] = 0;//fizme:r_notexture;
|
|
}
|
|
}
|
|
|
|
s->numdeforms = 0;
|
|
s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
|
|
s->features = MF_STCOORDS|MF_NORMALS;
|
|
s->sort = SHADER_SORT_OPAQUE;
|
|
s->registration_sequence = 1;//fizme: registration_sequence;
|
|
}
|
|
void Shader_DefaultSkinShell(char *shortname, shader_t *s)
|
|
{
|
|
shaderpass_t *pass;
|
|
pass = &s->passes[0];
|
|
pass->flags = SHADER_PASS_DEPTHWRITE | SHADER_PASS_BLEND;
|
|
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, true, true);//GL_FindImage (shortname, 0);
|
|
pass->depthfunc = GL_LEQUAL;
|
|
pass->rgbgen = RGB_GEN_ENTITY;
|
|
pass->alphagen = ALPHA_GEN_ENTITY;
|
|
pass->numtcmods = 0;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->blendsrc = GL_SRC_ALPHA;
|
|
pass->blenddst = GL_ONE_MINUS_SRC_ALPHA;
|
|
pass->blendmode = GL_MODULATE;
|
|
pass->numMergedPasses = 1;
|
|
pass->flush = R_RenderMeshGeneric;
|
|
|
|
if ( !pass->anim_frames[0] ) {
|
|
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = 0;//fizme:r_notexture;
|
|
}
|
|
|
|
s->numpasses = 1;
|
|
s->numdeforms = 0;
|
|
s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
|
|
s->features = MF_STCOORDS|MF_NORMALS;
|
|
s->sort = SHADER_SORT_OPAQUE;
|
|
s->registration_sequence = 1;//fizme: registration_sequence;
|
|
}
|
|
void Shader_Default2D(char *shortname, shader_t *s)
|
|
{
|
|
shaderpass_t *pass;
|
|
pass = &s->passes[0];
|
|
pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY;
|
|
pass->blendsrc = GL_SRC_ALPHA;
|
|
pass->blenddst = GL_ONE_MINUS_SRC_ALPHA;
|
|
pass->blendmode = GL_MODULATE;
|
|
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, false, true, true);//GL_FindImage (shortname, IT_NOPICMIP|IT_NOMIPMAP);
|
|
pass->depthfunc = GL_LEQUAL;
|
|
pass->rgbgen = RGB_GEN_VERTEX;
|
|
pass->alphagen = ALPHA_GEN_VERTEX;
|
|
pass->numtcmods = 0;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->numMergedPasses = 1;
|
|
pass->flush = R_RenderMeshGeneric;
|
|
|
|
if ( !pass->anim_frames[0] ) {
|
|
Con_DPrintf ( S_COLOR_YELLOW "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = 0;//fizme:r_notexture;
|
|
}
|
|
|
|
s->numpasses = 1;
|
|
s->numdeforms = 0;
|
|
s->flags = SHADER_NOPICMIP|SHADER_NOMIPMAPS|SHADER_BLEND;
|
|
s->features = MF_STCOORDS|MF_COLORS;
|
|
s->sort = SHADER_SORT_ADDITIVE;
|
|
s->registration_sequence = 1;//fizme: registration_sequence;
|
|
}
|
|
|
|
int R_LoadShader ( char *name, void(*defaultgen)(char *name, shader_t*))
|
|
{
|
|
int i, f = -1;
|
|
unsigned int offset, length = 0;
|
|
char shortname[MAX_QPATH], path[MAX_QPATH];
|
|
char *buf = NULL, *ts = NULL;
|
|
shader_t *s;
|
|
|
|
COM_StripExtension ( name, shortname );
|
|
|
|
COM_CleanUpPath(shortname);
|
|
|
|
// test if already loaded
|
|
for (i = 0; i < MAX_SHADERS; i++)
|
|
{
|
|
if (!r_shaders[i].registration_sequence)
|
|
{
|
|
if ( f == -1 ) // free shader
|
|
f = i;
|
|
continue;
|
|
}
|
|
|
|
if (!Q_stricmp (shortname, r_shaders[i].name) )
|
|
{
|
|
r_shaders[i].registration_sequence = 1;//fizme: registration_sequence;
|
|
return i;
|
|
}
|
|
}
|
|
|
|
if ( f == -1 )
|
|
{
|
|
Sys_Error( "R_LoadShader: Shader limit exceeded.");
|
|
return f;
|
|
}
|
|
|
|
s = &r_shaders[f];
|
|
memset ( s, 0, sizeof( shader_t ) );
|
|
|
|
Com_sprintf ( s->name, MAX_QPATH, shortname );
|
|
|
|
Shader_GetPathAndOffset( shortname, &ts, &offset );
|
|
|
|
if ( ts ) {
|
|
Com_sprintf ( path, sizeof(path), "%s", ts );
|
|
length = FS_LoadFile ( path, (void **)&buf );
|
|
}
|
|
|
|
// the shader is in the shader scripts
|
|
if ( ts && buf && (offset < length) )
|
|
{
|
|
char *ptr, *token;
|
|
|
|
// set defaults
|
|
s->flags = SHADER_CULL_FRONT;
|
|
s->registration_sequence = 1;//fizme: registration_sequence;
|
|
|
|
ptr = buf + offset;
|
|
token = COM_ParseExt (&ptr, true);
|
|
|
|
if ( !ptr || token[0] != '{' ) {
|
|
return -1;
|
|
}
|
|
|
|
while ( ptr )
|
|
{
|
|
token = COM_ParseExt (&ptr, true);
|
|
|
|
if ( !token[0] ) {
|
|
continue;
|
|
} else if ( token[0] == '}' ) {
|
|
break;
|
|
} else if ( token[0] == '{' ) {
|
|
Shader_Readpass ( s, &ptr );
|
|
} else if ( Shader_Parsetok (s, NULL, shaderkeys, token, &ptr ) ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
Shader_Finish ( s );
|
|
FS_FreeFile ( buf );
|
|
}
|
|
else // make a default shader
|
|
{
|
|
if (defaultgen)
|
|
defaultgen(shortname, s);
|
|
else
|
|
return -1;
|
|
}
|
|
|
|
return f;
|
|
}
|
|
|
|
shader_t *R_RegisterPic (char *name)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_Default2D)];
|
|
}
|
|
|
|
shader_t *R_RegisterShader (char *name)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_DefaultBSP)];
|
|
}
|
|
|
|
shader_t *R_RegisterShader_Vertex (char *name)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPVertex)];
|
|
}
|
|
|
|
shader_t *R_RegisterShader_Flare (char *name)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPFlare)];
|
|
}
|
|
|
|
shader_t *R_RegisterSkin (char *name)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_DefaultSkin)];
|
|
}
|
|
shader_t *R_RegisterCustom (char *name, void(*defaultgen)(char *name, shader_t*))
|
|
{
|
|
int i;
|
|
i = R_LoadShader (name, defaultgen);
|
|
if (i < 0)
|
|
return NULL;
|
|
return &r_shaders[i];
|
|
}
|
|
#endif
|
|
|