mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 22:51:57 +00:00
9cd988a836
Fixed up cl_indepphysics. Sending is fully independent, bar sync points. Fixed so #if 0 works in qc code. Fixed up error conditions in qclib when features are not supported. The webpage generator will now refcount properly. Fixed error conditions when using glsl shaders. If MULTITHREAD is defined, r_loadlit will not light inside a separate thread. We now generate VBOs for bsp objects. Shaders/rtlights don't use them yet. Fixed up MVD/multiview playback a bit. It now looks like it works! (cl_hightrack will no longer track the same person in all views). Fixed error conditions when attempting to download versioned csprogs. Reduced the number of places that a q3-style marked up string is expanded. I think there are a couple places left still though. Approximated ezquake colour codes. Memory mapped read file access in win32, where we can. Not sure about this. Lets see how things pan out. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3195 fc73d0e0-1445-4013-8a0c-d673dee63da5
2571 lines
61 KiB
C
2571 lines
61 KiB
C
/*
|
|
Copyright (C) 2002-2003 Victor Luchits
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
// r_shader.c - based on code by Stephen C. Taylor
|
|
|
|
|
|
#include "quakedef.h"
|
|
#include "glquake.h"
|
|
#include "shader.h"
|
|
|
|
#include "hash.h"
|
|
|
|
|
|
#include <ctype.h>
|
|
|
|
extern int missing_texture;
|
|
|
|
|
|
|
|
//Spike: Marked code removal areas with FIZME
|
|
//readd as porting progresses
|
|
|
|
|
|
#ifdef Q3SHADERS
|
|
|
|
cvar_t r_vertexlight = SCVAR("r_vertexlight", "0");
|
|
|
|
#define Q_stricmp stricmp
|
|
#define Com_sprintf snprintf
|
|
#define clamp(v,min, max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v)));
|
|
|
|
typedef union {
|
|
float f;
|
|
unsigned int i;
|
|
} float_int_t;
|
|
qbyte FloatToByte( float x )
|
|
{
|
|
static float_int_t f2i;
|
|
|
|
// shift float to have 8bit fraction at base of number
|
|
f2i.f = x + 32768.0f;
|
|
|
|
// then read as integer and kill float bits...
|
|
return (qbyte) min(f2i.i & 0x7FFFFF, 255);
|
|
}
|
|
|
|
|
|
|
|
cvar_t r_detailtextures;
|
|
|
|
|
|
#define MAX_SHADERS 2048 //fixme: this takes a lot of bss in the r_shaders list
|
|
|
|
|
|
#define MAX_TOKEN_CHARS 1024
|
|
|
|
char *COM_ParseExt (char **data_p, qboolean nl)
|
|
{
|
|
int c;
|
|
int len;
|
|
char *data;
|
|
qboolean newlines = false;
|
|
|
|
data = *data_p;
|
|
len = 0;
|
|
com_token[0] = 0;
|
|
|
|
if (!data)
|
|
{
|
|
*data_p = NULL;
|
|
return "";
|
|
}
|
|
|
|
// skip whitespace
|
|
skipwhite:
|
|
while ( (c = *data) <= ' ')
|
|
{
|
|
if (c == 0)
|
|
{
|
|
*data_p = NULL;
|
|
return "";
|
|
}
|
|
if (c == '\n')
|
|
newlines = true;
|
|
data++;
|
|
}
|
|
|
|
if ( newlines && !nl ) {
|
|
*data_p = data;
|
|
return com_token;
|
|
}
|
|
|
|
// skip // comments
|
|
if (c == '/' && data[1] == '/')
|
|
{
|
|
while (*data && *data != '\n')
|
|
data++;
|
|
goto skipwhite;
|
|
}
|
|
|
|
// handle quoted strings specially
|
|
if (c == '\"')
|
|
{
|
|
data++;
|
|
while (1)
|
|
{
|
|
c = *data++;
|
|
if (c=='\"' || !c)
|
|
{
|
|
com_token[len] = 0;
|
|
*data_p = data;
|
|
return com_token;
|
|
}
|
|
if (len < MAX_TOKEN_CHARS)
|
|
{
|
|
com_token[len] = c;
|
|
len++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// parse a regular word
|
|
do
|
|
{
|
|
if (len < MAX_TOKEN_CHARS)
|
|
{
|
|
com_token[len] = c;
|
|
len++;
|
|
}
|
|
data++;
|
|
c = *data;
|
|
} while (c>32);
|
|
|
|
if (len == MAX_TOKEN_CHARS)
|
|
{
|
|
// Com_Printf ("Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
|
|
len = 0;
|
|
}
|
|
com_token[len] = 0;
|
|
|
|
*data_p = data;
|
|
return com_token;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#define HASH_SIZE 128
|
|
|
|
typedef struct shaderkey_s
|
|
{
|
|
char *keyword;
|
|
void (*func)( shader_t *shader, shaderpass_t *pass, char **ptr );
|
|
} shaderkey_t;
|
|
|
|
typedef struct shadercache_s {
|
|
char name[MAX_QPATH];
|
|
char *path;
|
|
unsigned int offset;
|
|
struct shadercache_s *hash_next;
|
|
} shadercache_t;
|
|
|
|
static shadercache_t *shader_hash[HASH_SIZE];
|
|
static char shaderbuf[MAX_QPATH * 256];
|
|
int shaderbuflen;
|
|
|
|
shader_t r_shaders[MAX_SHADERS];
|
|
|
|
//static char r_skyboxname[MAX_QPATH];
|
|
//static float r_skyheight;
|
|
|
|
char *Shader_Skip( char *ptr );
|
|
static qboolean Shader_Parsetok( shader_t *shader, shaderpass_t *pass, shaderkey_t *keys,
|
|
char *token, char **ptr );
|
|
static void Shader_ParseFunc( char **args, shaderfunc_t *func );
|
|
static void Shader_MakeCache( char *path );
|
|
static void Shader_GetPathAndOffset( char *name, char **path, unsigned int *offset );
|
|
|
|
//===========================================================================
|
|
|
|
static char *Shader_ParseString ( char **ptr )
|
|
{
|
|
char *token;
|
|
|
|
if ( !ptr || !(*ptr) ) {
|
|
return "";
|
|
}
|
|
if ( !**ptr || **ptr == '}' ) {
|
|
return "";
|
|
}
|
|
|
|
token = COM_ParseExt ( ptr, false );
|
|
Q_strlwr ( token );
|
|
|
|
return token;
|
|
}
|
|
|
|
static float Shader_ParseFloat ( char **ptr )
|
|
{
|
|
if ( !ptr || !(*ptr) ) {
|
|
return 0;
|
|
}
|
|
if ( !**ptr || **ptr == '}' ) {
|
|
return 0;
|
|
}
|
|
|
|
return atof ( COM_ParseExt ( ptr, false ) );
|
|
}
|
|
|
|
static void Shader_ParseVector ( char **ptr, vec3_t v )
|
|
{
|
|
char *token;
|
|
qboolean bracket;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "(") ) {
|
|
bracket = true;
|
|
token = Shader_ParseString ( ptr );
|
|
} else if ( token[0] == '(' ) {
|
|
bracket = true;
|
|
token = &token[1];
|
|
} else {
|
|
bracket = false;
|
|
}
|
|
|
|
v[0] = atof ( token );
|
|
v[1] = Shader_ParseFloat ( ptr );
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !token[0] ) {
|
|
v[2] = 0;
|
|
} else if ( token[strlen(token)-1] == ')' ) {
|
|
token[strlen(token)-1] = 0;
|
|
v[2] = atof ( token );
|
|
} else {
|
|
v[2] = atof ( token );
|
|
if ( bracket ) {
|
|
Shader_ParseString ( ptr );
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Shader_ParseSkySides ( shader_t *shader, char **ptr, int *images )
|
|
{
|
|
int i;
|
|
char *token;
|
|
char path[MAX_QPATH];
|
|
static char *suf[6] = { "rt", "bk", "lf", "ft", "up", "dn" };
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
for ( i = 0; i < 6; i++ )
|
|
{
|
|
if ( token[0] == '-' ) {
|
|
images[i] = 0;
|
|
} else {
|
|
Com_sprintf ( path, sizeof(path), "%s_%s", token, suf[i] );
|
|
images[i] = Mod_LoadHiResTexture ( path, NULL, true, false, true);//|IT_SKY );
|
|
if (!images[i])
|
|
{
|
|
Con_Printf("Shader \"%s\" missing texture: %s\n", shader->name, path);
|
|
images[i] = missing_texture;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Shader_ParseFunc ( char **ptr, shaderfunc_t *func )
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "sin") ) {
|
|
func->type = SHADER_FUNC_SIN;
|
|
} else if ( !Q_stricmp (token, "triangle") ) {
|
|
func->type = SHADER_FUNC_TRIANGLE;
|
|
} else if ( !Q_stricmp (token, "square") ) {
|
|
func->type = SHADER_FUNC_SQUARE;
|
|
} else if ( !Q_stricmp (token, "sawtooth") ) {
|
|
func->type = SHADER_FUNC_SAWTOOTH;
|
|
} else if (!Q_stricmp (token, "inversesawtooth") ) {
|
|
func->type = SHADER_FUNC_INVERSESAWTOOTH;
|
|
} else if (!Q_stricmp (token, "noise") ) {
|
|
func->type = SHADER_FUNC_NOISE;
|
|
}
|
|
|
|
func->args[0] = Shader_ParseFloat ( ptr );
|
|
func->args[1] = Shader_ParseFloat ( ptr );
|
|
func->args[2] = Shader_ParseFloat ( ptr );
|
|
func->args[3] = Shader_ParseFloat ( ptr );
|
|
}
|
|
|
|
//===========================================================================
|
|
|
|
|
|
enum {
|
|
IT_CLAMP = 1<<0,
|
|
IT_SKY = 1<<1,
|
|
IT_NOMIPMAP = 1<<2,
|
|
IT_NOPICMIP = 1<<3
|
|
};
|
|
static int Shader_SetImageFlags ( shader_t *shader )
|
|
{
|
|
int flags = 0;
|
|
|
|
if ( shader->flags & SHADER_SKY ) {
|
|
flags |= IT_SKY;
|
|
}
|
|
if ( shader->flags & SHADER_NOMIPMAPS ) {
|
|
flags |= IT_NOMIPMAP;
|
|
}
|
|
if ( shader->flags & SHADER_NOPICMIP ) {
|
|
flags |= IT_NOPICMIP;
|
|
}
|
|
|
|
return flags;
|
|
}
|
|
|
|
static int Shader_FindImage ( char *name, int flags )
|
|
{
|
|
if ( !Q_stricmp (name, "$whiteimage") ) {
|
|
return 0;
|
|
} else {
|
|
return Mod_LoadHiResTexture(name, NULL, !(flags & IT_NOMIPMAP), true, true);//GL_FindImage ( name, flags );
|
|
}
|
|
}
|
|
|
|
|
|
/****************** shader keyword functions ************************/
|
|
|
|
static void Shader_Cull ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
|
|
shader->flags &= ~(SHADER_CULL_FRONT|SHADER_CULL_BACK);
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "disable") || !Q_stricmp (token, "none") || !Q_stricmp (token, "twosided") ) {
|
|
} else if ( !Q_stricmp (token, "front") ) {
|
|
shader->flags |= SHADER_CULL_FRONT;
|
|
} else if ( !Q_stricmp (token, "back") || !Q_stricmp (token, "backside") || !Q_stricmp (token, "backsided") ) {
|
|
shader->flags |= SHADER_CULL_BACK;
|
|
} else {
|
|
shader->flags |= SHADER_CULL_FRONT;
|
|
}
|
|
}
|
|
|
|
static void Shader_NoMipMaps ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
shader->flags |= (SHADER_NOMIPMAPS|SHADER_NOPICMIP);
|
|
}
|
|
|
|
static void Shader_NoPicMip ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
shader->flags |= SHADER_NOPICMIP;
|
|
}
|
|
|
|
static void Shader_DeformVertexes ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
deformv_t *deformv;
|
|
|
|
if ( shader->numdeforms >= SHADER_DEFORM_MAX ) {
|
|
return;
|
|
}
|
|
|
|
deformv = &shader->deforms[shader->numdeforms];
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "wave") ) {
|
|
deformv->type = DEFORMV_WAVE;
|
|
deformv->args[0] = Shader_ParseFloat ( ptr );
|
|
if ( deformv->args[0] ) {
|
|
deformv->args[0] = 1.0f / deformv->args[0];
|
|
}
|
|
|
|
Shader_ParseFunc ( ptr, &deformv->func );
|
|
} else if ( !Q_stricmp (token, "normal") ) {
|
|
deformv->type = DEFORMV_NORMAL;
|
|
deformv->args[0] = Shader_ParseFloat ( ptr );
|
|
deformv->args[1] = Shader_ParseFloat ( ptr );
|
|
} else if ( !Q_stricmp (token, "bulge") ) {
|
|
deformv->type = DEFORMV_BULGE;
|
|
|
|
Shader_ParseVector ( ptr, deformv->args );
|
|
shader->flags |= SHADER_DEFORMV_BULGE;
|
|
} else if ( !Q_stricmp (token, "move") ) {
|
|
deformv->type = DEFORMV_MOVE;
|
|
|
|
Shader_ParseVector ( ptr, deformv->args );
|
|
Shader_ParseFunc ( ptr, &deformv->func );
|
|
} else if ( !Q_stricmp (token, "autosprite") ) {
|
|
deformv->type = DEFORMV_AUTOSPRITE;
|
|
shader->flags |= SHADER_AUTOSPRITE;
|
|
} else if ( !Q_stricmp (token, "autosprite2") ) {
|
|
deformv->type = DEFORMV_AUTOSPRITE2;
|
|
shader->flags |= SHADER_AUTOSPRITE;
|
|
} else if ( !Q_stricmp (token, "projectionShadow") ) {
|
|
deformv->type = DEFORMV_PROJECTION_SHADOW;
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
shader->numdeforms++;
|
|
}
|
|
|
|
|
|
static void Shader_SkyParms ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
int i;
|
|
skydome_t *skydome;
|
|
float skyheight;
|
|
|
|
if ( shader->skydome ) {
|
|
for ( i = 0; i < 5; i++ ) {
|
|
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 );
|
|
}
|
|
|
|
skydome = (skydome_t *)Z_Malloc ( sizeof(skydome_t) );
|
|
shader->skydome = skydome;
|
|
|
|
Shader_ParseSkySides ( shader, ptr, skydome->farbox_textures );
|
|
|
|
skyheight = Shader_ParseFloat ( ptr );
|
|
if ( !skyheight ) {
|
|
skyheight = 512.0f;
|
|
}
|
|
|
|
Shader_ParseSkySides ( shader, ptr, skydome->nearbox_textures );
|
|
|
|
// R_CreateSkydome ( shader, skyheight );
|
|
|
|
shader->flags |= SHADER_SKY;
|
|
shader->sort = SHADER_SORT_SKY;
|
|
}
|
|
|
|
static void Shader_FogParms ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
float div;
|
|
vec3_t color, fcolor;
|
|
|
|
// if ( !r_ignorehwgamma->value )
|
|
// div = 1.0f / pow(2, max(0, floor(r_overbrightbits->value)));
|
|
// else
|
|
div = 1.0f;
|
|
|
|
Shader_ParseVector ( ptr, color );
|
|
VectorScale ( color, div, color );
|
|
ColorNormalize ( color, fcolor );
|
|
|
|
shader->fog_color[0] = FloatToByte ( fcolor[0] );
|
|
shader->fog_color[1] = FloatToByte ( fcolor[1] );
|
|
shader->fog_color[2] = FloatToByte ( fcolor[2] );
|
|
shader->fog_color[3] = 255;
|
|
shader->fog_dist = Shader_ParseFloat ( ptr );
|
|
|
|
if ( shader->fog_dist <= 0.0f ) {
|
|
shader->fog_dist = 128.0f;
|
|
}
|
|
shader->fog_dist = 1.0f / shader->fog_dist;
|
|
}
|
|
|
|
static void Shader_SurfaceParm ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp( token, "nodraw" ) )
|
|
shader->flags = SHADER_NODRAW;
|
|
}
|
|
|
|
static void Shader_Sort ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp( token, "portal" ) ) {
|
|
shader->sort = SHADER_SORT_PORTAL;
|
|
} else if( !Q_stricmp( token, "sky" ) ) {
|
|
shader->sort = SHADER_SORT_SKY;
|
|
} else if( !Q_stricmp( token, "opaque" ) ) {
|
|
shader->sort = SHADER_SORT_OPAQUE;
|
|
} else if( !Q_stricmp( token, "banner" ) ) {
|
|
shader->sort = SHADER_SORT_BANNER;
|
|
} else if( !Q_stricmp( token, "underwater" ) ) {
|
|
shader->sort = SHADER_SORT_UNDERWATER;
|
|
} else if( !Q_stricmp( token, "additive" ) ) {
|
|
shader->sort = SHADER_SORT_ADDITIVE;
|
|
} else if( !Q_stricmp( token, "nearest" ) ) {
|
|
shader->sort = SHADER_SORT_NEAREST;
|
|
} else {
|
|
shader->sort = atoi ( token );
|
|
clamp ( shader->sort, SHADER_SORT_NONE, SHADER_SORT_NEAREST );
|
|
}
|
|
}
|
|
|
|
static void Shader_Portal ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
shader->sort = SHADER_SORT_PORTAL;
|
|
}
|
|
|
|
static void Shader_PolygonOffset ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
shader->flags |= SHADER_POLYGONOFFSET;
|
|
}
|
|
|
|
static void Shader_EntityMergable ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
shader->flags |= SHADER_ENTITY_MERGABLE;
|
|
}
|
|
|
|
static void Shader_ProgramName ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
void *vert, *frag;
|
|
char *token;
|
|
if (shader->programhandle)
|
|
{ //this allows fallbacks
|
|
token = Shader_ParseString ( ptr );
|
|
token = Shader_ParseString ( ptr );
|
|
return;
|
|
}
|
|
token = Shader_ParseString ( ptr );
|
|
FS_LoadFile(token, &vert);
|
|
token = Shader_ParseString ( ptr );
|
|
FS_LoadFile(token, &frag);
|
|
if (vert && frag)
|
|
shader->programhandle = GLSlang_CreateProgram("", (char *)vert, (char *)frag);
|
|
if (vert)
|
|
FS_FreeFile(vert);
|
|
if (frag)
|
|
FS_FreeFile(frag);
|
|
}
|
|
|
|
static void Shader_ProgramParam ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
cvar_t *cv;
|
|
int specialint = 0;
|
|
float specialfloat = 0;
|
|
enum shaderprogparmtype_e parmtype = SP_BAD;
|
|
char *token;
|
|
unsigned int uniformloc;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if (!Q_stricmp(token, "texture"))
|
|
{
|
|
token = Shader_ParseString ( ptr );
|
|
specialint = atoi(token);
|
|
parmtype = SP_TEXTURE;
|
|
}
|
|
else if (!Q_stricmp(token, "cvari"))
|
|
{
|
|
token = Shader_ParseString ( ptr );
|
|
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
|
|
if (cv)
|
|
{ //Cvar_Get returns null if the cvar is the name of a command
|
|
specialint = atoi(cv->string);
|
|
specialfloat = cv->value;
|
|
}
|
|
parmtype = SP_CVARI;
|
|
}
|
|
else if (!Q_stricmp(token, "cvarf"))
|
|
{
|
|
token = Shader_ParseString ( ptr );
|
|
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
|
|
if (cv)
|
|
{ //Cvar_Get returns null if the cvar is the name of a command
|
|
specialint = atoi(cv->string);
|
|
specialfloat = cv->value;
|
|
}
|
|
parmtype = SP_CVARF;
|
|
}
|
|
else if (!Q_stricmp(token, "time"))
|
|
{
|
|
parmtype = SP_TIME;
|
|
}
|
|
else if (!Q_stricmp(token, "eyepos"))
|
|
{
|
|
parmtype = SP_EYEPOS;
|
|
}
|
|
else if (!Q_stricmp(token, "colours") || !Q_stricmp(token, "colors"))
|
|
{
|
|
parmtype = SP_ENTCOLOURS;
|
|
}
|
|
else if (!Q_stricmp(token, "upper"))
|
|
{
|
|
parmtype = SP_TOPCOLOURS;
|
|
}
|
|
else if (!Q_stricmp(token, "lower"))
|
|
{
|
|
parmtype = SP_BOTTOMCOLOURS;
|
|
}
|
|
|
|
if (!shader->programhandle)
|
|
{
|
|
Con_Printf("shader %s: param without program set\n", shader->name);
|
|
token = Shader_ParseString ( ptr );
|
|
}
|
|
else
|
|
{
|
|
GLSlang_UseProgram(shader->programhandle);
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
uniformloc = GLSlang_GetUniformLocation(shader->programhandle, token);
|
|
|
|
if (uniformloc == -1)
|
|
{
|
|
Con_Printf("shader %s: param without uniform \"%s\"\n", shader->name, token);
|
|
}
|
|
else
|
|
{
|
|
switch(parmtype)
|
|
{
|
|
case SP_TEXTURE:
|
|
case SP_CVARI:
|
|
GLSlang_SetUniform1i(uniformloc, specialint);
|
|
break;
|
|
case SP_CVARF:
|
|
GLSlang_SetUniform1f(uniformloc, specialfloat);
|
|
break;
|
|
default:
|
|
shader->progparm[shader->numprogparams].type = parmtype;
|
|
shader->progparm[shader->numprogparams].handle = uniformloc;
|
|
shader->numprogparams++;
|
|
break;
|
|
}
|
|
}
|
|
GLSlang_UseProgram(0);
|
|
}
|
|
}
|
|
|
|
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 },
|
|
|
|
{"program", Shader_ProgramName }, //glsl
|
|
{"param", Shader_ProgramParam },
|
|
|
|
{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] = missing_texture;
|
|
Con_DPrintf (CON_WARNING "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++] = missing_texture;
|
|
Con_DPrintf (CON_WARNING "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] = missing_texture;
|
|
Con_DPrintf (CON_WARNING "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;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
|
|
if ( pass->cin )
|
|
Z_Free ( pass->cin );
|
|
|
|
pass->cin = Media_StartCin(token);
|
|
if (!pass->cin)
|
|
pass->cin = Media_StartCin(va("video/%s.roq", token));
|
|
else
|
|
Con_DPrintf (CON_WARNING "(shader %s) Couldn't load video %s\n", shader->name, token );
|
|
|
|
pass->anim_frames[0] = texture_extension_number++;
|
|
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_AlphaShift ( shader_t *shader, shaderpass_t *pass, char **ptr ) //for alienarena
|
|
{
|
|
float speed;
|
|
float min, max;
|
|
pass->alphagen = ALPHA_GEN_WAVE;
|
|
|
|
pass->alphagen_func.type = SHADER_FUNC_SIN;
|
|
|
|
|
|
//arg0 = add
|
|
//arg1 = scale
|
|
//arg2 = timeshift
|
|
//arg3 = timescale
|
|
|
|
speed = Shader_ParseFloat ( ptr );
|
|
min = Shader_ParseFloat ( ptr );
|
|
max = Shader_ParseFloat ( ptr );
|
|
|
|
pass->alphagen_func.args[0] = min + (max - min)/2;
|
|
pass->alphagen_func.args[1] = (max - min)/2;
|
|
pass->alphagen_func.args[2] = 0;
|
|
pass->alphagen_func.args[3] = 1/speed;
|
|
}
|
|
|
|
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_Scale ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
//seperate x and y
|
|
char *token;
|
|
tcmod_t *tcmod;
|
|
|
|
tcmod = &pass->tcmods[pass->numtcmods];
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if (!strcmp(token, "static"))
|
|
{
|
|
tcmod->type = SHADER_TCMOD_SCALE;
|
|
tcmod->args[0] = Shader_ParseFloat ( ptr );
|
|
}
|
|
else
|
|
{
|
|
Con_Printf("Bad shader scale\n");
|
|
return;
|
|
}
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if (!strcmp(token, "static"))
|
|
{
|
|
tcmod->type = SHADER_TCMOD_SCALE;
|
|
tcmod->args[1] = Shader_ParseFloat ( ptr );
|
|
}
|
|
else
|
|
{
|
|
Con_Printf("Bad shader scale\n");
|
|
return;
|
|
}
|
|
|
|
pass->numtcmods++;
|
|
}
|
|
|
|
static void Shaderpass_Scroll ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
//seperate x and y
|
|
char *token;
|
|
tcmod_t *tcmod;
|
|
|
|
tcmod = &pass->tcmods[pass->numtcmods];
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if (!strcmp(token, "static"))
|
|
{
|
|
tcmod->type = SHADER_TCMOD_SCROLL;
|
|
tcmod->args[0] = Shader_ParseFloat ( ptr );
|
|
}
|
|
else
|
|
{
|
|
Con_Printf("Bad shader scale\n");
|
|
return;
|
|
}
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if (!strcmp(token, "static"))
|
|
{
|
|
tcmod->type = SHADER_TCMOD_SCROLL;
|
|
tcmod->args[1] = Shader_ParseFloat ( ptr );
|
|
}
|
|
else
|
|
{
|
|
Con_Printf("Bad shader scale\n");
|
|
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_EnvMap ( shader_t *shader, shaderpass_t *pass, char **ptr ) //for alienarena
|
|
{
|
|
pass->tcgen = TC_GEN_ENVIRONMENT;
|
|
}
|
|
|
|
static void Shaderpass_Detail ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
pass->flags |= SHADER_PASS_DETAIL;
|
|
}
|
|
|
|
static void Shaderpass_AlphaMask ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
pass->flags |= SHADER_PASS_ALPHAFUNC;
|
|
pass->alphafunc = SHADER_ALPHA_GE128;
|
|
}
|
|
|
|
static void Shaderpass_NoLightMap ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
}
|
|
|
|
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 },
|
|
{"envmap", Shaderpass_EnvMap },//for alienarena
|
|
{"nolightmap", Shaderpass_NoLightMap },//for alienarena
|
|
{"scale", Shaderpass_Scale },//for alienarena
|
|
{"scroll", Shaderpass_Scroll },//for alienarena
|
|
{"alphagen", Shaderpass_AlphaGen },
|
|
{"alphashift", Shaderpass_AlphaShift },//for alienarena
|
|
{"alphamask", Shaderpass_AlphaMask },//for alienarena
|
|
{"detail", Shaderpass_Detail },
|
|
{NULL, NULL }
|
|
};
|
|
|
|
// ===============================================================
|
|
|
|
int Shader_InitCallback (const 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);
|
|
// COM_EnumerateFiles("scripts/*.rscript", 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 )
|
|
{
|
|
Media_ShutdownCin(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 == '}' );
|
|
}
|
|
}
|
|
|
|
if (!Q_stricmp(token, "if"))
|
|
{
|
|
int indent = 0;
|
|
cvar_t *cv;
|
|
qboolean conditiontrue = true;
|
|
token = COM_ParseExt ( ptr, false );
|
|
if (*token == '!')
|
|
{
|
|
conditiontrue = false;
|
|
token++;
|
|
}
|
|
cv = Cvar_Get(token, "", 0, "Shader Conditions");
|
|
if (cv)
|
|
conditiontrue = conditiontrue == !!cv->value;
|
|
|
|
if (conditiontrue)
|
|
{
|
|
while ( ptr )
|
|
{
|
|
token = COM_ParseExt (ptr, true);
|
|
if ( !token[0] )
|
|
continue;
|
|
else if (token[0] == ']' || token[0] == '}')
|
|
indent--;
|
|
else if (token[0] == '[')
|
|
indent++;
|
|
else
|
|
Shader_Parsetok (shader, pass, keys, token, ptr);
|
|
if (!indent)
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while ( ptr )
|
|
{
|
|
token = COM_ParseExt (ptr, true);
|
|
if (!token[0])
|
|
continue;
|
|
else if (token[0] == ']' || token[0] == '}')
|
|
indent--;
|
|
else if (token[0] == '[')
|
|
indent++;
|
|
if (!indent)
|
|
break;
|
|
}
|
|
}
|
|
|
|
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)) && !s->fog_dist)
|
|
{
|
|
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);
|
|
if (!pass->anim_frames[0])
|
|
{
|
|
Con_Printf("Shader %s failed to load default texture\n", s->name);
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
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 && !s->programhandle)
|
|
{
|
|
// 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;
|
|
}
|
|
|
|
if (s->programhandle)
|
|
{
|
|
if (!s->numpasses)
|
|
s->numpasses = 1;
|
|
s->passes->numMergedPasses = s->numpasses;
|
|
s->passes->flush = R_RenderMeshProgram;
|
|
}
|
|
|
|
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;
|
|
|
|
int bumptex;
|
|
extern cvar_t gl_bump;
|
|
|
|
if (gl_config.arb_texture_env_dot3)
|
|
{
|
|
if (gl_bump.value)
|
|
bumptex = Mod_LoadHiResTexture(va("normalmaps/%s", shortname), NULL, true, false, false);//GL_FindImage (shortname, 0);
|
|
else
|
|
bumptex = 0;
|
|
}
|
|
else
|
|
bumptex = 0;
|
|
|
|
if (bumptex)
|
|
{
|
|
pass = &s->passes[s->numpasses++];
|
|
pass->flags = SHADER_PASS_DELUXMAP | 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 (pass->numMergedPasses > gl_mtexarbable)
|
|
pass->numMergedPasses = gl_mtexarbable;
|
|
pass->flush = R_RenderMeshCombined;
|
|
|
|
|
|
pass = &s->passes[s->numpasses++];
|
|
pass->flags = SHADER_PASS_BLEND | SHADER_PASS_NOCOLORARRAY;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->anim_frames[0] = bumptex;
|
|
pass->anim_numframes = 1;
|
|
pass->blendmode = GL_DOT3_RGB_ARB;
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
|
|
|
|
pass = &s->passes[s->numpasses++];
|
|
pass->flags = SHADER_PASS_NOCOLORARRAY | SHADER_PASS_BLEND;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->anim_frames[0] = Mod_LoadHiResTexture(shortname, NULL, true, false, true);//GL_FindImage (shortname, 0);
|
|
if (!pass->anim_frames[0])
|
|
pass->anim_frames[0] = missing_texture;
|
|
pass->depthfunc = GL_LEQUAL;
|
|
pass->blendsrc = GL_ZERO;
|
|
pass->blenddst = GL_SRC_COLOR;
|
|
pass->blendmode = GL_MODULATE;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
pass->numMergedPasses = 2;
|
|
pass->flush = R_RenderMeshMultitextured;
|
|
|
|
pass = &s->passes[s->numpasses++];
|
|
pass->flags = SHADER_PASS_LIGHTMAP | SHADER_PASS_NOCOLORARRAY | SHADER_PASS_BLEND;
|
|
pass->tcgen = TC_GEN_LIGHTMAP;
|
|
pass->anim_frames[0] = 0;
|
|
pass->depthfunc = GL_LEQUAL;
|
|
pass->blendsrc = GL_ZERO;
|
|
pass->blenddst = GL_SRC_COLOR;
|
|
pass->blendmode = GL_MODULATE;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
pass->numMergedPasses = 1;
|
|
pass->flush = R_RenderMeshGeneric;
|
|
}
|
|
else
|
|
{
|
|
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);
|
|
if (!pass->anim_frames[0])
|
|
pass->anim_frames[0] = missing_texture;
|
|
pass->anim_numframes = 1;
|
|
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 (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
|
|
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;
|
|
|
|
s->style = SSTYLE_LIGHTMAPPED;
|
|
}
|
|
|
|
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 (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
|
|
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 (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
|
|
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)
|
|
tex = missing_texture;
|
|
// 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 (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
}
|
|
/*
|
|
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 (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
}
|
|
|
|
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 (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
}
|
|
*/
|
|
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 (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname);
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
}
|
|
|
|
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);
|
|
if (!pass->anim_frames[0])
|
|
pass->anim_frames[0] = missing_texture;
|
|
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 (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
|
|
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)
|
|
{
|
|
mpic_t *mp;
|
|
|
|
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);
|
|
if (!pass->anim_frames[0])
|
|
{
|
|
mp = Draw_SafeCachePic(va("%s.lmp", shortname));
|
|
if (mp)
|
|
pass->anim_frames[0] = mp->d.gl.texnum;
|
|
|
|
if (!pass->anim_frames[0])
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
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 (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
qboolean Shader_ParseShader(char *shortname, char *usename, shader_t *s)
|
|
{
|
|
unsigned int offset = 0, length;
|
|
char path[MAX_QPATH];
|
|
char *buf = NULL, *ts = NULL;
|
|
|
|
Shader_GetPathAndOffset( shortname, &ts, &offset );
|
|
|
|
if ( ts )
|
|
{
|
|
Com_sprintf ( path, sizeof(path), "%s", ts );
|
|
length = FS_LoadFile ( path, (void **)&buf );
|
|
}
|
|
else
|
|
length = 0;
|
|
|
|
// the shader is in the shader scripts
|
|
if ( ts && buf && (offset < length) )
|
|
{
|
|
char *file, *token;
|
|
|
|
|
|
file = buf + offset;
|
|
token = COM_ParseExt (&file, true);
|
|
if ( !file || token[0] != '{' )
|
|
{
|
|
FS_FreeFile(buf);
|
|
return false;
|
|
}
|
|
|
|
|
|
memset ( s, 0, sizeof( shader_t ) );
|
|
|
|
Com_sprintf ( s->name, MAX_QPATH, usename );
|
|
|
|
// set defaults
|
|
s->flags = SHADER_CULL_FRONT;
|
|
s->registration_sequence = 1;//fizme: registration_sequence;
|
|
|
|
// if (!strcmp(COM_FileExtension(ts), "rscript"))
|
|
// {
|
|
// Shader_DefaultBSP(shortname, s);
|
|
// }
|
|
|
|
while ( file )
|
|
{
|
|
token = COM_ParseExt (&file, true);
|
|
|
|
if ( !token[0] )
|
|
continue;
|
|
else if ( token[0] == '}' )
|
|
break;
|
|
else if ( token[0] == '{' )
|
|
Shader_Readpass ( s, &file );
|
|
else if ( Shader_Parsetok (s, NULL, shaderkeys, token, &file ) )
|
|
break;
|
|
}
|
|
|
|
Shader_Finish ( s );
|
|
|
|
FS_FreeFile(buf);
|
|
return true;
|
|
}
|
|
|
|
if (buf)
|
|
FS_FreeFile(buf);
|
|
|
|
return false;
|
|
}
|
|
|
|
int R_LoadShader ( char *name, void(*defaultgen)(char *name, shader_t*))
|
|
{
|
|
int i, f = -1;
|
|
char shortname[MAX_QPATH];
|
|
shader_t *s;
|
|
|
|
COM_StripExtension ( name, shortname, sizeof(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];
|
|
|
|
if (gl_config.arb_shader_objects)
|
|
{
|
|
if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s))
|
|
return f;
|
|
}
|
|
if (Shader_ParseShader(shortname, shortname, s))
|
|
return f;
|
|
|
|
// make a default shader
|
|
|
|
if (defaultgen)
|
|
{
|
|
memset ( s, 0, sizeof( shader_t ) );
|
|
Com_sprintf ( s->name, MAX_QPATH, shortname );
|
|
defaultgen(shortname, s);
|
|
|
|
return f;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
cin_t *R_ShaderGetCinematic(char *name)
|
|
{
|
|
int i, j;
|
|
char shortname[MAX_QPATH];
|
|
shader_t *s;
|
|
|
|
COM_StripExtension ( name, shortname, sizeof(shortname));
|
|
|
|
COM_CleanUpPath(shortname);
|
|
|
|
//try and find it
|
|
for (i = 0; i < MAX_SHADERS; i++)
|
|
{
|
|
if (!r_shaders[i].registration_sequence)
|
|
continue;
|
|
|
|
if (!Q_stricmp (shortname, r_shaders[i].name) )
|
|
break;
|
|
}
|
|
if (i == MAX_SHADERS)
|
|
return NULL;
|
|
|
|
//we have a currently-loaded shader.
|
|
s = &r_shaders[i];
|
|
for (j = 0; j < s->numpasses; j++)
|
|
if (s->passes[j].cin)
|
|
return s->passes[j].cin;
|
|
|
|
//but it has no cinematic passes.
|
|
return NULL;
|
|
}
|
|
|
|
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
|
|
|