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https://github.com/nzp-team/fteqw.git
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9d3c1e4477
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4545 fc73d0e0-1445-4013-8a0c-d673dee63da5
5460 lines
127 KiB
C
5460 lines
127 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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// Ported to FTE from qfusion, there are numerous changes since then.
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#include "quakedef.h"
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#ifndef SERVERONLY
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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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#ifdef D3D9QUAKE
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#include <d3d9.h>
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extern LPDIRECT3DDEVICE9 pD3DDev9;
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#endif
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extern texid_t missing_texture;
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texid_t r_whiteimage;
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static qboolean shader_reload_needed;
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static qboolean shader_rescan_needed;
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//cvars that affect shader generation
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cvar_t r_vertexlight = CVARFD("r_vertexlight", "0", CVAR_SHADERSYSTEM, "Hack loaded shaders to remove detail pass and lightmap sampling for faster rendering.");
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extern cvar_t r_glsl_offsetmapping_reliefmapping;
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extern cvar_t r_deluxemapping;
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extern cvar_t r_fastturb, r_fastsky, r_skyboxname;
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extern cvar_t r_drawflat;
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//backend fills this in to say the max pass count
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int be_maxpasses;
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#define Q_stricmp stricmp
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#define Q_strnicmp strnicmp
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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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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_TOKEN_CHARS sizeof(com_token)
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char *COM_ParseExt (char **data_p, qboolean nl, qboolean comma)
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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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{
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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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if (c == ',' && len && comma)
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break;
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} while (c>32);
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if (len == MAX_TOKEN_CHARS)
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{
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Con_DPrintf ("Token exceeded %i chars, discarded.\n", (int)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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static float Shader_FloatArgument(shader_t *shader, char *arg)
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{
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char *var;
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int arglen = strlen(arg);
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//grab an argument instead, otherwise 0
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var = shader->name;
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while((var = strchr(var, '#')))
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{
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if (!strnicmp(var, arg, arglen))
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{
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if (var[arglen] == '=')
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return strtod(var+arglen+1, NULL);
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if (var[arglen] == '#' || !var[arglen])
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return 1; //present, but no value
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}
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var++;
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}
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return 0; //not present.
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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;
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static char shaderbuf[MAX_QPATH * 256];
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int shaderbuflen;
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static enum {
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SPM_DEFAULT, /*quake3/fte internal*/
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SPM_DOOM3,
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} shaderparsemode;
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unsigned int r_numshaders;
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unsigned int r_maxshaders;
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shader_t **r_shaders;
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static hashtable_t shader_active_hash;
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void *shader_active_hash_mem;
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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, char *token, char **ptr);
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static void Shader_ParseFunc(shader_t *shader, 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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static void Shader_ReadShader(shader_t *s, char *shadersource, int parsemode);
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//===========================================================================
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static qboolean Shader_EvaluateCondition(shader_t *shader, char **ptr)
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{
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char *token;
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cvar_t *cv;
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qboolean conditiontrue = true;
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token = COM_ParseExt(ptr, false, false);
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if (*token == '!')
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{
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conditiontrue = false;
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token++;
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}
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if (*token == '$')
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{
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token++;
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if (*token == '#')
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conditiontrue = conditiontrue == !!Shader_FloatArgument(shader, token);
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else if (!Q_stricmp(token, "lpp"))
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conditiontrue = conditiontrue == r_lightprepass.ival;
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else if (!Q_stricmp(token, "lightmap"))
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conditiontrue = conditiontrue == !r_fullbright.value;
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else if (!Q_stricmp(token, "deluxmap"))
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conditiontrue = conditiontrue == r_deluxemapping.ival;
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//normalmaps are generated if they're not already known.
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else if (!Q_stricmp(token, "normalmap"))
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conditiontrue = conditiontrue == r_loadbumpmapping;
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else if (!Q_stricmp(token, "opengl"))
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conditiontrue = conditiontrue == (qrenderer == QR_OPENGL);
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else if (!Q_stricmp(token, "d3d9"))
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conditiontrue = conditiontrue == (qrenderer == QR_DIRECT3D9);
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else if (!Q_stricmp(token, "d3d11"))
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conditiontrue = conditiontrue == (qrenderer == QR_DIRECT3D11);
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else if (!Q_stricmp(token, "gles"))
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{
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#ifdef GLQUAKE
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conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && !!gl_config.gles);
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#else
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conditiontrue = conditiontrue == false;
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#endif
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}
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else if (!Q_stricmp(token, "nofixed"))
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{
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switch(qrenderer)
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{
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#ifdef GLQUAKE
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case QR_OPENGL:
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conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && !!gl_config.nofixedfunc);
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break;
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#endif
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#ifdef D3D11QUAKE
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case QR_DIRECT3D11:
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conditiontrue = conditiontrue == true;
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break;
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#endif
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default:
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conditiontrue = conditiontrue == false;
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break;
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}
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}
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else if (!Q_stricmp(token, "glsl"))
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{
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#ifdef GLQUAKE
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conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && gl_config.arb_shader_objects);
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#else
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conditiontrue = conditiontrue == false;
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#endif
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}
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else if (!Q_stricmp(token, "hlsl"))
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{
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switch(qrenderer)
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{
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#ifdef D3D9QUAKE
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case QR_DIRECT3D9:
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conditiontrue = conditiontrue == true; //FIXME
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break;
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#endif
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#ifdef D3D11QUAKE
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case QR_DIRECT3D11:
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conditiontrue = conditiontrue == true;
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break;
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#endif
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default:
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conditiontrue = conditiontrue == false;
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break;
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}
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}
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else if (!Q_stricmp(token, "haveprogram"))
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{
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conditiontrue = conditiontrue == !!shader->prog;
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}
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else if (!Q_stricmp(token, "programs"))
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{
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switch(qrenderer)
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{
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#ifdef GLQUAKE
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case QR_OPENGL:
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conditiontrue = conditiontrue == gl_config.arb_shader_objects; //FIXME
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break;
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#endif
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#ifdef D3D9QUAKE
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case QR_DIRECT3D9:
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conditiontrue = conditiontrue == true; //FIXME
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break;
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#endif
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#ifdef D3D11QUAKE
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case QR_DIRECT3D11:
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conditiontrue = conditiontrue == true;
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break;
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#endif
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default:
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conditiontrue = conditiontrue == false;
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break;
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}
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}
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else if (!Q_stricmp(token, "diffuse"))
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conditiontrue = conditiontrue == true;
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else if (!Q_stricmp(token, "specular"))
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conditiontrue = conditiontrue == false;
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else if (!Q_stricmp(token, "fullbright"))
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conditiontrue = conditiontrue == false;
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else if (!Q_stricmp(token, "topoverlay"))
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conditiontrue = conditiontrue == false;
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else if (!Q_stricmp(token, "loweroverlay"))
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conditiontrue = conditiontrue == false;
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else
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{
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Con_Printf("Unrecognised builtin shader condition '%s'\n", token);
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conditiontrue = conditiontrue == false;
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}
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}
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else
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{
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cv = Cvar_Get(token, "", 0, "Shader Conditions");
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if (!cv)
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{
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Con_Printf("Shader_EvaluateCondition: '%s' is not a cvar\n", token);
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return conditiontrue;
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}
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if (*token)
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token = COM_ParseExt(ptr, false, false);
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cv->flags |= CVAR_SHADERSYSTEM;
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if (*token)
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{
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float rhs;
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char cmp[4];
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memcpy(cmp, token, 4);
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token = COM_ParseExt(ptr, false, false);
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rhs = atof(token);
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if (!strcmp(cmp, "!="))
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conditiontrue = cv->value != rhs;
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else if (!strcmp(cmp, "=="))
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conditiontrue = cv->value == rhs;
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else if (!strcmp(cmp, "<"))
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conditiontrue = cv->value < rhs;
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else if (!strcmp(cmp, "<="))
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conditiontrue = cv->value <= rhs;
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else if (!strcmp(cmp, ">"))
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conditiontrue = cv->value > rhs;
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else if (!strcmp(cmp, ">="))
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conditiontrue = cv->value >= rhs;
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else
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conditiontrue = false;
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}
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else
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{
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if (cv)
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conditiontrue = conditiontrue == !!cv->value;
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}
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}
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if (*token)
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token = COM_ParseExt(ptr, false, false);
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if (!strcmp(token, "&&"))
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return Shader_EvaluateCondition(shader, ptr) && conditiontrue;
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if (!strcmp(token, "||"))
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return Shader_EvaluateCondition(shader, ptr) || conditiontrue;
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return conditiontrue;
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}
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static char *Shader_ParseExactString(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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if (!**ptr || **ptr == '}')
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return "";
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token = COM_ParseExt(ptr, false, false);
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return token;
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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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if (!**ptr || **ptr == '}')
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return "";
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token = COM_ParseExt(ptr, false, true);
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Q_strlwr ( token );
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return token;
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}
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static char *Shader_ParseSensString(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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if (!**ptr || **ptr == '}')
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return "";
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token = COM_ParseExt(ptr, false, true);
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return token;
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}
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static float Shader_ParseFloat(shader_t *shader, char **ptr)
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{
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char *token;
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if (!ptr || !(*ptr))
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return 0;
|
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if (!**ptr || **ptr == '}')
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return 0;
|
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|
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token = COM_ParseExt(ptr, false, true);
|
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if (*token == '$')
|
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{
|
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if (token[1] == '#')
|
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{
|
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return Shader_FloatArgument(shader, token+1);
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}
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else
|
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{
|
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cvar_t *var;
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var = Cvar_FindVar(token+1);
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if (var)
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return var->value;
|
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}
|
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}
|
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return atof(token);
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}
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|
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static void Shader_ParseVector(shader_t *shader, char **ptr, vec3_t v)
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{
|
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char *scratch;
|
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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 (*token == '$')
|
|
{
|
|
cvar_t *var;
|
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var = Cvar_FindVar(token+1);
|
|
if (!var)
|
|
{
|
|
v[0] = 1;
|
|
v[1] = 1;
|
|
v[2] = 1;
|
|
return;
|
|
}
|
|
var->flags |= CVAR_SHADERSYSTEM;
|
|
ptr = &scratch;
|
|
scratch = var->string;
|
|
|
|
token = Shader_ParseString( ptr);
|
|
}
|
|
if (!Q_stricmp (token, "("))
|
|
{
|
|
bracket = true;
|
|
token = Shader_ParseString(ptr);
|
|
}
|
|
else if (token[0] == '(')
|
|
{
|
|
bracket = true;
|
|
token = &token[1];
|
|
}
|
|
else
|
|
bracket = false;
|
|
|
|
v[0] = atof ( token );
|
|
v[1] = Shader_ParseFloat (shader, ptr );
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !token[0] ) {
|
|
v[2] = 0;
|
|
} else if ( token[strlen(token)-1] == ')' ) {
|
|
token[strlen(token)-1] = 0;
|
|
v[2] = atof ( token );
|
|
} else {
|
|
v[2] = atof ( token );
|
|
if ( bracket ) {
|
|
Shader_ParseString ( ptr );
|
|
}
|
|
}
|
|
|
|
if (v[0] > 5 || v[1] > 5 || v[2] > 5)
|
|
{
|
|
VectorScale(v, 1.0f/255, v);
|
|
}
|
|
}
|
|
|
|
qboolean Shader_ParseSkySides (char *shadername, char *texturename, texid_t *images)
|
|
{
|
|
qboolean allokay = true;
|
|
int i, ss, sp;
|
|
char path[MAX_QPATH];
|
|
|
|
static char *skyname_suffix[][6] = {
|
|
{"rt", "bk", "lf", "ft", "up", "dn"},
|
|
{"px", "py", "nx", "ny", "pz", "nz"},
|
|
{"posx", "posy", "negx", "negy", "posz", "negz"},
|
|
{"_px", "_py", "_nx", "_ny", "_pz", "_nz"},
|
|
{"_posx", "_posy", "_negx", "_negy", "_posz", "_negz"},
|
|
{"_rt", "_bk", "_lf", "_ft", "_up", "_dn"}
|
|
};
|
|
|
|
static char *skyname_pattern[] = {
|
|
"%s_%s",
|
|
"%s%s",
|
|
"env/%s%s",
|
|
"gfx/env/%s%s"
|
|
};
|
|
|
|
if (*texturename == '$')
|
|
{
|
|
cvar_t *v;
|
|
v = Cvar_FindVar(texturename+1);
|
|
if (v)
|
|
texturename = v->string;
|
|
}
|
|
if (!*texturename)
|
|
texturename = "-";
|
|
|
|
for ( i = 0; i < 6; i++ )
|
|
{
|
|
if ( texturename[0] == '-' )
|
|
{
|
|
images[i] = r_nulltex;
|
|
}
|
|
else
|
|
{
|
|
for (sp = 0; sp < sizeof(skyname_pattern)/sizeof(skyname_pattern[0]); sp++)
|
|
{
|
|
for (ss = 0; ss < sizeof(skyname_suffix)/sizeof(skyname_suffix[0]); ss++)
|
|
{
|
|
Com_sprintf ( path, sizeof(path), skyname_pattern[sp], texturename, skyname_suffix[ss][i] );
|
|
images[i] = R_LoadHiResTexture ( path, NULL, IF_NOALPHA|IF_CLAMP);
|
|
if (TEXVALID(images[i]))
|
|
break;
|
|
}
|
|
if (TEXVALID(images[i]))
|
|
break;
|
|
}
|
|
if (!TEXVALID(images[i]))
|
|
{
|
|
Con_Printf("Sky \"%s\" missing texture: %s\n", shadername, path);
|
|
images[i] = missing_texture;
|
|
allokay = false;
|
|
}
|
|
}
|
|
}
|
|
return allokay;
|
|
}
|
|
|
|
static void Shader_ParseFunc (shader_t *shader, 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 (shader, ptr);
|
|
func->args[1] = Shader_ParseFloat (shader, ptr);
|
|
func->args[2] = Shader_ParseFloat (shader, ptr);
|
|
func->args[3] = Shader_ParseFloat (shader, ptr);
|
|
}
|
|
|
|
//===========================================================================
|
|
|
|
static int Shader_SetImageFlags(shader_t *shader, shaderpass_t *pass, char **name)
|
|
{
|
|
int flags = 0;
|
|
|
|
while (name)
|
|
{
|
|
if (!Q_strnicmp(*name, "$3d:", 4))
|
|
{
|
|
*name+=4;
|
|
flags = (flags&~IF_TEXTYPE) | IF_3DMAP;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$cube:", 6))
|
|
{
|
|
*name+=6;
|
|
flags = (flags&~IF_TEXTYPE) | IF_CUBEMAP;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$nearest:", 9))
|
|
{
|
|
*name+=9;
|
|
flags|= IF_NEAREST;
|
|
pass->flags |= SHADER_PASS_NEAREST;
|
|
}
|
|
else
|
|
name = NULL;
|
|
}
|
|
|
|
// if (shader->flags & SHADER_SKY)
|
|
// flags |= IF_SKY;
|
|
if (shader->flags & SHADER_NOMIPMAPS)
|
|
flags |= IF_NOMIPMAP;
|
|
if (shader->flags & SHADER_NOPICMIP)
|
|
flags |= IF_NOPICMIP;
|
|
|
|
return flags;
|
|
}
|
|
|
|
static texid_t Shader_FindImage ( char *name, int flags )
|
|
{
|
|
if (shaderparsemode == SPM_DOOM3)
|
|
{
|
|
if (!Q_stricmp (name, "_default"))
|
|
return r_whiteimage; /*fixme*/
|
|
if (!Q_stricmp (name, "_white"))
|
|
return r_whiteimage;
|
|
if (!Q_stricmp (name, "_black"))
|
|
{
|
|
int wibuf[16] = {0};
|
|
return R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!Q_stricmp (name, "$whiteimage"))
|
|
return r_whiteimage;
|
|
}
|
|
return R_LoadHiResTexture(name, NULL, 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 (shader, ptr);
|
|
if (deformv->args[0])
|
|
deformv->args[0] = 1.0f / deformv->args[0];
|
|
Shader_ParseFunc (shader, ptr, &deformv->func );
|
|
}
|
|
else if ( !Q_stricmp (token, "normal") )
|
|
{
|
|
deformv->type = DEFORMV_NORMAL;
|
|
deformv->args[0] = Shader_ParseFloat (shader, ptr );
|
|
deformv->args[1] = Shader_ParseFloat (shader, ptr );
|
|
}
|
|
else if ( !Q_stricmp (token, "bulge") )
|
|
{
|
|
deformv->type = DEFORMV_BULGE;
|
|
Shader_ParseVector (shader, ptr, deformv->args );
|
|
shader->flags |= SHADER_DEFORMV_BULGE;
|
|
}
|
|
else if ( !Q_stricmp (token, "move") )
|
|
{
|
|
deformv->type = DEFORMV_MOVE;
|
|
Shader_ParseVector (shader, ptr, deformv->args );
|
|
Shader_ParseFunc (shader, 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)
|
|
{
|
|
skydome_t *skydome;
|
|
float skyheight;
|
|
char *boxname;
|
|
|
|
if (shader->skydome)
|
|
{
|
|
Z_Free(shader->skydome);
|
|
}
|
|
|
|
skydome = (skydome_t *)Z_Malloc(sizeof(skydome_t));
|
|
shader->skydome = skydome;
|
|
|
|
boxname = Shader_ParseString(ptr);
|
|
Shader_ParseSkySides(shader->name, boxname, skydome->farbox_textures);
|
|
|
|
skyheight = Shader_ParseFloat(shader, ptr);
|
|
if (!skyheight)
|
|
{
|
|
skyheight = 512.0f;
|
|
}
|
|
|
|
boxname = Shader_ParseString(ptr);
|
|
Shader_ParseSkySides(shader->name, boxname, skydome->nearbox_textures);
|
|
|
|
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 (shader, 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 (shader, ptr );
|
|
|
|
if ( shader->fog_dist <= 0.0f ) {
|
|
shader->fog_dist = 128.0f;
|
|
}
|
|
shader->fog_dist = 1.0f / shader->fog_dist;
|
|
|
|
shader->flags |= SHADER_NODLIGHT|SHADER_NOSHADOWS;
|
|
}
|
|
|
|
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;
|
|
else if ( !Q_stricmp( token, "nodlight" ) )
|
|
shader->flags |= SHADER_NODLIGHT;
|
|
}
|
|
|
|
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, "decal" ) )
|
|
shader->sort = SHADER_SORT_DECAL;
|
|
else if( !Q_stricmp( token, "seethrough" ) )
|
|
shader->sort = SHADER_SORT_SEETHROUGH;
|
|
else if( !Q_stricmp( token, "banner" ) )
|
|
shader->sort = SHADER_SORT_BANNER;
|
|
else if( !Q_stricmp( token, "additive" ) )
|
|
shader->sort = SHADER_SORT_ADDITIVE;
|
|
else if( !Q_stricmp( token, "underwater" ) )
|
|
shader->sort = SHADER_SORT_UNDERWATER;
|
|
else if( !Q_stricmp( token, "nearest" ) )
|
|
shader->sort = SHADER_SORT_NEAREST;
|
|
else if( !Q_stricmp( token, "blend" ) )
|
|
shader->sort = SHADER_SORT_BLEND;
|
|
else if ( !Q_stricmp( token, "lpp_light" ) )
|
|
shader->sort = SHADER_SORT_PRELIGHT;
|
|
else if ( !Q_stricmp( token, "ripple" ) )
|
|
shader->sort = SHADER_SORT_RIPPLE;
|
|
else
|
|
{
|
|
shader->sort = atoi ( token );
|
|
clamp ( shader->sort, SHADER_SORT_NONE, SHADER_SORT_NEAREST );
|
|
}
|
|
}
|
|
|
|
static void Shader_Prelight ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
shader->sort = SHADER_SORT_PRELIGHT;
|
|
}
|
|
|
|
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 )
|
|
{
|
|
/*the q3 defaults*/
|
|
shader->polyoffset.factor = -0.05;
|
|
shader->polyoffset.unit = -25;
|
|
}
|
|
|
|
static void Shader_EntityMergable ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
shader->flags |= SHADER_ENTITY_MERGABLE;
|
|
}
|
|
|
|
static void Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvartypes);
|
|
/*program text is already loaded, this function parses the 'header' of it to see which permutations it provides, and how many times we need to recompile it*/
|
|
static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *script, int qrtype, int ver)
|
|
{
|
|
static char *permutationname[] =
|
|
{
|
|
"#define BUMP\n",
|
|
"#define FULLBRIGHT\n",
|
|
"#define UPPERLOWER\n",
|
|
"#define DELUXE\n",
|
|
"#define SKELETAL\n",
|
|
"#define FOG\n",
|
|
"#define FRAMEBLEND\n",
|
|
"#define LIGHTSTYLED\n",
|
|
NULL
|
|
};
|
|
#define MAXMODIFIERS 64
|
|
char *permutationdefines[sizeof(permutationname)/sizeof(permutationname[0]) + MAXMODIFIERS + 1];
|
|
unsigned int nopermutation = ~0u;
|
|
int nummodifiers = 0;
|
|
int p, n, pn;
|
|
char *end;
|
|
|
|
char *cvarnames[64];
|
|
int cvartypes[64];
|
|
int cvarcount = 0;
|
|
qboolean onefailed = false;
|
|
extern cvar_t gl_specular;
|
|
|
|
if (qrenderer != qrtype)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
cvarnames[cvarcount] = NULL;
|
|
|
|
prog->nofixedcompat = true;
|
|
for(;;)
|
|
{
|
|
while (*script == ' ' || *script == '\r' || *script == '\n' || *script == '\t')
|
|
script++;
|
|
if (!strncmp(script, "!!fixed", 7))
|
|
prog->nofixedcompat = false;
|
|
else if (!strncmp(script, "!!cvardf", 8))
|
|
{
|
|
script += 8;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
end = script;
|
|
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
|
|
end++;
|
|
if (nummodifiers < MAXMODIFIERS && end - script < 64)
|
|
{
|
|
cvar_t *var;
|
|
char namebuf[64];
|
|
memcpy(namebuf, script, end - script);
|
|
namebuf[end - script] = 0;
|
|
var = Cvar_Get(namebuf, "0", CVAR_SHADERSYSTEM, "GLSL Variables");
|
|
if (var)
|
|
permutationdefines[nummodifiers++] = Z_StrDup(va("#define %s %g\n", namebuf, var->value));
|
|
}
|
|
script = end;
|
|
}
|
|
else if (!strncmp(script, "!!cvarf", 7))
|
|
{
|
|
script += 7;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
end = script;
|
|
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
|
|
end++;
|
|
if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0]))
|
|
{
|
|
cvartypes[cvarcount] = SP_CVARF;
|
|
cvarnames[cvarcount++] = script;
|
|
cvarnames[cvarcount] = NULL;
|
|
}
|
|
script = end;
|
|
}
|
|
else if (!strncmp(script, "!!cvari", 7))
|
|
{
|
|
script += 7;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
end = script;
|
|
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
|
|
end++;
|
|
if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0]))
|
|
{
|
|
cvartypes[cvarcount] = SP_CVARI;
|
|
cvarnames[cvarcount++] = script;
|
|
cvarnames[cvarcount] = NULL;
|
|
}
|
|
script = end;
|
|
}
|
|
else if (!strncmp(script, "!!cvarv", 7))
|
|
{
|
|
script += 7;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
end = script;
|
|
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
|
|
end++;
|
|
if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0]))
|
|
{
|
|
cvartypes[cvarcount] = SP_CVAR3F;
|
|
cvarnames[cvarcount++] = script;
|
|
cvarnames[cvarcount] = NULL;
|
|
}
|
|
script = end;
|
|
}
|
|
else if (!strncmp(script, "!!permu", 7))
|
|
{
|
|
script += 7;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
end = script;
|
|
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
|
|
end++;
|
|
for (p = 0; permutationname[p]; p++)
|
|
{
|
|
if (!strncmp(permutationname[p]+8, script, end - script) && permutationname[p][8+end-script] == '\n')
|
|
{
|
|
nopermutation &= ~(1u<<p);
|
|
break;
|
|
}
|
|
}
|
|
if (!permutationname[p])
|
|
Con_DPrintf("Unknown pemutation in glsl program %s\n", name);
|
|
script = end;
|
|
}
|
|
else if (!strncmp(script, "!!ver", 5))
|
|
{
|
|
script += 5;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
end = script;
|
|
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
|
|
end++;
|
|
ver = strtol(script, NULL, 0);
|
|
script = end;
|
|
}
|
|
else
|
|
break;
|
|
};
|
|
|
|
if (gl_specular.value)
|
|
{
|
|
if (nummodifiers < MAXMODIFIERS)
|
|
permutationdefines[nummodifiers++] = Z_StrDup("#define SPECULAR\n");
|
|
}
|
|
for (end = strchr(name, '#'); end && *end; )
|
|
{
|
|
char *start = end+1;
|
|
end = strchr(start, '#');
|
|
if (!end)
|
|
end = start + strlen(start);
|
|
if (nummodifiers < MAXMODIFIERS)
|
|
{
|
|
permutationdefines[nummodifiers] = BZ_Malloc(10 + end - start);
|
|
memcpy(permutationdefines[nummodifiers], "#define ", 8);
|
|
memcpy(permutationdefines[nummodifiers]+8, start, end - start);
|
|
memcpy(permutationdefines[nummodifiers]+8+(end-start), "\n", 2);
|
|
|
|
start = strchr(permutationdefines[nummodifiers]+8, '=');
|
|
if (start)
|
|
*start = ' ';
|
|
|
|
for (start = permutationdefines[nummodifiers]+8; *start; start++)
|
|
*start = toupper(*start);
|
|
nummodifiers++;
|
|
permutationdefines[nummodifiers] = NULL;
|
|
}
|
|
}
|
|
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
memset(&prog->permu[p].handle, 0, sizeof(prog->permu[p].handle));
|
|
if (nopermutation & p)
|
|
{
|
|
continue;
|
|
}
|
|
pn = nummodifiers;
|
|
for (n = 0; permutationname[n]; n++)
|
|
{
|
|
if (p & (1u<<n))
|
|
permutationdefines[pn++] = permutationname[n];
|
|
}
|
|
if (p & PERMUTATION_UPPERLOWER)
|
|
permutationdefines[pn++] = "#define UPPER\n#define LOWER\n";
|
|
if (p & PERMUTATION_BUMPMAP)
|
|
{
|
|
if (r_glsl_offsetmapping.ival)
|
|
{
|
|
permutationdefines[pn++] = "#define OFFSETMAPPING\n";
|
|
if (r_glsl_offsetmapping_reliefmapping.ival && (p & PERMUTATION_BUMPMAP))
|
|
permutationdefines[pn++] = "#define RELIEFMAPPING\n";
|
|
}
|
|
}
|
|
permutationdefines[pn++] = NULL;
|
|
|
|
if (0)
|
|
{
|
|
}
|
|
#ifdef GLQUAKE
|
|
else if (qrenderer == QR_OPENGL)
|
|
{
|
|
if (prog->permu[p].handle.glsl)
|
|
qglDeleteProgramObject_(prog->permu[p].handle.glsl);
|
|
prog->permu[p].handle.glsl = GLSlang_CreateProgram(name, (((p & PERMUTATION_SKELETAL) && ver < 120)?120:ver), permutationdefines, script, script, (p & PERMUTATION_SKELETAL)?true:onefailed);
|
|
if (!prog->permu[p].handle.glsl && !(p & PERMUTATION_SKELETAL))
|
|
onefailed = true;
|
|
if (!p && !prog->permu[p].handle.glsl)
|
|
break;
|
|
}
|
|
#endif
|
|
#ifdef D3D9QUAKE
|
|
else if (qrenderer == QR_DIRECT3D9)
|
|
{
|
|
if (!D3D9Shader_CreateProgram(prog, name, p, permutationdefines, script, script))
|
|
break;
|
|
}
|
|
#endif
|
|
#ifdef D3D11QUAKE
|
|
else if (qrenderer == QR_DIRECT3D11)
|
|
{
|
|
if (!D3D11Shader_CreateProgram(prog, name, p, permutationdefines, script, script))
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
while(nummodifiers)
|
|
Z_Free(permutationdefines[--nummodifiers]);
|
|
|
|
Shader_ProgAutoFields(prog, cvarnames, cvartypes);
|
|
|
|
if (p == PERMUTATIONS)
|
|
return true;
|
|
return false;
|
|
}
|
|
typedef struct sgeneric_s
|
|
{
|
|
program_t prog;
|
|
struct sgeneric_s *next;
|
|
char *name;
|
|
qboolean failed;
|
|
} sgeneric_t;
|
|
static sgeneric_t *sgenerics;
|
|
struct sbuiltin_s
|
|
{
|
|
int qrtype;
|
|
int apiver;
|
|
char name[MAX_QPATH];
|
|
char *body;
|
|
} sbuiltins[] =
|
|
{
|
|
#if 0//def GLQUAKE
|
|
/*a quick note on glsl versions:
|
|
gl versioning started with 110
|
|
gles versioning started at 100 and only had a single one defined
|
|
with gl3's combined support, gl3 supports 130+ and 100, but 110 requries compat extension
|
|
with gl4, versions are meant to match the gl version more closely, so gl4.0 uses 400.*/
|
|
/*glsl es shaders require precisions to be defined for fragment shader variables
|
|
more precision for shaders would be a good candidate for a cvar */
|
|
|
|
/*defaultfill is a simple shader for block-filling with vertex colours. note that the blendfunc stuff is done after the shader anyway.*/
|
|
{QR_OPENGL/*ES*/, 100, "defaultfill",
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec4 v_colour;\n"
|
|
"varying vec4 vc;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" vc = v_colour;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"varying lowp vec4 vc;\n"
|
|
"void main ()\n"
|
|
"{\n"
|
|
" gl_FragColor = vc;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
/*default2d is a simple shader to draw the 2d elements. simple copying of a texture image to its dest (with vertex colour blending)*/
|
|
{QR_OPENGL/*ES*/, 100, "default2d",
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"attribute vec4 v_colour;\n"
|
|
"varying vec2 tc;\n"
|
|
"varying vec4 vc;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" tc = v_texcoord;\n"
|
|
" vc = v_colour;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"varying mediump vec2 tc;\n"
|
|
"varying lowp vec4 vc;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" gl_FragColor = texture2D(s_t0, tc) * vc;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
/*draws a wall, with lightmap.*/
|
|
{QR_OPENGL/*ES*/, 100, "defaultwall",
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"attribute vec2 v_lmcoord;\n"
|
|
"varying vec2 tc, lm;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" tc = v_texcoord;\n"
|
|
" lm = v_lmcoord;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n" /*tex_diffuse*/
|
|
"uniform sampler2D s_t1;\n" /*tex_lightmap*/
|
|
//"uniform sampler2D s_t2;\n" /*tex_normalmap*/
|
|
//"uniform sampler2D s_t3;\n" /*tex_deluxmap*/
|
|
//"uniform sampler2D s_t4;\n" /*tex_fullbright*/
|
|
"varying mediump vec2 tc, lm;\n"
|
|
"uniform mediump vec4 e_lmscale;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm) * e_lmscale;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 100, "drawflat_wall",
|
|
"!!cvarv r_floorcolor\n"
|
|
"!!cvarv r_wallcolor\n"
|
|
"!!permu FOG\n"
|
|
"#include \"sys/fog.h\"\n"
|
|
"varying vec4 col;\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec3 v_normal;\n"
|
|
"attribute vec2 v_lmcoord;\n"
|
|
"varying vec2 lm;\n"
|
|
"uniform vec3 cvar_r_wallcolor;\n"
|
|
"uniform vec3 cvar_r_floorcolor;\n"
|
|
"uniform vec4 e_lmscale;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" col = vec4(e_lmscale.rgb/255.0 * ((v_normal.z < 0.73)?cvar_r_wallcolor:cvar_r_floorcolor), e_lmscale.a);\n"
|
|
" lm = v_lmcoord;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n" /*tex_lightmap*/
|
|
"varying vec2 lm;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" gl_FragColor = fog4(col * texture2D(s_t0, lm));\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
/*defaultwarp: draws a water surface*/
|
|
{QR_OPENGL/*ES*/, 100, "defaultwarp",
|
|
"!!cvarf r_wateralpha\n"
|
|
"varying mediump vec2 tc;\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"void main ()\n"
|
|
"{\n"
|
|
" tc = v_texcoord;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"uniform mediump float e_time;\n"
|
|
"uniform lowp float cvar_r_wateralpha;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" mediump vec2 ntc;\n"
|
|
" ntc.s = tc.s + sin(tc.t+e_time)*0.125;\n"
|
|
" ntc.t = tc.t + sin(tc.s+e_time)*0.125;\n"
|
|
" lowp vec3 ts = vec3(texture2D(s_t0, ntc));\n"
|
|
|
|
" gl_FragColor = vec4(ts, cvar_r_wateralpha);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
/*defautsky projects the texture in order to match q1 skies, along with two separate layers scrolling at separate speeds*/
|
|
{QR_OPENGL/*ES*/, 100, "defaultsky",
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"varying vec3 pos;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" pos = v_position.xyz;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"uniform sampler2D s_t1;\n"
|
|
|
|
"uniform mediump float e_time;\n"
|
|
"uniform mediump vec3 e_eyepos;\n"
|
|
"varying mediump vec3 pos;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" mediump vec2 tccoord;\n"
|
|
|
|
" mediump vec3 dir = pos - e_eyepos;\n"
|
|
|
|
" dir.z *= 3.0;\n"
|
|
" dir.xy /= 0.5*length(dir);\n"
|
|
|
|
" tccoord = (dir.xy + e_time*0.03125);\n"
|
|
" lowp vec3 solid = vec3(texture2D(s_t0, tccoord));\n"
|
|
|
|
" tccoord = (dir.xy + e_time*0.0625);\n"
|
|
" lowp vec4 clouds = texture2D(s_t1, tccoord);\n"
|
|
|
|
" gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n"
|
|
// " gl_FragColor.rgb = solid.rgb;/*gl_FragColor.g = clouds.r;*/gl_FragColor.b = clouds.a;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
/*draws a model. there's lots of extra stuff for light shading calcs and upper/lower textures*/
|
|
{QR_OPENGL/*ES*/, 100, "defaultskin",
|
|
"!!permu FULLBRIGHT\n"
|
|
"!!permu UPPERLOWER\n"
|
|
"!!permu FRAMEBLEND\n"
|
|
"!!permu SKELETAL\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"#include \"sys/skeletal.h\"\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"varying vec2 tc;\n"
|
|
|
|
"uniform vec3 e_light_dir;\n"
|
|
"uniform vec3 e_light_mul;\n"
|
|
"uniform vec3 e_light_ambient;\n"
|
|
"varying vec3 light;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" vec3 n;\n"
|
|
" gl_Position = skeletaltransform_n(n);\n"
|
|
" light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);\n"
|
|
" tc = v_texcoord;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n" /*tex_diffuse*/
|
|
"#ifdef LOWER\n"
|
|
"uniform sampler2D s_t1;\n" /*tex_lower*/
|
|
"uniform lowp vec3 e_lowercolour;\n"
|
|
"#endif\n"
|
|
"#ifdef UPPER\n"
|
|
"uniform sampler2D s_t2;\n" /*tex_upper*/
|
|
"uniform lowp vec3 e_uppercolour;\n"
|
|
"#endif\n"
|
|
"#ifdef FULLBRIGHT\n"
|
|
"uniform sampler2D s_t3;\n" /*tex_fullbright*/
|
|
"#endif\n"
|
|
"varying mediump vec2 tc;\n"
|
|
"varying lowp vec3 light;\n"
|
|
"uniform lowp vec4 e_colourident;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" lowp vec4 col;\n"
|
|
" col = texture2D(s_t0, tc);\n"
|
|
"#ifdef UPPER\n"
|
|
" lowp vec4 uc = texture2D(s_t2, tc);\n"
|
|
" col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a);\n"
|
|
"#endif\n"
|
|
"#ifdef LOWER\n"
|
|
" lowp vec4 lc = texture2D(s_t1, tc);\n"
|
|
" col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a);\n"
|
|
"#endif\n"
|
|
" col.rgb *= light;\n"
|
|
"#ifdef FULLBRIGHT\n"
|
|
" lowp vec4 fb = texture2D(s_t3, tc);\n"
|
|
" col.rgb = mix(col.rgb, fb.rgb, fb.a);\n"
|
|
"#endif\n"
|
|
" gl_FragColor = col * e_colourident;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
#endif
|
|
#include "r_bishaders.h"
|
|
{QR_NONE}
|
|
};
|
|
void Shader_UnloadProg(program_t *prog)
|
|
{
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
int p;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (prog->permu[p].handle.glsl)
|
|
qglDeleteProgramObject_(prog->permu[p].handle.glsl);
|
|
}
|
|
}
|
|
#endif
|
|
#ifdef D3D9QUAKE
|
|
if (qrenderer == QR_DIRECT3D9)
|
|
{
|
|
int p;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
// if (prog->handle[p].hlsl.vert || prog->handle[p].hlsl.frag)
|
|
// D3DShader_DeleteProgram(&prog->handle[p].hlsl);
|
|
}
|
|
}
|
|
#endif
|
|
#ifdef D3D11QUAKE
|
|
if (qrenderer == QR_DIRECT3D11)
|
|
D3D11Shader_DeleteProgram(prog);
|
|
#endif
|
|
free(prog);
|
|
}
|
|
static void Shader_FlushGenerics(void)
|
|
{
|
|
sgeneric_t *g;
|
|
while (sgenerics)
|
|
{
|
|
g = sgenerics;
|
|
sgenerics = g->next;
|
|
|
|
if (g->prog.refs == 1)
|
|
{
|
|
g->prog.refs--;
|
|
Shader_UnloadProg(&g->prog);
|
|
}
|
|
else
|
|
Con_Printf("generic shader still used\n");
|
|
}
|
|
}
|
|
static void Shader_LoadGeneric(sgeneric_t *g, int qrtype)
|
|
{
|
|
unsigned int i;
|
|
void *file;
|
|
char basicname[MAX_QPATH];
|
|
char *h;
|
|
|
|
g->failed = true;
|
|
|
|
basicname[1] = 0;
|
|
Q_strncpyz(basicname, g->name, sizeof(basicname));
|
|
h = strchr(basicname+1, '#');
|
|
if (h)
|
|
*h = '\0';
|
|
|
|
if (strchr(basicname, '/') || strchr(basicname, '.'))
|
|
FS_LoadFile(basicname, &file);
|
|
else if (qrenderer == QR_DIRECT3D9)
|
|
FS_LoadFile(va("hlsl/%s.hlsl", basicname), &file);
|
|
else if (qrenderer == QR_DIRECT3D11)
|
|
FS_LoadFile(va("hlsl11/%s.hlsl", basicname), &file);
|
|
else if (qrenderer == QR_OPENGL)
|
|
{
|
|
#ifdef GLQUAKE
|
|
if (gl_config.gles)
|
|
FS_LoadFile(va("gles/%s.glsl", basicname), &file);
|
|
else
|
|
#endif
|
|
FS_LoadFile(va("glsl/%s.glsl", basicname), &file);
|
|
}
|
|
else
|
|
file = NULL;
|
|
if (file)
|
|
{
|
|
Con_DPrintf("Loaded %s from disk\n", basicname);
|
|
g->failed = !Shader_LoadPermutations(g->name, &g->prog, file, qrtype, 0);
|
|
FS_FreeFile(file);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
int ver;
|
|
for (i = 0; *sbuiltins[i].name; i++)
|
|
{
|
|
if (sbuiltins[i].qrtype == qrenderer && !strcmp(sbuiltins[i].name, basicname))
|
|
{
|
|
ver = sbuiltins[i].apiver;
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
if (gl_config.gles)
|
|
{
|
|
if (ver == 110)
|
|
ver = 100; /*allow gles to use desktop gl if there's no shader for it - lets hope numeric sorting applies!*/
|
|
if (ver != 100)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (ver == 100) /*don't use gles shaders on desktop gl*/
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
g->failed = !Shader_LoadPermutations(g->name, &g->prog, sbuiltins[i].body, sbuiltins[i].qrtype, ver);
|
|
|
|
if (g->failed)
|
|
continue;
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
static void Shader_ReloadGenerics(void)
|
|
{
|
|
sgeneric_t *g;
|
|
for (g = sgenerics; g; g = g->next)
|
|
{
|
|
Shader_LoadGeneric(g, qrenderer);
|
|
}
|
|
}
|
|
static program_t *Shader_FindGeneric(char *name, int qrtype)
|
|
{
|
|
sgeneric_t *g;
|
|
|
|
for (g = sgenerics; g; g = g->next)
|
|
{
|
|
if (!strcmp(name, g->name))
|
|
{
|
|
if (g->failed)
|
|
return NULL;
|
|
g->prog.refs++;
|
|
return &g->prog;
|
|
}
|
|
}
|
|
|
|
g = malloc(sizeof(*g) + strlen(name)+1);
|
|
memset(g, 0, sizeof(*g));
|
|
g->name = (char*)(g+1);
|
|
strcpy(g->name, name);
|
|
g->next = sgenerics;
|
|
sgenerics = g;
|
|
|
|
g->prog.refs = 1;
|
|
|
|
Shader_LoadGeneric(g, qrtype);
|
|
if (g->failed)
|
|
return NULL;
|
|
g->prog.refs++;
|
|
return &g->prog;
|
|
}
|
|
|
|
void Shader_WriteOutGenerics_f(void)
|
|
{
|
|
int i;
|
|
char *name;
|
|
for (i = 0; *sbuiltins[i].name; i++)
|
|
{
|
|
name = NULL;
|
|
if (sbuiltins[i].qrtype == QR_OPENGL)
|
|
{
|
|
if (sbuiltins[i].apiver == 100)
|
|
name = va("gles/eg_%s.glsl", sbuiltins[i].name);
|
|
else
|
|
name = va("glsl/eg_%s.glsl", sbuiltins[i].name);
|
|
}
|
|
else if (sbuiltins[i].qrtype == QR_DIRECT3D9)
|
|
name = va("hlsl/eg_%s.hlsl", sbuiltins[i].name);
|
|
else if (sbuiltins[i].qrtype == QR_DIRECT3D11)
|
|
name = va("hlsl11/eg_%s.hlsl", sbuiltins[i].name);
|
|
|
|
if (name)
|
|
{
|
|
vfsfile_t *f = FS_OpenVFS(name, "rb", FS_GAMEONLY);
|
|
if (f)
|
|
{
|
|
int len = VFS_GETLEN(f);
|
|
char *buf = Hunk_TempAlloc(len);
|
|
VFS_READ(f, buf, len);
|
|
if (len != strlen(sbuiltins[i].body) || memcmp(buf, sbuiltins[i].body, len))
|
|
Con_Printf("Not writing %s - modified version in the way\n", name);
|
|
else
|
|
Con_Printf("%s is unmodified\n", name);
|
|
VFS_CLOSE(f);
|
|
}
|
|
else
|
|
{
|
|
Con_Printf("Writing %s\n", name);
|
|
FS_WriteFile(name, sbuiltins[i].body, strlen(sbuiltins[i].body), FS_GAMEONLY);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
struct shader_field_names_s shader_attr_names[] =
|
|
{
|
|
/*vertex attributes*/
|
|
{"v_position1", VATTR_VERTEX1},
|
|
{"v_position2", VATTR_VERTEX2},
|
|
{"v_colour", VATTR_COLOUR},
|
|
{"v_texcoord", VATTR_TEXCOORD},
|
|
{"v_lmcoord", VATTR_LMCOORD},
|
|
{"v_normal", VATTR_NORMALS},
|
|
{"v_svector", VATTR_SNORMALS},
|
|
{"v_tvector", VATTR_TNORMALS},
|
|
{"v_bone", VATTR_BONENUMS},
|
|
{"v_weight", VATTR_BONEWEIGHTS},
|
|
#if MAXRLIGHTMAPS > 1
|
|
{"v_lmcoord1", VATTR_LMCOORD},
|
|
{"v_lmcoord2", VATTR_LMCOORD2},
|
|
{"v_lmcoord3", VATTR_LMCOORD3},
|
|
{"v_lmcoord4", VATTR_LMCOORD4},
|
|
{"v_colour1", VATTR_COLOUR},
|
|
{"v_colour2", VATTR_COLOUR2},
|
|
{"v_colour3", VATTR_COLOUR3},
|
|
{"v_colour4", VATTR_COLOUR4},
|
|
#endif
|
|
{NULL}
|
|
};
|
|
|
|
struct shader_field_names_s shader_unif_names[] =
|
|
{
|
|
/*matricies*/
|
|
{"m_model", SP_M_MODEL},
|
|
{"m_view", SP_M_VIEW},
|
|
{"m_modelview", SP_M_MODELVIEW},
|
|
{"m_projection", SP_M_PROJECTION},
|
|
{"m_modelviewprojection", SP_M_MODELVIEWPROJECTION},
|
|
{"m_bones", SP_M_ENTBONES},
|
|
{"m_invviewprojection", SP_M_INVVIEWPROJECTION},
|
|
{"m_invmodelviewprojection",SP_M_INVMODELVIEWPROJECTION},
|
|
|
|
/*viewer properties*/
|
|
{"v_eyepos", SP_V_EYEPOS},
|
|
{"w_fog", SP_W_FOG},
|
|
|
|
/*ent properties*/
|
|
{"e_vblend", SP_E_VBLEND},
|
|
{"e_lmscale", SP_E_LMSCALE}, /*overbright shifting*/
|
|
{"e_origin", SP_E_ORIGIN},
|
|
{"e_time", SP_E_TIME},
|
|
{"e_eyepos", SP_E_EYEPOS},
|
|
{"e_colour", SP_E_COLOURS},
|
|
{"e_colourident", SP_E_COLOURSIDENT},
|
|
{"e_glowmod", SP_E_GLOWMOD},
|
|
{"e_uppercolour", SP_E_TOPCOLOURS},
|
|
{"e_lowercolour", SP_E_BOTTOMCOLOURS},
|
|
{"e_light_dir", SP_E_L_DIR},
|
|
{"e_light_mul", SP_E_L_MUL},
|
|
{"e_light_ambient", SP_E_L_AMBIENT},
|
|
|
|
/*rtlight properties, use with caution*/
|
|
{"l_lightscreen", SP_LIGHTSCREEN},
|
|
{"l_lightradius", SP_LIGHTRADIUS},
|
|
{"l_lightcolour", SP_LIGHTCOLOUR},
|
|
{"l_lightposition", SP_LIGHTPOSITION},
|
|
{"l_lightcolourscale", SP_LIGHTCOLOURSCALE},
|
|
{"l_cubematrix", SP_LIGHTCUBEMATRIX},
|
|
{"l_shadowmapproj", SP_LIGHTSHADOWMAPPROJ},
|
|
{"l_shadowmapscale", SP_LIGHTSHADOWMAPSCALE},
|
|
|
|
{"e_rendertexturescale", SP_RENDERTEXTURESCALE},
|
|
{NULL}
|
|
};
|
|
|
|
static void Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvartypes)
|
|
{
|
|
unsigned int i, p;
|
|
qboolean found;
|
|
int uniformloc;
|
|
char tmpname[128];
|
|
cvar_t *cvar;
|
|
|
|
prog->numparams = 0;
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
//figure out visible attributes
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->permu[p].handle.glsl)
|
|
continue;
|
|
GLSlang_UseProgram(prog->permu[p].handle.glsl);
|
|
for (i = 0; shader_attr_names[i].name; i++)
|
|
{
|
|
uniformloc = qglGetAttribLocationARB(prog->permu[p].handle.glsl, shader_attr_names[i].name);
|
|
if (uniformloc != -1)
|
|
{
|
|
if (shader_attr_names[i].ptype != uniformloc)
|
|
Con_Printf("Bad attribute\n");
|
|
else
|
|
prog->permu[p].attrmask |= 1u<<uniformloc;
|
|
}
|
|
}
|
|
}
|
|
|
|
//figure out the uniforms
|
|
for (i = 0; shader_unif_names[i].name; i++)
|
|
{
|
|
found = false;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->permu[p].handle.glsl)
|
|
continue;
|
|
GLSlang_UseProgram(prog->permu[p].handle.glsl);
|
|
|
|
uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, shader_unif_names[i].name);
|
|
if (uniformloc != -1)
|
|
found = true;
|
|
|
|
if (prog->numparams == SHADER_PROGPARMS_MAX)
|
|
{
|
|
if (found)
|
|
break;
|
|
}
|
|
else
|
|
prog->permu[p].parm[prog->numparams] = uniformloc;
|
|
}
|
|
if (found)
|
|
{
|
|
if (prog->numparams == SHADER_PROGPARMS_MAX)
|
|
Con_Printf("Too many paramters for program (ignoring %s)\n", shader_unif_names[i].name);
|
|
else
|
|
{
|
|
prog->parm[prog->numparams].type = shader_unif_names[i].ptype;
|
|
prog->numparams++;
|
|
}
|
|
}
|
|
}
|
|
/*set cvar unirforms*/
|
|
for (i = 0; cvarnames[i]; i++)
|
|
{
|
|
if (prog->numparams == SHADER_PROGPARMS_MAX)
|
|
{
|
|
Con_Printf("Too many cvar paramters for program\n");
|
|
break;
|
|
}
|
|
for (p = 0; cvarnames[i][p] && (unsigned char)cvarnames[i][p] > 32 && p < sizeof(tmpname)-1; p++)
|
|
tmpname[p] = cvarnames[i][p];
|
|
tmpname[p] = 0;
|
|
cvar = Cvar_Get(tmpname, "0", CVAR_SHADERSYSTEM, "glsl cvars");
|
|
if (!cvar)
|
|
continue;
|
|
cvar->flags |= CVAR_SHADERSYSTEM;
|
|
prog->parm[prog->numparams].type = cvartypes[i];
|
|
prog->parm[prog->numparams].pval = cvar;
|
|
found = false;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->permu[p].handle.glsl)
|
|
continue;
|
|
GL_SelectProgram(prog->permu[p].handle.glsl);
|
|
uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, va("cvar_%s", tmpname));
|
|
if (uniformloc != -1)
|
|
{
|
|
//qglUniform1fARB(uniformloc, cvar->value);
|
|
found = true;
|
|
}
|
|
prog->permu[p].parm[prog->numparams] = uniformloc;
|
|
}
|
|
if (found)
|
|
prog->numparams++;
|
|
}
|
|
/*set texture uniforms*/
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->permu[p].handle.glsl)
|
|
continue;
|
|
if (!(prog->permu[p].attrmask & (1u<<VATTR_VERTEX1))) //a shader kinda has to use one of these...
|
|
prog->permu[p].attrmask |= (1u<<VATTR_LEG_VERTEX);
|
|
GLSlang_UseProgram(prog->permu[p].handle.glsl);
|
|
for (i = 0; i < 8; i++)
|
|
{
|
|
uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, va("s_t%i", i));
|
|
if (uniformloc != -1)
|
|
qglUniform1iARB(uniformloc, i);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
#endif
|
|
#ifdef D3D9QUAKE
|
|
if (qrenderer == QR_DIRECT3D9)
|
|
{
|
|
prog->nofixedcompat = true;
|
|
|
|
/*set cvar uniforms*/
|
|
for (i = 0; cvarnames[i]; i++)
|
|
{
|
|
for (p = 0; cvarnames[i][p] && (unsigned char)cvarnames[i][p] > 32 && p < sizeof(tmpname)-1; p++)
|
|
tmpname[p] = cvarnames[i][p];
|
|
tmpname[p] = 0;
|
|
cvar = Cvar_FindVar(tmpname);
|
|
if (!cvar)
|
|
continue;
|
|
cvar->flags |= CVAR_SHADERSYSTEM;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->permu[p].handle.hlsl.vert || !prog->permu[p].handle.hlsl.frag)
|
|
continue;
|
|
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 1, va("cvar_%s", tmpname));
|
|
if (uniformloc != -1)
|
|
{
|
|
vec4_t v = {cvar->value, 0, 0, 0};
|
|
IDirect3DDevice9_SetVertexShader(pD3DDev9, prog->permu[p].handle.hlsl.vert);
|
|
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, 0, v, 1);
|
|
}
|
|
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 2, va("cvar_%s", tmpname));
|
|
if (uniformloc != -1)
|
|
{
|
|
vec4_t v = {cvar->value, 0, 0, 0};
|
|
IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->permu[p].handle.hlsl.frag);
|
|
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, 0, v, 1);
|
|
}
|
|
}
|
|
}
|
|
for (i = 0; shader_unif_names[i].name; i++)
|
|
{
|
|
found = false;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 0, shader_unif_names[i].name);
|
|
if (uniformloc != -1)
|
|
found = true;
|
|
prog->permu[p].parm[prog->numparams] = uniformloc;
|
|
}
|
|
if (found)
|
|
{
|
|
prog->parm[prog->numparams].type = shader_unif_names[i].ptype;
|
|
prog->numparams++;
|
|
}
|
|
}
|
|
/*set texture uniforms*/
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
for (i = 0; i < 8; i++)
|
|
{
|
|
uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 2, va("s_t%i", i));
|
|
if (uniformloc != -1)
|
|
{
|
|
int v[4] = {i};
|
|
IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->permu[p].handle.hlsl.frag);
|
|
IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1);
|
|
}
|
|
}
|
|
}
|
|
IDirect3DDevice9_SetVertexShader(pD3DDev9, NULL);
|
|
IDirect3DDevice9_SetPixelShader(pD3DDev9, NULL);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static char *Shader_ParseBody(char *debugname, char **ptr)
|
|
{
|
|
char *body;
|
|
char *start, *end;
|
|
|
|
end = *ptr;
|
|
while (*end == ' ' || *end == '\t' || *end == '\r')
|
|
end++;
|
|
if (*end == '\n')
|
|
{
|
|
int count;
|
|
end++;
|
|
while (*end == ' ' || *end == '\t')
|
|
end++;
|
|
if (*end != '{')
|
|
{
|
|
Con_Printf("shader \"%s\" missing program string\n", debugname);
|
|
}
|
|
else
|
|
{
|
|
end++;
|
|
start = end;
|
|
for (count = 1; *end; end++)
|
|
{
|
|
if (*end == '}')
|
|
{
|
|
count--;
|
|
if (!count)
|
|
break;
|
|
}
|
|
else if (*end == '{')
|
|
count++;
|
|
}
|
|
body = BZ_Malloc(end - start + 1);
|
|
memcpy(body, start, end-start);
|
|
body[end-start] = 0;
|
|
*ptr = end+1;/*skip over it all*/
|
|
|
|
return body;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
static void Shader_SLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr, int qrtype)
|
|
{
|
|
/*accepts:
|
|
program
|
|
{
|
|
BLAH
|
|
}
|
|
where BLAH is both vertex+frag with #ifdefs
|
|
or
|
|
program fname
|
|
on one line.
|
|
*/
|
|
char *programbody;
|
|
char *hash;
|
|
|
|
programbody = Shader_ParseBody(shader->name, ptr);
|
|
if (programbody)
|
|
{
|
|
shader->prog = malloc(sizeof(*shader->prog));
|
|
memset(shader->prog, 0, sizeof(*shader->prog));
|
|
shader->prog->refs = 1;
|
|
if (!Shader_LoadPermutations(shader->name, shader->prog, programbody, qrtype, 0))
|
|
{
|
|
free(shader->prog);
|
|
shader->prog = NULL;
|
|
}
|
|
|
|
BZ_Free(programbody);
|
|
return;
|
|
}
|
|
|
|
hash = strchr(shader->name, '#');
|
|
if (hash)
|
|
{
|
|
//pass the # postfixes from the shader name onto the generic glsl to use
|
|
char newname[512];
|
|
Q_snprintfz(newname, sizeof(newname), "%s%s", Shader_ParseExactString(ptr), hash);
|
|
shader->prog = Shader_FindGeneric(newname, qrtype);
|
|
}
|
|
else
|
|
shader->prog = Shader_FindGeneric(Shader_ParseExactString(ptr), qrtype);
|
|
}
|
|
|
|
static void Shader_GLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
Shader_SLProgramName(shader,pass,ptr,QR_OPENGL);
|
|
}
|
|
static void Shader_ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
Shader_SLProgramName(shader,pass,ptr,qrenderer);
|
|
}
|
|
static void Shader_HLSL9ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D9);
|
|
}
|
|
static void Shader_HLSL11ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D11);
|
|
}
|
|
|
|
static void Shader_ProgramParam ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
cvar_t *cv = NULL;
|
|
int specialint = 0;
|
|
float specialfloat = 0;
|
|
vec3_t specialvec = {0};
|
|
enum shaderprogparmtype_e parmtype = SP_BAD;
|
|
char *token;
|
|
qboolean silent = false;
|
|
char *forcename = NULL;
|
|
|
|
token = Shader_ParseString(ptr);
|
|
if (!Q_stricmp(token, "opt"))
|
|
{
|
|
silent = true;
|
|
token = Shader_ParseString(ptr);
|
|
}
|
|
if (!Q_stricmp(token, "texture"))
|
|
{
|
|
token = Shader_ParseString(ptr);
|
|
specialint = atoi(token);
|
|
parmtype = SP_TEXTURE;
|
|
}
|
|
else if (!Q_stricmp(token, "consti"))
|
|
{
|
|
token = Shader_ParseSensString(ptr);
|
|
specialint = atoi(token);
|
|
parmtype = SP_CONSTI;
|
|
}
|
|
else if (!Q_stricmp(token, "constf"))
|
|
{
|
|
token = Shader_ParseSensString(ptr);
|
|
specialfloat = atof(token);
|
|
parmtype = SP_CONSTF;
|
|
}
|
|
else if (!Q_stricmp(token, "cvari"))
|
|
{
|
|
token = Shader_ParseSensString(ptr);
|
|
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
|
|
if (!cv)
|
|
return;
|
|
parmtype = SP_CVARI;
|
|
}
|
|
else if (!Q_stricmp(token, "cvarf"))
|
|
{
|
|
token = Shader_ParseSensString(ptr);
|
|
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
|
|
if (!cv)
|
|
return;
|
|
parmtype = SP_CVARF;
|
|
}
|
|
else if (!Q_stricmp(token, "cvar3f"))
|
|
{
|
|
token = Shader_ParseSensString(ptr);
|
|
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
|
|
if (!cv)
|
|
return;
|
|
parmtype = SP_CVAR3F;
|
|
}
|
|
else if (!Q_stricmp(token, "time"))
|
|
parmtype = SP_E_TIME;
|
|
else if (!Q_stricmp(token, "eyepos"))
|
|
parmtype = SP_E_EYEPOS;
|
|
else if (!Q_stricmp(token, "entmatrix"))
|
|
parmtype = SP_M_MODEL;
|
|
else if (!Q_stricmp(token, "colours") || !Q_stricmp(token, "colors"))
|
|
parmtype = SP_E_COLOURS;
|
|
else if (!Q_stricmp(token, "upper"))
|
|
parmtype = SP_E_TOPCOLOURS;
|
|
else if (!Q_stricmp(token, "lower"))
|
|
parmtype = SP_E_BOTTOMCOLOURS;
|
|
else if (!Q_stricmp(token, "lightradius"))
|
|
parmtype = SP_LIGHTRADIUS;
|
|
else if (!Q_stricmp(token, "lightcolour"))
|
|
parmtype = SP_LIGHTCOLOUR;
|
|
else if (!Q_stricmp(token, "lightpos"))
|
|
parmtype = SP_LIGHTPOSITION;
|
|
else if (!Q_stricmp(token, "rendertexturescale"))
|
|
parmtype = SP_RENDERTEXTURESCALE;
|
|
else
|
|
Con_Printf("shader %s: parameter type \"%s\" not known\n", shader->name, token);
|
|
|
|
if (forcename)
|
|
token = forcename;
|
|
else
|
|
token = Shader_ParseSensString(ptr);
|
|
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
int p;
|
|
qboolean foundone;
|
|
unsigned int uniformloc;
|
|
program_t *prog = shader->prog;
|
|
if (!prog)
|
|
{
|
|
Con_Printf("shader %s: param without program set\n", shader->name);
|
|
}
|
|
else if (prog->numparams == SHADER_PROGPARMS_MAX)
|
|
Con_Printf("shader %s: too many parms\n", shader->name);
|
|
else
|
|
{
|
|
if (prog->refs != 1)
|
|
Con_Printf("shader %s: parms on shared shader\n", shader->name);
|
|
|
|
foundone = false;
|
|
prog->parm[prog->numparams].type = parmtype;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->permu[p].handle.glsl)
|
|
continue;
|
|
GLSlang_UseProgram(prog->permu[p].handle.glsl);
|
|
|
|
uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, token);
|
|
prog->permu[p].parm[prog->numparams] = uniformloc;
|
|
|
|
if (uniformloc != -1)
|
|
{
|
|
foundone = true;
|
|
switch(parmtype)
|
|
{
|
|
case SP_BAD:
|
|
foundone = false;
|
|
break;
|
|
case SP_TEXTURE:
|
|
case SP_CONSTI:
|
|
prog->parm[prog->numparams].ival = specialint;
|
|
break;
|
|
case SP_CONSTF:
|
|
prog->parm[prog->numparams].fval = specialfloat;
|
|
break;
|
|
case SP_CVARF:
|
|
case SP_CVARI:
|
|
prog->parm[prog->numparams].pval = cv;
|
|
break;
|
|
case SP_CVAR3F:
|
|
prog->parm[prog->numparams].pval = cv;
|
|
qglUniform3fvARB(uniformloc, 1, specialvec);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (!foundone)
|
|
{
|
|
if (!silent)
|
|
Con_Printf("shader %s: param \"%s\" not found\n", shader->name, token);
|
|
}
|
|
else
|
|
prog->numparams++;
|
|
|
|
GLSlang_UseProgram(0);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static void Shader_DiffuseMap(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token;
|
|
token = Shader_ParseString(ptr);
|
|
shader->defaulttextures.base = R_LoadHiResTexture(token, NULL, 0);
|
|
}
|
|
|
|
static void Shader_Translucent(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
shader->flags |= SHADER_BLEND;
|
|
}
|
|
|
|
static void Shader_DP_Camera(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
shader->sort = SHADER_SORT_PORTAL;
|
|
}
|
|
|
|
static void Shader_BEMode(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
int mode;
|
|
char tokencopy[1024];
|
|
char *token;
|
|
char *embed = NULL;
|
|
token = Shader_ParseString(ptr);
|
|
if (!Q_stricmp(token, "rtlight"))
|
|
mode = -1; //all light types
|
|
else if (!Q_stricmp(token, "rtlight_only"))
|
|
mode = LSHADER_STANDARD;
|
|
else if (!Q_stricmp(token, "rtlight_smap"))
|
|
mode = LSHADER_SMAP;
|
|
else if (!Q_stricmp(token, "rtlight_spot"))
|
|
mode = LSHADER_SPOT;
|
|
else if (!Q_stricmp(token, "rtlight_cube"))
|
|
mode = LSHADER_CUBE;
|
|
else if (!Q_stricmp(token, "rtlight_cube_smap"))
|
|
mode = LSHADER_CUBE|LSHADER_SMAP;
|
|
else if (!Q_stricmp(token, "rtlight_cube_spot")) //doesn't make sense.
|
|
mode = LSHADER_CUBE|LSHADER_SPOT;
|
|
else if (!Q_stricmp(token, "rtlight_spot_smap"))
|
|
mode = LSHADER_SMAP|LSHADER_SPOT;
|
|
else if (!Q_stricmp(token, "rtlight_cube_spot_smap")) //doesn't make sense.
|
|
mode = LSHADER_CUBE|LSHADER_SPOT|LSHADER_SMAP;
|
|
else if (!Q_stricmp(token, "crepuscular"))
|
|
mode = bemoverride_crepuscular;
|
|
else if (!Q_stricmp(token, "depthonly"))
|
|
mode = bemoverride_depthonly;
|
|
else if (!Q_stricmp(token, "depthdark"))
|
|
mode = bemoverride_depthdark;
|
|
else if (!Q_stricmp(token, "prelight"))
|
|
mode = bemoverride_prelight;
|
|
else if (!Q_stricmp(token, "fog"))
|
|
mode = bemoverride_fog;
|
|
else
|
|
{
|
|
Con_DPrintf(CON_WARNING "Shader %s specifies unknown bemode %s.\n", shader->name, token);
|
|
return; //not supported.
|
|
}
|
|
|
|
embed = Shader_ParseBody(shader->name, ptr);
|
|
if (embed)
|
|
{
|
|
int l = strlen(embed) + 6;
|
|
char *b = BZ_Malloc(l);
|
|
Q_snprintfz(b, l, "{\n%s\n}\n", embed);
|
|
BZ_Free(embed);
|
|
embed = b;
|
|
//generate a unique name
|
|
Q_snprintfz(tokencopy, sizeof(tokencopy), "%s_mode%i", shader->name, mode);
|
|
}
|
|
else
|
|
{
|
|
token = Shader_ParseString(ptr);
|
|
Q_strncpyz(tokencopy, token, sizeof(tokencopy)); //make sure things don't go squiff.
|
|
}
|
|
|
|
if (mode == -1)
|
|
{
|
|
//shorthand for rtlights
|
|
for (mode = 0; mode < LSHADER_MODES; mode++)
|
|
{
|
|
if ((mode & LSHADER_CUBE) && (mode & LSHADER_SPOT))
|
|
continue;
|
|
shader->bemoverrides[mode] = R_RegisterCustom(va("%s%s%s%s",
|
|
tokencopy,
|
|
(mode & LSHADER_SMAP)?"#PCF":"",
|
|
(mode & LSHADER_SPOT)?"#SPOT":"",
|
|
(mode & LSHADER_CUBE)?"#CUBE":"")
|
|
, shader->usageflags, embed?Shader_DefaultScript:NULL, embed);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
shader->bemoverrides[mode] = R_RegisterCustom(tokencopy, shader->usageflags, embed?Shader_DefaultScript:NULL, embed);
|
|
}
|
|
if (embed)
|
|
BZ_Free(embed);
|
|
}
|
|
|
|
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},
|
|
|
|
//fte extensions
|
|
{"lpp_light", Shader_Prelight},
|
|
{"glslprogram", Shader_GLSLProgramName},
|
|
{"program", Shader_ProgramName}, //gl or d3d
|
|
{"hlslprogram", Shader_HLSL9ProgramName}, //for d3d
|
|
{"hlsl11program", Shader_HLSL11ProgramName}, //for d3d
|
|
{"param", Shader_ProgramParam}, //legacy
|
|
|
|
{"bemode", Shader_BEMode},
|
|
|
|
//dp compat
|
|
{"dp_camera", Shader_DP_Camera},
|
|
|
|
/*doom3 compat*/
|
|
{"diffusemap", Shader_DiffuseMap}, //macro for "{\nstage diffusemap\nmap <map>\n}"
|
|
{"bumpmap", NULL}, //macro for "{\nstage bumpmap\nmap <map>\n}"
|
|
{"specularmap", NULL}, //macro for "{\nstage specularmap\nmap <map>\n}"
|
|
{"discrete", NULL},
|
|
{"nonsolid", NULL},
|
|
{"noimpact", NULL},
|
|
{"translucent", Shader_Translucent},
|
|
{"noshadows", NULL},
|
|
{"nooverlays", NULL},
|
|
{"nofragment", NULL},
|
|
|
|
{NULL, NULL}
|
|
};
|
|
|
|
static struct
|
|
{
|
|
char *name;
|
|
char *body;
|
|
} shadermacros[] =
|
|
{
|
|
{"decal_macro", "polygonOffset 1\ndiscrete\nsort decal\nnoShadows"},
|
|
// {"diffusemap", "{\nblend diffusemap\nmap %1\n}"},
|
|
// {"bumpmap", "{\nblend bumpmap\nmap %1\n}"},
|
|
// {"specularmap", "{\nblend specularmap\nmap %1\n}"},
|
|
{NULL}
|
|
};
|
|
|
|
// ===============================================================
|
|
|
|
static qboolean Shaderpass_MapGen (shader_t *shader, shaderpass_t *pass, char *tname)
|
|
{
|
|
if (!Q_stricmp (tname, "$lightmap"))
|
|
{
|
|
pass->tcgen = TC_GEN_LIGHTMAP;
|
|
pass->flags |= SHADER_PASS_LIGHTMAP | SHADER_PASS_NOMIPMAP;
|
|
pass->texgen = T_GEN_LIGHTMAP;
|
|
shader->flags |= SHADER_HASLIGHTMAP;
|
|
}
|
|
else if (!Q_stricmp (tname, "$deluxmap"))
|
|
{
|
|
pass->tcgen = TC_GEN_LIGHTMAP;
|
|
pass->flags |= SHADER_PASS_DELUXMAP | SHADER_PASS_NOMIPMAP;
|
|
pass->texgen = T_GEN_DELUXMAP;
|
|
}
|
|
else if (!Q_stricmp (tname, "$diffuse"))
|
|
{
|
|
pass->texgen = T_GEN_DIFFUSE;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
shader->flags |= SHADER_NOIMAGE;
|
|
}
|
|
else if (!Q_stricmp (tname, "$normalmap"))
|
|
{
|
|
pass->texgen = T_GEN_NORMALMAP;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
shader->flags |= SHADER_HASNORMALMAP;
|
|
}
|
|
else if (!Q_stricmp (tname, "$specular"))
|
|
{
|
|
pass->texgen = T_GEN_SPECULAR;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
shader->flags |= SHADER_HASGLOSS;
|
|
}
|
|
else if (!Q_stricmp (tname, "$fullbright"))
|
|
{
|
|
pass->texgen = T_GEN_FULLBRIGHT;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
}
|
|
else if (!Q_stricmp (tname, "$upperoverlay"))
|
|
{
|
|
shader->flags |= SHADER_HASTOPBOTTOM;
|
|
pass->texgen = T_GEN_UPPEROVERLAY;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
}
|
|
else if (!Q_stricmp (tname, "$loweroverlay"))
|
|
{
|
|
shader->flags |= SHADER_HASTOPBOTTOM;
|
|
pass->texgen = T_GEN_LOWEROVERLAY;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
}
|
|
else if (!Q_stricmp (tname, "$shadowmap"))
|
|
{
|
|
pass->texgen = T_GEN_SHADOWMAP;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
pass->flags |= SHADER_PASS_DEPTHCMP;
|
|
}
|
|
else if (!Q_stricmp (tname, "$lightcubemap"))
|
|
{
|
|
pass->texgen = T_GEN_LIGHTCUBEMAP;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$currentrender"))
|
|
{
|
|
pass->texgen = T_GEN_CURRENTRENDER;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$sourcecolour"))
|
|
{
|
|
pass->texgen = T_GEN_SOURCECOLOUR;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$sourcecube"))
|
|
{
|
|
pass->texgen = T_GEN_SOURCECUBE;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$sourcedepth"))
|
|
{
|
|
pass->texgen = T_GEN_SOURCEDEPTH;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$reflection"))
|
|
{
|
|
shader->flags |= SHADER_HASREFLECT;
|
|
pass->texgen = T_GEN_REFLECTION;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$refraction"))
|
|
{
|
|
shader->flags |= SHADER_HASREFRACT;
|
|
pass->texgen = T_GEN_REFRACTION;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$refractiondepth"))
|
|
{
|
|
shader->flags |= SHADER_HASREFRACT;
|
|
pass->texgen = T_GEN_REFRACTIONDEPTH;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$ripplemap"))
|
|
{
|
|
shader->flags |= SHADER_HASRIPPLEMAP;
|
|
pass->texgen = T_GEN_RIPPLEMAP;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
static void Shaderpass_Map (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
int flags;
|
|
char *token;
|
|
|
|
pass->anim_frames[0] = r_nulltex;
|
|
|
|
token = Shader_ParseString (ptr);
|
|
flags = Shader_SetImageFlags (shader, pass, &token);
|
|
if (!Shaderpass_MapGen(shader, pass, token))
|
|
{
|
|
switch((flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT)
|
|
{
|
|
case 0:
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
break;
|
|
case 1:
|
|
pass->texgen = T_GEN_3DMAP;
|
|
break;
|
|
default:
|
|
pass->texgen = T_GEN_CUBEMAP;
|
|
break;
|
|
}
|
|
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->anim_frames[0] = Shader_FindImage (token, flags);
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_AnimMap (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
int flags;
|
|
char *token;
|
|
texid_t image;
|
|
|
|
flags = Shader_SetImageFlags (shader, pass, NULL);
|
|
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->flags |= SHADER_PASS_ANIMMAP;
|
|
pass->texgen = T_GEN_ANIMMAP;
|
|
pass->anim_fps = (int)Shader_ParseFloat (shader, ptr);
|
|
pass->anim_numframes = 0;
|
|
|
|
for ( ; ; )
|
|
{
|
|
token = Shader_ParseString(ptr);
|
|
if (!token[0])
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (pass->anim_numframes < SHADER_MAX_ANIMFRAMES)
|
|
{
|
|
image = Shader_FindImage (token, flags);
|
|
|
|
if (!TEXVALID(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, &token);
|
|
if (!Shaderpass_MapGen(shader, pass, token))
|
|
{
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->anim_frames[0] = Shader_FindImage (token, flags | IF_CLAMP);
|
|
|
|
switch((flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT)
|
|
{
|
|
case 0:
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
break;
|
|
case 1:
|
|
pass->texgen = T_GEN_3DMAP;
|
|
break;
|
|
default:
|
|
pass->texgen = T_GEN_CUBEMAP;
|
|
break;
|
|
}
|
|
|
|
if (!TEXVALID(pass->anim_frames[0]))
|
|
{
|
|
if (flags & (IF_3DMAP | IF_CUBEMAP))
|
|
pass->anim_frames[0] = r_nulltex;
|
|
else
|
|
pass->anim_frames[0] = missing_texture;
|
|
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", shader->name, token);
|
|
}
|
|
}
|
|
pass->flags |= SHADER_PASS_CLAMP;
|
|
}
|
|
|
|
static void Shaderpass_VideoMap (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseSensString (ptr);
|
|
|
|
#ifdef NOMEDIA
|
|
#else
|
|
if (pass->cin)
|
|
Z_Free (pass->cin);
|
|
|
|
pass->cin = Media_StartCin(token);
|
|
if (!pass->cin)
|
|
pass->cin = Media_StartCin(va("video/%s.roq", token));
|
|
if (!pass->cin)
|
|
Con_DPrintf (CON_WARNING "(shader %s) Couldn't load video %s\n", shader->name, token);
|
|
|
|
if (pass->cin)
|
|
{
|
|
pass->flags |= SHADER_PASS_VIDEOMAP;
|
|
shader->flags |= SHADER_VIDEOMAP;
|
|
pass->texgen = T_GEN_VIDEOMAP;
|
|
}
|
|
else
|
|
{
|
|
pass->texgen = T_GEN_DIFFUSE;
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
|
|
pass->rgbgen_func.args[0] = pass->rgbgen_func.args[1] = pass->rgbgen_func.args[2] = 0;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
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 (shader, 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_LIGHTING;
|
|
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_VERTEX_EXACT;
|
|
else if (!Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
|
|
{
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
|
|
|
|
Shader_ParseVector (shader, 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->portaldist = Shader_ParseFloat(shader, ptr);
|
|
if (!shader->portaldist)
|
|
shader->portaldist = 256;
|
|
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 (shader, 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(shader, 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(shader, ptr);
|
|
min = Shader_ParseFloat(shader, ptr);
|
|
max = Shader_ParseFloat(shader, 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 int Shader_BlendFactor(char *name, qboolean dstnotsrc)
|
|
{
|
|
int factor;
|
|
if (!strnicmp(name, "gl_", 3))
|
|
name += 3;
|
|
|
|
if (!Q_stricmp(name, "zero"))
|
|
factor = SBITS_SRCBLEND_ZERO;
|
|
else if ( !Q_stricmp(name, "one"))
|
|
factor = SBITS_SRCBLEND_ONE;
|
|
else if (!Q_stricmp(name, "dst_color"))
|
|
factor = SBITS_SRCBLEND_DST_COLOR;
|
|
else if (!Q_stricmp(name, "one_minus_src_alpha"))
|
|
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA;
|
|
else if (!Q_stricmp(name, "src_alpha"))
|
|
factor = SBITS_SRCBLEND_SRC_ALPHA;
|
|
else if (!Q_stricmp(name, "src_color"))
|
|
factor = SBITS_SRCBLEND_SRC_COLOR_INVALID;
|
|
else if (!Q_stricmp(name, "one_minus_dst_color"))
|
|
factor = SBITS_SRCBLEND_ONE_MINUS_DST_COLOR;
|
|
else if (!Q_stricmp(name, "one_minus_src_color"))
|
|
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID;
|
|
else if (!Q_stricmp(name, "dst_alpha") )
|
|
factor = SBITS_SRCBLEND_DST_ALPHA;
|
|
else if (!Q_stricmp(name, "one_minus_dst_alpha"))
|
|
factor = SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA;
|
|
else
|
|
factor = SBITS_SRCBLEND_NONE;
|
|
|
|
if (dstnotsrc)
|
|
{
|
|
//dest factors are shifted
|
|
factor <<= 4;
|
|
|
|
/*gl doesn't accept dst_color for destinations*/
|
|
if (factor == SBITS_DSTBLEND_NONE ||
|
|
factor == SBITS_DSTBLEND_DST_COLOR_INVALID ||
|
|
factor == SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID ||
|
|
factor == SBITS_DSTBLEND_ALPHA_SATURATE_INVALID)
|
|
{
|
|
Con_DPrintf("Invalid shader dst blend \"%s\"\n", name);
|
|
factor = SBITS_DSTBLEND_ONE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/*gl doesn't accept src_color for sources*/
|
|
if (factor == SBITS_SRCBLEND_NONE ||
|
|
factor == SBITS_SRCBLEND_SRC_COLOR_INVALID ||
|
|
factor == SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID)
|
|
{
|
|
Con_DPrintf("Unrecognised shader src blend \"%s\"\n", name);
|
|
factor = SBITS_SRCBLEND_ONE;
|
|
}
|
|
}
|
|
|
|
return factor;
|
|
}
|
|
|
|
static void Shaderpass_BlendFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token;
|
|
|
|
//reset to defaults
|
|
pass->shaderbits &= ~(SBITS_BLEND_BITS);
|
|
pass->stagetype = ST_AMBIENT;
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if ( !Q_stricmp (token, "bumpmap")) //doom3 is awkward...
|
|
pass->stagetype = ST_BUMPMAP;
|
|
else if ( !Q_stricmp (token, "specularmap")) //doom3 is awkward...
|
|
pass->stagetype = ST_SPECULARMAP;
|
|
else if ( !Q_stricmp (token, "diffusemap")) //doom3 is awkward...
|
|
pass->stagetype = ST_DIFFUSEMAP;
|
|
else if ( !Q_stricmp (token, "blend"))
|
|
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
|
|
else if (!Q_stricmp (token, "filter"))
|
|
pass->shaderbits |= SBITS_SRCBLEND_DST_COLOR | SBITS_DSTBLEND_ZERO;
|
|
else if (!Q_stricmp (token, "add"))
|
|
pass->shaderbits |= SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE;
|
|
else if (!Q_stricmp (token, "replace"))
|
|
pass->shaderbits |= SBITS_SRCBLEND_NONE | SBITS_DSTBLEND_NONE;
|
|
else
|
|
{
|
|
pass->shaderbits |= Shader_BlendFactor(token, false);
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if (*token == ',')
|
|
token = Shader_ParseString (ptr);
|
|
pass->shaderbits |= Shader_BlendFactor(token, true);
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_AlphaFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token;
|
|
|
|
pass->shaderbits &= ~SBITS_ATEST_BITS;
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if (!Q_stricmp (token, "gt0"))
|
|
{
|
|
pass->shaderbits = SBITS_ATEST_GT0;
|
|
}
|
|
else if (!Q_stricmp (token, "lt128"))
|
|
{
|
|
pass->shaderbits = SBITS_ATEST_LT128;
|
|
}
|
|
else if (!Q_stricmp (token, "ge128"))
|
|
{
|
|
pass->shaderbits = SBITS_ATEST_GE128;
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_DepthFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if (!Q_stricmp (token, "equal"))
|
|
pass->shaderbits |= SBITS_MISC_DEPTHEQUALONLY;
|
|
else if (!Q_stricmp (token, "lequal"))
|
|
pass->shaderbits &= ~SBITS_MISC_DEPTHEQUALONLY;
|
|
else
|
|
Con_DPrintf("Invalid depth func %s\n", token);
|
|
}
|
|
|
|
static void Shaderpass_DepthWrite (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
shader->flags |= SHADER_DEPTHWRITE;
|
|
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
}
|
|
|
|
static void Shaderpass_NoDepthTest (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
shader->flags |= SHADER_DEPTHWRITE;
|
|
pass->shaderbits |= SBITS_MISC_NODEPTHTEST;
|
|
}
|
|
|
|
static void Shaderpass_NoDepth (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
shader->flags |= SHADER_DEPTHWRITE;
|
|
}
|
|
|
|
static void Shaderpass_TcMod (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
int i;
|
|
tcmod_t *tcmod;
|
|
char *token;
|
|
|
|
if (pass->numtcmods >= SHADER_MAX_TC_MODS)
|
|
{
|
|
return;
|
|
}
|
|
|
|
tcmod = &pass->tcmods[pass->numtcmods];
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if (!Q_stricmp (token, "rotate"))
|
|
{
|
|
tcmod->args[0] = -Shader_ParseFloat(shader, ptr) / 360.0f;
|
|
if (!tcmod->args[0])
|
|
{
|
|
return;
|
|
}
|
|
|
|
tcmod->type = SHADER_TCMOD_ROTATE;
|
|
}
|
|
else if ( !Q_stricmp (token, "scale") )
|
|
{
|
|
tcmod->args[0] = Shader_ParseFloat (shader, ptr);
|
|
tcmod->args[1] = Shader_ParseFloat (shader, ptr);
|
|
tcmod->type = SHADER_TCMOD_SCALE;
|
|
}
|
|
else if ( !Q_stricmp (token, "scroll") )
|
|
{
|
|
tcmod->args[0] = Shader_ParseFloat (shader, ptr);
|
|
tcmod->args[1] = Shader_ParseFloat (shader, ptr);
|
|
tcmod->type = SHADER_TCMOD_SCROLL;
|
|
}
|
|
else if (!Q_stricmp(token, "stretch"))
|
|
{
|
|
shaderfunc_t func;
|
|
|
|
Shader_ParseFunc(shader, 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 (shader, ptr);
|
|
tcmod->type = SHADER_TCMOD_TRANSFORM;
|
|
}
|
|
else if (!Q_stricmp (token, "turb"))
|
|
{
|
|
for (i = 0; i < 4; i++)
|
|
tcmod->args[i] = Shader_ParseFloat (shader, 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];
|
|
|
|
tcmod->type = SHADER_TCMOD_SCALE;
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if (!strcmp(token, "static"))
|
|
{
|
|
tcmod->args[0] = Shader_ParseFloat (shader, ptr);
|
|
}
|
|
else
|
|
{
|
|
tcmod->args[0] = atof(token);
|
|
}
|
|
|
|
while (**ptr == ' ' || **ptr == '\t')
|
|
*ptr+=1;
|
|
if (**ptr == ',')
|
|
*ptr+=1;
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if (!strcmp(token, "static"))
|
|
{
|
|
tcmod->args[1] = Shader_ParseFloat (shader, ptr);
|
|
}
|
|
else
|
|
{
|
|
tcmod->args[1] = atof(token);
|
|
}
|
|
|
|
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 (shader, 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 (shader, 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;
|
|
} else if ( !Q_stricmp (token, "normal") ) {
|
|
pass->tcgen = TC_GEN_NORMAL;
|
|
} else if ( !Q_stricmp (token, "svector") ) {
|
|
pass->tcgen = TC_GEN_SVECTOR;
|
|
} else if ( !Q_stricmp (token, "tvector") ) {
|
|
pass->tcgen = TC_GEN_TVECTOR;
|
|
}
|
|
}
|
|
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->shaderbits &= ~SBITS_ATEST_BITS;
|
|
pass->shaderbits |= SBITS_ATEST_GE128;
|
|
}
|
|
|
|
static void Shaderpass_NoLightMap ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
}
|
|
|
|
static void Shaderpass_Red(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.args[0] = Shader_ParseFloat(shader, ptr);
|
|
}
|
|
static void Shaderpass_Green(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.args[1] = Shader_ParseFloat(shader, ptr);
|
|
}
|
|
static void Shaderpass_Blue(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.args[2] = Shader_ParseFloat(shader, ptr);
|
|
}
|
|
static void Shaderpass_Alpha(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->alphagen = ALPHA_GEN_CONST;
|
|
pass->alphagen_func.args[0] = Shader_ParseFloat(shader, ptr);
|
|
}
|
|
static void Shaderpass_MaskColor(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->shaderbits |= SBITS_MASK_RED|SBITS_MASK_GREEN|SBITS_MASK_BLUE;
|
|
}
|
|
static void Shaderpass_MaskRed(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->shaderbits |= SBITS_MASK_RED;
|
|
}
|
|
static void Shaderpass_MaskGreen(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->shaderbits |= SBITS_MASK_GREEN;
|
|
}
|
|
static void Shaderpass_MaskBlue(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->shaderbits |= SBITS_MASK_BLUE;
|
|
}
|
|
static void Shaderpass_MaskAlpha(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->shaderbits |= SBITS_MASK_ALPHA;
|
|
}
|
|
static void Shaderpass_AlphaTest(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
if (Shader_ParseFloat(shader, ptr) == 0.5)
|
|
pass->shaderbits |= SBITS_ATEST_GE128;
|
|
else
|
|
Con_Printf("unsupported alphatest value\n");
|
|
}
|
|
static void Shaderpass_TexGen(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token = Shader_ParseString(ptr);
|
|
if (!strcmp(token, "normal"))
|
|
pass->tcgen = TC_GEN_NORMAL;
|
|
else if (!strcmp(token, "skybox"))
|
|
pass->tcgen = TC_GEN_SKYBOX;
|
|
else if (!strcmp(token, "wobblesky"))
|
|
{
|
|
pass->tcgen = TC_GEN_WOBBLESKY;
|
|
token = Shader_ParseString(ptr);
|
|
token = Shader_ParseString(ptr);
|
|
token = Shader_ParseString(ptr);
|
|
}
|
|
else if (!strcmp(token, "reflect"))
|
|
pass->tcgen = TC_GEN_REFLECT;
|
|
else
|
|
{
|
|
Con_Printf("texgen token not understood\n");
|
|
}
|
|
}
|
|
static void Shaderpass_CubeMap(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token = Shader_ParseString(ptr);
|
|
|
|
if (pass->tcgen == TC_GEN_BASE)
|
|
pass->tcgen = TC_GEN_SKYBOX;
|
|
pass->texgen = T_GEN_CUBEMAP;
|
|
pass->anim_frames[0] = Shader_FindImage(token, IF_CUBEMAP);
|
|
|
|
if (!TEXVALID(pass->anim_frames[0]))
|
|
{
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
}
|
|
|
|
static shaderkey_t shaderpasskeys[] =
|
|
{
|
|
{"rgbgen", Shaderpass_RGBGen },
|
|
{"blendfunc", Shaderpass_BlendFunc },
|
|
{"depthfunc", Shaderpass_DepthFunc },
|
|
{"depthwrite", Shaderpass_DepthWrite },
|
|
{"nodepthtest", Shaderpass_NoDepthTest },
|
|
{"nodepth", Shaderpass_NoDepth },
|
|
{"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 },
|
|
|
|
/*doom3 compat*/
|
|
{"blend", Shaderpass_BlendFunc},
|
|
{"maskcolor", Shaderpass_MaskColor},
|
|
{"maskred", Shaderpass_MaskRed},
|
|
{"maskgreen", Shaderpass_MaskGreen},
|
|
{"maskblue", Shaderpass_MaskBlue},
|
|
{"maskalpha", Shaderpass_MaskAlpha},
|
|
{"alphatest", Shaderpass_AlphaTest},
|
|
{"texgen", Shaderpass_TexGen},
|
|
{"cameracubemap",Shaderpass_CubeMap},
|
|
{"red", Shaderpass_Red},
|
|
{"green", Shaderpass_Green},
|
|
{"blue", Shaderpass_Blue},
|
|
{"alpha", Shaderpass_Alpha},
|
|
{NULL, NULL}
|
|
};
|
|
|
|
// ===============================================================
|
|
|
|
|
|
void Shader_FreePass (shaderpass_t *pass)
|
|
{
|
|
#ifndef NOMEDIA
|
|
if ( pass->flags & SHADER_PASS_VIDEOMAP )
|
|
{
|
|
Media_ShutdownCin(pass->cin);
|
|
pass->cin = NULL;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void Shader_Free (shader_t *shader)
|
|
{
|
|
int i;
|
|
shaderpass_t *pass;
|
|
|
|
if (shader->bucket.data == shader)
|
|
Hash_RemoveData(&shader_active_hash, shader->name, shader);
|
|
shader->bucket.data = NULL;
|
|
|
|
if (shader->prog)
|
|
{
|
|
if (shader->prog->refs-- == 1)
|
|
Shader_UnloadProg(shader->prog);
|
|
}
|
|
shader->prog = NULL;
|
|
|
|
if (shader->skydome)
|
|
{
|
|
Z_Free (shader->skydome);
|
|
}
|
|
|
|
pass = shader->passes;
|
|
for (i = 0; i < shader->numpasses; i++, pass++)
|
|
{
|
|
Shader_FreePass (pass);
|
|
}
|
|
shader->numpasses = 0;
|
|
|
|
if (shader->genargs)
|
|
{
|
|
free(shader->genargs);
|
|
shader->genargs = NULL;
|
|
}
|
|
shader->uses = 0;
|
|
|
|
memset(&shader->defaulttextures, 0, sizeof(shader->defaulttextures));
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int QDECL Shader_InitCallback (const char *name, int size, void *param, searchpathfuncs_t *spath)
|
|
{
|
|
strcpy(shaderbuf+shaderbuflen, name);
|
|
Shader_MakeCache(shaderbuf+shaderbuflen);
|
|
shaderbuflen += strlen(name)+1;
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean Shader_Init (void)
|
|
{
|
|
int wibuf[16];
|
|
shaderbuflen = 0;
|
|
|
|
if (!r_shaders)
|
|
{
|
|
r_numshaders = 0;
|
|
r_maxshaders = 256;
|
|
r_shaders = calloc(r_maxshaders, sizeof(*r_shaders));
|
|
|
|
shader_hash = calloc (HASH_SIZE, sizeof(*shader_hash));
|
|
|
|
shader_active_hash_mem = malloc(Hash_BytesForBuckets(1024));
|
|
memset(shader_active_hash_mem, 0, Hash_BytesForBuckets(1024));
|
|
Hash_InitTable(&shader_active_hash, 1024, shader_active_hash_mem);
|
|
|
|
Shader_FlushGenerics();
|
|
}
|
|
Shader_NeedReload(true);
|
|
Shader_DoReload();
|
|
|
|
memset(wibuf, 0xff, sizeof(wibuf));
|
|
if (!qrenderer)
|
|
r_whiteimage = r_nulltex;
|
|
else
|
|
r_whiteimage = R_LoadTexture("$whiteimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
|
|
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, 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, "%s", token ); // warning: format not a string literal and no format arguments
|
|
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, true);
|
|
|
|
if (!ptr)
|
|
return NULL;
|
|
|
|
if ( tok[0] != '{' )
|
|
{
|
|
tok = COM_ParseExt (&ptr, true, true);
|
|
}
|
|
|
|
for (brace_count = 1; brace_count > 0 ; ptr++)
|
|
{
|
|
tok = COM_ParseExt (&ptr, true, 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_Reset(shader_t *s)
|
|
{
|
|
char name[MAX_QPATH];
|
|
int uses = s->uses;
|
|
shader_gen_t *defaultgen = s->generator;
|
|
char *genargs = s->genargs;
|
|
texnums_t dt = s->defaulttextures;
|
|
int w = s->width;
|
|
int h = s->height;
|
|
unsigned int uf = s->usageflags;
|
|
Q_strncpyz(name, s->name, sizeof(name));
|
|
s->genargs = NULL;
|
|
Shader_Free(s);
|
|
memset(s, 0, sizeof(*s));
|
|
|
|
s->width = w;
|
|
s->height = h;
|
|
s->defaulttextures = dt;
|
|
s->generator = defaultgen;
|
|
s->genargs = genargs;
|
|
s->usageflags = uf;
|
|
s->uses = uses;
|
|
Q_strncpyz(s->name, name, sizeof(s->name));
|
|
Hash_Add(&shader_active_hash, s->name, s, &s->bucket);
|
|
}
|
|
|
|
void Shader_Shutdown (void)
|
|
{
|
|
int i;
|
|
shader_t *shader;
|
|
shadercache_t *cache, *cache_next;
|
|
|
|
if (!r_shaders)
|
|
return; /*nothing needs freeing yet*/
|
|
for (i = 0; i < r_numshaders; i++)
|
|
{
|
|
shader = r_shaders[i];
|
|
if (!shader || !shader->uses)
|
|
continue;
|
|
|
|
Shader_Free(shader);
|
|
Z_Free(r_shaders[i]);
|
|
r_shaders[i] = NULL;
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
Shader_FlushGenerics();
|
|
|
|
r_maxshaders = 0;
|
|
r_numshaders = 0;
|
|
|
|
free(r_shaders);
|
|
r_shaders = NULL;
|
|
free(shader_hash);
|
|
shader_hash = NULL;
|
|
free(shader_active_hash_mem);
|
|
shader_active_hash_mem = NULL;
|
|
|
|
shader_reload_needed = false;
|
|
}
|
|
|
|
void Shader_SetBlendmode (shaderpass_t *pass)
|
|
{
|
|
if (pass->texgen == T_GEN_DELUXMAP)
|
|
{
|
|
pass->blendmode = PBM_DOTPRODUCT;
|
|
return;
|
|
}
|
|
|
|
if (pass->texgen < T_GEN_DIFFUSE && !TEXVALID(pass->anim_frames[0]) && !(pass->flags & SHADER_PASS_LIGHTMAP))
|
|
{
|
|
pass->blendmode = PBM_MODULATE;
|
|
return;
|
|
}
|
|
|
|
if (!(pass->shaderbits & SBITS_BLEND_BITS))
|
|
{
|
|
if ((pass->rgbgen == RGB_GEN_IDENTITY) && (pass->alphagen == ALPHA_GEN_IDENTITY))
|
|
{
|
|
pass->blendmode = PBM_REPLACE;
|
|
return;
|
|
}
|
|
else if ((pass->rgbgen == RGB_GEN_IDENTITY_LIGHTING) && (pass->alphagen == ALPHA_GEN_IDENTITY))
|
|
{
|
|
pass->shaderbits &= ~SBITS_BLEND_BITS;
|
|
pass->shaderbits |= SBITS_SRCBLEND_ONE;
|
|
pass->shaderbits |= SBITS_DSTBLEND_ZERO;
|
|
pass->blendmode = PBM_REPLACELIGHT;
|
|
}
|
|
else
|
|
{
|
|
pass->shaderbits &= ~SBITS_BLEND_BITS;
|
|
pass->shaderbits |= SBITS_SRCBLEND_ONE;
|
|
pass->shaderbits |= SBITS_DSTBLEND_ZERO;
|
|
pass->blendmode = PBM_MODULATE;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ZERO|SBITS_DSTBLEND_SRC_COLOR)) ||
|
|
((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_DST_COLOR|SBITS_DSTBLEND_ZERO)))
|
|
pass->blendmode = PBM_MODULATE;
|
|
else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE))
|
|
pass->blendmode = PBM_ADD;
|
|
else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_SRC_ALPHA|SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA))
|
|
pass->blendmode = PBM_DECAL;
|
|
else
|
|
pass->blendmode = PBM_MODULATE;
|
|
}
|
|
|
|
void Shader_Readpass (shader_t *shader, char **ptr)
|
|
{
|
|
char *token;
|
|
shaderpass_t *pass;
|
|
qboolean ignore;
|
|
static shader_t dummy;
|
|
int conddepth = 0;
|
|
int cond[8] = {0};
|
|
#define COND_IGNORE 1
|
|
#define COND_IGNOREPARENT 2
|
|
#define COND_ALLOWELSE 4
|
|
|
|
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] = r_nulltex;
|
|
pass->anim_numframes = 0;
|
|
pass->rgbgen = RGB_GEN_UNKNOWN;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->numtcmods = 0;
|
|
pass->numMergedPasses = 1;
|
|
pass->stagetype = ST_AMBIENT;
|
|
|
|
if (shader->flags & SHADER_NOMIPMAPS)
|
|
pass->flags |= SHADER_PASS_NOMIPMAP;
|
|
|
|
while ( *ptr )
|
|
{
|
|
token = COM_ParseExt (ptr, true, true);
|
|
|
|
if ( !token[0] )
|
|
{
|
|
continue;
|
|
}
|
|
else if (!Q_stricmp(token, "if"))
|
|
{
|
|
if (conddepth+1 == sizeof(cond)/sizeof(cond[0]))
|
|
{
|
|
Con_Printf("if statements nest too deeply in shader %s\n", shader->name);
|
|
break;
|
|
}
|
|
conddepth++;
|
|
cond[conddepth] = (Shader_EvaluateCondition(shader, ptr)?0:COND_IGNORE);
|
|
cond[conddepth] |= COND_ALLOWELSE;
|
|
if (cond[conddepth-1] & (COND_IGNORE|COND_IGNOREPARENT))
|
|
cond[conddepth] |= COND_IGNOREPARENT;
|
|
}
|
|
else if (!Q_stricmp(token, "endif"))
|
|
{
|
|
if (!conddepth)
|
|
{
|
|
Con_Printf("endif without if in shader %s\n", shader->name);
|
|
break;
|
|
}
|
|
conddepth--;
|
|
}
|
|
else if (!Q_stricmp(token, "else"))
|
|
{
|
|
if (cond[conddepth] & COND_ALLOWELSE)
|
|
{
|
|
cond[conddepth] ^= COND_IGNORE;
|
|
cond[conddepth] &= ~COND_ALLOWELSE;
|
|
}
|
|
else
|
|
Con_Printf("unexpected else statement in shader %s\n", shader->name);
|
|
}
|
|
else if (cond[conddepth] & (COND_IGNORE|COND_IGNOREPARENT))
|
|
{
|
|
//eat it
|
|
while (ptr)
|
|
{
|
|
token = COM_ParseExt(ptr, false, true);
|
|
if ( !token[0] )
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( token[0] == '}' )
|
|
break;
|
|
else if ( Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr) )
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (conddepth)
|
|
{
|
|
Con_Printf("if statements without endif in shader %s\n", shader->name);
|
|
}
|
|
|
|
if (!ignore)
|
|
{
|
|
switch(pass->stagetype)
|
|
{
|
|
case ST_DIFFUSEMAP:
|
|
if (pass->texgen == T_GEN_SINGLEMAP)
|
|
shader->defaulttextures.bump = pass->anim_frames[0];
|
|
break;
|
|
case ST_AMBIENT:
|
|
break;
|
|
case ST_BUMPMAP:
|
|
if (pass->texgen == T_GEN_SINGLEMAP)
|
|
shader->defaulttextures.bump = pass->anim_frames[0];
|
|
ignore = true;
|
|
break;
|
|
case ST_SPECULARMAP:
|
|
if (pass->texgen == T_GEN_SINGLEMAP)
|
|
shader->defaulttextures.specular = pass->anim_frames[0];
|
|
ignore = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// check some things
|
|
if (ignore)
|
|
{
|
|
Shader_FreePass (pass);
|
|
shader->numpasses--;
|
|
return;
|
|
}
|
|
|
|
if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO))
|
|
{
|
|
pass->shaderbits |= SBITS_MISC_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;
|
|
}
|
|
|
|
/*if ((shader->flags & SHADER_SKY) && (shader->flags & SHADER_DEPTHWRITE))
|
|
{
|
|
#ifdef warningmsg
|
|
#pragma warningmsg("is this valid?")
|
|
#endif
|
|
pass->shaderbits &= ~SBITS_MISC_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 == '}' );
|
|
}
|
|
}
|
|
|
|
// Con_Printf("Unknown shader directive: \"%s\"\n", token);
|
|
|
|
// Next Line
|
|
while (ptr)
|
|
{
|
|
token = COM_ParseExt(ptr, false, true);
|
|
if ( !token[0] )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Shader_SetPassFlush (shaderpass_t *pass, shaderpass_t *pass2)
|
|
{
|
|
qboolean config_tex_env_combine;
|
|
qboolean config_nv_tex_env_combine4;
|
|
qboolean config_env_add;
|
|
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
config_tex_env_combine = gl_config.tex_env_combine;
|
|
config_nv_tex_env_combine4 = gl_config.nv_tex_env_combine4;
|
|
config_env_add = gl_config.env_add;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
config_tex_env_combine = 1;
|
|
config_nv_tex_env_combine4 = 1;
|
|
config_env_add = 1;
|
|
}
|
|
|
|
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))
|
|
{
|
|
return;
|
|
}
|
|
|
|
/*identity alpha is required for merging*/
|
|
if (pass->alphagen != ALPHA_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY)
|
|
return;
|
|
|
|
/*rgbgen must be identity too except if the later pass is identity_ligting, in which case all is well and we can switch the first pass to identity_lighting instead*/
|
|
if (pass2->rgbgen == RGB_GEN_IDENTITY_LIGHTING && pass2->blendmode == PBM_MODULATE && pass->rgbgen == RGB_GEN_IDENTITY)
|
|
{
|
|
pass->blendmode = PBM_REPLACELIGHT;
|
|
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
|
|
pass2->rgbgen = RGB_GEN_IDENTITY;
|
|
}
|
|
/*rgbgen must be identity (or the first is identity_lighting)*/
|
|
else if (pass2->rgbgen != RGB_GEN_IDENTITY || (pass->rgbgen != RGB_GEN_IDENTITY && pass->rgbgen != RGB_GEN_IDENTITY_LIGHTING))
|
|
return;
|
|
|
|
/*if its alphatest, don't merge with anything other than lightmap*/
|
|
if ((pass->shaderbits & SBITS_ATEST_BITS) && (!(pass2->shaderbits & SBITS_MISC_DEPTHEQUALONLY) || pass2->texgen != T_GEN_LIGHTMAP))
|
|
return;
|
|
|
|
if ((pass->shaderbits & SBITS_MASK_BITS) != (pass2->shaderbits & SBITS_MASK_BITS))
|
|
return;
|
|
|
|
/*don't merge passes if the hardware cannot support it*/
|
|
if (pass->numMergedPasses >= be_maxpasses)
|
|
return;
|
|
|
|
// check if we can use multiple passes
|
|
if (pass2->blendmode == PBM_DOTPRODUCT)
|
|
{
|
|
pass->numMergedPasses++;
|
|
}
|
|
else if (pass->numMergedPasses < be_maxpasses)
|
|
{
|
|
if (pass->blendmode == PBM_REPLACE || pass->blendmode == PBM_REPLACELIGHT)
|
|
{
|
|
if ((pass2->blendmode == PBM_DECAL && config_tex_env_combine) ||
|
|
(pass2->blendmode == PBM_ADD && config_env_add) ||
|
|
(pass2->blendmode && pass2->blendmode != PBM_ADD) || config_nv_tex_env_combine4)
|
|
{
|
|
pass->numMergedPasses++;
|
|
}
|
|
}
|
|
else if (pass->blendmode == PBM_ADD &&
|
|
pass2->blendmode == PBM_ADD && config_env_add)
|
|
{
|
|
pass->numMergedPasses++;
|
|
}
|
|
else if (pass->blendmode == PBM_MODULATE && pass2->blendmode == PBM_MODULATE)
|
|
{
|
|
pass->numMergedPasses++;
|
|
}
|
|
else
|
|
return;
|
|
}
|
|
else return;
|
|
|
|
if (pass->texgen == T_GEN_LIGHTMAP && pass->blendmode == PBM_REPLACELIGHT && pass2->blendmode == PBM_MODULATE && config_tex_env_combine)
|
|
{
|
|
if (pass->rgbgen == RGB_GEN_IDENTITY)
|
|
pass->rgbgen = RGB_GEN_IDENTITY_OVERBRIGHT; //get the light levels right
|
|
pass2->blendmode = PBM_OVERBRIGHT;
|
|
}
|
|
if (pass2->texgen == T_GEN_LIGHTMAP && pass2->blendmode == PBM_MODULATE && config_tex_env_combine)
|
|
{
|
|
if (pass->rgbgen == RGB_GEN_IDENTITY)
|
|
pass->rgbgen = RGB_GEN_IDENTITY_OVERBRIGHT; //get the light levels right
|
|
pass->blendmode = PBM_REPLACELIGHT;
|
|
pass2->blendmode = PBM_OVERBRIGHT;
|
|
}
|
|
}
|
|
|
|
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_LIGHTING:
|
|
case RGB_GEN_ONE_MINUS_VERTEX:
|
|
case RGB_GEN_VERTEX_EXACT:
|
|
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:
|
|
case TC_GEN_NORMAL:
|
|
s->features |= MF_NORMALS;
|
|
break;
|
|
case TC_GEN_SVECTOR:
|
|
case TC_GEN_TVECTOR:
|
|
s->features |= MF_NORMALS;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Shader_Finish (shader_t *s)
|
|
{
|
|
int i;
|
|
shaderpass_t *pass;
|
|
|
|
//FIXME: reorder doom3 stages.
|
|
//put diffuse first. give it a lightmap pass also, if we found a diffuse one with no lightmap.
|
|
//then the ambient stages.
|
|
//and forget about the bump/specular stages as we don't support them and already stripped them.
|
|
|
|
if (s->flags & SHADER_SKY)
|
|
{
|
|
/*skies go all black if fastsky is set*/
|
|
if (r_fastsky.ival)
|
|
s->flags = 0;
|
|
/*or if its purely a skybox and has missing textures*/
|
|
// if (!s->numpasses)
|
|
// for (i = 0; i < 6; i++)
|
|
// if (missing_texture.ref == s->skydome->farbox_textures[i].ref)
|
|
// s->flags = 0;
|
|
if (!(s->flags & SHADER_SKY))
|
|
{
|
|
Shader_Reset(s);
|
|
|
|
Shader_DefaultScript(s->name, s,
|
|
"{\n"
|
|
"sort sky\n"
|
|
"{\n"
|
|
"map $whiteimage\n"
|
|
"rgbgen const $r_fastskycolour\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (TEXVALID(s->defaulttextures.base))
|
|
s->flags &= ~SHADER_NOIMAGE;
|
|
|
|
if (!s->numpasses && s->sort != SHADER_SORT_PORTAL && !(s->flags & (SHADER_NODRAW|SHADER_SKY)) && !s->fog_dist && !s->prog)
|
|
{
|
|
pass = &s->passes[s->numpasses++];
|
|
pass = &s->passes[0];
|
|
pass->tcgen = TC_GEN_BASE;
|
|
if (TEXVALID(s->defaulttextures.base))
|
|
pass->texgen = T_GEN_DIFFUSE;
|
|
else
|
|
{
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
TEXASSIGN(pass->anim_frames[0], R_LoadHiResTexture(s->name, NULL, IF_NOALPHA));
|
|
if (!TEXVALID(pass->anim_frames[0]))
|
|
{
|
|
Con_Printf("Shader %s failed to load default texture\n", s->name);
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
Con_Printf("Shader %s with no passes and no surfaceparm nodraw, inserting pass\n", s->name);
|
|
}
|
|
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->numMergedPasses = 1;
|
|
Shader_SetBlendmode(pass);
|
|
}
|
|
|
|
if (!Q_stricmp (s->name, "flareShader"))
|
|
{
|
|
s->flags |= SHADER_FLARE;
|
|
s->flags |= SHADER_NODRAW;
|
|
}
|
|
|
|
if (!s->numpasses && !s->sort)
|
|
{
|
|
s->sort = SHADER_SORT_ADDITIVE;
|
|
return;
|
|
}
|
|
|
|
if (!s->sort && s->passes->texgen == T_GEN_CURRENTRENDER)
|
|
s->sort = SHADER_SORT_NEAREST;
|
|
|
|
|
|
if ((s->polyoffset.unit < 0) && !s->sort)
|
|
{
|
|
s->sort = SHADER_SORT_DECAL;
|
|
}
|
|
|
|
if ((r_vertexlight.value || !(s->usageflags & SUF_LIGHTMAP)) && !s->prog)
|
|
{
|
|
// 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_LIGHTING)
|
|
break;
|
|
}
|
|
|
|
if (i < s->numpasses)
|
|
{ // we found it
|
|
pass->flags |= SHADER_CULL_FRONT;
|
|
pass->flags &= ~SHADER_PASS_ANIMMAP;
|
|
pass->shaderbits &= ~SBITS_BLEND_BITS;
|
|
pass->blendmode = 0;
|
|
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->numMergedPasses = 1;
|
|
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_LIGHTING;
|
|
s->passes[0].alphagen = ALPHA_GEN_IDENTITY;
|
|
s->passes[0].blendmode = 0;
|
|
s->passes[0].flags &= ~(SHADER_PASS_ANIMMAP|SHADER_PASS_NOCOLORARRAY);
|
|
s->passes[0].shaderbits &= ~SBITS_BLEND_BITS;
|
|
s->passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
s->passes[0].numMergedPasses = 1;
|
|
s->numpasses = 1;
|
|
s->flags |= SHADER_DEPTHWRITE;
|
|
}
|
|
}
|
|
done:;
|
|
|
|
for (pass = s->passes, i = 0; i < s->numpasses; i++, pass++)
|
|
{
|
|
if ((pass->texgen == T_GEN_ANIMMAP || pass->texgen == T_GEN_SINGLEMAP) && !TEXVALID(s->defaulttextures.base))
|
|
s->defaulttextures.base = pass->anim_frames[0];
|
|
#ifndef NOMEDIA
|
|
if (pass->texgen == T_GEN_VIDEOMAP && pass->cin && !TEXVALID(s->defaulttextures.base))
|
|
s->defaulttextures.base = Media_UpdateForShader(pass->cin);
|
|
#endif
|
|
}
|
|
|
|
pass = s->passes;
|
|
for (i = 0; i < s->numpasses; i++, pass++)
|
|
{
|
|
if (!(pass->shaderbits & (SBITS_BLEND_BITS|SBITS_MASK_BITS)))
|
|
{
|
|
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->shaderbits & SBITS_ATEST_BITS)
|
|
{
|
|
opaque = i;
|
|
}
|
|
|
|
if (pass->rgbgen == RGB_GEN_UNKNOWN)
|
|
{
|
|
if ( (pass->shaderbits & SBITS_SRCBLEND_BITS) == 0
|
|
|| (pass->shaderbits & SBITS_SRCBLEND_BITS) == SBITS_SRCBLEND_ONE
|
|
|| (pass->shaderbits & SBITS_SRCBLEND_BITS) == SBITS_SRCBLEND_SRC_ALPHA)
|
|
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
|
|
else
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
}
|
|
|
|
Shader_SetBlendmode (pass);
|
|
|
|
if (pass->blendmode == PBM_ADD)
|
|
s->defaulttextures.fullbright = pass->anim_frames[0];
|
|
}
|
|
|
|
if (!(s->flags & SHADER_SKY ) && !s->sort)
|
|
{
|
|
if (opaque == -1)
|
|
s->sort = SHADER_SORT_BLEND;
|
|
else
|
|
s->sort = SHADER_SORT_SEETHROUGH;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int j;
|
|
shaderpass_t *sp;
|
|
|
|
sp = s->passes;
|
|
for (j = 0; j < s->numpasses; j++, sp++)
|
|
{
|
|
if (sp->rgbgen == RGB_GEN_UNKNOWN)
|
|
{
|
|
if (sp->flags & SHADER_PASS_LIGHTMAP)
|
|
sp->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
|
|
else
|
|
sp->rgbgen = RGB_GEN_IDENTITY;
|
|
}
|
|
|
|
Shader_SetBlendmode (sp);
|
|
}
|
|
|
|
if (!s->sort)
|
|
{
|
|
if (pass->shaderbits & SBITS_ATEST_BITS)
|
|
s->sort = SHADER_SORT_SEETHROUGH;
|
|
}
|
|
|
|
if (!( s->flags & SHADER_DEPTHWRITE) &&
|
|
!(s->flags & SHADER_SKY))
|
|
{
|
|
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
s->flags |= SHADER_DEPTHWRITE;
|
|
}
|
|
}
|
|
|
|
if (s->numpasses >= 2)
|
|
{
|
|
int j;
|
|
|
|
pass = s->passes;
|
|
for (i = 0; i < s->numpasses;)
|
|
{
|
|
if (i == s->numpasses - 1)
|
|
break;
|
|
|
|
pass = s->passes + i;
|
|
for (j = 1; j < s->numpasses-i && j == i + pass->numMergedPasses && j < be_maxpasses; j++)
|
|
Shader_SetPassFlush (pass, pass + j);
|
|
|
|
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->prog)
|
|
{
|
|
if (!s->numpasses)
|
|
s->numpasses = 1;
|
|
s->passes->numMergedPasses = s->numpasses;
|
|
}
|
|
|
|
Shader_SetFeatures(s);
|
|
|
|
#ifdef FORCEGLSL
|
|
BE_GenerateProgram(s);
|
|
#endif
|
|
}
|
|
/*
|
|
void Shader_UpdateRegistration (void)
|
|
{
|
|
int i, j, l;
|
|
shader_t *shader;
|
|
shaderpass_t *pass;
|
|
|
|
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;
|
|
}
|
|
|
|
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 R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader)
|
|
{
|
|
if (!tn)
|
|
tn = &shader->defaulttextures;
|
|
if (!TEXVALID(shader->defaulttextures.base))
|
|
{
|
|
/*dlights/realtime lighting needs some stuff*/
|
|
if (!TEXVALID(tn->base))
|
|
{
|
|
tn->base = R_LoadHiResTexture(shader->name, NULL, IF_NOALPHA);
|
|
}
|
|
if (TEXVALID(tn->base))
|
|
shader->flags &= ~SHADER_NOIMAGE;
|
|
|
|
TEXASSIGN(shader->defaulttextures.base, tn->base);
|
|
}
|
|
|
|
if (!TEXVALID(shader->defaulttextures.bump))
|
|
{
|
|
if (r_loadbumpmapping)
|
|
{
|
|
if (!TEXVALID(tn->bump))
|
|
tn->bump = R_LoadHiResTexture(va("%s_norm", shader->name), NULL, IF_NOALPHA);
|
|
if (!TEXVALID(tn->bump))
|
|
tn->bump = R_LoadHiResTexture(va("%s_bump", shader->name), NULL, IF_NOALPHA);
|
|
if (!TEXVALID(tn->bump))
|
|
tn->bump = R_LoadHiResTexture(va("normalmaps/%s", shader->name), NULL, IF_NOALPHA);
|
|
}
|
|
TEXASSIGN(shader->defaulttextures.bump, tn->bump);
|
|
}
|
|
|
|
if (!TEXVALID(shader->defaulttextures.loweroverlay))
|
|
{
|
|
if (shader->flags & SHADER_HASTOPBOTTOM)
|
|
{
|
|
if (!TEXVALID(tn->loweroverlay))
|
|
tn->loweroverlay = R_LoadHiResTexture(va("%s_pants", shader->name), NULL, 0); /*how rude*/
|
|
}
|
|
TEXASSIGN(shader->defaulttextures.loweroverlay, tn->loweroverlay);
|
|
}
|
|
|
|
if (!TEXVALID(shader->defaulttextures.upperoverlay))
|
|
{
|
|
if (shader->flags & SHADER_HASTOPBOTTOM)
|
|
{
|
|
if (!TEXVALID(tn->upperoverlay))
|
|
tn->upperoverlay = R_LoadHiResTexture(va("%s_shirt", shader->name), NULL, 0);
|
|
}
|
|
TEXASSIGN(shader->defaulttextures.upperoverlay, tn->upperoverlay);
|
|
}
|
|
|
|
if (!TEXVALID(shader->defaulttextures.specular))
|
|
{
|
|
extern cvar_t gl_specular;
|
|
if ((shader->flags & SHADER_HASGLOSS) && gl_specular.value && gl_load24bit.value)
|
|
{
|
|
if (!TEXVALID(tn->specular))
|
|
tn->specular = R_LoadHiResTexture(va("%s_gloss", shader->name), NULL, 0);
|
|
}
|
|
TEXASSIGN(shader->defaulttextures.specular, tn->specular);
|
|
}
|
|
if (!TEXVALID(shader->defaulttextures.fullbright))
|
|
TEXASSIGN(shader->defaulttextures.fullbright, tn->fullbright);
|
|
}
|
|
|
|
void Shader_DefaultScript(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
const char *f = args;
|
|
if (!args)
|
|
return;
|
|
while (*f == ' ' || *f == '\t' || *f == '\n' || *f == '\r')
|
|
f++;
|
|
if (*f == '{')
|
|
{
|
|
f++;
|
|
Shader_ReadShader(s, (void*)f, SPM_DEFAULT);
|
|
}
|
|
};
|
|
|
|
void Shader_DefaultBSPLM(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
char *builtin = NULL;
|
|
if (!builtin && r_drawflat.ival)
|
|
builtin = (
|
|
"{\n"
|
|
"program drawflat_wall\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"tcgen lightmap\n"
|
|
"rgbgen const $r_floorcolour\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
#ifdef D3D11QUAKE
|
|
if (qrenderer == QR_DIRECT3D11)
|
|
{
|
|
if (!builtin)
|
|
builtin = (
|
|
"{\n"
|
|
"program defaultwall\n"
|
|
/*"param texture 0 tex_diffuse\n"
|
|
"param texture 1 tex_lightmap\n"
|
|
"param texture 2 tex_normalmap\n"
|
|
"param texture 3 tex_deluxmap\n"
|
|
"param texture 4 tex_fullbright\n"*/
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $deluxmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $specular\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
#endif
|
|
|
|
#if 0//def D3D9QUAKE
|
|
if (qrenderer == QR_DIRECT3D9)
|
|
{
|
|
if (!builtin)
|
|
builtin = (
|
|
"{\n"
|
|
"program defaultwall\n"
|
|
/*"param texture 0 tex_diffuse\n"
|
|
"param texture 1 tex_lightmap\n"
|
|
"param texture 2 tex_normalmap\n"
|
|
"param texture 3 tex_deluxmap\n"
|
|
"param texture 4 tex_fullbright\n"*/
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $deluxmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $specular\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
#endif
|
|
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
if (!builtin && r_lightprepass.ival)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"program lpp_wall\n"
|
|
"{\n"
|
|
"map $sourcecolour\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $deluxmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
if (!builtin && gl_config.arb_shader_objects)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"program defaultwall\n"
|
|
/*"param texture 0 tex_diffuse\n"
|
|
"param texture 1 tex_lightmap\n"
|
|
"param texture 2 tex_normalmap\n"
|
|
"param texture 3 tex_deluxmap\n"
|
|
"param texture 4 tex_fullbright\n"*/
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $deluxmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $specular\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
}
|
|
#endif
|
|
if (!builtin)
|
|
builtin = (
|
|
"{\n"
|
|
/* "if $deluxmap\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"tcgen base\n"
|
|
"depthwrite\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $deluxmap\n"
|
|
"tcgen lightmap\n"
|
|
"}\n"
|
|
"endif\n"
|
|
*/// "if !r_fullbright\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
// "if $deluxmap\n"
|
|
// "blendfunc gl_dst_color gl_zero\n"
|
|
// "endif\n"
|
|
"}\n"
|
|
// "endif\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcgen base\n"
|
|
// "if $deluxmap || !r_fullbright\n"
|
|
// "blendfunc gl_dst_color gl_zero\n"
|
|
"blendfunc filter\n"
|
|
// "endif\n"
|
|
"}\n"
|
|
"if gl_fb_bmodels\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc add\n"
|
|
"depthfunc equal\n"
|
|
"}\n"
|
|
"endif\n"
|
|
"}\n"
|
|
);
|
|
|
|
Shader_DefaultScript(shortname, s, builtin);
|
|
}
|
|
|
|
void Shader_DefaultCinematic(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
va(
|
|
"{\n"
|
|
"program default2d\n"
|
|
"{\n"
|
|
"videomap %s\n"
|
|
"}\n"
|
|
"}\n"
|
|
, (const char*)args)
|
|
);
|
|
}
|
|
|
|
/*shortname should begin with 'skybox_'*/
|
|
void Shader_DefaultSkybox(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
va(
|
|
"{\n"
|
|
"skyparms %s - -\n"
|
|
"}\n"
|
|
, shortname+7)
|
|
);
|
|
}
|
|
|
|
char *Shader_DefaultBSPWater(char *shortname)
|
|
{
|
|
int wstyle;
|
|
|
|
if (r_wateralpha.value == 0)
|
|
wstyle = -1;
|
|
else if (r_fastturb.ival)
|
|
wstyle = 0;
|
|
#ifdef GLQUAKE
|
|
else if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects && !strncmp(shortname, "*lava", 5) && *r_lavastyle.string)
|
|
wstyle = r_lavastyle.ival;
|
|
else if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects && !strncmp(shortname, "*slime", 5) && *r_slimestyle.string)
|
|
wstyle = r_slimestyle.ival;
|
|
else if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects && strncmp(shortname, "*lava", 5))
|
|
wstyle = r_waterstyle.ival<1?1:r_waterstyle.ival;
|
|
#endif
|
|
else
|
|
wstyle = 1;
|
|
|
|
#ifdef GLQUAKE
|
|
if (wstyle > 2 && !gl_config.ext_framebuffer_objects)
|
|
wstyle = 2;
|
|
#endif
|
|
switch(wstyle)
|
|
{
|
|
case -1: //invisible
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodraw\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
case 0: //fastturb
|
|
return (
|
|
"{\n"
|
|
"{\n"
|
|
"map $whiteimage\n"
|
|
"rgbgen const $r_fastturbcolour\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
default:
|
|
case 1: //vanilla style
|
|
return (
|
|
"{\n"
|
|
"program defaultwarp\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod turb 0.02 0.1 0.5 0.1\n"
|
|
"if !$#ALPHA\n"
|
|
"if r_wateralpha < 1\n"
|
|
"alphagen const $r_wateralpha\n"
|
|
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
|
|
"endif\n"
|
|
"else\n"
|
|
"if $#ALPHA < 1\n"
|
|
"alphagen const $#ALPHA\n"
|
|
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
|
|
"endif\n"
|
|
"endif\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
case 2: //refraction of the underwater surface, with a fresnel
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"{\n"
|
|
"map $refraction\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"}\n"
|
|
// "{\n"
|
|
// "map $refractiondepth\n"
|
|
// "}\n"
|
|
"program altwater#FRESNEL=4\n"
|
|
"}\n"
|
|
);
|
|
case 3: //reflections
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"{\n"
|
|
"map $refraction\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $reflection\n"
|
|
"}\n"
|
|
// "{\n"
|
|
// "map $refractiondepth\n"
|
|
// "}\n"
|
|
"program altwater#REFLECT#FRESNEL=4\n"
|
|
"}\n"
|
|
);
|
|
case 4: //ripples
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"{\n"
|
|
"map $refraction\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"}\n"
|
|
// "{\n"
|
|
// "map $refractiondepth\n"
|
|
// "}\n"
|
|
"{\n"
|
|
"map $ripplemap\n"
|
|
"}\n"
|
|
"program altwater#RIPPLEMAP#FRESNEL=4\n"
|
|
"}\n"
|
|
);
|
|
case 5: //ripples+reflections
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"{\n"
|
|
"map $refraction\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $reflection\n"
|
|
"}\n"
|
|
// "{\n"
|
|
// "map $refractiondepth\n"
|
|
// "}\n"
|
|
"{\n"
|
|
"map $ripplemap\n"
|
|
"}\n"
|
|
"program altwater#REFLECT#RIPPLEMAP#FRESNEL=4\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
}
|
|
|
|
void Shader_DefaultWaterShader(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
Shader_DefaultScript(shortname, s, Shader_DefaultBSPWater(shortname));
|
|
}
|
|
void Shader_DefaultBSPQ2(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
if (!strncmp(shortname, "sky/", 4))
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"skyparms - - -\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else if (!strncmp(shortname, "warp/", 5) || !strncmp(shortname, "warp33/", 7) || !strncmp(shortname, "warp66/", 7))
|
|
{
|
|
Shader_DefaultScript(shortname, s, Shader_DefaultBSPWater(shortname));
|
|
}
|
|
else if (!strncmp(shortname, "trans/", 6))
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"alphagen const $#ALPHA\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
else
|
|
Shader_DefaultBSPLM(shortname, s, args);
|
|
}
|
|
|
|
void Shader_DefaultBSPQ1(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
char *builtin = NULL;
|
|
if (r_mirroralpha.value < 1 && !strcmp(shortname, "window02_1"))
|
|
{
|
|
if (r_mirroralpha.value < 0)
|
|
{
|
|
builtin = "{\n"
|
|
"portal\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"blendfunc blend\n"
|
|
"alphagen portal 512\n"
|
|
"depthwrite\n"
|
|
"}\n"
|
|
"}\n";
|
|
}
|
|
else
|
|
{
|
|
builtin = "{\n"
|
|
"portal\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"blendfunc blend\n"
|
|
"alphagen const $r_mirroralpha\n"
|
|
"depthwrite\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n";
|
|
}
|
|
|
|
}
|
|
|
|
if (!builtin && (*shortname == '*'))
|
|
{
|
|
builtin = Shader_DefaultBSPWater(shortname);
|
|
}
|
|
if (!builtin && !strncmp(shortname, "sky", 3))
|
|
{
|
|
//q1 sky
|
|
if (r_fastsky.ival)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"sort sky\n"
|
|
"{\n"
|
|
"map $whiteimage\n"
|
|
"rgbgen const $r_fastskycolour\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else if (*r_skyboxname.string)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"sort sky\n"
|
|
"skyparms $r_skybox - -\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
Shader_DefaultScript(shortname, s, builtin);
|
|
if (s->flags & SHADER_SKY)
|
|
return;
|
|
builtin = NULL;
|
|
/*if the r_skybox failed to load or whatever, reset and fall through and just use the regular sky*/
|
|
Shader_Reset(s);
|
|
}
|
|
if (!builtin)
|
|
builtin = (
|
|
"{\n"
|
|
"sort sky\n"
|
|
"program defaultsky\n"
|
|
"skyparms - 512 -\n"
|
|
/*WARNING: these values are not authentic quake, only close aproximations*/
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod scale 10 10\n"
|
|
"tcmod scroll 0.04 0.04\n"
|
|
"depthwrite\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc blend\n"
|
|
"tcmod scale 10 10\n"
|
|
"tcmod scroll 0.02 0.02\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
if (!builtin && *shortname == '{')
|
|
{
|
|
/*alpha test*/
|
|
builtin = (
|
|
"{\n"
|
|
/* "if $deluxmap\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"tcgen base\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $deluxmap\n"
|
|
"tcgen lightmap\n"
|
|
"}\n"
|
|
"endif\n"*/
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcgen base\n"
|
|
"alphamask\n"
|
|
"}\n"
|
|
"if $lightmap\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"blendfunc gl_dst_color gl_zero\n"
|
|
"depthfunc equal\n"
|
|
"}\n"
|
|
"endif\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc add\n"
|
|
"depthfunc equal\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
|
|
/*Hack: note that halflife would normally expect you to use rendermode/renderampt*/
|
|
if (!builtin && (!strncmp(shortname, "glass", 5)/* || !strncmp(shortname, "window", 6)*/))
|
|
{
|
|
/*alpha bended*/
|
|
builtin = (
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcgen base\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
|
|
if (builtin)
|
|
Shader_DefaultScript(shortname, s, builtin);
|
|
else
|
|
Shader_DefaultBSPLM(shortname, s, args);
|
|
}
|
|
|
|
void Shader_DefaultBSPVertex(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
shaderpass_t *pass;
|
|
|
|
s->defaulttextures.base = R_LoadHiResTexture(va("%s_d.tga", shortname), NULL, 0);
|
|
|
|
pass = &s->passes[0];
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->numMergedPasses = 1;
|
|
Shader_SetBlendmode(pass);
|
|
|
|
if (TEXVALID(s->defaulttextures.base))
|
|
{
|
|
pass->texgen = T_GEN_DIFFUSE;
|
|
}
|
|
else
|
|
{
|
|
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
|
|
if (!TEXVALID(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;
|
|
s->sort = SHADER_SORT_OPAQUE;
|
|
s->uses = 1;
|
|
}
|
|
void Shader_DefaultBSPFlare(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
shaderpass_t *pass;
|
|
pass = &s->passes[0];
|
|
pass->flags = SHADER_PASS_NOCOLORARRAY;
|
|
pass->shaderbits |= SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE;
|
|
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
|
|
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->numtcmods = 0;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->numMergedPasses = 1;
|
|
Shader_SetBlendmode(pass);
|
|
|
|
if (!TEXVALID(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->uses = 1;
|
|
|
|
s->flags |= SHADER_NODRAW;
|
|
}
|
|
void Shader_DefaultSkin(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"if $lpp\n"
|
|
"program lpp_skin\n"
|
|
"else\n"
|
|
"program defaultskin\n"
|
|
"endif\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"rgbgen lightingDiffuse\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $loweroverlay\n"
|
|
"rgbgen bottomcolor\n"
|
|
"blendfunc gl_src_alpha gl_one\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $upperoverlay\n"
|
|
"rgbgen topcolor\n"
|
|
"blendfunc gl_src_alpha gl_one\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc add\n"
|
|
"}\n"
|
|
"if $haveprogram\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $specular\n"
|
|
"}\n"
|
|
"endif\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
void Shader_DefaultSkinShell(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"sort blend\n"
|
|
"deformvertexes normal 1 1\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"rgbgen entity\n"
|
|
"alphagen entity\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
void Shader_Default2D(char *shortname, shader_t *s, const void *genargs)
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"if $nofixed\n"
|
|
"program default2d\n"
|
|
"endif\n"
|
|
"nomipmaps\n"
|
|
"{\n"
|
|
"clampmap $diffuse\n"
|
|
"rgbgen vertex\n"
|
|
"alphagen vertex\n"
|
|
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
|
|
"}\n"
|
|
"sort additive\n"
|
|
"}\n"
|
|
);
|
|
|
|
TEXASSIGN(s->defaulttextures.base, R_LoadHiResTexture(shortname, NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP));
|
|
if (!TEXVALID(s->defaulttextures.base))
|
|
{
|
|
unsigned char data[4*4] = {0};
|
|
TEXASSIGN(s->defaulttextures.base, R_LoadTexture8("black", 4, 4, data, 0, 0));
|
|
s->flags |= SHADER_NOIMAGE;
|
|
}
|
|
else
|
|
{
|
|
s->flags &= ~SHADER_NOIMAGE;
|
|
s->width = image_width;
|
|
s->height = image_height;
|
|
}
|
|
}
|
|
|
|
qboolean Shader_ReadShaderTerms(shader_t *s, char **shadersource, int parsemode, int *conddepth, int maxconddepth, int *cond)
|
|
{
|
|
char *token;
|
|
|
|
#define COND_IGNORE 1
|
|
#define COND_IGNOREPARENT 2
|
|
#define COND_ALLOWELSE 4
|
|
|
|
if (!*shadersource)
|
|
return false;
|
|
|
|
token = COM_ParseExt (shadersource, true, true);
|
|
|
|
if ( !token[0] )
|
|
return true;
|
|
else if (!Q_stricmp(token, "if"))
|
|
{
|
|
if (*conddepth+1 == maxconddepth)
|
|
{
|
|
Con_Printf("if statements nest too deeply in shader %s\n", s->name);
|
|
return false;
|
|
}
|
|
*conddepth+=1;
|
|
cond[*conddepth] = (!Shader_EvaluateCondition(s, shadersource)?COND_IGNORE:0);
|
|
cond[*conddepth] |= COND_ALLOWELSE;
|
|
if (cond[*conddepth-1] & (COND_IGNORE|COND_IGNOREPARENT))
|
|
cond[*conddepth] |= COND_IGNOREPARENT;
|
|
}
|
|
else if (!Q_stricmp(token, "endif"))
|
|
{
|
|
if (!*conddepth)
|
|
{
|
|
Con_Printf("endif without if in shader %s\n", s->name);
|
|
return false;
|
|
}
|
|
*conddepth-=1;
|
|
}
|
|
else if (!Q_stricmp(token, "else"))
|
|
{
|
|
if (cond[*conddepth] & COND_ALLOWELSE)
|
|
{
|
|
cond[*conddepth] ^= COND_IGNORE;
|
|
cond[*conddepth] &= ~COND_ALLOWELSE;
|
|
}
|
|
else
|
|
Con_Printf("unexpected else statement in shader %s\n", s->name);
|
|
}
|
|
else if (cond[*conddepth] & (COND_IGNORE|COND_IGNOREPARENT))
|
|
{
|
|
//eat it.
|
|
while (**shadersource)
|
|
{
|
|
token = COM_ParseExt(shadersource, false, true);
|
|
if ( !token[0] )
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int i;
|
|
for (i = 0; shadermacros[i].name; i++)
|
|
{
|
|
if (!Q_stricmp (token, shadermacros[i].name))
|
|
{
|
|
#define SHADER_MACRO_ARGS 6
|
|
int argn = 0;
|
|
char *body;
|
|
char arg[SHADER_MACRO_ARGS][256];
|
|
int cond = 0;
|
|
//parse args until the end of the line
|
|
while (*shadersource)
|
|
{
|
|
token = COM_ParseExt(shadersource, false, true);
|
|
if ( !token[0] )
|
|
{
|
|
break;
|
|
}
|
|
if (argn <= SHADER_MACRO_ARGS)
|
|
{
|
|
Q_strncpyz(arg[argn], token, sizeof(arg[argn]));
|
|
argn++;
|
|
}
|
|
}
|
|
body = shadermacros[i].body;
|
|
Shader_ReadShaderTerms(s, &body, parsemode, &cond, 0, &cond);
|
|
return true;
|
|
}
|
|
}
|
|
if (token[0] == '}')
|
|
return false;
|
|
else if (token[0] == '{')
|
|
Shader_Readpass(s, shadersource);
|
|
else if (Shader_Parsetok(s, NULL, shaderkeys, token, shadersource))
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//loads a shader string into an existing shader object, and finalises it and stuff
|
|
static void Shader_ReadShader(shader_t *s, char *shadersource, int parsemode)
|
|
{
|
|
int conddepth = 0;
|
|
int cond[8];
|
|
cond[0] = 0;
|
|
shaderparsemode = parsemode;
|
|
|
|
// set defaults
|
|
s->flags = SHADER_CULL_FRONT;
|
|
s->uses = 1;
|
|
|
|
while (Shader_ReadShaderTerms(s, &shadersource, parsemode, &conddepth, sizeof(cond)/sizeof(cond[0]), cond))
|
|
{
|
|
}
|
|
|
|
if (conddepth)
|
|
{
|
|
Con_Printf("if statements without endif in shader %s\n", s->name);
|
|
}
|
|
|
|
Shader_Finish ( s );
|
|
}
|
|
|
|
static qboolean Shader_ParseShader(char *shortname, char *usename, shader_t *s)
|
|
{
|
|
unsigned int offset = 0, length;
|
|
char path[MAX_QPATH];
|
|
char *buf = NULL, *ts = NULL;
|
|
int parsemode = SPM_DEFAULT;
|
|
|
|
Shader_GetPathAndOffset( shortname, &ts, &offset );
|
|
|
|
if ( ts )
|
|
{
|
|
if (!strcmp(COM_FileExtension(ts), "mtr"))
|
|
parsemode = SPM_DOOM3;
|
|
|
|
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, true);
|
|
if ( !file || token[0] != '{' )
|
|
{
|
|
FS_FreeFile(buf);
|
|
return false;
|
|
}
|
|
|
|
Shader_Reset(s);
|
|
|
|
Shader_ReadShader(s, file, parsemode);
|
|
|
|
FS_FreeFile(buf);
|
|
return true;
|
|
}
|
|
|
|
if (buf)
|
|
FS_FreeFile(buf);
|
|
|
|
return false;
|
|
}
|
|
void R_UnloadShader(shader_t *shader)
|
|
{
|
|
if (shader->uses-- == 1)
|
|
Shader_Free(shader);
|
|
}
|
|
static shader_t *R_LoadShader (char *name, unsigned int usageflags, shader_gen_t *defaultgen, const char *genargs)
|
|
{
|
|
int i, f = -1;
|
|
char shortname[MAX_QPATH];
|
|
char *hash;
|
|
shader_t *s;
|
|
|
|
if (!*name)
|
|
name = "gfx/white";
|
|
|
|
hash = strchr(name, '#');
|
|
if (hash) //don't strip anything.
|
|
{
|
|
Q_strncpyz(shortname, name, sizeof(shortname));
|
|
hash = shortname+(hash-name);
|
|
}
|
|
else
|
|
{
|
|
*(int*)shortname = 0;
|
|
COM_StripExtension ( name, shortname, sizeof(shortname));
|
|
}
|
|
|
|
COM_CleanUpPath(shortname);
|
|
|
|
// check the hash first
|
|
s = Hash_Get(&shader_active_hash, shortname);
|
|
while (s)
|
|
{
|
|
//make sure the same texture can be used as either a lightmap or vertexlit shader
|
|
//if it has an explicit shader overriding it then that still takes precidence. we might just have multiple copies of it.
|
|
//q3 has a separate (internal) shader for every lightmap.
|
|
if (!((s->usageflags ^ usageflags) & SUF_LIGHTMAP))
|
|
{
|
|
s->uses++;
|
|
return s;
|
|
}
|
|
s = Hash_GetNext(&shader_active_hash, shortname, s);
|
|
}
|
|
|
|
// not loaded, find a free slot
|
|
for (i = 0; i < r_numshaders; i++)
|
|
{
|
|
if (!r_shaders[i] || !r_shaders[i]->uses)
|
|
{
|
|
if ( f == -1 ) // free shader
|
|
{
|
|
f = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (f == -1)
|
|
{
|
|
shader_t **n;
|
|
int nm;
|
|
f = r_numshaders;
|
|
if (f == r_maxshaders)
|
|
{
|
|
nm = r_maxshaders * 2;
|
|
n = realloc(r_shaders, nm*sizeof(*n));
|
|
if (!n)
|
|
{
|
|
Sys_Error( "R_LoadShader: Shader limit exceeded.");
|
|
return NULL;
|
|
}
|
|
memset(n+r_maxshaders, 0, (nm - r_maxshaders)*sizeof(*n));
|
|
r_shaders = n;
|
|
r_maxshaders = nm;
|
|
}
|
|
}
|
|
|
|
s = r_shaders[f];
|
|
if (!s)
|
|
s = r_shaders[f] = Z_Malloc(sizeof(*s));
|
|
s->id = f;
|
|
if (r_numshaders < f+1)
|
|
r_numshaders = f+1;
|
|
|
|
Q_strncpyz(s->name, shortname, sizeof(s->name));
|
|
s->usageflags = usageflags;
|
|
s->generator = defaultgen;
|
|
if (genargs)
|
|
s->genargs = strdup(genargs);
|
|
else
|
|
s->genargs = NULL;
|
|
|
|
//now strip off the hash so we find the right shader script
|
|
if (hash)
|
|
*hash = 0;
|
|
|
|
if (ruleset_allow_shaders.ival)
|
|
{
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
if (gl_config.gles && gl_config.glversion >= 2)
|
|
{
|
|
if (Shader_ParseShader(va("%s_gles2", shortname), shortname, s))
|
|
{
|
|
return s;
|
|
}
|
|
}
|
|
if (gl_config.glversion >= 3)
|
|
{
|
|
if (Shader_ParseShader(va("%s_glsl3", shortname), shortname, s))
|
|
{
|
|
return s;
|
|
}
|
|
}
|
|
if (gl_config.arb_shader_objects)
|
|
{
|
|
if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s))
|
|
{
|
|
return s;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
#ifdef D3D9QUAKE
|
|
if (qrenderer == QR_DIRECT3D9)
|
|
{
|
|
{
|
|
if (Shader_ParseShader(va("%s_hlsl", shortname), shortname, s))
|
|
{
|
|
return s;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
#ifdef D3D11QUAKE
|
|
if (qrenderer == QR_DIRECT3D11)
|
|
{
|
|
{
|
|
if (Shader_ParseShader(va("%s_hlsl11", shortname), shortname, s))
|
|
{
|
|
return s;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
if (Shader_ParseShader(shortname, shortname, s))
|
|
{
|
|
return s;
|
|
}
|
|
}
|
|
|
|
// make a default shader
|
|
|
|
if (s->generator)
|
|
{
|
|
Shader_Reset(s);
|
|
|
|
if (!strcmp(shortname, "textures/common/clip"))
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"surfaceparm nodraw\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n");
|
|
else
|
|
s->generator(shortname, s, s->genargs);
|
|
return s;
|
|
}
|
|
else
|
|
{
|
|
Shader_Free(s);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void Shader_DoReload(void)
|
|
{
|
|
shader_t *s;
|
|
unsigned int i;
|
|
char shortname[MAX_QPATH];
|
|
int oldsort;
|
|
qboolean resort = false;
|
|
|
|
if (shader_rescan_needed && ruleset_allow_shaders.ival)
|
|
{
|
|
COM_EnumerateFiles("materials/*.mtr", Shader_InitCallback, NULL);
|
|
COM_EnumerateFiles("shaders/*.shader", Shader_InitCallback, NULL);
|
|
COM_EnumerateFiles("scripts/*.shader", Shader_InitCallback, NULL);
|
|
COM_EnumerateFiles("scripts/*.rscript", Shader_InitCallback, NULL);
|
|
|
|
shader_reload_needed = true;
|
|
shader_rescan_needed = false;
|
|
}
|
|
|
|
if (!shader_reload_needed)
|
|
return;
|
|
shader_reload_needed = false;
|
|
Font_InvalidateColour();
|
|
Shader_ReloadGenerics();
|
|
|
|
for (i = 0; i < r_numshaders; i++)
|
|
{
|
|
s = r_shaders[i];
|
|
if (!s || !s->uses)
|
|
continue;
|
|
|
|
strcpy(shortname, s->name);
|
|
if (ruleset_allow_shaders.ival)
|
|
{
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects)
|
|
{
|
|
if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
if (Shader_ParseShader(shortname, shortname, s))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
if (s->generator)
|
|
{
|
|
oldsort = s->sort;
|
|
Shader_Reset(s);
|
|
|
|
s->generator(shortname, s, s->genargs);
|
|
|
|
if (s->sort != oldsort)
|
|
resort = true;
|
|
}
|
|
}
|
|
|
|
if (resort)
|
|
{
|
|
Mod_ResortShaders();
|
|
}
|
|
}
|
|
|
|
void Shader_NeedReload(qboolean rescanfs)
|
|
{
|
|
if (rescanfs)
|
|
shader_rescan_needed = true;
|
|
shader_reload_needed = true;
|
|
}
|
|
|
|
cin_t *R_ShaderGetCinematic(shader_t *s)
|
|
{
|
|
#ifndef NOMEDIA
|
|
int j;
|
|
if (!s)
|
|
return NULL;
|
|
for (j = 0; j < s->numpasses; j++)
|
|
if (s->passes[j].cin)
|
|
return s->passes[j].cin;
|
|
#endif
|
|
/*no cinematic in this shader!*/
|
|
return NULL;
|
|
}
|
|
|
|
cin_t *R_ShaderFindCinematic(char *name)
|
|
{
|
|
#ifdef NOMEDIA
|
|
return NULL;
|
|
#else
|
|
int i;
|
|
char shortname[MAX_QPATH];
|
|
shader_t *s;
|
|
|
|
if (!r_shaders)
|
|
return NULL;
|
|
|
|
COM_StripExtension ( name, shortname, sizeof(shortname));
|
|
|
|
COM_CleanUpPath(shortname);
|
|
|
|
//try and find it
|
|
for (i = 0; i < r_numshaders; i++)
|
|
{
|
|
s = r_shaders[i];
|
|
if (!s || !s->uses)
|
|
continue;
|
|
|
|
if (!Q_stricmp (shortname, s->name) )
|
|
return R_ShaderGetCinematic(s);
|
|
}
|
|
return NULL;
|
|
#endif
|
|
}
|
|
|
|
shader_t *R_RegisterPic (char *name)
|
|
{
|
|
shader_t *shader;
|
|
|
|
/*don't get confused by other shaders*/
|
|
image_width = 64;
|
|
image_height = 64;
|
|
|
|
shader = R_LoadShader (name, SUF_2D, Shader_Default2D, NULL);
|
|
|
|
/*worth a try*/
|
|
if (shader->width <= 0)
|
|
shader->width = image_width;
|
|
if (shader->height <= 0)
|
|
shader->height = image_height;
|
|
|
|
/*last ditch attempt*/
|
|
if (shader->width <= 0)
|
|
shader->width = 64;
|
|
if (shader->height <= 0)
|
|
shader->height = 64;
|
|
return shader;
|
|
}
|
|
|
|
shader_t *R_RegisterShader (char *name, unsigned int usageflags, const char *shaderscript)
|
|
{
|
|
return R_LoadShader (name, usageflags, Shader_DefaultScript, shaderscript);
|
|
}
|
|
|
|
shader_t *R_RegisterShader_Lightmap (char *name)
|
|
{
|
|
return R_LoadShader (name, SUF_LIGHTMAP, Shader_DefaultBSPLM, NULL);
|
|
}
|
|
|
|
shader_t *R_RegisterShader_Vertex (char *name)
|
|
{
|
|
return R_LoadShader (name, 0, Shader_DefaultBSPVertex, NULL);
|
|
}
|
|
|
|
shader_t *R_RegisterShader_Flare (char *name)
|
|
{
|
|
return R_LoadShader (name, 0, Shader_DefaultBSPFlare, NULL);
|
|
}
|
|
|
|
shader_t *R_RegisterSkin (char *shadername, char *modname)
|
|
{
|
|
shader_t *shader;
|
|
if (modname && !strchr(shadername, '/'))
|
|
{
|
|
char newsname[MAX_QPATH];
|
|
char *b = COM_SkipPath(modname);
|
|
if (b != modname && b-modname + strlen(shadername)+1 < sizeof(newsname))
|
|
{
|
|
memcpy(newsname, modname, b - modname);
|
|
memcpy(newsname + (b-modname), shadername, strlen(shadername)+1);
|
|
/*if the specified shader does not contain a path, try and load one relative to the name of the model*/
|
|
shader = R_LoadShader (newsname, 0, Shader_DefaultSkin, NULL);
|
|
|
|
R_BuildDefaultTexnums(&shader->defaulttextures, shader);
|
|
|
|
/*if its a valid shader with valid textures, use it*/
|
|
if (!(shader->flags & SHADER_NOIMAGE))
|
|
return shader;
|
|
}
|
|
}
|
|
shader = R_LoadShader (shadername, 0, Shader_DefaultSkin, NULL);
|
|
return shader;
|
|
}
|
|
shader_t *R_RegisterCustom (char *name, unsigned int usageflags, shader_gen_t *defaultgen, const void *args)
|
|
{
|
|
return R_LoadShader (name, usageflags, defaultgen, args);
|
|
}
|
|
#endif //SERVERONLY
|