mirror of
https://github.com/nzp-team/fteqw.git
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8721 lines
243 KiB
C
8721 lines
243 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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#ifdef VKQUAKE
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#include "../vk/vkrenderer.h"
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#endif
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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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extern texid_t missing_texture;
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texid_t r_whiteimage, r_blackimage;
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qboolean shader_reload_needed;
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static qboolean shader_rescan_needed;
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sh_config_t sh_config;
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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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cvar_t r_forceprogramify = CVARAFD("r_forceprogramify", "0", "dpcompat_makeshitup", CVAR_SHADERSYSTEM, "Reduce the shader to a single texture, and then make stuff up about its mother. The resulting fist fight results in more colour when you shine a light upon its face.\nSet to 2 to ignore 'depthfunc equal' and 'tcmod scale' in order to tolerate bizzare shaders made for a bizzare engine.\nBecause most shaders made for DP are by people who _clearly_ have no idea what the heck they're doing, you'll typically need the '2' setting.");
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#ifdef HAVE_LEGACY
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cvar_t dpcompat_nopremulpics = CVARFD("dpcompat_nopremulpics", "0", CVAR_SHADERSYSTEM, "By default FTE uses premultiplied alpha for hud/2d images, while DP does not (which results in halos with low-res content). Unfortunately DDS files would need to be recompressed, resulting in visible issues.");
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#endif
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cvar_t r_glsl_precache = CVARFD("r_glsl_precache", "0", CVAR_SHADERSYSTEM, "Force all relevant glsl permutations to load upfront.");
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cvar_t r_halfrate = CVARFD("r_halfrate", "0", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Use half-rate shading (where supported by gpu).");
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extern cvar_t r_glsl_offsetmapping_reliefmapping;
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extern cvar_t r_drawflat;
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extern cvar_t r_shaderblobs;
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extern cvar_t r_tessellation;
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extern cvar_t gl_compress;
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//backend fills this in to say the max fixed-function pass count (often 1, where its emulated by us, because we're too lazy).
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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 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 (const 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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const char *data;
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COM_AssertMainThread("COM_ParseExt");
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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 = (unsigned char)*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' && !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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data++;
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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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// skip /* comments
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if (c == '/' && data[1] == '*')
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{
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const char *start = data;
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data+=2;
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for(;data[0];)
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{
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if (data[0] == '*' && data[1] == '/')
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{
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data+=2;
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break;
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}
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if (*data == '\n' && !nl)
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{
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*data_p = start;
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return com_token;
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}
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data++;
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}
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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 Com_FloatArgument(const char *shadername, char *arg, size_t arglen, float def)
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{
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const char *var;
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//grab an argument instead, otherwise 0
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var = shadername+1;
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if (*shadername)
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while((var = strchr(var, '#')))
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{
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var++;
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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 def; //not present.
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}
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#define Shader_FloatArgument(s,k) (Com_FloatArgument(s->name,k,strlen(k),0))
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#define HASH_SIZE 128
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#define SPF_DEFAULT 0u /*quake3/fte internal*/
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#define SPF_PROGRAMIFY (1u<<0) /*automatically replace known glsl, pulling in additional textures+effects from a single primary pass*/
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#define SPF_DOOM3 (1u<<1) /*any commands, args, etc, should be interpretted according to doom3's norms*/
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typedef struct shaderparsestate_s
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{
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shader_t *s; //the shader we're parsing
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shaderpass_t *pass; //the pass we're currently parsing
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const char *ptr; //the src file pointer we're at
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char *sourcename; //the name of the shader file being read (or '<code>')
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const char *forcedshader;
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unsigned int parseflags; //SPF_*
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qboolean droppass;
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unsigned int oldflags; //shader flags to revert to if the pass is dropped.
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//for dpwater compat, used to generate a program
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int dpwatertype;
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float reflectmin;
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float reflectmax;
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float reflectfactor;
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float refractfactor;
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vec3_t refractcolour;
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vec3_t reflectcolour;
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float wateralpha;
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char **saveshaderbody;
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//FIXME: rtlights can't respond to these
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int offsetmappingmode;
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float offsetmappingscale;
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float offsetmappingbias;
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float specularexpscale; //*32 ish
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float specularvalscale; //*1 ish
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} parsestate_t;
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typedef struct shaderkey_s
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{
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char *keyword;
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void (*func)( parsestate_t *ps, const char **ptr );
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char *prefix;
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} shaderkey_t;
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typedef struct shadercachefile_s {
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char *data;
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size_t length;
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unsigned int parseflags;
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char forcedshadername[64];
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struct shadercachefile_s *next;
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char name[1];
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} shadercachefile_t;
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typedef struct shadercache_s {
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shadercachefile_t *source;
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size_t offset;
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struct shadercache_s *hash_next;
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char name[1];
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} shadercache_t;
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static shadercachefile_t *shaderfiles; //contents of a .shader file
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static shadercache_t **shader_hash; //locations of known inactive shaders.
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unsigned int r_numshaders; //number of active slots in r_shaders array.
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unsigned int r_maxshaders; //max length of r_shaders array. resized if exceeded.
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shader_t **r_shaders; //list of active shaders for a id->shader lookup
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static hashtable_t shader_active_hash; //list of active shaders for a name->shader lookup
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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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static const char *Shader_Skip(const char *file, const char *shadername, const char *ptr);
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static qboolean Shader_Parsetok(parsestate_t *ps, shaderkey_t *keys, const char *token);
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static void Shader_ParseFunc(parsestate_t *ps, const char *functype, const char **args, shaderfunc_t *func);
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static void Shader_MakeCache(const char *path, unsigned int parseflags);
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static qboolean Shader_LocateSource(const char *name, const char **buf, size_t *bufsize, size_t *offset, shadercachefile_t **sourcefile);
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static void Shader_ReadShader(parsestate_t *ps, const char *shadersource, shadercachefile_t *sourcefile);
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static qboolean Shader_ParseShader(parsestate_t *ps, const char *parsename);
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static struct
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{
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void *module;
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plugmaterialloaderfuncs_t *funcs;
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} *materialloader;
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static size_t materialloader_count;
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qboolean Material_RegisterLoader(void *module, plugmaterialloaderfuncs_t *driver)
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{
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int i;
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if (!driver)
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{
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for (i = 0; i < materialloader_count; )
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{
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if (materialloader[i].module == module)
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{
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memmove(&materialloader[i], &materialloader[i+1], materialloader_count-(i+1));
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materialloader_count--;
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}
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else
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i++;
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}
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return true;
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}
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else
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{
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void *n = BZ_Malloc(sizeof(*materialloader)*(materialloader_count+1));
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memcpy(n, materialloader, sizeof(*materialloader)*materialloader_count);
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Z_Free(materialloader);
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materialloader = n;
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materialloader[materialloader_count].module = module;
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materialloader[materialloader_count].funcs = driver;
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materialloader_count++;
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return true;
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}
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}
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//===========================================================================
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static qboolean Shader_EvaluateCondition(shader_t *shader, const char **ptr)
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{
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char *token;
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cvar_t *cv;
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float lhs;
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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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if (!*token)
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token = COM_ParseExt(ptr, false, false);
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}
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if (*token >= '0' && *token <= '9')
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lhs = strtod(token, NULL);
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else
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{
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if (*token == '$')
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token++;
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if (*token == '#')
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lhs = !!Shader_FloatArgument(shader, token+1);
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else if (!Q_stricmp(token, "lpp"))
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lhs = r_lightprepass;
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else if (!Q_stricmp(token, "lightmap"))
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lhs = !r_fullbright.value;
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else if (!Q_stricmp(token, "deluxmap") || !Q_stricmp(token, "deluxe"))
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lhs = r_deluxemapping;
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else if (!Q_stricmp(token, "softwarebanding"))
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lhs = r_softwarebanding;
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else if (!Q_stricmp(token, "unmaskedsky"))
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lhs = cls.allow_unmaskedskyboxes; //can/should skip writing depth values for sky surfaces.
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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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lhs = r_loadbumpmapping;
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else if (!Q_stricmp(token, "vulkan"))
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lhs = (qrenderer == QR_VULKAN);
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else if (!Q_stricmp(token, "opengl"))
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lhs = (qrenderer == QR_OPENGL);
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else if (!Q_stricmp(token, "d3d8"))
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lhs = (qrenderer == QR_DIRECT3D8);
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else if (!Q_stricmp(token, "d3d9"))
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lhs = (qrenderer == QR_DIRECT3D9);
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else if (!Q_stricmp(token, "d3d11"))
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lhs = (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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lhs = ((qrenderer == QR_OPENGL) && gl_config.gles);
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#else
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lhs = false;
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#endif
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}
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else if (!Q_stricmp(token, "nofixed"))
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lhs = sh_config.progs_required;
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else if (!Q_stricmp(token, "glsl"))
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lhs = ((qrenderer == QR_OPENGL) && sh_config.progs_supported);
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else if (!Q_stricmp(token, "hlsl"))
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lhs = ((qrenderer == QR_DIRECT3D9 || qrenderer == QR_DIRECT3D11) && sh_config.progs_supported);
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else if (!Q_stricmp(token, "haveprogram"))
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lhs = !!shader->prog;
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else if (!Q_stricmp(token, "programs"))
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lhs = sh_config.progs_supported;
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else if (!Q_stricmp(token, "diffuse"))
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lhs = true;
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else if (!Q_stricmp(token, "specular"))
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lhs = false;
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else if (!Q_stricmp(token, "fullbright"))
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lhs = false;
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else if (!Q_stricmp(token, "topoverlay"))
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lhs = false;
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else if (!Q_stricmp(token, "loweroverlay"))
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lhs = false;
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//these are for compat/documentation purposes with qfusion/warsow
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else if (!Q_stricmp(token, "maxTextureSize"))
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lhs = sh_config.texture2d_maxsize;
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else if (!Q_stricmp(token, "maxTextureCubemapSize"))
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lhs = sh_config.texturecube_maxsize;
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else if (!Q_stricmp(token, "maxTextureUnits"))
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lhs = 0;
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else if (!Q_stricmp(token, "textureCubeMap"))
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lhs = sh_config.havecubemaps;
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// else if (!Q_stricmp(token, "GLSL"))
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// lhs = 1;
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else if (!Q_stricmp(token, "deluxeMaps") || !Q_stricmp(token, "deluxe"))
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lhs = r_deluxemapping;
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else if (!Q_stricmp(token, "portalMaps"))
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lhs = false;
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//end qfusion
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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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cv->flags |= CVAR_SHADERSYSTEM;
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lhs = cv->value;
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}
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else
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{
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Con_Printf("Shader_EvaluateCondition: '%s' is not a cvar\n", token);
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lhs = 0;
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}
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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 (*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 = lhs != rhs;
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else if (!strcmp(cmp, "=="))
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conditiontrue = lhs == rhs;
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else if (!strcmp(cmp, "<"))
|
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conditiontrue = lhs < rhs;
|
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else if (!strcmp(cmp, "<="))
|
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conditiontrue = lhs <= rhs;
|
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else if (!strcmp(cmp, ">"))
|
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conditiontrue = lhs > rhs;
|
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else if (!strcmp(cmp, ">="))
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conditiontrue = lhs >= 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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conditiontrue = conditiontrue == !!lhs;
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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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|
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return conditiontrue;
|
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}
|
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|
|
static char *Shader_ParseExactString(const char **ptr)
|
|
{
|
|
char *token;
|
|
|
|
if (!ptr || !(*ptr))
|
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return "";
|
|
if (!**ptr || **ptr == '}')
|
|
return "";
|
|
|
|
token = COM_ParseExt(ptr, false, false);
|
|
return token;
|
|
}
|
|
|
|
static char *Shader_ParseString(const char **ptr)
|
|
{
|
|
char *token;
|
|
|
|
if (!ptr || !(*ptr))
|
|
return "";
|
|
while(**ptr == ' ' || **ptr == '\t')
|
|
*ptr+=1;
|
|
if (!**ptr || **ptr == '}')
|
|
return "";
|
|
|
|
token = COM_ParseExt(ptr, false, true);
|
|
Q_strlwr ( token );
|
|
|
|
return token;
|
|
}
|
|
|
|
static char *Shader_ParseSensString(const char **ptr)
|
|
{
|
|
char *token;
|
|
|
|
if (!ptr || !(*ptr))
|
|
return "";
|
|
if (!**ptr || **ptr == '}')
|
|
return "";
|
|
|
|
token = COM_ParseExt(ptr, false, true);
|
|
|
|
return token;
|
|
}
|
|
|
|
static float Shader_ParseFloat(shader_t *shader, const char **ptr, float defaultval)
|
|
{
|
|
char *token;
|
|
if (!ptr || !(*ptr))
|
|
return defaultval;
|
|
if (!**ptr || **ptr == '}')
|
|
return defaultval;
|
|
|
|
token = COM_ParseExt(ptr, false, true);
|
|
if (*token == '$')
|
|
{
|
|
if (token[1] == '#')
|
|
{
|
|
return Shader_FloatArgument(shader, token+2);
|
|
}
|
|
else
|
|
{
|
|
cvar_t *var;
|
|
var = Cvar_FindVar(token+1);
|
|
if (var)
|
|
{
|
|
if (*var->string)
|
|
return var->value;
|
|
else
|
|
return defaultval;
|
|
}
|
|
}
|
|
}
|
|
if (!*token)
|
|
return defaultval;
|
|
return atof(token);
|
|
}
|
|
|
|
static void Shader_ParseVector(shader_t *shader, const char **ptr, vec3_t v)
|
|
{
|
|
const char *scratch;
|
|
char *token;
|
|
qboolean bracket;
|
|
qboolean fromcvar = false;
|
|
|
|
token = Shader_ParseString(ptr);
|
|
if (*token == '$')
|
|
{
|
|
cvar_t *var;
|
|
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);
|
|
fromcvar = true;
|
|
}
|
|
if (!Q_stricmp (token, "("))
|
|
{
|
|
bracket = true;
|
|
token = Shader_ParseString(ptr);
|
|
}
|
|
else if (token[0] == '(')
|
|
{
|
|
bracket = true;
|
|
token = &token[1];
|
|
}
|
|
else
|
|
bracket = false;
|
|
|
|
if (!strncmp(token, "0x", 2))
|
|
{ //0xRRGGBB
|
|
unsigned int hex = strtoul(token, NULL, 0);
|
|
v[0] = ((hex>>16)&255)/255.;
|
|
v[1] = ((hex>> 8)&255)/255.;
|
|
v[2] = ((hex>> 0)&255)/255.;
|
|
return;
|
|
}
|
|
|
|
v[0] = atof ( token );
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !token[0] ) {
|
|
v[1] = fromcvar?v[0]:0;
|
|
} else if (bracket && token[strlen(token)-1] == ')' ) {
|
|
bracket = false;
|
|
token[strlen(token)-1] = 0;
|
|
v[1] = atof ( token );
|
|
} else {
|
|
v[1] = atof ( token );
|
|
}
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !token[0] ) {
|
|
v[2] = fromcvar?v[1]:0;
|
|
} else if (bracket && 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)
|
|
{ //FIXME: use Image_LoadCubemapTextureData to load the faces
|
|
//if possible directly use a 7th/cubemap texture instead
|
|
//this requires fixing the sky code to not do the random transforms thing though.
|
|
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;
|
|
allokay = true;
|
|
}
|
|
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++)
|
|
{
|
|
Q_snprintfz ( path, sizeof(path), skyname_pattern[sp], texturename, skyname_suffix[ss][i] );
|
|
images[i] = R_LoadHiResTexture ( path, NULL, IF_NOALPHA|IF_CLAMP|IF_LOADNOW);
|
|
if (images[i]->width)
|
|
break;
|
|
}
|
|
if (images[i]->width)
|
|
break;
|
|
}
|
|
if (!images[i]->width)
|
|
{
|
|
Con_DPrintf("Sky \"%s\" missing texture: %s\n", shadername, path);
|
|
images[i] = r_blackimage;
|
|
allokay = false;
|
|
}
|
|
}
|
|
}
|
|
return allokay;
|
|
}
|
|
|
|
static void Shader_ParseFunc (parsestate_t *ps, const char *functype, const char **ptr, shaderfunc_t *func)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
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;
|
|
else
|
|
{
|
|
if (!Q_stricmp (token, "distanceramp")) //QFusion
|
|
;
|
|
else
|
|
Con_Printf("%s: %s: unknown %s \"%s\"\n", ps->sourcename, shader->name, functype, token);
|
|
func->type = SHADER_FUNC_CONSTANT; //not supported...
|
|
Shader_ParseFloat (shader, ptr, 0);
|
|
Shader_ParseFloat (shader, ptr, 0);
|
|
Shader_ParseFloat (shader, ptr, 0);
|
|
Shader_ParseFloat (shader, ptr, 0);
|
|
Vector4Set(func->args, 255, 255, 255, 255);
|
|
return;
|
|
}
|
|
|
|
func->args[0] = Shader_ParseFloat (shader, ptr, 0);
|
|
func->args[1] = Shader_ParseFloat (shader, ptr, 0);
|
|
func->args[2] = Shader_ParseFloat (shader, ptr, 0);
|
|
func->args[3] = Shader_ParseFloat (shader, ptr, 0);
|
|
}
|
|
|
|
//===========================================================================
|
|
|
|
static int Shader_SetImageFlags(parsestate_t *parsestate, shaderpass_t *pass, char **name, int flags)
|
|
{
|
|
//fixme: pass flags should be handled elsewhere.
|
|
for(;name;)
|
|
{
|
|
if (!Q_strnicmp(*name, "$rt:", 4))
|
|
{
|
|
*name += 4;
|
|
flags |= IF_NOMIPMAP|IF_CLAMP|IF_RENDERTARGET;
|
|
if (!(flags & (IF_NEAREST|IF_LINEAR)))
|
|
flags |= IF_LINEAR;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$clamp:", 7))
|
|
{
|
|
*name += 7;
|
|
flags |= IF_CLAMP;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$premul:", 8))
|
|
{ //have the engine premultiply textures for you, instead of needing to do it in an editor.
|
|
*name += 8;
|
|
flags |= IF_PREMULTIPLYALPHA;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$2d:", 4))
|
|
{
|
|
*name+=4;
|
|
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_2D;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$2darray:", 9))
|
|
{
|
|
*name+=9;
|
|
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_2D_ARRAY;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$3d:", 4))
|
|
{
|
|
*name+=4;
|
|
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_3D;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$cube:", 6))
|
|
{
|
|
*name+=6;
|
|
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_CUBE;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$cubearray:", 11))
|
|
{
|
|
*name+=11;
|
|
flags = (flags&~IF_TEXTYPEMASK) | IF_TEXTYPE_CUBE_ARRAY;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$srgb:", 6))
|
|
{
|
|
*name+=6;
|
|
flags &= ~IF_NOSRGB;
|
|
flags |= IF_SRGB;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$nosrgb:", 8))
|
|
{
|
|
*name+=8;
|
|
flags &= ~IF_SRGB;
|
|
flags |= IF_NOSRGB;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$nearest:", 9))
|
|
{
|
|
*name+=9;
|
|
flags &= ~IF_LINEAR;
|
|
flags |= IF_NEAREST;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$linear:", 8))
|
|
{
|
|
*name+=8;
|
|
flags &= ~IF_NEAREST;
|
|
flags |= IF_LINEAR;
|
|
}
|
|
else if (!Q_strnicmp(*name, "$palettize:", 11))
|
|
{
|
|
*name+=11;
|
|
flags |= IF_PALETTIZE;
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
|
|
// if (shader->flags & SHADER_SKY)
|
|
// flags |= IF_SKY;
|
|
if (parsestate->s->flags & SHADER_NOMIPMAPS)
|
|
flags |= IF_NOMIPMAP;
|
|
if (parsestate->s->flags & SHADER_NOPICMIP)
|
|
flags |= IF_NOPICMIP;
|
|
flags |= IF_MIPCAP;
|
|
|
|
if (pass)
|
|
{
|
|
if (flags & IF_CLAMP)
|
|
pass->flags |= SHADER_PASS_CLAMP;
|
|
if (flags & IF_LINEAR)
|
|
{
|
|
pass->flags &= ~SHADER_PASS_NEAREST;
|
|
pass->flags |= SHADER_PASS_LINEAR;
|
|
}
|
|
else if (flags & IF_NEAREST)
|
|
{
|
|
pass->flags &= ~SHADER_PASS_LINEAR;
|
|
pass->flags |= SHADER_PASS_NEAREST;
|
|
}
|
|
}
|
|
|
|
return flags;
|
|
}
|
|
|
|
texid_t R_LoadColourmapImage(void)
|
|
{
|
|
//FIXME: cache the result, because this is abusive
|
|
unsigned int w = 256, h = VID_GRADES;
|
|
unsigned int x;
|
|
unsigned int data[256*(VID_GRADES)];
|
|
qbyte *colourmappal = (qbyte *)FS_LoadMallocFile ("gfx/colormap.lmp", NULL);
|
|
#if defined(Q2CLIENT) && defined(IMAGEFMT_PCX)
|
|
if (!colourmappal)
|
|
{
|
|
size_t sz;
|
|
qbyte *pcx = FS_LoadMallocFile("pics/colormap.pcx", &sz);
|
|
if (pcx)
|
|
{
|
|
colourmappal = Z_Malloc(256*VID_GRADES);
|
|
ReadPCXData(pcx, sz, 256, VID_GRADES, colourmappal);
|
|
BZ_Free(pcx);
|
|
}
|
|
}
|
|
#endif
|
|
if (colourmappal)
|
|
{
|
|
for (x = 0; x < sizeof(data)/sizeof(data[0]); x++)
|
|
data[x] = d_8to24rgbtable[colourmappal[x]];
|
|
}
|
|
else
|
|
{ //erk
|
|
//fixme: generate a proper colourmap
|
|
for (x = 0; x < sizeof(data)/sizeof(data[0]); x++)
|
|
{
|
|
int r, g, b;
|
|
float l = 1.0-((x/256)/(float)VID_GRADES);
|
|
r = d_8to24rgbtable[x & 0xff];
|
|
g = (r>>16)&0xff;
|
|
b = (r>>8)&0xff;
|
|
r = (r>>0)&0xff;
|
|
data[x] = d_8to24rgbtable[GetPaletteIndex(r*l,g*l,b*l)];
|
|
}
|
|
}
|
|
BZ_Free(colourmappal);
|
|
return R_LoadTexture("$colourmap", w, h, TF_RGBA32, data, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA|IF_CLAMP);
|
|
}
|
|
|
|
static texid_t Shader_FindImage (parsestate_t *parsestate, char *name, int flags )
|
|
{
|
|
extern texid_t missing_texture_normal;
|
|
if (parsestate->parseflags & SPF_DOOM3)
|
|
{
|
|
if (!Q_stricmp (name, "_default"))
|
|
return r_whiteimage; /*fixme*/
|
|
if (!Q_stricmp (name, "_white"))
|
|
return r_whiteimage;
|
|
if (!Q_stricmp (name, "_black"))
|
|
{
|
|
int wibuf[16] = {0};
|
|
return R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!Q_stricmp (name, "$whiteimage"))
|
|
return r_whiteimage;
|
|
if (!Q_stricmp (name, "$blackimage"))
|
|
{
|
|
int wibuf[16] = {0};
|
|
return R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
|
|
}
|
|
if (!Q_stricmp (name, "$identitynormal"))
|
|
return missing_texture_normal;
|
|
if (!Q_stricmp (name, "$colourmap"))
|
|
return R_LoadColourmapImage();
|
|
}
|
|
if (flags & IF_RENDERTARGET)
|
|
return R2D_RT_Configure(name, 0, 0, TF_INVALID, flags);
|
|
return R_LoadHiResTexture(name, NULL, flags);
|
|
}
|
|
|
|
|
|
/****************** shader keyword functions ************************/
|
|
|
|
static void Shader_Cull (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
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 (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shader->flags |= (SHADER_NOMIPMAPS|SHADER_NOPICMIP);
|
|
}
|
|
|
|
static void Shader_Affine (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
int i;
|
|
for (i = 0; i < countof(shader->passes); i++)
|
|
shader->passes[i].shaderbits |= SBITS_AFFINE;
|
|
}
|
|
static void Shader_FullRate (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
int i;
|
|
for (i = 0; i < countof(shader->passes); i++)
|
|
shader->passes[i].shaderbits |= SBITS_MISC_FULLRATE;
|
|
}
|
|
|
|
static void Shader_NoPicMip (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shader->flags |= SHADER_NOPICMIP;
|
|
}
|
|
|
|
static void Shader_DeformVertexes (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
char *token;
|
|
deformv_t *deformv;
|
|
|
|
if ( shader->numdeforms >= SHADER_DEFORM_MAX )
|
|
return;
|
|
|
|
deformv = &shader->deforms[shader->numdeforms];
|
|
|
|
shader->flags |= SHADER_NOMARKS; //just in case...
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "wave") )
|
|
{
|
|
deformv->type = DEFORMV_WAVE;
|
|
deformv->args[0] = Shader_ParseFloat (shader, ptr, 0);
|
|
if (deformv->args[0])
|
|
deformv->args[0] = 1.0f / deformv->args[0];
|
|
Shader_ParseFunc (ps, "deformvertexes wave", ptr, &deformv->func );
|
|
}
|
|
else if ( !Q_stricmp (token, "normal") )
|
|
{
|
|
deformv->type = DEFORMV_NORMAL;
|
|
deformv->args[0] = Shader_ParseFloat (shader, ptr, 0);
|
|
deformv->args[1] = Shader_ParseFloat (shader, ptr, 0);
|
|
}
|
|
else if ( !Q_stricmp (token, "bulge") )
|
|
{
|
|
deformv->type = DEFORMV_BULGE;
|
|
Shader_ParseVector (shader, ptr, deformv->args);
|
|
}
|
|
else if ( !Q_stricmp (token, "move") )
|
|
{
|
|
deformv->type = DEFORMV_MOVE;
|
|
Shader_ParseVector (shader, ptr, deformv->args );
|
|
Shader_ParseFunc (ps, "deformvertexes move", ptr, &deformv->func );
|
|
}
|
|
else if ( !Q_stricmp (token, "autosprite") )
|
|
{
|
|
deformv->type = DEFORMV_AUTOSPRITE;
|
|
}
|
|
else if ( !Q_stricmp (token, "autosprite2") )
|
|
{
|
|
deformv->type = DEFORMV_AUTOSPRITE2;
|
|
}
|
|
else if ( !Q_stricmp (token, "projectionShadow") )
|
|
deformv->type = DEFORMV_PROJECTION_SHADOW;
|
|
else if ( !Q_strnicmp (token, "text", 4) )
|
|
{
|
|
deformv->type = DEFORMV_TEXT;
|
|
deformv->args[0] = atoi(token+4);
|
|
}
|
|
else
|
|
return;
|
|
|
|
shader->numdeforms++;
|
|
}
|
|
|
|
static void Shader_ClutterParms(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
struct shader_clutter_s *clut;
|
|
char *modelname;
|
|
|
|
modelname = Shader_ParseString(ptr);
|
|
clut = Z_Malloc(sizeof(*clut) + strlen(modelname));
|
|
strcpy(clut->modelname, modelname);
|
|
clut->spacing = Shader_ParseFloat(shader, ptr, 1000);
|
|
clut->scalemin = Shader_ParseFloat(shader, ptr, 1);
|
|
clut->scalemax = Shader_ParseFloat(shader, ptr, 1);
|
|
clut->zofs = Shader_ParseFloat(shader, ptr, 0);
|
|
clut->anglemin = Shader_ParseFloat(shader, ptr, 0) * M_PI * 2 / 360.;
|
|
clut->anglemax = Shader_ParseFloat(shader, ptr, 360) * M_PI * 2 / 360.;
|
|
|
|
clut->next = shader->clutter;
|
|
shader->clutter = clut;
|
|
}
|
|
|
|
static void Shader_SkyParms(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
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, 512);
|
|
|
|
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 (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
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, 128);
|
|
|
|
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 (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp( token, "nodraw" ) )
|
|
shader->flags |= SHADER_NODRAW;
|
|
else if ( !Q_stricmp( token, "nodraw2" ) )
|
|
shader->flags |= SHADER_NODRAW; //an alternative so that q3map2 won't see+strip it.
|
|
else if ( !Q_stricmp( token, "nodlight" ) )
|
|
shader->flags |= SHADER_NODLIGHT;
|
|
else if ( !Q_stricmp( token, "noshadows" ) )
|
|
shader->flags |= SHADER_NOSHADOWS;
|
|
|
|
else if ( !Q_stricmp( token, "sky" ) )
|
|
shader->flags |= SHADER_SKY;
|
|
|
|
else if ( !Q_stricmp( token, "noimpact" ) )
|
|
shader->flags |= SHADER_NOMARKS; //wrong, but whatever.
|
|
else if ( !Q_stricmp( token, "nomarks" ) )
|
|
shader->flags |= SHADER_NOMARKS;
|
|
|
|
//forceshader type things inherit certain textures from the original material
|
|
//however, that original material might not need those textures and thus won't have them loaded, which breaks replacement.
|
|
//these provide a way to override that.
|
|
else if (!Q_stricmp( token, "hasdiffuse"))
|
|
shader->flags |= SHADER_HASDIFFUSE;
|
|
else if (!Q_stricmp( token, "hasnormalmap"))
|
|
shader->flags |= SHADER_HASNORMALMAP;
|
|
else if (!Q_stricmp( token, "hasgloss"))
|
|
shader->flags |= SHADER_HASGLOSS;
|
|
else if (!Q_stricmp( token, "hasfullbright"))
|
|
shader->flags |= SHADER_HASFULLBRIGHT;
|
|
else if (!Q_stricmp( token, "haspaletted"))
|
|
shader->flags |= SHADER_HASPALETTED;
|
|
else if (!Q_stricmp(token, "hastop") || !Q_stricmp(token, "hasbottom") || !Q_stricmp(token, "hastopbottom"))
|
|
shader->flags |= SHADER_HASTOPBOTTOM;
|
|
else
|
|
Con_DLPrintf(2, "Shader %s, Unknown surface parm \"%s\"\n", ps->s->name, token); //note that there are game-specific names used to override mod surfaceflags+contents
|
|
}
|
|
|
|
static void Shader_Sort (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if (r_forceprogramify.ival >= 2)
|
|
{
|
|
Con_DPrintf("Shader %s, ignoring 'sort %s'\n", ps->s->name, token);
|
|
return; //dp ignores 'sort' entirely.
|
|
}
|
|
else 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" ) || !Q_stricmp( token, "litdecal" ) )
|
|
shader->sort = SHADER_SORT_DECAL;
|
|
else if( !Q_stricmp( token, "seethrough" ) )
|
|
shader->sort = SHADER_SORT_SEETHROUGH;
|
|
else if( !Q_stricmp( token, "unlitdecal" ) )
|
|
shader->sort = SHADER_SORT_UNLITDECAL;
|
|
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, "deferredlight" ) )
|
|
shader->sort = SHADER_SORT_DEFERREDLIGHT;
|
|
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_Deferredlight (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shader->sort = SHADER_SORT_DEFERREDLIGHT;
|
|
}
|
|
|
|
static void Shader_Portal (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shader->sort = SHADER_SORT_PORTAL;
|
|
}
|
|
|
|
static void Shader_PolygonOffset (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
float m = Shader_ParseFloat(shader, ptr, 1);
|
|
|
|
shader->polyoffset.unit = -25 * m;
|
|
shader->polyoffset.factor = -0.05;
|
|
shader->flags |= SHADER_POLYGONOFFSET; //some backends might be lazy and only allow simple values.
|
|
}
|
|
|
|
static void Shader_EntityMergable (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shader->flags |= SHADER_ENTITY_MERGABLE;
|
|
}
|
|
|
|
#if defined(GLQUAKE) || defined(D3DQUAKE)
|
|
static qboolean Shader_ParseProgramCvar(char *script, char **cvarnames, int *cvartypes, int cvartype)
|
|
{
|
|
cvar_t *ref;
|
|
char body[MAX_QPATH];
|
|
char *out;
|
|
char *namestart;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
namestart = script;
|
|
while ((*script >= 'A' && *script <= 'Z') || (*script >= 'a' && *script <= 'z') || (*script >= '0' && *script <= '9') || *script == '_')
|
|
script++;
|
|
|
|
cvartypes[0] = cvartype;
|
|
cvarnames[0] = Z_Malloc(script - namestart + 1);
|
|
memcpy(cvarnames[0], namestart, script - namestart);
|
|
cvarnames[0][script - namestart] = 0;
|
|
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
if (*script == '=')
|
|
{
|
|
script++;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
|
|
out = body;
|
|
while (out < com_token+countof(body)-1 && *script != '\n' && !(script[0] == '/' && script[1] == '/'))
|
|
*out++ = *script++;
|
|
*out++ = 0;
|
|
ref = Cvar_Get(cvarnames[0], body, 0, "GLSL Variables");
|
|
}
|
|
else
|
|
ref = Cvar_Get(cvarnames[0], "", 0, "GLSL Variables");
|
|
if (!ref)
|
|
{
|
|
Z_Free(cvarnames[0]);
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
static qboolean Shader_ParseSemantic(const char *script, const char *shadername, char **cvarnames, int *cvartypes)
|
|
{
|
|
int s;
|
|
const char *namestart, *nameend;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
namestart = script;
|
|
while ((*script >= 'A' && *script <= 'Z') || (*script >= 'a' && *script <= 'z') || (*script >= '0' && *script <= '9') || *script == '_')
|
|
script++;
|
|
nameend = script;
|
|
if (*script == ' ' || *script == '\t')
|
|
{
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
while ((*script >= 'A' && *script <= 'Z') || (*script >= 'a' && *script <= 'z') || (*script >= '0' && *script <= '9') || *script == '_')
|
|
script++;
|
|
}
|
|
else
|
|
return false;
|
|
|
|
cvarnames[0] = Z_Malloc(script - namestart + 1);
|
|
memcpy(cvarnames[0], namestart, script - namestart);
|
|
cvarnames[0][script - namestart] = 0;
|
|
|
|
cvarnames[0][nameend-namestart] = 0;
|
|
nameend = &cvarnames[0][nameend-namestart]+1;
|
|
|
|
for (s = 0; shader_unif_names[s].name; s++)
|
|
{
|
|
if (!strcmp(shader_unif_names[s].name, nameend))
|
|
{
|
|
cvartypes[0] = shader_unif_names[s].ptype;
|
|
return true;
|
|
}
|
|
}
|
|
Con_Printf("%s: semantic %s not found\n", shadername, nameend);
|
|
Z_Free(cvarnames[0]);
|
|
return false;
|
|
}
|
|
static qboolean Shader_ParseProgramConst(char *script, char **cvarnames, int *cvartypes, int cvartype, unsigned short *numsamplers)
|
|
{
|
|
char *namestart;
|
|
char *nameend;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
namestart = script;
|
|
while ((*script >= 'A' && *script <= 'Z') || (*script >= 'a' && *script <= 'z') || (*script >= '0' && *script <= '9') || *script == '_')
|
|
script++;
|
|
nameend = script;
|
|
if (*script == ' ' || *script == '\t')
|
|
{
|
|
while (*script != '\n')
|
|
script++;
|
|
}
|
|
|
|
cvartypes[0] = cvartype;
|
|
cvarnames[0] = Z_Malloc(script - namestart + 1);
|
|
memcpy(cvarnames[0], namestart, script - namestart);
|
|
cvarnames[0][script - namestart] = 0;
|
|
|
|
//not a cvar. data is baked weirdly into the name.
|
|
if (nameend < script)
|
|
{
|
|
cvarnames[0][nameend-namestart] = '=';
|
|
|
|
if (numsamplers)
|
|
{ //this is a !!constt
|
|
//make sure we know the max sampler id needed...
|
|
unsigned short s;
|
|
nameend = &cvarnames[0][nameend-namestart]+1;
|
|
while (*nameend == ' ' || *nameend == '\t')
|
|
nameend++;
|
|
s = atoi(nameend)+1;
|
|
if (*numsamplers < s)
|
|
*numsamplers = s;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
const struct sh_defaultsamplers_s sh_defaultsamplers[] =
|
|
{
|
|
{"s_shadowmap", 1u<<S_SHADOWMAP},
|
|
{"s_projectionmap", 1u<<S_PROJECTIONMAP},
|
|
{"s_diffuse", 1u<<S_DIFFUSE},
|
|
{"s_normalmap", 1u<<S_NORMALMAP},
|
|
{"s_specular", 1u<<S_SPECULAR},
|
|
{"s_upper", 1u<<S_UPPERMAP},
|
|
{"s_lower", 1u<<S_LOWERMAP},
|
|
{"s_fullbright", 1u<<S_FULLBRIGHT},
|
|
{"s_paletted", 1u<<S_PALETTED},
|
|
{"s_reflectcube", 1u<<S_REFLECTCUBE},
|
|
{"s_reflectmask", 1u<<S_REFLECTMASK},
|
|
{"s_displacement", 1u<<S_DISPLACEMENT},
|
|
{"s_occlusion", 1u<<S_OCCLUSION},
|
|
{"s_lightmap", 1u<<S_LIGHTMAP0},
|
|
{"s_deluxemap", 1u<<S_DELUXEMAP0},
|
|
#if MAXRLIGHTMAPS > 1
|
|
{"s_lightmap1", 1u<<S_LIGHTMAP1},
|
|
{"s_lightmap2", 1u<<S_LIGHTMAP2},
|
|
{"s_lightmap3", 1u<<S_LIGHTMAP3},
|
|
{"s_deluxemap1", 1u<<S_DELUXEMAP1},
|
|
{"s_deluxemap2", 1u<<S_DELUXEMAP2},
|
|
{"s_deluxemap3", 1u<<S_DELUXEMAP3},
|
|
#else
|
|
{"s_lightmap1", 0},
|
|
{"s_lightmap2", 0},
|
|
{"s_lightmap3", 0},
|
|
{"s_deluxemap1", 0},
|
|
{"s_deluxemap2", 0},
|
|
{"s_deluxemap3", 0},
|
|
#endif
|
|
{NULL}
|
|
};
|
|
|
|
static struct
|
|
{
|
|
char *name;
|
|
unsigned int bitmask;
|
|
} permutations[] =
|
|
{
|
|
{"BUMP", PERMUTATION_BUMPMAP},
|
|
{"FULLBRIGHT", PERMUTATION_FULLBRIGHT},
|
|
{"UPPERLOWER", PERMUTATION_UPPERLOWER},
|
|
{"REFLECTCUBEMASK", PERMUTATION_REFLECTCUBEMASK},
|
|
{"SKELETAL", PERMUTATION_SKELETAL},
|
|
{"FOG", PERMUTATION_FOG},
|
|
{"FRAMEBLEND", PERMUTATION_FRAMEBLEND},
|
|
{"LIGHTSTYLED", PERMUTATION_LIGHTSTYLES}
|
|
};
|
|
#define MAXMODIFIERS 64
|
|
|
|
void VARGS Q_strlcatfz (char *dest, size_t *offset, size_t size, const char *fmt, ...) LIKEPRINTF(4);
|
|
void VARGS Q_strlcatfz (char *dest, size_t *offset, size_t size, const char *fmt, ...)
|
|
{
|
|
va_list argptr;
|
|
|
|
dest += *offset;
|
|
size -= *offset;
|
|
|
|
va_start (argptr, fmt);
|
|
Q_vsnprintfz(dest, size, fmt, argptr);
|
|
va_end (argptr);
|
|
*offset += strlen(dest);
|
|
}
|
|
struct programpermu_s *Shader_LoadPermutation(program_t *prog, unsigned int p)
|
|
{
|
|
const char *permutationdefines[3];
|
|
struct programpermu_s *pp;
|
|
size_t n, pn = 0;
|
|
char defines[8192];
|
|
size_t offset;
|
|
qboolean fail = false;
|
|
|
|
extern cvar_t r_glsl_pbr, gl_specular, gl_specular_power;
|
|
|
|
if (~prog->supportedpermutations & p)
|
|
return NULL; //o.O
|
|
pp = Z_Malloc(sizeof(*pp));
|
|
pp->permutation = p;
|
|
*defines = 0;
|
|
offset = 0;
|
|
if (p & PERMUTATION_SKELETAL)
|
|
Q_strlcatfz(defines, &offset, sizeof(defines), "#define MAX_GPU_BONES %i\n", sh_config.max_gpu_bones);
|
|
if (gl_specular.value)
|
|
Q_strlcatfz(defines, &offset, sizeof(defines), "#define SPECULAR\n#define SPECULAR_BASE_MUL %f\n#define SPECULAR_BASE_POW %f\n", 1.0*gl_specular.value, max(1,gl_specular_power.value));
|
|
if (r_glsl_pbr.ival)
|
|
Q_strlcatfz(defines, &offset, sizeof(defines), "#define PBR\n");
|
|
#ifdef RTLIGHTS
|
|
if (r_fakeshadows)
|
|
Q_strlcatfz(defines, &offset, sizeof(defines), "#define FAKESHADOWS\n%s",
|
|
#ifdef GLQUAKE
|
|
gl_config.arb_shadow?"#define USE_ARB_SHADOW\n":
|
|
#endif
|
|
"");
|
|
#endif
|
|
|
|
for (n = 0; n < countof(permutations); n++)
|
|
{
|
|
if (p & permutations[n].bitmask)
|
|
Q_strlcatfz(defines, &offset, sizeof(defines), "#define %s\n", permutations[n].name);
|
|
}
|
|
if (p & PERMUTATION_UPPERLOWER)
|
|
Q_strlcatfz(defines, &offset, sizeof(defines), "#define UPPER\n#define LOWER\n");
|
|
if (p & PERMUTATION_BUMPMAP)
|
|
{
|
|
if (r_glsl_offsetmapping.ival)
|
|
{
|
|
Q_strlcatfz(defines, &offset, sizeof(defines), "#define OFFSETMAPPING\n");
|
|
if (r_glsl_offsetmapping_reliefmapping.ival && (p & PERMUTATION_BUMPMAP))
|
|
Q_strlcatfz(defines, &offset, sizeof(defines), "#define RELIEFMAPPING\n");
|
|
}
|
|
|
|
if (r_deluxemapping) //fixme: should be per-model really
|
|
Q_strlcatfz(defines, &offset, sizeof(defines), "#define DELUXE\n");
|
|
}
|
|
permutationdefines[pn++] = defines;
|
|
permutationdefines[pn++] = prog->preshade;
|
|
permutationdefines[pn++] = NULL;
|
|
|
|
if (!sh_config.pCreateProgram(prog, pp, prog->shaderver, permutationdefines, prog->shadertext, prog->tess?prog->shadertext:NULL, prog->tess?prog->shadertext:NULL, prog->geom?prog->shadertext:NULL, prog->shadertext, prog->warned, NULL))
|
|
prog->warned = fail = true;
|
|
|
|
//extra loop to validate the programs actually linked properly.
|
|
//delaying it like this gives certain threaded drivers a chance to compile them all while we're messing around with other junk
|
|
if (!fail && sh_config.pValidateProgram && !sh_config.pValidateProgram(prog, pp, prog->warned, NULL))
|
|
prog->warned = fail = true;
|
|
|
|
if (!fail && sh_config.pProgAutoFields)
|
|
{
|
|
char *cvarnames[64+1];
|
|
int cvartypes[64];
|
|
|
|
unsigned char *cvardata = prog->cvardata;
|
|
size_t size = prog->cvardatasize, i;
|
|
for (i = 0; i < countof(cvartypes) && size; i++)
|
|
{
|
|
memcpy(&cvartypes[i], cvardata, sizeof(int));
|
|
cvarnames[i] = cvardata+sizeof(int);
|
|
size -= sizeof(int)+strlen(cvarnames[i])+1;
|
|
cvardata += sizeof(int)+strlen(cvarnames[i])+1;
|
|
}
|
|
cvarnames[i] = NULL; //no more
|
|
sh_config.pProgAutoFields(prog, pp, cvarnames, cvartypes);
|
|
}
|
|
if (fail)
|
|
{
|
|
Z_Free(pp);
|
|
return NULL;
|
|
}
|
|
return pp;
|
|
}
|
|
|
|
qboolean Shader_PermutationEnabled(unsigned int bit)
|
|
{
|
|
if (bit == PERMUTATION_REFLECTCUBEMASK)
|
|
return gl_load24bit.ival;
|
|
if (bit == PERMUTATION_BUMPMAP)
|
|
return r_loadbumpmapping;
|
|
return true;
|
|
}
|
|
qboolean Com_PermuOrFloatArgument(const char *shadername, char *arg, size_t arglen, float def)
|
|
{
|
|
extern cvar_t gl_specular;
|
|
size_t p;
|
|
//load-time-only permutations...
|
|
if (arglen == 8 && !strncmp("SPECULAR", arg, arglen) && gl_specular.value)
|
|
return true;
|
|
#ifdef RTLIGHTS
|
|
if (arglen == 11 && !strncmp("FAKESHADOWS", arg, arglen) && r_fakeshadows)
|
|
return true;
|
|
#endif
|
|
if ((arglen==5||arglen==6) && !strncmp("DELUXE", arg, arglen) && r_deluxemapping && Shader_PermutationEnabled(PERMUTATION_BUMPMAP))
|
|
return true;
|
|
if (arglen == 13 && !strncmp("OFFSETMAPPING", arg, arglen) && r_glsl_offsetmapping.ival)
|
|
return true;
|
|
if (arglen == 13 && !strncmp("RELIEFMAPPING", arg, arglen) && r_glsl_offsetmapping.ival && r_glsl_offsetmapping_reliefmapping.ival)
|
|
return true;
|
|
|
|
//real permutations
|
|
if (arglen == 5 && (!strncmp("UPPER", arg, arglen)||!strncmp("LOWER", arg, arglen)) && Shader_PermutationEnabled(PERMUTATION_BIT_UPPERLOWER))
|
|
return true;
|
|
for (p = 0; p < countof(permutations); p++)
|
|
{
|
|
if (arglen == strlen(permutations[p].name) && !strncmp(permutations[p].name, arg, arglen))
|
|
{
|
|
if (Shader_PermutationEnabled(permutations[p].bitmask))
|
|
return true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return Com_FloatArgument(shadername, arg, arglen, def) != 0;
|
|
}
|
|
|
|
static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *script, int qrtype, int ver, char *blobfilename)
|
|
{
|
|
#if defined(GLQUAKE) || defined(D3DQUAKE)
|
|
// const char *permutationdefines[countof(permutations) + MAXMODIFIERS + 1];
|
|
unsigned int nopermutation = PERMUTATIONS-1;
|
|
// int nummodifiers = 0;
|
|
int p;
|
|
char *end;
|
|
|
|
char *cvarnames[64];
|
|
int cvartypes[64];
|
|
size_t cvarcount = 0, i;
|
|
extern cvar_t gl_specular, gl_specular_power;
|
|
qboolean cantess = false; //not forced.
|
|
char prescript[8192];
|
|
size_t offset = 0;
|
|
#endif
|
|
|
|
if (qrenderer != qrtype)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
#ifdef VKQUAKE
|
|
if (qrenderer == QR_VULKAN && qrtype == QR_VULKAN)
|
|
{ //vulkan 'scripts' are just blobs. could maybe base64 the spirv but eww.
|
|
return VK_LoadBlob(prog, script, name);
|
|
}
|
|
#endif
|
|
|
|
#if defined(GLQUAKE) || defined(D3DQUAKE)
|
|
ver = 0;
|
|
|
|
if (!sh_config.pCreateProgram && !sh_config.pLoadBlob)
|
|
return false;
|
|
|
|
if (prog->name)
|
|
return false; //o.O
|
|
|
|
*prescript = 0;
|
|
offset = 0;
|
|
memset(prog->permu, 0, sizeof(prog->permu));
|
|
prog->name = Z_StrDup(name);
|
|
prog->geom = false;
|
|
prog->tess = false;
|
|
prog->rayquery = false;
|
|
prog->calcgens = false;
|
|
prog->numsamplers = 0;
|
|
prog->defaulttextures = 0;
|
|
for(;;)
|
|
{
|
|
while (*script == ' ' || *script == '\r' || *script == '\n' || *script == '\t')
|
|
script++;
|
|
if (!strncmp(script, "!!fixed", 7))
|
|
{
|
|
prog->calcgens = true;
|
|
script += 7;
|
|
}
|
|
else if (!strncmp(script, "!!explicit", 10))
|
|
{
|
|
prog->explicitsyms = true;
|
|
script += 10;
|
|
}
|
|
else if (!strncmp(script, "!!geom", 6))
|
|
{
|
|
prog->geom = true;
|
|
script += 6;
|
|
}
|
|
else if (!strncmp(script, "!!tess", 6))
|
|
{
|
|
prog->tess = true;
|
|
script += 6;
|
|
}
|
|
else if (!strncmp(script, "!!samps", 7))
|
|
{
|
|
com_tokentype_t tt;
|
|
qboolean ignore = false;
|
|
script += 7;
|
|
for(;;)
|
|
{
|
|
size_t len;
|
|
int i;
|
|
char *type, *idx, *next;
|
|
char *token = com_token;
|
|
|
|
next = COM_ParseTokenOut(script, "", com_token, sizeof(com_token), &tt);
|
|
if (tt == TTP_LINEENDING || tt == TTP_EOF)
|
|
break;
|
|
script = next;
|
|
|
|
if (*token == '=' || *token == '!')
|
|
{
|
|
len = strlen(token);
|
|
if (*token == (Com_PermuOrFloatArgument(name, token+1, len-1, 0)?'!':'='))
|
|
ignore = true;
|
|
continue;
|
|
}
|
|
else if (ignore)
|
|
continue;
|
|
#if 1//def HAVE_LEGACY
|
|
else if (!strncmp(token, "deluxmap", 8))
|
|
{ //FIXME: remove this some time.
|
|
Con_DPrintf("Outdated texture name \"%s\" in program \"%s\"\n", token, name);
|
|
token = va("deluxemap%s",token+8);
|
|
}
|
|
#endif
|
|
type = strchr(token, ':');
|
|
idx = strchr(token, '=');
|
|
if (type || idx)
|
|
{ //name:type=idx
|
|
if (type)
|
|
*type++ = 0;
|
|
else
|
|
type = "2D";
|
|
if (idx)
|
|
{
|
|
*idx++ = 0;
|
|
i = atoi(idx);
|
|
}
|
|
else
|
|
i = prog->numsamplers;
|
|
if (prog->numsamplers < i+1)
|
|
prog->numsamplers = i+1;
|
|
|
|
/*for (j = 0; sh_defaultsamplers[j].name; j++)
|
|
{
|
|
if (!strcmp(token, sh_defaultsamplers[j].name+2))
|
|
{
|
|
Con_Printf("%s: %s is an internal texture name\n", name, token);
|
|
break;
|
|
}
|
|
}*/
|
|
|
|
//I really want to use layout(binding = %i) here, but its specific to the glsl version (which we don't really know yet)
|
|
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define s_%s s_t%u\nuniform %s%s s_%s;\n", token, i, strncmp(type, "sampler", 7)?"sampler":"", type, token);
|
|
}
|
|
else
|
|
{
|
|
len = strlen(token);
|
|
for (i = 0; sh_defaultsamplers[i].name; i++)
|
|
{
|
|
if (!strcmp(token, sh_defaultsamplers[i].name+2))
|
|
{
|
|
prog->defaulttextures |= sh_defaultsamplers[i].defaulttexbits;
|
|
break;
|
|
}
|
|
}
|
|
if (!sh_defaultsamplers[i].name)
|
|
{ //this path is deprecated.
|
|
i = atoi(token);
|
|
if (i)
|
|
{
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
while (prog->numsamplers < i)
|
|
Q_strlcatfz(prescript, &offset, sizeof(prescript), "uniform sampler2D s_t%u;\n", prog->numsamplers++);
|
|
}
|
|
else if (prog->numsamplers < i)
|
|
prog->numsamplers = i;
|
|
}
|
|
else
|
|
Con_Printf("Unknown texture name \"%s\" in program \"%s\"\n", token, name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (!strncmp(script, "!!cvardf", 8) || !strncmp(script, "!!cvard3", 8) || !strncmp(script, "!!cvard4", 8) || !strncmp(script, "!!cvard_srgb", 11))
|
|
{
|
|
qboolean srgb = false;
|
|
float div = 1;
|
|
char type = script[7];
|
|
script+=8;
|
|
if (type == '_')
|
|
{
|
|
if (*script == 's')
|
|
{
|
|
srgb = true;
|
|
script+=1;
|
|
}
|
|
|
|
if (!strncmp(script, "rgba", 4))
|
|
{
|
|
type = '4';
|
|
script+=4;
|
|
}
|
|
else if (!strncmp(script, "rgb", 3))
|
|
{
|
|
type = '3';
|
|
script+=3;
|
|
}
|
|
else if (!strncmp(script, "rg", 2))
|
|
{
|
|
type = '2';
|
|
script+=2;
|
|
}
|
|
else if (!strncmp(script, "r", 1) || !strncmp(script, "f", 1))
|
|
{
|
|
type = 'f';
|
|
script+=1;
|
|
}
|
|
|
|
if (!strncmp(script, "_b", 2))
|
|
{
|
|
div = 255;
|
|
script+=2;
|
|
}
|
|
else if (!strncmp(script, "_", 1))
|
|
div = strtod(script, &script);
|
|
}
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
end = script;
|
|
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
|
|
end++;
|
|
if (end - script < 64)
|
|
{
|
|
cvar_t *var;
|
|
char namebuf[64];
|
|
char valuebuf[64];
|
|
memcpy(namebuf, script, end - script);
|
|
namebuf[end - script] = 0;
|
|
while (*end == ' ' || *end == '\t')
|
|
end++;
|
|
if (*end == '=')
|
|
{
|
|
script = ++end;
|
|
while (*end && *end != '\n' && *end != '\r' && end < script+sizeof(namebuf)-1)
|
|
end++;
|
|
memcpy(valuebuf, script, end - script);
|
|
valuebuf[end - script] = 0;
|
|
}
|
|
else
|
|
strcpy(valuebuf, "0");
|
|
var = Cvar_Get(namebuf, valuebuf, CVAR_SHADERSYSTEM, "GLSL Variables");
|
|
if (var)
|
|
{
|
|
var->flags |= CVAR_SHADERSYSTEM;
|
|
if (srgb)
|
|
{
|
|
if (type == '4')
|
|
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %s(%g,%g,%g,%g)\n", namebuf, ((qrenderer == QR_OPENGL)?"vec4":"float4"), SRGBf(var->vec4[0]/div), SRGBf(var->vec4[1]/div), SRGBf(var->vec4[2]/div), var->vec4[3]/div);
|
|
else if (type == '3')
|
|
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %s(%g,%g,%g)\n", namebuf, ((qrenderer == QR_OPENGL)?"vec3":"float3"), SRGBf(var->vec4[0]/div), SRGBf(var->vec4[1]/div), SRGBf(var->vec4[2]/div));
|
|
else
|
|
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %g\n", namebuf, SRGBf(var->value/div));
|
|
}
|
|
else
|
|
{
|
|
if (type == '4')
|
|
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %s(%g,%g,%g,%g)\n", namebuf, ((qrenderer == QR_OPENGL)?"vec4":"float4"), var->vec4[0]/div, var->vec4[1]/div, var->vec4[2]/div, var->vec4[3]/div);
|
|
else if (type == '3')
|
|
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %s(%g,%g,%g)\n", namebuf, ((qrenderer == QR_OPENGL)?"vec3":"float3"), var->vec4[0]/div, var->vec4[1]/div, var->vec4[2]/div);
|
|
else
|
|
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define %s %g\n", namebuf, var->value/div);
|
|
}
|
|
}
|
|
}
|
|
script = end;
|
|
}
|
|
else if (!strncmp(script, "!!cvarf", 7) || !strncmp(script, "!!cvari", 7) || !strncmp(script, "!!cvarv", 7) || !strncmp(script, "!!cvar3f", 8) || !strncmp(script, "!!cvar4f", 8))
|
|
{
|
|
int type;
|
|
if (script[6]=='f') type = SP_CVARF;
|
|
else if (script[6]=='i') type = SP_CVARI;
|
|
else if (script[6]=='v') type = SP_CVAR3F;
|
|
else if (script[6]=='3') type = SP_CVAR3F;
|
|
else if (script[6]=='4') type = SP_CVAR4F;
|
|
else break;
|
|
if (cvarcount != sizeof(cvarnames)/sizeof(cvarnames[0]))
|
|
cvarcount += Shader_ParseProgramCvar(script+8, &cvarnames[cvarcount], &cvartypes[cvarcount], type);
|
|
}
|
|
else if ( !strncmp(script, "!!semantic", 10))
|
|
{
|
|
if (cvarcount != sizeof(cvarnames)/sizeof(cvarnames[0]))
|
|
cvarcount += Shader_ParseSemantic(script+10, name, &cvarnames[cvarcount], &cvartypes[cvarcount]);
|
|
}
|
|
else if ( !strncmp(script, "!!const1f", 9) ||
|
|
!strncmp(script, "!!const2f", 9) ||
|
|
!strncmp(script, "!!const3f", 9) ||
|
|
!strncmp(script, "!!const4f", 9) ||
|
|
!strncmp(script, "!!constt", 8))
|
|
{
|
|
int type;
|
|
if (script[8] == 'f')
|
|
type = SP_CONST1F + (script[7]-'1');
|
|
else if (script[8] == 'i')
|
|
type = SP_CONST1I + (script[7]-'1');
|
|
else if (script[7] == 't')
|
|
type = SP_TEXTURE;
|
|
else
|
|
break;
|
|
|
|
if (cvarcount != sizeof(cvarnames)/sizeof(cvarnames[0]))
|
|
cvarcount += Shader_ParseProgramConst(script+9, &cvarnames[cvarcount], &cvartypes[cvarcount], type, (type==SP_TEXTURE)?&prog->numsamplers:NULL);
|
|
}
|
|
else if (!strncmp(script, "!!arg", 5))
|
|
{ //compat with our vulkan glsl, generate (specialisation) constants from #args
|
|
char namebuf[MAX_QPATH];
|
|
char valuebuf[MAX_QPATH];
|
|
char *out;
|
|
char *namestart;
|
|
char *atype;
|
|
script+=5;
|
|
if (*script == 'b')
|
|
{
|
|
atype = "bool";
|
|
strcpy(valuebuf, "false");
|
|
}
|
|
else if (*script == 'f')
|
|
{
|
|
atype = "float";
|
|
strcpy(valuebuf, "0.0");
|
|
}
|
|
else if (*script == 'd')
|
|
{
|
|
atype = "double";
|
|
strcpy(valuebuf, "0.0");
|
|
}
|
|
else if (*script == 'i')
|
|
{
|
|
atype = "int";
|
|
strcpy(valuebuf, "0");
|
|
}
|
|
else if (*script == 'u')
|
|
{
|
|
atype = "uint";
|
|
strcpy(valuebuf, "0");
|
|
}
|
|
else
|
|
{
|
|
atype = "float"; //I guess
|
|
strcpy(valuebuf, "0.0");
|
|
}
|
|
while (*script >= 'a' && *script <= 'z')
|
|
script++;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
namestart = script;
|
|
while ((*script >= 'A' && *script <= 'Z') || (*script >= 'a' && *script <= 'z') || (*script >= '0' && *script <= '9') || *script == '_')
|
|
script++;
|
|
|
|
if (script-namestart < countof(namebuf))
|
|
{
|
|
float def = 0;
|
|
memcpy(namebuf, namestart, script - namestart);
|
|
namebuf[script - namestart] = 0;
|
|
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
if (*script == '=')
|
|
{
|
|
script++;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
|
|
out = valuebuf;
|
|
while (out < com_token+countof(valuebuf)-1 && *script != '\n' && !(script[0] == '/' && script[1] == '/'))
|
|
*out++ = *script++;
|
|
*out++ = 0;
|
|
if (!strcmp(valuebuf, "true"))
|
|
def = 1;
|
|
else
|
|
def = atof(valuebuf);
|
|
}
|
|
Com_FloatArgument(name, valuebuf, sizeof(valuebuf), def);
|
|
Q_strlcatfz(prescript, &offset, sizeof(prescript), "const %s arg_%s = %s(%s);\n", atype, namebuf, atype, valuebuf);
|
|
}
|
|
}
|
|
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; p < countof(permutations); p++)
|
|
{
|
|
if (!strncmp(permutations[p].name, script, end - script) && permutations[p].name[end-script] == '\0')
|
|
{
|
|
if (Shader_PermutationEnabled(permutations[p].bitmask))
|
|
nopermutation &= ~permutations[p].bitmask;
|
|
break;
|
|
}
|
|
}
|
|
if (p == countof(permutations))
|
|
{
|
|
//we 'recognise' ones that are force-defined, despite not being actual permutations.
|
|
if (end - script == 4 && !strncmp("TESS", script, 4))
|
|
cantess = true;
|
|
else if (strncmp("SPECULAR", script, end - script))
|
|
if (strncmp("DELUXE", script, end - script))
|
|
if (strncmp("DELUX", script, end - script))
|
|
if (strncmp("OFFSETMAPPING", script, end - script))
|
|
if (strncmp("RELIEFMAPPING", script, end - script))
|
|
if (strncmp("FAKESHADOWS", script, end - script))
|
|
Con_DPrintf("Unknown pemutation in glsl program %s\n", name);
|
|
}
|
|
script = end;
|
|
}
|
|
else if (!strncmp(script, "!!ver", 5))
|
|
{
|
|
int minver, maxver;
|
|
script += 5;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
end = script;
|
|
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
|
|
end++;
|
|
minver = strtol(script, &script, 0);
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
maxver = strtol(script, NULL, 0);
|
|
if (!maxver)
|
|
maxver = minver;
|
|
|
|
ver = maxver;
|
|
if (ver > sh_config.maxver)
|
|
ver = sh_config.maxver;
|
|
if (ver < minver)
|
|
ver = minver; //some kind of error.
|
|
|
|
script = end;
|
|
}
|
|
else if (!strncmp(script, "!!", 2))
|
|
{
|
|
Con_DPrintf("Unknown directinve in glsl program %s\n", name);
|
|
script += 2;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
}
|
|
else if (!strncmp(script, "//", 2))
|
|
{
|
|
script += 2;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
}
|
|
else
|
|
break;
|
|
while (*script && *script != '\n')
|
|
script++;
|
|
}
|
|
prog->shadertext = Z_StrDup(script);
|
|
|
|
if (qrenderer == qrtype && ver < 150)
|
|
prog->tess = cantess = false; //GL_ARB_tessellation_shader requires glsl 150(gl3.2) (or glessl 3.1). nvidia complains about layouts if you try anyway
|
|
|
|
if (!r_fog_permutation.ival)
|
|
nopermutation |= PERMUTATION_BIT_FOG;
|
|
if (!sh_config.max_gpu_bones)
|
|
nopermutation |= PERMUTATION_SKELETAL;
|
|
|
|
//multiple lightmaps is kinda hacky. if any are set, all must be.
|
|
#define ALTLIGHTMAPSAMP 14
|
|
if (prog->defaulttextures & ((1u<<(ALTLIGHTMAPSAMP+0)) | (1u<<(ALTLIGHTMAPSAMP+1)) | (1u<<(ALTLIGHTMAPSAMP+2))))
|
|
prog->defaulttextures |=((1u<<(ALTLIGHTMAPSAMP+0)) | (1u<<(ALTLIGHTMAPSAMP+1)) | (1u<<(ALTLIGHTMAPSAMP+2)));
|
|
#define ALTDELUXMAPSAMP 17
|
|
if (prog->defaulttextures & ((1u<<(ALTDELUXMAPSAMP+0)) | (1u<<(ALTDELUXMAPSAMP+1)) | (1u<<(ALTDELUXMAPSAMP+2))))
|
|
prog->defaulttextures |=((1u<<(ALTDELUXMAPSAMP+0)) | (1u<<(ALTDELUXMAPSAMP+1)) | (1u<<(ALTDELUXMAPSAMP+2)));
|
|
|
|
for (end = *name?strchr(name+1, '#'):NULL; end && *end; )
|
|
{
|
|
size_t startoffset=offset;
|
|
char *start = end+1;
|
|
end = strchr(start, '#');
|
|
if (!end)
|
|
end = start + strlen(start);
|
|
if (end-start == 7 && !Q_strncasecmp(start, "usemods", 7))
|
|
prog->calcgens = true;
|
|
|
|
if (end-start == 4 && !Q_strncasecmp(start, "tess", 4))
|
|
prog->tess |= cantess;
|
|
|
|
Q_strlcatfz(prescript, &offset, sizeof(prescript), "#define ");
|
|
while (offset < sizeof(prescript) && start < end)
|
|
{
|
|
if (*start == '=')
|
|
{
|
|
if (offset == startoffset+8)
|
|
break;
|
|
start++;
|
|
prescript[offset++] = ' ';
|
|
break;
|
|
}
|
|
if ((*start >='a'&&*start<='z')||(*start >='A'&&*start<='Z')||*start=='_'||(*start >='0'&&*start<='9'&&offset>startoffset+8))
|
|
prescript[offset++] = toupper(*start++);
|
|
else
|
|
{ ///invalid symbol name...
|
|
offset = startoffset+8;
|
|
prescript[offset] = 0;
|
|
break;
|
|
}
|
|
}
|
|
if (offset == startoffset+8)
|
|
{ ///invalid symbol name...
|
|
offset = startoffset;
|
|
prescript[offset] = 0;
|
|
break;
|
|
}
|
|
while (offset < sizeof(prescript) && start < end)
|
|
prescript[offset++] = toupper(*start++);
|
|
Q_strlcatfz(prescript, &offset, sizeof(prescript), "\n");
|
|
}
|
|
|
|
prog->preshade = Z_StrDup(prescript);
|
|
prog->supportedpermutations = (~nopermutation) & (PERMUTATIONS-1);
|
|
prog->shaderver = ver;
|
|
|
|
if (cvarcount)
|
|
{
|
|
*prescript = 0;
|
|
offset = 0;
|
|
for (i = 0; i < cvarcount && offset < sizeof(prescript); i++)
|
|
{
|
|
memcpy(prescript+offset, &cvartypes[i], sizeof(int));
|
|
offset+=4;
|
|
Q_strlcatfz(prescript, &offset, sizeof(prescript), "%s", cvarnames[i]);
|
|
offset++;
|
|
}
|
|
prog->cvardata = Z_Malloc(offset);
|
|
prog->cvardatasize = offset;
|
|
memcpy(prog->cvardata, prescript, prog->cvardatasize);
|
|
}
|
|
|
|
while(cvarcount)
|
|
Z_Free((char*)cvarnames[--cvarcount]);
|
|
|
|
//ensure that permutation 0 works correctly as a fallback.
|
|
//FIXME: add debug mode to compile all.
|
|
prog->permu[0] = Shader_LoadPermutation(prog, 0);
|
|
if (!prog->permu[0])
|
|
return false;
|
|
|
|
if (r_glsl_precache.ival)
|
|
{
|
|
for (p = prog->supportedpermutations; p > 0; )
|
|
{
|
|
if (p != (p&prog->supportedpermutations))
|
|
p &= prog->supportedpermutations; //this permutation isn't active, skip to the next one
|
|
else
|
|
{
|
|
prog->permu[p] = Shader_LoadPermutation(prog, p);
|
|
p--;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
typedef struct sgeneric_s
|
|
{
|
|
program_t prog;
|
|
struct sgeneric_s *next;
|
|
char *name;
|
|
qboolean failed;
|
|
} sgeneric_t;
|
|
static sgeneric_t *sgenerics;
|
|
static struct sbuiltin_s sbuiltins[] =
|
|
{
|
|
#include "r_bishaders.h"
|
|
{QR_NONE}
|
|
};
|
|
void Shader_UnloadProg(program_t *prog)
|
|
{
|
|
if (sh_config.pDeleteProg)
|
|
sh_config.pDeleteProg(prog);
|
|
|
|
Z_Free(prog->name);
|
|
Z_Free(prog->preshade);
|
|
Z_Free(prog->shadertext);
|
|
Z_Free(prog->cvardata);
|
|
|
|
Z_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 blobname[MAX_QPATH];
|
|
char *h;
|
|
|
|
g->failed = true;
|
|
|
|
TRACE(("Loading program %s...\n", g->name));
|
|
|
|
basicname[1] = 0;
|
|
Q_strncpyz(basicname, g->name, sizeof(basicname));
|
|
h = strchr(basicname+1, '#');
|
|
if (h)
|
|
*h = '\0';
|
|
|
|
if (strchr(basicname, '/') || strchr(basicname, '.'))
|
|
{ //explicit path
|
|
FS_LoadFile(basicname, &file);
|
|
*blobname = 0;
|
|
}
|
|
else if (ruleset_allow_shaders.ival)
|
|
{ //renderer-specific files
|
|
if (sh_config.progpath)
|
|
{
|
|
Q_snprintfz(blobname, sizeof(blobname), sh_config.progpath, basicname);
|
|
FS_LoadFile(blobname, &file);
|
|
}
|
|
else
|
|
file = NULL;
|
|
if (sh_config.blobpath && r_shaderblobs.ival)
|
|
Q_snprintfz(blobname, sizeof(blobname), sh_config.blobpath, basicname);
|
|
else
|
|
*blobname = 0;
|
|
}
|
|
else
|
|
{
|
|
file = NULL;
|
|
*blobname = 0;
|
|
}
|
|
|
|
if (sh_config.pDeleteProg)
|
|
{
|
|
sh_config.pDeleteProg(&g->prog);
|
|
}
|
|
Z_Free(g->prog.name);
|
|
g->prog.name = NULL;
|
|
Z_Free(g->prog.preshade);
|
|
g->prog.preshade = NULL;
|
|
Z_Free(g->prog.shadertext);
|
|
g->prog.shadertext = NULL;
|
|
Z_Free(g->prog.cvardata);
|
|
g->prog.cvardata = NULL;
|
|
|
|
if (file)
|
|
{
|
|
TRACE(("Loading from disk (%s)\n", g->name));
|
|
// Con_DPrintf("Loaded %s from disk\n", sh_config.progpath?va(sh_config.progpath, basicname):basicname);
|
|
g->failed = !Shader_LoadPermutations(g->name, &g->prog, file, qrtype, 0, blobname);
|
|
FS_FreeFile(file);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
int ver;
|
|
const struct sbuiltin_s *progs;
|
|
unsigned int l;
|
|
for (l = 0; l <= materialloader_count; l++)
|
|
{
|
|
if (l == materialloader_count)
|
|
progs = sbuiltins;
|
|
else if (materialloader[l].funcs && materialloader[l].funcs->builtinshaders)
|
|
progs = materialloader[l].funcs->builtinshaders;
|
|
else
|
|
continue;
|
|
|
|
for (i = 0; *progs[i].name; i++)
|
|
{
|
|
if (progs[i].qrtype == qrtype && !strcmp(progs[i].name, basicname))
|
|
{
|
|
ver = progs[i].apiver;
|
|
|
|
if (ver < sh_config.minver || ver > sh_config.maxver)
|
|
if (!(qrenderer==QR_OPENGL&&ver==110))
|
|
continue;
|
|
|
|
TRACE(("Loading Embedded %s\n", g->name));
|
|
g->failed = !Shader_LoadPermutations(g->name, &g->prog, progs[i].body, qrtype, ver, blobname);
|
|
|
|
if (g->failed)
|
|
continue;
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
TRACE(("Program unloadable %s\n", g->name));
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
//don't even try if we know it won't work.
|
|
if (!sh_config.progs_supported)
|
|
return NULL;
|
|
|
|
g = BZ_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;
|
|
}
|
|
static void Shader_ReloadGenerics(void)
|
|
{
|
|
sgeneric_t *g;
|
|
for (g = sgenerics; g; g = g->next)
|
|
{
|
|
//this happens if some cvar changed that affects the glsl itself. supposedly.
|
|
Shader_LoadGeneric(g, qrenderer);
|
|
}
|
|
|
|
//this shader can take a while to load due to its number of permutations.
|
|
//because this all happens on the main thread, try to avoid random stalls by pre-loading it.
|
|
if (sh_config.progs_supported)
|
|
{
|
|
program_t *p = Shader_FindGeneric("defaultskin", qrenderer);
|
|
if (p) //generics get held on to in order to avoid so much churn. so we can just release the reference we just created and it'll be held until shutdown anyway.
|
|
p->refs--;
|
|
}
|
|
}
|
|
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[] =
|
|
{
|
|
/**///tagged names are available to vulkan
|
|
|
|
/*matricies*/
|
|
/**/{"m_model", SP_M_MODEL}, //the model matrix
|
|
{"m_view", SP_M_VIEW}, //the view matrix
|
|
{"m_modelview", SP_M_MODELVIEW},//the combined modelview matrix
|
|
{"m_projection", SP_M_PROJECTION},//projection matrix
|
|
/**/{"m_modelviewprojection", SP_M_MODELVIEWPROJECTION},//fancy mvp matrix. probably has degraded precision.
|
|
{"m_bones_packed", SP_M_ENTBONES_PACKED}, //bone matrix array. should normally be read via sys/skeletal.h
|
|
{"m_bones_mat3x4", SP_M_ENTBONES_MAT3X4}, //bone matrix array. should normally be read via sys/skeletal.h
|
|
{"m_bones_mat4", SP_M_ENTBONES_MAT4}, //bone matrix array. should normally be read via sys/skeletal.h
|
|
{"m_invviewprojection", SP_M_INVVIEWPROJECTION},//inverted vp matrix
|
|
{"m_invmodelviewprojection",SP_M_INVMODELVIEWPROJECTION},//inverted mvp matrix.
|
|
{"m_invmodelview", SP_M_INVMODELVIEW},//inverted mv matrix.
|
|
/**///m_modelinv
|
|
|
|
/*viewer properties*/
|
|
{"v_eyepos", SP_V_EYEPOS}, //eye pos in worldspace
|
|
/**/{"w_fog", SP_W_FOG}, //read by sys/fog.h
|
|
{"w_user", SP_W_USER}, //set via VF_USERDATA
|
|
|
|
/*ent properties*/
|
|
{"e_vblend", SP_E_VBLEND}, //v_position1+v_position2 scalers
|
|
/**/{"e_lmscale", SP_E_LMSCALE}, /*overbright shifting*/
|
|
{"e_vlscale", SP_E_VLSCALE}, /*no lightmaps, no overbrights*/
|
|
{"e_origin", SP_E_ORIGIN}, //the ents origin in worldspace
|
|
/**/{"e_time", SP_E_TIME}, //r_refdef.time - entity->time
|
|
/**/{"e_eyepos", SP_E_EYEPOS}, //eye pos in modelspace
|
|
{"e_colour", SP_E_COLOURS}, //colormod/alpha, even if colormod isn't set
|
|
/**/{"e_colourident", SP_E_COLOURSIDENT}, //colormod,alpha or 1,1,1,alpha if colormod isn't set
|
|
/**/{"e_glowmod", SP_E_GLOWMOD}, //fullbright scalers (for hdr mostly)
|
|
/**/{"e_uppercolour", SP_E_TOPCOLOURS}, //q1 player colours
|
|
/**/{"e_lowercolour", SP_E_BOTTOMCOLOURS},//q1 player colours
|
|
/**/{"e_light_dir", SP_E_L_DIR}, //lightgrid light dir. dotproducts should be clamped to 0-1.
|
|
/**/{"e_light_mul", SP_E_L_MUL}, //lightgrid light scaler.
|
|
/**/{"e_light_ambient", SP_E_L_AMBIENT}, //lightgrid light value for the unlit side.
|
|
|
|
{"s_colour", SP_S_COLOUR}, //the rgbgen/alphagen stuff. obviously doesn't work with per-vertex ones.
|
|
|
|
/*rtlight properties, use with caution*/
|
|
{"l_lightscreen", SP_LIGHTSCREEN}, //screenspace position of the current rtlight
|
|
/**/{"l_lightradius", SP_LIGHTRADIUS}, //radius of the current rtlight
|
|
/**/{"l_lightcolour", SP_LIGHTCOLOUR}, //rgb values of the current rtlight
|
|
/**/{"l_lightposition", SP_LIGHTPOSITION}, //light position in modelspace
|
|
{"l_lightdirection", SP_LIGHTDIRECTION}, //light direction in modelspace (ortho lights only, instead of position)
|
|
/**/{"l_lightcolourscale", SP_LIGHTCOLOURSCALE},//ambient/diffuse/specular scalers
|
|
/**/{"l_cubematrix", SP_LIGHTCUBEMATRIX},//matrix used to control the rtlight's cubemap projection
|
|
/**/{"l_shadowmapproj", SP_LIGHTSHADOWMAPPROJ}, //compacted projection matrix for shadowmaps
|
|
/**/{"l_shadowmapscale", SP_LIGHTSHADOWMAPSCALE},//should probably use a samplerRect instead...
|
|
|
|
{"e_sourcesize", SP_SOURCESIZE}, //size of VF_SOURCECOLOUR image
|
|
{"e_rendertexturescale", SP_RENDERTEXTURESCALE}, //scaler for $currentrender, when npot isn't supported.
|
|
|
|
{NULL}
|
|
};
|
|
|
|
static char *Shader_ParseBody(char *debugname, const char **ptr)
|
|
{
|
|
char *body;
|
|
const 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, const 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;
|
|
program_t *newprog;
|
|
|
|
programbody = Shader_ParseBody(shader->name, ptr);
|
|
if (programbody)
|
|
{
|
|
newprog = BZ_Malloc(sizeof(*newprog));
|
|
memset(newprog, 0, sizeof(*newprog));
|
|
newprog->refs = 1;
|
|
if (!Shader_LoadPermutations(shader->name, newprog, programbody, qrtype, 0, NULL))
|
|
{
|
|
BZ_Free(newprog);
|
|
newprog = NULL;
|
|
}
|
|
|
|
BZ_Free(programbody);
|
|
}
|
|
else
|
|
{
|
|
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);
|
|
newprog = Shader_FindGeneric(newname, qrtype);
|
|
}
|
|
else
|
|
newprog = Shader_FindGeneric(Shader_ParseExactString(ptr), qrtype);
|
|
}
|
|
|
|
if (pass)
|
|
{
|
|
if (pass->numMergedPasses)
|
|
{
|
|
Shader_ReleaseGeneric(newprog);
|
|
Con_DPrintf("shader %s: program defined after first texture map\n", shader->name);
|
|
}
|
|
else
|
|
{
|
|
Shader_ReleaseGeneric(pass->prog);
|
|
pass->prog = newprog;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Shader_ReleaseGeneric(shader->prog);
|
|
shader->prog = newprog;
|
|
}
|
|
}
|
|
|
|
static void Shader_GLSLProgramName (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
Shader_SLProgramName(shader,pass,ptr,QR_OPENGL);
|
|
}
|
|
static void Shader_ProgramName (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
Shader_SLProgramName(shader,pass,ptr,qrenderer);
|
|
}
|
|
static void Shader_HLSL9ProgramName (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D9);
|
|
}
|
|
static void Shader_HLSL11ProgramName (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D11);
|
|
}
|
|
|
|
static void Shaderpass_BlendFunc (parsestate_t *ps, const char **ptr);
|
|
static void Shader_ProgBlendFunc (parsestate_t *ps, const char **ptr)
|
|
{
|
|
if (ps->s->prog)
|
|
{
|
|
ps->pass = ps->s->passes;
|
|
Shaderpass_BlendFunc(ps, ptr);
|
|
ps->pass = NULL;
|
|
}
|
|
}
|
|
|
|
static void Shader_ReflectCube(parsestate_t *ps, const char **ptr)
|
|
{
|
|
char *token = Shader_ParseSensString(ptr);
|
|
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, IF_TEXTYPE_CUBE);
|
|
ps->s->defaulttextures->reflectcube = Shader_FindImage(ps, token, flags);
|
|
}
|
|
static void Shader_ReflectMask(parsestate_t *ps, const char **ptr)
|
|
{
|
|
char *token = Shader_ParseSensString(ptr);
|
|
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
|
|
ps->s->defaulttextures->reflectmask = Shader_FindImage(ps, token, flags);
|
|
}
|
|
|
|
static void Shader_DiffuseMap(parsestate_t *ps, const char **ptr)
|
|
{
|
|
char *token = Shader_ParseSensString(ptr);
|
|
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
|
|
ps->s->defaulttextures->base = Shader_FindImage(ps, token, flags);
|
|
|
|
Q_strncpyz(ps->s->defaulttextures->mapname, token, sizeof(ps->s->defaulttextures->mapname));
|
|
}
|
|
static void Shader_SpecularMap(parsestate_t *ps, const char **ptr)
|
|
{
|
|
char *token = Shader_ParseSensString(ptr);
|
|
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
|
|
ps->s->defaulttextures->specular = Shader_FindImage(ps, token, flags);
|
|
}
|
|
static void Shader_NormalMap(parsestate_t *ps, const char **ptr)
|
|
{
|
|
char *token = Shader_ParseSensString(ptr);
|
|
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, IF_TRYBUMP|IF_NOSRGB);
|
|
ps->s->defaulttextures->bump = Shader_FindImage(ps, token, flags);
|
|
}
|
|
static void Shader_FullbrightMap(parsestate_t *ps, const char **ptr)
|
|
{
|
|
char *token = Shader_ParseSensString(ptr);
|
|
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
|
|
ps->s->defaulttextures->fullbright = Shader_FindImage(ps, token, flags);
|
|
}
|
|
static void Shader_UpperMap(parsestate_t *ps, const char **ptr)
|
|
{
|
|
char *token = Shader_ParseSensString(ptr);
|
|
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
|
|
ps->s->defaulttextures->upperoverlay = Shader_FindImage(ps, token, flags);
|
|
}
|
|
static void Shader_LowerMap(parsestate_t *ps, const char **ptr)
|
|
{
|
|
char *token = Shader_ParseSensString(ptr);
|
|
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
|
|
ps->s->defaulttextures->loweroverlay = Shader_FindImage(ps, token, flags);
|
|
}
|
|
static void Shader_DisplacementMap(parsestate_t *ps, const char **ptr)
|
|
{
|
|
char *token = Shader_ParseSensString(ptr);
|
|
unsigned int flags = Shader_SetImageFlags (ps, ps->pass, &token, IF_NOSRGB);
|
|
ps->s->defaulttextures->displacement = Shader_FindImage(ps, token, flags);
|
|
}
|
|
|
|
static void Shaderpass_QF_Material(parsestate_t *ps, const char **ptr)
|
|
{ //qf_material BASETEXTURE NORMALMAP SPECULARMAP
|
|
unsigned int flags;
|
|
char *progname = "defaultwall";
|
|
char *token;
|
|
char *hash = strchr(ps->s->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", progname, hash);
|
|
ps->pass->prog = Shader_FindGeneric(newname, qrenderer);
|
|
}
|
|
else
|
|
ps->pass->prog = Shader_FindGeneric(progname, qrenderer);
|
|
|
|
token = Shader_ParseSensString(ptr);
|
|
if (*token && strcmp(token, "-"))
|
|
{
|
|
flags = Shader_SetImageFlags (ps, ps->pass, &token, 0);
|
|
if (*token)
|
|
ps->s->defaulttextures->base = Shader_FindImage(ps, token, flags);
|
|
else
|
|
{
|
|
token = ps->s->name;
|
|
if (hash)
|
|
*hash = 0;
|
|
ps->s->defaulttextures->base = Shader_FindImage(ps, token, flags);
|
|
if (hash)
|
|
*hash = '#';
|
|
}
|
|
}
|
|
|
|
if (*token)
|
|
token = Shader_ParseSensString(ptr);
|
|
if (*token && strcmp(token, "-"))
|
|
{
|
|
flags = Shader_SetImageFlags (ps, NULL, &token, IF_TRYBUMP|IF_NOSRGB);
|
|
ps->s->defaulttextures->bump = Shader_FindImage(ps, token, flags);
|
|
}
|
|
|
|
if (*token)
|
|
token = Shader_ParseSensString(ptr);
|
|
if (*token && strcmp(token, "-"))
|
|
{
|
|
flags = Shader_SetImageFlags (ps, NULL, &token, 0);
|
|
ps->s->defaulttextures->specular = Shader_FindImage(ps, token, flags);
|
|
}
|
|
}
|
|
|
|
static qboolean Shaderpass_MapGen (parsestate_t *ps, shaderpass_t *pass, char *tname);
|
|
|
|
static void Shader_Translucent(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shader->flags |= SHADER_BLEND;
|
|
}
|
|
|
|
static void Shader_PortalFBOScale(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shader->portalfboscale = Shader_ParseFloat(shader, ptr, 0);
|
|
shader->portalfboscale = max(shader->portalfboscale, 0);
|
|
}
|
|
|
|
static void Shader_DP_Camera(parsestate_t *ps, const char **ptr)
|
|
{
|
|
ps->s->sort = SHADER_SORT_PORTAL;
|
|
ps->dpwatertype |= 4;
|
|
}
|
|
static void Shader_DP_Water(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
ps->parseflags |= SPF_PROGRAMIFY;
|
|
|
|
ps->dpwatertype |= 3;
|
|
ps->reflectmin = Shader_ParseFloat(shader, ptr, 0);
|
|
ps->reflectmax = Shader_ParseFloat(shader, ptr, 0);
|
|
ps->refractfactor = Shader_ParseFloat(shader, ptr, 0);
|
|
ps->reflectfactor = Shader_ParseFloat(shader, ptr, 0);
|
|
Shader_ParseVector(shader, ptr, ps->refractcolour);
|
|
Shader_ParseVector(shader, ptr, ps->reflectcolour);
|
|
ps->wateralpha = Shader_ParseFloat(shader, ptr, 0);
|
|
}
|
|
static void Shader_DP_Reflect(parsestate_t *ps, const char **ptr)
|
|
{
|
|
ps->parseflags |= SPF_PROGRAMIFY;
|
|
|
|
ps->dpwatertype |= 1;
|
|
ps->reflectmin = 1;
|
|
ps->reflectmax = 1;
|
|
ps->reflectfactor = Shader_ParseFloat(ps->s, ptr, 0);
|
|
Shader_ParseVector(ps->s, ptr, ps->reflectcolour);
|
|
}
|
|
static void Shader_DP_Refract(parsestate_t *ps, const char **ptr)
|
|
{
|
|
ps->parseflags |= SPF_PROGRAMIFY;
|
|
|
|
ps->dpwatertype |= 2;
|
|
ps->refractfactor = Shader_ParseFloat(ps->s, ptr, 0);
|
|
Shader_ParseVector(ps->s, ptr, ps->refractcolour);
|
|
}
|
|
|
|
static void Shader_DP_OffsetMapping(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
char *token = Shader_ParseString(ptr);
|
|
if (!strcmp(token, "disable") || !strcmp(token, "none") || !strcmp(token, "off"))
|
|
ps->offsetmappingmode = 0;
|
|
else if (!strcmp(token, "default") || !strcmp(token, "normal"))
|
|
ps->offsetmappingmode = -1;
|
|
else if (!strcmp(token, "linear"))
|
|
ps->offsetmappingmode = 1;
|
|
else if (!strcmp(token, "relief"))
|
|
ps->offsetmappingmode = 2;
|
|
ps->offsetmappingscale = Shader_ParseFloat(shader, ptr, 1);
|
|
token = Shader_ParseString(ptr);
|
|
if (!strcmp(token, "bias"))
|
|
ps->offsetmappingbias = Shader_ParseFloat(shader, ptr, 0.5);
|
|
else if (!strcmp(token, "match"))
|
|
ps->offsetmappingbias = 1.0 - Shader_ParseFloat(shader, ptr, 0.5);
|
|
else if (!strcmp(token, "match8"))
|
|
ps->offsetmappingbias = 1.0 - (1.0/255) * Shader_ParseFloat(shader, ptr, 128);
|
|
else if (!strcmp(token, "match16"))
|
|
ps->offsetmappingbias = 1.0 - (1.0/65535) * Shader_ParseFloat(shader, ptr, 32768);
|
|
}
|
|
static void Shader_DP_GlossScale(parsestate_t *ps, const char **ptr)
|
|
{
|
|
ps->specularvalscale = Shader_ParseFloat(ps->s, ptr, 0);
|
|
}
|
|
static void Shader_DP_GlossExponent(parsestate_t *ps, const char **ptr)
|
|
{
|
|
ps->specularexpscale = Shader_ParseFloat(ps->s, ptr, 0);
|
|
}
|
|
|
|
static void Shader_FactorBase(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shader->factors[MATERIAL_FACTOR_BASE][0] = Shader_ParseFloat(shader, ptr, 1);
|
|
shader->factors[MATERIAL_FACTOR_BASE][1] = Shader_ParseFloat(shader, ptr, 1);
|
|
shader->factors[MATERIAL_FACTOR_BASE][2] = Shader_ParseFloat(shader, ptr, 1);
|
|
shader->factors[MATERIAL_FACTOR_BASE][3] = Shader_ParseFloat(shader, ptr, 1);
|
|
}
|
|
static void Shader_FactorSpec(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shader->factors[MATERIAL_FACTOR_SPEC][0] = Shader_ParseFloat(shader, ptr, 1);
|
|
shader->factors[MATERIAL_FACTOR_SPEC][1] = Shader_ParseFloat(shader, ptr, 1);
|
|
shader->factors[MATERIAL_FACTOR_SPEC][2] = Shader_ParseFloat(shader, ptr, 1);
|
|
shader->factors[MATERIAL_FACTOR_SPEC][3] = Shader_ParseFloat(shader, ptr, 1);
|
|
}
|
|
static void Shader_FactorEmit(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shader->factors[MATERIAL_FACTOR_EMIT][0] = Shader_ParseFloat(shader, ptr, 1);
|
|
shader->factors[MATERIAL_FACTOR_EMIT][1] = Shader_ParseFloat(shader, ptr, 1);
|
|
shader->factors[MATERIAL_FACTOR_EMIT][2] = Shader_ParseFloat(shader, ptr, 1);
|
|
shader->factors[MATERIAL_FACTOR_EMIT][3] = Shader_ParseFloat(shader, ptr, 1);
|
|
}
|
|
|
|
static void Shader_BEMode(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
char subname[1024];
|
|
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, "gbuffer") || !Q_stricmp(token, "prelight"))
|
|
mode = bemoverride_gbuffer;
|
|
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_RAYQUERY) && !r_shadow_raytrace.ival)
|
|
continue; //no. just no.
|
|
if ((mode & LSHADER_SMAP) && r_shadow_raytrace.ival)
|
|
continue; //don't waste time.
|
|
if ((mode & LSHADER_CUBE) && (mode & (LSHADER_SPOT|LSHADER_ORTHO)))
|
|
continue; //cube projections don't make sense when the light isn't projecting a cube
|
|
if ((mode & LSHADER_ORTHO) && (mode & LSHADER_SPOT))
|
|
continue; //ortho+spot are mutually exclusive.
|
|
Q_snprintfz(subname, sizeof(subname), "%s%s%s%s%s%s%s",
|
|
(mode & LSHADER_RAYQUERY)?"rq_":"",
|
|
tokencopy,
|
|
(mode & LSHADER_SMAP)?"#PCF":"",
|
|
(mode & LSHADER_SPOT)?"#SPOT":"",
|
|
(mode & LSHADER_CUBE)?"#CUBE":"",
|
|
(mode & LSHADER_ORTHO)?"#ORTHO":"",
|
|
#ifdef GLQUAKE
|
|
(qrenderer == QR_OPENGL && gl_config.arb_shadow && (mode & LSHADER_SMAP))?"#USE_ARB_SHADOW":""
|
|
#else
|
|
""
|
|
#endif
|
|
);
|
|
shader->bemoverrides[mode] = R_RegisterCustom(shader->model, subname, shader->usageflags|(embed?SUR_FORCEFALLBACK:0), embed?Shader_DefaultScript:NULL, embed);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
shader->bemoverrides[mode] = R_RegisterCustom(shader->model, tokencopy, shader->usageflags|(embed?SUR_FORCEFALLBACK:0), embed?Shader_DefaultScript:NULL, embed);
|
|
}
|
|
if (embed)
|
|
BZ_Free(embed);
|
|
}
|
|
|
|
static shaderkey_t shaderkeys[] =
|
|
{
|
|
#define Q3 NULL
|
|
{"cull", Shader_Cull, Q3},
|
|
{"skyparms", Shader_SkyParms, Q3},
|
|
{"fogparms", Shader_FogParms, Q3},
|
|
{"surfaceparm", Shader_SurfaceParm, Q3},
|
|
{"nomipmaps", Shader_NoMipMaps, Q3},
|
|
{"nopicmip", Shader_NoPicMip, Q3},
|
|
{"polygonoffset", Shader_PolygonOffset, Q3},
|
|
{"sort", Shader_Sort, Q3},
|
|
{"deformvertexes", Shader_DeformVertexes, Q3},
|
|
{"portal", Shader_Portal, Q3},
|
|
{"entitymergable", Shader_EntityMergable, Q3},
|
|
|
|
//fte extensions
|
|
{"clutter", Shader_ClutterParms, "fte"},
|
|
{"deferredlight", Shader_Deferredlight, "fte"}, //(sort = prelight)
|
|
// {"lpp_light", Shader_Deferredlight, "fte"}, //(sort = prelight)
|
|
{"affine", Shader_Affine, "fte"}, //some hardware is horribly slow, and can benefit from certain hints.
|
|
{"fullrate", Shader_FullRate, "fte"}, //blocks half-rate shading on this surface.
|
|
|
|
{"bemode", Shader_BEMode, "fte"},
|
|
|
|
{"diffusemap", Shader_DiffuseMap, "fte"},
|
|
{"normalmap", Shader_NormalMap, "fte"},
|
|
{"specularmap", Shader_SpecularMap, "fte"},
|
|
{"fullbrightmap", Shader_FullbrightMap, "fte"},
|
|
{"uppermap", Shader_UpperMap, "fte"},
|
|
{"lowermap", Shader_LowerMap, "fte"},
|
|
{"reflectmask", Shader_ReflectMask, "fte"},
|
|
{"displacementmap", Shader_DisplacementMap, "fte"},
|
|
|
|
{"portalfboscale", Shader_PortalFBOScale, "fte"}, //portal/mirror/refraction/reflection FBOs are resized by this scale
|
|
{"basefactor", Shader_FactorBase, "fte"}, //material scalers for glsl
|
|
{"specularfactor", Shader_FactorSpec, "fte"}, //material scalers for glsl
|
|
{"fullbrightfactor", Shader_FactorEmit, "fte"}, //material scalers for glsl
|
|
|
|
//TODO: PBR textures...
|
|
// {"albedomap", Shader_DiffuseMap, "fte"}, //rgb(a)
|
|
// {"loweruppermap", Shader_LowerUpperMap, "fte"}, //r=lower, g=upper (team being more important than personal colours, this allows the texture to gracefully revert to red-only)
|
|
//{"normalmap", Shader_NormalMap, "fte"}, //xy-h
|
|
// {"ormmap", Shader_SpecularMap, "fte"}, //r=occlusion, g=metalness, b=roughness.
|
|
//{"glowmap", Shader_FullbrightMap, "fte"}, //rgb
|
|
|
|
/*program stuff at the material level is an outdated practise.*/
|
|
{"program", Shader_ProgramName, "fte"}, //usable with any renderer that has a usable shader language...
|
|
{"glslprogram", Shader_GLSLProgramName, "fte"}, //for renderers that accept embedded glsl
|
|
{"hlslprogram", Shader_HLSL9ProgramName, "fte"}, //for d3d with embedded hlsl
|
|
{"hlsl11program", Shader_HLSL11ProgramName, "fte"}, //for d3d with embedded hlsl
|
|
{"progblendfunc", Shader_ProgBlendFunc, "fte"}, //specifies the blend mode (actually just overrides the first subpasses' blendmode.
|
|
// {"progmap", Shader_ProgMap, "fte"}, //avoids needing extra subpasses (actually just inserts an extra pass).
|
|
|
|
//dp compat
|
|
{"reflectcube", Shader_ReflectCube, "dp"},
|
|
{"camera", Shader_DP_Camera, "dp"},
|
|
{"water", Shader_DP_Water, "dp"},
|
|
{"reflect", Shader_DP_Reflect, "dp"},
|
|
{"refract", Shader_DP_Refract, "dp"},
|
|
{"offsetmapping", Shader_DP_OffsetMapping, "dp"},
|
|
{"shadow", NULL, "dp"},
|
|
{"noshadow", NULL, "dp"},
|
|
{"polygonoffset", NULL, "dp"},
|
|
{"glossintensitymod", Shader_DP_GlossScale, "dp"}, //scales r_shadow_glossintensity(=1), aka: gl_specular
|
|
{"glossexponentmod", Shader_DP_GlossExponent, "dp"}, //scales r_shadow_glossexponent(=32)
|
|
|
|
/*doom3 compat*/
|
|
{"diffusemap", Shader_DiffuseMap, "doom3"}, //macro for "{\nstage diffusemap\nmap <map>\n}"
|
|
{"bumpmap", Shader_NormalMap, "doom3"}, //macro for "{\nstage bumpmap\nmap <map>\n}"
|
|
{"discrete", NULL, "doom3"},
|
|
{"nonsolid", NULL, "doom3"},
|
|
{"noimpact", NULL, "doom3"},
|
|
{"translucent", Shader_Translucent, "doom3"},
|
|
{"noshadows", NULL, "doom3"},
|
|
{"nooverlays", NULL, "doom3"},
|
|
{"nofragment", NULL, "doom3"},
|
|
|
|
/*RTCW compat*/
|
|
{"nocompress", NULL, "rtcw"},
|
|
{"allowcompress", NULL, "rtcw"},
|
|
{"nofog", NULL, "rtcw"},
|
|
{"skyfogvars", NULL, "rtcw"},
|
|
{"sunshader", NULL, "rtcw"},
|
|
{"sun", NULL, "q3map2"}, //provides rgb and dir
|
|
{"sunExt", NULL, "q3map2"}, //treated as an alias
|
|
{"fogParms", NULL, "rtcw"}, //sets a cvar. *shudder*
|
|
{"fogvars", NULL, "rtcw"}, //sets a cvar. *shudder*
|
|
{"waterfogvars", NULL, "rtcw"}, //sets a cvar. *shudder*
|
|
{"light", NULL, "rtcw"}, //for q3map2, not us
|
|
{"lightgridmulamb", NULL, "rtcw"}, //urm
|
|
{"lightgridmuldir", NULL, "rtcw"}, //not really sure how this is useful to us
|
|
|
|
/*qfusion / warsow compat*/
|
|
// {"skyparms2", NULL, "qf"}, //skyparms without the underscore.
|
|
// {"skyparmssides", NULL, "qf"}, //skyparms with explicitly-named faces
|
|
// {"nocompress", NULL, "qf"}, //disables opportunistic compression (doesn't affect compressed source images, apparently)
|
|
// {"nofiltering", NULL, "qf"}, //misnomer. there is always 'filtering'. this means to use nearest filtering for min and mag, as well as no mipmaps.
|
|
// {"smallestmipmapsize", NULL, "qf"}, //mips with a size less than the specified value are dropped.
|
|
// {"stenciltest", NULL, "qf"}, //enables GL_STENCIL_TEST, which is special-case stuff that I see no reason to support
|
|
// {"offsetmappingscale", NULL, "qf"},
|
|
// {"glossexponent", NULL, "qf"},
|
|
// {"glossintensity", NULL, "qf"},
|
|
// {"template", NULL, "qf"}, //parses some other shader, with $3 etc arg expansion
|
|
{"skip", NULL, "qf"}, //just skips the line. acts like a comment. no idea why they can't just use a comment.
|
|
// {"softparticle", NULL, "qf"}, //uses screen depth, if possible.
|
|
// {"forceworldoutlines", NULL, "qf"}, //looks like an ugly hack to me.
|
|
|
|
{NULL, NULL}
|
|
};
|
|
|
|
static struct
|
|
{
|
|
char *name;
|
|
char *body;
|
|
} shadermacros[] =
|
|
{
|
|
{"decal_macro", "polygonOffset 1\ndiscrete\nsort decal\nnoShadows"},
|
|
// {"diffusemap", "{\nblend diffusemap\nmap %1\n}"},
|
|
// {"bumpmap", "{\nblend bumpmap\nmap %1\n}"},
|
|
// {"specularmap", "{\nblend specularmap\nmap %1\n}"},
|
|
{NULL}
|
|
};
|
|
|
|
// ===============================================================
|
|
|
|
static qboolean Shaderpass_MapGen (parsestate_t *ps, shaderpass_t *pass, char *tname)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
int tcgen = TC_GEN_BASE;
|
|
if (!Q_stricmp (tname, "$lightmap"))
|
|
{
|
|
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, "$deluxmap"))
|
|
{
|
|
tcgen = TC_GEN_LIGHTMAP;
|
|
pass->flags |= SHADER_PASS_DELUXMAP | SHADER_PASS_NOMIPMAP;
|
|
pass->texgen = T_GEN_DELUXMAP;
|
|
}
|
|
else if (!Q_stricmp (tname, "$diffuse"))
|
|
{
|
|
pass->texgen = T_GEN_DIFFUSE;
|
|
shader->flags |= SHADER_HASDIFFUSE;
|
|
}
|
|
else if (!Q_stricmp (tname, "$paletted"))
|
|
{
|
|
pass->texgen = T_GEN_PALETTED;
|
|
shader->flags |= SHADER_HASPALETTED;
|
|
}
|
|
else if (!Q_stricmp (tname, "$normalmap"))
|
|
{
|
|
pass->texgen = T_GEN_NORMALMAP;
|
|
shader->flags |= SHADER_HASNORMALMAP;
|
|
}
|
|
else if (!Q_stricmp (tname, "$specular"))
|
|
{
|
|
pass->texgen = T_GEN_SPECULAR;
|
|
shader->flags |= SHADER_HASGLOSS;
|
|
}
|
|
else if (!Q_stricmp (tname, "$fullbright"))
|
|
{
|
|
pass->texgen = T_GEN_FULLBRIGHT;
|
|
shader->flags |= SHADER_HASFULLBRIGHT;
|
|
}
|
|
else if (!Q_stricmp (tname, "$upperoverlay"))
|
|
{
|
|
shader->flags |= SHADER_HASTOPBOTTOM;
|
|
pass->texgen = T_GEN_UPPEROVERLAY;
|
|
}
|
|
else if (!Q_stricmp (tname, "$loweroverlay"))
|
|
{
|
|
shader->flags |= SHADER_HASTOPBOTTOM;
|
|
pass->texgen = T_GEN_LOWEROVERLAY;
|
|
}
|
|
else if (!Q_stricmp (tname, "$reflectcube"))
|
|
{
|
|
shader->flags |= SHADER_HASREFLECTCUBE;
|
|
pass->texgen = T_GEN_REFLECTCUBE;
|
|
}
|
|
else if (!Q_stricmp (tname, "$reflectmask"))
|
|
{
|
|
pass->texgen = T_GEN_REFLECTMASK;
|
|
}
|
|
else if (!Q_stricmp (tname, "$displacement"))
|
|
{
|
|
shader->flags |= SHADER_HASDISPLACEMENT;
|
|
pass->texgen = T_GEN_DISPLACEMENT;
|
|
}
|
|
else if (!Q_stricmp (tname, "$shadowmap"))
|
|
{
|
|
pass->texgen = T_GEN_SHADOWMAP;
|
|
pass->flags |= SHADER_PASS_DEPTHCMP;
|
|
}
|
|
else if (!Q_stricmp (tname, "$lightcubemap"))
|
|
{
|
|
pass->texgen = T_GEN_LIGHTCUBEMAP;
|
|
}
|
|
else if (!Q_stricmp (tname, "$currentrender"))
|
|
{
|
|
pass->texgen = T_GEN_CURRENTRENDER;
|
|
shader->flags |= SHADER_HASCURRENTRENDER;
|
|
}
|
|
else if (!Q_stricmp (tname, "$sourcecolour"))
|
|
{
|
|
pass->texgen = T_GEN_SOURCECOLOUR;
|
|
}
|
|
else if (!Q_stricmp (tname, "$sourcecube"))
|
|
{
|
|
pass->texgen = T_GEN_SOURCECUBE;
|
|
}
|
|
else if (!Q_stricmp (tname, "$sourcedepth"))
|
|
{
|
|
pass->texgen = T_GEN_SOURCEDEPTH;
|
|
}
|
|
else if (!Q_strnicmp (tname, "$gbuffer", 8))
|
|
{
|
|
unsigned idx = strtoul(tname+8, &tname, 10);
|
|
if (*tname || idx >= GBUFFER_COUNT)
|
|
return false;
|
|
pass->texgen = T_GEN_GBUFFER0 + idx;
|
|
}
|
|
else if (!Q_stricmp (tname, "$reflection"))
|
|
{
|
|
shader->flags |= SHADER_HASREFLECT;
|
|
pass->texgen = T_GEN_REFLECTION;
|
|
}
|
|
else if (!Q_stricmp (tname, "$refraction"))
|
|
{
|
|
shader->flags |= SHADER_HASREFRACT;
|
|
pass->texgen = T_GEN_REFRACTION;
|
|
}
|
|
else if (!Q_stricmp (tname, "$refractiondepth"))
|
|
{
|
|
shader->flags |= SHADER_HASREFRACT;
|
|
pass->texgen = T_GEN_REFRACTIONDEPTH;
|
|
}
|
|
else if (!Q_stricmp (tname, "$ripplemap"))
|
|
{
|
|
shader->flags |= SHADER_HASRIPPLEMAP;
|
|
pass->texgen = T_GEN_RIPPLEMAP;
|
|
}
|
|
else if (!Q_stricmp (tname, "$null"))
|
|
{
|
|
pass->flags |= SHADER_PASS_NOMIPMAP|SHADER_PASS_DETAIL;
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
}
|
|
else
|
|
return false;
|
|
|
|
if (pass->tcgen == TC_GEN_UNSPECIFIED)
|
|
pass->tcgen = tcgen;
|
|
return true;
|
|
}
|
|
|
|
shaderpass_t *Shaderpass_DefineMap(parsestate_t *ps, shaderpass_t *pass)
|
|
{
|
|
//'map foo' works a bit differently when there's a program in the same pass.
|
|
//instead of corrupting the previous one, it collects multiple maps so that {prog foo;map t0;map t1; map t2; blendfunc add} can work as expected
|
|
if (pass->prog)
|
|
{
|
|
if (pass->numMergedPasses==0)
|
|
pass->numMergedPasses++;
|
|
else
|
|
{ //FIXME: bounds check!
|
|
if (ps->s->numpasses == SHADER_PASS_MAX || ps->s->numpasses == SHADER_TMU_MAX)
|
|
{
|
|
Con_DPrintf (CON_WARNING "Shader %s has too many texture passes.\n", ps->s->name);
|
|
ps->droppass = true;
|
|
}
|
|
// else if (shader->numpasses == be_maxpasses)
|
|
// ps->droppass = true;
|
|
else
|
|
{
|
|
pass->numMergedPasses++;
|
|
ps->s->numpasses++;
|
|
}
|
|
pass = ps->s->passes+ps->s->numpasses-1;
|
|
memset(pass, 0, sizeof(*pass));
|
|
}
|
|
}
|
|
else if (pass->numMergedPasses>1)
|
|
pass = ps->s->passes+ps->s->numpasses-1; //nextbundle stuff.
|
|
else
|
|
pass->numMergedPasses = 1;
|
|
return pass;
|
|
}
|
|
|
|
static void Shaderpass_Map (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
int flags;
|
|
char *token;
|
|
|
|
pass = Shaderpass_DefineMap(ps, pass);
|
|
|
|
pass->anim_frames[0] = r_nulltex;
|
|
|
|
token = Shader_ParseSensString (ptr);
|
|
|
|
/*cod compat*/
|
|
if (!stricmp(token, "clamp"))
|
|
token = Shader_ParseSensString (ptr);
|
|
else if (!stricmp(token, "clampx"))
|
|
token = Shader_ParseSensString (ptr);
|
|
else if (!stricmp(token, "clampy"))
|
|
token = Shader_ParseSensString (ptr);
|
|
|
|
flags = Shader_SetImageFlags (ps, pass, &token, 0);
|
|
if (!Shaderpass_MapGen(ps, pass, token))
|
|
{
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
if (pass->tcgen == TC_GEN_UNSPECIFIED)
|
|
pass->tcgen = TC_GEN_BASE;
|
|
if (!*shader->defaulttextures->mapname && *token != '$' && pass->tcgen == TC_GEN_BASE)
|
|
Q_strncpyz(shader->defaulttextures->mapname, token, sizeof(shader->defaulttextures->mapname));
|
|
pass->anim_frames[0] = Shader_FindImage (ps, token, flags);
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_AnimMap_Flag (parsestate_t *ps, const char **ptr, unsigned int flags)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
char *token;
|
|
texid_t image;
|
|
qboolean isdiffuse = false;
|
|
|
|
flags |= Shader_SetImageFlags (ps, ps->pass, NULL, 0);
|
|
|
|
if (pass->tcgen == TC_GEN_UNSPECIFIED)
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->flags |= SHADER_PASS_ANIMMAP;
|
|
pass->texgen = T_GEN_ANIMMAP;
|
|
pass->anim_fps = Shader_ParseFloat (shader, ptr, 0);
|
|
pass->anim_numframes = 0;
|
|
|
|
for ( ; ; )
|
|
{
|
|
token = Shader_ParseString(ptr);
|
|
if (!token[0])
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (!pass->anim_numframes && !*shader->defaulttextures->mapname && *token != '$' && pass->tcgen == TC_GEN_BASE)
|
|
{
|
|
isdiffuse = true;
|
|
shader->defaulttextures_fps = pass->anim_fps;
|
|
}
|
|
|
|
if (pass->anim_numframes < SHADER_MAX_ANIMFRAMES)
|
|
{
|
|
image = Shader_FindImage (ps, token, flags);
|
|
|
|
if (isdiffuse)
|
|
{
|
|
if (shader->numdefaulttextures < pass->anim_numframes+1)
|
|
{
|
|
int newmax = pass->anim_numframes+1;
|
|
shader->defaulttextures = BZ_Realloc(shader->defaulttextures, sizeof(*shader->defaulttextures) * (newmax));
|
|
memset(shader->defaulttextures+shader->numdefaulttextures, 0, sizeof(*shader->defaulttextures) * (newmax-shader->numdefaulttextures));
|
|
shader->numdefaulttextures = newmax;
|
|
}
|
|
Q_strncpyz(shader->defaulttextures[pass->anim_numframes].mapname, token, sizeof(shader->defaulttextures[pass->anim_numframes].mapname));
|
|
}
|
|
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_AnimMap (parsestate_t *ps, const char **ptr)
|
|
{
|
|
Shaderpass_AnimMap_Flag(ps, ptr, 0);
|
|
}
|
|
static void Shaderpass_QF_AnimClampMap (parsestate_t *ps, const char **ptr)
|
|
{
|
|
Shaderpass_AnimMap_Flag(ps, ptr, IF_CLAMP);
|
|
}
|
|
|
|
static void Shaderpass_ClampMap (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
int flags;
|
|
char *token;
|
|
|
|
token = Shader_ParseSensString (ptr);
|
|
|
|
flags = Shader_SetImageFlags (ps, pass, &token, IF_CLAMP);
|
|
if (!Shaderpass_MapGen(ps, pass, token))
|
|
{
|
|
if (pass->tcgen == TC_GEN_UNSPECIFIED)
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->anim_frames[0] = Shader_FindImage (ps, token, flags);
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
|
|
if (!TEXVALID(pass->anim_frames[0]))
|
|
{
|
|
if ((flags & IF_TEXTYPEMASK)!=IF_TEXTYPE_2D)
|
|
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", ps->s->name, token);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_VideoMap (parsestate_t *ps, const char **ptr)
|
|
{
|
|
char *token = Shader_ParseSensString (ptr);
|
|
|
|
#ifndef HAVE_MEDIA_DECODER
|
|
(void)token;
|
|
#else
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
|
|
if (pass->cin)
|
|
Z_Free (pass->cin);
|
|
|
|
pass->cin = Media_StartCin(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_RTCW_Map_16bit (parsestate_t *ps, const char **ptr)
|
|
{
|
|
if (!gl_load24bit.ival) //urm, not sure if suitable choice of cvar
|
|
Shaderpass_Map(ps, ptr);
|
|
}
|
|
static void Shaderpass_RTCW_Map_32bit (parsestate_t *ps, const char **ptr)
|
|
{
|
|
if (gl_load24bit.ival)
|
|
Shaderpass_Map(ps, ptr);
|
|
}
|
|
static void Shaderpass_RTCW_Map_s3tc (parsestate_t *ps, const char **ptr)
|
|
{
|
|
if (sh_config.texfmt[PTI_BC3_RGBA] && gl_compress.ival)
|
|
Shaderpass_Map(ps, ptr);
|
|
}
|
|
static void Shaderpass_RTCW_Map_nos3tc (parsestate_t *ps, const char **ptr)
|
|
{
|
|
if (!(sh_config.texfmt[PTI_BC3_RGBA] && gl_compress.ival))
|
|
Shaderpass_Map(ps, ptr);
|
|
}
|
|
static void Shaderpass_RTCW_AnimMap_s3tc (parsestate_t *ps, const char **ptr)
|
|
{
|
|
if ((sh_config.texfmt[PTI_BC3_RGBA] && gl_compress.ival))
|
|
Shaderpass_AnimMap(ps, ptr);
|
|
}
|
|
static void Shaderpass_RTCW_AnimMap_nos3tc (parsestate_t *ps, const char **ptr)
|
|
{
|
|
if (!(sh_config.texfmt[PTI_BC3_RGBA] && gl_compress.ival))
|
|
Shaderpass_AnimMap(ps, ptr);
|
|
}
|
|
|
|
static void Shader_BeginPass(parsestate_t *ps);
|
|
static void Shader_EndPass(parsestate_t *ps);
|
|
static void Shaderpass_CoD_NextBundle (parsestate_t *ps, const char **ptr)
|
|
{ //in a pass... end it and start the next. cos annoying.
|
|
shaderpass_t *basepass = ps->pass;
|
|
shaderpass_t *newpass;
|
|
if (!basepass->numMergedPasses)
|
|
basepass->numMergedPasses = 1; //its explicit...
|
|
if (ps->s->numpasses == SHADER_PASS_MAX || ps->s->numpasses == SHADER_TMU_MAX)
|
|
ps->droppass = true;
|
|
else
|
|
{
|
|
basepass->numMergedPasses++;
|
|
ps->s->numpasses++;
|
|
}
|
|
newpass = ps->s->passes+ps->s->numpasses-1;
|
|
memset(newpass, 0, sizeof(*newpass));
|
|
newpass->numMergedPasses++;
|
|
|
|
newpass->tcgen = TC_GEN_UNSPECIFIED;
|
|
newpass->shaderbits |= SBITS_SRCBLEND_DST_COLOR | SBITS_DSTBLEND_ZERO;
|
|
newpass->shaderbits |= SBITS_DEPTHFUNC_EQUAL;
|
|
/*
|
|
qboolean depthwrite = !!(ps->pass->shaderbits & SBITS_MISC_DEPTHWRITE);
|
|
qboolean dropping = ps->droppass;
|
|
Shader_EndPass(ps);
|
|
|
|
Shader_BeginPass(ps);
|
|
ps->droppass = dropping;
|
|
//make it modulate.
|
|
ps->pass->shaderbits |= SBITS_SRCBLEND_DST_COLOR | SBITS_DSTBLEND_ZERO;
|
|
if (depthwrite) //and if the last one is doing weird alphatest crap, copy its depthfunc status.
|
|
ps->pass->shaderbits |= SBITS_DEPTHFUNC_EQUAL;
|
|
*/
|
|
}
|
|
static void Shaderpass_CoD_Requires (parsestate_t *ps, const char **ptr)
|
|
{
|
|
if (!Shader_EvaluateCondition(ps->s, ptr))
|
|
ps->droppass = true;
|
|
}
|
|
static void Shaderpass_CoD_texEnvCombine (parsestate_t *ps, const char **ptr)
|
|
{
|
|
int depth = 0;
|
|
char *token;
|
|
while (*(token = COM_ParseExt (&ps->ptr, true, true)))
|
|
{ //extra parsing to even out this unexpected brace without extra warnings.
|
|
if (token[0] == '}')
|
|
depth--;
|
|
else if (token[0] == '{')
|
|
depth++; //crap.
|
|
if (!depth)
|
|
break;
|
|
}
|
|
ps->droppass = true;
|
|
}
|
|
static void Shaderpass_CoD_nvRegCombiners (parsestate_t *ps, const char **ptr)
|
|
{
|
|
int depth = 0;
|
|
char *token;
|
|
while (*(token = COM_ParseExt (&ps->ptr, true, true)))
|
|
{ //extra parsing to even out this unexpected brace without extra warnings.
|
|
if (token[0] == '}')
|
|
depth--;
|
|
else if (token[0] == '{')
|
|
depth++; //crap.
|
|
if (!depth)
|
|
break;
|
|
}
|
|
ps->droppass = true;
|
|
}
|
|
static void Shaderpass_CoD_atiFragmentShader (parsestate_t *ps, const char **ptr)
|
|
{
|
|
int depth = 0;
|
|
char *token;
|
|
while (*(token = COM_ParseExt (&ps->ptr, true, true)))
|
|
{ //extra parsing to even out this unexpected brace without extra warnings.
|
|
if (token[0] == '}')
|
|
depth--;
|
|
else if (token[0] == '{')
|
|
depth++; //crap.
|
|
if (!depth)
|
|
break;
|
|
}
|
|
ps->droppass = true;
|
|
}
|
|
|
|
static void Shaderpass_SLProgramName (shader_t *shader, shaderpass_t *pass, const 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 = BZ_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, NULL))
|
|
{
|
|
BZ_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);
|
|
pass->prog = Shader_FindGeneric(newname, qrtype);
|
|
}
|
|
else
|
|
pass->prog = Shader_FindGeneric(Shader_ParseExactString(ptr), qrtype);
|
|
}
|
|
static void Shaderpass_ProgramName (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
Shaderpass_SLProgramName(shader,pass,ptr,qrenderer);
|
|
}
|
|
|
|
static void Shaderpass_RGBGen (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
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 (ps, "rgbGen wave", 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;
|
|
if (pass->alphagen == ALPHA_GEN_UNDEFINED) //matches Q3, and is a perf gain, even if its inconsistent.
|
|
pass->alphagen = ALPHA_GEN_VERTEX;
|
|
}
|
|
else if (!Q_stricmp (token, "oneMinusVertex"))
|
|
pass->rgbgen = RGB_GEN_ONE_MINUS_VERTEX;
|
|
else if (!Q_stricmp (token, "lightingDiffuse"))
|
|
pass->rgbgen = RGB_GEN_LIGHTING_DIFFUSE;
|
|
else if (!Q_stricmp (token, "entitylighting"))
|
|
pass->rgbgen = RGB_GEN_ENTITY_LIGHTING_DIFFUSE;
|
|
else if (!Q_stricmp (token, "exactvertex"))
|
|
pass->rgbgen = RGB_GEN_VERTEX_EXACT;
|
|
else if (!Q_stricmp (token, "const") || !Q_stricmp (token, "constant")
|
|
|| !Q_stricmp (token, "constLighting"))
|
|
{
|
|
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, "srgb") || !Q_stricmp (token, "srgbconst"))
|
|
{
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
|
|
|
|
Shader_ParseVector (shader, ptr, pass->rgbgen_func.args);
|
|
|
|
pass->rgbgen_func.args[0] = SRGBf(pass->rgbgen_func.args[0]);
|
|
pass->rgbgen_func.args[1] = SRGBf(pass->rgbgen_func.args[1]);
|
|
pass->rgbgen_func.args[2] = SRGBf(pass->rgbgen_func.args[2]);
|
|
}
|
|
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 (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
char *token;
|
|
|
|
token = Shader_ParseString(ptr);
|
|
if (!Q_stricmp (token, "portal"))
|
|
{
|
|
pass->alphagen = ALPHA_GEN_PORTAL;
|
|
shader->portaldist = Shader_ParseFloat(shader, ptr, 256);
|
|
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 (ps, "alphaGen wave", 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, 0));
|
|
}
|
|
}
|
|
static void Shaderpass_AlphaShift (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
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, 0);
|
|
min = Shader_ParseFloat(shader, ptr, 0);
|
|
max = Shader_ParseFloat(shader, ptr, 0);
|
|
|
|
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 (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
char *token;
|
|
|
|
if (pass->numMergedPasses>1)
|
|
pass = ps->s->passes+ps->s->numpasses-1; //nextbundle stuff.
|
|
|
|
//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, "premul")) //gets rid of feathering.
|
|
pass->shaderbits |= SBITS_SRCBLEND_ONE | 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 (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
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 (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
char *token;
|
|
|
|
pass->shaderbits &= ~(SBITS_DEPTHFUNC_BITS);
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if (!Q_stricmp (token, "equal"))
|
|
pass->shaderbits |= SBITS_DEPTHFUNC_EQUAL;
|
|
else if (!Q_stricmp (token, "lequal"))
|
|
pass->shaderbits |= SBITS_DEPTHFUNC_CLOSEREQUAL; //default
|
|
else if (!Q_stricmp (token, "less"))
|
|
pass->shaderbits |= SBITS_DEPTHFUNC_CLOSER;
|
|
else if (!Q_stricmp (token, "greater"))
|
|
pass->shaderbits |= SBITS_DEPTHFUNC_FURTHER;
|
|
// else if (!Q_stricmp (token, "gequal"))
|
|
// pass->shaderbits |= SBITS_DEPTHFUNC_FURTHEREQUAL;
|
|
// else if (!Q_stricmp (token, "nequal"))
|
|
// pass->shaderbits |= SBITS_DEPTHFUNC_NOTEQUAL;
|
|
// else if (!Q_stricmp (token, "never"))
|
|
// pass->shaderbits |= SBITS_DEPTHFUNC_NEVER;
|
|
// else if (!Q_stricmp (token, "always"))
|
|
// pass->shaderbits |= SBITS_DEPTHFUNC_ALWAYS;
|
|
else
|
|
Con_DPrintf("Invalid depth func %s\n", token);
|
|
}
|
|
|
|
static void Shaderpass_DepthWrite (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
shader->flags |= SHADER_DEPTHWRITE;
|
|
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
}
|
|
|
|
static void Shaderpass_NoDepthTest (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
shader->flags |= SHADER_DEPTHWRITE;
|
|
pass->shaderbits |= SBITS_MISC_NODEPTHTEST;
|
|
}
|
|
|
|
static void Shaderpass_NoDepth (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shader->flags |= SHADER_DEPTHWRITE;
|
|
}
|
|
|
|
static void Shaderpass_TcMod (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
int i;
|
|
tcmod_t *tcmod;
|
|
char *token;
|
|
|
|
if (pass->numMergedPasses>1)
|
|
pass = ps->s->passes+ps->s->numpasses-1; //nextbundle stuff.
|
|
|
|
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, 0) / 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, 0);
|
|
tcmod->args[1] = Shader_ParseFloat (shader, ptr, 0);
|
|
tcmod->type = SHADER_TCMOD_SCALE;
|
|
}
|
|
else if ( !Q_stricmp (token, "scroll") )
|
|
{
|
|
tcmod->args[0] = Shader_ParseFloat (shader, ptr, 0);
|
|
tcmod->args[1] = Shader_ParseFloat (shader, ptr, 0);
|
|
tcmod->type = SHADER_TCMOD_SCROLL;
|
|
}
|
|
else if (!Q_stricmp(token, "stretch"))
|
|
{
|
|
shaderfunc_t func;
|
|
|
|
Shader_ParseFunc(ps, "tcmod stretch", 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, 0);
|
|
tcmod->type = SHADER_TCMOD_TRANSFORM;
|
|
}
|
|
else if (!Q_stricmp (token, "turb"))
|
|
{
|
|
for (i = 0; i < 4; i++)
|
|
tcmod->args[i] = Shader_ParseFloat (shader, ptr, 0);
|
|
tcmod->type = SHADER_TCMOD_TURB;
|
|
}
|
|
else if (!Q_stricmp (token, "page"))
|
|
{
|
|
for (i = 0; i < 3; i++)
|
|
tcmod->args[i] = Shader_ParseFloat (shader, ptr, 0);
|
|
tcmod->type = SHADER_TCMOD_PAGE;
|
|
}
|
|
// else if (!Q_stricmp (token, "entityTranslate")) //RTCW
|
|
// else if (!Q_stricmp (token, "swap")) //RTCW
|
|
else
|
|
{
|
|
Con_DPrintf("Unknown tcmod %s in %s\n", token, shader->name);
|
|
return;
|
|
}
|
|
|
|
pass->numtcmods++;
|
|
}
|
|
|
|
static void Shaderpass_Scale (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
//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, 0);
|
|
}
|
|
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, 0);
|
|
}
|
|
else
|
|
{
|
|
tcmod->args[1] = atof(token);
|
|
}
|
|
|
|
pass->numtcmods++;
|
|
}
|
|
|
|
static void Shaderpass_Scroll (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
//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, 0);
|
|
}
|
|
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, 0);
|
|
}
|
|
else
|
|
{
|
|
Con_Printf("Bad shader scale\n");
|
|
return;
|
|
}
|
|
|
|
pass->numtcmods++;
|
|
}
|
|
|
|
|
|
static void Shaderpass_TcGen (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
char *token;
|
|
|
|
if (pass->numMergedPasses>1)
|
|
pass = ps->s->passes+ps->s->numpasses-1; //nextbundle stuff.
|
|
|
|
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, "fireriseenv") ) { //from RTCW
|
|
pass->tcgen = TC_GEN_ENVIRONMENT; //FIXME: not supported
|
|
} else if ( !Q_stricmp (token, "vector") )
|
|
{
|
|
pass->tcgen = TC_GEN_VECTOR;
|
|
Shader_ParseVector (shader, ptr, pass->tcgenvec[0]);
|
|
Shader_ParseVector (shader, ptr, pass->tcgenvec[1]);
|
|
} 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;
|
|
} else if ( !Q_stricmp (token, "skybox") ) {
|
|
pass->tcgen = TC_GEN_SKYBOX;
|
|
}
|
|
}
|
|
static void Shaderpass_EnvMap (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
pass->tcgen = TC_GEN_ENVIRONMENT;
|
|
}
|
|
|
|
static void Shaderpass_Detail (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
pass->flags |= SHADER_PASS_DETAIL;
|
|
}
|
|
|
|
static void Shaderpass_AlphaMask (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
pass->shaderbits &= ~SBITS_ATEST_BITS;
|
|
pass->shaderbits |= SBITS_ATEST_GE128;
|
|
}
|
|
|
|
static void Shaderpass_NoLightMap (parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
}
|
|
|
|
static void Shaderpass_Red(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.args[0] = Shader_ParseFloat(shader, ptr, 0);
|
|
}
|
|
static void Shaderpass_Green(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.args[1] = Shader_ParseFloat(shader, ptr, 0);
|
|
}
|
|
static void Shaderpass_Blue(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.args[2] = Shader_ParseFloat(shader, ptr, 0);
|
|
}
|
|
static void Shaderpass_Alpha(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
pass->alphagen = ALPHA_GEN_CONST;
|
|
pass->alphagen_func.args[0] = Shader_ParseFloat(shader, ptr, 0);
|
|
}
|
|
static void Shaderpass_MaskColor(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
pass->shaderbits |= SBITS_MASK_RED|SBITS_MASK_GREEN|SBITS_MASK_BLUE;
|
|
}
|
|
static void Shaderpass_MaskRed(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
pass->shaderbits |= SBITS_MASK_RED;
|
|
}
|
|
static void Shaderpass_MaskGreen(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
pass->shaderbits |= SBITS_MASK_GREEN;
|
|
}
|
|
static void Shaderpass_MaskBlue(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
pass->shaderbits |= SBITS_MASK_BLUE;
|
|
}
|
|
static void Shaderpass_MaskAlpha(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
pass->shaderbits |= SBITS_MASK_ALPHA;
|
|
}
|
|
static void Shaderpass_AlphaTest(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
if (Shader_ParseFloat(shader, ptr, 0) == 0.5)
|
|
pass->shaderbits |= SBITS_ATEST_GE128;
|
|
else
|
|
Con_Printf("unsupported alphatest value\n");
|
|
}
|
|
static void Shaderpass_TexGen(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
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(parsestate_t *ps, const char **ptr)
|
|
{
|
|
shaderpass_t *pass = ps->pass;
|
|
char *token = Shader_ParseString(ptr);
|
|
|
|
if (pass->tcgen == TC_GEN_UNSPECIFIED)
|
|
pass->tcgen = TC_GEN_SKYBOX;
|
|
pass->anim_frames[0] = Shader_FindImage(ps, token, IF_TEXTYPE_CUBE);
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
|
|
if (!TEXVALID(pass->anim_frames[0]))
|
|
{
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
}
|
|
|
|
static shaderkey_t shaderpasskeys[] =
|
|
{
|
|
#define Q3 NULL
|
|
{"rgbgen", Shaderpass_RGBGen, Q3},
|
|
{"alphagen", Shaderpass_AlphaGen, Q3},
|
|
{"blendfunc", Shaderpass_BlendFunc, Q3},
|
|
{"depthfunc", Shaderpass_DepthFunc, Q3},
|
|
{"depthwrite", Shaderpass_DepthWrite, Q3},
|
|
{"alphafunc", Shaderpass_AlphaFunc, Q3},
|
|
{"tcmod", Shaderpass_TcMod, Q3},
|
|
{"map", Shaderpass_Map, Q3},
|
|
{"animmap", Shaderpass_AnimMap, Q3},
|
|
{"clampmap", Shaderpass_ClampMap, Q3},
|
|
{"videomap", Shaderpass_VideoMap, Q3},
|
|
{"tcgen", Shaderpass_TcGen, Q3},
|
|
{"texgen", Shaderpass_TcGen, Q3},
|
|
{"detail", Shaderpass_Detail, Q3},
|
|
|
|
{"nodepthtest", Shaderpass_NoDepthTest, NULL},
|
|
{"nodepth", Shaderpass_NoDepth, NULL},
|
|
|
|
{"envmap", Shaderpass_EnvMap, "rscript"},//for alienarena
|
|
{"nolightmap", Shaderpass_NoLightMap, "rscript"},//for alienarena
|
|
{"scale", Shaderpass_Scale, "rscript"},//for alienarena
|
|
{"scroll", Shaderpass_Scroll, "rscript"},//for alienarena
|
|
{"alphashift", Shaderpass_AlphaShift, "rscript"},//for alienarena
|
|
{"alphamask", Shaderpass_AlphaMask, "rscript"},//for alienarena
|
|
|
|
{"program", Shaderpass_ProgramName, "fte"},
|
|
|
|
/*doom3 compat*/
|
|
{"blend", Shaderpass_BlendFunc, "doom3"},
|
|
{"maskcolor", Shaderpass_MaskColor, "doom3"},
|
|
{"maskred", Shaderpass_MaskRed, "doom3"},
|
|
{"maskgreen", Shaderpass_MaskGreen, "doom3"},
|
|
{"maskblue", Shaderpass_MaskBlue, "doom3"},
|
|
{"maskalpha", Shaderpass_MaskAlpha, "doom3"},
|
|
{"alphatest", Shaderpass_AlphaTest, "doom3"},
|
|
{"texgen", Shaderpass_TexGen, "doom3"},
|
|
{"cubemap", Shaderpass_CubeMap, "doom3"}, //one of these is wrong
|
|
{"cameracubemap",Shaderpass_CubeMap, "doom3"}, //one of these is wrong
|
|
{"red", Shaderpass_Red, "doom3"},
|
|
{"green", Shaderpass_Green, "doom3"},
|
|
{"blue", Shaderpass_Blue, "doom3"},
|
|
{"alpha", Shaderpass_Alpha, "doom3"},
|
|
|
|
|
|
//RTCW
|
|
//fancy map lines use the map if that mode is active.
|
|
//FIXME: actually check these to ensure there's no issues with any shaders overriding the pass's previously specified map
|
|
// (hopefully no shaders would actually do that due to the engine loading both textures, which would be wasteful)
|
|
{"map16", Shaderpass_RTCW_Map_16bit, "rtcw"},
|
|
{"map32", Shaderpass_RTCW_Map_32bit, "rtcw"},
|
|
{"mapcomp", Shaderpass_RTCW_Map_s3tc, "rtcw"},
|
|
{"mapnocomp", Shaderpass_RTCW_Map_nos3tc, "rtcw"},
|
|
{"animcompmap", Shaderpass_RTCW_AnimMap_s3tc, "rtcw"},
|
|
{"animnocompmap",Shaderpass_RTCW_AnimMap_nos3tc,"rtcw"},
|
|
|
|
//qfusion/warsow compat
|
|
{"material", Shaderpass_QF_Material, "qf"},
|
|
{"animclampmap",Shaderpass_QF_AnimClampMap, "qf"},
|
|
// {"cubemap", Shaderpass_QF_CubeMap, "qf"},
|
|
// {"shadecubemap",Shaderpass_QF_ShadeCubeMap, "qf"},
|
|
{"surroundmap", Shaderpass_CubeMap, "qf"},
|
|
// {"distortion", Shaderpass_QF_Distortion, "qf"},
|
|
// {"celshade", Shaderpass_QF_Celshade, "qf"},
|
|
// {"grayscale", Shaderpass_QF_Greyscale, "qf"},
|
|
// {"greyscale", Shaderpass_QF_Greyscale, "qf"},
|
|
// {"skip", Shaderpass_QF_Skip, "qf"},
|
|
|
|
{"nextbundle", Shaderpass_CoD_NextBundle, "cod"},
|
|
{"requires", Shaderpass_CoD_Requires, "cod"},
|
|
{"texEnvCombine", Shaderpass_CoD_texEnvCombine, "cod"},
|
|
{"nvRegCombiners", Shaderpass_CoD_nvRegCombiners, "cod"},
|
|
{"atiFragmentShader", Shaderpass_CoD_atiFragmentShader, "cod"},
|
|
|
|
{NULL, NULL}
|
|
};
|
|
|
|
// ===============================================================
|
|
|
|
|
|
void Shader_FreePass (shaderpass_t *pass)
|
|
{
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
if ( pass->flags & SHADER_PASS_VIDEOMAP )
|
|
{
|
|
Media_ShutdownCin(pass->cin);
|
|
pass->cin = NULL;
|
|
}
|
|
#endif
|
|
|
|
if (pass->prog)
|
|
{
|
|
Shader_ReleaseGeneric(pass->prog);
|
|
pass->prog = NULL;
|
|
}
|
|
}
|
|
|
|
void Shader_ReleaseGeneric(program_t *prog)
|
|
{
|
|
if (prog)
|
|
if (prog->refs-- == 1)
|
|
Shader_UnloadProg(prog);
|
|
}
|
|
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;
|
|
|
|
Shader_ReleaseGeneric(shader->prog);
|
|
shader->prog = NULL;
|
|
|
|
if (shader->skydome)
|
|
Z_Free (shader->skydome);
|
|
shader->skydome = NULL;
|
|
while (shader->clutter)
|
|
{
|
|
void *t = shader->clutter;
|
|
shader->clutter = shader->clutter->next;
|
|
Z_Free(t);
|
|
}
|
|
|
|
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;
|
|
|
|
Z_Free(shader->defaulttextures);
|
|
shader->defaulttextures = NULL;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int QDECL Shader_InitCallback (const char *name, qofs_t size, time_t mtime, void *param, searchpathfuncs_t *spath)
|
|
{
|
|
Shader_MakeCache(name, SPF_DEFAULT);
|
|
return true;
|
|
}
|
|
int QDECL Shader_InitCallback_Doom3 (const char *name, qofs_t size, time_t mtime, void *param, searchpathfuncs_t *spath)
|
|
{
|
|
Shader_MakeCache(name, SPF_DOOM3);
|
|
return true;
|
|
}
|
|
|
|
qboolean Shader_Init (void)
|
|
{
|
|
int wibuf[16];
|
|
|
|
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();
|
|
|
|
if (!sh_config.progs_supported)
|
|
sh_config.max_gpu_bones = 0;
|
|
else
|
|
{
|
|
extern cvar_t r_max_gpu_bones;
|
|
if (!*r_max_gpu_bones.string)
|
|
{
|
|
#ifdef FTE_TARGET_WEB
|
|
sh_config.max_gpu_bones = 0; //webgl tends to crap out if this is too high, so 32 is a good enough value to play safe. some browsers have really shitty uniform performance too, so lets just default to pure-cpu transforms. in javascript. yes, its that bad.
|
|
#else
|
|
sh_config.max_gpu_bones = 64; //ATI drivers bug out and start to crash if you put this at 128.
|
|
#endif
|
|
}
|
|
else
|
|
sh_config.max_gpu_bones = bound(0, r_max_gpu_bones.ival, MAX_BONES);
|
|
}
|
|
}
|
|
|
|
if (!qrenderer)
|
|
r_whiteimage = r_nulltex;
|
|
else
|
|
{
|
|
memset(wibuf, 0xff, sizeof(wibuf));
|
|
r_whiteimage = R_LoadTexture("$whiteimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA|IF_NOPURGE);
|
|
memset(wibuf, 0, sizeof(wibuf));
|
|
r_blackimage = R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA|IF_NOPURGE);
|
|
}
|
|
|
|
Shader_NeedReload(true);
|
|
Shader_DoReload();
|
|
return true;
|
|
}
|
|
|
|
void Shader_FlushCache(void)
|
|
{
|
|
shadercachefile_t *sf;
|
|
shadercache_t *cache, *cache_next;
|
|
int i;
|
|
|
|
for (i = 0; i < HASH_SIZE; i++)
|
|
{
|
|
cache = shader_hash[i];
|
|
shader_hash[i] = NULL;
|
|
|
|
for (; cache; cache = cache_next)
|
|
{
|
|
cache_next = cache->hash_next;
|
|
cache->hash_next = NULL;
|
|
Z_Free(cache);
|
|
}
|
|
}
|
|
|
|
while(shaderfiles)
|
|
{
|
|
sf = shaderfiles;
|
|
shaderfiles = sf->next;
|
|
if (sf->data)
|
|
FS_FreeFile(sf->data);
|
|
Z_Free(sf);
|
|
}
|
|
}
|
|
|
|
static void Shader_MakeCache(const char *path, unsigned int parseflags)
|
|
{
|
|
unsigned int key;
|
|
const char *buf, *ptr;
|
|
char *token;
|
|
shadercache_t *cache;
|
|
shadercachefile_t *cachefile, *filelink = NULL;
|
|
qofs_t size;
|
|
|
|
for (cachefile = shaderfiles; cachefile; cachefile = cachefile->next)
|
|
{
|
|
if (!Q_stricmp(cachefile->name, path))
|
|
return; //already loaded. there's no source package or anything.
|
|
filelink = cachefile;
|
|
}
|
|
|
|
|
|
Con_DPrintf ("...loading '%s'\n", path);
|
|
|
|
cachefile = Z_Malloc(sizeof(*cachefile) + strlen(path));
|
|
strcpy(cachefile->name, path);
|
|
size = FS_LoadFile(path, (void **)&cachefile->data);
|
|
cachefile->length = size;
|
|
cachefile->parseflags = parseflags;
|
|
if (filelink)
|
|
filelink->next = cachefile;
|
|
else
|
|
shaderfiles = cachefile;
|
|
|
|
if (qofs_Error(size))
|
|
{
|
|
Con_Printf("Unable to read %s\n", path);
|
|
cachefile->length = 0;
|
|
return;
|
|
}
|
|
if (size > 1024*1024*64) //sanity limit
|
|
{
|
|
Con_Printf("Refusing to parse %s due to size\n", path);
|
|
cachefile->length = 0;
|
|
FS_FreeFile(cachefile->data);
|
|
cachefile->data = NULL;
|
|
return;
|
|
}
|
|
|
|
ptr = buf = cachefile->data;
|
|
size = cachefile->length;
|
|
|
|
//look for meta comments.
|
|
while (1)
|
|
{
|
|
//parse metas
|
|
while (*ptr == ' ' || *ptr == '\t')
|
|
ptr++;
|
|
if (ptr[0] == '\r' && ptr[1] == '\n')
|
|
ptr+=2; //blank line with dos ending
|
|
else if (ptr[0] == '\r' || ptr[0] == '\n')
|
|
ptr+=1; //blank line with mac or unix ending
|
|
else if (ptr[0] == '/' && ptr[1] == '/')
|
|
{
|
|
const char *e = strchr(ptr, '\n');
|
|
if (e)
|
|
e++;
|
|
else
|
|
e = ptr + strlen(ptr);
|
|
|
|
ptr += 2;
|
|
while (*ptr == ' ' || *ptr == '\t')
|
|
ptr++;
|
|
if (!strncmp(ptr, "meta:", 5))
|
|
{
|
|
ptr+=5;
|
|
|
|
token = COM_ParseExt (&ptr, false, true);
|
|
if (!strcmp(token, "forceprogramify"))
|
|
{
|
|
cachefile->parseflags |= SPF_PROGRAMIFY;
|
|
token = COM_ParseExt (&ptr, false, true);
|
|
if (*token)
|
|
Q_strncpyz(cachefile->forcedshadername, token, sizeof(cachefile->forcedshadername));
|
|
}
|
|
else
|
|
Con_DPrintf("unknown shader meta term \"%s\" in %s\n", token, path);
|
|
|
|
while (*ptr == ' ' || *ptr == '\t')
|
|
ptr++;
|
|
if (*ptr != '\r' && *ptr != '\n')
|
|
{
|
|
while (*ptr && (*ptr != '\r' && *ptr != '\n'))
|
|
ptr++;
|
|
Con_DPrintf("junk after shader meta in %s\n", path);
|
|
}
|
|
}
|
|
ptr = e;
|
|
}
|
|
else
|
|
break; //the actual shader started.
|
|
}
|
|
|
|
//now scan the file looking for each individual shader.
|
|
do
|
|
{
|
|
if ( ptr - buf >= size )
|
|
break;
|
|
|
|
token = COM_ParseExt (&ptr, true, true);
|
|
if ( !token[0] || ptr - buf >= size )
|
|
break;
|
|
|
|
COM_CleanUpPath(token);
|
|
|
|
if (Shader_LocateSource(token, NULL, NULL, NULL, NULL))
|
|
{
|
|
ptr = Shader_Skip (path, token, ptr);
|
|
continue;
|
|
}
|
|
|
|
key = Hash_Key ( token, HASH_SIZE );
|
|
|
|
cache = ( shadercache_t * )Z_Malloc(sizeof(shadercache_t) + strlen(token));
|
|
strcpy(cache->name, token);
|
|
cache->hash_next = shader_hash[key];
|
|
cache->source = cachefile;
|
|
cache->offset = ptr - cachefile->data;
|
|
|
|
shader_hash[key] = cache;
|
|
|
|
ptr = Shader_Skip (path, cache->name, ptr);
|
|
} while ( ptr );
|
|
}
|
|
|
|
static qboolean Shader_LocateSource(const char *name, const char **buf, size_t *bufsize, size_t *offset, shadercachefile_t **sourcefile)
|
|
{
|
|
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) )
|
|
{
|
|
if (buf)
|
|
{
|
|
*buf = cache->source->data;
|
|
*bufsize = cache->source->length;
|
|
*offset = cache->offset;
|
|
*sourcefile = cache->source;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static const char *Shader_Skip(const char *file, const char *shadername, const 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; )
|
|
{
|
|
tok = COM_ParseExt (&ptr, true, true);
|
|
|
|
if ( !tok[0] )
|
|
{
|
|
Con_Printf(CON_WARNING"%s: unexpected EOF parsing %s\n", file, shadername);
|
|
return NULL;
|
|
}
|
|
|
|
if (tok[0] == '{')
|
|
{
|
|
if (r_forceprogramify.ival > 1 && brace_count == 2)
|
|
Con_Printf(CON_WARNING"%s: excess indentation depth while parsing shader \"%s\" (%s==%i)\n", file, shadername, r_forceprogramify.name, r_forceprogramify.ival);
|
|
else
|
|
brace_count++;
|
|
} else if (tok[0] == '}')
|
|
{
|
|
brace_count--;
|
|
}
|
|
}
|
|
|
|
return ptr;
|
|
}
|
|
|
|
static void Shader_Reset(parsestate_t *ps)
|
|
{
|
|
shader_t *s = ps->s;
|
|
extern cvar_t r_refractreflect_scale;
|
|
char name[MAX_QPATH];
|
|
int id = s->id;
|
|
int uses = s->uses;
|
|
shader_gen_t *defaultgen = s->generator;
|
|
char *genargs = s->genargs;
|
|
texnums_t *dt = s->defaulttextures;
|
|
int dtcount = s->numdefaulttextures;
|
|
float dtrate = s->defaulttextures_fps; //FIXME!
|
|
int w = s->width;
|
|
int h = s->height;
|
|
model_t *mod = s->model;
|
|
unsigned int uf = s->usageflags;
|
|
Q_strncpyz(name, s->name, sizeof(name));
|
|
s->genargs = NULL;
|
|
s->defaulttextures = NULL;
|
|
Shader_Free(s);
|
|
memset(s, 0, sizeof(*s));
|
|
s->portalfboscale = r_refractreflect_scale.value; //unless otherwise specified, this cvar specifies the value.
|
|
|
|
s->remapto = s;
|
|
s->id = id;
|
|
s->width = w;
|
|
s->height = h;
|
|
s->model = mod;
|
|
s->defaulttextures = dt;
|
|
s->numdefaulttextures = dtcount;
|
|
s->defaulttextures_fps = dtrate;
|
|
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);
|
|
}
|
|
|
|
static void Shader_Regenerate(parsestate_t *ps, const char *shortname)
|
|
{
|
|
Shader_Reset(ps);
|
|
|
|
if (!strcmp(shortname, "textures/common/clip") || !strcmp(shortname, "textures/common/nodraw") || !strcmp(shortname, "common/nodraw"))
|
|
Shader_DefaultScript(ps, shortname,
|
|
"{\n"
|
|
"surfaceparm nodraw\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n");
|
|
else
|
|
ps->s->generator(ps, shortname, ps->s->genargs);
|
|
}
|
|
|
|
void Shader_Shutdown (void)
|
|
{
|
|
int i;
|
|
shader_t *shader;
|
|
|
|
if (!r_shaders)
|
|
return; /*nothing needs freeing yet*/
|
|
for (i = 0; i < r_numshaders; i++)
|
|
{
|
|
shader = r_shaders[i];
|
|
if (!shader)
|
|
continue;
|
|
|
|
Shader_Free(shader);
|
|
Z_Free(r_shaders[i]);
|
|
r_shaders[i] = NULL;
|
|
}
|
|
|
|
Shader_FlushCache();
|
|
Shader_FlushGenerics();
|
|
|
|
R_SkyShutdown();
|
|
|
|
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;
|
|
}
|
|
|
|
static void Shader_SetBlendmode (shaderpass_t *pass, shaderpass_t *lastpass)
|
|
{
|
|
qboolean lightmapoverbright;
|
|
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->texgen == T_GEN_LIGHTMAP && lastpass)
|
|
pass->blendmode = PBM_OVERBRIGHT;
|
|
else 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;
|
|
}
|
|
|
|
lightmapoverbright = pass->texgen == T_GEN_LIGHTMAP || (lastpass && lastpass->texgen == T_GEN_LIGHTMAP && lastpass->blendmode != PBM_OVERBRIGHT);
|
|
|
|
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->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_DST_COLOR|SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA)))
|
|
pass->blendmode = lightmapoverbright?PBM_OVERBRIGHT: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 = lightmapoverbright?PBM_OVERBRIGHT:PBM_MODULATE;
|
|
}
|
|
|
|
static void Shader_FixupProgPasses(parsestate_t *ps, shaderpass_t *pass)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
int i;
|
|
int maxpasses = SHADER_PASS_MAX - (pass-shader->passes);
|
|
struct
|
|
{
|
|
int gen;
|
|
unsigned int flags;
|
|
} defaulttgen[] =
|
|
{
|
|
//light
|
|
{T_GEN_SHADOWMAP, 0}, //0
|
|
{T_GEN_LIGHTCUBEMAP, 0}, //1
|
|
|
|
//material
|
|
{T_GEN_DIFFUSE, SHADER_HASDIFFUSE}, //2
|
|
{T_GEN_NORMALMAP, SHADER_HASNORMALMAP}, //3
|
|
{T_GEN_SPECULAR, SHADER_HASGLOSS}, //4
|
|
{T_GEN_UPPEROVERLAY, SHADER_HASTOPBOTTOM}, //5
|
|
{T_GEN_LOWEROVERLAY, SHADER_HASTOPBOTTOM}, //6
|
|
{T_GEN_FULLBRIGHT, SHADER_HASFULLBRIGHT}, //7
|
|
{T_GEN_PALETTED, SHADER_HASPALETTED}, //8
|
|
{T_GEN_REFLECTCUBE, SHADER_HASREFLECTCUBE}, //9
|
|
{T_GEN_REFLECTMASK, 0}, //10
|
|
{T_GEN_DISPLACEMENT, SHADER_HASDISPLACEMENT},//11
|
|
{T_GEN_OCCLUSION, 0}, //12
|
|
// {T_GEN_REFLECTION, SHADER_HASREFLECT}, //
|
|
// {T_GEN_REFRACTION, SHADER_HASREFRACT}, //
|
|
// {T_GEN_REFRACTIONDEPTH, SHADER_HASREFRACTDEPTH},//
|
|
// {T_GEN_RIPPLEMAP, SHADER_HASRIPPLEMAP}, //
|
|
|
|
//batch
|
|
{T_GEN_LIGHTMAP, SHADER_HASLIGHTMAP}, //13
|
|
{T_GEN_DELUXMAP, 0}, //14
|
|
//more lightmaps //15,16,17
|
|
//mode deluxemaps //18,19,20
|
|
};
|
|
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
cin_t *cin = R_ShaderGetCinematic(shader);
|
|
#endif
|
|
|
|
//if the glsl doesn't specify all samplers, just trim them.
|
|
pass->numMergedPasses = pass->prog->numsamplers;
|
|
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
if (cin && R_ShaderGetCinematic(shader) == cin)
|
|
cin = NULL;
|
|
#endif
|
|
|
|
//if the glsl has specific textures listed, be sure to provide a pass for them.
|
|
for (i = 0; i < sizeof(defaulttgen)/sizeof(defaulttgen[0]); i++)
|
|
{
|
|
if (pass->prog->defaulttextures & (1u<<i))
|
|
{
|
|
if (pass->numMergedPasses >= maxpasses)
|
|
{ //panic...
|
|
ps->droppass = true;
|
|
break;
|
|
}
|
|
pass[pass->numMergedPasses].flags |= SHADER_PASS_NOCOLORARRAY;
|
|
pass[pass->numMergedPasses].flags &= ~SHADER_PASS_DEPTHCMP;
|
|
if (defaulttgen[i].gen == T_GEN_SHADOWMAP)
|
|
pass[pass->numMergedPasses].flags |= SHADER_PASS_DEPTHCMP;
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
if (!i && cin)
|
|
{
|
|
pass[pass->numMergedPasses].texgen = T_GEN_VIDEOMAP;
|
|
pass[pass->numMergedPasses].cin = cin;
|
|
cin = NULL;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
pass[pass->numMergedPasses].texgen = defaulttgen[i].gen;
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
pass[pass->numMergedPasses].cin = NULL;
|
|
#endif
|
|
}
|
|
pass->numMergedPasses++;
|
|
shader->flags |= defaulttgen[i].flags;
|
|
}
|
|
}
|
|
|
|
//must have at least one texture.
|
|
if (!pass->numMergedPasses)
|
|
{
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
pass[0].texgen = cin?T_GEN_VIDEOMAP:T_GEN_DIFFUSE;
|
|
pass[0].cin = cin;
|
|
#else
|
|
pass[0].texgen = T_GEN_DIFFUSE;
|
|
#endif
|
|
pass->numMergedPasses = 1;
|
|
}
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
else if (cin)
|
|
Media_ShutdownCin(cin);
|
|
#endif
|
|
|
|
shader->numpasses = (pass-shader->passes)+pass->numMergedPasses;
|
|
}
|
|
|
|
struct scondinfo_s
|
|
{
|
|
int depth;
|
|
int level[8];
|
|
#define COND_IGNORE 1
|
|
#define COND_IGNOREPARENT 2
|
|
#define COND_ALLOWELSE 4
|
|
#define COND_TAKEN 8
|
|
};
|
|
static qboolean Shader_Conditional_Read(parsestate_t *ps, struct scondinfo_s *cond, const char *token, const char **ptr)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
if (!Q_stricmp(token, "if"))
|
|
{
|
|
if (cond->depth+1 == countof(cond->level))
|
|
{
|
|
Con_Printf("if statements nest too deeply in shader %s\n", shader->name);
|
|
*ptr += strlen(*ptr);
|
|
return true;
|
|
}
|
|
cond->depth++;
|
|
cond->level[cond->depth] = (Shader_EvaluateCondition(shader, ptr)?0:COND_IGNORE);
|
|
cond->level[cond->depth] |= COND_ALLOWELSE;
|
|
if (cond->level[cond->depth-1] & (COND_IGNORE|COND_IGNOREPARENT))
|
|
cond->level[cond->depth] |= COND_IGNOREPARENT; //if ignoring the parent, ignore this one too, even if valid
|
|
if (!(cond->level[cond->depth] & (COND_IGNORE|COND_IGNOREPARENT)))
|
|
cond->level[cond->depth] |= COND_TAKEN; //if we're not ignoring the contained commands then flag it so we don't take any elifs/elses
|
|
}
|
|
else if (!Q_stricmp(token, "elif"))
|
|
{
|
|
if (cond->level[cond->depth] & COND_ALLOWELSE)
|
|
{
|
|
if (cond->level[cond->depth] & COND_TAKEN)
|
|
{ //if we took the if/elif then don't take this elif either
|
|
Shader_EvaluateCondition(shader, ptr);
|
|
cond->level[cond->depth] = COND_ALLOWELSE|COND_TAKEN|COND_IGNORE;
|
|
}
|
|
else
|
|
{
|
|
cond->level[cond->depth] = (Shader_EvaluateCondition(shader, ptr)?0:COND_IGNORE);
|
|
cond->level[cond->depth] |= COND_ALLOWELSE;
|
|
}
|
|
if (cond->level[cond->depth-1] & (COND_IGNORE|COND_IGNOREPARENT))
|
|
cond->level[cond->depth] |= COND_IGNOREPARENT;
|
|
if (!(cond->level[cond->depth] & (COND_IGNORE|COND_IGNOREPARENT)))
|
|
cond->level[cond->depth] |= COND_TAKEN;
|
|
}
|
|
else
|
|
{
|
|
Con_Printf(CON_WARNING"unexpected elif statement in shader %s\n", shader->name);
|
|
*ptr += strlen(*ptr);
|
|
}
|
|
}
|
|
else if (!Q_stricmp(token, "endif"))
|
|
{
|
|
if (!cond->depth)
|
|
{
|
|
Con_Printf("endif without if in shader %s\n", shader->name);
|
|
*ptr += strlen(*ptr);
|
|
return true;
|
|
}
|
|
cond->depth--;
|
|
}
|
|
else if (!Q_stricmp(token, "else"))
|
|
{
|
|
if (cond->level[cond->depth] & COND_ALLOWELSE)
|
|
{
|
|
if (cond->level[cond->depth] & COND_TAKEN)
|
|
cond->level[cond->depth] |= COND_IGNORE;
|
|
else
|
|
cond->level[cond->depth] ^= COND_IGNORE;
|
|
cond->level[cond->depth] &= ~COND_ALLOWELSE;
|
|
}
|
|
else
|
|
{
|
|
Con_Printf(CON_WARNING"unexpected else statement in shader %s\n", shader->name);
|
|
*ptr += strlen(*ptr);
|
|
}
|
|
}
|
|
else if (cond->level[cond->depth] & (COND_IGNORE|COND_IGNOREPARENT))
|
|
{
|
|
//eat it
|
|
while (ptr)
|
|
{
|
|
token = COM_ParseExt(ptr, false, true);
|
|
if ( !token[0] )
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
static void Shader_BeginPass(parsestate_t *ps)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass;
|
|
static shader_t dummy;
|
|
ps->oldflags = shader->flags;
|
|
|
|
if ( shader->numpasses >= SHADER_PASS_MAX )
|
|
{
|
|
ps->droppass = true;
|
|
shader = &dummy;
|
|
shader->numpasses = 1;
|
|
pass = shader->passes;
|
|
}
|
|
else
|
|
{
|
|
ps->droppass = 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_UNDEFINED;
|
|
pass->tcgen = TC_GEN_UNSPECIFIED;
|
|
pass->numtcmods = 0;
|
|
pass->stagetype = ST_AMBIENT;
|
|
pass->numMergedPasses = 0;
|
|
|
|
if (shader->flags & SHADER_NOMIPMAPS)
|
|
pass->flags |= SHADER_PASS_NOMIPMAP;
|
|
|
|
ps->pass = pass;
|
|
}
|
|
static void Shader_EndPass(parsestate_t *ps)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
shaderpass_t *pass = ps->pass;
|
|
|
|
if (pass->alphagen == ALPHA_GEN_UNDEFINED)
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
|
|
//if there was no texgen, then its too late now.
|
|
if (!pass->numMergedPasses)
|
|
pass->numMergedPasses = 1;
|
|
|
|
if (pass->tcgen == TC_GEN_UNSPECIFIED)
|
|
pass->tcgen = TC_GEN_BASE;
|
|
|
|
if (!ps->droppass)
|
|
{
|
|
switch(pass->stagetype)
|
|
{
|
|
case ST_DIFFUSEMAP:
|
|
if (pass->texgen == T_GEN_SINGLEMAP)
|
|
shader->defaulttextures->base = 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];
|
|
ps->droppass = true; //fixme: scrolling etc may be important. but we're not doom3.
|
|
break;
|
|
case ST_SPECULARMAP:
|
|
if (pass->texgen == T_GEN_SINGLEMAP)
|
|
shader->defaulttextures->specular = pass->anim_frames[0];
|
|
ps->droppass = true; //fixme: scrolling etc may be important. but we're not doom3.
|
|
break;
|
|
}
|
|
}
|
|
|
|
// check some things
|
|
|
|
if (!ps->droppass)
|
|
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;
|
|
}
|
|
*/
|
|
|
|
//if this pass specified a program, make sure it has all the textures that the program requires
|
|
if (!ps->droppass && pass->prog)
|
|
Shader_FixupProgPasses(ps, pass);
|
|
|
|
if (ps->droppass)
|
|
{
|
|
while (pass->numMergedPasses > 0)
|
|
{
|
|
Shader_FreePass (pass+--pass->numMergedPasses);
|
|
shader->numpasses--;
|
|
}
|
|
shader->flags = ps->oldflags;
|
|
}
|
|
ps->pass = NULL;
|
|
}
|
|
static void Shader_Readpass (parsestate_t *ps)
|
|
{
|
|
shader_t *shader = ps->s;
|
|
const char *token;
|
|
struct scondinfo_s cond = {0};
|
|
|
|
Shader_BeginPass(ps);
|
|
|
|
while ( ps->ptr )
|
|
{
|
|
token = COM_ParseExt (&ps->ptr, true, true);
|
|
|
|
if ( !token[0] )
|
|
{
|
|
continue;
|
|
}
|
|
else if (!Shader_Conditional_Read(ps, &cond, token, &ps->ptr))
|
|
{
|
|
if ( token[0] == '}' )
|
|
break;
|
|
else if (token[0] == '{')
|
|
{
|
|
int depth = 1;
|
|
Con_Printf(CON_WARNING"%s: unexpected indentation in %s\n", ps->sourcename, shader->name);
|
|
while (*(token = COM_ParseExt (&ps->ptr, true, true)))
|
|
{ //extra parsing to even out this unexpected brace without extra warnings.
|
|
if (token[0] == '}')
|
|
{
|
|
if (depth--==0)
|
|
break;
|
|
}
|
|
else if (token[0] == '{')
|
|
depth++; //crap.
|
|
}
|
|
}
|
|
else if ( Shader_Parsetok (ps, shaderpasskeys, token) )
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (cond.depth)
|
|
{
|
|
Con_Printf("if statements without endif in shader %s\n", shader->name);
|
|
}
|
|
|
|
Shader_EndPass(ps);
|
|
}
|
|
|
|
//we've read the first token, now make sense of it and any args
|
|
static qboolean Shader_Parsetok(parsestate_t *ps, shaderkey_t *keys, const char *token)
|
|
{
|
|
shaderkey_t *key;
|
|
const char *prefix;
|
|
qboolean toolchainprefix = false;
|
|
|
|
if (*token == '_')
|
|
{ //forward compat: make sure there's a way to shut stuff up if you're using future extensions in an outdated engine.
|
|
token++;
|
|
toolchainprefix = true;
|
|
}
|
|
|
|
//handle known prefixes.
|
|
if (!Q_strncasecmp(token, "fte", 3)) {prefix = token; token += 3; }
|
|
else if (!Q_strncasecmp(token, "dp", 2)) {prefix = token; token += 2; }
|
|
else if (!Q_strncasecmp(token, "doom3", 5)) {prefix = token; token += 5; }
|
|
else if (!Q_strncasecmp(token, "rscript", 7)) {prefix = token; token += 7; }
|
|
else if (!Q_strncasecmp(token, "qer_", 4)) {prefix = token; token += 3; toolchainprefix = true; }
|
|
else if (!Q_strncasecmp(token, "q3map_", 6)) {prefix = token; token += 5; toolchainprefix = true; }
|
|
else if (!Q_strncasecmp(token, "vmap_", 6)) {prefix = token; token += 4; toolchainprefix = true; }
|
|
else prefix = NULL;
|
|
if (prefix && *token == '_')
|
|
token++;
|
|
|
|
for (key = keys; key->keyword != NULL; key++)
|
|
{
|
|
if (!Q_stricmp (token, key->keyword))
|
|
{
|
|
if (!prefix || (prefix && key->prefix && !Q_strncasecmp(prefix, key->prefix, strlen(key->prefix))))
|
|
{
|
|
if (key->func)
|
|
key->func ( ps, &ps->ptr );
|
|
|
|
return (ps->ptr && *ps->ptr == '}' );
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!toolchainprefix) //we don't really give a damn about prefixes owned by various toolchains - they shouldn't affect us.
|
|
{
|
|
if (prefix)
|
|
Con_DPrintf("Unknown shader directive parsing %s: \"%s\"\n", ps->s->name, prefix);
|
|
else
|
|
Con_DPrintf("Unknown shader directive parsing %s: \"%s\"\n", ps->s->name, token);
|
|
}
|
|
|
|
// Next Line
|
|
while (ps->ptr)
|
|
{
|
|
token = COM_ParseExt(&ps->ptr, false, true);
|
|
if ( !token[0] )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void Shader_SetPassFlush (shaderpass_t *pass, shaderpass_t *pass2)
|
|
{
|
|
if (((pass->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
|
|
((pass2->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
|
|
(pass->flags & SHADER_PASS_VIDEOMAP) || (pass2->flags & SHADER_PASS_VIDEOMAP))
|
|
{
|
|
return;
|
|
}
|
|
|
|
//don't merge passes if they're got their own programs.
|
|
if (pass->prog || pass2->prog)
|
|
return;
|
|
|
|
/*identity alpha is required for merging*/
|
|
if (pass->alphagen != ALPHA_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY)
|
|
return;
|
|
|
|
/*don't merge passes if the hardware cannot support it*/
|
|
if (pass->numMergedPasses >= be_maxpasses)
|
|
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_OVERBRIGHT || pass2->blendmode == PBM_MODULATE) && (pass->rgbgen == RGB_GEN_IDENTITY||pass->rgbgen == RGB_GEN_VERTEX_EXACT))
|
|
{
|
|
if (pass->blendmode == PBM_REPLACE)
|
|
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 (although equal stuff can be merged)*/
|
|
if ((pass->shaderbits & SBITS_ATEST_BITS) && (((pass2->shaderbits & SBITS_DEPTHFUNC_BITS) != SBITS_DEPTHFUNC_EQUAL) || pass2->texgen != T_GEN_LIGHTMAP))
|
|
return;
|
|
|
|
if ((pass->shaderbits & SBITS_MASK_BITS) != (pass2->shaderbits & SBITS_MASK_BITS))
|
|
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 && sh_config.tex_env_combine) ||
|
|
(pass2->blendmode == PBM_ADD && sh_config.env_add) ||
|
|
(pass2->blendmode && pass2->blendmode != PBM_ADD) || sh_config.nv_tex_env_combine4)
|
|
{
|
|
pass->numMergedPasses++;
|
|
}
|
|
}
|
|
else if (pass->blendmode == PBM_ADD &&
|
|
pass2->blendmode == PBM_ADD && sh_config.env_add)
|
|
{
|
|
pass->numMergedPasses++;
|
|
}
|
|
else if ((pass->blendmode == PBM_MODULATE || pass->blendmode == PBM_OVERBRIGHT) && (pass2->blendmode == PBM_MODULATE || pass2->blendmode == PBM_OVERBRIGHT))
|
|
{
|
|
pass->numMergedPasses++;
|
|
}
|
|
else if (pass->blendmode == PBM_DECAL && pass2->blendmode == PBM_OVERBRIGHT)
|
|
pass->numMergedPasses++; //HACK: allow modulating overbright passes with decal passes. overbright passes need to blend with something for their lighting to be correct, so this is a tradeoff.
|
|
else
|
|
return;
|
|
}
|
|
else return;
|
|
|
|
/*if (pass->texgen == T_GEN_LIGHTMAP && (pass->blendmode == PBM_REPLACE || pass->blendmode == PBM_REPLACELIGHT) && pass2->blendmode == PBM_MODULATE && sh_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_OVERBRIGHT && sh_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;
|
|
pass->blendmode = PBM_OVERBRIGHT;
|
|
}
|
|
*/
|
|
}
|
|
|
|
static const char *Shader_AlphaMaskProgArgs(shader_t *s)
|
|
{
|
|
if (s->numpasses)
|
|
{
|
|
//alpha mask values ALWAYS come from the first pass.
|
|
shaderpass_t *pass = &s->passes[0];
|
|
switch(pass->shaderbits & SBITS_ATEST_BITS)
|
|
{
|
|
default:
|
|
break;
|
|
//cases inverted. the atest is to retain the pixel, glsl is to discard (alpha OP MASK).
|
|
case SBITS_ATEST_GT0:
|
|
return "#MASK=0.0#MASKLT=1";
|
|
case SBITS_ATEST_LT128:
|
|
return "#MASK=0.5";
|
|
case SBITS_ATEST_GE128:
|
|
return "#MASK=0.5#MASKLT=1"; //ignore the eq part.
|
|
}
|
|
}
|
|
return "";
|
|
}
|
|
|
|
static void Shader_Programify (parsestate_t *ps)
|
|
{
|
|
shader_t *s = ps->s;
|
|
unsigned int reflectrefract = 0;
|
|
const char *prog = NULL;
|
|
const char *mask;
|
|
char args[1024];
|
|
qboolean eightbit = false;
|
|
/* enum
|
|
{
|
|
T_UNKNOWN,
|
|
T_WALL,
|
|
T_MODEL
|
|
} type = 0;*/
|
|
int i;
|
|
shaderpass_t *pass, *lightmap = NULL, *modellighting = NULL, *vertexlighting = NULL;
|
|
for (i = 0; i < s->numpasses; i++)
|
|
{
|
|
pass = &s->passes[i];
|
|
if (pass->rgbgen == RGB_GEN_LIGHTING_DIFFUSE || pass->rgbgen == RGB_GEN_ENTITY_LIGHTING_DIFFUSE)
|
|
{
|
|
if (s->usageflags & SUF_LIGHTMAP)
|
|
lightmap = pass;
|
|
else
|
|
modellighting = pass;
|
|
}
|
|
else if (pass->rgbgen == RGB_GEN_ENTITY)
|
|
modellighting = pass;
|
|
else if (pass->rgbgen == RGB_GEN_VERTEX_LIGHTING || pass->rgbgen == RGB_GEN_VERTEX_EXACT)
|
|
{
|
|
if (s->usageflags & (SUF_LIGHTMAP|SUF_2D))
|
|
vertexlighting = pass;
|
|
else
|
|
modellighting = pass; //fucking DP morons who don't know what lightmaps are.
|
|
}
|
|
else if (pass->texgen == T_GEN_LIGHTMAP && pass->tcgen == TC_GEN_LIGHTMAP)
|
|
{
|
|
if (s->usageflags & SUF_LIGHTMAP)
|
|
lightmap = pass;
|
|
else
|
|
modellighting = pass; //fucking DP morons who don't know what lightmaps are.
|
|
}
|
|
|
|
/*if (pass->numtcmods || (pass->shaderbits & SBITS_ATEST_BITS))
|
|
return;
|
|
if (pass->texgen == T_GEN_LIGHTMAP && pass->tcgen == TC_GEN_LIGHTMAP)
|
|
;
|
|
else if (pass->texgen != T_GEN_LIGHTMAP && pass->tcgen == TC_GEN_BASE)
|
|
;
|
|
else
|
|
return;*/
|
|
}
|
|
|
|
if (ps->forcedshader)
|
|
prog = ps->forcedshader;
|
|
else if (ps->dpwatertype)
|
|
{
|
|
prog = va("altwater%s#USEMODS#FRESNEL_EXP=2.0"
|
|
//variable parts
|
|
"#STRENGTH_REFR=%g#STRENGTH_REFL=%g"
|
|
"#TINT_REFR=%g,%g,%g"
|
|
"#TINT_REFL=%g,%g,%g"
|
|
"#FRESNEL_MIN=%g#FRESNEL_RANGE=%g"
|
|
"#ALPHA=%g",
|
|
//those args
|
|
(ps->dpwatertype&1)?"#REFLECT":"",
|
|
ps->refractfactor*0.01, ps->reflectfactor*0.01,
|
|
ps->refractcolour[0],ps->refractcolour[1],ps->refractcolour[2],
|
|
ps->reflectcolour[0],ps->reflectcolour[1],ps->reflectcolour[2],
|
|
ps->reflectmin, ps->reflectmax-ps->reflectmin,
|
|
ps->wateralpha
|
|
);
|
|
//clear out blending and force regular depth.
|
|
s->passes[0].shaderbits &= ~(SBITS_BLEND_BITS|SBITS_MISC_NODEPTHTEST|SBITS_DEPTHFUNC_BITS);
|
|
s->passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
|
|
if (ps->dpwatertype & 1)
|
|
reflectrefract |= SHADER_HASREFLECT;
|
|
if (ps->dpwatertype & 2)
|
|
reflectrefract |= SHADER_HASREFRACT;
|
|
if (ps->dpwatertype & 4)
|
|
{
|
|
reflectrefract |= SHADER_HASREFRACT|SHADER_HASPORTAL; //doubles up as a 'camera'
|
|
if (s->sort == SHADER_SORT_PORTAL)
|
|
s->sort = SHADER_SORT_OPAQUE; //don't do it twice.
|
|
}
|
|
}
|
|
else if (modellighting)
|
|
{
|
|
eightbit = r_softwarebanding && (qrenderer == QR_OPENGL) && sh_config.progs_supported;
|
|
if (eightbit)
|
|
prog = "defaultskin#EIGHTBIT";
|
|
else
|
|
prog = "defaultskin";
|
|
}
|
|
else if (lightmap)
|
|
{
|
|
eightbit = r_softwarebanding && (qrenderer == QR_OPENGL || qrenderer == QR_VULKAN) && sh_config.progs_supported;
|
|
if (eightbit)
|
|
prog = "defaultwall#EIGHTBIT";
|
|
else
|
|
prog = "defaultwall";
|
|
}
|
|
else if (vertexlighting)
|
|
{
|
|
if (r_forceprogramify.ival < 0)
|
|
prog = "defaultfill";
|
|
else
|
|
{
|
|
pass = vertexlighting;
|
|
prog = "default2d";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (r_forceprogramify.ival < 0)
|
|
prog = "defaultfill";
|
|
else
|
|
return;
|
|
}
|
|
|
|
args[0] = 0;
|
|
if (ps->specularvalscale != 1)
|
|
Q_strncatz(args, va("#specmul=%g", ps->specularvalscale), sizeof(args));
|
|
if (ps->specularexpscale != 1)
|
|
Q_strncatz(args, va("#specexp=%g", ps->specularexpscale), sizeof(args));
|
|
/* switch(ps->offsetmappingmode)
|
|
{
|
|
case 0: //force off.
|
|
Q_strncatz(args, va("#NOOFFSETMAPPING", ps->specularexpscale), sizeof(args));
|
|
break;
|
|
case 1: //force linear
|
|
Q_strncatz(args, va("#NORELIEFMAPPING", ps->specularexpscale), sizeof(args));
|
|
break;
|
|
case 2: //force relief
|
|
Q_strncatz(args, va("#RELIEFMAPPING", ps->specularexpscale), sizeof(args));
|
|
break;
|
|
}
|
|
if (ps->offsetmappingscale != 1)
|
|
Q_strncatz(args, va("#OFFSETMAPPING_SCALE=%g", ps->offsetmappingscale), sizeof(args));
|
|
if (ps->offsetmappingbias != 0)
|
|
Q_strncatz(args, va("#OFFSETMAPPING_BIAS=%g", ps->offsetmappingbias), sizeof(args));
|
|
*/
|
|
mask = strchr(s->name, '#');
|
|
if (mask)
|
|
Q_strncatz(args, mask, sizeof(args));
|
|
|
|
mask = Shader_AlphaMaskProgArgs(s);
|
|
|
|
s->prog = Shader_FindGeneric(va("%s%s%s", prog, mask, args), qrenderer);
|
|
if (s->prog)
|
|
{
|
|
s->numpasses = 0;
|
|
if (reflectrefract)
|
|
{
|
|
if (s->passes[0].numtcmods > 0 && s->passes[0].tcmods[0].type == SHADER_TCMOD_SCALE)
|
|
{ //crappy workaround for DP bug.
|
|
s->passes[0].tcmods[0].args[0] *= 4;
|
|
s->passes[0].tcmods[0].args[1] *= 4;
|
|
}
|
|
s->passes[s->numpasses++].texgen = T_GEN_REFRACTION;
|
|
s->passes[s->numpasses++].texgen = T_GEN_REFLECTION;
|
|
// s->passes[s->numpasses++].texgen = T_GEN_RIPPLEMAP;
|
|
// s->passes[s->numpasses++].texgen = T_GEN_REFRACTIONDEPTH;
|
|
s->flags |= reflectrefract;
|
|
}
|
|
else
|
|
{
|
|
if (eightbit)
|
|
{
|
|
s->passes[s->numpasses].anim_frames[0] = R_LoadColourmapImage();
|
|
s->passes[s->numpasses++].texgen = T_GEN_SINGLEMAP;
|
|
}
|
|
else
|
|
s->passes[s->numpasses++].texgen = T_GEN_DIFFUSE;
|
|
s->flags |= SHADER_HASDIFFUSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Shader_Finish (parsestate_t *ps)
|
|
{
|
|
shader_t *s = ps->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 0
|
|
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 srgb $r_fastskycolour\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (s->prog && !s->numpasses)
|
|
{
|
|
pass = &s->passes[s->numpasses++];
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->texgen = T_GEN_DIFFUSE;
|
|
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->numMergedPasses = 1;
|
|
Shader_SetBlendmode(pass, NULL);
|
|
}
|
|
|
|
if (!s->numpasses && s->sort != SHADER_SORT_PORTAL && !(s->flags & (SHADER_NODRAW|SHADER_SKY)) && !s->fog_dist)
|
|
{
|
|
if (r_forceprogramify.ival >= 2)
|
|
{
|
|
Con_DPrintf("Shader %s with no passes, forcing nodraw\n", s->name);
|
|
s->flags |= SHADER_NODRAW;
|
|
}
|
|
else
|
|
{
|
|
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, NULL);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
if (!r_vertexlight.value && pass->rgbgen == RGB_GEN_IDENTITY)
|
|
{ //we found the lightmap pass. if we need a vertex-lit shader then just switch over the rgbgen+texture and hope other things work out
|
|
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
|
|
pass->flags &= ~SHADER_PASS_LIGHTMAP;
|
|
pass->tcgen = T_GEN_SINGLEMAP;
|
|
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:;
|
|
|
|
//if we've no specular map, try and find whatever the q3 syntax said. hopefully it'll be compatible...
|
|
if (!TEXVALID(s->defaulttextures->specular) && !(s->flags & SHADER_HASGLOSS))
|
|
{
|
|
for (pass = s->passes, i = 0; i < s->numpasses; i++, pass++)
|
|
{
|
|
if (pass->alphagen == ALPHA_GEN_SPECULAR)
|
|
if (pass->texgen == T_GEN_ANIMMAP || pass->texgen == T_GEN_SINGLEMAP)
|
|
s->defaulttextures->specular = pass->anim_frames[0];
|
|
}
|
|
}
|
|
|
|
if (!TEXVALID(s->defaulttextures->base) && !(s->flags & SHADER_HASDIFFUSE) && !s->prog)
|
|
{ //if one of the other passes specifies $diffuse, don't try and guess one, because that means that other pass's texture gets used for BOTH passes, which isn't good.
|
|
//also, don't guess one if a program was specified.
|
|
shaderpass_t *best = NULL;
|
|
int bestweight = 9999999;
|
|
int weight;
|
|
|
|
for (pass = s->passes, i = 0; i < s->numpasses; i++, pass++)
|
|
{
|
|
weight = 0;
|
|
if (pass->flags & SHADER_PASS_DETAIL)
|
|
weight += 500; //prefer not to use a detail pass. these are generally useless.
|
|
if (pass->numtcmods || pass->tcgen != TC_GEN_BASE)
|
|
weight += 200;
|
|
if (pass->rgbgen != RGB_GEN_IDENTITY && pass->rgbgen != RGB_GEN_IDENTITY_OVERBRIGHT && pass->rgbgen != RGB_GEN_IDENTITY_LIGHTING)
|
|
weight += 100;
|
|
|
|
if (pass->texgen != T_GEN_ANIMMAP && pass->texgen != T_GEN_SINGLEMAP
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
&& pass->texgen != T_GEN_VIDEOMAP
|
|
#endif
|
|
)
|
|
weight += 1000;
|
|
|
|
if ((pass->texgen == T_GEN_ANIMMAP || pass->texgen == T_GEN_SINGLEMAP) && pass->anim_frames[0] && *pass->anim_frames[0]->ident == '$')
|
|
weight += 1500;
|
|
|
|
if (weight < bestweight)
|
|
{
|
|
bestweight = weight;
|
|
best = pass;
|
|
}
|
|
}
|
|
|
|
if (best)
|
|
{
|
|
if (best->texgen == T_GEN_ANIMMAP || best->texgen == T_GEN_SINGLEMAP)
|
|
{
|
|
if (best->anim_frames[0] && *best->anim_frames[0]->ident != '$')
|
|
s->defaulttextures->base = best->anim_frames[0];
|
|
}
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
else if (pass->texgen == T_GEN_VIDEOMAP && pass->cin)
|
|
s->defaulttextures->base = Media_UpdateForShader(best->cin);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < s->numpasses; i += (pass->prog?pass->numMergedPasses:1))
|
|
{
|
|
pass = s->passes+i;
|
|
if (!(pass->shaderbits & (SBITS_BLEND_BITS|SBITS_MASK_BITS)))
|
|
{
|
|
if (pass->texgen == T_GEN_LIGHTMAP && r_forceprogramify.ival==2)
|
|
continue; //pretend its blended.
|
|
break;
|
|
}
|
|
}
|
|
|
|
// all passes have blendfuncs
|
|
if (i == s->numpasses)
|
|
{
|
|
int maskpass;
|
|
qboolean isopaque = false;
|
|
|
|
maskpass = -1;
|
|
pass = s->passes;
|
|
for (i = 0; i < s->numpasses; i++, pass++ )
|
|
{
|
|
if (pass->shaderbits & SBITS_ATEST_BITS)
|
|
{
|
|
maskpass = i;
|
|
}
|
|
else if ((pass->shaderbits & SBITS_MASK_BITS) == 0)
|
|
{ //a few shaders use blendfunc one zero so that they're ignored when using r_vertexlight (while later alpha-masked surfs are not).
|
|
if (/*(pass->shaderbits & (SBITS_SRCBLEND_BITS|SBITS_DSTBLEND_BITS)) == 0 ||*/
|
|
(pass->shaderbits & (SBITS_SRCBLEND_BITS|SBITS_DSTBLEND_BITS)) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO))
|
|
isopaque = true;
|
|
}
|
|
|
|
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, i?pass-1:NULL);
|
|
|
|
if (pass->blendmode == PBM_ADD && !s->defaulttextures->fullbright)
|
|
s->defaulttextures->fullbright = pass->anim_frames[0];
|
|
}
|
|
|
|
if (!(s->flags & SHADER_SKY ) && !s->sort)
|
|
{
|
|
if (isopaque)
|
|
s->sort = SHADER_SORT_OPAQUE;
|
|
else if (maskpass == -1)
|
|
{
|
|
if (s->numpasses && s->passes[0].blendmode == PBM_ADD)
|
|
s->sort = SHADER_SORT_ADDITIVE;
|
|
else
|
|
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, j?sp-1:NULL);
|
|
}
|
|
|
|
if (!s->sort)
|
|
{
|
|
if (i < s->numpasses && (s->passes[i].shaderbits & SBITS_ATEST_BITS))
|
|
s->sort = SHADER_SORT_SEETHROUGH;
|
|
}
|
|
|
|
if (!( s->flags & SHADER_DEPTHWRITE) &&
|
|
!(s->flags & SHADER_SKY))
|
|
{
|
|
s->passes->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 == pass->numMergedPasses && j+1 < be_maxpasses; j++)
|
|
Shader_SetPassFlush (pass, pass + j);
|
|
|
|
i += pass->numMergedPasses;
|
|
}
|
|
}
|
|
|
|
if (!s->sort)
|
|
{
|
|
extern cvar_t r_refract_fbo;
|
|
if ((s->flags & SHADER_HASREFRACT) && !r_refract_fbo.ival)
|
|
s->sort = SHADER_SORT_UNDERWATER;
|
|
else
|
|
s->sort = SHADER_SORT_OPAQUE;
|
|
}
|
|
|
|
if ((s->flags & SHADER_SKY) && (s->flags & SHADER_DEPTHWRITE))
|
|
{
|
|
s->flags &= ~SHADER_DEPTHWRITE;
|
|
}
|
|
|
|
if (!s->bemoverrides[bemoverride_depthonly])
|
|
{
|
|
const char *mask = Shader_AlphaMaskProgArgs(s);
|
|
if (*mask || (s->prog&&s->prog->tess))
|
|
s->bemoverrides[bemoverride_depthonly] = R_RegisterShader(va("depthonly%s%s", mask, (s->prog&&s->prog->tess)?"#TESS":""), SUF_NONE,
|
|
"{\n"
|
|
"program depthonly\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"depthwrite\n"
|
|
"maskcolor\n"
|
|
"}\n"
|
|
"}\n");
|
|
}
|
|
if (!s->bemoverrides[LSHADER_STANDARD] && (s->prog&&s->prog->tess))
|
|
{
|
|
int mode;
|
|
for (mode = 0; mode < LSHADER_MODES; mode++)
|
|
{
|
|
if ((mode & LSHADER_CUBE) && (mode & LSHADER_SPOT))
|
|
continue;
|
|
if (s->bemoverrides[mode])
|
|
continue;
|
|
s->bemoverrides[mode] = R_RegisterShader(va("rtlight%s%s%s%s#TESS",
|
|
(mode & LSHADER_SMAP)?"#PCF":"",
|
|
(mode & LSHADER_SPOT)?"#SPOT":"",
|
|
(mode & LSHADER_CUBE)?"#CUBE":"",
|
|
#ifdef GLQUAKE
|
|
(qrenderer == QR_OPENGL && gl_config.arb_shadow && (mode & (LSHADER_SMAP|LSHADER_SPOT)))?"#USE_ARB_SHADOW":""
|
|
#else
|
|
""
|
|
#endif
|
|
)
|
|
, s->usageflags,
|
|
"{\n"
|
|
"program rtlight\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"blendfunc add\n"
|
|
"nodepth\n"
|
|
"}\n"
|
|
"}\n");
|
|
}
|
|
}
|
|
|
|
if (!s->prog && sh_config.progs_supported && (r_forceprogramify.ival || (ps->parseflags & SPF_PROGRAMIFY)))
|
|
{
|
|
if (r_forceprogramify.ival >= 2)
|
|
{
|
|
if (s->passes[0].numtcmods == 1 && s->passes[0].tcmods[0].type == SHADER_TCMOD_SCALE)
|
|
s->passes[0].numtcmods = 0; //DP sucks and doesn't use normalized texture coords *if* there's a shader specified. so lets ignore any extra scaling that this imposes.
|
|
if (s->passes[0].shaderbits & SBITS_ATEST_BITS) //mimic DP's limited alphafunc support
|
|
s->passes[0].shaderbits = (s->passes[0].shaderbits & ~SBITS_ATEST_BITS) | SBITS_ATEST_GE128;
|
|
s->passes[0].shaderbits &= ~SBITS_DEPTHFUNC_BITS; //DP ignores this too.
|
|
if (s->flags & SHADER_CULL_BACK) //DP has no back-face culling
|
|
s->flags = (s->flags&~SHADER_CULL_BACK)|SHADER_CULL_FRONT;
|
|
|
|
//disable rtlight stuff when blended.
|
|
if ((s->passes[0].shaderbits & SBITS_SRCBLEND_BITS)==SBITS_SRCBLEND_ONE && (s->passes[0].shaderbits & SBITS_DSTBLEND_BITS)==SBITS_DSTBLEND_ZERO)
|
|
; //replace
|
|
else if ((s->passes[0].shaderbits & SBITS_SRCBLEND_BITS)==SBITS_SRCBLEND_ONE && (s->passes[0].shaderbits & SBITS_DSTBLEND_BITS)==SBITS_DSTBLEND_ONE)
|
|
s->flags |= SHADER_NOSHADOWS; //add-ignore-alpha
|
|
else if ((s->passes[0].shaderbits & SBITS_SRCBLEND_BITS)==SBITS_SRCBLEND_SRC_ALPHA && (s->passes[0].shaderbits & SBITS_DSTBLEND_BITS)==SBITS_DSTBLEND_ONE)
|
|
s->flags |= SHADER_NOSHADOWS; //add-with-alpha
|
|
else if ((s->passes[0].shaderbits & SBITS_SRCBLEND_BITS)==SBITS_SRCBLEND_SRC_ALPHA && (s->passes[0].shaderbits & SBITS_DSTBLEND_BITS)==SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA)
|
|
s->flags |= SHADER_NOSHADOWS; //blended
|
|
else
|
|
s->flags |= SHADER_NOSHADOWS|SHADER_NODLIGHT; //erk...
|
|
|
|
if (s->passes[0].numtcmods>1)
|
|
{ //reverse the order of tcmods (dp uses a texture matrix which it concats in reverse order)
|
|
tcmod_t tmp[SHADER_MAX_TC_MODS];
|
|
int j;
|
|
memcpy(tmp, s->passes[0].tcmods, sizeof(*tmp)*s->passes[0].numtcmods);
|
|
for (j = 0; j < s->passes[0].numtcmods; j++)
|
|
s->passes[0].tcmods[j] = tmp[s->passes[0].numtcmods-1-j];
|
|
}
|
|
}
|
|
Shader_Programify(ps);
|
|
}
|
|
|
|
if( s->numdeforms ||
|
|
s->sort == SHADER_SORT_PORTAL || //q3-style portals (needed for pvs info)
|
|
s->flags & (SHADER_HASREFLECT|SHADER_HASREFRACT)) //water effects (needed for pvs info)
|
|
s->flags |= SHADER_NEEDSARRAYS;
|
|
if (s->prog)
|
|
{
|
|
struct
|
|
{
|
|
int gen;
|
|
unsigned int flags;
|
|
} defaulttgen[] =
|
|
{
|
|
//light
|
|
{T_GEN_SHADOWMAP, 0}, //0
|
|
{T_GEN_LIGHTCUBEMAP, 0}, //1
|
|
|
|
//material
|
|
{T_GEN_DIFFUSE, SHADER_HASDIFFUSE}, //2
|
|
{T_GEN_NORMALMAP, SHADER_HASNORMALMAP}, //3
|
|
{T_GEN_SPECULAR, SHADER_HASGLOSS}, //4
|
|
{T_GEN_UPPEROVERLAY, SHADER_HASTOPBOTTOM}, //5
|
|
{T_GEN_LOWEROVERLAY, SHADER_HASTOPBOTTOM}, //6
|
|
{T_GEN_FULLBRIGHT, SHADER_HASFULLBRIGHT}, //7
|
|
{T_GEN_PALETTED, SHADER_HASPALETTED}, //8
|
|
{T_GEN_REFLECTCUBE, SHADER_HASREFLECTCUBE}, //9
|
|
{T_GEN_REFLECTMASK, 0}, //10
|
|
{T_GEN_DISPLACEMENT, SHADER_HASDISPLACEMENT},//11
|
|
{T_GEN_OCCLUSION, 0}, //12
|
|
// {T_GEN_REFLECTION, SHADER_HASREFLECT}, //
|
|
// {T_GEN_REFRACTION, SHADER_HASREFRACT}, //
|
|
// {T_GEN_REFRACTIONDEPTH, SHADER_HASREFRACTDEPTH},//
|
|
// {T_GEN_RIPPLEMAP, SHADER_HASRIPPLEMAP}, //
|
|
|
|
//batch
|
|
{T_GEN_LIGHTMAP, SHADER_HASLIGHTMAP}, //13
|
|
{T_GEN_DELUXMAP, 0}, //14
|
|
//more lightmaps //15,16,17
|
|
//mode deluxemaps //18,19,20
|
|
};
|
|
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
cin_t *cin = R_ShaderGetCinematic(s);
|
|
#endif
|
|
|
|
//if the glsl doesn't specify all samplers, just trim them.
|
|
s->numpasses = s->prog->numsamplers;
|
|
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
if (cin && R_ShaderGetCinematic(s) == cin)
|
|
cin = NULL;
|
|
#endif
|
|
|
|
//if the glsl has specific textures listed, be sure to provide a pass for them.
|
|
for (i = 0; i < sizeof(defaulttgen)/sizeof(defaulttgen[0]); i++)
|
|
{
|
|
if (s->prog->defaulttextures & (1u<<i))
|
|
{
|
|
if (s->numpasses >= SHADER_PASS_MAX)
|
|
break; //panic...
|
|
s->passes[s->numpasses].flags &= ~SHADER_PASS_DEPTHCMP;
|
|
if (defaulttgen[i].gen == T_GEN_SHADOWMAP)
|
|
s->passes[s->numpasses].flags |= SHADER_PASS_DEPTHCMP;
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
if (!i && cin)
|
|
{
|
|
s->passes[s->numpasses].texgen = T_GEN_VIDEOMAP;
|
|
s->passes[s->numpasses].cin = cin;
|
|
cin = NULL;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
s->passes[s->numpasses].texgen = defaulttgen[i].gen;
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
s->passes[s->numpasses].cin = NULL;
|
|
#endif
|
|
}
|
|
s->numpasses++;
|
|
s->flags |= defaulttgen[i].flags;
|
|
}
|
|
}
|
|
|
|
//must have at least one texture.
|
|
if (!s->numpasses)
|
|
{
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
s->passes[0].texgen = cin?T_GEN_VIDEOMAP:T_GEN_DIFFUSE;
|
|
s->passes[0].cin = cin;
|
|
#else
|
|
s->passes[0].texgen = T_GEN_DIFFUSE;
|
|
#endif
|
|
s->numpasses = 1;
|
|
}
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
else if (cin)
|
|
Media_ShutdownCin(cin);
|
|
#endif
|
|
s->passes->numMergedPasses = s->numpasses;
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < s->numpasses; i++)
|
|
{
|
|
pass = &s->passes[i];
|
|
if (pass->prog)
|
|
continue;
|
|
if (pass->numtcmods || (s->passes[i].tcgen != TC_GEN_BASE && s->passes[i].tcgen != TC_GEN_LIGHTMAP) || !(s->passes[i].flags & SHADER_PASS_NOCOLORARRAY))
|
|
{
|
|
s->flags |= SHADER_NEEDSARRAYS;
|
|
break;
|
|
}
|
|
if (pass->alphagen == ALPHA_GEN_PORTAL || //needs xyz
|
|
pass->alphagen == ALPHA_GEN_SPECULAR) //needs xyz+norm
|
|
{
|
|
s->flags |= SHADER_NEEDSARRAYS;
|
|
break;
|
|
}
|
|
if (!(pass->flags & SHADER_PASS_NOCOLORARRAY))
|
|
{
|
|
if (!(((pass->rgbgen == RGB_GEN_VERTEX_LIGHTING) ||
|
|
(pass->rgbgen == RGB_GEN_VERTEX_EXACT) ||
|
|
(pass->alphagen == ALPHA_GEN_VERTEX) ||
|
|
(pass->rgbgen == RGB_GEN_ONE_MINUS_VERTEX)) &&
|
|
(pass->alphagen == ALPHA_GEN_VERTEX)))
|
|
{
|
|
s->flags |= SHADER_NEEDSARRAYS;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!r_halfrate.ival)
|
|
{
|
|
for (i = 0; i < s->numpasses; i++)
|
|
{
|
|
s->passes[i].shaderbits |= SBITS_MISC_FULLRATE;
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
static 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
/*
|
|
if (*shader_diffusemapname)
|
|
{
|
|
if (!s->defaulttextures.base)
|
|
s->defaulttextures.base = Shader_FindImage (va("%s.tga", shader_diffusemapname), 0);
|
|
if (!s->defaulttextures.bump)
|
|
s->defaulttextures.bump = Shader_FindImage (va("%s_norm.tga", shader_diffusemapname), 0);
|
|
if (!s->defaulttextures.fullbright)
|
|
s->defaulttextures.fullbright = Shader_FindImage (va("%s_glow.tga", shader_diffusemapname), 0);
|
|
if (!s->defaulttextures.specular)
|
|
s->defaulttextures.specular = Shader_FindImage (va("%s_gloss.tga", shader_diffusemapname), 0);
|
|
if (!s->defaulttextures.upperoverlay)
|
|
s->defaulttextures.upperoverlay = Shader_FindImage (va("%s_shirt.tga", shader_diffusemapname), 0);
|
|
if (!s->defaulttextures.loweroverlay)
|
|
s->defaulttextures.loweroverlay = Shader_FindImage (va("%s_pants.tga", shader_diffusemapname), 0); //stupid yanks...
|
|
}
|
|
*/
|
|
void QDECL R_BuildDefaultTexnums(texnums_t *src, shader_t *shader, unsigned int imageflags)
|
|
{
|
|
char *h;
|
|
char imagename[MAX_QPATH];
|
|
char mapname[MAX_QPATH];
|
|
char *subpath = NULL;
|
|
texnums_t *tex;
|
|
unsigned int a, aframes;
|
|
strcpy(imagename, shader->name);
|
|
h = strchr(imagename, '#');
|
|
if (h && !strchr(imagename, '@'))
|
|
*h = 0;
|
|
if (*imagename == '/' || strchr(imagename, ':'))
|
|
{ //this is not security. this is anti-spam for the verbose security in the filesystem code.
|
|
Con_Printf("Warning: shader has absolute path: %s\n", shader->name);
|
|
*imagename = 0;
|
|
}
|
|
|
|
//skins can use an alternative path in certain cases, to work around dodgy models.
|
|
if (shader->generator == Shader_DefaultSkin)
|
|
subpath = shader->genargs;
|
|
|
|
tex = shader->defaulttextures;
|
|
aframes = max(1, shader->numdefaulttextures);
|
|
//if any were specified explicitly, replicate that into all.
|
|
//this means animmap can be used, with any explicit textures overriding all.
|
|
if (!shader->numdefaulttextures && src)
|
|
{
|
|
//only do this if there wasn't an animmap thing to break everything.
|
|
if (!TEXVALID(tex->base))
|
|
tex->base = src->base;
|
|
if (!TEXVALID(tex->bump))
|
|
tex->bump = src->bump;
|
|
if (!TEXVALID(tex->fullbright))
|
|
tex->fullbright = src->fullbright;
|
|
if (!TEXVALID(tex->specular))
|
|
tex->specular = src->specular;
|
|
if (!TEXVALID(tex->loweroverlay))
|
|
tex->loweroverlay = src->loweroverlay;
|
|
if (!TEXVALID(tex->upperoverlay))
|
|
tex->upperoverlay = src->upperoverlay;
|
|
if (!TEXVALID(tex->reflectmask))
|
|
tex->reflectmask = src->reflectmask;
|
|
if (!TEXVALID(tex->reflectcube))
|
|
tex->reflectcube = src->reflectcube;
|
|
if (!TEXVALID(tex->displacement))
|
|
tex->displacement = src->displacement;
|
|
}
|
|
for (a = 1; a < aframes; a++)
|
|
{
|
|
if (!TEXVALID(tex[a].base))
|
|
tex[a].base = tex[0].base;
|
|
if (!TEXVALID(tex[a].bump))
|
|
tex[a].bump = tex[0].bump;
|
|
if (!TEXVALID(tex[a].fullbright))
|
|
tex[a].fullbright = tex[0].fullbright;
|
|
if (!TEXVALID(tex[a].specular))
|
|
tex[a].specular = tex[0].specular;
|
|
if (!TEXVALID(tex[a].loweroverlay))
|
|
tex[a].loweroverlay = tex[0].loweroverlay;
|
|
if (!TEXVALID(tex[a].upperoverlay))
|
|
tex[a].upperoverlay = tex[0].upperoverlay;
|
|
if (!TEXVALID(tex[a].reflectmask))
|
|
tex[a].reflectmask = tex[0].reflectmask;
|
|
if (!TEXVALID(tex[a].reflectcube))
|
|
tex[a].reflectcube = tex[0].reflectcube;
|
|
if (!TEXVALID(tex[a].displacement))
|
|
tex[a].displacement = tex[0].displacement;
|
|
}
|
|
for (a = 0; a < aframes; a++, tex++)
|
|
{
|
|
COM_StripExtension(tex->mapname, mapname, sizeof(mapname));
|
|
|
|
if (!TEXVALID(tex->base))
|
|
{
|
|
/*dlights/realtime lighting needs some stuff*/
|
|
if (!TEXVALID(tex->base) && *tex->mapname)// && (shader->flags & SHADER_HASDIFFUSE))
|
|
tex->base = R_LoadHiResTexture(tex->mapname, NULL, imageflags);
|
|
|
|
if (!TEXVALID(tex->base))
|
|
tex->base = R_LoadHiResTexture(imagename, subpath, (*imagename=='{')?0:IF_NOALPHA|imageflags);
|
|
}
|
|
|
|
if ((shader->flags & SHADER_HASPALETTED) && !TEXVALID(tex->paletted))
|
|
{
|
|
if (!TEXVALID(tex->paletted) && *tex->mapname)
|
|
tex->paletted = R_LoadHiResTexture(va("%s", tex->mapname), NULL, 0|IF_NEAREST|IF_PALETTIZE|imageflags);
|
|
if (!TEXVALID(tex->paletted))
|
|
tex->paletted = R_LoadHiResTexture(va("%s", imagename), subpath, ((*imagename=='{')?0:IF_NOALPHA)|IF_NEAREST|IF_PALETTIZE|imageflags);
|
|
}
|
|
|
|
imageflags |= IF_LOWPRIORITY;
|
|
|
|
COM_StripExtension(imagename, imagename, sizeof(imagename));
|
|
|
|
if (!TEXVALID(tex->bump))
|
|
{
|
|
if (r_loadbumpmapping || (shader->flags & SHADER_HASNORMALMAP))
|
|
{
|
|
if (!TEXVALID(tex->bump) && *mapname && (shader->flags & SHADER_HASNORMALMAP))
|
|
tex->bump = R_LoadHiResTexture(va("%s_norm", mapname), NULL, imageflags|IF_TRYBUMP|IF_NOSRGB|imageflags);
|
|
if (!TEXVALID(tex->bump))
|
|
tex->bump = R_LoadHiResTexture(va("%s_norm", imagename), subpath, imageflags|IF_TRYBUMP|IF_NOSRGB|imageflags);
|
|
}
|
|
}
|
|
|
|
if (!TEXVALID(tex->loweroverlay))
|
|
{
|
|
if (shader->flags & SHADER_HASTOPBOTTOM)
|
|
{
|
|
if (!TEXVALID(tex->loweroverlay) && *mapname)
|
|
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", mapname), NULL, imageflags);
|
|
if (!TEXVALID(tex->loweroverlay))
|
|
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", imagename), subpath, imageflags); /*how rude*/
|
|
}
|
|
}
|
|
|
|
if (!TEXVALID(tex->upperoverlay))
|
|
{
|
|
if (shader->flags & SHADER_HASTOPBOTTOM)
|
|
{
|
|
if (!TEXVALID(tex->upperoverlay) && *mapname)
|
|
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", mapname), NULL, imageflags);
|
|
if (!TEXVALID(tex->upperoverlay))
|
|
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", imagename), subpath, imageflags);
|
|
}
|
|
}
|
|
|
|
if (!TEXVALID(tex->specular))
|
|
{
|
|
extern cvar_t gl_specular;
|
|
if ((shader->flags & SHADER_HASGLOSS) && gl_specular.value && gl_load24bit.value)
|
|
{
|
|
if (!TEXVALID(tex->specular) && *mapname)
|
|
tex->specular = R_LoadHiResTexture(va("%s_gloss", mapname), NULL, imageflags);
|
|
if (!TEXVALID(tex->specular))
|
|
tex->specular = R_LoadHiResTexture(va("%s_gloss", imagename), subpath, imageflags);
|
|
}
|
|
}
|
|
|
|
if (!TEXVALID(tex->fullbright))
|
|
{
|
|
extern cvar_t r_fb_bmodels;
|
|
if ((shader->flags & SHADER_HASFULLBRIGHT) && r_fb_bmodels.value && gl_load24bit.value)
|
|
{
|
|
if (!TEXVALID(tex->fullbright) && *mapname)
|
|
tex->fullbright = R_LoadHiResTexture(va("%s_luma:%s_glow", mapname, mapname), NULL, imageflags);
|
|
if (!TEXVALID(tex->fullbright))
|
|
tex->fullbright = R_LoadHiResTexture(va("%s_luma:%s_glow", imagename, imagename), subpath, imageflags);
|
|
}
|
|
}
|
|
|
|
//if there's a reflectcube texture specified by the shader, make sure we have a reflectmask to go with it.
|
|
if (tex->reflectcube)
|
|
{
|
|
if (!TEXVALID(tex->reflectmask) && *mapname)
|
|
tex->reflectmask = R_LoadHiResTexture(va("%s_reflect", mapname), NULL, imageflags);
|
|
if (!TEXVALID(tex->reflectmask))
|
|
tex->reflectmask = R_LoadHiResTexture(va("%s_reflect", imagename), subpath, imageflags);
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 0//def Q2BSPS
|
|
static qbyte *ReadRGBA8ImageFile(const char *fname, const char *subpath, int *width, int *height)
|
|
{
|
|
qboolean hasalpha;
|
|
qofs_t filesize;
|
|
qbyte *img, *filedata = NULL;
|
|
char *patterns[] =
|
|
{
|
|
"*overrides/%s.tga",
|
|
"*overrides/%s.jpg",
|
|
"textures/%s.tga",
|
|
"textures/%s.jpg",
|
|
};
|
|
char nname[MAX_QPATH];
|
|
size_t p;
|
|
for (p = 0; p < countof(patterns) && !filedata; p++)
|
|
{
|
|
if (*patterns[p] == '*')
|
|
Q_snprintfz(nname, sizeof(nname), patterns[p]+1, COM_SkipPath(fname));
|
|
else
|
|
Q_snprintfz(nname, sizeof(nname), patterns[p], fname);
|
|
filedata = FS_MallocFile(nname, FS_GAME, &filesize);
|
|
}
|
|
img = filedata?Read32BitImageFile(filedata, filesize, width, height, &hasalpha, fname):NULL;
|
|
BZ_Free(filedata);
|
|
return img;
|
|
}
|
|
#endif
|
|
|
|
//call this with some fallback textures to directly load some textures
|
|
void QDECL R_BuildLegacyTexnums(shader_t *shader, const char *fallbackname, const char *subpath, unsigned int loadflags, unsigned int imageflags, uploadfmt_t basefmt, size_t width, size_t height, qbyte *srcdata, qbyte *palette)
|
|
{
|
|
char *h;
|
|
char imagename[MAX_QPATH];
|
|
char mapname[MAX_QPATH]; //as specified by the shader.
|
|
//extern cvar_t gl_miptexLevel;
|
|
texnums_t *tex = shader->defaulttextures;
|
|
int a, aframes;
|
|
/*else if (gl_miptexLevel.ival)
|
|
{
|
|
unsigned int miplevel = 0, i;
|
|
for (i = 0; i < 3 && i < gl_miptexLevel.ival && mipdata[i]; i++)
|
|
miplevel = i;
|
|
for (i = 0; i < 3; i++)
|
|
dontcrashme[i] = (miplevel+i)>3?NULL:mipdata[miplevel+i];
|
|
width >>= miplevel;
|
|
height >>= miplevel;
|
|
mipdata = dontcrashme;
|
|
}
|
|
*/
|
|
strcpy(imagename, shader->name);
|
|
h = *imagename?strchr(imagename+1, '#'):NULL;
|
|
if (h)
|
|
*h = 0;
|
|
if (*imagename == '/' || strchr(imagename, ':'))
|
|
{ //this is not security. this is anti-spam for the verbose security in the filesystem code.
|
|
Con_Printf("Warning: shader has absolute path: %s\n", shader->name);
|
|
*imagename = 0;
|
|
}
|
|
|
|
//for water texture replacements
|
|
while((h = strchr(imagename, '*')))
|
|
*h = '#';
|
|
|
|
loadflags &= shader->flags;
|
|
|
|
//skins can use an alternative path in certain cases, to work around dodgy models.
|
|
if (shader->generator == Shader_DefaultSkin)
|
|
subpath = shader->genargs;
|
|
|
|
//optimise away any palette info if we can...
|
|
if (!palette || palette == host_basepal)
|
|
{
|
|
if (basefmt == TF_MIP4_8PAL24)
|
|
basefmt = TF_MIP4_SOLID8;
|
|
// if (basefmt == TF_MIP4_8PAL24_T255)
|
|
// basefmt = TF_MIP4_TRANS8;
|
|
}
|
|
|
|
//make sure the noalpha thing is set properly.
|
|
switch(basefmt)
|
|
{
|
|
case TF_MIP4_P8:
|
|
case TF_MIP4_8PAL24:
|
|
case TF_MIP4_SOLID8:
|
|
case TF_SOLID8:
|
|
imageflags |= IF_NOALPHA;
|
|
//fallthrough
|
|
case TF_MIP4_8PAL24_T255:
|
|
if (!srcdata)
|
|
basefmt = TF_SOLID8;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
imageflags |= IF_MIPCAP;
|
|
|
|
COM_StripExtension(imagename, imagename, sizeof(imagename));
|
|
|
|
aframes = max(1, shader->numdefaulttextures);
|
|
//if any were specified explicitly, replicate that into all.
|
|
//this means animmap can be used, with any explicit textures overriding all.
|
|
for (a = 1; a < aframes; a++)
|
|
{
|
|
if (!TEXVALID(tex[a].base))
|
|
tex[a].base = tex[0].base;
|
|
if (!TEXVALID(tex[a].bump))
|
|
tex[a].bump = tex[0].bump;
|
|
if (!TEXVALID(tex[a].fullbright))
|
|
tex[a].fullbright = tex[0].fullbright;
|
|
if (!TEXVALID(tex[a].specular))
|
|
tex[a].specular = tex[0].specular;
|
|
if (!TEXVALID(tex[a].loweroverlay))
|
|
tex[a].loweroverlay = tex[0].loweroverlay;
|
|
if (!TEXVALID(tex[a].upperoverlay))
|
|
tex[a].upperoverlay = tex[0].upperoverlay;
|
|
if (!TEXVALID(tex[a].reflectmask))
|
|
tex[a].reflectmask = tex[0].reflectmask;
|
|
if (!TEXVALID(tex[a].reflectcube))
|
|
tex[a].reflectcube = tex[0].reflectcube;
|
|
if (!TEXVALID(tex[a].displacement))
|
|
tex[a].displacement = tex[0].displacement;
|
|
}
|
|
for (a = 0; a < aframes; a++, tex++)
|
|
{
|
|
COM_StripExtension(tex->mapname, mapname, sizeof(mapname));
|
|
|
|
#if 0//def Q2BSPS
|
|
if (gl_load24bit.ival == 2)
|
|
{
|
|
qbyte *base;
|
|
int basewidth, baseheight;
|
|
qbyte *norm;
|
|
int normwidth, normheight;
|
|
qbyte tmp;
|
|
int x, y;
|
|
base = ReadRGBA8ImageFile(imagename, subpath, &basewidth, &baseheight);
|
|
//base contains diffuse RGB, and height
|
|
if (base)
|
|
{
|
|
tex->base = Image_GetTexture(va("%s_diff", imagename), subpath, imageflags|IF_NOREPLACE, base, NULL, basewidth, baseheight, TF_RGBX32); //queues the texture creation.
|
|
norm = ReadRGBA8ImageFile(va("%s_bump", imagename), subpath, &normwidth, &normheight);
|
|
if (norm)
|
|
{
|
|
if (normwidth != basewidth || normheight != baseheight)
|
|
{
|
|
//sucks...
|
|
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_NOREPLACE, norm, NULL, normwidth, normheight, TF_RGBX32); //queues the texture creation.
|
|
}
|
|
else
|
|
{
|
|
//so we have a base texture, and normalmap
|
|
//we already uploaded the diffuse, so now we can just pretend that the base is the specularmap.
|
|
//we just need to swap the two alpha channels.
|
|
for (y = 0; y < baseheight; y++)
|
|
{
|
|
for (x = 0; x < basewidth; x++)
|
|
{
|
|
tmp = base[(x+y*basewidth)*4+3];
|
|
base[(x+y*basewidth)*4+3] = norm[(x+y*basewidth)*4+3];
|
|
norm[(x+y*basewidth)*4+3] = ((x+y)&1)*255;//tmp;
|
|
}
|
|
}
|
|
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_NOREPLACE, norm, NULL, normwidth, normheight, TF_RGBA32); //queues the texture creation.
|
|
tex->specular = Image_GetTexture(va("%s_spec", imagename), subpath, imageflags|IF_NOREPLACE, base, NULL, basewidth, baseheight, TF_RGBA32); //queues the texture creation.
|
|
}
|
|
BZ_Free(norm);
|
|
}
|
|
else
|
|
{
|
|
//generate a height8 image from the alpha channel. we can do it in place
|
|
for (y = 0; y < baseheight; y++)
|
|
{
|
|
for (x = 0; x < basewidth; x++)
|
|
base[(x+y*basewidth)] = base[(x+y*basewidth)*4+3];
|
|
}
|
|
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_NOREPLACE, base, NULL, basewidth, baseheight, TF_HEIGHT8);
|
|
}
|
|
BZ_Free(base);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*dlights/realtime lighting needs some stuff*/
|
|
if (loadflags & SHADER_HASDIFFUSE)
|
|
{
|
|
if (!TEXVALID(tex->base) && *mapname)
|
|
tex->base = R_LoadHiResTexture(mapname, NULL, imageflags);
|
|
if (!TEXVALID(tex->base) && fallbackname)
|
|
{
|
|
if (gl_load24bit.ival)
|
|
{
|
|
tex->base = Image_GetTexture(imagename, subpath, imageflags|IF_NOWORKER, NULL, NULL, width, height, basefmt);
|
|
if (!TEXLOADED(tex->base))
|
|
{
|
|
tex->base = Image_GetTexture(fallbackname, subpath, imageflags|IF_NOWORKER, NULL, NULL, width, height, basefmt);
|
|
if (TEXLOADED(tex->base))
|
|
Q_strncpyz(imagename, fallbackname, sizeof(imagename));
|
|
}
|
|
}
|
|
if (!TEXLOADED(tex->base))
|
|
tex->base = Image_GetTexture(imagename, subpath, imageflags, srcdata, palette, width, height, basefmt);
|
|
}
|
|
else if (!TEXVALID(tex->base))
|
|
tex->base = Image_GetTexture(imagename, subpath, imageflags, srcdata, palette, width, height, basefmt);
|
|
}
|
|
|
|
if (loadflags & SHADER_HASPALETTED)
|
|
{
|
|
if (!TEXVALID(tex->paletted) && *mapname)
|
|
tex->paletted = R_LoadHiResTexture(va("%s_pal", mapname), NULL, imageflags|IF_NEAREST|IF_PALETTIZE);
|
|
if (!TEXVALID(tex->paletted))
|
|
tex->paletted = Image_GetTexture(va("%s_pal", imagename), subpath, imageflags|IF_NEAREST|IF_NOSRGB|IF_PALETTIZE, srcdata, palette, width, height, (basefmt==TF_MIP4_SOLID8)?TF_MIP4_P8:PTI_P8);
|
|
}
|
|
|
|
imageflags |= IF_LOWPRIORITY;
|
|
//all the rest need/want an alpha channel in some form.
|
|
imageflags &= ~IF_NOALPHA;
|
|
imageflags |= IF_NOGAMMA;
|
|
|
|
if (loadflags & SHADER_HASNORMALMAP||*imagename=='#')
|
|
{
|
|
extern cvar_t r_shadow_bumpscale_basetexture;
|
|
if (!TEXVALID(tex->bump) && *mapname)
|
|
tex->bump = R_LoadHiResTexture(va("%s_norm", mapname), NULL, imageflags|IF_TRYBUMP|IF_NOSRGB);
|
|
if (!TEXVALID(tex->bump) && (r_shadow_bumpscale_basetexture.ival||*imagename=='#'||gl_load24bit.ival))
|
|
{
|
|
qbyte *fallbackheight;
|
|
if ((r_shadow_bumpscale_basetexture.ival||*imagename=='#') && !(basefmt&PTI_FULLMIPCHAIN))
|
|
fallbackheight = srcdata; //generate normalmap from assumed heights.
|
|
else
|
|
fallbackheight = NULL; //disabled
|
|
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_TRYBUMP|IF_NOSRGB|(*imagename=='#'?IF_LINEAR:0), fallbackheight, palette, width, height, TF_HEIGHT8PAL);
|
|
}
|
|
}
|
|
|
|
if (loadflags & SHADER_HASTOPBOTTOM)
|
|
{
|
|
if (!TEXVALID(tex->loweroverlay) && *mapname)
|
|
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", mapname), NULL, imageflags);
|
|
if (!TEXVALID(tex->loweroverlay))
|
|
tex->loweroverlay = Image_GetTexture(va("%s_pants", imagename), subpath, imageflags, NULL, palette, width, height, 0);
|
|
}
|
|
if (loadflags & SHADER_HASTOPBOTTOM)
|
|
{
|
|
if (!TEXVALID(tex->upperoverlay) && *mapname)
|
|
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", mapname), NULL, imageflags);
|
|
if (!TEXVALID(tex->upperoverlay))
|
|
tex->upperoverlay = Image_GetTexture(va("%s_shirt", imagename), subpath, imageflags, NULL, palette, width, height, 0);
|
|
}
|
|
|
|
if (loadflags & SHADER_HASGLOSS)
|
|
{
|
|
if (!TEXVALID(tex->specular) && *mapname)
|
|
tex->specular = R_LoadHiResTexture(va("%s_gloss", mapname), NULL, imageflags);
|
|
if (!TEXVALID(tex->specular))
|
|
tex->specular = Image_GetTexture(va("%s_gloss", imagename), subpath, imageflags, NULL, palette, width, height, 0);
|
|
}
|
|
|
|
if (tex->reflectcube)
|
|
{
|
|
if (!TEXVALID(tex->reflectmask) && *mapname)
|
|
tex->reflectmask = R_LoadHiResTexture(va("%s_reflect", mapname), NULL, imageflags);
|
|
if (!TEXVALID(tex->reflectmask))
|
|
tex->reflectmask = Image_GetTexture(va("%s_reflect", imagename), subpath, imageflags, NULL, NULL, width, height, TF_INVALID);
|
|
}
|
|
|
|
if (loadflags & SHADER_HASFULLBRIGHT)
|
|
{
|
|
if (!TEXVALID(tex->fullbright) && *mapname)
|
|
tex->fullbright = R_LoadHiResTexture(va("%s_luma", mapname), NULL, imageflags);
|
|
if (!TEXVALID(tex->fullbright))
|
|
{
|
|
int s=-1;
|
|
if (srcdata && !(basefmt&PTI_FULLMIPCHAIN) && (!palette || palette == host_basepal))
|
|
for(s = width*height-1; s>=0; s--)
|
|
{
|
|
if (srcdata[s] >= 256-vid.fullbright)
|
|
break;
|
|
}
|
|
tex->fullbright = Image_GetTexture(va("%s_luma:%s_glow", imagename,imagename), subpath, imageflags, (s>=0)?srcdata:NULL, palette, width, height, TF_TRANS8_FULLBRIGHT);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
shader_t *Mod_RegisterBasicShader(struct model_s *mod, const char *texname, unsigned int usageflags, const char *shadertext, uploadfmt_t pixelfmt, unsigned int width, unsigned int height, void *pixeldata, void *palettedata)
|
|
{
|
|
extern cvar_t r_fb_bmodels, r_fb_models;
|
|
extern cvar_t gl_specular;
|
|
shader_t *s;
|
|
unsigned int maps;
|
|
char mapbase[64];
|
|
if (shadertext)
|
|
s = R_RegisterShader(texname, usageflags, shadertext);
|
|
else if (mod->type != mod_brush)
|
|
s = R_RegisterCustom(mod, texname, usageflags, Shader_DefaultSkin, NULL);
|
|
else
|
|
s = R_RegisterCustom(mod, texname, usageflags, Shader_DefaultBSPLM, NULL);
|
|
|
|
maps = 0;
|
|
maps |= SHADER_HASPALETTED;
|
|
maps |= SHADER_HASDIFFUSE;
|
|
if (mod->type == mod_alias)
|
|
maps |= SHADER_HASTOPBOTTOM;
|
|
if ((mod->type == mod_brush)?r_fb_bmodels.ival:r_fb_models.ival)
|
|
maps |= SHADER_HASFULLBRIGHT;
|
|
if (r_loadbumpmapping || s->defaulttextures->reflectcube)
|
|
maps |= SHADER_HASNORMALMAP;
|
|
if (gl_specular.ival)
|
|
maps |= SHADER_HASGLOSS;
|
|
COM_FileBase(mod->name, mapbase, sizeof(mapbase));
|
|
R_BuildLegacyTexnums(s, texname, mapbase, maps, 0, pixelfmt, width, height, pixeldata, palettedata);
|
|
return s;
|
|
}
|
|
|
|
void Shader_DefaultScript(parsestate_t *ps, const char *shortname, const void *args)
|
|
{
|
|
const char *f = args;
|
|
if (!args)
|
|
return;
|
|
while (*f == ' ' || *f == '\t' || *f == '\n' || *f == '\r')
|
|
f++;
|
|
if (*f == '{')
|
|
{
|
|
f++;
|
|
Shader_ReadShader(ps, (void*)f, NULL);
|
|
}
|
|
}
|
|
|
|
void Shader_DefaultBSPLM(parsestate_t *ps, const char *shortname, const void *args)
|
|
{
|
|
shader_t *s = ps->s;
|
|
char *builtin = NULL;
|
|
if (Shader_ParseShader(ps, "defaultwall"))
|
|
return;
|
|
|
|
if (!builtin && r_softwarebanding && (qrenderer == QR_OPENGL || qrenderer == QR_VULKAN) && sh_config.progs_supported)
|
|
builtin = (
|
|
"{\n"
|
|
"{\n"
|
|
"program defaultwall#EIGHTBIT\n"
|
|
"map $colourmap\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
|
|
if (!builtin && r_lightmap.ival)
|
|
builtin = (
|
|
"{\n"
|
|
"fte_program drawflat_wall#LM\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"tcgen lightmap\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
|
|
if (!builtin && r_drawflat.ival)
|
|
builtin = (
|
|
"{\n"
|
|
"fte_program drawflat_wall\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"tcgen lightmap\n"
|
|
"rgbgen srgb $r_floorcolour\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
|
|
|
|
if (!builtin && r_lightprepass)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"{\n"
|
|
"fte_program lpp_wall\n"
|
|
"map $gbuffer2\n" //diffuse lighting info
|
|
"map $gbuffer3\n" //specular lighting info
|
|
"}\n"
|
|
|
|
//this is drawn during the initial gbuffer pass to prepare it
|
|
"fte_bemode gbuffer\n"
|
|
"{\n"
|
|
"{\n"
|
|
"fte_program lpp_depthnorm\n"
|
|
// "map $normalmap\n"
|
|
"tcgen base\n"
|
|
"}\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
//d3d has no position-invariant. this results in all sorts of glitches, so try not to use it.
|
|
if (!builtin && ((sh_config.progs_supported && (qrenderer == QR_OPENGL/*||qrenderer == QR_DIRECT3D9*/)) || sh_config.progs_required))
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"fte_program defaultwall\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
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(ps, shortname, builtin);
|
|
|
|
if (r_lightprepass)
|
|
s->flags |= SHADER_HASNORMALMAP;
|
|
}
|
|
|
|
void Shader_DefaultCinematic(parsestate_t *ps, const char *shortname, const void *args)
|
|
{
|
|
Shader_DefaultScript(ps, shortname,
|
|
va(
|
|
"{\n"
|
|
"program default2d\n"
|
|
"{\n"
|
|
"videomap \"%s\"\n"
|
|
"blendfunc gl_one gl_one_minus_src_alpha\n"
|
|
"}\n"
|
|
"}\n"
|
|
, (const char*)args)
|
|
);
|
|
}
|
|
|
|
/*shortname should begin with 'skybox_'*/
|
|
void Shader_DefaultSkybox(parsestate_t *ps, const char *shortname, const void *args)
|
|
{
|
|
shader_t *s = ps->s;
|
|
int i;
|
|
Shader_DefaultScript(ps, shortname,
|
|
va(
|
|
"{\n"
|
|
"sort sky\n"
|
|
"surfaceparm nodlight\n"
|
|
"skyparms %s - -\n"
|
|
"}\n"
|
|
, shortname+7)
|
|
);
|
|
|
|
for (i = 0; i < 6; i++)
|
|
{
|
|
if (s->skydome->farbox_textures[i] == missing_texture)
|
|
{
|
|
if (s->skydome)
|
|
Z_Free(s->skydome);
|
|
s->skydome = NULL;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
char *Shader_DefaultBSPWater(parsestate_t *ps, const char *shortname, char *buffer, size_t buffersize)
|
|
{
|
|
shader_t *s = ps->s;
|
|
int wstyle;
|
|
int type;
|
|
float alpha;
|
|
qboolean explicitalpha = false;
|
|
cvar_t *alphavars[] = { &r_wateralpha, &r_lavaalpha, &r_slimealpha, &r_telealpha};
|
|
cvar_t *stylevars[] = { &r_waterstyle, &r_lavastyle, &r_slimestyle, &r_telestyle};
|
|
|
|
if (!strncmp(shortname, "*portal", 7))
|
|
{
|
|
return "{\n"
|
|
"portal\n"
|
|
"}\n";
|
|
}
|
|
else if (!strncmp(shortname, "*lava", 5))
|
|
type = 1;
|
|
else if (!strncmp(shortname, "*slime", 6))
|
|
type = 2;
|
|
else if (!strncmp(shortname, "*tele", 5))
|
|
type = 3;
|
|
else
|
|
type = 0;
|
|
alpha = Shader_FloatArgument(s, "ALPHA");
|
|
if (alpha)
|
|
explicitalpha = true;
|
|
else
|
|
{
|
|
if (cls.allow_watervis)
|
|
alpha = *alphavars[type]->string?alphavars[type]->value:alphavars[0]->value;
|
|
else
|
|
alpha = 1;
|
|
}
|
|
|
|
if (alpha <= 0)
|
|
wstyle = -1;
|
|
else if (r_fastturb.ival)
|
|
wstyle = 0;
|
|
else if (*stylevars[type]->string)
|
|
wstyle = stylevars[type]->ival;
|
|
else if (stylevars[0]->ival > 0)
|
|
wstyle = stylevars[0]->ival;
|
|
else
|
|
wstyle = 1;
|
|
|
|
if ((wstyle < 0 || wstyle > 1) && !cls.allow_watervis)
|
|
wstyle = 1;
|
|
|
|
if (wstyle > 1 && !sh_config.progs_supported)
|
|
wstyle = 1;
|
|
|
|
//extra silly limitations
|
|
switch(qrenderer)
|
|
{
|
|
#ifdef GLQUAKE
|
|
case QR_OPENGL:
|
|
if (wstyle > 2 && !gl_config.ext_framebuffer_objects)
|
|
wstyle = 2;
|
|
break;
|
|
#endif
|
|
#ifdef VKQUAKE
|
|
case QR_VULKAN:
|
|
if (wstyle > 3)
|
|
wstyle = 3;
|
|
break;
|
|
#endif
|
|
default: //altwater not supported with other renderers
|
|
if (wstyle > 1)
|
|
wstyle = 1;
|
|
}
|
|
|
|
switch(wstyle)
|
|
{
|
|
case -1: //invisible
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodraw\n"
|
|
"surfaceparm nodlight\n"
|
|
"surfaceparm nomarks\n"
|
|
"surfaceparm hasdiffuse\n"
|
|
"}\n"
|
|
);
|
|
case -2: //regular with r_wateralpha forced off.
|
|
return (
|
|
"{\n"
|
|
"fte_program defaultwarp\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod turb 0.02 0.1 0.5 0.1\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"surfaceparm nomarks\n"
|
|
"surfaceparm hasdiffuse\n"
|
|
"}\n"
|
|
);
|
|
case 0: //fastturb
|
|
return (
|
|
"{\n"
|
|
"{\n"
|
|
//"program defaultfill\n"
|
|
"map $whiteimage\n"
|
|
"rgbgen srgb $r_fastturbcolour\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"surfaceparm nomarks\n"
|
|
"surfaceparm hasdiffuse\n"
|
|
"}\n"
|
|
);
|
|
default:
|
|
case 1: //vanilla style
|
|
Q_snprintfz(buffer, buffersize,
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"surfaceparm nomarks\n"
|
|
"if %g < 1\n"
|
|
"sort underwater\n"
|
|
"endif\n"
|
|
"fte_program defaultwarp%s\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod turb 0.02 0.1 0.5 0.1\n"
|
|
"if %g < 1\n"
|
|
"alphagen const %g\n"
|
|
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
|
|
"endif\n"
|
|
"}\n"
|
|
"surfaceparm hasdiffuse\n"
|
|
"}\n"
|
|
, alpha, (explicitalpha||alpha==1)?"":va("#ALPHA=%g",alpha), alpha, alpha);
|
|
return buffer;
|
|
case 2: //refraction of the underwater surface, with a fresnel
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"surfaceparm nomarks\n"
|
|
"{\n"
|
|
"program altwater#FRESNEL=4\n"
|
|
"map $refraction\n"
|
|
"map $null\n"//$reflection
|
|
"map $null\n"//$ripplemap
|
|
"map $null\n"//$refractiondepth
|
|
"}\n"
|
|
"surfaceparm hasdiffuse\n"
|
|
"}\n"
|
|
);
|
|
case 3: //reflections
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"surfaceparm nomarks\n"
|
|
"{\n"
|
|
"program altwater#REFLECT#FRESNEL=4\n"
|
|
"map $refraction\n"
|
|
"map $reflection\n"
|
|
"map $null\n"//$ripplemap
|
|
"map $null\n"//$refractiondepth
|
|
"}\n"
|
|
"surfaceparm hasdiffuse\n"
|
|
"}\n"
|
|
);
|
|
case 4: //ripples
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"surfaceparm nomarks\n"
|
|
"{\n"
|
|
"program altwater#RIPPLEMAP#FRESNEL=4\n"
|
|
"map $refraction\n"
|
|
"map $null\n"//$reflection
|
|
"map $ripplemap\n"
|
|
"map $null\n"//$refractiondepth
|
|
"}\n"
|
|
"surfaceparm hasdiffuse\n"
|
|
"}\n"
|
|
);
|
|
case 5: //ripples+reflections
|
|
return (
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"surfaceparm nomarks\n"
|
|
"{\n"
|
|
"program altwater#REFLECT#RIPPLEMAP#FRESNEL=4\n"
|
|
"map $refraction\n"
|
|
"map $reflection\n"
|
|
"map $ripplemap\n"
|
|
"map $null\n"//$refractiondepth
|
|
"}\n"
|
|
"surfaceparm hasdiffuse\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
}
|
|
|
|
void Shader_DefaultWaterShader(parsestate_t *ps, const char *shortname, const void *args)
|
|
{
|
|
char tmpbuffer[2048];
|
|
Shader_DefaultScript(ps, shortname, Shader_DefaultBSPWater(ps, shortname, tmpbuffer, sizeof(tmpbuffer)));
|
|
}
|
|
void Shader_DefaultBSPQ2(parsestate_t *ps, const char *shortname, const void *args)
|
|
{
|
|
if (!strncmp(shortname, "sky/", 4))
|
|
{
|
|
Shader_DefaultScript(ps, shortname,
|
|
"{\n"
|
|
"sort sky\n"
|
|
"surfaceparm nodlight\n"
|
|
"skyparms - - -\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else if (Shader_FloatArgument(ps->s, "WARP"))//!strncmp(shortname, "warp/", 5) || !strncmp(shortname, "warp33/", 7) || !strncmp(shortname, "warp66/", 7))
|
|
{
|
|
char tmpbuffer[2048];
|
|
Shader_DefaultScript(ps, shortname, Shader_DefaultBSPWater(ps, shortname, tmpbuffer, sizeof(tmpbuffer)));
|
|
}
|
|
else if (Shader_FloatArgument(ps->s, "FLOW"))
|
|
{
|
|
if (Shader_FloatArgument(ps->s, "ALPHA")) {
|
|
Shader_DefaultScript(ps, shortname,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"alphagen const $#ALPHA\n"
|
|
"tcmod scroll -1 0\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
} else {
|
|
Shader_DefaultScript(ps, shortname,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod scroll -1 0\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"if gl_overbright > 1\n"
|
|
"blendfunc gl_dst_color gl_src_color\n"
|
|
"else\n"
|
|
"blendfunc gl_dst_color gl_zero\n"
|
|
"endif\n"
|
|
"depthfunc equal\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
}
|
|
else if (Shader_FloatArgument(ps->s, "ALPHA"))// !strncmp(shortname, "trans/", 6))
|
|
{
|
|
Shader_DefaultScript(ps, shortname,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"alphagen const $#ALPHA\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else
|
|
Shader_DefaultBSPLM(ps, shortname, args);
|
|
}
|
|
|
|
void Shader_DefaultBSPQ1(parsestate_t *ps, const char *shortname, const void *args)
|
|
{
|
|
char *builtin = NULL;
|
|
char tmpbuffer[2048];
|
|
|
|
if (!strcmp(shortname, "mirror_portal"))
|
|
{
|
|
builtin = "{\n"
|
|
"portal\n"
|
|
"}\n";
|
|
}
|
|
else if (r_mirroralpha.value < 1 && (!strcmp(shortname, "window02_1") || !strncmp(shortname, "mirror", 6)))
|
|
{
|
|
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 == '*' || *shortname == '!'))
|
|
{
|
|
builtin = Shader_DefaultBSPWater(ps, shortname, tmpbuffer, sizeof(tmpbuffer));
|
|
}
|
|
if (!builtin && !strncmp(shortname, "sky", 3))
|
|
{
|
|
//q1 sky
|
|
/*if (r_fastsky.ival)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"sort sky\n"
|
|
"{\n"
|
|
"map $whiteimage\n"
|
|
"rgbgen srgb $r_fastskycolour\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
}*/
|
|
/*else if (*r_skyboxname.string || *cl.skyname)
|
|
{
|
|
qboolean okay;
|
|
Z_Free(s->skydome);
|
|
s->skydome = (skydome_t *)Z_Malloc(sizeof(skydome_t));
|
|
|
|
okay = Shader_ParseSkySides(shortname, "", s->skydome->farbox_textures);
|
|
s->flags |= SHADER_SKY|SHADER_NODLIGHT;
|
|
s->sort = SHADER_SORT_SKY;
|
|
|
|
if (okay)
|
|
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*/
|
|
if (sh_config.progs_supported)
|
|
builtin = (
|
|
"{\n"
|
|
"fte_program defaultwall#MASK=0.666#MASKLT\n"
|
|
"}\n"
|
|
);
|
|
else
|
|
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"
|
|
"alphafunc ge128\n"
|
|
"}\n"
|
|
// "if $lightmap\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"if gl_overbright > 1\n"
|
|
"blendfunc gl_dst_color gl_src_color\n" //scale it up twice. will probably still get clamped, but what can you do
|
|
"else\n"
|
|
"blendfunc gl_dst_color gl_zero\n"
|
|
"endif\n"
|
|
"depthfunc equal\n"
|
|
"}\n"
|
|
// "endif\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc add\n"
|
|
"depthfunc equal\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
|
|
if (builtin)
|
|
Shader_DefaultScript(ps, shortname, builtin);
|
|
else
|
|
Shader_DefaultBSPLM(ps, shortname, args);
|
|
}
|
|
|
|
void Shader_DefaultBSPVertex(parsestate_t *ps, const char *shortname, const void *args)
|
|
{
|
|
char *builtin = NULL;
|
|
|
|
if (Shader_ParseShader(ps, "defaultvertexlit"))
|
|
return;
|
|
|
|
if (!builtin)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"program defaultwall#VERTEXLIT\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"rgbgen vertex\n"
|
|
"alphagen vertex\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
|
|
Shader_DefaultScript(ps, shortname, builtin);
|
|
}
|
|
void Shader_DefaultBSPFlare(parsestate_t *ps, const char *shortname, const void *args)
|
|
{
|
|
shader_t *s = ps->s;
|
|
shaderpass_t *pass;
|
|
if (Shader_ParseShader(ps, "defaultflare"))
|
|
return;
|
|
|
|
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, NULL);
|
|
|
|
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->sort = SHADER_SORT_ADDITIVE;
|
|
|
|
s->flags |= SHADER_NODRAW;
|
|
}
|
|
void Shader_DefaultSkin(parsestate_t *ps, const char *shortname, const void *args)
|
|
{
|
|
if (Shader_ParseShader(ps, "defaultskin"))
|
|
return;
|
|
|
|
if (r_softwarebanding && qrenderer == QR_OPENGL && sh_config.progs_supported)
|
|
{
|
|
Shader_DefaultScript(ps, shortname,
|
|
"{\n"
|
|
"program defaultskin#EIGHTBIT\n"
|
|
"affine\n"
|
|
"{\n"
|
|
"map $colourmap\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
return;
|
|
}
|
|
if (r_lightprepass)
|
|
{
|
|
Shader_DefaultScript(ps, shortname,
|
|
"{\n"
|
|
"{\n"
|
|
"fte_program lpp_wall\n"
|
|
"map $gbuffer2\n" //diffuse lighting info
|
|
"map $gbuffer3\n" //specular lighting info
|
|
"}\n"
|
|
|
|
//this is drawn during the initial gbuffer pass to prepare it
|
|
"fte_bemode gbuffer\n"
|
|
"{\n"
|
|
"{\n"
|
|
"fte_program lpp_depthnorm\n"
|
|
"tcgen base\n"
|
|
"}\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
return;
|
|
}
|
|
|
|
if (r_tessellation.ival && sh_config.progs_supported)
|
|
{
|
|
Shader_DefaultScript(ps, shortname,
|
|
"{\n"
|
|
"program defaultskin#TESS\n"
|
|
"}\n"
|
|
);
|
|
return;
|
|
}
|
|
|
|
Shader_DefaultScript(ps, shortname,
|
|
"{\n"
|
|
"if $lpp\n"
|
|
"program lpp_skin\n"
|
|
"else\n"
|
|
"program defaultskin\n"
|
|
"endif\n"
|
|
"if gl_affinemodels\n"
|
|
"affine\n"
|
|
"endif\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"rgbgen lightingDiffuse\n"
|
|
"if #BLEND\n"
|
|
"blendfunc blend\n" //straight blend
|
|
"endif\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"
|
|
"}\n"
|
|
);
|
|
}
|
|
void Shader_DefaultSkinShell(parsestate_t *ps, const char *shortname, const void *args)
|
|
{
|
|
if (Shader_ParseShader(ps, "defaultskinshell"))
|
|
return;
|
|
|
|
Shader_DefaultScript(ps, shortname,
|
|
"{\n"
|
|
"sort seethrough\n" //before blend, but after other stuff. should fix most issues with shotgun etc effects obscuring it.
|
|
// "deformvertexes normal 1 1\n"
|
|
//draw it with depth but no colours at all
|
|
"{\n"
|
|
"map $whiteimage\n"
|
|
"maskcolor\n"
|
|
"depthwrite\n"
|
|
"}\n"
|
|
//now draw it again, depthfunc = equal should fill only the near-side, avoiding any excess-brightness issues with overlapping triangles
|
|
"{\n"
|
|
"map $whiteimage\n"
|
|
"rgbgen entity\n"
|
|
"alphagen entity\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
void Shader_Default2D(parsestate_t *ps, const char *shortname, const void *genargs)
|
|
{
|
|
shader_t *s = ps->s;
|
|
if (Shader_ParseShader(ps, "default2d"))
|
|
return;
|
|
if (sh_config.progs_supported && qrenderer != QR_DIRECT3D9
|
|
#ifdef HAVE_LEGACY
|
|
&& !dpcompat_nopremulpics.ival
|
|
#endif
|
|
)
|
|
{
|
|
//hexen2 needs premultiplied alpha to avoid looking ugly
|
|
//but that results in problems where things are drawn with alpha not 0, so scale vertex colour by alpha in the fragment program
|
|
Shader_DefaultScript(ps, shortname,
|
|
"{\n"
|
|
"affine\n"
|
|
"nomipmaps\n"
|
|
"program default2d#PREMUL\n"
|
|
"{\n"
|
|
"clampmap $diffuse\n"
|
|
"blendfunc gl_one gl_one_minus_src_alpha\n"
|
|
"}\n"
|
|
"sort additive\n"
|
|
"}\n"
|
|
);
|
|
TEXASSIGN(s->defaulttextures->base, R_LoadHiResTexture(s->name, genargs, IF_PREMULTIPLYALPHA|IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP|IF_HIGHPRIORITY));
|
|
}
|
|
else
|
|
{
|
|
Shader_DefaultScript(ps, shortname,
|
|
"{\n"
|
|
"affine\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(s->name, genargs, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP|IF_HIGHPRIORITY));
|
|
}
|
|
}
|
|
void Shader_PolygonShader(struct shaderparsestate_s *ps, const char *shortname, const void *args)
|
|
{
|
|
shader_t *s = ps->s;
|
|
Shader_DefaultScript(ps, shortname,
|
|
"{\n"
|
|
"if $lpp\n"
|
|
"program lpp_skin\n"
|
|
"else\n"
|
|
"program defaultskin#NONORMALS\n"
|
|
"endif\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"rgbgen vertex\n"
|
|
"alphagen vertex\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc add\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
|
|
if (!s->defaulttextures->base && (s->flags & SHADER_HASDIFFUSE))
|
|
R_BuildDefaultTexnums(NULL, s, 0);
|
|
}
|
|
|
|
static qboolean Shader_ReadShaderTerms(parsestate_t *ps, struct scondinfo_s *cond)
|
|
{
|
|
char *token;
|
|
|
|
if (!ps->ptr)
|
|
return false;
|
|
|
|
token = COM_ParseExt (&ps->ptr, true, true);
|
|
|
|
if ( !token[0] )
|
|
return true;
|
|
else if (!Shader_Conditional_Read(ps, cond, token, &ps->ptr))
|
|
{
|
|
int i;
|
|
for (i = 0; shadermacros[i].name; i++)
|
|
{
|
|
if (!Q_stricmp (token, shadermacros[i].name))
|
|
{
|
|
#define SHADER_MACRO_ARGS 8
|
|
int argn = 0;
|
|
const char *oldptr;
|
|
char arg[SHADER_MACRO_ARGS][256];
|
|
char tmp[4096], *out, *in;
|
|
//parse args until the end of the line
|
|
while (ps->ptr)
|
|
{
|
|
token = COM_ParseExt(&ps->ptr, false, true);
|
|
if ( !token[0] )
|
|
{
|
|
break;
|
|
}
|
|
if (argn <= SHADER_MACRO_ARGS)
|
|
{
|
|
Q_strncpyz(arg[argn], token, sizeof(arg[argn]));
|
|
argn++;
|
|
}
|
|
}
|
|
for(out = tmp, in = shadermacros[i].body; *in; )
|
|
{
|
|
if (out == tmp+countof(tmp)-1)
|
|
break;
|
|
if (*in == '%' && in[1] == '%')
|
|
in++; //skip doubled up percents
|
|
else if (*in == '%')
|
|
{ //expand an arg
|
|
char *e;
|
|
int i = strtol(in+1, &e, 0);
|
|
if (e != in+1)
|
|
{
|
|
i--;
|
|
if (i >= 0 && i < countof(arg))
|
|
{
|
|
for (in = arg[i]; *in; )
|
|
{
|
|
if (out == tmp+countof(tmp)-1)
|
|
break;
|
|
*out++ = *in++;
|
|
}
|
|
in = e;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
*out++ = *in++;
|
|
}
|
|
*out = 0;
|
|
|
|
oldptr = ps->ptr;
|
|
ps->ptr = tmp;
|
|
Shader_ReadShaderTerms(ps, cond);
|
|
ps->ptr = oldptr;
|
|
return true;
|
|
}
|
|
}
|
|
if (token[0] == '}')
|
|
return false;
|
|
else if (token[0] == '{')
|
|
Shader_Readpass(ps);
|
|
else if (Shader_Parsetok(ps, shaderkeys, token))
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//loads a shader string into an existing shader object, and finalises it and stuff
|
|
static void Shader_ReadShader(parsestate_t *ps, const char *shadersource, shadercachefile_t *sourcefile)
|
|
{
|
|
struct scondinfo_s cond = {0};
|
|
char **savebody = ps->saveshaderbody;
|
|
shader_t *s = ps->s;
|
|
|
|
memset(ps, 0, sizeof(*ps));
|
|
if (sourcefile)
|
|
{
|
|
ps->forcedshader = *sourcefile->forcedshadername?sourcefile->forcedshadername:NULL;
|
|
ps->parseflags = sourcefile->parseflags;
|
|
ps->sourcename = sourcefile->name;
|
|
}
|
|
else
|
|
{
|
|
ps->parseflags = 0;
|
|
ps->sourcename = "<code>";
|
|
}
|
|
ps->specularexpscale = 1;
|
|
ps->specularvalscale = 1;
|
|
ps->ptr = shadersource;
|
|
ps->s = s;
|
|
|
|
if (!s->defaulttextures)
|
|
{
|
|
s->defaulttextures = Z_Malloc(sizeof(*s->defaulttextures));
|
|
s->numdefaulttextures = 0;
|
|
}
|
|
|
|
// set defaults
|
|
s->flags = SHADER_CULL_FRONT;
|
|
|
|
while (Shader_ReadShaderTerms(ps, &cond))
|
|
{
|
|
}
|
|
|
|
if (cond.depth)
|
|
{
|
|
Con_Printf("if statements without endif in shader %s\n", s->name);
|
|
}
|
|
|
|
Shader_Finish (ps);
|
|
|
|
//querying the shader body often requires generating the shader, which then gets parsed.
|
|
if (savebody)
|
|
{
|
|
size_t l = ps->ptr?ps->ptr - shadersource:0;
|
|
Z_Free(*savebody);
|
|
*savebody = BZ_Malloc(l+1);
|
|
(*savebody)[l] = 0;
|
|
memcpy(*savebody, shadersource, l);
|
|
}
|
|
}
|
|
|
|
static void Shader_LoadMaterialString(parsestate_t *ps, const char *shadertext)
|
|
{ //callback for our external material loaders.
|
|
Shader_Reset(ps);
|
|
Shader_ReadShader(ps, shadertext, NULL);
|
|
}
|
|
|
|
static qboolean Shader_ParseShader(parsestate_t *ps, const char *parsename)
|
|
{
|
|
size_t offset = 0, length;
|
|
const char *buf = NULL;
|
|
shadercachefile_t *sourcefile = NULL;
|
|
const char *file;
|
|
const char *token=".";
|
|
size_t i;
|
|
|
|
if (!strchr(parsename, ':'))
|
|
{
|
|
//if the named shader is a .shader file then just directly load it.
|
|
token = COM_GetFileExtension(parsename, NULL);
|
|
if (!strcmp(token, ".mat") || !*token)
|
|
{
|
|
char shaderfile[MAX_QPATH];
|
|
if (!*token)
|
|
{
|
|
for (i = 0; i < materialloader_count; i++)
|
|
{
|
|
if (materialloader[i].funcs->ReadMaterial(ps, parsename, Shader_LoadMaterialString))
|
|
return true;
|
|
}
|
|
|
|
Q_snprintfz(shaderfile, sizeof(shaderfile), "%s.mat", parsename);
|
|
file = COM_LoadTempMoreFile(shaderfile, &length);
|
|
}
|
|
else
|
|
file = COM_LoadTempMoreFile(parsename, &length);
|
|
if (file)
|
|
{
|
|
Shader_Reset(ps);
|
|
token = COM_ParseExt (&file, true, false); //we need to skip over the leading {.
|
|
if (*token != '{')
|
|
token = COM_ParseExt (&file, true, false); //try again, in case we found some legacy name.
|
|
if (*token == '{')
|
|
{
|
|
Shader_ReadShader(ps, file, NULL);
|
|
return true;
|
|
}
|
|
else
|
|
Con_Printf("file %s.shader does not appear to contain a shader\n", shaderfile);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Shader_LocateSource(parsename, &buf, &length, &offset, &sourcefile))
|
|
{
|
|
// the shader is in the shader scripts
|
|
if (buf && offset < length )
|
|
{
|
|
file = buf + offset;
|
|
token = COM_ParseExt (&file, true, true);
|
|
if ( !file || token[0] != '{' )
|
|
{
|
|
FS_FreeFile((char*)buf);
|
|
return false;
|
|
}
|
|
|
|
Shader_Reset(ps);
|
|
|
|
Shader_ReadShader(ps, file, sourcefile);
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (*token)
|
|
{
|
|
for (i = 0; i < materialloader_count; i++)
|
|
{
|
|
if (materialloader[i].funcs->ReadMaterial(ps, parsename, Shader_LoadMaterialString))
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
void R_UnloadShader(shader_t *shader)
|
|
{
|
|
if (!shader)
|
|
return;
|
|
if (shader->uses <= 0)
|
|
{
|
|
Con_Printf("Shader double free (%p %s %i)\n", shader, shader->name, shader->usageflags);
|
|
return;
|
|
}
|
|
if (--shader->uses == 0)
|
|
Shader_Free(shader);
|
|
}
|
|
static shader_t *R_LoadShader (model_t *mod, const char *name, unsigned int usageflags, shader_gen_t *defaultgen, const char *genargs)
|
|
{
|
|
int i, f = -1;
|
|
char cleanname[MAX_QPATH];
|
|
shader_t *s;
|
|
|
|
if (!*name)
|
|
name = "gfx/unspecified";
|
|
|
|
COM_AssertMainThread("R_LoadShader");
|
|
|
|
Q_strncpyz(cleanname, name, sizeof(cleanname));
|
|
COM_CleanUpPath(cleanname);
|
|
|
|
// check the hash first
|
|
s = Hash_Get(&shader_active_hash, cleanname);
|
|
while (s)
|
|
{
|
|
if (!mod || s->model == mod)
|
|
//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))
|
|
{
|
|
if (!s->uses)
|
|
break;
|
|
s->uses++;
|
|
return s;
|
|
}
|
|
if (s->generator == Shader_DefaultScript)
|
|
{ //if someone shaderfornamed and then needed a different usageflag later, just borrow from the existing one.
|
|
defaultgen = s->generator;
|
|
genargs = s->genargs;
|
|
}
|
|
s = Hash_GetNext(&shader_active_hash, cleanname, 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;
|
|
if (strlen(cleanname) >= sizeof(s->name))
|
|
{
|
|
Sys_Error( "R_LoadShader: Shader name too long.");
|
|
return NULL;
|
|
}
|
|
f = r_numshaders;
|
|
if (f == r_maxshaders)
|
|
{
|
|
if (!r_maxshaders)
|
|
Sys_Error( "R_LoadShader: shader system not inited.");
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
{
|
|
parsestate_t ps;
|
|
char shortname[MAX_QPATH];
|
|
char *argsstart;
|
|
s = r_shaders[f];
|
|
if (!s)
|
|
{
|
|
s = r_shaders[f] = Z_Malloc(sizeof(*s));
|
|
}
|
|
ps.saveshaderbody = NULL;
|
|
ps.s = s;
|
|
s->id = f;
|
|
if (r_numshaders < f+1)
|
|
r_numshaders = f+1;
|
|
|
|
if (!s->defaulttextures)
|
|
s->defaulttextures = Z_Malloc(sizeof(*s->defaulttextures));
|
|
else
|
|
memset(s->defaulttextures, 0, sizeof(*s->defaulttextures));
|
|
s->numdefaulttextures = 0;
|
|
Q_strncpyz(s->name, cleanname, sizeof(s->name));
|
|
s->model = mod;
|
|
s->usageflags = usageflags;
|
|
s->generator = defaultgen;
|
|
s->width = 0;
|
|
s->height = 0;
|
|
s->uses = 1;
|
|
if (genargs)
|
|
s->genargs = strdup(genargs);
|
|
else
|
|
s->genargs = NULL;
|
|
|
|
//now determine the 'short name'. ie: the shader that is loaded off disk (no args, no extension)
|
|
argsstart = *cleanname?strchr(cleanname+1, '#'):NULL;
|
|
if (argsstart)
|
|
*argsstart = 0;
|
|
COM_StripExtension (cleanname, shortname, sizeof(shortname));
|
|
|
|
if (ruleset_allow_shaders.ival && !(usageflags & SUR_FORCEFALLBACK))
|
|
{
|
|
if (sh_config.shadernamefmt)
|
|
{
|
|
char drivername[MAX_QPATH];
|
|
Q_snprintfz(drivername, sizeof(drivername), sh_config.shadernamefmt, cleanname);
|
|
if (Shader_ParseShader(&ps, drivername))
|
|
return s;
|
|
}
|
|
if (Shader_ParseShader(&ps, cleanname))
|
|
return s;
|
|
if (strcmp(cleanname, shortname))
|
|
if (Shader_ParseShader(&ps, shortname))
|
|
return s;
|
|
}
|
|
|
|
// make a default shader
|
|
|
|
if (s->generator)
|
|
{
|
|
Shader_Regenerate(&ps, shortname);
|
|
return s;
|
|
}
|
|
else
|
|
{
|
|
Shader_Free(s);
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
static char *Shader_DecomposePass(char *o, shaderpass_t *p, qboolean simple)
|
|
{
|
|
if (!simple)
|
|
{
|
|
switch(p->rgbgen)
|
|
{
|
|
default: sprintf(o, "RGB_GEN_? "); break;
|
|
case RGB_GEN_ENTITY: sprintf(o, "RGB_GEN_ENTITY "); break;
|
|
case RGB_GEN_ONE_MINUS_ENTITY: sprintf(o, "RGB_GEN_ONE_MINUS_ENTITY "); break;
|
|
case RGB_GEN_VERTEX_LIGHTING: sprintf(o, "RGB_GEN_VERTEX_LIGHTING "); break;
|
|
case RGB_GEN_VERTEX_EXACT: sprintf(o, "RGB_GEN_VERTEX_EXACT "); break;
|
|
case RGB_GEN_ONE_MINUS_VERTEX: sprintf(o, "RGB_GEN_ONE_MINUS_VERTEX "); break;
|
|
case RGB_GEN_IDENTITY_LIGHTING: sprintf(o, "RGB_GEN_IDENTITY_LIGHTING "); break;
|
|
case RGB_GEN_IDENTITY_OVERBRIGHT: sprintf(o, "RGB_GEN_IDENTITY_OVERBRIGHT "); break;
|
|
case RGB_GEN_IDENTITY: sprintf(o, "RGB_GEN_IDENTITY "); break;
|
|
case RGB_GEN_CONST: sprintf(o, "RGB_GEN_CONST "); break;
|
|
case RGB_GEN_ENTITY_LIGHTING_DIFFUSE: sprintf(o, "RGB_GEN_ENTITY_LIGHTING_DIFFUSE "); break;
|
|
case RGB_GEN_LIGHTING_DIFFUSE: sprintf(o, "RGB_GEN_LIGHTING_DIFFUSE "); break;
|
|
case RGB_GEN_WAVE: sprintf(o, "RGB_GEN_WAVE "); break;
|
|
case RGB_GEN_TOPCOLOR: sprintf(o, "RGB_GEN_TOPCOLOR "); break;
|
|
case RGB_GEN_BOTTOMCOLOR: sprintf(o, "RGB_GEN_BOTTOMCOLOR "); break;
|
|
case RGB_GEN_UNKNOWN: sprintf(o, "RGB_GEN_UNKNOWN "); break;
|
|
}
|
|
o+=strlen(o);
|
|
sprintf(o, "\n"); o+=strlen(o);
|
|
|
|
switch(p->alphagen)
|
|
{
|
|
default: sprintf(o, "ALPHA_GEN_? "); break;
|
|
case ALPHA_GEN_ENTITY: sprintf(o, "ALPHA_GEN_ENTITY "); break;
|
|
case ALPHA_GEN_WAVE: sprintf(o, "ALPHA_GEN_WAVE "); break;
|
|
case ALPHA_GEN_PORTAL: sprintf(o, "ALPHA_GEN_PORTAL "); break;
|
|
case ALPHA_GEN_SPECULAR: sprintf(o, "ALPHA_GEN_SPECULAR "); break;
|
|
case ALPHA_GEN_IDENTITY: sprintf(o, "ALPHA_GEN_IDENTITY "); break;
|
|
case ALPHA_GEN_VERTEX: sprintf(o, "ALPHA_GEN_VERTEX "); break;
|
|
case ALPHA_GEN_CONST: sprintf(o, "ALPHA_GEN_CONST "); break;
|
|
}
|
|
o+=strlen(o);
|
|
sprintf(o, "\n"); o+=strlen(o);
|
|
}
|
|
|
|
if (p->prog)
|
|
{
|
|
sprintf(o, "program %s\n", p->prog->name);
|
|
o+=strlen(o);
|
|
}
|
|
|
|
if (p->shaderbits & SBITS_MISC_DEPTHWRITE) { sprintf(o, "SBITS_MISC_DEPTHWRITE\n"); o+=strlen(o); }
|
|
if (p->shaderbits & SBITS_MISC_NODEPTHTEST) { sprintf(o, "SBITS_MISC_NODEPTHTEST\n"); o+=strlen(o); }
|
|
else switch (p->shaderbits & SBITS_DEPTHFUNC_BITS)
|
|
{
|
|
case SBITS_DEPTHFUNC_EQUAL: sprintf(o, "depthfunc equal\n"); break;
|
|
case SBITS_DEPTHFUNC_CLOSER: sprintf(o, "depthfunc less\n"); break;
|
|
case SBITS_DEPTHFUNC_CLOSEREQUAL: sprintf(o, "depthfunc lequal\n"); break;
|
|
case SBITS_DEPTHFUNC_FURTHER: sprintf(o, "depthfunc greater\n"); break;
|
|
}
|
|
if (p->shaderbits & SBITS_TESSELLATION) { sprintf(o, "SBITS_TESSELLATION\n"); o+=strlen(o); }
|
|
if (p->shaderbits & SBITS_AFFINE) { sprintf(o, "SBITS_AFFINE\n"); o+=strlen(o); }
|
|
if (p->shaderbits & SBITS_MASK_BITS) { sprintf(o, "SBITS_MASK_BITS\n"); o+=strlen(o); }
|
|
|
|
if (p->shaderbits & SBITS_BLEND_BITS)
|
|
{
|
|
sprintf(o, "blendfunc");
|
|
o+=strlen(o);
|
|
switch(p->shaderbits & SBITS_SRCBLEND_BITS)
|
|
{
|
|
case SBITS_SRCBLEND_NONE: sprintf(o, " SBITS_SRCBLEND_NONE"); break;
|
|
case SBITS_SRCBLEND_ZERO: sprintf(o, " SBITS_SRCBLEND_ZERO"); break;
|
|
case SBITS_SRCBLEND_ONE: sprintf(o, " SBITS_SRCBLEND_ONE"); break;
|
|
case SBITS_SRCBLEND_DST_COLOR: sprintf(o, " SBITS_SRCBLEND_DST_COLOR"); break;
|
|
case SBITS_SRCBLEND_ONE_MINUS_DST_COLOR: sprintf(o, " SBITS_SRCBLEND_ONE_MINUS_DST_COLOR"); break;
|
|
case SBITS_SRCBLEND_SRC_ALPHA: sprintf(o, " SBITS_SRCBLEND_SRC_ALPHA"); break;
|
|
case SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA: sprintf(o, " SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA"); break;
|
|
case SBITS_SRCBLEND_DST_ALPHA: sprintf(o, " SBITS_SRCBLEND_DST_ALPHA"); break;
|
|
case SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA: sprintf(o, " SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA"); break;
|
|
case SBITS_SRCBLEND_SRC_COLOR_INVALID: sprintf(o, " SBITS_SRCBLEND_SRC_COLOR_INVALID"); break;
|
|
case SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID: sprintf(o, " SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID"); break;
|
|
case SBITS_SRCBLEND_ALPHA_SATURATE: sprintf(o, " SBITS_SRCBLEND_ALPHA_SATURATE"); break;
|
|
default: sprintf(o, " SBITS_SRCBLEND_INVALID"); break;
|
|
}
|
|
o+=strlen(o);
|
|
switch(p->shaderbits & SBITS_DSTBLEND_BITS)
|
|
{
|
|
case SBITS_DSTBLEND_NONE: sprintf(o, " SBITS_DSTBLEND_NONE"); break;
|
|
case SBITS_DSTBLEND_ZERO: sprintf(o, " SBITS_DSTBLEND_ZERO"); break;
|
|
case SBITS_DSTBLEND_ONE: sprintf(o, " SBITS_DSTBLEND_ONE"); break;
|
|
case SBITS_DSTBLEND_DST_COLOR_INVALID: sprintf(o, " SBITS_DSTBLEND_DST_COLOR_INVALID"); break;
|
|
case SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID: sprintf(o, " SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID"); break;
|
|
case SBITS_DSTBLEND_SRC_ALPHA: sprintf(o, " SBITS_DSTBLEND_SRC_ALPHA"); break;
|
|
case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA: sprintf(o, " SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA"); break;
|
|
case SBITS_DSTBLEND_DST_ALPHA: sprintf(o, " SBITS_DSTBLEND_DST_ALPHA"); break;
|
|
case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA: sprintf(o, " SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA"); break;
|
|
case SBITS_DSTBLEND_SRC_COLOR: sprintf(o, " SBITS_DSTBLEND_SRC_COLOR"); break;
|
|
case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR: sprintf(o, " SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR"); break;
|
|
case SBITS_DSTBLEND_ALPHA_SATURATE_INVALID: sprintf(o, " SBITS_DSTBLEND_ALPHA_SATURATE_INVALID"); break;
|
|
default: sprintf(o, " SBITS_DSTBLEND_INVALID"); break;
|
|
}
|
|
o+=strlen(o);
|
|
|
|
sprintf(o, "\n");
|
|
o+=strlen(o);
|
|
}
|
|
|
|
|
|
switch(p->shaderbits & SBITS_ATEST_BITS)
|
|
{
|
|
case SBITS_ATEST_NONE: break;
|
|
case SBITS_ATEST_GE128: sprintf(o, "SBITS_ATEST_GE128\n"); break;
|
|
case SBITS_ATEST_LT128: sprintf(o, "SBITS_ATEST_LT128\n"); break;
|
|
case SBITS_ATEST_GT0: sprintf(o, "SBITS_ATEST_GT0\n"); break;
|
|
}
|
|
o+=strlen(o);
|
|
|
|
return o;
|
|
}
|
|
static void Shader_DecomposeSubPassMap(char *o, shader_t *s, char *name, texid_t tex)
|
|
{
|
|
if (tex)
|
|
{
|
|
unsigned int flags = tex->flags;
|
|
sprintf(o, "%s \"%s\" %ix%i%s %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s", name, tex->ident, tex->width, tex->height,
|
|
(tex->status == TEX_FAILED)?" FAILED":"",
|
|
Image_FormatName(tex->format),
|
|
(flags&IF_CLAMP)?" clamp":"",
|
|
(flags&IF_NOMIPMAP)?" nomipmap":"",
|
|
(flags&IF_NEAREST)?" nearest":"",
|
|
(flags&IF_LINEAR)?" linear":"",
|
|
(flags&IF_UIPIC)?" uipic":"",
|
|
(flags&IF_SRGB)?" srgb":"",
|
|
|
|
(flags&IF_NOPICMIP)?" nopicmip":"",
|
|
(flags&IF_NOALPHA)?" noalpha":"",
|
|
(flags&IF_NOGAMMA)?" noalpha":"",
|
|
(flags&IF_TEXTYPEMASK)?" non-2d":"",
|
|
(flags&IF_MIPCAP)?"":" nomipcap",
|
|
(flags&IF_PREMULTIPLYALPHA)?" premultiply":"",
|
|
|
|
(flags&IF_NOSRGB)?" nosrgb":"",
|
|
|
|
(flags&IF_PALETTIZE)?" palettize":"",
|
|
(flags&IF_NOPURGE)?" nopurge":"",
|
|
(flags&IF_HIGHPRIORITY)?" highpri":"",
|
|
(flags&IF_LOWPRIORITY)?" lowpri":"",
|
|
(flags&IF_LOADNOW)?" loadnow":"",
|
|
(flags&IF_TRYBUMP)?" trybump":"",
|
|
(flags&IF_RENDERTARGET)?" rendertarget":"",
|
|
(flags&IF_EXACTEXTENSION)?" exactext":"",
|
|
(flags&IF_NOREPLACE)?" noreplace":"",
|
|
(flags&IF_NOWORKER)?" noworker":""
|
|
);
|
|
}
|
|
else
|
|
sprintf(o, "%s (%s)", name, "UNDEFINED");
|
|
}
|
|
static char *Shader_DecomposeSubPass(char *o, shader_t *s, shaderpass_t *p, qboolean simple)
|
|
{
|
|
int i;
|
|
if (!simple)
|
|
{
|
|
switch(p->tcgen)
|
|
{
|
|
default: sprintf(o, "TC_GEN_? "); break;
|
|
case TC_GEN_BASE: sprintf(o, "TC_GEN_BASE "); break;
|
|
case TC_GEN_LIGHTMAP: sprintf(o, "TC_GEN_LIGHTMAP "); break;
|
|
case TC_GEN_ENVIRONMENT: sprintf(o, "TC_GEN_ENVIRONMENT "); break;
|
|
case TC_GEN_DOTPRODUCT: sprintf(o, "TC_GEN_DOTPRODUCT "); break;
|
|
case TC_GEN_VECTOR: sprintf(o, "TC_GEN_VECTOR "); break;
|
|
case TC_GEN_NORMAL: sprintf(o, "TC_GEN_NORMAL "); break;
|
|
case TC_GEN_SVECTOR: sprintf(o, "TC_GEN_SVECTOR "); break;
|
|
case TC_GEN_TVECTOR: sprintf(o, "TC_GEN_TVECTOR "); break;
|
|
case TC_GEN_SKYBOX: sprintf(o, "TC_GEN_SKYBOX "); break;
|
|
case TC_GEN_WOBBLESKY: sprintf(o, "TC_GEN_WOBBLESKY "); break;
|
|
case TC_GEN_REFLECT: sprintf(o, "TC_GEN_REFLECT "); break;
|
|
case TC_GEN_UNSPECIFIED: sprintf(o, "TC_GEN_UNSPECIFIED "); break;
|
|
}
|
|
o+=strlen(o);
|
|
sprintf(o, "\n"); o+=strlen(o);
|
|
|
|
for (i = 0; i < p->numtcmods; i++)
|
|
{
|
|
switch(p->tcmods[i].type)
|
|
{
|
|
default: sprintf(o, "TCMOD_GEN_? "); break;
|
|
case SHADER_TCMOD_NONE: sprintf(o, "SHADER_TCMOD_NONE "); break;
|
|
case SHADER_TCMOD_SCALE: sprintf(o, "SHADER_TCMOD_SCALE "); break;
|
|
case SHADER_TCMOD_SCROLL: sprintf(o, "SHADER_TCMOD_SCROLL "); break;
|
|
case SHADER_TCMOD_STRETCH: sprintf(o, "SHADER_TCMOD_STRETCH "); break;
|
|
case SHADER_TCMOD_ROTATE: sprintf(o, "SHADER_TCMOD_ROTATE "); break;
|
|
case SHADER_TCMOD_TRANSFORM: sprintf(o, "SHADER_TCMOD_TRANSFORM "); break;
|
|
case SHADER_TCMOD_TURB: sprintf(o, "SHADER_TCMOD_TURB "); break;
|
|
case SHADER_TCMOD_PAGE: sprintf(o, "SHADER_TCMOD_PAGE "); break;
|
|
}
|
|
o+=strlen(o);
|
|
sprintf(o, "\n"); o+=strlen(o);
|
|
}
|
|
|
|
|
|
switch(p->blendmode)
|
|
{
|
|
default: sprintf(o, "PBM_? "); break;
|
|
case PBM_MODULATE: sprintf(o, "PBM_MODULATE "); break;
|
|
case PBM_OVERBRIGHT: sprintf(o, "PBM_OVERBRIGHT "); break;
|
|
case PBM_DECAL: sprintf(o, "PBM_DECAL "); break;
|
|
case PBM_ADD: sprintf(o, "PBM_ADD "); break;
|
|
case PBM_DOTPRODUCT: sprintf(o, "PBM_DOTPRODUCT "); break;
|
|
case PBM_REPLACE: sprintf(o, "PBM_REPLACE "); break;
|
|
case PBM_REPLACELIGHT: sprintf(o, "PBM_REPLACELIGHT "); break;
|
|
case PBM_MODULATE_PREV_COLOUR: sprintf(o, "PBM_MODULATE_PREV_COLOUR "); break;
|
|
}
|
|
o+=strlen(o);
|
|
}
|
|
|
|
switch(p->texgen)
|
|
{
|
|
default: sprintf(o, "T_GEN_? "); break;
|
|
case T_GEN_SINGLEMAP: Shader_DecomposeSubPassMap(o, s, "map", p->anim_frames[0]); break;
|
|
case T_GEN_ANIMMAP: Shader_DecomposeSubPassMap(o, s, "animmap", p->anim_frames[0]); break;
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
case T_GEN_VIDEOMAP: Shader_DecomposeSubPassMap(o, s, "videomap", Media_UpdateForShader(p->cin)); break;
|
|
#endif
|
|
case T_GEN_LIGHTMAP: sprintf(o, "map $lightmap "); break;
|
|
case T_GEN_DELUXMAP: sprintf(o, "map $deluxemap "); break;
|
|
case T_GEN_SHADOWMAP: sprintf(o, "map $shadowmap "); break;
|
|
case T_GEN_LIGHTCUBEMAP: sprintf(o, "map $lightcubemap "); break;
|
|
case T_GEN_DIFFUSE: Shader_DecomposeSubPassMap(o, s, "map $diffuse", s->defaulttextures[0].base); break;
|
|
case T_GEN_NORMALMAP: Shader_DecomposeSubPassMap(o, s, "map $normalmap", s->defaulttextures[0].bump); break;
|
|
case T_GEN_SPECULAR: Shader_DecomposeSubPassMap(o, s, "map $specular", s->defaulttextures[0].specular); break;
|
|
case T_GEN_UPPEROVERLAY: Shader_DecomposeSubPassMap(o, s, "map $upper", s->defaulttextures[0].upperoverlay); break;
|
|
case T_GEN_LOWEROVERLAY: Shader_DecomposeSubPassMap(o, s, "map $lower", s->defaulttextures[0].loweroverlay); break;
|
|
case T_GEN_FULLBRIGHT: Shader_DecomposeSubPassMap(o, s, "map $fullbright", s->defaulttextures[0].fullbright); break;
|
|
case T_GEN_PALETTED: Shader_DecomposeSubPassMap(o, s, "map $paletted", s->defaulttextures[0].paletted); break;
|
|
case T_GEN_REFLECTCUBE: Shader_DecomposeSubPassMap(o, s, "map $reflectcube", s->defaulttextures[0].reflectcube); break;
|
|
case T_GEN_REFLECTMASK: Shader_DecomposeSubPassMap(o, s, "map $reflectmask", s->defaulttextures[0].reflectmask); break;
|
|
case T_GEN_DISPLACEMENT: Shader_DecomposeSubPassMap(o, s, "map $displacement", s->defaulttextures[0].displacement); break;
|
|
case T_GEN_OCCLUSION: Shader_DecomposeSubPassMap(o, s, "map $occlusion", s->defaulttextures[0].occlusion); break;
|
|
case T_GEN_CURRENTRENDER: sprintf(o, "map $currentrender "); break;
|
|
case T_GEN_SOURCECOLOUR: sprintf(o, "map $sourcecolour"); break;
|
|
case T_GEN_SOURCEDEPTH: sprintf(o, "map $sourcedepth"); break;
|
|
case T_GEN_REFLECTION: sprintf(o, "map $reflection"); break;
|
|
case T_GEN_REFRACTION: sprintf(o, "map $refraction"); break;
|
|
case T_GEN_REFRACTIONDEPTH: sprintf(o, "map $refractiondepth"); break;
|
|
case T_GEN_RIPPLEMAP: sprintf(o, "map $ripplemap"); break;
|
|
case T_GEN_SOURCECUBE: sprintf(o, "map $sourcecube"); break;
|
|
case T_GEN_GBUFFERCASE: sprintf(o, "map $gbuffer%i ",p->texgen-T_GEN_GBUFFER0); break;
|
|
}
|
|
o+=strlen(o);
|
|
|
|
sprintf(o, "\n"); o+=strlen(o);
|
|
return o;
|
|
}
|
|
char *Shader_Decompose(shader_t *s)
|
|
{
|
|
static char decomposebuf[32768];
|
|
char *o = decomposebuf;
|
|
shaderpass_t *p;
|
|
unsigned int i, j;
|
|
|
|
sprintf(o, "\n<---\n"); o+=strlen(o);
|
|
|
|
switch (s->sort)
|
|
{
|
|
default: sprintf(o, "sort %i\n", s->sort); break;
|
|
case SHADER_SORT_NONE: sprintf(o, "sort %i (SHADER_SORT_NONE)\n", s->sort); break;
|
|
case SHADER_SORT_RIPPLE: sprintf(o, "sort %i (SHADER_SORT_RIPPLE)\n", s->sort); break;
|
|
case SHADER_SORT_DEFERREDLIGHT: sprintf(o, "sort %i (SHADER_SORT_DEFERREDLIGHT)\n", s->sort); break;
|
|
case SHADER_SORT_PORTAL: sprintf(o, "sort %i (SHADER_SORT_PORTAL)\n", s->sort); break;
|
|
case SHADER_SORT_SKY: sprintf(o, "sort %i (SHADER_SORT_SKY)\n", s->sort); break;
|
|
case SHADER_SORT_OPAQUE: sprintf(o, "sort %i (SHADER_SORT_OPAQUE)\n", s->sort); break;
|
|
case SHADER_SORT_DECAL: sprintf(o, "sort %i (SHADER_SORT_DECAL)\n", s->sort); break;
|
|
case SHADER_SORT_SEETHROUGH: sprintf(o, "sort %i (SHADER_SORT_SEETHROUGH)\n", s->sort); break;
|
|
case SHADER_SORT_BANNER: sprintf(o, "sort %i (SHADER_SORT_BANNER)\n", s->sort); break;
|
|
case SHADER_SORT_UNDERWATER: sprintf(o, "sort %i (SHADER_SORT_UNDERWATER)\n", s->sort); break;
|
|
case SHADER_SORT_BLEND: sprintf(o, "sort %i (SHADER_SORT_BLEND)\n", s->sort); break;
|
|
case SHADER_SORT_ADDITIVE: sprintf(o, "sort %i (SHADER_SORT_ADDITIVE)\n", s->sort); break;
|
|
case SHADER_SORT_NEAREST: sprintf(o, "sort %i (SHADER_SORT_NEAREST)\n", s->sort); break;
|
|
}
|
|
o+=strlen(o);
|
|
|
|
if (s->prog)
|
|
{
|
|
sprintf(o, "program %s\n", s->prog->name);
|
|
o+=strlen(o);
|
|
|
|
p = s->passes;
|
|
o = Shader_DecomposePass(o, p, true);
|
|
for (j = 0; j < s->numpasses; j++)
|
|
o = Shader_DecomposeSubPass(o, s, p+j, true);
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < s->numpasses; i+= p->numMergedPasses)
|
|
{
|
|
p = &s->passes[i];
|
|
sprintf(o, "{\n"); o+=strlen(o);
|
|
|
|
o = Shader_DecomposePass(o, p, false);
|
|
for (j = 0; j < p->numMergedPasses; j++)
|
|
o = Shader_DecomposeSubPass(o, s, p+j, !!p->prog);
|
|
sprintf(o, "}\n"); o+=strlen(o);
|
|
}
|
|
}
|
|
sprintf(o, "--->\n"); o+=strlen(o);
|
|
return decomposebuf;
|
|
}
|
|
#endif
|
|
|
|
char *Shader_GetShaderBody(shader_t *s, char *fname, size_t fnamesize)
|
|
{
|
|
parsestate_t ps;
|
|
char *adr, *parsename=NULL, *argsstart;
|
|
char cleanname[MAX_QPATH];
|
|
char shortname[MAX_QPATH];
|
|
char drivername[MAX_QPATH];
|
|
int oldsort;
|
|
qboolean resort = false;
|
|
|
|
if (!s || !s->uses)
|
|
return NULL;
|
|
ps.s = s;
|
|
|
|
adr = Z_StrDup("UNKNOWN BODY");
|
|
ps.saveshaderbody = &adr;
|
|
|
|
strcpy(cleanname, s->name);
|
|
argsstart = strchr(cleanname, '#');
|
|
if (argsstart)
|
|
*argsstart = 0;
|
|
COM_StripExtension (cleanname, shortname, sizeof(shortname));
|
|
if (ruleset_allow_shaders.ival && !(s->usageflags & SUR_FORCEFALLBACK))
|
|
{
|
|
if (sh_config.shadernamefmt)
|
|
{
|
|
Q_snprintfz(drivername, sizeof(drivername), sh_config.shadernamefmt, cleanname);
|
|
if (!parsename && Shader_ParseShader(&ps, drivername))
|
|
parsename = drivername;
|
|
}
|
|
if (!parsename && Shader_ParseShader(&ps, cleanname))
|
|
parsename = cleanname;
|
|
if (!parsename && Shader_ParseShader(&ps, shortname))
|
|
parsename = shortname;
|
|
}
|
|
if (!parsename && s->generator)
|
|
{
|
|
oldsort = s->sort;
|
|
Shader_Regenerate(&ps, shortname);
|
|
|
|
if (s->sort != oldsort)
|
|
resort = true;
|
|
}
|
|
|
|
if (resort)
|
|
{
|
|
Mod_ResortShaders();
|
|
}
|
|
|
|
if (fnamesize)
|
|
{
|
|
*fname = 0;
|
|
|
|
if (parsename)
|
|
{
|
|
unsigned int key;
|
|
shadercache_t *cache;
|
|
key = Hash_Key (parsename, HASH_SIZE);
|
|
cache = shader_hash[key];
|
|
for ( ; cache; cache = cache->hash_next)
|
|
{
|
|
if (!Q_stricmp (cache->name, parsename))
|
|
{
|
|
char *c, *stop;
|
|
int line = 1;
|
|
//okay, this is the shader we're looking for, we know where it came from too, so there's handy.
|
|
//figure out the line index now, by just counting the \ns up to the offset
|
|
for (c = cache->source->data, stop = c+cache->offset; c < stop; c++)
|
|
{
|
|
if (*c == '\n')
|
|
line++;
|
|
}
|
|
Q_snprintfz(fname, fnamesize, "%s:%i", cache->source->name, line);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!strchr(parsename, ':'))
|
|
{
|
|
//if the named shader is a .shader file then just directly load it.
|
|
const char *token = COM_GetFileExtension(parsename, NULL);
|
|
if (!strcmp(token, ".shader") || !*token)
|
|
{
|
|
char shaderfile[MAX_QPATH];
|
|
if (!*token)
|
|
{
|
|
Q_snprintfz(shaderfile, sizeof(shaderfile), "%s.shader", parsename);
|
|
if (COM_FCheckExists(shaderfile))
|
|
Q_snprintfz(fname, fnamesize, "%s:%i", shaderfile, 1);
|
|
}
|
|
else if (COM_FCheckExists(parsename))
|
|
Q_snprintfz(fname, fnamesize, "%s:%i", parsename, 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
{
|
|
char *add, *ret;
|
|
add = Shader_Decompose(s);
|
|
if (*add)
|
|
{
|
|
ret = Z_Malloc(strlen(add) + strlen(adr) + 1);
|
|
strcpy(ret, adr);
|
|
strcpy(ret + strlen(ret), add);
|
|
Z_Free(adr);
|
|
adr = ret;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return adr;
|
|
}
|
|
|
|
void Shader_ShowShader_f(void)
|
|
{
|
|
char *sourcename = Cmd_Argv(1);
|
|
shader_t *o = R_LoadShader(NULL, sourcename, SUF_NONE, NULL, NULL);
|
|
if (!o)
|
|
o = R_LoadShader(NULL, sourcename, SUF_LIGHTMAP, NULL, NULL);
|
|
if (!o)
|
|
o = R_LoadShader(NULL, sourcename, SUF_2D, NULL, NULL);
|
|
if (o)
|
|
{
|
|
char fname[256];
|
|
char *body = Shader_GetShaderBody(o, fname, sizeof(fname));
|
|
if (body)
|
|
{
|
|
Con_Printf("^h(%s)^h\n%s\n{%s\n", fname, o->name, body);
|
|
Z_Free(body);
|
|
}
|
|
else
|
|
{
|
|
Con_Printf("Shader \"%s\" is not in use\n", o->name);
|
|
}
|
|
}
|
|
else
|
|
Con_Printf("Shader \"%s\" is not loaded\n", sourcename);
|
|
}
|
|
|
|
void Shader_ShaderList_f(void)
|
|
{
|
|
unsigned int i;
|
|
// not loaded, find a free slot
|
|
for (i = 0; i < r_numshaders; i++)
|
|
{
|
|
if (!r_shaders[i])
|
|
continue; //gap?
|
|
Con_Printf("^[\\img\\%s\\imgtype\\%i\\s\\64^] ^2%s^7 [%i]", r_shaders[i]->name, r_shaders[i]->usageflags, r_shaders[i]->name, r_shaders[i]->usageflags);
|
|
if (r_shaders[i]->width || r_shaders[i]->height)
|
|
Con_Printf(" Size:%ix%i", r_shaders[i]->width, r_shaders[i]->height);
|
|
if (r_shaders[i]->model)
|
|
Con_Printf(" ^[%s\\modelviewer\\%s^]", r_shaders[i]->model->name, r_shaders[i]->model->name);
|
|
Con_Printf("\n");
|
|
}
|
|
}
|
|
|
|
void Shader_TouchTexnums(texnums_t *t)
|
|
{
|
|
if (t->base)
|
|
t->base->regsequence = r_regsequence;
|
|
if (t->bump)
|
|
t->bump->regsequence = r_regsequence;
|
|
if (t->specular)
|
|
t->specular->regsequence = r_regsequence;
|
|
if (t->upperoverlay)
|
|
t->upperoverlay->regsequence = r_regsequence;
|
|
if (t->loweroverlay)
|
|
t->loweroverlay->regsequence = r_regsequence;
|
|
if (t->paletted)
|
|
t->paletted->regsequence = r_regsequence;
|
|
if (t->fullbright)
|
|
t->fullbright->regsequence = r_regsequence;
|
|
if (t->reflectcube)
|
|
t->reflectcube->regsequence = r_regsequence;
|
|
if (t->reflectmask)
|
|
t->reflectmask->regsequence = r_regsequence;
|
|
if (t->displacement)
|
|
t->displacement->regsequence = r_regsequence;
|
|
if (t->occlusion)
|
|
t->occlusion->regsequence = r_regsequence;
|
|
}
|
|
void Shader_TouchTextures(void)
|
|
{
|
|
int i, j, k;
|
|
shader_t *s;
|
|
shaderpass_t *p;
|
|
for (i = 0; i < r_numshaders; i++)
|
|
{
|
|
s = r_shaders[i];
|
|
if (!s || !s->uses)
|
|
continue;
|
|
|
|
for (j = 0; j < s->numpasses; j++)
|
|
{
|
|
p = &s->passes[j];
|
|
for (k = 0; k < countof(p->anim_frames); k++)
|
|
if (p->anim_frames[k])
|
|
p->anim_frames[k]->regsequence = r_regsequence;
|
|
}
|
|
for (j = 0; j < max(1,s->numdefaulttextures); j++)
|
|
Shader_TouchTexnums(&s->defaulttextures[j]);
|
|
}
|
|
}
|
|
|
|
void Shader_DoReload(void)
|
|
{
|
|
shader_t *s;
|
|
unsigned int i;
|
|
char shortname[MAX_QPATH];
|
|
char cleanname[MAX_QPATH], *argsstart;
|
|
int oldsort;
|
|
qboolean resort = false;
|
|
parsestate_t ps;
|
|
|
|
//don't spam shader reloads while we're connecting, as that's just wasteful.
|
|
if (cls.state && cls.state < ca_active)
|
|
return;
|
|
if (!r_shaders)
|
|
return; //err, not ready yet
|
|
|
|
if (shader_rescan_needed)
|
|
{
|
|
Shader_FlushCache();
|
|
|
|
if (ruleset_allow_shaders.ival)
|
|
{
|
|
COM_EnumerateFiles("materials/*.mtr", Shader_InitCallback_Doom3, 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;
|
|
|
|
Con_DPrintf("Rescanning shaders\n");
|
|
}
|
|
else
|
|
{
|
|
if (!shader_reload_needed)
|
|
return;
|
|
Con_DPrintf("Reloading shaders\n");
|
|
}
|
|
shader_reload_needed = false;
|
|
R2D_ImageColours(1,1,1,1);
|
|
TRACE(("Reloading generics\n"));
|
|
Shader_ReloadGenerics();
|
|
|
|
for (i = 0; i < r_numshaders; i++)
|
|
{
|
|
s = r_shaders[i];
|
|
if (!s || !s->uses)
|
|
continue;
|
|
ps.s = s;
|
|
ps.saveshaderbody = NULL;
|
|
|
|
strcpy(cleanname, s->name);
|
|
argsstart = *cleanname?strchr(cleanname+1, '#'):NULL;
|
|
if (argsstart)
|
|
*argsstart = 0;
|
|
COM_StripExtension (cleanname, shortname, sizeof(shortname));
|
|
TRACE(("reparsing %s\n", s->name));
|
|
if (ruleset_allow_shaders.ival && !(s->usageflags & SUR_FORCEFALLBACK))
|
|
{
|
|
if (sh_config.shadernamefmt)
|
|
{
|
|
char drivername[MAX_QPATH];
|
|
Q_snprintfz(drivername, sizeof(drivername), sh_config.shadernamefmt, cleanname);
|
|
if (Shader_ParseShader(&ps, drivername))
|
|
continue;
|
|
}
|
|
if (Shader_ParseShader(&ps, cleanname))
|
|
continue;
|
|
if (strcmp(cleanname, shortname))
|
|
if (Shader_ParseShader(&ps, shortname))
|
|
continue;
|
|
}
|
|
if (s->generator)
|
|
{
|
|
oldsort = s->sort;
|
|
Shader_Regenerate(&ps, shortname);
|
|
if (s->sort != oldsort)
|
|
resort = true;
|
|
}
|
|
}
|
|
|
|
TRACE(("Resorting shaders\n"));
|
|
|
|
if (resort)
|
|
{
|
|
Mod_ResortShaders();
|
|
}
|
|
}
|
|
|
|
void Shader_NeedReload(qboolean rescanfs)
|
|
{
|
|
if (rescanfs)
|
|
shader_rescan_needed = true;
|
|
shader_reload_needed = true;
|
|
}
|
|
|
|
cin_t *QDECL R_ShaderGetCinematic(shader_t *s)
|
|
{
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
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;
|
|
}
|
|
|
|
shader_t *R_ShaderFind(const char *name)
|
|
{
|
|
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 s;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
cin_t *R_ShaderFindCinematic(const char *name)
|
|
{
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
return R_ShaderGetCinematic(R_ShaderFind(name));
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
}
|
|
|
|
void Shader_ResetRemaps(void)
|
|
{
|
|
shader_t *s;
|
|
int i;
|
|
for (i = 0; i < r_numshaders; i++)
|
|
{
|
|
s = r_shaders[i];
|
|
if (!s)
|
|
continue;
|
|
s->remapto = s;
|
|
s->remaptime = 0;
|
|
}
|
|
}
|
|
|
|
void R_RemapShader(const char *sourcename, const char *destname, float timeoffset)
|
|
{
|
|
shader_t *o;
|
|
shader_t *n;
|
|
int i;
|
|
size_t l;
|
|
|
|
char cleansrcname[MAX_QPATH];
|
|
Q_strncpyz(cleansrcname, sourcename, sizeof(cleansrcname));
|
|
COM_CleanUpPath(cleansrcname);
|
|
l = strlen(cleansrcname);
|
|
|
|
for (i = 0; i < r_numshaders; i++)
|
|
{
|
|
o = r_shaders[i];
|
|
if (o && o->uses)
|
|
{
|
|
if (!strncmp(o->name, cleansrcname, l) && (!o->name[l] || o->name[l]=='#'))
|
|
{
|
|
n = R_LoadShader (o->model, va("%s%s", destname, o->name+l), o->usageflags, NULL, NULL);
|
|
if (!n)
|
|
{ //if it isn't actually available on disk then don't care about usageflags, just find ANY that's already loaded.
|
|
// check the hash first
|
|
char cleandstname[MAX_QPATH];
|
|
Q_strncpyz(cleandstname, destname, sizeof(cleandstname));
|
|
COM_CleanUpPath(cleandstname);
|
|
n = Hash_Get(&shader_active_hash, cleandstname);
|
|
|
|
// if one of our shaders is made for lightmaps, check through the rest until we find one more suitable
|
|
if ((n->usageflags ^ o->usageflags) & SUF_LIGHTMAP)
|
|
{
|
|
shader_t *n_f = n;
|
|
while (n)
|
|
{
|
|
if (!((n->usageflags ^ o->usageflags) & SUF_LIGHTMAP))
|
|
break;
|
|
|
|
n = Hash_GetNext(&shader_active_hash, cleandstname, n);
|
|
}
|
|
|
|
if (!n)
|
|
n = n_f;
|
|
}
|
|
|
|
if (!n || !n->uses)
|
|
n = o;
|
|
}
|
|
o->remapto = n;
|
|
o->remaptime = timeoffset; //this just feels wrong.
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Shader_RemapShader_f(void)
|
|
{
|
|
char *sourcename = Cmd_Argv(1);
|
|
char *destname = Cmd_Argv(2);
|
|
float timeoffset = atof(Cmd_Argv(3));
|
|
|
|
if (!Cmd_FromGamecode() && strcmp(InfoBuf_ValueForKey(&cl.serverinfo, "*cheats"), "ON"))
|
|
{
|
|
Con_Printf("%s may only be used from gamecode, or when cheats are enabled\n", Cmd_Argv(0));
|
|
return;
|
|
}
|
|
if (!*sourcename)
|
|
{
|
|
Con_Printf("%s originalshader remappedshader starttime\n", Cmd_Argv(0));
|
|
return;
|
|
}
|
|
R_RemapShader(sourcename, destname, timeoffset);
|
|
}
|
|
|
|
//blocks
|
|
int R_GetShaderSizes(shader_t *shader, int *width, int *height, qboolean blocktillloaded)
|
|
{
|
|
if (!shader)
|
|
return false;
|
|
if (!shader->width && !shader->height)
|
|
{
|
|
int i;
|
|
if (width)
|
|
*width = 0;
|
|
if (height)
|
|
*height = 0;
|
|
if ((shader->flags & SHADER_HASDIFFUSE) && shader->defaulttextures->base)
|
|
{
|
|
if (shader->defaulttextures->base->status == TEX_LOADING)
|
|
{
|
|
if (!blocktillloaded)
|
|
return -1;
|
|
COM_WorkerPartialSync(shader->defaulttextures->base, &shader->defaulttextures->base->status, TEX_LOADING);
|
|
}
|
|
if (shader->defaulttextures->base->status == TEX_LOADED)
|
|
{
|
|
shader->width = shader->defaulttextures->base->width;
|
|
shader->height = shader->defaulttextures->base->height;
|
|
}
|
|
}
|
|
else if ((shader->flags & SHADER_HASPALETTED) && shader->defaulttextures->paletted)
|
|
{
|
|
if (shader->defaulttextures->paletted->status == TEX_LOADING)
|
|
{
|
|
if (!blocktillloaded)
|
|
return -1;
|
|
COM_WorkerPartialSync(shader->defaulttextures->paletted, &shader->defaulttextures->paletted->status, TEX_LOADING);
|
|
}
|
|
if (shader->defaulttextures->paletted->status == TEX_LOADED)
|
|
{
|
|
shader->width = shader->defaulttextures->paletted->width;
|
|
shader->height = shader->defaulttextures->paletted->height;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < shader->numpasses; i++)
|
|
{
|
|
if (shader->passes[i].texgen == T_GEN_SINGLEMAP && shader->passes[i].anim_frames[0] && shader->passes[i].anim_frames[0]->status == TEX_LOADING)
|
|
{
|
|
if (!blocktillloaded)
|
|
return -1;
|
|
COM_WorkerPartialSync(shader->passes[i].anim_frames[0], &shader->passes[i].anim_frames[0]->status, TEX_LOADING);
|
|
}
|
|
if (shader->passes[i].texgen == T_GEN_DIFFUSE && (shader->defaulttextures->base && shader->defaulttextures->base->status == TEX_LOADING))
|
|
{
|
|
if (!blocktillloaded)
|
|
return -1;
|
|
COM_WorkerPartialSync(shader->defaulttextures->base, &shader->defaulttextures->base->status, TEX_LOADING);
|
|
}
|
|
if (shader->passes[i].texgen == T_GEN_PALETTED && (shader->defaulttextures->paletted && shader->defaulttextures->paletted->status == TEX_LOADING))
|
|
{
|
|
if (!blocktillloaded)
|
|
return -1;
|
|
COM_WorkerPartialSync(shader->defaulttextures->paletted, &shader->defaulttextures->paletted->status, TEX_LOADING);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < shader->numpasses; i++)
|
|
{
|
|
if (shader->passes[i].texgen == T_GEN_SINGLEMAP)
|
|
{
|
|
if (shader->passes[i].anim_frames[0] && shader->passes[i].anim_frames[0]->status == TEX_LOADED)
|
|
{
|
|
shader->width = shader->passes[i].anim_frames[0]->width;
|
|
shader->height = shader->passes[i].anim_frames[0]->height;
|
|
}
|
|
break;
|
|
}
|
|
if (shader->passes[i].texgen == T_GEN_DIFFUSE)
|
|
{
|
|
if (shader->defaulttextures->base && shader->defaulttextures->base->status == TEX_LOADED)
|
|
{
|
|
shader->width = shader->defaulttextures->base->width;
|
|
shader->height = shader->defaulttextures->base->height;
|
|
}
|
|
break;
|
|
}
|
|
if (shader->passes[i].texgen == T_GEN_PALETTED)
|
|
{
|
|
if (shader->defaulttextures->paletted && shader->defaulttextures->paletted->status == TEX_LOADED)
|
|
{
|
|
shader->width = shader->defaulttextures->paletted->width;
|
|
shader->height = shader->defaulttextures->paletted->height;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if (i == shader->numpasses)
|
|
{ //this shader has no textures from which to source a width and height
|
|
if (!shader->width)
|
|
shader->width = 64;
|
|
if (!shader->height)
|
|
shader->height = 64;
|
|
}
|
|
}
|
|
}
|
|
if (shader->width && shader->height)
|
|
{
|
|
if (width)
|
|
*width = shader->width;
|
|
if (height)
|
|
*height = shader->height;
|
|
return true; //final size
|
|
}
|
|
else
|
|
{
|
|
//fill with dummy values
|
|
if (width)
|
|
*width = 64;
|
|
if (height)
|
|
*height = 64;
|
|
return false;
|
|
}
|
|
}
|
|
shader_t *R_RegisterPic (const char *name, const char *subdirs)
|
|
{
|
|
shader_t *shader;
|
|
shader = R_LoadShader (NULL, name, SUF_2D, Shader_Default2D, subdirs);
|
|
return shader;
|
|
}
|
|
|
|
shader_t *QDECL R_RegisterShader (const char *name, unsigned int usageflags, const char *shaderscript)
|
|
{
|
|
return R_LoadShader (NULL, name, usageflags, Shader_DefaultScript, shaderscript);
|
|
}
|
|
|
|
shader_t *R_RegisterShader_Lightmap (model_t *mod, const char *name)
|
|
{
|
|
return R_LoadShader (mod, name, SUF_LIGHTMAP, Shader_DefaultBSPLM, NULL);
|
|
}
|
|
|
|
shader_t *R_RegisterShader_Vertex (model_t *mod, const char *name)
|
|
{
|
|
return R_LoadShader (mod, name, 0, Shader_DefaultBSPVertex, NULL);
|
|
}
|
|
|
|
shader_t *R_RegisterShader_Flare (model_t *mod, const char *name)
|
|
{
|
|
return R_LoadShader (mod, name, 0, Shader_DefaultBSPFlare, NULL);
|
|
}
|
|
|
|
shader_t *QDECL R_RegisterSkin (model_t *mod, const char *shadername)
|
|
{
|
|
char newsname[MAX_QPATH];
|
|
shader_t *shader;
|
|
#ifdef _DEBUG
|
|
if (shadername == com_token)
|
|
Con_Printf("R_RegisterSkin was passed com_token. that will bug out.\n");
|
|
#endif
|
|
|
|
newsname[0] = 0;
|
|
if (mod && !strchr(shadername, '/') && *shadername)
|
|
{
|
|
char *modname = mod->name;
|
|
char *b = COM_SkipPath(modname);
|
|
if (b != modname && b-modname + strlen(shadername)+1 < sizeof(newsname))
|
|
{
|
|
b--; //no trailing /
|
|
memcpy(newsname, modname, b - modname);
|
|
newsname[b-modname] = 0;
|
|
}
|
|
}
|
|
if (*newsname)
|
|
{
|
|
int l = strlen(newsname);
|
|
Q_strncpyz(newsname+l, ":models", sizeof(newsname)-l);
|
|
}
|
|
else
|
|
Q_strncpyz(newsname, "models", sizeof(newsname));
|
|
shader = R_LoadShader (mod, shadername, 0, Shader_DefaultSkin, newsname);
|
|
return shader;
|
|
}
|
|
shader_t *R_RegisterCustom (model_t *mod, const char *name, unsigned int usageflags, shader_gen_t *defaultgen, const void *args)
|
|
{
|
|
return R_LoadShader (mod, name, usageflags, defaultgen, args);
|
|
}
|
|
#endif //SERVERONLY
|