mirror of
https://github.com/nzp-team/fteqw.git
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82542ae037
Massive terrain system rewrite. Added a Native Client port (sound is stereo 44khz only, rendering is gles2, networking is websockets only (sv_port_tcp supports acting as a qw websockets server with non-nacl servers, filesystem is downloads-only - no saves/configs). Blame Zalon. Grr. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4013 fc73d0e0-1445-4013-8a0c-d673dee63da5
5782 lines
138 KiB
C
5782 lines
138 KiB
C
/*
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Copyright (C) 2002-2003 Victor Luchits
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_shader.c - based on code by Stephen C. Taylor
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// Ported to FTE from qfusion, there are numerous changes since then.
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#include "quakedef.h"
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#ifndef SERVERONLY
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#include "glquake.h"
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#include "shader.h"
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#include "hash.h"
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#include <ctype.h>
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#ifdef D3DQUAKE
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#include <d3d9.h>
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extern LPDIRECT3DDEVICE9 pD3DDev9;
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#endif
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extern texid_t missing_texture;
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texid_t r_whiteimage;
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static qboolean shader_reload_needed;
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static qboolean shader_rescan_needed;
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//cvars that affect shader generation
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cvar_t r_vertexlight = CVARFD("r_vertexlight", "0", CVAR_SHADERSYSTEM, "Hack loaded shaders to remove detail pass and lightmap sampling for faster rendering.");
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extern cvar_t r_glsl_offsetmapping_reliefmapping;
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extern cvar_t r_deluxemapping;
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extern cvar_t r_fastturb, r_fastsky, r_skyboxname;
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extern cvar_t r_drawflat;
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//backend fills this in to say the max pass count
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int be_maxpasses;
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#define Q_stricmp stricmp
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#define Q_strnicmp strnicmp
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#define Com_sprintf snprintf
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#define clamp(v,min, max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v)));
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typedef union {
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float f;
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unsigned int i;
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} float_int_t;
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qbyte FloatToByte( float x )
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{
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static float_int_t f2i;
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// shift float to have 8bit fraction at base of number
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f2i.f = x + 32768.0f;
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// then read as integer and kill float bits...
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return (qbyte) min(f2i.i & 0x7FFFFF, 255);
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}
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cvar_t r_detailtextures;
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#define MAX_TOKEN_CHARS 1024
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char *COM_ParseExt (char **data_p, qboolean nl)
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{
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int c;
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int len;
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char *data;
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qboolean newlines = false;
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data = *data_p;
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len = 0;
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com_token[0] = 0;
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if (!data)
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{
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*data_p = NULL;
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return "";
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}
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// skip whitespace
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skipwhite:
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while ((c = *data) <= ' ')
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{
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if (c == 0)
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{
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*data_p = NULL;
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return "";
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}
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if (c == '\n')
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newlines = true;
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data++;
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}
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if (newlines && !nl)
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{
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*data_p = data;
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return com_token;
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}
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// skip // comments
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if (c == '/' && data[1] == '/')
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{
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while (*data && *data != '\n')
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data++;
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goto skipwhite;
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}
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// handle quoted strings specially
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if (c == '\"')
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{
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data++;
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while (1)
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{
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c = *data++;
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if (c=='\"' || !c)
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{
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com_token[len] = 0;
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*data_p = data;
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return com_token;
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}
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if (len < MAX_TOKEN_CHARS)
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{
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com_token[len] = c;
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len++;
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}
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}
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}
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// parse a regular word
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do
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{
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if (len < MAX_TOKEN_CHARS)
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{
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com_token[len] = c;
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len++;
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}
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data++;
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c = *data;
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if (c == ',' && len)
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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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// Com_Printf ("Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
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len = 0;
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}
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com_token[len] = 0;
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*data_p = data;
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return com_token;
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}
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#define HASH_SIZE 128
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typedef struct shaderkey_s
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{
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char *keyword;
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void (*func)( shader_t *shader, shaderpass_t *pass, char **ptr );
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} shaderkey_t;
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typedef struct shadercache_s {
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char name[MAX_QPATH];
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char *path;
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unsigned int offset;
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struct shadercache_s *hash_next;
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} shadercache_t;
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static shadercache_t **shader_hash;
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static char shaderbuf[MAX_QPATH * 256];
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int shaderbuflen;
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static enum {
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SPM_DEFAULT, /*quake3/fte internal*/
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SPM_DOOM3,
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} shaderparsemode;
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shader_t *r_shaders;
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static hashtable_t shader_active_hash;
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void *shader_active_hash_mem;
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//static char r_skyboxname[MAX_QPATH];
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//static float r_skyheight;
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char *Shader_Skip( char *ptr );
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static qboolean Shader_Parsetok( shader_t *shader, shaderpass_t *pass, shaderkey_t *keys,
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char *token, char **ptr );
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static void Shader_ParseFunc( char **args, shaderfunc_t *func );
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static void Shader_MakeCache( char *path );
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static void Shader_GetPathAndOffset( char *name, char **path, unsigned int *offset );
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static void Shader_ReadShader(shader_t *s, char *shadersource, int parsemode);
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//===========================================================================
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static qboolean Shader_EvaluateCondition(char **ptr)
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{
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char *token;
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cvar_t *cv;
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qboolean conditiontrue = true;
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token = COM_ParseExt ( ptr, false );
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if (*token == '!')
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{
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conditiontrue = false;
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token++;
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}
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if (*token == '$')
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{
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token++;
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if (!Q_stricmp(token, "lpp"))
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conditiontrue = conditiontrue == r_lightprepass.ival;
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else if (!Q_stricmp(token, "lightmap"))
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conditiontrue = conditiontrue == !r_fullbright.value;
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else if (!Q_stricmp(token, "deluxmap") )
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conditiontrue = conditiontrue == r_deluxemapping.ival;
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//normalmaps are generated if they're not already known.
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else if (!Q_stricmp(token, "normalmap") )
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conditiontrue = conditiontrue == r_loadbumpmapping;
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else if (!Q_stricmp(token, "gles") )
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{
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#ifdef GLQUAKE
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conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && !!gl_config.gles);
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#else
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conditiontrue = conditiontrue == false;
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#endif
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}
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else if (!Q_stricmp(token, "nofixed") )
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{
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#ifdef GLQUAKE
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conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && !!gl_config.nofixedfunc);
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#else
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conditiontrue = conditiontrue == false;
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#endif
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}
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else if (!Q_stricmp(token, "glsl") )
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{
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#ifdef GLQUAKE
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conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && gl_config.arb_shader_objects);
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#else
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conditiontrue = conditiontrue == false;
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#endif
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}
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else if (!Q_stricmp(token, "hlsl") )
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{
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#ifdef D3DQUAKE
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conditiontrue = conditiontrue == false;//((qrenderer == QR_DIRECT3D) && gl_config.arb_shader_objects);
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#else
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conditiontrue = conditiontrue == false;
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#endif
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// GCC hates these within if statements "error: expected '}' before 'else'"
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#ifdef warningmsg
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#pragma warningmsg("shader fixme")
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#endif
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}
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else if (!Q_stricmp(token, "diffuse") )
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conditiontrue = conditiontrue == true;
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else if (!Q_stricmp(token, "specular") )
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conditiontrue = conditiontrue == false;
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else if (!Q_stricmp(token, "fullbright") )
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conditiontrue = conditiontrue == false;
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else if (!Q_stricmp(token, "topoverlay") )
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conditiontrue = conditiontrue == false;
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else if (!Q_stricmp(token, "loweroverlay") )
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conditiontrue = conditiontrue == false;
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else
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{
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Con_Printf("Unrecognised builtin shader condition '%s'\n", token);
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conditiontrue = conditiontrue == false;
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}
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}
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else
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{
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cv = Cvar_Get(token, "", 0, "Shader Conditions");
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if (!cv)
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{
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Con_Printf("Shader_EvaluateCondition: '%s' is not a cvar\n", token);
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return conditiontrue;
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}
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token = COM_ParseExt ( ptr, false );
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cv->flags |= CVAR_SHADERSYSTEM;
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if (*token)
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{
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float rhs;
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char cmp[4];
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memcpy(cmp, token, 4);
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token = COM_ParseExt ( ptr, false );
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rhs = atof(token);
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if (!strcmp(cmp, "!="))
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conditiontrue = cv->value != rhs;
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else if (!strcmp(cmp, "=="))
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conditiontrue = cv->value == rhs;
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else if (!strcmp(cmp, "<"))
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conditiontrue = cv->value < rhs;
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else if (!strcmp(cmp, "<="))
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conditiontrue = cv->value <= rhs;
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else if (!strcmp(cmp, ">"))
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conditiontrue = cv->value > rhs;
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else if (!strcmp(cmp, ">="))
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conditiontrue = cv->value >= rhs;
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else
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conditiontrue = false;
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}
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else
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{
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if (cv)
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conditiontrue = conditiontrue == !!cv->value;
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}
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}
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token = COM_ParseExt ( ptr, false );
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if (!strcmp(token, "&&"))
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return Shader_EvaluateCondition(ptr) && conditiontrue;
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if (!strcmp(token, "||"))
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return Shader_EvaluateCondition(ptr) || conditiontrue;
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return conditiontrue;
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}
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static char *Shader_ParseString ( char **ptr )
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{
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char *token;
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if ( !ptr || !(*ptr) ) {
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return "";
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}
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if ( !**ptr || **ptr == '}' ) {
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return "";
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}
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token = COM_ParseExt ( ptr, false );
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Q_strlwr ( token );
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return token;
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}
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static char *Shader_ParseSensString ( char **ptr )
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{
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char *token;
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if ( !ptr || !(*ptr) ) {
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return "";
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}
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if ( !**ptr || **ptr == '}' ) {
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return "";
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}
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token = COM_ParseExt ( ptr, false );
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return token;
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}
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static float Shader_ParseFloat(char **ptr)
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{
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char *token;
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if (!ptr || !(*ptr))
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{
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return 0;
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}
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if (!**ptr || **ptr == '}')
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{
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return 0;
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}
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token = COM_ParseExt(ptr, false);
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if (*token == '$')
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{
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cvar_t *var;
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var = Cvar_FindVar(token+1);
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if (var)
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return var->value;
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}
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return atof(token);
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}
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static void Shader_ParseVector ( char **ptr, vec3_t v )
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{
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char *scratch;
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char *token;
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qboolean bracket;
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token = Shader_ParseString ( ptr );
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if (*token == '$')
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{
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cvar_t *var;
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var = Cvar_FindVar(token+1);
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if (!var)
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{
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v[0] = 1;
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v[1] = 1;
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v[2] = 1;
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return;
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}
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var->flags |= CVAR_SHADERSYSTEM;
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ptr = &scratch;
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scratch = var->string;
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token = Shader_ParseString ( ptr );
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}
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if ( !Q_stricmp (token, "(") ) {
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bracket = true;
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token = Shader_ParseString ( ptr );
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} else if ( token[0] == '(' ) {
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bracket = true;
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token = &token[1];
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} else {
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bracket = false;
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}
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v[0] = atof ( token );
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v[1] = Shader_ParseFloat ( ptr );
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token = Shader_ParseString ( ptr );
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if ( !token[0] ) {
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v[2] = 0;
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} else if ( token[strlen(token)-1] == ')' ) {
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token[strlen(token)-1] = 0;
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v[2] = atof ( token );
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} else {
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v[2] = atof ( token );
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if ( bracket ) {
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Shader_ParseString ( ptr );
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}
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}
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if (v[0] > 5 || v[1] > 5 || v[2] > 5)
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{
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VectorScale(v, 1.0f/255, v);
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}
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}
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qboolean Shader_ParseSkySides (char *shadername, char *texturename, texid_t *images)
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{
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qboolean allokay = true;
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int i, ss, sp;
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char path[MAX_QPATH];
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static char *skyname_suffix[][6] = {
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{"rt", "bk", "lf", "ft", "up", "dn"},
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{"px", "py", "nx", "ny", "pz", "nz"},
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{"posx", "posy", "negx", "negy", "posz", "negz"},
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{"_px", "_py", "_nx", "_ny", "_pz", "_nz"},
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{"_posx", "_posy", "_negx", "_negy", "_posz", "_negz"},
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{"_rt", "_bk", "_lf", "_ft", "_up", "_dn"}
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};
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static char *skyname_pattern[] = {
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"%s_%s",
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"%s%s",
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"env/%s%s",
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"gfx/env/%s%s"
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};
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if (*texturename == '$')
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{
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cvar_t *v;
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v = Cvar_FindVar(texturename+1);
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if (v)
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texturename = v->string;
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}
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if (!*texturename)
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texturename = "-";
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for ( i = 0; i < 6; i++ )
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{
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if ( texturename[0] == '-' )
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{
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images[i] = r_nulltex;
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}
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else
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{
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for (sp = 0; sp < sizeof(skyname_pattern)/sizeof(skyname_pattern[0]); sp++)
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{
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for (ss = 0; ss < sizeof(skyname_suffix)/sizeof(skyname_suffix[0]); ss++)
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{
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Com_sprintf ( path, sizeof(path), skyname_pattern[sp], texturename, skyname_suffix[ss][i] );
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images[i] = R_LoadHiResTexture ( path, NULL, IF_NOALPHA);
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if (TEXVALID(images[i]))
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break;
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}
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if (TEXVALID(images[i]))
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break;
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}
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if (!TEXVALID(images[i]))
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{
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Con_Printf("Sky \"%s\" missing texture: %s\n", shadername, path);
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images[i] = missing_texture;
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allokay = false;
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}
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}
|
|
}
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return allokay;
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}
|
|
|
|
static void Shader_ParseFunc ( char **ptr, shaderfunc_t *func )
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|
{
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char *token;
|
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token = Shader_ParseString ( ptr );
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if ( !Q_stricmp (token, "sin") ) {
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func->type = SHADER_FUNC_SIN;
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} else if ( !Q_stricmp (token, "triangle") ) {
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func->type = SHADER_FUNC_TRIANGLE;
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} else if ( !Q_stricmp (token, "square") ) {
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func->type = SHADER_FUNC_SQUARE;
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} else if ( !Q_stricmp (token, "sawtooth") ) {
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func->type = SHADER_FUNC_SAWTOOTH;
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} else if (!Q_stricmp (token, "inversesawtooth") ) {
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func->type = SHADER_FUNC_INVERSESAWTOOTH;
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} else if (!Q_stricmp (token, "noise") ) {
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func->type = SHADER_FUNC_NOISE;
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|
}
|
|
|
|
func->args[0] = Shader_ParseFloat ( ptr );
|
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func->args[1] = Shader_ParseFloat ( ptr );
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|
func->args[2] = Shader_ParseFloat ( ptr );
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|
func->args[3] = Shader_ParseFloat ( ptr );
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|
}
|
|
|
|
//===========================================================================
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|
|
|
static int Shader_SetImageFlags(shader_t *shader, char **name)
|
|
{
|
|
int flags = 0;
|
|
|
|
while (name)
|
|
{
|
|
if (!Q_strnicmp(*name, "$3d:", 4))
|
|
{
|
|
*name+=4;
|
|
flags|= IF_3DMAP;
|
|
}
|
|
else
|
|
name = NULL;
|
|
}
|
|
|
|
// if (shader->flags & SHADER_SKY)
|
|
// flags |= IF_SKY;
|
|
if (shader->flags & SHADER_NOMIPMAPS)
|
|
flags |= IF_NOMIPMAP;
|
|
if (shader->flags & SHADER_NOPICMIP)
|
|
flags |= IF_NOPICMIP;
|
|
|
|
return flags;
|
|
}
|
|
|
|
static texid_t Shader_FindImage ( char *name, int flags )
|
|
{
|
|
if (shaderparsemode == SPM_DOOM3)
|
|
{
|
|
if (!Q_stricmp (name, "_default"))
|
|
return r_whiteimage; /*fixme*/
|
|
if (!Q_stricmp (name, "_white"))
|
|
return r_whiteimage;
|
|
if (!Q_stricmp (name, "_black"))
|
|
{
|
|
int wibuf[16] = {0};
|
|
return R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!Q_stricmp (name, "$whiteimage"))
|
|
return r_whiteimage;
|
|
}
|
|
return R_LoadHiResTexture(name, NULL, flags);
|
|
}
|
|
|
|
|
|
/****************** shader keyword functions ************************/
|
|
|
|
static void Shader_Cull ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
|
|
shader->flags &= ~(SHADER_CULL_FRONT|SHADER_CULL_BACK);
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "disable") || !Q_stricmp (token, "none") || !Q_stricmp (token, "twosided") ) {
|
|
} else if ( !Q_stricmp (token, "front") ) {
|
|
shader->flags |= SHADER_CULL_FRONT;
|
|
} else if ( !Q_stricmp (token, "back") || !Q_stricmp (token, "backside") || !Q_stricmp (token, "backsided") ) {
|
|
shader->flags |= SHADER_CULL_BACK;
|
|
} else {
|
|
shader->flags |= SHADER_CULL_FRONT;
|
|
}
|
|
}
|
|
|
|
static void Shader_NoMipMaps ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
shader->flags |= (SHADER_NOMIPMAPS|SHADER_NOPICMIP);
|
|
}
|
|
|
|
static void Shader_NoPicMip ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
shader->flags |= SHADER_NOPICMIP;
|
|
}
|
|
|
|
static void Shader_DeformVertexes ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
deformv_t *deformv;
|
|
|
|
if ( shader->numdeforms >= SHADER_DEFORM_MAX ) {
|
|
return;
|
|
}
|
|
|
|
deformv = &shader->deforms[shader->numdeforms];
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "wave") ) {
|
|
deformv->type = DEFORMV_WAVE;
|
|
deformv->args[0] = Shader_ParseFloat ( ptr );
|
|
if ( deformv->args[0] ) {
|
|
deformv->args[0] = 1.0f / deformv->args[0];
|
|
}
|
|
|
|
Shader_ParseFunc ( ptr, &deformv->func );
|
|
} else if ( !Q_stricmp (token, "normal") ) {
|
|
deformv->type = DEFORMV_NORMAL;
|
|
deformv->args[0] = Shader_ParseFloat ( ptr );
|
|
deformv->args[1] = Shader_ParseFloat ( ptr );
|
|
} else if ( !Q_stricmp (token, "bulge") ) {
|
|
deformv->type = DEFORMV_BULGE;
|
|
|
|
Shader_ParseVector ( ptr, deformv->args );
|
|
shader->flags |= SHADER_DEFORMV_BULGE;
|
|
} else if ( !Q_stricmp (token, "move") ) {
|
|
deformv->type = DEFORMV_MOVE;
|
|
|
|
Shader_ParseVector ( ptr, deformv->args );
|
|
Shader_ParseFunc ( ptr, &deformv->func );
|
|
} else if ( !Q_stricmp (token, "autosprite") ) {
|
|
deformv->type = DEFORMV_AUTOSPRITE;
|
|
shader->flags |= SHADER_AUTOSPRITE;
|
|
} else if ( !Q_stricmp (token, "autosprite2") ) {
|
|
deformv->type = DEFORMV_AUTOSPRITE2;
|
|
shader->flags |= SHADER_AUTOSPRITE;
|
|
} else if ( !Q_stricmp (token, "projectionShadow") ) {
|
|
deformv->type = DEFORMV_PROJECTION_SHADOW;
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
shader->numdeforms++;
|
|
}
|
|
|
|
|
|
static void Shader_SkyParms(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
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(ptr);
|
|
if (!skyheight)
|
|
{
|
|
skyheight = 512.0f;
|
|
}
|
|
|
|
boxname = Shader_ParseString(ptr);
|
|
Shader_ParseSkySides(shader->name, boxname, skydome->nearbox_textures);
|
|
|
|
shader->flags |= SHADER_SKY;
|
|
shader->sort = SHADER_SORT_SKY;
|
|
}
|
|
|
|
static void Shader_FogParms ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
float div;
|
|
vec3_t color, fcolor;
|
|
|
|
// if ( !r_ignorehwgamma->value )
|
|
// div = 1.0f / pow(2, max(0, floor(r_overbrightbits->value)));
|
|
// else
|
|
div = 1.0f;
|
|
|
|
Shader_ParseVector ( ptr, color );
|
|
VectorScale ( color, div, color );
|
|
ColorNormalize ( color, fcolor );
|
|
|
|
shader->fog_color[0] = FloatToByte ( fcolor[0] );
|
|
shader->fog_color[1] = FloatToByte ( fcolor[1] );
|
|
shader->fog_color[2] = FloatToByte ( fcolor[2] );
|
|
shader->fog_color[3] = 255;
|
|
shader->fog_dist = Shader_ParseFloat ( ptr );
|
|
|
|
if ( shader->fog_dist <= 0.0f ) {
|
|
shader->fog_dist = 128.0f;
|
|
}
|
|
shader->fog_dist = 1.0f / shader->fog_dist;
|
|
}
|
|
|
|
static void Shader_SurfaceParm ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp( token, "nodraw" ) )
|
|
shader->flags |= SHADER_NODRAW;
|
|
else if ( !Q_stricmp( token, "nodlight" ) )
|
|
shader->flags |= SHADER_NODLIGHT;
|
|
}
|
|
|
|
static void Shader_Sort ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp( token, "portal" ) )
|
|
shader->sort = SHADER_SORT_PORTAL;
|
|
else if( !Q_stricmp( token, "sky" ) )
|
|
shader->sort = SHADER_SORT_SKY;
|
|
else if( !Q_stricmp( token, "opaque" ) )
|
|
shader->sort = SHADER_SORT_OPAQUE;
|
|
else if( !Q_stricmp( token, "decal" ) )
|
|
shader->sort = SHADER_SORT_DECAL;
|
|
else if( !Q_stricmp( token, "seethrough" ) )
|
|
shader->sort = SHADER_SORT_SEETHROUGH;
|
|
else if( !Q_stricmp( token, "banner" ) )
|
|
shader->sort = SHADER_SORT_BANNER;
|
|
else if( !Q_stricmp( token, "additive" ) )
|
|
shader->sort = SHADER_SORT_ADDITIVE;
|
|
else if( !Q_stricmp( token, "underwater" ) )
|
|
shader->sort = SHADER_SORT_UNDERWATER;
|
|
else if( !Q_stricmp( token, "nearest" ) )
|
|
shader->sort = SHADER_SORT_NEAREST;
|
|
else if( !Q_stricmp( token, "blend" ) )
|
|
shader->sort = SHADER_SORT_BLEND;
|
|
else if ( !Q_stricmp( token, "lpp_light" ) )
|
|
shader->sort = SHADER_SORT_PRELIGHT;
|
|
else
|
|
{
|
|
shader->sort = atoi ( token );
|
|
clamp ( shader->sort, SHADER_SORT_NONE, SHADER_SORT_NEAREST );
|
|
}
|
|
}
|
|
|
|
static void Shader_Prelight ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
shader->sort = SHADER_SORT_PRELIGHT;
|
|
}
|
|
|
|
static void Shader_Portal ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
shader->sort = SHADER_SORT_PORTAL;
|
|
}
|
|
|
|
static void Shader_PolygonOffset ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
/*the q3 defaults*/
|
|
shader->polyoffset.factor = -0.05;
|
|
shader->polyoffset.unit = -25;
|
|
}
|
|
|
|
static void Shader_EntityMergable ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
shader->flags |= SHADER_ENTITY_MERGABLE;
|
|
}
|
|
|
|
static void Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvartypes);
|
|
/*program text is already loaded, this function parses the 'header' of it to see which permutations it provides, and how many times we need to recompile it*/
|
|
static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *script, int qrtype, int ver)
|
|
{
|
|
static char *permutationname[] =
|
|
{
|
|
"#define BUMP\n",
|
|
"#define SPECULAR\n",
|
|
"#define FULLBRIGHT\n",
|
|
"#define LOWER\n",
|
|
"#define UPPER\n",
|
|
"#define OFFSETMAPPING\n",
|
|
"#define SKELETAL\n",
|
|
"#define FOG\n",
|
|
NULL
|
|
};
|
|
char *permutationdefines[sizeof(permutationname)/sizeof(permutationname[0]) + 64 + 1];
|
|
unsigned int nopermutation = ~0u;
|
|
int nummodifiers;
|
|
int p, n, pn;
|
|
char *end;
|
|
|
|
char *cvarnames[64];
|
|
int cvartypes[64];
|
|
int cvarcount = 0;
|
|
qboolean onefailed = false;
|
|
|
|
cvarnames[cvarcount] = NULL;
|
|
|
|
for(;;)
|
|
{
|
|
while (*script == ' ' || *script == '\r' || *script == '\n' || *script == '\t')
|
|
script++;
|
|
if (!strncmp(script, "!!cvarf", 7))
|
|
{
|
|
script += 7;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
end = script;
|
|
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
|
|
end++;
|
|
if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0]))
|
|
{
|
|
cvartypes[cvarcount] = SP_CVARF;
|
|
cvarnames[cvarcount++] = script;
|
|
cvarnames[cvarcount] = NULL;
|
|
}
|
|
script = end;
|
|
}
|
|
else if (!strncmp(script, "!!cvarv", 7))
|
|
{
|
|
script += 7;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
end = script;
|
|
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
|
|
end++;
|
|
if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0]))
|
|
{
|
|
cvartypes[cvarcount] = SP_CVAR3F;
|
|
cvarnames[cvarcount++] = script;
|
|
cvarnames[cvarcount] = NULL;
|
|
}
|
|
script = end;
|
|
}
|
|
else if (!strncmp(script, "!!permu", 7))
|
|
{
|
|
script += 7;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
end = script;
|
|
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
|
|
end++;
|
|
for (p = 0; permutationname[p]; p++)
|
|
{
|
|
if (!strncmp(permutationname[p]+8, script, end - script) && permutationname[p][8+end-script] == '\n')
|
|
nopermutation &= ~(1u<<p);
|
|
}
|
|
script = end;
|
|
}
|
|
else if (!strncmp(script, "!!ver", 5))
|
|
{
|
|
script += 5;
|
|
while (*script == ' ' || *script == '\t')
|
|
script++;
|
|
end = script;
|
|
while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_')
|
|
end++;
|
|
ver = strtol(script, NULL, 0);
|
|
script = end;
|
|
}
|
|
else
|
|
break;
|
|
};
|
|
|
|
memset(prog->handle, 0, sizeof(*prog->handle)*PERMUTATIONS);
|
|
|
|
nummodifiers = 0;
|
|
for (end = strchr(name, '#'); end && *end; )
|
|
{
|
|
char *start = end+1;
|
|
end = strchr(start, '#');
|
|
if (!end)
|
|
end = start + strlen(start);
|
|
if (nummodifiers < 64)
|
|
{
|
|
permutationdefines[nummodifiers] = malloc(10 + end - start);
|
|
memcpy(permutationdefines[nummodifiers], "#define ", 8);
|
|
memcpy(permutationdefines[nummodifiers]+8, start, end - start);
|
|
memcpy(permutationdefines[nummodifiers]+8+(end-start), "\n", 2);
|
|
|
|
for (start = permutationdefines[nummodifiers]+8; *start; start++)
|
|
*start = toupper(*start);
|
|
nummodifiers++;
|
|
permutationdefines[nummodifiers] = NULL;
|
|
}
|
|
}
|
|
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (nopermutation & p)
|
|
{
|
|
continue;
|
|
}
|
|
pn = nummodifiers;
|
|
for (n = 0; permutationname[n]; n++)
|
|
{
|
|
if (p & (1u<<n))
|
|
permutationdefines[pn++] = permutationname[n];
|
|
}
|
|
if (r_glsl_offsetmapping_reliefmapping.ival && (p & PERMUTATION_OFFSET))
|
|
permutationdefines[pn++] = "#define RELIEFMAPPING\n";
|
|
permutationdefines[pn++] = NULL;
|
|
|
|
if (qrenderer != qrtype)
|
|
{
|
|
}
|
|
#ifdef GLQUAKE
|
|
else if (qrenderer == QR_OPENGL)
|
|
{
|
|
prog->handle[p].glsl = GLSlang_CreateProgram(name, (((p & PERMUTATION_SKELETAL) && ver < 120)?120:ver), permutationdefines, script, script, onefailed);
|
|
if (!prog->handle[p].glsl)
|
|
onefailed = true;
|
|
if (!p && !prog->handle[p].glsl)
|
|
break;
|
|
}
|
|
#endif
|
|
#ifdef D3DQUAKE
|
|
else if (qrenderer == QR_DIRECT3D)
|
|
{
|
|
if (!D3DShader_CreateProgram(prog, p, permutationdefines, script, script))
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
while(nummodifiers)
|
|
free(permutationdefines[--nummodifiers]);
|
|
|
|
Shader_ProgAutoFields(prog, cvarnames, cvartypes);
|
|
|
|
if (p == PERMUTATIONS)
|
|
return true;
|
|
return false;
|
|
}
|
|
typedef struct sgeneric_s
|
|
{
|
|
struct sgeneric_s *next;
|
|
char *name;
|
|
qboolean failed;
|
|
program_t prog;
|
|
} sgeneric_t;
|
|
static sgeneric_t *sgenerics;
|
|
struct sbuiltin_s
|
|
{
|
|
int qrtype;
|
|
int apiver;
|
|
char name[MAX_QPATH];
|
|
char *body;
|
|
} sbuiltins[] =
|
|
{
|
|
#ifdef GLQUAKE
|
|
/*a quick note on glsl versions:
|
|
gl versioning started with 110
|
|
gles versioning started at 100 and only had a single one defined
|
|
with gl3's combined support, gl3 supports 130+ and 100, but 110 requries compat extension
|
|
with gl4, versions are meant to match the gl version more closely, so gl4.0 uses 400.*/
|
|
/*glsl es shaders require precisions to be defined for fragment shader variables
|
|
more precision for shaders would be a good candidate for a cvar */
|
|
|
|
/*defaultfill is a simple shader for block-filling with vertex colours. note that the blendfunc stuff is done after the shader anyway.*/
|
|
{QR_OPENGL/*ES*/, 100, "defaultfill",
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec4 v_colour;\n"
|
|
"varying vec4 vc;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" vc = v_colour;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"varying lowp vec4 vc;\n"
|
|
"void main ()\n"
|
|
"{\n"
|
|
" gl_FragColor = vc;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
/*default2d is a simple shader to draw the 2d elements. simple copying of a texture image to its dest (with vertex colour blending)*/
|
|
{QR_OPENGL/*ES*/, 100, "default2d",
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"attribute vec4 v_colour;\n"
|
|
"varying vec2 tc;\n"
|
|
"varying vec4 vc;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" tc = v_texcoord;\n"
|
|
" vc = v_colour;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"varying mediump vec2 tc;\n"
|
|
"varying lowp vec4 vc;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" gl_FragColor = texture2D(s_t0, tc) * vc;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "default2d",
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"attribute vec4 v_colour;\n"
|
|
"varying vec2 tc;\n"
|
|
"varying vec4 vc;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" tc = v_texcoord;\n"
|
|
" vc = v_colour;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"in vec2 tc;\n"
|
|
"varying vec4 vc;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" gl_FragColor = texture2D(s_t0, tc) * vc;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
|
|
{QR_OPENGL, 110, "defaultsprite",
|
|
"!!permu FOG\n"
|
|
"#include \"sys/fog.h\"\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"attribute vec4 v_colour;\n"
|
|
"varying vec2 tc;\n"
|
|
"varying vec4 vc;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" tc = v_texcoord;\n"
|
|
" vc = v_colour;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"in vec2 tc;\n"
|
|
"varying vec4 vc;\n"
|
|
"uniform vec4 e_colourident;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" gl_FragColor = fog4blend(texture2D(s_t0, tc) * vc * e_colourident);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "defaultadditivesprite",
|
|
"!!permu FOG\n"
|
|
"#include \"sys/fog.h\"\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"attribute vec4 v_colour;\n"
|
|
"varying vec2 tc;\n"
|
|
"varying vec4 vc;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" tc = v_texcoord;\n"
|
|
" vc = v_colour;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"in vec2 tc;\n"
|
|
"varying vec4 vc;\n"
|
|
"uniform vec4 e_colourident;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" gl_FragColor = fog4additive(texture2D(s_t0, tc) * vc * e_colourident);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
/*draws a wall, with lightmap.*/
|
|
{QR_OPENGL/*ES*/, 100, "defaultwall",
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"attribute vec2 v_lmcoord;\n"
|
|
"varying vec2 tc, lm;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" tc = v_texcoord;\n"
|
|
" lm = v_lmcoord;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n" /*tex_diffuse*/
|
|
"uniform sampler2D s_t1;\n" /*tex_lightmap*/
|
|
//"uniform sampler2D s_t2;\n" /*tex_normalmap*/
|
|
//"uniform sampler2D s_t3;\n" /*tex_deluxmap*/
|
|
//"uniform sampler2D s_t4;\n" /*tex_fullbright*/
|
|
"varying mediump vec2 tc, lm;\n"
|
|
"uniform mediump vec4 e_lmscale;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm) * e_lmscale;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "defaultwall",
|
|
"!!permu OFFSETMAPPING\n"
|
|
"!!permu FULLBRIGHT\n"
|
|
"!!permu FOG\n"
|
|
"!!cvarf r_glsl_offsetmapping_scale\n"
|
|
"#include \"sys/fog.h\"\n"
|
|
"#if defined(OFFSETMAPPING)\n"
|
|
"varying vec3 eyevector;\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"attribute vec2 v_lmcoord;\n"
|
|
"varying vec2 tc, lm;\n"
|
|
|
|
"#if defined(OFFSETMAPPING)\n"
|
|
"uniform vec3 e_eyepos;\n"
|
|
"attribute vec3 v_normal;\n"
|
|
"attribute vec3 v_svector;\n"
|
|
"attribute vec3 v_tvector;\n"
|
|
"#endif\n"
|
|
"void main ()\n"
|
|
"{\n"
|
|
"#if defined(OFFSETMAPPING)\n"
|
|
"vec3 eyeminusvertex = e_eyepos - v_position.xyz;\n"
|
|
"eyevector.x = dot(eyeminusvertex, v_svector.xyz);\n"
|
|
"eyevector.y = -dot(eyeminusvertex, v_tvector.xyz);\n"
|
|
"eyevector.z = dot(eyeminusvertex, v_normal.xyz);\n"
|
|
"#endif\n"
|
|
" tc = v_texcoord;\n"
|
|
" lm = v_lmcoord;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n" /*tex_diffuse*/
|
|
"uniform sampler2D s_t1;\n" /*tex_lightmap*/
|
|
"#ifdef OFFSETMAPPING\n"
|
|
"uniform sampler2D s_t2;\n" /*tex_normalmap*/
|
|
"#endif\n"
|
|
//"uniform sampler2D s_t3;\n" /*tex_deluxmap*/
|
|
"#ifdef FULLBRIGHT\n"
|
|
"uniform sampler2D s_t4;\n" /*tex_fullbright*/
|
|
"#endif\n"
|
|
"varying vec2 tc, lm;\n"
|
|
"uniform vec4 e_lmscale;\n"
|
|
"uniform vec4 e_colourident;\n"
|
|
|
|
"#ifdef OFFSETMAPPING\n"
|
|
"#include \"sys/offsetmapping.h\"\n"
|
|
"#endif\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
"#ifdef OFFSETMAPPING\n"
|
|
"vec2 tcoffsetmap = offsetmap(s_t2, tc, eyevector);\n"
|
|
"#define tc tcoffsetmap\n"
|
|
"#endif\n"
|
|
" gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm) * e_lmscale;\n"
|
|
"#ifdef FULLBRIGHT\n"
|
|
" gl_FragColor.rgb += texture2D(s_t4, tc).rgb;\n"
|
|
"#endif\n"
|
|
"gl_FragColor = gl_FragColor * e_colourident;\n"
|
|
"#ifdef FOG\n"
|
|
"gl_FragColor = fog4(gl_FragColor);\n"
|
|
"#endif\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 100, "drawflat_wall",
|
|
"!!cvarv r_floorcolor\n"
|
|
"!!cvarv r_wallcolor\n"
|
|
"!!permu FOG\n"
|
|
"#include \"sys/fog.h\"\n"
|
|
"varying vec4 col;\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec3 v_normal;\n"
|
|
"attribute vec2 v_lmcoord;\n"
|
|
"varying vec2 lm;\n"
|
|
"uniform vec3 cvar_r_wallcolor;\n"
|
|
"uniform vec3 cvar_r_floorcolor;\n"
|
|
"uniform vec4 e_lmscale;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" col = vec4(e_lmscale.rgb/255.0 * ((v_normal.z < 0.73)?cvar_r_wallcolor:cvar_r_floorcolor), e_lmscale.a);\n"
|
|
" lm = v_lmcoord;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n" /*tex_lightmap*/
|
|
"varying vec2 lm;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" gl_FragColor = fog4(col * texture2D(s_t0, lm));\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "drawflat_wall",
|
|
"!!cvarv r_floorcolor\n"
|
|
"!!cvarv r_wallcolor\n"
|
|
"!!permu FOG\n"
|
|
"#include \"sys/fog.h\"\n"
|
|
"varying vec4 col;\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec3 v_normal;\n"
|
|
"attribute vec2 v_lmcoord;\n"
|
|
"varying vec2 lm;\n"
|
|
"uniform vec3 cvar_r_wallcolor;\n"
|
|
"uniform vec3 cvar_r_floorcolor;\n"
|
|
"uniform vec4 e_lmscale;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" col = vec4(e_lmscale.rgb/255.0 * ((v_normal.z < 0.73)?cvar_r_wallcolor:cvar_r_floorcolor), e_lmscale.a);\n"
|
|
" lm = v_lmcoord;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n" /*tex_lightmap*/
|
|
"varying vec2 lm;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" gl_FragColor = fog4(col * texture2D(s_t0, lm));\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
/*defaultwarp: draws a water surface*/
|
|
{QR_OPENGL/*ES*/, 100, "defaultwarp",
|
|
"!!cvarf r_wateralpha\n"
|
|
"varying mediump vec2 tc;\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"void main ()\n"
|
|
"{\n"
|
|
" tc = v_texcoord;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"uniform mediump float e_time;\n"
|
|
"uniform lowp float cvar_r_wateralpha;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" mediump vec2 ntc;\n"
|
|
" ntc.s = tc.s + sin(tc.t+e_time)*0.125;\n"
|
|
" ntc.t = tc.t + sin(tc.s+e_time)*0.125;\n"
|
|
" lowp vec3 ts = vec3(texture2D(s_t0, ntc));\n"
|
|
|
|
" gl_FragColor = vec4(ts, cvar_r_wateralpha);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "defaultwarp",
|
|
"!!cvarf r_wateralpha\n"
|
|
"!!permu FOG\n"
|
|
"#include \"sys/fog.h\"\n"
|
|
"varying vec2 tc;\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"void main ()\n"
|
|
"{\n"
|
|
" tc = v_texcoord.st;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"uniform float e_time;\n"
|
|
"uniform float cvar_r_wateralpha;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" vec2 ntc;\n"
|
|
" ntc.s = tc.s + sin(tc.t+e_time)*0.125;\n"
|
|
" ntc.t = tc.t + sin(tc.s+e_time)*0.125;\n"
|
|
" vec3 ts = vec3(texture2D(s_t0, ntc));\n"
|
|
|
|
" gl_FragColor = fog4(vec4(ts, cvar_r_wateralpha));\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "underwaterwarp",
|
|
/*
|
|
inputs:
|
|
texcoords: edge points
|
|
coords: vertex coords (duh)
|
|
time
|
|
ampscale (cvar = r_waterwarp)
|
|
|
|
use ifs instead of an edge map?
|
|
*/
|
|
"!!cvarf r_waterwarp\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"varying vec2 v_stc;\n"
|
|
"varying vec2 v_warp;\n"
|
|
"varying vec2 v_edge;\n"
|
|
"uniform float e_time;\n"
|
|
"void main ()\n"
|
|
"{\n"
|
|
"gl_Position = ftetransform();\n"
|
|
"v_stc = (1.0+(gl_Position.xy / gl_Position.w))/2.0;\n"
|
|
"v_warp.s = e_time * 0.25 + v_texcoord.s;\n"
|
|
"v_warp.t = e_time * 0.25 + v_texcoord.t;\n"
|
|
"v_edge = v_texcoord.xy;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"varying vec2 v_stc;\n"
|
|
"varying vec2 v_warp;\n"
|
|
"varying vec2 v_edge;\n"
|
|
"uniform sampler2D s_t0;/*$currentrender*/\n"
|
|
"uniform sampler2D s_t1;/*warp image*/\n"
|
|
"uniform sampler2D s_t2;/*edge image*/\n"
|
|
"uniform vec3 e_rendertexturescale;\n"
|
|
"uniform float cvar_r_waterwarp;\n"
|
|
"void main ()\n"
|
|
"{\n"
|
|
"float amptemp;\n"
|
|
"vec3 edge;\n"
|
|
"edge = texture2D( s_t2, v_edge ).rgb;\n"
|
|
"amptemp = (0.010 / 0.625) * cvar_r_waterwarp * edge.x;\n"
|
|
"vec3 offset;\n"
|
|
"offset = texture2D( s_t1, v_warp ).rgb;\n"
|
|
"offset.x = (offset.x - 0.5) * 2.0;\n"
|
|
"offset.y = (offset.y - 0.5) * 2.0;\n"
|
|
"vec2 temp;\n"
|
|
"temp.x = v_stc.x + offset.x * amptemp;\n"
|
|
"temp.y = v_stc.y + offset.y * amptemp;\n"
|
|
"gl_FragColor = texture2D( s_t0, temp*e_rendertexturescale.st );\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "postproc_panorama",
|
|
"!!cvarf ffov\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"varying vec2 texcoord;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
"texcoord = v_texcoord.xy;\n"
|
|
"gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform samplerCube s_t0;\n"
|
|
"varying vec2 texcoord;\n"
|
|
"uniform float cvar_ffov;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
"vec3 tc; \n"
|
|
"float ang; \n"
|
|
"ang = texcoord.x*-radians(cvar_ffov); \n"
|
|
"tc.x = sin(ang); \n"
|
|
"tc.y = -texcoord.y; \n"
|
|
"tc.z = cos(ang); \n"
|
|
"gl_FragColor = textureCube(s_t0, tc);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
},
|
|
{QR_OPENGL, 110, "postproc_fisheye",
|
|
"!!cvarf ffov\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"varying vec2 texcoord;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
"texcoord = v_texcoord.xy;\n"
|
|
"gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform samplerCube s_t0;\n"
|
|
"varying vec2 texcoord;\n"
|
|
"uniform float cvar_ffov;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
"vec3 tc; \n"
|
|
"vec2 d; \n"
|
|
"vec2 ang; \n"
|
|
"d = texcoord; \n"
|
|
"ang.x = sqrt(d.x*d.x+d.y*d.y)*radians(cvar_ffov); \n"
|
|
"ang.y = -atan(d.y, d.x); \n"
|
|
"tc.x = sin(ang.x) * cos(ang.y); \n"
|
|
"tc.y = sin(ang.x) * sin(ang.y); \n"
|
|
"tc.z = cos(ang.x); \n"
|
|
"gl_FragColor = textureCube(s_t0, tc);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
/*defautsky projects the texture in order to match q1 skies, along with two separate layers scrolling at separate speeds*/
|
|
{QR_OPENGL/*ES*/, 100, "defaultsky",
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"varying vec3 pos;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" pos = v_position.xyz;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"uniform sampler2D s_t1;\n"
|
|
|
|
"uniform mediump float e_time;\n"
|
|
"uniform mediump vec3 e_eyepos;\n"
|
|
"varying mediump vec3 pos;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" mediump vec2 tccoord;\n"
|
|
|
|
" mediump vec3 dir = pos - e_eyepos;\n"
|
|
|
|
" dir.z *= 3.0;\n"
|
|
" dir.xy /= 0.5*length(dir);\n"
|
|
|
|
" tccoord = (dir.xy + e_time*0.03125);\n"
|
|
" lowp vec3 solid = vec3(texture2D(s_t0, tccoord));\n"
|
|
|
|
" tccoord = (dir.xy + e_time*0.0625);\n"
|
|
" lowp vec4 clouds = texture2D(s_t1, tccoord);\n"
|
|
|
|
" gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n"
|
|
// " gl_FragColor.rgb = solid.rgb;/*gl_FragColor.g = clouds.r;*/gl_FragColor.b = clouds.a;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "defaultsky",
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"varying vec3 pos;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" pos = v_position.xyz;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform float e_time;\n"
|
|
"uniform vec3 e_eyepos;\n"
|
|
"varying vec3 pos;\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"uniform sampler2D s_t1;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" vec2 tccoord;\n"
|
|
|
|
" vec3 dir = pos - e_eyepos;\n"
|
|
|
|
" dir.z *= 3.0;\n"
|
|
" dir.xy /= 0.5*length(dir);\n"
|
|
|
|
" tccoord = (dir.xy + e_time*0.03125);\n"
|
|
" vec3 solid = vec3(texture2D(s_t0, tccoord));\n"
|
|
|
|
" tccoord = (dir.xy + e_time*0.0625);\n"
|
|
" vec4 clouds = texture2D(s_t1, tccoord);\n"
|
|
|
|
" gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
/*draws a model. there's lots of extra stuff for light shading calcs and upper/lower textures*/
|
|
{QR_OPENGL/*ES*/, 100, "defaultskin",
|
|
"!!permu FULLBRIGHT\n"
|
|
"!!permu LOWER\n"
|
|
"!!permu UPPER\n"
|
|
"!!permu SKELETAL\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"#include \"sys/skeletal.h\"\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"varying vec2 tc;\n"
|
|
|
|
"uniform vec3 e_light_dir;\n"
|
|
"uniform vec3 e_light_mul;\n"
|
|
"uniform vec3 e_light_ambient;\n"
|
|
"varying vec3 light;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" vec3 n;\n"
|
|
" gl_Position = skeletaltransform_n(n);\n"
|
|
" light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);\n"
|
|
" tc = v_texcoord;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n" /*tex_diffuse*/
|
|
"#ifdef LOWER\n"
|
|
"uniform sampler2D s_t1;\n" /*tex_lower*/
|
|
"uniform lowp vec3 e_lowercolour;\n"
|
|
"#endif\n"
|
|
"#ifdef UPPER\n"
|
|
"uniform sampler2D s_t2;\n" /*tex_upper*/
|
|
"uniform lowp vec3 e_uppercolour;\n"
|
|
"#endif\n"
|
|
"#ifdef FULLBRIGHT\n"
|
|
"uniform sampler2D s_t3;\n" /*tex_fullbright*/
|
|
"#endif\n"
|
|
"varying mediump vec2 tc;\n"
|
|
"varying lowp vec3 light;\n"
|
|
"uniform lowp vec4 e_colourident;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" lowp vec4 col;\n"
|
|
" col = texture2D(s_t0, tc);\n"
|
|
"#ifdef UPPER\n"
|
|
" lowp vec4 uc = texture2D(s_t2, tc);\n"
|
|
" col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a);\n"
|
|
"#endif\n"
|
|
"#ifdef LOWER\n"
|
|
" lowp vec4 lc = texture2D(s_t1, tc);\n"
|
|
" col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a);\n"
|
|
"#endif\n"
|
|
" col.rgb *= light;\n"
|
|
"#ifdef FULLBRIGHT\n"
|
|
" lowp vec4 fb = texture2D(s_t3, tc);\n"
|
|
" col.rgb = mix(col.rgb, fb.rgb, fb.a);\n"
|
|
"#endif\n"
|
|
" gl_FragColor = col * e_colourident;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "defaultskin",
|
|
"!!permu FULLBRIGHT\n"
|
|
"!!permu LOWER\n"
|
|
"!!permu UPPER\n"
|
|
"!!permu SKELETAL\n"
|
|
"!!permu FOG\n"
|
|
"varying vec2 tc;\n"
|
|
"varying vec3 light;\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"#include \"sys/skeletal.h\"\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
|
|
"uniform vec3 e_light_dir;\n"
|
|
"uniform vec3 e_light_mul;\n"
|
|
"uniform vec3 e_light_ambient;\n"
|
|
"void main ()\n"
|
|
"{\n"
|
|
" vec3 n;\n"
|
|
" gl_Position = skeletaltransform_n(n);\n"
|
|
" light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);\n"
|
|
" tc = v_texcoord;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"#include \"sys/fog.h\"\n"
|
|
"uniform sampler2D s_t0;\n" /*tex_diffuse*/
|
|
"#ifdef LOWER\n"
|
|
"uniform sampler2D s_t1;\n" /*tex_lower*/
|
|
"uniform vec3 e_lowercolour;\n"
|
|
"#endif\n"
|
|
"#ifdef UPPER\n"
|
|
"uniform sampler2D s_t2;\n" /*tex_upper*/
|
|
"uniform vec3 e_uppercolour;\n"
|
|
"#endif\n"
|
|
"#ifdef FULLBRIGHT\n"
|
|
"uniform sampler2D s_t3;\n" /*tex_fullbright*/
|
|
"#endif\n"
|
|
"uniform vec4 e_colourident;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" vec4 col, sp;\n"
|
|
" col = texture2D(s_t0, tc);\n"
|
|
"#ifdef UPPER\n"
|
|
" vec4 uc = texture2D(s_t2, tc);\n"
|
|
" col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a);\n"
|
|
"#endif\n"
|
|
"#ifdef LOWER\n"
|
|
" vec4 lc = texture2D(s_t1, tc);\n"
|
|
" col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a);\n"
|
|
"#endif\n"
|
|
" col.rgb *= light;\n"
|
|
"#ifdef FULLBRIGHT\n"
|
|
" vec4 fb = texture2D(s_t3, tc);\n"
|
|
" col.rgb = mix(col.rgb, fb.rgb, fb.a);\n"
|
|
"#endif\n"
|
|
" gl_FragColor = fog4(col * e_colourident);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "lpp_depthnorm",
|
|
"!!permu BUMP\n"
|
|
"!!permu SKELETAL\n"
|
|
"varying vec3 norm, tang, bitang;\n"
|
|
"#if defined(BUMP)\n"
|
|
"varying vec2 tc;\n"
|
|
"#endif\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"#include \"sys/skeletal.h\"\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
"#if defined(BUMP)\n"
|
|
"gl_Position = skeletaltransform_nst(norm, tang, bitang);\n"
|
|
"tc = v_texcoord;\n"
|
|
"#else\n"
|
|
"gl_Position = skeletaltransform_n(norm);\n"
|
|
"#endif\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"#if defined(BUMP)\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"#endif\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
"vec3 onorm;\n"
|
|
"#if defined(BUMP)\n"
|
|
/*transform by the normalmap*/
|
|
"vec3 bm = 2.0*texture2D(s_t0, tc).xyz - 1.0;\n"
|
|
"onorm = normalize(bm.x * tang + bm.y * bitang + bm.z * norm);\n"
|
|
"#else\n"
|
|
"onorm = norm;\n"
|
|
"#endif\n"
|
|
"gl_FragColor = vec4(onorm.xyz, gl_FragCoord.z / gl_FragCoord.w);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "lpp_light",
|
|
"varying vec4 tf;\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
"tf = ftetransform(); gl_Position = tf;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"uniform vec3 l_lightposition;\n"
|
|
"uniform mat4 m_invviewprojection;\n"
|
|
|
|
"uniform vec3 l_lightcolour;\n"
|
|
"uniform float l_lightradius;\n"
|
|
|
|
"vec3 calcLightWorldPos(vec2 screenPos, float depth)\n"
|
|
"{\n"
|
|
"vec4 pos;\n"
|
|
|
|
"pos.x = screenPos.x;\n"
|
|
"pos.y = screenPos.y;\n"
|
|
"pos.z = depth;\n"
|
|
"pos.w = 1.0;\n"
|
|
"pos = m_invviewprojection * pos;\n"
|
|
"return pos.xyz / pos.w;\n"
|
|
"}\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
"vec3 lightColour = l_lightcolour.rgb;\n"
|
|
"float lightIntensity = 1.0;\n"
|
|
"float lightAttenuation = l_lightradius;\n" // fixme: just use the light radius for now, use better near/far att math separately once working
|
|
"float radiusFar = l_lightradius;\n"
|
|
"float radiusNear = l_lightradius*0.5;\n"
|
|
|
|
"vec2 fc;\n"
|
|
"fc = tf.xy / tf.w;\n"
|
|
"vec4 data = texture2D(s_t0, (1.0 + fc) / 2.0);\n"
|
|
"float depth = data.a;\n"
|
|
"vec3 norm = data.xyz;\n"
|
|
|
|
/* calc where the wall that generated this sample came from */
|
|
"vec3 worldPos = calcLightWorldPos(fc, depth);\n"
|
|
|
|
/*calc diffuse lighting term*/
|
|
"vec3 lightDir = l_lightposition - worldPos;\n"
|
|
"float zdiff = 1.0 - clamp(length(lightDir) / lightAttenuation, 0.0, 1.0);\n"
|
|
"float atten = (radiusFar * zdiff) / (radiusFar - radiusNear);\n"
|
|
"atten = pow(atten, 2.0);\n"
|
|
"lightDir = normalize(lightDir);\n"
|
|
|
|
"float nDotL = dot(norm, lightDir) * atten;\n"
|
|
|
|
"float lightDiffuse = max(0.0, nDotL);\n"
|
|
|
|
/*calc specular term*/
|
|
// todo: specular term in its own buffer for full coloured specular
|
|
|
|
"gl_FragColor = vec4(lightDiffuse * (lightColour * lightIntensity), 1.0);\n"
|
|
// gl_FragColor = vec4(normalize(lightDir), 0.0);
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "lpp_wall",
|
|
"varying vec2 tc, lm;\n"
|
|
"varying vec4 tf;\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"attribute vec2 v_lmcoord;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
"tc = v_texcoord;\n"
|
|
"lm = v_lmcoord;\n"
|
|
"gl_Position = tf = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n" /*lpp lighting*/
|
|
"uniform sampler2D s_t1;\n" /*tex_diffuse*/
|
|
"uniform sampler2D s_t2;\n" /*tex_lightmap*/
|
|
//"uniform sampler2D s_t3;\n" /*tex_normalmap*/
|
|
//"uniform sampler2D s_t4;\n" /*tex_deluxmap*/
|
|
//"uniform sampler2D s_t5;\n" /*tex_fullbright*/
|
|
"uniform vec4 e_lmscale;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
//"gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm) * e_lmscale;\n"
|
|
|
|
"vec2 nst;\n"
|
|
"nst = tf.xy / tf.w;\n"
|
|
"nst = (1.0 + nst) / 2.0;\n"
|
|
"vec4 l = texture2D(s_t0, nst)*5.0;\n"
|
|
"vec4 c = texture2D(s_t1, tc);\n"
|
|
"vec3 lmsamp = texture2D(s_t2, lm).rgb*lmscale;\n"
|
|
"vec3 diff = l.rgb;\n"
|
|
"vec3 chrom = diff / (0.001 + dot(diff, vec3(0.3, 0.59, 0.11)));\n"
|
|
"vec3 spec = chrom * l.a;\n"
|
|
|
|
"gl_FragColor = vec4((diff + lmsamp) * c.xyz, 1.0);\n" // + 0.6 * spec, 1.0);
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
|
|
{QR_OPENGL, 110, "colourtint",
|
|
"varying vec4 tf;\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"void main ()\n"
|
|
"{\n"
|
|
"gl_Position = tf = vec4(v_position.xy,-1.0, 1.0);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"uniform sampler3D s_t1;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
"vec2 fc;\n"
|
|
"fc = tf.xy / tf.w;\n"
|
|
"vec3 raw = texture2D(s_t0, (1.0 + fc) / 2.0).rgb;\n"
|
|
|
|
//scale+bias the sample to not clamp out at the edges
|
|
"#define LUTSIZE 16.0\n"
|
|
"vec3 scale = vec3((LUTSIZE-1.0)/LUTSIZE);\n"
|
|
"vec3 bias = vec3(1.0/(2.0*LUTSIZE));\n"
|
|
|
|
"gl_FragColor = texture3D(s_t1, raw * scale + bias);\n"
|
|
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
|
|
{QR_OPENGL, 110, "crepuscular_rays",
|
|
/*yoinked from http://fabiensanglard.net/lightScattering/index.php*/
|
|
"!!cvarf crep_decay\n"
|
|
"!!cvarf crep_density\n"
|
|
"!!cvarf crep_weight\n"
|
|
|
|
"varying vec2 tc;\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
"void main ()\n"
|
|
"{\n"
|
|
"tc = v_texcoord;\n"
|
|
"gl_Position = v_position;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"const float crep_decay = 0.94;\n"
|
|
"const float crep_density = 0.5;\n"
|
|
"const float crep_weight = 0.2;\n"
|
|
"uniform vec3 l_lightcolour;\n"
|
|
"uniform vec3 l_lightscreen;\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"const int NUM_SAMPLES = 100;\n"
|
|
|
|
"void main()\n"
|
|
"{\n"
|
|
// "gl_FragColor = texture2D(s_t0, tc.st);\n"
|
|
"vec2 deltaTextCoord = vec2( tc.st - l_lightscreen.xy );\n"
|
|
"vec2 textCoo = tc.st;\n"
|
|
"deltaTextCoord *= 1.0 / float(NUM_SAMPLES) * crep_density;\n"
|
|
"float illuminationDecay = 1.0;\n"
|
|
|
|
"for(int i=0; i < NUM_SAMPLES ; i++)\n"
|
|
"{\n"
|
|
"textCoo -= deltaTextCoord;\n"
|
|
"vec4 sample = texture2D(s_t0, textCoo);\n"
|
|
"sample *= illuminationDecay * crep_weight;\n"
|
|
"gl_FragColor += sample;\n"
|
|
"illuminationDecay *= crep_decay;\n"
|
|
"}\n"
|
|
"gl_FragColor *= vec4(l_lightcolour, 1.0);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "crepuscular_opaque",
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"void main ()\n"
|
|
"{\n"
|
|
"gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
"gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "crepuscular_sky",
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"varying vec3 pos;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" pos = v_position.xyz;\n"
|
|
" gl_Position = ftetransform();\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"uniform float e_time;\n"
|
|
"uniform vec3 e_eyepos;\n"
|
|
"varying vec3 pos;\n"
|
|
"uniform sampler2D s_t0;\n"
|
|
"uniform sampler2D s_t1;\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
" vec2 tccoord;\n"
|
|
|
|
" vec3 dir = pos - e_eyepos;\n"
|
|
|
|
" dir.z *= 3.0;\n"
|
|
" dir.xy /= 0.5*length(dir);\n"
|
|
|
|
" tccoord = (dir.xy + e_time*0.03125);\n"
|
|
" vec3 solid = vec3(texture2D(s_t0, tccoord));\n"
|
|
|
|
" tccoord = (dir.xy + e_time*0.0625);\n"
|
|
" vec4 clouds = texture2D(s_t1, tccoord);\n"
|
|
|
|
" gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
{QR_OPENGL, 110, "rtlight",
|
|
/*
|
|
texture units:
|
|
s0=diffuse, s1=normal, s2=specular, s3=shadowmap
|
|
custom modifiers:
|
|
PCF(shadowmap)
|
|
CUBE(projected cubemap)
|
|
*/
|
|
"!!permu BUMP\n"
|
|
"!!permu SPECULAR\n"
|
|
"!!permu OFFSETMAPPING\n"
|
|
"!!permu SKELETAL\n"
|
|
"!!permu FOG\n"
|
|
|
|
"!!cvarf r_glsl_offsetmapping_scale\n"
|
|
"varying vec2 tcbase;\n"
|
|
"varying vec3 lightvector;\n"
|
|
"#if defined(SPECULAR) || defined(OFFSETMAPPING)\n"
|
|
"varying vec3 eyevector;\n"
|
|
"#endif\n"
|
|
"#if defined(PCF) || defined(CUBE)\n"
|
|
"varying vec4 vshadowcoord;\n"
|
|
"uniform mat4 l_projmatrix;\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"#include \"sys/skeletal.h\"\n"
|
|
|
|
"uniform vec3 l_lightposition;\n"
|
|
"attribute vec2 v_texcoord;\n"
|
|
|
|
"#if defined(SPECULAR) || defined(OFFSETMAPPING)\n"
|
|
"uniform vec3 e_eyepos;\n"
|
|
"#endif\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
"vec3 n, s, t, w;\n"
|
|
"gl_Position = skeletaltransform_wnst(w,n,s,t);\n"
|
|
|
|
"tcbase = v_texcoord; //pass the texture coords straight through\n"
|
|
|
|
"vec3 lightminusvertex = l_lightposition - w.xyz;\n"
|
|
"lightvector.x = dot(lightminusvertex, s.xyz);\n"
|
|
"lightvector.y = dot(lightminusvertex, t.xyz);\n"
|
|
"lightvector.z = dot(lightminusvertex, n.xyz);\n"
|
|
|
|
"#if defined(SPECULAR)||defined(OFFSETMAPPING)\n"
|
|
"vec3 eyeminusvertex = e_eyepos - w.xyz;\n"
|
|
"eyevector.x = dot(eyeminusvertex, s.xyz);\n"
|
|
"eyevector.y = -dot(eyeminusvertex, t.xyz);\n"
|
|
"eyevector.z = dot(eyeminusvertex, n.xyz);\n"
|
|
"#endif\n"
|
|
"#if defined(PCF) || defined(SPOT) || defined(PROJECTION) || defined(CUBE)\n"
|
|
"vshadowcoord = l_projmatrix*vec4(w.xyz, 1.0);\n"
|
|
"#endif\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
/*this is full 4*4 PCF, with an added attempt at prenumbra*/
|
|
/*the offset consts are 1/(imagesize*2) */
|
|
#define PCF16P(f) "\
|
|
float xPixelOffset = (1.0+shadowcoord.b/l_lightradius)/texx;\
|
|
float yPixelOffset = (1.0+shadowcoord.b/l_lightradius)/texy;\
|
|
float s = 0.0;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
\
|
|
colorscale *= s/5.0;\n\
|
|
"
|
|
|
|
/*this is pcf 3*3*/
|
|
/*the offset consts are 1/(imagesize*2) */
|
|
#define PCF9(f) "\
|
|
const float xPixelOffset = 1.0/texx;\
|
|
const float yPixelOffset = 1.0/texy;\
|
|
float s = 0.0;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
colorscale *= s/9.0;\n\
|
|
"
|
|
|
|
/*this is a lazy form of pcf. take 5 samples in an x*/
|
|
/*the offset consts are 1/(imagesize*2) */
|
|
#define PCF5(f) "\
|
|
float xPixelOffset = 1.0/texx;\
|
|
float yPixelOffset = 1.0/texy;\
|
|
float s = 0.0;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
s += "f"Proj(s_t7, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
|
|
colorscale *= s/5.0;\n\
|
|
"
|
|
|
|
/*this is unfiltered*/
|
|
#define PCF1(f) "\
|
|
colorscale *= "f"Proj(shadowmap, shadowcoord).r;\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"#include \"sys/fog.h\"\n"
|
|
"uniform sampler2D s_t0;\n"/*base texture*/
|
|
"#if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING)\n"
|
|
"uniform sampler2D s_t1;\n"/*normalmap/height texture*/
|
|
"#endif\n"
|
|
"#ifdef SPECULAR\n"
|
|
"uniform sampler2D s_t2;\n"/*specularmap texture*/
|
|
"#endif\n"
|
|
"#ifdef CUBE\n"
|
|
"uniform samplerCube s_t3;\n"/*projected texture*/
|
|
"#endif\n"
|
|
"#ifdef PCF\n"
|
|
"#ifdef CUBE\n"
|
|
"uniform samplerCubeShadow s_t7;\n"
|
|
"#else\n"
|
|
"uniform sampler2DShadow s_t7;\n"
|
|
"#endif\n"
|
|
"#endif\n"
|
|
|
|
|
|
"uniform float l_lightradius;\n"
|
|
"uniform vec3 l_lightcolour;\n"
|
|
"uniform vec3 l_lightcolourscale;\n"
|
|
|
|
"#ifdef OFFSETMAPPING\n"
|
|
"#include \"sys/offsetmapping.h\"\n"
|
|
"#endif\n"
|
|
|
|
"void main ()\n"
|
|
"{\n"
|
|
"#ifdef OFFSETMAPPING\n"
|
|
"vec2 tcoffsetmap = offsetmap(s_t1, tcbase, eyevector);\n"
|
|
"#define tcbase tcoffsetmap\n"
|
|
"#endif\n"
|
|
|
|
|
|
"vec3 bases = vec3(texture2D(s_t0, tcbase));\n"
|
|
|
|
"#if defined(BUMP) || defined(SPECULAR)\n"
|
|
"vec3 bumps = vec3(texture2D(s_t1, tcbase)) - 0.5;\n"
|
|
"#endif\n"
|
|
"#ifdef SPECULAR\n"
|
|
"vec4 specs = texture2D(s_t2, tcbase);\n"
|
|
"#endif\n"
|
|
|
|
"vec3 nl = normalize(lightvector);\n"
|
|
"float colorscale = max(1.0 - dot(lightvector, lightvector)/(l_lightradius*l_lightradius), 0.0);\n"
|
|
|
|
"vec3 diff;\n"
|
|
"#ifdef BUMP\n"
|
|
"diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(2.0*bumps, nl), 0.0));\n"
|
|
"#else\n"
|
|
"diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));\n"
|
|
"#endif\n"
|
|
"#ifdef SPECULAR\n"
|
|
"vec3 halfdir = normalize(lightvector - normalize(eyevector));\n"
|
|
"float spec = pow(max(dot(halfdir, bumps), 0.0), 1.0 + 32.0 * specs.a);\n"
|
|
"diff += spec * specs.rgb * l_lightcolourscale.z;\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef CUBE\n"
|
|
"diff *= textureCube(s_t3, vshadowcoord.xyz).rgb;\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef PCF\n"
|
|
"#if defined(SPOT)\n"
|
|
"const float texx = 512.0;\n"
|
|
"const float texy = 512.0;\n"
|
|
"vec4 shadowcoord = vshadowcoord;\n"
|
|
"#else\n"
|
|
"const float texx = 512.0;\n"
|
|
"const float texy = 512.0;\n"
|
|
"vec4 shadowcoord;\n"
|
|
"shadowcoord.zw = vshadowcoord.zw;\n"
|
|
"shadowcoord.xy = vshadowcoord.xy;\n"
|
|
"#endif\n"
|
|
"#ifdef CUBE\n"
|
|
PCF9("shadowCube") /*valid are 1,5,9*/
|
|
"#else\n"
|
|
PCF9("shadow2D") /*valid are 1,5,9*/
|
|
"#endif\n"
|
|
"#endif\n"
|
|
"#if defined(SPOT)\n"
|
|
/*Actually, this isn't correct*/
|
|
"if (shadowcoord.w < 0.0) discard;\n"
|
|
"vec2 spot = ((shadowcoord.st)/shadowcoord.w - 0.5)*2.0;colorscale*=1.0-(dot(spot,spot));\n"
|
|
"#endif\n"
|
|
"#if defined(PROJECTION)\n"
|
|
"l_lightcolour *= texture2d(s_t3, shadowcoord);\n"
|
|
"#endif\n"
|
|
|
|
"gl_FragColor.rgb = fog3additive(diff*colorscale*l_lightcolour);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
|
|
#endif
|
|
#ifdef D3DQUAKE
|
|
{QR_DIRECT3D, 9, "rtlight",
|
|
/*
|
|
texture units:
|
|
s0=diffuse, s1=normal, s2=specular, s3=shadowmap
|
|
custom modifiers:
|
|
PCF(shadowmap)
|
|
CUBE(projected cubemap)
|
|
*/
|
|
"!!permu BUMP\n"
|
|
"!!permu SPECULAR\n"
|
|
"!!permu OFFSETMAPPING\n"
|
|
"!!permu SKELETAL\n"
|
|
"!!permu FOG\n"
|
|
|
|
|
|
"struct a2v {\n"
|
|
"float4 pos: POSITION;\n"
|
|
"float3 tc: TEXCOORD0;\n"
|
|
"float3 n: NORMAL0;\n"
|
|
"float3 s: TANGENT0;\n"
|
|
"float3 t: BINORMAL0;\n"
|
|
"};\n"
|
|
"struct v2f {\n"
|
|
"#ifndef FRAGMENT_SHADER\n"
|
|
"float4 pos: POSITION;\n"
|
|
"#endif\n"
|
|
"float3 tc: TEXCOORD0;\n"
|
|
"float3 lpos: TEXCOORD1;\n"
|
|
"};\n"
|
|
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"float4x4 m_modelviewprojection;\n"
|
|
"float3 l_lightposition;\n"
|
|
"v2f main (a2v inp)\n"
|
|
"{\n"
|
|
" v2f outp;\n"
|
|
" outp.pos = mul(m_modelviewprojection, inp.pos);\n"
|
|
" outp.tc = inp.tc;\n"
|
|
|
|
"float3 lightminusvertex = l_lightposition - inp.pos.xyz;\n"
|
|
"outp.lpos.x = dot(lightminusvertex, inp.s.xyz);\n"
|
|
"outp.lpos.y = dot(lightminusvertex, inp.t.xyz);\n"
|
|
"outp.lpos.z = dot(lightminusvertex, inp.n.xyz);\n"
|
|
" return outp;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"sampler s_t0;\n"
|
|
"sampler s_t1;\n"
|
|
"float l_lightradius;\n"
|
|
"float3 l_lightcolour;\n"
|
|
"float4 main (v2f inp) : COLOR0\n"
|
|
"{\n"
|
|
" float3 col = l_lightcolour;\n"
|
|
" col *= max(1.0 - dot(inp.lpos, inp.lpos)/(l_lightradius*l_lightradius), 0.0);\n"
|
|
" float3 diff = tex2D(s_t0, inp.tc);\n"
|
|
" return float4(diff * col, 1);"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
|
|
{QR_DIRECT3D, 9, "defaultsky",
|
|
|
|
"struct a2v {\n"
|
|
"float4 pos: POSITION;\n"
|
|
"};\n"
|
|
"struct v2f {\n"
|
|
"#ifndef FRAGMENT_SHADER\n"
|
|
"float4 pos: POSITION;\n"
|
|
"#endif\n"
|
|
"float3 vpos: TEXCOORD0;\n"
|
|
"};\n"
|
|
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"float4x4 m_modelviewprojection;\n"
|
|
"v2f main (a2v inp)\n"
|
|
"{\n"
|
|
" v2f outp;\n"
|
|
" outp.pos = mul(m_modelviewprojection, inp.pos);\n"
|
|
" outp.vpos = inp.pos;\n"
|
|
" return outp;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"float e_time;\n"
|
|
"float3 e_eyepos;\n"
|
|
|
|
"float l_lightradius;\n"
|
|
"float3 l_lightcolour;\n"
|
|
"float3 l_lightposition;\n"
|
|
|
|
"sampler s_t0;\n" /*diffuse*/
|
|
"sampler s_t1;\n" /*normal*/
|
|
"sampler s_t2;\n" /*specular*/
|
|
"float4 main (v2f inp) : COLOR0\n"
|
|
"{\n"
|
|
" float2 tccoord;\n"
|
|
|
|
" float3 dir = inp.vpos - e_eyepos;\n"
|
|
|
|
" dir.z *= 3.0;\n"
|
|
" dir.xy /= 0.5*length(dir);\n"
|
|
|
|
" tccoord = (dir.xy + e_time*0.03125);\n"
|
|
" float4 solid = tex2D(s_t0, tccoord);\n"
|
|
|
|
" tccoord = (dir.xy + e_time*0.0625);\n"
|
|
" float4 clouds = tex2D(s_t1, tccoord);\n"
|
|
|
|
" return float4((solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb), 1);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
|
|
{QR_DIRECT3D, 9, "defaultwarp",
|
|
"!!cvarf r_wateralpha\n"
|
|
"struct a2v {\n"
|
|
"float4 pos: POSITION;\n"
|
|
"float2 tc: TEXCOORD0;\n"
|
|
"};\n"
|
|
"struct v2f {\n"
|
|
"#ifndef FRAGMENT_SHADER\n"
|
|
"float4 pos: POSITION;\n"
|
|
"#endif\n"
|
|
"float2 tc: TEXCOORD0;\n"
|
|
"};\n"
|
|
"#ifdef VERTEX_SHADER\n"
|
|
"float4x4 m_modelviewprojection;\n"
|
|
"v2f main (a2v inp)\n"
|
|
"{\n"
|
|
" v2f outp;\n"
|
|
" outp.pos = mul(m_modelviewprojection, inp.pos);\n"
|
|
" outp.tc = inp.tc;\n"
|
|
" return outp;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
|
|
"#ifdef FRAGMENT_SHADER\n"
|
|
"float cvar_r_wateralpha;\n"
|
|
"float e_time;\n"
|
|
"sampler s_t0;\n"
|
|
"float4 main (v2f inp) : COLOR0\n"
|
|
"{\n"
|
|
" float2 ntc;\n"
|
|
" ntc.x = inp.tc.x + sin(inp.tc.y+e_time)*0.125;\n"
|
|
" ntc.y = inp.tc.y + sin(inp.tc.x+e_time)*0.125;\n"
|
|
" float3 ts = tex2D(s_t0, ntc).xyz;\n"
|
|
|
|
" return float4(ts, cvar_r_wateralpha);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
},
|
|
#endif
|
|
#include "r_bishaders.h"
|
|
{QR_NONE}
|
|
};
|
|
void Shader_UnloadProg(program_t *prog)
|
|
{
|
|
if (prog->refs == 1)
|
|
{
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
int p;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (prog->handle[p].glsl)
|
|
qglDeleteProgramObject_(prog->handle[p].glsl);
|
|
}
|
|
}
|
|
#endif
|
|
#ifdef D3DQUAKE
|
|
if (qrenderer == QR_DIRECT3D)
|
|
{
|
|
int p;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
// if (prog->handle[p].hlsl.vert || prog->handle[p].hlsl.frag)
|
|
// D3DShader_DeleteProgram(&prog->handle[p].hlsl);
|
|
}
|
|
}
|
|
#endif
|
|
free(prog);
|
|
}
|
|
else
|
|
prog->refs--;
|
|
}
|
|
static void Shader_FlushGenerics(void)
|
|
{
|
|
sgeneric_t *g;
|
|
while (sgenerics)
|
|
{
|
|
g = sgenerics;
|
|
sgenerics = g->next;
|
|
|
|
if (g->prog.refs == 1)
|
|
{
|
|
g->prog.refs--;
|
|
free(g);
|
|
}
|
|
else
|
|
Con_Printf("generic shader still used\n");
|
|
}
|
|
}
|
|
static program_t *Shader_LoadGeneric(char *name, int qrtype)
|
|
{
|
|
unsigned int i;
|
|
void *file;
|
|
|
|
sgeneric_t *g;
|
|
|
|
for (g = sgenerics; g; g = g->next)
|
|
{
|
|
if (!strcmp(name, g->name))
|
|
{
|
|
if (g->failed)
|
|
return NULL;
|
|
g->prog.refs++;
|
|
return &g->prog;
|
|
}
|
|
}
|
|
|
|
g = malloc(sizeof(*g) + strlen(name)+1);
|
|
memset(g, 0, sizeof(*g));
|
|
g->name = (char*)(g+1);
|
|
strcpy(g->name, name);
|
|
g->next = sgenerics;
|
|
sgenerics = g;
|
|
|
|
g->prog.refs = 1;
|
|
|
|
if (strchr(name, '/') || strchr(name, '.'))
|
|
FS_LoadFile(name, &file);
|
|
else if (qrenderer == QR_DIRECT3D)
|
|
FS_LoadFile(va("hlsl/%s.hlsl", name), &file);
|
|
else if (qrenderer == QR_OPENGL)
|
|
{
|
|
#ifdef GLQUAKE
|
|
if (gl_config.gles)
|
|
FS_LoadFile(va("gles/%s.glsl", name), &file);
|
|
else
|
|
#endif
|
|
FS_LoadFile(va("glsl/%s.glsl", name), &file);
|
|
}
|
|
else
|
|
file = NULL;
|
|
if (file)
|
|
{
|
|
Con_DPrintf("Loaded %s from disk\n", name);
|
|
g->failed = !Shader_LoadPermutations(name, &g->prog, file, qrtype, 0);
|
|
FS_FreeFile(file);
|
|
|
|
g->prog.refs++;
|
|
return &g->prog;
|
|
}
|
|
else
|
|
{
|
|
int matchlen;
|
|
char *h = strchr(name, '#');
|
|
if (h)
|
|
matchlen = h - name;
|
|
else
|
|
matchlen = strlen(name) + 1;
|
|
for (i = 0; *sbuiltins[i].name; i++)
|
|
{
|
|
if (sbuiltins[i].qrtype == qrenderer && !strncmp(sbuiltins[i].name, name, matchlen))
|
|
{
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
if (gl_config.gles)
|
|
{
|
|
if (sbuiltins[i].apiver != 100)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (sbuiltins[i].apiver == 100)
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
g->failed = !Shader_LoadPermutations(name, &g->prog, sbuiltins[i].body, sbuiltins[i].qrtype, sbuiltins[i].apiver);
|
|
|
|
g->prog.refs++;
|
|
return &g->prog;
|
|
}
|
|
}
|
|
}
|
|
g->failed = true;
|
|
return NULL;
|
|
}
|
|
|
|
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/%s.glsl", sbuiltins[i].name);
|
|
else
|
|
name = va("glsl/%s.glsl", sbuiltins[i].name);
|
|
}
|
|
else if (sbuiltins[i].qrtype == QR_DIRECT3D)
|
|
name = va("hlsl/%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_field_names[] =
|
|
{
|
|
/*vertex attributes*/
|
|
{"v_position", SP_ATTR_VERTEX},
|
|
{"v_colour", SP_ATTR_COLOUR},
|
|
{"v_texcoord", SP_ATTR_TEXCOORD},
|
|
{"v_lmcoord", SP_ATTR_LMCOORD},
|
|
{"v_normal", SP_ATTR_NORMALS},
|
|
{"v_svector", SP_ATTR_SNORMALS},
|
|
{"v_tvector", SP_ATTR_TNORMALS},
|
|
{"v_bone", SP_ATTR_BONENUMS},
|
|
{"v_weight", SP_ATTR_BONEWEIGHTS},
|
|
|
|
/*matricies*/
|
|
{"m_model", SP_M_MODEL},
|
|
{"m_view", SP_M_VIEW},
|
|
{"m_modelview", SP_M_MODELVIEW},
|
|
{"m_projection", SP_M_PROJECTION},
|
|
{"m_modelviewprojection", SP_M_MODELVIEWPROJECTION},
|
|
{"m_bones", SP_M_ENTBONES},
|
|
{"m_invviewprojection", SP_M_INVVIEWPROJECTION},
|
|
{"m_invmodelviewprojection",SP_M_INVMODELVIEWPROJECTION},
|
|
|
|
/*viewer properties*/
|
|
{"v_eyepos", SP_V_EYEPOS},
|
|
{"w_fog", SP_W_FOG},
|
|
|
|
/*ent properties*/
|
|
{"e_lmscale", SP_E_LMSCALE}, /*overbright shifting*/
|
|
{"e_origin", SP_E_ORIGIN},
|
|
{"e_time", SP_E_TIME},
|
|
{"e_eyepos", SP_E_EYEPOS},
|
|
{"e_colour", SP_E_COLOURS},
|
|
{"e_colourident", SP_E_COLOURSIDENT},
|
|
{"e_glowmod", SP_E_GLOWMOD},
|
|
{"e_topcolour", SP_E_TOPCOLOURS},
|
|
{"e_bottomcolour", SP_E_BOTTOMCOLOURS},
|
|
{"e_light_dir", SP_E_L_DIR},
|
|
{"e_light_mul", SP_E_L_MUL},
|
|
{"e_light_ambient", SP_E_L_AMBIENT},
|
|
|
|
/*rtlight properties, use with caution*/
|
|
{"l_lightscreen", SP_LIGHTSCREEN},
|
|
{"l_lightradius", SP_LIGHTRADIUS},
|
|
{"l_lightcolour", SP_LIGHTCOLOUR},
|
|
{"l_lightposition", SP_LIGHTPOSITION},
|
|
{"l_lightcolourscale", SP_LIGHTCOLOURSCALE},
|
|
{"l_projmatrix", SP_LIGHTPROJMATRIX},
|
|
|
|
{"e_rendertexturescale", SP_RENDERTEXTURESCALE},
|
|
{NULL}
|
|
};
|
|
|
|
static void Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvartypes)
|
|
{
|
|
unsigned int i, p;
|
|
qboolean found;
|
|
int uniformloc;
|
|
char tmpname[128];
|
|
cvar_t *cvar;
|
|
|
|
prog->numparams = 0;
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
if (gl_config.nofixedfunc)
|
|
prog->nofixedcompat = true;
|
|
|
|
for (i = 0; shader_field_names[i].name; i++)
|
|
{
|
|
found = false;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->handle[p].glsl)
|
|
continue;
|
|
GLSlang_UseProgram(prog->handle[p].glsl);
|
|
if (shader_field_names[i].ptype >= SP_FIRSTUNIFORM)
|
|
uniformloc = qglGetUniformLocationARB(prog->handle[p].glsl, shader_field_names[i].name);
|
|
else
|
|
uniformloc = qglGetAttribLocationARB(prog->handle[p].glsl, shader_field_names[i].name);
|
|
if (uniformloc != -1)
|
|
found = true;
|
|
if (prog->numparams == SHADER_PROGPARMS_MAX)
|
|
{
|
|
if (found)
|
|
break;
|
|
}
|
|
else
|
|
prog->parm[prog->numparams].handle[p] = uniformloc;
|
|
}
|
|
if (found)
|
|
{
|
|
if (prog->numparams == SHADER_PROGPARMS_MAX)
|
|
Con_Printf("Too many paramters for program (ignoring %s)\n", shader_field_names[i].name);
|
|
else
|
|
{
|
|
prog->parm[prog->numparams].type = shader_field_names[i].ptype;
|
|
prog->numparams++;
|
|
|
|
if (shader_field_names[i].ptype < SP_FIRSTUNIFORM)
|
|
prog->nofixedcompat = true;
|
|
}
|
|
}
|
|
}
|
|
/*set cvar unirforms*/
|
|
for (i = 0; cvarnames[i]; i++)
|
|
{
|
|
if (prog->numparams == SHADER_PROGPARMS_MAX)
|
|
{
|
|
Con_Printf("Too many cvar paramters for program\n");
|
|
break;
|
|
}
|
|
for (p = 0; cvarnames[i][p] && (unsigned char)cvarnames[i][p] > 32 && p < sizeof(tmpname)-1; p++)
|
|
tmpname[p] = cvarnames[i][p];
|
|
tmpname[p] = 0;
|
|
cvar = Cvar_Get(tmpname, "0", CVAR_SHADERSYSTEM, "glsl cvars");
|
|
if (!cvar)
|
|
continue;
|
|
cvar->flags |= CVAR_SHADERSYSTEM;
|
|
prog->parm[prog->numparams].type = cvartypes[i];
|
|
prog->parm[prog->numparams].pval = cvar;
|
|
found = false;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->handle[p].glsl)
|
|
continue;
|
|
GL_SelectProgram(prog->handle[p].glsl);
|
|
uniformloc = qglGetUniformLocationARB(prog->handle[p].glsl, va("cvar_%s", tmpname));
|
|
if (uniformloc != -1)
|
|
{
|
|
qglUniform1fARB(uniformloc, cvar->value);
|
|
found = true;
|
|
}
|
|
prog->parm[prog->numparams].handle[p] = uniformloc;
|
|
}
|
|
if (found)
|
|
prog->numparams++;
|
|
}
|
|
/*set texture uniforms*/
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->handle[p].glsl)
|
|
continue;
|
|
GLSlang_UseProgram(prog->handle[p].glsl);
|
|
for (i = 0; i < 8; i++)
|
|
{
|
|
uniformloc = qglGetUniformLocationARB(prog->handle[p].glsl, va("s_t%i", i));
|
|
if (uniformloc != -1)
|
|
qglUniform1iARB(uniformloc, i);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
#endif
|
|
#ifdef D3DQUAKE
|
|
if (qrenderer == QR_DIRECT3D)
|
|
{
|
|
prog->nofixedcompat = true;
|
|
|
|
/*set cvar uniforms*/
|
|
for (i = 0; cvarnames[i]; i++)
|
|
{
|
|
for (p = 0; cvarnames[i][p] && (unsigned char)cvarnames[i][p] > 32 && p < sizeof(tmpname)-1; p++)
|
|
tmpname[p] = cvarnames[i][p];
|
|
tmpname[p] = 0;
|
|
cvar = Cvar_FindVar(tmpname);
|
|
if (!cvar)
|
|
continue;
|
|
cvar->flags |= CVAR_SHADERSYSTEM;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->handle[p].glsl)
|
|
continue;
|
|
uniformloc = D3DShader_FindUniform(&prog->handle[p], 1, va("cvar_%s", tmpname));
|
|
if (uniformloc != -1)
|
|
{
|
|
vec4_t v = {cvar->value, 0, 0, 0};
|
|
IDirect3DDevice9_SetVertexShader(pD3DDev9, prog->handle[0].hlsl.vert);
|
|
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, 0, v, 1);
|
|
}
|
|
uniformloc = D3DShader_FindUniform(&prog->handle[p], 2, va("cvar_%s", tmpname));
|
|
if (uniformloc != -1)
|
|
{
|
|
vec4_t v = {cvar->value, 0, 0, 0};
|
|
IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->handle[0].hlsl.vert);
|
|
IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, 0, v, 1);
|
|
}
|
|
}
|
|
}
|
|
for (i = 0; shader_field_names[i].name; i++)
|
|
{
|
|
found = false;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (shader_field_names[i].ptype >= SP_FIRSTUNIFORM)
|
|
{
|
|
uniformloc = D3DShader_FindUniform(&prog->handle[p], 0, shader_field_names[i].name);
|
|
}
|
|
else
|
|
uniformloc = -1;
|
|
if (uniformloc != -1)
|
|
found = true;
|
|
prog->parm[prog->numparams].handle[p] = uniformloc;
|
|
}
|
|
if (found)
|
|
{
|
|
prog->parm[prog->numparams].type = shader_field_names[i].ptype;
|
|
prog->numparams++;
|
|
|
|
if (shader_field_names[i].ptype < SP_FIRSTUNIFORM)
|
|
prog->nofixedcompat = true;
|
|
}
|
|
}
|
|
/*set texture uniforms*/
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
for (i = 0; i < 8; i++)
|
|
{
|
|
uniformloc = D3DShader_FindUniform(&prog->handle[p], 2, va("s_t%i", i));
|
|
if (uniformloc != -1)
|
|
{
|
|
int v[4] = {i};
|
|
IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->handle[0].hlsl.vert);
|
|
IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1);
|
|
}
|
|
}
|
|
}
|
|
IDirect3DDevice9_SetVertexShader(pD3DDev9, NULL);
|
|
IDirect3DDevice9_SetPixelShader(pD3DDev9, NULL);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static void Shader_SLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr, int qrtype)
|
|
{
|
|
/*accepts:
|
|
program
|
|
{
|
|
BLAH
|
|
}
|
|
where BLAH is both vertex+frag with #ifdefs
|
|
or
|
|
program fname
|
|
on one line.
|
|
*/
|
|
char *programbody;
|
|
char *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", shader->name);
|
|
}
|
|
else
|
|
{
|
|
end++;
|
|
start = end;
|
|
for (count = 1; *end; end++)
|
|
{
|
|
if (*end == '}')
|
|
{
|
|
count--;
|
|
if (!count)
|
|
break;
|
|
}
|
|
else if (*end == '{')
|
|
count++;
|
|
}
|
|
programbody = BZ_Malloc(end - start + 1);
|
|
memcpy(programbody, start, end-start);
|
|
programbody[end-start] = 0;
|
|
*ptr = end+1;/*skip over it all*/
|
|
|
|
shader->prog = malloc(sizeof(*shader->prog));
|
|
memset(shader->prog, 0, sizeof(*shader->prog));
|
|
shader->prog->refs = 1;
|
|
if (!Shader_LoadPermutations(shader->name, shader->prog, programbody, qrtype, 0))
|
|
{
|
|
free(shader->prog);
|
|
shader->prog = NULL;
|
|
}
|
|
|
|
BZ_Free(programbody);
|
|
}
|
|
return;
|
|
}
|
|
|
|
shader->prog = Shader_LoadGeneric(Shader_ParseString(ptr), qrtype);
|
|
}
|
|
|
|
static void Shader_GLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
Shader_SLProgramName(shader,pass,ptr,QR_OPENGL);
|
|
}
|
|
static void Shader_ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
Shader_SLProgramName(shader,pass,ptr,qrenderer);
|
|
}
|
|
static void Shader_HLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D);
|
|
}
|
|
|
|
static void Shader_ProgramParam ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
cvar_t *cv = NULL;
|
|
int specialint = 0;
|
|
float specialfloat = 0;
|
|
vec3_t specialvec = {0};
|
|
enum shaderprogparmtype_e parmtype = SP_BAD;
|
|
char *token;
|
|
qboolean silent = false;
|
|
char *forcename = NULL;
|
|
|
|
token = Shader_ParseString(ptr);
|
|
if (!Q_stricmp(token, "opt"))
|
|
{
|
|
silent = true;
|
|
token = Shader_ParseString(ptr);
|
|
}
|
|
if (!Q_stricmp(token, "texture"))
|
|
{
|
|
token = Shader_ParseString(ptr);
|
|
specialint = atoi(token);
|
|
parmtype = SP_TEXTURE;
|
|
}
|
|
else if (!Q_stricmp(token, "consti"))
|
|
{
|
|
token = Shader_ParseSensString(ptr);
|
|
specialint = atoi(token);
|
|
parmtype = SP_CONSTI;
|
|
}
|
|
else if (!Q_stricmp(token, "constf"))
|
|
{
|
|
token = Shader_ParseSensString(ptr);
|
|
specialfloat = atof(token);
|
|
parmtype = SP_CONSTF;
|
|
}
|
|
else if (!Q_stricmp(token, "cvari"))
|
|
{
|
|
token = Shader_ParseSensString(ptr);
|
|
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
|
|
if (!cv)
|
|
return;
|
|
parmtype = SP_CVARI;
|
|
}
|
|
else if (!Q_stricmp(token, "cvarf"))
|
|
{
|
|
token = Shader_ParseSensString(ptr);
|
|
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
|
|
if (!cv)
|
|
return;
|
|
parmtype = SP_CVARF;
|
|
}
|
|
else if (!Q_stricmp(token, "cvar3f"))
|
|
{
|
|
token = Shader_ParseSensString(ptr);
|
|
cv = Cvar_Get(token, "", 0, "GLSL Shader parameters");
|
|
if (!cv)
|
|
return;
|
|
parmtype = SP_CVAR3F;
|
|
}
|
|
else if (!Q_stricmp(token, "time"))
|
|
parmtype = SP_E_TIME;
|
|
else if (!Q_stricmp(token, "eyepos"))
|
|
parmtype = SP_E_EYEPOS;
|
|
else if (!Q_stricmp(token, "entmatrix"))
|
|
parmtype = SP_M_MODEL;
|
|
else if (!Q_stricmp(token, "colours") || !Q_stricmp(token, "colors"))
|
|
parmtype = SP_E_COLOURS;
|
|
else if (!Q_stricmp(token, "upper"))
|
|
parmtype = SP_E_TOPCOLOURS;
|
|
else if (!Q_stricmp(token, "lower"))
|
|
parmtype = SP_E_BOTTOMCOLOURS;
|
|
else if (!Q_stricmp(token, "lightradius"))
|
|
parmtype = SP_LIGHTRADIUS;
|
|
else if (!Q_stricmp(token, "lightcolour"))
|
|
parmtype = SP_LIGHTCOLOUR;
|
|
else if (!Q_stricmp(token, "lightpos"))
|
|
parmtype = SP_LIGHTPOSITION;
|
|
else if (!Q_stricmp(token, "rendertexturescale"))
|
|
parmtype = SP_RENDERTEXTURESCALE;
|
|
else
|
|
Con_Printf("shader %s: parameter type \"%s\" not known\n", shader->name, token);
|
|
|
|
if (forcename)
|
|
token = forcename;
|
|
else
|
|
token = Shader_ParseSensString(ptr);
|
|
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
int p;
|
|
qboolean foundone;
|
|
unsigned int uniformloc;
|
|
program_t *prog = shader->prog;
|
|
if (!prog)
|
|
{
|
|
Con_Printf("shader %s: param without program set\n", shader->name);
|
|
}
|
|
else if (prog->numparams == SHADER_PROGPARMS_MAX)
|
|
Con_Printf("shader %s: too many parms\n", shader->name);
|
|
else
|
|
{
|
|
if (prog->refs != 1)
|
|
Con_Printf("shader %s: parms on shared shader\n", shader->name);
|
|
|
|
foundone = false;
|
|
prog->parm[prog->numparams].type = parmtype;
|
|
for (p = 0; p < PERMUTATIONS; p++)
|
|
{
|
|
if (!prog->handle[p].glsl)
|
|
continue;
|
|
GLSlang_UseProgram(prog->handle[p].glsl);
|
|
if (parmtype >= SP_FIRSTUNIFORM)
|
|
uniformloc = qglGetUniformLocationARB(prog->handle[p].glsl, token);
|
|
else
|
|
uniformloc = qglGetAttribLocationARB(prog->handle[p].glsl, token);
|
|
prog->parm[prog->numparams].handle[p] = uniformloc;
|
|
if (uniformloc != -1)
|
|
{
|
|
foundone = true;
|
|
switch(parmtype)
|
|
{
|
|
case SP_BAD:
|
|
foundone = false;
|
|
break;
|
|
case SP_TEXTURE:
|
|
case SP_CONSTI:
|
|
prog->parm[prog->numparams].ival = specialint;
|
|
break;
|
|
case SP_CONSTF:
|
|
prog->parm[prog->numparams].fval = specialfloat;
|
|
break;
|
|
case SP_CVARF:
|
|
case SP_CVARI:
|
|
prog->parm[prog->numparams].pval = cv;
|
|
break;
|
|
case SP_CVAR3F:
|
|
prog->parm[prog->numparams].pval = cv;
|
|
qglUniform3fvARB(uniformloc, 1, specialvec);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (!foundone)
|
|
{
|
|
if (!silent)
|
|
Con_Printf("shader %s: param \"%s\" not found\n", shader->name, token);
|
|
}
|
|
else
|
|
prog->numparams++;
|
|
|
|
GLSlang_UseProgram(0);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static void Shader_DiffuseMap(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token;
|
|
token = Shader_ParseString(ptr);
|
|
shader->defaulttextures.base = R_LoadHiResTexture(token, NULL, 0);
|
|
}
|
|
|
|
static void Shader_Translucent(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
shader->flags |= SHADER_BLEND;
|
|
}
|
|
|
|
static shaderkey_t shaderkeys[] =
|
|
{
|
|
{"cull", Shader_Cull},
|
|
{"skyparms", Shader_SkyParms},
|
|
{"fogparms", Shader_FogParms},
|
|
{"surfaceparm", Shader_SurfaceParm},
|
|
{"nomipmaps", Shader_NoMipMaps},
|
|
{"nopicmip", Shader_NoPicMip},
|
|
{"polygonoffset", Shader_PolygonOffset},
|
|
{"sort", Shader_Sort},
|
|
{"deformvertexes", Shader_DeformVertexes},
|
|
{"portal", Shader_Portal},
|
|
{"lpp_light", Shader_Prelight},
|
|
{"entitymergable", Shader_EntityMergable},
|
|
|
|
{"glslprogram", Shader_GLSLProgramName},
|
|
{"program", Shader_ProgramName}, //legacy
|
|
{"hlslprogram", Shader_HLSLProgramName}, //for d3d
|
|
{"param", Shader_ProgramParam},
|
|
|
|
/*doom3 compat*/
|
|
{"diffusemap", Shader_DiffuseMap},
|
|
{"bumpmap", NULL},
|
|
{"specularmap", NULL},
|
|
{"nonsolid", NULL},
|
|
{"noimpact", NULL},
|
|
{"translucent", Shader_Translucent},
|
|
{"noshadows", NULL},
|
|
{"nooverlays", NULL},
|
|
{"nofragment", NULL},
|
|
|
|
{NULL, NULL}
|
|
};
|
|
|
|
// ===============================================================
|
|
|
|
static qboolean ShaderPass_MapGen (shader_t *shader, shaderpass_t *pass, char *tname)
|
|
{
|
|
if (!Q_stricmp (tname, "$lightmap"))
|
|
{
|
|
pass->tcgen = TC_GEN_LIGHTMAP;
|
|
pass->flags |= SHADER_PASS_LIGHTMAP | SHADER_PASS_NOMIPMAP;
|
|
pass->texgen = T_GEN_LIGHTMAP;
|
|
shader->flags |= SHADER_HASLIGHTMAP;
|
|
}
|
|
else if (!Q_stricmp (tname, "$deluxmap"))
|
|
{
|
|
pass->tcgen = TC_GEN_LIGHTMAP;
|
|
pass->flags |= SHADER_PASS_DELUXMAP | SHADER_PASS_NOMIPMAP;
|
|
pass->texgen = T_GEN_DELUXMAP;
|
|
}
|
|
else if (!Q_stricmp (tname, "$diffuse"))
|
|
{
|
|
pass->texgen = T_GEN_DIFFUSE;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
shader->flags |= SHADER_NOIMAGE;
|
|
}
|
|
else if (!Q_stricmp (tname, "$normalmap"))
|
|
{
|
|
pass->texgen = T_GEN_NORMALMAP;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
}
|
|
else if (!Q_stricmp (tname, "$specular"))
|
|
{
|
|
pass->texgen = T_GEN_SPECULAR;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
}
|
|
else if (!Q_stricmp (tname, "$fullbright"))
|
|
{
|
|
pass->texgen = T_GEN_FULLBRIGHT;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
}
|
|
else if (!Q_stricmp (tname, "$upperoverlay"))
|
|
{
|
|
shader->flags |= SHADER_HASTOPBOTTOM;
|
|
pass->texgen = T_GEN_UPPEROVERLAY;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
}
|
|
else if (!Q_stricmp (tname, "$loweroverlay"))
|
|
{
|
|
shader->flags |= SHADER_HASTOPBOTTOM;
|
|
pass->texgen = T_GEN_LOWEROVERLAY;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
}
|
|
else if (!Q_stricmp (tname, "$shadowmap"))
|
|
{
|
|
pass->texgen = T_GEN_SHADOWMAP;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$lightcubemap"))
|
|
{
|
|
pass->texgen = T_GEN_LIGHTCUBEMAP;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$currentrender"))
|
|
{
|
|
pass->texgen = T_GEN_CURRENTRENDER;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$sourcecolour"))
|
|
{
|
|
pass->texgen = T_GEN_SOURCECOLOUR;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$sourcecube"))
|
|
{
|
|
pass->texgen = T_GEN_SOURCECUBE;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else if (!Q_stricmp (tname, "$sourcedepth"))
|
|
{
|
|
pass->texgen = T_GEN_SOURCEDEPTH;
|
|
pass->tcgen = TC_GEN_BASE; //FIXME: moo!
|
|
}
|
|
else
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
static void Shaderpass_Map (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
int flags;
|
|
char *token;
|
|
|
|
pass->anim_frames[0] = r_nulltex;
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if (!ShaderPass_MapGen(shader, pass, token))
|
|
{
|
|
flags = Shader_SetImageFlags (shader, &token);
|
|
if (flags & IF_3DMAP)
|
|
pass->texgen = T_GEN_3DMAP;
|
|
else
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->anim_frames[0] = Shader_FindImage (token, flags);
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_AnimMap (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
int flags;
|
|
char *token;
|
|
texid_t image;
|
|
|
|
flags = Shader_SetImageFlags (shader, NULL);
|
|
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->flags |= SHADER_PASS_ANIMMAP;
|
|
pass->texgen = T_GEN_ANIMMAP;
|
|
pass->anim_fps = (int)Shader_ParseFloat (ptr);
|
|
pass->anim_numframes = 0;
|
|
|
|
for ( ; ; )
|
|
{
|
|
token = Shader_ParseString(ptr);
|
|
if (!token[0])
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (pass->anim_numframes < SHADER_ANIM_FRAMES_MAX)
|
|
{
|
|
image = Shader_FindImage (token, flags);
|
|
|
|
if (!TEXVALID(image))
|
|
{
|
|
pass->anim_frames[pass->anim_numframes++] = missing_texture;
|
|
Con_DPrintf (CON_WARNING "Shader %s has an animmap with no image: %s.\n", shader->name, token );
|
|
}
|
|
else
|
|
{
|
|
pass->anim_frames[pass->anim_numframes++] = image;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_ClampMap (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
int flags;
|
|
char *token;
|
|
|
|
token = Shader_ParseString (ptr);
|
|
|
|
if (!ShaderPass_MapGen(shader, pass, token))
|
|
{
|
|
flags = Shader_SetImageFlags (shader, &token);
|
|
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->anim_frames[0] = Shader_FindImage (token, flags | IF_CLAMP);
|
|
if (flags & IF_3DMAP)
|
|
pass->texgen = T_GEN_3DMAP;
|
|
else
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
|
|
if (!TEXVALID(pass->anim_frames[0]))
|
|
{
|
|
if (flags & (IF_3DMAP | IF_CUBEMAP))
|
|
pass->anim_frames[0] = r_nulltex;
|
|
else
|
|
pass->anim_frames[0] = missing_texture;
|
|
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", shader->name, token);
|
|
}
|
|
}
|
|
pass->flags |= SHADER_PASS_CLAMP;
|
|
}
|
|
|
|
static void Shaderpass_VideoMap (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString (ptr);
|
|
|
|
#ifdef NOMEDIA
|
|
#else
|
|
if (pass->cin)
|
|
Z_Free (pass->cin);
|
|
|
|
pass->cin = Media_StartCin(token);
|
|
if (!pass->cin)
|
|
pass->cin = Media_StartCin(va("video/%s.roq", token));
|
|
else
|
|
Con_DPrintf (CON_WARNING "(shader %s) Couldn't load video %s\n", shader->name, token);
|
|
|
|
if (pass->cin)
|
|
{
|
|
pass->flags |= SHADER_PASS_VIDEOMAP;
|
|
shader->flags |= SHADER_VIDEOMAP;
|
|
pass->texgen = T_GEN_VIDEOMAP;
|
|
}
|
|
else
|
|
{
|
|
pass->texgen = T_GEN_DIFFUSE;
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
|
|
pass->rgbgen_func.args[0] = pass->rgbgen_func.args[1] = pass->rgbgen_func.args[2] = 0;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static void Shaderpass_RGBGen (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if (!Q_stricmp (token, "identitylighting"))
|
|
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
|
|
else if (!Q_stricmp (token, "identity"))
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
else if (!Q_stricmp (token, "wave"))
|
|
{
|
|
pass->rgbgen = RGB_GEN_WAVE;
|
|
Shader_ParseFunc ( ptr, &pass->rgbgen_func);
|
|
}
|
|
else if (!Q_stricmp(token, "entity"))
|
|
pass->rgbgen = RGB_GEN_ENTITY;
|
|
else if (!Q_stricmp (token, "oneMinusEntity"))
|
|
pass->rgbgen = RGB_GEN_ONE_MINUS_ENTITY;
|
|
else if (!Q_stricmp (token, "vertex"))
|
|
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
|
|
else if (!Q_stricmp (token, "oneMinusVertex"))
|
|
pass->rgbgen = RGB_GEN_ONE_MINUS_VERTEX;
|
|
else if (!Q_stricmp (token, "lightingDiffuse"))
|
|
pass->rgbgen = RGB_GEN_LIGHTING_DIFFUSE;
|
|
else if (!Q_stricmp (token, "exactvertex"))
|
|
pass->rgbgen = RGB_GEN_VERTEX_EXACT;
|
|
else if (!Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
|
|
{
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.type = SHADER_FUNC_CONSTANT;
|
|
|
|
Shader_ParseVector (ptr, pass->rgbgen_func.args);
|
|
}
|
|
else if (!Q_stricmp (token, "topcolor"))
|
|
pass->rgbgen = RGB_GEN_TOPCOLOR;
|
|
else if (!Q_stricmp (token, "bottomcolor"))
|
|
pass->rgbgen = RGB_GEN_BOTTOMCOLOR;
|
|
}
|
|
|
|
static void Shaderpass_AlphaGen (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString(ptr);
|
|
if (!Q_stricmp (token, "portal"))
|
|
{
|
|
pass->alphagen = ALPHA_GEN_PORTAL;
|
|
shader->portaldist = Shader_ParseFloat(ptr);
|
|
if (!shader->portaldist)
|
|
shader->portaldist = 256;
|
|
shader->flags |= SHADER_AGEN_PORTAL;
|
|
}
|
|
else if (!Q_stricmp (token, "vertex"))
|
|
{
|
|
pass->alphagen = ALPHA_GEN_VERTEX;
|
|
}
|
|
else if (!Q_stricmp (token, "entity"))
|
|
{
|
|
pass->alphagen = ALPHA_GEN_ENTITY;
|
|
}
|
|
else if (!Q_stricmp (token, "wave"))
|
|
{
|
|
pass->alphagen = ALPHA_GEN_WAVE;
|
|
|
|
Shader_ParseFunc (ptr, &pass->alphagen_func);
|
|
}
|
|
else if ( !Q_stricmp (token, "lightingspecular"))
|
|
{
|
|
pass->alphagen = ALPHA_GEN_SPECULAR;
|
|
}
|
|
else if ( !Q_stricmp (token, "const") || !Q_stricmp (token, "constant"))
|
|
{
|
|
pass->alphagen = ALPHA_GEN_CONST;
|
|
pass->alphagen_func.type = SHADER_FUNC_CONSTANT;
|
|
pass->alphagen_func.args[0] = fabs(Shader_ParseFloat(ptr));
|
|
}
|
|
}
|
|
static void Shaderpass_AlphaShift (shader_t *shader, shaderpass_t *pass, char **ptr) //for alienarena
|
|
{
|
|
float speed;
|
|
float min, max;
|
|
pass->alphagen = ALPHA_GEN_WAVE;
|
|
|
|
pass->alphagen_func.type = SHADER_FUNC_SIN;
|
|
|
|
|
|
//arg0 = add
|
|
//arg1 = scale
|
|
//arg2 = timeshift
|
|
//arg3 = timescale
|
|
|
|
speed = Shader_ParseFloat(ptr);
|
|
min = Shader_ParseFloat(ptr);
|
|
max = Shader_ParseFloat(ptr);
|
|
|
|
pass->alphagen_func.args[0] = min + (max - min)/2;
|
|
pass->alphagen_func.args[1] = (max - min)/2;
|
|
pass->alphagen_func.args[2] = 0;
|
|
pass->alphagen_func.args[3] = 1/speed;
|
|
}
|
|
|
|
static int Shader_BlendFactor(char *name, qboolean dstnotsrc)
|
|
{
|
|
int factor;
|
|
if (!strnicmp(name, "gl_", 3))
|
|
name += 3;
|
|
|
|
if (!Q_stricmp(name, "zero"))
|
|
factor = SBITS_SRCBLEND_ZERO;
|
|
else if ( !Q_stricmp(name, "one"))
|
|
factor = SBITS_SRCBLEND_ONE;
|
|
else if (!Q_stricmp(name, "dst_color"))
|
|
factor = SBITS_SRCBLEND_DST_COLOR;
|
|
else if (!Q_stricmp(name, "one_minus_src_alpha"))
|
|
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA;
|
|
else if (!Q_stricmp(name, "src_alpha"))
|
|
factor = SBITS_SRCBLEND_SRC_ALPHA;
|
|
else if (!Q_stricmp(name, "src_color"))
|
|
factor = SBITS_SRCBLEND_SRC_COLOR_INVALID;
|
|
else if (!Q_stricmp(name, "one_minus_dst_color"))
|
|
factor = SBITS_SRCBLEND_ONE_MINUS_DST_COLOR;
|
|
else if (!Q_stricmp(name, "one_minus_src_color"))
|
|
factor = SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID;
|
|
else if (!Q_stricmp(name, "dst_alpha") )
|
|
factor = SBITS_SRCBLEND_DST_ALPHA;
|
|
else if (!Q_stricmp(name, "one_minus_dst_alpha"))
|
|
factor = SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA;
|
|
else
|
|
factor = SBITS_SRCBLEND_NONE;
|
|
|
|
if (dstnotsrc)
|
|
{
|
|
//dest factors are shifted
|
|
factor <<= 4;
|
|
|
|
/*gl doesn't accept dst_color for destinations*/
|
|
if (factor == SBITS_DSTBLEND_NONE ||
|
|
factor == SBITS_DSTBLEND_DST_COLOR_INVALID ||
|
|
factor == SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID ||
|
|
factor == SBITS_DSTBLEND_ALPHA_SATURATE_INVALID)
|
|
{
|
|
Con_DPrintf("Invalid shader dst blend \"%s\"\n", name);
|
|
factor = SBITS_DSTBLEND_ONE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/*gl doesn't accept src_color for sources*/
|
|
if (factor == SBITS_SRCBLEND_NONE ||
|
|
factor == SBITS_SRCBLEND_SRC_COLOR_INVALID ||
|
|
factor == SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID)
|
|
{
|
|
Con_DPrintf("Unrecognised shader src blend \"%s\"\n", name);
|
|
factor = SBITS_SRCBLEND_ONE;
|
|
}
|
|
}
|
|
|
|
return factor;
|
|
}
|
|
|
|
static void Shaderpass_BlendFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token;
|
|
|
|
pass->shaderbits &= ~(SBITS_BLEND_BITS);
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if ( !Q_stricmp (token, "diffusemap"))
|
|
{
|
|
//if the shader is translucent then this pass must be meant to be blended
|
|
if (shader->flags & SHADER_BLEND)
|
|
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
|
|
else
|
|
pass->shaderbits |= SBITS_SRCBLEND_NONE | SBITS_DSTBLEND_NONE;
|
|
}
|
|
else if ( !Q_stricmp (token, "blend"))
|
|
{
|
|
pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
|
|
}
|
|
else if (!Q_stricmp (token, "filter"))
|
|
{
|
|
pass->shaderbits |= SBITS_SRCBLEND_DST_COLOR | SBITS_DSTBLEND_ZERO;
|
|
}
|
|
else if (!Q_stricmp (token, "add"))
|
|
{
|
|
pass->shaderbits |= SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE;
|
|
}
|
|
else if (!Q_stricmp (token, "replace"))
|
|
{
|
|
pass->shaderbits |= SBITS_SRCBLEND_NONE | SBITS_DSTBLEND_NONE;
|
|
}
|
|
else
|
|
{
|
|
pass->shaderbits |= Shader_BlendFactor(token, false);
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if (*token == ',')
|
|
token = Shader_ParseString (ptr);
|
|
pass->shaderbits |= Shader_BlendFactor(token, true);
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_AlphaFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token;
|
|
|
|
pass->shaderbits &= ~SBITS_ATEST_BITS;
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if (!Q_stricmp (token, "gt0"))
|
|
{
|
|
pass->shaderbits = SBITS_ATEST_GT0;
|
|
}
|
|
else if (!Q_stricmp (token, "lt128"))
|
|
{
|
|
pass->shaderbits = SBITS_ATEST_LT128;
|
|
}
|
|
else if (!Q_stricmp (token, "ge128"))
|
|
{
|
|
pass->shaderbits = SBITS_ATEST_GE128;
|
|
}
|
|
}
|
|
|
|
static void Shaderpass_DepthFunc (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if (!Q_stricmp (token, "equal"))
|
|
pass->shaderbits |= SBITS_MISC_DEPTHEQUALONLY;
|
|
else if (!Q_stricmp (token, "lequal"))
|
|
pass->shaderbits &= ~SBITS_MISC_DEPTHEQUALONLY;
|
|
else
|
|
Con_DPrintf("Invalid depth func %s\n", token);
|
|
}
|
|
|
|
static void Shaderpass_DepthWrite (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
shader->flags |= SHADER_DEPTHWRITE;
|
|
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
}
|
|
|
|
static void Shaderpass_NoDepthTest (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
shader->flags |= SHADER_DEPTHWRITE;
|
|
pass->shaderbits |= SBITS_MISC_NODEPTHTEST;
|
|
}
|
|
|
|
static void Shaderpass_NoDepth (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
shader->flags |= SHADER_DEPTHWRITE;
|
|
}
|
|
|
|
static void Shaderpass_TcMod (shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
int i;
|
|
tcmod_t *tcmod;
|
|
char *token;
|
|
|
|
if (pass->numtcmods >= SHADER_MAX_TC_MODS)
|
|
{
|
|
return;
|
|
}
|
|
|
|
tcmod = &pass->tcmods[pass->numtcmods];
|
|
|
|
token = Shader_ParseString (ptr);
|
|
if (!Q_stricmp (token, "rotate"))
|
|
{
|
|
tcmod->args[0] = -Shader_ParseFloat(ptr) / 360.0f;
|
|
if (!tcmod->args[0])
|
|
{
|
|
return;
|
|
}
|
|
|
|
tcmod->type = SHADER_TCMOD_ROTATE;
|
|
}
|
|
else if ( !Q_stricmp (token, "scale") )
|
|
{
|
|
tcmod->args[0] = Shader_ParseFloat (ptr);
|
|
tcmod->args[1] = Shader_ParseFloat (ptr);
|
|
tcmod->type = SHADER_TCMOD_SCALE;
|
|
}
|
|
else if ( !Q_stricmp (token, "scroll") )
|
|
{
|
|
tcmod->args[0] = Shader_ParseFloat (ptr);
|
|
tcmod->args[1] = Shader_ParseFloat (ptr);
|
|
tcmod->type = SHADER_TCMOD_SCROLL;
|
|
}
|
|
else if (!Q_stricmp(token, "stretch"))
|
|
{
|
|
shaderfunc_t func;
|
|
|
|
Shader_ParseFunc(ptr, &func);
|
|
|
|
tcmod->args[0] = func.type;
|
|
for (i = 1; i < 5; ++i)
|
|
tcmod->args[i] = func.args[i-1];
|
|
tcmod->type = SHADER_TCMOD_STRETCH;
|
|
}
|
|
else if (!Q_stricmp (token, "transform"))
|
|
{
|
|
for (i = 0; i < 6; ++i)
|
|
tcmod->args[i] = Shader_ParseFloat (ptr);
|
|
tcmod->type = SHADER_TCMOD_TRANSFORM;
|
|
}
|
|
else if (!Q_stricmp (token, "turb"))
|
|
{
|
|
for (i = 0; i < 4; i++)
|
|
tcmod->args[i] = Shader_ParseFloat (ptr);
|
|
tcmod->type = SHADER_TCMOD_TURB;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
|
|
pass->numtcmods++;
|
|
}
|
|
|
|
static void Shaderpass_Scale ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
//seperate x and y
|
|
char *token;
|
|
tcmod_t *tcmod;
|
|
|
|
tcmod = &pass->tcmods[pass->numtcmods];
|
|
|
|
tcmod->type = SHADER_TCMOD_SCALE;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if (!strcmp(token, "static"))
|
|
{
|
|
tcmod->args[0] = Shader_ParseFloat ( ptr );
|
|
}
|
|
else
|
|
{
|
|
tcmod->args[0] = atof(token);
|
|
}
|
|
|
|
while (**ptr == ' ' || **ptr == '\t')
|
|
*ptr+=1;
|
|
if (**ptr == ',')
|
|
*ptr+=1;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if (!strcmp(token, "static"))
|
|
{
|
|
tcmod->args[1] = Shader_ParseFloat ( ptr );
|
|
}
|
|
else
|
|
{
|
|
tcmod->args[1] = atof(token);
|
|
}
|
|
|
|
pass->numtcmods++;
|
|
}
|
|
|
|
static void Shaderpass_Scroll ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
//seperate x and y
|
|
char *token;
|
|
tcmod_t *tcmod;
|
|
|
|
tcmod = &pass->tcmods[pass->numtcmods];
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if (!strcmp(token, "static"))
|
|
{
|
|
tcmod->type = SHADER_TCMOD_SCROLL;
|
|
tcmod->args[0] = Shader_ParseFloat ( ptr );
|
|
}
|
|
else
|
|
{
|
|
Con_Printf("Bad shader scale\n");
|
|
return;
|
|
}
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if (!strcmp(token, "static"))
|
|
{
|
|
tcmod->type = SHADER_TCMOD_SCROLL;
|
|
tcmod->args[1] = Shader_ParseFloat ( ptr );
|
|
}
|
|
else
|
|
{
|
|
Con_Printf("Bad shader scale\n");
|
|
return;
|
|
}
|
|
|
|
pass->numtcmods++;
|
|
}
|
|
|
|
|
|
static void Shaderpass_TcGen ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
char *token;
|
|
|
|
token = Shader_ParseString ( ptr );
|
|
if ( !Q_stricmp (token, "base") ) {
|
|
pass->tcgen = TC_GEN_BASE;
|
|
} else if ( !Q_stricmp (token, "lightmap") ) {
|
|
pass->tcgen = TC_GEN_LIGHTMAP;
|
|
} else if ( !Q_stricmp (token, "environment") ) {
|
|
pass->tcgen = TC_GEN_ENVIRONMENT;
|
|
} else if ( !Q_stricmp (token, "vector") ) {
|
|
pass->tcgen = TC_GEN_BASE;
|
|
} else if ( !Q_stricmp (token, "normal") ) {
|
|
pass->tcgen = TC_GEN_NORMAL;
|
|
} else if ( !Q_stricmp (token, "svector") ) {
|
|
pass->tcgen = TC_GEN_SVECTOR;
|
|
} else if ( !Q_stricmp (token, "tvector") ) {
|
|
pass->tcgen = TC_GEN_TVECTOR;
|
|
}
|
|
}
|
|
static void Shaderpass_EnvMap ( shader_t *shader, shaderpass_t *pass, char **ptr ) //for alienarena
|
|
{
|
|
pass->tcgen = TC_GEN_ENVIRONMENT;
|
|
}
|
|
|
|
static void Shaderpass_Detail ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
pass->flags |= SHADER_PASS_DETAIL;
|
|
}
|
|
|
|
static void Shaderpass_AlphaMask ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
pass->shaderbits &= ~SBITS_ATEST_BITS;
|
|
pass->shaderbits |= SBITS_ATEST_GE128;
|
|
}
|
|
|
|
static void Shaderpass_NoLightMap ( shader_t *shader, shaderpass_t *pass, char **ptr )
|
|
{
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
}
|
|
|
|
static void Shaderpass_Red(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.args[0] = Shader_ParseFloat(ptr);
|
|
}
|
|
static void Shaderpass_Green(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.args[1] = Shader_ParseFloat(ptr);
|
|
}
|
|
static void Shaderpass_Blue(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->rgbgen = RGB_GEN_CONST;
|
|
pass->rgbgen_func.args[2] = Shader_ParseFloat(ptr);
|
|
}
|
|
static void Shaderpass_Alpha(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->alphagen = ALPHA_GEN_CONST;
|
|
pass->alphagen_func.args[0] = Shader_ParseFloat(ptr);
|
|
}
|
|
static void Shaderpass_MaskColor(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->shaderbits |= SBITS_MASK_RED|SBITS_MASK_GREEN|SBITS_MASK_BLUE;
|
|
}
|
|
static void Shaderpass_MaskRed(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->shaderbits |= SBITS_MASK_RED;
|
|
}
|
|
static void Shaderpass_MaskGreen(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->shaderbits |= SBITS_MASK_GREEN;
|
|
}
|
|
static void Shaderpass_MaskBlue(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->shaderbits |= SBITS_MASK_BLUE;
|
|
}
|
|
static void Shaderpass_MaskAlpha(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
pass->shaderbits |= SBITS_MASK_ALPHA;
|
|
}
|
|
static void Shaderpass_AlphaTest(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
if (Shader_ParseFloat(ptr) == 0.5)
|
|
pass->shaderbits |= SBITS_ATEST_GE128;
|
|
else
|
|
Con_Printf("unsupported alphatest value\n");
|
|
}
|
|
static void Shaderpass_TexGen(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token = Shader_ParseString(ptr);
|
|
if (!strcmp(token, "normal"))
|
|
pass->tcgen = TC_GEN_NORMAL;
|
|
else if (!strcmp(token, "skybox"))
|
|
pass->tcgen = TC_GEN_SKYBOX;
|
|
else if (!strcmp(token, "wobblesky"))
|
|
{
|
|
pass->tcgen = TC_GEN_WOBBLESKY;
|
|
token = Shader_ParseString(ptr);
|
|
token = Shader_ParseString(ptr);
|
|
token = Shader_ParseString(ptr);
|
|
}
|
|
else if (!strcmp(token, "reflect"))
|
|
pass->tcgen = TC_GEN_REFLECT;
|
|
else
|
|
{
|
|
Con_Printf("texgen token not understood\n");
|
|
}
|
|
}
|
|
static void Shaderpass_CubeMap(shader_t *shader, shaderpass_t *pass, char **ptr)
|
|
{
|
|
char *token = Shader_ParseString(ptr);
|
|
|
|
if (pass->tcgen == TC_GEN_BASE)
|
|
pass->tcgen = TC_GEN_SKYBOX;
|
|
pass->texgen = T_GEN_CUBEMAP;
|
|
pass->anim_frames[0] = Shader_FindImage(token, IF_CUBEMAP);
|
|
|
|
if (!TEXVALID(pass->anim_frames[0]))
|
|
{
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
}
|
|
|
|
static shaderkey_t shaderpasskeys[] =
|
|
{
|
|
{"rgbgen", Shaderpass_RGBGen },
|
|
{"blendfunc", Shaderpass_BlendFunc },
|
|
{"depthfunc", Shaderpass_DepthFunc },
|
|
{"depthwrite", Shaderpass_DepthWrite },
|
|
{"nodepthtest", Shaderpass_NoDepthTest },
|
|
{"nodepth", Shaderpass_NoDepth },
|
|
{"alphafunc", Shaderpass_AlphaFunc },
|
|
{"tcmod", Shaderpass_TcMod },
|
|
{"map", Shaderpass_Map },
|
|
{"animmap", Shaderpass_AnimMap },
|
|
{"clampmap", Shaderpass_ClampMap },
|
|
{"videomap", Shaderpass_VideoMap },
|
|
{"tcgen", Shaderpass_TcGen },
|
|
{"envmap", Shaderpass_EnvMap },//for alienarena
|
|
{"nolightmap", Shaderpass_NoLightMap },//for alienarena
|
|
{"scale", Shaderpass_Scale },//for alienarena
|
|
{"scroll", Shaderpass_Scroll },//for alienarena
|
|
{"alphagen", Shaderpass_AlphaGen },
|
|
{"alphashift", Shaderpass_AlphaShift },//for alienarena
|
|
{"alphamask", Shaderpass_AlphaMask },//for alienarena
|
|
{"detail", Shaderpass_Detail },
|
|
|
|
/*doom3 compat*/
|
|
{"blend", Shaderpass_BlendFunc},
|
|
{"maskcolor", Shaderpass_MaskColor},
|
|
{"maskred", Shaderpass_MaskRed},
|
|
{"maskgreen", Shaderpass_MaskGreen},
|
|
{"maskblue", Shaderpass_MaskBlue},
|
|
{"maskalpha", Shaderpass_MaskAlpha},
|
|
{"alphatest", Shaderpass_AlphaTest},
|
|
{"texgen", Shaderpass_TexGen},
|
|
{"cameracubemap",Shaderpass_CubeMap},
|
|
{"red", Shaderpass_Red},
|
|
{"green", Shaderpass_Green},
|
|
{"blue", Shaderpass_Blue},
|
|
{"alpha", Shaderpass_Alpha},
|
|
{NULL, NULL}
|
|
};
|
|
|
|
// ===============================================================
|
|
|
|
|
|
void Shader_FreePass (shaderpass_t *pass)
|
|
{
|
|
#ifndef NOMEDIA
|
|
if ( pass->flags & SHADER_PASS_VIDEOMAP )
|
|
{
|
|
Media_ShutdownCin(pass->cin);
|
|
pass->cin = NULL;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void Shader_Free (shader_t *shader)
|
|
{
|
|
int i;
|
|
shaderpass_t *pass;
|
|
|
|
if (shader->bucket.data == shader)
|
|
Hash_RemoveData(&shader_active_hash, shader->name, shader);
|
|
shader->bucket.data = NULL;
|
|
|
|
if (shader->prog)
|
|
Shader_UnloadProg(shader->prog);
|
|
shader->prog = NULL;
|
|
|
|
if (shader->skydome)
|
|
{
|
|
Z_Free (shader->skydome);
|
|
}
|
|
|
|
pass = shader->passes;
|
|
for (i = 0; i < shader->numpasses; i++, pass++)
|
|
{
|
|
Shader_FreePass (pass);
|
|
}
|
|
shader->numpasses = 0;
|
|
|
|
if (shader->genargs)
|
|
{
|
|
free(shader->genargs);
|
|
shader->genargs = NULL;
|
|
}
|
|
shader->uses = 0;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int Shader_InitCallback (const char *name, int size, void *param)
|
|
{
|
|
strcpy(shaderbuf+shaderbuflen, name);
|
|
Shader_MakeCache(shaderbuf+shaderbuflen);
|
|
shaderbuflen += strlen(name)+1;
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean Shader_Init (void)
|
|
{
|
|
int wibuf[16];
|
|
shaderbuflen = 0;
|
|
|
|
if (!r_shaders)
|
|
{
|
|
r_shaders = calloc(MAX_SHADERS, sizeof(shader_t));
|
|
|
|
shader_hash = calloc (HASH_SIZE, sizeof(*shader_hash));
|
|
|
|
shader_active_hash_mem = malloc(Hash_BytesForBuckets(1024));
|
|
memset(shader_active_hash_mem, 0, Hash_BytesForBuckets(1024));
|
|
Hash_InitTable(&shader_active_hash, 1024, shader_active_hash_mem);
|
|
|
|
Shader_FlushGenerics();
|
|
}
|
|
Shader_NeedReload(true);
|
|
Shader_DoReload();
|
|
|
|
memset(wibuf, 0xff, sizeof(wibuf));
|
|
if (!qrenderer)
|
|
r_whiteimage = r_nulltex;
|
|
else
|
|
r_whiteimage = R_LoadTexture("$whiteimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
|
|
return true;
|
|
}
|
|
|
|
static void Shader_MakeCache ( char *path )
|
|
{
|
|
unsigned int key, i;
|
|
char filename[MAX_QPATH];
|
|
char *buf, *ptr, *token, *t;
|
|
shadercache_t *cache;
|
|
int size;
|
|
|
|
Com_sprintf( filename, sizeof(filename), "%s", path );
|
|
Con_DPrintf ( "...loading '%s'\n", filename );
|
|
|
|
size = FS_LoadFile ( filename, (void **)&buf );
|
|
if ( !buf || size <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
ptr = buf;
|
|
do
|
|
{
|
|
if ( ptr - buf >= size )
|
|
break;
|
|
|
|
token = COM_ParseExt ( &ptr, true );
|
|
if ( !token[0] || ptr - buf >= size )
|
|
break;
|
|
|
|
COM_CleanUpPath(token);
|
|
|
|
t = NULL;
|
|
Shader_GetPathAndOffset ( token, &t, &i );
|
|
if (t)
|
|
{
|
|
ptr = Shader_Skip ( ptr );
|
|
continue;
|
|
}
|
|
|
|
key = Hash_Key ( token, HASH_SIZE );
|
|
|
|
cache = ( shadercache_t * )Z_Malloc ( sizeof(shadercache_t) );
|
|
cache->hash_next = shader_hash[key];
|
|
cache->path = path;
|
|
cache->offset = ptr - buf;
|
|
Com_sprintf ( cache->name, MAX_QPATH, "%s", token ); // warning: format not a string literal and no format arguments
|
|
shader_hash[key] = cache;
|
|
|
|
ptr = Shader_Skip ( ptr );
|
|
} while ( ptr );
|
|
|
|
FS_FreeFile ( buf );
|
|
}
|
|
|
|
char *Shader_Skip ( char *ptr )
|
|
{
|
|
char *tok;
|
|
int brace_count;
|
|
|
|
// Opening brace
|
|
tok = COM_ParseExt ( &ptr, true );
|
|
|
|
if (!ptr)
|
|
return NULL;
|
|
|
|
if ( tok[0] != '{' )
|
|
{
|
|
tok = COM_ParseExt ( &ptr, true );
|
|
}
|
|
|
|
for (brace_count = 1; brace_count > 0 ; ptr++)
|
|
{
|
|
tok = COM_ParseExt ( &ptr, true );
|
|
|
|
if ( !tok[0] )
|
|
return NULL;
|
|
|
|
if (tok[0] == '{')
|
|
{
|
|
brace_count++;
|
|
} else if (tok[0] == '}')
|
|
{
|
|
brace_count--;
|
|
}
|
|
}
|
|
|
|
return ptr;
|
|
}
|
|
|
|
static void Shader_GetPathAndOffset(char *name, char **path, unsigned int *offset)
|
|
{
|
|
unsigned int key;
|
|
shadercache_t *cache;
|
|
|
|
key = Hash_Key ( name, HASH_SIZE );
|
|
cache = shader_hash[key];
|
|
|
|
for ( ; cache; cache = cache->hash_next )
|
|
{
|
|
if ( !Q_stricmp (cache->name, name) )
|
|
{
|
|
*path = cache->path;
|
|
*offset = cache->offset;
|
|
return;
|
|
}
|
|
}
|
|
|
|
path = NULL;
|
|
}
|
|
|
|
void Shader_Reset(shader_t *s)
|
|
{
|
|
char name[MAX_QPATH];
|
|
int uses = s->uses;
|
|
shader_gen_t *defaultgen = s->generator;
|
|
char *genargs = s->genargs;
|
|
texnums_t dt = s->defaulttextures;
|
|
Q_strncpyz(name, s->name, sizeof(name));
|
|
s->genargs = NULL;
|
|
Shader_Free(s);
|
|
memset(s, 0, sizeof(*s));
|
|
|
|
s->defaulttextures = dt;
|
|
s->generator = defaultgen;
|
|
s->genargs = genargs;
|
|
s->uses = uses;
|
|
Q_strncpyz(s->name, name, sizeof(s->name));
|
|
Hash_Add(&shader_active_hash, s->name, s, &s->bucket);
|
|
}
|
|
|
|
void Shader_Shutdown (void)
|
|
{
|
|
int i;
|
|
shader_t *shader;
|
|
shadercache_t *cache, *cache_next;
|
|
|
|
shader = r_shaders;
|
|
if (!r_shaders)
|
|
return; /*nothing needs freeing yet*/
|
|
for (i = 0; i < MAX_SHADERS; i++, shader++)
|
|
{
|
|
if (!shader->uses)
|
|
continue;
|
|
|
|
Shader_Free(shader);
|
|
}
|
|
|
|
for (i = 0; i < HASH_SIZE; i++)
|
|
{
|
|
cache = shader_hash[i];
|
|
|
|
for (; cache; cache = cache_next)
|
|
{
|
|
cache_next = cache->hash_next;
|
|
cache->hash_next = NULL;
|
|
Z_Free(cache);
|
|
}
|
|
}
|
|
|
|
free(r_shaders);
|
|
r_shaders = NULL;
|
|
free(shader_hash);
|
|
shader_hash = NULL;
|
|
free(shader_active_hash_mem);
|
|
shader_active_hash_mem = NULL;
|
|
|
|
shader_reload_needed = false;
|
|
}
|
|
|
|
void Shader_SetBlendmode (shaderpass_t *pass)
|
|
{
|
|
if (pass->texgen == T_GEN_DELUXMAP)
|
|
{
|
|
pass->blendmode = PBM_DOTPRODUCT;
|
|
return;
|
|
}
|
|
|
|
if (pass->texgen < T_GEN_DIFFUSE && !TEXVALID(pass->anim_frames[0]) && !(pass->flags & SHADER_PASS_LIGHTMAP))
|
|
{
|
|
pass->blendmode = PBM_MODULATE;
|
|
return;
|
|
}
|
|
|
|
if (!(pass->shaderbits & SBITS_BLEND_BITS))
|
|
{
|
|
if ((pass->rgbgen == RGB_GEN_IDENTITY) && (pass->alphagen == ALPHA_GEN_IDENTITY))
|
|
{
|
|
pass->blendmode = PBM_REPLACE;
|
|
return;
|
|
}
|
|
else if ((pass->rgbgen == RGB_GEN_IDENTITY_LIGHTING) && (pass->alphagen == ALPHA_GEN_IDENTITY))
|
|
{
|
|
pass->shaderbits &= ~SBITS_BLEND_BITS;
|
|
pass->shaderbits |= SBITS_SRCBLEND_ONE;
|
|
pass->shaderbits |= SBITS_DSTBLEND_ZERO;
|
|
pass->blendmode = PBM_REPLACELIGHT;
|
|
}
|
|
else
|
|
{
|
|
pass->shaderbits &= ~SBITS_BLEND_BITS;
|
|
pass->shaderbits |= SBITS_SRCBLEND_ONE;
|
|
pass->shaderbits |= SBITS_DSTBLEND_ZERO;
|
|
pass->blendmode = PBM_MODULATE;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ZERO|SBITS_DSTBLEND_SRC_COLOR)) ||
|
|
((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_DST_COLOR|SBITS_DSTBLEND_ZERO)))
|
|
pass->blendmode = PBM_MODULATE;
|
|
else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE))
|
|
pass->blendmode = PBM_ADD;
|
|
else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_SRC_ALPHA|SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA))
|
|
pass->blendmode = PBM_DECAL;
|
|
else
|
|
pass->blendmode = PBM_MODULATE;
|
|
}
|
|
|
|
void Shader_Readpass (shader_t *shader, char **ptr)
|
|
{
|
|
char *token;
|
|
shaderpass_t *pass;
|
|
qboolean ignore;
|
|
static shader_t dummy;
|
|
|
|
if ( shader->numpasses >= SHADER_PASS_MAX )
|
|
{
|
|
ignore = true;
|
|
shader = &dummy;
|
|
shader->numpasses = 1;
|
|
pass = shader->passes;
|
|
}
|
|
else
|
|
{
|
|
ignore = false;
|
|
pass = &shader->passes[shader->numpasses++];
|
|
}
|
|
|
|
// Set defaults
|
|
pass->flags = 0;
|
|
pass->anim_frames[0] = r_nulltex;
|
|
pass->anim_numframes = 0;
|
|
pass->rgbgen = RGB_GEN_UNKNOWN;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->numtcmods = 0;
|
|
pass->numMergedPasses = 1;
|
|
|
|
if (shader->flags & SHADER_NOMIPMAPS)
|
|
pass->flags |= SHADER_PASS_NOMIPMAP;
|
|
|
|
while ( *ptr )
|
|
{
|
|
token = COM_ParseExt (ptr, true);
|
|
|
|
if ( !token[0] )
|
|
{
|
|
continue;
|
|
}
|
|
else if ( token[0] == '}' )
|
|
{
|
|
break;
|
|
}
|
|
else if (!Q_stricmp(token, "if"))
|
|
{
|
|
int nest = 0;
|
|
qboolean conditionistrue = Shader_EvaluateCondition(ptr);
|
|
|
|
while (*ptr)
|
|
{
|
|
token = COM_ParseExt (ptr, true);
|
|
if ( !token[0] )
|
|
continue;
|
|
else if (token[0] == ']')
|
|
{
|
|
if (--nest <= 0)
|
|
{
|
|
nest++;
|
|
if (!strcmp(token, "]["))
|
|
conditionistrue = !conditionistrue;
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
else if (token[0] == '[')
|
|
nest++;
|
|
else if (conditionistrue)
|
|
{
|
|
Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr);
|
|
}
|
|
}
|
|
}
|
|
else if ( Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr) )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// check some things
|
|
if ( ignore )
|
|
{
|
|
Shader_FreePass (pass);
|
|
shader->numpasses--;
|
|
return;
|
|
}
|
|
|
|
if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO))
|
|
{
|
|
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
shader->flags |= SHADER_DEPTHWRITE;
|
|
}
|
|
|
|
switch (pass->rgbgen)
|
|
{
|
|
case RGB_GEN_IDENTITY_LIGHTING:
|
|
case RGB_GEN_IDENTITY:
|
|
case RGB_GEN_CONST:
|
|
case RGB_GEN_WAVE:
|
|
case RGB_GEN_ENTITY:
|
|
case RGB_GEN_ONE_MINUS_ENTITY:
|
|
case RGB_GEN_UNKNOWN: // assume RGB_GEN_IDENTITY or RGB_GEN_IDENTITY_LIGHTING
|
|
|
|
switch (pass->alphagen)
|
|
{
|
|
case ALPHA_GEN_IDENTITY:
|
|
case ALPHA_GEN_CONST:
|
|
case ALPHA_GEN_WAVE:
|
|
case ALPHA_GEN_ENTITY:
|
|
pass->flags |= SHADER_PASS_NOCOLORARRAY;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
/*if ((shader->flags & SHADER_SKY) && (shader->flags & SHADER_DEPTHWRITE))
|
|
{
|
|
#ifdef warningmsg
|
|
#pragma warningmsg("is this valid?")
|
|
#endif
|
|
pass->shaderbits &= ~SBITS_MISC_DEPTHWRITE;
|
|
}
|
|
*/
|
|
}
|
|
|
|
static qboolean Shader_Parsetok (shader_t *shader, shaderpass_t *pass, shaderkey_t *keys, char *token, char **ptr)
|
|
{
|
|
shaderkey_t *key;
|
|
|
|
for (key = keys; key->keyword != NULL; key++)
|
|
{
|
|
if (!Q_stricmp (token, key->keyword))
|
|
{
|
|
if (key->func)
|
|
key->func ( shader, pass, ptr );
|
|
|
|
return ( ptr && *ptr && **ptr == '}' );
|
|
}
|
|
}
|
|
|
|
// Next Line
|
|
while (ptr)
|
|
{
|
|
token = COM_ParseExt ( ptr, false );
|
|
if ( !token[0] ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Shader_SetPassFlush (shaderpass_t *pass, shaderpass_t *pass2)
|
|
{
|
|
qboolean config_tex_env_combine;
|
|
qboolean config_nv_tex_env_combine4;
|
|
qboolean config_env_add;
|
|
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
config_tex_env_combine = gl_config.tex_env_combine;
|
|
config_nv_tex_env_combine4 = gl_config.nv_tex_env_combine4;
|
|
config_env_add = gl_config.env_add;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
config_tex_env_combine = 1;
|
|
config_nv_tex_env_combine4 = 1;
|
|
config_env_add = 1;
|
|
}
|
|
|
|
if (((pass->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
|
|
((pass2->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) ||
|
|
(pass->flags & SHADER_PASS_VIDEOMAP) || (pass2->flags & SHADER_PASS_VIDEOMAP))
|
|
{
|
|
return;
|
|
}
|
|
|
|
/*identity alpha is required for merging*/
|
|
if (pass->alphagen != ALPHA_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY)
|
|
return;
|
|
|
|
/*rgbgen must be identity too except if the later pass is identity_ligting, in which case all is well and we can switch the first pass to identity_lighting instead*/
|
|
if (pass2->rgbgen == RGB_GEN_IDENTITY_LIGHTING && pass2->blendmode == PBM_MODULATE && pass->rgbgen == RGB_GEN_IDENTITY)
|
|
{
|
|
pass->blendmode = PBM_REPLACELIGHT;
|
|
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
|
|
pass2->rgbgen = RGB_GEN_IDENTITY;
|
|
}
|
|
/*rgbgen must be identity (or the first is identity_lighting)*/
|
|
else if (pass2->rgbgen != RGB_GEN_IDENTITY || (pass->rgbgen != RGB_GEN_IDENTITY && pass->rgbgen != RGB_GEN_IDENTITY_LIGHTING))
|
|
return;
|
|
|
|
/*if its alphatest, don't merge with anything other than lightmap*/
|
|
if ((pass->shaderbits & SBITS_ATEST_BITS) && (!(pass2->shaderbits & SBITS_MISC_DEPTHEQUALONLY) || pass2->texgen != T_GEN_LIGHTMAP))
|
|
return;
|
|
|
|
if ((pass->shaderbits & SBITS_MASK_BITS) != (pass2->shaderbits & SBITS_MASK_BITS))
|
|
return;
|
|
|
|
/*don't merge passes if the hardware cannot support it*/
|
|
if (pass->numMergedPasses >= be_maxpasses)
|
|
return;
|
|
|
|
// check if we can use multiple passes
|
|
if (pass2->blendmode == PBM_DOTPRODUCT)
|
|
{
|
|
pass->numMergedPasses++;
|
|
}
|
|
else if (pass->numMergedPasses < be_maxpasses)
|
|
{
|
|
if (pass->blendmode == PBM_REPLACE || pass->blendmode == PBM_REPLACELIGHT)
|
|
{
|
|
if ((pass2->blendmode == PBM_DECAL && config_tex_env_combine) ||
|
|
(pass2->blendmode == PBM_ADD && config_env_add) ||
|
|
(pass2->blendmode && pass2->blendmode != PBM_ADD) || config_nv_tex_env_combine4)
|
|
{
|
|
pass->numMergedPasses++;
|
|
}
|
|
}
|
|
else if (pass->blendmode == PBM_ADD &&
|
|
pass2->blendmode == PBM_ADD && config_env_add)
|
|
{
|
|
pass->numMergedPasses++;
|
|
}
|
|
else if (pass->blendmode == PBM_MODULATE && pass2->blendmode == PBM_MODULATE)
|
|
{
|
|
pass->numMergedPasses++;
|
|
}
|
|
else
|
|
return;
|
|
}
|
|
else return;
|
|
|
|
if (pass2->texgen == T_GEN_LIGHTMAP && pass2->blendmode == PBM_MODULATE && config_tex_env_combine)
|
|
pass2->blendmode = PBM_OVERBRIGHT;
|
|
}
|
|
|
|
void Shader_SetFeatures ( shader_t *s )
|
|
{
|
|
int i;
|
|
qboolean trnormals;
|
|
shaderpass_t *pass;
|
|
|
|
s->features = MF_NONE;
|
|
|
|
for (i = 0, trnormals = true; i < s->numdeforms; i++)
|
|
{
|
|
switch (s->deforms[i].type)
|
|
{
|
|
case DEFORMV_BULGE:
|
|
case DEFORMV_WAVE:
|
|
trnormals = false;
|
|
case DEFORMV_NORMAL:
|
|
s->features |= MF_NORMALS;
|
|
break;
|
|
case DEFORMV_MOVE:
|
|
break;
|
|
default:
|
|
trnormals = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (trnormals)
|
|
{
|
|
s->features |= MF_TRNORMALS;
|
|
}
|
|
|
|
for (i = 0, pass = s->passes; i < s->numpasses; i++, pass++)
|
|
{
|
|
switch (pass->rgbgen)
|
|
{
|
|
case RGB_GEN_LIGHTING_DIFFUSE:
|
|
s->features |= MF_NORMALS;
|
|
break;
|
|
case RGB_GEN_VERTEX_LIGHTING:
|
|
case RGB_GEN_ONE_MINUS_VERTEX:
|
|
case RGB_GEN_VERTEX_EXACT:
|
|
s->features |= MF_COLORS;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch ( pass->alphagen )
|
|
{
|
|
case ALPHA_GEN_SPECULAR:
|
|
s->features |= MF_NORMALS;
|
|
break;
|
|
case ALPHA_GEN_VERTEX:
|
|
s->features |= MF_COLORS;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch (pass->tcgen)
|
|
{
|
|
default:
|
|
s->features |= MF_STCOORDS;
|
|
break;
|
|
case TC_GEN_LIGHTMAP:
|
|
s->features |= MF_LMCOORDS;
|
|
break;
|
|
case TC_GEN_ENVIRONMENT:
|
|
case TC_GEN_NORMAL:
|
|
s->features |= MF_NORMALS;
|
|
break;
|
|
case TC_GEN_SVECTOR:
|
|
case TC_GEN_TVECTOR:
|
|
s->features |= MF_NORMALS;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Shader_Finish (shader_t *s)
|
|
{
|
|
int i;
|
|
shaderpass_t *pass;
|
|
|
|
if (s->flags & SHADER_SKY)
|
|
{
|
|
/*skies go all black if fastsky is set*/
|
|
if (r_fastsky.ival)
|
|
s->flags = 0;
|
|
/*or if its purely a skybox and has missing textures*/
|
|
// if (!s->numpasses)
|
|
// for (i = 0; i < 6; i++)
|
|
// if (missing_texture.ref == s->skydome->farbox_textures[i].ref)
|
|
// s->flags = 0;
|
|
if (!(s->flags & SHADER_SKY))
|
|
{
|
|
Shader_Reset(s);
|
|
|
|
Shader_DefaultScript(s->name, s,
|
|
"{\n"
|
|
"sort sky\n"
|
|
"{\n"
|
|
"map $whiteimage\n"
|
|
"rgbgen const $r_fastskycolour\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (TEXVALID(s->defaulttextures.base))
|
|
s->flags &= ~SHADER_NOIMAGE;
|
|
|
|
if (!s->numpasses && s->sort != SHADER_SORT_PORTAL && !(s->flags & (SHADER_NODRAW|SHADER_SKY)) && !s->fog_dist && !s->prog)
|
|
{
|
|
pass = &s->passes[s->numpasses++];
|
|
pass = &s->passes[0];
|
|
pass->tcgen = TC_GEN_BASE;
|
|
if (TEXVALID(s->defaulttextures.base))
|
|
pass->texgen = T_GEN_DIFFUSE;
|
|
else
|
|
{
|
|
pass->texgen = T_GEN_SINGLEMAP;
|
|
TEXASSIGN(pass->anim_frames[0], R_LoadHiResTexture(s->name, NULL, IF_NOALPHA));
|
|
if (!TEXVALID(pass->anim_frames[0]))
|
|
{
|
|
Con_Printf("Shader %s failed to load default texture\n", s->name);
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
Con_Printf("Shader %s with no passes and no surfaceparm nodraw, inserting pass\n", s->name);
|
|
}
|
|
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->numMergedPasses = 1;
|
|
Shader_SetBlendmode(pass);
|
|
}
|
|
|
|
if (!Q_stricmp (s->name, "flareShader"))
|
|
{
|
|
s->flags |= SHADER_FLARE;
|
|
s->flags |= SHADER_NODRAW;
|
|
}
|
|
|
|
if (!s->numpasses && !s->sort)
|
|
{
|
|
s->sort = SHADER_SORT_ADDITIVE;
|
|
return;
|
|
}
|
|
|
|
if (!s->sort && s->passes->texgen == T_GEN_CURRENTRENDER)
|
|
s->sort = SHADER_SORT_NEAREST;
|
|
|
|
|
|
if ((s->polyoffset.unit < 0) && !s->sort)
|
|
{
|
|
s->sort = SHADER_SORT_DECAL;
|
|
}
|
|
|
|
if (r_vertexlight.value && !s->prog)
|
|
{
|
|
// do we have a lightmap pass?
|
|
pass = s->passes;
|
|
for (i = 0; i < s->numpasses; i++, pass++)
|
|
{
|
|
if (pass->flags & SHADER_PASS_LIGHTMAP)
|
|
break;
|
|
}
|
|
|
|
if (i == s->numpasses)
|
|
{
|
|
goto done;
|
|
}
|
|
|
|
// try to find pass with rgbgen set to RGB_GEN_VERTEX
|
|
pass = s->passes;
|
|
for (i = 0; i < s->numpasses; i++, pass++)
|
|
{
|
|
if (pass->rgbgen == RGB_GEN_VERTEX_LIGHTING)
|
|
break;
|
|
}
|
|
|
|
if (i < s->numpasses)
|
|
{ // we found it
|
|
pass->flags |= SHADER_CULL_FRONT;
|
|
pass->flags &= ~SHADER_PASS_ANIMMAP;
|
|
pass->shaderbits &= ~SBITS_BLEND_BITS;
|
|
pass->blendmode = 0;
|
|
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->numMergedPasses = 1;
|
|
s->flags |= SHADER_DEPTHWRITE;
|
|
s->sort = SHADER_SORT_OPAQUE;
|
|
s->numpasses = 1;
|
|
memcpy(&s->passes[0], pass, sizeof(shaderpass_t));
|
|
}
|
|
else
|
|
{ // we didn't find it - simply remove all lightmap passes
|
|
pass = s->passes;
|
|
for(i = 0; i < s->numpasses; i++, pass++)
|
|
{
|
|
if (pass->flags & SHADER_PASS_LIGHTMAP)
|
|
break;
|
|
}
|
|
|
|
if ( i == s->numpasses -1 )
|
|
{
|
|
s->numpasses--;
|
|
}
|
|
else if ( i < s->numpasses - 1 )
|
|
{
|
|
for ( ; i < s->numpasses - 1; i++, pass++ )
|
|
{
|
|
memcpy ( pass, &s->passes[i+1], sizeof(shaderpass_t) );
|
|
}
|
|
s->numpasses--;
|
|
}
|
|
|
|
if ( s->passes[0].numtcmods )
|
|
{
|
|
pass = s->passes;
|
|
for ( i = 0; i < s->numpasses; i++, pass++ )
|
|
{
|
|
if ( !pass->numtcmods )
|
|
break;
|
|
}
|
|
|
|
memcpy ( &s->passes[0], pass, sizeof(shaderpass_t) );
|
|
}
|
|
|
|
s->passes[0].rgbgen = RGB_GEN_VERTEX_LIGHTING;
|
|
s->passes[0].alphagen = ALPHA_GEN_IDENTITY;
|
|
s->passes[0].blendmode = 0;
|
|
s->passes[0].flags &= ~(SHADER_PASS_ANIMMAP|SHADER_PASS_NOCOLORARRAY);
|
|
pass->shaderbits &= ~SBITS_BLEND_BITS;
|
|
s->passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
s->passes[0].numMergedPasses = 1;
|
|
s->numpasses = 1;
|
|
s->flags |= SHADER_DEPTHWRITE;
|
|
}
|
|
}
|
|
done:;
|
|
|
|
for (pass = s->passes, i = 0; i < s->numpasses; i++, pass++)
|
|
{
|
|
if ((pass->texgen == T_GEN_ANIMMAP || pass->texgen == T_GEN_SINGLEMAP) && !TEXVALID(s->defaulttextures.base))
|
|
s->defaulttextures.base = pass->anim_frames[0];
|
|
#ifndef NOMEDIA
|
|
if (pass->texgen == T_GEN_VIDEOMAP && pass->cin && !TEXVALID(s->defaulttextures.base))
|
|
s->defaulttextures.base = Media_UpdateForShader(pass->cin);
|
|
#endif
|
|
}
|
|
|
|
pass = s->passes;
|
|
for (i = 0; i < s->numpasses; i++, pass++)
|
|
{
|
|
if (!(pass->shaderbits & (SBITS_BLEND_BITS|SBITS_MASK_BITS)))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// all passes have blendfuncs
|
|
if (i == s->numpasses)
|
|
{
|
|
int opaque;
|
|
|
|
opaque = -1;
|
|
pass = s->passes;
|
|
for (i = 0; i < s->numpasses; i++, pass++ )
|
|
{
|
|
if (pass->shaderbits & SBITS_ATEST_BITS)
|
|
{
|
|
opaque = i;
|
|
}
|
|
|
|
if (pass->rgbgen == RGB_GEN_UNKNOWN)
|
|
{
|
|
if ( (pass->shaderbits & SBITS_SRCBLEND_BITS) == 0
|
|
|| (pass->shaderbits & SBITS_SRCBLEND_BITS) == SBITS_SRCBLEND_ONE
|
|
|| (pass->shaderbits & SBITS_SRCBLEND_BITS) == SBITS_SRCBLEND_SRC_ALPHA)
|
|
pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
|
|
else
|
|
pass->rgbgen = RGB_GEN_IDENTITY;
|
|
}
|
|
|
|
Shader_SetBlendmode (pass);
|
|
|
|
if (pass->blendmode == PBM_ADD)
|
|
s->defaulttextures.fullbright = pass->anim_frames[0];
|
|
}
|
|
|
|
if (!(s->flags & SHADER_SKY ) && !s->sort)
|
|
{
|
|
if (opaque == -1)
|
|
s->sort = SHADER_SORT_BLEND;
|
|
else
|
|
s->sort = SHADER_SORT_SEETHROUGH;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int j;
|
|
shaderpass_t *sp;
|
|
|
|
sp = s->passes;
|
|
for (j = 0; j < s->numpasses; j++, sp++)
|
|
{
|
|
if (sp->rgbgen == RGB_GEN_UNKNOWN)
|
|
{
|
|
if (sp->flags & SHADER_PASS_LIGHTMAP)
|
|
sp->rgbgen = RGB_GEN_IDENTITY_LIGHTING;
|
|
else
|
|
sp->rgbgen = RGB_GEN_IDENTITY;
|
|
}
|
|
|
|
Shader_SetBlendmode (sp);
|
|
}
|
|
|
|
if (!s->sort)
|
|
{
|
|
if (pass->shaderbits & SBITS_ATEST_BITS)
|
|
s->sort = SHADER_SORT_SEETHROUGH;
|
|
}
|
|
|
|
if (!( s->flags & SHADER_DEPTHWRITE) &&
|
|
!(s->flags & SHADER_SKY))
|
|
{
|
|
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
s->flags |= SHADER_DEPTHWRITE;
|
|
}
|
|
}
|
|
|
|
if (s->numpasses >= 2)
|
|
{
|
|
int j;
|
|
|
|
pass = s->passes;
|
|
for (i = 0; i < s->numpasses;)
|
|
{
|
|
if (i == s->numpasses - 1)
|
|
break;
|
|
|
|
pass = s->passes + i;
|
|
for (j = 1; j < s->numpasses-i && j == i + pass->numMergedPasses && j < be_maxpasses; j++)
|
|
Shader_SetPassFlush (pass, pass + j);
|
|
|
|
i += pass->numMergedPasses;
|
|
}
|
|
}
|
|
|
|
if (!s->sort)
|
|
{
|
|
s->sort = SHADER_SORT_OPAQUE;
|
|
}
|
|
|
|
if ((s->flags & SHADER_SKY) && (s->flags & SHADER_DEPTHWRITE))
|
|
{
|
|
s->flags &= ~SHADER_DEPTHWRITE;
|
|
}
|
|
|
|
if (s->prog)
|
|
{
|
|
if (!s->numpasses)
|
|
s->numpasses = 1;
|
|
s->passes->numMergedPasses = s->numpasses;
|
|
}
|
|
|
|
Shader_SetFeatures(s);
|
|
|
|
#ifdef FORCEGLSL
|
|
BE_GenerateProgram(s);
|
|
#endif
|
|
}
|
|
/*
|
|
void Shader_UpdateRegistration (void)
|
|
{
|
|
int i, j, l;
|
|
shader_t *shader;
|
|
shaderpass_t *pass;
|
|
|
|
shader = r_shaders;
|
|
for (i = 0; i < MAX_SHADERS; i++, shader++)
|
|
{
|
|
if (!shader->registration_sequence)
|
|
continue;
|
|
if (shader->registration_sequence != registration_sequence)
|
|
{
|
|
Shader_Free ( shader );
|
|
shader->registration_sequence = 0;
|
|
continue;
|
|
}
|
|
|
|
pass = shader->passes;
|
|
for (j = 0; j < shader->numpasses; j++, pass++)
|
|
{
|
|
if (pass->flags & SHADER_PASS_ANIMMAP)
|
|
{
|
|
for (l = 0; l < pass->anim_numframes; l++)
|
|
{
|
|
if (pass->anim_frames[l])
|
|
pass->anim_frames[l]->registration_sequence = registration_sequence;
|
|
}
|
|
}
|
|
else if ( pass->flags & SHADER_PASS_VIDEOMAP )
|
|
{
|
|
// Shader_RunCinematic will do the job
|
|
// pass->cin->frame = -1;
|
|
}
|
|
else if ( !(pass->flags & SHADER_PASS_LIGHTMAP) )
|
|
{
|
|
if ( pass->anim_frames[0] )
|
|
pass->anim_frames[0]->registration_sequence = registration_sequence;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
void R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader)
|
|
{
|
|
if (!tn)
|
|
tn = &shader->defaulttextures;
|
|
if (!TEXVALID(shader->defaulttextures.base))
|
|
{
|
|
/*dlights/realtime lighting needs some stuff*/
|
|
if (!TEXVALID(tn->base))
|
|
{
|
|
tn->base = R_LoadHiResTexture(shader->name, NULL, IF_NOALPHA);
|
|
}
|
|
if (TEXVALID(tn->base))
|
|
shader->flags &= ~SHADER_NOIMAGE;
|
|
|
|
TEXASSIGN(shader->defaulttextures.base, tn->base);
|
|
}
|
|
|
|
if (!TEXVALID(shader->defaulttextures.bump))
|
|
{
|
|
if (r_loadbumpmapping)
|
|
{
|
|
if (!TEXVALID(tn->bump))
|
|
tn->bump = R_LoadHiResTexture(va("%s_norm", shader->name), NULL, IF_NOALPHA);
|
|
if (!TEXVALID(tn->bump))
|
|
tn->bump = R_LoadHiResTexture(va("%s_bump", shader->name), NULL, IF_NOALPHA);
|
|
if (!TEXVALID(tn->bump))
|
|
tn->bump = R_LoadHiResTexture(va("normalmaps/%s", shader->name), NULL, IF_NOALPHA);
|
|
}
|
|
TEXASSIGN(shader->defaulttextures.bump, tn->bump);
|
|
}
|
|
|
|
if (!TEXVALID(shader->defaulttextures.loweroverlay))
|
|
{
|
|
if (shader->flags & SHADER_HASTOPBOTTOM)
|
|
{
|
|
if (!TEXVALID(tn->loweroverlay))
|
|
tn->loweroverlay = R_LoadHiResTexture(va("%s_pants", shader->name), NULL, 0); /*how rude*/
|
|
}
|
|
TEXASSIGN(shader->defaulttextures.loweroverlay, tn->loweroverlay);
|
|
}
|
|
|
|
if (!TEXVALID(shader->defaulttextures.upperoverlay))
|
|
{
|
|
if (shader->flags & SHADER_HASTOPBOTTOM)
|
|
{
|
|
if (!TEXVALID(tn->upperoverlay))
|
|
tn->upperoverlay = R_LoadHiResTexture(va("%s_shirt", shader->name), NULL, 0);
|
|
}
|
|
TEXASSIGN(shader->defaulttextures.upperoverlay, tn->upperoverlay);
|
|
}
|
|
|
|
if (!TEXVALID(shader->defaulttextures.specular))
|
|
TEXASSIGN(shader->defaulttextures.specular, tn->specular);
|
|
if (!TEXVALID(shader->defaulttextures.fullbright))
|
|
TEXASSIGN(shader->defaulttextures.fullbright, tn->fullbright);
|
|
}
|
|
|
|
void Shader_DefaultScript(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
const char *f = args;
|
|
if (!args)
|
|
return;
|
|
while (*f == ' ' || *f == '\t' || *f == '\n' || *f == '\r')
|
|
f++;
|
|
if (*f == '{')
|
|
{
|
|
f++;
|
|
Shader_ReadShader(s, (void*)f, SPM_DEFAULT);
|
|
}
|
|
};
|
|
|
|
void Shader_DefaultBSPLM(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
char *builtin = NULL;
|
|
if (!builtin && r_drawflat.value)
|
|
builtin = (
|
|
"{\n"
|
|
"program drawflat_wall\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"tcgen lightmap\n"
|
|
"rgbgen const $r_floorcolour\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
if (!builtin && r_lightprepass.ival)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"program lpp_wall\n"
|
|
"{\n"
|
|
"map $sourcecolour\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $deluxmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
if (!builtin && gl_config.arb_shader_objects)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"program defaultwall\n"
|
|
/*"param texture 0 tex_diffuse\n"
|
|
"param texture 1 tex_lightmap\n"
|
|
"param texture 2 tex_normalmap\n"
|
|
"param texture 3 tex_deluxmap\n"
|
|
"param texture 4 tex_fullbright\n"*/
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $deluxmap\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
}
|
|
#endif
|
|
if (!builtin)
|
|
builtin = (
|
|
"{\n"
|
|
"if $deluxmap\n"
|
|
"[\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"tcgen base\n"
|
|
"depthwrite\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $deluxmap\n"
|
|
"tcgen lightmap\n"
|
|
"}\n"
|
|
"]\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcgen base\n"
|
|
"if $deluxmap\n"
|
|
"[\n"
|
|
"blendfunc gl_one gl_zero\n"
|
|
"]\n"
|
|
"}\n"
|
|
"if !r_fullbright\n"
|
|
"[\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"blendfunc gl_dst_color gl_zero\n"
|
|
"}\n"
|
|
"]\n"
|
|
"if gl_fb_bmodels\n"
|
|
"[\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc add\n"
|
|
"depthfunc equal\n"
|
|
"}\n"
|
|
"]\n"
|
|
"}\n"
|
|
);
|
|
|
|
Shader_DefaultScript(shortname, s, builtin);
|
|
}
|
|
|
|
void Shader_DefaultCinematic(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
va(
|
|
"{\n"
|
|
"{\n"
|
|
"videomap %s\n"
|
|
"}\n"
|
|
"}\n"
|
|
, (const char*)args)
|
|
);
|
|
}
|
|
|
|
/*shortname should begin with 'skybox_'*/
|
|
void Shader_DefaultSkybox(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
va(
|
|
"{\n"
|
|
"skyparms %s - -\n"
|
|
"}\n"
|
|
, shortname+7)
|
|
);
|
|
}
|
|
|
|
void Shader_DefaultBSPQ2(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
if (!strncmp(shortname, "sky/", 4))
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"surfaceparm nodlight\n"
|
|
"skyparms - - -\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else if (!strncmp(shortname, "warp/", 5))
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"program defaultwarp\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod turb 0 0.01 0.5 0\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else if (!strncmp(shortname, "warp33/", 7))
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod turb 0 0.01 0.5 0\n"
|
|
"alphagen const 0.333\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else if (!strncmp(shortname, "warp66/", 7))
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod turb 0 0.01 0.5 0\n"
|
|
"alphagen const 0.666\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else if (!strncmp(shortname, "trans/", 7))
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"alphagen const 1\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
else if (!strncmp(shortname, "trans33/", 7))
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"alphagen const 0.333\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
else if (!strncmp(shortname, "trans66/", 7))
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"alphagen const 0.666\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
else
|
|
Shader_DefaultBSPLM(shortname, s, args);
|
|
}
|
|
|
|
void Shader_DefaultBSPQ1(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
char *builtin = NULL;
|
|
if (r_mirroralpha.value < 1 && !strcmp(shortname, "window02_1"))
|
|
{
|
|
if (r_mirroralpha.value < 0)
|
|
{
|
|
builtin = "{\n"
|
|
"portal\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"blendfunc blend\n"
|
|
"alphagen portal 512\n"
|
|
"depthwrite\n"
|
|
"}\n"
|
|
"}\n";
|
|
}
|
|
else
|
|
{
|
|
builtin = "{\n"
|
|
"portal\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"blendfunc blend\n"
|
|
"alphagen const $r_mirroralpha\n"
|
|
"depthwrite\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n";
|
|
}
|
|
|
|
}
|
|
|
|
if (!builtin && (*shortname == '*'))
|
|
{
|
|
//q1 water
|
|
if (r_wateralpha.value == 0)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"sort blend\n"
|
|
"surfaceparm nodraw\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else if (r_fastturb.ival)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"sort blend\n"
|
|
"{\n"
|
|
"map $whiteimage\n"
|
|
"rgbgen const $r_fastturbcolour\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"sort blend\n" /*make sure it always has the same sort order, so switching on/off wateralpha doesn't break stuff*/
|
|
"program defaultwarp\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod turb 0.02 0.1 0.5 0.1\n"
|
|
"if r_wateralpha != 1\n"
|
|
"[\n"
|
|
"alphagen const $r_wateralpha\n"
|
|
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
|
|
"]\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
}
|
|
if (!builtin && !strncmp(shortname, "sky", 3))
|
|
{
|
|
//q1 sky
|
|
if (r_fastsky.ival)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"sort sky\n"
|
|
"{\n"
|
|
"map $whiteimage\n"
|
|
"rgbgen const $r_fastskycolour\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
else if (*r_skyboxname.string)
|
|
{
|
|
builtin = (
|
|
"{\n"
|
|
"sort sky\n"
|
|
"skyparms $r_skybox - -\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n"
|
|
);
|
|
Shader_DefaultScript(shortname, s, builtin);
|
|
if (s->flags & SHADER_SKY)
|
|
return;
|
|
builtin = NULL;
|
|
/*if the r_skybox failed to load or whatever, reset and fall through and just use the regular sky*/
|
|
Shader_Reset(s);
|
|
}
|
|
if (!builtin)
|
|
builtin = (
|
|
"{\n"
|
|
"sort sky\n"
|
|
"program defaultsky\n"
|
|
"skyparms - 512 -\n"
|
|
/*WARNING: these values are not authentic quake, only close aproximations*/
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcmod scale 10 10\n"
|
|
"tcmod scroll 0.04 0.04\n"
|
|
"depthwrite\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc blend\n"
|
|
"tcmod scale 10 10\n"
|
|
"tcmod scroll 0.02 0.02\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
if (!builtin && *shortname == '{')
|
|
{
|
|
/*alpha test*/
|
|
builtin = (
|
|
"{\n"
|
|
/* "if $deluxmap\n"
|
|
"[\n"
|
|
"{\n"
|
|
"map $normalmap\n"
|
|
"tcgen base\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $deluxmap\n"
|
|
"tcgen lightmap\n"
|
|
"}\n"
|
|
"]\n"*/
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcgen base\n"
|
|
"alphamask\n"
|
|
"}\n"
|
|
"if $lightmap\n"
|
|
"[\n"
|
|
"{\n"
|
|
"map $lightmap\n"
|
|
"blendfunc gl_dst_color gl_zero\n"
|
|
"depthfunc equal\n"
|
|
"}\n"
|
|
"]\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc add\n"
|
|
"depthfunc equal\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
|
|
/*Hack: note that halflife would normally expect you to use rendermode/renderampt*/
|
|
if (!builtin && (!strncmp(shortname, "glass", 5)/* || !strncmp(shortname, "window", 6)*/))
|
|
{
|
|
/*alpha bended*/
|
|
builtin = (
|
|
"{\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"tcgen base\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
|
|
if (builtin)
|
|
Shader_DefaultScript(shortname, s, builtin);
|
|
else
|
|
Shader_DefaultBSPLM(shortname, s, args);
|
|
}
|
|
|
|
void Shader_DefaultBSPVertex(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
shaderpass_t *pass;
|
|
|
|
s->defaulttextures.base = R_LoadHiResTexture(va("%s_d.tga", shortname), NULL, 0);
|
|
|
|
pass = &s->passes[0];
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->numMergedPasses = 1;
|
|
Shader_SetBlendmode(pass);
|
|
|
|
if (TEXVALID(s->defaulttextures.base))
|
|
{
|
|
pass->texgen = T_GEN_DIFFUSE;
|
|
}
|
|
else
|
|
{
|
|
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
|
|
if (!TEXVALID(pass->anim_frames[0]))
|
|
{
|
|
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
}
|
|
|
|
s->numpasses = 1;
|
|
s->numdeforms = 0;
|
|
s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
|
|
s->features = MF_STCOORDS|MF_COLORS;
|
|
s->sort = SHADER_SORT_OPAQUE;
|
|
s->uses = 1;
|
|
}
|
|
void Shader_DefaultBSPFlare(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
shaderpass_t *pass;
|
|
pass = &s->passes[0];
|
|
pass->flags = SHADER_PASS_NOCOLORARRAY;
|
|
pass->shaderbits |= SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE;
|
|
pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0);
|
|
pass->rgbgen = RGB_GEN_VERTEX_LIGHTING;
|
|
pass->alphagen = ALPHA_GEN_IDENTITY;
|
|
pass->numtcmods = 0;
|
|
pass->tcgen = TC_GEN_BASE;
|
|
pass->numMergedPasses = 1;
|
|
Shader_SetBlendmode(pass);
|
|
|
|
if (!TEXVALID(pass->anim_frames[0]))
|
|
{
|
|
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
|
|
pass->anim_frames[0] = missing_texture;
|
|
}
|
|
|
|
s->numpasses = 1;
|
|
s->numdeforms = 0;
|
|
s->flags = SHADER_FLARE;
|
|
s->features = MF_STCOORDS|MF_COLORS;
|
|
s->sort = SHADER_SORT_ADDITIVE;
|
|
s->uses = 1;
|
|
|
|
s->flags |= SHADER_NODRAW;
|
|
}
|
|
void Shader_DefaultSkin(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"if $lpp\n"
|
|
"[\n"
|
|
"program lpp_skin\n"
|
|
"][\n"
|
|
"program defaultskin\n"
|
|
"]\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"rgbgen lightingDiffuse\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $loweroverlay\n"
|
|
"rgbgen bottomcolor\n"
|
|
"blendfunc gl_src_alpha gl_one\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $upperoverlay\n"
|
|
"rgbgen topcolor\n"
|
|
"blendfunc gl_src_alpha gl_one\n"
|
|
"}\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc add\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
void Shader_DefaultSkinShell(char *shortname, shader_t *s, const void *args)
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"sort blend\n"
|
|
"deformvertexes normal 1 1\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"rgbgen entity\n"
|
|
"alphagen entity\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
}
|
|
void Shader_Default2D(char *shortname, shader_t *s, const void *genargs)
|
|
{
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"if $nofixed\n"
|
|
"[\n"
|
|
"program default2d\n"
|
|
"]\n"
|
|
"nomipmaps\n"
|
|
"{\n"
|
|
"clampmap $diffuse\n"
|
|
"rgbgen vertex\n"
|
|
"alphagen vertex\n"
|
|
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
|
|
"}\n"
|
|
"sort additive\n"
|
|
"}\n"
|
|
);
|
|
|
|
TEXASSIGN(s->defaulttextures.base, R_LoadHiResTexture(shortname, NULL, IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP));
|
|
if (!TEXVALID(s->defaulttextures.base))
|
|
{
|
|
unsigned char data[4*4] = {0};
|
|
TEXASSIGN(s->defaulttextures.base, R_LoadTexture8("black", 4, 4, data, 0, 0));
|
|
s->flags |= SHADER_NOIMAGE;
|
|
}
|
|
else
|
|
{
|
|
s->flags &= ~SHADER_NOIMAGE;
|
|
s->width = image_width;
|
|
s->height = image_height;
|
|
}
|
|
}
|
|
|
|
//loads a shader string into an existing shader object, and finalises it and stuff
|
|
static void Shader_ReadShader(shader_t *s, char *shadersource, int parsemode)
|
|
{
|
|
char *token;
|
|
|
|
shaderparsemode = parsemode;
|
|
|
|
// set defaults
|
|
s->flags = SHADER_CULL_FRONT;
|
|
s->uses = 1;
|
|
|
|
while (shadersource)
|
|
{
|
|
token = COM_ParseExt (&shadersource, true);
|
|
|
|
if ( !token[0] )
|
|
continue;
|
|
else if ( token[0] == '}' )
|
|
break;
|
|
else if (!Q_stricmp(token, "if"))
|
|
{
|
|
int nest = 0;
|
|
qboolean conditionistrue = Shader_EvaluateCondition(&shadersource);
|
|
|
|
while (shadersource)
|
|
{
|
|
token = COM_ParseExt (&shadersource, true);
|
|
if ( !token[0] )
|
|
continue;
|
|
else if (token[0] == ']')
|
|
{
|
|
if (--nest <= 0)
|
|
{
|
|
nest++;
|
|
if (!strcmp(token, "]["))
|
|
conditionistrue = !conditionistrue;
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
else if (token[0] == '[')
|
|
nest++;
|
|
else if (conditionistrue)
|
|
{
|
|
if (token[0] == '{')
|
|
Shader_Readpass (s, &shadersource);
|
|
else
|
|
Shader_Parsetok (s, NULL, shaderkeys, token, &shadersource);
|
|
}
|
|
}
|
|
}
|
|
else if ( token[0] == '{' )
|
|
Shader_Readpass ( s, &shadersource );
|
|
else if ( Shader_Parsetok (s, NULL, shaderkeys, token, &shadersource ) )
|
|
break;
|
|
}
|
|
|
|
Shader_Finish ( s );
|
|
}
|
|
|
|
static qboolean Shader_ParseShader(char *shortname, char *usename, shader_t *s)
|
|
{
|
|
unsigned int offset = 0, length;
|
|
char path[MAX_QPATH];
|
|
char *buf = NULL, *ts = NULL;
|
|
int parsemode = SPM_DEFAULT;
|
|
|
|
Shader_GetPathAndOffset( shortname, &ts, &offset );
|
|
|
|
if ( ts )
|
|
{
|
|
if (!strcmp(COM_FileExtension(ts), "mtr"))
|
|
parsemode = SPM_DOOM3;
|
|
|
|
Com_sprintf ( path, sizeof(path), "%s", ts );
|
|
length = FS_LoadFile ( path, (void **)&buf );
|
|
}
|
|
else
|
|
length = 0;
|
|
|
|
// the shader is in the shader scripts
|
|
if ( ts && buf && (offset < length) )
|
|
{
|
|
char *file, *token;
|
|
|
|
|
|
file = buf + offset;
|
|
token = COM_ParseExt (&file, true);
|
|
if ( !file || token[0] != '{' )
|
|
{
|
|
FS_FreeFile(buf);
|
|
return false;
|
|
}
|
|
|
|
Shader_Reset(s);
|
|
|
|
Shader_ReadShader(s, file, parsemode);
|
|
|
|
FS_FreeFile(buf);
|
|
return true;
|
|
}
|
|
|
|
if (buf)
|
|
FS_FreeFile(buf);
|
|
|
|
return false;
|
|
}
|
|
void R_UnloadShader(shader_t *shader)
|
|
{
|
|
if (shader->uses-- == 1)
|
|
Shader_Free(shader);
|
|
}
|
|
static int R_LoadShader ( char *name, shader_gen_t *defaultgen, const char *genargs)
|
|
{
|
|
int i, f = -1;
|
|
char shortname[MAX_QPATH];
|
|
shader_t *s;
|
|
|
|
if (!*name)
|
|
name = "gfx/white";
|
|
|
|
*(int*)shortname = 0;
|
|
COM_StripExtension ( name, shortname, sizeof(shortname));
|
|
|
|
COM_CleanUpPath(shortname);
|
|
|
|
// check the hash first
|
|
s = Hash_Get(&shader_active_hash, shortname);
|
|
if (s)
|
|
{
|
|
i = s - r_shaders;
|
|
r_shaders[i].uses++;
|
|
return i;
|
|
}
|
|
|
|
// not loaded, find a free slot
|
|
for (i = 0; i < MAX_SHADERS; i++)
|
|
{
|
|
if (!r_shaders[i].uses)
|
|
{
|
|
if ( f == -1 ) // free shader
|
|
{
|
|
f = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( f == -1 )
|
|
{
|
|
Sys_Error( "R_LoadShader: Shader limit exceeded.");
|
|
return f;
|
|
}
|
|
|
|
s = &r_shaders[f];
|
|
|
|
Q_strncpyz(s->name, shortname, sizeof(s->name));
|
|
s->generator = defaultgen;
|
|
if (genargs)
|
|
s->genargs = strdup(genargs);
|
|
else
|
|
s->genargs = NULL;
|
|
|
|
if (ruleset_allow_shaders.ival)
|
|
{
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
if (gl_config.gles && gl_config.glversion >= 2)
|
|
{
|
|
if (Shader_ParseShader(va("%s_gles2", shortname), shortname, s))
|
|
{
|
|
return f;
|
|
}
|
|
}
|
|
if (gl_config.glversion >= 3)
|
|
{
|
|
if (Shader_ParseShader(va("%s_glsl3", shortname), shortname, s))
|
|
{
|
|
return f;
|
|
}
|
|
}
|
|
if (gl_config.arb_shader_objects)
|
|
{
|
|
if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s))
|
|
{
|
|
return f;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
#ifdef D3DQUAKE
|
|
if (qrenderer == QR_DIRECT3D)
|
|
{
|
|
{
|
|
if (Shader_ParseShader(va("%s_hlsl", shortname), shortname, s))
|
|
{
|
|
return f;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
if (Shader_ParseShader(shortname, shortname, s))
|
|
{
|
|
return f;
|
|
}
|
|
}
|
|
|
|
// make a default shader
|
|
|
|
if (s->generator)
|
|
{
|
|
Shader_Reset(s);
|
|
|
|
if (!strcmp(shortname, "textures/common/clip"))
|
|
Shader_DefaultScript(shortname, s,
|
|
"{\n"
|
|
"surfaceparm nodraw\n"
|
|
"surfaceparm nodlight\n"
|
|
"}\n");
|
|
else
|
|
s->generator(shortname, s, s->genargs);
|
|
return f;
|
|
}
|
|
else
|
|
{
|
|
Shader_Free(s);
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
void Shader_DoReload(void)
|
|
{
|
|
shader_t *s;
|
|
unsigned int i;
|
|
char shortname[MAX_QPATH];
|
|
|
|
if (shader_rescan_needed && ruleset_allow_shaders.ival)
|
|
{
|
|
COM_EnumerateFiles("materials/*.mtr", Shader_InitCallback, NULL);
|
|
COM_EnumerateFiles("shaders/*.shader", Shader_InitCallback, NULL);
|
|
COM_EnumerateFiles("scripts/*.shader", Shader_InitCallback, NULL);
|
|
COM_EnumerateFiles("scripts/*.rscript", Shader_InitCallback, NULL);
|
|
|
|
shader_reload_needed = true;
|
|
shader_rescan_needed = false;
|
|
}
|
|
|
|
if (!shader_reload_needed)
|
|
return;
|
|
shader_reload_needed = false;
|
|
Font_InvalidateColour();
|
|
|
|
for (s = r_shaders, i = 0; i < MAX_SHADERS; i++, s++)
|
|
{
|
|
if (!s->uses)
|
|
continue;
|
|
|
|
strcpy(shortname, s->name);
|
|
if (ruleset_allow_shaders.ival)
|
|
{
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects)
|
|
{
|
|
if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
if (Shader_ParseShader(shortname, shortname, s))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
if (s->generator)
|
|
{
|
|
Shader_Reset(s);
|
|
|
|
s->generator(shortname, s, s->genargs);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Shader_NeedReload(qboolean rescanfs)
|
|
{
|
|
if (rescanfs)
|
|
shader_rescan_needed = true;
|
|
shader_reload_needed = true;
|
|
}
|
|
|
|
cin_t *R_ShaderGetCinematic(shader_t *s)
|
|
{
|
|
#ifndef NOMEDIA
|
|
int j;
|
|
if (!s)
|
|
return NULL;
|
|
for (j = 0; j < s->numpasses; j++)
|
|
if (s->passes[j].cin)
|
|
return s->passes[j].cin;
|
|
#endif
|
|
/*no cinematic in this shader!*/
|
|
return NULL;
|
|
}
|
|
|
|
cin_t *R_ShaderFindCinematic(char *name)
|
|
{
|
|
#ifdef NOMEDIA
|
|
return NULL;
|
|
#else
|
|
int i;
|
|
char shortname[MAX_QPATH];
|
|
|
|
COM_StripExtension ( name, shortname, sizeof(shortname));
|
|
|
|
COM_CleanUpPath(shortname);
|
|
|
|
//try and find it
|
|
for (i = 0; i < MAX_SHADERS; i++)
|
|
{
|
|
if (!r_shaders[i].uses)
|
|
continue;
|
|
|
|
if (!Q_stricmp (shortname, r_shaders[i].name) )
|
|
break;
|
|
}
|
|
if (i == MAX_SHADERS)
|
|
return NULL;
|
|
|
|
//found the named shader.
|
|
return R_ShaderGetCinematic(&r_shaders[i]);
|
|
#endif
|
|
}
|
|
|
|
shader_t *R_RegisterPic (char *name)
|
|
{
|
|
shader_t *shader;
|
|
|
|
/*don't get confused by other shaders*/
|
|
image_width = 64;
|
|
image_height = 64;
|
|
|
|
shader = &r_shaders[R_LoadShader (name, Shader_Default2D, NULL)];
|
|
|
|
/*worth a try*/
|
|
if (shader->width <= 0)
|
|
shader->width = image_width;
|
|
if (shader->height <= 0)
|
|
shader->height = image_height;
|
|
|
|
/*last ditch attempt*/
|
|
if (shader->width <= 0)
|
|
shader->width = 64;
|
|
if (shader->height <= 0)
|
|
shader->height = 64;
|
|
return shader;
|
|
}
|
|
|
|
shader_t *R_RegisterShader (char *name, const char *shaderscript)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_DefaultScript, shaderscript)];
|
|
}
|
|
|
|
shader_t *R_RegisterShader_Lightmap (char *name)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPLM, NULL)];
|
|
}
|
|
|
|
shader_t *R_RegisterShader_Vertex (char *name)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPVertex, NULL)];
|
|
}
|
|
|
|
shader_t *R_RegisterShader_Flare (char *name)
|
|
{
|
|
return &r_shaders[R_LoadShader (name, Shader_DefaultBSPFlare, NULL)];
|
|
}
|
|
|
|
shader_t *R_RegisterSkin (char *shadername, char *modname)
|
|
{
|
|
shader_t *shader;
|
|
if (modname && !strchr(shadername, '/'))
|
|
{
|
|
char newsname[MAX_QPATH];
|
|
char *b = COM_SkipPath(modname);
|
|
if (b != modname && b-modname + strlen(shadername)+1 < sizeof(newsname))
|
|
{
|
|
memcpy(newsname, modname, b - modname);
|
|
memcpy(newsname + (b-modname), shadername, strlen(shadername)+1);
|
|
/*if the specified shader does not contain a path, try and load one relative to the name of the model*/
|
|
shader = &r_shaders[R_LoadShader (newsname, Shader_DefaultSkin, NULL)];
|
|
|
|
R_BuildDefaultTexnums(&shader->defaulttextures, shader);
|
|
|
|
/*if its a valid shader with valid textures, use it*/
|
|
if (!(shader->flags & SHADER_NOIMAGE))
|
|
return shader;
|
|
}
|
|
}
|
|
shader = &r_shaders[R_LoadShader (shadername, Shader_DefaultSkin, NULL)];
|
|
return shader;
|
|
}
|
|
shader_t *R_RegisterCustom (char *name, shader_gen_t *defaultgen, const void *args)
|
|
{
|
|
int i;
|
|
i = R_LoadShader (name, defaultgen, args);
|
|
if (i < 0)
|
|
return NULL;
|
|
return &r_shaders[i];
|
|
}
|
|
#endif //SERVERONLY
|