mirror of
https://github.com/Q3Rally-Team/q3rally.git
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3b4f4cdfa9
Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
3728 lines
91 KiB
C
3728 lines
91 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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// tr_shader.c -- this file deals with the parsing and definition of shaders
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static char *s_shaderText;
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// the shader is parsed into these global variables, then copied into
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// dynamically allocated memory if it is valid.
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static shaderStage_t stages[MAX_SHADER_STAGES];
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static shader_t shader;
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static texModInfo_t texMods[MAX_SHADER_STAGES][TR_MAX_TEXMODS];
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#define FILE_HASH_SIZE 1024
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static shader_t* hashTable[FILE_HASH_SIZE];
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#define MAX_SHADERTEXT_HASH 2048
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static char **shaderTextHashTable[MAX_SHADERTEXT_HASH];
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/*
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================
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return a hash value for the filename
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================
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*/
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#ifdef __GNUCC__
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#warning TODO: check if long is ok here
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#endif
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static long generateHashValue( const char *fname, const int size ) {
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int i;
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long hash;
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char letter;
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hash = 0;
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i = 0;
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while (fname[i] != '\0') {
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letter = tolower(fname[i]);
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if (letter =='.') break; // don't include extension
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if (letter =='\\') letter = '/'; // damn path names
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if (letter == PATH_SEP) letter = '/'; // damn path names
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hash+=(long)(letter)*(i+119);
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i++;
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}
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hash = (hash ^ (hash >> 10) ^ (hash >> 20));
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hash &= (size-1);
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return hash;
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}
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void R_RemapShader(const char *shaderName, const char *newShaderName, const char *timeOffset) {
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char strippedName[MAX_QPATH];
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int hash;
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shader_t *sh, *sh2;
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qhandle_t h;
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sh = R_FindShaderByName( shaderName );
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if (sh == NULL || sh == tr.defaultShader) {
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h = RE_RegisterShaderLightMap(shaderName, 0);
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sh = R_GetShaderByHandle(h);
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}
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if (sh == NULL || sh == tr.defaultShader) {
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ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: shader %s not found\n", shaderName );
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return;
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}
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sh2 = R_FindShaderByName( newShaderName );
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if (sh2 == NULL || sh2 == tr.defaultShader) {
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h = RE_RegisterShaderLightMap(newShaderName, 0);
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sh2 = R_GetShaderByHandle(h);
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}
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if (sh2 == NULL || sh2 == tr.defaultShader) {
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ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: new shader %s not found\n", newShaderName );
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return;
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}
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// remap all the shaders with the given name
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// even tho they might have different lightmaps
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COM_StripExtension(shaderName, strippedName, sizeof(strippedName));
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hash = generateHashValue(strippedName, FILE_HASH_SIZE);
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for (sh = hashTable[hash]; sh; sh = sh->next) {
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if (Q_stricmp(sh->name, strippedName) == 0) {
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if (sh != sh2) {
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sh->remappedShader = sh2;
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} else {
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sh->remappedShader = NULL;
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}
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}
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}
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if (timeOffset) {
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sh2->timeOffset = atof(timeOffset);
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}
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}
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/*
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===============
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ParseVector
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===============
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*/
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static qboolean ParseVector( char **text, int count, float *v ) {
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char *token;
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int i;
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// FIXME: spaces are currently required after parens, should change parseext...
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token = COM_ParseExt( text, qfalse );
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if ( strcmp( token, "(" ) ) {
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ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name );
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return qfalse;
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}
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for ( i = 0 ; i < count ; i++ ) {
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token = COM_ParseExt( text, qfalse );
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if ( !token[0] ) {
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ri.Printf( PRINT_WARNING, "WARNING: missing vector element in shader '%s'\n", shader.name );
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return qfalse;
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}
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v[i] = atof( token );
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}
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token = COM_ParseExt( text, qfalse );
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if ( strcmp( token, ")" ) ) {
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ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name );
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return qfalse;
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}
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return qtrue;
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}
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/*
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===============
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NameToAFunc
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===============
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*/
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static unsigned NameToAFunc( const char *funcname )
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{
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if ( !Q_stricmp( funcname, "GT0" ) )
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{
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return GLS_ATEST_GT_0;
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}
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else if ( !Q_stricmp( funcname, "LT128" ) )
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{
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return GLS_ATEST_LT_80;
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}
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else if ( !Q_stricmp( funcname, "GE128" ) )
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{
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return GLS_ATEST_GE_80;
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}
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ri.Printf( PRINT_WARNING, "WARNING: invalid alphaFunc name '%s' in shader '%s'\n", funcname, shader.name );
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return 0;
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}
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/*
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===============
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NameToSrcBlendMode
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===============
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*/
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static int NameToSrcBlendMode( const char *name )
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{
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if ( !Q_stricmp( name, "GL_ONE" ) )
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{
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return GLS_SRCBLEND_ONE;
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}
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else if ( !Q_stricmp( name, "GL_ZERO" ) )
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{
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return GLS_SRCBLEND_ZERO;
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}
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else if ( !Q_stricmp( name, "GL_DST_COLOR" ) )
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{
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return GLS_SRCBLEND_DST_COLOR;
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}
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else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_COLOR" ) )
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{
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return GLS_SRCBLEND_ONE_MINUS_DST_COLOR;
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}
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else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) )
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{
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return GLS_SRCBLEND_SRC_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) )
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{
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return GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) )
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{
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return GLS_SRCBLEND_DST_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) )
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{
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return GLS_SRCBLEND_ONE_MINUS_DST_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_SRC_ALPHA_SATURATE" ) )
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{
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return GLS_SRCBLEND_ALPHA_SATURATE;
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}
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ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name );
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return GLS_SRCBLEND_ONE;
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}
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/*
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===============
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NameToDstBlendMode
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===============
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*/
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static int NameToDstBlendMode( const char *name )
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{
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if ( !Q_stricmp( name, "GL_ONE" ) )
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{
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return GLS_DSTBLEND_ONE;
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}
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else if ( !Q_stricmp( name, "GL_ZERO" ) )
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{
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return GLS_DSTBLEND_ZERO;
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}
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else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) )
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{
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return GLS_DSTBLEND_SRC_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) )
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{
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return GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) )
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{
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return GLS_DSTBLEND_DST_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) )
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{
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return GLS_DSTBLEND_ONE_MINUS_DST_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_SRC_COLOR" ) )
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{
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return GLS_DSTBLEND_SRC_COLOR;
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}
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else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_COLOR" ) )
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{
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return GLS_DSTBLEND_ONE_MINUS_SRC_COLOR;
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}
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ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name );
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return GLS_DSTBLEND_ONE;
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}
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/*
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===============
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NameToGenFunc
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===============
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*/
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static genFunc_t NameToGenFunc( const char *funcname )
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{
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if ( !Q_stricmp( funcname, "sin" ) )
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{
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return GF_SIN;
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}
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else if ( !Q_stricmp( funcname, "square" ) )
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{
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return GF_SQUARE;
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}
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else if ( !Q_stricmp( funcname, "triangle" ) )
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{
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return GF_TRIANGLE;
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}
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else if ( !Q_stricmp( funcname, "sawtooth" ) )
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{
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return GF_SAWTOOTH;
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}
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else if ( !Q_stricmp( funcname, "inversesawtooth" ) )
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{
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return GF_INVERSE_SAWTOOTH;
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}
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else if ( !Q_stricmp( funcname, "noise" ) )
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{
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return GF_NOISE;
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}
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ri.Printf( PRINT_WARNING, "WARNING: invalid genfunc name '%s' in shader '%s'\n", funcname, shader.name );
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return GF_SIN;
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}
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/*
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===================
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ParseWaveForm
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===================
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*/
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static void ParseWaveForm( char **text, waveForm_t *wave )
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{
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char *token;
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token = COM_ParseExt( text, qfalse );
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
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return;
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}
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wave->func = NameToGenFunc( token );
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// BASE, AMP, PHASE, FREQ
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token = COM_ParseExt( text, qfalse );
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
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return;
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}
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wave->base = atof( token );
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token = COM_ParseExt( text, qfalse );
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
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return;
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}
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wave->amplitude = atof( token );
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token = COM_ParseExt( text, qfalse );
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
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return;
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}
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wave->phase = atof( token );
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token = COM_ParseExt( text, qfalse );
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
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return;
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}
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wave->frequency = atof( token );
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}
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/*
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===================
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ParseTexMod
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===================
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*/
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static void ParseTexMod( char *_text, shaderStage_t *stage )
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{
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const char *token;
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char **text = &_text;
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texModInfo_t *tmi;
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if ( stage->bundle[0].numTexMods == TR_MAX_TEXMODS ) {
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ri.Error( ERR_DROP, "ERROR: too many tcMod stages in shader '%s'", shader.name );
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return;
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}
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tmi = &stage->bundle[0].texMods[stage->bundle[0].numTexMods];
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stage->bundle[0].numTexMods++;
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token = COM_ParseExt( text, qfalse );
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//
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// turb
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//
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if ( !Q_stricmp( token, "turb" ) )
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{
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token = COM_ParseExt( text, qfalse );
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb parms in shader '%s'\n", shader.name );
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return;
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}
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tmi->wave.base = atof( token );
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token = COM_ParseExt( text, qfalse );
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
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return;
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}
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tmi->wave.amplitude = atof( token );
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token = COM_ParseExt( text, qfalse );
|
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if ( token[0] == 0 )
|
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
|
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return;
|
|
}
|
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tmi->wave.phase = atof( token );
|
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token = COM_ParseExt( text, qfalse );
|
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if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->wave.frequency = atof( token );
|
|
|
|
tmi->type = TMOD_TURBULENT;
|
|
}
|
|
//
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|
// scale
|
|
//
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|
else if ( !Q_stricmp( token, "scale" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->scale[0] = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->scale[1] = atof( token );
|
|
tmi->type = TMOD_SCALE;
|
|
}
|
|
//
|
|
// scroll
|
|
//
|
|
else if ( !Q_stricmp( token, "scroll" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->scroll[0] = atof( token );
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->scroll[1] = atof( token );
|
|
tmi->type = TMOD_SCROLL;
|
|
}
|
|
//
|
|
// stretch
|
|
//
|
|
else if ( !Q_stricmp( token, "stretch" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->wave.func = NameToGenFunc( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->wave.base = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->wave.amplitude = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->wave.phase = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->wave.frequency = atof( token );
|
|
|
|
tmi->type = TMOD_STRETCH;
|
|
}
|
|
//
|
|
// transform
|
|
//
|
|
else if ( !Q_stricmp( token, "transform" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->matrix[0][0] = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->matrix[0][1] = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->matrix[1][0] = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->matrix[1][1] = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->translate[0] = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->translate[1] = atof( token );
|
|
|
|
tmi->type = TMOD_TRANSFORM;
|
|
}
|
|
//
|
|
// rotate
|
|
//
|
|
else if ( !Q_stricmp( token, "rotate" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing tcMod rotate parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->rotateSpeed = atof( token );
|
|
tmi->type = TMOD_ROTATE;
|
|
}
|
|
//
|
|
// entityTranslate
|
|
//
|
|
else if ( !Q_stricmp( token, "entityTranslate" ) )
|
|
{
|
|
tmi->type = TMOD_ENTITY_TRANSLATE;
|
|
}
|
|
else
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: unknown tcMod '%s' in shader '%s'\n", token, shader.name );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
ParseStage
|
|
===================
|
|
*/
|
|
static qboolean ParseStage( shaderStage_t *stage, char **text )
|
|
{
|
|
char *token;
|
|
int depthMaskBits = GLS_DEPTHMASK_TRUE, blendSrcBits = 0, blendDstBits = 0, atestBits = 0, depthFuncBits = 0;
|
|
qboolean depthMaskExplicit = qfalse;
|
|
|
|
stage->active = qtrue;
|
|
|
|
while ( 1 )
|
|
{
|
|
token = COM_ParseExt( text, qtrue );
|
|
if ( !token[0] )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: no matching '}' found\n" );
|
|
return qfalse;
|
|
}
|
|
|
|
if ( token[0] == '}' )
|
|
{
|
|
break;
|
|
}
|
|
//
|
|
// map <name>
|
|
//
|
|
else if ( !Q_stricmp( token, "map" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( !token[0] )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'map' keyword in shader '%s'\n", shader.name );
|
|
return qfalse;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "$whiteimage" ) )
|
|
{
|
|
stage->bundle[0].image[0] = tr.whiteImage;
|
|
continue;
|
|
}
|
|
else if ( !Q_stricmp( token, "$lightmap" ) )
|
|
{
|
|
stage->bundle[0].isLightmap = qtrue;
|
|
if ( shader.lightmapIndex < 0 ) {
|
|
stage->bundle[0].image[0] = tr.whiteImage;
|
|
} else {
|
|
stage->bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
|
|
}
|
|
continue;
|
|
}
|
|
else if ( !Q_stricmp( token, "$deluxemap" ) )
|
|
{
|
|
if (!tr.worldDeluxeMapping)
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: shader '%s' wants a deluxe map in a map compiled without them\n", shader.name );
|
|
return qfalse;
|
|
}
|
|
|
|
stage->bundle[0].isLightmap = qtrue;
|
|
if ( shader.lightmapIndex < 0 ) {
|
|
stage->bundle[0].image[0] = tr.whiteImage;
|
|
} else {
|
|
stage->bundle[0].image[0] = tr.deluxemaps[shader.lightmapIndex];
|
|
}
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
imgType_t type = IMGTYPE_COLORALPHA;
|
|
imgFlags_t flags = IMGFLAG_NONE;
|
|
|
|
if (!shader.noMipMaps)
|
|
flags |= IMGFLAG_MIPMAP;
|
|
|
|
if (!shader.noPicMip)
|
|
flags |= IMGFLAG_PICMIP;
|
|
|
|
if (stage->type == ST_NORMALMAP || stage->type == ST_NORMALPARALLAXMAP)
|
|
{
|
|
type = IMGTYPE_NORMAL;
|
|
flags |= IMGFLAG_NOLIGHTSCALE;
|
|
|
|
if (stage->type == ST_NORMALPARALLAXMAP)
|
|
type = IMGTYPE_NORMALHEIGHT;
|
|
}
|
|
else
|
|
{
|
|
if (r_genNormalMaps->integer)
|
|
flags |= IMGFLAG_GENNORMALMAP;
|
|
|
|
if (r_srgb->integer)
|
|
flags |= IMGFLAG_SRGB;
|
|
}
|
|
|
|
stage->bundle[0].image[0] = R_FindImageFile( token, type, flags );
|
|
|
|
if ( !stage->bundle[0].image[0] )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
//
|
|
// clampmap <name>
|
|
//
|
|
else if ( !Q_stricmp( token, "clampmap" ) )
|
|
{
|
|
imgType_t type = IMGTYPE_COLORALPHA;
|
|
imgFlags_t flags = IMGFLAG_CLAMPTOEDGE | IMGFLAG_SRGB;
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( !token[0] )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'clampmap' keyword in shader '%s'\n", shader.name );
|
|
return qfalse;
|
|
}
|
|
|
|
if (!shader.noMipMaps)
|
|
flags |= IMGFLAG_MIPMAP;
|
|
|
|
if (!shader.noPicMip)
|
|
flags |= IMGFLAG_PICMIP;
|
|
|
|
if (stage->type == ST_NORMALMAP || stage->type == ST_NORMALPARALLAXMAP)
|
|
{
|
|
type = IMGTYPE_NORMAL;
|
|
flags |= IMGFLAG_NOLIGHTSCALE;
|
|
|
|
if (stage->type == ST_NORMALPARALLAXMAP)
|
|
type = IMGTYPE_NORMALHEIGHT;
|
|
}
|
|
else
|
|
{
|
|
if (r_genNormalMaps->integer)
|
|
flags |= IMGFLAG_GENNORMALMAP;
|
|
|
|
if (r_srgb->integer)
|
|
flags |= IMGFLAG_SRGB;
|
|
}
|
|
|
|
|
|
stage->bundle[0].image[0] = R_FindImageFile( token, type, flags );
|
|
if ( !stage->bundle[0].image[0] )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
|
|
return qfalse;
|
|
}
|
|
}
|
|
//
|
|
// animMap <frequency> <image1> .... <imageN>
|
|
//
|
|
else if ( !Q_stricmp( token, "animMap" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( !token[0] )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'animMmap' keyword in shader '%s'\n", shader.name );
|
|
return qfalse;
|
|
}
|
|
stage->bundle[0].imageAnimationSpeed = atof( token );
|
|
|
|
// parse up to MAX_IMAGE_ANIMATIONS animations
|
|
while ( 1 ) {
|
|
int num;
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( !token[0] ) {
|
|
break;
|
|
}
|
|
num = stage->bundle[0].numImageAnimations;
|
|
if ( num < MAX_IMAGE_ANIMATIONS ) {
|
|
imgFlags_t flags = IMGFLAG_SRGB;
|
|
|
|
if (!shader.noMipMaps)
|
|
flags |= IMGFLAG_MIPMAP;
|
|
|
|
if (!shader.noPicMip)
|
|
flags |= IMGFLAG_PICMIP;
|
|
|
|
stage->bundle[0].image[num] = R_FindImageFile( token, IMGTYPE_COLORALPHA, flags );
|
|
if ( !stage->bundle[0].image[num] )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
|
|
return qfalse;
|
|
}
|
|
stage->bundle[0].numImageAnimations++;
|
|
}
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( token, "videoMap" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( !token[0] )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'videoMmap' keyword in shader '%s'\n", shader.name );
|
|
return qfalse;
|
|
}
|
|
stage->bundle[0].videoMapHandle = ri.CIN_PlayCinematic( token, 0, 0, 256, 256, (CIN_loop | CIN_silent | CIN_shader));
|
|
if (stage->bundle[0].videoMapHandle != -1) {
|
|
stage->bundle[0].isVideoMap = qtrue;
|
|
stage->bundle[0].image[0] = tr.scratchImage[stage->bundle[0].videoMapHandle];
|
|
}
|
|
}
|
|
//
|
|
// alphafunc <func>
|
|
//
|
|
else if ( !Q_stricmp( token, "alphaFunc" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( !token[0] )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'alphaFunc' keyword in shader '%s'\n", shader.name );
|
|
return qfalse;
|
|
}
|
|
|
|
atestBits = NameToAFunc( token );
|
|
}
|
|
//
|
|
// depthFunc <func>
|
|
//
|
|
else if ( !Q_stricmp( token, "depthfunc" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
|
|
if ( !token[0] )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'depthfunc' keyword in shader '%s'\n", shader.name );
|
|
return qfalse;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "lequal" ) )
|
|
{
|
|
depthFuncBits = 0;
|
|
}
|
|
else if ( !Q_stricmp( token, "equal" ) )
|
|
{
|
|
depthFuncBits = GLS_DEPTHFUNC_EQUAL;
|
|
}
|
|
else
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: unknown depthfunc '%s' in shader '%s'\n", token, shader.name );
|
|
continue;
|
|
}
|
|
}
|
|
//
|
|
// detail
|
|
//
|
|
else if ( !Q_stricmp( token, "detail" ) )
|
|
{
|
|
stage->isDetail = qtrue;
|
|
}
|
|
//
|
|
// blendfunc <srcFactor> <dstFactor>
|
|
// or blendfunc <add|filter|blend>
|
|
//
|
|
else if ( !Q_stricmp( token, "blendfunc" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name );
|
|
continue;
|
|
}
|
|
// check for "simple" blends first
|
|
if ( !Q_stricmp( token, "add" ) ) {
|
|
blendSrcBits = GLS_SRCBLEND_ONE;
|
|
blendDstBits = GLS_DSTBLEND_ONE;
|
|
} else if ( !Q_stricmp( token, "filter" ) ) {
|
|
blendSrcBits = GLS_SRCBLEND_DST_COLOR;
|
|
blendDstBits = GLS_DSTBLEND_ZERO;
|
|
} else if ( !Q_stricmp( token, "blend" ) ) {
|
|
blendSrcBits = GLS_SRCBLEND_SRC_ALPHA;
|
|
blendDstBits = GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
|
|
} else {
|
|
// complex double blends
|
|
blendSrcBits = NameToSrcBlendMode( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name );
|
|
continue;
|
|
}
|
|
blendDstBits = NameToDstBlendMode( token );
|
|
}
|
|
|
|
// clear depth mask for blended surfaces
|
|
if ( !depthMaskExplicit )
|
|
{
|
|
depthMaskBits = 0;
|
|
}
|
|
}
|
|
//
|
|
// stage <type>
|
|
//
|
|
else if(!Q_stricmp(token, "stage"))
|
|
{
|
|
token = COM_ParseExt(text, qfalse);
|
|
if(token[0] == 0)
|
|
{
|
|
ri.Printf(PRINT_WARNING, "WARNING: missing parameters for stage in shader '%s'\n", shader.name);
|
|
continue;
|
|
}
|
|
|
|
if(!Q_stricmp(token, "diffuseMap"))
|
|
{
|
|
stage->type = ST_DIFFUSEMAP;
|
|
}
|
|
else if(!Q_stricmp(token, "normalMap") || !Q_stricmp(token, "bumpMap"))
|
|
{
|
|
stage->type = ST_NORMALMAP;
|
|
}
|
|
else if(!Q_stricmp(token, "normalParallaxMap") || !Q_stricmp(token, "bumpParallaxMap"))
|
|
{
|
|
if (r_parallaxMapping->integer)
|
|
stage->type = ST_NORMALPARALLAXMAP;
|
|
else
|
|
stage->type = ST_NORMALMAP;
|
|
}
|
|
else if(!Q_stricmp(token, "specularMap"))
|
|
{
|
|
stage->type = ST_SPECULARMAP;
|
|
stage->materialInfo[0] = 0.04f;
|
|
stage->materialInfo[1] = 256.0f;
|
|
}
|
|
else
|
|
{
|
|
ri.Printf(PRINT_WARNING, "WARNING: unknown stage parameter '%s' in shader '%s'\n", token, shader.name);
|
|
continue;
|
|
}
|
|
}
|
|
//
|
|
// specularReflectance <value>
|
|
//
|
|
else if (!Q_stricmp(token, "specularreflectance"))
|
|
{
|
|
token = COM_ParseExt(text, qfalse);
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specular reflectance in shader '%s'\n", shader.name );
|
|
continue;
|
|
}
|
|
stage->materialInfo[0] = atof( token );
|
|
}
|
|
//
|
|
// specularExponent <value>
|
|
//
|
|
else if (!Q_stricmp(token, "specularexponent"))
|
|
{
|
|
token = COM_ParseExt(text, qfalse);
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specular exponent in shader '%s'\n", shader.name );
|
|
continue;
|
|
}
|
|
stage->materialInfo[1] = atof( token );
|
|
}
|
|
//
|
|
// rgbGen
|
|
//
|
|
else if ( !Q_stricmp( token, "rgbGen" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameters for rgbGen in shader '%s'\n", shader.name );
|
|
continue;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "wave" ) )
|
|
{
|
|
ParseWaveForm( text, &stage->rgbWave );
|
|
stage->rgbGen = CGEN_WAVEFORM;
|
|
}
|
|
else if ( !Q_stricmp( token, "const" ) )
|
|
{
|
|
vec3_t color;
|
|
|
|
ParseVector( text, 3, color );
|
|
stage->constantColor[0] = 255 * color[0];
|
|
stage->constantColor[1] = 255 * color[1];
|
|
stage->constantColor[2] = 255 * color[2];
|
|
|
|
stage->rgbGen = CGEN_CONST;
|
|
}
|
|
else if ( !Q_stricmp( token, "identity" ) )
|
|
{
|
|
stage->rgbGen = CGEN_IDENTITY;
|
|
}
|
|
else if ( !Q_stricmp( token, "identityLighting" ) )
|
|
{
|
|
stage->rgbGen = CGEN_IDENTITY_LIGHTING;
|
|
}
|
|
else if ( !Q_stricmp( token, "entity" ) )
|
|
{
|
|
stage->rgbGen = CGEN_ENTITY;
|
|
}
|
|
else if ( !Q_stricmp( token, "oneMinusEntity" ) )
|
|
{
|
|
stage->rgbGen = CGEN_ONE_MINUS_ENTITY;
|
|
}
|
|
else if ( !Q_stricmp( token, "vertex" ) )
|
|
{
|
|
stage->rgbGen = CGEN_VERTEX;
|
|
if ( stage->alphaGen == 0 ) {
|
|
stage->alphaGen = AGEN_VERTEX;
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( token, "exactVertex" ) )
|
|
{
|
|
stage->rgbGen = CGEN_EXACT_VERTEX;
|
|
}
|
|
else if ( !Q_stricmp( token, "vertexLit" ) )
|
|
{
|
|
stage->rgbGen = CGEN_VERTEX_LIT;
|
|
if ( stage->alphaGen == 0 ) {
|
|
stage->alphaGen = AGEN_VERTEX;
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( token, "exactVertexLit" ) )
|
|
{
|
|
stage->rgbGen = CGEN_EXACT_VERTEX_LIT;
|
|
}
|
|
else if ( !Q_stricmp( token, "lightingDiffuse" ) )
|
|
{
|
|
stage->rgbGen = CGEN_LIGHTING_DIFFUSE;
|
|
}
|
|
else if ( !Q_stricmp( token, "oneMinusVertex" ) )
|
|
{
|
|
stage->rgbGen = CGEN_ONE_MINUS_VERTEX;
|
|
}
|
|
else
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: unknown rgbGen parameter '%s' in shader '%s'\n", token, shader.name );
|
|
continue;
|
|
}
|
|
}
|
|
//
|
|
// alphaGen
|
|
//
|
|
else if ( !Q_stricmp( token, "alphaGen" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameters for alphaGen in shader '%s'\n", shader.name );
|
|
continue;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "wave" ) )
|
|
{
|
|
ParseWaveForm( text, &stage->alphaWave );
|
|
stage->alphaGen = AGEN_WAVEFORM;
|
|
}
|
|
else if ( !Q_stricmp( token, "const" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
stage->constantColor[3] = 255 * atof( token );
|
|
stage->alphaGen = AGEN_CONST;
|
|
}
|
|
else if ( !Q_stricmp( token, "identity" ) )
|
|
{
|
|
stage->alphaGen = AGEN_IDENTITY;
|
|
}
|
|
else if ( !Q_stricmp( token, "entity" ) )
|
|
{
|
|
stage->alphaGen = AGEN_ENTITY;
|
|
}
|
|
else if ( !Q_stricmp( token, "oneMinusEntity" ) )
|
|
{
|
|
stage->alphaGen = AGEN_ONE_MINUS_ENTITY;
|
|
}
|
|
else if ( !Q_stricmp( token, "vertex" ) )
|
|
{
|
|
stage->alphaGen = AGEN_VERTEX;
|
|
}
|
|
else if ( !Q_stricmp( token, "lightingSpecular" ) )
|
|
{
|
|
stage->alphaGen = AGEN_LIGHTING_SPECULAR;
|
|
}
|
|
else if ( !Q_stricmp( token, "oneMinusVertex" ) )
|
|
{
|
|
stage->alphaGen = AGEN_ONE_MINUS_VERTEX;
|
|
}
|
|
else if ( !Q_stricmp( token, "portal" ) )
|
|
{
|
|
stage->alphaGen = AGEN_PORTAL;
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
shader.portalRange = 256;
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing range parameter for alphaGen portal in shader '%s', defaulting to 256\n", shader.name );
|
|
}
|
|
else
|
|
{
|
|
shader.portalRange = atof( token );
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( token, "fresnel" ) )
|
|
{
|
|
stage->alphaGen = AGEN_FRESNEL;
|
|
}
|
|
else
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: unknown alphaGen parameter '%s' in shader '%s'\n", token, shader.name );
|
|
continue;
|
|
}
|
|
}
|
|
//
|
|
// tcGen <function>
|
|
//
|
|
else if ( !Q_stricmp(token, "texgen") || !Q_stricmp( token, "tcGen" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing texgen parm in shader '%s'\n", shader.name );
|
|
continue;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "environment" ) )
|
|
{
|
|
stage->bundle[0].tcGen = TCGEN_ENVIRONMENT_MAPPED;
|
|
}
|
|
else if ( !Q_stricmp( token, "lightmap" ) )
|
|
{
|
|
stage->bundle[0].tcGen = TCGEN_LIGHTMAP;
|
|
}
|
|
else if ( !Q_stricmp( token, "texture" ) || !Q_stricmp( token, "base" ) )
|
|
{
|
|
stage->bundle[0].tcGen = TCGEN_TEXTURE;
|
|
}
|
|
else if ( !Q_stricmp( token, "vector" ) )
|
|
{
|
|
ParseVector( text, 3, stage->bundle[0].tcGenVectors[0] );
|
|
ParseVector( text, 3, stage->bundle[0].tcGenVectors[1] );
|
|
|
|
stage->bundle[0].tcGen = TCGEN_VECTOR;
|
|
}
|
|
else
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: unknown texgen parm in shader '%s'\n", shader.name );
|
|
}
|
|
}
|
|
//
|
|
// tcMod <type> <...>
|
|
//
|
|
else if ( !Q_stricmp( token, "tcMod" ) )
|
|
{
|
|
char buffer[1024] = "";
|
|
|
|
while ( 1 )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
break;
|
|
strcat( buffer, token );
|
|
strcat( buffer, " " );
|
|
}
|
|
|
|
ParseTexMod( buffer, stage );
|
|
|
|
continue;
|
|
}
|
|
//
|
|
// depthmask
|
|
//
|
|
else if ( !Q_stricmp( token, "depthwrite" ) )
|
|
{
|
|
depthMaskBits = GLS_DEPTHMASK_TRUE;
|
|
depthMaskExplicit = qtrue;
|
|
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: unknown parameter '%s' in shader '%s'\n", token, shader.name );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
//
|
|
// if cgen isn't explicitly specified, use either identity or identitylighting
|
|
//
|
|
if ( stage->rgbGen == CGEN_BAD ) {
|
|
if ( blendSrcBits == 0 ||
|
|
blendSrcBits == GLS_SRCBLEND_ONE ||
|
|
blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) {
|
|
stage->rgbGen = CGEN_IDENTITY_LIGHTING;
|
|
} else {
|
|
stage->rgbGen = CGEN_IDENTITY;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// implicitly assume that a GL_ONE GL_ZERO blend mask disables blending
|
|
//
|
|
if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) &&
|
|
( blendDstBits == GLS_DSTBLEND_ZERO ) )
|
|
{
|
|
blendDstBits = blendSrcBits = 0;
|
|
depthMaskBits = GLS_DEPTHMASK_TRUE;
|
|
}
|
|
|
|
// decide which agens we can skip
|
|
if ( stage->alphaGen == AGEN_IDENTITY ) {
|
|
if ( stage->rgbGen == CGEN_IDENTITY
|
|
|| stage->rgbGen == CGEN_LIGHTING_DIFFUSE ) {
|
|
stage->alphaGen = AGEN_SKIP;
|
|
}
|
|
}
|
|
|
|
//
|
|
// compute state bits
|
|
//
|
|
stage->stateBits = depthMaskBits |
|
|
blendSrcBits | blendDstBits |
|
|
atestBits |
|
|
depthFuncBits;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
ParseDeform
|
|
|
|
deformVertexes wave <spread> <waveform> <base> <amplitude> <phase> <frequency>
|
|
deformVertexes normal <frequency> <amplitude>
|
|
deformVertexes move <vector> <waveform> <base> <amplitude> <phase> <frequency>
|
|
deformVertexes bulge <bulgeWidth> <bulgeHeight> <bulgeSpeed>
|
|
deformVertexes projectionShadow
|
|
deformVertexes autoSprite
|
|
deformVertexes autoSprite2
|
|
deformVertexes text[0-7]
|
|
===============
|
|
*/
|
|
static void ParseDeform( char **text ) {
|
|
char *token;
|
|
deformStage_t *ds;
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing deform parm in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
|
|
if ( shader.numDeforms == MAX_SHADER_DEFORMS ) {
|
|
ri.Printf( PRINT_WARNING, "WARNING: MAX_SHADER_DEFORMS in '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
|
|
ds = &shader.deforms[ shader.numDeforms ];
|
|
shader.numDeforms++;
|
|
|
|
if ( !Q_stricmp( token, "projectionShadow" ) ) {
|
|
ds->deformation = DEFORM_PROJECTION_SHADOW;
|
|
return;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "autosprite" ) ) {
|
|
ds->deformation = DEFORM_AUTOSPRITE;
|
|
return;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "autosprite2" ) ) {
|
|
ds->deformation = DEFORM_AUTOSPRITE2;
|
|
return;
|
|
}
|
|
|
|
if ( !Q_stricmpn( token, "text", 4 ) ) {
|
|
int n;
|
|
|
|
n = token[4] - '0';
|
|
if ( n < 0 || n > 7 ) {
|
|
n = 0;
|
|
}
|
|
ds->deformation = DEFORM_TEXT0 + n;
|
|
return;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "bulge" ) ) {
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
ds->bulgeWidth = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
ds->bulgeHeight = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
ds->bulgeSpeed = atof( token );
|
|
|
|
ds->deformation = DEFORM_BULGE;
|
|
return;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "wave" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
|
|
if ( atof( token ) != 0 )
|
|
{
|
|
ds->deformationSpread = 1.0f / atof( token );
|
|
}
|
|
else
|
|
{
|
|
ds->deformationSpread = 100.0f;
|
|
ri.Printf( PRINT_WARNING, "WARNING: illegal div value of 0 in deformVertexes command for shader '%s'\n", shader.name );
|
|
}
|
|
|
|
ParseWaveForm( text, &ds->deformationWave );
|
|
ds->deformation = DEFORM_WAVE;
|
|
return;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "normal" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
ds->deformationWave.amplitude = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
ds->deformationWave.frequency = atof( token );
|
|
|
|
ds->deformation = DEFORM_NORMALS;
|
|
return;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "move" ) ) {
|
|
int i;
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 ) {
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
ds->moveVector[i] = atof( token );
|
|
}
|
|
|
|
ParseWaveForm( text, &ds->deformationWave );
|
|
ds->deformation = DEFORM_MOVE;
|
|
return;
|
|
}
|
|
|
|
ri.Printf( PRINT_WARNING, "WARNING: unknown deformVertexes subtype '%s' found in shader '%s'\n", token, shader.name );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
ParseSkyParms
|
|
|
|
skyParms <outerbox> <cloudheight> <innerbox>
|
|
===============
|
|
*/
|
|
static void ParseSkyParms( char **text ) {
|
|
char *token;
|
|
static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
|
|
char pathname[MAX_QPATH];
|
|
int i;
|
|
|
|
// outerbox
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 ) {
|
|
ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
if ( strcmp( token, "-" ) ) {
|
|
for (i=0 ; i<6 ; i++) {
|
|
Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga"
|
|
, token, suf[i] );
|
|
shader.sky.outerbox[i] = R_FindImageFile( ( char * ) pathname, IMGTYPE_COLORALPHA, IMGFLAG_SRGB | IMGFLAG_MIPMAP | IMGFLAG_PICMIP | IMGFLAG_CLAMPTOEDGE );
|
|
|
|
if ( !shader.sky.outerbox[i] ) {
|
|
shader.sky.outerbox[i] = tr.defaultImage;
|
|
}
|
|
}
|
|
}
|
|
|
|
// cloudheight
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 ) {
|
|
ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
shader.sky.cloudHeight = atof( token );
|
|
if ( !shader.sky.cloudHeight ) {
|
|
shader.sky.cloudHeight = 512;
|
|
}
|
|
R_InitSkyTexCoords( shader.sky.cloudHeight );
|
|
|
|
|
|
// innerbox
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 ) {
|
|
ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
if ( strcmp( token, "-" ) ) {
|
|
for (i=0 ; i<6 ; i++) {
|
|
Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga"
|
|
, token, suf[i] );
|
|
shader.sky.innerbox[i] = R_FindImageFile( ( char * ) pathname, IMGTYPE_COLORALPHA, IMGFLAG_SRGB | IMGFLAG_MIPMAP | IMGFLAG_PICMIP );
|
|
if ( !shader.sky.innerbox[i] ) {
|
|
shader.sky.innerbox[i] = tr.defaultImage;
|
|
}
|
|
}
|
|
}
|
|
|
|
shader.isSky = qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
ParseSort
|
|
=================
|
|
*/
|
|
void ParseSort( char **text ) {
|
|
char *token;
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 ) {
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing sort parameter in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "portal" ) ) {
|
|
shader.sort = SS_PORTAL;
|
|
} else if ( !Q_stricmp( token, "sky" ) ) {
|
|
shader.sort = SS_ENVIRONMENT;
|
|
} else if ( !Q_stricmp( token, "opaque" ) ) {
|
|
shader.sort = SS_OPAQUE;
|
|
}else if ( !Q_stricmp( token, "decal" ) ) {
|
|
shader.sort = SS_DECAL;
|
|
} else if ( !Q_stricmp( token, "seeThrough" ) ) {
|
|
shader.sort = SS_SEE_THROUGH;
|
|
} else if ( !Q_stricmp( token, "banner" ) ) {
|
|
shader.sort = SS_BANNER;
|
|
} else if ( !Q_stricmp( token, "additive" ) ) {
|
|
shader.sort = SS_BLEND1;
|
|
} else if ( !Q_stricmp( token, "nearest" ) ) {
|
|
shader.sort = SS_NEAREST;
|
|
} else if ( !Q_stricmp( token, "underwater" ) ) {
|
|
shader.sort = SS_UNDERWATER;
|
|
} else {
|
|
shader.sort = atof( token );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// this table is also present in q3map
|
|
|
|
typedef struct {
|
|
char *name;
|
|
int clearSolid, surfaceFlags, contents;
|
|
} infoParm_t;
|
|
|
|
infoParm_t infoParms[] = {
|
|
// server relevant contents
|
|
{"water", 1, 0, CONTENTS_WATER },
|
|
{"slime", 1, 0, CONTENTS_SLIME }, // mildly damaging
|
|
{"lava", 1, 0, CONTENTS_LAVA }, // very damaging
|
|
{"playerclip", 1, 0, CONTENTS_PLAYERCLIP },
|
|
{"monsterclip", 1, 0, CONTENTS_MONSTERCLIP },
|
|
{"nodrop", 1, 0, CONTENTS_NODROP }, // don't drop items or leave bodies (death fog, lava, etc)
|
|
{"nonsolid", 1, SURF_NONSOLID, 0}, // clears the solid flag
|
|
|
|
// utility relevant attributes
|
|
{"origin", 1, 0, CONTENTS_ORIGIN }, // center of rotating brushes
|
|
{"trans", 0, 0, CONTENTS_TRANSLUCENT }, // don't eat contained surfaces
|
|
{"detail", 0, 0, CONTENTS_DETAIL }, // don't include in structural bsp
|
|
{"structural", 0, 0, CONTENTS_STRUCTURAL }, // force into structural bsp even if trnas
|
|
{"areaportal", 1, 0, CONTENTS_AREAPORTAL }, // divides areas
|
|
{"clusterportal", 1,0, CONTENTS_CLUSTERPORTAL }, // for bots
|
|
{"donotenter", 1, 0, CONTENTS_DONOTENTER }, // for bots
|
|
|
|
{"fog", 1, 0, CONTENTS_FOG}, // carves surfaces entering
|
|
{"sky", 0, SURF_SKY, 0 }, // emit light from an environment map
|
|
{"lightfilter", 0, SURF_LIGHTFILTER, 0 }, // filter light going through it
|
|
{"alphashadow", 0, SURF_ALPHASHADOW, 0 }, // test light on a per-pixel basis
|
|
{"hint", 0, SURF_HINT, 0 }, // use as a primary splitter
|
|
|
|
// server attributes
|
|
{"slick", 0, SURF_SLICK, 0 },
|
|
{"noimpact", 0, SURF_NOIMPACT, 0 }, // don't make impact explosions or marks
|
|
{"nomarks", 0, SURF_NOMARKS, 0 }, // don't make impact marks, but still explode
|
|
{"ladder", 0, SURF_LADDER, 0 },
|
|
{"nodamage", 0, SURF_NODAMAGE, 0 },
|
|
{"metalsteps", 0, SURF_METALSTEPS,0 },
|
|
{"flesh", 0, SURF_FLESH, 0 },
|
|
{"nosteps", 0, SURF_NOSTEPS, 0 },
|
|
|
|
// drawsurf attributes
|
|
{"nodraw", 0, SURF_NODRAW, 0 }, // don't generate a drawsurface (or a lightmap)
|
|
{"pointlight", 0, SURF_POINTLIGHT, 0 }, // sample lighting at vertexes
|
|
{"nolightmap", 0, SURF_NOLIGHTMAP,0 }, // don't generate a lightmap
|
|
{"nodlight", 0, SURF_NODLIGHT, 0 }, // don't ever add dynamic lights
|
|
{"dust", 0, SURF_DUST, 0} // leave a dust trail when walking on this surface
|
|
};
|
|
|
|
|
|
/*
|
|
===============
|
|
ParseSurfaceParm
|
|
|
|
surfaceparm <name>
|
|
===============
|
|
*/
|
|
static void ParseSurfaceParm( char **text ) {
|
|
char *token;
|
|
int numInfoParms = ARRAY_LEN( infoParms );
|
|
int i;
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
for ( i = 0 ; i < numInfoParms ; i++ ) {
|
|
if ( !Q_stricmp( token, infoParms[i].name ) ) {
|
|
shader.surfaceFlags |= infoParms[i].surfaceFlags;
|
|
shader.contentFlags |= infoParms[i].contents;
|
|
#if 0
|
|
if ( infoParms[i].clearSolid ) {
|
|
si->contents &= ~CONTENTS_SOLID;
|
|
}
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
ParseShader
|
|
|
|
The current text pointer is at the explicit text definition of the
|
|
shader. Parse it into the global shader variable. Later functions
|
|
will optimize it.
|
|
=================
|
|
*/
|
|
static qboolean ParseShader( char **text )
|
|
{
|
|
char *token;
|
|
int s;
|
|
|
|
s = 0;
|
|
|
|
token = COM_ParseExt( text, qtrue );
|
|
if ( token[0] != '{' )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: expecting '{', found '%s' instead in shader '%s'\n", token, shader.name );
|
|
return qfalse;
|
|
}
|
|
|
|
while ( 1 )
|
|
{
|
|
token = COM_ParseExt( text, qtrue );
|
|
if ( !token[0] )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: no concluding '}' in shader %s\n", shader.name );
|
|
return qfalse;
|
|
}
|
|
|
|
// end of shader definition
|
|
if ( token[0] == '}' )
|
|
{
|
|
break;
|
|
}
|
|
// stage definition
|
|
else if ( token[0] == '{' )
|
|
{
|
|
if ( s >= MAX_SHADER_STAGES ) {
|
|
ri.Printf( PRINT_WARNING, "WARNING: too many stages in shader %s\n", shader.name );
|
|
return qfalse;
|
|
}
|
|
|
|
if ( !ParseStage( &stages[s], text ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
stages[s].active = qtrue;
|
|
s++;
|
|
|
|
continue;
|
|
}
|
|
// skip stuff that only the QuakeEdRadient needs
|
|
else if ( !Q_stricmpn( token, "qer", 3 ) ) {
|
|
SkipRestOfLine( text );
|
|
continue;
|
|
}
|
|
// sun parms
|
|
else if ( !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) || !Q_stricmp( token, "q3gl2_sun" ) ) {
|
|
float a, b;
|
|
qboolean isGL2Sun = qfalse;
|
|
|
|
if (!Q_stricmp( token, "q3gl2_sun" ) && r_sunShadows->integer )
|
|
{
|
|
isGL2Sun = qtrue;
|
|
tr.sunShadows = qtrue;
|
|
}
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
tr.sunLight[0] = atof( token );
|
|
token = COM_ParseExt( text, qfalse );
|
|
tr.sunLight[1] = atof( token );
|
|
token = COM_ParseExt( text, qfalse );
|
|
tr.sunLight[2] = atof( token );
|
|
|
|
VectorNormalize( tr.sunLight );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
a = atof( token );
|
|
VectorScale( tr.sunLight, a, tr.sunLight);
|
|
|
|
VectorSet( tr.sunAmbient, 0.0f, 0.0f, 0.0f);
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
a = atof( token );
|
|
a = a / 180 * M_PI;
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
b = atof( token );
|
|
b = b / 180 * M_PI;
|
|
|
|
tr.sunDirection[0] = cos( a ) * cos( b );
|
|
tr.sunDirection[1] = sin( a ) * cos( b );
|
|
tr.sunDirection[2] = sin( b );
|
|
|
|
if (isGL2Sun)
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
tr.mapLightScale = atof(token);
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
VectorScale( tr.sunLight, atof(token), tr.sunAmbient );
|
|
}
|
|
|
|
SkipRestOfLine( text );
|
|
continue;
|
|
}
|
|
// tonemap parms
|
|
else if ( !Q_stricmp( token, "q3gl2_tonemap" ) ) {
|
|
token = COM_ParseExt( text, qfalse );
|
|
tr.toneMinAvgMaxLevel[0] = atof( token );
|
|
token = COM_ParseExt( text, qfalse );
|
|
tr.toneMinAvgMaxLevel[1] = atof( token );
|
|
token = COM_ParseExt( text, qfalse );
|
|
tr.toneMinAvgMaxLevel[2] = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
tr.autoExposureMinMax[0] = atof( token );
|
|
token = COM_ParseExt( text, qfalse );
|
|
tr.autoExposureMinMax[1] = atof( token );
|
|
|
|
SkipRestOfLine( text );
|
|
continue;
|
|
}
|
|
else if ( !Q_stricmp( token, "deformVertexes" ) ) {
|
|
ParseDeform( text );
|
|
continue;
|
|
}
|
|
else if ( !Q_stricmp( token, "tesssize" ) ) {
|
|
SkipRestOfLine( text );
|
|
continue;
|
|
}
|
|
else if ( !Q_stricmp( token, "clampTime" ) ) {
|
|
token = COM_ParseExt( text, qfalse );
|
|
if (token[0]) {
|
|
shader.clampTime = atof(token);
|
|
}
|
|
}
|
|
// skip stuff that only the q3map needs
|
|
else if ( !Q_stricmpn( token, "q3map", 5 ) ) {
|
|
SkipRestOfLine( text );
|
|
continue;
|
|
}
|
|
// skip stuff that only q3map or the server needs
|
|
else if ( !Q_stricmp( token, "surfaceParm" ) ) {
|
|
ParseSurfaceParm( text );
|
|
continue;
|
|
}
|
|
// no mip maps
|
|
else if ( !Q_stricmp( token, "nomipmaps" ) )
|
|
{
|
|
shader.noMipMaps = qtrue;
|
|
shader.noPicMip = qtrue;
|
|
continue;
|
|
}
|
|
// no picmip adjustment
|
|
else if ( !Q_stricmp( token, "nopicmip" ) )
|
|
{
|
|
shader.noPicMip = qtrue;
|
|
continue;
|
|
}
|
|
// polygonOffset
|
|
else if ( !Q_stricmp( token, "polygonOffset" ) )
|
|
{
|
|
shader.polygonOffset = qtrue;
|
|
continue;
|
|
}
|
|
// entityMergable, allowing sprite surfaces from multiple entities
|
|
// to be merged into one batch. This is a savings for smoke
|
|
// puffs and blood, but can't be used for anything where the
|
|
// shader calcs (not the surface function) reference the entity color or scroll
|
|
else if ( !Q_stricmp( token, "entityMergable" ) )
|
|
{
|
|
shader.entityMergable = qtrue;
|
|
continue;
|
|
}
|
|
// fogParms
|
|
else if ( !Q_stricmp( token, "fogParms" ) )
|
|
{
|
|
if ( !ParseVector( text, 3, shader.fogParms.color ) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( !token[0] )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing parm for 'fogParms' keyword in shader '%s'\n", shader.name );
|
|
continue;
|
|
}
|
|
shader.fogParms.depthForOpaque = atof( token );
|
|
|
|
// skip any old gradient directions
|
|
SkipRestOfLine( text );
|
|
continue;
|
|
}
|
|
// portal
|
|
else if ( !Q_stricmp(token, "portal") )
|
|
{
|
|
shader.sort = SS_PORTAL;
|
|
shader.isPortal = qtrue;
|
|
continue;
|
|
}
|
|
// skyparms <cloudheight> <outerbox> <innerbox>
|
|
else if ( !Q_stricmp( token, "skyparms" ) )
|
|
{
|
|
ParseSkyParms( text );
|
|
continue;
|
|
}
|
|
// light <value> determines flaring in q3map, not needed here
|
|
else if ( !Q_stricmp(token, "light") )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
continue;
|
|
}
|
|
// cull <face>
|
|
else if ( !Q_stricmp( token, "cull") )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: missing cull parms in shader '%s'\n", shader.name );
|
|
continue;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "twosided" ) || !Q_stricmp( token, "disable" ) )
|
|
{
|
|
shader.cullType = CT_TWO_SIDED;
|
|
}
|
|
else if ( !Q_stricmp( token, "back" ) || !Q_stricmp( token, "backside" ) || !Q_stricmp( token, "backsided" ) )
|
|
{
|
|
shader.cullType = CT_BACK_SIDED;
|
|
}
|
|
else
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: invalid cull parm '%s' in shader '%s'\n", token, shader.name );
|
|
}
|
|
continue;
|
|
}
|
|
// sort
|
|
else if ( !Q_stricmp( token, "sort" ) )
|
|
{
|
|
ParseSort( text );
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: unknown general shader parameter '%s' in '%s'\n", token, shader.name );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
//
|
|
// ignore shaders that don't have any stages, unless it is a sky or fog
|
|
//
|
|
if ( s == 0 && !shader.isSky && !(shader.contentFlags & CONTENTS_FOG ) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
shader.explicitlyDefined = qtrue;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
========================================================================================
|
|
|
|
SHADER OPTIMIZATION AND FOGGING
|
|
|
|
========================================================================================
|
|
*/
|
|
|
|
/*
|
|
===================
|
|
ComputeStageIteratorFunc
|
|
|
|
See if we can use on of the simple fastpath stage functions,
|
|
otherwise set to the generic stage function
|
|
===================
|
|
*/
|
|
static void ComputeStageIteratorFunc( void )
|
|
{
|
|
shader.optimalStageIteratorFunc = RB_StageIteratorGeneric;
|
|
|
|
//
|
|
// see if this should go into the sky path
|
|
//
|
|
if ( shader.isSky )
|
|
{
|
|
shader.optimalStageIteratorFunc = RB_StageIteratorSky;
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
ComputeVertexAttribs
|
|
|
|
Check which vertex attributes we only need, so we
|
|
don't need to submit/copy all of them.
|
|
===================
|
|
*/
|
|
static void ComputeVertexAttribs(void)
|
|
{
|
|
int i, stage;
|
|
|
|
// dlights always need ATTR_NORMAL
|
|
shader.vertexAttribs = ATTR_POSITION | ATTR_NORMAL;
|
|
|
|
// portals always need normals, for SurfIsOffscreen()
|
|
if (shader.isPortal)
|
|
{
|
|
shader.vertexAttribs |= ATTR_NORMAL;
|
|
}
|
|
|
|
if (shader.defaultShader)
|
|
{
|
|
shader.vertexAttribs |= ATTR_TEXCOORD;
|
|
return;
|
|
}
|
|
|
|
if(shader.numDeforms)
|
|
{
|
|
for ( i = 0; i < shader.numDeforms; i++)
|
|
{
|
|
deformStage_t *ds = &shader.deforms[i];
|
|
|
|
switch (ds->deformation)
|
|
{
|
|
case DEFORM_BULGE:
|
|
shader.vertexAttribs |= ATTR_NORMAL | ATTR_TEXCOORD;
|
|
break;
|
|
|
|
case DEFORM_AUTOSPRITE:
|
|
shader.vertexAttribs |= ATTR_NORMAL | ATTR_COLOR;
|
|
break;
|
|
|
|
case DEFORM_WAVE:
|
|
case DEFORM_NORMALS:
|
|
case DEFORM_TEXT0:
|
|
case DEFORM_TEXT1:
|
|
case DEFORM_TEXT2:
|
|
case DEFORM_TEXT3:
|
|
case DEFORM_TEXT4:
|
|
case DEFORM_TEXT5:
|
|
case DEFORM_TEXT6:
|
|
case DEFORM_TEXT7:
|
|
shader.vertexAttribs |= ATTR_NORMAL;
|
|
break;
|
|
|
|
default:
|
|
case DEFORM_NONE:
|
|
case DEFORM_MOVE:
|
|
case DEFORM_PROJECTION_SHADOW:
|
|
case DEFORM_AUTOSPRITE2:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
|
|
{
|
|
shaderStage_t *pStage = &stages[stage];
|
|
|
|
if ( !pStage->active )
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (pStage->glslShaderGroup == tr.lightallShader)
|
|
{
|
|
shader.vertexAttribs |= ATTR_NORMAL;
|
|
|
|
#ifdef USE_VERT_TANGENT_SPACE
|
|
if (pStage->glslShaderIndex & LIGHTDEF_USE_NORMALMAP)
|
|
{
|
|
shader.vertexAttribs |= ATTR_BITANGENT | ATTR_TANGENT;
|
|
}
|
|
#endif
|
|
|
|
switch (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK)
|
|
{
|
|
case LIGHTDEF_USE_LIGHTMAP:
|
|
case LIGHTDEF_USE_LIGHT_VERTEX:
|
|
shader.vertexAttribs |= ATTR_LIGHTDIRECTION;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
|
|
{
|
|
if ( pStage->bundle[i].image[0] == 0 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
switch(pStage->bundle[i].tcGen)
|
|
{
|
|
case TCGEN_TEXTURE:
|
|
shader.vertexAttribs |= ATTR_TEXCOORD;
|
|
break;
|
|
case TCGEN_LIGHTMAP:
|
|
shader.vertexAttribs |= ATTR_LIGHTCOORD;
|
|
break;
|
|
case TCGEN_ENVIRONMENT_MAPPED:
|
|
shader.vertexAttribs |= ATTR_NORMAL;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
switch(pStage->rgbGen)
|
|
{
|
|
case CGEN_EXACT_VERTEX:
|
|
case CGEN_VERTEX:
|
|
case CGEN_EXACT_VERTEX_LIT:
|
|
case CGEN_VERTEX_LIT:
|
|
case CGEN_ONE_MINUS_VERTEX:
|
|
shader.vertexAttribs |= ATTR_COLOR;
|
|
break;
|
|
|
|
case CGEN_LIGHTING_DIFFUSE:
|
|
shader.vertexAttribs |= ATTR_NORMAL;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch(pStage->alphaGen)
|
|
{
|
|
case AGEN_LIGHTING_SPECULAR:
|
|
case AGEN_FRESNEL:
|
|
shader.vertexAttribs |= ATTR_NORMAL;
|
|
break;
|
|
|
|
case AGEN_VERTEX:
|
|
case AGEN_ONE_MINUS_VERTEX:
|
|
shader.vertexAttribs |= ATTR_COLOR;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
typedef struct {
|
|
int blendA;
|
|
int blendB;
|
|
|
|
int multitextureEnv;
|
|
int multitextureBlend;
|
|
} collapse_t;
|
|
|
|
static collapse_t collapse[] = {
|
|
{ 0, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
|
|
GL_MODULATE, 0 },
|
|
|
|
{ 0, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
|
|
GL_MODULATE, 0 },
|
|
|
|
{ GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
|
|
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
|
|
|
|
{ GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
|
|
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
|
|
|
|
{ GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
|
|
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
|
|
|
|
{ GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
|
|
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
|
|
|
|
{ 0, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE,
|
|
GL_ADD, 0 },
|
|
|
|
{ GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE,
|
|
GL_ADD, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE },
|
|
#if 0
|
|
{ 0, GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA,
|
|
GL_DECAL, 0 },
|
|
#endif
|
|
{ -1 }
|
|
};
|
|
|
|
/*
|
|
================
|
|
CollapseMultitexture
|
|
|
|
Attempt to combine two stages into a single multitexture stage
|
|
FIXME: I think modulated add + modulated add collapses incorrectly
|
|
=================
|
|
*/
|
|
static qboolean CollapseMultitexture( void ) {
|
|
int abits, bbits;
|
|
int i;
|
|
textureBundle_t tmpBundle;
|
|
|
|
if ( !qglActiveTextureARB ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// make sure both stages are active
|
|
if ( !stages[0].active || !stages[1].active ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// on voodoo2, don't combine different tmus
|
|
if ( glConfig.driverType == GLDRV_VOODOO ) {
|
|
if ( stages[0].bundle[0].image[0]->TMU ==
|
|
stages[1].bundle[0].image[0]->TMU ) {
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
abits = stages[0].stateBits;
|
|
bbits = stages[1].stateBits;
|
|
|
|
// make sure that both stages have identical state other than blend modes
|
|
if ( ( abits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) !=
|
|
( bbits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
abits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
|
|
bbits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
|
|
|
|
// search for a valid multitexture blend function
|
|
for ( i = 0; collapse[i].blendA != -1 ; i++ ) {
|
|
if ( abits == collapse[i].blendA
|
|
&& bbits == collapse[i].blendB ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// nothing found
|
|
if ( collapse[i].blendA == -1 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// GL_ADD is a separate extension
|
|
if ( collapse[i].multitextureEnv == GL_ADD && !glConfig.textureEnvAddAvailable ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// make sure waveforms have identical parameters
|
|
if ( ( stages[0].rgbGen != stages[1].rgbGen ) ||
|
|
( stages[0].alphaGen != stages[1].alphaGen ) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// an add collapse can only have identity colors
|
|
if ( collapse[i].multitextureEnv == GL_ADD && stages[0].rgbGen != CGEN_IDENTITY ) {
|
|
return qfalse;
|
|
}
|
|
|
|
if ( stages[0].rgbGen == CGEN_WAVEFORM )
|
|
{
|
|
if ( memcmp( &stages[0].rgbWave,
|
|
&stages[1].rgbWave,
|
|
sizeof( stages[0].rgbWave ) ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
if ( stages[0].alphaGen == AGEN_WAVEFORM )
|
|
{
|
|
if ( memcmp( &stages[0].alphaWave,
|
|
&stages[1].alphaWave,
|
|
sizeof( stages[0].alphaWave ) ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
|
|
// make sure that lightmaps are in bundle 1 for 3dfx
|
|
if ( stages[0].bundle[0].isLightmap )
|
|
{
|
|
tmpBundle = stages[0].bundle[0];
|
|
stages[0].bundle[0] = stages[1].bundle[0];
|
|
stages[0].bundle[1] = tmpBundle;
|
|
}
|
|
else
|
|
{
|
|
stages[0].bundle[1] = stages[1].bundle[0];
|
|
}
|
|
|
|
// set the new blend state bits
|
|
shader.multitextureEnv = collapse[i].multitextureEnv;
|
|
stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
|
|
stages[0].stateBits |= collapse[i].multitextureBlend;
|
|
|
|
//
|
|
// move down subsequent shaders
|
|
//
|
|
memmove( &stages[1], &stages[2], sizeof( stages[0] ) * ( MAX_SHADER_STAGES - 2 ) );
|
|
Com_Memset( &stages[MAX_SHADER_STAGES-1], 0, sizeof( stages[0] ) );
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
static void CollapseStagesToLightall(shaderStage_t *diffuse,
|
|
shaderStage_t *normal, shaderStage_t *specular, shaderStage_t *lightmap,
|
|
qboolean useLightVector, qboolean useLightVertex, qboolean parallax, qboolean environment)
|
|
{
|
|
int defs = 0;
|
|
|
|
//ri.Printf(PRINT_ALL, "shader %s has diffuse %s", shader.name, diffuse->bundle[0].image[0]->imgName);
|
|
|
|
// reuse diffuse, mark others inactive
|
|
diffuse->type = ST_GLSL;
|
|
|
|
if (lightmap)
|
|
{
|
|
//ri.Printf(PRINT_ALL, ", lightmap");
|
|
diffuse->bundle[TB_LIGHTMAP] = lightmap->bundle[0];
|
|
defs |= LIGHTDEF_USE_LIGHTMAP;
|
|
}
|
|
else if (useLightVector)
|
|
{
|
|
defs |= LIGHTDEF_USE_LIGHT_VECTOR;
|
|
}
|
|
else if (useLightVertex)
|
|
{
|
|
defs |= LIGHTDEF_USE_LIGHT_VERTEX;
|
|
}
|
|
|
|
if (r_deluxeMapping->integer && tr.worldDeluxeMapping && lightmap)
|
|
{
|
|
//ri.Printf(PRINT_ALL, ", deluxemap");
|
|
diffuse->bundle[TB_DELUXEMAP] = lightmap->bundle[0];
|
|
diffuse->bundle[TB_DELUXEMAP].image[0] = tr.deluxemaps[shader.lightmapIndex];
|
|
defs |= LIGHTDEF_USE_DELUXEMAP;
|
|
}
|
|
|
|
if (r_normalMapping->integer)
|
|
{
|
|
image_t *diffuseImg;
|
|
if (normal)
|
|
{
|
|
//ri.Printf(PRINT_ALL, ", normalmap %s", normal->bundle[0].image[0]->imgName);
|
|
diffuse->bundle[TB_NORMALMAP] = normal->bundle[0];
|
|
defs |= LIGHTDEF_USE_NORMALMAP;
|
|
if (parallax && r_parallaxMapping->integer)
|
|
defs |= LIGHTDEF_USE_PARALLAXMAP;
|
|
}
|
|
else if ((lightmap || useLightVector || useLightVertex) && (diffuseImg = diffuse->bundle[TB_DIFFUSEMAP].image[0]))
|
|
{
|
|
char normalName[MAX_QPATH];
|
|
image_t *normalImg;
|
|
imgFlags_t normalFlags = (diffuseImg->flags & ~(IMGFLAG_GENNORMALMAP | IMGFLAG_SRGB)) | IMGFLAG_NOLIGHTSCALE;
|
|
|
|
COM_StripExtension(diffuseImg->imgName, normalName, MAX_QPATH);
|
|
Q_strcat(normalName, MAX_QPATH, "_n");
|
|
|
|
normalImg = R_FindImageFile(normalName, IMGTYPE_NORMAL, normalFlags);
|
|
|
|
if (normalImg)
|
|
{
|
|
diffuse->bundle[TB_NORMALMAP] = diffuse->bundle[0];
|
|
diffuse->bundle[TB_NORMALMAP].image[0] = normalImg;
|
|
|
|
defs |= LIGHTDEF_USE_NORMALMAP;
|
|
if (parallax && r_parallaxMapping->integer)
|
|
defs |= LIGHTDEF_USE_PARALLAXMAP;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (r_specularMapping->integer)
|
|
{
|
|
if (specular)
|
|
{
|
|
//ri.Printf(PRINT_ALL, ", specularmap %s", specular->bundle[0].image[0]->imgName);
|
|
diffuse->bundle[TB_SPECULARMAP] = specular->bundle[0];
|
|
diffuse->materialInfo[0] = specular->materialInfo[0];
|
|
diffuse->materialInfo[1] = specular->materialInfo[1];
|
|
defs |= LIGHTDEF_USE_SPECULARMAP;
|
|
}
|
|
}
|
|
|
|
if (environment || diffuse->bundle[0].numTexMods)
|
|
{
|
|
defs |= LIGHTDEF_USE_TCGEN_AND_TCMOD;
|
|
}
|
|
|
|
//ri.Printf(PRINT_ALL, ".\n");
|
|
|
|
diffuse->glslShaderGroup = tr.lightallShader;
|
|
diffuse->glslShaderIndex = defs;
|
|
}
|
|
|
|
|
|
static qboolean CollapseStagesToGLSL(void)
|
|
{
|
|
int i, j, numStages;
|
|
qboolean skip = qfalse;
|
|
|
|
// skip shaders with deforms
|
|
if (shader.numDeforms != 0)
|
|
{
|
|
skip = qtrue;
|
|
}
|
|
|
|
if (!skip)
|
|
{
|
|
// if 2+ stages and first stage is lightmap, switch them
|
|
// this makes it easier for the later bits to process
|
|
if (stages[0].active && stages[0].bundle[0].isLightmap && stages[1].active)
|
|
{
|
|
int blendBits = stages[1].stateBits & ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
|
|
|
|
if (blendBits == (GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO)
|
|
|| blendBits == (GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR))
|
|
{
|
|
int stateBits0 = stages[0].stateBits;
|
|
int stateBits1 = stages[1].stateBits;
|
|
shaderStage_t swapStage;
|
|
|
|
swapStage = stages[0];
|
|
stages[0] = stages[1];
|
|
stages[1] = swapStage;
|
|
|
|
stages[0].stateBits = stateBits0;
|
|
stages[1].stateBits = stateBits1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!skip)
|
|
{
|
|
// scan for shaders that aren't supported
|
|
for (i = 0; i < MAX_SHADER_STAGES; i++)
|
|
{
|
|
shaderStage_t *pStage = &stages[i];
|
|
|
|
if (!pStage->active)
|
|
continue;
|
|
|
|
if (pStage->adjustColorsForFog)
|
|
{
|
|
skip = qtrue;
|
|
break;
|
|
}
|
|
|
|
if (pStage->bundle[0].isLightmap)
|
|
{
|
|
int blendBits = pStage->stateBits & ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
|
|
|
|
if (blendBits != (GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO)
|
|
&& blendBits != (GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR))
|
|
{
|
|
skip = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
|
|
switch(pStage->bundle[0].tcGen)
|
|
{
|
|
case TCGEN_TEXTURE:
|
|
case TCGEN_LIGHTMAP:
|
|
case TCGEN_ENVIRONMENT_MAPPED:
|
|
break;
|
|
default:
|
|
skip = qtrue;
|
|
break;
|
|
}
|
|
|
|
switch(pStage->alphaGen)
|
|
{
|
|
case AGEN_LIGHTING_SPECULAR:
|
|
case AGEN_PORTAL:
|
|
case AGEN_FRESNEL:
|
|
skip = qtrue;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!skip)
|
|
{
|
|
for (i = 0; i < MAX_SHADER_STAGES; i++)
|
|
{
|
|
shaderStage_t *pStage = &stages[i];
|
|
shaderStage_t *diffuse, *normal, *specular, *lightmap;
|
|
qboolean parallax, environment, diffuselit, vertexlit;
|
|
|
|
if (!pStage->active)
|
|
continue;
|
|
|
|
// skip normal and specular maps
|
|
if (pStage->type != ST_COLORMAP)
|
|
continue;
|
|
|
|
// skip lightmaps
|
|
if (pStage->bundle[0].isLightmap)
|
|
continue;
|
|
|
|
diffuse = pStage;
|
|
normal = NULL;
|
|
parallax = qfalse;
|
|
specular = NULL;
|
|
lightmap = NULL;
|
|
|
|
// we have a diffuse map, find matching normal, specular, and lightmap
|
|
for (j = i + 1; j < MAX_SHADER_STAGES; j++)
|
|
{
|
|
shaderStage_t *pStage2 = &stages[j];
|
|
|
|
if (!pStage2->active)
|
|
continue;
|
|
|
|
switch(pStage2->type)
|
|
{
|
|
case ST_NORMALMAP:
|
|
if (!normal)
|
|
{
|
|
normal = pStage2;
|
|
}
|
|
break;
|
|
|
|
case ST_NORMALPARALLAXMAP:
|
|
if (!normal)
|
|
{
|
|
normal = pStage2;
|
|
parallax = qtrue;
|
|
}
|
|
break;
|
|
|
|
case ST_SPECULARMAP:
|
|
if (!specular)
|
|
{
|
|
specular = pStage2;
|
|
}
|
|
break;
|
|
|
|
case ST_COLORMAP:
|
|
if (pStage2->bundle[0].isLightmap)
|
|
{
|
|
lightmap = pStage2;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
environment = qfalse;
|
|
if (diffuse->bundle[0].tcGen == TCGEN_ENVIRONMENT_MAPPED)
|
|
{
|
|
environment = qtrue;
|
|
}
|
|
|
|
diffuselit = qfalse;
|
|
if (diffuse->rgbGen == CGEN_LIGHTING_DIFFUSE)
|
|
{
|
|
diffuselit = qtrue;
|
|
}
|
|
|
|
vertexlit = qfalse;
|
|
if (diffuse->rgbGen == CGEN_VERTEX_LIT || diffuse->rgbGen == CGEN_EXACT_VERTEX_LIT)
|
|
{
|
|
vertexlit = qtrue;
|
|
}
|
|
|
|
CollapseStagesToLightall(diffuse, normal, specular, lightmap, diffuselit, vertexlit, parallax, environment);
|
|
}
|
|
|
|
// deactivate lightmap stages
|
|
for (i = 0; i < MAX_SHADER_STAGES; i++)
|
|
{
|
|
shaderStage_t *pStage = &stages[i];
|
|
|
|
if (!pStage->active)
|
|
continue;
|
|
|
|
if (pStage->bundle[0].isLightmap)
|
|
{
|
|
pStage->active = qfalse;
|
|
}
|
|
}
|
|
}
|
|
|
|
// deactivate normal and specular stages
|
|
for (i = 0; i < MAX_SHADER_STAGES; i++)
|
|
{
|
|
shaderStage_t *pStage = &stages[i];
|
|
|
|
if (!pStage->active)
|
|
continue;
|
|
|
|
if (pStage->type == ST_NORMALMAP)
|
|
{
|
|
pStage->active = qfalse;
|
|
}
|
|
|
|
if (pStage->type == ST_NORMALPARALLAXMAP)
|
|
{
|
|
pStage->active = qfalse;
|
|
}
|
|
|
|
if (pStage->type == ST_SPECULARMAP)
|
|
{
|
|
pStage->active = qfalse;
|
|
}
|
|
}
|
|
|
|
// remove inactive stages
|
|
numStages = 0;
|
|
for (i = 0; i < MAX_SHADER_STAGES; i++)
|
|
{
|
|
if (!stages[i].active)
|
|
continue;
|
|
|
|
if (i == numStages)
|
|
{
|
|
numStages++;
|
|
continue;
|
|
}
|
|
|
|
stages[numStages] = stages[i];
|
|
stages[i].active = qfalse;
|
|
numStages++;
|
|
}
|
|
|
|
if (numStages == i && i >= 2 && CollapseMultitexture())
|
|
numStages--;
|
|
|
|
return numStages;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
|
|
FixRenderCommandList
|
|
https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493
|
|
Arnout: this is a nasty issue. Shaders can be registered after drawsurfaces are generated
|
|
but before the frame is rendered. This will, for the duration of one frame, cause drawsurfaces
|
|
to be rendered with bad shaders. To fix this, need to go through all render commands and fix
|
|
sortedIndex.
|
|
==============
|
|
*/
|
|
static void FixRenderCommandList( int newShader ) {
|
|
renderCommandList_t *cmdList = &backEndData[tr.smpFrame]->commands;
|
|
|
|
if( cmdList ) {
|
|
const void *curCmd = cmdList->cmds;
|
|
|
|
while ( 1 ) {
|
|
curCmd = PADP(curCmd, sizeof(void *));
|
|
|
|
switch ( *(const int *)curCmd ) {
|
|
case RC_SET_COLOR:
|
|
{
|
|
const setColorCommand_t *sc_cmd = (const setColorCommand_t *)curCmd;
|
|
curCmd = (const void *)(sc_cmd + 1);
|
|
break;
|
|
}
|
|
case RC_STRETCH_PIC:
|
|
{
|
|
const stretchPicCommand_t *sp_cmd = (const stretchPicCommand_t *)curCmd;
|
|
curCmd = (const void *)(sp_cmd + 1);
|
|
break;
|
|
}
|
|
case RC_DRAW_SURFS:
|
|
{
|
|
int i;
|
|
drawSurf_t *drawSurf;
|
|
shader_t *shader;
|
|
int fogNum;
|
|
int entityNum;
|
|
int dlightMap;
|
|
int pshadowMap;
|
|
int sortedIndex;
|
|
const drawSurfsCommand_t *ds_cmd = (const drawSurfsCommand_t *)curCmd;
|
|
|
|
for( i = 0, drawSurf = ds_cmd->drawSurfs; i < ds_cmd->numDrawSurfs; i++, drawSurf++ ) {
|
|
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlightMap, &pshadowMap );
|
|
sortedIndex = (( drawSurf->sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1));
|
|
if( sortedIndex >= newShader ) {
|
|
sortedIndex++;
|
|
drawSurf->sort = (sortedIndex << QSORT_SHADERNUM_SHIFT) | entityNum | ( fogNum << QSORT_FOGNUM_SHIFT ) | ( (int)pshadowMap << QSORT_PSHADOW_SHIFT) | (int)dlightMap;
|
|
}
|
|
}
|
|
curCmd = (const void *)(ds_cmd + 1);
|
|
break;
|
|
}
|
|
case RC_DRAW_BUFFER:
|
|
{
|
|
const drawBufferCommand_t *db_cmd = (const drawBufferCommand_t *)curCmd;
|
|
curCmd = (const void *)(db_cmd + 1);
|
|
break;
|
|
}
|
|
case RC_SWAP_BUFFERS:
|
|
{
|
|
const swapBuffersCommand_t *sb_cmd = (const swapBuffersCommand_t *)curCmd;
|
|
curCmd = (const void *)(sb_cmd + 1);
|
|
break;
|
|
}
|
|
case RC_END_OF_LIST:
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
SortNewShader
|
|
|
|
Positions the most recently created shader in the tr.sortedShaders[]
|
|
array so that the shader->sort key is sorted reletive to the other
|
|
shaders.
|
|
|
|
Sets shader->sortedIndex
|
|
==============
|
|
*/
|
|
static void SortNewShader( void ) {
|
|
int i;
|
|
float sort;
|
|
shader_t *newShader;
|
|
|
|
newShader = tr.shaders[ tr.numShaders - 1 ];
|
|
sort = newShader->sort;
|
|
|
|
for ( i = tr.numShaders - 2 ; i >= 0 ; i-- ) {
|
|
if ( tr.sortedShaders[ i ]->sort <= sort ) {
|
|
break;
|
|
}
|
|
tr.sortedShaders[i+1] = tr.sortedShaders[i];
|
|
tr.sortedShaders[i+1]->sortedIndex++;
|
|
}
|
|
|
|
// Arnout: fix rendercommandlist
|
|
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493
|
|
FixRenderCommandList( i+1 );
|
|
|
|
newShader->sortedIndex = i+1;
|
|
tr.sortedShaders[i+1] = newShader;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
GeneratePermanentShader
|
|
====================
|
|
*/
|
|
static shader_t *GeneratePermanentShader( void ) {
|
|
shader_t *newShader;
|
|
int i, b;
|
|
int size, hash;
|
|
|
|
if ( tr.numShaders == MAX_SHADERS ) {
|
|
ri.Printf( PRINT_WARNING, "WARNING: GeneratePermanentShader - MAX_SHADERS hit\n");
|
|
return tr.defaultShader;
|
|
}
|
|
|
|
newShader = ri.Hunk_Alloc( sizeof( shader_t ), h_low );
|
|
|
|
*newShader = shader;
|
|
|
|
if ( shader.sort <= SS_OPAQUE ) {
|
|
newShader->fogPass = FP_EQUAL;
|
|
} else if ( shader.contentFlags & CONTENTS_FOG ) {
|
|
newShader->fogPass = FP_LE;
|
|
}
|
|
|
|
tr.shaders[ tr.numShaders ] = newShader;
|
|
newShader->index = tr.numShaders;
|
|
|
|
tr.sortedShaders[ tr.numShaders ] = newShader;
|
|
newShader->sortedIndex = tr.numShaders;
|
|
|
|
tr.numShaders++;
|
|
|
|
for ( i = 0 ; i < newShader->numUnfoggedPasses ; i++ ) {
|
|
if ( !stages[i].active ) {
|
|
break;
|
|
}
|
|
newShader->stages[i] = ri.Hunk_Alloc( sizeof( stages[i] ), h_low );
|
|
*newShader->stages[i] = stages[i];
|
|
|
|
for ( b = 0 ; b < NUM_TEXTURE_BUNDLES ; b++ ) {
|
|
size = newShader->stages[i]->bundle[b].numTexMods * sizeof( texModInfo_t );
|
|
newShader->stages[i]->bundle[b].texMods = ri.Hunk_Alloc( size, h_low );
|
|
Com_Memcpy( newShader->stages[i]->bundle[b].texMods, stages[i].bundle[b].texMods, size );
|
|
}
|
|
}
|
|
|
|
SortNewShader();
|
|
|
|
hash = generateHashValue(newShader->name, FILE_HASH_SIZE);
|
|
newShader->next = hashTable[hash];
|
|
hashTable[hash] = newShader;
|
|
|
|
return newShader;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
VertexLightingCollapse
|
|
|
|
If vertex lighting is enabled, only render a single
|
|
pass, trying to guess which is the correct one to best aproximate
|
|
what it is supposed to look like.
|
|
=================
|
|
*/
|
|
static void VertexLightingCollapse( void ) {
|
|
int stage;
|
|
shaderStage_t *bestStage;
|
|
int bestImageRank;
|
|
int rank;
|
|
|
|
// if we aren't opaque, just use the first pass
|
|
if ( shader.sort == SS_OPAQUE ) {
|
|
|
|
// pick the best texture for the single pass
|
|
bestStage = &stages[0];
|
|
bestImageRank = -999999;
|
|
|
|
for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) {
|
|
shaderStage_t *pStage = &stages[stage];
|
|
|
|
if ( !pStage->active ) {
|
|
break;
|
|
}
|
|
rank = 0;
|
|
|
|
if ( pStage->bundle[0].isLightmap ) {
|
|
rank -= 100;
|
|
}
|
|
if ( pStage->bundle[0].tcGen != TCGEN_TEXTURE ) {
|
|
rank -= 5;
|
|
}
|
|
if ( pStage->bundle[0].numTexMods ) {
|
|
rank -= 5;
|
|
}
|
|
if ( pStage->rgbGen != CGEN_IDENTITY && pStage->rgbGen != CGEN_IDENTITY_LIGHTING ) {
|
|
rank -= 3;
|
|
}
|
|
|
|
if ( rank > bestImageRank ) {
|
|
bestImageRank = rank;
|
|
bestStage = pStage;
|
|
}
|
|
}
|
|
|
|
stages[0].bundle[0] = bestStage->bundle[0];
|
|
stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
|
|
stages[0].stateBits |= GLS_DEPTHMASK_TRUE;
|
|
if ( shader.lightmapIndex == LIGHTMAP_NONE ) {
|
|
stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
|
|
} else {
|
|
stages[0].rgbGen = CGEN_EXACT_VERTEX;
|
|
}
|
|
stages[0].alphaGen = AGEN_SKIP;
|
|
} else {
|
|
// don't use a lightmap (tesla coils)
|
|
if ( stages[0].bundle[0].isLightmap ) {
|
|
stages[0] = stages[1];
|
|
}
|
|
|
|
// if we were in a cross-fade cgen, hack it to normal
|
|
if ( stages[0].rgbGen == CGEN_ONE_MINUS_ENTITY || stages[1].rgbGen == CGEN_ONE_MINUS_ENTITY ) {
|
|
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
|
|
}
|
|
if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_SAWTOOTH )
|
|
&& ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_INVERSE_SAWTOOTH ) ) {
|
|
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
|
|
}
|
|
if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_INVERSE_SAWTOOTH )
|
|
&& ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_SAWTOOTH ) ) {
|
|
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
|
|
}
|
|
}
|
|
|
|
for ( stage = 1; stage < MAX_SHADER_STAGES; stage++ ) {
|
|
shaderStage_t *pStage = &stages[stage];
|
|
|
|
if ( !pStage->active ) {
|
|
break;
|
|
}
|
|
|
|
Com_Memset( pStage, 0, sizeof( *pStage ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=========================
|
|
FinishShader
|
|
|
|
Returns a freshly allocated shader with all the needed info
|
|
from the current global working shader
|
|
=========================
|
|
*/
|
|
static shader_t *FinishShader( void ) {
|
|
int stage;
|
|
qboolean hasLightmapStage;
|
|
qboolean vertexLightmap;
|
|
|
|
hasLightmapStage = qfalse;
|
|
vertexLightmap = qfalse;
|
|
|
|
//
|
|
// set sky stuff appropriate
|
|
//
|
|
if ( shader.isSky ) {
|
|
shader.sort = SS_ENVIRONMENT;
|
|
}
|
|
|
|
//
|
|
// set polygon offset
|
|
//
|
|
if ( shader.polygonOffset && !shader.sort ) {
|
|
shader.sort = SS_DECAL;
|
|
}
|
|
|
|
//
|
|
// set appropriate stage information
|
|
//
|
|
for ( stage = 0; stage < MAX_SHADER_STAGES; ) {
|
|
shaderStage_t *pStage = &stages[stage];
|
|
|
|
if ( !pStage->active ) {
|
|
break;
|
|
}
|
|
|
|
// check for a missing texture
|
|
if ( !pStage->bundle[0].image[0] ) {
|
|
ri.Printf( PRINT_WARNING, "Shader %s has a stage with no image\n", shader.name );
|
|
pStage->active = qfalse;
|
|
stage++;
|
|
continue;
|
|
}
|
|
|
|
//
|
|
// ditch this stage if it's detail and detail textures are disabled
|
|
//
|
|
if ( pStage->isDetail && !r_detailTextures->integer )
|
|
{
|
|
int index;
|
|
|
|
for(index = stage + 1; index < MAX_SHADER_STAGES; index++)
|
|
{
|
|
if(!stages[index].active)
|
|
break;
|
|
}
|
|
|
|
if(index < MAX_SHADER_STAGES)
|
|
memmove(pStage, pStage + 1, sizeof(*pStage) * (index - stage));
|
|
else
|
|
{
|
|
if(stage + 1 < MAX_SHADER_STAGES)
|
|
memmove(pStage, pStage + 1, sizeof(*pStage) * (index - stage - 1));
|
|
|
|
Com_Memset(&stages[index - 1], 0, sizeof(*stages));
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
//
|
|
// default texture coordinate generation
|
|
//
|
|
if ( pStage->bundle[0].isLightmap ) {
|
|
if ( pStage->bundle[0].tcGen == TCGEN_BAD ) {
|
|
pStage->bundle[0].tcGen = TCGEN_LIGHTMAP;
|
|
}
|
|
hasLightmapStage = qtrue;
|
|
} else {
|
|
if ( pStage->bundle[0].tcGen == TCGEN_BAD ) {
|
|
pStage->bundle[0].tcGen = TCGEN_TEXTURE;
|
|
}
|
|
}
|
|
|
|
|
|
// not a true lightmap but we want to leave existing
|
|
// behaviour in place and not print out a warning
|
|
//if (pStage->rgbGen == CGEN_VERTEX) {
|
|
// vertexLightmap = qtrue;
|
|
//}
|
|
|
|
|
|
|
|
//
|
|
// determine sort order and fog color adjustment
|
|
//
|
|
if ( ( pStage->stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) &&
|
|
( stages[0].stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) ) {
|
|
int blendSrcBits = pStage->stateBits & GLS_SRCBLEND_BITS;
|
|
int blendDstBits = pStage->stateBits & GLS_DSTBLEND_BITS;
|
|
|
|
// fog color adjustment only works for blend modes that have a contribution
|
|
// that aproaches 0 as the modulate values aproach 0 --
|
|
// GL_ONE, GL_ONE
|
|
// GL_ZERO, GL_ONE_MINUS_SRC_COLOR
|
|
// GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
|
|
|
|
// modulate, additive
|
|
if ( ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE ) ) ||
|
|
( ( blendSrcBits == GLS_SRCBLEND_ZERO ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR ) ) ) {
|
|
pStage->adjustColorsForFog = ACFF_MODULATE_RGB;
|
|
}
|
|
// strict blend
|
|
else if ( ( blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) )
|
|
{
|
|
pStage->adjustColorsForFog = ACFF_MODULATE_ALPHA;
|
|
}
|
|
// premultiplied alpha
|
|
else if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) )
|
|
{
|
|
pStage->adjustColorsForFog = ACFF_MODULATE_RGBA;
|
|
} else {
|
|
// we can't adjust this one correctly, so it won't be exactly correct in fog
|
|
}
|
|
|
|
// don't screw with sort order if this is a portal or environment
|
|
if ( !shader.sort ) {
|
|
// see through item, like a grill or grate
|
|
if ( pStage->stateBits & GLS_DEPTHMASK_TRUE ) {
|
|
shader.sort = SS_SEE_THROUGH;
|
|
} else {
|
|
shader.sort = SS_BLEND0;
|
|
}
|
|
}
|
|
}
|
|
|
|
stage++;
|
|
}
|
|
|
|
// there are times when you will need to manually apply a sort to
|
|
// opaque alpha tested shaders that have later blend passes
|
|
if ( !shader.sort ) {
|
|
shader.sort = SS_OPAQUE;
|
|
}
|
|
|
|
//
|
|
// if we are in r_vertexLight mode, never use a lightmap texture
|
|
//
|
|
if ( stage > 1 && ( (r_vertexLight->integer && !r_uiFullScreen->integer) || glConfig.hardwareType == GLHW_PERMEDIA2 ) ) {
|
|
VertexLightingCollapse();
|
|
stage = 1;
|
|
hasLightmapStage = qfalse;
|
|
}
|
|
|
|
//
|
|
// look for multitexture potential
|
|
//
|
|
stage = CollapseStagesToGLSL();
|
|
|
|
if ( shader.lightmapIndex >= 0 && !hasLightmapStage ) {
|
|
if (vertexLightmap) {
|
|
ri.Printf( PRINT_DEVELOPER, "WARNING: shader '%s' has VERTEX forced lightmap!\n", shader.name );
|
|
} else {
|
|
ri.Printf( PRINT_DEVELOPER, "WARNING: shader '%s' has lightmap but no lightmap stage!\n", shader.name );
|
|
// Don't set this, it will just add duplicate shaders to the hash
|
|
//shader.lightmapIndex = LIGHTMAP_NONE;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// compute number of passes
|
|
//
|
|
shader.numUnfoggedPasses = stage;
|
|
|
|
// fogonly shaders don't have any normal passes
|
|
if (stage == 0 && !shader.isSky)
|
|
shader.sort = SS_FOG;
|
|
|
|
// determine which stage iterator function is appropriate
|
|
ComputeStageIteratorFunc();
|
|
|
|
// determine which vertex attributes this shader needs
|
|
ComputeVertexAttribs();
|
|
|
|
return GeneratePermanentShader();
|
|
}
|
|
|
|
//========================================================================================
|
|
|
|
/*
|
|
====================
|
|
FindShaderInShaderText
|
|
|
|
Scans the combined text description of all the shader files for
|
|
the given shader name.
|
|
|
|
return NULL if not found
|
|
|
|
If found, it will return a valid shader
|
|
=====================
|
|
*/
|
|
static char *FindShaderInShaderText( const char *shadername ) {
|
|
|
|
char *token, *p;
|
|
|
|
int i, hash;
|
|
|
|
hash = generateHashValue(shadername, MAX_SHADERTEXT_HASH);
|
|
|
|
if(shaderTextHashTable[hash])
|
|
{
|
|
for (i = 0; shaderTextHashTable[hash][i]; i++)
|
|
{
|
|
p = shaderTextHashTable[hash][i];
|
|
token = COM_ParseExt(&p, qtrue);
|
|
|
|
if(!Q_stricmp(token, shadername))
|
|
return p;
|
|
}
|
|
}
|
|
|
|
p = s_shaderText;
|
|
|
|
if ( !p ) {
|
|
return NULL;
|
|
}
|
|
|
|
// look for label
|
|
while ( 1 ) {
|
|
token = COM_ParseExt( &p, qtrue );
|
|
if ( token[0] == 0 ) {
|
|
break;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, shadername ) ) {
|
|
return p;
|
|
}
|
|
else {
|
|
// skip the definition
|
|
SkipBracedSection( &p );
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
R_FindShaderByName
|
|
|
|
Will always return a valid shader, but it might be the
|
|
default shader if the real one can't be found.
|
|
==================
|
|
*/
|
|
shader_t *R_FindShaderByName( const char *name ) {
|
|
char strippedName[MAX_QPATH];
|
|
int hash;
|
|
shader_t *sh;
|
|
|
|
if ( (name==NULL) || (name[0] == 0) ) {
|
|
return tr.defaultShader;
|
|
}
|
|
|
|
COM_StripExtension(name, strippedName, sizeof(strippedName));
|
|
|
|
hash = generateHashValue(strippedName, FILE_HASH_SIZE);
|
|
|
|
//
|
|
// see if the shader is already loaded
|
|
//
|
|
for (sh=hashTable[hash]; sh; sh=sh->next) {
|
|
// NOTE: if there was no shader or image available with the name strippedName
|
|
// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
|
|
// have to check all default shaders otherwise for every call to R_FindShader
|
|
// with that same strippedName a new default shader is created.
|
|
if (Q_stricmp(sh->name, strippedName) == 0) {
|
|
// match found
|
|
return sh;
|
|
}
|
|
}
|
|
|
|
return tr.defaultShader;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
R_FindShader
|
|
|
|
Will always return a valid shader, but it might be the
|
|
default shader if the real one can't be found.
|
|
|
|
In the interest of not requiring an explicit shader text entry to
|
|
be defined for every single image used in the game, three default
|
|
shader behaviors can be auto-created for any image:
|
|
|
|
If lightmapIndex == LIGHTMAP_NONE, then the image will have
|
|
dynamic diffuse lighting applied to it, as apropriate for most
|
|
entity skin surfaces.
|
|
|
|
If lightmapIndex == LIGHTMAP_2D, then the image will be used
|
|
for 2D rendering unless an explicit shader is found
|
|
|
|
If lightmapIndex == LIGHTMAP_BY_VERTEX, then the image will use
|
|
the vertex rgba modulate values, as apropriate for misc_model
|
|
pre-lit surfaces.
|
|
|
|
Other lightmapIndex values will have a lightmap stage created
|
|
and src*dest blending applied with the texture, as apropriate for
|
|
most world construction surfaces.
|
|
|
|
===============
|
|
*/
|
|
shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage ) {
|
|
char strippedName[MAX_QPATH];
|
|
int i, hash;
|
|
char *shaderText;
|
|
image_t *image;
|
|
shader_t *sh;
|
|
|
|
if ( name[0] == 0 ) {
|
|
return tr.defaultShader;
|
|
}
|
|
|
|
// use (fullbright) vertex lighting if the bsp file doesn't have
|
|
// lightmaps
|
|
if ( lightmapIndex >= 0 && lightmapIndex >= tr.numLightmaps ) {
|
|
lightmapIndex = LIGHTMAP_BY_VERTEX;
|
|
} else if ( lightmapIndex < LIGHTMAP_2D ) {
|
|
// negative lightmap indexes cause stray pointers (think tr.lightmaps[lightmapIndex])
|
|
ri.Printf( PRINT_WARNING, "WARNING: shader '%s' has invalid lightmap index of %d\n", name, lightmapIndex );
|
|
lightmapIndex = LIGHTMAP_BY_VERTEX;
|
|
}
|
|
|
|
COM_StripExtension(name, strippedName, sizeof(strippedName));
|
|
|
|
hash = generateHashValue(strippedName, FILE_HASH_SIZE);
|
|
|
|
//
|
|
// see if the shader is already loaded
|
|
//
|
|
for (sh = hashTable[hash]; sh; sh = sh->next) {
|
|
// NOTE: if there was no shader or image available with the name strippedName
|
|
// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
|
|
// have to check all default shaders otherwise for every call to R_FindShader
|
|
// with that same strippedName a new default shader is created.
|
|
if ( (sh->lightmapIndex == lightmapIndex || sh->defaultShader) &&
|
|
!Q_stricmp(sh->name, strippedName)) {
|
|
// match found
|
|
return sh;
|
|
}
|
|
}
|
|
|
|
// make sure the render thread is stopped, because we are probably
|
|
// going to have to upload an image
|
|
if (r_smp->integer) {
|
|
R_SyncRenderThread();
|
|
}
|
|
|
|
// clear the global shader
|
|
Com_Memset( &shader, 0, sizeof( shader ) );
|
|
Com_Memset( &stages, 0, sizeof( stages ) );
|
|
Q_strncpyz(shader.name, strippedName, sizeof(shader.name));
|
|
shader.lightmapIndex = lightmapIndex;
|
|
for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
|
|
stages[i].bundle[0].texMods = texMods[i];
|
|
}
|
|
|
|
//
|
|
// attempt to define shader from an explicit parameter file
|
|
//
|
|
shaderText = FindShaderInShaderText( strippedName );
|
|
if ( shaderText ) {
|
|
// enable this when building a pak file to get a global list
|
|
// of all explicit shaders
|
|
if ( r_printShaders->integer ) {
|
|
ri.Printf( PRINT_ALL, "*SHADER* %s\n", name );
|
|
}
|
|
|
|
if ( !ParseShader( &shaderText ) ) {
|
|
// had errors, so use default shader
|
|
shader.defaultShader = qtrue;
|
|
}
|
|
sh = FinishShader();
|
|
return sh;
|
|
}
|
|
|
|
|
|
//
|
|
// if not defined in the in-memory shader descriptions,
|
|
// look for a single supported image file
|
|
//
|
|
{
|
|
imgFlags_t flags;
|
|
|
|
flags = IMGFLAG_NONE;
|
|
|
|
if (r_srgb->integer)
|
|
flags |= IMGFLAG_SRGB;
|
|
|
|
if (mipRawImage)
|
|
{
|
|
flags |= IMGFLAG_MIPMAP | IMGFLAG_PICMIP;
|
|
|
|
if (r_genNormalMaps->integer)
|
|
flags |= IMGFLAG_GENNORMALMAP;
|
|
}
|
|
else
|
|
{
|
|
flags |= IMGFLAG_CLAMPTOEDGE;
|
|
}
|
|
|
|
image = R_FindImageFile( name, IMGTYPE_COLORALPHA, flags );
|
|
if ( !image ) {
|
|
ri.Printf( PRINT_DEVELOPER, "Couldn't find image file for shader %s\n", name );
|
|
shader.defaultShader = qtrue;
|
|
return FinishShader();
|
|
}
|
|
}
|
|
|
|
//
|
|
// create the default shading commands
|
|
//
|
|
if ( shader.lightmapIndex == LIGHTMAP_NONE ) {
|
|
// dynamic colors at vertexes
|
|
stages[0].bundle[0].image[0] = image;
|
|
stages[0].active = qtrue;
|
|
stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
|
|
stages[0].stateBits = GLS_DEFAULT;
|
|
} else if ( shader.lightmapIndex == LIGHTMAP_BY_VERTEX ) {
|
|
// explicit colors at vertexes
|
|
stages[0].bundle[0].image[0] = image;
|
|
stages[0].active = qtrue;
|
|
stages[0].rgbGen = CGEN_EXACT_VERTEX;
|
|
stages[0].alphaGen = AGEN_SKIP;
|
|
stages[0].stateBits = GLS_DEFAULT;
|
|
} else if ( shader.lightmapIndex == LIGHTMAP_2D ) {
|
|
// GUI elements
|
|
stages[0].bundle[0].image[0] = image;
|
|
stages[0].active = qtrue;
|
|
stages[0].rgbGen = CGEN_VERTEX;
|
|
stages[0].alphaGen = AGEN_VERTEX;
|
|
stages[0].stateBits = GLS_DEPTHTEST_DISABLE |
|
|
GLS_SRCBLEND_SRC_ALPHA |
|
|
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
|
|
} else if ( shader.lightmapIndex == LIGHTMAP_WHITEIMAGE ) {
|
|
// fullbright level
|
|
stages[0].bundle[0].image[0] = tr.whiteImage;
|
|
stages[0].active = qtrue;
|
|
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
|
|
stages[0].stateBits = GLS_DEFAULT;
|
|
|
|
stages[1].bundle[0].image[0] = image;
|
|
stages[1].active = qtrue;
|
|
stages[1].rgbGen = CGEN_IDENTITY;
|
|
stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
|
|
} else {
|
|
// two pass lightmap
|
|
stages[0].bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
|
|
stages[0].bundle[0].isLightmap = qtrue;
|
|
stages[0].active = qtrue;
|
|
stages[0].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation
|
|
// for identitylight
|
|
stages[0].stateBits = GLS_DEFAULT;
|
|
|
|
stages[1].bundle[0].image[0] = image;
|
|
stages[1].active = qtrue;
|
|
stages[1].rgbGen = CGEN_IDENTITY;
|
|
stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
|
|
}
|
|
|
|
return FinishShader();
|
|
}
|
|
|
|
|
|
qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage) {
|
|
int i, hash;
|
|
shader_t *sh;
|
|
|
|
hash = generateHashValue(name, FILE_HASH_SIZE);
|
|
|
|
// probably not necessary since this function
|
|
// only gets called from tr_font.c with lightmapIndex == LIGHTMAP_2D
|
|
// but better safe than sorry.
|
|
if ( lightmapIndex >= tr.numLightmaps ) {
|
|
lightmapIndex = LIGHTMAP_WHITEIMAGE;
|
|
}
|
|
|
|
//
|
|
// see if the shader is already loaded
|
|
//
|
|
for (sh=hashTable[hash]; sh; sh=sh->next) {
|
|
// NOTE: if there was no shader or image available with the name strippedName
|
|
// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
|
|
// have to check all default shaders otherwise for every call to R_FindShader
|
|
// with that same strippedName a new default shader is created.
|
|
if ( (sh->lightmapIndex == lightmapIndex || sh->defaultShader) &&
|
|
// index by name
|
|
!Q_stricmp(sh->name, name)) {
|
|
// match found
|
|
return sh->index;
|
|
}
|
|
}
|
|
|
|
// make sure the render thread is stopped, because we are probably
|
|
// going to have to upload an image
|
|
if (r_smp->integer) {
|
|
R_SyncRenderThread();
|
|
}
|
|
|
|
// clear the global shader
|
|
Com_Memset( &shader, 0, sizeof( shader ) );
|
|
Com_Memset( &stages, 0, sizeof( stages ) );
|
|
Q_strncpyz(shader.name, name, sizeof(shader.name));
|
|
shader.lightmapIndex = lightmapIndex;
|
|
for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
|
|
stages[i].bundle[0].texMods = texMods[i];
|
|
}
|
|
|
|
//
|
|
// create the default shading commands
|
|
//
|
|
if ( shader.lightmapIndex == LIGHTMAP_NONE ) {
|
|
// dynamic colors at vertexes
|
|
stages[0].bundle[0].image[0] = image;
|
|
stages[0].active = qtrue;
|
|
stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
|
|
stages[0].stateBits = GLS_DEFAULT;
|
|
} else if ( shader.lightmapIndex == LIGHTMAP_BY_VERTEX ) {
|
|
// explicit colors at vertexes
|
|
stages[0].bundle[0].image[0] = image;
|
|
stages[0].active = qtrue;
|
|
stages[0].rgbGen = CGEN_EXACT_VERTEX;
|
|
stages[0].alphaGen = AGEN_SKIP;
|
|
stages[0].stateBits = GLS_DEFAULT;
|
|
} else if ( shader.lightmapIndex == LIGHTMAP_2D ) {
|
|
// GUI elements
|
|
stages[0].bundle[0].image[0] = image;
|
|
stages[0].active = qtrue;
|
|
stages[0].rgbGen = CGEN_VERTEX;
|
|
stages[0].alphaGen = AGEN_VERTEX;
|
|
stages[0].stateBits = GLS_DEPTHTEST_DISABLE |
|
|
GLS_SRCBLEND_SRC_ALPHA |
|
|
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
|
|
} else if ( shader.lightmapIndex == LIGHTMAP_WHITEIMAGE ) {
|
|
// fullbright level
|
|
stages[0].bundle[0].image[0] = tr.whiteImage;
|
|
stages[0].active = qtrue;
|
|
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
|
|
stages[0].stateBits = GLS_DEFAULT;
|
|
|
|
stages[1].bundle[0].image[0] = image;
|
|
stages[1].active = qtrue;
|
|
stages[1].rgbGen = CGEN_IDENTITY;
|
|
stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
|
|
} else {
|
|
// two pass lightmap
|
|
stages[0].bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
|
|
stages[0].bundle[0].isLightmap = qtrue;
|
|
stages[0].active = qtrue;
|
|
stages[0].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation
|
|
// for identitylight
|
|
stages[0].stateBits = GLS_DEFAULT;
|
|
|
|
stages[1].bundle[0].image[0] = image;
|
|
stages[1].active = qtrue;
|
|
stages[1].rgbGen = CGEN_IDENTITY;
|
|
stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
|
|
}
|
|
|
|
sh = FinishShader();
|
|
return sh->index;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
RE_RegisterShader
|
|
|
|
This is the exported shader entry point for the rest of the system
|
|
It will always return an index that will be valid.
|
|
|
|
This should really only be used for explicit shaders, because there is no
|
|
way to ask for different implicit lighting modes (vertex, lightmap, etc)
|
|
====================
|
|
*/
|
|
qhandle_t RE_RegisterShaderLightMap( const char *name, int lightmapIndex ) {
|
|
shader_t *sh;
|
|
|
|
if ( strlen( name ) >= MAX_QPATH ) {
|
|
ri.Printf( PRINT_ALL, "Shader name exceeds MAX_QPATH\n" );
|
|
return 0;
|
|
}
|
|
|
|
sh = R_FindShader( name, lightmapIndex, qtrue );
|
|
|
|
// we want to return 0 if the shader failed to
|
|
// load for some reason, but R_FindShader should
|
|
// still keep a name allocated for it, so if
|
|
// something calls RE_RegisterShader again with
|
|
// the same name, we don't try looking for it again
|
|
if ( sh->defaultShader ) {
|
|
return 0;
|
|
}
|
|
|
|
return sh->index;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
RE_RegisterShader
|
|
|
|
This is the exported shader entry point for the rest of the system
|
|
It will always return an index that will be valid.
|
|
|
|
This should really only be used for explicit shaders, because there is no
|
|
way to ask for different implicit lighting modes (vertex, lightmap, etc)
|
|
====================
|
|
*/
|
|
qhandle_t RE_RegisterShader( const char *name ) {
|
|
shader_t *sh;
|
|
|
|
if ( strlen( name ) >= MAX_QPATH ) {
|
|
ri.Printf( PRINT_ALL, "Shader name exceeds MAX_QPATH\n" );
|
|
return 0;
|
|
}
|
|
|
|
sh = R_FindShader( name, LIGHTMAP_2D, qtrue );
|
|
|
|
// we want to return 0 if the shader failed to
|
|
// load for some reason, but R_FindShader should
|
|
// still keep a name allocated for it, so if
|
|
// something calls RE_RegisterShader again with
|
|
// the same name, we don't try looking for it again
|
|
if ( sh->defaultShader ) {
|
|
return 0;
|
|
}
|
|
|
|
return sh->index;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
RE_RegisterShaderNoMip
|
|
|
|
For menu graphics that should never be picmiped
|
|
====================
|
|
*/
|
|
qhandle_t RE_RegisterShaderNoMip( const char *name ) {
|
|
shader_t *sh;
|
|
|
|
if ( strlen( name ) >= MAX_QPATH ) {
|
|
ri.Printf( PRINT_ALL, "Shader name exceeds MAX_QPATH\n" );
|
|
return 0;
|
|
}
|
|
|
|
sh = R_FindShader( name, LIGHTMAP_2D, qfalse );
|
|
|
|
// we want to return 0 if the shader failed to
|
|
// load for some reason, but R_FindShader should
|
|
// still keep a name allocated for it, so if
|
|
// something calls RE_RegisterShader again with
|
|
// the same name, we don't try looking for it again
|
|
if ( sh->defaultShader ) {
|
|
return 0;
|
|
}
|
|
|
|
return sh->index;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_GetShaderByHandle
|
|
|
|
When a handle is passed in by another module, this range checks
|
|
it and returns a valid (possibly default) shader_t to be used internally.
|
|
====================
|
|
*/
|
|
shader_t *R_GetShaderByHandle( qhandle_t hShader ) {
|
|
if ( hShader < 0 ) {
|
|
ri.Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader );
|
|
return tr.defaultShader;
|
|
}
|
|
if ( hShader >= tr.numShaders ) {
|
|
ri.Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader );
|
|
return tr.defaultShader;
|
|
}
|
|
return tr.shaders[hShader];
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_ShaderList_f
|
|
|
|
Dump information on all valid shaders to the console
|
|
A second parameter will cause it to print in sorted order
|
|
===============
|
|
*/
|
|
void R_ShaderList_f (void) {
|
|
int i;
|
|
int count;
|
|
shader_t *shader;
|
|
|
|
ri.Printf (PRINT_ALL, "-----------------------\n");
|
|
|
|
count = 0;
|
|
for ( i = 0 ; i < tr.numShaders ; i++ ) {
|
|
if ( ri.Cmd_Argc() > 1 ) {
|
|
shader = tr.sortedShaders[i];
|
|
} else {
|
|
shader = tr.shaders[i];
|
|
}
|
|
|
|
ri.Printf( PRINT_ALL, "%i ", shader->numUnfoggedPasses );
|
|
|
|
if (shader->lightmapIndex >= 0 ) {
|
|
ri.Printf (PRINT_ALL, "L ");
|
|
} else {
|
|
ri.Printf (PRINT_ALL, " ");
|
|
}
|
|
if ( shader->multitextureEnv == GL_ADD ) {
|
|
ri.Printf( PRINT_ALL, "MT(a) " );
|
|
} else if ( shader->multitextureEnv == GL_MODULATE ) {
|
|
ri.Printf( PRINT_ALL, "MT(m) " );
|
|
} else if ( shader->multitextureEnv == GL_DECAL ) {
|
|
ri.Printf( PRINT_ALL, "MT(d) " );
|
|
} else {
|
|
ri.Printf( PRINT_ALL, " " );
|
|
}
|
|
if ( shader->explicitlyDefined ) {
|
|
ri.Printf( PRINT_ALL, "E " );
|
|
} else {
|
|
ri.Printf( PRINT_ALL, " " );
|
|
}
|
|
|
|
if ( shader->optimalStageIteratorFunc == RB_StageIteratorGeneric ) {
|
|
ri.Printf( PRINT_ALL, "gen " );
|
|
} else if ( shader->optimalStageIteratorFunc == RB_StageIteratorSky ) {
|
|
ri.Printf( PRINT_ALL, "sky " );
|
|
} else {
|
|
ri.Printf( PRINT_ALL, " " );
|
|
}
|
|
|
|
if ( shader->defaultShader ) {
|
|
ri.Printf (PRINT_ALL, ": %s (DEFAULTED)\n", shader->name);
|
|
} else {
|
|
ri.Printf (PRINT_ALL, ": %s\n", shader->name);
|
|
}
|
|
count++;
|
|
}
|
|
ri.Printf (PRINT_ALL, "%i total shaders\n", count);
|
|
ri.Printf (PRINT_ALL, "------------------\n");
|
|
}
|
|
|
|
/*
|
|
====================
|
|
ScanAndLoadShaderFiles
|
|
|
|
Finds and loads all .shader files, combining them into
|
|
a single large text block that can be scanned for shader names
|
|
=====================
|
|
*/
|
|
#define MAX_SHADER_FILES 4096
|
|
static void ScanAndLoadShaderFiles( void )
|
|
{
|
|
char **shaderFiles;
|
|
char *buffers[MAX_SHADER_FILES];
|
|
char *p;
|
|
int numShaderFiles;
|
|
int i;
|
|
char *oldp, *token, *hashMem, *textEnd;
|
|
int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size;
|
|
|
|
long sum = 0, summand;
|
|
// scan for shader files
|
|
shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaderFiles );
|
|
|
|
if ( !shaderFiles || !numShaderFiles )
|
|
{
|
|
ri.Printf( PRINT_WARNING, "WARNING: no shader files found\n" );
|
|
return;
|
|
}
|
|
|
|
if ( numShaderFiles > MAX_SHADER_FILES ) {
|
|
numShaderFiles = MAX_SHADER_FILES;
|
|
}
|
|
|
|
// load and parse shader files
|
|
for ( i = 0; i < numShaderFiles; i++ )
|
|
{
|
|
char filename[MAX_QPATH];
|
|
|
|
// look for a .mtr file first
|
|
{
|
|
char *ext;
|
|
Com_sprintf( filename, sizeof( filename ), "scripts/%s", shaderFiles[i] );
|
|
if ( (ext = strrchr(filename, '.')) )
|
|
{
|
|
strcpy(ext, ".mtr");
|
|
}
|
|
|
|
if ( ri.FS_ReadFile( filename, NULL ) <= 0 )
|
|
{
|
|
Com_sprintf( filename, sizeof( filename ), "scripts/%s", shaderFiles[i] );
|
|
}
|
|
}
|
|
|
|
ri.Printf( PRINT_DEVELOPER, "...loading '%s'\n", filename );
|
|
summand = ri.FS_ReadFile( filename, (void **)&buffers[i] );
|
|
|
|
if ( !buffers[i] )
|
|
ri.Error( ERR_DROP, "Couldn't load %s", filename );
|
|
|
|
// Do a simple check on the shader structure in that file to make sure one bad shader file cannot fuck up all other shaders.
|
|
p = buffers[i];
|
|
while(1)
|
|
{
|
|
token = COM_ParseExt(&p, qtrue);
|
|
|
|
if(!*token)
|
|
break;
|
|
|
|
oldp = p;
|
|
|
|
token = COM_ParseExt(&p, qtrue);
|
|
if(token[0] != '{' && token[1] != '\0')
|
|
{
|
|
ri.Printf(PRINT_WARNING, "WARNING: Bad shader file %s has incorrect syntax.\n", filename);
|
|
ri.FS_FreeFile(buffers[i]);
|
|
buffers[i] = NULL;
|
|
break;
|
|
}
|
|
|
|
SkipBracedSection(&oldp);
|
|
p = oldp;
|
|
}
|
|
|
|
|
|
if (buffers[i])
|
|
sum += summand;
|
|
}
|
|
|
|
// build single large buffer
|
|
s_shaderText = ri.Hunk_Alloc( sum + numShaderFiles*2, h_low );
|
|
s_shaderText[ 0 ] = '\0';
|
|
textEnd = s_shaderText;
|
|
|
|
// free in reverse order, so the temp files are all dumped
|
|
for ( i = numShaderFiles - 1; i >= 0 ; i-- )
|
|
{
|
|
if ( !buffers[i] )
|
|
continue;
|
|
|
|
strcat( textEnd, buffers[i] );
|
|
strcat( textEnd, "\n" );
|
|
textEnd += strlen( textEnd );
|
|
ri.FS_FreeFile( buffers[i] );
|
|
}
|
|
|
|
COM_Compress( s_shaderText );
|
|
|
|
// free up memory
|
|
ri.FS_FreeFileList( shaderFiles );
|
|
|
|
Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes));
|
|
size = 0;
|
|
|
|
p = s_shaderText;
|
|
// look for shader names
|
|
while ( 1 ) {
|
|
token = COM_ParseExt( &p, qtrue );
|
|
if ( token[0] == 0 ) {
|
|
break;
|
|
}
|
|
|
|
hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
|
|
shaderTextHashTableSizes[hash]++;
|
|
size++;
|
|
SkipBracedSection(&p);
|
|
}
|
|
|
|
size += MAX_SHADERTEXT_HASH;
|
|
|
|
hashMem = ri.Hunk_Alloc( size * sizeof(char *), h_low );
|
|
|
|
for (i = 0; i < MAX_SHADERTEXT_HASH; i++) {
|
|
shaderTextHashTable[i] = (char **) hashMem;
|
|
hashMem = ((char *) hashMem) + ((shaderTextHashTableSizes[i] + 1) * sizeof(char *));
|
|
}
|
|
|
|
Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes));
|
|
|
|
p = s_shaderText;
|
|
// look for shader names
|
|
while ( 1 ) {
|
|
oldp = p;
|
|
token = COM_ParseExt( &p, qtrue );
|
|
if ( token[0] == 0 ) {
|
|
break;
|
|
}
|
|
|
|
hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
|
|
shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp;
|
|
|
|
SkipBracedSection(&p);
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CreateInternalShaders
|
|
====================
|
|
*/
|
|
static void CreateInternalShaders( void ) {
|
|
tr.numShaders = 0;
|
|
|
|
// init the default shader
|
|
Com_Memset( &shader, 0, sizeof( shader ) );
|
|
Com_Memset( &stages, 0, sizeof( stages ) );
|
|
|
|
Q_strncpyz( shader.name, "<default>", sizeof( shader.name ) );
|
|
|
|
shader.lightmapIndex = LIGHTMAP_NONE;
|
|
stages[0].bundle[0].image[0] = tr.defaultImage;
|
|
stages[0].active = qtrue;
|
|
stages[0].stateBits = GLS_DEFAULT;
|
|
tr.defaultShader = FinishShader();
|
|
|
|
// shadow shader is just a marker
|
|
Q_strncpyz( shader.name, "<stencil shadow>", sizeof( shader.name ) );
|
|
shader.sort = SS_STENCIL_SHADOW;
|
|
tr.shadowShader = FinishShader();
|
|
}
|
|
|
|
static void CreateExternalShaders( void ) {
|
|
tr.projectionShadowShader = R_FindShader( "projectionShadow", LIGHTMAP_NONE, qtrue );
|
|
tr.flareShader = R_FindShader( "flareShader", LIGHTMAP_NONE, qtrue );
|
|
|
|
// Hack to make fogging work correctly on flares. Fog colors are calculated
|
|
// in tr_flare.c already.
|
|
if(!tr.flareShader->defaultShader)
|
|
{
|
|
int index;
|
|
|
|
for(index = 0; index < tr.flareShader->numUnfoggedPasses; index++)
|
|
{
|
|
tr.flareShader->stages[index]->adjustColorsForFog = ACFF_NONE;
|
|
tr.flareShader->stages[index]->stateBits |= GLS_DEPTHTEST_DISABLE;
|
|
}
|
|
}
|
|
|
|
tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, qtrue );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
R_InitShaders
|
|
==================
|
|
*/
|
|
void R_InitShaders( void ) {
|
|
ri.Printf( PRINT_ALL, "Initializing Shaders\n" );
|
|
|
|
Com_Memset(hashTable, 0, sizeof(hashTable));
|
|
|
|
CreateInternalShaders();
|
|
|
|
ScanAndLoadShaderFiles();
|
|
|
|
CreateExternalShaders();
|
|
}
|