rallyunlimited-engine/code/renderer/tr_shader.c
2024-02-02 19:46:17 +03:00

3741 lines
95 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
// tr_shader.c -- this file deals with the parsing and definition of shaders
static char *s_shaderText;
static const char *s_extensionOffset;
static int s_extendedShader;
// the shader is parsed into these global variables, then copied into
// dynamically allocated memory if it is valid.
static shaderStage_t stages[MAX_SHADER_STAGES];
static shader_t shader;
static texModInfo_t texMods[MAX_SHADER_STAGES][TR_MAX_TEXMODS+1]; // reserve one additional texmod for lightmap atlas correction
#define FILE_HASH_SIZE 1024
static shader_t* hashTable[FILE_HASH_SIZE];
#define MAX_SHADERTEXT_HASH 2048
static const char **shaderTextHashTable[MAX_SHADERTEXT_HASH];
/*
================
return a hash value for the filename
================
*/
#ifdef __GNUCC__
#warning TODO: check if long is ok here
#endif
#define generateHashValue Com_GenerateHashValue
void RE_RemapShader(const char *shaderName, const char *newShaderName, const char *timeOffset) {
char strippedName[MAX_QPATH];
int hash;
shader_t *sh, *sh2;
qhandle_t h;
sh = R_FindShaderByName( shaderName );
if (sh == NULL || sh == tr.defaultShader) {
h = RE_RegisterShaderLightMap(shaderName, 0);
sh = R_GetShaderByHandle(h);
}
if (sh == NULL || sh == tr.defaultShader) {
ri.Printf( PRINT_WARNING, "WARNING: RE_RemapShader: shader %s not found\n", shaderName );
return;
}
sh2 = R_FindShaderByName( newShaderName );
if (sh2 == NULL || sh2 == tr.defaultShader) {
h = RE_RegisterShaderLightMap(newShaderName, 0);
sh2 = R_GetShaderByHandle(h);
}
if (sh2 == NULL || sh2 == tr.defaultShader) {
ri.Printf( PRINT_WARNING, "WARNING: RE_RemapShader: new shader %s not found\n", newShaderName );
return;
}
// remap all the shaders with the given name
// even tho they might have different lightmaps
COM_StripExtension(shaderName, strippedName, sizeof(strippedName));
hash = generateHashValue(strippedName, FILE_HASH_SIZE);
for (sh = hashTable[hash]; sh; sh = sh->next) {
if (Q_stricmp(sh->name, strippedName) == 0) {
if (sh != sh2) {
sh->remappedShader = sh2;
} else {
sh->remappedShader = NULL;
}
}
}
if ( timeOffset ) {
sh2->timeOffset = Q_atof( timeOffset );
}
}
/*
===============
ParseVector
===============
*/
static qboolean ParseVector( const char **text, int count, float *v ) {
const char *token;
int i;
// FIXME: spaces are currently required after parens, should change parseext...
token = COM_ParseExt( text, qfalse );
if ( strcmp( token, "(" ) ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name );
return qfalse;
}
for ( i = 0 ; i < count ; i++ ) {
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing vector element in shader '%s'\n", shader.name );
return qfalse;
}
v[i] = Q_atof( token );
}
token = COM_ParseExt( text, qfalse );
if ( strcmp( token, ")" ) ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name );
return qfalse;
}
return qtrue;
}
/*
===============
NameToAFunc
===============
*/
static unsigned NameToAFunc( const char *funcname )
{
if ( !Q_stricmp( funcname, "GT0" ) )
{
return GLS_ATEST_GT_0;
}
else if ( !Q_stricmp( funcname, "LT128" ) )
{
return GLS_ATEST_LT_80;
}
else if ( !Q_stricmp( funcname, "GE128" ) )
{
return GLS_ATEST_GE_80;
}
ri.Printf( PRINT_WARNING, "WARNING: invalid alphaFunc name '%s' in shader '%s'\n", funcname, shader.name );
return 0;
}
/*
===============
NameToSrcBlendMode
===============
*/
static int NameToSrcBlendMode( const char *name )
{
if ( !Q_stricmp( name, "GL_ONE" ) )
{
return GLS_SRCBLEND_ONE;
}
else if ( !Q_stricmp( name, "GL_ZERO" ) )
{
return GLS_SRCBLEND_ZERO;
}
else if ( !Q_stricmp( name, "GL_DST_COLOR" ) )
{
return GLS_SRCBLEND_DST_COLOR;
}
else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_COLOR" ) )
{
return GLS_SRCBLEND_ONE_MINUS_DST_COLOR;
}
else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) )
{
return GLS_SRCBLEND_SRC_ALPHA;
}
else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) )
{
return GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA;
}
else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) )
{
return GLS_SRCBLEND_DST_ALPHA;
}
else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) )
{
return GLS_SRCBLEND_ONE_MINUS_DST_ALPHA;
}
else if ( !Q_stricmp( name, "GL_SRC_ALPHA_SATURATE" ) )
{
return GLS_SRCBLEND_ALPHA_SATURATE;
}
ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name );
return GLS_SRCBLEND_ONE;
}
/*
===============
NameToDstBlendMode
===============
*/
static int NameToDstBlendMode( const char *name )
{
if ( !Q_stricmp( name, "GL_ONE" ) )
{
return GLS_DSTBLEND_ONE;
}
else if ( !Q_stricmp( name, "GL_ZERO" ) )
{
return GLS_DSTBLEND_ZERO;
}
else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) )
{
return GLS_DSTBLEND_SRC_ALPHA;
}
else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) )
{
return GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
}
else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) )
{
return GLS_DSTBLEND_DST_ALPHA;
}
else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) )
{
return GLS_DSTBLEND_ONE_MINUS_DST_ALPHA;
}
else if ( !Q_stricmp( name, "GL_SRC_COLOR" ) )
{
return GLS_DSTBLEND_SRC_COLOR;
}
else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_COLOR" ) )
{
return GLS_DSTBLEND_ONE_MINUS_SRC_COLOR;
}
ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name );
return GLS_DSTBLEND_ONE;
}
/*
===============
NameToGenFunc
===============
*/
static genFunc_t NameToGenFunc( const char *funcname )
{
if ( !Q_stricmp( funcname, "sin" ) )
{
return GF_SIN;
}
else if ( !Q_stricmp( funcname, "square" ) )
{
return GF_SQUARE;
}
else if ( !Q_stricmp( funcname, "triangle" ) )
{
return GF_TRIANGLE;
}
else if ( !Q_stricmp( funcname, "sawtooth" ) )
{
return GF_SAWTOOTH;
}
else if ( !Q_stricmp( funcname, "inversesawtooth" ) )
{
return GF_INVERSE_SAWTOOTH;
}
else if ( !Q_stricmp( funcname, "noise" ) )
{
return GF_NOISE;
}
ri.Printf( PRINT_WARNING, "WARNING: invalid genfunc name '%s' in shader '%s'\n", funcname, shader.name );
return GF_SIN;
}
/*
===================
ParseWaveForm
===================
*/
static void ParseWaveForm( const char **text, waveForm_t *wave )
{
const char *token;
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->func = NameToGenFunc( token );
// BASE, AMP, PHASE, FREQ
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->base = Q_atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->amplitude = Q_atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->phase = Q_atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->frequency = Q_atof( token );
}
/*
===================
ParseTexMod
===================
*/
static void ParseTexMod( const char *_text, shaderStage_t *stage )
{
const char *token;
const char **text = &_text;
texModInfo_t *tmi;
if ( stage->bundle[0].numTexMods == TR_MAX_TEXMODS ) {
ri.Error( ERR_DROP, "ERROR: too many tcMod stages in shader '%s'", shader.name );
return;
}
tmi = &stage->bundle[0].texMods[stage->bundle[0].numTexMods];
stage->bundle[0].numTexMods++;
token = COM_ParseExt( text, qfalse );
//
// turb
//
if ( !Q_stricmp( token, "turb" ) )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb parms in shader '%s'\n", shader.name );
return;
}
tmi->wave.base = Q_atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
return;
}
tmi->wave.amplitude = Q_atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
return;
}
tmi->wave.phase = Q_atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
return;
}
tmi->wave.frequency = Q_atof( token );
tmi->type = TMOD_TURBULENT;
}
//
// scale
//
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] = Q_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] = Q_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] = Q_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] = Q_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 = Q_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 = Q_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 = Q_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 = Q_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] = Q_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] = Q_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] = Q_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] = Q_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] = Q_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] = Q_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 = Q_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, const char **text )
{
const char *token;
int i, depthMaskBits = GLS_DEPTHMASK_TRUE, blendSrcBits = 0, blendDstBits = 0, atestBits = 0, depthFuncBits = 0;
qboolean depthMaskExplicit = qfalse;
stage->active = qfalse;
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].lightmap = LIGHTMAP_INDEX_SHADER; // regular lightmap
if ( shader.lightmapIndex < 0 || !tr.lightmaps ) {
stage->bundle[0].image[0] = tr.whiteImage;
} else {
stage->bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
}
continue;
}
else if ( Q_stricmpn( token, "*lightmap", 9 ) == 0 && token[9] >= '0' && token[9] <= '9' )
{
const int lightmapIndex = atoi( token + 9 );
if ( lightmapIndex < 0 || tr.lightmaps == NULL ) {
stage->bundle[0].image[0] = tr.whiteImage;
} else {
stage->bundle[0].lightmap = LIGHTMAP_INDEX_OFFSET + lightmapIndex; //custom index
stage->bundle[0].image[0] = tr.lightmaps[lightmapIndex % tr.lightmapMod];
}
continue;
}
else
{
imgFlags_t flags = IMGFLAG_NONE;
if (!shader.noMipMaps)
flags |= IMGFLAG_MIPMAP;
if (!shader.noPicMip)
flags |= IMGFLAG_PICMIP;
if (shader.noLightScale)
flags |= IMGFLAG_NOLIGHTSCALE;
stage->bundle[0].image[0] = R_FindImageFile( token, 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" ) || ( !Q_stricmp( token, "screenMap" ) && s_extendedShader ) )
{
imgFlags_t flags;
if ( !Q_stricmp( token, "screenMap" ) ) {
flags = IMGFLAG_NONE;
if ( fboEnabled ) {
stage->bundle[0].isScreenMap = qtrue;
shader.hasScreenMap = qtrue;
tr.needScreenMap = qtrue;
}
} else {
flags = IMGFLAG_CLAMPTOEDGE;
}
token = COM_ParseExt( text, qfalse );
if ( !token[0] )
{
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for '%s' keyword in shader '%s'\n",
stage->bundle[0].isScreenMap ? "screenMap" : "clampMap", shader.name );
return qfalse;
}
if (!shader.noMipMaps)
flags |= IMGFLAG_MIPMAP;
if (!shader.noPicMip)
flags |= IMGFLAG_PICMIP;
if (shader.noLightScale)
flags |= IMGFLAG_NOLIGHTSCALE;
stage->bundle[0].image[0] = R_FindImageFile( token, 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" ) )
{
int totalImages = 0;
int maxAnimations = s_extendedShader ? MAX_IMAGE_ANIMATIONS : MAX_IMAGE_ANIMATIONS_VQ3;
token = COM_ParseExt( text, qfalse );
if ( !token[0] )
{
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'animMap' keyword in shader '%s'\n", shader.name );
return qfalse;
}
stage->bundle[0].imageAnimationSpeed = Q_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 < maxAnimations ) {
imgFlags_t flags = IMGFLAG_NONE;
if (!shader.noMipMaps)
flags |= IMGFLAG_MIPMAP;
if (!shader.noPicMip)
flags |= IMGFLAG_PICMIP;
if (shader.noLightScale)
flags |= IMGFLAG_NOLIGHTSCALE;
stage->bundle[0].image[num] = R_FindImageFile( token, 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++;
}
totalImages++;
}
if ( totalImages > maxAnimations ) {
ri.Printf( PRINT_WARNING, "WARNING: ignoring excess images for 'animMap' (found %d, max is %d) in shader '%s'\n",
totalImages, maxAnimations, shader.name );
}
}
else if ( !Q_stricmp( token, "videoMap" ) )
{
int handle;
token = COM_ParseExt( text, qfalse );
if ( !token[0] )
{
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'videoMap' keyword in shader '%s'\n", shader.name );
return qfalse;
}
handle = ri.CIN_PlayCinematic( token, 0, 0, 256, 256, (CIN_loop | CIN_silent | CIN_shader) );
if ( handle != -1 ) {
if ( !tr.scratchImage[ handle ] ) {
tr.scratchImage[ handle ] = R_CreateImage( va( "*scratch%i", handle ), NULL, NULL, 256, 256, IMGFLAG_CLAMPTOEDGE | IMGFLAG_RGB | IMGFLAG_NOSCALE );
}
stage->bundle[0].isVideoMap = qtrue;
stage->bundle[0].videoMapHandle = handle;
stage->bundle[0].image[0] = tr.scratchImage[ handle ];
} else {
ri.Printf( PRINT_WARNING, "WARNING: could not load '%s' for 'videoMap' keyword in shader '%s'\n", token, shader.name );
}
}
//
// 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;
}
}
//
// 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;
VectorClear( color );
ParseVector( text, 3, color );
stage->constantColor.rgba[0] = 255 * color[0];
stage->constantColor.rgba[1] = 255 * color[1];
stage->constantColor.rgba[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 == AGEN_IDENTITY ) {
stage->alphaGen = AGEN_VERTEX;
}
}
else if ( !Q_stricmp( token, "exactVertex" ) )
{
stage->rgbGen = CGEN_EXACT_VERTEX;
}
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.rgba[3] = 255 * Q_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 = Q_atof( token );
if ( shader.portalRange < 0.001f )
shader.portalRangeR = 0.0f;
else
shader.portalRangeR = 1.0f / shader.portalRange;
}
}
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" ) )
{
const char *t = *text;
stage->bundle[0].tcGen = TCGEN_ENVIRONMENT_MAPPED;
token = COM_ParseExt( text, qfalse );
if ( Q_stricmp( token, "firstPerson" ) == 0 )
{
stage->bundle[0].tcGen = TCGEN_ENVIRONMENT_MAPPED_FP;
}
else
{
*text = t; // rewind
}
}
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;
Q_strcat( buffer, sizeof (buffer), token );
Q_strcat( buffer, sizeof (buffer), " " );
}
ParseTexMod( buffer, stage );
continue;
}
//
// depthmask
//
else if ( !Q_stricmp( token, "depthwrite" ) )
{
depthMaskBits = GLS_DEPTHMASK_TRUE;
depthMaskExplicit = qtrue;
continue;
}
else if ( !Q_stricmp( token, "depthFragment" ) && s_extendedShader )
{
stage->depthFragment = qtrue;
}
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;
}
}
if ( depthMaskExplicit && shader.sort == SS_BAD ) {
// fix decals on q3wcp18 and other maps
if ( blendSrcBits == GLS_SRCBLEND_SRC_ALPHA && blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA /*&& stage->rgbGen == CGEN_VERTEX*/ ) {
if ( stage->alphaGen != AGEN_SKIP ) {
// q3wcp18 @ "textures/ctf_unified/floor_decal_blue" : AGEN_VERTEX, CGEN_VERTEX
depthMaskBits &= ~GLS_DEPTHMASK_TRUE;
} else {
// skip for q3wcp14 jumppads and similar
// q3wcp14 @ "textures/ctf_unified/bounce_blue" : AGEN_SKIP, CGEN_IDENTITY
}
shader.sort = shader.polygonOffset ? SS_DECAL : SS_OPAQUE + 0.01f;
} else if ( blendSrcBits == GLS_SRCBLEND_ZERO && blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR && stage->rgbGen == CGEN_EXACT_VERTEX ) {
depthMaskBits &= ~GLS_DEPTHMASK_TRUE;
shader.sort = SS_SEE_THROUGH;
}
}
//
// default texture coordinate generation
//
for ( i = 0; i < NUM_TEXTURE_BUNDLES; i++ ) {
if ( stage->bundle[i].tcGen == TCGEN_BAD ) {
if ( stage->bundle[i].lightmap != LIGHTMAP_INDEX_NONE ) {
stage->bundle[i].tcGen = TCGEN_LIGHTMAP;
} else {
stage->bundle[i].tcGen = TCGEN_TEXTURE;
}
}
}
//
// compute state bits
//
stage->stateBits = depthMaskBits |
blendSrcBits | blendDstBits |
atestBits |
depthFuncBits;
stage->active = qtrue;
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( const char **text ) {
const 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 = Q_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 = Q_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 = Q_atof( token );
ds->deformation = DEFORM_BULGE;
return;
}
if ( !Q_stricmp( token, "wave" ) )
{
float f;
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 )
{
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
return;
}
f = Q_atof( token );
if ( f != 0.0f )
{
ds->deformationSpread = 1.0f / f;
}
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 = Q_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 = Q_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] = Q_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( const char **text ) {
const char *token;
static const char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
char pathname[MAX_QPATH];
int i;
imgFlags_t imgFlags = IMGFLAG_MIPMAP | IMGFLAG_PICMIP;
if ( r_neatsky->integer ) {
imgFlags = IMGFLAG_NONE;
}
// 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( pathname, imgFlags | 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 = Q_atof( token );
if ( shader.sky.cloudHeight == 0.0 ) {
shader.sky.cloudHeight = 512.0;
}
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( pathname, imgFlags );
if ( !shader.sky.innerbox[i] ) {
shader.sky.innerbox[i] = tr.defaultImage;
}
}
}
shader.isSky = qtrue;
}
/*
=================
ParseSort
=================
*/
static void ParseSort( const char **text ) {
const 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 = Q_atof( token );
}
}
// this table is also present in q3map
typedef struct {
const char *name;
int clearSolid, surfaceFlags, contents;
} infoParm_t;
static const 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 trans
{"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( const char **text ) {
const 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;
}
}
}
typedef enum {
res_invalid = -1,
res_false = 0,
res_true = 1
} resultType;
typedef enum {
brIF,
brELIF,
brELSE
} branchType;
typedef enum {
maskOR,
maskAND
} resultMask;
static void derefVariable( const char *name, char *buf, int size )
{
if ( !Q_stricmp( name, "vid_width" ) ) {
Com_sprintf( buf, size, "%i", glConfig.vidWidth );
return;
}
if ( !Q_stricmp( name, "vid_height" ) ) {
Com_sprintf( buf, size, "%i", glConfig.vidHeight );
return;
}
ri.Cvar_VariableStringBuffer( name, buf, size );
}
/*
===============
ParseCondition
if ( $cvar|<integer value> [<condition> $cvar|<integer value> [ [ || .. ] && .. ] ] )
{ shader stage }
[ else
{ shader stage } ]
===============
*/
static qboolean ParseCondition( const char **text, resultType *res )
{
char lval_str[ MAX_CVAR_VALUE_STRING ];
char rval_str[ MAX_CVAR_VALUE_STRING ];
tokenType_t lval_type;
tokenType_t rval_type;
const char *token;
tokenType_t op;
resultMask rm;
qboolean str;
int r, r0;
r = 0; // resulting value
rm = maskOR; // default mask
for ( ;; )
{
rval_str[0] = '\0';
rval_type = TK_GENEGIC;
// expect l-value at least
token = COM_ParseComplex( text, qfalse );
if ( token[0] == '\0' ) {
ri.Printf( PRINT_WARNING, "WARNING: expecting lvalue for condition in shader %s\n", shader.name );
return qfalse;
}
Q_strncpyz( lval_str, token, sizeof( lval_str ) );
lval_type = com_tokentype;
// get operator
token = COM_ParseComplex( text, qfalse );
if ( com_tokentype >= TK_EQ && com_tokentype <= TK_LTE )
{
op = com_tokentype;
// expect r-value
token = COM_ParseComplex( text, qfalse );
if ( token[0] == '\0' ) {
ri.Printf( PRINT_WARNING, "WARNING: expecting rvalue for condition in shader %s\n", shader.name );
return qfalse;
}
Q_strncpyz( rval_str, token, sizeof( rval_str ) );
rval_type = com_tokentype;
// read next token, expect '||', '&&' or ')', allow newlines
/*token =*/ COM_ParseComplex( text, qtrue );
}
else if ( com_tokentype == TK_SCOPE_CLOSE || com_tokentype == TK_OR || com_tokentype == TK_AND )
{
// no r-value, assume 'not zero' comparison
op = TK_NEQ;
}
else
{
ri.Printf( PRINT_WARNING, "WARNING: unexpected operator '%s' for comparison in shader %s\n", token, shader.name );
return qfalse;
}
str = qfalse;
if ( lval_type == TK_QUOTED ) {
str = qtrue;
} else {
// dereference l-value
if ( lval_str[0] == '$' ) {
derefVariable( lval_str + 1, lval_str, sizeof( lval_str ) );
}
}
if ( rval_type == TK_QUOTED ) {
str = qtrue;
} else {
// dereference r-value
if ( rval_str[0] == '$' ) {
derefVariable( rval_str + 1, rval_str, sizeof( rval_str ) );
}
}
// evaluate expression
if ( str ) {
// string comparison
switch ( op ) {
case TK_EQ: r0 = strcmp( lval_str, rval_str ) == 0; break;
case TK_NEQ: r0 = strcmp( lval_str, rval_str ) != 0; break;
case TK_GT: r0 = strcmp( lval_str, rval_str ) > 0; break;
case TK_GTE: r0 = strcmp( lval_str, rval_str ) >= 0; break;
case TK_LT: r0 = strcmp( lval_str, rval_str ) < 0; break;
case TK_LTE: r0 = strcmp( lval_str, rval_str ) <= 0; break;
default: r0 = 0; break;
}
} else {
// integer comparison
int lval = atoi( lval_str );
int rval = atoi( rval_str );
switch ( op ) {
case TK_EQ: r0 = ( lval == rval ); break;
case TK_NEQ: r0 = ( lval != rval ); break;
case TK_GT: r0 = ( lval > rval ); break;
case TK_GTE: r0 = ( lval >= rval ); break;
case TK_LT: r0 = ( lval < rval ); break;
case TK_LTE: r0 = ( lval <= rval ); break;
default: r0 = 0; break;
}
}
if ( rm == maskOR )
r |= r0;
else
r &= r0;
if ( com_tokentype == TK_OR ) {
rm = maskOR;
continue;
}
if ( com_tokentype == TK_AND ) {
rm = maskAND;
continue;
}
if ( com_tokentype != TK_SCOPE_CLOSE ) {
ri.Printf( PRINT_WARNING, "WARNING: expecting ')' in shader %s\n", shader.name );
return qfalse;
}
break;
}
if ( res )
*res = r ? res_true : res_false;
return qtrue;
}
/*
=================
FinishStage
=================
*/
static void FinishStage( shaderStage_t *stage )
{
int i;
if ( r_mergeLightmaps->integer == 0 ) {
return;
}
for ( i = 0; i < ARRAY_LEN( stage->bundle ); i++ ) {
textureBundle_t *bundle = &stage->bundle[i];
// offset lightmap coordinates
if ( bundle->lightmap >= LIGHTMAP_INDEX_OFFSET && bundle->tcGen == TCGEN_LIGHTMAP ) {
texModInfo_t *tmi = &bundle->texMods[bundle->numTexMods];
float x, y;
const int lightmapIndex = R_GetLightmapCoords( bundle->lightmap - LIGHTMAP_INDEX_OFFSET, &x, &y );
bundle->image[0] = tr.lightmaps[lightmapIndex];
tmi->type = TMOD_OFFSET;
tmi->offset[0] = x - tr.lightmapOffset[0];
tmi->offset[1] = y - tr.lightmapOffset[1];
bundle->numTexMods++;
continue;
}
// adjust texture coordinates to map on proper lightmap
if ( bundle->lightmap == LIGHTMAP_INDEX_SHADER && bundle->tcGen != TCGEN_LIGHTMAP ) {
texModInfo_t *tmi = &bundle->texMods[bundle->numTexMods];
tmi->type = TMOD_SCALE_OFFSET;
tmi->scale[0] = tr.lightmapScale[0];
tmi->scale[1] = tr.lightmapScale[1];
tmi->offset[0] = tr.lightmapOffset[0];
tmi->offset[1] = tr.lightmapOffset[1];
bundle->numTexMods++;
continue;
}
}
}
/*
=================
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( const char **text )
{
resultType res;
branchType branch;
const char *token;
int numStages;
numStages = 0;
s_extendedShader = (*text >= s_extensionOffset);
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;
}
res = res_invalid;
while ( 1 )
{
//token = COM_ParseExt( text, qtrue );
token = COM_ParseComplex( 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 ( numStages >= MAX_SHADER_STAGES ) {
ri.Printf( PRINT_WARNING, "WARNING: too many stages in shader %s (max is %i)\n", shader.name, MAX_SHADER_STAGES );
return qfalse;
}
if ( !ParseStage( &stages[numStages], text ) )
{
return qfalse;
}
FinishStage( &stages[numStages] );
numStages++;
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" ) ) {
float a, b;
token = COM_ParseExt( text, qfalse );
tr.sunLight[0] = Q_atof( token );
token = COM_ParseExt( text, qfalse );
tr.sunLight[1] = Q_atof( token );
token = COM_ParseExt( text, qfalse );
tr.sunLight[2] = Q_atof( token );
VectorNormalize( tr.sunLight );
token = COM_ParseExt( text, qfalse );
a = Q_atof( token );
VectorScale( tr.sunLight, a, tr.sunLight );
token = COM_ParseExt( text, qfalse );
a = Q_atof( token );
a = a / 180 * M_PI;
token = COM_ParseExt( text, qfalse );
b = Q_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 );
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 = Q_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 = 1;
shader.noPicMip = 1;
continue;
}
// no picmip adjustment
else if ( !Q_stricmp( token, "nopicmip" ) )
{
shader.noPicMip = 1;
continue;
}
else if ( !Q_stricmp( token, "novlcollapse" ) && s_extendedShader )
{
shader.noVLcollapse = 1;
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 = Q_atof( token );
// skip any old gradient directions
SkipRestOfLine( text );
continue;
}
// portal
else if ( !Q_stricmp( token, "portal" ) )
{
shader.sort = SS_PORTAL;
continue;
}
// skyparms <cloudheight> <outerbox> <innerbox>
else if ( !Q_stricmp( token, "skyparms" ) )
{
ParseSkyParms( text );
if ( r_neatsky->integer ) {
shader.noPicMip = qtrue;
shader.noMipMaps = qtrue;
}
continue;
}
// light <value> determines flaring in q3map, not needed here
else if ( !Q_stricmp(token, "light") )
{
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;
}
// conditional stage definition
else if ( ( !Q_stricmp( token, "if" ) || !Q_stricmp( token, "else" ) || !Q_stricmp( token, "elif" ) ) && s_extendedShader )
{
if ( Q_stricmp( token, "if" ) == 0 ) {
branch = brIF;
} else {
if ( res == res_invalid ) {
// we don't have any previous 'if' statements
ri.Printf( PRINT_WARNING, "WARNING: unexpected '%s' in '%s'\n", token, shader.name );
return qfalse;
}
if ( Q_stricmp( token, "else" ) == 0 )
branch = brELSE;
else
branch = brELIF;
}
if ( branch != brELSE ) { // we can set/update result
token = COM_ParseComplex( text, qfalse );
if ( com_tokentype != TK_SCOPE_OPEN ) {
ri.Printf( PRINT_WARNING, "WARNING: expecting '(' in '%s'\n", shader.name );
return qfalse;
}
if ( !ParseCondition( text, (branch == brIF || res == res_true) ? &res : NULL ) ) {
ri.Printf( PRINT_WARNING, "WARNING: error parsing condition in '%s'\n", shader.name );
return qfalse;
}
}
if ( res == res_false ) {
// skip next stage or keyword until newline
token = COM_ParseExt( text, qtrue );
if ( token[0] == '{' )
SkipBracedSection( text, 1 /* depth */ );
else
SkipRestOfLine( text );
} else {
// parse next tokens as usual
}
if ( branch == brELSE )
res = res_invalid; // finalize branch
else
res ^= 1; // or toggle for possible "elif" / "else" statements
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 ( numStages == 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 )
{
//
// see if this should go into the sky path
//
if ( shader.isSky )
{
shader.optimalStageIteratorFunc = RB_StageIteratorSky;
}
else
{
shader.optimalStageIteratorFunc = RB_StageIteratorGeneric;
}
}
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( shaderStage_t *st0, shaderStage_t *st1, int num_stages ) {
int abits, bbits;
int i;
textureBundle_t tmpBundle;
if ( !qglActiveTextureARB ) {
return qfalse;
}
// make sure both stages are active
if ( !st0->active || !st1->active ) {
return qfalse;
}
if ( st0->depthFragment ) {
return qfalse;
}
// on voodoo2, don't combine different tmus
if ( glConfig.driverType == GLDRV_VOODOO ) {
if ( st0->bundle[0].image[0]->TMU ==
st1->bundle[0].image[0]->TMU ) {
return qfalse;
}
}
abits = st0->stateBits;
bbits = st1->stateBits;
// make sure that both stages have identical state other than blend modes
if ( ( abits & ~( GLS_BLEND_BITS | GLS_DEPTHMASK_TRUE ) ) !=
( bbits & ~( GLS_BLEND_BITS | GLS_DEPTHMASK_TRUE ) ) ) {
return qfalse;
}
abits &= GLS_BLEND_BITS;
bbits &= GLS_BLEND_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 ( ( st0->rgbGen != st1->rgbGen ) || ( st0->alphaGen != st1->alphaGen ) ) {
return qfalse;
}
// an add collapse can only have identity colors
if ( collapse[i].multitextureEnv == GL_ADD && st0->rgbGen != CGEN_IDENTITY ) {
return qfalse;
}
if ( st0->rgbGen == CGEN_WAVEFORM )
{
if ( memcmp( &st0->rgbWave, &st1->rgbWave, sizeof( stages[0].rgbWave ) ) )
{
return qfalse;
}
}
if ( st0->alphaGen == AGEN_WAVEFORM )
{
if ( memcmp( &st0->alphaWave, &st1->alphaWave, sizeof( stages[0].alphaWave ) ) )
{
return qfalse;
}
}
// make sure that lightmaps are in bundle 1
if ( st0->bundle[0].lightmap != LIGHTMAP_INDEX_NONE )
{
tmpBundle = st0->bundle[0];
st0->bundle[0] = st1->bundle[0];
st0->bundle[1] = tmpBundle;
}
else
{
st0->bundle[1] = st1->bundle[0];
}
// set the new blend state bits
shader.multitextureEnv = qtrue;
st0->mtEnv = collapse[i].multitextureEnv;
st0->stateBits &= ~GLS_BLEND_BITS;
st0->stateBits |= collapse[i].multitextureBlend;
st0->tessFlags |= TESS_ST1;
//
// move down subsequent shaders
//
if ( num_stages > 2 )
{
memmove( st1, st1+1, sizeof( stages[0] ) * ( num_stages - 2 ) );
}
Com_Memset( st0 + num_stages - 1, 0, sizeof( stages[0] ) );
return qtrue;
}
#ifdef USE_PMLIGHT
static int tcmodWeight( const textureBundle_t *bundle )
{
if ( bundle->numTexMods == 0 )
return 1;
return 0;
}
static const textureBundle_t *lightingBundle( int stageIndex, const textureBundle_t *selected ) {
const shaderStage_t *stage = &stages[ stageIndex ];
int i, numTexBundles;
if ( stage->mtEnv )
numTexBundles = 2;
else
numTexBundles = 1;
for ( i = 0; i < numTexBundles; i++ ) {
const textureBundle_t *bundle = &stage->bundle[ i ];
if ( bundle->lightmap != LIGHTMAP_INDEX_NONE ) {
continue;
}
if ( bundle->image[0] == tr.whiteImage ) {
continue;
}
if ( bundle->tcGen != TCGEN_TEXTURE ) {
continue;
}
if ( selected ) {
if ( stage->rgbGen == CGEN_IDENTITY && ( stage->stateBits & GLS_BLEND_BITS ) == ( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO ) ) {
// fix for q3wcp17' textures/scanctf2/bounce_white and others
continue;
}
if ( tcmodWeight( selected ) > tcmodWeight( bundle ) ) {
continue;
}
}
shader.lightingStage = stageIndex;
shader.lightingBundle = i;
selected = bundle;
}
return selected;
}
/*
====================
FindLightingStages
Find proper stage for dlight pass
====================
*/
static void FindLightingStages( void )
{
const shaderStage_t *st;
const textureBundle_t *bundle;
int i;
shader.lightingStage = -1;
shader.lightingBundle = 0;
if ( !qglGenProgramsARB )
return;
if ( shader.isSky || ( shader.surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) || shader.sort == SS_ENVIRONMENT || shader.sort >= SS_FOG )
return;
bundle = NULL;
for ( i = 0; i < shader.numUnfoggedPasses; i++ ) {
st = &stages[ i ];
if ( !st->active )
break;
if ( st->isDetail && shader.lightingStage >= 0 )
continue;
if ( ( st->stateBits & GLS_BLEND_BITS ) == ( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE ) ) {
if ( bundle && bundle->numTexMods ) {
// already selected bundle has somewhat non-static tcgen
// so we may accept this stage
// this fixes jumppads on lun3dm5
} else {
continue;
}
}
bundle = lightingBundle( i, bundle );
}
}
#endif
/*
=============
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->commands;
if ( cmdList ) {
const void *curCmd = cmdList->cmds;
*( (int *)( cmdList->cmds + cmdList->used ) ) = RC_END_OF_LIST;
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 *sh;
int fogNum;
int entityNum;
int dlightMap;
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, &sh, &fogNum, &dlightMap );
sortedIndex = (( drawSurf->sort >> QSORT_SHADERNUM_SHIFT ) & SHADERNUM_MASK);
if ( sortedIndex >= newShader ) {
sortedIndex = sh->sortedIndex;
drawSurf->sort = (sortedIndex << QSORT_SHADERNUM_SHIFT) | (entityNum << QSORT_REFENTITYNUM_SHIFT) | ( fogNum << QSORT_FOGNUM_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_FINISHBLOOM:
{
const finishBloomCommand_t *fb_cmd = (const finishBloomCommand_t *)curCmd;
curCmd = (const void *)(fb_cmd + 1);
break;
}
case RC_COLORMASK:
{
const colorMaskCommand_t *cm_cmd = (const colorMaskCommand_t *)curCmd;
curCmd = (const void *)(cm_cmd + 1);
break;
}
case RC_CLEARDEPTH:
{
const clearDepthCommand_t *cd_cmd = (const clearDepthCommand_t *)curCmd;
curCmd = (const void *)(cd_cmd + 1);
break;
}
case RC_CLEARCOLOR:
{
const clearColorCommand_t *cc_cmd = (const clearColorCommand_t *)curCmd;
curCmd = (const void *)(cc_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 relative 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;
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 );
if ( size ) {
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 approximate
what it is supposed to look like.
=================
*/
static void VertexLightingCollapse( void ) {
int stage;
shaderStage_t *bestStage;
int bestImageRank;
int rank;
qboolean vertexColors;
// 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;
vertexColors = qfalse;
for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) {
shaderStage_t *pStage = &stages[stage];
if ( !pStage->active ) {
break;
}
rank = 0;
if ( pStage->bundle[0].lightmap != LIGHTMAP_INDEX_NONE ) {
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;
}
// detect missing vertex colors on ojfc-17 for green/dark pink flags
if ( pStage->rgbGen != CGEN_IDENTITY || pStage->bundle[0].tcGen == TCGEN_LIGHTMAP || pStage->stateBits & GLS_ATEST_BITS ) {
vertexColors = qtrue;
}
}
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 {
if ( vertexColors ) {
stages[0].rgbGen = CGEN_EXACT_VERTEX;
} else {
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
}
}
stages[0].alphaGen = AGEN_SKIP;
} else {
// don't use a lightmap (tesla coils)
if ( stages[0].bundle[0].lightmap != LIGHTMAP_INDEX_NONE ) {
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 ) );
}
}
/*
===============
InitShader
===============
*/
static void InitShader( const char *name, int lightmapIndex ) {
int i;
// 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;
// we need to know original (unmodified) lightmap index
// because shader search functions expects this
// otherwise they will fail and cause massive duplication
shader.lightmapSearchIndex = shader.lightmapIndex;
for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
stages[i].bundle[0].texMods = texMods[i];
}
}
static void DetectNeeds( void )
{
texCoordGen_t t1;
texCoordGen_t t2;
int i;
for ( i = 0; i < MAX_SHADER_STAGES; i++ )
{
if ( !stages[i].active )
break;
t1 = stages[i].bundle[0].tcGen;
t2 = stages[i].bundle[1].tcGen;
if ( t1 == TCGEN_LIGHTMAP || t2 == TCGEN_LIGHTMAP )
{
shader.needsST2 = qtrue;
}
if ( t1 == TCGEN_ENVIRONMENT_MAPPED || t1 == TCGEN_ENVIRONMENT_MAPPED_FP )
{
shader.needsNormal = qtrue;
}
if ( t2 == TCGEN_ENVIRONMENT_MAPPED || t2 == TCGEN_ENVIRONMENT_MAPPED_FP )
{
shader.needsNormal = qtrue;
}
if ( stages[i].alphaGen == AGEN_LIGHTING_SPECULAR || stages[i].rgbGen == CGEN_LIGHTING_DIFFUSE )
{
shader.needsNormal = qtrue;
}
}
for ( i = 0; i < shader.numDeforms; i++ )
{
if ( shader.deforms[i].deformation == DEFORM_WAVE || shader.deforms[i].deformation == DEFORM_NORMALS || shader.deforms[i].deformation == DEFORM_BULGE ) {
shader.needsNormal = qtrue;
}
if ( shader.deforms[i].deformation >= DEFORM_TEXT0 && shader.deforms[i].deformation <= DEFORM_TEXT7 ) {
shader.needsNormal = qtrue;
}
}
}
/*
=========================
FinishShader
Returns a freshly allocated shader with all the needed info
from the current global working shader
=========================
*/
static shader_t *FinishShader( void ) {
int stage, i, n, m;
qboolean hasLightmapStage;
qboolean vertexLightmap;
qboolean colorBlend;
qboolean depthMask;
hasLightmapStage = qfalse;
vertexLightmap = qfalse;
colorBlend = qfalse;
depthMask = qfalse;
//
// set sky stuff appropriate
//
if ( shader.isSky ) {
shader.sort = SS_ENVIRONMENT;
}
//
// set polygon offset
//
if ( shader.polygonOffset && shader.sort == SS_BAD ) {
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] == NULL ) {
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].lightmap != LIGHTMAP_INDEX_NONE ) {
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;
//}
if ( pStage->stateBits & GLS_DEPTHMASK_TRUE ) {
depthMask = qtrue;
}
//
// determine 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
}
colorBlend = qtrue;
}
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 == SS_BAD ) {
if ( colorBlend ) {
// see through item, like a grill or grate
if ( depthMask ) {
shader.sort = SS_SEE_THROUGH;
} else {
shader.sort = SS_BLEND0;
}
} else {
shader.sort = SS_OPAQUE;
}
}
DetectNeeds();
// fix alphaGen flags to avoid redundant comparisons in R_ComputeColors()
for ( i = 0; i < MAX_SHADER_STAGES; i++ ) {
shaderStage_t *pStage = &stages[ i ];
if ( !pStage->active )
break;
if ( pStage->rgbGen == CGEN_IDENTITY && pStage->alphaGen == AGEN_IDENTITY )
pStage->alphaGen = AGEN_SKIP;
else if ( pStage->rgbGen == CGEN_CONST && pStage->alphaGen == AGEN_CONST )
pStage->alphaGen = AGEN_SKIP;
else if ( pStage->rgbGen == CGEN_VERTEX && pStage->alphaGen == AGEN_VERTEX )
pStage->alphaGen = AGEN_SKIP;
}
//
// if we are in r_vertexLight mode, never use a lightmap texture
//
if ( stage > 1 && ( ( r_vertexLight->integer && tr.vertexLightingAllowed && !shader.noVLcollapse ) || glConfig.hardwareType == GLHW_PERMEDIA2 ) ) {
VertexLightingCollapse();
stage = 1;
hasLightmapStage = qfalse;
}
// whiteimage + "filter" texture == texture
if ( stage > 1 && stages[0].bundle[0].image[0] == tr.whiteImage && stages[0].bundle[0].numImageAnimations <= 1 && stages[0].rgbGen == CGEN_IDENTITY && stages[0].alphaGen == AGEN_SKIP ) {
if ( stages[1].stateBits == ( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO ) ) {
stages[1].stateBits = stages[0].stateBits & ( GLS_DEPTHMASK_TRUE | GLS_DEPTHTEST_DISABLE | GLS_DEPTHFUNC_EQUAL );
memmove( &stages[0], &stages[1], sizeof( stages[0] ) * ( stage - 1 ) );
stages[stage - 1].active = qfalse;
stage--;
}
}
for ( i = 0; i < stage; i++ ) {
stages[i].tessFlags = TESS_ST0;
}
//
// look for multitexture potential
//
if ( r_ext_multitexture->integer ) {
for ( i = 0; i < stage-1; i++ ) {
if ( CollapseMultitexture( &stages[i+0], &stages[i+1], stage-i ) ) {
stage--;
}
}
}
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 );
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;
if ( shader.sort <= SS_OPAQUE ) {
shader.fogPass = FP_EQUAL;
} else if ( shader.contentFlags & CONTENTS_FOG ) {
shader.fogPass = FP_LE;
}
#ifdef USE_PMLIGHT
FindLightingStages();
#endif
// make sure that amplitude for TMOD_STRETCH is not zero
for ( i = 0; i < shader.numUnfoggedPasses; i++ ) {
if ( !stages[i].active ) {
continue;
}
for ( n = 0; n < 2; n++ ) {
for ( m = 0; m < stages[i].bundle[n].numTexMods; m++ ) {
if ( stages[i].bundle[n].texMods[m].type == TMOD_STRETCH ) {
if ( fabsf( stages[i].bundle[n].texMods[m].wave.amplitude ) < 1e-6f ) {
if ( stages[i].bundle[n].texMods[m].wave.amplitude >= 0.0f ) {
stages[i].bundle[n].texMods[m].wave.amplitude = 1e-6f;
} else {
stages[i].bundle[n].texMods[m].wave.amplitude = -1e-6f;
}
}
}
}
}
}
// determine which stage iterator function is appropriate
ComputeStageIteratorFunc();
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 const char *FindShaderInShaderText( const char *shadername ) {
const 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;
}
}
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_CreateDefaultShading
===============
*/
static void R_CreateDefaultShading( image_t *image ) {
if ( shader.lightmapIndex == LIGHTMAP_NONE ) {
// dynamic colors at vertexes
stages[0].bundle[0].image[0] = image;
stages[0].active = qtrue;
stages[0].bundle[0].tcGen = TCGEN_TEXTURE;
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].bundle[0].tcGen = TCGEN_TEXTURE;
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].bundle[0].tcGen = TCGEN_TEXTURE;
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].active = qtrue;
stages[0].bundle[0].image[0] = image;
stages[0].bundle[0].tcGen = TCGEN_TEXTURE;
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
stages[0].stateBits = GLS_DEFAULT;
} else {
// two pass lightmap
stages[0].bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
stages[0].bundle[0].lightmap = LIGHTMAP_INDEX_SHADER;
stages[0].active = qtrue;
stages[0].bundle[0].tcGen = TCGEN_LIGHTMAP;
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].bundle[0].tcGen = TCGEN_TEXTURE;
stages[1].rgbGen = CGEN_IDENTITY;
stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
}
}
/*
===============
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 appropriate 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 appropriate for misc_model
pre-lit surfaces.
Other lightmapIndex values will have a lightmap stage created
and src*dest blending applied with the texture, as appropriate for
most world construction surfaces.
===============
*/
shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage ) {
char strippedName[MAX_QPATH];
unsigned long hash;
const 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->lightmapSearchIndex == lightmapIndex || sh->defaultShader) && !Q_stricmp(sh->name, strippedName)) {
// match found
return sh;
}
}
InitShader( strippedName, lightmapIndex );
// FIXME: set these "need" values appropriately
//shader.needsNormal = qtrue;
//shader.needsST1 = qtrue;
//shader.needsST2 = qtrue;
//shader.needsColor = qtrue;
//
// 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;
}
return FinishShader();
}
//
// if not defined in the in-memory shader descriptions,
// look for a single supported image file
//
{
imgFlags_t flags;
flags = IMGFLAG_NONE;
if (mipRawImage)
{
flags |= IMGFLAG_MIPMAP | IMGFLAG_PICMIP;
}
else
{
flags |= IMGFLAG_CLAMPTOEDGE;
}
image = R_FindImageFile( name, 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
//
R_CreateDefaultShading( image );
return FinishShader();
}
qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage) {
unsigned long 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->lightmapSearchIndex == lightmapIndex || sh->defaultShader) && !Q_stricmp(sh->name, name)) {
// match found
return sh->index;
}
}
InitShader( name, lightmapIndex );
// FIXME: set these "need" values appropriately
//shader.needsNormal = qtrue;
//shader.needsST1 = qtrue;
//shader.needsST2 = qtrue;
//shader.needsColor = qtrue;
//
// create the default shading commands
//
R_CreateDefaultShading( image );
sh = FinishShader();
return sh->index;
}
/*
====================
RE_RegisterShaderLightMap
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 ( !name ) {
ri.Printf( PRINT_ALL, "NULL shader\n" );
return 0;
}
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;
const shader_t *sh;
ri.Printf (PRINT_ALL, "-----------------------\n");
count = 0;
for ( i = 0 ; i < tr.numShaders ; i++ ) {
if ( ri.Cmd_Argc() > 1 ) {
sh = tr.sortedShaders[i];
} else {
sh = tr.shaders[i];
}
ri.Printf( PRINT_ALL, "%i ", sh->numUnfoggedPasses );
if ( sh->lightmapIndex >= 0 ) {
ri.Printf (PRINT_ALL, "L ");
} else {
ri.Printf (PRINT_ALL, " ");
}
if ( sh->multitextureEnv ) {
ri.Printf( PRINT_ALL, "MT(x) " ); // TODO: per-stage statistics?
} else {
ri.Printf( PRINT_ALL, " " );
}
if ( sh->explicitlyDefined ) {
ri.Printf( PRINT_ALL, "E " );
} else {
ri.Printf( PRINT_ALL, " " );
}
if ( sh->optimalStageIteratorFunc == RB_StageIteratorGeneric ) {
ri.Printf( PRINT_ALL, "gen " );
} else if ( sh->optimalStageIteratorFunc == RB_StageIteratorSky ) {
ri.Printf( PRINT_ALL, "sky " );
} else {
ri.Printf( PRINT_ALL, " " );
}
if ( sh->defaultShader ) {
ri.Printf( PRINT_ALL, ": %s (DEFAULTED)\n", sh->name );
} else {
ri.Printf( PRINT_ALL, ": %s\n", sh->name );
}
count++;
}
ri.Printf (PRINT_ALL, "%i total shaders\n", count);
ri.Printf (PRINT_ALL, "------------------\n");
}
#define MAX_SHADER_FILES 16384
static int loadShaderBuffers( char **shaderFiles, const int numShaderFiles, char **buffers )
{
char filename[MAX_QPATH+8];
char shaderName[MAX_QPATH];
const char *p, *token;
long summand, sum = 0;
int shaderLine;
int i;
const char *shaderStart;
qboolean denyErrors;
// load and parse shader files
for ( i = 0; i < numShaderFiles; i++ )
{
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 );
// comment some buggy shaders from pak0
if ( summand == 35910 && strcmp( shaderFiles[i], "sky.shader" ) == 0 )
{
if ( memcmp( buffers[i] + 0x3D3E, "\tcloudparms ", 12 ) == 0 )
{
memcpy( buffers[i] + 0x27D7, "/*", 2 );
memcpy( buffers[i] + 0x2A93, "*/", 2 );
memcpy( buffers[i] + 0x3CA9, "/*", 2 );
memcpy( buffers[i] + 0x3FC2, "*/", 2 );
}
}
else if ( summand == 116073 && strcmp( shaderFiles[i], "sfx.shader" ) == 0 )
{
if ( memcmp( buffers[i] + 93457, "textures/sfx/xfinalfog\r\n", 24 ) == 0 )
{
memcpy( buffers[i] + 93457, "/*", 2 );
memcpy( buffers[i] + 93663, "*/", 2 );
}
}
p = buffers[i];
COM_BeginParseSession( filename );
shaderStart = NULL;
denyErrors = qfalse;
while ( 1 )
{
token = COM_ParseExt( &p, qtrue );
if ( !*token )
break;
Q_strncpyz( shaderName, token, sizeof( shaderName ) );
shaderLine = COM_GetCurrentParseLine();
token = COM_ParseExt( &p, qtrue );
if ( token[0] != '{' || token[1] != '\0' )
{
ri.Printf( PRINT_DEVELOPER, "File %s: shader \"%s\" " \
"on line %d missing opening brace", filename, shaderName, shaderLine );
if ( token[0] )
ri.Printf( PRINT_DEVELOPER, " (found \"%s\" on line %d)\n", token, COM_GetCurrentParseLine() );
else
ri.Printf( PRINT_DEVELOPER, "\n" );
if ( denyErrors || !p )
{
ri.Printf( PRINT_WARNING, "Ignoring entire file '%s' due to error.\n", filename );
ri.FS_FreeFile( buffers[i] );
buffers[i] = NULL;
break;
}
SkipRestOfLine( &p );
shaderStart = p;
continue;
}
if ( !SkipBracedSection( &p, 1 ) )
{
ri.Printf(PRINT_WARNING, "WARNING: Ignoring shader file %s. Shader \"%s\" " \
"on line %d missing closing brace.\n", filename, shaderName, shaderLine );
ri.FS_FreeFile( buffers[i] );
buffers[i] = NULL;
break;
}
denyErrors = qtrue;
}
if ( buffers[ i ] ) {
if ( shaderStart ) {
summand -= (shaderStart - buffers[i]);
if ( summand >= 0 ) {
memmove( buffers[i], shaderStart, summand + 1 );
}
}
//sum += summand;
sum += COM_Compress( buffers[ i ] );
}
}
return sum;
}
/*
====================
ScanAndLoadShaderFiles
Finds and loads all .shader files, combining them into
a single large text block that can be scanned for shader names
=====================
*/
static void ScanAndLoadShaderFiles( void )
{
char **shaderFiles, **shaderxFiles;
char *buffers[MAX_SHADER_FILES];
char *xbuffers[MAX_SHADER_FILES];
int numShaderFiles, numShaderxFiles;
int i;
const char *token, *hashMem;
char *textEnd;
const char *p, *oldp;
int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size;
long sum = 0;
// scan for legacy shader files
shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaderFiles );
if ( GL_ProgramAvailable() ) {
// if ARB shaders available - scan for extended shader files
shaderxFiles = ri.FS_ListFiles( "scripts", ".shaderx", &numShaderxFiles );
} else {
shaderxFiles = NULL;
numShaderxFiles = 0;
}
if ( (!shaderFiles || !numShaderFiles) && (!shaderxFiles || !numShaderxFiles) ) {
ri.Printf( PRINT_WARNING, "WARNING: no shader files found\n" );
return;
}
if ( numShaderFiles > MAX_SHADER_FILES ) {
numShaderFiles = MAX_SHADER_FILES;
}
if ( numShaderxFiles > MAX_SHADER_FILES ) {
numShaderxFiles = MAX_SHADER_FILES;
}
sum = 0;
sum += loadShaderBuffers( shaderxFiles, numShaderxFiles, xbuffers );
sum += loadShaderBuffers( shaderFiles, numShaderFiles, buffers );
// build single large buffer
s_shaderText = ri.Hunk_Alloc( sum + numShaderxFiles*2 + numShaderFiles*2 + 1, h_low );
s_shaderText[ 0 ] = s_shaderText[ sum + numShaderxFiles*2 + numShaderFiles*2 ] = '\0';
textEnd = s_shaderText;
// free in reverse order, so the temp files are all dumped
// legacy shaders
for ( i = numShaderFiles - 1; i >= 0 ; i-- ) {
if ( buffers[ i ] ) {
textEnd = Q_stradd( textEnd, buffers[ i ] );
textEnd = Q_stradd( textEnd, "\n" );
ri.FS_FreeFile( buffers[ i ] );
}
}
// if shader text >= s_extensionOffset then it is an extended shader
// normal shaders will never encounter that
s_extensionOffset = textEnd;
// extended shaders
for ( i = numShaderxFiles - 1; i >= 0 ; i-- ) {
if ( xbuffers[ i ] ) {
textEnd = Q_stradd( textEnd, xbuffers[ i ] );
textEnd = Q_stradd( textEnd, "\n" );
ri.FS_FreeFile( xbuffers[ i ] );
}
}
// free up memory
if ( shaderxFiles )
ri.FS_FreeFileList( shaderxFiles );
if ( shaderFiles )
ri.FS_FreeFileList( shaderFiles );
//COM_Compress( s_shaderText );
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, 0);
}
size += MAX_SHADERTEXT_HASH;
hashMem = ri.Hunk_Alloc( size * sizeof(char *), h_low );
for (i = 0; i < MAX_SHADERTEXT_HASH; i++) {
shaderTextHashTable[i] = (const char **) hashMem;
hashMem = ((char *) hashMem) + ((shaderTextHashTableSizes[i] + 1) * sizeof(char *));
}
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]] = (char*)oldp;
SkipBracedSection(&p, 0);
}
}
/*
====================
CreateInternalShaders
====================
*/
static void CreateInternalShaders( void ) {
tr.numShaders = 0;
// init the default shader
InitShader( "<default>", LIGHTMAP_NONE );
stages[0].bundle[0].image[0] = tr.defaultImage;
stages[0].bundle[0].tcGen = TCGEN_TEXTURE;
stages[0].active = qtrue;
stages[0].stateBits = GLS_DEFAULT;
tr.defaultShader = FinishShader();
InitShader( "<whiteShader>", LIGHTMAP_NONE );
stages[0].bundle[0].image[0] = tr.whiteImage;
stages[0].bundle[0].tcGen = TCGEN_TEXTURE;
stages[0].active = qtrue;
stages[0].rgbGen = CGEN_EXACT_VERTEX;
stages[0].stateBits = GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
tr.whiteShader = FinishShader();
// shadow shader is just a marker
InitShader( "<stencil shadow>", LIGHTMAP_NONE );
stages[0].bundle[0].image[0] = tr.defaultImage;
stages[0].bundle[0].tcGen = TCGEN_TEXTURE;
stages[0].active = qtrue;
stages[0].stateBits = GLS_DEFAULT;
shader.sort = SS_STENCIL_SHADOW;
tr.shadowShader = FinishShader();
InitShader( "<cinematic>", LIGHTMAP_NONE );
stages[0].bundle[0].image[0] = tr.defaultImage; // will be updated by specific cinematic images
stages[0].bundle[0].tcGen = TCGEN_TEXTURE;
stages[0].active = qtrue;
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
stages[0].stateBits = GLS_DEPTHTEST_DISABLE;
tr.cinematicShader = FinishShader();
}
/*
====================
CreateExternalShaders
====================
*/
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();
}