4122 lines
110 KiB
C++
4122 lines
110 KiB
C++
// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "tr_local.h"
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#include "tr_stl.h"
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const int lightmapsNone[MAXLIGHTMAPS] =
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{
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LIGHTMAP_NONE,
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LIGHTMAP_NONE,
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LIGHTMAP_NONE,
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LIGHTMAP_NONE
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};
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const int lightmaps2d[MAXLIGHTMAPS] =
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{
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LIGHTMAP_2D,
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LIGHTMAP_2D,
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LIGHTMAP_2D,
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LIGHTMAP_2D
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};
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const int lightmapsVertex[MAXLIGHTMAPS] =
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{
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LIGHTMAP_BY_VERTEX,
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LIGHTMAP_BY_VERTEX,
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LIGHTMAP_BY_VERTEX,
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LIGHTMAP_BY_VERTEX
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};
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const int lightmapsFullBright[MAXLIGHTMAPS] =
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{
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LIGHTMAP_WHITEIMAGE,
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LIGHTMAP_WHITEIMAGE,
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LIGHTMAP_WHITEIMAGE,
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LIGHTMAP_WHITEIMAGE
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};
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const byte stylesDefault[MAXLIGHTMAPS] =
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{
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LS_NORMAL,
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LS_NONE,
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LS_NONE,
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LS_NONE
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};
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Vertex and Pixel Shader definitions. - AReis
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/***********************************************************************************************************/
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// This vertex shader basically passes through most values and calculates no lighting. The only
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// unusual thing it does is add the inputed texel offsets to all four texture units (this allows
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// nearest neighbor pixel peeking).
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const unsigned char g_strGlowVShaderARB[] =
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{
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"!!ARBvp1.0\
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\
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# Input.\n\
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ATTRIB iPos = vertex.position;\
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ATTRIB iColor = vertex.color;\
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ATTRIB iTex0 = vertex.texcoord[0];\
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ATTRIB iTex1 = vertex.texcoord[1];\
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ATTRIB iTex2 = vertex.texcoord[2];\
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ATTRIB iTex3 = vertex.texcoord[3];\
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\
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# Output.\n\
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OUTPUT oPos = result.position;\
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OUTPUT oColor = result.color;\
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OUTPUT oTex0 = result.texcoord[0];\
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OUTPUT oTex1 = result.texcoord[1];\
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OUTPUT oTex2 = result.texcoord[2];\
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OUTPUT oTex3 = result.texcoord[3];\
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\
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# Constants.\n\
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PARAM ModelViewProj[4]= { state.matrix.mvp };\
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PARAM TexelOffset0 = program.env[0];\
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PARAM TexelOffset1 = program.env[1];\
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PARAM TexelOffset2 = program.env[2];\
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PARAM TexelOffset3 = program.env[3];\
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\
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# Main.\n\
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DP4 oPos.x, ModelViewProj[0], iPos;\
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DP4 oPos.y, ModelViewProj[1], iPos;\
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DP4 oPos.z, ModelViewProj[2], iPos;\
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DP4 oPos.w, ModelViewProj[3], iPos;\
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MOV oColor, iColor;\
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# Notice the optimization of using one texture coord instead of all four.\n\
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ADD oTex0, iTex0, TexelOffset0;\
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ADD oTex1, iTex0, TexelOffset1;\
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ADD oTex2, iTex0, TexelOffset2;\
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ADD oTex3, iTex0, TexelOffset3;\
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\
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END"
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};
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// This Pixel Shader loads four texture units and adds them all together (with a modifier
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// multiplied to each in the process). The final output is r0 = t0 + t1 + t2 + t3.
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const unsigned char g_strGlowPShaderARB[] =
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{
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"!!ARBfp1.0\
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\
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# Input.\n\
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ATTRIB iColor = fragment.color.primary;\
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\
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# Output.\n\
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OUTPUT oColor = result.color;\
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\
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# Constants.\n\
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PARAM Weight = program.env[0];\
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TEMP t0;\
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TEMP t1;\
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TEMP t2;\
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TEMP t3;\
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TEMP r0;\
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\
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# Main.\n\
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TEX t0, fragment.texcoord[0], texture[0], RECT;\
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TEX t1, fragment.texcoord[1], texture[1], RECT;\
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TEX t2, fragment.texcoord[2], texture[2], RECT;\
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TEX t3, fragment.texcoord[3], texture[3], RECT;\
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\
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MUL r0, t0, Weight;\
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MAD r0, t1, Weight, r0;\
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MAD r0, t2, Weight, r0;\
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MAD r0, t3, Weight, r0;\
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\
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MOV oColor, r0;\
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\
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END"
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};
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/***********************************************************************************************************/
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/*
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===============
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R_CreateExtendedName
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Creates a unique shader name taking into account lightstyles
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===============
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*/
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void R_CreateExtendedName(char *extendedName, const char *name, const int *lightmapIndex, const byte *styles)
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{
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int i;
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// Set the basename
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COM_StripExtension( name, extendedName );
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// Add in lightmaps
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if(lightmapIndex && styles)
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{
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if(lightmapIndex == lightmapsNone)
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{
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strcat(extendedName, "_nolightmap");
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}
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else if(lightmapIndex == lightmaps2d)
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{
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strcat(extendedName, "_2d");
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}
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else if(lightmapIndex == lightmapsVertex)
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{
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strcat(extendedName, "_vertex");
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}
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else if(lightmapIndex == lightmapsFullBright)
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{
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strcat(extendedName, "_fullbright");
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}
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else
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{
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for(i = 0; (i < 4) && (styles[i] != 255); i++)
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{
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switch(lightmapIndex[i])
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{
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case LIGHTMAP_NONE:
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strcat(extendedName, va("_style(%d,none)", styles[i]));
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break;
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case LIGHTMAP_2D:
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strcat(extendedName, va("_style(%d,2d)", styles[i]));
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break;
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case LIGHTMAP_BY_VERTEX:
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strcat(extendedName, va("_style(%d,vert)", styles[i]));
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break;
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case LIGHTMAP_WHITEIMAGE:
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strcat(extendedName, va("_style(%d,fb)", styles[i]));
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break;
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default:
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strcat(extendedName, va("_style(%d,%d)", styles[i], lightmapIndex[i]));
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break;
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}
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}
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}
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}
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}
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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* sh_hashTable[FILE_HASH_SIZE];
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static void ClearGlobalShader(void)
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{
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int i;
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memset( &shader, 0, sizeof( shader ) );
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memset( &stages, 0, sizeof( stages ) );
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for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
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stages[i].bundle[0].texMods = texMods[i];
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stages[i].mGLFogColorOverride = GLFOGOVERRIDE_NONE;
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}
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shader.contentFlags = CONTENTS_SOLID | CONTENTS_OPAQUE;
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}
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/*
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====================
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RE_RegisterShader
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This is the exported shader entry point for the rest of the system
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It will always return an index that will be valid.
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This should really only be used for explicit shaders, because there is no
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way to ask for different implicit lighting modes (vertex, lightmap, etc)
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====================
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*/
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qhandle_t RE_RegisterShaderLightMap( const char *name, const int *lightmapIndex, const byte *styles )
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{
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shader_t *sh;
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if ( strlen( name ) >= MAX_QPATH ) {
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Com_Printf( "Shader name exceeds MAX_QPATH\n" );
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return 0;
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}
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sh = R_FindShader( name, lightmapIndex, styles, qtrue );
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// we want to return 0 if the shader failed to
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// load for some reason, but R_FindShader should
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// still keep a name allocated for it, so if
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// something calls RE_RegisterShader again with
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// the same name, we don't try looking for it again
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if ( sh->defaultShader ) {
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return 0;
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}
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return sh->index;
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}
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/*
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==================
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R_FindShaderByName
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Will always return a valid shader, but it might be the
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default shader if the real one can't be found.
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==================
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*/
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shader_t *R_FindShaderByName( const char *name ) {
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char strippedName[MAX_QPATH];
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int hash;
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shader_t *sh;
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if ( (name==NULL) || (name[0] == 0) ) { // bk001205
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return tr.defaultShader;
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}
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COM_StripExtension( name, strippedName );
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hash = generateHashValue(strippedName);
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//
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// see if the shader is already loaded
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//
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for (sh=sh_hashTable[hash]; sh; sh=sh->next) {
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// NOTE: if there was no shader or image available with the name strippedName
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// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
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// have to check all default shaders otherwise for every call to R_FindShader
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// with that same strippedName a new default shader is created.
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if (Q_stricmp(sh->name, strippedName) == 0) {
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// match found
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return sh;
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}
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}
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return tr.defaultShader;
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}
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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, lightmapsNone, stylesDefault);
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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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VID_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, lightmapsNone, stylesDefault);
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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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VID_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 );
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hash = generateHashValue(strippedName);
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for (sh = 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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===============
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ParseVector
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===============
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*/
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qboolean ParseVector( const 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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VID_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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VID_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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VID_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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else if ( !Q_stricmp( funcname, "GE192" ) )
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{
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return GLS_ATEST_GE_C0;
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}
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VID_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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VID_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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VID_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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else if ( !Q_stricmp( funcname, "random" ) )
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{
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return GF_RAND;
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}
|
|
|
|
|
|
VID_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 )
|
|
{
|
|
char *token;
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
wave->base = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
wave->amplitude = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
wave->phase = atof( token );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
wave->frequency = 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 ) {
|
|
Com_Error( ERR_DROP, "ERROR: too many tcMod stages in shader '%s'\n", 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 )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing tcMod turb parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->wave.base = atof( token );
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->wave.amplitude = atof( token );
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->wave.phase = atof( token );
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->wave.frequency = atof( token );
|
|
|
|
tmi->type = TMOD_TURBULENT;
|
|
}
|
|
//
|
|
// scale
|
|
//
|
|
else if ( !Q_stricmp( token, "scale" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->translate[0] = atof( token ); //scale unioned
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->translate[1] = atof( token ); //scale unioned
|
|
tmi->type = TMOD_SCALE;
|
|
}
|
|
//
|
|
// scroll
|
|
//
|
|
else if ( !Q_stricmp( token, "scroll" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->translate[0] = atof( token ); //scroll unioned
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->translate[1] = atof( token ); //scroll unioned
|
|
tmi->type = TMOD_SCROLL;
|
|
}
|
|
//
|
|
// stretch
|
|
//
|
|
else if ( !Q_stricmp( token, "stretch" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing tcMod rotate parms in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
tmi->translate[0]= atof( token ); //rotateSpeed unioned
|
|
tmi->type = TMOD_ROTATE;
|
|
}
|
|
//
|
|
// entityTranslate
|
|
//
|
|
else if ( !Q_stricmp( token, "entityTranslate" ) )
|
|
{
|
|
tmi->type = TMOD_ENTITY_TRANSLATE;
|
|
}
|
|
else
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: unknown tcMod '%s' in shader '%s'\n", token, shader.name );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
/////===== Part of the VERTIGON system =====/////
|
|
===================
|
|
ParseSurfaceSprites
|
|
===================
|
|
*/
|
|
// surfaceSprites <type> <width> <height> <density> <fadedist>
|
|
//
|
|
// NOTE: This parsing function used to be 12 pages long and very complex. The new version of surfacesprites
|
|
// utilizes optional parameters parsed in ParseSurfaceSpriteOptional.
|
|
static void ParseSurfaceSprites(const char *_text, shaderStage_t *stage )
|
|
{
|
|
const char *token;
|
|
const char **text = &_text;
|
|
float width, height, density, fadedist;
|
|
int sstype=SURFSPRITE_NONE;
|
|
|
|
//
|
|
// spritetype
|
|
//
|
|
token = COM_ParseExt( text, qfalse );
|
|
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfaceSprites params in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
|
|
if (!Q_stricmp(token, "vertical"))
|
|
{
|
|
sstype = SURFSPRITE_VERTICAL;
|
|
}
|
|
else if (!Q_stricmp(token, "oriented"))
|
|
{
|
|
sstype = SURFSPRITE_ORIENTED;
|
|
}
|
|
else if (!Q_stricmp(token, "effect"))
|
|
{
|
|
sstype = SURFSPRITE_EFFECT;
|
|
}
|
|
else if (!Q_stricmp(token, "flattened"))
|
|
{
|
|
sstype = SURFSPRITE_FLATTENED;
|
|
}
|
|
else
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid type in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
|
|
//
|
|
// width
|
|
//
|
|
token = COM_ParseExt( text, qfalse );
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfaceSprites params in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
width=atof(token);
|
|
if (width <= 0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid width in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
|
|
//
|
|
// height
|
|
//
|
|
token = COM_ParseExt( text, qfalse );
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfaceSprites params in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
height=atof(token);
|
|
if (height <= 0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid height in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
|
|
//
|
|
// density
|
|
//
|
|
token = COM_ParseExt( text, qfalse );
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfaceSprites params in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
density=atof(token);
|
|
if (density <= 0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid density in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
|
|
//
|
|
// fadedist
|
|
//
|
|
token = COM_ParseExt( text, qfalse );
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfaceSprites params in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
fadedist=atof(token);
|
|
if (fadedist < 32)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid fadedist (%f < 32) in shader '%s'\n", fadedist, shader.name );
|
|
return;
|
|
}
|
|
|
|
if (!stage->ss)
|
|
{
|
|
stage->ss = (surfaceSprite_t *)Hunk_Alloc( sizeof( surfaceSprite_t ), qtrue );
|
|
}
|
|
|
|
// These are all set by the command lines.
|
|
stage->ss->surfaceSpriteType = sstype;
|
|
stage->ss->width = width;
|
|
stage->ss->height = height;
|
|
stage->ss->density = density;
|
|
stage->ss->fadeDist = fadedist;
|
|
|
|
#ifdef _XBOX
|
|
shader.needsNormal = true;
|
|
#endif
|
|
|
|
// These are defaults that can be overwritten.
|
|
stage->ss->fadeMax = fadedist*1.33;
|
|
stage->ss->fadeScale = 0.0;
|
|
stage->ss->wind = 0.0;
|
|
stage->ss->windIdle = 0.0;
|
|
stage->ss->variance[0] = 0.0;
|
|
stage->ss->variance[1] = 0.0;
|
|
stage->ss->facing = SURFSPRITE_FACING_NORMAL;
|
|
|
|
// A vertical parameter that needs a default regardless
|
|
stage->ss->vertSkew;
|
|
|
|
// These are effect parameters that need defaults nonetheless.
|
|
stage->ss->fxDuration = 1000; // 1 second
|
|
stage->ss->fxGrow[0] = 0.0;
|
|
stage->ss->fxGrow[1] = 0.0;
|
|
stage->ss->fxAlphaStart = 1.0;
|
|
stage->ss->fxAlphaEnd = 0.0;
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
/////===== Part of the VERTIGON system =====/////
|
|
===========================
|
|
ParseSurfaceSpritesOptional
|
|
===========================
|
|
*/
|
|
//
|
|
// ssFademax <fademax>
|
|
// ssFadescale <fadescale>
|
|
// ssVariance <varwidth> <varheight>
|
|
// ssHangdown
|
|
// ssAnyangle
|
|
// ssFaceup
|
|
// ssWind <wind>
|
|
// ssWindIdle <windidle>
|
|
// ssVertSkew <skew>
|
|
// ssFXDuration <duration>
|
|
// ssFXGrow <growwidth> <growheight>
|
|
// ssFXAlphaRange <alphastart> <startend>
|
|
// ssFXWeather
|
|
//
|
|
// Optional parameters that will override the defaults set in the surfacesprites command above.
|
|
//
|
|
static void ParseSurfaceSpritesOptional( const char *param, const char *_text, shaderStage_t *stage )
|
|
{
|
|
const char *token;
|
|
const char **text = &_text;
|
|
float value;
|
|
|
|
if (!stage->ss)
|
|
{
|
|
stage->ss = (surfaceSprite_t *)Hunk_Alloc( sizeof( surfaceSprite_t ), qtrue );
|
|
}
|
|
//
|
|
// fademax
|
|
//
|
|
if (!Q_stricmp(param, "ssFademax"))
|
|
{
|
|
token = COM_ParseExt( text, qfalse);
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite fademax in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
value = atof(token);
|
|
if (value <= stage->ss->fadeDist)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite fademax (%.2f <= fadeDist(%.2f)) in shader '%s'\n", value, stage->ss->fadeDist, shader.name );
|
|
return;
|
|
}
|
|
stage->ss->fadeMax=value;
|
|
return;
|
|
}
|
|
|
|
//
|
|
// fadescale
|
|
//
|
|
if (!Q_stricmp(param, "ssFadescale"))
|
|
{
|
|
token = COM_ParseExt( text, qfalse);
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite fadescale in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
value = atof(token);
|
|
stage->ss->fadeScale=value;
|
|
return;
|
|
}
|
|
|
|
//
|
|
// variance
|
|
//
|
|
if (!Q_stricmp(param, "ssVariance"))
|
|
{
|
|
token = COM_ParseExt( text, qfalse);
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite variance width in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
value = atof(token);
|
|
if (value < 0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite variance width in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
stage->ss->variance[0]=value;
|
|
|
|
token = COM_ParseExt( text, qfalse);
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite variance height in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
value = atof(token);
|
|
if (value < 0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite variance height in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
stage->ss->variance[1]=value;
|
|
return;
|
|
}
|
|
|
|
//
|
|
// hangdown
|
|
//
|
|
if (!Q_stricmp(param, "ssHangdown"))
|
|
{
|
|
if (stage->ss->facing != SURFSPRITE_FACING_NORMAL)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: Hangdown facing overrides previous facing in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
stage->ss->facing=SURFSPRITE_FACING_DOWN;
|
|
return;
|
|
}
|
|
|
|
//
|
|
// anyangle
|
|
//
|
|
if (!Q_stricmp(param, "ssAnyangle"))
|
|
{
|
|
if (stage->ss->facing != SURFSPRITE_FACING_NORMAL)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: Anyangle facing overrides previous facing in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
stage->ss->facing=SURFSPRITE_FACING_ANY;
|
|
return;
|
|
}
|
|
|
|
//
|
|
// faceup
|
|
//
|
|
if (!Q_stricmp(param, "ssFaceup"))
|
|
{
|
|
if (stage->ss->facing != SURFSPRITE_FACING_NORMAL)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: Faceup facing overrides previous facing in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
stage->ss->facing=SURFSPRITE_FACING_UP;
|
|
return;
|
|
}
|
|
|
|
//
|
|
// wind
|
|
//
|
|
if (!Q_stricmp(param, "ssWind"))
|
|
{
|
|
token = COM_ParseExt( text, qfalse);
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite wind in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
value = atof(token);
|
|
if (value < 0.0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite wind in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
stage->ss->wind=value;
|
|
if (stage->ss->windIdle <= 0)
|
|
{ // Also override the windidle, it usually is the same as wind
|
|
stage->ss->windIdle = value;
|
|
}
|
|
return;
|
|
}
|
|
|
|
//
|
|
// windidle
|
|
//
|
|
if (!Q_stricmp(param, "ssWindidle"))
|
|
{
|
|
token = COM_ParseExt( text, qfalse);
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite windidle in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
value = atof(token);
|
|
if (value < 0.0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite windidle in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
stage->ss->windIdle=value;
|
|
return;
|
|
}
|
|
|
|
//
|
|
// vertskew
|
|
//
|
|
if (!Q_stricmp(param, "ssVertskew"))
|
|
{
|
|
token = COM_ParseExt( text, qfalse);
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite vertskew in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
value = atof(token);
|
|
if (value < 0.0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite vertskew in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
stage->ss->vertSkew=value;
|
|
return;
|
|
}
|
|
|
|
//
|
|
// fxduration
|
|
//
|
|
if (!Q_stricmp(param, "ssFXDuration"))
|
|
{
|
|
token = COM_ParseExt( text, qfalse);
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite duration in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
value = atof(token);
|
|
if (value <= 0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite duration in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
stage->ss->fxDuration=value;
|
|
return;
|
|
}
|
|
|
|
//
|
|
// fxgrow
|
|
//
|
|
if (!Q_stricmp(param, "ssFXGrow"))
|
|
{
|
|
token = COM_ParseExt( text, qfalse);
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite grow width in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
value = atof(token);
|
|
if (value < 0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite grow width in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
stage->ss->fxGrow[0]=value;
|
|
|
|
token = COM_ParseExt( text, qfalse);
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite grow height in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
value = atof(token);
|
|
if (value < 0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite grow height in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
stage->ss->fxGrow[1]=value;
|
|
return;
|
|
}
|
|
|
|
//
|
|
// fxalpharange
|
|
//
|
|
if (!Q_stricmp(param, "ssFXAlphaRange"))
|
|
{
|
|
token = COM_ParseExt( text, qfalse);
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite fxalpha start in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
value = atof(token);
|
|
if (value < 0 || value > 1.0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite fxalpha start in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
stage->ss->fxAlphaStart=value;
|
|
|
|
token = COM_ParseExt( text, qfalse);
|
|
if (token[0]==0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing surfacesprite fxalpha end in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
value = atof(token);
|
|
if (value < 0 || value > 1.0)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid surfacesprite fxalpha end in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
stage->ss->fxAlphaEnd=value;
|
|
return;
|
|
}
|
|
|
|
//
|
|
// fxweather
|
|
//
|
|
if (!Q_stricmp(param, "ssFXWeather"))
|
|
{
|
|
if (stage->ss->surfaceSpriteType != SURFSPRITE_EFFECT)
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: weather applied to non-effect surfacesprite in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
stage->ss->surfaceSpriteType = SURFSPRITE_WEATHERFX;
|
|
return;
|
|
}
|
|
|
|
//
|
|
// invalid ss command.
|
|
//
|
|
VID_Printf( PRINT_WARNING, "WARNING: invalid optional surfacesprite param '%s' in shader '%s'\n", param, shader.name );
|
|
return;
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
ParseStage
|
|
===================
|
|
*/
|
|
static qboolean ParseStage( shaderStage_t *stage, const char **text )
|
|
{
|
|
char *token;
|
|
int depthMaskBits = GLS_DEPTHMASK_TRUE, blendSrcBits = 0, blendDstBits = 0, atestBits = 0, depthFuncBits = 0;
|
|
qboolean depthMaskExplicit = qfalse;
|
|
|
|
stage->active = true;
|
|
|
|
while ( 1 )
|
|
{
|
|
token = COM_ParseExt( text, qtrue );
|
|
if ( !token[0] )
|
|
{
|
|
VID_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] )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing parameter for 'map' keyword in shader '%s'\n", shader.name );
|
|
return qfalse;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "$whiteimage" ) )
|
|
{
|
|
stage->bundle[0].image = tr.whiteImage;
|
|
continue;
|
|
}
|
|
else if ( !Q_stricmp( token, "$lightmap" ) )
|
|
{
|
|
stage->bundle[0].isLightmap = true;
|
|
if ( shader.lightmapIndex[0] < 0 ) {
|
|
stage->bundle[0].image = tr.whiteImage;
|
|
#ifndef FINAL_BUILD
|
|
//VID_Printf( PRINT_WARNING, "WARNING: $lightmap requested but none available '%s'\n", shader.name );
|
|
#endif
|
|
} else {
|
|
stage->bundle[0].image = tr.lightmaps[shader.lightmapIndex[0]];
|
|
}
|
|
continue;
|
|
}
|
|
#ifdef _XBOX
|
|
else if ( !Q_stricmp( token, "$saveGameImage") )
|
|
{
|
|
stage->bundle[0].image = tr.saveGameImage;
|
|
continue;
|
|
}
|
|
#endif //_XBOX
|
|
else
|
|
{
|
|
stage->bundle[0].image = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, !shader.noTC, GL_REPEAT );
|
|
if ( !stage->bundle[0].image )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
#ifdef VV_LIGHTING
|
|
//
|
|
// specularmap <name>
|
|
//
|
|
else if ( !Q_stricmp( token, "specularmap" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( !token[0] )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing parameter for 'specularmap' keyword in shader '%s'\n", shader.name );
|
|
return qfalse;
|
|
}
|
|
|
|
stage->bundle[0].image = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, !shader.noTC, GL_REPEAT );
|
|
if ( !stage->bundle[0].image )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
|
|
return qfalse;
|
|
}
|
|
|
|
stage->isSpecular = qtrue;
|
|
|
|
shader.needsNormal = true;
|
|
shader.needsTangent = true;
|
|
}
|
|
#endif // VV_LIGHTING
|
|
//
|
|
// clampmap <name>
|
|
//
|
|
else if ( !Q_stricmp( token, "clampmap" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( !token[0] )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing parameter for 'clampmap' keyword in shader '%s'\n", shader.name );
|
|
return qfalse;
|
|
}
|
|
|
|
stage->bundle[0].image = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, !shader.noTC, GL_CLAMP );
|
|
if ( !stage->bundle[0].image )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
|
|
return qfalse;
|
|
}
|
|
}
|
|
//
|
|
// animMap[/clampanimMap] <frequency> <image1> .... <imageN>
|
|
//
|
|
else if ( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampanimMap" ) || !Q_stricmp( token, "oneshotanimMap" ))
|
|
{
|
|
#define MAX_IMAGE_ANIMATIONS 32
|
|
image_t *images[MAX_IMAGE_ANIMATIONS];
|
|
bool bClamp = !Q_stricmp( token, "clampanimMap" );
|
|
bool oneShot = !Q_stricmp( token, "oneshotanimMap" );
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( !token[0] )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing parameter for '%s' keyword in shader '%s'\n", (bClamp ? "animMap":"clampanimMap"), shader.name );
|
|
return qfalse;
|
|
}
|
|
stage->bundle[0].imageAnimationSpeed = atof( token );
|
|
stage->bundle[0].oneShotAnimMap = oneShot;
|
|
|
|
// 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 ) {
|
|
images[num] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, !shader.noTC, bClamp?GL_CLAMP:GL_REPEAT );
|
|
if ( !images[num] )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
|
|
return qfalse;
|
|
}
|
|
stage->bundle[0].numImageAnimations++;
|
|
}
|
|
}
|
|
// Copy image ptrs into an array of ptrs
|
|
stage->bundle[0].image = (image_t*) Hunk_Alloc( stage->bundle[0].numImageAnimations * sizeof( image_t* ), qfalse );
|
|
memcpy( stage->bundle[0].image, images, stage->bundle[0].numImageAnimations * sizeof( image_t* ) );
|
|
}
|
|
//#ifndef _XBOX
|
|
else if ( !Q_stricmp( token, "videoMap" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( !token[0] )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing parameter for 'videoMap' keyword in shader '%s'\n", shader.name );
|
|
return qfalse;
|
|
}
|
|
stage->bundle[0].videoMapHandle = CIN_PlayCinematic( token, 0, 0, 256, 256, (CIN_loop | CIN_silent | CIN_shader), NULL);
|
|
if (stage->bundle[0].videoMapHandle != -1) {
|
|
stage->bundle[0].isVideoMap = true;
|
|
stage->bundle[0].image = tr.scratchImage[stage->bundle[0].videoMapHandle];
|
|
}
|
|
}
|
|
//#endif
|
|
#ifdef _XBOX
|
|
//
|
|
// bumpmap <name>
|
|
//
|
|
else if ( !Q_stricmp( token, "bumpmap" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if( !token[0] )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing parameter for 'bumpmap' keyword in shader '%s'\n", shader.name );
|
|
return qfalse;
|
|
}
|
|
|
|
stage->bundle[0].image = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, 0, GL_REPEAT );
|
|
if ( !stage->bundle[0].image )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
|
|
return qfalse;
|
|
}
|
|
|
|
stage->isBumpMap = qtrue;
|
|
shader.isBumpMap = qtrue;
|
|
|
|
shader.needsNormal = true;
|
|
shader.needsTangent = true;
|
|
}
|
|
#endif
|
|
//
|
|
// alphafunc <func>
|
|
//
|
|
else if ( !Q_stricmp( token, "alphaFunc" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( !token[0] )
|
|
{
|
|
VID_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] )
|
|
{
|
|
VID_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 if ( !Q_stricmp( token, "disable" ) )
|
|
{
|
|
depthFuncBits = GLS_DEPTHTEST_DISABLE;
|
|
}
|
|
else
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: unknown depthfunc '%s' in shader '%s'\n", token, shader.name );
|
|
continue;
|
|
}
|
|
}
|
|
//
|
|
// detail
|
|
//
|
|
else if ( !Q_stricmp( token, "detail" ) )
|
|
{
|
|
stage->isDetail = true;
|
|
}
|
|
//
|
|
// blendfunc <srcFactor> <dstFactor>
|
|
// or blendfunc <add|filter|blend>
|
|
//
|
|
else if ( !Q_stricmp( token, "blendfunc" ) )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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" ) )
|
|
{
|
|
if (shader.lightmapIndex[0] == LIGHTMAP_NONE)
|
|
{
|
|
VID_Printf( PRINT_ERROR, "ERROR: rgbGen vertex used on a model! in shader '%s'\n", shader.name );
|
|
}
|
|
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, "lightingDiffuse" ) )
|
|
{
|
|
if (shader.lightmapIndex[0] != LIGHTMAP_NONE)
|
|
{
|
|
VID_Printf( PRINT_ERROR, "ERROR: rgbGen lightingDiffuse used on a misc_model! in shader '%s'\n", shader.name );
|
|
}
|
|
stage->rgbGen = CGEN_LIGHTING_DIFFUSE;
|
|
|
|
#ifdef _XBOX
|
|
shader.needsNormal = true;
|
|
#endif
|
|
}
|
|
else if ( !Q_stricmp( token, "lightingDiffuseEntity" ) )
|
|
{
|
|
if (shader.lightmapIndex[0] != LIGHTMAP_NONE)
|
|
{
|
|
VID_Printf( PRINT_ERROR, "ERROR: rgbGen lightingDiffuseEntity used on a misc_model! in shader '%s'\n", shader.name );
|
|
}
|
|
stage->rgbGen = CGEN_LIGHTING_DIFFUSE_ENTITY;
|
|
|
|
#ifdef _XBOX
|
|
shader.needsNormal = true;
|
|
#endif
|
|
}
|
|
else if ( !Q_stricmp( token, "oneMinusVertex" ) )
|
|
{
|
|
stage->rgbGen = CGEN_ONE_MINUS_VERTEX;
|
|
}
|
|
else
|
|
{
|
|
VID_Printf( PRINT_ERROR, "ERROR: 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 )
|
|
{
|
|
VID_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, "dot" ) )
|
|
{
|
|
stage->alphaGen = AGEN_DOT;
|
|
}
|
|
else if ( !Q_stricmp( token, "oneMinusDot" ) )
|
|
{
|
|
stage->alphaGen = AGEN_ONE_MINUS_DOT;
|
|
}
|
|
else if ( !Q_stricmp( token, "portal" ) )
|
|
{
|
|
stage->alphaGen = AGEN_PORTAL;
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
shader.portalRange = 256;
|
|
VID_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
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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;
|
|
#ifdef _XBOX
|
|
shader.needsNormal = true;
|
|
#endif
|
|
}
|
|
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" ) )
|
|
{
|
|
stage->bundle[0].tcGenVectors = ( vec3_t *) Hunk_Alloc( 2 * sizeof( vec3_t ), qfalse );
|
|
|
|
ParseVector( text, 3, stage->bundle[0].tcGenVectors[0] );
|
|
ParseVector( text, 3, stage->bundle[0].tcGenVectors[1] );
|
|
|
|
stage->bundle[0].tcGen = TCGEN_VECTOR;
|
|
}
|
|
else
|
|
{
|
|
VID_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;
|
|
}
|
|
// If this stage has glow...
|
|
else if ( Q_stricmp( token, "glow" ) == 0 )
|
|
{
|
|
stage->glow = true;
|
|
|
|
continue;
|
|
}
|
|
//
|
|
// surfaceSprites <type> ...
|
|
//
|
|
else if ( !Q_stricmp( token, "surfaceSprites" ) )
|
|
{
|
|
char buffer[1024] = "";
|
|
|
|
while ( 1 )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
break;
|
|
strcat( buffer, token );
|
|
strcat( buffer, " " );
|
|
}
|
|
|
|
ParseSurfaceSprites( buffer, stage );
|
|
|
|
continue;
|
|
}
|
|
//
|
|
// ssFademax <fademax>
|
|
// ssFadescale <fadescale>
|
|
// ssVariance <varwidth> <varheight>
|
|
// ssHangdown
|
|
// ssAnyangle
|
|
// ssFaceup
|
|
// ssWind <wind>
|
|
// ssWindIdle <windidle>
|
|
// ssDuration <duration>
|
|
// ssGrow <growwidth> <growheight>
|
|
// ssWeather
|
|
//
|
|
else if (!Q_stricmpn(token, "ss", 2)) // <--- NOTE ONLY COMPARING FIRST TWO LETTERS
|
|
{
|
|
char buffer[1024] = "";
|
|
char param[128];
|
|
strcpy(param,token);
|
|
|
|
while ( 1 )
|
|
{
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
break;
|
|
strcat( buffer, token );
|
|
strcat( buffer, " " );
|
|
}
|
|
|
|
ParseSurfaceSpritesOptional( param, buffer, stage );
|
|
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
VID_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( const char **text ) {
|
|
char *token;
|
|
deformStage_t *ds;
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: missing deform parm in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
|
|
if ( shader.numDeforms == MAX_SHADER_DEFORMS ) {
|
|
VID_Printf( PRINT_WARNING, "WARNING: MAX_SHADER_DEFORMS in '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
|
|
shader.deforms[ shader.numDeforms ] = (deformStage_t *)Hunk_Alloc( sizeof( deformStage_t ), qtrue );
|
|
|
|
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_t) (DEFORM_TEXT0 + n);
|
|
return;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "bulge" ) ) {
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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;
|
|
VID_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 )
|
|
{
|
|
VID_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 )
|
|
{
|
|
VID_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 ) {
|
|
VID_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;
|
|
}
|
|
|
|
VID_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 ) {
|
|
char *token;
|
|
const char *suf[6] = {"rt", "lf", "bk", "ft", "up", "dn"};
|
|
char pathname[MAX_QPATH];
|
|
int i;
|
|
|
|
shader.sky = (skyParms_t *)Hunk_Alloc( sizeof( skyParms_t ), qtrue );
|
|
|
|
// outerbox
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 ) {
|
|
VID_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", token, suf[i] );
|
|
shader.sky->outerbox[i] = R_FindImageFile( ( char * ) pathname, qtrue, qtrue, !shader.noTC, GL_CLAMP );
|
|
if ( !shader.sky->outerbox[i] ) {
|
|
if (i) {
|
|
shader.sky->outerbox[i] = shader.sky->outerbox[i-1];//not found, so let's use the previous image
|
|
}else{
|
|
shader.sky->outerbox[i] = tr.defaultImage;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// cloudheight
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 ) {
|
|
VID_Printf( PRINT_WARNING, "WARNING: 'skyParms' missing cloudheight 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 ( strcmp( token, "-" ) ) {
|
|
VID_Printf( PRINT_WARNING, "WARNING: in shader '%s' 'skyParms', innerbox is not supported!", shader.name);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
ParseSort
|
|
=================
|
|
*/
|
|
void ParseSort( const char **text )
|
|
{
|
|
char *token;
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 ) {
|
|
VID_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 if ( !Q_stricmp( token, "inside" ) ) {
|
|
shader.sort = SS_INSIDE;
|
|
} else if ( !Q_stricmp( token, "mid_inside" ) ) {
|
|
shader.sort = SS_MID_INSIDE;
|
|
} else if ( !Q_stricmp( token, "middle" ) ) {
|
|
shader.sort = SS_MIDDLE;
|
|
} else if ( !Q_stricmp( token, "mid_outside" ) ) {
|
|
shader.sort = SS_MID_OUTSIDE;
|
|
} else if ( !Q_stricmp( token, "outside" ) ) {
|
|
shader.sort = SS_OUTSIDE;
|
|
}
|
|
else
|
|
{
|
|
shader.sort = atof( token );
|
|
}
|
|
}
|
|
|
|
|
|
// this table is also present in q3map
|
|
|
|
typedef struct {
|
|
char *name;
|
|
int clearSolid, surfaceFlags, contents;
|
|
} infoParm_t;
|
|
|
|
|
|
const infoParm_t infoParms[] = {
|
|
// Game content Flags
|
|
{"nonsolid", ~CONTENTS_SOLID, 0, 0 }, // special hack to clear solid flag
|
|
{"nonopaque", ~CONTENTS_OPAQUE, 0, 0 }, // special hack to clear opaque flag
|
|
{"lava", ~CONTENTS_SOLID, 0, CONTENTS_LAVA }, // very damaging
|
|
{"slime", ~CONTENTS_SOLID, 0, CONTENTS_SLIME }, // mildly damaging
|
|
{"water", ~CONTENTS_SOLID, 0, CONTENTS_WATER },
|
|
{"fog", ~CONTENTS_SOLID, 0, CONTENTS_FOG}, // carves surfaces entering
|
|
{"shotclip", ~CONTENTS_SOLID, 0, CONTENTS_SHOTCLIP }, /* block shots, but not people */
|
|
{"playerclip", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_PLAYERCLIP }, /* block only the player */
|
|
{"monsterclip", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_MONSTERCLIP },
|
|
{"botclip", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_BOTCLIP }, /* NPC do not enter */
|
|
{"trigger", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_TRIGGER },
|
|
{"nodrop", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_NODROP }, // don't drop items or leave bodies (death fog, lava, etc)
|
|
{"terrain", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_TERRAIN }, /* use special terrain collsion */
|
|
{"ladder", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_LADDER }, // climb up in it like water
|
|
{"abseil", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_ABSEIL }, // can abseil down this brush
|
|
{"outside", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_OUTSIDE }, // volume is considered to be in the outside (i.e. not indoors)
|
|
{"inside", ~(CONTENTS_SOLID|CONTENTS_OPAQUE),0,CONTENTS_INSIDE }, // volume is considered to be inside (i.e. indoors)
|
|
|
|
{"detail", -1, 0, CONTENTS_DETAIL }, // don't include in structural bsp
|
|
{"trans", -1, 0, CONTENTS_TRANSLUCENT }, // surface has an alpha component
|
|
|
|
/* Game surface flags */
|
|
{"sky", -1, SURF_SKY, 0 }, /* emit light from an environment map */
|
|
{"slick", -1, SURF_SLICK, 0 },
|
|
|
|
{"nodamage", -1, SURF_NODAMAGE, 0 },
|
|
{"noimpact", -1, SURF_NOIMPACT, 0 }, /* don't make impact explosions or marks */
|
|
{"nomarks", -1, SURF_NOMARKS, 0 }, /* don't make impact marks, but still explode */
|
|
{"nodraw", -1, SURF_NODRAW, 0 }, /* don't generate a drawsurface (or a lightmap) */
|
|
{"nosteps", -1, SURF_NOSTEPS, 0 },
|
|
{"nodlight", -1, SURF_NODLIGHT, 0 }, /* don't ever add dynamic lights */
|
|
{"metalsteps", -1, SURF_METALSTEPS,0 },
|
|
{"nomiscents", -1, SURF_NOMISCENTS,0 }, /* No misc ents on this surface */
|
|
{"forcefield", -1, SURF_FORCEFIELD,0 },
|
|
{"forcesight", -1, SURF_FORCESIGHT,0 }, // only visible with force sight
|
|
};
|
|
|
|
|
|
/*
|
|
===============
|
|
ParseSurfaceParm
|
|
|
|
surfaceparm <name>
|
|
===============
|
|
*/
|
|
static void ParseSurfaceParm( const char **text ) {
|
|
char *token;
|
|
int numInfoParms = sizeof(infoParms) / sizeof(infoParms[0]);
|
|
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;
|
|
shader.contentFlags &= infoParms[i].clearSolid;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
ParseMaterial
|
|
=================
|
|
*/
|
|
const char *materialNames[MATERIAL_LAST] =
|
|
{
|
|
MATERIALS
|
|
};
|
|
|
|
static void ParseMaterial( const char **text )
|
|
{
|
|
char *token;
|
|
int i;
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
{
|
|
Com_Printf( S_COLOR_YELLOW "WARNING: missing material in shader '%s'\n", shader.name );
|
|
return;
|
|
}
|
|
for(i = 0; i < MATERIAL_LAST; i++)
|
|
{
|
|
if ( !stricmp( token, materialNames[i] ) )
|
|
{
|
|
shader.surfaceFlags &= ~MATERIAL_MASK;//safety, clear it first
|
|
shader.surfaceFlags |= i;
|
|
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( const char **text )
|
|
{
|
|
char *token;
|
|
int s = 0;
|
|
|
|
#ifdef _XBOX
|
|
shader.needsNormal = false;
|
|
shader.needsTangent = false;
|
|
#endif
|
|
|
|
token = COM_ParseExt( text, qtrue );
|
|
if ( token[0] != '{' )
|
|
{
|
|
VID_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] )
|
|
{
|
|
VID_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 ( !ParseStage( &stages[s], text ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
stages[s].active = true;
|
|
#ifndef _XBOX // GLOWXXX
|
|
if ( stages[s].glow )
|
|
{
|
|
shader.hasGlow = true;
|
|
}
|
|
#endif
|
|
s++;
|
|
continue;
|
|
}
|
|
// sun parms
|
|
else if ( !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "sun" )) {
|
|
float a, b;
|
|
|
|
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);
|
|
|
|
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 );
|
|
|
|
#ifdef _XBOX
|
|
Cvar_SetValue( "r_sundir_x", tr.sunDirection[0] );
|
|
Cvar_SetValue( "r_sundir_y", tr.sunDirection[1] );
|
|
Cvar_SetValue( "r_sundir_z", tr.sunDirection[2] );
|
|
#endif
|
|
}
|
|
else if ( !Q_stricmp( token, "deformVertexes" ) ) {
|
|
ParseDeform( text );
|
|
continue;
|
|
}
|
|
else if ( !Q_stricmp( token, "tesssize" ) ) {
|
|
SkipRestOfLine( text );
|
|
continue;
|
|
}
|
|
// skip stuff that only the QuakeEdRadient needs
|
|
else if ( !Q_stricmpn( token, "qer", 3 ) ) {
|
|
SkipRestOfLine( text );
|
|
continue;
|
|
}
|
|
// skip stuff that only the q3map needs
|
|
else if ( !Q_stricmpn( token, "q3map", 5 ) ) {
|
|
SkipRestOfLine( text );
|
|
continue;
|
|
}
|
|
// material deprecated as of 11 Jan 01
|
|
// material undeprecated as of 7 May 01 - q3map_material deprecated
|
|
else if ( !stricmp( token, "material" ) || !stricmp( token, "q3map_material" ) )
|
|
{
|
|
ParseMaterial( text );
|
|
}
|
|
// skip stuff that JK2 doesn't use
|
|
else if ( !Q_stricmp( token, "lightColor") ) {
|
|
SkipRestOfLine( text );
|
|
continue;
|
|
}
|
|
// surface parms
|
|
else if ( !Q_stricmp( token, "surfaceParm" ) ) {
|
|
ParseSurfaceParm( text );
|
|
continue;
|
|
}
|
|
// no mip maps
|
|
else if ( !Q_stricmp( token, "nomipmaps" ) )
|
|
{
|
|
shader.noMipMaps = true;
|
|
shader.noPicMip = true;
|
|
continue;
|
|
}
|
|
// no picmip adjustment
|
|
else if ( !Q_stricmp( token, "nopicmip" ) )
|
|
{
|
|
shader.noPicMip = true;
|
|
continue;
|
|
}
|
|
// polygonOffset
|
|
else if ( !Q_stricmp( token, "polygonOffset" ) )
|
|
{
|
|
shader.polygonOffset = true;
|
|
continue;
|
|
}
|
|
// polygonOffset
|
|
else if ( !Q_stricmp( token, "noTC" ) )
|
|
{
|
|
shader.noTC = true;
|
|
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 = true;
|
|
continue;
|
|
}
|
|
// fogParms
|
|
else if ( !Q_stricmp( token, "fogParms" ) )
|
|
{
|
|
shader.fogParms = (fogParms_t *)Hunk_Alloc( sizeof( fogParms_t ), qtrue );
|
|
if ( !ParseVector( text, 3, shader.fogParms->color ) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( !token[0] )
|
|
{
|
|
VID_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;
|
|
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 )
|
|
{
|
|
VID_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
|
|
{
|
|
VID_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;
|
|
}
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
//
|
|
// location hit mesh load
|
|
//
|
|
else if ( !Q_stricmp( token, "hitLocation" ) )
|
|
{
|
|
|
|
// grab the filename of the hit location texture
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
break;
|
|
continue;
|
|
}
|
|
//
|
|
// location hit material mesh load
|
|
//
|
|
else if ( !Q_stricmp( token, "hitMaterial" ) )
|
|
{
|
|
|
|
// grab the filename of the hit location texture
|
|
token = COM_ParseExt( text, qfalse );
|
|
if ( token[0] == 0 )
|
|
break;
|
|
continue;
|
|
|
|
}
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
else
|
|
{
|
|
VID_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.sky && !(shader.contentFlags & CONTENTS_FOG ) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
shader.explicitlyDefined = true;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
========================================================================================
|
|
|
|
SHADER OPTIMIZATION AND FOGGING
|
|
|
|
========================================================================================
|
|
*/
|
|
|
|
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;
|
|
}
|
|
|
|
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 == CGEN_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 ) );
|
|
memset( &stages[MAX_SHADER_STAGES-1], 0, sizeof( stages[0] ) );
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
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++;
|
|
}
|
|
|
|
newShader->sortedIndex = i+1;
|
|
tr.sortedShaders[i+1] = newShader;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
GeneratePermanentShader
|
|
====================
|
|
*/
|
|
static shader_t *GeneratePermanentShader( void ) {
|
|
shader_t *newShader;
|
|
int i, b;
|
|
int size;
|
|
|
|
if ( tr.numShaders == MAX_SHADERS ) {
|
|
tr.iNumDeniedShaders++;
|
|
VID_Printf( PRINT_WARNING, "WARNING: GeneratePermanentShader - MAX_SHADERS (%d) hit (overflowed by %d)\n", MAX_SHADERS, tr.iNumDeniedShaders);
|
|
return tr.defaultShader;
|
|
}
|
|
|
|
newShader = (shader_t *)Hunk_Alloc( sizeof( shader_t ), qtrue );
|
|
|
|
*newShader = shader;
|
|
|
|
if ( shader.sort <= /*SS_OPAQUE*/SS_SEE_THROUGH ) {
|
|
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++;
|
|
|
|
size = newShader->numUnfoggedPasses ? newShader->numUnfoggedPasses * sizeof( stages[0] ) : sizeof( stages[0] );
|
|
newShader->stages = (shaderStage_t *) Hunk_Alloc( size, qtrue );
|
|
|
|
for ( i = 0 ; i < newShader->numUnfoggedPasses ; i++ ) {
|
|
if ( !stages[i].active ) {
|
|
break;
|
|
}
|
|
newShader->stages[i] = stages[i];
|
|
|
|
for ( b = 0 ; b < NUM_TEXTURE_BUNDLES ; b++ ) {
|
|
if (newShader->stages[i].bundle[b].numTexMods)
|
|
{
|
|
size = newShader->stages[i].bundle[b].numTexMods * sizeof( texModInfo_t );
|
|
newShader->stages[i].bundle[b].texMods = (texModInfo_t *) Hunk_Alloc( size, qfalse );
|
|
memcpy( newShader->stages[i].bundle[b].texMods, stages[i].bundle[b].texMods, size );
|
|
}
|
|
else
|
|
{
|
|
newShader->stages[i].bundle[b].texMods = 0; //clear the globabl ptr jic
|
|
}
|
|
}
|
|
}
|
|
|
|
SortNewShader();
|
|
|
|
const int hash = generateHashValue(newShader->name);
|
|
newShader->next = sh_hashTable[hash];
|
|
sh_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.
|
|
|
|
OUTPUT: Number of stages after the collapse (in the case of surfacesprites this isn't one).
|
|
=================
|
|
*/
|
|
static int VertexLightingCollapse( void ) {
|
|
int stage, nextopenstage;
|
|
shaderStage_t *bestStage;
|
|
int bestImageRank;
|
|
int rank;
|
|
int finalstagenum=1;
|
|
|
|
// 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;
|
|
}
|
|
|
|
// SurfaceSprites are most certainly NOT desireable as the collapsed surface texture.
|
|
if ( pStage->ss && pStage->ss->surfaceSpriteType)
|
|
{
|
|
rank -= 1000;
|
|
}
|
|
|
|
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[0] == LIGHTMAP_NONE ) {
|
|
stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
|
|
#ifdef _XBOX
|
|
shader.needsNormal = true;
|
|
#endif
|
|
} 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, nextopenstage=1; stage < MAX_SHADER_STAGES; stage++ ) {
|
|
shaderStage_t *pStage = &stages[stage];
|
|
|
|
if ( !pStage->active ) {
|
|
break;
|
|
}
|
|
|
|
if (pStage->ss && pStage->ss->surfaceSpriteType)
|
|
{
|
|
// Copy this stage to the next open stage list (that is, we don't want any inactive stages before this one)
|
|
if (nextopenstage != stage)
|
|
{
|
|
stages[nextopenstage] = *pStage;
|
|
stages[nextopenstage].bundle[0] = pStage->bundle[0];
|
|
}
|
|
nextopenstage++;
|
|
finalstagenum++;
|
|
continue;
|
|
}
|
|
|
|
memset( pStage, 0, sizeof( *pStage ) );
|
|
}
|
|
|
|
return finalstagenum;
|
|
}
|
|
|
|
/*
|
|
=========================
|
|
FinishShader
|
|
|
|
Returns a freshly allocated shader with all the needed info
|
|
from the current global working shader
|
|
=========================
|
|
*/
|
|
static shader_t *FinishShader( void ) {
|
|
int stage, lmStage, stageIndex;
|
|
qboolean hasLightmapStage;
|
|
|
|
hasLightmapStage = qfalse;
|
|
|
|
//
|
|
// set sky stuff appropriate
|
|
//
|
|
if ( shader.sky ) {
|
|
shader.sort = SS_ENVIRONMENT;
|
|
}
|
|
|
|
//
|
|
// set polygon offset
|
|
//
|
|
if ( shader.polygonOffset && !shader.sort ) {
|
|
shader.sort = SS_DECAL;
|
|
}
|
|
|
|
for(lmStage=0;lmStage<MAX_SHADER_STAGES;lmStage++)
|
|
{
|
|
shaderStage_t *pStage = &stages[lmStage];
|
|
if (pStage->active && pStage->bundle[0].isLightmap)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (lmStage < MAX_SHADER_STAGES)
|
|
{
|
|
if (shader.lightmapIndex[0] == LIGHTMAP_BY_VERTEX)
|
|
{
|
|
if (lmStage == 0) //< MAX_SHADER_STAGES-1)
|
|
{//copy the rest down over the lightmap slot
|
|
memmove(&stages[lmStage], &stages[lmStage+1], sizeof(shaderStage_t) * (MAX_SHADER_STAGES-lmStage-1));
|
|
memset(&stages[MAX_SHADER_STAGES-1], 0, sizeof(shaderStage_t));
|
|
//change blending on the moved down stage
|
|
stages[lmStage].stateBits = GLS_DEFAULT;
|
|
}
|
|
//change anything that was moved down (or the *white if LM is first) to use vertex color
|
|
stages[lmStage].rgbGen = CGEN_EXACT_VERTEX;
|
|
stages[lmStage].alphaGen = AGEN_SKIP;
|
|
lmStage = MAX_SHADER_STAGES; //skip the style checking below
|
|
}
|
|
}
|
|
|
|
if (lmStage < MAX_SHADER_STAGES)// && !r_fullbright->value)
|
|
{
|
|
int numStyles;
|
|
int i;
|
|
|
|
for(numStyles=0;numStyles<MAXLIGHTMAPS;numStyles++)
|
|
{
|
|
if (shader.styles[numStyles] >= LS_UNUSED)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
numStyles--;
|
|
if (numStyles > 0)
|
|
{
|
|
for(i=MAX_SHADER_STAGES-1;i>lmStage+numStyles;i--)
|
|
{
|
|
stages[i] = stages[i-numStyles];
|
|
}
|
|
|
|
for(i=0;i<numStyles;i++)
|
|
{
|
|
stages[lmStage+i+1] = stages[lmStage];
|
|
if (shader.lightmapIndex[i+1] == LIGHTMAP_BY_VERTEX)
|
|
{
|
|
stages[lmStage+i+1].bundle[0].image = tr.whiteImage;
|
|
}
|
|
else if (shader.lightmapIndex[i+1] < 0)
|
|
{
|
|
Com_Error( ERR_DROP, "FinishShader: light style with no light map or vertex color for shader %s", shader.name);
|
|
}
|
|
else
|
|
{
|
|
stages[lmStage+i+1].bundle[0].image = tr.lightmaps[shader.lightmapIndex[i+1]];
|
|
stages[lmStage+i+1].bundle[0].tcGen = (texCoordGen_t)(TCGEN_LIGHTMAP+i+1);
|
|
}
|
|
stages[lmStage+i+1].rgbGen = CGEN_LIGHTMAPSTYLE;
|
|
stages[lmStage+i+1].stateBits &= ~(GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS);
|
|
stages[lmStage+i+1].stateBits |= GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE;
|
|
}
|
|
}
|
|
|
|
for(i=0;i<=numStyles;i++)
|
|
{
|
|
stages[lmStage+i].lightmapStyle = shader.styles[i];
|
|
}
|
|
}
|
|
|
|
//
|
|
// set appropriate stage information
|
|
//
|
|
stageIndex = 0;
|
|
for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) {
|
|
shaderStage_t *pStage = &stages[stage];
|
|
|
|
if ( !pStage->active ) {
|
|
break;
|
|
}
|
|
|
|
// check for a missing texture
|
|
if ( !pStage->bundle[0].image ) {
|
|
VID_Printf( PRINT_WARNING, "Shader %s has a stage with no image\n", shader.name );
|
|
pStage->active = false;
|
|
break;
|
|
}
|
|
|
|
//
|
|
// ditch this stage if it's detail and detail textures are disabled
|
|
//
|
|
if ( pStage->isDetail && !r_detailTextures->integer ) {
|
|
if ( stage < ( MAX_SHADER_STAGES - 1 ) ) {
|
|
memmove( pStage, pStage + 1, sizeof( *pStage ) * ( MAX_SHADER_STAGES - stage - 1 ) );
|
|
memset( pStage + ( MAX_SHADER_STAGES - stage - 1 ), 0, sizeof( *pStage ) ); //clear the last one moved down
|
|
stage--; //look at this stage next time around
|
|
}
|
|
continue;
|
|
}
|
|
|
|
pStage->index = stageIndex;
|
|
|
|
//
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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
|
|
{
|
|
if (( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE ))
|
|
{
|
|
// GL_ONE GL_ONE needs to come a bit later
|
|
shader.sort = SS_BLEND1;
|
|
}
|
|
else
|
|
{
|
|
shader.sort = SS_BLEND0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//rww - begin hw fog
|
|
if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_ONE|GLS_DSTBLEND_ONE))
|
|
{
|
|
pStage->mGLFogColorOverride = GLFOGOVERRIDE_BLACK;
|
|
}
|
|
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_SRC_ALPHA|GLS_DSTBLEND_ONE) &&
|
|
pStage->alphaGen == AGEN_LIGHTING_SPECULAR && stage)
|
|
{
|
|
pStage->mGLFogColorOverride = GLFOGOVERRIDE_BLACK;
|
|
}
|
|
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_ZERO|GLS_DSTBLEND_ZERO))
|
|
{
|
|
pStage->mGLFogColorOverride = GLFOGOVERRIDE_WHITE;
|
|
}
|
|
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_ONE|GLS_DSTBLEND_ZERO))
|
|
{
|
|
pStage->mGLFogColorOverride = GLFOGOVERRIDE_WHITE;
|
|
}
|
|
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == 0 && stage)
|
|
{ //
|
|
pStage->mGLFogColorOverride = GLFOGOVERRIDE_WHITE;
|
|
}
|
|
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == 0 && pStage->bundle[0].isLightmap && stage < MAX_SHADER_STAGES-1 &&
|
|
stages[stage+1].bundle[0].isLightmap)
|
|
{ // multiple light map blending
|
|
pStage->mGLFogColorOverride = GLFOGOVERRIDE_WHITE;
|
|
}
|
|
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_DST_COLOR|GLS_DSTBLEND_ZERO) && pStage->bundle[0].isLightmap)
|
|
{ //I don't know, it works. -rww
|
|
pStage->mGLFogColorOverride = GLFOGOVERRIDE_WHITE;
|
|
}
|
|
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_DST_COLOR|GLS_DSTBLEND_ZERO))
|
|
{ //I don't know, it works. -rww
|
|
pStage->mGLFogColorOverride = GLFOGOVERRIDE_BLACK;
|
|
}
|
|
else if ((pStage->stateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_ONE|GLS_DSTBLEND_ONE_MINUS_SRC_COLOR))
|
|
{ //I don't know, it works. -rww
|
|
pStage->mGLFogColorOverride = GLFOGOVERRIDE_BLACK;
|
|
}
|
|
else
|
|
{
|
|
pStage->mGLFogColorOverride = GLFOGOVERRIDE_NONE;
|
|
}
|
|
//rww - end hw fog
|
|
|
|
stageIndex++;
|
|
}
|
|
|
|
// 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 ) ) {
|
|
stage = VertexLightingCollapse();
|
|
hasLightmapStage = qfalse;
|
|
}
|
|
|
|
//
|
|
// look for multitexture potential
|
|
//
|
|
if ( stage > 1 && CollapseMultitexture() ) {
|
|
stage--;
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
for(int i = 0; i < MAX_SHADER_STAGES; i++)
|
|
{
|
|
if(stages[i].isBumpMap)
|
|
{
|
|
// Bumpmap can't be the first stage
|
|
assert(i > 0);
|
|
|
|
if(stages[i - 1].bundle[1].image)
|
|
{
|
|
// Previous stage has already been collapsed
|
|
stages[i].bundle[1] = stages[i].bundle[0];
|
|
stages[i].bundle[0] = stages[i - 1].bundle[0];
|
|
}
|
|
else
|
|
{
|
|
stages[i - 1].bundle[1] = stages[i].bundle[0];
|
|
stages[i - 1].isBumpMap = qtrue;
|
|
|
|
// move down subsequent shaders
|
|
memmove( &stages[i], &stages[i+1], sizeof( stages[i-1] ) * ( MAX_SHADER_STAGES - 2 ) );
|
|
memset( &stages[MAX_SHADER_STAGES-1], 0, sizeof( stages[i-1] ) );
|
|
|
|
stage--;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
if ( shader.lightmapIndex[0] >= 0 && !hasLightmapStage ) {
|
|
VID_Printf( PRINT_ERROR, "ERROR: shader '%s' has lightmap but no lightmap stage!\n", shader.name );
|
|
memcpy(shader.lightmapIndex, lightmapsNone, sizeof(shader.lightmapIndex));
|
|
memcpy(shader.styles, stylesDefault, sizeof(shader.styles));
|
|
}
|
|
|
|
|
|
//
|
|
// compute number of passes
|
|
//
|
|
shader.numUnfoggedPasses = stage;
|
|
|
|
// fogonly shaders don't have any normal passes
|
|
if ( stage == 0 ) {
|
|
shader.sort = SS_FOG;
|
|
}
|
|
|
|
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 ) {
|
|
char *p = s_shaderText;
|
|
|
|
if ( !p ) {
|
|
return NULL;
|
|
}
|
|
|
|
#ifdef USE_STL_FOR_SHADER_LOOKUPS
|
|
|
|
char sLowerCaseName[MAX_QPATH];
|
|
Q_strncpyz(sLowerCaseName,shadername,sizeof(sLowerCaseName));
|
|
strlwr(sLowerCaseName); // Q_strlwr is pretty gay, so I'm not using it
|
|
|
|
return ShaderEntryPtrs_Lookup(sLowerCaseName);
|
|
|
|
#else
|
|
|
|
char *token;
|
|
|
|
// look for label
|
|
// note that this could get confused if a shader name is used inside
|
|
// another shader definition
|
|
while ( 1 ) {
|
|
|
|
token = COM_ParseExt( &p, qtrue );
|
|
if ( token[0] == 0 ) {
|
|
break;
|
|
}
|
|
|
|
if ( token[0] == '{' ) {
|
|
// skip the definition
|
|
SkipBracedSection( &p );
|
|
} else if ( !Q_stricmp( token, shadername ) ) {
|
|
return p;
|
|
} else {
|
|
// skip to end of line
|
|
SkipRestOfLine( &p );
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
|
|
#endif
|
|
}
|
|
|
|
inline qboolean IsShader(shader_t *sh, const char *name, const int *lightmapIndex, const byte *styles)
|
|
{
|
|
int i;
|
|
|
|
if (Q_stricmp(sh->name, name))
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if (!sh->defaultShader)
|
|
{
|
|
for(i=0;i<MAXLIGHTMAPS;i++)
|
|
{
|
|
if (sh->lightmapIndex[i] != lightmapIndex[i])
|
|
{
|
|
return qfalse;
|
|
}
|
|
if (sh->styles[i] != styles[i])
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_FindLightmap ( needed for -external LMs created by ydnar's q3map2 )
|
|
given a (potentially erroneous) lightmap index, attempts to load
|
|
an external lightmap image and/or sets the index to a valid number
|
|
===============
|
|
*/
|
|
#define EXTERNAL_LIGHTMAP "lm_%04d.tga" // THIS MUST BE IN SYNC WITH Q3MAP2
|
|
static inline const int *R_FindLightmap( const int *lightmapIndex )
|
|
{
|
|
image_t *image;
|
|
char fileName[ MAX_QPATH ];
|
|
|
|
// don't bother with vertex lighting
|
|
if( *lightmapIndex < 0 )
|
|
return lightmapIndex;
|
|
|
|
// does this lightmap already exist?
|
|
if( *lightmapIndex < tr.numLightmaps && tr.lightmaps[ *lightmapIndex ] != NULL )
|
|
return lightmapIndex;
|
|
|
|
// bail if no world dir
|
|
if( tr.worldDir == NULL )
|
|
{
|
|
return lightmapsVertex;
|
|
}
|
|
|
|
// sync up render thread, because we're going to have to load an image
|
|
//R_SyncRenderThread();
|
|
|
|
// attempt to load an external lightmap
|
|
sprintf( fileName, "$%s/" EXTERNAL_LIGHTMAP, tr.worldDir, *lightmapIndex );
|
|
image = R_FindImageFile( fileName, qfalse, qfalse, r_ext_compressed_lightmaps->integer, GL_CLAMP );
|
|
if( image == NULL )
|
|
{
|
|
return lightmapsVertex;
|
|
}
|
|
|
|
// add it to the lightmap list
|
|
if( *lightmapIndex >= tr.numLightmaps )
|
|
tr.numLightmaps = *lightmapIndex + 1;
|
|
tr.lightmaps[ *lightmapIndex ] = image;
|
|
return lightmapIndex;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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, const int *lightmapIndex, const byte *styles, qboolean mipRawImage ) {
|
|
char strippedName[MAX_QPATH];
|
|
int hash;
|
|
const char *shaderText;
|
|
image_t *image;
|
|
shader_t *sh;
|
|
|
|
if ( strlen( name ) >= MAX_QPATH ) {
|
|
Com_Printf( S_COLOR_RED"Shader name exceeds MAX_QPATH! %s\n",name );
|
|
return tr.defaultShader;
|
|
}
|
|
if ( name[0] == 0 ) {
|
|
return tr.defaultShader;
|
|
}
|
|
|
|
// use (fullbright) vertex lighting if the bsp file doesn't have
|
|
// lightmaps
|
|
/* if ( lightmapIndex[0] >= 0 && lightmapIndex[0] >= tr.numLightmaps ) {
|
|
lightmapIndex = lightmapsVertex;
|
|
}
|
|
*/
|
|
lightmapIndex = R_FindLightmap(lightmapIndex);
|
|
|
|
COM_StripExtension( name, strippedName );
|
|
|
|
hash = generateHashValue(strippedName);
|
|
|
|
//
|
|
// see if the shader is already loaded
|
|
//
|
|
for (sh=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 (IsShader(sh, strippedName, lightmapIndex, styles))
|
|
{ // match found
|
|
return sh;
|
|
}
|
|
}
|
|
|
|
// make sure the render thread is stopped, because we are probably
|
|
// going to have to upload an image
|
|
//R_SyncRenderThread();
|
|
|
|
// clear the global shader
|
|
ClearGlobalShader();
|
|
Q_strncpyz(shader.name, strippedName, sizeof(shader.name));
|
|
memcpy(shader.lightmapIndex, lightmapIndex, sizeof(shader.lightmapIndex));
|
|
memcpy(shader.styles, styles, sizeof(shader.styles));
|
|
|
|
//
|
|
// attempt to define shader from an explicit parameter file
|
|
//
|
|
shaderText = FindShaderInShaderText( strippedName );
|
|
if ( shaderText ) {
|
|
if ( !ParseShader( &shaderText ) ) {
|
|
// had errors, so use default shader
|
|
shader.defaultShader = true;
|
|
}
|
|
sh = FinishShader();
|
|
return sh;
|
|
}
|
|
|
|
|
|
//
|
|
// if not defined in the in-memory shader descriptions,
|
|
// look for a single TGA, BMP, or PCX
|
|
//
|
|
image = R_FindImageFile( name, mipRawImage, mipRawImage, qtrue, mipRawImage ? GL_REPEAT : GL_CLAMP );
|
|
if ( !image ) {
|
|
if (strncmp(name, "levelshots", 10 ) && strcmp(name, "*off"))
|
|
{ //hide these warnings
|
|
VID_Printf( PRINT_WARNING, "WARNING: Couldn't find image for shader %s\n", name );
|
|
}
|
|
shader.defaultShader = true;
|
|
return FinishShader();
|
|
}
|
|
|
|
//
|
|
// create the default shading commands
|
|
//
|
|
if ( shader.lightmapIndex[0] == LIGHTMAP_NONE ) {
|
|
// dynamic colors at vertexes
|
|
stages[0].bundle[0].image = image;
|
|
stages[0].active = true;
|
|
stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
|
|
stages[0].stateBits = GLS_DEFAULT;
|
|
#ifdef _XBOX
|
|
shader.needsNormal = true;
|
|
#endif
|
|
} else if ( shader.lightmapIndex[0] == LIGHTMAP_BY_VERTEX ) {
|
|
// explicit colors at vertexes
|
|
stages[0].bundle[0].image = image;
|
|
stages[0].active = true;
|
|
stages[0].rgbGen = CGEN_EXACT_VERTEX;
|
|
stages[0].alphaGen = AGEN_SKIP;
|
|
stages[0].stateBits = GLS_DEFAULT;
|
|
} else if ( shader.lightmapIndex[0] == LIGHTMAP_2D ) {
|
|
// GUI elements
|
|
stages[0].bundle[0].image = image;
|
|
stages[0].active = true;
|
|
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[0] == LIGHTMAP_WHITEIMAGE ) {
|
|
// fullbright level
|
|
stages[0].bundle[0].image = tr.whiteImage;
|
|
stages[0].active = true;
|
|
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
|
|
stages[0].stateBits = GLS_DEFAULT;
|
|
|
|
stages[1].bundle[0].image = image;
|
|
stages[1].active = true;
|
|
stages[1].rgbGen = CGEN_IDENTITY;
|
|
stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
|
|
} else {
|
|
// two pass lightmap
|
|
stages[0].bundle[0].image = tr.lightmaps[shader.lightmapIndex[0]];
|
|
stages[0].bundle[0].isLightmap = true;
|
|
stages[0].active = true;
|
|
stages[0].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation
|
|
// for identitylight
|
|
// light map 0 should always be style 0, which means
|
|
// that this will always be on
|
|
stages[0].stateBits = GLS_DEFAULT;
|
|
|
|
stages[1].bundle[0].image = image;
|
|
stages[1].active = true;
|
|
stages[1].rgbGen = CGEN_IDENTITY;
|
|
stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
|
|
}
|
|
|
|
return FinishShader();
|
|
}
|
|
|
|
/*
|
|
====================
|
|
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;
|
|
|
|
sh = R_FindShader( name, lightmaps2d, stylesDefault, 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;
|
|
|
|
sh = R_FindShader( name, lightmaps2d, stylesDefault, 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 ) {
|
|
VID_Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader );
|
|
return tr.defaultShader;
|
|
}
|
|
if ( hShader >= tr.numShaders ) {
|
|
VID_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;
|
|
|
|
VID_Printf (PRINT_ALL, "-----------------------\n");
|
|
|
|
count = 0;
|
|
for ( i = 0 ; i < tr.numShaders ; i++ ) {
|
|
if ( Cmd_Argc() > 1 ) {
|
|
shader = tr.sortedShaders[i];
|
|
} else {
|
|
shader = tr.shaders[i];
|
|
}
|
|
|
|
VID_Printf( PRINT_ALL, "%i ", shader->numUnfoggedPasses );
|
|
|
|
if (shader->lightmapIndex[0] >= 0 ) {
|
|
VID_Printf (PRINT_ALL, "L ");
|
|
} else {
|
|
VID_Printf (PRINT_ALL, " ");
|
|
}
|
|
if ( shader->multitextureEnv == GL_ADD ) {
|
|
VID_Printf( PRINT_ALL, "MT(a) " );
|
|
} else if ( shader->multitextureEnv == GL_MODULATE ) {
|
|
VID_Printf( PRINT_ALL, "MT(m) " );
|
|
} else if ( shader->multitextureEnv == GL_DECAL ) {
|
|
VID_Printf( PRINT_ALL, "MT(d) " );
|
|
} else {
|
|
VID_Printf( PRINT_ALL, " " );
|
|
}
|
|
if ( shader->explicitlyDefined ) {
|
|
VID_Printf( PRINT_ALL, "E " );
|
|
} else {
|
|
VID_Printf( PRINT_ALL, " " );
|
|
}
|
|
|
|
if ( shader->sky )
|
|
{
|
|
VID_Printf( PRINT_ALL, "sky " );
|
|
} else {
|
|
VID_Printf( PRINT_ALL, "gen " );
|
|
}
|
|
if ( shader->defaultShader ) {
|
|
VID_Printf (PRINT_ALL, ": %s (DEFAULTED)\n", shader->name);
|
|
} else {
|
|
VID_Printf (PRINT_ALL, ": %s\n", shader->name);
|
|
}
|
|
count++;
|
|
}
|
|
VID_Printf (PRINT_ALL, "%i total shaders\n", count);
|
|
VID_Printf (PRINT_ALL, "------------------\n");
|
|
}
|
|
|
|
|
|
|
|
#ifdef USE_STL_FOR_SHADER_LOOKUPS
|
|
// setup my STL shortcut list as to where all the shaders are, saves re-parsing every line for every .TGA request.
|
|
//
|
|
static void SetupShaderEntryPtrs(void)
|
|
{
|
|
const char *p = s_shaderText;
|
|
char *token;
|
|
|
|
ShaderEntryPtrs_Clear(); // extra safe, though done elsewhere already
|
|
|
|
if ( !p )
|
|
return;
|
|
|
|
while (1)
|
|
{
|
|
token = COM_ParseExt( &p, qtrue );
|
|
if ( token[0] == 0 )
|
|
break; // EOF
|
|
|
|
if ( token[0] == '{' ) // '}' // counterbrace for matching
|
|
{
|
|
SkipBracedSection( &p );
|
|
}
|
|
else
|
|
{
|
|
strlwr(token); // token is always a ptr to com_token here, not the original buffer.
|
|
// (Not that it matters, except for reasons of speed by not strlwr'ing the whole buffer)
|
|
|
|
// token = a string of this shader name, p = ptr within s_shadertext it's found at, so store it...
|
|
//
|
|
ShaderEntryPtrs_Insert(token,p);
|
|
SkipRestOfLine( &p ); // now legally skip over this name and go get the next one
|
|
}
|
|
}
|
|
|
|
//VID_Printf( PRINT_DEVELOPER, "SetupShaderEntryPtrs(): Stored %d shader ptrs\n",ShaderEntryPtrs_Size() );
|
|
}
|
|
#endif
|
|
|
|
|
|
/*
|
|
====================
|
|
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 1024
|
|
static void ScanAndLoadShaderFiles( void )
|
|
{
|
|
char **shaderFiles;
|
|
char *buffers[MAX_SHADER_FILES];
|
|
int bufferSizes[MAX_SHADER_FILES];
|
|
int numShaders;
|
|
int i;
|
|
long sum = 0;
|
|
|
|
// scan for shader files
|
|
shaderFiles = FS_ListFiles( "shaders", ".shader", &numShaders );
|
|
|
|
if ( !shaderFiles || !numShaders )
|
|
{
|
|
VID_Printf( PRINT_WARNING, "WARNING: no shader files found\n" );
|
|
return;
|
|
}
|
|
|
|
if ( numShaders > MAX_SHADER_FILES ) {
|
|
numShaders = MAX_SHADER_FILES;
|
|
}
|
|
|
|
// load and store shader files
|
|
for ( i = 0; i < numShaders; i++ )
|
|
{
|
|
char filename[MAX_QPATH];
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "shaders/%s", shaderFiles[i] );
|
|
//VID_Printf( PRINT_DEVELOPER, "...loading '%s'\n", filename );
|
|
// Looks like stripping out crap in the shaders will save about 200k
|
|
FS_ReadFile( filename, (void **)&buffers[i] );
|
|
if ( !buffers[i] ) {
|
|
Com_Error( ERR_DROP, "Couldn't load %s", filename );
|
|
}
|
|
sum += (bufferSizes[i] = COM_Compress( buffers[i] ));
|
|
}
|
|
|
|
// free up memory
|
|
FS_FreeFileList( shaderFiles );
|
|
|
|
// build single large buffer
|
|
s_shaderText = (char *) Hunk_Alloc( sum + numShaders*2, qtrue );
|
|
|
|
// free in reverse order, so the temp files are all dumped
|
|
for ( i = numShaders - 1, sum = 0; i >= 0 ; i-- ) {
|
|
strcat( s_shaderText + sum, "\n" );
|
|
strcat( s_shaderText + sum, buffers[i] );
|
|
sum += bufferSizes[i];
|
|
FS_FreeFile( buffers[i] );
|
|
}
|
|
|
|
#ifdef USE_STL_FOR_SHADER_LOOKUPS
|
|
SetupShaderEntryPtrs();
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_CreateBlendedShader
|
|
|
|
This takes 4 shaders (one per corner of a quad) and creates a blended shader the fades the textures over
|
|
eg.
|
|
if [A][A]
|
|
[B][B]
|
|
then the shader would be texture A at the top fading to texture B at the bottom
|
|
|
|
This is highly biased towards terrain shaders ie vertex lit surfaces
|
|
====================
|
|
*/
|
|
|
|
static void R_CopyStage(shaderStage_t *orig, shaderStage_t *stage)
|
|
{
|
|
// Assumption: this stage has not been collapsed
|
|
*stage = *orig; //Just copy the whole thing!
|
|
|
|
if (orig->ss)
|
|
{ //definitely need our own copy of SS so we can modify it
|
|
stage->ss = (surfaceSprite_t *)Hunk_Alloc( sizeof( surfaceSprite_t ), qtrue );
|
|
memcpy( stage->ss, orig->ss, sizeof( surfaceSprite_t ) );
|
|
}
|
|
}
|
|
|
|
static void R_CreateBlendedStage(qhandle_t handle, int idx)
|
|
{
|
|
shader_t *work;
|
|
|
|
work = R_GetShaderByHandle(handle);
|
|
R_CopyStage(work->stages, stages + idx);
|
|
stages[idx].rgbGen = CGEN_EXACT_VERTEX;
|
|
stages[idx].alphaGen = AGEN_BLEND;
|
|
stages[idx].stateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHMASK_TRUE;
|
|
|
|
if (stages[idx].ss)
|
|
{
|
|
stages[idx].ss->density *= 0.33f;
|
|
}
|
|
}
|
|
|
|
static qhandle_t R_MergeShaders(const char *blendedName, qhandle_t a, qhandle_t b, qhandle_t c, bool surfaceSprites)
|
|
{
|
|
shader_t *blended;
|
|
shader_t *work;
|
|
int current, i;
|
|
|
|
// Set up default parameters
|
|
ClearGlobalShader();
|
|
Q_strncpyz(shader.name, blendedName, sizeof(shader.name));
|
|
memcpy(shader.lightmapIndex, lightmapsVertex, sizeof(shader.lightmapIndex));
|
|
memcpy(shader.styles, stylesDefault, sizeof(shader.styles));
|
|
shader.fogPass = FP_EQUAL;
|
|
|
|
// Get the top left shader and set it up as pass 0 - it should be completely opaque
|
|
work = R_GetShaderByHandle(c);
|
|
stages[0].active = true;
|
|
R_CopyStage(&work->stages[0], stages);
|
|
stages[0].rgbGen = CGEN_EXACT_VERTEX;
|
|
stages[0].alphaGen = AGEN_BLEND;
|
|
stages[0].stateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK_TRUE;
|
|
shader.multitextureEnv = work->multitextureEnv; //jic
|
|
|
|
// Go through the other verts and add a pass
|
|
R_CreateBlendedStage(a, 1);
|
|
R_CreateBlendedStage(b, 2);
|
|
|
|
if ( surfaceSprites )
|
|
{
|
|
current = 3;
|
|
work = R_GetShaderByHandle(a);
|
|
for(i=1;(i<work->numUnfoggedPasses && current<MAX_SHADER_STAGES);i++)
|
|
{
|
|
if (work->stages[i].ss)
|
|
{
|
|
stages[current] = work->stages[i];
|
|
// stages[current].ss->density *= 0.33f;
|
|
stages[current].ss->density *= 3;
|
|
current++;
|
|
}
|
|
}
|
|
|
|
work = R_GetShaderByHandle(b);
|
|
for(i=1;(i<work->numUnfoggedPasses && current<MAX_SHADER_STAGES);i++)
|
|
{
|
|
if (work->stages[i].ss)
|
|
{
|
|
stages[current] = work->stages[i];
|
|
// stages[current].ss->density *= 0.33f;
|
|
stages[current].ss->density *= 3;
|
|
current++;
|
|
}
|
|
}
|
|
|
|
work = R_GetShaderByHandle(c);
|
|
for(i=1;(i<work->numUnfoggedPasses && current<MAX_SHADER_STAGES);i++)
|
|
{
|
|
if (work->stages[i].ss)
|
|
{
|
|
stages[current] = work->stages[i];
|
|
// stages[current].ss->density *= 0.33f;
|
|
stages[current].ss->density *= 3;
|
|
current++;
|
|
}
|
|
}
|
|
}
|
|
|
|
blended = FinishShader();
|
|
return(blended->index);
|
|
}
|
|
|
|
|
|
// Create a 3 pass shader - the last 2 passes are alpha'd out
|
|
|
|
qhandle_t R_CreateBlendedShader(qhandle_t a, qhandle_t b, qhandle_t c, bool surfaceSprites )
|
|
{
|
|
qhandle_t blended;
|
|
shader_t *work;
|
|
char blendedName[MAX_QPATH];
|
|
char extendedName[MAX_QPATH + MAX_QPATH];
|
|
|
|
Com_sprintf(blendedName, MAX_QPATH, "blend(%d,%d,%d)", a, b, c);
|
|
if (!surfaceSprites)
|
|
{
|
|
strcat(blendedName, "noSS");
|
|
}
|
|
|
|
// Find if this shader has already been created
|
|
R_CreateExtendedName(extendedName, blendedName, lightmapsVertex, stylesDefault);
|
|
work = sh_hashTable[generateHashValue(extendedName/*, FILE_HASH_SIZE*/)];
|
|
for ( ; work; work = work->next)
|
|
{
|
|
if (Q_stricmp(work->name, extendedName) == 0)
|
|
{
|
|
return work->index;
|
|
}
|
|
}
|
|
|
|
// Create new shader if it doesn't already exist
|
|
blended = R_MergeShaders(extendedName, a, b, c, surfaceSprites);
|
|
return(blended);
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CreateInternalShaders
|
|
====================
|
|
*/
|
|
static void CreateInternalShaders( void ) {
|
|
tr.numShaders = 0;
|
|
tr.iNumDeniedShaders = 0;
|
|
|
|
// init the default shader
|
|
memset( &shader, 0, sizeof( shader ) );
|
|
memset( &stages, 0, sizeof( stages ) );
|
|
|
|
Q_strncpyz( shader.name, "<default>", sizeof( shader.name ) );
|
|
|
|
memcpy(shader.lightmapIndex, lightmapsNone, sizeof(shader.lightmapIndex));
|
|
memcpy(shader.styles, stylesDefault, sizeof(shader.styles));
|
|
for ( int i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
|
|
stages[i].bundle[0].texMods = texMods[i];
|
|
}
|
|
stages[0].bundle[0].image = tr.defaultImage;
|
|
stages[0].active = true;
|
|
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_BANNER; //SS_STENCIL_SHADOW;
|
|
tr.shadowShader = FinishShader();
|
|
|
|
// distortion shader is just a marker
|
|
Q_strncpyz( shader.name, "internal_distortion", sizeof( shader.name ) );
|
|
shader.sort = SS_BLEND0;
|
|
shader.defaultShader = false;
|
|
tr.distortionShader = FinishShader();
|
|
shader.defaultShader = true;
|
|
|
|
|
|
#ifndef _XBOX // GLOWXXX
|
|
#define GL_PROGRAM_ERROR_STRING_ARB 0x8874
|
|
#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B
|
|
|
|
// Allocate and Load the global 'Glow' Vertex Program. - AReis
|
|
if ( qglGenProgramsARB )
|
|
{
|
|
qglGenProgramsARB( 1, &tr.glowVShader );
|
|
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, tr.glowVShader );
|
|
qglProgramStringARB( GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen( ( char * ) g_strGlowVShaderARB ), g_strGlowVShaderARB );
|
|
|
|
// const GLubyte *strErr = qglGetString( GL_PROGRAM_ERROR_STRING_ARB );
|
|
int iErrPos = 0;
|
|
qglGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &iErrPos );
|
|
assert( iErrPos == -1 );
|
|
}
|
|
|
|
// NOTE: I make an assumption here. If you have (current) nvidia hardware, you obviously support register combiners instead of fragment
|
|
// programs, so use those. The problem with this is that nv30 WILL support fragment shaders, breaking this logic. The good thing is that
|
|
// if you always ask for regcoms before fragment shaders, you'll always just use regcoms (problem solved... for now). - AReis
|
|
|
|
// Load Pixel Shaders (either regcoms or fragprogs).
|
|
if ( qglCombinerParameteriNV )
|
|
{
|
|
// The purpose of this regcom is to blend all the pixels together from the 4 texture units, but with their
|
|
// texture coordinates offset by 1 (or more) texels, effectively letting us blend adjoining pixels. The weight is
|
|
// used to either strengthen or weaken the pixel intensity. The more it diffuses (the higher the radius of the glow),
|
|
// the higher the intensity should be for a noticable effect.
|
|
// Regcom result is: ( tex1 * fBlurWeight ) + ( tex2 * fBlurWeight ) + ( tex2 * fBlurWeight ) + ( tex2 * fBlurWeight )
|
|
|
|
// VV guys, this is the pixel shader you would use instead :-)
|
|
/*
|
|
// c0 is the blur weight.
|
|
ps 1.1
|
|
tex t0
|
|
tex t1
|
|
tex t2
|
|
tex t3
|
|
|
|
mul r0, c0, t0;
|
|
madd r0, c0, t1, r0;
|
|
madd r0, c0, t2, r0;
|
|
madd r0, c0, t3, r0;
|
|
*/
|
|
tr.glowPShader = qglGenLists( 1 );
|
|
qglNewList( tr.glowPShader, GL_COMPILE );
|
|
qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 );
|
|
|
|
// spare0 = fBlend * tex0 + fBlend * tex1.
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
|
|
|
|
// spare1 = fBlend * tex2 + fBlend * tex3.
|
|
qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglCombinerOutputNV( GL_COMBINER1_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE1_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
|
|
|
|
// ( A * B ) + ( ( 1 - A ) * C ) + D = ( spare0 * 1 ) + ( ( 1 - spare0 ) * 0 ) + spare1 == spare0 + spare1.
|
|
qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB );
|
|
qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglEndList();
|
|
}
|
|
else if ( qglGenProgramsARB )
|
|
{
|
|
qglGenProgramsARB( 1, &tr.glowPShader );
|
|
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, tr.glowPShader );
|
|
qglProgramStringARB( GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen( ( char * ) g_strGlowPShaderARB ), g_strGlowPShaderARB );
|
|
|
|
// const GLubyte *strErr = qglGetString( GL_PROGRAM_ERROR_STRING_ARB );
|
|
int iErrPos = 0;
|
|
qglGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &iErrPos );
|
|
assert( iErrPos == -1 );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static void CreateExternalShaders( void ) {
|
|
tr.projectionShadowShader = R_FindShader( "projectionShadow", lightmapsNone, stylesDefault, qtrue );
|
|
tr.projectionShadowShader->sort = SS_STENCIL_SHADOW;
|
|
tr.sunShader = R_FindShader( "sun", lightmapsVertex, stylesDefault, qtrue );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
R_InitShaders
|
|
==================
|
|
*/
|
|
void R_InitShaders( void ) {
|
|
//VID_Printf( PRINT_ALL, "Initializing Shaders\n" );
|
|
|
|
memset(sh_hashTable, 0, sizeof(sh_hashTable));
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
// memset(hitMatReg, 0, sizeof(hitMatReg));
|
|
// hitMatCount = 0;
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
|
|
CreateInternalShaders();
|
|
|
|
ScanAndLoadShaderFiles();
|
|
|
|
CreateExternalShaders();
|
|
}
|