/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "tr_local.h" // tr_shader.c -- this file deals with the parsing and definition of shaders static char *s_shaderText; // the shader is parsed into these global variables, then copied into // dynamically allocated memory if it is valid. static shaderStage_t stages[MAX_SHADER_STAGES]; static shader_t shader; static texModInfo_t texMods[MAX_SHADER_STAGES][TR_MAX_TEXMODS]; static qboolean deferLoad; #define FILE_HASH_SIZE 1024 static shader_t* hashTable[FILE_HASH_SIZE]; #define MAX_SHADERTEXT_HASH 2048 static char **shaderTextHashTable[MAX_SHADERTEXT_HASH]; /* ================ return a hash value for the filename ================ */ static long generateHashValue( const char *fname, const int size ) { int i; long hash; char letter; hash = 0; i = 0; while (fname[i] != '\0') { letter = tolower(fname[i]); if (letter =='.') break; // don't include extension if (letter =='\\') letter = '/'; // damn path names if (letter == PATH_SEP) letter = '/'; // damn path names hash+=(long)(letter)*(i+119); i++; } hash = (hash ^ (hash >> 10) ^ (hash >> 20)); hash &= (size-1); return hash; } void R_RemapShader(const char *shaderName, const char *newShaderName, const char *timeOffset) { char strippedName[MAX_QPATH]; int hash; shader_t *sh, *sh2; qhandle_t h; sh = R_FindShaderByName( shaderName ); if (sh == NULL || sh == tr.defaultShader) { h = RE_RegisterShaderLightMap(shaderName, 0); sh = R_GetShaderByHandle(h); } if (sh == NULL || sh == tr.defaultShader) { ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: shader %s not found\n", shaderName ); return; } sh2 = R_FindShaderByName( newShaderName ); if (sh2 == NULL || sh2 == tr.defaultShader) { h = RE_RegisterShaderLightMap(newShaderName, 0); sh2 = R_GetShaderByHandle(h); } if (sh2 == NULL || sh2 == tr.defaultShader) { ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: new shader %s not found\n", newShaderName ); return; } // remap all the shaders with the given name // even tho they might have different lightmaps COM_StripExtension( shaderName, strippedName ); hash = generateHashValue(strippedName, FILE_HASH_SIZE); for (sh = hashTable[hash]; sh; sh = sh->next) { if (Q_stricmp(sh->name, strippedName) == 0) { if (sh != sh2) { sh->remappedShader = sh2; } else { sh->remappedShader = NULL; } } } if (timeOffset) { sh2->timeOffset = atof(timeOffset); } } /* =============== ParseVector =============== */ static qboolean ParseVector( char **text, int count, float *v ) { char *token; int i; // FIXME: spaces are currently required after parens, should change parseext... token = COM_ParseExt( text, qfalse ); if ( strcmp( token, "(" ) ) { ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name ); return qfalse; } for ( i = 0 ; i < count ; i++ ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing vector element in shader '%s'\n", shader.name ); return qfalse; } v[i] = atof( token ); } token = COM_ParseExt( text, qfalse ); if ( strcmp( token, ")" ) ) { ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name ); return qfalse; } return qtrue; } /* =============== NameToAFunc =============== */ static unsigned NameToAFunc( const char *funcname ) { if ( !Q_stricmp( funcname, "GT0" ) ) { return GLS_ATEST_GT_0; } else if ( !Q_stricmp( funcname, "LT128" ) ) { return GLS_ATEST_LT_80; } else if ( !Q_stricmp( funcname, "GE128" ) ) { return GLS_ATEST_GE_80; } ri.Printf( PRINT_WARNING, "WARNING: invalid alphaFunc name '%s' in shader '%s'\n", funcname, shader.name ); return 0; } /* =============== NameToSrcBlendMode =============== */ static int NameToSrcBlendMode( const char *name ) { if ( !Q_stricmp( name, "GL_ONE" ) ) { return GLS_SRCBLEND_ONE; } else if ( !Q_stricmp( name, "GL_ZERO" ) ) { return GLS_SRCBLEND_ZERO; } else if ( !Q_stricmp( name, "GL_DST_COLOR" ) ) { return GLS_SRCBLEND_DST_COLOR; } else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_COLOR" ) ) { return GLS_SRCBLEND_ONE_MINUS_DST_COLOR; } else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) ) { return GLS_SRCBLEND_SRC_ALPHA; } else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) ) { return GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA; } else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) ) { return GLS_SRCBLEND_DST_ALPHA; } else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) ) { return GLS_SRCBLEND_ONE_MINUS_DST_ALPHA; } else if ( !Q_stricmp( name, "GL_SRC_ALPHA_SATURATE" ) ) { return GLS_SRCBLEND_ALPHA_SATURATE; } ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name ); return GLS_SRCBLEND_ONE; } /* =============== NameToDstBlendMode =============== */ static int NameToDstBlendMode( const char *name ) { if ( !Q_stricmp( name, "GL_ONE" ) ) { return GLS_DSTBLEND_ONE; } else if ( !Q_stricmp( name, "GL_ZERO" ) ) { return GLS_DSTBLEND_ZERO; } else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) ) { return GLS_DSTBLEND_SRC_ALPHA; } else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) ) { return GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; } else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) ) { return GLS_DSTBLEND_DST_ALPHA; } else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) ) { return GLS_DSTBLEND_ONE_MINUS_DST_ALPHA; } else if ( !Q_stricmp( name, "GL_SRC_COLOR" ) ) { return GLS_DSTBLEND_SRC_COLOR; } else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_COLOR" ) ) { return GLS_DSTBLEND_ONE_MINUS_SRC_COLOR; } ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name ); return GLS_DSTBLEND_ONE; } /* =============== NameToGenFunc =============== */ static genFunc_t NameToGenFunc( const char *funcname ) { if ( !Q_stricmp( funcname, "sin" ) ) { return GF_SIN; } else if ( !Q_stricmp( funcname, "square" ) ) { return GF_SQUARE; } else if ( !Q_stricmp( funcname, "triangle" ) ) { return GF_TRIANGLE; } else if ( !Q_stricmp( funcname, "sawtooth" ) ) { return GF_SAWTOOTH; } else if ( !Q_stricmp( funcname, "inversesawtooth" ) ) { return GF_INVERSE_SAWTOOTH; } else if ( !Q_stricmp( funcname, "noise" ) ) { return GF_NOISE; } ri.Printf( PRINT_WARNING, "WARNING: invalid genfunc name '%s' in shader '%s'\n", funcname, shader.name ); return GF_SIN; } /* =================== ParseWaveForm =================== */ static void ParseWaveForm( char **text, waveForm_t *wave ) { char *token; token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); return; } wave->func = NameToGenFunc( token ); // BASE, AMP, PHASE, FREQ token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); return; } wave->base = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); return; } wave->amplitude = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); return; } wave->phase = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name ); return; } wave->frequency = atof( token ); } /* =================== ParseTexMod =================== */ static void ParseTexMod( char *_text, shaderStage_t *stage ) { const char *token; char **text = &_text; texModInfo_t *tmi; if ( stage->bundle[0].numTexMods == TR_MAX_TEXMODS ) { ri.Error( ERR_DROP, "ERROR: too many tcMod stages in shader '%s'\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 ) { ri.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 ) { ri.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 ) { ri.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 ) { ri.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 ) { ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name ); return; } tmi->scale[0] = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name ); return; } tmi->scale[1] = atof( token ); tmi->type = TMOD_SCALE; } // // scroll // else if ( !Q_stricmp( token, "scroll" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name ); return; } tmi->scroll[0] = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name ); return; } tmi->scroll[1] = atof( token ); tmi->type = TMOD_SCROLL; } // // stretch // else if ( !Q_stricmp( token, "stretch" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); return; } tmi->wave.func = NameToGenFunc( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); return; } tmi->wave.base = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); return; } tmi->wave.amplitude = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); return; } tmi->wave.phase = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name ); return; } tmi->wave.frequency = atof( token ); tmi->type = TMOD_STRETCH; } // // transform // else if ( !Q_stricmp( token, "transform" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); return; } tmi->matrix[0][0] = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); return; } tmi->matrix[0][1] = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); return; } tmi->matrix[1][0] = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); return; } tmi->matrix[1][1] = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); return; } tmi->translate[0] = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name ); return; } tmi->translate[1] = atof( token ); tmi->type = TMOD_TRANSFORM; } // // rotate // else if ( !Q_stricmp( token, "rotate" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing tcMod rotate parms in shader '%s'\n", shader.name ); return; } tmi->rotateSpeed = atof( token ); tmi->type = TMOD_ROTATE; } // // entityTranslate // else if ( !Q_stricmp( token, "entityTranslate" ) ) { tmi->type = TMOD_ENTITY_TRANSLATE; } else { ri.Printf( PRINT_WARNING, "WARNING: unknown tcMod '%s' in shader '%s'\n", token, shader.name ); } } /* =================== ParseStage =================== */ static qboolean ParseStage( shaderStage_t *stage, char **text ) { char *token; int depthMaskBits = GLS_DEPTHMASK_TRUE, blendSrcBits = 0, blendDstBits = 0, atestBits = 0, depthFuncBits = 0; qboolean depthMaskExplicit = qfalse; stage->active = qtrue; while ( 1 ) { token = COM_ParseExt( text, qtrue ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: no matching '}' found\n" ); return qfalse; } if ( token[0] == '}' ) { break; } // // map // else if ( !Q_stricmp( token, "map" ) ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'map' keyword in shader '%s'\n", shader.name ); return qfalse; } if ( !Q_stricmp( token, "$whiteimage" ) ) { stage->bundle[0].image[0] = tr.whiteImage; continue; } else if ( !Q_stricmp( token, "$lightmap" ) ) { stage->bundle[0].isLightmap = qtrue; if ( shader.lightmapIndex < 0 ) { stage->bundle[0].image[0] = tr.whiteImage; } else { stage->bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex]; } continue; } else { stage->bundle[0].image[0] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, GL_REPEAT ); if ( !stage->bundle[0].image[0] ) { ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name ); return qfalse; } } } // // clampmap // else if ( !Q_stricmp( token, "clampmap" ) ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'clampmap' keyword in shader '%s'\n", shader.name ); return qfalse; } stage->bundle[0].image[0] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, GL_CLAMP ); if ( !stage->bundle[0].image[0] ) { ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name ); return qfalse; } } // // animMap .... // else if ( !Q_stricmp( token, "animMap" ) ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'animMmap' keyword in shader '%s'\n", shader.name ); return qfalse; } stage->bundle[0].imageAnimationSpeed = atof( token ); // parse up to MAX_IMAGE_ANIMATIONS animations while ( 1 ) { int num; token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { break; } num = stage->bundle[0].numImageAnimations; if ( num < MAX_IMAGE_ANIMATIONS ) { stage->bundle[0].image[num] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, GL_REPEAT ); if ( !stage->bundle[0].image[num] ) { ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name ); return qfalse; } stage->bundle[0].numImageAnimations++; } } } else if ( !Q_stricmp( token, "videoMap" ) ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'videoMmap' keyword in shader '%s'\n", shader.name ); return qfalse; } stage->bundle[0].videoMapHandle = ri.CIN_PlayCinematic( token, 0, 0, 256, 256, (CIN_loop | CIN_silent | CIN_shader)); if (stage->bundle[0].videoMapHandle != -1) { stage->bundle[0].isVideoMap = qtrue; stage->bundle[0].image[0] = tr.scratchImage[stage->bundle[0].videoMapHandle]; } } // // alphafunc // else if ( !Q_stricmp( token, "alphaFunc" ) ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'alphaFunc' keyword in shader '%s'\n", shader.name ); return qfalse; } atestBits = NameToAFunc( token ); } // // depthFunc // else if ( !Q_stricmp( token, "depthfunc" ) ) { token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'depthfunc' keyword in shader '%s'\n", shader.name ); return qfalse; } if ( !Q_stricmp( token, "lequal" ) ) { depthFuncBits = 0; } else if ( !Q_stricmp( token, "equal" ) ) { depthFuncBits = GLS_DEPTHFUNC_EQUAL; } else { ri.Printf( PRINT_WARNING, "WARNING: unknown depthfunc '%s' in shader '%s'\n", token, shader.name ); continue; } } // // detail // else if ( !Q_stricmp( token, "detail" ) ) { stage->isDetail = qtrue; } // // blendfunc // or blendfunc // else if ( !Q_stricmp( token, "blendfunc" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name ); continue; } // check for "simple" blends first if ( !Q_stricmp( token, "add" ) ) { blendSrcBits = GLS_SRCBLEND_ONE; blendDstBits = GLS_DSTBLEND_ONE; } else if ( !Q_stricmp( token, "filter" ) ) { blendSrcBits = GLS_SRCBLEND_DST_COLOR; blendDstBits = GLS_DSTBLEND_ZERO; } else if ( !Q_stricmp( token, "blend" ) ) { blendSrcBits = GLS_SRCBLEND_SRC_ALPHA; blendDstBits = GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; } else { // complex double blends blendSrcBits = NameToSrcBlendMode( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name ); continue; } blendDstBits = NameToDstBlendMode( token ); } // clear depth mask for blended surfaces if ( !depthMaskExplicit ) { depthMaskBits = 0; } } // // rgbGen // else if ( !Q_stricmp( token, "rgbGen" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameters for rgbGen in shader '%s'\n", shader.name ); continue; } if ( !Q_stricmp( token, "wave" ) ) { ParseWaveForm( text, &stage->rgbWave ); stage->rgbGen = CGEN_WAVEFORM; } else if ( !Q_stricmp( token, "const" ) ) { vec3_t color; ParseVector( text, 3, color ); stage->constantColor[0] = 255 * color[0]; stage->constantColor[1] = 255 * color[1]; stage->constantColor[2] = 255 * color[2]; stage->rgbGen = CGEN_CONST; } else if ( !Q_stricmp( token, "identity" ) ) { stage->rgbGen = CGEN_IDENTITY; } else if ( !Q_stricmp( token, "identityLighting" ) ) { stage->rgbGen = CGEN_IDENTITY_LIGHTING; } else if ( !Q_stricmp( token, "entity" ) ) { stage->rgbGen = CGEN_ENTITY; } else if ( !Q_stricmp( token, "oneMinusEntity" ) ) { stage->rgbGen = CGEN_ONE_MINUS_ENTITY; } else if ( !Q_stricmp( token, "vertex" ) ) { stage->rgbGen = CGEN_VERTEX; if ( stage->alphaGen == 0 ) { stage->alphaGen = AGEN_VERTEX; } } else if ( !Q_stricmp( token, "exactVertex" ) ) { stage->rgbGen = CGEN_EXACT_VERTEX; } else if ( !Q_stricmp( token, "lightingDiffuse" ) ) { stage->rgbGen = CGEN_LIGHTING_DIFFUSE; } else if ( !Q_stricmp( token, "oneMinusVertex" ) ) { stage->rgbGen = CGEN_ONE_MINUS_VERTEX; } else { ri.Printf( PRINT_WARNING, "WARNING: unknown rgbGen parameter '%s' in shader '%s'\n", token, shader.name ); continue; } } // // alphaGen // else if ( !Q_stricmp( token, "alphaGen" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing parameters for alphaGen in shader '%s'\n", shader.name ); continue; } if ( !Q_stricmp( token, "wave" ) ) { ParseWaveForm( text, &stage->alphaWave ); stage->alphaGen = AGEN_WAVEFORM; } else if ( !Q_stricmp( token, "const" ) ) { token = COM_ParseExt( text, qfalse ); stage->constantColor[3] = 255 * atof( token ); stage->alphaGen = AGEN_CONST; } else if ( !Q_stricmp( token, "identity" ) ) { stage->alphaGen = AGEN_IDENTITY; } else if ( !Q_stricmp( token, "entity" ) ) { stage->alphaGen = AGEN_ENTITY; } else if ( !Q_stricmp( token, "oneMinusEntity" ) ) { stage->alphaGen = AGEN_ONE_MINUS_ENTITY; } else if ( !Q_stricmp( token, "vertex" ) ) { stage->alphaGen = AGEN_VERTEX; } else if ( !Q_stricmp( token, "lightingSpecular" ) ) { stage->alphaGen = AGEN_LIGHTING_SPECULAR; } else if ( !Q_stricmp( token, "oneMinusVertex" ) ) { stage->alphaGen = AGEN_ONE_MINUS_VERTEX; } else if ( !Q_stricmp( token, "portal" ) ) { stage->alphaGen = AGEN_PORTAL; token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { shader.portalRange = 256; ri.Printf( PRINT_WARNING, "WARNING: missing range parameter for alphaGen portal in shader '%s', defaulting to 256\n", shader.name ); } else { shader.portalRange = atof( token ); } } else { ri.Printf( PRINT_WARNING, "WARNING: unknown alphaGen parameter '%s' in shader '%s'\n", token, shader.name ); continue; } } // // tcGen // else if ( !Q_stricmp(token, "texgen") || !Q_stricmp( token, "tcGen" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing texgen parm in shader '%s'\n", shader.name ); continue; } if ( !Q_stricmp( token, "environment" ) ) { stage->bundle[0].tcGen = TCGEN_ENVIRONMENT_MAPPED; } else if ( !Q_stricmp( token, "lightmap" ) ) { stage->bundle[0].tcGen = TCGEN_LIGHTMAP; } else if ( !Q_stricmp( token, "texture" ) || !Q_stricmp( token, "base" ) ) { stage->bundle[0].tcGen = TCGEN_TEXTURE; } else if ( !Q_stricmp( token, "vector" ) ) { ParseVector( text, 3, stage->bundle[0].tcGenVectors[0] ); ParseVector( text, 3, stage->bundle[0].tcGenVectors[1] ); stage->bundle[0].tcGen = TCGEN_VECTOR; } else { ri.Printf( PRINT_WARNING, "WARNING: unknown texgen parm in shader '%s'\n", shader.name ); } } // // tcMod <...> // else if ( !Q_stricmp( token, "tcMod" ) ) { char buffer[1024] = ""; while ( 1 ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) break; strcat( buffer, token ); strcat( buffer, " " ); } ParseTexMod( buffer, stage ); continue; } // // depthmask // else if ( !Q_stricmp( token, "depthwrite" ) ) { depthMaskBits = GLS_DEPTHMASK_TRUE; depthMaskExplicit = qtrue; continue; } else { ri.Printf( PRINT_WARNING, "WARNING: unknown parameter '%s' in shader '%s'\n", token, shader.name ); return qfalse; } } // // if cgen isn't explicitly specified, use either identity or identitylighting // if ( stage->rgbGen == CGEN_BAD ) { if ( blendSrcBits == 0 || blendSrcBits == GLS_SRCBLEND_ONE || blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) { stage->rgbGen = CGEN_IDENTITY_LIGHTING; } else { stage->rgbGen = CGEN_IDENTITY; } } // // implicitly assume that a GL_ONE GL_ZERO blend mask disables blending // if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ZERO ) ) { blendDstBits = blendSrcBits = 0; depthMaskBits = GLS_DEPTHMASK_TRUE; } // decide which agens we can skip if ( stage->alphaGen == CGEN_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 deformVertexes normal deformVertexes move deformVertexes bulge deformVertexes projectionShadow deformVertexes autoSprite deformVertexes autoSprite2 deformVertexes text[0-7] =============== */ static void ParseDeform( char **text ) { char *token; deformStage_t *ds; token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deform parm in shader '%s'\n", shader.name ); return; } if ( shader.numDeforms == MAX_SHADER_DEFORMS ) { ri.Printf( PRINT_WARNING, "WARNING: MAX_SHADER_DEFORMS in '%s'\n", shader.name ); return; } ds = &shader.deforms[ shader.numDeforms ]; shader.numDeforms++; if ( !Q_stricmp( token, "projectionShadow" ) ) { ds->deformation = DEFORM_PROJECTION_SHADOW; return; } if ( !Q_stricmp( token, "autosprite" ) ) { ds->deformation = DEFORM_AUTOSPRITE; return; } if ( !Q_stricmp( token, "autosprite2" ) ) { ds->deformation = DEFORM_AUTOSPRITE2; return; } if ( !Q_stricmpn( token, "text", 4 ) ) { int n; n = token[4] - '0'; if ( n < 0 || n > 7 ) { n = 0; } ds->deformation = DEFORM_TEXT0 + n; return; } if ( !Q_stricmp( token, "bulge" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name ); return; } ds->bulgeWidth = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name ); return; } ds->bulgeHeight = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name ); return; } ds->bulgeSpeed = atof( token ); ds->deformation = DEFORM_BULGE; return; } if ( !Q_stricmp( token, "wave" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name ); return; } if ( atof( token ) != 0 ) { ds->deformationSpread = 1.0f / atof( token ); } else { ds->deformationSpread = 100.0f; ri.Printf( PRINT_WARNING, "WARNING: illegal div value of 0 in deformVertexes command for shader '%s'\n", shader.name ); } ParseWaveForm( text, &ds->deformationWave ); ds->deformation = DEFORM_WAVE; return; } if ( !Q_stricmp( token, "normal" ) ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name ); return; } ds->deformationWave.amplitude = atof( token ); token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name ); return; } ds->deformationWave.frequency = atof( token ); ds->deformation = DEFORM_NORMALS; return; } if ( !Q_stricmp( token, "move" ) ) { int i; for ( i = 0 ; i < 3 ; i++ ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name ); return; } ds->moveVector[i] = atof( token ); } ParseWaveForm( text, &ds->deformationWave ); ds->deformation = DEFORM_MOVE; return; } ri.Printf( PRINT_WARNING, "WARNING: unknown deformVertexes subtype '%s' found in shader '%s'\n", token, shader.name ); } /* =============== ParseSkyParms skyParms =============== */ static void ParseSkyParms( char **text ) { char *token; static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"}; char pathname[MAX_QPATH]; int i; // outerbox token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name ); return; } if ( strcmp( token, "-" ) ) { for (i=0 ; i<6 ; i++) { Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga" , token, suf[i] ); shader.sky.outerbox[i] = R_FindImageFile( ( char * ) pathname, qtrue, qtrue, GL_CLAMP ); if ( !shader.sky.outerbox[i] ) { shader.sky.outerbox[i] = tr.defaultImage; } } } // cloudheight token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name ); return; } shader.sky.cloudHeight = atof( token ); if ( !shader.sky.cloudHeight ) { shader.sky.cloudHeight = 512; } R_InitSkyTexCoords( shader.sky.cloudHeight ); // innerbox token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name ); return; } if ( strcmp( token, "-" ) ) { for (i=0 ; i<6 ; i++) { Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga" , token, suf[i] ); shader.sky.innerbox[i] = R_FindImageFile( ( char * ) pathname, qtrue, qtrue, GL_REPEAT ); if ( !shader.sky.innerbox[i] ) { shader.sky.innerbox[i] = tr.defaultImage; } } } shader.isSky = qtrue; } /* ================= ParseSort ================= */ void ParseSort( char **text ) { char *token; token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing sort parameter in shader '%s'\n", shader.name ); return; } if ( !Q_stricmp( token, "portal" ) ) { shader.sort = SS_PORTAL; } else if ( !Q_stricmp( token, "sky" ) ) { shader.sort = SS_ENVIRONMENT; } else if ( !Q_stricmp( token, "opaque" ) ) { shader.sort = SS_OPAQUE; }else if ( !Q_stricmp( token, "decal" ) ) { shader.sort = SS_DECAL; } else if ( !Q_stricmp( token, "seeThrough" ) ) { shader.sort = SS_SEE_THROUGH; } else if ( !Q_stricmp( token, "banner" ) ) { shader.sort = SS_BANNER; } else if ( !Q_stricmp( token, "additive" ) ) { shader.sort = SS_BLEND1; } else if ( !Q_stricmp( token, "nearest" ) ) { shader.sort = SS_NEAREST; } else if ( !Q_stricmp( token, "underwater" ) ) { shader.sort = SS_UNDERWATER; } else { shader.sort = atof( token ); } } // this table is also present in q3map typedef struct { char *name; int clearSolid, surfaceFlags, contents; } infoParm_t; infoParm_t infoParms[] = { // server relevant contents {"water", 1, 0, CONTENTS_WATER }, {"slime", 1, 0, CONTENTS_SLIME }, // mildly damaging {"lava", 1, 0, CONTENTS_LAVA }, // very damaging {"playerclip", 1, 0, CONTENTS_PLAYERCLIP }, {"monsterclip", 1, 0, CONTENTS_MONSTERCLIP }, {"nodrop", 1, 0, CONTENTS_NODROP }, // don't drop items or leave bodies (death fog, lava, etc) {"nonsolid", 1, SURF_NONSOLID, 0}, // clears the solid flag // utility relevant attributes {"origin", 1, 0, CONTENTS_ORIGIN }, // center of rotating brushes {"trans", 0, 0, CONTENTS_TRANSLUCENT }, // don't eat contained surfaces {"detail", 0, 0, CONTENTS_DETAIL }, // don't include in structural bsp {"structural", 0, 0, CONTENTS_STRUCTURAL }, // force into structural bsp even if trnas {"areaportal", 1, 0, CONTENTS_AREAPORTAL }, // divides areas {"clusterportal", 1,0, CONTENTS_CLUSTERPORTAL }, // for bots {"donotenter", 1, 0, CONTENTS_DONOTENTER }, // for bots {"fog", 1, 0, CONTENTS_FOG}, // carves surfaces entering {"sky", 0, SURF_SKY, 0 }, // emit light from an environment map {"lightfilter", 0, SURF_LIGHTFILTER, 0 }, // filter light going through it {"alphashadow", 0, SURF_ALPHASHADOW, 0 }, // test light on a per-pixel basis {"hint", 0, SURF_HINT, 0 }, // use as a primary splitter // server attributes {"slick", 0, SURF_SLICK, 0 }, {"noimpact", 0, SURF_NOIMPACT, 0 }, // don't make impact explosions or marks {"nomarks", 0, SURF_NOMARKS, 0 }, // don't make impact marks, but still explode {"ladder", 0, SURF_LADDER, 0 }, {"nodamage", 0, SURF_NODAMAGE, 0 }, {"metalsteps", 0, SURF_METALSTEPS,0 }, {"flesh", 0, SURF_FLESH, 0 }, {"nosteps", 0, SURF_NOSTEPS, 0 }, // drawsurf attributes {"nodraw", 0, SURF_NODRAW, 0 }, // don't generate a drawsurface (or a lightmap) {"pointlight", 0, SURF_POINTLIGHT, 0 }, // sample lighting at vertexes {"nolightmap", 0, SURF_NOLIGHTMAP,0 }, // don't generate a lightmap {"nodlight", 0, SURF_NODLIGHT, 0 }, // don't ever add dynamic lights {"dust", 0, SURF_DUST, 0} // leave a dust trail when walking on this surface }; /* =============== ParseSurfaceParm surfaceparm =============== */ static void ParseSurfaceParm( 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; #if 0 if ( infoParms[i].clearSolid ) { si->contents &= ~CONTENTS_SOLID; } #endif break; } } } /* ================= ParseShader The current text pointer is at the explicit text definition of the shader. Parse it into the global shader variable. Later functions will optimize it. ================= */ static qboolean ParseShader( char **text ) { char *token; int s; s = 0; token = COM_ParseExt( text, qtrue ); if ( token[0] != '{' ) { ri.Printf( PRINT_WARNING, "WARNING: expecting '{', found '%s' instead in shader '%s'\n", token, shader.name ); return qfalse; } while ( 1 ) { token = COM_ParseExt( text, qtrue ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: no concluding '}' in shader %s\n", shader.name ); return qfalse; } // end of shader definition if ( token[0] == '}' ) { break; } // stage definition else if ( token[0] == '{' ) { if ( !ParseStage( &stages[s], text ) ) { return qfalse; } stages[s].active = qtrue; s++; continue; } // skip stuff that only the QuakeEdRadient needs else if ( !Q_stricmpn( token, "qer", 3 ) ) { SkipRestOfLine( text ); continue; } // sun parms else if ( !Q_stricmp( token, "q3map_sun" ) ) { 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 ); } else if ( !Q_stricmp( token, "deformVertexes" ) ) { ParseDeform( text ); continue; } else if ( !Q_stricmp( token, "tesssize" ) ) { SkipRestOfLine( text ); continue; } else if ( !Q_stricmp( token, "clampTime" ) ) { token = COM_ParseExt( text, qfalse ); if (token[0]) { shader.clampTime = atof(token); } } // skip stuff that only the q3map needs else if ( !Q_stricmpn( token, "q3map", 5 ) ) { SkipRestOfLine( text ); continue; } // skip stuff that only q3map or the server needs else if ( !Q_stricmp( token, "surfaceParm" ) ) { ParseSurfaceParm( text ); continue; } // no mip maps else if ( !Q_stricmp( token, "nomipmaps" ) ) { shader.noMipMaps = qtrue; shader.noPicMip = qtrue; continue; } // no picmip adjustment else if ( !Q_stricmp( token, "nopicmip" ) ) { shader.noPicMip = qtrue; continue; } // polygonOffset else if ( !Q_stricmp( token, "polygonOffset" ) ) { shader.polygonOffset = qtrue; continue; } // entityMergable, allowing sprite surfaces from multiple entities // to be merged into one batch. This is a savings for smoke // puffs and blood, but can't be used for anything where the // shader calcs (not the surface function) reference the entity color or scroll else if ( !Q_stricmp( token, "entityMergable" ) ) { shader.entityMergable = qtrue; continue; } // fogParms else if ( !Q_stricmp( token, "fogParms" ) ) { if ( !ParseVector( text, 3, shader.fogParms.color ) ) { return qfalse; } token = COM_ParseExt( text, qfalse ); if ( !token[0] ) { ri.Printf( PRINT_WARNING, "WARNING: missing parm for 'fogParms' keyword in shader '%s'\n", shader.name ); continue; } shader.fogParms.depthForOpaque = atof( token ); // skip any old gradient directions SkipRestOfLine( text ); continue; } // portal else if ( !Q_stricmp(token, "portal") ) { shader.sort = SS_PORTAL; continue; } // skyparms else if ( !Q_stricmp( token, "skyparms" ) ) { ParseSkyParms( text ); continue; } // light determines flaring in q3map, not needed here else if ( !Q_stricmp(token, "light") ) { token = COM_ParseExt( text, qfalse ); continue; } // cull else if ( !Q_stricmp( token, "cull") ) { token = COM_ParseExt( text, qfalse ); if ( token[0] == 0 ) { ri.Printf( PRINT_WARNING, "WARNING: missing cull parms in shader '%s'\n", shader.name ); continue; } if ( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "twosided" ) || !Q_stricmp( token, "disable" ) ) { shader.cullType = CT_TWO_SIDED; } else if ( !Q_stricmp( token, "back" ) || !Q_stricmp( token, "backside" ) || !Q_stricmp( token, "backsided" ) ) { shader.cullType = CT_BACK_SIDED; } else { ri.Printf( PRINT_WARNING, "WARNING: invalid cull parm '%s' in shader '%s'\n", token, shader.name ); } continue; } // sort else if ( !Q_stricmp( token, "sort" ) ) { ParseSort( text ); continue; } else { ri.Printf( PRINT_WARNING, "WARNING: unknown general shader parameter '%s' in '%s'\n", token, shader.name ); return qfalse; } } // // ignore shaders that don't have any stages, unless it is a sky or fog // if ( s == 0 && !shader.isSky && !(shader.contentFlags & CONTENTS_FOG ) ) { return qfalse; } shader.explicitlyDefined = qtrue; return qtrue; } /* ======================================================================================== SHADER OPTIMIZATION AND FOGGING ======================================================================================== */ /* =================== ComputeStageIteratorFunc See if we can use on of the simple fastpath stage functions, otherwise set to the generic stage function =================== */ static void ComputeStageIteratorFunc( void ) { shader.optimalStageIteratorFunc = RB_StageIteratorGeneric; // // see if this should go into the sky path // if ( shader.isSky ) { shader.optimalStageIteratorFunc = RB_StageIteratorSky; goto done; } if ( r_ignoreFastPath->integer ) { return; } // // see if this can go into the vertex lit fast path // if ( shader.numUnfoggedPasses == 1 ) { if ( stages[0].rgbGen == CGEN_LIGHTING_DIFFUSE ) { if ( stages[0].alphaGen == AGEN_IDENTITY ) { if ( stages[0].bundle[0].tcGen == TCGEN_TEXTURE ) { if ( !shader.polygonOffset ) { if ( !shader.multitextureEnv ) { if ( !shader.numDeforms ) { shader.optimalStageIteratorFunc = RB_StageIteratorVertexLitTexture; goto done; } } } } } } } // // see if this can go into an optimized LM, multitextured path // if ( shader.numUnfoggedPasses == 1 ) { if ( ( stages[0].rgbGen == CGEN_IDENTITY ) && ( stages[0].alphaGen == AGEN_IDENTITY ) ) { if ( stages[0].bundle[0].tcGen == TCGEN_TEXTURE && stages[0].bundle[1].tcGen == TCGEN_LIGHTMAP ) { if ( !shader.polygonOffset ) { if ( !shader.numDeforms ) { if ( shader.multitextureEnv ) { shader.optimalStageIteratorFunc = RB_StageIteratorLightmappedMultitexture; goto done; } } } } } } done: return; } typedef struct { int blendA; int blendB; int multitextureEnv; int multitextureBlend; } collapse_t; static collapse_t collapse[] = { { 0, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GL_MODULATE, 0 }, { 0, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GL_MODULATE, 0 }, { GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR }, { GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR }, { GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR }, { GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR }, { 0, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE, GL_ADD, 0 }, { GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE, GL_ADD, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE }, #if 0 { 0, GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA, GL_DECAL, 0 }, #endif { -1 } }; /* ================ CollapseMultitexture Attempt to combine two stages into a single multitexture stage FIXME: I think modulated add + modulated add collapses incorrectly ================= */ static qboolean CollapseMultitexture( void ) { int abits, bbits; int i; textureBundle_t tmpBundle; if ( !qglActiveTextureARB ) { return qfalse; } // make sure both stages are active if ( !stages[0].active || !stages[1].active ) { return qfalse; } // on voodoo2, don't combine different tmus if ( glConfig.driverType == GLDRV_VOODOO ) { if ( stages[0].bundle[0].image[0]->TMU == stages[1].bundle[0].image[0]->TMU ) { return qfalse; } } abits = stages[0].stateBits; bbits = stages[1].stateBits; // make sure that both stages have identical state other than blend modes if ( ( abits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) != ( bbits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) ) { return qfalse; } abits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS ); bbits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS ); // search for a valid multitexture blend function for ( i = 0; collapse[i].blendA != -1 ; i++ ) { if ( abits == collapse[i].blendA && bbits == collapse[i].blendB ) { break; } } // nothing found if ( collapse[i].blendA == -1 ) { return qfalse; } // GL_ADD is a separate extension if ( collapse[i].multitextureEnv == GL_ADD && !glConfig.textureEnvAddAvailable ) { return qfalse; } // make sure waveforms have identical parameters if ( ( stages[0].rgbGen != stages[1].rgbGen ) || ( stages[0].alphaGen != stages[1].alphaGen ) ) { return qfalse; } // an add collapse can only have identity colors if ( collapse[i].multitextureEnv == GL_ADD && stages[0].rgbGen != CGEN_IDENTITY ) { return qfalse; } if ( stages[0].rgbGen == CGEN_WAVEFORM ) { if ( memcmp( &stages[0].rgbWave, &stages[1].rgbWave, sizeof( stages[0].rgbWave ) ) ) { return qfalse; } } if ( stages[0].alphaGen == 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 ) ); Com_Memset( &stages[MAX_SHADER_STAGES-1], 0, sizeof( stages[0] ) ); return qtrue; } /* ============= FixRenderCommandList https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493 Arnout: this is a nasty issue. Shaders can be registered after drawsurfaces are generated but before the frame is rendered. This will, for the duration of one frame, cause drawsurfaces to be rendered with bad shaders. To fix this, need to go through all render commands and fix sortedIndex. ============== */ static void FixRenderCommandList( int newShader ) { renderCommandList_t *cmdList = &backEndData[tr.smpFrame]->commands; if( cmdList ) { const void *curCmd = cmdList->cmds; while ( 1 ) { switch ( *(const int *)curCmd ) { case RC_SET_COLOR: { const setColorCommand_t *sc_cmd = (const setColorCommand_t *)curCmd; curCmd = (const void *)(sc_cmd + 1); break; } case RC_STRETCH_PIC: { const stretchPicCommand_t *sp_cmd = (const stretchPicCommand_t *)curCmd; curCmd = (const void *)(sp_cmd + 1); break; } case RC_DRAW_SURFS: { int i; drawSurf_t *drawSurf; shader_t *shader; int fogNum; int entityNum; int dlightMap; int sortedIndex; const drawSurfsCommand_t *ds_cmd = (const drawSurfsCommand_t *)curCmd; for( i = 0, drawSurf = ds_cmd->drawSurfs; i < ds_cmd->numDrawSurfs; i++, drawSurf++ ) { R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlightMap ); sortedIndex = (( drawSurf->sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1)); if( sortedIndex >= newShader ) { sortedIndex++; drawSurf->sort = (sortedIndex << QSORT_SHADERNUM_SHIFT) | entityNum | ( fogNum << QSORT_FOGNUM_SHIFT ) | (int)dlightMap; } } curCmd = (const void *)(ds_cmd + 1); break; } case RC_DRAW_BUFFER: { const drawBufferCommand_t *db_cmd = (const drawBufferCommand_t *)curCmd; curCmd = (const void *)(db_cmd + 1); break; } case RC_SWAP_BUFFERS: { const swapBuffersCommand_t *sb_cmd = (const swapBuffersCommand_t *)curCmd; curCmd = (const void *)(sb_cmd + 1); break; } case RC_END_OF_LIST: default: return; } } } } /* ============== SortNewShader Positions the most recently created shader in the tr.sortedShaders[] array so that the shader->sort key is sorted reletive to the other shaders. Sets shader->sortedIndex ============== */ static void SortNewShader( void ) { int i; float sort; shader_t *newShader; newShader = tr.shaders[ tr.numShaders - 1 ]; sort = newShader->sort; for ( i = tr.numShaders - 2 ; i >= 0 ; i-- ) { if ( tr.sortedShaders[ i ]->sort <= sort ) { break; } tr.sortedShaders[i+1] = tr.sortedShaders[i]; tr.sortedShaders[i+1]->sortedIndex++; } // Arnout: fix rendercommandlist // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493 FixRenderCommandList( i+1 ); newShader->sortedIndex = i+1; tr.sortedShaders[i+1] = newShader; } /* ==================== GeneratePermanentShader ==================== */ static shader_t *GeneratePermanentShader( void ) { shader_t *newShader; int i, b; int size, hash; if ( tr.numShaders == MAX_SHADERS ) { ri.Printf( PRINT_WARNING, "WARNING: GeneratePermanentShader - MAX_SHADERS hit\n"); return tr.defaultShader; } newShader = ri.Hunk_Alloc( sizeof( shader_t ), h_low ); *newShader = shader; if ( shader.sort <= SS_OPAQUE ) { newShader->fogPass = FP_EQUAL; } else if ( shader.contentFlags & CONTENTS_FOG ) { newShader->fogPass = FP_LE; } tr.shaders[ tr.numShaders ] = newShader; newShader->index = tr.numShaders; tr.sortedShaders[ tr.numShaders ] = newShader; newShader->sortedIndex = tr.numShaders; tr.numShaders++; for ( i = 0 ; i < newShader->numUnfoggedPasses ; i++ ) { if ( !stages[i].active ) { break; } newShader->stages[i] = ri.Hunk_Alloc( sizeof( stages[i] ), h_low ); *newShader->stages[i] = stages[i]; for ( b = 0 ; b < NUM_TEXTURE_BUNDLES ; b++ ) { size = newShader->stages[i]->bundle[b].numTexMods * sizeof( texModInfo_t ); newShader->stages[i]->bundle[b].texMods = ri.Hunk_Alloc( size, h_low ); Com_Memcpy( newShader->stages[i]->bundle[b].texMods, stages[i].bundle[b].texMods, size ); } } SortNewShader(); hash = generateHashValue(newShader->name, FILE_HASH_SIZE); newShader->next = hashTable[hash]; hashTable[hash] = newShader; return newShader; } /* ================= VertexLightingCollapse If vertex lighting is enabled, only render a single pass, trying to guess which is the correct one to best aproximate what it is supposed to look like. ================= */ static void VertexLightingCollapse( void ) { int stage; shaderStage_t *bestStage; int bestImageRank; int rank; // if we aren't opaque, just use the first pass if ( shader.sort == SS_OPAQUE ) { // pick the best texture for the single pass bestStage = &stages[0]; bestImageRank = -999999; for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) { shaderStage_t *pStage = &stages[stage]; if ( !pStage->active ) { break; } rank = 0; if ( pStage->bundle[0].isLightmap ) { rank -= 100; } if ( pStage->bundle[0].tcGen != TCGEN_TEXTURE ) { rank -= 5; } if ( pStage->bundle[0].numTexMods ) { rank -= 5; } if ( pStage->rgbGen != CGEN_IDENTITY && pStage->rgbGen != CGEN_IDENTITY_LIGHTING ) { rank -= 3; } if ( rank > bestImageRank ) { bestImageRank = rank; bestStage = pStage; } } stages[0].bundle[0] = bestStage->bundle[0]; stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS ); stages[0].stateBits |= GLS_DEPTHMASK_TRUE; if ( shader.lightmapIndex == LIGHTMAP_NONE ) { stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE; } else { stages[0].rgbGen = CGEN_EXACT_VERTEX; } stages[0].alphaGen = AGEN_SKIP; } else { // don't use a lightmap (tesla coils) if ( stages[0].bundle[0].isLightmap ) { stages[0] = stages[1]; } // if we were in a cross-fade cgen, hack it to normal if ( stages[0].rgbGen == CGEN_ONE_MINUS_ENTITY || stages[1].rgbGen == CGEN_ONE_MINUS_ENTITY ) { stages[0].rgbGen = CGEN_IDENTITY_LIGHTING; } if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_SAWTOOTH ) && ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_INVERSE_SAWTOOTH ) ) { stages[0].rgbGen = CGEN_IDENTITY_LIGHTING; } if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_INVERSE_SAWTOOTH ) && ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_SAWTOOTH ) ) { stages[0].rgbGen = CGEN_IDENTITY_LIGHTING; } } for ( stage = 1; stage < MAX_SHADER_STAGES; stage++ ) { shaderStage_t *pStage = &stages[stage]; if ( !pStage->active ) { break; } Com_Memset( pStage, 0, sizeof( *pStage ) ); } } /* ========================= FinishShader Returns a freshly allocated shader with all the needed info from the current global working shader ========================= */ static shader_t *FinishShader( void ) { int stage; qboolean hasLightmapStage; qboolean vertexLightmap; hasLightmapStage = qfalse; vertexLightmap = qfalse; // // set sky stuff appropriate // if ( shader.isSky ) { shader.sort = SS_ENVIRONMENT; } // // set polygon offset // if ( shader.polygonOffset && !shader.sort ) { shader.sort = SS_DECAL; } // // set appropriate stage information // for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) { shaderStage_t *pStage = &stages[stage]; if ( !pStage->active ) { break; } // check for a missing texture if ( !pStage->bundle[0].image[0] ) { ri.Printf( PRINT_WARNING, "Shader %s has a stage with no image\n", shader.name ); pStage->active = qfalse; continue; } // // 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 ) ); Com_Memset( pStage + 1, 0, sizeof( *pStage ) ); } continue; } // // default texture coordinate generation // if ( pStage->bundle[0].isLightmap ) { if ( pStage->bundle[0].tcGen == TCGEN_BAD ) { pStage->bundle[0].tcGen = TCGEN_LIGHTMAP; } hasLightmapStage = qtrue; } else { if ( pStage->bundle[0].tcGen == TCGEN_BAD ) { pStage->bundle[0].tcGen = TCGEN_TEXTURE; } } // not a true lightmap but we want to leave existing // behaviour in place and not print out a warning //if (pStage->rgbGen == CGEN_VERTEX) { // vertexLightmap = qtrue; //} // // determine sort order and fog color adjustment // if ( ( pStage->stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) && ( stages[0].stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) ) { int blendSrcBits = pStage->stateBits & GLS_SRCBLEND_BITS; int blendDstBits = pStage->stateBits & GLS_DSTBLEND_BITS; // fog color adjustment only works for blend modes that have a contribution // that aproaches 0 as the modulate values aproach 0 -- // GL_ONE, GL_ONE // GL_ZERO, GL_ONE_MINUS_SRC_COLOR // GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA // modulate, additive if ( ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE ) ) || ( ( blendSrcBits == GLS_SRCBLEND_ZERO ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR ) ) ) { pStage->adjustColorsForFog = ACFF_MODULATE_RGB; } // strict blend else if ( ( blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) ) { pStage->adjustColorsForFog = ACFF_MODULATE_ALPHA; } // premultiplied alpha else if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) ) { pStage->adjustColorsForFog = ACFF_MODULATE_RGBA; } else { // we can't adjust this one correctly, so it won't be exactly correct in fog } // don't screw with sort order if this is a portal or environment if ( !shader.sort ) { // see through item, like a grill or grate if ( pStage->stateBits & GLS_DEPTHMASK_TRUE ) { shader.sort = SS_SEE_THROUGH; } else { shader.sort = SS_BLEND0; } } } } // there are times when you will need to manually apply a sort to // opaque alpha tested shaders that have later blend passes if ( !shader.sort ) { shader.sort = SS_OPAQUE; } // // if we are in r_vertexLight mode, never use a lightmap texture // if ( stage > 1 && ( (r_vertexLight->integer && !r_uiFullScreen->integer) || glConfig.hardwareType == GLHW_PERMEDIA2 ) ) { VertexLightingCollapse(); stage = 1; hasLightmapStage = qfalse; } // // look for multitexture potential // if ( stage > 1 && CollapseMultitexture() ) { stage--; } if ( shader.lightmapIndex >= 0 && !hasLightmapStage ) { if (vertexLightmap) { ri.Printf( PRINT_DEVELOPER, "WARNING: shader '%s' has VERTEX forced lightmap!\n", shader.name ); } else { ri.Printf( PRINT_DEVELOPER, "WARNING: shader '%s' has lightmap but no lightmap stage!\n", shader.name ); shader.lightmapIndex = LIGHTMAP_NONE; } } // // compute number of passes // shader.numUnfoggedPasses = stage; // fogonly shaders don't have any normal passes if ( stage == 0 ) { shader.sort = SS_FOG; } // determine which stage iterator function is appropriate ComputeStageIteratorFunc(); return GeneratePermanentShader(); } //======================================================================================== /* ==================== FindShaderInShaderText Scans the combined text description of all the shader files for the given shader name. return NULL if not found If found, it will return a valid shader ===================== */ static char *FindShaderInShaderText( const char *shadername ) { char *token, *p; int i, hash; hash = generateHashValue(shadername, MAX_SHADERTEXT_HASH); for (i = 0; shaderTextHashTable[hash][i]; i++) { p = shaderTextHashTable[hash][i]; token = COM_ParseExt(&p, qtrue); if ( !Q_stricmp( token, shadername ) ) { return p; } } p = s_shaderText; if ( !p ) { return NULL; } // look for label while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if ( token[0] == 0 ) { break; } if ( !Q_stricmp( token, shadername ) ) { return p; } else { // skip the definition SkipBracedSection( &p ); } } return NULL; } /* ================== R_FindShaderByName Will always return a valid shader, but it might be the default shader if the real one can't be found. ================== */ shader_t *R_FindShaderByName( const char *name ) { char strippedName[MAX_QPATH]; int hash; shader_t *sh; if ( (name==NULL) || (name[0] == 0) ) { // bk001205 return tr.defaultShader; } COM_StripExtension( name, strippedName ); hash = generateHashValue(strippedName, FILE_HASH_SIZE); // // see if the shader is already loaded // for (sh=hashTable[hash]; sh; sh=sh->next) { // NOTE: if there was no shader or image available with the name strippedName // then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we // have to check all default shaders otherwise for every call to R_FindShader // with that same strippedName a new default shader is created. if (Q_stricmp(sh->name, strippedName) == 0) { // match found return sh; } } return tr.defaultShader; } /* =============== R_FindShader Will always return a valid shader, but it might be the default shader if the real one can't be found. In the interest of not requiring an explicit shader text entry to be defined for every single image used in the game, three default shader behaviors can be auto-created for any image: If lightmapIndex == LIGHTMAP_NONE, then the image will have dynamic diffuse lighting applied to it, as apropriate for most entity skin surfaces. If lightmapIndex == LIGHTMAP_2D, then the image will be used for 2D rendering unless an explicit shader is found If lightmapIndex == LIGHTMAP_BY_VERTEX, then the image will use the vertex rgba modulate values, as apropriate for misc_model pre-lit surfaces. Other lightmapIndex values will have a lightmap stage created and src*dest blending applied with the texture, as apropriate for most world construction surfaces. =============== */ shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage ) { char strippedName[MAX_QPATH]; char fileName[MAX_QPATH]; int i, hash; char *shaderText; image_t *image; shader_t *sh; if ( name[0] == 0 ) { return tr.defaultShader; } // use (fullbright) vertex lighting if the bsp file doesn't have // lightmaps if ( lightmapIndex >= 0 && lightmapIndex >= tr.numLightmaps ) { lightmapIndex = LIGHTMAP_BY_VERTEX; } COM_StripExtension( name, strippedName ); hash = generateHashValue(strippedName, FILE_HASH_SIZE); // // see if the shader is already loaded // for (sh = hashTable[hash]; sh; sh = sh->next) { // NOTE: if there was no shader or image available with the name strippedName // then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we // have to check all default shaders otherwise for every call to R_FindShader // with that same strippedName a new default shader is created. if ( (sh->lightmapIndex == lightmapIndex || sh->defaultShader) && !Q_stricmp(sh->name, strippedName)) { // match found return sh; } } // make sure the render thread is stopped, because we are probably // going to have to upload an image if (r_smp->integer) { R_SyncRenderThread(); } // clear the global shader Com_Memset( &shader, 0, sizeof( shader ) ); Com_Memset( &stages, 0, sizeof( stages ) ); Q_strncpyz(shader.name, strippedName, sizeof(shader.name)); shader.lightmapIndex = lightmapIndex; for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) { stages[i].bundle[0].texMods = texMods[i]; } // FIXME: set these "need" values apropriately shader.needsNormal = qtrue; shader.needsST1 = qtrue; shader.needsST2 = qtrue; shader.needsColor = qtrue; // // attempt to define shader from an explicit parameter file // shaderText = FindShaderInShaderText( strippedName ); if ( shaderText ) { // enable this when building a pak file to get a global list // of all explicit shaders if ( r_printShaders->integer ) { ri.Printf( PRINT_ALL, "*SHADER* %s\n", name ); } if ( !ParseShader( &shaderText ) ) { // had errors, so use default shader shader.defaultShader = qtrue; } sh = FinishShader(); return sh; } // // if not defined in the in-memory shader descriptions, // look for a single TGA, BMP, or PCX // Q_strncpyz( fileName, name, sizeof( fileName ) ); COM_DefaultExtension( fileName, sizeof( fileName ), ".tga" ); image = R_FindImageFile( fileName, mipRawImage, mipRawImage, mipRawImage ? GL_REPEAT : GL_CLAMP ); if ( !image ) { ri.Printf( PRINT_DEVELOPER, "Couldn't find image for shader %s\n", name ); shader.defaultShader = qtrue; return FinishShader(); } // // create the default shading commands // if ( shader.lightmapIndex == LIGHTMAP_NONE ) { // dynamic colors at vertexes stages[0].bundle[0].image[0] = image; stages[0].active = qtrue; stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE; stages[0].stateBits = GLS_DEFAULT; } else if ( shader.lightmapIndex == LIGHTMAP_BY_VERTEX ) { // explicit colors at vertexes stages[0].bundle[0].image[0] = image; stages[0].active = qtrue; stages[0].rgbGen = CGEN_EXACT_VERTEX; stages[0].alphaGen = AGEN_SKIP; stages[0].stateBits = GLS_DEFAULT; } else if ( shader.lightmapIndex == LIGHTMAP_2D ) { // GUI elements stages[0].bundle[0].image[0] = image; stages[0].active = qtrue; stages[0].rgbGen = CGEN_VERTEX; stages[0].alphaGen = AGEN_VERTEX; stages[0].stateBits = GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; } else if ( shader.lightmapIndex == LIGHTMAP_WHITEIMAGE ) { // fullbright level stages[0].bundle[0].image[0] = tr.whiteImage; stages[0].active = qtrue; stages[0].rgbGen = CGEN_IDENTITY_LIGHTING; stages[0].stateBits = GLS_DEFAULT; stages[1].bundle[0].image[0] = image; stages[1].active = qtrue; stages[1].rgbGen = CGEN_IDENTITY; stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO; } else { // two pass lightmap stages[0].bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex]; stages[0].bundle[0].isLightmap = qtrue; stages[0].active = qtrue; stages[0].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation // for identitylight stages[0].stateBits = GLS_DEFAULT; stages[1].bundle[0].image[0] = image; stages[1].active = qtrue; stages[1].rgbGen = CGEN_IDENTITY; stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO; } return FinishShader(); } qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage) { int i, hash; shader_t *sh; hash = generateHashValue(name, FILE_HASH_SIZE); // // see if the shader is already loaded // for (sh=hashTable[hash]; sh; sh=sh->next) { // NOTE: if there was no shader or image available with the name strippedName // then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we // have to check all default shaders otherwise for every call to R_FindShader // with that same strippedName a new default shader is created. if ( (sh->lightmapIndex == lightmapIndex || sh->defaultShader) && // index by name !Q_stricmp(sh->name, name)) { // match found return sh->index; } } // make sure the render thread is stopped, because we are probably // going to have to upload an image if (r_smp->integer) { R_SyncRenderThread(); } // clear the global shader Com_Memset( &shader, 0, sizeof( shader ) ); Com_Memset( &stages, 0, sizeof( stages ) ); Q_strncpyz(shader.name, name, sizeof(shader.name)); shader.lightmapIndex = lightmapIndex; for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) { stages[i].bundle[0].texMods = texMods[i]; } // FIXME: set these "need" values apropriately shader.needsNormal = qtrue; shader.needsST1 = qtrue; shader.needsST2 = qtrue; shader.needsColor = qtrue; // // create the default shading commands // if ( shader.lightmapIndex == LIGHTMAP_NONE ) { // dynamic colors at vertexes stages[0].bundle[0].image[0] = image; stages[0].active = qtrue; stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE; stages[0].stateBits = GLS_DEFAULT; } else if ( shader.lightmapIndex == LIGHTMAP_BY_VERTEX ) { // explicit colors at vertexes stages[0].bundle[0].image[0] = image; stages[0].active = qtrue; stages[0].rgbGen = CGEN_EXACT_VERTEX; stages[0].alphaGen = AGEN_SKIP; stages[0].stateBits = GLS_DEFAULT; } else if ( shader.lightmapIndex == LIGHTMAP_2D ) { // GUI elements stages[0].bundle[0].image[0] = image; stages[0].active = qtrue; stages[0].rgbGen = CGEN_VERTEX; stages[0].alphaGen = AGEN_VERTEX; stages[0].stateBits = GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; } else if ( shader.lightmapIndex == LIGHTMAP_WHITEIMAGE ) { // fullbright level stages[0].bundle[0].image[0] = tr.whiteImage; stages[0].active = qtrue; stages[0].rgbGen = CGEN_IDENTITY_LIGHTING; stages[0].stateBits = GLS_DEFAULT; stages[1].bundle[0].image[0] = image; stages[1].active = qtrue; stages[1].rgbGen = CGEN_IDENTITY; stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO; } else { // two pass lightmap stages[0].bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex]; stages[0].bundle[0].isLightmap = qtrue; stages[0].active = qtrue; stages[0].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation // for identitylight stages[0].stateBits = GLS_DEFAULT; stages[1].bundle[0].image[0] = image; stages[1].active = qtrue; stages[1].rgbGen = CGEN_IDENTITY; stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO; } sh = FinishShader(); return sh->index; } /* ==================== RE_RegisterShader This is the exported shader entry point for the rest of the system It will always return an index that will be valid. This should really only be used for explicit shaders, because there is no way to ask for different implicit lighting modes (vertex, lightmap, etc) ==================== */ qhandle_t RE_RegisterShaderLightMap( const char *name, int lightmapIndex ) { shader_t *sh; if ( strlen( name ) >= MAX_QPATH ) { Com_Printf( "Shader name exceeds MAX_QPATH\n" ); return 0; } sh = R_FindShader( name, lightmapIndex, qtrue ); // we want to return 0 if the shader failed to // load for some reason, but R_FindShader should // still keep a name allocated for it, so if // something calls RE_RegisterShader again with // the same name, we don't try looking for it again if ( sh->defaultShader ) { return 0; } return sh->index; } /* ==================== RE_RegisterShader This is the exported shader entry point for the rest of the system It will always return an index that will be valid. This should really only be used for explicit shaders, because there is no way to ask for different implicit lighting modes (vertex, lightmap, etc) ==================== */ qhandle_t RE_RegisterShader( const char *name ) { shader_t *sh; if ( strlen( name ) >= MAX_QPATH ) { Com_Printf( "Shader name exceeds MAX_QPATH\n" ); return 0; } sh = R_FindShader( name, LIGHTMAP_2D, qtrue ); // we want to return 0 if the shader failed to // load for some reason, but R_FindShader should // still keep a name allocated for it, so if // something calls RE_RegisterShader again with // the same name, we don't try looking for it again if ( sh->defaultShader ) { return 0; } return sh->index; } /* ==================== RE_RegisterShaderNoMip For menu graphics that should never be picmiped ==================== */ qhandle_t RE_RegisterShaderNoMip( const char *name ) { shader_t *sh; // Remember previous value int old_r_celshadalgo; /* * This will prevent sprites, like buttons, go through * cel shading filters, like kuwahara. * @author gmiranda */ old_r_celshadalgo = r_celshadalgo->integer; r_celshadalgo->integer=0; if ( strlen( name ) >= MAX_QPATH ) { Com_Printf( "Shader name exceeds MAX_QPATH\n" ); return 0; } sh = R_FindShader( name, LIGHTMAP_2D, qfalse ); // Restore value r_celshadalgo->integer=old_r_celshadalgo; // we want to return 0 if the shader failed to // load for some reason, but R_FindShader should // still keep a name allocated for it, so if // something calls RE_RegisterShader again with // the same name, we don't try looking for it again if ( sh->defaultShader ) { return 0; } return sh->index; } /* ==================== R_GetShaderByHandle When a handle is passed in by another module, this range checks it and returns a valid (possibly default) shader_t to be used internally. ==================== */ shader_t *R_GetShaderByHandle( qhandle_t hShader ) { if ( hShader < 0 ) { ri.Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader ); // bk: FIXME name return tr.defaultShader; } if ( hShader >= tr.numShaders ) { ri.Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader ); return tr.defaultShader; } return tr.shaders[hShader]; } /* =============== R_ShaderList_f Dump information on all valid shaders to the console A second parameter will cause it to print in sorted order =============== */ void R_ShaderList_f (void) { int i; int count; shader_t *shader; ri.Printf (PRINT_ALL, "-----------------------\n"); count = 0; for ( i = 0 ; i < tr.numShaders ; i++ ) { if ( ri.Cmd_Argc() > 1 ) { shader = tr.sortedShaders[i]; } else { shader = tr.shaders[i]; } ri.Printf( PRINT_ALL, "%i ", shader->numUnfoggedPasses ); if (shader->lightmapIndex >= 0 ) { ri.Printf (PRINT_ALL, "L "); } else { ri.Printf (PRINT_ALL, " "); } if ( shader->multitextureEnv == GL_ADD ) { ri.Printf( PRINT_ALL, "MT(a) " ); } else if ( shader->multitextureEnv == GL_MODULATE ) { ri.Printf( PRINT_ALL, "MT(m) " ); } else if ( shader->multitextureEnv == GL_DECAL ) { ri.Printf( PRINT_ALL, "MT(d) " ); } else { ri.Printf( PRINT_ALL, " " ); } if ( shader->explicitlyDefined ) { ri.Printf( PRINT_ALL, "E " ); } else { ri.Printf( PRINT_ALL, " " ); } if ( shader->optimalStageIteratorFunc == RB_StageIteratorGeneric ) { ri.Printf( PRINT_ALL, "gen " ); } else if ( shader->optimalStageIteratorFunc == RB_StageIteratorSky ) { ri.Printf( PRINT_ALL, "sky " ); } else if ( shader->optimalStageIteratorFunc == RB_StageIteratorLightmappedMultitexture ) { ri.Printf( PRINT_ALL, "lmmt" ); } else if ( shader->optimalStageIteratorFunc == RB_StageIteratorVertexLitTexture ) { ri.Printf( PRINT_ALL, "vlt " ); } else { ri.Printf( PRINT_ALL, " " ); } if ( shader->defaultShader ) { ri.Printf (PRINT_ALL, ": %s (DEFAULTED)\n", shader->name); } else { ri.Printf (PRINT_ALL, ": %s\n", shader->name); } count++; } ri.Printf (PRINT_ALL, "%i total shaders\n", count); ri.Printf (PRINT_ALL, "------------------\n"); } /* ==================== ScanAndLoadShaderFiles Finds and loads all .shader files, combining them into a single large text block that can be scanned for shader names ===================== */ #define MAX_SHADER_FILES 4096 static void ScanAndLoadShaderFiles( void ) { char **shaderFiles; char *buffers[MAX_SHADER_FILES]; char *p; int numShaders; int i; char *oldp, *token, *hashMem; int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size; long sum = 0; // scan for shader files shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaders ); if ( !shaderFiles || !numShaders ) { ri.Printf( PRINT_WARNING, "WARNING: no shader files found\n" ); return; } if ( numShaders > MAX_SHADER_FILES ) { numShaders = MAX_SHADER_FILES; } // load and parse shader files for ( i = 0; i < numShaders; i++ ) { char filename[MAX_QPATH]; Com_sprintf( filename, sizeof( filename ), "scripts/%s", shaderFiles[i] ); ri.Printf( PRINT_ALL, "...loading '%s'\n", filename ); sum += ri.FS_ReadFile( filename, (void **)&buffers[i] ); if ( !buffers[i] ) { ri.Error( ERR_DROP, "Couldn't load %s", filename ); } } // build single large buffer s_shaderText = ri.Hunk_Alloc( sum + numShaders*2, h_low ); // free in reverse order, so the temp files are all dumped for ( i = numShaders - 1; i >= 0 ; i-- ) { strcat( s_shaderText, "\n" ); p = &s_shaderText[strlen(s_shaderText)]; strcat( s_shaderText, buffers[i] ); ri.FS_FreeFile( buffers[i] ); buffers[i] = p; COM_Compress(p); } // free up memory ri.FS_FreeFileList( shaderFiles ); Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes)); size = 0; // for ( i = 0; i < numShaders; i++ ) { // pointer to the first shader file p = buffers[i]; // look for label while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if ( token[0] == 0 ) { break; } hash = generateHashValue(token, MAX_SHADERTEXT_HASH); shaderTextHashTableSizes[hash]++; size++; SkipBracedSection(&p); // if we passed the pointer to the next shader file if ( i < numShaders - 1 ) { if ( p > buffers[i+1] ) { break; } } } } size += MAX_SHADERTEXT_HASH; hashMem = ri.Hunk_Alloc( size * sizeof(char *), h_low ); for (i = 0; i < MAX_SHADERTEXT_HASH; i++) { shaderTextHashTable[i] = (char **) hashMem; hashMem = ((char *) hashMem) + ((shaderTextHashTableSizes[i] + 1) * sizeof(char *)); } Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes)); // for ( i = 0; i < numShaders; i++ ) { // pointer to the first shader file p = buffers[i]; // look for label while ( 1 ) { oldp = p; token = COM_ParseExt( &p, qtrue ); if ( token[0] == 0 ) { break; } hash = generateHashValue(token, MAX_SHADERTEXT_HASH); shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp; SkipBracedSection(&p); // if we passed the pointer to the next shader file if ( i < numShaders - 1 ) { if ( p > buffers[i+1] ) { break; } } } } return; } /* ==================== CreateInternalShaders ==================== */ static void CreateInternalShaders( void ) { tr.numShaders = 0; // init the default shader Com_Memset( &shader, 0, sizeof( shader ) ); Com_Memset( &stages, 0, sizeof( stages ) ); Q_strncpyz( shader.name, "", sizeof( shader.name ) ); shader.lightmapIndex = LIGHTMAP_NONE; stages[0].bundle[0].image[0] = tr.defaultImage; stages[0].active = qtrue; stages[0].stateBits = GLS_DEFAULT; tr.defaultShader = FinishShader(); // shadow shader is just a marker Q_strncpyz( shader.name, "", sizeof( shader.name ) ); shader.sort = SS_STENCIL_SHADOW; tr.shadowShader = FinishShader(); } static void CreateExternalShaders( void ) { tr.projectionShadowShader = R_FindShader( "projectionShadow", LIGHTMAP_NONE, qtrue ); tr.flareShader = R_FindShader( "flareShader", LIGHTMAP_NONE, qtrue ); tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, qtrue ); } /* ================== R_InitShaders ================== */ void R_InitShaders( void ) { ri.Printf( PRINT_ALL, "Initializing Shaders\n" ); Com_Memset(hashTable, 0, sizeof(hashTable)); deferLoad = qfalse; CreateInternalShaders(); ScanAndLoadShaderFiles(); CreateExternalShaders(); }