gtkradiant/tools/quake3/q3map2/shaders.c

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/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* marker */
#define SHADERS_C
/* dependencies */
#include "q3map2.h"
/*
ColorMod()
routines for dealing with vertex color/alpha modification
*/
void ColorMod( colorMod_t *cm, int numVerts, bspDrawVert_t *drawVerts )
{
int i, j, k;
float c;
vec4_t mult, add;
bspDrawVert_t *dv;
colorMod_t *cm2;
/* dummy check */
if( cm == NULL || numVerts < 1 || drawVerts == NULL )
return;
/* walk vertex list */
for( i = 0; i < numVerts; i++ )
{
/* get vertex */
dv = &drawVerts[ i ];
/* walk colorMod list */
for( cm2 = cm; cm2 != NULL; cm2 = cm2->next )
{
/* default */
VectorSet( mult, 1.0f, 1.0f, 1.0f );
mult[ 3 ] = 1.0f;
VectorSet( add, 0.0f, 0.0f, 0.0f );
mult[ 3 ] = 0.0f;
/* switch on type */
switch( cm2->type )
{
case CM_COLOR_SET:
VectorClear( mult );
VectorScale( cm2->data, 255.0f, add );
break;
case CM_ALPHA_SET:
mult[ 3 ] = 0.0f;
add[ 3 ] = cm2->data[ 0 ] * 255.0f;
break;
case CM_COLOR_SCALE:
VectorCopy( cm2->data, mult );
break;
case CM_ALPHA_SCALE:
mult[ 3 ] = cm2->data[ 0 ];
break;
case CM_COLOR_DOT_PRODUCT:
c = DotProduct( dv->normal, cm2->data );
VectorSet( mult, c, c, c );
break;
case CM_ALPHA_DOT_PRODUCT:
mult[ 3 ] = DotProduct( dv->normal, cm2->data );
break;
case CM_COLOR_DOT_PRODUCT_2:
c = DotProduct( dv->normal, cm2->data );
c *= c;
VectorSet( mult, c, c, c );
break;
case CM_ALPHA_DOT_PRODUCT_2:
mult[ 3 ] = DotProduct( dv->normal, cm2->data );
mult[ 3 ] *= mult[ 3 ];
break;
default:
break;
}
/* apply mod */
for( j = 0; j < MAX_LIGHTMAPS; j++ )
{
for( k = 0; k < 4; k++ )
{
c = (mult[ k ] * dv->color[ j ][ k ]) + add[ k ];
if( c < 0 )
c = 0;
else if( c > 255 )
c = 255;
dv->color[ j ][ k ] = c;
}
}
}
}
}
/*
TCMod*()
routines for dealing with a 3x3 texture mod matrix
*/
void TCMod( tcMod_t mod, float st[ 2 ] )
{
float old[ 2 ];
old[ 0 ] = st[ 0 ];
old[ 1 ] = st[ 1 ];
st[ 0 ] = (mod[ 0 ][ 0 ] * old[ 0 ]) + (mod[ 0 ][ 1 ] * old[ 1 ]) + mod[ 0 ][ 2 ];
st[ 1 ] = (mod[ 1 ][ 0 ] * old[ 0 ]) + (mod[ 1 ][ 1 ] * old[ 1 ]) + mod[ 1 ][ 2 ];
}
void TCModIdentity( tcMod_t mod )
{
mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f;
mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f;
mod[ 2 ][ 0 ] = 0.0f; mod[ 2 ][ 1 ] = 0.0f; mod[ 2 ][ 2 ] = 1.0f; /* this row is only used for multiples, not transformation */
}
void TCModMultiply( tcMod_t a, tcMod_t b, tcMod_t out )
{
int i;
for( i = 0; i < 3; i++ )
{
out[ i ][ 0 ] = (a[ i ][ 0 ] * b[ 0 ][ 0 ]) + (a[ i ][ 1 ] * b[ 1 ][ 0 ]) + (a[ i ][ 2 ] * b[ 2 ][ 0 ]);
out[ i ][ 1 ] = (a[ i ][ 0 ] * b[ 0 ][ 1 ]) + (a[ i ][ 1 ] * b[ 1 ][ 1 ]) + (a[ i ][ 2 ] * b[ 2 ][ 1 ]);
out[ i ][ 2 ] = (a[ i ][ 0 ] * b[ 0 ][ 2 ]) + (a[ i ][ 1 ] * b[ 1 ][ 2 ]) + (a[ i ][ 2 ] * b[ 2 ][ 2 ]);
}
}
void TCModTranslate( tcMod_t mod, float s, float t )
{
mod[ 0 ][ 2 ] += s;
mod[ 1 ][ 2 ] += t;
}
void TCModScale( tcMod_t mod, float s, float t )
{
mod[ 0 ][ 0 ] *= s;
mod[ 1 ][ 1 ] *= t;
}
void TCModRotate( tcMod_t mod, float euler )
{
tcMod_t old, temp;
float radians, sinv, cosv;
memcpy( old, mod, sizeof( tcMod_t ) );
TCModIdentity( temp );
radians = euler / 180 * Q_PI;
sinv = sin( radians );
cosv = cos( radians );
temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv;
temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv;
TCModMultiply( old, temp, mod );
}
/*
ApplySurfaceParm() - ydnar
applies a named surfaceparm to the supplied flags
*/
qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags )
{
int i, fake;
surfaceParm_t *sp;
/* dummy check */
if( name == NULL )
name = "";
if( contentFlags == NULL )
contentFlags = &fake;
if( surfaceFlags == NULL )
surfaceFlags = &fake;
if( compileFlags == NULL )
compileFlags = &fake;
/* walk the current game's surfaceparms */
sp = game->surfaceParms;
while( sp->name != NULL )
{
/* match? */
if( !Q_stricmp( name, sp->name ) )
{
/* clear and set flags */
*contentFlags &= ~(sp->contentFlagsClear);
*contentFlags |= sp->contentFlags;
*surfaceFlags &= ~(sp->surfaceFlagsClear);
*surfaceFlags |= sp->surfaceFlags;
*compileFlags &= ~(sp->compileFlagsClear);
*compileFlags |= sp->compileFlags;
/* return ok */
return qtrue;
}
/* next */
sp++;
}
/* check custom info parms */
for( i = 0; i < numCustSurfaceParms; i++ )
{
/* get surfaceparm */
sp = &custSurfaceParms[ i ];
/* match? */
if( !Q_stricmp( name, sp->name ) )
{
/* clear and set flags */
*contentFlags &= ~(sp->contentFlagsClear);
*contentFlags |= sp->contentFlags;
*surfaceFlags &= ~(sp->surfaceFlagsClear);
*surfaceFlags |= sp->surfaceFlags;
*compileFlags &= ~(sp->compileFlagsClear);
*compileFlags |= sp->compileFlags;
/* return ok */
return qtrue;
}
}
/* no matching surfaceparm found */
return qfalse;
}
/*
BeginMapShaderFile() - ydnar
erases and starts a new map shader script
*/
void BeginMapShaderFile( const char *mapFile )
{
char base[ 1024 ];
int len;
/* dummy check */
mapName[ 0 ] = '\0';
mapShaderFile[ 0 ] = '\0';
if( mapFile == NULL || mapFile[ 0 ] == '\0' )
return;
/* copy map name */
strcpy( base, mapFile );
StripExtension( base );
/* extract map name */
len = strlen( base ) - 1;
while( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )
len--;
strcpy( mapName, &base[ len + 1 ] );
base[ len ] = '\0';
if( len <= 0 )
return;
/* append ../scripts/q3map2_<mapname>.shader */
sprintf( mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName );
Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile );
/* remove it */
remove( mapShaderFile );
/* stop making warnings about missing images */
warnImage = qfalse;
}
/*
WriteMapShaderFile() - ydnar
writes a shader to the map shader script
*/
void WriteMapShaderFile( void )
{
FILE *file;
shaderInfo_t *si;
int i, num;
/* dummy check */
if( mapShaderFile[ 0 ] == '\0' )
return;
/* are there any custom shaders? */
for( i = 0, num = 0; i < numShaderInfo; i++ )
{
if( shaderInfo[ i ].custom )
break;
}
if( i == numShaderInfo )
return;
/* note it */
Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n");
Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile );
/* open shader file */
file = fopen( mapShaderFile, "w" );
if( file == NULL )
{
Sys_Printf( "WARNING: Unable to open map shader file %s for writing\n", mapShaderFile );
return;
}
/* print header */
fprintf( file,
"// Custom shader file for %s.bsp\n"
"// Generated by Q3Map2 (ydnar)\n"
"// Do not edit! This file is overwritten on recompiles.\n\n",
mapName );
/* walk the shader list */
for( i = 0, num = 0; i < numShaderInfo; i++ )
{
/* get the shader and print it */
si = &shaderInfo[ i ];
if( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' )
continue;
num++;
/* print it to the file */
fprintf( file, "%s%s\n", si->shader, si->shaderText );
//% Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */
Sys_FPrintf( SYS_VRB, "." );
}
/* close the shader */
fclose( file );
Sys_FPrintf( SYS_VRB, "\n" );
/* print some stats */
Sys_Printf( "%9d custom shaders emitted\n", num );
}
/*
CustomShader() - ydnar
sets up a custom map shader
*/
shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace )
{
shaderInfo_t *csi;
char shader[ MAX_QPATH ];
char *s;
int loc;
MHASH mh;
byte digest[ 16 ];
char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
/* dummy check */
if( si == NULL )
return ShaderInfoForShader( "default" );
/* default shader text source */
srcShaderText = si->shaderText;
/* et: implicitMap */
if( si->implicitMap == IM_OPAQUE )
{
srcShaderText = temp;
sprintf( temp, "\n"
"{ // Q3Map2 defaulted (implicitMap)\n"
"\t{\n"
"\t\tmap $lightmap\n"
"\t\trgbGen identity\n"
"\t}\n"
"\tq3map_styleMarker\n"
"\t{\n"
"\t\tmap %s\n"
"\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
"\t\trgbGen identity\n"
"\t}\n"
"}\n",
si->implicitImagePath );
}
/* et: implicitMask */
else if( si->implicitMap == IM_MASKED )
{
srcShaderText = temp;
sprintf( temp, "\n"
"{ // Q3Map2 defaulted (implicitMask)\n"
"\tcull none\n"
"\t{\n"
"\t\tmap %s\n"
"\t\talphaFunc GE128\n"
"\t\tdepthWrite\n"
"\t}\n"
"\t{\n"
"\t\tmap $lightmap\n"
"\t\trgbGen identity\n"
"\t\tdepthFunc equal\n"
"\t}\n"
"\tq3map_styleMarker\n"
"\t{\n"
"\t\tmap %s\n"
"\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
"\t\tdepthFunc equal\n"
"\t\trgbGen identity\n"
"\t}\n"
"}\n",
si->implicitImagePath,
si->implicitImagePath );
}
/* et: implicitBlend */
else if( si->implicitMap == IM_BLEND )
{
srcShaderText = temp;
sprintf( temp, "\n"
"{ // Q3Map2 defaulted (implicitBlend)\n"
"\tcull none\n"
"\t{\n"
"\t\tmap %s\n"
"\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
"\t}\n"
"\t{\n"
"\t\tmap $lightmap\n"
"\t\trgbGen identity\n"
"\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
"\t}\n"
"\tq3map_styleMarker\n"
"}\n",
si->implicitImagePath );
}
/* default shader text */
else if( srcShaderText == NULL )
{
srcShaderText = temp;
sprintf( temp, "\n"
"{ // Q3Map2 defaulted\n"
"\t{\n"
"\t\tmap $lightmap\n"
"\t\trgbGen identity\n"
"\t}\n"
"\tq3map_styleMarker\n"
"\t{\n"
"\t\tmap %s.tga\n"
"\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
"\t\trgbGen identity\n"
"\t}\n"
"}\n",
si->shader );
}
/* error check */
if( (strlen( mapName ) + 1 + 32) > MAX_QPATH )
Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH );
/* do some bad find-replace */
s = strstr( srcShaderText, find );
if( s == NULL )
//% strcpy( shaderText, srcShaderText );
return si; /* testing just using the existing shader if this fails */
else
{
/* substitute 'find' with 'replace' */
loc = s - srcShaderText;
strcpy( shaderText, srcShaderText );
shaderText[ loc ] = '\0';
strcat( shaderText, replace );
strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );
}
/* make md5 hash of the shader text */
mh = mhash_init( MHASH_MD5 );
if( !mh )
Error( "Unable to initialize MD5 hash context" );
mhash( mh, shaderText, strlen( shaderText ) );
mhash_deinit( mh, digest );
/* mangle hash into a shader name */
sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,
digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
/* get shader */
csi = ShaderInfoForShader( shader );
/* might be a preexisting shader */
if( csi->custom )
return csi;
/* clone the existing shader and rename */
memcpy( csi, si, sizeof( shaderInfo_t ) );
strcpy( csi->shader, shader );
csi->custom = qtrue;
/* store new shader text */
csi->shaderText = safe_malloc( strlen( shaderText ) + 1 );
strcpy( csi->shaderText, shaderText ); /* LEAK! */
/* return it */
return csi;
}
/*
EmitVertexRemapShader()
adds a vertexremapshader key/value pair to worldspawn
*/
void EmitVertexRemapShader( char *from, char *to )
{
MHASH mh;
byte digest[ 16 ];
char key[ 64 ], value[ 256 ];
/* dummy check */
if( from == NULL || from[ 0 ] == '\0' ||
to == NULL || to[ 0 ] == '\0' )
return;
/* build value */
sprintf( value, "%s;%s", from, to );
/* make md5 hash */
mh = mhash_init( MHASH_MD5 );
if( !mh )
Error( "Unable to initialize MD5 hash context" );
mhash( mh, value, strlen( value ) );
mhash_deinit( mh, digest );
/* make key (this is annoying, as vertexremapshader is precisely 17 characters,
which is one too long, so we leave off the last byte of the md5 digest) */
sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",
digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */
/* add key/value pair to worldspawn */
SetKeyValue( &entities[ 0 ], key, value );
}
/*
AllocShaderInfo()
allocates and initializes a new shader
*/
static shaderInfo_t *AllocShaderInfo( void )
{
shaderInfo_t *si;
/* allocate? */
if( shaderInfo == NULL )
{
shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO );
numShaderInfo = 0;
}
/* bounds check */
if( numShaderInfo == MAX_SHADER_INFO )
Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." );
si = &shaderInfo[ numShaderInfo ];
numShaderInfo++;
/* ydnar: clear to 0 first */
memset( si, 0, sizeof( shaderInfo_t ) );
/* set defaults */
ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
si->backsplashFraction = DEF_BACKSPLASH_FRACTION;
si->backsplashDistance = DEF_BACKSPLASH_DISTANCE;
si->bounceScale = DEF_RADIOSITY_BOUNCE;
si->lightStyle = LS_NORMAL;
si->polygonOffset = qfalse;
si->shadeAngleDegrees = 0.0f;
si->lightmapSampleSize = 0;
si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
si->patchShadows = qfalse;
si->vertexShadows = qtrue; /* ydnar: changed default behavior */
si->forceSunlight = qfalse;
si->vertexScale = 1.0;
si->notjunc = qfalse;
/* ydnar: set texture coordinate transform matrix to identity */
TCModIdentity( si->mod );
/* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */
si->lmCustomWidth = lmCustomSize;
si->lmCustomHeight = lmCustomSize;
/* return to sender */
return si;
}
/*
FinishShader() - ydnar
sets a shader's width and height among other things
*/
void FinishShader( shaderInfo_t *si )
{
int x, y;
float st[ 2 ], o[ 2 ], dist, bestDist;
vec4_t color, bestColor, delta;
/* don't double-dip */
if( si->finished )
return;
/* if they're explicitly set, copy from image size */
if( si->shaderWidth == 0 && si->shaderHeight == 0 )
{
si->shaderWidth = si->shaderImage->width;
si->shaderHeight = si->shaderImage->height;
}
/* legacy terrain has explicit image-sized texture projection */
if( si->legacyTerrain && si->tcGen == qfalse )
{
/* set xy texture projection */
si->tcGen = qtrue;
VectorSet( si->vecs[ 0 ], (1.0f / (si->shaderWidth * 0.5f)), 0, 0 );
VectorSet( si->vecs[ 1 ], 0, (1.0f / (si->shaderHeight * 0.5f)), 0 );
}
/* find pixel coordinates best matching the average color of the image */
bestDist = 99999999;
o[ 0 ] = 1.0f / si->shaderImage->width;
o[ 1 ] = 1.0f / si->shaderImage->height;
for( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
{
for( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
{
/* sample the shader image */
RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color );
/* determine error squared */
VectorSubtract( color, si->averageColor, delta );
delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ];
dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ];
if( dist < bestDist )
{
VectorCopy( color, bestColor );
bestColor[ 3 ] = color[ 3 ];
si->stFlat[ 0 ] = st[ 0 ];
si->stFlat[ 1 ] = st[ 1 ];
}
}
}
/* set to finished */
si->finished = qtrue;
}
/*
LoadShaderImages()
loads a shader's images
ydnar: image.c made this a bit simpler
*/
static void LoadShaderImages( shaderInfo_t *si )
{
int i, count;
float color[ 4 ];
/* nodraw shaders don't need images */
if( si->compileFlags & C_NODRAW )
si->shaderImage = ImageLoad( DEFAULT_IMAGE );
else
{
/* try to load editor image first */
si->shaderImage = ImageLoad( si->editorImagePath );
/* then try shadername */
if( si->shaderImage == NULL )
si->shaderImage = ImageLoad( si->shader );
/* then try implicit image path (note: new behavior!) */
if( si->shaderImage == NULL )
si->shaderImage = ImageLoad( si->implicitImagePath );
/* then try lightimage (note: new behavior!) */
if( si->shaderImage == NULL )
si->shaderImage = ImageLoad( si->lightImagePath );
/* otherwise, use default image */
if( si->shaderImage == NULL )
{
si->shaderImage = ImageLoad( DEFAULT_IMAGE );
if( warnImage && strcmp( si->shader, "noshader" ) )
Sys_Printf( "WARNING: Couldn't find image for shader %s\n", si->shader );
}
/* load light image */
si->lightImage = ImageLoad( si->lightImagePath );
/* load normalmap image (ok if this is NULL) */
si->normalImage = ImageLoad( si->normalImagePath );
if( si->normalImage != NULL )
{
Sys_FPrintf( SYS_VRB, "Shader %s has\n"
" NM %s\n", si->shader, si->normalImagePath );
}
}
/* if no light image, use shader image */
if( si->lightImage == NULL )
si->lightImage = ImageLoad( si->shaderImage->name );
/* create default and average colors */
count = si->lightImage->width * si->lightImage->height;
VectorClear( color );
color[ 3 ] = 0.0f;
for( i = 0; i < count; i++ )
{
color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ];
color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ];
color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ];
color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ];
}
if( VectorLength( si->color ) <= 0.0f )
ColorNormalize( color, si->color );
VectorScale( color, (1.0f / count), si->averageColor );
}
/*
ShaderInfoForShader()
finds a shaderinfo for a named shader
*/
shaderInfo_t *ShaderInfoForShader( const char *shaderName )
{
int i;
shaderInfo_t *si;
char shader[ MAX_QPATH ];
/* dummy check */
if( shaderName == NULL || shaderName[ 0 ] == '\0' )
{
Sys_Printf( "WARNING: Null or empty shader name\n" );
shaderName = "missing";
}
/* strip off extension */
strcpy( shader, shaderName );
StripExtension( shader );
/* search for it */
for( i = 0; i < numShaderInfo; i++ )
{
si = &shaderInfo[ i ];
if( !Q_stricmp( shader, si->shader ) )
{
/* load image if necessary */
if( si->finished == qfalse )
{
LoadShaderImages( si );
FinishShader( si );
}
/* return it */
return si;
}
}
/* allocate a default shader */
si = AllocShaderInfo();
strcpy( si->shader, shader );
LoadShaderImages( si );
FinishShader( si );
/* return it */
return si;
}
/*
GetTokenAppend() - ydnar
gets a token and appends its text to the specified buffer
*/
static int oldScriptLine = 0;
static int tabDepth = 0;
qboolean GetTokenAppend( char *buffer, qboolean crossline )
{
qboolean r;
int i;
/* get the token */
r = GetToken( crossline );
if( r == qfalse || buffer == NULL || token[ 0 ] == '\0' )
return r;
/* pre-tabstops */
if( token[ 0 ] == '}' )
tabDepth--;
/* append? */
if( oldScriptLine != scriptline )
{
strcat( buffer, "\n" );
for( i = 0; i < tabDepth; i++ )
strcat( buffer, "\t" );
}
else
strcat( buffer, " " );
oldScriptLine = scriptline;
strcat( buffer, token );
/* post-tabstops */
if( token[ 0 ] == '{' )
tabDepth++;
/* return */
return r;
}
void Parse1DMatrixAppend( char *buffer, int x, vec_t *m )
{
int i;
if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) )
Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline );
for( i = 0; i < x; i++ )
{
if( !GetTokenAppend( buffer, qfalse ) )
Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline );
m[ i ] = atof( token );
}
if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) )
Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline );
}
/*
ParseShaderFile()
parses a shader file into discrete shaderInfo_t
*/
static void ParseShaderFile( const char *filename )
{
int i, val;
shaderInfo_t *si;
char *suffix, temp[ 1024 ];
char shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
/* init */
si = NULL;
shaderText[ 0 ] = '\0';
/* load the shader */
LoadScriptFile( filename, 0 );
/* tokenize it */
while( 1 )
{
/* copy shader text to the shaderinfo */
if( si != NULL && shaderText[ 0 ] != '\0' )
{
strcat( shaderText, "\n" );
si->shaderText = safe_malloc( strlen( shaderText ) + 1 );
strcpy( si->shaderText, shaderText );
//% if( VectorLength( si->vecs[ 0 ] ) )
//% Sys_Printf( "%s\n", shaderText );
}
/* ydnar: clear shader text buffer */
shaderText[ 0 ] = '\0';
/* test for end of file */
if( !GetToken( qtrue ) )
break;
/* shader name is initial token */
si = AllocShaderInfo();
strcpy( si->shader, token );
/* ignore ":q3map" suffix */
suffix = strstr( si->shader, ":q3map" );
if( suffix != NULL )
*suffix = '\0';
/* handle { } section */
if( !GetTokenAppend( shaderText, qtrue ) )
break;
if( strcmp( token, "{" ) )
{
if( si != NULL )
Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s",
filename, scriptline, token, si->shader );
else
Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s",
filename, scriptline, token );
}
while( 1 )
{
/* get the next token */
if( !GetTokenAppend( shaderText, qtrue ) )
break;
if( !strcmp( token, "}" ) )
break;
/* -----------------------------------------------------------------
shader stages (passes)
----------------------------------------------------------------- */
/* parse stage directives */
if( !strcmp( token, "{" ) )
{
si->hasPasses = qtrue;
while( 1 )
{
if( !GetTokenAppend( shaderText, qtrue ) )
break;
if( !strcmp( token, "}" ) )
break;
/* only care about images if we don't have a editor/light image */
if( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' )
{
/* digest any images */
if( !Q_stricmp( token, "map" ) ||
!Q_stricmp( token, "clampMap" ) ||
!Q_stricmp( token, "animMap" ) ||
!Q_stricmp( token, "clampAnimMap" ) ||
!Q_stricmp( token, "clampMap" ) ||
!Q_stricmp( token, "mapComp" ) ||
!Q_stricmp( token, "mapNoComp" ) )
{
/* skip one token for animated stages */
if( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) )
GetTokenAppend( shaderText, qfalse );
/* get an image */
GetTokenAppend( shaderText, qfalse );
if( token[ 0 ] != '*' && token[ 0 ] != '$' )
{
strcpy( si->lightImagePath, token );
DefaultExtension( si->lightImagePath, ".tga" );
/* debug code */
//% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );
}
}
}
}
}
/* -----------------------------------------------------------------
surfaceparm * directives
----------------------------------------------------------------- */
/* match surfaceparm */
else if( !Q_stricmp( token, "surfaceparm" ) )
{
GetTokenAppend( shaderText, qfalse );
if( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
Sys_Printf( "WARNING: Unknown surfaceparm: \"%s\"\n", token );
}
/* -----------------------------------------------------------------
game-related shader directives
----------------------------------------------------------------- */
/* ydnar: fogparms (for determining fog volumes) */
else if( !Q_stricmp( token, "fogparms" ) )
si->fogParms = qtrue;
/* ydnar: polygonoffset (for no culling) */
else if( !Q_stricmp( token, "polygonoffset" ) )
si->polygonOffset = qtrue;
/* tesssize is used to force liquid surfaces to subdivide */
else if( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ )
{
GetTokenAppend( shaderText, qfalse );
si->subdivisions = atof( token );
}
/* cull none will set twoSided (ydnar: added disable too) */
else if ( !Q_stricmp( token, "cull" ) )
{
GetTokenAppend( shaderText, qfalse );
if( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) )
si->twoSided = qtrue;
}
/* deformVertexes autosprite[ 2 ]
we catch this so autosprited surfaces become point
lights instead of area lights */
else if( !Q_stricmp( token, "deformVertexes" ) )
{
GetTokenAppend( shaderText, qfalse );
/* deformVertexes autosprite(2) */
if( !Q_strncasecmp( token, "autosprite", 10 ) )
{
/* set it as autosprite and detail */
si->autosprite = qtrue;
ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
/* ydnar: gs mods: added these useful things */
si->noClip = qtrue;
si->notjunc = qtrue;
}
/* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
if( !Q_stricmp( token, "move") )
{
vec3_t amt, mins, maxs;
float base, amp;
/* get move amount */
GetTokenAppend( shaderText, qfalse ); amt[ 0 ] = atof( token );
GetTokenAppend( shaderText, qfalse ); amt[ 1 ] = atof( token );
GetTokenAppend( shaderText, qfalse ); amt[ 2 ] = atof( token );
/* skip func */
GetTokenAppend( shaderText, qfalse );
/* get base and amplitude */
GetTokenAppend( shaderText, qfalse ); base = atof( token );
GetTokenAppend( shaderText, qfalse ); amp = atof( token );
/* calculate */
VectorScale( amt, base, mins );
VectorMA( mins, amp, amt, maxs );
VectorAdd( si->mins, mins, si->mins );
VectorAdd( si->maxs, maxs, si->maxs );
}
}
/* light <value> (old-style flare specification) */
else if( !Q_stricmp( token, "light" ) )
{
GetTokenAppend( shaderText, qfalse );
si->flareShader = game->flareShader;
}
/* ydnar: damageShader <shader> <health> (sof2 mods) */
else if( !Q_stricmp( token, "damageShader" ) )
{
GetTokenAppend( shaderText, qfalse );
if( token[ 0 ] != '\0' )
{
si->damageShader = safe_malloc( strlen( token ) + 1 );
strcpy( si->damageShader, token );
}
GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */
}
/* ydnar: enemy territory implicit shaders */
else if( !Q_stricmp( token, "implicitMap" ) )
{
si->implicitMap = IM_OPAQUE;
GetTokenAppend( shaderText, qfalse );
if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
sprintf( si->implicitImagePath, "%s.tga", si->shader );
else
strcpy( si->implicitImagePath, token );
}
else if( !Q_stricmp( token, "implicitMask" ) )
{
si->implicitMap = IM_MASKED;
GetTokenAppend( shaderText, qfalse );
if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
sprintf( si->implicitImagePath, "%s.tga", si->shader );
else
strcpy( si->implicitImagePath, token );
}
else if( !Q_stricmp( token, "implicitBlend" ) )
{
si->implicitMap = IM_MASKED;
GetTokenAppend( shaderText, qfalse );
if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
sprintf( si->implicitImagePath, "%s.tga", si->shader );
else
strcpy( si->implicitImagePath, token );
}
/* -----------------------------------------------------------------
image directives
----------------------------------------------------------------- */
/* qer_editorimage <image> */
else if( !Q_stricmp( token, "qer_editorImage" ) )
{
GetTokenAppend( shaderText, qfalse );
strcpy( si->editorImagePath, token );
DefaultExtension( si->editorImagePath, ".tga" );
}
/* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
else if( !Q_stricmp( token, "q3map_normalImage" ) )
{
GetTokenAppend( shaderText, qfalse );
strcpy( si->normalImagePath, token );
DefaultExtension( si->normalImagePath, ".tga" );
}
/* q3map_lightimage <image> */
else if( !Q_stricmp( token, "q3map_lightImage" ) )
{
GetTokenAppend( shaderText, qfalse );
strcpy( si->lightImagePath, token );
DefaultExtension( si->lightImagePath, ".tga" );
}
/* ydnar: skyparms <outer image> <cloud height> <inner image> */
else if( !Q_stricmp( token, "skyParms" ) )
{
/* get image base */
GetTokenAppend( shaderText, qfalse );
/* ignore bogus paths */
if( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) )
{
strcpy( si->skyParmsImageBase, token );
/* use top image as sky light image */
if( si->lightImagePath[ 0 ] == '\0' )
sprintf( si->lightImagePath, "%s_up.tga", si->skyParmsImageBase );
}
/* skip rest of line */
GetTokenAppend( shaderText, qfalse );
GetTokenAppend( shaderText, qfalse );
}
/* -----------------------------------------------------------------
q3map_* directives
----------------------------------------------------------------- */
/* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
color will be normalized, so it doesn't matter what range you use
intensity falls off with angle but not distance 100 is a fairly bright sun
degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon
ydnar: sof2map has bareword 'sun' token, so we support that as well */
else if( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) )
{
float a, b;
sun_t *sun;
qboolean ext;
/* ydnar: extended sun directive? */
if( !Q_stricmp( token, "q3map_sunext" ) )
ext = qtrue;
/* allocate sun */
sun = safe_malloc( sizeof( *sun ) );
memset( sun, 0, sizeof( *sun ) );
/* set style */
sun->style = si->lightStyle;
/* get color */
GetTokenAppend( shaderText, qfalse );
sun->color[ 0 ] = atof( token );
GetTokenAppend( shaderText, qfalse );
sun->color[ 1 ] = atof( token );
GetTokenAppend( shaderText, qfalse );
sun->color[ 2 ] = atof( token );
/* normalize it */
VectorNormalize( sun->color, sun->color );
/* scale color by brightness */
GetTokenAppend( shaderText, qfalse );
sun->photons = atof( token );
/* get sun angle/elevation */
GetTokenAppend( shaderText, qfalse );
a = atof( token );
a = a / 180.0f * Q_PI;
GetTokenAppend( shaderText, qfalse );
b = atof( token );
b = b / 180.0f * Q_PI;
sun->direction[ 0 ] = cos( a ) * cos( b );
sun->direction[ 1 ] = sin( a ) * cos( b );
sun->direction[ 2 ] = sin( b );
/* get filter radius from shader */
sun->filterRadius = si->lightFilterRadius;
/* ydnar: get sun angular deviance/samples */
if( ext && TokenAvailable() )
{
GetTokenAppend( shaderText, qfalse );
sun->deviance = atof( token );
sun->deviance = sun->deviance / 180.0f * Q_PI;
GetTokenAppend( shaderText, qfalse );
sun->numSamples = atoi( token );
}
/* store sun */
sun->next = si->sun;
si->sun = sun;
/* apply sky surfaceparm */
ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
/* don't process any more tokens on this line */
continue;
}
/* match q3map_ */
else if( !Q_strncasecmp( token, "q3map_", 6 ) )
{
/* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
if( !Q_stricmp( token, "q3map_baseShader" ) )
{
shaderInfo_t *si2;
qboolean oldWarnImage;
/* get shader */
GetTokenAppend( shaderText, qfalse );
//% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );
oldWarnImage = warnImage;
warnImage = qfalse;
si2 = ShaderInfoForShader( token );
warnImage = oldWarnImage;
/* subclass it */
if( si2 != NULL )
{
/* preserve name */
strcpy( temp, si->shader );
/* copy shader */
memcpy( si, si2, sizeof( *si ) );
/* restore name and set to unfinished */
strcpy( si->shader, temp );
si->shaderWidth = 0;
si->shaderHeight = 0;
si->finished = qfalse;
}
}
/* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
else if( !Q_stricmp( token, "q3map_surfacemodel" ) )
{
surfaceModel_t *model;
/* allocate new model and attach it */
model = safe_malloc( sizeof( *model ) );
memset( model, 0, sizeof( *model ) );
model->next = si->surfaceModel;
si->surfaceModel = model;
/* get parameters */
GetTokenAppend( shaderText, qfalse );
strcpy( model->model, token );
GetTokenAppend( shaderText, qfalse );
model->density = atof( token );
GetTokenAppend( shaderText, qfalse );
model->odds = atof( token );
GetTokenAppend( shaderText, qfalse );
model->minScale = atof( token );
GetTokenAppend( shaderText, qfalse );
model->maxScale = atof( token );
GetTokenAppend( shaderText, qfalse );
model->minAngle = atof( token );
GetTokenAppend( shaderText, qfalse );
model->maxAngle = atof( token );
GetTokenAppend( shaderText, qfalse );
model->oriented = (token[ 0 ] == '1' ? qtrue : qfalse);
}
/* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
else if( !Q_stricmp( token, "q3map_foliage" ) )
{
foliage_t *foliage;
/* allocate new foliage struct and attach it */
foliage = safe_malloc( sizeof( *foliage ) );
memset( foliage, 0, sizeof( *foliage ) );
foliage->next = si->foliage;
si->foliage = foliage;
/* get parameters */
GetTokenAppend( shaderText, qfalse );
strcpy( foliage->model, token );
GetTokenAppend( shaderText, qfalse );
foliage->scale = atof( token );
GetTokenAppend( shaderText, qfalse );
foliage->density = atof( token );
GetTokenAppend( shaderText, qfalse );
foliage->odds = atof( token );
GetTokenAppend( shaderText, qfalse );
foliage->inverseAlpha = atoi( token );
}
/* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
else if( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) )
{
GetTokenAppend( shaderText, qfalse );
si->bounceScale = atof( token );
}
/* ydnar/splashdamage: q3map_skyLight <value> <iterations> */
else if( !Q_stricmp( token, "q3map_skyLight" ) )
{
GetTokenAppend( shaderText, qfalse );
si->skyLightValue = atof( token );
GetTokenAppend( shaderText, qfalse );
si->skyLightIterations = atoi( token );
/* clamp */
if( si->skyLightValue < 0.0f )
si->skyLightValue = 0.0f;
if( si->skyLightIterations < 2 )
si->skyLightIterations = 2;
}
/* q3map_surfacelight <value> */
else if( !Q_stricmp( token, "q3map_surfacelight" ) )
{
GetTokenAppend( shaderText, qfalse );
si->value = atof( token );
}
/* q3map_lightStyle (sof2/jk2 lightstyle) */
else if( !Q_stricmp( token, "q3map_lightStyle" ) )
{
GetTokenAppend( shaderText, qfalse );
val = atoi( token );
if( val < 0 )
val = 0;
else if( val > LS_NONE )
val = LS_NONE;
si->lightStyle = val;
}
/* wolf: q3map_lightRGB <red> <green> <blue> */
else if( !Q_stricmp( token, "q3map_lightRGB" ) )
{
VectorClear( si->color );
GetTokenAppend( shaderText, qfalse );
si->color[ 0 ] = atof( token );
GetTokenAppend( shaderText, qfalse );
si->color[ 1 ] = atof( token );
GetTokenAppend( shaderText, qfalse );
si->color[ 2 ] = atof( token );
ColorNormalize( si->color, si->color );
}
/* q3map_lightSubdivide <value> */
else if( !Q_stricmp( token, "q3map_lightSubdivide" ) )
{
GetTokenAppend( shaderText, qfalse );
si->lightSubdivide = atoi( token );
}
/* q3map_backsplash <percent> <distance> */
else if( !Q_stricmp( token, "q3map_backsplash" ) )
{
GetTokenAppend( shaderText, qfalse );
si->backsplashFraction = atof( token ) * 0.01f;
GetTokenAppend( shaderText, qfalse );
si->backsplashDistance = atof( token );
}
/* q3map_lightmapSampleSize <value> */
else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) )
{
GetTokenAppend( shaderText, qfalse );
si->lightmapSampleSize = atoi( token );
}
/* q3map_lightmapSampleSffset <value> */
else if( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) )
{
GetTokenAppend( shaderText, qfalse );
si->lightmapSampleOffset = atof( token );
}
/* ydnar: q3map_lightmapFilterRadius <self> <other> */
else if( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) )
{
GetTokenAppend( shaderText, qfalse );
si->lmFilterRadius = atof( token );
GetTokenAppend( shaderText, qfalse );
si->lightFilterRadius = atof( token );
}
/* ydnar: q3map_lightmapAxis [xyz] */
else if( !Q_stricmp( token, "q3map_lightmapAxis" ) )
{
GetTokenAppend( shaderText, qfalse );
if( !Q_stricmp( token, "x" ) )
VectorSet( si->lightmapAxis, 1, 0, 0 );
else if( !Q_stricmp( token, "y" ) )
VectorSet( si->lightmapAxis, 0, 1, 0 );
else if( !Q_stricmp( token, "z" ) )
VectorSet( si->lightmapAxis, 0, 0, 1 );
else
{
Sys_Printf( "WARNING: Unknown value for lightmap axis: %s\n", token );
VectorClear( si->lightmapAxis );
}
}
/* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
else if( !Q_stricmp( token, "q3map_lightmapSize" ) )
{
GetTokenAppend( shaderText, qfalse );
si->lmCustomWidth = atoi( token );
GetTokenAppend( shaderText, qfalse );
si->lmCustomHeight = atoi( token );
/* must be a power of 2 */
if( ((si->lmCustomWidth - 1) & si->lmCustomWidth) ||
((si->lmCustomHeight - 1) & si->lmCustomHeight) )
{
Sys_Printf( "WARNING: Non power-of-two lightmap size specified (%d, %d)\n",
si->lmCustomWidth, si->lmCustomHeight );
si->lmCustomWidth = lmCustomSize;
si->lmCustomHeight = lmCustomSize;
}
}
/* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */
else if( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) )
{
GetTokenAppend( shaderText, qfalse );
si->lmBrightness = atof( token );
if( si->lmBrightness < 0 )
si->lmBrightness = 1.0;
}
/* q3map_vertexScale (scale vertex lighting by this fraction) */
else if( !Q_stricmp( token, "q3map_vertexScale" ) )
{
GetTokenAppend( shaderText, qfalse );
si->vertexScale = atof( token );
}
/* q3map_noVertexLight */
else if( !Q_stricmp( token, "q3map_noVertexLight" ) )
{
si->noVertexLight = qtrue;
}
/* q3map_flare[Shader] <shader> */
else if( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) )
{
GetTokenAppend( shaderText, qfalse );
if( token[ 0 ] != '\0' )
{
si->flareShader = safe_malloc( strlen( token ) + 1 );
strcpy( si->flareShader, token );
}
}
/* q3map_backShader <shader> */
else if( !Q_stricmp( token, "q3map_backShader" ) )
{
GetTokenAppend( shaderText, qfalse );
if( token[ 0 ] != '\0' )
{
si->backShader = safe_malloc( strlen( token ) + 1 );
strcpy( si->backShader, token );
}
}
/* ydnar: q3map_cloneShader <shader> */
else if ( !Q_stricmp( token, "q3map_cloneShader" ) )
{
GetTokenAppend( shaderText, qfalse );
if( token[ 0 ] != '\0' )
{
si->cloneShader = safe_malloc( strlen( token ) + 1 );
strcpy( si->cloneShader, token );
}
}
/* q3map_remapShader <shader> */
else if( !Q_stricmp( token, "q3map_remapShader" ) )
{
GetTokenAppend( shaderText, qfalse );
if( token[ 0 ] != '\0' )
{
si->remapShader = safe_malloc( strlen( token ) + 1 );
strcpy( si->remapShader, token );
}
}
/* ydnar: q3map_offset <value> */
else if( !Q_stricmp( token, "q3map_offset" ) )
{
GetTokenAppend( shaderText, qfalse );
si->offset = atof( token );
}
/* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
else if( !Q_stricmp( token, "q3map_fur" ) )
{
GetTokenAppend( shaderText, qfalse );
si->furNumLayers = atoi( token );
GetTokenAppend( shaderText, qfalse );
si->furOffset = atof( token );
GetTokenAppend( shaderText, qfalse );
si->furFade = atof( token );
}
/* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
else if( !Q_stricmp( token, "q3map_terrain" ) )
{
/* team arena terrain is assumed to be nonplanar, with full normal averaging,
passed through the metatriangle surface pipeline, with a lightmap axis on z */
si->legacyTerrain = qtrue;
si->noClip = qtrue;
si->notjunc = qtrue;
si->indexed = qtrue;
si->nonplanar = qtrue;
si->forceMeta = qtrue;
si->shadeAngleDegrees = 179.0f;
//% VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
}
/* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
else if( !Q_stricmp( token, "q3map_forceMeta" ) )
{
si->forceMeta = qtrue;
}
/* ydnar: gs mods: q3map_shadeAngle <degrees> */
else if( !Q_stricmp( token, "q3map_shadeAngle" ) )
{
GetTokenAppend( shaderText, qfalse );
si->shadeAngleDegrees = atof( token );
}
/* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
else if( !Q_stricmp( token, "q3map_textureSize" ) )
{
GetTokenAppend( shaderText, qfalse );
si->shaderWidth = atoi( token );
GetTokenAppend( shaderText, qfalse );
si->shaderHeight = atoi( token );
}
/* ydnar: gs mods: q3map_tcGen <style> <parameters> */
else if( !Q_stricmp( token, "q3map_tcGen" ) )
{
si->tcGen = qtrue;
GetTokenAppend( shaderText, qfalse );
/* q3map_tcGen vector <s vector> <t vector> */
if( !Q_stricmp( token, "vector" ) )
{
Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
}
/* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
else if( !Q_stricmp( token, "ivector" ) )
{
Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
for( i = 0; i < 3; i++ )
{
si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;
si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;
}
}
else
{
Sys_Printf( "WARNING: Unknown q3map_tcGen method: %s\n", token );
VectorClear( si->vecs[ 0 ] );
VectorClear( si->vecs[ 1 ] );
}
}
/* ydnar: gs mods: q3map_[color|rgb|alpha][Gen|Mod] <style> <parameters> */
else if( !Q_stricmp( token, "q3map_colorGen" ) || !Q_stricmp( token, "q3map_colorMod" ) ||
!Q_stricmp( token, "q3map_rgbGen" ) || !Q_stricmp( token, "q3map_rgbMod" ) ||
!Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) )
{
colorMod_t *cm, *cm2;
int alpha;
/* alphamods are colormod + 1 */
alpha = (!Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" )) ? 1 : 0;
/* allocate new colormod */
cm = safe_malloc( sizeof( *cm ) );
memset( cm, 0, sizeof( *cm ) );
/* attach to shader */
if( si->colorMod == NULL )
si->colorMod = cm;
else
{
for( cm2 = si->colorMod; cm2 != NULL; cm2 = cm2->next )
{
if( cm2->next == NULL )
{
cm2->next = cm;
break;
}
}
}
/* get type */
GetTokenAppend( shaderText, qfalse );
/* alpha set|const A */
if( alpha && (!Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" )) )
{
cm->type = CM_ALPHA_SET;
GetTokenAppend( shaderText, qfalse );
cm->data[ 0 ] = atof( token );
}
/* color|rgb set|const ( X Y Z ) */
else if( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) )
{
cm->type = CM_COLOR_SET;
Parse1DMatrixAppend( shaderText, 3, cm->data );
}
/* alpha scale A */
else if( alpha && !Q_stricmp( token, "scale" ) )
{
cm->type = CM_ALPHA_SCALE;
GetTokenAppend( shaderText, qfalse );
cm->data[ 0 ] = atof( token );
}
/* color|rgb scale ( X Y Z ) */
else if( !Q_stricmp( token, "scale" ) )
{
cm->type = CM_COLOR_SCALE;
Parse1DMatrixAppend( shaderText, 3, cm->data );
}
/* dotProduct ( X Y Z ) */
else if( !Q_stricmp( token, "dotProduct" ) )
{
cm->type = CM_COLOR_DOT_PRODUCT + alpha;
Parse1DMatrixAppend( shaderText, 3, cm->data );
}
/* dotProduct2 ( X Y Z ) */
else if( !Q_stricmp( token, "dotProduct2" ) )
{
cm->type = CM_COLOR_DOT_PRODUCT_2 + alpha;
Parse1DMatrixAppend( shaderText, 3, cm->data );
}
/* volume */
else if( !Q_stricmp( token, "volume" ) )
{
/* special stub mode for flagging volume brushes */
cm->type = CM_VOLUME;
}
/* unknown */
else
Sys_Printf( "WARNING: Unknown colorMod method: %s\n", token );
}
/* ydnar: gs mods: q3map_tcMod <style> <parameters> */
else if( !Q_stricmp( token, "q3map_tcMod" ) )
{
float a, b;
GetTokenAppend( shaderText, qfalse );
/* q3map_tcMod [translate | shift | offset] <s> <t> */
if( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) )
{
GetTokenAppend( shaderText, qfalse );
a = atof( token );
GetTokenAppend( shaderText, qfalse );
b = atof( token );
TCModTranslate( si->mod, a, b );
}
/* q3map_tcMod scale <s> <t> */
else if( !Q_stricmp( token, "scale" ) )
{
GetTokenAppend( shaderText, qfalse );
a = atof( token );
GetTokenAppend( shaderText, qfalse );
b = atof( token );
TCModScale( si->mod, a, b );
}
/* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
else if( !Q_stricmp( token, "rotate" ) )
{
GetTokenAppend( shaderText, qfalse );
a = atof( token );
TCModRotate( si->mod, a );
}
else
Sys_Printf( "WARNING: Unknown q3map_tcMod method: %s\n", token );
}
/* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
else if( !Q_stricmp( token, "q3map_fogDir" ) )
{
Parse1DMatrixAppend( shaderText, 3, si->fogDir );
VectorNormalize( si->fogDir, si->fogDir );
}
/* q3map_globaltexture */
else if( !Q_stricmp( token, "q3map_globaltexture" ) )
si->globalTexture = qtrue;
/* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
else if( !Q_stricmp( token, "q3map_nonplanar" ) )
si->nonplanar = qtrue;
/* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
else if( !Q_stricmp( token, "q3map_noclip" ) )
si->noClip = qtrue;
/* q3map_notjunc */
else if( !Q_stricmp( token, "q3map_notjunc" ) )
si->notjunc = qtrue;
/* q3map_nofog */
else if( !Q_stricmp( token, "q3map_nofog" ) )
si->noFog = qtrue;
/* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
else if( !Q_stricmp( token, "q3map_indexed" ) )
si->indexed = qtrue;
/* ydnar: q3map_invert (inverts a drawsurface's facing) */
else if( !Q_stricmp( token, "q3map_invert" ) )
si->invert = qtrue;
/* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
else if( !Q_stricmp( token, "q3map_lightmapMergable" ) )
si->lmMergable = qtrue;
/* ydnar: q3map_nofast */
else if( !Q_stricmp( token, "q3map_noFast" ) )
si->noFast = qtrue;
/* q3map_patchshadows */
else if( !Q_stricmp( token, "q3map_patchShadows" ) )
si->patchShadows = qtrue;
/* q3map_vertexshadows */
else if( !Q_stricmp( token, "q3map_vertexShadows" ) )
si->vertexShadows = qtrue; /* ydnar */
/* q3map_novertexshadows */
else if( !Q_stricmp( token, "q3map_noVertexShadows" ) )
si->vertexShadows = qfalse; /* ydnar */
/* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
else if( !Q_stricmp( token, "q3map_splotchfix" ) )
si->splotchFix = qtrue; /* ydnar */
/* q3map_forcesunlight */
else if( !Q_stricmp( token, "q3map_forceSunlight" ) )
si->forceSunlight = qtrue;
/* q3map_onlyvertexlighting (sof2) */
else if( !Q_stricmp( token, "q3map_onlyVertexLighting" ) )
ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
/* q3map_material (sof2) */
else if( !Q_stricmp( token, "q3map_material" ) )
{
GetTokenAppend( shaderText, qfalse );
sprintf( temp, "*mat_%s", token );
if( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
Sys_Printf( "WARNING: Unknown material \"%s\"\n", token );
}
/* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
else if( !Q_stricmp( token, "q3map_clipmodel" ) )
si->clipModel = qtrue;
/* ydnar: q3map_styleMarker[2] */
else if( !Q_stricmp( token, "q3map_styleMarker" ) )
si->styleMarker = 1;
else if( !Q_stricmp( token, "q3map_styleMarker2" ) ) /* uses depthFunc equal */
si->styleMarker = 2;
/* ydnar: default to searching for q3map_<surfaceparm> */
else
{
//% Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
if( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
;//% Sys_Printf( "WARNING: Unknown q3map_* directive \"%s\"\n", token );
}
}
/* -----------------------------------------------------------------
skip
----------------------------------------------------------------- */
/* ignore all other tokens on the line */
while( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) );
}
}
}
/*
ParseCustomInfoParms() - rr2do2
loads custom info parms file for mods
*/
static void ParseCustomInfoParms( void )
{
qboolean parsedContent, parsedSurface;
/* file exists? */
if( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 )
return;
/* load it */
LoadScriptFile( "scripts/custinfoparms.txt", 0 );
/* clear the array */
memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
numCustSurfaceParms = 0;
parsedContent = parsedSurface = qfalse;
/* parse custom contentflags */
MatchToken( "{" );
while ( 1 )
{
if ( !GetToken( qtrue ) )
break;
if ( !strcmp( token, "}" ) ) {
parsedContent = qtrue;
break;
}
custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
GetToken( qfalse );
sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
numCustSurfaceParms++;
}
/* any content? */
if( !parsedContent )
{
Sys_Printf( "WARNING: Couldn't find valid custom contentsflag section\n" );
return;
}
/* parse custom surfaceflags */
MatchToken( "{" );
while( 1 )
{
if( !GetToken( qtrue ) )
break;
if( !strcmp( token, "}" ) )
{
parsedSurface = qtrue;
break;
}
custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
GetToken( qfalse );
sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
numCustSurfaceParms++;
}
/* any content? */
if( !parsedContent )
Sys_Printf( "WARNING: Couldn't find valid custom surfaceflag section\n" );
}
/*
LoadShaderInfo()
the shaders are parsed out of shaderlist.txt from a main directory
that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
*/
#define MAX_SHADER_FILES 1024
void LoadShaderInfo( void )
{
int i, j, numShaderFiles, count;
char filename[ 1024 ];
char *shaderFiles[ MAX_SHADER_FILES ];
/* rr2do2: parse custom infoparms first */
if( useCustomInfoParms )
ParseCustomInfoParms();
/* start with zero */
numShaderFiles = 0;
/* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
count = vfsGetFileCount( filename );
/* load them all */
for( i = 0; i < count; i++ )
{
/* load shader list */
sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
LoadScriptFile( filename, i );
/* parse it */
while( GetToken( qtrue ) )
{
/* check for duplicate entries */
for( j = 0; j < numShaderFiles; j++ )
if( !strcmp( shaderFiles[ j ], token ) )
break;
/* test limit */
if( j >= MAX_SHADER_FILES )
Error( "MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int) MAX_SHADER_FILES );
/* new shader file */
if( j == numShaderFiles )
{
shaderFiles[ numShaderFiles ] = safe_malloc( MAX_OS_PATH );
strcpy( shaderFiles[ numShaderFiles ], token );
numShaderFiles++;
}
}
}
/* parse the shader files */
for( i = 0; i < numShaderFiles; i++ )
{
sprintf( filename, "%s/%s.shader", game->shaderPath, shaderFiles[ i ] );
ParseShaderFile( filename );
free( shaderFiles[ i ] );
}
/* emit some statistics */
Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );
}