mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-29 15:11:54 +00:00
950 lines
31 KiB
C++
950 lines
31 KiB
C++
/*
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Copyright (c) 2001, Loki software, inc.
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All rights reserved.
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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Redistributions of source code must retain the above copyright notice, this list
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of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright notice, this
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list of conditions and the following disclaimer in the documentation and/or
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other materials provided with the distribution.
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Neither the name of Loki software nor the names of its contributors may be used
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to endorse or promote products derived from this software without specific prior
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written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
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DIRECT,INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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//
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// Shaders Manager Plugin
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//
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// Leonardo Zide (leo@lokigames.com)
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//
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// standard headers
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#include <stdio.h>
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#include <stdlib.h>
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#include "plugin.h"
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#include "mathlib.h"
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#include "missing.h" //++timo FIXME: this one is intended to go away some day, it's MFC compatibility classes
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#include "shaders.h"
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// some forward declarations
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IShader * WINAPI QERApp_Shader_ForName( const char *name );
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qtexture_t *WINAPI QERApp_Try_Texture_ForName( const char *name );
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qtexture_t *WINAPI QERApp_Texture_ForName2( const char *filename );
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IShader *WINAPI QERApp_ColorShader_ForName( const char *name );
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void WINAPI QERApp_LoadShaderFile( const char *filename );
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//++timo TODO: use stl::map !! (I tried having a look to CMap but it obviously sucks)
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CShaderArray g_Shaders;
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// whenever a shader gets activated / deactivated this list is updated
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// NOTE: make sure you don't add a shader that's already in
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// NOTE: all shaders in this array are in the main g_Shaders
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CShaderArray g_ActiveShaders;
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// clean a texture name to the qtexture_t name format we use internally
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// NOTE: there are so many cases .. this may need to get updated to cover all of them
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// we expect a "textures/" path on top, except if bAddTexture is set to true .. in case we add in needed
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// NOTE: case sensitivity: the engine is case sensitive. we store the shader name with case information and save with case
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// information as well. but we assume there won't be any case conflict and so when doing lookups based on shader name,
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// we compare as case insensitive. That is Radiant is case insensitive, but knows that the engine is case sensitive.
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//++timo FIXME: we need to put code somewhere to detect when two shaders that are case insensitive equal are present
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const char *WINAPI QERApp_CleanTextureName( const char *name, bool bAddTexture = false ){
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static char stdName[QER_MAX_NAMELEN];
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#ifdef _DEBUG
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if ( strlen( name ) > QER_MAX_NAMELEN ) {
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g_FuncTable.m_pfnSysFPrintf( SYS_WRN, "WARNING: name exceeds QER_MAX_NAMELEN in CleanTextureName\n" );
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}
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#endif
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strcpy( stdName, name );
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g_FuncTable.m_pfnQE_ConvertDOSToUnixName( stdName, stdName );
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if ( stdName[strlen( name ) - 4] == '.' ) {
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// strip extension
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stdName[strlen( stdName ) - 4] = '\0';
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}
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if ( bAddTexture ) {
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char aux[QER_MAX_NAMELEN];
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sprintf( aux, "textures/%s", stdName );
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strcpy( stdName, aux );
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}
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return stdName;
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}
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int WINAPI QERApp_GetActiveShaderCount(){
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return g_ActiveShaders.GetSize();
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}
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IShader *WINAPI QERApp_ActiveShader_ForIndex( int i ){
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return static_cast < CShader * >( g_ActiveShaders.GetAt( i ) );
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}
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void CShaderArray::SortShaders(){
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CPtrArray aux;
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int i, icount;
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int j, jcount;
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CShader *pSort;
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const char *sSort;
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// dumb sort .. would it ever grow big enough so we would have to do something clever? noooo
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icount = CPtrArray::GetSize();
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for ( i = 0; i < icount; i++ )
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{
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pSort = static_cast < CShader * >( GetAt( i ) );
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sSort = pSort->getName();
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jcount = aux.GetSize();
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for ( j = 0; j < jcount; j++ )
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{
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if ( strcmp( sSort, static_cast < CShader * >( aux.GetAt( j ) )->getName() ) < 0 ) {
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break;
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}
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}
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aux.InsertAt( j, pSort );
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}
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CPtrArray::RemoveAll();
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CPtrArray::InsertAt( 0, &aux );
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}
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// will sort the active shaders list by name
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// NOTE: it would be easier if the thing would stay sorted by using a map<name,CShader> thing
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//++timo FIXME: would need to export that to allow external override?
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void WINAPI QERApp_SortActiveShaders(){
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g_ActiveShaders.SortShaders();
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}
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// NOTE: case sensitivity
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// although we store shader names with case information, Radiant does case insensitive searches
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// (we assume there's no case conflict with the names)
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CShader *CShaderArray::Shader_ForName( const char *name ) const {
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int i;
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for ( i = 0; i < CPtrArray::GetSize(); i++ )
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{
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CShader *pShader = static_cast < CShader * >( CPtrArray::GetAt( i ) );
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if ( stricmp( pShader->getName(), name ) == 0 ) {
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return pShader;
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}
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}
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return NULL;
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}
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void CShader::CreateDefault( const char *name ){
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const char *stdName = QERApp_CleanTextureName( name );
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m_strTextureName = stdName;
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setName( name );
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}
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CShader *CShaderArray::Shader_ForTextureName( const char *name ) const {
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#ifdef _DEBUG
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// check we were given a texture name that fits the qtexture_t naming conventions
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if ( strcmp( name, QERApp_CleanTextureName( name ) ) != 0 ) {
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Sys_Printf
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( "WARNING: texture name %s doesn't fit qtexture_t conventions in CShaderArray::Shader_ForTextureName\n",
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name );
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}
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#endif
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int i;
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for ( i = 0; i < CPtrArray::GetSize(); i++ )
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{
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CShader *pShader = static_cast < CShader * >( CPtrArray::GetAt( i ) );
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if ( strcmp( name, QERApp_CleanTextureName( pShader->getTextureName() ) ) == 0 ) {
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return pShader;
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}
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}
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return NULL;
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}
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IShader *WINAPI QERApp_ActiveShader_ForTextureName( char *name ){
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return g_ActiveShaders.Shader_ForTextureName( name );
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}
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void CShaderArray::AddSingle( void *lp ){
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int i;
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for ( i = 0; i < CPtrArray::GetSize(); i++ )
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{
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if ( CPtrArray::GetAt( i ) == lp ) {
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return;
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}
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}
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CPtrArray::Add( lp );
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static_cast < CShader * >( CPtrArray::GetAt( i ) )->IncRef();
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}
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void CShaderArray::operator =( const class CShaderArray & src ){
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int i;
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#ifdef _DEBUG
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if ( CPtrArray::GetSize() != 0 ) {
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Sys_Printf( "WARNING: CShaderArray::operator = expects an empty array\n" );
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}
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#endif
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Copy( src );
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// now go through and IncRef
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for ( i = 0; i < CPtrArray::GetSize(); i++ )
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static_cast < IShader * >( CPtrArray::GetAt( i ) )->IncRef();
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}
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//++timo NOTE: for debugging we may need to keep track and tell wether everything has been properly unloaded
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void CShaderArray::ReleaseAll(){
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int i;
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int count = CPtrArray::GetSize();
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// decref
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for ( i = 0; i < count; i++ )
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static_cast < IShader * >( CPtrArray::GetAt( i ) )->DecRef();
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// get rid
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CPtrArray::RemoveAll();
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}
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// NOTE TTimo:
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// this was hacked to work a long time ago
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// in Loki's fenris tracker as bug #104655
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// since that info is no longer available, and the hack has been there for so long, it's part of the code now
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// don't remember the details, but basically across a flush and reload for the shaders
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// we have to keep track of the patches texture names in a seperate entry
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// not sure why anymore, but I know that doesn't happen with brushes
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typedef struct patchEntry_s
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{
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char name[QER_MAX_NAMELEN];
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patchMesh_t *p;
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} patchEntry_t;
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CPtrArray PatchShaders;
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void PushPatch( patchMesh_t * patch ){
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patchEntry_t *pEntry = new patchEntry_s;
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pEntry->p = patch;
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strcpy( pEntry->name, patch->pShader->getName() );
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PatchShaders.Add( pEntry );
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}
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char *ShaderNameLookup( patchMesh_t * patch ){
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int i;
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int count = PatchShaders.GetSize();
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for ( i = 0; i < count; i++ )
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{
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if ( static_cast < patchEntry_t * >( PatchShaders.GetAt( i ) )->p == patch ) {
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return static_cast < patchEntry_t * >( PatchShaders.GetAt( i ) )->name;
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}
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}
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Sys_Printf( "ERROR: failed to lookup name in ShaderNameLookup??\n" );
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return const_cast<char*>(SHADER_NOT_FOUND);
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}
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//++timo end clean
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// will free all GL binded qtextures and shaders
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// NOTE: doesn't make much sense out of Radiant exit or called during a reload
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void WINAPI QERApp_FreeShaders(){
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int i;
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brush_t *b;
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brush_t *active_brushes;
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brush_t *selected_brushes;
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brush_t *filtered_brushes;
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qtexture_t **d_qtextures;
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active_brushes = g_DataTable.m_pfnActiveBrushes();
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selected_brushes = g_DataTable.m_pfnSelectedBrushes();
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filtered_brushes = g_DataTable.m_pfnFilteredBrushes();
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d_qtextures = g_ShadersTable.m_pfnQTextures();
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// store the shader names used by the patches
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for ( i = 0; i < PatchShaders.GetSize(); i++ )
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delete static_cast < patchMesh_t * >( PatchShaders.GetAt( i ) );
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PatchShaders.RemoveAll();
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for ( b = active_brushes->next; b != NULL && b != active_brushes; b = b->next )
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{
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if ( b->patchBrush ) {
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PushPatch( b->pPatch );
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}
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}
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for ( b = selected_brushes->next; b != NULL && b != selected_brushes; b = b->next )
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{
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if ( b->patchBrush ) {
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PushPatch( b->pPatch );
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}
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}
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for ( b = filtered_brushes->next; b != NULL && b != filtered_brushes; b = b->next )
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{
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if ( b->patchBrush ) {
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PushPatch( b->pPatch );
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}
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}
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// reload shaders
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// empty the actives shaders list
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g_ActiveShaders.ReleaseAll();
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g_Shaders.ReleaseAll();
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// empty the main g_qeglobals.d_qtextures list
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// FIXME: when we reload later on, we need to have the shader names
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// for brushes it's stored in the texdef
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// but patches don't have texdef
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// see bug 104655 for details
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// so the solution, build an array of patchMesh_t* and their shader names
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#ifdef _DEBUG
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Sys_Printf( "FIXME: patch shader reload workaround (old fenris? bug 104655)\n" );
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#endif
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//GtkWidget *widget = g_QglTable.m_pfn_GetQeglobalsGLWidget ();
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GHashTable *texmap = g_ShadersTable.m_pfnQTexmap();
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// NOTE: maybe before we'd like to set all qtexture_t in the shaders list to notex?
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// NOTE: maybe there are some qtexture_t we don't want to erase? For plain color faces maybe?
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while ( *d_qtextures )
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{
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qtexture_t *pTex = *d_qtextures;
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qtexture_t *pNextTex = pTex->next;
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//if (widget != NULL)
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g_QglTable.m_pfn_qglDeleteTextures( 1, &pTex->texture_number );
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g_hash_table_remove( texmap, pTex->name );
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// all qtexture_t should be manipulated with the glib alloc handlers for now
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g_free( pTex );
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*d_qtextures = pNextTex;
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}
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g_QglTable.m_pfn_QE_CheckOpenGLForErrors();
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}
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// those functions are only used during a shader reload phase
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// the patch one relies on ShaderNameLookup, a table that is being built only when a flush is performed
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// so it's not something we want to expose publicly
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void SetShader( patchMesh_t * patch ){
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// unhook current shader
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patch->pShader->DecRef();
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// don't access this one! it has been deleted .. it's DEAD
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patch->d_texture = NULL;
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// hook the new one, increment the refcount
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// NOTE TTimo this function increments the refcount, don't incref ourselves
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patch->pShader = QERApp_Shader_ForName( ShaderNameLookup( patch ) );
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patch->d_texture = patch->pShader->getTexture();
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}
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void SetShader( face_t * f ){
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// unhook current shader
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f->pShader->DecRef();
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// don't access the texdef! it's DEAD
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f->d_texture = NULL;
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// hook
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// NOTE TTimo this function increments the refcount, don't incref ourselves
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f->pShader = QERApp_Shader_ForName( f->texdef.GetName() );
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f->d_texture = f->pShader->getTexture();
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}
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void Brush_RefreshShader( brush_t *b ){
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if ( b->patchBrush ) {
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SetShader( b->pPatch );
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}
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else if ( b->owner->eclass->fixedsize ) {
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/*eclass_t *eclass = HasModel(b);
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if (eclass)
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{
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for(entitymodel *model = eclass->model; model!=NULL; model=model->pNext)
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if(model && model->strSkin)
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model->nTextureBind = g_FuncTable.m_pfnTexture_LoadSkin(((GString *)model->strSkin)->str, &model->nSkinWidth, &model->nSkinHeight);
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}*/
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}
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else{
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for ( face_t *f = b->brush_faces ; f ; f = f->next )
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SetShader( f );
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}
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}
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void WINAPI QERApp_ReloadShaders(){
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brush_t *b;
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brush_t *active_brushes;
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brush_t *selected_brushes;
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brush_t *filtered_brushes;
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QERApp_FreeShaders();
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g_DataTable.m_pfnLstSkinCache()->RemoveAll(); //md3 skins
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active_brushes = g_DataTable.m_pfnActiveBrushes();
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selected_brushes = g_DataTable.m_pfnSelectedBrushes();
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filtered_brushes = g_DataTable.m_pfnFilteredBrushes();
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// now we must reload the shader information from shaderfiles
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g_ShadersTable.m_pfnBuildShaderList();
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g_ShadersTable.m_pfnPreloadShaders();
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// refresh the map visuals: replace our old shader objects by the new ones
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// on brush faces we have the shader name in texdef.name
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// on patches we have the shader name in PatchShaders
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// while we walk through the map data, we DecRef the old shaders and push the new ones in
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// if all goes well, most of our old shaders will get deleted on the way
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// FIXME: bug 104655, when we come accross a patch, we use the above array since the d_texture is lost
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// NOTE: both face_t and patchMesh_t store pointers to the shader and qtexture_t
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// in an ideal world they would only store shader and access the qtexture_t through it
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// reassign all current shaders
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for ( b = active_brushes->next; b != NULL && b != active_brushes; b = b->next )
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Brush_RefreshShader( b );
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for ( b = selected_brushes->next; b != NULL && b != selected_brushes; b = b->next )
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Brush_RefreshShader( b );
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// do that to the filtered brushes as well (we might have some region compiling going on)
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for ( b = filtered_brushes->next; b != NULL && b != filtered_brushes; b = b->next )
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Brush_RefreshShader( b );
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}
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int WINAPI QERApp_LoadShadersFromDir( const char *path ){
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int count = 0;
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// scan g_Shaders, and call QERApp_Shader_ForName for each in the given path
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// this will load the texture if needed and will set it in use..
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int nSize = g_Shaders.GetSize();
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for ( int i = 0; i < nSize; i++ )
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{
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CShader *pShader = reinterpret_cast < CShader * >( g_Shaders[i] );
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if ( strstr( pShader->getShaderFileName(), path ) || strstr( pShader->getName(), path ) ) {
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count++;
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// request the shader, this will load the texture if needed and set "inuse"
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//++timo FIXME: should we put an Activate member on CShader?
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// this QERApp_Shader_ForName call is a kind of hack
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IShader *pFoo = QERApp_Shader_ForName( pShader->getName() );
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#ifdef _DEBUG
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// check we activated the right shader
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// NOTE: if there was something else loaded, the size of g_Shaders may have changed and strange behaviours are to be expected
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if ( pFoo != pShader ) {
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Sys_Printf( "WARNING: unexpected pFoo != pShader in QERApp_LoadShadersFromDir\n" );
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}
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#else
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pFoo = NULL; // leo: shut up the compiler
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#endif
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}
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}
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return count;
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}
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bool CShader::Parse(){
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char *token = g_ScripLibTable.m_pfnToken();
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// the parsing needs to be taken out in another module
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// Sys_Printf("TODO: CShader::Parse\n");
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// token is shader name (full path with a "textures\")
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// we remove the "textures\" part
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//setName ((char *) &token[9]));
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// no we don't
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setName( token );
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// name of the qtexture_t we'll use to represent this shader (this one has the "textures\" before)
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const char *stdName = QERApp_CleanTextureName( token );
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m_strTextureName = stdName; // FIXME: BC reports stdName is uninitialised?
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g_ScripLibTable.m_pfnGetToken( true );
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if ( strcmp( token, "{" ) ) {
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return false;
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}
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else
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{
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// we need to read until we hit a balanced }
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int nMatch = 1;
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while ( nMatch > 0 && g_ScripLibTable.m_pfnGetToken( true ) )
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{
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if ( strcmp( token, "{" ) == 0 ) {
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nMatch++;
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continue;
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}
|
|
else if ( strcmp( token, "}" ) == 0 ) {
|
|
nMatch--;
|
|
continue;
|
|
}
|
|
if ( nMatch > 1 ) {
|
|
continue; // ignore layers for now
|
|
}
|
|
if ( strcmpi( token, "qer_nocarve" ) == 0 ) {
|
|
m_nFlags |= QER_NOCARVE;
|
|
}
|
|
else if ( strcmpi( token, "qer_trans" ) == 0 ) {
|
|
if ( g_ScripLibTable.m_pfnGetToken( true ) ) {
|
|
m_fTrans = (float) atof( token );
|
|
}
|
|
m_nFlags |= QER_TRANS;
|
|
}
|
|
else if ( strcmpi( token, "qer_editorimage" ) == 0 ) {
|
|
if ( g_ScripLibTable.m_pfnGetToken( true ) ) {
|
|
// bAddTexture changed to false to allow editorimages in other locations than "textures/"
|
|
m_strTextureName = QERApp_CleanTextureName( token, false );
|
|
}
|
|
}
|
|
else if ( strcmpi( token, "qer_alphafunc" ) == 0 ) {
|
|
if ( g_ScripLibTable.m_pfnGetToken( true ) ) {
|
|
|
|
if ( stricmp( token, "greater" ) == 0 ) {
|
|
m_nAlphaFunc = GL_GREATER;
|
|
}
|
|
else if ( stricmp( token, "less" ) == 0 ) {
|
|
m_nAlphaFunc = GL_LESS;
|
|
}
|
|
else if ( stricmp( token, "gequal" ) == 0 ) {
|
|
m_nAlphaFunc = GL_GEQUAL;
|
|
}
|
|
|
|
if ( m_nAlphaFunc ) {
|
|
m_nFlags |= QER_ALPHAFUNC;
|
|
}
|
|
}
|
|
if ( g_ScripLibTable.m_pfnGetToken( true ) ) {
|
|
m_fAlphaRef = (float) atof( token );
|
|
}
|
|
}
|
|
else if ( strcmpi( token, "cull" ) == 0 ) {
|
|
if ( g_ScripLibTable.m_pfnGetToken( true ) ) {
|
|
if ( stricmp( token, "none" ) == 0 || stricmp( token, "twosided" ) == 0 || stricmp( token, "disable" ) == 0 ) {
|
|
m_nCull = 2;
|
|
}
|
|
else if ( stricmp( token, "back" ) == 0 || stricmp( token, "backside" ) == 0 || stricmp( token, "backsided" ) == 0 ) {
|
|
m_nCull = 1;
|
|
}
|
|
|
|
if ( m_nCull ) {
|
|
m_nFlags |= QER_CULL;
|
|
}
|
|
}
|
|
}
|
|
else if ( strcmpi( token, "surfaceparm" ) == 0 ) {
|
|
if ( g_ScripLibTable.m_pfnGetToken( true ) ) {
|
|
if ( strcmpi( token, "fog" ) == 0 ) {
|
|
m_nFlags |= QER_FOG;
|
|
if ( m_fTrans == 1.0f ) { // has not been explicitly set by qer_trans
|
|
m_fTrans = 0.35f;
|
|
}
|
|
}
|
|
else if ( strcmpi( token, "nodraw" ) == 0 ) {
|
|
m_nFlags |= QER_NODRAW;
|
|
}
|
|
else if ( strcmpi( token, "nonsolid" ) == 0 ) {
|
|
m_nFlags |= QER_NONSOLID;
|
|
}
|
|
else if ( strcmpi( token, "water" ) == 0 ) {
|
|
m_nFlags |= QER_WATER;
|
|
}
|
|
else if ( strcmpi( token, "lava" ) == 0 ) {
|
|
m_nFlags |= QER_LAVA;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( nMatch != 0 ) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void CShader::RegisterActivate(){
|
|
// fill the qtexture_t with shader information
|
|
//++timo FIXME: a lot of that won't be necessary, will be stored at IShader* level
|
|
// strcpy (m_pTexture->shadername, m_Name);
|
|
// this flag is set only if we have a shaderfile name
|
|
// if (m_ShaderFileName[0] != '\0')
|
|
// m_pTexture->bFromShader = true;
|
|
// else
|
|
// m_pTexture->bFromShader = false;
|
|
//++timo FIXME: what do we do with that?
|
|
//m_pTexture->fTrans = pInfo->m_fTransValue;
|
|
// m_pTexture->fTrans = 1.0f; // if != 1.0 it's ot getting drawn in Cam_Draw
|
|
// m_pTexture->nShaderFlags = m_nFlags;
|
|
// store in the active shaders list (if necessary)
|
|
g_ActiveShaders.AddSingle( this );
|
|
// when you activate a shader, it gets displayed in the texture browser
|
|
m_bDisplayed = true;
|
|
IncRef();
|
|
}
|
|
|
|
void CShader::Try_Activate(){
|
|
m_pTexture = QERApp_Try_Texture_ForName( m_strTextureName.GetBuffer() );
|
|
if ( m_pTexture ) {
|
|
RegisterActivate();
|
|
}
|
|
}
|
|
|
|
// Hydra: now returns false if the ORIGINAL shader could not be activated
|
|
// (missing texture, or incorrect shader script), true otherwise
|
|
// the shader is still activated in all cases.
|
|
bool CShader::Activate(){
|
|
Try_Activate();
|
|
if ( !m_pTexture ) {
|
|
m_pTexture = QERApp_Texture_ForName2( SHADER_NOTEX );
|
|
RegisterActivate();
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void WINAPI QERApp_LoadShaderFile( const char *filename ){
|
|
char *pBuff;
|
|
int nSize = vfsLoadFile( filename, reinterpret_cast < void **>( &pBuff ), 0 );
|
|
if ( nSize > 0 ) {
|
|
Sys_Printf( "Parsing shaderfile %s\n", filename );
|
|
g_ScripLibTable.m_pfnStartTokenParsing( pBuff );
|
|
while ( g_ScripLibTable.m_pfnGetToken( true ) )
|
|
{
|
|
// first token should be the path + name.. (from base)
|
|
CShader *pShader = new CShader();
|
|
// we want the relative filename only, it's easier for later lookup .. see QERApp_ReloadShaderFile
|
|
char cTmp[1024];
|
|
g_FuncTable.m_pfnQE_ConvertDOSToUnixName( cTmp, filename );
|
|
// given the vfs, we should not store the full path
|
|
//pShader->setShaderFileName( filename + strlen(ValueForKey(g_qeglobals.d_project_entity, "basepath")));
|
|
pShader->setShaderFileName( filename );
|
|
if ( pShader->Parse() ) {
|
|
// do we already have this shader?
|
|
//++timo NOTE: this may a bit slow, we may need to use a map instead of a dumb list
|
|
if ( g_Shaders.Shader_ForName( pShader->getName() ) != NULL ) {
|
|
#ifdef _DEBUG
|
|
Sys_Printf( "WARNING: shader %s is already in memory, definition in %s ignored.\n",
|
|
pShader->getName(), filename );
|
|
#endif
|
|
delete pShader;
|
|
}
|
|
else
|
|
{
|
|
pShader->IncRef();
|
|
|
|
g_Shaders.Add( (void *) pShader );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Sys_Printf( "Error parsing shader %s\n", pShader->getName() );
|
|
delete pShader;
|
|
}
|
|
}
|
|
vfsFreeFile( pBuff );
|
|
}
|
|
else
|
|
{
|
|
Sys_Printf( "Unable to read shaderfile %s\n", filename );
|
|
}
|
|
}
|
|
|
|
IShader *WINAPI QERApp_Try_Shader_ForName( const char *name ){
|
|
// look for the shader
|
|
CShader *pShader = g_Shaders.Shader_ForName( name );
|
|
if ( !pShader ) {
|
|
// not found
|
|
return NULL;
|
|
}
|
|
// we may need to load the texture or use the "shader without texture" one
|
|
pShader->Activate();
|
|
pShader->SetDisplayed( true );
|
|
return pShader;
|
|
}
|
|
|
|
IShader *WINAPI QERApp_CreateShader_ForTextureName( const char *name ){
|
|
CShader *pShader;
|
|
pShader = new CShader;
|
|
// CreateDefault expects a texture / shader name relative to the "textures" directory
|
|
// (cause shader names are reletive to "textures/")
|
|
pShader->CreateDefault( name );
|
|
// hook it into the shader list
|
|
g_Shaders.Add( (void *) pShader );
|
|
pShader->IncRef();
|
|
// if it can't find the texture, SHADER_NOT_FOUND will be used
|
|
// Hydra: display an error message, so the user can quickly find a list of missing
|
|
// textures by looking at the console.
|
|
if ( !pShader->Activate() ) {
|
|
Sys_Printf( "WARNING: Activate shader failed for %s\n",pShader->getName() );
|
|
}
|
|
pShader->SetDisplayed( true );
|
|
|
|
return pShader;
|
|
}
|
|
|
|
IShader *WINAPI QERApp_Shader_ForName( const char *name ){
|
|
if ( name == NULL || strlen( name ) == 0 ) {
|
|
// Hydra: This error can occur if the user loaded a map with/dropped an entity that
|
|
// did not set a texture name "(r g b)" - check the entity definition loader
|
|
|
|
g_FuncTable.m_pfnSysFPrintf( SYS_ERR, "FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName\n" );
|
|
return QERApp_Shader_ForName( SHADER_NOT_FOUND );
|
|
}
|
|
// entities that should be represented with plain colors instead of textures
|
|
// request a texture name with (r g b) (it's stored in their class_t)
|
|
if ( name[0] == '(' ) {
|
|
return QERApp_ColorShader_ForName( name );
|
|
}
|
|
|
|
CShader *pShader = static_cast < CShader * >( QERApp_Try_Shader_ForName( name ) );
|
|
if ( pShader ) {
|
|
pShader->SetDisplayed( true );
|
|
return pShader;
|
|
}
|
|
return QERApp_CreateShader_ForTextureName( name );
|
|
}
|
|
|
|
qtexture_t *WINAPI QERApp_Try_Texture_ForName( const char *name ){
|
|
qtexture_t *q;
|
|
// char f1[1024], f2[1024];
|
|
unsigned char *pPixels = NULL;
|
|
int nWidth, nHeight;
|
|
|
|
// convert the texture name to the standard format we use in qtexture_t
|
|
const char *stdName = QERApp_CleanTextureName( name );
|
|
|
|
// use the hash table
|
|
q = (qtexture_t*)g_hash_table_lookup( g_ShadersTable.m_pfnQTexmap(), stdName );
|
|
if ( q ) {
|
|
return q;
|
|
}
|
|
|
|
#ifdef QTEXMAP_DEBUG
|
|
for ( q = g_qeglobals.d_qtextures; q; q = q->next )
|
|
{
|
|
if ( !strcmp( stdName, q->name ) ) {
|
|
Sys_Printf( "ERROR: %s is not in texture map, but was found in texture list\n" );
|
|
return q;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
g_FuncTable.m_pfnLoadImage( name, &pPixels, &nWidth, &nHeight );
|
|
|
|
if ( !pPixels ) {
|
|
return NULL; // we failed
|
|
}
|
|
else{
|
|
Sys_Printf( "LOADED: %s\n", name );
|
|
}
|
|
|
|
// instanciate a new qtexture_t
|
|
// NOTE: when called by a plugin we must make sure we have set Radiant's GL context before binding the texture
|
|
|
|
// we'll be binding the GL texture now
|
|
// need to check we are using a right GL context
|
|
// with GL plugins that have their own window, the GL context may be the plugin's, in which case loading textures will bug
|
|
// g_QglTable.m_pfn_glwidget_make_current (g_QglTable.m_pfn_GetQeglobalsGLWidget ());
|
|
q = g_FuncTable.m_pfnLoadTextureRGBA( pPixels, nWidth, nHeight );
|
|
if ( !q ) {
|
|
return NULL;
|
|
}
|
|
g_free( pPixels );
|
|
|
|
strcpy( q->name, name );
|
|
// only strip extension if extension there is!
|
|
if ( q->name[strlen( q->name ) - 4] == '.' ) {
|
|
q->name[strlen( q->name ) - 4] = '\0';
|
|
}
|
|
// hook into the main qtexture_t list
|
|
qtexture_t **d_qtextures = g_ShadersTable.m_pfnQTextures();
|
|
q->next = *d_qtextures;
|
|
*d_qtextures = q;
|
|
// push it in the map
|
|
g_hash_table_insert( g_ShadersTable.m_pfnQTexmap(), q->name, q );
|
|
return q;
|
|
}
|
|
|
|
int WINAPI QERApp_HasShader( const char *pName ){
|
|
// mickey check the global shader array for existense of pName
|
|
CShader *pShader = g_Shaders.Shader_ForName( pName );
|
|
if ( pShader ) {
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
IShader *WINAPI QERApp_Shader_ForName_NoLoad( const char *pName ){
|
|
CShader *pShader = g_Shaders.Shader_ForName( pName );
|
|
return pShader;
|
|
}
|
|
|
|
/*!
|
|
This should NEVER return NULL, it is the last-chance call in the load cascade
|
|
*/
|
|
qtexture_t *WINAPI QERApp_Texture_ForName2( const char *filename ){
|
|
qtexture_t *q;
|
|
q = QERApp_Try_Texture_ForName( filename );
|
|
if ( q ) {
|
|
return q;
|
|
}
|
|
// not found? use "texture not found"
|
|
q = QERApp_Try_Texture_ForName( SHADER_NOT_FOUND );
|
|
if ( q ) {
|
|
return q;
|
|
}
|
|
|
|
// still not found? this is a fatal error
|
|
g_FuncTable.m_pfnError( "Failed to load " SHADER_NOT_FOUND ". Looks like your installation is broken / missing some essential elements." );
|
|
return NULL;
|
|
}
|
|
|
|
void CShader::CreateColor( const char *name ){
|
|
// parse
|
|
sscanf( name, "(%g %g %g)", m_vColor, m_vColor + 1, m_vColor + 2 );
|
|
m_strTextureName = name;
|
|
setName( "color" );
|
|
// create the qtexture_t
|
|
qtexture_t *q1 = QERApp_Texture_ForName2( SHADER_NOT_FOUND );
|
|
// copy this one
|
|
qtexture_t *q2 = new qtexture_t;
|
|
memcpy( q2, q1, sizeof( qtexture_t ) );
|
|
strcpy( q2->name, m_strTextureName.GetBuffer() );
|
|
VectorCopy( m_vColor, q2->color );
|
|
m_pTexture = q2;
|
|
}
|
|
|
|
IShader *WINAPI QERApp_ColorShader_ForName( const char *name ){
|
|
CShader *pShader = new CShader();
|
|
pShader->CreateColor( name );
|
|
// hook it into the shader list
|
|
pShader->IncRef();
|
|
g_Shaders.Add( (void *) pShader );
|
|
return pShader;
|
|
}
|
|
|
|
void CShaderArray::ReleaseForShaderFile( const char *name ){
|
|
int i;
|
|
// decref
|
|
for ( i = 0; i < CPtrArray::GetSize(); i++ )
|
|
{
|
|
IShader *pShader = static_cast < IShader * >( CPtrArray::GetAt( i ) );
|
|
if ( !strcmp( name, pShader->getShaderFileName() ) ) {
|
|
pShader->DecRef();
|
|
CPtrArray::RemoveAt( i );
|
|
i--; // get ready for next loop
|
|
}
|
|
}
|
|
}
|
|
|
|
void WINAPI QERApp_ReloadShaderFile( const char *name ){
|
|
brush_t *b;
|
|
face_t *f;
|
|
brush_t *active_brushes;
|
|
brush_t *selected_brushes;
|
|
brush_t *filtered_brushes;
|
|
|
|
// Sys_Printf("TODO: QERApp_ReloadShaderFile\n");
|
|
|
|
active_brushes = g_DataTable.m_pfnActiveBrushes();
|
|
selected_brushes = g_DataTable.m_pfnSelectedBrushes();
|
|
filtered_brushes = g_DataTable.m_pfnFilteredBrushes();
|
|
|
|
#ifdef _DEBUG
|
|
// check the shader name is a reletive path
|
|
// I hacked together a few quick tests to make sure :-)
|
|
if ( strstr( name, ":\\" ) || !strstr( name, "scripts" ) ) {
|
|
Sys_Printf( "WARNING: is %s a reletive path to a shader file? (QERApp_ReloadShaderFile\n" );
|
|
}
|
|
#endif
|
|
|
|
// in the actives and global shaders lists, decref and unhook the shaders
|
|
//++timo NOTE: maybe we'd like to keep track of the shaders we are unhooking?
|
|
g_ActiveShaders.ReleaseForShaderFile( name );
|
|
g_Shaders.ReleaseForShaderFile( name );
|
|
// go through a reload of the shader file
|
|
QERApp_LoadShaderFile( name );
|
|
// scan all the brushes, replace all the old ones by refs to their new equivalents
|
|
for ( b = active_brushes->next; b != NULL && b != active_brushes; b = b->next )
|
|
{
|
|
if ( b->patchBrush && !strcmp( b->pPatch->pShader->getShaderFileName(), name ) ) {
|
|
SetShader( b->pPatch );
|
|
}
|
|
else{
|
|
for ( f = b->brush_faces; f; f = f->next )
|
|
if ( !strcmp( f->pShader->getShaderFileName(), name ) ) {
|
|
SetShader( f );
|
|
}
|
|
}
|
|
}
|
|
for ( b = selected_brushes->next; b != NULL && b != selected_brushes; b = b->next )
|
|
{
|
|
if ( b->patchBrush && !strcmp( b->pPatch->pShader->getShaderFileName(), name ) ) {
|
|
SetShader( b->pPatch );
|
|
}
|
|
else{
|
|
for ( f = b->brush_faces; f; f = f->next )
|
|
if ( !strcmp( f->pShader->getShaderFileName(), name ) ) {
|
|
SetShader( f );
|
|
}
|
|
}
|
|
}
|
|
// do that to the filtered brushes as well (we might have some region compiling going on)
|
|
for ( b = filtered_brushes->next; b != NULL && b != filtered_brushes; b = b->next )
|
|
{
|
|
if ( b->patchBrush && !strcmp( b->pPatch->pShader->getShaderFileName(), name ) ) {
|
|
SetShader( b->pPatch );
|
|
}
|
|
else{
|
|
for ( f = b->brush_faces; f; f = f->next )
|
|
if ( !strcmp( f->pShader->getShaderFileName(), name ) ) {
|
|
SetShader( f );
|
|
}
|
|
}
|
|
}
|
|
// call Texture_ShowInUse to clean and display only what's required
|
|
g_ShadersTable.m_pfnTexture_ShowInuse();
|
|
QERApp_SortActiveShaders();
|
|
g_FuncTable.m_pfnSysUpdateWindows( W_TEXTURE );
|
|
}
|
|
|
|
void CShaderArray::SetDisplayed( bool b ){
|
|
int i, count;
|
|
count = CPtrArray::GetSize();
|
|
for ( i = 0; i < count; i++ )
|
|
static_cast < IShader * >( CPtrArray::GetAt( i ) )->SetDisplayed( b );
|
|
}
|
|
|
|
void CShaderArray::SetInUse( bool b ){
|
|
int i, count;
|
|
count = CPtrArray::GetSize();
|
|
for ( i = 0; i < count; i++ )
|
|
static_cast < IShader * >( CPtrArray::GetAt( i ) )->SetInUse( b );
|
|
}
|
|
|
|
// Set the IsDisplayed flag on all active shaders
|
|
void WINAPI QERApp_ActiveShaders_SetDisplayed( bool b ){
|
|
g_ActiveShaders.SetDisplayed( b );
|
|
}
|
|
|
|
void WINAPI QERApp_ActiveShaders_SetInUse( bool b ){
|
|
g_ActiveShaders.SetInUse( b );
|
|
}
|
|
|
|
// =============================================================================
|
|
// SYNAPSE
|
|
|
|
bool CSynapseClientShaders::RequestAPI( APIDescriptor_t *pAPI ){
|
|
if ( !strcmp( pAPI->major_name, SHADERS_MAJOR ) ) {
|
|
_QERShadersTable* pTable = static_cast<_QERShadersTable*>( pAPI->mpTable );
|
|
|
|
pTable->m_pfnFreeShaders = QERApp_FreeShaders;
|
|
pTable->m_pfnReloadShaders = QERApp_ReloadShaders;
|
|
pTable->m_pfnLoadShadersFromDir = QERApp_LoadShadersFromDir;
|
|
pTable->m_pfnReloadShaderFile = QERApp_ReloadShaderFile;
|
|
pTable->m_pfnLoadShaderFile = QERApp_LoadShaderFile;
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|
pTable->m_pfnHasShader = QERApp_HasShader;
|
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pTable->m_pfnTry_Shader_ForName = QERApp_Try_Shader_ForName;
|
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pTable->m_pfnShader_ForName = QERApp_Shader_ForName;
|
|
pTable->m_pfnTry_Texture_ForName = QERApp_Try_Texture_ForName;
|
|
pTable->m_pfnTexture_ForName = QERApp_Texture_ForName2;
|
|
pTable->m_pfnGetActiveShaderCount = QERApp_GetActiveShaderCount;
|
|
pTable->m_pfnColorShader_ForName = QERApp_ColorShader_ForName;
|
|
pTable->m_pfnShader_ForName_NoLoad = QERApp_Shader_ForName_NoLoad;
|
|
pTable->m_pfnActiveShaders_SetInUse = QERApp_ActiveShaders_SetInUse;
|
|
pTable->m_pfnSortActiveShaders = QERApp_SortActiveShaders;
|
|
pTable->m_pfnActiveShader_ForTextureName = QERApp_ActiveShader_ForTextureName;
|
|
pTable->m_pfnCreateShader_ForTextureName = QERApp_CreateShader_ForTextureName;
|
|
pTable->m_pfnActiveShaders_SetDisplayed = QERApp_ActiveShaders_SetDisplayed;
|
|
pTable->m_pfnActiveShader_ForIndex = QERApp_ActiveShader_ForIndex;
|
|
pTable->m_pfnCleanTextureName = QERApp_CleanTextureName;
|
|
|
|
return true;
|
|
}
|
|
|
|
Syn_Printf( "ERROR: RequestAPI( '%s' ) not found in '%s'\n", pAPI->major_name, GetInfo() );
|
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return false;
|
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}
|