mirror of
https://github.com/UberGames/ioef.git
synced 2024-11-24 13:11:30 +00:00
608 lines
15 KiB
C
608 lines
15 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Foobar; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
|
|
#include <string.h>
|
|
#include <math.h>
|
|
#include "cmdlib.h"
|
|
#include "mathlib.h"
|
|
#include "imagelib.h"
|
|
#include "scriplib.h"
|
|
|
|
#ifdef _TTIMOBUILD
|
|
#include "../common/qfiles.h"
|
|
#include "../common/surfaceflags.h"
|
|
#else
|
|
#include "../code/qcommon/qfiles.h"
|
|
#include "../code/game/surfaceflags.h"
|
|
#endif
|
|
|
|
#include "shaders.h"
|
|
#ifdef _WIN32
|
|
|
|
#ifdef _TTIMOBUILD
|
|
#include "pakstuff.h"
|
|
#include "jpeglib.h"
|
|
#else
|
|
#include "../libs/pakstuff.h"
|
|
#include "../libs/jpeglib.h"
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
// 5% backsplash by default
|
|
#define DEFAULT_BACKSPLASH_FRACTION 0.05
|
|
#define DEFAULT_BACKSPLASH_DISTANCE 24
|
|
|
|
|
|
#define MAX_SURFACE_INFO 4096
|
|
|
|
shaderInfo_t defaultInfo;
|
|
shaderInfo_t shaderInfo[MAX_SURFACE_INFO];
|
|
int numShaderInfo;
|
|
|
|
|
|
typedef struct {
|
|
char *name;
|
|
int clearSolid, surfaceFlags, contents;
|
|
} infoParm_t;
|
|
|
|
infoParm_t infoParms[] = {
|
|
// server relevant contents
|
|
{"water", 1, 0, CONTENTS_WATER },
|
|
{"slime", 1, 0, CONTENTS_SLIME }, // mildly damaging
|
|
{"lava", 1, 0, CONTENTS_LAVA }, // very damaging
|
|
{"playerclip", 1, 0, CONTENTS_PLAYERCLIP },
|
|
{"monsterclip", 1, 0, CONTENTS_MONSTERCLIP },
|
|
{"nodrop", 1, 0, CONTENTS_NODROP }, // don't drop items or leave bodies (death fog, lava, etc)
|
|
{"nonsolid", 1, SURF_NONSOLID, 0}, // clears the solid flag
|
|
|
|
// utility relevant attributes
|
|
{"origin", 1, 0, CONTENTS_ORIGIN }, // center of rotating brushes
|
|
{"trans", 0, 0, CONTENTS_TRANSLUCENT }, // don't eat contained surfaces
|
|
{"detail", 0, 0, CONTENTS_DETAIL }, // don't include in structural bsp
|
|
{"structural", 0, 0, CONTENTS_STRUCTURAL }, // force into structural bsp even if trnas
|
|
{"areaportal", 1, 0, CONTENTS_AREAPORTAL }, // divides areas
|
|
{"clusterportal",1, 0, CONTENTS_CLUSTERPORTAL },// for bots
|
|
{"donotenter", 1, 0, CONTENTS_DONOTENTER }, // for bots
|
|
{"botclip", 1, 0, CONTENTS_BOTCLIP }, // for bots
|
|
{"nobotclip", 0, 0, CONTENTS_NOBOTCLIP }, // don't use for bot clipping
|
|
|
|
{"fog", 1, 0, CONTENTS_FOG}, // carves surfaces entering
|
|
{"sky", 0, SURF_SKY, 0 }, // emit light from an environment map
|
|
{"lightfilter", 0, SURF_LIGHTFILTER, 0 }, // filter light going through it
|
|
{"alphashadow", 0, SURF_ALPHASHADOW, 0 }, // test light on a per-pixel basis
|
|
{"hint", 0, SURF_HINT, 0 }, // use as a primary splitter
|
|
|
|
// server attributes
|
|
{"slick", 0, SURF_SLICK, 0 },
|
|
{"noimpact", 0, SURF_NOIMPACT, 0 }, // don't make impact explosions or marks
|
|
{"nomarks", 0, SURF_NOMARKS, 0 }, // don't make impact marks, but still explode
|
|
{"ladder", 0, SURF_LADDER, 0 },
|
|
{"nodamage", 0, SURF_NODAMAGE, 0 },
|
|
{"metalsteps", 0, SURF_METALSTEPS,0 },
|
|
{"flesh", 0, SURF_FLESH, 0 },
|
|
{"nosteps", 0, SURF_NOSTEPS, 0 },
|
|
|
|
// drawsurf attributes
|
|
{"nodraw", 0, SURF_NODRAW, 0 }, // don't generate a drawsurface (or a lightmap)
|
|
{"pointlight", 0, SURF_POINTLIGHT, 0 }, // sample lighting at vertexes
|
|
{"nolightmap", 0, SURF_NOLIGHTMAP,0 }, // don't generate a lightmap
|
|
{"nodlight", 0, SURF_NODLIGHT, 0 }, // don't ever add dynamic lights
|
|
{"dust", 0, SURF_DUST, 0} // leave dust trail when walking on this surface
|
|
};
|
|
|
|
|
|
/*
|
|
===============
|
|
LoadShaderImage
|
|
===============
|
|
*/
|
|
|
|
byte* LoadImageFile(char *filename, qboolean *bTGA)
|
|
{
|
|
byte *buffer = NULL;
|
|
int nLen = 0;
|
|
*bTGA = qtrue;
|
|
if (FileExists(filename))
|
|
{
|
|
LoadFileBlock(filename, &buffer);
|
|
}
|
|
#ifdef _WIN32
|
|
else
|
|
{
|
|
PakLoadAnyFile(filename, &buffer);
|
|
}
|
|
#endif
|
|
if ( buffer == NULL)
|
|
{
|
|
nLen = strlen(filename);
|
|
filename[nLen-3] = 'j';
|
|
filename[nLen-2] = 'p';
|
|
filename[nLen-1] = 'g';
|
|
if (FileExists(filename))
|
|
{
|
|
LoadFileBlock(filename, &buffer);
|
|
}
|
|
#ifdef _WIN32
|
|
else
|
|
{
|
|
PakLoadAnyFile(filename, &buffer);
|
|
}
|
|
#endif
|
|
if ( buffer )
|
|
{
|
|
*bTGA = qfalse;
|
|
}
|
|
}
|
|
return buffer;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
LoadShaderImage
|
|
===============
|
|
*/
|
|
static void LoadShaderImage( shaderInfo_t *si ) {
|
|
char filename[1024];
|
|
int i, count;
|
|
float color[4];
|
|
byte *buffer;
|
|
qboolean bTGA = qtrue;
|
|
|
|
// look for the lightimage if it is specified
|
|
if ( si->lightimage[0] ) {
|
|
sprintf( filename, "%s%s", gamedir, si->lightimage );
|
|
DefaultExtension( filename, ".tga" );
|
|
buffer = LoadImageFile(filename, &bTGA);
|
|
if ( buffer != NULL) {
|
|
goto loadTga;
|
|
}
|
|
}
|
|
|
|
// look for the editorimage if it is specified
|
|
if ( si->editorimage[0] ) {
|
|
sprintf( filename, "%s%s", gamedir, si->editorimage );
|
|
DefaultExtension( filename, ".tga" );
|
|
buffer = LoadImageFile(filename, &bTGA);
|
|
if ( buffer != NULL) {
|
|
goto loadTga;
|
|
}
|
|
}
|
|
|
|
// just try the shader name with a .tga
|
|
// on unix, we have case sensitivity problems...
|
|
sprintf( filename, "%s%s.tga", gamedir, si->shader );
|
|
buffer = LoadImageFile(filename, &bTGA);
|
|
if ( buffer != NULL) {
|
|
goto loadTga;
|
|
}
|
|
|
|
sprintf( filename, "%s%s.TGA", gamedir, si->shader );
|
|
buffer = LoadImageFile(filename, &bTGA);
|
|
if ( buffer != NULL) {
|
|
goto loadTga;
|
|
}
|
|
|
|
// couldn't load anything
|
|
_printf("WARNING: Couldn't find image for shader %s\n", si->shader );
|
|
|
|
si->color[0] = 1;
|
|
si->color[1] = 1;
|
|
si->color[2] = 1;
|
|
si->width = 64;
|
|
si->height = 64;
|
|
si->pixels = malloc( si->width * si->height * 4 );
|
|
memset ( si->pixels, 255, si->width * si->height * 4 );
|
|
return;
|
|
|
|
// load the image to get dimensions and color
|
|
loadTga:
|
|
if ( bTGA) {
|
|
LoadTGABuffer( buffer, &si->pixels, &si->width, &si->height );
|
|
}
|
|
else {
|
|
#ifdef _WIN32
|
|
LoadJPGBuff(buffer, &si->pixels, &si->width, &si->height );
|
|
#endif
|
|
}
|
|
|
|
free(buffer);
|
|
|
|
count = si->width * si->height;
|
|
|
|
VectorClear( color );
|
|
color[ 3 ] = 0;
|
|
for ( i = 0 ; i < count ; i++ ) {
|
|
color[0] += si->pixels[ i * 4 + 0 ];
|
|
color[1] += si->pixels[ i * 4 + 1 ];
|
|
color[2] += si->pixels[ i * 4 + 2 ];
|
|
color[3] += si->pixels[ i * 4 + 3 ];
|
|
}
|
|
ColorNormalize( color, si->color );
|
|
VectorScale( color, 1.0/count, si->averageColor );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
AllocShaderInfo
|
|
===============
|
|
*/
|
|
static shaderInfo_t *AllocShaderInfo( void ) {
|
|
shaderInfo_t *si;
|
|
|
|
if ( numShaderInfo == MAX_SURFACE_INFO ) {
|
|
Error( "MAX_SURFACE_INFO" );
|
|
}
|
|
si = &shaderInfo[ numShaderInfo ];
|
|
numShaderInfo++;
|
|
|
|
// set defaults
|
|
|
|
si->contents = CONTENTS_SOLID;
|
|
|
|
si->backsplashFraction = DEFAULT_BACKSPLASH_FRACTION;
|
|
si->backsplashDistance = DEFAULT_BACKSPLASH_DISTANCE;
|
|
|
|
si->lightmapSampleSize = 0;
|
|
si->forceTraceLight = qfalse;
|
|
si->forceVLight = qfalse;
|
|
si->patchShadows = qfalse;
|
|
si->vertexShadows = qfalse;
|
|
si->noVertexShadows = qfalse;
|
|
si->forceSunLight = qfalse;
|
|
si->vertexScale = 1.0;
|
|
si->notjunc = qfalse;
|
|
|
|
return si;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
ShaderInfoForShader
|
|
===============
|
|
*/
|
|
shaderInfo_t *ShaderInfoForShader( const char *shaderName ) {
|
|
int i;
|
|
shaderInfo_t *si;
|
|
char shader[MAX_QPATH];
|
|
|
|
// 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 ) ) {
|
|
if ( !si->width ) {
|
|
LoadShaderImage( si );
|
|
}
|
|
return si;
|
|
}
|
|
}
|
|
|
|
si = AllocShaderInfo();
|
|
strcpy( si->shader, shader );
|
|
|
|
LoadShaderImage( si );
|
|
|
|
return si;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
ParseShaderFile
|
|
===============
|
|
*/
|
|
static void ParseShaderFile( const char *filename ) {
|
|
int i;
|
|
int numInfoParms = sizeof(infoParms) / sizeof(infoParms[0]);
|
|
shaderInfo_t *si;
|
|
|
|
// qprintf( "shaderFile: %s\n", filename );
|
|
LoadScriptFile( filename );
|
|
while ( 1 ) {
|
|
if ( !GetToken( qtrue ) ) {
|
|
break;
|
|
}
|
|
|
|
si = AllocShaderInfo();
|
|
strcpy( si->shader, token );
|
|
MatchToken( "{" );
|
|
while ( 1 ) {
|
|
if ( !GetToken( qtrue ) ) {
|
|
break;
|
|
}
|
|
if ( !strcmp( token, "}" ) ) {
|
|
break;
|
|
}
|
|
|
|
// skip internal braced sections
|
|
if ( !strcmp( token, "{" ) ) {
|
|
si->hasPasses = qtrue;
|
|
while ( 1 ) {
|
|
if ( !GetToken( qtrue ) ) {
|
|
break;
|
|
}
|
|
if ( !strcmp( token, "}" ) ) {
|
|
break;
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "surfaceparm" ) ) {
|
|
GetToken( qfalse );
|
|
for ( i = 0 ; i < numInfoParms ; i++ ) {
|
|
if ( !Q_stricmp( token, infoParms[i].name ) ) {
|
|
si->surfaceFlags |= infoParms[i].surfaceFlags;
|
|
si->contents |= infoParms[i].contents;
|
|
if ( infoParms[i].clearSolid ) {
|
|
si->contents &= ~CONTENTS_SOLID;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if ( i == numInfoParms ) {
|
|
// we will silently ignore all tokens beginning with qer,
|
|
// which are QuakeEdRadient parameters
|
|
if ( Q_strncasecmp( token, "qer", 3 ) ) {
|
|
_printf( "Unknown surfaceparm: \"%s\"\n", token );
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
|
|
// qer_editorimage <image>
|
|
if ( !Q_stricmp( token, "qer_editorimage" ) ) {
|
|
GetToken( qfalse );
|
|
strcpy( si->editorimage, token );
|
|
DefaultExtension( si->editorimage, ".tga" );
|
|
continue;
|
|
}
|
|
|
|
// q3map_lightimage <image>
|
|
if ( !Q_stricmp( token, "q3map_lightimage" ) ) {
|
|
GetToken( qfalse );
|
|
strcpy( si->lightimage, token );
|
|
DefaultExtension( si->lightimage, ".tga" );
|
|
continue;
|
|
}
|
|
|
|
// q3map_surfacelight <value>
|
|
if ( !Q_stricmp( token, "q3map_surfacelight" ) ) {
|
|
GetToken( qfalse );
|
|
si->value = atoi( token );
|
|
continue;
|
|
}
|
|
|
|
// q3map_lightsubdivide <value>
|
|
if ( !Q_stricmp( token, "q3map_lightsubdivide" ) ) {
|
|
GetToken( qfalse );
|
|
si->lightSubdivide = atoi( token );
|
|
continue;
|
|
}
|
|
|
|
// q3map_lightmapsamplesize <value>
|
|
if ( !Q_stricmp( token, "q3map_lightmapsamplesize" ) ) {
|
|
GetToken( qfalse );
|
|
si->lightmapSampleSize = atoi( token );
|
|
continue;
|
|
}
|
|
|
|
// q3map_tracelight
|
|
if ( !Q_stricmp( token, "q3map_tracelight" ) ) {
|
|
si->forceTraceLight = qtrue;
|
|
continue;
|
|
}
|
|
|
|
// q3map_vlight
|
|
if ( !Q_stricmp( token, "q3map_vlight" ) ) {
|
|
si->forceVLight = qtrue;
|
|
continue;
|
|
}
|
|
|
|
// q3map_patchshadows
|
|
if ( !Q_stricmp( token, "q3map_patchshadows" ) ) {
|
|
si->patchShadows = qtrue;
|
|
continue;
|
|
}
|
|
|
|
// q3map_vertexshadows
|
|
if ( !Q_stricmp( token, "q3map_vertexshadows" ) ) {
|
|
si->vertexShadows = qtrue;
|
|
continue;
|
|
}
|
|
|
|
// q3map_novertexshadows
|
|
if ( !Q_stricmp( token, "q3map_novertexshadows" ) ) {
|
|
si->noVertexShadows = qtrue;
|
|
continue;
|
|
}
|
|
|
|
// q3map_forcesunlight
|
|
if ( !Q_stricmp( token, "q3map_forcesunlight" ) ) {
|
|
si->forceSunLight = qtrue;
|
|
continue;
|
|
}
|
|
|
|
// q3map_vertexscale
|
|
if ( !Q_stricmp( token, "q3map_vertexscale" ) ) {
|
|
GetToken( qfalse );
|
|
si->vertexScale = atof(token);
|
|
continue;
|
|
}
|
|
|
|
// q3map_notjunc
|
|
if ( !Q_stricmp( token, "q3map_notjunc" ) ) {
|
|
si->notjunc = qtrue;
|
|
continue;
|
|
}
|
|
|
|
// q3map_globaltexture
|
|
if ( !Q_stricmp( token, "q3map_globaltexture" ) ) {
|
|
si->globalTexture = qtrue;
|
|
continue;
|
|
}
|
|
|
|
// q3map_backsplash <percent> <distance>
|
|
if ( !Q_stricmp( token, "q3map_backsplash" ) ) {
|
|
GetToken( qfalse );
|
|
si->backsplashFraction = atof( token ) * 0.01;
|
|
GetToken( qfalse );
|
|
si->backsplashDistance = atof( token );
|
|
continue;
|
|
}
|
|
|
|
// q3map_backshader <shader>
|
|
if ( !Q_stricmp( token, "q3map_backshader" ) ) {
|
|
GetToken( qfalse );
|
|
strcpy( si->backShader, token );
|
|
continue;
|
|
}
|
|
|
|
// q3map_flare <shader>
|
|
if ( !Q_stricmp( token, "q3map_flare" ) ) {
|
|
GetToken( qfalse );
|
|
strcpy( si->flareShader, token );
|
|
continue;
|
|
}
|
|
|
|
// light <value>
|
|
// old style flare specification
|
|
if ( !Q_stricmp( token, "light" ) ) {
|
|
GetToken( qfalse );
|
|
strcpy( si->flareShader, "flareshader" );
|
|
continue;
|
|
}
|
|
|
|
// q3map_sun <red> <green> <blue> <intensity> <degrees> <elivation>
|
|
// 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
|
|
if ( !Q_stricmp( token, "q3map_sun" ) ) {
|
|
float a, b;
|
|
|
|
GetToken( qfalse );
|
|
si->sunLight[0] = atof( token );
|
|
GetToken( qfalse );
|
|
si->sunLight[1] = atof( token );
|
|
GetToken( qfalse );
|
|
si->sunLight[2] = atof( token );
|
|
|
|
VectorNormalize( si->sunLight, si->sunLight);
|
|
|
|
GetToken( qfalse );
|
|
a = atof( token );
|
|
VectorScale( si->sunLight, a, si->sunLight);
|
|
|
|
GetToken( qfalse );
|
|
a = atof( token );
|
|
a = a / 180 * Q_PI;
|
|
|
|
GetToken( qfalse );
|
|
b = atof( token );
|
|
b = b / 180 * Q_PI;
|
|
|
|
si->sunDirection[0] = cos( a ) * cos( b );
|
|
si->sunDirection[1] = sin( a ) * cos( b );
|
|
si->sunDirection[2] = sin( b );
|
|
|
|
si->surfaceFlags |= SURF_SKY;
|
|
continue;
|
|
}
|
|
|
|
// tesssize is used to force liquid surfaces to subdivide
|
|
if ( !Q_stricmp( token, "tesssize" ) ) {
|
|
GetToken( qfalse );
|
|
si->subdivisions = atof( token );
|
|
continue;
|
|
}
|
|
|
|
// cull none will set twoSided
|
|
if ( !Q_stricmp( token, "cull" ) ) {
|
|
GetToken( qfalse );
|
|
if ( !Q_stricmp( token, "none" ) ) {
|
|
si->twoSided = qtrue;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
|
|
// deformVertexes autosprite[2]
|
|
// we catch this so autosprited surfaces become point
|
|
// lights instead of area lights
|
|
if ( !Q_stricmp( token, "deformVertexes" ) ) {
|
|
GetToken( qfalse );
|
|
if ( !Q_strncasecmp( token, "autosprite", 10 ) ) {
|
|
si->autosprite = qtrue;
|
|
si->contents = CONTENTS_DETAIL;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
|
|
// ignore all other tokens on the line
|
|
|
|
while ( TokenAvailable() ) {
|
|
GetToken( qfalse );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
LoadShaderInfo
|
|
===============
|
|
*/
|
|
#define MAX_SHADER_FILES 64
|
|
void LoadShaderInfo( void ) {
|
|
char filename[1024];
|
|
int i;
|
|
char *shaderFiles[MAX_SHADER_FILES];
|
|
int numShaderFiles;
|
|
|
|
sprintf( filename, "%sscripts/shaderlist.txt", gamedir );
|
|
LoadScriptFile( filename );
|
|
|
|
numShaderFiles = 0;
|
|
while ( 1 ) {
|
|
if ( !GetToken( qtrue ) ) {
|
|
break;
|
|
}
|
|
shaderFiles[numShaderFiles] = malloc(MAX_OS_PATH);
|
|
strcpy( shaderFiles[ numShaderFiles ], token );
|
|
numShaderFiles++;
|
|
}
|
|
|
|
for ( i = 0 ; i < numShaderFiles ; i++ ) {
|
|
sprintf( filename, "%sscripts/%s.shader", gamedir, shaderFiles[i] );
|
|
ParseShaderFile( filename );
|
|
free(shaderFiles[i]);
|
|
}
|
|
|
|
qprintf( "%5i shaderInfo\n", numShaderInfo);
|
|
}
|
|
|