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https://github.com/UberGames/lilium-voyager.git
synced 2024-12-14 22:20:58 +00:00
608 lines
15 KiB
C
608 lines
15 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include <string.h>
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#include <math.h>
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#include "cmdlib.h"
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#include "mathlib.h"
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#include "imagelib.h"
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#include "scriplib.h"
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#ifdef _TTIMOBUILD
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#include "../common/qfiles.h"
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#include "../common/surfaceflags.h"
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#else
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#include "../code/qcommon/qfiles.h"
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#include "../code/game/surfaceflags.h"
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#endif
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#include "shaders.h"
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#ifdef _WIN32
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#ifdef _TTIMOBUILD
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#include "pakstuff.h"
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#include "jpeglib.h"
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#else
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#include "../libs/pakstuff.h"
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#include "../libs/jpeglib.h"
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#endif
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#endif
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// 5% backsplash by default
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#define DEFAULT_BACKSPLASH_FRACTION 0.05
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#define DEFAULT_BACKSPLASH_DISTANCE 24
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#define MAX_SURFACE_INFO 4096
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shaderInfo_t defaultInfo;
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shaderInfo_t shaderInfo[MAX_SURFACE_INFO];
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int numShaderInfo;
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typedef struct {
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char *name;
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int clearSolid, surfaceFlags, contents;
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} infoParm_t;
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infoParm_t infoParms[] = {
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// server relevant contents
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{"water", 1, 0, CONTENTS_WATER },
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{"slime", 1, 0, CONTENTS_SLIME }, // mildly damaging
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{"lava", 1, 0, CONTENTS_LAVA }, // very damaging
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{"playerclip", 1, 0, CONTENTS_PLAYERCLIP },
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{"monsterclip", 1, 0, CONTENTS_MONSTERCLIP },
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{"nodrop", 1, 0, CONTENTS_NODROP }, // don't drop items or leave bodies (death fog, lava, etc)
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{"nonsolid", 1, SURF_NONSOLID, 0}, // clears the solid flag
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// utility relevant attributes
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{"origin", 1, 0, CONTENTS_ORIGIN }, // center of rotating brushes
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{"trans", 0, 0, CONTENTS_TRANSLUCENT }, // don't eat contained surfaces
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{"detail", 0, 0, CONTENTS_DETAIL }, // don't include in structural bsp
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{"structural", 0, 0, CONTENTS_STRUCTURAL }, // force into structural bsp even if trnas
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{"areaportal", 1, 0, CONTENTS_AREAPORTAL }, // divides areas
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{"clusterportal",1, 0, CONTENTS_CLUSTERPORTAL },// for bots
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{"donotenter", 1, 0, CONTENTS_DONOTENTER }, // for bots
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{"botclip", 1, 0, CONTENTS_BOTCLIP }, // for bots
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{"nobotclip", 0, 0, CONTENTS_NOBOTCLIP }, // don't use for bot clipping
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{"fog", 1, 0, CONTENTS_FOG}, // carves surfaces entering
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{"sky", 0, SURF_SKY, 0 }, // emit light from an environment map
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{"lightfilter", 0, SURF_LIGHTFILTER, 0 }, // filter light going through it
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{"alphashadow", 0, SURF_ALPHASHADOW, 0 }, // test light on a per-pixel basis
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{"hint", 0, SURF_HINT, 0 }, // use as a primary splitter
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// server attributes
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{"slick", 0, SURF_SLICK, 0 },
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{"noimpact", 0, SURF_NOIMPACT, 0 }, // don't make impact explosions or marks
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{"nomarks", 0, SURF_NOMARKS, 0 }, // don't make impact marks, but still explode
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{"ladder", 0, SURF_LADDER, 0 },
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{"nodamage", 0, SURF_NODAMAGE, 0 },
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{"metalsteps", 0, SURF_METALSTEPS,0 },
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{"flesh", 0, SURF_FLESH, 0 },
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{"nosteps", 0, SURF_NOSTEPS, 0 },
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// drawsurf attributes
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{"nodraw", 0, SURF_NODRAW, 0 }, // don't generate a drawsurface (or a lightmap)
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{"pointlight", 0, SURF_POINTLIGHT, 0 }, // sample lighting at vertexes
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{"nolightmap", 0, SURF_NOLIGHTMAP,0 }, // don't generate a lightmap
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{"nodlight", 0, SURF_NODLIGHT, 0 }, // don't ever add dynamic lights
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{"dust", 0, SURF_DUST, 0} // leave dust trail when walking on this surface
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};
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/*
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===============
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LoadShaderImage
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===============
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*/
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byte* LoadImageFile(char *filename, qboolean *bTGA)
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{
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byte *buffer = NULL;
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int nLen = 0;
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*bTGA = qtrue;
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if (FileExists(filename))
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{
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LoadFileBlock(filename, &buffer);
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}
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#ifdef _WIN32
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else
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{
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PakLoadAnyFile(filename, &buffer);
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}
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#endif
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if ( buffer == NULL)
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{
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nLen = strlen(filename);
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filename[nLen-3] = 'j';
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filename[nLen-2] = 'p';
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filename[nLen-1] = 'g';
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if (FileExists(filename))
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{
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LoadFileBlock(filename, &buffer);
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}
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#ifdef _WIN32
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else
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{
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PakLoadAnyFile(filename, &buffer);
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}
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#endif
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if ( buffer )
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{
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*bTGA = qfalse;
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}
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}
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return buffer;
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}
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/*
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===============
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LoadShaderImage
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===============
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*/
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static void LoadShaderImage( shaderInfo_t *si ) {
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char filename[1024];
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int i, count;
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float color[4];
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byte *buffer;
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qboolean bTGA = qtrue;
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// look for the lightimage if it is specified
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if ( si->lightimage[0] ) {
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sprintf( filename, "%s%s", gamedir, si->lightimage );
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DefaultExtension( filename, ".tga" );
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buffer = LoadImageFile(filename, &bTGA);
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if ( buffer != NULL) {
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goto loadTga;
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}
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}
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// look for the editorimage if it is specified
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if ( si->editorimage[0] ) {
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sprintf( filename, "%s%s", gamedir, si->editorimage );
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DefaultExtension( filename, ".tga" );
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buffer = LoadImageFile(filename, &bTGA);
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if ( buffer != NULL) {
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goto loadTga;
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}
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}
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// just try the shader name with a .tga
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// on unix, we have case sensitivity problems...
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sprintf( filename, "%s%s.tga", gamedir, si->shader );
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buffer = LoadImageFile(filename, &bTGA);
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if ( buffer != NULL) {
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goto loadTga;
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}
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sprintf( filename, "%s%s.TGA", gamedir, si->shader );
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buffer = LoadImageFile(filename, &bTGA);
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if ( buffer != NULL) {
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goto loadTga;
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}
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// couldn't load anything
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_printf("WARNING: Couldn't find image for shader %s\n", si->shader );
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si->color[0] = 1;
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si->color[1] = 1;
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si->color[2] = 1;
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si->width = 64;
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si->height = 64;
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si->pixels = malloc( si->width * si->height * 4 );
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memset ( si->pixels, 255, si->width * si->height * 4 );
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return;
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// load the image to get dimensions and color
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loadTga:
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if ( bTGA) {
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LoadTGABuffer( buffer, &si->pixels, &si->width, &si->height );
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}
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else {
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#ifdef _WIN32
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LoadJPGBuff(buffer, &si->pixels, &si->width, &si->height );
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#endif
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}
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free(buffer);
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count = si->width * si->height;
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VectorClear( color );
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color[ 3 ] = 0;
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for ( i = 0 ; i < count ; i++ ) {
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color[0] += si->pixels[ i * 4 + 0 ];
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color[1] += si->pixels[ i * 4 + 1 ];
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color[2] += si->pixels[ i * 4 + 2 ];
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color[3] += si->pixels[ i * 4 + 3 ];
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}
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ColorNormalize( color, si->color );
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VectorScale( color, 1.0/count, si->averageColor );
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}
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/*
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===============
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AllocShaderInfo
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===============
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*/
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static shaderInfo_t *AllocShaderInfo( void ) {
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shaderInfo_t *si;
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if ( numShaderInfo == MAX_SURFACE_INFO ) {
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Error( "MAX_SURFACE_INFO" );
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}
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si = &shaderInfo[ numShaderInfo ];
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numShaderInfo++;
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// set defaults
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si->contents = CONTENTS_SOLID;
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si->backsplashFraction = DEFAULT_BACKSPLASH_FRACTION;
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si->backsplashDistance = DEFAULT_BACKSPLASH_DISTANCE;
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si->lightmapSampleSize = 0;
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si->forceTraceLight = qfalse;
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si->forceVLight = qfalse;
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si->patchShadows = qfalse;
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si->vertexShadows = qfalse;
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si->noVertexShadows = qfalse;
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si->forceSunLight = qfalse;
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si->vertexScale = 1.0;
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si->notjunc = qfalse;
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return si;
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}
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/*
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===============
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ShaderInfoForShader
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===============
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*/
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shaderInfo_t *ShaderInfoForShader( const char *shaderName ) {
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int i;
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shaderInfo_t *si;
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char shader[MAX_QPATH];
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// strip off extension
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strcpy( shader, shaderName );
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StripExtension( shader );
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// search for it
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for ( i = 0 ; i < numShaderInfo ; i++ ) {
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si = &shaderInfo[ i ];
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if ( !Q_stricmp( shader, si->shader ) ) {
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if ( !si->width ) {
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LoadShaderImage( si );
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}
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return si;
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}
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}
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si = AllocShaderInfo();
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strcpy( si->shader, shader );
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LoadShaderImage( si );
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return si;
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}
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/*
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===============
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ParseShaderFile
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===============
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*/
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static void ParseShaderFile( const char *filename ) {
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int i;
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int numInfoParms = sizeof(infoParms) / sizeof(infoParms[0]);
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shaderInfo_t *si;
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// qprintf( "shaderFile: %s\n", filename );
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LoadScriptFile( filename );
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while ( 1 ) {
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if ( !GetToken( qtrue ) ) {
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break;
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}
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si = AllocShaderInfo();
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strcpy( si->shader, token );
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MatchToken( "{" );
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while ( 1 ) {
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if ( !GetToken( qtrue ) ) {
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break;
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}
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if ( !strcmp( token, "}" ) ) {
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break;
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}
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// skip internal braced sections
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if ( !strcmp( token, "{" ) ) {
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si->hasPasses = qtrue;
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while ( 1 ) {
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if ( !GetToken( qtrue ) ) {
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break;
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}
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if ( !strcmp( token, "}" ) ) {
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break;
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}
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}
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continue;
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}
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if ( !Q_stricmp( token, "surfaceparm" ) ) {
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GetToken( qfalse );
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for ( i = 0 ; i < numInfoParms ; i++ ) {
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if ( !Q_stricmp( token, infoParms[i].name ) ) {
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si->surfaceFlags |= infoParms[i].surfaceFlags;
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si->contents |= infoParms[i].contents;
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if ( infoParms[i].clearSolid ) {
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si->contents &= ~CONTENTS_SOLID;
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}
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break;
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}
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}
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if ( i == numInfoParms ) {
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// we will silently ignore all tokens beginning with qer,
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// which are QuakeEdRadient parameters
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if ( Q_strncasecmp( token, "qer", 3 ) ) {
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_printf( "Unknown surfaceparm: \"%s\"\n", token );
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}
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}
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continue;
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}
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// qer_editorimage <image>
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if ( !Q_stricmp( token, "qer_editorimage" ) ) {
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GetToken( qfalse );
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strcpy( si->editorimage, token );
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DefaultExtension( si->editorimage, ".tga" );
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continue;
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}
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// q3map_lightimage <image>
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if ( !Q_stricmp( token, "q3map_lightimage" ) ) {
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GetToken( qfalse );
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strcpy( si->lightimage, token );
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DefaultExtension( si->lightimage, ".tga" );
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continue;
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}
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// q3map_surfacelight <value>
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if ( !Q_stricmp( token, "q3map_surfacelight" ) ) {
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GetToken( qfalse );
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si->value = atoi( token );
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continue;
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}
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// q3map_lightsubdivide <value>
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if ( !Q_stricmp( token, "q3map_lightsubdivide" ) ) {
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GetToken( qfalse );
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si->lightSubdivide = atoi( token );
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continue;
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}
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// q3map_lightmapsamplesize <value>
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if ( !Q_stricmp( token, "q3map_lightmapsamplesize" ) ) {
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GetToken( qfalse );
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si->lightmapSampleSize = atoi( token );
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continue;
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}
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// q3map_tracelight
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if ( !Q_stricmp( token, "q3map_tracelight" ) ) {
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si->forceTraceLight = qtrue;
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continue;
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}
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// q3map_vlight
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if ( !Q_stricmp( token, "q3map_vlight" ) ) {
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si->forceVLight = qtrue;
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continue;
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}
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// q3map_patchshadows
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if ( !Q_stricmp( token, "q3map_patchshadows" ) ) {
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si->patchShadows = qtrue;
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continue;
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}
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// q3map_vertexshadows
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if ( !Q_stricmp( token, "q3map_vertexshadows" ) ) {
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si->vertexShadows = qtrue;
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continue;
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}
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// q3map_novertexshadows
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if ( !Q_stricmp( token, "q3map_novertexshadows" ) ) {
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si->noVertexShadows = qtrue;
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continue;
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}
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// q3map_forcesunlight
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if ( !Q_stricmp( token, "q3map_forcesunlight" ) ) {
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si->forceSunLight = qtrue;
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continue;
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}
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// q3map_vertexscale
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if ( !Q_stricmp( token, "q3map_vertexscale" ) ) {
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GetToken( qfalse );
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si->vertexScale = atof(token);
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continue;
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}
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// q3map_notjunc
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if ( !Q_stricmp( token, "q3map_notjunc" ) ) {
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si->notjunc = qtrue;
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continue;
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}
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// q3map_globaltexture
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if ( !Q_stricmp( token, "q3map_globaltexture" ) ) {
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si->globalTexture = qtrue;
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continue;
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}
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// q3map_backsplash <percent> <distance>
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if ( !Q_stricmp( token, "q3map_backsplash" ) ) {
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GetToken( qfalse );
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si->backsplashFraction = atof( token ) * 0.01;
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GetToken( qfalse );
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si->backsplashDistance = atof( token );
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continue;
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}
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// q3map_backshader <shader>
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if ( !Q_stricmp( token, "q3map_backshader" ) ) {
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GetToken( qfalse );
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strcpy( si->backShader, token );
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continue;
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}
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// q3map_flare <shader>
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if ( !Q_stricmp( token, "q3map_flare" ) ) {
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GetToken( qfalse );
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strcpy( si->flareShader, token );
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continue;
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}
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// light <value>
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// old style flare specification
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if ( !Q_stricmp( token, "light" ) ) {
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GetToken( qfalse );
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strcpy( si->flareShader, "flareshader" );
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continue;
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}
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// q3map_sun <red> <green> <blue> <intensity> <degrees> <elivation>
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// color will be normalized, so it doesn't matter what range you use
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// intensity falls off with angle but not distance 100 is a fairly bright sun
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// degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon
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if ( !Q_stricmp( token, "q3map_sun" ) ) {
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float a, b;
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GetToken( qfalse );
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si->sunLight[0] = atof( token );
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GetToken( qfalse );
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si->sunLight[1] = atof( token );
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GetToken( qfalse );
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si->sunLight[2] = atof( token );
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VectorNormalize( si->sunLight, si->sunLight);
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GetToken( qfalse );
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a = atof( token );
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VectorScale( si->sunLight, a, si->sunLight);
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GetToken( qfalse );
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a = atof( token );
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a = a / 180 * Q_PI;
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GetToken( qfalse );
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b = atof( token );
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b = b / 180 * Q_PI;
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si->sunDirection[0] = cos( a ) * cos( b );
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si->sunDirection[1] = sin( a ) * cos( b );
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si->sunDirection[2] = sin( b );
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si->surfaceFlags |= SURF_SKY;
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continue;
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}
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|
|
// 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);
|
|
}
|
|
|