1579 lines
39 KiB
C++
1579 lines
39 KiB
C++
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/*
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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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#include "shaders.h"
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#include "globaldefs.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <map>
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#include <list>
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#include "ifilesystem.h"
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#include "ishaders.h"
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#include "iscriplib.h"
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#include "itextures.h"
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#include "qerplugin.h"
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#include "irender.h"
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#include <glib.h>
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#include "debugging/debugging.h"
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#include "string/pooledstring.h"
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#include "math/vector.h"
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#include "generic/callback.h"
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#include "generic/referencecounted.h"
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#include "stream/memstream.h"
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#include "stream/stringstream.h"
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#include "stream/textfilestream.h"
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#include "os/path.h"
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#include "os/dir.h"
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#include "os/file.h"
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#include "stringio.h"
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#include "shaderlib.h"
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#include "texturelib.h"
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#include "cmdlib.h"
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#include "moduleobservers.h"
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#include "archivelib.h"
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#include "imagelib.h"
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const char *g_shadersExtension = "";
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const char *g_shadersDirectory = "";
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bool g_enableDefaultShaders = true;
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bool g_useShaderList = true;
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_QERPlugImageTable *g_bitmapModule = 0;
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const char *g_texturePrefix = "textures/";
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void ActiveShaders_IteratorBegin();
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bool ActiveShaders_IteratorAtEnd();
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IShader *ActiveShaders_IteratorCurrent();
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void ActiveShaders_IteratorIncrement();
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Callback<void()> g_ActiveShadersChangedNotify;
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void FreeShaders();
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void LoadShaderFile(const char *filename);
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qtexture_t *Texture_ForName(const char *filename);
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/*!
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NOTE TTimo: there is an important distinction between SHADER_NOT_FOUND and SHADER_NOTEX:
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SHADER_NOT_FOUND means we didn't find the raw texture or the shader for this
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SHADER_NOTEX means we recognize this as a shader script, but we are missing the texture to represent it
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this was in the initial design of the shader code since early GtkRadiant alpha, and got sort of foxed in 1.2 and put back in
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*/
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Image *loadBitmap(void *environment, const char *name)
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{
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DirectoryArchiveFile file(name, name);
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if (!file.failed()) {
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return g_bitmapModule->loadImage(file);
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}
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return 0;
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}
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inline byte *getPixel(byte *pixels, int width, int height, int x, int y)
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{
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return pixels + (((((y + height) % height) * width) + ((x + width) % width)) * 4);
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}
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class KernelElement {
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public:
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int x, y;
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float w;
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};
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Image &convertHeightmapToNormalmap(Image &heightmap, float scale)
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{
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int w = heightmap.getWidth();
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int h = heightmap.getHeight();
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Image &normalmap = *(new RGBAImage(heightmap.getWidth(), heightmap.getHeight()));
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byte *in = heightmap.getRGBAPixels();
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byte *out = normalmap.getRGBAPixels();
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#if 1
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// no filtering
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const int kernelSize = 2;
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KernelElement kernel_du[kernelSize] = {
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{-1, 0, -0.5f},
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{1, 0, 0.5f}
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};
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KernelElement kernel_dv[kernelSize] = {
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{0, 1, 0.5f},
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{0, -1, -0.5f}
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};
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#else
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// 3x3 Prewitt
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const int kernelSize = 6;
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KernelElement kernel_du[kernelSize] = {
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{-1, 1,-1.0f },
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{-1, 0,-1.0f },
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{-1,-1,-1.0f },
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{ 1, 1, 1.0f },
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{ 1, 0, 1.0f },
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{ 1,-1, 1.0f }
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};
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KernelElement kernel_dv[kernelSize] = {
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{-1, 1, 1.0f },
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{ 0, 1, 1.0f },
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{ 1, 1, 1.0f },
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{-1,-1,-1.0f },
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{ 0,-1,-1.0f },
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{ 1,-1,-1.0f }
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};
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#endif
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int x, y = 0;
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while (y < h) {
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x = 0;
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while (x < w) {
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float du = 0;
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for (KernelElement *i = kernel_du; i != kernel_du + kernelSize; ++i) {
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du += (getPixel(in, w, h, x + (*i).x, y + (*i).y)[0] / 255.0) * (*i).w;
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}
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float dv = 0;
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for (KernelElement *i = kernel_dv; i != kernel_dv + kernelSize; ++i) {
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dv += (getPixel(in, w, h, x + (*i).x, y + (*i).y)[0] / 255.0) * (*i).w;
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}
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float nx = -du * scale;
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float ny = -dv * scale;
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float nz = 1.0;
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// Normalize
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float norm = 1.0 / sqrt(nx * nx + ny * ny + nz * nz);
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out[0] = float_to_integer(((nx * norm) + 1) * 127.5);
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out[1] = float_to_integer(((ny * norm) + 1) * 127.5);
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out[2] = float_to_integer(((nz * norm) + 1) * 127.5);
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out[3] = 255;
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x++;
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out += 4;
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}
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y++;
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}
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return normalmap;
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}
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Image *loadHeightmap(void *environment, const char *name)
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{
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Image *heightmap = GlobalTexturesCache().loadImage(name);
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if (heightmap != 0) {
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Image &normalmap = convertHeightmapToNormalmap(*heightmap, *reinterpret_cast<float *>( environment ));
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heightmap->release();
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return &normalmap;
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}
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return 0;
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}
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Image *loadSpecial(void *environment, const char *name)
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{
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if (*name == '_') { // special image
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StringOutputStream bitmapName(256);
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bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".tga";
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Image *image = loadBitmap(environment, bitmapName.c_str());
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if (image != 0) {
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return image;
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}
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}
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return GlobalTexturesCache().loadImage(name);
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}
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class ShaderPoolContext {
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};
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typedef Static<StringPool, ShaderPoolContext> ShaderPool;
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typedef PooledString<ShaderPool> ShaderString;
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typedef ShaderString ShaderVariable;
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typedef ShaderString ShaderValue;
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typedef CopiedString TextureExpression;
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// clean a texture name to the qtexture_t name format we use internally
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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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template<typename StringType>
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void parseTextureName(StringType &name, const char *token)
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{
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StringOutputStream cleaned(256);
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cleaned << PathCleaned(token);
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name = CopiedString(
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StringRange(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str()))).c_str(); // remove extension
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}
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bool Tokeniser_parseTextureName(Tokeniser &tokeniser, TextureExpression &name)
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{
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const char *token = tokeniser.getToken();
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if (token == 0) {
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Tokeniser_unexpectedError(tokeniser, token, "#texture-name");
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return false;
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}
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parseTextureName(name, token);
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return true;
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}
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bool Tokeniser_parseShaderName(Tokeniser &tokeniser, CopiedString &name)
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{
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const char *token = tokeniser.getToken();
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if (token == 0) {
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Tokeniser_unexpectedError(tokeniser, token, "#shader-name");
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return false;
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}
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parseTextureName(name, token);
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return true;
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}
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bool Tokeniser_parseString(Tokeniser &tokeniser, ShaderString &string)
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{
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const char *token = tokeniser.getToken();
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if (token == 0) {
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Tokeniser_unexpectedError(tokeniser, token, "#string");
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return false;
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}
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string = token;
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return true;
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}
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typedef std::list<ShaderVariable> ShaderParameters;
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typedef std::list<ShaderVariable> ShaderArguments;
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typedef std::pair<ShaderVariable, ShaderVariable> BlendFuncExpression;
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class ShaderTemplate {
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std::size_t m_refcount;
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CopiedString m_Name;
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CopiedString m_WadName;
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public:
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ShaderParameters m_params;
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TextureExpression m_textureName;
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TextureExpression m_diffuse;
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TextureExpression m_bump;
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ShaderValue m_heightmapScale;
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TextureExpression m_specular;
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TextureExpression m_lightFalloffImage;
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int m_nFlags;
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float m_fTrans;
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int m_iPolygonOffset;
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// alphafunc stuff
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IShader::EAlphaFunc m_AlphaFunc;
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float m_AlphaRef;
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// cull stuff
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IShader::ECull m_Cull;
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ShaderTemplate() :
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m_refcount(0)
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{
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m_nFlags = 0;
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m_fTrans = 1.0f;
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}
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void IncRef()
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{
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++m_refcount;
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}
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void DecRef()
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{
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ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
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if (--m_refcount == 0) {
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delete this;
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}
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}
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std::size_t refcount()
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{
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return m_refcount;
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}
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const char *getName() const
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{
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return m_Name.c_str();
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}
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void setName(const char *name)
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{
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m_Name = name;
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}
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// -----------------------------------------
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bool parseMaterial(Tokeniser &tokeniser);
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bool parseTemplate(Tokeniser &tokeniser);
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void CreateDefault(const char *name)
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{
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/*if (g_enableDefaultShaders) {
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m_textureName = name;
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} else {
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m_textureName = "";
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}*/
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setName(name);
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}
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class MapLayerTemplate {
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TextureExpression m_texture;
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BlendFuncExpression m_blendFunc;
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bool m_clampToBorder;
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ShaderValue m_alphaTest;
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public:
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MapLayerTemplate(const TextureExpression &texture, const BlendFuncExpression &blendFunc, bool clampToBorder,
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const ShaderValue &alphaTest) :
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m_texture(texture),
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m_blendFunc(blendFunc),
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m_clampToBorder(false),
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m_alphaTest(alphaTest)
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{
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}
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const TextureExpression &texture() const
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{
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return m_texture;
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}
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const BlendFuncExpression &blendFunc() const
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{
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return m_blendFunc;
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}
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bool clampToBorder() const
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{
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return m_clampToBorder;
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}
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const ShaderValue &alphaTest() const
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{
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return m_alphaTest;
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}
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};
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typedef std::vector<MapLayerTemplate> MapLayers;
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MapLayers m_layers;
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};
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enum LayerTypeId {
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LAYER_NONE,
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LAYER_BLEND,
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LAYER_DIFFUSEMAP,
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LAYER_BUMPMAP,
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LAYER_SPECULARMAP
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};
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class LayerTemplate {
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public:
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LayerTypeId m_type;
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TextureExpression m_texture;
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BlendFuncExpression m_blendFunc;
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bool m_clampToBorder;
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ShaderValue m_alphaTest;
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ShaderValue m_heightmapScale;
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LayerTemplate() : m_type(LAYER_NONE), m_blendFunc("GL_ONE", "GL_ZERO"), m_clampToBorder(false), m_alphaTest("-1"),
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m_heightmapScale("0")
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{
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}
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};
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||
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||
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bool parseShaderParameters(Tokeniser &tokeniser, ShaderParameters ¶ms)
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{
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Tokeniser_parseToken(tokeniser, "(");
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for (;;) {
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const char *param = tokeniser.getToken();
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if (string_equal(param, ")")) {
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break;
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}
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params.push_back(param);
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const char *comma = tokeniser.getToken();
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if (string_equal(comma, ")")) {
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break;
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}
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if (!string_equal(comma, ",")) {
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Tokeniser_unexpectedError(tokeniser, comma, ",");
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return false;
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}
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||
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}
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return true;
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}
|
||
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|
||
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bool ShaderTemplate::parseTemplate(Tokeniser &tokeniser)
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{
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m_Name = tokeniser.getToken();
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if (!parseShaderParameters(tokeniser, m_params)) {
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globalErrorStream() << "shader template: " << makeQuoted(m_Name.c_str()) << ": parameter parse failed\n";
|
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return false;
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}
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return parseMaterial(tokeniser);
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||
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}
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||
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typedef SmartPointer<ShaderTemplate> ShaderTemplatePointer;
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typedef std::map<CopiedString, ShaderTemplatePointer> ShaderTemplateMap;
|
||
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|
||
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ShaderTemplateMap g_shaders;
|
||
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ShaderTemplateMap g_shaderTemplates;
|
||
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|
||
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ShaderTemplate *findTemplate(const char *name)
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||
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{
|
||
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ShaderTemplateMap::iterator i = g_shaderTemplates.find(name);
|
||
|
if (i != g_shaderTemplates.end()) {
|
||
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return (*i).second.get();
|
||
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}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
class ShaderDefinition {
|
||
|
public:
|
||
|
ShaderDefinition(ShaderTemplate *shaderTemplate, const ShaderArguments &args, const char *filename)
|
||
|
: shaderTemplate(shaderTemplate), args(args), filename(filename)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
ShaderTemplate *shaderTemplate;
|
||
|
ShaderArguments args;
|
||
|
const char *filename;
|
||
|
};
|
||
|
|
||
|
typedef std::map<CopiedString, ShaderDefinition> ShaderDefinitionMap;
|
||
|
ShaderDefinitionMap g_shaderDefinitions;
|
||
|
|
||
|
bool parseTemplateInstance(Tokeniser &tokeniser, const char *filename)
|
||
|
{
|
||
|
CopiedString name;
|
||
|
RETURN_FALSE_IF_FAIL(Tokeniser_parseShaderName(tokeniser, name));
|
||
|
const char *templateName = tokeniser.getToken();
|
||
|
ShaderTemplate *shaderTemplate = findTemplate(templateName);
|
||
|
if (shaderTemplate == 0) {
|
||
|
globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": shader template not found: "
|
||
|
<< makeQuoted(templateName) << "\n";
|
||
|
}
|
||
|
|
||
|
ShaderArguments args;
|
||
|
if (!parseShaderParameters(tokeniser, args)) {
|
||
|
globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": argument parse failed\n";
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (shaderTemplate != 0) {
|
||
|
if (!g_shaderDefinitions.insert(
|
||
|
ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate, args, filename))).second) {
|
||
|
globalErrorStream() << "shader instance: " << makeQuoted(name.c_str())
|
||
|
<< ": already exists, second definition ignored\n";
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
const char *evaluateShaderValue(const char *value, const ShaderParameters ¶ms, const ShaderArguments &args)
|
||
|
{
|
||
|
ShaderArguments::const_iterator j = args.begin();
|
||
|
for (ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j) {
|
||
|
const char *other = (*i).c_str();
|
||
|
if (string_equal(value, other)) {
|
||
|
return (*j).c_str();
|
||
|
}
|
||
|
}
|
||
|
return value;
|
||
|
}
|
||
|
|
||
|
///\todo BlendFunc parsing
|
||
|
BlendFunc
|
||
|
evaluateBlendFunc(const BlendFuncExpression &blendFunc, const ShaderParameters ¶ms, const ShaderArguments &args)
|
||
|
{
|
||
|
return BlendFunc(BLEND_ONE, BLEND_ZERO);
|
||
|
}
|
||
|
|
||
|
qtexture_t* evaluateTexture( const TextureExpression& texture, const ShaderParameters& params, const ShaderArguments& args, const LoadImageCallback& loader = GlobalTexturesCache().defaultLoader() ){
|
||
|
StringOutputStream result( 64 );
|
||
|
const char* expression = texture.c_str();
|
||
|
const char* end = expression + string_length( expression );
|
||
|
if ( !string_empty( expression ) ) {
|
||
|
for (;; )
|
||
|
{
|
||
|
const char* best = end;
|
||
|
const char* bestParam = 0;
|
||
|
const char* bestArg = 0;
|
||
|
ShaderArguments::const_iterator j = args.begin();
|
||
|
for ( ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j )
|
||
|
{
|
||
|
const char* found = strstr( expression, ( *i ).c_str() );
|
||
|
if ( found != 0 && found < best ) {
|
||
|
best = found;
|
||
|
bestParam = ( *i ).c_str();
|
||
|
bestArg = ( *j ).c_str();
|
||
|
}
|
||
|
}
|
||
|
if ( best != end ) {
|
||
|
result << StringRange( expression, best );
|
||
|
result << PathCleaned( bestArg );
|
||
|
expression = best + string_length( bestParam );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
result << expression;
|
||
|
}
|
||
|
return GlobalTexturesCache().capture( loader, result.c_str() );
|
||
|
}
|
||
|
|
||
|
float evaluateFloat(const ShaderValue &value, const ShaderParameters ¶ms, const ShaderArguments &args)
|
||
|
{
|
||
|
const char *result = evaluateShaderValue(value.c_str(), params, args);
|
||
|
float f = 0.0f;
|
||
|
if (!string_parse_float(result, f)) {
|
||
|
globalErrorStream() << "parsing float value failed: " << makeQuoted(result) << "\n";
|
||
|
}
|
||
|
return f;
|
||
|
}
|
||
|
|
||
|
BlendFactor evaluateBlendFactor(const ShaderValue &value, const ShaderParameters ¶ms, const ShaderArguments &args)
|
||
|
{
|
||
|
const char *result = evaluateShaderValue(value.c_str(), params, args);
|
||
|
|
||
|
if (string_equal_nocase(result, "gl_zero")) {
|
||
|
return BLEND_ZERO;
|
||
|
}
|
||
|
if (string_equal_nocase(result, "gl_one")) {
|
||
|
return BLEND_ONE;
|
||
|
}
|
||
|
if (string_equal_nocase(result, "gl_src_color")) {
|
||
|
return BLEND_SRC_COLOUR;
|
||
|
}
|
||
|
if (string_equal_nocase(result, "gl_one_minus_src_color")) {
|
||
|
return BLEND_ONE_MINUS_SRC_COLOUR;
|
||
|
}
|
||
|
if (string_equal_nocase(result, "gl_src_alpha")) {
|
||
|
return BLEND_SRC_ALPHA;
|
||
|
}
|
||
|
if (string_equal_nocase(result, "gl_one_minus_src_alpha")) {
|
||
|
return BLEND_ONE_MINUS_SRC_ALPHA;
|
||
|
}
|
||
|
if (string_equal_nocase(result, "gl_dst_color")) {
|
||
|
return BLEND_DST_COLOUR;
|
||
|
}
|
||
|
if (string_equal_nocase(result, "gl_one_minus_dst_color")) {
|
||
|
return BLEND_ONE_MINUS_DST_COLOUR;
|
||
|
}
|
||
|
if (string_equal_nocase(result, "gl_dst_alpha")) {
|
||
|
return BLEND_DST_ALPHA;
|
||
|
}
|
||
|
if (string_equal_nocase(result, "gl_one_minus_dst_alpha")) {
|
||
|
return BLEND_ONE_MINUS_DST_ALPHA;
|
||
|
}
|
||
|
if (string_equal_nocase(result, "gl_src_alpha_saturate")) {
|
||
|
return BLEND_SRC_ALPHA_SATURATE;
|
||
|
}
|
||
|
|
||
|
globalErrorStream() << "parsing blend-factor value failed: " << makeQuoted(result) << "\n";
|
||
|
return BLEND_ZERO;
|
||
|
}
|
||
|
|
||
|
class CShader : public IShader {
|
||
|
std::size_t m_refcount;
|
||
|
const ShaderTemplate &m_template;
|
||
|
const ShaderArguments &m_args;
|
||
|
const char *m_filename;
|
||
|
// name is shader-name, otherwise texture-name (if not a real shader)
|
||
|
CopiedString m_Name;
|
||
|
CopiedString m_WadName;
|
||
|
qtexture_t *m_pTexture;
|
||
|
qtexture_t *m_notfound;
|
||
|
qtexture_t *m_pDiffuse;
|
||
|
float m_heightmapScale;
|
||
|
qtexture_t *m_pBump;
|
||
|
qtexture_t *m_pSpecular;
|
||
|
qtexture_t *m_pLightFalloffImage;
|
||
|
BlendFunc m_blendFunc;
|
||
|
bool m_bInUse;
|
||
|
|
||
|
public:
|
||
|
CShader(const ShaderDefinition &definition) :
|
||
|
m_refcount(0),
|
||
|
m_template(*definition.shaderTemplate),
|
||
|
m_args(definition.args),
|
||
|
m_filename(definition.filename),
|
||
|
m_blendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA),
|
||
|
m_bInUse(false)
|
||
|
{
|
||
|
m_pTexture = 0;
|
||
|
m_pDiffuse = 0;
|
||
|
m_pBump = 0;
|
||
|
m_pSpecular = 0;
|
||
|
m_notfound = 0;
|
||
|
realise();
|
||
|
}
|
||
|
|
||
|
virtual ~CShader()
|
||
|
{
|
||
|
unrealise();
|
||
|
|
||
|
ASSERT_MESSAGE(m_refcount == 0, "deleting active shader");
|
||
|
}
|
||
|
|
||
|
// IShaders implementation -----------------
|
||
|
void IncRef()
|
||
|
{
|
||
|
++m_refcount;
|
||
|
}
|
||
|
|
||
|
void DecRef()
|
||
|
{
|
||
|
ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
|
||
|
if (--m_refcount == 0) {
|
||
|
delete this;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
std::size_t refcount()
|
||
|
{
|
||
|
return m_refcount;
|
||
|
}
|
||
|
|
||
|
// get/set the qtexture_t* Radiant uses to represent this shader object
|
||
|
qtexture_t *getTexture() const
|
||
|
{
|
||
|
return m_pTexture;
|
||
|
}
|
||
|
|
||
|
qtexture_t *getDiffuse() const
|
||
|
{
|
||
|
return m_pDiffuse;
|
||
|
}
|
||
|
|
||
|
qtexture_t *getBump() const
|
||
|
{
|
||
|
return m_pBump;
|
||
|
}
|
||
|
|
||
|
qtexture_t *getSpecular() const
|
||
|
{
|
||
|
return m_pSpecular;
|
||
|
}
|
||
|
|
||
|
// get shader name
|
||
|
const char *getName() const
|
||
|
{
|
||
|
return m_Name.c_str();
|
||
|
}
|
||
|
|
||
|
const char* getWadName() const
|
||
|
{
|
||
|
return m_WadName.c_str();
|
||
|
}
|
||
|
|
||
|
|
||
|
bool IsInUse() const
|
||
|
{
|
||
|
return m_bInUse;
|
||
|
}
|
||
|
|
||
|
void SetInUse(bool bInUse)
|
||
|
{
|
||
|
m_bInUse = bInUse;
|
||
|
g_ActiveShadersChangedNotify();
|
||
|
}
|
||
|
|
||
|
// get the shader flags
|
||
|
int getFlags() const
|
||
|
{
|
||
|
return m_template.m_nFlags;
|
||
|
}
|
||
|
|
||
|
// get the transparency value
|
||
|
float getTrans() const
|
||
|
{
|
||
|
return m_template.m_fTrans;
|
||
|
}
|
||
|
|
||
|
int getPolygonOffset() const
|
||
|
{
|
||
|
return m_template.m_iPolygonOffset;
|
||
|
}
|
||
|
|
||
|
// test if it's a true shader, or a default shader created to wrap around a texture
|
||
|
bool IsDefault() const
|
||
|
{
|
||
|
return string_empty(m_filename);
|
||
|
}
|
||
|
|
||
|
// get the alphaFunc
|
||
|
void getAlphaFunc(EAlphaFunc *func, float *ref)
|
||
|
{
|
||
|
*func = m_template.m_AlphaFunc;
|
||
|
*ref = m_template.m_AlphaRef;
|
||
|
};
|
||
|
|
||
|
BlendFunc getBlendFunc() const
|
||
|
{
|
||
|
return m_blendFunc;
|
||
|
}
|
||
|
|
||
|
// get the cull type
|
||
|
ECull getCull()
|
||
|
{
|
||
|
return m_template.m_Cull;
|
||
|
};
|
||
|
|
||
|
// get shader file name (ie the file where this one is defined)
|
||
|
const char *getShaderFileName() const
|
||
|
{
|
||
|
return m_filename;
|
||
|
}
|
||
|
// -----------------------------------------
|
||
|
|
||
|
void realise()
|
||
|
{
|
||
|
m_pTexture = evaluateTexture(m_template.m_textureName, m_template.m_params, m_args);
|
||
|
|
||
|
if (m_pTexture->texture_number == 0) {
|
||
|
m_notfound = m_pTexture;
|
||
|
{
|
||
|
StringOutputStream name(256);
|
||
|
name << GlobalRadiant().getAppPath() << "bitmaps/" << (IsDefault() ? "notex.tga" : "shadernotex.tga");
|
||
|
m_pTexture = GlobalTexturesCache().capture(LoadImageCallback(0, loadBitmap), name.c_str());
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void unrealise()
|
||
|
{
|
||
|
GlobalTexturesCache().release(m_pTexture);
|
||
|
|
||
|
if (m_notfound != 0) {
|
||
|
GlobalTexturesCache().release(m_notfound);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// set shader name
|
||
|
void setName(const char *name)
|
||
|
{
|
||
|
m_Name = name;
|
||
|
}
|
||
|
|
||
|
void setWadName( const char* name )
|
||
|
{
|
||
|
m_WadName = name;
|
||
|
}
|
||
|
|
||
|
class MapLayer : public ShaderLayer {
|
||
|
qtexture_t *m_texture;
|
||
|
BlendFunc m_blendFunc;
|
||
|
bool m_clampToBorder;
|
||
|
float m_alphaTest;
|
||
|
public:
|
||
|
MapLayer(qtexture_t *texture, BlendFunc blendFunc, bool clampToBorder, float alphaTest) :
|
||
|
m_texture(texture),
|
||
|
m_blendFunc(blendFunc),
|
||
|
m_clampToBorder(false),
|
||
|
m_alphaTest(alphaTest)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
qtexture_t *texture() const
|
||
|
{
|
||
|
return m_texture;
|
||
|
}
|
||
|
|
||
|
BlendFunc blendFunc() const
|
||
|
{
|
||
|
return m_blendFunc;
|
||
|
}
|
||
|
|
||
|
bool clampToBorder() const
|
||
|
{
|
||
|
return m_clampToBorder;
|
||
|
}
|
||
|
|
||
|
float alphaTest() const
|
||
|
{
|
||
|
return m_alphaTest;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
static MapLayer evaluateLayer(const ShaderTemplate::MapLayerTemplate &layerTemplate, const ShaderParameters ¶ms,
|
||
|
const ShaderArguments &args)
|
||
|
{
|
||
|
return MapLayer(
|
||
|
evaluateTexture(layerTemplate.texture(), params, args),
|
||
|
evaluateBlendFunc(layerTemplate.blendFunc(), params, args),
|
||
|
layerTemplate.clampToBorder(),
|
||
|
evaluateFloat(layerTemplate.alphaTest(), params, args)
|
||
|
);
|
||
|
}
|
||
|
|
||
|
typedef std::vector<MapLayer> MapLayers;
|
||
|
MapLayers m_layers;
|
||
|
|
||
|
const ShaderLayer *firstLayer() const
|
||
|
{
|
||
|
if (m_layers.empty()) {
|
||
|
return 0;
|
||
|
}
|
||
|
return &m_layers.front();
|
||
|
}
|
||
|
|
||
|
void forEachLayer(const ShaderLayerCallback &callback) const
|
||
|
{
|
||
|
for (MapLayers::const_iterator i = m_layers.begin(); i != m_layers.end(); ++i) {
|
||
|
callback(*i);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
qtexture_t *lightFalloffImage() const
|
||
|
{
|
||
|
if (!string_empty(m_template.m_lightFalloffImage.c_str())) {
|
||
|
return m_pLightFalloffImage;
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
typedef SmartPointer<CShader> ShaderPointer;
|
||
|
typedef std::map<CopiedString, ShaderPointer, shader_less_t> shaders_t;
|
||
|
shaders_t g_ActiveShaders;
|
||
|
static shaders_t::iterator g_ActiveShadersIterator;
|
||
|
|
||
|
void ActiveShaders_IteratorBegin()
|
||
|
{
|
||
|
g_ActiveShadersIterator = g_ActiveShaders.begin();
|
||
|
}
|
||
|
|
||
|
bool ActiveShaders_IteratorAtEnd()
|
||
|
{
|
||
|
return g_ActiveShadersIterator == g_ActiveShaders.end();
|
||
|
}
|
||
|
|
||
|
IShader *ActiveShaders_IteratorCurrent()
|
||
|
{
|
||
|
return static_cast<CShader *>( g_ActiveShadersIterator->second );
|
||
|
}
|
||
|
|
||
|
void ActiveShaders_IteratorIncrement()
|
||
|
{
|
||
|
++g_ActiveShadersIterator;
|
||
|
}
|
||
|
|
||
|
void debug_check_shaders(shaders_t &shaders)
|
||
|
{
|
||
|
for (shaders_t::iterator i = shaders.begin(); i != shaders.end(); ++i) {
|
||
|
ASSERT_MESSAGE(i->second->refcount() == 1, "orphan shader still referenced");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// will free all GL binded qtextures and shaders
|
||
|
// NOTE: doesn't make much sense out of Radiant exit or called during a reload
|
||
|
void FreeShaders()
|
||
|
{
|
||
|
// reload shaders
|
||
|
// empty the actives shaders list
|
||
|
debug_check_shaders(g_ActiveShaders);
|
||
|
g_ActiveShaders.clear();
|
||
|
g_shaders.clear();
|
||
|
g_shaderTemplates.clear();
|
||
|
g_shaderDefinitions.clear();
|
||
|
g_ActiveShadersChangedNotify();
|
||
|
}
|
||
|
|
||
|
bool ShaderTemplate::parseMaterial(Tokeniser &tokeniser)
|
||
|
{
|
||
|
tokeniser.nextLine();
|
||
|
|
||
|
// we need to read until we hit a balanced }
|
||
|
int depth = 0;
|
||
|
for (;;) {
|
||
|
tokeniser.nextLine();
|
||
|
const char *token = tokeniser.getToken();
|
||
|
|
||
|
if (token == 0) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (string_equal(token, "{")) {
|
||
|
++depth;
|
||
|
continue;
|
||
|
} else if (string_equal(token, "}")) {
|
||
|
--depth;
|
||
|
if (depth < 0) { // underflow
|
||
|
return false;
|
||
|
}
|
||
|
if (depth == 0) { // end of shader
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if (depth == 1) {
|
||
|
if (string_equal_nocase(token, "qer_nocarve")) {
|
||
|
m_nFlags |= QER_NOCARVE;
|
||
|
} else if (string_equal_nocase(token, "polygonoffset")) {
|
||
|
if (Tokeniser_getInteger(tokeniser, m_iPolygonOffset) == false) {
|
||
|
m_iPolygonOffset = 1;
|
||
|
}
|
||
|
m_nFlags |= QER_POLYOFS;
|
||
|
} else if (string_equal_nocase(token, "qer_trans")) {
|
||
|
RETURN_FALSE_IF_FAIL(Tokeniser_getFloat(tokeniser, m_fTrans));
|
||
|
m_nFlags |= QER_TRANS;
|
||
|
} else if (string_equal_nocase(token, "qer_editorimage") || string_equal_nocase(token, "diffusemap")) {
|
||
|
RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_textureName));
|
||
|
} else if (string_equal_nocase(token, "qer_alphafunc")) {
|
||
|
const char *alphafunc = tokeniser.getToken();
|
||
|
|
||
|
if (alphafunc == 0) {
|
||
|
Tokeniser_unexpectedError(tokeniser, alphafunc, "#alphafunc");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (string_equal_nocase(alphafunc, "equal")) {
|
||
|
m_AlphaFunc = IShader::eEqual;
|
||
|
} else if (string_equal_nocase(alphafunc, "greater")) {
|
||
|
m_AlphaFunc = IShader::eGreater;
|
||
|
} else if (string_equal_nocase(alphafunc, "less")) {
|
||
|
m_AlphaFunc = IShader::eLess;
|
||
|
} else if (string_equal_nocase(alphafunc, "gequal")) {
|
||
|
m_AlphaFunc = IShader::eGEqual;
|
||
|
} else if (string_equal_nocase(alphafunc, "lequal")) {
|
||
|
m_AlphaFunc = IShader::eLEqual;
|
||
|
} else {
|
||
|
m_AlphaFunc = IShader::eAlways;
|
||
|
}
|
||
|
|
||
|
m_nFlags |= QER_ALPHATEST;
|
||
|
RETURN_FALSE_IF_FAIL(Tokeniser_getFloat(tokeniser, m_AlphaRef));
|
||
|
} else if (string_equal_nocase(token, "cull")) {
|
||
|
const char *cull = tokeniser.getToken();
|
||
|
|
||
|
if (cull == 0) {
|
||
|
Tokeniser_unexpectedError(tokeniser, cull, "#cull");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (string_equal_nocase(cull, "none")
|
||
|
|| string_equal_nocase(cull, "twosided")
|
||
|
|| string_equal_nocase(cull, "disable")) {
|
||
|
m_Cull = IShader::eCullNone;
|
||
|
} else if (string_equal_nocase(cull, "back")
|
||
|
|| string_equal_nocase(cull, "backside")
|
||
|
|| string_equal_nocase(cull, "backsided")) {
|
||
|
m_Cull = IShader::eCullBack;
|
||
|
} else {
|
||
|
m_Cull = IShader::eCullBack;
|
||
|
}
|
||
|
|
||
|
m_nFlags |= QER_CULL;
|
||
|
} else if (string_equal_nocase(token, "surfaceparm")) {
|
||
|
const char *surfaceparm = tokeniser.getToken();
|
||
|
|
||
|
if (surfaceparm == 0) {
|
||
|
Tokeniser_unexpectedError(tokeniser, surfaceparm, "#surfaceparm");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (string_equal_nocase(surfaceparm, "fog")) {
|
||
|
m_nFlags |= QER_FOG;
|
||
|
if (m_fTrans == 1.0f) { // has not been explicitly set by qer_trans
|
||
|
m_fTrans = 0.35f;
|
||
|
}
|
||
|
} else if (string_equal_nocase(surfaceparm, "nodraw")) {
|
||
|
m_nFlags |= QER_NODRAW;
|
||
|
} else if (string_equal_nocase(surfaceparm, "nonsolid")) {
|
||
|
m_nFlags |= QER_NONSOLID;
|
||
|
} else if (string_equal_nocase(surfaceparm, "water")) {
|
||
|
m_nFlags |= QER_WATER;
|
||
|
} else if (string_equal_nocase(surfaceparm, "lava")) {
|
||
|
m_nFlags |= QER_LAVA;
|
||
|
} else if (string_equal_nocase(surfaceparm, "areaportal")) {
|
||
|
m_nFlags |= QER_AREAPORTAL;
|
||
|
} else if (string_equal_nocase(surfaceparm, "playerclip")) {
|
||
|
m_nFlags |= QER_CLIP;
|
||
|
} else if (string_equal_nocase(surfaceparm, "botclip")) {
|
||
|
m_nFlags |= QER_BOTCLIP;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
class Layer {
|
||
|
public:
|
||
|
LayerTypeId m_type;
|
||
|
TextureExpression m_texture;
|
||
|
BlendFunc m_blendFunc;
|
||
|
bool m_clampToBorder;
|
||
|
float m_alphaTest;
|
||
|
float m_heightmapScale;
|
||
|
|
||
|
Layer() : m_type(LAYER_NONE), m_blendFunc(BLEND_ONE, BLEND_ZERO), m_clampToBorder(false), m_alphaTest(-1),
|
||
|
m_heightmapScale(0)
|
||
|
{
|
||
|
}
|
||
|
};
|
||
|
|
||
|
std::list<CopiedString> g_shaderFilenames;
|
||
|
|
||
|
#if defined(WIN64) || defined(WIN32)
|
||
|
char *
|
||
|
strndup (const char *s, size_t n)
|
||
|
{
|
||
|
char *result;
|
||
|
size_t len = strlen (s);
|
||
|
|
||
|
if (n < len)
|
||
|
len = n;
|
||
|
|
||
|
result = (char *) malloc (len + 1);
|
||
|
|
||
|
if (!result)
|
||
|
return 0;
|
||
|
|
||
|
result[len] = '\0';
|
||
|
return (char *) memcpy (result, s, len);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
char* m_substring(const char* str, size_t begin, size_t len)
|
||
|
{
|
||
|
if (str == 0 || strlen(str) == 0 || strlen(str) < begin || strlen(str) < (begin+len)) {
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
return strndup(str + begin, len);
|
||
|
}
|
||
|
|
||
|
void ParseShaderFile(Tokeniser &tokeniser, const char *filename)
|
||
|
{
|
||
|
g_shaderFilenames.push_back(filename);
|
||
|
filename = g_shaderFilenames.back().c_str();
|
||
|
tokeniser.nextLine();
|
||
|
for (;;) {
|
||
|
const char *token = tokeniser.getToken();
|
||
|
|
||
|
if (token == 0) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (string_equal(token, "table")) {
|
||
|
if (tokeniser.getToken() == 0) {
|
||
|
Tokeniser_unexpectedError(tokeniser, 0, "#table-name");
|
||
|
return;
|
||
|
}
|
||
|
if (!Tokeniser_parseToken(tokeniser, "{")) {
|
||
|
return;
|
||
|
}
|
||
|
for (;;) {
|
||
|
const char *option = tokeniser.getToken();
|
||
|
if (string_equal(option, "{")) {
|
||
|
for (;;) {
|
||
|
const char *value = tokeniser.getToken();
|
||
|
if (string_equal(value, "}")) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!Tokeniser_parseToken(tokeniser, "}")) {
|
||
|
return;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
if (string_equal(token, "guide")) {
|
||
|
parseTemplateInstance(tokeniser, filename);
|
||
|
} else {
|
||
|
if (!string_equal(token, "material")
|
||
|
&& !string_equal(token, "particle")
|
||
|
&& !string_equal(token, "skin")) {
|
||
|
tokeniser.ungetToken();
|
||
|
}
|
||
|
// first token should be the path + name.. (from base)
|
||
|
ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
|
||
|
shaderTemplate->setName( m_substring( filename, 0, strlen( filename) - 4 ) ); // EUKARA
|
||
|
|
||
|
g_shaders.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
|
||
|
|
||
|
bool result = shaderTemplate->parseMaterial(tokeniser);
|
||
|
if (result) {
|
||
|
// do we already have this shader?
|
||
|
if (!g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(shaderTemplate->getName(),
|
||
|
ShaderDefinition(
|
||
|
shaderTemplate.get(),
|
||
|
ShaderArguments(),
|
||
|
filename))).second) {
|
||
|
#if GDEF_DEBUG
|
||
|
globalOutputStream() << "WARNING: shader " << shaderTemplate->getName()
|
||
|
<< " is already in memory, definition in " << filename << " ignored.\n";
|
||
|
#endif
|
||
|
}
|
||
|
} else {
|
||
|
globalErrorStream() << "Error parsing material " << shaderTemplate->getName() << "\n";
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void parseGuideFile(Tokeniser &tokeniser, const char *filename)
|
||
|
{
|
||
|
tokeniser.nextLine();
|
||
|
for (;;) {
|
||
|
const char *token = tokeniser.getToken();
|
||
|
|
||
|
if (token == 0) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (string_equal(token, "guide")) {
|
||
|
// first token should be the path + name.. (from base)
|
||
|
ShaderTemplatePointer shaderTemplate(new ShaderTemplate);
|
||
|
shaderTemplate->parseTemplate(tokeniser);
|
||
|
if (!g_shaderTemplates.insert(
|
||
|
ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate)).second) {
|
||
|
globalErrorStream() << "guide " << makeQuoted(shaderTemplate->getName())
|
||
|
<< ": already defined, second definition ignored\n";
|
||
|
}
|
||
|
} else if (string_equal(token, "inlineGuide")) {
|
||
|
// skip entire inlineGuide definition
|
||
|
std::size_t depth = 0;
|
||
|
for (;;) {
|
||
|
tokeniser.nextLine();
|
||
|
token = tokeniser.getToken();
|
||
|
if (string_equal(token, "{")) {
|
||
|
++depth;
|
||
|
} else if (string_equal(token, "}")) {
|
||
|
if (--depth == 0) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void LoadShaderFile(const char *filename)
|
||
|
{
|
||
|
ArchiveTextFile *file = GlobalFileSystem().openTextFile(filename);
|
||
|
|
||
|
if (file != 0) {
|
||
|
// we probably only want to output when errors happen
|
||
|
//globalOutputStream() << "Parsing material " << filename << "\n";
|
||
|
Tokeniser &tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
|
||
|
ParseShaderFile(tokeniser, filename);
|
||
|
tokeniser.release();
|
||
|
file->release();
|
||
|
} else {
|
||
|
globalOutputStream() << "Unable to read material " << filename << "\n";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void loadGuideFile(const char *filename)
|
||
|
{
|
||
|
StringOutputStream fullname(256);
|
||
|
fullname << "guides/" << filename;
|
||
|
ArchiveTextFile *file = GlobalFileSystem().openTextFile(fullname.c_str());
|
||
|
|
||
|
if (file != 0) {
|
||
|
globalOutputStream() << "Parsing guide file " << fullname.c_str() << "\n";
|
||
|
Tokeniser &tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
|
||
|
parseGuideFile(tokeniser, fullname.c_str());
|
||
|
tokeniser.release();
|
||
|
file->release();
|
||
|
} else {
|
||
|
globalOutputStream() << "Unable to read guide file " << fullname.c_str() << "\n";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CShader* Try_Shader_ForName( const char* name ){
|
||
|
{
|
||
|
shaders_t::iterator i = g_ActiveShaders.find( name );
|
||
|
if ( i != g_ActiveShaders.end() ) {
|
||
|
return ( *i ).second;
|
||
|
}
|
||
|
}
|
||
|
// active shader was not found
|
||
|
|
||
|
// find matching shader definition
|
||
|
ShaderDefinitionMap::iterator i = g_shaderDefinitions.find( name );
|
||
|
if ( i == g_shaderDefinitions.end() ) {
|
||
|
// shader definition was not found
|
||
|
|
||
|
// create new shader definition from default shader template
|
||
|
ShaderTemplatePointer shaderTemplate( new ShaderTemplate() );
|
||
|
shaderTemplate->CreateDefault( name );
|
||
|
g_shaderTemplates.insert( ShaderTemplateMap::value_type( shaderTemplate->getName(), shaderTemplate ) );
|
||
|
|
||
|
i = g_shaderDefinitions.insert( ShaderDefinitionMap::value_type( name, ShaderDefinition( shaderTemplate.get(), ShaderArguments(), "" ) ) ).first;
|
||
|
}
|
||
|
|
||
|
// create shader from existing definition
|
||
|
ShaderPointer pShader( new CShader( ( *i ).second ) );
|
||
|
pShader->setName( name );
|
||
|
g_ActiveShaders.insert( shaders_t::value_type( name, pShader ) );
|
||
|
g_ActiveShadersChangedNotify();
|
||
|
return pShader;
|
||
|
}
|
||
|
|
||
|
IShader *Shader_ForName(const char *name)
|
||
|
{
|
||
|
ASSERT_NOTNULL(name);
|
||
|
|
||
|
IShader *pShader = Try_Shader_ForName(name);
|
||
|
pShader->IncRef();
|
||
|
return pShader;
|
||
|
}
|
||
|
|
||
|
|
||
|
// the list of scripts/*.shader files we need to work with
|
||
|
// those are listed in shaderlist file
|
||
|
GSList *l_shaderfiles = 0;
|
||
|
|
||
|
GSList *Shaders_getShaderFileList()
|
||
|
{
|
||
|
return l_shaderfiles;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
DumpUnreferencedShaders
|
||
|
usefull function: dumps the list of .shader files that are not referenced to the console
|
||
|
==================
|
||
|
*/
|
||
|
void IfFound_dumpUnreferencedShader(bool &bFound, const char *filename)
|
||
|
{
|
||
|
bool listed = false;
|
||
|
|
||
|
for (GSList *sh = l_shaderfiles; sh != 0; sh = g_slist_next(sh)) {
|
||
|
if (!strcmp((char *) sh->data, filename)) {
|
||
|
listed = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!listed) {
|
||
|
if (!bFound) {
|
||
|
bFound = true;
|
||
|
globalOutputStream() << "Following shader files are not referenced in any shaderlist.txt:\n";
|
||
|
}
|
||
|
globalOutputStream() << "\t" << filename << "\n";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
typedef ReferenceCaller<bool, void (const char *), IfFound_dumpUnreferencedShader> IfFoundDumpUnreferencedShaderCaller;
|
||
|
|
||
|
void DumpUnreferencedShaders()
|
||
|
{
|
||
|
bool bFound = false;
|
||
|
GlobalFileSystem().forEachFile(g_shadersDirectory, g_shadersExtension, IfFoundDumpUnreferencedShaderCaller(bFound));
|
||
|
}
|
||
|
|
||
|
void ShaderList_addShaderFile(const char *dirstring)
|
||
|
{
|
||
|
bool found = false;
|
||
|
|
||
|
for (GSList *tmp = l_shaderfiles; tmp != 0; tmp = tmp->next) {
|
||
|
if (string_equal_nocase(dirstring, (char *) tmp->data)) {
|
||
|
found = true;
|
||
|
globalOutputStream() << "duplicate entry \"" << (char *) tmp->data << "\" in shaderlist.txt\n";
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!found) {
|
||
|
l_shaderfiles = g_slist_append(l_shaderfiles, strdup(dirstring));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
BuildShaderList
|
||
|
build a CStringList of shader names
|
||
|
==================
|
||
|
*/
|
||
|
void BuildShaderList(TextInputStream &shaderlist)
|
||
|
{
|
||
|
Tokeniser &tokeniser = GlobalScriptLibrary().m_pfnNewSimpleTokeniser(shaderlist);
|
||
|
tokeniser.nextLine();
|
||
|
const char *token = tokeniser.getToken();
|
||
|
StringOutputStream shaderFile(64);
|
||
|
while (token != 0) {
|
||
|
// each token should be a shader filename
|
||
|
shaderFile << token << "." << g_shadersExtension;
|
||
|
ShaderList_addShaderFile(shaderFile.c_str());
|
||
|
tokeniser.nextLine();
|
||
|
token = tokeniser.getToken();
|
||
|
shaderFile.clear();
|
||
|
}
|
||
|
tokeniser.release();
|
||
|
}
|
||
|
|
||
|
void FreeShaderList()
|
||
|
{
|
||
|
while (l_shaderfiles != 0) {
|
||
|
free(l_shaderfiles->data);
|
||
|
l_shaderfiles = g_slist_remove(l_shaderfiles, l_shaderfiles->data);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ShaderList_addFromArchive(const char *archivename)
|
||
|
{
|
||
|
const char *shaderpath = GlobalRadiant().getGameDescriptionKeyValue("shaderpath");
|
||
|
if (string_empty(shaderpath)) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
StringOutputStream shaderlist(256);
|
||
|
shaderlist << DirectoryCleaned(shaderpath) << "shaderlist.txt";
|
||
|
|
||
|
Archive *archive = GlobalFileSystem().getArchive(archivename, false);
|
||
|
if (archive) {
|
||
|
ArchiveTextFile *file = archive->openTextFile(shaderlist.c_str());
|
||
|
if (file) {
|
||
|
globalOutputStream() << "Found shaderlist.txt in " << archivename << "\n";
|
||
|
BuildShaderList(file->getInputStream());
|
||
|
file->release();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#include "stream/filestream.h"
|
||
|
|
||
|
bool
|
||
|
shaderlist_findOrInstall(const char *enginePath, const char *toolsPath, const char *shaderPath, const char *gamename)
|
||
|
{
|
||
|
StringOutputStream absShaderList(256);
|
||
|
absShaderList << enginePath << gamename << '/' << shaderPath << "shaderlist.txt";
|
||
|
if (file_exists(absShaderList.c_str())) {
|
||
|
return true;
|
||
|
}
|
||
|
{
|
||
|
StringOutputStream directory(256);
|
||
|
directory << enginePath << gamename << '/' << shaderPath;
|
||
|
if (!file_exists(directory.c_str()) && !Q_mkdir(directory.c_str())) {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
{
|
||
|
StringOutputStream defaultShaderList(256);
|
||
|
defaultShaderList << toolsPath << gamename << '/' << "default_shaderlist.txt";
|
||
|
if (file_exists(defaultShaderList.c_str())) {
|
||
|
return file_copy(defaultShaderList.c_str(), absShaderList.c_str());
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void Shaders_Load()
|
||
|
{
|
||
|
/*if (QUAKE4) {
|
||
|
GlobalFileSystem().forEachFile("guides/", "guide", makeCallbackF(loadGuideFile), 0);
|
||
|
}*/
|
||
|
|
||
|
const char *shaderPath = GlobalRadiant().getGameDescriptionKeyValue("shaderpath");
|
||
|
if (!string_empty(shaderPath)) {
|
||
|
StringOutputStream path(256);
|
||
|
path << DirectoryCleaned(shaderPath);
|
||
|
|
||
|
if (g_useShaderList) {
|
||
|
// preload shader files that have been listed in shaderlist.txt
|
||
|
const char *basegame = GlobalRadiant().getRequiredGameDescriptionKeyValue("basegame");
|
||
|
const char *gamename = GlobalRadiant().getGameName();
|
||
|
const char *enginePath = GlobalRadiant().getEnginePath();
|
||
|
const char *toolsPath = GlobalRadiant().getGameToolsPath();
|
||
|
bool isMod = !string_equal(basegame, gamename);
|
||
|
|
||
|
if (!isMod || !shaderlist_findOrInstall(enginePath, toolsPath, path.c_str(), gamename)) {
|
||
|
gamename = basegame;
|
||
|
shaderlist_findOrInstall(enginePath, toolsPath, path.c_str(), gamename);
|
||
|
}
|
||
|
|
||
|
GlobalFileSystem().forEachArchive(makeCallbackF(ShaderList_addFromArchive), false, true);
|
||
|
DumpUnreferencedShaders();
|
||
|
} else {
|
||
|
GlobalFileSystem().forEachFile(path.c_str(), g_shadersExtension, makeCallbackF(ShaderList_addShaderFile), 0);
|
||
|
}
|
||
|
|
||
|
GSList *lst = l_shaderfiles;
|
||
|
StringOutputStream shadername(256);
|
||
|
while (lst) {
|
||
|
shadername << path.c_str() << reinterpret_cast<const char *>( lst->data );
|
||
|
LoadShaderFile(shadername.c_str());
|
||
|
shadername.clear();
|
||
|
lst = lst->next;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//StringPool_analyse(ShaderPool::instance());
|
||
|
}
|
||
|
|
||
|
void Shaders_Free()
|
||
|
{
|
||
|
FreeShaders();
|
||
|
FreeShaderList();
|
||
|
g_shaderFilenames.clear();
|
||
|
}
|
||
|
|
||
|
ModuleObservers g_observers;
|
||
|
|
||
|
// wait until filesystem and is realised before loading anything
|
||
|
std::size_t g_shaders_unrealised = 1;
|
||
|
bool Shaders_realised()
|
||
|
{
|
||
|
return g_shaders_unrealised == 0;
|
||
|
}
|
||
|
|
||
|
void Shaders_Realise()
|
||
|
{
|
||
|
if (--g_shaders_unrealised == 0) {
|
||
|
Shaders_Load();
|
||
|
g_observers.realise();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Shaders_Unrealise()
|
||
|
{
|
||
|
if (++g_shaders_unrealised == 1) {
|
||
|
g_observers.unrealise();
|
||
|
Shaders_Free();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Shaders_Refresh()
|
||
|
{
|
||
|
Shaders_Unrealise();
|
||
|
Shaders_Realise();
|
||
|
}
|
||
|
|
||
|
class MaterialSystem : public ShaderSystem, public ModuleObserver {
|
||
|
public:
|
||
|
void realise()
|
||
|
{
|
||
|
Shaders_Realise();
|
||
|
}
|
||
|
|
||
|
void unrealise()
|
||
|
{
|
||
|
Shaders_Unrealise();
|
||
|
}
|
||
|
|
||
|
void refresh()
|
||
|
{
|
||
|
Shaders_Refresh();
|
||
|
}
|
||
|
|
||
|
IShader *getShaderForName(const char *name)
|
||
|
{
|
||
|
return Shader_ForName(name);
|
||
|
}
|
||
|
|
||
|
void foreachShaderName(const ShaderNameCallback &callback)
|
||
|
{
|
||
|
for (ShaderDefinitionMap::const_iterator i = g_shaderDefinitions.begin(); i != g_shaderDefinitions.end(); ++i) {
|
||
|
callback((*i).first.c_str());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void beginActiveShadersIterator()
|
||
|
{
|
||
|
ActiveShaders_IteratorBegin();
|
||
|
}
|
||
|
|
||
|
bool endActiveShadersIterator()
|
||
|
{
|
||
|
return ActiveShaders_IteratorAtEnd();
|
||
|
}
|
||
|
|
||
|
IShader *dereferenceActiveShadersIterator()
|
||
|
{
|
||
|
return ActiveShaders_IteratorCurrent();
|
||
|
}
|
||
|
|
||
|
void incrementActiveShadersIterator()
|
||
|
{
|
||
|
ActiveShaders_IteratorIncrement();
|
||
|
}
|
||
|
|
||
|
void setActiveShadersChangedNotify(const Callback<void()> ¬ify)
|
||
|
{
|
||
|
g_ActiveShadersChangedNotify = notify;
|
||
|
}
|
||
|
|
||
|
void attach(ModuleObserver &observer)
|
||
|
{
|
||
|
g_observers.attach(observer);
|
||
|
}
|
||
|
|
||
|
void detach(ModuleObserver &observer)
|
||
|
{
|
||
|
g_observers.detach(observer);
|
||
|
}
|
||
|
|
||
|
void setLightingEnabled(bool enabled)
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
const char *getTexturePrefix() const
|
||
|
{
|
||
|
return g_texturePrefix;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
MaterialSystem g_MaterialSystem;
|
||
|
|
||
|
ShaderSystem &GetShaderSystem()
|
||
|
{
|
||
|
return g_MaterialSystem;
|
||
|
}
|
||
|
|
||
|
void Shaders_Construct()
|
||
|
{
|
||
|
GlobalFileSystem().attach(g_MaterialSystem);
|
||
|
}
|
||
|
|
||
|
void Shaders_Destroy()
|
||
|
{
|
||
|
GlobalFileSystem().detach(g_MaterialSystem);
|
||
|
|
||
|
if (Shaders_realised()) {
|
||
|
Shaders_Free();
|
||
|
}
|
||
|
}
|