+ Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
+}
+
+q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
+{
+ if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
+ if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
+ if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
+ if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
+ if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
+ if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
+ Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
+ return Q3WAVEFUNC_NONE;
+}
+
+static void Q3Shaders_Clear()
+{
+ /* Just clear out everything... */
+ Mem_FreePool (&q3shaders_mem);
+ /* ...and alloc the structs again. */
+ q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
+ q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
+ sizeof (q3shader_data_t));
+ Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
+ q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
+ Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
+ q3shaders_mem, sizeof (char**), 256);
+}
+
+static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
+{
+ unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
+ q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
+ q3shader_hash_entry_t* lastEntry = NULL;
+ while (entry != NULL)
+ {
+ if (strcasecmp (entry->shader.name, shader->name) == 0)
+ {
+ Con_Printf("Shader '%s' already defined\n", shader->name);
+ return;
+ }
+ lastEntry = entry;
+ entry = entry->chain;
+ }
+ if (entry == NULL)
+ {
+ if (lastEntry->shader.name[0] != 0)
+ {
+ /* Add to chain */
+ q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
+ Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
+
+ while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
+ lastEntry->chain = newEntry;
+ newEntry->chain = NULL;
+ lastEntry = newEntry;
+ }
+ /* else: head of chain, in hash entry array */
+ entry = lastEntry;
+ }
+ memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
+}
+
+extern cvar_t r_picmipworld;
+void Mod_LoadQ3Shaders(void)
+{
+ int j;
+ int fileindex;
+ fssearch_t *search;
+ char *f;
+ const char *text;
+ q3shaderinfo_t shader;
+ q3shaderinfo_layer_t *layer;
+ int numparameters;
+ char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
+
+ Q3Shaders_Clear();
+
+ search = FS_Search("scripts/*.shader", true, false);
+ if (!search)
+ return;
+ for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
+ {
+ text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
+ if (!f)
+ continue;
+ while (COM_ParseToken_QuakeC(&text, false))
+ {
+ memset (&shader, 0, sizeof(shader));
+ shader.reflectmin = 0;
+ shader.reflectmax = 1;
+ shader.refractfactor = 1;
+ Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
+ shader.reflectfactor = 1;
+ Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
+ shader.r_water_wateralpha = 1;
+
+ strlcpy(shader.name, com_token, sizeof(shader.name));
+ if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
+ {
+ Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
+ break;
+ }
+ while (COM_ParseToken_QuakeC(&text, false))
+ {
+ if (!strcasecmp(com_token, "}"))
+ break;
+ if (!strcasecmp(com_token, "{"))
+ {
+ static q3shaderinfo_layer_t dummy;
+ if (shader.numlayers < Q3SHADER_MAXLAYERS)
+ {
+ layer = shader.layers + shader.numlayers++;
+ }
+ else
+ {
+ // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
+ memset(&dummy, 0, sizeof(dummy));
+ layer = &dummy;
+ }
+ layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+ layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+ layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+ layer->blendfunc[0] = GL_ONE;
+ layer->blendfunc[1] = GL_ZERO;
+ while (COM_ParseToken_QuakeC(&text, false))
+ {
+ if (!strcasecmp(com_token, "}"))
+ break;
+ if (!strcasecmp(com_token, "\n"))
+ continue;
+ numparameters = 0;
+ for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
+ {
+ if (j < TEXTURE_MAXFRAMES + 4)
+ {
+ strlcpy(parameter[j], com_token, sizeof(parameter[j]));
+ numparameters = j + 1;
+ }
+ if (!COM_ParseToken_QuakeC(&text, true))
+ break;
+ }
+ for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+ parameter[j][0] = 0;
+ if (developer.integer >= 100)
+ {
+ Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
+ for (j = 0;j < numparameters;j++)
+ Con_Printf(" %s", parameter[j]);
+ Con_Print("\n");
+ }
+ if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
+ {
+ if (numparameters == 2)
+ {
+ if (!strcasecmp(parameter[1], "add"))
+ {
+ layer->blendfunc[0] = GL_ONE;
+ layer->blendfunc[1] = GL_ONE;
+ }
+ else if (!strcasecmp(parameter[1], "filter"))
+ {
+ layer->blendfunc[0] = GL_DST_COLOR;
+ layer->blendfunc[1] = GL_ZERO;
+ }
+ else if (!strcasecmp(parameter[1], "blend"))
+ {
+ layer->blendfunc[0] = GL_SRC_ALPHA;
+ layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ }
+ else if (numparameters == 3)
+ {
+ int k;
+ for (k = 0;k < 2;k++)
+ {
+ if (!strcasecmp(parameter[k+1], "GL_ONE"))
+ layer->blendfunc[k] = GL_ONE;
+ else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
+ layer->blendfunc[k] = GL_ZERO;
+ else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
+ layer->blendfunc[k] = GL_SRC_COLOR;
+ else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
+ layer->blendfunc[k] = GL_SRC_ALPHA;
+ else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
+ layer->blendfunc[k] = GL_DST_COLOR;
+ else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
+ layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
+ else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
+ layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
+ else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
+ layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
+ else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
+ layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
+ else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
+ layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
+ else
+ layer->blendfunc[k] = GL_ONE; // default in case of parsing error
+ }
+ }
+ }
+ if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
+ layer->alphatest = true;
+ if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
+ {
+ if (!strcasecmp(parameter[0], "clampmap"))
+ layer->clampmap = true;
+ layer->numframes = 1;
+ layer->framerate = 1;
+ layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
+ &q3shader_data->char_ptrs);
+ layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
+ if (!strcasecmp(parameter[1], "$lightmap"))
+ shader.lighting = true;
+ }
+ else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
+ {
+ int i;
+ layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
+ layer->framerate = atof(parameter[1]);
+ layer->texturename = Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
+ for (i = 0;i < layer->numframes;i++)
+ layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
+ }
+ else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
+ {
+ int i;
+ for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
+ layer->rgbgen.parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+ else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
+ else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
+ else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
+ else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
+ else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
+ else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
+ else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
+ else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
+ else if (!strcasecmp(parameter[1], "wave"))
+ {
+ layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
+ layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+ for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+ layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
+ }
+ else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
+ {
+ int i;
+ for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
+ layer->alphagen.parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+ else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
+ else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
+ else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
+ else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
+ else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
+ else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
+ else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
+ else if (!strcasecmp(parameter[1], "wave"))
+ {
+ layer->alphagen.alphagen = Q3RGBGEN_WAVE;
+ layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+ for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+ layer->alphagen.waveparms[i] = atof(parameter[i+3]);
+ }
+ else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
+ {
+ int i;
+ // observed values: tcgen environment
+ // no other values have been observed in real shaders
+ for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
+ layer->tcgen.parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+ else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+ else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
+ else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
+ else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
+ else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
+ {
+ int i, tcmodindex;
+ // observed values:
+ // tcmod rotate #
+ // tcmod scale # #
+ // tcmod scroll # #
+ // tcmod stretch sin # # # #
+ // tcmod stretch triangle # # # #
+ // tcmod transform # # # # # #
+ // tcmod turb # # # #
+ // tcmod turb sin # # # # (this is bogus)
+ // no other values have been observed in real shaders
+ for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
+ if (!layer->tcmods[tcmodindex].tcmod)
+ break;
+ if (tcmodindex < Q3MAXTCMODS)
+ {
+ for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
+ layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
+ else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
+ else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
+ else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
+ else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
+ else if (!strcasecmp(parameter[1], "stretch"))
+ {
+ layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
+ layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+ for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+ layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
+ }
+ else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
+ else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
+ else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else
+ Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
+ }
+ // break out a level if it was a closing brace (not using the character here to not confuse vim)
+ if (!strcasecmp(com_token, "}"))
+ break;
+ }
+ if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
+ shader.lighting = true;
+ if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
+ {
+ if (layer == shader.layers + 0)
+ {
+ // vertex controlled transparency
+ shader.vertexalpha = true;
+ }
+ else
+ {
+ // multilayer terrain shader or similar
+ shader.textureblendalpha = true;
+ }
+ }
+ layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
+ if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
+ layer->texflags |= TEXF_MIPMAP;
+ if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP) && (r_picmipworld.integer || (layer->texturename && layer->texturename[0] && strncmp(layer->texturename[0], "textures/", 9))))
+ layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
+ if (layer->clampmap)
+ layer->texflags |= TEXF_CLAMP;
+ continue;
+ }
+ numparameters = 0;
+ for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
+ {
+ if (j < TEXTURE_MAXFRAMES + 4)
+ {
+ strlcpy(parameter[j], com_token, sizeof(parameter[j]));
+ numparameters = j + 1;
+ }
+ if (!COM_ParseToken_QuakeC(&text, true))
+ break;
+ }
+ for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+ parameter[j][0] = 0;
+ if (fileindex == 0 && !strcasecmp(com_token, "}"))
+ break;
+ if (developer.integer >= 100)
+ {
+ Con_Printf("%s: ", shader.name);
+ for (j = 0;j < numparameters;j++)
+ Con_Printf(" %s", parameter[j]);
+ Con_Print("\n");
+ }
+ if (numparameters < 1)
+ continue;
+ if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
+ {
+ if (!strcasecmp(parameter[1], "alphashadow"))
+ shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
+ else if (!strcasecmp(parameter[1], "areaportal"))
+ shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
+ else if (!strcasecmp(parameter[1], "botclip"))
+ shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
+ else if (!strcasecmp(parameter[1], "clusterportal"))
+ shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
+ else if (!strcasecmp(parameter[1], "detail"))
+ shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
+ else if (!strcasecmp(parameter[1], "donotenter"))
+ shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
+ else if (!strcasecmp(parameter[1], "dust"))
+ shader.surfaceparms |= Q3SURFACEPARM_DUST;
+ else if (!strcasecmp(parameter[1], "hint"))
+ shader.surfaceparms |= Q3SURFACEPARM_HINT;
+ else if (!strcasecmp(parameter[1], "fog"))
+ shader.surfaceparms |= Q3SURFACEPARM_FOG;
+ else if (!strcasecmp(parameter[1], "lava"))
+ shader.surfaceparms |= Q3SURFACEPARM_LAVA;
+ else if (!strcasecmp(parameter[1], "lightfilter"))
+ shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
+ else if (!strcasecmp(parameter[1], "lightgrid"))
+ shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
+ else if (!strcasecmp(parameter[1], "metalsteps"))
+ shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
+ else if (!strcasecmp(parameter[1], "nodamage"))
+ shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
+ else if (!strcasecmp(parameter[1], "nodlight"))
+ shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
+ else if (!strcasecmp(parameter[1], "nodraw"))
+ shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
+ else if (!strcasecmp(parameter[1], "nodrop"))
+ shader.surfaceparms |= Q3SURFACEPARM_NODROP;
+ else if (!strcasecmp(parameter[1], "noimpact"))
+ shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
+ else if (!strcasecmp(parameter[1], "nolightmap"))
+ shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
+ else if (!strcasecmp(parameter[1], "nomarks"))
+ shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
+ else if (!strcasecmp(parameter[1], "nomipmaps"))
+ shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+ else if (!strcasecmp(parameter[1], "nonsolid"))
+ shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
+ else if (!strcasecmp(parameter[1], "origin"))
+ shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
+ else if (!strcasecmp(parameter[1], "playerclip"))
+ shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
+ else if (!strcasecmp(parameter[1], "sky"))
+ shader.surfaceparms |= Q3SURFACEPARM_SKY;
+ else if (!strcasecmp(parameter[1], "slick"))
+ shader.surfaceparms |= Q3SURFACEPARM_SLICK;
+ else if (!strcasecmp(parameter[1], "slime"))
+ shader.surfaceparms |= Q3SURFACEPARM_SLIME;
+ else if (!strcasecmp(parameter[1], "structural"))
+ shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
+ else if (!strcasecmp(parameter[1], "trans"))
+ shader.surfaceparms |= Q3SURFACEPARM_TRANS;
+ else if (!strcasecmp(parameter[1], "water"))
+ shader.surfaceparms |= Q3SURFACEPARM_WATER;
+ else if (!strcasecmp(parameter[1], "pointlight"))
+ shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
+ else if (!strcasecmp(parameter[1], "antiportal"))
+ shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
+ else
+ Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (!strcasecmp(parameter[0], "dpshadow"))
+ shader.dpshadow = true;
+ else if (!strcasecmp(parameter[0], "dpnoshadow"))
+ shader.dpnoshadow = true;
+ else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
+ {
+ // some q3 skies don't have the sky parm set
+ shader.surfaceparms |= Q3SURFACEPARM_SKY;
+ strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
+ }
+ else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
+ {
+ // some q3 skies don't have the sky parm set
+ shader.surfaceparms |= Q3SURFACEPARM_SKY;
+ if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
+ strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
+ }
+ else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
+ {
+ if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
+ shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
+ }
+ else if (!strcasecmp(parameter[0], "nomipmaps"))
+ shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+ else if (!strcasecmp(parameter[0], "nopicmip"))
+ shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
+ else if (!strcasecmp(parameter[0], "polygonoffset"))
+ shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+ else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
+ {
+ shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
+ shader.refractfactor = atof(parameter[1]);
+ Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
+ }
+ else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
+ {
+ shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
+ shader.reflectfactor = atof(parameter[1]);
+ Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
+ }
+ else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
+ {
+ shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
+ shader.reflectmin = atof(parameter[1]);
+ shader.reflectmax = atof(parameter[2]);
+ shader.refractfactor = atof(parameter[3]);
+ shader.reflectfactor = atof(parameter[4]);
+ Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
+ Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
+ shader.r_water_wateralpha = atof(parameter[11]);
+ }
+ else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
+ {
+ int i, deformindex;
+ for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
+ if (!shader.deforms[deformindex].deform)
+ break;
+ if (deformindex < Q3MAXDEFORMS)
+ {
+ for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
+ shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
+ else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
+ else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
+ else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
+ else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
+ else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
+ else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
+ else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
+ else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
+ else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
+ else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
+ else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
+ else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
+ else if (!strcasecmp(parameter[1], "wave" ))
+ {
+ shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
+ shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
+ for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
+ shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
+ }
+ else if (!strcasecmp(parameter[1], "move" ))
+ {
+ shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
+ shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
+ for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
+ shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
+ }
+ }
+ }
+ }
+ // pick the primary layer to render with
+ if (shader.numlayers)
+ {
+ shader.backgroundlayer = -1;
+ shader.primarylayer = 0;
+ // if lightmap comes first this is definitely an ordinary texture
+ // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
+ if ((shader.layers[shader.primarylayer].texturename != NULL)
+ && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
+ {
+ shader.backgroundlayer = -1;
+ shader.primarylayer = 1;
+ }
+ else if (shader.numlayers >= 2
+ && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
+ && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
+ && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
+ || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
+ {
+ // terrain blending or other effects
+ shader.backgroundlayer = 0;
+ shader.primarylayer = 1;
+ }
+ }
+ // fix up multiple reflection types
+ if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
+ shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
+
+ Q3Shader_AddToHash (&shader);
+ }
+ Mem_Free(f);
+ }
+}
+
+q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
+{
+ unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
+ q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
+ while (entry != NULL)
+ {
+ if (strcasecmp (entry->shader.name, name) == 0)
+ return &entry->shader;
+ entry = entry->chain;
+ }
+ return NULL;
+}
+
+qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
+{
+ int j;
+ qboolean success = true;
+ q3shaderinfo_t *shader;
+ if (!name)
+ name = "";
+ strlcpy(texture->name, name, sizeof(texture->name));
+ shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
+ if (shader)
+ {
+ if (developer_loading.integer)
+ Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
+ texture->surfaceparms = shader->surfaceparms;
+ texture->textureflags = shader->textureflags;
+ texture->basematerialflags = 0;
+ if (shader->surfaceparms & Q3SURFACEPARM_SKY)
+ {
+ texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+ if (shader->skyboxname[0])
+ {
+ // quake3 seems to append a _ to the skybox name, so this must do so as well
+ dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
+ }
+ }
+ else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
+ texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+ else
+ texture->basematerialflags = MATERIALFLAG_WALL;
+ if (shader->layers[0].alphatest)
+ texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
+ if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
+ if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
+ texture->biaspolygonoffset -= 2;
+ if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
+ texture->basematerialflags |= MATERIALFLAG_REFRACTION;
+ if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
+ texture->basematerialflags |= MATERIALFLAG_REFLECTION;
+ if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
+ texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
+ texture->customblendfunc[0] = GL_ONE;
+ texture->customblendfunc[1] = GL_ZERO;
+ if (shader->numlayers > 0)
+ {
+ texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
+ texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
+/*
+Q3 shader blendfuncs actually used in the game (* = supported by DP)
+* additive GL_ONE GL_ONE
+additive weird GL_ONE GL_SRC_ALPHA
+additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
+* alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
+alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
+brighten GL_DST_COLOR GL_ONE
+brighten GL_ONE GL_SRC_COLOR
+brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
+brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
+* modulate GL_DST_COLOR GL_ZERO
+* modulate GL_ZERO GL_SRC_COLOR
+modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
+modulate inverse alpha GL_ZERO GL_SRC_ALPHA
+modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
+* modulate x2 GL_DST_COLOR GL_SRC_COLOR
+* no blend GL_ONE GL_ZERO
+nothing GL_ZERO GL_ONE
+*/
+ // if not opaque, figure out what blendfunc to use
+ if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
+ {
+ if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
+ texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
+ texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
+ texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ else
+ texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ }
+ }
+ if (!shader->lighting)
+ texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
+ if (shader->primarylayer >= 0)
+ {
+ q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
+ // copy over many primarylayer parameters
+ texture->rgbgen = primarylayer->rgbgen;
+ texture->alphagen = primarylayer->alphagen;
+ texture->tcgen = primarylayer->tcgen;
+ memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
+ // load the textures
+ texture->numskinframes = primarylayer->numframes;
+ texture->skinframerate = primarylayer->framerate;
+ for (j = 0;j < primarylayer->numframes;j++)
+ {
+ if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, false)))
+ {
+ Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
+ texture->skinframes[j] = R_SkinFrame_LoadMissing();
+ }
+ }
+ }
+ if (shader->backgroundlayer >= 0)
+ {
+ q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
+ texture->backgroundnumskinframes = backgroundlayer->numframes;
+ texture->backgroundskinframerate = backgroundlayer->framerate;
+ for (j = 0;j < backgroundlayer->numframes;j++)
+ {
+ if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags, false)))
+ {
+ Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
+ texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
+ }
+ }
+ }
+ if (shader->dpshadow)
+ texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
+ if (shader->dpnoshadow)
+ texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
+ memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
+ texture->reflectmin = shader->reflectmin;
+ texture->reflectmax = shader->reflectmax;
+ texture->refractfactor = shader->refractfactor;
+ Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
+ texture->reflectfactor = shader->reflectfactor;
+ Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
+ texture->r_water_wateralpha = shader->r_water_wateralpha;
+ }
+ else if (!strcmp(texture->name, "noshader") || !texture->name[0])
+ {
+ if (developer.integer >= 100)
+ Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
+ texture->surfaceparms = 0;
+ }
+ else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
+ {
+ if (developer.integer >= 100)
+ Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
+ texture->surfaceparms = 0;
+ texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+ }
+ else
+ {
+ if (developer.integer >= 100)
+ Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
+ texture->surfaceparms = 0;
+ if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
+ texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+ else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
+ texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+ else
+ texture->basematerialflags |= MATERIALFLAG_WALL;
+ texture->numskinframes = 1;
+ if (fallback)
+ {
+ qboolean has_alpha;
+ if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
+ {
+ if(has_alpha && (defaulttexflags & TEXF_ALPHA))
+ texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ }
+ else
+ success = false;
+ }
+ else
+ success = false;
+ if (!success && warnmissing)
+ Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
+ }
+ // init the animation variables
+ texture->currentframe = texture;
+ if (texture->numskinframes < 1)
+ texture->numskinframes = 1;
+ if (!texture->skinframes[0])
+ texture->skinframes[0] = R_SkinFrame_LoadMissing();
+ texture->currentskinframe = texture->skinframes[0];
+ texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
+ return success;