+++ /dev/null
-/*
-Copyright (c) 2001, Loki software, inc.
-All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-Redistributions of source code must retain the above copyright notice, this list
-of conditions and the following disclaimer.
-
-Redistributions in binary form must reproduce the above copyright notice, this
-list of conditions and the following disclaimer in the documentation and/or
-other materials provided with the distribution.
-
-Neither the name of Loki software nor the names of its contributors may be used
-to endorse or promote products derived from this software without specific prior
-written permission.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
-AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
-DIRECT,INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-*/
-
-//
-// Shaders Manager Plugin
-//
-// Leonardo Zide (leo@lokigames.com)
-//
-
-#include "shaders.h"
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <map>
-#include <list>
-
-#include "ifilesystem.h"
-#include "ishaders.h"
-#include "iscriplib.h"
-#include "itextures.h"
-#include "qerplugin.h"
-#include "irender.h"
-
-#include <glib/gslist.h>
-
-#include "debugging/debugging.h"
-#include "string/pooledstring.h"
-#include "math/vector.h"
-#include "generic/callback.h"
-#include "generic/referencecounted.h"
-#include "stream/memstream.h"
-#include "stream/stringstream.h"
-#include "stream/textfilestream.h"
-#include "os/path.h"
-#include "os/dir.h"
-#include "os/file.h"
-#include "stringio.h"
-#include "shaderlib.h"
-#include "texturelib.h"
-#include "cmdlib.h"
-#include "moduleobservers.h"
-#include "archivelib.h"
-#include "imagelib.h"
-
-const char* g_shadersExtension = "";
-const char* g_shadersDirectory = "";
-bool g_enableDefaultShaders = true;
-ShaderLanguage g_shaderLanguage = SHADERLANGUAGE_QUAKE3;
-bool g_useShaderList = true;
-_QERPlugImageTable* g_bitmapModule = 0;
-const char* g_texturePrefix = "textures/";
-
-void ActiveShaders_IteratorBegin();
-bool ActiveShaders_IteratorAtEnd();
-IShader *ActiveShaders_IteratorCurrent();
-void ActiveShaders_IteratorIncrement();
-Callback g_ActiveShadersChangedNotify;
-
-void FreeShaders();
-void LoadShaderFile (const char *filename);
-qtexture_t *Texture_ForName (const char *filename);
-
-
-/*!
-NOTE TTimo: there is an important distinction between SHADER_NOT_FOUND and SHADER_NOTEX:
-SHADER_NOT_FOUND means we didn't find the raw texture or the shader for this
-SHADER_NOTEX means we recognize this as a shader script, but we are missing the texture to represent it
-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
-*/
-
-Image* loadBitmap(void* environment, const char* name)
-{
- DirectoryArchiveFile file(name, name);
- if(!file.failed())
- {
- return g_bitmapModule->loadImage(file);
- }
- return 0;
-}
-
-inline byte* getPixel(byte* pixels, int width, int height, int x, int y)
-{
- return pixels + (((((y + height) % height) * width) + ((x + width) % width)) * 4);
-}
-
-class KernelElement
-{
-public:
- int x, y;
- float w;
-};
-
-Image& convertHeightmapToNormalmap(Image& heightmap, float scale)
-{
- int w = heightmap.getWidth();
- int h = heightmap.getHeight();
-
- Image& normalmap = *(new RGBAImage(heightmap.getWidth(), heightmap.getHeight()));
-
- byte* in = heightmap.getRGBAPixels();
- byte* out = normalmap.getRGBAPixels();
-
-#if 1
- // no filtering
- const int kernelSize = 2;
- KernelElement kernel_du[kernelSize] = {
- {-1, 0,-0.5f },
- { 1, 0, 0.5f }
- };
- KernelElement kernel_dv[kernelSize] = {
- { 0, 1, 0.5f },
- { 0,-1,-0.5f }
- };
-#else
- // 3x3 Prewitt
- const int kernelSize = 6;
- KernelElement kernel_du[kernelSize] = {
- {-1, 1,-1.0f },
- {-1, 0,-1.0f },
- {-1,-1,-1.0f },
- { 1, 1, 1.0f },
- { 1, 0, 1.0f },
- { 1,-1, 1.0f }
- };
- KernelElement kernel_dv[kernelSize] = {
- {-1, 1, 1.0f },
- { 0, 1, 1.0f },
- { 1, 1, 1.0f },
- {-1,-1,-1.0f },
- { 0,-1,-1.0f },
- { 1,-1,-1.0f }
- };
-#endif
-
- int x, y = 0;
- while( y < h )
- {
- x = 0;
- while( x < w )
- {
- float du = 0;
- for(KernelElement* i = kernel_du; i != kernel_du + kernelSize; ++i)
- {
- du += (getPixel(in, w, h, x + (*i).x, y + (*i).y)[0] / 255.0) * (*i).w;
- }
- float dv = 0;
- for(KernelElement* i = kernel_dv; i != kernel_dv + kernelSize; ++i)
- {
- dv += (getPixel(in, w, h, x + (*i).x, y + (*i).y)[0] / 255.0) * (*i).w;
- }
-
- float nx = -du * scale;
- float ny = -dv * scale;
- float nz = 1.0;
-
- // Normalize
- float norm = 1.0/sqrt(nx*nx + ny*ny + nz*nz);
- out[0] = float_to_integer(((nx * norm) + 1) * 127.5);
- out[1] = float_to_integer(((ny * norm) + 1) * 127.5);
- out[2] = float_to_integer(((nz * norm) + 1) * 127.5);
- out[3] = 255;
-
- x++;
- out += 4;
- }
-
- y++;
- }
-
- return normalmap;
-}
-
-Image* loadHeightmap(void* environment, const char* name)
-{
- Image* heightmap = GlobalTexturesCache().loadImage(name);
- if(heightmap != 0)
- {
- Image& normalmap = convertHeightmapToNormalmap(*heightmap, *reinterpret_cast<float*>(environment));
- heightmap->release();
- return &normalmap;
- }
- return 0;
-}
-
-
-Image* loadSpecial(void* environment, const char* name)
-{
- if(*name == '_') // special image
- {
- StringOutputStream bitmapName(256);
- bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".bmp";
- Image* image = loadBitmap(environment, bitmapName.c_str());
- if(image != 0)
- {
- return image;
- }
- }
- return GlobalTexturesCache().loadImage(name);
-}
-
-class ShaderPoolContext
-{
-};
-typedef Static<StringPool, ShaderPoolContext> ShaderPool;
-typedef PooledString<ShaderPool> ShaderString;
-typedef ShaderString ShaderVariable;
-typedef ShaderString ShaderValue;
-typedef CopiedString TextureExpression;
-
-// clean a texture name to the qtexture_t name format we use internally
-// NOTE: case sensitivity: the engine is case sensitive. we store the shader name with case information and save with case
-// information as well. but we assume there won't be any case conflict and so when doing lookups based on shader name,
-// we compare as case insensitive. That is Radiant is case insensitive, but knows that the engine is case sensitive.
-//++timo FIXME: we need to put code somewhere to detect when two shaders that are case insensitive equal are present
-template<typename StringType>
-void parseTextureName(StringType& name, const char* token)
-{
- StringOutputStream cleaned(256);
- cleaned << PathCleaned(token);
- name = CopiedString(StringRange(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str()))).c_str(); // remove extension
-}
-
-bool Tokeniser_parseTextureName(Tokeniser& tokeniser, TextureExpression& name)
-{
- const char* token = tokeniser.getToken();
- if(token == 0)
- {
- Tokeniser_unexpectedError(tokeniser, token, "#texture-name");
- return false;
- }
- parseTextureName(name, token);
- return true;
-}
-
-bool Tokeniser_parseShaderName(Tokeniser& tokeniser, CopiedString& name)
-{
- const char* token = tokeniser.getToken();
- if(token == 0)
- {
- Tokeniser_unexpectedError(tokeniser, token, "#shader-name");
- return false;
- }
- parseTextureName(name, token);
- return true;
-}
-
-bool Tokeniser_parseString(Tokeniser& tokeniser, ShaderString& string)
-{
- const char* token = tokeniser.getToken();
- if(token == 0)
- {
- Tokeniser_unexpectedError(tokeniser, token, "#string");
- return false;
- }
- string = token;
- return true;
-}
-
-
-
-typedef std::list<ShaderVariable> ShaderParameters;
-typedef std::list<ShaderVariable> ShaderArguments;
-
-typedef std::pair<ShaderVariable, ShaderVariable> BlendFuncExpression;
-
-class ShaderTemplate
-{
- std::size_t m_refcount;
- CopiedString m_Name;
-public:
-
- ShaderParameters m_params;
-
- TextureExpression m_textureName;
- TextureExpression m_diffuse;
- TextureExpression m_bump;
- ShaderValue m_heightmapScale;
- TextureExpression m_specular;
- TextureExpression m_lightFalloffImage;
-
- int m_nFlags;
- float m_fTrans;
-
- // alphafunc stuff
- IShader::EAlphaFunc m_AlphaFunc;
- float m_AlphaRef;
- // cull stuff
- IShader::ECull m_Cull;
-
- ShaderTemplate() :
- m_refcount(0)
- {
- m_nFlags = 0;
- m_fTrans = 1.0f;
- }
-
- 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;
- }
-
- const char* getName() const
- {
- return m_Name.c_str();
- }
- void setName(const char* name)
- {
- m_Name = name;
- }
-
- // -----------------------------------------
-
- bool parseDoom3(Tokeniser& tokeniser);
- bool parseQuake3(Tokeniser& tokeniser);
- bool parseTemplate(Tokeniser& tokeniser);
-
-
- void CreateDefault(const char *name)
- {
- if(g_enableDefaultShaders)
- {
- m_textureName = name;
- }
- else
- {
- m_textureName = "";
- }
- setName(name);
- }
-
-
- class MapLayerTemplate
- {
- TextureExpression m_texture;
- BlendFuncExpression m_blendFunc;
- bool m_clampToBorder;
- ShaderValue m_alphaTest;
- public:
- MapLayerTemplate(const TextureExpression& texture, const BlendFuncExpression& blendFunc, bool clampToBorder, const ShaderValue& alphaTest) :
- m_texture(texture),
- m_blendFunc(blendFunc),
- m_clampToBorder(false),
- m_alphaTest(alphaTest)
- {
- }
- const TextureExpression& texture() const
- {
- return m_texture;
- }
- const BlendFuncExpression& blendFunc() const
- {
- return m_blendFunc;
- }
- bool clampToBorder() const
- {
- return m_clampToBorder;
- }
- const ShaderValue& alphaTest() const
- {
- return m_alphaTest;
- }
- };
- typedef std::vector<MapLayerTemplate> MapLayers;
- MapLayers m_layers;
-};
-
-
-bool Doom3Shader_parseHeightmap(Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale)
-{
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, bump));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ","));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseString(tokeniser, heightmapScale));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
- return true;
-}
-
-bool Doom3Shader_parseAddnormals(Tokeniser& tokeniser, TextureExpression& bump)
-{
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, bump));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ","));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "heightmap"));
- TextureExpression heightmapName;
- ShaderValue heightmapScale;
- RETURN_FALSE_IF_FAIL(Doom3Shader_parseHeightmap(tokeniser, heightmapName, heightmapScale));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
- return true;
-}
-
-bool Doom3Shader_parseBumpmap(Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale)
-{
- const char* token = tokeniser.getToken();
- if(token == 0)
- {
- Tokeniser_unexpectedError(tokeniser, token, "#bumpmap");
- return false;
- }
- if(string_equal(token, "heightmap"))
- {
- RETURN_FALSE_IF_FAIL(Doom3Shader_parseHeightmap(tokeniser, bump, heightmapScale));
- }
- else if(string_equal(token, "addnormals"))
- {
- RETURN_FALSE_IF_FAIL(Doom3Shader_parseAddnormals(tokeniser, bump));
- }
- else
- {
- parseTextureName(bump, token);
- }
- return true;
-}
-
-enum LayerTypeId
-{
- LAYER_NONE,
- LAYER_BLEND,
- LAYER_DIFFUSEMAP,
- LAYER_BUMPMAP,
- LAYER_SPECULARMAP
-};
-
-class LayerTemplate
-{
-public:
- LayerTypeId m_type;
- TextureExpression m_texture;
- BlendFuncExpression m_blendFunc;
- bool m_clampToBorder;
- ShaderValue m_alphaTest;
- ShaderValue m_heightmapScale;
-
- LayerTemplate() : m_type(LAYER_NONE), m_blendFunc("GL_ONE", "GL_ZERO"), m_clampToBorder(false), m_alphaTest("-1"), m_heightmapScale("0")
- {
- }
-};
-
-bool parseShaderParameters(Tokeniser& tokeniser, ShaderParameters& params)
-{
- Tokeniser_parseToken(tokeniser, "(");
- for(;;)
- {
- const char* param = tokeniser.getToken();
- if(string_equal(param, ")"))
- {
- break;
- }
- params.push_back(param);
- const char* comma = tokeniser.getToken();
- if(string_equal(comma, ")"))
- {
- break;
- }
- if(!string_equal(comma, ","))
- {
- Tokeniser_unexpectedError(tokeniser, comma, ",");
- return false;
- }
- }
- return true;
-}
-
-bool ShaderTemplate::parseTemplate(Tokeniser& tokeniser)
-{
- m_Name = tokeniser.getToken();
- if(!parseShaderParameters(tokeniser, m_params))
- {
- globalErrorStream() << "shader template: " << makeQuoted(m_Name.c_str()) << ": parameter parse failed\n";
- return false;
- }
-
- return parseDoom3(tokeniser);
-}
-
-bool ShaderTemplate::parseDoom3(Tokeniser& tokeniser)
-{
- LayerTemplate currentLayer;
- bool isFog = false;
-
- // 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) // error
- {
- return false;
- }
- if(depth == 0) // end of shader
- {
- break;
- }
- if(depth == 1) // end of layer
- {
- if(currentLayer.m_type == LAYER_DIFFUSEMAP)
- {
- m_diffuse = currentLayer.m_texture;
- }
- else if(currentLayer.m_type == LAYER_BUMPMAP)
- {
- m_bump = currentLayer.m_texture;
- }
- else if(currentLayer.m_type == LAYER_SPECULARMAP)
- {
- m_specular = currentLayer.m_texture;
- }
- else if(!string_empty(currentLayer.m_texture.c_str()))
- {
- m_layers.push_back(MapLayerTemplate(
- currentLayer.m_texture.c_str(),
- currentLayer.m_blendFunc,
- currentLayer.m_clampToBorder,
- currentLayer.m_alphaTest
- ));
- }
- currentLayer.m_type = LAYER_NONE;
- currentLayer.m_texture = "";
- }
- continue;
- }
-
- if(depth == 2) // in layer
- {
- if(string_equal_nocase(token, "blend"))
- {
- const char* blend = tokeniser.getToken();
-
- if(blend == 0)
- {
- Tokeniser_unexpectedError(tokeniser, blend, "#blend");
- return false;
- }
-
- if(string_equal_nocase(blend, "diffusemap"))
- {
- currentLayer.m_type = LAYER_DIFFUSEMAP;
- }
- else if(string_equal_nocase(blend, "bumpmap"))
- {
- currentLayer.m_type = LAYER_BUMPMAP;
- }
- else if(string_equal_nocase(blend, "specularmap"))
- {
- currentLayer.m_type = LAYER_SPECULARMAP;
- }
- else
- {
- currentLayer.m_blendFunc.first = blend;
-
- const char* comma = tokeniser.getToken();
-
- if(comma == 0)
- {
- Tokeniser_unexpectedError(tokeniser, comma, "#comma");
- return false;
- }
-
- if(string_equal(comma, ","))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_parseString(tokeniser, currentLayer.m_blendFunc.second));
- }
- else
- {
- currentLayer.m_blendFunc.second = "";
- tokeniser.ungetToken();
- }
- }
- }
- else if(string_equal_nocase(token, "map"))
- {
- if(currentLayer.m_type == LAYER_BUMPMAP)
- {
- RETURN_FALSE_IF_FAIL(Doom3Shader_parseBumpmap(tokeniser, currentLayer.m_texture, currentLayer.m_heightmapScale));
- }
- else
- {
- const char* map = tokeniser.getToken();
-
- if(map == 0)
- {
- Tokeniser_unexpectedError(tokeniser, map, "#map");
- return false;
- }
-
- if(string_equal(map, "makealpha"))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
- const char* texture = tokeniser.getToken();
- if(texture == 0)
- {
- Tokeniser_unexpectedError(tokeniser, texture, "#texture");
- return false;
- }
- currentLayer.m_texture = texture;
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
- }
- else
- {
- parseTextureName(currentLayer.m_texture, map);
- }
- }
- }
- else if(string_equal_nocase(token, "zeroclamp"))
- {
- currentLayer.m_clampToBorder = true;
- }
-#if 0
- else if(string_equal_nocase(token, "alphaTest"))
- {
- Tokeniser_getFloat(tokeniser, currentLayer.m_alphaTest);
- }
-#endif
- }
- else if(depth == 1)
- {
- if(string_equal_nocase(token, "qer_editorimage"))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_textureName));
- }
- else if (string_equal_nocase(token, "qer_trans"))
- {
- m_fTrans = string_read_float(tokeniser.getToken());
- m_nFlags |= QER_TRANS;
- }
- else if (string_equal_nocase(token, "translucent"))
- {
- m_fTrans = 1;
- m_nFlags |= QER_TRANS;
- }
- else if (string_equal(token, "DECAL_MACRO"))
- {
- m_fTrans = 1;
- m_nFlags |= QER_TRANS;
- }
- else if (string_equal_nocase(token, "bumpmap"))
- {
- RETURN_FALSE_IF_FAIL(Doom3Shader_parseBumpmap(tokeniser, m_bump, m_heightmapScale));
- }
- else if (string_equal_nocase(token, "diffusemap"))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_diffuse));
- }
- else if (string_equal_nocase(token, "specularmap"))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_specular));
- }
- else if (string_equal_nocase(token, "twosided"))
- {
- m_Cull = IShader::eCullNone;
- m_nFlags |= QER_CULL;
- }
- else if (string_equal_nocase(token, "nodraw"))
- {
- m_nFlags |= QER_NODRAW;
- }
- else if (string_equal_nocase(token, "nonsolid"))
- {
- m_nFlags |= QER_NONSOLID;
- }
- else if (string_equal_nocase(token, "liquid"))
- {
- m_nFlags |= QER_WATER;
- }
- else if (string_equal_nocase(token, "areaportal"))
- {
- m_nFlags |= QER_AREAPORTAL;
- }
- else if (string_equal_nocase(token, "playerclip")
- || string_equal_nocase(token, "monsterclip")
- || string_equal_nocase(token, "ikclip")
- || string_equal_nocase(token, "moveableclip"))
- {
- m_nFlags |= QER_CLIP;
- }
- if (string_equal_nocase(token, "fogLight"))
- {
- isFog = true;
- }
- else if (!isFog && string_equal_nocase(token, "lightFalloffImage"))
- {
- const char* lightFalloffImage = tokeniser.getToken();
- if(lightFalloffImage == 0)
- {
- Tokeniser_unexpectedError(tokeniser, lightFalloffImage, "#lightFalloffImage");
- return false;
- }
- if(string_equal_nocase(lightFalloffImage, "makeintensity"))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
- TextureExpression name;
- RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, name));
- m_lightFalloffImage = name;
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
- }
- else
- {
- m_lightFalloffImage = lightFalloffImage;
- }
- }
- }
- }
-
- if(string_empty(m_textureName.c_str()))
- {
- m_textureName = m_diffuse;
- }
-
- return true;
-}
-
-typedef SmartPointer<ShaderTemplate> ShaderTemplatePointer;
-typedef std::map<CopiedString, ShaderTemplatePointer> ShaderTemplateMap;
-
-ShaderTemplateMap g_shaders;
-ShaderTemplateMap g_shaderTemplates;
-
-ShaderTemplate* findTemplate(const char* name)
-{
- ShaderTemplateMap::iterator i = g_shaderTemplates.find(name);
- if(i != g_shaderTemplates.end())
- {
- return (*i).second.get();
- }
- 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& params, 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& params, 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& params, const ShaderArguments& args)
-{
- const char* result = evaluateShaderValue(value.c_str(), params, args);
- float f;
- if(!string_parse_float(result, f))
- {
- globalErrorStream() << "parsing float value failed: " << makeQuoted(result) << "\n";
- }
- return f;
-}
-
-BlendFactor evaluateBlendFactor(const ShaderValue& value, const ShaderParameters& params, 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;
-
- 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:
- static bool m_lightingEnabled;
-
- 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();
- }
- 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;
- }
- // 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.bmp" : "shadernotex.bmp");
- m_pTexture = GlobalTexturesCache().capture(LoadImageCallback(0, loadBitmap), name.c_str());
- }
- }
-
- realiseLighting();
- }
-
- void unrealise()
- {
- GlobalTexturesCache().release(m_pTexture);
-
- if(m_notfound != 0)
- {
- GlobalTexturesCache().release(m_notfound);
- }
-
- unrealiseLighting();
- }
-
- void realiseLighting()
- {
- if(m_lightingEnabled)
- {
- LoadImageCallback loader = GlobalTexturesCache().defaultLoader();
- if(!string_empty(m_template.m_heightmapScale.c_str()))
- {
- m_heightmapScale = evaluateFloat(m_template.m_heightmapScale, m_template.m_params, m_args);
- loader = LoadImageCallback(&m_heightmapScale, loadHeightmap);
- }
- m_pDiffuse = evaluateTexture(m_template.m_diffuse, m_template.m_params, m_args);
- m_pBump = evaluateTexture(m_template.m_bump, m_template.m_params, m_args, loader);
- m_pSpecular = evaluateTexture(m_template.m_specular, m_template.m_params, m_args);
- m_pLightFalloffImage = evaluateTexture(m_template.m_lightFalloffImage, m_template.m_params, m_args);
-
- for(ShaderTemplate::MapLayers::const_iterator i = m_template.m_layers.begin(); i != m_template.m_layers.end(); ++i)
- {
- m_layers.push_back(evaluateLayer(*i, m_template.m_params, m_args));
- }
-
- if(m_layers.size() == 1)
- {
- const BlendFuncExpression& blendFunc = m_template.m_layers.front().blendFunc();
- if(!string_empty(blendFunc.second.c_str()))
- {
- m_blendFunc = BlendFunc(
- evaluateBlendFactor(blendFunc.first.c_str(), m_template.m_params, m_args),
- evaluateBlendFactor(blendFunc.second.c_str(), m_template.m_params, m_args)
- );
- }
- else
- {
- const char* blend = evaluateShaderValue(blendFunc.first.c_str(), m_template.m_params, m_args);
-
- if(string_equal_nocase(blend, "add"))
- {
- m_blendFunc = BlendFunc(BLEND_ONE, BLEND_ONE);
- }
- else if(string_equal_nocase(blend, "filter"))
- {
- m_blendFunc = BlendFunc(BLEND_DST_COLOUR, BLEND_ZERO);
- }
- else if(string_equal_nocase(blend, "blend"))
- {
- m_blendFunc = BlendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
- }
- else
- {
- globalErrorStream() << "parsing blend value failed: " << makeQuoted(blend) << "\n";
- }
- }
- }
- }
- }
-
- void unrealiseLighting()
- {
- if(m_lightingEnabled)
- {
- GlobalTexturesCache().release(m_pDiffuse);
- GlobalTexturesCache().release(m_pBump);
- GlobalTexturesCache().release(m_pSpecular);
-
- GlobalTexturesCache().release(m_pLightFalloffImage);
-
- for(MapLayers::iterator i = m_layers.begin(); i != m_layers.end(); ++i)
- {
- GlobalTexturesCache().release((*i).texture());
- }
- m_layers.clear();
-
- m_blendFunc = BlendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
- }
- }
-
- // set shader name
- void setName(const char* name)
- {
- m_Name = 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& params, 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;
- }
-};
-
-bool CShader::m_lightingEnabled = false;
-
-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::parseQuake3(Tokeniser& tokeniser)
-{
- // name of the qtexture_t we'll use to represent this shader (this one has the "textures\" before)
- m_textureName = m_Name.c_str();
-
- 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, "qer_trans"))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_getFloat(tokeniser, m_fTrans));
- m_nFlags |= QER_TRANS;
- }
- else if (string_equal_nocase(token, "qer_editorimage"))
- {
- 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;
-
-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)
- CopiedString name;
- if(!Tokeniser_parseShaderName(tokeniser, name))
- {
- }
- ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
- shaderTemplate->setName(name.c_str());
-
- g_shaders.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
-
- bool result = (g_shaderLanguage == SHADERLANGUAGE_QUAKE3)
- ? shaderTemplate->parseQuake3(tokeniser)
- : shaderTemplate->parseDoom3(tokeniser);
- if (result)
- {
- // do we already have this shader?
- if(!g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(shaderTemplate->getName(), ShaderDefinition(shaderTemplate.get(), ShaderArguments(), filename))).second)
- {
- #ifdef _DEBUG
- globalOutputStream() << "WARNING: shader " << shaderTemplate->getName() << " is already in memory, definition in " << filename << " ignored.\n";
- #endif
- }
- }
- else
- {
- globalErrorStream() << "Error parsing shader " << 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)
- {
- globalOutputStream() << "Parsing shaderfile " << filename << "\n";
-
- Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
-
- ParseShaderFile(tokeniser, filename);
-
- tokeniser.release();
- file->release();
- }
- else
- {
- globalOutputStream() << "Unable to read shaderfile " << filename << "\n";
- }
-}
-
-typedef FreeCaller1<const char*, LoadShaderFile> LoadShaderFileCaller;
-
-
-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";
- }
-}
-
-typedef FreeCaller1<const char*, loadGuideFile> LoadGuideFileCaller;
-
-
-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 ReferenceCaller1<bool, 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));
- }
-}
-
-typedef FreeCaller1<const char*, ShaderList_addShaderFile> AddShaderFileCaller;
-
-
-/*
-==================
-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();
- }
- }
-}
-
-typedef FreeCaller1<const char *, ShaderList_addFromArchive> AddShaderListFromArchiveCaller;
-
-#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(g_shaderLanguage == SHADERLANGUAGE_QUAKE4)
- {
- GlobalFileSystem().forEachFile("guides/", "guide", LoadGuideFileCaller(), 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(AddShaderListFromArchiveCaller(), false, true);
- DumpUnreferencedShaders();
- }
- else
- {
- GlobalFileSystem().forEachFile(path.c_str(), g_shadersExtension, AddShaderFileCaller(), 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;
-
-std::size_t g_shaders_unrealised = 1; // wait until filesystem and is realised before loading anything
-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 Quake3ShaderSystem : 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& notify)
- {
- g_ActiveShadersChangedNotify = notify;
- }
-
- void attach(ModuleObserver& observer)
- {
- g_observers.attach(observer);
- }
- void detach(ModuleObserver& observer)
- {
- g_observers.detach(observer);
- }
-
- void setLightingEnabled(bool enabled)
- {
- if(CShader::m_lightingEnabled != enabled)
- {
- for(shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i)
- {
- (*i).second->unrealiseLighting();
- }
- CShader::m_lightingEnabled = enabled;
- for(shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i)
- {
- (*i).second->realiseLighting();
- }
- }
- }
-
- const char* getTexturePrefix() const
- {
- return g_texturePrefix;
- }
-};
-
-Quake3ShaderSystem g_Quake3ShaderSystem;
-
-ShaderSystem& GetShaderSystem()
-{
- return g_Quake3ShaderSystem;
-}
-
-void Shaders_Construct()
-{
- GlobalFileSystem().attach(g_Quake3ShaderSystem);
-}
-void Shaders_Destroy()
-{
- GlobalFileSystem().detach(g_Quake3ShaderSystem);
-
- if(Shaders_realised())
- {
- Shaders_Free();
- }
-}