#include "archivelib.h"
#include "imagelib.h"
-const char* g_shadersExtension = "";
-const char* g_shadersDirectory = "";
+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/";
+_QERPlugImageTable *g_bitmapModule = 0;
+const char *g_texturePrefix = "textures/";
void ActiveShaders_IteratorBegin();
+
bool ActiveShaders_IteratorAtEnd();
+
IShader *ActiveShaders_IteratorCurrent();
+
void ActiveShaders_IteratorIncrement();
+
Callback<void()> g_ActiveShadersChangedNotify;
void FreeShaders();
-void LoadShaderFile( const char *filename );
-qtexture_t *Texture_ForName( const char *filename );
+
+void LoadShaderFile(const char *filename);
+
+qtexture_t *Texture_ForName(const char *filename);
/*!
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;
+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 );
+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
-{
+class KernelElement {
public:
-int x, y;
-float w;
+ int x, y;
+ float w;
};
-Image& convertHeightmapToNormalmap( Image& heightmap, float scale ){
- int w = heightmap.getWidth();
- int h = heightmap.getHeight();
+Image &convertHeightmapToNormalmap(Image &heightmap, float scale)
+{
+ int w = heightmap.getWidth();
+ int h = heightmap.getHeight();
- Image& normalmap = *( new RGBAImage( heightmap.getWidth(), heightmap.getHeight() ) );
+ Image &normalmap = *(new RGBAImage(heightmap.getWidth(), heightmap.getHeight()));
- byte* in = heightmap.getRGBAPixels();
- byte* out = normalmap.getRGBAPixels();
+ 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 }
- };
+ // 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
+ // 3x3 Prewitt
const int kernelSize = 6;
KernelElement kernel_du[kernelSize] = {
{-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;
+ 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 << ".png";
- Image* image = loadBitmap( environment, bitmapName.c_str() );
- if ( image != 0 ) {
- return image;
- }
- }
- return GlobalTexturesCache().loadImage( name );
-}
-
-class ShaderPoolContext
+Image *loadSpecial(void *environment, const char *name)
{
+ if (*name == '_') { // special image
+ StringOutputStream bitmapName(256);
+ bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".png";
+ 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;
// 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
+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_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_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;
+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;
+class ShaderTemplate {
+ std::size_t m_refcount;
+ CopiedString m_Name;
public:
-ShaderParameters m_params;
+ ShaderParameters m_params;
-TextureExpression m_textureName;
-TextureExpression m_diffuse;
-TextureExpression m_bump;
-ShaderValue m_heightmapScale;
-TextureExpression m_specular;
-TextureExpression m_lightFalloffImage;
+ TextureExpression m_textureName;
+ TextureExpression m_diffuse;
+ TextureExpression m_bump;
+ ShaderValue m_heightmapScale;
+ TextureExpression m_specular;
+ TextureExpression m_lightFalloffImage;
-int m_nFlags;
-float m_fTrans;
+ int m_nFlags;
+ float m_fTrans;
// alphafunc stuff
-IShader::EAlphaFunc m_AlphaFunc;
-float m_AlphaRef;
+ 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;
-}
+ 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;
-}
+ 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;
};
-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;
+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;
}
-enum LayerTypeId
+bool Doom3Shader_parseAddnormals(Tokeniser &tokeniser, TextureExpression &bump)
{
- LAYER_NONE,
- LAYER_BLEND,
- LAYER_DIFFUSEMAP,
- LAYER_BUMPMAP,
- LAYER_SPECULARMAP
+ 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
-{
+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" ){
-}
+ 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;
- }
+bool parseShaderParameters(Tokeniser &tokeniser, ShaderParameters ¶ms)
+{
+ 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 );
+ 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;
- }
+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" ) ) {
+ 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;
+ } 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;
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;
+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
-{
+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;
+ 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;
+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& 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;
+BlendFunc
+evaluateBlendFunc(const BlendFuncExpression &blendFunc, const ShaderParameters ¶ms, const ShaderArguments &args)
+{
+ return BlendFunc(BLEND_ONE, BLEND_ZERO);
}
-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;
+qtexture_t *
+evaluateTexture(const TextureExpression &texture, const ShaderParameters ¶ms, 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;
+ if (!string_parse_float(result, f)) {
+ globalErrorStream() << "parsing float value failed: " << makeQuoted(result) << "\n";
+ }
+ return f;
}
-class CShader : public IShader
+BlendFactor evaluateBlendFactor(const ShaderValue &value, const ShaderParameters ¶ms, const ShaderArguments &args)
{
-std::size_t m_refcount;
-
-const ShaderTemplate& m_template;
-const ShaderArguments& m_args;
-const char* m_filename;
+ 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_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;
+ 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;
+ 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();
+ static bool m_lightingEnabled;
- ASSERT_MESSAGE( m_refcount == 0, "deleting active shader" );
-}
+ 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;
-// 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;
- }
-}
+ m_notfound = 0;
-std::size_t refcount(){
- return m_refcount;
-}
+ realise();
+ }
-// 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;
-}
-// -----------------------------------------
+ virtual ~CShader()
+ {
+ unrealise();
-void realise(){
- m_pTexture = evaluateTexture( m_template.m_textureName, m_template.m_params, m_args );
+ ASSERT_MESSAGE(m_refcount == 0, "deleting active shader");
+ }
- if ( m_pTexture->texture_number == 0 ) {
- m_notfound = m_pTexture;
+// 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;
+ }
- {
- StringOutputStream name( 256 );
- name << GlobalRadiant().getAppPath() << "bitmaps/" << ( IsDefault() ? "notex.png" : "shadernotex.png" );
- m_pTexture = GlobalTexturesCache().capture( LoadImageCallback( 0, loadBitmap ), name.c_str() );
- }
- }
+// 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;
+ }
- realiseLighting();
-}
+// 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();
+ }
-void unrealise(){
- GlobalTexturesCache().release( m_pTexture );
+// get the shader flags
+ int getFlags() const
+ {
+ return m_template.m_nFlags;
+ }
- if ( m_notfound != 0 ) {
- GlobalTexturesCache().release( m_notfound );
- }
+// get the transparency value
+ float getTrans() const
+ {
+ return m_template.m_fTrans;
+ }
- unrealiseLighting();
-}
+// 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);
+ }
-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";
- }
- }
- }
- }
-}
+// get the alphaFunc
+ void getAlphaFunc(EAlphaFunc *func, float *ref)
+ {
+ *func = m_template.m_AlphaFunc;
+ *ref = m_template.m_AlphaRef;
+ };
-void unrealiseLighting(){
- if ( m_lightingEnabled ) {
- GlobalTexturesCache().release( m_pDiffuse );
- GlobalTexturesCache().release( m_pBump );
- GlobalTexturesCache().release( m_pSpecular );
+ BlendFunc getBlendFunc() const
+ {
+ return m_blendFunc;
+ }
- GlobalTexturesCache().release( m_pLightFalloffImage );
+// get the cull type
+ ECull getCull()
+ {
+ return m_template.m_Cull;
+ };
- for ( MapLayers::iterator i = m_layers.begin(); i != m_layers.end(); ++i )
- {
- GlobalTexturesCache().release( ( *i ).texture() );
- }
- m_layers.clear();
+// get shader file name (ie the file where this one is defined)
+ const char *getShaderFileName() const
+ {
+ return m_filename;
+ }
+// -----------------------------------------
- m_blendFunc = BlendFunc( BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA );
- }
-}
+ 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.png" : "shadernotex.png");
+ 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;
-}
+ 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 ¶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;
+ }
};
bool CShader::m_lightingEnabled = false;
static shaders_t::iterator g_ActiveShadersIterator;
-void ActiveShaders_IteratorBegin(){
- g_ActiveShadersIterator = g_ActiveShaders.begin();
+void ActiveShaders_IteratorBegin()
+{
+ g_ActiveShadersIterator = g_ActiveShaders.begin();
}
-bool ActiveShaders_IteratorAtEnd(){
- return g_ActiveShadersIterator == g_ActiveShaders.end();
+bool ActiveShaders_IteratorAtEnd()
+{
+ return g_ActiveShadersIterator == g_ActiveShaders.end();
}
-IShader *ActiveShaders_IteratorCurrent(){
- return static_cast<CShader*>( g_ActiveShadersIterator->second );
+IShader *ActiveShaders_IteratorCurrent()
+{
+ return static_cast<CShader *>( g_ActiveShadersIterator->second );
}
-void ActiveShaders_IteratorIncrement(){
- ++g_ActiveShadersIterator;
+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" );
- }
+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;
+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();
}
-class Layer
+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 ){
-}
+ 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 ) {
- #if GDEF_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 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) {
+#if GDEF_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 LoadShaderFile( const char* filename ){
- ArchiveTextFile* file = GlobalFileSystem().openTextFile( filename );
+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";
+ if (file != 0) {
+ globalOutputStream() << "Parsing shaderfile " << filename << "\n";
- Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser( file->getInputStream() );
+ Tokeniser &tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
- ParseShaderFile( tokeniser, filename );
+ ParseShaderFile(tokeniser, filename);
- tokeniser.release();
- file->release();
- }
- else
- {
- globalOutputStream() << "Unable to read shaderfile " << filename << "\n";
- }
+ tokeniser.release();
+ file->release();
+ } else {
+ globalOutputStream() << "Unable to read shaderfile " << 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";
+void loadGuideFile(const char *filename)
+{
+ StringOutputStream fullname(256);
+ fullname << "guides/" << filename;
+ ArchiveTextFile *file = GlobalFileSystem().openTextFile(fullname.c_str());
- Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser( file->getInputStream() );
+ if (file != 0) {
+ globalOutputStream() << "Parsing guide file " << fullname.c_str() << "\n";
- parseGuideFile( tokeniser, fullname.c_str() );
+ Tokeniser &tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
- tokeniser.release();
- file->release();
- }
- else
- {
- globalOutputStream() << "Unable to read guide file " << fullname.c_str() << "\n";
- }
-}
+ parseGuideFile(tokeniser, fullname.c_str());
-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;
+ tokeniser.release();
+ file->release();
+ } else {
+ globalOutputStream() << "Unable to read guide file " << fullname.c_str() << "\n";
+ }
}
-IShader *Shader_ForName( const char *name ){
- ASSERT_NOTNULL( name );
+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;
+ 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;
+GSList *Shaders_getShaderFileList()
+{
+ return l_shaderfiles;
}
/*
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";
- }
+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 ) );
+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 ) );
- }
+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));
+ }
}
/*
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 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;
-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();
- }
- }
-}
+ ShaderList_addShaderFile(shaderFile.c_str());
-#include "stream/filestream.h"
+ tokeniser.nextLine();
+ token = tokeniser.getToken();
-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;
+ shaderFile.clear();
+ }
+ tokeniser.release();
}
-void Shaders_Load(){
- if ( g_shaderLanguage == SHADERLANGUAGE_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 FreeShaderList()
+{
+ while (l_shaderfiles != 0) {
+ free(l_shaderfiles->data);
+ l_shaderfiles = g_slist_remove(l_shaderfiles, l_shaderfiles->data);
+ }
}
-void Shaders_Free(){
- FreeShaders();
- FreeShaderList();
- g_shaderFilenames.clear();
-}
+void ShaderList_addFromArchive(const char *archivename)
+{
+ const char *shaderpath = GlobalRadiant().getGameDescriptionKeyValue("shaderpath");
+ if (string_empty(shaderpath)) {
+ return;
+ }
-ModuleObservers g_observers;
+ StringOutputStream shaderlist(256);
+ shaderlist << DirectoryCleaned(shaderpath) << "shaderlist.txt";
-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();
- }
+ 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();
+ }
+ }
}
-void Shaders_Refresh(){
- Shaders_Unrealise();
- Shaders_Realise();
-}
+#include "stream/filestream.h"
-class Quake3ShaderSystem : public ShaderSystem, public ModuleObserver
+bool
+shaderlist_findOrInstall(const char *enginePath, const char *toolsPath, const char *shaderPath, const char *gamename)
{
-public:
-void realise(){
- Shaders_Realise();
-}
-void unrealise(){
- Shaders_Unrealise();
-}
-void refresh(){
- Shaders_Refresh();
+ 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", 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();
}
-IShader* getShaderForName( const char* name ){
- return Shader_ForName( name );
-}
+ModuleObservers g_observers;
-void foreachShaderName( const ShaderNameCallback& callback ){
- for ( ShaderDefinitionMap::const_iterator i = g_shaderDefinitions.begin(); i != g_shaderDefinitions.end(); ++i )
- {
- callback( ( *i ).first.c_str() );
- }
+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 beginActiveShadersIterator(){
- ActiveShaders_IteratorBegin();
-}
-bool endActiveShadersIterator(){
- return ActiveShaders_IteratorAtEnd();
-}
-IShader* dereferenceActiveShadersIterator(){
- return ActiveShaders_IteratorCurrent();
-}
-void incrementActiveShadersIterator(){
- ActiveShaders_IteratorIncrement();
-}
-void setActiveShadersChangedNotify( const Callback<void()>& notify ){
- g_ActiveShadersChangedNotify = notify;
+void Shaders_Realise()
+{
+ if (--g_shaders_unrealised == 0) {
+ Shaders_Load();
+ g_observers.realise();
+ }
}
-void attach( ModuleObserver& observer ){
- g_observers.attach( observer );
-}
-void detach( ModuleObserver& observer ){
- g_observers.detach( observer );
+void Shaders_Unrealise()
+{
+ if (++g_shaders_unrealised == 1) {
+ g_observers.unrealise();
+ Shaders_Free();
+ }
}
-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();
- }
- }
+void Shaders_Refresh()
+{
+ Shaders_Unrealise();
+ Shaders_Realise();
}
-const char* getTexturePrefix() const {
- return g_texturePrefix;
-}
+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<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)
+ {
+ 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;
+ShaderSystem &GetShaderSystem()
+{
+ return g_Quake3ShaderSystem;
}
-void Shaders_Construct(){
- GlobalFileSystem().attach( g_Quake3ShaderSystem );
+void Shaders_Construct()
+{
+ GlobalFileSystem().attach(g_Quake3ShaderSystem);
}
-void Shaders_Destroy(){
- GlobalFileSystem().detach( g_Quake3ShaderSystem );
- if ( Shaders_realised() ) {
- Shaders_Free();
- }
+void Shaders_Destroy()
+{
+ GlobalFileSystem().detach(g_Quake3ShaderSystem);
+
+ if (Shaders_realised()) {
+ Shaders_Free();
+ }
}