// Leonardo Zide (leo@lokigames.com)
//
-#include "shaders.h"
-
+// standard headers
#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);
+#include "plugin.h"
+#include "mathlib.h"
+#include "missing.h" //++timo FIXME: this one is intended to go away some day, it's MFC compatibility classes
+#include "shaders.h"
+// some forward declarations
+IShader *WINAPI QERApp_Shader_ForName (const char *name);
+qtexture_t *WINAPI QERApp_Try_Texture_ForName (const char *name);
+qtexture_t *WINAPI QERApp_Texture_ForName2 (const char *filename);
+IShader *WINAPI QERApp_ColorShader_ForName (const char *name);
+void WINAPI QERApp_LoadShaderFile (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
-*/
+//++timo TODO: use stl::map !! (I tried having a look to CMap but it obviously sucks)
+CShaderArray g_Shaders;
+// whenever a shader gets activated / deactivated this list is updated
+// NOTE: make sure you don't add a shader that's already in
+// NOTE: all shaders in this array are in the main g_Shaders
+CShaderArray g_ActiveShaders;
-Image* loadBitmap(void* environment, const char* name)
+// clean a texture name to the qtexture_t name format we use internally
+// NOTE: there are so many cases .. this may need to get updated to cover all of them
+// we expect a "textures/" path on top, except if bAddTexture is set to true .. in case we add in needed
+// 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
+const char *WINAPI QERApp_CleanTextureName (const char *name, bool bAddTexture = false)
{
- DirectoryArchiveFile file(name, name);
- if(!file.failed())
+ static char stdName[QER_MAX_NAMELEN];
+#ifdef _DEBUG
+ if (strlen(name)>QER_MAX_NAMELEN)
+ g_FuncTable.m_pfnSysFPrintf(SYS_WRN, "WARNING: name exceeds QER_MAX_NAMELEN in CleanTextureName\n");
+#endif
+
+ strcpy (stdName, name);
+ g_FuncTable.m_pfnQE_ConvertDOSToUnixName (stdName, stdName);
+ if (stdName[strlen (name) - 4] == '.')
+ // strip extension
+ stdName[strlen (stdName) - 4] = '\0';
+
+ if (bAddTexture)
{
- return g_bitmapModule->loadImage(file);
- }
- return 0;
+ char aux[QER_MAX_NAMELEN];
+ sprintf (aux, "textures/%s", stdName);
+ strcpy (stdName, aux);
+ }
+ return stdName;
}
-inline byte* getPixel(byte* pixels, int width, int height, int x, int y)
+int WINAPI QERApp_GetActiveShaderCount ()
{
- return pixels + (((((y + height) % height) * width) + ((x + width) % width)) * 4);
+ return g_ActiveShaders.GetSize ();
}
-class KernelElement
+IShader *WINAPI QERApp_ActiveShader_ForIndex (int i)
{
-public:
- int x, y;
- float w;
-};
+ return static_cast < CShader * >(g_ActiveShaders.GetAt (i));
+}
-Image& convertHeightmapToNormalmap(Image& heightmap, float scale)
+void CShaderArray::SortShaders ()
{
- 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 )
+ CPtrArray aux;
+ int i, icount;
+ int j, jcount;
+ CShader *pSort;
+ const char *sSort;
+ // dumb sort .. would it ever grow big enough so we would have to do something clever? noooo
+ icount = CPtrArray::GetSize ();
+ for (i = 0; i < icount; i++)
{
- x = 0;
- while( x < w )
+ pSort = static_cast < CShader * >(GetAt (i));
+ sSort = pSort->getName ();
+ jcount = aux.GetSize ();
+ for (j = 0; j < jcount; j++)
{
- 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;
+ if (strcmp (sSort, static_cast < CShader * >(aux.GetAt (j))->getName ()) < 0)
+ break;
}
-
- y++;
+ aux.InsertAt (j, pSort);
}
-
- return normalmap;
+ CPtrArray::RemoveAll ();
+ CPtrArray::InsertAt (0, &aux);
}
-Image* loadHeightmap(void* environment, const char* name)
+// will sort the active shaders list by name
+// NOTE: it would be easier if the thing would stay sorted by using a map<name,CShader> thing
+//++timo FIXME: would need to export that to allow external override?
+void WINAPI QERApp_SortActiveShaders ()
{
- Image* heightmap = GlobalTexturesCache().loadImage(name);
- if(heightmap != 0)
- {
- Image& normalmap = convertHeightmapToNormalmap(*heightmap, *reinterpret_cast<float*>(environment));
- heightmap->release();
- return &normalmap;
- }
- return 0;
+ g_ActiveShaders.SortShaders ();
}
-
-Image* loadSpecial(void* environment, const char* name)
+// NOTE: case sensitivity
+// although we store shader names with case information, Radiant does case insensitive searches
+// (we assume there's no case conflict with the names)
+CShader *CShaderArray::Shader_ForName (const char *name) const
{
- if(*name == '_') // special image
+ int i;
+ for (i = 0; i < CPtrArray::GetSize (); i++)
{
- StringOutputStream bitmapName(256);
- bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".bmp";
- Image* image = loadBitmap(environment, bitmapName.c_str());
- if(image != 0)
- {
- return image;
- }
+ CShader *pShader = static_cast < CShader * >(CPtrArray::GetAt (i));
+ if (stricmp (pShader->getName (), name) == 0)
+ return pShader;
}
- return GlobalTexturesCache().loadImage(name);
+ return NULL;
}
-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)
+void CShader::CreateDefault (const char *name)
{
- StringOutputStream cleaned(256);
- cleaned << PathCleaned(token);
- name = CopiedString(StringRange(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str()))).c_str(); // remove extension
+ const char *stdName = QERApp_CleanTextureName (name);
+ m_strTextureName = stdName;
+ setName (name);
}
-bool Tokeniser_parseTextureName(Tokeniser& tokeniser, TextureExpression& name)
+CShader *CShaderArray::Shader_ForTextureName (const char *name) const
{
- const char* token = tokeniser.getToken();
- if(token == 0)
+#ifdef _DEBUG
+ // check we were given a texture name that fits the qtexture_t naming conventions
+ if (strcmp (name, QERApp_CleanTextureName (name)) != 0)
+ Sys_Printf
+ ("WARNING: texture name %s doesn't fit qtexture_t conventions in CShaderArray::Shader_ForTextureName\n",
+ name);
+#endif
+ int i;
+ for (i = 0; i < CPtrArray::GetSize (); i++)
{
- Tokeniser_unexpectedError(tokeniser, token, "#texture-name");
- return false;
+ CShader *pShader = static_cast < CShader * >(CPtrArray::GetAt (i));
+ if (strcmp (name, QERApp_CleanTextureName (pShader->getTextureName ())) == 0)
+ return pShader;
}
- parseTextureName(name, token);
- return true;
+ return NULL;
}
-bool Tokeniser_parseShaderName(Tokeniser& tokeniser, CopiedString& name)
+IShader *WINAPI QERApp_ActiveShader_ForTextureName (char *name)
{
- const char* token = tokeniser.getToken();
- if(token == 0)
- {
- Tokeniser_unexpectedError(tokeniser, token, "#shader-name");
- return false;
- }
- parseTextureName(name, token);
- return true;
+ return g_ActiveShaders.Shader_ForTextureName (name);
}
-bool Tokeniser_parseString(Tokeniser& tokeniser, ShaderString& string)
+void CShaderArray::AddSingle (void *lp)
{
- const char* token = tokeniser.getToken();
- if(token == 0)
+ int i;
+ for (i = 0; i < CPtrArray::GetSize (); i++)
{
- Tokeniser_unexpectedError(tokeniser, token, "#string");
- return false;
+ if (CPtrArray::GetAt (i) == lp)
+ return;
}
- string = token;
- return true;
+ CPtrArray::Add (lp);
+ static_cast < CShader * >(CPtrArray::GetAt (i))->IncRef();
}
+void CShaderArray::operator = (const class CShaderArray & src)
+{
+ int i;
+
+#ifdef _DEBUG
+ if (CPtrArray::GetSize () != 0)
+ Sys_Printf ("WARNING: CShaderArray::operator = expects an empty array\n");
+#endif
+ Copy (src);
+ // now go through and IncRef
+ for (i = 0; i < CPtrArray::GetSize (); i++)
+ static_cast < IShader * >(CPtrArray::GetAt (i))->IncRef ();
+}
+//++timo NOTE: for debugging we may need to keep track and tell wether everything has been properly unloaded
+void CShaderArray::ReleaseAll ()
+{
+ int i;
+ int count = CPtrArray::GetSize ();
+ // decref
+ for (i = 0; i < count; i++)
+ static_cast < IShader * >(CPtrArray::GetAt (i))->DecRef ();
+ // get rid
+ CPtrArray::RemoveAll ();
+}
-typedef std::list<ShaderVariable> ShaderParameters;
-typedef std::list<ShaderVariable> ShaderArguments;
+// NOTE TTimo:
+// this was hacked to work a long time ago
+// in Loki's fenris tracker as bug #104655
+// since that info is no longer available, and the hack has been there for so long, it's part of the code now
+// don't remember the details, but basically across a flush and reload for the shaders
+// we have to keep track of the patches texture names in a seperate entry
+// not sure why anymore, but I know that doesn't happen with brushes
+typedef struct patchEntry_s
+{
+ char name[QER_MAX_NAMELEN];
+ patchMesh_t *p;
+} patchEntry_t;
-typedef std::pair<ShaderVariable, ShaderVariable> BlendFuncExpression;
+CPtrArray PatchShaders;
-class ShaderTemplate
+void PushPatch (patchMesh_t * patch)
{
- 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;
- }
+ patchEntry_t *pEntry = new patchEntry_s;
+ pEntry->p = patch;
+ strcpy (pEntry->name, patch->pShader->getName ());
+ PatchShaders.Add (pEntry);
+}
- void IncRef()
- {
- ++m_refcount;
- }
- void DecRef()
+char *ShaderNameLookup (patchMesh_t * patch)
+{
+ int i;
+ int count = PatchShaders.GetSize ();
+ for (i = 0; i < count; i++)
{
- ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
- if(--m_refcount == 0)
- {
- delete this;
- }
+ if (static_cast < patchEntry_t * >(PatchShaders.GetAt (i))->p == patch)
+ return static_cast < patchEntry_t * >(PatchShaders.GetAt (i))->name;
}
+ Sys_Printf ("ERROR: failed to lookup name in ShaderNameLookup??\n");
+ return SHADER_NOT_FOUND;
+}
+//++timo end clean
+
+// will free all GL binded qtextures and shaders
+// NOTE: doesn't make much sense out of Radiant exit or called during a reload
+void WINAPI QERApp_FreeShaders ()
+{
+ int i;
+ brush_t *b;
+ brush_t *active_brushes;
+ brush_t *selected_brushes;
+ brush_t *filtered_brushes;
+ qtexture_t **d_qtextures;
+
+ active_brushes = g_DataTable.m_pfnActiveBrushes ();
+ selected_brushes = g_DataTable.m_pfnSelectedBrushes ();
+ filtered_brushes = g_DataTable.m_pfnFilteredBrushes ();
+ d_qtextures = g_ShadersTable.m_pfnQTextures ();
- std::size_t refcount()
+ // store the shader names used by the patches
+ for (i = 0; i < PatchShaders.GetSize (); i++)
+ delete static_cast < patchMesh_t * >(PatchShaders.GetAt (i));
+ PatchShaders.RemoveAll ();
+
+ for (b = active_brushes->next; b != NULL && b != active_brushes; b = b->next)
{
- return m_refcount;
+ if (b->patchBrush)
+ PushPatch (b->pPatch);
}
-
- const char* getName() const
+ for (b = selected_brushes->next; b != NULL && b != selected_brushes; b = b->next)
{
- return m_Name.c_str();
+ if (b->patchBrush)
+ PushPatch (b->pPatch);
}
- void setName(const char* name)
+ for (b = filtered_brushes->next; b != NULL && b != filtered_brushes; b = b->next)
{
- m_Name = name;
+ if (b->patchBrush)
+ PushPatch (b->pPatch);
}
- // -----------------------------------------
-
- bool parseDoom3(Tokeniser& tokeniser);
- bool parseQuake3(Tokeniser& tokeniser);
- bool parseTemplate(Tokeniser& tokeniser);
+ // reload shaders
+ // empty the actives shaders list
+ g_ActiveShaders.ReleaseAll ();
+ g_Shaders.ReleaseAll ();
+ // empty the main g_qeglobals.d_qtextures list
+ // FIXME: when we reload later on, we need to have the shader names
+ // for brushes it's stored in the texdef
+ // but patches don't have texdef
+ // see bug 104655 for details
+ // so the solution, build an array of patchMesh_t* and their shader names
+#ifdef _DEBUG
+ Sys_Printf ("FIXME: patch shader reload workaround (old fenris? bug 104655)\n");
+#endif
+ //GtkWidget *widget = g_QglTable.m_pfn_GetQeglobalsGLWidget ();
+ GHashTable *texmap = g_ShadersTable.m_pfnQTexmap ();
- void CreateDefault(const char *name)
+ // NOTE: maybe before we'd like to set all qtexture_t in the shaders list to notex?
+ // NOTE: maybe there are some qtexture_t we don't want to erase? For plain color faces maybe?
+ while (*d_qtextures)
{
- if(g_enableDefaultShaders)
- {
- m_textureName = name;
- }
- else
- {
- m_textureName = "";
- }
- setName(name);
- }
+ qtexture_t *pTex = *d_qtextures;
+ qtexture_t *pNextTex = pTex->next;
+ //if (widget != NULL)
+ g_QglTable.m_pfn_qglDeleteTextures (1, &pTex->texture_number);
- 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;
-};
-
+ g_hash_table_remove (texmap, pTex->name);
+
+ // all qtexture_t should be manipulated with the glib alloc handlers for now
+ g_free (pTex);
+ *d_qtextures = pNextTex;
+ }
-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;
+ g_QglTable.m_pfn_QE_CheckOpenGLForErrors ();
}
-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;
-}
+// those functions are only used during a shader reload phase
+// the patch one relies on ShaderNameLookup, a table that is being built only when a flush is performed
+// so it's not something we want to expose publicly
-bool Doom3Shader_parseBumpmap(Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale)
+void SetShader (patchMesh_t * patch)
{
- 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;
+ // unhook current shader
+ patch->pShader->DecRef();
+ // don't access this one! it has been deleted .. it's DEAD
+ patch->d_texture = NULL;
+ // hook the new one, increment the refcount
+ // NOTE TTimo this function increments the refcount, don't incref ourselves
+ patch->pShader = QERApp_Shader_ForName (ShaderNameLookup (patch));
+ patch->d_texture = patch->pShader->getTexture ();
}
-enum LayerTypeId
+void SetShader (face_t * f)
{
- 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")
- {
- }
-};
+ // unhook current shader
+ f->pShader->DecRef();
+ // don't access the texdef! it's DEAD
+ f->d_texture = NULL;
+ // hook
+ // NOTE TTimo this function increments the refcount, don't incref ourselves
+ f->pShader = QERApp_Shader_ForName (f->texdef.GetName());
+ f->d_texture = f->pShader->getTexture ();
+}
-bool parseShaderParameters(Tokeniser& tokeniser, ShaderParameters& params)
+void Brush_RefreshShader(brush_t *b)
{
- Tokeniser_parseToken(tokeniser, "(");
- for(;;)
+ if (b->patchBrush)
+ SetShader(b->pPatch);
+ else if (b->owner->eclass->fixedsize)
{
- const char* param = tokeniser.getToken();
- if(string_equal(param, ")"))
- {
- break;
- }
- params.push_back(param);
- const char* comma = tokeniser.getToken();
- if(string_equal(comma, ")"))
+ /*eclass_t *eclass = HasModel(b);
+ if (eclass)
{
- break;
- }
- if(!string_equal(comma, ","))
- {
- Tokeniser_unexpectedError(tokeniser, comma, ",");
- return false;
+ for(entitymodel *model = eclass->model; model!=NULL; model=model->pNext)
+ if(model && model->strSkin)
+ model->nTextureBind = g_FuncTable.m_pfnTexture_LoadSkin(((GString *)model->strSkin)->str, &model->nSkinWidth, &model->nSkinHeight);
+ }*/
+ }
+ else
+ for (face_t *f=b->brush_faces ; f ; f=f->next)
+ SetShader(f);
+}
+
+void WINAPI QERApp_ReloadShaders ()
+{
+ brush_t *b;
+ brush_t *active_brushes;
+ brush_t *selected_brushes;
+ brush_t *filtered_brushes;
+
+ QERApp_FreeShaders ();
+
+ g_DataTable.m_pfnLstSkinCache()->RemoveAll(); //md3 skins
+
+ active_brushes = g_DataTable.m_pfnActiveBrushes ();
+ selected_brushes = g_DataTable.m_pfnSelectedBrushes ();
+ filtered_brushes = g_DataTable.m_pfnFilteredBrushes ();
+
+ // now we must reload the shader information from shaderfiles
+ g_ShadersTable.m_pfnBuildShaderList();
+ g_ShadersTable.m_pfnPreloadShaders();
+
+ // refresh the map visuals: replace our old shader objects by the new ones
+ // on brush faces we have the shader name in texdef.name
+ // on patches we have the shader name in PatchShaders
+ // while we walk through the map data, we DecRef the old shaders and push the new ones in
+ // if all goes well, most of our old shaders will get deleted on the way
+
+ // FIXME: bug 104655, when we come accross a patch, we use the above array since the d_texture is lost
+ // NOTE: both face_t and patchMesh_t store pointers to the shader and qtexture_t
+ // in an ideal world they would only store shader and access the qtexture_t through it
+ // reassign all current shaders
+ for (b = active_brushes->next; b != NULL && b != active_brushes; b = b->next)
+ Brush_RefreshShader(b);
+ for (b = selected_brushes->next; b != NULL && b != selected_brushes; b = b->next)
+ Brush_RefreshShader(b);
+ // do that to the filtered brushes as well (we might have some region compiling going on)
+ for (b = filtered_brushes->next; b != NULL && b != filtered_brushes; b = b->next)
+ Brush_RefreshShader(b);
+}
+
+int WINAPI QERApp_LoadShadersFromDir (const char *path)
+{
+ int count = 0;
+ // scan g_Shaders, and call QERApp_Shader_ForName for each in the given path
+ // this will load the texture if needed and will set it in use..
+ int nSize = g_Shaders.GetSize ();
+ for (int i = 0; i < nSize; i++)
+ {
+ CShader *pShader = reinterpret_cast < CShader * >(g_Shaders[i]);
+ if (strstr (pShader->getShaderFileName (), path) || strstr (pShader->getName (), path))
+ {
+ count++;
+ // request the shader, this will load the texture if needed and set "inuse"
+ //++timo FIXME: should we put an Activate member on CShader?
+ // this QERApp_Shader_ForName call is a kind of hack
+ IShader *pFoo = QERApp_Shader_ForName (pShader->getName ());
+#ifdef _DEBUG
+ // check we activated the right shader
+ // NOTE: if there was something else loaded, the size of g_Shaders may have changed and strange behaviours are to be expected
+ if (pFoo != pShader)
+ Sys_Printf ("WARNING: unexpected pFoo != pShader in QERApp_LoadShadersFromDir\n");
+#else
+ pFoo = NULL; // leo: shut up the compiler
+#endif
}
}
- return true;
+ return count;
}
-bool ShaderTemplate::parseTemplate(Tokeniser& tokeniser)
+bool CShader::Parse ()
{
- 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);
-}
+ char *token = g_ScripLibTable.m_pfnToken ();
-bool ShaderTemplate::parseDoom3(Tokeniser& tokeniser)
-{
- LayerTemplate currentLayer;
- bool isFog = false;
+ // the parsing needs to be taken out in another module
+// Sys_Printf("TODO: CShader::Parse\n");
- // we need to read until we hit a balanced }
- int depth = 0;
- for(;;)
+ // token is shader name (full path with a "textures\")
+ // we remove the "textures\" part
+ //setName ((char *) &token[9]));
+ // no we don't
+ setName (token);
+ // name of the qtexture_t we'll use to represent this shader (this one has the "textures\" before)
+ const char *stdName = QERApp_CleanTextureName (token);
+ m_strTextureName = stdName; // FIXME: BC reports stdName is uninitialised?
+ g_ScripLibTable.m_pfnGetToken (true);
+ if (strcmp (token, "{"))
+ return false;
+ else
{
- tokeniser.nextLine();
- const char* token = tokeniser.getToken();
-
- if(token == 0)
- return false;
-
- if(string_equal(token, "{"))
+ // we need to read until we hit a balanced }
+ int nMatch = 1;
+ while (nMatch > 0 && g_ScripLibTable.m_pfnGetToken (true))
{
- ++depth;
- continue;
- }
- else if(string_equal(token, "}"))
- {
- --depth;
- if(depth < 0) // error
+ if (strcmp (token, "{") == 0)
{
- return false;
+ nMatch++;
+ continue;
}
- if(depth == 0) // end of shader
+ else if (strcmp (token, "}") == 0)
{
- break;
+ nMatch--;
+ continue;
}
- if(depth == 1) // end of layer
+ if (nMatch > 1) continue; // ignore layers for now
+ if (strcmpi (token, "qer_nocarve") == 0)
{
- 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 = "";
+ m_nFlags |= QER_NOCARVE;
}
- continue;
- }
-
- if(depth == 2) // in layer
- {
- if(string_equal_nocase(token, "blend"))
+ else if (strcmpi (token, "qer_trans") == 0)
{
- 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)
+ if (g_ScripLibTable.m_pfnGetToken (true))
+ {
+ m_fTrans = (float) atof (token);
+ }
+ m_nFlags |= QER_TRANS;
+ }
+ else if (strcmpi (token, "qer_editorimage") == 0)
+ {
+ if (g_ScripLibTable.m_pfnGetToken (true))
+ {
+ // bAddTexture changed to false to allow editorimages in other locations than "textures/"
+ m_strTextureName = QERApp_CleanTextureName (token, false);
+ }
+ }
+ else if (strcmpi (token, "qer_alphafunc") == 0)
+ {
+ if (g_ScripLibTable.m_pfnGetToken (true))
+ {
+
+ if(stricmp( token, "greater" ) == 0 )
+ {
+ m_nAlphaFunc = GL_GREATER;
+ }
+ else if(stricmp( token, "less" ) == 0 )
{
- Tokeniser_unexpectedError(tokeniser, comma, "#comma");
- return false;
+ m_nAlphaFunc = GL_LESS;
+ }
+ else if(stricmp( token, "gequal" ) == 0 )
+ {
+ m_nAlphaFunc = GL_GEQUAL;
}
- if(string_equal(comma, ","))
+ if( m_nAlphaFunc )
+ m_nFlags |= QER_ALPHAFUNC;
+ }
+ if (g_ScripLibTable.m_pfnGetToken (true))
+ {
+ m_fAlphaRef = (float) atof (token);
+ }
+ }
+ else if (strcmpi (token, "cull") == 0)
+ {
+ if (g_ScripLibTable.m_pfnGetToken (true))
+ {
+ if( stricmp( token, "none" ) == 0 || stricmp( token, "twosided" ) == 0 || stricmp( token, "disable" ) == 0 )
{
- RETURN_FALSE_IF_FAIL(Tokeniser_parseString(tokeniser, currentLayer.m_blendFunc.second));
+ m_nCull = 2;
}
- else
+ else if( stricmp( token, "back" ) == 0 || stricmp( token, "backside" ) == 0 || stricmp( token, "backsided" ) == 0 )
{
- currentLayer.m_blendFunc.second = "";
- tokeniser.ungetToken();
+ m_nCull = 1;
}
+
+ if( m_nCull )
+ m_nFlags |= QER_CULL;
}
}
- else if(string_equal_nocase(token, "map"))
+ else if (strcmpi (token, "surfaceparm") == 0)
{
- 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)
+ if (g_ScripLibTable.m_pfnGetToken (true))
+ {
+ if (strcmpi (token, "fog") == 0)
+ {
+ m_nFlags |= QER_FOG;
+ if (m_fTrans == 1.0f) // has not been explicitly set by qer_trans
+ {
+ m_fTrans = 0.35f;
+ }
+ }
+ else if (strcmpi (token, "nodraw") == 0)
{
- Tokeniser_unexpectedError(tokeniser, map, "#map");
- return false;
+ m_nFlags |= QER_NODRAW;
}
-
- if(string_equal(map, "makealpha"))
+ else if (strcmpi (token, "nonsolid") == 0)
{
- 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, ")"));
+ m_nFlags |= QER_NONSOLID;
}
- else
+ else if (strcmpi (token, "water") == 0)
{
- parseTextureName(currentLayer.m_texture, map);
+ m_nFlags |= QER_WATER;
}
- }
- }
- 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);
+ else if (strcmpi (token, "lava") == 0)
+ {
+ m_nFlags |= QER_LAVA;
+ }
+ }
}
-#endif
}
- else if(depth == 1)
+ if (nMatch != 0)
+ return false;
+ }
+ return true;
+}
+
+void CShader::RegisterActivate ()
+{
+ // fill the qtexture_t with shader information
+ //++timo FIXME: a lot of that won't be necessary, will be stored at IShader* level
+// strcpy (m_pTexture->shadername, m_Name);
+ // this flag is set only if we have a shaderfile name
+// if (m_ShaderFileName[0] != '\0')
+// m_pTexture->bFromShader = true;
+// else
+// m_pTexture->bFromShader = false;
+ //++timo FIXME: what do we do with that?
+ //m_pTexture->fTrans = pInfo->m_fTransValue;
+// m_pTexture->fTrans = 1.0f; // if != 1.0 it's ot getting drawn in Cam_Draw
+// m_pTexture->nShaderFlags = m_nFlags;
+ // store in the active shaders list (if necessary)
+ g_ActiveShaders.AddSingle (this);
+ // when you activate a shader, it gets displayed in the texture browser
+ m_bDisplayed = true;
+ IncRef ();
+}
+
+void CShader::Try_Activate ()
+{
+ m_pTexture = QERApp_Try_Texture_ForName (m_strTextureName.GetBuffer());
+ if (m_pTexture)
+ RegisterActivate ();
+}
+
+// Hydra: now returns false if the ORIGINAL shader could not be activated
+// (missing texture, or incorrect shader script), true otherwise
+// the shader is still activated in all cases.
+bool CShader::Activate ()
+{
+ Try_Activate ();
+ if (!m_pTexture)
+ {
+ m_pTexture = QERApp_Texture_ForName2 (SHADER_NOTEX);
+ RegisterActivate ();
+ return false;
+ }
+ return true;
+}
+
+void WINAPI QERApp_LoadShaderFile (const char *filename)
+{
+ char *pBuff;
+ int nSize = vfsLoadFile (filename, reinterpret_cast < void **>(&pBuff), 0);
+ if (nSize > 0)
+ {
+ Sys_Printf ("Parsing shaderfile %s\n", filename);
+ g_ScripLibTable.m_pfnStartTokenParsing (pBuff);
+ while (g_ScripLibTable.m_pfnGetToken (true))
{
- 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;
+ // first token should be the path + name.. (from base)
+ CShader *pShader = new CShader ();
+ // we want the relative filename only, it's easier for later lookup .. see QERApp_ReloadShaderFile
+ char cTmp[1024];
+ g_FuncTable.m_pfnQE_ConvertDOSToUnixName (cTmp, filename);
+ // given the vfs, we should not store the full path
+ //pShader->setShaderFileName( filename + strlen(ValueForKey(g_qeglobals.d_project_entity, "basepath")));
+ pShader->setShaderFileName (filename);
+ if (pShader->Parse ())
+ {
+ // do we already have this shader?
+ //++timo NOTE: this may a bit slow, we may need to use a map instead of a dumb list
+ if (g_Shaders.Shader_ForName (pShader->getName ()) != NULL)
+ {
+#ifdef _DEBUG
+ Sys_Printf ("WARNING: shader %s is already in memory, definition in %s ignored.\n",
+ pShader->getName (), filename);
+#endif
+ delete pShader;
+ }
+ else
+ {
+ pShader->IncRef ();
+
+ g_Shaders.Add ((void *) pShader);
+ }
}
- else if (!isFog && string_equal_nocase(token, "lightFalloffImage"))
+ else
{
- 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;
- }
+ Sys_Printf ("Error parsing shader %s\n", pShader->getName ());
+ delete pShader;
}
}
+ vfsFreeFile (pBuff);
}
-
- if(string_empty(m_textureName.c_str()))
+ else
{
- m_textureName = m_diffuse;
+ Sys_Printf ("Unable to read shaderfile %s\n", filename);
}
-
- return true;
}
-typedef SmartPointer<ShaderTemplate> ShaderTemplatePointer;
-typedef std::map<CopiedString, ShaderTemplatePointer> ShaderTemplateMap;
-
-ShaderTemplateMap g_shaders;
-ShaderTemplateMap g_shaderTemplates;
+IShader *WINAPI QERApp_Try_Shader_ForName (const char *name)
+{
+ // look for the shader
+ CShader *pShader = g_Shaders.Shader_ForName (name);
+ if (!pShader)
+ // not found
+ return NULL;
+ // we may need to load the texture or use the "shader without texture" one
+ pShader->Activate ();
+ pShader->SetDisplayed (true);
+ return pShader;
+}
-ShaderTemplate* findTemplate(const char* name)
+IShader *WINAPI QERApp_CreateShader_ForTextureName (const char *name)
{
- ShaderTemplateMap::iterator i = g_shaderTemplates.find(name);
- if(i != g_shaderTemplates.end())
+ CShader *pShader;
+ pShader = new CShader;
+ // CreateDefault expects a texture / shader name relative to the "textures" directory
+ // (cause shader names are reletive to "textures/")
+ pShader->CreateDefault (name);
+ // hook it into the shader list
+ g_Shaders.Add ((void *) pShader);
+ pShader->IncRef ();
+ // if it can't find the texture, SHADER_NOT_FOUND will be used
+ // Hydra: display an error message, so the user can quickly find a list of missing
+ // textures by looking at the console.
+ if (!pShader->Activate ())
{
- return (*i).second.get();
+ Sys_Printf ("WARNING: Activate shader failed for %s\n",pShader->getName());
}
- return 0;
+ pShader->SetDisplayed (true);
+
+ return pShader;
}
-class ShaderDefinition
+IShader *WINAPI QERApp_Shader_ForName (const char *name)
{
-public:
- ShaderDefinition(ShaderTemplate* shaderTemplate, const ShaderArguments& args, const char* filename)
- : shaderTemplate(shaderTemplate), args(args), filename(filename)
+ if (name == NULL || strlen (name) == 0)
{
- }
- ShaderTemplate* shaderTemplate;
- ShaderArguments args;
- const char* filename;
-};
-
-typedef std::map<CopiedString, ShaderDefinition> ShaderDefinitionMap;
-
-ShaderDefinitionMap g_shaderDefinitions;
+ // Hydra: This error can occur if the user loaded a map with/dropped an entity that
+ // did not set a texture name "(r g b)" - check the entity definition loader
-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)
+ g_FuncTable.m_pfnSysFPrintf (SYS_ERR, "FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName\n");
+ return QERApp_Shader_ForName (SHADER_NOT_FOUND);
+ }
+ // entities that should be represented with plain colors instead of textures
+ // request a texture name with (r g b) (it's stored in their class_t)
+ if (name[0] == '(')
{
- globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": shader template not found: " << makeQuoted(templateName) << "\n";
+ return QERApp_ColorShader_ForName (name);
}
- ShaderArguments args;
- if(!parseShaderParameters(tokeniser, args))
+ CShader *pShader = static_cast < CShader * >(QERApp_Try_Shader_ForName (name));
+ if (pShader)
{
- globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": argument parse failed\n";
- return false;
+ pShader->SetDisplayed (true);
+ return pShader;
}
+ return QERApp_CreateShader_ForTextureName (name);
+}
+
+qtexture_t *WINAPI QERApp_Try_Texture_ForName (const char *name)
+{
+ qtexture_t *q;
+// char f1[1024], f2[1024];
+ unsigned char *pPixels = NULL;
+ int nWidth, nHeight;
+
+ // convert the texture name to the standard format we use in qtexture_t
+ const char *stdName = QERApp_CleanTextureName (name);
+
+ // use the hash table
+ q = (qtexture_t*)g_hash_table_lookup (g_ShadersTable.m_pfnQTexmap (), stdName);
+ if (q)
+ return q;
- if(shaderTemplate != 0)
+#ifdef QTEXMAP_DEBUG
+ for (q = g_qeglobals.d_qtextures; q; q = q->next)
{
- if(!g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate, args, filename))).second)
+ if (!strcmp (stdName, q->name))
{
- globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": already exists, second definition ignored\n";
+ Sys_Printf ("ERROR: %s is not in texture map, but was found in texture list\n");
+ return q;
}
}
- 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;
-
+#endif
-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
+ g_FuncTable.m_pfnLoadImage (name, &pPixels, &nWidth, &nHeight);
- // 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;
+ if (!pPixels)
+ return NULL; // we failed
+ else
+ Sys_Printf ("LOADED: %s\n", name);
+
+ // instanciate a new qtexture_t
+ // NOTE: when called by a plugin we must make sure we have set Radiant's GL context before binding the texture
+
+ // we'll be binding the GL texture now
+ // need to check we are using a right GL context
+ // with GL plugins that have their own window, the GL context may be the plugin's, in which case loading textures will bug
+ // g_QglTable.m_pfn_glwidget_make_current (g_QglTable.m_pfn_GetQeglobalsGLWidget ());
+ q = g_FuncTable.m_pfnLoadTextureRGBA (pPixels, nWidth, nHeight);
+ if (!q)
+ return NULL;
+ g_free (pPixels);
+
+ strcpy (q->name, name);
+ // only strip extension if extension there is!
+ if (q->name[strlen (q->name) - 4] == '.')
+ q->name[strlen (q->name) - 4] = '\0';
+ // hook into the main qtexture_t list
+ qtexture_t **d_qtextures = g_ShadersTable.m_pfnQTextures ();
+ q->next = *d_qtextures;
+ *d_qtextures = q;
+ // push it in the map
+ g_hash_table_insert (g_ShadersTable.m_pfnQTexmap (), q->name, q);
+ return q;
+}
+
+int WINAPI QERApp_HasShader (const char *pName)
+{
+ // mickey check the global shader array for existense of pName
+ CShader *pShader = g_Shaders.Shader_ForName (pName);
+ if (pShader)
+ return 1;
+ return 0;
}
-IShader *Shader_ForName(const char *name)
+IShader *WINAPI QERApp_Shader_ForName_NoLoad (const char *pName)
{
- ASSERT_NOTNULL(name);
-
- IShader *pShader = Try_Shader_ForName(name);
- pShader->IncRef();
+ CShader *pShader = g_Shaders.Shader_ForName (pName);
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
-==================
+/*!
+This should NEVER return NULL, it is the last-chance call in the load cascade
*/
-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 shaderlist.txt:\n";
- }
- globalOutputStream() << filename << "\n";
- }
-}
-typedef ReferenceCaller1<bool, const char*, IfFound_dumpUnreferencedShader> IfFoundDumpUnreferencedShaderCaller;
-
-void DumpUnreferencedShaders()
-{
- bool bFound = false;
- GlobalFileSystem().forEachFile(g_shadersDirectory, g_shadersExtension, IfFoundDumpUnreferencedShaderCaller(bFound));
+qtexture_t *WINAPI QERApp_Texture_ForName2 (const char *filename)
+{
+ qtexture_t *q;
+ q = QERApp_Try_Texture_ForName (filename);
+ if (q)
+ return q;
+ // not found? use "texture not found"
+ q = QERApp_Try_Texture_ForName (SHADER_NOT_FOUND);
+ if (q)
+ return q;
+
+ // still not found? this is a fatal error
+ g_FuncTable.m_pfnError("Failed to load " SHADER_NOT_FOUND ". Looks like your installation is broken / missing some essential elements.");
+ return NULL;
+}
+
+void CShader::CreateColor (const char *name)
+{
+ // parse
+ sscanf (name, "(%g %g %g)", m_vColor, m_vColor + 1, m_vColor + 2);
+ m_strTextureName = name;
+ setName ("color");
+ // create the qtexture_t
+ qtexture_t *q1 = QERApp_Texture_ForName2 (SHADER_NOT_FOUND);
+ // copy this one
+ qtexture_t *q2 = new qtexture_t;
+ memcpy (q2, q1, sizeof (qtexture_t));
+ strcpy (q2->name, m_strTextureName.GetBuffer ());
+ VectorCopy (m_vColor, q2->color);
+ m_pTexture = q2;
+}
+
+IShader *WINAPI QERApp_ColorShader_ForName (const char *name)
+{
+ CShader *pShader = new CShader ();
+ pShader->CreateColor (name);
+ // hook it into the shader list
+ pShader->IncRef ();
+ g_Shaders.Add ((void *) pShader);
+ return pShader;
}
-void ShaderList_addShaderFile(const char* dirstring)
+void CShaderArray::ReleaseForShaderFile (const char *name)
{
- bool found = false;
-
- for(GSList* tmp = l_shaderfiles; tmp != 0; tmp = tmp->next)
+ int i;
+ // decref
+ for (i = 0; i < CPtrArray::GetSize (); i++)
{
- if(string_equal_nocase(dirstring, (char*)tmp->data))
+ IShader *pShader = static_cast < IShader * >(CPtrArray::GetAt (i));
+ if (!strcmp (name, pShader->getShaderFileName ()))
{
- found = true;
- globalOutputStream() << "duplicate entry \"" << (char*)tmp->data << "\" in shaderlist.txt\n";
- break;
+ pShader->DecRef ();
+ CPtrArray::RemoveAt (i);
+ i--; // get ready for next loop
}
}
-
- 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)
+void WINAPI QERApp_ReloadShaderFile (const char *name)
{
- 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();
+ brush_t *b;
+ face_t *f;
+ brush_t *active_brushes;
+ brush_t *selected_brushes;
+ brush_t *filtered_brushes;
- shaderFile.clear();
- }
- tokeniser.release();
-}
+// Sys_Printf("TODO: QERApp_ReloadShaderFile\n");
-void FreeShaderList()
-{
- while(l_shaderfiles != 0)
- {
- free(l_shaderfiles->data);
- l_shaderfiles = g_slist_remove(l_shaderfiles, l_shaderfiles->data);
- }
-}
+ active_brushes = g_DataTable.m_pfnActiveBrushes ();
+ selected_brushes = g_DataTable.m_pfnSelectedBrushes ();
+ filtered_brushes = g_DataTable.m_pfnFilteredBrushes ();
-#include "stream/filestream.h"
+#ifdef _DEBUG
+ // check the shader name is a reletive path
+ // I hacked together a few quick tests to make sure :-)
+ if (strstr (name, ":\\") || !strstr (name, "scripts"))
+ Sys_Printf ("WARNING: is %s a reletive path to a shader file? (QERApp_ReloadShaderFile\n");
+#endif
-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());
- }
+ // in the actives and global shaders lists, decref and unhook the shaders
+ //++timo NOTE: maybe we'd like to keep track of the shaders we are unhooking?
+ g_ActiveShaders.ReleaseForShaderFile (name);
+ g_Shaders.ReleaseForShaderFile (name);
+ // go through a reload of the shader file
+ QERApp_LoadShaderFile (name);
+ // scan all the brushes, replace all the old ones by refs to their new equivalents
+ for (b = active_brushes->next; b != NULL && b != active_brushes; b = b->next)
+ {
+ if (b->patchBrush && !strcmp (b->pPatch->pShader->getShaderFileName (), name))
+ SetShader (b->pPatch);
+ else
+ for (f = b->brush_faces; f; f = f->next)
+ if (!strcmp (f->pShader->getShaderFileName (), name))
+ SetShader (f);
}
- return false;
-}
-
-void Shaders_Load()
-{
- if(g_shaderLanguage == SHADERLANGUAGE_QUAKE4)
+ for (b = selected_brushes->next; b != NULL && b != selected_brushes; b = b->next)
{
- GlobalFileSystem().forEachFile("guides/", "guide", LoadGuideFileCaller(), 0);
+ if (b->patchBrush && !strcmp (b->pPatch->pShader->getShaderFileName (), name))
+ SetShader (b->pPatch);
+ else
+ for (f = b->brush_faces; f; f = f->next)
+ if (!strcmp (f->pShader->getShaderFileName (), name))
+ SetShader (f);
}
-
- const char* shaderPath = GlobalRadiant().getGameDescriptionKeyValue("shaderpath");
- if(!string_empty(shaderPath))
+ // do that to the filtered brushes as well (we might have some region compiling going on)
+ for (b = filtered_brushes->next; b != NULL && b != filtered_brushes; b = b->next)
{
- 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);
- }
-
- StringOutputStream absShaderList(256);
- absShaderList << enginePath << gamename << '/' << path.c_str() << "shaderlist.txt";
-
- {
- globalOutputStream() << "Parsing shader files from " << absShaderList.c_str() << "\n";
- TextFileInputStream shaderlistFile(absShaderList.c_str());
- if(shaderlistFile.failed())
- {
- globalErrorStream() << "Couldn't find '" << absShaderList.c_str() << "'\n";
- }
- else
- {
- BuildShaderList(shaderlistFile);
- DumpUnreferencedShaders();
- }
- }
- }
+ if (b->patchBrush && !strcmp (b->pPatch->pShader->getShaderFileName (), name))
+ SetShader (b->pPatch);
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;
- }
+ for (f = b->brush_faces; f; f = f->next)
+ if (!strcmp (f->pShader->getShaderFileName (), name))
+ SetShader (f);
}
-
- //StringPool_analyse(ShaderPool::instance());
+ // call Texture_ShowInUse to clean and display only what's required
+ g_ShadersTable.m_pfnTexture_ShowInuse ();
+ QERApp_SortActiveShaders ();
+ g_FuncTable.m_pfnSysUpdateWindows (W_TEXTURE);
}
-void Shaders_Free()
+void CShaderArray::SetDisplayed (bool b)
{
- FreeShaders();
- FreeShaderList();
- g_shaderFilenames.clear();
+ int i, count;
+ count = CPtrArray::GetSize ();
+ for (i = 0; i < count; i++)
+ static_cast < IShader * >(CPtrArray::GetAt (i))->SetDisplayed (b);
}
-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()
+void CShaderArray::SetInUse (bool b)
{
- if(++g_shaders_unrealised == 1)
- {
- g_observers.unrealise();
- Shaders_Free();
- }
+ int i, count;
+ count = CPtrArray::GetSize ();
+ for (i = 0; i < count; i++)
+ static_cast < IShader * >(CPtrArray::GetAt (i))->SetInUse (b);
}
-void Shaders_Refresh()
+// Set the IsDisplayed flag on all active shaders
+void WINAPI QERApp_ActiveShaders_SetDisplayed (bool b)
{
- Shaders_Unrealise();
- Shaders_Realise();
+ g_ActiveShaders.SetDisplayed (b);
}
-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()
+void WINAPI QERApp_ActiveShaders_SetInUse (bool b)
{
- return g_Quake3ShaderSystem;
+ g_ActiveShaders.SetInUse (b);
}
-void Shaders_Construct()
-{
- GlobalFileSystem().attach(g_Quake3ShaderSystem);
-}
-void Shaders_Destroy()
-{
- GlobalFileSystem().detach(g_Quake3ShaderSystem);
+// =============================================================================
+// SYNAPSE
- if(Shaders_realised())
+bool CSynapseClientShaders::RequestAPI(APIDescriptor_t *pAPI)
+{
+ if (!strcmp(pAPI->major_name, SHADERS_MAJOR))
{
- Shaders_Free();
+ _QERShadersTable* pTable= static_cast<_QERShadersTable*>(pAPI->mpTable);
+
+ pTable->m_pfnFreeShaders = QERApp_FreeShaders;
+ pTable->m_pfnReloadShaders = QERApp_ReloadShaders;
+ pTable->m_pfnLoadShadersFromDir = QERApp_LoadShadersFromDir;
+ pTable->m_pfnReloadShaderFile = QERApp_ReloadShaderFile;
+ pTable->m_pfnLoadShaderFile = QERApp_LoadShaderFile;
+ pTable->m_pfnHasShader = QERApp_HasShader;
+ pTable->m_pfnTry_Shader_ForName = QERApp_Try_Shader_ForName;
+ pTable->m_pfnShader_ForName = QERApp_Shader_ForName;
+ pTable->m_pfnTry_Texture_ForName = QERApp_Try_Texture_ForName;
+ pTable->m_pfnTexture_ForName = QERApp_Texture_ForName2;
+ pTable->m_pfnGetActiveShaderCount = QERApp_GetActiveShaderCount;
+ pTable->m_pfnColorShader_ForName = QERApp_ColorShader_ForName;
+ pTable->m_pfnShader_ForName_NoLoad = QERApp_Shader_ForName_NoLoad;
+ pTable->m_pfnActiveShaders_SetInUse = QERApp_ActiveShaders_SetInUse;
+ pTable->m_pfnSortActiveShaders = QERApp_SortActiveShaders;
+ pTable->m_pfnActiveShader_ForTextureName = QERApp_ActiveShader_ForTextureName;
+ pTable->m_pfnCreateShader_ForTextureName = QERApp_CreateShader_ForTextureName;
+ pTable->m_pfnActiveShaders_SetDisplayed = QERApp_ActiveShaders_SetDisplayed;
+ pTable->m_pfnActiveShader_ForIndex = QERApp_ActiveShader_ForIndex;
+ pTable->m_pfnCleanTextureName = QERApp_CleanTextureName;
+
+ return true;
}
+
+ Syn_Printf("ERROR: RequestAPI( '%s' ) not found in '%s'\n", pAPI->major_name, GetInfo());
+ return false;
}