X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=misc%2Fmediasource%2Fnetradiant-src%2Ftools%2Fquake3%2Fq3map2%2Fshaders.c;fp=misc%2Fmediasource%2Fnetradiant-src%2Ftools%2Fquake3%2Fq3map2%2Fshaders.c;h=3bf6cbe1ea4d1eb401954dfe9bf61d99eece5ce3;hb=65bc0125990fdbce3dd3232d61f1554cb7e317cb;hp=0000000000000000000000000000000000000000;hpb=4dab6b8497e278118a8237e150d276e91501bfb0;p=voretournament%2Fvoretournament.git diff --git a/misc/mediasource/netradiant-src/tools/quake3/q3map2/shaders.c b/misc/mediasource/netradiant-src/tools/quake3/q3map2/shaders.c new file mode 100644 index 00000000..3bf6cbe1 --- /dev/null +++ b/misc/mediasource/netradiant-src/tools/quake3/q3map2/shaders.c @@ -0,0 +1,2153 @@ +/* ------------------------------------------------------------------------------- + +Copyright (C) 1999-2007 id Software, Inc. and contributors. +For a list of contributors, see the accompanying CONTRIBUTORS file. + +This file is part of GtkRadiant. + +GtkRadiant is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +GtkRadiant is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with GtkRadiant; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + +---------------------------------------------------------------------------------- + +This code has been altered significantly from its original form, to support +several games based on the Quake III Arena engine, in the form of "Q3Map2." + +------------------------------------------------------------------------------- */ + + + +/* marker */ +#define SHADERS_C + + + +/* dependencies */ +#include "q3map2.h" + + + +/* +ColorMod() +routines for dealing with vertex color/alpha modification +*/ + +void ColorMod( colorMod_t *cm, int numVerts, bspDrawVert_t *drawVerts ) +{ + int i, j, k; + float c; + vec4_t mult, add; + bspDrawVert_t *dv; + colorMod_t *cm2; + + + /* dummy check */ + if( cm == NULL || numVerts < 1 || drawVerts == NULL ) + return; + + + /* walk vertex list */ + for( i = 0; i < numVerts; i++ ) + { + /* get vertex */ + dv = &drawVerts[ i ]; + + /* walk colorMod list */ + for( cm2 = cm; cm2 != NULL; cm2 = cm2->next ) + { + /* default */ + VectorSet( mult, 1.0f, 1.0f, 1.0f ); + mult[ 3 ] = 1.0f; + VectorSet( add, 0.0f, 0.0f, 0.0f ); + mult[ 3 ] = 0.0f; + + /* switch on type */ + switch( cm2->type ) + { + case CM_COLOR_SET: + VectorClear( mult ); + VectorScale( cm2->data, 255.0f, add ); + break; + + case CM_ALPHA_SET: + mult[ 3 ] = 0.0f; + add[ 3 ] = cm2->data[ 0 ] * 255.0f; + break; + + case CM_COLOR_SCALE: + VectorCopy( cm2->data, mult ); + break; + + case CM_ALPHA_SCALE: + mult[ 3 ] = cm2->data[ 0 ]; + break; + + case CM_COLOR_DOT_PRODUCT: + c = DotProduct( dv->normal, cm2->data ); + VectorSet( mult, c, c, c ); + break; + + case CM_COLOR_DOT_PRODUCT_SCALE: + c = DotProduct( dv->normal, cm2->data ); + c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]); + VectorSet( mult, c, c, c ); + break; + + case CM_ALPHA_DOT_PRODUCT: + mult[ 3 ] = DotProduct( dv->normal, cm2->data ); + break; + + case CM_ALPHA_DOT_PRODUCT_SCALE: + c = DotProduct( dv->normal, cm2->data ); + c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]); + mult[ 3 ] = c; + break; + + case CM_COLOR_DOT_PRODUCT_2: + c = DotProduct( dv->normal, cm2->data ); + c *= c; + VectorSet( mult, c, c, c ); + break; + + case CM_COLOR_DOT_PRODUCT_2_SCALE: + c = DotProduct( dv->normal, cm2->data ); + c *= c; + c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]); + VectorSet( mult, c, c, c ); + break; + + case CM_ALPHA_DOT_PRODUCT_2: + mult[ 3 ] = DotProduct( dv->normal, cm2->data ); + mult[ 3 ] *= mult[ 3 ]; + break; + + case CM_ALPHA_DOT_PRODUCT_2_SCALE: + c = DotProduct( dv->normal, cm2->data ); + c *= c; + c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]); + mult[ 3 ] = c; + break; + + default: + break; + } + + /* apply mod */ + for( j = 0; j < MAX_LIGHTMAPS; j++ ) + { + for( k = 0; k < 4; k++ ) + { + c = (mult[ k ] * dv->color[ j ][ k ]) + add[ k ]; + if( c < 0 ) + c = 0; + else if( c > 255 ) + c = 255; + dv->color[ j ][ k ] = c; + } + } + } + } +} + + + +/* +TCMod*() +routines for dealing with a 3x3 texture mod matrix +*/ + +void TCMod( tcMod_t mod, float st[ 2 ] ) +{ + float old[ 2 ]; + + + old[ 0 ] = st[ 0 ]; + old[ 1 ] = st[ 1 ]; + st[ 0 ] = (mod[ 0 ][ 0 ] * old[ 0 ]) + (mod[ 0 ][ 1 ] * old[ 1 ]) + mod[ 0 ][ 2 ]; + st[ 1 ] = (mod[ 1 ][ 0 ] * old[ 0 ]) + (mod[ 1 ][ 1 ] * old[ 1 ]) + mod[ 1 ][ 2 ]; +} + + +void TCModIdentity( tcMod_t mod ) +{ + mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f; + mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f; + mod[ 2 ][ 0 ] = 0.0f; mod[ 2 ][ 1 ] = 0.0f; mod[ 2 ][ 2 ] = 1.0f; /* this row is only used for multiples, not transformation */ +} + + +void TCModMultiply( tcMod_t a, tcMod_t b, tcMod_t out ) +{ + int i; + + + for( i = 0; i < 3; i++ ) + { + out[ i ][ 0 ] = (a[ i ][ 0 ] * b[ 0 ][ 0 ]) + (a[ i ][ 1 ] * b[ 1 ][ 0 ]) + (a[ i ][ 2 ] * b[ 2 ][ 0 ]); + out[ i ][ 1 ] = (a[ i ][ 0 ] * b[ 0 ][ 1 ]) + (a[ i ][ 1 ] * b[ 1 ][ 1 ]) + (a[ i ][ 2 ] * b[ 2 ][ 1 ]); + out[ i ][ 2 ] = (a[ i ][ 0 ] * b[ 0 ][ 2 ]) + (a[ i ][ 1 ] * b[ 1 ][ 2 ]) + (a[ i ][ 2 ] * b[ 2 ][ 2 ]); + } +} + + +void TCModTranslate( tcMod_t mod, float s, float t ) +{ + mod[ 0 ][ 2 ] += s; + mod[ 1 ][ 2 ] += t; +} + + +void TCModScale( tcMod_t mod, float s, float t ) +{ + mod[ 0 ][ 0 ] *= s; + mod[ 1 ][ 1 ] *= t; +} + + +void TCModRotate( tcMod_t mod, float euler ) +{ + tcMod_t old, temp; + float radians, sinv, cosv; + + + memcpy( old, mod, sizeof( tcMod_t ) ); + TCModIdentity( temp ); + + radians = euler / 180 * Q_PI; + sinv = sin( radians ); + cosv = cos( radians ); + + temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv; + temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv; + + TCModMultiply( old, temp, mod ); +} + + + +/* +ApplySurfaceParm() - ydnar +applies a named surfaceparm to the supplied flags +*/ + +qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags ) +{ + int i, fake; + surfaceParm_t *sp; + + + /* dummy check */ + if( name == NULL ) + name = ""; + if( contentFlags == NULL ) + contentFlags = &fake; + if( surfaceFlags == NULL ) + surfaceFlags = &fake; + if( compileFlags == NULL ) + compileFlags = &fake; + + /* walk the current game's surfaceparms */ + sp = game->surfaceParms; + while( sp->name != NULL ) + { + /* match? */ + if( !Q_stricmp( name, sp->name ) ) + { + /* clear and set flags */ + *contentFlags &= ~(sp->contentFlagsClear); + *contentFlags |= sp->contentFlags; + *surfaceFlags &= ~(sp->surfaceFlagsClear); + *surfaceFlags |= sp->surfaceFlags; + *compileFlags &= ~(sp->compileFlagsClear); + *compileFlags |= sp->compileFlags; + + /* return ok */ + return qtrue; + } + + /* next */ + sp++; + } + + /* check custom info parms */ + for( i = 0; i < numCustSurfaceParms; i++ ) + { + /* get surfaceparm */ + sp = &custSurfaceParms[ i ]; + + /* match? */ + if( !Q_stricmp( name, sp->name ) ) + { + /* clear and set flags */ + *contentFlags &= ~(sp->contentFlagsClear); + *contentFlags |= sp->contentFlags; + *surfaceFlags &= ~(sp->surfaceFlagsClear); + *surfaceFlags |= sp->surfaceFlags; + *compileFlags &= ~(sp->compileFlagsClear); + *compileFlags |= sp->compileFlags; + + /* return ok */ + return qtrue; + } + } + + /* no matching surfaceparm found */ + return qfalse; +} + + + +/* +BeginMapShaderFile() - ydnar +erases and starts a new map shader script +*/ + +void BeginMapShaderFile( const char *mapFile ) +{ + char base[ 1024 ]; + int len; + + + /* dummy check */ + mapName[ 0 ] = '\0'; + mapShaderFile[ 0 ] = '\0'; + if( mapFile == NULL || mapFile[ 0 ] == '\0' ) + return; + + /* copy map name */ + strcpy( base, mapFile ); + StripExtension( base ); + + /* extract map name */ + len = strlen( base ) - 1; + while( len > 0 && base[ len ] != '/' && base[ len ] != '\\' ) + len--; + strcpy( mapName, &base[ len + 1 ] ); + base[ len ] = '\0'; + if( len <= 0 ) + return; + + /* append ../scripts/q3map2_.shader */ + sprintf( mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName ); + Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile ); + + /* remove it */ + remove( mapShaderFile ); + + /* stop making warnings about missing images */ + warnImage = qfalse; +} + + + +/* +WriteMapShaderFile() - ydnar +writes a shader to the map shader script +*/ + +void WriteMapShaderFile( void ) +{ + FILE *file; + shaderInfo_t *si; + int i, num; + + + /* dummy check */ + if( mapShaderFile[ 0 ] == '\0' ) + return; + + /* are there any custom shaders? */ + for( i = 0, num = 0; i < numShaderInfo; i++ ) + { + if( shaderInfo[ i ].custom ) + break; + } + if( i == numShaderInfo ) + return; + + /* note it */ + Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n"); + Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile ); + + /* open shader file */ + file = fopen( mapShaderFile, "w" ); + if( file == NULL ) + { + Sys_Printf( "WARNING: Unable to open map shader file %s for writing\n", mapShaderFile ); + return; + } + + /* print header */ + fprintf( file, + "// Custom shader file for %s.bsp\n" + "// Generated by Q3Map2 (ydnar)\n" + "// Do not edit! This file is overwritten on recompiles.\n\n", + mapName ); + + /* walk the shader list */ + for( i = 0, num = 0; i < numShaderInfo; i++ ) + { + /* get the shader and print it */ + si = &shaderInfo[ i ]; + if( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' ) + continue; + num++; + + /* print it to the file */ + fprintf( file, "%s%s\n", si->shader, si->shaderText ); + //Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */ + + Sys_FPrintf( SYS_VRB, "." ); + } + + /* close the shader */ + fflush( file ); + fclose( file ); + + Sys_FPrintf( SYS_VRB, "\n" ); + + /* print some stats */ + Sys_Printf( "%9d custom shaders emitted\n", num ); +} + + + +/* +CustomShader() - ydnar +sets up a custom map shader +*/ + +shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace ) +{ + shaderInfo_t *csi; + char shader[ MAX_QPATH ]; + char *s; + int loc; + byte digest[ 16 ]; + char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */ + + + /* dummy check */ + if( si == NULL ) + return ShaderInfoForShader( "default" ); + + /* default shader text source */ + srcShaderText = si->shaderText; + + /* et: implicitMap */ + if( si->implicitMap == IM_OPAQUE ) + { + srcShaderText = temp; + sprintf( temp, "\n" + "{ // Q3Map2 defaulted (implicitMap)\n" + "\t{\n" + "\t\tmap $lightmap\n" + "\t\trgbGen identity\n" + "\t}\n" + "\tq3map_styleMarker\n" + "\t{\n" + "\t\tmap %s\n" + "\t\tblendFunc GL_DST_COLOR GL_ZERO\n" + "\t\trgbGen identity\n" + "\t}\n" + "}\n", + si->implicitImagePath ); + } + + /* et: implicitMask */ + else if( si->implicitMap == IM_MASKED ) + { + srcShaderText = temp; + sprintf( temp, "\n" + "{ // Q3Map2 defaulted (implicitMask)\n" + "\tcull none\n" + "\t{\n" + "\t\tmap %s\n" + "\t\talphaFunc GE128\n" + "\t\tdepthWrite\n" + "\t}\n" + "\t{\n" + "\t\tmap $lightmap\n" + "\t\trgbGen identity\n" + "\t\tdepthFunc equal\n" + "\t}\n" + "\tq3map_styleMarker\n" + "\t{\n" + "\t\tmap %s\n" + "\t\tblendFunc GL_DST_COLOR GL_ZERO\n" + "\t\tdepthFunc equal\n" + "\t\trgbGen identity\n" + "\t}\n" + "}\n", + si->implicitImagePath, + si->implicitImagePath ); + } + + /* et: implicitBlend */ + else if( si->implicitMap == IM_BLEND ) + { + srcShaderText = temp; + sprintf( temp, "\n" + "{ // Q3Map2 defaulted (implicitBlend)\n" + "\tcull none\n" + "\t{\n" + "\t\tmap %s\n" + "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n" + "\t}\n" + "\t{\n" + "\t\tmap $lightmap\n" + "\t\trgbGen identity\n" + "\t\tblendFunc GL_DST_COLOR GL_ZERO\n" + "\t}\n" + "\tq3map_styleMarker\n" + "}\n", + si->implicitImagePath ); + } + + /* default shader text */ + else if( srcShaderText == NULL ) + { + srcShaderText = temp; + sprintf( temp, "\n" + "{ // Q3Map2 defaulted\n" + "\t{\n" + "\t\tmap $lightmap\n" + "\t\trgbGen identity\n" + "\t}\n" + "\tq3map_styleMarker\n" + "\t{\n" + "\t\tmap %s.tga\n" + "\t\tblendFunc GL_DST_COLOR GL_ZERO\n" + "\t\trgbGen identity\n" + "\t}\n" + "}\n", + si->shader ); + } + + /* error check */ + if( (strlen( mapName ) + 1 + 32) > MAX_QPATH ) + Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH ); + + /* do some bad find-replace */ + s = strstr( srcShaderText, find ); + if( s == NULL ) + //% strcpy( shaderText, srcShaderText ); + return si; /* testing just using the existing shader if this fails */ + else + { + /* substitute 'find' with 'replace' */ + loc = s - srcShaderText; + strcpy( shaderText, srcShaderText ); + shaderText[ loc ] = '\0'; + strcat( shaderText, replace ); + strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] ); + } + + /* make md4 hash of the shader text */ + Com_BlockFullChecksum(shaderText, strlen(shaderText), digest); + + /* mangle hash into a shader name */ + sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName, + digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ], + digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] ); + + /* get shader */ + csi = ShaderInfoForShader( shader ); + + /* might be a preexisting shader */ + if( csi->custom ) + return csi; + + /* clone the existing shader and rename */ + memcpy( csi, si, sizeof( shaderInfo_t ) ); + strcpy( csi->shader, shader ); + csi->custom = qtrue; + + /* store new shader text */ + csi->shaderText = safe_malloc( strlen( shaderText ) + 1 ); + strcpy( csi->shaderText, shaderText ); /* LEAK! */ + + /* return it */ + return csi; +} + + + +/* +EmitVertexRemapShader() +adds a vertexremapshader key/value pair to worldspawn +*/ + +void EmitVertexRemapShader( char *from, char *to ) +{ + byte digest[ 16 ]; + char key[ 64 ], value[ 256 ]; + + + /* dummy check */ + if( from == NULL || from[ 0 ] == '\0' || + to == NULL || to[ 0 ] == '\0' ) + return; + + /* build value */ + sprintf( value, "%s;%s", from, to ); + + /* make md4 hash */ + Com_BlockFullChecksum(value, strlen(value), digest); + + /* make key (this is annoying, as vertexremapshader is precisely 17 characters, + which is one too long, so we leave off the last byte of the md5 digest) */ + sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", + digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ], + digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */ + + /* add key/value pair to worldspawn */ + SetKeyValue( &entities[ 0 ], key, value ); +} + + + +/* +AllocShaderInfo() +allocates and initializes a new shader +*/ + +static shaderInfo_t *AllocShaderInfo( void ) +{ + shaderInfo_t *si; + + + /* allocate? */ + if( shaderInfo == NULL ) + { + shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO ); + numShaderInfo = 0; + } + + /* bounds check */ + if( numShaderInfo == MAX_SHADER_INFO ) + Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." ); + si = &shaderInfo[ numShaderInfo ]; + numShaderInfo++; + + /* ydnar: clear to 0 first */ + memset( si, 0, sizeof( shaderInfo_t ) ); + + /* set defaults */ + ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags ); + + si->backsplashFraction = DEF_BACKSPLASH_FRACTION; + si->backsplashDistance = DEF_BACKSPLASH_DISTANCE; + + si->bounceScale = DEF_RADIOSITY_BOUNCE; + + si->lightStyle = LS_NORMAL; + + si->polygonOffset = qfalse; + + si->shadeAngleDegrees = 0.0f; + si->lightmapSampleSize = 0; + si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET; + si->patchShadows = qfalse; + si->vertexShadows = qtrue; /* ydnar: changed default behavior */ + si->forceSunlight = qfalse; + si->vertexScale = 1.0; + si->notjunc = qfalse; + + /* ydnar: set texture coordinate transform matrix to identity */ + TCModIdentity( si->mod ); + + /* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */ + si->lmCustomWidth = lmCustomSize; + si->lmCustomHeight = lmCustomSize; + + /* return to sender */ + return si; +} + + + +/* +FinishShader() - ydnar +sets a shader's width and height among other things +*/ + +void FinishShader( shaderInfo_t *si ) +{ + int x, y; + float st[ 2 ], o[ 2 ], dist, bestDist; + vec4_t color, bestColor, delta; + + + /* don't double-dip */ + if( si->finished ) + return; + + /* if they're explicitly set, copy from image size */ + if( si->shaderWidth == 0 && si->shaderHeight == 0 ) + { + si->shaderWidth = si->shaderImage->width; + si->shaderHeight = si->shaderImage->height; + } + + /* legacy terrain has explicit image-sized texture projection */ + if( si->legacyTerrain && si->tcGen == qfalse ) + { + /* set xy texture projection */ + si->tcGen = qtrue; + VectorSet( si->vecs[ 0 ], (1.0f / (si->shaderWidth * 0.5f)), 0, 0 ); + VectorSet( si->vecs[ 1 ], 0, (1.0f / (si->shaderHeight * 0.5f)), 0 ); + } + + /* find pixel coordinates best matching the average color of the image */ + bestDist = 99999999; + o[ 0 ] = 1.0f / si->shaderImage->width; + o[ 1 ] = 1.0f / si->shaderImage->height; + for( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] ) + { + for( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] ) + { + /* sample the shader image */ + RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color ); + + /* determine error squared */ + VectorSubtract( color, si->averageColor, delta ); + delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ]; + dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ]; + if( dist < bestDist ) + { + VectorCopy( color, bestColor ); + bestColor[ 3 ] = color[ 3 ]; + si->stFlat[ 0 ] = st[ 0 ]; + si->stFlat[ 1 ] = st[ 1 ]; + } + } + } + + /* set to finished */ + si->finished = qtrue; +} + + + +/* +LoadShaderImages() +loads a shader's images +ydnar: image.c made this a bit simpler +*/ + +static void LoadShaderImages( shaderInfo_t *si ) +{ + int i, count; + float color[ 4 ]; + + + /* nodraw shaders don't need images */ + if( si->compileFlags & C_NODRAW ) + si->shaderImage = ImageLoad( DEFAULT_IMAGE ); + else + { + /* try to load editor image first */ + si->shaderImage = ImageLoad( si->editorImagePath ); + + /* then try shadername */ + if( si->shaderImage == NULL ) + si->shaderImage = ImageLoad( si->shader ); + + /* then try implicit image path (note: new behavior!) */ + if( si->shaderImage == NULL ) + si->shaderImage = ImageLoad( si->implicitImagePath ); + + /* then try lightimage (note: new behavior!) */ + if( si->shaderImage == NULL ) + si->shaderImage = ImageLoad( si->lightImagePath ); + + /* otherwise, use default image */ + if( si->shaderImage == NULL ) + { + si->shaderImage = ImageLoad( DEFAULT_IMAGE ); + if( warnImage && strcmp( si->shader, "noshader" ) ) + Sys_Printf( "WARNING: Couldn't find image for shader %s\n", si->shader ); + } + + /* load light image */ + si->lightImage = ImageLoad( si->lightImagePath ); + + /* load normalmap image (ok if this is NULL) */ + si->normalImage = ImageLoad( si->normalImagePath ); + if( si->normalImage != NULL ) + { + Sys_FPrintf( SYS_VRB, "Shader %s has\n" + " NM %s\n", si->shader, si->normalImagePath ); + } + } + + /* if no light image, use shader image */ + if( si->lightImage == NULL ) + si->lightImage = ImageLoad( si->shaderImage->name ); + + /* create default and average colors */ + count = si->lightImage->width * si->lightImage->height; + VectorClear( color ); + color[ 3 ] = 0.0f; + for( i = 0; i < count; i++ ) + { + color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ]; + color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ]; + color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ]; + color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ]; + } + + if( VectorLength( si->color ) <= 0.0f ) + { + ColorNormalize( color, si->color ); + VectorScale( color, (1.0f / count), si->averageColor ); + } + else + { + VectorCopy( si->color, si->averageColor ); + } +} + + + +/* +ShaderInfoForShader() +finds a shaderinfo for a named shader +*/ + +#define MAX_SHADER_DEPRECATION_DEPTH 16 + +shaderInfo_t *ShaderInfoForShader( const char *shaderName ) +{ + int i; + int deprecationDepth; + shaderInfo_t *si; + char shader[ MAX_QPATH ]; + + /* dummy check */ + if( shaderName == NULL || shaderName[ 0 ] == '\0' ) + { + Sys_Printf( "WARNING: Null or empty shader name\n" ); + shaderName = "missing"; + } + + /* strip off extension */ + strcpy( shader, shaderName ); + StripExtension( shader ); + + /* search for it */ + deprecationDepth = 0; + for( i = 0; i < numShaderInfo; i++ ) + { + si = &shaderInfo[ i ]; + if( !Q_stricmp( shader, si->shader ) ) + { + /* check if shader is deprecated */ + if (deprecationDepth < MAX_SHADER_DEPRECATION_DEPTH && si->deprecateShader && si->deprecateShader[ 0 ] ) + { + /* override name */ + strcpy( shader, si->deprecateShader ); + StripExtension( shader ); + /* increase deprecation depth */ + deprecationDepth++; + if (deprecationDepth == MAX_SHADER_DEPRECATION_DEPTH) + Sys_Printf("WARNING: Max deprecation depth of %i is reached on shader '%s'\n", MAX_SHADER_DEPRECATION_DEPTH, shader); + /* search again from beginning */ + i = -1; + continue; + } + + /* load image if necessary */ + if( si->finished == qfalse ) + { + LoadShaderImages( si ); + FinishShader( si ); + } + + /* return it */ + return si; + } + } + + /* allocate a default shader */ + si = AllocShaderInfo(); + strcpy( si->shader, shader ); + LoadShaderImages( si ); + FinishShader( si ); + + /* return it */ + return si; +} + + + +/* +GetTokenAppend() - ydnar +gets a token and appends its text to the specified buffer +*/ + +static int oldScriptLine = 0; +static int tabDepth = 0; + +qboolean GetTokenAppend( char *buffer, qboolean crossline ) +{ + qboolean r; + int i; + + + /* get the token */ + r = GetToken( crossline ); + if( r == qfalse || buffer == NULL || token[ 0 ] == '\0' ) + return r; + + /* pre-tabstops */ + if( token[ 0 ] == '}' ) + tabDepth--; + + /* append? */ + if( oldScriptLine != scriptline ) + { + strcat( buffer, "\n" ); + for( i = 0; i < tabDepth; i++ ) + strcat( buffer, "\t" ); + } + else + strcat( buffer, " " ); + oldScriptLine = scriptline; + strcat( buffer, token ); + + /* post-tabstops */ + if( token[ 0 ] == '{' ) + tabDepth++; + + /* return */ + return r; +} + + +void Parse1DMatrixAppend( char *buffer, int x, vec_t *m ) +{ + int i; + + + if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) ) + Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline ); + for( i = 0; i < x; i++ ) + { + if( !GetTokenAppend( buffer, qfalse ) ) + Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline ); + m[ i ] = atof( token ); + } + if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) ) + Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline ); +} + + + + +/* +ParseShaderFile() +parses a shader file into discrete shaderInfo_t +*/ + +static void ParseShaderFile( const char *filename ) +{ + int i, val; + shaderInfo_t *si; + char *suffix, temp[ 1024 ]; + char shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */ + + + /* init */ + si = NULL; + shaderText[ 0 ] = '\0'; + + /* load the shader */ + LoadScriptFile( filename, 0 ); + + /* tokenize it */ + while( 1 ) + { + /* copy shader text to the shaderinfo */ + if( si != NULL && shaderText[ 0 ] != '\0' ) + { + strcat( shaderText, "\n" ); + si->shaderText = safe_malloc( strlen( shaderText ) + 1 ); + strcpy( si->shaderText, shaderText ); + //% if( VectorLength( si->vecs[ 0 ] ) ) + //% Sys_Printf( "%s\n", shaderText ); + } + + /* ydnar: clear shader text buffer */ + shaderText[ 0 ] = '\0'; + + /* test for end of file */ + if( !GetToken( qtrue ) ) + break; + + /* shader name is initial token */ + si = AllocShaderInfo(); + strcpy( si->shader, token ); + + /* ignore ":q3map" suffix */ + suffix = strstr( si->shader, ":q3map" ); + if( suffix != NULL ) + *suffix = '\0'; + + /* handle { } section */ + if( !GetTokenAppend( shaderText, qtrue ) ) + break; + if( strcmp( token, "{" ) ) + { + if( si != NULL ) + Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s", + filename, scriptline, token, si->shader ); + else + Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s", + filename, scriptline, token ); + } + + while( 1 ) + { + /* get the next token */ + if( !GetTokenAppend( shaderText, qtrue ) ) + break; + if( !strcmp( token, "}" ) ) + break; + + + /* ----------------------------------------------------------------- + shader stages (passes) + ----------------------------------------------------------------- */ + + /* parse stage directives */ + if( !strcmp( token, "{" ) ) + { + si->hasPasses = qtrue; + while( 1 ) + { + if( !GetTokenAppend( shaderText, qtrue ) ) + break; + if( !strcmp( token, "}" ) ) + break; + + /* only care about images if we don't have a editor/light image */ + if( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' ) + { + /* digest any images */ + if( !Q_stricmp( token, "map" ) || + !Q_stricmp( token, "clampMap" ) || + !Q_stricmp( token, "animMap" ) || + !Q_stricmp( token, "clampAnimMap" ) || + !Q_stricmp( token, "clampMap" ) || + !Q_stricmp( token, "mapComp" ) || + !Q_stricmp( token, "mapNoComp" ) ) + { + /* skip one token for animated stages */ + if( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) ) + GetTokenAppend( shaderText, qfalse ); + + /* get an image */ + GetTokenAppend( shaderText, qfalse ); + if( token[ 0 ] != '*' && token[ 0 ] != '$' ) + { + strcpy( si->lightImagePath, token ); + DefaultExtension( si->lightImagePath, ".tga" ); + + /* debug code */ + //% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath ); + } + } + } + } + } + + + /* ----------------------------------------------------------------- + surfaceparm * directives + ----------------------------------------------------------------- */ + + /* match surfaceparm */ + else if( !Q_stricmp( token, "surfaceparm" ) ) + { + GetTokenAppend( shaderText, qfalse ); + if( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) + Sys_Printf( "WARNING: Unknown surfaceparm: \"%s\"\n", token ); + } + + + /* ----------------------------------------------------------------- + game-related shader directives + ----------------------------------------------------------------- */ + + /* ydnar: fogparms (for determining fog volumes) */ + else if( !Q_stricmp( token, "fogparms" ) ) + si->fogParms = qtrue; + + /* ydnar: polygonoffset (for no culling) */ + else if( !Q_stricmp( token, "polygonoffset" ) ) + si->polygonOffset = qtrue; + + /* tesssize is used to force liquid surfaces to subdivide */ + else if( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ ) + { + GetTokenAppend( shaderText, qfalse ); + si->subdivisions = atof( token ); + } + + /* cull none will set twoSided (ydnar: added disable too) */ + else if ( !Q_stricmp( token, "cull" ) ) + { + GetTokenAppend( shaderText, qfalse ); + if( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) ) + si->twoSided = qtrue; + } + + /* deformVertexes autosprite[ 2 ] + we catch this so autosprited surfaces become point + lights instead of area lights */ + else if( !Q_stricmp( token, "deformVertexes" ) ) + { + GetTokenAppend( shaderText, qfalse ); + + /* deformVertexes autosprite(2) */ + if( !Q_strncasecmp( token, "autosprite", 10 ) ) + { + /* set it as autosprite and detail */ + si->autosprite = qtrue; + ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags ); + + /* ydnar: gs mods: added these useful things */ + si->noClip = qtrue; + si->notjunc = qtrue; + } + + /* deformVertexes move (ydnar: for particle studio support) */ + if( !Q_stricmp( token, "move") ) + { + vec3_t amt, mins, maxs; + float base, amp; + + + /* get move amount */ + GetTokenAppend( shaderText, qfalse ); amt[ 0 ] = atof( token ); + GetTokenAppend( shaderText, qfalse ); amt[ 1 ] = atof( token ); + GetTokenAppend( shaderText, qfalse ); amt[ 2 ] = atof( token ); + + /* skip func */ + GetTokenAppend( shaderText, qfalse ); + + /* get base and amplitude */ + GetTokenAppend( shaderText, qfalse ); base = atof( token ); + GetTokenAppend( shaderText, qfalse ); amp = atof( token ); + + /* calculate */ + VectorScale( amt, base, mins ); + VectorMA( mins, amp, amt, maxs ); + VectorAdd( si->mins, mins, si->mins ); + VectorAdd( si->maxs, maxs, si->maxs ); + } + } + + /* light (old-style flare specification) */ + else if( !Q_stricmp( token, "light" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->flareShader = game->flareShader; + } + + /* ydnar: damageShader (sof2 mods) */ + else if( !Q_stricmp( token, "damageShader" ) ) + { + GetTokenAppend( shaderText, qfalse ); + if( token[ 0 ] != '\0' ) + { + si->damageShader = safe_malloc( strlen( token ) + 1 ); + strcpy( si->damageShader, token ); + } + GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */ + } + + /* ydnar: enemy territory implicit shaders */ + else if( !Q_stricmp( token, "implicitMap" ) ) + { + si->implicitMap = IM_OPAQUE; + GetTokenAppend( shaderText, qfalse ); + if( token[ 0 ] == '-' && token[ 1 ] == '\0' ) + sprintf( si->implicitImagePath, "%s.tga", si->shader ); + else + strcpy( si->implicitImagePath, token ); + } + + else if( !Q_stricmp( token, "implicitMask" ) ) + { + si->implicitMap = IM_MASKED; + GetTokenAppend( shaderText, qfalse ); + if( token[ 0 ] == '-' && token[ 1 ] == '\0' ) + sprintf( si->implicitImagePath, "%s.tga", si->shader ); + else + strcpy( si->implicitImagePath, token ); + } + + else if( !Q_stricmp( token, "implicitBlend" ) ) + { + si->implicitMap = IM_MASKED; + GetTokenAppend( shaderText, qfalse ); + if( token[ 0 ] == '-' && token[ 1 ] == '\0' ) + sprintf( si->implicitImagePath, "%s.tga", si->shader ); + else + strcpy( si->implicitImagePath, token ); + } + + + /* ----------------------------------------------------------------- + image directives + ----------------------------------------------------------------- */ + + /* qer_editorimage */ + else if( !Q_stricmp( token, "qer_editorImage" ) ) + { + GetTokenAppend( shaderText, qfalse ); + strcpy( si->editorImagePath, token ); + DefaultExtension( si->editorImagePath, ".tga" ); + } + + /* ydnar: q3map_normalimage (bumpmapping normal map) */ + else if( !Q_stricmp( token, "q3map_normalImage" ) ) + { + GetTokenAppend( shaderText, qfalse ); + strcpy( si->normalImagePath, token ); + DefaultExtension( si->normalImagePath, ".tga" ); + } + + /* q3map_lightimage */ + else if( !Q_stricmp( token, "q3map_lightImage" ) ) + { + GetTokenAppend( shaderText, qfalse ); + strcpy( si->lightImagePath, token ); + DefaultExtension( si->lightImagePath, ".tga" ); + } + + /* ydnar: skyparms */ + else if( !Q_stricmp( token, "skyParms" ) ) + { + /* get image base */ + GetTokenAppend( shaderText, qfalse ); + + /* ignore bogus paths */ + if( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) ) + { + strcpy( si->skyParmsImageBase, token ); + + /* use top image as sky light image */ + if( si->lightImagePath[ 0 ] == '\0' ) + sprintf( si->lightImagePath, "%s_up.tga", si->skyParmsImageBase ); + } + + /* skip rest of line */ + GetTokenAppend( shaderText, qfalse ); + GetTokenAppend( shaderText, qfalse ); + } + + /* ----------------------------------------------------------------- + q3map_* directives + ----------------------------------------------------------------- */ + + /* q3map_sun + color will be normalized, so it doesn't matter what range you use + intensity falls off with angle but not distance 100 is a fairly bright sun + degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon + ydnar: sof2map has bareword 'sun' token, so we support that as well */ + else if( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) ) + { + float a, b; + sun_t *sun; + qboolean ext; + + + /* ydnar: extended sun directive? */ + if( !Q_stricmp( token, "q3map_sunext" ) ) + ext = qtrue; + + /* allocate sun */ + sun = safe_malloc( sizeof( *sun ) ); + memset( sun, 0, sizeof( *sun ) ); + + /* set style */ + sun->style = si->lightStyle; + + /* get color */ + GetTokenAppend( shaderText, qfalse ); + sun->color[ 0 ] = atof( token ); + GetTokenAppend( shaderText, qfalse ); + sun->color[ 1 ] = atof( token ); + GetTokenAppend( shaderText, qfalse ); + sun->color[ 2 ] = atof( token ); + + /* normalize it */ + VectorNormalize( sun->color, sun->color ); + + /* scale color by brightness */ + GetTokenAppend( shaderText, qfalse ); + sun->photons = atof( token ); + + /* get sun angle/elevation */ + GetTokenAppend( shaderText, qfalse ); + a = atof( token ); + a = a / 180.0f * Q_PI; + + GetTokenAppend( shaderText, qfalse ); + b = atof( token ); + b = b / 180.0f * Q_PI; + + sun->direction[ 0 ] = cos( a ) * cos( b ); + sun->direction[ 1 ] = sin( a ) * cos( b ); + sun->direction[ 2 ] = sin( b ); + + /* get filter radius from shader */ + sun->filterRadius = si->lightFilterRadius; + + /* ydnar: get sun angular deviance/samples */ + if( ext && TokenAvailable() ) + { + GetTokenAppend( shaderText, qfalse ); + sun->deviance = atof( token ); + sun->deviance = sun->deviance / 180.0f * Q_PI; + + GetTokenAppend( shaderText, qfalse ); + sun->numSamples = atoi( token ); + } + + /* store sun */ + sun->next = si->sun; + si->sun = sun; + + /* apply sky surfaceparm */ + ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags ); + + /* don't process any more tokens on this line */ + continue; + } + + /* match q3map_ */ + else if( !Q_strncasecmp( token, "q3map_", 6 ) ) + { + /* ydnar: q3map_baseShader (inherit this shader's parameters) */ + if( !Q_stricmp( token, "q3map_baseShader" ) ) + { + shaderInfo_t *si2; + qboolean oldWarnImage; + + + /* get shader */ + GetTokenAppend( shaderText, qfalse ); + //% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token ); + oldWarnImage = warnImage; + warnImage = qfalse; + si2 = ShaderInfoForShader( token ); + warnImage = oldWarnImage; + + /* subclass it */ + if( si2 != NULL ) + { + /* preserve name */ + strcpy( temp, si->shader ); + + /* copy shader */ + memcpy( si, si2, sizeof( *si ) ); + + /* restore name and set to unfinished */ + strcpy( si->shader, temp ); + si->shaderWidth = 0; + si->shaderHeight = 0; + si->finished = qfalse; + } + } + + /* ydnar: q3map_surfacemodel */ + else if( !Q_stricmp( token, "q3map_surfacemodel" ) ) + { + surfaceModel_t *model; + + /* allocate new model and attach it */ + model = safe_malloc( sizeof( *model ) ); + memset( model, 0, sizeof( *model ) ); + model->next = si->surfaceModel; + si->surfaceModel = model; + + /* get parameters */ + GetTokenAppend( shaderText, qfalse ); + strcpy( model->model, token ); + + GetTokenAppend( shaderText, qfalse ); + model->density = atof( token ); + GetTokenAppend( shaderText, qfalse ); + model->odds = atof( token ); + + GetTokenAppend( shaderText, qfalse ); + model->minScale = atof( token ); + GetTokenAppend( shaderText, qfalse ); + model->maxScale = atof( token ); + + GetTokenAppend( shaderText, qfalse ); + model->minAngle = atof( token ); + GetTokenAppend( shaderText, qfalse ); + model->maxAngle = atof( token ); + + GetTokenAppend( shaderText, qfalse ); + model->oriented = (token[ 0 ] == '1' ? qtrue : qfalse); + } + + /* ydnar/sd: q3map_foliage */ + else if( !Q_stricmp( token, "q3map_foliage" ) ) + { + foliage_t *foliage; + + + /* allocate new foliage struct and attach it */ + foliage = safe_malloc( sizeof( *foliage ) ); + memset( foliage, 0, sizeof( *foliage ) ); + foliage->next = si->foliage; + si->foliage = foliage; + + /* get parameters */ + GetTokenAppend( shaderText, qfalse ); + strcpy( foliage->model, token ); + + GetTokenAppend( shaderText, qfalse ); + foliage->scale = atof( token ); + GetTokenAppend( shaderText, qfalse ); + foliage->density = atof( token ); + GetTokenAppend( shaderText, qfalse ); + foliage->odds = atof( token ); + GetTokenAppend( shaderText, qfalse ); + foliage->inverseAlpha = atoi( token ); + } + + /* ydnar: q3map_bounce (fraction of light to re-emit during radiosity passes) */ + else if( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->bounceScale = atof( token ); + } + + /* ydnar/splashdamage: q3map_skyLight */ + else if( !Q_stricmp( token, "q3map_skyLight" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->skyLightValue = atof( token ); + GetTokenAppend( shaderText, qfalse ); + si->skyLightIterations = atoi( token ); + + /* clamp */ + if( si->skyLightValue < 0.0f ) + si->skyLightValue = 0.0f; + if( si->skyLightIterations < 2 ) + si->skyLightIterations = 2; + } + + /* q3map_surfacelight */ + else if( !Q_stricmp( token, "q3map_surfacelight" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->value = atof( token ); + } + + /* q3map_lightStyle (sof2/jk2 lightstyle) */ + else if( !Q_stricmp( token, "q3map_lightStyle" ) ) + { + GetTokenAppend( shaderText, qfalse ); + val = atoi( token ); + if( val < 0 ) + val = 0; + else if( val > LS_NONE ) + val = LS_NONE; + si->lightStyle = val; + } + + /* wolf: q3map_lightRGB */ + else if( !Q_stricmp( token, "q3map_lightRGB" ) ) + { + VectorClear( si->color ); + GetTokenAppend( shaderText, qfalse ); + si->color[ 0 ] = atof( token ); + GetTokenAppend( shaderText, qfalse ); + si->color[ 1 ] = atof( token ); + GetTokenAppend( shaderText, qfalse ); + si->color[ 2 ] = atof( token ); + ColorNormalize( si->color, si->color ); + } + + /* q3map_lightSubdivide */ + else if( !Q_stricmp( token, "q3map_lightSubdivide" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->lightSubdivide = atoi( token ); + } + + /* q3map_backsplash */ + else if( !Q_stricmp( token, "q3map_backsplash" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->backsplashFraction = atof( token ) * 0.01f; + GetTokenAppend( shaderText, qfalse ); + si->backsplashDistance = atof( token ); + } + + /* q3map_floodLight */ + else if( !Q_stricmp( token, "q3map_floodLight" ) ) + { + /* get color */ + GetTokenAppend( shaderText, qfalse ); + si->floodlightRGB[ 0 ] = atof( token ); + GetTokenAppend( shaderText, qfalse ); + si->floodlightRGB[ 1 ] = atof( token ); + GetTokenAppend( shaderText, qfalse ); + si->floodlightRGB[ 2 ] = atof( token ); + GetTokenAppend( shaderText, qfalse ); + si->floodlightDistance = atof( token ); + GetTokenAppend( shaderText, qfalse ); + si->floodlightIntensity = atof( token ); + GetTokenAppend( shaderText, qfalse ); + si->floodlightDirectionScale = atof( token ); + } + + /* jal: q3map_nodirty : skip dirty */ + else if( !Q_stricmp( token, "q3map_nodirty" ) ) + { + si->noDirty = qtrue; + } + + /* q3map_lightmapSampleSize */ + else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->lightmapSampleSize = atoi( token ); + } + + /* q3map_lightmapSampleOffset */ + else if( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->lightmapSampleOffset = atof( token ); + } + + /* ydnar: q3map_lightmapFilterRadius */ + else if( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->lmFilterRadius = atof( token ); + GetTokenAppend( shaderText, qfalse ); + si->lightFilterRadius = atof( token ); + } + + /* ydnar: q3map_lightmapAxis [xyz] */ + else if( !Q_stricmp( token, "q3map_lightmapAxis" ) ) + { + GetTokenAppend( shaderText, qfalse ); + if( !Q_stricmp( token, "x" ) ) + VectorSet( si->lightmapAxis, 1, 0, 0 ); + else if( !Q_stricmp( token, "y" ) ) + VectorSet( si->lightmapAxis, 0, 1, 0 ); + else if( !Q_stricmp( token, "z" ) ) + VectorSet( si->lightmapAxis, 0, 0, 1 ); + else + { + Sys_Printf( "WARNING: Unknown value for lightmap axis: %s\n", token ); + VectorClear( si->lightmapAxis ); + } + } + + /* ydnar: q3map_lightmapSize (for autogenerated shaders + external tga lightmaps) */ + else if( !Q_stricmp( token, "q3map_lightmapSize" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->lmCustomWidth = atoi( token ); + GetTokenAppend( shaderText, qfalse ); + si->lmCustomHeight = atoi( token ); + + /* must be a power of 2 */ + if( ((si->lmCustomWidth - 1) & si->lmCustomWidth) || + ((si->lmCustomHeight - 1) & si->lmCustomHeight) ) + { + Sys_Printf( "WARNING: Non power-of-two lightmap size specified (%d, %d)\n", + si->lmCustomWidth, si->lmCustomHeight ); + si->lmCustomWidth = lmCustomSize; + si->lmCustomHeight = lmCustomSize; + } + } + + /* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */ + else if( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->lmBrightness = atof( token ); + if( si->lmBrightness < 0 ) + si->lmBrightness = 1.0; + } + + /* q3map_vertexScale (scale vertex lighting by this fraction) */ + else if( !Q_stricmp( token, "q3map_vertexScale" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->vertexScale = atof( token ); + } + + /* q3map_noVertexLight */ + else if( !Q_stricmp( token, "q3map_noVertexLight" ) ) + { + si->noVertexLight = qtrue; + } + + /* q3map_flare[Shader] */ + else if( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) ) + { + GetTokenAppend( shaderText, qfalse ); + if( token[ 0 ] != '\0' ) + { + si->flareShader = safe_malloc( strlen( token ) + 1 ); + strcpy( si->flareShader, token ); + } + } + + /* q3map_backShader */ + else if( !Q_stricmp( token, "q3map_backShader" ) ) + { + GetTokenAppend( shaderText, qfalse ); + if( token[ 0 ] != '\0' ) + { + si->backShader = safe_malloc( strlen( token ) + 1 ); + strcpy( si->backShader, token ); + } + } + + /* ydnar: q3map_cloneShader */ + else if ( !Q_stricmp( token, "q3map_cloneShader" ) ) + { + GetTokenAppend( shaderText, qfalse ); + if( token[ 0 ] != '\0' ) + { + si->cloneShader = safe_malloc( strlen( token ) + 1 ); + strcpy( si->cloneShader, token ); + } + } + + /* q3map_remapShader */ + else if( !Q_stricmp( token, "q3map_remapShader" ) ) + { + GetTokenAppend( shaderText, qfalse ); + if( token[ 0 ] != '\0' ) + { + si->remapShader = safe_malloc( strlen( token ) + 1 ); + strcpy( si->remapShader, token ); + } + } + + /* q3map_deprecateShader */ + else if( !Q_stricmp( token, "q3map_deprecateShader" ) ) + { + GetTokenAppend( shaderText, qfalse ); + if( token[ 0 ] != '\0' ) + { + + si->deprecateShader = safe_malloc( strlen( token ) + 1 ); + strcpy( si->deprecateShader, token ); + } + } + + /* ydnar: q3map_offset */ + else if( !Q_stricmp( token, "q3map_offset" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->offset = atof( token ); + } + + /* ydnar: q3map_fur */ + else if( !Q_stricmp( token, "q3map_fur" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->furNumLayers = atoi( token ); + GetTokenAppend( shaderText, qfalse ); + si->furOffset = atof( token ); + GetTokenAppend( shaderText, qfalse ); + si->furFade = atof( token ); + } + + /* ydnar: gs mods: legacy support for terrain/terrain2 shaders */ + else if( !Q_stricmp( token, "q3map_terrain" ) ) + { + /* team arena terrain is assumed to be nonplanar, with full normal averaging, + passed through the metatriangle surface pipeline, with a lightmap axis on z */ + si->legacyTerrain = qtrue; + si->noClip = qtrue; + si->notjunc = qtrue; + si->indexed = qtrue; + si->nonplanar = qtrue; + si->forceMeta = qtrue; + si->shadeAngleDegrees = 179.0f; + //% VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */ + } + + /* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */ + else if( !Q_stricmp( token, "q3map_forceMeta" ) ) + { + si->forceMeta = qtrue; + } + + /* ydnar: gs mods: q3map_shadeAngle */ + else if( !Q_stricmp( token, "q3map_shadeAngle" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->shadeAngleDegrees = atof( token ); + } + + /* ydnar: q3map_textureSize (substitute for q3map_lightimage derivation for terrain) */ + else if( !Q_stricmp( token, "q3map_textureSize" ) ) + { + GetTokenAppend( shaderText, qfalse ); + si->shaderWidth = atoi( token ); + GetTokenAppend( shaderText, qfalse ); + si->shaderHeight = atoi( token ); + } + + /* ydnar: gs mods: q3map_tcGen