X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=tools%2Fquake3%2Fq3map2%2Fshaders.c;h=75cab6b0d771503ddf24f9d4fa6fe34c40c89085;hb=96a933aef38c52356b639fa0cc0903ba2f7ef041;hp=ebe91fd8f6b41251330b9813c9838d1860b7d153;hpb=2b560b83483c8b450bcd0d5599e754790af63e8c;p=xonotic%2Fnetradiant.git diff --git a/tools/quake3/q3map2/shaders.c b/tools/quake3/q3map2/shaders.c index ebe91fd8..75cab6b0 100644 --- a/tools/quake3/q3map2/shaders.c +++ b/tools/quake3/q3map2/shaders.c @@ -1,30 +1,30 @@ /* ------------------------------------------------------------------------------- -Copyright (C) 1999-2007 id Software, Inc. and contributors. -For a list of contributors, see the accompanying CONTRIBUTORS file. + 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. + 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 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. + 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 + 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." + 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." -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ @@ -39,120 +39,122 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2." /* -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; - - + 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 ) + if ( cm == NULL || numVerts < 1 || drawVerts == NULL ) { return; - - + } + + /* walk vertex list */ - for( i = 0; i < numVerts; i++ ) + for ( i = 0; i < numVerts; i++ ) { /* get vertex */ dv = &drawVerts[ i ]; - + /* walk colorMod list */ - for( cm2 = cm; cm2 != NULL; cm2 = cm2->next ) + 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 ) + 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; + 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 ( j = 0; j < MAX_LIGHTMAPS; j++ ) { - for( k = 0; k < 4; k++ ) + for ( k = 0; k < 4; k++ ) { - c = (mult[ k ] * dv->color[ j ][ k ]) + add[ k ]; - if( c < 0 ) + c = ( mult[ k ] * dv->color[ j ][ k ] ) + add[ k ]; + if ( c < 0 ) { c = 0; - else if( c > 255 ) + } + else if ( c > 255 ) { c = 255; + } dv->color[ j ][ k ] = c; } } @@ -163,64 +165,58 @@ void ColorMod( colorMod_t *cm, int numVerts, bspDrawVert_t *drawVerts ) /* -TCMod*() -routines for dealing with a 3x3 texture mod matrix -*/ - -void TCMod( tcMod_t mod, float st[ 2 ] ) -{ - float old[ 2 ]; - - + 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 ]; + 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 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++ ) +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 ]); + 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 ) -{ +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 ) -{ +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; - - +void TCModRotate( tcMod_t mod, float euler ){ + tcMod_t old, temp; + float radians, sinv, cosv; + + memcpy( old, mod, sizeof( tcMod_t ) ); TCModIdentity( temp ); @@ -228,80 +224,81 @@ void TCModRotate( tcMod_t mod, float euler ) sinv = sin( radians ); cosv = cos( radians ); - temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv; - temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv; - + 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; - - + 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 ) + if ( name == NULL ) { name = ""; - if( contentFlags == NULL ) + } + if ( contentFlags == NULL ) { contentFlags = &fake; - if( surfaceFlags == NULL ) + } + if ( surfaceFlags == NULL ) { surfaceFlags = &fake; - if( compileFlags == NULL ) + } + if ( compileFlags == NULL ) { compileFlags = &fake; - + } + /* walk the current game's surfaceparms */ sp = game->surfaceParms; - while( sp->name != NULL ) + while ( sp->name != NULL ) { /* match? */ - if( !Q_stricmp( name, sp->name ) ) - { + if ( !Q_stricmp( name, sp->name ) ) { /* clear and set flags */ - *contentFlags &= ~(sp->contentFlagsClear); + *contentFlags &= ~( sp->contentFlagsClear ); *contentFlags |= sp->contentFlags; - *surfaceFlags &= ~(sp->surfaceFlagsClear); + *surfaceFlags &= ~( sp->surfaceFlagsClear ); *surfaceFlags |= sp->surfaceFlags; - *compileFlags &= ~(sp->compileFlagsClear); + *compileFlags &= ~( sp->compileFlagsClear ); *compileFlags |= sp->compileFlags; - + /* return ok */ return qtrue; } - + /* next */ sp++; } - + /* check custom info parms */ - for( i = 0; i < numCustSurfaceParms; i++ ) + for ( i = 0; i < numCustSurfaceParms; i++ ) { /* get surfaceparm */ sp = &custSurfaceParms[ i ]; - + /* match? */ - if( !Q_stricmp( name, sp->name ) ) - { + if ( !Q_stricmp( name, sp->name ) ) { /* clear and set flags */ - *contentFlags &= ~(sp->contentFlagsClear); + *contentFlags &= ~( sp->contentFlagsClear ); *contentFlags |= sp->contentFlags; - *surfaceFlags &= ~(sp->surfaceFlagsClear); + *surfaceFlags &= ~( sp->surfaceFlagsClear ); *surfaceFlags |= sp->surfaceFlags; - *compileFlags &= ~(sp->compileFlagsClear); + *compileFlags &= ~( sp->compileFlagsClear ); *compileFlags |= sp->compileFlags; - + /* return ok */ return qtrue; } } - + /* no matching surfaceparm found */ return qfalse; } @@ -309,42 +306,43 @@ qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int /* -BeginMapShaderFile() - ydnar -erases and starts a new map shader script -*/ + BeginMapShaderFile() - ydnar + erases and starts a new map shader script + */ + +void BeginMapShaderFile( const char *mapFile ){ + char base[ 1024 ]; + int len; -void BeginMapShaderFile( const char *mapFile ) -{ - char base[ 1024 ]; - int len; - /* dummy check */ mapName[ 0 ] = '\0'; mapShaderFile[ 0 ] = '\0'; - if( mapFile == NULL || mapFile[ 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 ] != '\\' ) + while ( len > 0 && base[ len ] != '/' && base[ len ] != '\\' ) len--; strcpy( mapName, &base[ len + 1 ] ); base[ len ] = '\0'; - if( 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; } @@ -352,71 +350,73 @@ void BeginMapShaderFile( const char *mapFile ) /* -WriteMapShaderFile() - ydnar -writes a shader to the map shader script -*/ - -void WriteMapShaderFile( void ) -{ - FILE *file; - shaderInfo_t *si; - int i, num; - - + 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' ) + if ( mapShaderFile[ 0 ] == '\0' ) { return; - + } + /* are there any custom shaders? */ - for( i = 0, num = 0; i < numShaderInfo; i++ ) + for ( i = 0, num = 0; i < numShaderInfo; i++ ) { - if( shaderInfo[ i ].custom ) + if ( shaderInfo[ i ].custom ) { break; + } } - if( i == numShaderInfo ) + if ( i == numShaderInfo ) { return; - + } + /* note it */ - Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n"); + Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n" ); Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile ); - + /* open shader file */ file = fopen( mapShaderFile, "w" ); - if( file == NULL ) - { + 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 ); - + "// 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++ ) + 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' ) + 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 ); } @@ -424,126 +424,124 @@ void WriteMapShaderFile( void ) /* -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?) */ - - + 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 ) + if ( si == NULL ) { return ShaderInfoForShader( "default" ); - + } + /* default shader text source */ srcShaderText = si->shaderText; - + /* et: implicitMap */ - if( si->implicitMap == IM_OPAQUE ) - { + 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 ); + "{ // 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 ) - { + 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 ); + "{ // 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 ) - { + 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 ); + "{ // 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 ) - { + 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 ); + "{ // 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 ) + 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 ) + if ( s == NULL ) { //% strcpy( shaderText, srcShaderText ); - return si; /* testing just using the existing shader if this fails */ + return si; /* testing just using the existing shader if this fails */ + } else { /* substitute 'find' with 'replace' */ @@ -553,31 +551,32 @@ shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace ) strcat( shaderText, replace ); strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] ); } - + /* make md4 hash of the shader text */ - Com_BlockFullChecksum(shaderText, strlen(shaderText), digest); - + 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 ] ); - + 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 ) + 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! */ - + strcpy( csi->shaderText, shaderText ); /* LEAK! */ + /* return it */ return csi; } @@ -585,33 +584,33 @@ shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace ) /* -EmitVertexRemapShader() -adds a vertexremapshader key/value pair to worldspawn -*/ - -void EmitVertexRemapShader( char *from, char *to ) -{ - byte digest[ 16 ]; - char key[ 64 ], value[ 256 ]; - - + 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' ) + 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); + 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 ] */ - + 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 ); } @@ -619,59 +618,58 @@ void EmitVertexRemapShader( char *from, char *to ) /* -AllocShaderInfo() -allocates and initializes a new shader -*/ - -static shaderInfo_t *AllocShaderInfo( void ) -{ - shaderInfo_t *si; - - + AllocShaderInfo() + allocates and initializes a new shader + */ + +static shaderInfo_t *AllocShaderInfo( void ){ + shaderInfo_t *si; + + /* allocate? */ - if( shaderInfo == NULL ) - { + if ( shaderInfo == NULL ) { shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO ); numShaderInfo = 0; } - + /* bounds check */ - if( numShaderInfo == MAX_SHADER_INFO ) + 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->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; } @@ -679,60 +677,57 @@ static shaderInfo_t *AllocShaderInfo( void ) /* -FinishShader() - ydnar -sets a shader's width and height among other things -*/ + 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, delta; -void FinishShader( shaderInfo_t *si ) -{ - int x, y; - float st[ 2 ], o[ 2 ], dist, bestDist; - vec4_t color, delta; - /* don't double-dip */ - if( si->finished ) + if ( si->finished ) { return; - + } + /* if they're explicitly set, copy from image size */ - if( si->shaderWidth == 0 && si->shaderHeight == 0 ) - { + 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 ) - { + 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 ); + 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 ( 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 ] ) + 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 ) - { + if ( dist < bestDist ) { si->stFlat[ 0 ] = st[ 0 ]; si->stFlat[ 1 ] = st[ 1 ]; } } } - + /* set to finished */ si->finished = qtrue; } @@ -740,77 +735,79 @@ void FinishShader( shaderInfo_t *si ) /* -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 ]; - - + 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 ) + 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 ) + if ( si->shaderImage == NULL ) { si->shaderImage = ImageLoad( si->shader ); - + } + /* then try implicit image path (note: new behavior!) */ - if( si->shaderImage == NULL ) + if ( si->shaderImage == NULL ) { si->shaderImage = ImageLoad( si->implicitImagePath ); - + } + /* then try lightimage (note: new behavior!) */ - if( si->shaderImage == NULL ) + if ( si->shaderImage == NULL ) { si->shaderImage = ImageLoad( si->lightImagePath ); - + } + /* otherwise, use default image */ - if( si->shaderImage == NULL ) - { + if ( si->shaderImage == NULL ) { si->shaderImage = ImageLoad( DEFAULT_IMAGE ); - if( warnImage && strcmp( si->shader, "noshader" ) ) + 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 ) - { + 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 ) + 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++ ) + 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 ) - { + + if ( VectorLength( si->color ) <= 0.0f ) { ColorNormalize( color, si->color ); - VectorScale( color, (1.0f / count), si->averageColor ); + VectorScale( color, ( 1.0f / count ), si->averageColor ); } else { @@ -821,77 +818,73 @@ static void LoadShaderImages( shaderInfo_t *si ) /* -ShaderInfoForShader() -finds a shaderinfo for a named shader -*/ + ShaderInfoForShader() + finds a shaderinfo for a named shader + */ #define MAX_SHADER_DEPRECATION_DEPTH 16 -shaderInfo_t *ShaderInfoForShaderNull( const char *shaderName ) -{ - if(!strcmp(shaderName, "noshader")) +shaderInfo_t *ShaderInfoForShaderNull( const char *shaderName ){ + if ( !strcmp( shaderName, "noshader" ) ) { return NULL; - return ShaderInfoForShader(shaderName); + } + return ShaderInfoForShader( shaderName ); } -shaderInfo_t *ShaderInfoForShader( const char *shaderName ) -{ - int i; - int deprecationDepth; - shaderInfo_t *si; - char shader[ MAX_QPATH ]; +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' ) - { + 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++ ) + for ( i = 0; i < numShaderInfo; i++ ) { si = &shaderInfo[ i ]; - if( !Q_stricmp( shader, si->shader ) ) - { + if ( !Q_stricmp( shader, si->shader ) ) { /* check if shader is deprecated */ - if (deprecationDepth < MAX_SHADER_DEPRECATION_DEPTH && si->deprecateShader && si->deprecateShader[ 0 ] ) - { + 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); + 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 ) - { + 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; } @@ -899,178 +892,185 @@ shaderInfo_t *ShaderInfoForShader( const char *shaderName ) /* -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; - - + 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' ) + if ( r == qfalse || buffer == NULL || token[ 0 ] == '\0' ) { return r; - + } + /* pre-tabstops */ - if( token[ 0 ] == '}' ) + if ( token[ 0 ] == '}' ) { tabDepth--; - + } + /* append? */ - if( oldScriptLine != scriptline ) - { + if ( oldScriptLine != scriptline ) { strcat( buffer, "\n" ); - for( i = 0; i < tabDepth; i++ ) + for ( i = 0; i < tabDepth; i++ ) strcat( buffer, "\t" ); } - else + else{ strcat( buffer, " " ); + } oldScriptLine = scriptline; strcat( buffer, token ); - + /* post-tabstops */ - if( token[ 0 ] == '{' ) + if ( token[ 0 ] == '{' ) { tabDepth++; - + } + /* return */ return r; } -void Parse1DMatrixAppend( char *buffer, int x, vec_t *m ) -{ - int i; - - - if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) ) +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++ ) + } + for ( i = 0; i < x; i++ ) { - if( !GetTokenAppend( buffer, qfalse ) ) + if ( !GetTokenAppend( buffer, qfalse ) ) { Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline ); + } m[ i ] = atof( token ); } - if( !GetTokenAppend( buffer, qtrue ) || strcmp( 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?) */ - - + 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 ) + while ( 1 ) { /* copy shader text to the shaderinfo */ - if( si != NULL && shaderText[ 0 ] != '\0' ) - { + 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 ) ) + 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 ) + if ( suffix != NULL ) { *suffix = '\0'; - + } + /* handle { } section */ - if( !GetTokenAppend( shaderText, qtrue ) ) + if ( !GetTokenAppend( shaderText, qtrue ) ) { break; - if( strcmp( token, "{" ) ) - { - if( si != NULL ) + } + 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 + filename, scriptline, token, si->shader ); + } + else{ Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s", - filename, scriptline, token ); + filename, scriptline, token ); + } } - - while( 1 ) + + while ( 1 ) { /* get the next token */ - if( !GetTokenAppend( shaderText, qtrue ) ) + if ( !GetTokenAppend( shaderText, qtrue ) ) { break; - if( !strcmp( token, "}" ) ) + } + if ( !strcmp( token, "}" ) ) { break; - - + } + + /* ----------------------------------------------------------------- shader stages (passes) ----------------------------------------------------------------- */ - + /* parse stage directives */ - if( !strcmp( token, "{" ) ) - { + if ( !strcmp( token, "{" ) ) { si->hasPasses = qtrue; - while( 1 ) + while ( 1 ) { - if( !GetTokenAppend( shaderText, qtrue ) ) + if ( !GetTokenAppend( shaderText, qtrue ) ) { break; - if( !strcmp( token, "}" ) ) + } + 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' ) - { + 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" ) ) - { + 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" ) ) + if ( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) ) { GetTokenAppend( shaderText, qfalse ); - + } + /* get an image */ GetTokenAppend( shaderText, qfalse ); - if( token[ 0 ] != '*' && token[ 0 ] != '$' ) - { + 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 ); } @@ -1078,221 +1078,215 @@ static void ParseShaderFile( const char *filename ) } } } - - + + /* ----------------------------------------------------------------- surfaceparm * directives ----------------------------------------------------------------- */ - + /* match surfaceparm */ - else if( !Q_stricmp( token, "surfaceparm" ) ) - { + else if ( !Q_stricmp( token, "surfaceparm" ) ) { GetTokenAppend( shaderText, qfalse ); - if( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == 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" ) ) + else if ( !Q_stricmp( token, "fogparms" ) ) { si->fogParms = qtrue; - + } + /* ydnar: polygonoffset (for no culling) */ - else if( !Q_stricmp( token, "polygonoffset" ) ) + 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 */ ) - { + 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" ) ) - { + else if ( !Q_stricmp( token, "cull" ) ) { GetTokenAppend( shaderText, qfalse ); - if( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) ) + 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" ) ) - { + else if ( !Q_stricmp( token, "deformVertexes" ) ) { GetTokenAppend( shaderText, qfalse ); - + /* deformVertexes autosprite(2) */ - if( !Q_strncasecmp( token, "autosprite", 10 ) ) - { + 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; - - + 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 ); - + 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 ); - + 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" ) ) - { + else if ( !Q_stricmp( token, "light" ) ) { GetTokenAppend( shaderText, qfalse ); si->flareShader = game->flareShader; } - + /* ydnar: damageShader (sof2 mods) */ - else if( !Q_stricmp( token, "damageShader" ) ) - { + else if ( !Q_stricmp( token, "damageShader" ) ) { GetTokenAppend( shaderText, qfalse ); - if( token[ 0 ] != '\0' ) - { + if ( token[ 0 ] != '\0' ) { si->damageShader = safe_malloc( strlen( token ) + 1 ); strcpy( si->damageShader, token ); } - GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */ + GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */ } - + /* ydnar: enemy territory implicit shaders */ - else if( !Q_stricmp( token, "implicitMap" ) ) - { + else if ( !Q_stricmp( token, "implicitMap" ) ) { si->implicitMap = IM_OPAQUE; GetTokenAppend( shaderText, qfalse ); - if( token[ 0 ] == '-' && token[ 1 ] == '\0' ) + if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) { sprintf( si->implicitImagePath, "%s.tga", si->shader ); - else + } + else{ strcpy( si->implicitImagePath, token ); + } } - else if( !Q_stricmp( token, "implicitMask" ) ) - { + else if ( !Q_stricmp( token, "implicitMask" ) ) { si->implicitMap = IM_MASKED; GetTokenAppend( shaderText, qfalse ); - if( token[ 0 ] == '-' && token[ 1 ] == '\0' ) + if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) { sprintf( si->implicitImagePath, "%s.tga", si->shader ); - else + } + else{ strcpy( si->implicitImagePath, token ); + } } - else if( !Q_stricmp( token, "implicitBlend" ) ) - { + else if ( !Q_stricmp( token, "implicitBlend" ) ) { si->implicitMap = IM_MASKED; GetTokenAppend( shaderText, qfalse ); - if( token[ 0 ] == '-' && token[ 1 ] == '\0' ) + if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) { sprintf( si->implicitImagePath, "%s.tga", si->shader ); - else + } + else{ strcpy( si->implicitImagePath, token ); + } } - - + + /* ----------------------------------------------------------------- image directives ----------------------------------------------------------------- */ - + /* qer_editorimage */ - else if( !Q_stricmp( token, "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" ) ) - { + 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" ) ) - { + 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" ) ) - { + else if ( !Q_stricmp( token, "skyParms" ) ) { /* get image base */ GetTokenAppend( shaderText, qfalse ); - + /* ignore bogus paths */ - if( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) ) - { + if ( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) ) { strcpy( si->skyParmsImageBase, token ); - + /* use top image as sky light image */ - if( si->lightImagePath[ 0 ] == '\0' ) + 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; - - + 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" ) ) + 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 ); @@ -1301,68 +1295,64 @@ static void ParseShaderFile( const char *filename ) GetTokenAppend( shaderText, qfalse ); sun->color[ 2 ] = atof( token ); - if(colorsRGB) - { - sun->color[0] = Image_LinearFloatFromsRGBFloat(sun->color[0]); - sun->color[1] = Image_LinearFloatFromsRGBFloat(sun->color[1]); - sun->color[2] = Image_LinearFloatFromsRGBFloat(sun->color[2]); + if ( colorsRGB ) { + sun->color[0] = Image_LinearFloatFromsRGBFloat( sun->color[0] ); + sun->color[1] = Image_LinearFloatFromsRGBFloat( sun->color[1] ); + sun->color[2] = Image_LinearFloatFromsRGBFloat( sun->color[2] ); } - + /* normalize it */ - VectorNormalize( sun->color, sun->color ); - + ColorNormalize( 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() ) - { + 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 ) ) - { + 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; - - + 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 ); @@ -1370,16 +1360,15 @@ static void ParseShaderFile( const char *filename ) warnImage = qfalse; si2 = ShaderInfoForShader( token ); warnImage = oldWarnImage; - + /* subclass it */ - if( si2 != NULL ) - { + 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; @@ -1387,57 +1376,55 @@ static void ParseShaderFile( const char *filename ) si->finished = qfalse; } } - + /* ydnar: q3map_surfacemodel */ - else if( !Q_stricmp( token, "q3map_surfacemodel" ) ) - { - surfaceModel_t *model; - + 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); + model->oriented = ( token[ 0 ] == '1' ? qtrue : qfalse ); } - + /* ydnar/sd: q3map_foliage */ - else if( !Q_stricmp( token, "q3map_foliage" ) ) - { - foliage_t *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 ); @@ -1447,51 +1434,50 @@ static void ParseShaderFile( const char *filename ) 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" ) ) - { + 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" ) ) - { + 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 ) + if ( si->skyLightValue < 0.0f ) { si->skyLightValue = 0.0f; - if( si->skyLightIterations < 2 ) + } + if ( si->skyLightIterations < 2 ) { si->skyLightIterations = 2; + } } - + /* q3map_surfacelight */ - else if( !Q_stricmp( token, "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" ) ) - { + else if ( !Q_stricmp( token, "q3map_lightStyle" ) ) { GetTokenAppend( shaderText, qfalse ); val = atoi( token ); - if( val < 0 ) + if ( val < 0 ) { val = 0; - else if( val > LS_NONE ) + } + else if ( val > LS_NONE ) { val = LS_NONE; + } si->lightStyle = val; } - + /* wolf: q3map_lightRGB */ - else if( !Q_stricmp( token, "q3map_lightRGB" ) ) - { + else if ( !Q_stricmp( token, "q3map_lightRGB" ) ) { VectorClear( si->color ); GetTokenAppend( shaderText, qfalse ); si->color[ 0 ] = atof( token ); @@ -1499,25 +1485,22 @@ static void ParseShaderFile( const char *filename ) si->color[ 1 ] = atof( token ); GetTokenAppend( shaderText, qfalse ); si->color[ 2 ] = atof( token ); - if(colorsRGB) - { - si->color[0] = Image_LinearFloatFromsRGBFloat(si->color[0]); - si->color[1] = Image_LinearFloatFromsRGBFloat(si->color[1]); - si->color[2] = Image_LinearFloatFromsRGBFloat(si->color[2]); + if ( colorsRGB ) { + si->color[0] = Image_LinearFloatFromsRGBFloat( si->color[0] ); + si->color[1] = Image_LinearFloatFromsRGBFloat( si->color[1] ); + si->color[2] = Image_LinearFloatFromsRGBFloat( si->color[2] ); } ColorNormalize( si->color, si->color ); } - + /* q3map_lightSubdivide */ - else if( !Q_stricmp( token, "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" ) ) - { + else if ( !Q_stricmp( token, "q3map_backsplash" ) ) { GetTokenAppend( shaderText, qfalse ); si->backsplashFraction = atof( token ) * 0.01f; GetTokenAppend( shaderText, qfalse ); @@ -1525,8 +1508,7 @@ static void ParseShaderFile( const char *filename ) } /* q3map_floodLight */ - else if( !Q_stricmp( token, "q3map_floodLight" ) ) - { + else if ( !Q_stricmp( token, "q3map_floodLight" ) ) { /* get color */ GetTokenAppend( shaderText, qfalse ); si->floodlightRGB[ 0 ] = atof( token ); @@ -1535,173 +1517,154 @@ static void ParseShaderFile( const char *filename ) GetTokenAppend( shaderText, qfalse ); si->floodlightRGB[ 2 ] = atof( token ); GetTokenAppend( shaderText, qfalse ); - si->floodlightDistance = atof( token ); + si->floodlightDistance = atof( token ); GetTokenAppend( shaderText, qfalse ); - si->floodlightIntensity = atof( token ); + si->floodlightIntensity = atof( token ); GetTokenAppend( shaderText, qfalse ); - si->floodlightDirectionScale = atof( token ); - if(colorsRGB) - { - si->floodlightRGB[0] = Image_LinearFloatFromsRGBFloat(si->floodlightRGB[0]); - si->floodlightRGB[1] = Image_LinearFloatFromsRGBFloat(si->floodlightRGB[1]); - si->floodlightRGB[2] = Image_LinearFloatFromsRGBFloat(si->floodlightRGB[2]); + si->floodlightDirectionScale = atof( token ); + if ( colorsRGB ) { + si->floodlightRGB[0] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[0] ); + si->floodlightRGB[1] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[1] ); + si->floodlightRGB[2] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[2] ); } - VectorNormalize(si->floodlightRGB); + ColorNormalize( si->floodlightRGB, si->floodlightRGB ); } /* jal: q3map_nodirty : skip dirty */ - else if( !Q_stricmp( token, "q3map_nodirty" ) ) - { + else if ( !Q_stricmp( token, "q3map_nodirty" ) ) { si->noDirty = qtrue; } - + /* q3map_lightmapSampleSize */ - else if( !Q_stricmp( token, "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" ) ) - { + else if ( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) ) { GetTokenAppend( shaderText, qfalse ); si->lightmapSampleOffset = atof( token ); } - + /* ydnar: q3map_lightmapFilterRadius */ - else if( !Q_stricmp( token, "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" ) ) - { + else if ( !Q_stricmp( token, "q3map_lightmapAxis" ) ) { GetTokenAppend( shaderText, qfalse ); - if( !Q_stricmp( token, "x" ) ) + if ( !Q_stricmp( token, "x" ) ) { VectorSet( si->lightmapAxis, 1, 0, 0 ); - else if( !Q_stricmp( token, "y" ) ) + } + else if ( !Q_stricmp( token, "y" ) ) { VectorSet( si->lightmapAxis, 0, 1, 0 ); - else if( !Q_stricmp( token, "z" ) ) + } + 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" ) ) - { + 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) ) - { + 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, 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" ) ) - { + else if ( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) ) { GetTokenAppend( shaderText, qfalse ); si->lmBrightness = atof( token ); - if( si->lmBrightness < 0 ) + if ( si->lmBrightness < 0 ) { si->lmBrightness = 1.0; + } } - + /* q3map_vertexScale (scale vertex lighting by this fraction) */ - else if( !Q_stricmp( token, "q3map_vertexScale" ) ) - { + else if ( !Q_stricmp( token, "q3map_vertexScale" ) ) { GetTokenAppend( shaderText, qfalse ); si->vertexScale = atof( token ); } - + /* q3map_noVertexLight */ - else if( !Q_stricmp( 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" ) ) - { + else if ( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) ) { GetTokenAppend( shaderText, qfalse ); - if( token[ 0 ] != '\0' ) - { + if ( token[ 0 ] != '\0' ) { si->flareShader = safe_malloc( strlen( token ) + 1 ); strcpy( si->flareShader, token ); } } - + /* q3map_backShader */ - else if( !Q_stricmp( token, "q3map_backShader" ) ) - { + else if ( !Q_stricmp( token, "q3map_backShader" ) ) { GetTokenAppend( shaderText, qfalse ); - if( token[ 0 ] != '\0' ) - { + 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" ) ) - { + else if ( !Q_stricmp( token, "q3map_cloneShader" ) ) { GetTokenAppend( shaderText, qfalse ); - if( token[ 0 ] != '\0' ) - { + if ( token[ 0 ] != '\0' ) { si->cloneShader = safe_malloc( strlen( token ) + 1 ); strcpy( si->cloneShader, token ); } } - + /* q3map_remapShader */ - else if( !Q_stricmp( token, "q3map_remapShader" ) ) - { + else if ( !Q_stricmp( token, "q3map_remapShader" ) ) { GetTokenAppend( shaderText, qfalse ); - if( token[ 0 ] != '\0' ) - { + if ( token[ 0 ] != '\0' ) { si->remapShader = safe_malloc( strlen( token ) + 1 ); strcpy( si->remapShader, token ); } } /* q3map_deprecateShader */ - else if( !Q_stricmp( token, "q3map_deprecateShader" ) ) - { + else if ( !Q_stricmp( token, "q3map_deprecateShader" ) ) { GetTokenAppend( shaderText, qfalse ); - if( token[ 0 ] != '\0' ) - { + 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" ) ) - { + else if ( !Q_stricmp( token, "q3map_offset" ) ) { GetTokenAppend( shaderText, qfalse ); si->offset = atof( token ); } - + /* ydnar: q3map_fur */ - else if( !Q_stricmp( token, "q3map_fur" ) ) - { + else if ( !Q_stricmp( token, "q3map_fur" ) ) { GetTokenAppend( shaderText, qfalse ); si->furNumLayers = atoi( token ); GetTokenAppend( shaderText, qfalse ); @@ -1709,10 +1672,9 @@ static void ParseShaderFile( const char *filename ) GetTokenAppend( shaderText, qfalse ); si->furFade = atof( token ); } - + /* ydnar: gs mods: legacy support for terrain/terrain2 shaders */ - else if( !Q_stricmp( token, "q3map_terrain" ) ) - { + 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; @@ -1724,48 +1686,42 @@ static void ParseShaderFile( const char *filename ) 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" ) ) - { + else if ( !Q_stricmp( token, "q3map_forceMeta" ) ) { si->forceMeta = qtrue; } - + /* ydnar: gs mods: q3map_shadeAngle */ - else if( !Q_stricmp( token, "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" ) ) - { + 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