2 Copyright (C) 1999-2007 id Software, Inc. and contributors.
3 For a list of contributors, see the accompanying CONTRIBUTORS file.
5 This file is part of GtkRadiant.
7 GtkRadiant is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 GtkRadiant is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with GtkRadiant; if not, write to the Free Software
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
21 ----------------------------------------------------------------------------------
23 This code has been altered significantly from its original form, to support
24 several games based on the Quake III Arena engine, in the form of "Q3Map2."
26 ------------------------------------------------------------------------------- */
42 routines for dealing with vertex alpha modification
45 void AlphaMod( alphaMod_t *am, int numVerts, bspDrawVert_t *drawVerts )
54 if( am == NULL || numVerts < 1 || drawVerts == NULL )
58 /* walk vertex list */
59 for( i = 0; i < numVerts; i++ )
64 /* walk alphamod list */
65 for( am2 = am; am2 != NULL; am2 = am2->next )
71 mult = DotProduct( dv->normal, am2->data );
82 for( j = 0; j < MAX_LIGHTMAPS; j++ )
84 a = (mult * dv->color[ j ][ 3 ]) + add;
89 dv->color[ j ][ 3 ] = a;
99 routines for dealing with a 3x3 texture mod matrix
102 void TcMod( tcMod_t mod, float st[ 2 ] )
109 st[ 0 ] = (mod[ 0 ][ 0 ] * old[ 0 ]) + (mod[ 0 ][ 1 ] * old[ 1 ]) + mod[ 0 ][ 2 ];
110 st[ 1 ] = (mod[ 1 ][ 0 ] * old[ 0 ]) + (mod[ 1 ][ 1 ] * old[ 1 ]) + mod[ 1 ][ 2 ];
114 void TcModIdentity( tcMod_t mod )
116 mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f;
117 mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f;
118 mod[ 2 ][ 0 ] = 0.0f; mod[ 2 ][ 1 ] = 0.0f; mod[ 2 ][ 2 ] = 1.0f; /* this row is only used for multiples, not transformation */
122 void TcModMultiply( tcMod_t a, tcMod_t b, tcMod_t out )
127 for( i = 0; i < 3; i++ )
129 out[ i ][ 0 ] = (a[ i ][ 0 ] * b[ 0 ][ 0 ]) + (a[ i ][ 1 ] * b[ 1 ][ 0 ]) + (a[ i ][ 2 ] * b[ 2 ][ 0 ]);
130 out[ i ][ 1 ] = (a[ i ][ 0 ] * b[ 0 ][ 1 ]) + (a[ i ][ 1 ] * b[ 1 ][ 1 ]) + (a[ i ][ 2 ] * b[ 2 ][ 1 ]);
131 out[ i ][ 2 ] = (a[ i ][ 0 ] * b[ 0 ][ 2 ]) + (a[ i ][ 1 ] * b[ 1 ][ 2 ]) + (a[ i ][ 2 ] * b[ 2 ][ 2 ]);
136 void TcModTranslate( tcMod_t mod, float s, float t )
143 void TcModScale( tcMod_t mod, float s, float t )
150 void TcModRotate( tcMod_t mod, float euler )
153 float radians, sinv, cosv;
156 memcpy( old, mod, sizeof( tcMod_t ) );
157 TcModIdentity( temp );
159 radians = euler / 180 * Q_PI;
160 sinv = sin( radians );
161 cosv = cos( radians );
163 temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv;
164 temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv;
166 TcModMultiply( old, temp, mod );
172 ApplySurfaceParm() - ydnar
173 applies a named surfaceparm to the supplied flags
176 qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags )
185 if( contentFlags == NULL )
186 contentFlags = &fake;
187 if( surfaceFlags == NULL )
188 surfaceFlags = &fake;
189 if( compileFlags == NULL )
190 compileFlags = &fake;
192 /* walk the current game's surfaceparms */
193 sp = game->surfaceParms;
194 while( sp->name != NULL )
197 if( !Q_stricmp( name, sp->name ) )
199 /* clear and set flags */
200 *contentFlags &= ~(sp->contentFlagsClear);
201 *contentFlags |= sp->contentFlags;
202 *surfaceFlags &= ~(sp->surfaceFlagsClear);
203 *surfaceFlags |= sp->surfaceFlags;
204 *compileFlags &= ~(sp->compileFlagsClear);
205 *compileFlags |= sp->compileFlags;
215 /* check custom info parms */
216 for( i = 0; i < numCustSurfaceParms; i++ )
218 /* get surfaceparm */
219 sp = &custSurfaceParms[ i ];
222 if( !Q_stricmp( name, sp->name ) )
224 /* clear and set flags */
225 *contentFlags &= ~(sp->contentFlagsClear);
226 *contentFlags |= sp->contentFlags;
227 *surfaceFlags &= ~(sp->surfaceFlagsClear);
228 *surfaceFlags |= sp->surfaceFlags;
229 *compileFlags &= ~(sp->compileFlagsClear);
230 *compileFlags |= sp->compileFlags;
237 /* no matching surfaceparm found */
244 BeginMapShaderFile() - ydnar
245 erases and starts a new map shader script
248 void BeginMapShaderFile( const char *mapFile )
256 mapShaderFile[ 0 ] = '\0';
257 if( mapFile == NULL || mapFile[ 0 ] == '\0' )
261 strcpy( base, mapFile );
262 StripExtension( base );
264 /* extract map name */
265 len = strlen( base ) - 1;
266 while( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )
268 strcpy( mapName, &base[ len + 1 ] );
273 /* append ../scripts/q3map2_<mapname>.shader */
274 sprintf( mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName );
275 Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile );
278 remove( mapShaderFile );
280 /* stop making warnings about missing images */
287 WriteMapShaderFile() - ydnar
288 writes a shader to the map shader script
291 void WriteMapShaderFile( void )
299 if( mapShaderFile[ 0 ] == '\0' )
302 /* are there any custom shaders? */
303 for( i = 0, num = 0; i < numShaderInfo; i++ )
305 if( shaderInfo[ i ].custom )
308 if( i == numShaderInfo )
312 Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n");
313 Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile );
315 /* open shader file */
316 file = fopen( mapShaderFile, "w" );
319 Sys_Printf( "WARNING: Unable to open map shader file %s for writing\n", mapShaderFile );
325 "// Custom shader file for %s.bsp\n"
326 "// Generated by Q3Map2 (ydnar)\n"
327 "// Do not edit! This file is overwritten on recompiles.\n\n",
330 /* walk the shader list */
331 for( i = 0, num = 0; i < numShaderInfo; i++ )
333 /* get the shader and print it */
334 si = &shaderInfo[ i ];
335 if( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' )
339 /* print it to the file */
340 fprintf( file, "%s%s\n", si->shader, si->shaderText );
341 //Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */
343 Sys_FPrintf( SYS_VRB, "." );
346 /* close the shader */
350 Sys_FPrintf( SYS_VRB, "\n" );
352 /* print some stats */
353 Sys_Printf( "%9d custom shaders emitted\n", num );
359 CustomShader() - ydnar
360 sets up a custom map shader
363 shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace )
366 char shader[ MAX_QPATH ];
371 char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
376 return ShaderInfoForShader( "default" );
378 /* default shader text source */
379 srcShaderText = si->shaderText;
381 /* et: implicitMap */
382 if( si->implicitMap == IM_OPAQUE )
384 srcShaderText = temp;
386 "{ // Q3Map2 defaulted (implicitMap)\n"
388 "\t\tmap $lightmap\n"
389 "\t\trgbGen identity\n"
391 "\tq3map_styleMarker\n"
394 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
395 "\t\trgbGen identity\n"
398 si->implicitImagePath );
401 /* et: implicitMask */
402 else if( si->implicitMap == IM_MASKED )
404 srcShaderText = temp;
406 "{ // Q3Map2 defaulted (implicitMask)\n"
410 "\t\talphaFunc GE128\n"
414 "\t\tmap $lightmap\n"
415 "\t\trgbGen identity\n"
416 "\t\tdepthFunc equal\n"
418 "\tq3map_styleMarker\n"
421 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
422 "\t\tdepthFunc equal\n"
423 "\t\trgbGen identity\n"
426 si->implicitImagePath,
427 si->implicitImagePath );
430 /* et: implicitBlend */
431 else if( si->implicitMap == IM_BLEND )
433 srcShaderText = temp;
435 "{ // Q3Map2 defaulted (implicitBlend)\n"
439 "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
442 "\t\tmap $lightmap\n"
443 "\t\trgbGen identity\n"
444 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
446 "\tq3map_styleMarker\n"
448 si->implicitImagePath );
451 /* default shader text */
452 else if( srcShaderText == NULL )
454 srcShaderText = temp;
456 "{ // Q3Map2 defaulted\n"
458 "\t\tmap $lightmap\n"
459 "\t\trgbGen identity\n"
461 "\tq3map_styleMarker\n"
464 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
465 "\t\trgbGen identity\n"
472 if( (strlen( mapName ) + 1 + 32) > MAX_QPATH )
473 Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH );
475 /* do some bad find-replace */
476 s = strstr( srcShaderText, find );
478 //% strcpy( shaderText, srcShaderText );
479 return si; /* testing just using the existing shader if this fails */
482 /* substitute 'find' with 'replace' */
483 loc = s - srcShaderText;
484 strcpy( shaderText, srcShaderText );
485 shaderText[ loc ] = '\0';
486 strcat( shaderText, replace );
487 strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );
490 /* make md5 hash of the shader text */
492 md5_append( &md5, shaderText, strlen( shaderText ) );
493 md5_finish( &md5, digest );
495 /* mangle hash into a shader name */
496 sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,
497 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
498 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
501 csi = ShaderInfoForShader( shader );
503 /* might be a preexisting shader */
507 /* clone the existing shader and rename */
508 memcpy( csi, si, sizeof( shaderInfo_t ) );
509 strcpy( csi->shader, shader );
512 /* store new shader text */
513 csi->shaderText = safe_malloc( strlen( shaderText ) + 1 );
514 strcpy( csi->shaderText, shaderText ); /* LEAK! */
523 EmitVertexRemapShader()
524 adds a vertexremapshader key/value pair to worldspawn
527 void EmitVertexRemapShader( char *from, char *to )
531 char key[ 64 ], value[ 256 ];
535 if( from == NULL || from[ 0 ] == '\0' ||
536 to == NULL || to[ 0 ] == '\0' )
540 sprintf( value, "%s;%s", from, to );
544 md5_append( &md5, value, strlen( value ) );
545 md5_finish( &md5, digest );
547 /* make key (this is annoying, as vertexremapshader is precisely 17 characters,
548 which is one too long, so we leave off the last byte of the md5 digest) */
549 sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",
550 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
551 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */
553 /* add key/value pair to worldspawn */
554 SetKeyValue( &entities[ 0 ], key, value );
561 allocates and initializes a new shader
564 static shaderInfo_t *AllocShaderInfo( void )
570 if( shaderInfo == NULL )
572 shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO );
577 if( numShaderInfo == MAX_SHADER_INFO )
578 Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." );
579 si = &shaderInfo[ numShaderInfo ];
582 /* ydnar: clear to 0 first */
583 memset( si, 0, sizeof( shaderInfo_t ) );
586 ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
588 si->backsplashFraction = DEF_BACKSPLASH_FRACTION;
589 si->backsplashDistance = DEF_BACKSPLASH_DISTANCE;
591 si->bounceScale = DEF_RADIOSITY_BOUNCE;
593 si->lightStyle = LS_NORMAL;
595 si->polygonOffset = qfalse;
597 si->shadeAngleDegrees = 0.0f;
598 si->lightmapSampleSize = 0;
599 si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
600 si->patchShadows = qfalse;
601 si->vertexShadows = qtrue; /* ydnar: changed default behavior */
602 si->forceSunlight = qfalse;
603 si->vertexScale = 1.0;
604 si->notjunc = qfalse;
606 /* ydnar: set texture coordinate transform matrix to identity */
607 TcModIdentity( si->mod );
609 /* ydnar: lightmaps can now be > 128x128 in an externally generated tga */
610 si->lmCustomWidth = lmCustomSize; //% LIGHTMAP_WIDTH;
611 si->lmCustomHeight = lmCustomSize; //% LIGHTMAP_HEIGHT;
613 /* return to sender */
620 FinishShader() - ydnar
621 sets a shader's width and height among other things
624 void FinishShader( shaderInfo_t *si )
627 float st[ 2 ], o[ 2 ], dist, bestDist;
628 vec4_t color, bestColor, delta;
631 /* don't double-dip */
635 /* if they're explicitly set, copy from image size */
636 if( si->shaderWidth == 0 && si->shaderHeight == 0 )
638 si->shaderWidth = si->shaderImage->width;
639 si->shaderHeight = si->shaderImage->height;
642 /* legacy terrain has explicit image-sized texture projection */
643 if( si->legacyTerrain && si->tcGen == qfalse )
645 /* set xy texture projection */
647 VectorSet( si->vecs[ 0 ], (1.0f / (si->shaderWidth * 0.5f)), 0, 0 );
648 VectorSet( si->vecs[ 1 ], 0, (1.0f / (si->shaderHeight * 0.5f)), 0 );
651 /* find pixel coordinates best matching the average color of the image */
653 o[ 0 ] = 1.0f / si->shaderImage->width;
654 o[ 1 ] = 1.0f / si->shaderImage->height;
655 for( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
657 for( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
659 /* sample the shader image */
660 RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color );
662 /* determine error squared */
663 VectorSubtract( color, si->averageColor, delta );
664 delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ];
665 dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ];
666 if( dist < bestDist )
668 VectorCopy( color, bestColor );
669 bestColor[ 3 ] = color[ 3 ];
670 si->stFlat[ 0 ] = st[ 0 ];
671 si->stFlat[ 1 ] = st[ 1 ];
676 /* set to finished */
677 si->finished = qtrue;
684 loads a shader's images
685 ydnar: image.c made this a bit simpler
688 static void LoadShaderImages( shaderInfo_t *si )
694 /* nodraw shaders don't need images */
695 if( si->compileFlags & C_NODRAW )
696 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
699 /* try to load editor image first */
700 si->shaderImage = ImageLoad( si->editorImagePath );
702 /* then try shadername */
703 if( si->shaderImage == NULL )
704 si->shaderImage = ImageLoad( si->shader );
706 /* then try implicit image path (note: new behavior!) */
707 if( si->shaderImage == NULL )
708 si->shaderImage = ImageLoad( si->implicitImagePath );
710 /* then try lightimage (note: new behavior!) */
711 if( si->shaderImage == NULL )
712 si->shaderImage = ImageLoad( si->lightImagePath );
714 /* otherwise, use default image */
715 if( si->shaderImage == NULL )
717 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
718 if( warnImage && strcmp( si->shader, "noshader" ) )
719 Sys_Printf( "WARNING: Couldn't find image for shader %s\n", si->shader );
722 /* load light image */
723 si->lightImage = ImageLoad( si->lightImagePath );
725 /* load normalmap image (ok if this is NULL) */
726 si->normalImage = ImageLoad( si->normalImagePath );
727 if( si->normalImage != NULL )
729 Sys_FPrintf( SYS_VRB, "Shader %s has\n"
730 " NM %s\n", si->shader, si->normalImagePath );
734 /* if no light image, use shader image */
735 if( si->lightImage == NULL )
736 si->lightImage = ImageLoad( si->shaderImage->name );
738 /* create default and average colors */
739 count = si->lightImage->width * si->lightImage->height;
740 VectorClear( color );
742 for( i = 0; i < count; i++ )
744 color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ];
745 color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ];
746 color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ];
747 color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ];
750 if( VectorLength( si->color ) <= 0.0f )
751 ColorNormalize( color, si->color );
752 VectorScale( color, (1.0f / count), si->averageColor );
758 ShaderInfoForShader()
759 finds a shaderinfo for a named shader
762 shaderInfo_t *ShaderInfoForShader( const char *shaderName )
766 char shader[ MAX_QPATH ];
770 if( shaderName == NULL || shaderName[ 0 ] == '\0' )
772 Sys_Printf( "WARNING: Null or empty shader name\n" );
773 shaderName = "missing";
776 /* strip off extension */
777 strcpy( shader, shaderName );
778 StripExtension( shader );
781 for( i = 0; i < numShaderInfo; i++ )
783 si = &shaderInfo[ i ];
784 if( !Q_stricmp( shader, si->shader ) )
786 /* load image if necessary */
787 if( si->shaderImage == NULL )
789 LoadShaderImages( si );
798 /* allocate a default shader */
799 si = AllocShaderInfo();
800 strcpy( si->shader, shader );
801 LoadShaderImages( si );
811 GetTokenAppend() - ydnar
812 gets a token and appends its text to the specified buffer
815 static int oldScriptLine = 0;
816 static int tabDepth = 0;
818 qboolean GetTokenAppend( char *buffer, qboolean crossline )
825 r = GetToken( crossline );
826 if( r == qfalse || buffer == NULL || token[ 0 ] == '\0' )
830 if( token[ 0 ] == '}' )
834 if( oldScriptLine != scriptline )
836 strcat( buffer, "\n" );
837 for( i = 0; i < tabDepth; i++ )
838 strcat( buffer, "\t" );
841 strcat( buffer, " " );
842 oldScriptLine = scriptline;
843 strcat( buffer, token );
846 if( token[ 0 ] == '{' )
854 void Parse1DMatrixAppend( char *buffer, int x, vec_t *m )
859 if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) )
860 Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline );
861 for( i = 0; i < x; i++ )
863 if( !GetTokenAppend( buffer, qfalse ) )
864 Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline );
865 m[ i ] = atof( token );
867 if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) )
868 Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline );
876 parses a shader file into discrete shaderInfo_t
879 static void ParseShaderFile( const char *filename )
883 char *suffix, temp[ 1024 ];
884 char shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
889 shaderText[ 0 ] = '\0';
891 /* load the shader */
892 LoadScriptFile( filename, 0 );
897 /* copy shader text to the shaderinfo */
898 if( si != NULL && shaderText[ 0 ] != '\0' )
900 strcat( shaderText, "\n" );
901 si->shaderText = safe_malloc( strlen( shaderText ) + 1 );
902 strcpy( si->shaderText, shaderText );
903 //% if( VectorLength( si->vecs[ 0 ] ) )
904 //% Sys_Printf( "%s\n", shaderText );
907 /* ydnar: clear shader text buffer */
908 shaderText[ 0 ] = '\0';
910 /* test for end of file */
911 if( !GetToken( qtrue ) )
914 /* shader name is initial token */
915 si = AllocShaderInfo();
916 strcpy( si->shader, token );
918 /* ignore ":q3map" suffix */
919 suffix = strstr( si->shader, ":q3map" );
923 /* handle { } section */
924 if( !GetTokenAppend( shaderText, qtrue ) )
926 if( strcmp( token, "{" ) )
929 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s",
930 filename, scriptline, token, si->shader );
932 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s",
933 filename, scriptline, token );
938 /* get the next token */
939 if( !GetTokenAppend( shaderText, qtrue ) )
941 if( !strcmp( token, "}" ) )
945 /* -----------------------------------------------------------------
946 shader stages (passes)
947 ----------------------------------------------------------------- */
949 /* parse stage directives */
950 if( !strcmp( token, "{" ) )
952 si->hasPasses = qtrue;
955 if( !GetTokenAppend( shaderText, qtrue ) )
957 if( !strcmp( token, "}" ) )
960 /* only care about images if we don't have a editor/light image */
961 if( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' )
963 /* digest any images */
964 if( !Q_stricmp( token, "map" ) ||
965 !Q_stricmp( token, "clampMap" ) ||
966 !Q_stricmp( token, "animMap" ) ||
967 !Q_stricmp( token, "clampAnimMap" ) ||
968 !Q_stricmp( token, "clampMap" ) ||
969 !Q_stricmp( token, "mapComp" ) ||
970 !Q_stricmp( token, "mapNoComp" ) )
972 /* skip one token for animated stages */
973 if( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) )
974 GetTokenAppend( shaderText, qfalse );
977 GetTokenAppend( shaderText, qfalse );
978 if( token[ 0 ] != '*' && token[ 0 ] != '$' )
980 strcpy( si->lightImagePath, token );
981 DefaultExtension( si->lightImagePath, ".tga" );
984 //% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );
992 /* -----------------------------------------------------------------
993 surfaceparm * directives
994 ----------------------------------------------------------------- */
996 /* match surfaceparm */
997 else if( !Q_stricmp( token, "surfaceparm" ) )
999 GetTokenAppend( shaderText, qfalse );
1000 if( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1001 Sys_Printf( "WARNING: Unknown surfaceparm: \"%s\"\n", token );
1005 /* -----------------------------------------------------------------
1006 game-related shader directives
1007 ----------------------------------------------------------------- */
1009 /* ydnar: fogparms (for determining fog volumes) */
1010 else if( !Q_stricmp( token, "fogparms" ) )
1011 si->fogParms = qtrue;
1013 /* ydnar: polygonoffset (for no culling) */
1014 else if( !Q_stricmp( token, "polygonoffset" ) )
1015 si->polygonOffset = qtrue;
1017 /* tesssize is used to force liquid surfaces to subdivide */
1018 else if( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ )
1020 GetTokenAppend( shaderText, qfalse );
1021 si->subdivisions = atof( token );
1024 /* cull none will set twoSided (ydnar: added disable too) */
1025 else if ( !Q_stricmp( token, "cull" ) )
1027 GetTokenAppend( shaderText, qfalse );
1028 if( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) )
1029 si->twoSided = qtrue;
1032 /* deformVertexes autosprite[ 2 ]
1033 we catch this so autosprited surfaces become point
1034 lights instead of area lights */
1035 else if( !Q_stricmp( token, "deformVertexes" ) )
1037 GetTokenAppend( shaderText, qfalse );
1039 /* deformVertexes autosprite(2) */
1040 if( !Q_strncasecmp( token, "autosprite", 10 ) )
1042 /* set it as autosprite and detail */
1043 si->autosprite = qtrue;
1044 ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1046 /* ydnar: gs mods: added these useful things */
1048 si->notjunc = qtrue;
1051 /* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
1052 if( !Q_stricmp( token, "move") )
1054 vec3_t amt, mins, maxs;
1058 /* get move amount */
1059 GetTokenAppend( shaderText, qfalse ); amt[ 0 ] = atof( token );
1060 GetTokenAppend( shaderText, qfalse ); amt[ 1 ] = atof( token );
1061 GetTokenAppend( shaderText, qfalse ); amt[ 2 ] = atof( token );
1064 GetTokenAppend( shaderText, qfalse );
1066 /* get base and amplitude */
1067 GetTokenAppend( shaderText, qfalse ); base = atof( token );
1068 GetTokenAppend( shaderText, qfalse ); amp = atof( token );
1071 VectorScale( amt, base, mins );
1072 VectorMA( mins, amp, amt, maxs );
1073 VectorAdd( si->mins, mins, si->mins );
1074 VectorAdd( si->maxs, maxs, si->maxs );
1078 /* light <value> (old-style flare specification) */
1079 else if( !Q_stricmp( token, "light" ) )
1081 GetTokenAppend( shaderText, qfalse );
1082 strcpy( si->flareShader, "flareshader" );
1085 /* ydnar: damageShader <shader> <health> (sof2 mods) */
1086 else if( !Q_stricmp( token, "damageShader" ) )
1088 GetTokenAppend( shaderText, qfalse );
1089 strcpy( si->damageShader, token );
1090 GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */
1093 /* ydnar: enemy territory implicit shaders */
1094 else if( !Q_stricmp( token, "implicitMap" ) )
1096 si->implicitMap = IM_OPAQUE;
1097 GetTokenAppend( shaderText, qfalse );
1098 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
1099 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1101 strcpy( si->implicitImagePath, token );
1104 else if( !Q_stricmp( token, "implicitMask" ) )
1106 si->implicitMap = IM_MASKED;
1107 GetTokenAppend( shaderText, qfalse );
1108 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
1109 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1111 strcpy( si->implicitImagePath, token );
1114 else if( !Q_stricmp( token, "implicitBlend" ) )
1116 si->implicitMap = IM_MASKED;
1117 GetTokenAppend( shaderText, qfalse );
1118 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
1119 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1121 strcpy( si->implicitImagePath, token );
1125 /* -----------------------------------------------------------------
1127 ----------------------------------------------------------------- */
1129 /* qer_editorimage <image> */
1130 else if( !Q_stricmp( token, "qer_editorImage" ) )
1132 GetTokenAppend( shaderText, qfalse );
1133 strcpy( si->editorImagePath, token );
1134 DefaultExtension( si->editorImagePath, ".tga" );
1137 /* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
1138 else if( !Q_stricmp( token, "q3map_normalImage" ) )
1140 GetTokenAppend( shaderText, qfalse );
1141 strcpy( si->normalImagePath, token );
1142 DefaultExtension( si->normalImagePath, ".tga" );
1145 /* q3map_lightimage <image> */
1146 else if( !Q_stricmp( token, "q3map_lightImage" ) )
1148 GetTokenAppend( shaderText, qfalse );
1149 strcpy( si->lightImagePath, token );
1150 DefaultExtension( si->lightImagePath, ".tga" );
1153 /* ydnar: skyparms <outer image> <cloud height> <inner image> */
1154 else if( !Q_stricmp( token, "skyParms" ) )
1156 /* get image base */
1157 GetTokenAppend( shaderText, qfalse );
1159 /* ignore bogus paths */
1160 if( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) )
1162 strcpy( si->skyParmsImageBase, token );
1164 /* use top image as sky light image */
1165 if( si->lightImagePath[ 0 ] == '\0' )
1166 sprintf( si->lightImagePath, "%s_up.tga", si->skyParmsImageBase );
1169 /* skip rest of line */
1170 GetTokenAppend( shaderText, qfalse );
1171 GetTokenAppend( shaderText, qfalse );
1174 /* -----------------------------------------------------------------
1176 ----------------------------------------------------------------- */
1178 /* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
1179 color will be normalized, so it doesn't matter what range you use
1180 intensity falls off with angle but not distance 100 is a fairly bright sun
1181 degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon
1182 ydnar: sof2map has bareword 'sun' token, so we support that as well */
1183 else if( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) )
1190 /* ydnar: extended sun directive? */
1191 if( !Q_stricmp( token, "q3map_sunext" ) )
1195 sun = safe_malloc( sizeof( *sun ) );
1196 memset( sun, 0, sizeof( *sun ) );
1199 GetTokenAppend( shaderText, qfalse );
1200 sun->color[ 0 ] = atof( token );
1201 GetTokenAppend( shaderText, qfalse );
1202 sun->color[ 1 ] = atof( token );
1203 GetTokenAppend( shaderText, qfalse );
1204 sun->color[ 2 ] = atof( token );
1207 VectorNormalize( sun->color, sun->color );
1209 /* scale color by brightness */
1210 GetTokenAppend( shaderText, qfalse );
1211 sun->photons = atof( token );
1213 /* get sun angle/elevation */
1214 GetTokenAppend( shaderText, qfalse );
1216 a = a / 180.0f * Q_PI;
1218 GetTokenAppend( shaderText, qfalse );
1220 b = b / 180.0f * Q_PI;
1222 sun->direction[ 0 ] = cos( a ) * cos( b );
1223 sun->direction[ 1 ] = sin( a ) * cos( b );
1224 sun->direction[ 2 ] = sin( b );
1226 /* get filter radius from shader */
1227 sun->filterRadius = si->lightFilterRadius;
1229 /* ydnar: get sun angular deviance/samples */
1230 if( ext && TokenAvailable() )
1232 GetTokenAppend( shaderText, qfalse );
1233 sun->deviance = atof( token );
1234 sun->deviance = sun->deviance / 180.0f * Q_PI;
1236 GetTokenAppend( shaderText, qfalse );
1237 sun->numSamples = atoi( token );
1241 sun->next = si->sun;
1244 /* apply sky surfaceparm */
1245 ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1247 /* don't process any more tokens on this line */
1252 else if( !Q_strncasecmp( token, "q3map_", 6 ) )
1254 /* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
1255 if( !Q_stricmp( token, "q3map_baseShader" ) )
1258 qboolean oldWarnImage;
1262 GetTokenAppend( shaderText, qfalse );
1263 //% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );
1264 oldWarnImage = warnImage;
1266 si2 = ShaderInfoForShader( token );
1267 warnImage = oldWarnImage;
1273 strcpy( temp, si->shader );
1276 memcpy( si, si2, sizeof( *si ) );
1278 /* restore name and set to unfinished */
1279 strcpy( si->shader, temp );
1280 si->finished = qfalse;
1284 /* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
1285 else if( !Q_stricmp( token, "q3map_surfacemodel" ) )
1287 surfaceModel_t *model;
1290 /* allocate new model and attach it */
1291 model = safe_malloc( sizeof( *model ) );
1292 memset( model, 0, sizeof( *model ) );
1293 model->next = si->surfaceModel;
1294 si->surfaceModel = model;
1296 /* get parameters */
1297 GetTokenAppend( shaderText, qfalse );
1298 strcpy( model->model, token );
1300 GetTokenAppend( shaderText, qfalse );
1301 model->density = atof( token );
1302 GetTokenAppend( shaderText, qfalse );
1303 model->odds = atof( token );
1305 GetTokenAppend( shaderText, qfalse );
1306 model->minScale = atof( token );
1307 GetTokenAppend( shaderText, qfalse );
1308 model->maxScale = atof( token );
1310 GetTokenAppend( shaderText, qfalse );
1311 model->minAngle = atof( token );
1312 GetTokenAppend( shaderText, qfalse );
1313 model->maxAngle = atof( token );
1315 GetTokenAppend( shaderText, qfalse );
1316 model->oriented = (token[ 0 ] == '1' ? qtrue : qfalse);
1319 /* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
1320 else if( !Q_stricmp( token, "q3map_foliage" ) )
1325 /* allocate new foliage struct and attach it */
1326 foliage = safe_malloc( sizeof( *foliage ) );
1327 memset( foliage, 0, sizeof( *foliage ) );
1328 foliage->next = si->foliage;
1329 si->foliage = foliage;
1331 /* get parameters */
1332 GetTokenAppend( shaderText, qfalse );
1333 strcpy( foliage->model, token );
1335 GetTokenAppend( shaderText, qfalse );
1336 foliage->scale = atof( token );
1337 GetTokenAppend( shaderText, qfalse );
1338 foliage->density = atof( token );
1339 GetTokenAppend( shaderText, qfalse );
1340 foliage->odds = atof( token );
1341 GetTokenAppend( shaderText, qfalse );
1342 foliage->inverseAlpha = atoi( token );
1345 /* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
1346 else if( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) )
1348 GetTokenAppend( shaderText, qfalse );
1349 si->bounceScale = atof( token );
1352 /* ydnar/splashdamage: q3map_skylight <value> <iterations> */
1353 else if( !Q_stricmp( token, "q3map_skylight" ) )
1355 GetTokenAppend( shaderText, qfalse );
1356 si->skyLightValue = atof( token );
1357 GetTokenAppend( shaderText, qfalse );
1358 si->skyLightIterations = atoi( token );
1361 if( si->skyLightValue < 0.0f )
1362 si->skyLightValue = 0.0f;
1363 if( si->skyLightIterations < 2 )
1364 si->skyLightIterations = 2;
1367 /* q3map_surfacelight <value> */
1368 else if( !Q_stricmp( token, "q3map_surfacelight" ) )
1370 GetTokenAppend( shaderText, qfalse );
1371 si->value = atof( token );
1375 /* q3map_lightStyle (sof2/jk2 lightstyle) */
1376 else if( !Q_stricmp( token, "q3map_lightStyle" ) )
1378 GetTokenAppend( shaderText, qfalse );
1379 val = atoi( token );
1382 else if( val > LS_NONE )
1384 si->lightStyle = val;
1387 /* wolf: q3map_lightRGB <red> <green> <blue> */
1388 else if( !Q_stricmp( token, "q3map_lightRGB" ) )
1390 VectorClear( si->color );
1391 GetTokenAppend( shaderText, qfalse );
1392 si->color[ 0 ] = atof( token );
1393 GetTokenAppend( shaderText, qfalse );
1394 si->color[ 1 ] = atof( token );
1395 GetTokenAppend( shaderText, qfalse );
1396 si->color[ 2 ] = atof( token );
1397 ColorNormalize( si->color, si->color );
1400 /* q3map_lightSubdivide <value> */
1401 else if( !Q_stricmp( token, "q3map_lightSubdivide" ) )
1403 GetTokenAppend( shaderText, qfalse );
1404 si->lightSubdivide = atoi( token );
1407 /* q3map_backsplash <percent> <distance> */
1408 else if( !Q_stricmp( token, "q3map_backsplash" ) )
1410 GetTokenAppend( shaderText, qfalse );
1411 si->backsplashFraction = atof( token ) * 0.01f;
1412 GetTokenAppend( shaderText, qfalse );
1413 si->backsplashDistance = atof( token );
1416 /* q3map_lightmapSampleSize <value> */
1417 else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) )
1419 GetTokenAppend( shaderText, qfalse );
1420 si->lightmapSampleSize = atoi( token );
1423 /* q3map_lightmapSampleSffset <value> */
1424 else if( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) )
1426 GetTokenAppend( shaderText, qfalse );
1427 si->lightmapSampleOffset = atof( token );
1430 /* ydnar: q3map_lightmapFilterRadius <self> <other> */
1431 else if( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) )
1433 GetTokenAppend( shaderText, qfalse );
1434 si->lmFilterRadius = atof( token );
1435 GetTokenAppend( shaderText, qfalse );
1436 si->lightFilterRadius = atof( token );
1439 /* ydnar: q3map_lightmapAxis [xyz] */
1440 else if( !Q_stricmp( token, "q3map_lightmapAxis" ) )
1442 GetTokenAppend( shaderText, qfalse );
1443 if( !Q_stricmp( token, "x" ) )
1444 VectorSet( si->lightmapAxis, 1, 0, 0 );
1445 else if( !Q_stricmp( token, "y" ) )
1446 VectorSet( si->lightmapAxis, 0, 1, 0 );
1447 else if( !Q_stricmp( token, "z" ) )
1448 VectorSet( si->lightmapAxis, 0, 0, 1 );
1451 Sys_Printf( "WARNING: Unknown value for lightmap axis: %s\n", token );
1452 VectorClear( si->lightmapAxis );
1456 /* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
1457 else if( !Q_stricmp( token, "q3map_lightmapSize" ) )
1459 GetTokenAppend( shaderText, qfalse );
1460 si->lmCustomWidth = atoi( token );
1461 GetTokenAppend( shaderText, qfalse );
1462 si->lmCustomHeight = atoi( token );
1464 /* must be a power of 2 */
1465 if( ((si->lmCustomWidth - 1) & si->lmCustomWidth) ||
1466 ((si->lmCustomHeight - 1) & si->lmCustomHeight) )
1468 Sys_Printf( "WARNING: Non power-of-two lightmap size specified (%d, %d)\n",
1469 si->lmCustomWidth, si->lmCustomHeight );
1470 si->lmCustomWidth = LIGHTMAP_WIDTH;
1471 si->lmCustomHeight = LIGHTMAP_HEIGHT;
1475 /* ydnar: q3map_lightmapGamma N (for autogenerated shaders + external tga lightmaps) */
1476 else if( !Q_stricmp( token, "q3map_lightmapGamma" ) )
1478 GetTokenAppend( shaderText, qfalse );
1479 si->lmGamma = atof( token );
1480 if( si->lmGamma < 0 )
1484 /* q3map_vertexScale (scale vertex lighting by this fraction) */
1485 else if( !Q_stricmp( token, "q3map_vertexScale" ) )
1487 GetTokenAppend( shaderText, qfalse );
1488 si->vertexScale = atof( token );
1491 /* q3map_flare <shader> */
1492 else if( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) )
1494 GetTokenAppend( shaderText, qfalse );
1495 strcpy( si->flareShader, token );
1498 /* q3map_backShader <shader> */
1499 else if( !Q_stricmp( token, "q3map_backShader" ) )
1501 GetTokenAppend( shaderText, qfalse );
1502 strcpy( si->backShader, token );
1505 /* ydnar: q3map_offset <value> */
1506 else if( !Q_stricmp( token, "q3map_offset" ) )
1508 GetTokenAppend( shaderText, qfalse );
1509 si->offset = atof( token );
1512 /* ydnar: q3map_cloneShader <shader> */
1513 else if ( !Q_stricmp( token, "q3map_cloneShader" ) )
1515 GetTokenAppend( shaderText, qfalse );
1516 strcpy( si->cloneShader, token );
1519 /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
1520 else if( !Q_stricmp( token, "q3map_fur" ) )
1522 GetTokenAppend( shaderText, qfalse );
1523 si->furNumLayers = atoi( token );
1524 GetTokenAppend( shaderText, qfalse );
1525 si->furOffset = atof( token );
1526 GetTokenAppend( shaderText, qfalse );
1527 si->furFade = atof( token );
1530 /* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
1531 else if( !Q_stricmp( token, "q3map_terrain" ) )
1533 /* team arena terrain is assumed to be nonplanar, with full normal averaging,
1534 passed through the metatriangle surface pipeline, with a lightmap axis on z */
1535 si->legacyTerrain = qtrue;
1537 si->notjunc = qtrue;
1538 si->indexed = qtrue;
1539 si->nonplanar = qtrue;
1540 si->forceMeta = qtrue;
1541 si->shadeAngleDegrees = 179.0f;
1542 //% VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
1545 /* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
1546 else if( !Q_stricmp( token, "q3map_forceMeta" ) )
1548 si->forceMeta = qtrue;
1551 /* ydnar: gs mods: q3map_shadeAngle <degrees> */
1552 else if( !Q_stricmp( token, "q3map_shadeAngle" ) )
1554 GetTokenAppend( shaderText, qfalse );
1555 si->shadeAngleDegrees = atof( token );
1558 /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
1559 else if( !Q_stricmp( token, "q3map_textureSize" ) )
1561 GetTokenAppend( shaderText, qfalse );
1562 si->shaderWidth = atoi( token );
1563 GetTokenAppend( shaderText, qfalse );
1564 si->shaderHeight = atoi( token );
1567 /* ydnar: gs mods: q3map_tcGen <style> <parameters> */
1568 else if( !Q_stricmp( token, "q3map_tcGen" ) )
1571 GetTokenAppend( shaderText, qfalse );
1573 /* q3map_tcGen vector <s vector> <t vector> */
1574 if( !Q_stricmp( token, "vector" ) )
1576 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
1577 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
1580 /* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
1581 else if( !Q_stricmp( token, "ivector" ) )
1583 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
1584 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
1585 for( i = 0; i < 3; i++ )
1587 si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;
1588 si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;
1593 Sys_Printf( "WARNING: Unknown q3map_tcGen method: %s\n", token );
1594 VectorClear( si->vecs[ 0 ] );
1595 VectorClear( si->vecs[ 1 ] );
1599 /* ydnar: gs mods: q3map_alphaMod <style> <parameters> */
1600 else if( !Q_stricmp( token, "q3map_alphaMod" ) )
1602 alphaMod_t *am, *am2;
1605 /* allocate new alpha mod */
1606 am = safe_malloc( sizeof( *am ) );
1607 memset( am, 0, sizeof( *am ) );
1609 /* attach to shader */
1610 if( si->alphaMod == NULL )
1614 for( am2 = si->alphaMod; am2 != NULL; am2 = am2->next )
1616 if( am2->next == NULL )
1625 GetTokenAppend( shaderText, qfalse );
1627 /* q3map_alphaMod dotproduct ( X Y Z ) */
1628 if( !Q_stricmp( token, "dotproduct" ) )
1630 am->type = AM_DOT_PRODUCT;
1631 Parse1DMatrixAppend( shaderText, 3, am->data );
1634 Sys_Printf( "WARNING: Unknown q3map_alphaMod method: %s\n", token );
1637 /* ydnar: gs mods: q3map_tcMod <style> <parameters> */
1638 else if( !Q_stricmp( token, "q3map_tcMod" ) )
1643 GetTokenAppend( shaderText, qfalse );
1645 /* q3map_tcMod [translate | shift | offset] <s> <t> */
1646 if( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) )
1648 GetTokenAppend( shaderText, qfalse );
1650 GetTokenAppend( shaderText, qfalse );
1653 TcModTranslate( si->mod, a, b );
1656 /* q3map_tcMod scale <s> <t> */
1657 else if( !Q_stricmp( token, "scale" ) )
1659 GetTokenAppend( shaderText, qfalse );
1661 GetTokenAppend( shaderText, qfalse );
1664 TcModScale( si->mod, a, b );
1667 /* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
1668 else if( !Q_stricmp( token, "rotate" ) )
1670 GetTokenAppend( shaderText, qfalse );
1672 TcModRotate( si->mod, a );
1675 Sys_Printf( "WARNING: Unknown q3map_tcMod method: %s\n", token );
1678 /* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
1679 else if( !Q_stricmp( token, "q3map_fogDir" ) )
1681 Parse1DMatrixAppend( shaderText, 3, si->fogDir );
1682 VectorNormalize( si->fogDir, si->fogDir );
1685 /* q3map_globaltexture */
1686 else if( !Q_stricmp( token, "q3map_globaltexture" ) )
1687 si->globalTexture = qtrue;
1689 /* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
1690 else if( !Q_stricmp( token, "q3map_nonplanar" ) )
1691 si->nonplanar = qtrue;
1693 /* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
1694 else if( !Q_stricmp( token, "q3map_noclip" ) )
1698 else if( !Q_stricmp( token, "q3map_notjunc" ) )
1699 si->notjunc = qtrue;
1702 else if( !Q_stricmp( token, "q3map_nofog" ) )
1705 /* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
1706 else if( !Q_stricmp( token, "q3map_indexed" ) )
1707 si->indexed = qtrue;
1709 /* ydnar: q3map_invert (inverts a drawsurface's facing) */
1710 else if( !Q_stricmp( token, "q3map_invert" ) )
1713 /* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
1714 else if( !Q_stricmp( token, "q3map_lightmapMergable" ) )
1715 si->lmMergable = qtrue;
1717 /* ydnar: q3map_nofast */
1718 else if( !Q_stricmp( token, "q3map_noFast" ) )
1721 /* q3map_patchshadows */
1722 else if( !Q_stricmp( token, "q3map_patchShadows" ) )
1723 si->patchShadows = qtrue;
1725 /* q3map_vertexshadows */
1726 else if( !Q_stricmp( token, "q3map_vertexShadows" ) )
1727 si->vertexShadows = qtrue; /* ydnar */
1729 /* q3map_novertexshadows */
1730 else if( !Q_stricmp( token, "q3map_noVertexShadows" ) )
1731 si->vertexShadows = qfalse; /* ydnar */
1733 /* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
1734 else if( !Q_stricmp( token, "q3map_splotchfix" ) )
1735 si->splotchFix = qtrue; /* ydnar */
1737 /* q3map_forcesunlight */
1738 else if( !Q_stricmp( token, "q3map_forceSunlight" ) )
1739 si->forceSunlight = qtrue;
1741 /* q3map_onlyvertexlighting (sof2) */
1742 else if( !Q_stricmp( token, "q3map_onlyVertexLighting" ) )
1743 ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1745 /* q3map_material (sof2) */
1746 else if( !Q_stricmp( token, "q3map_material" ) )
1748 GetTokenAppend( shaderText, qfalse );
1749 sprintf( temp, "*mat_%s", token );
1750 if( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1751 Sys_Printf( "WARNING: Unknown material \"%s\"\n", token );
1754 /* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
1755 else if( !Q_stricmp( token, "q3map_clipmodel" ) )
1756 si->clipModel = qtrue;
1758 /* ydnar: q3map_styleMarker[2] */
1759 else if( !Q_stricmp( token, "q3map_styleMarker" ) )
1760 si->styleMarker = 1;
1761 else if( !Q_stricmp( token, "q3map_styleMarker2" ) ) /* uses depthFunc equal */
1762 si->styleMarker = 2;
1764 /* ydnar: default to searching for q3map_<surfaceparm> */
1767 //% Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
1768 if( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1769 ;//% Sys_Printf( "WARNING: Unknown q3map_* directive \"%s\"\n", token );
1774 /* -----------------------------------------------------------------
1776 ----------------------------------------------------------------- */
1778 /* ignore all other tokens on the line */
1779 while( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) );
1787 ParseCustomInfoParms() - rr2do2
1788 loads custom info parms file for mods
1791 static void ParseCustomInfoParms( void )
1793 qboolean parsedContent, parsedSurface;
1797 if( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 )
1801 LoadScriptFile( "scripts/custinfoparms.txt", 0 );
1803 /* clear the array */
1804 memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
1805 numCustSurfaceParms = 0;
1806 parsedContent = parsedSurface = qfalse;
1808 /* parse custom contentflags */
1812 if ( !GetToken( qtrue ) )
1815 if ( !strcmp( token, "}" ) ) {
1816 parsedContent = qtrue;
1820 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
1821 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
1823 sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
1824 numCustSurfaceParms++;
1828 if( !parsedContent )
1830 Sys_Printf( "WARNING: Couldn't find valid custom contentsflag section\n" );
1834 /* parse custom surfaceflags */
1838 if( !GetToken( qtrue ) )
1841 if( !strcmp( token, "}" ) )
1843 parsedSurface = qtrue;
1847 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
1848 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
1850 sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
1851 numCustSurfaceParms++;
1855 if( !parsedContent )
1856 Sys_Printf( "WARNING: Couldn't find valid custom surfaceflag section\n" );
1863 the shaders are parsed out of shaderlist.txt from a main directory
1864 that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
1865 on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
1868 #define MAX_SHADER_FILES 1024
1870 void LoadShaderInfo( void )
1872 int i, j, numShaderFiles, count;
1873 char filename[ 1024 ];
1874 char *shaderFiles[ MAX_SHADER_FILES ];
1877 /* rr2do2: parse custom infoparms first */
1878 if( useCustomInfoParms )
1879 ParseCustomInfoParms();
1881 /* start with zero */
1884 /* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
1885 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
1886 count = vfsGetFileCount( filename );
1889 for( i = 0; i < count; i++ )
1891 /* load shader list */
1892 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
1893 LoadScriptFile( filename, i );
1896 while( GetToken( qtrue ) )
1898 /* check for duplicate entries */
1899 for( j = 0; j < numShaderFiles; j++ )
1900 if( !strcmp( shaderFiles[ j ], token ) )
1904 if( j >= MAX_SHADER_FILES )
1905 Error( "MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int) MAX_SHADER_FILES );
1907 /* new shader file */
1908 if( j == numShaderFiles )
1910 shaderFiles[ numShaderFiles ] = safe_malloc( MAX_OS_PATH );
1911 strcpy( shaderFiles[ numShaderFiles ], token );
1917 /* parse the shader files */
1918 for( i = 0; i < numShaderFiles; i++ )
1920 sprintf( filename, "%s/%s.shader", game->shaderPath, shaderFiles[ i ] );
1921 ParseShaderFile( filename );
1922 free( shaderFiles[ i ] );
1925 /* emit some statistics */
1926 Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );