2 Copyright (C) 1999-2007 id Software, Inc. and contributors.
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3 For a list of contributors, see the accompanying CONTRIBUTORS file.
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5 This file is part of GtkRadiant.
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7 GtkRadiant is free software; you can redistribute it and/or modify
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8 it under the terms of the GNU General Public License as published by
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9 the Free Software Foundation; either version 2 of the License, or
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10 (at your option) any later version.
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12 GtkRadiant is distributed in the hope that it will be useful,
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13 but WITHOUT ANY WARRANTY; without even the implied warranty of
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14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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15 GNU General Public License for more details.
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17 You should have received a copy of the GNU General Public License
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18 along with GtkRadiant; if not, write to the Free Software
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19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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21 ----------------------------------------------------------------------------------
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23 This code has been altered significantly from its original form, to support
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24 several games based on the Quake III Arena engine, in the form of "Q3Map2."
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26 ------------------------------------------------------------------------------- */
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42 routines for dealing with vertex alpha modification
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45 void AlphaMod( alphaMod_t *am, int numVerts, bspDrawVert_t *drawVerts )
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54 if( am == NULL || numVerts < 1 || drawVerts == NULL )
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58 /* walk vertex list */
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59 for( i = 0; i < numVerts; i++ )
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62 dv = &drawVerts[ i ];
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64 /* walk alphamod list */
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65 for( am2 = am; am2 != NULL; am2 = am2->next )
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67 /* switch on type */
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70 case AM_DOT_PRODUCT:
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71 mult = DotProduct( dv->normal, am2->data );
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82 for( j = 0; j < MAX_LIGHTMAPS; j++ )
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84 a = (mult * dv->color[ j ][ 3 ]) + add;
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89 dv->color[ j ][ 3 ] = a;
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99 routines for dealing with a 3x3 texture mod matrix
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102 void TcMod( tcMod_t mod, float st[ 2 ] )
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107 old[ 0 ] = st[ 0 ];
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108 old[ 1 ] = st[ 1 ];
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109 st[ 0 ] = (mod[ 0 ][ 0 ] * old[ 0 ]) + (mod[ 0 ][ 1 ] * old[ 1 ]) + mod[ 0 ][ 2 ];
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110 st[ 1 ] = (mod[ 1 ][ 0 ] * old[ 0 ]) + (mod[ 1 ][ 1 ] * old[ 1 ]) + mod[ 1 ][ 2 ];
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114 void TcModIdentity( tcMod_t mod )
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116 mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f;
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117 mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f;
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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 */
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122 void TcModMultiply( tcMod_t a, tcMod_t b, tcMod_t out )
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127 for( i = 0; i < 3; i++ )
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129 out[ i ][ 0 ] = (a[ i ][ 0 ] * b[ 0 ][ 0 ]) + (a[ i ][ 1 ] * b[ 1 ][ 0 ]) + (a[ i ][ 2 ] * b[ 2 ][ 0 ]);
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130 out[ i ][ 1 ] = (a[ i ][ 0 ] * b[ 0 ][ 1 ]) + (a[ i ][ 1 ] * b[ 1 ][ 1 ]) + (a[ i ][ 2 ] * b[ 2 ][ 1 ]);
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131 out[ i ][ 2 ] = (a[ i ][ 0 ] * b[ 0 ][ 2 ]) + (a[ i ][ 1 ] * b[ 1 ][ 2 ]) + (a[ i ][ 2 ] * b[ 2 ][ 2 ]);
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136 void TcModTranslate( tcMod_t mod, float s, float t )
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138 mod[ 0 ][ 2 ] += s;
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139 mod[ 1 ][ 2 ] += t;
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143 void TcModScale( tcMod_t mod, float s, float t )
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145 mod[ 0 ][ 0 ] *= s;
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146 mod[ 1 ][ 1 ] *= t;
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150 void TcModRotate( tcMod_t mod, float euler )
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153 float radians, sinv, cosv;
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156 memcpy( old, mod, sizeof( tcMod_t ) );
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157 TcModIdentity( temp );
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159 radians = euler / 180 * Q_PI;
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160 sinv = sin( radians );
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161 cosv = cos( radians );
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163 temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv;
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164 temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv;
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166 TcModMultiply( old, temp, mod );
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172 ApplySurfaceParm() - ydnar
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173 applies a named surfaceparm to the supplied flags
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176 qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags )
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185 if( contentFlags == NULL )
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186 contentFlags = &fake;
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187 if( surfaceFlags == NULL )
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188 surfaceFlags = &fake;
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189 if( compileFlags == NULL )
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190 compileFlags = &fake;
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192 /* walk the current game's surfaceparms */
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193 sp = game->surfaceParms;
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194 while( sp->name != NULL )
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197 if( !Q_stricmp( name, sp->name ) )
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199 /* clear and set flags */
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200 *contentFlags &= ~(sp->contentFlagsClear);
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201 *contentFlags |= sp->contentFlags;
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202 *surfaceFlags &= ~(sp->surfaceFlagsClear);
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203 *surfaceFlags |= sp->surfaceFlags;
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204 *compileFlags &= ~(sp->compileFlagsClear);
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205 *compileFlags |= sp->compileFlags;
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215 /* check custom info parms */
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216 for( i = 0; i < numCustSurfaceParms; i++ )
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218 /* get surfaceparm */
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219 sp = &custSurfaceParms[ i ];
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222 if( !Q_stricmp( name, sp->name ) )
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224 /* clear and set flags */
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225 *contentFlags &= ~(sp->contentFlagsClear);
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226 *contentFlags |= sp->contentFlags;
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227 *surfaceFlags &= ~(sp->surfaceFlagsClear);
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228 *surfaceFlags |= sp->surfaceFlags;
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229 *compileFlags &= ~(sp->compileFlagsClear);
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230 *compileFlags |= sp->compileFlags;
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237 /* no matching surfaceparm found */
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244 BeginMapShaderFile() - ydnar
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245 erases and starts a new map shader script
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248 void BeginMapShaderFile( const char *mapFile )
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255 mapName[ 0 ] = '\0';
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256 mapShaderFile[ 0 ] = '\0';
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257 if( mapFile == NULL || mapFile[ 0 ] == '\0' )
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260 /* copy map name */
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261 strcpy( base, mapFile );
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262 StripExtension( base );
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264 /* extract map name */
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265 len = strlen( base ) - 1;
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266 while( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )
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268 strcpy( mapName, &base[ len + 1 ] );
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269 base[ len ] = '\0';
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273 /* append ../scripts/q3map2_<mapname>.shader */
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274 sprintf( mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName );
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275 Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile );
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278 remove( mapShaderFile );
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280 /* stop making warnings about missing images */
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281 warnImage = qfalse;
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287 WriteMapShaderFile() - ydnar
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288 writes a shader to the map shader script
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291 void WriteMapShaderFile( void )
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299 if( mapShaderFile[ 0 ] == '\0' )
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302 /* are there any custom shaders? */
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303 for( i = 0, num = 0; i < numShaderInfo; i++ )
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305 if( shaderInfo[ i ].custom )
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308 if( i == numShaderInfo )
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312 Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n");
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313 Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile );
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315 /* open shader file */
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316 file = fopen( mapShaderFile, "w" );
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319 Sys_Printf( "WARNING: Unable to open map shader file %s for writing\n", mapShaderFile );
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325 "// Custom shader file for %s.bsp\n"
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326 "// Generated by Q3Map2 (ydnar)\n"
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327 "// Do not edit! This file is overwritten on recompiles.\n\n",
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330 /* walk the shader list */
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331 for( i = 0, num = 0; i < numShaderInfo; i++ )
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333 /* get the shader and print it */
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334 si = &shaderInfo[ i ];
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335 if( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' )
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339 /* print it to the file */
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340 fprintf( file, "%s%s\n", si->shader, si->shaderText );
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341 //% Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */
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343 Sys_FPrintf( SYS_VRB, "." );
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346 /* close the shader */
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349 Sys_FPrintf( SYS_VRB, "\n" );
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351 /* print some stats */
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352 Sys_Printf( "%9d custom shaders emitted\n", num );
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358 CustomShader() - ydnar
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359 sets up a custom map shader
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362 shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace )
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365 char shader[ MAX_QPATH ];
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370 char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
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375 return ShaderInfoForShader( "default" );
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377 /* default shader text source */
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378 srcShaderText = si->shaderText;
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380 /* et: implicitMap */
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381 if( si->implicitMap == IM_OPAQUE )
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383 srcShaderText = temp;
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384 sprintf( temp, "\n"
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385 "{ // Q3Map2 defaulted (implicitMap)\n"
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387 "\t\tmap $lightmap\n"
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388 "\t\trgbGen identity\n"
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390 "\tq3map_styleMarker\n"
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393 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
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394 "\t\trgbGen identity\n"
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397 si->implicitImagePath );
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400 /* et: implicitMask */
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401 else if( si->implicitMap == IM_MASKED )
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403 srcShaderText = temp;
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404 sprintf( temp, "\n"
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405 "{ // Q3Map2 defaulted (implicitMask)\n"
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409 "\t\talphaFunc GE128\n"
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413 "\t\tmap $lightmap\n"
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414 "\t\trgbGen identity\n"
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415 "\t\tdepthFunc equal\n"
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417 "\tq3map_styleMarker\n"
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420 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
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421 "\t\tdepthFunc equal\n"
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422 "\t\trgbGen identity\n"
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425 si->implicitImagePath,
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426 si->implicitImagePath );
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429 /* et: implicitBlend */
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430 else if( si->implicitMap == IM_BLEND )
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432 srcShaderText = temp;
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433 sprintf( temp, "\n"
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434 "{ // Q3Map2 defaulted (implicitBlend)\n"
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438 "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
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441 "\t\tmap $lightmap\n"
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442 "\t\trgbGen identity\n"
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443 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
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445 "\tq3map_styleMarker\n"
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447 si->implicitImagePath );
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450 /* default shader text */
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451 else if( srcShaderText == NULL )
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453 srcShaderText = temp;
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454 sprintf( temp, "\n"
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455 "{ // Q3Map2 defaulted\n"
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457 "\t\tmap $lightmap\n"
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458 "\t\trgbGen identity\n"
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460 "\tq3map_styleMarker\n"
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463 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
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464 "\t\trgbGen identity\n"
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471 if( (strlen( mapName ) + 1 + 32) > MAX_QPATH )
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472 Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH );
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474 /* do some bad find-replace */
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475 s = strstr( srcShaderText, find );
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477 //% strcpy( shaderText, srcShaderText );
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478 return si; /* testing just using the existing shader if this fails */
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481 /* substitute 'find' with 'replace' */
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482 loc = s - srcShaderText;
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483 strcpy( shaderText, srcShaderText );
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484 shaderText[ loc ] = '\0';
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485 strcat( shaderText, replace );
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486 strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );
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489 /* make md5 hash of the shader text */
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491 md5_append( &md5, shaderText, strlen( shaderText ) );
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492 md5_finish( &md5, digest );
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494 /* mangle hash into a shader name */
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495 sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,
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496 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
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497 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
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500 csi = ShaderInfoForShader( shader );
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502 /* might be a preexisting shader */
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506 /* clone the existing shader and rename */
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507 memcpy( csi, si, sizeof( shaderInfo_t ) );
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508 strcpy( csi->shader, shader );
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509 csi->custom = qtrue;
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511 /* store new shader text */
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512 csi->shaderText = safe_malloc( strlen( shaderText ) + 1 );
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513 strcpy( csi->shaderText, shaderText ); /* LEAK! */
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522 EmitVertexRemapShader()
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523 adds a vertexremapshader key/value pair to worldspawn
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526 void EmitVertexRemapShader( char *from, char *to )
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530 char key[ 64 ], value[ 256 ];
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534 if( from == NULL || from[ 0 ] == '\0' ||
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535 to == NULL || to[ 0 ] == '\0' )
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539 sprintf( value, "%s;%s", from, to );
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541 /* make md5 hash */
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543 md5_append( &md5, value, strlen( value ) );
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544 md5_finish( &md5, digest );
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546 /* make key (this is annoying, as vertexremapshader is precisely 17 characters,
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547 which is one too long, so we leave off the last byte of the md5 digest) */
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548 sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",
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549 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
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550 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */
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552 /* add key/value pair to worldspawn */
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553 SetKeyValue( &entities[ 0 ], key, value );
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560 allocates and initializes a new shader
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563 static shaderInfo_t *AllocShaderInfo( void )
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569 if( shaderInfo == NULL )
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571 shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO );
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576 if( numShaderInfo == MAX_SHADER_INFO )
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577 Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." );
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578 si = &shaderInfo[ numShaderInfo ];
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581 /* ydnar: clear to 0 first */
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582 memset( si, 0, sizeof( shaderInfo_t ) );
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585 ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
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587 si->backsplashFraction = DEF_BACKSPLASH_FRACTION;
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588 si->backsplashDistance = DEF_BACKSPLASH_DISTANCE;
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590 si->bounceScale = DEF_RADIOSITY_BOUNCE;
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592 si->lightStyle = LS_NORMAL;
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594 si->polygonOffset = qfalse;
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596 si->shadeAngleDegrees = 0.0f;
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597 si->lightmapSampleSize = 0;
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598 si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
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599 si->patchShadows = qfalse;
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600 si->vertexShadows = qtrue; /* ydnar: changed default behavior */
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601 si->forceSunlight = qfalse;
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602 si->vertexScale = 1.0;
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603 si->notjunc = qfalse;
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605 /* ydnar: set texture coordinate transform matrix to identity */
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606 TcModIdentity( si->mod );
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608 /* ydnar: lightmaps can now be > 128x128 in an externally generated tga */
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609 si->lmCustomWidth = lmCustomSize; //% LIGHTMAP_WIDTH;
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610 si->lmCustomHeight = lmCustomSize; //% LIGHTMAP_HEIGHT;
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612 /* return to sender */
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619 FinishShader() - ydnar
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620 sets a shader's width and height among other things
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623 void FinishShader( shaderInfo_t *si )
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626 float st[ 2 ], o[ 2 ], dist, bestDist;
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627 vec4_t color, bestColor, delta;
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630 /* don't double-dip */
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634 /* if they're explicitly set, copy from image size */
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635 if( si->shaderWidth == 0 && si->shaderHeight == 0 )
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637 si->shaderWidth = si->shaderImage->width;
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638 si->shaderHeight = si->shaderImage->height;
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641 /* legacy terrain has explicit image-sized texture projection */
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642 if( si->legacyTerrain && si->tcGen == qfalse )
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644 /* set xy texture projection */
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646 VectorSet( si->vecs[ 0 ], (1.0f / (si->shaderWidth * 0.5f)), 0, 0 );
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647 VectorSet( si->vecs[ 1 ], 0, (1.0f / (si->shaderHeight * 0.5f)), 0 );
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650 /* find pixel coordinates best matching the average color of the image */
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651 bestDist = 99999999;
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652 o[ 0 ] = 1.0f / si->shaderImage->width;
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653 o[ 1 ] = 1.0f / si->shaderImage->height;
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654 for( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
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656 for( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
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658 /* sample the shader image */
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659 RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color );
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661 /* determine error squared */
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662 VectorSubtract( color, si->averageColor, delta );
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663 delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ];
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664 dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ];
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665 if( dist < bestDist )
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667 VectorCopy( color, bestColor );
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668 bestColor[ 3 ] = color[ 3 ];
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669 si->stFlat[ 0 ] = st[ 0 ];
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670 si->stFlat[ 1 ] = st[ 1 ];
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675 /* set to finished */
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676 si->finished = qtrue;
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683 loads a shader's images
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684 ydnar: image.c made this a bit simpler
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687 static void LoadShaderImages( shaderInfo_t *si )
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693 /* nodraw shaders don't need images */
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694 if( si->compileFlags & C_NODRAW )
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695 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
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698 /* try to load editor image first */
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699 si->shaderImage = ImageLoad( si->editorImagePath );
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701 /* then try shadername */
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702 if( si->shaderImage == NULL )
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703 si->shaderImage = ImageLoad( si->shader );
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705 /* then try implicit image path (note: new behavior!) */
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706 if( si->shaderImage == NULL )
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707 si->shaderImage = ImageLoad( si->implicitImagePath );
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709 /* then try lightimage (note: new behavior!) */
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710 if( si->shaderImage == NULL )
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711 si->shaderImage = ImageLoad( si->lightImagePath );
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713 /* otherwise, use default image */
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714 if( si->shaderImage == NULL )
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716 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
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717 if( warnImage && strcmp( si->shader, "noshader" ) )
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718 Sys_Printf( "WARNING: Couldn't find image for shader %s\n", si->shader );
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721 /* load light image */
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722 si->lightImage = ImageLoad( si->lightImagePath );
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724 /* load normalmap image (ok if this is NULL) */
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725 si->normalImage = ImageLoad( si->normalImagePath );
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726 if( si->normalImage != NULL )
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728 Sys_FPrintf( SYS_VRB, "Shader %s has\n"
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729 " NM %s\n", si->shader, si->normalImagePath );
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733 /* if no light image, use shader image */
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734 if( si->lightImage == NULL )
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735 si->lightImage = ImageLoad( si->shaderImage->name );
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737 /* create default and average colors */
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738 count = si->lightImage->width * si->lightImage->height;
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739 VectorClear( color );
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741 for( i = 0; i < count; i++ )
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743 color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ];
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744 color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ];
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745 color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ];
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746 color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ];
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749 if( VectorLength( si->color ) <= 0.0f )
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750 ColorNormalize( color, si->color );
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751 VectorScale( color, (1.0f / count), si->averageColor );
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757 ShaderInfoForShader()
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758 finds a shaderinfo for a named shader
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761 shaderInfo_t *ShaderInfoForShader( const char *shaderName )
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765 char shader[ MAX_QPATH ];
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769 if( shaderName == NULL || shaderName[ 0 ] == '\0' )
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771 Sys_Printf( "WARNING: Null or empty shader name\n" );
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772 shaderName = "missing";
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775 /* strip off extension */
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776 strcpy( shader, shaderName );
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777 StripExtension( shader );
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779 /* search for it */
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780 for( i = 0; i < numShaderInfo; i++ )
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782 si = &shaderInfo[ i ];
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783 if( !Q_stricmp( shader, si->shader ) )
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785 /* load image if necessary */
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786 if( si->shaderImage == NULL )
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788 LoadShaderImages( si );
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789 FinishShader( si );
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797 /* allocate a default shader */
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798 si = AllocShaderInfo();
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799 strcpy( si->shader, shader );
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800 LoadShaderImages( si );
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801 FinishShader( si );
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810 GetTokenAppend() - ydnar
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811 gets a token and appends its text to the specified buffer
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814 static int oldScriptLine = 0;
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815 static int tabDepth = 0;
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817 qboolean GetTokenAppend( char *buffer, qboolean crossline )
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823 /* get the token */
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824 r = GetToken( crossline );
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825 if( r == qfalse || buffer == NULL || token[ 0 ] == '\0' )
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829 if( token[ 0 ] == '}' )
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833 if( oldScriptLine != scriptline )
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835 strcat( buffer, "\n" );
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836 for( i = 0; i < tabDepth; i++ )
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837 strcat( buffer, "\t" );
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840 strcat( buffer, " " );
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841 oldScriptLine = scriptline;
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842 strcat( buffer, token );
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844 /* post-tabstops */
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845 if( token[ 0 ] == '{' )
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853 void Parse1DMatrixAppend( char *buffer, int x, vec_t *m )
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858 if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) )
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859 Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline );
\r
860 for( i = 0; i < x; i++ )
\r
862 if( !GetTokenAppend( buffer, qfalse ) )
\r
863 Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline );
\r
864 m[ i ] = atof( token );
\r
866 if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) )
\r
867 Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline );
\r
875 parses a shader file into discrete shaderInfo_t
\r
878 static void ParseShaderFile( const char *filename )
\r
882 char *suffix, temp[ 1024 ];
\r
883 char shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
\r
888 shaderText[ 0 ] = '\0';
\r
890 /* load the shader */
\r
891 LoadScriptFile( filename, 0 );
\r
896 /* copy shader text to the shaderinfo */
\r
897 if( si != NULL && shaderText[ 0 ] != '\0' )
\r
899 strcat( shaderText, "\n" );
\r
900 si->shaderText = safe_malloc( strlen( shaderText ) + 1 );
\r
901 strcpy( si->shaderText, shaderText );
\r
902 //% if( VectorLength( si->vecs[ 0 ] ) )
\r
903 //% Sys_Printf( "%s\n", shaderText );
\r
906 /* ydnar: clear shader text buffer */
\r
907 shaderText[ 0 ] = '\0';
\r
909 /* test for end of file */
\r
910 if( !GetToken( qtrue ) )
\r
913 /* shader name is initial token */
\r
914 si = AllocShaderInfo();
\r
915 strcpy( si->shader, token );
\r
917 /* ignore ":q3map" suffix */
\r
918 suffix = strstr( si->shader, ":q3map" );
\r
919 if( suffix != NULL )
\r
922 /* handle { } section */
\r
923 if( !GetTokenAppend( shaderText, qtrue ) )
\r
925 if( strcmp( token, "{" ) )
\r
928 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s",
\r
929 filename, scriptline, token, si->shader );
\r
931 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s",
\r
932 filename, scriptline, token );
\r
937 /* get the next token */
\r
938 if( !GetTokenAppend( shaderText, qtrue ) )
\r
940 if( !strcmp( token, "}" ) )
\r
944 /* -----------------------------------------------------------------
\r
945 shader stages (passes)
\r
946 ----------------------------------------------------------------- */
\r
948 /* parse stage directives */
\r
949 if( !strcmp( token, "{" ) )
\r
951 si->hasPasses = qtrue;
\r
954 if( !GetTokenAppend( shaderText, qtrue ) )
\r
956 if( !strcmp( token, "}" ) )
\r
959 /* only care about images if we don't have a editor/light image */
\r
960 if( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' )
\r
962 /* digest any images */
\r
963 if( !Q_stricmp( token, "map" ) ||
\r
964 !Q_stricmp( token, "clampMap" ) ||
\r
965 !Q_stricmp( token, "animMap" ) ||
\r
966 !Q_stricmp( token, "clampAnimMap" ) ||
\r
967 !Q_stricmp( token, "clampMap" ) ||
\r
968 !Q_stricmp( token, "mapComp" ) ||
\r
969 !Q_stricmp( token, "mapNoComp" ) )
\r
971 /* skip one token for animated stages */
\r
972 if( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) )
\r
973 GetTokenAppend( shaderText, qfalse );
\r
976 GetTokenAppend( shaderText, qfalse );
\r
977 if( token[ 0 ] != '*' && token[ 0 ] != '$' )
\r
979 strcpy( si->lightImagePath, token );
\r
980 DefaultExtension( si->lightImagePath, ".tga" );
\r
983 //% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );
\r
991 /* -----------------------------------------------------------------
\r
992 surfaceparm * directives
\r
993 ----------------------------------------------------------------- */
\r
995 /* match surfaceparm */
\r
996 else if( !Q_stricmp( token, "surfaceparm" ) )
\r
998 GetTokenAppend( shaderText, qfalse );
\r
999 if( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
\r
1000 Sys_Printf( "WARNING: Unknown surfaceparm: \"%s\"\n", token );
\r
1004 /* -----------------------------------------------------------------
\r
1005 game-related shader directives
\r
1006 ----------------------------------------------------------------- */
\r
1008 /* ydnar: fogparms (for determining fog volumes) */
\r
1009 else if( !Q_stricmp( token, "fogparms" ) )
\r
1010 si->fogParms = qtrue;
\r
1012 /* ydnar: polygonoffset (for no culling) */
\r
1013 else if( !Q_stricmp( token, "polygonoffset" ) )
\r
1014 si->polygonOffset = qtrue;
\r
1016 /* tesssize is used to force liquid surfaces to subdivide */
\r
1017 else if( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ )
\r
1019 GetTokenAppend( shaderText, qfalse );
\r
1020 si->subdivisions = atof( token );
\r
1023 /* cull none will set twoSided (ydnar: added disable too) */
\r
1024 else if ( !Q_stricmp( token, "cull" ) )
\r
1026 GetTokenAppend( shaderText, qfalse );
\r
1027 if( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) )
\r
1028 si->twoSided = qtrue;
\r
1031 /* deformVertexes autosprite[ 2 ]
\r
1032 we catch this so autosprited surfaces become point
\r
1033 lights instead of area lights */
\r
1034 else if( !Q_stricmp( token, "deformVertexes" ) )
\r
1036 GetTokenAppend( shaderText, qfalse );
\r
1038 /* deformVertexes autosprite(2) */
\r
1039 if( !Q_strncasecmp( token, "autosprite", 10 ) )
\r
1041 /* set it as autosprite and detail */
\r
1042 si->autosprite = qtrue;
\r
1043 ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
\r
1045 /* ydnar: gs mods: added these useful things */
\r
1046 si->noClip = qtrue;
\r
1047 si->notjunc = qtrue;
\r
1050 /* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
\r
1051 if( !Q_stricmp( token, "move") )
\r
1053 vec3_t amt, mins, maxs;
\r
1057 /* get move amount */
\r
1058 GetTokenAppend( shaderText, qfalse ); amt[ 0 ] = atof( token );
\r
1059 GetTokenAppend( shaderText, qfalse ); amt[ 1 ] = atof( token );
\r
1060 GetTokenAppend( shaderText, qfalse ); amt[ 2 ] = atof( token );
\r
1063 GetTokenAppend( shaderText, qfalse );
\r
1065 /* get base and amplitude */
\r
1066 GetTokenAppend( shaderText, qfalse ); base = atof( token );
\r
1067 GetTokenAppend( shaderText, qfalse ); amp = atof( token );
\r
1070 VectorScale( amt, base, mins );
\r
1071 VectorMA( mins, amp, amt, maxs );
\r
1072 VectorAdd( si->mins, mins, si->mins );
\r
1073 VectorAdd( si->maxs, maxs, si->maxs );
\r
1077 /* light <value> (old-style flare specification) */
\r
1078 else if( !Q_stricmp( token, "light" ) )
\r
1080 GetTokenAppend( shaderText, qfalse );
\r
1081 strcpy( si->flareShader, "flareshader" );
\r
1084 /* ydnar: damageShader <shader> <health> (sof2 mods) */
\r
1085 else if( !Q_stricmp( token, "damageShader" ) )
\r
1087 GetTokenAppend( shaderText, qfalse );
\r
1088 strcpy( si->damageShader, token );
\r
1089 GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */
\r
1092 /* ydnar: enemy territory implicit shaders */
\r
1093 else if( !Q_stricmp( token, "implicitMap" ) )
\r
1095 si->implicitMap = IM_OPAQUE;
\r
1096 GetTokenAppend( shaderText, qfalse );
\r
1097 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
\r
1098 sprintf( si->implicitImagePath, "%s.tga", si->shader );
\r
1100 strcpy( si->implicitImagePath, token );
\r
1103 else if( !Q_stricmp( token, "implicitMask" ) )
\r
1105 si->implicitMap = IM_MASKED;
\r
1106 GetTokenAppend( shaderText, qfalse );
\r
1107 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
\r
1108 sprintf( si->implicitImagePath, "%s.tga", si->shader );
\r
1110 strcpy( si->implicitImagePath, token );
\r
1113 else if( !Q_stricmp( token, "implicitBlend" ) )
\r
1115 si->implicitMap = IM_MASKED;
\r
1116 GetTokenAppend( shaderText, qfalse );
\r
1117 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
\r
1118 sprintf( si->implicitImagePath, "%s.tga", si->shader );
\r
1120 strcpy( si->implicitImagePath, token );
\r
1124 /* -----------------------------------------------------------------
\r
1126 ----------------------------------------------------------------- */
\r
1128 /* qer_editorimage <image> */
\r
1129 else if( !Q_stricmp( token, "qer_editorImage" ) )
\r
1131 GetTokenAppend( shaderText, qfalse );
\r
1132 strcpy( si->editorImagePath, token );
\r
1133 DefaultExtension( si->editorImagePath, ".tga" );
\r
1136 /* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
\r
1137 else if( !Q_stricmp( token, "q3map_normalImage" ) )
\r
1139 GetTokenAppend( shaderText, qfalse );
\r
1140 strcpy( si->normalImagePath, token );
\r
1141 DefaultExtension( si->normalImagePath, ".tga" );
\r
1144 /* q3map_lightimage <image> */
\r
1145 else if( !Q_stricmp( token, "q3map_lightImage" ) )
\r
1147 GetTokenAppend( shaderText, qfalse );
\r
1148 strcpy( si->lightImagePath, token );
\r
1149 DefaultExtension( si->lightImagePath, ".tga" );
\r
1152 /* ydnar: skyparms <outer image> <cloud height> <inner image> */
\r
1153 else if( !Q_stricmp( token, "skyParms" ) )
\r
1155 /* get image base */
\r
1156 GetTokenAppend( shaderText, qfalse );
\r
1158 /* ignore bogus paths */
\r
1159 if( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) )
\r
1161 strcpy( si->skyParmsImageBase, token );
\r
1163 /* use top image as sky light image */
\r
1164 if( si->lightImagePath[ 0 ] == '\0' )
\r
1165 sprintf( si->lightImagePath, "%s_up.tga", si->skyParmsImageBase );
\r
1168 /* skip rest of line */
\r
1169 GetTokenAppend( shaderText, qfalse );
\r
1170 GetTokenAppend( shaderText, qfalse );
\r
1173 /* -----------------------------------------------------------------
\r
1174 q3map_* directives
\r
1175 ----------------------------------------------------------------- */
\r
1177 /* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
\r
1178 color will be normalized, so it doesn't matter what range you use
\r
1179 intensity falls off with angle but not distance 100 is a fairly bright sun
\r
1180 degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon
\r
1181 ydnar: sof2map has bareword 'sun' token, so we support that as well */
\r
1182 else if( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) )
\r
1189 /* ydnar: extended sun directive? */
\r
1190 if( !Q_stricmp( token, "q3map_sunext" ) )
\r
1193 /* allocate sun */
\r
1194 sun = safe_malloc( sizeof( *sun ) );
\r
1195 memset( sun, 0, sizeof( *sun ) );
\r
1198 GetTokenAppend( shaderText, qfalse );
\r
1199 sun->color[ 0 ] = atof( token );
\r
1200 GetTokenAppend( shaderText, qfalse );
\r
1201 sun->color[ 1 ] = atof( token );
\r
1202 GetTokenAppend( shaderText, qfalse );
\r
1203 sun->color[ 2 ] = atof( token );
\r
1205 /* normalize it */
\r
1206 VectorNormalize( sun->color, sun->color );
\r
1208 /* scale color by brightness */
\r
1209 GetTokenAppend( shaderText, qfalse );
\r
1210 sun->photons = atof( token );
\r
1212 /* get sun angle/elevation */
\r
1213 GetTokenAppend( shaderText, qfalse );
\r
1214 a = atof( token );
\r
1215 a = a / 180.0f * Q_PI;
\r
1217 GetTokenAppend( shaderText, qfalse );
\r
1218 b = atof( token );
\r
1219 b = b / 180.0f * Q_PI;
\r
1221 sun->direction[ 0 ] = cos( a ) * cos( b );
\r
1222 sun->direction[ 1 ] = sin( a ) * cos( b );
\r
1223 sun->direction[ 2 ] = sin( b );
\r
1225 /* get filter radius from shader */
\r
1226 sun->filterRadius = si->lightFilterRadius;
\r
1228 /* ydnar: get sun angular deviance/samples */
\r
1229 if( ext && TokenAvailable() )
\r
1231 GetTokenAppend( shaderText, qfalse );
\r
1232 sun->deviance = atof( token );
\r
1233 sun->deviance = sun->deviance / 180.0f * Q_PI;
\r
1235 GetTokenAppend( shaderText, qfalse );
\r
1236 sun->numSamples = atoi( token );
\r
1240 sun->next = si->sun;
\r
1243 /* apply sky surfaceparm */
\r
1244 ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
\r
1246 /* don't process any more tokens on this line */
\r
1250 /* match q3map_ */
\r
1251 else if( !Q_strncasecmp( token, "q3map_", 6 ) )
\r
1253 /* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
\r
1254 if( !Q_stricmp( token, "q3map_baseShader" ) )
\r
1256 shaderInfo_t *si2;
\r
1257 qboolean oldWarnImage;
\r
1261 GetTokenAppend( shaderText, qfalse );
\r
1262 //% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );
\r
1263 oldWarnImage = warnImage;
\r
1264 warnImage = qfalse;
\r
1265 si2 = ShaderInfoForShader( token );
\r
1266 warnImage = oldWarnImage;
\r
1271 /* preserve name */
\r
1272 strcpy( temp, si->shader );
\r
1275 memcpy( si, si2, sizeof( *si ) );
\r
1277 /* restore name and set to unfinished */
\r
1278 strcpy( si->shader, temp );
\r
1279 si->finished = qfalse;
\r
1283 /* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
\r
1284 else if( !Q_stricmp( token, "q3map_surfacemodel" ) )
\r
1286 surfaceModel_t *model;
\r
1289 /* allocate new model and attach it */
\r
1290 model = safe_malloc( sizeof( *model ) );
\r
1291 memset( model, 0, sizeof( *model ) );
\r
1292 model->next = si->surfaceModel;
\r
1293 si->surfaceModel = model;
\r
1295 /* get parameters */
\r
1296 GetTokenAppend( shaderText, qfalse );
\r
1297 strcpy( model->model, token );
\r
1299 GetTokenAppend( shaderText, qfalse );
\r
1300 model->density = atof( token );
\r
1301 GetTokenAppend( shaderText, qfalse );
\r
1302 model->odds = atof( token );
\r
1304 GetTokenAppend( shaderText, qfalse );
\r
1305 model->minScale = atof( token );
\r
1306 GetTokenAppend( shaderText, qfalse );
\r
1307 model->maxScale = atof( token );
\r
1309 GetTokenAppend( shaderText, qfalse );
\r
1310 model->minAngle = atof( token );
\r
1311 GetTokenAppend( shaderText, qfalse );
\r
1312 model->maxAngle = atof( token );
\r
1314 GetTokenAppend( shaderText, qfalse );
\r
1315 model->oriented = (token[ 0 ] == '1' ? qtrue : qfalse);
\r
1318 /* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
\r
1319 else if( !Q_stricmp( token, "q3map_foliage" ) )
\r
1321 foliage_t *foliage;
\r
1324 /* allocate new foliage struct and attach it */
\r
1325 foliage = safe_malloc( sizeof( *foliage ) );
\r
1326 memset( foliage, 0, sizeof( *foliage ) );
\r
1327 foliage->next = si->foliage;
\r
1328 si->foliage = foliage;
\r
1330 /* get parameters */
\r
1331 GetTokenAppend( shaderText, qfalse );
\r
1332 strcpy( foliage->model, token );
\r
1334 GetTokenAppend( shaderText, qfalse );
\r
1335 foliage->scale = atof( token );
\r
1336 GetTokenAppend( shaderText, qfalse );
\r
1337 foliage->density = atof( token );
\r
1338 GetTokenAppend( shaderText, qfalse );
\r
1339 foliage->odds = atof( token );
\r
1340 GetTokenAppend( shaderText, qfalse );
\r
1341 foliage->inverseAlpha = atoi( token );
\r
1344 /* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
\r
1345 else if( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) )
\r
1347 GetTokenAppend( shaderText, qfalse );
\r
1348 si->bounceScale = atof( token );
\r
1351 /* ydnar/splashdamage: q3map_skylight <value> <iterations> */
\r
1352 else if( !Q_stricmp( token, "q3map_skylight" ) )
\r
1354 GetTokenAppend( shaderText, qfalse );
\r
1355 si->skyLightValue = atof( token );
\r
1356 GetTokenAppend( shaderText, qfalse );
\r
1357 si->skyLightIterations = atoi( token );
\r
1360 if( si->skyLightValue < 0.0f )
\r
1361 si->skyLightValue = 0.0f;
\r
1362 if( si->skyLightIterations < 2 )
\r
1363 si->skyLightIterations = 2;
\r
1366 /* q3map_surfacelight <value> */
\r
1367 else if( !Q_stricmp( token, "q3map_surfacelight" ) )
\r
1369 GetTokenAppend( shaderText, qfalse );
\r
1370 si->value = atof( token );
\r
1374 /* q3map_lightStyle (sof2/jk2 lightstyle) */
\r
1375 else if( !Q_stricmp( token, "q3map_lightStyle" ) )
\r
1377 GetTokenAppend( shaderText, qfalse );
\r
1378 val = atoi( token );
\r
1381 else if( val > LS_NONE )
\r
1383 si->lightStyle = val;
\r
1386 /* wolf: q3map_lightRGB <red> <green> <blue> */
\r
1387 else if( !Q_stricmp( token, "q3map_lightRGB" ) )
\r
1389 VectorClear( si->color );
\r
1390 GetTokenAppend( shaderText, qfalse );
\r
1391 si->color[ 0 ] = atof( token );
\r
1392 GetTokenAppend( shaderText, qfalse );
\r
1393 si->color[ 1 ] = atof( token );
\r
1394 GetTokenAppend( shaderText, qfalse );
\r
1395 si->color[ 2 ] = atof( token );
\r
1396 ColorNormalize( si->color, si->color );
\r
1399 /* q3map_lightSubdivide <value> */
\r
1400 else if( !Q_stricmp( token, "q3map_lightSubdivide" ) )
\r
1402 GetTokenAppend( shaderText, qfalse );
\r
1403 si->lightSubdivide = atoi( token );
\r
1406 /* q3map_backsplash <percent> <distance> */
\r
1407 else if( !Q_stricmp( token, "q3map_backsplash" ) )
\r
1409 GetTokenAppend( shaderText, qfalse );
\r
1410 si->backsplashFraction = atof( token ) * 0.01f;
\r
1411 GetTokenAppend( shaderText, qfalse );
\r
1412 si->backsplashDistance = atof( token );
\r
1415 /* q3map_lightmapSampleSize <value> */
\r
1416 else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) )
\r
1418 GetTokenAppend( shaderText, qfalse );
\r
1419 si->lightmapSampleSize = atoi( token );
\r
1422 /* q3map_lightmapSampleSffset <value> */
\r
1423 else if( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) )
\r
1425 GetTokenAppend( shaderText, qfalse );
\r
1426 si->lightmapSampleOffset = atof( token );
\r
1429 /* ydnar: q3map_lightmapFilterRadius <self> <other> */
\r
1430 else if( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) )
\r
1432 GetTokenAppend( shaderText, qfalse );
\r
1433 si->lmFilterRadius = atof( token );
\r
1434 GetTokenAppend( shaderText, qfalse );
\r
1435 si->lightFilterRadius = atof( token );
\r
1438 /* ydnar: q3map_lightmapAxis [xyz] */
\r
1439 else if( !Q_stricmp( token, "q3map_lightmapAxis" ) )
\r
1441 GetTokenAppend( shaderText, qfalse );
\r
1442 if( !Q_stricmp( token, "x" ) )
\r
1443 VectorSet( si->lightmapAxis, 1, 0, 0 );
\r
1444 else if( !Q_stricmp( token, "y" ) )
\r
1445 VectorSet( si->lightmapAxis, 0, 1, 0 );
\r
1446 else if( !Q_stricmp( token, "z" ) )
\r
1447 VectorSet( si->lightmapAxis, 0, 0, 1 );
\r
1450 Sys_Printf( "WARNING: Unknown value for lightmap axis: %s\n", token );
\r
1451 VectorClear( si->lightmapAxis );
\r
1455 /* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
\r
1456 else if( !Q_stricmp( token, "q3map_lightmapSize" ) )
\r
1458 GetTokenAppend( shaderText, qfalse );
\r
1459 si->lmCustomWidth = atoi( token );
\r
1460 GetTokenAppend( shaderText, qfalse );
\r
1461 si->lmCustomHeight = atoi( token );
\r
1463 /* must be a power of 2 */
\r
1464 if( ((si->lmCustomWidth - 1) & si->lmCustomWidth) ||
\r
1465 ((si->lmCustomHeight - 1) & si->lmCustomHeight) )
\r
1467 Sys_Printf( "WARNING: Non power-of-two lightmap size specified (%d, %d)\n",
\r
1468 si->lmCustomWidth, si->lmCustomHeight );
\r
1469 si->lmCustomWidth = LIGHTMAP_WIDTH;
\r
1470 si->lmCustomHeight = LIGHTMAP_HEIGHT;
\r
1474 /* ydnar: q3map_lightmapGamma N (for autogenerated shaders + external tga lightmaps) */
\r
1475 else if( !Q_stricmp( token, "q3map_lightmapGamma" ) )
\r
1477 GetTokenAppend( shaderText, qfalse );
\r
1478 si->lmGamma = atof( token );
\r
1479 if( si->lmGamma < 0 )
\r
1480 si->lmGamma = 1.0;
\r
1483 /* q3map_vertexScale (scale vertex lighting by this fraction) */
\r
1484 else if( !Q_stricmp( token, "q3map_vertexScale" ) )
\r
1486 GetTokenAppend( shaderText, qfalse );
\r
1487 si->vertexScale = atof( token );
\r
1490 /* q3map_flare <shader> */
\r
1491 else if( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) )
\r
1493 GetTokenAppend( shaderText, qfalse );
\r
1494 strcpy( si->flareShader, token );
\r
1497 /* q3map_backShader <shader> */
\r
1498 else if( !Q_stricmp( token, "q3map_backShader" ) )
\r
1500 GetTokenAppend( shaderText, qfalse );
\r
1501 strcpy( si->backShader, token );
\r
1504 /* ydnar: q3map_offset <value> */
\r
1505 else if( !Q_stricmp( token, "q3map_offset" ) )
\r
1507 GetTokenAppend( shaderText, qfalse );
\r
1508 si->offset = atof( token );
\r
1511 /* ydnar: q3map_cloneShader <shader> */
\r
1512 else if ( !Q_stricmp( token, "q3map_cloneShader" ) )
\r
1514 GetTokenAppend( shaderText, qfalse );
\r
1515 strcpy( si->cloneShader, token );
\r
1518 /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
\r
1519 else if( !Q_stricmp( token, "q3map_fur" ) )
\r
1521 GetTokenAppend( shaderText, qfalse );
\r
1522 si->furNumLayers = atoi( token );
\r
1523 GetTokenAppend( shaderText, qfalse );
\r
1524 si->furOffset = atof( token );
\r
1525 GetTokenAppend( shaderText, qfalse );
\r
1526 si->furFade = atof( token );
\r
1529 /* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
\r
1530 else if( !Q_stricmp( token, "q3map_terrain" ) )
\r
1532 /* team arena terrain is assumed to be nonplanar, with full normal averaging,
\r
1533 passed through the metatriangle surface pipeline, with a lightmap axis on z */
\r
1534 si->legacyTerrain = qtrue;
\r
1535 si->noClip = qtrue;
\r
1536 si->notjunc = qtrue;
\r
1537 si->indexed = qtrue;
\r
1538 si->nonplanar = qtrue;
\r
1539 si->forceMeta = qtrue;
\r
1540 si->shadeAngleDegrees = 179.0f;
\r
1541 //% VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
\r
1544 /* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
\r
1545 else if( !Q_stricmp( token, "q3map_forceMeta" ) )
\r
1547 si->forceMeta = qtrue;
\r
1550 /* ydnar: gs mods: q3map_shadeAngle <degrees> */
\r
1551 else if( !Q_stricmp( token, "q3map_shadeAngle" ) )
\r
1553 GetTokenAppend( shaderText, qfalse );
\r
1554 si->shadeAngleDegrees = atof( token );
\r
1557 /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
\r
1558 else if( !Q_stricmp( token, "q3map_textureSize" ) )
\r
1560 GetTokenAppend( shaderText, qfalse );
\r
1561 si->shaderWidth = atoi( token );
\r
1562 GetTokenAppend( shaderText, qfalse );
\r
1563 si->shaderHeight = atoi( token );
\r
1566 /* ydnar: gs mods: q3map_tcGen <style> <parameters> */
\r
1567 else if( !Q_stricmp( token, "q3map_tcGen" ) )
\r
1569 si->tcGen = qtrue;
\r
1570 GetTokenAppend( shaderText, qfalse );
\r
1572 /* q3map_tcGen vector <s vector> <t vector> */
\r
1573 if( !Q_stricmp( token, "vector" ) )
\r
1575 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
\r
1576 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
\r
1579 /* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
\r
1580 else if( !Q_stricmp( token, "ivector" ) )
\r
1582 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
\r
1583 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
\r
1584 for( i = 0; i < 3; i++ )
\r
1586 si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;
\r
1587 si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;
\r
1592 Sys_Printf( "WARNING: Unknown q3map_tcGen method: %s\n", token );
\r
1593 VectorClear( si->vecs[ 0 ] );
\r
1594 VectorClear( si->vecs[ 1 ] );
\r
1598 /* ydnar: gs mods: q3map_alphaMod <style> <parameters> */
\r
1599 else if( !Q_stricmp( token, "q3map_alphaMod" ) )
\r
1601 alphaMod_t *am, *am2;
\r
1604 /* allocate new alpha mod */
\r
1605 am = safe_malloc( sizeof( *am ) );
\r
1606 memset( am, 0, sizeof( *am ) );
\r
1608 /* attach to shader */
\r
1609 if( si->alphaMod == NULL )
\r
1610 si->alphaMod = am;
\r
1613 for( am2 = si->alphaMod; am2 != NULL; am2 = am2->next )
\r
1615 if( am2->next == NULL )
\r
1624 GetTokenAppend( shaderText, qfalse );
\r
1626 /* q3map_alphaMod dotproduct ( X Y Z ) */
\r
1627 if( !Q_stricmp( token, "dotproduct" ) )
\r
1629 am->type = AM_DOT_PRODUCT;
\r
1630 Parse1DMatrixAppend( shaderText, 3, am->data );
\r
1633 Sys_Printf( "WARNING: Unknown q3map_alphaMod method: %s\n", token );
\r
1636 /* ydnar: gs mods: q3map_tcMod <style> <parameters> */
\r
1637 else if( !Q_stricmp( token, "q3map_tcMod" ) )
\r
1642 GetTokenAppend( shaderText, qfalse );
\r
1644 /* q3map_tcMod [translate | shift | offset] <s> <t> */
\r
1645 if( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) )
\r
1647 GetTokenAppend( shaderText, qfalse );
\r
1648 a = atof( token );
\r
1649 GetTokenAppend( shaderText, qfalse );
\r
1650 b = atof( token );
\r
1652 TcModTranslate( si->mod, a, b );
\r
1655 /* q3map_tcMod scale <s> <t> */
\r
1656 else if( !Q_stricmp( token, "scale" ) )
\r
1658 GetTokenAppend( shaderText, qfalse );
\r
1659 a = atof( token );
\r
1660 GetTokenAppend( shaderText, qfalse );
\r
1661 b = atof( token );
\r
1663 TcModScale( si->mod, a, b );
\r
1666 /* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
\r
1667 else if( !Q_stricmp( token, "rotate" ) )
\r
1669 GetTokenAppend( shaderText, qfalse );
\r
1670 a = atof( token );
\r
1671 TcModRotate( si->mod, a );
\r
1674 Sys_Printf( "WARNING: Unknown q3map_tcMod method: %s\n", token );
\r
1677 /* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
\r
1678 else if( !Q_stricmp( token, "q3map_fogDir" ) )
\r
1680 Parse1DMatrixAppend( shaderText, 3, si->fogDir );
\r
1681 VectorNormalize( si->fogDir, si->fogDir );
\r
1684 /* q3map_globaltexture */
\r
1685 else if( !Q_stricmp( token, "q3map_globaltexture" ) )
\r
1686 si->globalTexture = qtrue;
\r
1688 /* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
\r
1689 else if( !Q_stricmp( token, "q3map_nonplanar" ) )
\r
1690 si->nonplanar = qtrue;
\r
1692 /* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
\r
1693 else if( !Q_stricmp( token, "q3map_noclip" ) )
\r
1694 si->noClip = qtrue;
\r
1696 /* q3map_notjunc */
\r
1697 else if( !Q_stricmp( token, "q3map_notjunc" ) )
\r
1698 si->notjunc = qtrue;
\r
1701 else if( !Q_stricmp( token, "q3map_nofog" ) )
\r
1702 si->noFog = qtrue;
\r
1704 /* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
\r
1705 else if( !Q_stricmp( token, "q3map_indexed" ) )
\r
1706 si->indexed = qtrue;
\r
1708 /* ydnar: q3map_invert (inverts a drawsurface's facing) */
\r
1709 else if( !Q_stricmp( token, "q3map_invert" ) )
\r
1710 si->invert = qtrue;
\r
1712 /* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
\r
1713 else if( !Q_stricmp( token, "q3map_lightmapMergable" ) )
\r
1714 si->lmMergable = qtrue;
\r
1716 /* ydnar: q3map_nofast */
\r
1717 else if( !Q_stricmp( token, "q3map_noFast" ) )
\r
1718 si->noFast = qtrue;
\r
1720 /* q3map_patchshadows */
\r
1721 else if( !Q_stricmp( token, "q3map_patchShadows" ) )
\r
1722 si->patchShadows = qtrue;
\r
1724 /* q3map_vertexshadows */
\r
1725 else if( !Q_stricmp( token, "q3map_vertexShadows" ) )
\r
1726 si->vertexShadows = qtrue; /* ydnar */
\r
1728 /* q3map_novertexshadows */
\r
1729 else if( !Q_stricmp( token, "q3map_noVertexShadows" ) )
\r
1730 si->vertexShadows = qfalse; /* ydnar */
\r
1732 /* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
\r
1733 else if( !Q_stricmp( token, "q3map_splotchfix" ) )
\r
1734 si->splotchFix = qtrue; /* ydnar */
\r
1736 /* q3map_forcesunlight */
\r
1737 else if( !Q_stricmp( token, "q3map_forceSunlight" ) )
\r
1738 si->forceSunlight = qtrue;
\r
1740 /* q3map_onlyvertexlighting (sof2) */
\r
1741 else if( !Q_stricmp( token, "q3map_onlyVertexLighting" ) )
\r
1742 ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
\r
1744 /* q3map_material (sof2) */
\r
1745 else if( !Q_stricmp( token, "q3map_material" ) )
\r
1747 GetTokenAppend( shaderText, qfalse );
\r
1748 sprintf( temp, "*mat_%s", token );
\r
1749 if( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
\r
1750 Sys_Printf( "WARNING: Unknown material \"%s\"\n", token );
\r
1753 /* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
\r
1754 else if( !Q_stricmp( token, "q3map_clipmodel" ) )
\r
1755 si->clipModel = qtrue;
\r
1757 /* ydnar: q3map_styleMarker[2] */
\r
1758 else if( !Q_stricmp( token, "q3map_styleMarker" ) )
\r
1759 si->styleMarker = 1;
\r
1760 else if( !Q_stricmp( token, "q3map_styleMarker2" ) ) /* uses depthFunc equal */
\r
1761 si->styleMarker = 2;
\r
1763 /* ydnar: default to searching for q3map_<surfaceparm> */
\r
1766 //% Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
\r
1767 if( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
\r
1768 ;//% Sys_Printf( "WARNING: Unknown q3map_* directive \"%s\"\n", token );
\r
1773 /* -----------------------------------------------------------------
\r
1775 ----------------------------------------------------------------- */
\r
1777 /* ignore all other tokens on the line */
\r
1778 while( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) );
\r
1786 ParseCustomInfoParms() - rr2do2
\r
1787 loads custom info parms file for mods
\r
1790 static void ParseCustomInfoParms( void )
\r
1792 qboolean parsedContent, parsedSurface;
\r
1795 /* file exists? */
\r
1796 if( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 )
\r
1800 LoadScriptFile( "scripts/custinfoparms.txt", 0 );
\r
1802 /* clear the array */
\r
1803 memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
\r
1804 numCustSurfaceParms = 0;
\r
1805 parsedContent = parsedSurface = qfalse;
\r
1807 /* parse custom contentflags */
\r
1808 MatchToken( "{" );
\r
1811 if ( !GetToken( qtrue ) )
\r
1814 if ( !strcmp( token, "}" ) ) {
\r
1815 parsedContent = qtrue;
\r
1819 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
\r
1820 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
\r
1821 GetToken( qfalse );
\r
1822 sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
\r
1823 numCustSurfaceParms++;
\r
1826 /* any content? */
\r
1827 if( !parsedContent )
\r
1829 Sys_Printf( "WARNING: Couldn't find valid custom contentsflag section\n" );
\r
1833 /* parse custom surfaceflags */
\r
1834 MatchToken( "{" );
\r
1837 if( !GetToken( qtrue ) )
\r
1840 if( !strcmp( token, "}" ) )
\r
1842 parsedSurface = qtrue;
\r
1846 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
\r
1847 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
\r
1848 GetToken( qfalse );
\r
1849 sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
\r
1850 numCustSurfaceParms++;
\r
1853 /* any content? */
\r
1854 if( !parsedContent )
\r
1855 Sys_Printf( "WARNING: Couldn't find valid custom surfaceflag section\n" );
\r
1862 the shaders are parsed out of shaderlist.txt from a main directory
\r
1863 that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
\r
1864 on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
\r
1867 #define MAX_SHADER_FILES 1024
\r
1869 void LoadShaderInfo( void )
\r
1871 int i, j, numShaderFiles, count;
\r
1872 char filename[ 1024 ];
\r
1873 char *shaderFiles[ MAX_SHADER_FILES ];
\r
1876 /* rr2do2: parse custom infoparms first */
\r
1877 if( useCustomInfoParms )
\r
1878 ParseCustomInfoParms();
\r
1880 /* start with zero */
\r
1881 numShaderFiles = 0;
\r
1883 /* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
\r
1884 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
\r
1885 count = vfsGetFileCount( filename );
\r
1887 /* load them all */
\r
1888 for( i = 0; i < count; i++ )
\r
1890 /* load shader list */
\r
1891 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
\r
1892 LoadScriptFile( filename, i );
\r
1895 while( GetToken( qtrue ) )
\r
1897 /* check for duplicate entries */
\r
1898 for( j = 0; j < numShaderFiles; j++ )
\r
1899 if( !strcmp( shaderFiles[ j ], token ) )
\r
1903 if( j >= MAX_SHADER_FILES )
\r
1904 Error( "MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int) MAX_SHADER_FILES );
\r
1906 /* new shader file */
\r
1907 if( j == numShaderFiles )
\r
1909 shaderFiles[ numShaderFiles ] = safe_malloc( MAX_OS_PATH );
\r
1910 strcpy( shaderFiles[ numShaderFiles ], token );
\r
1916 /* parse the shader files */
\r
1917 for( i = 0; i < numShaderFiles; i++ )
\r
1919 sprintf( filename, "%s/%s.shader", game->shaderPath, shaderFiles[ i ] );
\r
1920 ParseShaderFile( filename );
\r
1921 free( shaderFiles[ i ] );
\r
1924 /* emit some statistics */
\r
1925 Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );
\r