/* ------------------------------------------------------------------------------- Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ---------------------------------------------------------------------------------- This code has been altered significantly from its original form, to support several games based on the Quake III Arena engine, in the form of "Q3Map2." ------------------------------------------------------------------------------- */ /* marker */ #define SHADERS_C /* dependencies */ #include "q3map2.h" /* ColorMod() routines for dealing with vertex color/alpha modification */ void ColorMod( colorMod_t *cm, int numVerts, bspDrawVert_t *drawVerts ) { int i, j, k; float c; vec4_t mult, add; bspDrawVert_t *dv; colorMod_t *cm2; /* dummy check */ if( cm == NULL || numVerts < 1 || drawVerts == NULL ) return; /* walk vertex list */ for( i = 0; i < numVerts; i++ ) { /* get vertex */ dv = &drawVerts[ i ]; /* walk colorMod list */ for( cm2 = cm; cm2 != NULL; cm2 = cm2->next ) { /* default */ VectorSet( mult, 1.0f, 1.0f, 1.0f ); mult[ 3 ] = 1.0f; VectorSet( add, 0.0f, 0.0f, 0.0f ); mult[ 3 ] = 0.0f; /* switch on type */ switch( cm2->type ) { case CM_COLOR_SET: VectorClear( mult ); VectorScale( cm2->data, 255.0f, add ); break; case CM_ALPHA_SET: mult[ 3 ] = 0.0f; add[ 3 ] = cm2->data[ 0 ] * 255.0f; break; case CM_COLOR_SCALE: VectorCopy( cm2->data, mult ); break; case CM_ALPHA_SCALE: mult[ 3 ] = cm2->data[ 0 ]; break; case CM_COLOR_DOT_PRODUCT: c = DotProduct( dv->normal, cm2->data ); VectorSet( mult, c, c, c ); break; case CM_COLOR_DOT_PRODUCT_SCALE: c = DotProduct( dv->normal, cm2->data ); c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]); VectorSet( mult, c, c, c ); break; case CM_ALPHA_DOT_PRODUCT: mult[ 3 ] = DotProduct( dv->normal, cm2->data ); break; case CM_ALPHA_DOT_PRODUCT_SCALE: c = DotProduct( dv->normal, cm2->data ); c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]); mult[ 3 ] = c; break; case CM_COLOR_DOT_PRODUCT_2: c = DotProduct( dv->normal, cm2->data ); c *= c; VectorSet( mult, c, c, c ); break; case CM_COLOR_DOT_PRODUCT_2_SCALE: c = DotProduct( dv->normal, cm2->data ); c *= c; c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]); VectorSet( mult, c, c, c ); break; case CM_ALPHA_DOT_PRODUCT_2: mult[ 3 ] = DotProduct( dv->normal, cm2->data ); mult[ 3 ] *= mult[ 3 ]; break; case CM_ALPHA_DOT_PRODUCT_2_SCALE: c = DotProduct( dv->normal, cm2->data ); c *= c; c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]); mult[ 3 ] = c; break; default: break; } /* apply mod */ for( j = 0; j < MAX_LIGHTMAPS; j++ ) { for( k = 0; k < 4; k++ ) { c = (mult[ k ] * dv->color[ j ][ k ]) + add[ k ]; if( c < 0 ) c = 0; else if( c > 255 ) c = 255; dv->color[ j ][ k ] = c; } } } } } /* TCMod*() routines for dealing with a 3x3 texture mod matrix */ void TCMod( tcMod_t mod, float st[ 2 ] ) { float old[ 2 ]; old[ 0 ] = st[ 0 ]; old[ 1 ] = st[ 1 ]; st[ 0 ] = (mod[ 0 ][ 0 ] * old[ 0 ]) + (mod[ 0 ][ 1 ] * old[ 1 ]) + mod[ 0 ][ 2 ]; st[ 1 ] = (mod[ 1 ][ 0 ] * old[ 0 ]) + (mod[ 1 ][ 1 ] * old[ 1 ]) + mod[ 1 ][ 2 ]; } void TCModIdentity( tcMod_t mod ) { mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f; mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f; mod[ 2 ][ 0 ] = 0.0f; mod[ 2 ][ 1 ] = 0.0f; mod[ 2 ][ 2 ] = 1.0f; /* this row is only used for multiples, not transformation */ } void TCModMultiply( tcMod_t a, tcMod_t b, tcMod_t out ) { int i; for( i = 0; i < 3; i++ ) { out[ i ][ 0 ] = (a[ i ][ 0 ] * b[ 0 ][ 0 ]) + (a[ i ][ 1 ] * b[ 1 ][ 0 ]) + (a[ i ][ 2 ] * b[ 2 ][ 0 ]); out[ i ][ 1 ] = (a[ i ][ 0 ] * b[ 0 ][ 1 ]) + (a[ i ][ 1 ] * b[ 1 ][ 1 ]) + (a[ i ][ 2 ] * b[ 2 ][ 1 ]); out[ i ][ 2 ] = (a[ i ][ 0 ] * b[ 0 ][ 2 ]) + (a[ i ][ 1 ] * b[ 1 ][ 2 ]) + (a[ i ][ 2 ] * b[ 2 ][ 2 ]); } } void TCModTranslate( tcMod_t mod, float s, float t ) { mod[ 0 ][ 2 ] += s; mod[ 1 ][ 2 ] += t; } void TCModScale( tcMod_t mod, float s, float t ) { mod[ 0 ][ 0 ] *= s; mod[ 1 ][ 1 ] *= t; } void TCModRotate( tcMod_t mod, float euler ) { tcMod_t old, temp; float radians, sinv, cosv; memcpy( old, mod, sizeof( tcMod_t ) ); TCModIdentity( temp ); radians = euler / 180 * Q_PI; sinv = sin( radians ); cosv = cos( radians ); temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv; temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv; TCModMultiply( old, temp, mod ); } /* ApplySurfaceParm() - ydnar applies a named surfaceparm to the supplied flags */ qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags ) { int i, fake; surfaceParm_t *sp; /* dummy check */ if( name == NULL ) name = ""; if( contentFlags == NULL ) contentFlags = &fake; if( surfaceFlags == NULL ) surfaceFlags = &fake; if( compileFlags == NULL ) compileFlags = &fake; /* walk the current game's surfaceparms */ sp = game->surfaceParms; while( sp->name != NULL ) { /* match? */ if( !Q_stricmp( name, sp->name ) ) { /* clear and set flags */ *contentFlags &= ~(sp->contentFlagsClear); *contentFlags |= sp->contentFlags; *surfaceFlags &= ~(sp->surfaceFlagsClear); *surfaceFlags |= sp->surfaceFlags; *compileFlags &= ~(sp->compileFlagsClear); *compileFlags |= sp->compileFlags; /* return ok */ return qtrue; } /* next */ sp++; } /* check custom info parms */ for( i = 0; i < numCustSurfaceParms; i++ ) { /* get surfaceparm */ sp = &custSurfaceParms[ i ]; /* match? */ if( !Q_stricmp( name, sp->name ) ) { /* clear and set flags */ *contentFlags &= ~(sp->contentFlagsClear); *contentFlags |= sp->contentFlags; *surfaceFlags &= ~(sp->surfaceFlagsClear); *surfaceFlags |= sp->surfaceFlags; *compileFlags &= ~(sp->compileFlagsClear); *compileFlags |= sp->compileFlags; /* return ok */ return qtrue; } } /* no matching surfaceparm found */ return qfalse; } /* BeginMapShaderFile() - ydnar erases and starts a new map shader script */ void BeginMapShaderFile( const char *mapFile ) { char base[ 1024 ]; int len; /* dummy check */ mapName[ 0 ] = '\0'; mapShaderFile[ 0 ] = '\0'; if( mapFile == NULL || mapFile[ 0 ] == '\0' ) return; /* copy map name */ strcpy( base, mapFile ); StripExtension( base ); /* extract map name */ len = strlen( base ) - 1; while( len > 0 && base[ len ] != '/' && base[ len ] != '\\' ) len--; strcpy( mapName, &base[ len + 1 ] ); base[ len ] = '\0'; if( len <= 0 ) return; /* append ../scripts/q3map2_.shader */ sprintf( mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName ); Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile ); /* remove it */ remove( mapShaderFile ); /* stop making warnings about missing images */ warnImage = qfalse; } /* WriteMapShaderFile() - ydnar writes a shader to the map shader script */ void WriteMapShaderFile( void ) { FILE *file; shaderInfo_t *si; int i, num; /* dummy check */ if( mapShaderFile[ 0 ] == '\0' ) return; /* are there any custom shaders? */ for( i = 0, num = 0; i < numShaderInfo; i++ ) { if( shaderInfo[ i ].custom ) break; } if( i == numShaderInfo ) return; /* note it */ Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n"); Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile ); /* open shader file */ file = fopen( mapShaderFile, "w" ); if( file == NULL ) { Sys_Printf( "WARNING: Unable to open map shader file %s for writing\n", mapShaderFile ); return; } /* print header */ fprintf( file, "// Custom shader file for %s.bsp\n" "// Generated by Q3Map2 (ydnar)\n" "// Do not edit! This file is overwritten on recompiles.\n\n", mapName ); /* walk the shader list */ for( i = 0, num = 0; i < numShaderInfo; i++ ) { /* get the shader and print it */ si = &shaderInfo[ i ]; if( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' ) continue; num++; /* print it to the file */ fprintf( file, "%s%s\n", si->shader, si->shaderText ); //Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */ Sys_FPrintf( SYS_VRB, "." ); } /* close the shader */ fflush( file ); fclose( file ); Sys_FPrintf( SYS_VRB, "\n" ); /* print some stats */ Sys_Printf( "%9d custom shaders emitted\n", num ); } /* CustomShader() - ydnar sets up a custom map shader */ shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace ) { shaderInfo_t *csi; char shader[ MAX_QPATH ]; char *s; int loc; byte digest[ 16 ]; char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */ /* dummy check */ if( si == NULL ) return ShaderInfoForShader( "default" ); /* default shader text source */ srcShaderText = si->shaderText; /* et: implicitMap */ if( si->implicitMap == IM_OPAQUE ) { srcShaderText = temp; sprintf( temp, "\n" "{ // Q3Map2 defaulted (implicitMap)\n" "\t{\n" "\t\tmap $lightmap\n" "\t\trgbGen identity\n" "\t}\n" "\tq3map_styleMarker\n" "\t{\n" "\t\tmap %s\n" "\t\tblendFunc GL_DST_COLOR GL_ZERO\n" "\t\trgbGen identity\n" "\t}\n" "}\n", si->implicitImagePath ); } /* et: implicitMask */ else if( si->implicitMap == IM_MASKED ) { srcShaderText = temp; sprintf( temp, "\n" "{ // Q3Map2 defaulted (implicitMask)\n" "\tcull none\n" "\t{\n" "\t\tmap %s\n" "\t\talphaFunc GE128\n" "\t\tdepthWrite\n" "\t}\n" "\t{\n" "\t\tmap $lightmap\n" "\t\trgbGen identity\n" "\t\tdepthFunc equal\n" "\t}\n" "\tq3map_styleMarker\n" "\t{\n" "\t\tmap %s\n" "\t\tblendFunc GL_DST_COLOR GL_ZERO\n" "\t\tdepthFunc equal\n" "\t\trgbGen identity\n" "\t}\n" "}\n", si->implicitImagePath, si->implicitImagePath ); } /* et: implicitBlend */ else if( si->implicitMap == IM_BLEND ) { srcShaderText = temp; sprintf( temp, "\n" "{ // Q3Map2 defaulted (implicitBlend)\n" "\tcull none\n" "\t{\n" "\t\tmap %s\n" "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n" "\t}\n" "\t{\n" "\t\tmap $lightmap\n" "\t\trgbGen identity\n" "\t\tblendFunc GL_DST_COLOR GL_ZERO\n" "\t}\n" "\tq3map_styleMarker\n" "}\n", si->implicitImagePath ); } /* default shader text */ else if( srcShaderText == NULL ) { srcShaderText = temp; sprintf( temp, "\n" "{ // Q3Map2 defaulted\n" "\t{\n" "\t\tmap $lightmap\n" "\t\trgbGen identity\n" "\t}\n" "\tq3map_styleMarker\n" "\t{\n" "\t\tmap %s.tga\n" "\t\tblendFunc GL_DST_COLOR GL_ZERO\n" "\t\trgbGen identity\n" "\t}\n" "}\n", si->shader ); } /* error check */ if( (strlen( mapName ) + 1 + 32) > MAX_QPATH ) Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH ); /* do some bad find-replace */ s = strstr( srcShaderText, find ); if( s == NULL ) //% strcpy( shaderText, srcShaderText ); return si; /* testing just using the existing shader if this fails */ else { /* substitute 'find' with 'replace' */ loc = s - srcShaderText; strcpy( shaderText, srcShaderText ); shaderText[ loc ] = '\0'; strcat( shaderText, replace ); strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] ); } /* make md4 hash of the shader text */ Com_BlockFullChecksum(shaderText, strlen(shaderText), digest); /* mangle hash into a shader name */ sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName, digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ], digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] ); /* get shader */ csi = ShaderInfoForShader( shader ); /* might be a preexisting shader */ if( csi->custom ) return csi; /* clone the existing shader and rename */ memcpy( csi, si, sizeof( shaderInfo_t ) ); strcpy( csi->shader, shader ); csi->custom = qtrue; /* store new shader text */ csi->shaderText = safe_malloc( strlen( shaderText ) + 1 ); strcpy( csi->shaderText, shaderText ); /* LEAK! */ /* return it */ return csi; } /* EmitVertexRemapShader() adds a vertexremapshader key/value pair to worldspawn */ void EmitVertexRemapShader( char *from, char *to ) { byte digest[ 16 ]; char key[ 64 ], value[ 256 ]; /* dummy check */ if( from == NULL || from[ 0 ] == '\0' || to == NULL || to[ 0 ] == '\0' ) return; /* build value */ sprintf( value, "%s;%s", from, to ); /* make md4 hash */ Com_BlockFullChecksum(value, strlen(value), digest); /* make key (this is annoying, as vertexremapshader is precisely 17 characters, which is one too long, so we leave off the last byte of the md5 digest) */ sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ], digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */ /* add key/value pair to worldspawn */ SetKeyValue( &entities[ 0 ], key, value ); } /* AllocShaderInfo() allocates and initializes a new shader */ static shaderInfo_t *AllocShaderInfo( void ) { shaderInfo_t *si; /* allocate? */ if( shaderInfo == NULL ) { shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO ); numShaderInfo = 0; } /* bounds check */ if( numShaderInfo == MAX_SHADER_INFO ) Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." ); si = &shaderInfo[ numShaderInfo ]; numShaderInfo++; /* ydnar: clear to 0 first */ memset( si, 0, sizeof( shaderInfo_t ) ); /* set defaults */ ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags ); si->backsplashFraction = DEF_BACKSPLASH_FRACTION; si->backsplashDistance = DEF_BACKSPLASH_DISTANCE; si->bounceScale = DEF_RADIOSITY_BOUNCE; si->lightStyle = LS_NORMAL; si->polygonOffset = qfalse; si->shadeAngleDegrees = 0.0f; si->lightmapSampleSize = 0; si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET; si->patchShadows = qfalse; si->vertexShadows = qtrue; /* ydnar: changed default behavior */ si->forceSunlight = qfalse; si->vertexScale = 1.0; si->notjunc = qfalse; /* ydnar: set texture coordinate transform matrix to identity */ TCModIdentity( si->mod ); /* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */ si->lmCustomWidth = lmCustomSize; si->lmCustomHeight = lmCustomSize; /* return to sender */ return si; } /* FinishShader() - ydnar sets a shader's width and height among other things */ void FinishShader( shaderInfo_t *si ) { int x, y; float st[ 2 ], o[ 2 ], dist, bestDist; vec4_t color, bestColor, delta; /* don't double-dip */ if( si->finished ) return; /* if they're explicitly set, copy from image size */ if( si->shaderWidth == 0 && si->shaderHeight == 0 ) { si->shaderWidth = si->shaderImage->width; si->shaderHeight = si->shaderImage->height; } /* legacy terrain has explicit image-sized texture projection */ if( si->legacyTerrain && si->tcGen == qfalse ) { /* set xy texture projection */ si->tcGen = qtrue; VectorSet( si->vecs[ 0 ], (1.0f / (si->shaderWidth * 0.5f)), 0, 0 ); VectorSet( si->vecs[ 1 ], 0, (1.0f / (si->shaderHeight * 0.5f)), 0 ); } /* find pixel coordinates best matching the average color of the image */ bestDist = 99999999; o[ 0 ] = 1.0f / si->shaderImage->width; o[ 1 ] = 1.0f / si->shaderImage->height; for( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] ) { for( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] ) { /* sample the shader image */ RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color ); /* determine error squared */ VectorSubtract( color, si->averageColor, delta ); delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ]; dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ]; if( dist < bestDist ) { VectorCopy( color, bestColor ); bestColor[ 3 ] = color[ 3 ]; si->stFlat[ 0 ] = st[ 0 ]; si->stFlat[ 1 ] = st[ 1 ]; } } } /* set to finished */ si->finished = qtrue; } /* LoadShaderImages() loads a shader's images ydnar: image.c made this a bit simpler */ static void LoadShaderImages( shaderInfo_t *si ) { int i, count; float color[ 4 ]; /* nodraw shaders don't need images */ if( si->compileFlags & C_NODRAW ) si->shaderImage = ImageLoad( DEFAULT_IMAGE ); else { /* try to load editor image first */ si->shaderImage = ImageLoad( si->editorImagePath ); /* then try shadername */ if( si->shaderImage == NULL ) si->shaderImage = ImageLoad( si->shader ); /* then try implicit image path (note: new behavior!) */ if( si->shaderImage == NULL ) si->shaderImage = ImageLoad( si->implicitImagePath ); /* then try lightimage (note: new behavior!) */ if( si->shaderImage == NULL ) si->shaderImage = ImageLoad( si->lightImagePath ); /* otherwise, use default image */ if( si->shaderImage == NULL ) { si->shaderImage = ImageLoad( DEFAULT_IMAGE ); if( warnImage && strcmp( si->shader, "noshader" ) ) Sys_Printf( "WARNING: Couldn't find image for shader %s\n", si->shader ); } /* load light image */ si->lightImage = ImageLoad( si->lightImagePath ); /* load normalmap image (ok if this is NULL) */ si->normalImage = ImageLoad( si->normalImagePath ); if( si->normalImage != NULL ) { Sys_FPrintf( SYS_VRB, "Shader %s has\n" " NM %s\n", si->shader, si->normalImagePath ); } } /* if no light image, use shader image */ if( si->lightImage == NULL ) si->lightImage = ImageLoad( si->shaderImage->name ); /* create default and average colors */ count = si->lightImage->width * si->lightImage->height; VectorClear( color ); color[ 3 ] = 0.0f; for( i = 0; i < count; i++ ) { color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ]; color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ]; color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ]; color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ]; } if( VectorLength( si->color ) <= 0.0f ) { ColorNormalize( color, si->color ); VectorScale( color, (1.0f / count), si->averageColor ); } else { VectorCopy( si->color, si->averageColor ); } } /* ShaderInfoForShader() finds a shaderinfo for a named shader */ shaderInfo_t *ShaderInfoForShader( const char *shaderName ) { int i; shaderInfo_t *si; char shader[ MAX_QPATH ]; /* dummy check */ if( shaderName == NULL || shaderName[ 0 ] == '\0' ) { Sys_Printf( "WARNING: Null or empty shader name\n" ); shaderName = "missing"; } /* strip off extension */ strcpy( shader, shaderName ); StripExtension( shader ); /* search for it */ for( i = 0; i < numShaderInfo; i++ ) { si = &shaderInfo[ i ]; if( !Q_stricmp( shader, si->shader ) ) { /* load image if necessary */ if( si->finished == qfalse ) { LoadShaderImages( si ); FinishShader( si ); } /* return it */ return si; } } /* allocate a default shader */ si = AllocShaderInfo(); strcpy( si->shader, shader ); LoadShaderImages( si ); FinishShader( si ); /* return it */ return si; } /* GetTokenAppend() - ydnar gets a token and appends its text to the specified buffer */ static int oldScriptLine = 0; static int tabDepth = 0; qboolean GetTokenAppend( char *buffer, qboolean crossline ) { qboolean r; int i; /* get the token */ r = GetToken( crossline ); if( r == qfalse || buffer == NULL || token[ 0 ] == '\0' ) return r; /* pre-tabstops */ if( token[ 0 ] == '}' ) tabDepth--; /* append? */ if( oldScriptLine != scriptline ) { strcat( buffer, "\n" ); for( i = 0; i < tabDepth; i++ ) strcat( buffer, "\t" ); } else strcat( buffer, " " ); oldScriptLine = scriptline; strcat( buffer, token ); /* post-tabstops */ if( token[ 0 ] == '{' ) tabDepth++; /* return */ return r; } void Parse1DMatrixAppend( char *buffer, int x, vec_t *m ) { int i; if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) ) Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline ); for( i = 0; i < x; i++ ) { if( !GetTokenAppend( buffer, qfalse ) ) Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline ); m[ i ] = atof( token ); } if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) ) Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline ); } /* ParseShaderFile() parses a shader file into discrete shaderInfo_t */ static void ParseShaderFile( const char *filename ) { int i, val; shaderInfo_t *si; char *suffix, temp[ 1024 ]; char shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */ /* init */ si = NULL; shaderText[ 0 ] = '\0'; /* load the shader */ LoadScriptFile( filename, 0 ); /* tokenize it */ while( 1 ) { /* copy shader text to the shaderinfo */ if( si != NULL && shaderText[ 0 ] != '\0' ) { strcat( shaderText, "\n" ); si->shaderText = safe_malloc( strlen( shaderText ) + 1 ); strcpy( si->shaderText, shaderText ); //% if( VectorLength( si->vecs[ 0 ] ) ) //% Sys_Printf( "%s\n", shaderText ); } /* ydnar: clear shader text buffer */ shaderText[ 0 ] = '\0'; /* test for end of file */ if( !GetToken( qtrue ) ) break; /* shader name is initial token */ si = AllocShaderInfo(); strcpy( si->shader, token ); /* ignore ":q3map" suffix */ suffix = strstr( si->shader, ":q3map" ); if( suffix != NULL ) *suffix = '\0'; /* handle { } section */ if( !GetTokenAppend( shaderText, qtrue ) ) break; if( strcmp( token, "{" ) ) { if( si != NULL ) Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s", filename, scriptline, token, si->shader ); else Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s", filename, scriptline, token ); } while( 1 ) { /* get the next token */ if( !GetTokenAppend( shaderText, qtrue ) ) break; if( !strcmp( token, "}" ) ) break; /* ----------------------------------------------------------------- shader stages (passes) ----------------------------------------------------------------- */ /* parse stage directives */ if( !strcmp( token, "{" ) ) { si->hasPasses = qtrue; while( 1 ) { if( !GetTokenAppend( shaderText, qtrue ) ) break; if( !strcmp( token, "}" ) ) break; /* only care about images if we don't have a editor/light image */ if( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' ) { /* digest any images */ if( !Q_stricmp( token, "map" ) || !Q_stricmp( token, "clampMap" ) || !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) || !Q_stricmp( token, "clampMap" ) || !Q_stricmp( token, "mapComp" ) || !Q_stricmp( token, "mapNoComp" ) ) { /* skip one token for animated stages */ if( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) ) GetTokenAppend( shaderText, qfalse ); /* get an image */ GetTokenAppend( shaderText, qfalse ); if( token[ 0 ] != '*' && token[ 0 ] != '$' ) { strcpy( si->lightImagePath, token ); DefaultExtension( si->lightImagePath, ".tga" ); /* debug code */ //% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath ); } } } } } /* ----------------------------------------------------------------- surfaceparm * directives ----------------------------------------------------------------- */ /* match surfaceparm */ else if( !Q_stricmp( token, "surfaceparm" ) ) { GetTokenAppend( shaderText, qfalse ); if( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) Sys_Printf( "WARNING: Unknown surfaceparm: \"%s\"\n", token ); } /* ----------------------------------------------------------------- game-related shader directives ----------------------------------------------------------------- */ /* ydnar: fogparms (for determining fog volumes) */ else if( !Q_stricmp( token, "fogparms" ) ) si->fogParms = qtrue; /* ydnar: polygonoffset (for no culling) */ else if( !Q_stricmp( token, "polygonoffset" ) ) si->polygonOffset = qtrue; /* tesssize is used to force liquid surfaces to subdivide */ else if( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ ) { GetTokenAppend( shaderText, qfalse ); si->subdivisions = atof( token ); } /* cull none will set twoSided (ydnar: added disable too) */ else if ( !Q_stricmp( token, "cull" ) ) { GetTokenAppend( shaderText, qfalse ); if( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) ) si->twoSided = qtrue; } /* deformVertexes autosprite[ 2 ] we catch this so autosprited surfaces become point lights instead of area lights */ else if( !Q_stricmp( token, "deformVertexes" ) ) { GetTokenAppend( shaderText, qfalse ); /* deformVertexes autosprite(2) */ if( !Q_strncasecmp( token, "autosprite", 10 ) ) { /* set it as autosprite and detail */ si->autosprite = qtrue; ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags ); /* ydnar: gs mods: added these useful things */ si->noClip = qtrue; si->notjunc = qtrue; } /* deformVertexes move (ydnar: for particle studio support) */ if( !Q_stricmp( token, "move") ) { vec3_t amt, mins, maxs; float base, amp; /* get move amount */ GetTokenAppend( shaderText, qfalse ); amt[ 0 ] = atof( token ); GetTokenAppend( shaderText, qfalse ); amt[ 1 ] = atof( token ); GetTokenAppend( shaderText, qfalse ); amt[ 2 ] = atof( token ); /* skip func */ GetTokenAppend( shaderText, qfalse ); /* get base and amplitude */ GetTokenAppend( shaderText, qfalse ); base = atof( token ); GetTokenAppend( shaderText, qfalse ); amp = atof( token ); /* calculate */ VectorScale( amt, base, mins ); VectorMA( mins, amp, amt, maxs ); VectorAdd( si->mins, mins, si->mins ); VectorAdd( si->maxs, maxs, si->maxs ); } } /* light (old-style flare specification) */ else if( !Q_stricmp( token, "light" ) ) { GetTokenAppend( shaderText, qfalse ); si->flareShader = game->flareShader; } /* ydnar: damageShader (sof2 mods) */ else if( !Q_stricmp( token, "damageShader" ) ) { GetTokenAppend( shaderText, qfalse ); if( token[ 0 ] != '\0' ) { si->damageShader = safe_malloc( strlen( token ) + 1 ); strcpy( si->damageShader, token ); } GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */ } /* ydnar: enemy territory implicit shaders */ else if( !Q_stricmp( token, "implicitMap" ) ) { si->implicitMap = IM_OPAQUE; GetTokenAppend( shaderText, qfalse ); if( token[ 0 ] == '-' && token[ 1 ] == '\0' ) sprintf( si->implicitImagePath, "%s.tga", si->shader ); else strcpy( si->implicitImagePath, token ); } else if( !Q_stricmp( token, "implicitMask" ) ) { si->implicitMap = IM_MASKED; GetTokenAppend( shaderText, qfalse ); if( token[ 0 ] == '-' && token[ 1 ] == '\0' ) sprintf( si->implicitImagePath, "%s.tga", si->shader ); else strcpy( si->implicitImagePath, token ); } else if( !Q_stricmp( token, "implicitBlend" ) ) { si->implicitMap = IM_MASKED; GetTokenAppend( shaderText, qfalse ); if( token[ 0 ] == '-' && token[ 1 ] == '\0' ) sprintf( si->implicitImagePath, "%s.tga", si->shader ); else strcpy( si->implicitImagePath, token ); } /* ----------------------------------------------------------------- image directives ----------------------------------------------------------------- */ /* qer_editorimage */ else if( !Q_stricmp( token, "qer_editorImage" ) ) { GetTokenAppend( shaderText, qfalse ); strcpy( si->editorImagePath, token ); DefaultExtension( si->editorImagePath, ".tga" ); } /* ydnar: q3map_normalimage (bumpmapping normal map) */ else if( !Q_stricmp( token, "q3map_normalImage" ) ) { GetTokenAppend( shaderText, qfalse ); strcpy( si->normalImagePath, token ); DefaultExtension( si->normalImagePath, ".tga" ); } /* q3map_lightimage */ else if( !Q_stricmp( token, "q3map_lightImage" ) ) { GetTokenAppend( shaderText, qfalse ); strcpy( si->lightImagePath, token ); DefaultExtension( si->lightImagePath, ".tga" ); } /* ydnar: skyparms */ else if( !Q_stricmp( token, "skyParms" ) ) { /* get image base */ GetTokenAppend( shaderText, qfalse ); /* ignore bogus paths */ if( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) ) { strcpy( si->skyParmsImageBase, token ); /* use top image as sky light image */ if( si->lightImagePath[ 0 ] == '\0' ) sprintf( si->lightImagePath, "%s_up.tga", si->skyParmsImageBase ); } /* skip rest of line */ GetTokenAppend( shaderText, qfalse ); GetTokenAppend( shaderText, qfalse ); } /* ----------------------------------------------------------------- q3map_* directives ----------------------------------------------------------------- */ /* q3map_sun color will be normalized, so it doesn't matter what range you use intensity falls off with angle but not distance 100 is a fairly bright sun degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon ydnar: sof2map has bareword 'sun' token, so we support that as well */ else if( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) ) { float a, b; sun_t *sun; qboolean ext; /* ydnar: extended sun directive? */ if( !Q_stricmp( token, "q3map_sunext" ) ) ext = qtrue; /* allocate sun */ sun = safe_malloc( sizeof( *sun ) ); memset( sun, 0, sizeof( *sun ) ); /* set style */ sun->style = si->lightStyle; /* get color */ GetTokenAppend( shaderText, qfalse ); sun->color[ 0 ] = atof( token ); GetTokenAppend( shaderText, qfalse ); sun->color[ 1 ] = atof( token ); GetTokenAppend( shaderText, qfalse ); sun->color[ 2 ] = atof( token ); /* normalize it */ VectorNormalize( sun->color, sun->color ); /* scale color by brightness */ GetTokenAppend( shaderText, qfalse ); sun->photons = atof( token ); /* get sun angle/elevation */ GetTokenAppend( shaderText, qfalse ); a = atof( token ); a = a / 180.0f * Q_PI; GetTokenAppend( shaderText, qfalse ); b = atof( token ); b = b / 180.0f * Q_PI; sun->direction[ 0 ] = cos( a ) * cos( b ); sun->direction[ 1 ] = sin( a ) * cos( b ); sun->direction[ 2 ] = sin( b ); /* get filter radius from shader */ sun->filterRadius = si->lightFilterRadius; /* ydnar: get sun angular deviance/samples */ if( ext && TokenAvailable() ) { GetTokenAppend( shaderText, qfalse ); sun->deviance = atof( token ); sun->deviance = sun->deviance / 180.0f * Q_PI; GetTokenAppend( shaderText, qfalse ); sun->numSamples = atoi( token ); } /* store sun */ sun->next = si->sun; si->sun = sun; /* apply sky surfaceparm */ ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags ); /* don't process any more tokens on this line */ continue; } /* match q3map_ */ else if( !Q_strncasecmp( token, "q3map_", 6 ) ) { /* ydnar: q3map_baseShader (inherit this shader's parameters) */ if( !Q_stricmp( token, "q3map_baseShader" ) ) { shaderInfo_t *si2; qboolean oldWarnImage; /* get shader */ GetTokenAppend( shaderText, qfalse ); //% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token ); oldWarnImage = warnImage; warnImage = qfalse; si2 = ShaderInfoForShader( token ); warnImage = oldWarnImage; /* subclass it */ if( si2 != NULL ) { /* preserve name */ strcpy( temp, si->shader ); /* copy shader */ memcpy( si, si2, sizeof( *si ) ); /* restore name and set to unfinished */ strcpy( si->shader, temp ); si->shaderWidth = 0; si->shaderHeight = 0; si->finished = qfalse; } } /* ydnar: q3map_surfacemodel */ else if( !Q_stricmp( token, "q3map_surfacemodel" ) ) { surfaceModel_t *model; /* allocate new model and attach it */ model = safe_malloc( sizeof( *model ) ); memset( model, 0, sizeof( *model ) ); model->next = si->surfaceModel; si->surfaceModel = model; /* get parameters */ GetTokenAppend( shaderText, qfalse ); strcpy( model->model, token ); GetTokenAppend( shaderText, qfalse ); model->density = atof( token ); GetTokenAppend( shaderText, qfalse ); model->odds = atof( token ); GetTokenAppend( shaderText, qfalse ); model->minScale = atof( token ); GetTokenAppend( shaderText, qfalse ); model->maxScale = atof( token ); GetTokenAppend( shaderText, qfalse ); model->minAngle = atof( token ); GetTokenAppend( shaderText, qfalse ); model->maxAngle = atof( token ); GetTokenAppend( shaderText, qfalse ); model->oriented = (token[ 0 ] == '1' ? qtrue : qfalse); } /* ydnar/sd: q3map_foliage */ else if( !Q_stricmp( token, "q3map_foliage" ) ) { foliage_t *foliage; /* allocate new foliage struct and attach it */ foliage = safe_malloc( sizeof( *foliage ) ); memset( foliage, 0, sizeof( *foliage ) ); foliage->next = si->foliage; si->foliage = foliage; /* get parameters */ GetTokenAppend( shaderText, qfalse ); strcpy( foliage->model, token ); GetTokenAppend( shaderText, qfalse ); foliage->scale = atof( token ); GetTokenAppend( shaderText, qfalse ); foliage->density = atof( token ); GetTokenAppend( shaderText, qfalse ); foliage->odds = atof( token ); GetTokenAppend( shaderText, qfalse ); foliage->inverseAlpha = atoi( token ); } /* ydnar: q3map_bounce (fraction of light to re-emit during radiosity passes) */ else if( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) ) { GetTokenAppend( shaderText, qfalse ); si->bounceScale = atof( token ); } /* ydnar/splashdamage: q3map_skyLight */ else if( !Q_stricmp( token, "q3map_skyLight" ) ) { GetTokenAppend( shaderText, qfalse ); si->skyLightValue = atof( token ); GetTokenAppend( shaderText, qfalse ); si->skyLightIterations = atoi( token ); /* clamp */ if( si->skyLightValue < 0.0f ) si->skyLightValue = 0.0f; if( si->skyLightIterations < 2 ) si->skyLightIterations = 2; } /* q3map_surfacelight */ else if( !Q_stricmp( token, "q3map_surfacelight" ) ) { GetTokenAppend( shaderText, qfalse ); si->value = atof( token ); } /* q3map_lightStyle (sof2/jk2 lightstyle) */ else if( !Q_stricmp( token, "q3map_lightStyle" ) ) { GetTokenAppend( shaderText, qfalse ); val = atoi( token ); if( val < 0 ) val = 0; else if( val > LS_NONE ) val = LS_NONE; si->lightStyle = val; } /* wolf: q3map_lightRGB */ else if( !Q_stricmp( token, "q3map_lightRGB" ) ) { VectorClear( si->color ); GetTokenAppend( shaderText, qfalse ); si->color[ 0 ] = atof( token ); GetTokenAppend( shaderText, qfalse ); si->color[ 1 ] = atof( token ); GetTokenAppend( shaderText, qfalse ); si->color[ 2 ] = atof( token ); ColorNormalize( si->color, si->color ); } /* q3map_lightSubdivide */ else if( !Q_stricmp( token, "q3map_lightSubdivide" ) ) { GetTokenAppend( shaderText, qfalse ); si->lightSubdivide = atoi( token ); } /* q3map_backsplash */ else if( !Q_stricmp( token, "q3map_backsplash" ) ) { GetTokenAppend( shaderText, qfalse ); si->backsplashFraction = atof( token ) * 0.01f; GetTokenAppend( shaderText, qfalse ); si->backsplashDistance = atof( token ); } /* q3map_lightmapSampleSize */ else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) ) { GetTokenAppend( shaderText, qfalse ); si->lightmapSampleSize = atoi( token ); } /* q3map_lightmapSampleSffset */ else if( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) ) { GetTokenAppend( shaderText, qfalse ); si->lightmapSampleOffset = atof( token ); } /* ydnar: q3map_lightmapFilterRadius */ else if( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) ) { GetTokenAppend( shaderText, qfalse ); si->lmFilterRadius = atof( token ); GetTokenAppend( shaderText, qfalse ); si->lightFilterRadius = atof( token ); } /* ydnar: q3map_lightmapAxis [xyz] */ else if( !Q_stricmp( token, "q3map_lightmapAxis" ) ) { GetTokenAppend( shaderText, qfalse ); if( !Q_stricmp( token, "x" ) ) VectorSet( si->lightmapAxis, 1, 0, 0 ); else if( !Q_stricmp( token, "y" ) ) VectorSet( si->lightmapAxis, 0, 1, 0 ); else if( !Q_stricmp( token, "z" ) ) VectorSet( si->lightmapAxis, 0, 0, 1 ); else { Sys_Printf( "WARNING: Unknown value for lightmap axis: %s\n", token ); VectorClear( si->lightmapAxis ); } } /* ydnar: q3map_lightmapSize (for autogenerated shaders + external tga lightmaps) */ else if( !Q_stricmp( token, "q3map_lightmapSize" ) ) { GetTokenAppend( shaderText, qfalse ); si->lmCustomWidth = atoi( token ); GetTokenAppend( shaderText, qfalse ); si->lmCustomHeight = atoi( token ); /* must be a power of 2 */ if( ((si->lmCustomWidth - 1) & si->lmCustomWidth) || ((si->lmCustomHeight - 1) & si->lmCustomHeight) ) { Sys_Printf( "WARNING: Non power-of-two lightmap size specified (%d, %d)\n", si->lmCustomWidth, si->lmCustomHeight ); si->lmCustomWidth = lmCustomSize; si->lmCustomHeight = lmCustomSize; } } /* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */ else if( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) ) { GetTokenAppend( shaderText, qfalse ); si->lmBrightness = atof( token ); if( si->lmBrightness < 0 ) si->lmBrightness = 1.0; } /* q3map_vertexScale (scale vertex lighting by this fraction) */ else if( !Q_stricmp( token, "q3map_vertexScale" ) ) { GetTokenAppend( shaderText, qfalse ); si->vertexScale = atof( token ); } /* q3map_noVertexLight */ else if( !Q_stricmp( token, "q3map_noVertexLight" ) ) { si->noVertexLight = qtrue; } /* q3map_flare[Shader] */ else if( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) ) { GetTokenAppend( shaderText, qfalse ); if( token[ 0 ] != '\0' ) { si->flareShader = safe_malloc( strlen( token ) + 1 ); strcpy( si->flareShader, token ); } } /* q3map_backShader */ else if( !Q_stricmp( token, "q3map_backShader" ) ) { GetTokenAppend( shaderText, qfalse ); if( token[ 0 ] != '\0' ) { si->backShader = safe_malloc( strlen( token ) + 1 ); strcpy( si->backShader, token ); } } /* ydnar: q3map_cloneShader */ else if ( !Q_stricmp( token, "q3map_cloneShader" ) ) { GetTokenAppend( shaderText, qfalse ); if( token[ 0 ] != '\0' ) { si->cloneShader = safe_malloc( strlen( token ) + 1 ); strcpy( si->cloneShader, token ); } } /* q3map_remapShader */ else if( !Q_stricmp( token, "q3map_remapShader" ) ) { GetTokenAppend( shaderText, qfalse ); if( token[ 0 ] != '\0' ) { si->remapShader = safe_malloc( strlen( token ) + 1 ); strcpy( si->remapShader, token ); } } /* ydnar: q3map_offset */ else if( !Q_stricmp( token, "q3map_offset" ) ) { GetTokenAppend( shaderText, qfalse ); si->offset = atof( token ); } /* ydnar: q3map_textureSize (substitute for q3map_lightimage derivation for terrain) */ else if( !Q_stricmp( token, "q3map_fur" ) ) { GetTokenAppend( shaderText, qfalse ); si->furNumLayers = atoi( token ); GetTokenAppend( shaderText, qfalse ); si->furOffset = atof( token ); GetTokenAppend( shaderText, qfalse ); si->furFade = atof( token ); } /* ydnar: gs mods: legacy support for terrain/terrain2 shaders */ else if( !Q_stricmp( token, "q3map_terrain" ) ) { /* team arena terrain is assumed to be nonplanar, with full normal averaging, passed through the metatriangle surface pipeline, with a lightmap axis on z */ si->legacyTerrain = qtrue; si->noClip = qtrue; si->notjunc = qtrue; si->indexed = qtrue; si->nonplanar = qtrue; si->forceMeta = qtrue; si->shadeAngleDegrees = 179.0f; //% VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */ } /* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */ else if( !Q_stricmp( token, "q3map_forceMeta" ) ) { si->forceMeta = qtrue; } /* ydnar: gs mods: q3map_shadeAngle */ else if( !Q_stricmp( token, "q3map_shadeAngle" ) ) { GetTokenAppend( shaderText, qfalse ); si->shadeAngleDegrees = atof( token ); } /* ydnar: q3map_textureSize (substitute for q3map_lightimage derivation for terrain) */ else if( !Q_stricmp( token, "q3map_textureSize" ) ) { GetTokenAppend( shaderText, qfalse ); si->shaderWidth = atoi( token ); GetTokenAppend( shaderText, qfalse ); si->shaderHeight = atoi( token ); } /* ydnar: gs mods: q3map_tcGen