-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA\r
-\r
-----------------------------------------------------------------------------------\r
-\r
-This code has been altered significantly from its original form, to support\r
-several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-\r
-\r
-/* marker */\r
-#define SHADERS_C\r
-\r
-\r
-\r
-/* dependencies */\r
-#include "q3map2.h"\r
-\r
-\r
-\r
-/*\r
-AlphaMod()\r
-routines for dealing with vertex alpha modification\r
-*/\r
-\r
-void AlphaMod( alphaMod_t *am, int numVerts, bspDrawVert_t *drawVerts )\r
-{\r
- int i, j;\r
- float mult, add, a;\r
- bspDrawVert_t *dv;\r
- alphaMod_t *am2;\r
- \r
- \r
- /* dummy check */\r
- if( am == NULL || numVerts < 1 || drawVerts == NULL )\r
- return;\r
- \r
- \r
- /* walk vertex list */\r
- for( i = 0; i < numVerts; i++ )\r
- {\r
- /* get vertex */\r
- dv = &drawVerts[ i ];\r
- \r
- /* walk alphamod list */\r
- for( am2 = am; am2 != NULL; am2 = am2->next )\r
- {\r
- /* switch on type */\r
- switch( am->type )\r
- {\r
- case AM_DOT_PRODUCT:\r
- mult = DotProduct( dv->normal, am2->data );\r
- add = 0.0f;\r
- break;\r
- \r
- default:\r
- mult = 1.0f;\r
- add = 0.0f;\r
- break;\r
- }\r
- \r
- /* apply mod */\r
- for( j = 0; j < MAX_LIGHTMAPS; j++ )\r
- {\r
- a = (mult * dv->color[ j ][ 3 ]) + add;\r
- if( a < 0 )\r
- a = 0;\r
- else if( a > 255 )\r
- a = 255;\r
- dv->color[ j ][ 3 ] = a;\r
- }\r
- }\r
- }\r
-}\r
-\r
-\r
-\r
-/*\r
-TcMod*()\r
-routines for dealing with a 3x3 texture mod matrix\r
-*/\r
-\r
-void TcMod( tcMod_t mod, float st[ 2 ] )\r
-{\r
- float old[ 2 ];\r
- \r
- \r
- old[ 0 ] = st[ 0 ];\r
- old[ 1 ] = st[ 1 ];\r
- st[ 0 ] = (mod[ 0 ][ 0 ] * old[ 0 ]) + (mod[ 0 ][ 1 ] * old[ 1 ]) + mod[ 0 ][ 2 ];\r
- st[ 1 ] = (mod[ 1 ][ 0 ] * old[ 0 ]) + (mod[ 1 ][ 1 ] * old[ 1 ]) + mod[ 1 ][ 2 ];\r
-}\r
-\r
-\r
-void TcModIdentity( tcMod_t mod )\r
-{\r
- mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f;\r
- mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f;\r
- mod[ 2 ][ 0 ] = 0.0f; mod[ 2 ][ 1 ] = 0.0f; mod[ 2 ][ 2 ] = 1.0f; /* this row is only used for multiples, not transformation */\r
-}\r
-\r
-\r
-void TcModMultiply( tcMod_t a, tcMod_t b, tcMod_t out )\r
-{\r
- int i;\r
- \r
- \r
- for( i = 0; i < 3; i++ )\r
- {\r
- out[ i ][ 0 ] = (a[ i ][ 0 ] * b[ 0 ][ 0 ]) + (a[ i ][ 1 ] * b[ 1 ][ 0 ]) + (a[ i ][ 2 ] * b[ 2 ][ 0 ]);\r
- out[ i ][ 1 ] = (a[ i ][ 0 ] * b[ 0 ][ 1 ]) + (a[ i ][ 1 ] * b[ 1 ][ 1 ]) + (a[ i ][ 2 ] * b[ 2 ][ 1 ]);\r
- out[ i ][ 2 ] = (a[ i ][ 0 ] * b[ 0 ][ 2 ]) + (a[ i ][ 1 ] * b[ 1 ][ 2 ]) + (a[ i ][ 2 ] * b[ 2 ][ 2 ]);\r
- }\r
-}\r
-\r
-\r
-void TcModTranslate( tcMod_t mod, float s, float t )\r
-{\r
- mod[ 0 ][ 2 ] += s;\r
- mod[ 1 ][ 2 ] += t;\r
-}\r
-\r
-\r
-void TcModScale( tcMod_t mod, float s, float t )\r
-{\r
- mod[ 0 ][ 0 ] *= s;\r
- mod[ 1 ][ 1 ] *= t;\r
-}\r
-\r
-\r
-void TcModRotate( tcMod_t mod, float euler )\r
-{\r
- tcMod_t old, temp;\r
- float radians, sinv, cosv;\r
- \r
- \r
- memcpy( old, mod, sizeof( tcMod_t ) );\r
- TcModIdentity( temp );\r
-\r
- radians = euler / 180 * Q_PI;\r
- sinv = sin( radians );\r
- cosv = cos( radians );\r
-\r
- temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv;\r
- temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv;\r
- \r
- TcModMultiply( old, temp, mod );\r
-}\r
-\r
-\r
-\r
-/*\r
-ApplySurfaceParm() - ydnar\r
-applies a named surfaceparm to the supplied flags\r
-*/\r
-\r
-qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags )\r
-{\r
- int i, fake;\r
- surfaceParm_t *sp;\r
- \r
- \r
- /* dummy check */\r
- if( name == NULL )\r
- name = "";\r
- if( contentFlags == NULL )\r
- contentFlags = &fake;\r
- if( surfaceFlags == NULL )\r
- surfaceFlags = &fake;\r
- if( compileFlags == NULL )\r
- compileFlags = &fake;\r
- \r
- /* walk the current game's surfaceparms */\r
- sp = game->surfaceParms;\r
- while( sp->name != NULL )\r
- {\r
- /* match? */\r
- if( !Q_stricmp( name, sp->name ) )\r
- {\r
- /* clear and set flags */\r
- *contentFlags &= ~(sp->contentFlagsClear);\r
- *contentFlags |= sp->contentFlags;\r
- *surfaceFlags &= ~(sp->surfaceFlagsClear);\r
- *surfaceFlags |= sp->surfaceFlags;\r
- *compileFlags &= ~(sp->compileFlagsClear);\r
- *compileFlags |= sp->compileFlags;\r
- \r
- /* return ok */\r
- return qtrue;\r
- }\r
- \r
- /* next */\r
- sp++;\r
- }\r
- \r
- /* check custom info parms */\r
- for( i = 0; i < numCustSurfaceParms; i++ )\r
- {\r
- /* get surfaceparm */\r
- sp = &custSurfaceParms[ i ];\r
- \r
- /* match? */\r
- if( !Q_stricmp( name, sp->name ) )\r
- {\r
- /* clear and set flags */\r
- *contentFlags &= ~(sp->contentFlagsClear);\r
- *contentFlags |= sp->contentFlags;\r
- *surfaceFlags &= ~(sp->surfaceFlagsClear);\r
- *surfaceFlags |= sp->surfaceFlags;\r
- *compileFlags &= ~(sp->compileFlagsClear);\r
- *compileFlags |= sp->compileFlags;\r
- \r
- /* return ok */\r
- return qtrue;\r
- }\r
- }\r
- \r
- /* no matching surfaceparm found */\r
- return qfalse;\r
-}\r
-\r
-\r
-\r
-/*\r
-BeginMapShaderFile() - ydnar\r
-erases and starts a new map shader script\r
-*/\r
-\r
-void BeginMapShaderFile( const char *mapFile )\r
-{\r
- char base[ 1024 ];\r
- int len;\r
- \r
-\r
- /* dummy check */\r
- mapName[ 0 ] = '\0';\r
- mapShaderFile[ 0 ] = '\0';\r
- if( mapFile == NULL || mapFile[ 0 ] == '\0' )\r
- return;\r
- \r
- /* copy map name */\r
- strcpy( base, mapFile );\r
- StripExtension( base );\r
- \r
- /* extract map name */\r
- len = strlen( base ) - 1;\r
- while( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )\r
- len--;\r
- strcpy( mapName, &base[ len + 1 ] );\r
- base[ len ] = '\0';\r
- if( len <= 0 )\r
- return;\r
- \r
- /* append ../scripts/q3map2_<mapname>.shader */\r
- sprintf( mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName );\r
- Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile );\r
- \r
- /* remove it */\r
- remove( mapShaderFile );\r
- \r
- /* stop making warnings about missing images */\r
- warnImage = qfalse;\r
-}\r
-\r
-\r
-\r
-/*\r
-WriteMapShaderFile() - ydnar\r
-writes a shader to the map shader script\r
-*/\r
-\r
-void WriteMapShaderFile( void )\r
-{\r
- FILE *file;\r
- shaderInfo_t *si;\r
- int i, num;\r
- \r
- \r
- /* dummy check */\r
- if( mapShaderFile[ 0 ] == '\0' )\r
- return;\r
- \r
- /* are there any custom shaders? */\r
- for( i = 0, num = 0; i < numShaderInfo; i++ )\r
- {\r
- if( shaderInfo[ i ].custom ) \r
- break;\r
- }\r
- if( i == numShaderInfo )\r
- return;\r
- \r
- /* note it */\r
- Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n");\r
- Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile );\r
- \r
- /* open shader file */\r
- file = fopen( mapShaderFile, "w" );\r
- if( file == NULL )\r
- {\r
- Sys_Printf( "WARNING: Unable to open map shader file %s for writing\n", mapShaderFile );\r
- return;\r
- }\r
- \r
- /* print header */\r
- fprintf( file,\r
- "// Custom shader file for %s.bsp\n"\r
- "// Generated by Q3Map2 (ydnar)\n"\r
- "// Do not edit! This file is overwritten on recompiles.\n\n",\r
- mapName );\r
- \r
- /* walk the shader list */\r
- for( i = 0, num = 0; i < numShaderInfo; i++ )\r
- {\r
- /* get the shader and print it */\r
- si = &shaderInfo[ i ];\r
- if( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' )\r
- continue;\r
- num++;\r
-\r
- /* print it to the file */\r
- fprintf( file, "%s%s\n", si->shader, si->shaderText );\r
- //% Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */\r
- \r
- Sys_FPrintf( SYS_VRB, "." );\r
- }\r
- \r
- /* close the shader */\r
- fclose( file );\r
- \r
- Sys_FPrintf( SYS_VRB, "\n" );\r
- \r
- /* print some stats */\r
- Sys_Printf( "%9d custom shaders emitted\n", num );\r
-}\r
-\r
-\r
-\r
-/*\r
-CustomShader() - ydnar\r
-sets up a custom map shader\r
-*/\r
-\r
-shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace )\r
-{\r
- shaderInfo_t *csi;\r
- char shader[ MAX_QPATH ];\r
- char *s;\r
- int loc;\r
- md5_state_t md5;\r
- byte digest[ 16 ];\r
- char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */\r
- \r
- \r
- /* dummy check */\r
- if( si == NULL )\r
- return ShaderInfoForShader( "default" );\r
- \r
- /* default shader text source */\r
- srcShaderText = si->shaderText;\r
- \r
- /* et: implicitMap */\r
- if( si->implicitMap == IM_OPAQUE )\r
- {\r
- srcShaderText = temp;\r
- sprintf( temp, "\n"\r
- "{ // Q3Map2 defaulted (implicitMap)\n"\r
- "\t{\n"\r
- "\t\tmap $lightmap\n"\r
- "\t\trgbGen identity\n"\r
- "\t}\n"\r
- "\tq3map_styleMarker\n"\r
- "\t{\n"\r
- "\t\tmap %s\n"\r
- "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"\r
- "\t\trgbGen identity\n"\r
- "\t}\n"\r
- "}\n",\r
- si->implicitImagePath );\r
- }\r
- \r
- /* et: implicitMask */\r
- else if( si->implicitMap == IM_MASKED )\r
- {\r
- srcShaderText = temp;\r
- sprintf( temp, "\n"\r
- "{ // Q3Map2 defaulted (implicitMask)\n"\r
- "\tcull none\n"\r
- "\t{\n"\r
- "\t\tmap %s\n"\r
- "\t\talphaFunc GE128\n"\r
- "\t\tdepthWrite\n"\r
- "\t}\n"\r
- "\t{\n"\r
- "\t\tmap $lightmap\n"\r
- "\t\trgbGen identity\n"\r
- "\t\tdepthFunc equal\n"\r
- "\t}\n"\r
- "\tq3map_styleMarker\n"\r
- "\t{\n"\r
- "\t\tmap %s\n"\r
- "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"\r
- "\t\tdepthFunc equal\n"\r
- "\t\trgbGen identity\n"\r
- "\t}\n"\r
- "}\n",\r
- si->implicitImagePath,\r
- si->implicitImagePath );\r
- }\r
- \r
- /* et: implicitBlend */\r
- else if( si->implicitMap == IM_BLEND )\r
- {\r
- srcShaderText = temp;\r
- sprintf( temp, "\n"\r
- "{ // Q3Map2 defaulted (implicitBlend)\n"\r
- "\tcull none\n"\r
- "\t{\n"\r
- "\t\tmap %s\n"\r
- "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"\r
- "\t}\n"\r
- "\t{\n"\r
- "\t\tmap $lightmap\n"\r
- "\t\trgbGen identity\n"\r
- "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"\r
- "\t}\n"\r
- "\tq3map_styleMarker\n"\r
- "}\n",\r
- si->implicitImagePath );\r
- }\r
- \r
- /* default shader text */\r
- else if( srcShaderText == NULL )\r
- {\r
- srcShaderText = temp;\r
- sprintf( temp, "\n"\r
- "{ // Q3Map2 defaulted\n"\r
- "\t{\n"\r
- "\t\tmap $lightmap\n"\r
- "\t\trgbGen identity\n"\r
- "\t}\n"\r
- "\tq3map_styleMarker\n"\r
- "\t{\n"\r
- "\t\tmap %s.tga\n"\r
- "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"\r
- "\t\trgbGen identity\n"\r
- "\t}\n"\r
- "}\n",\r
- si->shader );\r
- }\r
- \r
- /* error check */\r
- if( (strlen( mapName ) + 1 + 32) > MAX_QPATH )\r
- Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH );\r
- \r
- /* do some bad find-replace */\r
- s = strstr( srcShaderText, find );\r
- if( s == NULL )\r
- //% strcpy( shaderText, srcShaderText );\r
- return si; /* testing just using the existing shader if this fails */\r
- else\r
- {\r
- /* substitute 'find' with 'replace' */\r
- loc = s - srcShaderText;\r
- strcpy( shaderText, srcShaderText );\r
- shaderText[ loc ] = '\0';\r
- strcat( shaderText, replace );\r
- strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );\r
- }\r
- \r
- /* make md5 hash of the shader text */\r
- md5_init( &md5 );\r
- md5_append( &md5, shaderText, strlen( shaderText ) );\r
- md5_finish( &md5, digest );\r
- \r
- /* mangle hash into a shader name */\r
- sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,\r
- digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ], \r
- digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );\r
- \r
- /* get shader */\r
- csi = ShaderInfoForShader( shader );\r
- \r
- /* might be a preexisting shader */\r
- if( csi->custom )\r
- return csi;\r
- \r
- /* clone the existing shader and rename */\r
- memcpy( csi, si, sizeof( shaderInfo_t ) );\r
- strcpy( csi->shader, shader );\r
- csi->custom = qtrue;\r
- \r
- /* store new shader text */\r
- csi->shaderText = safe_malloc( strlen( shaderText ) + 1 );\r
- strcpy( csi->shaderText, shaderText ); /* LEAK! */\r
- \r
- /* return it */\r
- return csi;\r
-}\r
-\r
-\r
-\r
-/*\r
-EmitVertexRemapShader()\r
-adds a vertexremapshader key/value pair to worldspawn\r
-*/\r
-\r
-void EmitVertexRemapShader( char *from, char *to )\r
-{\r
- md5_state_t md5;\r
- byte digest[ 16 ];\r
- char key[ 64 ], value[ 256 ];\r
- \r
- \r
- /* dummy check */\r
- if( from == NULL || from[ 0 ] == '\0' ||\r
- to == NULL || to[ 0 ] == '\0' )\r
- return;\r
- \r
- /* build value */\r
- sprintf( value, "%s;%s", from, to );\r
- \r
- /* make md5 hash */\r
- md5_init( &md5 );\r
- md5_append( &md5, value, strlen( value ) );\r
- md5_finish( &md5, digest );\r
-\r
- /* make key (this is annoying, as vertexremapshader is precisely 17 characters,\r
- which is one too long, so we leave off the last byte of the md5 digest) */\r
- sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",\r
- digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ], \r
- digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */\r
- \r
- /* add key/value pair to worldspawn */\r
- SetKeyValue( &entities[ 0 ], key, value );\r
-}\r
-\r
-\r
-\r
-/*\r
-AllocShaderInfo()\r
-allocates and initializes a new shader\r
-*/\r
-\r
-static shaderInfo_t *AllocShaderInfo( void )\r
-{\r
- shaderInfo_t *si;\r
- \r
- \r
- /* allocate? */\r
- if( shaderInfo == NULL )\r
- {\r
- shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO );\r
- numShaderInfo = 0;\r
- }\r
- \r
- /* bounds check */\r
- if( numShaderInfo == MAX_SHADER_INFO )\r
- Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." );\r
- si = &shaderInfo[ numShaderInfo ];\r
- numShaderInfo++;\r
- \r
- /* ydnar: clear to 0 first */\r
- memset( si, 0, sizeof( shaderInfo_t ) );\r
- \r
- /* set defaults */\r
- ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );\r
- \r
- si->backsplashFraction = DEF_BACKSPLASH_FRACTION;\r
- si->backsplashDistance = DEF_BACKSPLASH_DISTANCE;\r
- \r
- si->bounceScale = DEF_RADIOSITY_BOUNCE;\r
- \r
- si->lightStyle = LS_NORMAL;\r
- \r
- si->polygonOffset = qfalse;\r
- \r
- si->shadeAngleDegrees = 0.0f;\r
- si->lightmapSampleSize = 0;\r
- si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;\r
- si->patchShadows = qfalse;\r
- si->vertexShadows = qtrue; /* ydnar: changed default behavior */\r
- si->forceSunlight = qfalse;\r
- si->vertexScale = 1.0;\r
- si->notjunc = qfalse;\r
- \r
- /* ydnar: set texture coordinate transform matrix to identity */\r
- TcModIdentity( si->mod );\r
- \r
- /* ydnar: lightmaps can now be > 128x128 in an externally generated tga */\r
- si->lmCustomWidth = lmCustomSize; //% LIGHTMAP_WIDTH;\r
- si->lmCustomHeight = lmCustomSize; //% LIGHTMAP_HEIGHT;\r
- \r
- /* return to sender */\r
- return si;\r
-}\r
-\r
-\r
-\r
-/*\r
-FinishShader() - ydnar\r
-sets a shader's width and height among other things\r
-*/\r
-\r
-void FinishShader( shaderInfo_t *si )\r
-{\r
- int x, y;\r
- float st[ 2 ], o[ 2 ], dist, bestDist;\r
- vec4_t color, bestColor, delta;\r
- \r
-\r
- /* don't double-dip */\r
- if( si->finished )\r
- return;\r
- \r
- /* if they're explicitly set, copy from image size */\r
- if( si->shaderWidth == 0 && si->shaderHeight == 0 )\r
- {\r
- si->shaderWidth = si->shaderImage->width;\r
- si->shaderHeight = si->shaderImage->height;\r
- }\r
- \r
- /* legacy terrain has explicit image-sized texture projection */\r
- if( si->legacyTerrain && si->tcGen == qfalse )\r
- {\r
- /* set xy texture projection */\r
- si->tcGen = qtrue;\r
- VectorSet( si->vecs[ 0 ], (1.0f / (si->shaderWidth * 0.5f)), 0, 0 );\r
- VectorSet( si->vecs[ 1 ], 0, (1.0f / (si->shaderHeight * 0.5f)), 0 );\r
- }\r
- \r
- /* find pixel coordinates best matching the average color of the image */\r
- bestDist = 99999999;\r
- o[ 0 ] = 1.0f / si->shaderImage->width;\r
- o[ 1 ] = 1.0f / si->shaderImage->height;\r
- for( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )\r
- {\r
- for( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )\r
- {\r
- /* sample the shader image */\r
- RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color );\r
- \r
- /* determine error squared */\r
- VectorSubtract( color, si->averageColor, delta );\r
- delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ];\r
- dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ];\r
- if( dist < bestDist )\r
- {\r
- VectorCopy( color, bestColor );\r
- bestColor[ 3 ] = color[ 3 ];\r
- si->stFlat[ 0 ] = st[ 0 ];\r
- si->stFlat[ 1 ] = st[ 1 ];\r
- }\r
- }\r
- }\r
- \r
- /* set to finished */\r
- si->finished = qtrue;\r
-}\r
-\r
-\r
-\r
-/*\r
-LoadShaderImages()\r
-loads a shader's images\r
-ydnar: image.c made this a bit simpler\r
-*/\r
-\r
-static void LoadShaderImages( shaderInfo_t *si )\r
-{\r
- int i, count;\r
- float color[ 4 ];\r
- \r
- \r
- /* nodraw shaders don't need images */\r
- if( si->compileFlags & C_NODRAW )\r
- si->shaderImage = ImageLoad( DEFAULT_IMAGE );\r
- else\r
- {\r
- /* try to load editor image first */\r
- si->shaderImage = ImageLoad( si->editorImagePath );\r
- \r
- /* then try shadername */\r
- if( si->shaderImage == NULL )\r
- si->shaderImage = ImageLoad( si->shader );\r
- \r
- /* then try implicit image path (note: new behavior!) */\r
- if( si->shaderImage == NULL )\r
- si->shaderImage = ImageLoad( si->implicitImagePath );\r
- \r
- /* then try lightimage (note: new behavior!) */\r
- if( si->shaderImage == NULL )\r
- si->shaderImage = ImageLoad( si->lightImagePath );\r
- \r
- /* otherwise, use default image */\r
- if( si->shaderImage == NULL )\r
- {\r
- si->shaderImage = ImageLoad( DEFAULT_IMAGE );\r
- if( warnImage && strcmp( si->shader, "noshader" ) )\r
- Sys_Printf( "WARNING: Couldn't find image for shader %s\n", si->shader );\r
- }\r
- \r
- /* load light image */\r
- si->lightImage = ImageLoad( si->lightImagePath );\r
- \r
- /* load normalmap image (ok if this is NULL) */\r
- si->normalImage = ImageLoad( si->normalImagePath );\r
- if( si->normalImage != NULL )\r
- {\r
- Sys_FPrintf( SYS_VRB, "Shader %s has\n"\r
- " NM %s\n", si->shader, si->normalImagePath );\r
- }\r
- }\r
- \r
- /* if no light image, use shader image */\r
- if( si->lightImage == NULL )\r
- si->lightImage = ImageLoad( si->shaderImage->name );\r
- \r
- /* create default and average colors */\r
- count = si->lightImage->width * si->lightImage->height;\r
- VectorClear( color );\r
- color[ 3 ] = 0.0f;\r
- for( i = 0; i < count; i++ )\r
- {\r
- color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ];\r
- color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ];\r
- color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ];\r
- color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ];\r
- }\r
- \r
- if( VectorLength( si->color ) <= 0.0f )\r
- ColorNormalize( color, si->color );\r
- VectorScale( color, (1.0f / count), si->averageColor );\r
-}\r
-\r
-\r
-\r
-/*\r
-ShaderInfoForShader()\r
-finds a shaderinfo for a named shader\r
-*/\r
-\r
-shaderInfo_t *ShaderInfoForShader( const char *shaderName )\r
-{\r
- int i;\r
- shaderInfo_t *si;\r
- char shader[ MAX_QPATH ];\r
- \r
- \r
- /* dummy check */\r
- if( shaderName == NULL || shaderName[ 0 ] == '\0' )\r
- {\r
- Sys_Printf( "WARNING: Null or empty shader name\n" );\r
- shaderName = "missing";\r
- }\r
- \r
- /* strip off extension */\r
- strcpy( shader, shaderName );\r
- StripExtension( shader );\r
- \r
- /* search for it */\r
- for( i = 0; i < numShaderInfo; i++ )\r
- {\r
- si = &shaderInfo[ i ];\r
- if( !Q_stricmp( shader, si->shader ) )\r
- {\r
- /* load image if necessary */\r
- if( si->shaderImage == NULL )\r
- {\r
- LoadShaderImages( si );\r
- FinishShader( si );\r
- }\r
- \r
- /* return it */\r
- return si;\r
- }\r
- }\r
- \r
- /* allocate a default shader */\r
- si = AllocShaderInfo();\r
- strcpy( si->shader, shader );\r
- LoadShaderImages( si );\r
- FinishShader( si );\r
- \r
- /* return it */\r
- return si;\r
-}\r
-\r
-\r
-\r
-/*\r
-GetTokenAppend() - ydnar\r
-gets a token and appends its text to the specified buffer\r
-*/\r
-\r
-static int oldScriptLine = 0;\r
-static int tabDepth = 0;\r
-\r
-qboolean GetTokenAppend( char *buffer, qboolean crossline )\r
-{\r
- qboolean r;\r
- int i;\r
- \r
- \r
- /* get the token */\r
- r = GetToken( crossline );\r
- if( r == qfalse || buffer == NULL || token[ 0 ] == '\0' )\r
- return r;\r
- \r
- /* pre-tabstops */\r
- if( token[ 0 ] == '}' )\r
- tabDepth--;\r
- \r
- /* append? */\r
- if( oldScriptLine != scriptline )\r
- {\r
- strcat( buffer, "\n" );\r
- for( i = 0; i < tabDepth; i++ )\r
- strcat( buffer, "\t" );\r
- }\r
- else\r
- strcat( buffer, " " );\r
- oldScriptLine = scriptline;\r
- strcat( buffer, token );\r
- \r
- /* post-tabstops */\r
- if( token[ 0 ] == '{' )\r
- tabDepth++;\r
- \r
- /* return */\r
- return r;\r
-}\r
-\r
-\r
-void Parse1DMatrixAppend( char *buffer, int x, vec_t *m )\r
-{\r
- int i;\r
- \r
- \r
- if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) )\r
- Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline );\r
- for( i = 0; i < x; i++ )\r
- {\r
- if( !GetTokenAppend( buffer, qfalse ) )\r
- Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline );\r
- m[ i ] = atof( token );\r
- }\r
- if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) )\r
- Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline );\r
-}\r
-\r
-\r
-\r
-\r
-/*\r
-ParseShaderFile()\r
-parses a shader file into discrete shaderInfo_t\r
-*/\r
-\r
-static void ParseShaderFile( const char *filename )\r
-{\r
- int i, val;\r
- shaderInfo_t *si;\r
- char *suffix, temp[ 1024 ];\r
- char shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */\r
- \r
- \r
- /* init */\r
- si = NULL;\r
- shaderText[ 0 ] = '\0';\r
- \r
- /* load the shader */\r
- LoadScriptFile( filename, 0 );\r
- \r
- /* tokenize it */\r
- while( 1 )\r
- {\r
- /* copy shader text to the shaderinfo */\r
- if( si != NULL && shaderText[ 0 ] != '\0' )\r
- {\r
- strcat( shaderText, "\n" );\r
- si->shaderText = safe_malloc( strlen( shaderText ) + 1 );\r
- strcpy( si->shaderText, shaderText );\r
- //% if( VectorLength( si->vecs[ 0 ] ) )\r
- //% Sys_Printf( "%s\n", shaderText );\r
- }\r
- \r
- /* ydnar: clear shader text buffer */\r
- shaderText[ 0 ] = '\0';\r
- \r
- /* test for end of file */\r
- if( !GetToken( qtrue ) )\r
- break;\r
- \r
- /* shader name is initial token */\r
- si = AllocShaderInfo();\r
- strcpy( si->shader, token );\r
- \r
- /* ignore ":q3map" suffix */\r
- suffix = strstr( si->shader, ":q3map" );\r
- if( suffix != NULL )\r
- *suffix = '\0';\r
- \r
- /* handle { } section */\r
- if( !GetTokenAppend( shaderText, qtrue ) )\r
- break;\r
- if( strcmp( token, "{" ) )\r
- {\r
- if( si != NULL )\r
- Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s",\r
- filename, scriptline, token, si->shader );\r
- else\r
- Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s",\r
- filename, scriptline, token );\r
- }\r
- \r
- while( 1 )\r
- {\r
- /* get the next token */\r
- if( !GetTokenAppend( shaderText, qtrue ) )\r
- break;\r
- if( !strcmp( token, "}" ) )\r
- break;\r
- \r
- \r
- /* -----------------------------------------------------------------\r
- shader stages (passes)\r
- ----------------------------------------------------------------- */\r
- \r
- /* parse stage directives */\r
- if( !strcmp( token, "{" ) )\r
- {\r
- si->hasPasses = qtrue;\r
- while( 1 )\r
- {\r
- if( !GetTokenAppend( shaderText, qtrue ) )\r
- break;\r
- if( !strcmp( token, "}" ) )\r
- break;\r
- \r
- /* only care about images if we don't have a editor/light image */\r
- if( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' )\r
- {\r
- /* digest any images */\r
- if( !Q_stricmp( token, "map" ) ||\r
- !Q_stricmp( token, "clampMap" ) ||\r
- !Q_stricmp( token, "animMap" ) ||\r
- !Q_stricmp( token, "clampAnimMap" ) ||\r
- !Q_stricmp( token, "clampMap" ) ||\r
- !Q_stricmp( token, "mapComp" ) ||\r
- !Q_stricmp( token, "mapNoComp" ) )\r
- {\r
- /* skip one token for animated stages */\r
- if( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) )\r
- GetTokenAppend( shaderText, qfalse );\r
- \r
- /* get an image */\r
- GetTokenAppend( shaderText, qfalse );\r
- if( token[ 0 ] != '*' && token[ 0 ] != '$' )\r
- {\r
- strcpy( si->lightImagePath, token );\r
- DefaultExtension( si->lightImagePath, ".tga" );\r
- \r
- /* debug code */\r
- //% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );\r
- }\r
- }\r
- }\r
- }\r
- }\r
- \r
- \r
- /* -----------------------------------------------------------------\r
- surfaceparm * directives\r
- ----------------------------------------------------------------- */\r
- \r
- /* match surfaceparm */\r
- else if( !Q_stricmp( token, "surfaceparm" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- if( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )\r
- Sys_Printf( "WARNING: Unknown surfaceparm: \"%s\"\n", token );\r
- }\r
- \r
- \r
- /* -----------------------------------------------------------------\r
- game-related shader directives\r
- ----------------------------------------------------------------- */\r
- \r
- /* ydnar: fogparms (for determining fog volumes) */\r
- else if( !Q_stricmp( token, "fogparms" ) )\r
- si->fogParms = qtrue;\r
- \r
- /* ydnar: polygonoffset (for no culling) */\r
- else if( !Q_stricmp( token, "polygonoffset" ) )\r
- si->polygonOffset = qtrue;\r
- \r
- /* tesssize is used to force liquid surfaces to subdivide */\r
- else if( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->subdivisions = atof( token );\r
- }\r
- \r
- /* cull none will set twoSided (ydnar: added disable too) */\r
- else if ( !Q_stricmp( token, "cull" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- if( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) )\r
- si->twoSided = qtrue;\r
- }\r
- \r
- /* deformVertexes autosprite[ 2 ]\r
- we catch this so autosprited surfaces become point\r
- lights instead of area lights */\r
- else if( !Q_stricmp( token, "deformVertexes" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- \r
- /* deformVertexes autosprite(2) */\r
- if( !Q_strncasecmp( token, "autosprite", 10 ) )\r
- {\r
- /* set it as autosprite and detail */\r
- si->autosprite = qtrue;\r
- ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );\r
- \r
- /* ydnar: gs mods: added these useful things */\r
- si->noClip = qtrue;\r
- si->notjunc = qtrue;\r
- }\r
- \r
- /* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */\r
- if( !Q_stricmp( token, "move") )\r
- {\r
- vec3_t amt, mins, maxs;\r
- float base, amp;\r
- \r
- \r
- /* get move amount */\r
- GetTokenAppend( shaderText, qfalse ); amt[ 0 ] = atof( token );\r
- GetTokenAppend( shaderText, qfalse ); amt[ 1 ] = atof( token );\r
- GetTokenAppend( shaderText, qfalse ); amt[ 2 ] = atof( token );\r
- \r
- /* skip func */\r
- GetTokenAppend( shaderText, qfalse );\r
- \r
- /* get base and amplitude */\r
- GetTokenAppend( shaderText, qfalse ); base = atof( token );\r
- GetTokenAppend( shaderText, qfalse ); amp = atof( token );\r
- \r
- /* calculate */\r
- VectorScale( amt, base, mins );\r
- VectorMA( mins, amp, amt, maxs );\r
- VectorAdd( si->mins, mins, si->mins );\r
- VectorAdd( si->maxs, maxs, si->maxs );\r
- } \r
- }\r
- \r
- /* light <value> (old-style flare specification) */\r
- else if( !Q_stricmp( token, "light" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- strcpy( si->flareShader, "flareshader" );\r
- }\r
- \r
- /* ydnar: damageShader <shader> <health> (sof2 mods) */\r
- else if( !Q_stricmp( token, "damageShader" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- strcpy( si->damageShader, token );\r
- GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */\r
- }\r
-\r
- /* ydnar: enemy territory implicit shaders */\r
- else if( !Q_stricmp( token, "implicitMap" ) )\r
- {\r
- si->implicitMap = IM_OPAQUE;\r
- GetTokenAppend( shaderText, qfalse );\r
- if( token[ 0 ] == '-' && token[ 1 ] == '\0' )\r
- sprintf( si->implicitImagePath, "%s.tga", si->shader );\r
- else\r
- strcpy( si->implicitImagePath, token );\r
- }\r
-\r
- else if( !Q_stricmp( token, "implicitMask" ) )\r
- {\r
- si->implicitMap = IM_MASKED;\r
- GetTokenAppend( shaderText, qfalse );\r
- if( token[ 0 ] == '-' && token[ 1 ] == '\0' )\r
- sprintf( si->implicitImagePath, "%s.tga", si->shader );\r
- else\r
- strcpy( si->implicitImagePath, token );\r
- }\r
-\r
- else if( !Q_stricmp( token, "implicitBlend" ) )\r
- {\r
- si->implicitMap = IM_MASKED;\r
- GetTokenAppend( shaderText, qfalse );\r
- if( token[ 0 ] == '-' && token[ 1 ] == '\0' )\r
- sprintf( si->implicitImagePath, "%s.tga", si->shader );\r
- else\r
- strcpy( si->implicitImagePath, token );\r
- }\r
- \r
- \r
- /* -----------------------------------------------------------------\r
- image directives\r
- ----------------------------------------------------------------- */\r
- \r
- /* qer_editorimage <image> */\r
- else if( !Q_stricmp( token, "qer_editorImage" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- strcpy( si->editorImagePath, token );\r
- DefaultExtension( si->editorImagePath, ".tga" );\r
- }\r
- \r
- /* ydnar: q3map_normalimage <image> (bumpmapping normal map) */\r
- else if( !Q_stricmp( token, "q3map_normalImage" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- strcpy( si->normalImagePath, token );\r
- DefaultExtension( si->normalImagePath, ".tga" );\r
- }\r
- \r
- /* q3map_lightimage <image> */\r
- else if( !Q_stricmp( token, "q3map_lightImage" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- strcpy( si->lightImagePath, token );\r
- DefaultExtension( si->lightImagePath, ".tga" );\r
- }\r
- \r
- /* ydnar: skyparms <outer image> <cloud height> <inner image> */\r
- else if( !Q_stricmp( token, "skyParms" ) )\r
- {\r
- /* get image base */\r
- GetTokenAppend( shaderText, qfalse );\r
- \r
- /* ignore bogus paths */\r
- if( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) )\r
- {\r
- strcpy( si->skyParmsImageBase, token );\r
- \r
- /* use top image as sky light image */\r
- if( si->lightImagePath[ 0 ] == '\0' )\r
- sprintf( si->lightImagePath, "%s_up.tga", si->skyParmsImageBase );\r
- }\r
- \r
- /* skip rest of line */\r
- GetTokenAppend( shaderText, qfalse );\r
- GetTokenAppend( shaderText, qfalse );\r
- }\r
- \r
- /* -----------------------------------------------------------------\r
- q3map_* directives\r
- ----------------------------------------------------------------- */\r
- \r
- /* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>\r
- color will be normalized, so it doesn't matter what range you use\r
- intensity falls off with angle but not distance 100 is a fairly bright sun\r
- degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon\r
- ydnar: sof2map has bareword 'sun' token, so we support that as well */\r
- else if( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) )\r
- {\r
- float a, b;\r
- sun_t *sun;\r
- qboolean ext;\r
- \r
- \r
- /* ydnar: extended sun directive? */\r
- if( !Q_stricmp( token, "q3map_sunext" ) )\r
- ext = qtrue;\r
- \r
- /* allocate sun */\r
- sun = safe_malloc( sizeof( *sun ) );\r
- memset( sun, 0, sizeof( *sun ) );\r
- \r
- /* get color */\r
- GetTokenAppend( shaderText, qfalse );\r
- sun->color[ 0 ] = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- sun->color[ 1 ] = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- sun->color[ 2 ] = atof( token );\r
- \r
- /* normalize it */\r
- VectorNormalize( sun->color, sun->color );\r
- \r
- /* scale color by brightness */\r
- GetTokenAppend( shaderText, qfalse );\r
- sun->photons = atof( token );\r
- \r
- /* get sun angle/elevation */\r
- GetTokenAppend( shaderText, qfalse );\r
- a = atof( token );\r
- a = a / 180.0f * Q_PI;\r
- \r
- GetTokenAppend( shaderText, qfalse );\r
- b = atof( token );\r
- b = b / 180.0f * Q_PI;\r
- \r
- sun->direction[ 0 ] = cos( a ) * cos( b );\r
- sun->direction[ 1 ] = sin( a ) * cos( b );\r
- sun->direction[ 2 ] = sin( b );\r
- \r
- /* get filter radius from shader */\r
- sun->filterRadius = si->lightFilterRadius;\r
- \r
- /* ydnar: get sun angular deviance/samples */\r
- if( ext && TokenAvailable() )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- sun->deviance = atof( token );\r
- sun->deviance = sun->deviance / 180.0f * Q_PI;\r
- \r
- GetTokenAppend( shaderText, qfalse );\r
- sun->numSamples = atoi( token );\r
- }\r
- \r
- /* store sun */\r
- sun->next = si->sun;\r
- si->sun = sun;\r
- \r
- /* apply sky surfaceparm */\r
- ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );\r
- \r
- /* don't process any more tokens on this line */\r
- continue;\r
- }\r
-\r
- /* match q3map_ */\r
- else if( !Q_strncasecmp( token, "q3map_", 6 ) )\r
- {\r
- /* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */\r
- if( !Q_stricmp( token, "q3map_baseShader" ) )\r
- {\r
- shaderInfo_t *si2;\r
- qboolean oldWarnImage;\r
- \r
- \r
- /* get shader */\r
- GetTokenAppend( shaderText, qfalse );\r
- //% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );\r
- oldWarnImage = warnImage;\r
- warnImage = qfalse;\r
- si2 = ShaderInfoForShader( token );\r
- warnImage = oldWarnImage;\r
- \r
- /* subclass it */\r
- if( si2 != NULL )\r
- {\r
- /* preserve name */\r
- strcpy( temp, si->shader );\r
- \r
- /* copy shader */\r
- memcpy( si, si2, sizeof( *si ) );\r
- \r
- /* restore name and set to unfinished */\r
- strcpy( si->shader, temp );\r
- si->finished = qfalse;\r
- }\r
- }\r
- \r
- /* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */\r
- else if( !Q_stricmp( token, "q3map_surfacemodel" ) )\r
- {\r
- surfaceModel_t *model;\r
- \r
- \r
- /* allocate new model and attach it */\r
- model = safe_malloc( sizeof( *model ) );\r
- memset( model, 0, sizeof( *model ) );\r
- model->next = si->surfaceModel;\r
- si->surfaceModel = model;\r
- \r
- /* get parameters */\r
- GetTokenAppend( shaderText, qfalse );\r
- strcpy( model->model, token );\r
- \r
- GetTokenAppend( shaderText, qfalse );\r
- model->density = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- model->odds = atof( token );\r
- \r
- GetTokenAppend( shaderText, qfalse );\r
- model->minScale = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- model->maxScale = atof( token );\r
- \r
- GetTokenAppend( shaderText, qfalse );\r
- model->minAngle = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- model->maxAngle = atof( token );\r
- \r
- GetTokenAppend( shaderText, qfalse );\r
- model->oriented = (token[ 0 ] == '1' ? qtrue : qfalse);\r
- }\r
- \r
- /* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */\r
- else if( !Q_stricmp( token, "q3map_foliage" ) )\r
- {\r
- foliage_t *foliage;\r
- \r
- \r
- /* allocate new foliage struct and attach it */\r
- foliage = safe_malloc( sizeof( *foliage ) );\r
- memset( foliage, 0, sizeof( *foliage ) );\r
- foliage->next = si->foliage;\r
- si->foliage = foliage;\r
- \r
- /* get parameters */\r
- GetTokenAppend( shaderText, qfalse );\r
- strcpy( foliage->model, token );\r
- \r
- GetTokenAppend( shaderText, qfalse );\r
- foliage->scale = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- foliage->density = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- foliage->odds = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- foliage->inverseAlpha = atoi( token );\r
- }\r
- \r
- /* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */\r
- else if( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->bounceScale = atof( token );\r
- }\r
-\r
- /* ydnar/splashdamage: q3map_skylight <value> <iterations> */\r
- else if( !Q_stricmp( token, "q3map_skylight" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->skyLightValue = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- si->skyLightIterations = atoi( token );\r
- \r
- /* clamp */\r
- if( si->skyLightValue < 0.0f )\r
- si->skyLightValue = 0.0f;\r
- if( si->skyLightIterations < 2 )\r
- si->skyLightIterations = 2;\r
- }\r
- \r
- /* q3map_surfacelight <value> */\r
- else if( !Q_stricmp( token, "q3map_surfacelight" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->value = atof( token );\r
- }\r
- \r
- \r
- /* q3map_lightStyle (sof2/jk2 lightstyle) */\r
- else if( !Q_stricmp( token, "q3map_lightStyle" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- val = atoi( token );\r
- if( val < 0 )\r
- val = 0;\r
- else if( val > LS_NONE )\r
- val = LS_NONE;\r
- si->lightStyle = val;\r
- }\r
- \r
- /* wolf: q3map_lightRGB <red> <green> <blue> */\r
- else if( !Q_stricmp( token, "q3map_lightRGB" ) )\r
- {\r
- VectorClear( si->color );\r
- GetTokenAppend( shaderText, qfalse );\r
- si->color[ 0 ] = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- si->color[ 1 ] = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- si->color[ 2 ] = atof( token );\r
- ColorNormalize( si->color, si->color );\r
- }\r
- \r
- /* q3map_lightSubdivide <value> */\r
- else if( !Q_stricmp( token, "q3map_lightSubdivide" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->lightSubdivide = atoi( token );\r
- }\r
- \r
- /* q3map_backsplash <percent> <distance> */\r
- else if( !Q_stricmp( token, "q3map_backsplash" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->backsplashFraction = atof( token ) * 0.01f;\r
- GetTokenAppend( shaderText, qfalse );\r
- si->backsplashDistance = atof( token );\r
- }\r
- \r
- /* q3map_lightmapSampleSize <value> */\r
- else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->lightmapSampleSize = atoi( token );\r
- }\r
- \r
- /* q3map_lightmapSampleSffset <value> */\r
- else if( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->lightmapSampleOffset = atof( token );\r
- }\r
- \r
- /* ydnar: q3map_lightmapFilterRadius <self> <other> */\r
- else if( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->lmFilterRadius = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- si->lightFilterRadius = atof( token );\r
- }\r
- \r
- /* ydnar: q3map_lightmapAxis [xyz] */\r
- else if( !Q_stricmp( token, "q3map_lightmapAxis" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- if( !Q_stricmp( token, "x" ) )\r
- VectorSet( si->lightmapAxis, 1, 0, 0 );\r
- else if( !Q_stricmp( token, "y" ) )\r
- VectorSet( si->lightmapAxis, 0, 1, 0 );\r
- else if( !Q_stricmp( token, "z" ) )\r
- VectorSet( si->lightmapAxis, 0, 0, 1 );\r
- else\r
- {\r
- Sys_Printf( "WARNING: Unknown value for lightmap axis: %s\n", token );\r
- VectorClear( si->lightmapAxis );\r
- }\r
- }\r
- \r
- /* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */\r
- else if( !Q_stricmp( token, "q3map_lightmapSize" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->lmCustomWidth = atoi( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- si->lmCustomHeight = atoi( token );\r
- \r
- /* must be a power of 2 */\r
- if( ((si->lmCustomWidth - 1) & si->lmCustomWidth) ||\r
- ((si->lmCustomHeight - 1) & si->lmCustomHeight) )\r
- {\r
- Sys_Printf( "WARNING: Non power-of-two lightmap size specified (%d, %d)\n",\r
- si->lmCustomWidth, si->lmCustomHeight );\r
- si->lmCustomWidth = LIGHTMAP_WIDTH;\r
- si->lmCustomHeight = LIGHTMAP_HEIGHT;\r
- }\r
- }\r
-\r
- /* ydnar: q3map_lightmapGamma N (for autogenerated shaders + external tga lightmaps) */\r
- else if( !Q_stricmp( token, "q3map_lightmapGamma" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->lmGamma = atof( token );\r
- if( si->lmGamma < 0 )\r
- si->lmGamma = 1.0;\r
- }\r
- \r
- /* q3map_vertexScale (scale vertex lighting by this fraction) */\r
- else if( !Q_stricmp( token, "q3map_vertexScale" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->vertexScale = atof( token );\r
- }\r
- \r
- /* q3map_flare <shader> */\r
- else if( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- strcpy( si->flareShader, token );\r
- }\r
- \r
- /* q3map_backShader <shader> */\r
- else if( !Q_stricmp( token, "q3map_backShader" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- strcpy( si->backShader, token );\r
- }\r
- \r
- /* ydnar: q3map_offset <value> */\r
- else if( !Q_stricmp( token, "q3map_offset" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->offset = atof( token );\r
- }\r
- \r
- /* ydnar: q3map_cloneShader <shader> */\r
- else if ( !Q_stricmp( token, "q3map_cloneShader" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- strcpy( si->cloneShader, token );\r
- }\r
- \r
- /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */\r
- else if( !Q_stricmp( token, "q3map_fur" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->furNumLayers = atoi( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- si->furOffset = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- si->furFade = atof( token );\r
- }\r
- \r
- /* ydnar: gs mods: legacy support for terrain/terrain2 shaders */\r
- else if( !Q_stricmp( token, "q3map_terrain" ) )\r
- {\r
- /* team arena terrain is assumed to be nonplanar, with full normal averaging,\r
- passed through the metatriangle surface pipeline, with a lightmap axis on z */\r
- si->legacyTerrain = qtrue;\r
- si->noClip = qtrue;\r
- si->notjunc = qtrue;\r
- si->indexed = qtrue;\r
- si->nonplanar = qtrue;\r
- si->forceMeta = qtrue;\r
- si->shadeAngleDegrees = 179.0f;\r
- //% VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */\r
- }\r
- \r
- /* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */\r
- else if( !Q_stricmp( token, "q3map_forceMeta" ) )\r
- {\r
- si->forceMeta = qtrue;\r
- }\r
- \r
- /* ydnar: gs mods: q3map_shadeAngle <degrees> */\r
- else if( !Q_stricmp( token, "q3map_shadeAngle" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->shadeAngleDegrees = atof( token );\r
- }\r
- \r
- /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */\r
- else if( !Q_stricmp( token, "q3map_textureSize" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- si->shaderWidth = atoi( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- si->shaderHeight = atoi( token );\r
- }\r
- \r
- /* ydnar: gs mods: q3map_tcGen <style> <parameters> */\r
- else if( !Q_stricmp( token, "q3map_tcGen" ) )\r
- {\r
- si->tcGen = qtrue;\r
- GetTokenAppend( shaderText, qfalse );\r
- \r
- /* q3map_tcGen vector <s vector> <t vector> */\r
- if( !Q_stricmp( token, "vector" ) )\r
- {\r
- Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );\r
- Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );\r
- }\r
- \r
- /* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */\r
- else if( !Q_stricmp( token, "ivector" ) )\r
- {\r
- Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );\r
- Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );\r
- for( i = 0; i < 3; i++ )\r
- {\r
- si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;\r
- si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;\r
- }\r
- }\r
- else\r
- {\r
- Sys_Printf( "WARNING: Unknown q3map_tcGen method: %s\n", token );\r
- VectorClear( si->vecs[ 0 ] );\r
- VectorClear( si->vecs[ 1 ] );\r
- }\r
- }\r
- \r
- /* ydnar: gs mods: q3map_alphaMod <style> <parameters> */\r
- else if( !Q_stricmp( token, "q3map_alphaMod" ) )\r
- {\r
- alphaMod_t *am, *am2;\r
- \r
- \r
- /* allocate new alpha mod */\r
- am = safe_malloc( sizeof( *am ) );\r
- memset( am, 0, sizeof( *am ) );\r
- \r
- /* attach to shader */\r
- if( si->alphaMod == NULL )\r
- si->alphaMod = am;\r
- else\r
- {\r
- for( am2 = si->alphaMod; am2 != NULL; am2 = am2->next )\r
- {\r
- if( am2->next == NULL )\r
- {\r
- am2->next = am;\r
- break;\r
- }\r
- }\r
- }\r
- \r
- /* get type */\r
- GetTokenAppend( shaderText, qfalse );\r
- \r
- /* q3map_alphaMod dotproduct ( X Y Z ) */\r
- if( !Q_stricmp( token, "dotproduct" ) )\r
- {\r
- am->type = AM_DOT_PRODUCT;\r
- Parse1DMatrixAppend( shaderText, 3, am->data );\r
- }\r
- else\r
- Sys_Printf( "WARNING: Unknown q3map_alphaMod method: %s\n", token );\r
- }\r
- \r
- /* ydnar: gs mods: q3map_tcMod <style> <parameters> */\r
- else if( !Q_stricmp( token, "q3map_tcMod" ) )\r
- {\r
- float a, b;\r
- \r
- \r
- GetTokenAppend( shaderText, qfalse );\r
- \r
- /* q3map_tcMod [translate | shift | offset] <s> <t> */\r
- if( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- a = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- b = atof( token );\r
- \r
- TcModTranslate( si->mod, a, b );\r
- }\r
-\r
- /* q3map_tcMod scale <s> <t> */\r
- else if( !Q_stricmp( token, "scale" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- a = atof( token );\r
- GetTokenAppend( shaderText, qfalse );\r
- b = atof( token );\r
- \r
- TcModScale( si->mod, a, b );\r
- }\r
- \r
- /* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */\r
- else if( !Q_stricmp( token, "rotate" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- a = atof( token );\r
- TcModRotate( si->mod, a );\r
- }\r
- else\r
- Sys_Printf( "WARNING: Unknown q3map_tcMod method: %s\n", token );\r
- }\r
- \r
- /* q3map_fogDir (direction a fog shader fades from transparent to opaque) */\r
- else if( !Q_stricmp( token, "q3map_fogDir" ) )\r
- {\r
- Parse1DMatrixAppend( shaderText, 3, si->fogDir );\r
- VectorNormalize( si->fogDir, si->fogDir );\r
- }\r
- \r
- /* q3map_globaltexture */\r
- else if( !Q_stricmp( token, "q3map_globaltexture" ) )\r
- si->globalTexture = qtrue;\r
- \r
- /* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */\r
- else if( !Q_stricmp( token, "q3map_nonplanar" ) )\r
- si->nonplanar = qtrue;\r
- \r
- /* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */\r
- else if( !Q_stricmp( token, "q3map_noclip" ) )\r
- si->noClip = qtrue;\r
- \r
- /* q3map_notjunc */\r
- else if( !Q_stricmp( token, "q3map_notjunc" ) )\r
- si->notjunc = qtrue;\r
- \r
- /* q3map_nofog */\r
- else if( !Q_stricmp( token, "q3map_nofog" ) )\r
- si->noFog = qtrue;\r
- \r
- /* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */\r
- else if( !Q_stricmp( token, "q3map_indexed" ) )\r
- si->indexed = qtrue;\r
- \r
- /* ydnar: q3map_invert (inverts a drawsurface's facing) */\r
- else if( !Q_stricmp( token, "q3map_invert" ) )\r
- si->invert = qtrue;\r
- \r
- /* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */\r
- else if( !Q_stricmp( token, "q3map_lightmapMergable" ) )\r
- si->lmMergable = qtrue;\r
- \r
- /* ydnar: q3map_nofast */\r
- else if( !Q_stricmp( token, "q3map_noFast" ) )\r
- si->noFast = qtrue;\r
- \r
- /* q3map_patchshadows */\r
- else if( !Q_stricmp( token, "q3map_patchShadows" ) )\r
- si->patchShadows = qtrue;\r
- \r
- /* q3map_vertexshadows */\r
- else if( !Q_stricmp( token, "q3map_vertexShadows" ) )\r
- si->vertexShadows = qtrue; /* ydnar */\r
- \r
- /* q3map_novertexshadows */\r
- else if( !Q_stricmp( token, "q3map_noVertexShadows" ) )\r
- si->vertexShadows = qfalse; /* ydnar */\r
- \r
- /* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */\r
- else if( !Q_stricmp( token, "q3map_splotchfix" ) )\r
- si->splotchFix = qtrue; /* ydnar */\r
- \r
- /* q3map_forcesunlight */\r
- else if( !Q_stricmp( token, "q3map_forceSunlight" ) )\r
- si->forceSunlight = qtrue;\r
- \r
- /* q3map_onlyvertexlighting (sof2) */\r
- else if( !Q_stricmp( token, "q3map_onlyVertexLighting" ) )\r
- ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );\r
- \r
- /* q3map_material (sof2) */\r
- else if( !Q_stricmp( token, "q3map_material" ) )\r
- {\r
- GetTokenAppend( shaderText, qfalse );\r
- sprintf( temp, "*mat_%s", token );\r
- if( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )\r
- Sys_Printf( "WARNING: Unknown material \"%s\"\n", token );\r
- }\r
- \r
- /* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */\r
- else if( !Q_stricmp( token, "q3map_clipmodel" ) )\r
- si->clipModel = qtrue;\r
- \r
- /* ydnar: q3map_styleMarker[2] */\r
- else if( !Q_stricmp( token, "q3map_styleMarker" ) )\r
- si->styleMarker = 1;\r
- else if( !Q_stricmp( token, "q3map_styleMarker2" ) ) /* uses depthFunc equal */\r
- si->styleMarker = 2;\r
- \r
- /* ydnar: default to searching for q3map_<surfaceparm> */\r
- else\r
- {\r
- //% Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );\r
- if( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )\r
- ;//% Sys_Printf( "WARNING: Unknown q3map_* directive \"%s\"\n", token );\r
- }\r
- }\r
- \r
- \r
- /* -----------------------------------------------------------------\r
- skip\r
- ----------------------------------------------------------------- */\r
- \r
- /* ignore all other tokens on the line */\r
- while( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) );\r
- } \r
- }\r
-}\r
-\r
-\r
-\r
-/*\r
-ParseCustomInfoParms() - rr2do2\r
-loads custom info parms file for mods\r
-*/\r
-\r
-static void ParseCustomInfoParms( void )\r
-{\r
- qboolean parsedContent, parsedSurface;\r
- \r
- \r
- /* file exists? */\r
- if( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 )\r
- return;\r
- \r
- /* load it */\r
- LoadScriptFile( "scripts/custinfoparms.txt", 0 );\r
- \r
- /* clear the array */\r
- memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );\r
- numCustSurfaceParms = 0;\r
- parsedContent = parsedSurface = qfalse;\r
- \r
- /* parse custom contentflags */\r
- MatchToken( "{" );\r
- while ( 1 )\r
- {\r
- if ( !GetToken( qtrue ) )\r
- break;\r
-\r
- if ( !strcmp( token, "}" ) ) {\r
- parsedContent = qtrue;\r
- break;\r
- }\r
-\r
- custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );\r
- strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );\r
- GetToken( qfalse );\r
- sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].contentFlags );\r
- numCustSurfaceParms++;\r
- }\r
- \r
- /* any content? */\r
- if( !parsedContent )\r
- {\r
- Sys_Printf( "WARNING: Couldn't find valid custom contentsflag section\n" );\r
- return;\r
- }\r
- \r
- /* parse custom surfaceflags */\r
- MatchToken( "{" );\r
- while( 1 )\r
- {\r
- if( !GetToken( qtrue ) )\r
- break;\r
-\r
- if( !strcmp( token, "}" ) )\r
- {\r
- parsedSurface = qtrue;\r
- break;\r
- }\r
-\r
- custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );\r
- strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );\r
- GetToken( qfalse );\r
- sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );\r
- numCustSurfaceParms++;\r
- }\r
- \r
- /* any content? */\r
- if( !parsedContent )\r
- Sys_Printf( "WARNING: Couldn't find valid custom surfaceflag section\n" );\r
-}\r
-\r
- \r
-\r
-/*\r
-LoadShaderInfo()\r
-the shaders are parsed out of shaderlist.txt from a main directory\r
-that is, if using -fs_game we ignore the shader scripts that might be in baseq3/\r
-on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir\r
-*/\r
-\r
-#define MAX_SHADER_FILES 1024\r
-\r
-void LoadShaderInfo( void )\r
-{\r
- int i, j, numShaderFiles, count;\r
- char filename[ 1024 ];\r
- char *shaderFiles[ MAX_SHADER_FILES ];\r
- \r
- \r
- /* rr2do2: parse custom infoparms first */\r
- if( useCustomInfoParms )\r
- ParseCustomInfoParms();\r
- \r
- /* start with zero */\r
- numShaderFiles = 0;\r
- \r
- /* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */\r
- sprintf( filename, "%s/shaderlist.txt", game->shaderPath );\r
- count = vfsGetFileCount( filename );\r
- \r
- /* load them all */\r
- for( i = 0; i < count; i++ )\r
- {\r
- /* load shader list */\r
- sprintf( filename, "%s/shaderlist.txt", game->shaderPath );\r
- LoadScriptFile( filename, i );\r
- \r
- /* parse it */\r
- while( GetToken( qtrue ) )\r
- {\r
- /* check for duplicate entries */\r
- for( j = 0; j < numShaderFiles; j++ )\r
- if( !strcmp( shaderFiles[ j ], token ) )\r
- break;\r
- \r
- /* test limit */\r
- if( j >= MAX_SHADER_FILES )\r
- Error( "MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int) MAX_SHADER_FILES );\r
- \r
- /* new shader file */\r
- if( j == numShaderFiles )\r
- {\r
- shaderFiles[ numShaderFiles ] = safe_malloc( MAX_OS_PATH );\r
- strcpy( shaderFiles[ numShaderFiles ], token );\r
- numShaderFiles++;\r
- }\r
- }\r
- }\r
- \r
- /* parse the shader files */\r
- for( i = 0; i < numShaderFiles; i++ )\r
- {\r
- sprintf( filename, "%s/%s.shader", game->shaderPath, shaderFiles[ i ] );\r
- ParseShaderFile( filename );\r
- free( shaderFiles[ i ] );\r
- }\r
- \r
- /* emit some statistics */\r
- Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );\r
-}\r
+/*
+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"
+
+
+
+/*
+AlphaMod()
+routines for dealing with vertex alpha modification
+*/
+
+void AlphaMod( alphaMod_t *am, int numVerts, bspDrawVert_t *drawVerts )
+{
+ int i, j;
+ float mult, add, a;
+ bspDrawVert_t *dv;
+ alphaMod_t *am2;
+
+
+ /* dummy check */
+ if( am == NULL || numVerts < 1 || drawVerts == NULL )
+ return;
+
+
+ /* walk vertex list */
+ for( i = 0; i < numVerts; i++ )
+ {
+ /* get vertex */
+ dv = &drawVerts[ i ];
+
+ /* walk alphamod list */
+ for( am2 = am; am2 != NULL; am2 = am2->next )
+ {
+ /* switch on type */
+ switch( am->type )
+ {
+ case AM_DOT_PRODUCT:
+ mult = DotProduct( dv->normal, am2->data );
+ add = 0.0f;
+ break;
+
+ default:
+ mult = 1.0f;
+ add = 0.0f;
+ break;
+ }
+
+ /* apply mod */
+ for( j = 0; j < MAX_LIGHTMAPS; j++ )
+ {
+ a = (mult * dv->color[ j ][ 3 ]) + add;
+ if( a < 0 )
+ a = 0;
+ else if( a > 255 )
+ a = 255;
+ dv->color[ j ][ 3 ] = a;
+ }
+ }
+ }
+}
+
+
+
+/*
+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_<mapname>.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 */
+ 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;
+ md5_state_t md5;
+ 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 md5 hash of the shader text */
+ md5_init( &md5 );
+ md5_append( &md5, shaderText, strlen( shaderText ) );
+ md5_finish( &md5, 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 )
+{
+ md5_state_t md5;
+ 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 md5 hash */
+ md5_init( &md5 );
+ md5_append( &md5, value, strlen( value ) );
+ md5_finish( &md5, 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 an externally generated tga */
+ si->lmCustomWidth = lmCustomSize; //% LIGHTMAP_WIDTH;
+ si->lmCustomHeight = lmCustomSize; //% LIGHTMAP_HEIGHT;
+
+ /* 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 );
+}
+
+
+
+/*
+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->shaderImage == NULL )
+ {
+ 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 <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (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 <value> (old-style flare specification) */
+ else if( !Q_stricmp( token, "light" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ strcpy( si->flareShader, "flareshader" );
+ }
+
+ /* ydnar: damageShader <shader> <health> (sof2 mods) */
+ else if( !Q_stricmp( token, "damageShader" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ 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 <image> */
+ else if( !Q_stricmp( token, "qer_editorImage" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ strcpy( si->editorImagePath, token );
+ DefaultExtension( si->editorImagePath, ".tga" );
+ }
+
+ /* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
+ else if( !Q_stricmp( token, "q3map_normalImage" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ strcpy( si->normalImagePath, token );
+ DefaultExtension( si->normalImagePath, ".tga" );
+ }
+
+ /* q3map_lightimage <image> */
+ else if( !Q_stricmp( token, "q3map_lightImage" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ strcpy( si->lightImagePath, token );
+ DefaultExtension( si->lightImagePath, ".tga" );
+ }
+
+ /* ydnar: skyparms <outer image> <cloud height> <inner image> */
+ 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 <red> <green> <blue> <intensity> <degrees> <elevation>
+ 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 ) );
+
+ /* 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 <shader> (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->finished = qfalse;
+ }
+ }
+
+ /* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
+ 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 <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
+ 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 <value> (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 <value> <iterations> */
+ 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 <value> */
+ 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 <red> <green> <blue> */
+ 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 <value> */
+ else if( !Q_stricmp( token, "q3map_lightSubdivide" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ si->lightSubdivide = atoi( token );
+ }
+
+ /* q3map_backsplash <percent> <distance> */
+ 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 <value> */
+ else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ si->lightmapSampleSize = atoi( token );
+ }
+
+ /* q3map_lightmapSampleSffset <value> */
+ else if( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ si->lightmapSampleOffset = atof( token );
+ }
+
+ /* ydnar: q3map_lightmapFilterRadius <self> <other> */
+ 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 <width> <height> (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 = LIGHTMAP_WIDTH;
+ si->lmCustomHeight = LIGHTMAP_HEIGHT;
+ }
+ }
+
+ /* ydnar: q3map_lightmapGamma N (for autogenerated shaders + external tga lightmaps) */
+ else if( !Q_stricmp( token, "q3map_lightmapGamma" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ si->lmGamma = atof( token );
+ if( si->lmGamma < 0 )
+ si->lmGamma = 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_flare <shader> */
+ else if( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ strcpy( si->flareShader, token );
+ }
+
+ /* q3map_backShader <shader> */
+ else if( !Q_stricmp( token, "q3map_backShader" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ strcpy( si->backShader, token );
+ }
+
+ /* ydnar: q3map_offset <value> */
+ else if( !Q_stricmp( token, "q3map_offset" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ si->offset = atof( token );
+ }
+
+ /* ydnar: q3map_cloneShader <shader> */
+ else if ( !Q_stricmp( token, "q3map_cloneShader" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ strcpy( si->cloneShader, token );
+ }
+
+ /* ydnar: q3map_textureSize <width> <height> (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 <degrees> */
+ else if( !Q_stricmp( token, "q3map_shadeAngle" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ si->shadeAngleDegrees = atof( token );
+ }
+
+ /* ydnar: q3map_textureSize <width> <height> (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 <style> <parameters> */
+ else if( !Q_stricmp( token, "q3map_tcGen" ) )
+ {
+ si->tcGen = qtrue;
+ GetTokenAppend( shaderText, qfalse );
+
+ /* q3map_tcGen vector <s vector> <t vector> */
+ if( !Q_stricmp( token, "vector" ) )
+ {
+ Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
+ Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
+ }
+
+ /* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
+ else if( !Q_stricmp( token, "ivector" ) )
+ {
+ Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
+ Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
+ for( i = 0; i < 3; i++ )
+ {
+ si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;
+ si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;
+ }
+ }
+ else
+ {
+ Sys_Printf( "WARNING: Unknown q3map_tcGen method: %s\n", token );
+ VectorClear( si->vecs[ 0 ] );
+ VectorClear( si->vecs[ 1 ] );
+ }
+ }
+
+ /* ydnar: gs mods: q3map_alphaMod <style> <parameters> */
+ else if( !Q_stricmp( token, "q3map_alphaMod" ) )
+ {
+ alphaMod_t *am, *am2;
+
+
+ /* allocate new alpha mod */
+ am = safe_malloc( sizeof( *am ) );
+ memset( am, 0, sizeof( *am ) );
+
+ /* attach to shader */
+ if( si->alphaMod == NULL )
+ si->alphaMod = am;
+ else
+ {
+ for( am2 = si->alphaMod; am2 != NULL; am2 = am2->next )
+ {
+ if( am2->next == NULL )
+ {
+ am2->next = am;
+ break;
+ }
+ }
+ }
+
+ /* get type */
+ GetTokenAppend( shaderText, qfalse );
+
+ /* q3map_alphaMod dotproduct ( X Y Z ) */
+ if( !Q_stricmp( token, "dotproduct" ) )
+ {
+ am->type = AM_DOT_PRODUCT;
+ Parse1DMatrixAppend( shaderText, 3, am->data );
+ }
+ else
+ Sys_Printf( "WARNING: Unknown q3map_alphaMod method: %s\n", token );
+ }
+
+ /* ydnar: gs mods: q3map_tcMod <style> <parameters> */
+ else if( !Q_stricmp( token, "q3map_tcMod" ) )
+ {
+ float a, b;
+
+
+ GetTokenAppend( shaderText, qfalse );
+
+ /* q3map_tcMod [translate | shift | offset] <s> <t> */
+ if( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ a = atof( token );
+ GetTokenAppend( shaderText, qfalse );
+ b = atof( token );
+
+ TcModTranslate( si->mod, a, b );
+ }
+
+ /* q3map_tcMod scale <s> <t> */
+ else if( !Q_stricmp( token, "scale" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ a = atof( token );
+ GetTokenAppend( shaderText, qfalse );
+ b = atof( token );
+
+ TcModScale( si->mod, a, b );
+ }
+
+ /* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
+ else if( !Q_stricmp( token, "rotate" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ a = atof( token );
+ TcModRotate( si->mod, a );
+ }
+ else
+ Sys_Printf( "WARNING: Unknown q3map_tcMod method: %s\n", token );
+ }
+
+ /* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
+ else if( !Q_stricmp( token, "q3map_fogDir" ) )
+ {
+ Parse1DMatrixAppend( shaderText, 3, si->fogDir );
+ VectorNormalize( si->fogDir, si->fogDir );
+ }
+
+ /* q3map_globaltexture */
+ else if( !Q_stricmp( token, "q3map_globaltexture" ) )
+ si->globalTexture = qtrue;
+
+ /* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
+ else if( !Q_stricmp( token, "q3map_nonplanar" ) )
+ si->nonplanar = qtrue;
+
+ /* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
+ else if( !Q_stricmp( token, "q3map_noclip" ) )
+ si->noClip = qtrue;
+
+ /* q3map_notjunc */
+ else if( !Q_stricmp( token, "q3map_notjunc" ) )
+ si->notjunc = qtrue;
+
+ /* q3map_nofog */
+ else if( !Q_stricmp( token, "q3map_nofog" ) )
+ si->noFog = qtrue;
+
+ /* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
+ else if( !Q_stricmp( token, "q3map_indexed" ) )
+ si->indexed = qtrue;
+
+ /* ydnar: q3map_invert (inverts a drawsurface's facing) */
+ else if( !Q_stricmp( token, "q3map_invert" ) )
+ si->invert = qtrue;
+
+ /* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
+ else if( !Q_stricmp( token, "q3map_lightmapMergable" ) )
+ si->lmMergable = qtrue;
+
+ /* ydnar: q3map_nofast */
+ else if( !Q_stricmp( token, "q3map_noFast" ) )
+ si->noFast = qtrue;
+
+ /* q3map_patchshadows */
+ else if( !Q_stricmp( token, "q3map_patchShadows" ) )
+ si->patchShadows = qtrue;
+
+ /* q3map_vertexshadows */
+ else if( !Q_stricmp( token, "q3map_vertexShadows" ) )
+ si->vertexShadows = qtrue; /* ydnar */
+
+ /* q3map_novertexshadows */
+ else if( !Q_stricmp( token, "q3map_noVertexShadows" ) )
+ si->vertexShadows = qfalse; /* ydnar */
+
+ /* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
+ else if( !Q_stricmp( token, "q3map_splotchfix" ) )
+ si->splotchFix = qtrue; /* ydnar */
+
+ /* q3map_forcesunlight */
+ else if( !Q_stricmp( token, "q3map_forceSunlight" ) )
+ si->forceSunlight = qtrue;
+
+ /* q3map_onlyvertexlighting (sof2) */
+ else if( !Q_stricmp( token, "q3map_onlyVertexLighting" ) )
+ ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
+
+ /* q3map_material (sof2) */
+ else if( !Q_stricmp( token, "q3map_material" ) )
+ {
+ GetTokenAppend( shaderText, qfalse );
+ sprintf( temp, "*mat_%s", token );
+ if( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
+ Sys_Printf( "WARNING: Unknown material \"%s\"\n", token );
+ }
+
+ /* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
+ else if( !Q_stricmp( token, "q3map_clipmodel" ) )
+ si->clipModel = qtrue;
+
+ /* ydnar: q3map_styleMarker[2] */
+ else if( !Q_stricmp( token, "q3map_styleMarker" ) )
+ si->styleMarker = 1;
+ else if( !Q_stricmp( token, "q3map_styleMarker2" ) ) /* uses depthFunc equal */
+ si->styleMarker = 2;
+
+ /* ydnar: default to searching for q3map_<surfaceparm> */
+ else
+ {
+ //% Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
+ if( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
+ ;//% Sys_Printf( "WARNING: Unknown q3map_* directive \"%s\"\n", token );
+ }
+ }
+
+
+ /* -----------------------------------------------------------------
+ skip
+ ----------------------------------------------------------------- */
+
+ /* ignore all other tokens on the line */
+ while( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) );
+ }
+ }
+}
+
+
+
+/*
+ParseCustomInfoParms() - rr2do2
+loads custom info parms file for mods
+*/
+
+static void ParseCustomInfoParms( void )
+{
+ qboolean parsedContent, parsedSurface;
+
+
+ /* file exists? */
+ if( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 )
+ return;
+
+ /* load it */
+ LoadScriptFile( "scripts/custinfoparms.txt", 0 );
+
+ /* clear the array */
+ memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
+ numCustSurfaceParms = 0;
+ parsedContent = parsedSurface = qfalse;
+
+ /* parse custom contentflags */
+ MatchToken( "{" );
+ while ( 1 )
+ {
+ if ( !GetToken( qtrue ) )
+ break;
+
+ if ( !strcmp( token, "}" ) ) {
+ parsedContent = qtrue;
+ break;
+ }
+
+ custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
+ strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
+ GetToken( qfalse );
+ sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
+ numCustSurfaceParms++;
+ }
+
+ /* any content? */
+ if( !parsedContent )
+ {
+ Sys_Printf( "WARNING: Couldn't find valid custom contentsflag section\n" );
+ return;
+ }
+
+ /* parse custom surfaceflags */
+ MatchToken( "{" );
+ while( 1 )
+ {
+ if( !GetToken( qtrue ) )
+ break;
+
+ if( !strcmp( token, "}" ) )
+ {
+ parsedSurface = qtrue;
+ break;
+ }
+
+ custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
+ strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
+ GetToken( qfalse );
+ sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
+ numCustSurfaceParms++;
+ }
+
+ /* any content? */
+ if( !parsedContent )
+ Sys_Printf( "WARNING: Couldn't find valid custom surfaceflag section\n" );
+}
+
+
+
+/*
+LoadShaderInfo()
+the shaders are parsed out of shaderlist.txt from a main directory
+that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
+on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
+*/
+
+#define MAX_SHADER_FILES 1024
+
+void LoadShaderInfo( void )
+{
+ int i, j, numShaderFiles, count;
+ char filename[ 1024 ];
+ char *shaderFiles[ MAX_SHADER_FILES ];
+
+
+ /* rr2do2: parse custom infoparms first */
+ if( useCustomInfoParms )
+ ParseCustomInfoParms();
+
+ /* start with zero */
+ numShaderFiles = 0;
+
+ /* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
+ sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
+ count = vfsGetFileCount( filename );
+
+ /* load them all */
+ for( i = 0; i < count; i++ )
+ {
+ /* load shader list */
+ sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
+ LoadScriptFile( filename, i );
+
+ /* parse it */
+ while( GetToken( qtrue ) )
+ {
+ /* check for duplicate entries */
+ for( j = 0; j < numShaderFiles; j++ )
+ if( !strcmp( shaderFiles[ j ], token ) )
+ break;
+
+ /* test limit */
+ if( j >= MAX_SHADER_FILES )
+ Error( "MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int) MAX_SHADER_FILES );
+
+ /* new shader file */
+ if( j == numShaderFiles )
+ {
+ shaderFiles[ numShaderFiles ] = safe_malloc( MAX_OS_PATH );
+ strcpy( shaderFiles[ numShaderFiles ], token );
+ numShaderFiles++;
+ }
+ }
+ }
+
+ /* parse the shader files */
+ for( i = 0; i < numShaderFiles; i++ )
+ {
+ sprintf( filename, "%s/%s.shader", game->shaderPath, shaderFiles[ i ] );
+ ParseShaderFile( filename );
+ free( shaderFiles[ i ] );
+ }
+
+ /* emit some statistics */
+ Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );
+}