/*
===========================================================================
Wolfenstein: Enemy Territory GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Wolfenstein: Enemy Territory GPL Source Code (Wolf ET Source Code).
Wolf ET Source Code 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 3 of the License, or
(at your option) any later version.
Wolf ET Source Code 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 Wolf ET Source Code. If not, see .
In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "tr_local.h"
// tr_shader.c -- this file deals with the parsing and definition of shaders
static char *s_shaderText;
// the shader is parsed into these global variables, then copied into
// dynamically allocated memory if it is valid.
static shaderStage_t stages[MAX_SHADER_STAGES];
static shader_t shader;
static texModInfo_t texMods[MAX_SHADER_STAGES][TR_MAX_TEXMODS];
static qboolean deferLoad;
// ydnar: these are here because they are only referenced while parsing a shader
static char implicitMap[ MAX_QPATH ];
static unsigned implicitStateBits;
static cullType_t implicitCullType;
#define FILE_HASH_SIZE 4096
static shader_t* hashTable[FILE_HASH_SIZE];
// Ridah
// Table containing string indexes for each shader found in the scripts, referenced by their checksum
// values.
typedef struct shaderStringPointer_s
{
char *pStr;
struct shaderStringPointer_s *next;
} shaderStringPointer_t;
//
shaderStringPointer_t shaderChecksumLookup[FILE_HASH_SIZE];
// done.
/*
================
return a hash value for the filename
================
*/
static long generateHashValue( const char *fname ) {
int i;
long hash;
char letter;
hash = 0;
i = 0;
while ( fname[i] != '\0' ) {
letter = tolower( fname[i] );
if ( letter == '.' ) {
break; // don't include extension
}
if ( letter == '\\' ) {
letter = '/'; // damn path names
}
if ( letter == PATH_SEP ) {
letter = '/'; // damn path names
}
hash += (long)( letter ) * ( i + 119 );
i++;
}
hash &= ( FILE_HASH_SIZE - 1 );
return hash;
}
void R_RemapShader( const char *shaderName, const char *newShaderName, const char *timeOffset ) {
char strippedName[MAX_QPATH];
int hash;
shader_t *sh, *sh2;
qhandle_t h;
sh = R_FindShaderByName( shaderName );
if ( sh == NULL || sh == tr.defaultShader ) {
h = RE_RegisterShaderLightMap( shaderName, 0 );
sh = R_GetShaderByHandle( h );
}
if ( sh == NULL || sh == tr.defaultShader ) {
ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: shader %s not found\n", shaderName );
return;
}
sh2 = R_FindShaderByName( newShaderName );
if ( sh2 == NULL || sh2 == tr.defaultShader ) {
h = RE_RegisterShaderLightMap( newShaderName, 0 );
sh2 = R_GetShaderByHandle( h );
}
if ( sh2 == NULL || sh2 == tr.defaultShader ) {
ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: new shader %s not found\n", newShaderName );
return;
}
// remap all the shaders with the given name
// even tho they might have different lightmaps
COM_StripExtension2( shaderName, strippedName, sizeof( strippedName ) );
hash = generateHashValue( strippedName );
for ( sh = hashTable[hash]; sh; sh = sh->next ) {
if ( Q_stricmp( sh->name, strippedName ) == 0 ) {
if ( sh != sh2 ) {
sh->remappedShader = sh2;
} else {
sh->remappedShader = NULL;
}
}
}
if ( timeOffset ) {
sh2->timeOffset = atof( timeOffset );
}
}
/*
===============
ParseVector
===============
*/
static qboolean ParseVector( char **text, int count, float *v ) {
char *token;
int i;
// FIXME: spaces are currently required after parens, should change parseext...
token = COM_ParseExt( text, qfalse );
if ( strcmp( token, "(" ) ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name );
return qfalse;
}
for ( i = 0 ; i < count ; i++ ) {
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing vector element in shader '%s'\n", shader.name );
return qfalse;
}
v[i] = atof( token );
}
token = COM_ParseExt( text, qfalse );
if ( strcmp( token, ")" ) ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name );
return qfalse;
}
return qtrue;
}
/*
===============
NameToAFunc
===============
*/
static unsigned NameToAFunc( const char *funcname ) {
if ( !Q_stricmp( funcname, "GT0" ) ) {
return GLS_ATEST_GT_0;
} else if ( !Q_stricmp( funcname, "LT128" ) ) {
return GLS_ATEST_LT_80;
} else if ( !Q_stricmp( funcname, "GE128" ) ) {
return GLS_ATEST_GE_80;
}
ri.Printf( PRINT_WARNING, "WARNING: invalid alphaFunc name '%s' in shader '%s'\n", funcname, shader.name );
return 0;
}
/*
===============
NameToSrcBlendMode
===============
*/
static int NameToSrcBlendMode( const char *name ) {
if ( !Q_stricmp( name, "GL_ONE" ) ) {
return GLS_SRCBLEND_ONE;
} else if ( !Q_stricmp( name, "GL_ZERO" ) ) {
return GLS_SRCBLEND_ZERO;
} else if ( !Q_stricmp( name, "GL_DST_COLOR" ) ) {
return GLS_SRCBLEND_DST_COLOR;
} else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_COLOR" ) ) {
return GLS_SRCBLEND_ONE_MINUS_DST_COLOR;
} else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) ) {
return GLS_SRCBLEND_SRC_ALPHA;
} else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) ) {
return GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA;
} else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) ) {
return GLS_SRCBLEND_DST_ALPHA;
} else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) ) {
return GLS_SRCBLEND_ONE_MINUS_DST_ALPHA;
} else if ( !Q_stricmp( name, "GL_SRC_ALPHA_SATURATE" ) ) {
return GLS_SRCBLEND_ALPHA_SATURATE;
}
ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name );
return GLS_SRCBLEND_ONE;
}
/*
===============
NameToDstBlendMode
===============
*/
static int NameToDstBlendMode( const char *name ) {
if ( !Q_stricmp( name, "GL_ONE" ) ) {
return GLS_DSTBLEND_ONE;
} else if ( !Q_stricmp( name, "GL_ZERO" ) ) {
return GLS_DSTBLEND_ZERO;
} else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) ) {
return GLS_DSTBLEND_SRC_ALPHA;
} else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) ) {
return GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
} else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) ) {
return GLS_DSTBLEND_DST_ALPHA;
} else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) ) {
return GLS_DSTBLEND_ONE_MINUS_DST_ALPHA;
} else if ( !Q_stricmp( name, "GL_SRC_COLOR" ) ) {
return GLS_DSTBLEND_SRC_COLOR;
} else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_COLOR" ) ) {
return GLS_DSTBLEND_ONE_MINUS_SRC_COLOR;
}
ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name );
return GLS_DSTBLEND_ONE;
}
/*
===============
NameToGenFunc
===============
*/
static genFunc_t NameToGenFunc( const char *funcname ) {
if ( !Q_stricmp( funcname, "sin" ) ) {
return GF_SIN;
} else if ( !Q_stricmp( funcname, "square" ) ) {
return GF_SQUARE;
} else if ( !Q_stricmp( funcname, "triangle" ) ) {
return GF_TRIANGLE;
} else if ( !Q_stricmp( funcname, "sawtooth" ) ) {
return GF_SAWTOOTH;
} else if ( !Q_stricmp( funcname, "inversesawtooth" ) ) {
return GF_INVERSE_SAWTOOTH;
} else if ( !Q_stricmp( funcname, "noise" ) ) {
return GF_NOISE;
}
ri.Printf( PRINT_WARNING, "WARNING: invalid genfunc name '%s' in shader '%s'\n", funcname, shader.name );
return GF_SIN;
}
/*
===================
ParseWaveForm
===================
*/
static void ParseWaveForm( char **text, waveForm_t *wave ) {
char *token;
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->func = NameToGenFunc( token );
// BASE, AMP, PHASE, FREQ
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->base = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->amplitude = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->phase = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
return;
}
wave->frequency = atof( token );
}
/*
===================
ParseTexMod
===================
*/
static void ParseTexMod( char *_text, shaderStage_t *stage ) {
const char *token;
char **text = &_text;
texModInfo_t *tmi;
if ( stage->bundle[0].numTexMods == TR_MAX_TEXMODS ) {
ri.Error( ERR_DROP, "ERROR: too many tcMod stages in shader '%s'\n", shader.name );
return;
}
tmi = &stage->bundle[0].texMods[stage->bundle[0].numTexMods];
stage->bundle[0].numTexMods++;
token = COM_ParseExt( text, qfalse );
//
// swap
//
if ( !Q_stricmp( token, "swap" ) ) { // swap S/T coords (rotate 90d)
tmi->type = TMOD_SWAP;
}
//
// turb
//
// (SA) added 'else' so it wouldn't claim 'swap' was unknown.
else if ( !Q_stricmp( token, "turb" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb parms in shader '%s'\n", shader.name );
return;
}
tmi->wave.base = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
return;
}
tmi->wave.amplitude = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
return;
}
tmi->wave.phase = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
return;
}
tmi->wave.frequency = atof( token );
tmi->type = TMOD_TURBULENT;
}
//
// scale
//
else if ( !Q_stricmp( token, "scale" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name );
return;
}
tmi->scale[0] = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name );
return;
}
tmi->scale[1] = atof( token );
tmi->type = TMOD_SCALE;
}
//
// scroll
//
else if ( !Q_stricmp( token, "scroll" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name );
return;
}
tmi->scroll[0] = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name );
return;
}
tmi->scroll[1] = atof( token );
tmi->type = TMOD_SCROLL;
}
//
// stretch
//
else if ( !Q_stricmp( token, "stretch" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
return;
}
tmi->wave.func = NameToGenFunc( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
return;
}
tmi->wave.base = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
return;
}
tmi->wave.amplitude = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
return;
}
tmi->wave.phase = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
return;
}
tmi->wave.frequency = atof( token );
tmi->type = TMOD_STRETCH;
}
//
// transform
//
else if ( !Q_stricmp( token, "transform" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
return;
}
tmi->matrix[0][0] = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
return;
}
tmi->matrix[0][1] = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
return;
}
tmi->matrix[1][0] = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
return;
}
tmi->matrix[1][1] = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
return;
}
tmi->translate[0] = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
return;
}
tmi->translate[1] = atof( token );
tmi->type = TMOD_TRANSFORM;
}
//
// rotate
//
else if ( !Q_stricmp( token, "rotate" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing tcMod rotate parms in shader '%s'\n", shader.name );
return;
}
tmi->rotateSpeed = atof( token );
tmi->type = TMOD_ROTATE;
}
//
// entityTranslate
//
else if ( !Q_stricmp( token, "entityTranslate" ) ) {
tmi->type = TMOD_ENTITY_TRANSLATE;
} else
{
ri.Printf( PRINT_WARNING, "WARNING: unknown tcMod '%s' in shader '%s'\n", token, shader.name );
}
}
/*
===================
ParseStage
===================
*/
static qboolean ParseStage( shaderStage_t *stage, char **text ) {
char *token;
int depthMaskBits = GLS_DEPTHMASK_TRUE, blendSrcBits = 0, blendDstBits = 0, atestBits = 0, depthFuncBits = 0;
qboolean depthMaskExplicit = qfalse;
stage->active = qtrue;
while ( 1 )
{
token = COM_ParseExt( text, qtrue );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: no matching '}' found\n" );
return qfalse;
}
if ( token[0] == '}' ) {
break;
}
//
// check special case for map16/map32/mapcomp/mapnocomp (compression enabled)
if ( !Q_stricmp( token, "map16" ) ) { // only use this texture if 16 bit color depth
if ( glConfig.colorBits <= 16 ) {
token = "map"; // use this map
} else {
COM_ParseExt( text, qfalse ); // ignore the map
continue;
}
} else if ( !Q_stricmp( token, "map32" ) ) { // only use this texture if 16 bit color depth
if ( glConfig.colorBits > 16 ) {
token = "map"; // use this map
} else {
COM_ParseExt( text, qfalse ); // ignore the map
continue;
}
} else if ( !Q_stricmp( token, "mapcomp" ) ) { // only use this texture if compression is enabled
if ( glConfig.textureCompression && r_ext_compressed_textures->integer ) {
token = "map"; // use this map
} else {
COM_ParseExt( text, qfalse ); // ignore the map
continue;
}
} else if ( !Q_stricmp( token, "mapnocomp" ) ) { // only use this texture if compression is not available or disabled
if ( !glConfig.textureCompression ) {
token = "map"; // use this map
} else {
COM_ParseExt( text, qfalse ); // ignore the map
continue;
}
} else if ( !Q_stricmp( token, "animmapcomp" ) ) { // only use this texture if compression is enabled
if ( glConfig.textureCompression && r_ext_compressed_textures->integer ) {
token = "animmap"; // use this map
} else {
while ( token[0] )
COM_ParseExt( text, qfalse ); // ignore the map
continue;
}
} else if ( !Q_stricmp( token, "animmapnocomp" ) ) { // only use this texture if compression is not available or disabled
if ( !glConfig.textureCompression ) {
token = "animmap"; // use this map
} else {
while ( token[0] )
COM_ParseExt( text, qfalse ); // ignore the map
continue;
}
}
//
// map
//
if ( !Q_stricmp( token, "map" ) ) {
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'map' keyword in shader '%s'\n", shader.name );
return qfalse;
}
//----(SA) fixes startup error and allows polygon shadows to work again
if ( !Q_stricmp( token, "$whiteimage" ) || !Q_stricmp( token, "*white" ) ) {
//----(SA) end
stage->bundle[0].image[0] = tr.whiteImage;
continue;
}
//----(SA) added
else if ( !Q_stricmp( token, "$dlight" ) ) {
stage->bundle[0].image[0] = tr.dlightImage;
continue;
}
//----(SA) end
else if ( !Q_stricmp( token, "$lightmap" ) ) {
stage->bundle[0].isLightmap = qtrue;
if ( shader.lightmapIndex < 0 ) {
stage->bundle[0].image[0] = tr.whiteImage;
} else {
stage->bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
}
continue;
} else
{
stage->bundle[0].image[0] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, GL_REPEAT, qfalse );
if ( !stage->bundle[0].image[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
return qfalse;
}
}
}
//
// clampmap
//
else if ( !Q_stricmp( token, "clampmap" ) ) {
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'clampmap' keyword in shader '%s'\n", shader.name );
return qfalse;
}
stage->bundle[0].image[0] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, GL_CLAMP, qfalse );
if ( !stage->bundle[0].image[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
return qfalse;
}
}
//
// lightmap
//
else if ( !Q_stricmp( token, "lightmap" ) ) {
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'lightmap' keyword in shader '%s'\n", shader.name );
return qfalse;
}
//----(SA) fixes startup error and allows polygon shadows to work again
if ( !Q_stricmp( token, "$whiteimage" ) || !Q_stricmp( token, "*white" ) ) {
//----(SA) end
stage->bundle[0].image[0] = tr.whiteImage;
continue;
}
//----(SA) added
else if ( !Q_stricmp( token, "$dlight" ) ) {
stage->bundle[0].image[0] = tr.dlightImage;
continue;
}
//----(SA) end
else if ( !Q_stricmp( token, "$lightmap" ) ) {
stage->bundle[0].isLightmap = qtrue;
if ( shader.lightmapIndex < 0 ) {
stage->bundle[0].image[0] = tr.whiteImage;
} else {
stage->bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
}
continue;
} else {
stage->bundle[0].image[0] = R_FindImageFile( token, qfalse, qfalse, GL_CLAMP, qtrue );
if ( !stage->bundle[0].image[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
return qfalse;
}
stage->bundle[0].isLightmap = qtrue;
}
}
//
// animMap ....
//
else if ( !Q_stricmp( token, "animMap" ) ) {
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'animMmap' keyword in shader '%s'\n", shader.name );
return qfalse;
}
stage->bundle[0].imageAnimationSpeed = atof( token );
// parse up to MAX_IMAGE_ANIMATIONS animations
while ( 1 ) {
int num;
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
break;
}
num = stage->bundle[0].numImageAnimations;
if ( num < MAX_IMAGE_ANIMATIONS ) {
stage->bundle[0].image[num] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, GL_REPEAT, qfalse );
if ( !stage->bundle[0].image[num] ) {
ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
return qfalse;
}
stage->bundle[0].numImageAnimations++;
}
}
} else if ( !Q_stricmp( token, "videoMap" ) ) {
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'videoMmap' keyword in shader '%s'\n", shader.name );
return qfalse;
}
stage->bundle[0].videoMapHandle = ri.CIN_PlayCinematic( token, 0, 0, 256, 256, ( CIN_loop | CIN_silent | CIN_shader ) );
if ( stage->bundle[0].videoMapHandle != -1 ) {
stage->bundle[0].isVideoMap = qtrue;
stage->bundle[0].image[0] = tr.scratchImage[stage->bundle[0].videoMapHandle];
}
}
//
// alphafunc
//
else if ( !Q_stricmp( token, "alphaFunc" ) ) {
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'alphaFunc' keyword in shader '%s'\n", shader.name );
return qfalse;
}
atestBits = NameToAFunc( token );
}
//
// depthFunc
//
else if ( !Q_stricmp( token, "depthfunc" ) ) {
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'depthfunc' keyword in shader '%s'\n", shader.name );
return qfalse;
}
if ( !Q_stricmp( token, "lequal" ) ) {
depthFuncBits = 0;
} else if ( !Q_stricmp( token, "equal" ) ) {
depthFuncBits = GLS_DEPTHFUNC_EQUAL;
} else
{
ri.Printf( PRINT_WARNING, "WARNING: unknown depthfunc '%s' in shader '%s'\n", token, shader.name );
continue;
}
}
//
// detail
//
else if ( !Q_stricmp( token, "detail" ) ) {
stage->isDetail = qtrue;
}
//
// fog
//
else if ( !Q_stricmp( token, "fog" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parm for fog in shader '%s'\n", shader.name );
continue;
}
if ( !Q_stricmp( token, "on" ) ) {
stage->isFogged = qtrue;
} else {
stage->isFogged = qfalse;
}
}
//
// blendfunc
// or blendfunc
//
else if ( !Q_stricmp( token, "blendfunc" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name );
continue;
}
// check for "simple" blends first
if ( !Q_stricmp( token, "add" ) ) {
blendSrcBits = GLS_SRCBLEND_ONE;
blendDstBits = GLS_DSTBLEND_ONE;
} else if ( !Q_stricmp( token, "filter" ) ) {
blendSrcBits = GLS_SRCBLEND_DST_COLOR;
blendDstBits = GLS_DSTBLEND_ZERO;
} else if ( !Q_stricmp( token, "blend" ) ) {
blendSrcBits = GLS_SRCBLEND_SRC_ALPHA;
blendDstBits = GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
} else {
// complex double blends
blendSrcBits = NameToSrcBlendMode( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name );
continue;
}
blendDstBits = NameToDstBlendMode( token );
}
// clear depth mask for blended surfaces
if ( !depthMaskExplicit ) {
depthMaskBits = 0;
}
}
//
// rgbGen
//
else if ( !Q_stricmp( token, "rgbGen" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parameters for rgbGen in shader '%s'\n", shader.name );
continue;
}
if ( !Q_stricmp( token, "wave" ) ) {
ParseWaveForm( text, &stage->rgbWave );
stage->rgbGen = CGEN_WAVEFORM;
} else if ( !Q_stricmp( token, "const" ) ) {
vec3_t color;
ParseVector( text, 3, color );
stage->constantColor[0] = 255 * color[0];
stage->constantColor[1] = 255 * color[1];
stage->constantColor[2] = 255 * color[2];
stage->rgbGen = CGEN_CONST;
} else if ( !Q_stricmp( token, "identity" ) ) {
stage->rgbGen = CGEN_IDENTITY;
} else if ( !Q_stricmp( token, "identityLighting" ) ) {
stage->rgbGen = CGEN_IDENTITY_LIGHTING;
} else if ( !Q_stricmp( token, "entity" ) ) {
stage->rgbGen = CGEN_ENTITY;
} else if ( !Q_stricmp( token, "oneMinusEntity" ) ) {
stage->rgbGen = CGEN_ONE_MINUS_ENTITY;
} else if ( !Q_stricmp( token, "vertex" ) ) {
stage->rgbGen = CGEN_VERTEX;
if ( stage->alphaGen == 0 ) {
stage->alphaGen = AGEN_VERTEX;
}
} else if ( !Q_stricmp( token, "exactVertex" ) ) {
stage->rgbGen = CGEN_EXACT_VERTEX;
} else if ( !Q_stricmp( token, "lightingDiffuse" ) ) {
stage->rgbGen = CGEN_LIGHTING_DIFFUSE;
} else if ( !Q_stricmp( token, "oneMinusVertex" ) ) {
stage->rgbGen = CGEN_ONE_MINUS_VERTEX;
} else
{
ri.Printf( PRINT_WARNING, "WARNING: unknown rgbGen parameter '%s' in shader '%s'\n", token, shader.name );
continue;
}
}
//
// alphaGen
//
else if ( !Q_stricmp( token, "alphaGen" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parameters for alphaGen in shader '%s'\n", shader.name );
continue;
}
if ( !Q_stricmp( token, "wave" ) ) {
ParseWaveForm( text, &stage->alphaWave );
stage->alphaGen = AGEN_WAVEFORM;
} else if ( !Q_stricmp( token, "const" ) ) {
token = COM_ParseExt( text, qfalse );
stage->constantColor[3] = 255 * atof( token );
stage->alphaGen = AGEN_CONST;
} else if ( !Q_stricmp( token, "identity" ) ) {
stage->alphaGen = AGEN_IDENTITY;
} else if ( !Q_stricmp( token, "entity" ) ) {
stage->alphaGen = AGEN_ENTITY;
} else if ( !Q_stricmp( token, "oneMinusEntity" ) ) {
stage->alphaGen = AGEN_ONE_MINUS_ENTITY;
}
// Ridah
else if ( !Q_stricmp( token, "normalzfade" ) ) {
stage->alphaGen = AGEN_NORMALZFADE;
token = COM_ParseExt( text, qfalse );
if ( token[0] ) {
stage->constantColor[3] = 255 * atof( token );
} else {
stage->constantColor[3] = 255;
}
token = COM_ParseExt( text, qfalse );
if ( token[0] ) {
stage->zFadeBounds[0] = atof( token ); // lower range
token = COM_ParseExt( text, qfalse );
stage->zFadeBounds[1] = atof( token ); // upper range
} else {
stage->zFadeBounds[0] = -1.0; // lower range
stage->zFadeBounds[1] = 1.0; // upper range
}
}
// done.
else if ( !Q_stricmp( token, "vertex" ) ) {
stage->alphaGen = AGEN_VERTEX;
} else if ( !Q_stricmp( token, "lightingSpecular" ) ) {
stage->alphaGen = AGEN_LIGHTING_SPECULAR;
} else if ( !Q_stricmp( token, "oneMinusVertex" ) ) {
stage->alphaGen = AGEN_ONE_MINUS_VERTEX;
} else if ( !Q_stricmp( token, "portal" ) ) {
stage->alphaGen = AGEN_PORTAL;
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
shader.portalRange = 256;
ri.Printf( PRINT_WARNING, "WARNING: missing range parameter for alphaGen portal in shader '%s', defaulting to 256\n", shader.name );
} else
{
shader.portalRange = atof( token );
}
} else
{
ri.Printf( PRINT_WARNING, "WARNING: unknown alphaGen parameter '%s' in shader '%s'\n", token, shader.name );
continue;
}
}
//
// tcGen
//
else if ( !Q_stricmp( token, "texgen" ) || !Q_stricmp( token, "tcGen" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing texgen parm in shader '%s'\n", shader.name );
continue;
}
if ( !Q_stricmp( token, "environment" ) ) {
stage->bundle[0].tcGen = TCGEN_ENVIRONMENT_MAPPED;
} else if ( !Q_stricmp( token, "firerisenv" ) ) {
stage->bundle[0].tcGen = TCGEN_FIRERISEENV_MAPPED;
} else if ( !Q_stricmp( token, "lightmap" ) ) {
stage->bundle[0].tcGen = TCGEN_LIGHTMAP;
} else if ( !Q_stricmp( token, "texture" ) || !Q_stricmp( token, "base" ) ) {
stage->bundle[0].tcGen = TCGEN_TEXTURE;
} else if ( !Q_stricmp( token, "vector" ) ) {
ParseVector( text, 3, stage->bundle[0].tcGenVectors[0] );
ParseVector( text, 3, stage->bundle[0].tcGenVectors[1] );
stage->bundle[0].tcGen = TCGEN_VECTOR;
} else
{
ri.Printf( PRINT_WARNING, "WARNING: unknown texgen parm in shader '%s'\n", shader.name );
}
}
//
// tcMod <...>
//
else if ( !Q_stricmp( token, "tcMod" ) ) {
char buffer[1024] = "";
while ( 1 )
{
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
break;
}
strcat( buffer, token );
strcat( buffer, " " );
}
ParseTexMod( buffer, stage );
continue;
}
//
// depthmask
//
else if ( !Q_stricmp( token, "depthwrite" ) ) {
depthMaskBits = GLS_DEPTHMASK_TRUE;
depthMaskExplicit = qtrue;
continue;
} else
{
ri.Printf( PRINT_WARNING, "WARNING: unknown parameter '%s' in shader '%s'\n", token, shader.name );
return qfalse;
}
}
//
// if cgen isn't explicitly specified, use either identity or identitylighting
//
if ( stage->rgbGen == CGEN_BAD ) {
if ( blendSrcBits == 0 ||
blendSrcBits == GLS_SRCBLEND_ONE ||
blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) {
stage->rgbGen = CGEN_IDENTITY_LIGHTING;
} else {
stage->rgbGen = CGEN_IDENTITY;
}
}
// ydnar: if shader stage references a lightmap, but no lightmap is present
// (vertex-approximated surfaces), then set cgen to vertex
if ( stage->bundle[ 0 ].isLightmap && shader.lightmapIndex < 0 &&
stage->bundle[ 0 ].image[ 0 ] == tr.whiteImage ) {
stage->rgbGen = CGEN_EXACT_VERTEX;
}
//
// implicitly assume that a GL_ONE GL_ZERO blend mask disables blending
//
if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) &&
( blendDstBits == GLS_DSTBLEND_ZERO ) ) {
blendDstBits = blendSrcBits = 0;
depthMaskBits = GLS_DEPTHMASK_TRUE;
}
// decide which agens we can skip
if ( stage->alphaGen == CGEN_IDENTITY ) {
if ( stage->rgbGen == CGEN_IDENTITY
|| stage->rgbGen == CGEN_LIGHTING_DIFFUSE ) {
stage->alphaGen = AGEN_SKIP;
}
}
//
// compute state bits
//
stage->stateBits = depthMaskBits |
blendSrcBits | blendDstBits |
atestBits |
depthFuncBits;
return qtrue;
}
/*
===============
ParseDeform
deformVertexes wave
deformVertexes normal
deformVertexes move
deformVertexes bulge
deformVertexes projectionShadow
deformVertexes autoSprite
deformVertexes autoSprite2
deformVertexes text[0-7]
===============
*/
static void ParseDeform( char **text ) {
char *token;
deformStage_t *ds;
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing deform parm in shader '%s'\n", shader.name );
return;
}
if ( shader.numDeforms == MAX_SHADER_DEFORMS ) {
ri.Printf( PRINT_WARNING, "WARNING: MAX_SHADER_DEFORMS in '%s'\n", shader.name );
return;
}
ds = &shader.deforms[ shader.numDeforms ];
shader.numDeforms++;
if ( !Q_stricmp( token, "projectionShadow" ) ) {
ds->deformation = DEFORM_PROJECTION_SHADOW;
return;
}
if ( !Q_stricmp( token, "autosprite" ) ) {
ds->deformation = DEFORM_AUTOSPRITE;
return;
}
if ( !Q_stricmp( token, "autosprite2" ) ) {
ds->deformation = DEFORM_AUTOSPRITE2;
return;
}
if ( !Q_stricmpn( token, "text", 4 ) ) {
int n;
n = token[4] - '0';
if ( n < 0 || n > 7 ) {
n = 0;
}
ds->deformation = DEFORM_TEXT0 + n;
return;
}
if ( !Q_stricmp( token, "bulge" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
return;
}
ds->bulgeWidth = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
return;
}
ds->bulgeHeight = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
return;
}
ds->bulgeSpeed = atof( token );
ds->deformation = DEFORM_BULGE;
return;
}
if ( !Q_stricmp( token, "wave" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
return;
}
if ( atof( token ) != 0 ) {
ds->deformationSpread = 1.0f / atof( token );
} else
{
ds->deformationSpread = 100.0f;
ri.Printf( PRINT_WARNING, "WARNING: illegal div value of 0 in deformVertexes command for shader '%s'\n", shader.name );
}
ParseWaveForm( text, &ds->deformationWave );
ds->deformation = DEFORM_WAVE;
return;
}
if ( !Q_stricmp( token, "normal" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
return;
}
ds->deformationWave.amplitude = atof( token );
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
return;
}
ds->deformationWave.frequency = atof( token );
ds->deformation = DEFORM_NORMALS;
return;
}
if ( !Q_stricmp( token, "move" ) ) {
int i;
for ( i = 0 ; i < 3 ; i++ ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
return;
}
ds->moveVector[i] = atof( token );
}
ParseWaveForm( text, &ds->deformationWave );
ds->deformation = DEFORM_MOVE;
return;
}
ri.Printf( PRINT_WARNING, "WARNING: unknown deformVertexes subtype '%s' found in shader '%s'\n", token, shader.name );
}
/*
===============
ParseSkyParms
skyParms
===============
*/
static void ParseSkyParms( char **text ) {
char *token;
static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
char pathname[MAX_QPATH];
int i;
// outerbox
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
return;
}
if ( strcmp( token, "-" ) ) {
for ( i = 0 ; i < 6 ; i++ ) {
Com_sprintf( pathname, sizeof( pathname ), "%s_%s.tga"
, token, suf[i] );
shader.sky.outerbox[i] = R_FindImageFile( ( char * ) pathname, qtrue, qtrue, GL_CLAMP, qfalse );
if ( !shader.sky.outerbox[i] ) {
shader.sky.outerbox[i] = tr.defaultImage;
}
}
}
// cloudheight
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
return;
}
shader.sky.cloudHeight = atof( token );
if ( !shader.sky.cloudHeight ) {
shader.sky.cloudHeight = 512;
}
R_InitSkyTexCoords( shader.sky.cloudHeight );
// innerbox
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
return;
}
if ( strcmp( token, "-" ) ) {
for ( i = 0 ; i < 6 ; i++ ) {
Com_sprintf( pathname, sizeof( pathname ), "%s_%s.tga"
, token, suf[i] );
shader.sky.innerbox[i] = R_FindImageFile( ( char * ) pathname, qtrue, qtrue, GL_REPEAT, qfalse );
if ( !shader.sky.innerbox[i] ) {
shader.sky.innerbox[i] = tr.defaultImage;
}
}
}
shader.isSky = qtrue;
}
/*
=================
ParseSort
=================
*/
void ParseSort( char **text ) {
char *token;
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing sort parameter in shader '%s'\n", shader.name );
return;
}
if ( !Q_stricmp( token, "portal" ) ) {
shader.sort = SS_PORTAL;
} else if ( !Q_stricmp( token, "sky" ) ) {
shader.sort = SS_ENVIRONMENT;
} else if ( !Q_stricmp( token, "opaque" ) ) {
shader.sort = SS_OPAQUE;
} else if ( !Q_stricmp( token, "decal" ) ) {
shader.sort = SS_DECAL;
} else if ( !Q_stricmp( token, "seeThrough" ) ) {
shader.sort = SS_SEE_THROUGH;
} else if ( !Q_stricmp( token, "banner" ) ) {
shader.sort = SS_BANNER;
} else if ( !Q_stricmp( token, "additive" ) ) {
shader.sort = SS_BLEND1;
} else if ( !Q_stricmp( token, "nearest" ) ) {
shader.sort = SS_NEAREST;
} else if ( !Q_stricmp( token, "underwater" ) ) {
shader.sort = SS_UNDERWATER;
} else {
shader.sort = atof( token );
}
}
// this table is also present in q3map
typedef struct {
char *name;
int clearSolid, surfaceFlags, contents;
} infoParm_t;
infoParm_t infoParms[] = {
// server relevant contents
//----(SA) modified
{"clipmissile", 1, 0, CONTENTS_MISSILECLIP}, // impact only specific weapons (rl, gl)
//----(SA) end
{"water", 1, 0, CONTENTS_WATER },
{"slag", 1, 0, CONTENTS_SLIME }, // uses the CONTENTS_SLIME flag, but the shader reference is changed to 'slag'
// to idendify that this doesn't work the same as 'slime' did.
// (slime hurts instantly, slag doesn't)
// {"slime", 1, 0, CONTENTS_SLIME }, // mildly damaging
{"lava", 1, 0, CONTENTS_LAVA }, // very damaging
{"playerclip", 1, 0, CONTENTS_PLAYERCLIP },
{"monsterclip", 1, 0, CONTENTS_MONSTERCLIP },
{"nodrop", 1, 0, CONTENTS_NODROP }, // don't drop items or leave bodies (death fog, lava, etc)
{"nonsolid", 1, SURF_NONSOLID, 0}, // clears the solid flag
// utility relevant attributes
{"origin", 1, 0, CONTENTS_ORIGIN }, // center of rotating brushes
{"trans", 0, 0, CONTENTS_TRANSLUCENT }, // don't eat contained surfaces
{"detail", 0, 0, CONTENTS_DETAIL }, // don't include in structural bsp
{"structural", 0, 0, CONTENTS_STRUCTURAL }, // force into structural bsp even if trnas
{"areaportal", 1, 0, CONTENTS_AREAPORTAL }, // divides areas
{"clusterportal", 1,0, CONTENTS_CLUSTERPORTAL }, // for bots
{"donotenter", 1, 0, CONTENTS_DONOTENTER }, // for bots
// Rafael - nopass
{"donotenterlarge", 1, 0, CONTENTS_DONOTENTER_LARGE }, // for larger bots
{"fog", 1, 0, CONTENTS_FOG}, // carves surfaces entering
{"sky", 0, SURF_SKY, 0 }, // emit light from an environment map
{"lightfilter", 0, SURF_LIGHTFILTER, 0 }, // filter light going through it
{"alphashadow", 0, SURF_ALPHASHADOW, 0 }, // test light on a per-pixel basis
{"hint", 0, SURF_HINT, 0 }, // use as a primary splitter
// server attributes
{"slick", 0, SURF_SLICK, 0 },
{"noimpact", 0, SURF_NOIMPACT, 0 }, // don't make impact explosions or marks
{"nomarks", 0, SURF_NOMARKS, 0 }, // don't make impact marks, but still explode
{"ladder", 0, SURF_LADDER, 0 },
{"nodamage", 0, SURF_NODAMAGE, 0 },
{"monsterslick", 0, SURF_MONSTERSLICK, 0}, // surf only slick for monsters
// {"flesh", 0, SURF_FLESH, 0 },
{"glass", 0, SURF_GLASS, 0 }, //----(SA) added
{"splash", 0, SURF_SPLASH, 0 }, //----(SA) added
// steps
{"metal", 0, SURF_METAL, 0 },
{"metalsteps", 0, SURF_METAL, 0 }, // retain bw compatibility with Q3A metal shaders... (SA)
{"nosteps", 0, SURF_NOSTEPS, 0 },
{"woodsteps", 0, SURF_WOOD, 0 },
{"grasssteps", 0, SURF_GRASS, 0 },
{"gravelsteps", 0, SURF_GRAVEL, 0 },
{"carpetsteps", 0, SURF_CARPET, 0 },
{"snowsteps", 0, SURF_SNOW, 0 },
{"roofsteps", 0, SURF_ROOF, 0 }, // tile roof
{"rubble", 0, SURF_RUBBLE, 0 },
// drawsurf attributes
{"nodraw", 0, SURF_NODRAW, 0 }, // don't generate a drawsurface (or a lightmap)
{"pointlight", 0, SURF_POINTLIGHT, 0 }, // sample lighting at vertexes
{"nolightmap", 0, SURF_NOLIGHTMAP,0 }, // don't generate a lightmap
{"nodlight", 0, SURF_NODLIGHT, 0 }, // don't ever add dynamic lights
{"monsterslicknorth", 0, SURF_MONSLICK_N,0},
{"monsterslickeast", 0, SURF_MONSLICK_E,0},
{"monsterslicksouth", 0, SURF_MONSLICK_S,0},
{"monsterslickwest", 0, SURF_MONSLICK_W,0}
};
/*
===============
ParseSurfaceParm
surfaceparm
===============
*/
static void ParseSurfaceParm( char **text ) {
char *token;
int numInfoParms = sizeof( infoParms ) / sizeof( infoParms[0] );
int i;
token = COM_ParseExt( text, qfalse );
for ( i = 0 ; i < numInfoParms ; i++ ) {
if ( !Q_stricmp( token, infoParms[i].name ) ) {
shader.surfaceFlags |= infoParms[i].surfaceFlags;
shader.contentFlags |= infoParms[i].contents;
#if 0
if ( infoParms[i].clearSolid ) {
si->contents &= ~CONTENTS_SOLID;
}
#endif
break;
}
}
}
/*
=================
ParseShader
The current text pointer is at the explicit text definition of the
shader. Parse it into the global shader variable. Later functions
will optimize it.
=================
*/
static qboolean ParseShader( char **text ) {
char *token;
int s;
s = 0;
tr.allowCompress = qtrue; // Arnout: allow compression by default
token = COM_ParseExt( text, qtrue );
if ( token[0] != '{' ) {
ri.Printf( PRINT_WARNING, "WARNING: expecting '{', found '%s' instead in shader '%s'\n", token, shader.name );
return qfalse;
}
while ( 1 )
{
token = COM_ParseExt( text, qtrue );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: no concluding '}' in shader %s\n", shader.name );
return qfalse;
}
// end of shader definition
if ( token[0] == '}' ) {
tr.allowCompress = qtrue; // Arnout: allow compression by default
break;
}
// stage definition
else if ( token[0] == '{' ) {
if ( !ParseStage( &stages[s], text ) ) {
return qfalse;
}
stages[s].active = qtrue;
s++;
continue;
}
// skip stuff that only the QuakeEdRadient needs
else if ( !Q_stricmpn( token, "qer", 3 ) ) {
SkipRestOfLine( text );
continue;
}
// sun parms
else if ( !Q_stricmp( token, "q3map_sun" ) ) {
float a, b;
token = COM_ParseExt( text, qfalse );
tr.sunLight[0] = atof( token );
token = COM_ParseExt( text, qfalse );
tr.sunLight[1] = atof( token );
token = COM_ParseExt( text, qfalse );
tr.sunLight[2] = atof( token );
VectorNormalize( tr.sunLight );
token = COM_ParseExt( text, qfalse );
a = atof( token );
VectorScale( tr.sunLight, a, tr.sunLight );
token = COM_ParseExt( text, qfalse );
a = atof( token );
a = a / 180 * M_PI;
token = COM_ParseExt( text, qfalse );
b = atof( token );
b = b / 180 * M_PI;
tr.sunDirection[0] = cos( a ) * cos( b );
tr.sunDirection[1] = sin( a ) * cos( b );
tr.sunDirection[2] = sin( b );
} else if ( !Q_stricmp( token, "deformVertexes" ) ) {
ParseDeform( text );
continue;
} else if ( !Q_stricmp( token, "tesssize" ) ) {
SkipRestOfLine( text );
continue;
} else if ( !Q_stricmp( token, "clampTime" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] ) {
shader.clampTime = atof( token );
}
}
// skip stuff that only the q3map needs
else if ( !Q_stricmpn( token, "q3map", 5 ) ) {
SkipRestOfLine( text );
continue;
}
// skip stuff that only q3map or the server needs
else if ( !Q_stricmp( token, "surfaceParm" ) ) {
ParseSurfaceParm( text );
continue;
}
// no mip maps
else if ( ( !Q_stricmp( token, "nomipmaps" ) ) || ( !Q_stricmp( token,"nomipmap" ) ) ) {
shader.noMipMaps = qtrue;
shader.noPicMip = qtrue;
continue;
}
// no picmip adjustment
else if ( !Q_stricmp( token, "nopicmip" ) ) {
shader.noPicMip = qtrue;
continue;
}
// polygonOffset
else if ( !Q_stricmp( token, "polygonOffset" ) ) {
shader.polygonOffset = qtrue;
continue;
}
// entityMergable, allowing sprite surfaces from multiple entities
// to be merged into one batch. This is a savings for smoke
// puffs and blood, but can't be used for anything where the
// shader calcs (not the surface function) reference the entity color or scroll
else if ( !Q_stricmp( token, "entityMergable" ) ) {
shader.entityMergable = qtrue;
continue;
}
// fogParms
else if ( !Q_stricmp( token, "fogParms" ) ) {
if ( !ParseVector( text, 3, shader.fogParms.color ) ) {
return qfalse;
}
shader.fogParms.colorInt = ColorBytes4( shader.fogParms.color[0] * tr.identityLight,
shader.fogParms.color[1] * tr.identityLight,
shader.fogParms.color[2] * tr.identityLight, 1.0 );
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing parm for 'fogParms' keyword in shader '%s'\n", shader.name );
continue;
}
shader.fogParms.depthForOpaque = atof( token );
shader.fogParms.depthForOpaque = shader.fogParms.depthForOpaque < 1 ? 1 : shader.fogParms.depthForOpaque;
shader.fogParms.tcScale = 1.0f / shader.fogParms.depthForOpaque;
// skip any old gradient directions
SkipRestOfLine( text );
continue;
}
// portal
else if ( !Q_stricmp( token, "portal" ) ) {
shader.sort = SS_PORTAL;
continue;
}
// skyparms
else if ( !Q_stricmp( token, "skyparms" ) ) {
ParseSkyParms( text );
continue;
}
// This is fixed fog for the skybox/clouds determined solely by the shader
// it will not change in a level and will not be necessary
// to force clients to use a sky fog the server says to.
// skyfogvars <(r,g,b)>
else if ( !Q_stricmp( token, "skyfogvars" ) ) {
vec3_t fogColor;
if ( !ParseVector( text, 3, fogColor ) ) {
return qfalse;
}
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing density value for sky fog\n" );
continue;
}
if ( atof( token ) > 1 ) {
ri.Printf( PRINT_WARNING, "WARNING: last value for skyfogvars is 'density' which needs to be 0.0-1.0\n" );
continue;
}
R_SetFog( FOG_SKY, 0, 5, fogColor[0], fogColor[1], fogColor[2], atof( token ) );
continue;
} else if ( !Q_stricmp( token, "sunshader" ) ) {
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing shader name for 'sunshader'\n" );
continue;
}
tr.sunShaderName = CopyString( token );
}
//----(SA) added
else if ( !Q_stricmp( token, "lightgridmulamb" ) ) { // ambient multiplier for lightgrid
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing value for 'lightgrid ambient multiplier'\n" );
continue;
}
if ( atof( token ) > 0 ) {
tr.lightGridMulAmbient = atof( token );
}
} else if ( !Q_stricmp( token, "lightgridmuldir" ) ) { // directional multiplier for lightgrid
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing value for 'lightgrid directional multiplier'\n" );
continue;
}
if ( atof( token ) > 0 ) {
tr.lightGridMulDirected = atof( token );
}
}
//----(SA) end
else if ( !Q_stricmp( token, "waterfogvars" ) ) {
vec3_t watercolor;
float fogvar;
if ( !ParseVector( text, 3, watercolor ) ) {
return qfalse;
}
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing density/distance value for water fog\n" );
continue;
}
fogvar = atof( token );
//----(SA) right now allow one water color per map. I'm sure this will need
// to change at some point, but I'm not sure how to track fog parameters
// on a "per-water volume" basis yet.
if ( fogvar == 0 ) { // '0' specifies "use the map values for everything except the fog color
// TODO
} else if ( fogvar > 1 ) { // distance "linear" fog
R_SetFog( FOG_WATER, 0, fogvar, watercolor[0], watercolor[1], watercolor[2], 1.1 );
} else { // density "exp" fog
R_SetFog( FOG_WATER, 0, 5, watercolor[0], watercolor[1], watercolor[2], fogvar );
}
continue;
}
// fogvars
else if ( !Q_stricmp( token, "fogvars" ) ) {
vec3_t fogColor;
float fogDensity;
int fogFar;
if ( !ParseVector( text, 3, fogColor ) ) {
return qfalse;
}
token = COM_ParseExt( text, qfalse );
if ( !token[0] ) {
ri.Printf( PRINT_WARNING, "WARNING: missing density value for the fog\n" );
continue;
}
//----(SA) NOTE: fogFar > 1 means the shader is setting the farclip, < 1 means setting
// density (so old maps or maps that just need softening fog don't have to care about farclip)
fogDensity = atof( token );
if ( fogDensity > 1 ) { // linear
fogFar = fogDensity;
} else {
fogFar = 5;
}
R_SetFog( FOG_MAP, 0, fogFar, fogColor[0], fogColor[1], fogColor[2], fogDensity );
R_SetFog( FOG_CMD_SWITCHFOG, FOG_MAP, 50, 0, 0, 0, 0 );
continue;
}
// done.
// Ridah, allow disable fog for some shaders
else if ( !Q_stricmp( token, "nofog" ) ) {
shader.noFog = qtrue;
continue;
}
// done.
// RF, allow each shader to permit compression if available
else if ( !Q_stricmp( token, "allowcompress" ) ) {
tr.allowCompress = qtrue;
continue;
} else if ( !Q_stricmp( token, "nocompress" ) ) {
tr.allowCompress = -1;
continue;
}
// done.
// light determines flaring in q3map, not needed here
else if ( !Q_stricmp( token, "light" ) ) {
token = COM_ParseExt( text, qfalse );
continue;
}
// cull
else if ( !Q_stricmp( token, "cull" ) ) {
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing cull parms in shader '%s'\n", shader.name );
continue;
}
if ( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "twosided" ) || !Q_stricmp( token, "disable" ) ) {
shader.cullType = CT_TWO_SIDED;
} else if ( !Q_stricmp( token, "back" ) || !Q_stricmp( token, "backside" ) || !Q_stricmp( token, "backsided" ) ) {
shader.cullType = CT_BACK_SIDED;
} else
{
ri.Printf( PRINT_WARNING, "WARNING: invalid cull parm '%s' in shader '%s'\n", token, shader.name );
}
continue;
}
// ydnar: distancecull
else if ( !Q_stricmp( token, "distancecull" ) ) {
int i;
for ( i = 0; i < 3; i++ )
{
token = COM_ParseExt( text, qfalse );
if ( token[ 0 ] == 0 ) {
ri.Printf( PRINT_WARNING, "WARNING: missing distancecull parms in shader '%s'\n", shader.name );
} else {
shader.distanceCull[ i ] = atof( token );
}
}
if ( shader.distanceCull[ 1 ] - shader.distanceCull[ 0 ] > 0 ) {
// distanceCull[ 3 ] is an optimization
shader.distanceCull[ 3 ] = 1.0 / ( shader.distanceCull[ 1 ] - shader.distanceCull[ 0 ] );
} else
{
shader.distanceCull[ 0 ] = 0;
shader.distanceCull[ 1 ] = 0;
shader.distanceCull[ 2 ] = 0;
shader.distanceCull[ 3 ] = 0;
}
continue;
}
// sort
else if ( !Q_stricmp( token, "sort" ) ) {
ParseSort( text );
continue;
}
// ydnar: implicit default mapping to eliminate redundant/incorrect explicit shader stages
else if ( !Q_stricmpn( token, "implicit", 8 ) ) {
// set implicit mapping state
if ( !Q_stricmp( token, "implicitBlend" ) ) {
implicitStateBits = GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
implicitCullType = CT_TWO_SIDED;
} else if ( !Q_stricmp( token, "implicitMask" ) ) {
implicitStateBits = GLS_DEPTHMASK_TRUE | GLS_ATEST_GE_80;
implicitCullType = CT_TWO_SIDED;
} else // "implicitMap"
{
implicitStateBits = GLS_DEPTHMASK_TRUE;
implicitCullType = CT_FRONT_SIDED;
}
// get image
token = COM_ParseExt( text, qfalse );
if ( token[ 0 ] != '\0' ) {
Q_strncpyz( implicitMap, token, sizeof( implicitMap ) );
} else
{
implicitMap[ 0 ] = '-';
implicitMap[ 1 ] = '\0';
}
continue;
}
// unknown directive
else
{
ri.Printf( PRINT_WARNING, "WARNING: unknown general shader parameter '%s' in '%s'\n", token, shader.name );
return qfalse;
}
}
//
// ignore shaders that don't have any stages, unless it is a sky or fog
// ydnar: or have implicit mapping
//
if ( s == 0 && !shader.isSky && !( shader.contentFlags & CONTENTS_FOG ) && implicitMap[ 0 ] == '\0' ) {
return qfalse;
}
shader.explicitlyDefined = qtrue;
return qtrue;
}
/*
========================================================================================
SHADER OPTIMIZATION AND FOGGING
========================================================================================
*/
/*
===================
ComputeStageIteratorFunc
See if we can use on of the simple fastpath stage functions,
otherwise set to the generic stage function
===================
*/
static void ComputeStageIteratorFunc( void ) {
shader.optimalStageIteratorFunc = RB_StageIteratorGeneric;
//
// see if this should go into the sky path
//
if ( shader.isSky ) {
shader.optimalStageIteratorFunc = RB_StageIteratorSky;
goto done;
}
if ( r_ignoreFastPath->integer ) {
return;
}
// ydnar: stages with tcMods can't be fast-pathed
if ( stages[ 0 ].bundle[ 0 ].numTexMods != 0 ||
stages[ 0 ].bundle[ 1 ].numTexMods != 0 ) {
return;
}
//
// see if this can go into the vertex lit fast path
//
if ( shader.numUnfoggedPasses == 1 ) {
if ( stages[0].rgbGen == CGEN_LIGHTING_DIFFUSE ) {
if ( stages[0].alphaGen == AGEN_IDENTITY ) {
if ( stages[0].bundle[0].tcGen == TCGEN_TEXTURE ) {
if ( !shader.polygonOffset ) {
if ( !shader.multitextureEnv ) {
if ( !shader.numDeforms ) {
shader.optimalStageIteratorFunc = RB_StageIteratorVertexLitTexture;
goto done;
}
}
}
}
}
}
}
//
// see if this can go into an optimized LM, multitextured path
//
if ( shader.numUnfoggedPasses == 1 ) {
if ( ( stages[0].rgbGen == CGEN_IDENTITY ) && ( stages[0].alphaGen == AGEN_IDENTITY ) ) {
if ( stages[0].bundle[0].tcGen == TCGEN_TEXTURE &&
stages[0].bundle[1].tcGen == TCGEN_LIGHTMAP ) {
if ( !shader.polygonOffset ) {
if ( !shader.numDeforms ) {
if ( shader.multitextureEnv ) {
shader.optimalStageIteratorFunc = RB_StageIteratorLightmappedMultitexture;
goto done;
}
}
}
}
}
}
done:
return;
}
typedef struct {
int blendA;
int blendB;
int multitextureEnv;
int multitextureBlend;
} collapse_t;
static collapse_t collapse[] = {
{ 0, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
GL_MODULATE, 0 },
{ 0, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
GL_MODULATE, 0 },
{ GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
{ GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
{ GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
{ GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
{ 0, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE,
GL_ADD, 0 },
{ GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE,
GL_ADD, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE },
#if 0
{ 0, GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA,
GL_DECAL, 0 },
#endif
{ -1 }
};
/*
================
CollapseMultitexture
Attempt to combine two stages into a single multitexture stage
FIXME: I think modulated add + modulated add collapses incorrectly
=================
*/
static qboolean CollapseMultitexture( void ) {
int abits, bbits;
int i;
textureBundle_t tmpBundle;
if ( !qglActiveTextureARB ) {
return qfalse;
}
// make sure both stages are active
if ( !stages[0].active || !stages[1].active ) {
return qfalse;
}
// on voodoo2, don't combine different tmus
if ( glConfig.driverType == GLDRV_VOODOO ) {
if ( stages[0].bundle[0].image[0]->TMU ==
stages[1].bundle[0].image[0]->TMU ) {
return qfalse;
}
}
abits = stages[0].stateBits;
bbits = stages[1].stateBits;
// make sure that both stages have identical state other than blend modes
if ( ( abits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) !=
( bbits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) ) {
return qfalse;
}
abits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
bbits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
// search for a valid multitexture blend function
for ( i = 0; collapse[i].blendA != -1 ; i++ ) {
if ( abits == collapse[i].blendA
&& bbits == collapse[i].blendB ) {
break;
}
}
// nothing found
if ( collapse[i].blendA == -1 ) {
return qfalse;
}
// GL_ADD is a separate extension
if ( collapse[i].multitextureEnv == GL_ADD && !glConfig.textureEnvAddAvailable ) {
return qfalse;
}
// make sure waveforms have identical parameters
if ( ( stages[0].rgbGen != stages[1].rgbGen ) ||
( stages[0].alphaGen != stages[1].alphaGen ) ) {
return qfalse;
}
// an add collapse can only have identity colors
if ( collapse[i].multitextureEnv == GL_ADD && stages[0].rgbGen != CGEN_IDENTITY ) {
return qfalse;
}
if ( stages[0].rgbGen == CGEN_WAVEFORM ) {
if ( memcmp( &stages[0].rgbWave,
&stages[1].rgbWave,
sizeof( stages[0].rgbWave ) ) ) {
return qfalse;
}
}
if ( stages[0].alphaGen == CGEN_WAVEFORM ) {
if ( memcmp( &stages[0].alphaWave,
&stages[1].alphaWave,
sizeof( stages[0].alphaWave ) ) ) {
return qfalse;
}
}
// make sure that lightmaps are in bundle 1 for 3dfx
if ( stages[0].bundle[0].isLightmap ) {
tmpBundle = stages[0].bundle[0];
stages[0].bundle[0] = stages[1].bundle[0];
stages[0].bundle[1] = tmpBundle;
} else
{
stages[0].bundle[1] = stages[1].bundle[0];
}
// set the new blend state bits
shader.multitextureEnv = collapse[i].multitextureEnv;
stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
stages[0].stateBits |= collapse[i].multitextureBlend;
//
// move down subsequent shaders
//
memmove( &stages[1], &stages[2], sizeof( stages[0] ) * ( MAX_SHADER_STAGES - 2 ) );
memset( &stages[MAX_SHADER_STAGES - 1], 0, sizeof( stages[0] ) );
return qtrue;
}
/*
=============
FixRenderCommandList
Arnout: this is a nasty issue. Shaders can be registered after drawsurfaces are generated
but before the frame is rendered. This will, for the duration of one frame, cause drawsurfaces
to be rendered with bad shaders. To fix this, need to go through all render commands and fix
sortedIndex.
==============
*/
static void FixRenderCommandList( int newShader ) {
renderCommandList_t *cmdList = &backEndData[tr.smpFrame]->commands;
if ( cmdList ) {
const void *curCmd = cmdList->cmds;
while ( 1 ) {
switch ( *(const int *)curCmd ) {
case RC_SET_COLOR:
{
const setColorCommand_t *sc_cmd = (const setColorCommand_t *)curCmd;
curCmd = (const void *)( sc_cmd + 1 );
break;
}
case RC_STRETCH_PIC:
case RC_ROTATED_PIC:
case RC_STRETCH_PIC_GRADIENT:
{
const stretchPicCommand_t *sp_cmd = (const stretchPicCommand_t *)curCmd;
curCmd = (const void *)( sp_cmd + 1 );
break;
}
case RC_2DPOLYS:
{
const poly2dCommand_t *sp_cmd = (const poly2dCommand_t *)curCmd;
curCmd = (const void *)( sp_cmd + 1 );
break;
}
break;
case RC_DRAW_SURFS:
{
int i;
drawSurf_t *drawSurf;
shader_t *shader;
int fogNum;
int frontFace;
int entityNum;
int dlightMap;
int sortedIndex;
const drawSurfsCommand_t *ds_cmd = (const drawSurfsCommand_t *)curCmd;
for ( i = 0, drawSurf = ds_cmd->drawSurfs; i < ds_cmd->numDrawSurfs; i++, drawSurf++ ) {
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &frontFace, &dlightMap );
sortedIndex = ( ( drawSurf->sort >> QSORT_SHADERNUM_SHIFT ) & ( MAX_SHADERS - 1 ) );
if ( sortedIndex >= newShader ) {
sortedIndex++;
drawSurf->sort = ( sortedIndex << QSORT_SHADERNUM_SHIFT )
| ( entityNum << QSORT_ENTITYNUM_SHIFT ) | ( fogNum << QSORT_FOGNUM_SHIFT ) | ( frontFace << QSORT_FRONTFACE_SHIFT ) | dlightMap;
}
curCmd = (const void *)( ds_cmd + 1 );
break;
}
}
case RC_DRAW_BUFFER:
{
const drawBufferCommand_t *db_cmd = (const drawBufferCommand_t *)curCmd;
curCmd = (const void *)( db_cmd + 1 );
break;
}
case RC_SWAP_BUFFERS:
{
const swapBuffersCommand_t *sb_cmd = (const swapBuffersCommand_t *)curCmd;
curCmd = (const void *)( sb_cmd + 1 );
break;
}
case RC_END_OF_LIST:
default:
return;
}
}
}
}
/*
==============
SortNewShader
Positions the most recently created shader in the tr.sortedShaders[]
array so that the shader->sort key is sorted reletive to the other
shaders.
Sets shader->sortedIndex
==============
*/
static void SortNewShader( void ) {
int i;
float sort;
shader_t *newShader;
newShader = tr.shaders[ tr.numShaders - 1 ];
sort = newShader->sort;
for ( i = tr.numShaders - 2 ; i >= 0 ; i-- ) {
if ( tr.sortedShaders[ i ]->sort <= sort ) {
break;
}
tr.sortedShaders[i + 1] = tr.sortedShaders[i];
tr.sortedShaders[i + 1]->sortedIndex++;
}
// Arnout: fix rendercommandlist
FixRenderCommandList( i + 1 );
newShader->sortedIndex = i + 1;
tr.sortedShaders[i + 1] = newShader;
}
/*
====================
GeneratePermanentShader
====================
*/
static shader_t *GeneratePermanentShader( void ) {
shader_t *newShader;
int i, b;
int size, hash;
if ( tr.numShaders == MAX_SHADERS ) {
ri.Printf( PRINT_WARNING, "WARNING: GeneratePermanentShader - MAX_SHADERS hit\n" );
return tr.defaultShader;
}
// Ridah, caching system
newShader = R_CacheShaderAlloc( shader.lightmapIndex < 0 ? va( "%s lm: %i", shader.name, shader.lightmapIndex ) : NULL, sizeof( shader_t ) );
*newShader = shader;
if ( shader.sort <= SS_SEE_THROUGH ) { // ydnar: was SS_DECAL, this allows grates to be fogged
newShader->fogPass = FP_EQUAL;
} else if ( shader.contentFlags & CONTENTS_FOG ) {
newShader->fogPass = FP_LE;
}
tr.shaders[ tr.numShaders ] = newShader;
newShader->index = tr.numShaders;
tr.sortedShaders[ tr.numShaders ] = newShader;
newShader->sortedIndex = tr.numShaders;
tr.numShaders++;
for ( i = 0 ; i < newShader->numUnfoggedPasses ; i++ ) {
if ( !stages[i].active ) {
newShader->stages[i] = NULL; // Ridah, make sure it's null
break;
}
// Ridah, caching system
newShader->stages[i] = R_CacheShaderAlloc( NULL, sizeof( stages[i] ) );
*newShader->stages[i] = stages[i];
for ( b = 0 ; b < NUM_TEXTURE_BUNDLES ; b++ ) {
if ( !newShader->stages[i]->bundle[b].numTexMods ) {
// make sure unalloc'd texMods aren't pointing to some random point in memory
newShader->stages[i]->bundle[b].texMods = NULL;
continue;
}
size = newShader->stages[i]->bundle[b].numTexMods * sizeof( texModInfo_t );
// Ridah, caching system
newShader->stages[i]->bundle[b].texMods = R_CacheShaderAlloc( NULL, size );
memcpy( newShader->stages[i]->bundle[b].texMods, stages[i].bundle[b].texMods, size );
}
}
SortNewShader();
hash = generateHashValue( newShader->name );
newShader->next = hashTable[hash];
hashTable[hash] = newShader;
return newShader;
}
/*
=================
VertexLightingCollapse
If vertex lighting is enabled, only render a single
pass, trying to guess which is the correct one to best aproximate
what it is supposed to look like.
=================
*/
static void VertexLightingCollapse( void ) {
int stage;
shaderStage_t *bestStage;
int bestImageRank;
int rank;
// if we aren't opaque, just use the first pass
if ( shader.sort == SS_OPAQUE ) {
// pick the best texture for the single pass
bestStage = &stages[0];
bestImageRank = -999999;
for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) {
shaderStage_t *pStage = &stages[stage];
if ( !pStage->active ) {
break;
}
rank = 0;
if ( pStage->bundle[0].isLightmap ) {
rank -= 100;
}
if ( pStage->bundle[0].tcGen != TCGEN_TEXTURE ) {
rank -= 5;
}
if ( pStage->bundle[0].numTexMods ) {
rank -= 5;
}
if ( pStage->rgbGen != CGEN_IDENTITY && pStage->rgbGen != CGEN_IDENTITY_LIGHTING ) {
rank -= 3;
}
if ( rank > bestImageRank ) {
bestImageRank = rank;
bestStage = pStage;
}
}
stages[0].bundle[0] = bestStage->bundle[0];
stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
stages[0].stateBits |= GLS_DEPTHMASK_TRUE;
if ( shader.lightmapIndex == LIGHTMAP_NONE ) {
stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
} else {
stages[0].rgbGen = CGEN_EXACT_VERTEX;
}
stages[0].alphaGen = AGEN_SKIP;
} else {
// don't use a lightmap (tesla coils)
if ( stages[0].bundle[0].isLightmap ) {
stages[0] = stages[1];
}
// if we were in a cross-fade cgen, hack it to normal
if ( stages[0].rgbGen == CGEN_ONE_MINUS_ENTITY || stages[1].rgbGen == CGEN_ONE_MINUS_ENTITY ) {
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
}
if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_SAWTOOTH )
&& ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_INVERSE_SAWTOOTH ) ) {
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
}
if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_INVERSE_SAWTOOTH )
&& ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_SAWTOOTH ) ) {
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
}
}
for ( stage = 1; stage < MAX_SHADER_STAGES; stage++ ) {
shaderStage_t *pStage = &stages[stage];
if ( !pStage->active ) {
break;
}
memset( pStage, 0, sizeof( *pStage ) );
}
}
/*
SetImplicitShaderStages() - ydnar
sets a shader's stages to one of several defaults
*/
static void SetImplicitShaderStages( image_t *image ) {
// set implicit cull type
if ( implicitCullType && !shader.cullType ) {
shader.cullType = implicitCullType;
}
// set shader stages
switch ( shader.lightmapIndex )
{
// dynamic colors at vertexes
case LIGHTMAP_NONE:
stages[ 0 ].bundle[ 0 ].image[ 0 ] = image;
stages[ 0 ].active = qtrue;
stages[ 0 ].rgbGen = CGEN_LIGHTING_DIFFUSE;
stages[ 0 ].stateBits = implicitStateBits;
break;
// gui elements (note state bits are overridden)
case LIGHTMAP_2D:
stages[ 0 ].bundle[ 0 ].image[ 0 ] = image;
stages[ 0 ].active = qtrue;
stages[ 0 ].rgbGen = CGEN_VERTEX;
stages[ 0 ].alphaGen = AGEN_SKIP;
stages[ 0 ].stateBits = GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
break;
// fullbright is disabled per atvi request
case LIGHTMAP_WHITEIMAGE:
// explicit colors at vertexes
case LIGHTMAP_BY_VERTEX:
stages[ 0 ].bundle[ 0 ].image[ 0 ] = image;
stages[ 0 ].active = qtrue;
stages[ 0 ].rgbGen = CGEN_EXACT_VERTEX;
stages[ 0 ].alphaGen = AGEN_SKIP;
stages[ 0 ].stateBits = implicitStateBits;
break;
// use lightmap pass
default:
// masked or blended implicit shaders need texture first
if ( implicitStateBits & ( GLS_ATEST_BITS | GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) {
stages[ 0 ].bundle[ 0 ].image[ 0 ] = image;
stages[ 0 ].active = qtrue;
stages[ 0 ].rgbGen = CGEN_IDENTITY;
stages[ 0 ].stateBits = implicitStateBits;
stages[ 1 ].bundle[ 0 ].image[ 0 ] = tr.lightmaps[ shader.lightmapIndex ];
stages[ 1 ].bundle[ 0 ].isLightmap = qtrue;
stages[ 1 ].active = qtrue;
stages[ 1 ].rgbGen = CGEN_IDENTITY;
stages[ 1 ].stateBits = GLS_DEFAULT | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO | GLS_DEPTHFUNC_EQUAL;
}
// otherwise do standard lightmap + texture
else
{
stages[ 0 ].bundle[ 0 ].image[ 0 ] = tr.lightmaps[ shader.lightmapIndex ];
stages[ 0 ].bundle[ 0 ].isLightmap = qtrue;
stages[ 0 ].active = qtrue;
stages[ 0 ].rgbGen = CGEN_IDENTITY;
stages[ 0 ].stateBits = GLS_DEFAULT;
stages[ 1 ].bundle[ 0 ].image[ 0 ] = image;
stages[ 1 ].active = qtrue;
stages[ 1 ].rgbGen = CGEN_IDENTITY;
stages[ 1 ].stateBits = GLS_DEFAULT | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
}
break;
}
#if 0
if ( shader.lightmapIndex == LIGHTMAP_NONE ) {
// dynamic colors at vertexes
stages[0].bundle[0].image[0] = image;
stages[0].active = qtrue;
stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
stages[0].stateBits = GLS_DEFAULT;
} else if ( shader.lightmapIndex == LIGHTMAP_BY_VERTEX ) {
// explicit colors at vertexes
stages[0].bundle[0].image[0] = image;
stages[0].active = qtrue;
stages[0].rgbGen = CGEN_EXACT_VERTEX;
stages[0].alphaGen = AGEN_SKIP;
stages[0].stateBits = GLS_DEFAULT;
} else if ( shader.lightmapIndex == LIGHTMAP_2D ) {
// GUI elements
stages[0].bundle[0].image[0] = image;
stages[0].active = qtrue;
stages[0].rgbGen = CGEN_VERTEX;
stages[0].alphaGen = AGEN_VERTEX;
stages[0].stateBits = GLS_DEPTHTEST_DISABLE |
GLS_SRCBLEND_SRC_ALPHA |
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
} else if ( shader.lightmapIndex == LIGHTMAP_WHITEIMAGE ) {
// fullbright level
stages[0].bundle[0].image[0] = tr.whiteImage;
stages[0].active = qtrue;
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
stages[0].stateBits = GLS_DEFAULT;
stages[1].bundle[0].image[0] = image;
stages[1].active = qtrue;
stages[1].rgbGen = CGEN_IDENTITY;
stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
} else {
// two pass lightmap
stages[0].bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
stages[0].bundle[0].isLightmap = qtrue;
stages[0].active = qtrue;
stages[0].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation for identitylight
stages[0].stateBits = GLS_DEFAULT;
stages[1].bundle[0].image[0] = image;
stages[1].active = qtrue;
stages[1].rgbGen = CGEN_IDENTITY;
stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
}
#endif
}
/*
=========================
FinishShader
Returns a freshly allocated shader with all the needed info
from the current global working shader
=========================
*/
static shader_t *FinishShader( void ) {
int stage, i;
qboolean hasLightmapStage;
hasLightmapStage = qfalse;
//
// set sky stuff appropriate
//
if ( shader.isSky ) {
shader.sort = SS_ENVIRONMENT;
}
//
// set polygon offset
//
if ( shader.polygonOffset && !shader.sort ) {
shader.sort = SS_DECAL;
}
//
// set appropriate stage information
//
for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) {
shaderStage_t *pStage = &stages[stage];
if ( !pStage->active ) {
break;
}
// check for a missing texture
if ( !pStage->bundle[0].image[0] ) {
ri.Printf( PRINT_WARNING, "Shader %s has a stage with no image\n", shader.name );
pStage->active = qfalse;
continue;
}
//
// ditch this stage if it's detail and detail textures are disabled
//
if ( pStage->isDetail && !r_detailTextures->integer ) {
if ( stage < ( MAX_SHADER_STAGES - 1 ) ) {
memmove( pStage, pStage + 1, sizeof( *pStage ) * ( MAX_SHADER_STAGES - stage - 1 ) );
// kill the last stage, since it's now a duplicate
for ( i = MAX_SHADER_STAGES - 1; i > stage; i-- ) {
if ( stages[i].active ) {
memset( &stages[i], 0, sizeof( *pStage ) );
break;
}
}
stage--; // the next stage is now the current stage, so check it again
} else {
memset( pStage, 0, sizeof( *pStage ) );
}
continue;
}
//
// default texture coordinate generation
//
if ( pStage->bundle[0].isLightmap ) {
if ( pStage->bundle[0].tcGen == TCGEN_BAD ) {
pStage->bundle[0].tcGen = TCGEN_LIGHTMAP;
}
hasLightmapStage = qtrue;
} else {
if ( pStage->bundle[0].tcGen == TCGEN_BAD ) {
pStage->bundle[0].tcGen = TCGEN_TEXTURE;
}
}
// not a true lightmap but we want to leave existing
// behaviour in place and not print out a warning
//if (pStage->rgbGen == CGEN_VERTEX) {
// vertexLightmap = qtrue;
//}
//
// determine sort order and fog color adjustment
//
if ( ( pStage->stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) &&
( stages[0].stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) ) {
int blendSrcBits = pStage->stateBits & GLS_SRCBLEND_BITS;
int blendDstBits = pStage->stateBits & GLS_DSTBLEND_BITS;
// fog color adjustment only works for blend modes that have a contribution
// that aproaches 0 as the modulate values aproach 0 --
// GL_ONE, GL_ONE
// GL_ZERO, GL_ONE_MINUS_SRC_COLOR
// GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
// modulate, additive
if ( ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE ) ) ||
( ( blendSrcBits == GLS_SRCBLEND_ZERO ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR ) ) ) {
pStage->adjustColorsForFog = ACFF_MODULATE_RGB;
}
// strict blend
else if ( ( blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) ) {
pStage->adjustColorsForFog = ACFF_MODULATE_ALPHA;
}
// premultiplied alpha
else if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) ) {
pStage->adjustColorsForFog = ACFF_MODULATE_RGBA;
}
// ydnar: zero + blended alpha, one + blended alpha
else if ( blendSrcBits == GLS_SRCBLEND_SRC_ALPHA || blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) {
pStage->adjustColorsForFog = ACFF_MODULATE_ALPHA;
} else {
// we can't adjust this one correctly, so it won't be exactly correct in fog
}
// don't screw with sort order if this is a portal or environment
if ( !shader.sort ) {
// see through item, like a grill or grate
if ( pStage->stateBits & GLS_DEPTHMASK_TRUE ) {
shader.sort = SS_SEE_THROUGH;
} else {
shader.sort = SS_BLEND0;
}
}
}
}
// there are times when you will need to manually apply a sort to
// opaque alpha tested shaders that have later blend passes
if ( !shader.sort ) {
shader.sort = SS_OPAQUE;
}
//
// if we are using permedia hw, never use a lightmap texture
//
// NERVE - SMF - temp fix, terrain is having problems with lighting collapse
if ( 0 && ( stage > 1 && ( glConfig.hardwareType == GLHW_PERMEDIA2 ) ) ) {
VertexLightingCollapse();
stage = 1;
hasLightmapStage = qfalse;
}
//
// look for multitexture potential
//
if ( stage > 1 && CollapseMultitexture() ) {
stage--;
}
if ( shader.lightmapIndex >= 0 && !hasLightmapStage ) {
ri.Printf( PRINT_DEVELOPER, "WARNING: shader '%s' has lightmap but no lightmap stage!\n", shader.name );
shader.lightmapIndex = LIGHTMAP_NONE;
}
//
// compute number of passes
//
shader.numUnfoggedPasses = stage;
// fogonly shaders don't have any normal passes
if ( stage == 0 ) {
shader.sort = SS_FOG;
}
// determine which stage iterator function is appropriate
ComputeStageIteratorFunc();
// RF default back to no compression for next shader
if ( r_ext_compressed_textures->integer == 2 ) {
tr.allowCompress = qfalse;
}
return GeneratePermanentShader();
}
//========================================================================================
//bani - dynamic shader list
typedef struct dynamicshader dynamicshader_t;
struct dynamicshader {
char *shadertext;
dynamicshader_t *next;
};
static dynamicshader_t *dshader = NULL;
/*
====================
RE_LoadDynamicShader
bani - load a new dynamic shader
if shadertext is NULL, looks for matching shadername and removes it
returns qtrue if request was successful, qfalse if the gods were angered
====================
*/
qboolean RE_LoadDynamicShader( const char *shadername, const char *shadertext ) {
const char *func_err = "WARNING: RE_LoadDynamicShader";
dynamicshader_t *dptr, *lastdptr;
char *q, *token;
if ( !shadername && shadertext ) {
ri.Printf( PRINT_WARNING, "%s called with NULL shadername and non-NULL shadertext:\n%s\n", func_err, shadertext );
return qfalse;
}
if ( shadername && strlen( shadername ) >= MAX_QPATH ) {
ri.Printf( PRINT_WARNING, "%s shadername %s exceeds MAX_QPATH\n", func_err, shadername );
return qfalse;
}
//empty the whole list
if ( !shadername && !shadertext ) {
dptr = dshader;
while ( dptr ) {
lastdptr = dptr->next;
Z_Free( dptr->shadertext );
Z_Free( dptr );
dptr = lastdptr;
}
dshader = NULL;
return qtrue;
}
//walk list for existing shader to delete, or end of the list
dptr = dshader;
lastdptr = NULL;
while ( dptr ) {
q = dptr->shadertext;
token = COM_ParseExt( &q, qtrue );
if ( ( token[0] != 0 ) && !Q_stricmp( token, shadername ) ) {
//request to nuke this dynamic shader
if ( !shadertext ) {
if ( !lastdptr ) {
dshader = NULL;
} else {
lastdptr->next = dptr->next;
}
Z_Free( dptr->shadertext );
Z_Free( dptr );
return qtrue;
}
ri.Printf( PRINT_WARNING, "%s shader %s already exists!\n", func_err, shadername );
return qfalse;
}
lastdptr = dptr;
dptr = dptr->next;
}
//cant add a new one with empty shadertext
if ( !shadertext || !strlen( shadertext ) ) {
ri.Printf( PRINT_WARNING, "%s new shader %s has NULL shadertext!\n", func_err, shadername );
return qfalse;
}
//create a new shader
dptr = (dynamicshader_t *)Z_Malloc( sizeof( *dptr ) );
if ( !dptr ) {
Com_Error( ERR_FATAL, "Couldn't allocate struct for dynamic shader %s\n", shadername );
}
if ( lastdptr ) {
lastdptr->next = dptr;
}
dptr->shadertext = Z_Malloc( strlen( shadertext ) + 1 );
if ( !dptr->shadertext ) {
Com_Error( ERR_FATAL, "Couldn't allocate buffer for dynamic shader %s\n", shadername );
}
Q_strncpyz( dptr->shadertext, shadertext, strlen( shadertext ) + 1 );
dptr->next = NULL;
if ( !dshader ) {
dshader = dptr;
}
// ri.Printf( PRINT_ALL, "Loaded dynamic shader [%s] with shadertext [%s]\n", shadername, shadertext );
return qtrue;
}
/*
====================
FindShaderInShaderText
Scans the combined text description of all the shader files for
the given shader name.
return NULL if not found
If found, it will return a valid shader
=====================
*/
static char *FindShaderInShaderText( const char *shadername ) {
char *p = s_shaderText;
char *token;
#ifdef SH_LOADTIMING
static int total = 0;
int start = Sys_Milliseconds();
#endif // _DEBUG
if ( !p ) {
return NULL;
}
//bani - if we have any dynamic shaders loaded, check them first
if ( dshader ) {
dynamicshader_t *dptr;
char *q;
int i;
dptr = dshader;
i = 0;
while ( dptr ) {
if ( !dptr->shadertext || !strlen( dptr->shadertext ) ) {
ri.Printf( PRINT_WARNING, "WARNING: dynamic shader %s(%d) has no shadertext\n", shadername, i );
} else {
q = dptr->shadertext;
token = COM_ParseExt( &q, qtrue );
if ( ( token[0] != 0 ) && !Q_stricmp( token, shadername ) ) {
#ifdef SH_LOADTIMING
total += Sys_Milliseconds() - start;
Com_Printf( "Shader lookup: %i, total: %i\n", Sys_Milliseconds() - start, total );
#endif // _DEBUG
// ri.Printf( PRINT_ALL, "Found dynamic shader [%s] with shadertext [%s]\n", shadername, dptr->shadertext );
return q;
}
}
i++;
dptr = dptr->next;
}
}
// Ridah, optimized shader loading
if ( r_cacheShaders->integer ) {
/*if (strstr( shadername, "/" ) && !strstr( shadername, "." ))*/ {
unsigned short int checksum;
shaderStringPointer_t *pShaderString;
checksum = generateHashValue( shadername );
// if it's known, skip straight to it's position
pShaderString = &shaderChecksumLookup[checksum];
while ( pShaderString && pShaderString->pStr ) {
p = pShaderString->pStr;
token = COM_ParseExt( &p, qtrue );
if ( ( token[0] != 0 ) && !Q_stricmp( token, shadername ) ) {
#ifdef SH_LOADTIMING
total += Sys_Milliseconds() - start;
Com_Printf( "Shader lookup: %i, total: %i\n", Sys_Milliseconds() - start, total );
#endif // _DEBUG
return p;
}
pShaderString = pShaderString->next;
}
// it's not even in our list, so it mustn't exist
return NULL;
}
}
// done.
// look for label
// note that this could get confused if a shader name is used inside
// another shader definition
while ( 1 ) {
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 ) {
break;
}
if ( !Q_stricmp( token, shadername ) ) {
#ifdef SH_LOADTIMING
total += Sys_Milliseconds() - start;
Com_Printf( "Shader lookup: %i, total: %i\n", Sys_Milliseconds() - start, total );
#endif // _DEBUG
return p;
}
SkipBracedSection( &p );
}
#ifdef SH_LOADTIMING
total += Sys_Milliseconds() - start;
Com_Printf( "Shader lookup: %i, total: %i\n", Sys_Milliseconds() - start, total );
#endif // _DEBUG
return NULL;
}
/*
==================
R_FindShaderByName
Will always return a valid shader, but it might be the
default shader if the real one can't be found.
==================
*/
shader_t *R_FindShaderByName( const char *name ) {
char strippedName[MAX_QPATH];
int hash;
shader_t *sh;
if ( ( name == NULL ) || ( name[0] == 0 ) ) { // bk001205
return tr.defaultShader;
}
COM_StripExtension2( name, strippedName, sizeof( strippedName ) );
COM_FixPath( strippedName );
hash = generateHashValue( strippedName );
//
// see if the shader is already loaded
//
for ( sh = hashTable[hash]; sh; sh = sh->next ) {
// NOTE: if there was no shader or image available with the name strippedName
// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
// have to check all default shaders otherwise for every call to R_FindShader
// with that same strippedName a new default shader is created.
if ( Q_stricmp( sh->name, strippedName ) == 0 ) {
// match found
return sh;
}
}
return tr.defaultShader;
}
/*
===============
R_FindLightmap - ydnar
given a (potentially erroneous) lightmap index, attempts to load
an external lightmap image and/or sets the index to a valid number
===============
*/
#define EXTERNAL_LIGHTMAP "lm_%04d.tga" // THIS MUST BE IN SYNC WITH Q3MAP2
void R_FindLightmap( int *lightmapIndex ) {
image_t *image;
char fileName[ MAX_QPATH ];
// don't fool with bogus lightmap indexes
if ( *lightmapIndex < 0 ) {
return;
}
// does this lightmap already exist?
if ( *lightmapIndex < tr.numLightmaps && tr.lightmaps[ *lightmapIndex ] != NULL ) {
return;
}
// bail if no world dir
if ( tr.worldDir == NULL ) {
*lightmapIndex = LIGHTMAP_BY_VERTEX;
return;
}
// sync up render thread, because we're going to have to load an image
R_SyncRenderThread();
// attempt to load an external lightmap
sprintf( fileName, "%s/" EXTERNAL_LIGHTMAP, tr.worldDir, *lightmapIndex );
image = R_FindImageFile( fileName, qfalse, qfalse, GL_CLAMP, qtrue );
if ( image == NULL ) {
*lightmapIndex = LIGHTMAP_BY_VERTEX;
return;
}
// add it to the lightmap list
if ( *lightmapIndex >= tr.numLightmaps ) {
tr.numLightmaps = *lightmapIndex + 1;
}
tr.lightmaps[ *lightmapIndex ] = image;
}
/*
===============
R_FindShader
Will always return a valid shader, but it might be the
default shader if the real one can't be found.
In the interest of not requiring an explicit shader text entry to
be defined for every single image used in the game, three default
shader behaviors can be auto-created for any image:
If lightmapIndex == LIGHTMAP_NONE, then the image will have
dynamic diffuse lighting applied to it, as apropriate for most
entity skin surfaces.
If lightmapIndex == LIGHTMAP_2D, then the image will be used
for 2D rendering unless an explicit shader is found
If lightmapIndex == LIGHTMAP_BY_VERTEX, then the image will use
the vertex rgba modulate values, as apropriate for misc_model
pre-lit surfaces.
Other lightmapIndex values will have a lightmap stage created
and src*dest blending applied with the texture, as apropriate for
most world construction surfaces.
===============
*/
shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage ) {
char strippedName[MAX_QPATH];
char fileName[MAX_QPATH];
int i, hash;
char *shaderText;
image_t *image;
shader_t *sh;
if ( name[0] == 0 ) {
return tr.defaultShader;
}
// ydnar: validate lightmap index
R_FindLightmap( &lightmapIndex );
COM_StripExtension2( name, strippedName, sizeof( strippedName ) );
COM_FixPath( strippedName );
hash = generateHashValue( strippedName );
//
// see if the shader is already loaded
//
#if 1
for ( sh = hashTable[hash]; sh; sh = sh->next ) {
// index by name
// ydnar: the original way was correct
if ( sh->lightmapIndex == lightmapIndex &&
!Q_stricmp( sh->name, strippedName ) ) {
// match found
return sh;
}
// Ridah, modified this so we don't keep trying to load an invalid lightmap shader
#if 0
if ( ( ( sh->lightmapIndex == lightmapIndex ) || ( sh->lightmapIndex < 0 && lightmapIndex >= 0 ) ) &&
!Q_stricmp( sh->name, strippedName ) ) {
// match found
return sh;
}
#endif
}
#else
for ( sh = hashTable[hash]; sh; sh = sh->next ) {
// NOTE: if there was no shader or image available with the name strippedName
// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
// have to check all default shaders otherwise for every call to R_FindShader
// with that same strippedName a new default shader is created.
if ( ( sh->lightmapIndex == lightmapIndex || sh->defaultShader ) &&
!Q_stricmp( sh->name, strippedName ) ) {
// match found
return sh;
}
}
#endif
// make sure the render thread is stopped, because we are probably
// going to have to upload an image
if ( r_smp->integer ) {
R_SyncRenderThread();
}
// Ridah, check the cache
// assignment used as truth value
// ydnar: don't cache shaders using lightmaps
if ( lightmapIndex < 0 ) {
sh = R_FindCachedShader( strippedName, lightmapIndex, hash );
if ( sh != NULL ) {
return sh;
}
}
// done.
// clear the global shader
memset( &shader, 0, sizeof( shader ) );
memset( &stages, 0, sizeof( stages ) );
Q_strncpyz( shader.name, strippedName, sizeof( shader.name ) );
shader.lightmapIndex = lightmapIndex;
for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
stages[i].bundle[0].texMods = texMods[i];
}
// FIXME: set these "need" values apropriately
shader.needsNormal = qtrue;
shader.needsST1 = qtrue;
shader.needsST2 = qtrue;
shader.needsColor = qtrue;
// ydnar: default to no implicit mappings
implicitMap[ 0 ] = '\0';
implicitStateBits = GLS_DEFAULT;
implicitCullType = CT_FRONT_SIDED;
// attempt to define shader from an explicit parameter file
shaderText = FindShaderInShaderText( strippedName );
if ( shaderText ) {
// enable this when building a pak file to get a global list
// of all explicit shaders
if ( r_printShaders->integer ) {
ri.Printf( PRINT_ALL, "*SHADER* %s\n", name );
}
if ( !ParseShader( &shaderText ) ) {
// had errors, so use default shader
shader.defaultShader = qtrue;
sh = FinishShader();
return sh;
}
// ydnar: allow implicit mappings
if ( implicitMap[ 0 ] == '\0' ) {
sh = FinishShader();
return sh;
}
}
// ydnar: allow implicit mapping ('-' = use shader name)
if ( implicitMap[ 0 ] == '\0' || implicitMap[ 0 ] == '-' ) {
Q_strncpyz( fileName, name, sizeof( fileName ) );
} else {
Q_strncpyz( fileName, implicitMap, sizeof( fileName ) );
}
COM_DefaultExtension( fileName, sizeof( fileName ), ".tga" );
// ydnar: implicit shaders were breaking nopicmip/nomipmaps
if ( !mipRawImage ) {
shader.noMipMaps = qtrue;
shader.noPicMip = qtrue;
}
// if not defined in the in-memory shader descriptions,
// look for a single TGA, BMP, or PCX
image = R_FindImageFile( fileName, !shader.noMipMaps, !shader.noPicMip, mipRawImage ? GL_REPEAT : GL_CLAMP, qfalse );
if ( !image ) {
//ri.Printf( PRINT_DEVELOPER, "Couldn't find image for shader %s\n", name );
ri.Printf( PRINT_WARNING, "WARNING: Couldn't find image for shader %s\n", name );
shader.defaultShader = qtrue;
return FinishShader();
}
// ydnar: set default stages (removing redundant code)
SetImplicitShaderStages( image );
return FinishShader();
}
qhandle_t RE_RegisterShaderFromImage( const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage ) {
int i, hash;
shader_t *sh;
hash = generateHashValue( name );
//
// see if the shader is already loaded
//
for ( sh = hashTable[hash]; sh; sh = sh->next ) {
// NOTE: if there was no shader or image available with the name strippedName
// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
// have to check all default shaders otherwise for every call to R_FindShader
// with that same strippedName a new default shader is created.
if ( ( sh->lightmapIndex == lightmapIndex || sh->defaultShader ) &&
// index by name
!Q_stricmp( sh->name, name ) ) {
// match found
return sh->index;
}
}
// make sure the render thread is stopped, because we are probably
// going to have to upload an image
if ( r_smp->integer ) {
R_SyncRenderThread();
}
// clear the global shader
Com_Memset( &shader, 0, sizeof( shader ) );
Com_Memset( &stages, 0, sizeof( stages ) );
Q_strncpyz( shader.name, name, sizeof( shader.name ) );
shader.lightmapIndex = lightmapIndex;
for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
stages[i].bundle[0].texMods = texMods[i];
}
// FIXME: set these "need" values apropriately
shader.needsNormal = qtrue;
shader.needsST1 = qtrue;
shader.needsST2 = qtrue;
shader.needsColor = qtrue;
// ydnar: set default stages (removing redundant code)
SetImplicitShaderStages( image );
sh = FinishShader();
return sh->index;
}
/*
====================
RE_RegisterShaderLightMap
This is the exported shader entry point for the rest of the system
It will always return an index that will be valid.
This should really only be used for explicit shaders, because there is no
way to ask for different implicit lighting modes (vertex, lightmap, etc)
====================
*/
qhandle_t RE_RegisterShaderLightMap( const char *name, int lightmapIndex ) {
shader_t *sh;
if ( strlen( name ) >= MAX_QPATH ) {
Com_Printf( "Shader name exceeds MAX_QPATH\n" );
return 0;
}
sh = R_FindShader( name, lightmapIndex, qtrue );
// we want to return 0 if the shader failed to
// load for some reason, but R_FindShader should
// still keep a name allocated for it, so if
// something calls RE_RegisterShader again with
// the same name, we don't try looking for it again
if ( sh->defaultShader ) {
return 0;
}
return sh->index;
}
/*
====================
RE_RegisterShader
This is the exported shader entry point for the rest of the system
It will always return an index that will be valid.
This should really only be used for explicit shaders, because there is no
way to ask for different implicit lighting modes (vertex, lightmap, etc)
====================
*/
qhandle_t RE_RegisterShader( const char *name ) {
shader_t *sh;
if ( strlen( name ) >= MAX_QPATH ) {
Com_Printf( "Shader name exceeds MAX_QPATH\n" );
return 0;
}
sh = R_FindShader( name, LIGHTMAP_2D, qtrue );
// we want to return 0 if the shader failed to
// load for some reason, but R_FindShader should
// still keep a name allocated for it, so if
// something calls RE_RegisterShader again with
// the same name, we don't try looking for it again
if ( sh->defaultShader ) {
return 0;
}
return sh->index;
}
/*
====================
RE_RegisterShaderNoMip
For menu graphics that should never be picmiped
====================
*/
qhandle_t RE_RegisterShaderNoMip( const char *name ) {
shader_t *sh;
if ( strlen( name ) >= MAX_QPATH ) {
Com_Printf( "Shader name exceeds MAX_QPATH\n" );
return 0;
}
sh = R_FindShader( name, LIGHTMAP_2D, qfalse );
// we want to return 0 if the shader failed to
// load for some reason, but R_FindShader should
// still keep a name allocated for it, so if
// something calls RE_RegisterShader again with
// the same name, we don't try looking for it again
if ( sh->defaultShader ) {
return 0;
}
return sh->index;
}
/*
====================
R_GetShaderByHandle
When a handle is passed in by another module, this range checks
it and returns a valid (possibly default) shader_t to be used internally.
====================
*/
shader_t *R_GetShaderByHandle( qhandle_t hShader ) {
if ( hShader < 0 ) {
ri.Printf( PRINT_DEVELOPER, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader ); // bk: FIXME name
return tr.defaultShader;
}
if ( hShader >= tr.numShaders ) {
ri.Printf( PRINT_DEVELOPER, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader );
return tr.defaultShader;
}
return tr.shaders[hShader];
}
/*
===============
R_ShaderList_f
Dump information on all valid shaders to the console
A second parameter will cause it to print in sorted order
===============
*/
void R_ShaderList_f( void ) {
int i;
int count;
shader_t *shader;
ri.Printf( PRINT_ALL, "-----------------------\n" );
count = 0;
for ( i = 0 ; i < tr.numShaders ; i++ ) {
if ( ri.Cmd_Argc() > 1 ) {
shader = tr.sortedShaders[i];
} else {
shader = tr.shaders[i];
}
ri.Printf( PRINT_ALL, "%i ", shader->numUnfoggedPasses );
if ( shader->lightmapIndex >= 0 ) {
ri.Printf( PRINT_ALL, "L " );
} else {
ri.Printf( PRINT_ALL, " " );
}
if ( shader->multitextureEnv == GL_ADD ) {
ri.Printf( PRINT_ALL, "MT(a) " );
} else if ( shader->multitextureEnv == GL_MODULATE ) {
ri.Printf( PRINT_ALL, "MT(m) " );
} else if ( shader->multitextureEnv == GL_DECAL ) {
ri.Printf( PRINT_ALL, "MT(d) " );
} else {
ri.Printf( PRINT_ALL, " " );
}
if ( shader->explicitlyDefined ) {
ri.Printf( PRINT_ALL, "E " );
} else {
ri.Printf( PRINT_ALL, " " );
}
if ( shader->optimalStageIteratorFunc == RB_StageIteratorGeneric ) {
ri.Printf( PRINT_ALL, "gen " );
} else if ( shader->optimalStageIteratorFunc == RB_StageIteratorSky ) {
ri.Printf( PRINT_ALL, "sky " );
} else if ( shader->optimalStageIteratorFunc == RB_StageIteratorLightmappedMultitexture ) {
ri.Printf( PRINT_ALL, "lmmt" );
} else if ( shader->optimalStageIteratorFunc == RB_StageIteratorVertexLitTexture ) {
ri.Printf( PRINT_ALL, "vlt " );
} else {
ri.Printf( PRINT_ALL, " " );
}
if ( shader->defaultShader ) {
ri.Printf( PRINT_ALL, ": %s (DEFAULTED)\n", shader->name );
} else {
ri.Printf( PRINT_ALL, ": %s\n", shader->name );
}
count++;
}
ri.Printf( PRINT_ALL, "%i total shaders\n", count );
ri.Printf( PRINT_ALL, "------------------\n" );
}
// Ridah, optimized shader loading
#define MAX_SHADER_STRING_POINTERS 100000
shaderStringPointer_t shaderStringPointerList[MAX_SHADER_STRING_POINTERS];
/*
====================
BuildShaderChecksumLookup
====================
*/
static void BuildShaderChecksumLookup( void ) {
char *p = s_shaderText, *pOld;
char *token;
unsigned short int checksum;
int numShaderStringPointers = 0;
// initialize the checksums
memset( shaderChecksumLookup, 0, sizeof( shaderChecksumLookup ) );
if ( !p ) {
return;
}
// loop for all labels
while ( 1 ) {
pOld = p;
token = COM_ParseExt( &p, qtrue );
if ( !*token ) {
break;
}
// Gordon: NOTE this is WRONG, need to either unget the {, or as i'm gonna do, assume the shader section follows, if it doesnt, it's b0rked anyway
/* if (!Q_stricmp( token, "{" )) {
// Gordon: ok, lets try the unget method
COM_RestoreParseSession( &p );
// skip braced section
SkipBracedSection( &p );
continue;
}*/
// get it's checksum
checksum = generateHashValue( token );
// Com_Printf( "Shader Found: %s\n", token );
// if it's not currently used
if ( !shaderChecksumLookup[checksum].pStr ) {
shaderChecksumLookup[checksum].pStr = pOld;
} else {
// create a new list item
shaderStringPointer_t *newStrPtr;
if ( numShaderStringPointers >= MAX_SHADER_STRING_POINTERS ) {
ri.Error( ERR_DROP, "MAX_SHADER_STRING_POINTERS exceeded, too many shaders" );
}
newStrPtr = &shaderStringPointerList[numShaderStringPointers++]; //ri.Hunk_Alloc( sizeof( shaderStringPointer_t ), h_low );
newStrPtr->pStr = pOld;
newStrPtr->next = shaderChecksumLookup[checksum].next;
shaderChecksumLookup[checksum].next = newStrPtr;
}
// Gordon: skip the actual shader section
SkipBracedSection( &p );
}
}
// done.
/*
====================
ScanAndLoadShaderFiles
Finds and loads all .shader files, combining them into
a single large text block that can be scanned for shader names
=====================
*/
#define MAX_SHADER_FILES 4096
static void ScanAndLoadShaderFiles( void ) {
char **shaderFiles;
char* buffers [MAX_SHADER_FILES];
int buffersize [MAX_SHADER_FILES];
char *p;
int numShaders;
int i;
long sum = 0;
// scan for shader files
shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaders );
if ( !shaderFiles || !numShaders ) {
ri.Printf( PRINT_WARNING, "WARNING: no shader files found\n" );
return;
}
if ( numShaders > MAX_SHADER_FILES ) {
numShaders = MAX_SHADER_FILES;
}
// load and parse shader files
for ( i = 0; i < numShaders; i++ )
{
char filename[MAX_QPATH];
Com_sprintf( filename, sizeof( filename ), "scripts/%s", shaderFiles[i] );
ri.Printf( PRINT_DEVELOPER, "...loading '%s'\n", filename ); // JPW NERVE was PRINT_ALL
buffersize[i] = ri.FS_ReadFile( filename, (void **)&buffers[i] );
sum += buffersize[i];
if ( !buffers[i] ) {
ri.Error( ERR_DROP, "Couldn't load %s", filename );
}
}
// build single large buffer
s_shaderText = ri.Hunk_Alloc( sum + numShaders * 2, h_low );
// Gordon: optimised to not use strcat/strlen which can be VERY slow for the large strings we're using here
p = s_shaderText;
// free in reverse order, so the temp files are all dumped
for ( i = numShaders - 1; i >= 0 ; i-- ) {
strcpy( p++, "\n" );
strcpy( p, buffers[i] );
ri.FS_FreeFile( buffers[i] );
buffers[i] = p;
p += buffersize[i];
}
// ydnar: unixify all shaders
COM_FixPath( s_shaderText );
// free up memory
ri.FS_FreeFileList( shaderFiles );
// Ridah, optimized shader loading (18ms on a P3-500 for sfm1.bsp)
if ( r_cacheShaders->integer ) {
BuildShaderChecksumLookup();
}
// done.
}
/*
====================
CreateInternalShaders
====================
*/
static void CreateInternalShaders( void ) {
tr.numShaders = 0;
// init the default shader
memset( &shader, 0, sizeof( shader ) );
memset( &stages, 0, sizeof( stages ) );
Q_strncpyz( shader.name, "", sizeof( shader.name ) );
shader.lightmapIndex = LIGHTMAP_NONE;
stages[0].bundle[0].image[0] = tr.defaultImage;
stages[0].active = qtrue;
stages[0].stateBits = GLS_DEFAULT;
tr.defaultShader = FinishShader();
// shadow shader is just a marker
Q_strncpyz( shader.name, "", sizeof( shader.name ) );
shader.sort = SS_STENCIL_SHADOW;
tr.shadowShader = FinishShader();
}
static void CreateExternalShaders( void ) {
tr.projectionShadowShader = R_FindShader( "projectionShadow", LIGHTMAP_NONE, qtrue );
tr.flareShader = R_FindShader( "flareShader", LIGHTMAP_NONE, qtrue );
// tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, qtrue ); //----(SA) let sky shader set this
tr.sunflareShader[0] = R_FindShader( "sunflare1", LIGHTMAP_NONE, qtrue );
tr.dlightShader = R_FindShader( "dlightshader", LIGHTMAP_NONE, qtrue );
}
//=============================================================================
// Ridah, shader caching
static int numBackupShaders = 0;
static shader_t *backupShaders[MAX_SHADERS];
static shader_t *backupHashTable[FILE_HASH_SIZE];
/*
===============
R_CacheShaderAlloc
===============
*/
//int g_numshaderallocs = 0;
//void *R_CacheShaderAlloc( int size ) {
void* R_CacheShaderAllocExt( const char* name, int size, const char* file, int line ) {
if ( r_cache->integer && r_cacheShaders->integer ) {
void* ptr = ri.Z_Malloc( size );
// g_numshaderallocs++;
// if( name ) {
// Com_Printf( "Zone Malloc from %s: size %i: pointer %p: %i in use\n", name, size, ptr, g_numshaderallocs );
// }
//return malloc( size );
return ptr;
} else {
return ri.Hunk_Alloc( size, h_low );
}
}
/*
===============
R_CacheShaderFree
===============
*/
//void R_CacheShaderFree( void *ptr ) {
void R_CacheShaderFreeExt( const char* name, void *ptr, const char* file, int line ) {
if ( r_cache->integer && r_cacheShaders->integer ) {
// g_numshaderallocs--;
// if( name ) {
// Com_Printf( "Zone Free from %s: pointer %p: %i in use\n", name, ptr, g_numshaderallocs );
// }
//free( ptr );
ri.Free( ptr );
}
}
/*
===============
R_PurgeShaders
===============
*/
qboolean purgeallshaders = qfalse;
void R_PurgeShaders( int count ) {
/*int i, j, c, b;
shader_t **sh;
static int lastPurged = 0;
if (!numBackupShaders) {
lastPurged = 0;
return;
}
// find the first shader still in memory
c = 0;
sh = (shader_t **)&backupShaders;
for (i = lastPurged; i < numBackupShaders; i++, sh++) {
if (*sh) {
// free all memory associated with this shader
for ( j = 0 ; j < (*sh)->numUnfoggedPasses ; j++ ) {
if ( !(*sh)->stages[j] ) {
break;
}
for ( b = 0 ; b < NUM_TEXTURE_BUNDLES ; b++ ) {
if ((*sh)->stages[j]->bundle[b].texMods)
R_CacheShaderFree( NULL, (*sh)->stages[j]->bundle[b].texMods );
}
R_CacheShaderFree( NULL, (*sh)->stages[j] );
}
R_CacheShaderFree( (*sh)->lightmapIndex ? va( "%s lm: %i", (*sh)->name, (*sh)->lightmapIndex) : NULL, *sh );
*sh = NULL;
if (++c >= count) {
lastPurged = i;
return;
}
}
}
lastPurged = 0;
numBackupShaders = 0;*/
if ( !numBackupShaders ) {
return;
}
purgeallshaders = qtrue;
R_PurgeLightmapShaders();
purgeallshaders = qfalse;
}
qboolean R_ShaderCanBeCached( shader_t *sh ) {
int i,j,b;
if ( purgeallshaders ) {
return qfalse;
}
if ( sh->isSky ) {
return qfalse;
}
for ( i = 0; i < sh->numUnfoggedPasses; i++ ) {
if ( sh->stages[i] && sh->stages[i]->active ) {
for ( b = 0 ; b < NUM_TEXTURE_BUNDLES ; b++ ) {
// rain - swapped order of for() comparisons so that
// image[16] (out of bounds) isn't dereferenced
//for (j=0; sh->stages[i]->bundle[b].image[j] && j < MAX_IMAGE_ANIMATIONS; j++) {
for ( j = 0; j < MAX_IMAGE_ANIMATIONS && sh->stages[i]->bundle[b].image[j]; j++ ) {
if ( sh->stages[i]->bundle[b].image[j]->imgName[0] == '*' ) {
return qfalse;
}
}
}
}
}
return qtrue;
}
void R_PurgeLightmapShaders( void ) {
int j, b, i = 0;
shader_t *sh, *shPrev, *next;
for ( i = 0; i < sizeof( backupHashTable ) / sizeof( backupHashTable[0] ); i++ ) {
sh = backupHashTable[i];
shPrev = NULL;
next = NULL;
while ( sh ) {
if ( sh->lightmapIndex >= 0 || !R_ShaderCanBeCached( sh ) ) {
next = sh->next;
if ( !shPrev ) {
backupHashTable[i] = sh->next;
} else {
shPrev->next = sh->next;
}
backupShaders[sh->index] = NULL; // make sure we don't try and free it
numBackupShaders--;
for ( j = 0 ; j < sh->numUnfoggedPasses ; j++ ) {
if ( !sh->stages[j] ) {
break;
}
for ( b = 0 ; b < NUM_TEXTURE_BUNDLES ; b++ ) {
if ( sh->stages[j]->bundle[b].texMods ) {
R_CacheShaderFree( NULL, sh->stages[j]->bundle[b].texMods );
}
}
R_CacheShaderFree( NULL, sh->stages[j] );
}
R_CacheShaderFree( sh->lightmapIndex < 0 ? va( "%s lm: %i", sh->name, sh->lightmapIndex ) : NULL, sh );
sh = next;
continue;
}
shPrev = sh;
sh = sh->next;
}
}
}
/*
===============
R_BackupShaders
===============
*/
void R_BackupShaders( void ) {
// int i;
// long hash;
if ( !r_cache->integer ) {
return;
}
if ( !r_cacheShaders->integer ) {
return;
}
// copy each model in memory across to the backupModels
memcpy( backupShaders, tr.shaders, sizeof( backupShaders ) );
// now backup the hashTable
memcpy( backupHashTable, hashTable, sizeof( hashTable ) );
numBackupShaders = tr.numShaders;
// Gordon: ditch all lightmapped shaders
R_PurgeLightmapShaders();
// Com_Printf( "Backing up %i images\n", numBackupShaders );
// for( i = 0; i < tr.numShaders; i++ ) {
// if( backupShaders[ i ] ) {
// Com_Printf( "Shader: %s: lm %i\n", backupShaders[ i ]->name, backupShaders[i]->lightmapIndex );
// }
// }
// Com_Printf( "=======================================\n" );
}
/*
=================
R_RegisterShaderImages
Make sure all images that belong to this shader remain valid
=================
*/
static qboolean R_RegisterShaderImages( shader_t *sh ) {
int i,j,b;
if ( sh->isSky ) {
return qfalse;
}
for ( i = 0; i < sh->numUnfoggedPasses; i++ ) {
if ( sh->stages[i] && sh->stages[i]->active ) {
for ( b = 0 ; b < NUM_TEXTURE_BUNDLES ; b++ ) {
for ( j = 0; sh->stages[i]->bundle[b].image[j] && j < MAX_IMAGE_ANIMATIONS; j++ ) {
if ( !R_TouchImage( sh->stages[i]->bundle[b].image[j] ) ) {
return qfalse;
}
}
}
}
}
return qtrue;
}
/*
===============
R_FindCachedShader
look for the given shader in the list of backupShaders
===============
*/
shader_t *R_FindCachedShader( const char *name, int lightmapIndex, int hash ) {
shader_t *sh, *shPrev;
if ( !r_cacheShaders->integer ) {
return NULL;
}
if ( !numBackupShaders ) {
return NULL;
}
if ( !name ) {
return NULL;
}
sh = backupHashTable[hash];
shPrev = NULL;
while ( sh ) {
if ( sh->lightmapIndex == lightmapIndex && !Q_stricmp( sh->name, name ) ) {
if ( tr.numShaders == MAX_SHADERS ) {
ri.Printf( PRINT_WARNING, "WARNING: R_FindCachedShader - MAX_SHADERS hit\n" );
return NULL;
}
// make sure the images stay valid
if ( !R_RegisterShaderImages( sh ) ) {
return NULL;
}
// this is the one, so move this shader into the current list
if ( !shPrev ) {
backupHashTable[hash] = sh->next;
} else {
shPrev->next = sh->next;
}
sh->next = hashTable[hash];
hashTable[hash] = sh;
backupShaders[sh->index] = NULL; // make sure we don't try and free it
// set the index up, and add it to the current list
tr.shaders[ tr.numShaders ] = sh;
sh->index = tr.numShaders;
tr.sortedShaders[ tr.numShaders ] = sh;
sh->sortedIndex = tr.numShaders;
tr.numShaders++;
numBackupShaders--;
sh->remappedShader = NULL; // Arnout: remove any remaps
SortNewShader(); // make sure it renders in the right order
// Com_Printf( "Removing %s from the cache: lm: %i\n", sh->name, sh->lightmapIndex );
return sh;
}
shPrev = sh;
sh = sh->next;
}
return NULL;
}
/*
===============
R_LoadCacheShaders
===============
*/
void R_LoadCacheShaders( void ) {
int len;
byte *buf;
char *token, *pString;
char name[MAX_QPATH];
if ( !r_cacheShaders->integer ) {
return;
}
// don't load the cache list in between level loads, only on startup, or after a vid_restart
if ( numBackupShaders > 0 ) {
return;
}
len = ri.FS_ReadFile( "shader.cache", NULL );
if ( len <= 0 ) {
return;
}
buf = (byte *)ri.Hunk_AllocateTempMemory( len );
ri.FS_ReadFile( "shader.cache", (void **)&buf );
pString = buf;
while ( ( token = COM_ParseExt( &pString, qtrue ) ) && token[0] ) {
Q_strncpyz( name, token, sizeof( name ) );
RE_RegisterModel( name );
}
ri.Hunk_FreeTempMemory( buf );
}
// done.
//=============================================================================
/*
==================
R_InitShaders
==================
*/
void R_InitShaders( void ) {
glfogNum = FOG_NONE;
ri.Printf( PRINT_ALL, "Initializing Shaders\n" );
memset( hashTable, 0, sizeof( hashTable ) );
deferLoad = qfalse;
CreateInternalShaders();
ScanAndLoadShaderFiles();
CreateExternalShaders();
// Ridah
R_LoadCacheShaders();
}