1903 lines
55 KiB
C++
1903 lines
55 KiB
C++
/* -------------------------------------------------------------------------------
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* dependencies */
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#include "q3map2.h"
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#include "shaders.h"
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static bool g_warnImage = true;
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static surfaceParm_t custSurfaceParms[ 256 ];
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static int numCustSurfaceParms;
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/*
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ColorMod()
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routines for dealing with vertex color/alpha modification
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*/
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void ColorMod( const colorMod_t *colormod, int numVerts, bspDrawVert_t *drawVerts ){
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/* dummy check */
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if ( colormod == NULL || numVerts < 1 || drawVerts == NULL ) {
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return;
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}
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/* walk vertex list */
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for ( bspDrawVert_t& dv : Span( drawVerts, numVerts ) )
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{
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/* walk colorMod list */
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for ( const colorMod_t *cm = colormod; cm != NULL; cm = cm->next )
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{
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float c;
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/* default */
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Color4f mult( 1, 1, 1, 1 );
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Color4f add( 0, 0, 0, 0 );
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const Vector3 cm_vec3 = vector3_from_array( cm->data );
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/* switch on type */
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switch ( cm->type )
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{
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case EColorMod::ColorSet:
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mult.rgb().set( 0 );
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add.rgb() = cm_vec3 * 255.0f;
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break;
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case EColorMod::AlphaSet:
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mult.alpha() = 0.0f;
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add.alpha() = cm->data[ 0 ] * 255.0f;
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break;
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case EColorMod::ColorScale:
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mult.rgb() = cm_vec3;
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break;
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case EColorMod::AlphaScale:
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mult.alpha() = cm->data[ 0 ];
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break;
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case EColorMod::ColorDotProduct:
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c = vector3_dot( dv.normal, cm_vec3 );
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mult.rgb().set( c );
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break;
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case EColorMod::ColorDotProductScale:
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c = vector3_dot( dv.normal, cm_vec3 );
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c = ( c - cm->data[3] ) / ( cm->data[4] - cm->data[3] );
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mult.rgb().set( c );
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break;
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case EColorMod::AlphaDotProduct:
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mult.alpha() = vector3_dot( dv.normal, cm_vec3 );
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break;
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case EColorMod::AlphaDotProductScale:
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c = vector3_dot( dv.normal, cm_vec3 );
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c = ( c - cm->data[3] ) / ( cm->data[4] - cm->data[3] );
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mult.alpha() = c;
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break;
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case EColorMod::ColorDotProduct2:
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c = vector3_dot( dv.normal, cm_vec3 );
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c *= c;
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mult.rgb().set( c );
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break;
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case EColorMod::ColorDotProduct2Scale:
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c = vector3_dot( dv.normal, cm_vec3 );
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c *= c;
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c = ( c - cm->data[3] ) / ( cm->data[4] - cm->data[3] );
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mult.rgb().set( c );
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break;
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case EColorMod::AlphaDotProduct2:
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mult.alpha() = vector3_dot( dv.normal, cm_vec3 );
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mult.alpha() *= mult.alpha();
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break;
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case EColorMod::AlphaDotProduct2Scale:
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c = vector3_dot( dv.normal, cm_vec3 );
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c *= c;
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c = ( c - cm->data[3] ) / ( cm->data[4] - cm->data[3] );
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mult.alpha() = c;
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break;
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default:
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break;
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}
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/* apply mod */
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for ( auto& color : dv.color )
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{
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color = color_to_byte( mult * static_cast<BasicVector4<byte>>( color ) + add );
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}
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}
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}
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}
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/*
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TCMod*()
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routines for dealing with a 3x3 texture mod matrix
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*/
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void TCMod( const tcMod_t& mod, Vector2& st ){
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const Vector2 old = st;
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st[ 0 ] = ( mod[ 0 ][ 0 ] * old[ 0 ] ) + ( mod[ 0 ][ 1 ] * old[ 1 ] ) + mod[ 0 ][ 2 ];
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st[ 1 ] = ( mod[ 1 ][ 0 ] * old[ 0 ] ) + ( mod[ 1 ][ 1 ] * old[ 1 ] ) + mod[ 1 ][ 2 ];
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}
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static void TCModIdentity( tcMod_t& mod ){
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mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f;
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mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f;
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mod[ 2 ][ 0 ] = 0.0f; mod[ 2 ][ 1 ] = 0.0f; mod[ 2 ][ 2 ] = 1.0f; /* this row is only used for multiples, not transformation */
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}
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static void TCModMultiply( const tcMod_t& a, const tcMod_t& b, tcMod_t& out ){
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for ( int i = 0; i < 3; i++ )
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{
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out[ i ][ 0 ] = ( a[ i ][ 0 ] * b[ 0 ][ 0 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 0 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 0 ] );
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out[ i ][ 1 ] = ( a[ i ][ 0 ] * b[ 0 ][ 1 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 1 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 1 ] );
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out[ i ][ 2 ] = ( a[ i ][ 0 ] * b[ 0 ][ 2 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 2 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 2 ] );
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}
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}
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static void TCModTranslate( tcMod_t& mod, float s, float t ){
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mod[ 0 ][ 2 ] += s;
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mod[ 1 ][ 2 ] += t;
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}
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static void TCModScale( tcMod_t& mod, float s, float t ){
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mod[ 0 ][ 0 ] *= s;
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mod[ 1 ][ 1 ] *= t;
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}
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static void TCModRotate( tcMod_t& mod, float euler ){
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tcMod_t old, temp;
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float radians, sinv, cosv;
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memcpy( old, mod, sizeof( tcMod_t ) );
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TCModIdentity( temp );
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radians = degrees_to_radians( euler );
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sinv = sin( radians );
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cosv = cos( radians );
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temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv;
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temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv;
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TCModMultiply( old, temp, mod );
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}
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const surfaceParm_t *GetSurfaceParm( const char *name ){
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/* walk the current game's surfaceparms */
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for( const surfaceParm_t& sp : g_game->surfaceParms )
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if ( striEqual( name, sp.name ) )
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return &sp;
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/* check custom info parms */
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for ( const surfaceParm_t& sp : Span( custSurfaceParms, numCustSurfaceParms ) )
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if ( striEqual( name, sp.name ) )
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return &sp;
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return nullptr;
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}
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/*
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ApplySurfaceParm() - ydnar
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applies a named surfaceparm to the supplied flags
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*/
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bool ApplySurfaceParm( const char *name, int *contentFlags, int *surfaceFlags, int *compileFlags ){
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if( const surfaceParm_t *sp = GetSurfaceParm( name ) ){
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/* clear and set flags */
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if( contentFlags != nullptr ){
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*contentFlags &= ~( sp->contentFlagsClear );
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*contentFlags |= sp->contentFlags;
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}
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if( surfaceFlags != nullptr ){
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*surfaceFlags &= ~( sp->surfaceFlagsClear );
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*surfaceFlags |= sp->surfaceFlags;
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}
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if( compileFlags != nullptr ){
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*compileFlags &= ~( sp->compileFlagsClear );
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*compileFlags |= sp->compileFlags;
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}
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/* return ok */
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return true;
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}
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/* no matching surfaceparm found */
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return false;
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}
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/*
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BeginMapShaderFile() - ydnar
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erases and starts a new map shader script
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*/
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void BeginMapShaderFile( const char *mapFile ){
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/* dummy check */
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mapName.clear();
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mapShaderFile = "";
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if ( strEmptyOrNull( mapFile ) ) {
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return;
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}
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/* extract map name */
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mapName( PathFilename( mapFile ) );
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/* append ../scripts/q3map2_<mapname>.shader */
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mapShaderFile = StringOutputStream( 256 )( PathFilenameless( mapFile ), "../", g_game->shaderPath, "/q3map2_", mapName.c_str(), ".shader" );
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Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile.c_str() );
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/* remove it */
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remove( mapShaderFile.c_str() );
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/* stop making warnings about missing images */
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g_warnImage = false;
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}
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/*
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WriteMapShaderFile() - ydnar
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writes a shader to the map shader script
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*/
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void WriteMapShaderFile(){
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/* dummy check */
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if ( mapShaderFile.empty() ) {
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return;
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}
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/* are there any custom shaders? */
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if( std::none_of( shaderInfo, shaderInfo + numShaderInfo, []( const shaderInfo_t& si ){ return si.custom; } ) )
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return;
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/* note it */
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Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n" );
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Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile.c_str() );
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/* open shader file */
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FILE *file = fopen( mapShaderFile.c_str(), "wt" );
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if ( file == NULL ) {
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Sys_Warning( "Unable to open map shader file %s for writing\n", mapShaderFile.c_str() );
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return;
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}
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/* print header */
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fprintf( file,
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"// Custom shader file for %s.bsp\n"
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"// Generated by Q3Map2 (ydnar)\n"
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"// Do not edit! This file is overwritten on recompiles.\n\n",
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mapName.c_str() );
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/* walk the shader list */
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int num = 0;
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for ( const shaderInfo_t& si : Span( shaderInfo, numShaderInfo ) )
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{
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if ( si.custom && !strEmptyOrNull( si.shaderText ) ) {
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num++;
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/* print it to the file */
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fprintf( file, "%s%s\n", si.shader.c_str(), si.shaderText );
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//Sys_Printf( "%s%s\n", si.shader.c_str(), si.shaderText ); /* FIXME: remove debugging code */
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Sys_FPrintf( SYS_VRB, "." );
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}
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}
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/* close the shader */
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fflush( file );
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fclose( file );
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Sys_FPrintf( SYS_VRB, "\n" );
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/* print some stats */
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Sys_Printf( "%9d custom shaders emitted\n", num );
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}
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/*
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CustomShader() - ydnar
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sets up a custom map shader
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*/
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const shaderInfo_t *CustomShader( const shaderInfo_t *si, const char *find, char *replace ){
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shaderInfo_t *csi;
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char shader[ MAX_QPATH ];
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char *s;
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int loc;
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byte digest[ 16 ];
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char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
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/* dummy check */
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if ( si == NULL ) {
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return ShaderInfoForShader( "default" );
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}
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/* default shader text source */
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srcShaderText = si->shaderText;
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/* et: implicitMap */
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if ( si->implicitMap == EImplicitMap::Opaque ) {
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srcShaderText = temp;
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sprintf( temp, "\n"
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"{ // Q3Map2 defaulted (implicitMap)\n"
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"\t{\n"
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"\t\tmap $lightmap\n"
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"\t\trgbGen identity\n"
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"\t}\n"
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"\tq3map_styleMarker\n"
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"\t{\n"
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"\t\tmap %s\n"
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"\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
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"\t\trgbGen identity\n"
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"\t}\n"
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"}\n",
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si->implicitImagePath.c_str() );
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}
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/* et: implicitMask */
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else if ( si->implicitMap == EImplicitMap::Masked ) {
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srcShaderText = temp;
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sprintf( temp, "\n"
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"{ // Q3Map2 defaulted (implicitMask)\n"
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"\tcull none\n"
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"\t{\n"
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"\t\tmap %s\n"
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"\t\talphaFunc GE128\n"
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"\t\tdepthWrite\n"
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"\t}\n"
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"\t{\n"
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"\t\tmap $lightmap\n"
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"\t\trgbGen identity\n"
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"\t\tdepthFunc equal\n"
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"\t}\n"
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"\tq3map_styleMarker\n"
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"\t{\n"
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"\t\tmap %s\n"
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"\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
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"\t\tdepthFunc equal\n"
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"\t\trgbGen identity\n"
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"\t}\n"
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"}\n",
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si->implicitImagePath.c_str(),
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si->implicitImagePath.c_str() );
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}
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/* et: implicitBlend */
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else if ( si->implicitMap == EImplicitMap::Blend ) {
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srcShaderText = temp;
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sprintf( temp, "\n"
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"{ // Q3Map2 defaulted (implicitBlend)\n"
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"\tcull none\n"
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"\t{\n"
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"\t\tmap %s\n"
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"\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
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"\t}\n"
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"\t{\n"
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"\t\tmap $lightmap\n"
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"\t\trgbGen identity\n"
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"\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
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"\t}\n"
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"\tq3map_styleMarker\n"
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"}\n",
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si->implicitImagePath.c_str() );
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}
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/* default shader text */
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else if ( srcShaderText == NULL ) {
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srcShaderText = temp;
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sprintf( temp, "\n"
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"{ // Q3Map2 defaulted\n"
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"\t{\n"
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"\t\tmap $lightmap\n"
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"\t\trgbGen identity\n"
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"\t}\n"
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"\tq3map_styleMarker\n"
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"\t{\n"
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"\t\tmap %s.tga\n"
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"\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
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"\t\trgbGen identity\n"
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"\t}\n"
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"}\n",
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si->shader.c_str() );
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}
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/* error check */
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if ( ( strlen( mapName ) + 1 + 32 ) >= MAX_QPATH ) {
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Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH - 1 );
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}
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/* do some bad find-replace */
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s = strIstr( srcShaderText, find );
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if ( s == NULL ) {
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//% strcpy( shaderText, srcShaderText );
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return si; /* testing just using the existing shader if this fails */
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}
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else
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{
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/* substitute 'find' with 'replace' */
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loc = s - srcShaderText;
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strcpy( shaderText, srcShaderText );
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shaderText[ loc ] = '\0';
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strcat( shaderText, replace );
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strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );
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}
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/* make md4 hash of the shader text */
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Com_BlockFullChecksum( shaderText, strlen( shaderText ), digest );
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/* mangle hash into a shader name */
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sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName.c_str(),
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digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
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digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
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/* get shader */
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csi = ShaderInfoForShader( shader );
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/* might be a preexisting shader */
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if ( csi->custom ) {
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return csi;
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}
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/* clone the existing shader and rename */
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*csi = *si;
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csi->shader = shader;
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csi->custom = true;
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/* store new shader text */
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csi->shaderText = copystring( shaderText ); /* LEAK! */
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/* return it */
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return csi;
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}
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/*
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EmitVertexRemapShader()
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adds a vertexremapshader key/value pair to worldspawn
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*/
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void EmitVertexRemapShader( char *from, char *to ){
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byte digest[ 16 ];
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char key[ 64 ], value[ 256 ];
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/* dummy check */
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if ( strEmptyOrNull( from ) || strEmptyOrNull( to ) ) {
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return;
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}
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/* build value */
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sprintf( value, "%s;%s", from, to );
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/* make md4 hash */
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Com_BlockFullChecksum( value, strlen( value ), digest );
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/* make key (this is annoying, as vertexremapshader is precisely 17 characters,
|
|
which is one too long, so we leave off the last byte of the md5 digest) */
|
|
sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",
|
|
digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
|
|
digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */
|
|
|
|
/* add key/value pair to worldspawn */
|
|
entities[ 0 ].setKeyValue( key, value );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
AllocShaderInfo()
|
|
allocates and initializes a new shader
|
|
*/
|
|
|
|
static shaderInfo_t *AllocShaderInfo(){
|
|
shaderInfo_t *si;
|
|
|
|
|
|
/* allocate? */
|
|
if ( shaderInfo == NULL ) {
|
|
shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO );
|
|
numShaderInfo = 0;
|
|
}
|
|
|
|
/* bounds check */
|
|
if ( numShaderInfo == MAX_SHADER_INFO ) {
|
|
Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." );
|
|
}
|
|
si = &shaderInfo[ numShaderInfo ];
|
|
numShaderInfo++;
|
|
|
|
/* ydnar: clear to 0 first */
|
|
// memset( si, 0, sizeof( shaderInfo_t ) );
|
|
new (si) shaderInfo_t{}; // placement new
|
|
|
|
/* set defaults */
|
|
ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
|
|
|
|
si->backsplashFraction = DEF_BACKSPLASH_FRACTION * g_backsplashFractionScale;
|
|
si->backsplashDistance = g_backsplashDistance < -900.0f ? DEF_BACKSPLASH_DISTANCE : g_backsplashDistance;
|
|
|
|
si->bounceScale = DEF_RADIOSITY_BOUNCE;
|
|
|
|
si->lightStyle = LS_NORMAL;
|
|
|
|
si->polygonOffset = false;
|
|
|
|
si->shadeAngleDegrees = 0.0f;
|
|
si->lightmapSampleSize = 0;
|
|
si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
|
|
si->patchShadows = false;
|
|
si->vertexShadows = true; /* ydnar: changed default behavior */
|
|
si->forceSunlight = false;
|
|
si->lmBrightness = lightmapBrightness;
|
|
si->vertexScale = vertexglobalscale;
|
|
si->notjunc = false;
|
|
|
|
/* ydnar: set texture coordinate transform matrix to identity */
|
|
TCModIdentity( si->mod );
|
|
|
|
/* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */
|
|
si->lmCustomWidth = lmCustomSizeW;
|
|
si->lmCustomHeight = lmCustomSizeH;
|
|
|
|
/* return to sender */
|
|
return si;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
FinishShader() - ydnar
|
|
sets a shader's width and height among other things
|
|
*/
|
|
|
|
static void FinishShader( shaderInfo_t *si ){
|
|
int x, y;
|
|
Vector2 st;
|
|
|
|
|
|
/* don't double-dip */
|
|
if ( si->finished ) {
|
|
return;
|
|
}
|
|
|
|
/* if they're explicitly set, copy from image size */
|
|
if ( si->shaderWidth == 0 && si->shaderHeight == 0 ) {
|
|
si->shaderWidth = si->shaderImage->width;
|
|
si->shaderHeight = si->shaderImage->height;
|
|
}
|
|
|
|
/* legacy terrain has explicit image-sized texture projection */
|
|
if ( si->legacyTerrain && !si->tcGen ) {
|
|
/* set xy texture projection */
|
|
si->tcGen = true;
|
|
si->vecs[ 0 ] = { ( 1.0f / ( si->shaderWidth * 0.5f ) ), 0, 0 };
|
|
si->vecs[ 1 ] = { 0, ( 1.0f / ( si->shaderHeight * 0.5f ) ), 0 };
|
|
}
|
|
|
|
/* find pixel coordinates best matching the average color of the image */
|
|
float bestDist = 99999999.f;
|
|
const Vector2 o( 1.0f / si->shaderImage->width, 1.0f / si->shaderImage->height );
|
|
for ( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
|
|
{
|
|
for ( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
|
|
{
|
|
/* sample the shader image */
|
|
Color4f color;
|
|
RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color );
|
|
|
|
/* determine error squared */
|
|
const Color4f delta = color - si->averageColor;
|
|
const float dist = vector4_dot( delta, delta );
|
|
if ( dist < bestDist ) {
|
|
si->stFlat = st;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( g_noob && !( si->compileFlags & C_OB ) ){
|
|
ApplySurfaceParm( "noob", nullptr, &si->surfaceFlags, nullptr );
|
|
}
|
|
|
|
/* set to finished */
|
|
si->finished = true;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
LoadShaderImages()
|
|
loads a shader's images
|
|
ydnar: image.c made this a bit simpler
|
|
*/
|
|
|
|
static void LoadShaderImages( shaderInfo_t *si ){
|
|
|
|
/* nodraw shaders don't need images */
|
|
if ( si->compileFlags & C_NODRAW ) {
|
|
si->shaderImage = ImageLoad( DEFAULT_IMAGE );
|
|
}
|
|
else
|
|
{
|
|
/* try to load editor image first */
|
|
si->shaderImage = ImageLoad( si->editorImagePath );
|
|
|
|
/* then try shadername */
|
|
if ( si->shaderImage == NULL ) {
|
|
si->shaderImage = ImageLoad( si->shader );
|
|
}
|
|
|
|
/* then try implicit image path (note: new behavior!) */
|
|
if ( si->shaderImage == NULL ) {
|
|
si->shaderImage = ImageLoad( si->implicitImagePath );
|
|
}
|
|
|
|
/* then try lightimage (note: new behavior!) */
|
|
if ( si->shaderImage == NULL ) {
|
|
si->shaderImage = ImageLoad( si->lightImagePath );
|
|
}
|
|
|
|
/* otherwise, use default image */
|
|
if ( si->shaderImage == NULL ) {
|
|
si->shaderImage = ImageLoad( DEFAULT_IMAGE );
|
|
if ( g_warnImage && !strEqual( si->shader, "noshader" ) ) {
|
|
Sys_Warning( "Couldn't find image for shader %s\n", si->shader.c_str() );
|
|
}
|
|
}
|
|
|
|
/* load light image */
|
|
si->lightImage = ImageLoad( si->lightImagePath );
|
|
|
|
/* load normalmap image (ok if this is NULL) */
|
|
si->normalImage = ImageLoad( si->normalImagePath );
|
|
if ( si->normalImage != NULL ) {
|
|
Sys_FPrintf( SYS_VRB, "Shader %s has\n"
|
|
" NM %s\n", si->shader.c_str(), si->normalImagePath.c_str() );
|
|
}
|
|
}
|
|
|
|
/* if no light image, reuse shader image */
|
|
if ( si->lightImage == NULL ) {
|
|
si->lightImage = si->shaderImage;
|
|
}
|
|
|
|
/* create default and average colors */
|
|
const int count = si->lightImage->width * si->lightImage->height;
|
|
Color4f color( 0, 0, 0, 0 );
|
|
for ( int i = 0; i < count; i++ )
|
|
{
|
|
color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ];
|
|
color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ];
|
|
color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ];
|
|
color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ];
|
|
}
|
|
|
|
if ( vector3_length( si->color ) == 0.0f ) {
|
|
si->color = color.rgb();
|
|
ColorNormalize( si->color );
|
|
si->averageColor = color / count;
|
|
}
|
|
else
|
|
{
|
|
si->averageColor.rgb() = si->color;
|
|
si->averageColor.alpha() = 1.0f;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
ShaderInfoForShader()
|
|
finds a shaderinfo for a named shader
|
|
*/
|
|
|
|
#define MAX_SHADER_DEPRECATION_DEPTH 16
|
|
|
|
shaderInfo_t *ShaderInfoForShaderNull( const char *shaderName ){
|
|
if ( strEqual( shaderName, "noshader" ) ) {
|
|
return NULL;
|
|
}
|
|
return ShaderInfoForShader( shaderName );
|
|
}
|
|
|
|
shaderInfo_t *ShaderInfoForShader( const char *shaderName ){
|
|
int i;
|
|
int deprecationDepth;
|
|
shaderInfo_t *si;
|
|
|
|
/* dummy check */
|
|
if ( strEmptyOrNull( shaderName ) ) {
|
|
Sys_Warning( "Null or empty shader name\n" );
|
|
shaderName = "missing";
|
|
}
|
|
|
|
/* strip off extension */
|
|
String64 shader( PathExtensionless( shaderName ) );
|
|
|
|
/* search for it */
|
|
deprecationDepth = 0;
|
|
for ( i = 0; i < numShaderInfo; i++ )
|
|
{
|
|
si = &shaderInfo[ i ];
|
|
if ( striEqual( shader, si->shader ) ) {
|
|
/* check if shader is deprecated */
|
|
if ( deprecationDepth < MAX_SHADER_DEPRECATION_DEPTH && !strEmptyOrNull( si->deprecateShader ) ) {
|
|
/* override name */
|
|
shader( PathExtensionless( si->deprecateShader ) );
|
|
/* increase deprecation depth */
|
|
deprecationDepth++;
|
|
if ( deprecationDepth == MAX_SHADER_DEPRECATION_DEPTH ) {
|
|
Sys_Warning( "Max deprecation depth of %i is reached on shader '%s'\n", MAX_SHADER_DEPRECATION_DEPTH, shader.c_str() );
|
|
}
|
|
/* search again from beginning */
|
|
i = -1;
|
|
continue;
|
|
}
|
|
|
|
/* load image if necessary */
|
|
if ( !si->finished ) {
|
|
LoadShaderImages( si );
|
|
FinishShader( si );
|
|
}
|
|
|
|
/* return it */
|
|
return si;
|
|
}
|
|
}
|
|
|
|
/* allocate a default shader */
|
|
si = AllocShaderInfo();
|
|
si->shader = shader;
|
|
LoadShaderImages( si );
|
|
FinishShader( si );
|
|
|
|
/* return it */
|
|
return si;
|
|
}
|
|
|
|
|
|
|
|
static void Parse1DMatrixAppend( ShaderTextCollector& text, int x, float *m ){
|
|
|
|
if ( !text.GetToken( true ) || !strEqual( token, "(" ) ) {
|
|
Error( "Parse1DMatrixAppend(): line %d: ( not found!\nFile location be: %s\n", scriptline, g_strLoadedFileLocation );
|
|
}
|
|
for ( int i = 0; i < x; i++ )
|
|
{
|
|
if ( !text.GetToken( false ) ) {
|
|
Error( "Parse1DMatrixAppend(): line %d: Number not found!\nFile location be: %s\n", scriptline, g_strLoadedFileLocation );
|
|
}
|
|
m[ i ] = atof( token );
|
|
}
|
|
if ( !text.GetToken( true ) || !strEqual( token, ")" ) ) {
|
|
Error( "Parse1DMatrixAppend(): line %d: ) not found!\nFile location be: %s\n", scriptline, g_strLoadedFileLocation );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
ParseShaderFile()
|
|
parses a shader file into discrete shaderInfo_t
|
|
*/
|
|
|
|
static void ParseShaderFile( const char *filename ){
|
|
ShaderTextCollector text;
|
|
|
|
/* load the shader */
|
|
LoadScriptFile( filename );
|
|
|
|
/* tokenize it */
|
|
while ( GetToken( true ) ) /* test for end of file */
|
|
{
|
|
/* shader name is initial token */
|
|
shaderInfo_t *si = AllocShaderInfo();
|
|
|
|
/* ignore ":q3map" suffix */
|
|
if( striEqualSuffix( token, ":q3map" ) )
|
|
si->shader << StringRange( token, strlen( token ) - strlen( ":q3map" ) );
|
|
else
|
|
si->shader << token;
|
|
|
|
/* handle { } section */
|
|
if ( !( text.GetToken( true ) && strEqual( token, "{" ) ) ) {
|
|
Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s\nFile location be: %s\n",
|
|
filename, scriptline, token, si->shader.c_str(), g_strLoadedFileLocation );
|
|
}
|
|
|
|
while ( text.GetToken( true ) && !strEqual( token, "}" ) )
|
|
{
|
|
/* -----------------------------------------------------------------
|
|
shader stages (passes)
|
|
----------------------------------------------------------------- */
|
|
|
|
/* parse stage directives */
|
|
if ( strEqual( token, "{" ) ) {
|
|
si->hasPasses = true;
|
|
while ( text.GetToken( true ) && !strEqual( token, "}" ) )
|
|
{
|
|
/* only care about images if we don't have a editor/light image */
|
|
if ( si->editorImagePath.empty() && si->lightImagePath.empty() && si->implicitImagePath.empty() ) {
|
|
/* digest any images */
|
|
if ( striEqual( token, "map" ) ||
|
|
striEqual( token, "clampMap" ) ||
|
|
striEqual( token, "animMap" ) ||
|
|
striEqual( token, "clampAnimMap" ) ||
|
|
striEqual( token, "mapComp" ) ||
|
|
striEqual( token, "mapNoComp" ) ) {
|
|
/* skip one token for animated stages */
|
|
if ( striEqual( token, "animMap" ) || striEqual( token, "clampAnimMap" ) ) {
|
|
text.GetToken( false );
|
|
}
|
|
|
|
/* get an image */
|
|
text.GetToken( false );
|
|
if ( token[ 0 ] != '*' && token[ 0 ] != '$' ) {
|
|
si->lightImagePath( PathExtensionless( token ) );
|
|
|
|
/* debug code */
|
|
//% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/* -----------------------------------------------------------------
|
|
surfaceparm * directives
|
|
----------------------------------------------------------------- */
|
|
|
|
/* match surfaceparm */
|
|
else if ( striEqual( token, "surfaceparm" ) ) {
|
|
text.GetToken( false );
|
|
if ( !ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) ) {
|
|
Sys_Warning( "Unknown surfaceparm: \"%s\"\n", token );
|
|
}
|
|
}
|
|
|
|
|
|
/* -----------------------------------------------------------------
|
|
game-related shader directives
|
|
----------------------------------------------------------------- */
|
|
|
|
/* ydnar: fogparms (for determining fog volumes) */
|
|
else if ( striEqual( token, "fogparms" ) ) {
|
|
si->fogParms = true;
|
|
}
|
|
|
|
/* ydnar: polygonoffset (for no culling) */
|
|
else if ( striEqual( token, "polygonoffset" ) ) {
|
|
si->polygonOffset = true;
|
|
}
|
|
|
|
/* tesssize is used to force liquid surfaces to subdivide */
|
|
else if ( striEqual( token, "tessSize" ) || striEqual( token, "q3map_tessSize" ) /* sof2 */ ) {
|
|
text.GetToken( false );
|
|
si->subdivisions = atof( token );
|
|
}
|
|
|
|
/* cull none will set twoSided (ydnar: added disable too) */
|
|
else if ( striEqual( token, "cull" ) ) {
|
|
text.GetToken( false );
|
|
if ( striEqual( token, "none" ) || striEqual( token, "disable" ) || striEqual( token, "twosided" ) ) {
|
|
si->twoSided = true;
|
|
}
|
|
}
|
|
|
|
/* deformVertexes autosprite[ 2 ]
|
|
we catch this so autosprited surfaces become point
|
|
lights instead of area lights */
|
|
else if ( striEqual( token, "deformVertexes" ) ) {
|
|
text.GetToken( false );
|
|
|
|
/* deformVertexes autosprite(2) */
|
|
if ( striEqualPrefix( token, "autosprite" ) ) {
|
|
/* set it as autosprite and detail */
|
|
si->autosprite = true;
|
|
ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
|
|
|
|
/* ydnar: gs mods: added these useful things */
|
|
si->noClip = true;
|
|
si->notjunc = true;
|
|
}
|
|
|
|
/* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
|
|
if ( striEqual( token, "move" ) ) {
|
|
Vector3 amt;
|
|
float base, amp;
|
|
|
|
|
|
/* get move amount */
|
|
text.GetToken( false ); amt[ 0 ] = atof( token );
|
|
text.GetToken( false ); amt[ 1 ] = atof( token );
|
|
text.GetToken( false ); amt[ 2 ] = atof( token );
|
|
|
|
/* skip func */
|
|
text.GetToken( false );
|
|
|
|
/* get base and amplitude */
|
|
text.GetToken( false ); base = atof( token );
|
|
text.GetToken( false ); amp = atof( token );
|
|
|
|
/* calculate */
|
|
si->minmax.mins = amt * base;
|
|
si->minmax.maxs = amt * amp + si->minmax.mins;
|
|
}
|
|
}
|
|
|
|
/* light <value> (old-style flare specification) */
|
|
else if ( striEqual( token, "light" ) ) {
|
|
text.GetToken( false );
|
|
si->flareShader = g_game->flareShader;
|
|
}
|
|
|
|
/* ydnar: damageShader <shader> <health> (sof2 mods) */
|
|
else if ( striEqual( token, "damageShader" ) ) {
|
|
text.GetToken( false );
|
|
if ( !strEmpty( token ) ) {
|
|
si->damageShader = copystring( token );
|
|
}
|
|
text.GetToken( false ); /* don't do anything with health */
|
|
}
|
|
|
|
/* ydnar: enemy territory implicit shaders */
|
|
else if ( striEqual( token, "implicitMap" ) ) {
|
|
si->implicitMap = EImplicitMap::Opaque;
|
|
text.GetToken( false );
|
|
if ( strEqual( token, "-" ) ) {
|
|
si->implicitImagePath = si->shader;
|
|
}
|
|
else{
|
|
si->implicitImagePath = token;
|
|
}
|
|
}
|
|
|
|
else if ( striEqual( token, "implicitMask" ) ) {
|
|
si->implicitMap = EImplicitMap::Masked;
|
|
text.GetToken( false );
|
|
if ( strEqual( token, "-" ) ) {
|
|
si->implicitImagePath = si->shader;
|
|
}
|
|
else{
|
|
si->implicitImagePath = token;
|
|
}
|
|
}
|
|
|
|
else if ( striEqual( token, "implicitBlend" ) ) {
|
|
si->implicitMap = EImplicitMap::Blend;
|
|
text.GetToken( false );
|
|
if ( strEqual( token, "-" ) ) {
|
|
si->implicitImagePath = si->shader;
|
|
}
|
|
else{
|
|
si->implicitImagePath = token;
|
|
}
|
|
}
|
|
|
|
|
|
/* -----------------------------------------------------------------
|
|
image directives
|
|
----------------------------------------------------------------- */
|
|
|
|
/* qer_editorimage <image> */
|
|
else if ( striEqual( token, "qer_editorImage" ) ) {
|
|
text.GetToken( false );
|
|
si->editorImagePath( PathExtensionless( token ) );
|
|
}
|
|
|
|
/* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
|
|
else if ( striEqual( token, "q3map_normalImage" ) ) {
|
|
text.GetToken( false );
|
|
si->normalImagePath( PathExtensionless( token ) );
|
|
}
|
|
|
|
/* q3map_lightimage <image> */
|
|
else if ( striEqual( token, "q3map_lightImage" ) ) {
|
|
text.GetToken( false );
|
|
si->lightImagePath( PathExtensionless( token ) );
|
|
}
|
|
|
|
/* ydnar: skyparms <outer image> <cloud height> <inner image> */
|
|
else if ( striEqual( token, "skyParms" ) ) {
|
|
/* get image base */
|
|
text.GetToken( false );
|
|
|
|
/* ignore bogus paths */
|
|
if ( !strEqual( token, "-" ) && !striEqual( token, "full" ) ) {
|
|
si->skyParmsImageBase = token;
|
|
|
|
/* use top image as sky light image */
|
|
if ( si->lightImagePath.empty() ) {
|
|
si->lightImagePath( si->skyParmsImageBase, "_up" );
|
|
}
|
|
}
|
|
|
|
/* skip rest of line */
|
|
text.GetToken( false );
|
|
text.GetToken( false );
|
|
}
|
|
|
|
/* -----------------------------------------------------------------
|
|
q3map_* directives
|
|
----------------------------------------------------------------- */
|
|
|
|
/* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
|
|
color will be normalized, so it doesn't matter what range you use
|
|
intensity falls off with angle but not distance 100 is a fairly bright sun
|
|
degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon
|
|
ydnar: sof2map has bareword 'sun' token, so we support that as well */
|
|
else if ( striEqual( token, "sun" ) /* sof2 */ || striEqual( token, "q3map_sun" ) || striEqual( token, "q3map_sunExt" ) ) {
|
|
sun_t& sun = si->suns.emplace_back();
|
|
/* ydnar: extended sun directive? */
|
|
const bool ext = striEqual( token, "q3map_sunext" );
|
|
|
|
/* set style */
|
|
sun.style = si->lightStyle;
|
|
|
|
/* get color */
|
|
text.GetToken( false );
|
|
sun.color[ 0 ] = atof( token );
|
|
text.GetToken( false );
|
|
sun.color[ 1 ] = atof( token );
|
|
text.GetToken( false );
|
|
sun.color[ 2 ] = atof( token );
|
|
|
|
if ( colorsRGB ) {
|
|
sun.color[0] = Image_LinearFloatFromsRGBFloat( sun.color[0] );
|
|
sun.color[1] = Image_LinearFloatFromsRGBFloat( sun.color[1] );
|
|
sun.color[2] = Image_LinearFloatFromsRGBFloat( sun.color[2] );
|
|
}
|
|
|
|
/* normalize it */
|
|
ColorNormalize( sun.color );
|
|
|
|
/* scale color by brightness */
|
|
text.GetToken( false );
|
|
sun.photons = atof( token );
|
|
|
|
/* get sun angle/elevation */
|
|
text.GetToken( false );
|
|
const double a = degrees_to_radians( atof( token ) );
|
|
|
|
text.GetToken( false );
|
|
const double b = degrees_to_radians( atof( token ) );
|
|
|
|
sun.direction = vector3_for_spherical( a, b );
|
|
|
|
/* get filter radius from shader */
|
|
sun.filterRadius = si->lightFilterRadius;
|
|
|
|
/* ydnar: get sun angular deviance/samples */
|
|
if ( ext && TokenAvailable() ) {
|
|
text.GetToken( false );
|
|
sun.deviance = degrees_to_radians( atof( token ) );
|
|
|
|
text.GetToken( false );
|
|
sun.numSamples = atoi( token );
|
|
}
|
|
|
|
/* apply sky surfaceparm */
|
|
ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
|
|
|
|
/* don't process any more tokens on this line */
|
|
continue;
|
|
}
|
|
|
|
/* match q3map_ */
|
|
else if ( striEqualPrefix( token, "q3map_" ) ) {
|
|
/* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
|
|
if ( striEqual( token, "q3map_baseShader" ) ) {
|
|
/* get shader */
|
|
text.GetToken( false );
|
|
//% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );
|
|
const bool oldWarnImage = std::exchange( g_warnImage, false );
|
|
shaderInfo_t *si2 = ShaderInfoForShader( token );
|
|
g_warnImage = oldWarnImage;
|
|
|
|
/* subclass it */
|
|
if ( si2 != NULL ) {
|
|
/* preserve name */
|
|
const String64 temp = si->shader;
|
|
|
|
/* copy shader */
|
|
*si = *si2;
|
|
|
|
/* restore name and set to unfinished */
|
|
si->shader = temp;
|
|
si->shaderWidth = 0;
|
|
si->shaderHeight = 0;
|
|
si->finished = false;
|
|
}
|
|
}
|
|
|
|
/* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
|
|
else if ( striEqual( token, "q3map_surfacemodel" ) ) {
|
|
/* allocate new model and attach it */
|
|
surfaceModel_t& model = si->surfaceModels.emplace_back();
|
|
|
|
/* get parameters */
|
|
text.GetToken( false );
|
|
model.model = token;
|
|
|
|
text.GetToken( false );
|
|
model.density = atof( token );
|
|
text.GetToken( false );
|
|
model.odds = atof( token );
|
|
|
|
text.GetToken( false );
|
|
model.minScale = atof( token );
|
|
text.GetToken( false );
|
|
model.maxScale = atof( token );
|
|
|
|
text.GetToken( false );
|
|
model.minAngle = atof( token );
|
|
text.GetToken( false );
|
|
model.maxAngle = atof( token );
|
|
|
|
text.GetToken( false );
|
|
model.oriented = ( token[ 0 ] == '1' );
|
|
}
|
|
|
|
/* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
|
|
else if ( striEqual( token, "q3map_foliage" ) ) {
|
|
/* allocate new foliage struct and attach it */
|
|
foliage_t& foliage = si->foliage.emplace_back();
|
|
|
|
/* get parameters */
|
|
text.GetToken( false );
|
|
foliage.model = token;
|
|
|
|
text.GetToken( false );
|
|
foliage.scale = atof( token );
|
|
text.GetToken( false );
|
|
foliage.density = atof( token );
|
|
text.GetToken( false );
|
|
foliage.odds = atof( token );
|
|
text.GetToken( false );
|
|
foliage.inverseAlpha = atoi( token );
|
|
}
|
|
|
|
/* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
|
|
else if ( striEqual( token, "q3map_bounce" ) || striEqual( token, "q3map_bounceScale" ) ) {
|
|
text.GetToken( false );
|
|
si->bounceScale = atof( token );
|
|
}
|
|
|
|
/* ydnar/splashdamage: q3map_skyLight <value> <iterations> */
|
|
else if ( striEqual( token, "q3map_skyLight" ) ) {
|
|
skylight_t& skylight = si->skylights.emplace_back();
|
|
text.GetToken( false );
|
|
skylight.value = atof( token );
|
|
text.GetToken( false );
|
|
skylight.iterations = atoi( token );
|
|
|
|
/* clamp */
|
|
value_maximize( skylight.value, 0.0f );
|
|
value_maximize( skylight.iterations, 2 );
|
|
|
|
/* read optional extension: horizon_min horizon_max sample_color*/
|
|
if( TokenAvailable() ){
|
|
text.GetToken( false );
|
|
skylight.horizon_min = std::clamp( atoi( token ), -90, 90 );
|
|
}
|
|
else{
|
|
continue; // avoid two sequential TokenAvailable()
|
|
}
|
|
if( TokenAvailable() ){
|
|
text.GetToken( false );
|
|
skylight.horizon_max = std::clamp( atoi( token ), -90, 90 );
|
|
}
|
|
else{
|
|
continue; // avoid two sequential TokenAvailable()
|
|
}
|
|
if( TokenAvailable() ){
|
|
text.GetToken( false );
|
|
skylight.sample_color = atoi( token ) != 0;
|
|
}
|
|
else{
|
|
continue; // avoid two sequential TokenAvailable()
|
|
}
|
|
}
|
|
|
|
/* q3map_surfacelight <value> */
|
|
else if ( striEqual( token, "q3map_surfacelight" ) ) {
|
|
text.GetToken( false );
|
|
si->value = atof( token );
|
|
}
|
|
|
|
/* q3map_lightStyle (sof2/jk2 lightstyle) */
|
|
else if ( striEqual( token, "q3map_lightStyle" ) ) {
|
|
text.GetToken( false );
|
|
si->lightStyle = std::clamp( atoi( token ), LS_NORMAL, LS_NONE );
|
|
}
|
|
|
|
/* wolf: q3map_lightRGB <red> <green> <blue> */
|
|
else if ( striEqual( token, "q3map_lightRGB" ) ) {
|
|
si->color.set( 0 );
|
|
text.GetToken( false );
|
|
si->color[ 0 ] = atof( token );
|
|
text.GetToken( false );
|
|
si->color[ 1 ] = atof( token );
|
|
text.GetToken( false );
|
|
si->color[ 2 ] = atof( token );
|
|
if ( colorsRGB ) {
|
|
si->color[0] = Image_LinearFloatFromsRGBFloat( si->color[0] );
|
|
si->color[1] = Image_LinearFloatFromsRGBFloat( si->color[1] );
|
|
si->color[2] = Image_LinearFloatFromsRGBFloat( si->color[2] );
|
|
}
|
|
ColorNormalize( si->color );
|
|
}
|
|
|
|
/* q3map_lightSubdivide <value> */
|
|
else if ( striEqual( token, "q3map_lightSubdivide" ) ) {
|
|
text.GetToken( false );
|
|
si->lightSubdivide = atoi( token );
|
|
}
|
|
|
|
/* q3map_backsplash <percent> <distance> */
|
|
else if ( striEqual( token, "q3map_backsplash" ) ) {
|
|
text.GetToken( false );
|
|
si->backsplashFraction = atof( token ) * 0.01f;
|
|
text.GetToken( false );
|
|
si->backsplashDistance = atof( token );
|
|
}
|
|
|
|
/* q3map_floodLight <r> <g> <b> <distance> <intensity> <light_direction_power> */
|
|
else if ( striEqual( token, "q3map_floodLight" ) ) {
|
|
/* get color */
|
|
text.GetToken( false );
|
|
si->floodlightRGB[ 0 ] = atof( token );
|
|
text.GetToken( false );
|
|
si->floodlightRGB[ 1 ] = atof( token );
|
|
text.GetToken( false );
|
|
si->floodlightRGB[ 2 ] = atof( token );
|
|
text.GetToken( false );
|
|
si->floodlightDistance = atof( token );
|
|
text.GetToken( false );
|
|
si->floodlightIntensity = atof( token );
|
|
text.GetToken( false );
|
|
si->floodlightDirectionScale = atof( token );
|
|
if ( colorsRGB ) {
|
|
si->floodlightRGB[0] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[0] );
|
|
si->floodlightRGB[1] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[1] );
|
|
si->floodlightRGB[2] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[2] );
|
|
}
|
|
ColorNormalize( si->floodlightRGB );
|
|
}
|
|
|
|
/* jal: q3map_nodirty : skip dirty */
|
|
else if ( striEqual( token, "q3map_nodirty" ) ) {
|
|
si->noDirty = true;
|
|
}
|
|
|
|
/* q3map_lightmapSampleSize <value> */
|
|
else if ( striEqual( token, "q3map_lightmapSampleSize" ) ) {
|
|
text.GetToken( false );
|
|
si->lightmapSampleSize = atoi( token );
|
|
}
|
|
|
|
/* q3map_lightmapSampleOffset <value> */
|
|
else if ( striEqual( token, "q3map_lightmapSampleOffset" ) ) {
|
|
text.GetToken( false );
|
|
si->lightmapSampleOffset = atof( token );
|
|
}
|
|
|
|
/* ydnar: q3map_lightmapFilterRadius <self> <other> */
|
|
else if ( striEqual( token, "q3map_lightmapFilterRadius" ) ) {
|
|
text.GetToken( false );
|
|
si->lmFilterRadius = atof( token );
|
|
text.GetToken( false );
|
|
si->lightFilterRadius = atof( token );
|
|
}
|
|
|
|
/* ydnar: q3map_lightmapAxis [xyz] */
|
|
else if ( striEqual( token, "q3map_lightmapAxis" ) ) {
|
|
text.GetToken( false );
|
|
if ( striEqual( token, "x" ) ) {
|
|
si->lightmapAxis = g_vector3_axis_x;
|
|
}
|
|
else if ( striEqual( token, "y" ) ) {
|
|
si->lightmapAxis = g_vector3_axis_y;
|
|
}
|
|
else if ( striEqual( token, "z" ) ) {
|
|
si->lightmapAxis = g_vector3_axis_z;
|
|
}
|
|
else
|
|
{
|
|
Sys_Warning( "Unknown value for lightmap axis: %s\n", token );
|
|
si->lightmapAxis.set( 0 );
|
|
}
|
|
}
|
|
|
|
/* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
|
|
else if ( striEqual( token, "q3map_lightmapSize" ) ) {
|
|
text.GetToken( false );
|
|
si->lmCustomWidth = atoi( token );
|
|
text.GetToken( false );
|
|
si->lmCustomHeight = atoi( token );
|
|
|
|
/* must be a power of 2 */
|
|
if ( ( ( si->lmCustomWidth - 1 ) & si->lmCustomWidth ) ||
|
|
( ( si->lmCustomHeight - 1 ) & si->lmCustomHeight ) ) {
|
|
Sys_Warning( "Non power-of-two lightmap size specified (%d, %d)\n",
|
|
si->lmCustomWidth, si->lmCustomHeight );
|
|
si->lmCustomWidth = lmCustomSizeW;
|
|
si->lmCustomHeight = lmCustomSizeH;
|
|
}
|
|
}
|
|
|
|
/* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */
|
|
else if ( striEqual( token, "q3map_lightmapBrightness" ) || striEqual( token, "q3map_lightmapGamma" ) ) {
|
|
text.GetToken( false );
|
|
si->lmBrightness *= atof( token );
|
|
if ( si->lmBrightness < 0 ) {
|
|
si->lmBrightness = 1.0;
|
|
}
|
|
}
|
|
|
|
/* q3map_vertexScale (scale vertex lighting by this fraction) */
|
|
else if ( striEqual( token, "q3map_vertexScale" ) ) {
|
|
text.GetToken( false );
|
|
si->vertexScale *= atof( token );
|
|
}
|
|
|
|
/* q3map_noVertexLight */
|
|
else if ( striEqual( token, "q3map_noVertexLight" ) ) {
|
|
si->noVertexLight = true;
|
|
}
|
|
|
|
/* q3map_flare[Shader] <shader> */
|
|
else if ( striEqual( token, "q3map_flare" ) || striEqual( token, "q3map_flareShader" ) ) {
|
|
text.GetToken( false );
|
|
if ( !strEmpty( token ) ) {
|
|
si->flareShader = copystring( token );
|
|
}
|
|
}
|
|
|
|
/* q3map_backShader <shader> */
|
|
else if ( striEqual( token, "q3map_backShader" ) ) {
|
|
text.GetToken( false );
|
|
if ( !strEmpty( token ) ) {
|
|
si->backShader = copystring( token );
|
|
}
|
|
}
|
|
|
|
/* ydnar: q3map_cloneShader <shader> */
|
|
else if ( striEqual( token, "q3map_cloneShader" ) ) {
|
|
text.GetToken( false );
|
|
if ( !strEmpty( token ) ) {
|
|
si->cloneShader = copystring( token );
|
|
}
|
|
}
|
|
|
|
/* q3map_remapShader <shader> */
|
|
else if ( striEqual( token, "q3map_remapShader" ) ) {
|
|
text.GetToken( false );
|
|
if ( !strEmpty( token ) ) {
|
|
si->remapShader = copystring( token );
|
|
}
|
|
}
|
|
|
|
/* q3map_deprecateShader <shader> */
|
|
else if ( striEqual( token, "q3map_deprecateShader" ) ) {
|
|
text.GetToken( false );
|
|
if ( !strEmpty( token ) ) {
|
|
si->deprecateShader = copystring( token );
|
|
}
|
|
}
|
|
|
|
/* ydnar: q3map_offset <value> */
|
|
else if ( striEqual( token, "q3map_offset" ) ) {
|
|
text.GetToken( false );
|
|
si->offset = atof( token );
|
|
}
|
|
|
|
/* ydnar: q3map_fur <numlayers> <offset> <fade> */
|
|
else if ( striEqual( token, "q3map_fur" ) ) {
|
|
text.GetToken( false );
|
|
si->furNumLayers = atoi( token );
|
|
text.GetToken( false );
|
|
si->furOffset = atof( token );
|
|
text.GetToken( false );
|
|
si->furFade = atof( token );
|
|
}
|
|
|
|
/* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
|
|
else if ( striEqual( token, "q3map_terrain" ) ) {
|
|
/* team arena terrain is assumed to be nonplanar, with full normal averaging,
|
|
passed through the metatriangle surface pipeline, with a lightmap axis on z */
|
|
si->legacyTerrain = true;
|
|
si->noClip = true;
|
|
si->notjunc = true;
|
|
si->indexed = true;
|
|
si->nonplanar = true;
|
|
si->forceMeta = true;
|
|
si->shadeAngleDegrees = 179.0f;
|
|
//% si->lightmapAxis = g_vector3_axis_z; /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
|
|
}
|
|
|
|
/* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
|
|
else if ( striEqual( token, "q3map_forceMeta" ) ) {
|
|
si->forceMeta = true;
|
|
}
|
|
|
|
/* ydnar: gs mods: q3map_shadeAngle <degrees> */
|
|
else if ( striEqual( token, "q3map_shadeAngle" ) ) {
|
|
text.GetToken( false );
|
|
si->shadeAngleDegrees = atof( token );
|
|
}
|
|
|
|
/* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
|
|
else if ( striEqual( token, "q3map_textureSize" ) ) {
|
|
text.GetToken( false );
|
|
si->shaderWidth = atoi( token );
|
|
text.GetToken( false );
|
|
si->shaderHeight = atoi( token );
|
|
}
|
|
|
|
/* ydnar: gs mods: q3map_tcGen <style> <parameters> */
|
|
else if ( striEqual( token, "q3map_tcGen" ) ) {
|
|
si->tcGen = true;
|
|
text.GetToken( false );
|
|
|
|
/* q3map_tcGen vector <s vector> <t vector> */
|
|
if ( striEqual( token, "vector" ) ) {
|
|
Parse1DMatrixAppend( text, 3, si->vecs[ 0 ].data() );
|
|
Parse1DMatrixAppend( text, 3, si->vecs[ 1 ].data() );
|
|
}
|
|
|
|
/* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
|
|
else if ( striEqual( token, "ivector" ) ) {
|
|
Parse1DMatrixAppend( text, 3, si->vecs[ 0 ].data() );
|
|
Parse1DMatrixAppend( text, 3, si->vecs[ 1 ].data() );
|
|
for ( size_t i = 0; i < 3; i++ )
|
|
{
|
|
si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;
|
|
si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Sys_Warning( "Unknown q3map_tcGen method: %s\n", token );
|
|
si->vecs[ 0 ].set( 0 );
|
|
si->vecs[ 1 ].set( 0 );
|
|
}
|
|
}
|
|
|
|
/* ydnar: gs mods: q3map_[color|rgb|alpha][Gen|Mod] <style> <parameters> */
|
|
else if ( striEqual( token, "q3map_colorGen" ) || striEqual( token, "q3map_colorMod" ) ||
|
|
striEqual( token, "q3map_rgbGen" ) || striEqual( token, "q3map_rgbMod" ) ||
|
|
striEqual( token, "q3map_alphaGen" ) || striEqual( token, "q3map_alphaMod" ) ) {
|
|
colorMod_t *cm, *cm2;
|
|
|
|
|
|
/* alphamods are colormod + 1 */
|
|
const bool alpha = striEqual( token, "q3map_alphaGen" ) || striEqual( token, "q3map_alphaMod" );
|
|
|
|
/* allocate new colormod */
|
|
cm = safe_calloc( sizeof( *cm ) );
|
|
|
|
/* attach to shader */
|
|
if ( si->colorMod == NULL ) {
|
|
si->colorMod = cm;
|
|
}
|
|
else
|
|
{
|
|
for ( cm2 = si->colorMod; cm2 != NULL; cm2 = cm2->next )
|
|
{
|
|
if ( cm2->next == NULL ) {
|
|
cm2->next = cm;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* get type */
|
|
text.GetToken( false );
|
|
|
|
/* alpha set|const A */
|
|
if ( alpha && ( striEqual( token, "set" ) || striEqual( token, "const" ) ) ) {
|
|
cm->type = EColorMod::AlphaSet;
|
|
text.GetToken( false );
|
|
cm->data[ 0 ] = atof( token );
|
|
}
|
|
|
|
/* color|rgb set|const ( X Y Z ) */
|
|
else if ( striEqual( token, "set" ) || striEqual( token, "const" ) ) {
|
|
cm->type = EColorMod::ColorSet;
|
|
Parse1DMatrixAppend( text, 3, cm->data );
|
|
if ( colorsRGB ) {
|
|
cm->data[0] = Image_LinearFloatFromsRGBFloat( cm->data[0] );
|
|
cm->data[1] = Image_LinearFloatFromsRGBFloat( cm->data[1] );
|
|
cm->data[2] = Image_LinearFloatFromsRGBFloat( cm->data[2] );
|
|
}
|
|
}
|
|
|
|
/* alpha scale A */
|
|
else if ( alpha && striEqual( token, "scale" ) ) {
|
|
cm->type = EColorMod::AlphaScale;
|
|
text.GetToken( false );
|
|
cm->data[ 0 ] = atof( token );
|
|
}
|
|
|
|
/* color|rgb scale ( X Y Z ) */
|
|
else if ( striEqual( token, "scale" ) ) {
|
|
cm->type = EColorMod::ColorScale;
|
|
Parse1DMatrixAppend( text, 3, cm->data );
|
|
}
|
|
|
|
/* dotProduct ( X Y Z ) */
|
|
else if ( striEqual( token, "dotProduct" ) ) {
|
|
cm->type = alpha? EColorMod::AlphaDotProduct : EColorMod::ColorDotProduct;
|
|
Parse1DMatrixAppend( text, 3, cm->data );
|
|
}
|
|
|
|
/* dotProductScale ( X Y Z MIN MAX ) */
|
|
else if ( striEqual( token, "dotProductScale" ) ) {
|
|
cm->type = alpha? EColorMod::AlphaDotProductScale : EColorMod::ColorDotProductScale;
|
|
Parse1DMatrixAppend( text, 5, cm->data );
|
|
}
|
|
|
|
/* dotProduct2 ( X Y Z ) */
|
|
else if ( striEqual( token, "dotProduct2" ) ) {
|
|
cm->type = alpha? EColorMod::AlphaDotProduct2 : EColorMod::ColorDotProduct2;
|
|
Parse1DMatrixAppend( text, 3, cm->data );
|
|
}
|
|
|
|
/* dotProduct2scale ( X Y Z MIN MAX ) */
|
|
else if ( striEqual( token, "dotProduct2scale" ) ) {
|
|
cm->type = alpha? EColorMod::AlphaDotProduct2Scale : EColorMod::ColorDotProduct2Scale;
|
|
Parse1DMatrixAppend( text, 5, cm->data );
|
|
}
|
|
|
|
/* volume */
|
|
else if ( striEqual( token, "volume" ) ) {
|
|
/* special stub mode for flagging volume brushes */
|
|
cm->type = EColorMod::Volume;
|
|
}
|
|
|
|
/* unknown */
|
|
else{
|
|
Sys_Warning( "Unknown colorMod method: %s\n", token );
|
|
}
|
|
}
|
|
|
|
/* ydnar: gs mods: q3map_tcMod <style> <parameters> */
|
|
else if ( striEqual( token, "q3map_tcMod" ) ) {
|
|
float a, b;
|
|
|
|
|
|
text.GetToken( false );
|
|
|
|
/* q3map_tcMod [translate | shift | offset] <s> <t> */
|
|
if ( striEqual( token, "translate" ) || striEqual( token, "shift" ) || striEqual( token, "offset" ) ) {
|
|
text.GetToken( false );
|
|
a = atof( token );
|
|
text.GetToken( false );
|
|
b = atof( token );
|
|
|
|
TCModTranslate( si->mod, a, b );
|
|
}
|
|
|
|
/* q3map_tcMod scale <s> <t> */
|
|
else if ( striEqual( token, "scale" ) ) {
|
|
text.GetToken( false );
|
|
a = atof( token );
|
|
text.GetToken( false );
|
|
b = atof( token );
|
|
|
|
TCModScale( si->mod, a, b );
|
|
}
|
|
|
|
/* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
|
|
else if ( striEqual( token, "rotate" ) ) {
|
|
text.GetToken( false );
|
|
a = atof( token );
|
|
TCModRotate( si->mod, a );
|
|
}
|
|
else{
|
|
Sys_Warning( "Unknown q3map_tcMod method: %s\n", token );
|
|
}
|
|
}
|
|
|
|
/* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
|
|
else if ( striEqual( token, "q3map_fogDir" ) ) {
|
|
Parse1DMatrixAppend( text, 3, si->fogDir.data() );
|
|
VectorNormalize( si->fogDir );
|
|
}
|
|
|
|
/* q3map_globaltexture */
|
|
else if ( striEqual( token, "q3map_globaltexture" ) ) {
|
|
si->globalTexture = true;
|
|
}
|
|
|
|
/* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
|
|
else if ( striEqual( token, "q3map_nonplanar" ) ) {
|
|
si->nonplanar = true;
|
|
}
|
|
|
|
/* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
|
|
else if ( striEqual( token, "q3map_noclip" ) ) {
|
|
si->noClip = true;
|
|
}
|
|
|
|
/* q3map_notjunc */
|
|
else if ( striEqual( token, "q3map_notjunc" ) ) {
|
|
si->notjunc = true;
|
|
}
|
|
|
|
/* q3map_nofog */
|
|
else if ( striEqual( token, "q3map_nofog" ) ) {
|
|
si->noFog = true;
|
|
}
|
|
|
|
/* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
|
|
else if ( striEqual( token, "q3map_indexed" ) ) {
|
|
si->indexed = true;
|
|
}
|
|
|
|
/* ydnar: q3map_invert (inverts a drawsurface's facing) */
|
|
else if ( striEqual( token, "q3map_invert" ) ) {
|
|
si->invert = true;
|
|
}
|
|
|
|
/* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
|
|
else if ( striEqual( token, "q3map_lightmapMergable" ) ) {
|
|
si->lmMergable = true;
|
|
}
|
|
|
|
/* ydnar: q3map_nofast */
|
|
else if ( striEqual( token, "q3map_noFast" ) ) {
|
|
si->noFast = true;
|
|
}
|
|
|
|
/* q3map_patchshadows */
|
|
else if ( striEqual( token, "q3map_patchShadows" ) ) {
|
|
si->patchShadows = true;
|
|
}
|
|
|
|
/* q3map_vertexshadows */
|
|
else if ( striEqual( token, "q3map_vertexShadows" ) ) {
|
|
si->vertexShadows = true; /* ydnar */
|
|
|
|
}
|
|
/* q3map_novertexshadows */
|
|
else if ( striEqual( token, "q3map_noVertexShadows" ) ) {
|
|
si->vertexShadows = false; /* ydnar */
|
|
|
|
}
|
|
/* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
|
|
else if ( striEqual( token, "q3map_splotchfix" ) ) {
|
|
si->splotchFix = true; /* ydnar */
|
|
|
|
}
|
|
/* q3map_forcesunlight */
|
|
else if ( striEqual( token, "q3map_forceSunlight" ) ) {
|
|
si->forceSunlight = true;
|
|
}
|
|
|
|
/* q3map_onlyvertexlighting (sof2) */
|
|
else if ( striEqual( token, "q3map_onlyVertexLighting" ) ) {
|
|
ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
|
|
}
|
|
|
|
/* q3map_material (sof2) */
|
|
else if ( striEqual( token, "q3map_material" ) ) {
|
|
text.GetToken( false );
|
|
if ( !ApplySurfaceParm( StringOutputStream( 64 )( "*mat_", token ), &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) ) {
|
|
Sys_Warning( "Unknown material \"%s\"\n", token );
|
|
}
|
|
}
|
|
|
|
/* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
|
|
else if ( striEqual( token, "q3map_clipmodel" ) ) {
|
|
si->clipModel = true;
|
|
}
|
|
|
|
/* ydnar: q3map_styleMarker[2] */
|
|
else if ( striEqual( token, "q3map_styleMarker" ) ) {
|
|
si->styleMarker = 1;
|
|
}
|
|
else if ( striEqual( token, "q3map_styleMarker2" ) ) { /* uses depthFunc equal */
|
|
si->styleMarker = 2;
|
|
}
|
|
|
|
/* ydnar: default to searching for q3map_<surfaceparm> */
|
|
#if 1
|
|
else
|
|
{
|
|
//% Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
|
|
if ( !ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) ) {
|
|
Sys_Warning( "Unknown q3map_* directive \"%s\"\n", token );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
/* -----------------------------------------------------------------
|
|
skip
|
|
----------------------------------------------------------------- */
|
|
|
|
/* ignore all other tokens on the line */
|
|
while ( TokenAvailable() )
|
|
text.GetToken( false );
|
|
}
|
|
|
|
/* copy shader text to the shaderinfo */
|
|
text.text << '\n';
|
|
si->shaderText = copystring( text.text );
|
|
//% if( vector3_length( si->vecs[ 0 ] ) )
|
|
//% Sys_Printf( "%s\n", si->shaderText );
|
|
|
|
/* ydnar: clear shader text buffer */
|
|
text.clear();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
ParseCustomInfoParms() - rr2do2
|
|
loads custom info parms file for mods
|
|
*/
|
|
|
|
static void ParseCustomInfoParms(){
|
|
/* file exists? */
|
|
if ( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 ) {
|
|
return;
|
|
}
|
|
|
|
/* load it */
|
|
LoadScriptFile( "scripts/custinfoparms.txt" );
|
|
|
|
/* clear the array */
|
|
memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
|
|
numCustSurfaceParms = 0;
|
|
bool parsed = false;
|
|
|
|
/* parse custom contentflags */
|
|
MatchToken( "{" );
|
|
while ( GetToken( true ) && !( parsed = strEqual( token, "}" ) ) )
|
|
{
|
|
custSurfaceParms[ numCustSurfaceParms ].name = copystring( token );
|
|
GetToken( false );
|
|
sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
|
|
numCustSurfaceParms++;
|
|
}
|
|
|
|
/* any content? */
|
|
if ( !parsed ) {
|
|
Sys_Warning( "Couldn't find valid custom contentsflag section\n" );
|
|
return;
|
|
}
|
|
|
|
/* parse custom surfaceflags */
|
|
MatchToken( "{" );
|
|
parsed = false;
|
|
while ( GetToken( true ) && !( parsed = strEqual( token, "}" ) ) )
|
|
{
|
|
custSurfaceParms[ numCustSurfaceParms ].name = copystring( token );
|
|
GetToken( false );
|
|
sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
|
|
numCustSurfaceParms++;
|
|
}
|
|
|
|
/* any content? */
|
|
if ( !parsed ) {
|
|
Sys_Warning( "Couldn't find valid custom surfaceflag section\n" );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
LoadShaderInfo()
|
|
the shaders are parsed out of shaderlist.txt from a main directory
|
|
that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
|
|
on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
|
|
*/
|
|
|
|
void LoadShaderInfo(){
|
|
std::vector<CopiedString> shaderFiles;
|
|
|
|
|
|
/* rr2do2: parse custom infoparms first */
|
|
if ( useCustomInfoParms ) {
|
|
ParseCustomInfoParms();
|
|
}
|
|
|
|
/* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
|
|
const auto filename = StringOutputStream( 64 )( g_game->shaderPath, "/shaderlist.txt" );
|
|
const int count = vfsGetFileCount( filename );
|
|
|
|
/* load them all */
|
|
for ( int i = 0; i < count; i++ )
|
|
{
|
|
/* load shader list */
|
|
LoadScriptFile( filename, i );
|
|
|
|
/* parse it */
|
|
while ( GetToken( true ) )
|
|
{
|
|
/* check for duplicate entries */
|
|
const auto contains = [&shaderFiles]( const char *file ){
|
|
for( const CopiedString& str : shaderFiles )
|
|
if( striEqual( str.c_str(), file ) )
|
|
return true;
|
|
return false;
|
|
};
|
|
|
|
if( !path_extension_is( token , "shader" ) )
|
|
strcatQ( token, ".shader", std::size( token ) );
|
|
/* new shader file */
|
|
if ( !contains( token ) ) {
|
|
shaderFiles.emplace_back( token );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( shaderFiles.empty() ){
|
|
Sys_Printf( "%s", "No shaderlist.txt found: loading all shaders\n" );
|
|
shaderFiles = vfsListShaderFiles( g_game->shaderPath );
|
|
}
|
|
|
|
/* parse the shader files */
|
|
for ( const CopiedString& file : shaderFiles )
|
|
{
|
|
ParseShaderFile( StringOutputStream( 64 )( g_game->shaderPath, '/', file ) );
|
|
}
|
|
|
|
/* emit some statistics */
|
|
Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );
|
|
}
|