netradiant-custom/tools/quake3/q3map2/shaders.cpp
Garux e77d713bad * fix custom shaders generation for lightstyles and external lightmaps hacks for :q3map suffixed shaders
note ignoring only classic stageless :q3map shaders; ones with stages are assumed as templates for custom shaders, hidden by suffix
closes #165
2024-02-04 09:33:43 +06:00

1907 lines
55 KiB
C++

/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* dependencies */
#include "q3map2.h"
#include "shaders.h"
static bool g_warnImage = true;
static surfaceParm_t custSurfaceParms[ 256 ];
static int numCustSurfaceParms;
/*
ColorMod()
routines for dealing with vertex color/alpha modification
*/
void ColorMod( const colorMod_t *colormod, int numVerts, bspDrawVert_t *drawVerts ){
/* dummy check */
if ( colormod == NULL || numVerts < 1 || drawVerts == NULL ) {
return;
}
/* walk vertex list */
for ( bspDrawVert_t& dv : Span( drawVerts, numVerts ) )
{
/* walk colorMod list */
for ( const colorMod_t *cm = colormod; cm != NULL; cm = cm->next )
{
float c;
/* default */
Color4f mult( 1, 1, 1, 1 );
Color4f add( 0, 0, 0, 0 );
const Vector3 cm_vec3 = vector3_from_array( cm->data );
/* switch on type */
switch ( cm->type )
{
case EColorMod::ColorSet:
mult.rgb().set( 0 );
add.rgb() = cm_vec3 * 255.0f;
break;
case EColorMod::AlphaSet:
mult.alpha() = 0.0f;
add.alpha() = cm->data[ 0 ] * 255.0f;
break;
case EColorMod::ColorScale:
mult.rgb() = cm_vec3;
break;
case EColorMod::AlphaScale:
mult.alpha() = cm->data[ 0 ];
break;
case EColorMod::ColorDotProduct:
c = vector3_dot( dv.normal, cm_vec3 );
mult.rgb().set( c );
break;
case EColorMod::ColorDotProductScale:
c = vector3_dot( dv.normal, cm_vec3 );
c = ( c - cm->data[3] ) / ( cm->data[4] - cm->data[3] );
mult.rgb().set( c );
break;
case EColorMod::AlphaDotProduct:
mult.alpha() = vector3_dot( dv.normal, cm_vec3 );
break;
case EColorMod::AlphaDotProductScale:
c = vector3_dot( dv.normal, cm_vec3 );
c = ( c - cm->data[3] ) / ( cm->data[4] - cm->data[3] );
mult.alpha() = c;
break;
case EColorMod::ColorDotProduct2:
c = vector3_dot( dv.normal, cm_vec3 );
c *= c;
mult.rgb().set( c );
break;
case EColorMod::ColorDotProduct2Scale:
c = vector3_dot( dv.normal, cm_vec3 );
c *= c;
c = ( c - cm->data[3] ) / ( cm->data[4] - cm->data[3] );
mult.rgb().set( c );
break;
case EColorMod::AlphaDotProduct2:
mult.alpha() = vector3_dot( dv.normal, cm_vec3 );
mult.alpha() *= mult.alpha();
break;
case EColorMod::AlphaDotProduct2Scale:
c = vector3_dot( dv.normal, cm_vec3 );
c *= c;
c = ( c - cm->data[3] ) / ( cm->data[4] - cm->data[3] );
mult.alpha() = c;
break;
default:
break;
}
/* apply mod */
for ( auto& color : dv.color )
{
color = color_to_byte( mult * static_cast<BasicVector4<byte>>( color ) + add );
}
}
}
}
/*
TCMod*()
routines for dealing with a 3x3 texture mod matrix
*/
void TCMod( const tcMod_t& mod, Vector2& st ){
const Vector2 old = st;
st[ 0 ] = ( mod[ 0 ][ 0 ] * old[ 0 ] ) + ( mod[ 0 ][ 1 ] * old[ 1 ] ) + mod[ 0 ][ 2 ];
st[ 1 ] = ( mod[ 1 ][ 0 ] * old[ 0 ] ) + ( mod[ 1 ][ 1 ] * old[ 1 ] ) + mod[ 1 ][ 2 ];
}
static void TCModIdentity( tcMod_t& mod ){
mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f;
mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f;
mod[ 2 ][ 0 ] = 0.0f; mod[ 2 ][ 1 ] = 0.0f; mod[ 2 ][ 2 ] = 1.0f; /* this row is only used for multiples, not transformation */
}
static void TCModMultiply( const tcMod_t& a, const tcMod_t& b, tcMod_t& out ){
for ( int i = 0; i < 3; i++ )
{
out[ i ][ 0 ] = ( a[ i ][ 0 ] * b[ 0 ][ 0 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 0 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 0 ] );
out[ i ][ 1 ] = ( a[ i ][ 0 ] * b[ 0 ][ 1 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 1 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 1 ] );
out[ i ][ 2 ] = ( a[ i ][ 0 ] * b[ 0 ][ 2 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 2 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 2 ] );
}
}
static void TCModTranslate( tcMod_t& mod, float s, float t ){
mod[ 0 ][ 2 ] += s;
mod[ 1 ][ 2 ] += t;
}
static void TCModScale( tcMod_t& mod, float s, float t ){
mod[ 0 ][ 0 ] *= s;
mod[ 1 ][ 1 ] *= t;
}
static void TCModRotate( tcMod_t& mod, float euler ){
tcMod_t old, temp;
float radians, sinv, cosv;
memcpy( old, mod, sizeof( tcMod_t ) );
TCModIdentity( temp );
radians = degrees_to_radians( euler );
sinv = sin( radians );
cosv = cos( radians );
temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv;
temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv;
TCModMultiply( old, temp, mod );
}
const surfaceParm_t *GetSurfaceParm( const char *name ){
/* walk the current game's surfaceparms */
for( const surfaceParm_t& sp : g_game->surfaceParms )
if ( striEqual( name, sp.name ) )
return &sp;
/* check custom info parms */
for ( const surfaceParm_t& sp : Span( custSurfaceParms, numCustSurfaceParms ) )
if ( striEqual( name, sp.name ) )
return &sp;
return nullptr;
}
/*
ApplySurfaceParm() - ydnar
applies a named surfaceparm to the supplied flags
*/
bool ApplySurfaceParm( const char *name, int *contentFlags, int *surfaceFlags, int *compileFlags ){
if( const surfaceParm_t *sp = GetSurfaceParm( name ) ){
/* clear and set flags */
if( contentFlags != nullptr ){
*contentFlags &= ~( sp->contentFlagsClear );
*contentFlags |= sp->contentFlags;
}
if( surfaceFlags != nullptr ){
*surfaceFlags &= ~( sp->surfaceFlagsClear );
*surfaceFlags |= sp->surfaceFlags;
}
if( compileFlags != nullptr ){
*compileFlags &= ~( sp->compileFlagsClear );
*compileFlags |= sp->compileFlags;
}
/* return ok */
return true;
}
/* no matching surfaceparm found */
return false;
}
/*
BeginMapShaderFile() - ydnar
erases and starts a new map shader script
*/
void BeginMapShaderFile( const char *mapFile ){
/* dummy check */
mapName.clear();
mapShaderFile = "";
if ( strEmptyOrNull( mapFile ) ) {
return;
}
/* extract map name */
mapName( PathFilename( mapFile ) );
/* append ../scripts/q3map2_<mapname>.shader */
mapShaderFile = StringStream( PathFilenameless( mapFile ), "../", g_game->shaderPath, "/q3map2_", mapName.c_str(), ".shader" );
Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile.c_str() );
/* remove it */
remove( mapShaderFile.c_str() );
/* stop making warnings about missing images */
g_warnImage = false;
}
/*
WriteMapShaderFile() - ydnar
writes a shader to the map shader script
*/
void WriteMapShaderFile(){
/* dummy check */
if ( mapShaderFile.empty() ) {
return;
}
/* are there any custom shaders? */
if( std::none_of( shaderInfo, shaderInfo + numShaderInfo, []( const shaderInfo_t& si ){ return si.custom; } ) )
return;
/* note it */
Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n" );
Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile.c_str() );
/* open shader file */
FILE *file = fopen( mapShaderFile.c_str(), "wt" );
if ( file == NULL ) {
Sys_Warning( "Unable to open map shader file %s for writing\n", mapShaderFile.c_str() );
return;
}
/* print header */
fprintf( file,
"// Custom shader file for %s.bsp\n"
"// Generated by Q3Map2 (ydnar)\n"
"// Do not edit! This file is overwritten on recompiles.\n\n",
mapName.c_str() );
/* walk the shader list */
int num = 0;
for ( const shaderInfo_t& si : Span( shaderInfo, numShaderInfo ) )
{
if ( si.custom && !strEmptyOrNull( si.shaderText ) ) {
num++;
/* print it to the file */
fprintf( file, "%s%s\n", si.shader.c_str(), si.shaderText );
//Sys_Printf( "%s%s\n", si.shader.c_str(), si.shaderText ); /* FIXME: remove debugging code */
Sys_FPrintf( SYS_VRB, "." );
}
}
/* close the shader */
fflush( file );
fclose( file );
Sys_FPrintf( SYS_VRB, "\n" );
/* print some stats */
Sys_Printf( "%9d custom shaders emitted\n", num );
}
/*
CustomShader() - ydnar
sets up a custom map shader
*/
const shaderInfo_t *CustomShader( const shaderInfo_t *si, const char *find, char *replace ){
shaderInfo_t *csi;
char shader[ MAX_QPATH ];
char *s;
int loc;
byte digest[ 16 ];
char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
/* dummy check */
if ( si == NULL ) {
return ShaderInfoForShader( "default" );
}
/* default shader text source */
srcShaderText = si->shaderText;
/* et: implicitMap */
if ( si->implicitMap == EImplicitMap::Opaque ) {
srcShaderText = temp;
sprintf( temp, "\n"
"{ // Q3Map2 defaulted (implicitMap)\n"
"\t{\n"
"\t\tmap $lightmap\n"
"\t\trgbGen identity\n"
"\t}\n"
"\tq3map_styleMarker\n"
"\t{\n"
"\t\tmap %s\n"
"\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
"\t\trgbGen identity\n"
"\t}\n"
"}\n",
si->implicitImagePath.c_str() );
}
/* et: implicitMask */
else if ( si->implicitMap == EImplicitMap::Masked ) {
srcShaderText = temp;
sprintf( temp, "\n"
"{ // Q3Map2 defaulted (implicitMask)\n"
"\tcull none\n"
"\t{\n"
"\t\tmap %s\n"
"\t\talphaFunc GE128\n"
"\t\tdepthWrite\n"
"\t}\n"
"\t{\n"
"\t\tmap $lightmap\n"
"\t\trgbGen identity\n"
"\t\tdepthFunc equal\n"
"\t}\n"
"\tq3map_styleMarker\n"
"\t{\n"
"\t\tmap %s\n"
"\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
"\t\tdepthFunc equal\n"
"\t\trgbGen identity\n"
"\t}\n"
"}\n",
si->implicitImagePath.c_str(),
si->implicitImagePath.c_str() );
}
/* et: implicitBlend */
else if ( si->implicitMap == EImplicitMap::Blend ) {
srcShaderText = temp;
sprintf( temp, "\n"
"{ // Q3Map2 defaulted (implicitBlend)\n"
"\tcull none\n"
"\t{\n"
"\t\tmap %s\n"
"\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
"\t}\n"
"\t{\n"
"\t\tmap $lightmap\n"
"\t\trgbGen identity\n"
"\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
"\t}\n"
"\tq3map_styleMarker\n"
"}\n",
si->implicitImagePath.c_str() );
}
/* default shader text */
else if ( srcShaderText == NULL ) {
srcShaderText = temp;
sprintf( temp, "\n"
"{ // Q3Map2 defaulted\n"
"\t{\n"
"\t\tmap $lightmap\n"
"\t\trgbGen identity\n"
"\t}\n"
"\tq3map_styleMarker\n"
"\t{\n"
"\t\tmap %s.tga\n"
"\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
"\t\trgbGen identity\n"
"\t}\n"
"}\n",
si->shader.c_str() );
}
/* error check */
if ( ( strlen( mapName ) + 1 + 32 ) >= MAX_QPATH ) {
Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH - 1 );
}
/* do some bad find-replace */
s = strIstr( srcShaderText, find );
if ( s == NULL ) {
//% strcpy( shaderText, srcShaderText );
return si; /* testing just using the existing shader if this fails */
}
else
{
/* substitute 'find' with 'replace' */
loc = s - srcShaderText;
strcpy( shaderText, srcShaderText );
shaderText[ loc ] = '\0';
strcat( shaderText, replace );
strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );
}
/* make md4 hash of the shader text */
Com_BlockFullChecksum( shaderText, strlen( shaderText ), digest );
/* mangle hash into a shader name */
sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName.c_str(),
digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
/* get shader */
csi = ShaderInfoForShader( shader );
/* might be a preexisting shader */
if ( csi->custom ) {
return csi;
}
/* clone the existing shader and rename */
*csi = *si;
csi->shader = shader;
csi->custom = true;
/* store new shader text */
csi->shaderText = copystring( shaderText ); /* LEAK! */
/* return it */
return csi;
}
/*
EmitVertexRemapShader()
adds a vertexremapshader key/value pair to worldspawn
*/
void EmitVertexRemapShader( char *from, char *to ){
byte digest[ 16 ];
char key[ 64 ], value[ 256 ];
/* dummy check */
if ( strEmptyOrNull( from ) || strEmptyOrNull( to ) ) {
return;
}
/* build value */
sprintf( value, "%s;%s", from, to );
/* make md4 hash */
Com_BlockFullChecksum( value, strlen( value ), digest );
/* make key (this is annoying, as vertexremapshader is precisely 17 characters,
which is one too long, so we leave off the last byte of the md5 digest) */
sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",
digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */
/* add key/value pair to worldspawn */
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 */
const bool isQ3mapOnlyShader = striEqualSuffix( token, ":q3map" );
if( isQ3mapOnlyShader )
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( StringStream<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 */
/* unless it's :q3map stageless shader: shaderText of those is not usable for custom shaders composition */
if( !( isQ3mapOnlyShader && !si->hasPasses ) ){
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 = StringStream<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( StringStream<64>( g_game->shaderPath, '/', file ) );
}
/* emit some statistics */
Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );
}