1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 ----------------------------------------------------------------------------------
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
27 ------------------------------------------------------------------------------- */
43 routines for dealing with vertex color/alpha modification
46 void ColorMod( colorMod_t *cm, int numVerts, bspDrawVert_t *drawVerts )
56 if( cm == NULL || numVerts < 1 || drawVerts == NULL )
60 /* walk vertex list */
61 for( i = 0; i < numVerts; i++ )
66 /* walk colorMod list */
67 for( cm2 = cm; cm2 != NULL; cm2 = cm2->next )
70 VectorSet( mult, 1.0f, 1.0f, 1.0f );
72 VectorSet( add, 0.0f, 0.0f, 0.0f );
80 VectorScale( cm2->data, 255.0f, add );
85 add[ 3 ] = cm2->data[ 0 ] * 255.0f;
89 VectorCopy( cm2->data, mult );
93 mult[ 3 ] = cm2->data[ 0 ];
96 case CM_COLOR_DOT_PRODUCT:
97 c = DotProduct( dv->normal, cm2->data );
98 VectorSet( mult, c, c, c );
101 case CM_COLOR_DOT_PRODUCT_SCALE:
102 c = DotProduct( dv->normal, cm2->data );
103 c = cm2->data[4] + c * (cm2->data[5] - cm2->data[4]);
104 VectorSet( mult, c, c, c );
107 case CM_ALPHA_DOT_PRODUCT:
108 mult[ 3 ] = DotProduct( dv->normal, cm2->data );
111 case CM_ALPHA_DOT_PRODUCT_SCALE:
112 c = DotProduct( dv->normal, cm2->data );
113 c = cm2->data[4] + c * (cm2->data[5] - cm2->data[4]);
117 case CM_COLOR_DOT_PRODUCT_2:
118 c = DotProduct( dv->normal, cm2->data );
120 VectorSet( mult, c, c, c );
123 case CM_COLOR_DOT_PRODUCT_2_SCALE:
124 c = DotProduct( dv->normal, cm2->data );
126 c = cm2->data[4] + c * (cm2->data[5] - cm2->data[4]);
127 VectorSet( mult, c, c, c );
130 case CM_ALPHA_DOT_PRODUCT_2:
131 mult[ 3 ] = DotProduct( dv->normal, cm2->data );
132 mult[ 3 ] *= mult[ 3 ];
135 case CM_ALPHA_DOT_PRODUCT_2_SCALE:
136 c = DotProduct( dv->normal, cm2->data );
138 c = cm2->data[4] + c * (cm2->data[5] - cm2->data[4]);
147 for( j = 0; j < MAX_LIGHTMAPS; j++ )
149 for( k = 0; k < 4; k++ )
151 c = (mult[ k ] * dv->color[ j ][ k ]) + add[ k ];
156 dv->color[ j ][ k ] = c;
167 routines for dealing with a 3x3 texture mod matrix
170 void TCMod( tcMod_t mod, float st[ 2 ] )
177 st[ 0 ] = (mod[ 0 ][ 0 ] * old[ 0 ]) + (mod[ 0 ][ 1 ] * old[ 1 ]) + mod[ 0 ][ 2 ];
178 st[ 1 ] = (mod[ 1 ][ 0 ] * old[ 0 ]) + (mod[ 1 ][ 1 ] * old[ 1 ]) + mod[ 1 ][ 2 ];
182 void TCModIdentity( tcMod_t mod )
184 mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f;
185 mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f;
186 mod[ 2 ][ 0 ] = 0.0f; mod[ 2 ][ 1 ] = 0.0f; mod[ 2 ][ 2 ] = 1.0f; /* this row is only used for multiples, not transformation */
190 void TCModMultiply( tcMod_t a, tcMod_t b, tcMod_t out )
195 for( i = 0; i < 3; i++ )
197 out[ i ][ 0 ] = (a[ i ][ 0 ] * b[ 0 ][ 0 ]) + (a[ i ][ 1 ] * b[ 1 ][ 0 ]) + (a[ i ][ 2 ] * b[ 2 ][ 0 ]);
198 out[ i ][ 1 ] = (a[ i ][ 0 ] * b[ 0 ][ 1 ]) + (a[ i ][ 1 ] * b[ 1 ][ 1 ]) + (a[ i ][ 2 ] * b[ 2 ][ 1 ]);
199 out[ i ][ 2 ] = (a[ i ][ 0 ] * b[ 0 ][ 2 ]) + (a[ i ][ 1 ] * b[ 1 ][ 2 ]) + (a[ i ][ 2 ] * b[ 2 ][ 2 ]);
204 void TCModTranslate( tcMod_t mod, float s, float t )
211 void TCModScale( tcMod_t mod, float s, float t )
218 void TCModRotate( tcMod_t mod, float euler )
221 float radians, sinv, cosv;
224 memcpy( old, mod, sizeof( tcMod_t ) );
225 TCModIdentity( temp );
227 radians = euler / 180 * Q_PI;
228 sinv = sin( radians );
229 cosv = cos( radians );
231 temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv;
232 temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv;
234 TCModMultiply( old, temp, mod );
240 ApplySurfaceParm() - ydnar
241 applies a named surfaceparm to the supplied flags
244 qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags )
253 if( contentFlags == NULL )
254 contentFlags = &fake;
255 if( surfaceFlags == NULL )
256 surfaceFlags = &fake;
257 if( compileFlags == NULL )
258 compileFlags = &fake;
260 /* walk the current game's surfaceparms */
261 sp = game->surfaceParms;
262 while( sp->name != NULL )
265 if( !Q_stricmp( name, sp->name ) )
267 /* clear and set flags */
268 *contentFlags &= ~(sp->contentFlagsClear);
269 *contentFlags |= sp->contentFlags;
270 *surfaceFlags &= ~(sp->surfaceFlagsClear);
271 *surfaceFlags |= sp->surfaceFlags;
272 *compileFlags &= ~(sp->compileFlagsClear);
273 *compileFlags |= sp->compileFlags;
283 /* check custom info parms */
284 for( i = 0; i < numCustSurfaceParms; i++ )
286 /* get surfaceparm */
287 sp = &custSurfaceParms[ i ];
290 if( !Q_stricmp( name, sp->name ) )
292 /* clear and set flags */
293 *contentFlags &= ~(sp->contentFlagsClear);
294 *contentFlags |= sp->contentFlags;
295 *surfaceFlags &= ~(sp->surfaceFlagsClear);
296 *surfaceFlags |= sp->surfaceFlags;
297 *compileFlags &= ~(sp->compileFlagsClear);
298 *compileFlags |= sp->compileFlags;
305 /* no matching surfaceparm found */
312 BeginMapShaderFile() - ydnar
313 erases and starts a new map shader script
316 void BeginMapShaderFile( const char *mapFile )
324 mapShaderFile[ 0 ] = '\0';
325 if( mapFile == NULL || mapFile[ 0 ] == '\0' )
329 strcpy( base, mapFile );
330 StripExtension( base );
332 /* extract map name */
333 len = strlen( base ) - 1;
334 while( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )
336 strcpy( mapName, &base[ len + 1 ] );
341 /* append ../scripts/q3map2_<mapname>.shader */
342 sprintf( mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName );
343 Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile );
346 remove( mapShaderFile );
348 /* stop making warnings about missing images */
355 WriteMapShaderFile() - ydnar
356 writes a shader to the map shader script
359 void WriteMapShaderFile( void )
367 if( mapShaderFile[ 0 ] == '\0' )
370 /* are there any custom shaders? */
371 for( i = 0, num = 0; i < numShaderInfo; i++ )
373 if( shaderInfo[ i ].custom )
376 if( i == numShaderInfo )
380 Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n");
381 Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile );
383 /* open shader file */
384 file = fopen( mapShaderFile, "w" );
387 Sys_Printf( "WARNING: Unable to open map shader file %s for writing\n", mapShaderFile );
393 "// Custom shader file for %s.bsp\n"
394 "// Generated by Q3Map2 (ydnar)\n"
395 "// Do not edit! This file is overwritten on recompiles.\n\n",
398 /* walk the shader list */
399 for( i = 0, num = 0; i < numShaderInfo; i++ )
401 /* get the shader and print it */
402 si = &shaderInfo[ i ];
403 if( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' )
407 /* print it to the file */
408 fprintf( file, "%s%s\n", si->shader, si->shaderText );
409 //Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */
411 Sys_FPrintf( SYS_VRB, "." );
414 /* close the shader */
418 Sys_FPrintf( SYS_VRB, "\n" );
420 /* print some stats */
421 Sys_Printf( "%9d custom shaders emitted\n", num );
427 CustomShader() - ydnar
428 sets up a custom map shader
431 shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace )
434 char shader[ MAX_QPATH ];
438 char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
443 return ShaderInfoForShader( "default" );
445 /* default shader text source */
446 srcShaderText = si->shaderText;
448 /* et: implicitMap */
449 if( si->implicitMap == IM_OPAQUE )
451 srcShaderText = temp;
453 "{ // Q3Map2 defaulted (implicitMap)\n"
455 "\t\tmap $lightmap\n"
456 "\t\trgbGen identity\n"
458 "\tq3map_styleMarker\n"
461 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
462 "\t\trgbGen identity\n"
465 si->implicitImagePath );
468 /* et: implicitMask */
469 else if( si->implicitMap == IM_MASKED )
471 srcShaderText = temp;
473 "{ // Q3Map2 defaulted (implicitMask)\n"
477 "\t\talphaFunc GE128\n"
481 "\t\tmap $lightmap\n"
482 "\t\trgbGen identity\n"
483 "\t\tdepthFunc equal\n"
485 "\tq3map_styleMarker\n"
488 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
489 "\t\tdepthFunc equal\n"
490 "\t\trgbGen identity\n"
493 si->implicitImagePath,
494 si->implicitImagePath );
497 /* et: implicitBlend */
498 else if( si->implicitMap == IM_BLEND )
500 srcShaderText = temp;
502 "{ // Q3Map2 defaulted (implicitBlend)\n"
506 "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
509 "\t\tmap $lightmap\n"
510 "\t\trgbGen identity\n"
511 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
513 "\tq3map_styleMarker\n"
515 si->implicitImagePath );
518 /* default shader text */
519 else if( srcShaderText == NULL )
521 srcShaderText = temp;
523 "{ // Q3Map2 defaulted\n"
525 "\t\tmap $lightmap\n"
526 "\t\trgbGen identity\n"
528 "\tq3map_styleMarker\n"
531 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
532 "\t\trgbGen identity\n"
539 if( (strlen( mapName ) + 1 + 32) > MAX_QPATH )
540 Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH );
542 /* do some bad find-replace */
543 s = strstr( srcShaderText, find );
545 //% strcpy( shaderText, srcShaderText );
546 return si; /* testing just using the existing shader if this fails */
549 /* substitute 'find' with 'replace' */
550 loc = s - srcShaderText;
551 strcpy( shaderText, srcShaderText );
552 shaderText[ loc ] = '\0';
553 strcat( shaderText, replace );
554 strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );
557 /* make md4 hash of the shader text */
558 Com_BlockFullChecksum(shaderText, strlen(shaderText), digest);
560 /* mangle hash into a shader name */
561 sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,
562 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
563 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
566 csi = ShaderInfoForShader( shader );
568 /* might be a preexisting shader */
572 /* clone the existing shader and rename */
573 memcpy( csi, si, sizeof( shaderInfo_t ) );
574 strcpy( csi->shader, shader );
577 /* store new shader text */
578 csi->shaderText = safe_malloc( strlen( shaderText ) + 1 );
579 strcpy( csi->shaderText, shaderText ); /* LEAK! */
588 EmitVertexRemapShader()
589 adds a vertexremapshader key/value pair to worldspawn
592 void EmitVertexRemapShader( char *from, char *to )
595 char key[ 64 ], value[ 256 ];
599 if( from == NULL || from[ 0 ] == '\0' ||
600 to == NULL || to[ 0 ] == '\0' )
604 sprintf( value, "%s;%s", from, to );
607 Com_BlockFullChecksum(value, strlen(value), digest);
609 /* make key (this is annoying, as vertexremapshader is precisely 17 characters,
610 which is one too long, so we leave off the last byte of the md5 digest) */
611 sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",
612 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
613 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */
615 /* add key/value pair to worldspawn */
616 SetKeyValue( &entities[ 0 ], key, value );
623 allocates and initializes a new shader
626 static shaderInfo_t *AllocShaderInfo( void )
632 if( shaderInfo == NULL )
634 shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO );
639 if( numShaderInfo == MAX_SHADER_INFO )
640 Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." );
641 si = &shaderInfo[ numShaderInfo ];
644 /* ydnar: clear to 0 first */
645 memset( si, 0, sizeof( shaderInfo_t ) );
648 ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
650 si->backsplashFraction = DEF_BACKSPLASH_FRACTION;
651 si->backsplashDistance = DEF_BACKSPLASH_DISTANCE;
653 si->bounceScale = DEF_RADIOSITY_BOUNCE;
655 si->lightStyle = LS_NORMAL;
657 si->polygonOffset = qfalse;
659 si->shadeAngleDegrees = 0.0f;
660 si->lightmapSampleSize = 0;
661 si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
662 si->patchShadows = qfalse;
663 si->vertexShadows = qtrue; /* ydnar: changed default behavior */
664 si->forceSunlight = qfalse;
665 si->vertexScale = 1.0;
666 si->notjunc = qfalse;
668 /* ydnar: set texture coordinate transform matrix to identity */
669 TCModIdentity( si->mod );
671 /* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */
672 si->lmCustomWidth = lmCustomSize;
673 si->lmCustomHeight = lmCustomSize;
675 /* return to sender */
682 FinishShader() - ydnar
683 sets a shader's width and height among other things
686 void FinishShader( shaderInfo_t *si )
689 float st[ 2 ], o[ 2 ], dist, bestDist;
690 vec4_t color, bestColor, delta;
693 /* don't double-dip */
697 /* if they're explicitly set, copy from image size */
698 if( si->shaderWidth == 0 && si->shaderHeight == 0 )
700 si->shaderWidth = si->shaderImage->width;
701 si->shaderHeight = si->shaderImage->height;
704 /* legacy terrain has explicit image-sized texture projection */
705 if( si->legacyTerrain && si->tcGen == qfalse )
707 /* set xy texture projection */
709 VectorSet( si->vecs[ 0 ], (1.0f / (si->shaderWidth * 0.5f)), 0, 0 );
710 VectorSet( si->vecs[ 1 ], 0, (1.0f / (si->shaderHeight * 0.5f)), 0 );
713 /* find pixel coordinates best matching the average color of the image */
715 o[ 0 ] = 1.0f / si->shaderImage->width;
716 o[ 1 ] = 1.0f / si->shaderImage->height;
717 for( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
719 for( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
721 /* sample the shader image */
722 RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color );
724 /* determine error squared */
725 VectorSubtract( color, si->averageColor, delta );
726 delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ];
727 dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ];
728 if( dist < bestDist )
730 VectorCopy( color, bestColor );
731 bestColor[ 3 ] = color[ 3 ];
732 si->stFlat[ 0 ] = st[ 0 ];
733 si->stFlat[ 1 ] = st[ 1 ];
738 /* set to finished */
739 si->finished = qtrue;
746 loads a shader's images
747 ydnar: image.c made this a bit simpler
750 static void LoadShaderImages( shaderInfo_t *si )
756 /* nodraw shaders don't need images */
757 if( si->compileFlags & C_NODRAW )
758 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
761 /* try to load editor image first */
762 si->shaderImage = ImageLoad( si->editorImagePath );
764 /* then try shadername */
765 if( si->shaderImage == NULL )
766 si->shaderImage = ImageLoad( si->shader );
768 /* then try implicit image path (note: new behavior!) */
769 if( si->shaderImage == NULL )
770 si->shaderImage = ImageLoad( si->implicitImagePath );
772 /* then try lightimage (note: new behavior!) */
773 if( si->shaderImage == NULL )
774 si->shaderImage = ImageLoad( si->lightImagePath );
776 /* otherwise, use default image */
777 if( si->shaderImage == NULL )
779 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
780 if( warnImage && strcmp( si->shader, "noshader" ) )
781 Sys_Printf( "WARNING: Couldn't find image for shader %s\n", si->shader );
784 /* load light image */
785 si->lightImage = ImageLoad( si->lightImagePath );
787 /* load normalmap image (ok if this is NULL) */
788 si->normalImage = ImageLoad( si->normalImagePath );
789 if( si->normalImage != NULL )
791 Sys_FPrintf( SYS_VRB, "Shader %s has\n"
792 " NM %s\n", si->shader, si->normalImagePath );
796 /* if no light image, use shader image */
797 if( si->lightImage == NULL )
798 si->lightImage = ImageLoad( si->shaderImage->name );
800 /* create default and average colors */
801 count = si->lightImage->width * si->lightImage->height;
802 VectorClear( color );
804 for( i = 0; i < count; i++ )
806 color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ];
807 color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ];
808 color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ];
809 color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ];
812 if( VectorLength( si->color ) <= 0.0f )
814 ColorNormalize( color, si->color );
815 VectorScale( color, (1.0f / count), si->averageColor );
819 VectorCopy( si->color, si->averageColor );
826 ShaderInfoForShader()
827 finds a shaderinfo for a named shader
830 shaderInfo_t *ShaderInfoForShader( const char *shaderName )
834 char shader[ MAX_QPATH ];
838 if( shaderName == NULL || shaderName[ 0 ] == '\0' )
840 Sys_Printf( "WARNING: Null or empty shader name\n" );
841 shaderName = "missing";
844 /* strip off extension */
845 strcpy( shader, shaderName );
846 StripExtension( shader );
849 for( i = 0; i < numShaderInfo; i++ )
851 si = &shaderInfo[ i ];
852 if( !Q_stricmp( shader, si->shader ) )
854 /* load image if necessary */
855 if( si->finished == qfalse )
857 LoadShaderImages( si );
866 /* allocate a default shader */
867 si = AllocShaderInfo();
868 strcpy( si->shader, shader );
869 LoadShaderImages( si );
879 GetTokenAppend() - ydnar
880 gets a token and appends its text to the specified buffer
883 static int oldScriptLine = 0;
884 static int tabDepth = 0;
886 qboolean GetTokenAppend( char *buffer, qboolean crossline )
893 r = GetToken( crossline );
894 if( r == qfalse || buffer == NULL || token[ 0 ] == '\0' )
898 if( token[ 0 ] == '}' )
902 if( oldScriptLine != scriptline )
904 strcat( buffer, "\n" );
905 for( i = 0; i < tabDepth; i++ )
906 strcat( buffer, "\t" );
909 strcat( buffer, " " );
910 oldScriptLine = scriptline;
911 strcat( buffer, token );
914 if( token[ 0 ] == '{' )
922 void Parse1DMatrixAppend( char *buffer, int x, vec_t *m )
927 if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) )
928 Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline );
929 for( i = 0; i < x; i++ )
931 if( !GetTokenAppend( buffer, qfalse ) )
932 Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline );
933 m[ i ] = atof( token );
935 if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) )
936 Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline );
944 parses a shader file into discrete shaderInfo_t
947 static void ParseShaderFile( const char *filename )
951 char *suffix, temp[ 1024 ];
952 char shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
957 shaderText[ 0 ] = '\0';
959 /* load the shader */
960 LoadScriptFile( filename, 0 );
965 /* copy shader text to the shaderinfo */
966 if( si != NULL && shaderText[ 0 ] != '\0' )
968 strcat( shaderText, "\n" );
969 si->shaderText = safe_malloc( strlen( shaderText ) + 1 );
970 strcpy( si->shaderText, shaderText );
971 //% if( VectorLength( si->vecs[ 0 ] ) )
972 //% Sys_Printf( "%s\n", shaderText );
975 /* ydnar: clear shader text buffer */
976 shaderText[ 0 ] = '\0';
978 /* test for end of file */
979 if( !GetToken( qtrue ) )
982 /* shader name is initial token */
983 si = AllocShaderInfo();
984 strcpy( si->shader, token );
986 /* ignore ":q3map" suffix */
987 suffix = strstr( si->shader, ":q3map" );
991 /* handle { } section */
992 if( !GetTokenAppend( shaderText, qtrue ) )
994 if( strcmp( token, "{" ) )
997 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s",
998 filename, scriptline, token, si->shader );
1000 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s",
1001 filename, scriptline, token );
1006 /* get the next token */
1007 if( !GetTokenAppend( shaderText, qtrue ) )
1009 if( !strcmp( token, "}" ) )
1013 /* -----------------------------------------------------------------
1014 shader stages (passes)
1015 ----------------------------------------------------------------- */
1017 /* parse stage directives */
1018 if( !strcmp( token, "{" ) )
1020 si->hasPasses = qtrue;
1023 if( !GetTokenAppend( shaderText, qtrue ) )
1025 if( !strcmp( token, "}" ) )
1028 /* only care about images if we don't have a editor/light image */
1029 if( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' )
1031 /* digest any images */
1032 if( !Q_stricmp( token, "map" ) ||
1033 !Q_stricmp( token, "clampMap" ) ||
1034 !Q_stricmp( token, "animMap" ) ||
1035 !Q_stricmp( token, "clampAnimMap" ) ||
1036 !Q_stricmp( token, "clampMap" ) ||
1037 !Q_stricmp( token, "mapComp" ) ||
1038 !Q_stricmp( token, "mapNoComp" ) )
1040 /* skip one token for animated stages */
1041 if( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) )
1042 GetTokenAppend( shaderText, qfalse );
1045 GetTokenAppend( shaderText, qfalse );
1046 if( token[ 0 ] != '*' && token[ 0 ] != '$' )
1048 strcpy( si->lightImagePath, token );
1049 DefaultExtension( si->lightImagePath, ".tga" );
1052 //% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );
1060 /* -----------------------------------------------------------------
1061 surfaceparm * directives
1062 ----------------------------------------------------------------- */
1064 /* match surfaceparm */
1065 else if( !Q_stricmp( token, "surfaceparm" ) )
1067 GetTokenAppend( shaderText, qfalse );
1068 if( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1069 Sys_Printf( "WARNING: Unknown surfaceparm: \"%s\"\n", token );
1073 /* -----------------------------------------------------------------
1074 game-related shader directives
1075 ----------------------------------------------------------------- */
1077 /* ydnar: fogparms (for determining fog volumes) */
1078 else if( !Q_stricmp( token, "fogparms" ) )
1079 si->fogParms = qtrue;
1081 /* ydnar: polygonoffset (for no culling) */
1082 else if( !Q_stricmp( token, "polygonoffset" ) )
1083 si->polygonOffset = qtrue;
1085 /* tesssize is used to force liquid surfaces to subdivide */
1086 else if( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ )
1088 GetTokenAppend( shaderText, qfalse );
1089 si->subdivisions = atof( token );
1092 /* cull none will set twoSided (ydnar: added disable too) */
1093 else if ( !Q_stricmp( token, "cull" ) )
1095 GetTokenAppend( shaderText, qfalse );
1096 if( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) )
1097 si->twoSided = qtrue;
1100 /* deformVertexes autosprite[ 2 ]
1101 we catch this so autosprited surfaces become point
1102 lights instead of area lights */
1103 else if( !Q_stricmp( token, "deformVertexes" ) )
1105 GetTokenAppend( shaderText, qfalse );
1107 /* deformVertexes autosprite(2) */
1108 if( !Q_strncasecmp( token, "autosprite", 10 ) )
1110 /* set it as autosprite and detail */
1111 si->autosprite = qtrue;
1112 ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1114 /* ydnar: gs mods: added these useful things */
1116 si->notjunc = qtrue;
1119 /* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
1120 if( !Q_stricmp( token, "move") )
1122 vec3_t amt, mins, maxs;
1126 /* get move amount */
1127 GetTokenAppend( shaderText, qfalse ); amt[ 0 ] = atof( token );
1128 GetTokenAppend( shaderText, qfalse ); amt[ 1 ] = atof( token );
1129 GetTokenAppend( shaderText, qfalse ); amt[ 2 ] = atof( token );
1132 GetTokenAppend( shaderText, qfalse );
1134 /* get base and amplitude */
1135 GetTokenAppend( shaderText, qfalse ); base = atof( token );
1136 GetTokenAppend( shaderText, qfalse ); amp = atof( token );
1139 VectorScale( amt, base, mins );
1140 VectorMA( mins, amp, amt, maxs );
1141 VectorAdd( si->mins, mins, si->mins );
1142 VectorAdd( si->maxs, maxs, si->maxs );
1146 /* light <value> (old-style flare specification) */
1147 else if( !Q_stricmp( token, "light" ) )
1149 GetTokenAppend( shaderText, qfalse );
1150 si->flareShader = game->flareShader;
1153 /* ydnar: damageShader <shader> <health> (sof2 mods) */
1154 else if( !Q_stricmp( token, "damageShader" ) )
1156 GetTokenAppend( shaderText, qfalse );
1157 if( token[ 0 ] != '\0' )
1159 si->damageShader = safe_malloc( strlen( token ) + 1 );
1160 strcpy( si->damageShader, token );
1162 GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */
1165 /* ydnar: enemy territory implicit shaders */
1166 else if( !Q_stricmp( token, "implicitMap" ) )
1168 si->implicitMap = IM_OPAQUE;
1169 GetTokenAppend( shaderText, qfalse );
1170 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
1171 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1173 strcpy( si->implicitImagePath, token );
1176 else if( !Q_stricmp( token, "implicitMask" ) )
1178 si->implicitMap = IM_MASKED;
1179 GetTokenAppend( shaderText, qfalse );
1180 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
1181 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1183 strcpy( si->implicitImagePath, token );
1186 else if( !Q_stricmp( token, "implicitBlend" ) )
1188 si->implicitMap = IM_MASKED;
1189 GetTokenAppend( shaderText, qfalse );
1190 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
1191 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1193 strcpy( si->implicitImagePath, token );
1197 /* -----------------------------------------------------------------
1199 ----------------------------------------------------------------- */
1201 /* qer_editorimage <image> */
1202 else if( !Q_stricmp( token, "qer_editorImage" ) )
1204 GetTokenAppend( shaderText, qfalse );
1205 strcpy( si->editorImagePath, token );
1206 DefaultExtension( si->editorImagePath, ".tga" );
1209 /* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
1210 else if( !Q_stricmp( token, "q3map_normalImage" ) )
1212 GetTokenAppend( shaderText, qfalse );
1213 strcpy( si->normalImagePath, token );
1214 DefaultExtension( si->normalImagePath, ".tga" );
1217 /* q3map_lightimage <image> */
1218 else if( !Q_stricmp( token, "q3map_lightImage" ) )
1220 GetTokenAppend( shaderText, qfalse );
1221 strcpy( si->lightImagePath, token );
1222 DefaultExtension( si->lightImagePath, ".tga" );
1225 /* ydnar: skyparms <outer image> <cloud height> <inner image> */
1226 else if( !Q_stricmp( token, "skyParms" ) )
1228 /* get image base */
1229 GetTokenAppend( shaderText, qfalse );
1231 /* ignore bogus paths */
1232 if( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) )
1234 strcpy( si->skyParmsImageBase, token );
1236 /* use top image as sky light image */
1237 if( si->lightImagePath[ 0 ] == '\0' )
1238 sprintf( si->lightImagePath, "%s_up.tga", si->skyParmsImageBase );
1241 /* skip rest of line */
1242 GetTokenAppend( shaderText, qfalse );
1243 GetTokenAppend( shaderText, qfalse );
1246 /* -----------------------------------------------------------------
1248 ----------------------------------------------------------------- */
1250 /* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
1251 color will be normalized, so it doesn't matter what range you use
1252 intensity falls off with angle but not distance 100 is a fairly bright sun
1253 degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon
1254 ydnar: sof2map has bareword 'sun' token, so we support that as well */
1255 else if( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) )
1262 /* ydnar: extended sun directive? */
1263 if( !Q_stricmp( token, "q3map_sunext" ) )
1267 sun = safe_malloc( sizeof( *sun ) );
1268 memset( sun, 0, sizeof( *sun ) );
1271 sun->style = si->lightStyle;
1274 GetTokenAppend( shaderText, qfalse );
1275 sun->color[ 0 ] = atof( token );
1276 GetTokenAppend( shaderText, qfalse );
1277 sun->color[ 1 ] = atof( token );
1278 GetTokenAppend( shaderText, qfalse );
1279 sun->color[ 2 ] = atof( token );
1282 VectorNormalize( sun->color, sun->color );
1284 /* scale color by brightness */
1285 GetTokenAppend( shaderText, qfalse );
1286 sun->photons = atof( token );
1288 /* get sun angle/elevation */
1289 GetTokenAppend( shaderText, qfalse );
1291 a = a / 180.0f * Q_PI;
1293 GetTokenAppend( shaderText, qfalse );
1295 b = b / 180.0f * Q_PI;
1297 sun->direction[ 0 ] = cos( a ) * cos( b );
1298 sun->direction[ 1 ] = sin( a ) * cos( b );
1299 sun->direction[ 2 ] = sin( b );
1301 /* get filter radius from shader */
1302 sun->filterRadius = si->lightFilterRadius;
1304 /* ydnar: get sun angular deviance/samples */
1305 if( ext && TokenAvailable() )
1307 GetTokenAppend( shaderText, qfalse );
1308 sun->deviance = atof( token );
1309 sun->deviance = sun->deviance / 180.0f * Q_PI;
1311 GetTokenAppend( shaderText, qfalse );
1312 sun->numSamples = atoi( token );
1316 sun->next = si->sun;
1319 /* apply sky surfaceparm */
1320 ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1322 /* don't process any more tokens on this line */
1327 else if( !Q_strncasecmp( token, "q3map_", 6 ) )
1329 /* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
1330 if( !Q_stricmp( token, "q3map_baseShader" ) )
1333 qboolean oldWarnImage;
1337 GetTokenAppend( shaderText, qfalse );
1338 //% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );
1339 oldWarnImage = warnImage;
1341 si2 = ShaderInfoForShader( token );
1342 warnImage = oldWarnImage;
1348 strcpy( temp, si->shader );
1351 memcpy( si, si2, sizeof( *si ) );
1353 /* restore name and set to unfinished */
1354 strcpy( si->shader, temp );
1355 si->shaderWidth = 0;
1356 si->shaderHeight = 0;
1357 si->finished = qfalse;
1361 /* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
1362 else if( !Q_stricmp( token, "q3map_surfacemodel" ) )
1364 surfaceModel_t *model;
1367 /* allocate new model and attach it */
1368 model = safe_malloc( sizeof( *model ) );
1369 memset( model, 0, sizeof( *model ) );
1370 model->next = si->surfaceModel;
1371 si->surfaceModel = model;
1373 /* get parameters */
1374 GetTokenAppend( shaderText, qfalse );
1375 strcpy( model->model, token );
1377 GetTokenAppend( shaderText, qfalse );
1378 model->density = atof( token );
1379 GetTokenAppend( shaderText, qfalse );
1380 model->odds = atof( token );
1382 GetTokenAppend( shaderText, qfalse );
1383 model->minScale = atof( token );
1384 GetTokenAppend( shaderText, qfalse );
1385 model->maxScale = atof( token );
1387 GetTokenAppend( shaderText, qfalse );
1388 model->minAngle = atof( token );
1389 GetTokenAppend( shaderText, qfalse );
1390 model->maxAngle = atof( token );
1392 GetTokenAppend( shaderText, qfalse );
1393 model->oriented = (token[ 0 ] == '1' ? qtrue : qfalse);
1396 /* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
1397 else if( !Q_stricmp( token, "q3map_foliage" ) )
1402 /* allocate new foliage struct and attach it */
1403 foliage = safe_malloc( sizeof( *foliage ) );
1404 memset( foliage, 0, sizeof( *foliage ) );
1405 foliage->next = si->foliage;
1406 si->foliage = foliage;
1408 /* get parameters */
1409 GetTokenAppend( shaderText, qfalse );
1410 strcpy( foliage->model, token );
1412 GetTokenAppend( shaderText, qfalse );
1413 foliage->scale = atof( token );
1414 GetTokenAppend( shaderText, qfalse );
1415 foliage->density = atof( token );
1416 GetTokenAppend( shaderText, qfalse );
1417 foliage->odds = atof( token );
1418 GetTokenAppend( shaderText, qfalse );
1419 foliage->inverseAlpha = atoi( token );
1422 /* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
1423 else if( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) )
1425 GetTokenAppend( shaderText, qfalse );
1426 si->bounceScale = atof( token );
1429 /* ydnar/splashdamage: q3map_skyLight <value> <iterations> */
1430 else if( !Q_stricmp( token, "q3map_skyLight" ) )
1432 GetTokenAppend( shaderText, qfalse );
1433 si->skyLightValue = atof( token );
1434 GetTokenAppend( shaderText, qfalse );
1435 si->skyLightIterations = atoi( token );
1438 if( si->skyLightValue < 0.0f )
1439 si->skyLightValue = 0.0f;
1440 if( si->skyLightIterations < 2 )
1441 si->skyLightIterations = 2;
1444 /* q3map_surfacelight <value> */
1445 else if( !Q_stricmp( token, "q3map_surfacelight" ) )
1447 GetTokenAppend( shaderText, qfalse );
1448 si->value = atof( token );
1451 /* q3map_lightStyle (sof2/jk2 lightstyle) */
1452 else if( !Q_stricmp( token, "q3map_lightStyle" ) )
1454 GetTokenAppend( shaderText, qfalse );
1455 val = atoi( token );
1458 else if( val > LS_NONE )
1460 si->lightStyle = val;
1463 /* wolf: q3map_lightRGB <red> <green> <blue> */
1464 else if( !Q_stricmp( token, "q3map_lightRGB" ) )
1466 VectorClear( si->color );
1467 GetTokenAppend( shaderText, qfalse );
1468 si->color[ 0 ] = atof( token );
1469 GetTokenAppend( shaderText, qfalse );
1470 si->color[ 1 ] = atof( token );
1471 GetTokenAppend( shaderText, qfalse );
1472 si->color[ 2 ] = atof( token );
1473 ColorNormalize( si->color, si->color );
1476 /* q3map_lightSubdivide <value> */
1477 else if( !Q_stricmp( token, "q3map_lightSubdivide" ) )
1479 GetTokenAppend( shaderText, qfalse );
1480 si->lightSubdivide = atoi( token );
1483 /* q3map_backsplash <percent> <distance> */
1484 else if( !Q_stricmp( token, "q3map_backsplash" ) )
1486 GetTokenAppend( shaderText, qfalse );
1487 si->backsplashFraction = atof( token ) * 0.01f;
1488 GetTokenAppend( shaderText, qfalse );
1489 si->backsplashDistance = atof( token );
1492 /* q3map_lightmapSampleSize <value> */
1493 else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) )
1495 GetTokenAppend( shaderText, qfalse );
1496 si->lightmapSampleSize = atoi( token );
1499 /* q3map_lightmapSampleSffset <value> */
1500 else if( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) )
1502 GetTokenAppend( shaderText, qfalse );
1503 si->lightmapSampleOffset = atof( token );
1506 /* ydnar: q3map_lightmapFilterRadius <self> <other> */
1507 else if( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) )
1509 GetTokenAppend( shaderText, qfalse );
1510 si->lmFilterRadius = atof( token );
1511 GetTokenAppend( shaderText, qfalse );
1512 si->lightFilterRadius = atof( token );
1515 /* ydnar: q3map_lightmapAxis [xyz] */
1516 else if( !Q_stricmp( token, "q3map_lightmapAxis" ) )
1518 GetTokenAppend( shaderText, qfalse );
1519 if( !Q_stricmp( token, "x" ) )
1520 VectorSet( si->lightmapAxis, 1, 0, 0 );
1521 else if( !Q_stricmp( token, "y" ) )
1522 VectorSet( si->lightmapAxis, 0, 1, 0 );
1523 else if( !Q_stricmp( token, "z" ) )
1524 VectorSet( si->lightmapAxis, 0, 0, 1 );
1527 Sys_Printf( "WARNING: Unknown value for lightmap axis: %s\n", token );
1528 VectorClear( si->lightmapAxis );
1532 /* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
1533 else if( !Q_stricmp( token, "q3map_lightmapSize" ) )
1535 GetTokenAppend( shaderText, qfalse );
1536 si->lmCustomWidth = atoi( token );
1537 GetTokenAppend( shaderText, qfalse );
1538 si->lmCustomHeight = atoi( token );
1540 /* must be a power of 2 */
1541 if( ((si->lmCustomWidth - 1) & si->lmCustomWidth) ||
1542 ((si->lmCustomHeight - 1) & si->lmCustomHeight) )
1544 Sys_Printf( "WARNING: Non power-of-two lightmap size specified (%d, %d)\n",
1545 si->lmCustomWidth, si->lmCustomHeight );
1546 si->lmCustomWidth = lmCustomSize;
1547 si->lmCustomHeight = lmCustomSize;
1551 /* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */
1552 else if( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) )
1554 GetTokenAppend( shaderText, qfalse );
1555 si->lmBrightness = atof( token );
1556 if( si->lmBrightness < 0 )
1557 si->lmBrightness = 1.0;
1560 /* q3map_vertexScale (scale vertex lighting by this fraction) */
1561 else if( !Q_stricmp( token, "q3map_vertexScale" ) )
1563 GetTokenAppend( shaderText, qfalse );
1564 si->vertexScale = atof( token );
1567 /* q3map_noVertexLight */
1568 else if( !Q_stricmp( token, "q3map_noVertexLight" ) )
1570 si->noVertexLight = qtrue;
1573 /* q3map_flare[Shader] <shader> */
1574 else if( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) )
1576 GetTokenAppend( shaderText, qfalse );
1577 if( token[ 0 ] != '\0' )
1579 si->flareShader = safe_malloc( strlen( token ) + 1 );
1580 strcpy( si->flareShader, token );
1584 /* q3map_backShader <shader> */
1585 else if( !Q_stricmp( token, "q3map_backShader" ) )
1587 GetTokenAppend( shaderText, qfalse );
1588 if( token[ 0 ] != '\0' )
1590 si->backShader = safe_malloc( strlen( token ) + 1 );
1591 strcpy( si->backShader, token );
1595 /* ydnar: q3map_cloneShader <shader> */
1596 else if ( !Q_stricmp( token, "q3map_cloneShader" ) )
1598 GetTokenAppend( shaderText, qfalse );
1599 if( token[ 0 ] != '\0' )
1601 si->cloneShader = safe_malloc( strlen( token ) + 1 );
1602 strcpy( si->cloneShader, token );
1606 /* q3map_remapShader <shader> */
1607 else if( !Q_stricmp( token, "q3map_remapShader" ) )
1609 GetTokenAppend( shaderText, qfalse );
1610 if( token[ 0 ] != '\0' )
1612 si->remapShader = safe_malloc( strlen( token ) + 1 );
1613 strcpy( si->remapShader, token );
1617 /* ydnar: q3map_offset <value> */
1618 else if( !Q_stricmp( token, "q3map_offset" ) )
1620 GetTokenAppend( shaderText, qfalse );
1621 si->offset = atof( token );
1624 /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
1625 else if( !Q_stricmp( token, "q3map_fur" ) )
1627 GetTokenAppend( shaderText, qfalse );
1628 si->furNumLayers = atoi( token );
1629 GetTokenAppend( shaderText, qfalse );
1630 si->furOffset = atof( token );
1631 GetTokenAppend( shaderText, qfalse );
1632 si->furFade = atof( token );
1635 /* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
1636 else if( !Q_stricmp( token, "q3map_terrain" ) )
1638 /* team arena terrain is assumed to be nonplanar, with full normal averaging,
1639 passed through the metatriangle surface pipeline, with a lightmap axis on z */
1640 si->legacyTerrain = qtrue;
1642 si->notjunc = qtrue;
1643 si->indexed = qtrue;
1644 si->nonplanar = qtrue;
1645 si->forceMeta = qtrue;
1646 si->shadeAngleDegrees = 179.0f;
1647 //% VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
1650 /* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
1651 else if( !Q_stricmp( token, "q3map_forceMeta" ) )
1653 si->forceMeta = qtrue;
1656 /* ydnar: gs mods: q3map_shadeAngle <degrees> */
1657 else if( !Q_stricmp( token, "q3map_shadeAngle" ) )
1659 GetTokenAppend( shaderText, qfalse );
1660 si->shadeAngleDegrees = atof( token );
1663 /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
1664 else if( !Q_stricmp( token, "q3map_textureSize" ) )
1666 GetTokenAppend( shaderText, qfalse );
1667 si->shaderWidth = atoi( token );
1668 GetTokenAppend( shaderText, qfalse );
1669 si->shaderHeight = atoi( token );
1672 /* ydnar: gs mods: q3map_tcGen <style> <parameters> */
1673 else if( !Q_stricmp( token, "q3map_tcGen" ) )
1676 GetTokenAppend( shaderText, qfalse );
1678 /* q3map_tcGen vector <s vector> <t vector> */
1679 if( !Q_stricmp( token, "vector" ) )
1681 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
1682 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
1685 /* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
1686 else if( !Q_stricmp( token, "ivector" ) )
1688 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
1689 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
1690 for( i = 0; i < 3; i++ )
1692 si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;
1693 si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;
1698 Sys_Printf( "WARNING: Unknown q3map_tcGen method: %s\n", token );
1699 VectorClear( si->vecs[ 0 ] );
1700 VectorClear( si->vecs[ 1 ] );
1704 /* ydnar: gs mods: q3map_[color|rgb|alpha][Gen|Mod] <style> <parameters> */
1705 else if( !Q_stricmp( token, "q3map_colorGen" ) || !Q_stricmp( token, "q3map_colorMod" ) ||
1706 !Q_stricmp( token, "q3map_rgbGen" ) || !Q_stricmp( token, "q3map_rgbMod" ) ||
1707 !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) )
1709 colorMod_t *cm, *cm2;
1713 /* alphamods are colormod + 1 */
1714 alpha = (!Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" )) ? 1 : 0;
1716 /* allocate new colormod */
1717 cm = safe_malloc( sizeof( *cm ) );
1718 memset( cm, 0, sizeof( *cm ) );
1720 /* attach to shader */
1721 if( si->colorMod == NULL )
1725 for( cm2 = si->colorMod; cm2 != NULL; cm2 = cm2->next )
1727 if( cm2->next == NULL )
1736 GetTokenAppend( shaderText, qfalse );
1738 /* alpha set|const A */
1739 if( alpha && (!Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" )) )
1741 cm->type = CM_ALPHA_SET;
1742 GetTokenAppend( shaderText, qfalse );
1743 cm->data[ 0 ] = atof( token );
1746 /* color|rgb set|const ( X Y Z ) */
1747 else if( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) )
1749 cm->type = CM_COLOR_SET;
1750 Parse1DMatrixAppend( shaderText, 3, cm->data );
1754 else if( alpha && !Q_stricmp( token, "scale" ) )
1756 cm->type = CM_ALPHA_SCALE;
1757 GetTokenAppend( shaderText, qfalse );
1758 cm->data[ 0 ] = atof( token );
1761 /* color|rgb scale ( X Y Z ) */
1762 else if( !Q_stricmp( token, "scale" ) )
1764 cm->type = CM_COLOR_SCALE;
1765 Parse1DMatrixAppend( shaderText, 3, cm->data );
1768 /* dotProduct ( X Y Z ) */
1769 else if( !Q_stricmp( token, "dotProduct" ) )
1771 cm->type = CM_COLOR_DOT_PRODUCT + alpha;
1772 Parse1DMatrixAppend( shaderText, 3, cm->data );
1775 /* dotProduct2 ( X Y Z ) */
1776 else if( !Q_stricmp( token, "dotProduct2" ) )
1778 cm->type = CM_COLOR_DOT_PRODUCT_2 + alpha;
1779 Parse1DMatrixAppend( shaderText, 3, cm->data );
1782 /* dotProduct2scale ( X Y Z MIN MAX ) */
1783 else if( !Q_stricmp( token, "dotProduct2scale" ) )
1785 cm->type = CM_COLOR_DOT_PRODUCT_2_SCALE + alpha;
1786 Parse1DMatrixAppend( shaderText, 5, cm->data );
1790 else if( !Q_stricmp( token, "volume" ) )
1792 /* special stub mode for flagging volume brushes */
1793 cm->type = CM_VOLUME;
1798 Sys_Printf( "WARNING: Unknown colorMod method: %s\n", token );
1801 /* ydnar: gs mods: q3map_tcMod <style> <parameters> */
1802 else if( !Q_stricmp( token, "q3map_tcMod" ) )
1807 GetTokenAppend( shaderText, qfalse );
1809 /* q3map_tcMod [translate | shift | offset] <s> <t> */
1810 if( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) )
1812 GetTokenAppend( shaderText, qfalse );
1814 GetTokenAppend( shaderText, qfalse );
1817 TCModTranslate( si->mod, a, b );
1820 /* q3map_tcMod scale <s> <t> */
1821 else if( !Q_stricmp( token, "scale" ) )
1823 GetTokenAppend( shaderText, qfalse );
1825 GetTokenAppend( shaderText, qfalse );
1828 TCModScale( si->mod, a, b );
1831 /* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
1832 else if( !Q_stricmp( token, "rotate" ) )
1834 GetTokenAppend( shaderText, qfalse );
1836 TCModRotate( si->mod, a );
1839 Sys_Printf( "WARNING: Unknown q3map_tcMod method: %s\n", token );
1842 /* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
1843 else if( !Q_stricmp( token, "q3map_fogDir" ) )
1845 Parse1DMatrixAppend( shaderText, 3, si->fogDir );
1846 VectorNormalize( si->fogDir, si->fogDir );
1849 /* q3map_globaltexture */
1850 else if( !Q_stricmp( token, "q3map_globaltexture" ) )
1851 si->globalTexture = qtrue;
1853 /* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
1854 else if( !Q_stricmp( token, "q3map_nonplanar" ) )
1855 si->nonplanar = qtrue;
1857 /* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
1858 else if( !Q_stricmp( token, "q3map_noclip" ) )
1862 else if( !Q_stricmp( token, "q3map_notjunc" ) )
1863 si->notjunc = qtrue;
1866 else if( !Q_stricmp( token, "q3map_nofog" ) )
1869 /* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
1870 else if( !Q_stricmp( token, "q3map_indexed" ) )
1871 si->indexed = qtrue;
1873 /* ydnar: q3map_invert (inverts a drawsurface's facing) */
1874 else if( !Q_stricmp( token, "q3map_invert" ) )
1877 /* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
1878 else if( !Q_stricmp( token, "q3map_lightmapMergable" ) )
1879 si->lmMergable = qtrue;
1881 /* ydnar: q3map_nofast */
1882 else if( !Q_stricmp( token, "q3map_noFast" ) )
1885 /* q3map_patchshadows */
1886 else if( !Q_stricmp( token, "q3map_patchShadows" ) )
1887 si->patchShadows = qtrue;
1889 /* q3map_vertexshadows */
1890 else if( !Q_stricmp( token, "q3map_vertexShadows" ) )
1891 si->vertexShadows = qtrue; /* ydnar */
1893 /* q3map_novertexshadows */
1894 else if( !Q_stricmp( token, "q3map_noVertexShadows" ) )
1895 si->vertexShadows = qfalse; /* ydnar */
1897 /* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
1898 else if( !Q_stricmp( token, "q3map_splotchfix" ) )
1899 si->splotchFix = qtrue; /* ydnar */
1901 /* q3map_forcesunlight */
1902 else if( !Q_stricmp( token, "q3map_forceSunlight" ) )
1903 si->forceSunlight = qtrue;
1905 /* q3map_onlyvertexlighting (sof2) */
1906 else if( !Q_stricmp( token, "q3map_onlyVertexLighting" ) )
1907 ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1909 /* q3map_material (sof2) */
1910 else if( !Q_stricmp( token, "q3map_material" ) )
1912 GetTokenAppend( shaderText, qfalse );
1913 sprintf( temp, "*mat_%s", token );
1914 if( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1915 Sys_Printf( "WARNING: Unknown material \"%s\"\n", token );
1918 /* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
1919 else if( !Q_stricmp( token, "q3map_clipmodel" ) )
1920 si->clipModel = qtrue;
1922 /* ydnar: q3map_styleMarker[2] */
1923 else if( !Q_stricmp( token, "q3map_styleMarker" ) )
1924 si->styleMarker = 1;
1925 else if( !Q_stricmp( token, "q3map_styleMarker2" ) ) /* uses depthFunc equal */
1926 si->styleMarker = 2;
1928 /* ydnar: default to searching for q3map_<surfaceparm> */
1931 //% Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
1932 if( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1933 ;//% Sys_Printf( "WARNING: Unknown q3map_* directive \"%s\"\n", token );
1938 /* -----------------------------------------------------------------
1940 ----------------------------------------------------------------- */
1942 /* ignore all other tokens on the line */
1943 while( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) );
1951 ParseCustomInfoParms() - rr2do2
1952 loads custom info parms file for mods
1955 static void ParseCustomInfoParms( void )
1957 qboolean parsedContent, parsedSurface;
1961 if( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 )
1965 LoadScriptFile( "scripts/custinfoparms.txt", 0 );
1967 /* clear the array */
1968 memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
1969 numCustSurfaceParms = 0;
1970 parsedContent = parsedSurface = qfalse;
1972 /* parse custom contentflags */
1976 if ( !GetToken( qtrue ) )
1979 if ( !strcmp( token, "}" ) ) {
1980 parsedContent = qtrue;
1984 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
1985 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
1987 sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
1988 numCustSurfaceParms++;
1992 if( !parsedContent )
1994 Sys_Printf( "WARNING: Couldn't find valid custom contentsflag section\n" );
1998 /* parse custom surfaceflags */
2002 if( !GetToken( qtrue ) )
2005 if( !strcmp( token, "}" ) )
2007 parsedSurface = qtrue;
2011 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
2012 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
2014 sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
2015 numCustSurfaceParms++;
2019 if( !parsedContent )
2020 Sys_Printf( "WARNING: Couldn't find valid custom surfaceflag section\n" );
2027 the shaders are parsed out of shaderlist.txt from a main directory
2028 that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
2029 on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
2032 #define MAX_SHADER_FILES 1024
2034 void LoadShaderInfo( void )
2036 int i, j, numShaderFiles, count;
2037 char filename[ 1024 ];
2038 char *shaderFiles[ MAX_SHADER_FILES ];
2041 /* rr2do2: parse custom infoparms first */
2042 if( useCustomInfoParms )
2043 ParseCustomInfoParms();
2045 /* start with zero */
2048 /* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
2049 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
2050 count = vfsGetFileCount( filename );
2053 for( i = 0; i < count; i++ )
2055 /* load shader list */
2056 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
2057 LoadScriptFile( filename, i );
2060 while( GetToken( qtrue ) )
2062 /* check for duplicate entries */
2063 for( j = 0; j < numShaderFiles; j++ )
2064 if( !strcmp( shaderFiles[ j ], token ) )
2068 if( j >= MAX_SHADER_FILES )
2069 Error( "MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int) MAX_SHADER_FILES );
2071 /* new shader file */
2072 if( j == numShaderFiles )
2074 shaderFiles[ numShaderFiles ] = safe_malloc( MAX_OS_PATH );
2075 strcpy( shaderFiles[ numShaderFiles ], token );
2081 /* parse the shader files */
2082 for( i = 0; i < numShaderFiles; i++ )
2084 sprintf( filename, "%s/%s.shader", game->shaderPath, shaderFiles[ i ] );
2085 ParseShaderFile( filename );
2086 free( shaderFiles[ i ] );
2089 /* emit some statistics */
2090 Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );