static memexpandablearray_t models;
// FIXME: make this a memexpandablearray_t
-#define Q3SHADER_MAXSHADERS 4096
+#define Q3SHADER_MAXSHADERS 16384
static int q3shaders_numshaders = 0;
static q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS];
int hashindex, vnum;
shadowmeshvertexhash_t *hash;
// this uses prime numbers intentionally
- hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
+ hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
{
vnum = (hash - mesh->vertexhashentries);
Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
}
+q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
+{
+ if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
+ if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
+ if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
+ if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
+ if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
+ if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
+ Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
+ return Q3WAVEFUNC_NONE;
+}
+
void Mod_LoadQ3Shaders(void)
{
int j;
{
if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS)
{
- Con_Printf("Mod_Q3BSP_LoadShaders: too many shaders!\n");
+ Con_Printf("Mod_LoadQ3Shaders: too many shaders!\n");
break;
}
shader = q3shaders_shaders + q3shaders_numshaders++;
+
memset(shader, 0, sizeof(*shader));
+ VectorSet(shader->reflectcolor, 1, 1, 1);
+ VectorSet(shader->refractcolor, 1, 1, 1);
+ shader->reflectfactor = 1;
+ shader->refractfactor = 1;
+
strlcpy(shader->name, com_token, sizeof(shader->name));
if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
{
if (shader->numlayers < Q3SHADER_MAXLAYERS)
{
layer = shader->layers + shader->numlayers++;
- layer->rgbgenvertex = false;
- layer->alphagenvertex = false;
+ layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+ layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+ layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
layer->blendfunc[0] = GL_ONE;
layer->blendfunc[1] = GL_ZERO;
}
if (!COM_ParseToken_QuakeC(&text, true))
break;
}
+ for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+ parameter[j][0] = 0;
if (developer.integer >= 100)
{
Con_Printf("%s %i: ", shader->name, shader->numlayers - 1);
for (i = 0;i < layer->numframes;i++)
strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename));
}
- else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen") && (!strcasecmp(parameter[1], "vertex") || !strcasecmp(parameter[1], "lightingdiffuse")))
- layer->rgbgenvertex = true;
- else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen") && !strcasecmp(parameter[1], "vertex"))
- layer->alphagenvertex = true;
+ else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
+ {
+ int i;
+ for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
+ layer->rgbgen.parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+ else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
+ else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
+ else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
+ else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
+ else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
+ else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
+ else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
+ else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
+ else if (!strcasecmp(parameter[1], "wave"))
+ {
+ layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
+ layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+ for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+ layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
+ }
+ else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
+ {
+ int i;
+ for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
+ layer->alphagen.parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+ else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
+ else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
+ else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
+ else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
+ else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
+ else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
+ else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
+ else if (!strcasecmp(parameter[1], "wave"))
+ {
+ layer->alphagen.alphagen = Q3RGBGEN_WAVE;
+ layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+ for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+ layer->alphagen.waveparms[i] = atof(parameter[i+3]);
+ }
+ else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
+ {
+ int i;
+ // observed values: tcgen environment
+ // no other values have been observed in real shaders
+ for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
+ layer->tcgen.parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+ else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+ else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
+ else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
+ else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
+ else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
+ {
+ int i, tcmodindex;
+ // observed values:
+ // tcmod rotate #
+ // tcmod scale # #
+ // tcmod scroll # #
+ // tcmod stretch sin # # # #
+ // tcmod stretch triangle # # # #
+ // tcmod transform # # # # # #
+ // tcmod turb # # # #
+ // tcmod turb sin # # # # (this is bogus)
+ // no other values have been observed in real shaders
+ for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
+ if (!layer->tcmods[tcmodindex].tcmod)
+ break;
+ if (tcmodindex < Q3MAXTCMODS)
+ {
+ for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
+ layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
+ else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
+ else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
+ else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
+ else if (!strcasecmp(parameter[1], "stretch"))
+ {
+ layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
+ layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+ for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+ layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
+ }
+ else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
+ else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
+ else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else
+ Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
+ }
// break out a level if it was }
if (!strcasecmp(com_token, "}"))
break;
}
- if (layer->rgbgenvertex)
+ if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
shader->lighting = true;
- if (layer->alphagenvertex)
+ if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
{
if (layer == shader->layers + 0)
{
if (!COM_ParseToken_QuakeC(&text, true))
break;
}
+ for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+ parameter[j][0] = 0;
if (fileindex == 0 && !strcasecmp(com_token, "}"))
break;
if (developer.integer >= 100)
shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
else if (!strcasecmp(parameter[0], "nopicmip"))
shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP;
+ else if (!strcasecmp(parameter[0], "polygonoffset"))
+ shader->textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+ else if (!strcasecmp(parameter[0], "dp_reflect"))
+ {
+ shader->textureflags |= Q3TEXTUREFLAG_REFLECTION;
+ if(numparameters >= 2)
+ shader->reflectfactor = atof(parameter[1]);
+ if(numparameters >= 5)
+ VectorSet(shader->reflectcolor, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]));
+ }
+ else if (!strcasecmp(parameter[0], "dp_refract"))
+ {
+ shader->textureflags |= Q3TEXTUREFLAG_WATERSHADER;
+ if(numparameters >= 2)
+ shader->refractfactor = atof(parameter[1]);
+ if(numparameters >= 5)
+ VectorSet(shader->refractcolor, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]));
+ }
else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
{
- if (!strcasecmp(parameter[1], "autosprite") && numparameters == 2)
- shader->textureflags |= Q3TEXTUREFLAG_AUTOSPRITE;
- if (!strcasecmp(parameter[1], "autosprite2") && numparameters == 2)
- shader->textureflags |= Q3TEXTUREFLAG_AUTOSPRITE2;
+ int i, deformindex;
+ for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
+ if (!shader->deforms[deformindex].deform)
+ break;
+ if (deformindex < Q3MAXDEFORMS)
+ {
+ for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
+ shader->deforms[deformindex].parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "projectionshadow")) shader->deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
+ else if (!strcasecmp(parameter[1], "autosprite" )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
+ else if (!strcasecmp(parameter[1], "autosprite2" )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
+ else if (!strcasecmp(parameter[1], "text0" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT0;
+ else if (!strcasecmp(parameter[1], "text1" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT1;
+ else if (!strcasecmp(parameter[1], "text2" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT2;
+ else if (!strcasecmp(parameter[1], "text3" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT3;
+ else if (!strcasecmp(parameter[1], "text4" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT4;
+ else if (!strcasecmp(parameter[1], "text5" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT5;
+ else if (!strcasecmp(parameter[1], "text6" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT6;
+ else if (!strcasecmp(parameter[1], "text7" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT7;
+ else if (!strcasecmp(parameter[1], "bulge" )) shader->deforms[deformindex].deform = Q3DEFORM_BULGE;
+ else if (!strcasecmp(parameter[1], "normal" )) shader->deforms[deformindex].deform = Q3DEFORM_NORMAL;
+ else if (!strcasecmp(parameter[1], "wave" ))
+ {
+ shader->deforms[deformindex].deform = Q3DEFORM_WAVE;
+ shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
+ for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
+ shader->deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
+ }
+ else if (!strcasecmp(parameter[1], "move" ))
+ {
+ shader->deforms[deformindex].deform = Q3DEFORM_MOVE;
+ shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
+ for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
+ shader->deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
+ }
+ }
}
}
// identify if this is a blended terrain shader or similar
shader->primarylayer = shader->layers + 1;
}
}
+ // fix up multiple reflection types
+ if(shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
+ shader->textureflags &= ~Q3TEXTUREFLAG_REFLECTION;
}
Mem_Free(f);
}
qboolean success = true;
q3shaderinfo_t *shader;
strlcpy(texture->name, name, sizeof(texture->name));
- shader = Mod_LookupQ3Shader(name);
+ shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
if (shader)
{
+ if (developer.integer >= 100)
+ Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
texture->surfaceparms = shader->surfaceparms;
texture->textureflags = shader->textureflags;
texture->basematerialflags = 0;
texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
- if (shader->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
- texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
+ if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
+ texture->basepolygonoffset -= 2;
+ if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
+ texture->basematerialflags |= MATERIALFLAG_REFLECTION;
+ if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
+ texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
texture->customblendfunc[0] = GL_ONE;
texture->customblendfunc[1] = GL_ZERO;
if (shader->numlayers > 0)
texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
if (shader->primarylayer)
{
+ // copy over many shader->primarylayer parameters
+ texture->rgbgen = shader->primarylayer->rgbgen;
+ texture->alphagen = shader->primarylayer->alphagen;
+ texture->tcgen = shader->primarylayer->tcgen;
+ memcpy(texture->tcmods, shader->primarylayer->tcmods, sizeof(texture->tcmods));
+ // load the textures
texture->numskinframes = shader->primarylayer->numframes;
texture->skinframerate = shader->primarylayer->framerate;
for (j = 0;j < shader->primarylayer->numframes;j++)
if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
texflags |= TEXF_MIPMAP;
if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
- texflags |= TEXF_PICMIP;
+ texflags |= TEXF_PICMIP | TEXF_COMPRESS;
if (shader->primarylayer->clampmap)
texflags |= TEXF_CLAMP;
if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], texflags, false)))
texture->backgroundskinframerate = shader->backgroundlayer->framerate;
for (j = 0;j < shader->backgroundlayer->numframes;j++)
{
- if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
+ if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
{
Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, texture->name);
texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
}
}
}
+ memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
+ texture->reflectfactor = shader->reflectfactor;
+ texture->refractfactor = shader->refractfactor;
+ VectorCopy(shader->reflectcolor, texture->reflectcolor);
+ VectorCopy(shader->refractcolor, texture->refractcolor);
}
else if (!strcmp(texture->name, "noshader"))
+ {
+ if (developer.integer >= 100)
+ Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
texture->surfaceparms = 0;
+ }
else
{
success = false;
- Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
+ if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
+ Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
texture->surfaceparms = 0;
if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
else
texture->basematerialflags |= MATERIALFLAG_WALL;
texture->numskinframes = 1;
- if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false)))
+ if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, texture->name);
}
// init the animation variables