X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=model_shared.c;h=9899adcf1653b9e9362132a83b0f211a727b5fca;hb=3c8da461b7565f9c6524c48aecc362270815c3ee;hp=371d135e6c606398b0a637a460ecbd72eef603ad;hpb=8faf3f3afe212ca98defd31285143d94757c06f4;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.c b/model_shared.c index 371d135e..9899adcf 100644 --- a/model_shared.c +++ b/model_shared.c @@ -33,10 +33,20 @@ model_t *loadmodel; static mempool_t *mod_mempool; static memexpandablearray_t models; -// FIXME: make this a memexpandablearray_t -#define Q3SHADER_MAXSHADERS 4096 -static int q3shaders_numshaders = 0; -static q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS]; +static mempool_t* q3shaders_mem; +typedef struct q3shader_hash_entry_s +{ + q3shaderinfo_t shader; + struct q3shader_hash_entry_s* chain; +} q3shader_hash_entry_t; +#define Q3SHADER_HASH_SIZE 1021 +typedef struct q3shader_data_s +{ + memexpandablearray_t hash_entries; + q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE]; + memexpandablearray_t char_ptrs; +} q3shader_data_t; +static q3shader_data_t* q3shader_data; static void mod_start(void) { @@ -62,6 +72,8 @@ static void mod_shutdown(void) for (i = 0;i < nummodels;i++) if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool)) Mod_UnloadModel(mod); + + Mem_FreePool (&q3shaders_mem); } static void mod_newmap(void) @@ -233,6 +245,18 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius); VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius); + // if we're loading a worldmodel, then this is a level change + if (mod->isworldmodel) + { + // clear out any stale submodels or worldmodels lying around + // if we did this clear before now, an error might abort loading and + // leave things in a bad state + Mod_RemoveStaleWorldModels(mod); + // reload q3 shaders, to make sure they are ready to go for this level + // (including any models loaded for this level) + Mod_LoadQ3Shaders(); + } + if (buf) { char *bufend = (char *)buf + filesize; @@ -253,7 +277,6 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend); else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend); else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend); - else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend); else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend); else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name); Mem_Free(buf); @@ -818,7 +841,7 @@ int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f) 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); @@ -1030,7 +1053,7 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh) } } -void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) +void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) { float v[3], tc[3]; v[0] = ix; @@ -1045,16 +1068,16 @@ void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, texcoord2f[1] = tc[1]; } -void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) +void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) { float vup[3], vdown[3], vleft[3], vright[3]; float tcup[3], tcdown[3], tcleft[3], tcright[3]; float sv[3], tv[3], nl[3]; - Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix); - Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix); - Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix); - Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix); - Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix); Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f); Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl); VectorAdd(svector3f, sv, svector3f); @@ -1070,7 +1093,7 @@ void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewid VectorAdd(normal3f, nl, normal3f); } -void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) +void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) { int x, y, ix, iy, *e; e = element3i; @@ -1090,7 +1113,7 @@ void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int ima Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2); for (y = 0, iy = y1;y < height + 1;y++, iy++) for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3) - Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix); } q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s) @@ -1105,6 +1128,54 @@ q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s) return Q3WAVEFUNC_NONE; } +static void Q3Shaders_Clear() +{ + /* Just clear out everything... */ + Mem_FreePool (&q3shaders_mem); + /* ...and alloc the structs again. */ + q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL); + q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem, + sizeof (q3shader_data_t)); + Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries, + q3shaders_mem, sizeof (q3shader_hash_entry_t), 256); + Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs, + q3shaders_mem, sizeof (char**), 256); +} + +static void Q3Shader_AddToHash (q3shaderinfo_t* shader) +{ + unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name)); + q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE); + q3shader_hash_entry_t* lastEntry = NULL; + while (entry != NULL) + { + if (strcasecmp (entry->shader.name, shader->name) == 0) + { + Con_Printf("Shader '%s' already defined\n", shader->name); + return; + } + lastEntry = entry; + entry = entry->chain; + } + if (entry == NULL) + { + if (lastEntry->shader.name[0] != 0) + { + /* Add to chain */ + q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*) + Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries); + + while (lastEntry->chain != NULL) lastEntry = lastEntry->chain; + lastEntry->chain = newEntry; + newEntry->chain = NULL; + lastEntry = newEntry; + } + /* else: head of chain, in hash entry array */ + entry = lastEntry; + } + memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t)); +} + void Mod_LoadQ3Shaders(void) { int j; @@ -1112,11 +1183,13 @@ void Mod_LoadQ3Shaders(void) fssearch_t *search; char *f; const char *text; - q3shaderinfo_t *shader; + q3shaderinfo_t shader; q3shaderinfo_layer_t *layer; int numparameters; char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH]; - q3shaders_numshaders = 0; + + Q3Shaders_Clear(); + search = FS_Search("scripts/*.shader", true, false); if (!search) return; @@ -1127,14 +1200,16 @@ void Mod_LoadQ3Shaders(void) continue; while (COM_ParseToken_QuakeC(&text, false)) { - if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS) - { - Con_Printf("Mod_Q3BSP_LoadShaders: too many shaders!\n"); - break; - } - shader = q3shaders_shaders + q3shaders_numshaders++; - memset(shader, 0, sizeof(*shader)); - strlcpy(shader->name, com_token, sizeof(shader->name)); + memset (&shader, 0, sizeof(shader)); + shader.reflectmin = 0; + shader.reflectmax = 1; + shader.refractfactor = 1; + Vector4Set(shader.refractcolor4f, 1, 1, 1, 1); + shader.reflectfactor = 1; + Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1); + shader.r_water_wateralpha = 1; + + strlcpy(shader.name, com_token, sizeof(shader.name)); if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{")) { Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token); @@ -1146,25 +1221,28 @@ void Mod_LoadQ3Shaders(void) break; if (!strcasecmp(com_token, "{")) { - if (shader->numlayers < Q3SHADER_MAXLAYERS) + static q3shaderinfo_layer_t dummy; + if (shader.numlayers < Q3SHADER_MAXLAYERS) { - layer = shader->layers + shader->numlayers++; - layer->rgbgen = Q3RGBGEN_IDENTITY; - layer->alphagen = Q3ALPHAGEN_IDENTITY; - layer->tcgen = Q3TCGEN_TEXTURE; - layer->blendfunc[0] = GL_ONE; - layer->blendfunc[1] = GL_ZERO; + layer = shader.layers + shader.numlayers++; } else - layer = NULL; + { + // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found) + memset(&dummy, 0, sizeof(dummy)); + layer = &dummy; + } + layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY; + layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY; + layer->tcgen.tcgen = Q3TCGEN_TEXTURE; + layer->blendfunc[0] = GL_ONE; + layer->blendfunc[1] = GL_ZERO; while (COM_ParseToken_QuakeC(&text, false)) { if (!strcasecmp(com_token, "}")) break; if (!strcasecmp(com_token, "\n")) continue; - if (layer == NULL) - continue; numparameters = 0; for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++) { @@ -1180,7 +1258,7 @@ void Mod_LoadQ3Shaders(void) parameter[j][0] = 0; if (developer.integer >= 100) { - Con_Printf("%s %i: ", shader->name, shader->numlayers - 1); + Con_Printf("%s %i: ", shader.name, shader.numlayers - 1); for (j = 0;j < numparameters;j++) Con_Printf(" %s", parameter[j]); Con_Print("\n"); @@ -1243,38 +1321,41 @@ void Mod_LoadQ3Shaders(void) layer->clampmap = true; layer->numframes = 1; layer->framerate = 1; - strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename)); + layer->texturename = (char**)Mem_ExpandableArray_AllocRecord ( + &q3shader_data->char_ptrs); + layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]); if (!strcasecmp(parameter[1], "$lightmap")) - shader->lighting = true; + shader.lighting = true; } else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap"))) { int i; layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES); layer->framerate = atof(parameter[1]); + layer->texturename = Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes); for (i = 0;i < layer->numframes;i++) - strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename)); + layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]); } 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 = Q3RGBGEN_IDENTITY; - else if (!strcasecmp(parameter[1], "const")) layer->rgbgen = Q3RGBGEN_CONST; - else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen = Q3RGBGEN_ENTITY; - else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen = Q3RGBGEN_EXACTVERTEX; - else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen = Q3RGBGEN_IDENTITYLIGHTING; - else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE; - else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen = Q3RGBGEN_ONEMINUSENTITY; - else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen = Q3RGBGEN_ONEMINUSVERTEX; - else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen = Q3RGBGEN_VERTEX; + 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 = Q3RGBGEN_WAVE; - layer->rgbgen_wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]); + 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]); + layer->rgbgen.waveparms[i] = atof(parameter[i+3]); } else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]); } @@ -1282,21 +1363,21 @@ void Mod_LoadQ3Shaders(void) { 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 = Q3ALPHAGEN_IDENTITY; - else if (!strcasecmp(parameter[1], "const")) layer->alphagen = Q3ALPHAGEN_CONST; - else if (!strcasecmp(parameter[1], "entity")) layer->alphagen = Q3ALPHAGEN_ENTITY; - else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR; - else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen = Q3ALPHAGEN_ONEMINUSENTITY; - else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen = Q3ALPHAGEN_ONEMINUSVERTEX; - else if (!strcasecmp(parameter[1], "portal")) layer->alphagen = Q3ALPHAGEN_PORTAL; - else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen = Q3ALPHAGEN_VERTEX; + 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 = Q3RGBGEN_WAVE; - layer->alphagen_wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]); + 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]); + layer->alphagen.waveparms[i] = atof(parameter[i+3]); } else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]); } @@ -1306,12 +1387,12 @@ void Mod_LoadQ3Shaders(void) // 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 = Q3TCGEN_TEXTURE; - else if (!strcasecmp(parameter[1], "texture")) layer->tcgen = Q3TCGEN_TEXTURE; - else if (!strcasecmp(parameter[1], "environment")) layer->tcgen = Q3TCGEN_ENVIRONMENT; - else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen = Q3TCGEN_LIGHTMAP; - else if (!strcasecmp(parameter[1], "vector")) layer->tcgen = Q3TCGEN_VECTOR; + 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")) @@ -1328,47 +1409,47 @@ void Mod_LoadQ3Shaders(void) // tcmod turb sin # # # # (this is bogus) // no other values have been observed in real shaders for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++) - if (!layer->tcmod[tcmodindex]) + if (!layer->tcmods[tcmodindex].tcmod) break; if (tcmodindex < Q3MAXTCMODS) { for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++) - layer->tcmod_parms[tcmodindex][i] = atof(parameter[i+2]); - if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmod[tcmodindex] = Q3TCMOD_ENTITYTRANSLATE; - else if (!strcasecmp(parameter[1], "rotate")) layer->tcmod[tcmodindex] = Q3TCMOD_ROTATE; - else if (!strcasecmp(parameter[1], "scale")) layer->tcmod[tcmodindex] = Q3TCMOD_SCALE; - else if (!strcasecmp(parameter[1], "scroll")) layer->tcmod[tcmodindex] = Q3TCMOD_SCROLL; + 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->tcmod[tcmodindex] = Q3TCMOD_STRETCH; - layer->tcmod_wavefunc[tcmodindex] = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]); + 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->tcmod_waveparms[tcmodindex][i] = atof(parameter[i+3]); + layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]); } - else if (!strcasecmp(parameter[1], "transform")) layer->tcmod[tcmodindex] = Q3TCMOD_TRANSFORM; - else if (!strcasecmp(parameter[1], "turb")) layer->tcmod[tcmodindex] = Q3TCMOD_TURBULENT; + 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 } + // break out a level if it was a closing brace (not using the character here to not confuse vim) if (!strcasecmp(com_token, "}")) break; } - if (layer->rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen == Q3RGBGEN_VERTEX) - shader->lighting = true; - if (layer->alphagen == Q3ALPHAGEN_VERTEX) + if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX) + shader.lighting = true; + if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX) { - if (layer == shader->layers + 0) + if (layer == shader.layers + 0) { // vertex controlled transparency - shader->vertexalpha = true; + shader.vertexalpha = true; } else { // multilayer terrain shader or similar - shader->textureblendalpha = true; + shader.textureblendalpha = true; } } continue; @@ -1390,7 +1471,7 @@ void Mod_LoadQ3Shaders(void) break; if (developer.integer >= 100) { - Con_Printf("%s: ", shader->name); + Con_Printf("%s: ", shader.name); for (j = 0;j < numparameters;j++) Con_Printf(" %s", parameter[j]); Con_Print("\n"); @@ -1400,154 +1481,185 @@ void Mod_LoadQ3Shaders(void) if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2) { if (!strcasecmp(parameter[1], "alphashadow")) - shader->surfaceparms |= Q3SURFACEPARM_ALPHASHADOW; + shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW; else if (!strcasecmp(parameter[1], "areaportal")) - shader->surfaceparms |= Q3SURFACEPARM_AREAPORTAL; + shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL; else if (!strcasecmp(parameter[1], "botclip")) - shader->surfaceparms |= Q3SURFACEPARM_BOTCLIP; + shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP; else if (!strcasecmp(parameter[1], "clusterportal")) - shader->surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL; + shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL; else if (!strcasecmp(parameter[1], "detail")) - shader->surfaceparms |= Q3SURFACEPARM_DETAIL; + shader.surfaceparms |= Q3SURFACEPARM_DETAIL; else if (!strcasecmp(parameter[1], "donotenter")) - shader->surfaceparms |= Q3SURFACEPARM_DONOTENTER; + shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER; else if (!strcasecmp(parameter[1], "dust")) - shader->surfaceparms |= Q3SURFACEPARM_DUST; + shader.surfaceparms |= Q3SURFACEPARM_DUST; else if (!strcasecmp(parameter[1], "hint")) - shader->surfaceparms |= Q3SURFACEPARM_HINT; + shader.surfaceparms |= Q3SURFACEPARM_HINT; else if (!strcasecmp(parameter[1], "fog")) - shader->surfaceparms |= Q3SURFACEPARM_FOG; + shader.surfaceparms |= Q3SURFACEPARM_FOG; else if (!strcasecmp(parameter[1], "lava")) - shader->surfaceparms |= Q3SURFACEPARM_LAVA; + shader.surfaceparms |= Q3SURFACEPARM_LAVA; else if (!strcasecmp(parameter[1], "lightfilter")) - shader->surfaceparms |= Q3SURFACEPARM_LIGHTFILTER; + shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER; else if (!strcasecmp(parameter[1], "lightgrid")) - shader->surfaceparms |= Q3SURFACEPARM_LIGHTGRID; + shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID; else if (!strcasecmp(parameter[1], "metalsteps")) - shader->surfaceparms |= Q3SURFACEPARM_METALSTEPS; + shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS; else if (!strcasecmp(parameter[1], "nodamage")) - shader->surfaceparms |= Q3SURFACEPARM_NODAMAGE; + shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE; else if (!strcasecmp(parameter[1], "nodlight")) - shader->surfaceparms |= Q3SURFACEPARM_NODLIGHT; + shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT; else if (!strcasecmp(parameter[1], "nodraw")) - shader->surfaceparms |= Q3SURFACEPARM_NODRAW; + shader.surfaceparms |= Q3SURFACEPARM_NODRAW; else if (!strcasecmp(parameter[1], "nodrop")) - shader->surfaceparms |= Q3SURFACEPARM_NODROP; + shader.surfaceparms |= Q3SURFACEPARM_NODROP; else if (!strcasecmp(parameter[1], "noimpact")) - shader->surfaceparms |= Q3SURFACEPARM_NOIMPACT; + shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT; else if (!strcasecmp(parameter[1], "nolightmap")) - shader->surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP; + shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP; else if (!strcasecmp(parameter[1], "nomarks")) - shader->surfaceparms |= Q3SURFACEPARM_NOMARKS; + shader.surfaceparms |= Q3SURFACEPARM_NOMARKS; else if (!strcasecmp(parameter[1], "nomipmaps")) - shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; + shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; else if (!strcasecmp(parameter[1], "nonsolid")) - shader->surfaceparms |= Q3SURFACEPARM_NONSOLID; + shader.surfaceparms |= Q3SURFACEPARM_NONSOLID; else if (!strcasecmp(parameter[1], "origin")) - shader->surfaceparms |= Q3SURFACEPARM_ORIGIN; + shader.surfaceparms |= Q3SURFACEPARM_ORIGIN; else if (!strcasecmp(parameter[1], "playerclip")) - shader->surfaceparms |= Q3SURFACEPARM_PLAYERCLIP; + shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP; else if (!strcasecmp(parameter[1], "sky")) - shader->surfaceparms |= Q3SURFACEPARM_SKY; + shader.surfaceparms |= Q3SURFACEPARM_SKY; else if (!strcasecmp(parameter[1], "slick")) - shader->surfaceparms |= Q3SURFACEPARM_SLICK; + shader.surfaceparms |= Q3SURFACEPARM_SLICK; else if (!strcasecmp(parameter[1], "slime")) - shader->surfaceparms |= Q3SURFACEPARM_SLIME; + shader.surfaceparms |= Q3SURFACEPARM_SLIME; else if (!strcasecmp(parameter[1], "structural")) - shader->surfaceparms |= Q3SURFACEPARM_STRUCTURAL; + shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL; else if (!strcasecmp(parameter[1], "trans")) - shader->surfaceparms |= Q3SURFACEPARM_TRANS; + shader.surfaceparms |= Q3SURFACEPARM_TRANS; else if (!strcasecmp(parameter[1], "water")) - shader->surfaceparms |= Q3SURFACEPARM_WATER; + shader.surfaceparms |= Q3SURFACEPARM_WATER; else if (!strcasecmp(parameter[1], "pointlight")) - shader->surfaceparms |= Q3SURFACEPARM_POINTLIGHT; + shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT; else if (!strcasecmp(parameter[1], "antiportal")) - shader->surfaceparms |= Q3SURFACEPARM_ANTIPORTAL; + shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL; else Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]); } else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2) { // some q3 skies don't have the sky parm set - shader->surfaceparms |= Q3SURFACEPARM_SKY; - strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname)); + shader.surfaceparms |= Q3SURFACEPARM_SKY; + strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname)); } else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2) { // some q3 skies don't have the sky parm set - shader->surfaceparms |= Q3SURFACEPARM_SKY; + shader.surfaceparms |= Q3SURFACEPARM_SKY; if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-")) - strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname)); + strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname)); } else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2) { if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided")) - shader->textureflags |= Q3TEXTUREFLAG_TWOSIDED; + shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED; } else if (!strcasecmp(parameter[0], "nomipmaps")) - shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; + shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; else if (!strcasecmp(parameter[0], "nopicmip")) - shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP; + shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP; + else if (!strcasecmp(parameter[0], "polygonoffset")) + shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET; + else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5) + { + shader.textureflags |= Q3TEXTUREFLAG_REFRACTION; + shader.refractfactor = atof(parameter[1]); + Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1); + } + else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6) + { + shader.textureflags |= Q3TEXTUREFLAG_REFLECTION; + shader.reflectfactor = atof(parameter[1]); + Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5])); + } + else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12) + { + shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER; + shader.reflectmin = atof(parameter[1]); + shader.reflectmax = atof(parameter[2]); + shader.refractfactor = atof(parameter[3]); + shader.reflectfactor = atof(parameter[4]); + Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1); + Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1); + shader.r_water_wateralpha = atof(parameter[11]); + } else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2) { int i, deformindex; for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++) - if (!shader->deforms[deformindex].deform) + if (!shader.deforms[deformindex].deform) break; if (deformindex < Q3MAXDEFORMS) { for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++) - shader->deforms[deformindex].deform_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; + 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].deform_wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]); + 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].deform_waveparms[i] = atof(parameter[i+4]); + shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]); } else if (!strcasecmp(parameter[1], "move" )) { - shader->deforms[deformindex].deform = Q3DEFORM_MOVE; - shader->deforms[deformindex].deform_wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]); + 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].deform_waveparms[i] = atof(parameter[i+6]); + shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]); } } } } // identify if this is a blended terrain shader or similar - if (shader->numlayers) + if (shader.numlayers) { - shader->backgroundlayer = NULL; - shader->primarylayer = shader->layers + 0; - if ((shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest) - && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest) - || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest))) + shader.backgroundlayer = -1; + shader.primarylayer = 0; + if ((shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest) + && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader.layers[0].alphatest) + || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest))) { // terrain blending or other effects - shader->backgroundlayer = shader->layers + 0; - shader->primarylayer = shader->layers + 1; + shader.backgroundlayer = 0; + shader.primarylayer = 1; } // now see if the lightmap came first, and if so choose the second texture instead - if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap")) + if ((shader.layers[shader.primarylayer].texturename != NULL) + && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap")) { - shader->backgroundlayer = NULL; - shader->primarylayer = shader->layers + 1; + shader.backgroundlayer = -1; + shader.primarylayer = 1; } } + // fix up multiple reflection types + if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER) + shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION); + + Q3Shader_AddToHash (&shader); } Mem_Free(f); } @@ -1555,10 +1667,14 @@ void Mod_LoadQ3Shaders(void) q3shaderinfo_t *Mod_LookupQ3Shader(const char *name) { - int i; - for (i = 0;i < Q3SHADER_MAXSHADERS;i++) - if (!strcasecmp(q3shaders_shaders[i].name, name)) - return q3shaders_shaders + i; + unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name)); + q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE); + while (entry != NULL) + { + if (strcasecmp (entry->shader.name, name) == 0) + return &entry->shader; + entry = entry->chain; + } return NULL; } @@ -1570,15 +1686,17 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool 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; if (shader->surfaceparms & Q3SURFACEPARM_SKY) { - texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; + texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; if (shader->skyboxname[0]) { // quake3 seems to append a _ to the skybox name, so this must do so as well @@ -1586,19 +1704,21 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool } } else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0) - texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; - else if (shader->surfaceparms & Q3SURFACEPARM_LAVA) - texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW; - else if (shader->surfaceparms & Q3SURFACEPARM_SLIME) - texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW; - else if (shader->surfaceparms & Q3SURFACEPARM_WATER) - texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW; + texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; else - texture->basematerialflags |= MATERIALFLAG_WALL; + texture->basematerialflags = MATERIALFLAG_WALL; if (shader->layers[0].alphatest) texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW; if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED) texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE; + if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET) + texture->biaspolygonoffset -= 2; + if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION) + texture->basematerialflags |= MATERIALFLAG_REFRACTION; + 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) @@ -1640,63 +1760,67 @@ nothing GL_ZERO GL_ONE } if (!shader->lighting) texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT; - if (shader->primarylayer) + if (shader->primarylayer >= 0) { - // copy over many shader->primarylayer parameters - texture->rgbgen = shader->primarylayer->rgbgen; - memcpy(texture->rgbgen_parms , shader->primarylayer->rgbgen_parms , sizeof(texture->rgbgen_parms)); - texture->rgbgen_wavefunc = shader->primarylayer->rgbgen_wavefunc; - memcpy(texture->rgbgen_waveparms , shader->primarylayer->rgbgen_waveparms , sizeof(texture->rgbgen_waveparms)); - texture->alphagen = shader->primarylayer->alphagen; - memcpy(texture->alphagen_parms , shader->primarylayer->alphagen_parms , sizeof(texture->alphagen_parms)); - texture->alphagen_wavefunc = shader->primarylayer->alphagen_wavefunc; - memcpy(texture->alphagen_waveparms, shader->primarylayer->alphagen_waveparms, sizeof(texture->alphagen_waveparms)); - texture->tcgen = shader->primarylayer->tcgen; - memcpy(texture->tcgen_parms , shader->primarylayer->tcgen_parms , sizeof(texture->tcgen_parms)); - memcpy(texture->tcmod , shader->primarylayer->tcmod , sizeof(texture->tcmod)); - memcpy(texture->tcmod_parms , shader->primarylayer->tcmod_parms , sizeof(texture->tcmod_parms)); - memcpy(texture->tcmod_wavefunc , shader->primarylayer->tcmod_wavefunc , sizeof(texture->tcmod_wavefunc)); - memcpy(texture->tcmod_waveparms , shader->primarylayer->tcmod_waveparms , sizeof(texture->tcmod_waveparms)); + q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer; + // copy over many primarylayer parameters + texture->rgbgen = primarylayer->rgbgen; + texture->alphagen = primarylayer->alphagen; + texture->tcgen = primarylayer->tcgen; + memcpy(texture->tcmods, 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++) + texture->numskinframes = primarylayer->numframes; + texture->skinframerate = primarylayer->framerate; + for (j = 0;j < primarylayer->numframes;j++) { texflags = TEXF_ALPHA | TEXF_PRECACHE; if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) texflags |= TEXF_MIPMAP; if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer)) - texflags |= TEXF_PICMIP; - if (shader->primarylayer->clampmap) + texflags |= TEXF_PICMIP | TEXF_COMPRESS; + if (primarylayer->clampmap) texflags |= TEXF_CLAMP; - if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], texflags, false))) + if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], texflags, false))) { - Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, texture->name); + Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name); texture->skinframes[j] = R_SkinFrame_LoadMissing(); } } } - if (shader->backgroundlayer) + if (shader->backgroundlayer >= 0) { - texture->backgroundnumskinframes = shader->backgroundlayer->numframes; - texture->backgroundskinframerate = shader->backgroundlayer->framerate; - for (j = 0;j < shader->backgroundlayer->numframes;j++) + q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer; + texture->backgroundnumskinframes = backgroundlayer->numframes; + texture->backgroundskinframerate = backgroundlayer->framerate; + for (j = 0;j < 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(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)) | (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); + Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name); texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing(); } } } memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms)); + texture->reflectmin = shader->reflectmin; + texture->reflectmax = shader->reflectmax; + texture->refractfactor = shader->refractfactor; + Vector4Copy(shader->refractcolor4f, texture->refractcolor4f); + texture->reflectfactor = shader->reflectfactor; + Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f); + texture->r_water_wateralpha = shader->r_water_wateralpha; } 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; @@ -1705,8 +1829,9 @@ nothing GL_ZERO GL_ONE 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))) - Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, texture->name); + if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false))) + if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture) + Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name); } // init the animation variables texture->currentframe = texture;