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 ------------------------------------------------------------------------------- */
44 routines for dealing with vertex color/alpha modification
47 void ColorMod( colorMod_t *cm, int numVerts, bspDrawVert_t *drawVerts ){
56 if ( cm == NULL || numVerts < 1 || drawVerts == NULL ) {
61 /* walk vertex list */
62 for ( i = 0; i < numVerts; i++ )
67 /* walk colorMod list */
68 for ( cm2 = cm; cm2 != NULL; cm2 = cm2->next )
71 VectorSet( mult, 1.0f, 1.0f, 1.0f );
73 VectorSet( add, 0.0f, 0.0f, 0.0f );
81 VectorScale( cm2->data, 255.0f, add );
86 add[ 3 ] = cm2->data[ 0 ] * 255.0f;
90 VectorCopy( cm2->data, mult );
94 mult[ 3 ] = cm2->data[ 0 ];
97 case CM_COLOR_DOT_PRODUCT:
98 c = DotProduct( dv->normal, cm2->data );
99 VectorSet( mult, c, c, c );
102 case CM_COLOR_DOT_PRODUCT_SCALE:
103 c = DotProduct( dv->normal, cm2->data );
104 c = ( c - cm2->data[3] ) / ( cm2->data[4] - cm2->data[3] );
105 VectorSet( mult, c, c, c );
108 case CM_ALPHA_DOT_PRODUCT:
109 mult[ 3 ] = DotProduct( dv->normal, cm2->data );
112 case CM_ALPHA_DOT_PRODUCT_SCALE:
113 c = DotProduct( dv->normal, cm2->data );
114 c = ( c - cm2->data[3] ) / ( cm2->data[4] - cm2->data[3] );
118 case CM_COLOR_DOT_PRODUCT_2:
119 c = DotProduct( dv->normal, cm2->data );
121 VectorSet( mult, c, c, c );
124 case CM_COLOR_DOT_PRODUCT_2_SCALE:
125 c = DotProduct( dv->normal, cm2->data );
127 c = ( c - cm2->data[3] ) / ( cm2->data[4] - cm2->data[3] );
128 VectorSet( mult, c, c, c );
131 case CM_ALPHA_DOT_PRODUCT_2:
132 mult[ 3 ] = DotProduct( dv->normal, cm2->data );
133 mult[ 3 ] *= mult[ 3 ];
136 case CM_ALPHA_DOT_PRODUCT_2_SCALE:
137 c = DotProduct( dv->normal, cm2->data );
139 c = ( c - cm2->data[3] ) / ( cm2->data[4] - cm2->data[3] );
148 for ( j = 0; j < MAX_LIGHTMAPS; j++ )
150 for ( k = 0; k < 4; k++ )
152 c = ( mult[ k ] * dv->color[ j ][ k ] ) + add[ k ];
156 else if ( c > 255 ) {
159 dv->color[ j ][ k ] = c;
170 routines for dealing with a 3x3 texture mod matrix
173 void TCMod( tcMod_t mod, float st[ 2 ] ){
179 st[ 0 ] = ( mod[ 0 ][ 0 ] * old[ 0 ] ) + ( mod[ 0 ][ 1 ] * old[ 1 ] ) + mod[ 0 ][ 2 ];
180 st[ 1 ] = ( mod[ 1 ][ 0 ] * old[ 0 ] ) + ( mod[ 1 ][ 1 ] * old[ 1 ] ) + mod[ 1 ][ 2 ];
184 void TCModIdentity( tcMod_t mod ){
185 mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f;
186 mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f;
187 mod[ 2 ][ 0 ] = 0.0f; mod[ 2 ][ 1 ] = 0.0f; mod[ 2 ][ 2 ] = 1.0f; /* this row is only used for multiples, not transformation */
191 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 ){
210 void TCModScale( tcMod_t mod, float s, float t ){
216 void TCModRotate( tcMod_t mod, float euler ){
218 float radians, sinv, cosv;
221 memcpy( old, mod, sizeof( tcMod_t ) );
222 TCModIdentity( temp );
224 radians = euler / 180 * Q_PI;
225 sinv = sin( radians );
226 cosv = cos( radians );
228 temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv;
229 temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv;
231 TCModMultiply( old, temp, mod );
237 ApplySurfaceParm() - ydnar
238 applies a named surfaceparm to the supplied flags
241 qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags ){
247 if ( name == NULL ) {
250 if ( contentFlags == NULL ) {
251 contentFlags = &fake;
253 if ( surfaceFlags == NULL ) {
254 surfaceFlags = &fake;
256 if ( compileFlags == NULL ) {
257 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 ) ) {
266 /* clear and set flags */
267 *contentFlags &= ~( sp->contentFlagsClear );
268 *contentFlags |= sp->contentFlags;
269 *surfaceFlags &= ~( sp->surfaceFlagsClear );
270 *surfaceFlags |= sp->surfaceFlags;
271 *compileFlags &= ~( sp->compileFlagsClear );
272 *compileFlags |= sp->compileFlags;
282 /* check custom info parms */
283 for ( i = 0; i < numCustSurfaceParms; i++ )
285 /* get surfaceparm */
286 sp = &custSurfaceParms[ i ];
289 if ( !Q_stricmp( name, sp->name ) ) {
290 /* clear and set flags */
291 *contentFlags &= ~( sp->contentFlagsClear );
292 *contentFlags |= sp->contentFlags;
293 *surfaceFlags &= ~( sp->surfaceFlagsClear );
294 *surfaceFlags |= sp->surfaceFlags;
295 *compileFlags &= ~( sp->compileFlagsClear );
296 *compileFlags |= sp->compileFlags;
303 /* no matching surfaceparm found */
310 BeginMapShaderFile() - ydnar
311 erases and starts a new map shader script
314 void BeginMapShaderFile( const char *mapFile ){
321 mapShaderFile[ 0 ] = '\0';
322 if ( mapFile == NULL || mapFile[ 0 ] == '\0' ) {
327 strcpy( base, mapFile );
328 StripExtension( base );
330 /* extract map name */
331 len = strlen( base ) - 1;
332 while ( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )
334 strcpy( mapName, &base[ len + 1 ] );
340 /* append ../scripts/q3map2_<mapname>.shader */
341 sprintf( mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName );
342 Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile );
345 remove( mapShaderFile );
347 /* stop making warnings about missing images */
354 WriteMapShaderFile() - ydnar
355 writes a shader to the map shader script
358 void WriteMapShaderFile( void ){
365 if ( mapShaderFile[ 0 ] == '\0' ) {
369 /* are there any custom shaders? */
370 for ( i = 0, num = 0; i < numShaderInfo; i++ )
372 if ( shaderInfo[ i ].custom ) {
376 if ( i == numShaderInfo ) {
381 Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n" );
382 Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile );
384 /* open shader file */
385 file = fopen( mapShaderFile, "w" );
386 if ( file == NULL ) {
387 Sys_FPrintf( SYS_WRN, "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' ) {
408 /* print it to the file */
409 fprintf( file, "%s%s\n", si->shader, si->shaderText );
410 //Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */
412 Sys_FPrintf( SYS_VRB, "." );
415 /* close the shader */
419 Sys_FPrintf( SYS_VRB, "\n" );
421 /* print some stats */
422 Sys_Printf( "%9d custom shaders emitted\n", num );
428 CustomShader() - ydnar
429 sets up a custom map shader
432 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" );
446 /* default shader text source */
447 srcShaderText = si->shaderText;
449 /* et: implicitMap */
450 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 ) {
470 srcShaderText = temp;
472 "{ // Q3Map2 defaulted (implicitMask)\n"
476 "\t\talphaFunc GE128\n"
480 "\t\tmap $lightmap\n"
481 "\t\trgbGen identity\n"
482 "\t\tdepthFunc equal\n"
484 "\tq3map_styleMarker\n"
487 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
488 "\t\tdepthFunc equal\n"
489 "\t\trgbGen identity\n"
492 si->implicitImagePath,
493 si->implicitImagePath );
496 /* et: implicitBlend */
497 else if ( si->implicitMap == IM_BLEND ) {
498 srcShaderText = temp;
500 "{ // Q3Map2 defaulted (implicitBlend)\n"
504 "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
507 "\t\tmap $lightmap\n"
508 "\t\trgbGen identity\n"
509 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
511 "\tq3map_styleMarker\n"
513 si->implicitImagePath );
516 /* default shader text */
517 else if ( srcShaderText == NULL ) {
518 srcShaderText = temp;
520 "{ // Q3Map2 defaulted\n"
522 "\t\tmap $lightmap\n"
523 "\t\trgbGen identity\n"
525 "\tq3map_styleMarker\n"
528 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
529 "\t\trgbGen identity\n"
536 if ( ( strlen( mapName ) + 1 + 32 ) > MAX_QPATH ) {
537 Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH );
540 /* do some bad find-replace */
541 s = strstr( srcShaderText, find );
543 //% strcpy( shaderText, srcShaderText );
544 return si; /* testing just using the existing shader if this fails */
548 /* substitute 'find' with 'replace' */
549 loc = s - srcShaderText;
550 strcpy( shaderText, srcShaderText );
551 shaderText[ loc ] = '\0';
552 strcat( shaderText, replace );
553 strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );
556 /* make md4 hash of the shader text */
557 Com_BlockFullChecksum( shaderText, strlen( shaderText ), digest );
559 /* mangle hash into a shader name */
560 sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,
561 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
562 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
565 csi = ShaderInfoForShader( shader );
567 /* 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 ){
594 char key[ 64 ], value[ 256 ];
598 if ( from == NULL || from[ 0 ] == '\0' ||
599 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 ){
631 if ( shaderInfo == NULL ) {
632 shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO );
637 if ( numShaderInfo == MAX_SHADER_INFO ) {
638 Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." );
640 si = &shaderInfo[ numShaderInfo ];
643 /* ydnar: clear to 0 first */
644 memset( si, 0, sizeof( shaderInfo_t ) );
647 ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
649 si->backsplashFraction = DEF_BACKSPLASH_FRACTION;
650 si->backsplashDistance = DEF_BACKSPLASH_DISTANCE;
652 si->bounceScale = DEF_RADIOSITY_BOUNCE;
654 si->lightStyle = LS_NORMAL;
656 si->polygonOffset = qfalse;
658 si->shadeAngleDegrees = 0.0f;
659 si->lightmapSampleSize = 0;
660 si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
661 si->patchShadows = qfalse;
662 si->vertexShadows = qtrue; /* ydnar: changed default behavior */
663 si->forceSunlight = qfalse;
664 si->vertexScale = 1.0;
665 si->notjunc = qfalse;
667 /* ydnar: set texture coordinate transform matrix to identity */
668 TCModIdentity( si->mod );
670 /* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */
671 si->lmCustomWidth = lmCustomSize;
672 si->lmCustomHeight = lmCustomSize;
674 /* return to sender */
681 FinishShader() - ydnar
682 sets a shader's width and height among other things
685 void FinishShader( shaderInfo_t *si ){
687 float st[ 2 ], o[ 2 ], dist, bestDist;
691 /* don't double-dip */
692 if ( si->finished ) {
696 /* if they're explicitly set, copy from image size */
697 if ( si->shaderWidth == 0 && si->shaderHeight == 0 ) {
698 si->shaderWidth = si->shaderImage->width;
699 si->shaderHeight = si->shaderImage->height;
702 /* legacy terrain has explicit image-sized texture projection */
703 if ( si->legacyTerrain && si->tcGen == qfalse ) {
704 /* set xy texture projection */
706 VectorSet( si->vecs[ 0 ], ( 1.0f / ( si->shaderWidth * 0.5f ) ), 0, 0 );
707 VectorSet( si->vecs[ 1 ], 0, ( 1.0f / ( si->shaderHeight * 0.5f ) ), 0 );
710 /* find pixel coordinates best matching the average color of the image */
712 o[ 0 ] = 1.0f / si->shaderImage->width;
713 o[ 1 ] = 1.0f / si->shaderImage->height;
714 for ( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
716 for ( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
718 /* sample the shader image */
719 RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color );
721 /* determine error squared */
722 VectorSubtract( color, si->averageColor, delta );
723 delta[ 3 ] = color[ 3 ] - 255;
724 dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ];
725 if ( dist < bestDist ) {
726 si->stFlat[ 0 ] = st[ 0 ];
727 si->stFlat[ 1 ] = st[ 1 ];
732 /* set to finished */
733 si->finished = qtrue;
740 loads a shader's images
741 ydnar: image.c made this a bit simpler
744 static void LoadShaderImages( shaderInfo_t *si ){
749 /* nodraw shaders don't need images */
750 if ( si->compileFlags & C_NODRAW ) {
751 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
755 /* try to load editor image first */
756 si->shaderImage = ImageLoad( si->editorImagePath );
758 /* then try shadername */
759 if ( si->shaderImage == NULL ) {
760 si->shaderImage = ImageLoad( si->shader );
763 /* then try implicit image path (note: new behavior!) */
764 if ( si->shaderImage == NULL ) {
765 si->shaderImage = ImageLoad( si->implicitImagePath );
768 /* then try lightimage (note: new behavior!) */
769 if ( si->shaderImage == NULL ) {
770 si->shaderImage = ImageLoad( si->lightImagePath );
773 /* otherwise, use default image */
774 if ( si->shaderImage == NULL ) {
775 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
776 if ( warnImage && strcmp( si->shader, "noshader" ) ) {
777 Sys_FPrintf( SYS_WRN, "WARNING: Couldn't find image for shader %s\n", si->shader );
781 /* load light image */
782 si->lightImage = ImageLoad( si->lightImagePath );
784 /* load normalmap image (ok if this is NULL) */
785 si->normalImage = ImageLoad( si->normalImagePath );
786 if ( si->normalImage != NULL ) {
787 Sys_FPrintf( SYS_VRB, "Shader %s has\n"
788 " NM %s\n", si->shader, si->normalImagePath );
792 /* if no light image, use shader image */
793 if ( si->lightImage == NULL ) {
794 si->lightImage = ImageLoad( si->shaderImage->name );
797 /* create default and average colors */
798 count = si->lightImage->width * si->lightImage->height;
799 VectorClear( color );
801 for ( i = 0; i < count; i++ )
803 color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ];
804 color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ];
805 color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ];
806 color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ];
809 if ( VectorLength( si->color ) <= 0.0f ) {
810 ColorNormalize( color, si->color );
811 VectorScale( color, ( 1.0f / count ), si->averageColor );
815 VectorCopy( si->color, si->averageColor );
822 ShaderInfoForShader()
823 finds a shaderinfo for a named shader
826 #define MAX_SHADER_DEPRECATION_DEPTH 16
828 shaderInfo_t *ShaderInfoForShaderNull( const char *shaderName ){
829 if ( !strcmp( shaderName, "noshader" ) ) {
832 return ShaderInfoForShader( shaderName );
835 shaderInfo_t *ShaderInfoForShader( const char *shaderName ){
837 int deprecationDepth;
839 char shader[ MAX_QPATH ];
842 if ( shaderName == NULL || shaderName[ 0 ] == '\0' ) {
843 Sys_FPrintf( SYS_WRN, "WARNING: Null or empty shader name\n" );
844 shaderName = "missing";
847 /* strip off extension */
848 strcpy( shader, shaderName );
849 StripExtension( shader );
852 deprecationDepth = 0;
853 for ( i = 0; i < numShaderInfo; i++ )
855 si = &shaderInfo[ i ];
856 if ( !Q_stricmp( shader, si->shader ) ) {
857 /* check if shader is deprecated */
858 if ( deprecationDepth < MAX_SHADER_DEPRECATION_DEPTH && si->deprecateShader && si->deprecateShader[ 0 ] ) {
860 strcpy( shader, si->deprecateShader );
861 StripExtension( shader );
862 /* increase deprecation depth */
864 if ( deprecationDepth == MAX_SHADER_DEPRECATION_DEPTH ) {
865 Sys_FPrintf( SYS_WRN, "WARNING: Max deprecation depth of %i is reached on shader '%s'\n", MAX_SHADER_DEPRECATION_DEPTH, shader );
867 /* search again from beginning */
872 /* load image if necessary */
873 if ( si->finished == qfalse ) {
874 LoadShaderImages( si );
883 /* allocate a default shader */
884 si = AllocShaderInfo();
885 strcpy( si->shader, shader );
886 LoadShaderImages( si );
896 GetTokenAppend() - ydnar
897 gets a token and appends its text to the specified buffer
900 static int oldScriptLine = 0;
901 static int tabDepth = 0;
903 qboolean GetTokenAppend( char *buffer, qboolean crossline ){
909 r = GetToken( crossline );
910 if ( r == qfalse || buffer == NULL || token[ 0 ] == '\0' ) {
915 if ( token[ 0 ] == '}' ) {
920 if ( oldScriptLine != scriptline ) {
921 strcat( buffer, "\n" );
922 for ( i = 0; i < tabDepth; i++ )
923 strcat( buffer, "\t" );
926 strcat( buffer, " " );
928 oldScriptLine = scriptline;
929 strcat( buffer, token );
932 if ( token[ 0 ] == '{' ) {
941 void Parse1DMatrixAppend( char *buffer, int x, vec_t *m ){
945 if ( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) ) {
946 Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline );
948 for ( i = 0; i < x; i++ )
950 if ( !GetTokenAppend( buffer, qfalse ) ) {
951 Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline );
953 m[ i ] = atof( token );
955 if ( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) ) {
956 Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline );
960 #define snprintf_ignore(s, n, format, ...) do { \
961 size_t __n = snprintf(s, n, format, __VA_ARGS__); \
962 if (__n >= n) { assert(0); } /* truncated, ignore */ \
967 parses a shader file into discrete shaderInfo_t
970 static void ParseShaderFile( const char *filename ){
973 char *suffix, temp[ 1024 ];
974 char shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
979 shaderText[ 0 ] = '\0';
981 /* load the shader */
982 LoadScriptFile( filename, 0 );
987 /* copy shader text to the shaderinfo */
988 if ( si != NULL && shaderText[ 0 ] != '\0' ) {
989 strcat( shaderText, "\n" );
990 si->shaderText = safe_malloc( strlen( shaderText ) + 1 );
991 strcpy( si->shaderText, shaderText );
992 //% if( VectorLength( si->vecs[ 0 ] ) )
993 //% Sys_Printf( "%s\n", shaderText );
996 /* ydnar: clear shader text buffer */
997 shaderText[ 0 ] = '\0';
999 /* test for end of file */
1000 if ( !GetToken( qtrue ) ) {
1004 /* shader name is initial token */
1005 si = AllocShaderInfo();
1006 strcpy( si->shader, token );
1008 /* ignore ":q3map" suffix */
1009 suffix = strstr( si->shader, ":q3map" );
1010 if ( suffix != NULL ) {
1014 /* handle { } section */
1015 if ( !GetTokenAppend( shaderText, qtrue ) ) {
1018 if ( strcmp( token, "{" ) ) {
1020 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s",
1021 filename, scriptline, token, si->shader );
1024 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s",
1025 filename, scriptline, token );
1031 /* get the next token */
1032 if ( !GetTokenAppend( shaderText, qtrue ) ) {
1035 if ( !strcmp( token, "}" ) ) {
1040 /* -----------------------------------------------------------------
1041 shader stages (passes)
1042 ----------------------------------------------------------------- */
1044 /* parse stage directives */
1045 if ( !strcmp( token, "{" ) ) {
1046 si->hasPasses = qtrue;
1049 if ( !GetTokenAppend( shaderText, qtrue ) ) {
1052 if ( !strcmp( token, "}" ) ) {
1056 /* only care about images if we don't have a editor/light image */
1057 if ( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' ) {
1058 /* digest any images */
1059 if ( !Q_stricmp( token, "map" ) ||
1060 !Q_stricmp( token, "clampMap" ) ||
1061 !Q_stricmp( token, "animMap" ) ||
1062 !Q_stricmp( token, "clampAnimMap" ) ||
1063 !Q_stricmp( token, "clampMap" ) ||
1064 !Q_stricmp( token, "mapComp" ) ||
1065 !Q_stricmp( token, "mapNoComp" ) ) {
1066 /* skip one token for animated stages */
1067 if ( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) ) {
1068 GetTokenAppend( shaderText, qfalse );
1072 GetTokenAppend( shaderText, qfalse );
1073 if ( token[ 0 ] != '*' && token[ 0 ] != '$' ) {
1074 strcpy( si->lightImagePath, token );
1075 DefaultExtension( si->lightImagePath, ".tga" );
1078 //% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );
1086 /* -----------------------------------------------------------------
1087 surfaceparm * directives
1088 ----------------------------------------------------------------- */
1090 /* match surfaceparm */
1091 else if ( !Q_stricmp( token, "surfaceparm" ) ) {
1092 GetTokenAppend( shaderText, qfalse );
1093 if ( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) {
1094 Sys_FPrintf( SYS_WRN, "WARNING: Unknown surfaceparm: \"%s\"\n", token );
1099 /* -----------------------------------------------------------------
1100 game-related shader directives
1101 ----------------------------------------------------------------- */
1103 /* ydnar: fogparms (for determining fog volumes) */
1104 else if ( !Q_stricmp( token, "fogparms" ) ) {
1105 si->fogParms = qtrue;
1108 /* ydnar: polygonoffset (for no culling) */
1109 else if ( !Q_stricmp( token, "polygonoffset" ) ) {
1110 si->polygonOffset = qtrue;
1113 /* tesssize is used to force liquid surfaces to subdivide */
1114 else if ( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ ) {
1115 GetTokenAppend( shaderText, qfalse );
1116 si->subdivisions = atof( token );
1119 /* cull none will set twoSided (ydnar: added disable too) */
1120 else if ( !Q_stricmp( token, "cull" ) ) {
1121 GetTokenAppend( shaderText, qfalse );
1122 if ( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) ) {
1123 si->twoSided = qtrue;
1127 /* deformVertexes autosprite[ 2 ]
1128 we catch this so autosprited surfaces become point
1129 lights instead of area lights */
1130 else if ( !Q_stricmp( token, "deformVertexes" ) ) {
1131 GetTokenAppend( shaderText, qfalse );
1133 /* deformVertexes autosprite(2) */
1134 if ( !Q_strncasecmp( token, "autosprite", 10 ) ) {
1135 /* set it as autosprite and detail */
1136 si->autosprite = qtrue;
1137 ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1139 /* ydnar: gs mods: added these useful things */
1141 si->notjunc = qtrue;
1144 /* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
1145 if ( !Q_stricmp( token, "move" ) ) {
1146 vec3_t amt, mins, maxs;
1150 /* get move amount */
1151 GetTokenAppend( shaderText, qfalse ); amt[ 0 ] = atof( token );
1152 GetTokenAppend( shaderText, qfalse ); amt[ 1 ] = atof( token );
1153 GetTokenAppend( shaderText, qfalse ); amt[ 2 ] = atof( token );
1156 GetTokenAppend( shaderText, qfalse );
1158 /* get base and amplitude */
1159 GetTokenAppend( shaderText, qfalse ); base = atof( token );
1160 GetTokenAppend( shaderText, qfalse ); amp = atof( token );
1163 VectorScale( amt, base, mins );
1164 VectorMA( mins, amp, amt, maxs );
1165 VectorAdd( si->mins, mins, si->mins );
1166 VectorAdd( si->maxs, maxs, si->maxs );
1170 /* light <value> (old-style flare specification) */
1171 else if ( !Q_stricmp( token, "light" ) ) {
1172 GetTokenAppend( shaderText, qfalse );
1173 si->flareShader = game->flareShader;
1176 /* ydnar: damageShader <shader> <health> (sof2 mods) */
1177 else if ( !Q_stricmp( token, "damageShader" ) ) {
1178 GetTokenAppend( shaderText, qfalse );
1179 if ( token[ 0 ] != '\0' ) {
1180 si->damageShader = safe_malloc( strlen( token ) + 1 );
1181 strcpy( si->damageShader, token );
1183 GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */
1186 /* ydnar: enemy territory implicit shaders */
1187 else if ( !Q_stricmp( token, "implicitMap" ) ) {
1188 si->implicitMap = IM_OPAQUE;
1189 GetTokenAppend( shaderText, qfalse );
1190 if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) {
1191 snprintf_ignore( si->implicitImagePath, sizeof si->implicitImagePath, "%s.tga", si->shader );
1194 strcpy( si->implicitImagePath, token );
1198 else if ( !Q_stricmp( token, "implicitMask" ) ) {
1199 si->implicitMap = IM_MASKED;
1200 GetTokenAppend( shaderText, qfalse );
1201 if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) {
1202 snprintf_ignore( si->implicitImagePath, sizeof si->implicitImagePath, "%s.tga", si->shader );
1205 strcpy( si->implicitImagePath, token );
1209 else if ( !Q_stricmp( token, "implicitBlend" ) ) {
1210 si->implicitMap = IM_MASKED;
1211 GetTokenAppend( shaderText, qfalse );
1212 if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) {
1213 snprintf_ignore( si->implicitImagePath, sizeof si->implicitImagePath, "%s.tga", si->shader );
1216 strcpy( si->implicitImagePath, token );
1221 /* -----------------------------------------------------------------
1223 ----------------------------------------------------------------- */
1225 /* qer_editorimage <image> */
1226 else if ( !Q_stricmp( token, "qer_editorImage" ) ) {
1227 GetTokenAppend( shaderText, qfalse );
1228 strcpy( si->editorImagePath, token );
1229 DefaultExtension( si->editorImagePath, ".tga" );
1232 /* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
1233 else if ( !Q_stricmp( token, "q3map_normalImage" ) ) {
1234 GetTokenAppend( shaderText, qfalse );
1235 strcpy( si->normalImagePath, token );
1236 DefaultExtension( si->normalImagePath, ".tga" );
1239 /* q3map_lightimage <image> */
1240 else if ( !Q_stricmp( token, "q3map_lightImage" ) ) {
1241 GetTokenAppend( shaderText, qfalse );
1242 strcpy( si->lightImagePath, token );
1243 DefaultExtension( si->lightImagePath, ".tga" );
1246 /* ydnar: skyparms <outer image> <cloud height> <inner image> */
1247 else if ( !Q_stricmp( token, "skyParms" ) ) {
1248 /* get image base */
1249 GetTokenAppend( shaderText, qfalse );
1251 /* ignore bogus paths */
1252 if ( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) ) {
1253 strcpy( si->skyParmsImageBase, token );
1255 /* use top image as sky light image */
1256 if ( si->lightImagePath[ 0 ] == '\0' ) {
1257 snprintf_ignore( si->lightImagePath, sizeof si->lightImagePath, "%s_up.tga", si->skyParmsImageBase );
1261 /* skip rest of line */
1262 GetTokenAppend( shaderText, qfalse );
1263 GetTokenAppend( shaderText, qfalse );
1266 /* -----------------------------------------------------------------
1268 ----------------------------------------------------------------- */
1270 /* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
1271 color will be normalized, so it doesn't matter what range you use
1272 intensity falls off with angle but not distance 100 is a fairly bright sun
1273 degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon
1274 ydnar: sof2map has bareword 'sun' token, so we support that as well */
1275 else if ( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) ) {
1278 qboolean ext = qfalse;
1281 /* ydnar: extended sun directive? */
1282 if ( !Q_stricmp( token, "q3map_sunext" ) ) {
1287 sun = safe_malloc( sizeof( *sun ) );
1288 memset( sun, 0, sizeof( *sun ) );
1291 sun->style = si->lightStyle;
1294 GetTokenAppend( shaderText, qfalse );
1295 sun->color[ 0 ] = atof( token );
1296 GetTokenAppend( shaderText, qfalse );
1297 sun->color[ 1 ] = atof( token );
1298 GetTokenAppend( shaderText, qfalse );
1299 sun->color[ 2 ] = atof( token );
1302 sun->color[0] = Image_LinearFloatFromsRGBFloat( sun->color[0] );
1303 sun->color[1] = Image_LinearFloatFromsRGBFloat( sun->color[1] );
1304 sun->color[2] = Image_LinearFloatFromsRGBFloat( sun->color[2] );
1308 ColorNormalize( sun->color, sun->color );
1310 /* scale color by brightness */
1311 GetTokenAppend( shaderText, qfalse );
1312 sun->photons = atof( token );
1314 /* get sun angle/elevation */
1315 GetTokenAppend( shaderText, qfalse );
1317 a = a / 180.0f * Q_PI;
1319 GetTokenAppend( shaderText, qfalse );
1321 b = b / 180.0f * Q_PI;
1323 sun->direction[ 0 ] = cos( a ) * cos( b );
1324 sun->direction[ 1 ] = sin( a ) * cos( b );
1325 sun->direction[ 2 ] = sin( b );
1327 /* get filter radius from shader */
1328 sun->filterRadius = si->lightFilterRadius;
1330 /* ydnar: get sun angular deviance/samples */
1331 if ( ext && TokenAvailable() ) {
1332 GetTokenAppend( shaderText, qfalse );
1333 sun->deviance = atof( token );
1334 sun->deviance = sun->deviance / 180.0f * Q_PI;
1336 GetTokenAppend( shaderText, qfalse );
1337 sun->numSamples = atoi( token );
1341 sun->next = si->sun;
1344 /* apply sky surfaceparm */
1345 ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1347 /* don't process any more tokens on this line */
1352 else if ( !Q_strncasecmp( token, "q3map_", 6 ) ) {
1353 /* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
1354 if ( !Q_stricmp( token, "q3map_baseShader" ) ) {
1356 qboolean oldWarnImage;
1360 GetTokenAppend( shaderText, qfalse );
1361 //% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );
1362 oldWarnImage = warnImage;
1364 si2 = ShaderInfoForShader( token );
1365 warnImage = oldWarnImage;
1368 if ( si2 != NULL ) {
1370 strcpy( temp, si->shader );
1373 memcpy( si, si2, sizeof( *si ) );
1375 /* restore name and set to unfinished */
1376 strcpy( si->shader, temp );
1377 si->shaderWidth = 0;
1378 si->shaderHeight = 0;
1379 si->finished = qfalse;
1383 /* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
1384 else if ( !Q_stricmp( token, "q3map_surfacemodel" ) ) {
1385 surfaceModel_t *model;
1387 /* allocate new model and attach it */
1388 model = safe_malloc( sizeof( *model ) );
1389 memset( model, 0, sizeof( *model ) );
1390 model->next = si->surfaceModel;
1391 si->surfaceModel = model;
1393 /* get parameters */
1394 GetTokenAppend( shaderText, qfalse );
1395 strcpy( model->model, token );
1397 GetTokenAppend( shaderText, qfalse );
1398 model->density = atof( token );
1399 GetTokenAppend( shaderText, qfalse );
1400 model->odds = atof( token );
1402 GetTokenAppend( shaderText, qfalse );
1403 model->minScale = atof( token );
1404 GetTokenAppend( shaderText, qfalse );
1405 model->maxScale = atof( token );
1407 GetTokenAppend( shaderText, qfalse );
1408 model->minAngle = atof( token );
1409 GetTokenAppend( shaderText, qfalse );
1410 model->maxAngle = atof( token );
1412 GetTokenAppend( shaderText, qfalse );
1413 model->oriented = ( token[ 0 ] == '1' ? qtrue : qfalse );
1416 /* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
1417 else if ( !Q_stricmp( token, "q3map_foliage" ) ) {
1421 /* allocate new foliage struct and attach it */
1422 foliage = safe_malloc( sizeof( *foliage ) );
1423 memset( foliage, 0, sizeof( *foliage ) );
1424 foliage->next = si->foliage;
1425 si->foliage = foliage;
1427 /* get parameters */
1428 GetTokenAppend( shaderText, qfalse );
1429 strcpy( foliage->model, token );
1431 GetTokenAppend( shaderText, qfalse );
1432 foliage->scale = atof( token );
1433 GetTokenAppend( shaderText, qfalse );
1434 foliage->density = atof( token );
1435 GetTokenAppend( shaderText, qfalse );
1436 foliage->odds = atof( token );
1437 GetTokenAppend( shaderText, qfalse );
1438 foliage->inverseAlpha = atoi( token );
1441 /* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
1442 else if ( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) ) {
1443 GetTokenAppend( shaderText, qfalse );
1444 si->bounceScale = atof( token );
1447 /* ydnar/splashdamage: q3map_skyLight <value> <iterations> */
1448 else if ( !Q_stricmp( token, "q3map_skyLight" ) ) {
1449 GetTokenAppend( shaderText, qfalse );
1450 si->skyLightValue = atof( token );
1451 GetTokenAppend( shaderText, qfalse );
1452 si->skyLightIterations = atoi( token );
1455 if ( si->skyLightValue < 0.0f ) {
1456 si->skyLightValue = 0.0f;
1458 if ( si->skyLightIterations < 2 ) {
1459 si->skyLightIterations = 2;
1463 /* q3map_surfacelight <value> */
1464 else if ( !Q_stricmp( token, "q3map_surfacelight" ) ) {
1465 GetTokenAppend( shaderText, qfalse );
1466 si->value = atof( token );
1469 /* q3map_lightStyle (sof2/jk2 lightstyle) */
1470 else if ( !Q_stricmp( token, "q3map_lightStyle" ) ) {
1471 GetTokenAppend( shaderText, qfalse );
1472 val = atoi( token );
1476 else if ( val > LS_NONE ) {
1479 si->lightStyle = val;
1482 /* wolf: q3map_lightRGB <red> <green> <blue> */
1483 else if ( !Q_stricmp( token, "q3map_lightRGB" ) ) {
1484 VectorClear( si->color );
1485 GetTokenAppend( shaderText, qfalse );
1486 si->color[ 0 ] = atof( token );
1487 GetTokenAppend( shaderText, qfalse );
1488 si->color[ 1 ] = atof( token );
1489 GetTokenAppend( shaderText, qfalse );
1490 si->color[ 2 ] = atof( token );
1492 si->color[0] = Image_LinearFloatFromsRGBFloat( si->color[0] );
1493 si->color[1] = Image_LinearFloatFromsRGBFloat( si->color[1] );
1494 si->color[2] = Image_LinearFloatFromsRGBFloat( si->color[2] );
1496 ColorNormalize( si->color, si->color );
1499 /* q3map_lightSubdivide <value> */
1500 else if ( !Q_stricmp( token, "q3map_lightSubdivide" ) ) {
1501 GetTokenAppend( shaderText, qfalse );
1502 si->lightSubdivide = atoi( token );
1505 /* q3map_backsplash <percent> <distance> */
1506 else if ( !Q_stricmp( token, "q3map_backsplash" ) ) {
1507 GetTokenAppend( shaderText, qfalse );
1508 si->backsplashFraction = atof( token ) * 0.01f;
1509 GetTokenAppend( shaderText, qfalse );
1510 si->backsplashDistance = atof( token );
1513 /* q3map_floodLight <r> <g> <b> <diste> <intensity> <light_direction_power> */
1514 else if ( !Q_stricmp( token, "q3map_floodLight" ) ) {
1516 GetTokenAppend( shaderText, qfalse );
1517 si->floodlightRGB[ 0 ] = atof( token );
1518 GetTokenAppend( shaderText, qfalse );
1519 si->floodlightRGB[ 1 ] = atof( token );
1520 GetTokenAppend( shaderText, qfalse );
1521 si->floodlightRGB[ 2 ] = atof( token );
1522 GetTokenAppend( shaderText, qfalse );
1523 si->floodlightDistance = atof( token );
1524 GetTokenAppend( shaderText, qfalse );
1525 si->floodlightIntensity = atof( token );
1526 GetTokenAppend( shaderText, qfalse );
1527 si->floodlightDirectionScale = atof( token );
1529 si->floodlightRGB[0] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[0] );
1530 si->floodlightRGB[1] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[1] );
1531 si->floodlightRGB[2] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[2] );
1533 ColorNormalize( si->floodlightRGB, si->floodlightRGB );
1536 /* jal: q3map_nodirty : skip dirty */
1537 else if ( !Q_stricmp( token, "q3map_nodirty" ) ) {
1538 si->noDirty = qtrue;
1541 /* q3map_lightmapSampleSize <value> */
1542 else if ( !Q_stricmp( token, "q3map_lightmapSampleSize" ) ) {
1543 GetTokenAppend( shaderText, qfalse );
1544 si->lightmapSampleSize = atoi( token );
1547 /* q3map_lightmapSampleOffset <value> */
1548 else if ( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) ) {
1549 GetTokenAppend( shaderText, qfalse );
1550 si->lightmapSampleOffset = atof( token );
1553 /* ydnar: q3map_lightmapFilterRadius <self> <other> */
1554 else if ( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) ) {
1555 GetTokenAppend( shaderText, qfalse );
1556 si->lmFilterRadius = atof( token );
1557 GetTokenAppend( shaderText, qfalse );
1558 si->lightFilterRadius = atof( token );
1561 /* ydnar: q3map_lightmapAxis [xyz] */
1562 else if ( !Q_stricmp( token, "q3map_lightmapAxis" ) ) {
1563 GetTokenAppend( shaderText, qfalse );
1564 if ( !Q_stricmp( token, "x" ) ) {
1565 VectorSet( si->lightmapAxis, 1, 0, 0 );
1567 else if ( !Q_stricmp( token, "y" ) ) {
1568 VectorSet( si->lightmapAxis, 0, 1, 0 );
1570 else if ( !Q_stricmp( token, "z" ) ) {
1571 VectorSet( si->lightmapAxis, 0, 0, 1 );
1575 Sys_FPrintf( SYS_WRN, "WARNING: Unknown value for lightmap axis: %s\n", token );
1576 VectorClear( si->lightmapAxis );
1580 /* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
1581 else if ( !Q_stricmp( token, "q3map_lightmapSize" ) ) {
1582 GetTokenAppend( shaderText, qfalse );
1583 si->lmCustomWidth = atoi( token );
1584 GetTokenAppend( shaderText, qfalse );
1585 si->lmCustomHeight = atoi( token );
1587 /* must be a power of 2 */
1588 if ( ( ( si->lmCustomWidth - 1 ) & si->lmCustomWidth ) ||
1589 ( ( si->lmCustomHeight - 1 ) & si->lmCustomHeight ) ) {
1590 Sys_FPrintf( SYS_WRN, "WARNING: Non power-of-two lightmap size specified (%d, %d)\n",
1591 si->lmCustomWidth, si->lmCustomHeight );
1592 si->lmCustomWidth = lmCustomSize;
1593 si->lmCustomHeight = lmCustomSize;
1597 /* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */
1598 else if ( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) ) {
1599 GetTokenAppend( shaderText, qfalse );
1600 si->lmBrightness = atof( token );
1601 if ( si->lmBrightness < 0 ) {
1602 si->lmBrightness = 1.0;
1606 /* q3map_vertexScale (scale vertex lighting by this fraction) */
1607 else if ( !Q_stricmp( token, "q3map_vertexScale" ) ) {
1608 GetTokenAppend( shaderText, qfalse );
1609 si->vertexScale = atof( token );
1612 /* q3map_noVertexLight */
1613 else if ( !Q_stricmp( token, "q3map_noVertexLight" ) ) {
1614 si->noVertexLight = qtrue;
1617 /* q3map_flare[Shader] <shader> */
1618 else if ( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) ) {
1619 GetTokenAppend( shaderText, qfalse );
1620 if ( token[ 0 ] != '\0' ) {
1621 si->flareShader = safe_malloc( strlen( token ) + 1 );
1622 strcpy( si->flareShader, token );
1626 /* q3map_backShader <shader> */
1627 else if ( !Q_stricmp( token, "q3map_backShader" ) ) {
1628 GetTokenAppend( shaderText, qfalse );
1629 if ( token[ 0 ] != '\0' ) {
1630 si->backShader = safe_malloc( strlen( token ) + 1 );
1631 strcpy( si->backShader, token );
1635 /* ydnar: q3map_cloneShader <shader> */
1636 else if ( !Q_stricmp( token, "q3map_cloneShader" ) ) {
1637 GetTokenAppend( shaderText, qfalse );
1638 if ( token[ 0 ] != '\0' ) {
1639 si->cloneShader = safe_malloc( strlen( token ) + 1 );
1640 strcpy( si->cloneShader, token );
1644 /* q3map_remapShader <shader> */
1645 else if ( !Q_stricmp( token, "q3map_remapShader" ) ) {
1646 GetTokenAppend( shaderText, qfalse );
1647 if ( token[ 0 ] != '\0' ) {
1648 si->remapShader = safe_malloc( strlen( token ) + 1 );
1649 strcpy( si->remapShader, token );
1653 /* q3map_deprecateShader <shader> */
1654 else if ( !Q_stricmp( token, "q3map_deprecateShader" ) ) {
1655 GetTokenAppend( shaderText, qfalse );
1656 if ( token[ 0 ] != '\0' ) {
1658 si->deprecateShader = safe_malloc( strlen( token ) + 1 );
1659 strcpy( si->deprecateShader, token );
1663 /* ydnar: q3map_offset <value> */
1664 else if ( !Q_stricmp( token, "q3map_offset" ) ) {
1665 GetTokenAppend( shaderText, qfalse );
1666 si->offset = atof( token );
1669 /* ydnar: q3map_fur <numlayers> <offset> <fade> */
1670 else if ( !Q_stricmp( token, "q3map_fur" ) ) {
1671 GetTokenAppend( shaderText, qfalse );
1672 si->furNumLayers = atoi( token );
1673 GetTokenAppend( shaderText, qfalse );
1674 si->furOffset = atof( token );
1675 GetTokenAppend( shaderText, qfalse );
1676 si->furFade = atof( token );
1679 /* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
1680 else if ( !Q_stricmp( token, "q3map_terrain" ) ) {
1681 /* team arena terrain is assumed to be nonplanar, with full normal averaging,
1682 passed through the metatriangle surface pipeline, with a lightmap axis on z */
1683 si->legacyTerrain = qtrue;
1685 si->notjunc = qtrue;
1686 si->indexed = qtrue;
1687 si->nonplanar = qtrue;
1688 si->forceMeta = qtrue;
1689 si->shadeAngleDegrees = 179.0f;
1690 //% VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
1693 /* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
1694 else if ( !Q_stricmp( token, "q3map_forceMeta" ) ) {
1695 si->forceMeta = qtrue;
1698 /* ydnar: gs mods: q3map_shadeAngle <degrees> */
1699 else if ( !Q_stricmp( token, "q3map_shadeAngle" ) ) {
1700 GetTokenAppend( shaderText, qfalse );
1701 si->shadeAngleDegrees = atof( token );
1704 /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
1705 else if ( !Q_stricmp( token, "q3map_textureSize" ) ) {
1706 GetTokenAppend( shaderText, qfalse );
1707 si->shaderWidth = atoi( token );
1708 GetTokenAppend( shaderText, qfalse );
1709 si->shaderHeight = atoi( token );
1712 /* ydnar: gs mods: q3map_tcGen <style> <parameters> */
1713 else if ( !Q_stricmp( token, "q3map_tcGen" ) ) {
1715 GetTokenAppend( shaderText, qfalse );
1717 /* q3map_tcGen vector <s vector> <t vector> */
1718 if ( !Q_stricmp( token, "vector" ) ) {
1719 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
1720 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
1723 /* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
1724 else if ( !Q_stricmp( token, "ivector" ) ) {
1725 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
1726 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
1727 for ( i = 0; i < 3; i++ )
1729 si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;
1730 si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;
1735 Sys_FPrintf( SYS_WRN, "WARNING: Unknown q3map_tcGen method: %s\n", token );
1736 VectorClear( si->vecs[ 0 ] );
1737 VectorClear( si->vecs[ 1 ] );
1741 /* ydnar: gs mods: q3map_[color|rgb|alpha][Gen|Mod] <style> <parameters> */
1742 else if ( !Q_stricmp( token, "q3map_colorGen" ) || !Q_stricmp( token, "q3map_colorMod" ) ||
1743 !Q_stricmp( token, "q3map_rgbGen" ) || !Q_stricmp( token, "q3map_rgbMod" ) ||
1744 !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) ) {
1745 colorMod_t *cm, *cm2;
1749 /* alphamods are colormod + 1 */
1750 alpha = ( !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) ) ? 1 : 0;
1752 /* allocate new colormod */
1753 cm = safe_malloc( sizeof( *cm ) );
1754 memset( cm, 0, sizeof( *cm ) );
1756 /* attach to shader */
1757 if ( si->colorMod == NULL ) {
1762 for ( cm2 = si->colorMod; cm2 != NULL; cm2 = cm2->next )
1764 if ( cm2->next == NULL ) {
1772 GetTokenAppend( shaderText, qfalse );
1774 /* alpha set|const A */
1775 if ( alpha && ( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) ) ) {
1776 cm->type = CM_ALPHA_SET;
1777 GetTokenAppend( shaderText, qfalse );
1778 cm->data[ 0 ] = atof( token );
1781 /* color|rgb set|const ( X Y Z ) */
1782 else if ( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) ) {
1783 cm->type = CM_COLOR_SET;
1784 Parse1DMatrixAppend( shaderText, 3, cm->data );
1786 cm->data[0] = Image_LinearFloatFromsRGBFloat( cm->data[0] );
1787 cm->data[1] = Image_LinearFloatFromsRGBFloat( cm->data[1] );
1788 cm->data[2] = Image_LinearFloatFromsRGBFloat( cm->data[2] );
1793 else if ( alpha && !Q_stricmp( token, "scale" ) ) {
1794 cm->type = CM_ALPHA_SCALE;
1795 GetTokenAppend( shaderText, qfalse );
1796 cm->data[ 0 ] = atof( token );
1799 /* color|rgb scale ( X Y Z ) */
1800 else if ( !Q_stricmp( token, "scale" ) ) {
1801 cm->type = CM_COLOR_SCALE;
1802 Parse1DMatrixAppend( shaderText, 3, cm->data );
1805 /* dotProduct ( X Y Z ) */
1806 else if ( !Q_stricmp( token, "dotProduct" ) ) {
1807 cm->type = CM_COLOR_DOT_PRODUCT + alpha;
1808 Parse1DMatrixAppend( shaderText, 3, cm->data );
1811 /* dotProductScale ( X Y Z MIN MAX ) */
1812 else if ( !Q_stricmp( token, "dotProductScale" ) ) {
1813 cm->type = CM_COLOR_DOT_PRODUCT_SCALE + alpha;
1814 Parse1DMatrixAppend( shaderText, 5, cm->data );
1817 /* dotProduct2 ( X Y Z ) */
1818 else if ( !Q_stricmp( token, "dotProduct2" ) ) {
1819 cm->type = CM_COLOR_DOT_PRODUCT_2 + alpha;
1820 Parse1DMatrixAppend( shaderText, 3, cm->data );
1823 /* dotProduct2scale ( X Y Z MIN MAX ) */
1824 else if ( !Q_stricmp( token, "dotProduct2scale" ) ) {
1825 cm->type = CM_COLOR_DOT_PRODUCT_2_SCALE + alpha;
1826 Parse1DMatrixAppend( shaderText, 5, cm->data );
1830 else if ( !Q_stricmp( token, "volume" ) ) {
1831 /* special stub mode for flagging volume brushes */
1832 cm->type = CM_VOLUME;
1837 Sys_FPrintf( SYS_WRN, "WARNING: Unknown colorMod method: %s\n", token );
1841 /* ydnar: gs mods: q3map_tcMod <style> <parameters> */
1842 else if ( !Q_stricmp( token, "q3map_tcMod" ) ) {
1846 GetTokenAppend( shaderText, qfalse );
1848 /* q3map_tcMod [translate | shift | offset] <s> <t> */
1849 if ( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) ) {
1850 GetTokenAppend( shaderText, qfalse );
1852 GetTokenAppend( shaderText, qfalse );
1855 TCModTranslate( si->mod, a, b );
1858 /* q3map_tcMod scale <s> <t> */
1859 else if ( !Q_stricmp( token, "scale" ) ) {
1860 GetTokenAppend( shaderText, qfalse );
1862 GetTokenAppend( shaderText, qfalse );
1865 TCModScale( si->mod, a, b );
1868 /* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
1869 else if ( !Q_stricmp( token, "rotate" ) ) {
1870 GetTokenAppend( shaderText, qfalse );
1872 TCModRotate( si->mod, a );
1875 Sys_FPrintf( SYS_WRN, "WARNING: Unknown q3map_tcMod method: %s\n", token );
1879 /* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
1880 else if ( !Q_stricmp( token, "q3map_fogDir" ) ) {
1881 Parse1DMatrixAppend( shaderText, 3, si->fogDir );
1882 VectorNormalize( si->fogDir, si->fogDir );
1885 /* q3map_globaltexture */
1886 else if ( !Q_stricmp( token, "q3map_globaltexture" ) ) {
1887 si->globalTexture = qtrue;
1890 /* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
1891 else if ( !Q_stricmp( token, "q3map_nonplanar" ) ) {
1892 si->nonplanar = qtrue;
1895 /* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
1896 else if ( !Q_stricmp( token, "q3map_noclip" ) ) {
1901 else if ( !Q_stricmp( token, "q3map_notjunc" ) ) {
1902 si->notjunc = qtrue;
1906 else if ( !Q_stricmp( token, "q3map_nofog" ) ) {
1910 /* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
1911 else if ( !Q_stricmp( token, "q3map_indexed" ) ) {
1912 si->indexed = qtrue;
1915 /* ydnar: q3map_invert (inverts a drawsurface's facing) */
1916 else if ( !Q_stricmp( token, "q3map_invert" ) ) {
1920 /* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
1921 else if ( !Q_stricmp( token, "q3map_lightmapMergable" ) ) {
1922 si->lmMergable = qtrue;
1925 /* ydnar: q3map_nofast */
1926 else if ( !Q_stricmp( token, "q3map_noFast" ) ) {
1930 /* q3map_patchshadows */
1931 else if ( !Q_stricmp( token, "q3map_patchShadows" ) ) {
1932 si->patchShadows = qtrue;
1935 /* q3map_vertexshadows */
1936 else if ( !Q_stricmp( token, "q3map_vertexShadows" ) ) {
1937 si->vertexShadows = qtrue; /* ydnar */
1940 /* q3map_novertexshadows */
1941 else if ( !Q_stricmp( token, "q3map_noVertexShadows" ) ) {
1942 si->vertexShadows = qfalse; /* ydnar */
1945 /* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
1946 else if ( !Q_stricmp( token, "q3map_splotchfix" ) ) {
1947 si->splotchFix = qtrue; /* ydnar */
1950 /* q3map_forcesunlight */
1951 else if ( !Q_stricmp( token, "q3map_forceSunlight" ) ) {
1952 si->forceSunlight = qtrue;
1955 /* q3map_onlyvertexlighting (sof2) */
1956 else if ( !Q_stricmp( token, "q3map_onlyVertexLighting" ) ) {
1957 ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1960 /* q3map_material (sof2) */
1961 else if ( !Q_stricmp( token, "q3map_material" ) ) {
1962 GetTokenAppend( shaderText, qfalse );
1963 sprintf( temp, "*mat_%s", token );
1964 if ( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) {
1965 Sys_FPrintf( SYS_WRN, "WARNING: Unknown material \"%s\"\n", token );
1969 /* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
1970 else if ( !Q_stricmp( token, "q3map_clipmodel" ) ) {
1971 si->clipModel = qtrue;
1974 /* ydnar: q3map_styleMarker[2] */
1975 else if ( !Q_stricmp( token, "q3map_styleMarker" ) ) {
1976 si->styleMarker = 1;
1978 else if ( !Q_stricmp( token, "q3map_styleMarker2" ) ) { /* uses depthFunc equal */
1979 si->styleMarker = 2;
1982 /* ydnar: default to searching for q3map_<surfaceparm> */
1986 Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
1987 if ( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) {
1988 Sys_FPrintf( SYS_WRN, "WARNING: Unknown q3map_* directive \"%s\"\n", token );
1995 /* -----------------------------------------------------------------
1997 ----------------------------------------------------------------- */
1999 /* ignore all other tokens on the line */
2000 while ( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) ) ;
2008 ParseCustomInfoParms() - rr2do2
2009 loads custom info parms file for mods
2012 static void ParseCustomInfoParms( void ){
2013 qboolean parsedContent, parsedSurface;
2017 if ( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 ) {
2022 LoadScriptFile( "scripts/custinfoparms.txt", 0 );
2024 /* clear the array */
2025 memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
2026 numCustSurfaceParms = 0;
2027 parsedContent = parsedSurface = qfalse;
2029 /* parse custom contentflags */
2033 if ( !GetToken( qtrue ) ) {
2037 if ( !strcmp( token, "}" ) ) {
2038 parsedContent = qtrue;
2042 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
2043 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
2045 sscanf( token, "%x", (unsigned int *) &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
2046 numCustSurfaceParms++;
2050 if ( !parsedContent ) {
2051 Sys_FPrintf( SYS_WRN, "WARNING: Couldn't find valid custom contentsflag section\n" );
2055 /* parse custom surfaceflags */
2059 if ( !GetToken( qtrue ) ) {
2063 if ( !strcmp( token, "}" ) ) {
2064 parsedSurface = qtrue;
2068 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
2069 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
2071 sscanf( token, "%x", (unsigned int *) &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
2072 numCustSurfaceParms++;
2076 if ( !parsedContent ) {
2077 Sys_FPrintf( SYS_WRN, "WARNING: Couldn't find valid custom surfaceflag section\n" );
2085 the shaders are parsed out of shaderlist.txt from a main directory
2086 that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
2087 on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
2090 #define MAX_SHADER_FILES 1024
2092 void LoadShaderInfo( void ){
2093 int i, j, numShaderFiles, count;
2094 char filename[ 1024 ];
2095 char *shaderFiles[ MAX_SHADER_FILES ];
2098 /* rr2do2: parse custom infoparms first */
2099 if ( useCustomInfoParms ) {
2100 ParseCustomInfoParms();
2103 /* start with zero */
2106 /* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
2107 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
2108 count = vfsGetFileCount( filename );
2111 for ( i = 0; i < count; i++ )
2113 /* load shader list */
2114 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
2115 LoadScriptFile( filename, i );
2118 while ( GetToken( qtrue ) )
2120 /* check for duplicate entries */
2121 for ( j = 0; j < numShaderFiles; j++ )
2122 if ( !strcmp( shaderFiles[ j ], token ) ) {
2127 if ( j >= MAX_SHADER_FILES ) {
2128 Error( "MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int) MAX_SHADER_FILES );
2131 /* new shader file */
2132 if ( j == numShaderFiles ) {
2133 shaderFiles[ numShaderFiles ] = safe_malloc( MAX_OS_PATH );
2134 strcpy( shaderFiles[ numShaderFiles ], token );
2140 /* parse the shader files */
2141 for ( i = 0; i < numShaderFiles; i++ )
2143 sprintf( filename, "%s/%s.shader", game->shaderPath, shaderFiles[ i ] );
2144 ParseShaderFile( filename );
2145 free( shaderFiles[ i ] );
2148 /* emit some statistics */
2149 Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );