/*
-Copyright (c) 2001, Loki software, inc.
-All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-Redistributions of source code must retain the above copyright notice, this list
-of conditions and the following disclaimer.
-
-Redistributions in binary form must reproduce the above copyright notice, this
-list of conditions and the following disclaimer in the documentation and/or
-other materials provided with the distribution.
-
-Neither the name of Loki software nor the names of its contributors may be used
-to endorse or promote products derived from this software without specific prior
-written permission.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
-AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
-DIRECT,INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-*/
+ Copyright (c) 2001, Loki software, inc.
+ All rights reserved.
+
+ Redistribution and use in source and binary forms, with or without modification,
+ are permitted provided that the following conditions are met:
+
+ Redistributions of source code must retain the above copyright notice, this list
+ of conditions and the following disclaimer.
+
+ Redistributions in binary form must reproduce the above copyright notice, this
+ list of conditions and the following disclaimer in the documentation and/or
+ other materials provided with the distribution.
+
+ Neither the name of Loki software nor the names of its contributors may be used
+ to endorse or promote products derived from this software without specific prior
+ written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
+ DIRECT,INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
//
// Shaders Manager Plugin
//
#include "shaders.h"
+#include "globaldefs.h"
#include <stdio.h>
#include <stdlib.h>
#include "qerplugin.h"
#include "irender.h"
-#include <glib/gslist.h>
+#include <glib.h>
#include "debugging/debugging.h"
#include "string/pooledstring.h"
#include "archivelib.h"
#include "imagelib.h"
-const char* g_shadersExtension = "";
-const char* g_shadersDirectory = "";
+const char *g_shadersExtension = "";
+const char *g_shadersDirectory = "";
bool g_enableDefaultShaders = true;
ShaderLanguage g_shaderLanguage = SHADERLANGUAGE_QUAKE3;
bool g_useShaderList = true;
-_QERPlugImageTable* g_bitmapModule = 0;
-const char* g_texturePrefix = "textures/";
+_QERPlugImageTable *g_bitmapModule = 0;
+const char *g_texturePrefix = "textures/";
void ActiveShaders_IteratorBegin();
+
bool ActiveShaders_IteratorAtEnd();
+
IShader *ActiveShaders_IteratorCurrent();
+
void ActiveShaders_IteratorIncrement();
-Callback g_ActiveShadersChangedNotify;
+
+Callback<void()> g_ActiveShadersChangedNotify;
void FreeShaders();
-void LoadShaderFile (const char *filename);
-qtexture_t *Texture_ForName (const char *filename);
+
+void LoadShaderFile(const char *filename);
+
+qtexture_t *Texture_ForName(const char *filename);
/*!
-NOTE TTimo: there is an important distinction between SHADER_NOT_FOUND and SHADER_NOTEX:
-SHADER_NOT_FOUND means we didn't find the raw texture or the shader for this
-SHADER_NOTEX means we recognize this as a shader script, but we are missing the texture to represent it
-this was in the initial design of the shader code since early GtkRadiant alpha, and got sort of foxed in 1.2 and put back in
-*/
+ NOTE TTimo: there is an important distinction between SHADER_NOT_FOUND and SHADER_NOTEX:
+ SHADER_NOT_FOUND means we didn't find the raw texture or the shader for this
+ SHADER_NOTEX means we recognize this as a shader script, but we are missing the texture to represent it
+ this was in the initial design of the shader code since early GtkRadiant alpha, and got sort of foxed in 1.2 and put back in
+ */
-Image* loadBitmap(void* environment, const char* name)
+Image *loadBitmap(void *environment, const char *name)
{
- DirectoryArchiveFile file(name, name);
- if(!file.failed())
- {
- return g_bitmapModule->loadImage(file);
- }
- return 0;
+ DirectoryArchiveFile file(name, name);
+ if (!file.failed()) {
+ return g_bitmapModule->loadImage(file);
+ }
+ return 0;
}
-inline byte* getPixel(byte* pixels, int width, int height, int x, int y)
+inline byte *getPixel(byte *pixels, int width, int height, int x, int y)
{
- return pixels + (((((y + height) % height) * width) + ((x + width) % width)) * 4);
+ return pixels + (((((y + height) % height) * width) + ((x + width) % width)) * 4);
}
-class KernelElement
-{
+class KernelElement {
public:
- int x, y;
- float w;
+ int x, y;
+ float w;
};
-Image& convertHeightmapToNormalmap(Image& heightmap, float scale)
+Image &convertHeightmapToNormalmap(Image &heightmap, float scale)
{
- int w = heightmap.getWidth();
- int h = heightmap.getHeight();
-
- Image& normalmap = *(new RGBAImage(heightmap.getWidth(), heightmap.getHeight()));
-
- byte* in = heightmap.getRGBAPixels();
- byte* out = normalmap.getRGBAPixels();
+ int w = heightmap.getWidth();
+ int h = heightmap.getHeight();
+
+ Image &normalmap = *(new RGBAImage(heightmap.getWidth(), heightmap.getHeight()));
+
+ byte *in = heightmap.getRGBAPixels();
+ byte *out = normalmap.getRGBAPixels();
#if 1
- // no filtering
- const int kernelSize = 2;
- KernelElement kernel_du[kernelSize] = {
- {-1, 0,-0.5f },
- { 1, 0, 0.5f }
- };
- KernelElement kernel_dv[kernelSize] = {
- { 0, 1, 0.5f },
- { 0,-1,-0.5f }
- };
+ // no filtering
+ const int kernelSize = 2;
+ KernelElement kernel_du[kernelSize] = {
+ {-1, 0, -0.5f},
+ {1, 0, 0.5f}
+ };
+ KernelElement kernel_dv[kernelSize] = {
+ {0, 1, 0.5f},
+ {0, -1, -0.5f}
+ };
#else
- // 3x3 Prewitt
- const int kernelSize = 6;
- KernelElement kernel_du[kernelSize] = {
- {-1, 1,-1.0f },
- {-1, 0,-1.0f },
- {-1,-1,-1.0f },
- { 1, 1, 1.0f },
- { 1, 0, 1.0f },
- { 1,-1, 1.0f }
- };
- KernelElement kernel_dv[kernelSize] = {
- {-1, 1, 1.0f },
- { 0, 1, 1.0f },
- { 1, 1, 1.0f },
- {-1,-1,-1.0f },
- { 0,-1,-1.0f },
- { 1,-1,-1.0f }
- };
+ // 3x3 Prewitt
+ const int kernelSize = 6;
+ KernelElement kernel_du[kernelSize] = {
+ {-1, 1,-1.0f },
+ {-1, 0,-1.0f },
+ {-1,-1,-1.0f },
+ { 1, 1, 1.0f },
+ { 1, 0, 1.0f },
+ { 1,-1, 1.0f }
+ };
+ KernelElement kernel_dv[kernelSize] = {
+ {-1, 1, 1.0f },
+ { 0, 1, 1.0f },
+ { 1, 1, 1.0f },
+ {-1,-1,-1.0f },
+ { 0,-1,-1.0f },
+ { 1,-1,-1.0f }
+ };
#endif
- int x, y = 0;
- while( y < h )
- {
- x = 0;
- while( x < w )
- {
- float du = 0;
- for(KernelElement* i = kernel_du; i != kernel_du + kernelSize; ++i)
- {
- du += (getPixel(in, w, h, x + (*i).x, y + (*i).y)[0] / 255.0) * (*i).w;
- }
- float dv = 0;
- for(KernelElement* i = kernel_dv; i != kernel_dv + kernelSize; ++i)
- {
- dv += (getPixel(in, w, h, x + (*i).x, y + (*i).y)[0] / 255.0) * (*i).w;
- }
-
- float nx = -du * scale;
- float ny = -dv * scale;
- float nz = 1.0;
-
- // Normalize
- float norm = 1.0/sqrt(nx*nx + ny*ny + nz*nz);
- out[0] = float_to_integer(((nx * norm) + 1) * 127.5);
- out[1] = float_to_integer(((ny * norm) + 1) * 127.5);
- out[2] = float_to_integer(((nz * norm) + 1) * 127.5);
- out[3] = 255;
-
- x++;
- out += 4;
- }
-
- y++;
- }
-
- return normalmap;
+ int x, y = 0;
+ while (y < h) {
+ x = 0;
+ while (x < w) {
+ float du = 0;
+ for (KernelElement *i = kernel_du; i != kernel_du + kernelSize; ++i) {
+ du += (getPixel(in, w, h, x + (*i).x, y + (*i).y)[0] / 255.0) * (*i).w;
+ }
+ float dv = 0;
+ for (KernelElement *i = kernel_dv; i != kernel_dv + kernelSize; ++i) {
+ dv += (getPixel(in, w, h, x + (*i).x, y + (*i).y)[0] / 255.0) * (*i).w;
+ }
+
+ float nx = -du * scale;
+ float ny = -dv * scale;
+ float nz = 1.0;
+
+ // Normalize
+ float norm = 1.0 / sqrt(nx * nx + ny * ny + nz * nz);
+ out[0] = float_to_integer(((nx * norm) + 1) * 127.5);
+ out[1] = float_to_integer(((ny * norm) + 1) * 127.5);
+ out[2] = float_to_integer(((nz * norm) + 1) * 127.5);
+ out[3] = 255;
+
+ x++;
+ out += 4;
+ }
+
+ y++;
+ }
+
+ return normalmap;
}
-Image* loadHeightmap(void* environment, const char* name)
+Image *loadHeightmap(void *environment, const char *name)
{
- Image* heightmap = GlobalTexturesCache().loadImage(name);
- if(heightmap != 0)
- {
- Image& normalmap = convertHeightmapToNormalmap(*heightmap, *reinterpret_cast<float*>(environment));
- heightmap->release();
- return &normalmap;
- }
- return 0;
+ Image *heightmap = GlobalTexturesCache().loadImage(name);
+ if (heightmap != 0) {
+ Image &normalmap = convertHeightmapToNormalmap(*heightmap, *reinterpret_cast<float *>( environment ));
+ heightmap->release();
+ return &normalmap;
+ }
+ return 0;
}
-Image* loadSpecial(void* environment, const char* name)
+Image *loadSpecial(void *environment, const char *name)
{
- if(*name == '_') // special image
- {
- StringOutputStream bitmapName(256);
- bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".bmp";
- Image* image = loadBitmap(environment, bitmapName.c_str());
- if(image != 0)
- {
- return image;
+ if (*name == '_') { // special image
+ StringOutputStream bitmapName(256);
+ bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".png";
+ Image *image = loadBitmap(environment, bitmapName.c_str());
+ if (image != 0) {
+ return image;
+ }
}
- }
- return GlobalTexturesCache().loadImage(name);
+ return GlobalTexturesCache().loadImage(name);
}
-class ShaderPoolContext
-{
+class ShaderPoolContext {
};
+
typedef Static<StringPool, ShaderPoolContext> ShaderPool;
typedef PooledString<ShaderPool> ShaderString;
typedef ShaderString ShaderVariable;
// we compare as case insensitive. That is Radiant is case insensitive, but knows that the engine is case sensitive.
//++timo FIXME: we need to put code somewhere to detect when two shaders that are case insensitive equal are present
template<typename StringType>
-void parseTextureName(StringType& name, const char* token)
+void parseTextureName(StringType &name, const char *token)
{
- StringOutputStream cleaned(256);
- cleaned << PathCleaned(token);
- name = CopiedString(StringRange(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str()))).c_str(); // remove extension
+ StringOutputStream cleaned(256);
+ cleaned << PathCleaned(token);
+ name = CopiedString(
+ StringRange(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str()))).c_str(); // remove extension
}
-bool Tokeniser_parseTextureName(Tokeniser& tokeniser, TextureExpression& name)
+bool Tokeniser_parseTextureName(Tokeniser &tokeniser, TextureExpression &name)
{
- const char* token = tokeniser.getToken();
- if(token == 0)
- {
- Tokeniser_unexpectedError(tokeniser, token, "#texture-name");
- return false;
- }
- parseTextureName(name, token);
- return true;
+ const char *token = tokeniser.getToken();
+ if (token == 0) {
+ Tokeniser_unexpectedError(tokeniser, token, "#texture-name");
+ return false;
+ }
+ parseTextureName(name, token);
+ return true;
}
-bool Tokeniser_parseShaderName(Tokeniser& tokeniser, CopiedString& name)
+bool Tokeniser_parseShaderName(Tokeniser &tokeniser, CopiedString &name)
{
- const char* token = tokeniser.getToken();
- if(token == 0)
- {
- Tokeniser_unexpectedError(tokeniser, token, "#shader-name");
- return false;
- }
- parseTextureName(name, token);
- return true;
+ const char *token = tokeniser.getToken();
+ if (token == 0) {
+ Tokeniser_unexpectedError(tokeniser, token, "#shader-name");
+ return false;
+ }
+ parseTextureName(name, token);
+ return true;
}
-bool Tokeniser_parseString(Tokeniser& tokeniser, ShaderString& string)
+bool Tokeniser_parseString(Tokeniser &tokeniser, ShaderString &string)
{
- const char* token = tokeniser.getToken();
- if(token == 0)
- {
- Tokeniser_unexpectedError(tokeniser, token, "#string");
- return false;
- }
- string = token;
- return true;
+ const char *token = tokeniser.getToken();
+ if (token == 0) {
+ Tokeniser_unexpectedError(tokeniser, token, "#string");
+ return false;
+ }
+ string = token;
+ return true;
}
-
typedef std::list<ShaderVariable> ShaderParameters;
typedef std::list<ShaderVariable> ShaderArguments;
typedef std::pair<ShaderVariable, ShaderVariable> BlendFuncExpression;
-class ShaderTemplate
-{
- std::size_t m_refcount;
- CopiedString m_Name;
+class ShaderTemplate {
+ std::size_t m_refcount;
+ CopiedString m_Name;
public:
- ShaderParameters m_params;
-
- TextureExpression m_textureName;
- TextureExpression m_diffuse;
- TextureExpression m_bump;
- ShaderValue m_heightmapScale;
- TextureExpression m_specular;
- TextureExpression m_lightFalloffImage;
-
- int m_nFlags;
- float m_fTrans;
-
- // alphafunc stuff
- IShader::EAlphaFunc m_AlphaFunc;
- float m_AlphaRef;
- // cull stuff
- IShader::ECull m_Cull;
-
- ShaderTemplate() :
- m_refcount(0)
- {
- m_nFlags = 0;
- m_fTrans = 1.0f;
- }
-
- void IncRef()
- {
- ++m_refcount;
- }
- void DecRef()
- {
- ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
- if(--m_refcount == 0)
- {
- delete this;
- }
- }
-
- std::size_t refcount()
- {
- return m_refcount;
- }
+ ShaderParameters m_params;
- const char* getName() const
- {
- return m_Name.c_str();
- }
- void setName(const char* name)
- {
- m_Name = name;
- }
+ TextureExpression m_textureName;
+ TextureExpression m_diffuse;
+ TextureExpression m_bump;
+ ShaderValue m_heightmapScale;
+ TextureExpression m_specular;
+ TextureExpression m_lightFalloffImage;
- // -----------------------------------------
+ int m_nFlags;
+ float m_fTrans;
- bool parseDoom3(Tokeniser& tokeniser);
- bool parseQuake3(Tokeniser& tokeniser);
- bool parseTemplate(Tokeniser& tokeniser);
+// alphafunc stuff
+ IShader::EAlphaFunc m_AlphaFunc;
+ float m_AlphaRef;
+// cull stuff
+ IShader::ECull m_Cull;
-
- void CreateDefault(const char *name)
- {
- if(g_enableDefaultShaders)
+ ShaderTemplate() :
+ m_refcount(0)
{
- m_textureName = name;
+ m_nFlags = 0;
+ m_fTrans = 1.0f;
}
- else
+
+ void IncRef()
{
- m_textureName = "";
+ ++m_refcount;
}
- setName(name);
- }
-
- class MapLayerTemplate
- {
- TextureExpression m_texture;
- BlendFuncExpression m_blendFunc;
- bool m_clampToBorder;
- ShaderValue m_alphaTest;
- public:
- MapLayerTemplate(const TextureExpression& texture, const BlendFuncExpression& blendFunc, bool clampToBorder, const ShaderValue& alphaTest) :
- m_texture(texture),
- m_blendFunc(blendFunc),
- m_clampToBorder(false),
- m_alphaTest(alphaTest)
+ void DecRef()
{
+ ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
+ if (--m_refcount == 0) {
+ delete this;
+ }
}
- const TextureExpression& texture() const
+
+ std::size_t refcount()
{
- return m_texture;
+ return m_refcount;
}
- const BlendFuncExpression& blendFunc() const
+
+ const char *getName() const
{
- return m_blendFunc;
+ return m_Name.c_str();
}
- bool clampToBorder() const
+
+ void setName(const char *name)
{
- return m_clampToBorder;
+ m_Name = name;
}
- const ShaderValue& alphaTest() const
+
+// -----------------------------------------
+
+ bool parseDoom3(Tokeniser &tokeniser);
+
+ bool parseQuake3(Tokeniser &tokeniser);
+
+ bool parseTemplate(Tokeniser &tokeniser);
+
+
+ void CreateDefault(const char *name)
{
- return m_alphaTest;
+ if (g_enableDefaultShaders) {
+ m_textureName = name;
+ } else {
+ m_textureName = "";
+ }
+ setName(name);
}
- };
- typedef std::vector<MapLayerTemplate> MapLayers;
- MapLayers m_layers;
-};
-bool Doom3Shader_parseHeightmap(Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale)
-{
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, bump));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ","));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseString(tokeniser, heightmapScale));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
- return true;
-}
+ class MapLayerTemplate {
+ TextureExpression m_texture;
+ BlendFuncExpression m_blendFunc;
+ bool m_clampToBorder;
+ ShaderValue m_alphaTest;
+ public:
+ MapLayerTemplate(const TextureExpression &texture, const BlendFuncExpression &blendFunc, bool clampToBorder,
+ const ShaderValue &alphaTest) :
+ m_texture(texture),
+ m_blendFunc(blendFunc),
+ m_clampToBorder(false),
+ m_alphaTest(alphaTest)
+ {
+ }
-bool Doom3Shader_parseAddnormals(Tokeniser& tokeniser, TextureExpression& bump)
-{
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, bump));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ","));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "heightmap"));
- TextureExpression heightmapName;
- ShaderValue heightmapScale;
- RETURN_FALSE_IF_FAIL(Doom3Shader_parseHeightmap(tokeniser, heightmapName, heightmapScale));
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
- return true;
-}
+ const TextureExpression &texture() const
+ {
+ return m_texture;
+ }
-bool Doom3Shader_parseBumpmap(Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale)
-{
- const char* token = tokeniser.getToken();
- if(token == 0)
- {
- Tokeniser_unexpectedError(tokeniser, token, "#bumpmap");
- return false;
- }
- if(string_equal(token, "heightmap"))
- {
- RETURN_FALSE_IF_FAIL(Doom3Shader_parseHeightmap(tokeniser, bump, heightmapScale));
- }
- else if(string_equal(token, "addnormals"))
- {
- RETURN_FALSE_IF_FAIL(Doom3Shader_parseAddnormals(tokeniser, bump));
- }
- else
- {
- parseTextureName(bump, token);
- }
- return true;
-}
+ const BlendFuncExpression &blendFunc() const
+ {
+ return m_blendFunc;
+ }
-enum LayerTypeId
-{
- LAYER_NONE,
- LAYER_BLEND,
- LAYER_DIFFUSEMAP,
- LAYER_BUMPMAP,
- LAYER_SPECULARMAP
-};
+ bool clampToBorder() const
+ {
+ return m_clampToBorder;
+ }
-class LayerTemplate
-{
-public:
- LayerTypeId m_type;
- TextureExpression m_texture;
- BlendFuncExpression m_blendFunc;
- bool m_clampToBorder;
- ShaderValue m_alphaTest;
- ShaderValue m_heightmapScale;
-
- LayerTemplate() : m_type(LAYER_NONE), m_blendFunc("GL_ONE", "GL_ZERO"), m_clampToBorder(false), m_alphaTest("-1"), m_heightmapScale("0")
- {
- }
+ const ShaderValue &alphaTest() const
+ {
+ return m_alphaTest;
+ }
+ };
+
+ typedef std::vector<MapLayerTemplate> MapLayers;
+ MapLayers m_layers;
};
-bool parseShaderParameters(Tokeniser& tokeniser, ShaderParameters& params)
+
+bool Doom3Shader_parseHeightmap(Tokeniser &tokeniser, TextureExpression &bump, ShaderValue &heightmapScale)
{
- Tokeniser_parseToken(tokeniser, "(");
- for(;;)
- {
- const char* param = tokeniser.getToken();
- if(string_equal(param, ")"))
- {
- break;
- }
- params.push_back(param);
- const char* comma = tokeniser.getToken();
- if(string_equal(comma, ")"))
- {
- break;
- }
- if(!string_equal(comma, ","))
- {
- Tokeniser_unexpectedError(tokeniser, comma, ",");
- return false;
- }
- }
- return true;
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, bump));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ","));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseString(tokeniser, heightmapScale));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
+ return true;
}
-bool ShaderTemplate::parseTemplate(Tokeniser& tokeniser)
+bool Doom3Shader_parseAddnormals(Tokeniser &tokeniser, TextureExpression &bump)
{
- m_Name = tokeniser.getToken();
- if(!parseShaderParameters(tokeniser, m_params))
- {
- globalErrorStream() << "shader template: " << makeQuoted(m_Name.c_str()) << ": parameter parse failed\n";
- return false;
- }
-
- return parseDoom3(tokeniser);
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, bump));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ","));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "heightmap"));
+ TextureExpression heightmapName;
+ ShaderValue heightmapScale;
+ RETURN_FALSE_IF_FAIL(Doom3Shader_parseHeightmap(tokeniser, heightmapName, heightmapScale));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
+ return true;
}
-bool ShaderTemplate::parseDoom3(Tokeniser& tokeniser)
+bool Doom3Shader_parseBumpmap(Tokeniser &tokeniser, TextureExpression &bump, ShaderValue &heightmapScale)
{
- LayerTemplate currentLayer;
- bool isFog = false;
+ const char *token = tokeniser.getToken();
+ if (token == 0) {
+ Tokeniser_unexpectedError(tokeniser, token, "#bumpmap");
+ return false;
+ }
+ if (string_equal(token, "heightmap")) {
+ RETURN_FALSE_IF_FAIL(Doom3Shader_parseHeightmap(tokeniser, bump, heightmapScale));
+ } else if (string_equal(token, "addnormals")) {
+ RETURN_FALSE_IF_FAIL(Doom3Shader_parseAddnormals(tokeniser, bump));
+ } else {
+ parseTextureName(bump, token);
+ }
+ return true;
+}
- // we need to read until we hit a balanced }
- int depth = 0;
- for(;;)
- {
- tokeniser.nextLine();
- const char* token = tokeniser.getToken();
+enum LayerTypeId {
+ LAYER_NONE,
+ LAYER_BLEND,
+ LAYER_DIFFUSEMAP,
+ LAYER_BUMPMAP,
+ LAYER_SPECULARMAP
+};
- if(token == 0)
- return false;
+class LayerTemplate {
+public:
+ LayerTypeId m_type;
+ TextureExpression m_texture;
+ BlendFuncExpression m_blendFunc;
+ bool m_clampToBorder;
+ ShaderValue m_alphaTest;
+ ShaderValue m_heightmapScale;
- if(string_equal(token, "{"))
+ LayerTemplate() : m_type(LAYER_NONE), m_blendFunc("GL_ONE", "GL_ZERO"), m_clampToBorder(false), m_alphaTest("-1"),
+ m_heightmapScale("0")
{
- ++depth;
- continue;
}
- else if(string_equal(token, "}"))
- {
- --depth;
- if(depth < 0) // error
- {
- return false;
- }
- if(depth == 0) // end of shader
- {
- break;
- }
- if(depth == 1) // end of layer
- {
- if(currentLayer.m_type == LAYER_DIFFUSEMAP)
- {
- m_diffuse = currentLayer.m_texture;
- }
- else if(currentLayer.m_type == LAYER_BUMPMAP)
- {
- m_bump = currentLayer.m_texture;
+};
+
+bool parseShaderParameters(Tokeniser &tokeniser, ShaderParameters ¶ms)
+{
+ Tokeniser_parseToken(tokeniser, "(");
+ for (;;) {
+ const char *param = tokeniser.getToken();
+ if (string_equal(param, ")")) {
+ break;
}
- else if(currentLayer.m_type == LAYER_SPECULARMAP)
- {
- m_specular = currentLayer.m_texture;
+ params.push_back(param);
+ const char *comma = tokeniser.getToken();
+ if (string_equal(comma, ")")) {
+ break;
}
- else if(!string_empty(currentLayer.m_texture.c_str()))
- {
- m_layers.push_back(MapLayerTemplate(
- currentLayer.m_texture.c_str(),
- currentLayer.m_blendFunc,
- currentLayer.m_clampToBorder,
- currentLayer.m_alphaTest
- ));
+ if (!string_equal(comma, ",")) {
+ Tokeniser_unexpectedError(tokeniser, comma, ",");
+ return false;
}
- currentLayer.m_type = LAYER_NONE;
- currentLayer.m_texture = "";
- }
- continue;
}
+ return true;
+}
- if(depth == 2) // in layer
- {
- if(string_equal_nocase(token, "blend"))
- {
- const char* blend = tokeniser.getToken();
+bool ShaderTemplate::parseTemplate(Tokeniser &tokeniser)
+{
+ m_Name = tokeniser.getToken();
+ if (!parseShaderParameters(tokeniser, m_params)) {
+ globalErrorStream() << "shader template: " << makeQuoted(m_Name.c_str()) << ": parameter parse failed\n";
+ return false;
+ }
- if(blend == 0)
- {
- Tokeniser_unexpectedError(tokeniser, blend, "#blend");
- return false;
- }
+ return parseDoom3(tokeniser);
+}
- if(string_equal_nocase(blend, "diffusemap"))
- {
- currentLayer.m_type = LAYER_DIFFUSEMAP;
- }
- else if(string_equal_nocase(blend, "bumpmap"))
- {
- currentLayer.m_type = LAYER_BUMPMAP;
- }
- else if(string_equal_nocase(blend, "specularmap"))
- {
- currentLayer.m_type = LAYER_SPECULARMAP;
- }
- else
- {
- currentLayer.m_blendFunc.first = blend;
+bool ShaderTemplate::parseDoom3(Tokeniser &tokeniser)
+{
+ LayerTemplate currentLayer;
+ bool isFog = false;
- const char* comma = tokeniser.getToken();
+ // we need to read until we hit a balanced }
+ int depth = 0;
+ for (;;) {
+ tokeniser.nextLine();
+ const char *token = tokeniser.getToken();
- if(comma == 0)
- {
- Tokeniser_unexpectedError(tokeniser, comma, "#comma");
+ if (token == 0) {
return false;
- }
-
- if(string_equal(comma, ","))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_parseString(tokeniser, currentLayer.m_blendFunc.second));
- }
- else
- {
- currentLayer.m_blendFunc.second = "";
- tokeniser.ungetToken();
- }
- }
- }
- else if(string_equal_nocase(token, "map"))
- {
- if(currentLayer.m_type == LAYER_BUMPMAP)
- {
- RETURN_FALSE_IF_FAIL(Doom3Shader_parseBumpmap(tokeniser, currentLayer.m_texture, currentLayer.m_heightmapScale));
}
- else
- {
- const char* map = tokeniser.getToken();
-
- if(map == 0)
- {
- Tokeniser_unexpectedError(tokeniser, map, "#map");
- return false;
- }
- if(string_equal(map, "makealpha"))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
- const char* texture = tokeniser.getToken();
- if(texture == 0)
- {
- Tokeniser_unexpectedError(tokeniser, texture, "#texture");
- return false;
+ if (string_equal(token, "{")) {
+ ++depth;
+ continue;
+ } else if (string_equal(token, "}")) {
+ --depth;
+ if (depth < 0) { // error
+ return false;
+ }
+ if (depth == 0) { // end of shader
+ break;
}
- currentLayer.m_texture = texture;
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
- }
- else
- {
- parseTextureName(currentLayer.m_texture, map);
- }
+ if (depth == 1) { // end of layer
+ if (currentLayer.m_type == LAYER_DIFFUSEMAP) {
+ m_diffuse = currentLayer.m_texture;
+ } else if (currentLayer.m_type == LAYER_BUMPMAP) {
+ m_bump = currentLayer.m_texture;
+ } else if (currentLayer.m_type == LAYER_SPECULARMAP) {
+ m_specular = currentLayer.m_texture;
+ } else if (!string_empty(currentLayer.m_texture.c_str())) {
+ m_layers.push_back(MapLayerTemplate(
+ currentLayer.m_texture.c_str(),
+ currentLayer.m_blendFunc,
+ currentLayer.m_clampToBorder,
+ currentLayer.m_alphaTest
+ ));
+ }
+ currentLayer.m_type = LAYER_NONE;
+ currentLayer.m_texture = "";
+ }
+ continue;
}
- }
- else if(string_equal_nocase(token, "zeroclamp"))
- {
- currentLayer.m_clampToBorder = true;
- }
+
+ if (depth == 2) { // in layer
+ if (string_equal_nocase(token, "blend")) {
+ const char *blend = tokeniser.getToken();
+
+ if (blend == 0) {
+ Tokeniser_unexpectedError(tokeniser, blend, "#blend");
+ return false;
+ }
+
+ if (string_equal_nocase(blend, "diffusemap")) {
+ currentLayer.m_type = LAYER_DIFFUSEMAP;
+ } else if (string_equal_nocase(blend, "bumpmap")) {
+ currentLayer.m_type = LAYER_BUMPMAP;
+ } else if (string_equal_nocase(blend, "specularmap")) {
+ currentLayer.m_type = LAYER_SPECULARMAP;
+ } else {
+ currentLayer.m_blendFunc.first = blend;
+
+ const char *comma = tokeniser.getToken();
+
+ if (comma == 0) {
+ Tokeniser_unexpectedError(tokeniser, comma, "#comma");
+ return false;
+ }
+
+ if (string_equal(comma, ",")) {
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseString(tokeniser, currentLayer.m_blendFunc.second));
+ } else {
+ currentLayer.m_blendFunc.second = "";
+ tokeniser.ungetToken();
+ }
+ }
+ } else if (string_equal_nocase(token, "map")) {
+ if (currentLayer.m_type == LAYER_BUMPMAP) {
+ RETURN_FALSE_IF_FAIL(
+ Doom3Shader_parseBumpmap(tokeniser, currentLayer.m_texture, currentLayer.m_heightmapScale));
+ } else {
+ const char *map = tokeniser.getToken();
+
+ if (map == 0) {
+ Tokeniser_unexpectedError(tokeniser, map, "#map");
+ return false;
+ }
+
+ if (string_equal(map, "makealpha")) {
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
+ const char *texture = tokeniser.getToken();
+ if (texture == 0) {
+ Tokeniser_unexpectedError(tokeniser, texture, "#texture");
+ return false;
+ }
+ currentLayer.m_texture = texture;
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
+ } else {
+ parseTextureName(currentLayer.m_texture, map);
+ }
+ }
+ } else if (string_equal_nocase(token, "zeroclamp")) {
+ currentLayer.m_clampToBorder = true;
+ }
#if 0
- else if(string_equal_nocase(token, "alphaTest"))
- {
- Tokeniser_getFloat(tokeniser, currentLayer.m_alphaTest);
- }
+ else if ( string_equal_nocase( token, "alphaTest" ) ) {
+ Tokeniser_getFloat( tokeniser, currentLayer.m_alphaTest );
+ }
#endif
- }
- else if(depth == 1)
- {
- if(string_equal_nocase(token, "qer_editorimage"))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_textureName));
- }
- else if (string_equal_nocase(token, "qer_trans"))
- {
- m_fTrans = string_read_float(tokeniser.getToken());
- m_nFlags |= QER_TRANS;
- }
- else if (string_equal_nocase(token, "translucent"))
- {
- m_fTrans = 1;
- m_nFlags |= QER_TRANS;
- }
- else if (string_equal(token, "DECAL_MACRO"))
- {
- m_fTrans = 1;
- m_nFlags |= QER_TRANS;
- }
- else if (string_equal_nocase(token, "bumpmap"))
- {
- RETURN_FALSE_IF_FAIL(Doom3Shader_parseBumpmap(tokeniser, m_bump, m_heightmapScale));
- }
- else if (string_equal_nocase(token, "diffusemap"))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_diffuse));
- }
- else if (string_equal_nocase(token, "specularmap"))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_specular));
- }
- else if (string_equal_nocase(token, "twosided"))
- {
- m_Cull = IShader::eCullNone;
- m_nFlags |= QER_CULL;
- }
- else if (string_equal_nocase(token, "nodraw"))
- {
- m_nFlags |= QER_NODRAW;
- }
- else if (string_equal_nocase(token, "nonsolid"))
- {
- m_nFlags |= QER_NONSOLID;
- }
- else if (string_equal_nocase(token, "liquid"))
- {
- m_nFlags |= QER_WATER;
- }
- else if (string_equal_nocase(token, "areaportal"))
- {
- m_nFlags |= QER_AREAPORTAL;
- }
- else if (string_equal_nocase(token, "playerclip")
- || string_equal_nocase(token, "monsterclip")
- || string_equal_nocase(token, "ikclip")
- || string_equal_nocase(token, "moveableclip"))
- {
- m_nFlags |= QER_CLIP;
- }
- if (string_equal_nocase(token, "fogLight"))
- {
- isFog = true;
- }
- else if (!isFog && string_equal_nocase(token, "lightFalloffImage"))
- {
- const char* lightFalloffImage = tokeniser.getToken();
- if(lightFalloffImage == 0)
- {
- Tokeniser_unexpectedError(tokeniser, lightFalloffImage, "#lightFalloffImage");
- return false;
- }
- if(string_equal_nocase(lightFalloffImage, "makeintensity"))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
- TextureExpression name;
- RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, name));
- m_lightFalloffImage = name;
- RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
- }
- else
- {
- m_lightFalloffImage = lightFalloffImage;
+ } else if (depth == 1) {
+ if (string_equal_nocase(token, "qer_editorimage")) {
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_textureName));
+ } else if (string_equal_nocase(token, "qer_trans")) {
+ m_fTrans = string_read_float(tokeniser.getToken());
+ m_nFlags |= QER_TRANS;
+ } else if (string_equal_nocase(token, "translucent")) {
+ m_fTrans = 1;
+ m_nFlags |= QER_TRANS;
+ } else if (string_equal(token, "DECAL_MACRO")) {
+ m_fTrans = 1;
+ m_nFlags |= QER_TRANS;
+ } else if (string_equal_nocase(token, "bumpmap")) {
+ RETURN_FALSE_IF_FAIL(Doom3Shader_parseBumpmap(tokeniser, m_bump, m_heightmapScale));
+ } else if (string_equal_nocase(token, "diffusemap")) {
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_diffuse));
+ } else if (string_equal_nocase(token, "specularmap")) {
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_specular));
+ } else if (string_equal_nocase(token, "twosided")) {
+ m_Cull = IShader::eCullNone;
+ m_nFlags |= QER_CULL;
+ } else if (string_equal_nocase(token, "nodraw")) {
+ m_nFlags |= QER_NODRAW;
+ } else if (string_equal_nocase(token, "nonsolid")) {
+ m_nFlags |= QER_NONSOLID;
+ } else if (string_equal_nocase(token, "liquid")) {
+ m_nFlags |= QER_WATER;
+ } else if (string_equal_nocase(token, "areaportal")) {
+ m_nFlags |= QER_AREAPORTAL;
+ } else if (string_equal_nocase(token, "playerclip")
+ || string_equal_nocase(token, "monsterclip")
+ || string_equal_nocase(token, "ikclip")
+ || string_equal_nocase(token, "moveableclip")) {
+ m_nFlags |= QER_CLIP;
+ }
+ if (string_equal_nocase(token, "fogLight")) {
+ isFog = true;
+ } else if (!isFog && string_equal_nocase(token, "lightFalloffImage")) {
+ const char *lightFalloffImage = tokeniser.getToken();
+ if (lightFalloffImage == 0) {
+ Tokeniser_unexpectedError(tokeniser, lightFalloffImage, "#lightFalloffImage");
+ return false;
+ }
+ if (string_equal_nocase(lightFalloffImage, "makeintensity")) {
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
+ TextureExpression name;
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, name));
+ m_lightFalloffImage = name;
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
+ } else {
+ m_lightFalloffImage = lightFalloffImage;
+ }
+ }
}
- }
}
- }
- if(string_empty(m_textureName.c_str()))
- {
- m_textureName = m_diffuse;
- }
+ if (string_empty(m_textureName.c_str())) {
+ m_textureName = m_diffuse;
+ }
- return true;
+ return true;
}
typedef SmartPointer<ShaderTemplate> ShaderTemplatePointer;
ShaderTemplateMap g_shaders;
ShaderTemplateMap g_shaderTemplates;
-ShaderTemplate* findTemplate(const char* name)
+ShaderTemplate *findTemplate(const char *name)
{
- ShaderTemplateMap::iterator i = g_shaderTemplates.find(name);
- if(i != g_shaderTemplates.end())
- {
- return (*i).second.get();
- }
- return 0;
+ ShaderTemplateMap::iterator i = g_shaderTemplates.find(name);
+ if (i != g_shaderTemplates.end()) {
+ return (*i).second.get();
+ }
+ return 0;
}
-class ShaderDefinition
-{
+class ShaderDefinition {
public:
- ShaderDefinition(ShaderTemplate* shaderTemplate, const ShaderArguments& args, const char* filename)
- : shaderTemplate(shaderTemplate), args(args), filename(filename)
- {
- }
- ShaderTemplate* shaderTemplate;
- ShaderArguments args;
- const char* filename;
+ ShaderDefinition(ShaderTemplate *shaderTemplate, const ShaderArguments &args, const char *filename)
+ : shaderTemplate(shaderTemplate), args(args), filename(filename)
+ {
+ }
+
+ ShaderTemplate *shaderTemplate;
+ ShaderArguments args;
+ const char *filename;
};
typedef std::map<CopiedString, ShaderDefinition> ShaderDefinitionMap;
ShaderDefinitionMap g_shaderDefinitions;
-bool parseTemplateInstance(Tokeniser& tokeniser, const char* filename)
+bool parseTemplateInstance(Tokeniser &tokeniser, const char *filename)
{
- CopiedString name;
- RETURN_FALSE_IF_FAIL(Tokeniser_parseShaderName(tokeniser, name));
- const char* templateName = tokeniser.getToken();
- ShaderTemplate* shaderTemplate = findTemplate(templateName);
- if(shaderTemplate == 0)
- {
- globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": shader template not found: " << makeQuoted(templateName) << "\n";
- }
-
- ShaderArguments args;
- if(!parseShaderParameters(tokeniser, args))
- {
- globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": argument parse failed\n";
- return false;
- }
+ CopiedString name;
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseShaderName(tokeniser, name));
+ const char *templateName = tokeniser.getToken();
+ ShaderTemplate *shaderTemplate = findTemplate(templateName);
+ if (shaderTemplate == 0) {
+ globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": shader template not found: "
+ << makeQuoted(templateName) << "\n";
+ }
- if(shaderTemplate != 0)
- {
- if(!g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate, args, filename))).second)
- {
- globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": already exists, second definition ignored\n";
+ ShaderArguments args;
+ if (!parseShaderParameters(tokeniser, args)) {
+ globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": argument parse failed\n";
+ return false;
+ }
+
+ if (shaderTemplate != 0) {
+ if (!g_shaderDefinitions.insert(
+ ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate, args, filename))).second) {
+ globalErrorStream() << "shader instance: " << makeQuoted(name.c_str())
+ << ": already exists, second definition ignored\n";
+ }
}
- }
- return true;
+ return true;
}
-const char* evaluateShaderValue(const char* value, const ShaderParameters& params, const ShaderArguments& args)
+const char *evaluateShaderValue(const char *value, const ShaderParameters ¶ms, const ShaderArguments &args)
{
- ShaderArguments::const_iterator j = args.begin();
- for(ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j)
- {
- const char* other = (*i).c_str();
- if(string_equal(value, other))
- {
- return (*j).c_str();
+ ShaderArguments::const_iterator j = args.begin();
+ for (ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j) {
+ const char *other = (*i).c_str();
+ if (string_equal(value, other)) {
+ return (*j).c_str();
+ }
}
- }
- return value;
+ return value;
}
///\todo BlendFunc parsing
-BlendFunc evaluateBlendFunc(const BlendFuncExpression& blendFunc, const ShaderParameters& params, const ShaderArguments& args)
+BlendFunc
+evaluateBlendFunc(const BlendFuncExpression &blendFunc, const ShaderParameters ¶ms, const ShaderArguments &args)
{
- return BlendFunc(BLEND_ONE, BLEND_ZERO);
+ return BlendFunc(BLEND_ONE, BLEND_ZERO);
}
-qtexture_t* evaluateTexture(const TextureExpression& texture, const ShaderParameters& params, const ShaderArguments& args, const LoadImageCallback& loader = GlobalTexturesCache().defaultLoader())
+qtexture_t *
+evaluateTexture(const TextureExpression &texture, const ShaderParameters ¶ms, const ShaderArguments &args,
+ const LoadImageCallback &loader = GlobalTexturesCache().defaultLoader())
{
- StringOutputStream result(64);
- const char* expression = texture.c_str();
- const char* end = expression + string_length(expression);
- if(!string_empty(expression))
- {
- for(;;)
- {
- const char* best = end;
- const char* bestParam = 0;
- const char* bestArg = 0;
- ShaderArguments::const_iterator j = args.begin();
- for(ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j)
- {
- const char* found = strstr(expression, (*i).c_str());
- if(found != 0 && found < best)
- {
- best = found;
- bestParam = (*i).c_str();
- bestArg = (*j).c_str();
+ StringOutputStream result(64);
+ const char *expression = texture.c_str();
+ const char *end = expression + string_length(expression);
+ if (!string_empty(expression)) {
+ for (;;) {
+ const char *best = end;
+ const char *bestParam = 0;
+ const char *bestArg = 0;
+ ShaderArguments::const_iterator j = args.begin();
+ for (ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j) {
+ const char *found = strstr(expression, (*i).c_str());
+ if (found != 0 && found < best) {
+ best = found;
+ bestParam = (*i).c_str();
+ bestArg = (*j).c_str();
+ }
+ }
+ if (best != end) {
+ result << StringRange(expression, best);
+ result << PathCleaned(bestArg);
+ expression = best + string_length(bestParam);
+ } else {
+ break;
+ }
}
- }
- if(best != end)
- {
- result << StringRange(expression, best);
- result << PathCleaned(bestArg);
- expression = best + string_length(bestParam);
- }
- else
- {
- break;
- }
- }
- result << expression;
- }
- return GlobalTexturesCache().capture(loader, result.c_str());
+ result << expression;
+ }
+ return GlobalTexturesCache().capture(loader, result.c_str());
}
-float evaluateFloat(const ShaderValue& value, const ShaderParameters& params, const ShaderArguments& args)
+float evaluateFloat(const ShaderValue &value, const ShaderParameters ¶ms, const ShaderArguments &args)
{
- const char* result = evaluateShaderValue(value.c_str(), params, args);
- float f;
- if(!string_parse_float(result, f))
- {
- globalErrorStream() << "parsing float value failed: " << makeQuoted(result) << "\n";
- }
- return f;
+ const char *result = evaluateShaderValue(value.c_str(), params, args);
+ float f = 0;
+ if (!string_parse_float(result, f)) {
+ globalErrorStream() << "parsing float value failed: " << makeQuoted(result) << "\n";
+ }
+ return f;
}
-BlendFactor evaluateBlendFactor(const ShaderValue& value, const ShaderParameters& params, const ShaderArguments& args)
+BlendFactor evaluateBlendFactor(const ShaderValue &value, const ShaderParameters ¶ms, const ShaderArguments &args)
{
- const char* result = evaluateShaderValue(value.c_str(), params, args);
+ const char *result = evaluateShaderValue(value.c_str(), params, args);
+
+ if (string_equal_nocase(result, "gl_zero")) {
+ return BLEND_ZERO;
+ }
+ if (string_equal_nocase(result, "gl_one")) {
+ return BLEND_ONE;
+ }
+ if (string_equal_nocase(result, "gl_src_color")) {
+ return BLEND_SRC_COLOUR;
+ }
+ if (string_equal_nocase(result, "gl_one_minus_src_color")) {
+ return BLEND_ONE_MINUS_SRC_COLOUR;
+ }
+ if (string_equal_nocase(result, "gl_src_alpha")) {
+ return BLEND_SRC_ALPHA;
+ }
+ if (string_equal_nocase(result, "gl_one_minus_src_alpha")) {
+ return BLEND_ONE_MINUS_SRC_ALPHA;
+ }
+ if (string_equal_nocase(result, "gl_dst_color")) {
+ return BLEND_DST_COLOUR;
+ }
+ if (string_equal_nocase(result, "gl_one_minus_dst_color")) {
+ return BLEND_ONE_MINUS_DST_COLOUR;
+ }
+ if (string_equal_nocase(result, "gl_dst_alpha")) {
+ return BLEND_DST_ALPHA;
+ }
+ if (string_equal_nocase(result, "gl_one_minus_dst_alpha")) {
+ return BLEND_ONE_MINUS_DST_ALPHA;
+ }
+ if (string_equal_nocase(result, "gl_src_alpha_saturate")) {
+ return BLEND_SRC_ALPHA_SATURATE;
+ }
- if(string_equal_nocase(result, "gl_zero"))
- {
+ globalErrorStream() << "parsing blend-factor value failed: " << makeQuoted(result) << "\n";
return BLEND_ZERO;
- }
- if(string_equal_nocase(result, "gl_one"))
- {
- return BLEND_ONE;
- }
- if(string_equal_nocase(result, "gl_src_color"))
- {
- return BLEND_SRC_COLOUR;
- }
- if(string_equal_nocase(result, "gl_one_minus_src_color"))
- {
- return BLEND_ONE_MINUS_SRC_COLOUR;
- }
- if(string_equal_nocase(result, "gl_src_alpha"))
- {
- return BLEND_SRC_ALPHA;
- }
- if(string_equal_nocase(result, "gl_one_minus_src_alpha"))
- {
- return BLEND_ONE_MINUS_SRC_ALPHA;
- }
- if(string_equal_nocase(result, "gl_dst_color"))
- {
- return BLEND_DST_COLOUR;
- }
- if(string_equal_nocase(result, "gl_one_minus_dst_color"))
- {
- return BLEND_ONE_MINUS_DST_COLOUR;
- }
- if(string_equal_nocase(result, "gl_dst_alpha"))
- {
- return BLEND_DST_ALPHA;
- }
- if(string_equal_nocase(result, "gl_one_minus_dst_alpha"))
- {
- return BLEND_ONE_MINUS_DST_ALPHA;
- }
- if(string_equal_nocase(result, "gl_src_alpha_saturate"))
- {
- return BLEND_SRC_ALPHA_SATURATE;
- }
-
- globalErrorStream() << "parsing blend-factor value failed: " << makeQuoted(result) << "\n";
- return BLEND_ZERO;
}
-class CShader : public IShader
-{
- std::size_t m_refcount;
-
- const ShaderTemplate& m_template;
- const ShaderArguments& m_args;
- const char* m_filename;
- // name is shader-name, otherwise texture-name (if not a real shader)
- CopiedString m_Name;
-
- qtexture_t* m_pTexture;
- qtexture_t* m_notfound;
- qtexture_t* m_pDiffuse;
- float m_heightmapScale;
- qtexture_t* m_pBump;
- qtexture_t* m_pSpecular;
- qtexture_t* m_pLightFalloffImage;
- BlendFunc m_blendFunc;
+class CShader : public IShader {
+ std::size_t m_refcount;
+
+ const ShaderTemplate &m_template;
+ const ShaderArguments &m_args;
+ const char *m_filename;
+// name is shader-name, otherwise texture-name (if not a real shader)
+ CopiedString m_Name;
+
+ qtexture_t *m_pTexture;
+ qtexture_t *m_notfound;
+ qtexture_t *m_pDiffuse;
+ float m_heightmapScale;
+ qtexture_t *m_pBump;
+ qtexture_t *m_pSpecular;
+ qtexture_t *m_pLightFalloffImage;
+ BlendFunc m_blendFunc;
- bool m_bInUse;
+ bool m_bInUse;
public:
- static bool m_lightingEnabled;
-
- CShader(const ShaderDefinition& definition) :
- m_refcount(0),
- m_template(*definition.shaderTemplate),
- m_args(definition.args),
- m_filename(definition.filename),
- m_blendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA),
- m_bInUse(false)
- {
- m_pTexture = 0;
- m_pDiffuse = 0;
- m_pBump = 0;
- m_pSpecular = 0;
-
- m_notfound = 0;
-
- realise();
- }
- virtual ~CShader()
- {
- unrealise();
-
- ASSERT_MESSAGE(m_refcount == 0, "deleting active shader");
- }
-
- // IShaders implementation -----------------
- void IncRef()
- {
- ++m_refcount;
- }
- void DecRef()
- {
- ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
- if(--m_refcount == 0)
- {
- delete this;
- }
- }
-
- std::size_t refcount()
- {
- return m_refcount;
- }
-
- // get/set the qtexture_t* Radiant uses to represent this shader object
- qtexture_t* getTexture() const
- {
- return m_pTexture;
- }
- qtexture_t* getDiffuse() const
- {
- return m_pDiffuse;
- }
- qtexture_t* getBump() const
- {
- return m_pBump;
- }
- qtexture_t* getSpecular() const
- {
- return m_pSpecular;
- }
- // get shader name
- const char* getName() const
- {
- return m_Name.c_str();
- }
- bool IsInUse() const
- {
- return m_bInUse;
- }
- void SetInUse(bool bInUse)
- {
- m_bInUse = bInUse;
- g_ActiveShadersChangedNotify();
- }
- // get the shader flags
- int getFlags() const
- {
- return m_template.m_nFlags;
- }
- // get the transparency value
- float getTrans() const
- {
- return m_template.m_fTrans;
- }
- // test if it's a true shader, or a default shader created to wrap around a texture
- bool IsDefault() const
- {
- return string_empty(m_filename);
- }
- // get the alphaFunc
- void getAlphaFunc(EAlphaFunc *func, float *ref) { *func = m_template.m_AlphaFunc; *ref = m_template.m_AlphaRef; };
- BlendFunc getBlendFunc() const
- {
- return m_blendFunc;
- }
- // get the cull type
- ECull getCull()
- {
- return m_template.m_Cull;
- };
- // get shader file name (ie the file where this one is defined)
- const char* getShaderFileName() const
- {
- return m_filename;
- }
- // -----------------------------------------
-
- void realise()
- {
- m_pTexture = evaluateTexture(m_template.m_textureName, m_template.m_params, m_args);
-
- if(m_pTexture->texture_number == 0)
+ static bool m_lightingEnabled;
+
+ CShader(const ShaderDefinition &definition) :
+ m_refcount(0),
+ m_template(*definition.shaderTemplate),
+ m_args(definition.args),
+ m_filename(definition.filename),
+ m_blendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA),
+ m_bInUse(false)
{
- m_notfound = m_pTexture;
+ m_pTexture = 0;
+ m_pDiffuse = 0;
+ m_pBump = 0;
+ m_pSpecular = 0;
- {
- StringOutputStream name(256);
- name << GlobalRadiant().getAppPath() << "bitmaps/" << (IsDefault() ? "notex.bmp" : "shadernotex.bmp");
- m_pTexture = GlobalTexturesCache().capture(LoadImageCallback(0, loadBitmap), name.c_str());
- }
+ m_notfound = 0;
+
+ realise();
}
- realiseLighting();
- }
+ virtual ~CShader()
+ {
+ unrealise();
- void unrealise()
- {
- GlobalTexturesCache().release(m_pTexture);
+ ASSERT_MESSAGE(m_refcount == 0, "deleting active shader");
+ }
- if(m_notfound != 0)
+// IShaders implementation -----------------
+ void IncRef()
{
- GlobalTexturesCache().release(m_notfound);
+ ++m_refcount;
}
- unrealiseLighting();
- }
-
- void realiseLighting()
- {
- if(m_lightingEnabled)
+ void DecRef()
{
- LoadImageCallback loader = GlobalTexturesCache().defaultLoader();
- if(!string_empty(m_template.m_heightmapScale.c_str()))
- {
- m_heightmapScale = evaluateFloat(m_template.m_heightmapScale, m_template.m_params, m_args);
- loader = LoadImageCallback(&m_heightmapScale, loadHeightmap);
- }
- m_pDiffuse = evaluateTexture(m_template.m_diffuse, m_template.m_params, m_args);
- m_pBump = evaluateTexture(m_template.m_bump, m_template.m_params, m_args, loader);
- m_pSpecular = evaluateTexture(m_template.m_specular, m_template.m_params, m_args);
- m_pLightFalloffImage = evaluateTexture(m_template.m_lightFalloffImage, m_template.m_params, m_args);
-
- for(ShaderTemplate::MapLayers::const_iterator i = m_template.m_layers.begin(); i != m_template.m_layers.end(); ++i)
- {
- m_layers.push_back(evaluateLayer(*i, m_template.m_params, m_args));
- }
-
- if(m_layers.size() == 1)
- {
- const BlendFuncExpression& blendFunc = m_template.m_layers.front().blendFunc();
- if(!string_empty(blendFunc.second.c_str()))
- {
- m_blendFunc = BlendFunc(
- evaluateBlendFactor(blendFunc.first.c_str(), m_template.m_params, m_args),
- evaluateBlendFactor(blendFunc.second.c_str(), m_template.m_params, m_args)
- );
- }
- else
- {
- const char* blend = evaluateShaderValue(blendFunc.first.c_str(), m_template.m_params, m_args);
-
- if(string_equal_nocase(blend, "add"))
- {
- m_blendFunc = BlendFunc(BLEND_ONE, BLEND_ONE);
- }
- else if(string_equal_nocase(blend, "filter"))
- {
- m_blendFunc = BlendFunc(BLEND_DST_COLOUR, BLEND_ZERO);
- }
- else if(string_equal_nocase(blend, "blend"))
- {
- m_blendFunc = BlendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
- }
- else
- {
- globalErrorStream() << "parsing blend value failed: " << makeQuoted(blend) << "\n";
- }
+ ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
+ if (--m_refcount == 0) {
+ delete this;
}
- }
}
- }
- void unrealiseLighting()
- {
- if(m_lightingEnabled)
+ std::size_t refcount()
{
- GlobalTexturesCache().release(m_pDiffuse);
- GlobalTexturesCache().release(m_pBump);
- GlobalTexturesCache().release(m_pSpecular);
-
- GlobalTexturesCache().release(m_pLightFalloffImage);
+ return m_refcount;
+ }
- for(MapLayers::iterator i = m_layers.begin(); i != m_layers.end(); ++i)
- {
- GlobalTexturesCache().release((*i).texture());
- }
- m_layers.clear();
+// get/set the qtexture_t* Radiant uses to represent this shader object
+ qtexture_t *getTexture() const
+ {
+ return m_pTexture;
+ }
- m_blendFunc = BlendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
+ qtexture_t *getDiffuse() const
+ {
+ return m_pDiffuse;
}
- }
- // set shader name
- void setName(const char* name)
- {
- m_Name = name;
- }
+ qtexture_t *getBump() const
+ {
+ return m_pBump;
+ }
- class MapLayer : public ShaderLayer
- {
- qtexture_t* m_texture;
- BlendFunc m_blendFunc;
- bool m_clampToBorder;
- float m_alphaTest;
- public:
- MapLayer(qtexture_t* texture, BlendFunc blendFunc, bool clampToBorder, float alphaTest) :
- m_texture(texture),
- m_blendFunc(blendFunc),
- m_clampToBorder(false),
- m_alphaTest(alphaTest)
+ qtexture_t *getSpecular() const
{
+ return m_pSpecular;
}
- qtexture_t* texture() const
+
+// get shader name
+ const char *getName() const
{
- return m_texture;
+ return m_Name.c_str();
}
- BlendFunc blendFunc() const
+
+ bool IsInUse() const
{
- return m_blendFunc;
+ return m_bInUse;
}
- bool clampToBorder() const
+
+ void SetInUse(bool bInUse)
{
- return m_clampToBorder;
+ m_bInUse = bInUse;
+ g_ActiveShadersChangedNotify();
}
- float alphaTest() const
+
+// get the shader flags
+ int getFlags() const
{
- return m_alphaTest;
- }
- };
-
- static MapLayer evaluateLayer(const ShaderTemplate::MapLayerTemplate& layerTemplate, const ShaderParameters& params, const ShaderArguments& args)
- {
- return MapLayer(
- evaluateTexture(layerTemplate.texture(), params, args),
- evaluateBlendFunc(layerTemplate.blendFunc(), params, args),
- layerTemplate.clampToBorder(),
- evaluateFloat(layerTemplate.alphaTest(), params, args)
- );
- }
-
- typedef std::vector<MapLayer> MapLayers;
- MapLayers m_layers;
-
- const ShaderLayer* firstLayer() const
- {
- if(m_layers.empty())
+ return m_template.m_nFlags;
+ }
+
+// get the transparency value
+ float getTrans() const
{
- return 0;
+ return m_template.m_fTrans;
}
- return &m_layers.front();
- }
- void forEachLayer(const ShaderLayerCallback& callback) const
- {
- for(MapLayers::const_iterator i = m_layers.begin(); i != m_layers.end(); ++i)
+
+// test if it's a true shader, or a default shader created to wrap around a texture
+ bool IsDefault() const
{
- callback(*i);
+ return string_empty(m_filename);
}
- }
- qtexture_t* lightFalloffImage() const
- {
- if(!string_empty(m_template.m_lightFalloffImage.c_str()))
+// get the alphaFunc
+ void getAlphaFunc(EAlphaFunc *func, float *ref)
+ {
+ *func = m_template.m_AlphaFunc;
+ *ref = m_template.m_AlphaRef;
+ };
+
+ BlendFunc getBlendFunc() const
{
- return m_pLightFalloffImage;
+ return m_blendFunc;
}
- return 0;
- }
-};
-bool CShader::m_lightingEnabled = false;
+// get the cull type
+ ECull getCull()
+ {
+ return m_template.m_Cull;
+ };
-typedef SmartPointer<CShader> ShaderPointer;
-typedef std::map<CopiedString, ShaderPointer, shader_less_t> shaders_t;
+// get shader file name (ie the file where this one is defined)
+ const char *getShaderFileName() const
+ {
+ return m_filename;
+ }
+// -----------------------------------------
-shaders_t g_ActiveShaders;
+ void realise()
+ {
+ m_pTexture = evaluateTexture(m_template.m_textureName, m_template.m_params, m_args);
-static shaders_t::iterator g_ActiveShadersIterator;
+ if (m_pTexture->texture_number == 0) {
+ m_notfound = m_pTexture;
-void ActiveShaders_IteratorBegin()
-{
- g_ActiveShadersIterator = g_ActiveShaders.begin();
-}
+ {
+ StringOutputStream name(256);
+ name << GlobalRadiant().getAppPath() << "bitmaps/" << (IsDefault() ? "notex.png" : "shadernotex.png");
+ m_pTexture = GlobalTexturesCache().capture(LoadImageCallback(0, loadBitmap), name.c_str());
+ }
+ }
-bool ActiveShaders_IteratorAtEnd()
-{
- return g_ActiveShadersIterator == g_ActiveShaders.end();
-}
+ realiseLighting();
+ }
-IShader *ActiveShaders_IteratorCurrent()
-{
- return static_cast<CShader*>(g_ActiveShadersIterator->second);
-}
+ void unrealise()
+ {
+ GlobalTexturesCache().release(m_pTexture);
-void ActiveShaders_IteratorIncrement()
-{
- ++g_ActiveShadersIterator;
-}
+ if (m_notfound != 0) {
+ GlobalTexturesCache().release(m_notfound);
+ }
-void debug_check_shaders(shaders_t& shaders)
-{
- for(shaders_t::iterator i = shaders.begin(); i != shaders.end(); ++i)
- {
- ASSERT_MESSAGE(i->second->refcount() == 1, "orphan shader still referenced");
- }
-}
+ unrealiseLighting();
+ }
-// will free all GL binded qtextures and shaders
-// NOTE: doesn't make much sense out of Radiant exit or called during a reload
-void FreeShaders()
-{
- // reload shaders
- // empty the actives shaders list
- debug_check_shaders(g_ActiveShaders);
- g_ActiveShaders.clear();
- g_shaders.clear();
- g_shaderTemplates.clear();
- g_shaderDefinitions.clear();
- g_ActiveShadersChangedNotify();
-}
+ void realiseLighting()
+ {
+ if (m_lightingEnabled) {
+ LoadImageCallback loader = GlobalTexturesCache().defaultLoader();
+ if (!string_empty(m_template.m_heightmapScale.c_str())) {
+ m_heightmapScale = evaluateFloat(m_template.m_heightmapScale, m_template.m_params, m_args);
+ loader = LoadImageCallback(&m_heightmapScale, loadHeightmap);
+ }
+ m_pDiffuse = evaluateTexture(m_template.m_diffuse, m_template.m_params, m_args);
+ m_pBump = evaluateTexture(m_template.m_bump, m_template.m_params, m_args, loader);
+ m_pSpecular = evaluateTexture(m_template.m_specular, m_template.m_params, m_args);
+ m_pLightFalloffImage = evaluateTexture(m_template.m_lightFalloffImage, m_template.m_params, m_args);
+
+ for (ShaderTemplate::MapLayers::const_iterator i = m_template.m_layers.begin();
+ i != m_template.m_layers.end(); ++i) {
+ m_layers.push_back(evaluateLayer(*i, m_template.m_params, m_args));
+ }
-bool ShaderTemplate::parseQuake3(Tokeniser& tokeniser)
-{
- // name of the qtexture_t we'll use to represent this shader (this one has the "textures\" before)
- m_textureName = m_Name.c_str();
+ if (m_layers.size() == 1) {
+ const BlendFuncExpression &blendFunc = m_template.m_layers.front().blendFunc();
+ if (!string_empty(blendFunc.second.c_str())) {
+ m_blendFunc = BlendFunc(
+ evaluateBlendFactor(blendFunc.first.c_str(), m_template.m_params, m_args),
+ evaluateBlendFactor(blendFunc.second.c_str(), m_template.m_params, m_args)
+ );
+ } else {
+ const char *blend = evaluateShaderValue(blendFunc.first.c_str(), m_template.m_params, m_args);
+
+ if (string_equal_nocase(blend, "add")) {
+ m_blendFunc = BlendFunc(BLEND_ONE, BLEND_ONE);
+ } else if (string_equal_nocase(blend, "filter")) {
+ m_blendFunc = BlendFunc(BLEND_DST_COLOUR, BLEND_ZERO);
+ } else if (string_equal_nocase(blend, "blend")) {
+ m_blendFunc = BlendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
+ } else {
+ globalErrorStream() << "parsing blend value failed: " << makeQuoted(blend) << "\n";
+ }
+ }
+ }
+ }
+ }
- tokeniser.nextLine();
+ void unrealiseLighting()
+ {
+ if (m_lightingEnabled) {
+ GlobalTexturesCache().release(m_pDiffuse);
+ GlobalTexturesCache().release(m_pBump);
+ GlobalTexturesCache().release(m_pSpecular);
- // we need to read until we hit a balanced }
- int depth = 0;
- for(;;)
- {
- tokeniser.nextLine();
- const char* token = tokeniser.getToken();
+ GlobalTexturesCache().release(m_pLightFalloffImage);
- if(token == 0)
- return false;
+ for (MapLayers::iterator i = m_layers.begin(); i != m_layers.end(); ++i) {
+ GlobalTexturesCache().release((*i).texture());
+ }
+ m_layers.clear();
- if(string_equal(token, "{"))
- {
- ++depth;
- continue;
+ m_blendFunc = BlendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
+ }
}
- else if(string_equal(token, "}"))
- {
- --depth;
- if(depth < 0) // underflow
- {
- return false;
- }
- if(depth == 0) // end of shader
- {
- break;
- }
- continue;
+// set shader name
+ void setName(const char *name)
+ {
+ m_Name = name;
}
- if(depth == 1)
- {
- if (string_equal_nocase(token, "qer_nocarve"))
- {
- m_nFlags |= QER_NOCARVE;
- }
- else if (string_equal_nocase(token, "qer_trans"))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_getFloat(tokeniser, m_fTrans));
- m_nFlags |= QER_TRANS;
- }
- else if (string_equal_nocase(token, "qer_editorimage"))
- {
- RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_textureName));
- }
- else if (string_equal_nocase(token, "qer_alphafunc"))
- {
- const char* alphafunc = tokeniser.getToken();
-
- if(alphafunc == 0)
+ class MapLayer : public ShaderLayer {
+ qtexture_t *m_texture;
+ BlendFunc m_blendFunc;
+ bool m_clampToBorder;
+ float m_alphaTest;
+ public:
+ MapLayer(qtexture_t *texture, BlendFunc blendFunc, bool clampToBorder, float alphaTest) :
+ m_texture(texture),
+ m_blendFunc(blendFunc),
+ m_clampToBorder(false),
+ m_alphaTest(alphaTest)
{
- Tokeniser_unexpectedError(tokeniser, alphafunc, "#alphafunc");
- return false;
}
- if(string_equal_nocase(alphafunc, "equal"))
- {
- m_AlphaFunc = IShader::eEqual;
- }
- else if(string_equal_nocase(alphafunc, "greater"))
+ qtexture_t *texture() const
{
- m_AlphaFunc = IShader::eGreater;
+ return m_texture;
}
- else if(string_equal_nocase(alphafunc, "less"))
- {
- m_AlphaFunc = IShader::eLess;
- }
- else if(string_equal_nocase(alphafunc, "gequal"))
+
+ BlendFunc blendFunc() const
{
- m_AlphaFunc = IShader::eGEqual;
+ return m_blendFunc;
}
- else if(string_equal_nocase(alphafunc, "lequal"))
+
+ bool clampToBorder() const
{
- m_AlphaFunc = IShader::eLEqual;
+ return m_clampToBorder;
}
- else
+
+ float alphaTest() const
{
- m_AlphaFunc = IShader::eAlways;
+ return m_alphaTest;
}
+ };
- m_nFlags |= QER_ALPHATEST;
+ static MapLayer evaluateLayer(const ShaderTemplate::MapLayerTemplate &layerTemplate, const ShaderParameters ¶ms,
+ const ShaderArguments &args)
+ {
+ return MapLayer(
+ evaluateTexture(layerTemplate.texture(), params, args),
+ evaluateBlendFunc(layerTemplate.blendFunc(), params, args),
+ layerTemplate.clampToBorder(),
+ evaluateFloat(layerTemplate.alphaTest(), params, args)
+ );
+ }
- RETURN_FALSE_IF_FAIL(Tokeniser_getFloat(tokeniser, m_AlphaRef));
- }
- else if (string_equal_nocase(token, "cull"))
- {
- const char* cull = tokeniser.getToken();
+ typedef std::vector<MapLayer> MapLayers;
+ MapLayers m_layers;
- if(cull == 0)
- {
- Tokeniser_unexpectedError(tokeniser, cull, "#cull");
- return false;
+ const ShaderLayer *firstLayer() const
+ {
+ if (m_layers.empty()) {
+ return 0;
}
+ return &m_layers.front();
+ }
- if(string_equal_nocase(cull, "none")
- || string_equal_nocase(cull, "twosided")
- || string_equal_nocase(cull, "disable"))
- {
- m_Cull = IShader::eCullNone;
- }
- else if(string_equal_nocase(cull, "back")
- || string_equal_nocase(cull, "backside")
- || string_equal_nocase(cull, "backsided"))
- {
- m_Cull = IShader::eCullBack;
+ void forEachLayer(const ShaderLayerCallback &callback) const
+ {
+ for (MapLayers::const_iterator i = m_layers.begin(); i != m_layers.end(); ++i) {
+ callback(*i);
}
- else
- {
- m_Cull = IShader::eCullBack;
+ }
+
+ qtexture_t *lightFalloffImage() const
+ {
+ if (!string_empty(m_template.m_lightFalloffImage.c_str())) {
+ return m_pLightFalloffImage;
}
+ return 0;
+ }
+};
- m_nFlags |= QER_CULL;
- }
- else if (string_equal_nocase(token, "surfaceparm"))
- {
- const char* surfaceparm = tokeniser.getToken();
+bool CShader::m_lightingEnabled = false;
- if(surfaceparm == 0)
- {
- Tokeniser_unexpectedError(tokeniser, surfaceparm, "#surfaceparm");
- return false;
- }
+typedef SmartPointer<CShader> ShaderPointer;
+typedef std::map<CopiedString, ShaderPointer, shader_less_t> shaders_t;
- if (string_equal_nocase(surfaceparm, "fog"))
- {
- m_nFlags |= QER_FOG;
- if (m_fTrans == 1.0f) // has not been explicitly set by qer_trans
- {
- m_fTrans = 0.35f;
- }
- }
- else if (string_equal_nocase(surfaceparm, "nodraw"))
- {
- m_nFlags |= QER_NODRAW;
- }
- else if (string_equal_nocase(surfaceparm, "nonsolid"))
- {
- m_nFlags |= QER_NONSOLID;
- }
- else if (string_equal_nocase(surfaceparm, "water"))
- {
- m_nFlags |= QER_WATER;
- }
- else if (string_equal_nocase(surfaceparm, "lava"))
- {
- m_nFlags |= QER_LAVA;
- }
- else if (string_equal_nocase(surfaceparm, "areaportal"))
- {
- m_nFlags |= QER_AREAPORTAL;
- }
- else if (string_equal_nocase(surfaceparm, "playerclip"))
- {
- m_nFlags |= QER_CLIP;
- }
- else if (string_equal_nocase(surfaceparm, "botclip"))
- {
- m_nFlags |= QER_BOTCLIP;
- }
- }
- }
- }
+shaders_t g_ActiveShaders;
- return true;
+static shaders_t::iterator g_ActiveShadersIterator;
+
+void ActiveShaders_IteratorBegin()
+{
+ g_ActiveShadersIterator = g_ActiveShaders.begin();
}
-class Layer
+bool ActiveShaders_IteratorAtEnd()
{
-public:
- LayerTypeId m_type;
- TextureExpression m_texture;
- BlendFunc m_blendFunc;
- bool m_clampToBorder;
- float m_alphaTest;
- float m_heightmapScale;
-
- Layer() : m_type(LAYER_NONE), m_blendFunc(BLEND_ONE, BLEND_ZERO), m_clampToBorder(false), m_alphaTest(-1), m_heightmapScale(0)
- {
- }
-};
+ return g_ActiveShadersIterator == g_ActiveShaders.end();
+}
-std::list<CopiedString> g_shaderFilenames;
+IShader *ActiveShaders_IteratorCurrent()
+{
+ return static_cast<CShader *>( g_ActiveShadersIterator->second );
+}
-void ParseShaderFile(Tokeniser& tokeniser, const char* filename)
+void ActiveShaders_IteratorIncrement()
{
- g_shaderFilenames.push_back(filename);
- filename = g_shaderFilenames.back().c_str();
- tokeniser.nextLine();
- for(;;)
- {
- const char* token = tokeniser.getToken();
-
- if(token == 0)
- {
- break;
+ ++g_ActiveShadersIterator;
+}
+
+void debug_check_shaders(shaders_t &shaders)
+{
+ for (shaders_t::iterator i = shaders.begin(); i != shaders.end(); ++i) {
+ ASSERT_MESSAGE(i->second->refcount() == 1, "orphan shader still referenced");
}
+}
- if(string_equal(token, "table"))
- {
- if(tokeniser.getToken() == 0)
- {
- Tokeniser_unexpectedError(tokeniser, 0, "#table-name");
- return;
- }
- if(!Tokeniser_parseToken(tokeniser, "{"))
- {
- return;
- }
- for(;;)
- {
- const char* option = tokeniser.getToken();
- if(string_equal(option, "{"))
- {
- for(;;)
- {
- const char* value = tokeniser.getToken();
- if(string_equal(value, "}"))
- {
- break;
- }
- }
+// will free all GL binded qtextures and shaders
+// NOTE: doesn't make much sense out of Radiant exit or called during a reload
+void FreeShaders()
+{
+ // reload shaders
+ // empty the actives shaders list
+ debug_check_shaders(g_ActiveShaders);
+ g_ActiveShaders.clear();
+ g_shaders.clear();
+ g_shaderTemplates.clear();
+ g_shaderDefinitions.clear();
+ g_ActiveShadersChangedNotify();
+}
- if(!Tokeniser_parseToken(tokeniser, "}"))
- {
- return;
- }
- break;
- }
- }
- }
- else
- {
- if(string_equal(token, "guide"))
- {
- parseTemplateInstance(tokeniser, filename);
- }
- else
- {
- if(!string_equal(token, "material")
- && !string_equal(token, "particle")
- && !string_equal(token, "skin"))
- {
- tokeniser.ungetToken();
- }
- // first token should be the path + name.. (from base)
- CopiedString name;
- if(!Tokeniser_parseShaderName(tokeniser, name))
- {
+bool ShaderTemplate::parseQuake3(Tokeniser &tokeniser)
+{
+ // name of the qtexture_t we'll use to represent this shader (this one has the "textures\" before)
+ m_textureName = m_Name.c_str();
+
+ tokeniser.nextLine();
+
+ // we need to read until we hit a balanced }
+ int depth = 0;
+ for (;;) {
+ tokeniser.nextLine();
+ const char *token = tokeniser.getToken();
+
+ if (token == 0) {
+ return false;
}
- ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
- shaderTemplate->setName(name.c_str());
- g_shaders.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
+ if (string_equal(token, "{")) {
+ ++depth;
+ continue;
+ } else if (string_equal(token, "}")) {
+ --depth;
+ if (depth < 0) { // underflow
+ return false;
+ }
+ if (depth == 0) { // end of shader
+ break;
+ }
- bool result = (g_shaderLanguage == SHADERLANGUAGE_QUAKE3)
- ? shaderTemplate->parseQuake3(tokeniser)
- : shaderTemplate->parseDoom3(tokeniser);
- if (result)
- {
- // do we already have this shader?
- if(!g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(shaderTemplate->getName(), ShaderDefinition(shaderTemplate.get(), ShaderArguments(), filename))).second)
- {
- #ifdef _DEBUG
- globalOutputStream() << "WARNING: shader " << shaderTemplate->getName() << " is already in memory, definition in " << filename << " ignored.\n";
- #endif
- }
+ continue;
}
- else
- {
- globalErrorStream() << "Error parsing shader " << shaderTemplate->getName() << "\n";
- return;
+
+ if (depth == 1) {
+ if (string_equal_nocase(token, "qer_nocarve")) {
+ m_nFlags |= QER_NOCARVE;
+ } else if (string_equal_nocase(token, "qer_trans")) {
+ RETURN_FALSE_IF_FAIL(Tokeniser_getFloat(tokeniser, m_fTrans));
+ m_nFlags |= QER_TRANS;
+ } else if (string_equal_nocase(token, "qer_editorimage")) {
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_textureName));
+ } else if (string_equal_nocase(token, "qer_alphafunc")) {
+ const char *alphafunc = tokeniser.getToken();
+
+ if (alphafunc == 0) {
+ Tokeniser_unexpectedError(tokeniser, alphafunc, "#alphafunc");
+ return false;
+ }
+
+ if (string_equal_nocase(alphafunc, "equal")) {
+ m_AlphaFunc = IShader::eEqual;
+ } else if (string_equal_nocase(alphafunc, "greater")) {
+ m_AlphaFunc = IShader::eGreater;
+ } else if (string_equal_nocase(alphafunc, "less")) {
+ m_AlphaFunc = IShader::eLess;
+ } else if (string_equal_nocase(alphafunc, "gequal")) {
+ m_AlphaFunc = IShader::eGEqual;
+ } else if (string_equal_nocase(alphafunc, "lequal")) {
+ m_AlphaFunc = IShader::eLEqual;
+ } else {
+ m_AlphaFunc = IShader::eAlways;
+ }
+
+ m_nFlags |= QER_ALPHATEST;
+
+ RETURN_FALSE_IF_FAIL(Tokeniser_getFloat(tokeniser, m_AlphaRef));
+ } else if (string_equal_nocase(token, "cull")) {
+ const char *cull = tokeniser.getToken();
+
+ if (cull == 0) {
+ Tokeniser_unexpectedError(tokeniser, cull, "#cull");
+ return false;
+ }
+
+ if (string_equal_nocase(cull, "none")
+ || string_equal_nocase(cull, "twosided")
+ || string_equal_nocase(cull, "disable")) {
+ m_Cull = IShader::eCullNone;
+ } else if (string_equal_nocase(cull, "back")
+ || string_equal_nocase(cull, "backside")
+ || string_equal_nocase(cull, "backsided")) {
+ m_Cull = IShader::eCullBack;
+ } else {
+ m_Cull = IShader::eCullBack;
+ }
+
+ m_nFlags |= QER_CULL;
+ } else if (string_equal_nocase(token, "surfaceparm")) {
+ const char *surfaceparm = tokeniser.getToken();
+
+ if (surfaceparm == 0) {
+ Tokeniser_unexpectedError(tokeniser, surfaceparm, "#surfaceparm");
+ return false;
+ }
+
+ if (string_equal_nocase(surfaceparm, "fog")) {
+ m_nFlags |= QER_FOG;
+ if (m_fTrans == 1.0f) { // has not been explicitly set by qer_trans
+ m_fTrans = 0.35f;
+ }
+ } else if (string_equal_nocase(surfaceparm, "nodraw")) {
+ m_nFlags |= QER_NODRAW;
+ } else if (string_equal_nocase(surfaceparm, "nonsolid")) {
+ m_nFlags |= QER_NONSOLID;
+ } else if (string_equal_nocase(surfaceparm, "water")) {
+ m_nFlags |= QER_WATER;
+ } else if (string_equal_nocase(surfaceparm, "lava")) {
+ m_nFlags |= QER_LAVA;
+ } else if (string_equal_nocase(surfaceparm, "areaportal")) {
+ m_nFlags |= QER_AREAPORTAL;
+ } else if (string_equal_nocase(surfaceparm, "playerclip")) {
+ m_nFlags |= QER_CLIP;
+ } else if (string_equal_nocase(surfaceparm, "botclip")) {
+ m_nFlags |= QER_BOTCLIP;
+ }
+ }
}
- }
}
- }
+
+ return true;
}
-void parseGuideFile(Tokeniser& tokeniser, const char* filename)
-{
- tokeniser.nextLine();
- for(;;)
- {
- const char* token = tokeniser.getToken();
+class Layer {
+public:
+ LayerTypeId m_type;
+ TextureExpression m_texture;
+ BlendFunc m_blendFunc;
+ bool m_clampToBorder;
+ float m_alphaTest;
+ float m_heightmapScale;
- if(token == 0)
+ Layer() : m_type(LAYER_NONE), m_blendFunc(BLEND_ONE, BLEND_ZERO), m_clampToBorder(false), m_alphaTest(-1),
+ m_heightmapScale(0)
{
- break;
}
+};
- if(string_equal(token, "guide"))
- {
- // first token should be the path + name.. (from base)
- ShaderTemplatePointer shaderTemplate(new ShaderTemplate);
- shaderTemplate->parseTemplate(tokeniser);
- if(!g_shaderTemplates.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate)).second)
- {
- globalErrorStream() << "guide " << makeQuoted(shaderTemplate->getName()) << ": already defined, second definition ignored\n";
- }
- }
- else if(string_equal(token, "inlineGuide"))
- {
- // skip entire inlineGuide definition
- std::size_t depth = 0;
- for(;;)
- {
- tokeniser.nextLine();
- token = tokeniser.getToken();
- if(string_equal(token, "{"))
- {
- ++depth;
- }
- else if(string_equal(token, "}"))
- {
- if(--depth == 0)
- {
+std::list<CopiedString> g_shaderFilenames;
+
+void ParseShaderFile(Tokeniser &tokeniser, const char *filename)
+{
+ g_shaderFilenames.push_back(filename);
+ filename = g_shaderFilenames.back().c_str();
+ tokeniser.nextLine();
+ for (;;) {
+ const char *token = tokeniser.getToken();
+
+ if (token == 0) {
break;
- }
}
- }
+
+ if (string_equal(token, "table")) {
+ if (tokeniser.getToken() == 0) {
+ Tokeniser_unexpectedError(tokeniser, 0, "#table-name");
+ return;
+ }
+ if (!Tokeniser_parseToken(tokeniser, "{")) {
+ return;
+ }
+ for (;;) {
+ const char *option = tokeniser.getToken();
+ if (string_equal(option, "{")) {
+ for (;;) {
+ const char *value = tokeniser.getToken();
+ if (string_equal(value, "}")) {
+ break;
+ }
+ }
+
+ if (!Tokeniser_parseToken(tokeniser, "}")) {
+ return;
+ }
+ break;
+ }
+ }
+ } else {
+ if (string_equal(token, "guide")) {
+ parseTemplateInstance(tokeniser, filename);
+ } else {
+ if (!string_equal(token, "material")
+ && !string_equal(token, "particle")
+ && !string_equal(token, "skin")) {
+ tokeniser.ungetToken();
+ }
+ // first token should be the path + name.. (from base)
+ CopiedString name;
+ if (!Tokeniser_parseShaderName(tokeniser, name)) {
+ }
+ ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
+ shaderTemplate->setName(name.c_str());
+
+ g_shaders.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
+
+ bool result = (g_shaderLanguage == SHADERLANGUAGE_QUAKE3)
+ ? shaderTemplate->parseQuake3(tokeniser)
+ : shaderTemplate->parseDoom3(tokeniser);
+ if (result) {
+ // do we already have this shader?
+ if (!g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(shaderTemplate->getName(),
+ ShaderDefinition(
+ shaderTemplate.get(),
+ ShaderArguments(),
+ filename))).second) {
+#if GDEF_DEBUG
+ globalOutputStream() << "WARNING: shader " << shaderTemplate->getName()
+ << " is already in memory, definition in " << filename << " ignored.\n";
+#endif
+ }
+ } else {
+ globalErrorStream() << "Error parsing shader " << shaderTemplate->getName() << "\n";
+ return;
+ }
+ }
+ }
}
- }
}
-void LoadShaderFile(const char* filename)
+void parseGuideFile(Tokeniser &tokeniser, const char *filename)
{
- ArchiveTextFile* file = GlobalFileSystem().openTextFile(filename);
+ tokeniser.nextLine();
+ for (;;) {
+ const char *token = tokeniser.getToken();
- if(file != 0)
- {
- globalOutputStream() << "Parsing shaderfile " << filename << "\n";
+ if (token == 0) {
+ break;
+ }
- Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
+ if (string_equal(token, "guide")) {
+ // first token should be the path + name.. (from base)
+ ShaderTemplatePointer shaderTemplate(new ShaderTemplate);
+ shaderTemplate->parseTemplate(tokeniser);
+ if (!g_shaderTemplates.insert(
+ ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate)).second) {
+ globalErrorStream() << "guide " << makeQuoted(shaderTemplate->getName())
+ << ": already defined, second definition ignored\n";
+ }
+ } else if (string_equal(token, "inlineGuide")) {
+ // skip entire inlineGuide definition
+ std::size_t depth = 0;
+ for (;;) {
+ tokeniser.nextLine();
+ token = tokeniser.getToken();
+ if (string_equal(token, "{")) {
+ ++depth;
+ } else if (string_equal(token, "}")) {
+ if (--depth == 0) {
+ break;
+ }
+ }
+ }
+ }
+ }
+}
- ParseShaderFile(tokeniser, filename);
+void LoadShaderFile(const char *filename)
+{
+ ArchiveTextFile *file = GlobalFileSystem().openTextFile(filename);
- tokeniser.release();
- file->release();
- }
- else
- {
- globalOutputStream() << "Unable to read shaderfile " << filename << "\n";
- }
-}
+ if (file != 0) {
+ globalOutputStream() << "Parsing shaderfile " << filename << "\n";
+
+ Tokeniser &tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
-typedef FreeCaller1<const char*, LoadShaderFile> LoadShaderFileCaller;
+ ParseShaderFile(tokeniser, filename);
+ tokeniser.release();
+ file->release();
+ } else {
+ globalOutputStream() << "Unable to read shaderfile " << filename << "\n";
+ }
+}
-void loadGuideFile(const char* filename)
+void loadGuideFile(const char *filename)
{
- StringOutputStream fullname(256);
- fullname << "guides/" << filename;
- ArchiveTextFile* file = GlobalFileSystem().openTextFile(fullname.c_str());
+ StringOutputStream fullname(256);
+ fullname << "guides/" << filename;
+ ArchiveTextFile *file = GlobalFileSystem().openTextFile(fullname.c_str());
- if(file != 0)
- {
- globalOutputStream() << "Parsing guide file " << fullname.c_str() << "\n";
+ if (file != 0) {
+ globalOutputStream() << "Parsing guide file " << fullname.c_str() << "\n";
- Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
+ Tokeniser &tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
- parseGuideFile(tokeniser, fullname.c_str());
+ parseGuideFile(tokeniser, fullname.c_str());
- tokeniser.release();
- file->release();
- }
- else
- {
- globalOutputStream() << "Unable to read guide file " << fullname.c_str() << "\n";
- }
+ tokeniser.release();
+ file->release();
+ } else {
+ globalOutputStream() << "Unable to read guide file " << fullname.c_str() << "\n";
+ }
}
-typedef FreeCaller1<const char*, loadGuideFile> LoadGuideFileCaller;
-
-
-CShader* Try_Shader_ForName(const char* name)
+CShader *Try_Shader_ForName(const char *name)
{
- {
- shaders_t::iterator i = g_ActiveShaders.find(name);
- if(i != g_ActiveShaders.end())
{
- return (*i).second;
- }
- }
- // active shader was not found
-
- // find matching shader definition
- ShaderDefinitionMap::iterator i = g_shaderDefinitions.find(name);
- if(i == g_shaderDefinitions.end())
- {
- // shader definition was not found
-
- // create new shader definition from default shader template
- ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
- shaderTemplate->CreateDefault(name);
- g_shaderTemplates.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
-
- i = g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate.get(), ShaderArguments(), ""))).first;
- }
-
- // create shader from existing definition
- ShaderPointer pShader(new CShader((*i).second));
- pShader->setName(name);
- g_ActiveShaders.insert(shaders_t::value_type(name, pShader));
- g_ActiveShadersChangedNotify();
- return pShader;
+ shaders_t::iterator i = g_ActiveShaders.find(name);
+ if (i != g_ActiveShaders.end()) {
+ return (*i).second;
+ }
+ }
+ // active shader was not found
+
+ // find matching shader definition
+ ShaderDefinitionMap::iterator i = g_shaderDefinitions.find(name);
+ if (i == g_shaderDefinitions.end()) {
+ // shader definition was not found
+
+ // create new shader definition from default shader template
+ ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
+ shaderTemplate->CreateDefault(name);
+ g_shaderTemplates.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
+
+ i = g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate.get(),
+ ShaderArguments(),
+ ""))).first;
+ }
+
+ // create shader from existing definition
+ ShaderPointer pShader(new CShader((*i).second));
+ pShader->setName(name);
+ g_ActiveShaders.insert(shaders_t::value_type(name, pShader));
+ g_ActiveShadersChangedNotify();
+ return pShader;
}
IShader *Shader_ForName(const char *name)
{
- ASSERT_NOTNULL(name);
+ ASSERT_NOTNULL(name);
- IShader *pShader = Try_Shader_ForName(name);
- pShader->IncRef();
- return pShader;
+ IShader *pShader = Try_Shader_ForName(name);
+ pShader->IncRef();
+ return pShader;
}
-
-
// the list of scripts/*.shader files we need to work with
// those are listed in shaderlist file
GSList *l_shaderfiles = 0;
-GSList* Shaders_getShaderFileList()
+GSList *Shaders_getShaderFileList()
{
- return l_shaderfiles;
+ return l_shaderfiles;
}
/*
-==================
-DumpUnreferencedShaders
-usefull function: dumps the list of .shader files that are not referenced to the console
-==================
-*/
-void IfFound_dumpUnreferencedShader(bool& bFound, const char* filename)
+ ==================
+ DumpUnreferencedShaders
+ usefull function: dumps the list of .shader files that are not referenced to the console
+ ==================
+ */
+void IfFound_dumpUnreferencedShader(bool &bFound, const char *filename)
{
- bool listed = false;
+ bool listed = false;
- for(GSList* sh = l_shaderfiles; sh != 0; sh = g_slist_next(sh))
- {
- if(!strcmp((char*)sh->data, filename))
- {
- listed = true;
- break;
+ for (GSList *sh = l_shaderfiles; sh != 0; sh = g_slist_next(sh)) {
+ if (!strcmp((char *) sh->data, filename)) {
+ listed = true;
+ break;
+ }
}
- }
- if(!listed)
- {
- if(!bFound)
- {
- bFound = true;
- globalOutputStream() << "Following shader files are not referenced in any shaderlist.txt:\n";
+ if (!listed) {
+ if (!bFound) {
+ bFound = true;
+ globalOutputStream() << "Following shader files are not referenced in any shaderlist.txt:\n";
+ }
+ globalOutputStream() << "\t" << filename << "\n";
}
- globalOutputStream() << "\t" << filename << "\n";
- }
}
-typedef ReferenceCaller1<bool, const char*, IfFound_dumpUnreferencedShader> IfFoundDumpUnreferencedShaderCaller;
+
+typedef ReferenceCaller<bool, void(const char *), IfFound_dumpUnreferencedShader> IfFoundDumpUnreferencedShaderCaller;
void DumpUnreferencedShaders()
{
- bool bFound = false;
- GlobalFileSystem().forEachFile(g_shadersDirectory, g_shadersExtension, IfFoundDumpUnreferencedShaderCaller(bFound));
+ bool bFound = false;
+ GlobalFileSystem().forEachFile(g_shadersDirectory, g_shadersExtension, IfFoundDumpUnreferencedShaderCaller(bFound));
}
-void ShaderList_addShaderFile(const char* dirstring)
+void ShaderList_addShaderFile(const char *dirstring)
{
- bool found = false;
+ bool found = false;
- for(GSList* tmp = l_shaderfiles; tmp != 0; tmp = tmp->next)
- {
- if(string_equal_nocase(dirstring, (char*)tmp->data))
- {
- found = true;
- globalOutputStream() << "duplicate entry \"" << (char*)tmp->data << "\" in shaderlist.txt\n";
- break;
- }
- }
-
- if(!found)
- {
- l_shaderfiles = g_slist_append(l_shaderfiles, strdup(dirstring));
- }
-}
-
-typedef FreeCaller1<const char*, ShaderList_addShaderFile> AddShaderFileCaller;
+ for (GSList *tmp = l_shaderfiles; tmp != 0; tmp = tmp->next) {
+ if (string_equal_nocase(dirstring, (char *) tmp->data)) {
+ found = true;
+ globalOutputStream() << "duplicate entry \"" << (char *) tmp->data << "\" in shaderlist.txt\n";
+ break;
+ }
+ }
+ if (!found) {
+ l_shaderfiles = g_slist_append(l_shaderfiles, strdup(dirstring));
+ }
+}
/*
-==================
-BuildShaderList
-build a CStringList of shader names
-==================
-*/
-void BuildShaderList(TextInputStream& shaderlist)
+ ==================
+ BuildShaderList
+ build a CStringList of shader names
+ ==================
+ */
+void BuildShaderList(TextInputStream &shaderlist)
{
- Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewSimpleTokeniser(shaderlist);
- tokeniser.nextLine();
- const char* token = tokeniser.getToken();
- StringOutputStream shaderFile(64);
- while(token != 0)
- {
- // each token should be a shader filename
- shaderFile << token << "." << g_shadersExtension;
-
- ShaderList_addShaderFile(shaderFile.c_str());
-
+ Tokeniser &tokeniser = GlobalScriptLibrary().m_pfnNewSimpleTokeniser(shaderlist);
tokeniser.nextLine();
- token = tokeniser.getToken();
+ const char *token = tokeniser.getToken();
+ StringOutputStream shaderFile(64);
+ while (token != 0) {
+ // each token should be a shader filename
+ shaderFile << token << "." << g_shadersExtension;
+
+ ShaderList_addShaderFile(shaderFile.c_str());
+
+ tokeniser.nextLine();
+ token = tokeniser.getToken();
- shaderFile.clear();
- }
- tokeniser.release();
+ shaderFile.clear();
+ }
+ tokeniser.release();
}
void FreeShaderList()
{
- while(l_shaderfiles != 0)
- {
- free(l_shaderfiles->data);
- l_shaderfiles = g_slist_remove(l_shaderfiles, l_shaderfiles->data);
- }
+ while (l_shaderfiles != 0) {
+ free(l_shaderfiles->data);
+ l_shaderfiles = g_slist_remove(l_shaderfiles, l_shaderfiles->data);
+ }
}
void ShaderList_addFromArchive(const char *archivename)
{
- const char *shaderpath = GlobalRadiant().getGameDescriptionKeyValue("shaderpath");
- if (string_empty(shaderpath))
- return;
-
- StringOutputStream shaderlist(256);
- shaderlist << DirectoryCleaned(shaderpath) << "shaderlist.txt";
-
- Archive *archive = GlobalFileSystem().getArchive(archivename, false);
- if (archive)
- {
- ArchiveTextFile *file = archive->openTextFile(shaderlist.c_str());
- if (file)
- {
- globalOutputStream() << "Found shaderlist.txt in " << archivename << "\n";
- BuildShaderList(file->getInputStream());
- file->release();
+ const char *shaderpath = GlobalRadiant().getGameDescriptionKeyValue("shaderpath");
+ if (string_empty(shaderpath)) {
+ return;
}
- }
-}
-typedef FreeCaller1<const char *, ShaderList_addFromArchive> AddShaderListFromArchiveCaller;
+ StringOutputStream shaderlist(256);
+ shaderlist << DirectoryCleaned(shaderpath) << "shaderlist.txt";
+
+ Archive *archive = GlobalFileSystem().getArchive(archivename, false);
+ if (archive) {
+ ArchiveTextFile *file = archive->openTextFile(shaderlist.c_str());
+ if (file) {
+ globalOutputStream() << "Found shaderlist.txt in " << archivename << "\n";
+ BuildShaderList(file->getInputStream());
+ file->release();
+ }
+ }
+}
#include "stream/filestream.h"
-bool shaderlist_findOrInstall(const char* enginePath, const char* toolsPath, const char* shaderPath, const char* gamename)
+bool
+shaderlist_findOrInstall(const char *enginePath, const char *toolsPath, const char *shaderPath, const char *gamename)
{
- StringOutputStream absShaderList(256);
- absShaderList << enginePath << gamename << '/' << shaderPath << "shaderlist.txt";
- if(file_exists(absShaderList.c_str()))
- {
- return true;
- }
- {
- StringOutputStream directory(256);
- directory << enginePath << gamename << '/' << shaderPath;
- if(!file_exists(directory.c_str()) && !Q_mkdir(directory.c_str()))
+ StringOutputStream absShaderList(256);
+ absShaderList << enginePath << gamename << '/' << shaderPath << "shaderlist.txt";
+ if (file_exists(absShaderList.c_str())) {
+ return true;
+ }
{
- return false;
+ StringOutputStream directory(256);
+ directory << enginePath << gamename << '/' << shaderPath;
+ if (!file_exists(directory.c_str()) && !Q_mkdir(directory.c_str())) {
+ return false;
+ }
}
- }
- {
- StringOutputStream defaultShaderList(256);
- defaultShaderList << toolsPath << gamename << '/' << "default_shaderlist.txt";
- if(file_exists(defaultShaderList.c_str()))
{
- return file_copy(defaultShaderList.c_str(), absShaderList.c_str());
+ StringOutputStream defaultShaderList(256);
+ defaultShaderList << toolsPath << gamename << '/' << "default_shaderlist.txt";
+ if (file_exists(defaultShaderList.c_str())) {
+ return file_copy(defaultShaderList.c_str(), absShaderList.c_str());
+ }
}
- }
- return false;
+ return false;
}
void Shaders_Load()
{
- if(g_shaderLanguage == SHADERLANGUAGE_QUAKE4)
- {
- GlobalFileSystem().forEachFile("guides/", "guide", LoadGuideFileCaller(), 0);
- }
-
- const char* shaderPath = GlobalRadiant().getGameDescriptionKeyValue("shaderpath");
- if(!string_empty(shaderPath))
- {
- StringOutputStream path(256);
- path << DirectoryCleaned(shaderPath);
-
- if(g_useShaderList)
- {
- // preload shader files that have been listed in shaderlist.txt
- const char* basegame = GlobalRadiant().getRequiredGameDescriptionKeyValue("basegame");
- const char* gamename = GlobalRadiant().getGameName();
- const char* enginePath = GlobalRadiant().getEnginePath();
- const char* toolsPath = GlobalRadiant().getGameToolsPath();
+ if (g_shaderLanguage == SHADERLANGUAGE_QUAKE4) {
+ GlobalFileSystem().forEachFile("guides/", "guide", makeCallbackF(loadGuideFile), 0);
+ }
- bool isMod = !string_equal(basegame, gamename);
+ const char *shaderPath = GlobalRadiant().getGameDescriptionKeyValue("shaderpath");
+ if (!string_empty(shaderPath)) {
+ StringOutputStream path(256);
+ path << DirectoryCleaned(shaderPath);
- if(!isMod || !shaderlist_findOrInstall(enginePath, toolsPath, path.c_str(), gamename))
- {
- gamename = basegame;
- shaderlist_findOrInstall(enginePath, toolsPath, path.c_str(), gamename);
- }
+ if (g_useShaderList) {
+ // preload shader files that have been listed in shaderlist.txt
+ const char *basegame = GlobalRadiant().getRequiredGameDescriptionKeyValue("basegame");
+ const char *gamename = GlobalRadiant().getGameName();
+ const char *enginePath = GlobalRadiant().getEnginePath();
+ const char *toolsPath = GlobalRadiant().getGameToolsPath();
- GlobalFileSystem().forEachArchive(AddShaderListFromArchiveCaller(), false, true);
- DumpUnreferencedShaders();
- }
- else
- {
- GlobalFileSystem().forEachFile(path.c_str(), g_shadersExtension, AddShaderFileCaller(), 0);
- }
+ bool isMod = !string_equal(basegame, gamename);
- GSList *lst = l_shaderfiles;
- StringOutputStream shadername(256);
- while(lst)
- {
- shadername << path.c_str() << reinterpret_cast<const char*>(lst->data);
- LoadShaderFile(shadername.c_str());
- shadername.clear();
- lst = lst->next;
+ if (!isMod || !shaderlist_findOrInstall(enginePath, toolsPath, path.c_str(), gamename)) {
+ gamename = basegame;
+ shaderlist_findOrInstall(enginePath, toolsPath, path.c_str(), gamename);
+ }
+
+ GlobalFileSystem().forEachArchive(makeCallbackF(ShaderList_addFromArchive), false, true);
+ DumpUnreferencedShaders();
+ } else {
+ GlobalFileSystem().forEachFile(path.c_str(), g_shadersExtension, makeCallbackF(ShaderList_addShaderFile),
+ 0);
+ }
+
+ GSList *lst = l_shaderfiles;
+ StringOutputStream shadername(256);
+ while (lst) {
+ shadername << path.c_str() << reinterpret_cast<const char *>( lst->data );
+ LoadShaderFile(shadername.c_str());
+ shadername.clear();
+ lst = lst->next;
+ }
}
- }
- //StringPool_analyse(ShaderPool::instance());
+ //StringPool_analyse(ShaderPool::instance());
}
void Shaders_Free()
{
- FreeShaders();
- FreeShaderList();
- g_shaderFilenames.clear();
+ FreeShaders();
+ FreeShaderList();
+ g_shaderFilenames.clear();
}
ModuleObservers g_observers;
std::size_t g_shaders_unrealised = 1; // wait until filesystem and is realised before loading anything
bool Shaders_realised()
{
- return g_shaders_unrealised == 0;
+ return g_shaders_unrealised == 0;
}
+
void Shaders_Realise()
{
- if(--g_shaders_unrealised == 0)
- {
- Shaders_Load();
- g_observers.realise();
- }
+ if (--g_shaders_unrealised == 0) {
+ Shaders_Load();
+ g_observers.realise();
+ }
}
+
void Shaders_Unrealise()
{
- if(++g_shaders_unrealised == 1)
- {
- g_observers.unrealise();
- Shaders_Free();
- }
+ if (++g_shaders_unrealised == 1) {
+ g_observers.unrealise();
+ Shaders_Free();
+ }
}
-void Shaders_Refresh()
+void Shaders_Refresh()
{
- Shaders_Unrealise();
- Shaders_Realise();
+ Shaders_Unrealise();
+ Shaders_Realise();
}
-class Quake3ShaderSystem : public ShaderSystem, public ModuleObserver
-{
+class Quake3ShaderSystem : public ShaderSystem, public ModuleObserver {
public:
- void realise()
- {
- Shaders_Realise();
- }
- void unrealise()
- {
- Shaders_Unrealise();
- }
- void refresh()
- {
- Shaders_Refresh();
- }
-
- IShader* getShaderForName(const char* name)
- {
- return Shader_ForName(name);
- }
-
- void foreachShaderName(const ShaderNameCallback& callback)
- {
- for(ShaderDefinitionMap::const_iterator i = g_shaderDefinitions.begin(); i != g_shaderDefinitions.end(); ++i)
+ void realise()
+ {
+ Shaders_Realise();
+ }
+
+ void unrealise()
{
- callback((*i).first.c_str());
- }
- }
-
- void beginActiveShadersIterator()
- {
- ActiveShaders_IteratorBegin();
- }
- bool endActiveShadersIterator()
- {
- return ActiveShaders_IteratorAtEnd();
- }
- IShader* dereferenceActiveShadersIterator()
- {
- return ActiveShaders_IteratorCurrent();
- }
- void incrementActiveShadersIterator()
- {
- ActiveShaders_IteratorIncrement();
- }
- void setActiveShadersChangedNotify(const Callback& notify)
- {
- g_ActiveShadersChangedNotify = notify;
- }
-
- void attach(ModuleObserver& observer)
- {
- g_observers.attach(observer);
- }
- void detach(ModuleObserver& observer)
- {
- g_observers.detach(observer);
- }
-
- void setLightingEnabled(bool enabled)
- {
- if(CShader::m_lightingEnabled != enabled)
+ Shaders_Unrealise();
+ }
+
+ void refresh()
+ {
+ Shaders_Refresh();
+ }
+
+ IShader *getShaderForName(const char *name)
+ {
+ return Shader_ForName(name);
+ }
+
+ void foreachShaderName(const ShaderNameCallback &callback)
{
- for(shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i)
- {
- (*i).second->unrealiseLighting();
- }
- CShader::m_lightingEnabled = enabled;
- for(shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i)
- {
- (*i).second->realiseLighting();
- }
- }
- }
-
- const char* getTexturePrefix() const
- {
- return g_texturePrefix;
- }
+ for (ShaderDefinitionMap::const_iterator i = g_shaderDefinitions.begin(); i != g_shaderDefinitions.end(); ++i) {
+ callback((*i).first.c_str());
+ }
+ }
+
+ void beginActiveShadersIterator()
+ {
+ ActiveShaders_IteratorBegin();
+ }
+
+ bool endActiveShadersIterator()
+ {
+ return ActiveShaders_IteratorAtEnd();
+ }
+
+ IShader *dereferenceActiveShadersIterator()
+ {
+ return ActiveShaders_IteratorCurrent();
+ }
+
+ void incrementActiveShadersIterator()
+ {
+ ActiveShaders_IteratorIncrement();
+ }
+
+ void setActiveShadersChangedNotify(const Callback<void()> ¬ify)
+ {
+ g_ActiveShadersChangedNotify = notify;
+ }
+
+ void attach(ModuleObserver &observer)
+ {
+ g_observers.attach(observer);
+ }
+
+ void detach(ModuleObserver &observer)
+ {
+ g_observers.detach(observer);
+ }
+
+ void setLightingEnabled(bool enabled)
+ {
+ if (CShader::m_lightingEnabled != enabled) {
+ for (shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i) {
+ (*i).second->unrealiseLighting();
+ }
+ CShader::m_lightingEnabled = enabled;
+ for (shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i) {
+ (*i).second->realiseLighting();
+ }
+ }
+ }
+
+ const char *getTexturePrefix() const
+ {
+ return g_texturePrefix;
+ }
};
Quake3ShaderSystem g_Quake3ShaderSystem;
-ShaderSystem& GetShaderSystem()
+ShaderSystem &GetShaderSystem()
{
- return g_Quake3ShaderSystem;
+ return g_Quake3ShaderSystem;
}
void Shaders_Construct()
{
- GlobalFileSystem().attach(g_Quake3ShaderSystem);
+ GlobalFileSystem().attach(g_Quake3ShaderSystem);
}
+
void Shaders_Destroy()
{
- GlobalFileSystem().detach(g_Quake3ShaderSystem);
+ GlobalFileSystem().detach(g_Quake3ShaderSystem);
- if(Shaders_realised())
- {
- Shaders_Free();
- }
+ if (Shaders_realised()) {
+ Shaders_Free();
+ }
}