1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 ----------------------------------------------------------------------------------
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
27 ------------------------------------------------------------------------------- */
43 routines for dealing with vertex color/alpha modification
46 void ColorMod( colorMod_t *cm, int numVerts, bspDrawVert_t *drawVerts )
56 if( cm == NULL || numVerts < 1 || drawVerts == NULL )
60 /* walk vertex list */
61 for( i = 0; i < numVerts; i++ )
66 /* walk colorMod list */
67 for( cm2 = cm; cm2 != NULL; cm2 = cm2->next )
70 VectorSet( mult, 1.0f, 1.0f, 1.0f );
72 VectorSet( add, 0.0f, 0.0f, 0.0f );
80 VectorScale( cm2->data, 255.0f, add );
85 add[ 3 ] = cm2->data[ 0 ] * 255.0f;
89 VectorCopy( cm2->data, mult );
93 mult[ 3 ] = cm2->data[ 0 ];
96 case CM_COLOR_DOT_PRODUCT:
97 c = DotProduct( dv->normal, cm2->data );
98 VectorSet( mult, c, c, c );
101 case CM_ALPHA_DOT_PRODUCT:
102 mult[ 3 ] = DotProduct( dv->normal, cm2->data );
105 case CM_COLOR_DOT_PRODUCT_2:
106 c = DotProduct( dv->normal, cm2->data );
108 VectorSet( mult, c, c, c );
111 case CM_ALPHA_DOT_PRODUCT_2:
112 mult[ 3 ] = DotProduct( dv->normal, cm2->data );
113 mult[ 3 ] *= mult[ 3 ];
121 for( j = 0; j < MAX_LIGHTMAPS; j++ )
123 for( k = 0; k < 4; k++ )
125 c = (mult[ k ] * dv->color[ j ][ k ]) + add[ k ];
130 dv->color[ j ][ k ] = c;
141 routines for dealing with a 3x3 texture mod matrix
144 void TCMod( tcMod_t mod, float st[ 2 ] )
151 st[ 0 ] = (mod[ 0 ][ 0 ] * old[ 0 ]) + (mod[ 0 ][ 1 ] * old[ 1 ]) + mod[ 0 ][ 2 ];
152 st[ 1 ] = (mod[ 1 ][ 0 ] * old[ 0 ]) + (mod[ 1 ][ 1 ] * old[ 1 ]) + mod[ 1 ][ 2 ];
156 void TCModIdentity( tcMod_t mod )
158 mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f;
159 mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f;
160 mod[ 2 ][ 0 ] = 0.0f; mod[ 2 ][ 1 ] = 0.0f; mod[ 2 ][ 2 ] = 1.0f; /* this row is only used for multiples, not transformation */
164 void TCModMultiply( tcMod_t a, tcMod_t b, tcMod_t out )
169 for( i = 0; i < 3; i++ )
171 out[ i ][ 0 ] = (a[ i ][ 0 ] * b[ 0 ][ 0 ]) + (a[ i ][ 1 ] * b[ 1 ][ 0 ]) + (a[ i ][ 2 ] * b[ 2 ][ 0 ]);
172 out[ i ][ 1 ] = (a[ i ][ 0 ] * b[ 0 ][ 1 ]) + (a[ i ][ 1 ] * b[ 1 ][ 1 ]) + (a[ i ][ 2 ] * b[ 2 ][ 1 ]);
173 out[ i ][ 2 ] = (a[ i ][ 0 ] * b[ 0 ][ 2 ]) + (a[ i ][ 1 ] * b[ 1 ][ 2 ]) + (a[ i ][ 2 ] * b[ 2 ][ 2 ]);
178 void TCModTranslate( tcMod_t mod, float s, float t )
185 void TCModScale( tcMod_t mod, float s, float t )
192 void TCModRotate( tcMod_t mod, float euler )
195 float radians, sinv, cosv;
198 memcpy( old, mod, sizeof( tcMod_t ) );
199 TCModIdentity( temp );
201 radians = euler / 180 * Q_PI;
202 sinv = sin( radians );
203 cosv = cos( radians );
205 temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv;
206 temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv;
208 TCModMultiply( old, temp, mod );
214 ApplySurfaceParm() - ydnar
215 applies a named surfaceparm to the supplied flags
218 qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags )
227 if( contentFlags == NULL )
228 contentFlags = &fake;
229 if( surfaceFlags == NULL )
230 surfaceFlags = &fake;
231 if( compileFlags == NULL )
232 compileFlags = &fake;
234 /* walk the current game's surfaceparms */
235 sp = game->surfaceParms;
236 while( sp->name != NULL )
239 if( !Q_stricmp( name, sp->name ) )
241 /* clear and set flags */
242 *contentFlags &= ~(sp->contentFlagsClear);
243 *contentFlags |= sp->contentFlags;
244 *surfaceFlags &= ~(sp->surfaceFlagsClear);
245 *surfaceFlags |= sp->surfaceFlags;
246 *compileFlags &= ~(sp->compileFlagsClear);
247 *compileFlags |= sp->compileFlags;
257 /* check custom info parms */
258 for( i = 0; i < numCustSurfaceParms; i++ )
260 /* get surfaceparm */
261 sp = &custSurfaceParms[ i ];
264 if( !Q_stricmp( name, sp->name ) )
266 /* clear and set flags */
267 *contentFlags &= ~(sp->contentFlagsClear);
268 *contentFlags |= sp->contentFlags;
269 *surfaceFlags &= ~(sp->surfaceFlagsClear);
270 *surfaceFlags |= sp->surfaceFlags;
271 *compileFlags &= ~(sp->compileFlagsClear);
272 *compileFlags |= sp->compileFlags;
279 /* no matching surfaceparm found */
286 BeginMapShaderFile() - ydnar
287 erases and starts a new map shader script
290 void BeginMapShaderFile( const char *mapFile )
298 mapShaderFile[ 0 ] = '\0';
299 if( mapFile == NULL || mapFile[ 0 ] == '\0' )
303 strcpy( base, mapFile );
304 StripExtension( base );
306 /* extract map name */
307 len = strlen( base ) - 1;
308 while( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )
310 strcpy( mapName, &base[ len + 1 ] );
315 /* append ../scripts/q3map2_<mapname>.shader */
316 sprintf( mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName );
317 Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile );
320 remove( mapShaderFile );
322 /* stop making warnings about missing images */
329 WriteMapShaderFile() - ydnar
330 writes a shader to the map shader script
333 void WriteMapShaderFile( void )
341 if( mapShaderFile[ 0 ] == '\0' )
344 /* are there any custom shaders? */
345 for( i = 0, num = 0; i < numShaderInfo; i++ )
347 if( shaderInfo[ i ].custom )
350 if( i == numShaderInfo )
354 Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n");
355 Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile );
357 /* open shader file */
358 file = fopen( mapShaderFile, "w" );
361 Sys_Printf( "WARNING: Unable to open map shader file %s for writing\n", mapShaderFile );
367 "// Custom shader file for %s.bsp\n"
368 "// Generated by Q3Map2 (ydnar)\n"
369 "// Do not edit! This file is overwritten on recompiles.\n\n",
372 /* walk the shader list */
373 for( i = 0, num = 0; i < numShaderInfo; i++ )
375 /* get the shader and print it */
376 si = &shaderInfo[ i ];
377 if( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' )
381 /* print it to the file */
382 fprintf( file, "%s%s\n", si->shader, si->shaderText );
383 //Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */
385 Sys_FPrintf( SYS_VRB, "." );
388 /* close the shader */
392 Sys_FPrintf( SYS_VRB, "\n" );
394 /* print some stats */
395 Sys_Printf( "%9d custom shaders emitted\n", num );
401 CustomShader() - ydnar
402 sets up a custom map shader
405 shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace )
408 char shader[ MAX_QPATH ];
413 char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
418 return ShaderInfoForShader( "default" );
420 /* default shader text source */
421 srcShaderText = si->shaderText;
423 /* et: implicitMap */
424 if( si->implicitMap == IM_OPAQUE )
426 srcShaderText = temp;
428 "{ // Q3Map2 defaulted (implicitMap)\n"
430 "\t\tmap $lightmap\n"
431 "\t\trgbGen identity\n"
433 "\tq3map_styleMarker\n"
436 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
437 "\t\trgbGen identity\n"
440 si->implicitImagePath );
443 /* et: implicitMask */
444 else if( si->implicitMap == IM_MASKED )
446 srcShaderText = temp;
448 "{ // Q3Map2 defaulted (implicitMask)\n"
452 "\t\talphaFunc GE128\n"
456 "\t\tmap $lightmap\n"
457 "\t\trgbGen identity\n"
458 "\t\tdepthFunc equal\n"
460 "\tq3map_styleMarker\n"
463 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
464 "\t\tdepthFunc equal\n"
465 "\t\trgbGen identity\n"
468 si->implicitImagePath,
469 si->implicitImagePath );
472 /* et: implicitBlend */
473 else if( si->implicitMap == IM_BLEND )
475 srcShaderText = temp;
477 "{ // Q3Map2 defaulted (implicitBlend)\n"
481 "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
484 "\t\tmap $lightmap\n"
485 "\t\trgbGen identity\n"
486 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
488 "\tq3map_styleMarker\n"
490 si->implicitImagePath );
493 /* default shader text */
494 else if( srcShaderText == NULL )
496 srcShaderText = temp;
498 "{ // Q3Map2 defaulted\n"
500 "\t\tmap $lightmap\n"
501 "\t\trgbGen identity\n"
503 "\tq3map_styleMarker\n"
506 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
507 "\t\trgbGen identity\n"
514 if( (strlen( mapName ) + 1 + 32) > MAX_QPATH )
515 Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH );
517 /* do some bad find-replace */
518 s = strstr( srcShaderText, find );
520 //% strcpy( shaderText, srcShaderText );
521 return si; /* testing just using the existing shader if this fails */
524 /* substitute 'find' with 'replace' */
525 loc = s - srcShaderText;
526 strcpy( shaderText, srcShaderText );
527 shaderText[ loc ] = '\0';
528 strcat( shaderText, replace );
529 strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );
532 /* make md5 hash of the shader text */
533 mh = mhash_init( MHASH_MD5 );
535 Error( "Unable to initialize MD5 hash context" );
536 mhash( mh, shaderText, strlen( shaderText ) );
537 mhash_deinit( mh, digest );
539 /* mangle hash into a shader name */
540 sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,
541 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
542 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
545 csi = ShaderInfoForShader( shader );
547 /* might be a preexisting shader */
551 /* clone the existing shader and rename */
552 memcpy( csi, si, sizeof( shaderInfo_t ) );
553 strcpy( csi->shader, shader );
556 /* store new shader text */
557 csi->shaderText = safe_malloc( strlen( shaderText ) + 1 );
558 strcpy( csi->shaderText, shaderText ); /* LEAK! */
567 EmitVertexRemapShader()
568 adds a vertexremapshader key/value pair to worldspawn
571 void EmitVertexRemapShader( char *from, char *to )
575 char key[ 64 ], value[ 256 ];
579 if( from == NULL || from[ 0 ] == '\0' ||
580 to == NULL || to[ 0 ] == '\0' )
584 sprintf( value, "%s;%s", from, to );
587 mh = mhash_init( MHASH_MD5 );
589 Error( "Unable to initialize MD5 hash context" );
590 mhash( mh, value, strlen( value ) );
591 mhash_deinit( mh, digest );
593 /* make key (this is annoying, as vertexremapshader is precisely 17 characters,
594 which is one too long, so we leave off the last byte of the md5 digest) */
595 sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",
596 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
597 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */
599 /* add key/value pair to worldspawn */
600 SetKeyValue( &entities[ 0 ], key, value );
607 allocates and initializes a new shader
610 static shaderInfo_t *AllocShaderInfo( void )
616 if( shaderInfo == NULL )
618 shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO );
623 if( numShaderInfo == MAX_SHADER_INFO )
624 Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." );
625 si = &shaderInfo[ numShaderInfo ];
628 /* ydnar: clear to 0 first */
629 memset( si, 0, sizeof( shaderInfo_t ) );
632 ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
634 si->backsplashFraction = DEF_BACKSPLASH_FRACTION;
635 si->backsplashDistance = DEF_BACKSPLASH_DISTANCE;
637 si->bounceScale = DEF_RADIOSITY_BOUNCE;
639 si->lightStyle = LS_NORMAL;
641 si->polygonOffset = qfalse;
643 si->shadeAngleDegrees = 0.0f;
644 si->lightmapSampleSize = 0;
645 si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
646 si->patchShadows = qfalse;
647 si->vertexShadows = qtrue; /* ydnar: changed default behavior */
648 si->forceSunlight = qfalse;
649 si->vertexScale = 1.0;
650 si->notjunc = qfalse;
652 /* ydnar: set texture coordinate transform matrix to identity */
653 TCModIdentity( si->mod );
655 /* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */
656 si->lmCustomWidth = lmCustomSize;
657 si->lmCustomHeight = lmCustomSize;
659 /* return to sender */
666 FinishShader() - ydnar
667 sets a shader's width and height among other things
670 void FinishShader( shaderInfo_t *si )
673 float st[ 2 ], o[ 2 ], dist, bestDist;
674 vec4_t color, bestColor, delta;
677 /* don't double-dip */
681 /* if they're explicitly set, copy from image size */
682 if( si->shaderWidth == 0 && si->shaderHeight == 0 )
684 si->shaderWidth = si->shaderImage->width;
685 si->shaderHeight = si->shaderImage->height;
688 /* legacy terrain has explicit image-sized texture projection */
689 if( si->legacyTerrain && si->tcGen == qfalse )
691 /* set xy texture projection */
693 VectorSet( si->vecs[ 0 ], (1.0f / (si->shaderWidth * 0.5f)), 0, 0 );
694 VectorSet( si->vecs[ 1 ], 0, (1.0f / (si->shaderHeight * 0.5f)), 0 );
697 /* find pixel coordinates best matching the average color of the image */
699 o[ 0 ] = 1.0f / si->shaderImage->width;
700 o[ 1 ] = 1.0f / si->shaderImage->height;
701 for( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
703 for( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
705 /* sample the shader image */
706 RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color );
708 /* determine error squared */
709 VectorSubtract( color, si->averageColor, delta );
710 delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ];
711 dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ];
712 if( dist < bestDist )
714 VectorCopy( color, bestColor );
715 bestColor[ 3 ] = color[ 3 ];
716 si->stFlat[ 0 ] = st[ 0 ];
717 si->stFlat[ 1 ] = st[ 1 ];
722 /* set to finished */
723 si->finished = qtrue;
730 loads a shader's images
731 ydnar: image.c made this a bit simpler
734 static void LoadShaderImages( shaderInfo_t *si )
740 /* nodraw shaders don't need images */
741 if( si->compileFlags & C_NODRAW )
742 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
745 /* try to load editor image first */
746 si->shaderImage = ImageLoad( si->editorImagePath );
748 /* then try shadername */
749 if( si->shaderImage == NULL )
750 si->shaderImage = ImageLoad( si->shader );
752 /* then try implicit image path (note: new behavior!) */
753 if( si->shaderImage == NULL )
754 si->shaderImage = ImageLoad( si->implicitImagePath );
756 /* then try lightimage (note: new behavior!) */
757 if( si->shaderImage == NULL )
758 si->shaderImage = ImageLoad( si->lightImagePath );
760 /* otherwise, use default image */
761 if( si->shaderImage == NULL )
763 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
764 if( warnImage && strcmp( si->shader, "noshader" ) )
765 Sys_Printf( "WARNING: Couldn't find image for shader %s\n", si->shader );
768 /* load light image */
769 si->lightImage = ImageLoad( si->lightImagePath );
771 /* load normalmap image (ok if this is NULL) */
772 si->normalImage = ImageLoad( si->normalImagePath );
773 if( si->normalImage != NULL )
775 Sys_FPrintf( SYS_VRB, "Shader %s has\n"
776 " NM %s\n", si->shader, si->normalImagePath );
780 /* if no light image, use shader image */
781 if( si->lightImage == NULL )
782 si->lightImage = ImageLoad( si->shaderImage->name );
784 /* create default and average colors */
785 count = si->lightImage->width * si->lightImage->height;
786 VectorClear( color );
788 for( i = 0; i < count; i++ )
790 color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ];
791 color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ];
792 color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ];
793 color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ];
796 if( VectorLength( si->color ) <= 0.0f )
798 ColorNormalize( color, si->color );
799 VectorScale( color, (1.0f / count), si->averageColor );
803 VectorCopy( si->color, si->averageColor );
810 ShaderInfoForShader()
811 finds a shaderinfo for a named shader
814 shaderInfo_t *ShaderInfoForShader( const char *shaderName )
818 char shader[ MAX_QPATH ];
822 if( shaderName == NULL || shaderName[ 0 ] == '\0' )
824 Sys_Printf( "WARNING: Null or empty shader name\n" );
825 shaderName = "missing";
828 /* strip off extension */
829 strcpy( shader, shaderName );
830 StripExtension( shader );
833 for( i = 0; i < numShaderInfo; i++ )
835 si = &shaderInfo[ i ];
836 if( !Q_stricmp( shader, si->shader ) )
838 /* load image if necessary */
839 if( si->finished == qfalse )
841 LoadShaderImages( si );
850 /* allocate a default shader */
851 si = AllocShaderInfo();
852 strcpy( si->shader, shader );
853 LoadShaderImages( si );
863 GetTokenAppend() - ydnar
864 gets a token and appends its text to the specified buffer
867 static int oldScriptLine = 0;
868 static int tabDepth = 0;
870 qboolean GetTokenAppend( char *buffer, qboolean crossline )
877 r = GetToken( crossline );
878 if( r == qfalse || buffer == NULL || token[ 0 ] == '\0' )
882 if( token[ 0 ] == '}' )
886 if( oldScriptLine != scriptline )
888 strcat( buffer, "\n" );
889 for( i = 0; i < tabDepth; i++ )
890 strcat( buffer, "\t" );
893 strcat( buffer, " " );
894 oldScriptLine = scriptline;
895 strcat( buffer, token );
898 if( token[ 0 ] == '{' )
906 void Parse1DMatrixAppend( char *buffer, int x, vec_t *m )
911 if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) )
912 Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline );
913 for( i = 0; i < x; i++ )
915 if( !GetTokenAppend( buffer, qfalse ) )
916 Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline );
917 m[ i ] = atof( token );
919 if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) )
920 Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline );
928 parses a shader file into discrete shaderInfo_t
931 static void ParseShaderFile( const char *filename )
935 char *suffix, temp[ 1024 ];
936 char shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
941 shaderText[ 0 ] = '\0';
943 /* load the shader */
944 LoadScriptFile( filename, 0 );
949 /* copy shader text to the shaderinfo */
950 if( si != NULL && shaderText[ 0 ] != '\0' )
952 strcat( shaderText, "\n" );
953 si->shaderText = safe_malloc( strlen( shaderText ) + 1 );
954 strcpy( si->shaderText, shaderText );
955 //% if( VectorLength( si->vecs[ 0 ] ) )
956 //% Sys_Printf( "%s\n", shaderText );
959 /* ydnar: clear shader text buffer */
960 shaderText[ 0 ] = '\0';
962 /* test for end of file */
963 if( !GetToken( qtrue ) )
966 /* shader name is initial token */
967 si = AllocShaderInfo();
968 strcpy( si->shader, token );
970 /* ignore ":q3map" suffix */
971 suffix = strstr( si->shader, ":q3map" );
975 /* handle { } section */
976 if( !GetTokenAppend( shaderText, qtrue ) )
978 if( strcmp( token, "{" ) )
981 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s",
982 filename, scriptline, token, si->shader );
984 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s",
985 filename, scriptline, token );
990 /* get the next token */
991 if( !GetTokenAppend( shaderText, qtrue ) )
993 if( !strcmp( token, "}" ) )
997 /* -----------------------------------------------------------------
998 shader stages (passes)
999 ----------------------------------------------------------------- */
1001 /* parse stage directives */
1002 if( !strcmp( token, "{" ) )
1004 si->hasPasses = qtrue;
1007 if( !GetTokenAppend( shaderText, qtrue ) )
1009 if( !strcmp( token, "}" ) )
1012 /* only care about images if we don't have a editor/light image */
1013 if( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' )
1015 /* digest any images */
1016 if( !Q_stricmp( token, "map" ) ||
1017 !Q_stricmp( token, "clampMap" ) ||
1018 !Q_stricmp( token, "animMap" ) ||
1019 !Q_stricmp( token, "clampAnimMap" ) ||
1020 !Q_stricmp( token, "clampMap" ) ||
1021 !Q_stricmp( token, "mapComp" ) ||
1022 !Q_stricmp( token, "mapNoComp" ) )
1024 /* skip one token for animated stages */
1025 if( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) )
1026 GetTokenAppend( shaderText, qfalse );
1029 GetTokenAppend( shaderText, qfalse );
1030 if( token[ 0 ] != '*' && token[ 0 ] != '$' )
1032 strcpy( si->lightImagePath, token );
1033 DefaultExtension( si->lightImagePath, ".tga" );
1036 //% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );
1044 /* -----------------------------------------------------------------
1045 surfaceparm * directives
1046 ----------------------------------------------------------------- */
1048 /* match surfaceparm */
1049 else if( !Q_stricmp( token, "surfaceparm" ) )
1051 GetTokenAppend( shaderText, qfalse );
1052 if( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1053 Sys_Printf( "WARNING: Unknown surfaceparm: \"%s\"\n", token );
1057 /* -----------------------------------------------------------------
1058 game-related shader directives
1059 ----------------------------------------------------------------- */
1061 /* ydnar: fogparms (for determining fog volumes) */
1062 else if( !Q_stricmp( token, "fogparms" ) )
1063 si->fogParms = qtrue;
1065 /* ydnar: polygonoffset (for no culling) */
1066 else if( !Q_stricmp( token, "polygonoffset" ) )
1067 si->polygonOffset = qtrue;
1069 /* tesssize is used to force liquid surfaces to subdivide */
1070 else if( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ )
1072 GetTokenAppend( shaderText, qfalse );
1073 si->subdivisions = atof( token );
1076 /* cull none will set twoSided (ydnar: added disable too) */
1077 else if ( !Q_stricmp( token, "cull" ) )
1079 GetTokenAppend( shaderText, qfalse );
1080 if( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) )
1081 si->twoSided = qtrue;
1084 /* deformVertexes autosprite[ 2 ]
1085 we catch this so autosprited surfaces become point
1086 lights instead of area lights */
1087 else if( !Q_stricmp( token, "deformVertexes" ) )
1089 GetTokenAppend( shaderText, qfalse );
1091 /* deformVertexes autosprite(2) */
1092 if( !Q_strncasecmp( token, "autosprite", 10 ) )
1094 /* set it as autosprite and detail */
1095 si->autosprite = qtrue;
1096 ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1098 /* ydnar: gs mods: added these useful things */
1100 si->notjunc = qtrue;
1103 /* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
1104 if( !Q_stricmp( token, "move") )
1106 vec3_t amt, mins, maxs;
1110 /* get move amount */
1111 GetTokenAppend( shaderText, qfalse ); amt[ 0 ] = atof( token );
1112 GetTokenAppend( shaderText, qfalse ); amt[ 1 ] = atof( token );
1113 GetTokenAppend( shaderText, qfalse ); amt[ 2 ] = atof( token );
1116 GetTokenAppend( shaderText, qfalse );
1118 /* get base and amplitude */
1119 GetTokenAppend( shaderText, qfalse ); base = atof( token );
1120 GetTokenAppend( shaderText, qfalse ); amp = atof( token );
1123 VectorScale( amt, base, mins );
1124 VectorMA( mins, amp, amt, maxs );
1125 VectorAdd( si->mins, mins, si->mins );
1126 VectorAdd( si->maxs, maxs, si->maxs );
1130 /* light <value> (old-style flare specification) */
1131 else if( !Q_stricmp( token, "light" ) )
1133 GetTokenAppend( shaderText, qfalse );
1134 si->flareShader = game->flareShader;
1137 /* ydnar: damageShader <shader> <health> (sof2 mods) */
1138 else if( !Q_stricmp( token, "damageShader" ) )
1140 GetTokenAppend( shaderText, qfalse );
1141 if( token[ 0 ] != '\0' )
1143 si->damageShader = safe_malloc( strlen( token ) + 1 );
1144 strcpy( si->damageShader, token );
1146 GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */
1149 /* ydnar: enemy territory implicit shaders */
1150 else if( !Q_stricmp( token, "implicitMap" ) )
1152 si->implicitMap = IM_OPAQUE;
1153 GetTokenAppend( shaderText, qfalse );
1154 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
1155 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1157 strcpy( si->implicitImagePath, token );
1160 else if( !Q_stricmp( token, "implicitMask" ) )
1162 si->implicitMap = IM_MASKED;
1163 GetTokenAppend( shaderText, qfalse );
1164 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
1165 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1167 strcpy( si->implicitImagePath, token );
1170 else if( !Q_stricmp( token, "implicitBlend" ) )
1172 si->implicitMap = IM_MASKED;
1173 GetTokenAppend( shaderText, qfalse );
1174 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
1175 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1177 strcpy( si->implicitImagePath, token );
1181 /* -----------------------------------------------------------------
1183 ----------------------------------------------------------------- */
1185 /* qer_editorimage <image> */
1186 else if( !Q_stricmp( token, "qer_editorImage" ) )
1188 GetTokenAppend( shaderText, qfalse );
1189 strcpy( si->editorImagePath, token );
1190 DefaultExtension( si->editorImagePath, ".tga" );
1193 /* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
1194 else if( !Q_stricmp( token, "q3map_normalImage" ) )
1196 GetTokenAppend( shaderText, qfalse );
1197 strcpy( si->normalImagePath, token );
1198 DefaultExtension( si->normalImagePath, ".tga" );
1201 /* q3map_lightimage <image> */
1202 else if( !Q_stricmp( token, "q3map_lightImage" ) )
1204 GetTokenAppend( shaderText, qfalse );
1205 strcpy( si->lightImagePath, token );
1206 DefaultExtension( si->lightImagePath, ".tga" );
1209 /* ydnar: skyparms <outer image> <cloud height> <inner image> */
1210 else if( !Q_stricmp( token, "skyParms" ) )
1212 /* get image base */
1213 GetTokenAppend( shaderText, qfalse );
1215 /* ignore bogus paths */
1216 if( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) )
1218 strcpy( si->skyParmsImageBase, token );
1220 /* use top image as sky light image */
1221 if( si->lightImagePath[ 0 ] == '\0' )
1222 sprintf( si->lightImagePath, "%s_up.tga", si->skyParmsImageBase );
1225 /* skip rest of line */
1226 GetTokenAppend( shaderText, qfalse );
1227 GetTokenAppend( shaderText, qfalse );
1230 /* -----------------------------------------------------------------
1232 ----------------------------------------------------------------- */
1234 /* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
1235 color will be normalized, so it doesn't matter what range you use
1236 intensity falls off with angle but not distance 100 is a fairly bright sun
1237 degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon
1238 ydnar: sof2map has bareword 'sun' token, so we support that as well */
1239 else if( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) )
1246 /* ydnar: extended sun directive? */
1247 if( !Q_stricmp( token, "q3map_sunext" ) )
1251 sun = safe_malloc( sizeof( *sun ) );
1252 memset( sun, 0, sizeof( *sun ) );
1255 sun->style = si->lightStyle;
1258 GetTokenAppend( shaderText, qfalse );
1259 sun->color[ 0 ] = atof( token );
1260 GetTokenAppend( shaderText, qfalse );
1261 sun->color[ 1 ] = atof( token );
1262 GetTokenAppend( shaderText, qfalse );
1263 sun->color[ 2 ] = atof( token );
1266 VectorNormalize( sun->color, sun->color );
1268 /* scale color by brightness */
1269 GetTokenAppend( shaderText, qfalse );
1270 sun->photons = atof( token );
1272 /* get sun angle/elevation */
1273 GetTokenAppend( shaderText, qfalse );
1275 a = a / 180.0f * Q_PI;
1277 GetTokenAppend( shaderText, qfalse );
1279 b = b / 180.0f * Q_PI;
1281 sun->direction[ 0 ] = cos( a ) * cos( b );
1282 sun->direction[ 1 ] = sin( a ) * cos( b );
1283 sun->direction[ 2 ] = sin( b );
1285 /* get filter radius from shader */
1286 sun->filterRadius = si->lightFilterRadius;
1288 /* ydnar: get sun angular deviance/samples */
1289 if( ext && TokenAvailable() )
1291 GetTokenAppend( shaderText, qfalse );
1292 sun->deviance = atof( token );
1293 sun->deviance = sun->deviance / 180.0f * Q_PI;
1295 GetTokenAppend( shaderText, qfalse );
1296 sun->numSamples = atoi( token );
1300 sun->next = si->sun;
1303 /* apply sky surfaceparm */
1304 ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1306 /* don't process any more tokens on this line */
1311 else if( !Q_strncasecmp( token, "q3map_", 6 ) )
1313 /* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
1314 if( !Q_stricmp( token, "q3map_baseShader" ) )
1317 qboolean oldWarnImage;
1321 GetTokenAppend( shaderText, qfalse );
1322 //% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );
1323 oldWarnImage = warnImage;
1325 si2 = ShaderInfoForShader( token );
1326 warnImage = oldWarnImage;
1332 strcpy( temp, si->shader );
1335 memcpy( si, si2, sizeof( *si ) );
1337 /* restore name and set to unfinished */
1338 strcpy( si->shader, temp );
1339 si->shaderWidth = 0;
1340 si->shaderHeight = 0;
1341 si->finished = qfalse;
1345 /* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
1346 else if( !Q_stricmp( token, "q3map_surfacemodel" ) )
1348 surfaceModel_t *model;
1351 /* allocate new model and attach it */
1352 model = safe_malloc( sizeof( *model ) );
1353 memset( model, 0, sizeof( *model ) );
1354 model->next = si->surfaceModel;
1355 si->surfaceModel = model;
1357 /* get parameters */
1358 GetTokenAppend( shaderText, qfalse );
1359 strcpy( model->model, token );
1361 GetTokenAppend( shaderText, qfalse );
1362 model->density = atof( token );
1363 GetTokenAppend( shaderText, qfalse );
1364 model->odds = atof( token );
1366 GetTokenAppend( shaderText, qfalse );
1367 model->minScale = atof( token );
1368 GetTokenAppend( shaderText, qfalse );
1369 model->maxScale = atof( token );
1371 GetTokenAppend( shaderText, qfalse );
1372 model->minAngle = atof( token );
1373 GetTokenAppend( shaderText, qfalse );
1374 model->maxAngle = atof( token );
1376 GetTokenAppend( shaderText, qfalse );
1377 model->oriented = (token[ 0 ] == '1' ? qtrue : qfalse);
1380 /* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
1381 else if( !Q_stricmp( token, "q3map_foliage" ) )
1386 /* allocate new foliage struct and attach it */
1387 foliage = safe_malloc( sizeof( *foliage ) );
1388 memset( foliage, 0, sizeof( *foliage ) );
1389 foliage->next = si->foliage;
1390 si->foliage = foliage;
1392 /* get parameters */
1393 GetTokenAppend( shaderText, qfalse );
1394 strcpy( foliage->model, token );
1396 GetTokenAppend( shaderText, qfalse );
1397 foliage->scale = atof( token );
1398 GetTokenAppend( shaderText, qfalse );
1399 foliage->density = atof( token );
1400 GetTokenAppend( shaderText, qfalse );
1401 foliage->odds = atof( token );
1402 GetTokenAppend( shaderText, qfalse );
1403 foliage->inverseAlpha = atoi( token );
1406 /* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
1407 else if( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) )
1409 GetTokenAppend( shaderText, qfalse );
1410 si->bounceScale = atof( token );
1413 /* ydnar/splashdamage: q3map_skyLight <value> <iterations> */
1414 else if( !Q_stricmp( token, "q3map_skyLight" ) )
1416 GetTokenAppend( shaderText, qfalse );
1417 si->skyLightValue = atof( token );
1418 GetTokenAppend( shaderText, qfalse );
1419 si->skyLightIterations = atoi( token );
1422 if( si->skyLightValue < 0.0f )
1423 si->skyLightValue = 0.0f;
1424 if( si->skyLightIterations < 2 )
1425 si->skyLightIterations = 2;
1428 /* q3map_surfacelight <value> */
1429 else if( !Q_stricmp( token, "q3map_surfacelight" ) )
1431 GetTokenAppend( shaderText, qfalse );
1432 si->value = atof( token );
1435 /* q3map_lightStyle (sof2/jk2 lightstyle) */
1436 else if( !Q_stricmp( token, "q3map_lightStyle" ) )
1438 GetTokenAppend( shaderText, qfalse );
1439 val = atoi( token );
1442 else if( val > LS_NONE )
1444 si->lightStyle = val;
1447 /* wolf: q3map_lightRGB <red> <green> <blue> */
1448 else if( !Q_stricmp( token, "q3map_lightRGB" ) )
1450 VectorClear( si->color );
1451 GetTokenAppend( shaderText, qfalse );
1452 si->color[ 0 ] = atof( token );
1453 GetTokenAppend( shaderText, qfalse );
1454 si->color[ 1 ] = atof( token );
1455 GetTokenAppend( shaderText, qfalse );
1456 si->color[ 2 ] = atof( token );
1457 ColorNormalize( si->color, si->color );
1460 /* q3map_lightSubdivide <value> */
1461 else if( !Q_stricmp( token, "q3map_lightSubdivide" ) )
1463 GetTokenAppend( shaderText, qfalse );
1464 si->lightSubdivide = atoi( token );
1467 /* q3map_backsplash <percent> <distance> */
1468 else if( !Q_stricmp( token, "q3map_backsplash" ) )
1470 GetTokenAppend( shaderText, qfalse );
1471 si->backsplashFraction = atof( token ) * 0.01f;
1472 GetTokenAppend( shaderText, qfalse );
1473 si->backsplashDistance = atof( token );
1476 /* q3map_lightmapSampleSize <value> */
1477 else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) )
1479 GetTokenAppend( shaderText, qfalse );
1480 si->lightmapSampleSize = atoi( token );
1483 /* q3map_lightmapSampleSffset <value> */
1484 else if( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) )
1486 GetTokenAppend( shaderText, qfalse );
1487 si->lightmapSampleOffset = atof( token );
1490 /* ydnar: q3map_lightmapFilterRadius <self> <other> */
1491 else if( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) )
1493 GetTokenAppend( shaderText, qfalse );
1494 si->lmFilterRadius = atof( token );
1495 GetTokenAppend( shaderText, qfalse );
1496 si->lightFilterRadius = atof( token );
1499 /* ydnar: q3map_lightmapAxis [xyz] */
1500 else if( !Q_stricmp( token, "q3map_lightmapAxis" ) )
1502 GetTokenAppend( shaderText, qfalse );
1503 if( !Q_stricmp( token, "x" ) )
1504 VectorSet( si->lightmapAxis, 1, 0, 0 );
1505 else if( !Q_stricmp( token, "y" ) )
1506 VectorSet( si->lightmapAxis, 0, 1, 0 );
1507 else if( !Q_stricmp( token, "z" ) )
1508 VectorSet( si->lightmapAxis, 0, 0, 1 );
1511 Sys_Printf( "WARNING: Unknown value for lightmap axis: %s\n", token );
1512 VectorClear( si->lightmapAxis );
1516 /* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
1517 else if( !Q_stricmp( token, "q3map_lightmapSize" ) )
1519 GetTokenAppend( shaderText, qfalse );
1520 si->lmCustomWidth = atoi( token );
1521 GetTokenAppend( shaderText, qfalse );
1522 si->lmCustomHeight = atoi( token );
1524 /* must be a power of 2 */
1525 if( ((si->lmCustomWidth - 1) & si->lmCustomWidth) ||
1526 ((si->lmCustomHeight - 1) & si->lmCustomHeight) )
1528 Sys_Printf( "WARNING: Non power-of-two lightmap size specified (%d, %d)\n",
1529 si->lmCustomWidth, si->lmCustomHeight );
1530 si->lmCustomWidth = lmCustomSize;
1531 si->lmCustomHeight = lmCustomSize;
1535 /* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */
1536 else if( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) )
1538 GetTokenAppend( shaderText, qfalse );
1539 si->lmBrightness = atof( token );
1540 if( si->lmBrightness < 0 )
1541 si->lmBrightness = 1.0;
1544 /* q3map_vertexScale (scale vertex lighting by this fraction) */
1545 else if( !Q_stricmp( token, "q3map_vertexScale" ) )
1547 GetTokenAppend( shaderText, qfalse );
1548 si->vertexScale = atof( token );
1551 /* q3map_noVertexLight */
1552 else if( !Q_stricmp( token, "q3map_noVertexLight" ) )
1554 si->noVertexLight = qtrue;
1557 /* q3map_flare[Shader] <shader> */
1558 else if( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) )
1560 GetTokenAppend( shaderText, qfalse );
1561 if( token[ 0 ] != '\0' )
1563 si->flareShader = safe_malloc( strlen( token ) + 1 );
1564 strcpy( si->flareShader, token );
1568 /* q3map_backShader <shader> */
1569 else if( !Q_stricmp( token, "q3map_backShader" ) )
1571 GetTokenAppend( shaderText, qfalse );
1572 if( token[ 0 ] != '\0' )
1574 si->backShader = safe_malloc( strlen( token ) + 1 );
1575 strcpy( si->backShader, token );
1579 /* ydnar: q3map_cloneShader <shader> */
1580 else if ( !Q_stricmp( token, "q3map_cloneShader" ) )
1582 GetTokenAppend( shaderText, qfalse );
1583 if( token[ 0 ] != '\0' )
1585 si->cloneShader = safe_malloc( strlen( token ) + 1 );
1586 strcpy( si->cloneShader, token );
1590 /* q3map_remapShader <shader> */
1591 else if( !Q_stricmp( token, "q3map_remapShader" ) )
1593 GetTokenAppend( shaderText, qfalse );
1594 if( token[ 0 ] != '\0' )
1596 si->remapShader = safe_malloc( strlen( token ) + 1 );
1597 strcpy( si->remapShader, token );
1601 /* ydnar: q3map_offset <value> */
1602 else if( !Q_stricmp( token, "q3map_offset" ) )
1604 GetTokenAppend( shaderText, qfalse );
1605 si->offset = atof( token );
1608 /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
1609 else if( !Q_stricmp( token, "q3map_fur" ) )
1611 GetTokenAppend( shaderText, qfalse );
1612 si->furNumLayers = atoi( token );
1613 GetTokenAppend( shaderText, qfalse );
1614 si->furOffset = atof( token );
1615 GetTokenAppend( shaderText, qfalse );
1616 si->furFade = atof( token );
1619 /* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
1620 else if( !Q_stricmp( token, "q3map_terrain" ) )
1622 /* team arena terrain is assumed to be nonplanar, with full normal averaging,
1623 passed through the metatriangle surface pipeline, with a lightmap axis on z */
1624 si->legacyTerrain = qtrue;
1626 si->notjunc = qtrue;
1627 si->indexed = qtrue;
1628 si->nonplanar = qtrue;
1629 si->forceMeta = qtrue;
1630 si->shadeAngleDegrees = 179.0f;
1631 //% VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
1634 /* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
1635 else if( !Q_stricmp( token, "q3map_forceMeta" ) )
1637 si->forceMeta = qtrue;
1640 /* ydnar: gs mods: q3map_shadeAngle <degrees> */
1641 else if( !Q_stricmp( token, "q3map_shadeAngle" ) )
1643 GetTokenAppend( shaderText, qfalse );
1644 si->shadeAngleDegrees = atof( token );
1647 /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
1648 else if( !Q_stricmp( token, "q3map_textureSize" ) )
1650 GetTokenAppend( shaderText, qfalse );
1651 si->shaderWidth = atoi( token );
1652 GetTokenAppend( shaderText, qfalse );
1653 si->shaderHeight = atoi( token );
1656 /* ydnar: gs mods: q3map_tcGen <style> <parameters> */
1657 else if( !Q_stricmp( token, "q3map_tcGen" ) )
1660 GetTokenAppend( shaderText, qfalse );
1662 /* q3map_tcGen vector <s vector> <t vector> */
1663 if( !Q_stricmp( token, "vector" ) )
1665 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
1666 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
1669 /* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
1670 else if( !Q_stricmp( token, "ivector" ) )
1672 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
1673 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
1674 for( i = 0; i < 3; i++ )
1676 si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;
1677 si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;
1682 Sys_Printf( "WARNING: Unknown q3map_tcGen method: %s\n", token );
1683 VectorClear( si->vecs[ 0 ] );
1684 VectorClear( si->vecs[ 1 ] );
1688 /* ydnar: gs mods: q3map_[color|rgb|alpha][Gen|Mod] <style> <parameters> */
1689 else if( !Q_stricmp( token, "q3map_colorGen" ) || !Q_stricmp( token, "q3map_colorMod" ) ||
1690 !Q_stricmp( token, "q3map_rgbGen" ) || !Q_stricmp( token, "q3map_rgbMod" ) ||
1691 !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) )
1693 colorMod_t *cm, *cm2;
1697 /* alphamods are colormod + 1 */
1698 alpha = (!Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" )) ? 1 : 0;
1700 /* allocate new colormod */
1701 cm = safe_malloc( sizeof( *cm ) );
1702 memset( cm, 0, sizeof( *cm ) );
1704 /* attach to shader */
1705 if( si->colorMod == NULL )
1709 for( cm2 = si->colorMod; cm2 != NULL; cm2 = cm2->next )
1711 if( cm2->next == NULL )
1720 GetTokenAppend( shaderText, qfalse );
1722 /* alpha set|const A */
1723 if( alpha && (!Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" )) )
1725 cm->type = CM_ALPHA_SET;
1726 GetTokenAppend( shaderText, qfalse );
1727 cm->data[ 0 ] = atof( token );
1730 /* color|rgb set|const ( X Y Z ) */
1731 else if( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) )
1733 cm->type = CM_COLOR_SET;
1734 Parse1DMatrixAppend( shaderText, 3, cm->data );
1738 else if( alpha && !Q_stricmp( token, "scale" ) )
1740 cm->type = CM_ALPHA_SCALE;
1741 GetTokenAppend( shaderText, qfalse );
1742 cm->data[ 0 ] = atof( token );
1745 /* color|rgb scale ( X Y Z ) */
1746 else if( !Q_stricmp( token, "scale" ) )
1748 cm->type = CM_COLOR_SCALE;
1749 Parse1DMatrixAppend( shaderText, 3, cm->data );
1752 /* dotProduct ( X Y Z ) */
1753 else if( !Q_stricmp( token, "dotProduct" ) )
1755 cm->type = CM_COLOR_DOT_PRODUCT + alpha;
1756 Parse1DMatrixAppend( shaderText, 3, cm->data );
1759 /* dotProduct2 ( X Y Z ) */
1760 else if( !Q_stricmp( token, "dotProduct2" ) )
1762 cm->type = CM_COLOR_DOT_PRODUCT_2 + alpha;
1763 Parse1DMatrixAppend( shaderText, 3, cm->data );
1767 else if( !Q_stricmp( token, "volume" ) )
1769 /* special stub mode for flagging volume brushes */
1770 cm->type = CM_VOLUME;
1775 Sys_Printf( "WARNING: Unknown colorMod method: %s\n", token );
1778 /* ydnar: gs mods: q3map_tcMod <style> <parameters> */
1779 else if( !Q_stricmp( token, "q3map_tcMod" ) )
1784 GetTokenAppend( shaderText, qfalse );
1786 /* q3map_tcMod [translate | shift | offset] <s> <t> */
1787 if( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) )
1789 GetTokenAppend( shaderText, qfalse );
1791 GetTokenAppend( shaderText, qfalse );
1794 TCModTranslate( si->mod, a, b );
1797 /* q3map_tcMod scale <s> <t> */
1798 else if( !Q_stricmp( token, "scale" ) )
1800 GetTokenAppend( shaderText, qfalse );
1802 GetTokenAppend( shaderText, qfalse );
1805 TCModScale( si->mod, a, b );
1808 /* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
1809 else if( !Q_stricmp( token, "rotate" ) )
1811 GetTokenAppend( shaderText, qfalse );
1813 TCModRotate( si->mod, a );
1816 Sys_Printf( "WARNING: Unknown q3map_tcMod method: %s\n", token );
1819 /* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
1820 else if( !Q_stricmp( token, "q3map_fogDir" ) )
1822 Parse1DMatrixAppend( shaderText, 3, si->fogDir );
1823 VectorNormalize( si->fogDir, si->fogDir );
1826 /* q3map_globaltexture */
1827 else if( !Q_stricmp( token, "q3map_globaltexture" ) )
1828 si->globalTexture = qtrue;
1830 /* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
1831 else if( !Q_stricmp( token, "q3map_nonplanar" ) )
1832 si->nonplanar = qtrue;
1834 /* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
1835 else if( !Q_stricmp( token, "q3map_noclip" ) )
1839 else if( !Q_stricmp( token, "q3map_notjunc" ) )
1840 si->notjunc = qtrue;
1843 else if( !Q_stricmp( token, "q3map_nofog" ) )
1846 /* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
1847 else if( !Q_stricmp( token, "q3map_indexed" ) )
1848 si->indexed = qtrue;
1850 /* ydnar: q3map_invert (inverts a drawsurface's facing) */
1851 else if( !Q_stricmp( token, "q3map_invert" ) )
1854 /* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
1855 else if( !Q_stricmp( token, "q3map_lightmapMergable" ) )
1856 si->lmMergable = qtrue;
1858 /* ydnar: q3map_nofast */
1859 else if( !Q_stricmp( token, "q3map_noFast" ) )
1862 /* q3map_patchshadows */
1863 else if( !Q_stricmp( token, "q3map_patchShadows" ) )
1864 si->patchShadows = qtrue;
1866 /* q3map_vertexshadows */
1867 else if( !Q_stricmp( token, "q3map_vertexShadows" ) )
1868 si->vertexShadows = qtrue; /* ydnar */
1870 /* q3map_novertexshadows */
1871 else if( !Q_stricmp( token, "q3map_noVertexShadows" ) )
1872 si->vertexShadows = qfalse; /* ydnar */
1874 /* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
1875 else if( !Q_stricmp( token, "q3map_splotchfix" ) )
1876 si->splotchFix = qtrue; /* ydnar */
1878 /* q3map_forcesunlight */
1879 else if( !Q_stricmp( token, "q3map_forceSunlight" ) )
1880 si->forceSunlight = qtrue;
1882 /* q3map_onlyvertexlighting (sof2) */
1883 else if( !Q_stricmp( token, "q3map_onlyVertexLighting" ) )
1884 ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1886 /* q3map_material (sof2) */
1887 else if( !Q_stricmp( token, "q3map_material" ) )
1889 GetTokenAppend( shaderText, qfalse );
1890 sprintf( temp, "*mat_%s", token );
1891 if( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1892 Sys_Printf( "WARNING: Unknown material \"%s\"\n", token );
1895 /* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
1896 else if( !Q_stricmp( token, "q3map_clipmodel" ) )
1897 si->clipModel = qtrue;
1899 /* ydnar: q3map_styleMarker[2] */
1900 else if( !Q_stricmp( token, "q3map_styleMarker" ) )
1901 si->styleMarker = 1;
1902 else if( !Q_stricmp( token, "q3map_styleMarker2" ) ) /* uses depthFunc equal */
1903 si->styleMarker = 2;
1905 /* ydnar: default to searching for q3map_<surfaceparm> */
1908 //% Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
1909 if( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1910 ;//% Sys_Printf( "WARNING: Unknown q3map_* directive \"%s\"\n", token );
1915 /* -----------------------------------------------------------------
1917 ----------------------------------------------------------------- */
1919 /* ignore all other tokens on the line */
1920 while( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) );
1928 ParseCustomInfoParms() - rr2do2
1929 loads custom info parms file for mods
1932 static void ParseCustomInfoParms( void )
1934 qboolean parsedContent, parsedSurface;
1938 if( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 )
1942 LoadScriptFile( "scripts/custinfoparms.txt", 0 );
1944 /* clear the array */
1945 memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
1946 numCustSurfaceParms = 0;
1947 parsedContent = parsedSurface = qfalse;
1949 /* parse custom contentflags */
1953 if ( !GetToken( qtrue ) )
1956 if ( !strcmp( token, "}" ) ) {
1957 parsedContent = qtrue;
1961 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
1962 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
1964 sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
1965 numCustSurfaceParms++;
1969 if( !parsedContent )
1971 Sys_Printf( "WARNING: Couldn't find valid custom contentsflag section\n" );
1975 /* parse custom surfaceflags */
1979 if( !GetToken( qtrue ) )
1982 if( !strcmp( token, "}" ) )
1984 parsedSurface = qtrue;
1988 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
1989 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
1991 sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
1992 numCustSurfaceParms++;
1996 if( !parsedContent )
1997 Sys_Printf( "WARNING: Couldn't find valid custom surfaceflag section\n" );
2004 the shaders are parsed out of shaderlist.txt from a main directory
2005 that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
2006 on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
2009 #define MAX_SHADER_FILES 1024
2011 void LoadShaderInfo( void )
2013 int i, j, numShaderFiles, count;
2014 char filename[ 1024 ];
2015 char *shaderFiles[ MAX_SHADER_FILES ];
2018 /* rr2do2: parse custom infoparms first */
2019 if( useCustomInfoParms )
2020 ParseCustomInfoParms();
2022 /* start with zero */
2025 /* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
2026 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
2027 count = vfsGetFileCount( filename );
2030 for( i = 0; i < count; i++ )
2032 /* load shader list */
2033 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
2034 LoadScriptFile( filename, i );
2037 while( GetToken( qtrue ) )
2039 /* check for duplicate entries */
2040 for( j = 0; j < numShaderFiles; j++ )
2041 if( !strcmp( shaderFiles[ j ], token ) )
2045 if( j >= MAX_SHADER_FILES )
2046 Error( "MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int) MAX_SHADER_FILES );
2048 /* new shader file */
2049 if( j == numShaderFiles )
2051 shaderFiles[ numShaderFiles ] = safe_malloc( MAX_OS_PATH );
2052 strcpy( shaderFiles[ numShaderFiles ], token );
2058 /* parse the shader files */
2059 for( i = 0; i < numShaderFiles; i++ )
2061 sprintf( filename, "%s/%s.shader", game->shaderPath, shaderFiles[ i ] );
2062 ParseShaderFile( filename );
2063 free( shaderFiles[ i ] );
2066 /* emit some statistics */
2067 Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );