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 */
534 md5_append( &mh, shaderText, strlen( shaderText ) );
535 md5_finish( &mh, digest );
537 /* mangle hash into a shader name */
538 sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,
539 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
540 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
543 csi = ShaderInfoForShader( shader );
545 /* might be a preexisting shader */
549 /* clone the existing shader and rename */
550 memcpy( csi, si, sizeof( shaderInfo_t ) );
551 strcpy( csi->shader, shader );
554 /* store new shader text */
555 csi->shaderText = safe_malloc( strlen( shaderText ) + 1 );
556 strcpy( csi->shaderText, shaderText ); /* LEAK! */
565 EmitVertexRemapShader()
566 adds a vertexremapshader key/value pair to worldspawn
569 void EmitVertexRemapShader( char *from, char *to )
573 char key[ 64 ], value[ 256 ];
577 if( from == NULL || from[ 0 ] == '\0' ||
578 to == NULL || to[ 0 ] == '\0' )
582 sprintf( value, "%s;%s", from, to );
586 md5_append( &mh, value, strlen( value ) );
587 md5_finish( &mh, digest );
589 /* make key (this is annoying, as vertexremapshader is precisely 17 characters,
590 which is one too long, so we leave off the last byte of the md5 digest) */
591 sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",
592 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
593 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */
595 /* add key/value pair to worldspawn */
596 SetKeyValue( &entities[ 0 ], key, value );
603 allocates and initializes a new shader
606 static shaderInfo_t *AllocShaderInfo( void )
612 if( shaderInfo == NULL )
614 shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO );
619 if( numShaderInfo == MAX_SHADER_INFO )
620 Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." );
621 si = &shaderInfo[ numShaderInfo ];
624 /* ydnar: clear to 0 first */
625 memset( si, 0, sizeof( shaderInfo_t ) );
628 ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
630 si->backsplashFraction = DEF_BACKSPLASH_FRACTION;
631 si->backsplashDistance = DEF_BACKSPLASH_DISTANCE;
633 si->bounceScale = DEF_RADIOSITY_BOUNCE;
635 si->lightStyle = LS_NORMAL;
637 si->polygonOffset = qfalse;
639 si->shadeAngleDegrees = 0.0f;
640 si->lightmapSampleSize = 0;
641 si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
642 si->patchShadows = qfalse;
643 si->vertexShadows = qtrue; /* ydnar: changed default behavior */
644 si->forceSunlight = qfalse;
645 si->vertexScale = 1.0;
646 si->notjunc = qfalse;
648 /* ydnar: set texture coordinate transform matrix to identity */
649 TCModIdentity( si->mod );
651 /* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */
652 si->lmCustomWidth = lmCustomSize;
653 si->lmCustomHeight = lmCustomSize;
655 /* return to sender */
662 FinishShader() - ydnar
663 sets a shader's width and height among other things
666 void FinishShader( shaderInfo_t *si )
669 float st[ 2 ], o[ 2 ], dist, bestDist;
670 vec4_t color, bestColor, delta;
673 /* don't double-dip */
677 /* if they're explicitly set, copy from image size */
678 if( si->shaderWidth == 0 && si->shaderHeight == 0 )
680 si->shaderWidth = si->shaderImage->width;
681 si->shaderHeight = si->shaderImage->height;
684 /* legacy terrain has explicit image-sized texture projection */
685 if( si->legacyTerrain && si->tcGen == qfalse )
687 /* set xy texture projection */
689 VectorSet( si->vecs[ 0 ], (1.0f / (si->shaderWidth * 0.5f)), 0, 0 );
690 VectorSet( si->vecs[ 1 ], 0, (1.0f / (si->shaderHeight * 0.5f)), 0 );
693 /* find pixel coordinates best matching the average color of the image */
695 o[ 0 ] = 1.0f / si->shaderImage->width;
696 o[ 1 ] = 1.0f / si->shaderImage->height;
697 for( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
699 for( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
701 /* sample the shader image */
702 RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color );
704 /* determine error squared */
705 VectorSubtract( color, si->averageColor, delta );
706 delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ];
707 dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ];
708 if( dist < bestDist )
710 VectorCopy( color, bestColor );
711 bestColor[ 3 ] = color[ 3 ];
712 si->stFlat[ 0 ] = st[ 0 ];
713 si->stFlat[ 1 ] = st[ 1 ];
718 /* set to finished */
719 si->finished = qtrue;
726 loads a shader's images
727 ydnar: image.c made this a bit simpler
730 static void LoadShaderImages( shaderInfo_t *si )
736 /* nodraw shaders don't need images */
737 if( si->compileFlags & C_NODRAW )
738 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
741 /* try to load editor image first */
742 si->shaderImage = ImageLoad( si->editorImagePath );
744 /* then try shadername */
745 if( si->shaderImage == NULL )
746 si->shaderImage = ImageLoad( si->shader );
748 /* then try implicit image path (note: new behavior!) */
749 if( si->shaderImage == NULL )
750 si->shaderImage = ImageLoad( si->implicitImagePath );
752 /* then try lightimage (note: new behavior!) */
753 if( si->shaderImage == NULL )
754 si->shaderImage = ImageLoad( si->lightImagePath );
756 /* otherwise, use default image */
757 if( si->shaderImage == NULL )
759 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
760 if( warnImage && strcmp( si->shader, "noshader" ) )
761 Sys_Printf( "WARNING: Couldn't find image for shader %s\n", si->shader );
764 /* load light image */
765 si->lightImage = ImageLoad( si->lightImagePath );
767 /* load normalmap image (ok if this is NULL) */
768 si->normalImage = ImageLoad( si->normalImagePath );
769 if( si->normalImage != NULL )
771 Sys_FPrintf( SYS_VRB, "Shader %s has\n"
772 " NM %s\n", si->shader, si->normalImagePath );
776 /* if no light image, use shader image */
777 if( si->lightImage == NULL )
778 si->lightImage = ImageLoad( si->shaderImage->name );
780 /* create default and average colors */
781 count = si->lightImage->width * si->lightImage->height;
782 VectorClear( color );
784 for( i = 0; i < count; i++ )
786 color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ];
787 color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ];
788 color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ];
789 color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ];
792 if( VectorLength( si->color ) <= 0.0f )
793 ColorNormalize( color, si->color );
794 VectorScale( color, (1.0f / count), si->averageColor );
800 ShaderInfoForShader()
801 finds a shaderinfo for a named shader
804 shaderInfo_t *ShaderInfoForShader( const char *shaderName )
808 char shader[ MAX_QPATH ];
812 if( shaderName == NULL || shaderName[ 0 ] == '\0' )
814 Sys_Printf( "WARNING: Null or empty shader name\n" );
815 shaderName = "missing";
818 /* strip off extension */
819 strcpy( shader, shaderName );
820 StripExtension( shader );
823 for( i = 0; i < numShaderInfo; i++ )
825 si = &shaderInfo[ i ];
826 if( !Q_stricmp( shader, si->shader ) )
828 /* load image if necessary */
829 if( si->finished == qfalse )
831 LoadShaderImages( si );
840 /* allocate a default shader */
841 si = AllocShaderInfo();
842 strcpy( si->shader, shader );
843 LoadShaderImages( si );
853 GetTokenAppend() - ydnar
854 gets a token and appends its text to the specified buffer
857 static int oldScriptLine = 0;
858 static int tabDepth = 0;
860 qboolean GetTokenAppend( char *buffer, qboolean crossline )
867 r = GetToken( crossline );
868 if( r == qfalse || buffer == NULL || token[ 0 ] == '\0' )
872 if( token[ 0 ] == '}' )
876 if( oldScriptLine != scriptline )
878 strcat( buffer, "\n" );
879 for( i = 0; i < tabDepth; i++ )
880 strcat( buffer, "\t" );
883 strcat( buffer, " " );
884 oldScriptLine = scriptline;
885 strcat( buffer, token );
888 if( token[ 0 ] == '{' )
896 void Parse1DMatrixAppend( char *buffer, int x, vec_t *m )
901 if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) )
902 Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline );
903 for( i = 0; i < x; i++ )
905 if( !GetTokenAppend( buffer, qfalse ) )
906 Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline );
907 m[ i ] = atof( token );
909 if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) )
910 Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline );
918 parses a shader file into discrete shaderInfo_t
921 static void ParseShaderFile( const char *filename )
925 char *suffix, temp[ 1024 ];
926 char shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
931 shaderText[ 0 ] = '\0';
933 /* load the shader */
934 LoadScriptFile( filename, 0 );
939 /* copy shader text to the shaderinfo */
940 if( si != NULL && shaderText[ 0 ] != '\0' )
942 strcat( shaderText, "\n" );
943 si->shaderText = safe_malloc( strlen( shaderText ) + 1 );
944 strcpy( si->shaderText, shaderText );
945 //% if( VectorLength( si->vecs[ 0 ] ) )
946 //% Sys_Printf( "%s\n", shaderText );
949 /* ydnar: clear shader text buffer */
950 shaderText[ 0 ] = '\0';
952 /* test for end of file */
953 if( !GetToken( qtrue ) )
956 /* shader name is initial token */
957 si = AllocShaderInfo();
958 strcpy( si->shader, token );
960 /* ignore ":q3map" suffix */
961 suffix = strstr( si->shader, ":q3map" );
965 /* handle { } section */
966 if( !GetTokenAppend( shaderText, qtrue ) )
968 if( strcmp( token, "{" ) )
971 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s",
972 filename, scriptline, token, si->shader );
974 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s",
975 filename, scriptline, token );
980 /* get the next token */
981 if( !GetTokenAppend( shaderText, qtrue ) )
983 if( !strcmp( token, "}" ) )
987 /* -----------------------------------------------------------------
988 shader stages (passes)
989 ----------------------------------------------------------------- */
991 /* parse stage directives */
992 if( !strcmp( token, "{" ) )
994 si->hasPasses = qtrue;
997 if( !GetTokenAppend( shaderText, qtrue ) )
999 if( !strcmp( token, "}" ) )
1002 /* only care about images if we don't have a editor/light image */
1003 if( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' )
1005 /* digest any images */
1006 if( !Q_stricmp( token, "map" ) ||
1007 !Q_stricmp( token, "clampMap" ) ||
1008 !Q_stricmp( token, "animMap" ) ||
1009 !Q_stricmp( token, "clampAnimMap" ) ||
1010 !Q_stricmp( token, "clampMap" ) ||
1011 !Q_stricmp( token, "mapComp" ) ||
1012 !Q_stricmp( token, "mapNoComp" ) )
1014 /* skip one token for animated stages */
1015 if( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) )
1016 GetTokenAppend( shaderText, qfalse );
1019 GetTokenAppend( shaderText, qfalse );
1020 if( token[ 0 ] != '*' && token[ 0 ] != '$' )
1022 strcpy( si->lightImagePath, token );
1023 DefaultExtension( si->lightImagePath, ".tga" );
1026 //% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );
1034 /* -----------------------------------------------------------------
1035 surfaceparm * directives
1036 ----------------------------------------------------------------- */
1038 /* match surfaceparm */
1039 else if( !Q_stricmp( token, "surfaceparm" ) )
1041 GetTokenAppend( shaderText, qfalse );
1042 if( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1043 Sys_Printf( "WARNING: Unknown surfaceparm: \"%s\"\n", token );
1047 /* -----------------------------------------------------------------
1048 game-related shader directives
1049 ----------------------------------------------------------------- */
1051 /* ydnar: fogparms (for determining fog volumes) */
1052 else if( !Q_stricmp( token, "fogparms" ) )
1053 si->fogParms = qtrue;
1055 /* ydnar: polygonoffset (for no culling) */
1056 else if( !Q_stricmp( token, "polygonoffset" ) )
1057 si->polygonOffset = qtrue;
1059 /* tesssize is used to force liquid surfaces to subdivide */
1060 else if( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ )
1062 GetTokenAppend( shaderText, qfalse );
1063 si->subdivisions = atof( token );
1066 /* cull none will set twoSided (ydnar: added disable too) */
1067 else if ( !Q_stricmp( token, "cull" ) )
1069 GetTokenAppend( shaderText, qfalse );
1070 if( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) )
1071 si->twoSided = qtrue;
1074 /* deformVertexes autosprite[ 2 ]
1075 we catch this so autosprited surfaces become point
1076 lights instead of area lights */
1077 else if( !Q_stricmp( token, "deformVertexes" ) )
1079 GetTokenAppend( shaderText, qfalse );
1081 /* deformVertexes autosprite(2) */
1082 if( !Q_strncasecmp( token, "autosprite", 10 ) )
1084 /* set it as autosprite and detail */
1085 si->autosprite = qtrue;
1086 ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1088 /* ydnar: gs mods: added these useful things */
1090 si->notjunc = qtrue;
1093 /* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
1094 if( !Q_stricmp( token, "move") )
1096 vec3_t amt, mins, maxs;
1100 /* get move amount */
1101 GetTokenAppend( shaderText, qfalse ); amt[ 0 ] = atof( token );
1102 GetTokenAppend( shaderText, qfalse ); amt[ 1 ] = atof( token );
1103 GetTokenAppend( shaderText, qfalse ); amt[ 2 ] = atof( token );
1106 GetTokenAppend( shaderText, qfalse );
1108 /* get base and amplitude */
1109 GetTokenAppend( shaderText, qfalse ); base = atof( token );
1110 GetTokenAppend( shaderText, qfalse ); amp = atof( token );
1113 VectorScale( amt, base, mins );
1114 VectorMA( mins, amp, amt, maxs );
1115 VectorAdd( si->mins, mins, si->mins );
1116 VectorAdd( si->maxs, maxs, si->maxs );
1120 /* light <value> (old-style flare specification) */
1121 else if( !Q_stricmp( token, "light" ) )
1123 GetTokenAppend( shaderText, qfalse );
1124 si->flareShader = game->flareShader;
1127 /* ydnar: damageShader <shader> <health> (sof2 mods) */
1128 else if( !Q_stricmp( token, "damageShader" ) )
1130 GetTokenAppend( shaderText, qfalse );
1131 if( token[ 0 ] != '\0' )
1133 si->damageShader = safe_malloc( strlen( token ) + 1 );
1134 strcpy( si->damageShader, token );
1136 GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */
1139 /* ydnar: enemy territory implicit shaders */
1140 else if( !Q_stricmp( token, "implicitMap" ) )
1142 si->implicitMap = IM_OPAQUE;
1143 GetTokenAppend( shaderText, qfalse );
1144 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
1145 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1147 strcpy( si->implicitImagePath, token );
1150 else if( !Q_stricmp( token, "implicitMask" ) )
1152 si->implicitMap = IM_MASKED;
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, "implicitBlend" ) )
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 );
1171 /* -----------------------------------------------------------------
1173 ----------------------------------------------------------------- */
1175 /* qer_editorimage <image> */
1176 else if( !Q_stricmp( token, "qer_editorImage" ) )
1178 GetTokenAppend( shaderText, qfalse );
1179 strcpy( si->editorImagePath, token );
1180 DefaultExtension( si->editorImagePath, ".tga" );
1183 /* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
1184 else if( !Q_stricmp( token, "q3map_normalImage" ) )
1186 GetTokenAppend( shaderText, qfalse );
1187 strcpy( si->normalImagePath, token );
1188 DefaultExtension( si->normalImagePath, ".tga" );
1191 /* q3map_lightimage <image> */
1192 else if( !Q_stricmp( token, "q3map_lightImage" ) )
1194 GetTokenAppend( shaderText, qfalse );
1195 strcpy( si->lightImagePath, token );
1196 DefaultExtension( si->lightImagePath, ".tga" );
1199 /* ydnar: skyparms <outer image> <cloud height> <inner image> */
1200 else if( !Q_stricmp( token, "skyParms" ) )
1202 /* get image base */
1203 GetTokenAppend( shaderText, qfalse );
1205 /* ignore bogus paths */
1206 if( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) )
1208 strcpy( si->skyParmsImageBase, token );
1210 /* use top image as sky light image */
1211 if( si->lightImagePath[ 0 ] == '\0' )
1212 sprintf( si->lightImagePath, "%s_up.tga", si->skyParmsImageBase );
1215 /* skip rest of line */
1216 GetTokenAppend( shaderText, qfalse );
1217 GetTokenAppend( shaderText, qfalse );
1220 /* -----------------------------------------------------------------
1222 ----------------------------------------------------------------- */
1224 /* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
1225 color will be normalized, so it doesn't matter what range you use
1226 intensity falls off with angle but not distance 100 is a fairly bright sun
1227 degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon
1228 ydnar: sof2map has bareword 'sun' token, so we support that as well */
1229 else if( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) )
1236 /* ydnar: extended sun directive? */
1237 if( !Q_stricmp( token, "q3map_sunext" ) )
1241 sun = safe_malloc( sizeof( *sun ) );
1242 memset( sun, 0, sizeof( *sun ) );
1245 sun->style = si->lightStyle;
1248 GetTokenAppend( shaderText, qfalse );
1249 sun->color[ 0 ] = atof( token );
1250 GetTokenAppend( shaderText, qfalse );
1251 sun->color[ 1 ] = atof( token );
1252 GetTokenAppend( shaderText, qfalse );
1253 sun->color[ 2 ] = atof( token );
1256 VectorNormalize( sun->color, sun->color );
1258 /* scale color by brightness */
1259 GetTokenAppend( shaderText, qfalse );
1260 sun->photons = atof( token );
1262 /* get sun angle/elevation */
1263 GetTokenAppend( shaderText, qfalse );
1265 a = a / 180.0f * Q_PI;
1267 GetTokenAppend( shaderText, qfalse );
1269 b = b / 180.0f * Q_PI;
1271 sun->direction[ 0 ] = cos( a ) * cos( b );
1272 sun->direction[ 1 ] = sin( a ) * cos( b );
1273 sun->direction[ 2 ] = sin( b );
1275 /* get filter radius from shader */
1276 sun->filterRadius = si->lightFilterRadius;
1278 /* ydnar: get sun angular deviance/samples */
1279 if( ext && TokenAvailable() )
1281 GetTokenAppend( shaderText, qfalse );
1282 sun->deviance = atof( token );
1283 sun->deviance = sun->deviance / 180.0f * Q_PI;
1285 GetTokenAppend( shaderText, qfalse );
1286 sun->numSamples = atoi( token );
1290 sun->next = si->sun;
1293 /* apply sky surfaceparm */
1294 ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1296 /* don't process any more tokens on this line */
1301 else if( !Q_strncasecmp( token, "q3map_", 6 ) )
1303 /* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
1304 if( !Q_stricmp( token, "q3map_baseShader" ) )
1307 qboolean oldWarnImage;
1311 GetTokenAppend( shaderText, qfalse );
1312 //% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );
1313 oldWarnImage = warnImage;
1315 si2 = ShaderInfoForShader( token );
1316 warnImage = oldWarnImage;
1322 strcpy( temp, si->shader );
1325 memcpy( si, si2, sizeof( *si ) );
1327 /* restore name and set to unfinished */
1328 strcpy( si->shader, temp );
1329 si->shaderWidth = 0;
1330 si->shaderHeight = 0;
1331 si->finished = qfalse;
1335 /* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
1336 else if( !Q_stricmp( token, "q3map_surfacemodel" ) )
1338 surfaceModel_t *model;
1341 /* allocate new model and attach it */
1342 model = safe_malloc( sizeof( *model ) );
1343 memset( model, 0, sizeof( *model ) );
1344 model->next = si->surfaceModel;
1345 si->surfaceModel = model;
1347 /* get parameters */
1348 GetTokenAppend( shaderText, qfalse );
1349 strcpy( model->model, token );
1351 GetTokenAppend( shaderText, qfalse );
1352 model->density = atof( token );
1353 GetTokenAppend( shaderText, qfalse );
1354 model->odds = atof( token );
1356 GetTokenAppend( shaderText, qfalse );
1357 model->minScale = atof( token );
1358 GetTokenAppend( shaderText, qfalse );
1359 model->maxScale = atof( token );
1361 GetTokenAppend( shaderText, qfalse );
1362 model->minAngle = atof( token );
1363 GetTokenAppend( shaderText, qfalse );
1364 model->maxAngle = atof( token );
1366 GetTokenAppend( shaderText, qfalse );
1367 model->oriented = (token[ 0 ] == '1' ? qtrue : qfalse);
1370 /* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
1371 else if( !Q_stricmp( token, "q3map_foliage" ) )
1376 /* allocate new foliage struct and attach it */
1377 foliage = safe_malloc( sizeof( *foliage ) );
1378 memset( foliage, 0, sizeof( *foliage ) );
1379 foliage->next = si->foliage;
1380 si->foliage = foliage;
1382 /* get parameters */
1383 GetTokenAppend( shaderText, qfalse );
1384 strcpy( foliage->model, token );
1386 GetTokenAppend( shaderText, qfalse );
1387 foliage->scale = atof( token );
1388 GetTokenAppend( shaderText, qfalse );
1389 foliage->density = atof( token );
1390 GetTokenAppend( shaderText, qfalse );
1391 foliage->odds = atof( token );
1392 GetTokenAppend( shaderText, qfalse );
1393 foliage->inverseAlpha = atoi( token );
1396 /* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
1397 else if( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) )
1399 GetTokenAppend( shaderText, qfalse );
1400 si->bounceScale = atof( token );
1403 /* ydnar/splashdamage: q3map_skyLight <value> <iterations> */
1404 else if( !Q_stricmp( token, "q3map_skyLight" ) )
1406 GetTokenAppend( shaderText, qfalse );
1407 si->skyLightValue = atof( token );
1408 GetTokenAppend( shaderText, qfalse );
1409 si->skyLightIterations = atoi( token );
1412 if( si->skyLightValue < 0.0f )
1413 si->skyLightValue = 0.0f;
1414 if( si->skyLightIterations < 2 )
1415 si->skyLightIterations = 2;
1418 /* q3map_surfacelight <value> */
1419 else if( !Q_stricmp( token, "q3map_surfacelight" ) )
1421 GetTokenAppend( shaderText, qfalse );
1422 si->value = atof( token );
1425 /* q3map_lightStyle (sof2/jk2 lightstyle) */
1426 else if( !Q_stricmp( token, "q3map_lightStyle" ) )
1428 GetTokenAppend( shaderText, qfalse );
1429 val = atoi( token );
1432 else if( val > LS_NONE )
1434 si->lightStyle = val;
1437 /* wolf: q3map_lightRGB <red> <green> <blue> */
1438 else if( !Q_stricmp( token, "q3map_lightRGB" ) )
1440 VectorClear( si->color );
1441 GetTokenAppend( shaderText, qfalse );
1442 si->color[ 0 ] = atof( token );
1443 GetTokenAppend( shaderText, qfalse );
1444 si->color[ 1 ] = atof( token );
1445 GetTokenAppend( shaderText, qfalse );
1446 si->color[ 2 ] = atof( token );
1447 ColorNormalize( si->color, si->color );
1450 /* q3map_lightSubdivide <value> */
1451 else if( !Q_stricmp( token, "q3map_lightSubdivide" ) )
1453 GetTokenAppend( shaderText, qfalse );
1454 si->lightSubdivide = atoi( token );
1457 /* q3map_backsplash <percent> <distance> */
1458 else if( !Q_stricmp( token, "q3map_backsplash" ) )
1460 GetTokenAppend( shaderText, qfalse );
1461 si->backsplashFraction = atof( token ) * 0.01f;
1462 GetTokenAppend( shaderText, qfalse );
1463 si->backsplashDistance = atof( token );
1466 /* q3map_lightmapSampleSize <value> */
1467 else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) )
1469 GetTokenAppend( shaderText, qfalse );
1470 si->lightmapSampleSize = atoi( token );
1473 /* q3map_lightmapSampleSffset <value> */
1474 else if( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) )
1476 GetTokenAppend( shaderText, qfalse );
1477 si->lightmapSampleOffset = atof( token );
1480 /* ydnar: q3map_lightmapFilterRadius <self> <other> */
1481 else if( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) )
1483 GetTokenAppend( shaderText, qfalse );
1484 si->lmFilterRadius = atof( token );
1485 GetTokenAppend( shaderText, qfalse );
1486 si->lightFilterRadius = atof( token );
1489 /* ydnar: q3map_lightmapAxis [xyz] */
1490 else if( !Q_stricmp( token, "q3map_lightmapAxis" ) )
1492 GetTokenAppend( shaderText, qfalse );
1493 if( !Q_stricmp( token, "x" ) )
1494 VectorSet( si->lightmapAxis, 1, 0, 0 );
1495 else if( !Q_stricmp( token, "y" ) )
1496 VectorSet( si->lightmapAxis, 0, 1, 0 );
1497 else if( !Q_stricmp( token, "z" ) )
1498 VectorSet( si->lightmapAxis, 0, 0, 1 );
1501 Sys_Printf( "WARNING: Unknown value for lightmap axis: %s\n", token );
1502 VectorClear( si->lightmapAxis );
1506 /* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
1507 else if( !Q_stricmp( token, "q3map_lightmapSize" ) )
1509 GetTokenAppend( shaderText, qfalse );
1510 si->lmCustomWidth = atoi( token );
1511 GetTokenAppend( shaderText, qfalse );
1512 si->lmCustomHeight = atoi( token );
1514 /* must be a power of 2 */
1515 if( ((si->lmCustomWidth - 1) & si->lmCustomWidth) ||
1516 ((si->lmCustomHeight - 1) & si->lmCustomHeight) )
1518 Sys_Printf( "WARNING: Non power-of-two lightmap size specified (%d, %d)\n",
1519 si->lmCustomWidth, si->lmCustomHeight );
1520 si->lmCustomWidth = lmCustomSize;
1521 si->lmCustomHeight = lmCustomSize;
1525 /* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */
1526 else if( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) )
1528 GetTokenAppend( shaderText, qfalse );
1529 si->lmBrightness = atof( token );
1530 if( si->lmBrightness < 0 )
1531 si->lmBrightness = 1.0;
1534 /* q3map_vertexScale (scale vertex lighting by this fraction) */
1535 else if( !Q_stricmp( token, "q3map_vertexScale" ) )
1537 GetTokenAppend( shaderText, qfalse );
1538 si->vertexScale = atof( token );
1541 /* q3map_noVertexLight */
1542 else if( !Q_stricmp( token, "q3map_noVertexLight" ) )
1544 si->noVertexLight = qtrue;
1547 /* q3map_flare[Shader] <shader> */
1548 else if( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) )
1550 GetTokenAppend( shaderText, qfalse );
1551 if( token[ 0 ] != '\0' )
1553 si->flareShader = safe_malloc( strlen( token ) + 1 );
1554 strcpy( si->flareShader, token );
1558 /* q3map_backShader <shader> */
1559 else if( !Q_stricmp( token, "q3map_backShader" ) )
1561 GetTokenAppend( shaderText, qfalse );
1562 if( token[ 0 ] != '\0' )
1564 si->backShader = safe_malloc( strlen( token ) + 1 );
1565 strcpy( si->backShader, token );
1569 /* ydnar: q3map_cloneShader <shader> */
1570 else if ( !Q_stricmp( token, "q3map_cloneShader" ) )
1572 GetTokenAppend( shaderText, qfalse );
1573 if( token[ 0 ] != '\0' )
1575 si->cloneShader = safe_malloc( strlen( token ) + 1 );
1576 strcpy( si->cloneShader, token );
1580 /* q3map_remapShader <shader> */
1581 else if( !Q_stricmp( token, "q3map_remapShader" ) )
1583 GetTokenAppend( shaderText, qfalse );
1584 if( token[ 0 ] != '\0' )
1586 si->remapShader = safe_malloc( strlen( token ) + 1 );
1587 strcpy( si->remapShader, token );
1591 /* ydnar: q3map_offset <value> */
1592 else if( !Q_stricmp( token, "q3map_offset" ) )
1594 GetTokenAppend( shaderText, qfalse );
1595 si->offset = atof( token );
1598 /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
1599 else if( !Q_stricmp( token, "q3map_fur" ) )
1601 GetTokenAppend( shaderText, qfalse );
1602 si->furNumLayers = atoi( token );
1603 GetTokenAppend( shaderText, qfalse );
1604 si->furOffset = atof( token );
1605 GetTokenAppend( shaderText, qfalse );
1606 si->furFade = atof( token );
1609 /* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
1610 else if( !Q_stricmp( token, "q3map_terrain" ) )
1612 /* team arena terrain is assumed to be nonplanar, with full normal averaging,
1613 passed through the metatriangle surface pipeline, with a lightmap axis on z */
1614 si->legacyTerrain = qtrue;
1616 si->notjunc = qtrue;
1617 si->indexed = qtrue;
1618 si->nonplanar = qtrue;
1619 si->forceMeta = qtrue;
1620 si->shadeAngleDegrees = 179.0f;
1621 //% VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
1624 /* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
1625 else if( !Q_stricmp( token, "q3map_forceMeta" ) )
1627 si->forceMeta = qtrue;
1630 /* ydnar: gs mods: q3map_shadeAngle <degrees> */
1631 else if( !Q_stricmp( token, "q3map_shadeAngle" ) )
1633 GetTokenAppend( shaderText, qfalse );
1634 si->shadeAngleDegrees = atof( token );
1637 /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
1638 else if( !Q_stricmp( token, "q3map_textureSize" ) )
1640 GetTokenAppend( shaderText, qfalse );
1641 si->shaderWidth = atoi( token );
1642 GetTokenAppend( shaderText, qfalse );
1643 si->shaderHeight = atoi( token );
1646 /* ydnar: gs mods: q3map_tcGen <style> <parameters> */
1647 else if( !Q_stricmp( token, "q3map_tcGen" ) )
1650 GetTokenAppend( shaderText, qfalse );
1652 /* q3map_tcGen vector <s vector> <t vector> */
1653 if( !Q_stricmp( token, "vector" ) )
1655 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
1656 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
1659 /* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
1660 else if( !Q_stricmp( token, "ivector" ) )
1662 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
1663 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
1664 for( i = 0; i < 3; i++ )
1666 si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;
1667 si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;
1672 Sys_Printf( "WARNING: Unknown q3map_tcGen method: %s\n", token );
1673 VectorClear( si->vecs[ 0 ] );
1674 VectorClear( si->vecs[ 1 ] );
1678 /* ydnar: gs mods: q3map_[color|rgb|alpha][Gen|Mod] <style> <parameters> */
1679 else if( !Q_stricmp( token, "q3map_colorGen" ) || !Q_stricmp( token, "q3map_colorMod" ) ||
1680 !Q_stricmp( token, "q3map_rgbGen" ) || !Q_stricmp( token, "q3map_rgbMod" ) ||
1681 !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) )
1683 colorMod_t *cm, *cm2;
1687 /* alphamods are colormod + 1 */
1688 alpha = (!Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" )) ? 1 : 0;
1690 /* allocate new colormod */
1691 cm = safe_malloc( sizeof( *cm ) );
1692 memset( cm, 0, sizeof( *cm ) );
1694 /* attach to shader */
1695 if( si->colorMod == NULL )
1699 for( cm2 = si->colorMod; cm2 != NULL; cm2 = cm2->next )
1701 if( cm2->next == NULL )
1710 GetTokenAppend( shaderText, qfalse );
1712 /* alpha set|const A */
1713 if( alpha && (!Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" )) )
1715 cm->type = CM_ALPHA_SET;
1716 GetTokenAppend( shaderText, qfalse );
1717 cm->data[ 0 ] = atof( token );
1720 /* color|rgb set|const ( X Y Z ) */
1721 else if( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) )
1723 cm->type = CM_COLOR_SET;
1724 Parse1DMatrixAppend( shaderText, 3, cm->data );
1728 else if( alpha && !Q_stricmp( token, "scale" ) )
1730 cm->type = CM_ALPHA_SCALE;
1731 GetTokenAppend( shaderText, qfalse );
1732 cm->data[ 0 ] = atof( token );
1735 /* color|rgb scale ( X Y Z ) */
1736 else if( !Q_stricmp( token, "scale" ) )
1738 cm->type = CM_COLOR_SCALE;
1739 Parse1DMatrixAppend( shaderText, 3, cm->data );
1742 /* dotProduct ( X Y Z ) */
1743 else if( !Q_stricmp( token, "dotProduct" ) )
1745 cm->type = CM_COLOR_DOT_PRODUCT + alpha;
1746 Parse1DMatrixAppend( shaderText, 3, cm->data );
1749 /* dotProduct2 ( X Y Z ) */
1750 else if( !Q_stricmp( token, "dotProduct2" ) )
1752 cm->type = CM_COLOR_DOT_PRODUCT_2 + alpha;
1753 Parse1DMatrixAppend( shaderText, 3, cm->data );
1757 else if( !Q_stricmp( token, "volume" ) )
1759 /* special stub mode for flagging volume brushes */
1760 cm->type = CM_VOLUME;
1765 Sys_Printf( "WARNING: Unknown colorMod method: %s\n", token );
1768 /* ydnar: gs mods: q3map_tcMod <style> <parameters> */
1769 else if( !Q_stricmp( token, "q3map_tcMod" ) )
1774 GetTokenAppend( shaderText, qfalse );
1776 /* q3map_tcMod [translate | shift | offset] <s> <t> */
1777 if( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) )
1779 GetTokenAppend( shaderText, qfalse );
1781 GetTokenAppend( shaderText, qfalse );
1784 TCModTranslate( si->mod, a, b );
1787 /* q3map_tcMod scale <s> <t> */
1788 else if( !Q_stricmp( token, "scale" ) )
1790 GetTokenAppend( shaderText, qfalse );
1792 GetTokenAppend( shaderText, qfalse );
1795 TCModScale( si->mod, a, b );
1798 /* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
1799 else if( !Q_stricmp( token, "rotate" ) )
1801 GetTokenAppend( shaderText, qfalse );
1803 TCModRotate( si->mod, a );
1806 Sys_Printf( "WARNING: Unknown q3map_tcMod method: %s\n", token );
1809 /* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
1810 else if( !Q_stricmp( token, "q3map_fogDir" ) )
1812 Parse1DMatrixAppend( shaderText, 3, si->fogDir );
1813 VectorNormalize( si->fogDir, si->fogDir );
1816 /* q3map_globaltexture */
1817 else if( !Q_stricmp( token, "q3map_globaltexture" ) )
1818 si->globalTexture = qtrue;
1820 /* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
1821 else if( !Q_stricmp( token, "q3map_nonplanar" ) )
1822 si->nonplanar = qtrue;
1824 /* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
1825 else if( !Q_stricmp( token, "q3map_noclip" ) )
1829 else if( !Q_stricmp( token, "q3map_notjunc" ) )
1830 si->notjunc = qtrue;
1833 else if( !Q_stricmp( token, "q3map_nofog" ) )
1836 /* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
1837 else if( !Q_stricmp( token, "q3map_indexed" ) )
1838 si->indexed = qtrue;
1840 /* ydnar: q3map_invert (inverts a drawsurface's facing) */
1841 else if( !Q_stricmp( token, "q3map_invert" ) )
1844 /* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
1845 else if( !Q_stricmp( token, "q3map_lightmapMergable" ) )
1846 si->lmMergable = qtrue;
1848 /* ydnar: q3map_nofast */
1849 else if( !Q_stricmp( token, "q3map_noFast" ) )
1852 /* q3map_patchshadows */
1853 else if( !Q_stricmp( token, "q3map_patchShadows" ) )
1854 si->patchShadows = qtrue;
1856 /* q3map_vertexshadows */
1857 else if( !Q_stricmp( token, "q3map_vertexShadows" ) )
1858 si->vertexShadows = qtrue; /* ydnar */
1860 /* q3map_novertexshadows */
1861 else if( !Q_stricmp( token, "q3map_noVertexShadows" ) )
1862 si->vertexShadows = qfalse; /* ydnar */
1864 /* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
1865 else if( !Q_stricmp( token, "q3map_splotchfix" ) )
1866 si->splotchFix = qtrue; /* ydnar */
1868 /* q3map_forcesunlight */
1869 else if( !Q_stricmp( token, "q3map_forceSunlight" ) )
1870 si->forceSunlight = qtrue;
1872 /* q3map_onlyvertexlighting (sof2) */
1873 else if( !Q_stricmp( token, "q3map_onlyVertexLighting" ) )
1874 ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1876 /* q3map_material (sof2) */
1877 else if( !Q_stricmp( token, "q3map_material" ) )
1879 GetTokenAppend( shaderText, qfalse );
1880 sprintf( temp, "*mat_%s", token );
1881 if( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1882 Sys_Printf( "WARNING: Unknown material \"%s\"\n", token );
1885 /* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
1886 else if( !Q_stricmp( token, "q3map_clipmodel" ) )
1887 si->clipModel = qtrue;
1889 /* ydnar: q3map_styleMarker[2] */
1890 else if( !Q_stricmp( token, "q3map_styleMarker" ) )
1891 si->styleMarker = 1;
1892 else if( !Q_stricmp( token, "q3map_styleMarker2" ) ) /* uses depthFunc equal */
1893 si->styleMarker = 2;
1895 /* ydnar: default to searching for q3map_<surfaceparm> */
1898 //% Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
1899 if( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1900 ;//% Sys_Printf( "WARNING: Unknown q3map_* directive \"%s\"\n", token );
1905 /* -----------------------------------------------------------------
1907 ----------------------------------------------------------------- */
1909 /* ignore all other tokens on the line */
1910 while( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) );
1918 ParseCustomInfoParms() - rr2do2
1919 loads custom info parms file for mods
1922 static void ParseCustomInfoParms( void )
1924 qboolean parsedContent, parsedSurface;
1928 if( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 )
1932 LoadScriptFile( "scripts/custinfoparms.txt", 0 );
1934 /* clear the array */
1935 memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
1936 numCustSurfaceParms = 0;
1937 parsedContent = parsedSurface = qfalse;
1939 /* parse custom contentflags */
1943 if ( !GetToken( qtrue ) )
1946 if ( !strcmp( token, "}" ) ) {
1947 parsedContent = qtrue;
1951 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
1952 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
1954 sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
1955 numCustSurfaceParms++;
1959 if( !parsedContent )
1961 Sys_Printf( "WARNING: Couldn't find valid custom contentsflag section\n" );
1965 /* parse custom surfaceflags */
1969 if( !GetToken( qtrue ) )
1972 if( !strcmp( token, "}" ) )
1974 parsedSurface = qtrue;
1978 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
1979 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
1981 sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
1982 numCustSurfaceParms++;
1986 if( !parsedContent )
1987 Sys_Printf( "WARNING: Couldn't find valid custom surfaceflag section\n" );
1994 the shaders are parsed out of shaderlist.txt from a main directory
1995 that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
1996 on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
1999 #define MAX_SHADER_FILES 1024
2001 void LoadShaderInfo( void )
2003 int i, j, numShaderFiles, count;
2004 char filename[ 1024 ];
2005 char *shaderFiles[ MAX_SHADER_FILES ];
2008 /* rr2do2: parse custom infoparms first */
2009 if( useCustomInfoParms )
2010 ParseCustomInfoParms();
2012 /* start with zero */
2015 /* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
2016 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
2017 count = vfsGetFileCount( filename );
2020 for( i = 0; i < count; i++ )
2022 /* load shader list */
2023 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
2024 LoadScriptFile( filename, i );
2027 while( GetToken( qtrue ) )
2029 /* check for duplicate entries */
2030 for( j = 0; j < numShaderFiles; j++ )
2031 if( !strcmp( shaderFiles[ j ], token ) )
2035 if( j >= MAX_SHADER_FILES )
2036 Error( "MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int) MAX_SHADER_FILES );
2038 /* new shader file */
2039 if( j == numShaderFiles )
2041 shaderFiles[ numShaderFiles ] = safe_malloc( MAX_OS_PATH );
2042 strcpy( shaderFiles[ numShaderFiles ], token );
2048 /* parse the shader files */
2049 for( i = 0; i < numShaderFiles; i++ )
2051 sprintf( filename, "%s/%s.shader", game->shaderPath, shaderFiles[ i ] );
2052 ParseShaderFile( filename );
2053 free( shaderFiles[ i ] );
2056 /* emit some statistics */
2057 Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );