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 ){
55 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_COLOR_DOT_PRODUCT_SCALE:
102 c = DotProduct( dv->normal, cm2->data );
103 c = ( c - cm2->data[3] ) / ( cm2->data[4] - cm2->data[3] );
104 VectorSet( mult, c, c, c );
107 case CM_ALPHA_DOT_PRODUCT:
108 mult[ 3 ] = DotProduct( dv->normal, cm2->data );
111 case CM_ALPHA_DOT_PRODUCT_SCALE:
112 c = DotProduct( dv->normal, cm2->data );
113 c = ( c - cm2->data[3] ) / ( cm2->data[4] - cm2->data[3] );
117 case CM_COLOR_DOT_PRODUCT_2:
118 c = DotProduct( dv->normal, cm2->data );
120 VectorSet( mult, c, c, c );
123 case CM_COLOR_DOT_PRODUCT_2_SCALE:
124 c = DotProduct( dv->normal, cm2->data );
126 c = ( c - cm2->data[3] ) / ( cm2->data[4] - cm2->data[3] );
127 VectorSet( mult, c, c, c );
130 case CM_ALPHA_DOT_PRODUCT_2:
131 mult[ 3 ] = DotProduct( dv->normal, cm2->data );
132 mult[ 3 ] *= mult[ 3 ];
135 case CM_ALPHA_DOT_PRODUCT_2_SCALE:
136 c = DotProduct( dv->normal, cm2->data );
138 c = ( c - cm2->data[3] ) / ( cm2->data[4] - cm2->data[3] );
147 for ( j = 0; j < MAX_LIGHTMAPS; j++ )
149 for ( k = 0; k < 4; k++ )
151 c = ( mult[ k ] * dv->color[ j ][ k ] ) + add[ k ];
155 else if ( c > 255 ) {
158 dv->color[ j ][ k ] = c;
169 routines for dealing with a 3x3 texture mod matrix
172 void TCMod( tcMod_t mod, float st[ 2 ] ){
178 st[ 0 ] = ( mod[ 0 ][ 0 ] * old[ 0 ] ) + ( mod[ 0 ][ 1 ] * old[ 1 ] ) + mod[ 0 ][ 2 ];
179 st[ 1 ] = ( mod[ 1 ][ 0 ] * old[ 0 ] ) + ( mod[ 1 ][ 1 ] * old[ 1 ] ) + mod[ 1 ][ 2 ];
183 void TCModIdentity( tcMod_t mod ){
184 mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f;
185 mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f;
186 mod[ 2 ][ 0 ] = 0.0f; mod[ 2 ][ 1 ] = 0.0f; mod[ 2 ][ 2 ] = 1.0f; /* this row is only used for multiples, not transformation */
190 void TCModMultiply( tcMod_t a, tcMod_t b, tcMod_t out ){
194 for ( i = 0; i < 3; i++ )
196 out[ i ][ 0 ] = ( a[ i ][ 0 ] * b[ 0 ][ 0 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 0 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 0 ] );
197 out[ i ][ 1 ] = ( a[ i ][ 0 ] * b[ 0 ][ 1 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 1 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 1 ] );
198 out[ i ][ 2 ] = ( a[ i ][ 0 ] * b[ 0 ][ 2 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 2 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 2 ] );
203 void TCModTranslate( tcMod_t mod, float s, float t ){
209 void TCModScale( tcMod_t mod, float s, float t ){
215 void TCModRotate( tcMod_t mod, float euler ){
217 float radians, sinv, cosv;
220 memcpy( old, mod, sizeof( tcMod_t ) );
221 TCModIdentity( temp );
223 radians = euler / 180 * Q_PI;
224 sinv = sin( radians );
225 cosv = cos( radians );
227 temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv;
228 temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv;
230 TCModMultiply( old, temp, mod );
236 ApplySurfaceParm() - ydnar
237 applies a named surfaceparm to the supplied flags
240 qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags ){
246 if ( name == NULL ) {
249 if ( contentFlags == NULL ) {
250 contentFlags = &fake;
252 if ( surfaceFlags == NULL ) {
253 surfaceFlags = &fake;
255 if ( compileFlags == NULL ) {
256 compileFlags = &fake;
259 /* walk the current game's surfaceparms */
260 sp = game->surfaceParms;
261 while ( sp->name != NULL )
264 if ( !Q_stricmp( name, sp->name ) ) {
265 /* clear and set flags */
266 *contentFlags &= ~( sp->contentFlagsClear );
267 *contentFlags |= sp->contentFlags;
268 *surfaceFlags &= ~( sp->surfaceFlagsClear );
269 *surfaceFlags |= sp->surfaceFlags;
270 *compileFlags &= ~( sp->compileFlagsClear );
271 *compileFlags |= sp->compileFlags;
281 /* check custom info parms */
282 for ( i = 0; i < numCustSurfaceParms; i++ )
284 /* get surfaceparm */
285 sp = &custSurfaceParms[ i ];
288 if ( !Q_stricmp( name, sp->name ) ) {
289 /* clear and set flags */
290 *contentFlags &= ~( sp->contentFlagsClear );
291 *contentFlags |= sp->contentFlags;
292 *surfaceFlags &= ~( sp->surfaceFlagsClear );
293 *surfaceFlags |= sp->surfaceFlags;
294 *compileFlags &= ~( sp->compileFlagsClear );
295 *compileFlags |= sp->compileFlags;
302 /* no matching surfaceparm found */
309 BeginMapShaderFile() - ydnar
310 erases and starts a new map shader script
313 void BeginMapShaderFile( const char *mapFile ){
320 mapShaderFile[ 0 ] = '\0';
321 if ( mapFile == NULL || mapFile[ 0 ] == '\0' ) {
326 strcpy( base, mapFile );
327 StripExtension( base );
329 /* extract map name */
330 len = strlen( base ) - 1;
331 while ( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )
333 strcpy( mapName, &base[ len + 1 ] );
339 /* append ../scripts/q3map2_<mapname>.shader */
340 sprintf( mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName );
341 Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile );
344 remove( mapShaderFile );
346 /* stop making warnings about missing images */
353 WriteMapShaderFile() - ydnar
354 writes a shader to the map shader script
357 void WriteMapShaderFile( void ){
364 if ( mapShaderFile[ 0 ] == '\0' ) {
368 /* are there any custom shaders? */
369 for ( i = 0, num = 0; i < numShaderInfo; i++ )
371 if ( shaderInfo[ i ].custom ) {
375 if ( i == numShaderInfo ) {
380 Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n" );
381 Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile );
383 /* open shader file */
384 file = fopen( mapShaderFile, "w" );
385 if ( file == NULL ) {
386 Sys_FPrintf( SYS_WRN, "WARNING: Unable to open map shader file %s for writing\n", mapShaderFile );
392 "// Custom shader file for %s.bsp\n"
393 "// Generated by Q3Map2 (ydnar)\n"
394 "// Do not edit! This file is overwritten on recompiles.\n\n",
397 /* walk the shader list */
398 for ( i = 0, num = 0; i < numShaderInfo; i++ )
400 /* get the shader and print it */
401 si = &shaderInfo[ i ];
402 if ( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' ) {
407 /* print it to the file */
408 fprintf( file, "%s%s\n", si->shader, si->shaderText );
409 //Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */
411 Sys_FPrintf( SYS_VRB, "." );
414 /* close the shader */
418 Sys_FPrintf( SYS_VRB, "\n" );
420 /* print some stats */
421 Sys_Printf( "%9d custom shaders emitted\n", num );
427 CustomShader() - ydnar
428 sets up a custom map shader
431 shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace ){
433 char shader[ MAX_QPATH ];
437 char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
442 return ShaderInfoForShader( "default" );
445 /* default shader text source */
446 srcShaderText = si->shaderText;
448 /* et: implicitMap */
449 if ( si->implicitMap == IM_OPAQUE ) {
450 srcShaderText = temp;
452 "{ // Q3Map2 defaulted (implicitMap)\n"
454 "\t\tmap $lightmap\n"
455 "\t\trgbGen identity\n"
457 "\tq3map_styleMarker\n"
460 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
461 "\t\trgbGen identity\n"
464 si->implicitImagePath );
467 /* et: implicitMask */
468 else if ( si->implicitMap == IM_MASKED ) {
469 srcShaderText = temp;
471 "{ // Q3Map2 defaulted (implicitMask)\n"
475 "\t\talphaFunc GE128\n"
479 "\t\tmap $lightmap\n"
480 "\t\trgbGen identity\n"
481 "\t\tdepthFunc equal\n"
483 "\tq3map_styleMarker\n"
486 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
487 "\t\tdepthFunc equal\n"
488 "\t\trgbGen identity\n"
491 si->implicitImagePath,
492 si->implicitImagePath );
495 /* et: implicitBlend */
496 else if ( si->implicitMap == IM_BLEND ) {
497 srcShaderText = temp;
499 "{ // Q3Map2 defaulted (implicitBlend)\n"
503 "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
506 "\t\tmap $lightmap\n"
507 "\t\trgbGen identity\n"
508 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
510 "\tq3map_styleMarker\n"
512 si->implicitImagePath );
515 /* default shader text */
516 else if ( srcShaderText == NULL ) {
517 srcShaderText = temp;
519 "{ // Q3Map2 defaulted\n"
521 "\t\tmap $lightmap\n"
522 "\t\trgbGen identity\n"
524 "\tq3map_styleMarker\n"
527 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
528 "\t\trgbGen identity\n"
535 if ( ( strlen( mapName ) + 1 + 32 ) > MAX_QPATH ) {
536 Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH );
539 /* do some bad find-replace */
540 s = strstr( srcShaderText, find );
542 //% strcpy( shaderText, srcShaderText );
543 return si; /* testing just using the existing shader if this fails */
547 /* substitute 'find' with 'replace' */
548 loc = s - srcShaderText;
549 strcpy( shaderText, srcShaderText );
550 shaderText[ loc ] = '\0';
551 strcat( shaderText, replace );
552 strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );
555 /* make md4 hash of the shader text */
556 Com_BlockFullChecksum( shaderText, strlen( shaderText ), digest );
558 /* mangle hash into a shader name */
559 sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,
560 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
561 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
564 csi = ShaderInfoForShader( shader );
566 /* might be a preexisting shader */
571 /* clone the existing shader and rename */
572 memcpy( csi, si, sizeof( shaderInfo_t ) );
573 strcpy( csi->shader, shader );
576 /* store new shader text */
577 csi->shaderText = safe_malloc( strlen( shaderText ) + 1 );
578 strcpy( csi->shaderText, shaderText ); /* LEAK! */
587 EmitVertexRemapShader()
588 adds a vertexremapshader key/value pair to worldspawn
591 void EmitVertexRemapShader( char *from, char *to ){
593 char key[ 64 ], value[ 256 ];
597 if ( from == NULL || from[ 0 ] == '\0' ||
598 to == NULL || to[ 0 ] == '\0' ) {
603 sprintf( value, "%s;%s", from, to );
606 Com_BlockFullChecksum( value, strlen( value ), digest );
608 /* make key (this is annoying, as vertexremapshader is precisely 17 characters,
609 which is one too long, so we leave off the last byte of the md5 digest) */
610 sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",
611 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
612 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */
614 /* add key/value pair to worldspawn */
615 SetKeyValue( &entities[ 0 ], key, value );
622 allocates and initializes a new shader
625 static shaderInfo_t *AllocShaderInfo( void ){
630 if ( shaderInfo == NULL ) {
631 shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO );
636 if ( numShaderInfo == MAX_SHADER_INFO ) {
637 Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." );
639 si = &shaderInfo[ numShaderInfo ];
642 /* ydnar: clear to 0 first */
643 memset( si, 0, sizeof( shaderInfo_t ) );
646 ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
648 si->backsplashFraction = DEF_BACKSPLASH_FRACTION;
649 si->backsplashDistance = DEF_BACKSPLASH_DISTANCE;
651 si->bounceScale = DEF_RADIOSITY_BOUNCE;
653 si->lightStyle = LS_NORMAL;
655 si->polygonOffset = qfalse;
657 si->shadeAngleDegrees = 0.0f;
658 si->lightmapSampleSize = 0;
659 si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
660 si->patchShadows = qfalse;
661 si->vertexShadows = qtrue; /* ydnar: changed default behavior */
662 si->forceSunlight = qfalse;
663 si->vertexScale = vertexglobalscale;
664 si->notjunc = qfalse;
666 /* ydnar: set texture coordinate transform matrix to identity */
667 TCModIdentity( si->mod );
669 /* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */
670 si->lmCustomWidth = lmCustomSize;
671 si->lmCustomHeight = lmCustomSize;
673 /* return to sender */
680 FinishShader() - ydnar
681 sets a shader's width and height among other things
684 void FinishShader( shaderInfo_t *si ){
686 float st[ 2 ], o[ 2 ], dist, bestDist;
690 /* don't double-dip */
691 if ( si->finished ) {
695 /* if they're explicitly set, copy from image size */
696 if ( si->shaderWidth == 0 && si->shaderHeight == 0 ) {
697 si->shaderWidth = si->shaderImage->width;
698 si->shaderHeight = si->shaderImage->height;
701 /* legacy terrain has explicit image-sized texture projection */
702 if ( si->legacyTerrain && si->tcGen == qfalse ) {
703 /* set xy texture projection */
705 VectorSet( si->vecs[ 0 ], ( 1.0f / ( si->shaderWidth * 0.5f ) ), 0, 0 );
706 VectorSet( si->vecs[ 1 ], 0, ( 1.0f / ( si->shaderHeight * 0.5f ) ), 0 );
709 /* find pixel coordinates best matching the average color of the image */
711 o[ 0 ] = 1.0f / si->shaderImage->width;
712 o[ 1 ] = 1.0f / si->shaderImage->height;
713 for ( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
715 for ( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
717 /* sample the shader image */
718 RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color );
720 /* determine error squared */
721 VectorSubtract( color, si->averageColor, delta );
722 delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ];
723 dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ];
724 if ( dist < bestDist ) {
725 si->stFlat[ 0 ] = st[ 0 ];
726 si->stFlat[ 1 ] = st[ 1 ];
730 if (noob && !(si->compileFlags & C_OB)){
731 ApplySurfaceParm( "noob", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
734 /* set to finished */
735 si->finished = qtrue;
742 loads a shader's images
743 ydnar: image.c made this a bit simpler
746 static void LoadShaderImages( shaderInfo_t *si ){
751 /* nodraw shaders don't need images */
752 if ( si->compileFlags & C_NODRAW ) {
753 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
757 /* try to load editor image first */
758 si->shaderImage = ImageLoad( si->editorImagePath );
760 /* then try shadername */
761 if ( si->shaderImage == NULL ) {
762 si->shaderImage = ImageLoad( si->shader );
765 /* then try implicit image path (note: new behavior!) */
766 if ( si->shaderImage == NULL ) {
767 si->shaderImage = ImageLoad( si->implicitImagePath );
770 /* then try lightimage (note: new behavior!) */
771 if ( si->shaderImage == NULL ) {
772 si->shaderImage = ImageLoad( si->lightImagePath );
775 /* otherwise, use default image */
776 if ( si->shaderImage == NULL ) {
777 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
778 if ( warnImage && strcmp( si->shader, "noshader" ) ) {
779 Sys_FPrintf( SYS_WRN, "WARNING: Couldn't find image for shader %s\n", si->shader );
783 /* load light image */
784 si->lightImage = ImageLoad( si->lightImagePath );
786 /* load normalmap image (ok if this is NULL) */
787 si->normalImage = ImageLoad( si->normalImagePath );
788 if ( si->normalImage != NULL ) {
789 Sys_FPrintf( SYS_VRB, "Shader %s has\n"
790 " NM %s\n", si->shader, si->normalImagePath );
794 /* if no light image, use shader image */
795 if ( si->lightImage == NULL ) {
796 si->lightImage = ImageLoad( si->shaderImage->name );
799 /* create default and average colors */
800 count = si->lightImage->width * si->lightImage->height;
801 VectorClear( color );
803 for ( i = 0; i < count; i++ )
805 color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ];
806 color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ];
807 color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ];
808 color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ];
811 if ( VectorLength( si->color ) <= 0.0f ) {
812 ColorNormalize( color, si->color );
813 VectorScale( color, ( 1.0f / count ), si->averageColor );
817 VectorCopy( si->color, si->averageColor );
824 ShaderInfoForShader()
825 finds a shaderinfo for a named shader
828 #define MAX_SHADER_DEPRECATION_DEPTH 16
830 shaderInfo_t *ShaderInfoForShaderNull( const char *shaderName ){
831 if ( !strcmp( shaderName, "noshader" ) ) {
834 return ShaderInfoForShader( shaderName );
837 shaderInfo_t *ShaderInfoForShader( const char *shaderName ){
839 int deprecationDepth;
841 char shader[ MAX_QPATH ];
844 if ( shaderName == NULL || shaderName[ 0 ] == '\0' ) {
845 Sys_FPrintf( SYS_WRN, "WARNING: Null or empty shader name\n" );
846 shaderName = "missing";
849 /* strip off extension */
850 strcpy( shader, shaderName );
851 StripExtension( shader );
854 deprecationDepth = 0;
855 for ( i = 0; i < numShaderInfo; i++ )
857 si = &shaderInfo[ i ];
858 if ( !Q_stricmp( shader, si->shader ) ) {
859 /* check if shader is deprecated */
860 if ( deprecationDepth < MAX_SHADER_DEPRECATION_DEPTH && si->deprecateShader && si->deprecateShader[ 0 ] ) {
862 strcpy( shader, si->deprecateShader );
863 StripExtension( shader );
864 /* increase deprecation depth */
866 if ( deprecationDepth == MAX_SHADER_DEPRECATION_DEPTH ) {
867 Sys_FPrintf( SYS_WRN, "WARNING: Max deprecation depth of %i is reached on shader '%s'\n", MAX_SHADER_DEPRECATION_DEPTH, shader );
869 /* search again from beginning */
874 /* load image if necessary */
875 if ( si->finished == qfalse ) {
876 LoadShaderImages( si );
885 /* allocate a default shader */
886 si = AllocShaderInfo();
887 strcpy( si->shader, shader );
888 LoadShaderImages( si );
898 GetTokenAppend() - ydnar
899 gets a token and appends its text to the specified buffer
902 static int oldScriptLine = 0;
903 static int tabDepth = 0;
905 qboolean GetTokenAppend( char *buffer, qboolean crossline ){
911 r = GetToken( crossline );
912 if ( r == qfalse || buffer == NULL || token[ 0 ] == '\0' ) {
917 if ( token[ 0 ] == '}' ) {
922 if ( oldScriptLine != scriptline ) {
923 strcat( buffer, "\n" );
924 for ( i = 0; i < tabDepth; i++ )
925 strcat( buffer, "\t" );
928 strcat( buffer, " " );
930 oldScriptLine = scriptline;
931 strcat( buffer, token );
934 if ( token[ 0 ] == '{' ) {
943 void Parse1DMatrixAppend( char *buffer, int x, vec_t *m ){
947 if ( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) ) {
948 Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline );
950 for ( i = 0; i < x; i++ )
952 if ( !GetTokenAppend( buffer, qfalse ) ) {
953 Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline );
955 m[ i ] = atof( token );
957 if ( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) ) {
958 Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline );
967 parses a shader file into discrete shaderInfo_t
970 static void ParseShaderFile( const char *filename ){
973 char *suffix, temp[ 1024 ];
974 char shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
979 shaderText[ 0 ] = '\0';
981 /* load the shader */
982 LoadScriptFile( filename, 0 );
987 /* copy shader text to the shaderinfo */
988 if ( si != NULL && shaderText[ 0 ] != '\0' ) {
989 strcat( shaderText, "\n" );
990 si->shaderText = safe_malloc( strlen( shaderText ) + 1 );
991 strcpy( si->shaderText, shaderText );
992 //% if( VectorLength( si->vecs[ 0 ] ) )
993 //% Sys_Printf( "%s\n", shaderText );
996 /* ydnar: clear shader text buffer */
997 shaderText[ 0 ] = '\0';
999 /* test for end of file */
1000 if ( !GetToken( qtrue ) ) {
1004 /* shader name is initial token */
1005 si = AllocShaderInfo();
1006 strcpy( si->shader, token );
1008 /* ignore ":q3map" suffix */
1009 suffix = strstr( si->shader, ":q3map" );
1010 if ( suffix != NULL ) {
1014 /* handle { } section */
1015 if ( !GetTokenAppend( shaderText, qtrue ) ) {
1018 if ( strcmp( token, "{" ) ) {
1020 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s",
1021 filename, scriptline, token, si->shader );
1024 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s",
1025 filename, scriptline, token );
1031 /* get the next token */
1032 if ( !GetTokenAppend( shaderText, qtrue ) ) {
1035 if ( !strcmp( token, "}" ) ) {
1040 /* -----------------------------------------------------------------
1041 shader stages (passes)
1042 ----------------------------------------------------------------- */
1044 /* parse stage directives */
1045 if ( !strcmp( token, "{" ) ) {
1046 si->hasPasses = qtrue;
1049 if ( !GetTokenAppend( shaderText, qtrue ) ) {
1052 if ( !strcmp( token, "}" ) ) {
1056 /* only care about images if we don't have a editor/light image */
1057 if ( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' ) {
1058 /* digest any images */
1059 if ( !Q_stricmp( token, "map" ) ||
1060 !Q_stricmp( token, "clampMap" ) ||
1061 !Q_stricmp( token, "animMap" ) ||
1062 !Q_stricmp( token, "clampAnimMap" ) ||
1063 !Q_stricmp( token, "mapComp" ) ||
1064 !Q_stricmp( token, "mapNoComp" ) ) {
1065 /* skip one token for animated stages */
1066 if ( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) ) {
1067 GetTokenAppend( shaderText, qfalse );
1071 GetTokenAppend( shaderText, qfalse );
1072 if ( token[ 0 ] != '*' && token[ 0 ] != '$' ) {
1073 strcpy( si->lightImagePath, token );
1074 DefaultExtension( si->lightImagePath, ".tga" );
1077 //% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );
1085 /* -----------------------------------------------------------------
1086 surfaceparm * directives
1087 ----------------------------------------------------------------- */
1089 /* match surfaceparm */
1090 else if ( !Q_stricmp( token, "surfaceparm" ) ) {
1091 GetTokenAppend( shaderText, qfalse );
1092 if ( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) {
1093 Sys_FPrintf( SYS_WRN, "WARNING: Unknown surfaceparm: \"%s\"\n", token );
1098 /* -----------------------------------------------------------------
1099 game-related shader directives
1100 ----------------------------------------------------------------- */
1102 /* ydnar: fogparms (for determining fog volumes) */
1103 else if ( !Q_stricmp( token, "fogparms" ) ) {
1104 si->fogParms = qtrue;
1107 /* ydnar: polygonoffset (for no culling) */
1108 else if ( !Q_stricmp( token, "polygonoffset" ) ) {
1109 si->polygonOffset = qtrue;
1112 /* tesssize is used to force liquid surfaces to subdivide */
1113 else if ( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ ) {
1114 GetTokenAppend( shaderText, qfalse );
1115 si->subdivisions = atof( token );
1118 /* cull none will set twoSided (ydnar: added disable too) */
1119 else if ( !Q_stricmp( token, "cull" ) ) {
1120 GetTokenAppend( shaderText, qfalse );
1121 if ( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) ) {
1122 si->twoSided = qtrue;
1126 /* deformVertexes autosprite[ 2 ]
1127 we catch this so autosprited surfaces become point
1128 lights instead of area lights */
1129 else if ( !Q_stricmp( token, "deformVertexes" ) ) {
1130 GetTokenAppend( shaderText, qfalse );
1132 /* deformVertexes autosprite(2) */
1133 if ( !Q_strncasecmp( token, "autosprite", 10 ) ) {
1134 /* set it as autosprite and detail */
1135 si->autosprite = qtrue;
1136 ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1138 /* ydnar: gs mods: added these useful things */
1140 si->notjunc = qtrue;
1143 /* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
1144 if ( !Q_stricmp( token, "move" ) ) {
1145 vec3_t amt, mins, maxs;
1149 /* get move amount */
1150 GetTokenAppend( shaderText, qfalse ); amt[ 0 ] = atof( token );
1151 GetTokenAppend( shaderText, qfalse ); amt[ 1 ] = atof( token );
1152 GetTokenAppend( shaderText, qfalse ); amt[ 2 ] = atof( token );
1155 GetTokenAppend( shaderText, qfalse );
1157 /* get base and amplitude */
1158 GetTokenAppend( shaderText, qfalse ); base = atof( token );
1159 GetTokenAppend( shaderText, qfalse ); amp = atof( token );
1162 VectorScale( amt, base, mins );
1163 VectorMA( mins, amp, amt, maxs );
1164 VectorAdd( si->mins, mins, si->mins );
1165 VectorAdd( si->maxs, maxs, si->maxs );
1169 /* light <value> (old-style flare specification) */
1170 else if ( !Q_stricmp( token, "light" ) ) {
1171 GetTokenAppend( shaderText, qfalse );
1172 si->flareShader = game->flareShader;
1175 /* ydnar: damageShader <shader> <health> (sof2 mods) */
1176 else if ( !Q_stricmp( token, "damageShader" ) ) {
1177 GetTokenAppend( shaderText, qfalse );
1178 if ( token[ 0 ] != '\0' ) {
1179 si->damageShader = safe_malloc( strlen( token ) + 1 );
1180 strcpy( si->damageShader, token );
1182 GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */
1185 /* ydnar: enemy territory implicit shaders */
1186 else if ( !Q_stricmp( token, "implicitMap" ) ) {
1187 si->implicitMap = IM_OPAQUE;
1188 GetTokenAppend( shaderText, qfalse );
1189 if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) {
1190 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1193 strcpy( si->implicitImagePath, token );
1197 else if ( !Q_stricmp( token, "implicitMask" ) ) {
1198 si->implicitMap = IM_MASKED;
1199 GetTokenAppend( shaderText, qfalse );
1200 if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) {
1201 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1204 strcpy( si->implicitImagePath, token );
1208 else if ( !Q_stricmp( token, "implicitBlend" ) ) {
1209 si->implicitMap = IM_MASKED;
1210 GetTokenAppend( shaderText, qfalse );
1211 if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) {
1212 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1215 strcpy( si->implicitImagePath, token );
1220 /* -----------------------------------------------------------------
1222 ----------------------------------------------------------------- */
1224 /* qer_editorimage <image> */
1225 else if ( !Q_stricmp( token, "qer_editorImage" ) ) {
1226 GetTokenAppend( shaderText, qfalse );
1227 strcpy( si->editorImagePath, token );
1228 DefaultExtension( si->editorImagePath, ".tga" );
1231 /* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
1232 else if ( !Q_stricmp( token, "q3map_normalImage" ) ) {
1233 GetTokenAppend( shaderText, qfalse );
1234 strcpy( si->normalImagePath, token );
1235 DefaultExtension( si->normalImagePath, ".tga" );
1238 /* q3map_lightimage <image> */
1239 else if ( !Q_stricmp( token, "q3map_lightImage" ) ) {
1240 GetTokenAppend( shaderText, qfalse );
1241 strcpy( si->lightImagePath, token );
1242 DefaultExtension( si->lightImagePath, ".tga" );
1245 /* ydnar: skyparms <outer image> <cloud height> <inner image> */
1246 else if ( !Q_stricmp( token, "skyParms" ) ) {
1247 /* get image base */
1248 GetTokenAppend( shaderText, qfalse );
1250 /* ignore bogus paths */
1251 if ( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) ) {
1252 strcpy( si->skyParmsImageBase, token );
1254 /* use top image as sky light image */
1255 if ( si->lightImagePath[ 0 ] == '\0' ) {
1256 sprintf( si->lightImagePath, "%s_up.tga", si->skyParmsImageBase );
1260 /* skip rest of line */
1261 GetTokenAppend( shaderText, qfalse );
1262 GetTokenAppend( shaderText, qfalse );
1265 /* -----------------------------------------------------------------
1267 ----------------------------------------------------------------- */
1269 /* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
1270 color will be normalized, so it doesn't matter what range you use
1271 intensity falls off with angle but not distance 100 is a fairly bright sun
1272 degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon
1273 ydnar: sof2map has bareword 'sun' token, so we support that as well */
1274 else if ( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) ) {
1277 qboolean ext = qfalse;
1279 /* ydnar: extended sun directive? */
1280 if ( !Q_stricmp( token, "q3map_sunext" ) ) {
1285 sun = safe_malloc0( sizeof( *sun ) );
1288 sun->style = si->lightStyle;
1291 GetTokenAppend( shaderText, qfalse );
1292 sun->color[ 0 ] = atof( token );
1293 GetTokenAppend( shaderText, qfalse );
1294 sun->color[ 1 ] = atof( token );
1295 GetTokenAppend( shaderText, qfalse );
1296 sun->color[ 2 ] = atof( token );
1299 sun->color[0] = Image_LinearFloatFromsRGBFloat( sun->color[0] );
1300 sun->color[1] = Image_LinearFloatFromsRGBFloat( sun->color[1] );
1301 sun->color[2] = Image_LinearFloatFromsRGBFloat( sun->color[2] );
1305 ColorNormalize( sun->color, sun->color );
1307 /* scale color by brightness */
1308 GetTokenAppend( shaderText, qfalse );
1309 sun->photons = atof( token );
1311 /* get sun angle/elevation */
1312 GetTokenAppend( shaderText, qfalse );
1314 a = a / 180.0f * Q_PI;
1316 GetTokenAppend( shaderText, qfalse );
1318 b = b / 180.0f * Q_PI;
1320 sun->direction[ 0 ] = cos( a ) * cos( b );
1321 sun->direction[ 1 ] = sin( a ) * cos( b );
1322 sun->direction[ 2 ] = sin( b );
1324 /* get filter radius from shader */
1325 sun->filterRadius = si->lightFilterRadius;
1327 /* ydnar: get sun angular deviance/samples */
1328 if ( ext && TokenAvailable() ) {
1329 GetTokenAppend( shaderText, qfalse );
1330 sun->deviance = atof( token );
1331 sun->deviance = sun->deviance / 180.0f * Q_PI;
1333 GetTokenAppend( shaderText, qfalse );
1334 sun->numSamples = atoi( token );
1338 sun->next = si->sun;
1341 /* apply sky surfaceparm */
1342 ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1344 /* don't process any more tokens on this line */
1349 else if ( !Q_strncasecmp( token, "q3map_", 6 ) ) {
1350 /* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
1351 if ( !Q_stricmp( token, "q3map_baseShader" ) ) {
1353 qboolean oldWarnImage;
1357 GetTokenAppend( shaderText, qfalse );
1358 //% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );
1359 oldWarnImage = warnImage;
1361 si2 = ShaderInfoForShader( token );
1362 warnImage = oldWarnImage;
1365 if ( si2 != NULL ) {
1367 strcpy( temp, si->shader );
1370 memcpy( si, si2, sizeof( *si ) );
1372 /* restore name and set to unfinished */
1373 strcpy( si->shader, temp );
1374 si->shaderWidth = 0;
1375 si->shaderHeight = 0;
1376 si->finished = qfalse;
1380 /* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
1381 else if ( !Q_stricmp( token, "q3map_surfacemodel" ) ) {
1382 surfaceModel_t *model;
1384 /* allocate new model and attach it */
1385 model = safe_malloc0( sizeof( *model ) );
1386 model->next = si->surfaceModel;
1387 si->surfaceModel = model;
1389 /* get parameters */
1390 GetTokenAppend( shaderText, qfalse );
1391 strcpy( model->model, token );
1393 GetTokenAppend( shaderText, qfalse );
1394 model->density = atof( token );
1395 GetTokenAppend( shaderText, qfalse );
1396 model->odds = atof( token );
1398 GetTokenAppend( shaderText, qfalse );
1399 model->minScale = atof( token );
1400 GetTokenAppend( shaderText, qfalse );
1401 model->maxScale = atof( token );
1403 GetTokenAppend( shaderText, qfalse );
1404 model->minAngle = atof( token );
1405 GetTokenAppend( shaderText, qfalse );
1406 model->maxAngle = atof( token );
1408 GetTokenAppend( shaderText, qfalse );
1409 model->oriented = ( token[ 0 ] == '1' ? qtrue : qfalse );
1412 /* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
1413 else if ( !Q_stricmp( token, "q3map_foliage" ) ) {
1417 /* allocate new foliage struct and attach it */
1418 foliage = safe_malloc0( sizeof( *foliage ) );
1419 foliage->next = si->foliage;
1420 si->foliage = foliage;
1422 /* get parameters */
1423 GetTokenAppend( shaderText, qfalse );
1424 strcpy( foliage->model, token );
1426 GetTokenAppend( shaderText, qfalse );
1427 foliage->scale = atof( token );
1428 GetTokenAppend( shaderText, qfalse );
1429 foliage->density = atof( token );
1430 GetTokenAppend( shaderText, qfalse );
1431 foliage->odds = atof( token );
1432 GetTokenAppend( shaderText, qfalse );
1433 foliage->inverseAlpha = atoi( token );
1436 /* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
1437 else if ( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) ) {
1438 GetTokenAppend( shaderText, qfalse );
1439 si->bounceScale = atof( token );
1442 /* ydnar/splashdamage: q3map_skyLight <value> <iterations> */
1443 else if ( !Q_stricmp( token, "q3map_skyLight" ) ) {
1444 GetTokenAppend( shaderText, qfalse );
1445 si->skyLightValue = atof( token );
1446 GetTokenAppend( shaderText, qfalse );
1447 si->skyLightIterations = atoi( token );
1450 if ( si->skyLightValue < 0.0f ) {
1451 si->skyLightValue = 0.0f;
1453 if ( si->skyLightIterations < 2 ) {
1454 si->skyLightIterations = 2;
1458 /* q3map_surfacelight <value> */
1459 else if ( !Q_stricmp( token, "q3map_surfacelight" ) ) {
1460 GetTokenAppend( shaderText, qfalse );
1461 si->value = atof( token );
1464 /* q3map_lightStyle (sof2/jk2 lightstyle) */
1465 else if ( !Q_stricmp( token, "q3map_lightStyle" ) ) {
1466 GetTokenAppend( shaderText, qfalse );
1467 val = atoi( token );
1471 else if ( val > LS_NONE ) {
1474 si->lightStyle = val;
1477 /* wolf: q3map_lightRGB <red> <green> <blue> */
1478 else if ( !Q_stricmp( token, "q3map_lightRGB" ) ) {
1479 VectorClear( si->color );
1480 GetTokenAppend( shaderText, qfalse );
1481 si->color[ 0 ] = atof( token );
1482 GetTokenAppend( shaderText, qfalse );
1483 si->color[ 1 ] = atof( token );
1484 GetTokenAppend( shaderText, qfalse );
1485 si->color[ 2 ] = atof( token );
1487 si->color[0] = Image_LinearFloatFromsRGBFloat( si->color[0] );
1488 si->color[1] = Image_LinearFloatFromsRGBFloat( si->color[1] );
1489 si->color[2] = Image_LinearFloatFromsRGBFloat( si->color[2] );
1491 ColorNormalize( si->color, si->color );
1494 /* q3map_lightSubdivide <value> */
1495 else if ( !Q_stricmp( token, "q3map_lightSubdivide" ) ) {
1496 GetTokenAppend( shaderText, qfalse );
1497 si->lightSubdivide = atoi( token );
1500 /* q3map_backsplash <percent> <distance> */
1501 else if ( !Q_stricmp( token, "q3map_backsplash" ) ) {
1502 GetTokenAppend( shaderText, qfalse );
1503 si->backsplashFraction = atof( token ) * 0.01f;
1504 GetTokenAppend( shaderText, qfalse );
1505 si->backsplashDistance = atof( token );
1508 /* q3map_floodLight <r> <g> <b> <diste> <intensity> <light_direction_power> */
1509 else if ( !Q_stricmp( token, "q3map_floodLight" ) ) {
1511 GetTokenAppend( shaderText, qfalse );
1512 si->floodlightRGB[ 0 ] = atof( token );
1513 GetTokenAppend( shaderText, qfalse );
1514 si->floodlightRGB[ 1 ] = atof( token );
1515 GetTokenAppend( shaderText, qfalse );
1516 si->floodlightRGB[ 2 ] = atof( token );
1517 GetTokenAppend( shaderText, qfalse );
1518 si->floodlightDistance = atof( token );
1519 GetTokenAppend( shaderText, qfalse );
1520 si->floodlightIntensity = atof( token );
1521 GetTokenAppend( shaderText, qfalse );
1522 si->floodlightDirectionScale = atof( token );
1524 si->floodlightRGB[0] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[0] );
1525 si->floodlightRGB[1] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[1] );
1526 si->floodlightRGB[2] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[2] );
1528 ColorNormalize( si->floodlightRGB, si->floodlightRGB );
1531 /* jal: q3map_nodirty : skip dirty */
1532 else if ( !Q_stricmp( token, "q3map_nodirty" ) ) {
1533 si->noDirty = qtrue;
1536 /* q3map_lightmapSampleSize <value> */
1537 else if ( !Q_stricmp( token, "q3map_lightmapSampleSize" ) ) {
1538 GetTokenAppend( shaderText, qfalse );
1539 si->lightmapSampleSize = atoi( token );
1542 /* q3map_lightmapSampleOffset <value> */
1543 else if ( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) ) {
1544 GetTokenAppend( shaderText, qfalse );
1545 si->lightmapSampleOffset = atof( token );
1548 /* ydnar: q3map_lightmapFilterRadius <self> <other> */
1549 else if ( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) ) {
1550 GetTokenAppend( shaderText, qfalse );
1551 si->lmFilterRadius = atof( token );
1552 GetTokenAppend( shaderText, qfalse );
1553 si->lightFilterRadius = atof( token );
1556 /* ydnar: q3map_lightmapAxis [xyz] */
1557 else if ( !Q_stricmp( token, "q3map_lightmapAxis" ) ) {
1558 GetTokenAppend( shaderText, qfalse );
1559 if ( !Q_stricmp( token, "x" ) ) {
1560 VectorSet( si->lightmapAxis, 1, 0, 0 );
1562 else if ( !Q_stricmp( token, "y" ) ) {
1563 VectorSet( si->lightmapAxis, 0, 1, 0 );
1565 else if ( !Q_stricmp( token, "z" ) ) {
1566 VectorSet( si->lightmapAxis, 0, 0, 1 );
1570 Sys_FPrintf( SYS_WRN, "WARNING: Unknown value for lightmap axis: %s\n", token );
1571 VectorClear( si->lightmapAxis );
1575 /* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
1576 else if ( !Q_stricmp( token, "q3map_lightmapSize" ) ) {
1577 GetTokenAppend( shaderText, qfalse );
1578 si->lmCustomWidth = atoi( token );
1579 GetTokenAppend( shaderText, qfalse );
1580 si->lmCustomHeight = atoi( token );
1582 /* must be a power of 2 */
1583 if ( ( ( si->lmCustomWidth - 1 ) & si->lmCustomWidth ) ||
1584 ( ( si->lmCustomHeight - 1 ) & si->lmCustomHeight ) ) {
1585 Sys_FPrintf( SYS_WRN, "WARNING: Non power-of-two lightmap size specified (%d, %d)\n",
1586 si->lmCustomWidth, si->lmCustomHeight );
1587 si->lmCustomWidth = lmCustomSize;
1588 si->lmCustomHeight = lmCustomSize;
1592 /* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */
1593 else if ( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) ) {
1594 GetTokenAppend( shaderText, qfalse );
1595 si->lmBrightness = atof( token );
1596 if ( si->lmBrightness < 0 ) {
1597 si->lmBrightness = 1.0;
1601 /* q3map_vertexScale (scale vertex lighting by this fraction) */
1602 else if ( !Q_stricmp( token, "q3map_vertexScale" ) ) {
1603 GetTokenAppend( shaderText, qfalse );
1604 si->vertexScale *= atof( token );
1607 /* q3map_noVertexLight */
1608 else if ( !Q_stricmp( token, "q3map_noVertexLight" ) ) {
1609 si->noVertexLight = qtrue;
1612 /* q3map_flare[Shader] <shader> */
1613 else if ( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) ) {
1614 GetTokenAppend( shaderText, qfalse );
1615 if ( token[ 0 ] != '\0' ) {
1616 si->flareShader = safe_malloc( strlen( token ) + 1 );
1617 strcpy( si->flareShader, token );
1621 /* q3map_backShader <shader> */
1622 else if ( !Q_stricmp( token, "q3map_backShader" ) ) {
1623 GetTokenAppend( shaderText, qfalse );
1624 if ( token[ 0 ] != '\0' ) {
1625 si->backShader = safe_malloc( strlen( token ) + 1 );
1626 strcpy( si->backShader, token );
1630 /* ydnar: q3map_cloneShader <shader> */
1631 else if ( !Q_stricmp( token, "q3map_cloneShader" ) ) {
1632 GetTokenAppend( shaderText, qfalse );
1633 if ( token[ 0 ] != '\0' ) {
1634 si->cloneShader = safe_malloc( strlen( token ) + 1 );
1635 strcpy( si->cloneShader, token );
1639 /* q3map_remapShader <shader> */
1640 else if ( !Q_stricmp( token, "q3map_remapShader" ) ) {
1641 GetTokenAppend( shaderText, qfalse );
1642 if ( token[ 0 ] != '\0' ) {
1643 si->remapShader = safe_malloc( strlen( token ) + 1 );
1644 strcpy( si->remapShader, token );
1648 /* q3map_deprecateShader <shader> */
1649 else if ( !Q_stricmp( token, "q3map_deprecateShader" ) ) {
1650 GetTokenAppend( shaderText, qfalse );
1651 if ( token[ 0 ] != '\0' ) {
1653 si->deprecateShader = safe_malloc( strlen( token ) + 1 );
1654 strcpy( si->deprecateShader, token );
1658 /* ydnar: q3map_offset <value> */
1659 else if ( !Q_stricmp( token, "q3map_offset" ) ) {
1660 GetTokenAppend( shaderText, qfalse );
1661 si->offset = atof( token );
1664 /* ydnar: q3map_fur <numlayers> <offset> <fade> */
1665 else if ( !Q_stricmp( token, "q3map_fur" ) ) {
1666 GetTokenAppend( shaderText, qfalse );
1667 si->furNumLayers = atoi( token );
1668 GetTokenAppend( shaderText, qfalse );
1669 si->furOffset = atof( token );
1670 GetTokenAppend( shaderText, qfalse );
1671 si->furFade = atof( token );
1674 /* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
1675 else if ( !Q_stricmp( token, "q3map_terrain" ) ) {
1676 /* team arena terrain is assumed to be nonplanar, with full normal averaging,
1677 passed through the metatriangle surface pipeline, with a lightmap axis on z */
1678 si->legacyTerrain = qtrue;
1680 si->notjunc = qtrue;
1681 si->indexed = qtrue;
1682 si->nonplanar = qtrue;
1683 si->forceMeta = qtrue;
1684 si->shadeAngleDegrees = 179.0f;
1685 //% VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
1688 /* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
1689 else if ( !Q_stricmp( token, "q3map_forceMeta" ) ) {
1690 si->forceMeta = qtrue;
1693 /* ydnar: gs mods: q3map_shadeAngle <degrees> */
1694 else if ( !Q_stricmp( token, "q3map_shadeAngle" ) ) {
1695 GetTokenAppend( shaderText, qfalse );
1696 si->shadeAngleDegrees = atof( token );
1699 /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
1700 else if ( !Q_stricmp( token, "q3map_textureSize" ) ) {
1701 GetTokenAppend( shaderText, qfalse );
1702 si->shaderWidth = atoi( token );
1703 GetTokenAppend( shaderText, qfalse );
1704 si->shaderHeight = atoi( token );
1707 /* ydnar: gs mods: q3map_tcGen <style> <parameters> */
1708 else if ( !Q_stricmp( token, "q3map_tcGen" ) ) {
1710 GetTokenAppend( shaderText, qfalse );
1712 /* q3map_tcGen vector <s vector> <t vector> */
1713 if ( !Q_stricmp( token, "vector" ) ) {
1714 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
1715 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
1718 /* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
1719 else if ( !Q_stricmp( token, "ivector" ) ) {
1720 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
1721 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
1722 for ( i = 0; i < 3; i++ )
1724 si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;
1725 si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;
1730 Sys_FPrintf( SYS_WRN, "WARNING: Unknown q3map_tcGen method: %s\n", token );
1731 VectorClear( si->vecs[ 0 ] );
1732 VectorClear( si->vecs[ 1 ] );
1736 /* ydnar: gs mods: q3map_[color|rgb|alpha][Gen|Mod] <style> <parameters> */
1737 else if ( !Q_stricmp( token, "q3map_colorGen" ) || !Q_stricmp( token, "q3map_colorMod" ) ||
1738 !Q_stricmp( token, "q3map_rgbGen" ) || !Q_stricmp( token, "q3map_rgbMod" ) ||
1739 !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) ) {
1740 colorMod_t *cm, *cm2;
1744 /* alphamods are colormod + 1 */
1745 alpha = ( !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) ) ? 1 : 0;
1747 /* allocate new colormod */
1748 cm = safe_malloc0( sizeof( *cm ) );
1750 /* attach to shader */
1751 if ( si->colorMod == NULL ) {
1756 for ( cm2 = si->colorMod; cm2 != NULL; cm2 = cm2->next )
1758 if ( cm2->next == NULL ) {
1766 GetTokenAppend( shaderText, qfalse );
1768 /* alpha set|const A */
1769 if ( alpha && ( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) ) ) {
1770 cm->type = CM_ALPHA_SET;
1771 GetTokenAppend( shaderText, qfalse );
1772 cm->data[ 0 ] = atof( token );
1775 /* color|rgb set|const ( X Y Z ) */
1776 else if ( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) ) {
1777 cm->type = CM_COLOR_SET;
1778 Parse1DMatrixAppend( shaderText, 3, cm->data );
1780 cm->data[0] = Image_LinearFloatFromsRGBFloat( cm->data[0] );
1781 cm->data[1] = Image_LinearFloatFromsRGBFloat( cm->data[1] );
1782 cm->data[2] = Image_LinearFloatFromsRGBFloat( cm->data[2] );
1787 else if ( alpha && !Q_stricmp( token, "scale" ) ) {
1788 cm->type = CM_ALPHA_SCALE;
1789 GetTokenAppend( shaderText, qfalse );
1790 cm->data[ 0 ] = atof( token );
1793 /* color|rgb scale ( X Y Z ) */
1794 else if ( !Q_stricmp( token, "scale" ) ) {
1795 cm->type = CM_COLOR_SCALE;
1796 Parse1DMatrixAppend( shaderText, 3, cm->data );
1799 /* dotProduct ( X Y Z ) */
1800 else if ( !Q_stricmp( token, "dotProduct" ) ) {
1801 cm->type = CM_COLOR_DOT_PRODUCT + alpha;
1802 Parse1DMatrixAppend( shaderText, 3, cm->data );
1805 /* dotProductScale ( X Y Z MIN MAX ) */
1806 else if ( !Q_stricmp( token, "dotProductScale" ) ) {
1807 cm->type = CM_COLOR_DOT_PRODUCT_SCALE + alpha;
1808 Parse1DMatrixAppend( shaderText, 5, cm->data );
1811 /* dotProduct2 ( X Y Z ) */
1812 else if ( !Q_stricmp( token, "dotProduct2" ) ) {
1813 cm->type = CM_COLOR_DOT_PRODUCT_2 + alpha;
1814 Parse1DMatrixAppend( shaderText, 3, cm->data );
1817 /* dotProduct2scale ( X Y Z MIN MAX ) */
1818 else if ( !Q_stricmp( token, "dotProduct2scale" ) ) {
1819 cm->type = CM_COLOR_DOT_PRODUCT_2_SCALE + alpha;
1820 Parse1DMatrixAppend( shaderText, 5, cm->data );
1824 else if ( !Q_stricmp( token, "volume" ) ) {
1825 /* special stub mode for flagging volume brushes */
1826 cm->type = CM_VOLUME;
1831 Sys_FPrintf( SYS_WRN, "WARNING: Unknown colorMod method: %s\n", token );
1835 /* ydnar: gs mods: q3map_tcMod <style> <parameters> */
1836 else if ( !Q_stricmp( token, "q3map_tcMod" ) ) {
1840 GetTokenAppend( shaderText, qfalse );
1842 /* q3map_tcMod [translate | shift | offset] <s> <t> */
1843 if ( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) ) {
1844 GetTokenAppend( shaderText, qfalse );
1846 GetTokenAppend( shaderText, qfalse );
1849 TCModTranslate( si->mod, a, b );
1852 /* q3map_tcMod scale <s> <t> */
1853 else if ( !Q_stricmp( token, "scale" ) ) {
1854 GetTokenAppend( shaderText, qfalse );
1856 GetTokenAppend( shaderText, qfalse );
1859 TCModScale( si->mod, a, b );
1862 /* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
1863 else if ( !Q_stricmp( token, "rotate" ) ) {
1864 GetTokenAppend( shaderText, qfalse );
1866 TCModRotate( si->mod, a );
1869 Sys_FPrintf( SYS_WRN, "WARNING: Unknown q3map_tcMod method: %s\n", token );
1873 /* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
1874 else if ( !Q_stricmp( token, "q3map_fogDir" ) ) {
1875 Parse1DMatrixAppend( shaderText, 3, si->fogDir );
1876 VectorNormalize( si->fogDir, si->fogDir );
1879 /* q3map_globaltexture */
1880 else if ( !Q_stricmp( token, "q3map_globaltexture" ) ) {
1881 si->globalTexture = qtrue;
1884 /* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
1885 else if ( !Q_stricmp( token, "q3map_nonplanar" ) ) {
1886 si->nonplanar = qtrue;
1889 /* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
1890 else if ( !Q_stricmp( token, "q3map_noclip" ) ) {
1895 else if ( !Q_stricmp( token, "q3map_notjunc" ) ) {
1896 si->notjunc = qtrue;
1900 else if ( !Q_stricmp( token, "q3map_nofog" ) ) {
1904 /* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
1905 else if ( !Q_stricmp( token, "q3map_indexed" ) ) {
1906 si->indexed = qtrue;
1909 /* ydnar: q3map_invert (inverts a drawsurface's facing) */
1910 else if ( !Q_stricmp( token, "q3map_invert" ) ) {
1914 /* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
1915 else if ( !Q_stricmp( token, "q3map_lightmapMergable" ) ) {
1916 si->lmMergable = qtrue;
1919 /* ydnar: q3map_nofast */
1920 else if ( !Q_stricmp( token, "q3map_noFast" ) ) {
1924 /* q3map_patchshadows */
1925 else if ( !Q_stricmp( token, "q3map_patchShadows" ) ) {
1926 si->patchShadows = qtrue;
1929 /* q3map_vertexshadows */
1930 else if ( !Q_stricmp( token, "q3map_vertexShadows" ) ) {
1931 si->vertexShadows = qtrue; /* ydnar */
1934 /* q3map_novertexshadows */
1935 else if ( !Q_stricmp( token, "q3map_noVertexShadows" ) ) {
1936 si->vertexShadows = qfalse; /* ydnar */
1939 /* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
1940 else if ( !Q_stricmp( token, "q3map_splotchfix" ) ) {
1941 si->splotchFix = qtrue; /* ydnar */
1944 /* q3map_forcesunlight */
1945 else if ( !Q_stricmp( token, "q3map_forceSunlight" ) ) {
1946 si->forceSunlight = qtrue;
1949 /* q3map_onlyvertexlighting (sof2) */
1950 else if ( !Q_stricmp( token, "q3map_onlyVertexLighting" ) ) {
1951 ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1954 /* q3map_material (sof2) */
1955 else if ( !Q_stricmp( token, "q3map_material" ) ) {
1956 GetTokenAppend( shaderText, qfalse );
1957 sprintf( temp, "*mat_%s", token );
1958 if ( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) {
1959 Sys_FPrintf( SYS_WRN, "WARNING: Unknown material \"%s\"\n", token );
1963 /* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
1964 else if ( !Q_stricmp( token, "q3map_clipmodel" ) ) {
1965 si->clipModel = qtrue;
1968 /* ydnar: q3map_styleMarker[2] */
1969 else if ( !Q_stricmp( token, "q3map_styleMarker" ) ) {
1970 si->styleMarker = 1;
1972 else if ( !Q_stricmp( token, "q3map_styleMarker2" ) ) { /* uses depthFunc equal */
1973 si->styleMarker = 2;
1976 /* ydnar: default to searching for q3map_<surfaceparm> */
1980 Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
1981 if ( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) {
1982 Sys_FPrintf( SYS_WRN, "WARNING: Unknown q3map_* directive \"%s\"\n", token );
1989 /* -----------------------------------------------------------------
1991 ----------------------------------------------------------------- */
1993 /* ignore all other tokens on the line */
1994 while ( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) ) ;
2002 ParseCustomInfoParms() - rr2do2
2003 loads custom info parms file for mods
2006 static void ParseCustomInfoParms( void ){
2007 qboolean parsedContent, parsedSurface;
2011 if ( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 ) {
2016 LoadScriptFile( "scripts/custinfoparms.txt", 0 );
2018 /* clear the array */
2019 memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
2020 numCustSurfaceParms = 0;
2021 parsedContent = parsedSurface = qfalse;
2023 /* parse custom contentflags */
2027 if ( !GetToken( qtrue ) ) {
2031 if ( !strcmp( token, "}" ) ) {
2032 parsedContent = qtrue;
2036 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
2037 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
2039 sscanf( token, "%x", (unsigned int *) &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
2040 numCustSurfaceParms++;
2044 if ( !parsedContent ) {
2045 Sys_FPrintf( SYS_WRN, "WARNING: Couldn't find valid custom contentsflag section\n" );
2049 /* parse custom surfaceflags */
2053 if ( !GetToken( qtrue ) ) {
2057 if ( !strcmp( token, "}" ) ) {
2058 parsedSurface = qtrue;
2062 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
2063 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
2065 sscanf( token, "%x", (unsigned int *) &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
2066 numCustSurfaceParms++;
2070 if ( !parsedContent ) {
2071 Sys_FPrintf( SYS_WRN, "WARNING: Couldn't find valid custom surfaceflag section\n" );
2079 the shaders are parsed out of shaderlist.txt from a main directory
2080 that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
2081 on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
2084 #define MAX_SHADER_FILES 1024
2086 void LoadShaderInfo( void ){
2087 int i, j, numShaderFiles, count;
2088 char filename[ 1024 ];
2089 char *shaderFiles[ MAX_SHADER_FILES ];
2092 /* rr2do2: parse custom infoparms first */
2093 if ( useCustomInfoParms ) {
2094 ParseCustomInfoParms();
2097 /* start with zero */
2100 /* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
2101 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
2102 count = vfsGetFileCount( filename );
2105 for ( i = 0; i < count; i++ )
2107 /* load shader list */
2108 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
2109 LoadScriptFile( filename, i );
2112 while ( GetToken( qtrue ) )
2114 /* check for duplicate entries */
2115 for ( j = 0; j < numShaderFiles; j++ )
2116 if ( !strcmp( shaderFiles[ j ], token ) ) {
2121 if ( j >= MAX_SHADER_FILES ) {
2122 Error( "MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int) MAX_SHADER_FILES );
2125 /* new shader file */
2126 if ( j == numShaderFiles ) {
2127 shaderFiles[ numShaderFiles ] = safe_malloc( MAX_OS_PATH );
2128 strcpy( shaderFiles[ numShaderFiles ], token );
2134 /* parse the shader files */
2135 for ( i = 0; i < numShaderFiles; i++ )
2137 sprintf( filename, "%s/%s.shader", game->shaderPath, shaderFiles[ i ] );
2138 ParseShaderFile( filename );
2139 free( shaderFiles[ i ] );
2142 /* emit some statistics */
2143 Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );