static mempool_t *mod_mempool;
static memexpandablearray_t models;
-// FIXME: make this a memexpandablearray_t
-#define Q3SHADER_MAXSHADERS 4096
-static int q3shaders_numshaders = 0;
-static q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS];
+static mempool_t* q3shaders_mem;
+typedef struct q3shader_hash_entry_s
+{
+ q3shaderinfo_t shader;
+ struct q3shader_hash_entry_s* chain;
+} q3shader_hash_entry_t;
+#define Q3SHADER_HASH_SIZE 1021
+typedef struct q3shader_data_s
+{
+ memexpandablearray_t hash_entries;
+ q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
+ memexpandablearray_t char_ptrs;
+} q3shader_data_t;
+static q3shader_data_t* q3shader_data;
static void mod_start(void)
{
for (i = 0;i < nummodels;i++)
if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
Mod_UnloadModel(mod);
+
+ Mem_FreePool (&q3shaders_mem);
}
static void mod_newmap(void)
VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
+ // if we're loading a worldmodel, then this is a level change
+ if (mod->isworldmodel)
+ {
+ // clear out any stale submodels or worldmodels lying around
+ // if we did this clear before now, an error might abort loading and
+ // leave things in a bad state
+ Mod_RemoveStaleWorldModels(mod);
+ // reload q3 shaders, to make sure they are ready to go for this level
+ // (including any models loaded for this level)
+ Mod_LoadQ3Shaders();
+ }
+
if (buf)
{
char *bufend = (char *)buf + filesize;
else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
- else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
Mem_Free(buf);
int hashindex, vnum;
shadowmeshvertexhash_t *hash;
// this uses prime numbers intentionally
- hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
+ hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
{
vnum = (hash - mesh->vertexhashentries);
}
}
-void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
{
float v[3], tc[3];
v[0] = ix;
texcoord2f[1] = tc[1];
}
-void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
{
float vup[3], vdown[3], vleft[3], vright[3];
float tcup[3], tcdown[3], tcleft[3], tcright[3];
float sv[3], tv[3], nl[3];
- Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
- Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
- Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
- Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
- Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
VectorAdd(svector3f, sv, svector3f);
VectorAdd(normal3f, nl, normal3f);
}
-void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
{
int x, y, ix, iy, *e;
e = element3i;
Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
for (y = 0, iy = y1;y < height + 1;y++, iy++)
for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
- Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
}
q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
return Q3WAVEFUNC_NONE;
}
+static void Q3Shaders_Clear()
+{
+ /* Just clear out everything... */
+ Mem_FreePool (&q3shaders_mem);
+ /* ...and alloc the structs again. */
+ q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
+ q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
+ sizeof (q3shader_data_t));
+ Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
+ q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
+ Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
+ q3shaders_mem, sizeof (char**), 256);
+}
+
+static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
+{
+ unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
+ q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
+ q3shader_hash_entry_t* lastEntry = NULL;
+ while (entry != NULL)
+ {
+ if (strcasecmp (entry->shader.name, shader->name) == 0)
+ {
+ Con_Printf("Shader '%s' already defined\n", shader->name);
+ return;
+ }
+ lastEntry = entry;
+ entry = entry->chain;
+ }
+ if (entry == NULL)
+ {
+ if (lastEntry->shader.name[0] != 0)
+ {
+ /* Add to chain */
+ q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
+ Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
+
+ while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
+ lastEntry->chain = newEntry;
+ newEntry->chain = NULL;
+ lastEntry = newEntry;
+ }
+ /* else: head of chain, in hash entry array */
+ entry = lastEntry;
+ }
+ memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
+}
+
void Mod_LoadQ3Shaders(void)
{
int j;
fssearch_t *search;
char *f;
const char *text;
- q3shaderinfo_t *shader;
+ q3shaderinfo_t shader;
q3shaderinfo_layer_t *layer;
int numparameters;
char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
- q3shaders_numshaders = 0;
+
+ Q3Shaders_Clear();
+
search = FS_Search("scripts/*.shader", true, false);
if (!search)
return;
continue;
while (COM_ParseToken_QuakeC(&text, false))
{
- if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS)
- {
- Con_Printf("Mod_Q3BSP_LoadShaders: too many shaders!\n");
- break;
- }
- shader = q3shaders_shaders + q3shaders_numshaders++;
- memset(shader, 0, sizeof(*shader));
- strlcpy(shader->name, com_token, sizeof(shader->name));
+ memset (&shader, 0, sizeof(shader));
+ shader.reflectmin = 0;
+ shader.reflectmax = 1;
+ shader.refractfactor = 1;
+ Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
+ shader.reflectfactor = 1;
+ Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
+
+ strlcpy(shader.name, com_token, sizeof(shader.name));
if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
{
Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
break;
if (!strcasecmp(com_token, "{"))
{
- if (shader->numlayers < Q3SHADER_MAXLAYERS)
+ static q3shaderinfo_layer_t dummy;
+ if (shader.numlayers < Q3SHADER_MAXLAYERS)
{
- layer = shader->layers + shader->numlayers++;
- layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
- layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
- layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
- layer->blendfunc[0] = GL_ONE;
- layer->blendfunc[1] = GL_ZERO;
+ layer = shader.layers + shader.numlayers++;
}
else
- layer = NULL;
+ {
+ // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
+ memset(&dummy, 0, sizeof(dummy));
+ layer = &dummy;
+ }
+ layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+ layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+ layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+ layer->blendfunc[0] = GL_ONE;
+ layer->blendfunc[1] = GL_ZERO;
while (COM_ParseToken_QuakeC(&text, false))
{
if (!strcasecmp(com_token, "}"))
break;
if (!strcasecmp(com_token, "\n"))
continue;
- if (layer == NULL)
- continue;
numparameters = 0;
for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
{
parameter[j][0] = 0;
if (developer.integer >= 100)
{
- Con_Printf("%s %i: ", shader->name, shader->numlayers - 1);
+ Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
for (j = 0;j < numparameters;j++)
Con_Printf(" %s", parameter[j]);
Con_Print("\n");
layer->clampmap = true;
layer->numframes = 1;
layer->framerate = 1;
- strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename));
+ layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
+ &q3shader_data->char_ptrs);
+ layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
if (!strcasecmp(parameter[1], "$lightmap"))
- shader->lighting = true;
+ shader.lighting = true;
}
else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
{
int i;
layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
layer->framerate = atof(parameter[1]);
+ layer->texturename = Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
for (i = 0;i < layer->numframes;i++)
- strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename));
+ layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
}
else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
{
else
Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
}
- // break out a level if it was }
+ // break out a level if it was a closing brace (not using the character here to not confuse vim)
if (!strcasecmp(com_token, "}"))
break;
}
if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
- shader->lighting = true;
+ shader.lighting = true;
if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
{
- if (layer == shader->layers + 0)
+ if (layer == shader.layers + 0)
{
// vertex controlled transparency
- shader->vertexalpha = true;
+ shader.vertexalpha = true;
}
else
{
// multilayer terrain shader or similar
- shader->textureblendalpha = true;
+ shader.textureblendalpha = true;
}
}
continue;
break;
if (developer.integer >= 100)
{
- Con_Printf("%s: ", shader->name);
+ Con_Printf("%s: ", shader.name);
for (j = 0;j < numparameters;j++)
Con_Printf(" %s", parameter[j]);
Con_Print("\n");
if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
{
if (!strcasecmp(parameter[1], "alphashadow"))
- shader->surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
+ shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
else if (!strcasecmp(parameter[1], "areaportal"))
- shader->surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
+ shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
else if (!strcasecmp(parameter[1], "botclip"))
- shader->surfaceparms |= Q3SURFACEPARM_BOTCLIP;
+ shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
else if (!strcasecmp(parameter[1], "clusterportal"))
- shader->surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
+ shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
else if (!strcasecmp(parameter[1], "detail"))
- shader->surfaceparms |= Q3SURFACEPARM_DETAIL;
+ shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
else if (!strcasecmp(parameter[1], "donotenter"))
- shader->surfaceparms |= Q3SURFACEPARM_DONOTENTER;
+ shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
else if (!strcasecmp(parameter[1], "dust"))
- shader->surfaceparms |= Q3SURFACEPARM_DUST;
+ shader.surfaceparms |= Q3SURFACEPARM_DUST;
else if (!strcasecmp(parameter[1], "hint"))
- shader->surfaceparms |= Q3SURFACEPARM_HINT;
+ shader.surfaceparms |= Q3SURFACEPARM_HINT;
else if (!strcasecmp(parameter[1], "fog"))
- shader->surfaceparms |= Q3SURFACEPARM_FOG;
+ shader.surfaceparms |= Q3SURFACEPARM_FOG;
else if (!strcasecmp(parameter[1], "lava"))
- shader->surfaceparms |= Q3SURFACEPARM_LAVA;
+ shader.surfaceparms |= Q3SURFACEPARM_LAVA;
else if (!strcasecmp(parameter[1], "lightfilter"))
- shader->surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
+ shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
else if (!strcasecmp(parameter[1], "lightgrid"))
- shader->surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
+ shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
else if (!strcasecmp(parameter[1], "metalsteps"))
- shader->surfaceparms |= Q3SURFACEPARM_METALSTEPS;
+ shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
else if (!strcasecmp(parameter[1], "nodamage"))
- shader->surfaceparms |= Q3SURFACEPARM_NODAMAGE;
+ shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
else if (!strcasecmp(parameter[1], "nodlight"))
- shader->surfaceparms |= Q3SURFACEPARM_NODLIGHT;
+ shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
else if (!strcasecmp(parameter[1], "nodraw"))
- shader->surfaceparms |= Q3SURFACEPARM_NODRAW;
+ shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
else if (!strcasecmp(parameter[1], "nodrop"))
- shader->surfaceparms |= Q3SURFACEPARM_NODROP;
+ shader.surfaceparms |= Q3SURFACEPARM_NODROP;
else if (!strcasecmp(parameter[1], "noimpact"))
- shader->surfaceparms |= Q3SURFACEPARM_NOIMPACT;
+ shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
else if (!strcasecmp(parameter[1], "nolightmap"))
- shader->surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
+ shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
else if (!strcasecmp(parameter[1], "nomarks"))
- shader->surfaceparms |= Q3SURFACEPARM_NOMARKS;
+ shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
else if (!strcasecmp(parameter[1], "nomipmaps"))
- shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+ shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
else if (!strcasecmp(parameter[1], "nonsolid"))
- shader->surfaceparms |= Q3SURFACEPARM_NONSOLID;
+ shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
else if (!strcasecmp(parameter[1], "origin"))
- shader->surfaceparms |= Q3SURFACEPARM_ORIGIN;
+ shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
else if (!strcasecmp(parameter[1], "playerclip"))
- shader->surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
+ shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
else if (!strcasecmp(parameter[1], "sky"))
- shader->surfaceparms |= Q3SURFACEPARM_SKY;
+ shader.surfaceparms |= Q3SURFACEPARM_SKY;
else if (!strcasecmp(parameter[1], "slick"))
- shader->surfaceparms |= Q3SURFACEPARM_SLICK;
+ shader.surfaceparms |= Q3SURFACEPARM_SLICK;
else if (!strcasecmp(parameter[1], "slime"))
- shader->surfaceparms |= Q3SURFACEPARM_SLIME;
+ shader.surfaceparms |= Q3SURFACEPARM_SLIME;
else if (!strcasecmp(parameter[1], "structural"))
- shader->surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
+ shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
else if (!strcasecmp(parameter[1], "trans"))
- shader->surfaceparms |= Q3SURFACEPARM_TRANS;
+ shader.surfaceparms |= Q3SURFACEPARM_TRANS;
else if (!strcasecmp(parameter[1], "water"))
- shader->surfaceparms |= Q3SURFACEPARM_WATER;
+ shader.surfaceparms |= Q3SURFACEPARM_WATER;
else if (!strcasecmp(parameter[1], "pointlight"))
- shader->surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
+ shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
else if (!strcasecmp(parameter[1], "antiportal"))
- shader->surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
+ shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
else
Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
}
else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
{
// some q3 skies don't have the sky parm set
- shader->surfaceparms |= Q3SURFACEPARM_SKY;
- strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname));
+ shader.surfaceparms |= Q3SURFACEPARM_SKY;
+ strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
}
else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
{
// some q3 skies don't have the sky parm set
- shader->surfaceparms |= Q3SURFACEPARM_SKY;
+ shader.surfaceparms |= Q3SURFACEPARM_SKY;
if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
- strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname));
+ strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
}
else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
{
if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
- shader->textureflags |= Q3TEXTUREFLAG_TWOSIDED;
+ shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
}
else if (!strcasecmp(parameter[0], "nomipmaps"))
- shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+ shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
else if (!strcasecmp(parameter[0], "nopicmip"))
- shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP;
+ shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
+ else if (!strcasecmp(parameter[0], "polygonoffset"))
+ shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+ else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
+ {
+ shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
+ shader.refractfactor = atof(parameter[1]);
+ Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
+ }
+ else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
+ {
+ shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
+ shader.reflectfactor = atof(parameter[1]);
+ Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
+ }
+ else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 11)
+ {
+ shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
+ shader.reflectmin = atof(parameter[1]);
+ shader.reflectmax = atof(parameter[2]);
+ shader.refractfactor = atof(parameter[3]);
+ shader.reflectfactor = atof(parameter[4]);
+ Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
+ Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
+ }
else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
{
int i, deformindex;
for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
- if (!shader->deforms[deformindex].deform)
+ if (!shader.deforms[deformindex].deform)
break;
if (deformindex < Q3MAXDEFORMS)
{
for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
- shader->deforms[deformindex].parms[i] = atof(parameter[i+2]);
- if (!strcasecmp(parameter[1], "projectionshadow")) shader->deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
- else if (!strcasecmp(parameter[1], "autosprite" )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
- else if (!strcasecmp(parameter[1], "autosprite2" )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
- else if (!strcasecmp(parameter[1], "text0" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT0;
- else if (!strcasecmp(parameter[1], "text1" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT1;
- else if (!strcasecmp(parameter[1], "text2" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT2;
- else if (!strcasecmp(parameter[1], "text3" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT3;
- else if (!strcasecmp(parameter[1], "text4" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT4;
- else if (!strcasecmp(parameter[1], "text5" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT5;
- else if (!strcasecmp(parameter[1], "text6" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT6;
- else if (!strcasecmp(parameter[1], "text7" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT7;
- else if (!strcasecmp(parameter[1], "bulge" )) shader->deforms[deformindex].deform = Q3DEFORM_BULGE;
- else if (!strcasecmp(parameter[1], "normal" )) shader->deforms[deformindex].deform = Q3DEFORM_NORMAL;
+ shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
+ else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
+ else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
+ else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
+ else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
+ else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
+ else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
+ else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
+ else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
+ else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
+ else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
+ else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
+ else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
else if (!strcasecmp(parameter[1], "wave" ))
{
- shader->deforms[deformindex].deform = Q3DEFORM_WAVE;
- shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
+ shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
+ shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
- shader->deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
+ shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
}
else if (!strcasecmp(parameter[1], "move" ))
{
- shader->deforms[deformindex].deform = Q3DEFORM_MOVE;
- shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
+ shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
+ shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
- shader->deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
+ shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
}
}
}
}
// identify if this is a blended terrain shader or similar
- if (shader->numlayers)
+ if (shader.numlayers)
{
- shader->backgroundlayer = NULL;
- shader->primarylayer = shader->layers + 0;
- if ((shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest)
- && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest)
- || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest)))
+ shader.backgroundlayer = -1;
+ shader.primarylayer = 0;
+ if ((shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
+ && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader.layers[0].alphatest)
+ || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
{
// terrain blending or other effects
- shader->backgroundlayer = shader->layers + 0;
- shader->primarylayer = shader->layers + 1;
+ shader.backgroundlayer = 0;
+ shader.primarylayer = 1;
}
// now see if the lightmap came first, and if so choose the second texture instead
- if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap"))
+ if ((shader.layers[shader.primarylayer].texturename != NULL)
+ && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
{
- shader->backgroundlayer = NULL;
- shader->primarylayer = shader->layers + 1;
+ shader.backgroundlayer = -1;
+ shader.primarylayer = 1;
}
}
+ // fix up multiple reflection types
+ if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
+ shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
+
+ Q3Shader_AddToHash (&shader);
}
Mem_Free(f);
}
q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
{
- int i;
- for (i = 0;i < Q3SHADER_MAXSHADERS;i++)
- if (!strcasecmp(q3shaders_shaders[i].name, name))
- return q3shaders_shaders + i;
+ unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
+ q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
+ while (entry != NULL)
+ {
+ if (strcasecmp (entry->shader.name, name) == 0)
+ return &entry->shader;
+ entry = entry->chain;
+ }
return NULL;
}
qboolean success = true;
q3shaderinfo_t *shader;
strlcpy(texture->name, name, sizeof(texture->name));
- shader = Mod_LookupQ3Shader(name);
+ shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
if (shader)
{
+ if (developer.integer >= 100)
+ Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
texture->surfaceparms = shader->surfaceparms;
texture->textureflags = shader->textureflags;
texture->basematerialflags = 0;
texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
+ if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
+ texture->biaspolygonoffset -= 2;
+ if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
+ texture->basematerialflags |= MATERIALFLAG_REFRACTION;
+ if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
+ texture->basematerialflags |= MATERIALFLAG_REFLECTION;
+ if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
+ texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
texture->customblendfunc[0] = GL_ONE;
texture->customblendfunc[1] = GL_ZERO;
if (shader->numlayers > 0)
}
if (!shader->lighting)
texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
- if (shader->primarylayer)
+ if (shader->primarylayer >= 0)
{
- // copy over many shader->primarylayer parameters
- texture->rgbgen = shader->primarylayer->rgbgen;
- texture->alphagen = shader->primarylayer->alphagen;
- texture->tcgen = shader->primarylayer->tcgen;
- memcpy(texture->tcmods, shader->primarylayer->tcmods, sizeof(texture->tcmods));
+ q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
+ // copy over many primarylayer parameters
+ texture->rgbgen = primarylayer->rgbgen;
+ texture->alphagen = primarylayer->alphagen;
+ texture->tcgen = primarylayer->tcgen;
+ memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
// load the textures
- texture->numskinframes = shader->primarylayer->numframes;
- texture->skinframerate = shader->primarylayer->framerate;
- for (j = 0;j < shader->primarylayer->numframes;j++)
+ texture->numskinframes = primarylayer->numframes;
+ texture->skinframerate = primarylayer->framerate;
+ for (j = 0;j < primarylayer->numframes;j++)
{
texflags = TEXF_ALPHA | TEXF_PRECACHE;
if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
texflags |= TEXF_MIPMAP;
if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
- texflags |= TEXF_PICMIP;
- if (shader->primarylayer->clampmap)
+ texflags |= TEXF_PICMIP | TEXF_COMPRESS;
+ if (primarylayer->clampmap)
texflags |= TEXF_CLAMP;
- if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], texflags, false)))
+ if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], texflags, false)))
{
- Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, texture->name);
+ Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
texture->skinframes[j] = R_SkinFrame_LoadMissing();
}
}
}
- if (shader->backgroundlayer)
+ if (shader->backgroundlayer >= 0)
{
- texture->backgroundnumskinframes = shader->backgroundlayer->numframes;
- texture->backgroundskinframerate = shader->backgroundlayer->framerate;
- for (j = 0;j < shader->backgroundlayer->numframes;j++)
+ q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
+ texture->backgroundnumskinframes = backgroundlayer->numframes;
+ texture->backgroundskinframerate = backgroundlayer->framerate;
+ for (j = 0;j < backgroundlayer->numframes;j++)
{
- if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
+ if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
{
- Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, texture->name);
+ Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
}
}
}
memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
+ texture->reflectmin = shader->reflectmin;
+ texture->reflectmax = shader->reflectmax;
+ texture->refractfactor = shader->refractfactor;
+ Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
+ texture->reflectfactor = shader->reflectfactor;
+ Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
}
else if (!strcmp(texture->name, "noshader"))
+ {
+ if (developer.integer >= 100)
+ Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
texture->surfaceparms = 0;
+ }
else
{
success = false;
- Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
+ if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
+ Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
texture->surfaceparms = 0;
if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
else
texture->basematerialflags |= MATERIALFLAG_WALL;
texture->numskinframes = 1;
- if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false)))
- Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, texture->name);
+ if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
+ if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
+ Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
}
// init the animation variables
texture->currentframe = texture;