// Leonardo Zide (leo@lokigames.com)
//
-// standard headers
+#include "shaders.h"
+
#include <stdio.h>
#include <stdlib.h>
-#include "plugin.h"
-#include "mathlib.h"
-#include "missing.h" //++timo FIXME: this one is intended to go away some day, it's MFC compatibility classes
-#include "shaders.h"
+#include <map>
+#include <list>
+
+#include "ifilesystem.h"
+#include "ishaders.h"
+#include "iscriplib.h"
+#include "itextures.h"
+#include "qerplugin.h"
+#include "irender.h"
+
+#include <glib/gslist.h>
+
+#include "debugging/debugging.h"
+#include "string/pooledstring.h"
+#include "math/vector.h"
+#include "generic/callback.h"
+#include "generic/referencecounted.h"
+#include "stream/memstream.h"
+#include "stream/stringstream.h"
+#include "stream/textfilestream.h"
+#include "os/path.h"
+#include "os/dir.h"
+#include "os/file.h"
+#include "stringio.h"
+#include "shaderlib.h"
+#include "texturelib.h"
+#include "cmdlib.h"
+#include "moduleobservers.h"
+#include "archivelib.h"
+#include "imagelib.h"
+
+const char* g_shadersExtension = "";
+const char* g_shadersDirectory = "";
+bool g_enableDefaultShaders = true;
+ShaderLanguage g_shaderLanguage = SHADERLANGUAGE_QUAKE3;
+bool g_useShaderList = true;
+_QERPlugImageTable* g_bitmapModule = 0;
+const char* g_texturePrefix = "textures/";
+
+void ActiveShaders_IteratorBegin();
+bool ActiveShaders_IteratorAtEnd();
+IShader *ActiveShaders_IteratorCurrent();
+void ActiveShaders_IteratorIncrement();
+Callback g_ActiveShadersChangedNotify;
+
+void FreeShaders();
+void LoadShaderFile (const char *filename);
+qtexture_t *Texture_ForName (const char *filename);
-// some forward declarations
-IShader *WINAPI QERApp_Shader_ForName (const char *name);
-qtexture_t *WINAPI QERApp_Try_Texture_ForName (const char *name);
-qtexture_t *WINAPI QERApp_Texture_ForName2 (const char *filename);
-IShader *WINAPI QERApp_ColorShader_ForName (const char *name);
-void WINAPI QERApp_LoadShaderFile (const char *filename);
-//++timo TODO: use stl::map !! (I tried having a look to CMap but it obviously sucks)
-CShaderArray g_Shaders;
-// whenever a shader gets activated / deactivated this list is updated
-// NOTE: make sure you don't add a shader that's already in
-// NOTE: all shaders in this array are in the main g_Shaders
-CShaderArray g_ActiveShaders;
+/*!
+NOTE TTimo: there is an important distinction between SHADER_NOT_FOUND and SHADER_NOTEX:
+SHADER_NOT_FOUND means we didn't find the raw texture or the shader for this
+SHADER_NOTEX means we recognize this as a shader script, but we are missing the texture to represent it
+this was in the initial design of the shader code since early GtkRadiant alpha, and got sort of foxed in 1.2 and put back in
+*/
-// clean a texture name to the qtexture_t name format we use internally
-// NOTE: there are so many cases .. this may need to get updated to cover all of them
-// we expect a "textures/" path on top, except if bAddTexture is set to true .. in case we add in needed
-// NOTE: case sensitivity: the engine is case sensitive. we store the shader name with case information and save with case
-// information as well. but we assume there won't be any case conflict and so when doing lookups based on shader name,
-// we compare as case insensitive. That is Radiant is case insensitive, but knows that the engine is case sensitive.
-//++timo FIXME: we need to put code somewhere to detect when two shaders that are case insensitive equal are present
-const char *WINAPI QERApp_CleanTextureName (const char *name, bool bAddTexture = false)
+Image* loadBitmap(void* environment, const char* name)
{
- static char stdName[QER_MAX_NAMELEN];
-#ifdef _DEBUG
- if (strlen(name)>QER_MAX_NAMELEN)
- g_FuncTable.m_pfnSysFPrintf(SYS_WRN, "WARNING: name exceeds QER_MAX_NAMELEN in CleanTextureName\n");
-#endif
-
- strcpy (stdName, name);
- g_FuncTable.m_pfnQE_ConvertDOSToUnixName (stdName, stdName);
- if (stdName[strlen (name) - 4] == '.')
- // strip extension
- stdName[strlen (stdName) - 4] = '\0';
-
- if (bAddTexture)
+ DirectoryArchiveFile file(name, name);
+ if(!file.failed())
{
- char aux[QER_MAX_NAMELEN];
- sprintf (aux, "textures/%s", stdName);
- strcpy (stdName, aux);
- }
- return stdName;
+ return g_bitmapModule->loadImage(file);
+ }
+ return 0;
}
-int WINAPI QERApp_GetActiveShaderCount ()
+inline byte* getPixel(byte* pixels, int width, int height, int x, int y)
{
- return g_ActiveShaders.GetSize ();
+ return pixels + (((((y + height) % height) * width) + ((x + width) % width)) * 4);
}
-IShader *WINAPI QERApp_ActiveShader_ForIndex (int i)
+class KernelElement
{
- return static_cast < CShader * >(g_ActiveShaders.GetAt (i));
-}
+public:
+ int x, y;
+ float w;
+};
-void CShaderArray::SortShaders ()
+Image& convertHeightmapToNormalmap(Image& heightmap, float scale)
{
- CPtrArray aux;
- int i, icount;
- int j, jcount;
- CShader *pSort;
- const char *sSort;
- // dumb sort .. would it ever grow big enough so we would have to do something clever? noooo
- icount = CPtrArray::GetSize ();
- for (i = 0; i < icount; i++)
+ int w = heightmap.getWidth();
+ int h = heightmap.getHeight();
+
+ Image& normalmap = *(new RGBAImage(heightmap.getWidth(), heightmap.getHeight()));
+
+ byte* in = heightmap.getRGBAPixels();
+ byte* out = normalmap.getRGBAPixels();
+
+#if 1
+ // no filtering
+ const int kernelSize = 2;
+ KernelElement kernel_du[kernelSize] = {
+ {-1, 0,-0.5f },
+ { 1, 0, 0.5f }
+ };
+ KernelElement kernel_dv[kernelSize] = {
+ { 0, 1, 0.5f },
+ { 0,-1,-0.5f }
+ };
+#else
+ // 3x3 Prewitt
+ const int kernelSize = 6;
+ KernelElement kernel_du[kernelSize] = {
+ {-1, 1,-1.0f },
+ {-1, 0,-1.0f },
+ {-1,-1,-1.0f },
+ { 1, 1, 1.0f },
+ { 1, 0, 1.0f },
+ { 1,-1, 1.0f }
+ };
+ KernelElement kernel_dv[kernelSize] = {
+ {-1, 1, 1.0f },
+ { 0, 1, 1.0f },
+ { 1, 1, 1.0f },
+ {-1,-1,-1.0f },
+ { 0,-1,-1.0f },
+ { 1,-1,-1.0f }
+ };
+#endif
+
+ int x, y = 0;
+ while( y < h )
{
- pSort = static_cast < CShader * >(GetAt (i));
- sSort = pSort->getName ();
- jcount = aux.GetSize ();
- for (j = 0; j < jcount; j++)
+ x = 0;
+ while( x < w )
{
- if (strcmp (sSort, static_cast < CShader * >(aux.GetAt (j))->getName ()) < 0)
- break;
+ float du = 0;
+ for(KernelElement* i = kernel_du; i != kernel_du + kernelSize; ++i)
+ {
+ du += (getPixel(in, w, h, x + (*i).x, y + (*i).y)[0] / 255.0) * (*i).w;
+ }
+ float dv = 0;
+ for(KernelElement* i = kernel_dv; i != kernel_dv + kernelSize; ++i)
+ {
+ dv += (getPixel(in, w, h, x + (*i).x, y + (*i).y)[0] / 255.0) * (*i).w;
+ }
+
+ float nx = -du * scale;
+ float ny = -dv * scale;
+ float nz = 1.0;
+
+ // Normalize
+ float norm = 1.0/sqrt(nx*nx + ny*ny + nz*nz);
+ out[0] = float_to_integer(((nx * norm) + 1) * 127.5);
+ out[1] = float_to_integer(((ny * norm) + 1) * 127.5);
+ out[2] = float_to_integer(((nz * norm) + 1) * 127.5);
+ out[3] = 255;
+
+ x++;
+ out += 4;
}
- aux.InsertAt (j, pSort);
+
+ y++;
}
- CPtrArray::RemoveAll ();
- CPtrArray::InsertAt (0, &aux);
-}
-
-// will sort the active shaders list by name
-// NOTE: it would be easier if the thing would stay sorted by using a map<name,CShader> thing
-//++timo FIXME: would need to export that to allow external override?
-void WINAPI QERApp_SortActiveShaders ()
-{
- g_ActiveShaders.SortShaders ();
+
+ return normalmap;
}
-// NOTE: case sensitivity
-// although we store shader names with case information, Radiant does case insensitive searches
-// (we assume there's no case conflict with the names)
-CShader *CShaderArray::Shader_ForName (const char *name) const
+Image* loadHeightmap(void* environment, const char* name)
{
- int i;
- for (i = 0; i < CPtrArray::GetSize (); i++)
+ Image* heightmap = GlobalTexturesCache().loadImage(name);
+ if(heightmap != 0)
{
- CShader *pShader = static_cast < CShader * >(CPtrArray::GetAt (i));
- if (stricmp (pShader->getName (), name) == 0)
- return pShader;
+ Image& normalmap = convertHeightmapToNormalmap(*heightmap, *reinterpret_cast<float*>(environment));
+ heightmap->release();
+ return &normalmap;
}
- return NULL;
+ return 0;
}
-void CShader::CreateDefault (const char *name)
-{
- const char *stdName = QERApp_CleanTextureName (name);
- m_strTextureName = stdName;
- setName (name);
-}
-CShader *CShaderArray::Shader_ForTextureName (const char *name) const
+Image* loadSpecial(void* environment, const char* name)
{
-#ifdef _DEBUG
- // check we were given a texture name that fits the qtexture_t naming conventions
- if (strcmp (name, QERApp_CleanTextureName (name)) != 0)
- Sys_Printf
- ("WARNING: texture name %s doesn't fit qtexture_t conventions in CShaderArray::Shader_ForTextureName\n",
- name);
-#endif
- int i;
- for (i = 0; i < CPtrArray::GetSize (); i++)
+ if(*name == '_') // special image
{
- CShader *pShader = static_cast < CShader * >(CPtrArray::GetAt (i));
- if (strcmp (name, QERApp_CleanTextureName (pShader->getTextureName ())) == 0)
- return pShader;
+ StringOutputStream bitmapName(256);
+ bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".bmp";
+ Image* image = loadBitmap(environment, bitmapName.c_str());
+ if(image != 0)
+ {
+ return image;
+ }
}
- return NULL;
+ return GlobalTexturesCache().loadImage(name);
}
-IShader *WINAPI QERApp_ActiveShader_ForTextureName (char *name)
+class ShaderPoolContext
+{
+};
+typedef Static<StringPool, ShaderPoolContext> ShaderPool;
+typedef PooledString<ShaderPool> ShaderString;
+typedef ShaderString ShaderVariable;
+typedef ShaderString ShaderValue;
+typedef CopiedString TextureExpression;
+
+// clean a texture name to the qtexture_t name format we use internally
+// NOTE: case sensitivity: the engine is case sensitive. we store the shader name with case information and save with case
+// information as well. but we assume there won't be any case conflict and so when doing lookups based on shader name,
+// we compare as case insensitive. That is Radiant is case insensitive, but knows that the engine is case sensitive.
+//++timo FIXME: we need to put code somewhere to detect when two shaders that are case insensitive equal are present
+template<typename StringType>
+void parseTextureName(StringType& name, const char* token)
{
- return g_ActiveShaders.Shader_ForTextureName (name);
+ StringOutputStream cleaned(256);
+ cleaned << PathCleaned(token);
+ name = CopiedString(StringRange(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str()))).c_str(); // remove extension
}
-void CShaderArray::AddSingle (void *lp)
+bool Tokeniser_parseTextureName(Tokeniser& tokeniser, TextureExpression& name)
{
- int i;
- for (i = 0; i < CPtrArray::GetSize (); i++)
+ const char* token = tokeniser.getToken();
+ if(token == 0)
{
- if (CPtrArray::GetAt (i) == lp)
- return;
+ Tokeniser_unexpectedError(tokeniser, token, "#texture-name");
+ return false;
}
- CPtrArray::Add (lp);
- static_cast < CShader * >(CPtrArray::GetAt (i))->IncRef();
+ parseTextureName(name, token);
+ return true;
}
-void CShaderArray::operator = (const class CShaderArray & src)
+bool Tokeniser_parseShaderName(Tokeniser& tokeniser, CopiedString& name)
{
- int i;
-
-#ifdef _DEBUG
- if (CPtrArray::GetSize () != 0)
- Sys_Printf ("WARNING: CShaderArray::operator = expects an empty array\n");
-#endif
- Copy (src);
- // now go through and IncRef
- for (i = 0; i < CPtrArray::GetSize (); i++)
- static_cast < IShader * >(CPtrArray::GetAt (i))->IncRef ();
+ const char* token = tokeniser.getToken();
+ if(token == 0)
+ {
+ Tokeniser_unexpectedError(tokeniser, token, "#shader-name");
+ return false;
+ }
+ parseTextureName(name, token);
+ return true;
}
-//++timo NOTE: for debugging we may need to keep track and tell wether everything has been properly unloaded
-void CShaderArray::ReleaseAll ()
+bool Tokeniser_parseString(Tokeniser& tokeniser, ShaderString& string)
{
- int i;
- int count = CPtrArray::GetSize ();
- // decref
- for (i = 0; i < count; i++)
- static_cast < IShader * >(CPtrArray::GetAt (i))->DecRef ();
- // get rid
- CPtrArray::RemoveAll ();
+ const char* token = tokeniser.getToken();
+ if(token == 0)
+ {
+ Tokeniser_unexpectedError(tokeniser, token, "#string");
+ return false;
+ }
+ string = token;
+ return true;
}
-// NOTE TTimo:
-// this was hacked to work a long time ago
-// in Loki's fenris tracker as bug #104655
-// since that info is no longer available, and the hack has been there for so long, it's part of the code now
-// don't remember the details, but basically across a flush and reload for the shaders
-// we have to keep track of the patches texture names in a seperate entry
-// not sure why anymore, but I know that doesn't happen with brushes
-typedef struct patchEntry_s
-{
- char name[QER_MAX_NAMELEN];
- patchMesh_t *p;
-} patchEntry_t;
-CPtrArray PatchShaders;
-void PushPatch (patchMesh_t * patch)
-{
- patchEntry_t *pEntry = new patchEntry_s;
- pEntry->p = patch;
- strcpy (pEntry->name, patch->pShader->getName ());
- PatchShaders.Add (pEntry);
-}
+typedef std::list<ShaderVariable> ShaderParameters;
+typedef std::list<ShaderVariable> ShaderArguments;
-char *ShaderNameLookup (patchMesh_t * patch)
+typedef std::pair<ShaderVariable, ShaderVariable> BlendFuncExpression;
+
+class ShaderTemplate
{
- int i;
- int count = PatchShaders.GetSize ();
- for (i = 0; i < count; i++)
+ std::size_t m_refcount;
+ CopiedString m_Name;
+public:
+
+ ShaderParameters m_params;
+
+ TextureExpression m_textureName;
+ TextureExpression m_diffuse;
+ TextureExpression m_bump;
+ ShaderValue m_heightmapScale;
+ TextureExpression m_specular;
+ TextureExpression m_lightFalloffImage;
+
+ int m_nFlags;
+ float m_fTrans;
+
+ // alphafunc stuff
+ IShader::EAlphaFunc m_AlphaFunc;
+ float m_AlphaRef;
+ // cull stuff
+ IShader::ECull m_Cull;
+
+ ShaderTemplate() :
+ m_refcount(0)
{
- if (static_cast < patchEntry_t * >(PatchShaders.GetAt (i))->p == patch)
- return static_cast < patchEntry_t * >(PatchShaders.GetAt (i))->name;
+ m_nFlags = 0;
+ m_fTrans = 1.0f;
}
- Sys_Printf ("ERROR: failed to lookup name in ShaderNameLookup??\n");
- return SHADER_NOT_FOUND;
-}
-//++timo end clean
-
-// will free all GL binded qtextures and shaders
-// NOTE: doesn't make much sense out of Radiant exit or called during a reload
-void WINAPI QERApp_FreeShaders ()
-{
- int i;
- brush_t *b;
- brush_t *active_brushes;
- brush_t *selected_brushes;
- brush_t *filtered_brushes;
- qtexture_t **d_qtextures;
-
- active_brushes = g_DataTable.m_pfnActiveBrushes ();
- selected_brushes = g_DataTable.m_pfnSelectedBrushes ();
- filtered_brushes = g_DataTable.m_pfnFilteredBrushes ();
- d_qtextures = g_ShadersTable.m_pfnQTextures ();
-
- // store the shader names used by the patches
- for (i = 0; i < PatchShaders.GetSize (); i++)
- delete static_cast < patchMesh_t * >(PatchShaders.GetAt (i));
- PatchShaders.RemoveAll ();
- for (b = active_brushes->next; b != NULL && b != active_brushes; b = b->next)
+ void IncRef()
{
- if (b->patchBrush)
- PushPatch (b->pPatch);
+ ++m_refcount;
}
- for (b = selected_brushes->next; b != NULL && b != selected_brushes; b = b->next)
+ void DecRef()
{
- if (b->patchBrush)
- PushPatch (b->pPatch);
+ ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
+ if(--m_refcount == 0)
+ {
+ delete this;
+ }
}
- for (b = filtered_brushes->next; b != NULL && b != filtered_brushes; b = b->next)
+
+ std::size_t refcount()
{
- if (b->patchBrush)
- PushPatch (b->pPatch);
+ return m_refcount;
}
- // reload shaders
- // empty the actives shaders list
- g_ActiveShaders.ReleaseAll ();
- g_Shaders.ReleaseAll ();
- // empty the main g_qeglobals.d_qtextures list
- // FIXME: when we reload later on, we need to have the shader names
- // for brushes it's stored in the texdef
- // but patches don't have texdef
- // see bug 104655 for details
- // so the solution, build an array of patchMesh_t* and their shader names
-#ifdef _DEBUG
- Sys_Printf ("FIXME: patch shader reload workaround (old fenris? bug 104655)\n");
-#endif
+ const char* getName() const
+ {
+ return m_Name.c_str();
+ }
+ void setName(const char* name)
+ {
+ m_Name = name;
+ }
- //GtkWidget *widget = g_QglTable.m_pfn_GetQeglobalsGLWidget ();
- GHashTable *texmap = g_ShadersTable.m_pfnQTexmap ();
+ // -----------------------------------------
- // NOTE: maybe before we'd like to set all qtexture_t in the shaders list to notex?
- // NOTE: maybe there are some qtexture_t we don't want to erase? For plain color faces maybe?
- while (*d_qtextures)
- {
- qtexture_t *pTex = *d_qtextures;
- qtexture_t *pNextTex = pTex->next;
+ bool parseDoom3(Tokeniser& tokeniser);
+ bool parseQuake3(Tokeniser& tokeniser);
+ bool parseTemplate(Tokeniser& tokeniser);
- //if (widget != NULL)
- g_QglTable.m_pfn_qglDeleteTextures (1, &pTex->texture_number);
- g_hash_table_remove (texmap, pTex->name);
-
- // all qtexture_t should be manipulated with the glib alloc handlers for now
- g_free (pTex);
- *d_qtextures = pNextTex;
+ void CreateDefault(const char *name)
+ {
+ if(g_enableDefaultShaders)
+ {
+ m_textureName = name;
+ }
+ else
+ {
+ m_textureName = "";
+ }
+ setName(name);
}
- g_QglTable.m_pfn_QE_CheckOpenGLForErrors ();
-}
-// those functions are only used during a shader reload phase
-// the patch one relies on ShaderNameLookup, a table that is being built only when a flush is performed
-// so it's not something we want to expose publicly
+ class MapLayerTemplate
+ {
+ TextureExpression m_texture;
+ BlendFuncExpression m_blendFunc;
+ bool m_clampToBorder;
+ ShaderValue m_alphaTest;
+ public:
+ MapLayerTemplate(const TextureExpression& texture, const BlendFuncExpression& blendFunc, bool clampToBorder, const ShaderValue& alphaTest) :
+ m_texture(texture),
+ m_blendFunc(blendFunc),
+ m_clampToBorder(false),
+ m_alphaTest(alphaTest)
+ {
+ }
+ const TextureExpression& texture() const
+ {
+ return m_texture;
+ }
+ const BlendFuncExpression& blendFunc() const
+ {
+ return m_blendFunc;
+ }
+ bool clampToBorder() const
+ {
+ return m_clampToBorder;
+ }
+ const ShaderValue& alphaTest() const
+ {
+ return m_alphaTest;
+ }
+ };
+ typedef std::vector<MapLayerTemplate> MapLayers;
+ MapLayers m_layers;
+};
+
-void SetShader (patchMesh_t * patch)
+bool Doom3Shader_parseHeightmap(Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale)
{
- // unhook current shader
- patch->pShader->DecRef();
- // don't access this one! it has been deleted .. it's DEAD
- patch->d_texture = NULL;
- // hook the new one, increment the refcount
- // NOTE TTimo this function increments the refcount, don't incref ourselves
- patch->pShader = QERApp_Shader_ForName (ShaderNameLookup (patch));
- patch->d_texture = patch->pShader->getTexture ();
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, bump));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ","));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseString(tokeniser, heightmapScale));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
+ return true;
}
-void SetShader (face_t * f)
+bool Doom3Shader_parseAddnormals(Tokeniser& tokeniser, TextureExpression& bump)
{
- // unhook current shader
- f->pShader->DecRef();
- // don't access the texdef! it's DEAD
- f->d_texture = NULL;
- // hook
- // NOTE TTimo this function increments the refcount, don't incref ourselves
- f->pShader = QERApp_Shader_ForName (f->texdef.GetName());
- f->d_texture = f->pShader->getTexture ();
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, bump));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ","));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "heightmap"));
+ TextureExpression heightmapName;
+ ShaderValue heightmapScale;
+ RETURN_FALSE_IF_FAIL(Doom3Shader_parseHeightmap(tokeniser, heightmapName, heightmapScale));
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
+ return true;
}
-void Brush_RefreshShader(brush_t *b)
+bool Doom3Shader_parseBumpmap(Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale)
{
- if (b->patchBrush)
- SetShader(b->pPatch);
- else if (b->owner->eclass->fixedsize)
+ const char* token = tokeniser.getToken();
+ if(token == 0)
{
- /*eclass_t *eclass = HasModel(b);
- if (eclass)
- {
- for(entitymodel *model = eclass->model; model!=NULL; model=model->pNext)
- if(model && model->strSkin)
- model->nTextureBind = g_FuncTable.m_pfnTexture_LoadSkin(((GString *)model->strSkin)->str, &model->nSkinWidth, &model->nSkinHeight);
- }*/
+ Tokeniser_unexpectedError(tokeniser, token, "#bumpmap");
+ return false;
+ }
+ if(string_equal(token, "heightmap"))
+ {
+ RETURN_FALSE_IF_FAIL(Doom3Shader_parseHeightmap(tokeniser, bump, heightmapScale));
+ }
+ else if(string_equal(token, "addnormals"))
+ {
+ RETURN_FALSE_IF_FAIL(Doom3Shader_parseAddnormals(tokeniser, bump));
}
else
- for (face_t *f=b->brush_faces ; f ; f=f->next)
- SetShader(f);
-}
-
-void WINAPI QERApp_ReloadShaders ()
-{
- brush_t *b;
- brush_t *active_brushes;
- brush_t *selected_brushes;
- brush_t *filtered_brushes;
-
- QERApp_FreeShaders ();
-
- g_DataTable.m_pfnLstSkinCache()->RemoveAll(); //md3 skins
-
- active_brushes = g_DataTable.m_pfnActiveBrushes ();
- selected_brushes = g_DataTable.m_pfnSelectedBrushes ();
- filtered_brushes = g_DataTable.m_pfnFilteredBrushes ();
-
- // now we must reload the shader information from shaderfiles
- g_ShadersTable.m_pfnBuildShaderList();
- g_ShadersTable.m_pfnPreloadShaders();
-
- // refresh the map visuals: replace our old shader objects by the new ones
- // on brush faces we have the shader name in texdef.name
- // on patches we have the shader name in PatchShaders
- // while we walk through the map data, we DecRef the old shaders and push the new ones in
- // if all goes well, most of our old shaders will get deleted on the way
-
- // FIXME: bug 104655, when we come accross a patch, we use the above array since the d_texture is lost
- // NOTE: both face_t and patchMesh_t store pointers to the shader and qtexture_t
- // in an ideal world they would only store shader and access the qtexture_t through it
- // reassign all current shaders
- for (b = active_brushes->next; b != NULL && b != active_brushes; b = b->next)
- Brush_RefreshShader(b);
- for (b = selected_brushes->next; b != NULL && b != selected_brushes; b = b->next)
- Brush_RefreshShader(b);
- // do that to the filtered brushes as well (we might have some region compiling going on)
- for (b = filtered_brushes->next; b != NULL && b != filtered_brushes; b = b->next)
- Brush_RefreshShader(b);
-}
-
-int WINAPI QERApp_LoadShadersFromDir (const char *path)
-{
- int count = 0;
- // scan g_Shaders, and call QERApp_Shader_ForName for each in the given path
- // this will load the texture if needed and will set it in use..
- int nSize = g_Shaders.GetSize ();
- for (int i = 0; i < nSize; i++)
- {
- CShader *pShader = reinterpret_cast < CShader * >(g_Shaders[i]);
- if (strstr (pShader->getShaderFileName (), path) || strstr (pShader->getName (), path))
- {
- count++;
- // request the shader, this will load the texture if needed and set "inuse"
- //++timo FIXME: should we put an Activate member on CShader?
- // this QERApp_Shader_ForName call is a kind of hack
- IShader *pFoo = QERApp_Shader_ForName (pShader->getName ());
-#ifdef _DEBUG
- // check we activated the right shader
- // NOTE: if there was something else loaded, the size of g_Shaders may have changed and strange behaviours are to be expected
- if (pFoo != pShader)
- Sys_Printf ("WARNING: unexpected pFoo != pShader in QERApp_LoadShadersFromDir\n");
-#else
- pFoo = NULL; // leo: shut up the compiler
-#endif
- }
+ {
+ parseTextureName(bump, token);
}
- return count;
+ return true;
}
-bool CShader::Parse ()
+enum LayerTypeId
{
- char *token = g_ScripLibTable.m_pfnToken ();
+ LAYER_NONE,
+ LAYER_BLEND,
+ LAYER_DIFFUSEMAP,
+ LAYER_BUMPMAP,
+ LAYER_SPECULARMAP
+};
+
+class LayerTemplate
+{
+public:
+ LayerTypeId m_type;
+ TextureExpression m_texture;
+ BlendFuncExpression m_blendFunc;
+ bool m_clampToBorder;
+ ShaderValue m_alphaTest;
+ ShaderValue m_heightmapScale;
+
+ LayerTemplate() : m_type(LAYER_NONE), m_blendFunc("GL_ONE", "GL_ZERO"), m_clampToBorder(false), m_alphaTest("-1"), m_heightmapScale("0")
+ {
+ }
+};
- // the parsing needs to be taken out in another module
-// Sys_Printf("TODO: CShader::Parse\n");
+bool parseShaderParameters(Tokeniser& tokeniser, ShaderParameters& params)
+{
+ Tokeniser_parseToken(tokeniser, "(");
+ for(;;)
+ {
+ const char* param = tokeniser.getToken();
+ if(string_equal(param, ")"))
+ {
+ break;
+ }
+ params.push_back(param);
+ const char* comma = tokeniser.getToken();
+ if(string_equal(comma, ")"))
+ {
+ break;
+ }
+ if(!string_equal(comma, ","))
+ {
+ Tokeniser_unexpectedError(tokeniser, comma, ",");
+ return false;
+ }
+ }
+ return true;
+}
- // token is shader name (full path with a "textures\")
- // we remove the "textures\" part
- //setName ((char *) &token[9]));
- // no we don't
- setName (token);
- // name of the qtexture_t we'll use to represent this shader (this one has the "textures\" before)
- const char *stdName = QERApp_CleanTextureName (token);
- m_strTextureName = stdName; // FIXME: BC reports stdName is uninitialised?
- g_ScripLibTable.m_pfnGetToken (true);
- if (strcmp (token, "{"))
+bool ShaderTemplate::parseTemplate(Tokeniser& tokeniser)
+{
+ m_Name = tokeniser.getToken();
+ if(!parseShaderParameters(tokeniser, m_params))
+ {
+ globalErrorStream() << "shader template: " << makeQuoted(m_Name.c_str()) << ": parameter parse failed\n";
return false;
- else
+ }
+
+ return parseDoom3(tokeniser);
+}
+
+bool ShaderTemplate::parseDoom3(Tokeniser& tokeniser)
+{
+ LayerTemplate currentLayer;
+ bool isFog = false;
+
+ // we need to read until we hit a balanced }
+ int depth = 0;
+ for(;;)
{
- // we need to read until we hit a balanced }
- int nMatch = 1;
- while (nMatch > 0 && g_ScripLibTable.m_pfnGetToken (true))
+ tokeniser.nextLine();
+ const char* token = tokeniser.getToken();
+
+ if(token == 0)
+ return false;
+
+ if(string_equal(token, "{"))
{
- if (strcmp (token, "{") == 0)
- {
- nMatch++;
- continue;
- }
- else if (strcmp (token, "}") == 0)
- {
- nMatch--;
- continue;
- }
- if (nMatch > 1) continue; // ignore layers for now
- if (strcmpi (token, "qer_nocarve") == 0)
+ ++depth;
+ continue;
+ }
+ else if(string_equal(token, "}"))
+ {
+ --depth;
+ if(depth < 0) // error
{
- m_nFlags |= QER_NOCARVE;
+ return false;
}
- else if (strcmpi (token, "qer_trans") == 0)
+ if(depth == 0) // end of shader
{
- if (g_ScripLibTable.m_pfnGetToken (true))
- {
- m_fTrans = (float) atof (token);
- }
- m_nFlags |= QER_TRANS;
+ break;
}
- else if (strcmpi (token, "qer_editorimage") == 0)
+ if(depth == 1) // end of layer
{
- if (g_ScripLibTable.m_pfnGetToken (true))
- {
- // bAddTexture changed to false to allow editorimages in other locations than "textures/"
- m_strTextureName = QERApp_CleanTextureName (token, false);
- }
+ if(currentLayer.m_type == LAYER_DIFFUSEMAP)
+ {
+ m_diffuse = currentLayer.m_texture;
+ }
+ else if(currentLayer.m_type == LAYER_BUMPMAP)
+ {
+ m_bump = currentLayer.m_texture;
+ }
+ else if(currentLayer.m_type == LAYER_SPECULARMAP)
+ {
+ m_specular = currentLayer.m_texture;
+ }
+ else if(!string_empty(currentLayer.m_texture.c_str()))
+ {
+ m_layers.push_back(MapLayerTemplate(
+ currentLayer.m_texture.c_str(),
+ currentLayer.m_blendFunc,
+ currentLayer.m_clampToBorder,
+ currentLayer.m_alphaTest
+ ));
+ }
+ currentLayer.m_type = LAYER_NONE;
+ currentLayer.m_texture = "";
}
- else if (strcmpi (token, "qer_alphafunc") == 0)
+ continue;
+ }
+
+ if(depth == 2) // in layer
+ {
+ if(string_equal_nocase(token, "blend"))
{
- if (g_ScripLibTable.m_pfnGetToken (true))
- {
-
- if(stricmp( token, "greater" ) == 0 )
- {
- m_nAlphaFunc = GL_GREATER;
- }
- else if(stricmp( token, "less" ) == 0 )
- {
- m_nAlphaFunc = GL_LESS;
- }
- else if(stricmp( token, "gequal" ) == 0 )
+ const char* blend = tokeniser.getToken();
+
+ if(blend == 0)
+ {
+ Tokeniser_unexpectedError(tokeniser, blend, "#blend");
+ return false;
+ }
+
+ if(string_equal_nocase(blend, "diffusemap"))
+ {
+ currentLayer.m_type = LAYER_DIFFUSEMAP;
+ }
+ else if(string_equal_nocase(blend, "bumpmap"))
+ {
+ currentLayer.m_type = LAYER_BUMPMAP;
+ }
+ else if(string_equal_nocase(blend, "specularmap"))
+ {
+ currentLayer.m_type = LAYER_SPECULARMAP;
+ }
+ else
+ {
+ currentLayer.m_blendFunc.first = blend;
+
+ const char* comma = tokeniser.getToken();
+
+ if(comma == 0)
{
- m_nAlphaFunc = GL_GEQUAL;
+ Tokeniser_unexpectedError(tokeniser, comma, "#comma");
+ return false;
}
- if( m_nAlphaFunc )
- m_nFlags |= QER_ALPHAFUNC;
- }
- if (g_ScripLibTable.m_pfnGetToken (true))
- {
- m_fAlphaRef = (float) atof (token);
- }
- }
- else if (strcmpi (token, "cull") == 0)
- {
- if (g_ScripLibTable.m_pfnGetToken (true))
- {
- if( stricmp( token, "none" ) == 0 || stricmp( token, "twosided" ) == 0 || stricmp( token, "disable" ) == 0 )
+ if(string_equal(comma, ","))
{
- m_nCull = 2;
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseString(tokeniser, currentLayer.m_blendFunc.second));
}
- else if( stricmp( token, "back" ) == 0 || stricmp( token, "backside" ) == 0 || stricmp( token, "backsided" ) == 0 )
+ else
{
- m_nCull = 1;
+ currentLayer.m_blendFunc.second = "";
+ tokeniser.ungetToken();
}
-
- if( m_nCull )
- m_nFlags |= QER_CULL;
}
}
- else if (strcmpi (token, "surfaceparm") == 0)
+ else if(string_equal_nocase(token, "map"))
{
- if (g_ScripLibTable.m_pfnGetToken (true))
- {
- if (strcmpi (token, "fog") == 0)
- {
- m_nFlags |= QER_FOG;
- if (m_fTrans == 1.0f) // has not been explicitly set by qer_trans
- {
- m_fTrans = 0.35f;
- }
- }
- else if (strcmpi (token, "nodraw") == 0)
- {
- m_nFlags |= QER_NODRAW;
- }
- else if (strcmpi (token, "nonsolid") == 0)
+ if(currentLayer.m_type == LAYER_BUMPMAP)
+ {
+ RETURN_FALSE_IF_FAIL(Doom3Shader_parseBumpmap(tokeniser, currentLayer.m_texture, currentLayer.m_heightmapScale));
+ }
+ else
+ {
+ const char* map = tokeniser.getToken();
+
+ if(map == 0)
{
- m_nFlags |= QER_NONSOLID;
+ Tokeniser_unexpectedError(tokeniser, map, "#map");
+ return false;
}
- else if (strcmpi (token, "water") == 0)
+
+ if(string_equal(map, "makealpha"))
{
- m_nFlags |= QER_WATER;
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
+ const char* texture = tokeniser.getToken();
+ if(texture == 0)
+ {
+ Tokeniser_unexpectedError(tokeniser, texture, "#texture");
+ return false;
+ }
+ currentLayer.m_texture = texture;
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
}
- else if (strcmpi (token, "lava") == 0)
+ else
{
- m_nFlags |= QER_LAVA;
+ parseTextureName(currentLayer.m_texture, map);
}
- }
+ }
+ }
+ else if(string_equal_nocase(token, "zeroclamp"))
+ {
+ currentLayer.m_clampToBorder = true;
+ }
+#if 0
+ else if(string_equal_nocase(token, "alphaTest"))
+ {
+ Tokeniser_getFloat(tokeniser, currentLayer.m_alphaTest);
}
+#endif
}
- if (nMatch != 0)
- return false;
- }
- return true;
-}
-
-void CShader::RegisterActivate ()
-{
- // fill the qtexture_t with shader information
- //++timo FIXME: a lot of that won't be necessary, will be stored at IShader* level
-// strcpy (m_pTexture->shadername, m_Name);
- // this flag is set only if we have a shaderfile name
-// if (m_ShaderFileName[0] != '\0')
-// m_pTexture->bFromShader = true;
-// else
-// m_pTexture->bFromShader = false;
- //++timo FIXME: what do we do with that?
- //m_pTexture->fTrans = pInfo->m_fTransValue;
-// m_pTexture->fTrans = 1.0f; // if != 1.0 it's ot getting drawn in Cam_Draw
-// m_pTexture->nShaderFlags = m_nFlags;
- // store in the active shaders list (if necessary)
- g_ActiveShaders.AddSingle (this);
- // when you activate a shader, it gets displayed in the texture browser
- m_bDisplayed = true;
- IncRef ();
-}
-
-void CShader::Try_Activate ()
-{
- m_pTexture = QERApp_Try_Texture_ForName (m_strTextureName.GetBuffer());
- if (m_pTexture)
- RegisterActivate ();
-}
-
-// Hydra: now returns false if the ORIGINAL shader could not be activated
-// (missing texture, or incorrect shader script), true otherwise
-// the shader is still activated in all cases.
-bool CShader::Activate ()
-{
- Try_Activate ();
- if (!m_pTexture)
- {
- m_pTexture = QERApp_Texture_ForName2 (SHADER_NOTEX);
- RegisterActivate ();
- return false;
- }
- return true;
-}
-
-void WINAPI QERApp_LoadShaderFile (const char *filename)
-{
- char *pBuff;
- int nSize = vfsLoadFile (filename, reinterpret_cast < void **>(&pBuff), 0);
- if (nSize > 0)
- {
- Sys_Printf ("Parsing shaderfile %s\n", filename);
- g_ScripLibTable.m_pfnStartTokenParsing (pBuff);
- while (g_ScripLibTable.m_pfnGetToken (true))
+ else if(depth == 1)
{
- // first token should be the path + name.. (from base)
- CShader *pShader = new CShader ();
- // we want the relative filename only, it's easier for later lookup .. see QERApp_ReloadShaderFile
- char cTmp[1024];
- g_FuncTable.m_pfnQE_ConvertDOSToUnixName (cTmp, filename);
- // given the vfs, we should not store the full path
- //pShader->setShaderFileName( filename + strlen(ValueForKey(g_qeglobals.d_project_entity, "basepath")));
- pShader->setShaderFileName (filename);
- if (pShader->Parse ())
- {
- // do we already have this shader?
- //++timo NOTE: this may a bit slow, we may need to use a map instead of a dumb list
- if (g_Shaders.Shader_ForName (pShader->getName ()) != NULL)
- {
-#ifdef _DEBUG
- Sys_Printf ("WARNING: shader %s is already in memory, definition in %s ignored.\n",
- pShader->getName (), filename);
-#endif
- delete pShader;
- }
- else
- {
- pShader->IncRef ();
-
- g_Shaders.Add ((void *) pShader);
- }
+ if(string_equal_nocase(token, "qer_editorimage"))
+ {
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_textureName));
}
- else
+ else if (string_equal_nocase(token, "qer_trans"))
+ {
+ m_fTrans = string_read_float(tokeniser.getToken());
+ m_nFlags |= QER_TRANS;
+ }
+ else if (string_equal_nocase(token, "translucent"))
+ {
+ m_fTrans = 1;
+ m_nFlags |= QER_TRANS;
+ }
+ else if (string_equal(token, "DECAL_MACRO"))
+ {
+ m_fTrans = 1;
+ m_nFlags |= QER_TRANS;
+ }
+ else if (string_equal_nocase(token, "bumpmap"))
+ {
+ RETURN_FALSE_IF_FAIL(Doom3Shader_parseBumpmap(tokeniser, m_bump, m_heightmapScale));
+ }
+ else if (string_equal_nocase(token, "diffusemap"))
+ {
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_diffuse));
+ }
+ else if (string_equal_nocase(token, "specularmap"))
+ {
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_specular));
+ }
+ else if (string_equal_nocase(token, "twosided"))
+ {
+ m_Cull = IShader::eCullNone;
+ m_nFlags |= QER_CULL;
+ }
+ else if (string_equal_nocase(token, "nodraw"))
+ {
+ m_nFlags |= QER_NODRAW;
+ }
+ else if (string_equal_nocase(token, "nonsolid"))
+ {
+ m_nFlags |= QER_NONSOLID;
+ }
+ else if (string_equal_nocase(token, "liquid"))
+ {
+ m_nFlags |= QER_WATER;
+ }
+ else if (string_equal_nocase(token, "areaportal"))
+ {
+ m_nFlags |= QER_AREAPORTAL;
+ }
+ else if (string_equal_nocase(token, "playerclip")
+ || string_equal_nocase(token, "monsterclip")
+ || string_equal_nocase(token, "ikclip")
+ || string_equal_nocase(token, "moveableclip"))
+ {
+ m_nFlags |= QER_CLIP;
+ }
+ if (string_equal_nocase(token, "fogLight"))
+ {
+ isFog = true;
+ }
+ else if (!isFog && string_equal_nocase(token, "lightFalloffImage"))
{
- Sys_Printf ("Error parsing shader %s\n", pShader->getName ());
- delete pShader;
+ const char* lightFalloffImage = tokeniser.getToken();
+ if(lightFalloffImage == 0)
+ {
+ Tokeniser_unexpectedError(tokeniser, lightFalloffImage, "#lightFalloffImage");
+ return false;
+ }
+ if(string_equal_nocase(lightFalloffImage, "makeintensity"))
+ {
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
+ TextureExpression name;
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, name));
+ m_lightFalloffImage = name;
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
+ }
+ else
+ {
+ m_lightFalloffImage = lightFalloffImage;
+ }
}
}
- vfsFreeFile (pBuff);
}
- else
+
+ if(string_empty(m_textureName.c_str()))
{
- Sys_Printf ("Unable to read shaderfile %s\n", filename);
+ m_textureName = m_diffuse;
}
-}
-IShader *WINAPI QERApp_Try_Shader_ForName (const char *name)
-{
- // look for the shader
- CShader *pShader = g_Shaders.Shader_ForName (name);
- if (!pShader)
- // not found
- return NULL;
- // we may need to load the texture or use the "shader without texture" one
- pShader->Activate ();
- pShader->SetDisplayed (true);
- return pShader;
+ return true;
}
-IShader *WINAPI QERApp_CreateShader_ForTextureName (const char *name)
+typedef SmartPointer<ShaderTemplate> ShaderTemplatePointer;
+typedef std::map<CopiedString, ShaderTemplatePointer> ShaderTemplateMap;
+
+ShaderTemplateMap g_shaders;
+ShaderTemplateMap g_shaderTemplates;
+
+ShaderTemplate* findTemplate(const char* name)
{
- CShader *pShader;
- pShader = new CShader;
- // CreateDefault expects a texture / shader name relative to the "textures" directory
- // (cause shader names are reletive to "textures/")
- pShader->CreateDefault (name);
- // hook it into the shader list
- g_Shaders.Add ((void *) pShader);
- pShader->IncRef ();
- // if it can't find the texture, SHADER_NOT_FOUND will be used
- // Hydra: display an error message, so the user can quickly find a list of missing
- // textures by looking at the console.
- if (!pShader->Activate ())
+ ShaderTemplateMap::iterator i = g_shaderTemplates.find(name);
+ if(i != g_shaderTemplates.end())
{
- Sys_Printf ("WARNING: Activate shader failed for %s\n",pShader->getName());
+ return (*i).second.get();
}
- pShader->SetDisplayed (true);
-
- return pShader;
+ return 0;
}
-IShader *WINAPI QERApp_Shader_ForName (const char *name)
+class ShaderDefinition
{
- if (name == NULL || strlen (name) == 0)
+public:
+ ShaderDefinition(ShaderTemplate* shaderTemplate, const ShaderArguments& args, const char* filename)
+ : shaderTemplate(shaderTemplate), args(args), filename(filename)
{
- // Hydra: This error can occur if the user loaded a map with/dropped an entity that
- // did not set a texture name "(r g b)" - check the entity definition loader
-
- g_FuncTable.m_pfnSysFPrintf (SYS_ERR, "FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName\n");
- return QERApp_Shader_ForName (SHADER_NOT_FOUND);
}
- // entities that should be represented with plain colors instead of textures
- // request a texture name with (r g b) (it's stored in their class_t)
- if (name[0] == '(')
+ ShaderTemplate* shaderTemplate;
+ ShaderArguments args;
+ const char* filename;
+};
+
+typedef std::map<CopiedString, ShaderDefinition> ShaderDefinitionMap;
+
+ShaderDefinitionMap g_shaderDefinitions;
+
+bool parseTemplateInstance(Tokeniser& tokeniser, const char* filename)
+{
+ CopiedString name;
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseShaderName(tokeniser, name));
+ const char* templateName = tokeniser.getToken();
+ ShaderTemplate* shaderTemplate = findTemplate(templateName);
+ if(shaderTemplate == 0)
{
- return QERApp_ColorShader_ForName (name);
+ globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": shader template not found: " << makeQuoted(templateName) << "\n";
}
- CShader *pShader = static_cast < CShader * >(QERApp_Try_Shader_ForName (name));
- if (pShader)
+ ShaderArguments args;
+ if(!parseShaderParameters(tokeniser, args))
{
- pShader->SetDisplayed (true);
- return pShader;
+ globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": argument parse failed\n";
+ return false;
}
- return QERApp_CreateShader_ForTextureName (name);
-}
-
-qtexture_t *WINAPI QERApp_Try_Texture_ForName (const char *name)
-{
- qtexture_t *q;
-// char f1[1024], f2[1024];
- unsigned char *pPixels = NULL;
- int nWidth, nHeight;
-
- // convert the texture name to the standard format we use in qtexture_t
- const char *stdName = QERApp_CleanTextureName (name);
-
- // use the hash table
- q = (qtexture_t*)g_hash_table_lookup (g_ShadersTable.m_pfnQTexmap (), stdName);
- if (q)
- return q;
-#ifdef QTEXMAP_DEBUG
- for (q = g_qeglobals.d_qtextures; q; q = q->next)
+ if(shaderTemplate != 0)
{
- if (!strcmp (stdName, q->name))
+ if(!g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate, args, filename))).second)
{
- Sys_Printf ("ERROR: %s is not in texture map, but was found in texture list\n");
- return q;
+ globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": already exists, second definition ignored\n";
+ }
+ }
+ return true;
+}
+
+
+const char* evaluateShaderValue(const char* value, const ShaderParameters& params, const ShaderArguments& args)
+{
+ ShaderArguments::const_iterator j = args.begin();
+ for(ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j)
+ {
+ const char* other = (*i).c_str();
+ if(string_equal(value, other))
+ {
+ return (*j).c_str();
+ }
+ }
+ return value;
+}
+
+///\todo BlendFunc parsing
+BlendFunc evaluateBlendFunc(const BlendFuncExpression& blendFunc, const ShaderParameters& params, const ShaderArguments& args)
+{
+ return BlendFunc(BLEND_ONE, BLEND_ZERO);
+}
+
+qtexture_t* evaluateTexture(const TextureExpression& texture, const ShaderParameters& params, const ShaderArguments& args, const LoadImageCallback& loader = GlobalTexturesCache().defaultLoader())
+{
+ StringOutputStream result(64);
+ const char* expression = texture.c_str();
+ const char* end = expression + string_length(expression);
+ if(!string_empty(expression))
+ {
+ for(;;)
+ {
+ const char* best = end;
+ const char* bestParam = 0;
+ const char* bestArg = 0;
+ ShaderArguments::const_iterator j = args.begin();
+ for(ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j)
+ {
+ const char* found = strstr(expression, (*i).c_str());
+ if(found != 0 && found < best)
+ {
+ best = found;
+ bestParam = (*i).c_str();
+ bestArg = (*j).c_str();
+ }
+ }
+ if(best != end)
+ {
+ result << StringRange(expression, best);
+ result << PathCleaned(bestArg);
+ expression = best + string_length(bestParam);
+ }
+ else
+ {
+ break;
+ }
+ }
+ result << expression;
+ }
+ return GlobalTexturesCache().capture(loader, result.c_str());
+}
+
+float evaluateFloat(const ShaderValue& value, const ShaderParameters& params, const ShaderArguments& args)
+{
+ const char* result = evaluateShaderValue(value.c_str(), params, args);
+ float f;
+ if(!string_parse_float(result, f))
+ {
+ globalErrorStream() << "parsing float value failed: " << makeQuoted(result) << "\n";
+ }
+ return f;
+}
+
+BlendFactor evaluateBlendFactor(const ShaderValue& value, const ShaderParameters& params, const ShaderArguments& args)
+{
+ const char* result = evaluateShaderValue(value.c_str(), params, args);
+
+ if(string_equal_nocase(result, "gl_zero"))
+ {
+ return BLEND_ZERO;
+ }
+ if(string_equal_nocase(result, "gl_one"))
+ {
+ return BLEND_ONE;
+ }
+ if(string_equal_nocase(result, "gl_src_color"))
+ {
+ return BLEND_SRC_COLOUR;
+ }
+ if(string_equal_nocase(result, "gl_one_minus_src_color"))
+ {
+ return BLEND_ONE_MINUS_SRC_COLOUR;
+ }
+ if(string_equal_nocase(result, "gl_src_alpha"))
+ {
+ return BLEND_SRC_ALPHA;
+ }
+ if(string_equal_nocase(result, "gl_one_minus_src_alpha"))
+ {
+ return BLEND_ONE_MINUS_SRC_ALPHA;
+ }
+ if(string_equal_nocase(result, "gl_dst_color"))
+ {
+ return BLEND_DST_COLOUR;
+ }
+ if(string_equal_nocase(result, "gl_one_minus_dst_color"))
+ {
+ return BLEND_ONE_MINUS_DST_COLOUR;
+ }
+ if(string_equal_nocase(result, "gl_dst_alpha"))
+ {
+ return BLEND_DST_ALPHA;
+ }
+ if(string_equal_nocase(result, "gl_one_minus_dst_alpha"))
+ {
+ return BLEND_ONE_MINUS_DST_ALPHA;
+ }
+ if(string_equal_nocase(result, "gl_src_alpha_saturate"))
+ {
+ return BLEND_SRC_ALPHA_SATURATE;
+ }
+
+ globalErrorStream() << "parsing blend-factor value failed: " << makeQuoted(result) << "\n";
+ return BLEND_ZERO;
+}
+
+class CShader : public IShader
+{
+ std::size_t m_refcount;
+
+ const ShaderTemplate& m_template;
+ const ShaderArguments& m_args;
+ const char* m_filename;
+ // name is shader-name, otherwise texture-name (if not a real shader)
+ CopiedString m_Name;
+
+ qtexture_t* m_pTexture;
+ qtexture_t* m_notfound;
+ qtexture_t* m_pDiffuse;
+ float m_heightmapScale;
+ qtexture_t* m_pBump;
+ qtexture_t* m_pSpecular;
+ qtexture_t* m_pLightFalloffImage;
+ BlendFunc m_blendFunc;
+
+ bool m_bInUse;
+
+
+public:
+ static bool m_lightingEnabled;
+
+ CShader(const ShaderDefinition& definition) :
+ m_refcount(0),
+ m_template(*definition.shaderTemplate),
+ m_args(definition.args),
+ m_filename(definition.filename),
+ m_blendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA),
+ m_bInUse(false)
+ {
+ m_pTexture = 0;
+ m_pDiffuse = 0;
+ m_pBump = 0;
+ m_pSpecular = 0;
+
+ m_notfound = 0;
+
+ realise();
+ }
+ virtual ~CShader()
+ {
+ unrealise();
+
+ ASSERT_MESSAGE(m_refcount == 0, "deleting active shader");
+ }
+
+ // IShaders implementation -----------------
+ void IncRef()
+ {
+ ++m_refcount;
+ }
+ void DecRef()
+ {
+ ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
+ if(--m_refcount == 0)
+ {
+ delete this;
+ }
+ }
+
+ std::size_t refcount()
+ {
+ return m_refcount;
+ }
+
+ // get/set the qtexture_t* Radiant uses to represent this shader object
+ qtexture_t* getTexture() const
+ {
+ return m_pTexture;
+ }
+ qtexture_t* getDiffuse() const
+ {
+ return m_pDiffuse;
+ }
+ qtexture_t* getBump() const
+ {
+ return m_pBump;
+ }
+ qtexture_t* getSpecular() const
+ {
+ return m_pSpecular;
+ }
+ // get shader name
+ const char* getName() const
+ {
+ return m_Name.c_str();
+ }
+ bool IsInUse() const
+ {
+ return m_bInUse;
+ }
+ void SetInUse(bool bInUse)
+ {
+ m_bInUse = bInUse;
+ g_ActiveShadersChangedNotify();
+ }
+ // get the shader flags
+ int getFlags() const
+ {
+ return m_template.m_nFlags;
+ }
+ // get the transparency value
+ float getTrans() const
+ {
+ return m_template.m_fTrans;
+ }
+ // test if it's a true shader, or a default shader created to wrap around a texture
+ bool IsDefault() const
+ {
+ return string_empty(m_filename);
+ }
+ // get the alphaFunc
+ void getAlphaFunc(EAlphaFunc *func, float *ref) { *func = m_template.m_AlphaFunc; *ref = m_template.m_AlphaRef; };
+ BlendFunc getBlendFunc() const
+ {
+ return m_blendFunc;
+ }
+ // get the cull type
+ ECull getCull()
+ {
+ return m_template.m_Cull;
+ };
+ // get shader file name (ie the file where this one is defined)
+ const char* getShaderFileName() const
+ {
+ return m_filename;
+ }
+ // -----------------------------------------
+
+ void realise()
+ {
+ m_pTexture = evaluateTexture(m_template.m_textureName, m_template.m_params, m_args);
+
+ if(m_pTexture->texture_number == 0)
+ {
+ m_notfound = m_pTexture;
+
+ {
+ StringOutputStream name(256);
+ name << GlobalRadiant().getAppPath() << "bitmaps/" << (IsDefault() ? "notex.bmp" : "shadernotex.bmp");
+ m_pTexture = GlobalTexturesCache().capture(LoadImageCallback(0, loadBitmap), name.c_str());
+ }
+ }
+
+ realiseLighting();
+ }
+
+ void unrealise()
+ {
+ GlobalTexturesCache().release(m_pTexture);
+
+ if(m_notfound != 0)
+ {
+ GlobalTexturesCache().release(m_notfound);
+ }
+
+ unrealiseLighting();
+ }
+
+ void realiseLighting()
+ {
+ if(m_lightingEnabled)
+ {
+ LoadImageCallback loader = GlobalTexturesCache().defaultLoader();
+ if(!string_empty(m_template.m_heightmapScale.c_str()))
+ {
+ m_heightmapScale = evaluateFloat(m_template.m_heightmapScale, m_template.m_params, m_args);
+ loader = LoadImageCallback(&m_heightmapScale, loadHeightmap);
+ }
+ m_pDiffuse = evaluateTexture(m_template.m_diffuse, m_template.m_params, m_args);
+ m_pBump = evaluateTexture(m_template.m_bump, m_template.m_params, m_args, loader);
+ m_pSpecular = evaluateTexture(m_template.m_specular, m_template.m_params, m_args);
+ m_pLightFalloffImage = evaluateTexture(m_template.m_lightFalloffImage, m_template.m_params, m_args);
+
+ for(ShaderTemplate::MapLayers::const_iterator i = m_template.m_layers.begin(); i != m_template.m_layers.end(); ++i)
+ {
+ m_layers.push_back(evaluateLayer(*i, m_template.m_params, m_args));
+ }
+
+ if(m_layers.size() == 1)
+ {
+ const BlendFuncExpression& blendFunc = m_template.m_layers.front().blendFunc();
+ if(!string_empty(blendFunc.second.c_str()))
+ {
+ m_blendFunc = BlendFunc(
+ evaluateBlendFactor(blendFunc.first.c_str(), m_template.m_params, m_args),
+ evaluateBlendFactor(blendFunc.second.c_str(), m_template.m_params, m_args)
+ );
+ }
+ else
+ {
+ const char* blend = evaluateShaderValue(blendFunc.first.c_str(), m_template.m_params, m_args);
+
+ if(string_equal_nocase(blend, "add"))
+ {
+ m_blendFunc = BlendFunc(BLEND_ONE, BLEND_ONE);
+ }
+ else if(string_equal_nocase(blend, "filter"))
+ {
+ m_blendFunc = BlendFunc(BLEND_DST_COLOUR, BLEND_ZERO);
+ }
+ else if(string_equal_nocase(blend, "blend"))
+ {
+ m_blendFunc = BlendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
+ }
+ else
+ {
+ globalErrorStream() << "parsing blend value failed: " << makeQuoted(blend) << "\n";
+ }
+ }
+ }
+ }
+ }
+
+ void unrealiseLighting()
+ {
+ if(m_lightingEnabled)
+ {
+ GlobalTexturesCache().release(m_pDiffuse);
+ GlobalTexturesCache().release(m_pBump);
+ GlobalTexturesCache().release(m_pSpecular);
+
+ GlobalTexturesCache().release(m_pLightFalloffImage);
+
+ for(MapLayers::iterator i = m_layers.begin(); i != m_layers.end(); ++i)
+ {
+ GlobalTexturesCache().release((*i).texture());
+ }
+ m_layers.clear();
+
+ m_blendFunc = BlendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
+ }
+ }
+
+ // set shader name
+ void setName(const char* name)
+ {
+ m_Name = name;
+ }
+
+ class MapLayer : public ShaderLayer
+ {
+ qtexture_t* m_texture;
+ BlendFunc m_blendFunc;
+ bool m_clampToBorder;
+ float m_alphaTest;
+ public:
+ MapLayer(qtexture_t* texture, BlendFunc blendFunc, bool clampToBorder, float alphaTest) :
+ m_texture(texture),
+ m_blendFunc(blendFunc),
+ m_clampToBorder(false),
+ m_alphaTest(alphaTest)
+ {
+ }
+ qtexture_t* texture() const
+ {
+ return m_texture;
+ }
+ BlendFunc blendFunc() const
+ {
+ return m_blendFunc;
+ }
+ bool clampToBorder() const
+ {
+ return m_clampToBorder;
+ }
+ float alphaTest() const
+ {
+ return m_alphaTest;
+ }
+ };
+
+ static MapLayer evaluateLayer(const ShaderTemplate::MapLayerTemplate& layerTemplate, const ShaderParameters& params, const ShaderArguments& args)
+ {
+ return MapLayer(
+ evaluateTexture(layerTemplate.texture(), params, args),
+ evaluateBlendFunc(layerTemplate.blendFunc(), params, args),
+ layerTemplate.clampToBorder(),
+ evaluateFloat(layerTemplate.alphaTest(), params, args)
+ );
+ }
+
+ typedef std::vector<MapLayer> MapLayers;
+ MapLayers m_layers;
+
+ const ShaderLayer* firstLayer() const
+ {
+ if(m_layers.empty())
+ {
+ return 0;
+ }
+ return &m_layers.front();
+ }
+ void forEachLayer(const ShaderLayerCallback& callback) const
+ {
+ for(MapLayers::const_iterator i = m_layers.begin(); i != m_layers.end(); ++i)
+ {
+ callback(*i);
+ }
+ }
+
+ qtexture_t* lightFalloffImage() const
+ {
+ if(!string_empty(m_template.m_lightFalloffImage.c_str()))
+ {
+ return m_pLightFalloffImage;
+ }
+ return 0;
+ }
+};
+
+bool CShader::m_lightingEnabled = false;
+
+typedef SmartPointer<CShader> ShaderPointer;
+typedef std::map<CopiedString, ShaderPointer, shader_less_t> shaders_t;
+
+shaders_t g_ActiveShaders;
+
+static shaders_t::iterator g_ActiveShadersIterator;
+
+void ActiveShaders_IteratorBegin()
+{
+ g_ActiveShadersIterator = g_ActiveShaders.begin();
+}
+
+bool ActiveShaders_IteratorAtEnd()
+{
+ return g_ActiveShadersIterator == g_ActiveShaders.end();
+}
+
+IShader *ActiveShaders_IteratorCurrent()
+{
+ return static_cast<CShader*>(g_ActiveShadersIterator->second);
+}
+
+void ActiveShaders_IteratorIncrement()
+{
+ ++g_ActiveShadersIterator;
+}
+
+void debug_check_shaders(shaders_t& shaders)
+{
+ for(shaders_t::iterator i = shaders.begin(); i != shaders.end(); ++i)
+ {
+ ASSERT_MESSAGE(i->second->refcount() == 1, "orphan shader still referenced");
+ }
+}
+
+// will free all GL binded qtextures and shaders
+// NOTE: doesn't make much sense out of Radiant exit or called during a reload
+void FreeShaders()
+{
+ // reload shaders
+ // empty the actives shaders list
+ debug_check_shaders(g_ActiveShaders);
+ g_ActiveShaders.clear();
+ g_shaders.clear();
+ g_shaderTemplates.clear();
+ g_shaderDefinitions.clear();
+ g_ActiveShadersChangedNotify();
+}
+
+bool ShaderTemplate::parseQuake3(Tokeniser& tokeniser)
+{
+ // name of the qtexture_t we'll use to represent this shader (this one has the "textures\" before)
+ m_textureName = m_Name.c_str();
+
+ tokeniser.nextLine();
+
+ // we need to read until we hit a balanced }
+ int depth = 0;
+ for(;;)
+ {
+ tokeniser.nextLine();
+ const char* token = tokeniser.getToken();
+
+ if(token == 0)
+ return false;
+
+ if(string_equal(token, "{"))
+ {
+ ++depth;
+ continue;
+ }
+ else if(string_equal(token, "}"))
+ {
+ --depth;
+ if(depth < 0) // underflow
+ {
+ return false;
+ }
+ if(depth == 0) // end of shader
+ {
+ break;
+ }
+
+ continue;
+ }
+
+ if(depth == 1)
+ {
+ if (string_equal_nocase(token, "qer_nocarve"))
+ {
+ m_nFlags |= QER_NOCARVE;
+ }
+ else if (string_equal_nocase(token, "qer_trans"))
+ {
+ RETURN_FALSE_IF_FAIL(Tokeniser_getFloat(tokeniser, m_fTrans));
+ m_nFlags |= QER_TRANS;
+ }
+ else if (string_equal_nocase(token, "qer_editorimage"))
+ {
+ RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_textureName));
+ }
+ else if (string_equal_nocase(token, "qer_alphafunc"))
+ {
+ const char* alphafunc = tokeniser.getToken();
+
+ if(alphafunc == 0)
+ {
+ Tokeniser_unexpectedError(tokeniser, alphafunc, "#alphafunc");
+ return false;
+ }
+
+ if(string_equal_nocase(alphafunc, "equal"))
+ {
+ m_AlphaFunc = IShader::eEqual;
+ }
+ else if(string_equal_nocase(alphafunc, "greater"))
+ {
+ m_AlphaFunc = IShader::eGreater;
+ }
+ else if(string_equal_nocase(alphafunc, "less"))
+ {
+ m_AlphaFunc = IShader::eLess;
+ }
+ else if(string_equal_nocase(alphafunc, "gequal"))
+ {
+ m_AlphaFunc = IShader::eGEqual;
+ }
+ else if(string_equal_nocase(alphafunc, "lequal"))
+ {
+ m_AlphaFunc = IShader::eLEqual;
+ }
+ else
+ {
+ m_AlphaFunc = IShader::eAlways;
+ }
+
+ m_nFlags |= QER_ALPHATEST;
+
+ RETURN_FALSE_IF_FAIL(Tokeniser_getFloat(tokeniser, m_AlphaRef));
+ }
+ else if (string_equal_nocase(token, "cull"))
+ {
+ const char* cull = tokeniser.getToken();
+
+ if(cull == 0)
+ {
+ Tokeniser_unexpectedError(tokeniser, cull, "#cull");
+ return false;
+ }
+
+ if(string_equal_nocase(cull, "none")
+ || string_equal_nocase(cull, "twosided")
+ || string_equal_nocase(cull, "disable"))
+ {
+ m_Cull = IShader::eCullNone;
+ }
+ else if(string_equal_nocase(cull, "back")
+ || string_equal_nocase(cull, "backside")
+ || string_equal_nocase(cull, "backsided"))
+ {
+ m_Cull = IShader::eCullBack;
+ }
+ else
+ {
+ m_Cull = IShader::eCullBack;
+ }
+
+ m_nFlags |= QER_CULL;
+ }
+ else if (string_equal_nocase(token, "surfaceparm"))
+ {
+ const char* surfaceparm = tokeniser.getToken();
+
+ if(surfaceparm == 0)
+ {
+ Tokeniser_unexpectedError(tokeniser, surfaceparm, "#surfaceparm");
+ return false;
+ }
+
+ if (string_equal_nocase(surfaceparm, "fog"))
+ {
+ m_nFlags |= QER_FOG;
+ if (m_fTrans == 1.0f) // has not been explicitly set by qer_trans
+ {
+ m_fTrans = 0.35f;
+ }
+ }
+ else if (string_equal_nocase(surfaceparm, "nodraw"))
+ {
+ m_nFlags |= QER_NODRAW;
+ }
+ else if (string_equal_nocase(surfaceparm, "nonsolid"))
+ {
+ m_nFlags |= QER_NONSOLID;
+ }
+ else if (string_equal_nocase(surfaceparm, "water"))
+ {
+ m_nFlags |= QER_WATER;
+ }
+ else if (string_equal_nocase(surfaceparm, "lava"))
+ {
+ m_nFlags |= QER_LAVA;
+ }
+ else if (string_equal_nocase(surfaceparm, "areaportal"))
+ {
+ m_nFlags |= QER_AREAPORTAL;
+ }
+ else if (string_equal_nocase(surfaceparm, "playerclip"))
+ {
+ m_nFlags |= QER_CLIP;
+ }
+ else if (string_equal_nocase(surfaceparm, "botclip"))
+ {
+ m_nFlags |= QER_BOTCLIP;
+ }
+ }
}
}
-#endif
- g_FuncTable.m_pfnLoadImage (name, &pPixels, &nWidth, &nHeight);
-
- if (!pPixels)
- return NULL; // we failed
+ return true;
+}
+
+class Layer
+{
+public:
+ LayerTypeId m_type;
+ TextureExpression m_texture;
+ BlendFunc m_blendFunc;
+ bool m_clampToBorder;
+ float m_alphaTest;
+ float m_heightmapScale;
+
+ Layer() : m_type(LAYER_NONE), m_blendFunc(BLEND_ONE, BLEND_ZERO), m_clampToBorder(false), m_alphaTest(-1), m_heightmapScale(0)
+ {
+ }
+};
+
+std::list<CopiedString> g_shaderFilenames;
+
+void ParseShaderFile(Tokeniser& tokeniser, const char* filename)
+{
+ g_shaderFilenames.push_back(filename);
+ filename = g_shaderFilenames.back().c_str();
+ tokeniser.nextLine();
+ for(;;)
+ {
+ const char* token = tokeniser.getToken();
+
+ if(token == 0)
+ {
+ break;
+ }
+
+ if(string_equal(token, "table"))
+ {
+ if(tokeniser.getToken() == 0)
+ {
+ Tokeniser_unexpectedError(tokeniser, 0, "#table-name");
+ return;
+ }
+ if(!Tokeniser_parseToken(tokeniser, "{"))
+ {
+ return;
+ }
+ for(;;)
+ {
+ const char* option = tokeniser.getToken();
+ if(string_equal(option, "{"))
+ {
+ for(;;)
+ {
+ const char* value = tokeniser.getToken();
+ if(string_equal(value, "}"))
+ {
+ break;
+ }
+ }
+
+ if(!Tokeniser_parseToken(tokeniser, "}"))
+ {
+ return;
+ }
+ break;
+ }
+ }
+ }
+ else
+ {
+ if(string_equal(token, "guide"))
+ {
+ parseTemplateInstance(tokeniser, filename);
+ }
+ else
+ {
+ if(!string_equal(token, "material")
+ && !string_equal(token, "particle")
+ && !string_equal(token, "skin"))
+ {
+ tokeniser.ungetToken();
+ }
+ // first token should be the path + name.. (from base)
+ CopiedString name;
+ if(!Tokeniser_parseShaderName(tokeniser, name))
+ {
+ }
+ ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
+ shaderTemplate->setName(name.c_str());
+
+ g_shaders.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
+
+ bool result = (g_shaderLanguage == SHADERLANGUAGE_QUAKE3)
+ ? shaderTemplate->parseQuake3(tokeniser)
+ : shaderTemplate->parseDoom3(tokeniser);
+ if (result)
+ {
+ // do we already have this shader?
+ if(!g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(shaderTemplate->getName(), ShaderDefinition(shaderTemplate.get(), ShaderArguments(), filename))).second)
+ {
+ #ifdef _DEBUG
+ globalOutputStream() << "WARNING: shader " << shaderTemplate->getName() << " is already in memory, definition in " << filename << " ignored.\n";
+ #endif
+ }
+ }
+ else
+ {
+ globalErrorStream() << "Error parsing shader " << shaderTemplate->getName() << "\n";
+ return;
+ }
+ }
+ }
+ }
+}
+
+void parseGuideFile(Tokeniser& tokeniser, const char* filename)
+{
+ tokeniser.nextLine();
+ for(;;)
+ {
+ const char* token = tokeniser.getToken();
+
+ if(token == 0)
+ {
+ break;
+ }
+
+ if(string_equal(token, "guide"))
+ {
+ // first token should be the path + name.. (from base)
+ ShaderTemplatePointer shaderTemplate(new ShaderTemplate);
+ shaderTemplate->parseTemplate(tokeniser);
+ if(!g_shaderTemplates.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate)).second)
+ {
+ globalErrorStream() << "guide " << makeQuoted(shaderTemplate->getName()) << ": already defined, second definition ignored\n";
+ }
+ }
+ else if(string_equal(token, "inlineGuide"))
+ {
+ // skip entire inlineGuide definition
+ std::size_t depth = 0;
+ for(;;)
+ {
+ tokeniser.nextLine();
+ token = tokeniser.getToken();
+ if(string_equal(token, "{"))
+ {
+ ++depth;
+ }
+ else if(string_equal(token, "}"))
+ {
+ if(--depth == 0)
+ {
+ break;
+ }
+ }
+ }
+ }
+ }
+}
+
+void LoadShaderFile(const char* filename)
+{
+ ArchiveTextFile* file = GlobalFileSystem().openTextFile(filename);
+
+ if(file != 0)
+ {
+ globalOutputStream() << "Parsing shaderfile " << filename << "\n";
+
+ Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
+
+ ParseShaderFile(tokeniser, filename);
+
+ tokeniser.release();
+ file->release();
+ }
else
- Sys_Printf ("LOADED: %s\n", name);
-
- // instanciate a new qtexture_t
- // NOTE: when called by a plugin we must make sure we have set Radiant's GL context before binding the texture
-
- // we'll be binding the GL texture now
- // need to check we are using a right GL context
- // with GL plugins that have their own window, the GL context may be the plugin's, in which case loading textures will bug
- // g_QglTable.m_pfn_glwidget_make_current (g_QglTable.m_pfn_GetQeglobalsGLWidget ());
- q = g_FuncTable.m_pfnLoadTextureRGBA (pPixels, nWidth, nHeight);
- if (!q)
- return NULL;
- g_free (pPixels);
-
- strcpy (q->name, name);
- // only strip extension if extension there is!
- if (q->name[strlen (q->name) - 4] == '.')
- q->name[strlen (q->name) - 4] = '\0';
- // hook into the main qtexture_t list
- qtexture_t **d_qtextures = g_ShadersTable.m_pfnQTextures ();
- q->next = *d_qtextures;
- *d_qtextures = q;
- // push it in the map
- g_hash_table_insert (g_ShadersTable.m_pfnQTexmap (), q->name, q);
- return q;
-}
-
-int WINAPI QERApp_HasShader (const char *pName)
-{
- // mickey check the global shader array for existense of pName
- CShader *pShader = g_Shaders.Shader_ForName (pName);
- if (pShader)
- return 1;
- return 0;
+ {
+ globalOutputStream() << "Unable to read shaderfile " << filename << "\n";
+ }
+}
+
+typedef FreeCaller1<const char*, LoadShaderFile> LoadShaderFileCaller;
+
+
+void loadGuideFile(const char* filename)
+{
+ StringOutputStream fullname(256);
+ fullname << "guides/" << filename;
+ ArchiveTextFile* file = GlobalFileSystem().openTextFile(fullname.c_str());
+
+ if(file != 0)
+ {
+ globalOutputStream() << "Parsing guide file " << fullname.c_str() << "\n";
+
+ Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
+
+ parseGuideFile(tokeniser, fullname.c_str());
+
+ tokeniser.release();
+ file->release();
+ }
+ else
+ {
+ globalOutputStream() << "Unable to read guide file " << fullname.c_str() << "\n";
+ }
}
-IShader *WINAPI QERApp_Shader_ForName_NoLoad (const char *pName)
+typedef FreeCaller1<const char*, loadGuideFile> LoadGuideFileCaller;
+
+
+CShader* Try_Shader_ForName(const char* name)
{
- CShader *pShader = g_Shaders.Shader_ForName (pName);
+ {
+ shaders_t::iterator i = g_ActiveShaders.find(name);
+ if(i != g_ActiveShaders.end())
+ {
+ return (*i).second;
+ }
+ }
+ // active shader was not found
+
+ // find matching shader definition
+ ShaderDefinitionMap::iterator i = g_shaderDefinitions.find(name);
+ if(i == g_shaderDefinitions.end())
+ {
+ // shader definition was not found
+
+ // create new shader definition from default shader template
+ ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
+ shaderTemplate->CreateDefault(name);
+ g_shaderTemplates.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
+
+ i = g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate.get(), ShaderArguments(), ""))).first;
+ }
+
+ // create shader from existing definition
+ ShaderPointer pShader(new CShader((*i).second));
+ pShader->setName(name);
+ g_ActiveShaders.insert(shaders_t::value_type(name, pShader));
+ g_ActiveShadersChangedNotify();
return pShader;
}
-/*!
-This should NEVER return NULL, it is the last-chance call in the load cascade
-*/
-qtexture_t *WINAPI QERApp_Texture_ForName2 (const char *filename)
-{
- qtexture_t *q;
- q = QERApp_Try_Texture_ForName (filename);
- if (q)
- return q;
- // not found? use "texture not found"
- q = QERApp_Try_Texture_ForName (SHADER_NOT_FOUND);
- if (q)
- return q;
-
- // still not found? this is a fatal error
- g_FuncTable.m_pfnError("Failed to load " SHADER_NOT_FOUND ". Looks like your installation is broken / missing some essential elements.");
- return NULL;
-}
-
-void CShader::CreateColor (const char *name)
-{
- // parse
- sscanf (name, "(%g %g %g)", m_vColor, m_vColor + 1, m_vColor + 2);
- m_strTextureName = name;
- setName ("color");
- // create the qtexture_t
- qtexture_t *q1 = QERApp_Texture_ForName2 (SHADER_NOT_FOUND);
- // copy this one
- qtexture_t *q2 = new qtexture_t;
- memcpy (q2, q1, sizeof (qtexture_t));
- strcpy (q2->name, m_strTextureName.GetBuffer ());
- VectorCopy (m_vColor, q2->color);
- m_pTexture = q2;
-}
-
-IShader *WINAPI QERApp_ColorShader_ForName (const char *name)
-{
- CShader *pShader = new CShader ();
- pShader->CreateColor (name);
- // hook it into the shader list
- pShader->IncRef ();
- g_Shaders.Add ((void *) pShader);
+IShader *Shader_ForName(const char *name)
+{
+ ASSERT_NOTNULL(name);
+
+ IShader *pShader = Try_Shader_ForName(name);
+ pShader->IncRef();
return pShader;
}
-void CShaderArray::ReleaseForShaderFile (const char *name)
+
+
+
+// the list of scripts/*.shader files we need to work with
+// those are listed in shaderlist file
+GSList *l_shaderfiles = 0;
+
+GSList* Shaders_getShaderFileList()
+{
+ return l_shaderfiles;
+}
+
+/*
+==================
+DumpUnreferencedShaders
+usefull function: dumps the list of .shader files that are not referenced to the console
+==================
+*/
+void IfFound_dumpUnreferencedShader(bool& bFound, const char* filename)
{
- int i;
- // decref
- for (i = 0; i < CPtrArray::GetSize (); i++)
+ bool listed = false;
+
+ for(GSList* sh = l_shaderfiles; sh != 0; sh = g_slist_next(sh))
+ {
+ if(!strcmp((char*)sh->data, filename))
+ {
+ listed = true;
+ break;
+ }
+ }
+
+ if(!listed)
{
- IShader *pShader = static_cast < IShader * >(CPtrArray::GetAt (i));
- if (!strcmp (name, pShader->getShaderFileName ()))
+ if(!bFound)
{
- pShader->DecRef ();
- CPtrArray::RemoveAt (i);
- i--; // get ready for next loop
+ bFound = true;
+ globalOutputStream() << "Following shader files are not referenced in any shaderlist.txt:\n";
}
+ globalOutputStream() << "\t" << filename << "\n";
}
}
+typedef ReferenceCaller1<bool, const char*, IfFound_dumpUnreferencedShader> IfFoundDumpUnreferencedShaderCaller;
-void WINAPI QERApp_ReloadShaderFile (const char *name)
+void DumpUnreferencedShaders()
{
- brush_t *b;
- face_t *f;
- brush_t *active_brushes;
- brush_t *selected_brushes;
- brush_t *filtered_brushes;
+ bool bFound = false;
+ GlobalFileSystem().forEachFile(g_shadersDirectory, g_shadersExtension, IfFoundDumpUnreferencedShaderCaller(bFound));
+}
+
+void ShaderList_addShaderFile(const char* dirstring)
+{
+ bool found = false;
+
+ for(GSList* tmp = l_shaderfiles; tmp != 0; tmp = tmp->next)
+ {
+ if(string_equal_nocase(dirstring, (char*)tmp->data))
+ {
+ found = true;
+ globalOutputStream() << "duplicate entry \"" << (char*)tmp->data << "\" in shaderlist.txt\n";
+ break;
+ }
+ }
+
+ if(!found)
+ {
+ l_shaderfiles = g_slist_append(l_shaderfiles, strdup(dirstring));
+ }
+}
-// Sys_Printf("TODO: QERApp_ReloadShaderFile\n");
+typedef FreeCaller1<const char*, ShaderList_addShaderFile> AddShaderFileCaller;
- active_brushes = g_DataTable.m_pfnActiveBrushes ();
- selected_brushes = g_DataTable.m_pfnSelectedBrushes ();
- filtered_brushes = g_DataTable.m_pfnFilteredBrushes ();
-#ifdef _DEBUG
- // check the shader name is a reletive path
- // I hacked together a few quick tests to make sure :-)
- if (strstr (name, ":\\") || !strstr (name, "scripts"))
- Sys_Printf ("WARNING: is %s a reletive path to a shader file? (QERApp_ReloadShaderFile\n");
-#endif
+/*
+==================
+BuildShaderList
+build a CStringList of shader names
+==================
+*/
+void BuildShaderList(TextInputStream& shaderlist)
+{
+ Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewSimpleTokeniser(shaderlist);
+ tokeniser.nextLine();
+ const char* token = tokeniser.getToken();
+ StringOutputStream shaderFile(64);
+ while(token != 0)
+ {
+ // each token should be a shader filename
+ shaderFile << token << "." << g_shadersExtension;
+
+ ShaderList_addShaderFile(shaderFile.c_str());
- // in the actives and global shaders lists, decref and unhook the shaders
- //++timo NOTE: maybe we'd like to keep track of the shaders we are unhooking?
- g_ActiveShaders.ReleaseForShaderFile (name);
- g_Shaders.ReleaseForShaderFile (name);
- // go through a reload of the shader file
- QERApp_LoadShaderFile (name);
- // scan all the brushes, replace all the old ones by refs to their new equivalents
- for (b = active_brushes->next; b != NULL && b != active_brushes; b = b->next)
- {
- if (b->patchBrush && !strcmp (b->pPatch->pShader->getShaderFileName (), name))
- SetShader (b->pPatch);
- else
- for (f = b->brush_faces; f; f = f->next)
- if (!strcmp (f->pShader->getShaderFileName (), name))
- SetShader (f);
+ tokeniser.nextLine();
+ token = tokeniser.getToken();
+
+ shaderFile.clear();
}
- for (b = selected_brushes->next; b != NULL && b != selected_brushes; b = b->next)
+ tokeniser.release();
+}
+
+void FreeShaderList()
+{
+ while(l_shaderfiles != 0)
{
- if (b->patchBrush && !strcmp (b->pPatch->pShader->getShaderFileName (), name))
- SetShader (b->pPatch);
- else
- for (f = b->brush_faces; f; f = f->next)
- if (!strcmp (f->pShader->getShaderFileName (), name))
- SetShader (f);
+ free(l_shaderfiles->data);
+ l_shaderfiles = g_slist_remove(l_shaderfiles, l_shaderfiles->data);
}
- // do that to the filtered brushes as well (we might have some region compiling going on)
- for (b = filtered_brushes->next; b != NULL && b != filtered_brushes; b = b->next)
+}
+
+void ShaderList_addFromArchive(const char *archivename)
+{
+ const char *shaderpath = GlobalRadiant().getGameDescriptionKeyValue("shaderpath");
+ if (string_empty(shaderpath))
+ return;
+
+ StringOutputStream shaderlist(256);
+ shaderlist << DirectoryCleaned(shaderpath) << "shaderlist.txt";
+
+ Archive *archive = GlobalFileSystem().getArchive(archivename, false);
+ if (archive)
{
- if (b->patchBrush && !strcmp (b->pPatch->pShader->getShaderFileName (), name))
- SetShader (b->pPatch);
- else
- for (f = b->brush_faces; f; f = f->next)
- if (!strcmp (f->pShader->getShaderFileName (), name))
- SetShader (f);
+ ArchiveTextFile *file = archive->openTextFile(shaderlist.c_str());
+ if (file)
+ {
+ globalOutputStream() << "Found shaderlist.txt in " << archivename << "\n";
+ BuildShaderList(file->getInputStream());
+ file->release();
+ }
}
- // call Texture_ShowInUse to clean and display only what's required
- g_ShadersTable.m_pfnTexture_ShowInuse ();
- QERApp_SortActiveShaders ();
- g_FuncTable.m_pfnSysUpdateWindows (W_TEXTURE);
}
-void CShaderArray::SetDisplayed (bool b)
+typedef FreeCaller1<const char *, ShaderList_addFromArchive> AddShaderListFromArchiveCaller;
+
+#include "stream/filestream.h"
+
+bool shaderlist_findOrInstall(const char* enginePath, const char* toolsPath, const char* shaderPath, const char* gamename)
{
- int i, count;
- count = CPtrArray::GetSize ();
- for (i = 0; i < count; i++)
- static_cast < IShader * >(CPtrArray::GetAt (i))->SetDisplayed (b);
+ StringOutputStream absShaderList(256);
+ absShaderList << enginePath << gamename << '/' << shaderPath << "shaderlist.txt";
+ if(file_exists(absShaderList.c_str()))
+ {
+ return true;
+ }
+ {
+ StringOutputStream directory(256);
+ directory << enginePath << gamename << '/' << shaderPath;
+ if(!file_exists(directory.c_str()) && !Q_mkdir(directory.c_str()))
+ {
+ return false;
+ }
+ }
+ {
+ StringOutputStream defaultShaderList(256);
+ defaultShaderList << toolsPath << gamename << '/' << "default_shaderlist.txt";
+ if(file_exists(defaultShaderList.c_str()))
+ {
+ return file_copy(defaultShaderList.c_str(), absShaderList.c_str());
+ }
+ }
+ return false;
}
-void CShaderArray::SetInUse (bool b)
+void Shaders_Load()
{
- int i, count;
- count = CPtrArray::GetSize ();
- for (i = 0; i < count; i++)
- static_cast < IShader * >(CPtrArray::GetAt (i))->SetInUse (b);
+ if(g_shaderLanguage == SHADERLANGUAGE_QUAKE4)
+ {
+ GlobalFileSystem().forEachFile("guides/", "guide", LoadGuideFileCaller(), 0);
+ }
+
+ const char* shaderPath = GlobalRadiant().getGameDescriptionKeyValue("shaderpath");
+ if(!string_empty(shaderPath))
+ {
+ StringOutputStream path(256);
+ path << DirectoryCleaned(shaderPath);
+
+ if(g_useShaderList)
+ {
+ // preload shader files that have been listed in shaderlist.txt
+ const char* basegame = GlobalRadiant().getRequiredGameDescriptionKeyValue("basegame");
+ const char* gamename = GlobalRadiant().getGameName();
+ const char* enginePath = GlobalRadiant().getEnginePath();
+ const char* toolsPath = GlobalRadiant().getGameToolsPath();
+
+ bool isMod = !string_equal(basegame, gamename);
+
+ if(!isMod || !shaderlist_findOrInstall(enginePath, toolsPath, path.c_str(), gamename))
+ {
+ gamename = basegame;
+ shaderlist_findOrInstall(enginePath, toolsPath, path.c_str(), gamename);
+ }
+
+ GlobalFileSystem().forEachArchive(AddShaderListFromArchiveCaller(), false, true);
+ DumpUnreferencedShaders();
+ }
+ else
+ {
+ GlobalFileSystem().forEachFile(path.c_str(), g_shadersExtension, AddShaderFileCaller(), 0);
+ }
+
+ GSList *lst = l_shaderfiles;
+ StringOutputStream shadername(256);
+ while(lst)
+ {
+ shadername << path.c_str() << reinterpret_cast<const char*>(lst->data);
+ LoadShaderFile(shadername.c_str());
+ shadername.clear();
+ lst = lst->next;
+ }
+ }
+
+ //StringPool_analyse(ShaderPool::instance());
}
-// Set the IsDisplayed flag on all active shaders
-void WINAPI QERApp_ActiveShaders_SetDisplayed (bool b)
+void Shaders_Free()
{
- g_ActiveShaders.SetDisplayed (b);
+ FreeShaders();
+ FreeShaderList();
+ g_shaderFilenames.clear();
}
-void WINAPI QERApp_ActiveShaders_SetInUse (bool b)
+ModuleObservers g_observers;
+
+std::size_t g_shaders_unrealised = 1; // wait until filesystem and is realised before loading anything
+bool Shaders_realised()
{
- g_ActiveShaders.SetInUse (b);
+ return g_shaders_unrealised == 0;
+}
+void Shaders_Realise()
+{
+ if(--g_shaders_unrealised == 0)
+ {
+ Shaders_Load();
+ g_observers.realise();
+ }
+}
+void Shaders_Unrealise()
+{
+ if(++g_shaders_unrealised == 1)
+ {
+ g_observers.unrealise();
+ Shaders_Free();
+ }
}
-// =============================================================================
-// SYNAPSE
+void Shaders_Refresh()
+{
+ Shaders_Unrealise();
+ Shaders_Realise();
+}
-bool CSynapseClientShaders::RequestAPI(APIDescriptor_t *pAPI)
+class Quake3ShaderSystem : public ShaderSystem, public ModuleObserver
{
- if (!strcmp(pAPI->major_name, SHADERS_MAJOR))
+public:
+ void realise()
{
- _QERShadersTable* pTable= static_cast<_QERShadersTable*>(pAPI->mpTable);
-
- pTable->m_pfnFreeShaders = QERApp_FreeShaders;
- pTable->m_pfnReloadShaders = QERApp_ReloadShaders;
- pTable->m_pfnLoadShadersFromDir = QERApp_LoadShadersFromDir;
- pTable->m_pfnReloadShaderFile = QERApp_ReloadShaderFile;
- pTable->m_pfnLoadShaderFile = QERApp_LoadShaderFile;
- pTable->m_pfnHasShader = QERApp_HasShader;
- pTable->m_pfnTry_Shader_ForName = QERApp_Try_Shader_ForName;
- pTable->m_pfnShader_ForName = QERApp_Shader_ForName;
- pTable->m_pfnTry_Texture_ForName = QERApp_Try_Texture_ForName;
- pTable->m_pfnTexture_ForName = QERApp_Texture_ForName2;
- pTable->m_pfnGetActiveShaderCount = QERApp_GetActiveShaderCount;
- pTable->m_pfnColorShader_ForName = QERApp_ColorShader_ForName;
- pTable->m_pfnShader_ForName_NoLoad = QERApp_Shader_ForName_NoLoad;
- pTable->m_pfnActiveShaders_SetInUse = QERApp_ActiveShaders_SetInUse;
- pTable->m_pfnSortActiveShaders = QERApp_SortActiveShaders;
- pTable->m_pfnActiveShader_ForTextureName = QERApp_ActiveShader_ForTextureName;
- pTable->m_pfnCreateShader_ForTextureName = QERApp_CreateShader_ForTextureName;
- pTable->m_pfnActiveShaders_SetDisplayed = QERApp_ActiveShaders_SetDisplayed;
- pTable->m_pfnActiveShader_ForIndex = QERApp_ActiveShader_ForIndex;
- pTable->m_pfnCleanTextureName = QERApp_CleanTextureName;
-
- return true;
+ Shaders_Realise();
+ }
+ void unrealise()
+ {
+ Shaders_Unrealise();
+ }
+ void refresh()
+ {
+ Shaders_Refresh();
}
- Syn_Printf("ERROR: RequestAPI( '%s' ) not found in '%s'\n", pAPI->major_name, GetInfo());
- return false;
+ IShader* getShaderForName(const char* name)
+ {
+ return Shader_ForName(name);
+ }
+
+ void foreachShaderName(const ShaderNameCallback& callback)
+ {
+ for(ShaderDefinitionMap::const_iterator i = g_shaderDefinitions.begin(); i != g_shaderDefinitions.end(); ++i)
+ {
+ callback((*i).first.c_str());
+ }
+ }
+
+ void beginActiveShadersIterator()
+ {
+ ActiveShaders_IteratorBegin();
+ }
+ bool endActiveShadersIterator()
+ {
+ return ActiveShaders_IteratorAtEnd();
+ }
+ IShader* dereferenceActiveShadersIterator()
+ {
+ return ActiveShaders_IteratorCurrent();
+ }
+ void incrementActiveShadersIterator()
+ {
+ ActiveShaders_IteratorIncrement();
+ }
+ void setActiveShadersChangedNotify(const Callback& notify)
+ {
+ g_ActiveShadersChangedNotify = notify;
+ }
+
+ void attach(ModuleObserver& observer)
+ {
+ g_observers.attach(observer);
+ }
+ void detach(ModuleObserver& observer)
+ {
+ g_observers.detach(observer);
+ }
+
+ void setLightingEnabled(bool enabled)
+ {
+ if(CShader::m_lightingEnabled != enabled)
+ {
+ for(shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i)
+ {
+ (*i).second->unrealiseLighting();
+ }
+ CShader::m_lightingEnabled = enabled;
+ for(shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i)
+ {
+ (*i).second->realiseLighting();
+ }
+ }
+ }
+
+ const char* getTexturePrefix() const
+ {
+ return g_texturePrefix;
+ }
+};
+
+Quake3ShaderSystem g_Quake3ShaderSystem;
+
+ShaderSystem& GetShaderSystem()
+{
+ return g_Quake3ShaderSystem;
+}
+
+void Shaders_Construct()
+{
+ GlobalFileSystem().attach(g_Quake3ShaderSystem);
+}
+void Shaders_Destroy()
+{
+ GlobalFileSystem().detach(g_Quake3ShaderSystem);
+
+ if(Shaders_realised())
+ {
+ Shaders_Free();
+ }
}