/* -------------------------------------------------------------------------------
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+ GtkRadiant is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+ GtkRadiant is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-----------------------------------------------------------------------------------
+ ----------------------------------------------------------------------------------
-This code has been altered significantly from its original form, to support
-several games based on the Quake III Arena engine, in the form of "Q3Map2."
+ This code has been altered significantly from its original form, to support
+ several games based on the Quake III Arena engine, in the form of "Q3Map2."
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
/*
-ColorMod()
-routines for dealing with vertex color/alpha modification
-*/
-
-void ColorMod( colorMod_t *cm, int numVerts, bspDrawVert_t *drawVerts )
-{
- int i, j, k;
- float c;
- vec4_t mult, add;
- bspDrawVert_t *dv;
- colorMod_t *cm2;
-
-
+ ColorMod()
+ routines for dealing with vertex color/alpha modification
+ */
+
+void ColorMod( colorMod_t *cm, int numVerts, bspDrawVert_t *drawVerts ){
+ int i, j, k;
+ float c;
+ vec4_t mult, add;
+ bspDrawVert_t *dv;
+ colorMod_t *cm2;
+
+
/* dummy check */
- if( cm == NULL || numVerts < 1 || drawVerts == NULL )
+ if ( cm == NULL || numVerts < 1 || drawVerts == NULL ) {
return;
-
-
+ }
+
+
/* walk vertex list */
- for( i = 0; i < numVerts; i++ )
+ for ( i = 0; i < numVerts; i++ )
{
/* get vertex */
dv = &drawVerts[ i ];
-
+
/* walk colorMod list */
- for( cm2 = cm; cm2 != NULL; cm2 = cm2->next )
+ for ( cm2 = cm; cm2 != NULL; cm2 = cm2->next )
{
/* default */
VectorSet( mult, 1.0f, 1.0f, 1.0f );
mult[ 3 ] = 1.0f;
VectorSet( add, 0.0f, 0.0f, 0.0f );
mult[ 3 ] = 0.0f;
-
+
/* switch on type */
- switch( cm2->type )
+ switch ( cm2->type )
{
- case CM_COLOR_SET:
- VectorClear( mult );
- VectorScale( cm2->data, 255.0f, add );
- break;
-
- case CM_ALPHA_SET:
- mult[ 3 ] = 0.0f;
- add[ 3 ] = cm2->data[ 0 ] * 255.0f;
- break;
-
- case CM_COLOR_SCALE:
- VectorCopy( cm2->data, mult );
- break;
-
- case CM_ALPHA_SCALE:
- mult[ 3 ] = cm2->data[ 0 ];
- break;
-
- case CM_COLOR_DOT_PRODUCT:
- c = DotProduct( dv->normal, cm2->data );
- VectorSet( mult, c, c, c );
- break;
-
- case CM_COLOR_DOT_PRODUCT_SCALE:
- c = DotProduct( dv->normal, cm2->data );
- c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]);
- VectorSet( mult, c, c, c );
- break;
-
- case CM_ALPHA_DOT_PRODUCT:
- mult[ 3 ] = DotProduct( dv->normal, cm2->data );
- break;
-
- case CM_ALPHA_DOT_PRODUCT_SCALE:
- c = DotProduct( dv->normal, cm2->data );
- c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]);
- mult[ 3 ] = c;
- break;
-
- case CM_COLOR_DOT_PRODUCT_2:
- c = DotProduct( dv->normal, cm2->data );
- c *= c;
- VectorSet( mult, c, c, c );
- break;
-
- case CM_COLOR_DOT_PRODUCT_2_SCALE:
- c = DotProduct( dv->normal, cm2->data );
- c *= c;
- c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]);
- VectorSet( mult, c, c, c );
- break;
-
- case CM_ALPHA_DOT_PRODUCT_2:
- mult[ 3 ] = DotProduct( dv->normal, cm2->data );
- mult[ 3 ] *= mult[ 3 ];
- break;
-
- case CM_ALPHA_DOT_PRODUCT_2_SCALE:
- c = DotProduct( dv->normal, cm2->data );
- c *= c;
- c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]);
- mult[ 3 ] = c;
- break;
-
- default:
- break;
+ case CM_COLOR_SET:
+ VectorClear( mult );
+ VectorScale( cm2->data, 255.0f, add );
+ break;
+
+ case CM_ALPHA_SET:
+ mult[ 3 ] = 0.0f;
+ add[ 3 ] = cm2->data[ 0 ] * 255.0f;
+ break;
+
+ case CM_COLOR_SCALE:
+ VectorCopy( cm2->data, mult );
+ break;
+
+ case CM_ALPHA_SCALE:
+ mult[ 3 ] = cm2->data[ 0 ];
+ break;
+
+ case CM_COLOR_DOT_PRODUCT:
+ c = DotProduct( dv->normal, cm2->data );
+ VectorSet( mult, c, c, c );
+ break;
+
+ case CM_COLOR_DOT_PRODUCT_SCALE:
+ c = DotProduct( dv->normal, cm2->data );
+ c = ( c - cm2->data[3] ) / ( cm2->data[4] - cm2->data[3] );
+ VectorSet( mult, c, c, c );
+ break;
+
+ case CM_ALPHA_DOT_PRODUCT:
+ mult[ 3 ] = DotProduct( dv->normal, cm2->data );
+ break;
+
+ case CM_ALPHA_DOT_PRODUCT_SCALE:
+ c = DotProduct( dv->normal, cm2->data );
+ c = ( c - cm2->data[3] ) / ( cm2->data[4] - cm2->data[3] );
+ mult[ 3 ] = c;
+ break;
+
+ case CM_COLOR_DOT_PRODUCT_2:
+ c = DotProduct( dv->normal, cm2->data );
+ c *= c;
+ VectorSet( mult, c, c, c );
+ break;
+
+ case CM_COLOR_DOT_PRODUCT_2_SCALE:
+ c = DotProduct( dv->normal, cm2->data );
+ c *= c;
+ c = ( c - cm2->data[3] ) / ( cm2->data[4] - cm2->data[3] );
+ VectorSet( mult, c, c, c );
+ break;
+
+ case CM_ALPHA_DOT_PRODUCT_2:
+ mult[ 3 ] = DotProduct( dv->normal, cm2->data );
+ mult[ 3 ] *= mult[ 3 ];
+ break;
+
+ case CM_ALPHA_DOT_PRODUCT_2_SCALE:
+ c = DotProduct( dv->normal, cm2->data );
+ c *= c;
+ c = ( c - cm2->data[3] ) / ( cm2->data[4] - cm2->data[3] );
+ mult[ 3 ] = c;
+ break;
+
+ default:
+ break;
}
-
+
/* apply mod */
- for( j = 0; j < MAX_LIGHTMAPS; j++ )
+ for ( j = 0; j < MAX_LIGHTMAPS; j++ )
{
- for( k = 0; k < 4; k++ )
+ for ( k = 0; k < 4; k++ )
{
- c = (mult[ k ] * dv->color[ j ][ k ]) + add[ k ];
- if( c < 0 )
+ c = ( mult[ k ] * dv->color[ j ][ k ] ) + add[ k ];
+ if ( c < 0 ) {
c = 0;
- else if( c > 255 )
+ }
+ else if ( c > 255 ) {
c = 255;
+ }
dv->color[ j ][ k ] = c;
}
}
/*
-TCMod*()
-routines for dealing with a 3x3 texture mod matrix
-*/
-
-void TCMod( tcMod_t mod, float st[ 2 ] )
-{
- float old[ 2 ];
-
-
+ TCMod*()
+ routines for dealing with a 3x3 texture mod matrix
+ */
+
+void TCMod( tcMod_t mod, float st[ 2 ] ){
+ float old[ 2 ];
+
+
old[ 0 ] = st[ 0 ];
old[ 1 ] = st[ 1 ];
- st[ 0 ] = (mod[ 0 ][ 0 ] * old[ 0 ]) + (mod[ 0 ][ 1 ] * old[ 1 ]) + mod[ 0 ][ 2 ];
- st[ 1 ] = (mod[ 1 ][ 0 ] * old[ 0 ]) + (mod[ 1 ][ 1 ] * old[ 1 ]) + mod[ 1 ][ 2 ];
+ st[ 0 ] = ( mod[ 0 ][ 0 ] * old[ 0 ] ) + ( mod[ 0 ][ 1 ] * old[ 1 ] ) + mod[ 0 ][ 2 ];
+ st[ 1 ] = ( mod[ 1 ][ 0 ] * old[ 0 ] ) + ( mod[ 1 ][ 1 ] * old[ 1 ] ) + mod[ 1 ][ 2 ];
}
-void TCModIdentity( tcMod_t mod )
-{
- mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f;
- mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f;
- mod[ 2 ][ 0 ] = 0.0f; mod[ 2 ][ 1 ] = 0.0f; mod[ 2 ][ 2 ] = 1.0f; /* this row is only used for multiples, not transformation */
+void TCModIdentity( tcMod_t mod ){
+ mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f;
+ mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f;
+ mod[ 2 ][ 0 ] = 0.0f; mod[ 2 ][ 1 ] = 0.0f; mod[ 2 ][ 2 ] = 1.0f; /* this row is only used for multiples, not transformation */
}
-void TCModMultiply( tcMod_t a, tcMod_t b, tcMod_t out )
-{
- int i;
-
-
- for( i = 0; i < 3; i++ )
+void TCModMultiply( tcMod_t a, tcMod_t b, tcMod_t out ){
+ int i;
+
+
+ for ( i = 0; i < 3; i++ )
{
- out[ i ][ 0 ] = (a[ i ][ 0 ] * b[ 0 ][ 0 ]) + (a[ i ][ 1 ] * b[ 1 ][ 0 ]) + (a[ i ][ 2 ] * b[ 2 ][ 0 ]);
- out[ i ][ 1 ] = (a[ i ][ 0 ] * b[ 0 ][ 1 ]) + (a[ i ][ 1 ] * b[ 1 ][ 1 ]) + (a[ i ][ 2 ] * b[ 2 ][ 1 ]);
- out[ i ][ 2 ] = (a[ i ][ 0 ] * b[ 0 ][ 2 ]) + (a[ i ][ 1 ] * b[ 1 ][ 2 ]) + (a[ i ][ 2 ] * b[ 2 ][ 2 ]);
+ out[ i ][ 0 ] = ( a[ i ][ 0 ] * b[ 0 ][ 0 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 0 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 0 ] );
+ out[ i ][ 1 ] = ( a[ i ][ 0 ] * b[ 0 ][ 1 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 1 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 1 ] );
+ out[ i ][ 2 ] = ( a[ i ][ 0 ] * b[ 0 ][ 2 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 2 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 2 ] );
}
}
-void TCModTranslate( tcMod_t mod, float s, float t )
-{
+void TCModTranslate( tcMod_t mod, float s, float t ){
mod[ 0 ][ 2 ] += s;
mod[ 1 ][ 2 ] += t;
}
-void TCModScale( tcMod_t mod, float s, float t )
-{
+void TCModScale( tcMod_t mod, float s, float t ){
mod[ 0 ][ 0 ] *= s;
mod[ 1 ][ 1 ] *= t;
}
-void TCModRotate( tcMod_t mod, float euler )
-{
- tcMod_t old, temp;
- float radians, sinv, cosv;
-
-
+void TCModRotate( tcMod_t mod, float euler ){
+ tcMod_t old, temp;
+ float radians, sinv, cosv;
+
+
memcpy( old, mod, sizeof( tcMod_t ) );
TCModIdentity( temp );
sinv = sin( radians );
cosv = cos( radians );
- temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv;
- temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv;
-
+ temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv;
+ temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv;
+
TCModMultiply( old, temp, mod );
}
/*
-ApplySurfaceParm() - ydnar
-applies a named surfaceparm to the supplied flags
-*/
-
-qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags )
-{
- int i, fake;
- surfaceParm_t *sp;
-
-
+ ApplySurfaceParm() - ydnar
+ applies a named surfaceparm to the supplied flags
+ */
+
+qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags ){
+ int i, fake;
+ surfaceParm_t *sp;
+
+
/* dummy check */
- if( name == NULL )
+ if ( name == NULL ) {
name = "";
- if( contentFlags == NULL )
+ }
+ if ( contentFlags == NULL ) {
contentFlags = &fake;
- if( surfaceFlags == NULL )
+ }
+ if ( surfaceFlags == NULL ) {
surfaceFlags = &fake;
- if( compileFlags == NULL )
+ }
+ if ( compileFlags == NULL ) {
compileFlags = &fake;
-
+ }
+
/* walk the current game's surfaceparms */
sp = game->surfaceParms;
- while( sp->name != NULL )
+ while ( sp->name != NULL )
{
/* match? */
- if( !Q_stricmp( name, sp->name ) )
- {
+ if ( !Q_stricmp( name, sp->name ) ) {
/* clear and set flags */
- *contentFlags &= ~(sp->contentFlagsClear);
+ *contentFlags &= ~( sp->contentFlagsClear );
*contentFlags |= sp->contentFlags;
- *surfaceFlags &= ~(sp->surfaceFlagsClear);
+ *surfaceFlags &= ~( sp->surfaceFlagsClear );
*surfaceFlags |= sp->surfaceFlags;
- *compileFlags &= ~(sp->compileFlagsClear);
+ *compileFlags &= ~( sp->compileFlagsClear );
*compileFlags |= sp->compileFlags;
-
+
/* return ok */
return qtrue;
}
-
+
/* next */
sp++;
}
-
+
/* check custom info parms */
- for( i = 0; i < numCustSurfaceParms; i++ )
+ for ( i = 0; i < numCustSurfaceParms; i++ )
{
/* get surfaceparm */
sp = &custSurfaceParms[ i ];
-
+
/* match? */
- if( !Q_stricmp( name, sp->name ) )
- {
+ if ( !Q_stricmp( name, sp->name ) ) {
/* clear and set flags */
- *contentFlags &= ~(sp->contentFlagsClear);
+ *contentFlags &= ~( sp->contentFlagsClear );
*contentFlags |= sp->contentFlags;
- *surfaceFlags &= ~(sp->surfaceFlagsClear);
+ *surfaceFlags &= ~( sp->surfaceFlagsClear );
*surfaceFlags |= sp->surfaceFlags;
- *compileFlags &= ~(sp->compileFlagsClear);
+ *compileFlags &= ~( sp->compileFlagsClear );
*compileFlags |= sp->compileFlags;
-
+
/* return ok */
return qtrue;
}
}
-
+
/* no matching surfaceparm found */
return qfalse;
}
/*
-BeginMapShaderFile() - ydnar
-erases and starts a new map shader script
-*/
+ BeginMapShaderFile() - ydnar
+ erases and starts a new map shader script
+ */
+
+void BeginMapShaderFile( const char *mapFile ){
+ char base[ 1024 ];
+ int len;
-void BeginMapShaderFile( const char *mapFile )
-{
- char base[ 1024 ];
- int len;
-
/* dummy check */
mapName[ 0 ] = '\0';
mapShaderFile[ 0 ] = '\0';
- if( mapFile == NULL || mapFile[ 0 ] == '\0' )
+ if ( mapFile == NULL || mapFile[ 0 ] == '\0' ) {
return;
-
+ }
+
/* copy map name */
strcpy( base, mapFile );
StripExtension( base );
-
+
/* extract map name */
len = strlen( base ) - 1;
- while( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )
+ while ( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )
len--;
strcpy( mapName, &base[ len + 1 ] );
base[ len ] = '\0';
- if( len <= 0 )
+ if ( len <= 0 ) {
return;
-
+ }
+
/* append ../scripts/q3map2_<mapname>.shader */
sprintf( mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName );
Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile );
-
+
/* remove it */
remove( mapShaderFile );
-
+
/* stop making warnings about missing images */
warnImage = qfalse;
}
/*
-WriteMapShaderFile() - ydnar
-writes a shader to the map shader script
-*/
-
-void WriteMapShaderFile( void )
-{
- FILE *file;
- shaderInfo_t *si;
- int i, num;
-
-
+ WriteMapShaderFile() - ydnar
+ writes a shader to the map shader script
+ */
+
+void WriteMapShaderFile( void ){
+ FILE *file;
+ shaderInfo_t *si;
+ int i, num;
+
+
/* dummy check */
- if( mapShaderFile[ 0 ] == '\0' )
+ if ( mapShaderFile[ 0 ] == '\0' ) {
return;
-
+ }
+
/* are there any custom shaders? */
- for( i = 0, num = 0; i < numShaderInfo; i++ )
+ for ( i = 0, num = 0; i < numShaderInfo; i++ )
{
- if( shaderInfo[ i ].custom )
+ if ( shaderInfo[ i ].custom ) {
break;
+ }
}
- if( i == numShaderInfo )
+ if ( i == numShaderInfo ) {
return;
-
+ }
+
/* note it */
- Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n");
+ Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n" );
Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile );
-
+
/* open shader file */
file = fopen( mapShaderFile, "w" );
- if( file == NULL )
- {
- Sys_Printf( "WARNING: Unable to open map shader file %s for writing\n", mapShaderFile );
+ if ( file == NULL ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: Unable to open map shader file %s for writing\n", mapShaderFile );
return;
}
-
+
/* print header */
fprintf( file,
- "// Custom shader file for %s.bsp\n"
- "// Generated by Q3Map2 (ydnar)\n"
- "// Do not edit! This file is overwritten on recompiles.\n\n",
- mapName );
-
+ "// Custom shader file for %s.bsp\n"
+ "// Generated by Q3Map2 (ydnar)\n"
+ "// Do not edit! This file is overwritten on recompiles.\n\n",
+ mapName );
+
/* walk the shader list */
- for( i = 0, num = 0; i < numShaderInfo; i++ )
+ for ( i = 0, num = 0; i < numShaderInfo; i++ )
{
/* get the shader and print it */
si = &shaderInfo[ i ];
- if( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' )
+ if ( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' ) {
continue;
+ }
num++;
/* print it to the file */
fprintf( file, "%s%s\n", si->shader, si->shaderText );
//Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */
-
+
Sys_FPrintf( SYS_VRB, "." );
}
-
+
/* close the shader */
fflush( file );
fclose( file );
-
+
Sys_FPrintf( SYS_VRB, "\n" );
-
+
/* print some stats */
Sys_Printf( "%9d custom shaders emitted\n", num );
}
/*
-CustomShader() - ydnar
-sets up a custom map shader
-*/
-
-shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace )
-{
- shaderInfo_t *csi;
- char shader[ MAX_QPATH ];
- char *s;
- int loc;
- byte digest[ 16 ];
- char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
-
-
+ CustomShader() - ydnar
+ sets up a custom map shader
+ */
+
+shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace ){
+ shaderInfo_t *csi;
+ char shader[ MAX_QPATH ];
+ char *s;
+ int loc;
+ byte digest[ 16 ];
+ char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
+
+
/* dummy check */
- if( si == NULL )
+ if ( si == NULL ) {
return ShaderInfoForShader( "default" );
-
+ }
+
/* default shader text source */
srcShaderText = si->shaderText;
-
+
/* et: implicitMap */
- if( si->implicitMap == IM_OPAQUE )
- {
+ if ( si->implicitMap == IM_OPAQUE ) {
srcShaderText = temp;
sprintf( temp, "\n"
- "{ // Q3Map2 defaulted (implicitMap)\n"
- "\t{\n"
- "\t\tmap $lightmap\n"
- "\t\trgbGen identity\n"
- "\t}\n"
- "\tq3map_styleMarker\n"
- "\t{\n"
- "\t\tmap %s\n"
- "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
- "\t\trgbGen identity\n"
- "\t}\n"
- "}\n",
- si->implicitImagePath );
+ "{ // Q3Map2 defaulted (implicitMap)\n"
+ "\t{\n"
+ "\t\tmap $lightmap\n"
+ "\t\trgbGen identity\n"
+ "\t}\n"
+ "\tq3map_styleMarker\n"
+ "\t{\n"
+ "\t\tmap %s\n"
+ "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
+ "\t\trgbGen identity\n"
+ "\t}\n"
+ "}\n",
+ si->implicitImagePath );
}
-
+
/* et: implicitMask */
- else if( si->implicitMap == IM_MASKED )
- {
+ else if ( si->implicitMap == IM_MASKED ) {
srcShaderText = temp;
sprintf( temp, "\n"
- "{ // Q3Map2 defaulted (implicitMask)\n"
- "\tcull none\n"
- "\t{\n"
- "\t\tmap %s\n"
- "\t\talphaFunc GE128\n"
- "\t\tdepthWrite\n"
- "\t}\n"
- "\t{\n"
- "\t\tmap $lightmap\n"
- "\t\trgbGen identity\n"
- "\t\tdepthFunc equal\n"
- "\t}\n"
- "\tq3map_styleMarker\n"
- "\t{\n"
- "\t\tmap %s\n"
- "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
- "\t\tdepthFunc equal\n"
- "\t\trgbGen identity\n"
- "\t}\n"
- "}\n",
- si->implicitImagePath,
- si->implicitImagePath );
+ "{ // Q3Map2 defaulted (implicitMask)\n"
+ "\tcull none\n"
+ "\t{\n"
+ "\t\tmap %s\n"
+ "\t\talphaFunc GE128\n"
+ "\t\tdepthWrite\n"
+ "\t}\n"
+ "\t{\n"
+ "\t\tmap $lightmap\n"
+ "\t\trgbGen identity\n"
+ "\t\tdepthFunc equal\n"
+ "\t}\n"
+ "\tq3map_styleMarker\n"
+ "\t{\n"
+ "\t\tmap %s\n"
+ "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
+ "\t\tdepthFunc equal\n"
+ "\t\trgbGen identity\n"
+ "\t}\n"
+ "}\n",
+ si->implicitImagePath,
+ si->implicitImagePath );
}
-
+
/* et: implicitBlend */
- else if( si->implicitMap == IM_BLEND )
- {
+ else if ( si->implicitMap == IM_BLEND ) {
srcShaderText = temp;
sprintf( temp, "\n"
- "{ // Q3Map2 defaulted (implicitBlend)\n"
- "\tcull none\n"
- "\t{\n"
- "\t\tmap %s\n"
- "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
- "\t}\n"
- "\t{\n"
- "\t\tmap $lightmap\n"
- "\t\trgbGen identity\n"
- "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
- "\t}\n"
- "\tq3map_styleMarker\n"
- "}\n",
- si->implicitImagePath );
+ "{ // Q3Map2 defaulted (implicitBlend)\n"
+ "\tcull none\n"
+ "\t{\n"
+ "\t\tmap %s\n"
+ "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
+ "\t}\n"
+ "\t{\n"
+ "\t\tmap $lightmap\n"
+ "\t\trgbGen identity\n"
+ "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
+ "\t}\n"
+ "\tq3map_styleMarker\n"
+ "}\n",
+ si->implicitImagePath );
}
-
+
/* default shader text */
- else if( srcShaderText == NULL )
- {
+ else if ( srcShaderText == NULL ) {
srcShaderText = temp;
sprintf( temp, "\n"
- "{ // Q3Map2 defaulted\n"
- "\t{\n"
- "\t\tmap $lightmap\n"
- "\t\trgbGen identity\n"
- "\t}\n"
- "\tq3map_styleMarker\n"
- "\t{\n"
- "\t\tmap %s.tga\n"
- "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
- "\t\trgbGen identity\n"
- "\t}\n"
- "}\n",
- si->shader );
+ "{ // Q3Map2 defaulted\n"
+ "\t{\n"
+ "\t\tmap $lightmap\n"
+ "\t\trgbGen identity\n"
+ "\t}\n"
+ "\tq3map_styleMarker\n"
+ "\t{\n"
+ "\t\tmap %s.tga\n"
+ "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
+ "\t\trgbGen identity\n"
+ "\t}\n"
+ "}\n",
+ si->shader );
}
-
+
/* error check */
- if( (strlen( mapName ) + 1 + 32) > MAX_QPATH )
+ if ( ( strlen( mapName ) + 1 + 32 ) > MAX_QPATH ) {
Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH );
-
+ }
+
/* do some bad find-replace */
s = strstr( srcShaderText, find );
- if( s == NULL )
+ if ( s == NULL ) {
//% strcpy( shaderText, srcShaderText );
- return si; /* testing just using the existing shader if this fails */
+ return si; /* testing just using the existing shader if this fails */
+ }
else
{
/* substitute 'find' with 'replace' */
strcat( shaderText, replace );
strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );
}
-
+
/* make md4 hash of the shader text */
- Com_BlockFullChecksum(shaderText, strlen(shaderText), digest);
-
+ Com_BlockFullChecksum( shaderText, strlen( shaderText ), digest );
+
/* mangle hash into a shader name */
sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,
- digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
- digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
-
+ digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
+ digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
+
/* get shader */
csi = ShaderInfoForShader( shader );
-
+
/* might be a preexisting shader */
- if( csi->custom )
+ if ( csi->custom ) {
return csi;
-
+ }
+
/* clone the existing shader and rename */
memcpy( csi, si, sizeof( shaderInfo_t ) );
strcpy( csi->shader, shader );
csi->custom = qtrue;
-
+
/* store new shader text */
csi->shaderText = safe_malloc( strlen( shaderText ) + 1 );
- strcpy( csi->shaderText, shaderText ); /* LEAK! */
-
+ strcpy( csi->shaderText, shaderText ); /* LEAK! */
+
/* return it */
return csi;
}
/*
-EmitVertexRemapShader()
-adds a vertexremapshader key/value pair to worldspawn
-*/
-
-void EmitVertexRemapShader( char *from, char *to )
-{
- byte digest[ 16 ];
- char key[ 64 ], value[ 256 ];
-
-
+ EmitVertexRemapShader()
+ adds a vertexremapshader key/value pair to worldspawn
+ */
+
+void EmitVertexRemapShader( char *from, char *to ){
+ byte digest[ 16 ];
+ char key[ 64 ], value[ 256 ];
+
+
/* dummy check */
- if( from == NULL || from[ 0 ] == '\0' ||
- to == NULL || to[ 0 ] == '\0' )
+ if ( from == NULL || from[ 0 ] == '\0' ||
+ to == NULL || to[ 0 ] == '\0' ) {
return;
-
+ }
+
/* build value */
sprintf( value, "%s;%s", from, to );
-
+
/* make md4 hash */
- Com_BlockFullChecksum(value, strlen(value), digest);
+ Com_BlockFullChecksum( value, strlen( value ), digest );
/* make key (this is annoying, as vertexremapshader is precisely 17 characters,
which is one too long, so we leave off the last byte of the md5 digest) */
sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",
- digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
- digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */
-
+ digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
+ digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */
+
/* add key/value pair to worldspawn */
SetKeyValue( &entities[ 0 ], key, value );
}
/*
-AllocShaderInfo()
-allocates and initializes a new shader
-*/
-
-static shaderInfo_t *AllocShaderInfo( void )
-{
- shaderInfo_t *si;
-
-
+ AllocShaderInfo()
+ allocates and initializes a new shader
+ */
+
+static shaderInfo_t *AllocShaderInfo( void ){
+ shaderInfo_t *si;
+
+
/* allocate? */
- if( shaderInfo == NULL )
- {
+ if ( shaderInfo == NULL ) {
shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO );
numShaderInfo = 0;
}
-
+
/* bounds check */
- if( numShaderInfo == MAX_SHADER_INFO )
+ if ( numShaderInfo == MAX_SHADER_INFO ) {
Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." );
+ }
si = &shaderInfo[ numShaderInfo ];
numShaderInfo++;
-
+
/* ydnar: clear to 0 first */
memset( si, 0, sizeof( shaderInfo_t ) );
-
+
/* set defaults */
ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
-
+
si->backsplashFraction = DEF_BACKSPLASH_FRACTION;
si->backsplashDistance = DEF_BACKSPLASH_DISTANCE;
-
+
si->bounceScale = DEF_RADIOSITY_BOUNCE;
-
+
si->lightStyle = LS_NORMAL;
-
+
si->polygonOffset = qfalse;
-
+
si->shadeAngleDegrees = 0.0f;
si->lightmapSampleSize = 0;
si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
si->patchShadows = qfalse;
- si->vertexShadows = qtrue; /* ydnar: changed default behavior */
+ si->vertexShadows = qtrue; /* ydnar: changed default behavior */
si->forceSunlight = qfalse;
si->vertexScale = 1.0;
si->notjunc = qfalse;
-
+
/* ydnar: set texture coordinate transform matrix to identity */
TCModIdentity( si->mod );
-
+
/* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */
si->lmCustomWidth = lmCustomSize;
si->lmCustomHeight = lmCustomSize;
-
+
/* return to sender */
return si;
}
/*
-FinishShader() - ydnar
-sets a shader's width and height among other things
-*/
+ FinishShader() - ydnar
+ sets a shader's width and height among other things
+ */
+
+void FinishShader( shaderInfo_t *si ){
+ int x, y;
+ float st[ 2 ], o[ 2 ], dist, bestDist;
+ vec4_t color, delta;
-void FinishShader( shaderInfo_t *si )
-{
- int x, y;
- float st[ 2 ], o[ 2 ], dist, bestDist;
- vec4_t color, bestColor, delta;
-
/* don't double-dip */
- if( si->finished )
+ if ( si->finished ) {
return;
-
+ }
+
/* if they're explicitly set, copy from image size */
- if( si->shaderWidth == 0 && si->shaderHeight == 0 )
- {
+ if ( si->shaderWidth == 0 && si->shaderHeight == 0 ) {
si->shaderWidth = si->shaderImage->width;
si->shaderHeight = si->shaderImage->height;
}
-
+
/* legacy terrain has explicit image-sized texture projection */
- if( si->legacyTerrain && si->tcGen == qfalse )
- {
+ if ( si->legacyTerrain && si->tcGen == qfalse ) {
/* set xy texture projection */
si->tcGen = qtrue;
- VectorSet( si->vecs[ 0 ], (1.0f / (si->shaderWidth * 0.5f)), 0, 0 );
- VectorSet( si->vecs[ 1 ], 0, (1.0f / (si->shaderHeight * 0.5f)), 0 );
+ VectorSet( si->vecs[ 0 ], ( 1.0f / ( si->shaderWidth * 0.5f ) ), 0, 0 );
+ VectorSet( si->vecs[ 1 ], 0, ( 1.0f / ( si->shaderHeight * 0.5f ) ), 0 );
}
-
+
/* find pixel coordinates best matching the average color of the image */
bestDist = 99999999;
o[ 0 ] = 1.0f / si->shaderImage->width;
o[ 1 ] = 1.0f / si->shaderImage->height;
- for( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
+ for ( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
{
- for( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
+ for ( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
{
/* sample the shader image */
RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color );
-
+
/* determine error squared */
VectorSubtract( color, si->averageColor, delta );
delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ];
dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ];
- if( dist < bestDist )
- {
- VectorCopy( color, bestColor );
- bestColor[ 3 ] = color[ 3 ];
+ if ( dist < bestDist ) {
si->stFlat[ 0 ] = st[ 0 ];
si->stFlat[ 1 ] = st[ 1 ];
}
}
}
-
+
/* set to finished */
si->finished = qtrue;
}
/*
-LoadShaderImages()
-loads a shader's images
-ydnar: image.c made this a bit simpler
-*/
-
-static void LoadShaderImages( shaderInfo_t *si )
-{
- int i, count;
- float color[ 4 ];
-
-
+ LoadShaderImages()
+ loads a shader's images
+ ydnar: image.c made this a bit simpler
+ */
+
+static void LoadShaderImages( shaderInfo_t *si ){
+ int i, count;
+ float color[ 4 ];
+
+
/* nodraw shaders don't need images */
- if( si->compileFlags & C_NODRAW )
+ if ( si->compileFlags & C_NODRAW ) {
si->shaderImage = ImageLoad( DEFAULT_IMAGE );
+ }
else
{
/* try to load editor image first */
si->shaderImage = ImageLoad( si->editorImagePath );
-
+
/* then try shadername */
- if( si->shaderImage == NULL )
+ if ( si->shaderImage == NULL ) {
si->shaderImage = ImageLoad( si->shader );
-
+ }
+
/* then try implicit image path (note: new behavior!) */
- if( si->shaderImage == NULL )
+ if ( si->shaderImage == NULL ) {
si->shaderImage = ImageLoad( si->implicitImagePath );
-
+ }
+
/* then try lightimage (note: new behavior!) */
- if( si->shaderImage == NULL )
+ if ( si->shaderImage == NULL ) {
si->shaderImage = ImageLoad( si->lightImagePath );
-
+ }
+
/* otherwise, use default image */
- if( si->shaderImage == NULL )
- {
+ if ( si->shaderImage == NULL ) {
si->shaderImage = ImageLoad( DEFAULT_IMAGE );
- if( warnImage && strcmp( si->shader, "noshader" ) )
- Sys_Printf( "WARNING: Couldn't find image for shader %s\n", si->shader );
+ if ( warnImage && strcmp( si->shader, "noshader" ) ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: Couldn't find image for shader %s\n", si->shader );
+ }
}
-
+
/* load light image */
si->lightImage = ImageLoad( si->lightImagePath );
-
+
/* load normalmap image (ok if this is NULL) */
si->normalImage = ImageLoad( si->normalImagePath );
- if( si->normalImage != NULL )
- {
+ if ( si->normalImage != NULL ) {
Sys_FPrintf( SYS_VRB, "Shader %s has\n"
" NM %s\n", si->shader, si->normalImagePath );
}
}
-
+
/* if no light image, use shader image */
- if( si->lightImage == NULL )
+ if ( si->lightImage == NULL ) {
si->lightImage = ImageLoad( si->shaderImage->name );
-
+ }
+
/* create default and average colors */
count = si->lightImage->width * si->lightImage->height;
VectorClear( color );
color[ 3 ] = 0.0f;
- for( i = 0; i < count; i++ )
+ for ( i = 0; i < count; i++ )
{
color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ];
color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ];
color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ];
color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ];
}
-
- if( VectorLength( si->color ) <= 0.0f )
- {
+
+ if ( VectorLength( si->color ) <= 0.0f ) {
ColorNormalize( color, si->color );
- VectorScale( color, (1.0f / count), si->averageColor );
+ VectorScale( color, ( 1.0f / count ), si->averageColor );
}
else
{
/*
-ShaderInfoForShader()
-finds a shaderinfo for a named shader
-*/
+ ShaderInfoForShader()
+ finds a shaderinfo for a named shader
+ */
#define MAX_SHADER_DEPRECATION_DEPTH 16
-shaderInfo_t *ShaderInfoForShader( const char *shaderName )
-{
- int i;
- int deprecationDepth;
- shaderInfo_t *si;
- char shader[ MAX_QPATH ];
+shaderInfo_t *ShaderInfoForShaderNull( const char *shaderName ){
+ if ( !strcmp( shaderName, "noshader" ) ) {
+ return NULL;
+ }
+ return ShaderInfoForShader( shaderName );
+}
+
+shaderInfo_t *ShaderInfoForShader( const char *shaderName ){
+ int i;
+ int deprecationDepth;
+ shaderInfo_t *si;
+ char shader[ MAX_QPATH ];
/* dummy check */
- if( shaderName == NULL || shaderName[ 0 ] == '\0' )
- {
- Sys_Printf( "WARNING: Null or empty shader name\n" );
+ if ( shaderName == NULL || shaderName[ 0 ] == '\0' ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: Null or empty shader name\n" );
shaderName = "missing";
}
-
+
/* strip off extension */
strcpy( shader, shaderName );
StripExtension( shader );
-
+
/* search for it */
deprecationDepth = 0;
- for( i = 0; i < numShaderInfo; i++ )
+ for ( i = 0; i < numShaderInfo; i++ )
{
si = &shaderInfo[ i ];
- if( !Q_stricmp( shader, si->shader ) )
- {
+ if ( !Q_stricmp( shader, si->shader ) ) {
/* check if shader is deprecated */
- if (deprecationDepth < MAX_SHADER_DEPRECATION_DEPTH && si->deprecateShader && si->deprecateShader[ 0 ] )
- {
+ if ( deprecationDepth < MAX_SHADER_DEPRECATION_DEPTH && si->deprecateShader && si->deprecateShader[ 0 ] ) {
/* override name */
strcpy( shader, si->deprecateShader );
StripExtension( shader );
/* increase deprecation depth */
deprecationDepth++;
- if (deprecationDepth == MAX_SHADER_DEPRECATION_DEPTH)
- Sys_Printf("WARNING: Max deprecation depth of %i is reached on shader '%s'\n", MAX_SHADER_DEPRECATION_DEPTH, shader);
+ if ( deprecationDepth == MAX_SHADER_DEPRECATION_DEPTH ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: Max deprecation depth of %i is reached on shader '%s'\n", MAX_SHADER_DEPRECATION_DEPTH, shader );
+ }
/* search again from beginning */
i = -1;
continue;
}
/* load image if necessary */
- if( si->finished == qfalse )
- {
+ if ( si->finished == qfalse ) {
LoadShaderImages( si );
FinishShader( si );
}
-
+
/* return it */
return si;
}
}
-
+
/* allocate a default shader */
si = AllocShaderInfo();
strcpy( si->shader, shader );
LoadShaderImages( si );
FinishShader( si );
-
+
/* return it */
return si;
}
/*
-GetTokenAppend() - ydnar
-gets a token and appends its text to the specified buffer
-*/
-
-static int oldScriptLine = 0;
-static int tabDepth = 0;
-
-qboolean GetTokenAppend( char *buffer, qboolean crossline )
-{
- qboolean r;
- int i;
-
-
+ GetTokenAppend() - ydnar
+ gets a token and appends its text to the specified buffer
+ */
+
+static int oldScriptLine = 0;
+static int tabDepth = 0;
+
+qboolean GetTokenAppend( char *buffer, qboolean crossline ){
+ qboolean r;
+ int i;
+
+
/* get the token */
r = GetToken( crossline );
- if( r == qfalse || buffer == NULL || token[ 0 ] == '\0' )
+ if ( r == qfalse || buffer == NULL || token[ 0 ] == '\0' ) {
return r;
-
+ }
+
/* pre-tabstops */
- if( token[ 0 ] == '}' )
+ if ( token[ 0 ] == '}' ) {
tabDepth--;
-
+ }
+
/* append? */
- if( oldScriptLine != scriptline )
- {
+ if ( oldScriptLine != scriptline ) {
strcat( buffer, "\n" );
- for( i = 0; i < tabDepth; i++ )
+ for ( i = 0; i < tabDepth; i++ )
strcat( buffer, "\t" );
}
- else
+ else{
strcat( buffer, " " );
+ }
oldScriptLine = scriptline;
strcat( buffer, token );
-
+
/* post-tabstops */
- if( token[ 0 ] == '{' )
+ if ( token[ 0 ] == '{' ) {
tabDepth++;
-
+ }
+
/* return */
return r;
}
-void Parse1DMatrixAppend( char *buffer, int x, vec_t *m )
-{
- int i;
-
-
- if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) )
+void Parse1DMatrixAppend( char *buffer, int x, vec_t *m ){
+ int i;
+
+
+ if ( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) ) {
Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline );
- for( i = 0; i < x; i++ )
+ }
+ for ( i = 0; i < x; i++ )
{
- if( !GetTokenAppend( buffer, qfalse ) )
+ if ( !GetTokenAppend( buffer, qfalse ) ) {
Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline );
+ }
m[ i ] = atof( token );
}
- if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) )
+ if ( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) ) {
Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline );
+ }
}
/*
-ParseShaderFile()
-parses a shader file into discrete shaderInfo_t
-*/
-
-static void ParseShaderFile( const char *filename )
-{
- int i, val;
- shaderInfo_t *si;
- char *suffix, temp[ 1024 ];
- char shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
-
-
+ ParseShaderFile()
+ parses a shader file into discrete shaderInfo_t
+ */
+
+static void ParseShaderFile( const char *filename ){
+ int i, val;
+ shaderInfo_t *si;
+ char *suffix, temp[ 1024 ];
+ char shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
+
+
/* init */
si = NULL;
shaderText[ 0 ] = '\0';
-
+
/* load the shader */
LoadScriptFile( filename, 0 );
-
+
/* tokenize it */
- while( 1 )
+ while ( 1 )
{
/* copy shader text to the shaderinfo */
- if( si != NULL && shaderText[ 0 ] != '\0' )
- {
+ if ( si != NULL && shaderText[ 0 ] != '\0' ) {
strcat( shaderText, "\n" );
si->shaderText = safe_malloc( strlen( shaderText ) + 1 );
strcpy( si->shaderText, shaderText );
//% if( VectorLength( si->vecs[ 0 ] ) )
//% Sys_Printf( "%s\n", shaderText );
}
-
+
/* ydnar: clear shader text buffer */
shaderText[ 0 ] = '\0';
-
+
/* test for end of file */
- if( !GetToken( qtrue ) )
+ if ( !GetToken( qtrue ) ) {
break;
-
+ }
+
/* shader name is initial token */
si = AllocShaderInfo();
strcpy( si->shader, token );
-
+
/* ignore ":q3map" suffix */
suffix = strstr( si->shader, ":q3map" );
- if( suffix != NULL )
+ if ( suffix != NULL ) {
*suffix = '\0';
-
+ }
+
/* handle { } section */
- if( !GetTokenAppend( shaderText, qtrue ) )
+ if ( !GetTokenAppend( shaderText, qtrue ) ) {
break;
- if( strcmp( token, "{" ) )
- {
- if( si != NULL )
+ }
+ if ( strcmp( token, "{" ) ) {
+ if ( si != NULL ) {
Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s",
- filename, scriptline, token, si->shader );
- else
+ filename, scriptline, token, si->shader );
+ }
+ else{
Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s",
- filename, scriptline, token );
+ filename, scriptline, token );
+ }
}
-
- while( 1 )
+
+ while ( 1 )
{
/* get the next token */
- if( !GetTokenAppend( shaderText, qtrue ) )
+ if ( !GetTokenAppend( shaderText, qtrue ) ) {
break;
- if( !strcmp( token, "}" ) )
+ }
+ if ( !strcmp( token, "}" ) ) {
break;
-
-
+ }
+
+
/* -----------------------------------------------------------------
shader stages (passes)
----------------------------------------------------------------- */
-
+
/* parse stage directives */
- if( !strcmp( token, "{" ) )
- {
+ if ( !strcmp( token, "{" ) ) {
si->hasPasses = qtrue;
- while( 1 )
+ while ( 1 )
{
- if( !GetTokenAppend( shaderText, qtrue ) )
+ if ( !GetTokenAppend( shaderText, qtrue ) ) {
break;
- if( !strcmp( token, "}" ) )
+ }
+ if ( !strcmp( token, "}" ) ) {
break;
-
+ }
+
/* only care about images if we don't have a editor/light image */
- if( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' )
- {
+ if ( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' ) {
/* digest any images */
- if( !Q_stricmp( token, "map" ) ||
- !Q_stricmp( token, "clampMap" ) ||
- !Q_stricmp( token, "animMap" ) ||
- !Q_stricmp( token, "clampAnimMap" ) ||
- !Q_stricmp( token, "clampMap" ) ||
- !Q_stricmp( token, "mapComp" ) ||
- !Q_stricmp( token, "mapNoComp" ) )
- {
+ if ( !Q_stricmp( token, "map" ) ||
+ !Q_stricmp( token, "clampMap" ) ||
+ !Q_stricmp( token, "animMap" ) ||
+ !Q_stricmp( token, "clampAnimMap" ) ||
+ !Q_stricmp( token, "clampMap" ) ||
+ !Q_stricmp( token, "mapComp" ) ||
+ !Q_stricmp( token, "mapNoComp" ) ) {
/* skip one token for animated stages */
- if( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) )
+ if ( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) ) {
GetTokenAppend( shaderText, qfalse );
-
+ }
+
/* get an image */
GetTokenAppend( shaderText, qfalse );
- if( token[ 0 ] != '*' && token[ 0 ] != '$' )
- {
+ if ( token[ 0 ] != '*' && token[ 0 ] != '$' ) {
strcpy( si->lightImagePath, token );
DefaultExtension( si->lightImagePath, ".tga" );
-
+
/* debug code */
//% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );
}
}
}
}
-
-
+
+
/* -----------------------------------------------------------------
surfaceparm * directives
----------------------------------------------------------------- */
-
+
/* match surfaceparm */
- else if( !Q_stricmp( token, "surfaceparm" ) )
- {
+ else if ( !Q_stricmp( token, "surfaceparm" ) ) {
GetTokenAppend( shaderText, qfalse );
- if( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
- Sys_Printf( "WARNING: Unknown surfaceparm: \"%s\"\n", token );
+ if ( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: Unknown surfaceparm: \"%s\"\n", token );
+ }
}
-
-
+
+
/* -----------------------------------------------------------------
game-related shader directives
----------------------------------------------------------------- */
-
+
/* ydnar: fogparms (for determining fog volumes) */
- else if( !Q_stricmp( token, "fogparms" ) )
+ else if ( !Q_stricmp( token, "fogparms" ) ) {
si->fogParms = qtrue;
-
+ }
+
/* ydnar: polygonoffset (for no culling) */
- else if( !Q_stricmp( token, "polygonoffset" ) )
+ else if ( !Q_stricmp( token, "polygonoffset" ) ) {
si->polygonOffset = qtrue;
-
+ }
+
/* tesssize is used to force liquid surfaces to subdivide */
- else if( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ )
- {
+ else if ( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ ) {
GetTokenAppend( shaderText, qfalse );
si->subdivisions = atof( token );
}
-
+
/* cull none will set twoSided (ydnar: added disable too) */
- else if ( !Q_stricmp( token, "cull" ) )
- {
+ else if ( !Q_stricmp( token, "cull" ) ) {
GetTokenAppend( shaderText, qfalse );
- if( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) )
+ if ( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) ) {
si->twoSided = qtrue;
+ }
}
-
+
/* deformVertexes autosprite[ 2 ]
we catch this so autosprited surfaces become point
lights instead of area lights */
- else if( !Q_stricmp( token, "deformVertexes" ) )
- {
+ else if ( !Q_stricmp( token, "deformVertexes" ) ) {
GetTokenAppend( shaderText, qfalse );
-
+
/* deformVertexes autosprite(2) */
- if( !Q_strncasecmp( token, "autosprite", 10 ) )
- {
+ if ( !Q_strncasecmp( token, "autosprite", 10 ) ) {
/* set it as autosprite and detail */
si->autosprite = qtrue;
ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
-
+
/* ydnar: gs mods: added these useful things */
si->noClip = qtrue;
si->notjunc = qtrue;
}
-
+
/* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
- if( !Q_stricmp( token, "move") )
- {
- vec3_t amt, mins, maxs;
- float base, amp;
-
-
+ if ( !Q_stricmp( token, "move" ) ) {
+ vec3_t amt, mins, maxs;
+ float base, amp;
+
+
/* get move amount */
- GetTokenAppend( shaderText, qfalse ); amt[ 0 ] = atof( token );
- GetTokenAppend( shaderText, qfalse ); amt[ 1 ] = atof( token );
- GetTokenAppend( shaderText, qfalse ); amt[ 2 ] = atof( token );
-
+ GetTokenAppend( shaderText, qfalse ); amt[ 0 ] = atof( token );
+ GetTokenAppend( shaderText, qfalse ); amt[ 1 ] = atof( token );
+ GetTokenAppend( shaderText, qfalse ); amt[ 2 ] = atof( token );
+
/* skip func */
GetTokenAppend( shaderText, qfalse );
-
+
/* get base and amplitude */
- GetTokenAppend( shaderText, qfalse ); base = atof( token );
- GetTokenAppend( shaderText, qfalse ); amp = atof( token );
-
+ GetTokenAppend( shaderText, qfalse ); base = atof( token );
+ GetTokenAppend( shaderText, qfalse ); amp = atof( token );
+
/* calculate */
VectorScale( amt, base, mins );
VectorMA( mins, amp, amt, maxs );
VectorAdd( si->mins, mins, si->mins );
VectorAdd( si->maxs, maxs, si->maxs );
- }
+ }
}
-
+
/* light <value> (old-style flare specification) */
- else if( !Q_stricmp( token, "light" ) )
- {
+ else if ( !Q_stricmp( token, "light" ) ) {
GetTokenAppend( shaderText, qfalse );
si->flareShader = game->flareShader;
}
-
+
/* ydnar: damageShader <shader> <health> (sof2 mods) */
- else if( !Q_stricmp( token, "damageShader" ) )
- {
+ else if ( !Q_stricmp( token, "damageShader" ) ) {
GetTokenAppend( shaderText, qfalse );
- if( token[ 0 ] != '\0' )
- {
+ if ( token[ 0 ] != '\0' ) {
si->damageShader = safe_malloc( strlen( token ) + 1 );
strcpy( si->damageShader, token );
}
- GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */
+ GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */
}
-
+
/* ydnar: enemy territory implicit shaders */
- else if( !Q_stricmp( token, "implicitMap" ) )
- {
+ else if ( !Q_stricmp( token, "implicitMap" ) ) {
si->implicitMap = IM_OPAQUE;
GetTokenAppend( shaderText, qfalse );
- if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
+ if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) {
sprintf( si->implicitImagePath, "%s.tga", si->shader );
- else
+ }
+ else{
strcpy( si->implicitImagePath, token );
+ }
}
- else if( !Q_stricmp( token, "implicitMask" ) )
- {
+ else if ( !Q_stricmp( token, "implicitMask" ) ) {
si->implicitMap = IM_MASKED;
GetTokenAppend( shaderText, qfalse );
- if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
+ if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) {
sprintf( si->implicitImagePath, "%s.tga", si->shader );
- else
+ }
+ else{
strcpy( si->implicitImagePath, token );
+ }
}
- else if( !Q_stricmp( token, "implicitBlend" ) )
- {
+ else if ( !Q_stricmp( token, "implicitBlend" ) ) {
si->implicitMap = IM_MASKED;
GetTokenAppend( shaderText, qfalse );
- if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
+ if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) {
sprintf( si->implicitImagePath, "%s.tga", si->shader );
- else
+ }
+ else{
strcpy( si->implicitImagePath, token );
+ }
}
-
-
+
+
/* -----------------------------------------------------------------
image directives
----------------------------------------------------------------- */
-
+
/* qer_editorimage <image> */
- else if( !Q_stricmp( token, "qer_editorImage" ) )
- {
+ else if ( !Q_stricmp( token, "qer_editorImage" ) ) {
GetTokenAppend( shaderText, qfalse );
strcpy( si->editorImagePath, token );
DefaultExtension( si->editorImagePath, ".tga" );
}
-
+
/* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
- else if( !Q_stricmp( token, "q3map_normalImage" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_normalImage" ) ) {
GetTokenAppend( shaderText, qfalse );
strcpy( si->normalImagePath, token );
DefaultExtension( si->normalImagePath, ".tga" );
}
-
+
/* q3map_lightimage <image> */
- else if( !Q_stricmp( token, "q3map_lightImage" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_lightImage" ) ) {
GetTokenAppend( shaderText, qfalse );
strcpy( si->lightImagePath, token );
DefaultExtension( si->lightImagePath, ".tga" );
}
-
+
/* ydnar: skyparms <outer image> <cloud height> <inner image> */
- else if( !Q_stricmp( token, "skyParms" ) )
- {
+ else if ( !Q_stricmp( token, "skyParms" ) ) {
/* get image base */
GetTokenAppend( shaderText, qfalse );
-
+
/* ignore bogus paths */
- if( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) )
- {
+ if ( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) ) {
strcpy( si->skyParmsImageBase, token );
-
+
/* use top image as sky light image */
- if( si->lightImagePath[ 0 ] == '\0' )
+ if ( si->lightImagePath[ 0 ] == '\0' ) {
sprintf( si->lightImagePath, "%s_up.tga", si->skyParmsImageBase );
+ }
}
-
+
/* skip rest of line */
GetTokenAppend( shaderText, qfalse );
GetTokenAppend( shaderText, qfalse );
}
-
+
/* -----------------------------------------------------------------
q3map_* directives
----------------------------------------------------------------- */
-
+
/* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
color will be normalized, so it doesn't matter what range you use
intensity falls off with angle but not distance 100 is a fairly bright sun
degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon
ydnar: sof2map has bareword 'sun' token, so we support that as well */
- else if( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) )
- {
- float a, b;
- sun_t *sun;
- qboolean ext;
-
-
+ else if ( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) ) {
+ float a, b;
+ sun_t *sun;
+ qboolean ext = qfalse;
+
/* ydnar: extended sun directive? */
- if( !Q_stricmp( token, "q3map_sunext" ) )
+ if ( !Q_stricmp( token, "q3map_sunext" ) ) {
ext = qtrue;
-
+ }
+
/* allocate sun */
- sun = safe_malloc( sizeof( *sun ) );
- memset( sun, 0, sizeof( *sun ) );
-
+ sun = safe_malloc0( sizeof( *sun ) );
+
/* set style */
sun->style = si->lightStyle;
-
+
/* get color */
GetTokenAppend( shaderText, qfalse );
sun->color[ 0 ] = atof( token );
sun->color[ 1 ] = atof( token );
GetTokenAppend( shaderText, qfalse );
sun->color[ 2 ] = atof( token );
-
+
+ if ( colorsRGB ) {
+ sun->color[0] = Image_LinearFloatFromsRGBFloat( sun->color[0] );
+ sun->color[1] = Image_LinearFloatFromsRGBFloat( sun->color[1] );
+ sun->color[2] = Image_LinearFloatFromsRGBFloat( sun->color[2] );
+ }
+
/* normalize it */
- VectorNormalize( sun->color, sun->color );
-
+ ColorNormalize( sun->color, sun->color );
+
/* scale color by brightness */
GetTokenAppend( shaderText, qfalse );
sun->photons = atof( token );
-
+
/* get sun angle/elevation */
GetTokenAppend( shaderText, qfalse );
a = atof( token );
a = a / 180.0f * Q_PI;
-
+
GetTokenAppend( shaderText, qfalse );
b = atof( token );
b = b / 180.0f * Q_PI;
-
+
sun->direction[ 0 ] = cos( a ) * cos( b );
sun->direction[ 1 ] = sin( a ) * cos( b );
sun->direction[ 2 ] = sin( b );
-
+
/* get filter radius from shader */
sun->filterRadius = si->lightFilterRadius;
-
+
/* ydnar: get sun angular deviance/samples */
- if( ext && TokenAvailable() )
- {
+ if ( ext && TokenAvailable() ) {
GetTokenAppend( shaderText, qfalse );
sun->deviance = atof( token );
sun->deviance = sun->deviance / 180.0f * Q_PI;
-
+
GetTokenAppend( shaderText, qfalse );
sun->numSamples = atoi( token );
}
-
+
/* store sun */
sun->next = si->sun;
si->sun = sun;
-
+
/* apply sky surfaceparm */
ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
-
+
/* don't process any more tokens on this line */
continue;
}
/* match q3map_ */
- else if( !Q_strncasecmp( token, "q3map_", 6 ) )
- {
+ else if ( !Q_strncasecmp( token, "q3map_", 6 ) ) {
/* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
- if( !Q_stricmp( token, "q3map_baseShader" ) )
- {
- shaderInfo_t *si2;
- qboolean oldWarnImage;
-
-
+ if ( !Q_stricmp( token, "q3map_baseShader" ) ) {
+ shaderInfo_t *si2;
+ qboolean oldWarnImage;
+
+
/* get shader */
GetTokenAppend( shaderText, qfalse );
//% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );
warnImage = qfalse;
si2 = ShaderInfoForShader( token );
warnImage = oldWarnImage;
-
+
/* subclass it */
- if( si2 != NULL )
- {
+ if ( si2 != NULL ) {
/* preserve name */
strcpy( temp, si->shader );
-
+
/* copy shader */
memcpy( si, si2, sizeof( *si ) );
-
+
/* restore name and set to unfinished */
strcpy( si->shader, temp );
si->shaderWidth = 0;
si->finished = qfalse;
}
}
-
+
/* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
- else if( !Q_stricmp( token, "q3map_surfacemodel" ) )
- {
- surfaceModel_t *model;
-
+ else if ( !Q_stricmp( token, "q3map_surfacemodel" ) ) {
+ surfaceModel_t *model;
+
/* allocate new model and attach it */
- model = safe_malloc( sizeof( *model ) );
- memset( model, 0, sizeof( *model ) );
+ model = safe_malloc0( sizeof( *model ) );
model->next = si->surfaceModel;
si->surfaceModel = model;
-
+
/* get parameters */
GetTokenAppend( shaderText, qfalse );
strcpy( model->model, token );
-
+
GetTokenAppend( shaderText, qfalse );
model->density = atof( token );
GetTokenAppend( shaderText, qfalse );
model->odds = atof( token );
-
+
GetTokenAppend( shaderText, qfalse );
model->minScale = atof( token );
GetTokenAppend( shaderText, qfalse );
model->maxScale = atof( token );
-
+
GetTokenAppend( shaderText, qfalse );
model->minAngle = atof( token );
GetTokenAppend( shaderText, qfalse );
model->maxAngle = atof( token );
-
+
GetTokenAppend( shaderText, qfalse );
- model->oriented = (token[ 0 ] == '1' ? qtrue : qfalse);
+ model->oriented = ( token[ 0 ] == '1' ? qtrue : qfalse );
}
-
+
/* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
- else if( !Q_stricmp( token, "q3map_foliage" ) )
- {
- foliage_t *foliage;
-
-
+ else if ( !Q_stricmp( token, "q3map_foliage" ) ) {
+ foliage_t *foliage;
+
+
/* allocate new foliage struct and attach it */
- foliage = safe_malloc( sizeof( *foliage ) );
- memset( foliage, 0, sizeof( *foliage ) );
+ foliage = safe_malloc0( sizeof( *foliage ) );
foliage->next = si->foliage;
si->foliage = foliage;
-
+
/* get parameters */
GetTokenAppend( shaderText, qfalse );
strcpy( foliage->model, token );
-
+
GetTokenAppend( shaderText, qfalse );
foliage->scale = atof( token );
GetTokenAppend( shaderText, qfalse );
GetTokenAppend( shaderText, qfalse );
foliage->inverseAlpha = atoi( token );
}
-
+
/* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
- else if( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) ) {
GetTokenAppend( shaderText, qfalse );
si->bounceScale = atof( token );
}
/* ydnar/splashdamage: q3map_skyLight <value> <iterations> */
- else if( !Q_stricmp( token, "q3map_skyLight" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_skyLight" ) ) {
GetTokenAppend( shaderText, qfalse );
si->skyLightValue = atof( token );
GetTokenAppend( shaderText, qfalse );
si->skyLightIterations = atoi( token );
-
+
/* clamp */
- if( si->skyLightValue < 0.0f )
+ if ( si->skyLightValue < 0.0f ) {
si->skyLightValue = 0.0f;
- if( si->skyLightIterations < 2 )
+ }
+ if ( si->skyLightIterations < 2 ) {
si->skyLightIterations = 2;
+ }
}
-
+
/* q3map_surfacelight <value> */
- else if( !Q_stricmp( token, "q3map_surfacelight" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_surfacelight" ) ) {
GetTokenAppend( shaderText, qfalse );
si->value = atof( token );
}
-
+
/* q3map_lightStyle (sof2/jk2 lightstyle) */
- else if( !Q_stricmp( token, "q3map_lightStyle" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_lightStyle" ) ) {
GetTokenAppend( shaderText, qfalse );
val = atoi( token );
- if( val < 0 )
+ if ( val < 0 ) {
val = 0;
- else if( val > LS_NONE )
+ }
+ else if ( val > LS_NONE ) {
val = LS_NONE;
+ }
si->lightStyle = val;
}
-
+
/* wolf: q3map_lightRGB <red> <green> <blue> */
- else if( !Q_stricmp( token, "q3map_lightRGB" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_lightRGB" ) ) {
VectorClear( si->color );
GetTokenAppend( shaderText, qfalse );
si->color[ 0 ] = atof( token );
si->color[ 1 ] = atof( token );
GetTokenAppend( shaderText, qfalse );
si->color[ 2 ] = atof( token );
+ if ( colorsRGB ) {
+ si->color[0] = Image_LinearFloatFromsRGBFloat( si->color[0] );
+ si->color[1] = Image_LinearFloatFromsRGBFloat( si->color[1] );
+ si->color[2] = Image_LinearFloatFromsRGBFloat( si->color[2] );
+ }
ColorNormalize( si->color, si->color );
}
-
+
/* q3map_lightSubdivide <value> */
- else if( !Q_stricmp( token, "q3map_lightSubdivide" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_lightSubdivide" ) ) {
GetTokenAppend( shaderText, qfalse );
si->lightSubdivide = atoi( token );
}
-
+
/* q3map_backsplash <percent> <distance> */
- else if( !Q_stricmp( token, "q3map_backsplash" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_backsplash" ) ) {
GetTokenAppend( shaderText, qfalse );
si->backsplashFraction = atof( token ) * 0.01f;
GetTokenAppend( shaderText, qfalse );
}
/* q3map_floodLight <r> <g> <b> <diste> <intensity> <light_direction_power> */
- else if( !Q_stricmp( token, "q3map_floodLight" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_floodLight" ) ) {
/* get color */
GetTokenAppend( shaderText, qfalse );
si->floodlightRGB[ 0 ] = atof( token );
GetTokenAppend( shaderText, qfalse );
si->floodlightRGB[ 2 ] = atof( token );
GetTokenAppend( shaderText, qfalse );
- si->floodlightDistance = atof( token );
+ si->floodlightDistance = atof( token );
GetTokenAppend( shaderText, qfalse );
- si->floodlightIntensity = atof( token );
+ si->floodlightIntensity = atof( token );
GetTokenAppend( shaderText, qfalse );
- si->floodlightDirectionScale = atof( token );
+ si->floodlightDirectionScale = atof( token );
+ if ( colorsRGB ) {
+ si->floodlightRGB[0] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[0] );
+ si->floodlightRGB[1] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[1] );
+ si->floodlightRGB[2] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[2] );
+ }
+ ColorNormalize( si->floodlightRGB, si->floodlightRGB );
}
/* jal: q3map_nodirty : skip dirty */
- else if( !Q_stricmp( token, "q3map_nodirty" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_nodirty" ) ) {
si->noDirty = qtrue;
}
-
+
/* q3map_lightmapSampleSize <value> */
- else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_lightmapSampleSize" ) ) {
GetTokenAppend( shaderText, qfalse );
si->lightmapSampleSize = atoi( token );
}
-
+
/* q3map_lightmapSampleOffset <value> */
- else if( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) ) {
GetTokenAppend( shaderText, qfalse );
si->lightmapSampleOffset = atof( token );
}
-
+
/* ydnar: q3map_lightmapFilterRadius <self> <other> */
- else if( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) ) {
GetTokenAppend( shaderText, qfalse );
si->lmFilterRadius = atof( token );
GetTokenAppend( shaderText, qfalse );
si->lightFilterRadius = atof( token );
}
-
+
/* ydnar: q3map_lightmapAxis [xyz] */
- else if( !Q_stricmp( token, "q3map_lightmapAxis" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_lightmapAxis" ) ) {
GetTokenAppend( shaderText, qfalse );
- if( !Q_stricmp( token, "x" ) )
+ if ( !Q_stricmp( token, "x" ) ) {
VectorSet( si->lightmapAxis, 1, 0, 0 );
- else if( !Q_stricmp( token, "y" ) )
+ }
+ else if ( !Q_stricmp( token, "y" ) ) {
VectorSet( si->lightmapAxis, 0, 1, 0 );
- else if( !Q_stricmp( token, "z" ) )
+ }
+ else if ( !Q_stricmp( token, "z" ) ) {
VectorSet( si->lightmapAxis, 0, 0, 1 );
+ }
else
{
- Sys_Printf( "WARNING: Unknown value for lightmap axis: %s\n", token );
+ Sys_FPrintf( SYS_WRN, "WARNING: Unknown value for lightmap axis: %s\n", token );
VectorClear( si->lightmapAxis );
}
}
-
+
/* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
- else if( !Q_stricmp( token, "q3map_lightmapSize" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_lightmapSize" ) ) {
GetTokenAppend( shaderText, qfalse );
si->lmCustomWidth = atoi( token );
GetTokenAppend( shaderText, qfalse );
si->lmCustomHeight = atoi( token );
-
+
/* must be a power of 2 */
- if( ((si->lmCustomWidth - 1) & si->lmCustomWidth) ||
- ((si->lmCustomHeight - 1) & si->lmCustomHeight) )
- {
- Sys_Printf( "WARNING: Non power-of-two lightmap size specified (%d, %d)\n",
- si->lmCustomWidth, si->lmCustomHeight );
+ if ( ( ( si->lmCustomWidth - 1 ) & si->lmCustomWidth ) ||
+ ( ( si->lmCustomHeight - 1 ) & si->lmCustomHeight ) ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: Non power-of-two lightmap size specified (%d, %d)\n",
+ si->lmCustomWidth, si->lmCustomHeight );
si->lmCustomWidth = lmCustomSize;
si->lmCustomHeight = lmCustomSize;
}
}
/* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */
- else if( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) ) {
GetTokenAppend( shaderText, qfalse );
si->lmBrightness = atof( token );
- if( si->lmBrightness < 0 )
+ if ( si->lmBrightness < 0 ) {
si->lmBrightness = 1.0;
+ }
}
-
+
/* q3map_vertexScale (scale vertex lighting by this fraction) */
- else if( !Q_stricmp( token, "q3map_vertexScale" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_vertexScale" ) ) {
GetTokenAppend( shaderText, qfalse );
si->vertexScale = atof( token );
}
-
+
/* q3map_noVertexLight */
- else if( !Q_stricmp( token, "q3map_noVertexLight" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_noVertexLight" ) ) {
si->noVertexLight = qtrue;
}
-
+
/* q3map_flare[Shader] <shader> */
- else if( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) ) {
GetTokenAppend( shaderText, qfalse );
- if( token[ 0 ] != '\0' )
- {
+ if ( token[ 0 ] != '\0' ) {
si->flareShader = safe_malloc( strlen( token ) + 1 );
strcpy( si->flareShader, token );
}
}
-
+
/* q3map_backShader <shader> */
- else if( !Q_stricmp( token, "q3map_backShader" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_backShader" ) ) {
GetTokenAppend( shaderText, qfalse );
- if( token[ 0 ] != '\0' )
- {
+ if ( token[ 0 ] != '\0' ) {
si->backShader = safe_malloc( strlen( token ) + 1 );
strcpy( si->backShader, token );
}
}
-
+
/* ydnar: q3map_cloneShader <shader> */
- else if ( !Q_stricmp( token, "q3map_cloneShader" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_cloneShader" ) ) {
GetTokenAppend( shaderText, qfalse );
- if( token[ 0 ] != '\0' )
- {
+ if ( token[ 0 ] != '\0' ) {
si->cloneShader = safe_malloc( strlen( token ) + 1 );
strcpy( si->cloneShader, token );
}
}
-
+
/* q3map_remapShader <shader> */
- else if( !Q_stricmp( token, "q3map_remapShader" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_remapShader" ) ) {
GetTokenAppend( shaderText, qfalse );
- if( token[ 0 ] != '\0' )
- {
+ if ( token[ 0 ] != '\0' ) {
si->remapShader = safe_malloc( strlen( token ) + 1 );
strcpy( si->remapShader, token );
}
}
/* q3map_deprecateShader <shader> */
- else if( !Q_stricmp( token, "q3map_deprecateShader" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_deprecateShader" ) ) {
GetTokenAppend( shaderText, qfalse );
- if( token[ 0 ] != '\0' )
- {
+ if ( token[ 0 ] != '\0' ) {
si->deprecateShader = safe_malloc( strlen( token ) + 1 );
strcpy( si->deprecateShader, token );
}
}
-
+
/* ydnar: q3map_offset <value> */
- else if( !Q_stricmp( token, "q3map_offset" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_offset" ) ) {
GetTokenAppend( shaderText, qfalse );
si->offset = atof( token );
}
-
+
/* ydnar: q3map_fur <numlayers> <offset> <fade> */
- else if( !Q_stricmp( token, "q3map_fur" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_fur" ) ) {
GetTokenAppend( shaderText, qfalse );
si->furNumLayers = atoi( token );
GetTokenAppend( shaderText, qfalse );
GetTokenAppend( shaderText, qfalse );
si->furFade = atof( token );
}
-
+
/* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
- else if( !Q_stricmp( token, "q3map_terrain" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_terrain" ) ) {
/* team arena terrain is assumed to be nonplanar, with full normal averaging,
passed through the metatriangle surface pipeline, with a lightmap axis on z */
si->legacyTerrain = qtrue;
si->shadeAngleDegrees = 179.0f;
//% VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
}
-
+
/* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
- else if( !Q_stricmp( token, "q3map_forceMeta" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_forceMeta" ) ) {
si->forceMeta = qtrue;
}
-
+
/* ydnar: gs mods: q3map_shadeAngle <degrees> */
- else if( !Q_stricmp( token, "q3map_shadeAngle" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_shadeAngle" ) ) {
GetTokenAppend( shaderText, qfalse );
si->shadeAngleDegrees = atof( token );
}
-
+
/* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
- else if( !Q_stricmp( token, "q3map_textureSize" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_textureSize" ) ) {
GetTokenAppend( shaderText, qfalse );
si->shaderWidth = atoi( token );
GetTokenAppend( shaderText, qfalse );
si->shaderHeight = atoi( token );
}
-
+
/* ydnar: gs mods: q3map_tcGen <style> <parameters> */
- else if( !Q_stricmp( token, "q3map_tcGen" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_tcGen" ) ) {
si->tcGen = qtrue;
GetTokenAppend( shaderText, qfalse );
-
+
/* q3map_tcGen vector <s vector> <t vector> */
- if( !Q_stricmp( token, "vector" ) )
- {
+ if ( !Q_stricmp( token, "vector" ) ) {
Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
}
-
+
/* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
- else if( !Q_stricmp( token, "ivector" ) )
- {
+ else if ( !Q_stricmp( token, "ivector" ) ) {
Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
- for( i = 0; i < 3; i++ )
+ for ( i = 0; i < 3; i++ )
{
si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;
si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;
}
else
{
- Sys_Printf( "WARNING: Unknown q3map_tcGen method: %s\n", token );
+ Sys_FPrintf( SYS_WRN, "WARNING: Unknown q3map_tcGen method: %s\n", token );
VectorClear( si->vecs[ 0 ] );
VectorClear( si->vecs[ 1 ] );
}
}
-
+
/* ydnar: gs mods: q3map_[color|rgb|alpha][Gen|Mod] <style> <parameters> */
- else if( !Q_stricmp( token, "q3map_colorGen" ) || !Q_stricmp( token, "q3map_colorMod" ) ||
- !Q_stricmp( token, "q3map_rgbGen" ) || !Q_stricmp( token, "q3map_rgbMod" ) ||
- !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) )
- {
- colorMod_t *cm, *cm2;
- int alpha;
-
-
+ else if ( !Q_stricmp( token, "q3map_colorGen" ) || !Q_stricmp( token, "q3map_colorMod" ) ||
+ !Q_stricmp( token, "q3map_rgbGen" ) || !Q_stricmp( token, "q3map_rgbMod" ) ||
+ !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) ) {
+ colorMod_t *cm, *cm2;
+ int alpha;
+
+
/* alphamods are colormod + 1 */
- alpha = (!Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" )) ? 1 : 0;
-
+ alpha = ( !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) ) ? 1 : 0;
+
/* allocate new colormod */
- cm = safe_malloc( sizeof( *cm ) );
- memset( cm, 0, sizeof( *cm ) );
-
+ cm = safe_malloc0( sizeof( *cm ) );
+
/* attach to shader */
- if( si->colorMod == NULL )
+ if ( si->colorMod == NULL ) {
si->colorMod = cm;
+ }
else
{
- for( cm2 = si->colorMod; cm2 != NULL; cm2 = cm2->next )
+ for ( cm2 = si->colorMod; cm2 != NULL; cm2 = cm2->next )
{
- if( cm2->next == NULL )
- {
+ if ( cm2->next == NULL ) {
cm2->next = cm;
break;
}
}
}
-
+
/* get type */
GetTokenAppend( shaderText, qfalse );
-
+
/* alpha set|const A */
- if( alpha && (!Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" )) )
- {
+ if ( alpha && ( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) ) ) {
cm->type = CM_ALPHA_SET;
GetTokenAppend( shaderText, qfalse );
cm->data[ 0 ] = atof( token );
}
-
+
/* color|rgb set|const ( X Y Z ) */
- else if( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) )
- {
+ else if ( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) ) {
cm->type = CM_COLOR_SET;
Parse1DMatrixAppend( shaderText, 3, cm->data );
+ if ( colorsRGB ) {
+ cm->data[0] = Image_LinearFloatFromsRGBFloat( cm->data[0] );
+ cm->data[1] = Image_LinearFloatFromsRGBFloat( cm->data[1] );
+ cm->data[2] = Image_LinearFloatFromsRGBFloat( cm->data[2] );
+ }
}
-
+
/* alpha scale A */
- else if( alpha && !Q_stricmp( token, "scale" ) )
- {
+ else if ( alpha && !Q_stricmp( token, "scale" ) ) {
cm->type = CM_ALPHA_SCALE;
GetTokenAppend( shaderText, qfalse );
cm->data[ 0 ] = atof( token );
}
-
+
/* color|rgb scale ( X Y Z ) */
- else if( !Q_stricmp( token, "scale" ) )
- {
+ else if ( !Q_stricmp( token, "scale" ) ) {
cm->type = CM_COLOR_SCALE;
Parse1DMatrixAppend( shaderText, 3, cm->data );
}
-
+
/* dotProduct ( X Y Z ) */
- else if( !Q_stricmp( token, "dotProduct" ) )
- {
+ else if ( !Q_stricmp( token, "dotProduct" ) ) {
cm->type = CM_COLOR_DOT_PRODUCT + alpha;
Parse1DMatrixAppend( shaderText, 3, cm->data );
}
-
+
/* dotProductScale ( X Y Z MIN MAX ) */
- else if( !Q_stricmp( token, "dotProductScale" ) )
- {
+ else if ( !Q_stricmp( token, "dotProductScale" ) ) {
cm->type = CM_COLOR_DOT_PRODUCT_SCALE + alpha;
Parse1DMatrixAppend( shaderText, 5, cm->data );
}
-
+
/* dotProduct2 ( X Y Z ) */
- else if( !Q_stricmp( token, "dotProduct2" ) )
- {
+ else if ( !Q_stricmp( token, "dotProduct2" ) ) {
cm->type = CM_COLOR_DOT_PRODUCT_2 + alpha;
Parse1DMatrixAppend( shaderText, 3, cm->data );
}
-
+
/* dotProduct2scale ( X Y Z MIN MAX ) */
- else if( !Q_stricmp( token, "dotProduct2scale" ) )
- {
+ else if ( !Q_stricmp( token, "dotProduct2scale" ) ) {
cm->type = CM_COLOR_DOT_PRODUCT_2_SCALE + alpha;
Parse1DMatrixAppend( shaderText, 5, cm->data );
}
-
+
/* volume */
- else if( !Q_stricmp( token, "volume" ) )
- {
+ else if ( !Q_stricmp( token, "volume" ) ) {
/* special stub mode for flagging volume brushes */
cm->type = CM_VOLUME;
}
-
+
/* unknown */
- else
- Sys_Printf( "WARNING: Unknown colorMod method: %s\n", token );
+ else{
+ Sys_FPrintf( SYS_WRN, "WARNING: Unknown colorMod method: %s\n", token );
+ }
}
-
+
/* ydnar: gs mods: q3map_tcMod <style> <parameters> */
- else if( !Q_stricmp( token, "q3map_tcMod" ) )
- {
- float a, b;
-
-
+ else if ( !Q_stricmp( token, "q3map_tcMod" ) ) {
+ float a, b;
+
+
GetTokenAppend( shaderText, qfalse );
-
+
/* q3map_tcMod [translate | shift | offset] <s> <t> */
- if( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) )
- {
+ if ( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) ) {
GetTokenAppend( shaderText, qfalse );
a = atof( token );
GetTokenAppend( shaderText, qfalse );
b = atof( token );
-
+
TCModTranslate( si->mod, a, b );
}
/* q3map_tcMod scale <s> <t> */
- else if( !Q_stricmp( token, "scale" ) )
- {
+ else if ( !Q_stricmp( token, "scale" ) ) {
GetTokenAppend( shaderText, qfalse );
a = atof( token );
GetTokenAppend( shaderText, qfalse );
b = atof( token );
-
+
TCModScale( si->mod, a, b );
}
-
+
/* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
- else if( !Q_stricmp( token, "rotate" ) )
- {
+ else if ( !Q_stricmp( token, "rotate" ) ) {
GetTokenAppend( shaderText, qfalse );
a = atof( token );
TCModRotate( si->mod, a );
}
- else
- Sys_Printf( "WARNING: Unknown q3map_tcMod method: %s\n", token );
+ else{
+ Sys_FPrintf( SYS_WRN, "WARNING: Unknown q3map_tcMod method: %s\n", token );
+ }
}
-
+
/* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
- else if( !Q_stricmp( token, "q3map_fogDir" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_fogDir" ) ) {
Parse1DMatrixAppend( shaderText, 3, si->fogDir );
VectorNormalize( si->fogDir, si->fogDir );
}
-
+
/* q3map_globaltexture */
- else if( !Q_stricmp( token, "q3map_globaltexture" ) )
+ else if ( !Q_stricmp( token, "q3map_globaltexture" ) ) {
si->globalTexture = qtrue;
-
+ }
+
/* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
- else if( !Q_stricmp( token, "q3map_nonplanar" ) )
+ else if ( !Q_stricmp( token, "q3map_nonplanar" ) ) {
si->nonplanar = qtrue;
-
+ }
+
/* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
- else if( !Q_stricmp( token, "q3map_noclip" ) )
+ else if ( !Q_stricmp( token, "q3map_noclip" ) ) {
si->noClip = qtrue;
-
+ }
+
/* q3map_notjunc */
- else if( !Q_stricmp( token, "q3map_notjunc" ) )
+ else if ( !Q_stricmp( token, "q3map_notjunc" ) ) {
si->notjunc = qtrue;
-
+ }
+
/* q3map_nofog */
- else if( !Q_stricmp( token, "q3map_nofog" ) )
+ else if ( !Q_stricmp( token, "q3map_nofog" ) ) {
si->noFog = qtrue;
-
+ }
+
/* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
- else if( !Q_stricmp( token, "q3map_indexed" ) )
+ else if ( !Q_stricmp( token, "q3map_indexed" ) ) {
si->indexed = qtrue;
-
+ }
+
/* ydnar: q3map_invert (inverts a drawsurface's facing) */
- else if( !Q_stricmp( token, "q3map_invert" ) )
+ else if ( !Q_stricmp( token, "q3map_invert" ) ) {
si->invert = qtrue;
-
+ }
+
/* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
- else if( !Q_stricmp( token, "q3map_lightmapMergable" ) )
+ else if ( !Q_stricmp( token, "q3map_lightmapMergable" ) ) {
si->lmMergable = qtrue;
-
+ }
+
/* ydnar: q3map_nofast */
- else if( !Q_stricmp( token, "q3map_noFast" ) )
+ else if ( !Q_stricmp( token, "q3map_noFast" ) ) {
si->noFast = qtrue;
-
+ }
+
/* q3map_patchshadows */
- else if( !Q_stricmp( token, "q3map_patchShadows" ) )
+ else if ( !Q_stricmp( token, "q3map_patchShadows" ) ) {
si->patchShadows = qtrue;
-
+ }
+
/* q3map_vertexshadows */
- else if( !Q_stricmp( token, "q3map_vertexShadows" ) )
- si->vertexShadows = qtrue; /* ydnar */
-
+ else if ( !Q_stricmp( token, "q3map_vertexShadows" ) ) {
+ si->vertexShadows = qtrue; /* ydnar */
+
+ }
/* q3map_novertexshadows */
- else if( !Q_stricmp( token, "q3map_noVertexShadows" ) )
- si->vertexShadows = qfalse; /* ydnar */
-
+ else if ( !Q_stricmp( token, "q3map_noVertexShadows" ) ) {
+ si->vertexShadows = qfalse; /* ydnar */
+
+ }
/* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
- else if( !Q_stricmp( token, "q3map_splotchfix" ) )
- si->splotchFix = qtrue; /* ydnar */
-
+ else if ( !Q_stricmp( token, "q3map_splotchfix" ) ) {
+ si->splotchFix = qtrue; /* ydnar */
+
+ }
/* q3map_forcesunlight */
- else if( !Q_stricmp( token, "q3map_forceSunlight" ) )
+ else if ( !Q_stricmp( token, "q3map_forceSunlight" ) ) {
si->forceSunlight = qtrue;
-
+ }
+
/* q3map_onlyvertexlighting (sof2) */
- else if( !Q_stricmp( token, "q3map_onlyVertexLighting" ) )
+ else if ( !Q_stricmp( token, "q3map_onlyVertexLighting" ) ) {
ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
-
+ }
+
/* q3map_material (sof2) */
- else if( !Q_stricmp( token, "q3map_material" ) )
- {
+ else if ( !Q_stricmp( token, "q3map_material" ) ) {
GetTokenAppend( shaderText, qfalse );
sprintf( temp, "*mat_%s", token );
- if( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
- Sys_Printf( "WARNING: Unknown material \"%s\"\n", token );
+ if ( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: Unknown material \"%s\"\n", token );
+ }
}
-
+
/* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
- else if( !Q_stricmp( token, "q3map_clipmodel" ) )
+ else if ( !Q_stricmp( token, "q3map_clipmodel" ) ) {
si->clipModel = qtrue;
-
+ }
+
/* ydnar: q3map_styleMarker[2] */
- else if( !Q_stricmp( token, "q3map_styleMarker" ) )
+ else if ( !Q_stricmp( token, "q3map_styleMarker" ) ) {
si->styleMarker = 1;
- else if( !Q_stricmp( token, "q3map_styleMarker2" ) ) /* uses depthFunc equal */
+ }
+ else if ( !Q_stricmp( token, "q3map_styleMarker2" ) ) { /* uses depthFunc equal */
si->styleMarker = 2;
-
+ }
+
/* ydnar: default to searching for q3map_<surfaceparm> */
#if 0
- else
+ else
{
Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
- if( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
- Sys_Printf( "WARNING: Unknown q3map_* directive \"%s\"\n", token );
+ if ( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: Unknown q3map_* directive \"%s\"\n", token );
+ }
}
#endif
}
-
-
+
+
/* -----------------------------------------------------------------
skip
----------------------------------------------------------------- */
-
+
/* ignore all other tokens on the line */
- while( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) );
- }
+ while ( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) ) ;
+ }
}
}
/*
-ParseCustomInfoParms() - rr2do2
-loads custom info parms file for mods
-*/
+ ParseCustomInfoParms() - rr2do2
+ loads custom info parms file for mods
+ */
-static void ParseCustomInfoParms( void )
-{
+static void ParseCustomInfoParms( void ){
qboolean parsedContent, parsedSurface;
-
-
+
+
/* file exists? */
- if( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 )
+ if ( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 ) {
return;
-
+ }
+
/* load it */
LoadScriptFile( "scripts/custinfoparms.txt", 0 );
-
+
/* clear the array */
memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
numCustSurfaceParms = 0;
parsedContent = parsedSurface = qfalse;
-
+
/* parse custom contentflags */
MatchToken( "{" );
while ( 1 )
{
- if ( !GetToken( qtrue ) )
+ if ( !GetToken( qtrue ) ) {
break;
+ }
if ( !strcmp( token, "}" ) ) {
parsedContent = qtrue;
custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
GetToken( qfalse );
- sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
+ sscanf( token, "%x", (unsigned int *) &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
numCustSurfaceParms++;
}
-
+
/* any content? */
- if( !parsedContent )
- {
- Sys_Printf( "WARNING: Couldn't find valid custom contentsflag section\n" );
+ if ( !parsedContent ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: Couldn't find valid custom contentsflag section\n" );
return;
}
-
+
/* parse custom surfaceflags */
MatchToken( "{" );
- while( 1 )
+ while ( 1 )
{
- if( !GetToken( qtrue ) )
+ if ( !GetToken( qtrue ) ) {
break;
+ }
- if( !strcmp( token, "}" ) )
- {
+ if ( !strcmp( token, "}" ) ) {
parsedSurface = qtrue;
break;
}
custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
GetToken( qfalse );
- sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
+ sscanf( token, "%x", (unsigned int *) &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
numCustSurfaceParms++;
}
-
+
/* any content? */
- if( !parsedContent )
- Sys_Printf( "WARNING: Couldn't find valid custom surfaceflag section\n" );
+ if ( !parsedContent ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: Couldn't find valid custom surfaceflag section\n" );
+ }
}
-
+
/*
-LoadShaderInfo()
-the shaders are parsed out of shaderlist.txt from a main directory
-that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
-on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
-*/
-
-#define MAX_SHADER_FILES 1024
-
-void LoadShaderInfo( void )
-{
- int i, j, numShaderFiles, count;
- char filename[ 1024 ];
- char *shaderFiles[ MAX_SHADER_FILES ];
-
-
+ LoadShaderInfo()
+ the shaders are parsed out of shaderlist.txt from a main directory
+ that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
+ on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
+ */
+
+#define MAX_SHADER_FILES 1024
+
+void LoadShaderInfo( void ){
+ int i, j, numShaderFiles, count;
+ char filename[ 1024 ];
+ char *shaderFiles[ MAX_SHADER_FILES ];
+
+
/* rr2do2: parse custom infoparms first */
- if( useCustomInfoParms )
+ if ( useCustomInfoParms ) {
ParseCustomInfoParms();
-
+ }
+
/* start with zero */
numShaderFiles = 0;
-
+
/* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
count = vfsGetFileCount( filename );
-
+
/* load them all */
- for( i = 0; i < count; i++ )
+ for ( i = 0; i < count; i++ )
{
/* load shader list */
sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
LoadScriptFile( filename, i );
-
+
/* parse it */
- while( GetToken( qtrue ) )
+ while ( GetToken( qtrue ) )
{
/* check for duplicate entries */
- for( j = 0; j < numShaderFiles; j++ )
- if( !strcmp( shaderFiles[ j ], token ) )
+ for ( j = 0; j < numShaderFiles; j++ )
+ if ( !strcmp( shaderFiles[ j ], token ) ) {
break;
-
+ }
+
/* test limit */
- if( j >= MAX_SHADER_FILES )
+ if ( j >= MAX_SHADER_FILES ) {
Error( "MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int) MAX_SHADER_FILES );
-
+ }
+
/* new shader file */
- if( j == numShaderFiles )
- {
+ if ( j == numShaderFiles ) {
shaderFiles[ numShaderFiles ] = safe_malloc( MAX_OS_PATH );
strcpy( shaderFiles[ numShaderFiles ], token );
numShaderFiles++;
}
}
}
-
+
/* parse the shader files */
- for( i = 0; i < numShaderFiles; i++ )
+ for ( i = 0; i < numShaderFiles; i++ )
{
sprintf( filename, "%s/%s.shader", game->shaderPath, shaderFiles[ i ] );
ParseShaderFile( filename );
free( shaderFiles[ i ] );
}
-
+
/* emit some statistics */
Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );
}