1 /* -------------------------------------------------------------------------------
2
3 Copyright (C) 1999-2006 Id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6 This file is part of GtkRadiant.
7
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
21
22 ----------------------------------------------------------------------------------
23
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
26
27 ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #define SHADERS_C
33
34
35
36 /* dependencies */
37 #include "q3map2.h"
38
39
40
41 /*
42 ColorMod()
43 routines for dealing with vertex color/alpha modification
44 */
45
ColorMod(colorMod_t * cm,int numVerts,bspDrawVert_t * drawVerts)46 void ColorMod( colorMod_t *cm, int numVerts, bspDrawVert_t *drawVerts )
47 {
48 int i, j, k;
49 float c;
50 vec4_t mult, add;
51 bspDrawVert_t *dv;
52 colorMod_t *cm2;
53
54
55 /* dummy check */
56 if( cm == NULL || numVerts < 1 || drawVerts == NULL )
57 return;
58
59
60 /* walk vertex list */
61 for( i = 0; i < numVerts; i++ )
62 {
63 /* get vertex */
64 dv = &drawVerts[ i ];
65
66 /* walk colorMod list */
67 for( cm2 = cm; cm2 != NULL; cm2 = cm2->next )
68 {
69 /* default */
70 VectorSet( mult, 1.0f, 1.0f, 1.0f );
71 mult[ 3 ] = 1.0f;
72 VectorSet( add, 0.0f, 0.0f, 0.0f );
73 mult[ 3 ] = 0.0f;
74
75 /* switch on type */
76 switch( cm2->type )
77 {
78 case CM_COLOR_SET:
79 VectorClear( mult );
80 VectorScale( cm2->data, 255.0f, add );
81 break;
82
83 case CM_ALPHA_SET:
84 mult[ 3 ] = 0.0f;
85 add[ 3 ] = cm2->data[ 0 ] * 255.0f;
86 break;
87
88 case CM_COLOR_SCALE:
89 VectorCopy( cm2->data, mult );
90 break;
91
92 case CM_ALPHA_SCALE:
93 mult[ 3 ] = cm2->data[ 0 ];
94 break;
95
96 case CM_COLOR_DOT_PRODUCT:
97 c = DotProduct( dv->normal, cm2->data );
98 VectorSet( mult, c, c, c );
99 break;
100
101 case CM_ALPHA_DOT_PRODUCT:
102 mult[ 3 ] = DotProduct( dv->normal, cm2->data );
103 break;
104
105 case CM_COLOR_DOT_PRODUCT_2:
106 c = DotProduct( dv->normal, cm2->data );
107 c *= c;
108 VectorSet( mult, c, c, c );
109 break;
110
111 case CM_ALPHA_DOT_PRODUCT_2:
112 mult[ 3 ] = DotProduct( dv->normal, cm2->data );
113 mult[ 3 ] *= mult[ 3 ];
114 break;
115
116 default:
117 break;
118 }
119
120 /* apply mod */
121 for( j = 0; j < MAX_LIGHTMAPS; j++ )
122 {
123 for( k = 0; k < 4; k++ )
124 {
125 c = (mult[ k ] * dv->color[ j ][ k ]) + add[ k ];
126 if( c < 0 )
127 c = 0;
128 else if( c > 255 )
129 c = 255;
130 dv->color[ j ][ k ] = c;
131 }
132 }
133 }
134 }
135 }
136
137
138
139 /*
140 TCMod*()
141 routines for dealing with a 3x3 texture mod matrix
142 */
143
TCMod(tcMod_t mod,float st[2])144 void TCMod( tcMod_t mod, float st[ 2 ] )
145 {
146 float old[ 2 ];
147
148
149 old[ 0 ] = st[ 0 ];
150 old[ 1 ] = st[ 1 ];
151 st[ 0 ] = (mod[ 0 ][ 0 ] * old[ 0 ]) + (mod[ 0 ][ 1 ] * old[ 1 ]) + mod[ 0 ][ 2 ];
152 st[ 1 ] = (mod[ 1 ][ 0 ] * old[ 0 ]) + (mod[ 1 ][ 1 ] * old[ 1 ]) + mod[ 1 ][ 2 ];
153 }
154
155
TCModIdentity(tcMod_t mod)156 void TCModIdentity( tcMod_t mod )
157 {
158 mod[ 0 ][ 0 ] = 1.0f; mod[ 0 ][ 1 ] = 0.0f; mod[ 0 ][ 2 ] = 0.0f;
159 mod[ 1 ][ 0 ] = 0.0f; mod[ 1 ][ 1 ] = 1.0f; mod[ 1 ][ 2 ] = 0.0f;
160 mod[ 2 ][ 0 ] = 0.0f; mod[ 2 ][ 1 ] = 0.0f; mod[ 2 ][ 2 ] = 1.0f; /* this row is only used for multiples, not transformation */
161 }
162
163
TCModMultiply(tcMod_t a,tcMod_t b,tcMod_t out)164 void TCModMultiply( tcMod_t a, tcMod_t b, tcMod_t out )
165 {
166 int i;
167
168
169 for( i = 0; i < 3; i++ )
170 {
171 out[ i ][ 0 ] = (a[ i ][ 0 ] * b[ 0 ][ 0 ]) + (a[ i ][ 1 ] * b[ 1 ][ 0 ]) + (a[ i ][ 2 ] * b[ 2 ][ 0 ]);
172 out[ i ][ 1 ] = (a[ i ][ 0 ] * b[ 0 ][ 1 ]) + (a[ i ][ 1 ] * b[ 1 ][ 1 ]) + (a[ i ][ 2 ] * b[ 2 ][ 1 ]);
173 out[ i ][ 2 ] = (a[ i ][ 0 ] * b[ 0 ][ 2 ]) + (a[ i ][ 1 ] * b[ 1 ][ 2 ]) + (a[ i ][ 2 ] * b[ 2 ][ 2 ]);
174 }
175 }
176
177
TCModTranslate(tcMod_t mod,float s,float t)178 void TCModTranslate( tcMod_t mod, float s, float t )
179 {
180 mod[ 0 ][ 2 ] += s;
181 mod[ 1 ][ 2 ] += t;
182 }
183
184
TCModScale(tcMod_t mod,float s,float t)185 void TCModScale( tcMod_t mod, float s, float t )
186 {
187 mod[ 0 ][ 0 ] *= s;
188 mod[ 1 ][ 1 ] *= t;
189 }
190
191
TCModRotate(tcMod_t mod,float euler)192 void TCModRotate( tcMod_t mod, float euler )
193 {
194 tcMod_t old, temp;
195 float radians, sinv, cosv;
196
197
198 memcpy( old, mod, sizeof( tcMod_t ) );
199 TCModIdentity( temp );
200
201 radians = euler / 180 * Q_PI;
202 sinv = sin( radians );
203 cosv = cos( radians );
204
205 temp[ 0 ][ 0 ] = cosv; temp[ 0 ][ 1 ] = -sinv;
206 temp[ 1 ][ 0 ] = sinv; temp[ 1 ][ 1 ] = cosv;
207
208 TCModMultiply( old, temp, mod );
209 }
210
211
212
213 /*
214 ApplySurfaceParm() - ydnar
215 applies a named surfaceparm to the supplied flags
216 */
217
ApplySurfaceParm(char * name,int * contentFlags,int * surfaceFlags,int * compileFlags)218 qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags )
219 {
220 int i, fake;
221 surfaceParm_t *sp;
222
223
224 /* dummy check */
225 if( name == NULL )
226 name = "";
227 if( contentFlags == NULL )
228 contentFlags = &fake;
229 if( surfaceFlags == NULL )
230 surfaceFlags = &fake;
231 if( compileFlags == NULL )
232 compileFlags = &fake;
233
234 /* walk the current game's surfaceparms */
235 sp = game->surfaceParms;
236 while( sp->name != NULL )
237 {
238 /* match? */
239 if( !Q_stricmp( name, sp->name ) )
240 {
241 /* clear and set flags */
242 *contentFlags &= ~(sp->contentFlagsClear);
243 *contentFlags |= sp->contentFlags;
244 *surfaceFlags &= ~(sp->surfaceFlagsClear);
245 *surfaceFlags |= sp->surfaceFlags;
246 *compileFlags &= ~(sp->compileFlagsClear);
247 *compileFlags |= sp->compileFlags;
248
249 /* return ok */
250 return qtrue;
251 }
252
253 /* next */
254 sp++;
255 }
256
257 /* check custom info parms */
258 for( i = 0; i < numCustSurfaceParms; i++ )
259 {
260 /* get surfaceparm */
261 sp = &custSurfaceParms[ i ];
262
263 /* match? */
264 if( !Q_stricmp( name, sp->name ) )
265 {
266 /* clear and set flags */
267 *contentFlags &= ~(sp->contentFlagsClear);
268 *contentFlags |= sp->contentFlags;
269 *surfaceFlags &= ~(sp->surfaceFlagsClear);
270 *surfaceFlags |= sp->surfaceFlags;
271 *compileFlags &= ~(sp->compileFlagsClear);
272 *compileFlags |= sp->compileFlags;
273
274 /* return ok */
275 return qtrue;
276 }
277 }
278
279 /* no matching surfaceparm found */
280 return qfalse;
281 }
282
283
284
285 /*
286 BeginMapShaderFile() - ydnar
287 erases and starts a new map shader script
288 */
289
BeginMapShaderFile(const char * mapFile)290 void BeginMapShaderFile( const char *mapFile )
291 {
292 char base[ 1024 ];
293 int len;
294
295
296 /* dummy check */
297 mapName[ 0 ] = '\0';
298 mapShaderFile[ 0 ] = '\0';
299 if( mapFile == NULL || mapFile[ 0 ] == '\0' )
300 return;
301
302 /* copy map name */
303 strcpy( base, mapFile );
304 StripExtension( base );
305
306 /* extract map name */
307 len = strlen( base ) - 1;
308 while( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )
309 len--;
310 strcpy( mapName, &base[ len + 1 ] );
311 base[ len ] = '\0';
312 if( len <= 0 )
313 return;
314
315 /* append ../scripts/q3map2_<mapname>.shader */
316 sprintf( mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName );
317 Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile );
318
319 /* remove it */
320 remove( mapShaderFile );
321
322 /* stop making warnings about missing images */
323 warnImage = qfalse;
324 }
325
326
327
328 /*
329 WriteMapShaderFile() - ydnar
330 writes a shader to the map shader script
331 */
332
WriteMapShaderFile(void)333 void WriteMapShaderFile( void )
334 {
335 FILE *file;
336 shaderInfo_t *si;
337 int i, num;
338
339
340 /* dummy check */
341 if( mapShaderFile[ 0 ] == '\0' )
342 return;
343
344 /* are there any custom shaders? */
345 for( i = 0, num = 0; i < numShaderInfo; i++ )
346 {
347 if( shaderInfo[ i ].custom )
348 break;
349 }
350 if( i == numShaderInfo )
351 return;
352
353 /* note it */
354 Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n");
355 Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile );
356
357 /* open shader file */
358 file = fopen( mapShaderFile, "w" );
359 if( file == NULL )
360 {
361 Sys_Printf( "WARNING: Unable to open map shader file %s for writing\n", mapShaderFile );
362 return;
363 }
364
365 /* print header */
366 fprintf( file,
367 "// Custom shader file for %s.bsp\n"
368 "// Generated by Q3Map2 (ydnar)\n"
369 "// Do not edit! This file is overwritten on recompiles.\n\n",
370 mapName );
371
372 /* walk the shader list */
373 for( i = 0, num = 0; i < numShaderInfo; i++ )
374 {
375 /* get the shader and print it */
376 si = &shaderInfo[ i ];
377 if( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' )
378 continue;
379 num++;
380
381 /* print it to the file */
382 fprintf( file, "%s%s\n", si->shader, si->shaderText );
383 //% Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */
384
385 Sys_FPrintf( SYS_VRB, "." );
386 }
387
388 /* close the shader */
389 fclose( file );
390
391 Sys_FPrintf( SYS_VRB, "\n" );
392
393 /* print some stats */
394 Sys_Printf( "%9d custom shaders emitted\n", num );
395 }
396
397
398
399 /*
400 CustomShader() - ydnar
401 sets up a custom map shader
402 */
403
CustomShader(shaderInfo_t * si,char * find,char * replace)404 shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace )
405 {
406 shaderInfo_t *csi;
407 char shader[ MAX_QPATH ];
408 char *s;
409 int loc;
410 MHASH mh;
411 byte digest[ 16 ];
412 char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
413
414
415 /* dummy check */
416 if( si == NULL )
417 return ShaderInfoForShader( "default" );
418
419 /* default shader text source */
420 srcShaderText = si->shaderText;
421
422 /* et: implicitMap */
423 if( si->implicitMap == IM_OPAQUE )
424 {
425 srcShaderText = temp;
426 sprintf( temp, "\n"
427 "{ // Q3Map2 defaulted (implicitMap)\n"
428 "\t{\n"
429 "\t\tmap $lightmap\n"
430 "\t\trgbGen identity\n"
431 "\t}\n"
432 "\tq3map_styleMarker\n"
433 "\t{\n"
434 "\t\tmap %s\n"
435 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
436 "\t\trgbGen identity\n"
437 "\t}\n"
438 "}\n",
439 si->implicitImagePath );
440 }
441
442 /* et: implicitMask */
443 else if( si->implicitMap == IM_MASKED )
444 {
445 srcShaderText = temp;
446 sprintf( temp, "\n"
447 "{ // Q3Map2 defaulted (implicitMask)\n"
448 "\tcull none\n"
449 "\t{\n"
450 "\t\tmap %s\n"
451 "\t\talphaFunc GE128\n"
452 "\t\tdepthWrite\n"
453 "\t}\n"
454 "\t{\n"
455 "\t\tmap $lightmap\n"
456 "\t\trgbGen identity\n"
457 "\t\tdepthFunc equal\n"
458 "\t}\n"
459 "\tq3map_styleMarker\n"
460 "\t{\n"
461 "\t\tmap %s\n"
462 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
463 "\t\tdepthFunc equal\n"
464 "\t\trgbGen identity\n"
465 "\t}\n"
466 "}\n",
467 si->implicitImagePath,
468 si->implicitImagePath );
469 }
470
471 /* et: implicitBlend */
472 else if( si->implicitMap == IM_BLEND )
473 {
474 srcShaderText = temp;
475 sprintf( temp, "\n"
476 "{ // Q3Map2 defaulted (implicitBlend)\n"
477 "\tcull none\n"
478 "\t{\n"
479 "\t\tmap %s\n"
480 "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
481 "\t}\n"
482 "\t{\n"
483 "\t\tmap $lightmap\n"
484 "\t\trgbGen identity\n"
485 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
486 "\t}\n"
487 "\tq3map_styleMarker\n"
488 "}\n",
489 si->implicitImagePath );
490 }
491
492 /* default shader text */
493 else if( srcShaderText == NULL )
494 {
495 srcShaderText = temp;
496 sprintf( temp, "\n"
497 "{ // Q3Map2 defaulted\n"
498 "\t{\n"
499 "\t\tmap $lightmap\n"
500 "\t\trgbGen identity\n"
501 "\t}\n"
502 "\tq3map_styleMarker\n"
503 "\t{\n"
504 "\t\tmap %s.tga\n"
505 "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
506 "\t\trgbGen identity\n"
507 "\t}\n"
508 "}\n",
509 si->shader );
510 }
511
512 /* error check */
513 if( (strlen( mapName ) + 1 + 32) > MAX_QPATH )
514 Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH );
515
516 /* do some bad find-replace */
517 s = strstr( srcShaderText, find );
518 if( s == NULL )
519 //% strcpy( shaderText, srcShaderText );
520 return si; /* testing just using the existing shader if this fails */
521 else
522 {
523 /* substitute 'find' with 'replace' */
524 loc = s - srcShaderText;
525 strcpy( shaderText, srcShaderText );
526 shaderText[ loc ] = '\0';
527 strcat( shaderText, replace );
528 strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );
529 }
530
531 /* make md5 hash of the shader text */
532 mh = mhash_init( MHASH_MD5 );
533 if( !mh )
534 Error( "Unable to initialize MD5 hash context" );
535 mhash( mh, shaderText, strlen( shaderText ) );
536 mhash_deinit( mh, digest );
537
538 /* mangle hash into a shader name */
539 sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,
540 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
541 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
542
543 /* get shader */
544 csi = ShaderInfoForShader( shader );
545
546 /* might be a preexisting shader */
547 if( csi->custom )
548 return csi;
549
550 /* clone the existing shader and rename */
551 memcpy( csi, si, sizeof( shaderInfo_t ) );
552 strcpy( csi->shader, shader );
553 csi->custom = qtrue;
554
555 /* store new shader text */
556 csi->shaderText = safe_malloc( strlen( shaderText ) + 1 );
557 strcpy( csi->shaderText, shaderText ); /* LEAK! */
558
559 /* return it */
560 return csi;
561 }
562
563
564
565 /*
566 EmitVertexRemapShader()
567 adds a vertexremapshader key/value pair to worldspawn
568 */
569
EmitVertexRemapShader(char * from,char * to)570 void EmitVertexRemapShader( char *from, char *to )
571 {
572 MHASH mh;
573 byte digest[ 16 ];
574 char key[ 64 ], value[ 256 ];
575
576
577 /* dummy check */
578 if( from == NULL || from[ 0 ] == '\0' ||
579 to == NULL || to[ 0 ] == '\0' )
580 return;
581
582 /* build value */
583 sprintf( value, "%s;%s", from, to );
584
585 /* make md5 hash */
586 mh = mhash_init( MHASH_MD5 );
587 if( !mh )
588 Error( "Unable to initialize MD5 hash context" );
589 mhash( mh, value, strlen( value ) );
590 mhash_deinit( mh, digest );
591
592 /* make key (this is annoying, as vertexremapshader is precisely 17 characters,
593 which is one too long, so we leave off the last byte of the md5 digest) */
594 sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",
595 digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
596 digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */
597
598 /* add key/value pair to worldspawn */
599 SetKeyValue( &entities[ 0 ], key, value );
600 }
601
602
603
604 /*
605 AllocShaderInfo()
606 allocates and initializes a new shader
607 */
608
AllocShaderInfo(void)609 static shaderInfo_t *AllocShaderInfo( void )
610 {
611 shaderInfo_t *si;
612
613
614 /* allocate? */
615 if( shaderInfo == NULL )
616 {
617 shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO );
618 numShaderInfo = 0;
619 }
620
621 /* bounds check */
622 if( numShaderInfo == MAX_SHADER_INFO )
623 Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." );
624 si = &shaderInfo[ numShaderInfo ];
625 numShaderInfo++;
626
627 /* ydnar: clear to 0 first */
628 memset( si, 0, sizeof( shaderInfo_t ) );
629
630 /* set defaults */
631 ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
632
633 si->backsplashFraction = DEF_BACKSPLASH_FRACTION;
634 si->backsplashDistance = DEF_BACKSPLASH_DISTANCE;
635
636 si->bounceScale = DEF_RADIOSITY_BOUNCE;
637
638 si->lightStyle = LS_NORMAL;
639
640 si->polygonOffset = qfalse;
641
642 si->shadeAngleDegrees = 0.0f;
643 si->lightmapSampleSize = 0;
644 si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
645 si->patchShadows = qfalse;
646 si->vertexShadows = qtrue; /* ydnar: changed default behavior */
647 si->forceSunlight = qfalse;
648 si->vertexScale = 1.0;
649 si->notjunc = qfalse;
650
651 /* ydnar: set texture coordinate transform matrix to identity */
652 TCModIdentity( si->mod );
653
654 /* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */
655 si->lmCustomWidth = lmCustomSize;
656 si->lmCustomHeight = lmCustomSize;
657
658 /* return to sender */
659 return si;
660 }
661
662
663
664 /*
665 FinishShader() - ydnar
666 sets a shader's width and height among other things
667 */
668
FinishShader(shaderInfo_t * si)669 void FinishShader( shaderInfo_t *si )
670 {
671 int x, y;
672 float st[ 2 ], o[ 2 ], dist, bestDist;
673 vec4_t color, bestColor, delta;
674
675
676 /* don't double-dip */
677 if( si->finished )
678 return;
679
680 /* if they're explicitly set, copy from image size */
681 if( si->shaderWidth == 0 && si->shaderHeight == 0 )
682 {
683 si->shaderWidth = si->shaderImage->width;
684 si->shaderHeight = si->shaderImage->height;
685 }
686
687 /* legacy terrain has explicit image-sized texture projection */
688 if( si->legacyTerrain && si->tcGen == qfalse )
689 {
690 /* set xy texture projection */
691 si->tcGen = qtrue;
692 VectorSet( si->vecs[ 0 ], (1.0f / (si->shaderWidth * 0.5f)), 0, 0 );
693 VectorSet( si->vecs[ 1 ], 0, (1.0f / (si->shaderHeight * 0.5f)), 0 );
694 }
695
696 /* find pixel coordinates best matching the average color of the image */
697 bestDist = 99999999;
698 o[ 0 ] = 1.0f / si->shaderImage->width;
699 o[ 1 ] = 1.0f / si->shaderImage->height;
700 for( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
701 {
702 for( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
703 {
704 /* sample the shader image */
705 RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color );
706
707 /* determine error squared */
708 VectorSubtract( color, si->averageColor, delta );
709 delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ];
710 dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ];
711 if( dist < bestDist )
712 {
713 VectorCopy( color, bestColor );
714 bestColor[ 3 ] = color[ 3 ];
715 si->stFlat[ 0 ] = st[ 0 ];
716 si->stFlat[ 1 ] = st[ 1 ];
717 }
718 }
719 }
720
721 /* set to finished */
722 si->finished = qtrue;
723 }
724
725
726
727 /*
728 LoadShaderImages()
729 loads a shader's images
730 ydnar: image.c made this a bit simpler
731 */
732
LoadShaderImages(shaderInfo_t * si)733 static void LoadShaderImages( shaderInfo_t *si )
734 {
735 int i, count;
736 float color[ 4 ];
737
738
739 /* nodraw shaders don't need images */
740 if( si->compileFlags & C_NODRAW )
741 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
742 else
743 {
744 /* try to load editor image first */
745 si->shaderImage = ImageLoad( si->editorImagePath );
746
747 /* then try shadername */
748 if( si->shaderImage == NULL )
749 si->shaderImage = ImageLoad( si->shader );
750
751 /* then try implicit image path (note: new behavior!) */
752 if( si->shaderImage == NULL )
753 si->shaderImage = ImageLoad( si->implicitImagePath );
754
755 /* then try lightimage (note: new behavior!) */
756 if( si->shaderImage == NULL )
757 si->shaderImage = ImageLoad( si->lightImagePath );
758
759 /* otherwise, use default image */
760 if( si->shaderImage == NULL )
761 {
762 si->shaderImage = ImageLoad( DEFAULT_IMAGE );
763 if( warnImage && strcmp( si->shader, "noshader" ) )
764 Sys_Printf( "WARNING: Couldn't find image for shader %s\n", si->shader );
765 }
766
767 /* load light image */
768 si->lightImage = ImageLoad( si->lightImagePath );
769
770 /* load normalmap image (ok if this is NULL) */
771 si->normalImage = ImageLoad( si->normalImagePath );
772 if( si->normalImage != NULL )
773 {
774 Sys_FPrintf( SYS_VRB, "Shader %s has\n"
775 " NM %s\n", si->shader, si->normalImagePath );
776 }
777 }
778
779 /* if no light image, use shader image */
780 if( si->lightImage == NULL )
781 si->lightImage = ImageLoad( si->shaderImage->name );
782
783 /* create default and average colors */
784 count = si->lightImage->width * si->lightImage->height;
785 VectorClear( color );
786 color[ 3 ] = 0.0f;
787 for( i = 0; i < count; i++ )
788 {
789 color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ];
790 color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ];
791 color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ];
792 color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ];
793 }
794
795 if( VectorLength( si->color ) <= 0.0f )
796 ColorNormalize( color, si->color );
797 VectorScale( color, (1.0f / count), si->averageColor );
798 }
799
800
801
802 /*
803 ShaderInfoForShader()
804 finds a shaderinfo for a named shader
805 */
806
ShaderInfoForShader(const char * shaderName)807 shaderInfo_t *ShaderInfoForShader( const char *shaderName )
808 {
809 int i;
810 shaderInfo_t *si;
811 char shader[ MAX_QPATH ];
812
813
814 /* dummy check */
815 if( shaderName == NULL || shaderName[ 0 ] == '\0' )
816 {
817 Sys_Printf( "WARNING: Null or empty shader name\n" );
818 shaderName = "missing";
819 }
820
821 /* strip off extension */
822 strcpy( shader, shaderName );
823 StripExtension( shader );
824
825 /* search for it */
826 for( i = 0; i < numShaderInfo; i++ )
827 {
828 si = &shaderInfo[ i ];
829 if( !Q_stricmp( shader, si->shader ) )
830 {
831 /* load image if necessary */
832 if( si->finished == qfalse )
833 {
834 LoadShaderImages( si );
835 FinishShader( si );
836 }
837
838 /* return it */
839 return si;
840 }
841 }
842
843 /* allocate a default shader */
844 si = AllocShaderInfo();
845 strcpy( si->shader, shader );
846 LoadShaderImages( si );
847 FinishShader( si );
848
849 /* return it */
850 return si;
851 }
852
853
854
855 /*
856 GetTokenAppend() - ydnar
857 gets a token and appends its text to the specified buffer
858 */
859
860 static int oldScriptLine = 0;
861 static int tabDepth = 0;
862
GetTokenAppend(char * buffer,qboolean crossline)863 qboolean GetTokenAppend( char *buffer, qboolean crossline )
864 {
865 qboolean r;
866 int i;
867
868
869 /* get the token */
870 r = GetToken( crossline );
871 if( r == qfalse || buffer == NULL || token[ 0 ] == '\0' )
872 return r;
873
874 /* pre-tabstops */
875 if( token[ 0 ] == '}' )
876 tabDepth--;
877
878 /* append? */
879 if( oldScriptLine != scriptline )
880 {
881 strcat( buffer, "\n" );
882 for( i = 0; i < tabDepth; i++ )
883 strcat( buffer, "\t" );
884 }
885 else
886 strcat( buffer, " " );
887 oldScriptLine = scriptline;
888 strcat( buffer, token );
889
890 /* post-tabstops */
891 if( token[ 0 ] == '{' )
892 tabDepth++;
893
894 /* return */
895 return r;
896 }
897
898
Parse1DMatrixAppend(char * buffer,int x,vec_t * m)899 void Parse1DMatrixAppend( char *buffer, int x, vec_t *m )
900 {
901 int i;
902
903
904 if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) )
905 Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline );
906 for( i = 0; i < x; i++ )
907 {
908 if( !GetTokenAppend( buffer, qfalse ) )
909 Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline );
910 m[ i ] = atof( token );
911 }
912 if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) )
913 Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline );
914 }
915
916
917
918
919 /*
920 ParseShaderFile()
921 parses a shader file into discrete shaderInfo_t
922 */
923
ParseShaderFile(const char * filename)924 static void ParseShaderFile( const char *filename )
925 {
926 int i, val;
927 shaderInfo_t *si;
928 char *suffix, temp[ 1024 ];
929 char shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
930
931
932 /* init */
933 si = NULL;
934 shaderText[ 0 ] = '\0';
935
936 /* load the shader */
937 LoadScriptFile( filename, 0 );
938
939 /* tokenize it */
940 while( 1 )
941 {
942 /* copy shader text to the shaderinfo */
943 if( si != NULL && shaderText[ 0 ] != '\0' )
944 {
945 strcat( shaderText, "\n" );
946 si->shaderText = safe_malloc( strlen( shaderText ) + 1 );
947 strcpy( si->shaderText, shaderText );
948 //% if( VectorLength( si->vecs[ 0 ] ) )
949 //% Sys_Printf( "%s\n", shaderText );
950 }
951
952 /* ydnar: clear shader text buffer */
953 shaderText[ 0 ] = '\0';
954
955 /* test for end of file */
956 if( !GetToken( qtrue ) )
957 break;
958
959 /* shader name is initial token */
960 si = AllocShaderInfo();
961 strcpy( si->shader, token );
962
963 /* ignore ":q3map" suffix */
964 suffix = strstr( si->shader, ":q3map" );
965 if( suffix != NULL )
966 *suffix = '\0';
967
968 /* handle { } section */
969 if( !GetTokenAppend( shaderText, qtrue ) )
970 break;
971 if( strcmp( token, "{" ) )
972 {
973 if( si != NULL )
974 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s",
975 filename, scriptline, token, si->shader );
976 else
977 Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s",
978 filename, scriptline, token );
979 }
980
981 while( 1 )
982 {
983 /* get the next token */
984 if( !GetTokenAppend( shaderText, qtrue ) )
985 break;
986 if( !strcmp( token, "}" ) )
987 break;
988
989
990 /* -----------------------------------------------------------------
991 shader stages (passes)
992 ----------------------------------------------------------------- */
993
994 /* parse stage directives */
995 if( !strcmp( token, "{" ) )
996 {
997 si->hasPasses = qtrue;
998 while( 1 )
999 {
1000 if( !GetTokenAppend( shaderText, qtrue ) )
1001 break;
1002 if( !strcmp( token, "}" ) )
1003 break;
1004
1005 /* only care about images if we don't have a editor/light image */
1006 if( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' )
1007 {
1008 /* digest any images */
1009 if( !Q_stricmp( token, "map" ) ||
1010 !Q_stricmp( token, "clampMap" ) ||
1011 !Q_stricmp( token, "animMap" ) ||
1012 !Q_stricmp( token, "clampAnimMap" ) ||
1013 !Q_stricmp( token, "clampMap" ) ||
1014 !Q_stricmp( token, "mapComp" ) ||
1015 !Q_stricmp( token, "mapNoComp" ) )
1016 {
1017 /* skip one token for animated stages */
1018 if( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) )
1019 GetTokenAppend( shaderText, qfalse );
1020
1021 /* get an image */
1022 GetTokenAppend( shaderText, qfalse );
1023 if( token[ 0 ] != '*' && token[ 0 ] != '$' )
1024 {
1025 strcpy( si->lightImagePath, token );
1026 DefaultExtension( si->lightImagePath, ".tga" );
1027
1028 /* debug code */
1029 //% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );
1030 }
1031 }
1032 }
1033 }
1034 }
1035
1036
1037 /* -----------------------------------------------------------------
1038 surfaceparm * directives
1039 ----------------------------------------------------------------- */
1040
1041 /* match surfaceparm */
1042 else if( !Q_stricmp( token, "surfaceparm" ) )
1043 {
1044 GetTokenAppend( shaderText, qfalse );
1045 if( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1046 Sys_Printf( "WARNING: Unknown surfaceparm: \"%s\"\n", token );
1047 }
1048
1049
1050 /* -----------------------------------------------------------------
1051 game-related shader directives
1052 ----------------------------------------------------------------- */
1053
1054 /* ydnar: fogparms (for determining fog volumes) */
1055 else if( !Q_stricmp( token, "fogparms" ) )
1056 si->fogParms = qtrue;
1057
1058 /* ydnar: polygonoffset (for no culling) */
1059 else if( !Q_stricmp( token, "polygonoffset" ) )
1060 si->polygonOffset = qtrue;
1061
1062 /* tesssize is used to force liquid surfaces to subdivide */
1063 else if( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ )
1064 {
1065 GetTokenAppend( shaderText, qfalse );
1066 si->subdivisions = atof( token );
1067 }
1068
1069 /* cull none will set twoSided (ydnar: added disable too) */
1070 else if ( !Q_stricmp( token, "cull" ) )
1071 {
1072 GetTokenAppend( shaderText, qfalse );
1073 if( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) )
1074 si->twoSided = qtrue;
1075 }
1076
1077 /* deformVertexes autosprite[ 2 ]
1078 we catch this so autosprited surfaces become point
1079 lights instead of area lights */
1080 else if( !Q_stricmp( token, "deformVertexes" ) )
1081 {
1082 GetTokenAppend( shaderText, qfalse );
1083
1084 /* deformVertexes autosprite(2) */
1085 if( !Q_strncasecmp( token, "autosprite", 10 ) )
1086 {
1087 /* set it as autosprite and detail */
1088 si->autosprite = qtrue;
1089 ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1090
1091 /* ydnar: gs mods: added these useful things */
1092 si->noClip = qtrue;
1093 si->notjunc = qtrue;
1094 }
1095
1096 /* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
1097 if( !Q_stricmp( token, "move") )
1098 {
1099 vec3_t amt, mins, maxs;
1100 float base, amp;
1101
1102
1103 /* get move amount */
1104 GetTokenAppend( shaderText, qfalse ); amt[ 0 ] = atof( token );
1105 GetTokenAppend( shaderText, qfalse ); amt[ 1 ] = atof( token );
1106 GetTokenAppend( shaderText, qfalse ); amt[ 2 ] = atof( token );
1107
1108 /* skip func */
1109 GetTokenAppend( shaderText, qfalse );
1110
1111 /* get base and amplitude */
1112 GetTokenAppend( shaderText, qfalse ); base = atof( token );
1113 GetTokenAppend( shaderText, qfalse ); amp = atof( token );
1114
1115 /* calculate */
1116 VectorScale( amt, base, mins );
1117 VectorMA( mins, amp, amt, maxs );
1118 VectorAdd( si->mins, mins, si->mins );
1119 VectorAdd( si->maxs, maxs, si->maxs );
1120 }
1121 }
1122
1123 /* light <value> (old-style flare specification) */
1124 else if( !Q_stricmp( token, "light" ) )
1125 {
1126 GetTokenAppend( shaderText, qfalse );
1127 si->flareShader = game->flareShader;
1128 }
1129
1130 /* ydnar: damageShader <shader> <health> (sof2 mods) */
1131 else if( !Q_stricmp( token, "damageShader" ) )
1132 {
1133 GetTokenAppend( shaderText, qfalse );
1134 if( token[ 0 ] != '\0' )
1135 {
1136 si->damageShader = safe_malloc( strlen( token ) + 1 );
1137 strcpy( si->damageShader, token );
1138 }
1139 GetTokenAppend( shaderText, qfalse ); /* don't do anything with health */
1140 }
1141
1142 /* ydnar: enemy territory implicit shaders */
1143 else if( !Q_stricmp( token, "implicitMap" ) )
1144 {
1145 si->implicitMap = IM_OPAQUE;
1146 GetTokenAppend( shaderText, qfalse );
1147 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
1148 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1149 else
1150 strcpy( si->implicitImagePath, token );
1151 }
1152
1153 else if( !Q_stricmp( token, "implicitMask" ) )
1154 {
1155 si->implicitMap = IM_MASKED;
1156 GetTokenAppend( shaderText, qfalse );
1157 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
1158 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1159 else
1160 strcpy( si->implicitImagePath, token );
1161 }
1162
1163 else if( !Q_stricmp( token, "implicitBlend" ) )
1164 {
1165 si->implicitMap = IM_MASKED;
1166 GetTokenAppend( shaderText, qfalse );
1167 if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
1168 sprintf( si->implicitImagePath, "%s.tga", si->shader );
1169 else
1170 strcpy( si->implicitImagePath, token );
1171 }
1172
1173
1174 /* -----------------------------------------------------------------
1175 image directives
1176 ----------------------------------------------------------------- */
1177
1178 /* qer_editorimage <image> */
1179 else if( !Q_stricmp( token, "qer_editorImage" ) )
1180 {
1181 GetTokenAppend( shaderText, qfalse );
1182 strcpy( si->editorImagePath, token );
1183 DefaultExtension( si->editorImagePath, ".tga" );
1184 }
1185
1186 /* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
1187 else if( !Q_stricmp( token, "q3map_normalImage" ) )
1188 {
1189 GetTokenAppend( shaderText, qfalse );
1190 strcpy( si->normalImagePath, token );
1191 DefaultExtension( si->normalImagePath, ".tga" );
1192 }
1193
1194 /* q3map_lightimage <image> */
1195 else if( !Q_stricmp( token, "q3map_lightImage" ) )
1196 {
1197 GetTokenAppend( shaderText, qfalse );
1198 strcpy( si->lightImagePath, token );
1199 DefaultExtension( si->lightImagePath, ".tga" );
1200 }
1201
1202 /* ydnar: skyparms <outer image> <cloud height> <inner image> */
1203 else if( !Q_stricmp( token, "skyParms" ) )
1204 {
1205 /* get image base */
1206 GetTokenAppend( shaderText, qfalse );
1207
1208 /* ignore bogus paths */
1209 if( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) )
1210 {
1211 strcpy( si->skyParmsImageBase, token );
1212
1213 /* use top image as sky light image */
1214 if( si->lightImagePath[ 0 ] == '\0' )
1215 sprintf( si->lightImagePath, "%s_up.tga", si->skyParmsImageBase );
1216 }
1217
1218 /* skip rest of line */
1219 GetTokenAppend( shaderText, qfalse );
1220 GetTokenAppend( shaderText, qfalse );
1221 }
1222
1223 /* -----------------------------------------------------------------
1224 q3map_* directives
1225 ----------------------------------------------------------------- */
1226
1227 /* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
1228 color will be normalized, so it doesn't matter what range you use
1229 intensity falls off with angle but not distance 100 is a fairly bright sun
1230 degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon
1231 ydnar: sof2map has bareword 'sun' token, so we support that as well */
1232 else if( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) )
1233 {
1234 float a, b;
1235 sun_t *sun;
1236 qboolean ext;
1237
1238
1239 /* ydnar: extended sun directive? */
1240 if( !Q_stricmp( token, "q3map_sunext" ) )
1241 ext = qtrue;
1242
1243 /* allocate sun */
1244 sun = safe_malloc( sizeof( *sun ) );
1245 memset( sun, 0, sizeof( *sun ) );
1246
1247 /* set style */
1248 sun->style = si->lightStyle;
1249
1250 /* get color */
1251 GetTokenAppend( shaderText, qfalse );
1252 sun->color[ 0 ] = atof( token );
1253 GetTokenAppend( shaderText, qfalse );
1254 sun->color[ 1 ] = atof( token );
1255 GetTokenAppend( shaderText, qfalse );
1256 sun->color[ 2 ] = atof( token );
1257
1258 /* normalize it */
1259 VectorNormalize( sun->color, sun->color );
1260
1261 /* scale color by brightness */
1262 GetTokenAppend( shaderText, qfalse );
1263 sun->photons = atof( token );
1264
1265 /* get sun angle/elevation */
1266 GetTokenAppend( shaderText, qfalse );
1267 a = atof( token );
1268 a = a / 180.0f * Q_PI;
1269
1270 GetTokenAppend( shaderText, qfalse );
1271 b = atof( token );
1272 b = b / 180.0f * Q_PI;
1273
1274 sun->direction[ 0 ] = cos( a ) * cos( b );
1275 sun->direction[ 1 ] = sin( a ) * cos( b );
1276 sun->direction[ 2 ] = sin( b );
1277
1278 /* get filter radius from shader */
1279 sun->filterRadius = si->lightFilterRadius;
1280
1281 /* ydnar: get sun angular deviance/samples */
1282 if( ext && TokenAvailable() )
1283 {
1284 GetTokenAppend( shaderText, qfalse );
1285 sun->deviance = atof( token );
1286 sun->deviance = sun->deviance / 180.0f * Q_PI;
1287
1288 GetTokenAppend( shaderText, qfalse );
1289 sun->numSamples = atoi( token );
1290 }
1291
1292 /* store sun */
1293 sun->next = si->sun;
1294 si->sun = sun;
1295
1296 /* apply sky surfaceparm */
1297 ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1298
1299 /* don't process any more tokens on this line */
1300 continue;
1301 }
1302
1303 /* match q3map_ */
1304 else if( !Q_strncasecmp( token, "q3map_", 6 ) )
1305 {
1306 /* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
1307 if( !Q_stricmp( token, "q3map_baseShader" ) )
1308 {
1309 shaderInfo_t *si2;
1310 qboolean oldWarnImage;
1311
1312
1313 /* get shader */
1314 GetTokenAppend( shaderText, qfalse );
1315 //% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );
1316 oldWarnImage = warnImage;
1317 warnImage = qfalse;
1318 si2 = ShaderInfoForShader( token );
1319 warnImage = oldWarnImage;
1320
1321 /* subclass it */
1322 if( si2 != NULL )
1323 {
1324 /* preserve name */
1325 strcpy( temp, si->shader );
1326
1327 /* copy shader */
1328 memcpy( si, si2, sizeof( *si ) );
1329
1330 /* restore name and set to unfinished */
1331 strcpy( si->shader, temp );
1332 si->shaderWidth = 0;
1333 si->shaderHeight = 0;
1334 si->finished = qfalse;
1335 }
1336 }
1337
1338 /* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
1339 else if( !Q_stricmp( token, "q3map_surfacemodel" ) )
1340 {
1341 surfaceModel_t *model;
1342
1343
1344 /* allocate new model and attach it */
1345 model = safe_malloc( sizeof( *model ) );
1346 memset( model, 0, sizeof( *model ) );
1347 model->next = si->surfaceModel;
1348 si->surfaceModel = model;
1349
1350 /* get parameters */
1351 GetTokenAppend( shaderText, qfalse );
1352 strcpy( model->model, token );
1353
1354 GetTokenAppend( shaderText, qfalse );
1355 model->density = atof( token );
1356 GetTokenAppend( shaderText, qfalse );
1357 model->odds = atof( token );
1358
1359 GetTokenAppend( shaderText, qfalse );
1360 model->minScale = atof( token );
1361 GetTokenAppend( shaderText, qfalse );
1362 model->maxScale = atof( token );
1363
1364 GetTokenAppend( shaderText, qfalse );
1365 model->minAngle = atof( token );
1366 GetTokenAppend( shaderText, qfalse );
1367 model->maxAngle = atof( token );
1368
1369 GetTokenAppend( shaderText, qfalse );
1370 model->oriented = (token[ 0 ] == '1' ? qtrue : qfalse);
1371 }
1372
1373 /* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
1374 else if( !Q_stricmp( token, "q3map_foliage" ) )
1375 {
1376 foliage_t *foliage;
1377
1378
1379 /* allocate new foliage struct and attach it */
1380 foliage = safe_malloc( sizeof( *foliage ) );
1381 memset( foliage, 0, sizeof( *foliage ) );
1382 foliage->next = si->foliage;
1383 si->foliage = foliage;
1384
1385 /* get parameters */
1386 GetTokenAppend( shaderText, qfalse );
1387 strcpy( foliage->model, token );
1388
1389 GetTokenAppend( shaderText, qfalse );
1390 foliage->scale = atof( token );
1391 GetTokenAppend( shaderText, qfalse );
1392 foliage->density = atof( token );
1393 GetTokenAppend( shaderText, qfalse );
1394 foliage->odds = atof( token );
1395 GetTokenAppend( shaderText, qfalse );
1396 foliage->inverseAlpha = atoi( token );
1397 }
1398
1399 /* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
1400 else if( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) )
1401 {
1402 GetTokenAppend( shaderText, qfalse );
1403 si->bounceScale = atof( token );
1404 }
1405
1406 /* ydnar/splashdamage: q3map_skyLight <value> <iterations> */
1407 else if( !Q_stricmp( token, "q3map_skyLight" ) )
1408 {
1409 GetTokenAppend( shaderText, qfalse );
1410 si->skyLightValue = atof( token );
1411 GetTokenAppend( shaderText, qfalse );
1412 si->skyLightIterations = atoi( token );
1413
1414 /* clamp */
1415 if( si->skyLightValue < 0.0f )
1416 si->skyLightValue = 0.0f;
1417 if( si->skyLightIterations < 2 )
1418 si->skyLightIterations = 2;
1419 }
1420
1421 /* q3map_surfacelight <value> */
1422 else if( !Q_stricmp( token, "q3map_surfacelight" ) )
1423 {
1424 GetTokenAppend( shaderText, qfalse );
1425 si->value = atof( token );
1426 }
1427
1428 /* q3map_lightStyle (sof2/jk2 lightstyle) */
1429 else if( !Q_stricmp( token, "q3map_lightStyle" ) )
1430 {
1431 GetTokenAppend( shaderText, qfalse );
1432 val = atoi( token );
1433 if( val < 0 )
1434 val = 0;
1435 else if( val > LS_NONE )
1436 val = LS_NONE;
1437 si->lightStyle = val;
1438 }
1439
1440 /* wolf: q3map_lightRGB <red> <green> <blue> */
1441 else if( !Q_stricmp( token, "q3map_lightRGB" ) )
1442 {
1443 VectorClear( si->color );
1444 GetTokenAppend( shaderText, qfalse );
1445 si->color[ 0 ] = atof( token );
1446 GetTokenAppend( shaderText, qfalse );
1447 si->color[ 1 ] = atof( token );
1448 GetTokenAppend( shaderText, qfalse );
1449 si->color[ 2 ] = atof( token );
1450 ColorNormalize( si->color, si->color );
1451 }
1452
1453 /* q3map_lightSubdivide <value> */
1454 else if( !Q_stricmp( token, "q3map_lightSubdivide" ) )
1455 {
1456 GetTokenAppend( shaderText, qfalse );
1457 si->lightSubdivide = atoi( token );
1458 }
1459
1460 /* q3map_backsplash <percent> <distance> */
1461 else if( !Q_stricmp( token, "q3map_backsplash" ) )
1462 {
1463 GetTokenAppend( shaderText, qfalse );
1464 si->backsplashFraction = atof( token ) * 0.01f;
1465 GetTokenAppend( shaderText, qfalse );
1466 si->backsplashDistance = atof( token );
1467 }
1468
1469 /* q3map_lightmapSampleSize <value> */
1470 else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) )
1471 {
1472 GetTokenAppend( shaderText, qfalse );
1473 si->lightmapSampleSize = atoi( token );
1474 }
1475
1476 /* q3map_lightmapSampleSffset <value> */
1477 else if( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) )
1478 {
1479 GetTokenAppend( shaderText, qfalse );
1480 si->lightmapSampleOffset = atof( token );
1481 }
1482
1483 /* ydnar: q3map_lightmapFilterRadius <self> <other> */
1484 else if( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) )
1485 {
1486 GetTokenAppend( shaderText, qfalse );
1487 si->lmFilterRadius = atof( token );
1488 GetTokenAppend( shaderText, qfalse );
1489 si->lightFilterRadius = atof( token );
1490 }
1491
1492 /* ydnar: q3map_lightmapAxis [xyz] */
1493 else if( !Q_stricmp( token, "q3map_lightmapAxis" ) )
1494 {
1495 GetTokenAppend( shaderText, qfalse );
1496 if( !Q_stricmp( token, "x" ) )
1497 VectorSet( si->lightmapAxis, 1, 0, 0 );
1498 else if( !Q_stricmp( token, "y" ) )
1499 VectorSet( si->lightmapAxis, 0, 1, 0 );
1500 else if( !Q_stricmp( token, "z" ) )
1501 VectorSet( si->lightmapAxis, 0, 0, 1 );
1502 else
1503 {
1504 Sys_Printf( "WARNING: Unknown value for lightmap axis: %s\n", token );
1505 VectorClear( si->lightmapAxis );
1506 }
1507 }
1508
1509 /* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
1510 else if( !Q_stricmp( token, "q3map_lightmapSize" ) )
1511 {
1512 GetTokenAppend( shaderText, qfalse );
1513 si->lmCustomWidth = atoi( token );
1514 GetTokenAppend( shaderText, qfalse );
1515 si->lmCustomHeight = atoi( token );
1516
1517 /* must be a power of 2 */
1518 if( ((si->lmCustomWidth - 1) & si->lmCustomWidth) ||
1519 ((si->lmCustomHeight - 1) & si->lmCustomHeight) )
1520 {
1521 Sys_Printf( "WARNING: Non power-of-two lightmap size specified (%d, %d)\n",
1522 si->lmCustomWidth, si->lmCustomHeight );
1523 si->lmCustomWidth = lmCustomSize;
1524 si->lmCustomHeight = lmCustomSize;
1525 }
1526 }
1527
1528 /* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */
1529 else if( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) )
1530 {
1531 GetTokenAppend( shaderText, qfalse );
1532 si->lmBrightness = atof( token );
1533 if( si->lmBrightness < 0 )
1534 si->lmBrightness = 1.0;
1535 }
1536
1537 /* q3map_vertexScale (scale vertex lighting by this fraction) */
1538 else if( !Q_stricmp( token, "q3map_vertexScale" ) )
1539 {
1540 GetTokenAppend( shaderText, qfalse );
1541 si->vertexScale = atof( token );
1542 }
1543
1544 /* q3map_noVertexLight */
1545 else if( !Q_stricmp( token, "q3map_noVertexLight" ) )
1546 {
1547 si->noVertexLight = qtrue;
1548 }
1549
1550 /* q3map_flare[Shader] <shader> */
1551 else if( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) )
1552 {
1553 GetTokenAppend( shaderText, qfalse );
1554 if( token[ 0 ] != '\0' )
1555 {
1556 si->flareShader = safe_malloc( strlen( token ) + 1 );
1557 strcpy( si->flareShader, token );
1558 }
1559 }
1560
1561 /* q3map_backShader <shader> */
1562 else if( !Q_stricmp( token, "q3map_backShader" ) )
1563 {
1564 GetTokenAppend( shaderText, qfalse );
1565 if( token[ 0 ] != '\0' )
1566 {
1567 si->backShader = safe_malloc( strlen( token ) + 1 );
1568 strcpy( si->backShader, token );
1569 }
1570 }
1571
1572 /* ydnar: q3map_cloneShader <shader> */
1573 else if ( !Q_stricmp( token, "q3map_cloneShader" ) )
1574 {
1575 GetTokenAppend( shaderText, qfalse );
1576 if( token[ 0 ] != '\0' )
1577 {
1578 si->cloneShader = safe_malloc( strlen( token ) + 1 );
1579 strcpy( si->cloneShader, token );
1580 }
1581 }
1582
1583 /* q3map_remapShader <shader> */
1584 else if( !Q_stricmp( token, "q3map_remapShader" ) )
1585 {
1586 GetTokenAppend( shaderText, qfalse );
1587 if( token[ 0 ] != '\0' )
1588 {
1589 si->remapShader = safe_malloc( strlen( token ) + 1 );
1590 strcpy( si->remapShader, token );
1591 }
1592 }
1593
1594 /* ydnar: q3map_offset <value> */
1595 else if( !Q_stricmp( token, "q3map_offset" ) )
1596 {
1597 GetTokenAppend( shaderText, qfalse );
1598 si->offset = atof( token );
1599 }
1600
1601 /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
1602 else if( !Q_stricmp( token, "q3map_fur" ) )
1603 {
1604 GetTokenAppend( shaderText, qfalse );
1605 si->furNumLayers = atoi( token );
1606 GetTokenAppend( shaderText, qfalse );
1607 si->furOffset = atof( token );
1608 GetTokenAppend( shaderText, qfalse );
1609 si->furFade = atof( token );
1610 }
1611
1612 /* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
1613 else if( !Q_stricmp( token, "q3map_terrain" ) )
1614 {
1615 /* team arena terrain is assumed to be nonplanar, with full normal averaging,
1616 passed through the metatriangle surface pipeline, with a lightmap axis on z */
1617 si->legacyTerrain = qtrue;
1618 si->noClip = qtrue;
1619 si->notjunc = qtrue;
1620 si->indexed = qtrue;
1621 si->nonplanar = qtrue;
1622 si->forceMeta = qtrue;
1623 si->shadeAngleDegrees = 179.0f;
1624 //% VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
1625 }
1626
1627 /* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
1628 else if( !Q_stricmp( token, "q3map_forceMeta" ) )
1629 {
1630 si->forceMeta = qtrue;
1631 }
1632
1633 /* ydnar: gs mods: q3map_shadeAngle <degrees> */
1634 else if( !Q_stricmp( token, "q3map_shadeAngle" ) )
1635 {
1636 GetTokenAppend( shaderText, qfalse );
1637 si->shadeAngleDegrees = atof( token );
1638 }
1639
1640 /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
1641 else if( !Q_stricmp( token, "q3map_textureSize" ) )
1642 {
1643 GetTokenAppend( shaderText, qfalse );
1644 si->shaderWidth = atoi( token );
1645 GetTokenAppend( shaderText, qfalse );
1646 si->shaderHeight = atoi( token );
1647 }
1648
1649 /* ydnar: gs mods: q3map_tcGen <style> <parameters> */
1650 else if( !Q_stricmp( token, "q3map_tcGen" ) )
1651 {
1652 si->tcGen = qtrue;
1653 GetTokenAppend( shaderText, qfalse );
1654
1655 /* q3map_tcGen vector <s vector> <t vector> */
1656 if( !Q_stricmp( token, "vector" ) )
1657 {
1658 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
1659 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
1660 }
1661
1662 /* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
1663 else if( !Q_stricmp( token, "ivector" ) )
1664 {
1665 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
1666 Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
1667 for( i = 0; i < 3; i++ )
1668 {
1669 si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;
1670 si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;
1671 }
1672 }
1673 else
1674 {
1675 Sys_Printf( "WARNING: Unknown q3map_tcGen method: %s\n", token );
1676 VectorClear( si->vecs[ 0 ] );
1677 VectorClear( si->vecs[ 1 ] );
1678 }
1679 }
1680
1681 /* ydnar: gs mods: q3map_[color|rgb|alpha][Gen|Mod] <style> <parameters> */
1682 else if( !Q_stricmp( token, "q3map_colorGen" ) || !Q_stricmp( token, "q3map_colorMod" ) ||
1683 !Q_stricmp( token, "q3map_rgbGen" ) || !Q_stricmp( token, "q3map_rgbMod" ) ||
1684 !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) )
1685 {
1686 colorMod_t *cm, *cm2;
1687 int alpha;
1688
1689
1690 /* alphamods are colormod + 1 */
1691 alpha = (!Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" )) ? 1 : 0;
1692
1693 /* allocate new colormod */
1694 cm = safe_malloc( sizeof( *cm ) );
1695 memset( cm, 0, sizeof( *cm ) );
1696
1697 /* attach to shader */
1698 if( si->colorMod == NULL )
1699 si->colorMod = cm;
1700 else
1701 {
1702 for( cm2 = si->colorMod; cm2 != NULL; cm2 = cm2->next )
1703 {
1704 if( cm2->next == NULL )
1705 {
1706 cm2->next = cm;
1707 break;
1708 }
1709 }
1710 }
1711
1712 /* get type */
1713 GetTokenAppend( shaderText, qfalse );
1714
1715 /* alpha set|const A */
1716 if( alpha && (!Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" )) )
1717 {
1718 cm->type = CM_ALPHA_SET;
1719 GetTokenAppend( shaderText, qfalse );
1720 cm->data[ 0 ] = atof( token );
1721 }
1722
1723 /* color|rgb set|const ( X Y Z ) */
1724 else if( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) )
1725 {
1726 cm->type = CM_COLOR_SET;
1727 Parse1DMatrixAppend( shaderText, 3, cm->data );
1728 }
1729
1730 /* alpha scale A */
1731 else if( alpha && !Q_stricmp( token, "scale" ) )
1732 {
1733 cm->type = CM_ALPHA_SCALE;
1734 GetTokenAppend( shaderText, qfalse );
1735 cm->data[ 0 ] = atof( token );
1736 }
1737
1738 /* color|rgb scale ( X Y Z ) */
1739 else if( !Q_stricmp( token, "scale" ) )
1740 {
1741 cm->type = CM_COLOR_SCALE;
1742 Parse1DMatrixAppend( shaderText, 3, cm->data );
1743 }
1744
1745 /* dotProduct ( X Y Z ) */
1746 else if( !Q_stricmp( token, "dotProduct" ) )
1747 {
1748 cm->type = CM_COLOR_DOT_PRODUCT + alpha;
1749 Parse1DMatrixAppend( shaderText, 3, cm->data );
1750 }
1751
1752 /* dotProduct2 ( X Y Z ) */
1753 else if( !Q_stricmp( token, "dotProduct2" ) )
1754 {
1755 cm->type = CM_COLOR_DOT_PRODUCT_2 + alpha;
1756 Parse1DMatrixAppend( shaderText, 3, cm->data );
1757 }
1758
1759 /* volume */
1760 else if( !Q_stricmp( token, "volume" ) )
1761 {
1762 /* special stub mode for flagging volume brushes */
1763 cm->type = CM_VOLUME;
1764 }
1765
1766 /* unknown */
1767 else
1768 Sys_Printf( "WARNING: Unknown colorMod method: %s\n", token );
1769 }
1770
1771 /* ydnar: gs mods: q3map_tcMod <style> <parameters> */
1772 else if( !Q_stricmp( token, "q3map_tcMod" ) )
1773 {
1774 float a, b;
1775
1776
1777 GetTokenAppend( shaderText, qfalse );
1778
1779 /* q3map_tcMod [translate | shift | offset] <s> <t> */
1780 if( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) )
1781 {
1782 GetTokenAppend( shaderText, qfalse );
1783 a = atof( token );
1784 GetTokenAppend( shaderText, qfalse );
1785 b = atof( token );
1786
1787 TCModTranslate( si->mod, a, b );
1788 }
1789
1790 /* q3map_tcMod scale <s> <t> */
1791 else if( !Q_stricmp( token, "scale" ) )
1792 {
1793 GetTokenAppend( shaderText, qfalse );
1794 a = atof( token );
1795 GetTokenAppend( shaderText, qfalse );
1796 b = atof( token );
1797
1798 TCModScale( si->mod, a, b );
1799 }
1800
1801 /* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
1802 else if( !Q_stricmp( token, "rotate" ) )
1803 {
1804 GetTokenAppend( shaderText, qfalse );
1805 a = atof( token );
1806 TCModRotate( si->mod, a );
1807 }
1808 else
1809 Sys_Printf( "WARNING: Unknown q3map_tcMod method: %s\n", token );
1810 }
1811
1812 /* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
1813 else if( !Q_stricmp( token, "q3map_fogDir" ) )
1814 {
1815 Parse1DMatrixAppend( shaderText, 3, si->fogDir );
1816 VectorNormalize( si->fogDir, si->fogDir );
1817 }
1818
1819 /* q3map_globaltexture */
1820 else if( !Q_stricmp( token, "q3map_globaltexture" ) )
1821 si->globalTexture = qtrue;
1822
1823 /* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
1824 else if( !Q_stricmp( token, "q3map_nonplanar" ) )
1825 si->nonplanar = qtrue;
1826
1827 /* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
1828 else if( !Q_stricmp( token, "q3map_noclip" ) )
1829 si->noClip = qtrue;
1830
1831 /* q3map_notjunc */
1832 else if( !Q_stricmp( token, "q3map_notjunc" ) )
1833 si->notjunc = qtrue;
1834
1835 /* q3map_nofog */
1836 else if( !Q_stricmp( token, "q3map_nofog" ) )
1837 si->noFog = qtrue;
1838
1839 /* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
1840 else if( !Q_stricmp( token, "q3map_indexed" ) )
1841 si->indexed = qtrue;
1842
1843 /* ydnar: q3map_invert (inverts a drawsurface's facing) */
1844 else if( !Q_stricmp( token, "q3map_invert" ) )
1845 si->invert = qtrue;
1846
1847 /* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
1848 else if( !Q_stricmp( token, "q3map_lightmapMergable" ) )
1849 si->lmMergable = qtrue;
1850
1851 /* ydnar: q3map_nofast */
1852 else if( !Q_stricmp( token, "q3map_noFast" ) )
1853 si->noFast = qtrue;
1854
1855 /* q3map_patchshadows */
1856 else if( !Q_stricmp( token, "q3map_patchShadows" ) )
1857 si->patchShadows = qtrue;
1858
1859 /* q3map_vertexshadows */
1860 else if( !Q_stricmp( token, "q3map_vertexShadows" ) )
1861 si->vertexShadows = qtrue; /* ydnar */
1862
1863 /* q3map_novertexshadows */
1864 else if( !Q_stricmp( token, "q3map_noVertexShadows" ) )
1865 si->vertexShadows = qfalse; /* ydnar */
1866
1867 /* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
1868 else if( !Q_stricmp( token, "q3map_splotchfix" ) )
1869 si->splotchFix = qtrue; /* ydnar */
1870
1871 /* q3map_forcesunlight */
1872 else if( !Q_stricmp( token, "q3map_forceSunlight" ) )
1873 si->forceSunlight = qtrue;
1874
1875 /* q3map_onlyvertexlighting (sof2) */
1876 else if( !Q_stricmp( token, "q3map_onlyVertexLighting" ) )
1877 ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
1878
1879 /* q3map_material (sof2) */
1880 else if( !Q_stricmp( token, "q3map_material" ) )
1881 {
1882 GetTokenAppend( shaderText, qfalse );
1883 sprintf( temp, "*mat_%s", token );
1884 if( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1885 Sys_Printf( "WARNING: Unknown material \"%s\"\n", token );
1886 }
1887
1888 /* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
1889 else if( !Q_stricmp( token, "q3map_clipmodel" ) )
1890 si->clipModel = qtrue;
1891
1892 /* ydnar: q3map_styleMarker[2] */
1893 else if( !Q_stricmp( token, "q3map_styleMarker" ) )
1894 si->styleMarker = 1;
1895 else if( !Q_stricmp( token, "q3map_styleMarker2" ) ) /* uses depthFunc equal */
1896 si->styleMarker = 2;
1897
1898 /* ydnar: default to searching for q3map_<surfaceparm> */
1899 else
1900 {
1901 //% Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
1902 if( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
1903 ;//% Sys_Printf( "WARNING: Unknown q3map_* directive \"%s\"\n", token );
1904 }
1905 }
1906
1907
1908 /* -----------------------------------------------------------------
1909 skip
1910 ----------------------------------------------------------------- */
1911
1912 /* ignore all other tokens on the line */
1913 while( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) );
1914 }
1915 }
1916 }
1917
1918
1919
1920 /*
1921 ParseCustomInfoParms() - rr2do2
1922 loads custom info parms file for mods
1923 */
1924
ParseCustomInfoParms(void)1925 static void ParseCustomInfoParms( void )
1926 {
1927 qboolean parsedContent, parsedSurface;
1928
1929
1930 /* file exists? */
1931 if( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 )
1932 return;
1933
1934 /* load it */
1935 LoadScriptFile( "scripts/custinfoparms.txt", 0 );
1936
1937 /* clear the array */
1938 memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
1939 numCustSurfaceParms = 0;
1940 parsedContent = parsedSurface = qfalse;
1941
1942 /* parse custom contentflags */
1943 MatchToken( "{" );
1944 while ( 1 )
1945 {
1946 if ( !GetToken( qtrue ) )
1947 break;
1948
1949 if ( !strcmp( token, "}" ) ) {
1950 parsedContent = qtrue;
1951 break;
1952 }
1953
1954 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
1955 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
1956 GetToken( qfalse );
1957 sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
1958 numCustSurfaceParms++;
1959 }
1960
1961 /* any content? */
1962 if( !parsedContent )
1963 {
1964 Sys_Printf( "WARNING: Couldn't find valid custom contentsflag section\n" );
1965 return;
1966 }
1967
1968 /* parse custom surfaceflags */
1969 MatchToken( "{" );
1970 while( 1 )
1971 {
1972 if( !GetToken( qtrue ) )
1973 break;
1974
1975 if( !strcmp( token, "}" ) )
1976 {
1977 parsedSurface = qtrue;
1978 break;
1979 }
1980
1981 custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
1982 strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
1983 GetToken( qfalse );
1984 sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
1985 numCustSurfaceParms++;
1986 }
1987
1988 /* any content? */
1989 if( !parsedContent )
1990 Sys_Printf( "WARNING: Couldn't find valid custom surfaceflag section\n" );
1991 }
1992
1993
1994
1995 /*
1996 LoadShaderInfo()
1997 the shaders are parsed out of shaderlist.txt from a main directory
1998 that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
1999 on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
2000 */
2001
2002 #define MAX_SHADER_FILES 1024
2003
LoadShaderInfo(void)2004 void LoadShaderInfo( void )
2005 {
2006 int i, j, numShaderFiles, count;
2007 char filename[ 1024 ];
2008 char *shaderFiles[ MAX_SHADER_FILES ];
2009
2010
2011 /* rr2do2: parse custom infoparms first */
2012 if( useCustomInfoParms )
2013 ParseCustomInfoParms();
2014
2015 /* start with zero */
2016 numShaderFiles = 0;
2017
2018 /* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
2019 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
2020 count = vfsGetFileCount( filename );
2021
2022 /* load them all */
2023 for( i = 0; i < count; i++ )
2024 {
2025 /* load shader list */
2026 sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
2027 LoadScriptFile( filename, i );
2028
2029 /* parse it */
2030 while( GetToken( qtrue ) )
2031 {
2032 /* check for duplicate entries */
2033 for( j = 0; j < numShaderFiles; j++ )
2034 if( !strcmp( shaderFiles[ j ], token ) )
2035 break;
2036
2037 /* test limit */
2038 if( j >= MAX_SHADER_FILES )
2039 Error( "MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int) MAX_SHADER_FILES );
2040
2041 /* new shader file */
2042 if( j == numShaderFiles )
2043 {
2044 shaderFiles[ numShaderFiles ] = safe_malloc( MAX_OS_PATH );
2045 strcpy( shaderFiles[ numShaderFiles ], token );
2046 numShaderFiles++;
2047 }
2048 }
2049 }
2050
2051 /* parse the shader files */
2052 for( i = 0; i < numShaderFiles; i++ )
2053 {
2054 sprintf( filename, "%s/%s.shader", game->shaderPath, shaderFiles[ i ] );
2055 ParseShaderFile( filename );
2056 free( shaderFiles[ i ] );
2057 }
2058
2059 /* emit some statistics */
2060 Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );
2061 }
2062