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