/* Copyright (C) 2002-2003 Victor Luchits This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_shader.c - based on code by Stephen C. Taylor // Ported to FTE from qfusion, there are numerous changes since then. #include "quakedef.h" #ifndef SERVERONLY #include "glquake.h" #include "shader.h" #include "hash.h" #include #ifdef D3D9QUAKE #include extern LPDIRECT3DDEVICE9 pD3DDev9; #endif extern texid_t missing_texture; texid_t r_whiteimage; static qboolean shader_reload_needed; static qboolean shader_rescan_needed; //cvars that affect shader generation cvar_t r_vertexlight = CVARFD("r_vertexlight", "0", CVAR_SHADERSYSTEM, "Hack loaded shaders to remove detail pass and lightmap sampling for faster rendering."); extern cvar_t r_glsl_offsetmapping_reliefmapping; extern cvar_t r_deluxemapping; extern cvar_t r_fastturb, r_fastsky, r_skyboxname; extern cvar_t r_drawflat; //backend fills this in to say the max pass count int be_maxpasses; #define Q_stricmp stricmp #define Q_strnicmp strnicmp #define Com_sprintf snprintf #define clamp(v,min, max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v))); typedef union { float f; unsigned int i; } float_int_t; qbyte FloatToByte( float x ) { static float_int_t f2i; // shift float to have 8bit fraction at base of number f2i.f = x + 32768.0f; // then read as integer and kill float bits... return (qbyte) min(f2i.i & 0x7FFFFF, 255); } cvar_t r_detailtextures; #define MAX_TOKEN_CHARS sizeof(com_token) char *COM_ParseExt (char **data_p, qboolean nl, qboolean comma) { int c; int len; char *data; qboolean newlines = false; data = *data_p; len = 0; com_token[0] = 0; if (!data) { *data_p = NULL; return ""; } // skip whitespace skipwhite: while ((c = *data) <= ' ') { if (c == 0) { *data_p = NULL; return ""; } if (c == '\n') newlines = true; data++; } if (newlines && !nl) { *data_p = data; return com_token; } // skip // comments if (c == '/' && data[1] == '/') { while (*data && *data != '\n') data++; goto skipwhite; } // handle quoted strings specially if (c == '\"') { data++; while (1) { c = *data++; if (c=='\"' || !c) { com_token[len] = 0; *data_p = data; return com_token; } if (len < MAX_TOKEN_CHARS) { com_token[len] = c; len++; } } } // parse a regular word do { if (len < MAX_TOKEN_CHARS) { com_token[len] = c; len++; } data++; c = *data; if (c == ',' && len && comma) break; } while (c>32); if (len == MAX_TOKEN_CHARS) { Con_DPrintf ("Token exceeded %i chars, discarded.\n", (int)MAX_TOKEN_CHARS); len = 0; } com_token[len] = 0; *data_p = data; return com_token; } static float Shader_FloatArgument(shader_t *shader, char *arg) { char *var; int arglen = strlen(arg); //grab an argument instead, otherwise 0 var = shader->name; while((var = strchr(var, '#'))) { if (!strnicmp(var, arg, arglen)) { if (var[arglen] == '=') return strtod(var+arglen+1, NULL); if (var[arglen] == '#' || !var[arglen]) return 1; //present, but no value } var++; } return 0; //not present. } #define HASH_SIZE 128 typedef struct shaderkey_s { char *keyword; void (*func)( shader_t *shader, shaderpass_t *pass, char **ptr ); } shaderkey_t; typedef struct shadercache_s { char name[MAX_QPATH]; char *path; unsigned int offset; struct shadercache_s *hash_next; } shadercache_t; static shadercache_t **shader_hash; static char shaderbuf[MAX_QPATH * 256]; int shaderbuflen; static enum { SPM_DEFAULT, /*quake3/fte internal*/ SPM_DOOM3, } shaderparsemode; unsigned int r_numshaders; unsigned int r_maxshaders; shader_t **r_shaders; static hashtable_t shader_active_hash; void *shader_active_hash_mem; //static char r_skyboxname[MAX_QPATH]; //static float r_skyheight; char *Shader_Skip( char *ptr ); static qboolean Shader_Parsetok(shader_t *shader, shaderpass_t *pass, shaderkey_t *keys, char *token, char **ptr); static void Shader_ParseFunc(shader_t *shader, char **args, shaderfunc_t *func); static void Shader_MakeCache(char *path); static void Shader_GetPathAndOffset(char *name, char **path, unsigned int *offset); static void Shader_ReadShader(shader_t *s, char *shadersource, int parsemode); //=========================================================================== static qboolean Shader_EvaluateCondition(shader_t *shader, char **ptr) { char *token; cvar_t *cv; qboolean conditiontrue = true; token = COM_ParseExt(ptr, false, false); if (*token == '!') { conditiontrue = false; token++; } if (*token == '$') { token++; if (*token == '#') conditiontrue = conditiontrue == !!Shader_FloatArgument(shader, token); else if (!Q_stricmp(token, "lpp")) conditiontrue = conditiontrue == r_lightprepass.ival; else if (!Q_stricmp(token, "lightmap")) conditiontrue = conditiontrue == !r_fullbright.value; else if (!Q_stricmp(token, "deluxmap")) conditiontrue = conditiontrue == r_deluxemapping.ival; //normalmaps are generated if they're not already known. else if (!Q_stricmp(token, "normalmap")) conditiontrue = conditiontrue == r_loadbumpmapping; else if (!Q_stricmp(token, "opengl")) conditiontrue = conditiontrue == (qrenderer == QR_OPENGL); else if (!Q_stricmp(token, "d3d9")) conditiontrue = conditiontrue == (qrenderer == QR_DIRECT3D9); else if (!Q_stricmp(token, "d3d11")) conditiontrue = conditiontrue == (qrenderer == QR_DIRECT3D11); else if (!Q_stricmp(token, "gles")) { #ifdef GLQUAKE conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && !!gl_config.gles); #else conditiontrue = conditiontrue == false; #endif } else if (!Q_stricmp(token, "nofixed")) { switch(qrenderer) { #ifdef GLQUAKE case QR_OPENGL: conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && !!gl_config.nofixedfunc); break; #endif #ifdef D3D11QUAKE case QR_DIRECT3D11: conditiontrue = conditiontrue == true; break; #endif default: conditiontrue = conditiontrue == false; break; } } else if (!Q_stricmp(token, "glsl")) { #ifdef GLQUAKE conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && gl_config.arb_shader_objects); #else conditiontrue = conditiontrue == false; #endif } else if (!Q_stricmp(token, "hlsl")) { switch(qrenderer) { #ifdef D3D9QUAKE case QR_DIRECT3D9: conditiontrue = conditiontrue == true; //FIXME break; #endif #ifdef D3D11QUAKE case QR_DIRECT3D11: conditiontrue = conditiontrue == true; break; #endif default: conditiontrue = conditiontrue == false; break; } } else if (!Q_stricmp(token, "haveprogram")) { conditiontrue = conditiontrue == !!shader->prog; } else if (!Q_stricmp(token, "programs")) { switch(qrenderer) { #ifdef GLQUAKE case QR_OPENGL: conditiontrue = conditiontrue == gl_config.arb_shader_objects; //FIXME break; #endif #ifdef D3D9QUAKE case QR_DIRECT3D9: conditiontrue = conditiontrue == true; //FIXME break; #endif #ifdef D3D11QUAKE case QR_DIRECT3D11: conditiontrue = conditiontrue == true; break; #endif default: conditiontrue = conditiontrue == false; break; } } else if (!Q_stricmp(token, "diffuse")) conditiontrue = conditiontrue == true; else if (!Q_stricmp(token, "specular")) conditiontrue = conditiontrue == false; else if (!Q_stricmp(token, "fullbright")) conditiontrue = conditiontrue == false; else if (!Q_stricmp(token, "topoverlay")) conditiontrue = conditiontrue == false; else if (!Q_stricmp(token, "loweroverlay")) conditiontrue = conditiontrue == false; else { Con_Printf("Unrecognised builtin shader condition '%s'\n", token); conditiontrue = conditiontrue == false; } } else { cv = Cvar_Get(token, "", 0, "Shader Conditions"); if (!cv) { Con_Printf("Shader_EvaluateCondition: '%s' is not a cvar\n", token); return conditiontrue; } if (*token) token = COM_ParseExt(ptr, false, false); cv->flags |= CVAR_SHADERSYSTEM; if (*token) { float rhs; char cmp[4]; memcpy(cmp, token, 4); token = COM_ParseExt(ptr, false, false); rhs = atof(token); if (!strcmp(cmp, "!=")) conditiontrue = cv->value != rhs; else if (!strcmp(cmp, "==")) conditiontrue = cv->value == rhs; else if (!strcmp(cmp, "<")) conditiontrue = cv->value < rhs; else if (!strcmp(cmp, "<=")) conditiontrue = cv->value <= rhs; else if (!strcmp(cmp, ">")) conditiontrue = cv->value > rhs; else if (!strcmp(cmp, ">=")) conditiontrue = cv->value >= rhs; else conditiontrue = false; } else { if (cv) conditiontrue = conditiontrue == !!cv->value; } } if (*token) token = COM_ParseExt(ptr, false, false); if (!strcmp(token, "&&")) return Shader_EvaluateCondition(shader, ptr) && conditiontrue; if (!strcmp(token, "||")) return Shader_EvaluateCondition(shader, ptr) || conditiontrue; return conditiontrue; } static char *Shader_ParseExactString(char **ptr) { char *token; if (!ptr || !(*ptr)) return ""; if (!**ptr || **ptr == '}') return ""; token = COM_ParseExt(ptr, false, false); return token; } static char *Shader_ParseString(char **ptr) { char *token; if (!ptr || !(*ptr)) return ""; if (!**ptr || **ptr == '}') return ""; token = COM_ParseExt(ptr, false, true); Q_strlwr ( token ); return token; } static char *Shader_ParseSensString(char **ptr) { char *token; if (!ptr || !(*ptr)) return ""; if (!**ptr || **ptr == '}') return ""; token = COM_ParseExt(ptr, false, true); return token; } static float Shader_ParseFloat(shader_t *shader, char **ptr) { char *token; if (!ptr || !(*ptr)) return 0; if (!**ptr || **ptr == '}') return 0; token = COM_ParseExt(ptr, false, true); if (*token == '$') { if (token[1] == '#') { return Shader_FloatArgument(shader, token+1); } else { cvar_t *var; var = Cvar_FindVar(token+1); if (var) return var->value; } } return atof(token); } static void Shader_ParseVector(shader_t *shader, char **ptr, vec3_t v) { char *scratch; char *token; qboolean bracket; qboolean fromcvar = false; token = Shader_ParseString(ptr); if (*token == '$') { cvar_t *var; var = Cvar_FindVar(token+1); if (!var) { v[0] = 1; v[1] = 1; v[2] = 1; return; } var->flags |= CVAR_SHADERSYSTEM; ptr = &scratch; scratch = var->string; token = Shader_ParseString( ptr); fromcvar = true; } if (!Q_stricmp (token, "(")) { bracket = true; token = Shader_ParseString(ptr); } else if (token[0] == '(') { bracket = true; token = &token[1]; } else bracket = false; v[0] = atof ( token ); token = Shader_ParseString ( ptr ); if ( !token[0] ) { v[1] = fromcvar?v[0]:0; } else if (bracket && token[strlen(token)-1] == ')' ) { bracket = false; token[strlen(token)-1] = 0; v[1] = atof ( token ); } else { v[1] = atof ( token ); } token = Shader_ParseString ( ptr ); if ( !token[0] ) { v[2] = fromcvar?v[1]:0; } else if (bracket && token[strlen(token)-1] == ')' ) { token[strlen(token)-1] = 0; v[2] = atof ( token ); } else { v[2] = atof ( token ); if ( bracket ) { Shader_ParseString ( ptr ); } } if (v[0] > 5 || v[1] > 5 || v[2] > 5) { VectorScale(v, 1.0f/255, v); } } qboolean Shader_ParseSkySides (char *shadername, char *texturename, texid_t *images) { qboolean allokay = true; int i, ss, sp; char path[MAX_QPATH]; static char *skyname_suffix[][6] = { {"rt", "bk", "lf", "ft", "up", "dn"}, {"px", "py", "nx", "ny", "pz", "nz"}, {"posx", "posy", "negx", "negy", "posz", "negz"}, {"_px", "_py", "_nx", "_ny", "_pz", "_nz"}, {"_posx", "_posy", "_negx", "_negy", "_posz", "_negz"}, {"_rt", "_bk", "_lf", "_ft", "_up", "_dn"} }; static char *skyname_pattern[] = { "%s_%s", "%s%s", "env/%s%s", "gfx/env/%s%s" }; if (*texturename == '$') { cvar_t *v; v = Cvar_FindVar(texturename+1); if (v) texturename = v->string; } if (!*texturename) texturename = "-"; for ( i = 0; i < 6; i++ ) { if ( texturename[0] == '-' ) { images[i] = r_nulltex; } else { for (sp = 0; sp < sizeof(skyname_pattern)/sizeof(skyname_pattern[0]); sp++) { for (ss = 0; ss < sizeof(skyname_suffix)/sizeof(skyname_suffix[0]); ss++) { Com_sprintf ( path, sizeof(path), skyname_pattern[sp], texturename, skyname_suffix[ss][i] ); images[i] = R_LoadHiResTexture ( path, NULL, IF_NOALPHA|IF_CLAMP); if (TEXVALID(images[i])) break; } if (TEXVALID(images[i])) break; } if (!TEXVALID(images[i])) { Con_Printf("Sky \"%s\" missing texture: %s\n", shadername, path); images[i] = missing_texture; allokay = false; } } } return allokay; } static void Shader_ParseFunc (shader_t *shader, char **ptr, shaderfunc_t *func) { char *token; token = Shader_ParseString (ptr); if (!Q_stricmp (token, "sin")) func->type = SHADER_FUNC_SIN; else if (!Q_stricmp (token, "triangle")) func->type = SHADER_FUNC_TRIANGLE; else if (!Q_stricmp (token, "square")) func->type = SHADER_FUNC_SQUARE; else if (!Q_stricmp (token, "sawtooth")) func->type = SHADER_FUNC_SAWTOOTH; else if (!Q_stricmp (token, "inversesawtooth")) func->type = SHADER_FUNC_INVERSESAWTOOTH; else if (!Q_stricmp (token, "noise")) func->type = SHADER_FUNC_NOISE; func->args[0] = Shader_ParseFloat (shader, ptr); func->args[1] = Shader_ParseFloat (shader, ptr); func->args[2] = Shader_ParseFloat (shader, ptr); func->args[3] = Shader_ParseFloat (shader, ptr); } //=========================================================================== static int Shader_SetImageFlags(shader_t *shader, shaderpass_t *pass, char **name) { int flags = 0; while (name) { if (!Q_strnicmp(*name, "$3d:", 4)) { *name+=4; flags = (flags&~IF_TEXTYPE) | IF_3DMAP; } else if (!Q_strnicmp(*name, "$cube:", 6)) { *name+=6; flags = (flags&~IF_TEXTYPE) | IF_CUBEMAP; } else if (!Q_strnicmp(*name, "$nearest:", 9)) { *name+=9; flags|= IF_NEAREST; pass->flags |= SHADER_PASS_NEAREST; } else name = NULL; } // if (shader->flags & SHADER_SKY) // flags |= IF_SKY; if (shader->flags & SHADER_NOMIPMAPS) flags |= IF_NOMIPMAP; if (shader->flags & SHADER_NOPICMIP) flags |= IF_NOPICMIP; return flags; } static texid_t Shader_FindImage ( char *name, int flags ) { if (shaderparsemode == SPM_DOOM3) { if (!Q_stricmp (name, "_default")) return r_whiteimage; /*fixme*/ if (!Q_stricmp (name, "_white")) return r_whiteimage; if (!Q_stricmp (name, "_black")) { int wibuf[16] = {0}; return R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA); } } else { if (!Q_stricmp (name, "$whiteimage")) return r_whiteimage; } return R_LoadHiResTexture(name, NULL, flags); } /****************** shader keyword functions ************************/ static void Shader_Cull ( shader_t *shader, shaderpass_t *pass, char **ptr ) { char *token; shader->flags &= ~(SHADER_CULL_FRONT|SHADER_CULL_BACK); token = Shader_ParseString ( ptr ); if ( !Q_stricmp (token, "disable") || !Q_stricmp (token, "none") || !Q_stricmp (token, "twosided") ) { } else if ( !Q_stricmp (token, "front") ) { shader->flags |= SHADER_CULL_FRONT; } else if ( !Q_stricmp (token, "back") || !Q_stricmp (token, "backside") || !Q_stricmp (token, "backsided") ) { shader->flags |= SHADER_CULL_BACK; } else { shader->flags |= SHADER_CULL_FRONT; } } static void Shader_NoMipMaps ( shader_t *shader, shaderpass_t *pass, char **ptr ) { shader->flags |= (SHADER_NOMIPMAPS|SHADER_NOPICMIP); } static void Shader_NoPicMip ( shader_t *shader, shaderpass_t *pass, char **ptr ) { shader->flags |= SHADER_NOPICMIP; } static void Shader_DeformVertexes ( shader_t *shader, shaderpass_t *pass, char **ptr ) { char *token; deformv_t *deformv; if ( shader->numdeforms >= SHADER_DEFORM_MAX ) return; deformv = &shader->deforms[shader->numdeforms]; token = Shader_ParseString ( ptr ); if ( !Q_stricmp (token, "wave") ) { deformv->type = DEFORMV_WAVE; deformv->args[0] = Shader_ParseFloat (shader, ptr); if (deformv->args[0]) deformv->args[0] = 1.0f / deformv->args[0]; Shader_ParseFunc (shader, ptr, &deformv->func ); } else if ( !Q_stricmp (token, "normal") ) { deformv->type = DEFORMV_NORMAL; deformv->args[0] = Shader_ParseFloat (shader, ptr ); deformv->args[1] = Shader_ParseFloat (shader, ptr ); } else if ( !Q_stricmp (token, "bulge") ) { deformv->type = DEFORMV_BULGE; Shader_ParseVector (shader, ptr, deformv->args ); shader->flags |= SHADER_DEFORMV_BULGE; } else if ( !Q_stricmp (token, "move") ) { deformv->type = DEFORMV_MOVE; Shader_ParseVector (shader, ptr, deformv->args ); Shader_ParseFunc (shader, ptr, &deformv->func ); } else if ( !Q_stricmp (token, "autosprite") ) { deformv->type = DEFORMV_AUTOSPRITE; shader->flags |= SHADER_AUTOSPRITE; } else if ( !Q_stricmp (token, "autosprite2") ) { deformv->type = DEFORMV_AUTOSPRITE2; shader->flags |= SHADER_AUTOSPRITE; } else if ( !Q_stricmp (token, "projectionShadow") ) deformv->type = DEFORMV_PROJECTION_SHADOW; else return; shader->numdeforms++; } static void Shader_SkyParms(shader_t *shader, shaderpass_t *pass, char **ptr) { skydome_t *skydome; float skyheight; char *boxname; if (shader->skydome) { Z_Free(shader->skydome); } skydome = (skydome_t *)Z_Malloc(sizeof(skydome_t)); shader->skydome = skydome; boxname = Shader_ParseString(ptr); Shader_ParseSkySides(shader->name, boxname, skydome->farbox_textures); skyheight = Shader_ParseFloat(shader, ptr); if (!skyheight) { skyheight = 512.0f; } boxname = Shader_ParseString(ptr); Shader_ParseSkySides(shader->name, boxname, skydome->nearbox_textures); shader->flags |= SHADER_SKY; shader->sort = SHADER_SORT_SKY; } static void Shader_FogParms ( shader_t *shader, shaderpass_t *pass, char **ptr ) { float div; vec3_t color, fcolor; // if ( !r_ignorehwgamma->value ) // div = 1.0f / pow(2, max(0, floor(r_overbrightbits->value))); // else div = 1.0f; Shader_ParseVector (shader, ptr, color ); VectorScale ( color, div, color ); ColorNormalize ( color, fcolor ); shader->fog_color[0] = FloatToByte ( fcolor[0] ); shader->fog_color[1] = FloatToByte ( fcolor[1] ); shader->fog_color[2] = FloatToByte ( fcolor[2] ); shader->fog_color[3] = 255; shader->fog_dist = Shader_ParseFloat (shader, ptr ); if ( shader->fog_dist <= 0.0f ) { shader->fog_dist = 128.0f; } shader->fog_dist = 1.0f / shader->fog_dist; shader->flags |= SHADER_NODLIGHT|SHADER_NOSHADOWS; } static void Shader_SurfaceParm ( shader_t *shader, shaderpass_t *pass, char **ptr ) { char *token; token = Shader_ParseString ( ptr ); if ( !Q_stricmp( token, "nodraw" ) ) shader->flags |= SHADER_NODRAW; else if ( !Q_stricmp( token, "nodlight" ) ) shader->flags |= SHADER_NODLIGHT; } static void Shader_Sort ( shader_t *shader, shaderpass_t *pass, char **ptr ) { char *token; token = Shader_ParseString ( ptr ); if ( !Q_stricmp( token, "portal" ) ) shader->sort = SHADER_SORT_PORTAL; else if( !Q_stricmp( token, "sky" ) ) shader->sort = SHADER_SORT_SKY; else if( !Q_stricmp( token, "opaque" ) ) shader->sort = SHADER_SORT_OPAQUE; else if( !Q_stricmp( token, "decal" ) ) shader->sort = SHADER_SORT_DECAL; else if( !Q_stricmp( token, "seethrough" ) ) shader->sort = SHADER_SORT_SEETHROUGH; else if( !Q_stricmp( token, "banner" ) ) shader->sort = SHADER_SORT_BANNER; else if( !Q_stricmp( token, "additive" ) ) shader->sort = SHADER_SORT_ADDITIVE; else if( !Q_stricmp( token, "underwater" ) ) shader->sort = SHADER_SORT_UNDERWATER; else if( !Q_stricmp( token, "nearest" ) ) shader->sort = SHADER_SORT_NEAREST; else if( !Q_stricmp( token, "blend" ) ) shader->sort = SHADER_SORT_BLEND; else if ( !Q_stricmp( token, "lpp_light" ) ) shader->sort = SHADER_SORT_PRELIGHT; else if ( !Q_stricmp( token, "ripple" ) ) shader->sort = SHADER_SORT_RIPPLE; else { shader->sort = atoi ( token ); clamp ( shader->sort, SHADER_SORT_NONE, SHADER_SORT_NEAREST ); } } static void Shader_Prelight ( shader_t *shader, shaderpass_t *pass, char **ptr ) { shader->sort = SHADER_SORT_PRELIGHT; } static void Shader_Portal ( shader_t *shader, shaderpass_t *pass, char **ptr ) { shader->sort = SHADER_SORT_PORTAL; } static void Shader_PolygonOffset ( shader_t *shader, shaderpass_t *pass, char **ptr ) { /*the q3 defaults*/ shader->polyoffset.factor = -0.05; shader->polyoffset.unit = -25; } static void Shader_EntityMergable ( shader_t *shader, shaderpass_t *pass, char **ptr ) { shader->flags |= SHADER_ENTITY_MERGABLE; } static void Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvartypes); /*program text is already loaded, this function parses the 'header' of it to see which permutations it provides, and how many times we need to recompile it*/ static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *script, int qrtype, int ver) { static char *permutationname[] = { "#define BUMP\n", "#define FULLBRIGHT\n", "#define UPPERLOWER\n", "#define DELUXE\n", "#define SKELETAL\n", "#define FOG\n", "#define FRAMEBLEND\n", "#define LIGHTSTYLED\n", NULL }; #define MAXMODIFIERS 64 char *permutationdefines[sizeof(permutationname)/sizeof(permutationname[0]) + MAXMODIFIERS + 1]; unsigned int nopermutation = ~0u; int nummodifiers = 0; int p, n, pn; char *end; char *cvarnames[64]; int cvartypes[64]; int cvarcount = 0; qboolean onefailed = false; extern cvar_t gl_specular; if (qrenderer != qrtype) { return false; } cvarnames[cvarcount] = NULL; prog->nofixedcompat = true; for(;;) { while (*script == ' ' || *script == '\r' || *script == '\n' || *script == '\t') script++; if (!strncmp(script, "!!fixed", 7)) prog->nofixedcompat = false; else if (!strncmp(script, "!!cvardf", 8)) { script += 8; while (*script == ' ' || *script == '\t') script++; end = script; while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_') end++; if (nummodifiers < MAXMODIFIERS && end - script < 64) { cvar_t *var; char namebuf[64]; memcpy(namebuf, script, end - script); namebuf[end - script] = 0; var = Cvar_Get(namebuf, "0", CVAR_SHADERSYSTEM, "GLSL Variables"); if (var) permutationdefines[nummodifiers++] = Z_StrDup(va("#define %s %g\n", namebuf, var->value)); } script = end; } else if (!strncmp(script, "!!cvarf", 7)) { script += 7; while (*script == ' ' || *script == '\t') script++; end = script; while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_') end++; if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0])) { cvartypes[cvarcount] = SP_CVARF; cvarnames[cvarcount++] = script; cvarnames[cvarcount] = NULL; } script = end; } else if (!strncmp(script, "!!cvari", 7)) { script += 7; while (*script == ' ' || *script == '\t') script++; end = script; while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_') end++; if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0])) { cvartypes[cvarcount] = SP_CVARI; cvarnames[cvarcount++] = script; cvarnames[cvarcount] = NULL; } script = end; } else if (!strncmp(script, "!!cvarv", 7)) { script += 7; while (*script == ' ' || *script == '\t') script++; end = script; while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_') end++; if (cvarcount+1 != sizeof(cvarnames)/sizeof(cvarnames[0])) { cvartypes[cvarcount] = SP_CVAR3F; cvarnames[cvarcount++] = script; cvarnames[cvarcount] = NULL; } script = end; } else if (!strncmp(script, "!!permu", 7)) { script += 7; while (*script == ' ' || *script == '\t') script++; end = script; while ((*end >= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_') end++; for (p = 0; permutationname[p]; p++) { if (!strncmp(permutationname[p]+8, script, end - script) && permutationname[p][8+end-script] == '\n') { nopermutation &= ~(1u<= 'A' && *end <= 'Z') || (*end >= 'a' && *end <= 'z') || (*end >= '0' && *end <= '9') || *end == '_') end++; ver = strtol(script, NULL, 0); script = end; } else break; }; if (gl_specular.value) { if (nummodifiers < MAXMODIFIERS) permutationdefines[nummodifiers++] = Z_StrDup("#define SPECULAR\n"); } for (end = strchr(name, '#'); end && *end; ) { char *start = end+1; end = strchr(start, '#'); if (!end) end = start + strlen(start); if (nummodifiers < MAXMODIFIERS) { permutationdefines[nummodifiers] = BZ_Malloc(10 + end - start); memcpy(permutationdefines[nummodifiers], "#define ", 8); memcpy(permutationdefines[nummodifiers]+8, start, end - start); memcpy(permutationdefines[nummodifiers]+8+(end-start), "\n", 2); start = strchr(permutationdefines[nummodifiers]+8, '='); if (start) *start = ' '; for (start = permutationdefines[nummodifiers]+8; *start; start++) *start = toupper(*start); nummodifiers++; permutationdefines[nummodifiers] = NULL; } } for (p = 0; p < PERMUTATIONS; p++) { memset(&prog->permu[p].handle, 0, sizeof(prog->permu[p].handle)); if (nopermutation & p) { continue; } pn = nummodifiers; for (n = 0; permutationname[n]; n++) { if (p & (1u<permu[p].handle.glsl) qglDeleteProgramObject_(prog->permu[p].handle.glsl); prog->permu[p].handle.glsl = GLSlang_CreateProgram(name, (((p & PERMUTATION_SKELETAL) && ver < 120)?120:ver), permutationdefines, script, script, (p & PERMUTATION_SKELETAL)?true:onefailed); if (!prog->permu[p].handle.glsl && !(p & PERMUTATION_SKELETAL)) onefailed = true; if (!p && !prog->permu[p].handle.glsl) break; } #endif #ifdef D3D9QUAKE else if (qrenderer == QR_DIRECT3D9) { if (!D3D9Shader_CreateProgram(prog, name, p, permutationdefines, script, script)) break; } #endif #ifdef D3D11QUAKE else if (qrenderer == QR_DIRECT3D11) { if (!D3D11Shader_CreateProgram(prog, name, p, permutationdefines, script, script)) break; } #endif } while(nummodifiers) Z_Free(permutationdefines[--nummodifiers]); Shader_ProgAutoFields(prog, cvarnames, cvartypes); if (p == PERMUTATIONS) return true; return false; } typedef struct sgeneric_s { program_t prog; struct sgeneric_s *next; char *name; qboolean failed; } sgeneric_t; static sgeneric_t *sgenerics; struct sbuiltin_s { int qrtype; int apiver; char name[MAX_QPATH]; char *body; } sbuiltins[] = { #if 0//def GLQUAKE /*a quick note on glsl versions: gl versioning started with 110 gles versioning started at 100 and only had a single one defined with gl3's combined support, gl3 supports 130+ and 100, but 110 requries compat extension with gl4, versions are meant to match the gl version more closely, so gl4.0 uses 400.*/ /*glsl es shaders require precisions to be defined for fragment shader variables more precision for shaders would be a good candidate for a cvar */ /*defaultfill is a simple shader for block-filling with vertex colours. note that the blendfunc stuff is done after the shader anyway.*/ {QR_OPENGL/*ES*/, 100, "defaultfill", "#ifdef VERTEX_SHADER\n" "attribute vec4 v_colour;\n" "varying vec4 vc;\n" "void main ()\n" "{\n" " vc = v_colour;\n" " gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "varying lowp vec4 vc;\n" "void main ()\n" "{\n" " gl_FragColor = vc;\n" "}\n" "#endif\n" }, /*default2d is a simple shader to draw the 2d elements. simple copying of a texture image to its dest (with vertex colour blending)*/ {QR_OPENGL/*ES*/, 100, "default2d", "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "attribute vec4 v_colour;\n" "varying vec2 tc;\n" "varying vec4 vc;\n" "void main ()\n" "{\n" " tc = v_texcoord;\n" " vc = v_colour;\n" " gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" "varying mediump vec2 tc;\n" "varying lowp vec4 vc;\n" "void main ()\n" "{\n" " gl_FragColor = texture2D(s_t0, tc) * vc;\n" "}\n" "#endif\n" }, /*draws a wall, with lightmap.*/ {QR_OPENGL/*ES*/, 100, "defaultwall", "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "attribute vec2 v_lmcoord;\n" "varying vec2 tc, lm;\n" "void main ()\n" "{\n" " tc = v_texcoord;\n" " lm = v_lmcoord;\n" " gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" /*tex_diffuse*/ "uniform sampler2D s_t1;\n" /*tex_lightmap*/ //"uniform sampler2D s_t2;\n" /*tex_normalmap*/ //"uniform sampler2D s_t3;\n" /*tex_deluxmap*/ //"uniform sampler2D s_t4;\n" /*tex_fullbright*/ "varying mediump vec2 tc, lm;\n" "uniform mediump vec4 e_lmscale;\n" "void main ()\n" "{\n" " gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm) * e_lmscale;\n" "}\n" "#endif\n" }, {QR_OPENGL, 100, "drawflat_wall", "!!cvarv r_floorcolor\n" "!!cvarv r_wallcolor\n" "!!permu FOG\n" "#include \"sys/fog.h\"\n" "varying vec4 col;\n" "#ifdef VERTEX_SHADER\n" "attribute vec3 v_normal;\n" "attribute vec2 v_lmcoord;\n" "varying vec2 lm;\n" "uniform vec3 cvar_r_wallcolor;\n" "uniform vec3 cvar_r_floorcolor;\n" "uniform vec4 e_lmscale;\n" "void main ()\n" "{\n" " col = vec4(e_lmscale.rgb/255.0 * ((v_normal.z < 0.73)?cvar_r_wallcolor:cvar_r_floorcolor), e_lmscale.a);\n" " lm = v_lmcoord;\n" " gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" /*tex_lightmap*/ "varying vec2 lm;\n" "void main ()\n" "{\n" " gl_FragColor = fog4(col * texture2D(s_t0, lm));\n" "}\n" "#endif\n" }, /*defaultwarp: draws a water surface*/ {QR_OPENGL/*ES*/, 100, "defaultwarp", "!!cvarf r_wateralpha\n" "varying mediump vec2 tc;\n" "#ifdef VERTEX_SHADER\n" "attribute vec2 v_texcoord;\n" "void main ()\n" "{\n" " tc = v_texcoord;\n" " gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" "uniform mediump float e_time;\n" "uniform lowp float cvar_r_wateralpha;\n" "void main ()\n" "{\n" " mediump vec2 ntc;\n" " ntc.s = tc.s + sin(tc.t+e_time)*0.125;\n" " ntc.t = tc.t + sin(tc.s+e_time)*0.125;\n" " lowp vec3 ts = vec3(texture2D(s_t0, ntc));\n" " gl_FragColor = vec4(ts, cvar_r_wateralpha);\n" "}\n" "#endif\n" }, /*defautsky projects the texture in order to match q1 skies, along with two separate layers scrolling at separate speeds*/ {QR_OPENGL/*ES*/, 100, "defaultsky", "#ifdef VERTEX_SHADER\n" "varying vec3 pos;\n" "void main ()\n" "{\n" " pos = v_position.xyz;\n" " gl_Position = ftetransform();\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" "uniform sampler2D s_t1;\n" "uniform mediump float e_time;\n" "uniform mediump vec3 e_eyepos;\n" "varying mediump vec3 pos;\n" "void main ()\n" "{\n" " mediump vec2 tccoord;\n" " mediump vec3 dir = pos - e_eyepos;\n" " dir.z *= 3.0;\n" " dir.xy /= 0.5*length(dir);\n" " tccoord = (dir.xy + e_time*0.03125);\n" " lowp vec3 solid = vec3(texture2D(s_t0, tccoord));\n" " tccoord = (dir.xy + e_time*0.0625);\n" " lowp vec4 clouds = texture2D(s_t1, tccoord);\n" " gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n" // " gl_FragColor.rgb = solid.rgb;/*gl_FragColor.g = clouds.r;*/gl_FragColor.b = clouds.a;\n" "}\n" "#endif\n" }, /*draws a model. there's lots of extra stuff for light shading calcs and upper/lower textures*/ {QR_OPENGL/*ES*/, 100, "defaultskin", "!!permu FULLBRIGHT\n" "!!permu UPPERLOWER\n" "!!permu FRAMEBLEND\n" "!!permu SKELETAL\n" "#ifdef VERTEX_SHADER\n" "#include \"sys/skeletal.h\"\n" "attribute vec2 v_texcoord;\n" "varying vec2 tc;\n" "uniform vec3 e_light_dir;\n" "uniform vec3 e_light_mul;\n" "uniform vec3 e_light_ambient;\n" "varying vec3 light;\n" "void main ()\n" "{\n" " vec3 n;\n" " gl_Position = skeletaltransform_n(n);\n" " light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);\n" " tc = v_texcoord;\n" "}\n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "uniform sampler2D s_t0;\n" /*tex_diffuse*/ "#ifdef LOWER\n" "uniform sampler2D s_t1;\n" /*tex_lower*/ "uniform lowp vec3 e_lowercolour;\n" "#endif\n" "#ifdef UPPER\n" "uniform sampler2D s_t2;\n" /*tex_upper*/ "uniform lowp vec3 e_uppercolour;\n" "#endif\n" "#ifdef FULLBRIGHT\n" "uniform sampler2D s_t3;\n" /*tex_fullbright*/ "#endif\n" "varying mediump vec2 tc;\n" "varying lowp vec3 light;\n" "uniform lowp vec4 e_colourident;\n" "void main ()\n" "{\n" " lowp vec4 col;\n" " col = texture2D(s_t0, tc);\n" "#ifdef UPPER\n" " lowp vec4 uc = texture2D(s_t2, tc);\n" " col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a);\n" "#endif\n" "#ifdef LOWER\n" " lowp vec4 lc = texture2D(s_t1, tc);\n" " col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a);\n" "#endif\n" " col.rgb *= light;\n" "#ifdef FULLBRIGHT\n" " lowp vec4 fb = texture2D(s_t3, tc);\n" " col.rgb = mix(col.rgb, fb.rgb, fb.a);\n" "#endif\n" " gl_FragColor = col * e_colourident;\n" "}\n" "#endif\n" }, #endif #include "r_bishaders.h" {QR_NONE} }; void Shader_UnloadProg(program_t *prog) { #ifdef GLQUAKE if (qrenderer == QR_OPENGL) { int p; for (p = 0; p < PERMUTATIONS; p++) { if (prog->permu[p].handle.glsl) qglDeleteProgramObject_(prog->permu[p].handle.glsl); } } #endif #ifdef D3D9QUAKE if (qrenderer == QR_DIRECT3D9) { int p; for (p = 0; p < PERMUTATIONS; p++) { // if (prog->handle[p].hlsl.vert || prog->handle[p].hlsl.frag) // D3DShader_DeleteProgram(&prog->handle[p].hlsl); } } #endif #ifdef D3D11QUAKE if (qrenderer == QR_DIRECT3D11) D3D11Shader_DeleteProgram(prog); #endif free(prog); } static void Shader_FlushGenerics(void) { sgeneric_t *g; while (sgenerics) { g = sgenerics; sgenerics = g->next; if (g->prog.refs == 1) { g->prog.refs--; Shader_UnloadProg(&g->prog); } else Con_Printf("generic shader still used\n"); } } static void Shader_LoadGeneric(sgeneric_t *g, int qrtype) { unsigned int i; void *file; char basicname[MAX_QPATH]; char *h; g->failed = true; basicname[1] = 0; Q_strncpyz(basicname, g->name, sizeof(basicname)); h = strchr(basicname+1, '#'); if (h) *h = '\0'; if (strchr(basicname, '/') || strchr(basicname, '.')) FS_LoadFile(basicname, &file); else if (qrenderer == QR_DIRECT3D9) FS_LoadFile(va("hlsl/%s.hlsl", basicname), &file); else if (qrenderer == QR_DIRECT3D11) FS_LoadFile(va("hlsl11/%s.hlsl", basicname), &file); else if (qrenderer == QR_OPENGL) { #ifdef GLQUAKE if (gl_config.gles) FS_LoadFile(va("gles/%s.glsl", basicname), &file); else #endif FS_LoadFile(va("glsl/%s.glsl", basicname), &file); } else file = NULL; if (file) { Con_DPrintf("Loaded %s from disk\n", basicname); g->failed = !Shader_LoadPermutations(g->name, &g->prog, file, qrtype, 0); FS_FreeFile(file); return; } else { int ver; for (i = 0; *sbuiltins[i].name; i++) { if (sbuiltins[i].qrtype == qrenderer && !strcmp(sbuiltins[i].name, basicname)) { ver = sbuiltins[i].apiver; #ifdef GLQUAKE if (qrenderer == QR_OPENGL) { if (gl_config.gles) { if (ver == 110) ver = 100; /*allow gles to use desktop gl if there's no shader for it - lets hope numeric sorting applies!*/ if (ver != 100) continue; } else { if (ver == 100) /*don't use gles shaders on desktop gl*/ continue; } } #endif g->failed = !Shader_LoadPermutations(g->name, &g->prog, sbuiltins[i].body, sbuiltins[i].qrtype, ver); if (g->failed) continue; return; } } } } static void Shader_ReloadGenerics(void) { sgeneric_t *g; for (g = sgenerics; g; g = g->next) { Shader_LoadGeneric(g, qrenderer); } } static program_t *Shader_FindGeneric(char *name, int qrtype) { sgeneric_t *g; for (g = sgenerics; g; g = g->next) { if (!strcmp(name, g->name)) { if (g->failed) return NULL; g->prog.refs++; return &g->prog; } } g = malloc(sizeof(*g) + strlen(name)+1); memset(g, 0, sizeof(*g)); g->name = (char*)(g+1); strcpy(g->name, name); g->next = sgenerics; sgenerics = g; g->prog.refs = 1; Shader_LoadGeneric(g, qrtype); if (g->failed) return NULL; g->prog.refs++; return &g->prog; } void Shader_WriteOutGenerics_f(void) { int i; char *name; for (i = 0; *sbuiltins[i].name; i++) { name = NULL; if (sbuiltins[i].qrtype == QR_OPENGL) { if (sbuiltins[i].apiver == 100) name = va("gles/eg_%s.glsl", sbuiltins[i].name); else name = va("glsl/eg_%s.glsl", sbuiltins[i].name); } else if (sbuiltins[i].qrtype == QR_DIRECT3D9) name = va("hlsl/eg_%s.hlsl", sbuiltins[i].name); else if (sbuiltins[i].qrtype == QR_DIRECT3D11) name = va("hlsl11/eg_%s.hlsl", sbuiltins[i].name); if (name) { vfsfile_t *f = FS_OpenVFS(name, "rb", FS_GAMEONLY); if (f) { int len = VFS_GETLEN(f); char *buf = Hunk_TempAlloc(len); VFS_READ(f, buf, len); if (len != strlen(sbuiltins[i].body) || memcmp(buf, sbuiltins[i].body, len)) Con_Printf("Not writing %s - modified version in the way\n", name); else Con_Printf("%s is unmodified\n", name); VFS_CLOSE(f); } else { Con_Printf("Writing %s\n", name); FS_WriteFile(name, sbuiltins[i].body, strlen(sbuiltins[i].body), FS_GAMEONLY); } } } } struct shader_field_names_s shader_attr_names[] = { /*vertex attributes*/ {"v_position1", VATTR_VERTEX1}, {"v_position2", VATTR_VERTEX2}, {"v_colour", VATTR_COLOUR}, {"v_texcoord", VATTR_TEXCOORD}, {"v_lmcoord", VATTR_LMCOORD}, {"v_normal", VATTR_NORMALS}, {"v_svector", VATTR_SNORMALS}, {"v_tvector", VATTR_TNORMALS}, {"v_bone", VATTR_BONENUMS}, {"v_weight", VATTR_BONEWEIGHTS}, #if MAXRLIGHTMAPS > 1 {"v_lmcoord1", VATTR_LMCOORD}, {"v_lmcoord2", VATTR_LMCOORD2}, {"v_lmcoord3", VATTR_LMCOORD3}, {"v_lmcoord4", VATTR_LMCOORD4}, {"v_colour1", VATTR_COLOUR}, {"v_colour2", VATTR_COLOUR2}, {"v_colour3", VATTR_COLOUR3}, {"v_colour4", VATTR_COLOUR4}, #endif {NULL} }; struct shader_field_names_s shader_unif_names[] = { /*matricies*/ {"m_model", SP_M_MODEL}, {"m_view", SP_M_VIEW}, {"m_modelview", SP_M_MODELVIEW}, {"m_projection", SP_M_PROJECTION}, {"m_modelviewprojection", SP_M_MODELVIEWPROJECTION}, {"m_bones", SP_M_ENTBONES}, {"m_invviewprojection", SP_M_INVVIEWPROJECTION}, {"m_invmodelviewprojection",SP_M_INVMODELVIEWPROJECTION}, /*viewer properties*/ {"v_eyepos", SP_V_EYEPOS}, {"w_fog", SP_W_FOG}, /*ent properties*/ {"e_vblend", SP_E_VBLEND}, {"e_lmscale", SP_E_LMSCALE}, /*overbright shifting*/ {"e_origin", SP_E_ORIGIN}, {"e_time", SP_E_TIME}, {"e_eyepos", SP_E_EYEPOS}, {"e_colour", SP_E_COLOURS}, {"e_colourident", SP_E_COLOURSIDENT}, {"e_glowmod", SP_E_GLOWMOD}, {"e_uppercolour", SP_E_TOPCOLOURS}, {"e_lowercolour", SP_E_BOTTOMCOLOURS}, {"e_light_dir", SP_E_L_DIR}, {"e_light_mul", SP_E_L_MUL}, {"e_light_ambient", SP_E_L_AMBIENT}, /*rtlight properties, use with caution*/ {"l_lightscreen", SP_LIGHTSCREEN}, {"l_lightradius", SP_LIGHTRADIUS}, {"l_lightcolour", SP_LIGHTCOLOUR}, {"l_lightposition", SP_LIGHTPOSITION}, {"l_lightcolourscale", SP_LIGHTCOLOURSCALE}, {"l_cubematrix", SP_LIGHTCUBEMATRIX}, {"l_shadowmapproj", SP_LIGHTSHADOWMAPPROJ}, {"l_shadowmapscale", SP_LIGHTSHADOWMAPSCALE}, {"e_rendertexturescale", SP_RENDERTEXTURESCALE}, {NULL} }; static void Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvartypes) { unsigned int i, p; qboolean found; int uniformloc; char tmpname[128]; cvar_t *cvar; prog->numparams = 0; #ifdef GLQUAKE if (qrenderer == QR_OPENGL) { //figure out visible attributes for (p = 0; p < PERMUTATIONS; p++) { if (!prog->permu[p].handle.glsl) continue; GLSlang_UseProgram(prog->permu[p].handle.glsl); for (i = 0; shader_attr_names[i].name; i++) { uniformloc = qglGetAttribLocationARB(prog->permu[p].handle.glsl, shader_attr_names[i].name); if (uniformloc != -1) { if (shader_attr_names[i].ptype != uniformloc) Con_Printf("Bad attribute\n"); else prog->permu[p].attrmask |= 1u<permu[p].handle.glsl) continue; GLSlang_UseProgram(prog->permu[p].handle.glsl); uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, shader_unif_names[i].name); if (uniformloc != -1) found = true; if (prog->numparams == SHADER_PROGPARMS_MAX) { if (found) break; } else prog->permu[p].parm[prog->numparams] = uniformloc; } if (found) { if (prog->numparams == SHADER_PROGPARMS_MAX) Con_Printf("Too many paramters for program (ignoring %s)\n", shader_unif_names[i].name); else { prog->parm[prog->numparams].type = shader_unif_names[i].ptype; prog->numparams++; } } } /*set cvar unirforms*/ for (i = 0; cvarnames[i]; i++) { if (prog->numparams == SHADER_PROGPARMS_MAX) { Con_Printf("Too many cvar paramters for program\n"); break; } for (p = 0; cvarnames[i][p] && (unsigned char)cvarnames[i][p] > 32 && p < sizeof(tmpname)-1; p++) tmpname[p] = cvarnames[i][p]; tmpname[p] = 0; cvar = Cvar_Get(tmpname, "0", CVAR_SHADERSYSTEM, "glsl cvars"); if (!cvar) continue; cvar->flags |= CVAR_SHADERSYSTEM; prog->parm[prog->numparams].type = cvartypes[i]; prog->parm[prog->numparams].pval = cvar; found = false; for (p = 0; p < PERMUTATIONS; p++) { if (!prog->permu[p].handle.glsl) continue; GL_SelectProgram(prog->permu[p].handle.glsl); uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, va("cvar_%s", tmpname)); if (uniformloc != -1) { //qglUniform1fARB(uniformloc, cvar->value); found = true; } prog->permu[p].parm[prog->numparams] = uniformloc; } if (found) prog->numparams++; } /*set texture uniforms*/ for (p = 0; p < PERMUTATIONS; p++) { if (!prog->permu[p].handle.glsl) continue; if (!(prog->permu[p].attrmask & (1u<permu[p].attrmask |= (1u<permu[p].handle.glsl); for (i = 0; i < 8; i++) { uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, va("s_t%i", i)); if (uniformloc != -1) qglUniform1iARB(uniformloc, i); } } return; } #endif #ifdef D3D9QUAKE if (qrenderer == QR_DIRECT3D9) { prog->nofixedcompat = true; /*set cvar uniforms*/ for (i = 0; cvarnames[i]; i++) { for (p = 0; cvarnames[i][p] && (unsigned char)cvarnames[i][p] > 32 && p < sizeof(tmpname)-1; p++) tmpname[p] = cvarnames[i][p]; tmpname[p] = 0; cvar = Cvar_FindVar(tmpname); if (!cvar) continue; cvar->flags |= CVAR_SHADERSYSTEM; for (p = 0; p < PERMUTATIONS; p++) { if (!prog->permu[p].handle.hlsl.vert || !prog->permu[p].handle.hlsl.frag) continue; uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 1, va("cvar_%s", tmpname)); if (uniformloc != -1) { vec4_t v = {cvar->value, 0, 0, 0}; IDirect3DDevice9_SetVertexShader(pD3DDev9, prog->permu[p].handle.hlsl.vert); IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, 0, v, 1); } uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 2, va("cvar_%s", tmpname)); if (uniformloc != -1) { vec4_t v = {cvar->value, 0, 0, 0}; IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->permu[p].handle.hlsl.frag); IDirect3DDevice9_SetPixelShaderConstantF(pD3DDev9, 0, v, 1); } } } for (i = 0; shader_unif_names[i].name; i++) { found = false; for (p = 0; p < PERMUTATIONS; p++) { uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 0, shader_unif_names[i].name); if (uniformloc != -1) found = true; prog->permu[p].parm[prog->numparams] = uniformloc; } if (found) { prog->parm[prog->numparams].type = shader_unif_names[i].ptype; prog->numparams++; } } /*set texture uniforms*/ for (p = 0; p < PERMUTATIONS; p++) { for (i = 0; i < 8; i++) { uniformloc = D3D9Shader_FindUniform(&prog->permu[p].handle, 2, va("s_t%i", i)); if (uniformloc != -1) { int v[4] = {i}; IDirect3DDevice9_SetPixelShader(pD3DDev9, prog->permu[p].handle.hlsl.frag); IDirect3DDevice9_SetPixelShaderConstantI(pD3DDev9, 0, v, 1); } } } IDirect3DDevice9_SetVertexShader(pD3DDev9, NULL); IDirect3DDevice9_SetPixelShader(pD3DDev9, NULL); } #endif } static char *Shader_ParseBody(char *debugname, char **ptr) { char *body; char *start, *end; end = *ptr; while (*end == ' ' || *end == '\t' || *end == '\r') end++; if (*end == '\n') { int count; end++; while (*end == ' ' || *end == '\t') end++; if (*end != '{') { Con_Printf("shader \"%s\" missing program string\n", debugname); } else { end++; start = end; for (count = 1; *end; end++) { if (*end == '}') { count--; if (!count) break; } else if (*end == '{') count++; } body = BZ_Malloc(end - start + 1); memcpy(body, start, end-start); body[end-start] = 0; *ptr = end+1;/*skip over it all*/ return body; } } return NULL; } static void Shader_SLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr, int qrtype) { /*accepts: program { BLAH } where BLAH is both vertex+frag with #ifdefs or program fname on one line. */ char *programbody; char *hash; programbody = Shader_ParseBody(shader->name, ptr); if (programbody) { shader->prog = malloc(sizeof(*shader->prog)); memset(shader->prog, 0, sizeof(*shader->prog)); shader->prog->refs = 1; if (!Shader_LoadPermutations(shader->name, shader->prog, programbody, qrtype, 0)) { free(shader->prog); shader->prog = NULL; } BZ_Free(programbody); return; } hash = strchr(shader->name, '#'); if (hash) { //pass the # postfixes from the shader name onto the generic glsl to use char newname[512]; Q_snprintfz(newname, sizeof(newname), "%s%s", Shader_ParseExactString(ptr), hash); shader->prog = Shader_FindGeneric(newname, qrtype); } else shader->prog = Shader_FindGeneric(Shader_ParseExactString(ptr), qrtype); } static void Shader_GLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr) { Shader_SLProgramName(shader,pass,ptr,QR_OPENGL); } static void Shader_ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr) { Shader_SLProgramName(shader,pass,ptr,qrenderer); } static void Shader_HLSL9ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr) { Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D9); } static void Shader_HLSL11ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr) { Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D11); } static void Shader_ProgramParam ( shader_t *shader, shaderpass_t *pass, char **ptr ) { cvar_t *cv = NULL; int specialint = 0; float specialfloat = 0; vec3_t specialvec = {0}; enum shaderprogparmtype_e parmtype = SP_BAD; char *token; qboolean silent = false; char *forcename = NULL; token = Shader_ParseString(ptr); if (!Q_stricmp(token, "opt")) { silent = true; token = Shader_ParseString(ptr); } if (!Q_stricmp(token, "texture")) { token = Shader_ParseString(ptr); specialint = atoi(token); parmtype = SP_TEXTURE; } else if (!Q_stricmp(token, "consti")) { token = Shader_ParseSensString(ptr); specialint = atoi(token); parmtype = SP_CONSTI; } else if (!Q_stricmp(token, "constf")) { token = Shader_ParseSensString(ptr); specialfloat = atof(token); parmtype = SP_CONSTF; } else if (!Q_stricmp(token, "cvari")) { token = Shader_ParseSensString(ptr); cv = Cvar_Get(token, "", 0, "GLSL Shader parameters"); if (!cv) return; parmtype = SP_CVARI; } else if (!Q_stricmp(token, "cvarf")) { token = Shader_ParseSensString(ptr); cv = Cvar_Get(token, "", 0, "GLSL Shader parameters"); if (!cv) return; parmtype = SP_CVARF; } else if (!Q_stricmp(token, "cvar3f")) { token = Shader_ParseSensString(ptr); cv = Cvar_Get(token, "", 0, "GLSL Shader parameters"); if (!cv) return; parmtype = SP_CVAR3F; } else if (!Q_stricmp(token, "time")) parmtype = SP_E_TIME; else if (!Q_stricmp(token, "eyepos")) parmtype = SP_E_EYEPOS; else if (!Q_stricmp(token, "entmatrix")) parmtype = SP_M_MODEL; else if (!Q_stricmp(token, "colours") || !Q_stricmp(token, "colors")) parmtype = SP_E_COLOURS; else if (!Q_stricmp(token, "upper")) parmtype = SP_E_TOPCOLOURS; else if (!Q_stricmp(token, "lower")) parmtype = SP_E_BOTTOMCOLOURS; else if (!Q_stricmp(token, "lightradius")) parmtype = SP_LIGHTRADIUS; else if (!Q_stricmp(token, "lightcolour")) parmtype = SP_LIGHTCOLOUR; else if (!Q_stricmp(token, "lightpos")) parmtype = SP_LIGHTPOSITION; else if (!Q_stricmp(token, "rendertexturescale")) parmtype = SP_RENDERTEXTURESCALE; else Con_Printf("shader %s: parameter type \"%s\" not known\n", shader->name, token); if (forcename) token = forcename; else token = Shader_ParseSensString(ptr); #ifdef GLQUAKE if (qrenderer == QR_OPENGL) { int p; qboolean foundone; unsigned int uniformloc; program_t *prog = shader->prog; if (!prog) { Con_Printf("shader %s: param without program set\n", shader->name); } else if (prog->numparams == SHADER_PROGPARMS_MAX) Con_Printf("shader %s: too many parms\n", shader->name); else { if (prog->refs != 1) Con_Printf("shader %s: parms on shared shader\n", shader->name); foundone = false; prog->parm[prog->numparams].type = parmtype; for (p = 0; p < PERMUTATIONS; p++) { if (!prog->permu[p].handle.glsl) continue; GLSlang_UseProgram(prog->permu[p].handle.glsl); uniformloc = qglGetUniformLocationARB(prog->permu[p].handle.glsl, token); prog->permu[p].parm[prog->numparams] = uniformloc; if (uniformloc != -1) { foundone = true; switch(parmtype) { case SP_BAD: foundone = false; break; case SP_TEXTURE: case SP_CONSTI: prog->parm[prog->numparams].ival = specialint; break; case SP_CONSTF: prog->parm[prog->numparams].fval = specialfloat; break; case SP_CVARF: case SP_CVARI: prog->parm[prog->numparams].pval = cv; break; case SP_CVAR3F: prog->parm[prog->numparams].pval = cv; qglUniform3fvARB(uniformloc, 1, specialvec); break; default: break; } } } if (!foundone) { if (!silent) Con_Printf("shader %s: param \"%s\" not found\n", shader->name, token); } else prog->numparams++; GLSlang_UseProgram(0); } } #endif } static void Shader_DiffuseMap(shader_t *shader, shaderpass_t *pass, char **ptr) { char *token; token = Shader_ParseString(ptr); shader->defaulttextures.base = R_LoadHiResTexture(token, NULL, 0); } static void Shader_Translucent(shader_t *shader, shaderpass_t *pass, char **ptr) { shader->flags |= SHADER_BLEND; } static void Shader_DP_Camera(shader_t *shader, shaderpass_t *pass, char **ptr) { shader->sort = SHADER_SORT_PORTAL; } static void Shader_BEMode(shader_t *shader, shaderpass_t *pass, char **ptr) { int mode; char tokencopy[1024]; char *token; char *embed = NULL; token = Shader_ParseString(ptr); if (!Q_stricmp(token, "rtlight")) mode = -1; //all light types else if (!Q_stricmp(token, "rtlight_only")) mode = LSHADER_STANDARD; else if (!Q_stricmp(token, "rtlight_smap")) mode = LSHADER_SMAP; else if (!Q_stricmp(token, "rtlight_spot")) mode = LSHADER_SPOT; else if (!Q_stricmp(token, "rtlight_cube")) mode = LSHADER_CUBE; else if (!Q_stricmp(token, "rtlight_cube_smap")) mode = LSHADER_CUBE|LSHADER_SMAP; else if (!Q_stricmp(token, "rtlight_cube_spot")) //doesn't make sense. mode = LSHADER_CUBE|LSHADER_SPOT; else if (!Q_stricmp(token, "rtlight_spot_smap")) mode = LSHADER_SMAP|LSHADER_SPOT; else if (!Q_stricmp(token, "rtlight_cube_spot_smap")) //doesn't make sense. mode = LSHADER_CUBE|LSHADER_SPOT|LSHADER_SMAP; else if (!Q_stricmp(token, "crepuscular")) mode = bemoverride_crepuscular; else if (!Q_stricmp(token, "depthonly")) mode = bemoverride_depthonly; else if (!Q_stricmp(token, "depthdark")) mode = bemoverride_depthdark; else if (!Q_stricmp(token, "prelight")) mode = bemoverride_prelight; else if (!Q_stricmp(token, "fog")) mode = bemoverride_fog; else { Con_DPrintf(CON_WARNING "Shader %s specifies unknown bemode %s.\n", shader->name, token); return; //not supported. } embed = Shader_ParseBody(shader->name, ptr); if (embed) { int l = strlen(embed) + 6; char *b = BZ_Malloc(l); Q_snprintfz(b, l, "{\n%s\n}\n", embed); BZ_Free(embed); embed = b; //generate a unique name Q_snprintfz(tokencopy, sizeof(tokencopy), "%s_mode%i", shader->name, mode); } else { token = Shader_ParseString(ptr); Q_strncpyz(tokencopy, token, sizeof(tokencopy)); //make sure things don't go squiff. } if (mode == -1) { //shorthand for rtlights for (mode = 0; mode < LSHADER_MODES; mode++) { if ((mode & LSHADER_CUBE) && (mode & LSHADER_SPOT)) continue; shader->bemoverrides[mode] = R_RegisterCustom(va("%s%s%s%s", tokencopy, (mode & LSHADER_SMAP)?"#PCF":"", (mode & LSHADER_SPOT)?"#SPOT":"", (mode & LSHADER_CUBE)?"#CUBE":"") , shader->usageflags, embed?Shader_DefaultScript:NULL, embed); } } else { shader->bemoverrides[mode] = R_RegisterCustom(tokencopy, shader->usageflags, embed?Shader_DefaultScript:NULL, embed); } if (embed) BZ_Free(embed); } static shaderkey_t shaderkeys[] = { {"cull", Shader_Cull}, {"skyparms", Shader_SkyParms}, {"fogparms", Shader_FogParms}, {"surfaceparm", Shader_SurfaceParm}, {"nomipmaps", Shader_NoMipMaps}, {"nopicmip", Shader_NoPicMip}, {"polygonoffset", Shader_PolygonOffset}, {"sort", Shader_Sort}, {"deformvertexes", Shader_DeformVertexes}, {"portal", Shader_Portal}, {"entitymergable", Shader_EntityMergable}, //fte extensions {"lpp_light", Shader_Prelight}, {"glslprogram", Shader_GLSLProgramName}, {"program", Shader_ProgramName}, //gl or d3d {"hlslprogram", Shader_HLSL9ProgramName}, //for d3d {"hlsl11program", Shader_HLSL11ProgramName}, //for d3d {"param", Shader_ProgramParam}, //legacy {"bemode", Shader_BEMode}, //dp compat {"dp_camera", Shader_DP_Camera}, /*doom3 compat*/ {"diffusemap", Shader_DiffuseMap}, //macro for "{\nstage diffusemap\nmap \n}" {"bumpmap", NULL}, //macro for "{\nstage bumpmap\nmap \n}" {"specularmap", NULL}, //macro for "{\nstage specularmap\nmap \n}" {"discrete", NULL}, {"nonsolid", NULL}, {"noimpact", NULL}, {"translucent", Shader_Translucent}, {"noshadows", NULL}, {"nooverlays", NULL}, {"nofragment", NULL}, {NULL, NULL} }; static struct { char *name; char *body; } shadermacros[] = { {"decal_macro", "polygonOffset 1\ndiscrete\nsort decal\nnoShadows"}, // {"diffusemap", "{\nblend diffusemap\nmap %1\n}"}, // {"bumpmap", "{\nblend bumpmap\nmap %1\n}"}, // {"specularmap", "{\nblend specularmap\nmap %1\n}"}, {NULL} }; // =============================================================== static qboolean Shaderpass_MapGen (shader_t *shader, shaderpass_t *pass, char *tname) { if (!Q_stricmp (tname, "$lightmap")) { pass->tcgen = TC_GEN_LIGHTMAP; pass->flags |= SHADER_PASS_LIGHTMAP | SHADER_PASS_NOMIPMAP; pass->texgen = T_GEN_LIGHTMAP; shader->flags |= SHADER_HASLIGHTMAP; } else if (!Q_stricmp (tname, "$deluxmap")) { pass->tcgen = TC_GEN_LIGHTMAP; pass->flags |= SHADER_PASS_DELUXMAP | SHADER_PASS_NOMIPMAP; pass->texgen = T_GEN_DELUXMAP; } else if (!Q_stricmp (tname, "$diffuse")) { pass->texgen = T_GEN_DIFFUSE; pass->tcgen = TC_GEN_BASE; shader->flags |= SHADER_NOIMAGE; } else if (!Q_stricmp (tname, "$normalmap")) { pass->texgen = T_GEN_NORMALMAP; pass->tcgen = TC_GEN_BASE; shader->flags |= SHADER_HASNORMALMAP; } else if (!Q_stricmp (tname, "$specular")) { pass->texgen = T_GEN_SPECULAR; pass->tcgen = TC_GEN_BASE; shader->flags |= SHADER_HASGLOSS; } else if (!Q_stricmp (tname, "$fullbright")) { pass->texgen = T_GEN_FULLBRIGHT; pass->tcgen = TC_GEN_BASE; } else if (!Q_stricmp (tname, "$upperoverlay")) { shader->flags |= SHADER_HASTOPBOTTOM; pass->texgen = T_GEN_UPPEROVERLAY; pass->tcgen = TC_GEN_BASE; } else if (!Q_stricmp (tname, "$loweroverlay")) { shader->flags |= SHADER_HASTOPBOTTOM; pass->texgen = T_GEN_LOWEROVERLAY; pass->tcgen = TC_GEN_BASE; } else if (!Q_stricmp (tname, "$shadowmap")) { pass->texgen = T_GEN_SHADOWMAP; pass->tcgen = TC_GEN_BASE; //FIXME: moo! pass->flags |= SHADER_PASS_DEPTHCMP; } else if (!Q_stricmp (tname, "$lightcubemap")) { pass->texgen = T_GEN_LIGHTCUBEMAP; pass->tcgen = TC_GEN_BASE; //FIXME: moo! } else if (!Q_stricmp (tname, "$currentrender")) { pass->texgen = T_GEN_CURRENTRENDER; pass->tcgen = TC_GEN_BASE; //FIXME: moo! } else if (!Q_stricmp (tname, "$sourcecolour")) { pass->texgen = T_GEN_SOURCECOLOUR; pass->tcgen = TC_GEN_BASE; //FIXME: moo! } else if (!Q_stricmp (tname, "$sourcecube")) { pass->texgen = T_GEN_SOURCECUBE; pass->tcgen = TC_GEN_BASE; //FIXME: moo! } else if (!Q_stricmp (tname, "$sourcedepth")) { pass->texgen = T_GEN_SOURCEDEPTH; pass->tcgen = TC_GEN_BASE; //FIXME: moo! } else if (!Q_stricmp (tname, "$reflection")) { shader->flags |= SHADER_HASREFLECT; pass->texgen = T_GEN_REFLECTION; pass->tcgen = TC_GEN_BASE; //FIXME: moo! } else if (!Q_stricmp (tname, "$refraction")) { shader->flags |= SHADER_HASREFRACT; pass->texgen = T_GEN_REFRACTION; pass->tcgen = TC_GEN_BASE; //FIXME: moo! } else if (!Q_stricmp (tname, "$refractiondepth")) { shader->flags |= SHADER_HASREFRACT; pass->texgen = T_GEN_REFRACTIONDEPTH; pass->tcgen = TC_GEN_BASE; //FIXME: moo! } else if (!Q_stricmp (tname, "$ripplemap")) { shader->flags |= SHADER_HASRIPPLEMAP; pass->texgen = T_GEN_RIPPLEMAP; pass->tcgen = TC_GEN_BASE; //FIXME: moo! } else return false; return true; } static void Shaderpass_Map (shader_t *shader, shaderpass_t *pass, char **ptr) { int flags; char *token; pass->anim_frames[0] = r_nulltex; token = Shader_ParseString (ptr); flags = Shader_SetImageFlags (shader, pass, &token); if (!Shaderpass_MapGen(shader, pass, token)) { switch((flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT) { case 0: pass->texgen = T_GEN_SINGLEMAP; break; case 1: pass->texgen = T_GEN_3DMAP; break; default: pass->texgen = T_GEN_CUBEMAP; break; } pass->tcgen = TC_GEN_BASE; pass->anim_frames[0] = Shader_FindImage (token, flags); } } static void Shaderpass_AnimMap (shader_t *shader, shaderpass_t *pass, char **ptr) { int flags; char *token; texid_t image; flags = Shader_SetImageFlags (shader, pass, NULL); pass->tcgen = TC_GEN_BASE; pass->flags |= SHADER_PASS_ANIMMAP; pass->texgen = T_GEN_ANIMMAP; pass->anim_fps = (int)Shader_ParseFloat (shader, ptr); pass->anim_numframes = 0; for ( ; ; ) { token = Shader_ParseString(ptr); if (!token[0]) { break; } if (pass->anim_numframes < SHADER_MAX_ANIMFRAMES) { image = Shader_FindImage (token, flags); if (!TEXVALID(image)) { pass->anim_frames[pass->anim_numframes++] = missing_texture; Con_DPrintf (CON_WARNING "Shader %s has an animmap with no image: %s.\n", shader->name, token ); } else { pass->anim_frames[pass->anim_numframes++] = image; } } } } static void Shaderpass_ClampMap (shader_t *shader, shaderpass_t *pass, char **ptr) { int flags; char *token; token = Shader_ParseString (ptr); flags = Shader_SetImageFlags (shader, pass, &token); if (!Shaderpass_MapGen(shader, pass, token)) { pass->tcgen = TC_GEN_BASE; pass->anim_frames[0] = Shader_FindImage (token, flags | IF_CLAMP); switch((flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT) { case 0: pass->texgen = T_GEN_SINGLEMAP; break; case 1: pass->texgen = T_GEN_3DMAP; break; default: pass->texgen = T_GEN_CUBEMAP; break; } if (!TEXVALID(pass->anim_frames[0])) { if (flags & (IF_3DMAP | IF_CUBEMAP)) pass->anim_frames[0] = r_nulltex; else pass->anim_frames[0] = missing_texture; Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", shader->name, token); } } pass->flags |= SHADER_PASS_CLAMP; } static void Shaderpass_VideoMap (shader_t *shader, shaderpass_t *pass, char **ptr) { char *token; token = Shader_ParseSensString (ptr); #ifdef NOMEDIA #else if (pass->cin) Z_Free (pass->cin); pass->cin = Media_StartCin(token); if (!pass->cin) pass->cin = Media_StartCin(va("video/%s.roq", token)); if (!pass->cin) Con_DPrintf (CON_WARNING "(shader %s) Couldn't load video %s\n", shader->name, token); if (pass->cin) { pass->flags |= SHADER_PASS_VIDEOMAP; shader->flags |= SHADER_VIDEOMAP; pass->texgen = T_GEN_VIDEOMAP; } else { pass->texgen = T_GEN_DIFFUSE; pass->rgbgen = RGB_GEN_CONST; pass->rgbgen_func.type = SHADER_FUNC_CONSTANT; pass->rgbgen_func.args[0] = pass->rgbgen_func.args[1] = pass->rgbgen_func.args[2] = 0; } #endif } static void Shaderpass_RGBGen (shader_t *shader, shaderpass_t *pass, char **ptr) { char *token; token = Shader_ParseString (ptr); if (!Q_stricmp (token, "identitylighting")) pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING; else if (!Q_stricmp (token, "identity")) pass->rgbgen = RGB_GEN_IDENTITY; else if (!Q_stricmp (token, "wave")) { pass->rgbgen = RGB_GEN_WAVE; Shader_ParseFunc (shader, ptr, &pass->rgbgen_func); } else if (!Q_stricmp(token, "entity")) pass->rgbgen = RGB_GEN_ENTITY; else if (!Q_stricmp (token, "oneMinusEntity")) pass->rgbgen = RGB_GEN_ONE_MINUS_ENTITY; else if (!Q_stricmp (token, "vertex")) pass->rgbgen = RGB_GEN_VERTEX_LIGHTING; else if (!Q_stricmp (token, "oneMinusVertex")) pass->rgbgen = RGB_GEN_ONE_MINUS_VERTEX; else if (!Q_stricmp (token, "lightingDiffuse")) pass->rgbgen = RGB_GEN_LIGHTING_DIFFUSE; else if (!Q_stricmp (token, "exactvertex")) pass->rgbgen = RGB_GEN_VERTEX_EXACT; else if (!Q_stricmp (token, "const") || !Q_stricmp (token, "constant")) { pass->rgbgen = RGB_GEN_CONST; pass->rgbgen_func.type = SHADER_FUNC_CONSTANT; Shader_ParseVector (shader, ptr, pass->rgbgen_func.args); } else if (!Q_stricmp (token, "topcolor")) pass->rgbgen = RGB_GEN_TOPCOLOR; else if (!Q_stricmp (token, "bottomcolor")) pass->rgbgen = RGB_GEN_BOTTOMCOLOR; } static void Shaderpass_AlphaGen (shader_t *shader, shaderpass_t *pass, char **ptr) { char *token; token = Shader_ParseString(ptr); if (!Q_stricmp (token, "portal")) { pass->alphagen = ALPHA_GEN_PORTAL; shader->portaldist = Shader_ParseFloat(shader, ptr); if (!shader->portaldist) shader->portaldist = 256; shader->flags |= SHADER_AGEN_PORTAL; } else if (!Q_stricmp (token, "vertex")) { pass->alphagen = ALPHA_GEN_VERTEX; } else if (!Q_stricmp (token, "entity")) { pass->alphagen = ALPHA_GEN_ENTITY; } else if (!Q_stricmp (token, "wave")) { pass->alphagen = ALPHA_GEN_WAVE; Shader_ParseFunc (shader, ptr, &pass->alphagen_func); } else if ( !Q_stricmp (token, "lightingspecular")) { pass->alphagen = ALPHA_GEN_SPECULAR; } else if ( !Q_stricmp (token, "const") || !Q_stricmp (token, "constant")) { pass->alphagen = ALPHA_GEN_CONST; pass->alphagen_func.type = SHADER_FUNC_CONSTANT; pass->alphagen_func.args[0] = fabs(Shader_ParseFloat(shader, ptr)); } } static void Shaderpass_AlphaShift (shader_t *shader, shaderpass_t *pass, char **ptr) //for alienarena { float speed; float min, max; pass->alphagen = ALPHA_GEN_WAVE; pass->alphagen_func.type = SHADER_FUNC_SIN; //arg0 = add //arg1 = scale //arg2 = timeshift //arg3 = timescale speed = Shader_ParseFloat(shader, ptr); min = Shader_ParseFloat(shader, ptr); max = Shader_ParseFloat(shader, ptr); pass->alphagen_func.args[0] = min + (max - min)/2; pass->alphagen_func.args[1] = (max - min)/2; pass->alphagen_func.args[2] = 0; pass->alphagen_func.args[3] = 1/speed; } static int Shader_BlendFactor(char *name, qboolean dstnotsrc) { int factor; if (!strnicmp(name, "gl_", 3)) name += 3; if (!Q_stricmp(name, "zero")) factor = SBITS_SRCBLEND_ZERO; else if ( !Q_stricmp(name, "one")) factor = SBITS_SRCBLEND_ONE; else if (!Q_stricmp(name, "dst_color")) factor = SBITS_SRCBLEND_DST_COLOR; else if (!Q_stricmp(name, "one_minus_src_alpha")) factor = SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA; else if (!Q_stricmp(name, "src_alpha")) factor = SBITS_SRCBLEND_SRC_ALPHA; else if (!Q_stricmp(name, "src_color")) factor = SBITS_SRCBLEND_SRC_COLOR_INVALID; else if (!Q_stricmp(name, "one_minus_dst_color")) factor = SBITS_SRCBLEND_ONE_MINUS_DST_COLOR; else if (!Q_stricmp(name, "one_minus_src_color")) factor = SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID; else if (!Q_stricmp(name, "dst_alpha") ) factor = SBITS_SRCBLEND_DST_ALPHA; else if (!Q_stricmp(name, "one_minus_dst_alpha")) factor = SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA; else factor = SBITS_SRCBLEND_NONE; if (dstnotsrc) { //dest factors are shifted factor <<= 4; /*gl doesn't accept dst_color for destinations*/ if (factor == SBITS_DSTBLEND_NONE || factor == SBITS_DSTBLEND_DST_COLOR_INVALID || factor == SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID || factor == SBITS_DSTBLEND_ALPHA_SATURATE_INVALID) { Con_DPrintf("Invalid shader dst blend \"%s\"\n", name); factor = SBITS_DSTBLEND_ONE; } } else { /*gl doesn't accept src_color for sources*/ if (factor == SBITS_SRCBLEND_NONE || factor == SBITS_SRCBLEND_SRC_COLOR_INVALID || factor == SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID) { Con_DPrintf("Unrecognised shader src blend \"%s\"\n", name); factor = SBITS_SRCBLEND_ONE; } } return factor; } static void Shaderpass_BlendFunc (shader_t *shader, shaderpass_t *pass, char **ptr) { char *token; //reset to defaults pass->shaderbits &= ~(SBITS_BLEND_BITS); pass->stagetype = ST_AMBIENT; token = Shader_ParseString (ptr); if ( !Q_stricmp (token, "bumpmap")) //doom3 is awkward... pass->stagetype = ST_BUMPMAP; else if ( !Q_stricmp (token, "specularmap")) //doom3 is awkward... pass->stagetype = ST_SPECULARMAP; else if ( !Q_stricmp (token, "diffusemap")) //doom3 is awkward... pass->stagetype = ST_DIFFUSEMAP; else if ( !Q_stricmp (token, "blend")) pass->shaderbits |= SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA; else if (!Q_stricmp (token, "filter")) pass->shaderbits |= SBITS_SRCBLEND_DST_COLOR | SBITS_DSTBLEND_ZERO; else if (!Q_stricmp (token, "add")) pass->shaderbits |= SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE; else if (!Q_stricmp (token, "replace")) pass->shaderbits |= SBITS_SRCBLEND_NONE | SBITS_DSTBLEND_NONE; else { pass->shaderbits |= Shader_BlendFactor(token, false); token = Shader_ParseString (ptr); if (*token == ',') token = Shader_ParseString (ptr); pass->shaderbits |= Shader_BlendFactor(token, true); } } static void Shaderpass_AlphaFunc (shader_t *shader, shaderpass_t *pass, char **ptr) { char *token; pass->shaderbits &= ~SBITS_ATEST_BITS; token = Shader_ParseString (ptr); if (!Q_stricmp (token, "gt0")) { pass->shaderbits = SBITS_ATEST_GT0; } else if (!Q_stricmp (token, "lt128")) { pass->shaderbits = SBITS_ATEST_LT128; } else if (!Q_stricmp (token, "ge128")) { pass->shaderbits = SBITS_ATEST_GE128; } } static void Shaderpass_DepthFunc (shader_t *shader, shaderpass_t *pass, char **ptr) { char *token; token = Shader_ParseString (ptr); if (!Q_stricmp (token, "equal")) pass->shaderbits |= SBITS_MISC_DEPTHEQUALONLY; else if (!Q_stricmp (token, "lequal")) pass->shaderbits &= ~SBITS_MISC_DEPTHEQUALONLY; else Con_DPrintf("Invalid depth func %s\n", token); } static void Shaderpass_DepthWrite (shader_t *shader, shaderpass_t *pass, char **ptr) { shader->flags |= SHADER_DEPTHWRITE; pass->shaderbits |= SBITS_MISC_DEPTHWRITE; } static void Shaderpass_NoDepthTest (shader_t *shader, shaderpass_t *pass, char **ptr) { shader->flags |= SHADER_DEPTHWRITE; pass->shaderbits |= SBITS_MISC_NODEPTHTEST; } static void Shaderpass_NoDepth (shader_t *shader, shaderpass_t *pass, char **ptr) { shader->flags |= SHADER_DEPTHWRITE; } static void Shaderpass_TcMod (shader_t *shader, shaderpass_t *pass, char **ptr) { int i; tcmod_t *tcmod; char *token; if (pass->numtcmods >= SHADER_MAX_TC_MODS) { return; } tcmod = &pass->tcmods[pass->numtcmods]; token = Shader_ParseString (ptr); if (!Q_stricmp (token, "rotate")) { tcmod->args[0] = -Shader_ParseFloat(shader, ptr) / 360.0f; if (!tcmod->args[0]) { return; } tcmod->type = SHADER_TCMOD_ROTATE; } else if ( !Q_stricmp (token, "scale") ) { tcmod->args[0] = Shader_ParseFloat (shader, ptr); tcmod->args[1] = Shader_ParseFloat (shader, ptr); tcmod->type = SHADER_TCMOD_SCALE; } else if ( !Q_stricmp (token, "scroll") ) { tcmod->args[0] = Shader_ParseFloat (shader, ptr); tcmod->args[1] = Shader_ParseFloat (shader, ptr); tcmod->type = SHADER_TCMOD_SCROLL; } else if (!Q_stricmp(token, "stretch")) { shaderfunc_t func; Shader_ParseFunc(shader, ptr, &func); tcmod->args[0] = func.type; for (i = 1; i < 5; ++i) tcmod->args[i] = func.args[i-1]; tcmod->type = SHADER_TCMOD_STRETCH; } else if (!Q_stricmp (token, "transform")) { for (i = 0; i < 6; ++i) tcmod->args[i] = Shader_ParseFloat (shader, ptr); tcmod->type = SHADER_TCMOD_TRANSFORM; } else if (!Q_stricmp (token, "turb")) { for (i = 0; i < 4; i++) tcmod->args[i] = Shader_ParseFloat (shader, ptr); tcmod->type = SHADER_TCMOD_TURB; } else { return; } pass->numtcmods++; } static void Shaderpass_Scale ( shader_t *shader, shaderpass_t *pass, char **ptr ) { //seperate x and y char *token; tcmod_t *tcmod; tcmod = &pass->tcmods[pass->numtcmods]; tcmod->type = SHADER_TCMOD_SCALE; token = Shader_ParseString (ptr); if (!strcmp(token, "static")) { tcmod->args[0] = Shader_ParseFloat (shader, ptr); } else { tcmod->args[0] = atof(token); } while (**ptr == ' ' || **ptr == '\t') *ptr+=1; if (**ptr == ',') *ptr+=1; token = Shader_ParseString (ptr); if (!strcmp(token, "static")) { tcmod->args[1] = Shader_ParseFloat (shader, ptr); } else { tcmod->args[1] = atof(token); } pass->numtcmods++; } static void Shaderpass_Scroll (shader_t *shader, shaderpass_t *pass, char **ptr) { //seperate x and y char *token; tcmod_t *tcmod; tcmod = &pass->tcmods[pass->numtcmods]; token = Shader_ParseString ( ptr ); if (!strcmp(token, "static")) { tcmod->type = SHADER_TCMOD_SCROLL; tcmod->args[0] = Shader_ParseFloat (shader, ptr ); } else { Con_Printf("Bad shader scale\n"); return; } token = Shader_ParseString ( ptr ); if (!strcmp(token, "static")) { tcmod->type = SHADER_TCMOD_SCROLL; tcmod->args[1] = Shader_ParseFloat (shader, ptr ); } else { Con_Printf("Bad shader scale\n"); return; } pass->numtcmods++; } static void Shaderpass_TcGen ( shader_t *shader, shaderpass_t *pass, char **ptr ) { char *token; token = Shader_ParseString ( ptr ); if ( !Q_stricmp (token, "base") ) { pass->tcgen = TC_GEN_BASE; } else if ( !Q_stricmp (token, "lightmap") ) { pass->tcgen = TC_GEN_LIGHTMAP; } else if ( !Q_stricmp (token, "environment") ) { pass->tcgen = TC_GEN_ENVIRONMENT; } else if ( !Q_stricmp (token, "vector") ) { pass->tcgen = TC_GEN_BASE; } else if ( !Q_stricmp (token, "normal") ) { pass->tcgen = TC_GEN_NORMAL; } else if ( !Q_stricmp (token, "svector") ) { pass->tcgen = TC_GEN_SVECTOR; } else if ( !Q_stricmp (token, "tvector") ) { pass->tcgen = TC_GEN_TVECTOR; } } static void Shaderpass_EnvMap ( shader_t *shader, shaderpass_t *pass, char **ptr ) //for alienarena { pass->tcgen = TC_GEN_ENVIRONMENT; } static void Shaderpass_Detail ( shader_t *shader, shaderpass_t *pass, char **ptr ) { pass->flags |= SHADER_PASS_DETAIL; } static void Shaderpass_AlphaMask ( shader_t *shader, shaderpass_t *pass, char **ptr ) { pass->shaderbits &= ~SBITS_ATEST_BITS; pass->shaderbits |= SBITS_ATEST_GE128; } static void Shaderpass_NoLightMap ( shader_t *shader, shaderpass_t *pass, char **ptr ) { pass->rgbgen = RGB_GEN_IDENTITY; } static void Shaderpass_Red(shader_t *shader, shaderpass_t *pass, char **ptr) { pass->rgbgen = RGB_GEN_CONST; pass->rgbgen_func.args[0] = Shader_ParseFloat(shader, ptr); } static void Shaderpass_Green(shader_t *shader, shaderpass_t *pass, char **ptr) { pass->rgbgen = RGB_GEN_CONST; pass->rgbgen_func.args[1] = Shader_ParseFloat(shader, ptr); } static void Shaderpass_Blue(shader_t *shader, shaderpass_t *pass, char **ptr) { pass->rgbgen = RGB_GEN_CONST; pass->rgbgen_func.args[2] = Shader_ParseFloat(shader, ptr); } static void Shaderpass_Alpha(shader_t *shader, shaderpass_t *pass, char **ptr) { pass->alphagen = ALPHA_GEN_CONST; pass->alphagen_func.args[0] = Shader_ParseFloat(shader, ptr); } static void Shaderpass_MaskColor(shader_t *shader, shaderpass_t *pass, char **ptr) { pass->shaderbits |= SBITS_MASK_RED|SBITS_MASK_GREEN|SBITS_MASK_BLUE; } static void Shaderpass_MaskRed(shader_t *shader, shaderpass_t *pass, char **ptr) { pass->shaderbits |= SBITS_MASK_RED; } static void Shaderpass_MaskGreen(shader_t *shader, shaderpass_t *pass, char **ptr) { pass->shaderbits |= SBITS_MASK_GREEN; } static void Shaderpass_MaskBlue(shader_t *shader, shaderpass_t *pass, char **ptr) { pass->shaderbits |= SBITS_MASK_BLUE; } static void Shaderpass_MaskAlpha(shader_t *shader, shaderpass_t *pass, char **ptr) { pass->shaderbits |= SBITS_MASK_ALPHA; } static void Shaderpass_AlphaTest(shader_t *shader, shaderpass_t *pass, char **ptr) { if (Shader_ParseFloat(shader, ptr) == 0.5) pass->shaderbits |= SBITS_ATEST_GE128; else Con_Printf("unsupported alphatest value\n"); } static void Shaderpass_TexGen(shader_t *shader, shaderpass_t *pass, char **ptr) { char *token = Shader_ParseString(ptr); if (!strcmp(token, "normal")) pass->tcgen = TC_GEN_NORMAL; else if (!strcmp(token, "skybox")) pass->tcgen = TC_GEN_SKYBOX; else if (!strcmp(token, "wobblesky")) { pass->tcgen = TC_GEN_WOBBLESKY; token = Shader_ParseString(ptr); token = Shader_ParseString(ptr); token = Shader_ParseString(ptr); } else if (!strcmp(token, "reflect")) pass->tcgen = TC_GEN_REFLECT; else { Con_Printf("texgen token not understood\n"); } } static void Shaderpass_CubeMap(shader_t *shader, shaderpass_t *pass, char **ptr) { char *token = Shader_ParseString(ptr); if (pass->tcgen == TC_GEN_BASE) pass->tcgen = TC_GEN_SKYBOX; pass->texgen = T_GEN_CUBEMAP; pass->anim_frames[0] = Shader_FindImage(token, IF_CUBEMAP); if (!TEXVALID(pass->anim_frames[0])) { pass->texgen = T_GEN_SINGLEMAP; pass->anim_frames[0] = missing_texture; } } static shaderkey_t shaderpasskeys[] = { {"rgbgen", Shaderpass_RGBGen }, {"blendfunc", Shaderpass_BlendFunc }, {"depthfunc", Shaderpass_DepthFunc }, {"depthwrite", Shaderpass_DepthWrite }, {"nodepthtest", Shaderpass_NoDepthTest }, {"nodepth", Shaderpass_NoDepth }, {"alphafunc", Shaderpass_AlphaFunc }, {"tcmod", Shaderpass_TcMod }, {"map", Shaderpass_Map }, {"animmap", Shaderpass_AnimMap }, {"clampmap", Shaderpass_ClampMap }, {"videomap", Shaderpass_VideoMap }, {"tcgen", Shaderpass_TcGen }, {"envmap", Shaderpass_EnvMap },//for alienarena {"nolightmap", Shaderpass_NoLightMap },//for alienarena {"scale", Shaderpass_Scale },//for alienarena {"scroll", Shaderpass_Scroll },//for alienarena {"alphagen", Shaderpass_AlphaGen }, {"alphashift", Shaderpass_AlphaShift },//for alienarena {"alphamask", Shaderpass_AlphaMask },//for alienarena {"detail", Shaderpass_Detail }, /*doom3 compat*/ {"blend", Shaderpass_BlendFunc}, {"maskcolor", Shaderpass_MaskColor}, {"maskred", Shaderpass_MaskRed}, {"maskgreen", Shaderpass_MaskGreen}, {"maskblue", Shaderpass_MaskBlue}, {"maskalpha", Shaderpass_MaskAlpha}, {"alphatest", Shaderpass_AlphaTest}, {"texgen", Shaderpass_TexGen}, {"cubemap", Shaderpass_CubeMap}, //one of these is wrong {"cameracubemap",Shaderpass_CubeMap}, //one of these is wrong {"red", Shaderpass_Red}, {"green", Shaderpass_Green}, {"blue", Shaderpass_Blue}, {"alpha", Shaderpass_Alpha}, {NULL, NULL} }; // =============================================================== void Shader_FreePass (shaderpass_t *pass) { #ifndef NOMEDIA if ( pass->flags & SHADER_PASS_VIDEOMAP ) { Media_ShutdownCin(pass->cin); pass->cin = NULL; } #endif } void Shader_Free (shader_t *shader) { int i; shaderpass_t *pass; if (shader->bucket.data == shader) Hash_RemoveData(&shader_active_hash, shader->name, shader); shader->bucket.data = NULL; if (shader->prog) { if (shader->prog->refs-- == 1) Shader_UnloadProg(shader->prog); } shader->prog = NULL; if (shader->skydome) { Z_Free (shader->skydome); } pass = shader->passes; for (i = 0; i < shader->numpasses; i++, pass++) { Shader_FreePass (pass); } shader->numpasses = 0; if (shader->genargs) { free(shader->genargs); shader->genargs = NULL; } shader->uses = 0; memset(&shader->defaulttextures, 0, sizeof(shader->defaulttextures)); } int QDECL Shader_InitCallback (const char *name, qofs_t size, void *param, searchpathfuncs_t *spath) { strcpy(shaderbuf+shaderbuflen, name); Shader_MakeCache(shaderbuf+shaderbuflen); shaderbuflen += strlen(name)+1; return true; } qboolean Shader_Init (void) { int wibuf[16]; shaderbuflen = 0; if (!r_shaders) { r_numshaders = 0; r_maxshaders = 256; r_shaders = calloc(r_maxshaders, sizeof(*r_shaders)); shader_hash = calloc (HASH_SIZE, sizeof(*shader_hash)); shader_active_hash_mem = malloc(Hash_BytesForBuckets(1024)); memset(shader_active_hash_mem, 0, Hash_BytesForBuckets(1024)); Hash_InitTable(&shader_active_hash, 1024, shader_active_hash_mem); Shader_FlushGenerics(); } Shader_NeedReload(true); Shader_DoReload(); memset(wibuf, 0xff, sizeof(wibuf)); if (!qrenderer) r_whiteimage = r_nulltex; else r_whiteimage = R_LoadTexture("$whiteimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA); return true; } static void Shader_MakeCache ( char *path ) { unsigned int key, i; char filename[MAX_QPATH]; char *buf, *ptr, *token, *t; shadercache_t *cache; int size; Com_sprintf( filename, sizeof(filename), "%s", path ); Con_DPrintf ( "...loading '%s'\n", filename ); size = FS_LoadFile ( filename, (void **)&buf ); if ( !buf || size <= 0 ) { return; } ptr = buf; do { if ( ptr - buf >= size ) break; token = COM_ParseExt (&ptr, true, true); if ( !token[0] || ptr - buf >= size ) break; COM_CleanUpPath(token); t = NULL; Shader_GetPathAndOffset ( token, &t, &i ); if (t) { ptr = Shader_Skip ( ptr ); continue; } key = Hash_Key ( token, HASH_SIZE ); cache = ( shadercache_t * )Z_Malloc ( sizeof(shadercache_t) ); cache->hash_next = shader_hash[key]; cache->path = path; cache->offset = ptr - buf; Com_sprintf ( cache->name, MAX_QPATH, "%s", token ); // warning: format not a string literal and no format arguments shader_hash[key] = cache; ptr = Shader_Skip ( ptr ); } while ( ptr ); FS_FreeFile ( buf ); } char *Shader_Skip ( char *ptr ) { char *tok; int brace_count; // Opening brace tok = COM_ParseExt(&ptr, true, true); if (!ptr) return NULL; if ( tok[0] != '{' ) { tok = COM_ParseExt (&ptr, true, true); } for (brace_count = 1; brace_count > 0 ; ptr++) { tok = COM_ParseExt (&ptr, true, true); if ( !tok[0] ) return NULL; if (tok[0] == '{') { brace_count++; } else if (tok[0] == '}') { brace_count--; } } return ptr; } static void Shader_GetPathAndOffset(char *name, char **path, unsigned int *offset) { unsigned int key; shadercache_t *cache; key = Hash_Key ( name, HASH_SIZE ); cache = shader_hash[key]; for ( ; cache; cache = cache->hash_next ) { if ( !Q_stricmp (cache->name, name) ) { *path = cache->path; *offset = cache->offset; return; } } path = NULL; } void Shader_Reset(shader_t *s) { char name[MAX_QPATH]; int id = s->id; int uses = s->uses; shader_gen_t *defaultgen = s->generator; char *genargs = s->genargs; texnums_t dt = s->defaulttextures; int w = s->width; int h = s->height; unsigned int uf = s->usageflags; Q_strncpyz(name, s->name, sizeof(name)); s->genargs = NULL; Shader_Free(s); memset(s, 0, sizeof(*s)); s->remapto = s; s->id = id; s->width = w; s->height = h; s->defaulttextures = dt; s->generator = defaultgen; s->genargs = genargs; s->usageflags = uf; s->uses = uses; Q_strncpyz(s->name, name, sizeof(s->name)); Hash_Add(&shader_active_hash, s->name, s, &s->bucket); } void Shader_Shutdown (void) { int i; shader_t *shader; shadercache_t *cache, *cache_next; if (!r_shaders) return; /*nothing needs freeing yet*/ for (i = 0; i < r_numshaders; i++) { shader = r_shaders[i]; if (!shader || !shader->uses) continue; Shader_Free(shader); Z_Free(r_shaders[i]); r_shaders[i] = NULL; } for (i = 0; i < HASH_SIZE; i++) { cache = shader_hash[i]; for (; cache; cache = cache_next) { cache_next = cache->hash_next; cache->hash_next = NULL; Z_Free(cache); } } Shader_FlushGenerics(); r_maxshaders = 0; r_numshaders = 0; free(r_shaders); r_shaders = NULL; free(shader_hash); shader_hash = NULL; free(shader_active_hash_mem); shader_active_hash_mem = NULL; shader_reload_needed = false; } void Shader_SetBlendmode (shaderpass_t *pass) { if (pass->texgen == T_GEN_DELUXMAP) { pass->blendmode = PBM_DOTPRODUCT; return; } if (pass->texgen < T_GEN_DIFFUSE && !TEXVALID(pass->anim_frames[0]) && !(pass->flags & SHADER_PASS_LIGHTMAP)) { pass->blendmode = PBM_MODULATE; return; } if (!(pass->shaderbits & SBITS_BLEND_BITS)) { if ((pass->rgbgen == RGB_GEN_IDENTITY) && (pass->alphagen == ALPHA_GEN_IDENTITY)) { pass->blendmode = PBM_REPLACE; return; } else if ((pass->rgbgen == RGB_GEN_IDENTITY_LIGHTING) && (pass->alphagen == ALPHA_GEN_IDENTITY)) { pass->shaderbits &= ~SBITS_BLEND_BITS; pass->shaderbits |= SBITS_SRCBLEND_ONE; pass->shaderbits |= SBITS_DSTBLEND_ZERO; pass->blendmode = PBM_REPLACELIGHT; } else { pass->shaderbits &= ~SBITS_BLEND_BITS; pass->shaderbits |= SBITS_SRCBLEND_ONE; pass->shaderbits |= SBITS_DSTBLEND_ZERO; pass->blendmode = PBM_MODULATE; } return; } if (((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ZERO|SBITS_DSTBLEND_SRC_COLOR)) || ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_DST_COLOR|SBITS_DSTBLEND_ZERO))) pass->blendmode = PBM_MODULATE; else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE)) pass->blendmode = PBM_ADD; else if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_SRC_ALPHA|SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA)) pass->blendmode = PBM_DECAL; else pass->blendmode = PBM_MODULATE; } void Shader_Readpass (shader_t *shader, char **ptr) { char *token; shaderpass_t *pass; qboolean ignore; static shader_t dummy; int conddepth = 0; int cond[8] = {0}; #define COND_IGNORE 1 #define COND_IGNOREPARENT 2 #define COND_ALLOWELSE 4 if ( shader->numpasses >= SHADER_PASS_MAX ) { ignore = true; shader = &dummy; shader->numpasses = 1; pass = shader->passes; } else { ignore = false; pass = &shader->passes[shader->numpasses++]; } // Set defaults pass->flags = 0; pass->anim_frames[0] = r_nulltex; pass->anim_numframes = 0; pass->rgbgen = RGB_GEN_UNKNOWN; pass->alphagen = ALPHA_GEN_IDENTITY; pass->tcgen = TC_GEN_BASE; pass->numtcmods = 0; pass->numMergedPasses = 1; pass->stagetype = ST_AMBIENT; if (shader->flags & SHADER_NOMIPMAPS) pass->flags |= SHADER_PASS_NOMIPMAP; while ( *ptr ) { token = COM_ParseExt (ptr, true, true); if ( !token[0] ) { continue; } else if (!Q_stricmp(token, "if")) { if (conddepth+1 == sizeof(cond)/sizeof(cond[0])) { Con_Printf("if statements nest too deeply in shader %s\n", shader->name); break; } conddepth++; cond[conddepth] = (Shader_EvaluateCondition(shader, ptr)?0:COND_IGNORE); cond[conddepth] |= COND_ALLOWELSE; if (cond[conddepth-1] & (COND_IGNORE|COND_IGNOREPARENT)) cond[conddepth] |= COND_IGNOREPARENT; } else if (!Q_stricmp(token, "endif")) { if (!conddepth) { Con_Printf("endif without if in shader %s\n", shader->name); break; } conddepth--; } else if (!Q_stricmp(token, "else")) { if (cond[conddepth] & COND_ALLOWELSE) { cond[conddepth] ^= COND_IGNORE; cond[conddepth] &= ~COND_ALLOWELSE; } else Con_Printf("unexpected else statement in shader %s\n", shader->name); } else if (cond[conddepth] & (COND_IGNORE|COND_IGNOREPARENT)) { //eat it while (ptr) { token = COM_ParseExt(ptr, false, true); if ( !token[0] ) break; } } else { if ( token[0] == '}' ) break; else if ( Shader_Parsetok (shader, pass, shaderpasskeys, token, ptr) ) break; } } if (conddepth) { Con_Printf("if statements without endif in shader %s\n", shader->name); } if (!ignore) { switch(pass->stagetype) { case ST_DIFFUSEMAP: if (pass->texgen == T_GEN_SINGLEMAP) shader->defaulttextures.bump = pass->anim_frames[0]; break; case ST_AMBIENT: break; case ST_BUMPMAP: if (pass->texgen == T_GEN_SINGLEMAP) shader->defaulttextures.bump = pass->anim_frames[0]; ignore = true; break; case ST_SPECULARMAP: if (pass->texgen == T_GEN_SINGLEMAP) shader->defaulttextures.specular = pass->anim_frames[0]; ignore = true; break; } } // check some things if (ignore) { Shader_FreePass (pass); shader->numpasses--; return; } if ((pass->shaderbits&SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO)) { pass->shaderbits |= SBITS_MISC_DEPTHWRITE; shader->flags |= SHADER_DEPTHWRITE; } switch (pass->rgbgen) { case RGB_GEN_IDENTITY_LIGHTING: case RGB_GEN_IDENTITY: case RGB_GEN_CONST: case RGB_GEN_WAVE: case RGB_GEN_ENTITY: case RGB_GEN_ONE_MINUS_ENTITY: case RGB_GEN_UNKNOWN: // assume RGB_GEN_IDENTITY or RGB_GEN_IDENTITY_LIGHTING switch (pass->alphagen) { case ALPHA_GEN_IDENTITY: case ALPHA_GEN_CONST: case ALPHA_GEN_WAVE: case ALPHA_GEN_ENTITY: pass->flags |= SHADER_PASS_NOCOLORARRAY; break; default: break; } break; default: break; } /*if ((shader->flags & SHADER_SKY) && (shader->flags & SHADER_DEPTHWRITE)) { #ifdef warningmsg #pragma warningmsg("is this valid?") #endif pass->shaderbits &= ~SBITS_MISC_DEPTHWRITE; } */ } static qboolean Shader_Parsetok (shader_t *shader, shaderpass_t *pass, shaderkey_t *keys, char *token, char **ptr) { shaderkey_t *key; for (key = keys; key->keyword != NULL; key++) { if (!Q_stricmp (token, key->keyword)) { if (key->func) key->func ( shader, pass, ptr ); return ( ptr && *ptr && **ptr == '}' ); } } // Con_Printf("Unknown shader directive: \"%s\"\n", token); // Next Line while (ptr) { token = COM_ParseExt(ptr, false, true); if ( !token[0] ) { break; } } return false; } void Shader_SetPassFlush (shaderpass_t *pass, shaderpass_t *pass2) { qboolean config_tex_env_combine; qboolean config_nv_tex_env_combine4; qboolean config_env_add; #ifdef GLQUAKE if (qrenderer == QR_OPENGL) { config_tex_env_combine = gl_config.tex_env_combine; config_nv_tex_env_combine4 = gl_config.nv_tex_env_combine4; config_env_add = gl_config.env_add; } else #endif { config_tex_env_combine = 1; config_nv_tex_env_combine4 = 1; config_env_add = 1; } if (((pass->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) || ((pass2->flags & SHADER_PASS_DETAIL) && !r_detailtextures.value) || (pass->flags & SHADER_PASS_VIDEOMAP) || (pass2->flags & SHADER_PASS_VIDEOMAP)) { return; } /*identity alpha is required for merging*/ if (pass->alphagen != ALPHA_GEN_IDENTITY || pass2->alphagen != ALPHA_GEN_IDENTITY) return; /*rgbgen must be identity too except if the later pass is identity_ligting, in which case all is well and we can switch the first pass to identity_lighting instead*/ if (pass2->rgbgen == RGB_GEN_IDENTITY_LIGHTING && pass2->blendmode == PBM_MODULATE && pass->rgbgen == RGB_GEN_IDENTITY) { pass->blendmode = PBM_REPLACELIGHT; pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING; pass2->rgbgen = RGB_GEN_IDENTITY; } /*rgbgen must be identity (or the first is identity_lighting)*/ else if (pass2->rgbgen != RGB_GEN_IDENTITY || (pass->rgbgen != RGB_GEN_IDENTITY && pass->rgbgen != RGB_GEN_IDENTITY_LIGHTING)) return; /*if its alphatest, don't merge with anything other than lightmap*/ if ((pass->shaderbits & SBITS_ATEST_BITS) && (!(pass2->shaderbits & SBITS_MISC_DEPTHEQUALONLY) || pass2->texgen != T_GEN_LIGHTMAP)) return; if ((pass->shaderbits & SBITS_MASK_BITS) != (pass2->shaderbits & SBITS_MASK_BITS)) return; /*don't merge passes if the hardware cannot support it*/ if (pass->numMergedPasses >= be_maxpasses) return; // check if we can use multiple passes if (pass2->blendmode == PBM_DOTPRODUCT) { pass->numMergedPasses++; } else if (pass->numMergedPasses < be_maxpasses) { if (pass->blendmode == PBM_REPLACE || pass->blendmode == PBM_REPLACELIGHT) { if ((pass2->blendmode == PBM_DECAL && config_tex_env_combine) || (pass2->blendmode == PBM_ADD && config_env_add) || (pass2->blendmode && pass2->blendmode != PBM_ADD) || config_nv_tex_env_combine4) { pass->numMergedPasses++; } } else if (pass->blendmode == PBM_ADD && pass2->blendmode == PBM_ADD && config_env_add) { pass->numMergedPasses++; } else if (pass->blendmode == PBM_MODULATE && pass2->blendmode == PBM_MODULATE) { pass->numMergedPasses++; } else return; } else return; if (pass->texgen == T_GEN_LIGHTMAP && pass->blendmode == PBM_REPLACELIGHT && pass2->blendmode == PBM_MODULATE && config_tex_env_combine) { if (pass->rgbgen == RGB_GEN_IDENTITY) pass->rgbgen = RGB_GEN_IDENTITY_OVERBRIGHT; //get the light levels right pass2->blendmode = PBM_OVERBRIGHT; } if (pass2->texgen == T_GEN_LIGHTMAP && pass2->blendmode == PBM_MODULATE && config_tex_env_combine) { if (pass->rgbgen == RGB_GEN_IDENTITY) pass->rgbgen = RGB_GEN_IDENTITY_OVERBRIGHT; //get the light levels right pass->blendmode = PBM_REPLACELIGHT; pass2->blendmode = PBM_OVERBRIGHT; } } void Shader_SetFeatures ( shader_t *s ) { int i; qboolean trnormals; shaderpass_t *pass; s->features = MF_NONE; for (i = 0, trnormals = true; i < s->numdeforms; i++) { switch (s->deforms[i].type) { case DEFORMV_BULGE: case DEFORMV_WAVE: trnormals = false; case DEFORMV_NORMAL: s->features |= MF_NORMALS; break; case DEFORMV_MOVE: break; default: trnormals = false; break; } } if (trnormals) { s->features |= MF_TRNORMALS; } for (i = 0, pass = s->passes; i < s->numpasses; i++, pass++) { switch (pass->rgbgen) { case RGB_GEN_LIGHTING_DIFFUSE: s->features |= MF_NORMALS; break; case RGB_GEN_VERTEX_LIGHTING: case RGB_GEN_ONE_MINUS_VERTEX: case RGB_GEN_VERTEX_EXACT: s->features |= MF_COLORS; break; default: break; } switch ( pass->alphagen ) { case ALPHA_GEN_SPECULAR: s->features |= MF_NORMALS; break; case ALPHA_GEN_VERTEX: s->features |= MF_COLORS; break; default: break; } switch (pass->tcgen) { default: s->features |= MF_STCOORDS; break; case TC_GEN_LIGHTMAP: s->features |= MF_LMCOORDS; break; case TC_GEN_ENVIRONMENT: case TC_GEN_NORMAL: s->features |= MF_NORMALS; break; case TC_GEN_SVECTOR: case TC_GEN_TVECTOR: s->features |= MF_NORMALS; break; } } } void Shader_Finish (shader_t *s) { int i; shaderpass_t *pass; //FIXME: reorder doom3 stages. //put diffuse first. give it a lightmap pass also, if we found a diffuse one with no lightmap. //then the ambient stages. //and forget about the bump/specular stages as we don't support them and already stripped them. if (s->flags & SHADER_SKY) { /*skies go all black if fastsky is set*/ if (r_fastsky.ival) s->flags = 0; /*or if its purely a skybox and has missing textures*/ // if (!s->numpasses) // for (i = 0; i < 6; i++) // if (missing_texture.ref == s->skydome->farbox_textures[i].ref) // s->flags = 0; if (!(s->flags & SHADER_SKY)) { Shader_Reset(s); Shader_DefaultScript(s->name, s, "{\n" "sort sky\n" "{\n" "map $whiteimage\n" "rgbgen const $r_fastskycolour\n" "}\n" "surfaceparm nodlight\n" "}\n" ); return; } } if (TEXVALID(s->defaulttextures.base)) s->flags &= ~SHADER_NOIMAGE; if (!s->numpasses && s->sort != SHADER_SORT_PORTAL && !(s->flags & (SHADER_NODRAW|SHADER_SKY)) && !s->fog_dist && !s->prog) { pass = &s->passes[s->numpasses++]; pass = &s->passes[0]; pass->tcgen = TC_GEN_BASE; if (TEXVALID(s->defaulttextures.base)) pass->texgen = T_GEN_DIFFUSE; else { pass->texgen = T_GEN_SINGLEMAP; TEXASSIGN(pass->anim_frames[0], R_LoadHiResTexture(s->name, NULL, IF_NOALPHA)); if (!TEXVALID(pass->anim_frames[0])) { Con_Printf("Shader %s failed to load default texture\n", s->name); pass->anim_frames[0] = missing_texture; } Con_Printf("Shader %s with no passes and no surfaceparm nodraw, inserting pass\n", s->name); } pass->shaderbits |= SBITS_MISC_DEPTHWRITE; pass->rgbgen = RGB_GEN_VERTEX_LIGHTING; pass->alphagen = ALPHA_GEN_IDENTITY; pass->numMergedPasses = 1; Shader_SetBlendmode(pass); } if (!Q_stricmp (s->name, "flareShader")) { s->flags |= SHADER_FLARE; s->flags |= SHADER_NODRAW; } if (!s->numpasses && !s->sort) { s->sort = SHADER_SORT_ADDITIVE; return; } if (!s->sort && s->passes->texgen == T_GEN_CURRENTRENDER) s->sort = SHADER_SORT_NEAREST; if ((s->polyoffset.unit < 0) && !s->sort) { s->sort = SHADER_SORT_DECAL; } if ((r_vertexlight.value || !(s->usageflags & SUF_LIGHTMAP)) && !s->prog) { // do we have a lightmap pass? pass = s->passes; for (i = 0; i < s->numpasses; i++, pass++) { if (pass->flags & SHADER_PASS_LIGHTMAP) break; } if (i == s->numpasses) { goto done; } // try to find pass with rgbgen set to RGB_GEN_VERTEX pass = s->passes; for (i = 0; i < s->numpasses; i++, pass++) { if (pass->rgbgen == RGB_GEN_VERTEX_LIGHTING) break; } if (i < s->numpasses) { // we found it pass->flags |= SHADER_CULL_FRONT; pass->flags &= ~SHADER_PASS_ANIMMAP; pass->shaderbits &= ~SBITS_BLEND_BITS; pass->blendmode = 0; pass->shaderbits |= SBITS_MISC_DEPTHWRITE; pass->alphagen = ALPHA_GEN_IDENTITY; pass->numMergedPasses = 1; s->flags |= SHADER_DEPTHWRITE; s->sort = SHADER_SORT_OPAQUE; s->numpasses = 1; memcpy(&s->passes[0], pass, sizeof(shaderpass_t)); } else { // we didn't find it - simply remove all lightmap passes pass = s->passes; for(i = 0; i < s->numpasses; i++, pass++) { if (pass->flags & SHADER_PASS_LIGHTMAP) break; } if ( i == s->numpasses -1 ) { s->numpasses--; } else if ( i < s->numpasses - 1 ) { for ( ; i < s->numpasses - 1; i++, pass++ ) { memcpy ( pass, &s->passes[i+1], sizeof(shaderpass_t) ); } s->numpasses--; } if ( s->passes[0].numtcmods ) { pass = s->passes; for ( i = 0; i < s->numpasses; i++, pass++ ) { if ( !pass->numtcmods ) break; } memcpy ( &s->passes[0], pass, sizeof(shaderpass_t) ); } s->passes[0].rgbgen = RGB_GEN_VERTEX_LIGHTING; s->passes[0].alphagen = ALPHA_GEN_IDENTITY; s->passes[0].blendmode = 0; s->passes[0].flags &= ~(SHADER_PASS_ANIMMAP|SHADER_PASS_NOCOLORARRAY); s->passes[0].shaderbits &= ~SBITS_BLEND_BITS; s->passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE; s->passes[0].numMergedPasses = 1; s->numpasses = 1; s->flags |= SHADER_DEPTHWRITE; } } done:; for (pass = s->passes, i = 0; i < s->numpasses; i++, pass++) { if ((pass->texgen == T_GEN_ANIMMAP || pass->texgen == T_GEN_SINGLEMAP) && !TEXVALID(s->defaulttextures.base)) s->defaulttextures.base = pass->anim_frames[0]; #ifndef NOMEDIA if (pass->texgen == T_GEN_VIDEOMAP && pass->cin && !TEXVALID(s->defaulttextures.base)) s->defaulttextures.base = Media_UpdateForShader(pass->cin); #endif } pass = s->passes; for (i = 0; i < s->numpasses; i++, pass++) { if (!(pass->shaderbits & (SBITS_BLEND_BITS|SBITS_MASK_BITS))) { break; } } // all passes have blendfuncs if (i == s->numpasses) { int opaque; opaque = -1; pass = s->passes; for (i = 0; i < s->numpasses; i++, pass++ ) { if (pass->shaderbits & SBITS_ATEST_BITS) { opaque = i; } if (pass->rgbgen == RGB_GEN_UNKNOWN) { if ( (pass->shaderbits & SBITS_SRCBLEND_BITS) == 0 || (pass->shaderbits & SBITS_SRCBLEND_BITS) == SBITS_SRCBLEND_ONE || (pass->shaderbits & SBITS_SRCBLEND_BITS) == SBITS_SRCBLEND_SRC_ALPHA) pass->rgbgen = RGB_GEN_IDENTITY_LIGHTING; else pass->rgbgen = RGB_GEN_IDENTITY; } Shader_SetBlendmode (pass); if (pass->blendmode == PBM_ADD) s->defaulttextures.fullbright = pass->anim_frames[0]; } if (!(s->flags & SHADER_SKY ) && !s->sort) { if (opaque == -1) s->sort = SHADER_SORT_BLEND; else s->sort = SHADER_SORT_SEETHROUGH; } } else { int j; shaderpass_t *sp; sp = s->passes; for (j = 0; j < s->numpasses; j++, sp++) { if (sp->rgbgen == RGB_GEN_UNKNOWN) { if (sp->flags & SHADER_PASS_LIGHTMAP) sp->rgbgen = RGB_GEN_IDENTITY_LIGHTING; else sp->rgbgen = RGB_GEN_IDENTITY; } Shader_SetBlendmode (sp); } if (!s->sort) { if (pass->shaderbits & SBITS_ATEST_BITS) s->sort = SHADER_SORT_SEETHROUGH; } if (!( s->flags & SHADER_DEPTHWRITE) && !(s->flags & SHADER_SKY)) { pass->shaderbits |= SBITS_MISC_DEPTHWRITE; s->flags |= SHADER_DEPTHWRITE; } } if (s->numpasses >= 2) { int j; pass = s->passes; for (i = 0; i < s->numpasses;) { if (i == s->numpasses - 1) break; pass = s->passes + i; for (j = 1; j < s->numpasses-i && j == i + pass->numMergedPasses && j < be_maxpasses; j++) Shader_SetPassFlush (pass, pass + j); i += pass->numMergedPasses; } } if (!s->sort) { s->sort = SHADER_SORT_OPAQUE; } if ((s->flags & SHADER_SKY) && (s->flags & SHADER_DEPTHWRITE)) { s->flags &= ~SHADER_DEPTHWRITE; } if (s->prog) { if (!s->numpasses) s->numpasses = 1; s->passes->numMergedPasses = s->numpasses; } Shader_SetFeatures(s); #ifdef FORCEGLSL BE_GenerateProgram(s); #endif } /* void Shader_UpdateRegistration (void) { int i, j, l; shader_t *shader; shaderpass_t *pass; shader = r_shaders; for (i = 0; i < MAX_SHADERS; i++, shader++) { if (!shader->registration_sequence) continue; if (shader->registration_sequence != registration_sequence) { Shader_Free ( shader ); shader->registration_sequence = 0; continue; } pass = shader->passes; for (j = 0; j < shader->numpasses; j++, pass++) { if (pass->flags & SHADER_PASS_ANIMMAP) { for (l = 0; l < pass->anim_numframes; l++) { if (pass->anim_frames[l]) pass->anim_frames[l]->registration_sequence = registration_sequence; } } else if ( pass->flags & SHADER_PASS_VIDEOMAP ) { // Shader_RunCinematic will do the job // pass->cin->frame = -1; } else if ( !(pass->flags & SHADER_PASS_LIGHTMAP) ) { if ( pass->anim_frames[0] ) pass->anim_frames[0]->registration_sequence = registration_sequence; } } } } */ void R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader) { char *h; char imagename[MAX_QPATH]; strcpy(imagename, shader->name); h = strchr(imagename, '#'); if (h) *h = 0; if (!tn) tn = &shader->defaulttextures; if (!TEXVALID(shader->defaulttextures.base)) { /*dlights/realtime lighting needs some stuff*/ if (!TEXVALID(tn->base)) { tn->base = R_LoadHiResTexture(imagename, NULL, IF_NOALPHA); } if (TEXVALID(tn->base)) shader->flags &= ~SHADER_NOIMAGE; TEXASSIGN(shader->defaulttextures.base, tn->base); } COM_StripExtension(imagename, imagename, sizeof(imagename)); if (!TEXVALID(shader->defaulttextures.bump)) { if (r_loadbumpmapping) { if (!TEXVALID(tn->bump)) tn->bump = R_LoadHiResTexture(va("%s_norm", imagename), NULL, IF_NOALPHA); if (!TEXVALID(tn->bump)) tn->bump = R_LoadHiResTexture(va("%s_bump", imagename), NULL, IF_NOALPHA); if (!TEXVALID(tn->bump)) tn->bump = R_LoadHiResTexture(va("normalmaps/%s", imagename), NULL, IF_NOALPHA); } TEXASSIGN(shader->defaulttextures.bump, tn->bump); } if (!TEXVALID(shader->defaulttextures.loweroverlay)) { if (shader->flags & SHADER_HASTOPBOTTOM) { if (!TEXVALID(tn->loweroverlay)) tn->loweroverlay = R_LoadHiResTexture(va("%s_pants", imagename), NULL, 0); /*how rude*/ } TEXASSIGN(shader->defaulttextures.loweroverlay, tn->loweroverlay); } if (!TEXVALID(shader->defaulttextures.upperoverlay)) { if (shader->flags & SHADER_HASTOPBOTTOM) { if (!TEXVALID(tn->upperoverlay)) tn->upperoverlay = R_LoadHiResTexture(va("%s_shirt", imagename), NULL, 0); } TEXASSIGN(shader->defaulttextures.upperoverlay, tn->upperoverlay); } if (!TEXVALID(shader->defaulttextures.specular)) { extern cvar_t gl_specular; if ((shader->flags & SHADER_HASGLOSS) && gl_specular.value && gl_load24bit.value) { if (!TEXVALID(tn->specular)) tn->specular = R_LoadHiResTexture(va("%s_gloss", imagename), NULL, 0); } TEXASSIGN(shader->defaulttextures.specular, tn->specular); } if (!TEXVALID(shader->defaulttextures.fullbright)) TEXASSIGN(shader->defaulttextures.fullbright, tn->fullbright); } void Shader_DefaultScript(char *shortname, shader_t *s, const void *args) { const char *f = args; if (!args) return; while (*f == ' ' || *f == '\t' || *f == '\n' || *f == '\r') f++; if (*f == '{') { f++; Shader_ReadShader(s, (void*)f, SPM_DEFAULT); } }; void Shader_DefaultBSPLM(char *shortname, shader_t *s, const void *args) { char *builtin = NULL; if (!builtin && r_drawflat.ival) builtin = ( "{\n" "program drawflat_wall\n" "{\n" "map $lightmap\n" "tcgen lightmap\n" "rgbgen const $r_floorcolour\n" "}\n" "}\n" ); #ifdef D3D11QUAKE if (qrenderer == QR_DIRECT3D11) { if (!builtin) builtin = ( "{\n" "program defaultwall\n" /*"param texture 0 tex_diffuse\n" "param texture 1 tex_lightmap\n" "param texture 2 tex_normalmap\n" "param texture 3 tex_deluxmap\n" "param texture 4 tex_fullbright\n"*/ "{\n" "map $diffuse\n" "}\n" "{\n" "map $lightmap\n" "}\n" "{\n" "map $normalmap\n" "}\n" "{\n" "map $deluxmap\n" "}\n" "{\n" "map $fullbright\n" "}\n" "{\n" "map $specular\n" "}\n" "}\n" ); } #endif #if 0//def D3D9QUAKE if (qrenderer == QR_DIRECT3D9) { if (!builtin) builtin = ( "{\n" "program defaultwall\n" /*"param texture 0 tex_diffuse\n" "param texture 1 tex_lightmap\n" "param texture 2 tex_normalmap\n" "param texture 3 tex_deluxmap\n" "param texture 4 tex_fullbright\n"*/ "{\n" "map $diffuse\n" "}\n" "{\n" "map $lightmap\n" "}\n" "{\n" "map $normalmap\n" "}\n" "{\n" "map $deluxmap\n" "}\n" "{\n" "map $fullbright\n" "}\n" "{\n" "map $specular\n" "}\n" "}\n" ); } #endif #ifdef GLQUAKE if (qrenderer == QR_OPENGL) { if (!builtin && r_lightprepass.ival) { builtin = ( "{\n" "program lpp_wall\n" "{\n" "map $sourcecolour\n" "}\n" "{\n" "map $diffuse\n" "}\n" "{\n" "map $lightmap\n" "}\n" "{\n" "map $normalmap\n" "}\n" "{\n" "map $deluxmap\n" "}\n" "{\n" "map $fullbright\n" "}\n" "}\n" ); } if (!builtin && gl_config.arb_shader_objects) { builtin = ( "{\n" "program defaultwall\n" /*"param texture 0 tex_diffuse\n" "param texture 1 tex_lightmap\n" "param texture 2 tex_normalmap\n" "param texture 3 tex_deluxmap\n" "param texture 4 tex_fullbright\n"*/ "{\n" "map $diffuse\n" "}\n" "{\n" "map $lightmap\n" "}\n" "{\n" "map $normalmap\n" "}\n" "{\n" "map $deluxmap\n" "}\n" "{\n" "map $fullbright\n" "}\n" "{\n" "map $specular\n" "}\n" "}\n" ); } } #endif if (!builtin) builtin = ( "{\n" /* "if $deluxmap\n" "{\n" "map $normalmap\n" "tcgen base\n" "depthwrite\n" "}\n" "{\n" "map $deluxmap\n" "tcgen lightmap\n" "}\n" "endif\n" */// "if !r_fullbright\n" "{\n" "map $lightmap\n" // "if $deluxmap\n" // "blendfunc gl_dst_color gl_zero\n" // "endif\n" "}\n" // "endif\n" "{\n" "map $diffuse\n" "tcgen base\n" // "if $deluxmap || !r_fullbright\n" // "blendfunc gl_dst_color gl_zero\n" "blendfunc filter\n" // "endif\n" "}\n" "if gl_fb_bmodels\n" "{\n" "map $fullbright\n" "blendfunc add\n" "depthfunc equal\n" "}\n" "endif\n" "}\n" ); Shader_DefaultScript(shortname, s, builtin); } void Shader_DefaultCinematic(char *shortname, shader_t *s, const void *args) { Shader_DefaultScript(shortname, s, va( "{\n" "program default2d\n" "{\n" "videomap \"%s\"\n" "}\n" "}\n" , (const char*)args) ); } /*shortname should begin with 'skybox_'*/ void Shader_DefaultSkybox(char *shortname, shader_t *s, const void *args) { Shader_DefaultScript(shortname, s, va( "{\n" "skyparms %s - -\n" "}\n" , shortname+7) ); } char *Shader_DefaultBSPWater(char *shortname) { int wstyle; if (r_wateralpha.value == 0) wstyle = -1; else if (r_fastturb.ival) wstyle = 0; #ifdef GLQUAKE else if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects && !strncmp(shortname, "*lava", 5) && *r_lavastyle.string) wstyle = r_lavastyle.ival; else if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects && !strncmp(shortname, "*slime", 5) && *r_slimestyle.string) wstyle = r_slimestyle.ival; else if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects && strncmp(shortname, "*lava", 5)) wstyle = r_waterstyle.ival<1?1:r_waterstyle.ival; #endif else wstyle = 1; #ifdef GLQUAKE if (wstyle > 2 && !gl_config.ext_framebuffer_objects) wstyle = 2; #endif switch(wstyle) { case -1: //invisible return ( "{\n" "surfaceparm nodraw\n" "surfaceparm nodlight\n" "}\n" ); case 0: //fastturb return ( "{\n" "{\n" "map $whiteimage\n" "rgbgen const $r_fastturbcolour\n" "}\n" "surfaceparm nodlight\n" "}\n" ); default: case 1: //vanilla style return ( "{\n" "program defaultwarp\n" "{\n" "map $diffuse\n" "tcmod turb 0.02 0.1 0.5 0.1\n" "if !$#ALPHA\n" "if r_wateralpha < 1\n" "alphagen const $r_wateralpha\n" "blendfunc gl_src_alpha gl_one_minus_src_alpha\n" "endif\n" "else\n" "if $#ALPHA < 1\n" "alphagen const $#ALPHA\n" "blendfunc gl_src_alpha gl_one_minus_src_alpha\n" "endif\n" "endif\n" "}\n" "surfaceparm nodlight\n" "}\n" ); case 2: //refraction of the underwater surface, with a fresnel return ( "{\n" "surfaceparm nodlight\n" "{\n" "map $refraction\n" "}\n" "{\n" "map $normalmap\n" "}\n" "{\n" "map $diffuse\n" "}\n" // "{\n" // "map $refractiondepth\n" // "}\n" "program altwater#FRESNEL=4\n" "}\n" ); case 3: //reflections return ( "{\n" "surfaceparm nodlight\n" "{\n" "map $refraction\n" "}\n" "{\n" "map $normalmap\n" "}\n" "{\n" "map $reflection\n" "}\n" // "{\n" // "map $refractiondepth\n" // "}\n" "program altwater#REFLECT#FRESNEL=4\n" "}\n" ); case 4: //ripples return ( "{\n" "surfaceparm nodlight\n" "{\n" "map $refraction\n" "}\n" "{\n" "map $normalmap\n" "}\n" "{\n" "map $diffuse\n" "}\n" // "{\n" // "map $refractiondepth\n" // "}\n" "{\n" "map $ripplemap\n" "}\n" "program altwater#RIPPLEMAP#FRESNEL=4\n" "}\n" ); case 5: //ripples+reflections return ( "{\n" "surfaceparm nodlight\n" "{\n" "map $refraction\n" "}\n" "{\n" "map $normalmap\n" "}\n" "{\n" "map $reflection\n" "}\n" // "{\n" // "map $refractiondepth\n" // "}\n" "{\n" "map $ripplemap\n" "}\n" "program altwater#REFLECT#RIPPLEMAP#FRESNEL=4\n" "}\n" ); } } void Shader_DefaultWaterShader(char *shortname, shader_t *s, const void *args) { Shader_DefaultScript(shortname, s, Shader_DefaultBSPWater(shortname)); } void Shader_DefaultBSPQ2(char *shortname, shader_t *s, const void *args) { if (!strncmp(shortname, "sky/", 4)) { Shader_DefaultScript(shortname, s, "{\n" "surfaceparm nodlight\n" "skyparms - - -\n" "}\n" ); } else if (!strncmp(shortname, "warp/", 5) || !strncmp(shortname, "warp33/", 7) || !strncmp(shortname, "warp66/", 7)) { Shader_DefaultScript(shortname, s, Shader_DefaultBSPWater(shortname)); } else if (!strncmp(shortname, "trans/", 6)) Shader_DefaultScript(shortname, s, "{\n" "{\n" "map $diffuse\n" "alphagen const $#ALPHA\n" "blendfunc blend\n" "}\n" "}\n" ); else Shader_DefaultBSPLM(shortname, s, args); } void Shader_DefaultBSPQ1(char *shortname, shader_t *s, const void *args) { char *builtin = NULL; if (r_mirroralpha.value < 1 && !strcmp(shortname, "window02_1")) { if (r_mirroralpha.value < 0) { builtin = "{\n" "portal\n" "{\n" "map $diffuse\n" "blendfunc blend\n" "alphagen portal 512\n" "depthwrite\n" "}\n" "}\n"; } else { builtin = "{\n" "portal\n" "{\n" "map $diffuse\n" "blendfunc blend\n" "alphagen const $r_mirroralpha\n" "depthwrite\n" "}\n" "surfaceparm nodlight\n" "}\n"; } } if (!builtin && (*shortname == '*')) { builtin = Shader_DefaultBSPWater(shortname); } if (!builtin && !strncmp(shortname, "sky", 3)) { //q1 sky if (r_fastsky.ival) { builtin = ( "{\n" "sort sky\n" "{\n" "map $whiteimage\n" "rgbgen const $r_fastskycolour\n" "}\n" "surfaceparm nodlight\n" "}\n" ); } else if (*r_skyboxname.string) { builtin = ( "{\n" "sort sky\n" "skyparms $r_skybox - -\n" "surfaceparm nodlight\n" "}\n" ); Shader_DefaultScript(shortname, s, builtin); if (s->flags & SHADER_SKY) return; builtin = NULL; /*if the r_skybox failed to load or whatever, reset and fall through and just use the regular sky*/ Shader_Reset(s); } if (!builtin) builtin = ( "{\n" "sort sky\n" "program defaultsky\n" "skyparms - 512 -\n" /*WARNING: these values are not authentic quake, only close aproximations*/ "{\n" "map $diffuse\n" "tcmod scale 10 10\n" "tcmod scroll 0.04 0.04\n" "depthwrite\n" "}\n" "{\n" "map $fullbright\n" "blendfunc blend\n" "tcmod scale 10 10\n" "tcmod scroll 0.02 0.02\n" "}\n" "}\n" ); } if (!builtin && *shortname == '{') { /*alpha test*/ builtin = ( "{\n" /* "if $deluxmap\n" "{\n" "map $normalmap\n" "tcgen base\n" "}\n" "{\n" "map $deluxmap\n" "tcgen lightmap\n" "}\n" "endif\n"*/ "{\n" "map $diffuse\n" "tcgen base\n" "alphamask\n" "}\n" "if $lightmap\n" "{\n" "map $lightmap\n" "blendfunc gl_dst_color gl_zero\n" "depthfunc equal\n" "}\n" "endif\n" "{\n" "map $fullbright\n" "blendfunc add\n" "depthfunc equal\n" "}\n" "}\n" ); } /*Hack: note that halflife would normally expect you to use rendermode/renderampt*/ if (!builtin && (!strncmp(shortname, "glass", 5)/* || !strncmp(shortname, "window", 6)*/)) { /*alpha bended*/ builtin = ( "{\n" "{\n" "map $diffuse\n" "tcgen base\n" "blendfunc blend\n" "}\n" "}\n" ); } if (builtin) Shader_DefaultScript(shortname, s, builtin); else Shader_DefaultBSPLM(shortname, s, args); } void Shader_DefaultBSPVertex(char *shortname, shader_t *s, const void *args) { shaderpass_t *pass; s->defaulttextures.base = R_LoadHiResTexture(va("%s_d.tga", shortname), NULL, 0); pass = &s->passes[0]; pass->tcgen = TC_GEN_BASE; pass->shaderbits |= SBITS_MISC_DEPTHWRITE; pass->rgbgen = RGB_GEN_VERTEX_LIGHTING; pass->alphagen = ALPHA_GEN_IDENTITY; pass->numMergedPasses = 1; Shader_SetBlendmode(pass); if (TEXVALID(s->defaulttextures.base)) { pass->texgen = T_GEN_DIFFUSE; } else { pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0); if (!TEXVALID(pass->anim_frames[0])) { Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname ); pass->anim_frames[0] = missing_texture; } } s->numpasses = 1; s->numdeforms = 0; s->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT; s->features = MF_STCOORDS|MF_COLORS; s->sort = SHADER_SORT_OPAQUE; s->uses = 1; } void Shader_DefaultBSPFlare(char *shortname, shader_t *s, const void *args) { shaderpass_t *pass; pass = &s->passes[0]; pass->flags = SHADER_PASS_NOCOLORARRAY; pass->shaderbits |= SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ONE; pass->anim_frames[0] = R_LoadHiResTexture(shortname, NULL, 0); pass->rgbgen = RGB_GEN_VERTEX_LIGHTING; pass->alphagen = ALPHA_GEN_IDENTITY; pass->numtcmods = 0; pass->tcgen = TC_GEN_BASE; pass->numMergedPasses = 1; Shader_SetBlendmode(pass); if (!TEXVALID(pass->anim_frames[0])) { Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname ); pass->anim_frames[0] = missing_texture; } s->numpasses = 1; s->numdeforms = 0; s->flags = SHADER_FLARE; s->features = MF_STCOORDS|MF_COLORS; s->sort = SHADER_SORT_ADDITIVE; s->uses = 1; s->flags |= SHADER_NODRAW; } void Shader_DefaultSkin(char *shortname, shader_t *s, const void *args) { Shader_DefaultScript(shortname, s, "{\n" "if $lpp\n" "program lpp_skin\n" "else\n" "program defaultskin\n" "endif\n" "{\n" "map $diffuse\n" "rgbgen lightingDiffuse\n" "}\n" "{\n" "map $loweroverlay\n" "rgbgen bottomcolor\n" "blendfunc gl_src_alpha gl_one\n" "}\n" "{\n" "map $upperoverlay\n" "rgbgen topcolor\n" "blendfunc gl_src_alpha gl_one\n" "}\n" "{\n" "map $fullbright\n" "blendfunc add\n" "}\n" "if $haveprogram\n" "{\n" "map $normalmap\n" "}\n" "{\n" "map $specular\n" "}\n" "endif\n" "}\n" ); s->flags |= SHADER_NOIMAGE; } void Shader_DefaultSkinShell(char *shortname, shader_t *s, const void *args) { Shader_DefaultScript(shortname, s, "{\n" "sort blend\n" "deformvertexes normal 1 1\n" "{\n" "map $diffuse\n" "rgbgen entity\n" "alphagen entity\n" "blendfunc blend\n" "}\n" "}\n" ); } void Shader_Default2D(char *shortname, shader_t *s, const void *genargs) { Shader_DefaultScript(shortname, s, "{\n" "if $nofixed\n" "program default2d\n" "endif\n" "nomipmaps\n" "{\n" "clampmap $diffuse\n" "rgbgen vertex\n" "alphagen vertex\n" "blendfunc gl_src_alpha gl_one_minus_src_alpha\n" "}\n" "sort additive\n" "}\n" ); TEXASSIGN(s->defaulttextures.base, R_LoadHiResTexture(shortname, NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP)); if (!TEXVALID(s->defaulttextures.base)) { unsigned char data[4*4] = {0}; TEXASSIGN(s->defaulttextures.base, R_LoadTexture8("black", 4, 4, data, 0, 0)); s->flags |= SHADER_NOIMAGE; } else { s->flags &= ~SHADER_NOIMAGE; s->width = image_width; s->height = image_height; } } qboolean Shader_ReadShaderTerms(shader_t *s, char **shadersource, int parsemode, int *conddepth, int maxconddepth, int *cond) { char *token; #define COND_IGNORE 1 #define COND_IGNOREPARENT 2 #define COND_ALLOWELSE 4 if (!*shadersource) return false; token = COM_ParseExt (shadersource, true, true); if ( !token[0] ) return true; else if (!Q_stricmp(token, "if")) { if (*conddepth+1 == maxconddepth) { Con_Printf("if statements nest too deeply in shader %s\n", s->name); return false; } *conddepth+=1; cond[*conddepth] = (!Shader_EvaluateCondition(s, shadersource)?COND_IGNORE:0); cond[*conddepth] |= COND_ALLOWELSE; if (cond[*conddepth-1] & (COND_IGNORE|COND_IGNOREPARENT)) cond[*conddepth] |= COND_IGNOREPARENT; } else if (!Q_stricmp(token, "endif")) { if (!*conddepth) { Con_Printf("endif without if in shader %s\n", s->name); return false; } *conddepth-=1; } else if (!Q_stricmp(token, "else")) { if (cond[*conddepth] & COND_ALLOWELSE) { cond[*conddepth] ^= COND_IGNORE; cond[*conddepth] &= ~COND_ALLOWELSE; } else Con_Printf("unexpected else statement in shader %s\n", s->name); } else if (cond[*conddepth] & (COND_IGNORE|COND_IGNOREPARENT)) { //eat it. while (**shadersource) { token = COM_ParseExt(shadersource, false, true); if ( !token[0] ) break; } } else { int i; for (i = 0; shadermacros[i].name; i++) { if (!Q_stricmp (token, shadermacros[i].name)) { #define SHADER_MACRO_ARGS 6 int argn = 0; char *body; char arg[SHADER_MACRO_ARGS][256]; int cond = 0; //parse args until the end of the line while (*shadersource) { token = COM_ParseExt(shadersource, false, true); if ( !token[0] ) { break; } if (argn <= SHADER_MACRO_ARGS) { Q_strncpyz(arg[argn], token, sizeof(arg[argn])); argn++; } } body = shadermacros[i].body; Shader_ReadShaderTerms(s, &body, parsemode, &cond, 0, &cond); return true; } } if (token[0] == '}') return false; else if (token[0] == '{') Shader_Readpass(s, shadersource); else if (Shader_Parsetok(s, NULL, shaderkeys, token, shadersource)) return false; } return true; } //loads a shader string into an existing shader object, and finalises it and stuff static void Shader_ReadShader(shader_t *s, char *shadersource, int parsemode) { int conddepth = 0; int cond[8]; cond[0] = 0; shaderparsemode = parsemode; // set defaults s->flags = SHADER_CULL_FRONT; s->uses = 1; while (Shader_ReadShaderTerms(s, &shadersource, parsemode, &conddepth, sizeof(cond)/sizeof(cond[0]), cond)) { } if (conddepth) { Con_Printf("if statements without endif in shader %s\n", s->name); } Shader_Finish ( s ); } static qboolean Shader_ParseShader(char *shortname, char *usename, shader_t *s) { unsigned int offset = 0, length; char path[MAX_QPATH]; char *buf = NULL, *ts = NULL; int parsemode = SPM_DEFAULT; Shader_GetPathAndOffset( shortname, &ts, &offset ); if ( ts ) { if (!strcmp(COM_FileExtension(ts), "mtr")) parsemode = SPM_DOOM3; Com_sprintf ( path, sizeof(path), "%s", ts ); length = FS_LoadFile ( path, (void **)&buf ); } else length = 0; // the shader is in the shader scripts if ( ts && buf && (offset < length) ) { char *file, *token; file = buf + offset; token = COM_ParseExt (&file, true, true); if ( !file || token[0] != '{' ) { FS_FreeFile(buf); return false; } Shader_Reset(s); Shader_ReadShader(s, file, parsemode); FS_FreeFile(buf); return true; } if (buf) FS_FreeFile(buf); return false; } void R_UnloadShader(shader_t *shader) { if (shader->uses-- == 1) Shader_Free(shader); } static shader_t *R_LoadShader (const char *name, unsigned int usageflags, shader_gen_t *defaultgen, const char *genargs) { int i, f = -1; char cleanname[MAX_QPATH]; char shortname[MAX_QPATH]; char *argsstart; shader_t *s; if (!*name) name = "gfx/white"; Q_strncpyz(cleanname, name, sizeof(cleanname)); COM_CleanUpPath(cleanname); // check the hash first s = Hash_Get(&shader_active_hash, cleanname); while (s) { //make sure the same texture can be used as either a lightmap or vertexlit shader //if it has an explicit shader overriding it then that still takes precidence. we might just have multiple copies of it. //q3 has a separate (internal) shader for every lightmap. if (!((s->usageflags ^ usageflags) & SUF_LIGHTMAP)) { s->uses++; return s; } s = Hash_GetNext(&shader_active_hash, cleanname, s); } // not loaded, find a free slot for (i = 0; i < r_numshaders; i++) { if (!r_shaders[i] || !r_shaders[i]->uses) { if ( f == -1 ) // free shader { f = i; break; } } } if (f == -1) { shader_t **n; int nm; f = r_numshaders; if (f == r_maxshaders) { nm = r_maxshaders * 2; n = realloc(r_shaders, nm*sizeof(*n)); if (!n) { Sys_Error( "R_LoadShader: Shader limit exceeded."); return NULL; } memset(n+r_maxshaders, 0, (nm - r_maxshaders)*sizeof(*n)); r_shaders = n; r_maxshaders = nm; } } if (strlen(cleanname) >= sizeof(s->name)) { Sys_Error( "R_LoadShader: Shader name too long."); return NULL; } s = r_shaders[f]; if (!s) s = r_shaders[f] = Z_Malloc(sizeof(*s)); s->id = f; if (r_numshaders < f+1) r_numshaders = f+1; Q_strncpyz(s->name, cleanname, sizeof(s->name)); s->usageflags = usageflags; s->generator = defaultgen; if (genargs) s->genargs = strdup(genargs); else s->genargs = NULL; //now determine the 'short name'. ie: the shader that is loaded off disk (no args, no extension) argsstart = strchr(cleanname, '#'); if (argsstart) *argsstart = 0; COM_StripExtension (cleanname, shortname, sizeof(shortname)); if (ruleset_allow_shaders.ival) { #ifdef GLQUAKE if (qrenderer == QR_OPENGL) { if (gl_config.gles && gl_config.glversion >= 2) { if (Shader_ParseShader(va("%s_gles2", shortname), shortname, s)) { return s; } } if (gl_config.glversion >= 3) { if (Shader_ParseShader(va("%s_glsl3", shortname), shortname, s)) { return s; } } if (gl_config.arb_shader_objects) { if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s)) { return s; } } } #endif #ifdef D3D9QUAKE if (qrenderer == QR_DIRECT3D9) { { if (Shader_ParseShader(va("%s_hlsl", shortname), shortname, s)) { return s; } } } #endif #ifdef D3D11QUAKE if (qrenderer == QR_DIRECT3D11) { { if (Shader_ParseShader(va("%s_hlsl11", shortname), shortname, s)) { return s; } } } #endif if (Shader_ParseShader(shortname, shortname, s)) { return s; } } // make a default shader if (s->generator) { Shader_Reset(s); if (!strcmp(shortname, "textures/common/clip")) Shader_DefaultScript(cleanname, s, "{\n" "surfaceparm nodraw\n" "surfaceparm nodlight\n" "}\n"); else s->generator(cleanname, s, s->genargs); return s; } else { Shader_Free(s); } return NULL; } void Shader_DoReload(void) { shader_t *s; unsigned int i; char shortname[MAX_QPATH]; int oldsort; qboolean resort = false; if (shader_rescan_needed && ruleset_allow_shaders.ival) { COM_EnumerateFiles("materials/*.mtr", Shader_InitCallback, NULL); COM_EnumerateFiles("shaders/*.shader", Shader_InitCallback, NULL); COM_EnumerateFiles("scripts/*.shader", Shader_InitCallback, NULL); COM_EnumerateFiles("scripts/*.rscript", Shader_InitCallback, NULL); shader_reload_needed = true; shader_rescan_needed = false; } if (!shader_reload_needed) return; shader_reload_needed = false; Font_InvalidateColour(); Shader_ReloadGenerics(); for (i = 0; i < r_numshaders; i++) { s = r_shaders[i]; if (!s || !s->uses) continue; strcpy(shortname, s->name); if (ruleset_allow_shaders.ival) { #ifdef GLQUAKE if (qrenderer == QR_OPENGL && gl_config.arb_shader_objects) { if (Shader_ParseShader(va("%s_glsl", shortname), shortname, s)) { continue; } } #endif if (Shader_ParseShader(shortname, shortname, s)) { continue; } } if (s->generator) { oldsort = s->sort; Shader_Reset(s); s->generator(shortname, s, s->genargs); if (s->sort != oldsort) resort = true; } } if (resort) { Mod_ResortShaders(); } } void Shader_NeedReload(qboolean rescanfs) { if (rescanfs) shader_rescan_needed = true; shader_reload_needed = true; } cin_t *R_ShaderGetCinematic(shader_t *s) { #ifndef NOMEDIA int j; if (!s) return NULL; for (j = 0; j < s->numpasses; j++) if (s->passes[j].cin) return s->passes[j].cin; #endif /*no cinematic in this shader!*/ return NULL; } cin_t *R_ShaderFindCinematic(char *name) { #ifdef NOMEDIA return NULL; #else int i; char shortname[MAX_QPATH]; shader_t *s; if (!r_shaders) return NULL; COM_StripExtension ( name, shortname, sizeof(shortname)); COM_CleanUpPath(shortname); //try and find it for (i = 0; i < r_numshaders; i++) { s = r_shaders[i]; if (!s || !s->uses) continue; if (!Q_stricmp (shortname, s->name) ) return R_ShaderGetCinematic(s); } return NULL; #endif } void R_RemapShader(const char *sourcename, const char *destname, float timeoffset) { shader_t *o; shader_t *n; //make sure all types of the shader are remapped properly. //if there's a .shader file with it then it should 'just work'. o = R_LoadShader (sourcename, SUF_NONE, NULL, NULL); n = R_LoadShader (destname, SUF_NONE, NULL, NULL); if (o) { if (!n) n = o; o->remapto = n; o->remaptime = timeoffset; //this just feels wrong. } o = R_LoadShader (sourcename, SUF_2D, NULL, NULL); n = R_LoadShader (destname, SUF_2D, NULL, NULL); if (o) { if (!n) n = o; o->remapto = n; o->remaptime = timeoffset; } o = R_LoadShader (sourcename, SUF_LIGHTMAP, NULL, NULL); n = R_LoadShader (destname, SUF_LIGHTMAP, NULL, NULL); if (o) { if (!n) n = o; o->remapto = n; o->remaptime = timeoffset; } } void Shader_RemapShader_f(void) { char *sourcename = Cmd_Argv(1); char *destname = Cmd_Argv(2); float timeoffset = atof(Cmd_Argv(3)); if (!Cmd_FromGamecode() && !atoi(Info_ValueForKey(cl.serverinfo, "*cheats"))) { Con_Printf("%s may only be used from gamecode, or when cheats are enabled\n", Cmd_Argv(0)); return; } if (!*sourcename) { Con_Printf("%s originalshader remappedshader starttime\n", Cmd_Argv(0)); return; } R_RemapShader(sourcename, destname, timeoffset); } shader_t *R_RegisterPic (char *name) { shader_t *shader; /*don't get confused by other shaders*/ image_width = 64; image_height = 64; shader = R_LoadShader (name, SUF_2D, Shader_Default2D, NULL); /*worth a try*/ if (shader->width <= 0) shader->width = image_width; if (shader->height <= 0) shader->height = image_height; /*last ditch attempt*/ if (shader->width <= 0) shader->width = 64; if (shader->height <= 0) shader->height = 64; return shader; } shader_t *R_RegisterShader (char *name, unsigned int usageflags, const char *shaderscript) { return R_LoadShader (name, usageflags, Shader_DefaultScript, shaderscript); } shader_t *R_RegisterShader_Lightmap (char *name) { return R_LoadShader (name, SUF_LIGHTMAP, Shader_DefaultBSPLM, NULL); } shader_t *R_RegisterShader_Vertex (char *name) { return R_LoadShader (name, 0, Shader_DefaultBSPVertex, NULL); } shader_t *R_RegisterShader_Flare (char *name) { return R_LoadShader (name, 0, Shader_DefaultBSPFlare, NULL); } shader_t *R_RegisterSkin (char *shadername, char *modname) { shader_t *shader; if (modname && !strchr(shadername, '/')) { char newsname[MAX_QPATH]; char *b = COM_SkipPath(modname); if (b != modname && b-modname + strlen(shadername)+1 < sizeof(newsname)) { memcpy(newsname, modname, b - modname); memcpy(newsname + (b-modname), shadername, strlen(shadername)+1); /*if the specified shader does not contain a path, try and load one relative to the name of the model*/ shader = R_LoadShader (newsname, 0, Shader_DefaultSkin, NULL); R_BuildDefaultTexnums(&shader->defaulttextures, shader); /*if its a valid shader with valid textures, use it*/ if (!(shader->flags & SHADER_NOIMAGE)) return shader; } } shader = R_LoadShader (shadername, 0, Shader_DefaultSkin, NULL); return shader; } shader_t *R_RegisterCustom (char *name, unsigned int usageflags, shader_gen_t *defaultgen, const void *args) { return R_LoadShader (name, usageflags, defaultgen, args); } #endif //SERVERONLY