diff options
Diffstat (limited to 'q3map/shaders.c')
-rwxr-xr-x | q3map/shaders.c | 1174 |
1 files changed, 587 insertions, 587 deletions
diff --git a/q3map/shaders.c b/q3map/shaders.c index 1efc513..4adfcf0 100755 --- a/q3map/shaders.c +++ b/q3map/shaders.c @@ -19,590 +19,590 @@ along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ -
-#include <string.h>
-#include <math.h>
-#include "cmdlib.h"
-#include "mathlib.h"
-#include "imagelib.h"
-#include "scriplib.h"
-
-#ifdef _TTIMOBUILD
-#include "../common/qfiles.h"
-#include "../common/surfaceflags.h"
-#else
-#include "../code/qcommon/qfiles.h"
-#include "../code/game/surfaceflags.h"
-#endif
-
-#include "shaders.h"
-#ifdef _WIN32
-
-#ifdef _TTIMOBUILD
-#include "pakstuff.h"
-#include "jpeglib.h"
-#else
-#include "../libs/pakstuff.h"
-#include "../libs/jpeglib.h"
-#endif
-
-#endif
-
-
-// 5% backsplash by default
-#define DEFAULT_BACKSPLASH_FRACTION 0.05
-#define DEFAULT_BACKSPLASH_DISTANCE 24
-
-
-#define MAX_SURFACE_INFO 4096
-
-shaderInfo_t defaultInfo;
-shaderInfo_t shaderInfo[MAX_SURFACE_INFO];
-int numShaderInfo;
-
-
-typedef struct {
- char *name;
- int clearSolid, surfaceFlags, contents;
-} infoParm_t;
-
-infoParm_t infoParms[] = {
- // server relevant contents
- {"water", 1, 0, CONTENTS_WATER },
- {"slime", 1, 0, CONTENTS_SLIME }, // mildly damaging
- {"lava", 1, 0, CONTENTS_LAVA }, // very damaging
- {"playerclip", 1, 0, CONTENTS_PLAYERCLIP },
- {"monsterclip", 1, 0, CONTENTS_MONSTERCLIP },
- {"nodrop", 1, 0, CONTENTS_NODROP }, // don't drop items or leave bodies (death fog, lava, etc)
- {"nonsolid", 1, SURF_NONSOLID, 0}, // clears the solid flag
-
- // utility relevant attributes
- {"origin", 1, 0, CONTENTS_ORIGIN }, // center of rotating brushes
- {"trans", 0, 0, CONTENTS_TRANSLUCENT }, // don't eat contained surfaces
- {"detail", 0, 0, CONTENTS_DETAIL }, // don't include in structural bsp
- {"structural", 0, 0, CONTENTS_STRUCTURAL }, // force into structural bsp even if trnas
- {"areaportal", 1, 0, CONTENTS_AREAPORTAL }, // divides areas
- {"clusterportal",1, 0, CONTENTS_CLUSTERPORTAL },// for bots
- {"donotenter", 1, 0, CONTENTS_DONOTENTER }, // for bots
- {"botclip", 1, 0, CONTENTS_BOTCLIP }, // for bots
- {"nobotclip", 0, 0, CONTENTS_NOBOTCLIP }, // don't use for bot clipping
-
- {"fog", 1, 0, CONTENTS_FOG}, // carves surfaces entering
- {"sky", 0, SURF_SKY, 0 }, // emit light from an environment map
- {"lightfilter", 0, SURF_LIGHTFILTER, 0 }, // filter light going through it
- {"alphashadow", 0, SURF_ALPHASHADOW, 0 }, // test light on a per-pixel basis
- {"hint", 0, SURF_HINT, 0 }, // use as a primary splitter
-
- // server attributes
- {"slick", 0, SURF_SLICK, 0 },
- {"noimpact", 0, SURF_NOIMPACT, 0 }, // don't make impact explosions or marks
- {"nomarks", 0, SURF_NOMARKS, 0 }, // don't make impact marks, but still explode
- {"ladder", 0, SURF_LADDER, 0 },
- {"nodamage", 0, SURF_NODAMAGE, 0 },
- {"metalsteps", 0, SURF_METALSTEPS,0 },
- {"flesh", 0, SURF_FLESH, 0 },
- {"nosteps", 0, SURF_NOSTEPS, 0 },
-
- // drawsurf attributes
- {"nodraw", 0, SURF_NODRAW, 0 }, // don't generate a drawsurface (or a lightmap)
- {"pointlight", 0, SURF_POINTLIGHT, 0 }, // sample lighting at vertexes
- {"nolightmap", 0, SURF_NOLIGHTMAP,0 }, // don't generate a lightmap
- {"nodlight", 0, SURF_NODLIGHT, 0 }, // don't ever add dynamic lights
- {"dust", 0, SURF_DUST, 0} // leave dust trail when walking on this surface
-};
-
-
-/*
-===============
-LoadShaderImage
-===============
-*/
-
-byte* LoadImageFile(char *filename, qboolean *bTGA)
-{
- byte *buffer = NULL;
- int nLen = 0;
- *bTGA = qtrue;
- if (FileExists(filename))
- {
- LoadFileBlock(filename, &buffer);
- }
-#ifdef _WIN32
- else
- {
- PakLoadAnyFile(filename, &buffer);
- }
-#endif
- if ( buffer == NULL)
- {
- nLen = strlen(filename);
- filename[nLen-3] = 'j';
- filename[nLen-2] = 'p';
- filename[nLen-1] = 'g';
- if (FileExists(filename))
- {
- LoadFileBlock(filename, &buffer);
- }
-#ifdef _WIN32
- else
- {
- PakLoadAnyFile(filename, &buffer);
- }
-#endif
- if ( buffer )
- {
- *bTGA = qfalse;
- }
- }
- return buffer;
-}
-
-/*
-===============
-LoadShaderImage
-===============
-*/
-static void LoadShaderImage( shaderInfo_t *si ) {
- char filename[1024];
- int i, count;
- float color[4];
- byte *buffer;
- qboolean bTGA = qtrue;
-
- // look for the lightimage if it is specified
- if ( si->lightimage[0] ) {
- sprintf( filename, "%s%s", gamedir, si->lightimage );
- DefaultExtension( filename, ".tga" );
- buffer = LoadImageFile(filename, &bTGA);
- if ( buffer != NULL) {
- goto loadTga;
- }
- }
-
- // look for the editorimage if it is specified
- if ( si->editorimage[0] ) {
- sprintf( filename, "%s%s", gamedir, si->editorimage );
- DefaultExtension( filename, ".tga" );
- buffer = LoadImageFile(filename, &bTGA);
- if ( buffer != NULL) {
- goto loadTga;
- }
- }
-
- // just try the shader name with a .tga
- // on unix, we have case sensitivity problems...
- sprintf( filename, "%s%s.tga", gamedir, si->shader );
- buffer = LoadImageFile(filename, &bTGA);
- if ( buffer != NULL) {
- goto loadTga;
- }
-
- sprintf( filename, "%s%s.TGA", gamedir, si->shader );
- buffer = LoadImageFile(filename, &bTGA);
- if ( buffer != NULL) {
- goto loadTga;
- }
-
- // couldn't load anything
- _printf("WARNING: Couldn't find image for shader %s\n", si->shader );
-
- si->color[0] = 1;
- si->color[1] = 1;
- si->color[2] = 1;
- si->width = 64;
- si->height = 64;
- si->pixels = malloc( si->width * si->height * 4 );
- memset ( si->pixels, 255, si->width * si->height * 4 );
- return;
-
- // load the image to get dimensions and color
-loadTga:
- if ( bTGA) {
- LoadTGABuffer( buffer, &si->pixels, &si->width, &si->height );
- }
- else {
-#ifdef _WIN32
- LoadJPGBuff(buffer, &si->pixels, &si->width, &si->height );
-#endif
- }
-
- free(buffer);
-
- count = si->width * si->height;
-
- VectorClear( color );
- color[ 3 ] = 0;
- for ( i = 0 ; i < count ; i++ ) {
- color[0] += si->pixels[ i * 4 + 0 ];
- color[1] += si->pixels[ i * 4 + 1 ];
- color[2] += si->pixels[ i * 4 + 2 ];
- color[3] += si->pixels[ i * 4 + 3 ];
- }
- ColorNormalize( color, si->color );
- VectorScale( color, 1.0/count, si->averageColor );
-}
-
-/*
-===============
-AllocShaderInfo
-===============
-*/
-static shaderInfo_t *AllocShaderInfo( void ) {
- shaderInfo_t *si;
-
- if ( numShaderInfo == MAX_SURFACE_INFO ) {
- Error( "MAX_SURFACE_INFO" );
- }
- si = &shaderInfo[ numShaderInfo ];
- numShaderInfo++;
-
- // set defaults
-
- si->contents = CONTENTS_SOLID;
-
- si->backsplashFraction = DEFAULT_BACKSPLASH_FRACTION;
- si->backsplashDistance = DEFAULT_BACKSPLASH_DISTANCE;
-
- si->lightmapSampleSize = 0;
- si->forceTraceLight = qfalse;
- si->forceVLight = qfalse;
- si->patchShadows = qfalse;
- si->vertexShadows = qfalse;
- si->noVertexShadows = qfalse;
- si->forceSunLight = qfalse;
- si->vertexScale = 1.0;
- si->notjunc = qfalse;
-
- return si;
-}
-
-/*
-===============
-ShaderInfoForShader
-===============
-*/
-shaderInfo_t *ShaderInfoForShader( const char *shaderName ) {
- int i;
- shaderInfo_t *si;
- char shader[MAX_QPATH];
-
- // strip off extension
- strcpy( shader, shaderName );
- StripExtension( shader );
-
- // search for it
- for ( i = 0 ; i < numShaderInfo ; i++ ) {
- si = &shaderInfo[ i ];
- if ( !Q_stricmp( shader, si->shader ) ) {
- if ( !si->width ) {
- LoadShaderImage( si );
- }
- return si;
- }
- }
-
- si = AllocShaderInfo();
- strcpy( si->shader, shader );
-
- LoadShaderImage( si );
-
- return si;
-}
-
-/*
-===============
-ParseShaderFile
-===============
-*/
-static void ParseShaderFile( const char *filename ) {
- int i;
- int numInfoParms = sizeof(infoParms) / sizeof(infoParms[0]);
- shaderInfo_t *si;
-
-// qprintf( "shaderFile: %s\n", filename );
- LoadScriptFile( filename );
- while ( 1 ) {
- if ( !GetToken( qtrue ) ) {
- break;
- }
-
- si = AllocShaderInfo();
- strcpy( si->shader, token );
- MatchToken( "{" );
- while ( 1 ) {
- if ( !GetToken( qtrue ) ) {
- break;
- }
- if ( !strcmp( token, "}" ) ) {
- break;
- }
-
- // skip internal braced sections
- if ( !strcmp( token, "{" ) ) {
- si->hasPasses = qtrue;
- while ( 1 ) {
- if ( !GetToken( qtrue ) ) {
- break;
- }
- if ( !strcmp( token, "}" ) ) {
- break;
- }
- }
- continue;
- }
-
- if ( !Q_stricmp( token, "surfaceparm" ) ) {
- GetToken( qfalse );
- for ( i = 0 ; i < numInfoParms ; i++ ) {
- if ( !Q_stricmp( token, infoParms[i].name ) ) {
- si->surfaceFlags |= infoParms[i].surfaceFlags;
- si->contents |= infoParms[i].contents;
- if ( infoParms[i].clearSolid ) {
- si->contents &= ~CONTENTS_SOLID;
- }
- break;
- }
- }
- if ( i == numInfoParms ) {
- // we will silently ignore all tokens beginning with qer,
- // which are QuakeEdRadient parameters
- if ( Q_strncasecmp( token, "qer", 3 ) ) {
- _printf( "Unknown surfaceparm: \"%s\"\n", token );
- }
- }
- continue;
- }
-
-
- // qer_editorimage <image>
- if ( !Q_stricmp( token, "qer_editorimage" ) ) {
- GetToken( qfalse );
- strcpy( si->editorimage, token );
- DefaultExtension( si->editorimage, ".tga" );
- continue;
- }
-
- // q3map_lightimage <image>
- if ( !Q_stricmp( token, "q3map_lightimage" ) ) {
- GetToken( qfalse );
- strcpy( si->lightimage, token );
- DefaultExtension( si->lightimage, ".tga" );
- continue;
- }
-
- // q3map_surfacelight <value>
- if ( !Q_stricmp( token, "q3map_surfacelight" ) ) {
- GetToken( qfalse );
- si->value = atoi( token );
- continue;
- }
-
- // q3map_lightsubdivide <value>
- if ( !Q_stricmp( token, "q3map_lightsubdivide" ) ) {
- GetToken( qfalse );
- si->lightSubdivide = atoi( token );
- continue;
- }
-
- // q3map_lightmapsamplesize <value>
- if ( !Q_stricmp( token, "q3map_lightmapsamplesize" ) ) {
- GetToken( qfalse );
- si->lightmapSampleSize = atoi( token );
- continue;
- }
-
- // q3map_tracelight
- if ( !Q_stricmp( token, "q3map_tracelight" ) ) {
- si->forceTraceLight = qtrue;
- continue;
- }
-
- // q3map_vlight
- if ( !Q_stricmp( token, "q3map_vlight" ) ) {
- si->forceVLight = qtrue;
- continue;
- }
-
- // q3map_patchshadows
- if ( !Q_stricmp( token, "q3map_patchshadows" ) ) {
- si->patchShadows = qtrue;
- continue;
- }
-
- // q3map_vertexshadows
- if ( !Q_stricmp( token, "q3map_vertexshadows" ) ) {
- si->vertexShadows = qtrue;
- continue;
- }
-
- // q3map_novertexshadows
- if ( !Q_stricmp( token, "q3map_novertexshadows" ) ) {
- si->noVertexShadows = qtrue;
- continue;
- }
-
- // q3map_forcesunlight
- if ( !Q_stricmp( token, "q3map_forcesunlight" ) ) {
- si->forceSunLight = qtrue;
- continue;
- }
-
- // q3map_vertexscale
- if ( !Q_stricmp( token, "q3map_vertexscale" ) ) {
- GetToken( qfalse );
- si->vertexScale = atof(token);
- continue;
- }
-
- // q3map_notjunc
- if ( !Q_stricmp( token, "q3map_notjunc" ) ) {
- si->notjunc = qtrue;
- continue;
- }
-
- // q3map_globaltexture
- if ( !Q_stricmp( token, "q3map_globaltexture" ) ) {
- si->globalTexture = qtrue;
- continue;
- }
-
- // q3map_backsplash <percent> <distance>
- if ( !Q_stricmp( token, "q3map_backsplash" ) ) {
- GetToken( qfalse );
- si->backsplashFraction = atof( token ) * 0.01;
- GetToken( qfalse );
- si->backsplashDistance = atof( token );
- continue;
- }
-
- // q3map_backshader <shader>
- if ( !Q_stricmp( token, "q3map_backshader" ) ) {
- GetToken( qfalse );
- strcpy( si->backShader, token );
- continue;
- }
-
- // q3map_flare <shader>
- if ( !Q_stricmp( token, "q3map_flare" ) ) {
- GetToken( qfalse );
- strcpy( si->flareShader, token );
- continue;
- }
-
- // light <value>
- // old style flare specification
- if ( !Q_stricmp( token, "light" ) ) {
- GetToken( qfalse );
- strcpy( si->flareShader, "flareshader" );
- continue;
- }
-
- // q3map_sun <red> <green> <blue> <intensity> <degrees> <elivation>
- // color will be normalized, so it doesn't matter what range you use
- // intensity falls off with angle but not distance 100 is a fairly bright sun
- // degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon
- if ( !Q_stricmp( token, "q3map_sun" ) ) {
- float a, b;
-
- GetToken( qfalse );
- si->sunLight[0] = atof( token );
- GetToken( qfalse );
- si->sunLight[1] = atof( token );
- GetToken( qfalse );
- si->sunLight[2] = atof( token );
-
- VectorNormalize( si->sunLight, si->sunLight);
-
- GetToken( qfalse );
- a = atof( token );
- VectorScale( si->sunLight, a, si->sunLight);
-
- GetToken( qfalse );
- a = atof( token );
- a = a / 180 * Q_PI;
-
- GetToken( qfalse );
- b = atof( token );
- b = b / 180 * Q_PI;
-
- si->sunDirection[0] = cos( a ) * cos( b );
- si->sunDirection[1] = sin( a ) * cos( b );
- si->sunDirection[2] = sin( b );
-
- si->surfaceFlags |= SURF_SKY;
- continue;
- }
-
- // tesssize is used to force liquid surfaces to subdivide
- if ( !Q_stricmp( token, "tesssize" ) ) {
- GetToken( qfalse );
- si->subdivisions = atof( token );
- continue;
- }
-
- // cull none will set twoSided
- if ( !Q_stricmp( token, "cull" ) ) {
- GetToken( qfalse );
- if ( !Q_stricmp( token, "none" ) ) {
- si->twoSided = qtrue;
- }
- continue;
- }
-
-
- // deformVertexes autosprite[2]
- // we catch this so autosprited surfaces become point
- // lights instead of area lights
- if ( !Q_stricmp( token, "deformVertexes" ) ) {
- GetToken( qfalse );
- if ( !Q_strncasecmp( token, "autosprite", 10 ) ) {
- si->autosprite = qtrue;
- si->contents = CONTENTS_DETAIL;
- }
- continue;
- }
-
-
- // ignore all other tokens on the line
-
- while ( TokenAvailable() ) {
- GetToken( qfalse );
- }
- }
- }
-}
-
-/*
-===============
-LoadShaderInfo
-===============
-*/
-#define MAX_SHADER_FILES 64
-void LoadShaderInfo( void ) {
- char filename[1024];
- int i;
- char *shaderFiles[MAX_SHADER_FILES];
- int numShaderFiles;
-
- sprintf( filename, "%sscripts/shaderlist.txt", gamedir );
- LoadScriptFile( filename );
-
- numShaderFiles = 0;
- while ( 1 ) {
- if ( !GetToken( qtrue ) ) {
- break;
- }
- shaderFiles[numShaderFiles] = malloc(MAX_OS_PATH);
- strcpy( shaderFiles[ numShaderFiles ], token );
- numShaderFiles++;
- }
-
- for ( i = 0 ; i < numShaderFiles ; i++ ) {
- sprintf( filename, "%sscripts/%s.shader", gamedir, shaderFiles[i] );
- ParseShaderFile( filename );
- free(shaderFiles[i]);
- }
-
- qprintf( "%5i shaderInfo\n", numShaderInfo);
-}
-
+ +#include <string.h> +#include <math.h> +#include "cmdlib.h" +#include "mathlib.h" +#include "imagelib.h" +#include "scriplib.h" + +#ifdef _TTIMOBUILD +#include "../common/qfiles.h" +#include "../common/surfaceflags.h" +#else +#include "../code/qcommon/qfiles.h" +#include "../code/game/surfaceflags.h" +#endif + +#include "shaders.h" +#ifdef _WIN32 + +#ifdef _TTIMOBUILD +#include "pakstuff.h" +#include "jpeglib.h" +#else +#include "../libs/pakstuff.h" +#include "../libs/jpeglib.h" +#endif + +#endif + + +// 5% backsplash by default +#define DEFAULT_BACKSPLASH_FRACTION 0.05 +#define DEFAULT_BACKSPLASH_DISTANCE 24 + + +#define MAX_SURFACE_INFO 4096 + +shaderInfo_t defaultInfo; +shaderInfo_t shaderInfo[MAX_SURFACE_INFO]; +int numShaderInfo; + + +typedef struct { + char *name; + int clearSolid, surfaceFlags, contents; +} infoParm_t; + +infoParm_t infoParms[] = { + // server relevant contents + {"water", 1, 0, CONTENTS_WATER }, + {"slime", 1, 0, CONTENTS_SLIME }, // mildly damaging + {"lava", 1, 0, CONTENTS_LAVA }, // very damaging + {"playerclip", 1, 0, CONTENTS_PLAYERCLIP }, + {"monsterclip", 1, 0, CONTENTS_MONSTERCLIP }, + {"nodrop", 1, 0, CONTENTS_NODROP }, // don't drop items or leave bodies (death fog, lava, etc) + {"nonsolid", 1, SURF_NONSOLID, 0}, // clears the solid flag + + // utility relevant attributes + {"origin", 1, 0, CONTENTS_ORIGIN }, // center of rotating brushes + {"trans", 0, 0, CONTENTS_TRANSLUCENT }, // don't eat contained surfaces + {"detail", 0, 0, CONTENTS_DETAIL }, // don't include in structural bsp + {"structural", 0, 0, CONTENTS_STRUCTURAL }, // force into structural bsp even if trnas + {"areaportal", 1, 0, CONTENTS_AREAPORTAL }, // divides areas + {"clusterportal",1, 0, CONTENTS_CLUSTERPORTAL },// for bots + {"donotenter", 1, 0, CONTENTS_DONOTENTER }, // for bots + {"botclip", 1, 0, CONTENTS_BOTCLIP }, // for bots + {"nobotclip", 0, 0, CONTENTS_NOBOTCLIP }, // don't use for bot clipping + + {"fog", 1, 0, CONTENTS_FOG}, // carves surfaces entering + {"sky", 0, SURF_SKY, 0 }, // emit light from an environment map + {"lightfilter", 0, SURF_LIGHTFILTER, 0 }, // filter light going through it + {"alphashadow", 0, SURF_ALPHASHADOW, 0 }, // test light on a per-pixel basis + {"hint", 0, SURF_HINT, 0 }, // use as a primary splitter + + // server attributes + {"slick", 0, SURF_SLICK, 0 }, + {"noimpact", 0, SURF_NOIMPACT, 0 }, // don't make impact explosions or marks + {"nomarks", 0, SURF_NOMARKS, 0 }, // don't make impact marks, but still explode + {"ladder", 0, SURF_LADDER, 0 }, + {"nodamage", 0, SURF_NODAMAGE, 0 }, + {"metalsteps", 0, SURF_METALSTEPS,0 }, + {"flesh", 0, SURF_FLESH, 0 }, + {"nosteps", 0, SURF_NOSTEPS, 0 }, + + // drawsurf attributes + {"nodraw", 0, SURF_NODRAW, 0 }, // don't generate a drawsurface (or a lightmap) + {"pointlight", 0, SURF_POINTLIGHT, 0 }, // sample lighting at vertexes + {"nolightmap", 0, SURF_NOLIGHTMAP,0 }, // don't generate a lightmap + {"nodlight", 0, SURF_NODLIGHT, 0 }, // don't ever add dynamic lights + {"dust", 0, SURF_DUST, 0} // leave dust trail when walking on this surface +}; + + +/* +=============== +LoadShaderImage +=============== +*/ + +byte* LoadImageFile(char *filename, qboolean *bTGA) +{ + byte *buffer = NULL; + int nLen = 0; + *bTGA = qtrue; + if (FileExists(filename)) + { + LoadFileBlock(filename, &buffer); + } +#ifdef _WIN32 + else + { + PakLoadAnyFile(filename, &buffer); + } +#endif + if ( buffer == NULL) + { + nLen = strlen(filename); + filename[nLen-3] = 'j'; + filename[nLen-2] = 'p'; + filename[nLen-1] = 'g'; + if (FileExists(filename)) + { + LoadFileBlock(filename, &buffer); + } +#ifdef _WIN32 + else + { + PakLoadAnyFile(filename, &buffer); + } +#endif + if ( buffer ) + { + *bTGA = qfalse; + } + } + return buffer; +} + +/* +=============== +LoadShaderImage +=============== +*/ +static void LoadShaderImage( shaderInfo_t *si ) { + char filename[1024]; + int i, count; + float color[4]; + byte *buffer; + qboolean bTGA = qtrue; + + // look for the lightimage if it is specified + if ( si->lightimage[0] ) { + sprintf( filename, "%s%s", gamedir, si->lightimage ); + DefaultExtension( filename, ".tga" ); + buffer = LoadImageFile(filename, &bTGA); + if ( buffer != NULL) { + goto loadTga; + } + } + + // look for the editorimage if it is specified + if ( si->editorimage[0] ) { + sprintf( filename, "%s%s", gamedir, si->editorimage ); + DefaultExtension( filename, ".tga" ); + buffer = LoadImageFile(filename, &bTGA); + if ( buffer != NULL) { + goto loadTga; + } + } + + // just try the shader name with a .tga + // on unix, we have case sensitivity problems... + sprintf( filename, "%s%s.tga", gamedir, si->shader ); + buffer = LoadImageFile(filename, &bTGA); + if ( buffer != NULL) { + goto loadTga; + } + + sprintf( filename, "%s%s.TGA", gamedir, si->shader ); + buffer = LoadImageFile(filename, &bTGA); + if ( buffer != NULL) { + goto loadTga; + } + + // couldn't load anything + _printf("WARNING: Couldn't find image for shader %s\n", si->shader ); + + si->color[0] = 1; + si->color[1] = 1; + si->color[2] = 1; + si->width = 64; + si->height = 64; + si->pixels = malloc( si->width * si->height * 4 ); + memset ( si->pixels, 255, si->width * si->height * 4 ); + return; + + // load the image to get dimensions and color +loadTga: + if ( bTGA) { + LoadTGABuffer( buffer, &si->pixels, &si->width, &si->height ); + } + else { +#ifdef _WIN32 + LoadJPGBuff(buffer, &si->pixels, &si->width, &si->height ); +#endif + } + + free(buffer); + + count = si->width * si->height; + + VectorClear( color ); + color[ 3 ] = 0; + for ( i = 0 ; i < count ; i++ ) { + color[0] += si->pixels[ i * 4 + 0 ]; + color[1] += si->pixels[ i * 4 + 1 ]; + color[2] += si->pixels[ i * 4 + 2 ]; + color[3] += si->pixels[ i * 4 + 3 ]; + } + ColorNormalize( color, si->color ); + VectorScale( color, 1.0/count, si->averageColor ); +} + +/* +=============== +AllocShaderInfo +=============== +*/ +static shaderInfo_t *AllocShaderInfo( void ) { + shaderInfo_t *si; + + if ( numShaderInfo == MAX_SURFACE_INFO ) { + Error( "MAX_SURFACE_INFO" ); + } + si = &shaderInfo[ numShaderInfo ]; + numShaderInfo++; + + // set defaults + + si->contents = CONTENTS_SOLID; + + si->backsplashFraction = DEFAULT_BACKSPLASH_FRACTION; + si->backsplashDistance = DEFAULT_BACKSPLASH_DISTANCE; + + si->lightmapSampleSize = 0; + si->forceTraceLight = qfalse; + si->forceVLight = qfalse; + si->patchShadows = qfalse; + si->vertexShadows = qfalse; + si->noVertexShadows = qfalse; + si->forceSunLight = qfalse; + si->vertexScale = 1.0; + si->notjunc = qfalse; + + return si; +} + +/* +=============== +ShaderInfoForShader +=============== +*/ +shaderInfo_t *ShaderInfoForShader( const char *shaderName ) { + int i; + shaderInfo_t *si; + char shader[MAX_QPATH]; + + // strip off extension + strcpy( shader, shaderName ); + StripExtension( shader ); + + // search for it + for ( i = 0 ; i < numShaderInfo ; i++ ) { + si = &shaderInfo[ i ]; + if ( !Q_stricmp( shader, si->shader ) ) { + if ( !si->width ) { + LoadShaderImage( si ); + } + return si; + } + } + + si = AllocShaderInfo(); + strcpy( si->shader, shader ); + + LoadShaderImage( si ); + + return si; +} + +/* +=============== +ParseShaderFile +=============== +*/ +static void ParseShaderFile( const char *filename ) { + int i; + int numInfoParms = sizeof(infoParms) / sizeof(infoParms[0]); + shaderInfo_t *si; + +// qprintf( "shaderFile: %s\n", filename ); + LoadScriptFile( filename ); + while ( 1 ) { + if ( !GetToken( qtrue ) ) { + break; + } + + si = AllocShaderInfo(); + strcpy( si->shader, token ); + MatchToken( "{" ); + while ( 1 ) { + if ( !GetToken( qtrue ) ) { + break; + } + if ( !strcmp( token, "}" ) ) { + break; + } + + // skip internal braced sections + if ( !strcmp( token, "{" ) ) { + si->hasPasses = qtrue; + while ( 1 ) { + if ( !GetToken( qtrue ) ) { + break; + } + if ( !strcmp( token, "}" ) ) { + break; + } + } + continue; + } + + if ( !Q_stricmp( token, "surfaceparm" ) ) { + GetToken( qfalse ); + for ( i = 0 ; i < numInfoParms ; i++ ) { + if ( !Q_stricmp( token, infoParms[i].name ) ) { + si->surfaceFlags |= infoParms[i].surfaceFlags; + si->contents |= infoParms[i].contents; + if ( infoParms[i].clearSolid ) { + si->contents &= ~CONTENTS_SOLID; + } + break; + } + } + if ( i == numInfoParms ) { + // we will silently ignore all tokens beginning with qer, + // which are QuakeEdRadient parameters + if ( Q_strncasecmp( token, "qer", 3 ) ) { + _printf( "Unknown surfaceparm: \"%s\"\n", token ); + } + } + continue; + } + + + // qer_editorimage <image> + if ( !Q_stricmp( token, "qer_editorimage" ) ) { + GetToken( qfalse ); + strcpy( si->editorimage, token ); + DefaultExtension( si->editorimage, ".tga" ); + continue; + } + + // q3map_lightimage <image> + if ( !Q_stricmp( token, "q3map_lightimage" ) ) { + GetToken( qfalse ); + strcpy( si->lightimage, token ); + DefaultExtension( si->lightimage, ".tga" ); + continue; + } + + // q3map_surfacelight <value> + if ( !Q_stricmp( token, "q3map_surfacelight" ) ) { + GetToken( qfalse ); + si->value = atoi( token ); + continue; + } + + // q3map_lightsubdivide <value> + if ( !Q_stricmp( token, "q3map_lightsubdivide" ) ) { + GetToken( qfalse ); + si->lightSubdivide = atoi( token ); + continue; + } + + // q3map_lightmapsamplesize <value> + if ( !Q_stricmp( token, "q3map_lightmapsamplesize" ) ) { + GetToken( qfalse ); + si->lightmapSampleSize = atoi( token ); + continue; + } + + // q3map_tracelight + if ( !Q_stricmp( token, "q3map_tracelight" ) ) { + si->forceTraceLight = qtrue; + continue; + } + + // q3map_vlight + if ( !Q_stricmp( token, "q3map_vlight" ) ) { + si->forceVLight = qtrue; + continue; + } + + // q3map_patchshadows + if ( !Q_stricmp( token, "q3map_patchshadows" ) ) { + si->patchShadows = qtrue; + continue; + } + + // q3map_vertexshadows + if ( !Q_stricmp( token, "q3map_vertexshadows" ) ) { + si->vertexShadows = qtrue; + continue; + } + + // q3map_novertexshadows + if ( !Q_stricmp( token, "q3map_novertexshadows" ) ) { + si->noVertexShadows = qtrue; + continue; + } + + // q3map_forcesunlight + if ( !Q_stricmp( token, "q3map_forcesunlight" ) ) { + si->forceSunLight = qtrue; + continue; + } + + // q3map_vertexscale + if ( !Q_stricmp( token, "q3map_vertexscale" ) ) { + GetToken( qfalse ); + si->vertexScale = atof(token); + continue; + } + + // q3map_notjunc + if ( !Q_stricmp( token, "q3map_notjunc" ) ) { + si->notjunc = qtrue; + continue; + } + + // q3map_globaltexture + if ( !Q_stricmp( token, "q3map_globaltexture" ) ) { + si->globalTexture = qtrue; + continue; + } + + // q3map_backsplash <percent> <distance> + if ( !Q_stricmp( token, "q3map_backsplash" ) ) { + GetToken( qfalse ); + si->backsplashFraction = atof( token ) * 0.01; + GetToken( qfalse ); + si->backsplashDistance = atof( token ); + continue; + } + + // q3map_backshader <shader> + if ( !Q_stricmp( token, "q3map_backshader" ) ) { + GetToken( qfalse ); + strcpy( si->backShader, token ); + continue; + } + + // q3map_flare <shader> + if ( !Q_stricmp( token, "q3map_flare" ) ) { + GetToken( qfalse ); + strcpy( si->flareShader, token ); + continue; + } + + // light <value> + // old style flare specification + if ( !Q_stricmp( token, "light" ) ) { + GetToken( qfalse ); + strcpy( si->flareShader, "flareshader" ); + continue; + } + + // q3map_sun <red> <green> <blue> <intensity> <degrees> <elivation> + // color will be normalized, so it doesn't matter what range you use + // intensity falls off with angle but not distance 100 is a fairly bright sun + // degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon + if ( !Q_stricmp( token, "q3map_sun" ) ) { + float a, b; + + GetToken( qfalse ); + si->sunLight[0] = atof( token ); + GetToken( qfalse ); + si->sunLight[1] = atof( token ); + GetToken( qfalse ); + si->sunLight[2] = atof( token ); + + VectorNormalize( si->sunLight, si->sunLight); + + GetToken( qfalse ); + a = atof( token ); + VectorScale( si->sunLight, a, si->sunLight); + + GetToken( qfalse ); + a = atof( token ); + a = a / 180 * Q_PI; + + GetToken( qfalse ); + b = atof( token ); + b = b / 180 * Q_PI; + + si->sunDirection[0] = cos( a ) * cos( b ); + si->sunDirection[1] = sin( a ) * cos( b ); + si->sunDirection[2] = sin( b ); + + si->surfaceFlags |= SURF_SKY; + continue; + } + + // tesssize is used to force liquid surfaces to subdivide + if ( !Q_stricmp( token, "tesssize" ) ) { + GetToken( qfalse ); + si->subdivisions = atof( token ); + continue; + } + + // cull none will set twoSided + if ( !Q_stricmp( token, "cull" ) ) { + GetToken( qfalse ); + if ( !Q_stricmp( token, "none" ) ) { + si->twoSided = qtrue; + } + continue; + } + + + // deformVertexes autosprite[2] + // we catch this so autosprited surfaces become point + // lights instead of area lights + if ( !Q_stricmp( token, "deformVertexes" ) ) { + GetToken( qfalse ); + if ( !Q_strncasecmp( token, "autosprite", 10 ) ) { + si->autosprite = qtrue; + si->contents = CONTENTS_DETAIL; + } + continue; + } + + + // ignore all other tokens on the line + + while ( TokenAvailable() ) { + GetToken( qfalse ); + } + } + } +} + +/* +=============== +LoadShaderInfo +=============== +*/ +#define MAX_SHADER_FILES 64 +void LoadShaderInfo( void ) { + char filename[1024]; + int i; + char *shaderFiles[MAX_SHADER_FILES]; + int numShaderFiles; + + sprintf( filename, "%sscripts/shaderlist.txt", gamedir ); + LoadScriptFile( filename ); + + numShaderFiles = 0; + while ( 1 ) { + if ( !GetToken( qtrue ) ) { + break; + } + shaderFiles[numShaderFiles] = malloc(MAX_OS_PATH); + strcpy( shaderFiles[ numShaderFiles ], token ); + numShaderFiles++; + } + + for ( i = 0 ; i < numShaderFiles ; i++ ) { + sprintf( filename, "%sscripts/%s.shader", gamedir, shaderFiles[i] ); + ParseShaderFile( filename ); + free(shaderFiles[i]); + } + + qprintf( "%5i shaderInfo\n", numShaderInfo); +} + |