aboutsummaryrefslogtreecommitdiffstats
path: root/q3map/shaders.c
diff options
context:
space:
mode:
Diffstat (limited to 'q3map/shaders.c')
-rwxr-xr-xq3map/shaders.c608
1 files changed, 608 insertions, 0 deletions
diff --git a/q3map/shaders.c b/q3map/shaders.c
new file mode 100755
index 0000000..1efc513
--- /dev/null
+++ b/q3map/shaders.c
@@ -0,0 +1,608 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code 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.
+
+Quake III Arena source code 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 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);
+}
+