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Diffstat (limited to 'q3map/shaders.c')
-rw-r--r-- | q3map/shaders.c | 608 |
1 files changed, 0 insertions, 608 deletions
diff --git a/q3map/shaders.c b/q3map/shaders.c deleted file mode 100644 index 4adfcf0..0000000 --- a/q3map/shaders.c +++ /dev/null @@ -1,608 +0,0 @@ -/* -=========================================================================== -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); -} - |