From 952c5c128f9efaea89d41d882c4ea3ade7df4591 Mon Sep 17 00:00:00 2001 From: zakk Date: Fri, 26 Aug 2005 04:48:05 +0000 Subject: Itsa me, quake3io! git-svn-id: svn://svn.icculus.org/quake3/trunk@2 edf5b092-35ff-0310-97b2-ce42778d08ea --- q3map/shaders.c | 608 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 608 insertions(+) create mode 100755 q3map/shaders.c (limited to 'q3map/shaders.c') 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 +#include +#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 + if ( !Q_stricmp( token, "qer_editorimage" ) ) { + GetToken( qfalse ); + strcpy( si->editorimage, token ); + DefaultExtension( si->editorimage, ".tga" ); + continue; + } + + // q3map_lightimage + if ( !Q_stricmp( token, "q3map_lightimage" ) ) { + GetToken( qfalse ); + strcpy( si->lightimage, token ); + DefaultExtension( si->lightimage, ".tga" ); + continue; + } + + // q3map_surfacelight + if ( !Q_stricmp( token, "q3map_surfacelight" ) ) { + GetToken( qfalse ); + si->value = atoi( token ); + continue; + } + + // q3map_lightsubdivide + if ( !Q_stricmp( token, "q3map_lightsubdivide" ) ) { + GetToken( qfalse ); + si->lightSubdivide = atoi( token ); + continue; + } + + // q3map_lightmapsamplesize + 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 + if ( !Q_stricmp( token, "q3map_backsplash" ) ) { + GetToken( qfalse ); + si->backsplashFraction = atof( token ) * 0.01; + GetToken( qfalse ); + si->backsplashDistance = atof( token ); + continue; + } + + // q3map_backshader + if ( !Q_stricmp( token, "q3map_backshader" ) ) { + GetToken( qfalse ); + strcpy( si->backShader, token ); + continue; + } + + // q3map_flare + if ( !Q_stricmp( token, "q3map_flare" ) ) { + GetToken( qfalse ); + strcpy( si->flareShader, token ); + continue; + } + + // light + // old style flare specification + if ( !Q_stricmp( token, "light" ) ) { + GetToken( qfalse ); + strcpy( si->flareShader, "flareshader" ); + continue; + } + + // q3map_sun + // 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); +} + -- cgit v1.2.3