Show shaders.c syntax highlighted
/*
===========================================================================
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 "../common/cmdlib.h"
#include "../common/mathlib.h"
#include "../common/imagelib.h"
#include "../common/scriplib.h"
#include "../code/qcommon/qfiles.h"
#include "../code/game/surfaceflags.h"
#include "../libs/jpeg/jpeglib.h"
#include "shaders.h"
// 5% backsplash by default
#define DEFAULT_BACKSPLASH_FRACTION 0.05
#define DEFAULT_BACKSPLASH_DISTANCE 24
#define MAX_SURFACE_INFO 4096*2
shaderInfo_t defaultInfo;
shaderInfo_t shaderInfo[MAX_SURFACE_INFO];
int numShaderInfo;
typedef struct
{
char *name;
int clearSolid, surfaceFlags, contents;
} infoParm_t;
// *INDENT-OFF*
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
{"blood", 1, 0, CONTENTS_WATER},
// utility relevant attributes
{"origin", 1, 0, CONTENTS_ORIGIN }, // center of rotating brushes
{"trans", 0, 0, CONTENTS_TRANSLUCENT }, // don't eat contained surfaces
{"translucent", 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
{"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
{"discrete", 0, 0, 0},
// 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 },
// surface types for sound effects and blood splats
{"metal", 0, 0, 0},
{"stone", 0, 0, 0},
{"wood", 0, 0, 0},
{"cardboard", 0, 0, 0},
{"liquid", 0, 0, 0},
{"glass", 0, 0, 0},
{"plastic", 0, 0, 0},
{"ricochet", 0, 0, 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 a dust trail when walking on this surface
{"noshadows", 0, 0, 0},
{"noselfshadow", 0, 0, 0},
{"forceshadows", 0, 0, 0},
{"nooverlays", 0, 0, 0},
{"forceoverlays", 0, 0, 0},
};
// *INDENT-ON*
/*
===============
LoadShaderImage
===============
*/
#define IMAGE_TYPE_TGA 0x01
#define IMAGE_TYPE_JPG 0x02
#define IMAGE_TYPE_PNG 0x04
static
byte* LoadImageFile(char *filename, int *image_type, int *length)
{
byte *buffer = NULL;
unsigned int formats_tried = 0;
const int nLen = strlen(filename);
*length = 0;
if ('J' == filename[nLen-3] || 'j' == filename[nLen-3]){
*image_type = IMAGE_TYPE_JPG;
} else if ('P' == filename[nLen-3] || 'p' == filename[nLen-3]){
*image_type = IMAGE_TYPE_PNG;
} else {
*image_type = IMAGE_TYPE_TGA;
}
while(NULL == buffer && formats_tried != (IMAGE_TYPE_TGA | IMAGE_TYPE_JPG | IMAGE_TYPE_PNG)){
if (FileExists(filename))
{
*length = LoadFileBlock(filename, &buffer);
}
formats_tried |= *image_type;
if ( buffer == NULL){
if (0 == (formats_tried & IMAGE_TYPE_TGA)){
filename[nLen-3] = 't';
filename[nLen-2] = 'g';
filename[nLen-1] = 'a';
*image_type = IMAGE_TYPE_TGA;
} else if (0 == (formats_tried & IMAGE_TYPE_JPG)){
filename[nLen-3] = 'j';
filename[nLen-2] = 'p';
filename[nLen-1] = 'g';
*image_type = IMAGE_TYPE_JPG;
} else {
filename[nLen-3] = 'p';
filename[nLen-2] = 'n';
filename[nLen-1] = 'g';
*image_type = IMAGE_TYPE_PNG;
}
}
}
return buffer;
}
/*
===============
LoadShaderImage
===============
*/
static void LoadShaderImage( shaderInfo_t *si ) {
char filename[1024];
int i, count;
float color[4];
byte *buffer = NULL;
int length = 0;
int image_type = IMAGE_TYPE_TGA;
// 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, &image_type, &length);
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, &image_type, &length);
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, &image_type, &length);
if ( buffer != NULL) {
goto loadTga;
}
sprintf( filename, "%s%s.TGA", gamedir, si->shader );
buffer = LoadImageFile(filename, &image_type, &length);
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 (IMAGE_TYPE_TGA == image_type) {
_printf("Loading %s (as TGA) ...", filename);
LoadTGABuffer( buffer, &si->pixels, &si->width, &si->height );
} else if (IMAGE_TYPE_JPG == image_type){
_printf("Loading %s (as JPG) ...", filename);
LoadJPGBuffer(buffer, length, &si->pixels, &si->width, &si->height );
} else {
_printf("Loading %s (as PNG) ...", filename);
LoadPNGBuffer( buffer, &si->pixels, &si->width, &si->height );
}
_printf("ok\n");
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->hasPasses = qfalse;
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;
}
// skip shader tables
if(!Q_stricmp(token, "table"))
{
qboolean firstBracket = qfalse;
while(1)
{
if(!GetToken(qtrue))
break;
if(strstr(token, "}"))
{
if(firstBracket)
break;
else
{
firstBracket = qtrue;
}
}
}
continue;
}
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;
}
// 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") || !Q_stricmp(token, "disable") || !Q_stricmp(token, "twosided"))
{
si->twoSided = qtrue;
}
continue;
}
// twosided will set twoSided
if(!Q_stricmp(token, "twosided"))
{
si->twoSided = qtrue;
// FIXME: implies noshadows
continue;
}
// forceOpaque will override translucent
if(!Q_stricmp(token, "forceOpaque"))
{
si->forceOpaque = qtrue;
continue;
}
// forceSolid will override clearSolid
if(!Q_stricmp(token, "forceSolid") || !Q_stricmp(token, "solid"))
{
si->forceSolid = 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;
}
// deform sprite
// we catch this so autosprited surfaces become point
// lights instead of area lights
if(!Q_stricmp(token, "deform"))
{
GetToken( qfalse );
if(!Q_stricmp(token, "sprite"))
{
si->autosprite = qtrue;
si->contents = CONTENTS_DETAIL;
}
continue;
}
// noFragment
if(!Q_stricmp(token, "noFragment") || !Q_stricmp(token, "q3map_noFragment"))
{
si->noFragment = qtrue;
continue;
}
// check if this shader has shortcut passes
if(!Q_stricmp(token, "diffusemap") || !Q_stricmp(token, "bumpmap") || !Q_stricmp(token, "specularmap"))
{
si->hasPasses = qtrue;
continue;
}
// check for surface parameters
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->forceSolid)
{
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;
}
else
{
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)
{
continue;
}
}
// ignore all other tokens on the line
while(TokenAvailable())
{
GetToken( qfalse );
}
}
// Tr3B - default shader to invisible if no rendering passes defined
#if 0
if(!si->hasPasses)
{
qprintf("shader '%s' has no passes\n", si->shader);
si->surfaceFlags |= SURF_NODRAW;
if(!si->forceOpaque)
{
si->contents |= CONTENTS_TRANSLUCENT;
}
}
#endif
}
}
/*
===============
LoadShaderInfo
===============
*/
#define MAX_SHADER_FILES 128
//#define USE_MTR
void LoadShaderInfo(void)
{
char filename[1024];
int i;
char *shaderFiles[MAX_SHADER_FILES];
int numShaderFiles;
#ifdef USE_MTR
sprintf(filename, "%smaterials/shaderlist.txt", gamedir);
#else
sprintf( filename, "%sscripts/shaderlist.txt", gamedir );
#endif
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++)
{
#ifdef USE_MTR
sprintf(filename, "%smaterials/%s.mtr", gamedir, shaderFiles[i]);
#else
sprintf( filename, "%sscripts/%s.shader", gamedir, shaderFiles[i] );
#endif
ParseShaderFile( filename );
free(shaderFiles[i]);
}
qprintf( "%5i shaderInfo\n", numShaderInfo);
}
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