From df2a1e775cec34bc04dd07e76976e8315ca77cc0 Mon Sep 17 00:00:00 2001 From: havoc Date: Tue, 22 May 2007 05:50:19 +0000 Subject: [PATCH] q3 shaders are now supported on all model and map formats git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7334 d7cf8633-e32d-0410-b094-e92efae38249 --- cl_parse.c | 7 + model_alias.c | 67 +++++-- model_brush.c | 509 +------------------------------------------------ model_shared.c | 477 +++++++++++++++++++++++++++++++++++++++++++++ model_shared.h | 34 ++++ 5 files changed, 572 insertions(+), 522 deletions(-) diff --git a/cl_parse.c b/cl_parse.c index 7c0dac20..a1d650d5 100644 --- a/cl_parse.c +++ b/cl_parse.c @@ -477,6 +477,9 @@ static void QW_CL_RequestNextDownload(void) cls.qw_downloadtype = dl_none; + // parse the Q3 shader files + Mod_LoadQ3Shaders(); + // touch all of the precached models that are still loaded so we can free // anything that isn't needed if (!sv.active) @@ -945,6 +948,10 @@ void CL_BeginDownloads(qboolean aborteddownload) { // loading models + // parse the Q3 shader files + if (cl.loadmodel_current < 2) + Mod_LoadQ3Shaders(); + for (;cl.loadmodel_current < cl.loadmodel_total;cl.loadmodel_current++) { if (cl.model_precache[cl.loadmodel_current] && cl.model_precache[cl.loadmodel_current]->Draw) diff --git a/model_alias.c b/model_alias.c index e13ed98e..15e85d06 100644 --- a/model_alias.c +++ b/model_alias.c @@ -679,11 +679,20 @@ static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *ski // hack if (!skinframe) skinframe = R_SkinFrame_LoadMissing(); + memset(texture, 0, sizeof(*texture)); texture->currentframe = texture; + //texture->animated = false; texture->numskinframes = 1; texture->skinframerate = 1; texture->skinframes[0] = skinframe; texture->currentskinframe = skinframe; + //texture->backgroundnumskinframes = 0; + //texture->customblendfunc[0] = 0; + //texture->customblendfunc[1] = 0; + //texture->surfaceflags = 0; + //texture->supercontents = 0; + //texture->surfaceparms = 0; + //texture->textureflags = 0; texture->basematerialflags = MATERIALFLAG_WALL; if (texture->currentskinframe->fog) @@ -702,32 +711,41 @@ static void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfi for (i = 0;skinfile;skinfile = skinfile->next, i++, skin += loadmodel->num_surfaces) { memset(skin, 0, sizeof(*skin)); - Mod_BuildAliasSkinFromSkinFrame(skin, NULL); - // don't render unmentioned meshes - skin->basematerialflags = skin->currentmaterialflags = 0; // see if a mesh for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = skinfileitem->next) { // leave the skin unitialized (nodraw) if the replacement is "common/nodraw" or "textures/common/nodraw" if (!strcmp(skinfileitem->name, meshname) && strcmp(skinfileitem->replacement, "common/nodraw") && strcmp(skinfileitem->replacement, "textures/common/nodraw")) { - tempskinframe = R_SkinFrame_LoadExternal(skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false); - if (!tempskinframe) - if (cls.state != ca_dedicated) - Con_DPrintf("mesh \"%s\": failed to load skin #%i \"%s\"\n", meshname, i, skinfileitem->replacement); - Mod_BuildAliasSkinFromSkinFrame(skin, tempskinframe); + if (!Mod_LoadTextureFromQ3Shader(skin, skinfileitem->replacement, false, false, true)) + { + tempskinframe = R_SkinFrame_LoadExternal(skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false); + if (!tempskinframe) + if (cls.state != ca_dedicated) + Con_DPrintf("mesh \"%s\": failed to load skin #%i \"%s\"\n", meshname, i, skinfileitem->replacement); + Mod_BuildAliasSkinFromSkinFrame(skin, tempskinframe); + } break; } } + if (!skinfileitem) + { + // don't render unmentioned meshes + Mod_BuildAliasSkinFromSkinFrame(skin, NULL); + skin->basematerialflags = skin->currentmaterialflags = 0; + } } } else { - tempskinframe = R_SkinFrame_LoadExternal(shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false); - if (!tempskinframe) - if (cls.state != ca_dedicated) - Con_Printf("Can't find texture \"%s\" for mesh \"%s\", using grey checkerboard\n", shadername, meshname); - Mod_BuildAliasSkinFromSkinFrame(skin, tempskinframe); + if (!Mod_LoadTextureFromQ3Shader(skin, shadername, false, false, true)) + { + tempskinframe = R_SkinFrame_LoadExternal(shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false); + if (!tempskinframe) + if (cls.state != ca_dedicated) + Con_Printf("Can't find texture \"%s\" for mesh \"%s\", using grey checkerboard\n", shadername, meshname); + Mod_BuildAliasSkinFromSkinFrame(skin, tempskinframe); + } } } @@ -996,16 +1014,20 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend) sprintf (name, "%s_%i_%i", loadmodel->name, i, j); else sprintf (name, "%s_%i", loadmodel->name, i); - tempskinframe = R_SkinFrame_LoadExternal(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, false); - if (!tempskinframe) - tempskinframe = R_SkinFrame_LoadInternal(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight, 8, NULL, NULL); - Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, tempskinframe); + if (!Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, false, false, true)) + { + tempskinframe = R_SkinFrame_LoadExternal(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, false); + if (!tempskinframe) + tempskinframe = R_SkinFrame_LoadInternal(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight, 8, NULL, NULL); + Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, tempskinframe); + } datapointer += skinwidth * skinheight; totalskins++; } } // check for skins that don't exist in the model, but do exist as external images // (this was added because yummyluv kept pestering me about support for it) + // TODO: support shaders here? while ((tempskinframe = R_SkinFrame_LoadExternal(va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, false))) { // expand the arrays to make room @@ -1151,10 +1173,13 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend) loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t)); for (i = 0;i < loadmodel->numskins;i++, inskin += MD2_SKINNAME) { - tempskinframe = R_SkinFrame_LoadExternal(inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false); - if (!tempskinframe) - Con_Printf("%s is missing skin \"%s\"\n", loadmodel->name, inskin); - Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, tempskinframe); + if (!Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, false, false, true)) + { + tempskinframe = R_SkinFrame_LoadExternal(inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false); + if (!tempskinframe) + Con_Printf("%s is missing skin \"%s\"\n", loadmodel->name, inskin); + Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, tempskinframe); + } } } else diff --git a/model_brush.c b/model_brush.c index 660c4df7..c09f32a2 100644 --- a/model_brush.c +++ b/model_brush.c @@ -1398,8 +1398,10 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l) continue; dmiptex = (miptex_t *)((unsigned char *)m + dofs[i]); - // make sure name is no more than 15 characters - for (j = 0;dmiptex->name[j] && j < 15;j++) + // copy name, but only up to 16 characters + // (the output buffer can hold more than this, but the input buffer is + // only 16) + for (j = 0;dmiptex->name[j] && j < 16;j++) name[j] = dmiptex->name[j]; name[j] = 0; @@ -1426,6 +1428,9 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l) if (name[j] >= 'A' && name[j] <= 'Z') name[j] += 'a' - 'A'; + if (Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i, name, true, false, false)) + continue; + tx = loadmodel->data_textures + i; strlcpy(tx->name, name, sizeof(tx->name)); tx->width = mtwidth; @@ -4096,368 +4101,6 @@ static void Mod_Q3BSP_LoadEntities(lump_t *l) } } -// FIXME: make MAXSHADERS dynamic -#define Q3SHADER_MAXSHADERS 4096 -#define Q3SHADER_MAXLAYERS 8 - -typedef struct q3shaderinfo_layer_s -{ - int alphatest; - int clampmap; - float framerate; - int numframes; - char texturename[TEXTURE_MAXFRAMES][Q3PATHLENGTH]; - int blendfunc[2]; - qboolean rgbgenvertex; - qboolean alphagenvertex; -} -q3shaderinfo_layer_t; - -typedef struct q3shaderinfo_s -{ - char name[Q3PATHLENGTH]; - int surfaceparms; - int textureflags; - int numlayers; - qboolean lighting; - qboolean vertexalpha; - qboolean textureblendalpha; - q3shaderinfo_layer_t *primarylayer, *backgroundlayer; - q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS]; - char skyboxname[Q3PATHLENGTH]; -} -q3shaderinfo_t; - -int q3shaders_numshaders; -q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS]; - -static void Mod_Q3BSP_LoadShaders(void) -{ - int j; - int fileindex; - fssearch_t *search; - char *f; - const char *text; - q3shaderinfo_t *shader; - q3shaderinfo_layer_t *layer; - int numparameters; - char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH]; - search = FS_Search("scripts/*.shader", true, false); - if (!search) - return; - q3shaders_numshaders = 0; - for (fileindex = 0;fileindex < search->numfilenames;fileindex++) - { - text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL); - if (!f) - continue; - while (COM_ParseToken_QuakeC(&text, false)) - { - if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS) - { - Con_Printf("Mod_Q3BSP_LoadShaders: too many shaders!\n"); - break; - } - shader = q3shaders_shaders + q3shaders_numshaders++; - memset(shader, 0, sizeof(*shader)); - strlcpy(shader->name, com_token, sizeof(shader->name)); - if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{")) - { - Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token); - break; - } - while (COM_ParseToken_QuakeC(&text, false)) - { - if (!strcasecmp(com_token, "}")) - break; - if (!strcasecmp(com_token, "{")) - { - if (shader->numlayers < Q3SHADER_MAXLAYERS) - { - layer = shader->layers + shader->numlayers++; - layer->rgbgenvertex = false; - layer->alphagenvertex = false; - layer->blendfunc[0] = GL_ONE; - layer->blendfunc[1] = GL_ZERO; - } - else - layer = NULL; - while (COM_ParseToken_QuakeC(&text, false)) - { - if (!strcasecmp(com_token, "}")) - break; - if (!strcasecmp(com_token, "\n")) - continue; - if (layer == NULL) - continue; - numparameters = 0; - for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++) - { - if (j < TEXTURE_MAXFRAMES + 4) - { - strlcpy(parameter[j], com_token, sizeof(parameter[j])); - numparameters = j + 1; - } - if (!COM_ParseToken_QuakeC(&text, true)) - break; - } - if (developer.integer >= 100) - { - Con_Printf("%s %i: ", shader->name, shader->numlayers - 1); - for (j = 0;j < numparameters;j++) - Con_Printf(" %s", parameter[j]); - Con_Print("\n"); - } - if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc")) - { - if (numparameters == 2) - { - if (!strcasecmp(parameter[1], "add")) - { - layer->blendfunc[0] = GL_ONE; - layer->blendfunc[1] = GL_ONE; - } - else if (!strcasecmp(parameter[1], "filter")) - { - layer->blendfunc[0] = GL_DST_COLOR; - layer->blendfunc[1] = GL_ZERO; - } - else if (!strcasecmp(parameter[1], "blend")) - { - layer->blendfunc[0] = GL_SRC_ALPHA; - layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA; - } - } - else if (numparameters == 3) - { - int k; - for (k = 0;k < 2;k++) - { - if (!strcasecmp(parameter[k+1], "GL_ONE")) - layer->blendfunc[k] = GL_ONE; - else if (!strcasecmp(parameter[k+1], "GL_ZERO")) - layer->blendfunc[k] = GL_ZERO; - else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR")) - layer->blendfunc[k] = GL_SRC_COLOR; - else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA")) - layer->blendfunc[k] = GL_SRC_ALPHA; - else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR")) - layer->blendfunc[k] = GL_DST_COLOR; - else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA")) - layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA; - else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR")) - layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR; - else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA")) - layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA; - else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR")) - layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR; - else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA")) - layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA; - else - layer->blendfunc[k] = GL_ONE; // default in case of parsing error - } - } - } - if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc")) - layer->alphatest = true; - if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap"))) - { - if (!strcasecmp(parameter[0], "clampmap")) - layer->clampmap = true; - layer->numframes = 1; - layer->framerate = 1; - strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename)); - if (!strcasecmp(parameter[1], "$lightmap")) - shader->lighting = true; - } - else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap"))) - { - int i; - layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES); - layer->framerate = atof(parameter[1]); - for (i = 0;i < layer->numframes;i++) - strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename)); - } - else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen") && !strcasecmp(parameter[1], "vertex")) - layer->rgbgenvertex = true; - else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen") && !strcasecmp(parameter[1], "vertex")) - layer->alphagenvertex = true; - // break out a level if it was } - if (!strcasecmp(com_token, "}")) - break; - } - if (layer->rgbgenvertex) - shader->lighting = true; - if (layer->alphagenvertex) - { - if (layer == shader->layers + 0) - { - // vertex controlled transparency - shader->vertexalpha = true; - } - else - { - // multilayer terrain shader or similar - shader->textureblendalpha = true; - } - } - continue; - } - numparameters = 0; - for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++) - { - if (j < TEXTURE_MAXFRAMES + 4) - { - strlcpy(parameter[j], com_token, sizeof(parameter[j])); - numparameters = j + 1; - } - if (!COM_ParseToken_QuakeC(&text, true)) - break; - } - if (fileindex == 0 && !strcasecmp(com_token, "}")) - break; - if (developer.integer >= 100) - { - Con_Printf("%s: ", shader->name); - for (j = 0;j < numparameters;j++) - Con_Printf(" %s", parameter[j]); - Con_Print("\n"); - } - if (numparameters < 1) - continue; - if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2) - { - if (!strcasecmp(parameter[1], "alphashadow")) - shader->surfaceparms |= Q3SURFACEPARM_ALPHASHADOW; - else if (!strcasecmp(parameter[1], "areaportal")) - shader->surfaceparms |= Q3SURFACEPARM_AREAPORTAL; - else if (!strcasecmp(parameter[1], "botclip")) - shader->surfaceparms |= Q3SURFACEPARM_BOTCLIP; - else if (!strcasecmp(parameter[1], "clusterportal")) - shader->surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL; - else if (!strcasecmp(parameter[1], "detail")) - shader->surfaceparms |= Q3SURFACEPARM_DETAIL; - else if (!strcasecmp(parameter[1], "donotenter")) - shader->surfaceparms |= Q3SURFACEPARM_DONOTENTER; - else if (!strcasecmp(parameter[1], "dust")) - shader->surfaceparms |= Q3SURFACEPARM_DUST; - else if (!strcasecmp(parameter[1], "hint")) - shader->surfaceparms |= Q3SURFACEPARM_HINT; - else if (!strcasecmp(parameter[1], "fog")) - shader->surfaceparms |= Q3SURFACEPARM_FOG; - else if (!strcasecmp(parameter[1], "lava")) - shader->surfaceparms |= Q3SURFACEPARM_LAVA; - else if (!strcasecmp(parameter[1], "lightfilter")) - shader->surfaceparms |= Q3SURFACEPARM_LIGHTFILTER; - else if (!strcasecmp(parameter[1], "lightgrid")) - shader->surfaceparms |= Q3SURFACEPARM_LIGHTGRID; - else if (!strcasecmp(parameter[1], "metalsteps")) - shader->surfaceparms |= Q3SURFACEPARM_METALSTEPS; - else if (!strcasecmp(parameter[1], "nodamage")) - shader->surfaceparms |= Q3SURFACEPARM_NODAMAGE; - else if (!strcasecmp(parameter[1], "nodlight")) - shader->surfaceparms |= Q3SURFACEPARM_NODLIGHT; - else if (!strcasecmp(parameter[1], "nodraw")) - shader->surfaceparms |= Q3SURFACEPARM_NODRAW; - else if (!strcasecmp(parameter[1], "nodrop")) - shader->surfaceparms |= Q3SURFACEPARM_NODROP; - else if (!strcasecmp(parameter[1], "noimpact")) - shader->surfaceparms |= Q3SURFACEPARM_NOIMPACT; - else if (!strcasecmp(parameter[1], "nolightmap")) - shader->surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP; - else if (!strcasecmp(parameter[1], "nomarks")) - shader->surfaceparms |= Q3SURFACEPARM_NOMARKS; - else if (!strcasecmp(parameter[1], "nomipmaps")) - shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; - else if (!strcasecmp(parameter[1], "nonsolid")) - shader->surfaceparms |= Q3SURFACEPARM_NONSOLID; - else if (!strcasecmp(parameter[1], "origin")) - shader->surfaceparms |= Q3SURFACEPARM_ORIGIN; - else if (!strcasecmp(parameter[1], "playerclip")) - shader->surfaceparms |= Q3SURFACEPARM_PLAYERCLIP; - else if (!strcasecmp(parameter[1], "sky")) - shader->surfaceparms |= Q3SURFACEPARM_SKY; - else if (!strcasecmp(parameter[1], "slick")) - shader->surfaceparms |= Q3SURFACEPARM_SLICK; - else if (!strcasecmp(parameter[1], "slime")) - shader->surfaceparms |= Q3SURFACEPARM_SLIME; - else if (!strcasecmp(parameter[1], "structural")) - shader->surfaceparms |= Q3SURFACEPARM_STRUCTURAL; - else if (!strcasecmp(parameter[1], "trans")) - shader->surfaceparms |= Q3SURFACEPARM_TRANS; - else if (!strcasecmp(parameter[1], "water")) - shader->surfaceparms |= Q3SURFACEPARM_WATER; - else if (!strcasecmp(parameter[1], "pointlight")) - shader->surfaceparms |= Q3SURFACEPARM_POINTLIGHT; - else if (!strcasecmp(parameter[1], "antiportal")) - shader->surfaceparms |= Q3SURFACEPARM_ANTIPORTAL; - else - Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]); - } - else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2) - { - // some q3 skies don't have the sky parm set - shader->surfaceparms |= Q3SURFACEPARM_SKY; - strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname)); - } - else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2) - { - // some q3 skies don't have the sky parm set - shader->surfaceparms |= Q3SURFACEPARM_SKY; - if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-")) - strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname)); - } - else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2) - { - if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided")) - shader->textureflags |= Q3TEXTUREFLAG_TWOSIDED; - } - else if (!strcasecmp(parameter[0], "nomipmaps")) - shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; - else if (!strcasecmp(parameter[0], "nopicmip")) - shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP; - else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2) - { - if (!strcasecmp(parameter[1], "autosprite") && numparameters == 2) - shader->textureflags |= Q3TEXTUREFLAG_AUTOSPRITE; - if (!strcasecmp(parameter[1], "autosprite2") && numparameters == 2) - shader->textureflags |= Q3TEXTUREFLAG_AUTOSPRITE2; - } - } - // identify if this is a blended terrain shader or similar - if (shader->numlayers) - { - shader->backgroundlayer = NULL; - shader->primarylayer = shader->layers + 0; - if ((shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest) - && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest) - || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest))) - { - // terrain blending or other effects - shader->backgroundlayer = shader->layers + 0; - shader->primarylayer = shader->layers + 1; - } - // now see if the lightmap came first, and if so choose the second texture instead - if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap")) - { - shader->backgroundlayer = NULL; - shader->primarylayer = shader->layers + 1; - } - } - } - Mem_Free(f); - } -} - -q3shaderinfo_t *Mod_Q3BSP_LookupShader(const char *name) -{ - int i; - for (i = 0;i < Q3SHADER_MAXSHADERS;i++) - if (!strcasecmp(q3shaders_shaders[i].name, name)) - return q3shaders_shaders + i; - return NULL; -} - static void Mod_Q3BSP_LoadTextures(lump_t *l) { q3dtexture_t *in; @@ -4484,146 +4127,10 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l) if (cls.state == ca_dedicated) return; - // parse the Q3 shader files - Mod_Q3BSP_LoadShaders(); - c = 0; for (i = 0;i < count;i++, in++, out++) - { - q3shaderinfo_t *shader; - shader = Mod_Q3BSP_LookupShader(out->name); - if (shader) - { - out->surfaceparms = shader->surfaceparms; - out->textureflags = shader->textureflags; - out->basematerialflags = 0; - if (shader->surfaceparms & Q3SURFACEPARM_SKY) - { - out->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; - if (shader->skyboxname[0]) - { - // quake3 seems to append a _ to the skybox name, so this must do so as well - dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname); - } - } - else if ((out->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0) - out->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; - else if (shader->surfaceparms & Q3SURFACEPARM_LAVA) - out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW; - else if (shader->surfaceparms & Q3SURFACEPARM_SLIME) - out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW; - else if (shader->surfaceparms & Q3SURFACEPARM_WATER) - out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW; - else - out->basematerialflags |= MATERIALFLAG_WALL; - if (shader->layers[0].alphatest) - out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW; - if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED) - out->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE; - if (shader->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) - out->basematerialflags |= MATERIALFLAG_NOSHADOW; - out->customblendfunc[0] = GL_ONE; - out->customblendfunc[1] = GL_ZERO; - if (shader->numlayers > 0) - { - out->customblendfunc[0] = shader->layers[0].blendfunc[0]; - out->customblendfunc[1] = shader->layers[0].blendfunc[1]; -/* -Q3 shader blendfuncs actually used in the game (* = supported by DP) -* additive GL_ONE GL_ONE - additive weird GL_ONE GL_SRC_ALPHA - additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA -* alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - brighten GL_DST_COLOR GL_ONE - brighten GL_ONE GL_SRC_COLOR - brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA -* modulate GL_DST_COLOR GL_ZERO -* modulate GL_ZERO GL_SRC_COLOR - modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR - modulate inverse alpha GL_ZERO GL_SRC_ALPHA - modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO -* modulate x2 GL_DST_COLOR GL_SRC_COLOR -* no blend GL_ONE GL_ZERO - nothing GL_ZERO GL_ONE -*/ - // if not opaque, figure out what blendfunc to use - if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO) - { - if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE) - out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; - else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE) - out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; - else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA) - out->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; - else - out->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; - } - } - if (!shader->lighting) - out->basematerialflags |= MATERIALFLAG_FULLBRIGHT; - if (shader->primarylayer) - { - int j; - out->numskinframes = shader->primarylayer->numframes; - out->skinframerate = shader->primarylayer->framerate; - for (j = 0;j < shader->primarylayer->numframes;j++) - if (!(out->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false))) - { - Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name); - out->skinframes[j] = R_SkinFrame_LoadMissing(); - } - } - if (shader->backgroundlayer) - { - int j; - out->backgroundnumskinframes = shader->backgroundlayer->numframes; - out->backgroundskinframerate = shader->backgroundlayer->framerate; - for (j = 0;j < shader->backgroundlayer->numframes;j++) - { - if (!(out->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false))) - { - Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name); - out->backgroundskinframes[j] = R_SkinFrame_LoadMissing(); - } - } - } - } - else if (!strcmp(out->name, "noshader")) - out->surfaceparms = 0; - else - { + if (Mod_LoadTextureFromQ3Shader(out, out->name, false, true, false)) c++; - Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, out->name); - out->surfaceparms = 0; - if (out->surfaceflags & Q3SURFACEFLAG_NODRAW) - out->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; - else if (out->surfaceflags & Q3SURFACEFLAG_SKY) - out->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; - else - out->basematerialflags |= MATERIALFLAG_WALL; - // these are defaults - //if (!strncmp(out->name, "textures/skies/", 15)) - // out->surfaceparms |= Q3SURFACEPARM_SKY; - //if (!strcmp(out->name, "caulk") || !strcmp(out->name, "common/caulk") || !strcmp(out->name, "textures/common/caulk") - // || !strcmp(out->name, "nodraw") || !strcmp(out->name, "common/nodraw") || !strcmp(out->name, "textures/common/nodraw")) - // out->surfaceparms |= Q3SURFACEPARM_NODRAW; - //if (R_TextureHasAlpha(out->skinframes[0].base)) - // out->surfaceparms |= Q3SURFACEPARM_TRANS; - out->numskinframes = 1; - if (!(out->skinframes[0] = R_SkinFrame_LoadExternal(out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false))) - Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name); - } - // init the animation variables - out->currentframe = out; - if (out->numskinframes < 1) - out->numskinframes = 1; - if (!out->skinframes[0]) - out->skinframes[0] = R_SkinFrame_LoadMissing(); - out->currentskinframe = out->skinframes[0]; - out->backgroundcurrentskinframe = out->backgroundskinframes[0]; - } if (c) Con_DPrintf("%s: %i textures missing shaders\n", loadmodel->name, c); } diff --git a/model_shared.c b/model_shared.c index 1879f19a..be699666 100644 --- a/model_shared.c +++ b/model_shared.c @@ -33,12 +33,20 @@ model_t *loadmodel; static mempool_t *mod_mempool; static memexpandablearray_t models; +// FIXME: make this a memexpandablearray_t +#define Q3SHADER_MAXSHADERS 4096 +static int q3shaders_numshaders = 0; +static q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS]; + static void mod_start(void) { int i; int nummodels = Mem_ExpandableArray_IndexRange(&models); model_t *mod; + // parse the Q3 shader files + Mod_LoadQ3Shaders(); + for (i = 0;i < nummodels;i++) if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*') if (mod->used) @@ -1085,6 +1093,475 @@ void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int ima Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix); } +void Mod_LoadQ3Shaders(void) +{ + int j; + int fileindex; + fssearch_t *search; + char *f; + const char *text; + q3shaderinfo_t *shader; + q3shaderinfo_layer_t *layer; + int numparameters; + char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH]; + q3shaders_numshaders = 0; + search = FS_Search("scripts/*.shader", true, false); + if (!search) + return; + for (fileindex = 0;fileindex < search->numfilenames;fileindex++) + { + text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL); + if (!f) + continue; + while (COM_ParseToken_QuakeC(&text, false)) + { + if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS) + { + Con_Printf("Mod_Q3BSP_LoadShaders: too many shaders!\n"); + break; + } + shader = q3shaders_shaders + q3shaders_numshaders++; + memset(shader, 0, sizeof(*shader)); + strlcpy(shader->name, com_token, sizeof(shader->name)); + if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{")) + { + Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token); + break; + } + while (COM_ParseToken_QuakeC(&text, false)) + { + if (!strcasecmp(com_token, "}")) + break; + if (!strcasecmp(com_token, "{")) + { + if (shader->numlayers < Q3SHADER_MAXLAYERS) + { + layer = shader->layers + shader->numlayers++; + layer->rgbgenvertex = false; + layer->alphagenvertex = false; + layer->blendfunc[0] = GL_ONE; + layer->blendfunc[1] = GL_ZERO; + } + else + layer = NULL; + while (COM_ParseToken_QuakeC(&text, false)) + { + if (!strcasecmp(com_token, "}")) + break; + if (!strcasecmp(com_token, "\n")) + continue; + if (layer == NULL) + continue; + numparameters = 0; + for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++) + { + if (j < TEXTURE_MAXFRAMES + 4) + { + strlcpy(parameter[j], com_token, sizeof(parameter[j])); + numparameters = j + 1; + } + if (!COM_ParseToken_QuakeC(&text, true)) + break; + } + if (developer.integer >= 100) + { + Con_Printf("%s %i: ", shader->name, shader->numlayers - 1); + for (j = 0;j < numparameters;j++) + Con_Printf(" %s", parameter[j]); + Con_Print("\n"); + } + if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc")) + { + if (numparameters == 2) + { + if (!strcasecmp(parameter[1], "add")) + { + layer->blendfunc[0] = GL_ONE; + layer->blendfunc[1] = GL_ONE; + } + else if (!strcasecmp(parameter[1], "filter")) + { + layer->blendfunc[0] = GL_DST_COLOR; + layer->blendfunc[1] = GL_ZERO; + } + else if (!strcasecmp(parameter[1], "blend")) + { + layer->blendfunc[0] = GL_SRC_ALPHA; + layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA; + } + } + else if (numparameters == 3) + { + int k; + for (k = 0;k < 2;k++) + { + if (!strcasecmp(parameter[k+1], "GL_ONE")) + layer->blendfunc[k] = GL_ONE; + else if (!strcasecmp(parameter[k+1], "GL_ZERO")) + layer->blendfunc[k] = GL_ZERO; + else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR")) + layer->blendfunc[k] = GL_SRC_COLOR; + else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA")) + layer->blendfunc[k] = GL_SRC_ALPHA; + else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR")) + layer->blendfunc[k] = GL_DST_COLOR; + else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA")) + layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA; + else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR")) + layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR; + else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA")) + layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA; + else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR")) + layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR; + else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA")) + layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA; + else + layer->blendfunc[k] = GL_ONE; // default in case of parsing error + } + } + } + if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc")) + layer->alphatest = true; + if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap"))) + { + if (!strcasecmp(parameter[0], "clampmap")) + layer->clampmap = true; + layer->numframes = 1; + layer->framerate = 1; + strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename)); + if (!strcasecmp(parameter[1], "$lightmap")) + shader->lighting = true; + } + else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap"))) + { + int i; + layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES); + layer->framerate = atof(parameter[1]); + for (i = 0;i < layer->numframes;i++) + strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename)); + } + else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen") && !strcasecmp(parameter[1], "vertex")) + layer->rgbgenvertex = true; + else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen") && !strcasecmp(parameter[1], "vertex")) + layer->alphagenvertex = true; + // break out a level if it was } + if (!strcasecmp(com_token, "}")) + break; + } + if (layer->rgbgenvertex) + shader->lighting = true; + if (layer->alphagenvertex) + { + if (layer == shader->layers + 0) + { + // vertex controlled transparency + shader->vertexalpha = true; + } + else + { + // multilayer terrain shader or similar + shader->textureblendalpha = true; + } + } + continue; + } + numparameters = 0; + for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++) + { + if (j < TEXTURE_MAXFRAMES + 4) + { + strlcpy(parameter[j], com_token, sizeof(parameter[j])); + numparameters = j + 1; + } + if (!COM_ParseToken_QuakeC(&text, true)) + break; + } + if (fileindex == 0 && !strcasecmp(com_token, "}")) + break; + if (developer.integer >= 100) + { + Con_Printf("%s: ", shader->name); + for (j = 0;j < numparameters;j++) + Con_Printf(" %s", parameter[j]); + Con_Print("\n"); + } + if (numparameters < 1) + continue; + if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2) + { + if (!strcasecmp(parameter[1], "alphashadow")) + shader->surfaceparms |= Q3SURFACEPARM_ALPHASHADOW; + else if (!strcasecmp(parameter[1], "areaportal")) + shader->surfaceparms |= Q3SURFACEPARM_AREAPORTAL; + else if (!strcasecmp(parameter[1], "botclip")) + shader->surfaceparms |= Q3SURFACEPARM_BOTCLIP; + else if (!strcasecmp(parameter[1], "clusterportal")) + shader->surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL; + else if (!strcasecmp(parameter[1], "detail")) + shader->surfaceparms |= Q3SURFACEPARM_DETAIL; + else if (!strcasecmp(parameter[1], "donotenter")) + shader->surfaceparms |= Q3SURFACEPARM_DONOTENTER; + else if (!strcasecmp(parameter[1], "dust")) + shader->surfaceparms |= Q3SURFACEPARM_DUST; + else if (!strcasecmp(parameter[1], "hint")) + shader->surfaceparms |= Q3SURFACEPARM_HINT; + else if (!strcasecmp(parameter[1], "fog")) + shader->surfaceparms |= Q3SURFACEPARM_FOG; + else if (!strcasecmp(parameter[1], "lava")) + shader->surfaceparms |= Q3SURFACEPARM_LAVA; + else if (!strcasecmp(parameter[1], "lightfilter")) + shader->surfaceparms |= Q3SURFACEPARM_LIGHTFILTER; + else if (!strcasecmp(parameter[1], "lightgrid")) + shader->surfaceparms |= Q3SURFACEPARM_LIGHTGRID; + else if (!strcasecmp(parameter[1], "metalsteps")) + shader->surfaceparms |= Q3SURFACEPARM_METALSTEPS; + else if (!strcasecmp(parameter[1], "nodamage")) + shader->surfaceparms |= Q3SURFACEPARM_NODAMAGE; + else if (!strcasecmp(parameter[1], "nodlight")) + shader->surfaceparms |= Q3SURFACEPARM_NODLIGHT; + else if (!strcasecmp(parameter[1], "nodraw")) + shader->surfaceparms |= Q3SURFACEPARM_NODRAW; + else if (!strcasecmp(parameter[1], "nodrop")) + shader->surfaceparms |= Q3SURFACEPARM_NODROP; + else if (!strcasecmp(parameter[1], "noimpact")) + shader->surfaceparms |= Q3SURFACEPARM_NOIMPACT; + else if (!strcasecmp(parameter[1], "nolightmap")) + shader->surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP; + else if (!strcasecmp(parameter[1], "nomarks")) + shader->surfaceparms |= Q3SURFACEPARM_NOMARKS; + else if (!strcasecmp(parameter[1], "nomipmaps")) + shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; + else if (!strcasecmp(parameter[1], "nonsolid")) + shader->surfaceparms |= Q3SURFACEPARM_NONSOLID; + else if (!strcasecmp(parameter[1], "origin")) + shader->surfaceparms |= Q3SURFACEPARM_ORIGIN; + else if (!strcasecmp(parameter[1], "playerclip")) + shader->surfaceparms |= Q3SURFACEPARM_PLAYERCLIP; + else if (!strcasecmp(parameter[1], "sky")) + shader->surfaceparms |= Q3SURFACEPARM_SKY; + else if (!strcasecmp(parameter[1], "slick")) + shader->surfaceparms |= Q3SURFACEPARM_SLICK; + else if (!strcasecmp(parameter[1], "slime")) + shader->surfaceparms |= Q3SURFACEPARM_SLIME; + else if (!strcasecmp(parameter[1], "structural")) + shader->surfaceparms |= Q3SURFACEPARM_STRUCTURAL; + else if (!strcasecmp(parameter[1], "trans")) + shader->surfaceparms |= Q3SURFACEPARM_TRANS; + else if (!strcasecmp(parameter[1], "water")) + shader->surfaceparms |= Q3SURFACEPARM_WATER; + else if (!strcasecmp(parameter[1], "pointlight")) + shader->surfaceparms |= Q3SURFACEPARM_POINTLIGHT; + else if (!strcasecmp(parameter[1], "antiportal")) + shader->surfaceparms |= Q3SURFACEPARM_ANTIPORTAL; + else + Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]); + } + else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2) + { + // some q3 skies don't have the sky parm set + shader->surfaceparms |= Q3SURFACEPARM_SKY; + strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname)); + } + else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2) + { + // some q3 skies don't have the sky parm set + shader->surfaceparms |= Q3SURFACEPARM_SKY; + if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-")) + strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname)); + } + else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2) + { + if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided")) + shader->textureflags |= Q3TEXTUREFLAG_TWOSIDED; + } + else if (!strcasecmp(parameter[0], "nomipmaps")) + shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; + else if (!strcasecmp(parameter[0], "nopicmip")) + shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP; + else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2) + { + if (!strcasecmp(parameter[1], "autosprite") && numparameters == 2) + shader->textureflags |= Q3TEXTUREFLAG_AUTOSPRITE; + if (!strcasecmp(parameter[1], "autosprite2") && numparameters == 2) + shader->textureflags |= Q3TEXTUREFLAG_AUTOSPRITE2; + } + } + // identify if this is a blended terrain shader or similar + if (shader->numlayers) + { + shader->backgroundlayer = NULL; + shader->primarylayer = shader->layers + 0; + if ((shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest) + && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest) + || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest))) + { + // terrain blending or other effects + shader->backgroundlayer = shader->layers + 0; + shader->primarylayer = shader->layers + 1; + } + // now see if the lightmap came first, and if so choose the second texture instead + if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap")) + { + shader->backgroundlayer = NULL; + shader->primarylayer = shader->layers + 1; + } + } + } + Mem_Free(f); + } +} + +q3shaderinfo_t *Mod_LookupQ3Shader(const char *name) +{ + int i; + for (i = 0;i < Q3SHADER_MAXSHADERS;i++) + if (!strcasecmp(q3shaders_shaders[i].name, name)) + return q3shaders_shaders + i; + return NULL; +} + +extern cvar_t r_picmipworld; +qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3) +{ + int j; + int texflags; + qboolean success = true; + q3shaderinfo_t *shader; + strlcpy(texture->name, name, sizeof(texture->name)); + shader = Mod_LookupQ3Shader(name); + if (shader) + { + texture->surfaceparms = shader->surfaceparms; + texture->textureflags = shader->textureflags; + texture->basematerialflags = 0; + if (shader->surfaceparms & Q3SURFACEPARM_SKY) + { + texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; + if (shader->skyboxname[0]) + { + // quake3 seems to append a _ to the skybox name, so this must do so as well + dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname); + } + } + else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0) + texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; + else if (shader->surfaceparms & Q3SURFACEPARM_LAVA) + texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW; + else if (shader->surfaceparms & Q3SURFACEPARM_SLIME) + texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW; + else if (shader->surfaceparms & Q3SURFACEPARM_WATER) + texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW; + else + texture->basematerialflags |= MATERIALFLAG_WALL; + if (shader->layers[0].alphatest) + texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW; + if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED) + texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE; + if (shader->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + texture->basematerialflags |= MATERIALFLAG_NOSHADOW; + texture->customblendfunc[0] = GL_ONE; + texture->customblendfunc[1] = GL_ZERO; + if (shader->numlayers > 0) + { + texture->customblendfunc[0] = shader->layers[0].blendfunc[0]; + texture->customblendfunc[1] = shader->layers[0].blendfunc[1]; +/* +Q3 shader blendfuncs actually used in the game (* = supported by DP) +* additive GL_ONE GL_ONE +additive weird GL_ONE GL_SRC_ALPHA +additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA +* alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA +alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA +brighten GL_DST_COLOR GL_ONE +brighten GL_ONE GL_SRC_COLOR +brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA +brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA +* modulate GL_DST_COLOR GL_ZERO +* modulate GL_ZERO GL_SRC_COLOR +modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR +modulate inverse alpha GL_ZERO GL_SRC_ALPHA +modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO +* modulate x2 GL_DST_COLOR GL_SRC_COLOR +* no blend GL_ONE GL_ZERO +nothing GL_ZERO GL_ONE +*/ + // if not opaque, figure out what blendfunc to use + if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO) + { + if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE) + texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; + else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE) + texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; + else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA) + texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; + else + texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; + } + } + if (!shader->lighting) + texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT; + if (shader->primarylayer) + { + texture->numskinframes = shader->primarylayer->numframes; + texture->skinframerate = shader->primarylayer->framerate; + for (j = 0;j < shader->primarylayer->numframes;j++) + { + texflags = TEXF_ALPHA | TEXF_PRECACHE; + if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) + texflags |= TEXF_MIPMAP; + if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer)) + texflags |= TEXF_PICMIP; + if (shader->primarylayer->clampmap) + texflags |= TEXF_CLAMP; + if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], texflags, false))) + { + Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, texture->name); + texture->skinframes[j] = R_SkinFrame_LoadMissing(); + } + } + } + if (shader->backgroundlayer) + { + texture->backgroundnumskinframes = shader->backgroundlayer->numframes; + texture->backgroundskinframerate = shader->backgroundlayer->framerate; + for (j = 0;j < shader->backgroundlayer->numframes;j++) + { + if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false))) + { + Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, texture->name); + texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing(); + } + } + } + } + else if (!strcmp(texture->name, "noshader")) + texture->surfaceparms = 0; + else + { + success = false; + Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name); + texture->surfaceparms = 0; + if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW) + texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; + else if (texture->surfaceflags & Q3SURFACEFLAG_SKY) + texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; + else + texture->basematerialflags |= MATERIALFLAG_WALL; + texture->numskinframes = 1; + if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false))) + Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, texture->name); + } + // init the animation variables + texture->currentframe = texture; + if (texture->numskinframes < 1) + texture->numskinframes = 1; + if (!texture->skinframes[0]) + texture->skinframes[0] = R_SkinFrame_LoadMissing(); + texture->currentskinframe = texture->skinframes[0]; + texture->backgroundcurrentskinframe = texture->backgroundskinframes[0]; + return success; +} + skinfile_t *Mod_LoadSkinFiles(void) { int i, words, numtags, line, tagsetsused = false, wordsoverflow; diff --git a/model_shared.h b/model_shared.h index a56f83af..850503ca 100644 --- a/model_shared.h +++ b/model_shared.h @@ -693,6 +693,40 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius); void Mod_ShadowMesh_Free(shadowmesh_t *mesh); +#define Q3SHADER_MAXLAYERS 8 + +typedef struct q3shaderinfo_layer_s +{ + int alphatest; + int clampmap; + float framerate; + int numframes; + char texturename[TEXTURE_MAXFRAMES][Q3PATHLENGTH]; + int blendfunc[2]; + qboolean rgbgenvertex; + qboolean alphagenvertex; +} +q3shaderinfo_layer_t; + +typedef struct q3shaderinfo_s +{ + char name[Q3PATHLENGTH]; + int surfaceparms; + int textureflags; + int numlayers; + qboolean lighting; + qboolean vertexalpha; + qboolean textureblendalpha; + q3shaderinfo_layer_t *primarylayer, *backgroundlayer; + q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS]; + char skyboxname[Q3PATHLENGTH]; +} +q3shaderinfo_t; + +void Mod_LoadQ3Shaders(void); +q3shaderinfo_t *Mod_LookupQ3Shader(const char *name); +qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3); + extern cvar_t r_mipskins; typedef struct skinfileitem_s -- 2.39.2