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- /*
- ===========================================================================
- 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);
- }
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