]> git.rm.cloudns.org Git - xonotic/xonotic.git/commitdiff
add a shell script port of shade.vbs
authorRudolf Polzer <divverent@alientrap.org>
Sun, 26 Sep 2010 14:23:34 +0000 (16:23 +0200)
committerRudolf Polzer <divverent@alientrap.org>
Sun, 26 Sep 2010 14:23:34 +0000 (16:23 +0200)
misc/tools/shadescript/shade.sh [new file with mode: 0644]

diff --git a/misc/tools/shadescript/shade.sh b/misc/tools/shadescript/shade.sh
new file mode 100644 (file)
index 0000000..7533002
--- /dev/null
@@ -0,0 +1,119 @@
+#!/bin/sh
+
+case "$#" in
+       2)
+               ;;
+       *)
+               echo "Usage: $1 directory shader.template"
+               exit 1
+               ;;
+esac
+
+LF="
+"
+
+exec 3>"scripts/$1.shader"
+template=`cat "$2"`
+
+find "textures/$1" -type f -path "textures/*/*/*.*" -not -name '*_norm.*' -not -name '*_glow.*' -not -name '*_gloss.*' -not -name '*_reflect.*' -not -name '*.xcf' | while IFS= read -r F; do
+       F=${F%.*}
+
+       noLightmap=false
+       isLiquid=false
+       isTransparent=false
+       bounceScale=1.00
+       shaderString="$template"
+       shaderHead=
+       shaderTail=
+       shaderQUI=
+       shaderDiffuse=
+       diffuseExtra=
+
+       case "$F" in
+               *decal*)
+                       noLightmap=true
+                       ;;
+       esac
+
+       # material type
+       case "$F" in
+               *water*)
+                       noLightmap=true
+                       isLiquid=true
+                       shaderHead="$shaderHead surfaceparm trans\n     surfaceparm water\n     qer_trans 20\n"
+                       ;;
+               *slime*)
+                       noLightmap=true
+                       isLiquid=true
+                       shaderHead="$shaderHead surfaceparm trans\n     surfaceparm slime\n     qer_trans 20\n"
+                       ;;
+               *lava*)
+                       noLightmap=true
+                       isLiquid=true
+                       shaderHead="$shaderHead surfaceparm trans\n     surfaceparm lava\n      qer_trans 20\n"
+                       ;;
+               *glass*)
+                       noLightmap=true
+                       shaderHead="$shaderHead surfaceparm trans\n"
+                       diffuseExtra="$diffuseExtra             blendfunc add\n"
+                       ;;
+               *metal*)
+                       bounceScale=`echo "$bounceScale + 0.25" | bc -l`
+                       shaderHead="$shaderHead         surfaceparm metalsteps\n"
+                       ;;
+       esac
+
+       # what is it used for
+       case "$F" in
+               *grate*)
+                       bounceScale=`echo "$bounceScale + 0.25" | bc -l`
+                       shaderHead="$shaderHead surfaceparm trans\n"
+                       diffuseExtra="$diffuseExtra             blendfunc blend\n"
+                       ;;
+       esac
+
+       # further properties
+       case "$F" in
+               *shiny*)
+                       bounceScale=`echo "$bounceScale + 0.25" | bc -l`
+                       ;;
+       esac
+       case "$F" in
+               *dirt*|*terrain*|*old*)
+                       bounceScale=`echo "$bounceScale - 0.25" | bc -l`
+                       shaderHead="$shaderHead surfaceparm dust\n"
+                       ;;
+       esac
+
+       shaderDiffuse="$F"
+       if [ -f "$F""_gloss.tga" ] || [ -f "$F""_gloss.jpg" ] || [ -f "$F""_gloss.png" ]; then
+               bounceScale=`echo "$bounceScale - 0.25" | bc -l`
+       fi
+
+       if [ -f "$F""_qei.tga" ] || [ -f "$F""_qei.jpg" ] || [ -f "$F""_qei.png" ]; then
+               shaderQUI="$F""_qei"
+       else
+               shaderQUI="$F"
+       fi
+
+       if ! $noLightmap; then
+               shaderTail="    {\n             map \$lightmap\n                rgbGen identity\n               tcGen lightmap\n                blendfunc filter\n      }"
+       fi
+       case "$bounceScale" in
+               1|1.0|1.00)
+                       ;;
+               *)
+                       shaderHead="$shaderHead q3map_bouncescale $bounceScale\n"
+                       ;;
+       esac
+
+       shaderName="`echo "$F" | cut -d / -f 1-2`/`echo "$F" | cut -d / -f 3`-`echo "$F" | cut -d / -f 4`"
+       echo "$shaderString$LF$LF" | sed -e "
+               s,%shader_name%,$shaderName,g;
+               s,%qei_name%,$shaderQUI,g;
+               s,%shader_head%,$shaderHead,g;
+               s,%diffuse_map%,$shaderDiffuse,g;
+               s,%diffuse_map_extra%,$diffuseExtra,g;
+               s,%shader_tail%,$shaderTail,g;
+       " >&3
+done