]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
q3 shaders are now supported on all model and map formats
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 22 May 2007 05:50:19 +0000 (05:50 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 22 May 2007 05:50:19 +0000 (05:50 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7334 d7cf8633-e32d-0410-b094-e92efae38249

cl_parse.c
model_alias.c
model_brush.c
model_shared.c
model_shared.h

index 7c0dac208cc72daecf7ea9cf22e10d7d0e1f2eb3..a1d650d5288f90f08e128511db50ef0b6b280e2f 100644 (file)
@@ -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)
index e13ed98eab5b065821aeaabec86faee64f531101..15e85d068b53c7147bc643238909eadcc09dbcc8 100644 (file)
@@ -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
index 660c4df77dfa7504aea387485d825ca0a106cba0..c09f32a2a9622453fc0aed844aacc01540395d88 100644 (file)
@@ -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);
 }
index 1879f19a4415e1dbf3649ff2ef4fabf97b6c4a30..be699666de56baef8b3238c5f1f2d120d4528177 100644 (file)
@@ -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;
index a56f83afd66cc642edd843dc4745601260397717..850503cafc85e71e6662a86d445df404a2e5b499 100644 (file)
@@ -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