From: res Date: Mon, 17 Dec 2007 01:50:47 +0000 (+0000) Subject: Changed Q3 shaders to use dynamic memory allocation (instead of a gargantuan static... X-Git-Tag: xonotic-v0.1.0preview~2687 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=9fe99157f1a8ac91725f58bdeb84d0ac58677f77;p=xonotic%2Fdarkplaces.git Changed Q3 shaders to use dynamic memory allocation (instead of a gargantuan static array). Also changed the Q3 shader lookup to use a hash while I was at it. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7804 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/model_shared.c b/model_shared.c index 17671105..a162eda8 100644 --- a/model_shared.c +++ b/model_shared.c @@ -33,10 +33,19 @@ model_t *loadmodel; static mempool_t *mod_mempool; static memexpandablearray_t models; -// FIXME: make this a memexpandablearray_t -#define Q3SHADER_MAXSHADERS 16384 -static int q3shaders_numshaders = 0; -static q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS]; +static mempool_t* q3shaders_mem; +typedef struct q3shader_hash_entry_s +{ + q3shaderinfo_t shader; + struct q3shader_hash_entry_s* chain; +} q3shader_hash_entry_t; +#define Q3SHADER_HASH_SIZE 1021 +typedef struct q3shader_data_s +{ + memexpandablearray_t hash_entries; + q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE]; +} q3shader_data_t; +static q3shader_data_t* q3shader_data; static void mod_start(void) { @@ -62,6 +71,8 @@ static void mod_shutdown(void) for (i = 0;i < nummodels;i++) if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool)) Mod_UnloadModel(mod); + + Mem_FreePool (&q3shaders_mem); } static void mod_newmap(void) @@ -1105,6 +1116,52 @@ q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s) return Q3WAVEFUNC_NONE; } +static void Q3Shaders_Clear() +{ + /* Just clear out everything... */ + Mem_FreePool (&q3shaders_mem); + /* ...and alloc the structs again. */ + q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL); + q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem, + sizeof (q3shader_data_t)); + Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries, + q3shaders_mem, sizeof (q3shader_hash_entry_t), 256); +} + +static void Q3Shader_AddToHash (q3shaderinfo_t* shader) +{ + unsigned short hash = CRC_Block (shader->name, strlen (shader->name)); + q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE); + q3shader_hash_entry_t* lastEntry = NULL; + while (entry != NULL) + { + if (strcasecmp (entry->shader.name, shader->name) == 0) + { + Con_Printf("Shader '%s' already defined\n", shader->name); + return; + } + lastEntry = entry; + entry = entry->chain; + } + if (entry == NULL) + { + if (lastEntry->shader.name[0] != 0) + { + /* Add to chain */ + q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*) + Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries); + + while (entry->chain != NULL) entry = entry->chain; + lastEntry->chain = newEntry; + newEntry->chain = NULL; + lastEntry = newEntry; + } + /* else: head of chain, in hash entry array */ + entry = lastEntry; + } + memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t)); +} + void Mod_LoadQ3Shaders(void) { int j; @@ -1112,11 +1169,13 @@ void Mod_LoadQ3Shaders(void) fssearch_t *search; char *f; const char *text; - q3shaderinfo_t *shader; + q3shaderinfo_t shader; q3shaderinfo_layer_t *layer; int numparameters; char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH]; - q3shaders_numshaders = 0; + + Q3Shaders_Clear(); + search = FS_Search("scripts/*.shader", true, false); if (!search) return; @@ -1127,22 +1186,15 @@ void Mod_LoadQ3Shaders(void) continue; while (COM_ParseToken_QuakeC(&text, false)) { - if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS) - { - Con_Printf("Mod_LoadQ3Shaders: too many shaders!\n"); - break; - } - shader = q3shaders_shaders + q3shaders_numshaders++; - - memset(shader, 0, sizeof(*shader)); - shader->reflectmin = 0; - shader->reflectmax = 1; - shader->refractfactor = 1; - Vector4Set(shader->refractcolor4f, 1, 1, 1, 1); - shader->reflectfactor = 1; - Vector4Set(shader->reflectcolor4f, 1, 1, 1, 1); - - strlcpy(shader->name, com_token, sizeof(shader->name)); + memset (&shader, 0, sizeof(shader)); + shader.reflectmin = 0; + shader.reflectmax = 1; + shader.refractfactor = 1; + Vector4Set(shader.refractcolor4f, 1, 1, 1, 1); + shader.reflectfactor = 1; + Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1); + + 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); @@ -1155,9 +1207,9 @@ void Mod_LoadQ3Shaders(void) if (!strcasecmp(com_token, "{")) { static q3shaderinfo_layer_t dummy; - if (shader->numlayers < Q3SHADER_MAXLAYERS) + if (shader.numlayers < Q3SHADER_MAXLAYERS) { - layer = shader->layers + shader->numlayers++; + layer = shader.layers + shader.numlayers++; } else { @@ -1191,7 +1243,7 @@ void Mod_LoadQ3Shaders(void) parameter[j][0] = 0; if (developer.integer >= 100) { - Con_Printf("%s %i: ", shader->name, shader->numlayers - 1); + Con_Printf("%s %i: ", shader.name, shader.numlayers - 1); for (j = 0;j < numparameters;j++) Con_Printf(" %s", parameter[j]); Con_Print("\n"); @@ -1256,7 +1308,7 @@ void Mod_LoadQ3Shaders(void) layer->framerate = 1; strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename)); if (!strcasecmp(parameter[1], "$lightmap")) - shader->lighting = true; + shader.lighting = true; } else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap"))) { @@ -1368,18 +1420,18 @@ void Mod_LoadQ3Shaders(void) break; } if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX) - shader->lighting = true; + shader.lighting = true; if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX) { - if (layer == shader->layers + 0) + if (layer == shader.layers + 0) { // vertex controlled transparency - shader->vertexalpha = true; + shader.vertexalpha = true; } else { // multilayer terrain shader or similar - shader->textureblendalpha = true; + shader.textureblendalpha = true; } } continue; @@ -1401,7 +1453,7 @@ void Mod_LoadQ3Shaders(void) break; if (developer.integer >= 100) { - Con_Printf("%s: ", shader->name); + Con_Printf("%s: ", shader.name); for (j = 0;j < numparameters;j++) Con_Printf(" %s", parameter[j]); Con_Print("\n"); @@ -1411,181 +1463,183 @@ void Mod_LoadQ3Shaders(void) if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2) { if (!strcasecmp(parameter[1], "alphashadow")) - shader->surfaceparms |= Q3SURFACEPARM_ALPHASHADOW; + shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW; else if (!strcasecmp(parameter[1], "areaportal")) - shader->surfaceparms |= Q3SURFACEPARM_AREAPORTAL; + shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL; else if (!strcasecmp(parameter[1], "botclip")) - shader->surfaceparms |= Q3SURFACEPARM_BOTCLIP; + shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP; else if (!strcasecmp(parameter[1], "clusterportal")) - shader->surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL; + shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL; else if (!strcasecmp(parameter[1], "detail")) - shader->surfaceparms |= Q3SURFACEPARM_DETAIL; + shader.surfaceparms |= Q3SURFACEPARM_DETAIL; else if (!strcasecmp(parameter[1], "donotenter")) - shader->surfaceparms |= Q3SURFACEPARM_DONOTENTER; + shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER; else if (!strcasecmp(parameter[1], "dust")) - shader->surfaceparms |= Q3SURFACEPARM_DUST; + shader.surfaceparms |= Q3SURFACEPARM_DUST; else if (!strcasecmp(parameter[1], "hint")) - shader->surfaceparms |= Q3SURFACEPARM_HINT; + shader.surfaceparms |= Q3SURFACEPARM_HINT; else if (!strcasecmp(parameter[1], "fog")) - shader->surfaceparms |= Q3SURFACEPARM_FOG; + shader.surfaceparms |= Q3SURFACEPARM_FOG; else if (!strcasecmp(parameter[1], "lava")) - shader->surfaceparms |= Q3SURFACEPARM_LAVA; + shader.surfaceparms |= Q3SURFACEPARM_LAVA; else if (!strcasecmp(parameter[1], "lightfilter")) - shader->surfaceparms |= Q3SURFACEPARM_LIGHTFILTER; + shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER; else if (!strcasecmp(parameter[1], "lightgrid")) - shader->surfaceparms |= Q3SURFACEPARM_LIGHTGRID; + shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID; else if (!strcasecmp(parameter[1], "metalsteps")) - shader->surfaceparms |= Q3SURFACEPARM_METALSTEPS; + shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS; else if (!strcasecmp(parameter[1], "nodamage")) - shader->surfaceparms |= Q3SURFACEPARM_NODAMAGE; + shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE; else if (!strcasecmp(parameter[1], "nodlight")) - shader->surfaceparms |= Q3SURFACEPARM_NODLIGHT; + shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT; else if (!strcasecmp(parameter[1], "nodraw")) - shader->surfaceparms |= Q3SURFACEPARM_NODRAW; + shader.surfaceparms |= Q3SURFACEPARM_NODRAW; else if (!strcasecmp(parameter[1], "nodrop")) - shader->surfaceparms |= Q3SURFACEPARM_NODROP; + shader.surfaceparms |= Q3SURFACEPARM_NODROP; else if (!strcasecmp(parameter[1], "noimpact")) - shader->surfaceparms |= Q3SURFACEPARM_NOIMPACT; + shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT; else if (!strcasecmp(parameter[1], "nolightmap")) - shader->surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP; + shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP; else if (!strcasecmp(parameter[1], "nomarks")) - shader->surfaceparms |= Q3SURFACEPARM_NOMARKS; + shader.surfaceparms |= Q3SURFACEPARM_NOMARKS; else if (!strcasecmp(parameter[1], "nomipmaps")) - shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; + shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; else if (!strcasecmp(parameter[1], "nonsolid")) - shader->surfaceparms |= Q3SURFACEPARM_NONSOLID; + shader.surfaceparms |= Q3SURFACEPARM_NONSOLID; else if (!strcasecmp(parameter[1], "origin")) - shader->surfaceparms |= Q3SURFACEPARM_ORIGIN; + shader.surfaceparms |= Q3SURFACEPARM_ORIGIN; else if (!strcasecmp(parameter[1], "playerclip")) - shader->surfaceparms |= Q3SURFACEPARM_PLAYERCLIP; + shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP; else if (!strcasecmp(parameter[1], "sky")) - shader->surfaceparms |= Q3SURFACEPARM_SKY; + shader.surfaceparms |= Q3SURFACEPARM_SKY; else if (!strcasecmp(parameter[1], "slick")) - shader->surfaceparms |= Q3SURFACEPARM_SLICK; + shader.surfaceparms |= Q3SURFACEPARM_SLICK; else if (!strcasecmp(parameter[1], "slime")) - shader->surfaceparms |= Q3SURFACEPARM_SLIME; + shader.surfaceparms |= Q3SURFACEPARM_SLIME; else if (!strcasecmp(parameter[1], "structural")) - shader->surfaceparms |= Q3SURFACEPARM_STRUCTURAL; + shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL; else if (!strcasecmp(parameter[1], "trans")) - shader->surfaceparms |= Q3SURFACEPARM_TRANS; + shader.surfaceparms |= Q3SURFACEPARM_TRANS; else if (!strcasecmp(parameter[1], "water")) - shader->surfaceparms |= Q3SURFACEPARM_WATER; + shader.surfaceparms |= Q3SURFACEPARM_WATER; else if (!strcasecmp(parameter[1], "pointlight")) - shader->surfaceparms |= Q3SURFACEPARM_POINTLIGHT; + shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT; else if (!strcasecmp(parameter[1], "antiportal")) - shader->surfaceparms |= Q3SURFACEPARM_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)); + 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; + shader.surfaceparms |= Q3SURFACEPARM_SKY; if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-")) - strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname)); + 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; + shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED; } else if (!strcasecmp(parameter[0], "nomipmaps")) - shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; + shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; else if (!strcasecmp(parameter[0], "nopicmip")) - shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP; + shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP; else if (!strcasecmp(parameter[0], "polygonoffset")) - shader->textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET; + shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET; else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5) { - shader->textureflags |= Q3TEXTUREFLAG_REFRACTION; - shader->refractfactor = atof(parameter[1]); - Vector4Set(shader->refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1); + shader.textureflags |= Q3TEXTUREFLAG_REFRACTION; + shader.refractfactor = atof(parameter[1]); + Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1); } else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6) { - shader->textureflags |= Q3TEXTUREFLAG_REFLECTION; - shader->reflectfactor = atof(parameter[1]); - Vector4Set(shader->reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5])); + shader.textureflags |= Q3TEXTUREFLAG_REFLECTION; + shader.reflectfactor = atof(parameter[1]); + Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5])); } else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 11) { - shader->textureflags |= Q3TEXTUREFLAG_WATERSHADER; - shader->reflectmin = atof(parameter[1]); - shader->reflectmax = atof(parameter[2]); - shader->refractfactor = atof(parameter[3]); - shader->reflectfactor = atof(parameter[4]); - Vector4Set(shader->refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1); - Vector4Set(shader->reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1); + shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER; + shader.reflectmin = atof(parameter[1]); + shader.reflectmax = atof(parameter[2]); + shader.refractfactor = atof(parameter[3]); + shader.reflectfactor = atof(parameter[4]); + Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1); + Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1); } else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2) { int i, deformindex; for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++) - if (!shader->deforms[deformindex].deform) + if (!shader.deforms[deformindex].deform) break; if (deformindex < Q3MAXDEFORMS) { for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++) - shader->deforms[deformindex].parms[i] = atof(parameter[i+2]); - if (!strcasecmp(parameter[1], "projectionshadow")) shader->deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW; - else if (!strcasecmp(parameter[1], "autosprite" )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE; - else if (!strcasecmp(parameter[1], "autosprite2" )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2; - else if (!strcasecmp(parameter[1], "text0" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT0; - else if (!strcasecmp(parameter[1], "text1" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT1; - else if (!strcasecmp(parameter[1], "text2" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT2; - else if (!strcasecmp(parameter[1], "text3" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT3; - else if (!strcasecmp(parameter[1], "text4" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT4; - else if (!strcasecmp(parameter[1], "text5" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT5; - else if (!strcasecmp(parameter[1], "text6" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT6; - else if (!strcasecmp(parameter[1], "text7" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT7; - else if (!strcasecmp(parameter[1], "bulge" )) shader->deforms[deformindex].deform = Q3DEFORM_BULGE; - else if (!strcasecmp(parameter[1], "normal" )) shader->deforms[deformindex].deform = Q3DEFORM_NORMAL; + shader.deforms[deformindex].parms[i] = atof(parameter[i+2]); + if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW; + else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE; + else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2; + else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0; + else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1; + else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2; + else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3; + else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4; + else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5; + else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6; + else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7; + else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE; + else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL; else if (!strcasecmp(parameter[1], "wave" )) { - shader->deforms[deformindex].deform = Q3DEFORM_WAVE; - shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]); + shader.deforms[deformindex].deform = Q3DEFORM_WAVE; + shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]); for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++) - shader->deforms[deformindex].waveparms[i] = atof(parameter[i+4]); + shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]); } else if (!strcasecmp(parameter[1], "move" )) { - shader->deforms[deformindex].deform = Q3DEFORM_MOVE; - shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]); + shader.deforms[deformindex].deform = Q3DEFORM_MOVE; + shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]); for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++) - shader->deforms[deformindex].waveparms[i] = atof(parameter[i+6]); + shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]); } } } } // identify if this is a blended terrain shader or similar - if (shader->numlayers) + 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))) + shader.backgroundlayer = -1; + shader.primarylayer = 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; + shader.backgroundlayer = 0; + shader.primarylayer = 1; } // now see if the lightmap came first, and if so choose the second texture instead - if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap")) + if (!strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap")) { - shader->backgroundlayer = NULL; - shader->primarylayer = shader->layers + 1; + shader.backgroundlayer = -1; + shader.primarylayer = 1; } } // fix up multiple reflection types - if(shader->textureflags & Q3TEXTUREFLAG_WATERSHADER) - shader->textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION); + if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER) + shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION); + + Q3Shader_AddToHash (&shader); } Mem_Free(f); } @@ -1593,10 +1647,14 @@ void Mod_LoadQ3Shaders(void) q3shaderinfo_t *Mod_LookupQ3Shader(const char *name) { - int i; - for (i = 0;i < q3shaders_numshaders;i++) - if (!strcasecmp(q3shaders_shaders[i].name, name)) - return q3shaders_shaders + i; + unsigned short hash = CRC_Block (name, strlen (name)); + q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE); + while (entry != NULL) + { + if (strcasecmp (entry->shader.name, name) == 0) + return &entry->shader; + entry = entry->chain; + } return NULL; } @@ -1688,41 +1746,43 @@ nothing GL_ZERO GL_ONE } if (!shader->lighting) texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT; - if (shader->primarylayer) + if (shader->primarylayer >= 0) { - // copy over many shader->primarylayer parameters - texture->rgbgen = shader->primarylayer->rgbgen; - texture->alphagen = shader->primarylayer->alphagen; - texture->tcgen = shader->primarylayer->tcgen; - memcpy(texture->tcmods, shader->primarylayer->tcmods, sizeof(texture->tcmods)); + q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer; + // copy over many primarylayer parameters + texture->rgbgen = primarylayer->rgbgen; + texture->alphagen = primarylayer->alphagen; + texture->tcgen = primarylayer->tcgen; + memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods)); // load the textures - texture->numskinframes = shader->primarylayer->numframes; - texture->skinframerate = shader->primarylayer->framerate; - for (j = 0;j < shader->primarylayer->numframes;j++) + texture->numskinframes = primarylayer->numframes; + texture->skinframerate = primarylayer->framerate; + for (j = 0;j < 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 | TEXF_COMPRESS; - if (shader->primarylayer->clampmap) + if (primarylayer->clampmap) texflags |= TEXF_CLAMP; - if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], texflags, false))) + if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], texflags, false))) { - Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, texture->name); + Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name); texture->skinframes[j] = R_SkinFrame_LoadMissing(); } } } - if (shader->backgroundlayer) + if (shader->backgroundlayer >= 0) { - texture->backgroundnumskinframes = shader->backgroundlayer->numframes; - texture->backgroundskinframerate = shader->backgroundlayer->framerate; - for (j = 0;j < shader->backgroundlayer->numframes;j++) + q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer; + texture->backgroundnumskinframes = backgroundlayer->numframes; + texture->backgroundskinframerate = backgroundlayer->framerate; + for (j = 0;j < 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 | TEXF_COMPRESS)) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false))) + if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (backgroundlayer->clampmap ? TEXF_CLAMP : 0), false))) { - Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, texture->name); + Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name); texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing(); } } diff --git a/model_shared.h b/model_shared.h index fdf71ee1..f27a242a 100644 --- a/model_shared.h +++ b/model_shared.h @@ -368,7 +368,7 @@ typedef struct q3shaderinfo_s qboolean lighting; qboolean vertexalpha; qboolean textureblendalpha; - q3shaderinfo_layer_t *primarylayer, *backgroundlayer; + int primarylayer, backgroundlayer; q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS]; char skyboxname[Q3PATHLENGTH]; q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];