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513 lines (446 loc) · 13.7 KB
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#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <assert.h>
//############################################################################
//## ##
//## Q3SHADER.CPP ##
//## ##
//## Reads a Quake3 Shader file. ##
//## ##
//## OpenSourced 12/5/2000 by John W. Ratcliff ##
//## ##
//## No warranty expressed or implied. ##
//## ##
//## Part of the Q3BSP project, which converts a Quake 3 BSP file into a ##
//## polygon mesh. ##
//############################################################################
//## ##
//## Contact John W. Ratcliff at [email protected] ##
//############################################################################
#include "q3shader.h"
#include "fload.h"
#include "main.h"
QuakeShaderFactory *QuakeShaderFactory::gSingleton=0; // global instance of data
QuakeShaderFactory::QuakeShaderFactory(void)
{
#if 0
// try to load dynamic
// shader where names not match ed skies ==> sky
AddShader("base.shader");
AddShader("liquid.shader");
AddShader("liquid2.shader"); // xx
AddShader("skin.shader");
AddShader("sky.shader");
AddShader("gfx.shader");
AddShader("gfx2.shader"); //xx
AddShader("sfx.shader");
AddShader("sfx2.shader");
#else
// added teamarena3 & nv15 shaders
AddShader("sfx.shader");
AddShader("sfx2.shader");
AddShader("base.shader");
AddShader("base_button.shader");
AddShader("base_floor.shader");
AddShader("base_floor2.shader"); // xx
AddShader("base_light.shader");
AddShader("base_object.shader");
AddShader("base_support.shader");
AddShader("base_trim.shader");
AddShader("base_wall.shader");
AddShader("base_wall2.shader"); // xx
AddShader("common.shader");
AddShader("ctf.shader");
AddShader("ctf2.shader"); // xx
AddShader("eerie.shader");
AddShader("flayer.shader"); //xx
AddShader("gallery.shader"); //xx
AddShader("gfx.shader");
AddShader("gfx2.shader"); //xx
AddShader("gothic_block.shader");
AddShader("gothic_floor.shader");
AddShader("gothic_floor2.shader");
AddShader("gothic_light.shader");
AddShader("gothic_trim.shader");
AddShader("gothic_wall.shader");
AddShader("hell.shader");
AddShader("jim_test.shader");
AddShader("jk_dm1.shader");
AddShader("jk_tourney1.shader");
AddShader("liquid.shader");
AddShader("liquid2.shader"); // xx
AddShader("menu.shader");
AddShader("models.shader");
AddShader("models2.shader"); //x
AddShader("models3.shader"); //x
AddShader("mre.shader"); //x
AddShader("multiplant.shader"); //x
AddShader("museum.shader"); //x
AddShader("nateleaf.shader"); //x
AddShader("nateshad.shader"); //x
AddShader("organics.shader");
AddShader("outdoors.shader");
AddShader("proto2.shader");
// AddShader("sfx.shader");
//AddShader("sfx2.shader");
AddShader("shrine.shader");
AddShader("skin.shader");
AddShader("sky.shader");
AddShader("stone2.shader");
AddShader("team.shader");
AddShader("terrain.shader");
AddShader("test.shader");
AddShader("tim.shader");
AddShader("ui.shader");
AddShader("ui_hud.shader");
AddShader("ui_kc.shader");
AddShader("work.shader");
AddShader("work_tri1.shader");
AddShader("nvidia.shader"); // NV15
#endif
}
QuakeShaderFactory::~QuakeShaderFactory(void)
{
QuakeShaderMap::iterator i;
for (i=mShaders.begin(); i!=mShaders.end(); ++i)
{
QuakeShader *shader = (*i).second;
delete shader;
}
}
QuakeShader * QuakeShaderFactory::Locate(const String &str)
{
return Locate(StringDict::gStringDict().Get(str));
}
QuakeShader * QuakeShaderFactory::Locate(const StringRef &str)
{
QuakeShaderMap::iterator found;
found = mShaders.find(str);
if ( found != mShaders.end() ) return (*found).second;
return 0;
}
bool
QuakeShaderFactory::ShaderFileLoaded(const StringRef &str)
{
QuakeShaderFileMap::iterator found;
found = mShaderFiles.find(str);
if ( found != mShaderFiles.end() )
return (*found).second;
return false;
}
bool QuakeShaderFactory::AddShader(const StringRef &sname)
{
mBraceCount = 0;
mCurrent = 0;
mCurrentStage = 0;
char filename[1024];
sprintf(filename, "scripts/%s", sname.Get());
Fload shader(filename);
if (!shader.GetData()) {
printf("***********SHADER FILE NOT FOUND in scripts/ : %s \n",sname.c_str());
return false;
}
// TODO (vlaube): should we use the full filename here?
mShaderFiles[sname] = true;
printf("***********SHADER FILE PROCESS : %s \n",sname.c_str());
while ( 1 )
{
char *str = shader.GetString();
if ( !str ) break;
ShaderString(str); // process one string.
}
delete mCurrent;
mCurrent = 0;
delete mCurrentStage;
mCurrentStage = 0;
return true;
}
void QuakeShaderFactory::ShaderString(const char *str)
{
char workspace[1024];
char *dest = workspace;
while ( *str )
{
if ( str[0] == '/' && str[1] == '/' )
break;
*dest++ = *str++;
}
*dest = 0;
int len = strlen(workspace);
if ( len == 0 ) return;
ArgList::Set( workspace ); // crunch it into arguments.
// now ready to process it as a series of arguments!
if ( mArgs.size() ) Process(mArgs);
}
// bad code, but what
void strlwr(const String &l,String &dest)
{
char workspace[1024];
strcpy(workspace,l.c_str());
dest = strlwr(workspace);
}
void strupr(const String &l,String &dest)
{
char workspace[1024];
strcpy(workspace,l.c_str());
dest = strupr(workspace);
}
void QuakeShaderFactory::Process(const StringVector &args)
{
if ( args[0] == "{" )
{
mBraceCount++;
}
else
{
if ( args[0] == "}" )
{
mBraceCount--;
if ( mBraceCount == 0 ) // shader finished
{
if ( mCurrent )
{
const StringRef& ref = mCurrent->GetName();
QuakeShaderMap::iterator found;
found = mShaders.find(ref);
if ( found != mShaders.end() )
{
printf("Can't add shader %s, it already exists!!\n",ref.Get());
}
else
{
mShaders[ref] = mCurrent;
printf("Added shader: %s\n",ref.Get());
mCurrent = 0;
}
}
else
{
printf("Got closing brace without valid shader defined.\n");
}
}
else
{
if ( mBraceCount == 1 ) {// shader stage finished
if (mCurrent && mCurrentStage)
mCurrent->AddStage(mCurrentStage);
delete mCurrentStage;
mCurrentStage = 0;
}
else if ( mBraceCount < 0 )
{
printf("Missmatched closing brace situation!??\n");
mBraceCount = 0;
}
}
}
else
{
if ( !mBraceCount )
{
delete mCurrent; // if didn't process the last one
mCurrent = 0;
delete mCurrentStage; // if didn't process the last one
mCurrentStage = 0;
// new shader start
char name[256];
//if ( GetName(args[0],name))
strcpy(name,args[0].c_str()); // we take the full path name
{
StringRef ref = StringDict::gStringDict().Get(name);
mCurrent = new QuakeShader(ref);
}
}
else
if (mCurrent) {
if (mBraceCount == 1) { // at shader level
if ( args[0] == "cull" && args.size() == 2)
{ // disable none trans alphashadow nomarks
mCurrent->mCull = args[1];
}
else if ( args[0] == "surfaceparm" && args.size() == 2)
{
if ( args[1] == "nolightmap" )
mCurrent->mNoLightMap = true;
else if ( args[1] == "sky" )
mCurrent->mSky = true;
}
else if ( args[0] == "skyparms")
{
}
} else
if (mBraceCount == 2) { // at stage lavel
if (!mCurrentStage)
mCurrentStage = new ShaderStage;
String arg0;
strlwr(args[0],arg0);
// process command!
// store data in mCurrentStage
if ( arg0 == "map" && args.size() == 2 )
{
//char name[256];
// this strips the extension ?
//if ( GetName(args[1],name) )
if (args[1] != "$lightmap")
{
const StringRef ref = StringDict::gStringDict().Get(args[1]);
mCurrentStage->map = ref;
mCurrent->AddTexture(ref);
//printf("Adding texture %s\n",ref.Get());
} else {
mCurrentStage->isLightMap = true;
}
}
else if ( arg0 == "clampmap" && args.size() == 2 )
{
if (args[1] != "$lightmap")
{
const StringRef ref = StringDict::gStringDict().Get(args[1]);
mCurrentStage->map = ref;
mCurrentStage->clamp = true;
mCurrent->AddTexture(ref);
//printf("Adding texture %s\n",ref.Get());
} else {
mCurrentStage->isLightMap = true;
//if (mCurrentStage->textureBlendMode == String(""))
//mCurrentStage->textureBlendMode = "ADD";
}
}
else if ( arg0 == "animmap") {
mCurrentStage->isAnimMap = true;
mCurrentStage->animMapFrequency = (float)atof(args[1].c_str());
for (unsigned int i=2; i< args.size(); i++)
mCurrentStage->animMap.push_back(args[i]);
}
else if ( arg0 == "blendfunc")
{
//blendFunc GL_DST_COLOR GL_ZERO
//blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
//blendFunc GL_ONE GL_ONE
//blendFunc GL_ONE GL_ZERO
//blendFunc blend
//blendFunc filter
// [Source * <srcBlend>] + [Destination * <dstBlend>]
if (args.size() == 3) {
String arg1;
strupr(args[1],arg1);
String arg2;
strupr(args[2],arg2);
mCurrentStage->blendFuncSrc = arg1;
mCurrentStage->blendFuncDst = arg2;
if (arg1=="GL_SRC_ALPHA")
mCurrentStage->textureBlendMode = "BLENDTEXTUREALPHA";
if (arg1=="GL_ONE" && arg2=="GL_ZERO")
mCurrentStage->textureBlendMode = "REPLACE";
else
if (arg1=="GL_ONE" && arg2=="GL_ONE")
mCurrentStage->textureBlendMode = "ADD";
else
if (arg1=="GL_SRC_ALPHA" && arg2=="GL_ONE_MINUS_SRC_ALPHA")
mCurrentStage->textureBlendMode = "BLENDTEXTUREALPHA";
else
if (arg1=="GL_DST_COLOR" && arg2 =="GL_ONE_MINUS_DST_ALPHA")
//mCurrentStage->textureBlendMode = "BLENDCURRENTALPHA"; // ???
mCurrentStage->textureBlendMode = "MODULATE"; // ???
else if (arg1=="GL_DST_COLOR" && arg2=="GL_ZERO")
mCurrentStage->textureBlendMode = "MODULATE";
// GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
// GL_DST_COLOR GL_ZERO
}
else mCurrentStage->blendFuncSrc = args[1];
if (args[1]=="add") {
mCurrentStage->textureBlendMode = "ADD";
mCurrentStage->blendFuncSrc = "GL_ONE";
mCurrentStage->blendFuncDst = "GL_ONE";
} else
if (args[1]=="filter") {
mCurrentStage->textureBlendMode = "MODULATE";
mCurrentStage->blendFuncSrc = "GL_DST_COLOR";
mCurrentStage->blendFuncDst = "GL_ZERO";
} else
if (args[1]=="blend") { // ??
mCurrentStage->textureBlendMode = "BLENDTEXTUREALPHA";
mCurrentStage->blendFuncSrc = "GL_SRC_ALPHA";
mCurrentStage->blendFuncDst = "GL_ONE_MINUS_SRC_ALPHA";
}
//tcmod scroll 0 1
//tcMod turb 0 .25 0 5.6
//tcmod scale 1.5 1.5
//tcGen environment
//tcMod scroll 0.15 0.15
//depthWrite
//map $lightmap
//rgbGen identity
//rgbGen wave sin .5 .5 0 .5
//depthfunc equal
}
else if (arg0 == "alphafunc")
{ // GE128
}
else if (arg0 == "tcmod")
{
if (mCurrentStage->tcmod.length()>0) mCurrentStage->tcmod += ',';
if (args[1] == "scale" || args[1] == "scroll" || args[1] == "rotate") {
for (unsigned int i=1; i< args.size(); i++) {
mCurrentStage->tcmodOk += args[i];
mCurrentStage->tcmodOk += ' ';
}
} else {
for (unsigned int i=1; i< args.size(); i++) {
mCurrentStage->tcmod += args[i];
mCurrentStage->tcmod += ' ';
}
}
}
else if (arg0 == "tcgen")
{
if (mCurrentStage->tcmod.length()>0) mCurrentStage->tcmod += ',';
mCurrentStage->tcmod += "tcgen ";
for (unsigned int i=1; i< args.size(); i++) {
mCurrentStage->tcmod += args[i];
mCurrentStage->tcmod += ' ';
}
}
else if (arg0 == "rgbgen")
{
// identityLighting
// identity
// wave <func> <base> <amp> <phase> <freq>
for (unsigned int i=1; i< args.size(); i++) {
if (i>1) mCurrentStage->rgbGen += ' ';
mCurrentStage->rgbGen += args[i];
}
}
else {
}
} // braceCount == 2
}
}
}
}
bool QuakeShaderFactory::GetName(const String &str,char *tname)
{
int len = str.size();
if ( !len ) return false;
const char *foo = str.c_str();
foo = &foo[len-1];
while ( *foo && *foo != '/' ) foo--;
if ( !*foo ) return false;
foo++;
char *dest = tname;
while ( *foo )
{
*dest++ = *foo++;
}
*dest = 0;
len = strlen(tname);
if ( len >= 4 )
{
if ( tname[len-4] == '.' )
{
tname[len-4] = 0;
}
}
return true;
}