230 lines
5.6 KiB
C
230 lines
5.6 KiB
C
#include "bsplib.h"
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#define MAX_SHADER_FILES 64
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#define MAX_SURFACE_INFO 4096
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int numShaderInfo = 0;
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shader_t shaderInfo[MAX_SURFACE_INFO];
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typedef struct
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{
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char *name;
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int surfaceFlags;
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int contents;
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bool notsolid;
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} infoParm_t;
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infoParm_t infoParms[] =
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{
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// server relevant contents
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{"window", SURF_TRANS66, CONTENTS_WINDOW, 0},
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{"aux", SURF_NONE, CONTENTS_AUX, 0},
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{"lava", SURF_WARP, CONTENTS_LAVA, 1}, // very damaging
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{"slime", SURF_WARP, CONTENTS_SLIME, 1}, // mildly damaging
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{"water", SURF_WARP, CONTENTS_WATER, 1},
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// utility relevant attributes
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{"fog", SURF_NONE, CONTENTS_FOG, 0}, // carves surfaces entering
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{"areaportal", SURF_NONE, CONTENTS_AREAPORTAL, 1},
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{"playerclip", SURF_NONE, CONTENTS_PLAYERCLIP, 1},
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{"monsterclip", SURF_NONE, CONTENTS_MONSTERCLIP, 1},
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{"clip", SURF_NODRAW, CONTENTS_CLIP, 1},
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{"current0", SURF_NONE, CONTENTS_CURRENT_0, 0},
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{"current90", SURF_NONE, CONTENTS_CURRENT_90, 0},
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{"current180", SURF_NONE, CONTENTS_CURRENT_180, 0},
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{"current270", SURF_NONE, CONTENTS_CURRENT_270, 0},
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{"currentup", SURF_NONE, CONTENTS_CURRENT_UP, 0},
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{"currentdown", SURF_NONE, CONTENTS_CURRENT_DOWN, 0},
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{"origin", SURF_NONE, CONTENTS_ORIGIN, 1}, // center of rotating brushes
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{"trans", SURF_NONE, CONTENTS_TRANSLUCENT, 0}, // don't eat contained surfaces
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{"detail", SURF_NONE, CONTENTS_DETAIL, 0}, // don't include in structural bsp
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{"sky", SURF_SKY, CONTENTS_NONE, 0}, // emit light from environment map
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{"hint", SURF_HINT, CONTENTS_NONE, 0}, // use as a primary splitter
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{"skip", SURF_SKIP, CONTENTS_NONE, 0}, // use as a secondary splitter
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{"null", SURF_NULL, CONTENTS_SOLID, 0},
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{"mirror", SURF_MIRROR, CONTENTS_SOLID, 0},
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// server attributes
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{"slick", SURF_SLICK, CONTENTS_NONE, 0},
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{"light", SURF_LIGHT, CONTENTS_NONE, 0},
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{"ladder", SURF_NONE, CONTENTS_LADDER, 0},
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// drawsurf attributes
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{"nodraw", SURF_NODRAW, CONTENTS_NONE, 0,}, // don't generate a drawsurface
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};
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/*
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===============
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FindShader
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===============
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*/
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shader_t *FindShader( char *texture )
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{
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shader_t *texshader;
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char shader[128];
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int i;
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//convert to lower case
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texture = strlower (texture);
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//build full path
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sprintf (shader, "textures/%s", texture);
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// look for it
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for (i = 0, texshader = shaderInfo; i < numShaderInfo; i++, texshader++)
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{
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if (!strcmp(shader, texshader->name))
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{
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//Msg("Find shader %s\n", shader );
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return texshader;
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}
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}
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return NULL; //no shaders for this texture
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}
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/*
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===============
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AllocShaderInfo
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===============
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*/
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static shader_t *AllocShaderInfo( void )
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{
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shader_t *si;
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if ( numShaderInfo == MAX_SURFACE_INFO ) Sys_Error( "MAX_SURFACE_INFO" );
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si = &shaderInfo[ numShaderInfo ];
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numShaderInfo++;
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// set defaults
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si->contents = CONTENTS_SOLID;
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si->color[0] = 0;
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si->color[1] = 0;
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si->color[2] = 0;
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si->surfaceFlags = 0;
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si->intensity = 0;
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return si;
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}
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/*
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===============
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ParseShaderFile
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===============
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*/
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static void ParseShaderFile( char *filename )
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{
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int i, numInfoParms = sizeof(infoParms) / sizeof(infoParms[0]);
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char name[128];
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shader_t *si;
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bool load = FS_LoadScript( filename, NULL, 0 );
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if( load )
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{
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FS_FileBase( filename, name );
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MsgDev(D_INFO, "Adding shader: %s.txt\n", name );
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}
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while ( load )
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{
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if ( !SC_GetToken( true )) break;
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si = AllocShaderInfo();
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strcpy( si->name, SC_Token() );
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SC_GetToken( true );
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if(!SC_MatchToken( "{" ))
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{
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Msg("ParseShaderFile: shader %s without opening brace!\n", si->name );
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continue;
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}
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while ( 1 )
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{
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if ( !SC_GetToken( true ) )break;
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if ( !strcmp( SC_Token(), "}" ) ) break;
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// skip internal braced sections
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if ( !strcmp( SC_Token(), "{" ) )
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{
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si->hasPasses = true;
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while ( 1 )
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{
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if ( !SC_GetToken( true )) break;
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if ( !strcmp( SC_Token(), "}" )) break;
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}
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continue;
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}
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if ( !stricmp( SC_Token(), "nextframe" ))
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{
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SC_GetToken( false );
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strcpy(si->nextframe, SC_Token() );
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}
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if ( !stricmp( SC_Token(), "surfaceparm" ))
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{
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SC_GetToken( false );
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for ( i = 0 ; i < numInfoParms ; i++ )
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{
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if ( !stricmp( SC_Token(), infoParms[i].name ))
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{
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si->surfaceFlags |= infoParms[i].surfaceFlags;
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si->contents |= infoParms[i].contents;
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if ( infoParms[i].notsolid )
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si->contents &= ~CONTENTS_SOLID;
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break;
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}
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}
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continue;
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}
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// light color <value> <value> <value>
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if ( !stricmp( SC_Token(), "radiocity" ) )
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{
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SC_GetToken( false );
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si->color[0] = atof( SC_Token() );
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SC_GetToken( false );
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si->color[1] = atof( SC_Token() );
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SC_GetToken( false );
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si->color[2] = atof( SC_Token() );
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continue;
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}
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// light intensity <value>
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if ( !stricmp( SC_Token(), "intensity" ))
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{
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SC_GetToken( false );
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si->intensity = atoi( SC_Token() );
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continue;
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}
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// ignore all other SC_Token()s on the line
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while (SC_TryToken());
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}
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}
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}
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/*
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===============
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LoadShaderInfo
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===============
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*/
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int LoadShaderInfo( void )
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{
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search_t *search;
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int i, numShaderFiles;
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numShaderFiles = 0;
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search = FS_Search("scripts/shaders/*.txt", true );
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if (!search) return 0;
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for( i = 0; i < search->numfilenames; i++ )
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{
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ParseShaderFile( search->filenames[i] );
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numShaderFiles++;
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}
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Free( search );
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return numShaderInfo;
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} |