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Xash3DArchive/common/bsplib/shaders.c

213 lines
5.4 KiB
C

#include "bsplib.h"
#include "const.h"
#define MAX_SHADER_FILES 64
#define MAX_SURFACE_INFO 4096
int numShaderInfo = 0;
bsp_shader_t shaderInfo[MAX_SURFACE_INFO];
typedef struct
{
const char *name;
int surfaceFlags;
int contents;
bool clearSolid;
} infoParm_t;
// NOTE: this table must match with same table in render\r_shader.c
infoParm_t infoParms[] =
{
// server relevant contents
{"window", SURF_NONE, CONTENTS_WINDOW, 0},
{"aux", SURF_NONE, CONTENTS_AUX, 0},
{"warp", SURF_WARP, CONTENTS_NONE, 0},
{"water", SURF_NONE, CONTENTS_WATER, 1},
{"slime", SURF_NONE, CONTENTS_SLIME, 1}, // mildly damaging
{"lava", SURF_NONE, CONTENTS_LAVA, 1}, // very damaging
{"playerclip", SURF_NODRAW, CONTENTS_PLAYERCLIP, 1},
{"monsterclip", SURF_NODRAW, CONTENTS_MONSTERCLIP, 1},
{"clip", SURF_NODRAW, CONTENTS_CLIP, 1},
{"notsolid", SURF_NONE, CONTENTS_NONE, 1}, // just clear solid flag
{"trigger", SURF_NODRAW, CONTENTS_TRIGGER, 1}, // trigger volume
// utility relevant attributes
{"origin", SURF_NONE, CONTENTS_ORIGIN, 1}, // center of rotating brushes
{"nolightmap", SURF_NOLIGHTMAP, CONTENTS_NONE, 0}, // don't generate a lightmap
{"translucent", SURF_NONE, CONTENTS_TRANSLUCENT, 0}, // don't eat contained surfaces
{"detail", SURF_NONE, CONTENTS_DETAIL, 0}, // don't include in structural bsp
{"fog", SURF_NOLIGHTMAP, CONTENTS_FOG, 0}, // carves surfaces entering
{"sky", SURF_SKY, CONTENTS_NONE, 0}, // emit light from environment map
{"hint", SURF_HINT, CONTENTS_NONE, 0}, // use as a primary splitter
{"skip", SURF_SKIP, CONTENTS_NONE, 0}, // use as a secondary splitter
{"null", SURF_NODRAW, CONTENTS_NONE, 0}, // nodraw texture
{"mirror", SURF_MIRROR, CONTENTS_NONE, 0},
// server attributes
{"slick", SURF_SLICK, CONTENTS_NONE, 0},
{"light", SURF_LIGHT, CONTENTS_NONE, 0},
{"ladder", SURF_NONE, CONTENTS_LADDER, 0},
};
/*
===============
FindShader
===============
*/
bsp_shader_t *FindShader( const char *texture )
{
bsp_shader_t *texshader;
string shader;
int i;
// convert to lower case
com.strlwr( texture, shader );
// look for it
for( i = 0, texshader = shaderInfo; i < numShaderInfo; i++, texshader++)
{
if(!com.stricmp( shader, texshader->name ))
return texshader;
}
return NULL; //no shaders for this texture
}
/*
===============
AllocShaderInfo
===============
*/
static bsp_shader_t *AllocShaderInfo( void )
{
bsp_shader_t *si;
if ( numShaderInfo == MAX_SURFACE_INFO )
Sys_Error( "MAX_SURFACE_INFO limit exceeded\n" );
si = &shaderInfo[numShaderInfo];
numShaderInfo++;
// set defaults
si->contents = CONTENTS_SOLID;
si->color[0] = 0;
si->color[1] = 0;
si->color[2] = 0;
si->surfaceFlags = 0;
si->intensity = 0;
return si;
}
/*
===============
ParseShaderFile
===============
*/
static void ParseShaderFile( const char *filename )
{
int i, numInfoParms = sizeof(infoParms) / sizeof(infoParms[0]);
script_t *shader;
token_t token;
string name;
bsp_shader_t *si;
shader = Com_OpenScript( filename, NULL, 0 );
if( shader )
{
FS_FileBase( filename, name );
MsgDev( D_INFO, "Adding shader: %s.txt\n", name );
}
while( shader )
{
if( !Com_ReadToken( shader, SC_ALLOW_NEWLINES|SC_PARSE_GENERIC, &token ))
break;
si = AllocShaderInfo();
com.strncpy( si->name, token.string, sizeof( si->name ));
Com_ReadToken( shader, SC_ALLOW_NEWLINES, &token );
if( com.strcmp( token.string, "{" ))
{
Msg( "ParseShaderFile: shader %s without opening brace!\n", si->name );
continue;
}
while ( 1 )
{
if ( !Com_ReadToken( shader, SC_ALLOW_NEWLINES, &token )) break;
if ( !com.strcmp( token.string, "}" )) break;
// skip internal braced sections
if ( !com.strcmp( token.string, "{" ))
{
si->hasPasses = true;
Com_SkipBracedSection( shader, 1 );
continue;
}
if( !com.stricmp( token.string, "surfaceparm" ))
{
Com_ReadToken( shader, 0, &token );
for( i = 0; i < numInfoParms; i++ )
{
if( !com.stricmp( token.string, infoParms[i].name ))
{
si->surfaceFlags |= infoParms[i].surfaceFlags;
si->contents |= infoParms[i].contents;
if ( infoParms[i].clearSolid )
si->contents &= ~CONTENTS_SOLID;
break;
}
}
continue;
}
// light color <value> <value> <value>
if( !com.stricmp( token.string, "rad_color" ))
{
Com_ReadFloat( shader, false, &si->color[0] );
Com_ReadFloat( shader, false, &si->color[1] );
Com_ReadFloat( shader, false, &si->color[2] );
continue;
}
// light intensity <value>
if( !com.stricmp( token.string, "rad_intensity" ))
{
Com_ReadLong( shader, false, &si->intensity );
continue;
}
// ignore all other com_tokens on the line
Com_SkipRestOfLine( shader );
}
}
Com_CloseScript( shader );
}
/*
===============
LoadShaderInfo
===============
*/
int LoadShaderInfo( void )
{
search_t *search;
int i, numShaderFiles;
numShaderFiles = 0;
search = FS_Search( "scripts/*.shader", true );
if( !search ) return 0;
for( i = 0; i < search->numfilenames; i++ )
{
ParseShaderFile( search->filenames[i] );
numShaderFiles++;
}
Mem_Free( search );
return numShaderInfo;
}