1 | /* |
---|
2 | ----------------------------------------------------------------------------- |
---|
3 | This source file is part of OGRE |
---|
4 | (Object-oriented Graphics Rendering Engine) |
---|
5 | For the latest info, see http://www.ogre3d.org/ |
---|
6 | |
---|
7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
---|
8 | Also see acknowledgements in Readme.html |
---|
9 | |
---|
10 | This program is free software; you can redistribute it and/or modify it under |
---|
11 | the terms of the GNU Lesser General Public License as published by the Free Software |
---|
12 | Foundation; either version 2 of the License, or (at your option) any later |
---|
13 | version. |
---|
14 | |
---|
15 | This program is distributed in the hope that it will be useful, but WITHOUT |
---|
16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
---|
17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
---|
18 | |
---|
19 | You should have received a copy of the GNU Lesser General Public License along with |
---|
20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
---|
21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
---|
22 | http://www.gnu.org/copyleft/lesser.txt. |
---|
23 | |
---|
24 | You may alternatively use this source under the terms of a specific version of |
---|
25 | the OGRE Unrestricted License provided you have obtained such a license from |
---|
26 | Torus Knot Software Ltd. |
---|
27 | ----------------------------------------------------------------------------- |
---|
28 | */ |
---|
29 | #include "OgreQuake3ShaderManager.h" |
---|
30 | #include "OgreQuake3Shader.h" |
---|
31 | #include "OgreStringVector.h" |
---|
32 | #include "OgreException.h" |
---|
33 | |
---|
34 | namespace Ogre { |
---|
35 | |
---|
36 | //----------------------------------------------------------------------- |
---|
37 | template<> Quake3ShaderManager *Singleton<Quake3ShaderManager>::ms_Singleton = 0; |
---|
38 | Quake3ShaderManager* Quake3ShaderManager::getSingletonPtr(void) |
---|
39 | { |
---|
40 | return ms_Singleton; |
---|
41 | } |
---|
42 | Quake3ShaderManager& Quake3ShaderManager::getSingleton(void) |
---|
43 | { |
---|
44 | assert( ms_Singleton ); return ( *ms_Singleton ); |
---|
45 | } |
---|
46 | //----------------------------------------------------------------------- |
---|
47 | |
---|
48 | //----------------------------------------------------------------------- |
---|
49 | Quake3ShaderManager::Quake3ShaderManager() |
---|
50 | { |
---|
51 | mScriptPatterns.push_back("*.shader"); |
---|
52 | ResourceGroupManager::getSingleton()._registerScriptLoader(this); |
---|
53 | } |
---|
54 | //----------------------------------------------------------------------- |
---|
55 | Quake3ShaderManager::~Quake3ShaderManager() |
---|
56 | { |
---|
57 | // delete all shaders |
---|
58 | clear(); |
---|
59 | ResourceGroupManager::getSingleton()._unregisterScriptLoader(this); |
---|
60 | } |
---|
61 | //----------------------------------------------------------------------- |
---|
62 | const StringVector& Quake3ShaderManager::getScriptPatterns(void) const |
---|
63 | { |
---|
64 | return mScriptPatterns; |
---|
65 | } |
---|
66 | //----------------------------------------------------------------------- |
---|
67 | Real Quake3ShaderManager::getLoadingOrder(void) const |
---|
68 | { |
---|
69 | return 110.0f; |
---|
70 | } |
---|
71 | //----------------------------------------------------------------------- |
---|
72 | void Quake3ShaderManager::clear(void) |
---|
73 | { |
---|
74 | for (Quake3ShaderMap::iterator i = mShaderMap.begin(); |
---|
75 | i != mShaderMap.end(); ++i) |
---|
76 | { |
---|
77 | delete i->second; |
---|
78 | } |
---|
79 | mShaderMap.clear(); |
---|
80 | } |
---|
81 | //----------------------------------------------------------------------- |
---|
82 | Quake3Shader* Quake3ShaderManager::getByName(const String& name) |
---|
83 | { |
---|
84 | Quake3ShaderMap::iterator i = mShaderMap.find(name); |
---|
85 | if (i == mShaderMap.end()) |
---|
86 | { |
---|
87 | return 0; |
---|
88 | } |
---|
89 | return i->second; |
---|
90 | } |
---|
91 | //----------------------------------------------------------------------- |
---|
92 | void Quake3ShaderManager::parseScript(DataStreamPtr& stream, const String& group) |
---|
93 | { |
---|
94 | String line; |
---|
95 | Quake3Shader* pShader; |
---|
96 | char tempBuf[512]; |
---|
97 | |
---|
98 | pShader = 0; |
---|
99 | bool dummy = false; |
---|
100 | |
---|
101 | while(!stream->eof()) |
---|
102 | { |
---|
103 | line = stream->getLine(); |
---|
104 | // Ignore comments & blanks |
---|
105 | if (!(line.length() == 0 || line.substr(0,2) == "//")) |
---|
106 | { |
---|
107 | if (pShader == 0) |
---|
108 | { |
---|
109 | // No current shader |
---|
110 | if (getByName(line) == 0) |
---|
111 | { |
---|
112 | dummy = false; |
---|
113 | } |
---|
114 | else |
---|
115 | { |
---|
116 | // Defined before, parse but ignore |
---|
117 | // Q3A has duplicates in shaders, doh |
---|
118 | dummy = true; |
---|
119 | } |
---|
120 | |
---|
121 | // So first valid data should be a shader name |
---|
122 | pShader = create(line); |
---|
123 | // Skip to and over next { |
---|
124 | stream->readLine(tempBuf, 511, "{"); |
---|
125 | } |
---|
126 | else |
---|
127 | { |
---|
128 | // Already in a shader |
---|
129 | if (line == "}") |
---|
130 | { |
---|
131 | // Finished shader |
---|
132 | if (dummy && pShader) |
---|
133 | { |
---|
134 | delete pShader; |
---|
135 | } |
---|
136 | pShader = 0; |
---|
137 | } |
---|
138 | else if (line == "{") |
---|
139 | { |
---|
140 | // new pass |
---|
141 | parseNewShaderPass(stream, pShader); |
---|
142 | |
---|
143 | } |
---|
144 | else |
---|
145 | { |
---|
146 | // Attribute |
---|
147 | StringUtil::toLowerCase(line); |
---|
148 | parseShaderAttrib(line, pShader); |
---|
149 | } |
---|
150 | |
---|
151 | } |
---|
152 | |
---|
153 | } |
---|
154 | |
---|
155 | |
---|
156 | } |
---|
157 | |
---|
158 | } |
---|
159 | //----------------------------------------------------------------------- |
---|
160 | Quake3Shader* Quake3ShaderManager::create( const String& name) |
---|
161 | { |
---|
162 | // Gah, Q3A shader scripts include some duplicates - grr |
---|
163 | Quake3Shader* s = new Quake3Shader(name); |
---|
164 | if (mShaderMap.find(name) == mShaderMap.end()) |
---|
165 | { |
---|
166 | mShaderMap[name] = s; |
---|
167 | } |
---|
168 | else |
---|
169 | { |
---|
170 | // deliberately ignore, will get parsed again but will not be used |
---|
171 | } |
---|
172 | return s; |
---|
173 | } |
---|
174 | //----------------------------------------------------------------------- |
---|
175 | void Quake3ShaderManager::parseNewShaderPass(DataStreamPtr& stream, Quake3Shader* pShader) |
---|
176 | { |
---|
177 | String line; |
---|
178 | int passIdx; |
---|
179 | |
---|
180 | passIdx = pShader->numPasses; |
---|
181 | pShader->numPasses++; |
---|
182 | pShader->pass.resize(pShader->numPasses); |
---|
183 | |
---|
184 | // Default pass details |
---|
185 | pShader->pass[passIdx].animNumFrames = 0; |
---|
186 | pShader->pass[passIdx].blend = LBO_REPLACE; |
---|
187 | pShader->pass[passIdx].blendDest = SBF_ZERO; |
---|
188 | pShader->pass[passIdx].blendSrc = SBF_ONE; |
---|
189 | pShader->pass[passIdx].depthFunc = CMPF_LESS_EQUAL; |
---|
190 | pShader->pass[passIdx].flags = 0; |
---|
191 | pShader->pass[passIdx].rgbGenFunc = SHADER_GEN_IDENTITY; |
---|
192 | pShader->pass[passIdx].tcModRotate = 0; |
---|
193 | pShader->pass[passIdx].tcModScale[0] = pShader->pass[passIdx].tcModScale[1] = 1.0; |
---|
194 | pShader->pass[passIdx].tcModScroll[0] = pShader->pass[passIdx].tcModScroll[1] = 0; |
---|
195 | pShader->pass[passIdx].tcModStretchWave = SHADER_FUNC_NONE; |
---|
196 | pShader->pass[passIdx].tcModTransform[0] = pShader->pass[passIdx].tcModTransform[1] = 0; |
---|
197 | pShader->pass[passIdx].tcModTurbOn = false; |
---|
198 | pShader->pass[passIdx].tcModTurb[0] = pShader->pass[passIdx].tcModTurb[1] = |
---|
199 | pShader->pass[passIdx].tcModTurb[2] = pShader->pass[passIdx].tcModTurb[3] = 0; |
---|
200 | pShader->pass[passIdx].texGen = TEXGEN_BASE; |
---|
201 | pShader->pass[passIdx].addressMode = TextureUnitState::TAM_WRAP; |
---|
202 | pShader->pass[passIdx].customBlend = false; |
---|
203 | pShader->pass[passIdx].alphaVal = 0; |
---|
204 | pShader->pass[passIdx].alphaFunc = CMPF_ALWAYS_PASS; |
---|
205 | |
---|
206 | while (!stream->eof()) |
---|
207 | { |
---|
208 | line = stream->getLine(); |
---|
209 | // Ignore comments & blanks |
---|
210 | if (line.length() != 0 && line.substr(0,2) != "//") |
---|
211 | { |
---|
212 | if (line == "}") |
---|
213 | { |
---|
214 | // end of shader |
---|
215 | return; |
---|
216 | } |
---|
217 | else |
---|
218 | { |
---|
219 | parseShaderPassAttrib(line, pShader, &pShader->pass[passIdx]); |
---|
220 | } |
---|
221 | } |
---|
222 | |
---|
223 | |
---|
224 | } |
---|
225 | } |
---|
226 | //----------------------------------------------------------------------- |
---|
227 | void Quake3ShaderManager::parseShaderAttrib( const String& line, Quake3Shader* pShader) |
---|
228 | { |
---|
229 | StringVector vecparams; |
---|
230 | |
---|
231 | vecparams = StringUtil::split(line, " \t"); |
---|
232 | StringVector::iterator params = vecparams.begin(); |
---|
233 | |
---|
234 | if (params[0] == "skyparms") |
---|
235 | { |
---|
236 | if (params[1] != "-") |
---|
237 | { |
---|
238 | pShader->farbox = true; |
---|
239 | pShader->farboxName = params[1]; |
---|
240 | } |
---|
241 | if (params[2] != "-") |
---|
242 | { |
---|
243 | pShader->skyDome = true; |
---|
244 | pShader->cloudHeight = atof(params[2].c_str()); |
---|
245 | } |
---|
246 | // nearbox not supported |
---|
247 | } |
---|
248 | else if (params[0] == "cull") |
---|
249 | { |
---|
250 | if (params[1] == "disable" || params[1] == "none") |
---|
251 | { |
---|
252 | pShader->cullMode = MANUAL_CULL_NONE; |
---|
253 | } |
---|
254 | else if (params[1] == "front") |
---|
255 | { |
---|
256 | pShader->cullMode = MANUAL_CULL_FRONT; |
---|
257 | } |
---|
258 | else if (params[1] == "back") |
---|
259 | { |
---|
260 | pShader->cullMode = MANUAL_CULL_BACK; |
---|
261 | } |
---|
262 | } |
---|
263 | else if (params[0] == "deformvertexes") |
---|
264 | { |
---|
265 | // TODO |
---|
266 | } |
---|
267 | else if (params[0] == "fogparms") |
---|
268 | { |
---|
269 | Real r,g,b; |
---|
270 | r = atof(params[1].c_str()); |
---|
271 | g = atof(params[2].c_str()); |
---|
272 | b = atof(params[3].c_str()); |
---|
273 | pShader->fog = true; |
---|
274 | pShader->fogColour = ColourValue(r,g,b); |
---|
275 | pShader->fogDistance = atof(params[4].c_str()); |
---|
276 | |
---|
277 | } |
---|
278 | } |
---|
279 | //----------------------------------------------------------------------- |
---|
280 | void Quake3ShaderManager::parseShaderPassAttrib( const String& line, Quake3Shader* pShader, Quake3Shader::Pass* pPass) |
---|
281 | { |
---|
282 | StringVector vecparams; |
---|
283 | |
---|
284 | vecparams = StringUtil::split(line, " \t"); |
---|
285 | StringVector::iterator params = vecparams.begin(); |
---|
286 | |
---|
287 | StringUtil::toLowerCase(params[0]); |
---|
288 | if (params[0] != "map" && params[0] != "clampmap" && params[0] != "animmap") |
---|
289 | { |
---|
290 | // lower case all except textures |
---|
291 | for (size_t i = 1; i < vecparams.size(); ++i) |
---|
292 | StringUtil::toLowerCase(params[i]); |
---|
293 | } |
---|
294 | |
---|
295 | |
---|
296 | // MAP |
---|
297 | if (params[0] == "map") |
---|
298 | { |
---|
299 | pPass->textureName = params[1]; |
---|
300 | StringUtil::toLowerCase(params[1]); |
---|
301 | if (params[1] == "$lightmap") |
---|
302 | pPass->texGen = TEXGEN_LIGHTMAP; |
---|
303 | } |
---|
304 | // CLAMPMAP |
---|
305 | if (params[0] == "clampmap") |
---|
306 | { |
---|
307 | pPass->textureName = params[1]; |
---|
308 | StringUtil::toLowerCase(params[1]); |
---|
309 | if (params[1] == "$lightmap") |
---|
310 | pPass->texGen = TEXGEN_LIGHTMAP; |
---|
311 | pPass->addressMode = TextureUnitState::TAM_CLAMP; |
---|
312 | } |
---|
313 | // ANIMMAP |
---|
314 | else if (params[0] == "animmap") |
---|
315 | { |
---|
316 | pPass->animFps = atof(params[1].c_str()); |
---|
317 | pPass->animNumFrames = static_cast<unsigned int>( vecparams.size() - 2 ); |
---|
318 | for (unsigned int frame = 0; frame < pPass->animNumFrames; ++frame) |
---|
319 | { |
---|
320 | pPass->frames[frame] = params[frame+2]; |
---|
321 | } |
---|
322 | } |
---|
323 | // BLENDFUNC |
---|
324 | else if (params[0] == "blendfunc") |
---|
325 | { |
---|
326 | if (params[1] == "add" || params[1] == "gl_add") |
---|
327 | { |
---|
328 | pPass->blend = LBO_ADD; |
---|
329 | pPass->blendDest = SBF_ONE; |
---|
330 | pPass->blendSrc = SBF_ONE; |
---|
331 | } |
---|
332 | else if (params[1] == "filter" || params[1] == "gl_filter") |
---|
333 | { |
---|
334 | pPass->blend = LBO_MODULATE; |
---|
335 | pPass->blendDest = SBF_ZERO; |
---|
336 | pPass->blendSrc = SBF_DEST_COLOUR; |
---|
337 | } |
---|
338 | else if (params[1] == "blend" || params[1] == "gl_blend") |
---|
339 | { |
---|
340 | pPass->blend = LBO_ALPHA_BLEND; |
---|
341 | pPass->blendDest = SBF_ONE_MINUS_SOURCE_ALPHA; |
---|
342 | pPass->blendSrc = SBF_SOURCE_ALPHA; |
---|
343 | } |
---|
344 | else |
---|
345 | { |
---|
346 | // Manual blend |
---|
347 | pPass->blendSrc = convertBlendFunc(params[1]); |
---|
348 | pPass->blendDest = convertBlendFunc(params[2]); |
---|
349 | // Detect common blends |
---|
350 | if (pPass->blendSrc == SBF_ONE && pPass->blendDest == SBF_ZERO) |
---|
351 | pPass->blend = LBO_REPLACE; |
---|
352 | else if (pPass->blendSrc == SBF_ONE && pPass->blendDest == SBF_ONE) |
---|
353 | pPass->blend = LBO_ADD; |
---|
354 | else if ((pPass->blendSrc == SBF_ZERO && pPass->blendDest == SBF_SOURCE_COLOUR) || |
---|
355 | (pPass->blendSrc == SBF_DEST_COLOUR && pPass->blendDest == SBF_ZERO)) |
---|
356 | pPass->blend = LBO_MODULATE; |
---|
357 | else if (pPass->blendSrc == SBF_SOURCE_ALPHA && pPass->blendDest == SBF_ONE_MINUS_SOURCE_ALPHA) |
---|
358 | pPass->blend = LBO_ALPHA_BLEND; |
---|
359 | else |
---|
360 | pPass->customBlend = true; |
---|
361 | |
---|
362 | |
---|
363 | // NB other custom blends might not work due to OGRE trying to use multitexture over multipass |
---|
364 | } |
---|
365 | } |
---|
366 | // RGBGEN |
---|
367 | else if (params[0] == "rgbgen") |
---|
368 | { |
---|
369 | // TODO |
---|
370 | } |
---|
371 | // ALPHAGEN |
---|
372 | else if (params[0] == "alphagen") |
---|
373 | { |
---|
374 | // TODO |
---|
375 | } |
---|
376 | // TCGEN |
---|
377 | else if (params[0] == "tcgen") |
---|
378 | { |
---|
379 | if (params[1] == "base") |
---|
380 | { |
---|
381 | pPass->texGen = TEXGEN_BASE; |
---|
382 | } |
---|
383 | else if (params[1] == "lightmap") |
---|
384 | { |
---|
385 | pPass->texGen = TEXGEN_LIGHTMAP; |
---|
386 | } |
---|
387 | else if (params[1] == "environment") |
---|
388 | { |
---|
389 | pPass->texGen = TEXGEN_ENVIRONMENT; |
---|
390 | } |
---|
391 | } |
---|
392 | // TCMOD |
---|
393 | else if (params[0] == "tcmod") |
---|
394 | { |
---|
395 | if (params[1] == "rotate") |
---|
396 | { |
---|
397 | pPass->tcModRotate = -atof(params[2].c_str()) / 360; // +ve is clockwise degrees in Q3 shader, anticlockwise complete rotations in Ogre |
---|
398 | } |
---|
399 | else if (params[1] == "scroll") |
---|
400 | { |
---|
401 | pPass->tcModScroll[0] = atof(params[2].c_str()); |
---|
402 | pPass->tcModScroll[1] = atof(params[3].c_str()); |
---|
403 | } |
---|
404 | else if (params[1] == "scale") |
---|
405 | { |
---|
406 | pPass->tcModScale[0] = atof(params[2].c_str()); |
---|
407 | pPass->tcModScale[1] = atof(params[3].c_str()); |
---|
408 | } |
---|
409 | else if (params[1] == "stretch") |
---|
410 | { |
---|
411 | if (params[2] == "sin") |
---|
412 | pPass->tcModStretchWave = SHADER_FUNC_SIN; |
---|
413 | else if (params[2] == "triangle") |
---|
414 | pPass->tcModStretchWave = SHADER_FUNC_TRIANGLE; |
---|
415 | else if (params[2] == "square") |
---|
416 | pPass->tcModStretchWave = SHADER_FUNC_SQUARE; |
---|
417 | else if (params[2] == "sawtooth") |
---|
418 | pPass->tcModStretchWave = SHADER_FUNC_SAWTOOTH; |
---|
419 | else if (params[2] == "inversesawtooth") |
---|
420 | pPass->tcModStretchWave = SHADER_FUNC_INVERSESAWTOOTH; |
---|
421 | |
---|
422 | pPass->tcModStretchParams[0] = atof(params[3].c_str()); |
---|
423 | pPass->tcModStretchParams[1] = atof(params[4].c_str()); |
---|
424 | pPass->tcModStretchParams[2] = atof(params[5].c_str()); |
---|
425 | pPass->tcModStretchParams[3] = atof(params[6].c_str()); |
---|
426 | |
---|
427 | } |
---|
428 | } |
---|
429 | // TURB |
---|
430 | else if (params[0] == "turb") |
---|
431 | { |
---|
432 | pPass->tcModTurbOn = true; |
---|
433 | pPass->tcModTurb[0] = atof(params[2].c_str()); |
---|
434 | pPass->tcModTurb[1] = atof(params[3].c_str()); |
---|
435 | pPass->tcModTurb[2] = atof(params[4].c_str()); |
---|
436 | pPass->tcModTurb[3] = atof(params[5].c_str()); |
---|
437 | } |
---|
438 | // DEPTHFUNC |
---|
439 | else if (params[0] == "depthfunc") |
---|
440 | { |
---|
441 | // TODO |
---|
442 | } |
---|
443 | // DEPTHWRITE |
---|
444 | else if (params[0] == "depthwrite") |
---|
445 | { |
---|
446 | // TODO |
---|
447 | } |
---|
448 | // ALPHAFUNC |
---|
449 | else if (params[0] == "alphafunc") |
---|
450 | { |
---|
451 | if (params[1] == "gt0") |
---|
452 | { |
---|
453 | pPass->alphaVal = 0; |
---|
454 | pPass->alphaFunc = CMPF_GREATER; |
---|
455 | } |
---|
456 | else if (params[1] == "ge128") |
---|
457 | { |
---|
458 | pPass->alphaVal = 128; |
---|
459 | pPass->alphaFunc = CMPF_GREATER_EQUAL; |
---|
460 | } |
---|
461 | else if (params[1] == "lt128") |
---|
462 | { |
---|
463 | pPass->alphaVal = 128; |
---|
464 | pPass->alphaFunc = CMPF_LESS; |
---|
465 | } |
---|
466 | } |
---|
467 | |
---|
468 | |
---|
469 | |
---|
470 | } |
---|
471 | //----------------------------------------------------------------------- |
---|
472 | SceneBlendFactor Quake3ShaderManager::convertBlendFunc( const String& q3func) |
---|
473 | { |
---|
474 | if (q3func == "gl_one") |
---|
475 | { |
---|
476 | return SBF_ONE; |
---|
477 | } |
---|
478 | else if (q3func == "gl_zero") |
---|
479 | { |
---|
480 | return SBF_ZERO; |
---|
481 | } |
---|
482 | else if (q3func == "gl_dst_color") |
---|
483 | { |
---|
484 | return SBF_DEST_COLOUR; |
---|
485 | } |
---|
486 | else if (q3func == "gl_src_color") |
---|
487 | { |
---|
488 | return SBF_SOURCE_COLOUR; |
---|
489 | } |
---|
490 | else if (q3func == "gl_one_minus_dest_color") |
---|
491 | { |
---|
492 | return SBF_ONE_MINUS_DEST_COLOUR; |
---|
493 | } |
---|
494 | else if (q3func == "gl_src_alpha") |
---|
495 | { |
---|
496 | return SBF_SOURCE_ALPHA; |
---|
497 | } |
---|
498 | else if (q3func == "gl_one_minus_src_alpha") |
---|
499 | { |
---|
500 | return SBF_ONE_MINUS_SOURCE_ALPHA; |
---|
501 | } |
---|
502 | |
---|
503 | // Default if unrecognised |
---|
504 | return SBF_ONE; |
---|
505 | |
---|
506 | } |
---|
507 | |
---|
508 | } |
---|