/// <summary> /// Parses the material, if there are any errors during parsing the defaultShader will be set. /// </summary> /// <param name="lexer"></param> private void ParseMaterial(idLexer lexer) { _registerCount = PredefinedRegisterCount; // leave space for the parms to be copied in. for(int i = 0; i < _registerCount; i++) { _parsingData.RegisterIsTemporary[i] = true; // they aren't constants that can be folded. } TextureRepeat textureRepeatDefault = TextureRepeat.Repeat; // allow a global setting for repeat. idToken token = null; string tokenValue; string tokenLower; int count; while(true) { if(TestMaterialFlag(Renderer.MaterialFlags.Defaulted) == true) { // we have a parse error. return; } if((token = lexer.ExpectAnyToken()) == null) { this.MaterialFlag = MaterialFlags.Defaulted; return; } tokenValue = token.ToString(); tokenLower = tokenValue.ToLower(); // end of material definition if(tokenLower == "}") { break; } else if(tokenLower == "qer_editorimage") { token = lexer.ReadTokenOnLine(); _editorImageName = (token != null) ? token.ToString() : string.Empty; lexer.SkipRestOfLine(); } else if(tokenLower == "description") { token = lexer.ReadTokenOnLine(); _description = (token != null) ? token.ToString() : string.Empty; } // check for the surface / content bit flags. else if(CheckSurfaceParameter(token) == true) { } else if(tokenLower == "polygonoffset") { this.MaterialFlag = Renderer.MaterialFlags.PolygonOffset; if((token = lexer.ReadTokenOnLine()) == null) { _polygonOffset = 1; } else { _polygonOffset = token.ToFloat(); } } // noshadow. else if(tokenLower == "noshadows") { this.MaterialFlag = MaterialFlags.NoShadows; } else if(tokenLower == "suppressinsubview") { _suppressInSubview = true; } else if(tokenLower == "portalsky") { _portalSky = true; } else if(tokenLower == "noselfshadow") { this.MaterialFlag = Renderer.MaterialFlags.NoSelfShadow; } else if(tokenLower == "noportalfog") { this.MaterialFlag = Renderer.MaterialFlags.NoPortalFog; } // forceShadows allows nodraw surfaces to cast shadows. else if(tokenLower == "forceshadows") { this.MaterialFlag = Renderer.MaterialFlags.ForceShadows; } // overlay / decal suppression. else if(tokenLower == "nooverlays") { _allowOverlays = false; } // moster blood overlay forcing for alpha tested or translucent surfaces. else if(tokenLower == "forceoverlays") { _parsingData.ForceOverlays = true; } else if(tokenLower == "translucent") { _coverage = MaterialCoverage.Translucent; } // global zero clamp. else if(tokenLower == "zeroclamp") { textureRepeatDefault = TextureRepeat.ClampToZero; } // global clamp. else if(tokenLower == "clamp") { textureRepeatDefault = TextureRepeat.Clamp; } // global clamp. else if(tokenLower == "alphazeroclamp") { textureRepeatDefault = TextureRepeat.ClampToZero; } // forceOpaque is used for skies-behind-windows. else if(tokenLower == "forceopaque") { _coverage = MaterialCoverage.Opaque; } else if(tokenLower == "twosided") { _cullType = CullType.TwoSided; // twoSided implies no-shadows, because the shadow // volume would be coplanar with the surface, giving depth fighting // we could make this no-self-shadows, but it may be more important // to receive shadows from no-self-shadow monsters. this.MaterialFlag = Renderer.MaterialFlags.NoShadows; } else if(tokenLower == "backsided") { _cullType = CullType.Back; // the shadow code doesn't handle this, so just disable shadows. // We could fix this in the future if there was a need. this.MaterialFlag = Renderer.MaterialFlags.NoShadows; } else if(tokenLower == "foglight") { _fogLight = true; } else if(tokenLower == "blendlight") { _blendLight = true; } else if(tokenLower == "ambientlight") { _ambientLight = true; } else if(tokenLower == "mirror") { _sort = (float) MaterialSort.Subview; _coverage = MaterialCoverage.Opaque; } else if(tokenLower == "nofog") { _noFog = true; } else if(tokenLower == "unsmoothedtangents") { _unsmoothedTangents = true; } // lightFallofImage <imageprogram> // specifies the image to use for the third axis of projected // light volumes. else if(tokenLower == "lightfalloffimage") { _lightFalloffImage = idE.ImageManager.ImageFromFile(ParsePastImageProgram(lexer), TextureFilter.Default, false, TextureRepeat.Clamp, TextureDepth.Default); } // guisurf <guifile> | guisurf entity // an entity guisurf must have an idUserInterface // specified in the renderEntity. else if(tokenLower == "guisurf") { token = lexer.ReadTokenOnLine(); tokenLower = token.ToString().ToLower(); if(tokenLower == "entity") { _entityGui = 1; } else if(tokenLower == "entity2") { _entityGui = 2; } else if(tokenLower == "entity3") { _entityGui = 3; } else { _userInterface = idE.UIManager.FindInterface(token.ToString(), true); } } // sort. else if(tokenLower == "sort") { ParseSort(lexer); } // spectrum <integer>. else if(tokenLower == "spectrum") { int.TryParse(lexer.ReadTokenOnLine().ToString(), out _spectrum); } // deform < sprite | tube | flare >. else if(tokenLower == "deform") { ParseDeform(lexer); } // decalInfo <staySeconds> <fadeSeconds> (<start rgb>) (<end rgb>). else if(tokenLower == "decalinfo") { ParseDecalInfo(lexer); } // renderbump <args...>. else if(tokenLower == "renderbump") { _renderBump = lexer.ParseRestOfLine(); } // diffusemap for stage shortcut. else if(tokenLower == "diffusemap") { idLexer newLexer = new idLexer(LexerOptions.NoFatalErrors | LexerOptions.NoStringConcatination | LexerOptions.NoStringEscapeCharacters | LexerOptions.AllowPathNames); newLexer.LoadMemory(string.Format("blend diffusemap\nmap {0}\n}}\n", ParsePastImageProgram(lexer)), "diffusemap"); ParseStage(newLexer, textureRepeatDefault); } // specularmap for stage shortcut. else if(tokenLower == "specularmap") { idLexer newLexer = new idLexer(LexerOptions.NoFatalErrors | LexerOptions.NoStringConcatination | LexerOptions.NoStringEscapeCharacters | LexerOptions.AllowPathNames); newLexer.LoadMemory(string.Format("blend specularmap\nmap {0}\n}}\n", ParsePastImageProgram(lexer)), "specularmap"); ParseStage(newLexer, textureRepeatDefault); } // normalmap for stage shortcut. else if(tokenLower == "bumpmap") { idLexer newLexer = new idLexer(LexerOptions.NoFatalErrors | LexerOptions.NoStringConcatination | LexerOptions.NoStringEscapeCharacters | LexerOptions.AllowPathNames); newLexer.LoadMemory(string.Format("blend bumpmap\nmap {0}\n}}\n", ParsePastImageProgram(lexer)), "bumpmap"); ParseStage(newLexer, textureRepeatDefault); } // DECAL_MACRO for backwards compatibility with the preprocessor macros. else if(tokenLower == "decal_macro") { // polygonOffset this.MaterialFlag = Renderer.MaterialFlags.PolygonOffset; _polygonOffset = -1; // discrete _surfaceFlags |= SurfaceFlags.Discrete; _contentFlags &= ~ContentFlags.Solid; // sort decal. _sort = (float) MaterialSort.Decal; // noShadows this.MaterialFlag = Renderer.MaterialFlags.NoShadows; } else if(tokenValue == "{") { // create the new stage. ParseStage(lexer, textureRepeatDefault); } else { idConsole.WriteLine("unknown general material parameter '{0}' in '{1}'", tokenValue, this.Name); return; } } // add _flat or _white stages if needed. AddImplicitStages(); // order the diffuse / bump / specular stages properly. SortInteractionStages(); // if we need to do anything with normals (lighting or environment mapping) // and two sided lighting was asked for, flag // shouldCreateBackSides() and change culling back to single sided, // so we get proper tangent vectors on both sides. // we can't just call ReceivesLighting(), because the stages are still // in temporary form. if(_cullType == CullType.TwoSided) { count = _parsingData.Stages.Count; for(int i = 0; i < count; i++) { if((_parsingData.Stages[i].Lighting != StageLighting.Ambient) || (_parsingData.Stages[i].Texture.TextureCoordinates != TextureCoordinateGeneration.Explicit)) { if(_cullType == CullType.TwoSided) { _cullType = CullType.Front; _shouldCreateBackSides = true; } break; } } } // currently a surface can only have one unique texgen for all the stages on old hardware. TextureCoordinateGeneration firstGen = TextureCoordinateGeneration.Explicit; count = _parsingData.Stages.Count; for(int i = 0; i < count; i++) { if(_parsingData.Stages[i].Texture.TextureCoordinates != TextureCoordinateGeneration.Explicit) { if(firstGen == TextureCoordinateGeneration.Explicit) { firstGen = _parsingData.Stages[i].Texture.TextureCoordinates; } else if(firstGen != _parsingData.Stages[i].Texture.TextureCoordinates) { idConsole.Warning("material '{0}' has multiple stages with a texgen", this.Name); break; } } } }
/// <summary> /// Parses the current material definition and finds all necessary images. /// </summary> /// <param name="text"></param> /// <returns></returns> public override bool Parse(string text) { idLexer lexer = new idLexer(idDeclFile.LexerOptions); lexer.LoadMemory(text, this.FileName, this.LineNumber); lexer.SkipUntilString("{"); // reset to the unparsed state. Clear(); _parsingData = new MaterialParsingData(); // this is only valid during parsing. // parse it ParseMaterial(lexer); // TODO: fs_copyFiles // if we are doing an fs_copyfiles, also reference the editorImage /*if ( cvarSystem->GetCVarInteger( "fs_copyFiles" ) ) { GetEditorImage(); }*/ // count non-lit stages. _ambientStageCount = 0; _stageCount = _parsingData.Stages.Count; for(int i = 0; i < _stageCount; i++) { if(_parsingData.Stages[i].Lighting == StageLighting.Ambient) { _ambientStageCount++; } } // see if there is a subview stage if(_sort == (float) MaterialSort.Subview) { _hasSubview = true; } else { _hasSubview = false; int count = _parsingData.Stages.Count; for(int i = 0; i < count; i++) { if(_parsingData.Stages[i].Texture.Dynamic != null) { _hasSubview = true; } } } // automatically determine coverage if not explicitly set. if(_coverage == MaterialCoverage.Bad) { // automatically set MC_TRANSLUCENT if we don't have any interaction stages and // the first stage is blended and not an alpha test mask or a subview. if(_stageCount == 0) { // non-visible. _coverage = MaterialCoverage.Translucent; } else if(_stageCount != _ambientStageCount) { // we have an interaction draw. _coverage = MaterialCoverage.Opaque; } else { MaterialStates drawStateBits = _parsingData.Stages[0].DrawStateBits & MaterialStates.SourceBlendBits; if(((drawStateBits & MaterialStates.DestinationBlendBits) != MaterialStates.DestinationBlendZero) || (drawStateBits == MaterialStates.SourceBlendDestinationColor) || (drawStateBits == MaterialStates.SourceBlendOneMinusDestinationColor) || (drawStateBits == MaterialStates.SourceBlendDestinationAlpha) || (drawStateBits == MaterialStates.SourceBlendOneMinusDestinationAlpha)) { // blended with the destination _coverage = MaterialCoverage.Translucent; } else { _coverage = MaterialCoverage.Opaque; } } } // translucent automatically implies noshadows. if(_coverage == MaterialCoverage.Translucent) { this.MaterialFlag = MaterialFlags.NoShadows; } else { // mark the contents as opaque. _contentFlags |= ContentFlags.Opaque; } // the sorts can make reasonable defaults. if(_sort == (float) MaterialSort.Bad) { if(TestMaterialFlag(MaterialFlags.PolygonOffset) == true) { _sort = (float) MaterialSort.Decal; } else if(_coverage == MaterialCoverage.Translucent) { _sort = (float) MaterialSort.Medium; } else { _sort = (float) MaterialSort.Opaque; } } // anything that references _currentRender will automatically get sort = SS_POST_PROCESS // and coverage = MC_TRANSLUCENT. for(int i = 0; i < _stageCount; i++) { MaterialStage stage = _parsingData.Stages[i]; if(stage.Texture.Image == idE.ImageManager.CurrentRenderImage) { if(_sort != (float) MaterialSort.PortalSky) { _sort = (float) MaterialSort.PostProcess; _coverage = MaterialCoverage.Translucent; } break; } if(stage.NewStage.IsEmpty == false) { NewMaterialStage newShaderStage = stage.NewStage; int imageCount = newShaderStage.FragmentProgramImages.Length; for(int j = 0; j < imageCount; j++) { if(newShaderStage.FragmentProgramImages[j] == idE.ImageManager.CurrentRenderImage) { if(_sort != (float) MaterialSort.PortalSky) { _sort = (float) MaterialSort.PostProcess; _coverage = MaterialCoverage.Translucent; } i = _stageCount; break; } } } } // set the drawStateBits depth flags. for(int i = 0; i < _stageCount; i++) { MaterialStage stage = _parsingData.Stages[i]; if(_sort == (float) MaterialSort.PostProcess) { // post-process effects fill the depth buffer as they draw, so only the // topmost post-process effect is rendered. stage.DrawStateBits |= MaterialStates.DepthFunctionLess; } else if((_coverage == MaterialCoverage.Translucent) || (stage.IgnoreAlphaTest == true)) { // translucent surfaces can extend past the exactly marked depth buffer. stage.DrawStateBits |= MaterialStates.DepthFunctionLess | MaterialStates.DepthMask; } else { // opaque and perforated surfaces must exactly match the depth buffer, // which gets alpha test correct. stage.DrawStateBits |= MaterialStates.DepthFunctionEqual | MaterialStates.DepthMask; } _parsingData.Stages[i] = stage; } // determine if this surface will accept overlays / decals. if(_parsingData.ForceOverlays == true) { // explicitly flaged in material definition _allowOverlays = true; } else { if(this.IsDrawn == false) { _allowOverlays = false; } if(this.Coverage != MaterialCoverage.Opaque) { _allowOverlays = false; } if((this.SurfaceFlags & Renderer.SurfaceFlags.NoImpact) == Renderer.SurfaceFlags.NoImpact) { _allowOverlays = false; } } // add a tiny offset to the sort orders, so that different materials // that have the same sort value will at least sort consistantly, instead // of flickering back and forth. /* this messed up in-game guis if ( sort != SS_SUBVIEW ) { int hash, l; l = name.Length(); hash = 0; for ( int i = 0 ; i < l ; i++ ) { hash ^= name[i]; } sort += hash * 0.01; } */ if(_stageCount > 0) { _stages = _parsingData.Stages.ToArray(); } if(_parsingData.Operations.Count > 0) { _ops = _parsingData.Operations.ToArray(); } if(_registerCount > 0) { _expressionRegisters = new float[_registerCount]; Array.Copy(_parsingData.ShaderRegisters, _expressionRegisters, _registerCount); } // see if the registers are completely constant, and don't need to be evaluated per-surface. CheckForConstantRegisters(); _parsingData = null; // finish things up if(TestMaterialFlag(MaterialFlags.Defaulted) == true) { MakeDefault(); return false; } return true; }
private void Clear() { _description = "<none>"; _renderBump = string.Empty; _contentFlags = ContentFlags.Solid; _surfaceFlags = SurfaceFlags.None; _materialFlags = 0; _sort = (float) MaterialSort.Bad; _coverage = MaterialCoverage.Bad; _cullType = CullType.Front; _deformType = DeformType.None; _deformRegisters = new int[4]; _ops = null; _expressionRegisters = null; _constantRegisters = null; _stages = new MaterialStage[] { }; _stageCount = 0; _ambientStageCount = 0; _registerCount = 0; _lightFalloffImage = null; _entityGui = 0; _shouldCreateBackSides = false; _editorImageName = null; _fogLight = false; _blendLight = false; _ambientLight = false; _noFog = false; _hasSubview = false; _allowOverlays = true; _unsmoothedTangents = false; _userInterface = null; _referenceCount = 0; /*editorAlpha = 1.0;*/ _spectrum = 0; _polygonOffset = 0; _suppressInSubview = false; _portalSky = false; _decalInfo.StayTime = 10000; _decalInfo.FadeTime = 4000; _decalInfo.Start = new float[] { 1, 1, 1, 1 }; _decalInfo.End = new float[] { 0, 0, 0, 0 }; }
private void ParseStage(idLexer lexer, TextureRepeat textureRepeatDefault) { TextureFilter textureFilter = TextureFilter.Default; TextureRepeat textureRepeat = textureRepeatDefault; TextureDepth textureDepth = TextureDepth.Default; CubeFiles cubeMap = CubeFiles.TwoD; bool allowPicmip = true; string imageName = string.Empty; NewMaterialStage newStage = new NewMaterialStage(); newStage.VertexParameters = new int[4, 4]; MaterialStage materialStage = new MaterialStage(); materialStage.ConditionRegister = GetExpressionConstant(1); materialStage.Color.Registers = new int[] { GetExpressionConstant(1), GetExpressionConstant(1), GetExpressionConstant(1), GetExpressionConstant(1) }; int[,] matrix = new int[2, 3]; idToken token; int a, b; string tokenValue; string tokenLower; while(true) { if(TestMaterialFlag(MaterialFlags.Defaulted) == true) { // we have a parse error return; } else if((token = lexer.ExpectAnyToken()) == null) { this.MaterialFlag = MaterialFlags.Defaulted; return; } tokenValue = token.ToString(); tokenLower = tokenValue.ToLower(); // the close brace for the entire material ends the draw block if(tokenLower == "}") { break; } // BSM Nerve: Added for stage naming in the material editor else if(tokenLower == "name") { lexer.SkipRestOfLine(); } // image options else if(tokenLower == "blend") { ParseBlend(lexer, ref materialStage); } else if(tokenLower == "map") { imageName = ParsePastImageProgram(lexer); } else if(tokenLower == "remoterendermap") { materialStage.Texture.Dynamic = DynamicImageType.RemoteRender; materialStage.Texture.Width = lexer.ParseInt(); materialStage.Texture.Height = lexer.ParseInt(); } else if(tokenLower == "mirrorrendermap") { materialStage.Texture.Dynamic = DynamicImageType.MirrorRender; materialStage.Texture.Width = lexer.ParseInt(); materialStage.Texture.Height = lexer.ParseInt(); materialStage.Texture.TextureCoordinates = TextureCoordinateGeneration.Screen; } else if(tokenLower == "xrayrendermap") { materialStage.Texture.Dynamic = DynamicImageType.XRayRender; materialStage.Texture.Width = lexer.ParseInt(); materialStage.Texture.Height = lexer.ParseInt(); materialStage.Texture.TextureCoordinates = TextureCoordinateGeneration.Screen; } else if(tokenLower == "screen") { materialStage.Texture.TextureCoordinates = TextureCoordinateGeneration.Screen; } else if(tokenLower == "screen2") { materialStage.Texture.TextureCoordinates = TextureCoordinateGeneration.Screen; } else if(tokenLower == "glasswarp") { materialStage.Texture.TextureCoordinates = TextureCoordinateGeneration.GlassWarp; } else if(tokenLower == "videomap") { // note that videomaps will always be in clamp mode, so texture // coordinates had better be in the 0 to 1 range if((token = lexer.ReadToken()) == null) { idConsole.Warning("missing parameter for 'videoMap' keyword in material '{0}'", this.Name); } else { bool loop = false; if(token.ToString().Equals("loop", StringComparison.OrdinalIgnoreCase) == true) { loop = true; if((token = lexer.ReadToken()) == null) { idConsole.Warning("missing parameter for 'videoMap' keyword in material '{0}'", this.Name); continue; } } idConsole.Warning("TODO: material videoMap keyword"); // TODO: cinematic /*ts->cinematic = idCinematic::Alloc(); ts->cinematic->InitFromFile( token.c_str(), loop );*/ } } else if(tokenLower == "soundmap") { if((token = lexer.ReadToken()) == null) { idConsole.Warning("missing parameter for 'soundMap' keyword in material '{0}'", this.Name); } else { idConsole.Warning("TODO: material soundMap keyword"); // TODO /*ts->cinematic = new idSndWindow(); ts->cinematic->InitFromFile( token.c_str(), true );*/ } } else if(tokenLower == "cubemap") { imageName = ParsePastImageProgram(lexer); cubeMap = CubeFiles.Native; } else if(tokenLower == "cameracubemap") { imageName = ParsePastImageProgram(lexer); cubeMap = CubeFiles.Camera; } else if(tokenLower == "ignorealphatest") { materialStage.IgnoreAlphaTest = true; } else if(tokenLower == "nearest") { textureFilter = TextureFilter.Nearest; } else if(tokenLower == "linear") { textureFilter = TextureFilter.Linear; } else if(tokenLower == "clamp") { textureRepeat = TextureRepeat.Clamp; } else if(tokenLower == "noclamp") { textureRepeat = TextureRepeat.Repeat; } else if(tokenLower == "zeroclamp") { textureRepeat = TextureRepeat.ClampToZero; } else if(tokenLower == "alphazeroclamp") { textureRepeat = TextureRepeat.ClampToZeroAlpha; } else if((tokenLower == "uncompressed") || (tokenLower == "highquality")) { if(idE.CvarSystem.GetInteger("image_ignoreHighQuality") == 0) { textureDepth = TextureDepth.HighQuality; } } else if(tokenLower == "forcehighquality") { textureDepth = TextureDepth.HighQuality; } else if(tokenLower == "nopicmip") { allowPicmip = false; } else if(tokenLower == "vertexcolor") { materialStage.VertexColor = StageVertexColor.Modulate; } else if(tokenLower == "inversevertexcolor") { materialStage.VertexColor = StageVertexColor.InverseModulate; } // privatePolygonOffset else if(tokenLower == "privatepolygonoffset") { if((token = lexer.ReadTokenOnLine()) == null) { materialStage.PrivatePolygonOffset = 1; } else { // explict larger (or negative) offset lexer.UnreadToken = token; materialStage.PrivatePolygonOffset = lexer.ParseFloat(); } } // texture coordinate generation else if(tokenLower == "texgen") { token = lexer.ExpectAnyToken(); tokenValue = token.ToString(); tokenLower = tokenValue.ToLower(); if(tokenLower == "normal") { materialStage.Texture.TextureCoordinates = TextureCoordinateGeneration.DiffuseCube; } else if(tokenLower == "reflect") { materialStage.Texture.TextureCoordinates = TextureCoordinateGeneration.ReflectCube; } else if(tokenLower == "skybox") { materialStage.Texture.TextureCoordinates = TextureCoordinateGeneration.SkyboxCube; } else if(tokenLower == "wobblesky") { materialStage.Texture.TextureCoordinates = TextureCoordinateGeneration.WobbleSkyCube; _texGenRegisters = new int[4]; _texGenRegisters[0] = ParseExpression(lexer); _texGenRegisters[1] = ParseExpression(lexer); _texGenRegisters[2] = ParseExpression(lexer); } else { idConsole.Warning("bad texGen '{0}' in material {1}", tokenValue, this.Name); this.MaterialFlag = MaterialFlags.Defaulted; } } else if((tokenLower == "scroll") || (tokenLower == "translate")) { a = ParseExpression(lexer); MatchToken(lexer, ","); b = ParseExpression(lexer); matrix[0, 0] = GetExpressionConstant(1); matrix[0, 1] = GetExpressionConstant(0); matrix[0, 2] = a; matrix[1, 0] = GetExpressionConstant(0); matrix[1, 1] = GetExpressionConstant(1); matrix[1, 2] = b; MultiplyTextureMatrix(ref materialStage.Texture, matrix); } else if(tokenLower == "scale") { a = ParseExpression(lexer); MatchToken(lexer, ","); b = ParseExpression(lexer); // this just scales without a centering matrix[0, 0] = a; matrix[0, 1] = GetExpressionConstant(0); matrix[0, 2] = GetExpressionConstant(0); matrix[1, 0] = GetExpressionConstant(0); matrix[1, 1] = b; matrix[1, 2] = GetExpressionConstant(0); MultiplyTextureMatrix(ref materialStage.Texture, matrix); } else if(tokenLower == "centerscale") { a = ParseExpression(lexer); MatchToken(lexer, ","); b = ParseExpression(lexer); // this subtracts 0.5, then scales, then adds 0.5 matrix[0, 0] = a; matrix[0, 1] = GetExpressionConstant(0); matrix[0, 2] = EmitOp(GetExpressionConstant(0.5f), EmitOp(GetExpressionConstant(0.5f), a, ExpressionOperationType.Multiply), ExpressionOperationType.Subtract); matrix[1, 0] = GetExpressionConstant(0); matrix[1, 1] = b; matrix[1, 2] = EmitOp(GetExpressionConstant(0.5f), EmitOp(GetExpressionConstant(0.5f), b, ExpressionOperationType.Multiply), ExpressionOperationType.Subtract); MultiplyTextureMatrix(ref materialStage.Texture, matrix); } else if(tokenLower == "shear") { a = ParseExpression(lexer); MatchToken(lexer, ","); b = ParseExpression(lexer); // this subtracts 0.5, then shears, then adds 0.5 matrix[0, 0] = GetExpressionConstant(1); matrix[0, 1] = a; matrix[0, 2] = EmitOp(GetExpressionConstant(-0.5f), a, ExpressionOperationType.Multiply); matrix[1, 0] = b; matrix[1, 1] = GetExpressionConstant(1); matrix[1, 2] = EmitOp(GetExpressionConstant(-0.5f), b, ExpressionOperationType.Multiply); MultiplyTextureMatrix(ref materialStage.Texture, matrix); } else if(tokenLower == "rotate") { int sinReg, cosReg; // in cycles a = ParseExpression(lexer); idDeclTable table = idE.DeclManager.FindType<idDeclTable>(DeclType.Table, "sinTable", false); if(table == null) { idConsole.Warning("no sinTable for rotate defined"); this.MaterialFlag = MaterialFlags.Defaulted; return; } sinReg = EmitOp(table.Index, a, ExpressionOperationType.Table); table = idE.DeclManager.FindType<idDeclTable>(DeclType.Table, "cosTable", false); if(table == null) { idConsole.Warning("no cosTable for rotate defined"); this.MaterialFlag = MaterialFlags.Defaulted; return; } cosReg = EmitOp(table.Index, a, ExpressionOperationType.Table); // this subtracts 0.5, then rotates, then adds 0.5 matrix[0, 0] = cosReg; matrix[0, 1] = EmitOp(GetExpressionConstant(0), sinReg, ExpressionOperationType.Subtract); matrix[0, 2] = EmitOp(EmitOp(EmitOp(GetExpressionConstant(-0.5f), cosReg, ExpressionOperationType.Multiply), EmitOp(GetExpressionConstant(0.5f), sinReg, ExpressionOperationType.Multiply), ExpressionOperationType.Add), GetExpressionConstant(0.5f), ExpressionOperationType.Add); matrix[1, 0] = sinReg; matrix[1, 1] = cosReg; matrix[1, 2] = EmitOp(EmitOp(EmitOp(GetExpressionConstant(-0.5f), sinReg, ExpressionOperationType.Multiply), EmitOp(GetExpressionConstant(-0.5f), cosReg, ExpressionOperationType.Multiply), ExpressionOperationType.Add), GetExpressionConstant(0.5f), ExpressionOperationType.Add); MultiplyTextureMatrix(ref materialStage.Texture, matrix); } // color mask options else if(tokenLower == "maskred") { materialStage.DrawStateBits |= MaterialStates.RedMask; } else if(tokenLower == "maskgreen") { materialStage.DrawStateBits |= MaterialStates.GreenMask; } else if(tokenLower == "maskblue") { materialStage.DrawStateBits |= MaterialStates.BlueMask; } else if(tokenLower == "maskalpha") { materialStage.DrawStateBits |= MaterialStates.AlphaMask; } else if(tokenLower == "maskcolor") { materialStage.DrawStateBits |= MaterialStates.ColorMask; } else if(tokenLower == "maskdepth") { materialStage.DrawStateBits |= MaterialStates.DepthMask; } else if(tokenLower == "alphatest") { materialStage.HasAlphaTest = true; materialStage.AlphaTestRegister = ParseExpression(lexer); _coverage = MaterialCoverage.Perforated; } // shorthand for 2D modulated else if(tokenLower == "colored") { materialStage.Color.Registers[0] = (int) ExpressionRegister.Parm0; materialStage.Color.Registers[1] = (int) ExpressionRegister.Parm1; materialStage.Color.Registers[2] = (int) ExpressionRegister.Parm2; materialStage.Color.Registers[3] = (int) ExpressionRegister.Parm3; _parsingData.RegistersAreConstant = false; } else if(tokenLower == "color") { materialStage.Color.Registers[0] = ParseExpression(lexer); MatchToken(lexer, ","); materialStage.Color.Registers[1] = ParseExpression(lexer); MatchToken(lexer, ","); materialStage.Color.Registers[2] = ParseExpression(lexer); MatchToken(lexer, ","); materialStage.Color.Registers[3] = ParseExpression(lexer); } else if(tokenLower == "red") { materialStage.Color.Registers[0] = ParseExpression(lexer); } else if(tokenLower == "green") { materialStage.Color.Registers[1] = ParseExpression(lexer); } else if(tokenLower == "blue") { materialStage.Color.Registers[2] = ParseExpression(lexer); } else if(tokenLower == "alpha") { materialStage.Color.Registers[3] = ParseExpression(lexer); } else if(tokenLower == "rgb") { materialStage.Color.Registers[0] = materialStage.Color.Registers[1] = materialStage.Color.Registers[2] = ParseExpression(lexer); } else if(tokenLower == "rgba") { materialStage.Color.Registers[0] = materialStage.Color.Registers[1] = materialStage.Color.Registers[2] = materialStage.Color.Registers[3] = ParseExpression(lexer); } else if(tokenLower == "if") { materialStage.ConditionRegister = ParseExpression(lexer); } else if(tokenLower == "program") { if((token = lexer.ReadTokenOnLine()) != null) { idConsole.Warning("TODO: material program keyword"); // TODO /*newStage.vertexProgram = R_FindARBProgram( GL_VERTEX_PROGRAM_ARB, token.c_str() ); newStage.fragmentProgram = R_FindARBProgram( GL_FRAGMENT_PROGRAM_ARB, token.c_str() );*/ } } else if(tokenLower == "fragmentprogram") { if((token = lexer.ReadTokenOnLine()) != null) { idConsole.Warning("TODO: material fragmentProgram keyword"); // TODO //newStage.fragmentProgram = R_FindARBProgram( GL_FRAGMENT_PROGRAM_ARB, token.c_str() ); } } else if(tokenLower == "vertexprogram") { if((token = lexer.ReadTokenOnLine()) != null) { idConsole.Warning("TODO: material vertexProgram keyword"); // TODO //newStage.vertexProgram = R_FindARBProgram( GL_VERTEX_PROGRAM_ARB, token.c_str() ); } } else if(tokenLower == "megatexture") { if((token = lexer.ReadTokenOnLine()) != null) { idConsole.Warning("TODO: material megaTexture keyword"); // TODO /*newStage.megaTexture = new idMegaTexture; if ( !newStage.megaTexture->InitFromMegaFile( token.c_str() ) ) { delete newStage.megaTexture; SetMaterialFlag( MF_DEFAULTED ); continue; } newStage.vertexProgram = R_FindARBProgram( GL_VERTEX_PROGRAM_ARB, "megaTexture.vfp" ); newStage.fragmentProgram = R_FindARBProgram( GL_FRAGMENT_PROGRAM_ARB, "megaTexture.vfp" );*/ } } else if(tokenLower == "vertexparm") { ParseVertexParameter(lexer, ref newStage); } else if(tokenLower == "fragmentmap") { ParseFragmentMap(lexer, ref newStage); } else { idConsole.Warning("unknown token '{0}' in material '{1}'", tokenValue, this.Name); this.MaterialFlag = MaterialFlags.Defaulted; return; } } // if we are using newStage, allocate a copy of it if((newStage.FragmentProgram != 0) || (newStage.VertexProgram != 0)) { materialStage.NewStage = newStage; } // select a compressed depth based on what the stage is if(textureDepth == TextureDepth.Default) { switch(materialStage.Lighting) { case StageLighting.Bump: textureDepth = TextureDepth.Bump; break; case StageLighting.Diffuse: textureDepth = TextureDepth.Diffuse; break; case StageLighting.Specular: textureDepth = TextureDepth.Specular; break; } } // now load the image with all the parms we parsed if((imageName != null) && (imageName != string.Empty)) { materialStage.Texture.Image = idE.ImageManager.ImageFromFile(imageName, textureFilter, allowPicmip, textureRepeat, textureDepth, cubeMap); if(materialStage.Texture.Image == null) { materialStage.Texture.Image = idE.ImageManager.DefaultImage; } } else if(/*TODO: !ts->cinematic &&*/ (materialStage.Texture.Dynamic == 0) && (materialStage.NewStage.IsEmpty == true)) { idConsole.Warning("material '{0}' had stage with no image", this.Name); materialStage.Texture.Image = idE.ImageManager.DefaultImage; } // successfully parsed a stage. _parsingData.Stages.Add(materialStage); }