コード例 #1
0
        /// <summary>
        /// Processes a line that describes how to blend this stage and the last one together.
        /// </summary>
        private static void ProcessBlendFunc(string line, ref Q3BSPMaterialStageContent currentStage)
        {
            #region Handle one of the "default" blendfuncs
            if (line.ToLower() == "add")
            {
                currentStage.SetBlendFunction(Q3BSPBlendFuncFactor.One, Q3BSPBlendFuncFactor.One);
                return;
            }

            if (line.ToLower() == "filter")
            {
                currentStage.SetBlendFunction(Q3BSPBlendFuncFactor.Destination, Q3BSPBlendFuncFactor.Zero);
                return;
            }

            if (line.ToLower() == "blend")
            {
                currentStage.SetBlendFunction(Q3BSPBlendFuncFactor.SourceAlpha, Q3BSPBlendFuncFactor.InverseSourceAlpha);
                return;
            }
            #endregion

            string[] split = line.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries);

            // Something is malformed
            if (split.Length != 2)
            {
                currentStage.SetBlendFunction(Q3BSPBlendFuncFactor.Invalid, Q3BSPBlendFuncFactor.Invalid);
                return;
            }

            currentStage.SetBlendFunction(ParseQ3BSPBlendFuncFactor(split[0]), ParseQ3BSPBlendFuncFactor(split[1]));
        }
コード例 #2
0
        /// <summary>
        /// Processes a line that describes a tcMod operation.
        /// </summary>
        private static Q3BSPMaterialStageTcMod ParseTcMod(string line, ref Q3BSPMaterialStageContent currentStage)
        {
            Q3BSPTcModFunction function = Q3BSPTcModFunction.Invalid;

            float[] data = new float[] { };
            #region Scale
            if (line.Length > 4 && line.Substring(0, 5) == "scale")
            {
                string[] split = line.Split(' ');
                data     = new float[] { 1.0f / float.Parse(split[1]), 1.0f / float.Parse(split[2]) };
                function = Q3BSPTcModFunction.Scale;

                // skies seem to work backwards for some reason.
                if (currentStage.Parent != null && currentStage.Parent.IsSky)
                {
                    data[0] = float.Parse(split[1]);
                    data[1] = float.Parse(split[2]);
                }
            }
            #endregion

            #region Scroll
            else if (line.Length > 5 && line.Substring(0, 6) == "scroll")
            {
                string[] split = line.Split(' ');

                data     = new float[] { float.Parse(split[1]), float.Parse(split[2]) };
                function = Q3BSPTcModFunction.Scroll;
            }
            #endregion

            #region Rotate
            else if (line.Length > 5 && line.Substring(0, 6) == "rotate")
            {
                string[] split = line.Split(' ');

                data     = new float[] { MathHelper.ToRadians(float.Parse(split[1])) };
                function = Q3BSPTcModFunction.Rotate;
            }
            #endregion

            #region Turbulence
            else if (line.Length > 4 && line.Substring(0, 4) == "turb")
            {
                string[] split = line.Split(' ');

                data     = new float[] { float.Parse(split[2]), float.Parse(split[3]), float.Parse(split[4]) };
                function = Q3BSPTcModFunction.Turbulence;
            }
            #endregion

            return(new Q3BSPMaterialStageTcMod(function, data));
        }
コード例 #3
0
        string WriteTcModEffectCode(Q3BSPMaterialStageContent stage)
        {
            if (stage.TcModStatements == null || stage.TcModStatements.Length == 0)
            {
                return("");
            }

            StringBuilder sb = new StringBuilder();

            foreach (Q3BSPMaterialStageTcMod tcMod in stage.TcModStatements)
            {
                string s = "output." + stage.StageName + ".uv.x";
                string t = "output." + stage.StageName + ".uv.y";

                switch (tcMod.Function)
                {
                case Q3BSPTcModFunction.Scale:
                    sb.AppendLine("\t" + s + " *= " + tcMod.Data[0] + ";");
                    sb.AppendLine("\t" + t + " *= " + tcMod.Data[1] + ";");
                    break;

                case Q3BSPTcModFunction.Scroll:
                    sb.AppendLine("\t" + s + " += " + tcMod.Data[0] + " * gameTime;");
                    sb.AppendLine("\t" + t + " += " + tcMod.Data[1] + " * gameTime;");
                    break;

                case Q3BSPTcModFunction.Turbulence:
                    sb.AppendLine("\t" + s + " += 1 - sin(((((input.position.x + input.position.z) * 0.001 + (" + tcMod.Data[2] + " * gameTime))) % 1025) * " + MathHelper.TwoPi + ") * " + tcMod.Data[0] + ";");
                    sb.AppendLine("\t" + t + " += 1 - sin(((((input.position.y) * 0.001 + (" + tcMod.Data[2] + " * gameTime))) % 1025) * " + MathHelper.TwoPi + ") * " + tcMod.Data[0] + ";");
                    break;

                case Q3BSPTcModFunction.Rotate:
                    string cosValue = "cos(" + tcMod.Data[0] + " * gameTime)";
                    string sinValue = "sin(" + tcMod.Data[0] + " * gameTime)";

                    sb.AppendLine("\t float s_" + stage.StageName + " = " + s + ";");
                    sb.AppendLine("\t float t_" + stage.StageName + " = " + t + ";");

                    sb.AppendLine("\t" + s + " = s_" + stage.StageName + "*" + cosValue + " + t_" + stage.StageName + " * -" + sinValue + " + (0.5 - 0.5 * " + cosValue + "+ 0.5 *" + sinValue + ");");
                    sb.AppendLine("\t" + t + " = s_" + stage.StageName + "*" + sinValue + " + t_" + stage.StageName + " * " + cosValue + " + (0.5 - 0.5 * " + sinValue + "- 0.5 *" + cosValue + ");");
                    break;

                default:
                    sb.AppendLine("\t// Invalid or unparsed tcMod statement.");
                    break;
                }
            }
            return(sb.ToString());
        }
コード例 #4
0
        public override TImport Import(string filename, ContentImporterContext context)
        {
            //System.Diagnostics.Debugger.Launch();
            TImport      shaderList = new TImport();
            StreamReader sr         = new StreamReader(filename);

            Q3BSPMaterialContent      shader       = new Q3BSPMaterialContent();
            Q3BSPMaterialStageContent currentStage = new Q3BSPMaterialStageContent(null);

            string shaderName        = "";
            bool   insideShaderBlock = false;
            bool   insideStageBlock  = false;
            List <Q3BSPMaterialStageTcMod> currentStageTcMods = new List <Q3BSPMaterialStageTcMod>();

            while (!sr.EndOfStream)
            {
                string line = sr.ReadLine();
                int    comment;

                #region Clean up line and throw out useless lines
                // Remove comments and whitespace
                if ((comment = line.IndexOf("//")) > -1)
                {
                    line = line.Substring(0, comment);
                }
                line = line.Trim();

                // Line is empty don't process it
                if (line == "")
                {
                    continue;
                }
                // Line is important only when the BSP is compiled, don't process it
                if (line.Length > 3 && line.Substring(0, 4) == "qer_")
                {
                    continue;
                }
                if (line.Length > 4 && line.Substring(0, 5) == "q3map")
                {
                    continue;
                }
                if (line.Length > 10 && line.Substring(0, 11) == "surfaceparm")
                {
                    continue;
                }
                #endregion

                #region Read lines outside any blocks
                if (!insideShaderBlock)
                {
                    if (line.Substring(0, 1) == "{")
                    {
                        if (shaderName == "")
                        {
                            throw new Exception("Error loading .shader: there is a block without a shader name.");
                        }

                        shader            = new Q3BSPMaterialContent();
                        shader.shaderName = shaderName;
                        shader.stages     = new List <Q3BSPMaterialStageContent>();

                        insideShaderBlock = true;
                    }
                    else
                    {
                        if (shaderName != "")
                        {
                            throw new Exception("Error loading .shader: Shader " + shaderName + " has no information describing it.");
                        }

                        shaderName = line;
                    }
                }
                #endregion

                #region Read lines inside the shader block but outside the stage blocks
                else if (insideShaderBlock && !insideStageBlock)
                {
                    if (line.Substring(0, 1) == "{")
                    {
                        insideStageBlock = true;
                        currentStage     = new Q3BSPMaterialStageContent(shader);
                        currentStageTcMods.Clear();
                    }

                    else if (line.Length > 8 && line.Substring(0, 8) == "skyparms")
                    {
                        ProcessSkyparms(line.Substring(8).Trim(), ref shader);
                    }

                    else if (line.Substring(0, 1) == "}")
                    {
                        #region If no shader stages are defined, this is a very basic shader and uses the shader name as the sole texture map
                        if (shader.stages.Count < 1)
                        {
                            currentStage = new Q3BSPMaterialStageContent(shader);
                            currentStage.TextureEffectParameterName = shader.shaderName.Substring(shader.shaderName.LastIndexOf('/') + 1);
                            currentStage.TextureFilename            = shader.shaderName;
                            currentStageTcMods.Clear();
                            currentStage.Finalize(ref currentStageTcMods);
                            shader.stages.Add(currentStage);

                            currentStage = new Q3BSPMaterialStageContent(shader);
                            currentStage.TextureEffectParameterName = "lightmap";
                            currentStage.TextureFilename            = "lightmap";
                            currentStage.IsLightmapStage            = true;
                            ProcessBlendFunc("filter", ref currentStage);
                            currentStage.Finalize(ref currentStageTcMods);
                            shader.stages.Add(currentStage);
                        }
                        #endregion

                        shaderList.Add(shader);

                        shader            = null;
                        shaderName        = "";
                        insideShaderBlock = false;
                    }
                }
                #endregion

                #region Read lines inside stage blocks
                else if (insideStageBlock)
                {
                    if (line.Length > 2 && line.Substring(0, 3) == "map")
                    {
                        string textureFilename = line.Substring(4);

                        // Account for special texures (ie $lightmap)
                        if (textureFilename.Substring(0, 1) == "$")
                        {
                            if (String.Compare(textureFilename.ToLower(), "$lightmap", true) == 0)
                            {
                                currentStage.IsLightmapStage = true;
                            }
                            textureFilename = textureFilename.Substring(1);
                        }

                        if (textureFilename.LastIndexOf('.') > -1)
                        {
                            textureFilename = textureFilename.Substring(0, textureFilename.LastIndexOf('.'));
                        }

                        currentStage.TextureFilename = textureFilename;
                    }

                    /*
                     * else if (line.Length > 7 && line.Substring(0, 7).ToLower() == "animmap")
                     * {
                     *  string[] arguments = line.Split(' ');
                     *  string textureFilename = arguments[2];
                     *  if (textureFilename.LastIndexOf('.') > -1)
                     *  {
                     *      textureFilename = textureFilename.Substring(0, textureFilename.LastIndexOf('.'));
                     *  }
                     *  currentStage.TextureFilename = textureFilename;
                     * }
                     */
                    else if (line.Length > 8 && line.Substring(0, 9).ToLower() == "blendfunc")
                    {
                        ProcessBlendFunc(line.Substring(9).Trim(), ref currentStage);
                    }
                    else if (line.Length > 4 && line.Substring(0, 5).ToLower() == "tcmod")
                    {
                        Q3BSPMaterialStageTcMod tcMod = ParseTcMod(line.Substring(5).Trim(), ref currentStage);

                        currentStageTcMods.Add(tcMod);

                        // These tcmods require a time variable in their function
                        if (tcMod.Function == Q3BSPTcModFunction.Scroll || tcMod.Function == Q3BSPTcModFunction.Rotate ||
                            tcMod.Function == Q3BSPTcModFunction.Turbulence)
                        {
                            shader.NeedsTime = true;
                        }
                    }

                    /*
                     * else if (line.Length > 5 && line.Substring(0, 6).ToLower() == "rgbgen")
                     * {
                     *  currentStage.TextureFilename = line.Substring(7);
                     * }
                     */
                    else if (line.Substring(0, 1) == "}")
                    {
                        currentStage.Finalize(ref currentStageTcMods);

                        shader.stages.Add(currentStage);
                        insideStageBlock = false;
                    }
                }
                #endregion
            }

            return(shaderList);
        }