/// <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; } } } }