private static QWaveForm ParseWaveform(QShaderTokenizer tokenizer) { return(new QWaveForm { Name = tokenizer.GetNext().ToLower(), Bas = ParserTools.ToFloat(tokenizer.GetNext()), Amp = ParserTools.ToFloat(tokenizer.GetNext()), Phase = ParserTools.ToFloat(tokenizer.GetNext()), Freq = ParserTools.ToFloat(tokenizer.GetNext()) }); }
private static QShaderStage ParseStage(QShaderTokenizer tokenizer) { var stage = new QShaderStage(); // Parse a Stage while (!tokenizer.EOF) { var token = tokenizer.GetNext(); if (token.Equals("}")) { break; } switch (token.ToLower()) { case "clampmap": stage.Clamp = true; goto case "map"; case "map": stage.Map = tokenizer.GetNext(); //.replace()/(\.jpg|\.tga)/, '.png'); break; case "animmap": stage.Map = "anim"; stage.AnimFreq = ParserTools.ToFloat(tokenizer.GetNext()); var nextMap = tokenizer.GetNext(); var match = Regex.Match(nextMap, @"(\.jpg|\.tga)"); while (match.Success) { stage.AnimMaps.Add(nextMap); nextMap = tokenizer.GetNext(); match = Regex.Match(nextMap, @"(\.jpg|\.tga)"); } tokenizer.MovePrev(); break; case "rgbgen": stage.RgbGen = tokenizer.GetNext().ToLower(); switch (stage.RgbGen) { case "wave": stage.RgbWaveform = ParseWaveform(tokenizer); if (stage.RgbWaveform == null) { stage.RgbGen = "identity"; } break; } ; break; case "alphagen": stage.AlphaGen = tokenizer.GetNext().ToLower(); switch (stage.AlphaGen) { case "wave": stage.AlphaWaveform = ParseWaveform(tokenizer); if (stage.AlphaWaveform == null) { stage.AlphaGen = "1.0"; } break; default: break; } break; case "alphafunc": stage.AlphaFunc = tokenizer.GetNext().ToUpper(); break; case "blendfunc": stage.BlendSrc = tokenizer.GetNext(); stage.HasBlendFunc = true; if (stage.DepthWriteOverride) { stage.DepthWrite = false; } switch (stage.BlendSrc) { case "add": stage.BlendSrc = "GL_ONE"; stage.BlendDest = "GL_ONE"; break; case "blend": stage.BlendSrc = "GL_SRC_ALPHA"; stage.BlendDest = "GL_ONE_MINUS_SRC_ALPHA"; break; case "filter": stage.BlendSrc = "GL_DST_COLOR"; stage.BlendDest = "GL_ZERO"; break; default: stage.BlendDest = tokenizer.GetNext(); break; } break; case "depthfunc": stage.DepthFunc = tokenizer.GetNext().ToLower(); break; case "depthwrite": stage.DepthWrite = true; stage.DepthWriteOverride = true; break; case "tcmod": var tcMod = new QTcMod { Type = tokenizer.GetNext().ToLower() }; switch (tcMod.Type) { case "rotate": tcMod.Angle = Geometry.DegreeToRadian(ParserTools.ToFloat(tokenizer.GetNext())); break; case "scale": tcMod.ScaleX = ParserTools.ToFloat(tokenizer.GetNext()); tcMod.ScaleY = ParserTools.ToFloat(tokenizer.GetNext()); break; case "scroll": tcMod.SSpeed = ParserTools.ToFloat(tokenizer.GetNext()); tcMod.TSpeed = ParserTools.ToFloat(tokenizer.GetNext()); break; case "stretch": tcMod.WaveForm = ParseWaveform(tokenizer); if (tcMod.WaveForm == null) { tcMod.Type = ""; } break; case "turb": tcMod.Turbulance = new QWaveForm { Name = char.IsLetter(tokenizer.GetToken()[0]) ? tokenizer.GetNext() : "", Bas = ParserTools.ToFloat(tokenizer.GetNext()), Amp = ParserTools.ToFloat(tokenizer.GetNext()), Phase = ParserTools.ToFloat(tokenizer.GetNext()), Freq = ParserTools.ToFloat(tokenizer.GetNext()) }; break; default: tcMod.Type = ""; break; } if (!tcMod.Type.Equals("")) { stage.TcMods.Add(tcMod); } break; case "tcgen": stage.TcGen = tokenizer.GetNext(); break; default: break; } } if (stage.BlendSrc.Equals("GL_ONE") && stage.BlendDest.Equals("GL_ZERO")) { stage.HasBlendFunc = false; stage.DepthWrite = true; } return(stage); }
/// <summary> /// Parsear shader /// </summary> private static QShaderData ParseShader(QShaderTokenizer tokenizer) { var qsd = new QShaderData(); qsd.Name = tokenizer.GetNext(); var token = tokenizer.GetNext(); if (!token.Equals("{")) { return(null); } // Parse a shader while (!tokenizer.EOF) { token = tokenizer.GetNext().ToLower(); if (token.Equals("}")) { break; } switch (token) { case "{": var stage = ParseStage(tokenizer); // I really really really don't like doing this, which basically just forces lightmaps to use the 'filter' blendmode // but if I don't a lot of textures end up looking too bright. I'm sure I'm jsut missing something, and this shouldn't // be needed. if (stage.IsLightMap() && stage.HasBlendFunc) { stage.BlendSrc = "GL_DST_COLOR"; stage.BlendDest = "GL_ZERO"; } // I'm having a ton of trouble getting lightingSpecular to work properly, // so this little hack gets it looking right till I can figure out the problem if (stage.AlphaGen.Equals("lightingspecular")) { stage.BlendSrc = "GL_ONE"; stage.BlendDest = "GL_ZERO"; stage.HasBlendFunc = false; stage.DepthWrite = true; } if (stage.HasBlendFunc) { qsd.Blend = true; } else { qsd.Opaque = true; } qsd.Stages.Add(stage); break; case "cull": qsd.Cull = tokenizer.GetNext(); break; case "deformvertexes": var deform = new QShaderDeform { Type = tokenizer.GetNext().ToLower() }; switch (deform.Type) { case "wave": deform.Spread = 1.0f / ParserTools.ToFloat(tokenizer.GetNext()); deform.WaveForm = ParseWaveform(tokenizer); break; case "bulge": deform.BulgeWidth = ParserTools.ToFloat(tokenizer.GetNext()); deform.BulgeHeight = ParserTools.ToFloat(tokenizer.GetNext()); deform.BulgeSpeed = ParserTools.ToFloat(tokenizer.GetNext()); break; default: deform = null; break; } if (deform != null) { qsd.VertexDeforms.Add(deform); } break; case "sort": var sort = tokenizer.GetNext().ToLower(); switch (sort) { case "portal": qsd.Sort = 1; break; case "sky": qsd.Sort = 2; break; case "opaque": qsd.Sort = 3; break; case "banner": qsd.Sort = 6; break; case "underwater": qsd.Sort = 8; break; case "additive": qsd.Sort = 9; break; case "nearest": qsd.Sort = 16; break; default: qsd.Sort = int.Parse(sort); break; } ; break; case "surfaceparm": var param = tokenizer.GetNext().ToLower(); switch (param) { case "sky": qsd.Sky = true; break; default: break; } break; default: break; } } if (qsd.Sort > 0) { qsd.Sort = qsd.Opaque ? 3 : 9; } return(qsd); }