Darkplaces material system

From Blood Wiki
Revision as of 10:16, 20 July 2012 by VorteX (Talk | contribs)

Jump to: navigation, search

Contents

Introduction

Darkplaces material system is created to put more direct control over the surfaces qualities of textures into the hands of designers and artists.

This article will contain a parts of Quake 3 Shader Manual by By Paul Jaquays and Brian Hook adapted for Darkplaces engine.

What is a Material?

Materials are short text scripts that define the properties of a surface as it appears and functions in a game world (or compatible editing tool). By convention, the documents that contain these scripts usually has the same name as the texture set which contains the textures being modified (e.g; textures_inn, models_mapobjects_crypt, etc,). Several specific script documents have also been created to handle special cases, like liquids, environments and special effects.

For Darkplaces, material scripts are located in 'Path_To_The_Game/gamedir/scripts'.

A Darkplaces material file consists of a series of surface attribute and rendering instructions formatted within braces ("{" and "}"). Below you can see a simple example of syntax and format for a single process, including the Q3MAP keywords or "Surface Parameters", which follow the first bracket and a single bracketed "stage":

// material definition
textures/mymaterial
{
   // parameters
   qer_editorImage radiant/textures/mymaterial
   q3map_textureImage radiant/textures/mymaterial
   dpglossexponentmod 0.5
   surfaceparm stone
   // base stage
   {
       map textures/mymaterial // engine will search fo textures/mymaterial.tga, textures/mymaterial.jpeg
   }
   // lighting stage
   {
       map $lightmap
   }
}

Material names & Conventions

The first line is the material name. Material names can be up to 63 characters long. The names are often a mirror of a pathname to a .tga file without the extension or basedir (/Blood Omnicide/kain in our case), but they do not need to be. Materials that are only going to be referenced by the game code, not modeling tools, often are just a single world, like "collision" or "dpbihclip". Materials that are used on characters or other polygon models need to mirror a .tga file, which allows the modelers to build with normal textures, then have the special effects show up when the model is loaded into the game. Materials that are placed on surfaces in the map editor commonly mirror a .tga file, but the "qer_editorimage" material parameter can force the editor to use an arbitrary image for display.

Material pathnames have a case sensitivity issue - on windows, they aren't case sensitive, but on unix they are. Try to always use lowercase for filenames, and always use forward slashes "/" for directory separators.

Inspired by Quake 3

Quake 3 shader scripts was an inspiration for darkplaces material system and visual look of material scripts is very very close to quake 3. So if you are familiar with Id Tech 3 shaders system, you will be right home with materials. Therefore there is some serious differences because Darkplaces material system was written independently and aimed to realtime lightning rendering and OpenGL 2.0.

Since Darkplaces uses tools with Quake 3 roots, materials is often spelled as 'shaders' there. To not be confused, this terms are nearly identical:

  • Material = Shader
  • Material name = Shader name = Surface shader = Surface material
  • Material script = Shader script

Material Types

The keywords that affect materials are divided into three classes. The first class of keywords are global parameters. Some global parameters ( "surfaceparms" And all "q3map_" keywords) are processed by Q3MAP2 and change physical attributes of the surface that uses the material. These attributes can affect the player. To see changes in these parameters one must recompile the map.

Second class are keywords parsed by engine server part (surfaceparms, some other keywords). They are changes physical properties of surface and can affact gameplay.

The remaining global keywords, and all Stage Specific Keywords are processed by the renderer. They are appearance changes only and have no effect on game play or game mechanics. Changes to any of these attributes will take effect as soon as the game goes to another level or vid_restarts (type command vid_restart in the game console).

Shader keywords are not case sensitive.

IMPORTANT NOTE: some of the material commands may be order dependent, so it's good practice to place all global shader commands (keywords defined in this section) at the very beginning of the shader and to place shader stages at the end (see various examples).

Personal tools
Namespaces

Variants
Actions
Navigation
Toolbox