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#!/usr/bin/perl
use strict;
use warnings;
use Digest::MD5;
my $data = do { undef local $/; <STDIN>; };
my $com_token;
sub gettoken($)
{
my ($returnnewline) = @_;
$com_token = undef;
skipwhite:
if($returnnewline)
{
$data =~ s/^[ \t]*//;
}
else
{
$data =~ s/^[ \t\r\n]*//;
}
return 0
if $data eq "";
$data =~ s/^\r\n/\n/;
$data =~ s/^\/\/[^\r\n]*// and goto skipwhite;
$data =~ s/^\/\*.*?\*\/// and goto skipwhite;
if($data =~ s/^(["'])(.*?)\1//)
{
my $str = $1;
my %q = ( "\\" => "\\", "n" => "\n", "t" => "\t" );
$str =~ s/\\([\\nt])/$q{$1}/ge;
$com_token = $str;
return 1;
}
if($data =~ s/^\r//)
{
$com_token = "\n";
return 1;
}
if($data =~ s/^([][\n{})(:,;])//)
{
$com_token = $1;
return 1;
}
if($data =~ s/^([^][ \t\r\n{})(:,;]*)//)
{
$com_token = $1;
return 1;
}
die "fallthrough?";
$com_token = "";
return 1;
}
sub normalize_path($)
{
my ($p) = @_;
$p =~ s/\\/\//g;
$p =~ s/(?:\.jpg|\.png|\.tga)$//gi;
$p = lc $p;
return $p;
}
my $find_texture_names = grep { /^-t$/ } @ARGV;
my $dump_shaders = grep { /^-d$/ } @ARGV;
my @match = grep { !/^-/ } @ARGV;
my $shadertext;
my $curshader;
while(gettoken 0)
{
$curshader = normalize_path $com_token;
$shadertext = "";
if(!gettoken(0) || $com_token ne "{")
{
die "parsing error - expected \"{\", found \"$com_token\"";
}
$shadertext .= "{\n";
while(gettoken 0)
{
last if $com_token eq "}";
if($com_token eq "{")
{
# shader layer
# we're not actually parsing this
$shadertext .= " {\n";
while(gettoken 0)
{
last if $com_token eq "}";
next if $com_token eq "\n";
my @parameter = ();
while($com_token ne "\n" && $com_token ne "}")
{
push @parameter, $com_token;
last unless gettoken 1;
}
$shadertext .= " @parameter\n";
last if $com_token eq "}";
}
$shadertext .= " }\n";
}
my @parameter = ();
while($com_token ne "\n" && $com_token ne "}")
{
push @parameter, $com_token;
last unless gettoken 1;
}
next if @parameter < 1;
$shadertext .= " @parameter\n";
}
$shadertext .= "}\n";
if(!@match || grep { $_ eq $curshader } @match)
{
printf "%s %s\n", Digest::MD5::md5_hex($shadertext), $curshader;
if($find_texture_names)
{
# find out possibly loaded textures
my @maps = ($shadertext =~ /^(?:clampmap|map|q3r_lightimage|q3r_editorimage) ([^\$].*)$/gim);
for($shadertext =~ /^animmap \S+ (.*)$/gim)
{
push @maps, split / /, $_;
}
for($shadertext =~ /^skyparms (.*)$/gim)
{
for(split / /, $_)
{
next if $_ eq "-";
push @maps, "$_"."_lf";
push @maps, "$_"."_ft";
push @maps, "$_"."_rt";
push @maps, "$_"."_bk";
push @maps, "$_"."_up";
push @maps, "$_"."_dn";
}
}
@maps = ($curshader)
if @maps == 0;
printf "* %s %s\n", $_, $curshader
for map { normalize_path $_ } @maps;
}
if($dump_shaders)
{
print "| $_\n" for split /\n/, $shadertext;
}
}
}
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