nummodels = Mem_ExpandableArray_IndexRange(&models);
if (!name[0])
- Host_Error ("Mod_ForName: NULL name");
+ Host_Error ("Mod_ForName: empty name");
// search the currently loaded models
for (i = 0;i < nummodels;i++)
extern cvar_t mod_q3shader_default_polygonoffset;
extern cvar_t mod_q3shader_default_polygonfactor;
extern cvar_t mod_q3shader_force_addalpha;
+extern cvar_t mod_q3shader_force_terrain_alphaflag;
void Mod_LoadQ3Shaders(void)
{
int j;
while (COM_ParseToken_QuakeC(&text, false))
{
memset (&shader, 0, sizeof(shader));
+ shader.name[0] = 0;
+ shader.surfaceparms = 0;
+ shader.surfaceflags = 0;
+ shader.textureflags = 0;
+ shader.numlayers = 0;
+ shader.lighting = false;
+ shader.vertexalpha = false;
+ shader.textureblendalpha = false;
+ shader.primarylayer = 0;
+ shader.backgroundlayer = 0;
+ shader.skyboxname[0] = 0;
+ shader.deforms[0].deform = Q3DEFORM_NONE;
+ shader.dpnortlight = false;
+ shader.dpshadow = false;
+ shader.dpnoshadow = false;
+ shader.dpmeshcollisions = false;
+ shader.dpshaderkill = false;
+ shader.dpreflectcube[0] = 0;
shader.reflectmin = 0;
shader.reflectmax = 1;
shader.refractfactor = 1;
shader.reflectfactor = 1;
Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
shader.r_water_wateralpha = 1;
+ shader.r_water_waterscroll[0] = 0;
+ shader.r_water_waterscroll[1] = 0;
shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
- shader.specularscalemod = 1;
- shader.specularpowermod = 1;
shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
+ shader.transparentsort = TRANSPARENTSORT_DISTANCE;
+ shader.specularscalemod = 1;
+ shader.specularpowermod = 1;
+ shader.rtlightambient = 0;
+ // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
+ // JUST GREP FOR "specularscalemod = 1".
strlcpy(shader.name, com_token, sizeof(shader.name));
if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
{
// multilayer terrain shader or similar
shader.textureblendalpha = true;
+ if (mod_q3shader_force_terrain_alphaflag.integer)
+ shader.layers[0].texflags |= TEXF_ALPHA;
}
}
if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
layer->blendfunc[0] = GL_SRC_ALPHA;
}
-
+
layer->texflags = 0;
if (layer->alphatest)
layer->texflags |= TEXF_ALPHA;
shader.biaspolygonoffset = 0;
}
}
+ else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
+ {
+ shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
+ if (!strcasecmp(parameter[1], "sky"))
+ shader.transparentsort = TRANSPARENTSORT_SKY;
+ else if (!strcasecmp(parameter[1], "distance"))
+ shader.transparentsort = TRANSPARENTSORT_DISTANCE;
+ else if (!strcasecmp(parameter[1], "hud"))
+ shader.transparentsort = TRANSPARENTSORT_HUD;
+ else
+ Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
+ }
else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
{
shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
texture->specularscalemod = 1;
texture->specularpowermod = 1;
texture->rtlightambient = 0;
- // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
- // HERE, AND Q1BSP LOADING
+ texture->transparentsort = TRANSPARENTSORT_DISTANCE;
+ // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
// JUST GREP FOR "specularscalemod = 1".
if (shader)
texture->basematerialflags |= MATERIALFLAG_CAMERA;
texture->customblendfunc[0] = GL_ONE;
texture->customblendfunc[1] = GL_ZERO;
+ texture->transparentsort = shader->transparentsort;
if (shader->numlayers > 0)
{
texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
if (loadmodel->surfmesh.data_texcoordlightmap2f)
Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
+ if (loadmodel->surfmesh.data_skeletalindex4ub)
+ Vector4Copy(loadmodel->surfmesh.data_skeletalindex4ub + 4*vertexindex, vertexmesh->skeletalindex4ub);
+ if (loadmodel->surfmesh.data_skeletalweight4ub)
+ Vector4Copy(loadmodel->surfmesh.data_skeletalweight4ub + 4*vertexindex, vertexmesh->skeletalweight4ub);
}
}
loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
+ loadmodel->surfmesh.vbooffset_skeletalindex4ub = size;if (loadmodel->surfmesh.data_skeletalindex4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
+ loadmodel->surfmesh.vbooffset_skeletalweight4ub = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
mem = (unsigned char *)Mem_Alloc(tempmempool, size);
if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
+ if (loadmodel->surfmesh.data_skeletalindex4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalindex4ub , loadmodel->surfmesh.data_skeletalindex4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
+ if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalweight4ub , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
Mem_Free(mem);
}
FS_StripExtension(inname, basename, sizeof(basename));
mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
+ if (!mod)
+ {
+ Con_Print("No such model\n");
+ return;
+ }
if (mod->brush.submodel)
{
// if we're decompiling a submodel, be sure to give it a proper name based on its parent
dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
outname[0] = 0;
}
- if (!mod)
- {
- Con_Print("No such model\n");
- return;
- }
if (!mod->surfmesh.num_triangles)
{
Con_Print("Empty model (or sprite)\n");
for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
{
surface = model->data_surfaces + surfaceindex;
- e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
if (!surface->num_triangles)
continue;
lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;