//cvar_t r_subdivide_size = {CVAR_SAVE, "r_subdivide_size", "128", "how large water polygons should be (smaller values produce more polygons which give better warping effects)"};
cvar_t r_novis = {0, "r_novis", "0", "draws whole level, see also sv_cullentities_pvs 0"};
-cvar_t r_picmipworld = {CVAR_SAVE, "r_picmipworld", "1", "whether gl_picmip shall apply to world textures too"};
cvar_t r_nosurftextures = {0, "r_nosurftextures", "0", "pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)"};
cvar_t r_subdivisions_tolerance = {0, "r_subdivisions_tolerance", "4", "maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)"};
cvar_t r_subdivisions_mintess = {0, "r_subdivisions_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
cvar_t mod_q3bsp_lightmapmergepower = {CVAR_SAVE, "mod_q3bsp_lightmapmergepower", "4", "merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ..."};
cvar_t mod_q3bsp_nolightmaps = {CVAR_SAVE, "mod_q3bsp_nolightmaps", "0", "do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)"};
cvar_t mod_q3bsp_tracelineofsight_brushes = {0, "mod_q3bsp_tracelineofsight_brushes", "0", "enables culling of entities behind detail brushes, curves, etc"};
+cvar_t mod_q3shader_default_offsetmapping = {CVAR_SAVE, "mod_q3shader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces"};
+
cvar_t mod_q1bsp_polygoncollisions = {0, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"};
-cvar_t mod_collision_bih = {0, "mod_collision_bih", "0", "enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code"};
+cvar_t mod_collision_bih = {0, "mod_collision_bih", "1", "enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code"};
cvar_t mod_recalculatenodeboxes = {0, "mod_recalculatenodeboxes", "1", "enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler"};
static texture_t mod_q1bsp_texture_solid;
{
// Cvar_RegisterVariable(&r_subdivide_size);
Cvar_RegisterVariable(&r_novis);
- Cvar_RegisterVariable(&r_picmipworld);
Cvar_RegisterVariable(&r_nosurftextures);
Cvar_RegisterVariable(&r_subdivisions_tolerance);
Cvar_RegisterVariable(&r_subdivisions_mintess);
Cvar_RegisterVariable(&mod_q3bsp_lightmapmergepower);
Cvar_RegisterVariable(&mod_q3bsp_nolightmaps);
Cvar_RegisterVariable(&mod_q3bsp_tracelineofsight_brushes);
+ Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping);
Cvar_RegisterVariable(&mod_q1bsp_polygoncollisions);
Cvar_RegisterVariable(&mod_collision_bih);
Cvar_RegisterVariable(&mod_recalculatenodeboxes);
tx->reflectfactor = 1;
Vector4Set(tx->reflectcolor4f, 1, 1, 1, 1);
tx->r_water_wateralpha = 1;
+ tx->offsetmapping = OFFSETMAPPING_OFF;
+ tx->offsetscale = 1;
tx->specularscalemod = 1;
tx->specularpowermod = 1;
}
// LordHavoc: HL sky textures are entirely different than quake
if (!loadmodel->brush.ishlbsp && !strncmp(tx->name, "sky", 3) && mtwidth == mtheight * 2)
{
- data = loadimagepixelsbgra(tx->name, false, false, r_texture_convertsRGB_skin.integer);
+ data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), false, false, r_texture_convertsRGB_skin.integer);
+ if (!data)
+ data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), false, false, r_texture_convertsRGB_skin.integer);
if (data && image_width == image_height * 2)
{
R_Q1BSP_LoadSplitSky(data, image_width, image_height, 4);
}
else
{
- skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false);
+ skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
if (!skinframe)
- skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false);
+ skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
if (!skinframe)
{
// did not find external texture, load it from the bsp or wad3
{
tx->width = image_width;
tx->height = image_height;
- skinframe = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_ALPHA | TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0), pixels, image_width, image_height);
+ skinframe = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, pixels, image_width, image_height);
}
if (freepixels)
Mem_Free(freepixels);
}
else if (mtdata) // texture included
- skinframe = R_SkinFrame_LoadInternalQuake(tx->name, TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, r_fullbrights.integer, mtdata, tx->width, tx->height);
+ skinframe = R_SkinFrame_LoadInternalQuake(tx->name, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height);
}
// if skinframe is still NULL the "missing" texture will be used
if (skinframe)
mod->DrawSky = R_Q1BSP_DrawSky;
for (j = 0, surface = &mod->data_surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surface++)
- if (surface->texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
+ if (surface->texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
break;
if (j < mod->nummodelsurfaces)
mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
strlcpy (out[i].name, in[i].name, sizeof (out[i].name));
out[i].surfaceflags = LittleLong(in[i].surfaceflags);
out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents));
- if (cls.state != ca_dedicated)
- {
- Mod_LoadTextureFromQ3Shader(out + i, out[i].name, true, true, TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS);
- // restore the surfaceflags and supercontents
- out[i].surfaceflags = LittleLong(in[i].surfaceflags);
- out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents));
- }
+ Mod_LoadTextureFromQ3Shader(out + i, out[i].name, true, true, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS);
+ // restore the surfaceflags and supercontents
+ out[i].surfaceflags = LittleLong(in[i].surfaceflags);
+ out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents));
}
}
vec_t backdist1;
vec_t backdist2;
vec_t backfrac;
- vec3_t clipped[2];
+ vec3_t clipped, newstart, newend;
#endif
vec3_t segmentmins;
vec3_t segmentmaxs;
// START end START END
#ifdef BIHLINECLIP
frontfrac = frontdist1 / (frontdist1 - frontdist2);
- VectorLerp(start, frontfrac, end, clipped[0]);
- start = clipped[0];
+ VectorLerp(start, frontfrac, end, newstart); start = newstart;
segmentmins[0] = min(start[0], end[0]);
segmentmins[1] = min(start[1], end[1]);
segmentmins[2] = min(start[2], end[2]);
#ifdef BIHLINECLIP
// start END START END
frontfrac = frontdist1 / (frontdist1 - frontdist2);
- VectorLerp(start, frontfrac, end, clipped[0]);
- end = clipped[0];
+ VectorLerp(start, frontfrac, end, newend); end = newend;
segmentmins[0] = min(start[0], end[0]);
segmentmins[1] = min(start[1], end[1]);
segmentmins[2] = min(start[2], end[2]);
Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
#ifdef BIHLINECLIP
backfrac = backdist1 / (backdist1 - backdist2);
- VectorLerp(start, backfrac, end, clipped[0]);
- end = clipped[0];
+ VectorLerp(start, backfrac, end, newend); end = newend;
segmentmins[0] = min(start[0], end[0]);
segmentmins[1] = min(start[1], end[1]);
segmentmins[2] = min(start[2], end[2]);
// START end start END
#ifdef BIHLINECLIP
frontfrac = frontdist1 / (frontdist1 - frontdist2);
- VectorLerp(start, frontfrac, end, clipped[1]);
- Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, clipped[1], end, linestart, lineend);
+ VectorLerp(start, frontfrac, end, clipped);
+ Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, clipped, end, linestart, lineend);
backfrac = backdist1 / (backdist1 - backdist2);
- VectorLerp(start, backfrac, end, clipped[0]);
- end = clipped[0];
+ VectorLerp(start, backfrac, end, newend); end = newend;
segmentmins[0] = min(start[0], end[0]);
segmentmins[1] = min(start[1], end[1]);
segmentmins[2] = min(start[2], end[2]);
// start END start END
#ifdef BIHLINECLIP
frontfrac = frontdist1 / (frontdist1 - frontdist2);
- VectorLerp(start, frontfrac, end, clipped[1]);
- Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, clipped[1], linestart, lineend);
+ VectorLerp(start, frontfrac, end, clipped);
+ Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, clipped, linestart, lineend);
backfrac = backdist1 / (backdist1 - backdist2);
- VectorLerp(start, backfrac, end, clipped[0]);
- end = clipped[0];
+ VectorLerp(start, backfrac, end, newend); end = newend;
segmentmins[0] = min(start[0], end[0]);
segmentmins[1] = min(start[1], end[1]);
segmentmins[2] = min(start[2], end[2]);
// START END start END
#ifdef BIHLINECLIP
backfrac = backdist1 / (backdist1 - backdist2);
- VectorLerp(start, backfrac, end, clipped[0]);
- end = clipped[0];
+ VectorLerp(start, backfrac, end, newend); end = newend;
segmentmins[0] = min(start[0], end[0]);
segmentmins[1] = min(start[1], end[1]);
segmentmins[2] = min(start[2], end[2]);
Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
#ifdef BIHLINECLIP
backfrac = backdist1 / (backdist1 - backdist2);
- VectorLerp(start, backfrac, end, clipped[0]);
- start = clipped[0];
+ VectorLerp(start, backfrac, end, newstart); start = newstart;
segmentmins[0] = min(start[0], end[0]);
segmentmins[1] = min(start[1], end[1]);
segmentmins[2] = min(start[2], end[2]);
// START end START end
#ifdef BIHLINECLIP
frontfrac = frontdist1 / (frontdist1 - frontdist2);
- VectorLerp(start, frontfrac, end, clipped[1]);
- Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, clipped[1], end, linestart, lineend);
+ VectorLerp(start, frontfrac, end, clipped);
+ Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, clipped, end, linestart, lineend);
backfrac = backdist1 / (backdist1 - backdist2);
- VectorLerp(start, backfrac, end, clipped[0]);
- start = clipped[0];
+ VectorLerp(start, backfrac, end, newstart); start = newstart;
segmentmins[0] = min(start[0], end[0]);
segmentmins[1] = min(start[1], end[1]);
segmentmins[2] = min(start[2], end[2]);
// start END START end
#ifdef BIHLINECLIP
frontfrac = frontdist1 / (frontdist1 - frontdist2);
- VectorLerp(start, frontfrac, end, clipped[1]);
- Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, clipped[1], linestart, lineend);
+ VectorLerp(start, frontfrac, end, clipped);
+ Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, clipped, linestart, lineend);
backfrac = backdist1 / (backdist1 - backdist2);
- VectorLerp(start, backfrac, end, clipped[0]);
- start = clipped[0];
+ VectorLerp(start, backfrac, end, newstart); start = newstart;
segmentmins[0] = min(start[0], end[0]);
segmentmins[1] = min(start[1], end[1]);
segmentmins[2] = min(start[2], end[2]);
// START END START end
#ifdef BIHLINECLIP
backfrac = backdist1 / (backdist1 - backdist2);
- VectorLerp(start, backfrac, end, clipped[0]);
- start = clipped[0];
+ VectorLerp(start, backfrac, end, newstart); start = newstart;
segmentmins[0] = min(start[0], end[0]);
segmentmins[1] = min(start[1], end[1]);
segmentmins[2] = min(start[2], end[2]);
// START end start end
#ifdef BIHLINECLIP
frontfrac = frontdist1 / (frontdist1 - frontdist2);
- VectorLerp(start, frontfrac, end, clipped[1]);
- Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, clipped[1], end, linestart, lineend);
+ VectorLerp(start, frontfrac, end, clipped);
+ Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, clipped, end, linestart, lineend);
#else
Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
#endif
// start END start end
#ifdef BIHLINECLIP
frontfrac = frontdist1 / (frontdist1 - frontdist2);
- VectorLerp(start, frontfrac, end, clipped[1]);
- Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, clipped[1], linestart, lineend);
+ VectorLerp(start, frontfrac, end, clipped);
+ Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, clipped, linestart, lineend);
#else
Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
#endif
if (brush->colbrushf)
bihnumleafs++;
for (j = 0, surface = model->data_surfaces + model->firstmodelsurface;j < nummodelsurfaces;j++, surface++)
- bihnumleafs += surface->num_collisiontriangles;
+ {
+ if (surface->texture->basematerialflags & MATERIALFLAG_MESHCOLLISIONS)
+ bihnumleafs += surface->num_triangles;
+ else
+ bihnumleafs += surface->num_collisiontriangles;
+ }
}
if (!bihnumleafs)
// now populate the BIH leaf nodes
bihleafindex = 0;
- if (userendersurfaces)
+
+ // add render surfaces
+ renderelement3i = model->surfmesh.data_element3i;
+ rendervertex3f = model->surfmesh.data_vertex3f;
+ for (j = 0, surface = model->data_surfaces + model->firstmodelsurface;j < nummodelsurfaces;j++, surface++)
{
- // add render surfaces
- renderelement3i = model->surfmesh.data_element3i;
- rendervertex3f = model->surfmesh.data_vertex3f;
- for (j = 0, surface = model->data_surfaces + model->firstmodelsurface;j < nummodelsurfaces;j++, surface++)
+ for (triangleindex = 0, e = renderelement3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
{
- for (triangleindex = 0, e = renderelement3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
- {
- bihleafs[bihleafindex].type = BIH_RENDERTRIANGLE;
- bihleafs[bihleafindex].textureindex = surface->texture - model->data_textures;
- bihleafs[bihleafindex].itemindex = triangleindex+surface->num_firsttriangle;
- bihleafs[bihleafindex].mins[0] = min(rendervertex3f[3*e[0]+0], min(rendervertex3f[3*e[1]+0], rendervertex3f[3*e[2]+0])) - 1;
- bihleafs[bihleafindex].mins[1] = min(rendervertex3f[3*e[0]+1], min(rendervertex3f[3*e[1]+1], rendervertex3f[3*e[2]+1])) - 1;
- bihleafs[bihleafindex].mins[2] = min(rendervertex3f[3*e[0]+2], min(rendervertex3f[3*e[1]+2], rendervertex3f[3*e[2]+2])) - 1;
- bihleafs[bihleafindex].maxs[0] = max(rendervertex3f[3*e[0]+0], max(rendervertex3f[3*e[1]+0], rendervertex3f[3*e[2]+0])) + 1;
- bihleafs[bihleafindex].maxs[1] = max(rendervertex3f[3*e[0]+1], max(rendervertex3f[3*e[1]+1], rendervertex3f[3*e[2]+1])) + 1;
- bihleafs[bihleafindex].maxs[2] = max(rendervertex3f[3*e[0]+2], max(rendervertex3f[3*e[1]+2], rendervertex3f[3*e[2]+2])) + 1;
- bihleafindex++;
- }
+ if (!userendersurfaces && !(surface->texture->basematerialflags & MATERIALFLAG_MESHCOLLISIONS))
+ continue;
+ bihleafs[bihleafindex].type = BIH_RENDERTRIANGLE;
+ bihleafs[bihleafindex].textureindex = surface->texture - model->data_textures;
+ bihleafs[bihleafindex].itemindex = triangleindex+surface->num_firsttriangle;
+ bihleafs[bihleafindex].mins[0] = min(rendervertex3f[3*e[0]+0], min(rendervertex3f[3*e[1]+0], rendervertex3f[3*e[2]+0])) - 1;
+ bihleafs[bihleafindex].mins[1] = min(rendervertex3f[3*e[0]+1], min(rendervertex3f[3*e[1]+1], rendervertex3f[3*e[2]+1])) - 1;
+ bihleafs[bihleafindex].mins[2] = min(rendervertex3f[3*e[0]+2], min(rendervertex3f[3*e[1]+2], rendervertex3f[3*e[2]+2])) - 1;
+ bihleafs[bihleafindex].maxs[0] = max(rendervertex3f[3*e[0]+0], max(rendervertex3f[3*e[1]+0], rendervertex3f[3*e[2]+0])) + 1;
+ bihleafs[bihleafindex].maxs[1] = max(rendervertex3f[3*e[0]+1], max(rendervertex3f[3*e[1]+1], rendervertex3f[3*e[2]+1])) + 1;
+ bihleafs[bihleafindex].maxs[2] = max(rendervertex3f[3*e[0]+2], max(rendervertex3f[3*e[1]+2], rendervertex3f[3*e[2]+2])) + 1;
+ bihleafindex++;
}
}
- else
+
+ if (!userendersurfaces)
{
// add collision brushes
for (brushindex = 0, brush = model->brush.data_brushes + brushindex+model->firstmodelbrush;brushindex < nummodelbrushes;brushindex++, brush++)
mod->DrawSky = R_Q1BSP_DrawSky;
for (j = 0;j < mod->nummodelsurfaces;j++)
- if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
+ if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
break;
if (j < mod->nummodelsurfaces)
mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
loadmodel->num_textures = numtextures;
loadmodel->data_textures = Mem_Alloc(loadmodel->mempool, loadmodel->num_textures * sizeof(texture_t));
for (i = 0;i < numtextures;i++)
- Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i, texturenames[i], true, true, TEXF_MIPMAP | TEXF_ALPHA | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS);
+ Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i, texturenames[i], true, true, TEXF_MIPMAP | TEXF_ALPHA | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS);
// free the texturenames array since we are now done with it
for (i = 0;i < numtextures;i++)