shader = q3shaders_shaders + q3shaders_numshaders++;
memset(shader, 0, sizeof(*shader));
- VectorSet(shader->reflectcolor, 1, 1, 1);
- VectorSet(shader->refractcolor, 1, 1, 1);
- shader->refractmin = 0;
- shader->refractmax = 1;
+ shader->reflectmin = 0;
+ shader->reflectmax = 1;
shader->refractfactor = 1;
+ Vector4Set(shader->refractcolor4f, 1, 1, 1, 1);
+ shader->reflectfactor = 1;
+ Vector4Set(shader->reflectcolor4f, 1, 1, 1, 1);
strlcpy(shader->name, com_token, sizeof(shader->name));
if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
break;
if (!strcasecmp(com_token, "{"))
{
+ static q3shaderinfo_layer_t dummy;
if (shader->numlayers < Q3SHADER_MAXLAYERS)
{
layer = shader->layers + shader->numlayers++;
- layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
- layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
- layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
- layer->blendfunc[0] = GL_ONE;
- layer->blendfunc[1] = GL_ZERO;
}
else
- layer = NULL;
+ {
+ // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
+ memset(&dummy, 0, sizeof(dummy));
+ layer = &dummy;
+ }
+ layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+ layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+ layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+ layer->blendfunc[0] = GL_ONE;
+ layer->blendfunc[1] = GL_ZERO;
while (COM_ParseToken_QuakeC(&text, false))
{
if (!strcasecmp(com_token, "}"))
break;
if (!strcasecmp(com_token, "\n"))
continue;
- if (layer == NULL)
- continue;
numparameters = 0;
for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
{
else
Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
}
- // break out a level if it was }
+ // break out a level if it was a closing brace (not using the character here to not confuse vim)
if (!strcasecmp(com_token, "}"))
break;
}
shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP;
else if (!strcasecmp(parameter[0], "polygonoffset"))
shader->textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
- else if (!strcasecmp(parameter[0], "dp_reflect"))
+ else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
+ {
+ shader->textureflags |= Q3TEXTUREFLAG_REFRACTION;
+ shader->refractfactor = atof(parameter[1]);
+ Vector4Set(shader->refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
+ }
+ else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
{
shader->textureflags |= Q3TEXTUREFLAG_REFLECTION;
- if(numparameters >= 2)
- VectorSet(shader->reflectcolor, atof(parameter[1]), atof(parameter[1]), atof(parameter[1])); // grey
- if(numparameters >= 4)
- VectorSet(shader->reflectcolor, atof(parameter[1]), atof(parameter[2]), atof(parameter[3]));
+ shader->reflectfactor = atof(parameter[1]);
+ Vector4Set(shader->reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
}
- else if (!strcasecmp(parameter[0], "dp_refract"))
+ else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 11)
{
shader->textureflags |= Q3TEXTUREFLAG_WATERSHADER;
- if(numparameters >= 2)
- shader->refractmin = atof(parameter[1]);
- if(numparameters >= 3)
- shader->refractmax = atof(parameter[2]);
- if(numparameters >= 4)
- shader->refractfactor = atof(parameter[3]);
- if(numparameters >= 5)
- VectorSet(shader->refractcolor, atof(parameter[4]), atof(parameter[4]), atof(parameter[4])); // grey
- if(numparameters >= 7)
- VectorSet(shader->refractcolor, atof(parameter[4]), atof(parameter[5]), atof(parameter[6]));
+ shader->reflectmin = atof(parameter[1]);
+ shader->reflectmax = atof(parameter[2]);
+ shader->refractfactor = atof(parameter[3]);
+ shader->reflectfactor = atof(parameter[4]);
+ Vector4Set(shader->refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
+ Vector4Set(shader->reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
}
else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
{
}
// fix up multiple reflection types
if(shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
- shader->textureflags &= ~Q3TEXTUREFLAG_REFLECTION;
+ shader->textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
}
Mem_Free(f);
}
q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
{
int i;
- for (i = 0;i < Q3SHADER_MAXSHADERS;i++)
+ for (i = 0;i < q3shaders_numshaders;i++)
if (!strcasecmp(q3shaders_shaders[i].name, name))
return q3shaders_shaders + i;
return NULL;
texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
texture->basepolygonoffset -= 2;
+ if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
+ texture->basematerialflags |= MATERIALFLAG_REFRACTION;
if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
texture->basematerialflags |= MATERIALFLAG_REFLECTION;
if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
}
}
memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
- texture->refractmin = shader->refractmin;
- texture->refractmax = shader->refractmax;
+ texture->reflectmin = shader->reflectmin;
+ texture->reflectmax = shader->reflectmax;
texture->refractfactor = shader->refractfactor;
- VectorCopy(shader->reflectcolor, texture->reflectcolor);
- VectorCopy(shader->refractcolor, texture->refractcolor);
+ Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
+ texture->reflectfactor = shader->reflectfactor;
+ Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
}
else if (!strcmp(texture->name, "noshader"))
{
texture->basematerialflags |= MATERIALFLAG_WALL;
texture->numskinframes = 1;
if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
- if(developer.integer || loadmodel->type == mod_brushq3)
+ if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
}
// init the animation variables