#include "image.h"
#include "r_shadow.h"
-cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin"};
+cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
model_t *loadmodel;
-#if 0
-// LordHavoc: was 512
-static int mod_numknown = 0;
-static int mod_maxknown = 0;
-static model_t *mod_known = NULL;
-#else
-// LordHavoc: was 512
-#define MAX_MOD_KNOWN (MAX_MODELS + 256)
-static int mod_numknown = 0;
-static int mod_maxknown = MAX_MOD_KNOWN;
-static model_t mod_known[MAX_MOD_KNOWN];
-#endif
+static mempool_t *mod_mempool;
+static memexpandablearray_t models;
+
+// FIXME: make this a memexpandablearray_t
+#define Q3SHADER_MAXSHADERS 16384
+static int q3shaders_numshaders = 0;
+static q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS];
static void mod_start(void)
{
int i;
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
model_t *mod;
- for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
- if (mod->name[0] && mod->name[0] != '*')
+ // parse the Q3 shader files
+ Mod_LoadQ3Shaders();
+
+ for (i = 0;i < nummodels;i++)
+ if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
if (mod->used)
Mod_LoadModel(mod, true, false, mod->isworldmodel);
}
static void mod_shutdown(void)
{
int i;
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
model_t *mod;
- for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
- if (mod->loaded || mod->mempool)
+ for (i = 0;i < nummodels;i++)
+ if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
Mod_UnloadModel(mod);
}
{
msurface_t *surface;
int i, j, k, surfacenum, ssize, tsize;
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ model_t *mod;
R_SkinFrame_PrepareForPurge();
- for (i = 0;i < mod_numknown;i++)
+ for (i = 0;i < nummodels;i++)
{
- if (mod_known[i].mempool && mod_known[i].data_textures)
+ if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
{
- for (j = 0;j < mod_known[i].num_textures;j++)
+ for (j = 0;j < mod->num_textures;j++)
{
- for (k = 0;k < mod_known[i].data_textures[j].numskinframes;k++)
- R_SkinFrame_MarkUsed(mod_known[i].data_textures[j].skinframes[k]);
- for (k = 0;k < mod_known[i].data_textures[j].backgroundnumskinframes;k++)
- R_SkinFrame_MarkUsed(mod_known[i].data_textures[j].backgroundskinframes[k]);
+ for (k = 0;k < mod->data_textures[j].numskinframes;k++)
+ R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
+ for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
+ R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
}
}
}
if (!cl_stainmaps_clearonload.integer)
return;
- for (i = 0;i < mod_numknown;i++)
+ for (i = 0;i < nummodels;i++)
{
- if (mod_known[i].mempool && mod_known[i].data_surfaces)
+ if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
{
- for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
+ for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
{
if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
{
static void Mod_BuildVBOs(void);
void Mod_Init (void)
{
+ mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
+ Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
+
Mod_BrushInit();
Mod_AliasInit();
Mod_SpriteInit();
void Mod_ClearUsed(void)
{
-#if 0
int i;
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
model_t *mod;
-
- for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
- if (mod->name[0])
+ for (i = 0;i < nummodels;i++)
+ if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
mod->used = false;
-#endif
}
void Mod_PurgeUnused(void)
{
int i;
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
model_t *mod;
-
- for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
- if (mod->name[0])
- if (!mod->used)
- Mod_UnloadModel(mod);
+ for (i = 0;i < nummodels;i++)
+ {
+ if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
+ {
+ Mod_UnloadModel(mod);
+ Mem_ExpandableArray_FreeRecord(&models, mod);
+ }
+ }
}
// only used during loading!
void Mod_RemoveStaleWorldModels(model_t *skip)
{
int i;
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
model_t *mod;
-
- for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
+ for (i = 0;i < nummodels;i++)
{
- if (mod->isworldmodel && mod->loaded && skip != mod)
+ if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
{
Mod_UnloadModel(mod);
mod->isworldmodel = false;
model_t *Mod_FindName(const char *name)
{
int i;
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
model_t *mod;
if (!name[0])
Host_Error ("Mod_ForName: NULL name");
-// search the currently loaded models
- for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
+ // search the currently loaded models
+ for (i = 0;i < nummodels;i++)
{
- if (mod->name[0] && !strcmp(mod->name, name))
+ if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
{
mod->used = true;
return mod;
}
}
- // no match found, find room for a new one
- for (i = 0;i < mod_numknown;i++)
- if (!mod_known[i].name[0])
- break;
-
- if (mod_maxknown == i)
- {
-#if 0
- model_t *old;
- mod_maxknown += 256;
- old = mod_known;
- mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t));
- if (old)
- {
- memcpy(mod_known, old, mod_numknown * sizeof(model_t));
- Mem_Free(old);
- }
-#else
- Host_Error ("Mod_FindName: ran out of models");
-#endif
- }
- if (mod_numknown == i)
- mod_numknown++;
- mod = mod_known + i;
- strlcpy (mod->name, name, sizeof(mod->name));
+ // no match found, create a new one
+ mod = Mem_ExpandableArray_AllocRecord(&models);
+ strlcpy(mod->name, name, sizeof(mod->name));
mod->loaded = false;
mod->used = true;
return mod;
Reloads all models if they have changed
==================
*/
-void Mod_Reload()
+void Mod_Reload(void)
{
int i;
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
model_t *mod;
-
- for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
- if (mod->name[0] && mod->name[0] != '*')
- if (mod->used)
- Mod_LoadModel(mod, true, true, mod->isworldmodel);
+ for (i = 0;i < nummodels;i++)
+ if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
+ Mod_LoadModel(mod, true, true, mod->isworldmodel);
}
unsigned char *mod_base;
*/
static void Mod_Print(void)
{
- int i;
- model_t *mod;
+ int i;
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ model_t *mod;
Con_Print("Loaded models:\n");
- for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
- if (mod->name[0])
+ for (i = 0;i < nummodels;i++)
+ if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
}
int hashindex, vnum;
shadowmeshvertexhash_t *hash;
// this uses prime numbers intentionally
- hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
+ hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
{
vnum = (hash - mesh->vertexhashentries);
Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
}
+q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
+{
+ if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
+ if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
+ if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
+ if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
+ if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
+ if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
+ Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
+ return Q3WAVEFUNC_NONE;
+}
+
+void Mod_LoadQ3Shaders(void)
+{
+ int j;
+ int fileindex;
+ fssearch_t *search;
+ char *f;
+ const char *text;
+ q3shaderinfo_t *shader;
+ q3shaderinfo_layer_t *layer;
+ int numparameters;
+ char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
+ q3shaders_numshaders = 0;
+ search = FS_Search("scripts/*.shader", true, false);
+ if (!search)
+ return;
+ for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
+ {
+ text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
+ if (!f)
+ continue;
+ while (COM_ParseToken_QuakeC(&text, false))
+ {
+ if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS)
+ {
+ Con_Printf("Mod_LoadQ3Shaders: too many shaders!\n");
+ break;
+ }
+ shader = q3shaders_shaders + q3shaders_numshaders++;
+
+ memset(shader, 0, sizeof(*shader));
+ VectorSet(shader->reflectcolor, 1, 1, 1);
+ VectorSet(shader->refractcolor, 1, 1, 1);
+ shader->reflectfactor = 1;
+ shader->refractfactor = 1;
+
+ strlcpy(shader->name, com_token, sizeof(shader->name));
+ if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
+ {
+ Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
+ break;
+ }
+ while (COM_ParseToken_QuakeC(&text, false))
+ {
+ if (!strcasecmp(com_token, "}"))
+ break;
+ if (!strcasecmp(com_token, "{"))
+ {
+ 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;
+ 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++)
+ {
+ if (j < TEXTURE_MAXFRAMES + 4)
+ {
+ strlcpy(parameter[j], com_token, sizeof(parameter[j]));
+ numparameters = j + 1;
+ }
+ if (!COM_ParseToken_QuakeC(&text, true))
+ break;
+ }
+ for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+ parameter[j][0] = 0;
+ if (developer.integer >= 100)
+ {
+ Con_Printf("%s %i: ", shader->name, shader->numlayers - 1);
+ for (j = 0;j < numparameters;j++)
+ Con_Printf(" %s", parameter[j]);
+ Con_Print("\n");
+ }
+ if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
+ {
+ if (numparameters == 2)
+ {
+ if (!strcasecmp(parameter[1], "add"))
+ {
+ layer->blendfunc[0] = GL_ONE;
+ layer->blendfunc[1] = GL_ONE;
+ }
+ else if (!strcasecmp(parameter[1], "filter"))
+ {
+ layer->blendfunc[0] = GL_DST_COLOR;
+ layer->blendfunc[1] = GL_ZERO;
+ }
+ else if (!strcasecmp(parameter[1], "blend"))
+ {
+ layer->blendfunc[0] = GL_SRC_ALPHA;
+ layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ }
+ else if (numparameters == 3)
+ {
+ int k;
+ for (k = 0;k < 2;k++)
+ {
+ if (!strcasecmp(parameter[k+1], "GL_ONE"))
+ layer->blendfunc[k] = GL_ONE;
+ else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
+ layer->blendfunc[k] = GL_ZERO;
+ else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
+ layer->blendfunc[k] = GL_SRC_COLOR;
+ else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
+ layer->blendfunc[k] = GL_SRC_ALPHA;
+ else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
+ layer->blendfunc[k] = GL_DST_COLOR;
+ else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
+ layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
+ else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
+ layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
+ else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
+ layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
+ else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
+ layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
+ else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
+ layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
+ else
+ layer->blendfunc[k] = GL_ONE; // default in case of parsing error
+ }
+ }
+ }
+ if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
+ layer->alphatest = true;
+ if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
+ {
+ if (!strcasecmp(parameter[0], "clampmap"))
+ layer->clampmap = true;
+ layer->numframes = 1;
+ layer->framerate = 1;
+ strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename));
+ if (!strcasecmp(parameter[1], "$lightmap"))
+ shader->lighting = true;
+ }
+ else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
+ {
+ int i;
+ layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
+ layer->framerate = atof(parameter[1]);
+ for (i = 0;i < layer->numframes;i++)
+ strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename));
+ }
+ else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
+ {
+ int i;
+ for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
+ layer->rgbgen.parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+ else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
+ else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
+ else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
+ else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
+ else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
+ else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
+ else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
+ else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
+ else if (!strcasecmp(parameter[1], "wave"))
+ {
+ layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
+ layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+ for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+ layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
+ }
+ else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
+ {
+ int i;
+ for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
+ layer->alphagen.parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+ else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
+ else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
+ else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
+ else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
+ else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
+ else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
+ else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
+ else if (!strcasecmp(parameter[1], "wave"))
+ {
+ layer->alphagen.alphagen = Q3RGBGEN_WAVE;
+ layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+ for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+ layer->alphagen.waveparms[i] = atof(parameter[i+3]);
+ }
+ else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
+ {
+ int i;
+ // observed values: tcgen environment
+ // no other values have been observed in real shaders
+ for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
+ layer->tcgen.parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+ else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+ else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
+ else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
+ else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
+ else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
+ {
+ int i, tcmodindex;
+ // observed values:
+ // tcmod rotate #
+ // tcmod scale # #
+ // tcmod scroll # #
+ // tcmod stretch sin # # # #
+ // tcmod stretch triangle # # # #
+ // tcmod transform # # # # # #
+ // tcmod turb # # # #
+ // tcmod turb sin # # # # (this is bogus)
+ // no other values have been observed in real shaders
+ for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
+ if (!layer->tcmods[tcmodindex].tcmod)
+ break;
+ if (tcmodindex < Q3MAXTCMODS)
+ {
+ for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
+ layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
+ else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
+ else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
+ else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
+ else if (!strcasecmp(parameter[1], "stretch"))
+ {
+ layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
+ layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+ for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+ layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
+ }
+ else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
+ else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
+ else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else
+ Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
+ }
+ // break out a level if it was }
+ if (!strcasecmp(com_token, "}"))
+ break;
+ }
+ if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
+ shader->lighting = true;
+ if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
+ {
+ if (layer == shader->layers + 0)
+ {
+ // vertex controlled transparency
+ shader->vertexalpha = true;
+ }
+ else
+ {
+ // multilayer terrain shader or similar
+ shader->textureblendalpha = true;
+ }
+ }
+ continue;
+ }
+ numparameters = 0;
+ for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
+ {
+ if (j < TEXTURE_MAXFRAMES + 4)
+ {
+ strlcpy(parameter[j], com_token, sizeof(parameter[j]));
+ numparameters = j + 1;
+ }
+ if (!COM_ParseToken_QuakeC(&text, true))
+ break;
+ }
+ for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+ parameter[j][0] = 0;
+ if (fileindex == 0 && !strcasecmp(com_token, "}"))
+ break;
+ if (developer.integer >= 100)
+ {
+ Con_Printf("%s: ", shader->name);
+ for (j = 0;j < numparameters;j++)
+ Con_Printf(" %s", parameter[j]);
+ Con_Print("\n");
+ }
+ if (numparameters < 1)
+ continue;
+ if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
+ {
+ if (!strcasecmp(parameter[1], "alphashadow"))
+ shader->surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
+ else if (!strcasecmp(parameter[1], "areaportal"))
+ shader->surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
+ else if (!strcasecmp(parameter[1], "botclip"))
+ shader->surfaceparms |= Q3SURFACEPARM_BOTCLIP;
+ else if (!strcasecmp(parameter[1], "clusterportal"))
+ shader->surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
+ else if (!strcasecmp(parameter[1], "detail"))
+ shader->surfaceparms |= Q3SURFACEPARM_DETAIL;
+ else if (!strcasecmp(parameter[1], "donotenter"))
+ shader->surfaceparms |= Q3SURFACEPARM_DONOTENTER;
+ else if (!strcasecmp(parameter[1], "dust"))
+ shader->surfaceparms |= Q3SURFACEPARM_DUST;
+ else if (!strcasecmp(parameter[1], "hint"))
+ shader->surfaceparms |= Q3SURFACEPARM_HINT;
+ else if (!strcasecmp(parameter[1], "fog"))
+ shader->surfaceparms |= Q3SURFACEPARM_FOG;
+ else if (!strcasecmp(parameter[1], "lava"))
+ shader->surfaceparms |= Q3SURFACEPARM_LAVA;
+ else if (!strcasecmp(parameter[1], "lightfilter"))
+ shader->surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
+ else if (!strcasecmp(parameter[1], "lightgrid"))
+ shader->surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
+ else if (!strcasecmp(parameter[1], "metalsteps"))
+ shader->surfaceparms |= Q3SURFACEPARM_METALSTEPS;
+ else if (!strcasecmp(parameter[1], "nodamage"))
+ shader->surfaceparms |= Q3SURFACEPARM_NODAMAGE;
+ else if (!strcasecmp(parameter[1], "nodlight"))
+ shader->surfaceparms |= Q3SURFACEPARM_NODLIGHT;
+ else if (!strcasecmp(parameter[1], "nodraw"))
+ shader->surfaceparms |= Q3SURFACEPARM_NODRAW;
+ else if (!strcasecmp(parameter[1], "nodrop"))
+ shader->surfaceparms |= Q3SURFACEPARM_NODROP;
+ else if (!strcasecmp(parameter[1], "noimpact"))
+ shader->surfaceparms |= Q3SURFACEPARM_NOIMPACT;
+ else if (!strcasecmp(parameter[1], "nolightmap"))
+ shader->surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
+ else if (!strcasecmp(parameter[1], "nomarks"))
+ shader->surfaceparms |= Q3SURFACEPARM_NOMARKS;
+ else if (!strcasecmp(parameter[1], "nomipmaps"))
+ shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+ else if (!strcasecmp(parameter[1], "nonsolid"))
+ shader->surfaceparms |= Q3SURFACEPARM_NONSOLID;
+ else if (!strcasecmp(parameter[1], "origin"))
+ shader->surfaceparms |= Q3SURFACEPARM_ORIGIN;
+ else if (!strcasecmp(parameter[1], "playerclip"))
+ shader->surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
+ else if (!strcasecmp(parameter[1], "sky"))
+ shader->surfaceparms |= Q3SURFACEPARM_SKY;
+ else if (!strcasecmp(parameter[1], "slick"))
+ shader->surfaceparms |= Q3SURFACEPARM_SLICK;
+ else if (!strcasecmp(parameter[1], "slime"))
+ shader->surfaceparms |= Q3SURFACEPARM_SLIME;
+ else if (!strcasecmp(parameter[1], "structural"))
+ shader->surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
+ else if (!strcasecmp(parameter[1], "trans"))
+ shader->surfaceparms |= Q3SURFACEPARM_TRANS;
+ else if (!strcasecmp(parameter[1], "water"))
+ shader->surfaceparms |= Q3SURFACEPARM_WATER;
+ else if (!strcasecmp(parameter[1], "pointlight"))
+ shader->surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
+ else if (!strcasecmp(parameter[1], "antiportal"))
+ shader->surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
+ else
+ Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
+ {
+ // some q3 skies don't have the sky parm set
+ shader->surfaceparms |= Q3SURFACEPARM_SKY;
+ strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname));
+ }
+ else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
+ {
+ // some q3 skies don't have the sky parm set
+ shader->surfaceparms |= Q3SURFACEPARM_SKY;
+ if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
+ strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname));
+ }
+ else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
+ {
+ if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
+ shader->textureflags |= Q3TEXTUREFLAG_TWOSIDED;
+ }
+ else if (!strcasecmp(parameter[0], "nomipmaps"))
+ shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+ else if (!strcasecmp(parameter[0], "nopicmip"))
+ shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP;
+ else if (!strcasecmp(parameter[0], "polygonoffset"))
+ shader->textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+ else if (!strcasecmp(parameter[0], "dp_reflect"))
+ {
+ shader->textureflags |= Q3TEXTUREFLAG_REFLECTION;
+ if(numparameters >= 2)
+ shader->reflectfactor = atof(parameter[1]);
+ if(numparameters >= 5)
+ VectorSet(shader->reflectcolor, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]));
+ }
+ else if (!strcasecmp(parameter[0], "dp_refract"))
+ {
+ shader->textureflags |= Q3TEXTUREFLAG_WATERSHADER;
+ if(numparameters >= 2)
+ shader->refractfactor = atof(parameter[1]);
+ if(numparameters >= 5)
+ VectorSet(shader->refractcolor, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]));
+ }
+ else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
+ {
+ int i, deformindex;
+ for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
+ if (!shader->deforms[deformindex].deform)
+ break;
+ if (deformindex < Q3MAXDEFORMS)
+ {
+ for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
+ shader->deforms[deformindex].parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "projectionshadow")) shader->deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
+ else if (!strcasecmp(parameter[1], "autosprite" )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
+ else if (!strcasecmp(parameter[1], "autosprite2" )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
+ else if (!strcasecmp(parameter[1], "text0" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT0;
+ else if (!strcasecmp(parameter[1], "text1" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT1;
+ else if (!strcasecmp(parameter[1], "text2" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT2;
+ else if (!strcasecmp(parameter[1], "text3" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT3;
+ else if (!strcasecmp(parameter[1], "text4" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT4;
+ else if (!strcasecmp(parameter[1], "text5" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT5;
+ else if (!strcasecmp(parameter[1], "text6" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT6;
+ else if (!strcasecmp(parameter[1], "text7" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT7;
+ else if (!strcasecmp(parameter[1], "bulge" )) shader->deforms[deformindex].deform = Q3DEFORM_BULGE;
+ else if (!strcasecmp(parameter[1], "normal" )) shader->deforms[deformindex].deform = Q3DEFORM_NORMAL;
+ else if (!strcasecmp(parameter[1], "wave" ))
+ {
+ shader->deforms[deformindex].deform = Q3DEFORM_WAVE;
+ shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
+ for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
+ shader->deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
+ }
+ else if (!strcasecmp(parameter[1], "move" ))
+ {
+ shader->deforms[deformindex].deform = Q3DEFORM_MOVE;
+ shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
+ for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
+ shader->deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
+ }
+ }
+ }
+ }
+ // identify if this is a blended terrain shader or similar
+ if (shader->numlayers)
+ {
+ shader->backgroundlayer = NULL;
+ shader->primarylayer = shader->layers + 0;
+ if ((shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest)
+ && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest)
+ || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest)))
+ {
+ // terrain blending or other effects
+ shader->backgroundlayer = shader->layers + 0;
+ shader->primarylayer = shader->layers + 1;
+ }
+ // now see if the lightmap came first, and if so choose the second texture instead
+ if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap"))
+ {
+ shader->backgroundlayer = NULL;
+ shader->primarylayer = shader->layers + 1;
+ }
+ }
+ // fix up multiple reflection types
+ if(shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
+ shader->textureflags &= ~Q3TEXTUREFLAG_REFLECTION;
+ }
+ Mem_Free(f);
+ }
+}
+
+q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
+{
+ int i;
+ for (i = 0;i < Q3SHADER_MAXSHADERS;i++)
+ if (!strcasecmp(q3shaders_shaders[i].name, name))
+ return q3shaders_shaders + i;
+ return NULL;
+}
+
+extern cvar_t r_picmipworld;
+qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3)
+{
+ int j;
+ int texflags;
+ qboolean success = true;
+ q3shaderinfo_t *shader;
+ strlcpy(texture->name, name, sizeof(texture->name));
+ shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
+ if (shader)
+ {
+ if (developer.integer >= 100)
+ Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
+ texture->surfaceparms = shader->surfaceparms;
+ texture->textureflags = shader->textureflags;
+ texture->basematerialflags = 0;
+ if (shader->surfaceparms & Q3SURFACEPARM_SKY)
+ {
+ texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+ if (shader->skyboxname[0])
+ {
+ // quake3 seems to append a _ to the skybox name, so this must do so as well
+ dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
+ }
+ }
+ else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
+ texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+ else if (shader->surfaceparms & Q3SURFACEPARM_LAVA)
+ texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW;
+ else if (shader->surfaceparms & Q3SURFACEPARM_SLIME)
+ texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
+ else if (shader->surfaceparms & Q3SURFACEPARM_WATER)
+ texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
+ else
+ texture->basematerialflags |= MATERIALFLAG_WALL;
+ if (shader->layers[0].alphatest)
+ texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
+ if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
+ if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
+ texture->basepolygonoffset -= 2;
+ if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
+ texture->basematerialflags |= MATERIALFLAG_REFLECTION;
+ if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
+ texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
+ texture->customblendfunc[0] = GL_ONE;
+ texture->customblendfunc[1] = GL_ZERO;
+ if (shader->numlayers > 0)
+ {
+ texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
+ texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
+/*
+Q3 shader blendfuncs actually used in the game (* = supported by DP)
+* additive GL_ONE GL_ONE
+additive weird GL_ONE GL_SRC_ALPHA
+additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
+* alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
+alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
+brighten GL_DST_COLOR GL_ONE
+brighten GL_ONE GL_SRC_COLOR
+brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
+brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
+* modulate GL_DST_COLOR GL_ZERO
+* modulate GL_ZERO GL_SRC_COLOR
+modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
+modulate inverse alpha GL_ZERO GL_SRC_ALPHA
+modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
+* modulate x2 GL_DST_COLOR GL_SRC_COLOR
+* no blend GL_ONE GL_ZERO
+nothing GL_ZERO GL_ONE
+*/
+ // if not opaque, figure out what blendfunc to use
+ if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
+ {
+ if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
+ texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
+ texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
+ texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ else
+ texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ }
+ }
+ if (!shader->lighting)
+ texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
+ if (shader->primarylayer)
+ {
+ // copy over many shader->primarylayer parameters
+ texture->rgbgen = shader->primarylayer->rgbgen;
+ texture->alphagen = shader->primarylayer->alphagen;
+ texture->tcgen = shader->primarylayer->tcgen;
+ memcpy(texture->tcmods, shader->primarylayer->tcmods, sizeof(texture->tcmods));
+ // load the textures
+ texture->numskinframes = shader->primarylayer->numframes;
+ texture->skinframerate = shader->primarylayer->framerate;
+ for (j = 0;j < shader->primarylayer->numframes;j++)
+ {
+ texflags = TEXF_ALPHA | TEXF_PRECACHE;
+ if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
+ texflags |= TEXF_MIPMAP;
+ if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
+ texflags |= TEXF_PICMIP | TEXF_COMPRESS;
+ if (shader->primarylayer->clampmap)
+ texflags |= TEXF_CLAMP;
+ if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], texflags, false)))
+ {
+ Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, texture->name);
+ texture->skinframes[j] = R_SkinFrame_LoadMissing();
+ }
+ }
+ }
+ if (shader->backgroundlayer)
+ {
+ texture->backgroundnumskinframes = shader->backgroundlayer->numframes;
+ texture->backgroundskinframerate = shader->backgroundlayer->framerate;
+ for (j = 0;j < shader->backgroundlayer->numframes;j++)
+ {
+ if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
+ {
+ Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, texture->name);
+ texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
+ }
+ }
+ }
+ memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
+ texture->reflectfactor = shader->reflectfactor;
+ texture->refractfactor = shader->refractfactor;
+ VectorCopy(shader->reflectcolor, texture->reflectcolor);
+ VectorCopy(shader->refractcolor, texture->refractcolor);
+ }
+ else if (!strcmp(texture->name, "noshader"))
+ {
+ if (developer.integer >= 100)
+ Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
+ texture->surfaceparms = 0;
+ }
+ else
+ {
+ success = false;
+ if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
+ Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
+ texture->surfaceparms = 0;
+ if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
+ texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+ else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
+ texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+ else
+ 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)))
+ Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, texture->name);
+ }
+ // init the animation variables
+ texture->currentframe = texture;
+ if (texture->numskinframes < 1)
+ texture->numskinframes = 1;
+ if (!texture->skinframes[0])
+ texture->skinframes[0] = R_SkinFrame_LoadMissing();
+ texture->currentskinframe = texture->skinframes[0];
+ texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
+ return success;
+}
+
skinfile_t *Mod_LoadSkinFiles(void)
{
int i, words, numtags, line, tagsetsused = false, wordsoverflow;
for(line = 0;;line++)
{
// parse line
- if (!COM_ParseToken(&data, true))
+ if (!COM_ParseToken_QuakeC(&data, true))
break;
if (!strcmp(com_token, "\n"))
continue;
else
wordsoverflow = true;
}
- while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
+ while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
if (wordsoverflow)
{
Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);