static memexpandablearray_t models;
// FIXME: make this a memexpandablearray_t
-#define Q3SHADER_MAXSHADERS 4096
+#define Q3SHADER_MAXSHADERS 16384
static int q3shaders_numshaders = 0;
static q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS];
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);
{
if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS)
{
- Con_Printf("Mod_Q3BSP_LoadShaders: too many shaders!\n");
+ 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, "{"))
{
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;
shader->primarylayer = shader->layers + 1;
}
}
+ // fix up multiple reflection types
+ if(shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
+ shader->textureflags &= ~Q3TEXTUREFLAG_REFLECTION;
}
Mem_Free(f);
}
qboolean success = true;
q3shaderinfo_t *shader;
strlcpy(texture->name, name, sizeof(texture->name));
- shader = Mod_LookupQ3Shader(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;
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)
if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
texflags |= TEXF_MIPMAP;
if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
- texflags |= TEXF_PICMIP;
+ 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)))
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) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
+ 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;
- Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
+ 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
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), false)))
+ 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