#include "polygon.h"
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"};
+cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
Mod_SpriteInit();
Cvar_RegisterVariable(&r_mipskins);
+ Cvar_RegisterVariable(&r_mipnormalmaps);
Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
}
extern cvar_t mod_q3shader_default_offsetmapping;
+extern cvar_t mod_q3shader_default_polygonoffset;
+extern cvar_t mod_q3shader_default_polygonfactor;
void Mod_LoadQ3Shaders(void)
{
int j;
shader.offsetscale = 1;
shader.specularscalemod = 1;
shader.specularpowermod = 1;
+ shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
+ shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
strlcpy(shader.name, com_token, sizeof(shader.name));
if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
else if (!strcasecmp(parameter[0], "polygonoffset"))
shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+ else if (!strcasecmp(parameter[0], "dppolygonoffset"))
+ {
+ shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+ if(numparameters >= 2)
+ {
+ shader.biaspolygonfactor = atof(parameter[1]);
+ if(numparameters >= 3)
+ shader.biaspolygonoffset = atof(parameter[2]);
+ else
+ shader.biaspolygonoffset = 0;
+ }
+ }
else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
{
shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
shader.r_water_wateralpha = atof(parameter[11]);
}
+ else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
+ {
+ shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
+ shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
+ }
else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
{
shader.specularscalemod = atof(parameter[1]);
if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
- texture->biaspolygonoffset -= 2;
+ {
+ texture->biaspolygonoffset += shader->biaspolygonoffset;
+ texture->biaspolygonfactor += shader->biaspolygonfactor;
+ }
if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
texture->basematerialflags |= MATERIALFLAG_REFRACTION;
if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
texture->reflectfactor = shader->reflectfactor;
Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
texture->r_water_wateralpha = shader->r_water_wateralpha;
+ Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
texture->offsetmapping = shader->offsetmapping;
texture->offsetscale = shader->offsetscale;
texture->specularscalemod = shader->specularscalemod;