typedef struct q3shaderinfo_s
{
char name[Q3PATHLENGTH];
+#define Q3SHADERINFO_COMPARE_START surfaceparms
int surfaceparms;
int textureflags;
int numlayers;
float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
float r_water_wateralpha; // additional wateralpha to apply when r_water is active
+#define Q3SHADERINFO_COMPARE_END r_water_wateralpha
}
q3shaderinfo_t;
struct texture_s *currentframe;
// current texture transform matrix (used for water scrolling)
matrix4x4_t currenttexmatrix;
+ matrix4x4_t currentbackgroundtexmatrix;
// various q3 shader features
q3shaderinfo_layer_rgbgen_t rgbgen;
q3shaderinfo_layer_alphagen_t alphagen;
q3shaderinfo_layer_tcgen_t tcgen;
q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
+ q3shaderinfo_layer_tcmod_t backgroundtcmods[Q3MAXTCMODS];
q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
qboolean colormapping;
struct q3deffect_s *effect; // q3bsp
// FIXME: collisionmarkframe should be kept in a separate array
int collisionmarkframe; // q3bsp // don't collide twice in one trace
+
+ // optimization...
+ float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
+ int num_collisionbboxstride;
+ float *data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
+ int num_bboxstride;
}
msurface_t;
// string of entity definitions (.map format)
char *entities;
- // if non-zero this is a submodel
+ // if not NULL this is a submodel
+ struct model_s *parentmodel;
// (this is the number of the submodel, an index into submodels)
int submodel;
// number of submodels in this map (just used by server to know how many
// submodels to load)
int numsubmodels;
- // pointers to each of the submodels if .isworldmodel is true
+ // pointers to each of the submodels
struct model_s **submodels;
int num_planes;
int num_lightgrid_imins[3];
int num_lightgrid_imaxs[3];
int num_lightgrid_isize[3];
- // indexing/clamping
- int num_lightgrid_dimensions[3];
// transform modelspace coordinates to lightgrid index
matrix4x4_t num_lightgrid_indexfromworld;
qboolean loaded;
// set if the model is used in current map, models which are not, are purged
qboolean used;
- // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
- qboolean isworldmodel;
// CRC of the file this model was loaded from, to reload if changed
unsigned int crc;
// mod_brush, mod_alias, mod_sprite
void Mod_Init (void);
void Mod_Reload (void);
-dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
-dp_model_t *Mod_FindName (const char *name);
-dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
+dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk);
+dp_model_t *Mod_FindName (const char *name, const char *parentname);
+dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, const char *parentname);
void Mod_UnloadModel (dp_model_t *mod);
void Mod_ClearUsed(void);
void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
+void Mod_FreeQ3Shaders(void);
void Mod_LoadQ3Shaders(void);
q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags);