}
shadowmesh_t;
+#define TEXTURE_MAXFRAMES 64
+
typedef enum texturelayertype_e
{
TEXTURELAYERTYPE_INVALID,
// current material flags (updated each bmodel render)
int currentmaterialflags;
- // loaded the same as model skins
- skinframe_t skin;
+ // textures to use when rendering this material
+ skinframe_t *currentskinframe;
+ int numskinframes;
+ float skinframerate;
+ skinframe_t skinframes[TEXTURE_MAXFRAMES];
+ // background layer (for terrain texture blending)
+ skinframe_t *backgroundcurrentskinframe;
+ int backgroundnumskinframes;
+ float backgroundskinframerate;
+ skinframe_t backgroundskinframes[TEXTURE_MAXFRAMES];
// total frames in sequence and alternate sequence
int anim_total[2];
qboolean colormapping;
rtexture_t *basetexture;
rtexture_t *glosstexture;
+ rtexture_t *backgroundbasetexture;
+ rtexture_t *backgroundglosstexture;
float specularscale;
float specularpower;
rtexture_t *solidskytexture;
rtexture_t *alphaskytexture;
+ qboolean supportwateralpha;
+
// QuakeWorld
int qw_md4sum;
int qw_md4sum2;
// gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer);
// compile a shadow volume for the model based on light source
- void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
+ void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
// draw a shadow volume for the model based on light source
- void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
+ void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
// draw the lighting on a model (through stencil)
void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist);
// trace a box against this model
extern cvar_t r_fullbrights;
void Mod_Init (void);
+void Mod_Reload (void);
model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
model_t *Mod_FindName (const char *name);
model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
void R_Q1BSP_DrawSky(struct entity_render_s *ent);
void R_Q1BSP_Draw(struct entity_render_s *ent);
void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer);
-void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
-void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
+void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
+void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist);
// alias models