#define Q3TEXTUREFLAG_REFRACTION 256
#define Q3TEXTUREFLAG_REFLECTION 512
#define Q3TEXTUREFLAG_WATERSHADER 1024
+#define Q3TEXTUREFLAG_CAMERA 2048
#define Q3PATHLENGTH 64
#define TEXTURE_MAXFRAMES 64
}
q3shaderinfo_deform_t;
+typedef enum dpoffsetmapping_technique_s
+{
+ OFFSETMAPPING_OFF, // none
+ OFFSETMAPPING_DEFAULT, // cvar-set
+ OFFSETMAPPING_LINEAR, // linear
+ OFFSETMAPPING_RELIEF // relief
+}dpoffsetmapping_technique_t;
+
+
typedef struct q3shaderinfo_s
{
char name[Q3PATHLENGTH];
qboolean dpshadow;
qboolean dpnoshadow;
+ // add collisions to all triangles of the surface
+ qboolean dpmeshcollisions;
+
// fake reflection
char dpreflectcube[Q3PATHLENGTH];
vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
float r_water_wateralpha; // additional wateralpha to apply when r_water is active
+ // offsetmapping
+ dpoffsetmapping_technique_t offsetmapping;
+ float offsetscale;
+
// gloss
float specularscalemod;
float specularpowermod;
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
+ int camera_entity; // entity number for use by cameras
+
+ // offsetmapping
+ dpoffsetmapping_technique_t offsetmapping;
+ float offsetscale;
// gloss
float specularscalemod;
float specularpowermod;
}
-texture_t;
+ texture_t;
typedef struct mtexinfo_s
{
// data type of model
const char *modeldatatypestring;
// generates vertex data for a given frameblend
- void(*AnimateVertices)(const struct model_s *model, const struct frameblend_s *frameblend, const struct skeleton_s *skeleton, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
+ void(*AnimateVertices)(const struct model_s * RESTRICT model, const struct frameblend_s * RESTRICT frameblend, const struct skeleton_s *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f);
// draw the model's sky polygons (only used by brush models)
void(*DrawSky)(struct entity_render_s *ent);
// draw refraction/reflection textures for the model's water polygons (only used by brush models)
void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
void Mod_IDS2_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
#endif // MODEL_SHARED_H