#define TEXTURE_MAXFRAMES 64
#define Q3WAVEPARMS 4
#define Q3DEFORM_MAXPARMS 3
-#define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
+#define Q3SHADER_MAXLAYERS 8
#define Q3RGBGEN_MAXPARMS 3
#define Q3ALPHAGEN_MAXPARMS 1
#define Q3TCGEN_MAXPARMS 6
qboolean lighting;
qboolean vertexalpha;
qboolean textureblendalpha;
- int primarylayer, backgroundlayer;
q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
char skyboxname[Q3PATHLENGTH];
q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
}
q3shaderinfo_t;
+typedef struct texture_shaderpass_s
+{
+ qboolean alphatest; // FIXME: handle alphafunc properly
+ float framerate;
+ int numframes;
+ skinframe_t *skinframes[TEXTURE_MAXFRAMES];
+ int blendfunc[2];
+ q3shaderinfo_layer_rgbgen_t rgbgen;
+ q3shaderinfo_layer_alphagen_t alphagen;
+ q3shaderinfo_layer_tcgen_t tcgen;
+ q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
+}
+texture_shaderpass_t;
+
typedef enum texturelayertype_e
{
TEXTURELAYERTYPE_INVALID,
float biaspolygonfactor;
float biaspolygonoffset;
- // textures to use when rendering this material
+ // textures to use when rendering this material (derived from materialshaderpass)
skinframe_t *currentskinframe;
- int numskinframes;
- float skinframerate;
- skinframe_t *skinframes[TEXTURE_MAXFRAMES];
- // background layer (for terrain texture blending)
+ // textures to use for terrain texture blending (derived from backgroundshaderpass)
skinframe_t *backgroundcurrentskinframe;
- int backgroundnumskinframes;
- float backgroundskinframerate;
- skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
// total frames in sequence and alternate sequence
int anim_total[2];
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];
+ texture_shaderpass_t *shaderpasses[Q3SHADER_MAXLAYERS]; // all shader passes in one array
+ texture_shaderpass_t *materialshaderpass; // equal to one of shaderpasses[] or NULL
+ texture_shaderpass_t *backgroundshaderpass; // equal to one of shaderpasses[] or NULL
+ unsigned char startpreshaderpass; // range within shaderpasses[]
+ unsigned char endpreshaderpass; // number of preshaderpasses
+ unsigned char startpostshaderpass; // range within shaderpasses[]
+ unsigned char endpostshaderpass; // number of postshaderpasses
qboolean colormapping;
rtexture_t *basetexture; // original texture without pants/shirt/glow
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);
+texture_shaderpass_t *Mod_CreateShaderPass(skinframe_t *skinframe);
+texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename);
extern cvar_t r_mipskins;
extern cvar_t r_mipnormalmaps;