entrender = CL_NewTempEntity (0);
if (!entrender)
return;
+ //VectorCopy (org, ent->render.origin);
entrender->model = b->model;
+ //ent->render.effects = EF_FULLBRIGHT;
+ //ent->render.angles[0] = pitch;
+ //ent->render.angles[1] = yaw;
+ //ent->render.angles[2] = rand()%360;
Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
CL_UpdateRenderEntity(entrender);
VectorMA(org, 30, dist, org);
CL_RelinkStaticEntities();
CL_RelinkBeams();
CL_RelinkEffects();
- CL_RelinkLightFlashes();
// link stuff
if (drawmask & ENTMASK_ENGINE)
// update the engine-based viewmodel
CL_UpdateViewModel();
+ CL_RelinkLightFlashes();
CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
// decals, particles, and explosions will be updated during rneder
VM_SAFEPARMCOUNT(1, VM_CL_R_AddEntities);
drawmask = (int)PRVM_G_FLOAT(OFS_PARM0);
CSQC_RelinkAllEntities(drawmask);
+ CL_RelinkLightFlashes();
PRVM_clientglobalfloat(time) = cl.time;
for(i=1;i<prog->num_edicts;i++)
//#define SURF_PLANEBACK 2
// indicates that all triangles of the surface should be added to the BIH collision system
-#define MATERIALFLAG_MESHCOLLISIONS 0x00000001
+#define MATERIALFLAG_MESHCOLLISIONS 1
// use alpha blend on this material
-#define MATERIALFLAG_ALPHA 0x00000002
+#define MATERIALFLAG_ALPHA 2
// use additive blend on this material
-#define MATERIALFLAG_ADD 0x00000004
+#define MATERIALFLAG_ADD 4
// turn off depth test on this material
-#define MATERIALFLAG_NODEPTHTEST 0x00000008
+#define MATERIALFLAG_NODEPTHTEST 8
// multiply alpha by r_wateralpha cvar
-#define MATERIALFLAG_WATERALPHA 0x00000010
+#define MATERIALFLAG_WATERALPHA 16
// draw with no lighting
-#define MATERIALFLAG_FULLBRIGHT 0x00000020
+#define MATERIALFLAG_FULLBRIGHT 32
// drawn as a normal surface (alternative to SKY)
-#define MATERIALFLAG_WALL 0x00000040
+#define MATERIALFLAG_WALL 64
// this surface shows the sky in its place, alternative to WALL
// skipped if transparent
-#define MATERIALFLAG_SKY 0x00000080
+#define MATERIALFLAG_SKY 128
// swirling water effect (used with MATERIALFLAG_WALL)
-#define MATERIALFLAG_WATERSCROLL 0x00000100
+#define MATERIALFLAG_WATERSCROLL 256
// skips drawing the surface
-#define MATERIALFLAG_NODRAW 0x00000200
+#define MATERIALFLAG_NODRAW 512
// probably used only on q1bsp water
-#define MATERIALFLAG_LIGHTBOTHSIDES 0x00000400
+#define MATERIALFLAG_LIGHTBOTHSIDES 1024
// use alpha test on this material
-#define MATERIALFLAG_ALPHATEST 0x00000800
+#define MATERIALFLAG_ALPHATEST 2048
// treat this material as a blended transparency (as opposed to an alpha test
// transparency), this causes special fog behavior, and disables glDepthMask
-#define MATERIALFLAG_BLENDED 0x00001000
+#define MATERIALFLAG_BLENDED 4096
// render using a custom blendfunc
-#define MATERIALFLAG_CUSTOMBLEND 0x00002000
+#define MATERIALFLAG_CUSTOMBLEND 8192
// do not cast shadows from this material
-#define MATERIALFLAG_NOSHADOW 0x00004000
+#define MATERIALFLAG_NOSHADOW 16384
// render using vertex alpha (q3bsp) as texture blend parameter between foreground (normal) skinframe and background skinframe
-#define MATERIALFLAG_VERTEXTEXTUREBLEND 0x00008000
+#define MATERIALFLAG_VERTEXTEXTUREBLEND 32768
// disables GL_CULL_FACE on this texture (making it double sided)
-#define MATERIALFLAG_NOCULLFACE 0x000100000
+#define MATERIALFLAG_NOCULLFACE 65536
// render with a very short depth range (like 10% of normal), this causes entities to appear infront of most of the scene
-#define MATERIALFLAG_SHORTDEPTHRANGE 0x00020000
+#define MATERIALFLAG_SHORTDEPTHRANGE 131072
// render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect)
-#define MATERIALFLAG_WATERSHADER 0x00040000
+#define MATERIALFLAG_WATERSHADER 262144
// render refraction (note: this is just a way to distort the background, otherwise useless)
-#define MATERIALFLAG_REFRACTION 0x00080000
+#define MATERIALFLAG_REFRACTION 524288
// render reflection
-#define MATERIALFLAG_REFLECTION 0x00100000
+#define MATERIALFLAG_REFLECTION 1048576
// use model lighting on this material (q1bsp lightmap sampling or q3bsp lightgrid, implies FULLBRIGHT is false)
-#define MATERIALFLAG_MODELLIGHT 0x00200000
+#define MATERIALFLAG_MODELLIGHT 4194304
// add directional model lighting to this material (q3bsp lightgrid only)
-#define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 0x00400000
+#define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 8388608
// causes RSurf_GetCurrentTexture to leave alone certain fields
-#define MATERIALFLAG_CUSTOMSURFACE 0x00800000
+#define MATERIALFLAG_CUSTOMSURFACE 16777216
// causes MATERIALFLAG_BLENDED to render a depth pass before rendering, hiding backfaces and other hidden geometry
-#define MATERIALFLAG_TRANSDEPTH 0x01000000
+#define MATERIALFLAG_TRANSDEPTH 33554432
// like refraction, but doesn't distort etc.
-#define MATERIALFLAG_CAMERA 0x02000000
+#define MATERIALFLAG_CAMERA 67108864
// disable rtlight on surface, use R_LightPoint instead
-#define MATERIALFLAG_NORTLIGHT 0x04000000
+#define MATERIALFLAG_NORTLIGHT 134217728
// alphagen vertex
-#define MATERIALFLAG_ALPHAGEN_VERTEX 0x08000000
+#define MATERIALFLAG_ALPHAGEN_VERTEX 268435456
// use occlusion buffer for corona
-#define MATERIALFLAG_OCCLUDE 0x10000000
+#define MATERIALFLAG_OCCLUDE 536870912
// combined mask of all attributes that require depth sorted rendering
#define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)
// combined mask of all attributes that cause some sort of transparency
// multilayer terrain shader or similar
shader.textureblendalpha = true;
if (mod_q3shader_force_terrain_alphaflag.integer)
- shader.layers[0].dptexflags |= TEXF_ALPHA;
+ shader.layers[0].texflags |= TEXF_ALPHA;
}
}
layer->blendfunc[0] = GL_SRC_ALPHA;
}
- layer->dptexflags = 0;
+ layer->texflags = 0;
if (layer->alphatest)
- layer->dptexflags |= TEXF_ALPHA;
+ layer->texflags |= TEXF_ALPHA;
switch(layer->blendfunc[0])
{
case GL_SRC_ALPHA:
case GL_ONE_MINUS_SRC_ALPHA:
- layer->dptexflags |= TEXF_ALPHA;
+ layer->texflags |= TEXF_ALPHA;
break;
}
switch(layer->blendfunc[1])
{
case GL_SRC_ALPHA:
case GL_ONE_MINUS_SRC_ALPHA:
- layer->dptexflags |= TEXF_ALPHA;
+ layer->texflags |= TEXF_ALPHA;
break;
}
if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
- layer->dptexflags |= TEXF_MIPMAP;
+ layer->texflags |= TEXF_MIPMAP;
if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
- layer->dptexflags |= TEXF_PICMIP | TEXF_COMPRESS;
+ layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
if (layer->clampmap)
- layer->dptexflags |= TEXF_CLAMP;
+ layer->texflags |= TEXF_CLAMP;
continue;
}
numparameters = 0;
texture->basealpha = 1.0f;
shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
- // allow disabling of picmip or compression by defaulttexflags
texflagsmask = ~0;
if(!(defaulttexflags & TEXF_PICMIP))
texflagsmask &= ~TEXF_PICMIP;
if (developer_loading.integer)
Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
+ // allow disabling of picmip or compression by defaulttexflags
+ texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
+
if (shader->surfaceparms & Q3SURFACEPARM_SKY)
{
texture->basematerialflags = MATERIALFLAG_SKY;
// convert the main material layer
// FIXME: if alphagenspecularlayer is used, we should pass a specular texture name to R_SkinFrame_LoadExternal and have it load that texture instead of the assumed name for _gloss texture
if (materiallayer >= 0)
- texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].dptexflags & texflagsmask) | texflagsor, texture->name);
+ texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].texflags & texflagsmask) | texflagsor, texture->name);
// convert the terrain background blend layer (if any)
if (terrainbackgroundlayer >= 0)
- texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].dptexflags & texflagsmask) | texflagsor, texture->name);
+ texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].texflags & texflagsmask) | texflagsor, texture->name);
// convert the prepass layers (if any)
texture->startpreshaderpass = shaderpassindex;
for (i = 0; i < endofprelayers; i++)
- texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
+ texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].texflags & texflagsmask) | texflagsor, texture->name);
texture->endpreshaderpass = shaderpassindex;
texture->startpostshaderpass = shaderpassindex;
// convert the postpass layers (if any)
for (i = firstpostlayer; i < shader->numlayers; i++)
- texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
+ texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].texflags & texflagsmask) | texflagsor, texture->name);
texture->startpostshaderpass = shaderpassindex;
}
int clampmap;
float framerate;
int numframes;
- int dptexflags;
+ int texflags;
char** texturename;
int blendfunc[2];
q3shaderinfo_layer_rgbgen_t rgbgen;
char name[64];
int surfaceflags;
int supercontents;
+ int textureflags;
// q2bsp
// we have to load the texture multiple times when Q2SURF_ flags differ,
// useful functions for rendering
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
void R_FillColors(float *out, int verts, float r, float g, float b, float a);
+int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v);
void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f);
void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes);