layer->color[3] = a;
}
+static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
+{
+ if(parms[0] == 0 && parms[1] == 0)
+ return false;
+ if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
+ if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0);
+ return false;
+ return true;
+}
+
static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
{
double index, f;
index = parms[2] + r_refdef.scene.time * parms[3];
index -= floor(index);
- switch (func)
+ switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
{
default:
case Q3WAVEFUNC_NONE:
f = -(1 - f);
break;
}
- return (float)(parms[0] + parms[1] * f);
+ f = parms[0] + parms[1] * f;
+ if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
+ f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
+ return (float) f;
}
void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
// return;
rsurface.entity = r_refdef.scene.worldentity;
rsurface.skeleton = NULL;
+ memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
rsurface.ent_skinnum = 0;
rsurface.ent_qwskin = -1;
rsurface.ent_shadertime = 0;
// return;
rsurface.entity = (entity_render_t *)ent;
rsurface.skeleton = ent->skeleton;
+ memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
rsurface.ent_skinnum = ent->skinnum;
rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
rsurface.ent_shadertime = ent->shadertime;
waveparms[1] = deform->waveparms[1];
waveparms[2] = deform->waveparms[2];
waveparms[3] = deform->waveparms[3];
+ if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
+ break; // if wavefunc is a nop, don't make a dynamic vertex array
// this is how a divisor of vertex influence on deformation
animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
break;
case Q3DEFORM_MOVE:
// deform vertex array
+ if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
+ break; // if wavefunc is a nop, don't make a dynamic vertex array
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
VectorScale(deform->parms, scale, waveparms);
for (j = 0;j < rsurface.batchnumvertices;j++)