]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
this patch may break things and needs testing
[xonotic/darkplaces.git] / model_brush.c
index 15402553efb3b2359d775f7123c592d4c3a6220f..d7fef5d50ff34b37edeec17b969fc7365b4ca80b 100644 (file)
@@ -1268,10 +1268,11 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                tx->skinframerate = 1;
                tx->currentskinframe = tx->skinframes;
                tx->skinframes[0].base = r_texture_notexture;
+               tx->backgroundcurrentskinframe = tx->backgroundskinframes;
                tx->basematerialflags = 0;
                if (i == loadmodel->num_textures - 1)
                {
-                       tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES;
+                       tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
                        tx->supercontents = mod_q1bsp_texture_water.supercontents;
                        tx->surfaceflags = mod_q1bsp_texture_water.surfaceflags;
                }
@@ -1402,7 +1403,7 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        if (strncmp(tx->name,"*lava",5)
                         && strncmp(tx->name,"*teleport",9)
                         && strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
-                               tx->basematerialflags |= MATERIALFLAG_WATERALPHA;
+                               tx->basematerialflags |= MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
                        if (!strncmp(tx->name, "*lava", 5))
                        {
                                tx->supercontents = mod_q1bsp_texture_lava.supercontents;
@@ -1418,13 +1419,13 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                tx->supercontents = mod_q1bsp_texture_water.supercontents;
                                tx->surfaceflags = mod_q1bsp_texture_water.surfaceflags;
                        }
-                       tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES;
+                       tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
                }
                else if (tx->name[0] == 's' && tx->name[1] == 'k' && tx->name[2] == 'y')
                {
                        tx->supercontents = mod_q1bsp_texture_sky.supercontents;
                        tx->surfaceflags = mod_q1bsp_texture_sky.surfaceflags;
-                       tx->basematerialflags |= MATERIALFLAG_SKY;
+                       tx->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                }
                else
                {
@@ -1433,7 +1434,7 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        tx->basematerialflags |= MATERIALFLAG_WALL;
                }
                if (tx->skinframes[0].fog)
-                       tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+                       tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
 
                // start out with no animation
                tx->currentframe = tx;
@@ -2381,7 +2382,7 @@ qboolean Mod_Q1BSP_CheckWaterAlphaSupport(void)
                {
                        pvs = loadmodel->brush.data_pvsclusters + leaf->clusterindex * loadmodel->brush.num_pvsclusterbytes;
                        for (j = 0;j < loadmodel->brush.num_leafs;j++)
-                               if (leaf->contents == CONTENTS_EMPTY && CHECKPVSBIT(pvs, loadmodel->brush.data_leafs[j].clusterindex))
+                               if (CHECKPVSBIT(pvs, loadmodel->brush.data_leafs[j].clusterindex) && loadmodel->brush.data_leafs[j].contents == CONTENTS_EMPTY)
                                        return true;
                }
        }
@@ -4145,7 +4146,7 @@ static void Mod_Q3BSP_LoadShaders(void)
                                                {
                                                        int i;
                                                        layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
-                                                       layer->framerate = atoi(parameter[1]);
+                                                       layer->framerate = atof(parameter[1]);
                                                        for (i = 0;i < layer->numframes;i++)
                                                                strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename));
                                                }
@@ -4354,7 +4355,7 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
                        out->basematerialflags = 0;
                        if (shader->surfaceparms & Q3SURFACEPARM_SKY)
                        {
-                               out->basematerialflags |= MATERIALFLAG_SKY;
+                               out->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                                if (shader->skyboxname[0])
                                {
                                        // quake3 seems to append a _ to the skybox name, so this must do so as well
@@ -4362,17 +4363,19 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
                                }
                        }
                        else if ((out->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
-                               out->basematerialflags |= MATERIALFLAG_NODRAW;
+                               out->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
                        else if (shader->surfaceparms & Q3SURFACEPARM_LAVA)
-                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_FULLBRIGHT;
+                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW;
                        else if (shader->surfaceparms & Q3SURFACEPARM_SLIME)
-                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_WATERALPHA;
+                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
                        else if (shader->surfaceparms & Q3SURFACEPARM_WATER)
-                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_WATERALPHA;
+                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
                        else
                                out->basematerialflags |= MATERIALFLAG_WALL;
                        if (shader->layers[0].alphatest)
-                               out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_TRANSPARENT;
+                               out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+                       if (shader->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+                               out->basematerialflags |= MATERIALFLAG_NOSHADOW;
                        out->customblendfunc[0] = GL_ONE;
                        out->customblendfunc[1] = GL_ZERO;
                        if (shader->numlayers > 0)
@@ -4403,13 +4406,13 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                                if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
                                {
                                        if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
-                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
                                        else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
-                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
                                        else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
-                                               out->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+                                               out->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
                                        else
-                                               out->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+                                               out->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
                                }
                        }
                        if (!shader->lighting)
@@ -4423,6 +4426,15 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                                        if (!Mod_LoadSkinFrame(&out->skinframes[j], shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false, true))
                                                Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
                        }
+                       if (shader->backgroundlayer && cls.state != ca_dedicated)
+                       {
+                               int j;
+                               out->backgroundnumskinframes = shader->backgroundlayer->numframes;
+                               out->backgroundskinframerate = shader->backgroundlayer->framerate;
+                               for (j = 0;j < shader->backgroundlayer->numframes;j++)
+                                       if (!Mod_LoadSkinFrame(&out->backgroundskinframes[j], shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false, true))
+                                               Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
+                       }
                }
                else
                {
@@ -4430,9 +4442,9 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                        Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, out->name);
                        out->surfaceparms = 0;
                        if (out->surfaceflags & Q3SURFACEFLAG_NODRAW)
-                               out->basematerialflags |= MATERIALFLAG_NODRAW;
+                               out->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
                        else if (out->surfaceflags & Q3SURFACEFLAG_SKY)
-                               out->basematerialflags |= MATERIALFLAG_SKY;
+                               out->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                        else
                                out->basematerialflags |= MATERIALFLAG_WALL;
                        // these are defaults
@@ -4450,6 +4462,7 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                // init the animation variables
                out->currentframe = out;
                out->currentskinframe = &out->skinframes[0];
+               out->backgroundcurrentskinframe = &out->backgroundskinframes[0];
        }
        if (c)
                Con_DPrintf("%s: %i textures missing shaders\n", loadmodel->name, c);
@@ -5885,6 +5898,8 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
                                break;
                if (j < mod->nummodelsurfaces)
                        mod->DrawSky = R_Q1BSP_DrawSky;
+               else
+                       mod->DrawSky = NULL;
        }
 }