}
extern cvar_t r_picmipworld;
+extern cvar_t mod_q3shader_default_offsetmapping;
void Mod_LoadQ3Shaders(void)
{
int j;
shader.reflectfactor = 1;
Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
shader.r_water_wateralpha = 1;
+ shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
+ shader.offsetscale = 1;
shader.specularscalemod = 1;
shader.specularpowermod = 1;
{
shader.specularpowermod = atof(parameter[1]);
}
+ else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
+ {
+ if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
+ shader.offsetmapping = OFFSETMAPPING_OFF;
+ else if (!strcasecmp(parameter[1], "default"))
+ shader.offsetmapping = OFFSETMAPPING_DEFAULT;
+ else if (!strcasecmp(parameter[1], "linear"))
+ shader.offsetmapping = OFFSETMAPPING_LINEAR;
+ else if (!strcasecmp(parameter[1], "relief"))
+ shader.offsetmapping = OFFSETMAPPING_RELIEF;
+ shader.offsetscale = atof(parameter[2]);
+ }
else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
{
int i, deformindex;
texflagsmask &= ~TEXF_PICMIP;
if(!(defaulttexflags & TEXF_COMPRESS))
texflagsmask &= ~TEXF_COMPRESS;
- texture->specularscalemod = 1; // unless later loaded from the shader
- texture->specularpowermod = 1; // unless later loaded from the shader
+ // unless later loaded from the shader
+ texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
+ texture->offsetscale = 1;
+ texture->specularscalemod = 1;
+ texture->specularpowermod = 1;
// WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
// HERE, AND Q1BSP LOADING
// JUST GREP FOR "specularscalemod = 1".
texture->reflectfactor = shader->reflectfactor;
Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
texture->r_water_wateralpha = shader->r_water_wateralpha;
+ texture->offsetmapping = shader->offsetmapping;
+ texture->offsetscale = shader->offsetscale;
texture->specularscalemod = shader->specularscalemod;
texture->specularpowermod = shader->specularpowermod;
if (shader->dpreflectcube[0])