rtexture_t *backgroundnmaptexture; // normalmap (bumpmap for dot3)
rtexture_t *backgroundglosstexture; // glossmap (for dot3)
rtexture_t *backgroundglowtexture; // glow only (fullbrights)
- float specularscale;
float specularpower;
- // color tint (colormod * currentalpha) used for rtlighting this material
- float dlightcolor[3];
- // color tint (colormod * 2) used for lightmapped lighting on this material
- // includes alpha as 4th component
- // replaces role of gl_Color in GLSL shader
- float lightmapcolor[4];
+
+ // rendering parameters - updated by R_GetCurrentTexture using rsurface.render_* fields
+ // (almost) all map textures are lightmap (no MATERIALFLAG_MODELLIGHT set),
+ // (almost) all model textures are MATERIALFLAG_MODELLIGHT,
+ // MATERIALFLAG_FULLBRIGHT is rendered as a forced MATERIALFLAG_MODELLIGHT with rtlights disabled
+ float render_glowmod[3];
+ // MATERIALFLAG_MODELLIGHT uses these parameters
+ float render_modellight_ambient[3];
+ float render_modellight_diffuse[3];
+ float render_modellight_lightdir[3];
+ float render_modellight_specular[3];
+ // lightmap rendering (not MATERIALFLAG_MODELLIGHT)
+ float render_lightmap_ambient[3];
+ float render_lightmap_diffuse[3];
+ float render_lightmap_specular[3];
+ // rtlights use these colors for the materials on this entity
+ float render_rtlight_diffuse[3];
+ float render_rtlight_specular[3];
+ // tint applied on top of render_*_diffuse for pants layer
+ float render_colormap_pants[3];
+ // tint applied on top of render_*_diffuse for shirt layer
+ float render_colormap_shirt[3];
// from q3 shaders
int customblendfunc[2];
shadowmesh_t *collisionmesh;
// common functions
- int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
- int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
+ int (*SuperContentsFromNativeContents)(int nativecontents);
+ int (*NativeContentsFromSuperContents)(int supercontents);
unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
void Mod_FreeQ3Shaders(void);
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);
+qboolean Mod_LoadTextureFromQ3Shader(mempool_t *mempool, const char *modelname, texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags, int defaultmaterialflags);
+texture_shaderpass_t *Mod_CreateShaderPass(mempool_t *mempool, skinframe_t *skinframe);
+texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(mempool_t *mempool, const char *modelname, q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename);
/// Sets up a material to render the provided skinframe. See also R_SkinFrame_LoadInternalBGRA.
-void Mod_LoadCustomMaterial(texture_t *texture, const char *name, int supercontents, int materialflags, skinframe_t *skinframe);
+void Mod_LoadCustomMaterial(mempool_t *mempool, texture_t *texture, const char *name, int supercontents, int materialflags, skinframe_t *skinframe);
+/// Removes all shaderpasses from material, and optionally deletes the textures in the skinframes.
+void Mod_UnloadCustomMaterial(texture_t *texture, qboolean purgeskins);
extern cvar_t r_mipskins;
extern cvar_t r_mipnormalmaps;
// bsp models
void Mod_BrushInit(void);
// used for talking to the QuakeC mainly
-int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
-int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
+int Mod_Q1BSP_NativeContentsFromSuperContents(int supercontents);
+int Mod_Q1BSP_SuperContentsFromNativeContents(int nativecontents);
// used for loading wal files in Mod_LoadTextureFromQ3Shader
-int Mod_Q2BSP_SuperContentsFromNativeContents(dp_model_t *model, int nativecontents);
-int Mod_Q2BSP_NativeContentsFromSuperContents(dp_model_t *model, int supercontents);
+int Mod_Q2BSP_SuperContentsFromNativeContents(int nativecontents);
+int Mod_Q2BSP_NativeContentsFromSuperContents(int supercontents);
// a lot of model formats use the Q1BSP code, so here are the prototypes...
struct entity_render_s;
void Mod_Mesh_Create(dp_model_t *mod, const char *name);
void Mod_Mesh_Destroy(dp_model_t *mod);
void Mod_Mesh_Reset(dp_model_t *mod);
-texture_t *Mod_Mesh_GetTexture(dp_model_t *mod, const char *name);
-msurface_t *Mod_Mesh_AddSurface(dp_model_t *mod, texture_t *tex);
+texture_t *Mod_Mesh_GetTexture(dp_model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int addmaterialflags);
+msurface_t *Mod_Mesh_AddSurface(dp_model_t *mod, texture_t *tex, qboolean batchwithprevioussurface);
int Mod_Mesh_IndexForVertex(dp_model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a);
void Mod_Mesh_AddTriangle(dp_model_t *mod, msurface_t *surf, int e0, int e1, int e2);
void Mod_Mesh_Finalize(dp_model_t *mod);