#define Q3TEXTUREFLAG_TWOSIDED 1
#define Q3TEXTUREFLAG_NOPICMIP 16
#define Q3TEXTUREFLAG_POLYGONOFFSET 32
+#define Q3TEXTUREFLAG_REFRACTION 256
+#define Q3TEXTUREFLAG_REFLECTION 512
+#define Q3TEXTUREFLAG_WATERSHADER 1024
#define Q3PATHLENGTH 64
#define TEXTURE_MAXFRAMES 64
#define Q3WAVEPARMS 4
#define Q3DEFORM_MAXPARMS 3
-#define Q3SHADER_MAXLAYERS 8
+#define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
#define Q3RGBGEN_MAXPARMS 3
#define Q3ALPHAGEN_MAXPARMS 1
#define Q3TCGEN_MAXPARMS 6
#define Q3TCMOD_MAXPARMS 6
-#define Q3MAXTCMODS 4
+#define Q3MAXTCMODS 8
#define Q3MAXDEFORMS 4
typedef enum q3wavefunc_e
q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
char skyboxname[Q3PATHLENGTH];
q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+
+ float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
+ float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
+ float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
+ vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
+ float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
+ vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
}
q3shaderinfo_t;
int supercontents;
int surfaceparms;
int textureflags;
+
+ // reflection
+ float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
+ float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
+ float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
+ vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
+ float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
+ vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
}
texture_t;
typedef struct model_brushq1_s
{
- // lightmap format, set to r_lightmaprgba when model is loaded
- int lightmaprgba;
-
dmodel_t *submodels;
int numvertexes;
int *surfedges;
int numclipnodes;
- dclipnode_t *clipnodes;
+ mclipnode_t *clipnodes;
+ int numhulls; // this variable is only used by MCBSP, other formats know it intuitively
hull_t hulls[MAX_MAP_HULLS];
int num_compressedpvs;
void(*Draw)(struct entity_render_s *ent);
// draw the model to the depth buffer (no color rendering at all)
void(*DrawDepth)(struct entity_render_s *ent);
+ // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
+ void(*DrawDebug)(struct entity_render_s *ent);
// gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs);
// compile a shadow volume for the model based on light source
void R_Q1BSP_DrawSky(struct entity_render_s *ent);
void R_Q1BSP_Draw(struct entity_render_s *ent);
void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
+void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs);
void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);