mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-17 11:00:38 +02:00
Fixed x64 script/class connections and added material flags that are needed.
This commit is contained in:
+226
-110
@@ -122,6 +122,11 @@ void idMaterial::CommonInit() {
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decalInfo.end[1] = 0;
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decalInfo.end[2] = 0;
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decalInfo.end[3] = 0;
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#ifdef PREY
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subviewClass = SC_MIRROR;
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directPortalDistance = 0;
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#endif
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}
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/*
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@@ -279,20 +284,20 @@ static infoParm_t infoParms[] = {
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{"nosteps", 0, SURF_NOSTEPS, 0 }, // no footsteps
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// material types for particle, sound, footstep feedback
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{"metal", 0, SURFTYPE_METAL, 0 }, // metal
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{"stone", 0, SURFTYPE_STONE, 0 }, // stone
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{"flesh", 0, SURFTYPE_FLESH, 0 }, // flesh
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{"wood", 0, SURFTYPE_WOOD, 0 }, // wood
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{"cardboard", 0, SURFTYPE_CARDBOARD, 0 }, // cardboard
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{"liquid", 0, SURFTYPE_LIQUID, 0 }, // liquid
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{"glass", 0, SURFTYPE_GLASS, 0 }, // glass
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{"tile", 0, SURFTYPE_TILE, 0 }, // tile
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{"matter_metal", 0, SURFTYPE_METAL, 0 }, // metal
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{"matter_stone", 0, SURFTYPE_STONE, 0 }, // stone
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{"matter_flesh", 0, SURFTYPE_FLESH, 0 }, // flesh
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{"matter_wood", 0, SURFTYPE_WOOD, 0 }, // wood
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{"matter_cardboard", 0, SURFTYPE_CARDBOARD, 0 }, // cardboard
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{"matter_liquid", 0, SURFTYPE_LIQUID, 0 }, // liquid
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{"matter_glass", 0, SURFTYPE_GLASS, 0 }, // glass
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{"matter_tile", 0, SURFTYPE_TILE, 0 }, // tile
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{"wallwalk", 0, SURFTYPE_WALLWALK, 0 }, // wallwalk surface
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{"altmetal", 0, SURFTYPE_ALTMETAL, 0 }, // alternate metal
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{"matter_altmetal", 0, SURFTYPE_ALTMETAL, 0 }, // alternate metal
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{"forcefield", 0, SURFTYPE_FORCEFIELD, 0 }, // forcefield material
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{"pipe", 0, SURFTYPE_PIPE, 0 }, // pipe
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{"spirit", 0, SURFTYPE_SPIRIT, 0 }, // spirit material
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{"chaff", 0, SURFTYPE_CHAFF, 0 }, // chaff material
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{"matter_pipe", 0, SURFTYPE_PIPE, 0 }, // pipe
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{"matter_spirit", 0, SURFTYPE_SPIRIT, 0 }, // spirit material
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{"matter_chaff", 0, SURFTYPE_CHAFF, 0 }, // chaff material
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};
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#else
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static infoParm_t infoParms[] = {
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@@ -1847,11 +1852,11 @@ Parse it into the global material variable. Later functions will optimize it.
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If there is any error during parsing, defaultShader will be set.
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=================
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*/
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void idMaterial::ParseMaterial( idLexer &src ) {
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void idMaterial::ParseMaterial(idLexer& src) {
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idToken token;
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int s;
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char buffer[1024];
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const char *str;
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const char* str;
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idLexer newSrc;
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int i;
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@@ -1859,7 +1864,7 @@ void idMaterial::ParseMaterial( idLexer &src ) {
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numOps = 0;
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numRegisters = EXP_REG_NUM_PREDEFINED; // leave space for the parms to be copied in
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for ( i = 0 ; i < numRegisters ; i++ ) {
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for (i = 0; i < numRegisters; i++) {
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pd->registerIsTemporary[i] = true; // they aren't constants that can be folded
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}
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@@ -1867,41 +1872,41 @@ void idMaterial::ParseMaterial( idLexer &src ) {
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textureRepeat_t trpDefault = TR_REPEAT; // allow a global setting for repeat
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while ( 1 ) {
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if ( TestMaterialFlag( MF_DEFAULTED ) ) { // we have a parse error
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while (1) {
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if (TestMaterialFlag(MF_DEFAULTED)) { // we have a parse error
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return;
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}
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if ( !src.ExpectAnyToken( &token ) ) {
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SetMaterialFlag( MF_DEFAULTED );
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if (!src.ExpectAnyToken(&token)) {
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SetMaterialFlag(MF_DEFAULTED);
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return;
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}
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// end of material definition
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if ( token == "}" ) {
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if (token == "}") {
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break;
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}
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else if ( !token.Icmp( "qer_editorimage") ) {
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src.ReadTokenOnLine( &token );
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else if (!token.Icmp("qer_editorimage")) {
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src.ReadTokenOnLine(&token);
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editorImageName = token.c_str();
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src.SkipRestOfLine();
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continue;
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}
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// description
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else if ( !token.Icmp( "description") ) {
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src.ReadTokenOnLine( &token );
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else if (!token.Icmp("description")) {
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src.ReadTokenOnLine(&token);
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desc = token.c_str();
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continue;
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}
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// check for the surface / content bit flags
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else if ( CheckSurfaceParm( &token ) ) {
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else if (CheckSurfaceParm(&token)) {
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continue;
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}
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// polygonOffset
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else if ( !token.Icmp( "polygonOffset" ) ) {
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SetMaterialFlag( MF_POLYGONOFFSET );
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if ( !src.ReadTokenOnLine( &token ) ) {
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else if (!token.Icmp("polygonOffset")) {
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SetMaterialFlag(MF_POLYGONOFFSET);
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if (!src.ReadTokenOnLine(&token)) {
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polygonOffset = 1;
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continue;
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}
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@@ -1910,223 +1915,333 @@ void idMaterial::ParseMaterial( idLexer &src ) {
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continue;
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}
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// noshadow
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else if ( !token.Icmp( "noShadows" ) ) {
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SetMaterialFlag( MF_NOSHADOWS );
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else if (!token.Icmp("noShadows")) {
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SetMaterialFlag(MF_NOSHADOWS);
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continue;
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}
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else if ( !token.Icmp( "suppressInSubview" ) ) {
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else if (!token.Icmp("suppressInSubview")) {
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suppressInSubview = true;
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continue;
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}
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else if ( !token.Icmp( "portalSky" ) ) {
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else if (!token.Icmp("portalSky")) {
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portalSky = true;
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continue;
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}
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// noSelfShadow
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else if ( !token.Icmp( "noSelfShadow" ) ) {
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SetMaterialFlag( MF_NOSELFSHADOW );
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else if (!token.Icmp("noSelfShadow")) {
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SetMaterialFlag(MF_NOSELFSHADOW);
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continue;
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}
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// noPortalFog
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else if ( !token.Icmp( "noPortalFog" ) ) {
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SetMaterialFlag( MF_NOPORTALFOG );
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else if (!token.Icmp("noPortalFog")) {
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SetMaterialFlag(MF_NOPORTALFOG);
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continue;
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}
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// forceShadows allows nodraw surfaces to cast shadows
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else if ( !token.Icmp( "forceShadows" ) ) {
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SetMaterialFlag( MF_FORCESHADOWS );
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else if (!token.Icmp("forceShadows")) {
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SetMaterialFlag(MF_FORCESHADOWS);
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continue;
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}
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#ifdef PREY
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// HUMANHEAD PCF: explicitly skip collision clip for alpha-coverage surfaces.
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else if (!token.Icmp("skipClip")) {
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SetMaterialFlag(MF_SKIPCLIP);
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continue;
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}
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// HUMANHEAD bjk: don't cull tris with the light bounds.
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else if (!token.Icmp("lightWholeMesh")) {
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SetMaterialFlag(MF_LIGHT_WHOLE_MESH);
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continue;
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}
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#endif
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// overlay / decal suppression
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else if ( !token.Icmp( "noOverlays" ) ) {
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else if (!token.Icmp("noOverlays")) {
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allowOverlays = false;
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continue;
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}
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// moster blood overlay forcing for alpha tested or translucent surfaces
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else if ( !token.Icmp( "forceOverlays" ) ) {
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else if (!token.Icmp("forceOverlays")) {
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pd->forceOverlays = true;
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continue;
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}
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// translucent
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else if ( !token.Icmp( "translucent" ) ) {
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else if (!token.Icmp("translucent")) {
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coverage = MC_TRANSLUCENT;
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continue;
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}
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// global zero clamp
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else if ( !token.Icmp( "zeroclamp" ) ) {
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else if (!token.Icmp("zeroclamp")) {
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trpDefault = TR_CLAMP_TO_ZERO;
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continue;
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}
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// global clamp
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else if ( !token.Icmp( "clamp" ) ) {
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else if (!token.Icmp("clamp")) {
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trpDefault = TR_CLAMP;
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continue;
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}
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// global clamp
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else if ( !token.Icmp( "alphazeroclamp" ) ) {
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else if (!token.Icmp("alphazeroclamp")) {
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trpDefault = TR_CLAMP_TO_ZERO;
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continue;
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}
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// forceOpaque is used for skies-behind-windows
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else if ( !token.Icmp( "forceOpaque" ) ) {
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else if (!token.Icmp("forceOpaque")) {
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coverage = MC_OPAQUE;
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continue;
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}
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// twoSided
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else if ( !token.Icmp( "twoSided" ) ) {
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else if (!token.Icmp("twoSided")) {
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cullType = CT_TWO_SIDED;
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// twoSided implies no-shadows, because the shadow
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// volume would be coplanar with the surface, giving depth fighting
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// we could make this no-self-shadows, but it may be more important
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// to receive shadows from no-self-shadow monsters
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SetMaterialFlag( MF_NOSHADOWS );
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SetMaterialFlag(MF_NOSHADOWS);
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}
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// backSided
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else if ( !token.Icmp( "backSided" ) ) {
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else if (!token.Icmp("backSided")) {
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cullType = CT_BACK_SIDED;
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// the shadow code doesn't handle this, so just disable shadows.
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// We could fix this in the future if there was a need.
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SetMaterialFlag( MF_NOSHADOWS );
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SetMaterialFlag(MF_NOSHADOWS);
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}
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// foglight
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else if ( !token.Icmp( "fogLight" ) ) {
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else if (!token.Icmp("fogLight")) {
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fogLight = true;
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continue;
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}
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// blendlight
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else if ( !token.Icmp( "blendLight" ) ) {
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else if (!token.Icmp("blendLight")) {
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blendLight = true;
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continue;
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}
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// ambientLight
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else if ( !token.Icmp( "ambientLight" ) ) {
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else if (!token.Icmp("ambientLight")) {
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ambientLight = true;
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continue;
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}
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// mirror
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else if ( !token.Icmp( "mirror" ) ) {
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else if (!token.Icmp("mirror")) {
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sort = SS_SUBVIEW;
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coverage = MC_OPAQUE;
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continue;
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}
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// noFog
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else if ( !token.Icmp( "noFog" ) ) {
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else if (!token.Icmp("noFog")) {
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noFog = true;
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continue;
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}
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// unsmoothedTangents
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else if ( !token.Icmp( "unsmoothedTangents" ) ) {
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else if (!token.Icmp("unsmoothedTangents")) {
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unsmoothedTangents = true;
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continue;
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}
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// lightFallofImage <imageprogram>
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// specifies the image to use for the third axis of projected
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// light volumes
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else if ( !token.Icmp( "lightFalloffImage" ) ) {
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str = R_ParsePastImageProgram( src );
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else if (!token.Icmp("lightFalloffImage")) {
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str = R_ParsePastImageProgram(src);
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idStr copy;
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copy = str; // so other things don't step on it
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lightFalloffImage = globalImages->ImageFromFile( copy, TF_DEFAULT, false, TR_CLAMP /* TR_CLAMP_TO_ZERO */, TD_DEFAULT );
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lightFalloffImage = globalImages->ImageFromFile(copy, TF_DEFAULT, false, TR_CLAMP /* TR_CLAMP_TO_ZERO */, TD_DEFAULT);
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continue;
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}
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// guisurf <guifile> | guisurf entity
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// an entity guisurf must have an idUserInterface
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// specified in the renderEntity
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else if ( !token.Icmp( "guisurf" ) ) {
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src.ReadTokenOnLine( &token );
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if ( !token.Icmp( "entity" ) ) {
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else if (!token.Icmp("guisurf")) {
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src.ReadTokenOnLine(&token);
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if (!token.Icmp("entity")) {
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entityGui = 1;
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} else if ( !token.Icmp( "entity2" ) ) {
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}
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else if (!token.Icmp("entity2")) {
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entityGui = 2;
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} else if ( !token.Icmp( "entity3" ) ) {
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}
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else if (!token.Icmp("entity3")) {
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entityGui = 3;
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} else {
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gui = uiManager->FindGui( token.c_str(), true );
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}
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else {
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gui = uiManager->FindGui(token.c_str(), true);
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}
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continue;
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}
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// sort
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else if ( !token.Icmp( "sort" ) ) {
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ParseSort( src );
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else if (!token.Icmp("sort")) {
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ParseSort(src);
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continue;
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}
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// spectrum <integer>
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else if ( !token.Icmp( "spectrum" ) ) {
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src.ReadTokenOnLine( &token );
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spectrum = atoi( token.c_str() );
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else if (!token.Icmp("spectrum")) {
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src.ReadTokenOnLine(&token);
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spectrum = atoi(token.c_str());
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continue;
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}
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// deform < sprite | tube | flare >
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else if ( !token.Icmp( "deform" ) ) {
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ParseDeform( src );
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else if (!token.Icmp("deform")) {
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ParseDeform(src);
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continue;
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}
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// decalInfo <staySeconds> <fadeSeconds> ( <start rgb> ) ( <end rgb> )
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else if ( !token.Icmp( "decalInfo" ) ) {
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ParseDecalInfo( src );
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else if (!token.Icmp("decalInfo")) {
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ParseDecalInfo(src);
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continue;
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}
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// renderbump <args...>
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else if ( !token.Icmp( "renderbump") ) {
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src.ParseRestOfLine( renderBump );
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else if (!token.Icmp("renderbump")) {
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src.ParseRestOfLine(renderBump);
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continue;
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}
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#ifdef PREY
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else if (!token.Icmp("glowmap")) {
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src.ReadTokenOnLine(&token);
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continue;
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}
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else if (!token.Icmp("highres")) {
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continue;
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}
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#endif
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// diffusemap for stage shortcut
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else if ( !token.Icmp( "diffusemap" ) ) {
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str = R_ParsePastImageProgram( src );
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idStr::snPrintf( buffer, sizeof( buffer ), "blend diffusemap\nmap %s\n}\n", str );
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newSrc.LoadMemory( buffer, strlen(buffer), "diffusemap" );
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newSrc.SetFlags( LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_NOSTRINGESCAPECHARS | LEXFL_ALLOWPATHNAMES );
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ParseStage( newSrc, trpDefault );
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else if (!token.Icmp("diffusemap")) {
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str = R_ParsePastImageProgram(src);
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idStr::snPrintf(buffer, sizeof(buffer), "blend diffusemap\nmap %s\n}\n", str);
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newSrc.LoadMemory(buffer, strlen(buffer), "diffusemap");
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newSrc.SetFlags(LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_NOSTRINGESCAPECHARS | LEXFL_ALLOWPATHNAMES);
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ParseStage(newSrc, trpDefault);
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newSrc.FreeSource();
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continue;
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}
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// specularmap for stage shortcut
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else if ( !token.Icmp( "specularmap" ) ) {
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str = R_ParsePastImageProgram( src );
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idStr::snPrintf( buffer, sizeof( buffer ), "blend specularmap\nmap %s\n}\n", str );
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newSrc.LoadMemory( buffer, strlen(buffer), "specularmap" );
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newSrc.SetFlags( LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_NOSTRINGESCAPECHARS | LEXFL_ALLOWPATHNAMES );
|
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ParseStage( newSrc, trpDefault );
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else if (!token.Icmp("specularmap")) {
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str = R_ParsePastImageProgram(src);
|
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idStr::snPrintf(buffer, sizeof(buffer), "blend specularmap\nmap %s\n}\n", str);
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newSrc.LoadMemory(buffer, strlen(buffer), "specularmap");
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newSrc.SetFlags(LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_NOSTRINGESCAPECHARS | LEXFL_ALLOWPATHNAMES);
|
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ParseStage(newSrc, trpDefault);
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newSrc.FreeSource();
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continue;
|
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}
|
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// normalmap for stage shortcut
|
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else if ( !token.Icmp( "bumpmap" ) ) {
|
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str = R_ParsePastImageProgram( src );
|
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idStr::snPrintf( buffer, sizeof( buffer ), "blend bumpmap\nmap %s\n}\n", str );
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newSrc.LoadMemory( buffer, strlen(buffer), "bumpmap" );
|
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newSrc.SetFlags( LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_NOSTRINGESCAPECHARS | LEXFL_ALLOWPATHNAMES );
|
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ParseStage( newSrc, trpDefault );
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else if (!token.Icmp("bumpmap")) {
|
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str = R_ParsePastImageProgram(src);
|
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idStr::snPrintf(buffer, sizeof(buffer), "blend bumpmap\nmap %s\n}\n", str);
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newSrc.LoadMemory(buffer, strlen(buffer), "bumpmap");
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newSrc.SetFlags(LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_NOSTRINGESCAPECHARS | LEXFL_ALLOWPATHNAMES);
|
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ParseStage(newSrc, trpDefault);
|
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newSrc.FreeSource();
|
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continue;
|
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}
|
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// DECAL_MACRO for backwards compatibility with the preprocessor macros
|
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else if ( !token.Icmp( "DECAL_MACRO" ) ) {
|
||||
else if (!token.Icmp("DECAL_MACRO")) {
|
||||
// polygonOffset
|
||||
SetMaterialFlag( MF_POLYGONOFFSET );
|
||||
SetMaterialFlag(MF_POLYGONOFFSET);
|
||||
polygonOffset = 1;
|
||||
|
||||
// discrete
|
||||
surfaceFlags |= SURF_DISCRETE;
|
||||
#ifdef PREY
|
||||
surfaceFlags |= SURF_NOIMPACT;
|
||||
#endif
|
||||
contentFlags &= ~CONTENTS_SOLID;
|
||||
|
||||
// sort decal
|
||||
sort = SS_DECAL;
|
||||
|
||||
// noShadows
|
||||
SetMaterialFlag( MF_NOSHADOWS );
|
||||
SetMaterialFlag(MF_NOSHADOWS);
|
||||
#ifdef PREY
|
||||
coverage = MC_TRANSLUCENT;
|
||||
allowOverlays = false;
|
||||
#endif
|
||||
continue;
|
||||
}
|
||||
else if ( token == "{" ) {
|
||||
#ifdef PREY
|
||||
// HUMANHEAD tmj: render this subview as a skybox portal.
|
||||
else if (!token.Icmp("skyboxPortal")) {
|
||||
sort = SS_SUBVIEW;
|
||||
coverage = MC_OPAQUE;
|
||||
subviewClass = SC_PORTAL_SKYBOX;
|
||||
continue;
|
||||
}
|
||||
// HUMANHEAD CJR: render this subview as a direct portal, with distance-cull expression.
|
||||
else if (!token.Icmp("directPortal")) {
|
||||
sort = SS_SUBVIEW;
|
||||
coverage = MC_OPAQUE;
|
||||
subviewClass = SC_PORTAL;
|
||||
directPortalDistance = ParseExpressionPriority(src, 4);
|
||||
continue;
|
||||
}
|
||||
else if (!token.Icmp("DECAL_ALPHATEST_MACRO")) {
|
||||
surfaceFlags |= SURF_NOIMPACT | SURF_DISCRETE;
|
||||
contentFlags &= ~CONTENTS_SOLID;
|
||||
sort = SS_DECAL;
|
||||
SetMaterialFlag(MF_NOSHADOWS);
|
||||
coverage = MC_TRANSLUCENT;
|
||||
allowOverlays = false;
|
||||
continue;
|
||||
}
|
||||
else if (!token.Icmp("SCORCH_MACRO") || !token.Icmp("OVERLAY_MACRO")) {
|
||||
SetMaterialFlag(MF_POLYGONOFFSET);
|
||||
polygonOffset = 1;
|
||||
surfaceFlags |= SURF_NOIMPACT | SURF_DISCRETE;
|
||||
contentFlags &= ~CONTENTS_SOLID;
|
||||
sort = SS_DECAL;
|
||||
SetMaterialFlag(MF_NOSHADOWS);
|
||||
coverage = MC_TRANSLUCENT;
|
||||
allowOverlays = false;
|
||||
continue;
|
||||
}
|
||||
else if (!token.Icmp("GLASS_MACRO")) {
|
||||
coverage = MC_TRANSLUCENT;
|
||||
SetMaterialFlag(MF_NOSHADOWS);
|
||||
pd->forceOverlays = true;
|
||||
contentFlags &= ~CONTENTS_OPAQUE;
|
||||
surfaceFlags = (surfaceFlags & ~SURF_TYPE_MASK) | SURFTYPE_GLASS;
|
||||
sort = SS_MEDIUM;
|
||||
continue;
|
||||
}
|
||||
else if (!token.Icmp("ALPHA_MACRO")) {
|
||||
coverage = MC_TRANSLUCENT;
|
||||
SetMaterialFlag(MF_NOSHADOWS);
|
||||
surfaceFlags |= SURF_NOIMPACT;
|
||||
cullType = CT_TWO_SIDED;
|
||||
continue;
|
||||
}
|
||||
else if (!token.Icmp("EFFECT_MACRO")) {
|
||||
coverage = MC_TRANSLUCENT;
|
||||
SetMaterialFlag(MF_NOSHADOWS);
|
||||
contentFlags &= ~CONTENTS_SOLID;
|
||||
surfaceFlags |= SURF_NOIMPACT;
|
||||
cullType = CT_TWO_SIDED;
|
||||
continue;
|
||||
}
|
||||
else if (!token.Icmp("SPRITE_MACRO")) {
|
||||
surfaceFlags |= SURF_DISCRETE;
|
||||
contentFlags &= ~CONTENTS_SOLID;
|
||||
SetMaterialFlag(MF_NOSHADOWS);
|
||||
coverage = MC_TRANSLUCENT;
|
||||
deform = DFRM_SPRITE;
|
||||
cullType = CT_TWO_SIDED;
|
||||
continue;
|
||||
}
|
||||
else if (!token.Icmp("SKYBOX_MACRO")) {
|
||||
SetMaterialFlag(MF_NOSHADOWS | MF_NOSELFSHADOW);
|
||||
allowOverlays = false;
|
||||
coverage = MC_OPAQUE;
|
||||
surfaceFlags |= SURF_NOIMPACT | SURF_NOFRAGMENT;
|
||||
continue;
|
||||
}
|
||||
#endif
|
||||
else if (token == "{") {
|
||||
// create the new stage
|
||||
ParseStage( src, trpDefault );
|
||||
ParseStage(src, trpDefault);
|
||||
continue;
|
||||
}
|
||||
else {
|
||||
common->Warning( "unknown general material parameter '%s' in '%s'", token.c_str(), GetName() );
|
||||
SetMaterialFlag( MF_DEFAULTED );
|
||||
common->Warning("unknown general material parameter '%s' in '%s'", token.c_str(), GetName());
|
||||
SetMaterialFlag(MF_DEFAULTED);
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -2144,10 +2259,10 @@ void idMaterial::ParseMaterial( idLexer &src ) {
|
||||
|
||||
// we can't just call ReceivesLighting(), because the stages are still
|
||||
// in temporary form
|
||||
if ( cullType == CT_TWO_SIDED ) {
|
||||
for ( i = 0 ; i < numStages ; i++ ) {
|
||||
if ( pd->parseStages[i].lighting != SL_AMBIENT || pd->parseStages[i].texture.texgen != TG_EXPLICIT ) {
|
||||
if ( cullType == CT_TWO_SIDED ) {
|
||||
if (cullType == CT_TWO_SIDED) {
|
||||
for (i = 0; i < numStages; i++) {
|
||||
if (pd->parseStages[i].lighting != SL_AMBIENT || pd->parseStages[i].texture.texgen != TG_EXPLICIT) {
|
||||
if (cullType == CT_TWO_SIDED) {
|
||||
cullType = CT_FRONT_SIDED;
|
||||
shouldCreateBackSides = true;
|
||||
}
|
||||
@@ -2158,12 +2273,13 @@ void idMaterial::ParseMaterial( idLexer &src ) {
|
||||
|
||||
// currently a surface can only have one unique texgen for all the stages on old hardware
|
||||
texgen_t firstGen = TG_EXPLICIT;
|
||||
for ( i = 0; i < numStages; i++ ) {
|
||||
if ( pd->parseStages[i].texture.texgen != TG_EXPLICIT ) {
|
||||
if ( firstGen == TG_EXPLICIT ) {
|
||||
for (i = 0; i < numStages; i++) {
|
||||
if (pd->parseStages[i].texture.texgen != TG_EXPLICIT) {
|
||||
if (firstGen == TG_EXPLICIT) {
|
||||
firstGen = pd->parseStages[i].texture.texgen;
|
||||
} else if ( firstGen != pd->parseStages[i].texture.texgen ) {
|
||||
common->Warning( "material '%s' has multiple stages with a texgen", GetName() );
|
||||
}
|
||||
else if (firstGen != pd->parseStages[i].texture.texgen) {
|
||||
common->Warning("material '%s' has multiple stages with a texgen", GetName());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
+297
-259
@@ -2,9 +2,9 @@
|
||||
===========================================================================
|
||||
|
||||
Doom 3 GPL Source Code
|
||||
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||||
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||||
|
||||
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
||||
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
||||
|
||||
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
@@ -42,6 +42,15 @@ class idCinematic;
|
||||
class idUserInterface;
|
||||
class idMegaTexture;
|
||||
|
||||
#ifdef PREY
|
||||
// HUMANHEAD tmj: type of subview that this surface represents
|
||||
typedef enum {
|
||||
SC_MIRROR,
|
||||
SC_PORTAL,
|
||||
SC_PORTAL_SKYBOX,
|
||||
} subviewClass_t;
|
||||
#endif
|
||||
|
||||
// moved from image.h for default parm
|
||||
typedef enum {
|
||||
TF_LINEAR,
|
||||
@@ -53,7 +62,7 @@ typedef enum {
|
||||
TR_REPEAT,
|
||||
TR_CLAMP,
|
||||
TR_CLAMP_TO_BORDER, // this should replace TR_CLAMP_TO_ZERO and TR_CLAMP_TO_ZERO_ALPHA,
|
||||
// but I don't want to risk changing it right now
|
||||
// but I don't want to risk changing it right now
|
||||
TR_CLAMP_TO_ZERO, // guarantee 0,0,0,255 edge for projected textures,
|
||||
// set AFTER image format selection
|
||||
TR_CLAMP_TO_ZERO_ALPHA // guarantee 0 alpha edge for projected textures,
|
||||
@@ -133,11 +142,15 @@ typedef enum {
|
||||
EXP_REG_GLOBAL6,
|
||||
EXP_REG_GLOBAL7,
|
||||
|
||||
#ifdef PREY
|
||||
EXP_REG_DISTANCE, // HUMANHEAD: CJR
|
||||
#endif
|
||||
|
||||
EXP_REG_NUM_PREDEFINED
|
||||
} expRegister_t;
|
||||
|
||||
typedef struct {
|
||||
expOpType_t opType;
|
||||
expOpType_t opType;
|
||||
int a, b, c;
|
||||
} expOp_t;
|
||||
|
||||
@@ -157,8 +170,8 @@ typedef enum {
|
||||
} texgen_t;
|
||||
|
||||
typedef struct {
|
||||
idCinematic * cinematic;
|
||||
idImage * image;
|
||||
idCinematic* cinematic;
|
||||
idImage* image;
|
||||
texgen_t texgen;
|
||||
bool hasMatrix;
|
||||
int matrix[2][3]; // we only allow a subset of the full projection matrix
|
||||
@@ -195,9 +208,9 @@ typedef struct {
|
||||
|
||||
int fragmentProgram;
|
||||
int numFragmentProgramImages;
|
||||
idImage * fragmentProgramImages[MAX_FRAGMENT_IMAGES];
|
||||
idImage* fragmentProgramImages[MAX_FRAGMENT_IMAGES];
|
||||
|
||||
idMegaTexture *megaTexture; // handles all the binding and parameter setting
|
||||
idMegaTexture* megaTexture; // handles all the binding and parameter setting
|
||||
} newShaderStage_t;
|
||||
|
||||
typedef struct {
|
||||
@@ -210,10 +223,10 @@ typedef struct {
|
||||
textureStage_t texture;
|
||||
stageVertexColor_t vertexColor;
|
||||
bool ignoreAlphaTest; // this stage should act as translucent, even
|
||||
// if the surface is alpha tested
|
||||
// if the surface is alpha tested
|
||||
float privatePolygonOffset; // a per-stage polygon offset
|
||||
|
||||
newShaderStage_t *newStage; // vertex / fragment program based stage
|
||||
newShaderStage_t* newStage; // vertex / fragment program based stage
|
||||
} shaderStage_t;
|
||||
|
||||
typedef enum {
|
||||
@@ -251,42 +264,46 @@ typedef enum {
|
||||
} cullType_t;
|
||||
|
||||
// these don't effect per-material storage, so they can be very large
|
||||
const int MAX_SHADER_STAGES = 256;
|
||||
const int MAX_SHADER_STAGES = 256;
|
||||
|
||||
const int MAX_TEXGEN_REGISTERS = 4;
|
||||
const int MAX_TEXGEN_REGISTERS = 4;
|
||||
|
||||
const int MAX_ENTITY_SHADER_PARMS = 12;
|
||||
const int MAX_ENTITY_SHADER_PARMS = 12;
|
||||
|
||||
// material flags
|
||||
typedef enum {
|
||||
MF_DEFAULTED = BIT(0),
|
||||
MF_POLYGONOFFSET = BIT(1),
|
||||
MF_NOSHADOWS = BIT(2),
|
||||
MF_FORCESHADOWS = BIT(3),
|
||||
MF_NOSELFSHADOW = BIT(4),
|
||||
MF_NOPORTALFOG = BIT(5), // this fog volume won't ever consider a portal fogged out
|
||||
MF_EDITOR_VISIBLE = BIT(6), // in use (visible) per editor
|
||||
MF_SKIPCLIP = BIT(9)
|
||||
MF_DEFAULTED = BIT(0),
|
||||
MF_POLYGONOFFSET = BIT(1),
|
||||
MF_NOSHADOWS = BIT(2),
|
||||
MF_FORCESHADOWS = BIT(3),
|
||||
MF_NOSELFSHADOW = BIT(4),
|
||||
MF_NOPORTALFOG = BIT(5), // this fog volume won't ever consider a portal fogged out
|
||||
MF_EDITOR_VISIBLE = BIT(6), // in use (visible) per editor
|
||||
#ifdef PREY
|
||||
MF_USESDISTANCE = BIT(7), // HUMANHEAD pdm: distance optimization
|
||||
MF_LIGHT_WHOLE_MESH = BIT(8), // HUMANHEAD bjk: don't cull tris with light bounds
|
||||
#endif
|
||||
MF_SKIPCLIP = BIT(9)
|
||||
} materialFlags_t;
|
||||
|
||||
// contents flags, NOTE: make sure to keep the defines in doom_defs.script up to date with these!
|
||||
typedef enum {
|
||||
CONTENTS_SOLID = BIT(0), // an eye is never valid in a solid
|
||||
CONTENTS_OPAQUE = BIT(1), // blocks visibility (for ai)
|
||||
CONTENTS_WATER = BIT(2), // used for water
|
||||
CONTENTS_PLAYERCLIP = BIT(3), // solid to players
|
||||
CONTENTS_MONSTERCLIP = BIT(4), // solid to monsters
|
||||
CONTENTS_MOVEABLECLIP = BIT(5), // solid to moveable entities
|
||||
CONTENTS_IKCLIP = BIT(6), // solid to IK
|
||||
CONTENTS_BLOOD = BIT(7), // used to detect blood decals
|
||||
CONTENTS_BODY = BIT(8), // used for actors
|
||||
CONTENTS_PROJECTILE = BIT(9), // used for projectiles
|
||||
CONTENTS_CORPSE = BIT(10), // used for dead bodies
|
||||
CONTENTS_RENDERMODEL = BIT(11), // used for render models for collision detection
|
||||
CONTENTS_TRIGGER = BIT(12), // used for triggers
|
||||
CONTENTS_AAS_SOLID = BIT(13), // solid for AAS
|
||||
CONTENTS_AAS_OBSTACLE = BIT(14), // used to compile an obstacle into AAS that can be enabled/disabled
|
||||
CONTENTS_FLASHLIGHT_TRIGGER = BIT(15), // used for triggers that are activated by the flashlight
|
||||
CONTENTS_SOLID = BIT(0), // an eye is never valid in a solid
|
||||
CONTENTS_OPAQUE = BIT(1), // blocks visibility (for ai)
|
||||
CONTENTS_WATER = BIT(2), // used for water
|
||||
CONTENTS_PLAYERCLIP = BIT(3), // solid to players
|
||||
CONTENTS_MONSTERCLIP = BIT(4), // solid to monsters
|
||||
CONTENTS_MOVEABLECLIP = BIT(5), // solid to moveable entities
|
||||
CONTENTS_IKCLIP = BIT(6), // solid to IK
|
||||
CONTENTS_BLOOD = BIT(7), // used to detect blood decals
|
||||
CONTENTS_BODY = BIT(8), // used for actors
|
||||
CONTENTS_PROJECTILE = BIT(9), // used for projectiles
|
||||
CONTENTS_CORPSE = BIT(10), // used for dead bodies
|
||||
CONTENTS_RENDERMODEL = BIT(11), // used for render models for collision detection
|
||||
CONTENTS_TRIGGER = BIT(12), // used for triggers
|
||||
CONTENTS_AAS_SOLID = BIT(13), // solid for AAS
|
||||
CONTENTS_AAS_OBSTACLE = BIT(14), // used to compile an obstacle into AAS that can be enabled/disabled
|
||||
CONTENTS_FLASHLIGHT_TRIGGER = BIT(15), // used for triggers that are activated by the flashlight
|
||||
|
||||
#ifdef PREY
|
||||
// HUMANHEAD CJR: Content flags. Note that for simplicity of merging, id's areaportal and nocsg flags were left as is
|
||||
@@ -310,16 +327,16 @@ typedef enum {
|
||||
// HUMANHEAD END
|
||||
#else
|
||||
// contents used by utils
|
||||
CONTENTS_AREAPORTAL = BIT(20), // portal separating renderer areas
|
||||
CONTENTS_NOCSG = BIT(21), // don't cut this brush with CSG operations in the editor
|
||||
CONTENTS_AREAPORTAL = BIT(20), // portal separating renderer areas
|
||||
CONTENTS_NOCSG = BIT(21), // don't cut this brush with CSG operations in the editor
|
||||
#endif
|
||||
|
||||
CONTENTS_REMOVE_UTIL = ~(CONTENTS_AREAPORTAL|CONTENTS_NOCSG)
|
||||
CONTENTS_REMOVE_UTIL = ~(CONTENTS_AREAPORTAL | CONTENTS_NOCSG)
|
||||
} contentsFlags_t;
|
||||
|
||||
// surface types
|
||||
const int NUM_SURFACE_BITS = 4;
|
||||
const int MAX_SURFACE_TYPES = 1 << NUM_SURFACE_BITS;
|
||||
const int NUM_SURFACE_BITS = 4;
|
||||
const int MAX_SURFACE_TYPES = 1 << NUM_SURFACE_BITS;
|
||||
#ifdef PREY
|
||||
typedef enum {
|
||||
SURFTYPE_NONE, // default type
|
||||
@@ -343,7 +360,7 @@ typedef enum {
|
||||
#else
|
||||
typedef enum {
|
||||
SURFTYPE_NONE, // default type
|
||||
SURFTYPE_METAL,
|
||||
SURFTYPE_METAL,
|
||||
SURFTYPE_STONE,
|
||||
SURFTYPE_FLESH,
|
||||
SURFTYPE_WOOD,
|
||||
@@ -363,141 +380,150 @@ typedef enum {
|
||||
|
||||
// surface flags
|
||||
typedef enum {
|
||||
SURF_TYPE_BIT0 = BIT(0), // encodes the material type (metal, flesh, concrete, etc.)
|
||||
SURF_TYPE_BIT1 = BIT(1), // "
|
||||
SURF_TYPE_BIT2 = BIT(2), // "
|
||||
SURF_TYPE_BIT3 = BIT(3), // "
|
||||
SURF_TYPE_MASK = ( 1 << NUM_SURFACE_BITS ) - 1,
|
||||
SURF_TYPE_BIT0 = BIT(0), // encodes the material type (metal, flesh, concrete, etc.)
|
||||
SURF_TYPE_BIT1 = BIT(1), // "
|
||||
SURF_TYPE_BIT2 = BIT(2), // "
|
||||
SURF_TYPE_BIT3 = BIT(3), // "
|
||||
SURF_TYPE_MASK = (1 << NUM_SURFACE_BITS) - 1,
|
||||
|
||||
SURF_NODAMAGE = BIT(4), // never give falling damage
|
||||
SURF_SLICK = BIT(5), // effects game physics
|
||||
SURF_COLLISION = BIT(6), // collision surface
|
||||
SURF_LADDER = BIT(7), // player can climb up this surface
|
||||
SURF_NOIMPACT = BIT(8), // don't make missile explosions
|
||||
SURF_NOSTEPS = BIT(9), // no footstep sounds
|
||||
SURF_DISCRETE = BIT(10), // not clipped or merged by utilities
|
||||
SURF_NOFRAGMENT = BIT(11), // dmap won't cut surface at each bsp boundary
|
||||
SURF_NULLNORMAL = BIT(12) // renderbump will draw this surface as 0x80 0x80 0x80, which
|
||||
// won't collect light from any angle
|
||||
SURF_NODAMAGE = BIT(4), // never give falling damage
|
||||
SURF_SLICK = BIT(5), // effects game physics
|
||||
SURF_COLLISION = BIT(6), // collision surface
|
||||
SURF_LADDER = BIT(7), // player can climb up this surface
|
||||
SURF_NOIMPACT = BIT(8), // don't make missile explosions
|
||||
SURF_NOSTEPS = BIT(9), // no footstep sounds
|
||||
SURF_DISCRETE = BIT(10), // not clipped or merged by utilities
|
||||
SURF_NOFRAGMENT = BIT(11), // dmap won't cut surface at each bsp boundary
|
||||
SURF_NULLNORMAL = BIT(12) // renderbump will draw this surface as 0x80 0x80 0x80, which
|
||||
// won't collect light from any angle
|
||||
} surfaceFlags_t;
|
||||
|
||||
class idSoundEmitter;
|
||||
|
||||
class idMaterial : public idDecl {
|
||||
public:
|
||||
idMaterial();
|
||||
idMaterial();
|
||||
virtual ~idMaterial();
|
||||
|
||||
virtual size_t Size( void ) const;
|
||||
virtual bool SetDefaultText( void );
|
||||
virtual const char *DefaultDefinition( void ) const;
|
||||
virtual bool Parse( const char *text, const int textLength );
|
||||
virtual void FreeData( void );
|
||||
virtual void Print( void ) const;
|
||||
virtual size_t Size(void) const;
|
||||
virtual bool SetDefaultText(void);
|
||||
virtual const char* DefaultDefinition(void) const;
|
||||
virtual bool Parse(const char* text, const int textLength);
|
||||
virtual void FreeData(void);
|
||||
virtual void Print(void) const;
|
||||
|
||||
//BSM Nerve: Added for material editor
|
||||
bool Save( const char *fileName = NULL );
|
||||
bool Save(const char* fileName = NULL);
|
||||
|
||||
// returns the internal image name for stage 0, which can be used
|
||||
// for the renderer CaptureRenderToImage() call
|
||||
// I'm not really sure why this needs to be virtual...
|
||||
virtual const char *ImageName( void ) const;
|
||||
// returns the internal image name for stage 0, which can be used
|
||||
// for the renderer CaptureRenderToImage() call
|
||||
// I'm not really sure why this needs to be virtual...
|
||||
virtual const char* ImageName(void) const;
|
||||
|
||||
void ReloadImages( bool force ) const;
|
||||
void ReloadImages(bool force) const;
|
||||
|
||||
// returns number of stages this material contains
|
||||
const int GetNumStages( void ) const { return numStages; }
|
||||
// returns number of stages this material contains
|
||||
const int GetNumStages(void) const { return numStages; }
|
||||
|
||||
// get a specific stage
|
||||
const shaderStage_t *GetStage( const int index ) const { assert(index >= 0 && index < numStages); return &stages[index]; }
|
||||
// get a specific stage
|
||||
const shaderStage_t* GetStage(const int index) const { assert(index >= 0 && index < numStages); return &stages[index]; }
|
||||
|
||||
// get the first bump map stage, or NULL if not present.
|
||||
// used for bumpy-specular
|
||||
const shaderStage_t *GetBumpStage( void ) const;
|
||||
// get the first bump map stage, or NULL if not present.
|
||||
// used for bumpy-specular
|
||||
const shaderStage_t* GetBumpStage(void) const;
|
||||
|
||||
// returns true if the material will draw anything at all. Triggers, portals,
|
||||
// etc, will not have anything to draw. A not drawn surface can still castShadow,
|
||||
// which can be used to make a simplified shadow hull for a complex object set
|
||||
// as noShadow
|
||||
bool IsDrawn( void ) const { return ( numStages > 0 || entityGui != 0 || gui != NULL ); }
|
||||
#ifdef PREY
|
||||
// HUMANHEAD tmj: returns how the subview should be rendered (mirror/portal/skybox)
|
||||
subviewClass_t GetSubviewClass(void) const { return subviewClass; }
|
||||
#endif
|
||||
|
||||
// returns true if the material will draw any non light interaction stages
|
||||
bool HasAmbient( void ) const { return ( numAmbientStages > 0 ); }
|
||||
// returns true if the material will draw anything at all. Triggers, portals,
|
||||
// etc, will not have anything to draw. A not drawn surface can still castShadow,
|
||||
// which can be used to make a simplified shadow hull for a complex object set
|
||||
// as noShadow
|
||||
bool IsDrawn(void) const { return (numStages > 0 || entityGui != 0 || gui != NULL); }
|
||||
|
||||
// returns true if material has a gui
|
||||
bool HasGui( void ) const { return ( entityGui != 0 || gui != NULL ); }
|
||||
// returns true if the material will draw any non light interaction stages
|
||||
bool HasAmbient(void) const { return (numAmbientStages > 0); }
|
||||
|
||||
// returns true if the material will generate another view, either as
|
||||
// a mirror or dynamic rendered image
|
||||
bool HasSubview( void ) const { return hasSubview; }
|
||||
// returns true if material has a gui
|
||||
bool HasGui(void) const { return (entityGui != 0 || gui != NULL); }
|
||||
|
||||
// returns true if the material will generate shadows, not making a
|
||||
// distinction between global and no-self shadows
|
||||
bool SurfaceCastsShadow( void ) const { return TestMaterialFlag( MF_FORCESHADOWS ) || !TestMaterialFlag( MF_NOSHADOWS ); }
|
||||
// returns true if the material will generate another view, either as
|
||||
// a mirror or dynamic rendered image
|
||||
bool HasSubview(void) const { return hasSubview; }
|
||||
|
||||
// returns true if the material will generate interactions with fog/blend lights
|
||||
// All non-translucent surfaces receive fog unless they are explicitly noFog
|
||||
bool ReceivesFog( void ) const { return ( IsDrawn() && !noFog && coverage != MC_TRANSLUCENT ); }
|
||||
// jmarshall
|
||||
idImage* GetDiffuseImage(void) const;
|
||||
idImage* GetBumpImage(void) const;
|
||||
// returns true if the material will generate shadows, not making a
|
||||
// distinction between global and no-self shadows
|
||||
bool SurfaceCastsShadow(void) const { return TestMaterialFlag(MF_FORCESHADOWS) || !TestMaterialFlag(MF_NOSHADOWS); }
|
||||
|
||||
// returns true if the material will generate interactions with fog/blend lights
|
||||
// All non-translucent surfaces receive fog unless they are explicitly noFog
|
||||
bool ReceivesFog(void) const { return (IsDrawn() && !noFog && coverage != MC_TRANSLUCENT); }
|
||||
// jmarshall
|
||||
idImage* GetDiffuseImage(void) const;
|
||||
idImage* GetBumpImage(void) const;
|
||||
bool IsSky(void) const;
|
||||
// jmarshall end
|
||||
// returns true if the material will generate interactions with normal lights
|
||||
// Many special effect surfaces don't have any bump/diffuse/specular
|
||||
// stages, and don't interact with lights at all
|
||||
bool ReceivesLighting( void ) const { return numAmbientStages != numStages; }
|
||||
// jmarshall end
|
||||
// returns true if the material will generate interactions with normal lights
|
||||
// Many special effect surfaces don't have any bump/diffuse/specular
|
||||
// stages, and don't interact with lights at all
|
||||
bool ReceivesLighting(void) const { return numAmbientStages != numStages; }
|
||||
|
||||
// returns true if the material should generate interactions on sides facing away
|
||||
// from light centers, as with noshadow and noselfshadow options
|
||||
bool ReceivesLightingOnBackSides( void ) const { return ( materialFlags & (MF_NOSELFSHADOW|MF_NOSHADOWS) ) != 0; }
|
||||
// returns true if the material should generate interactions on sides facing away
|
||||
// from light centers, as with noshadow and noselfshadow options
|
||||
bool ReceivesLightingOnBackSides(void) const { return (materialFlags & (MF_NOSELFSHADOW | MF_NOSHADOWS)) != 0; }
|
||||
|
||||
// Standard two-sided triangle rendering won't work with bump map lighting, because
|
||||
// the normal and tangent vectors won't be correct for the back sides. When two
|
||||
// sided lighting is desired. typically for alpha tested surfaces, this is
|
||||
// addressed by having CleanupModelSurfaces() create duplicates of all the triangles
|
||||
// with apropriate order reversal.
|
||||
bool ShouldCreateBackSides( void ) const { return shouldCreateBackSides; }
|
||||
// Standard two-sided triangle rendering won't work with bump map lighting, because
|
||||
// the normal and tangent vectors won't be correct for the back sides. When two
|
||||
// sided lighting is desired. typically for alpha tested surfaces, this is
|
||||
// addressed by having CleanupModelSurfaces() create duplicates of all the triangles
|
||||
// with apropriate order reversal.
|
||||
bool ShouldCreateBackSides(void) const { return shouldCreateBackSides; }
|
||||
|
||||
// characters and models that are created by a complete renderbump can use a faster
|
||||
// method of tangent and normal vector generation than surfaces which have a flat
|
||||
// renderbump wrapped over them.
|
||||
bool UseUnsmoothedTangents( void ) const { return unsmoothedTangents; }
|
||||
// characters and models that are created by a complete renderbump can use a faster
|
||||
// method of tangent and normal vector generation than surfaces which have a flat
|
||||
// renderbump wrapped over them.
|
||||
bool UseUnsmoothedTangents(void) const { return unsmoothedTangents; }
|
||||
|
||||
// by default, monsters can have blood overlays placed on them, but this can
|
||||
// be overrided on a per-material basis with the "noOverlays" material command.
|
||||
// This will always return false for translucent surfaces
|
||||
bool AllowOverlays( void ) const { return allowOverlays; }
|
||||
// by default, monsters can have blood overlays placed on them, but this can
|
||||
// be overrided on a per-material basis with the "noOverlays" material command.
|
||||
// This will always return false for translucent surfaces
|
||||
bool AllowOverlays(void) const { return allowOverlays; }
|
||||
|
||||
// MC_OPAQUE, MC_PERFORATED, or MC_TRANSLUCENT, for interaction list linking and
|
||||
// dmap flood filling
|
||||
// The depth buffer will not be filled for MC_TRANSLUCENT surfaces
|
||||
// FIXME: what do nodraw surfaces return?
|
||||
materialCoverage_t Coverage( void ) const { return coverage; }
|
||||
// MC_OPAQUE, MC_PERFORATED, or MC_TRANSLUCENT, for interaction list linking and
|
||||
// dmap flood filling
|
||||
// The depth buffer will not be filled for MC_TRANSLUCENT surfaces
|
||||
// FIXME: what do nodraw surfaces return?
|
||||
materialCoverage_t Coverage(void) const { return coverage; }
|
||||
|
||||
// returns true if this material takes precedence over other in coplanar cases
|
||||
bool HasHigherDmapPriority( const idMaterial &other ) const { return ( IsDrawn() && !other.IsDrawn() ) ||
|
||||
( Coverage() < other.Coverage() ); }
|
||||
// returns true if this material takes precedence over other in coplanar cases
|
||||
bool HasHigherDmapPriority(const idMaterial& other) const {
|
||||
return (IsDrawn() && !other.IsDrawn()) ||
|
||||
(Coverage() < other.Coverage());
|
||||
}
|
||||
|
||||
// returns a idUserInterface if it has a global gui, or NULL if no gui
|
||||
idUserInterface * GlobalGui( void ) const { return gui; }
|
||||
// returns a idUserInterface if it has a global gui, or NULL if no gui
|
||||
idUserInterface* GlobalGui(void) const { return gui; }
|
||||
|
||||
// a discrete surface will never be merged with other surfaces by dmap, which is
|
||||
// necessary to prevent mutliple gui surfaces, mirrors, autosprites, and some other
|
||||
// special effects from being combined into a single surface
|
||||
// guis, merging sprites or other effects, mirrors and remote views are always discrete
|
||||
bool IsDiscrete( void ) const { return ( entityGui || gui || deform != DFRM_NONE || sort == SS_SUBVIEW ||
|
||||
( surfaceFlags & SURF_DISCRETE ) != 0 ); }
|
||||
// a discrete surface will never be merged with other surfaces by dmap, which is
|
||||
// necessary to prevent mutliple gui surfaces, mirrors, autosprites, and some other
|
||||
// special effects from being combined into a single surface
|
||||
// guis, merging sprites or other effects, mirrors and remote views are always discrete
|
||||
bool IsDiscrete(void) const {
|
||||
return (entityGui || gui || deform != DFRM_NONE || sort == SS_SUBVIEW ||
|
||||
(surfaceFlags & SURF_DISCRETE) != 0);
|
||||
}
|
||||
|
||||
// Normally, dmap chops each surface by every BSP boundary, then reoptimizes.
|
||||
// For gigantic polygons like sky boxes, this can cause a huge number of planar
|
||||
// triangles that make the optimizer take forever to turn back into a single
|
||||
// triangle. The "noFragment" option causes dmap to only break the polygons at
|
||||
// area boundaries, instead of every BSP boundary. This has the negative effect
|
||||
// of not automatically fixing up interpenetrations, so when this is used, you
|
||||
// should manually make the edges of your sky box exactly meet, instead of poking
|
||||
// into each other.
|
||||
bool NoFragment( void ) const { return ( surfaceFlags & SURF_NOFRAGMENT ) != 0; }
|
||||
// Normally, dmap chops each surface by every BSP boundary, then reoptimizes.
|
||||
// For gigantic polygons like sky boxes, this can cause a huge number of planar
|
||||
// triangles that make the optimizer take forever to turn back into a single
|
||||
// triangle. The "noFragment" option causes dmap to only break the polygons at
|
||||
// area boundaries, instead of every BSP boundary. This has the negative effect
|
||||
// of not automatically fixing up interpenetrations, so when this is used, you
|
||||
// should manually make the edges of your sky box exactly meet, instead of poking
|
||||
// into each other.
|
||||
bool NoFragment(void) const { return (surfaceFlags & SURF_NOFRAGMENT) != 0; }
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// light shader specific functions, only called for light entities
|
||||
@@ -505,199 +531,211 @@ public:
|
||||
// lightshader option to fill with fog from viewer instead of light from center
|
||||
bool IsFogLight() const { return fogLight; }
|
||||
|
||||
// perform simple blending of the projection, instead of interacting with bumps and textures
|
||||
// perform simple blending of the projection, instead of interacting with bumps and textures
|
||||
bool IsBlendLight() const { return blendLight; }
|
||||
|
||||
// an ambient light has non-directional bump mapping and no specular
|
||||
// an ambient light has non-directional bump mapping and no specular
|
||||
bool IsAmbientLight() const { return ambientLight; }
|
||||
|
||||
// implicitly no-shadows lights (ambients, fogs, etc) will never cast shadows
|
||||
// but individual light entities can also override this value
|
||||
bool LightCastsShadows() const { return TestMaterialFlag( MF_FORCESHADOWS ) ||
|
||||
( !fogLight && !ambientLight && !blendLight && !TestMaterialFlag( MF_NOSHADOWS ) ); }
|
||||
// implicitly no-shadows lights (ambients, fogs, etc) will never cast shadows
|
||||
// but individual light entities can also override this value
|
||||
bool LightCastsShadows() const {
|
||||
return TestMaterialFlag(MF_FORCESHADOWS) ||
|
||||
(!fogLight && !ambientLight && !blendLight && !TestMaterialFlag(MF_NOSHADOWS));
|
||||
}
|
||||
|
||||
// fog lights, blend lights, ambient lights, etc will all have to have interaction
|
||||
// triangles generated for sides facing away from the light as well as those
|
||||
// facing towards the light. It is debatable if noshadow lights should effect back
|
||||
// sides, making everything "noSelfShadow", but that would make noshadow lights
|
||||
// potentially slower than normal lights, which detracts from their optimization
|
||||
// ability, so they currently do not.
|
||||
// fog lights, blend lights, ambient lights, etc will all have to have interaction
|
||||
// triangles generated for sides facing away from the light as well as those
|
||||
// facing towards the light. It is debatable if noshadow lights should effect back
|
||||
// sides, making everything "noSelfShadow", but that would make noshadow lights
|
||||
// potentially slower than normal lights, which detracts from their optimization
|
||||
// ability, so they currently do not.
|
||||
bool LightEffectsBackSides() const { return fogLight || ambientLight || blendLight; }
|
||||
|
||||
// NULL unless an image is explicitly specified in the shader with "lightFalloffShader <image>"
|
||||
idImage * LightFalloffImage() const { return lightFalloffImage; }
|
||||
// NULL unless an image is explicitly specified in the shader with "lightFalloffShader <image>"
|
||||
idImage* LightFalloffImage() const { return lightFalloffImage; }
|
||||
|
||||
//------------------------------------------------------------------
|
||||
|
||||
// returns the renderbump command line for this shader, or an empty string if not present
|
||||
const char * GetRenderBump() const { return renderBump; };
|
||||
const char* GetRenderBump() const { return renderBump; };
|
||||
|
||||
// set specific material flag(s)
|
||||
void SetMaterialFlag( const int flag ) const { materialFlags |= flag; }
|
||||
// set specific material flag(s)
|
||||
void SetMaterialFlag(const int flag) const { materialFlags |= flag; }
|
||||
|
||||
// clear specific material flag(s)
|
||||
void ClearMaterialFlag( const int flag ) const { materialFlags &= ~flag; }
|
||||
// clear specific material flag(s)
|
||||
void ClearMaterialFlag(const int flag) const { materialFlags &= ~flag; }
|
||||
|
||||
// test for existance of specific material flag(s)
|
||||
bool TestMaterialFlag( const int flag ) const { return ( materialFlags & flag ) != 0; }
|
||||
// test for existance of specific material flag(s)
|
||||
bool TestMaterialFlag(const int flag) const { return (materialFlags & flag) != 0; }
|
||||
|
||||
// get content flags
|
||||
const int GetContentFlags( void ) const { return contentFlags; }
|
||||
// get content flags
|
||||
const int GetContentFlags(void) const { return contentFlags; }
|
||||
|
||||
// get surface flags
|
||||
const int GetSurfaceFlags( void ) const { return surfaceFlags; }
|
||||
// get surface flags
|
||||
const int GetSurfaceFlags(void) const { return surfaceFlags; }
|
||||
|
||||
// gets name for surface type (stone, metal, flesh, etc.)
|
||||
const surfTypes_t GetSurfaceType( void ) const { return static_cast<surfTypes_t>( surfaceFlags & SURF_TYPE_MASK ); }
|
||||
// gets name for surface type (stone, metal, flesh, etc.)
|
||||
const surfTypes_t GetSurfaceType(void) const { return static_cast<surfTypes_t>(surfaceFlags & SURF_TYPE_MASK); }
|
||||
|
||||
// get material description
|
||||
const char * GetDescription( void ) const { return desc; }
|
||||
// get material description
|
||||
const char* GetDescription(void) const { return desc; }
|
||||
|
||||
// get sort order
|
||||
const float GetSort( void ) const { return sort; }
|
||||
// this is only used by the gui system to force sorting order
|
||||
// on images referenced from tga's instead of materials.
|
||||
// this is done this way as there are 2000 tgas the guis use
|
||||
void SetSort( float s ) const { sort = s; };
|
||||
// get sort order
|
||||
const float GetSort(void) const { return sort; }
|
||||
// this is only used by the gui system to force sorting order
|
||||
// on images referenced from tga's instead of materials.
|
||||
// this is done this way as there are 2000 tgas the guis use
|
||||
void SetSort(float s) const { sort = s; };
|
||||
|
||||
// DFRM_NONE, DFRM_SPRITE, etc
|
||||
deform_t Deform( void ) const { return deform; }
|
||||
// DFRM_NONE, DFRM_SPRITE, etc
|
||||
deform_t Deform(void) const { return deform; }
|
||||
|
||||
// flare size, expansion size, etc
|
||||
const int GetDeformRegister( int index ) const { return deformRegisters[index]; }
|
||||
// flare size, expansion size, etc
|
||||
const int GetDeformRegister(int index) const { return deformRegisters[index]; }
|
||||
|
||||
// particle system to emit from surface and table for turbulent
|
||||
const idDecl *GetDeformDecl( void ) const { return deformDecl; }
|
||||
// particle system to emit from surface and table for turbulent
|
||||
const idDecl* GetDeformDecl(void) const { return deformDecl; }
|
||||
|
||||
// currently a surface can only have one unique texgen for all the stages
|
||||
// currently a surface can only have one unique texgen for all the stages
|
||||
texgen_t Texgen() const;
|
||||
|
||||
// wobble sky parms
|
||||
const int * GetTexGenRegisters( void ) const { return texGenRegisters; }
|
||||
// wobble sky parms
|
||||
const int* GetTexGenRegisters(void) const { return texGenRegisters; }
|
||||
|
||||
// get cull type
|
||||
const cullType_t GetCullType( void ) const { return cullType; }
|
||||
// get cull type
|
||||
const cullType_t GetCullType(void) const { return cullType; }
|
||||
|
||||
float GetEditorAlpha( void ) const { return editorAlpha; }
|
||||
float GetEditorAlpha(void) const { return editorAlpha; }
|
||||
|
||||
int GetEntityGui( void ) const { return entityGui; }
|
||||
int GetEntityGui(void) const { return entityGui; }
|
||||
|
||||
decalInfo_t GetDecalInfo( void ) const { return decalInfo; }
|
||||
decalInfo_t GetDecalInfo(void) const { return decalInfo; }
|
||||
|
||||
// spectrums are used for "invisible writing" that can only be
|
||||
// illuminated by a light of matching spectrum
|
||||
int Spectrum( void ) const { return spectrum; }
|
||||
// spectrums are used for "invisible writing" that can only be
|
||||
// illuminated by a light of matching spectrum
|
||||
int Spectrum(void) const { return spectrum; }
|
||||
|
||||
float GetPolygonOffset( void ) const { return polygonOffset; }
|
||||
float GetPolygonOffset(void) const { return polygonOffset; }
|
||||
|
||||
float GetSurfaceArea( void ) const { return surfaceArea; }
|
||||
void AddToSurfaceArea( float area ) { surfaceArea += area; }
|
||||
float GetSurfaceArea(void) const { return surfaceArea; }
|
||||
void AddToSurfaceArea(float area) { surfaceArea += area; }
|
||||
|
||||
//------------------------------------------------------------------
|
||||
|
||||
// returns the length, in milliseconds, of the videoMap on this material,
|
||||
// or zero if it doesn't have one
|
||||
int CinematicLength( void ) const;
|
||||
int CinematicLength(void) const;
|
||||
|
||||
void CloseCinematic( void ) const;
|
||||
void CloseCinematic(void) const;
|
||||
|
||||
void ResetCinematicTime( int time ) const;
|
||||
void ResetCinematicTime(int time) const;
|
||||
|
||||
void UpdateCinematic( int time ) const;
|
||||
void UpdateCinematic(int time) const;
|
||||
|
||||
//------------------------------------------------------------------
|
||||
|
||||
// gets an image for the editor to use
|
||||
idImage * GetEditorImage( void ) const;
|
||||
int GetImageWidth( void ) const;
|
||||
int GetImageHeight( void ) const;
|
||||
idImage* GetEditorImage(void) const;
|
||||
int GetImageWidth(void) const;
|
||||
int GetImageHeight(void) const;
|
||||
|
||||
void SetGui( const char *_gui ) const;
|
||||
void SetGui(const char* _gui) const;
|
||||
|
||||
// just for resource tracking
|
||||
void SetImageClassifications( int tag ) const;
|
||||
// just for resource tracking
|
||||
void SetImageClassifications(int tag) const;
|
||||
|
||||
//------------------------------------------------------------------
|
||||
|
||||
// returns number of registers this material contains
|
||||
const int GetNumRegisters() const { return numRegisters; }
|
||||
|
||||
// regs should point to a float array large enough to hold GetNumRegisters() floats
|
||||
void EvaluateRegisters( float *regs, const float entityParms[MAX_ENTITY_SHADER_PARMS],
|
||||
const struct viewDef_s *view, idSoundEmitter *soundEmitter = NULL ) const;
|
||||
// regs should point to a float array large enough to hold GetNumRegisters() floats
|
||||
void EvaluateRegisters(float* regs, const float entityParms[MAX_ENTITY_SHADER_PARMS],
|
||||
const struct viewDef_s* view, idSoundEmitter* soundEmitter = NULL) const;
|
||||
|
||||
// if a material only uses constants (no entityParm or globalparm references), this
|
||||
// will return a pointer to an internal table, and EvaluateRegisters will not need
|
||||
// to be called. If NULL is returned, EvaluateRegisters must be used.
|
||||
const float * ConstantRegisters() const;
|
||||
// if a material only uses constants (no entityParm or globalparm references), this
|
||||
// will return a pointer to an internal table, and EvaluateRegisters will not need
|
||||
// to be called. If NULL is returned, EvaluateRegisters must be used.
|
||||
const float* ConstantRegisters() const;
|
||||
|
||||
bool SuppressInSubview() const { return suppressInSubview; };
|
||||
bool IsPortalSky() const { return portalSky; };
|
||||
bool SuppressInSubview() const { return suppressInSubview; };
|
||||
bool IsPortalSky() const { return portalSky; };
|
||||
void AddReference();
|
||||
|
||||
#ifdef PREY
|
||||
int GetDirectPortalDistance() const { return directPortalDistance; } // HUMANHEAD CJR
|
||||
#endif
|
||||
|
||||
private:
|
||||
// parse the entire material
|
||||
void CommonInit();
|
||||
void ParseMaterial( idLexer &src );
|
||||
bool MatchToken( idLexer &src, const char *match );
|
||||
void ParseSort( idLexer &src );
|
||||
void ParseBlend( idLexer &src, shaderStage_t *stage );
|
||||
void ParseVertexParm( idLexer &src, newShaderStage_t *newStage );
|
||||
void ParseFragmentMap( idLexer &src, newShaderStage_t *newStage );
|
||||
void ParseStage( idLexer &src, const textureRepeat_t trpDefault = TR_REPEAT );
|
||||
void ParseDeform( idLexer &src );
|
||||
void ParseDecalInfo( idLexer &src );
|
||||
bool CheckSurfaceParm( idToken *token );
|
||||
int GetExpressionConstant( float f );
|
||||
int GetExpressionTemporary( void );
|
||||
expOp_t * GetExpressionOp( void );
|
||||
int EmitOp( int a, int b, expOpType_t opType );
|
||||
int ParseEmitOp( idLexer &src, int a, expOpType_t opType, int priority );
|
||||
int ParseTerm( idLexer &src );
|
||||
int ParseExpressionPriority( idLexer &src, int priority );
|
||||
int ParseExpression( idLexer &src );
|
||||
void ClearStage( shaderStage_t *ss );
|
||||
int NameToSrcBlendMode( const idStr &name );
|
||||
int NameToDstBlendMode( const idStr &name );
|
||||
void MultiplyTextureMatrix( textureStage_t *ts, int registers[2][3] ); // FIXME: for some reason the const is bad for gcc and Mac
|
||||
void ParseMaterial(idLexer& src);
|
||||
bool MatchToken(idLexer& src, const char* match);
|
||||
void ParseSort(idLexer& src);
|
||||
void ParseBlend(idLexer& src, shaderStage_t* stage);
|
||||
void ParseVertexParm(idLexer& src, newShaderStage_t* newStage);
|
||||
void ParseFragmentMap(idLexer& src, newShaderStage_t* newStage);
|
||||
void ParseStage(idLexer& src, const textureRepeat_t trpDefault = TR_REPEAT);
|
||||
void ParseDeform(idLexer& src);
|
||||
void ParseDecalInfo(idLexer& src);
|
||||
bool CheckSurfaceParm(idToken* token);
|
||||
int GetExpressionConstant(float f);
|
||||
int GetExpressionTemporary(void);
|
||||
expOp_t* GetExpressionOp(void);
|
||||
int EmitOp(int a, int b, expOpType_t opType);
|
||||
int ParseEmitOp(idLexer& src, int a, expOpType_t opType, int priority);
|
||||
int ParseTerm(idLexer& src);
|
||||
int ParseExpressionPriority(idLexer& src, int priority);
|
||||
int ParseExpression(idLexer& src);
|
||||
void ClearStage(shaderStage_t* ss);
|
||||
int NameToSrcBlendMode(const idStr& name);
|
||||
int NameToDstBlendMode(const idStr& name);
|
||||
void MultiplyTextureMatrix(textureStage_t* ts, int registers[2][3]); // FIXME: for some reason the const is bad for gcc and Mac
|
||||
void SortInteractionStages();
|
||||
void AddImplicitStages( const textureRepeat_t trpDefault = TR_REPEAT );
|
||||
void AddImplicitStages(const textureRepeat_t trpDefault = TR_REPEAT);
|
||||
void CheckForConstantRegisters();
|
||||
|
||||
private:
|
||||
#ifdef PREY
|
||||
subviewClass_t subviewClass; // HUMANHEAD tmj: Type of subview this surface points to
|
||||
#endif
|
||||
idStr desc; // description
|
||||
idStr renderBump; // renderbump command options, without the "renderbump" at the start
|
||||
|
||||
idImage * lightFalloffImage;
|
||||
idImage* lightFalloffImage;
|
||||
|
||||
int entityGui; // draw a gui with the idUserInterface from the renderEntity_t
|
||||
// non zero will draw gui, gui2, or gui3 from renderEnitty_t
|
||||
mutable idUserInterface *gui; // non-custom guis are shared by all users of a material
|
||||
// non zero will draw gui, gui2, or gui3 from renderEnitty_t
|
||||
mutable idUserInterface* gui; // non-custom guis are shared by all users of a material
|
||||
|
||||
bool noFog; // surface does not create fog interactions
|
||||
|
||||
int spectrum; // for invisible writing, used for both lights and surfaces
|
||||
|
||||
#ifdef PREY
|
||||
int directPortalDistance; // HUMANHEAD: Distance at which direct render portals are drawn
|
||||
#endif
|
||||
float polygonOffset;
|
||||
|
||||
int contentFlags; // content flags
|
||||
int surfaceFlags; // surface flags
|
||||
mutable int materialFlags; // material flags
|
||||
|
||||
|
||||
decalInfo_t decalInfo;
|
||||
|
||||
|
||||
mutable float sort; // lower numbered shaders draw before higher numbered
|
||||
deform_t deform;
|
||||
int deformRegisters[4]; // numeric parameter for deforms
|
||||
const idDecl *deformDecl; // for surface emitted particle deforms and tables
|
||||
const idDecl* deformDecl; // for surface emitted particle deforms and tables
|
||||
|
||||
int texGenRegisters[MAX_TEXGEN_REGISTERS]; // for wobbleSky
|
||||
|
||||
materialCoverage_t coverage;
|
||||
cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
|
||||
bool shouldCreateBackSides;
|
||||
|
||||
|
||||
bool fogLight;
|
||||
bool blendLight;
|
||||
bool ambientLight;
|
||||
@@ -706,19 +744,19 @@ private:
|
||||
bool allowOverlays;
|
||||
|
||||
int numOps;
|
||||
expOp_t * ops; // evaluate to make expressionRegisters
|
||||
|
||||
int numRegisters; //
|
||||
float * expressionRegisters;
|
||||
expOp_t* ops; // evaluate to make expressionRegisters
|
||||
|
||||
float * constantRegisters; // NULL if ops ever reference globalParms or entityParms
|
||||
int numRegisters; //
|
||||
float* expressionRegisters;
|
||||
|
||||
float* constantRegisters; // NULL if ops ever reference globalParms or entityParms
|
||||
|
||||
int numStages;
|
||||
int numAmbientStages;
|
||||
|
||||
shaderStage_t * stages;
|
||||
|
||||
struct mtrParsingData_s *pd; // only used during parsing
|
||||
shaderStage_t* stages;
|
||||
|
||||
struct mtrParsingData_s* pd; // only used during parsing
|
||||
|
||||
float surfaceArea; // only for listSurfaceAreas
|
||||
|
||||
@@ -726,7 +764,7 @@ private:
|
||||
// all the invisible and uncompressed images.
|
||||
// If editorImage is NULL, it will atempt to load editorImageName, and set editorImage to that or defaultImage
|
||||
idStr editorImageName;
|
||||
mutable idImage * editorImage; // image used for non-shaded preview
|
||||
mutable idImage* editorImage; // image used for non-shaded preview
|
||||
float editorAlpha;
|
||||
|
||||
bool suppressInSubview;
|
||||
@@ -734,6 +772,6 @@ private:
|
||||
int refCount;
|
||||
};
|
||||
|
||||
typedef idList<const idMaterial *> idMatList;
|
||||
typedef idList<const idMaterial*> idMatList;
|
||||
|
||||
#endif /* !__MATERIAL_H__ */
|
||||
|
||||
Reference in New Issue
Block a user