- Detail texture forcing; adds detail texture layers to shaders that don't specify for one. Slightly broken and still needs work.
- Detail texture scale and layesr also adjust the amplification and density of this effect - Detail mip fade fixed - r_suggestiveThemes 0 properly loads models and shaders and textures from models/player only. speedup a bit - r_suggestiveThemes 2 loads _lewd models, shaders and textures. To keep 'safe' and 'sexy' safe from autodownloaded lewd that respect the prefix. - removing r_anime _cel loading, which conflicts with the above system and i'm going all out shader on that anyway - even more waterimage removal - r_leifx no longer allows trilinear filter. closer to actual real world voodoo behavior
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@@ -70,12 +70,6 @@ typedef struct {
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vec3_t dynamicLight;
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float lightDistance;
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// leilei - better quality lighting hack
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vec3_t directedLightA;
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vec3_t lightDirA;
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// leilei - eyes
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vec3_t eyepos[2]; // looking from
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} trRefEntity_t;
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@@ -391,6 +385,11 @@ typedef struct shader_s {
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qboolean needsST2;
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qboolean needsColor;
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// leilei - automatic detail texturing
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int hasDetail; // shader has a detail stage
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int hasDepthWrite; // shader has a depthwrite stage (detailing around holes)
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int hasMaterial; // shader represents this material
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int numDeforms;
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deformStage_t deforms[MAX_SHADER_DEFORMS];
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@@ -408,6 +407,18 @@ typedef struct shader_s {
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} shader_t;
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// leilei - shader materials for detail texturing
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#define SHADMAT_GENERIC 0 // none
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#define SHADMAT_METAL 1 // from metalsteps
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#define SHADMAT_WOOD 2 // ql
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#define SHADMAT_FLESH 3 // unused
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#define SHADMAT_SAND 4 // from dust?
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#define SHADMAT_SNOW 5 // unused
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#define SHADMAT_EARTH 6 // unused
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#define SHADMAT_CONCRETE 7 // unused? redundant?
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#define SHADMAT_ICE 8 // from slick
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// trRefdef_t holds everything that comes in refdef_t,
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// as well as the locally generated scene information
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typedef struct {
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@@ -1337,7 +1348,7 @@ extern cvar_t *r_alternateBrightness; // leilei - alternate brightness
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extern cvar_t *r_leifx; // Leilei - leifx nostalgia filter
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extern cvar_t *r_modelshader; // Leilei - new model shading
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extern cvar_t *r_leiwater; // Leilei - water test
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extern cvar_t *r_ntsc; // Leilei - ntsc
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@@ -1361,6 +1372,9 @@ extern cvar_t *r_iconmip; // leilei - icon mip - picmip for 2d icons
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extern cvar_t *r_texdump; // leilei - texture dumping
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extern cvar_t *r_detailTextureScale; // leilei - scale tweak the detail textures, 0 doesn't tweak at all.
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extern cvar_t *r_detailTextureLayers; // leilei - add in more smaller detail texture layers, expensive!
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//====================================================================
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void R_SwapBuffers( int );
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