Add explicit skyroom fog.
Changed how cubemaps are held in memory, making all images basically just 3d textures. Don't start up at all if no game data is found. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5570 fc73d0e0-1445-4013-8a0c-d673dee63da5
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40 changed files with 1418 additions and 994 deletions
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@ -246,11 +246,11 @@ int generatevulkanblobs(struct blobheader *blob, size_t maxblobsize, const char
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//batch
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else if (!strcasecmp(arg, "lightmap"))
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blob->defaulttextures |= 1u<<12;
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else if (!strcasecmp(arg, "deluxmap"))
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else if (!strcasecmp(arg, "deluxemap") || !strcasecmp(arg, "deluxmap"))
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blob->defaulttextures |= 1u<<13;
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else if (!strcasecmp(arg, "lightmaps"))
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blob->defaulttextures |= 1u<<12 | 1u<<14 | 1u<<15 | 1u<<16;
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else if (!strcasecmp(arg, "deluxmaps"))
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else if (!strcasecmp(arg, "deluxemaps") || !strcasecmp(arg, "deluxmaps"))
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blob->defaulttextures |= 1u<<13 | 1u<<17 | 1u<<18 | 1u<<19;
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//shader pass
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@ -310,7 +310,7 @@ int generatevulkanblobs(struct blobheader *blob, size_t maxblobsize, const char
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//batch
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"uniform sampler2D s_lightmap;\n#define s_lightmap0 s_lightmap\n",
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"uniform sampler2D s_deluxmap;\n#define s_deluxmap0 s_deluxmap\n",
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"uniform sampler2D s_deluxemap;\n#define s_deluxemap0 s_deluxemap\n",
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"uniform sampler2D s_lightmap1;\n",
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"uniform sampler2D s_lightmap2;\n",
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"uniform sampler2D s_lightmap3;\n",
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@ -320,6 +320,7 @@ int generatevulkanblobs(struct blobheader *blob, size_t maxblobsize, const char
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};
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int binding = 2;
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inheader = 0;
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fprintf(temp, "#define s_deluxmap s_deluxemap\n");
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fprintf(temp, "#define OFFSETMAPPING (cvar_r_glsl_offsetmapping>0)\n");
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fprintf(temp, "#define SPECULAR (cvar_gl_specular>0)\n");
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fprintf(temp, "#ifdef FRAGMENT_SHADER\n");
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