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
This commit is contained in:
Spoike 2019-10-18 08:37:38 +00:00
parent 371909fb30
commit 11e6214daf
40 changed files with 1418 additions and 994 deletions

View file

@ -246,11 +246,11 @@ int generatevulkanblobs(struct blobheader *blob, size_t maxblobsize, const char
//batch
else if (!strcasecmp(arg, "lightmap"))
blob->defaulttextures |= 1u<<12;
else if (!strcasecmp(arg, "deluxmap"))
else if (!strcasecmp(arg, "deluxemap") || !strcasecmp(arg, "deluxmap"))
blob->defaulttextures |= 1u<<13;
else if (!strcasecmp(arg, "lightmaps"))
blob->defaulttextures |= 1u<<12 | 1u<<14 | 1u<<15 | 1u<<16;
else if (!strcasecmp(arg, "deluxmaps"))
else if (!strcasecmp(arg, "deluxemaps") || !strcasecmp(arg, "deluxmaps"))
blob->defaulttextures |= 1u<<13 | 1u<<17 | 1u<<18 | 1u<<19;
//shader pass
@ -310,7 +310,7 @@ int generatevulkanblobs(struct blobheader *blob, size_t maxblobsize, const char
//batch
"uniform sampler2D s_lightmap;\n#define s_lightmap0 s_lightmap\n",
"uniform sampler2D s_deluxmap;\n#define s_deluxmap0 s_deluxmap\n",
"uniform sampler2D s_deluxemap;\n#define s_deluxemap0 s_deluxemap\n",
"uniform sampler2D s_lightmap1;\n",
"uniform sampler2D s_lightmap2;\n",
"uniform sampler2D s_lightmap3;\n",
@ -320,6 +320,7 @@ int generatevulkanblobs(struct blobheader *blob, size_t maxblobsize, const char
};
int binding = 2;
inheader = 0;
fprintf(temp, "#define s_deluxmap s_deluxemap\n");
fprintf(temp, "#define OFFSETMAPPING (cvar_r_glsl_offsetmapping>0)\n");
fprintf(temp, "#define SPECULAR (cvar_gl_specular>0)\n");
fprintf(temp, "#ifdef FRAGMENT_SHADER\n");