Merge branch 'master' into sdl2

This commit is contained in:
Tim Angus 2013-11-02 19:12:52 +00:00
commit 779ebfacfd
32 changed files with 996 additions and 1795 deletions

View file

@ -41,10 +41,6 @@ typedef unsigned int glIndex_t;
#define SHADERNUM_BITS 14
#define MAX_SHADERS (1<<SHADERNUM_BITS)
//#define MAX_SHADER_STATES 2048
#define MAX_STATES_PER_SHADER 32
#define MAX_STATE_NAME 32
typedef struct dlight_s {
@ -266,7 +262,6 @@ typedef struct {
int videoMapHandle;
qboolean isLightmap;
qboolean vertexLightmap;
qboolean isVideoMap;
} textureBundle_t;
@ -370,27 +365,11 @@ typedef struct shader_s {
float clampTime; // time this shader is clamped to
float timeOffset; // current time offset for this shader
int numStates; // if non-zero this is a state shader
struct shader_s *currentShader; // current state if this is a state shader
struct shader_s *parentShader; // current state if this is a state shader
int currentState; // current state index for cycle purposes
long expireTime; // time in milliseconds this expires
struct shader_s *remappedShader; // current shader this one is remapped too
int shaderStates[MAX_STATES_PER_SHADER]; // index to valid shader states
struct shader_s *next;
} shader_t;
typedef struct shaderState_s {
char shaderName[MAX_QPATH]; // name of shader this state belongs to
char name[MAX_STATE_NAME]; // name of this state
char stateShader[MAX_QPATH]; // shader this name invokes
int cycleTime; // time this cycle lasts, <= 0 is forever
shader_t *shader;
} shaderState_t;
// trRefdef_t holds everything that comes in refdef_t,
// as well as the locally generated scene information
@ -610,6 +589,7 @@ typedef struct {
int num_frames;
int num_surfaces;
int num_joints;
int num_poses;
struct srfIQModel_s *surfaces;
float *positions;
@ -617,10 +597,18 @@ typedef struct {
float *normals;
float *tangents;
byte *blendIndexes;
byte *blendWeights;
union {
float *f;
byte *b;
} blendWeights;
byte *colors;
int *triangles;
// depending upon the exporter, blend indices and weights might be int/float
// as opposed to the recommended byte/byte, for example Noesis exports
// int/float whereas the official IQM tool exports byte/byte
byte blendWeightsType; // IQM_UBYTE or IQM_FLOAT
int *jointParents;
float *jointMats;
float *poseMats;