* -globalflag <surfaceparm>: add surface flag to every bsp shader. Reusable, e.g. -globalflag slick -globalflag nodamage.

This commit is contained in:
Garux
2024-11-14 22:02:38 +05:00
parent 6cd9028bb9
commit c488aa115b
6 changed files with 9 additions and 0 deletions
@@ -140,6 +140,7 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
<li><strong><code>-flares</code>:</strong> Turn on support for flares</li>
<li><strong><code>-flat</code>:</strong> Enable flat shading (good for combining with -celshader)</li>
<li><strong><code>-fulldetail</code>:</strong> Treat detail brushes as structural ones</li>
<li><strong><code>-globalflag</code> surfaceparm:</strong> Add surface flag to every bsp shader. Reusable, e.g. -globalflag slick -globalflag nodamage.</li>
<li><strong><code>-keeplights</code>:</strong> Keep light entities in the BSP file after compile</li>
<li><strong><code>-keepmodels</code>:</strong> Keep misc_model entities in the BSP file after compile</li>
<li><strong><code>-leaktest</code>:</strong> Abort if a leak was found</li>
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@@ -177,6 +177,7 @@ Q3map2:
* generate shaders to force nomipmaps flag on external lightmap images created by lightstyles and external lms hacks
* -nobrushsnap: disable brush vertices snapping (of drawsurfs) (experimental, keep eye on meta merge efficiency)
* improved brush faces triangulation wrt degenerate triangles production (non -maxarea algorithm)
* -globalflag <surfaceparm>: add surface flag to every bsp shader. Reusable, e.g. -globalflag slick -globalflag nodamage.
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@@ -867,6 +867,10 @@ int BSPMain( Args& args ){
Sys_Printf( "No oBs!\n" );
g_noob = true;
}
while ( args.takeArg( "-globalflag" ) ) {
ApplySurfaceParm( args.takeNext(), nullptr, &g_globalSurfaceFlags, nullptr );
Sys_Printf( "g_globalSurfaceFlags: 0x%.8X\n", g_globalSurfaceFlags );
}
while ( args.takeArg( "-autocaulk" ) ) {
Sys_Printf( "\trunning in autocaulk mode\n" );
g_autocaulk = true;
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@@ -101,6 +101,7 @@ static void HelpBsp()
{"-flares", "Turn on support for flares"},
{"-flat", "Enable flat shading (good for combining with -celshader)"},
{"-fulldetail", "Treat detail brushes as structural ones"},
{"-globalflag <surfaceparm>", "Add surface flag to every bsp shader. Reusable, e.g. -globalflag slick -globalflag nodamage."},
{"-keeplights", "Keep light entities in the BSP file after compile"},
{"-keepmodels", "Keep misc_model entities in the BSP file after compile"},
{"-leaktest", "Abort if a leak was found"},
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@@ -1768,6 +1768,7 @@ inline float clipDepthGlobal = 2.0f;
inline int metaAdequateScore = -1;
inline int metaGoodScore = -1;
inline bool g_noob;
inline int g_globalSurfaceFlags;
inline String64 globalCelShader;
inline bool keepLights;
inline bool keepModels;
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@@ -646,6 +646,7 @@ static void FinishShader( shaderInfo_t *si ){
if( g_noob && !( si->compileFlags & C_OB ) ){
ApplySurfaceParm( "noob", nullptr, &si->surfaceFlags, nullptr );
}
si->surfaceFlags |= g_globalSurfaceFlags;
/* set to finished */
si->finished = true;