diff options
author | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 04:48:05 +0000 |
---|---|---|
committer | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 04:48:05 +0000 |
commit | 952c5c128f9efaea89d41d882c4ea3ade7df4591 (patch) | |
tree | 91b84d9be7afad7e99ac64a640a65b6cb5081900 /q3map/shaders.h | |
parent | c2c2e0d25d6cdb7d42d7dc981a863f65f94f281d (diff) | |
download | ioquake3-aero-952c5c128f9efaea89d41d882c4ea3ade7df4591.tar.gz ioquake3-aero-952c5c128f9efaea89d41d882c4ea3ade7df4591.zip |
Itsa me, quake3io!
git-svn-id: svn://svn.icculus.org/quake3/trunk@2 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'q3map/shaders.h')
-rwxr-xr-x | q3map/shaders.h | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/q3map/shaders.h b/q3map/shaders.h new file mode 100755 index 0000000..fc187c6 --- /dev/null +++ b/q3map/shaders.h @@ -0,0 +1,71 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Quake III Arena source code is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +
+
+typedef struct shaderInfo_s {
+ char shader[MAX_QPATH];
+ int surfaceFlags;
+ int contents;
+ int value;
+
+ char backShader[MAX_QPATH]; // for surfaces that generate different front and back passes
+ char flareShader[MAX_QPATH]; // for light flares
+
+ float subdivisions; // from a "tesssize xxx"
+ float backsplashFraction; // floating point value, usually 0.05
+ float backsplashDistance; // default 16
+ float lightSubdivide; // default 120
+ int lightmapSampleSize; // lightmap sample size
+
+ qboolean hasPasses; // false if the shader doesn't define any rendering passes
+
+ qboolean globalTexture; // don't normalize texture repeats
+
+ qboolean twoSided; // cull none
+ qboolean autosprite; // autosprite shaders will become point lights
+ // instead of area lights
+ qboolean lightFilter; // light rays that cross surfaces of this type
+ // should test against the filter image
+ qboolean forceTraceLight; // always use -light for this surface
+ qboolean forceVLight; // always use -vlight for this surface
+ qboolean patchShadows; // have patches casting shadows when using -light for this surface
+ qboolean vertexShadows; // shadows will be casted at this surface even when vertex lit
+ qboolean noVertexShadows; // no shadows will be casted at this surface in vertex lighting
+ qboolean forceSunLight; // force sun light at this surface even tho we might not calculate shadows in vertex lighting
+ qboolean notjunc; // don't use this surface for tjunction fixing
+ float vertexScale; // vertex light scale
+
+ char editorimage[MAX_QPATH]; // use this image to generate texture coordinates
+ char lightimage[MAX_QPATH]; // use this image to generate color / averageColor
+ vec3_t color; // colorNormalized
+ vec3_t averageColor;
+
+ int width, height;
+ byte *pixels;
+
+ vec3_t sunLight;
+ vec3_t sunDirection;
+} shaderInfo_t;
+
+void LoadShaderInfo( void );
+shaderInfo_t *ShaderInfoForShader( const char *shader );
+
|