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authortma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-09-28 18:55:31 +0000
committertma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-09-28 18:55:31 +0000
commitec912002d3f75729c627cf467903c4607a529495 (patch)
treeb944aa3ec6a159d4607b3bb25cb09640bca02ddb /q3map/shaders.h
parentea1ca0473a510a02fff82788a2a6c8d95a6bf2d3 (diff)
downloadioquake3-aero-ec912002d3f75729c627cf467903c4607a529495.tar.gz
ioquake3-aero-ec912002d3f75729c627cf467903c4607a529495.zip
* Removed q3map and associated common and libs directories
git-svn-id: svn://svn.icculus.org/quake3/trunk@123 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'q3map/shaders.h')
-rw-r--r--q3map/shaders.h71
1 files changed, 0 insertions, 71 deletions
diff --git a/q3map/shaders.h b/q3map/shaders.h
deleted file mode 100644
index 27918bb..0000000
--- a/q3map/shaders.h
+++ /dev/null
@@ -1,71 +0,0 @@
-/*
-===========================================================================
-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 );
-