diff options
Diffstat (limited to 'q3map/shaders.h')
-rwxr-xr-x | q3map/shaders.h | 100 |
1 files changed, 50 insertions, 50 deletions
diff --git a/q3map/shaders.h b/q3map/shaders.h index fc187c6..27918bb 100755 --- a/q3map/shaders.h +++ b/q3map/shaders.h @@ -19,53 +19,53 @@ 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 );
-
+ + +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 ); + |