From ec912002d3f75729c627cf467903c4607a529495 Mon Sep 17 00:00:00 2001 From: tma Date: Wed, 28 Sep 2005 18:55:31 +0000 Subject: * Removed q3map and associated common and libs directories git-svn-id: svn://svn.icculus.org/quake3/trunk@123 edf5b092-35ff-0310-97b2-ce42778d08ea --- q3map/shaders.h | 71 --------------------------------------------------------- 1 file changed, 71 deletions(-) delete mode 100644 q3map/shaders.h (limited to 'q3map/shaders.h') 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 ); - -- cgit v1.2.3