/* =========================================================================== 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 );