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