mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-12-14 22:20:58 +00:00
72 lines
2.9 KiB
C
72 lines
2.9 KiB
C
|
/*
|
||
|
===========================================================================
|
||
|
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 );
|
||
|
|