Itsa me, quake3io!
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1409 changed files with 798983 additions and 798983 deletions
100
q3map/shaders.h
Normal file → Executable file
100
q3map/shaders.h
Normal file → Executable file
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@ -19,53 +19,53 @@ along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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typedef struct shaderInfo_s {
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char shader[MAX_QPATH];
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int surfaceFlags;
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int contents;
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int value;
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char backShader[MAX_QPATH]; // for surfaces that generate different front and back passes
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char flareShader[MAX_QPATH]; // for light flares
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float subdivisions; // from a "tesssize xxx"
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float backsplashFraction; // floating point value, usually 0.05
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float backsplashDistance; // default 16
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float lightSubdivide; // default 120
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int lightmapSampleSize; // lightmap sample size
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qboolean hasPasses; // false if the shader doesn't define any rendering passes
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qboolean globalTexture; // don't normalize texture repeats
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qboolean twoSided; // cull none
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qboolean autosprite; // autosprite shaders will become point lights
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// instead of area lights
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qboolean lightFilter; // light rays that cross surfaces of this type
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// should test against the filter image
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qboolean forceTraceLight; // always use -light for this surface
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qboolean forceVLight; // always use -vlight for this surface
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qboolean patchShadows; // have patches casting shadows when using -light for this surface
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qboolean vertexShadows; // shadows will be casted at this surface even when vertex lit
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qboolean noVertexShadows; // no shadows will be casted at this surface in vertex lighting
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qboolean forceSunLight; // force sun light at this surface even tho we might not calculate shadows in vertex lighting
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qboolean notjunc; // don't use this surface for tjunction fixing
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float vertexScale; // vertex light scale
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char editorimage[MAX_QPATH]; // use this image to generate texture coordinates
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char lightimage[MAX_QPATH]; // use this image to generate color / averageColor
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vec3_t color; // colorNormalized
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vec3_t averageColor;
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int width, height;
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byte *pixels;
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vec3_t sunLight;
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vec3_t sunDirection;
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} shaderInfo_t;
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void LoadShaderInfo( void );
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shaderInfo_t *ShaderInfoForShader( const char *shader );
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typedef struct shaderInfo_s {
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char shader[MAX_QPATH];
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int surfaceFlags;
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int contents;
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int value;
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char backShader[MAX_QPATH]; // for surfaces that generate different front and back passes
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char flareShader[MAX_QPATH]; // for light flares
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float subdivisions; // from a "tesssize xxx"
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float backsplashFraction; // floating point value, usually 0.05
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float backsplashDistance; // default 16
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float lightSubdivide; // default 120
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int lightmapSampleSize; // lightmap sample size
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qboolean hasPasses; // false if the shader doesn't define any rendering passes
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qboolean globalTexture; // don't normalize texture repeats
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qboolean twoSided; // cull none
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qboolean autosprite; // autosprite shaders will become point lights
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// instead of area lights
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qboolean lightFilter; // light rays that cross surfaces of this type
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// should test against the filter image
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qboolean forceTraceLight; // always use -light for this surface
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qboolean forceVLight; // always use -vlight for this surface
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qboolean patchShadows; // have patches casting shadows when using -light for this surface
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qboolean vertexShadows; // shadows will be casted at this surface even when vertex lit
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qboolean noVertexShadows; // no shadows will be casted at this surface in vertex lighting
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qboolean forceSunLight; // force sun light at this surface even tho we might not calculate shadows in vertex lighting
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qboolean notjunc; // don't use this surface for tjunction fixing
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float vertexScale; // vertex light scale
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char editorimage[MAX_QPATH]; // use this image to generate texture coordinates
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char lightimage[MAX_QPATH]; // use this image to generate color / averageColor
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vec3_t color; // colorNormalized
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vec3_t averageColor;
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int width, height;
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byte *pixels;
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vec3_t sunLight;
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vec3_t sunDirection;
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} shaderInfo_t;
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void LoadShaderInfo( void );
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shaderInfo_t *ShaderInfoForShader( const char *shader );
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