/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2011 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __Common_H__ #define __Common_H__ // Common stuff #include "CmString.h" #if defined ( CM_GCC_VISIBILITY ) # pragma GCC visibility push(default) #endif #include #include #if defined ( CM_GCC_VISIBILITY ) # pragma GCC visibility pop #endif namespace CamelotEngine { /** \addtogroup Core * @{ */ /** \addtogroup General * @{ */ /** Blending factors for manually blending objects with the scene. If there isn't a predefined SceneBlendType that you like, then you can specify the blending factors directly to affect the combination of object and the existing scene. See Material::setSceneBlending for more details. */ enum SceneBlendFactor { SBF_ONE, SBF_ZERO, SBF_DEST_COLOUR, SBF_SOURCE_COLOUR, SBF_ONE_MINUS_DEST_COLOUR, SBF_ONE_MINUS_SOURCE_COLOUR, SBF_DEST_ALPHA, SBF_SOURCE_ALPHA, SBF_ONE_MINUS_DEST_ALPHA, SBF_ONE_MINUS_SOURCE_ALPHA }; /** Blending operations controls how objects are blended into the scene. The default operation is add (+) but by changing this you can change how drawn objects are blended into the existing scene. */ enum SceneBlendOperation { SBO_ADD, SBO_SUBTRACT, SBO_REVERSE_SUBTRACT, SBO_MIN, SBO_MAX }; /** Comparison functions used for the depth/stencil buffer operations and others. */ enum CompareFunction { CMPF_ALWAYS_FAIL, CMPF_ALWAYS_PASS, CMPF_LESS, CMPF_LESS_EQUAL, CMPF_EQUAL, CMPF_NOT_EQUAL, CMPF_GREATER_EQUAL, CMPF_GREATER }; /** High-level filtering options providing shortcuts to settings the minification, magnification and mip filters. */ enum TextureFilterOptions { /// Equal to: min=FO_POINT, mag=FO_POINT, mip=FO_NONE TFO_NONE, /// Equal to: min=FO_LINEAR, mag=FO_LINEAR, mip=FO_POINT TFO_BILINEAR, /// Equal to: min=FO_LINEAR, mag=FO_LINEAR, mip=FO_LINEAR TFO_TRILINEAR, /// Equal to: min=FO_ANISOTROPIC, max=FO_ANISOTROPIC, mip=FO_LINEAR TFO_ANISOTROPIC }; enum FilterType { /// The filter used when shrinking a texture FT_MIN, /// The filter used when magnifying a texture FT_MAG, /// The filter used when determining the mipmap FT_MIP }; /** Filtering options for textures / mipmaps. */ enum FilterOptions { /// No filtering, used for FILT_MIP to turn off mipmapping FO_NONE, /// Use the closest pixel FO_POINT, /// Average of a 2x2 pixel area, denotes bilinear for MIN and MAG, trilinear for MIP FO_LINEAR, /// Similar to FO_LINEAR, but compensates for the angle of the texture plane FO_ANISOTROPIC }; /** Light shading modes. */ enum ShadeOptions { SO_FLAT, SO_GOURAUD, SO_PHONG }; /** Fog modes. */ enum FogMode { /// No fog. Duh. FOG_NONE, /// Fog density increases exponentially from the camera (fog = 1/e^(distance * density)) FOG_EXP, /// Fog density increases at the square of FOG_EXP, i.e. even quicker (fog = 1/e^(distance * density)^2) FOG_EXP2, /// Fog density increases linearly between the start and end distances FOG_LINEAR }; /** Hardware culling modes based on vertex winding. This setting applies to how the hardware API culls triangles it is sent. */ enum CullingMode { /// Hardware never culls triangles and renders everything it receives. CULL_NONE = 1, /// Hardware culls triangles whose vertices are listed clockwise in the view (default). CULL_CLOCKWISE = 2, /// Hardware culls triangles whose vertices are listed anticlockwise in the view. CULL_ANTICLOCKWISE = 3 }; /** The polygon mode to use when rasterising. */ enum PolygonMode { /// Only points are rendered. PM_POINTS = 1, /// Wireframe models are rendered. PM_WIREFRAME = 2, /// Solid polygons are rendered. PM_SOLID = 3 }; /** An enumeration describing which material properties should track the vertex colours */ typedef int TrackVertexColourType; enum TrackVertexColourEnum { TVC_NONE = 0x0, TVC_AMBIENT = 0x1, TVC_DIFFUSE = 0x2, TVC_SPECULAR = 0x4, TVC_EMISSIVE = 0x8 }; /** Defines the frame buffer types. */ enum FrameBufferType { FBT_COLOUR = 0x1, FBT_DEPTH = 0x2, FBT_STENCIL = 0x4 }; /// Name / value parameter pair (first = name, second = value) typedef map::type NameValuePairList; /// Render window creation parameters. struct RenderWindowDescription { String name; unsigned int width; unsigned int height; bool useFullScreen; NameValuePairList miscParams; }; /// Render window creation parameters container. typedef vector::type RenderWindowDescriptionList; /// Render window container. typedef vector::type RenderWindowList; /** @} */ } #endif