| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354 |
- /*
- -----------------------------------------------------------------------------
- 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 <utility>
- #include <sstream>
- #if defined ( CM_GCC_VISIBILITY )
- # pragma GCC visibility pop
- #endif
- namespace CamelotFramework {
- /** \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 BlendFactor
- {
- BF_ONE,
- BF_ZERO,
- BF_DEST_COLOR,
- BF_SOURCE_COLOR,
- BF_INV_DEST_COLOR,
- BF_INV_SOURCE_COLOR,
- BF_DEST_ALPHA,
- BF_SOURCE_ALPHA,
- BF_INV_DEST_ALPHA,
- BF_INV_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 BlendOperation
- {
- BO_ADD,
- BO_SUBTRACT,
- BO_REVERSE_SUBTRACT,
- BO_MIN,
- BO_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
- };
- /** Texture addressing modes - default is TAM_WRAP.
- @note
- These settings are relevant in both the fixed-function and the
- programmable pipeline.
- */
- enum TextureAddressingMode
- {
- /// Texture wraps at values over 1.0
- TAM_WRAP,
- /// Texture mirrors (flips) at joins over 1.0
- TAM_MIRROR,
- /// Texture clamps at 1.0
- TAM_CLAMP,
- /// Texture coordinates outside the range [0.0, 1.0] are set to the border colour
- TAM_BORDER
- };
- /** 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 = 0,
- /// Use the closest pixel
- FO_POINT = 1,
- /// Average of a 2x2 pixel area, denotes bilinear for MIN and MAG, trilinear for MIP
- FO_LINEAR = 2,
- /// Similar to FO_LINEAR, but compensates for the angle of the texture plane
- FO_ANISOTROPIC = 3,
- /// Specifies that the sampled values will be compared against existing sampled data.
- /// Should be OR-ed with other filtering options.
- FO_USE_COMPARISON = 4
- };
- /** 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_COUNTERCLOCKWISE = 3
- };
- /** The polygon mode to use when rasterising. */
- enum PolygonMode
- {
- /// Wireframe models are rendered.
- PM_WIREFRAME = 1,
- /// Solid polygons are rendered.
- PM_SOLID = 2
- };
- /** Defines the frame buffer types. */
- enum FrameBufferType {
- FBT_COLOR = 0x1,
- FBT_DEPTH = 0x2,
- FBT_STENCIL = 0x4
- };
- /// Enum describing the various actions which can be taken onthe stencil buffer
- enum StencilOperation
- {
- /// Leave the stencil buffer unchanged
- SOP_KEEP,
- /// Set the stencil value to zero
- SOP_ZERO,
- /// Set the stencil value to the reference value
- SOP_REPLACE,
- /// Increase the stencil value by 1, clamping at the maximum value
- SOP_INCREMENT,
- /// Decrease the stencil value by 1, clamping at 0
- SOP_DECREMENT,
- /// Increase the stencil value by 1, wrapping back to 0 when incrementing the maximum value
- SOP_INCREMENT_WRAP,
- /// Decrease the stencil value by 1, wrapping when decrementing 0
- SOP_DECREMENT_WRAP,
- /// Invert the bits of the stencil buffer
- SOP_INVERT
- };
- /// Locking options
- enum GpuLockOptions
- {
- /** Normal mode, ie allows read/write and contents are preserved. */
- GBL_READ_WRITE,
- /** Discards the <em>entire</em> buffer while locking; this allows optimisation to be
- performed because synchronisation issues are relaxed.
- */
- GBL_WRITE_ONLY_DISCARD,
- /** Lock the buffer for reading only. Not allowed in buffers which are created with HBU_WRITE_ONLY.
- */
- GBL_READ_ONLY,
- /** As HBL_NORMAL, except the application guarantees not to overwrite any
- region of the buffer which has already been used in this frame, can allow
- some optimisation on some APIs. */
- GBL_WRITE_ONLY_NO_OVERWRITE,
- /** Lock for writing only */
- GBL_WRITE_ONLY
- };
- /// Enums describing buffer usage; not mutually exclusive
- enum GpuBufferUsage
- {
- /** Static buffer which the application rarely modifies once created. Modifying
- the contents of this buffer will involve a performance hit.
- */
- GBU_STATIC = 1,
- /** Indicates the application would like to modify this buffer with the CPU
- fairly often.
- */
- GBU_DYNAMIC = 2
- };
- /**
- * @brief Types of generic GPU buffers that may be attached to GPU programs.
- */
- enum GpuBufferType
- {
- GBT_STRUCTURED,
- GBT_RAW,
- GBT_INDIRECTARGUMENT,
- GBT_APPENDCONSUME
- };
- /**
- * @brief Different types of gpu views
- */
- enum GpuViewUsage
- {
- GVU_DEFAULT = 0x01,
- GVU_RENDERTARGET = 0x02,
- GVU_DEPTHSTENCIL = 0x04,
- GVU_RANDOMWRITE = 0x08
- };
- enum GpuParamBlockUsage
- {
- GPBU_STATIC,
- GPBU_DYNAMIC
- };
- enum GpuParamType
- {
- GPT_DATA,
- GPT_OBJECT
- };
- enum GpuParamDataType
- {
- GPDT_FLOAT1 = 1,
- GPDT_FLOAT2 = 2,
- GPDT_FLOAT3 = 3,
- GPDT_FLOAT4 = 4,
- GPDT_MATRIX_2X2 = 11,
- GPDT_MATRIX_2X3 = 12,
- GPDT_MATRIX_2X4 = 13,
- GPDT_MATRIX_3X2 = 14,
- GPDT_MATRIX_3X3 = 15,
- GPDT_MATRIX_3X4 = 16,
- GPDT_MATRIX_4X2 = 17,
- GPDT_MATRIX_4X3 = 18,
- GPDT_MATRIX_4X4 = 19,
- GPDT_INT1 = 20,
- GPDT_INT2 = 21,
- GPDT_INT3 = 22,
- GPDT_INT4 = 23,
- GPDT_BOOL = 24,
- GPDT_STRUCT = 25,
- GPDT_UNKNOWN = 0xffff
- };
- enum GpuParamObjectType
- {
- GPOT_SAMPLER1D = 1,
- GPOT_SAMPLER2D = 2,
- GPOT_SAMPLER3D = 3,
- GPOT_SAMPLERCUBE = 4,
- GPOT_TEXTURE1D = 11,
- GPOT_TEXTURE2D = 12,
- GPOT_TEXTURE3D = 13,
- GPOT_TEXTURECUBE = 14,
- GPOT_RWTEXTURE1D = 21,
- GPOT_RWTEXTURE2D = 22,
- GPOT_RWTEXTURE3D = 23,
- GPOT_BYTE_BUFFER = 32,
- GPOT_STRUCTURED_BUFFER = 33,
- GPOT_RWTYPED_BUFFER = 41,
- GPOT_RWBYTE_BUFFER = 42,
- GPOT_RWSTRUCTURED_BUFFER = 43,
- GPOT_RWSTRUCTURED_BUFFER_WITH_COUNTER = 44,
- GPOT_RWAPPEND_BUFFER = 45,
- GPOT_RWCONSUME_BUFFER = 46,
- GPOT_UNKNOWN = 0xffff
- };
- /**
- * @brief These values represent a hint to the driver when writing
- * to a GPU buffer.
- *
- * Normal - Default flag with least restrictions. Can cause a CPU-GPU sync point
- * so avoid using it often (i.e. every frame) as that might limit your performance significantly.
- * Discard - Tells the driver to completely discard the contents of the buffer you are writing
- * to. The driver will (most likely) internally allocate another buffer with same specifications (which is fairly fast)
- * and you will avoid CPU-GPU stalls.
- * NoOverwrite - Guarantees the driver that you will not be updating any part of the buffer that is currently used.
- * This will also avoid CPU-GPU stalls, without requiring you to discard the entire buffer. However it is hard to
- * guarantee when GPU has finished using a buffer.
- */
- enum class BufferWriteType
- {
- Normal,
- Discard,
- NoOverwrite
- };
- /** Texture addressing mode for each texture coordinate. */
- struct UVWAddressingMode
- {
- UVWAddressingMode()
- :u(TAM_WRAP), v(TAM_WRAP), w(TAM_WRAP)
- { }
- TextureAddressingMode u, v, w;
- };
-
- /// Name / value parameter pair (first = name, second = value)
- typedef Map<String, String>::type NameValuePairList;
- /** @} */
- }
- #endif
|