RendererTypes.h 3.3 KB

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  1. /*
  2. Copyright (c) 2013 Daniele Bartolini, Michele Rossi
  3. Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
  4. Permission is hereby granted, free of charge, to any person
  5. obtaining a copy of this software and associated documentation
  6. files (the "Software"), to deal in the Software without
  7. restriction, including without limitation the rights to use,
  8. copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. copies of the Software, and to permit persons to whom the
  10. Software is furnished to do so, subject to the following
  11. conditions:
  12. The above copyright notice and this permission notice shall be
  13. included in all copies or substantial portions of the Software.
  14. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  15. EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
  16. OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
  17. NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
  18. HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  19. WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  21. OTHER DEALINGS IN THE SOFTWARE.
  22. */
  23. #pragma once
  24. #include "IdTable.h"
  25. namespace crown
  26. {
  27. typedef Id VertexBufferId;
  28. typedef Id IndexBufferId;
  29. typedef Id RenderTargetId;
  30. typedef Id TextureId;
  31. typedef Id ShaderId;
  32. typedef Id GPUProgramId;
  33. typedef Id UniformId;
  34. enum ShaderType
  35. {
  36. SHADER_VERTEX,
  37. SHADER_FRAGMENT
  38. };
  39. enum UniformType
  40. {
  41. UNIFORM_INTEGER_1,
  42. UNIFORM_INTEGER_2,
  43. UNIFORM_INTEGER_3,
  44. UNIFORM_INTEGER_4,
  45. UNIFORM_FLOAT_1,
  46. UNIFORM_FLOAT_2,
  47. UNIFORM_FLOAT_3,
  48. UNIFORM_FLOAT_4,
  49. UNIFORM_FLOAT_3_X_3,
  50. UNIFORM_FLOAT_4_X_4,
  51. UNIFORM_END
  52. };
  53. enum RenderTargetFormat
  54. {
  55. RTF_RGB_8, ///< RGB values, 8-bit each
  56. RTF_RGBA_8, ///< RGBA values, 8-bit each
  57. RTF_D24 ///< Depth
  58. };
  59. enum ShaderUniform
  60. {
  61. UNIFORM_VIEW = 0,
  62. UNIFORM_MODEL = 1,
  63. UNIFORM_MODEL_VIEW = 2,
  64. UNIFORM_MODEL_VIEW_PROJECTION = 3,
  65. UNIFORM_TIME_SINCE_START = 4,
  66. UNIFORM_COUNT
  67. };
  68. enum ShaderAttrib
  69. {
  70. ATTRIB_POSITION = 0,
  71. ATTRIB_NORMAL = 1,
  72. ATTRIB_COLOR = 2,
  73. ATTRIB_TEX_COORD0 = 3,
  74. ATTRIB_TEX_COORD1 = 4,
  75. ATTRIB_TEX_COORD2 = 5,
  76. ATTRIB_TEX_COORD3 = 6,
  77. ATTRIB_COUNT
  78. };
  79. enum VertexFormat
  80. {
  81. VERTEX_P2 = 0,
  82. VERTEX_P2_N3,
  83. VERTEX_P2_C4,
  84. VERTEX_P2_T2,
  85. VERTEX_P2_N3_C4,
  86. VERTEX_P2_N3_C4_T2,
  87. VERTEX_P3,
  88. VERTEX_P3_N3,
  89. VERTEX_P3_C4,
  90. VERTEX_P3_T2,
  91. VERTEX_P3_N3_C4,
  92. VERTEX_P3_N3_T2,
  93. VERTEX_P3_N3_C4_T2,
  94. VERTEX_COUNT
  95. };
  96. // [0 - 2] -> 8-bit
  97. // [3 - 11] -> 16-bit
  98. // [12 - 13] -> 24-bit
  99. // [14 - 23] -> 32-bit
  100. // [24 - 25] -> 48-bit
  101. // [26 - 31] -> 64-bit
  102. // [32 - 35] -> 96-bit
  103. // [36 - 39] -> 128-bit
  104. // 40 -> Unknown (0-bit)
  105. /// Enumerates pixel formats.
  106. enum PixelFormat
  107. {
  108. PIXEL_RGB_8 = 0,
  109. PIXEL_RGBA_8,
  110. PIXEL_COUNT
  111. };
  112. enum CommandType
  113. {
  114. COMMAND_INIT_RENDERER,
  115. COMMAND_SHUTDOWN_RENDERER,
  116. COMMAND_CREATE_VERTEX_BUFFER,
  117. COMMAND_CREATE_DYNAMIC_VERTEX_BUFFER,
  118. COMMAND_UPDATE_VERTEX_BUFFER,
  119. COMMAND_DESTROY_VERTEX_BUFFER,
  120. COMMAND_CREATE_INDEX_BUFFER,
  121. COMMAND_CREATE_DYNAMIC_INDEX_BUFFER,
  122. COMMAND_UPDATE_INDEX_BUFFER,
  123. COMMAND_DESTROY_INDEX_BUFFER,
  124. COMMAND_CREATE_TEXTURE,
  125. COMMAND_UPDATE_TEXTURE,
  126. COMMAND_DESTROY_TEXTURE,
  127. COMMAND_CREATE_SHADER,
  128. COMMAND_DESTROY_SHADER,
  129. COMMAND_CREATE_GPU_PROGRAM,
  130. COMMAND_DESTROY_GPU_PROGRAM,
  131. COMMAND_CREATE_UNIFORM,
  132. COMMAND_DESTROY_UNIFORM,
  133. COMMAND_END
  134. };
  135. } // namespace crown