Torque3D/Engine/source/gfx/gfxEnums.h
marauder2k7 e6c653c441 warnings cleanup
cleanup and some warning fixes
2024-03-14 08:28:11 +00:00

389 lines
9.8 KiB
C

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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 _GFXENUMS_H_
#define _GFXENUMS_H_
#include "core/util/fourcc.h"
// These are for the enum translation. It will help with porting to other platforms
// and API's.
#define GFX_UNSUPPORTED_VAL 0xDEADBEEF
#define GFX_UNINIT_VAL 0xDECAFBAD
// Adjust these pools to your app's needs. Be aware dynamic vertices are much more
// expensive than static vertices. These are in gfxEnums because they should be
// consistant across all APIs/platforms so that the dynamic buffer performance
// and behavior is also consistant. -patw
#define GFX_MAX_DYNAMIC_VERTS (8192*2)
#define GFX_MAX_DYNAMIC_INDICES (8192*4)
#define GFX_WORLD_STACK_MAX 24
#define GFX_TEXTURE_STAGE_COUNT 16
enum GFXBufferType
{
GFXBufferTypeStatic, ///< Static vertex buffers are created and rarely updated.
///< Updating might incur a performance penalty. Resizing a static vertex buffer is not
///< allowed.
GFXBufferTypeDynamic, ///< Dynamic vertex buffers are meant for vertices that can be changed
///< often. Vertices written into dynamic vertex buffers will remain valid
///< until the dynamic vertex buffer is released. Resizing a dynamic vertex buffer is not
///< allowed.
GFXBufferTypeVolatile, ///< Volatile vertex or index buffers are meant for vertices or indices that are essentially
///< only used once. They can be resized without any performance penalty.
GFXBufferTypeImmutable, ///< Immutable buffers must specify the data when creating the buffer. Cannot be modified.
GFXBufferType_COUNT ///< Number of buffer types.
};
enum GFXTexCallbackCode
{
GFXZombify,
GFXResurrect,
};
enum GFXPrimitiveType
{
GFXPT_FIRST = 0,
GFXPointList = 0,
GFXLineList,
GFXLineStrip,
GFXTriangleList,
GFXTriangleStrip,
GFXPT_COUNT
};
enum GFXBitmapFlip
{
GFXBitmapFlip_None = 0,
GFXBitmapFlip_X = 1 << 0,
GFXBitmapFlip_Y = 1 << 1,
GFXBitmapFlip_XY = GFXBitmapFlip_X | GFXBitmapFlip_Y
};
enum GFXTextureAddressMode
{
GFXAddress_FIRST = 0,
GFXAddressWrap = 0,
GFXAddressMirror,
GFXAddressClamp,
GFXAddressBorder,
GFXAddressMirrorOnce,
GFXAddress_COUNT
};
enum GFXTextureFilterType
{
GFXTextureFilter_FIRST = 0,
GFXTextureFilterNone = 0,
GFXTextureFilterPoint,
GFXTextureFilterLinear,
GFXTextureFilterAnisotropic,
GFXTextureFilter_COUNT
};
enum GFXFillMode
{
GFXFill_FIRST = 1,
GFXFillPoint = 1,
GFXFillWireframe,
GFXFillSolid,
GFXFill_COUNT
};
enum GFXFormat
{
// when adding formats make sure to place
// them in the correct group!
//
// if displacing the first entry in the group
// make sure to update the GFXFormat_xBIT entries!
//
GFXFormat_FIRST = 0,
// 8 bit texture formats...
GFXFormatA8 = 0,// first in group...
GFXFormatL8,
GFXFormatA4L4,
// 16 bit texture formats...
GFXFormatR5G6B5,// first in group...
GFXFormatR5G5B5A1,
GFXFormatR5G5B5X1,
GFXFormatA8L8,
GFXFormatL16,
GFXFormatR16F,
GFXFormatD16,
// 24 bit texture formats...
GFXFormatR8G8B8,// first in group...
GFXFormatR8G8B8_SRGB,
// 32 bit texture formats...
GFXFormatR8G8B8A8,// first in group...
GFXFormatR8G8B8X8,
GFXFormatB8G8R8A8,
GFXFormatR8G8B8A8_SRGB,
GFXFormatR32F,
GFXFormatR16G16,
GFXFormatR16G16F,
GFXFormatR10G10B10A2,
GFXFormatR11G11B10,
GFXFormatD32,
GFXFormatD24X8,
GFXFormatD24S8,
GFXFormatD24FS8,
// Guaranteed RGBA8 (for apis which really dont like bgr)
GFXFormatR8G8B8A8_LINEAR_FORCE,
// 64 bit texture formats...
GFXFormatR16G16B16A16,// first in group...
GFXFormatR16G16B16A16F,
GFXFormatD32FS8X24,
// 128 bit texture formats...
GFXFormatR32G32B32A32F,// first in group...
// unknown size...Block compression
GFXFormatBC1, //dxt1
GFXFormatBC2, //dxt2/3
GFXFormatBC3, //dxt4/5
GFXFormatBC4, //3dc+ / ati1
GFXFormatBC5, //3dc / ati2
// compressed sRGB formats
GFXFormatBC1_SRGB,
GFXFormatBC2_SRGB,
GFXFormatBC3_SRGB,
GFXFormat_COUNT,
GFXFormat_8BIT = GFXFormatA8,
GFXFormat_16BIT = GFXFormatR5G6B5,
GFXFormat_24BIT = GFXFormatR8G8B8,
GFXFormat_32BIT = GFXFormatR8G8B8A8,
GFXFormat_64BIT = GFXFormatR16G16B16A16,
GFXFormat_128BIT = GFXFormatR32G32B32A32F,
GFXFormat_UNKNOWNSIZE = GFXFormatBC1
};
/// Returns the byte size of the pixel for non-compressed formats.
inline U32 GFXFormat_getByteSize( GFXFormat format )
{
AssertFatal( format < GFXFormat_UNKNOWNSIZE,
"GFXDevice::formatByteSize - Cannot size a compressed format!" );
if ( format < GFXFormat_16BIT )
return 1;// 8 bit...
else if ( format < GFXFormat_24BIT )
return 2;// 16 bit...
else if ( format < GFXFormat_32BIT )
return 3;// 24 bit...
else if ( format < GFXFormat_64BIT )
return 4;// 32 bit...
else if ( format < GFXFormat_128BIT )
return 8;// 64 bit...
// This should be 128bits... else its a DDS and
// the assert should have gone off above.
return 16;
}
enum GFXClearFlags
{
GFXClearTarget = 1 << 0,
GFXClearZBuffer = 1 << 1,
GFXClearStencil = 1 << 2,
};
/// The supported blend modes.
enum GFXBlend
{
GFXBlend_FIRST = 0,
GFXBlendZero = 0, /// (0, 0, 0, 0)
GFXBlendOne, /// (1, 1, 1, 1)
GFXBlendSrcColor, /// (Rs, Gs, Bs, As)
GFXBlendInvSrcColor, /// (1 - Rs, 1 - Gs, 1 - Bs, 1 - As)
GFXBlendSrcAlpha, /// (As, As, As, As)
GFXBlendInvSrcAlpha, /// ( 1 - As, 1 - As, 1 - As, 1 - As)
GFXBlendDestAlpha, /// (Ad Ad Ad Ad)
GFXBlendInvDestAlpha, /// (1 - Ad 1 - Ad 1 - Ad 1 - Ad)
GFXBlendDestColor, /// (Rd, Gd, Bd, Ad)
GFXBlendInvDestColor, /// (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad)
GFXBlendSrcAlphaSat, /// (f, f, f, 1) where f = min(As, 1 - Ad)
GFXBlend_COUNT
};
/// Constants that name each GFXDevice type. Any new GFXDevice subclass must be
/// added to this enum. A string representing its name must also be added to
/// GFXInit::getAdapterNameFromType().
enum GFXAdapterType
{
OpenGL = 0,
Direct3D11,
NullDevice,
GFXAdapterType_Count
};
enum GFXCullMode
{
GFXCull_FIRST = 0,
GFXCullNone = 0,
GFXCullCW,
GFXCullCCW,
GFXCull_COUNT
};
enum GFXCmpFunc
{
GFXCmp_FIRST = 0,
GFXCmpNever = 0,
GFXCmpLess,
GFXCmpEqual,
GFXCmpLessEqual,
GFXCmpGreater,
GFXCmpNotEqual,
GFXCmpGreaterEqual,
GFXCmpAlways,
GFXCmp_COUNT
};
enum GFXStencilOp
{
GFXStencilOp_FIRST = 0,
GFXStencilOpKeep = 0,
GFXStencilOpZero,
GFXStencilOpReplace,
GFXStencilOpIncrSat,
GFXStencilOpDecrSat,
GFXStencilOpInvert,
GFXStencilOpIncr,
GFXStencilOpDecr,
GFXStencilOp_COUNT
};
enum GFXBlendOp
{
GFXBlendOp_FIRST = 0,
GFXBlendOpAdd = 0,
GFXBlendOpSubtract,
GFXBlendOpRevSubtract,
GFXBlendOpMin,
GFXBlendOpMax,
GFXBlendOp_COUNT
};
enum GFXMatrixType
{
GFXMatrixWorld = 256,
GFXMatrixView = 2,
GFXMatrixProjection = 3,
GFXMatrixTexture = 16, // This value is texture matrix for sampler 0, can use this for offset
GFXMatrixTexture0 = 16,
GFXMatrixTexture1 = 17,
GFXMatrixTexture2 = 18,
GFXMatrixTexture3 = 19,
GFXMatrixTexture4 = 20,
GFXMatrixTexture5 = 21,
GFXMatrixTexture6 = 22,
GFXMatrixTexture7 = 23,
};
enum GFXShaderConstType
{
GFXSCT_Uknown,
/// GFX"S"hader"C"onstant"T"ype
GFXSCT_ConstBuffer,
// Scalar
GFXSCT_Float,
// Vectors
GFXSCT_Float2,
GFXSCT_Float3,
GFXSCT_Float4,
// Matrices
GFXSCT_Float2x2,
GFXSCT_Float3x3,
GFXSCT_Float3x4,
GFXSCT_Float4x3,
GFXSCT_Float4x4,
// Scalar
GFXSCT_Int,
// Vectors
GFXSCT_Int2,
GFXSCT_Int3,
GFXSCT_Int4,
// Scalar
GFXSCT_UInt,
// Vectors
GFXSCT_UInt2,
GFXSCT_UInt3,
GFXSCT_UInt4,
// Scalar
GFXSCT_Bool,
// Vectors
GFXSCT_Bool2,
GFXSCT_Bool3,
GFXSCT_Bool4,
// Samplers
GFXSCT_Sampler,
GFXSCT_SamplerCube,
GFXSCT_SamplerCubeArray,
GFXSCT_SamplerTextureArray
};
/// Defines a vertex declaration type.
/// @see GFXVertexElement
/// @see GFXVertexFormat
enum GFXDeclType
{
GFXDeclType_FIRST = 0,
/// A single component F32.
GFXDeclType_Float = 0,
/// A two-component F32.
/// @see Point2F
GFXDeclType_Float2,
/// A three-component F32.
/// @see Point3F
GFXDeclType_Float3,
/// A four-component F32.
/// @see Point4F
GFXDeclType_Float4,
/// A four-component, packed, unsigned bytes mapped to 0 to 1 range.
/// @see GFXVertexColor
GFXDeclType_Color,
/// Four-component, packed, unsigned bytes ranged 0-255
GFXDeclType_UByte4,
/// The count of total GFXDeclTypes.
GFXDeclType_COUNT,
};
#endif // _GFXENUMS_H_