prepare CKMaterial

This commit is contained in:
yyc12345 2023-09-14 17:03:09 +08:00
parent 8894b1ccad
commit 8419ff00d2
7 changed files with 431 additions and 21 deletions

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@ -41,3 +41,192 @@ typedef enum VX_PIXELFORMAT {
_4_ARGB8888_CLUT = 31 // 4 bits indexed CLUT (ARGB)
} VX_PIXELFORMAT;
/*****************************************************************
{filename:VXTEXTURE_BLENDMODE}
Summary: Blend Mode Flags
Remarks:
+ The VXTEXTURE_BLENDMODE is used by CKMaterial::SetTextureBlendMode() to specify how
texture is applied on primitives.
+ Also used as value for CKRST_TSS_TEXTUREMAPBLEND texture stage state.
See Also: Using Materials,CKMaterial,CKTexture,CKMaterial::SetTextureBlendMode,CKRST_TSS_TEXTUREMAPBLEND.
******************************************************************/
typedef enum VXTEXTURE_BLENDMODE
{
VXTEXTUREBLEND_DECAL = 1UL, // Texture replace any material information
VXTEXTUREBLEND_MODULATE = 2UL, // Texture and material are combine. Alpha information of the texture replace material alpha component.
VXTEXTUREBLEND_DECALALPHA = 3UL, // Alpha information in the texture specify how material and texture are combined. Alpha information of the texture replace material alpha component.
VXTEXTUREBLEND_MODULATEALPHA = 4UL, // Alpha information in the texture specify how material and texture are combined
VXTEXTUREBLEND_DECALMASK = 5UL,
VXTEXTUREBLEND_MODULATEMASK = 6UL,
VXTEXTUREBLEND_COPY = 7UL, // Equivalent to DECAL
VXTEXTUREBLEND_ADD = 8UL,
VXTEXTUREBLEND_DOTPRODUCT3 = 9UL, // Perform a Dot Product 3 between texture (normal map)
// and a referential vector given in VXRENDERSTATE_TEXTUREFACTOR.
VXTEXTUREBLEND_MAX = 10UL,
VXTEXTUREBLEND_MASK = 0xFUL
} VXTEXTURE_BLENDMODE;
/******************************************************************
{filename:VXTEXTURE_FILTERMODE}
Summary: Filter Mode Options
Remarks:
+ The VXTEXTURE_FILTERMODE is used by CKMaterial::SetTextureMagMode and CKMaterial::SetTextureMinMode to specify how
texture is filtered when magnified.
+ Also used as value for CKRST_TSS_MAGFILTER and CKRST_TSS_MINFILTER texture stage state.
See Also: Using Materials,CKMaterial,CKTexture,CKMaterial::SetTextureMagMode,CKMaterial::SetTextureMinMode,,CKRenderContext::SetTextureStageState
******************************************************************/
typedef enum VXTEXTURE_FILTERMODE
{
VXTEXTUREFILTER_NEAREST = 1UL, // No Filter
VXTEXTUREFILTER_LINEAR = 2UL, // Bilinear Interpolation
VXTEXTUREFILTER_MIPNEAREST = 3UL, // Mip mapping
VXTEXTUREFILTER_MIPLINEAR = 4UL, // Mip Mapping with Bilinear interpolation
VXTEXTUREFILTER_LINEARMIPNEAREST = 5UL, // Mip Mapping with Bilinear interpolation between mipmap levels.
VXTEXTUREFILTER_LINEARMIPLINEAR = 6UL, // Trilinear Filtering
VXTEXTUREFILTER_ANISOTROPIC = 7UL, // Anisotropic filtering
VXTEXTUREFILTER_MASK = 0xFUL
} VXTEXTURE_FILTERMODE;
/******************************************************************
{filename:VXBLEND_MODE}
Summary: Blending Mode options
Remarks:
+ The VXBLEND_MODE is used by CKMaterial::SetSourceBlend() and SetDestBlend() to specify the blend
factors that are used when blending is enabled. (Rs,Gs,Bs,As) are color components of the source pixel (being drawn) and
(Rd,Gd,Bd,Ad) are color components of the destination pixel (current pixel on screen).
When blending is enabled the final pixel will be equal to :
SrcBlendFactor * SrcPixel + DstBlendFactor * CurrentPixelOnScreen
+ Also used as value for VXRENDERSTATE_SRCBLEND and VXRENDERSTATE_DESTBLEND render state.
See Also: CKMaterial,CKTexture,CKMaterial::SetSourceBlend,CKMaterial::SetDestBlend,CKRenderContext::SetState,CKSprite::SetBlending,VXRENDERSTATE_SRCBLEND,VXRENDERSTATE_DESTBLEND
******************************************************************/
typedef enum VXBLEND_MODE
{
VXBLEND_ZERO = 1UL, //Blend factor is (0, 0, 0, 0).
VXBLEND_ONE = 2UL, //Blend factor is (1, 1, 1, 1).
VXBLEND_SRCCOLOR = 3UL, //Blend factor is (Rs, Gs, Bs, As).
VXBLEND_INVSRCCOLOR = 4UL, //Blend factor is (1-Rs, 1-Gs, 1-Bs, 1-As).
VXBLEND_SRCALPHA = 5UL, //Blend factor is (As, As, As, As).
VXBLEND_INVSRCALPHA = 6UL, //Blend factor is (1-As, 1-As, 1-As, 1-As).
VXBLEND_DESTALPHA = 7UL, //Blend factor is (Ad, Ad, Ad, Ad).
VXBLEND_INVDESTALPHA = 8UL, //Blend factor is (1-Ad, 1-Ad, 1-Ad, 1-Ad).
VXBLEND_DESTCOLOR = 9UL, //Blend factor is (Rd, Gd, Bd, Ad).
VXBLEND_INVDESTCOLOR = 10UL, //Blend factor is (1-Rd, 1-Gd, 1-Bd, 1-Ad).
VXBLEND_SRCALPHASAT = 11UL, //Blend factor is (f, f, f, 1); f = min(As, 1-Ad).
VXBLEND_BOTHSRCALPHA = 12UL, //Source blend factor is (As, As, As, As) and destination blend factor is (1-As, 1-As, 1-As, 1-As)
VXBLEND_BOTHINVSRCALPHA = 13UL, //Source blend factor is (1-As, 1-As, 1-As, 1-As) and destination blend factor is (As, As, As, As)
VXBLEND_MASK = 0xFUL //Source blend factor is (1-As, 1-As, 1-As, 1-As) and destination blend factor is (As, As, As, As)
} VXBLEND_MODE;
/******************************************************************
{filename:VXTEXTURE_ADDRESSMODE}
Summary: Texture addressing modes.
Remarks:
+ The VXTEXTURE_ADDRESSMODE is used by CKMaterial::SetTextureAddresMode to specify texture coordinate are
taken into account when they are outside the range [0.0 , 1.0].
+ Also used as value for CKRST_TSS_ADDRESS texture stage state.
See Also: CKMaterial,CKTexture,CKRST_TSS_ADDRESS,CKRenderContext::SetTextureStageState
******************************************************************/
typedef enum VXTEXTURE_ADDRESSMODE
{
VXTEXTURE_ADDRESSWRAP = 1UL, // Default mesh wrap mode is used (see CKMesh::SetWrapMode)
VXTEXTURE_ADDRESSMIRROR = 2UL, // Texture coordinates outside the range [0..1] are flipped evenly.
VXTEXTURE_ADDRESSCLAMP = 3UL, // Texture coordinates greater than 1.0 are set to 1.0, and values less than 0.0 are set to 0.0.
VXTEXTURE_ADDRESSBORDER = 4UL, // When texture coordinates are greater than 1.0 or less than 0.0 texture is set to a color defined in CKMaterial::SetTextureBorderColor.
VXTEXTURE_ADDRESSMIRRORONCE = 5UL, //
VXTEXTURE_ADDRESSMASK = 0x7UL // mask for all values
} VXTEXTURE_ADDRESSMODE;
/******************************************************************
{filename:VXFILL_MODE}
Summary: Fill Mode Options
Remarks:
+ The VXFILL_MODE is used by CKMaterial::SetFillMode to specify how faces are drawn.
+ Also used as value for VXRENDERSTATE_FILLMODE render state.
See Also: CKMaterial::SetFillMode,VXRENDERSTATE_FILLMODE
******************************************************************/
typedef enum VXFILL_MODE
{
VXFILL_POINT = 1UL, // Vertices rendering
VXFILL_WIREFRAME = 2UL, // Edges rendering
VXFILL_SOLID = 3UL, // Face rendering
VXFILL_MASK = 3UL
}VXFILL_MODE;
/******************************************************************
{filename:VXSHADE_MODE}
Summary: Shade Mode Options
Remarks:
+ The VXSHADE_MODE is used by CKMaterial::SetShadeMode to specify how color
interpolation is perform on faces when they are drawn.
+ Also used as value for VXRENDERSTATE_SHADEMODE render state.
See Also: CKMaterial::SetShadeMode,VXRENDERSTATE_SHADEMODE
******************************************************************/
typedef enum VXSHADE_MODE
{
VXSHADE_FLAT = 1UL, // Flat Shading
VXSHADE_GOURAUD = 2UL, // Gouraud Shading
VXSHADE_PHONG = 3UL, // Phong Shading (Not yet supported by most implementation)
VXSHADE_MASK = 3UL
} VXSHADE_MODE;
/******************************************************************
{filename:VXCMPFUNC}
Summary: Comparison Function
Remarks:
+ Used by CKRenderContext::SetState with VXRENDERSTATE_ZFUNC, VXRENDERSTATE_ALPHAFUNC or VXRENDERSTATE_STENCILFUNC
to specify the type of Z or Alpha comparison function.
+ The comparison function is used to compare the stencil,alpha or z reference value to a stencil,z or alpha entry.
See also: CKRenderContext::SetState,VXRENDERSTATETYPE,VXRENDERSTATE_ZFUNC,VXRENDERSTATE_ALPHAFUNC,
******************************************************************/
typedef enum VXCMPFUNC
{
VXCMP_NEVER = 1UL, // Always fail the test.
VXCMP_LESS = 2UL, // Accept if value if less than current value.
VXCMP_EQUAL = 3UL, // Accept if value if equal than current value.
VXCMP_LESSEQUAL = 4UL, // Accept if value if less or equal than current value.
VXCMP_GREATER = 5UL, // Accept if value if greater than current value.
VXCMP_NOTEQUAL = 6UL, // Accept if value if different than current value.
VXCMP_GREATEREQUAL = 7UL, // Accept if value if greater or equal current value.
VXCMP_ALWAYS = 8UL, // Always accept the test.
VXCMP_MASK = 0xFUL // Mask for all possible values.
} VXCMPFUNC;
/******************************************************************
{filename:VX_EFFECT}
Summary: Material special effects
Remarks:
o Effects provide additionnal functionnalities to take advantage of graphic features such as bump mapping,cube maps etc...
o When an effect is enabled on a material (CKMaterial::SetEffect) it may override the default settings of mesh channels or material blend options
o New effects can be created by providing a callback function (see CKRenderManager::AddEffect)
o This enumeration provides the list of hardcoded existing effects.
o Most of this effect are heavily hardware and device (DX8,DX7,etc..) dependant
See also: CKMaterial::SetEffect,CKMaterial::GetEffect,CKRenderManager::AddEffect
******************************************************************/
typedef enum VX_EFFECT
{
VXEFFECT_NONE = 0UL, // No Effect
VXEFFECT_TEXGEN = 1UL, // Texture coordinate generation using current viewpoint as referential
VXEFFECT_TEXGENREF = 2UL, // texture generation generation with an optionnal referential
VXEFFECT_BUMPENV = 3UL, // Environment Bump Mapping
VXEFFECT_DP3 = 4UL, // Dot Product 3 bump mapping
VXEFFECT_2TEXTURES = 5UL, // Blend 2 Textures
VXEFFECT_3TEXTURES = 6UL, // Blend 3 Textures
VXEFFECT_MASK = 0xFUL // Mask for all possible values.
} VX_EFFECT;

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@ -0,0 +1,19 @@
#include "CKMaterial.hpp"
#include "../CKStateChunk.hpp"
namespace LibCmo::CK2::ObjImpls {
CKMaterial::CKMaterial(CKContext* ctx, CK_ID ckid, CKSTRING name) :
CKBeObject(ctx, ckid, name){}
CKMaterial::~CKMaterial() {}
bool CKMaterial::Save(CKStateChunk* chunk, CKFileVisitor* file, CKDWORD flags) {
return false;
}
bool CKMaterial::Load(CKStateChunk* chunk, CKFileVisitor* file) {
return false;
}
}

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@ -0,0 +1,58 @@
#pragma once
#include "../../VTAll.hpp"
#include "../CKBitmapData.hpp"
#include "CKBeObject.hpp"
#include <array>
namespace LibCmo::CK2::ObjImpls {
class CKMaterial : public CKBeObject {
public:
CKMaterial(CKContext* ctx, CK_ID ckid, CKSTRING name);
virtual ~CKMaterial();
LIBCMO_DISABLE_COPY_MOVE(CKMaterial);
virtual CK_CLASSID GetClassID(void) override {
return CK_CLASSID::CKCID_MATERIAL;
}
//virtual void PreSave(CKFileVisitor* file, CKDWORD flags) override;
virtual bool Save(CKStateChunk* chunk, CKFileVisitor* file, CKDWORD flags) override;
virtual bool Load(CKStateChunk* chunk, CKFileVisitor* file) override;
//virtual void PostLoad() override;
protected:
VxMath::VxColor m_Diffuse;
VxMath::VxColor m_Ambient;
VxMath::VxColor m_Specular;
VxMath::VxColor m_Emissive;
float m_SpecularPower;
std::array<CKTexture*, 4> m_Textures;
CKDWORD m_TextureBorderColor;
VxMath::VXTEXTURE_BLENDMODE m_TextureBlendMode;
VxMath::VXTEXTURE_FILTERMODE m_TextureMinMode;
VxMath::VXTEXTURE_FILTERMODE m_TextureMagMode;
VxMath::VXTEXTURE_ADDRESSMODE m_TextureAddreddMode;
VxMath::VXBLEND_MODE m_SourceBlend;
VxMath::VXBLEND_MODE m_DestBlend;
VxMath::VXFILL_MODE m_FillMode;
VxMath::VXSHADE_MODE m_ShadeMode;
bool m_EnableZWrite;
VxMath::VXCMPFUNC m_ZFunc;
bool m_EnableTwoSided;
bool m_EnableAlphaTest;
VxMath::VXCMPFUNC m_AlphaTestFunc;
CKBYTE m_AlphaRef;
VxMath::VX_EFFECT m_Effect;
};
}

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@ -15,7 +15,7 @@ namespace LibCmo::CK2::ObjImpls {
virtual CK_CLASSID GetClassID(void) override {
return CK_CLASSID::CKCID_TEXTURE;
}
// CKRenderObject do not implement any load/save functions
//virtual void PreSave(CKFileVisitor* file, CKDWORD flags) override;
virtual bool Save(CKStateChunk* chunk, CKFileVisitor* file, CKDWORD flags) override;
virtual bool Load(CKStateChunk* chunk, CKFileVisitor* file) override;
@ -28,24 +28,4 @@ namespace LibCmo::CK2::ObjImpls {
XContainer::XArray<VxMath::VxImageDescEx> m_MipmapImages;
};
//class CKRenderObject : public CKBeObject {
//public:
// CKRenderObject(CKContext* ctx, CK_ID ckid, CKSTRING name) :
// CKBeObject(ctx, ckid, name)
// {}
// virtual ~CKRenderObject() {}
// LIBCMO_DISABLE_COPY_MOVE(CKRenderObject);
// virtual CK_CLASSID GetClassID(void) override {
// return CK_CLASSID::CKCID_RENDEROBJECT;
// }
// // CKRenderObject do not implement any load/save functions
// //virtual void PreSave(CKFileVisitor* file, CKDWORD flags) override;
// //virtual bool Save(CKStateChunk* chunk, CKFileVisitor* file, CKDWORD flags) override;
// //virtual bool Load(CKStateChunk* chunk, CKFileVisitor* file) override;
// //virtual void PostLoad() override;
//protected:
//};
}

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@ -187,6 +187,7 @@
<ClCompile Include="CK2\ObjImpls\CK3dEntity.cpp" />
<ClCompile Include="CK2\ObjImpls\CKBeObject.cpp" />
<ClCompile Include="CK2\ObjImpls\CKGroup.cpp" />
<ClCompile Include="CK2\ObjImpls\CKMaterial.cpp" />
<ClCompile Include="CK2\ObjImpls\CKObject.cpp" />
<ClCompile Include="CK2\ObjImpls\CKRenderObject.cpp" />
<ClCompile Include="CK2\ObjImpls\CKSceneObject.cpp" />
@ -219,6 +220,7 @@
<ClInclude Include="CK2\ObjImpls\CK3dObject.hpp" />
<ClInclude Include="CK2\ObjImpls\CKBeObject.hpp" />
<ClInclude Include="CK2\ObjImpls\CKGroup.hpp" />
<ClInclude Include="CK2\ObjImpls\CKMaterial.hpp" />
<ClInclude Include="CK2\ObjImpls\CKRenderObject.hpp" />
<ClInclude Include="CK2\ObjImpls\CKSceneObject.hpp" />
<ClInclude Include="CK2\ObjImpls\CKTexture.hpp" />

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@ -123,6 +123,9 @@
<ClCompile Include="CK2\ObjImpls\CKTexture.cpp">
<Filter>Sources\CK2\ObjImpls</Filter>
</ClCompile>
<ClCompile Include="CK2\ObjImpls\CKMaterial.cpp">
<Filter>Sources\CK2\ObjImpls</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="VTUtils.hpp">
@ -218,5 +221,8 @@
<ClInclude Include="CK2\ObjImpls\CKTexture.hpp">
<Filter>Headers\CK2\ObjImpls</Filter>
</ClInclude>
<ClInclude Include="CK2\ObjImpls\CKMaterial.hpp">
<Filter>Headers\CK2\ObjImpls</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -45,4 +45,160 @@ namespace LibCmo::VxMath {
_4_ARGB8888_CLUT = 31, /**< 4 bits indexed CLUT (ARGB) */
};
/**
Summary: Blend Mode Flags
Remarks:
+ The VXTEXTURE_BLENDMODE is used by CKMaterial::SetTextureBlendMode() to specify how
texture is applied on primitives.
+ Also used as value for CKRST_TSS_TEXTUREMAPBLEND texture stage state.
See Also: Using Materials,CKMaterial,CKTexture,CKMaterial::SetTextureBlendMode,CKRST_TSS_TEXTUREMAPBLEND.
*/
enum class VXTEXTURE_BLENDMODE : uint32_t {
VXTEXTUREBLEND_DECAL = 1UL, /**< Texture replace any material information */
VXTEXTUREBLEND_MODULATE = 2UL, /**< Texture and material are combine. Alpha information of the texture replace material alpha component. */
VXTEXTUREBLEND_DECALALPHA = 3UL, /**< Alpha information in the texture specify how material and texture are combined. Alpha information of the texture replace material alpha component. */
VXTEXTUREBLEND_MODULATEALPHA = 4UL, /**< Alpha information in the texture specify how material and texture are combined */
VXTEXTUREBLEND_DECALMASK = 5UL,
VXTEXTUREBLEND_MODULATEMASK = 6UL,
VXTEXTUREBLEND_COPY = 7UL, /**< Equivalent to DECAL */
VXTEXTUREBLEND_ADD = 8UL,
VXTEXTUREBLEND_DOTPRODUCT3 = 9UL, /**< Perform a Dot Product 3 between texture (normal map) and a referential vector given in VXRENDERSTATE_TEXTUREFACTOR. */
VXTEXTUREBLEND_MAX = 10UL,
VXTEXTUREBLEND_MASK = 0xFUL,
};
/**
Summary: Filter Mode Options
Remarks:
+ The VXTEXTURE_FILTERMODE is used by CKMaterial::SetTextureMagMode and CKMaterial::SetTextureMinMode to specify how
texture is filtered when magnified.
+ Also used as value for CKRST_TSS_MAGFILTER and CKRST_TSS_MINFILTER texture stage state.
See Also: Using Materials,CKMaterial,CKTexture,CKMaterial::SetTextureMagMode,CKMaterial::SetTextureMinMode,,CKRenderContext::SetTextureStageState
*/
enum class VXTEXTURE_FILTERMODE : uint32_t {
VXTEXTUREFILTER_NEAREST = 1UL, /**< No Filter */
VXTEXTUREFILTER_LINEAR = 2UL, /**< Bilinear Interpolation */
VXTEXTUREFILTER_MIPNEAREST = 3UL, /**< Mip mapping */
VXTEXTUREFILTER_MIPLINEAR = 4UL, /**< Mip Mapping with Bilinear interpolation */
VXTEXTUREFILTER_LINEARMIPNEAREST = 5UL, /**< Mip Mapping with Bilinear interpolation between mipmap levels. */
VXTEXTUREFILTER_LINEARMIPLINEAR = 6UL, /**< Trilinear Filtering */
VXTEXTUREFILTER_ANISOTROPIC = 7UL, /**< Anisotropic filtering */
VXTEXTUREFILTER_MASK = 0xFUL,
};
/**
Summary: Blending Mode options
Remarks:
+ The VXBLEND_MODE is used by CKMaterial::SetSourceBlend() and SetDestBlend() to specify the blend
factors that are used when blending is enabled. (Rs,Gs,Bs,As) are color components of the source pixel (being drawn) and
(Rd,Gd,Bd,Ad) are color components of the destination pixel (current pixel on screen).
When blending is enabled the final pixel will be equal to :
SrcBlendFactor * SrcPixel + DstBlendFactor * CurrentPixelOnScreen
+ Also used as value for VXRENDERSTATE_SRCBLEND and VXRENDERSTATE_DESTBLEND render state.
See Also: CKMaterial,CKTexture,CKMaterial::SetSourceBlend,CKMaterial::SetDestBlend,CKRenderContext::SetState,CKSprite::SetBlending,VXRENDERSTATE_SRCBLEND,VXRENDERSTATE_DESTBLEND
*/
enum class VXBLEND_MODE : uint32_t {
VXBLEND_ZERO = 1UL, /**< Blend factor is (0, 0, 0, 0). */
VXBLEND_ONE = 2UL, /**< Blend factor is (1, 1, 1, 1). */
VXBLEND_SRCCOLOR = 3UL, /**< Blend factor is (Rs, Gs, Bs, As). */
VXBLEND_INVSRCCOLOR = 4UL, /**< Blend factor is (1-Rs, 1-Gs, 1-Bs, 1-As). */
VXBLEND_SRCALPHA = 5UL, /**< Blend factor is (As, As, As, As). */
VXBLEND_INVSRCALPHA = 6UL, /**< Blend factor is (1-As, 1-As, 1-As, 1-As). */
VXBLEND_DESTALPHA = 7UL, /**< Blend factor is (Ad, Ad, Ad, Ad). */
VXBLEND_INVDESTALPHA = 8UL, /**< Blend factor is (1-Ad, 1-Ad, 1-Ad, 1-Ad). */
VXBLEND_DESTCOLOR = 9UL, /**< Blend factor is (Rd, Gd, Bd, Ad). */
VXBLEND_INVDESTCOLOR = 10UL, /**< Blend factor is (1-Rd, 1-Gd, 1-Bd, 1-Ad). */
VXBLEND_SRCALPHASAT = 11UL, /**< Blend factor is (f, f, f, 1); f = min(As, 1-Ad). */
VXBLEND_BOTHSRCALPHA = 12UL, /**< Source blend factor is (As, As, As, As) and destination blend factor is (1-As, 1-As, 1-As, 1-As) */
VXBLEND_BOTHINVSRCALPHA = 13UL, /**< Source blend factor is (1-As, 1-As, 1-As, 1-As) and destination blend factor is (As, As, As, As) */
VXBLEND_MASK = 0xFUL, /**< Source blend factor is (1-As, 1-As, 1-As, 1-As) and destination blend factor is (As, As, As, As) */
};
/**
Summary: Texture addressing modes.
Remarks:
+ The VXTEXTURE_ADDRESSMODE is used by CKMaterial::SetTextureAddresMode to specify texture coordinate are
taken into account when they are outside the range [0.0 , 1.0].
+ Also used as value for CKRST_TSS_ADDRESS texture stage state.
See Also: CKMaterial,CKTexture,CKRST_TSS_ADDRESS,CKRenderContext::SetTextureStageState
*/
enum class VXTEXTURE_ADDRESSMODE : uint32_t {
VXTEXTURE_ADDRESSWRAP = 1UL, /**< Default mesh wrap mode is used (see CKMesh::SetWrapMode) */
VXTEXTURE_ADDRESSMIRROR = 2UL, /**< Texture coordinates outside the range [0..1] are flipped evenly. */
VXTEXTURE_ADDRESSCLAMP = 3UL, /**< Texture coordinates greater than 1.0 are set to 1.0, and values less than 0.0 are set to 0.0. */
VXTEXTURE_ADDRESSBORDER = 4UL, /**< When texture coordinates are greater than 1.0 or less than 0.0 texture is set to a color defined in CKMaterial::SetTextureBorderColor. */
VXTEXTURE_ADDRESSMIRRORONCE = 5UL, /**< */
VXTEXTURE_ADDRESSMASK = 0x7UL, /**< mask for all values */
};
/**
Summary: Fill Mode Options
Remarks:
+ The VXFILL_MODE is used by CKMaterial::SetFillMode to specify how faces are drawn.
+ Also used as value for VXRENDERSTATE_FILLMODE render state.
See Also: CKMaterial::SetFillMode,VXRENDERSTATE_FILLMODE
*/
enum class VXFILL_MODE : uint32_t {
VXFILL_POINT = 1UL, /**< Vertices rendering */
VXFILL_WIREFRAME = 2UL, /**< Edges rendering */
VXFILL_SOLID = 3UL, /**< Face rendering */
VXFILL_MASK = 3UL,
};
/**
Summary: Shade Mode Options
Remarks:
+ The VXSHADE_MODE is used by CKMaterial::SetShadeMode to specify how color
interpolation is perform on faces when they are drawn.
+ Also used as value for VXRENDERSTATE_SHADEMODE render state.
See Also: CKMaterial::SetShadeMode,VXRENDERSTATE_SHADEMODE
*/
enum class VXSHADE_MODE : uint32_t {
VXSHADE_FLAT = 1UL, /**< Flat Shading */
VXSHADE_GOURAUD = 2UL, /**< Gouraud Shading */
VXSHADE_PHONG = 3UL, /**< Phong Shading (Not yet supported by most implementation) */
VXSHADE_MASK = 3UL,
};
/**
Summary: Comparison Function
Remarks:
+ Used by CKRenderContext::SetState with VXRENDERSTATE_ZFUNC, VXRENDERSTATE_ALPHAFUNC or VXRENDERSTATE_STENCILFUNC
to specify the type of Z or Alpha comparison function.
+ The comparison function is used to compare the stencil,alpha or z reference value to a stencil,z or alpha entry.
See also: CKRenderContext::SetState,VXRENDERSTATETYPE,VXRENDERSTATE_ZFUNC,VXRENDERSTATE_ALPHAFUNC
*/
enum class VXCMPFUNC : uint32_t {
VXCMP_NEVER = 1UL, /**< Always fail the test. */
VXCMP_LESS = 2UL, /**< Accept if value if less than current value. */
VXCMP_EQUAL = 3UL, /**< Accept if value if equal than current value. */
VXCMP_LESSEQUAL = 4UL, /**< Accept if value if less or equal than current value. */
VXCMP_GREATER = 5UL, /**< Accept if value if greater than current value. */
VXCMP_NOTEQUAL = 6UL, /**< Accept if value if different than current value. */
VXCMP_GREATEREQUAL = 7UL, /**< Accept if value if greater or equal current value. */
VXCMP_ALWAYS = 8UL, /**< Always accept the test. */
VXCMP_MASK = 0xFUL, /**< Mask for all possible values. */
};
/**
Summary: Material special effects
Remarks:
o Effects provide additionnal functionnalities to take advantage of graphic features such as bump mapping,cube maps etc...
o When an effect is enabled on a material (CKMaterial::SetEffect) it may override the default settings of mesh channels or material blend options
o New effects can be created by providing a callback function (see CKRenderManager::AddEffect)
o This enumeration provides the list of hardcoded existing effects.
o Most of this effect are heavily hardware and device (DX8,DX7,etc..) dependant
See also: CKMaterial::SetEffect,CKMaterial::GetEffect,CKRenderManager::AddEffect
*/
enum class VX_EFFECT : uint32_t {
VXEFFECT_NONE = 0UL, /**< No Effect */
VXEFFECT_TEXGEN = 1UL, /**< Texture coordinate generation using current viewpoint as referential */
VXEFFECT_TEXGENREF = 2UL, /**< texture generation generation with an optionnal referential */
VXEFFECT_BUMPENV = 3UL, /**< Environment Bump Mapping */
VXEFFECT_DP3 = 4UL, /**< Dot Product 3 bump mapping */
VXEFFECT_2TEXTURES = 5UL, /**< Blend 2 Textures */
VXEFFECT_3TEXTURES = 6UL, /**< Blend 3 Textures */
VXEFFECT_MASK = 0xFUL, /**< Mask for all possible values. */
};
}