228 lines
8.6 KiB
C++
228 lines
8.6 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file geomEnums.h
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* @author drose
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* @date 2005-04-14
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*/
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#ifndef GEOMENUMS_H
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#define GEOMENUMS_H
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#include "pandabase.h"
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/**
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* This class exists just to provide scoping for the various enumerated types
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* used by Geom, GeomVertexData, GeomVertexArrayData, GeomPrimitive, and other
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* related classes.
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*/
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class EXPCL_PANDA_GOBJ GeomEnums {
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PUBLISHED:
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// The usage hint describes to the rendering backend how often the data in
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// question will be modified andor rendered. It allows the backend to make
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// appropriate choices about what part of memory the data should be stored
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// in.
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// The hint is provided as a performance optimization only, and does not
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// constrain actual usage; although it may be an important optimization.
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enum UsageHint {
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// The following are intentionally ordered from most dynamic to most
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// static. In general, if usage_a < usage_b, then usage_a is more dynamic
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// than usage_b.
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// UH_client: don't attempt to upload the data; always keep it on the
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// client.
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UH_client,
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// UH_stream: the data will be created once, used to render a few times,
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// and then discarded. This should be used for short-lived temporary
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// objects.
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UH_stream,
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// UH_dynamic: the data will be repeatedly modified and re-rendered. This
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// is for data that will be modified at runtime, such as animated or soft-
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// skinned vertices.
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UH_dynamic,
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// UH_static: the data will be created once, and used to render many
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// times, without modification. This is the most common case, since
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// typically vertex data is not directly animated (this is not related to
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// scene graph animation, e.g. from adjusting transforms on a node).
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UH_static,
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// UH_unspecified: the usage is unspecified. This is intended as a "don't
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// care" option for abstract objects; it should not be applied to any
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// actual geometry to be rendered. You take your chances if a geom
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// actually gets into the scene graph with this set.
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UH_unspecified,
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};
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// This type specifies a number of bits that are used to represent the
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// rendering requirements of a particular Geom, as well as the rendering
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// capabilities of the GSG. The difference between the two indicates
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// whether the Geom needs to be munged for the GSG.
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enum GeomRendering {
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// If there are indexed points.
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GR_indexed_point = 0x00001,
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// If there is indexed geometry of any other type.
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GR_indexed_other = 0x10000,
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// The union of all of the indexed attributes.
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GR_indexed_bits = 0x10001,
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// If there are any points at all.
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GR_point = 0x00002,
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// If the points are all the same size, other than 1 pixel.
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GR_point_uniform_size = 0x00004,
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// If the points have a per-vertex size designation.
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GR_per_point_size = 0x00008,
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// If the points' size is specified in camera units rather than screen
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// pixels.
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GR_point_perspective = 0x00010,
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// If the points have a non-square aspect ratio.
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GR_point_aspect_ratio = 0x00020,
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// If the points are under a scale transform, uniform or non-uniform.
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GR_point_scale = 0x00040,
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// If the points are rotated off the orthonormal axis.
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GR_point_rotate = 0x00080,
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// If the points require texture coordinates interpolated across their
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// face, to render textures as sprites.
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GR_point_sprite = 0x00100,
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// If there is a texture matrix applied to the sprite's generated texture
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// coordinates.
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GR_point_sprite_tex_matrix = 0x00200,
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// The union of all the above point attributes, except GR_indexed_point.
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GR_point_bits = 0x003fe,
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// If there are any of these composite types.
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GR_triangle_strip = 0x00400,
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GR_triangle_fan = 0x00800,
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GR_line_strip = 0x01000,
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// The union of all of the above composite types.
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GR_composite_bits = 0x01c00,
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// If strip-cut indices are used to restart a composite primitive.
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GR_strip_cut_index = 0x20000,
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// If the shade model requires a particular vertex for flat shading.
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GR_flat_first_vertex = 0x02000,
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GR_flat_last_vertex = 0x04000,
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// The union of the above shade model types.
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GR_shade_model_bits = 0x06000,
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// If a particular non-fill polygon mode is used.
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GR_render_mode_wireframe= 0x40000,
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GR_render_mode_point = 0x80000,
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// The primitive has adjacency information.
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GR_adjacency = 0x100000,
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};
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// The shade model specifies whether the per-vertex colors and normals
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// indexed by a given primitive truly represent per-vertex colors and
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// normals, or whether they actually represent per-triangle flat-shaded
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// colors and normals.
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enum ShadeModel {
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// SM_uniform: all vertices across all faces have the same colors and
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// normals. It doesn't really matter which ShadeModelAttrib mode is used
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// to render this primitive.
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SM_uniform,
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// SM_smooth: vertices within a single face have different colorsnormals
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// that should be smoothed across the face. This primitive should be
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// rendered with SmoothModelAttrib::M_smooth.
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SM_smooth,
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// SM_flat_(first,last)_vertex: each face within the primitive might have
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// a different colornormal than the other faces, but across a particular
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// face there is only one colornormal. Each face's colornormal is taken
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// from the (first, last) vertex of the face. This primitive should be
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// rendered with SmoothModelAttrib::M_flat.
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SM_flat_first_vertex,
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SM_flat_last_vertex,
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};
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// The primitive type represents the core primitive type of a particular
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// GeomPrimitive. It's used for determining what kind of antialiasing
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// should be enabled.
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enum PrimitiveType {
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PT_none,
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PT_polygons,
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PT_lines,
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PT_points,
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PT_patches
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};
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// The numeric type determines what physical representation is used to
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// encode a numeric value within the vertex data.
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enum NumericType {
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NT_uint8, // An integer 0..255
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NT_uint16, // An integer 0..65535
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NT_uint32, // An integer 0..4294967295
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NT_packed_dcba, // DirectX style, four byte values packed in a uint32
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NT_packed_dabc, // DirectX packed color order (ARGB)
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NT_float32, // A single-precision float
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NT_float64, // A double-precision float
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NT_stdfloat, // Either single- or double-precision, according to vertices-float64.
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NT_int8, // An integer -128..127
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NT_int16, // An integer -32768..32767
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NT_int32, // An integer -2147483648..2147483647
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NT_packed_ufloat,// Three 10/11-bit float components packed in a uint32
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};
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// The contents determine the semantic meaning of a numeric value within the
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// vertex data. This is also used to determine what automatic transforms
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// might be applied to the various columns.
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enum Contents {
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C_other, // Arbitrary meaning, leave it alone
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C_point, // A point in 3-space or 4-space
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C_clip_point, // A point pre-transformed into clip coordinates
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C_vector, // A surface tangent or binormal (see C_normal for normals)
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C_texcoord, // A texture coordinate
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C_color, // 3- or 4-component color, ordered R, G, B, [A]
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C_index, // An index value into some other table
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C_morph_delta, // A delta from some base value, defining a blend shape
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// A transformation matrix. This is typically three or four columns, but
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// we pretend it's only one for convenience.
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C_matrix,
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// A special version of C_vector that should be used for normal vectors,
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// which are scaled differently from other vectors.
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C_normal,
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};
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// The type of animation data that is represented by a particular
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// GeomVertexFormat.
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enum AnimationType {
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AT_none, // No vertex animation.
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AT_panda, // Vertex animation calculated on the CPU by Panda.
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AT_hardware, // Hardware-accelerated animation on the graphics card.
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};
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};
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EXPCL_PANDA_GOBJ std::ostream &operator << (std::ostream &out, GeomEnums::UsageHint usage_hint);
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EXPCL_PANDA_GOBJ std::istream &operator >> (std::istream &in, GeomEnums::UsageHint &usage_hint);
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EXPCL_PANDA_GOBJ std::ostream &operator << (std::ostream &out, GeomEnums::NumericType numeric_type);
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EXPCL_PANDA_GOBJ std::ostream &operator << (std::ostream &out, GeomEnums::Contents contents);
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#endif
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