90 lines
2.7 KiB
C
90 lines
2.7 KiB
C
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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//
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// <20><>ͷ<EFBFBD>ļ<EFBFBD>Ϊswigɨ<67><C9A8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֮һ<D6AE><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ġ<DEB8>
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//
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#ifndef _RENDERBASE_H_
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#define _RENDERBASE_H_
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#include "foundation/core/types.h"
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namespace Graphic
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{
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enum RenderPassType
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{
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eCustomized = 0,//
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eForward,//
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eDepth,
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eShadow,
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eGBuffer,
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eDeferredLightPass,
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ePassCount
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};
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//[zhongdaohuan]
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//<2F><>Ҫ<EFBFBD><D2AA>Ϊ<EFBFBD>˰<EFBFBD><CBB0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ൽ<EFBFBD><E0B5BD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߣ<EFBFBD><DFA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>λ<EFBFBD><CEBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD><D0A9><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>Щ<EFBFBD><D0A9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE>
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//eRLCustomBegin֮ǰΪ<C7B0><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ã<EFBFBD>
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//eRLCustomBegin <20><>eRLCustomEnd֮<64><D6AE><EFBFBD>ı<EFBFBD><C4B1><EFBFBD>λԤ<CEBB><D4A4><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6>塣
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//<2F>ű<EFBFBD>Ҳ<EFBFBD><D2B2><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>_RenderLayer<65><72>ö<EFBFBD>١<EFBFBD><D9A1><EFBFBD>layer.cs<63>У<EFBFBD><D0A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD><CEBA>ģ<DEB8><C4A3><EFBFBD>һ<EFBFBD><D2BB>ȷ<EFBFBD><C8B7><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD><EFBFBD>ö<EFBFBD>ٵ<EFBFBD><D9B5><EFBFBD>ȷ<EFBFBD>ԡ<EFBFBD>
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enum RenderLayer
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{
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eRLNone = BIT_FLAG_NONE,
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eRLDefault = BIT_FLAG(0),
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eRLWater = BIT_FLAG(4),
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eRLCustomBegin = BIT_FLAG(6),//
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eRLCustomEnd = BIT_FLAG(29),//
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eRLDebug = BIT_FLAG(31),
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eRLSYSAll = eRLDefault | eRLWater,
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eRLCustomAll = BIT_FLAG(6) | BIT_FLAG(7) | 0x0fffff00 | BIT_FLAG(28) | BIT_FLAG(29),
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eRLCameraRenderAll = eRLSYSAll | eRLCustomAll,
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eRLRenderAll = BIT_FLAG_ALL,//<2F><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>layer<65><72>
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};
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enum MaterialParameterType
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{
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eMaterialParamInvailid = -1,
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eMaterialParamMatrix,
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eMaterialParamVector,
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eMaterialParamFloat,
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eMaterialParamTexture1D,
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eMaterialParamTexture2D,
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eMaterialParamTexture3D,
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eMaterialParamTextureCUBE,
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eMaterialParamCount
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};
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enum CameraOrder
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{
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eCO_InvalidCamera = -1,
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eCO_Shadow = 0,
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eCO_Main = 13,
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eCO_PuppetMain = 1000,//[zhongdaohuan]<5D><><EFBFBD><EFBFBD>ΪMain<69><6E><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD>ܱ<EFBFBD><DCB1><EFBFBD><EFBFBD>
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};
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}
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#endif
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