axmol/core/renderer/backend/Enums.h

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/****************************************************************************
Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2020 C4games Ltd.
2022-10-01 16:24:52 +08:00
https://axmolengine.github.io/
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.
****************************************************************************/
#pragma once
#include "Macros.h"
#include <assert.h>
#include <cstdint>
#include <string>
#include "base/bitmask.h"
NS_AX_BACKEND_BEGIN
enum class BufferUsage : uint32_t
{
STATIC,
DYNAMIC
};
enum class BufferType : uint32_t
{
ARRAY_BUFFER,
ELEMENT_ARRAY_BUFFER,
UNIFORM_BUFFER,
PIXEL_PACK_BUFFER,
COUNT,
VERTEX = ARRAY_BUFFER,
INDEX = ELEMENT_ARRAY_BUFFER,
UNIFORM = UNIFORM_BUFFER
};
enum class ShaderStage
{
UNKNOWN = -1,
VERTEX,
FRAGMENT
};
enum class VertexFormat : uint32_t
{
FLOAT4,
FLOAT3,
FLOAT2,
FLOAT,
INT4,
INT3,
INT2,
INT,
USHORT4,
USHORT2,
UBYTE4
};
/** @typedef backend::PixelFormat
Possible texture pixel formats
refer to:
https://docs.gl/es3/glTexImage2D
https://docs.gl/gl3/glTexImage2D
https://developer.apple.com/documentation/metal/mtlpixelformat?language=objc
*/
enum class PixelFormat : uint32_t
{
/* below is compression format */
/* PVRTCV1, OpenGL support PVRTCv2, but Metal only support PVRTCv1*/
//! 4-bit PVRTC-compressed texture: PVRTC4
PVRTC4,
//! 4-bit PVRTC-compressed texture: PVRTC4 (has alpha channel)
PVRTC4A,
//! 2-bit PVRTC-compressed texture: PVRTC2
PVRTC2,
//! 2-bit PVRTC-compressed texture: PVRTC2 (has alpha channel)
PVRTC2A,
//! ETC1-compressed texture: ETC1 4 BPP
ETC1,
//! ETC2-compressed texture: ETC2_RGB 4 BPP
ETC2_RGB,
//! ETC2-compressed texture: ETC2_RGBA 8 BPP
ETC2_RGBA,
//! S3TC-compressed texture: S3TC_Dxt1
S3TC_DXT1,
//! S3TC-compressed texture: S3TC_Dxt3
S3TC_DXT3,
//! S3TC-compressed texture: S3TC_Dxt5
S3TC_DXT5,
//! ATITC-compressed texture: ATC_RGB
ATC_RGB,
//! ATITC-compressed texture: ATC_EXPLICIT_ALPHA
ATC_EXPLICIT_ALPHA,
//! ATITC-compressed texture: ATC_INTERPOLATED_ALPHA
ATC_INTERPOLATED_ALPHA,
ASTC4x4, //!< ASTC 4x4 8.0 BPP
ASTC5x5, //!< ASTC 5x5 5.12 BPP
ASTC6x6, //!< ASTC 6x6 3.56 BPP
ASTC8x5, //!< ASTC 8x5 3.20 BPP
ASTC8x6, //!< ASTC 8x6 2.67 BPP
ASTC8x8, //!< ASTC 8x8 2.0 BPP
ASTC10x5, //!< ASTC 10x5 2.56 BPP
//!!!Please append compression pixel format
/* below is normal pixel format */
//! 32-bit texture: RGBA8888
RGBA8,
//! 32-bit texture: BGRA8888
BGRA8,
//! 24-bit texture: RGBA888
RGB8,
//! 16-bit texture without Alpha channel
RGB565, // !render as BGR565
//! 16-bit textures: RGBA4444
RGBA4, // !render as ABGR4
//! 16-bit textures: RGB5A1
RGB5A1, // !render as BGR5A1
//! 8-bit textures used as red, GL3/GLES3/Metal (R,G,0,0)
R8,
//! 16-bit read and green channel, GL3/GLES3/Metal (R,G,0,0)
RG8,
//! 8-bit textures used as masks, GLES2/GLES3/Metal (0,0,0,A) deprecated
A8,
//! 8-bit Luminance texture, GLES2/GLES3/Metal ONLY (L,L,L,1) deprecated
L8,
//! 16-bit Luminance with alpha, GLES2/GLES3 ONLY (L,L,L,A) deprecated
LA8,
//!!!Please append normal pixel format
//! 32-bit texture: RGBA8888
RGBA32F,
/* below is depth compression format */
// A packed 32-bit combined depth and stencil pixel format with two nomorlized unsigned integer
// components: 24 bits, typically used for a depth render target, and 8 bits, typically used for
// a stencil render target.
D24S8,
//!!!Please append depth stencil pixel format
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/* the count of pixel format supported by axmol */
COUNT,
NONE = 0xffff
};
enum class TextureUsage : uint32_t
{
READ,
WRITE,
RENDER_TARGET
};
enum class IndexFormat : uint32_t
{
U_SHORT = 1,
U_INT = 2,
};
enum class VertexStepMode : uint32_t
{
VERTEX,
INSTANCE
};
enum class PrimitiveType : uint32_t
{
POINT,
LINE,
LINE_LOOP,
LINE_STRIP,
TRIANGLE,
TRIANGLE_STRIP
};
enum class TextureType : uint32_t
{
TEXTURE_2D,
TEXTURE_CUBE
};
enum class SamplerAddressMode : uint32_t
{
REPEAT,
MIRROR_REPEAT,
CLAMP_TO_EDGE,
DONT_CARE,
};
enum class SamplerFilter : uint32_t
{
NEAREST,
NEAREST_MIPMAP_NEAREST,
NEAREST_MIPMAP_LINEAR,
LINEAR,
LINEAR_MIPMAP_LINEAR,
LINEAR_MIPMAP_NEAREST,
DONT_CARE,
};
enum class StencilOperation : uint32_t
{
KEEP,
ZERO,
REPLACE,
INVERT,
INCREMENT_WRAP,
DECREMENT_WRAP
};
enum class CompareFunction : uint32_t
{
NEVER,
LESS,
LESS_EQUAL,
GREATER,
GREATER_EQUAL,
EQUAL,
NOT_EQUAL,
ALWAYS
};
enum class BlendOperation : uint32_t
{
ADD,
SUBTRACT,
RESERVE_SUBTRACT
};
enum class BlendFactor : uint32_t
{
ZERO,
ONE,
SRC_COLOR,
ONE_MINUS_SRC_COLOR,
SRC_ALPHA,
ONE_MINUS_SRC_ALPHA,
DST_COLOR,
ONE_MINUS_DST_COLOR,
DST_ALPHA,
ONE_MINUS_DST_ALPHA,
CONSTANT_ALPHA,
SRC_ALPHA_SATURATE,
ONE_MINUS_CONSTANT_ALPHA,
BLEND_CLOLOR
};
enum class ColorWriteMask : uint32_t
{
RED_BIT = 0,
GREEN_BIT = 1,
BLUE_BIT = 2,
ALPHA_BIT = 3,
NONE = 0,
RED = 1 << RED_BIT,
GREEN = 1 << GREEN_BIT,
BLUE = 1 << BLUE_BIT,
ALPHA = 1 << ALPHA_BIT,
ALL = 0x0000000F
};
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AX_ENABLE_BITMASK_OPS(ColorWriteMask)
AX_ENABLE_BITSHIFT_OPS(ColorWriteMask)
/**
* Bitmask for selecting render buffers
*/
enum class TargetBufferFlags : uint8_t
{
NONE = 0x0u, //!< No buffer selected.
COLOR0 = 0x1u, //!< Color buffer selected.
COLOR1 = 0x2u, //!< Color buffer selected.
COLOR2 = 0x4u, //!< Color buffer selected.
COLOR3 = 0x8u, //!< Color buffer selected.
COLOR = COLOR0, //!< \deprecated
COLOR_ALL = COLOR0 | COLOR1 | COLOR2 | COLOR3,
DEPTH = 0x10u, //!< Depth buffer selected.
STENCIL = 0x20u, //!< Stencil buffer selected.
DEPTH_AND_STENCIL = DEPTH | STENCIL, //!< depth and stencil buffer selected.
ALL = COLOR_ALL | DEPTH | STENCIL //!< Color, depth and stencil buffer selected.
};
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AX_ENABLE_BITMASK_OPS(TargetBufferFlags)
enum class DepthStencilFlags : unsigned int
{
NONE = 0,
DEPTH_TEST = 1,
DEPTH_WRITE = 1 << 1,
STENCIL_TEST = 1 << 2,
DEPTH_STENCIL_TEST = DEPTH_TEST | STENCIL_TEST,
ALL = DEPTH_TEST | STENCIL_TEST | DEPTH_WRITE,
};
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AX_ENABLE_BITMASK_OPS(DepthStencilFlags)
AX_ENABLE_BITSHIFT_OPS(DepthStencilFlags)
enum class CullMode : uint32_t
{
NONE = 0x00000000,
BACK = 0x00000001,
FRONT = 0x00000002
};
enum class Winding : uint32_t
{
CLOCK_WISE,
COUNTER_CLOCK_WISE
};
enum class TextureCubeFace : uint32_t
{
POSITIVE_X = 0,
NEGATIVE_X = 1,
POSITIVE_Y = 2,
NEGATIVE_Y = 3,
POSITIVE_Z = 4,
NEGATIVE_Z = 5
};
struct ProgramType
{
enum : uint32_t
{
POSITION_COLOR_LENGTH_TEXTURE, // positionColorLengthTexture_vert, positionColorLengthTexture_frag
POSITION_COLOR_TEXTURE_AS_POINTSIZE, // positionColorTextureAsPointsize_vert, positionColor_frag
POSITION_COLOR, // positionColor_vert, positionColor_frag
POSITION_UCOLOR, // positionUColor_vert, positionUColor_frag
POSITION_TEXTURE, // positionTexture_vert, positionTexture_frag
POSITION_TEXTURE_COLOR, // positionTextureColor_vert, positionTextureColor_frag
POSITION_TEXTURE_COLOR_ALPHA_TEST, // positionTextureColor_vert, positionTextureColorAlphaTest_frag
LABEL_NORMAL, // positionTextureColor_vert, label_normal_frag
LABLE_OUTLINE, // positionTextureColor_vert, labelOutline_frag
LABEL_DISTANCE_NORMAL, // positionTextureColor_vert, label_distanceNormal_frag
LABEL_DISTANCE_OUTLINE, // positionTextureColor_vert, label_distanceOutline_frag
LABLE_DISTANCE_GLOW, // positionTextureColor_vert, label_distanceGlow_frag
LAYER_RADIA_GRADIENT, // position_vert, layer_radialGradient_frag
DUAL_SAMPLER,
DUAL_SAMPLER_GRAY,
ETC1 = DUAL_SAMPLER, // positionTextureColor_vert, etc1_frag
ETC1_GRAY = DUAL_SAMPLER_GRAY, // positionTextureColor_vert, etc1Gray_frag
GRAY_SCALE, // positionTextureColor_vert, grayScale_frag
CAMERA_CLEAR, // cameraClear_vert, cameraClear_frag
TERRAIN_3D, // CC3D_terrain_vert, CC3D_terrain_frag
LINE_COLOR_3D, // lineColor3D_vert, lineColor3D_frag
SKYBOX_3D, // CC3D_skybox_vert, CC3D_skybox_frag
SKINPOSITION_TEXTURE_3D, // CC3D_skinPositionTexture_vert, CC3D_colorTexture_frag
SKINPOSITION_NORMAL_TEXTURE_3D, // CC3D_skinPositionNormalTexture_vert, CC3D_colorNormalTexture_frag
POSITION_NORMAL_TEXTURE_3D, // CC3D_positionNormalTexture_vert, CC3D_colorNormalTexture_frag
POSITION_NORMAL_3D, // CC3D_positionNormalTexture_vert, CC3D_colorNormal_frag
POSITION_TEXTURE_3D, // CC3D_positionTexture_vert, CC3D_colorTexture_frag
POSITION_3D, // CC3D_positionTexture_vert, CC3D_color_frag
POSITION_BUMPEDNORMAL_TEXTURE_3D, // CC3D_positionNormalTexture_vert, CC3D_colorNormalTexture_frag
SKINPOSITION_BUMPEDNORMAL_TEXTURE_3D, // CC3D_skinPositionNormalTexture_vert, CC3D_colorNormalTexture_frag
PARTICLE_TEXTURE_3D, // CC3D_particle_vert, CC3D_particleTexture_frag
PARTICLE_COLOR_3D, // CC3D_particle_vert, CC3D_particleColor_frag
QUAD_COLOR_2D, // CC2D_quad_vert, CC2D_quadColor_frag
QUAD_TEXTURE_2D, // CC2D_quad_vert, CC2D_quadTexture_frag
HSV,
HSV_DUAL_SAMPLER,
HSV_ETC1 = HSV_DUAL_SAMPLER,
VIDEO_TEXTURE_YUY2,
VIDEO_TEXTURE_NV12,
VIDEO_TEXTURE_BGR32,
BUILTIN_COUNT,
VIDEO_TEXTURE_RGB32 = POSITION_TEXTURE_COLOR,
CUSTOM_PROGRAM = 0x1000, // user-define program, used by engine
};
};
NS_AX_BACKEND_END