file REDStateShader.h

Header of the RED::StateShader class. Rendering state control. More...

Go to the source code of this file.

Namespaces:

namespaceRED

Classes:

classStateShader
classStateShaderPlatformData

Defines:

#defineRED_RENDER_ALPHA_THRESHOLD 1
#defineRED_RENDER_BLENDING_CONSTANT 30
#defineRED_RENDER_BLENDING_EQUATION 28
#defineRED_RENDER_BLENDING_EQUATION_0 82
#defineRED_RENDER_BLENDING_EQUATION_1 85
#defineRED_RENDER_BLENDING_EQUATION_2 88
#defineRED_RENDER_BLENDING_EQUATION_3 91
#defineRED_RENDER_BLENDING_EQUATION_4 94
#defineRED_RENDER_BLENDING_EQUATION_5 97
#defineRED_RENDER_BLENDING_EQUATION_6 100
#defineRED_RENDER_BLENDING_EQUATION_7 103
#defineRED_RENDER_BLENDING_FUNCTION1 27
#defineRED_RENDER_BLENDING_FUNCTION1_0 81
#defineRED_RENDER_BLENDING_FUNCTION1_1 84
#defineRED_RENDER_BLENDING_FUNCTION1_2 87
#defineRED_RENDER_BLENDING_FUNCTION1_3 90
#defineRED_RENDER_BLENDING_FUNCTION1_4 93
#defineRED_RENDER_BLENDING_FUNCTION1_5 96
#defineRED_RENDER_BLENDING_FUNCTION1_6 99
#defineRED_RENDER_BLENDING_FUNCTION1_7 102
#defineRED_RENDER_BLENDING_FUNCTION2 29
#defineRED_RENDER_BLENDING_FUNCTION2_0 83
#defineRED_RENDER_BLENDING_FUNCTION2_1 86
#defineRED_RENDER_BLENDING_FUNCTION2_2 89
#defineRED_RENDER_BLENDING_FUNCTION2_3 92
#defineRED_RENDER_BLENDING_FUNCTION2_4 95
#defineRED_RENDER_BLENDING_FUNCTION2_5 98
#defineRED_RENDER_BLENDING_FUNCTION2_6 101
#defineRED_RENDER_BLENDING_FUNCTION2_7 104
#defineRED_RENDER_BLENDING_MODE 26
#defineRED_RENDER_COLOR_MASK 45
#defineRED_RENDER_COLOR_MASK_ALL ( 0xf )
#defineRED_RENDER_COLOR_MASK_ALPHA ( 0x8 )
#defineRED_RENDER_COLOR_MASK_BLUE ( 0x4 )
#defineRED_RENDER_COLOR_MASK_GREEN ( 0x2 )
#defineRED_RENDER_COLOR_MASK_NONE ( 0x0 )
#defineRED_RENDER_COLOR_MASK_RED ( 0x1 )
#defineRED_RENDER_CULLING_MODE 25
#defineRED_RENDER_DEPTH_FUNCTION 35
#defineRED_RENDER_DEPTH_MASK 37
#defineRED_RENDER_DEPTH_TEST 36
#defineRED_RENDER_DISP_HEIGHT 50
#defineRED_RENDER_DISP_IMAGE 51
#defineRED_RENDER_DISP_MATRIX 54
#defineRED_RENDER_DISP_OFFSET 70
#defineRED_RENDER_DISP_UV 53
#defineRED_RENDER_DOUBLE_SIDED 34
#defineRED_RENDER_LINE_SMOOTHING 46
#defineRED_RENDER_LINE_STIPPLE 39
#defineRED_RENDER_LINE_STIPPLE_FACTOR 40
#defineRED_RENDER_LINE_STIPPLE_PATTERN 41
#defineRED_RENDER_LINE_WIDTH 38
#defineRED_RENDER_MATTE 49
#defineRED_RENDER_POINT_SIZE 48
#defineRED_RENDER_POINT_SMOOTHING 47
#defineRED_RENDER_POLYGON_OFFSET 42
#defineRED_RENDER_POLYGON_OFFSET_FACTOR 43
#defineRED_RENDER_POLYGON_OFFSET_UNITS 44
#defineRED_RENDER_REFLECTIVE_CAUSTICS 79
#defineRED_RENDER_REFRACTIVE_CAUSTICS 80
#defineRED_RENDER_STATEVEC_SIZE 93
#defineRED_RENDER_STENCIL_FUNCTION 72
#defineRED_RENDER_STENCIL_MASK 74
#defineRED_RENDER_STENCIL_OP_FAIL 76
#defineRED_RENDER_STENCIL_OP_ZFAIL 77
#defineRED_RENDER_STENCIL_OP_ZPASS 78
#defineRED_RENDER_STENCIL_REF 73
#defineRED_RENDER_STENCIL_TEST 71
#defineRED_RENDER_STENCIL_WRITEMASK 75
#defineRED_RENDER_TRANSPAR_COLOR 2
#defineRED_RENDER_TRANSPAR_IMAGE 6
#defineRED_RENDER_TRANSPAR_IMAGE_MATX 9
#defineRED_RENDER_TRANSPAR_IMAGE_UV 8
#defineRED_RENDER_TRANSPARENCY_MODE 0

Detailed description:

Header of the RED::StateShader class. Rendering state control.

Header file describing the RED::StateShader class, that is the shader class configuring rendering states for all incoming shaders.

Defines documentation

(float) Threshold value for the alpha masked transparency.

(4*float) Color + alpha value usable in the blending equation.

(int) Specify the operation combining the source and destination colors.

(int) Specify the operation combining the source and destination colors, for the rendering buffer number 0.

(int) Specify the operation combining the source and destination colors, for the rendering buffer number 1.

(int) Specify the operation combining the source and destination colors, for the rendering buffer number 2.

(int) Specify the operation combining the source and destination colors, for the rendering buffer number 3.

(int) Specify the blending function for the incoming color.

(int) Specify the blending function for the incoming color, for the rendering buffer number 0.

(int) Specify the blending function for the incoming color, for the rendering buffer number 1.

(int) Specify the blending function for the incoming color, for the rendering buffer number 2.

(int) Specify the blending function for the incoming color, for the rendering buffer number 3.

(int) Specify the blending function for the destination color.

(int) Specify the blending function for the destination color, for the rendering buffer number 0.

(int) Specify the blending function for the destination color, for the rendering buffer number 1.

(int) Specify the blending function for the destination color, for the rendering buffer number 2.

(int) Specify the blending function for the destination color, for the rendering buffer number 3.

(int) Specify the blending mode (pre-defined or custom).

(int) Value of the color mask enabling / disabling color writes.

RED_RENDER_COLOR_MASK flag value set for all channel writes.

RED_RENDER_COLOR_MASK flag value set to enable A color writes.

RED_RENDER_COLOR_MASK flag value set to enable B color writes.

RED_RENDER_COLOR_MASK flag value set to enable G color writes.

RED_RENDER_COLOR_MASK flag value set for no channel writes.

RED_RENDER_COLOR_MASK flag value set to enable R color writes.

Specify the face culling to use for incoming geometries.

(int) StateShader::FUNCTION value.

(int) StateShader::DEPTH_MASK value.

(int) StateShader::DEPTH_TEST value.

(float) Maximal displacement height.

(RED::Object*) Displacement texture image address.

(16*float) Displacement UV transformation matrix.

(float) Displacement offset value.

(int) Mesh channel to use to sample the displacement texture image.

Render both sides of the element.

(int) Value of the line smoothing flag.

(int) Is line stipple enabled ?

(int) Line stipple pattern repeat factor.

(int) 16 bits pattern mask used to render lines.

(float) Pixel width of a rendered line.

#define RED_RENDER_MATTE 49

(float) Value of the point diameter.

(int) Value of the point smoothing flag.

(int) Is polygon offset enabled ?

(float) Angular factor of the polygon offset equation.

(float) Biasing z units of the polygon offset equation.

(int) size of the state vector of a StateShader.

(int) StateShader::FUNCTION value for stencil testing.

(int) Stencil bit testing mask.

(int) Stencil operation value.

(int) Stencil operation value.

(int) Stencil operation value.

(int) Stencil reference value for stencil testing.

(int) RED::StateShader::STENCIL_TEST value.

(int) Stencil framebuffer writing mask.

(4*float) Transparency color.

(RED::Object*) Transparency texture image. We now reserve 64 bits for that field.

(16*float) Transparency texture transformation matrix.

(int) Mesh channel number to use for the transparency texture.

(int) Define the kind of transparency that is configured by a StateShader.