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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
90 lines
1.7 KiB
C++
90 lines
1.7 KiB
C++
#ifndef IRR_E_SHADER_TYPES_H_INCLUDED
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#define IRR_E_SHADER_TYPES_H_INCLUDED
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#include "irrTypes.h"
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namespace irr
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{
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namespace video
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{
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//! Compile target enumeration for the addHighLevelShaderMaterial() method.
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enum E_VERTEX_SHADER_TYPE
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{
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EVST_VS_1_1 = 0,
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EVST_VS_2_0,
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EVST_VS_2_a,
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EVST_VS_3_0,
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EVST_VS_4_0,
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EVST_VS_4_1,
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EVST_VS_5_0,
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//! This is not a type, but a value indicating how much types there are.
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EVST_COUNT
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};
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//! Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
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const c8* const VERTEX_SHADER_TYPE_NAMES[] = {
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"vs_1_1",
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"vs_2_0",
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"vs_2_a",
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"vs_3_0",
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"vs_4_0",
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"vs_4_1",
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"vs_5_0",
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0 };
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//! Compile target enumeration for the addHighLevelShaderMaterial() method.
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enum E_PIXEL_SHADER_TYPE
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{
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EPST_PS_1_1 = 0,
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EPST_PS_1_2,
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EPST_PS_1_3,
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EPST_PS_1_4,
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EPST_PS_2_0,
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EPST_PS_2_a,
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EPST_PS_2_b,
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EPST_PS_3_0,
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EPST_PS_4_0,
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EPST_PS_4_1,
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EPST_PS_5_0,
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//! This is not a type, but a value indicating how much types there are.
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EPST_COUNT
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};
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//! Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
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const c8* const PIXEL_SHADER_TYPE_NAMES[] = {
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"ps_1_1",
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"ps_1_2",
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"ps_1_3",
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"ps_1_4",
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"ps_2_0",
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"ps_2_a",
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"ps_2_b",
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"ps_3_0",
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"ps_4_0",
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"ps_4_1",
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"ps_5_0",
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0 };
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//! Enum for supported geometry shader types
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enum E_GEOMETRY_SHADER_TYPE
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{
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EGST_GS_4_0 = 0,
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//! This is not a type, but a value indicating how much types there are.
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EGST_COUNT
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};
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//! String names for supported geometry shader types
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const c8* const GEOMETRY_SHADER_TYPE_NAMES[] = {
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"gs_4_0",
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0 };
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} // end namespace video
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} // end namespace irr
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#endif // IRR_E_SHADER_TYPES_H_INCLUDED
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