FUDaePassState Namespace Reference

The render states for effect passes. More...


Enumerations

enum  State {
  ALPHA_FUNC = 0,
  BLEND_FUNC,
  BLEND_FUNC_SEPARATE,
  BLEND_EQUATION,
  BLEND_EQUATION_SEPARATE,
  COLOR_MATERIAL,
  CULL_FACE,
  DEPTH_FUNC,
  FOG_MODE,
  FOG_COORD_SRC,
  FRONT_FACE = 10,
  LIGHT_MODEL_COLOR_CONTROL,
  LOGIC_OP,
  POLYGON_MODE,
  SHADE_MODEL,
  STENCIL_FUNC,
  STENCIL_OP,
  STENCIL_FUNC_SEPARATE,
  STENCIL_OP_SEPARATE,
  STENCIL_MASK_SEPARATE,
  LIGHT_ENABLE = 20,
  LIGHT_AMBIENT,
  LIGHT_DIFFUSE,
  LIGHT_SPECULAR,
  LIGHT_POSITION,
  LIGHT_CONSTANT_ATTENUATION,
  LIGHT_LINEAR_ATTENUATION,
  LIGHT_QUADRATIC_ATTENUATION,
  LIGHT_SPOT_CUTOFF,
  LIGHT_SPOT_DIRECTION,
  LIGHT_SPOT_EXPONENT = 30,
  TEXTURE1D = 31,
  TEXTURE2D,
  TEXTURE3D,
  TEXTURECUBE,
  TEXTURERECT,
  TEXTUREDEPTH,
  TEXTURE1D_ENABLE,
  TEXTURE2D_ENABLE,
  TEXTURE3D_ENABLE,
  TEXTURECUBE_ENABLE,
  TEXTURERECT_ENABLE,
  TEXTUREDEPTH_ENABLE,
  TEXTURE_ENV_COLOR,
  TEXTURE_ENV_MODE,
  CLIP_PLANE = 45,
  CLIP_PLANE_ENABLE,
  BLEND_COLOR,
  CLEAR_COLOR,
  CLEAR_STENCIL,
  CLEAR_DEPTH,
  COLOR_MASK,
  DEPTH_BOUNDS,
  DEPTH_MASK,
  DEPTH_RANGE,
  FOG_DENSITY = 55,
  FOG_START,
  FOG_END,
  FOG_COLOR,
  LIGHT_MODEL_AMBIENT,
  LIGHTING_ENABLE,
  LINE_STIPPLE,
  LINE_WIDTH,
  MATERIAL_AMBIENT = 63,
  MATERIAL_DIFFUSE,
  MATERIAL_EMISSION,
  MATERIAL_SHININESS,
  MATERIAL_SPECULAR,
  MODEL_VIEW_MATRIX,
  POINT_DISTANCE_ATTENUATION,
  POINT_FADE_THRESHOLD_SIZE,
  POINT_SIZE,
  POINT_SIZE_MIN,
  POINT_SIZE_MAX,
  POLYGON_OFFSET = 74,
  PROJECTION_MATRIX,
  SCISSOR,
  STENCIL_MASK,
  ALPHA_TEST_ENABLE,
  AUTO_NORMAL_ENABLE,
  BLEND_ENABLE,
  COLOR_LOGIC_OP_ENABLE,
  COLOR_MATERIAL_ENABLE,
  CULL_FACE_ENABLE,
  DEPTH_BOUNDS_ENABLE = 84,
  DEPTH_CLAMP_ENABLE,
  DEPTH_TEST_ENABLE,
  DITHER_ENABLE,
  FOG_ENABLE,
  LIGHT_MODEL_LOCAL_VIEWER_ENABLE,
  LIGHT_MODEL_TWO_SIDE_ENABLE,
  LINE_SMOOTH_ENABLE,
  LINE_STIPPLE_ENABLE,
  LOGIC_OP_ENABLE,
  MULTISAMPLE_ENABLE,
  NORMALIZE_ENABLE = 95,
  POINT_SMOOTH_ENABLE,
  POLYGON_OFFSET_FILL_ENABLE,
  POLYGON_OFFSET_LINE_ENABLE,
  POLYGON_OFFSET_POINT_ENABLE,
  POLYGON_SMOOTH_ENABLE,
  POLYGON_STIPPLE_ENABLE,
  RESCALE_NORMAL_ENABLE,
  SAMPLE_ALPHA_TO_COVERAGE_ENABLE = 103,
  SAMPLE_ALPHA_TO_ONE_ENABLE,
  SAMPLE_COVERAGE_ENABLE,
  SCISSOR_TEST_ENABLE,
  STENCIL_TEST_ENABLE,
  COUNT = 108,
  INVALID
}
 Enumerates the COLLADA render states for effect passes. More...

Functions

FCOLLADA_EXPORT State FromString (const char *value)
 Converts the COLLADA render state name string to the render state enumeration type.
State FromString (const fm::string &value)
 Converts the FCollada texture channel string into a texture channel.
FCOLLADA_EXPORT const char * ToString (State state)
 Converts the render state enumeration type to its COLLADA render state name string.


Detailed Description

The render states for effect passes.

Enumeration Type Documentation

enum FUDaePassState::State
 

Enumerates the COLLADA render states for effect passes.

Each state description states the structure allocated in FCollada for this state. For example, ALPHA_FUNC describes: { FUDaePassStateFunction function = ALWAYS, float alphaComparison = 0.0f }. This implies a 8-byte structure with 1) FUDaePassStateFunction::Function at offset 0; it defaults to the ALWAYS enumerated type. 2) The alpha comparison value at offset 4; it defaults to 0.0f. All enumerated types are 4 byte in length.

Enumerator:
ALPHA_FUNC  { FUDaePassStateFunction function = ALWAYS, float alphaComparison = 0.0f }
BLEND_FUNC  { FUDaePassStateBlendType sourceBlend = ONE, FUDaePassStateBlendType destinationBlend = ZERO }
BLEND_FUNC_SEPARATE  { FUDaePassStateBlendType sourceColorBlend = ONE, FUDaePassStateBlendType destinationColorBlend = ZERO, FUDaePassStateBlendType sourceAlphaBlend = ONE, FUDaePassStateBlendType destinationAlphaBlend = ZERO }
BLEND_EQUATION  { FUDaePassStateBlendEquation blendEquation = ADD }
BLEND_EQUATION_SEPARATE  { FUDaePassStateBlendEquation colorEquation = ADD, FUDaePassStateBlendEquation alphaEquation = ADD }
COLOR_MATERIAL  { FUDaePassStateFaceType whichFaces = FRONT_AND_BACK, FUDaePassStateMaterialType material = AMBIENT_AND_DIFFUSE }
CULL_FACE  { FUDaePassStateFaceType culledFaces = BACK }
DEPTH_FUNC  { FUDaePassStateFunction depthAcceptFunction = ALWAYS }
FOG_MODE  { FUDaePassStateFogType fogType = EXP }
FOG_COORD_SRC  { FUDaePassStateFogCoordinateType type = FOG_COORDINATE }
FRONT_FACE  { FUDaePassStateFrontFaceType frontFaceSide = COUNTER_CLOCKWISE }
LIGHT_MODEL_COLOR_CONTROL  { FUDaePassStateLightModelColorControlType controlType = SINGLE_COLOR }
LOGIC_OP  { FUDaePassStateLogicOperation operation = COPY }
POLYGON_MODE  { FUDaePassStateFaceType whichFaces = FRONT_AND_BACK, FUDaePassStatePolygonMode renderMode = FILL }
SHADE_MODEL  { FUDaePassStateShadeModel model = SMOOTH }
STENCIL_FUNC  { FUDaePassStateFunction acceptFunction = ALWAYS, uint8 referenceValue = 0, uint8 mask = 0xFF }
STENCIL_OP  { FUDaePassStateStencilOperation failOperation = KEEP, FUDaePassStateStencilOperation depthFailOperation = KEEP, FUDaePassStateStencilOperation depthPassOperation = KEEP }
STENCIL_FUNC_SEPARATE  { FUDaePassStateFunction frontFacesAcceptFunction = ALWAYS, FUDaePassStateFunction backFacesAcceptFunction = ALWAYS, uint8 referenceValue = 0, uint8 mask = 0xFF }
STENCIL_OP_SEPARATE  { FUDaePassStateFaceType whichFaces = FRONT_AND_BACK, FUDaePassStateStencilOperation failOperation = KEEP, FUDaePassStateStencilOperation depthFailOperation = KEEP, FUDaePassStateStencilOperation depthPassOperation = KEEP }
STENCIL_MASK_SEPARATE  { FUDaePassStateFaceType whichFaces = FRONT_AND_BACK, uint8 mask = 0xFF }
LIGHT_ENABLE  { uint8 lightIndex = 0, bool enabled = false }
LIGHT_AMBIENT  { uint8 lightIndex = 0, FMVector4 ambientColor = [0,0,0,1] }
LIGHT_DIFFUSE  { uint8 lightIndex = 0, FMVector4 diffuseColor = [0,0,0,0] }
LIGHT_SPECULAR  { uint8 lightIndex = 0, FMVector4 specularColor = [0,0,0,0] }
LIGHT_POSITION  { uint8 lightIndex = 0, FMVector4 position = [0,0,1,0] }
LIGHT_CONSTANT_ATTENUATION  { uint8 lightIndex = 0, float constantAttenuation = 1.0f }
LIGHT_LINEAR_ATTENUATION  { uint8 lightIndex = 0, float linearAttenuation = 0.0f }
LIGHT_QUADRATIC_ATTENUATION  { uint8 lightIndex = 0, float quadraticAttenuation = 0.0f }
LIGHT_SPOT_CUTOFF  { uint8 lightIndex = 0, float cutoff = 180.0f }
LIGHT_SPOT_DIRECTION  { uint8 lightIndex = 0, FMVector4 direction = [0,0,-1] }
LIGHT_SPOT_EXPONENT  { uint8 lightIndex = 0, float exponent = 0.0f }
TEXTURE1D  { uint8 textureIndex = 0, uint32 textureId = 0 }
TEXTURE2D  { uint8 textureIndex = 0, uint32 textureId = 0 }
TEXTURE3D  { uint8 textureIndex = 0, uint32 textureId = 0 }
TEXTURECUBE  { uint8 textureIndex = 0, uint32 textureId = 0 }
TEXTURERECT  { uint8 textureIndex = 0, uint32 textureId = 0 }
TEXTUREDEPTH  { uint8 textureIndex = 0, uint32 textureId = 0 }
TEXTURE1D_ENABLE  { uint8 textureIndex = 0, bool enabled = false }
TEXTURE2D_ENABLE  { uint8 textureIndex = 0, bool enabled = false }
TEXTURE3D_ENABLE  { uint8 textureIndex = 0, bool enabled = false }
TEXTURECUBE_ENABLE  { uint8 textureIndex = 0, bool enabled = false }
TEXTURERECT_ENABLE  { uint8 textureIndex = 0, bool enabled = false }
TEXTUREDEPTH_ENABLE  { uint8 textureIndex = 0, bool enabled = false }
TEXTURE_ENV_COLOR  { uint8 textureIndex = 0, FMVector4 environmentColor = [0,0,0,0] }
TEXTURE_ENV_MODE  { uint8 textureIndex = 0, char environmentMode[255] = "" }
CLIP_PLANE  { uint8 planeIndex = 0, FMVector4 planeValue = [0,0,0,0] }
CLIP_PLANE_ENABLE  { uint8 planeIndex = 0, bool enabled = false }
BLEND_COLOR  { FMVector4 blendColor = [0,0,0,0] }
CLEAR_COLOR  { FMVector4 clearColor = [0,0,0,0] }
CLEAR_STENCIL  { uint32 clearStencilValue = 0 }
CLEAR_DEPTH  { float clearDepthValue = 1.0f }
COLOR_MASK  { bool redWriteMask = true, bool greenWriteMask = true, bool blueWriteMask = true, bool alphaWriteMask = true }
DEPTH_BOUNDS  { FMVector2 depthBounds = [0,1] }
DEPTH_MASK  { bool depthWriteMask = true }
DEPTH_RANGE  { float minimumDepthValue = 0.0f, float maximumDepthValue = 1.0f }
FOG_DENSITY  { float fogDensity = 1.0f }
FOG_START  { float fogStartDepthValue = 0.0f }
FOG_END  { float fogEndDepthValue = 1.0f }
FOG_COLOR  { FMVector4 fogColor = [0,0,0,0] }
LIGHT_MODEL_AMBIENT  { FMVector4 ambientColor = [0.2,0.2,0.2,1] }
LIGHTING_ENABLE  { bool enabled = false }
LINE_STIPPLE  { uint16 lineStippleStart = 1, uint16 lineStippleEnd = 0xFF }
LINE_WIDTH  { float lineWidth = 1.0f }
MATERIAL_AMBIENT  { FMVector4 ambientColor = [0.2,0.2,0.2,1] }
MATERIAL_DIFFUSE  { FMVector4 diffuseColor = [0.8,0.8,0.8,1] }
MATERIAL_EMISSION  { FMVector4 emissionColor = [0,0,0,1] }
MATERIAL_SHININESS  { float shininessOrSpecularLevel = 0.0f }
MATERIAL_SPECULAR  { FMVector4 specularColor = [0,0,0,1] }
MODEL_VIEW_MATRIX  { FMMatrix44 modelViewMatrix = FMMatrix44::Identity }
POINT_DISTANCE_ATTENUATION  { FMVector3 attenuation = [1,0,0] }
POINT_FADE_THRESHOLD_SIZE  { float threshold = 1.0f }
POINT_SIZE  { float size = 1.0f }
POINT_SIZE_MIN  { float minimum = 0.0f }
POINT_SIZE_MAX  { float maximum = 1.0f }
POLYGON_OFFSET  { float factor = 0.0f, float units = 0.0f }
PROJECTION_MATRIX  { FMMatrix44 projectionMatrix = FMMatrix44::Identity }
SCISSOR  { FMVector4 scissor = [0,0,0,0] }
STENCIL_MASK  { uint32 mask = 0xFFFFFFFF }
ALPHA_TEST_ENABLE  { bool enabled = false }
AUTO_NORMAL_ENABLE  { bool enabled = false }
BLEND_ENABLE  { bool enabled = false }
COLOR_LOGIC_OP_ENABLE  { bool enabled = false }
COLOR_MATERIAL_ENABLE  { bool enabled = true }
CULL_FACE_ENABLE  { bool enabled = false }
DEPTH_BOUNDS_ENABLE  { bool enabled = false }
DEPTH_CLAMP_ENABLE  { bool enabled = false }
DEPTH_TEST_ENABLE  { bool enabled = false }
DITHER_ENABLE  { bool enabled = false }
FOG_ENABLE  { bool enabled = false }
LIGHT_MODEL_LOCAL_VIEWER_ENABLE  { bool enabled = false }
LIGHT_MODEL_TWO_SIDE_ENABLE  { bool enabled = false }
LINE_SMOOTH_ENABLE  { bool enabled = false }
LINE_STIPPLE_ENABLE  { bool enabled = false }
LOGIC_OP_ENABLE  { bool enabled = false }
MULTISAMPLE_ENABLE  { bool enabled = false }
NORMALIZE_ENABLE  { bool enabled = false }
POINT_SMOOTH_ENABLE  { bool enabled = false }
POLYGON_OFFSET_FILL_ENABLE  { bool enabled = false }
POLYGON_OFFSET_LINE_ENABLE  { bool enabled = false }
POLYGON_OFFSET_POINT_ENABLE  { bool enabled = false }
POLYGON_SMOOTH_ENABLE  { bool enabled = false }
POLYGON_STIPPLE_ENABLE  { bool enabled = false }
RESCALE_NORMAL_ENABLE  { bool enabled = false }
SAMPLE_ALPHA_TO_COVERAGE_ENABLE  { bool enabled = false }
SAMPLE_ALPHA_TO_ONE_ENABLE  { bool enabled = false }
SAMPLE_COVERAGE_ENABLE  { bool enabled = false }
SCISSOR_TEST_ENABLE  { bool enabled = false }
STENCIL_TEST_ENABLE  { bool enabled = false }
COUNT  The number of supported render states.
INVALID  An invalid render state.


Function Documentation

State FUDaePassState::FromString const fm::string value  )  [inline]
 

Converts the FCollada texture channel string into a texture channel.

Parameters:
value The COLLADA interpolation type string.
Returns:
The interpolation type.

FCOLLADA_EXPORT State FUDaePassState::FromString const char *  value  ) 
 

Converts the COLLADA render state name string to the render state enumeration type.

Parameters:
value The render state name string.
Returns:
The render state enumeration type.

FCOLLADA_EXPORT const char* FUDaePassState::ToString State  state  ) 
 

Converts the render state enumeration type to its COLLADA render state name string.

Parameters:
state The render state enumeration type.
Returns:
The render state name string.


Generated on Thu Feb 14 16:58:42 2008 for FCollada by  doxygen 1.4.6-NO