Shader_Macros

CASE_TEXMOD Macro
C++
#define CASE_TEXMOD(var_name) \
  if(!stricmp(#var_name,szParamName))\
  {\
    var_name = fValue;\
    return true;\
  }\
File

IShader.h

CASE_TEXMODANGLE Macro
C++
#define CASE_TEXMODANGLE(var_name) \
  if(!stricmp(#var_name,szParamName))\
{\
  var_name = Degr2Word(fValue);\
  return true;\
}\
File

IShader.h

CASE_TEXMODBOOL Macro
C++
#define CASE_TEXMODBOOL(var_name) \
  if(!stricmp(#var_name,szParamName))\
{\
  var_name = (fValue==1.f);\
  return true;\
}\
File

IShader.h

CASE_TEXMODBYTE Macro
C++
#define CASE_TEXMODBYTE(var_name) \
  if(!stricmp(#var_name,szParamName))\
{\
  var_name = (byte)fValue;\
  return true;\
}\
File

IShader.h

DECAL_HAS_NORMAL_MAP Macro
C++
#define DECAL_HAS_NORMAL_MAP (1<<0)
File

IShader.h

DECAL_HAS_SPECULAR_MAP Macro
C++
#define DECAL_HAS_SPECULAR_MAP (1<<2)
File

IShader.h

DECAL_STATIC Macro
C++
#define DECAL_STATIC (1<<1)
File

IShader.h

DEF_TEXARG0 Macro
C++
#define DEF_TEXARG0 (eCA_Texture|(eCA_Diffuse<<3))
File

IShader.h

DEF_TEXARG1 Macro
C++
#define DEF_TEXARG1 (eCA_Texture|(eCA_Previous<<3))
File

IShader.h

DL_SHADOW_UPDATE_SHIFT Macro
C++
#define DL_SHADOW_UPDATE_SHIFT 8
File

IShader.h

DLAT_POINT Macro
C++
#define DLAT_POINT 0x4
File

IShader.h

DLAT_RECTANGLE Macro
C++
#define DLAT_RECTANGLE 0x2
File

IShader.h

DLAT_SPHERE Macro
C++
#define DLAT_SPHERE 0x1
File

IShader.h

Description

Area light types

EF_ALLOW3DC Macro
C++
#define EF_ALLOW3DC 0x100000
File

IShader.h

EF_BUILD_TREE Macro
C++
#define EF_BUILD_TREE 0x400
File

IShader.h

EF_CLIENTEFFECT Macro
C++
#define EF_CLIENTEFFECT 0x10000000
File

IShader.h

EF_DECAL Macro
C++
#define EF_DECAL 0x80
File

IShader.h

EF_DEFAULT Macro
C++
#define EF_DEFAULT 0x20000
File

IShader.h

EF_FAILED_IMPORT Macro
C++
#define EF_FAILED_IMPORT 0x400000                // Currently just for debug, can be removed if necessary
File

IShader.h

Description

Currently just for debug, can be removed if necessary

EF_FOGSHADER Macro
C++
#define EF_FOGSHADER 0x200000
File

IShader.h

EF_FORCE_RELOAD Macro
C++
#define EF_FORCE_RELOAD 2
File

IShader.h

EF_FORCEREFRACTIONUPDATE Macro
C++
#define EF_FORCEREFRACTIONUPDATE 0x1000000
File

IShader.h

EF_HASCULL Macro
C++
#define EF_HASCULL 0x10
File

IShader.h

EF_LIGHTSTYLE Macro
C++
#define EF_LIGHTSTYLE 0x800
File

IShader.h

EF_LOADED Macro
C++
#define EF_LOADED 0x100
File

IShader.h

EF_LOCALCONSTANTS Macro
C++
#define EF_LOCALCONSTANTS 0x200
File

IShader.h

EF_NEEDNORMALS Macro
C++
#define EF_NEEDNORMALS 0x4000                    // Need normals operations.
File

IShader.h

Description

Need normals operations.

EF_NOCHUNKMERGING Macro
C++
#define EF_NOCHUNKMERGING 0x1000
File

IShader.h

EF_NODRAW Macro
C++
#define EF_NODRAW 8
File

IShader.h

EF_NOPREVIEW Macro
C++
#define EF_NOPREVIEW 0x80000000
File

IShader.h

EF_NOTFOUND Macro
C++
#define EF_NOTFOUND 0x10000
File

IShader.h

EF_OFFSETBUMP Macro
C++
#define EF_OFFSETBUMP 0x8000
File

IShader.h

EF_PARSE_MASK Macro
C++
File

IShader.h

EF_PRECACHESHADER Macro
C++
#define EF_PRECACHESHADER 0x800000
File

IShader.h

EF_REFRACTIVE Macro
C++
#define EF_REFRACTIVE 0x40000000
File

IShader.h

EF_RELOAD Macro
C++
#define EF_RELOAD 1                        // Shader needs tangent vectors array.
File

IShader.h

Description

Shader needs tangent vectors array.

EF_RELOADED Macro
C++
#define EF_RELOADED 4
File

IShader.h

EF_SKY Macro
C++
#define EF_SKY 0x40000
File

IShader.h

EF_SUNFLARES Macro
C++
#define EF_SUNFLARES 0x2000
File

IShader.h

EF_SUPPORTSDEFERREDSHADING Macro
C++
#define EF_SUPPORTSDEFERREDSHADING ( EF_SUPPORTSDEFERREDSHADING_MIXED | EF_SUPPORTSDEFERREDSHADING_FULL )
File

IShader.h

EF_SUPPORTSDEFERREDSHADING_FULL Macro
C++
#define EF_SUPPORTSDEFERREDSHADING_FULL 0x40
File

IShader.h

EF_SUPPORTSDEFERREDSHADING_MIXED Macro
C++
#define EF_SUPPORTSDEFERREDSHADING_MIXED 0x20
File

IShader.h

EF_SUPPORTSINSTANCING Macro
C++
File

IShader.h

EF_SUPPORTSINSTANCING_ATTR Macro
C++
#define EF_SUPPORTSINSTANCING_ATTR 0x4000000
File

IShader.h

EF_SUPPORTSINSTANCING_CONST Macro
C++
#define EF_SUPPORTSINSTANCING_CONST 0x2000000
File

IShader.h

EF_SYSTEM Macro
C++
#define EF_SYSTEM 0x20000000
File

IShader.h

EF_USELIGHTS Macro
C++
#define EF_USELIGHTS 0x80000
File

IShader.h

EF_WATERPARTICLE Macro
C++
#define EF_WATERPARTICLE 0x8000000
File

IShader.h

EF2_AFTERHDRPOSTPROCESS Macro
C++
#define EF2_AFTERHDRPOSTPROCESS 0x80
File

IShader.h

EF2_AFTERPOSTPROCESS Macro
C++
#define EF2_AFTERPOSTPROCESS 0x800
File

IShader.h

EF2_ALPHABLENDSHADOWS Macro
C++
#define EF2_ALPHABLENDSHADOWS 0x80000000
File

IShader.h

EF2_DEFAULTVERTEXFORMAT Macro
C++
#define EF2_DEFAULTVERTEXFORMAT 0x8000
File

IShader.h

EF2_DETAILBUMPMAPPING Macro
C++
#define EF2_DETAILBUMPMAPPING 0x1000000
File

IShader.h

EF2_DONTSORTBYDIST Macro
C++
#define EF2_DONTSORTBYDIST 0x100
File

IShader.h

EF2_FORCE_DRAWAFTERWATER Macro
C++
#define EF2_FORCE_DRAWAFTERWATER 0x40000
File

IShader.h

EF2_FORCE_DRAWFIRST Macro
C++
#define EF2_FORCE_DRAWFIRST 0x400000
File

IShader.h

EF2_FORCE_DRAWLAST Macro
C++
#define EF2_FORCE_DRAWLAST 0x20000
File

IShader.h

EF2_FORCE_GENERALPASS Macro
C++
#define EF2_FORCE_GENERALPASS 0x400
File

IShader.h

EF2_FORCE_TRANSPASS Macro
C++
#define EF2_FORCE_TRANSPASS 0x4000
File

IShader.h

EF2_FORCE_WATERPASS Macro
C++
#define EF2_FORCE_WATERPASS 0x200
File

IShader.h

EF2_FORCE_ZPASS Macro
C++
#define EF2_FORCE_ZPASS 0x10000
File

IShader.h

EF2_HAIR Macro
C++
#define EF2_HAIR 0x800000
File

IShader.h

EF2_HASALPHABLEND Macro
C++
#define EF2_HASALPHABLEND 0x4000000
File

IShader.h

EF2_HASALPHATEST Macro
C++
#define EF2_HASALPHATEST 0x2000000
File

IShader.h

EF2_HASOPAQUE Macro
C++
#define EF2_HASOPAQUE 0x40
File

IShader.h

EF2_HW_TESSELLATION Macro
C++
#define EF2_HW_TESSELLATION 0x40000000
File

IShader.h

EF2_IGNORERESOURCESTATES Macro
C++
#define EF2_IGNORERESOURCESTATES 0x1000
File

IShader.h

EF2_NOCASTSHADOWS Macro
C++
#define EF2_NOCASTSHADOWS 0x8
File

IShader.h

EF2_NODRAW Macro
C++
#define EF2_NODRAW 0x10
File

IShader.h

EF2_PREPR_GENCLOUDS Macro
C++
#define EF2_PREPR_GENCLOUDS 0x2
File

IShader.h

EF2_PREPR_GENSPRITES Macro
C++
#define EF2_PREPR_GENSPRITES 0x1
File

IShader.h

Description

SShader::Flags2 Additional Different useful flags

EF2_PREPR_SCANWATER Macro
C++
#define EF2_PREPR_SCANWATER 0x4
File

IShader.h

EF2_SINGLELIGHTPASS Macro
C++
#define EF2_SINGLELIGHTPASS 0x200000
File

IShader.h

EF2_SKINPASS Macro
C++
#define EF2_SKINPASS 0x20000000
File

IShader.h

EF2_VERTEXCOLORS Macro
C++
#define EF2_VERTEXCOLORS 0x10000000
File

IShader.h

EF2_ZPREPASS Macro
C++
#define EF2_ZPREPASS 0x8000000
File

IShader.h

FEF_DONTSETSTATES Macro
C++
#define FEF_DONTSETSTATES 2
File

IShader.h

FEF_DONTSETTEXTURES Macro
C++
#define FEF_DONTSETTEXTURES 1                    // Set: explicit setting of samplers (e.g. tex->Apply(1,nTexStatePoint)), not set: set sampler by sematics (e.g. $ZTarget).
File

IShader.h

Description

Set: explicit setting of samplers (e.g. tex->Apply(1,nTexStatePoint)), not set: set sampler by sematics (e.g. $ZTarget).

FRF_GLOW Macro
C++
#define FRF_GLOW 2
File

IShader.h

FRF_HEAT Macro
C++
#define FRF_HEAT 4
File

IShader.h

FRF_REFRACTIVE Macro
C++
#define FRF_REFRACTIVE 1
File

IShader.h

FSAMP_BUMPPLANTS Macro
C++
#define FSAMP_BUMPPLANTS 2
File

IShader.h

FSAMP_GLOBAL Macro
C++
#define FSAMP_GLOBAL FT_FROMIMAGE
File

IShader.h

FSAMP_NOMIPS Macro
C++
#define FSAMP_NOMIPS 1
File

IShader.h

FSPR_CUSTOMTEXTURE Macro
C++
#define FSPR_CUSTOMTEXTURE (1<<SPRID_CUSTOMTEXTURE)
File

IShader.h

FSPR_GENCLOUDS Macro
C++
#define FSPR_GENCLOUDS (1<<SPRID_GENCLOUDS)
File

IShader.h

FSPR_GENSPRITES Macro
C++
#define FSPR_GENSPRITES (1<<SPRID_GENSPRITES)
File

IShader.h

FSPR_MASK Macro
C++
#define FSPR_MASK 0xfff00000
File

IShader.h

FSPR_MAX Macro
C++
#define FSPR_MAX (1 << 31)
File

IShader.h

FSPR_SCANCM Macro
C++
#define FSPR_SCANCM (1<<SPRID_SCANCM)
File

IShader.h

FSPR_SCANLCM Macro
C++
#define FSPR_SCANLCM (1<<SPRID_SCANLCM)
File

IShader.h

FSPR_SCANTEX Macro
C++
#define FSPR_SCANTEX (1<<SPRID_SCANTEX)
File

IShader.h

FSPR_SCANTEXWATER Macro
C++
#define FSPR_SCANTEXWATER (1<<SPRID_SCANTEXWATER)
File

IShader.h

MATF_NOCLIP Macro
C++
#define MATF_NOCLIP 1
File

IShader.h

Description

Phys. material flags

MAX_HEATSCALE Macro
C++
#define MAX_HEATSCALE 4
File

IShader.h

MAX_LIGHTS_NUM Macro

Same as in the 3dEngine.

C++
#define MAX_LIGHTS_NUM 32
File

IShader.h

MDV_BENDING Macro

Vertex modificators definitions (must be 16 bit flag).

C++
#define MDV_BENDING 0x100
File

IShader.h

MDV_DEPTH_OFFSET Macro
C++
#define MDV_DEPTH_OFFSET 0x2000
File

IShader.h

MDV_DET_BENDING Macro
C++
#define MDV_DET_BENDING 0x200
File

IShader.h

MDV_DET_BENDING_GRASS Macro
C++
#define MDV_DET_BENDING_GRASS 0x400
File

IShader.h

MDV_WIND Macro
C++
#define MDV_WIND 0x800
File

IShader.h

SHGD_HW_BILINEARFP16 Macro
C++
#define SHGD_HW_BILINEARFP16 0x100
File

IShader.h

SHGD_HW_DURANGO Macro
C++
#define SHGD_HW_DURANGO 0x400
File

IShader.h

SHGD_HW_DX10 Macro
C++
#define SHGD_HW_DX10 0x200000
File

IShader.h

SHGD_HW_DX11 Macro
C++
#define SHGD_HW_DX11 0x400000
File

IShader.h

SHGD_HW_ORBIS Macro
C++
#define SHGD_HW_ORBIS 0x800
File

IShader.h

SHGD_HW_PS3 Macro
C++
#define SHGD_HW_PS3 0x80000
File

IShader.h

SHGD_HW_SEPARATEFP16 Macro
C++
#define SHGD_HW_SEPARATEFP16 0x200
File

IShader.h

SHGD_HW_SILHOUETTE_POM Macro
C++
#define SHGD_HW_SILHOUETTE_POM 0x2000000
File

IShader.h

SHGD_HW_WATER_TESSELLATION Macro
C++
#define SHGD_HW_WATER_TESSELLATION 0x1000000
File

IShader.h

SHGD_HW_X360 Macro
C++
#define SHGD_HW_X360 0x100000
File

IShader.h

SHGD_LM_DIFFUSE Macro
C++
#define SHGD_LM_DIFFUSE 1
File

IShader.h

SHGD_TEX_BUMP Macro
C++
#define SHGD_TEX_BUMP 4
File

IShader.h

SHGD_TEX_BUMPDIF Macro
C++
#define SHGD_TEX_BUMPDIF 0x20
File

IShader.h

SHGD_TEX_CUSTOM Macro
C++
#define SHGD_TEX_CUSTOM 0x1000
File

IShader.h

SHGD_TEX_CUSTOM_SECONDARY Macro
C++
#define SHGD_TEX_CUSTOM_SECONDARY 0x2000
File

IShader.h

SHGD_TEX_DECAL Macro
C++
#define SHGD_TEX_DECAL 0x4000
File

IShader.h

SHGD_TEX_DETAIL Macro
C++
#define SHGD_TEX_DETAIL 2
File

IShader.h

SHGD_TEX_ENVCM Macro
C++
#define SHGD_TEX_ENVCM 8
File

IShader.h

SHGD_TEX_GLOSS Macro
C++
#define SHGD_TEX_GLOSS 0x10
File

IShader.h

SHGD_TEX_HEIGHTMAP Macro
C++
#define SHGD_TEX_HEIGHTMAP 0x40
File

IShader.h

SHGD_TEX_MASK Macro
C++
File

IShader.h

SHGD_TEX_SUBSURFACE Macro
C++
#define SHGD_TEX_SUBSURFACE 0x80
File

IShader.h

SHGD_USER_ENABLED Macro
C++
#define SHGD_USER_ENABLED 0x40000
File

IShader.h

SHGF_AUTO_PRECACHE Macro
C++
#define SHGF_AUTO_PRECACHE 4
File

IShader.h

SHGF_HIDDEN Macro
C++
#define SHGF_HIDDEN 1
File

IShader.h

SHGF_LOWSPEC_AUTO_PRECACHE Macro
C++
#define SHGF_LOWSPEC_AUTO_PRECACHE 8
File

IShader.h

SHGF_PRECACHE Macro
C++
#define SHGF_PRECACHE 2
File

IShader.h

SHGF_RUNTIME Macro
C++
#define SHGF_RUNTIME 0x10
File

IShader.h

SPF_LOADNORMALALPHA Macro

Shader profile flags .

C++
#define SPF_LOADNORMALALPHA 0x1
File

IShader.h

SPRID_CUSTOMTEXTURE Macro
C++
#define SPRID_CUSTOMTEXTURE 30
File

IShader.h

SPRID_FIRST Macro
C++
#define SPRID_FIRST 25
File

IShader.h

Description

Different preprocess flags for shaders that require preprocessing (like recursive render to texture, screen effects, visibility check, ...) SShader->m_nPreprocess flags in priority order

SPRID_GENCLOUDS Macro
C++
#define SPRID_GENCLOUDS 31
File

IShader.h

SPRID_GENSPRITES Macro
C++
#define SPRID_GENSPRITES 29
File

IShader.h

SPRID_SCANCM Macro
C++
#define SPRID_SCANCM 25
File

IShader.h

SPRID_SCANLCM Macro
C++
#define SPRID_SCANLCM 28
File

IShader.h

SPRID_SCANTEX Macro
C++
#define SPRID_SCANTEX 27
File

IShader.h

SPRID_SCANTEXWATER Macro
C++
#define SPRID_SCANTEXWATER 26
File

IShader.h

WFF_CLAMP Macro
C++
#define WFF_CLAMP 1
File

IShader.h

WFF_LERP Macro
C++
#define WFF_LERP 2
File

IShader.h

EF2_DEPTH_FIXUP Macro
C++
#define EF2_DEPTH_FIXUP 0x100000
File

IShader.h

Description

free 0x80000

EF2_EYE_OVERLAY Macro
C++
#define EF2_EYE_OVERLAY 0x2000
File

IShader.h

SHGD_HW_GL4 Macro
C++
#define SHGD_HW_GL4 0x800000
File

IShader.h