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133 lines
4.5 KiB
Text
133 lines
4.5 KiB
Text
/// @enum An enumeration of all possible render commands.
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enum BBMOD_ERenderCommand
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{
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/// @member Applies a material if it has a shader that can be used in the
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/// current render pass.
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ApplyMaterial,
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/// @member Marks the beginning of a conditional block. Commands within this
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/// block are executed only if the last command was successfully executed.
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/// @example
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/// ```gml
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/// renderQueue.apply_material(material, vertexFormat)
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/// .begin_conditional_block()
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/// // Commands here will be executed only if the material was applied...
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/// .end_conditional_block();
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/// ```
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/// @see BBMOD_ERenderCommand.EndConditionalBlock
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BeginConditionalBlock,
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/// @member Checks if the current render pass is one of specified passes.
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CheckRenderPass,
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/// @member Draws a mesh if its material can be used in the current render
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/// pass.
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DrawMesh,
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/// @member Draws an animated mesh if its material can be used in the current
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/// render pass.
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DrawMeshAnimated,
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/// @member Draws a dynamically batched mesh if its material can be used in
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/// the current render pass.
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DrawMeshBatched,
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/// @member Marks the end of a conditional block.
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/// @see BBMOD_ERenderCommand.BeginConditionalBlock
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EndConditionalBlock,
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/// @member Pops the GPU state.
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PopGpuState,
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/// @member Pushes the GPU state.
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PushGpuState,
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/// @member Resets material.
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ResetMaterial,
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/// @member Resets shader.
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ResetShader,
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/// @member Enables/disables alpha testing.
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SetGpuAlphaTestEnable,
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/// @member Configures the alpha testing threshold value.
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SetGpuAlphaTestRef,
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/// @member Enables/disables alpha blending.
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SetGpuBlendEnable,
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/// @member Sets a blend mode.
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SetGpuBlendMode,
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/// @member Sets source and destination blend modes.
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SetGpuBlendModeExt,
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/// @member Sets source and destination blend modes with separate blend modes
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/// for the alpha channel.
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SetGpuBlendModeExtSepAlpha,
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/// @member Enables/disables writing into individual color channels.
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SetGpuColorWriteEnable,
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/// @member Sets the culling mode.
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SetGpuCullMode,
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/// @member Configures fog.
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SetGpuFog,
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/// @member Enables/disables texture filtering.
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SetGpuTexFilter,
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/// @member Enables/disables texture filtering for a specific sampler.
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SetGpuTexFilterExt,
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/// @member Sets maximum anisotropy.
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SetGpuTexMaxAniso,
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/// @member Sets maximum anisotropy for a specific sampler.
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SetGpuTexMaxAnisoExt,
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/// @member Sets maximum mipmap level.
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SetGpuTexMaxMip,
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/// @member Sets maximum mipmap level for a specific sampler.
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SetGpuTexMaxMipExt,
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/// @member Sets miminum mipmap level.
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SetGpuTexMinMip,
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/// @member Sets miminum mipmap level for a specific sampler.
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SetGpuTexMinMipExt,
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/// @member Sets mipmapping bias.
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SetGpuTexMipBias,
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/// @member Sets mipmapping bias for a specific sampler.
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SetGpuTexMipBiasExt,
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/// @member Enables/disables mipmapping.
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SetGpuTexMipEnable,
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/// @member Enables/disables mipmapping for a specific sampler.
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SetGpuTexMipEnableExt,
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/// @member Sets mipmap filter function.
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SetGpuTexMipFilter,
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/// @member Sets mipmap filter function for a specific sampler.
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SetGpuTexMipFilterExt,
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/// @member Enables/disables texture repeat.
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SetGpuTexRepeat,
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/// @member Enables/disables texture repeat for a specific sampler.
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SetGpuTexRepeatExt,
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/// @member Sets the depth buffer test function.
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SetGpuZFunc,
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/// @member Enables/disables testing against the depth buffer.
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SetGpuZTestEnable,
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/// @member Enables/disables writing to the depth buffer.
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SetGpuZWriteEnable,
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/// @member Sets the projection matrix.
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SetProjectionMatrix,
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/// @member Sets a shader texture sampler.
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SetSampler,
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/// @member Sets a shader.
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SetShader,
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/// @member Sets a float shader uniform.
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SetUniformFloat,
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/// @member Sets a float2 shader uniform.
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SetUniformFloat2,
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/// @member Sets a float3 shader uniform.
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SetUniformFloat3,
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/// @member Sets a float4 shader uniform.
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SetUniformFloat4,
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/// @member Sets a float array shader uniform.
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SetUniformFloatArray,
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/// @member Sets an int shader uniform.
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SetUniformInt,
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/// @member Sets an int2 shader uniform.
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SetUniformInt2,
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/// @member Sets an int3 shader uniform.
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SetUniformInt3,
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/// @member Sets an int4 shader uniform.
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SetUniformInt4,
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/// @member Sets an int array shader uniform.
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SetUniformIntArray,
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/// @member Sets a matrix shader uniform.
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SetUniformMatrix,
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/// @member Sets a matrix array shader uniform.
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SetUniformMatrixArray,
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/// @member Sets the view matrix.
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SetViewMatrix,
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/// @member Sets the world matrix.
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SetWorldMatrix,
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/// @member Submits a vertex buffer.
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SubmitVertexBuffer,
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};
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