53 lines
1.8 KiB
C
53 lines
1.8 KiB
C
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//===========================================================================//
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#ifndef IMATERIALSYSTEMHARDWARECONFIG_DECLARATIONS_H
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#define IMATERIALSYSTEMHARDWARECONFIG_DECLARATIONS_H
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#ifdef _WIN32
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#pragma once
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#endif
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// HDRFIXME NOTE: must match common_ps_fxc.h
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enum HDRType_t
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{
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HDR_TYPE_NONE,
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HDR_TYPE_INTEGER,
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HDR_TYPE_FLOAT,
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};
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enum VertexCompressionType_t
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{
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// This indicates an uninitialized VertexCompressionType_t value
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VERTEX_COMPRESSION_INVALID = 0xFFFFFFFF,
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// 'VERTEX_COMPRESSION_NONE' means that no elements of a vertex are compressed
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VERTEX_COMPRESSION_NONE = 0,
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// Currently (more stuff may be added as needed), 'VERTEX_COMPRESSION_FULL' means:
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// - if a vertex contains VERTEX_ELEMENT_NORMAL, this is compressed
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// (see CVertexBuilder::CompressedNormal3f)
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// - if a vertex contains VERTEX_ELEMENT_USERDATA4 (and a normal - together defining a tangent
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// frame, with the binormal reconstructed in the vertex shader), this is compressed
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// (see CVertexBuilder::CompressedUserData)
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// - if a vertex contains VERTEX_ELEMENT_BONEWEIGHTSx, this is compressed
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// (see CVertexBuilder::CompressedBoneWeight3fv)
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// - if a vertex contains VERTEX_ELEMENT_TEXCOORD2D_0, this is compressed
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// (see CVertexBuilder::CompressedTexCoord2fv)
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VERTEX_COMPRESSION_FULL = (1 << 0),
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VERTEX_COMPRESSION_ON = VERTEX_COMPRESSION_FULL,
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// VERTEX_COMPRESSION_NOUV is the same as VERTEX_COMPRESSION_FULL, but does not compress
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// texture coordinates. Some assets use very large texture coordinates, so these cannot be
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// compressed - but the rest of the vertex data can be.
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VERTEX_COMPRESSION_NOUV = (1 << 1),
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VERTEX_COMPRESSION_MASK = ( VERTEX_COMPRESSION_FULL |
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VERTEX_COMPRESSION_NOUV ),
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};
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#endif // IMATERIALSYSTEMHARDWARECONFIG_H
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