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Fix bitflags enum EPolyFlags for C++
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1 changed files with 28 additions and 30 deletions
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@ -214,38 +214,36 @@ typedef struct
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// Flags describing how to render a polygon
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// You pass a combination of these flags to DrawPolygon()
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enum EPolyFlags
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{
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// Mutually exclusive blend flags
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PF_Masked = 0x00000001, // Poly is alpha scaled and 0 alpha pixels are discarded (holes in texture)
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PF_Translucent = 0x00000002, // Poly is transparent, alpha = level of transparency
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PF_Environment = 0x00000004, // Poly should be drawn environment mapped. (Hurdler: used for text drawing)
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PF_Additive = 0x00000008, // Source blending factor is additive.
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PF_Subtractive = 0x00000010, // Subtractive color blending
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PF_ReverseSubtract = 0x00000020, // Reverse subtract, used in wall splats (decals)
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PF_Multiplicative = 0x00000040, // Multiplicative color blending
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PF_Invert = 0x00000100, // Polygon inverts the colours of what it's in front of
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PF_Fog = 0x20000000, // Fog blocks
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PF_NoAlphaTest = 0x40000000, // Disables alpha testing
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PF_Blending = (PF_Masked|PF_Translucent|PF_Environment|PF_Additive|PF_Subtractive|PF_ReverseSubtract|PF_Multiplicative|PF_Invert|PF_Fog) & ~PF_NoAlphaTest,
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PF_EnvironmentTrans = (PF_Translucent|PF_Additive|PF_Subtractive|PF_ReverseSubtract|PF_Multiplicative|PF_Environment),
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typedef int EPolyFlags;
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// Mutually exclusive blend flags
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#define PF_Masked (0x00000001) // Poly is alpha scaled and 0 alpha pixels are discarded (holes in texture)
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#define PF_Translucent (0x00000002) // Poly is transparent, alpha = level of transparency
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#define PF_Environment (0x00000004) // Poly should be drawn environment mapped. (Hurdler: used for text drawing)
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#define PF_Additive (0x00000008) // Source blending factor is additive.
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#define PF_Subtractive (0x00000010) // Subtractive color blending
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#define PF_ReverseSubtract (0x00000020) // Reverse subtract, used in wall splats (decals)
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#define PF_Multiplicative (0x00000040) // Multiplicative color blending
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#define PF_Invert (0x00000100) // Polygon inverts the colours of what it's in front of
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#define PF_Fog (0x20000000) // Fog blocks
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#define PF_NoAlphaTest (0x40000000) // Disables alpha testing
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#define PF_Blending (((PF_Masked)|(PF_Translucent)|(PF_Environment)|(PF_Additive)|(PF_Subtractive)|(PF_ReverseSubtract)|(PF_Multiplicative)|(PF_Invert)|(PF_Fog)) & ~(PF_NoAlphaTest))
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#define PF_EnvironmentTrans (((PF_Translucent)|(PF_Additive)|(PF_Subtractive)|(PF_ReverseSubtract)|(PF_Multiplicative)|(PF_Environment)))
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// other flag bits
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PF_Occlude = 0x00000100, // Updates the depth buffer
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PF_NoDepthTest = 0x00000200, // Disables the depth test mode
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PF_Invisible = 0x00000400, // Disables write to color buffer
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PF_Decal = 0x00000800, // Enables polygon offset
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PF_Modulated = 0x00001000, // Modulation (multiply output with constant RGBA)
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// other flag bits
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#define PF_Occlude (0x00000100) // Updates the depth buffer
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#define PF_NoDepthTest (0x00000200) // Disables the depth test mode
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#define PF_Invisible (0x00000400) // Disables write to color buffer
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#define PF_Decal (0x00000800) // Enables polygon offset
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#define PF_Modulated (0x00001000) // Modulation (multiply output with constant RGBA)
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// When set, pass the color constant into the FSurfaceInfo -> PolyColor
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PF_NoTexture = 0x00002000, // Disables texturing
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PF_Corona = 0x00004000, // Tells the renderer we are drawing a corona
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PF_ColorMapped = 0x00008000, // Surface has "tint" and "fade" colors, which are sent as uniforms to a shader.
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PF_RemoveYWrap = 0x00010000, // Forces clamp texture on Y
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PF_ForceWrapX = 0x00020000, // Forces repeat texture on X
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PF_ForceWrapY = 0x00040000, // Forces repeat texture on Y
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PF_Ripple = 0x00100000, // Water ripple effect. The current backend doesn't use it for anything.
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PF_WireFrame = 0x00200000, // Draws vertices as lines instead of triangles
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};
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#define PF_NoTexture (0x00002000) // Disables texturing
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#define PF_Corona (0x00004000) // Tells the renderer we are drawing a corona
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#define PF_ColorMapped (0x00008000) // Surface has "tint" and "fade" colors, which are sent as uniforms to a shader.
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#define PF_RemoveYWrap (0x00010000) // Forces clamp texture on Y
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#define PF_ForceWrapX (0x00020000) // Forces repeat texture on X
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#define PF_ForceWrapY (0x00040000) // Forces repeat texture on Y
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#define PF_Ripple (0x00100000) // Water ripple effect. The current backend doesn't use it for anything.
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#define PF_WireFrame (0x00200000) // Draws vertices as lines instead of triangles
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enum ESurfFlags
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