112 lines
3.0 KiB
C++

/****************************************************************************
* MeshLab o o *
* An extendible mesh processor o o *
* _ O _ *
* Copyright(C) 2005, 2009 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef SHDRSTRUCTS
#define SHDRSTRUCTS
#include <map>
#include <QString>
#include <vector>
enum {
SINGLE_INT = 1,
SINGLE_FLOAT = 5,
ARRAY_2_FLOAT = 6,
ARRAY_3_FLOAT = 7,
ARRAY_4_FLOAT = 8
};
struct UniformVariable {
short type;
short widget;
float min;
float max;
float step;
int location;
union {
int ival[4];
float fval[4];
};
static int getVarsNumber(int i) {
switch (i) {
case SINGLE_INT: return 1; break;
case SINGLE_FLOAT: return 1; break;
case ARRAY_2_FLOAT: return 2; break;
case ARRAY_3_FLOAT: return 3; break;
case ARRAY_4_FLOAT: return 4; break;
default: return 0; break;
}
}
};
struct TextureInfo {
QString path;
GLuint tId;
short MinFilter;
short MagFilter;
short Target;
short WrapS;
short WrapT;
short WrapR;
};
struct ShaderInfo {
QString vpFile;
QString fpFile;
std::map<QString, UniformVariable> uniformVars;
std::map<int, QString> glStatus;
std::vector<TextureInfo> textureInfo;
int shaderProg;
};
enum {
WIDGET_NONE = 0,
WIDGET_COLOR = 1,
WIDGET_SLIDER = 2
};
enum {
SHADE = 0,
ALPHA_TEST,
ALPHA_FUNC,
ALPHA_CLAMP,
BLENDING,
BLEND_FUNC_SRC,
BLEND_FUNC_DST,
BLEND_EQUATION,
DEPTH_TEST,
DEPTH_FUNC,
CLAMP_NEAR,
CLAMP_FAR,
CLEAR_COLOR_R,
CLEAR_COLOR_G,
CLEAR_COLOR_B,
CLEAR_COLOR_A
};
#endif