D:/d3d10drv/d3d10drv/unreal.fxh File Reference


Classes

struct  VS_INPUT
struct  GS_INPUT
struct  PS_INPUT
struct  PS_OUTPUT

Defines

#define FOG_SCALE   1.5
#define LIGHT_SCALE   2.5
#define PROJ_NORMAL   0
#define PROJ_Z_ONLY   1
#define PROJ_COMPENSATE_Z_NEAR   2
#define NUM_TEXTURE_PASSES   5
#define PF_Invisible   0x00000001
#define PF_Masked   0x00000002
#define PF_Translucent   0x00000004
#define PF_NotSolid   0x00000008
#define PF_Environment   0x00000010
#define PF_ForceViewZone   0x00000010
#define PF_Semisolid   0x00000020
#define PF_Modulated   0x00000040
#define PF_FakeBackdrop   0x00000080
#define PF_TwoSided   0x00000100
#define PF_AutoUPan   0x00000200
#define PF_AutoVPan   0x00000400
#define PF_NoSmooth   0x00000800
#define PF_BigWavy   0x00001000
#define PF_SpecialPoly   0x00001000
#define PF_AlphaBlend   0x00001000
#define PF_SmallWavy   0x00002000
#define PF_Flat   0x00004000
#define PF_LowShadowDetail   0x00008000
#define PF_NoMerge   0x00010000
#define PF_CloudWavy   0x00020000
#define PF_DirtyShadows   0x00040000
#define PF_BrightCorners   0x00080000
#define PF_SpecialLit   0x00100000
#define PF_Gouraud   0x00200000
#define PF_NoBoundRejection   0x00200000
#define PF_Unlit   0x00400000
#define PF_HighShadowDetail   0x00800000
#define PF_Portal   0x04000000
#define PF_Mirrored   0x08000000
#define PF_Memorized   0x01000000
#define PF_Selected   0x02000000
#define PF_Highlighted   0x10000000
#define PF_FlatShaded   0x40000000
#define PF_EdProcessed   0x40000000
#define PF_EdCut   0x80000000
#define PF_RenderFog   0x40000000
#define PF_Occlude   0x80000000
#define PF_RenderHint   0x01000000
#define PF_NoOcclude   PF_Masked | PF_Translucent | PF_Invisible | PF_Modulated
#define PF_NoEdit   PF_Memorized | PF_Selected | PF_EdProcessed | PF_NoMerge | PF_EdCut
#define PF_NoImport   PF_NoEdit | PF_NoMerge | PF_Memorized | PF_Selected | PF_EdProcessed | PF_EdCut
#define PF_AddLast   PF_Semisolid | PF_NotSolid
#define PF_NoAddToBSP   PF_EdCut | PF_EdProcessed | PF_Selected | PF_Memorized
#define PF_NoShadows   PF_Unlit | PF_Invisible | PF_Environment | PF_FakeBackdrop

Detailed Description

FX header file for Unreal engine Direct3D 10 renderer. Marijn Kentie 2009

Define Documentation

#define PF_AlphaBlend   0x00001000

RUNE: This poly should be alpha blended

#define PF_AutoUPan   0x00000200

Automatically pans in U direction.

#define PF_AutoVPan   0x00000400

Automatically pans in V direction.

#define PF_BigWavy   0x00001000

Poly has a big wavy pattern in it.

#define PF_BrightCorners   0x00080000

Brighten convex corners.

#define PF_CloudWavy   0x00020000

Polygon appears wavy like clouds.

#define PF_DirtyShadows   0x00040000

Dirty shadows.

#define PF_EdCut   0x80000000

FPoly has been split by SplitPolyWithPlane.

#define PF_EdProcessed   0x40000000

FPoly was already processed in editorBuildFPolys.

#define PF_Environment   0x00000010

Poly should be drawn environment mapped.

#define PF_FakeBackdrop   0x00000080

Poly looks exactly like backdrop.

#define PF_Flat   0x00004000

Flat surface.

#define PF_FlatShaded   0x40000000

FPoly has been split by SplitPolyWithPlane.

#define PF_ForceViewZone   0x00000010

Force current iViewZone in OccludeBSP (reuse Environment flag)

#define PF_Gouraud   0x00200000

Gouraud shaded.

#define PF_Highlighted   0x10000000

Editor: Poly is highlighted.

#define PF_HighShadowDetail   0x00800000

High detail shadows.

#define PF_Invisible   0x00000001

Poly is invisible.

#define PF_LowShadowDetail   0x00008000

Low detaul shadows.

#define PF_Masked   0x00000002

Poly should be drawn masked.

#define PF_Memorized   0x01000000

Editor: Poly is remembered.

#define PF_Mirrored   0x08000000

Reflective surface.

#define PF_Modulated   0x00000040

Modulation transparency.

#define PF_NoBoundRejection   0x00200000

Disable bound rejection in OccludeBSP (reuse Gouraud flag)

#define PF_NoMerge   0x00010000

Don't merge poly's nodes before lighting when rendering.

#define PF_NoSmooth   0x00000800

Don't smooth textures.

#define PF_NotSolid   0x00000008

Poly is not solid doesn't block.

#define PF_Occlude   0x80000000

Occludes even if PF_NoOcclude.

#define PF_Portal   0x04000000

Portal between iZones.

#define PF_RenderFog   0x40000000

Render with fogmapping.

#define PF_RenderHint   0x01000000

Rendering optimization hint.

#define PF_Selected   0x02000000

Editor: Poly is selected.

#define PF_Semisolid   0x00000020

Poly is semi-solid collision solid Csg nonsolid.

#define PF_SmallWavy   0x00002000

Small wavy pattern (for water/enviro reflection).

#define PF_SpecialLit   0x00100000

Only speciallit lights apply to this poly.

#define PF_SpecialPoly   0x00001000

Game-specific poly-level render control (reuse BigWavy flag)

#define PF_Translucent   0x00000004

Poly is transparent.

#define PF_TwoSided   0x00000100

Poly is visible from both sides.

#define PF_Unlit   0x00400000

Unlit.


Generated on Thu Aug 6 20:46:15 2009 for D3D10DRV by  doxygen 1.5.9