Files
RobustToolbox/Robust.Client/Graphics/Clyde/Clyde.Constants.cs
20kdc 0ee87bc771 Colour batch reduction (#2809)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2022-05-16 17:28:37 +02:00

51 lines
1.7 KiB
C#

namespace Robust.Client.Graphics.Clyde
{
internal sealed partial class Clyde
{
private static readonly (string, uint)[] BaseShaderAttribLocations =
{
("aPos", 0),
("tCoord", 1),
("modulate", 2)
};
private const int UniIModUV = 0;
private const int UniIModelMatrix = 1;
private const int UniITexturePixelSize = 2;
private const int UniIMainTexture = 3;
private const int UniILightTexture = 4;
private const int UniCount = 5;
private const string UniModUV = "modifyUV";
private const string UniModelMatrix = "modelMatrix";
private const string UniTexturePixelSize = "TEXTURE_PIXEL_SIZE";
private const string UniMainTexture = "TEXTURE";
private const string UniLightTexture = "lightMap";
private const string UniProjViewMatrices = "projectionViewMatrices";
private const string UniUniformConstants = "uniformConstants";
private const int BindingIndexProjView = 0;
private const int BindingIndexUniformConstants = 1;
// To be clear: You shouldn't change this. This just helps with understanding where Primitive Restart is being used.
private const ushort PrimitiveRestartIndex = ushort.MaxValue;
private enum Renderer : sbyte
{
// Auto: Try all supported renderers (not necessarily the renderers shown here)
Auto = default,
OpenGL = 1,
Explode = -1,
}
private enum RendererOpenGLVersion : byte
{
Auto = default,
GL33 = 1,
GL31 = 2,
GLES3 = 3,
GLES2 = 4,
}
}
}