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RmTypes.h File Reference

#include <windows.h>
#include <tchar.h>
#include <assert.h>
#include <stdlib.h>
#include <stdio.h>
#include <memory.h>
#include <string.h>
#include <math.h>
#include <objbase.h>

Go to the source code of this file.

Classes

class  RmNodeID
 Node ID. More...

struct  RmGeneralPreferenceData
 Preference Data. More...

struct  RmWindowPlacementData
 Widow placement data. More...

struct  RmHighlightLine
 Highlight line data. More...


Defines

#define VC_EXTRALEAN
#define OEMRESOURCE
#define RM_API_EXPORT   __declspec(dllexport)
 For DLL exporting.

#define RM_API_IMPORT   __declspec(dllimport)
 For DLL importing.

#define RM_API   RM_API_IMPORT
#define RM_CHAR   char
 ASCII character ( 1 byte ).

#define RM_WCHAR   wchar_t
 Unicode character ( 2 bytes ).

#define RM_TCHAR   RM_CHAR
 Native character ( if cmpiled for Unicode it's RM_WCHAR, otherwise RM_CHAR ).

#define RM_BYTE   unsigned char
 Byte ( 1 byte ).

#define RM_WORD   unsigned short
 Word ( 2 bytes ).

#define RM_DWORD   unsigned int
 Double word ( 4 bytes ).

#define RM_INT8   char
 8 bits integer ( 1 byte )

#define RM_INT16   short
 16 bits integer ( 2 bytes )

#define RM_INT32   int
 32 bits integer ( 4 bytes )

#define RM_INT   int
 Native Int format.

#define RM_LONG   long
 long ( 4 bytes )

#define RM_ULONG   unsigned long
 unsigned long ( 4 bytes )

#define RM_FLOAT   float
 Single precision float ( 4 bytes ).

#define RM_DOUBLE   double
 Double precision float ( 8 bytes ).

#define RM_NODETYPE_COUNT   256
 Node type count.

#define RM_RADIAN_TO_DEGREE   (360.0/6.2832)
 Radian to degree conversion.

#define RM_DEGREE_TO_RADIAN   (6.2832/360.0)
 Degree to radian conversion.

#define RM_DX_API   _T("D3D")
 Supports only DirectX.

#define RM_OPENGL_API   _T("OpenGL")
 Supports only OpenGL.

#define RM_API_AGNOSTIC   _T("")
 Doesn't have any dependence on a specific graphics API.

#define RM_NODE_TYPE   _T("RmNode")
#define RM_EFFECT_WORKSPACE_TYPE   _T("RmEffectWorkspace")
#define RM_REGISTRY_BRANCH_TYPE   _T("RmRegistryBranch")
#define RM_EFFECT_GROUP_TYPE   _T("RmEffectGroup")
#define RM_EFFECT_TYPE   _T("RmEffect")
#define RM_OPENGL_EFFECT_TYPE   _T("RmOpenGLEffect")
#define RM_DIRECTX_EFFECT_TYPE   _T("RmDirectXEffect")
#define RM_VARIABLE_TYPE   _T("RmVariable")
#define RM_DYNAMIC_VARIABLE_TYPE   _T("RmDynamicVariable" )
#define RM_COLOR_VARIABLE_TYPE   _T("RmColorVariable")
#define RM_VECTOR_VARIABLE_TYPE   _T("RmVectorVariable")
#define RM_FLOAT_VARIABLE_TYPE   _T("RmFloatVariable")
#define RM_FLOAT2_VARIABLE_TYPE   _T("RmFloat2Variable")
#define RM_FLOAT3_VARIABLE_TYPE   _T("RmFloat3Variable")
#define RM_MATRIX_VARIABLE_TYPE   _T("RmMatrixVariable")
#define RM_INTEGER_VARIABLE_TYPE   _T("RmIntegerVariable")
#define RM_BOOLEAN_VARIABLE_TYPE   _T("RmBooleanVariable")
#define RM_TEXTURE_VARIABLE_TYPE   _T("RmTextureVariable")
#define RM_2D_TEXTURE_VARIABLE_TYPE   _T("Rm2DTextureVariable")
#define RM_3D_TEXTURE_VARIABLE_TYPE   _T("Rm3DTextureVariable")
#define RM_CUBEMAP_TEXTURE_VARIABLE_TYPE   _T("RmCubemapVariable")
#define RM_LIGHT_VARIABLE_TYPE   _T("RmLightVariable")
#define RM_MATERIAL_VARIABLE_TYPE   _T("RmMaterialVariable")
#define RM_PASS_TYPE   _T("RmPass")
#define RM_OPENGL_PASS_TYPE   _T("RmGLPass")
#define RM_MODEL_DATA_TYPE   _T("RmModelData")
#define RM_MODEL_REFERENCE_TYPE   _T("RmModelReference")
#define RM_STREAM_MAP_TYPE   _T("RmStreamMap")
#define RM_STREAM_MAP_REFERENCE_TYPE   _T("RmStreamMapReference")
#define RM_RENDERABLE_TEXTURE_TYPE   _T("RmRenderableTexture")
#define RM_RENDER_TARGET_TYPE   _T("RmRenderTarget")
#define RM_SHADER_TYPE   _T("RmShader")
#define RM_HL_SHADER_TYPE   _T("RmHLShader")
#define RM_GL_SHADER_TYPE   _T("RmGLShader")
#define RM_HLSL_SHADER_TYPE   _T("RmHLSLShader")
#define RM_RENDER_STATE_BLOCK_TYPE   _T("RmRenderStateBlock")
#define RM_STATE_TYPE   _T("RmState")
#define RM_TEXTURE_OBJECT_TYPE   _T("RmTextureObject")
#define RM_TEXTURE_REFERENCE_TYPE   _T("RmTextureReference")
#define RM_LIGHT_OBJECT_TYPE   _T("RmLightObject")
#define RM_LIGHT_REFERENCE_TYPE   _T("RmLightReference")
#define RM_MATERIAL_OBJECT_TYPE   _T("RmMaterialObject")
#define RM_MATERIAL_REFERENCE_TYPE   _T("RmMaterialReference")
#define RM_STREAM_TYPE   _T("RmStream")
#define RM_STREAM_CHANNEL_TYPE   _T("RmStreamChannel")
#define RM_STRING_VARIABLE_TYPE   _T("RmStringVariable")
#define RM_SHADER_CONSTANT_TYPE   _T("RmShaderConstant")
#define RM_SAMPLER_TYPE   _T("RmSampler")
#define RM_CAMERA_TYPE   _T("RmCamera")
#define RM_CAMERA_REFERENCE_TYPE   _T("RmCameraReference")
#define RM_PLUGIN_DATA_TYPE   _T("RmPlugInData")
#define RM_CLIPBOARD_NODE_TYPE   _T("RmClipboardNode")
#define RENDERMONKEY_SDK_CURRENT_VERSION_MAJOR   1
#define RENDERMONKEY_SDK_CURRENT_VERSION_MINOR   6
#define RENDERMONKEY_XML_VERSION_1_0   _T( "RenderMonkey 1.0" )
#define RENDERMONKEY_XML_VERSION_1_1   _T( "RenderMonkey 1.1" )
#define RENDERMONKEY_XML_VERSION_1_5   _T( "RenderMonkey 1.5" )
#define RENDERMONKEY_XML_VERSION_1_6   _T( "RenderMonkey 1.6" )
#define RENDERMONKEY_XML_DEFAULT_VERSION   RENDERMONKEY_XML_VERSION_1_0
#define RENDERMONKEY_XML_CURRENT_VERSION   RENDERMONKEY_XML_VERSION_1_6
#define RENDERMONKEY_XML_CURRENT_DTD_VERSION   _T( "data\\RmDTDHeader.rfx" )
#define RM_DEFINED_VARIABLE_UPDATE_PER_EFFECT   _T("Effect")
#define RM_DEFINED_VARIABLE_UPDATE_PER_PASS   _T("Pass")
#define RM_RENDER_STATE_USAGE   _T("RENDER_STATE")
#define RM_TEXTURE_STAGE_STATE_USAGE   _T("TEXTURE_STATE")
#define RM_SAMPLER_STATE_USAGE   _T("SAMPLER_STATE")
#define RM_TEXTURE_VIEWER_PLUGIN_ID   { 0xab857d87, 0xd308, 0x4293, { 0x82, 0x33, 0x5a, 0x2a, 0x51, 0x7a, 0xb9, 0x11 } }
#define RM_EXTERNAL_FILE_EDITOR_PLUGIN_ID   { 0x47c91d6, 0x73f9, 0x4e64, { 0xae, 0x72, 0x20, 0x76, 0x7, 0xe5, 0x21, 0x23 } }
#define RM_WORKSPACE_EDITOR_PLUGIN_ID   { 0x6c3ed0be, 0xfc21, 0x47fb, { 0xb5, 0x4f, 0xac, 0xbc, 0xf, 0x17, 0xf7, 0xe2 } }
#define RM_DX9_VIEWER_PLUGIN_ID   { 0xd158f5f1, 0x9d5d, 0x4173, { 0x9f, 0xe3, 0x90, 0x65, 0x97, 0xdd, 0x96, 0x32 } }
#define RM_OPENGL_VIEWER_PLUGIN_ID   { 0x29aaa06f, 0xfae1, 0x4eb6, { 0x81, 0x7, 0x25, 0x6, 0x64, 0x64, 0x84, 0x4a } }
#define RM_TEXTURE_LOADER_PLUGIN_ID   { 0xf35b195d, 0xb325, 0x4365, { 0x9e, 0x21, 0x67, 0xc1, 0xd0, 0x8b, 0x4, 0x2 } }

Typedefs

typedef GUID RmPlugInID
 PlugIn GUID.


Enumerations

enum  RmPlugInType {
  RM_PLUGINTYPE_GENERIC = 0, RM_PLUGINTYPE_EDITOR, RM_PLUGINTYPE_WORKSPACE_EDITOR, RM_PLUGINTYPE_IMPORTER,
  RM_PLUGINTYPE_EXPORTER, RM_PLUGINTYPE_EFFECTVIEWER, RM_PLUGINTYPE_GEOMETRY_LOADER, RM_PLUGINTYPE_TEXTURE_LOADER,
  RM_PLUGINTYPE_GENERATOR
}
 PlugIn Type. More...

enum  RmExporterPlugInType { RM_EXPORT_DATA, RM_SAVE_DATA }
 Exporter PlugIn type. More...

enum  RmWindowType {
  RM_WINDOWTYPE_ALL = 0, RM_WINDOWTYPE_DLG, RM_WINDOWTYPE_MDI, RM_WINDOWTYPE_DOCKTOOL,
  RM_WINDOWTYPE_NONE
}
 Window Type. More...

enum  RmDockingPaneLayout {
  RM_WINDOWDOCK_FLOAT = 0, RM_WINDOWDOCK_LEFT, RM_WINDOWDOCK_RIGHT, RM_WINDOWDOCK_TOP,
  RM_WINDOWDOCK_BOTTOM
}
 Docking layout. More...

enum  RmStateType {
  RS_ENUM = 0, RS_BOOLEAN, RS_MASK, RS_INT,
  RS_FLOAT, RS_COLOR, RS_FLAG, RS_ENUM_WITH_FLAG,
  RS_TYPE_COUNT
}
 State type. More...

enum  RmAngleType { RM_ANGLE_DEGREE = 0, RM_ANGLE_RADIAN }
 Angle type. More...

enum  RmMatrixType {
  RM_MATRIX_RAW = 0, RM_MATRIX_ROTATE, RM_MATRIX_TRANSLATE, RM_MATRIX_SCALE,
  RM_MATRIX_ORTHO, RM_MATRIX_PERSPECTIVE
}
 Matrix type. More...

enum  RmLightType { RM_DX_LIGHT_POINT = 0, RM_DX_LIGHT_SPOT, RM_DX_LIGHT_DIRECTIONAL }
 Light type. More...

enum  RmStreamChannelDataType {
  RMVSDT_FLOAT1 = 0, RMVSDT_FLOAT2, RMVSDT_FLOAT3, RMVSDT_FLOAT4,
  RMVSDT_D3DCOLOR, RMVSDT_UBYTE4, RMVSDT_SHORT2, RMVSDT_SHORT4
}
 Stream data type. More...

enum  RmStreamChannelUsageType {
  RM_DECLUSAGE_POSITION = 0, RM_DECLUSAGE_BLENDWEIGHT, RM_DECLUSAGE_BLENDINDICES, RM_DECLUSAGE_NORMAL,
  RM_DECLUSAGE_PSIZE, RM_DECLUSAGE_TEXCOORD, RM_DECLUSAGE_TANGENT, RM_DECLUSAGE_BINORMAL,
  RM_DECLUSAGE_TESSFACTOR, RM_DECLUSAGE_POSITIONT, RM_DECLUSAGE_COLOR, RM_DECLUSAGE_FOG,
  RM_DECLUSAGE_DEPTH, RM_DECLUSAGE_SAMPLE, RM_DECLUSAGE_NUM
}
 Stream channel usage. More...

enum  RmPrimitiveType {
  RM_PRIMITIVETYPE_POINT = 0, RM_PRIMITIVETYPE_LINE, RM_PRIMITIVETYPE_LINESTRIP, RM_PRIMITIVETYPE_TRIANGLELIST,
  RM_PRIMITIVETYPE_TRIANGLEFAN, RM_PRIMITIVETYPE_TRIANGLESTRIP
}
 Render primitive types. More...

enum  RmShaderVersion {
  RM_SHADER_UNKNOWN = 0, RM_SHADER_DX_VS_1_1, RM_SHADER_DX_VS_2_0, RM_SHADER_DX_VS_2_0_SW,
  RM_SHADER_DX_VS_3_0, RM_SHADER_DX_VS_3_0_SW, RM_SHADER_DX_PS_1_1, RM_SHADER_DX_PS_1_2,
  RM_SHADER_DX_PS_1_3, RM_SHADER_DX_PS_1_4, RM_SHADER_DX_PS_2_0, RM_SHADER_DX_PS_2_A,
  RM_SHADER_DX_PS_2_B, RM_SHADER_DX_PS_2_0_SW, RM_SHADER_DX_PS_3_0, RM_SHADER_DX_PS_3_0_SW
}
 Shader version. More...

enum  RmProjectionMode { RM_PROJECTIONMODE_PERSPECTIVE = 0, RM_PROJECTIONMODE_ORTHOGONAL }
 Projection mode. More...

enum  RmCoordinateSystem { RM_COORDINATESYSTEM_LHS = 0, RM_COORDINATESYSTEM_RHS }
 Coordinate system. More...

enum  RmModelOrientation { RM_ORIENTATION_LHS, RM_ORIENTATION_RHS }
 Model orientation. More...

enum  RmTextureOrigin { RM_ORIGIN_TOP_LEFT, RM_ORIGIN_BOTTOM_LEFT }
 Texture orientation. More...

enum  RmNodeUpdateType {
  RM_NODE_GENERAL_UPDATE, RM_NODE_NAME_CHANGED_UPDATE, RM_NODE_VALUE_CHANGED_UPDATE, RM_NODE_ADDED_UPDATE,
  RM_NODE_DELETED_UPDATE
}
 Node update type. More...

enum  RmTextureType { RM_TEXTURE_2D = 0, RM_TEXTURE_3D, RM_TEXTURE_CUBEMAP }
 Texture Type. More...

enum  RmPixelFormatType {
  RM_PIXELFORMAT_UNKNOWN = 0, RM_PIXELFORMAT_R8G8B8, RM_PIXELFORMAT_A8R8G8B8, RM_PIXELFORMAT_X8R8G8B8,
  RM_PIXELFORMAT_R5G6B5, RM_PIXELFORMAT_X1R5G5B5, RM_PIXELFORMAT_A1R5G5B5, RM_PIXELFORMAT_A4R4G4B4,
  RM_PIXELFORMAT_R3G3B2, RM_PIXELFORMAT_A8, RM_PIXELFORMAT_A8R3G3B2, RM_PIXELFORMAT_X4R4G4B4,
  RM_PIXELFORMAT_A2B10G10R10, RM_PIXELFORMAT_A8B8G8R8, RM_PIXELFORMAT_X8B8G8R8, RM_PIXELFORMAT_G16R16,
  RM_PIXELFORMAT_A2R10G10B10, RM_PIXELFORMAT_A16B16G16R16, RM_PIXELFORMAT_A8P8, RM_PIXELFORMAT_P8,
  RM_PIXELFORMAT_L8, RM_PIXELFORMAT_L16, RM_PIXELFORMAT_A8L8, RM_PIXELFORMAT_A4L4,
  RM_PIXELFORMAT_V8U8, RM_PIXELFORMAT_Q8W8V8U8, RM_PIXELFORMAT_V16U16, RM_PIXELFORMAT_Q16W16V16U16,
  RM_PIXELFORMAT_CxV8U8, RM_PIXELFORMAT_L6V5U5, RM_PIXELFORMAT_X8L8V8U8, RM_PIXELFORMAT_A2W10V10U10,
  RM_PIXELFORMAT_MULTI2_ARGB8, RM_PIXELFORMAT_G8R8_G8B8, RM_PIXELFORMAT_R8G8_B8G8, RM_PIXELFORMAT_DXT1,
  RM_PIXELFORMAT_DXT2, RM_PIXELFORMAT_DXT3, RM_PIXELFORMAT_DXT4, RM_PIXELFORMAT_DXT5,
  RM_PIXELFORMAT_UYVY, RM_PIXELFORMAT_YUY2, RM_PIXELFORMAT_R16F, RM_PIXELFORMAT_G16R16F,
  RM_PIXELFORMAT_A16B16G16R16F, RM_PIXELFORMAT_R32F, RM_PIXELFORMAT_G32R32F, RM_PIXELFORMAT_A32B32G32R32F,
  RM_PIXELFORMAT_NUM_FORMATS
}
 Pixel Format Type. More...

enum  RmCubemapFaceType {
  RM_CUBEMAP_FACE_X_POS = 0, RM_CUBEMAP_FACE_X_NEG = 1, RM_CUBEMAP_FACE_Y_POS = 2, RM_CUBEMAP_FACE_Y_NEG = 3,
  RM_CUBEMAP_FACE_Z_POS = 4, RM_CUBEMAP_FACE_Z_NEG = 5
}
 Cubemap face. More...

enum  RmIconSize { RM_ICON_SIZE_SMALL = 0, RM_ICON_SIZE_LARGE }
 Icon size. More...

enum  RmIconID {
  RM_RENDER_MONKEY_ICON_ID = 0, RM_ATI_ICON_ID, RM_WORKSPACE_ICON_ID, RM_REGISTRY_BRANCH_ICON_ID,
  RM_FOLDER_OPEN_ICON_ID, RM_EFFECT_ICON_ID, RM_OPENGL_ICON_ID, RM_D3D_ICON_ID,
  RM_VARIABLE_ICON_ID, RM_DYNAMIC_ICON_ID, RM_COLOR_ICON_ID, RM_VECTOR_1_ICON_ID,
  RM_VECTOR_2_ICON_ID, RM_VECTOR_3_ICON_ID, RM_VECTOR_4_ICON_ID, RM_MATRIX_2x2_ICON_ID,
  RM_MATRIX_3x3_ICON_ID, RM_MATRIX_4x4_ICON_ID, RM_INTEGER_ICON_ID, RM_TEXTURE_ICON_ID,
  RM_VOLUME_ICON_ID, RM_CUBEMAP_ICON_ID, RM_LIGHT_ICON_ID, RM_MATERIAL_ICON_ID,
  RM_PASS_ICON_ID, RM_PRINT_ICON_ID, RM_MODEL_ICON_ID, RM_MODEL_REFERENCE_ICON_ID,
  RM_STREAM_MAP_ICON_ID, RM_STREAM_MAP_REFERENCE_ICON_ID, RM_RENDERABLE_TEXTURE_ICON_ID, RM_RENDER_TARGET_ICON_ID,
  RM_RENDER_STATE_BLOCK_ICON_ID, RM_STATE_ICON_ID, RM_VERTEX_TEXTURE_OBJECT_ICON_ID, RM_TEXTURE_OBJECT_ICON_ID,
  RM_TEXTURE_REFERENCE_ICON_ID, RM_LIGHT_OBJECT_ICON_ID, RM_LIGHT_REFERENCE_ICON_ID, RM_MATERIAL_OBJECT_ICON_ID,
  RM_MATERIAL_REFERENCE_ICON_ID, RM_STREAM_ICON_ID, RM_STREAM_CHANNEL_ICON_ID, RM_STRING_ICON_ID,
  RM_SHADER_CONSTANT_ICON_ID, RM_SAMPLER_ICON_ID, RM_SHADER_ICON_ID, RM_DISASSEMBLER_ICON_ID,
  RM_OUTPUT_ICON_ID, RM_CAMERA_ICON_ID, RM_CAMERA_REFERENCE_ICON_ID, RM_VERTEX_SHADER_ICON_ID,
  RM_PIXEL_SHADER_ICON_ID, RM_RENDER_TARGET_SCREEN_ICON_ID, RM_BOOLEAN_TRUE_ICON_ID, RM_BOOLEAN_FALSE_ICON_ID,
  RM_CAMERA_ACTIVE_ICON_ID, RM_ART_ICON_ID, RM_ART_OVERLAY_ICON_ID, RM_DISABLED_OVERLAY_ICON_ID,
  RM_HLSL_OVERLAY_ICON_ID, RM_GLSL_OVERLAY_ICON_ID, RM_PREDEFINED_OVERLAY_ICON_ID, RM_PRELINKED_OVERLAY_ICON_ID,
  RM_CUT_ICON_ID, RM_COPY_ICON_ID, RM_PASTE_ICON_ID, RM_DELETE_ICON_ID,
  RM_ERROR_ICON_ID, RM_FOLDER_CLOSED_ICON_ID, RM_UNDO_ICON_ID, RM_REDO_ICON_ID,
  RM_INFO_ICON_ID, RM_WINDOW_CASCADE_ICON_ID, RM_WINDOW_TILE_HORIZONTAL_ICON_ID, RM_WINDOW_TILE_VERTICAL_ICON_ID,
  RM_PLUGIN_DATA_ICON_ID
}
enum  RmViewerUpdateMode { RM_UPDATE_FASTEST = 0, RM_UPDATE_VSYNCH, RM_UPDATE_REQUEST }
 Preview update mode. More...

enum  RmViewerUIMode {
  RM_UI_NONE = 0, RM_UI_CAMERA_ROTATE, RM_UI_CAMERA_PAN, RM_UI_CAMERA_ZOOM,
  RM_UI_CAMERA_OVERLOAD, RM_UI_INPUT_MODE
}
 Preview UI Mode. More...


Functions

RM_API RM_BYTE * RmAllocateBuffer (int sizeOfData)
 Memory allocation function.

RM_API void RmDeallocateBuffer (RM_BYTE *pBuffer)
 Memory deallocation function.


Detailed Description

Type definitions for RmCore Types, structures, macros

Enumeration Type Documentation

enum RmAngleType
 

Angle type.

Enumeration for distinguishing between degrees and radians at run-time

Enumeration values:
RM_ANGLE_DEGREE  Angle in degree.
RM_ANGLE_RADIAN  Angle in radian.

enum RmCoordinateSystem
 

Coordinate system.

Coordinate system used in the viewer

Enumeration values:
RM_COORDINATESYSTEM_LHS  Left-handed coordinate system, native for DirectX.
RM_COORDINATESYSTEM_RHS  Right-handed coordinate system, native for OpenGL.

enum RmCubemapFaceType
 

Cubemap face.

Cubemap Face Type

Enumeration values:
RM_CUBEMAP_FACE_X_POS  Positive X face.
RM_CUBEMAP_FACE_X_NEG  Negative X face.
RM_CUBEMAP_FACE_Y_POS  Positive Y face.
RM_CUBEMAP_FACE_Y_NEG  Negative Y face.
RM_CUBEMAP_FACE_Z_POS  Positive Z face.
RM_CUBEMAP_FACE_Z_NEG  Negative Z face.

enum RmDockingPaneLayout
 

Docking layout.

Settings used for docking window layout at run-time. Only windows created as docking panes can successfully use these values.

Enumeration values:
RM_WINDOWDOCK_FLOAT  Floating docking pane.
RM_WINDOWDOCK_LEFT  Docking pane window docked on the left side of the MDI client.
RM_WINDOWDOCK_RIGHT  Docking pane window docked on the right side of the MDI client.
RM_WINDOWDOCK_TOP  Docking pane window docked at the top of the MDI client.
RM_WINDOWDOCK_BOTTOM  Docking pane window docked at the bottom of the MDI client.

enum RmExporterPlugInType
 

Exporter PlugIn type.

This data type is used by the exporter plug-in to notify the application how it intends to process the contents of the exported node. The application uses this flag to manage the plug-in entry in the workspace tree view.

Enumeration values:
RM_EXPORT_DATA  Exporter.
RM_SAVE_DATA  Saver.

enum RmIconSize
 

Icon size.

RenderMonkey icon related IDs Use these ID to load RenderMonkey application icons for the plug-in windows:

Enumeration values:
RM_ICON_SIZE_SMALL  Small icon.
RM_ICON_SIZE_LARGE  Large icon.

enum RmLightType
 

Light type.

Supported types of light objects

Enumeration values:
RM_DX_LIGHT_POINT  Point light source.
RM_DX_LIGHT_SPOT  Spot light source.
RM_DX_LIGHT_DIRECTIONAL  Directional light source.

enum RmMatrixType
 

Matrix type.

Used to distinguish various types of matrices at run-time

Enumeration values:
RM_MATRIX_RAW  Raw Matrix.
RM_MATRIX_ROTATE  Rotation Matrix.
RM_MATRIX_TRANSLATE  Translation Matrix.
RM_MATRIX_SCALE  Scale Matrix.
RM_MATRIX_ORTHO  Orthogonal Projection Matrix.
RM_MATRIX_PERSPECTIVE  Perspective Projection Matrix.

enum RmModelOrientation
 

Model orientation.

This enumeration is used to specify the model orientation

Enumeration values:
RM_ORIENTATION_LHS  Left handed coordinate system.
RM_ORIENTATION_RHS  Right handed coordinate system.

enum RmNodeUpdateType
 

Node update type.

Update message identifiers for RenderMonkey node updates. 'pRmUpdateRootNode' means that the node being out with the update will contain the specified data. These identifiers are meant to be used with the Update() method of the RenderMonkey application interface, notifying the application that a particular node was changed by a client plug-in. For example, if a node was added, a plugin may want to sent out a node update notification to the application in this form: getRmApp()->BroadcastMessage( RM_NODE_ADDED_UPDATE, pMyAddedNode ); which will notify the application that 'pMyAddedNode' was added to currently opened workspace.

Enumeration values:
RM_NODE_GENERAL_UPDATE  This message is sent out for all generic node update case. The node that is supplied to the Update() method is the node that was modified:
RM_NODE_NAME_CHANGED_UPDATE  This message is sent out when the name of a particular node was changed. The node that is supplied to the Update() method with this message is the node which name was changed:
RM_NODE_VALUE_CHANGED_UPDATE  This message is sent out when the value of a particular node was modified. The node that is supplied to the Update() method with this message is the node which value is changed. For example, if the value of a float variable has changed, this message should be sent out to the application like this: getRmApp()->BroadcastMessage( RM_NODE_VALUE_CHANGED_UPDATE, pMyFloatNode );
RM_NODE_ADDED_UPDATE  This message is sent out when a new node is added to the workspace. The node that is supplied to the Update() method is the node that was added.
RM_NODE_DELETED_UPDATE  This message is sent out when a new node is deleted from the workspace. The node that is supplied to the Update() method is the PARENT of the node that was deleted. (Since the deleted node may no longer be present).

enum RmPixelFormatType
 

Pixel Format Type.

Bits and channecls are spcified from Most significant bits to lower Eg. R8G8B8 = xxxxxxxx xxxxxxxx xxxxxxxx Red Green Blue

A8B8G8R8 = xxxxxxxx xxxxxxxx xxxxxxxx xxxxxxxx Alpha Blue Green Red

Enumeration values:
RM_PIXELFORMAT_UNKNOWN  Unknown Format.
RM_PIXELFORMAT_R8G8B8  24 bits format. Red, Green, Blue have 8 bits each
RM_PIXELFORMAT_A8R8G8B8  32 bits format. Red, Green, Blue, Alpha have 8 bits each
RM_PIXELFORMAT_X8R8G8B8  32 bits format. Red, Green, Blue have 8 bits each and 8 bits unused.
RM_PIXELFORMAT_R5G6B5  16 bits format. Red, Blue have 5 bits and Green has 6 bits.
RM_PIXELFORMAT_X1R5G5B5  16 bits format. Red, Green, Blue have 5 bits each and 1 bit unused.
RM_PIXELFORMAT_A1R5G5B5  16 bits format. Red, Green, Blue have 5 bits each and 1 bit of Alpha.
RM_PIXELFORMAT_A4R4G4B4  16 bits format. Red, Green, Blue, Alpha have 4 bits each
RM_PIXELFORMAT_R3G3B2  8 bits format. Red, Green, have 3 bits and Blue has 2 bits
RM_PIXELFORMAT_A8  8 bits format. Alpha has 8 bits.
RM_PIXELFORMAT_A8R3G3B2  16 bits format. Red, Green, have 3 bits and Blue has 2 bits and 8 bits of Alpha
RM_PIXELFORMAT_X4R4G4B4  16 bits format. Red, Green, Blue have 4 bits each and 4 bits unused.
RM_PIXELFORMAT_A2B10G10R10  32 bits format. 2 bits of Alpha and 10 bits of Blue, Green and Red.
RM_PIXELFORMAT_A8B8G8R8  32 bits format. Alpha, Blue, Green, Red have 8 bits each.
RM_PIXELFORMAT_X8B8G8R8  32 bits format. Blue, Green, Red have 8 bits each and 8 bits unused.
RM_PIXELFORMAT_G16R16  32 bits format. Green and Red have 16 bits each
RM_PIXELFORMAT_A2R10G10B10  32 bits format. 2 bits of Alpha and Red, Green, Blue have 10 bits each.
RM_PIXELFORMAT_A16B16G16R16  64 bits format. Alpha, Blue, Green and Red have 16 bits each.
RM_PIXELFORMAT_A8P8  16 bits format. Alpha and Palette Index have 8 bits each.
RM_PIXELFORMAT_P8  8 bits format. Palette Index has 8 bits.
RM_PIXELFORMAT_L8  8 bits format. Luminance has 8 bits.
RM_PIXELFORMAT_L16  16 bits format. Luminance has 16 bits.
RM_PIXELFORMAT_A8L8  16 bits format. Alpha and Luminance have 8 bits each.
RM_PIXELFORMAT_A4L4  8 bits format. Alpha and Luminance have 4 bits each.
RM_PIXELFORMAT_V8U8  16 bits format. V and U have 8 bits each.
RM_PIXELFORMAT_Q8W8V8U8  32 bits format. Q,W,V,U have 8 bits each.
RM_PIXELFORMAT_V16U16  32 bits format. V and U have 16 bits each.
RM_PIXELFORMAT_Q16W16V16U16  64 bits format. Q,W,V,U have 16 bits each.
RM_PIXELFORMAT_CxV8U8  16-bit normal compression format. The texture sampler computes the C channel from: C = sqrt(1 - U2 - V2).
RM_PIXELFORMAT_L6V5U5  16 bits format. L has 16 bits and V,U have 5 bits each.
RM_PIXELFORMAT_X8L8V8U8  32 bits format. L,V,U have 8 bits each and 8 bits unused.
RM_PIXELFORMAT_A2W10V10U10  32 bits format. 2 bits of Alpha and 10 bits for each W,V,U
RM_PIXELFORMAT_MULTI2_ARGB8  MultiElement texture (not compressed).
RM_PIXELFORMAT_G8R8_G8B8  A 16-bit packed RGB format analogous to YUY2 (Y0U0, Y1V0, Y2U2, etc.).
RM_PIXELFORMAT_R8G8_B8G8  A 16-bit packed RGB format analogous to UYVY (U0Y0, V0Y1, U2Y2, etc.).
RM_PIXELFORMAT_DXT1  DXT 1 compressed format.
RM_PIXELFORMAT_DXT2  DXT 2 compressed format.
RM_PIXELFORMAT_DXT3  DXT 3 compressed format.
RM_PIXELFORMAT_DXT4  DXT 4 compressed format.
RM_PIXELFORMAT_DXT5  DXT 5 compressed format.
RM_PIXELFORMAT_UYVY  UYVY format (PC98 compliance).
RM_PIXELFORMAT_YUY2  YUY2 format (PC98 compliance).
RM_PIXELFORMAT_R16F  16-bit float format using 16 bits for the red channel.
RM_PIXELFORMAT_G16R16F  32-bit float format using 16 bits for the red channel and 16 bits for the green channel.
RM_PIXELFORMAT_A16B16G16R16F  64-bit float format using 16 bits for the each channel (alpha, blue, green, red).
RM_PIXELFORMAT_R32F  32-bit float format using 32 bits for the red channel.
RM_PIXELFORMAT_G32R32F  64-bit float format using 32 bits for the red channel and 32 bits for the green channel.
RM_PIXELFORMAT_A32B32G32R32F  128-bit float format using 32 bits for the each channel (alpha, blue, green, red).
RM_PIXELFORMAT_NUM_FORMATS  Number of formats.

enum RmPlugInType
 

PlugIn Type.

Available plug-in types supported by RenderMonkey application

Enumeration values:
RM_PLUGINTYPE_GENERIC  Generic RenderMonkey plug-in. Must implement IRmPlugIn interface.
RM_PLUGINTYPE_EDITOR  An editor plug-in - used to edit some node(s). A editor plug-in must implement IRmEditorPlugIn interface:.
RM_PLUGINTYPE_WORKSPACE_EDITOR  A workspace editor plug-in. This plug-in is used to edit certain qualities of the entire workspace. Example: the artist editor. This plug-in must implement IRmWorkspaceEditorPlugIn interface
RM_PLUGINTYPE_IMPORTER  An importer plug-in. This plug-in is used to import data to the run-time database of the RenderMonkey application from external sources. This plug-in must implement IRmImporterPlugIn in order to be auto-invoked by the application
RM_PLUGINTYPE_EXPORTER  An exporter plug-in. This plug-in is used to export data from run-time database of the RenderMonkey application. This plug-in must implement IRmImporterPlugIn in order to be auto-invoked by the application
RM_PLUGINTYPE_EFFECTVIEWER  A viewer plug-in, used to view an active effect at run-time. This plug-in must implement IRmEffectViewerPlugIn interface to be a valid viewer plug-in
RM_PLUGINTYPE_GEOMETRY_LOADER  A geometry loader plug-in, used to load geometric object with appropriate data into RenderMonkey model data nodes. The plug-in must implement IRmGeometryLoaderPlugIn interface
RM_PLUGINTYPE_TEXTURE_LOADER  A texture loader plug-in, used to load textures from disk from files. This type of plug-in must implement IRmTextureLoaderPlugIn interface.
RM_PLUGINTYPE_GENERATOR  A data generator plug-in. A plug-in of this type can generate contents for the node types that it supports. For example, it can be used to generate procedural geometric objects, or procedural textures. The plug-in declaring this type must implement IRmGeneratorPlugIn interface

enum RmPrimitiveType
 

Render primitive types.

This enumeration is used for selection of primitive type for geometry meshes representation

Enumeration values:
RM_PRIMITIVETYPE_POINT  Point.
RM_PRIMITIVETYPE_LINE  Line.
RM_PRIMITIVETYPE_LINESTRIP  Line strip.
RM_PRIMITIVETYPE_TRIANGLELIST  Triangle.
RM_PRIMITIVETYPE_TRIANGLEFAN  Triangle fan.
RM_PRIMITIVETYPE_TRIANGLESTRIP  Triangle strip.

enum RmProjectionMode
 

Projection mode.

Projection mode for the viewer

Enumeration values:
RM_PROJECTIONMODE_PERSPECTIVE  Perspective projection.
RM_PROJECTIONMODE_ORTHOGONAL  Orthogonal ( parallel ) projection.

enum RmShaderVersion
 

Shader version.

This enumeration is used for selection of HLSL shader targets at run-time

Enumeration values:
RM_SHADER_UNKNOWN  Unknown.
RM_SHADER_DX_VS_1_1  D3D VertexShader 1.1.
RM_SHADER_DX_VS_2_0  D3D VertexShader 2.0.
RM_SHADER_DX_VS_2_0_SW  D3D VertexShader 2.0 Software.
RM_SHADER_DX_VS_3_0  D3D VertexShader 3.0.
RM_SHADER_DX_VS_3_0_SW  D3D VertexShader 3.0 Software.
RM_SHADER_DX_PS_1_1  D3D PixelShader 1.1.
RM_SHADER_DX_PS_1_2  D3D PixelShader 1.2.
RM_SHADER_DX_PS_1_3  D3D PixelShader 1.3.
RM_SHADER_DX_PS_1_4  D3D PixelShader 1.4.
RM_SHADER_DX_PS_2_0  D3D PixelShader 2.0.
RM_SHADER_DX_PS_2_A  D3D PixelShader 2.0a.
RM_SHADER_DX_PS_2_B  D3D PixelShader 2.0b.
RM_SHADER_DX_PS_2_0_SW  D3D PixelShader 2.0 Software.
RM_SHADER_DX_PS_3_0  D3D PixelShader 3.0.
RM_SHADER_DX_PS_3_0_SW  D3D PixelShader 3.0 Software.

enum RmStateType
 

State type.

This enumeration is used for distinguishing how to edit rendering / texture stage and sampler states with the user interface at run-time.

Enumeration values:
RS_ENUM  State value is a enum value.
RS_BOOLEAN  State value is a boolean value.
RS_MASK  State value is a bit mask.
RS_INT  State value is an integer value.
RS_FLOAT  State value is a float value.
RS_COLOR  State value is a color value.
RS_FLAG  State value is a flag.
RS_ENUM_WITH_FLAG  State value is an enumerated flag.
RS_TYPE_COUNT  Reserved for internal processing.

enum RmStreamChannelDataType
 

Stream data type.

This enumeration is used for selection of stream channel data type

Enumeration values:
RMVSDT_FLOAT1  1D float expanded to (value, 0., 0., 1.)
RMVSDT_FLOAT2  2D float expanded to (value, value, 0., 1.)
RMVSDT_FLOAT3  3D float expanded to (value, value, value, 1.)
RMVSDT_FLOAT4  4D float
RMVSDT_D3DCOLOR  4D packed unsigned bytes mapped to 0. to 1. range
Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
RMVSDT_UBYTE4  4D unsigned byte
RMVSDT_SHORT2  2D signed short expanded to (value, value, 0., 1.)
RMVSDT_SHORT4  4D signed short

enum RmStreamChannelUsageType
 

Stream channel usage.

This enumeration is used for selection of stream channel usage

Enumeration values:
RM_DECLUSAGE_POSITION  Position.
RM_DECLUSAGE_BLENDWEIGHT  Blend weight.
RM_DECLUSAGE_BLENDINDICES  Blend indices.
RM_DECLUSAGE_NORMAL  Normal.
RM_DECLUSAGE_PSIZE  Point size.
RM_DECLUSAGE_TEXCOORD  Textre coordinate.
RM_DECLUSAGE_TANGENT  Tangent.
RM_DECLUSAGE_BINORMAL  Binormal.
RM_DECLUSAGE_TESSFACTOR  Tessellation Factor.
RM_DECLUSAGE_POSITIONT  Transformed Point.
RM_DECLUSAGE_COLOR  Color.
RM_DECLUSAGE_FOG  Fog.
RM_DECLUSAGE_DEPTH  Depth.
RM_DECLUSAGE_SAMPLE  Sample.
RM_DECLUSAGE_NUM  Number of usage types.

enum RmTextureOrigin
 

Texture orientation.

This enumeration is used to specify the texture orientation

Enumeration values:
RM_ORIGIN_TOP_LEFT  Top left texture origin.
RM_ORIGIN_BOTTOM_LEFT  Bottom left texture origin.

enum RmTextureType
 

Texture Type.

Texture Type

Enumeration values:
RM_TEXTURE_2D  2D Texture
RM_TEXTURE_3D  3D Texture
RM_TEXTURE_CUBEMAP  Cubemap Texture.

enum RmViewerUIMode
 

Preview UI Mode.

This enumeration is used to specify the mode for mouse input in the viewer plug-in //

Enumeration values:
RM_UI_NONE  No specific instructions for setting mouse input in the viewer:.
RM_UI_CAMERA_ROTATE  The viewer should rotate the camera in the scene. Left mouse button down starts rotation, left mouse up stops rotational motion:
RM_UI_CAMERA_PAN  The viewer should pan the camera in the scene. Left mouse button down starts panning, left mouse button up stops panning motion:
RM_UI_CAMERA_ZOOM  The viewer should zoom the camera in the scene. Left mouse down starts the zooming motion. Up motion should zoom out, down motion will zoom in. Left mouse button up stops zooming:
RM_UI_CAMERA_OVERLOAD  The camera is in the overload mode. Left mouse button controls rotation, middle mouse button controls zooming, and ctrl-left pans the camera:
RM_UI_INPUT_MODE  The mouse movements and button clicks in the preview window aren't used for camera modification, but are simply used in the viewer plug-in as it desires.

enum RmViewerUpdateMode
 

Preview update mode.

This enumeration is used to specify the maximum rate at which the viewer window will present its swap chain's back buffers

Enumeration values:
RM_UPDATE_FASTEST  Update scene as fast as it can render.
RM_UPDATE_VSYNCH  Update tries to match the monitor's vertical refresh rate.
RM_UPDATE_REQUEST  Update scene only on user request (space bar, etc).

enum RmWindowType
 

Window Type.

This type is used to define window types for window registration at run-time with the application

Enumeration values:
RM_WINDOWTYPE_ALL  All window type.
RM_WINDOWTYPE_DLG  Dialog window.
RM_WINDOWTYPE_MDI  MDI client window.
RM_WINDOWTYPE_DOCKTOOL  Dockable window.
RM_WINDOWTYPE_NONE  Reserved for windowless plug-ins.


Generated on Fri Feb 25 16:08:45 2005 for RenderMonkey SDK by doxygen 1.3.6