Enumerations
Scene
DvzControllerType
Name
Value
DVZ_CONTROLLER_NONE
0
DVZ_CONTROLLER_PANZOOM
1
DVZ_CONTROLLER_AXES_2D
2
DVZ_CONTROLLER_ARCBALL
3
DVZ_CONTROLLER_CAMERA
4
DVZ_CONTROLLER_AXES_3D
5
Visuals
DvzMarkerType
Name
Value
DVZ_MARKER_DISC
0
DVZ_MARKER_ASTERISK
1
DVZ_MARKER_CHEVRON
2
DVZ_MARKER_CLOVER
3
DVZ_MARKER_CLUB
4
DVZ_MARKER_CROSS
5
DVZ_MARKER_DIAMOND
6
DVZ_MARKER_ARROW
7
DVZ_MARKER_ELLIPSE
8
DVZ_MARKER_HBAR
9
DVZ_MARKER_HEART
10
DVZ_MARKER_INFINITY
11
DVZ_MARKER_PIN
12
DVZ_MARKER_RING
13
DVZ_MARKER_SPADE
14
DVZ_MARKER_SQUARE
15
DVZ_MARKER_TAG
16
DVZ_MARKER_TRIANGLE
17
DVZ_MARKER_VBAR
18
DVZ_MARKER_COUNT
19
DvzJoinType
Name
Value
DVZ_JOIN_SQUARE
False
DVZ_JOIN_ROUND
True
DvzCapType
Name
Value
DVZ_CAP_TYPE_NONE
0
DVZ_CAP_ROUND
1
DVZ_CAP_TRIANGLE_IN
2
DVZ_CAP_TRIANGLE_OUT
3
DVZ_CAP_SQUARE
4
DVZ_CAP_BUTT
5
DVZ_CAP_COUNT
6
DvzPathTopology
Name
Value
DVZ_PATH_OPEN
0
DVZ_PATH_CLOSED
1
Colormaps
The following colormaps, in addition to being stored in the colormap texture, are also implemented directly in GLSL. They may thereby be used directly from shaders without using the colormap texture. Avoiding texture lookup is sometimes faster.
This is implemented in the function vec4 colormap(int cmap, float x)
in colormaps.glsl
.
Colormap
DVZ_CMAP_HSV
DVZ_CMAP_CIVIDIS
DVZ_CMAP_INFERNO
DVZ_CMAP_MAGMA
DVZ_CMAP_PLASMA
DVZ_CMAP_VIRIDIS
DVZ_CMAP_AUTUMN
DVZ_CMAP_BONE
DVZ_CMAP_COOL
DVZ_CMAP_COPPER
DVZ_CMAP_HOT
DVZ_CMAP_SPRING
DVZ_CMAP_SUMMER
DVZ_CMAP_WINTER
DVZ_CMAP_JET
Miscellaneous
DvzDataType
Name
Value
DVZ_DTYPE_NONE
0
DVZ_DTYPE_CUSTOM
1
DVZ_DTYPE_STR
2
DVZ_DTYPE_CHAR
3
DVZ_DTYPE_CVEC2
4
DVZ_DTYPE_CVEC3
5
DVZ_DTYPE_CVEC4
6
DVZ_DTYPE_USHORT
7
DVZ_DTYPE_USVEC2
8
DVZ_DTYPE_USVEC3
9
DVZ_DTYPE_USVEC4
10
DVZ_DTYPE_SHORT
11
DVZ_DTYPE_SVEC2
12
DVZ_DTYPE_SVEC3
13
DVZ_DTYPE_SVEC4
14
DVZ_DTYPE_UINT
15
DVZ_DTYPE_UVEC2
16
DVZ_DTYPE_UVEC3
17
DVZ_DTYPE_UVEC4
18
DVZ_DTYPE_INT
19
DVZ_DTYPE_IVEC2
20
DVZ_DTYPE_IVEC3
21
DVZ_DTYPE_IVEC4
22
DVZ_DTYPE_FLOAT
23
DVZ_DTYPE_VEC2
24
DVZ_DTYPE_VEC3
25
DVZ_DTYPE_VEC4
26
DVZ_DTYPE_DOUBLE
27
DVZ_DTYPE_DVEC2
28
DVZ_DTYPE_DVEC3
29
DVZ_DTYPE_DVEC4
30
DVZ_DTYPE_MAT2
31
DVZ_DTYPE_MAT3
32
DVZ_DTYPE_MAT4
33
Flags
Note
Flags specification for the canvas, scene, visuals, controllers are still being improved and may change at any time.
Canvas flags
0x0001: ImGUI
0x0002: FPS
0x0003: FPS+FPS GUI
0x0004: enable picking
0xD000: DPI scaling (D=1..4 for 50%, 100%, 150%, 200%)
Panel flags
0x00XX: transform
0xXX00: controller-specific flags
Visual flags
0x000X: visual-specific flags
0x00X0: POS prop transformation flags
0x0X00: graphics flags (0x0100: enable depth test)
0xX000: interact axes
Axes
Axes visual flags:
0x000X`, X=0 (x axis) or X=1 (y axis).
When using an axes controller, the controller-specific flags in 0x0X00
(to hide minor/grid level) are passed to the axes visual flags as 0x000X
(bit shift). Note that the first bit must be reserved to the axis coordinate (0/1), so we use higher bits for the axes flags (4 and 8).