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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).