Grindstone Game Engine
v0.2.0
An open source game engine and toolkit.
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Keyword.hpp
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#pragma once
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#include <string_view>
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#include <cstring>
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#include <map>
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#define KEYWORD_LIST \
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E(shaderHlsl)\
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E(shaderGlsl)\
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E(computeSet)\
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E(pipelineSet)\
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E(parameters)\
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E(name)\
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E(configuration)\
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E(pass)\
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E(shaderBlock)\
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E(requiresBlocks)\
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E(clones)\
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E(inherits)\
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E(stage)\
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E(renderQueue)\
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E(properties)\
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E(shaderEntrypoint)\
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E(rendererTags)\
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E(passTags)\
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E(attachments)\
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E(colorMask)\
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E(cull)\
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E(geometryType)\
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E(fillMode)\
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E(depthBias)\
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E(depthWrite)\
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E(depthTest)\
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E(depthClamp)\
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E(depthCompareOp)\
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E(blendPreset)\
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E(blendColor)\
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E(blendAlpha)\
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E(points)\
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E(lines)\
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E(lineStrips)\
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E(lineLoops)\
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E(triangleStrips)\
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E(triangleFans)\
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E(triangles)\
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E(linesAdjacency)\
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E(trianglesAdjacency)\
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E(triangleStripsAdjacency)\
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E(patches)\
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E(point)\
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E(line)\
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E(fill)\
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E(never)\
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E(less)\
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E(equal)\
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E(lessOrEqual)\
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E(greater)\
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E(notEqual)\
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E(greaterOrEqual)\
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E(always)\
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E(none)\
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E(front)\
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E(back)\
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E(both)\
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E(zero)\
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E(one)\
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E(srcColor)\
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E(oneMinusSrcColor)\
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E(dstColor)\
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E(oneMinusDstColor)\
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E(srcAlpha)\
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E(oneMinusSrcAlpha)\
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E(dstAlpha)\
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E(oneMinusDstAlpha)\
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E(constantColor)\
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E(oneMinusConstantColor)\
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E(constantAlpha)\
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E(oneMinusConstantAlpha)\
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E(srcAlphaSaturate)\
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E(src1Color)\
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E(oneMinusSrc1Color)\
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E(src1Alpha)\
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E(oneMinusSrc1Alpha)\
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E(off)\
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E(add)\
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E(subtract)\
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E(reverseSubtract)\
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E(minimum)\
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E(maximum)\
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E(source)\
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E(destination)\
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E(sourceOver)\
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E(destinationOver)\
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E(sourceIn)\
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E(destinationIn)\
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E(sourceOut)\
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E(destinationOut)\
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E(sourceAtop)\
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E(destinationAtop)\
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E(xOR)\
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E(multiply)\
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E(screen)\
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E(overlay)\
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E(darken)\
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E(lighten)\
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E(colorDodge)\
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E(colorBurn)\
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E(hardLight)\
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E(softLight)\
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E(difference)\
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E(exclusion)\
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E(invert)\
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E(invertRGB)\
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E(linearDodge)\
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E(linearBurn)\
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E(vividLight)\
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E(linearLight)\
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E(pinLight)\
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E(hardMix)\
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E(hSLHue)\
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E(hSLSaturation)\
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E(hSLColor)\
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E(hSLLuminosity)\
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E(plus)\
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E(plusClamped)\
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E(plusClampedAlpha)\
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E(plusDark)\
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E(minus)\
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E(minusClamped)\
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E(contrast)\
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E(invertOVG)\
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E(red)\
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E(green)\
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E(blue)\
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E(vertex)\
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E(tesselationEvaluation)\
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E(tesselationControl)\
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E(geometry)\
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E(fragment)\
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E(task)\
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E(mesh)\
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E(compute)\
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E(opaque)\
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E(translucent)\
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E(additive)\
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E(multiplicative)\
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E(premultiply)\
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E(Color)\
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E(Bool)\
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E(Int)\
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E(Int2)\
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E(Int3)\
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E(Int4)\
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E(Uint)\
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E(Uint2)\
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E(Uint3)\
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E(Uint4)\
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E(Float)\
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E(Float2)\
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E(Float3)\
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E(Float4)\
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E(Double)\
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E(Double2)\
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E(Double3)\
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E(Double4)\
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E(Matrix2x2)\
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E(Matrix2x3)\
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E(Matrix2x4)\
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E(Matrix3x2)\
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E(Matrix4x2)\
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E(Matrix3x3)\
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E(Matrix3x4)\
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E(Matrix4x3)\
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E(Matrix4x4)\
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E(Texture)\
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E(Sampler)\
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E(Image)\
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E(Atomic)
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enum class
Keyword : uint8_t {
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#define E(val) val,
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KEYWORD_LIST
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#undef E
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includeKeyword,
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abstractKeyword,
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boolTrue,
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boolFalse
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};
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constexpr
const
char
* keywordStrings[] = {
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#define E(val) #val,
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KEYWORD_LIST
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#undef E
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"include"
,
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"abstract"
,
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"true"
,
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"false"
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};
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extern
std::map<std::string_view, Keyword> stringToKeywordMap;
plugins
Grindstone.Editor.PipelineSetImporter
include
PipelineSet
Converter
Keyword.hpp
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