JuicyGraphics/src/SharpGL/Enumerations/OpenGLEnumerations.cs

696 lines
23 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SharpGL.Enumerations
{
/// <summary>
/// AccumOp
/// </summary>
public enum AccumOperation : uint
{
Accum = OpenGL.GL_ACCUM,
Load = OpenGL.GL_LOAD,
Return = OpenGL.GL_RETURN,
Multiple = OpenGL.GL_MULT,
Add = OpenGL.GL_ADD
}
/// <summary>
/// The alpha function
/// </summary>
public enum AlphaTestFunction : uint
{
Never = OpenGL.GL_NEVER,
Less = OpenGL.GL_LESS,
Equal = OpenGL.GL_EQUAL,
LessThanOrEqual = OpenGL.GL_LEQUAL,
Great = OpenGL.GL_GREATER,
NotEqual = OpenGL.GL_NOTEQUAL,
GreaterThanOrEqual = OpenGL.GL_GEQUAL,
Always = OpenGL.GL_ALWAYS,
}
/// <summary>
/// The OpenGL Attribute flags.
/// </summary>
[Flags]
public enum AttributeMask : uint
{
None = 0,
Current = OpenGL.GL_CURRENT_BIT,
Point = OpenGL.GL_POINT_BIT,
Line = OpenGL.GL_LINE_BIT,
Polygon = OpenGL.GL_POLYGON_BIT,
PolygonStipple = OpenGL.GL_POLYGON_STIPPLE_BIT,
PixelMode = OpenGL.GL_PIXEL_MODE_BIT,
Lighting = OpenGL.GL_LIGHTING_BIT,
Fog = OpenGL.GL_FOG_BIT,
DepthBuffer = OpenGL.GL_DEPTH_BUFFER_BIT,
AccumBuffer = OpenGL.GL_ACCUM_BUFFER_BIT,
StencilBuffer = OpenGL.GL_STENCIL_BUFFER_BIT,
Viewport = OpenGL.GL_VIEWPORT_BIT,
Transform = OpenGL.GL_TRANSFORM_BIT,
Enable = OpenGL.GL_ENABLE_BIT,
ColorBuffer = OpenGL.GL_COLOR_BUFFER_BIT,
Hint = OpenGL.GL_HINT_BIT,
Eval = OpenGL.GL_EVAL_BIT,
List = OpenGL.GL_LIST_BIT,
Texture = OpenGL.GL_TEXTURE_BIT,
Scissor = OpenGL.GL_SCISSOR_BIT,
All = OpenGL.GL_ALL_ATTRIB_BITS,
}
/// <summary>
/// The begin mode.
/// </summary>
public enum BeginMode : uint
{
Points = OpenGL.GL_POINTS,
Lines = OpenGL.GL_LINES,
LineLoop = OpenGL.GL_LINE_LOOP,
LineStrip = OpenGL.GL_LINE_STRIP,
Triangles = OpenGL.GL_TRIANGLES,
TriangleString = OpenGL.GL_TRIANGLE_STRIP,
TriangleFan = OpenGL.GL_TRIANGLE_FAN,
Quads= OpenGL.GL_QUADS,
QuadStrip = OpenGL.GL_QUAD_STRIP,
Polygon = OpenGL.GL_POLYGON
}
/// <summary>
/// BlendingDestinationFactor
/// </summary>
public enum BlendingDestinationFactor : uint
{
Zero = OpenGL.GL_ZERO,
One = OpenGL.GL_ONE,
SourceColor = OpenGL.GL_SRC_COLOR,
OneMinusSourceColor = OpenGL.GL_ONE_MINUS_SRC_COLOR,
SourceAlpha = OpenGL.GL_SRC_ALPHA,
OneMinusSourceAlpha = OpenGL.GL_ONE_MINUS_SRC_ALPHA,
DestinationAlpha = OpenGL.GL_DST_ALPHA,
OneMinusDestinationAlpha = OpenGL.GL_ONE_MINUS_DST_ALPHA,
}
/// <summary>
/// The blending source factor.
/// </summary>
public enum BlendingSourceFactor : uint
{
DestinationColor = OpenGL.GL_DST_COLOR,
OneMinusDestinationColor = OpenGL.GL_ONE_MINUS_DST_COLOR,
SourceAlphaSaturate = OpenGL.GL_SRC_ALPHA_SATURATE,
/// <summary>
///
/// </summary>
SourceAlpha = OpenGL.GL_SRC_ALPHA
}
/// <summary>
/// The Clip Plane Name
/// </summary>
public enum ClipPlaneName : uint
{
ClipPlane0 = OpenGL.GL_CLIP_PLANE0,
ClipPlane1 = OpenGL.GL_CLIP_PLANE1,
ClipPlane2 = OpenGL.GL_CLIP_PLANE2,
ClipPlane3 = OpenGL.GL_CLIP_PLANE3,
ClipPlane4 = OpenGL.GL_CLIP_PLANE4,
ClipPlane5 = OpenGL.GL_CLIP_PLANE5
}
/// <summary>
/// The Cull Face mode.
/// </summary>
public enum FaceMode : uint
{
/// <summary>
///
/// </summary>
Front = OpenGL.GL_FRONT,
FrontAndBack = OpenGL.GL_FRONT_AND_BACK,
Back = OpenGL.GL_BACK,
}
/// <summary>
/// The Data Type.
/// </summary>
public enum DataType : uint
{
Byte = OpenGL.GL_BYTE,
UnsignedByte = OpenGL.GL_UNSIGNED_BYTE,
Short = OpenGL.GL_SHORT,
UnsignedShort = OpenGL.GL_UNSIGNED_SHORT,
Int = OpenGL.GL_INT,
UnsignedInt = OpenGL.GL_UNSIGNED_INT,
Float = OpenGL.GL_FLOAT,
TwoBytes = OpenGL.GL_2_BYTES,
ThreeBytes = OpenGL.GL_3_BYTES,
FourBytes = OpenGL.GL_4_BYTES,
/// <summary>
///
/// </summary>
Double= OpenGL.GL_DOUBLE
}
/// <summary>
/// The depth function
/// </summary>
public enum DepthFunction : uint
{
Never = OpenGL.GL_NEVER,
Less = OpenGL.GL_LESS,
Equal = OpenGL.GL_EQUAL,
LessThanOrEqual = OpenGL.GL_LEQUAL,
Great = OpenGL.GL_GREATER,
NotEqual = OpenGL.GL_NOTEQUAL,
GreaterThanOrEqual = OpenGL.GL_GEQUAL,
Always = OpenGL.GL_ALWAYS,
}
/// <summary>
/// The Draw Buffer Mode
/// </summary>
public enum DrawBufferMode : uint
{
None = OpenGL.GL_NONE,
FrontLeft = OpenGL.GL_FRONT_LEFT,
FrontRight = OpenGL.GL_FRONT_RIGHT,
BackLeft = OpenGL.GL_BACK_LEFT,
BackRight = OpenGL.GL_BACK_RIGHT,
Front = OpenGL.GL_FRONT,
Back = OpenGL.GL_BACK,
Left = OpenGL.GL_LEFT,
Right = OpenGL.GL_RIGHT,
FrontAndBack = OpenGL.GL_FRONT_AND_BACK,
Auxilliary0= OpenGL.GL_AUX0,
Auxilliary1 = OpenGL.GL_AUX1,
Auxilliary2 = OpenGL.GL_AUX2,
Auxilliary3 = OpenGL.GL_AUX3,
}
/// <summary>
/// Error Code
/// </summary>
public enum ErrorCode : uint
{
NoError = OpenGL.GL_NO_ERROR,
InvalidEnum = OpenGL.GL_INVALID_ENUM,
InvalidValue = OpenGL.GL_INVALID_VALUE,
InvalidOperation = OpenGL.GL_INVALID_OPERATION,
StackOverflow = OpenGL.GL_STACK_OVERFLOW,
StackUnderflow = OpenGL.GL_STACK_UNDERFLOW,
OutOfMemory = OpenGL.GL_OUT_OF_MEMORY
}
/// <summary>
/// FeedBackMode
/// </summary>
public enum FeedbackMode : uint
{
TwoD = OpenGL.GL_2D,
ThreeD = OpenGL.GL_3D,
FourD = OpenGL.GL_4D_COLOR,
ThreeDColorTexture = OpenGL.GL_3D_COLOR_TEXTURE,
FourDColorTexture = OpenGL.GL_4D_COLOR_TEXTURE
}
/// <summary>
/// The Feedback Token
/// </summary>
public enum FeedbackToken : uint
{
PassThroughToken = OpenGL.GL_PASS_THROUGH_TOKEN,
PointToken = OpenGL.GL_POINT_TOKEN,
LineToken = OpenGL.GL_LINE_TOKEN,
PolygonToken = OpenGL.GL_POLYGON_TOKEN,
BitmapToken = OpenGL.GL_BITMAP_TOKEN,
DrawPixelToken = OpenGL.GL_DRAW_PIXEL_TOKEN,
CopyPixelToken = OpenGL.GL_COPY_PIXEL_TOKEN,
LineResetToken = OpenGL.GL_LINE_RESET_TOKEN
}
/// <summary>
/// The Fog Mode.
/// </summary>
public enum FogMode : uint
{
Exp = OpenGL.GL_EXP,
/// <summary>
///
/// </summary>
Exp2 = OpenGL.GL_EXP2,
}
/// <summary>
/// GetMapTarget
/// </summary>
public enum GetMapTarget : uint
{
Coeff = OpenGL.GL_COEFF,
Order = OpenGL.GL_ORDER,
Domain = OpenGL.GL_DOMAIN
}
public enum GetTarget : uint
{
CurrentColor = OpenGL.GL_CURRENT_COLOR,
CurrentIndex = OpenGL.GL_CURRENT_INDEX,
CurrentNormal = OpenGL.GL_CURRENT_NORMAL,
CurrentTextureCoords = OpenGL.GL_CURRENT_TEXTURE_COORDS,
CurrentRasterColor = OpenGL.GL_CURRENT_RASTER_COLOR,
CurrentRasterIndex = OpenGL.GL_CURRENT_RASTER_INDEX,
CurrentRasterTextureCoords = OpenGL.GL_CURRENT_RASTER_TEXTURE_COORDS,
CurrentRasterPosition = OpenGL.GL_CURRENT_RASTER_POSITION,
CurrentRasterPositionValid = OpenGL.GL_CURRENT_RASTER_POSITION_VALID,
CurrentRasterDistance = OpenGL.GL_CURRENT_RASTER_DISTANCE,
PointSmooth = OpenGL.GL_POINT_SMOOTH,
PointSize = OpenGL.GL_POINT_SIZE,
PointSizeRange = OpenGL.GL_POINT_SIZE_RANGE,
PointSizeGranularity = OpenGL.GL_POINT_SIZE_GRANULARITY,
LineSmooth = OpenGL.GL_LINE_SMOOTH,
LineWidth = OpenGL.GL_LINE_WIDTH,
LineWidthRange = OpenGL.GL_LINE_WIDTH_RANGE,
LineWidthGranularity = OpenGL.GL_LINE_WIDTH_GRANULARITY,
LineStipple = OpenGL.GL_LINE_STIPPLE,
LineStipplePattern = OpenGL.GL_LINE_STIPPLE_PATTERN,
LineStippleRepeat = OpenGL.GL_LINE_STIPPLE_REPEAT,
ListMode = OpenGL.GL_LIST_MODE,
MaxListNesting = OpenGL.GL_MAX_LIST_NESTING,
ListBase = OpenGL.GL_LIST_BASE,
ListIndex = OpenGL.GL_LIST_INDEX,
PolygonMode = OpenGL.GL_POLYGON_MODE,
PolygonSmooth = OpenGL.GL_POLYGON_SMOOTH,
PolygonStipple = OpenGL.GL_POLYGON_STIPPLE,
EdgeFlag = OpenGL.GL_EDGE_FLAG,
CullFace = OpenGL.GL_CULL_FACE,
CullFaceMode = OpenGL.GL_CULL_FACE_MODE,
FrontFace = OpenGL.GL_FRONT_FACE,
Lighting = OpenGL.GL_LIGHTING,
LightModelLocalViewer = OpenGL.GL_LIGHT_MODEL_LOCAL_VIEWER,
LightModelTwoSide = OpenGL.GL_LIGHT_MODEL_TWO_SIDE,
LightModelAmbient = OpenGL.GL_LIGHT_MODEL_AMBIENT,
ShadeModel = OpenGL.GL_SHADE_MODEL,
ColorMaterialFace = OpenGL.GL_COLOR_MATERIAL_FACE,
ColorMaterialParameter = OpenGL.GL_COLOR_MATERIAL_PARAMETER,
ColorMaterial = OpenGL.GL_COLOR_MATERIAL,
Fog = OpenGL.GL_FOG,
FogIndex = OpenGL.GL_FOG_INDEX,
FogDensity = OpenGL.GL_FOG_DENSITY,
FogStart = OpenGL.GL_FOG_START,
FogEnd = OpenGL.GL_FOG_END,
FogMode = OpenGL.GL_FOG_MODE,
FogColor = OpenGL.GL_FOG_COLOR,
DepthRange = OpenGL.GL_DEPTH_RANGE,
DepthTest = OpenGL.GL_DEPTH_TEST,
DepthWritemask = OpenGL.GL_DEPTH_WRITEMASK,
DepthClearValue = OpenGL.GL_DEPTH_CLEAR_VALUE,
DepthFunc = OpenGL.GL_DEPTH_FUNC,
AccumClearValue = OpenGL.GL_ACCUM_CLEAR_VALUE,
StencilTest = OpenGL.GL_STENCIL_TEST,
StencilClearValue = OpenGL.GL_STENCIL_CLEAR_VALUE,
StencilFunc = OpenGL.GL_STENCIL_FUNC,
StencilValueMask = OpenGL.GL_STENCIL_VALUE_MASK,
StencilFail = OpenGL.GL_STENCIL_FAIL,
StencilPassDepthFail = OpenGL.GL_STENCIL_PASS_DEPTH_FAIL,
StencilPassDepthPass = OpenGL.GL_STENCIL_PASS_DEPTH_PASS,
StencilRef = OpenGL.GL_STENCIL_REF,
StencilWritemask = OpenGL.GL_STENCIL_WRITEMASK,
MatrixMode = OpenGL.GL_MATRIX_MODE,
Normalize = OpenGL.GL_NORMALIZE,
Viewport = OpenGL.GL_VIEWPORT,
ModelviewStackDepth = OpenGL.GL_MODELVIEW_STACK_DEPTH,
ProjectionStackDepth = OpenGL.GL_PROJECTION_STACK_DEPTH,
TextureStackDepth = OpenGL.GL_TEXTURE_STACK_DEPTH,
ModelviewMatix = OpenGL.GL_MODELVIEW_MATRIX,
ProjectionMatrix = OpenGL.GL_PROJECTION_MATRIX,
TextureMatrix = OpenGL.GL_TEXTURE_MATRIX,
AttribStackDepth = OpenGL.GL_ATTRIB_STACK_DEPTH,
ClientAttribStackDepth = OpenGL.GL_CLIENT_ATTRIB_STACK_DEPTH,
AlphaTest = OpenGL.GL_ALPHA_TEST,
AlphaTestFunc = OpenGL.GL_ALPHA_TEST_FUNC,
AlphaTestRef = OpenGL.GL_ALPHA_TEST_REF,
Dither = OpenGL.GL_DITHER,
BlendDst = OpenGL.GL_BLEND_DST,
BlendSrc = OpenGL.GL_BLEND_SRC,
Blend = OpenGL.GL_BLEND,
LogicOpMode = OpenGL.GL_LOGIC_OP_MODE,
IndexLogicOp = OpenGL.GL_INDEX_LOGIC_OP,
ColorLogicOp = OpenGL.GL_COLOR_LOGIC_OP,
AuxBuffers = OpenGL.GL_AUX_BUFFERS,
DrawBuffer = OpenGL.GL_DRAW_BUFFER,
ReadBuffer = OpenGL.GL_READ_BUFFER,
ScissorBox = OpenGL.GL_SCISSOR_BOX,
ScissorTest = OpenGL.GL_SCISSOR_TEST,
IndexClearValue = OpenGL.GL_INDEX_CLEAR_VALUE,
IndexWritemask = OpenGL.GL_INDEX_WRITEMASK,
ColorClearValue = OpenGL.GL_COLOR_CLEAR_VALUE,
ColorWritemask = OpenGL.GL_COLOR_WRITEMASK,
IndexMode = OpenGL.GL_INDEX_MODE,
RgbaMode = OpenGL.GL_RGBA_MODE,
DoubleBuffer = OpenGL.GL_DOUBLEBUFFER,
Stereo = OpenGL.GL_STEREO,
RenderMode = OpenGL.GL_RENDER_MODE,
PerspectiveCorrectionHint = OpenGL.GL_PERSPECTIVE_CORRECTION_HINT,
PointSmoothHint = OpenGL.GL_POINT_SMOOTH_HINT,
LineSmoothHint = OpenGL.GL_LINE_SMOOTH_HINT,
PolygonSmoothHint = OpenGL.GL_POLYGON_SMOOTH_HINT,
FogHint = OpenGL.GL_FOG_HINT,
TextureGenS = OpenGL.GL_TEXTURE_GEN_S,
TextureGenT = OpenGL.GL_TEXTURE_GEN_T,
TextureGenR = OpenGL.GL_TEXTURE_GEN_R,
TextureGenQ = OpenGL.GL_TEXTURE_GEN_Q,
PixelMapItoI = OpenGL.GL_PIXEL_MAP_I_TO_I,
PixelMapStoS = OpenGL.GL_PIXEL_MAP_S_TO_S,
PixelMapItoR = OpenGL.GL_PIXEL_MAP_I_TO_R,
PixelMapItoG = OpenGL.GL_PIXEL_MAP_I_TO_G,
PixelMapItoB = OpenGL.GL_PIXEL_MAP_I_TO_B,
PixelMapItoA = OpenGL.GL_PIXEL_MAP_I_TO_A,
PixelMapRtoR = OpenGL.GL_PIXEL_MAP_R_TO_R,
PixelMapGtoG = OpenGL.GL_PIXEL_MAP_G_TO_G,
PixelMapBtoB = OpenGL.GL_PIXEL_MAP_B_TO_B,
PixelMapAtoA = OpenGL.GL_PIXEL_MAP_A_TO_A,
PixelMapItoISize = OpenGL.GL_PIXEL_MAP_I_TO_I_SIZE,
PixelMapStoSSize = OpenGL.GL_PIXEL_MAP_S_TO_S_SIZE,
PixelMapItoRSize = OpenGL.GL_PIXEL_MAP_I_TO_R_SIZE,
PixelMapItoGSize = OpenGL.GL_PIXEL_MAP_I_TO_G_SIZE,
PixelMapItoBSize = OpenGL.GL_PIXEL_MAP_I_TO_B_SIZE,
PixelMapItoASize = OpenGL.GL_PIXEL_MAP_I_TO_A_SIZE,
PixelMapRtoRSize = OpenGL.GL_PIXEL_MAP_R_TO_R_SIZE,
PixelMapGtoGSize = OpenGL.GL_PIXEL_MAP_G_TO_G_SIZE,
PixelMapBtoBSize = OpenGL.GL_PIXEL_MAP_B_TO_B_SIZE,
PixelMapAtoASize = OpenGL.GL_PIXEL_MAP_A_TO_A_SIZE,
UnpackSwapBytes = OpenGL.GL_UNPACK_SWAP_BYTES,
LsbFirst = OpenGL.GL_UNPACK_LSB_FIRST,
UnpackRowLength = OpenGL.GL_UNPACK_ROW_LENGTH,
UnpackSkipRows = OpenGL.GL_UNPACK_SKIP_ROWS,
UnpackSkipPixels = OpenGL.GL_UNPACK_SKIP_PIXELS,
UnpackAlignment = OpenGL.GL_UNPACK_ALIGNMENT,
PackSwapBytes = OpenGL.GL_PACK_SWAP_BYTES,
PackLsbFirst = OpenGL.GL_PACK_LSB_FIRST,
PackRowLength = OpenGL.GL_PACK_ROW_LENGTH,
PackSkipRows = OpenGL.GL_PACK_SKIP_ROWS,
PackSkipPixels = OpenGL.GL_PACK_SKIP_PIXELS,
PackAlignment = OpenGL.GL_PACK_ALIGNMENT,
MapColor = OpenGL.GL_MAP_COLOR,
MapStencil = OpenGL.GL_MAP_STENCIL,
IndexShift = OpenGL.GL_INDEX_SHIFT,
IndexOffset = OpenGL.GL_INDEX_OFFSET,
RedScale = OpenGL.GL_RED_SCALE,
RedBias = OpenGL.GL_RED_BIAS,
ZoomX = OpenGL.GL_ZOOM_X,
ZoomY = OpenGL.GL_ZOOM_Y,
GreenScale = OpenGL.GL_GREEN_SCALE,
GreenBias = OpenGL.GL_GREEN_BIAS,
BlueScale = OpenGL.GL_BLUE_SCALE,
BlueBias = OpenGL.GL_BLUE_BIAS,
AlphaScale = OpenGL.GL_ALPHA_SCALE,
AlphaBias = OpenGL.GL_ALPHA_BIAS,
DepthScale = OpenGL.GL_DEPTH_SCALE,
DepthBias = OpenGL.GL_DEPTH_BIAS,
MapEvalOrder = OpenGL.GL_MAX_EVAL_ORDER,
MaxLights = OpenGL.GL_MAX_LIGHTS,
MaxClipPlanes = OpenGL.GL_MAX_CLIP_PLANES,
MaxTextureSize = OpenGL.GL_MAX_TEXTURE_SIZE,
MapPixelMapTable = OpenGL.GL_MAX_PIXEL_MAP_TABLE,
MaxAttribStackDepth = OpenGL.GL_MAX_ATTRIB_STACK_DEPTH,
MaxModelviewStackDepth = OpenGL.GL_MAX_MODELVIEW_STACK_DEPTH,
MaxNameStackDepth = OpenGL.GL_MAX_NAME_STACK_DEPTH,
MaxProjectionStackDepth = OpenGL.GL_MAX_PROJECTION_STACK_DEPTH,
MaxTextureStackDepth = OpenGL.GL_MAX_TEXTURE_STACK_DEPTH,
MaxViewportDims = OpenGL.GL_MAX_VIEWPORT_DIMS,
MaxClientAttribStackDepth = OpenGL.GL_MAX_CLIENT_ATTRIB_STACK_DEPTH,
SubpixelBits = OpenGL.GL_SUBPIXEL_BITS,
IndexBits = OpenGL.GL_INDEX_BITS,
RedBits = OpenGL.GL_RED_BITS,
GreenBits = OpenGL.GL_GREEN_BITS,
BlueBits = OpenGL.GL_BLUE_BITS,
AlphaBits = OpenGL.GL_ALPHA_BITS,
DepthBits = OpenGL.GL_DEPTH_BITS,
StencilBits = OpenGL.GL_STENCIL_BITS,
AccumRedBits = OpenGL.GL_ACCUM_RED_BITS,
AccumGreenBits = OpenGL.GL_ACCUM_GREEN_BITS,
AccumBlueBits = OpenGL.GL_ACCUM_BLUE_BITS,
AccumAlphaBits = OpenGL.GL_ACCUM_ALPHA_BITS,
NameStackDepth = OpenGL.GL_NAME_STACK_DEPTH,
AutoNormal = OpenGL.GL_AUTO_NORMAL,
Map1Color4 = OpenGL.GL_MAP1_COLOR_4,
Map1Index = OpenGL.GL_MAP1_INDEX,
Map1Normal = OpenGL.GL_MAP1_NORMAL,
Map1TextureCoord1 = OpenGL.GL_MAP1_TEXTURE_COORD_1,
Map1TextureCoord2 = OpenGL.GL_MAP1_TEXTURE_COORD_2,
Map1TextureCoord3 = OpenGL.GL_MAP1_TEXTURE_COORD_3,
Map1TextureCoord4 = OpenGL.GL_MAP1_TEXTURE_COORD_4,
Map1Vertex3 = OpenGL.GL_MAP1_VERTEX_3,
Map1Vertex4 = OpenGL.GL_MAP1_VERTEX_4,
Map2Color4 = OpenGL.GL_MAP2_COLOR_4,
Map2Index = OpenGL.GL_MAP2_INDEX,
Map2Normal = OpenGL.GL_MAP2_NORMAL,
Map2TextureCoord1 = OpenGL.GL_MAP2_TEXTURE_COORD_1,
Map2TextureCoord2 = OpenGL.GL_MAP2_TEXTURE_COORD_2,
Map2TextureCoord3 = OpenGL.GL_MAP2_TEXTURE_COORD_3,
Map2TextureCoord4 = OpenGL.GL_MAP2_TEXTURE_COORD_4,
Map2Vertex3 = OpenGL.GL_MAP2_VERTEX_3,
Map2Vertex4 = OpenGL.GL_MAP2_VERTEX_4,
Map1GridDomain = OpenGL.GL_MAP1_GRID_DOMAIN,
Map1GridSegments = OpenGL.GL_MAP1_GRID_SEGMENTS,
Map2GridDomain = OpenGL.GL_MAP2_GRID_DOMAIN,
Map2GridSegments = OpenGL.GL_MAP2_GRID_SEGMENTS,
Texture1D = OpenGL.GL_TEXTURE_1D,
Texture2D = OpenGL.GL_TEXTURE_2D,
FeedbackBufferPointer = OpenGL.GL_FEEDBACK_BUFFER_POINTER,
FeedbackBufferSize = OpenGL.GL_FEEDBACK_BUFFER_SIZE,
FeedbackBufferType = OpenGL.GL_FEEDBACK_BUFFER_TYPE,
SelectionBufferPointer = OpenGL.GL_SELECTION_BUFFER_POINTER,
SelectionBufferSize = OpenGL.GL_SELECTION_BUFFER_SIZE
}
/// <summary>
/// The Front Face Mode.
/// </summary>
public enum FrontFaceMode : uint
{
ClockWise = OpenGL.GL_CW,
CounterClockWise = OpenGL.GL_CCW,
}
/// <summary>
/// The hint mode.
/// </summary>
public enum HintMode : uint
{
DontCare = OpenGL.GL_DONT_CARE,
Fastest = OpenGL.GL_FASTEST,
/// <summary>
/// The
/// </summary>
Nicest = OpenGL.GL_NICEST
}
/// <summary>
/// The hint target.
/// </summary>
public enum HintTarget : uint
{
PerspectiveCorrection = OpenGL.GL_PERSPECTIVE_CORRECTION_HINT,
PointSmooth = OpenGL.GL_POINT_SMOOTH_HINT,
LineSmooth = OpenGL.GL_LINE_SMOOTH_HINT,
PolygonSmooth = OpenGL.GL_POLYGON_SMOOTH_HINT,
Fog = OpenGL.GL_FOG_HINT
}
/// <summary>
/// LightName
/// </summary>
public enum LightName : uint
{
Light0 = OpenGL.GL_LIGHT0 ,
Light1 = OpenGL.GL_LIGHT1,
Light2 = OpenGL.GL_LIGHT2,
Light3 = OpenGL.GL_LIGHT3,
Light4 = OpenGL.GL_LIGHT4,
Light5 = OpenGL.GL_LIGHT5,
Light6 = OpenGL.GL_LIGHT6,
Light7 = OpenGL.GL_LIGHT7
}
/// <summary>
/// LightParameter
/// </summary>
public enum LightParameter : uint
{
Ambient = OpenGL.GL_AMBIENT,
Diffuse = OpenGL.GL_DIFFUSE,
Specular = OpenGL.GL_SPECULAR,
Position = OpenGL.GL_POSITION,
SpotDirection = OpenGL.GL_SPOT_DIRECTION,
SpotExponent = OpenGL.GL_SPOT_EXPONENT,
SpotCutoff = OpenGL.GL_SPOT_CUTOFF,
ConstantAttenuatio = OpenGL.GL_CONSTANT_ATTENUATION,
LinearAttenuation = OpenGL.GL_LINEAR_ATTENUATION,
QuadraticAttenuation = OpenGL.GL_QUADRATIC_ATTENUATION
}
/// <summary>
/// The Light Model Parameter.
/// </summary>
public enum LightModelParameter : uint
{
LocalViewer = OpenGL.GL_LIGHT_MODEL_LOCAL_VIEWER,
TwoSide = OpenGL.GL_LIGHT_MODEL_TWO_SIDE,
Ambient = OpenGL.GL_LIGHT_MODEL_AMBIENT
}
/// <summary>
/// The Logic Op
/// </summary>
public enum LogicOp : uint
{
Clear = OpenGL.GL_CLEAR,
And = OpenGL.GL_AND,
AndReverse = OpenGL.GL_AND_REVERSE,
Copy = OpenGL.GL_COPY,
AndInverted = OpenGL.GL_AND_INVERTED,
NoOp= OpenGL.GL_NOOP,
XOr = OpenGL.GL_XOR,
Or = OpenGL.GL_OR,
NOr= OpenGL.GL_NOR,
Equiv = OpenGL.GL_EQUIV,
Invert = OpenGL.GL_INVERT,
OrReverse = OpenGL.GL_OR_REVERSE,
CopyInverted = OpenGL.GL_COPY_INVERTED,
OrInverted = OpenGL.GL_OR_INVERTED,
NAnd= OpenGL.GL_NAND,
Set = OpenGL.GL_SET,
}
/// <summary>
/// The matrix mode.
/// </summary>
public enum MatrixMode : uint
{
Modelview = OpenGL.GL_MODELVIEW,
Projection = OpenGL.GL_PROJECTION,
Texture = OpenGL.GL_TEXTURE
}
/// <summary>
/// The pixel transfer parameter name
/// </summary>
public enum PixelTransferParameterName : uint
{
MapColor = OpenGL.GL_MAP_COLOR,
MapStencil = OpenGL.GL_MAP_STENCIL,
IndexShift = OpenGL.GL_INDEX_SHIFT,
IndexOffset = OpenGL.GL_INDEX_OFFSET,
RedScale = OpenGL.GL_RED_SCALE,
RedBias = OpenGL.GL_RED_BIAS,
ZoomX = OpenGL.GL_ZOOM_X,
ZoomY = OpenGL.GL_ZOOM_Y,
GreenScale = OpenGL.GL_GREEN_SCALE,
GreenBias = OpenGL.GL_GREEN_BIAS,
BlueScale = OpenGL.GL_BLUE_SCALE,
BlueBias = OpenGL.GL_BLUE_BIAS,
AlphaScale = OpenGL.GL_ALPHA_SCALE,
AlphaBias = OpenGL.GL_ALPHA_BIAS,
DepthScale = OpenGL.GL_DEPTH_SCALE,
DepthBias = OpenGL.GL_DEPTH_BIAS
}
/// <summary>
/// The Polygon mode.
/// </summary>
public enum PolygonMode : uint
{
/// <summary>
/// Render as points.
/// </summary>
Points = OpenGL.GL_POINT,
/// <summary>
/// Render as lines.
/// </summary>
Lines = OpenGL.GL_LINE,
/// <summary>
/// Render as filled.
/// </summary>
Filled = OpenGL.GL_FILL
}
/// <summary>
/// Rendering Mode
/// </summary>
public enum RenderingMode: uint
{
Render = OpenGL.GL_RENDER,
Feedback = OpenGL.GL_FEEDBACK,
Select = OpenGL.GL_SELECT
}
/// <summary>
/// ShadingModel
/// </summary>
public enum ShadeModel : uint
{
Flat = OpenGL.GL_FLAT,
Smooth = OpenGL.GL_SMOOTH
}
/// <summary>
/// The stencil function
/// </summary>
public enum StencilFunction : uint
{
Never = OpenGL.GL_NEVER,
Less = OpenGL.GL_LESS,
Equal = OpenGL.GL_EQUAL,
LessThanOrEqual = OpenGL.GL_LEQUAL,
Great = OpenGL.GL_GREATER,
NotEqual = OpenGL.GL_NOTEQUAL,
GreaterThanOrEqual = OpenGL.GL_GEQUAL,
Always = OpenGL.GL_ALWAYS,
}
/// <summary>
/// The stencil operation.
/// </summary>
public enum StencilOperation : uint
{
Keep = OpenGL.GL_KEEP,
Replace = OpenGL.GL_REPLACE,
Increase = OpenGL.GL_INCR,
Decrease = OpenGL.GL_DECR,
Zero = OpenGL.GL_ZERO,
IncreaseWrap = OpenGL.GL_INCR_WRAP,
DecreaseWrap = OpenGL.GL_DECR_WRAP,
Invert = OpenGL.GL_INVERT
}
/// <summary>
/// GetTextureParameter
/// </summary>
public enum TextureParameter : uint
{
TextureWidth = OpenGL.GL_TEXTURE_WIDTH,
TextureHeight = OpenGL.GL_TEXTURE_HEIGHT,
TextureInternalFormat = OpenGL.GL_TEXTURE_INTERNAL_FORMAT,
TextureBorderColor = OpenGL.GL_TEXTURE_BORDER_COLOR,
TextureBorder = OpenGL.GL_TEXTURE_BORDER
}
/// <summary>
/// Texture target.
/// </summary>
public enum TextureTarget : uint
{
Texture1D = OpenGL.GL_TEXTURE_1D,
Texture2D = OpenGL.GL_TEXTURE_2D,
Texture3D = OpenGL.GL_TEXTURE_3D
}
}