696 lines
23 KiB
C#
696 lines
23 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace SharpGL.Enumerations
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{
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/// <summary>
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/// AccumOp
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/// </summary>
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public enum AccumOperation : uint
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{
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Accum = OpenGL.GL_ACCUM,
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Load = OpenGL.GL_LOAD,
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Return = OpenGL.GL_RETURN,
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Multiple = OpenGL.GL_MULT,
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Add = OpenGL.GL_ADD
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}
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/// <summary>
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/// The alpha function
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/// </summary>
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public enum AlphaTestFunction : uint
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{
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Never = OpenGL.GL_NEVER,
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Less = OpenGL.GL_LESS,
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Equal = OpenGL.GL_EQUAL,
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LessThanOrEqual = OpenGL.GL_LEQUAL,
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Great = OpenGL.GL_GREATER,
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NotEqual = OpenGL.GL_NOTEQUAL,
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GreaterThanOrEqual = OpenGL.GL_GEQUAL,
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Always = OpenGL.GL_ALWAYS,
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}
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/// <summary>
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/// The OpenGL Attribute flags.
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/// </summary>
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[Flags]
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public enum AttributeMask : uint
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{
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None = 0,
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Current = OpenGL.GL_CURRENT_BIT,
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Point = OpenGL.GL_POINT_BIT,
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Line = OpenGL.GL_LINE_BIT,
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Polygon = OpenGL.GL_POLYGON_BIT,
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PolygonStipple = OpenGL.GL_POLYGON_STIPPLE_BIT,
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PixelMode = OpenGL.GL_PIXEL_MODE_BIT,
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Lighting = OpenGL.GL_LIGHTING_BIT,
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Fog = OpenGL.GL_FOG_BIT,
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DepthBuffer = OpenGL.GL_DEPTH_BUFFER_BIT,
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AccumBuffer = OpenGL.GL_ACCUM_BUFFER_BIT,
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StencilBuffer = OpenGL.GL_STENCIL_BUFFER_BIT,
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Viewport = OpenGL.GL_VIEWPORT_BIT,
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Transform = OpenGL.GL_TRANSFORM_BIT,
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Enable = OpenGL.GL_ENABLE_BIT,
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ColorBuffer = OpenGL.GL_COLOR_BUFFER_BIT,
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Hint = OpenGL.GL_HINT_BIT,
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Eval = OpenGL.GL_EVAL_BIT,
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List = OpenGL.GL_LIST_BIT,
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Texture = OpenGL.GL_TEXTURE_BIT,
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Scissor = OpenGL.GL_SCISSOR_BIT,
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All = OpenGL.GL_ALL_ATTRIB_BITS,
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}
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/// <summary>
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/// The begin mode.
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/// </summary>
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public enum BeginMode : uint
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{
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Points = OpenGL.GL_POINTS,
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Lines = OpenGL.GL_LINES,
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LineLoop = OpenGL.GL_LINE_LOOP,
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LineStrip = OpenGL.GL_LINE_STRIP,
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Triangles = OpenGL.GL_TRIANGLES,
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TriangleString = OpenGL.GL_TRIANGLE_STRIP,
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TriangleFan = OpenGL.GL_TRIANGLE_FAN,
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Quads= OpenGL.GL_QUADS,
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QuadStrip = OpenGL.GL_QUAD_STRIP,
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Polygon = OpenGL.GL_POLYGON
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}
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/// <summary>
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/// BlendingDestinationFactor
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/// </summary>
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public enum BlendingDestinationFactor : uint
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{
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Zero = OpenGL.GL_ZERO,
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One = OpenGL.GL_ONE,
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SourceColor = OpenGL.GL_SRC_COLOR,
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OneMinusSourceColor = OpenGL.GL_ONE_MINUS_SRC_COLOR,
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SourceAlpha = OpenGL.GL_SRC_ALPHA,
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OneMinusSourceAlpha = OpenGL.GL_ONE_MINUS_SRC_ALPHA,
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DestinationAlpha = OpenGL.GL_DST_ALPHA,
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OneMinusDestinationAlpha = OpenGL.GL_ONE_MINUS_DST_ALPHA,
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}
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/// <summary>
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/// The blending source factor.
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/// </summary>
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public enum BlendingSourceFactor : uint
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{
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DestinationColor = OpenGL.GL_DST_COLOR,
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OneMinusDestinationColor = OpenGL.GL_ONE_MINUS_DST_COLOR,
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SourceAlphaSaturate = OpenGL.GL_SRC_ALPHA_SATURATE,
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/// <summary>
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///
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/// </summary>
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SourceAlpha = OpenGL.GL_SRC_ALPHA
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}
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/// <summary>
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/// The Clip Plane Name
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/// </summary>
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public enum ClipPlaneName : uint
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{
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ClipPlane0 = OpenGL.GL_CLIP_PLANE0,
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ClipPlane1 = OpenGL.GL_CLIP_PLANE1,
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ClipPlane2 = OpenGL.GL_CLIP_PLANE2,
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ClipPlane3 = OpenGL.GL_CLIP_PLANE3,
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ClipPlane4 = OpenGL.GL_CLIP_PLANE4,
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ClipPlane5 = OpenGL.GL_CLIP_PLANE5
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}
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/// <summary>
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/// The Cull Face mode.
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/// </summary>
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public enum FaceMode : uint
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{
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/// <summary>
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///
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/// </summary>
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Front = OpenGL.GL_FRONT,
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FrontAndBack = OpenGL.GL_FRONT_AND_BACK,
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Back = OpenGL.GL_BACK,
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}
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/// <summary>
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/// The Data Type.
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/// </summary>
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public enum DataType : uint
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{
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Byte = OpenGL.GL_BYTE,
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UnsignedByte = OpenGL.GL_UNSIGNED_BYTE,
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Short = OpenGL.GL_SHORT,
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UnsignedShort = OpenGL.GL_UNSIGNED_SHORT,
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Int = OpenGL.GL_INT,
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UnsignedInt = OpenGL.GL_UNSIGNED_INT,
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Float = OpenGL.GL_FLOAT,
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TwoBytes = OpenGL.GL_2_BYTES,
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ThreeBytes = OpenGL.GL_3_BYTES,
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FourBytes = OpenGL.GL_4_BYTES,
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/// <summary>
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///
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/// </summary>
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Double= OpenGL.GL_DOUBLE
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}
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/// <summary>
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/// The depth function
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/// </summary>
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public enum DepthFunction : uint
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{
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Never = OpenGL.GL_NEVER,
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Less = OpenGL.GL_LESS,
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Equal = OpenGL.GL_EQUAL,
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LessThanOrEqual = OpenGL.GL_LEQUAL,
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Great = OpenGL.GL_GREATER,
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NotEqual = OpenGL.GL_NOTEQUAL,
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GreaterThanOrEqual = OpenGL.GL_GEQUAL,
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Always = OpenGL.GL_ALWAYS,
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}
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/// <summary>
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/// The Draw Buffer Mode
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/// </summary>
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public enum DrawBufferMode : uint
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{
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None = OpenGL.GL_NONE,
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FrontLeft = OpenGL.GL_FRONT_LEFT,
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FrontRight = OpenGL.GL_FRONT_RIGHT,
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BackLeft = OpenGL.GL_BACK_LEFT,
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BackRight = OpenGL.GL_BACK_RIGHT,
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Front = OpenGL.GL_FRONT,
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Back = OpenGL.GL_BACK,
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Left = OpenGL.GL_LEFT,
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Right = OpenGL.GL_RIGHT,
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FrontAndBack = OpenGL.GL_FRONT_AND_BACK,
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Auxilliary0= OpenGL.GL_AUX0,
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Auxilliary1 = OpenGL.GL_AUX1,
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Auxilliary2 = OpenGL.GL_AUX2,
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Auxilliary3 = OpenGL.GL_AUX3,
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}
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/// <summary>
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/// Error Code
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/// </summary>
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public enum ErrorCode : uint
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{
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NoError = OpenGL.GL_NO_ERROR,
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InvalidEnum = OpenGL.GL_INVALID_ENUM,
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InvalidValue = OpenGL.GL_INVALID_VALUE,
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InvalidOperation = OpenGL.GL_INVALID_OPERATION,
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StackOverflow = OpenGL.GL_STACK_OVERFLOW,
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StackUnderflow = OpenGL.GL_STACK_UNDERFLOW,
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OutOfMemory = OpenGL.GL_OUT_OF_MEMORY
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}
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/// <summary>
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/// FeedBackMode
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/// </summary>
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public enum FeedbackMode : uint
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{
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TwoD = OpenGL.GL_2D,
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ThreeD = OpenGL.GL_3D,
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FourD = OpenGL.GL_4D_COLOR,
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ThreeDColorTexture = OpenGL.GL_3D_COLOR_TEXTURE,
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FourDColorTexture = OpenGL.GL_4D_COLOR_TEXTURE
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}
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/// <summary>
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/// The Feedback Token
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/// </summary>
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public enum FeedbackToken : uint
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{
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PassThroughToken = OpenGL.GL_PASS_THROUGH_TOKEN,
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PointToken = OpenGL.GL_POINT_TOKEN,
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LineToken = OpenGL.GL_LINE_TOKEN,
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PolygonToken = OpenGL.GL_POLYGON_TOKEN,
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BitmapToken = OpenGL.GL_BITMAP_TOKEN,
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DrawPixelToken = OpenGL.GL_DRAW_PIXEL_TOKEN,
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CopyPixelToken = OpenGL.GL_COPY_PIXEL_TOKEN,
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LineResetToken = OpenGL.GL_LINE_RESET_TOKEN
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}
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/// <summary>
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/// The Fog Mode.
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/// </summary>
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public enum FogMode : uint
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{
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Exp = OpenGL.GL_EXP,
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/// <summary>
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///
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/// </summary>
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Exp2 = OpenGL.GL_EXP2,
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}
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/// <summary>
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/// GetMapTarget
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/// </summary>
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public enum GetMapTarget : uint
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{
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Coeff = OpenGL.GL_COEFF,
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Order = OpenGL.GL_ORDER,
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Domain = OpenGL.GL_DOMAIN
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}
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public enum GetTarget : uint
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{
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CurrentColor = OpenGL.GL_CURRENT_COLOR,
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CurrentIndex = OpenGL.GL_CURRENT_INDEX,
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CurrentNormal = OpenGL.GL_CURRENT_NORMAL,
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CurrentTextureCoords = OpenGL.GL_CURRENT_TEXTURE_COORDS,
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CurrentRasterColor = OpenGL.GL_CURRENT_RASTER_COLOR,
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CurrentRasterIndex = OpenGL.GL_CURRENT_RASTER_INDEX,
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CurrentRasterTextureCoords = OpenGL.GL_CURRENT_RASTER_TEXTURE_COORDS,
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CurrentRasterPosition = OpenGL.GL_CURRENT_RASTER_POSITION,
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CurrentRasterPositionValid = OpenGL.GL_CURRENT_RASTER_POSITION_VALID,
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CurrentRasterDistance = OpenGL.GL_CURRENT_RASTER_DISTANCE,
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PointSmooth = OpenGL.GL_POINT_SMOOTH,
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PointSize = OpenGL.GL_POINT_SIZE,
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PointSizeRange = OpenGL.GL_POINT_SIZE_RANGE,
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PointSizeGranularity = OpenGL.GL_POINT_SIZE_GRANULARITY,
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LineSmooth = OpenGL.GL_LINE_SMOOTH,
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LineWidth = OpenGL.GL_LINE_WIDTH,
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LineWidthRange = OpenGL.GL_LINE_WIDTH_RANGE,
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LineWidthGranularity = OpenGL.GL_LINE_WIDTH_GRANULARITY,
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LineStipple = OpenGL.GL_LINE_STIPPLE,
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LineStipplePattern = OpenGL.GL_LINE_STIPPLE_PATTERN,
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LineStippleRepeat = OpenGL.GL_LINE_STIPPLE_REPEAT,
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ListMode = OpenGL.GL_LIST_MODE,
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MaxListNesting = OpenGL.GL_MAX_LIST_NESTING,
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ListBase = OpenGL.GL_LIST_BASE,
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ListIndex = OpenGL.GL_LIST_INDEX,
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PolygonMode = OpenGL.GL_POLYGON_MODE,
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PolygonSmooth = OpenGL.GL_POLYGON_SMOOTH,
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PolygonStipple = OpenGL.GL_POLYGON_STIPPLE,
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EdgeFlag = OpenGL.GL_EDGE_FLAG,
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CullFace = OpenGL.GL_CULL_FACE,
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CullFaceMode = OpenGL.GL_CULL_FACE_MODE,
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FrontFace = OpenGL.GL_FRONT_FACE,
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Lighting = OpenGL.GL_LIGHTING,
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LightModelLocalViewer = OpenGL.GL_LIGHT_MODEL_LOCAL_VIEWER,
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LightModelTwoSide = OpenGL.GL_LIGHT_MODEL_TWO_SIDE,
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LightModelAmbient = OpenGL.GL_LIGHT_MODEL_AMBIENT,
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ShadeModel = OpenGL.GL_SHADE_MODEL,
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ColorMaterialFace = OpenGL.GL_COLOR_MATERIAL_FACE,
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ColorMaterialParameter = OpenGL.GL_COLOR_MATERIAL_PARAMETER,
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ColorMaterial = OpenGL.GL_COLOR_MATERIAL,
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Fog = OpenGL.GL_FOG,
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FogIndex = OpenGL.GL_FOG_INDEX,
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FogDensity = OpenGL.GL_FOG_DENSITY,
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FogStart = OpenGL.GL_FOG_START,
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FogEnd = OpenGL.GL_FOG_END,
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FogMode = OpenGL.GL_FOG_MODE,
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FogColor = OpenGL.GL_FOG_COLOR,
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DepthRange = OpenGL.GL_DEPTH_RANGE,
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DepthTest = OpenGL.GL_DEPTH_TEST,
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DepthWritemask = OpenGL.GL_DEPTH_WRITEMASK,
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DepthClearValue = OpenGL.GL_DEPTH_CLEAR_VALUE,
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DepthFunc = OpenGL.GL_DEPTH_FUNC,
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AccumClearValue = OpenGL.GL_ACCUM_CLEAR_VALUE,
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StencilTest = OpenGL.GL_STENCIL_TEST,
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StencilClearValue = OpenGL.GL_STENCIL_CLEAR_VALUE,
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StencilFunc = OpenGL.GL_STENCIL_FUNC,
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StencilValueMask = OpenGL.GL_STENCIL_VALUE_MASK,
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StencilFail = OpenGL.GL_STENCIL_FAIL,
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StencilPassDepthFail = OpenGL.GL_STENCIL_PASS_DEPTH_FAIL,
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StencilPassDepthPass = OpenGL.GL_STENCIL_PASS_DEPTH_PASS,
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StencilRef = OpenGL.GL_STENCIL_REF,
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StencilWritemask = OpenGL.GL_STENCIL_WRITEMASK,
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MatrixMode = OpenGL.GL_MATRIX_MODE,
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Normalize = OpenGL.GL_NORMALIZE,
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Viewport = OpenGL.GL_VIEWPORT,
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ModelviewStackDepth = OpenGL.GL_MODELVIEW_STACK_DEPTH,
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ProjectionStackDepth = OpenGL.GL_PROJECTION_STACK_DEPTH,
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TextureStackDepth = OpenGL.GL_TEXTURE_STACK_DEPTH,
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ModelviewMatix = OpenGL.GL_MODELVIEW_MATRIX,
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ProjectionMatrix = OpenGL.GL_PROJECTION_MATRIX,
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TextureMatrix = OpenGL.GL_TEXTURE_MATRIX,
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AttribStackDepth = OpenGL.GL_ATTRIB_STACK_DEPTH,
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ClientAttribStackDepth = OpenGL.GL_CLIENT_ATTRIB_STACK_DEPTH,
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AlphaTest = OpenGL.GL_ALPHA_TEST,
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AlphaTestFunc = OpenGL.GL_ALPHA_TEST_FUNC,
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AlphaTestRef = OpenGL.GL_ALPHA_TEST_REF,
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Dither = OpenGL.GL_DITHER,
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BlendDst = OpenGL.GL_BLEND_DST,
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BlendSrc = OpenGL.GL_BLEND_SRC,
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Blend = OpenGL.GL_BLEND,
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LogicOpMode = OpenGL.GL_LOGIC_OP_MODE,
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IndexLogicOp = OpenGL.GL_INDEX_LOGIC_OP,
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ColorLogicOp = OpenGL.GL_COLOR_LOGIC_OP,
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AuxBuffers = OpenGL.GL_AUX_BUFFERS,
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DrawBuffer = OpenGL.GL_DRAW_BUFFER,
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ReadBuffer = OpenGL.GL_READ_BUFFER,
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ScissorBox = OpenGL.GL_SCISSOR_BOX,
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ScissorTest = OpenGL.GL_SCISSOR_TEST,
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IndexClearValue = OpenGL.GL_INDEX_CLEAR_VALUE,
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IndexWritemask = OpenGL.GL_INDEX_WRITEMASK,
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ColorClearValue = OpenGL.GL_COLOR_CLEAR_VALUE,
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ColorWritemask = OpenGL.GL_COLOR_WRITEMASK,
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IndexMode = OpenGL.GL_INDEX_MODE,
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RgbaMode = OpenGL.GL_RGBA_MODE,
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DoubleBuffer = OpenGL.GL_DOUBLEBUFFER,
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Stereo = OpenGL.GL_STEREO,
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RenderMode = OpenGL.GL_RENDER_MODE,
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PerspectiveCorrectionHint = OpenGL.GL_PERSPECTIVE_CORRECTION_HINT,
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PointSmoothHint = OpenGL.GL_POINT_SMOOTH_HINT,
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LineSmoothHint = OpenGL.GL_LINE_SMOOTH_HINT,
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PolygonSmoothHint = OpenGL.GL_POLYGON_SMOOTH_HINT,
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FogHint = OpenGL.GL_FOG_HINT,
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TextureGenS = OpenGL.GL_TEXTURE_GEN_S,
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TextureGenT = OpenGL.GL_TEXTURE_GEN_T,
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TextureGenR = OpenGL.GL_TEXTURE_GEN_R,
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TextureGenQ = OpenGL.GL_TEXTURE_GEN_Q,
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PixelMapItoI = OpenGL.GL_PIXEL_MAP_I_TO_I,
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PixelMapStoS = OpenGL.GL_PIXEL_MAP_S_TO_S,
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PixelMapItoR = OpenGL.GL_PIXEL_MAP_I_TO_R,
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PixelMapItoG = OpenGL.GL_PIXEL_MAP_I_TO_G,
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PixelMapItoB = OpenGL.GL_PIXEL_MAP_I_TO_B,
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PixelMapItoA = OpenGL.GL_PIXEL_MAP_I_TO_A,
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PixelMapRtoR = OpenGL.GL_PIXEL_MAP_R_TO_R,
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PixelMapGtoG = OpenGL.GL_PIXEL_MAP_G_TO_G,
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PixelMapBtoB = OpenGL.GL_PIXEL_MAP_B_TO_B,
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PixelMapAtoA = OpenGL.GL_PIXEL_MAP_A_TO_A,
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PixelMapItoISize = OpenGL.GL_PIXEL_MAP_I_TO_I_SIZE,
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PixelMapStoSSize = OpenGL.GL_PIXEL_MAP_S_TO_S_SIZE,
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PixelMapItoRSize = OpenGL.GL_PIXEL_MAP_I_TO_R_SIZE,
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PixelMapItoGSize = OpenGL.GL_PIXEL_MAP_I_TO_G_SIZE,
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PixelMapItoBSize = OpenGL.GL_PIXEL_MAP_I_TO_B_SIZE,
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PixelMapItoASize = OpenGL.GL_PIXEL_MAP_I_TO_A_SIZE,
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PixelMapRtoRSize = OpenGL.GL_PIXEL_MAP_R_TO_R_SIZE,
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PixelMapGtoGSize = OpenGL.GL_PIXEL_MAP_G_TO_G_SIZE,
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PixelMapBtoBSize = OpenGL.GL_PIXEL_MAP_B_TO_B_SIZE,
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PixelMapAtoASize = OpenGL.GL_PIXEL_MAP_A_TO_A_SIZE,
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UnpackSwapBytes = OpenGL.GL_UNPACK_SWAP_BYTES,
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LsbFirst = OpenGL.GL_UNPACK_LSB_FIRST,
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UnpackRowLength = OpenGL.GL_UNPACK_ROW_LENGTH,
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UnpackSkipRows = OpenGL.GL_UNPACK_SKIP_ROWS,
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UnpackSkipPixels = OpenGL.GL_UNPACK_SKIP_PIXELS,
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UnpackAlignment = OpenGL.GL_UNPACK_ALIGNMENT,
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PackSwapBytes = OpenGL.GL_PACK_SWAP_BYTES,
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PackLsbFirst = OpenGL.GL_PACK_LSB_FIRST,
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PackRowLength = OpenGL.GL_PACK_ROW_LENGTH,
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PackSkipRows = OpenGL.GL_PACK_SKIP_ROWS,
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PackSkipPixels = OpenGL.GL_PACK_SKIP_PIXELS,
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PackAlignment = OpenGL.GL_PACK_ALIGNMENT,
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MapColor = OpenGL.GL_MAP_COLOR,
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MapStencil = OpenGL.GL_MAP_STENCIL,
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IndexShift = OpenGL.GL_INDEX_SHIFT,
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IndexOffset = OpenGL.GL_INDEX_OFFSET,
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RedScale = OpenGL.GL_RED_SCALE,
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RedBias = OpenGL.GL_RED_BIAS,
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ZoomX = OpenGL.GL_ZOOM_X,
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ZoomY = OpenGL.GL_ZOOM_Y,
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GreenScale = OpenGL.GL_GREEN_SCALE,
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GreenBias = OpenGL.GL_GREEN_BIAS,
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BlueScale = OpenGL.GL_BLUE_SCALE,
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BlueBias = OpenGL.GL_BLUE_BIAS,
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AlphaScale = OpenGL.GL_ALPHA_SCALE,
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AlphaBias = OpenGL.GL_ALPHA_BIAS,
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DepthScale = OpenGL.GL_DEPTH_SCALE,
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DepthBias = OpenGL.GL_DEPTH_BIAS,
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MapEvalOrder = OpenGL.GL_MAX_EVAL_ORDER,
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MaxLights = OpenGL.GL_MAX_LIGHTS,
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MaxClipPlanes = OpenGL.GL_MAX_CLIP_PLANES,
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MaxTextureSize = OpenGL.GL_MAX_TEXTURE_SIZE,
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MapPixelMapTable = OpenGL.GL_MAX_PIXEL_MAP_TABLE,
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MaxAttribStackDepth = OpenGL.GL_MAX_ATTRIB_STACK_DEPTH,
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MaxModelviewStackDepth = OpenGL.GL_MAX_MODELVIEW_STACK_DEPTH,
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MaxNameStackDepth = OpenGL.GL_MAX_NAME_STACK_DEPTH,
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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
|
|
}
|
|
}
|