CPF/CPF.Windows/OpenGL/OpenGLEnumerations.cs
2023-11-21 23:05:03 +08:00

740 lines
25 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace CPF.Windows.OpenGL
{
/// <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
}
/// <summary>
/// The GLYPHMETRICSFLOAT structure contains information about the placement and orientation of a glyph in a character cell.
/// </summary>
public struct GLYPHMETRICSFLOAT
{
/// <summary>
/// Specifies the width of the smallest rectangle (the glyph's black box) that completely encloses the glyph..
/// </summary>
public float gmfBlackBoxX;
/// <summary>
/// Specifies the height of the smallest rectangle (the glyph's black box) that completely encloses the glyph.
/// </summary>
public float gmfBlackBoxY;
/// <summary>
/// Specifies the x and y coordinates of the upper-left corner of the smallest rectangle that completely encloses the glyph.
/// </summary>
public POINTFLOAT gmfptGlyphOrigin;
/// <summary>
/// Specifies the horizontal distance from the origin of the current character cell to the origin of the next character cell.
/// </summary>
public float gmfCellIncX;
/// <summary>
/// Specifies the vertical distance from the origin of the current character cell to the origin of the next character cell.
/// </summary>
public float gmfCellIncY;
}
/// <summary>
/// Point structure used in Win32 interop.
/// </summary>
public struct POINTFLOAT
{
/// <summary>
/// The x coord value.
/// </summary>
public float x;
/// <summary>
/// The y coord value.
/// </summary>
public float y;
}
}