--- /dev/null
+/*
+This file is part of the 3dengfx, realtime visualization system.
+
+Copyright (c) 2004, 2005 John Tsiombikas <nuclear@siggraph.org>
+
+3dengfx is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+3dengfx is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with 3dengfx; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+*/
+
+/* enumerations and data structures for the low-level 3dengfx state
+ *
+ * Author: John Tsiombikas 2004
+ */
+
+#ifndef _3DENGINEFX_TYPES_HPP_
+#define _3DENGINEFX_TYPES_HPP_
+
+#include "opengl.h"
+#include "n3dmath2/n3dmath2_types.hpp"
+
+enum ShadeMode {
+ SHADING_FLAT = GL_FLAT,
+ SHADING_GOURAUD = GL_SMOOTH
+};
+
+#ifdef COORD_LHS
+enum FaceOrder {ORDER_CW = GL_CW, ORDER_CCW = GL_CCW};
+#else
+enum FaceOrder {ORDER_CW = GL_CCW, ORDER_CCW = GL_CW};
+#endif
+
+enum PrimitiveType {
+ TRIANGLE_LIST = GL_TRIANGLES,
+ TRIANGLE_STRIP = GL_TRIANGLE_STRIP,
+ TRIANGLE_FAN = GL_TRIANGLE_FAN,
+ LINE_LIST = GL_LINES,
+ LINE_STRIP = GL_LINE_STRIP,
+ LINE_LOOP = GL_LINE_LOOP,
+ POINT_LIST = GL_POINTS,
+ QUAD_LIST = GL_QUADS,
+ QUAD_STRIP = GL_QUAD_STRIP
+};
+
+enum BlendingFactor {
+ BLEND_ZERO = GL_ZERO,
+ BLEND_ONE = GL_ONE,
+ BLEND_SRC_COLOR = GL_SRC_COLOR,
+ BLEND_ONE_MINUS_SRC_COLOR = GL_ONE_MINUS_SRC_COLOR,
+ BLEND_SRC_ALPHA = GL_SRC_ALPHA,
+ BLEND_ONE_MINUS_SRC_ALPHA = GL_ONE_MINUS_SRC_ALPHA,
+ BLEND_ONE_MINUS_DST_COLOR = GL_ONE_MINUS_DST_COLOR
+};
+
+enum TextureBlendFunction {
+ TOP_REPLACE = GL_REPLACE,
+ TOP_ADD = GL_ADD,
+ TOP_ADDSIGNED = GL_ADD_SIGNED,
+ TOP_SUBTRACT = GL_SUBTRACT,
+ TOP_MODULATE = GL_MODULATE,
+ TOP_LERP = GL_INTERPOLATE,
+ TOP_DOT3 = GL_DOT3_RGB,
+ TOP_DOT3_RGBA = GL_DOT3_RGBA
+};
+
+enum TextureBlendArgument {
+ TARG_TEXTURE = GL_TEXTURE,
+ TARG_CONSTANT = GL_CONSTANT,
+ TARG_COLOR = GL_PRIMARY_COLOR,
+ TARG_PREV = GL_PREVIOUS,
+ TARG_NONE
+};
+
+enum CmpFunc {
+ CMP_NEVER = GL_NEVER,
+ CMP_LESS = GL_LESS,
+ CMP_EQUAL = GL_EQUAL,
+ CMP_LEQUAL = GL_LEQUAL,
+ CMP_GREATER = GL_GREATER,
+ CMP_NOTEQUAL = GL_NOTEQUAL,
+ CMP_GEQUAL = GL_GEQUAL,
+ CMP_ALWAYS = GL_ALWAYS
+};
+
+enum StencilOp {
+ SOP_KEEP = GL_KEEP,
+ SOP_ZERO = GL_ZERO,
+ SOP_REPLACE = GL_REPLACE,
+ SOP_INCSAT = GL_INCR,
+ SOP_DECSAT = GL_DECR,
+ SOP_INVERT = GL_INVERT,
+ SOP_INC = GL_INCR, // TODO: find a way to let these wrap around
+ SOP_DEC = GL_DECR //
+};
+
+enum TextureFilteringType {
+ POINT_SAMPLING,
+ BILINEAR_FILTERING,
+ TRILINEAR_FILTERING,
+ ANISOTROPIC_FILTERING
+};
+
+enum TextureAddressing {
+ TEXADDR_WRAP = GL_REPEAT,
+ //TexAddrMirror = D3DTADDRESS_MIRROR,
+ TEXADDR_CLAMP = GL_CLAMP_TO_EDGE,
+ TEXADDR_CLAMP_BORDER = GL_CLAMP
+ //TexAddrMirrorOnce = D3DTADDRESS_MIRRORONCE
+};
+
+enum TextureDim {
+ TEX_1D = GL_TEXTURE_1D,
+ TEX_2D = GL_TEXTURE_2D,
+ TEX_3D = GL_TEXTURE_3D,
+ TEX_CUBE = GL_TEXTURE_CUBE_MAP
+};
+
+enum CubeMapFace {
+ CUBE_MAP_PX = GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ CUBE_MAP_NX = GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ CUBE_MAP_PY = GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ CUBE_MAP_NY = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ CUBE_MAP_PZ = GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
+ CUBE_MAP_NZ = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
+};
+
+class GfxProg;
+
+#define DONT_CARE_BPP 1 // 0001
+#define DONT_CARE_DEPTH 2 // 0010
+#define DONT_CARE_STENCIL 4 // 0100
+
+struct GraphicsInitParameters {
+ int x, y;
+ int bpp;
+ int depth_bits;
+ int stencil_bits;
+ bool fullscreen;
+ unsigned short dont_care_flags;
+};
+
+struct ProgCaps {
+ bool shader_obj;
+ bool asm_pixel, asm_vertex;
+ bool glslang;
+ bool glsl_pixel, glsl_vertex;
+};
+
+struct SysCaps {
+ bool multitex;
+ bool load_transpose;
+ bool gen_mipmaps;
+ bool tex_combine_ops;
+ bool bump_dot3;
+ bool bump_env;
+ bool vertex_buffers;
+ bool depth_texture;
+ bool shadow_mapping;
+ bool point_sprites;
+ bool point_params;
+ int max_texture_units;
+ bool non_power_of_two_textures;
+ int max_lights;
+ ProgCaps prog;
+};
+
+enum TransformType {
+ XFORM_WORLD,
+ XFORM_VIEW,
+ XFORM_PROJECTION,
+ XFORM_TEXTURE
+};
+
+
+
+
+#endif // _3DENGINEFX_TYPES_HPP_