X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2F3dengfx%2Fsrc%2F3dengfx%2F3denginefx_types.hpp;fp=src%2F3dengfx%2Fsrc%2F3dengfx%2F3denginefx_types.hpp;h=4fcdc31f3f8bf6bb0552cf0673ddd7be82014e73;hb=6e23259dbabaeb1711a2a5ca25b9cb421f693759;hp=0000000000000000000000000000000000000000;hpb=fe068fa879814784c45e0cb2e65dac489e8f5594;p=summerhack diff --git a/src/3dengfx/src/3dengfx/3denginefx_types.hpp b/src/3dengfx/src/3dengfx/3denginefx_types.hpp new file mode 100644 index 0000000..4fcdc31 --- /dev/null +++ b/src/3dengfx/src/3dengfx/3denginefx_types.hpp @@ -0,0 +1,187 @@ +/* +This file is part of the 3dengfx, realtime visualization system. + +Copyright (c) 2004, 2005 John Tsiombikas + +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_