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-rw-r--r--dep/include/g3dlite/G3D/constants.h129
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diff --git a/dep/include/g3dlite/G3D/constants.h b/dep/include/g3dlite/G3D/constants.h
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-/**
- @file G3D/constants.h
-
- @maintainer Morgan McGuire, http://graphics.cs.williams.edu
- @created 2009-05-20
- @edited 2009-05-20
-*/
-#ifndef G3D_constants_h
-#define G3D_constants_h
-
-#include "G3D/platform.h"
-#include "G3D/enumclass.h"
-
-namespace G3D {
-
-/** These are defined to have the same value as the equivalent OpenGL
- constant. */
-class PrimitiveType {
-public:
- enum Value {
- POINTS = 0x0000,
- LINES = 0x0001,
- LINE_STRIP = 0x0003,
- TRIANGLES = 0x0004,
- TRIANGLE_STRIP = 0x0005,
- TRIANGLE_FAN = 0x0006,
- QUADS = 0x0007,
- QUAD_STRIP = 0x0008
- };
-
-private:
-
- Value value;
-
-public:
-
- G3D_DECLARE_ENUM_CLASS_METHODS(PrimitiveType);
-};
-
-
-/** Values for SuperSurface::GPUGeom::refractionHint. */
-class RefractionQuality {
-public:
- enum Value {
- /** No refraction; a translucent object will appear as if it had the same index of refraction
- as the surrounding medium and objects will be undistorted in the background. */
- NONE = 0,
-
- /** Use a static environment map (cube or paraboloid) for computing transmissivity.*/
- STATIC_ENV = 25,
-
- /** Use a dynamically rendered 2D environment map; distort the background. This looks good for many scenes
- but avoids the cost of rendering a cube map for DYNAMIC_ENV. */
- DYNAMIC_FLAT = 50,
-
- /** Use a dynamically rendered 2D environment map that is re-captured per transparent object. This works well
- for transparent objects that are separated by a significant camera space z distance but overlap in screen space.*/
- DYNAMIC_FLAT_MULTILAYER = 55,
-
- /** Render a dynamic environment map */
- DYNAMIC_ENV = 75,
-
- /** Use the best method available, ideally true ray tracing. */
- BEST = 100
- };
-
-private:
-
- /** Used for to/from string conversion. Last is the emtpy string as a sentinel */
- static const std::string str[7];
- static const Value enm[6];
- Value value;
-
-public:
- G3D_DECLARE_ENUM_CLASS_METHODS(RefractionQuality);
-
- RefractionQuality(const class Any&);
- RefractionQuality& operator=(const Any&);
- operator Any() const;
- const std::string& toString() const;
-};
-
-
-/** Values for SuperSurface::GPUGeom::mirrorHint. */
-class MirrorQuality {
-public:
-
- enum Value {
- /** Reflections are black */
- NONE = 0,
-
- /** Use a static environment map. This is what most games use */
- STATIC_ENV = 25,
-
- /** Planar reflection, typically for water or glass windows. This assumes that the mirror is flat;
- it is distinct from RefractionQuality::DYNAMIC_FLAT, which assumes the <i>background</i> is flat.*/
- DYNAMIC_PLANAR = 50,
-
- /** Render a dynamic environment map. */
- DYNAMIC_ENV = 75,
-
- /** Use the best method available, ideally true ray tracing. */
- BEST = 100
- };
-
-private:
-
- /** Used for to/from string conversion. Last is the emtpy string as a sentinel */
- static const std::string str[6];
- static const Value enm[5];
-
- Value value;
-
-public:
- G3D_DECLARE_ENUM_CLASS_METHODS(MirrorQuality);
- MirrorQuality(const class Any&);
- MirrorQuality& operator=(const Any&);
- operator Any() const;
- const std::string& toString() const;
-};
-
-} // namespace G3D
-
-G3D_DECLARE_ENUM_CLASS_HASHCODE(G3D::PrimitiveType)
-G3D_DECLARE_ENUM_CLASS_HASHCODE(G3D::RefractionQuality)
-G3D_DECLARE_ENUM_CLASS_HASHCODE(G3D::MirrorQuality)
-
-#endif
-