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Diffstat (limited to 'dep/include/g3dlite/G3D/constants.h')
-rw-r--r-- | dep/include/g3dlite/G3D/constants.h | 129 |
1 files changed, 0 insertions, 129 deletions
diff --git a/dep/include/g3dlite/G3D/constants.h b/dep/include/g3dlite/G3D/constants.h deleted file mode 100644 index dd5cb3649e5..00000000000 --- a/dep/include/g3dlite/G3D/constants.h +++ /dev/null @@ -1,129 +0,0 @@ -/** - @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 - |