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/**
@file G3D/constants.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2009-05-20
@edited 2010-05-20
*/
#ifndef G3D_constants_h
#define G3D_constants_h
#include "G3D/platform.h"
#include "G3D/enumclass.h"
#include "G3D/Any.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:
static const char* toString(int i, Value& v) {
static const char* str[] = {"POINTS", "LINES", "LINE_STRIP", "TRIANGLES", "TRIANGLE_FAN", "QUADS", "QUAD_STRIP", NULL};
static const Value val[] = {POINTS, LINES, LINE_STRIP, TRIANGLES, TRIANGLE_FAN, QUADS, QUAD_STRIP};
const char* s = str[i];
if (s) {
v = val[i];
}
return s;
}
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:
static const char* toString(int i, Value& v) {
static const char* str[] = {"NONE", "STATIC_ENV", "DYNAMIC_FLAT", "DYNAMIC_FLAT_MULTILAYER", "DYNAMIC_ENV", "BEST", NULL};
static const Value val[] = {NONE, STATIC_ENV, DYNAMIC_FLAT, DYNAMIC_FLAT_MULTILAYER, DYNAMIC_ENV, BEST};
const char* s = str[i];
if (s) {
v = val[i];
}
return s;
}
Value value;
public:
G3D_DECLARE_ENUM_CLASS_METHODS(RefractionQuality);
};
/** 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:
static const char* toString(int i, Value& v) {
static const char* str[] = {"NONE", "STATIC_ENV", "DYNAMIC_PLANAR", "DYNAMIC_ENV", "BEST", NULL};
static const Value val[] = {NONE, STATIC_ENV, DYNAMIC_PLANAR, DYNAMIC_ENV, BEST};
const char* s = str[i];
if (s) {
v = val[i];
}
return s;
}
Value value;
public:
G3D_DECLARE_ENUM_CLASS_METHODS(MirrorQuality);
};
} // namespace G3D
G3D_DECLARE_ENUM_CLASS_HASHCODE(G3D::PrimitiveType)
G3D_DECLARE_ENUM_CLASS_HASHCODE(G3D::RefractionQuality)
G3D_DECLARE_ENUM_CLASS_HASHCODE(G3D::MirrorQuality)
#endif
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