using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace CPF.Windows.OpenGL { /// /// AccumOp /// public enum AccumOperation : uint { Accum = OpenGl.GL_ACCUM, Load = OpenGl.GL_LOAD, Return = OpenGl.GL_RETURN, Multiple = OpenGl.GL_MULT, Add = OpenGl.GL_ADD } /// /// The alpha function /// public enum AlphaTestFunction : uint { Never = OpenGl.GL_NEVER, Less = OpenGl.GL_LESS, Equal = OpenGl.GL_EQUAL, LessThanOrEqual = OpenGl.GL_LEQUAL, Great = OpenGl.GL_GREATER, NotEqual = OpenGl.GL_NOTEQUAL, GreaterThanOrEqual = OpenGl.GL_GEQUAL, Always = OpenGl.GL_ALWAYS, } /// /// The OpenGl Attribute flags. /// [Flags] public enum AttributeMask : uint { None = 0, Current = OpenGl.GL_CURRENT_BIT, Point = OpenGl.GL_POINT_BIT, Line = OpenGl.GL_LINE_BIT, Polygon = OpenGl.GL_POLYGON_BIT, PolygonStipple = OpenGl.GL_POLYGON_STIPPLE_BIT, PixelMode = OpenGl.GL_PIXEL_MODE_BIT, Lighting = OpenGl.GL_LIGHTING_BIT, Fog = OpenGl.GL_FOG_BIT, DepthBuffer = OpenGl.GL_DEPTH_BUFFER_BIT, AccumBuffer = OpenGl.GL_ACCUM_BUFFER_BIT, StencilBuffer = OpenGl.GL_STENCIL_BUFFER_BIT, Viewport = OpenGl.GL_VIEWPORT_BIT, Transform = OpenGl.GL_TRANSFORM_BIT, Enable = OpenGl.GL_ENABLE_BIT, ColorBuffer = OpenGl.GL_COLOR_BUFFER_BIT, Hint = OpenGl.GL_HINT_BIT, Eval = OpenGl.GL_EVAL_BIT, List = OpenGl.GL_LIST_BIT, Texture = OpenGl.GL_TEXTURE_BIT, Scissor = OpenGl.GL_SCISSOR_BIT, All = OpenGl.GL_ALL_ATTRIB_BITS, } /// /// The begin mode. /// public enum BeginMode : uint { Points = OpenGl.GL_POINTS, Lines = OpenGl.GL_LINES, LineLoop = OpenGl.GL_LINE_LOOP, LineStrip = OpenGl.GL_LINE_STRIP, Triangles = OpenGl.GL_TRIANGLES, TriangleString = OpenGl.GL_TRIANGLE_STRIP, TriangleFan = OpenGl.GL_TRIANGLE_FAN, Quads = OpenGl.GL_QUADS, QuadStrip = OpenGl.GL_QUAD_STRIP, Polygon = OpenGl.GL_POLYGON } /// /// BlendingDestinationFactor /// public enum BlendingDestinationFactor : uint { Zero = OpenGl.GL_ZERO, One = OpenGl.GL_ONE, SourceColor = OpenGl.GL_SRC_COLOR, OneMinusSourceColor = OpenGl.GL_ONE_MINUS_SRC_COLOR, SourceAlpha = OpenGl.GL_SRC_ALPHA, OneMinusSourceAlpha = OpenGl.GL_ONE_MINUS_SRC_ALPHA, DestinationAlpha = OpenGl.GL_DST_ALPHA, OneMinusDestinationAlpha = OpenGl.GL_ONE_MINUS_DST_ALPHA, } /// /// The blending source factor. /// public enum BlendingSourceFactor : uint { DestinationColor = OpenGl.GL_DST_COLOR, OneMinusDestinationColor = OpenGl.GL_ONE_MINUS_DST_COLOR, SourceAlphaSaturate = OpenGl.GL_SRC_ALPHA_SATURATE, /// /// /// SourceAlpha = OpenGl.GL_SRC_ALPHA } /// /// The Clip Plane Name /// public enum ClipPlaneName : uint { ClipPlane0 = OpenGl.GL_CLIP_PLANE0, ClipPlane1 = OpenGl.GL_CLIP_PLANE1, ClipPlane2 = OpenGl.GL_CLIP_PLANE2, ClipPlane3 = OpenGl.GL_CLIP_PLANE3, ClipPlane4 = OpenGl.GL_CLIP_PLANE4, ClipPlane5 = OpenGl.GL_CLIP_PLANE5 } /// /// The Cull Face mode. /// public enum FaceMode : uint { /// /// /// Front = OpenGl.GL_FRONT, FrontAndBack = OpenGl.GL_FRONT_AND_BACK, Back = OpenGl.GL_BACK, } /// /// The Data Type. /// public enum DataType : uint { Byte = OpenGl.GL_BYTE, UnsignedByte = OpenGl.GL_UNSIGNED_BYTE, Short = OpenGl.GL_SHORT, UnsignedShort = OpenGl.GL_UNSIGNED_SHORT, Int = OpenGl.GL_INT, UnsignedInt = OpenGl.GL_UNSIGNED_INT, Float = OpenGl.GL_FLOAT, TwoBytes = OpenGl.GL_2_BYTES, ThreeBytes = OpenGl.GL_3_BYTES, FourBytes = OpenGl.GL_4_BYTES, /// /// /// Double = OpenGl.GL_DOUBLE } /// /// The depth function /// public enum DepthFunction : uint { Never = OpenGl.GL_NEVER, Less = OpenGl.GL_LESS, Equal = OpenGl.GL_EQUAL, LessThanOrEqual = OpenGl.GL_LEQUAL, Great = OpenGl.GL_GREATER, NotEqual = OpenGl.GL_NOTEQUAL, GreaterThanOrEqual = OpenGl.GL_GEQUAL, Always = OpenGl.GL_ALWAYS, } /// /// The Draw Buffer Mode /// public enum DrawBufferMode : uint { None = OpenGl.GL_NONE, FrontLeft = OpenGl.GL_FRONT_LEFT, FrontRight = OpenGl.GL_FRONT_RIGHT, BackLeft = OpenGl.GL_BACK_LEFT, BackRight = OpenGl.GL_BACK_RIGHT, Front = OpenGl.GL_FRONT, Back = OpenGl.GL_BACK, Left = OpenGl.GL_LEFT, Right = OpenGl.GL_RIGHT, FrontAndBack = OpenGl.GL_FRONT_AND_BACK, Auxilliary0 = OpenGl.GL_AUX0, Auxilliary1 = OpenGl.GL_AUX1, Auxilliary2 = OpenGl.GL_AUX2, Auxilliary3 = OpenGl.GL_AUX3, } /// /// Error Code /// public enum ErrorCode : uint { NoError = OpenGl.GL_NO_ERROR, InvalidEnum = OpenGl.GL_INVALID_ENUM, InvalidValue = OpenGl.GL_INVALID_VALUE, InvalidOperation = OpenGl.GL_INVALID_OPERATION, StackOverflow = OpenGl.GL_STACK_OVERFLOW, StackUnderflow = OpenGl.GL_STACK_UNDERFLOW, OutOfMemory = OpenGl.GL_OUT_OF_MEMORY } /// /// FeedBackMode /// public enum FeedbackMode : uint { TwoD = OpenGl.GL_2D, ThreeD = OpenGl.GL_3D, FourD = OpenGl.GL_4D_COLOR, ThreeDColorTexture = OpenGl.GL_3D_COLOR_TEXTURE, FourDColorTexture = OpenGl.GL_4D_COLOR_TEXTURE } /// /// The Feedback Token /// public enum FeedbackToken : uint { PassThroughToken = OpenGl.GL_PASS_THROUGH_TOKEN, PointToken = OpenGl.GL_POINT_TOKEN, LineToken = OpenGl.GL_LINE_TOKEN, PolygonToken = OpenGl.GL_POLYGON_TOKEN, BitmapToken = OpenGl.GL_BITMAP_TOKEN, DrawPixelToken = OpenGl.GL_DRAW_PIXEL_TOKEN, CopyPixelToken = OpenGl.GL_COPY_PIXEL_TOKEN, LineResetToken = OpenGl.GL_LINE_RESET_TOKEN } /// /// The Fog Mode. /// public enum FogMode : uint { Exp = OpenGl.GL_EXP, /// /// /// Exp2 = OpenGl.GL_EXP2, } /// /// GetMapTarget /// public enum GetMapTarget : uint { Coeff = OpenGl.GL_COEFF, Order = OpenGl.GL_ORDER, Domain = OpenGl.GL_DOMAIN } public enum GetTarget : uint { CurrentColor = OpenGl.GL_CURRENT_COLOR, CurrentIndex = OpenGl.GL_CURRENT_INDEX, CurrentNormal = OpenGl.GL_CURRENT_NORMAL, CurrentTextureCoords = OpenGl.GL_CURRENT_TEXTURE_COORDS, CurrentRasterColor = OpenGl.GL_CURRENT_RASTER_COLOR, CurrentRasterIndex = OpenGl.GL_CURRENT_RASTER_INDEX, CurrentRasterTextureCoords = OpenGl.GL_CURRENT_RASTER_TEXTURE_COORDS, CurrentRasterPosition = OpenGl.GL_CURRENT_RASTER_POSITION, CurrentRasterPositionValid = OpenGl.GL_CURRENT_RASTER_POSITION_VALID, CurrentRasterDistance = OpenGl.GL_CURRENT_RASTER_DISTANCE, PointSmooth = OpenGl.GL_POINT_SMOOTH, PointSize = OpenGl.GL_POINT_SIZE, PointSizeRange = OpenGl.GL_POINT_SIZE_RANGE, PointSizeGranularity = OpenGl.GL_POINT_SIZE_GRANULARITY, LineSmooth = OpenGl.GL_LINE_SMOOTH, LineWidth = OpenGl.GL_LINE_WIDTH, LineWidthRange = OpenGl.GL_LINE_WIDTH_RANGE, LineWidthGranularity = OpenGl.GL_LINE_WIDTH_GRANULARITY, LineStipple = OpenGl.GL_LINE_STIPPLE, LineStipplePattern = OpenGl.GL_LINE_STIPPLE_PATTERN, LineStippleRepeat = OpenGl.GL_LINE_STIPPLE_REPEAT, ListMode = OpenGl.GL_LIST_MODE, MaxListNesting = OpenGl.GL_MAX_LIST_NESTING, ListBase = OpenGl.GL_LIST_BASE, ListIndex = OpenGl.GL_LIST_INDEX, PolygonMode = OpenGl.GL_POLYGON_MODE, PolygonSmooth = OpenGl.GL_POLYGON_SMOOTH, PolygonStipple = OpenGl.GL_POLYGON_STIPPLE, EdgeFlag = OpenGl.GL_EDGE_FLAG, CullFace = OpenGl.GL_CULL_FACE, CullFaceMode = OpenGl.GL_CULL_FACE_MODE, FrontFace = OpenGl.GL_FRONT_FACE, Lighting = OpenGl.GL_LIGHTING, LightModelLocalViewer = OpenGl.GL_LIGHT_MODEL_LOCAL_VIEWER, LightModelTwoSide = OpenGl.GL_LIGHT_MODEL_TWO_SIDE, LightModelAmbient = OpenGl.GL_LIGHT_MODEL_AMBIENT, ShadeModel = OpenGl.GL_SHADE_MODEL, ColorMaterialFace = OpenGl.GL_COLOR_MATERIAL_FACE, ColorMaterialParameter = OpenGl.GL_COLOR_MATERIAL_PARAMETER, ColorMaterial = OpenGl.GL_COLOR_MATERIAL, Fog = OpenGl.GL_FOG, FogIndex = OpenGl.GL_FOG_INDEX, FogDensity = OpenGl.GL_FOG_DENSITY, FogStart = OpenGl.GL_FOG_START, FogEnd = OpenGl.GL_FOG_END, FogMode = OpenGl.GL_FOG_MODE, FogColor = OpenGl.GL_FOG_COLOR, DepthRange = OpenGl.GL_DEPTH_RANGE, DepthTest = OpenGl.GL_DEPTH_TEST, DepthWritemask = OpenGl.GL_DEPTH_WRITEMASK, DepthClearValue = OpenGl.GL_DEPTH_CLEAR_VALUE, DepthFunc = OpenGl.GL_DEPTH_FUNC, AccumClearValue = OpenGl.GL_ACCUM_CLEAR_VALUE, StencilTest = OpenGl.GL_STENCIL_TEST, StencilClearValue = OpenGl.GL_STENCIL_CLEAR_VALUE, StencilFunc = OpenGl.GL_STENCIL_FUNC, StencilValueMask = OpenGl.GL_STENCIL_VALUE_MASK, StencilFail = OpenGl.GL_STENCIL_FAIL, StencilPassDepthFail = OpenGl.GL_STENCIL_PASS_DEPTH_FAIL, StencilPassDepthPass = OpenGl.GL_STENCIL_PASS_DEPTH_PASS, StencilRef = OpenGl.GL_STENCIL_REF, StencilWritemask = OpenGl.GL_STENCIL_WRITEMASK, MatrixMode = OpenGl.GL_MATRIX_MODE, Normalize = OpenGl.GL_NORMALIZE, Viewport = OpenGl.GL_VIEWPORT, ModelviewStackDepth = OpenGl.GL_MODELVIEW_STACK_DEPTH, ProjectionStackDepth = OpenGl.GL_PROJECTION_STACK_DEPTH, TextureStackDepth = OpenGl.GL_TEXTURE_STACK_DEPTH, ModelviewMatix = OpenGl.GL_MODELVIEW_MATRIX, ProjectionMatrix = OpenGl.GL_PROJECTION_MATRIX, TextureMatrix = OpenGl.GL_TEXTURE_MATRIX, AttribStackDepth = OpenGl.GL_ATTRIB_STACK_DEPTH, ClientAttribStackDepth = OpenGl.GL_CLIENT_ATTRIB_STACK_DEPTH, AlphaTest = OpenGl.GL_ALPHA_TEST, AlphaTestFunc = OpenGl.GL_ALPHA_TEST_FUNC, AlphaTestRef = OpenGl.GL_ALPHA_TEST_REF, Dither = OpenGl.GL_DITHER, BlendDst = OpenGl.GL_BLEND_DST, BlendSrc = OpenGl.GL_BLEND_SRC, Blend = OpenGl.GL_BLEND, LogicOpMode = OpenGl.GL_LOGIC_OP_MODE, IndexLogicOp = OpenGl.GL_INDEX_LOGIC_OP, ColorLogicOp = OpenGl.GL_COLOR_LOGIC_OP, AuxBuffers = OpenGl.GL_AUX_BUFFERS, DrawBuffer = OpenGl.GL_DRAW_BUFFER, ReadBuffer = OpenGl.GL_READ_BUFFER, ScissorBox = OpenGl.GL_SCISSOR_BOX, ScissorTest = OpenGl.GL_SCISSOR_TEST, IndexClearValue = OpenGl.GL_INDEX_CLEAR_VALUE, IndexWritemask = OpenGl.GL_INDEX_WRITEMASK, ColorClearValue = OpenGl.GL_COLOR_CLEAR_VALUE, ColorWritemask = OpenGl.GL_COLOR_WRITEMASK, IndexMode = OpenGl.GL_INDEX_MODE, RgbaMode = OpenGl.GL_RGBA_MODE, DoubleBuffer = OpenGl.GL_DOUBLEBUFFER, Stereo = OpenGl.GL_STEREO, RenderMode = OpenGl.GL_RENDER_MODE, PerspectiveCorrectionHint = OpenGl.GL_PERSPECTIVE_CORRECTION_HINT, PointSmoothHint = OpenGl.GL_POINT_SMOOTH_HINT, LineSmoothHint = OpenGl.GL_LINE_SMOOTH_HINT, PolygonSmoothHint = OpenGl.GL_POLYGON_SMOOTH_HINT, FogHint = OpenGl.GL_FOG_HINT, TextureGenS = OpenGl.GL_TEXTURE_GEN_S, TextureGenT = OpenGl.GL_TEXTURE_GEN_T, TextureGenR = OpenGl.GL_TEXTURE_GEN_R, TextureGenQ = OpenGl.GL_TEXTURE_GEN_Q, PixelMapItoI = OpenGl.GL_PIXEL_MAP_I_TO_I, PixelMapStoS = OpenGl.GL_PIXEL_MAP_S_TO_S, PixelMapItoR = OpenGl.GL_PIXEL_MAP_I_TO_R, PixelMapItoG = OpenGl.GL_PIXEL_MAP_I_TO_G, PixelMapItoB = OpenGl.GL_PIXEL_MAP_I_TO_B, PixelMapItoA = OpenGl.GL_PIXEL_MAP_I_TO_A, PixelMapRtoR = OpenGl.GL_PIXEL_MAP_R_TO_R, PixelMapGtoG = OpenGl.GL_PIXEL_MAP_G_TO_G, PixelMapBtoB = OpenGl.GL_PIXEL_MAP_B_TO_B, PixelMapAtoA = OpenGl.GL_PIXEL_MAP_A_TO_A, PixelMapItoISize = OpenGl.GL_PIXEL_MAP_I_TO_I_SIZE, PixelMapStoSSize = OpenGl.GL_PIXEL_MAP_S_TO_S_SIZE, PixelMapItoRSize = OpenGl.GL_PIXEL_MAP_I_TO_R_SIZE, PixelMapItoGSize = OpenGl.GL_PIXEL_MAP_I_TO_G_SIZE, PixelMapItoBSize = OpenGl.GL_PIXEL_MAP_I_TO_B_SIZE, PixelMapItoASize = OpenGl.GL_PIXEL_MAP_I_TO_A_SIZE, PixelMapRtoRSize = OpenGl.GL_PIXEL_MAP_R_TO_R_SIZE, PixelMapGtoGSize = OpenGl.GL_PIXEL_MAP_G_TO_G_SIZE, PixelMapBtoBSize = OpenGl.GL_PIXEL_MAP_B_TO_B_SIZE, PixelMapAtoASize = OpenGl.GL_PIXEL_MAP_A_TO_A_SIZE, UnpackSwapBytes = OpenGl.GL_UNPACK_SWAP_BYTES, LsbFirst = OpenGl.GL_UNPACK_LSB_FIRST, UnpackRowLength = OpenGl.GL_UNPACK_ROW_LENGTH, UnpackSkipRows = OpenGl.GL_UNPACK_SKIP_ROWS, UnpackSkipPixels = OpenGl.GL_UNPACK_SKIP_PIXELS, UnpackAlignment = OpenGl.GL_UNPACK_ALIGNMENT, PackSwapBytes = OpenGl.GL_PACK_SWAP_BYTES, PackLsbFirst = OpenGl.GL_PACK_LSB_FIRST, PackRowLength = OpenGl.GL_PACK_ROW_LENGTH, PackSkipRows = OpenGl.GL_PACK_SKIP_ROWS, PackSkipPixels = OpenGl.GL_PACK_SKIP_PIXELS, PackAlignment = OpenGl.GL_PACK_ALIGNMENT, MapColor = OpenGl.GL_MAP_COLOR, MapStencil = OpenGl.GL_MAP_STENCIL, IndexShift = OpenGl.GL_INDEX_SHIFT, IndexOffset = OpenGl.GL_INDEX_OFFSET, RedScale = OpenGl.GL_RED_SCALE, RedBias = OpenGl.GL_RED_BIAS, ZoomX = OpenGl.GL_ZOOM_X, ZoomY = OpenGl.GL_ZOOM_Y, GreenScale = OpenGl.GL_GREEN_SCALE, GreenBias = OpenGl.GL_GREEN_BIAS, BlueScale = OpenGl.GL_BLUE_SCALE, BlueBias = OpenGl.GL_BLUE_BIAS, AlphaScale = OpenGl.GL_ALPHA_SCALE, AlphaBias = OpenGl.GL_ALPHA_BIAS, DepthScale = OpenGl.GL_DEPTH_SCALE, DepthBias = OpenGl.GL_DEPTH_BIAS, MapEvalOrder = OpenGl.GL_MAX_EVAL_ORDER, MaxLights = OpenGl.GL_MAX_LIGHTS, MaxClipPlanes = OpenGl.GL_MAX_CLIP_PLANES, MaxTextureSize = OpenGl.GL_MAX_TEXTURE_SIZE, MapPixelMapTable = OpenGl.GL_MAX_PIXEL_MAP_TABLE, MaxAttribStackDepth = OpenGl.GL_MAX_ATTRIB_STACK_DEPTH, MaxModelviewStackDepth = OpenGl.GL_MAX_MODELVIEW_STACK_DEPTH, MaxNameStackDepth = OpenGl.GL_MAX_NAME_STACK_DEPTH, MaxProjectionStackDepth = OpenGl.GL_MAX_PROJECTION_STACK_DEPTH, MaxTextureStackDepth = OpenGl.GL_MAX_TEXTURE_STACK_DEPTH, MaxViewportDims = OpenGl.GL_MAX_VIEWPORT_DIMS, MaxClientAttribStackDepth = OpenGl.GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, SubpixelBits = OpenGl.GL_SUBPIXEL_BITS, IndexBits = OpenGl.GL_INDEX_BITS, RedBits = OpenGl.GL_RED_BITS, GreenBits = OpenGl.GL_GREEN_BITS, BlueBits = OpenGl.GL_BLUE_BITS, AlphaBits = OpenGl.GL_ALPHA_BITS, DepthBits = OpenGl.GL_DEPTH_BITS, StencilBits = OpenGl.GL_STENCIL_BITS, AccumRedBits = OpenGl.GL_ACCUM_RED_BITS, AccumGreenBits = OpenGl.GL_ACCUM_GREEN_BITS, AccumBlueBits = OpenGl.GL_ACCUM_BLUE_BITS, AccumAlphaBits = OpenGl.GL_ACCUM_ALPHA_BITS, NameStackDepth = OpenGl.GL_NAME_STACK_DEPTH, AutoNormal = OpenGl.GL_AUTO_NORMAL, Map1Color4 = OpenGl.GL_MAP1_COLOR_4, Map1Index = OpenGl.GL_MAP1_INDEX, Map1Normal = OpenGl.GL_MAP1_NORMAL, Map1TextureCoord1 = OpenGl.GL_MAP1_TEXTURE_COORD_1, Map1TextureCoord2 = OpenGl.GL_MAP1_TEXTURE_COORD_2, Map1TextureCoord3 = OpenGl.GL_MAP1_TEXTURE_COORD_3, Map1TextureCoord4 = OpenGl.GL_MAP1_TEXTURE_COORD_4, Map1Vertex3 = OpenGl.GL_MAP1_VERTEX_3, Map1Vertex4 = OpenGl.GL_MAP1_VERTEX_4, Map2Color4 = OpenGl.GL_MAP2_COLOR_4, Map2Index = OpenGl.GL_MAP2_INDEX, Map2Normal = OpenGl.GL_MAP2_NORMAL, Map2TextureCoord1 = OpenGl.GL_MAP2_TEXTURE_COORD_1, Map2TextureCoord2 = OpenGl.GL_MAP2_TEXTURE_COORD_2, Map2TextureCoord3 = OpenGl.GL_MAP2_TEXTURE_COORD_3, Map2TextureCoord4 = OpenGl.GL_MAP2_TEXTURE_COORD_4, Map2Vertex3 = OpenGl.GL_MAP2_VERTEX_3, Map2Vertex4 = OpenGl.GL_MAP2_VERTEX_4, Map1GridDomain = OpenGl.GL_MAP1_GRID_DOMAIN, Map1GridSegments = OpenGl.GL_MAP1_GRID_SEGMENTS, Map2GridDomain = OpenGl.GL_MAP2_GRID_DOMAIN, Map2GridSegments = OpenGl.GL_MAP2_GRID_SEGMENTS, Texture1D = OpenGl.GL_TEXTURE_1D, Texture2D = OpenGl.GL_TEXTURE_2D, FeedbackBufferPointer = OpenGl.GL_FEEDBACK_BUFFER_POINTER, FeedbackBufferSize = OpenGl.GL_FEEDBACK_BUFFER_SIZE, FeedbackBufferType = OpenGl.GL_FEEDBACK_BUFFER_TYPE, SelectionBufferPointer = OpenGl.GL_SELECTION_BUFFER_POINTER, SelectionBufferSize = OpenGl.GL_SELECTION_BUFFER_SIZE } /// /// The Front Face Mode. /// public enum FrontFaceMode : uint { ClockWise = OpenGl.GL_CW, CounterClockWise = OpenGl.GL_CCW, } /// /// The hint mode. /// public enum HintMode : uint { DontCare = OpenGl.GL_DONT_CARE, Fastest = OpenGl.GL_FASTEST, /// /// The /// Nicest = OpenGl.GL_NICEST } /// /// The hint target. /// public enum HintTarget : uint { PerspectiveCorrection = OpenGl.GL_PERSPECTIVE_CORRECTION_HINT, PointSmooth = OpenGl.GL_POINT_SMOOTH_HINT, LineSmooth = OpenGl.GL_LINE_SMOOTH_HINT, PolygonSmooth = OpenGl.GL_POLYGON_SMOOTH_HINT, Fog = OpenGl.GL_FOG_HINT } /// /// LightName /// public enum LightName : uint { Light0 = OpenGl.GL_LIGHT0, Light1 = OpenGl.GL_LIGHT1, Light2 = OpenGl.GL_LIGHT2, Light3 = OpenGl.GL_LIGHT3, Light4 = OpenGl.GL_LIGHT4, Light5 = OpenGl.GL_LIGHT5, Light6 = OpenGl.GL_LIGHT6, Light7 = OpenGl.GL_LIGHT7 } /// /// LightParameter /// public enum LightParameter : uint { Ambient = OpenGl.GL_AMBIENT, Diffuse = OpenGl.GL_DIFFUSE, Specular = OpenGl.GL_SPECULAR, Position = OpenGl.GL_POSITION, SpotDirection = OpenGl.GL_SPOT_DIRECTION, SpotExponent = OpenGl.GL_SPOT_EXPONENT, SpotCutoff = OpenGl.GL_SPOT_CUTOFF, ConstantAttenuatio = OpenGl.GL_CONSTANT_ATTENUATION, LinearAttenuation = OpenGl.GL_LINEAR_ATTENUATION, QuadraticAttenuation = OpenGl.GL_QUADRATIC_ATTENUATION } /// /// The Light Model Parameter. /// public enum LightModelParameter : uint { LocalViewer = OpenGl.GL_LIGHT_MODEL_LOCAL_VIEWER, TwoSide = OpenGl.GL_LIGHT_MODEL_TWO_SIDE, Ambient = OpenGl.GL_LIGHT_MODEL_AMBIENT } /// /// The Logic Op /// public enum LogicOp : uint { Clear = OpenGl.GL_CLEAR, And = OpenGl.GL_AND, AndReverse = OpenGl.GL_AND_REVERSE, Copy = OpenGl.GL_COPY, AndInverted = OpenGl.GL_AND_INVERTED, NoOp = OpenGl.GL_NOOP, XOr = OpenGl.GL_XOR, Or = OpenGl.GL_OR, NOr = OpenGl.GL_NOR, Equiv = OpenGl.GL_EQUIV, Invert = OpenGl.GL_INVERT, OrReverse = OpenGl.GL_OR_REVERSE, CopyInverted = OpenGl.GL_COPY_INVERTED, OrInverted = OpenGl.GL_OR_INVERTED, NAnd = OpenGl.GL_NAND, Set = OpenGl.GL_SET, } /// /// The matrix mode. /// public enum MatrixMode : uint { Modelview = OpenGl.GL_MODELVIEW, Projection = OpenGl.GL_PROJECTION, Texture = OpenGl.GL_TEXTURE } /// /// The pixel transfer parameter name /// public enum PixelTransferParameterName : uint { MapColor = OpenGl.GL_MAP_COLOR, MapStencil = OpenGl.GL_MAP_STENCIL, IndexShift = OpenGl.GL_INDEX_SHIFT, IndexOffset = OpenGl.GL_INDEX_OFFSET, RedScale = OpenGl.GL_RED_SCALE, RedBias = OpenGl.GL_RED_BIAS, ZoomX = OpenGl.GL_ZOOM_X, ZoomY = OpenGl.GL_ZOOM_Y, GreenScale = OpenGl.GL_GREEN_SCALE, GreenBias = OpenGl.GL_GREEN_BIAS, BlueScale = OpenGl.GL_BLUE_SCALE, BlueBias = OpenGl.GL_BLUE_BIAS, AlphaScale = OpenGl.GL_ALPHA_SCALE, AlphaBias = OpenGl.GL_ALPHA_BIAS, DepthScale = OpenGl.GL_DEPTH_SCALE, DepthBias = OpenGl.GL_DEPTH_BIAS } /// /// The Polygon mode. /// public enum PolygonMode : uint { /// /// Render as points. /// Points = OpenGl.GL_POINT, /// /// Render as lines. /// Lines = OpenGl.GL_LINE, /// /// Render as filled. /// Filled = OpenGl.GL_FILL } /// /// Rendering Mode /// public enum RenderingMode : uint { Render = OpenGl.GL_RENDER, Feedback = OpenGl.GL_FEEDBACK, Select = OpenGl.GL_SELECT } /// /// ShadingModel /// public enum ShadeModel : uint { Flat = OpenGl.GL_FLAT, Smooth = OpenGl.GL_SMOOTH } /// /// The stencil function /// public enum StencilFunction : uint { Never = OpenGl.GL_NEVER, Less = OpenGl.GL_LESS, Equal = OpenGl.GL_EQUAL, LessThanOrEqual = OpenGl.GL_LEQUAL, Great = OpenGl.GL_GREATER, NotEqual = OpenGl.GL_NOTEQUAL, GreaterThanOrEqual = OpenGl.GL_GEQUAL, Always = OpenGl.GL_ALWAYS, } /// /// The stencil operation. /// public enum StencilOperation : uint { Keep = OpenGl.GL_KEEP, Replace = OpenGl.GL_REPLACE, Increase = OpenGl.GL_INCR, Decrease = OpenGl.GL_DECR, Zero = OpenGl.GL_ZERO, //IncreaseWrap = OpenGl.GL_INCR_WRAP, //DecreaseWrap = OpenGl.GL_DECR_WRAP, Invert = OpenGl.GL_INVERT } /// /// GetTextureParameter /// public enum TextureParameter : uint { TextureWidth = OpenGl.GL_TEXTURE_WIDTH, TextureHeight = OpenGl.GL_TEXTURE_HEIGHT, TextureInternalFormat = OpenGl.GL_TEXTURE_INTERNAL_FORMAT, TextureBorderColor = OpenGl.GL_TEXTURE_BORDER_COLOR, TextureBorder = OpenGl.GL_TEXTURE_BORDER } /// /// Texture target. /// public enum TextureTarget : uint { Texture1D = OpenGl.GL_TEXTURE_1D, Texture2D = OpenGl.GL_TEXTURE_2D, //Texture3D = OpenGl.GL_TEXTURE_3D } /// /// The GLYPHMETRICSFLOAT structure contains information about the placement and orientation of a glyph in a character cell. /// public struct GLYPHMETRICSFLOAT { /// /// Specifies the width of the smallest rectangle (the glyph's black box) that completely encloses the glyph.. /// public float gmfBlackBoxX; /// /// Specifies the height of the smallest rectangle (the glyph's black box) that completely encloses the glyph. /// public float gmfBlackBoxY; /// /// Specifies the x and y coordinates of the upper-left corner of the smallest rectangle that completely encloses the glyph. /// public POINTFLOAT gmfptGlyphOrigin; /// /// Specifies the horizontal distance from the origin of the current character cell to the origin of the next character cell. /// public float gmfCellIncX; /// /// Specifies the vertical distance from the origin of the current character cell to the origin of the next character cell. /// public float gmfCellIncY; } /// /// Point structure used in Win32 interop. /// public struct POINTFLOAT { /// /// The x coord value. /// public float x; /// /// The y coord value. /// public float y; } }