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Three.cs
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Three.cs
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using System;
namespace ThreeSharp
{
public class Three
{
//side
public const int FrontSide = 0;
public const int BackSide = 1;
public const int DoubleSide = 2;
// Wrapping modes
public const int ClampToEdgeWrapping = 1001;
//Filters
public const int LinearFilter = 1006;
public const int LinearMipMapLinearFilter = 1008;
// Data types
public const int UnsignedByteType = 1009;
// Pixel formats
public const int RGBAFormat = 1021;
// blending modes
public const int NoBlending = 0;
public const int NormalBlending = 1;
public const int AdditiveBlending = 2;
public const int SubtractiveBlending = 3;
public const int MultiplyBlending = 4;
public const int CustomBlending = 5;
// custom blending destination factors
public const int ZeroFactor = 200;
public const int OneFactor = 201;
public const int SrcColorFactor = 202;
public const int OneMinusSrcColorFactor = 203;
public const int SrcAlphaFactor = 204;
public const int OneMinusSrcAlphaFactor = 205;
public const int DstAlphaFactor = 206;
public const int OneMinusDstAlphaFactor = 207;
// custom blending equations
// (numbers start from 100 not to clash with other
// mappings to OpenGL constants defined in Texture.js)
public const int AddEquation = 100;
public const int SubtractEquation = 101;
public const int ReverseSubtractEquation = 102;
// TEXTURE CONSTANTS
public const int MultiplyOperation = 0;
public const int MixOperation = 1;
public const int AddOperation = 2;
// shading
public const int NoShading = 0;
public const int FlatShading = 1;
public const int SmoothShading = 2;
// colors
public const int NoColors = 0;
public const int FaceColors = 1;
public const int VertexColors = 2;
// GL STATE CONSTANTS
public const int CullFaceNone = 0;
public const int CullFaceBack = 1;
public const int CullFaceFront = 2;
public const int CullFaceFrontBack = 3;
// SHADOWING TYPES
public const int BasicShadowMap = 0;
public const int PCFShadowMap = 1;
public const int PCFSoftShadowMap = 2;
public Three ()
{
}
public class UVMapping
{
}
}
}