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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "LuaConstGL.h"
#include "LuaInclude.h"
#include "LuaUtils.h"
#include "Rendering/GL/myGL.h"
/******************************************************************************/
/******************************************************************************/
bool LuaConstGL::PushEntries(lua_State* L)
{
#define PUSH_GL(cmd) LuaPushNamedNumber(L, #cmd, GL_ ## cmd)
// Drawing Primitives
PUSH_GL(POINTS);
PUSH_GL(LINES);
PUSH_GL(LINE_LOOP);
PUSH_GL(LINE_STRIP);
PUSH_GL(TRIANGLES);
PUSH_GL(TRIANGLE_STRIP);
PUSH_GL(TRIANGLE_FAN);
PUSH_GL(QUADS);
PUSH_GL(QUAD_STRIP);
PUSH_GL(POLYGON);
// BlendingFactorDest
PUSH_GL(ZERO);
PUSH_GL(ONE);
PUSH_GL(SRC_COLOR);
PUSH_GL(ONE_MINUS_SRC_COLOR);
PUSH_GL(SRC_ALPHA);
PUSH_GL(ONE_MINUS_SRC_ALPHA);
PUSH_GL(DST_ALPHA);
PUSH_GL(ONE_MINUS_DST_ALPHA);
// BlendingFactorSrc
// GL_ZERO
// GL_ONE
PUSH_GL(DST_COLOR);
PUSH_GL(ONE_MINUS_DST_COLOR);
PUSH_GL(SRC_ALPHA_SATURATE);
// AlphaFunction and DepthFunction
PUSH_GL(NEVER);
PUSH_GL(LESS);
PUSH_GL(EQUAL);
PUSH_GL(LEQUAL);
PUSH_GL(GREATER);
PUSH_GL(NOTEQUAL);
PUSH_GL(GEQUAL);
PUSH_GL(ALWAYS);
// LogicOp
PUSH_GL(CLEAR);
PUSH_GL(AND);
PUSH_GL(AND_REVERSE);
PUSH_GL(COPY);
PUSH_GL(AND_INVERTED);
PUSH_GL(NOOP);
PUSH_GL(XOR);
PUSH_GL(OR);
PUSH_GL(NOR);
PUSH_GL(EQUIV);
PUSH_GL(INVERT);
PUSH_GL(OR_REVERSE);
PUSH_GL(COPY_INVERTED);
PUSH_GL(OR_INVERTED);
PUSH_GL(NAND);
PUSH_GL(SET);
// Culling
PUSH_GL(BACK);
PUSH_GL(FRONT);
PUSH_GL(FRONT_AND_BACK);
// PolygonMode
PUSH_GL(POINT);
PUSH_GL(LINE);
PUSH_GL(FILL);
// Clear Bits
PUSH_GL(DEPTH_BUFFER_BIT);
PUSH_GL(ACCUM_BUFFER_BIT);
PUSH_GL(STENCIL_BUFFER_BIT);
PUSH_GL(COLOR_BUFFER_BIT);
// ShadeModel
PUSH_GL(FLAT);
PUSH_GL(SMOOTH);
// MatrixMode
PUSH_GL(MODELVIEW);
PUSH_GL(PROJECTION);
PUSH_GL(TEXTURE);
// Texture Filtering
PUSH_GL(NEAREST);
PUSH_GL(LINEAR);
PUSH_GL(NEAREST_MIPMAP_NEAREST);
PUSH_GL(LINEAR_MIPMAP_NEAREST);
PUSH_GL(NEAREST_MIPMAP_LINEAR);
PUSH_GL(LINEAR_MIPMAP_LINEAR);
// Texture Clamping
PUSH_GL(REPEAT);
PUSH_GL(MIRRORED_REPEAT);
PUSH_GL(CLAMP);
PUSH_GL(CLAMP_TO_EDGE);
PUSH_GL(CLAMP_TO_BORDER);
// Texture Environment
PUSH_GL(TEXTURE_ENV);
PUSH_GL(TEXTURE_ENV_MODE);
PUSH_GL(TEXTURE_ENV_COLOR);
PUSH_GL(MODULATE);
PUSH_GL(DECAL);
PUSH_GL(BLEND);
PUSH_GL(REPLACE);
PUSH_GL(TEXTURE_FILTER_CONTROL);
PUSH_GL(TEXTURE_LOD_BIAS);
// Texture Generation
PUSH_GL(TEXTURE_GEN_MODE);
PUSH_GL(EYE_PLANE);
PUSH_GL(OBJECT_PLANE);
PUSH_GL(EYE_LINEAR);
PUSH_GL(OBJECT_LINEAR);
PUSH_GL(SPHERE_MAP);
PUSH_GL(NORMAL_MAP);
PUSH_GL(REFLECTION_MAP);
PUSH_GL(S);
PUSH_GL(T);
PUSH_GL(R);
PUSH_GL(Q);
// glPushAttrib() bits
PUSH_GL(CURRENT_BIT);
PUSH_GL(POINT_BIT);
PUSH_GL(LINE_BIT);
PUSH_GL(POLYGON_BIT);
PUSH_GL(POLYGON_STIPPLE_BIT);
PUSH_GL(PIXEL_MODE_BIT);
PUSH_GL(LIGHTING_BIT);
PUSH_GL(FOG_BIT);
PUSH_GL(DEPTH_BUFFER_BIT);
PUSH_GL(ACCUM_BUFFER_BIT);
PUSH_GL(STENCIL_BUFFER_BIT);
PUSH_GL(VIEWPORT_BIT);
PUSH_GL(TRANSFORM_BIT);
PUSH_GL(ENABLE_BIT);
PUSH_GL(COLOR_BUFFER_BIT);
PUSH_GL(HINT_BIT);
PUSH_GL(EVAL_BIT);
PUSH_GL(LIST_BIT);
PUSH_GL(TEXTURE_BIT);
PUSH_GL(SCISSOR_BIT);
//PUSH_GL(ALL_ATTRIB_BITS); // floating point clip
LuaPushNamedNumber(L, "ALL_ATTRIB_BITS", -1.0f);
// glHint() targets
PUSH_GL(FOG_HINT);
PUSH_GL(PERSPECTIVE_CORRECTION_HINT);
// glHint() modes
PUSH_GL(DONT_CARE);
PUSH_GL(FASTEST);
PUSH_GL(NICEST);
// Light Specification
PUSH_GL(AMBIENT);
PUSH_GL(DIFFUSE);
PUSH_GL(SPECULAR);
PUSH_GL(POSITION);
PUSH_GL(SPOT_DIRECTION);
PUSH_GL(SPOT_EXPONENT);
PUSH_GL(SPOT_CUTOFF);
PUSH_GL(CONSTANT_ATTENUATION);
PUSH_GL(LINEAR_ATTENUATION);
PUSH_GL(QUADRATIC_ATTENUATION);
return true;
}
/******************************************************************************/
/******************************************************************************/
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