NLS Engine  v0.1
The Next Logical Step in game engine design.
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GlobalPropertyNames.h
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00001 
00011 #pragma once
00012 
00013 #include <string>
00014 
00015 #include "Types.h"
00016 
00017 namespace GraphicsCore {
00018   /* * * * * * * * * * * * * * * * * * * * * */
00019   // Gloabal Properties
00020   /* * * * * * * * * * * * * * * * * * * * * */
00021   const std::string  GP_WINDOW_WIDTH("screenheight");
00022   const unsigned int GP_WINDOW_WIDTH_DEF = 1024;
00023   const std::string  GP_WINDOW_HEIGHT("screenwidth");
00024   const unsigned int GP_WINDOW_HEIGHT_DEF = 768;
00025   const std::string  GP_CLIENT_WIDTH("ClientWidth");
00026   const unsigned int GP_CLIENT_WIDTH_DEF = GP_WINDOW_WIDTH_DEF;
00027   const std::string  GP_CLIENT_HEIGHT("ClientHeight");
00028   const unsigned int GP_CLIENT_HEIGHT_DEF = GP_WINDOW_HEIGHT_DEF;
00029   const std::string  GP_CLIENT_ASPECT("ClientAspect");
00030   const float        GP_CLIENT_ASPECT_DEF = (float) GP_CLIENT_WIDTH_DEF / (float) GP_CLIENT_HEIGHT_DEF;
00031   const std::string  GP_CLIENT_ASPECT_INV("ClientAspectInv");
00032   const float        GP_CLIENT_ASPECT_INV_DEF = 1.0f / GP_CLIENT_ASPECT_DEF;
00033   
00034   const std::string  GP_GRAPHICS_PAUSE("GraphicsPause");
00035   const bool         GP_GRAPHICS_PAUSE_DEF = false;
00036   
00037   const std::string  GP_CLEAR_COLOR("ClearColor");
00038   const Color        GP_CLEAR_COLOR_DEF = Color(0.0, 0.0, 0.0, 1.0);;
00039   
00040   const std::string  GP_ANISOTROPIC_FILTERING("AnisotropicFiltering");
00041   const unsigned int GP_ANISOTROPIC_FILTERING_DEF = 0;
00042   
00043   const std::string  GP_FOG_ENABLED("FogEnabled");
00044   const bool         GP_FOG_ENABLED_DEF = false;
00045   const std::string  GP_FOG_COLOR("FogColor");
00046   const Color        GP_FOG_COLOR_DEF = Color(1.0, 1.0, 1.0, 1.0);
00047   const std::string  GP_FOG_MODE("FogMode");
00048   const unsigned int GP_FOG_MODE_DEF = 3; //  D3DFOG_NONE = 0, D3DFOG_EXP = 1, D3DFOG_EXP2 = 2, D3DFOG_LINEAR = 3
00049   const std::string  GP_FOG_RANGE_NEAR("FogRangeNear"); // Used in linear mode
00050   const float        GP_FOG_RANGE_NEAR_DEF = 0.5f;
00051   const std::string  GP_FOG_RANGE_FAR("FogRangeFar"); // Used in linear mode
00052   const float        GP_FOG_RANGE_FAR_DEF = 0.8f;
00053   const std::string  GP_FOG_RANGE_DENSITY("FogDensity"); // Used in either of the exponential modes
00054   const float        GP_FOG_RANGE_DENSITY_DEF = 0.66f;
00055 
00056   const std::string GP_HWND("hwnd");
00057 
00058 }