Copperfield Engine 0.1
C++ Game Engine
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globals.hpp
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1#pragma once
2
5
6enum class Format { T_Invalid, T_1D, T_2D, T_3D, T_CUBEMAP };
7
8enum class ColorFormat {
9 F_None,
10 F_R,
11 F_RG,
12 F_RGB,
13 F_BGR,
14 F_BGRA,
15 F_RGBA,
16 F_DEPTH,
17 F_DEPTH32,
18};
19
20enum class Wrap {
21 W_REPEAT,
22 W_MIRRORED_REPEAT,
23 W_CLAMP_TO_EDGE,
24};
25
26enum class Filter {
27 // valid for minification & magnification
28 F_NEAREST,
29 F_LINEAR,
30
31 // valid ONLY for minification:
32 // Chooses the mipmap that most closely matches the size of the pixel being
33 // textured
34 // and uses the GL_NEAREST criterion (the texture element closest to the
35 // specified texture
36 // coordinates) to produce a texture value.
37 F_NEAREST_MIPMAP_NEAREST,
38
39 // valid ONLY for minification:
40 // Chooses the mipmap that most closely matches the size of the pixel being
41 // textured
42 // and uses the GL_LINEAR criterion (a weighted average of the four texture
43 // elements
44 // that are closest to the specified texture coordinates) to produce a texture
45 // value.
46 F_LINEAR_MIPMAP_NEAREST,
47
48 // valid ONLY for minification:
49 // Chooses the two mipmaps that most closely match the size of the pixel being
50 // textured
51 // and uses the GL_NEAREST criterion (the texture element closest to the
52 // specified texture
53 // coordinates ) to produce a texture value from each mipmap. The final
54 // texture value is a
55 // weighted average of those
56 F_NEAREST_MIPMAP_LINEAR,
57
58 // valid ONLY for minification:
59 // Chooses the two mipmaps that most closely match the size of the pixel being
60 // textured
61 // and uses the GL_LINEAR criterion (a weighted average of the texture
62 // elements that are
63 // closest to the specified texture coordinates) to produce a texture value
64 // from each mipmap.
65 // The final texture value is a weighted average of those two values.
66 F_LINEAR_MIPMAP_LINEAR,
67};
68
69enum class DataType {
70 T_NONE = 0x0,
71 T_FLOAT_1,
72 T_FLOAT_2,
73 T_FLOAT_3,
74 T_FLOAT_4,
75
76 T_DOUBLE_1,
77 T_DOUBLE_2,
78 T_DOUBLE_3,
79 T_DOUBLE_4,
80
81 T_INT_1,
82 T_INT_2,
83 T_INT_3,
84 T_INT_4,
85
86 T_UINT_1,
87 T_UINT_2,
88 T_UINT_3,
89 T_UINT_4,
90
91 T_BYTE_1,
92 T_BYTE_2,
93 T_BYTE_3,
94 T_BYTE_4,
95
96 T_UBYTE_1,
97 T_UBYTE_2,
98 T_UBYTE_3,
99 T_UBYTE_4,
100
101 T_SHORT_1,
102 T_SHORT_2,
103 T_SHORT_3,
104 T_SHORT_4,
105
106 T_USHORT_1,
107 T_USHORT_2,
108 T_USHORT_3,
109 T_USHORT_4,
110
111 T_MAT_4x4,
112 T_MAT_3x3,
113 T_MAT_2x2,
114
115 T_SAMPLER_1D,
116 T_SAMPLER_2D,
117 T_SAMPLER_3D,
118
119 T_FLOAT = T_FLOAT_1,
120 T_DOUBLE = T_DOUBLE_1,
121 T_INT = T_INT_1,
122 T_UINT = T_UINT_1,
123 T_BYTE = T_BYTE_1,
124 T_UBYTE = T_UBYTE_1,
125 T_SHORT = T_SHORT_1,
126 T_USHORT = T_USHORT_1,
127};
128
129
130enum ShaderPrograms : unsigned{
131 kProgramUnlit = 0,
132 kProgramScreenQuad,
133 kProgramSpotLight,
134 kProgramLightDepth,
135 kProgramDirectional,
136 kProgramPointLight,
137 kProgramPointDepth
138};
139
141enum class BasicMesh {
142 kQuad,
143 kCapsule,
144 KSphere,
145 kCube,
146 kInvertedCube,
147 kTriangle
148};
BasicMesh
meshed loaded by default by the engine
Definition: globals.hpp:141