galaxy 1.0.0
Real-Time C++23 Game Programming Framework. Built on data-driven design principles and agile software engineering.
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Enums.hpp
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1
7
8#ifndef GALAXY_GRAPHICS_GL_ENUMS_HPP_
9#define GALAXY_GRAPHICS_GL_ENUMS_HPP_
10
11#include <glad/glad.h>
12
13namespace galaxy
14{
15 namespace graphics
16 {
20 enum class DrawHint : GLenum
21 {
22 STATIC_DRAW = GL_STATIC_DRAW,
23 DYNAMIC_DRAW = GL_DYNAMIC_DRAW,
24 STREAM_DRAW = GL_STREAM_DRAW
25 };
26
30 enum class AttributeBinding : unsigned int
31 {
35 POSITION_POINT = 0u,
36
40 TEXEL_POINT = 1u,
41
45 OFFSET_POINT = 2u
46 };
47
51 enum class BufferBinding : unsigned int
52 {
57
62 };
63
66 //
67 enum class TextureMode : int
68 {
72 REPEAT = GL_REPEAT,
73
77 MIRRORED_REPEAT = GL_MIRRORED_REPEAT,
78
82 CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
83
87 CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER
88 };
89
93 enum class TextureFilter : short
94 {
98 NEAREST,
99
104 };
105 } // namespace graphics
106} // namespace galaxy
107
108#endif
DrawHint
OpenGL driver data buffer storage flags.
Definition Enums.hpp:21
AttributeBinding
Stores the location of shader attribute binding point for the VAO.
Definition Enums.hpp:31
@ OFFSET_POINT
Instance offset data.
TextureFilter
Mipmap filtering.
Definition Enums.hpp:94
@ NEAREST
Nearest-neighbour.
TextureMode
Texture wrapping modes.
Definition Enums.hpp:68
@ CLAMP_TO_EDGE
GL_CLAMP_TO_EDGE.
@ MIRRORED_REPEAT
GL_MIRRORED_REPEAT.
@ CLAMP_TO_BORDER
GL_CLAMP_TO_BORDER.
BufferBinding
Stores the location of a buffer's binding point for the VAO.
Definition Enums.hpp:52
@ INSTANCE_BUFFER_POINT
Instance offsets.
Animated.cpp galaxy.
Definition Animated.cpp:16