Magnum namespace

Namespaces

namespace Trade

Enums

enum class InputFileCallbackPolicy { LoadTemporary, LoadPermanent, LoadPernament, Close }
enum class MeshPrimitive { Points, Lines, LineLoop, LineStrip, Triangles, TriangleStrip, TriangleFan }
enum class MeshIndexType { UnsignedByte, UnsignedShort, UnsignedInt }
enum class PixelFormat { R8Unorm, RG8Unorm, RGB8Unorm, RGBA8Unorm, R8Snorm, RG8Snorm, RGB8Snorm, RGBA8Snorm, R8UI, RG8UI, RGB8UI, RGBA8UI, R8I, RG8I, RGB8I, RGBA8I, R16Unorm, RG16Unorm, RGB16Unorm, RGBA16Unorm, R16Snorm, RG16Snorm, RGB16Snorm, RGBA16Snorm, R16UI, RG16UI, RGB16UI, RGBA16UI, R16I, RG16I, RGB16I, RGBA16I, R32UI, RG32UI, RGB32UI, RGBA32UI, R32I, RG32I, RGB32I, RGBA32I, R16F, RG16F, RGB16F, RGBA16F, R32F, RG32F, RGB32F, RGBA32F }
enum class CompressedPixelFormat { Bc1RGBUnorm, Bc1RGBAUnorm, Bc2RGBAUnorm, Bc3RGBAUnorm }
enum class ResourceState { NotLoaded, NotLoadedFallback, Loading, LoadingFallback, NotFound, NotFoundFallback, Mutable, Final }
enum class ResourceDataState { Loading, NotFound, Mutable, Final }
enum class ResourcePolicy { Resident, Manual, ReferenceCounted }
enum class SamplerFilter { Nearest, Linear }
enum class SamplerMipmap { Base, Nearest, Linear }
enum class SamplerWrapping { Repeat, MirroredRepeat, ClampToEdge, ClampToBorder, MirrorClampToEdge }

Typedefs

using VectorTypeFor = typename DimensionTraits<dimensions, T>::VectorType
using RangeTypeFor = typename DimensionTraits<dimensions, T>::RangeType
using MatrixTypeFor = typename DimensionTraits<dimensions, T>::MatrixType
using Image1D = Image<1>
using Image2D = Image<2>
using Image3D = Image<3>
using CompressedImage1D = CompressedImage<1>
using CompressedImage2D = CompressedImage<2>
using CompressedImage3D = CompressedImage<3>
using BasicImageView = ImageView<dimensions, const char>
using ImageView1D = BasicImageView<1>
using ImageView2D = BasicImageView<2>
using ImageView3D = BasicImageView<3>
using BasicMutableImageView = ImageView<dimensions, char>
using MutableImageView1D = BasicMutableImageView<1>
using MutableImageView2D = BasicMutableImageView<2>
using MutableImageView3D = BasicMutableImageView<3>
using BasicCompressedImageView = CompressedImageView<dimensions, const char>
using CompressedImageView1D = BasicCompressedImageView<1>
using CompressedImageView2D = BasicCompressedImageView<2>
using CompressedImageView3D = BasicCompressedImageView<3>
using BasicMutableCompressedImageView = CompressedImageView<dimensions, char>
using MutableCompressedImageView1D = BasicMutableCompressedImageView<1>
using MutableCompressedImageView2D = BasicMutableCompressedImageView<2>
using MutableCompressedImageView3D = BasicMutableCompressedImageView<3>
using UnsignedByte = std::uint8_t
using Byte = std::int8_t
using UnsignedShort = std::uint16_t
using Short = std::int16_t
using UnsignedInt = std::uint32_t
using Int = std::int32_t
using UnsignedLong = std::uint64_t
using Long = std::int64_t
using Float = float
using Half = Math::Half
using BoolVector2 = Math::BoolVector<2>
using BoolVector3 = Math::BoolVector<3>
using BoolVector4 = Math::BoolVector<4>
using Vector2 = Math::Vector2<Float>
using Vector3 = Math::Vector3<Float>
using Vector4 = Math::Vector4<Float>
using Vector2ui = Math::Vector2<UnsignedInt>
using Vector3ui = Math::Vector3<UnsignedInt>
using Vector4ui = Math::Vector4<UnsignedInt>
using Vector2i = Math::Vector2<Int>
using Vector3i = Math::Vector3<Int>
using Vector4i = Math::Vector4<Int>
using Color3 = Math::Color3<Float>
using Color4 = Math::Color4<Float>
using ColorHsv = Math::ColorHsv<Float>
using Color3ub = Math::Color3<UnsignedByte>
using Color4ub = Math::Color4<UnsignedByte>
using Matrix3 = Math::Matrix3<Float>
using Matrix4 = Math::Matrix4<Float>
using Matrix2x2 = Math::Matrix2x2<Float>
using Matrix3x3 = Math::Matrix3x3<Float>
using Matrix4x4 = Math::Matrix4x4<Float>
using Matrix2x3 = Math::Matrix2x3<Float>
using Matrix3x2 = Math::Matrix3x2<Float>
using Matrix2x4 = Math::Matrix2x4<Float>
using Matrix4x2 = Math::Matrix4x2<Float>
using Matrix3x4 = Math::Matrix3x4<Float>
using Matrix4x3 = Math::Matrix4x3<Float>
using QuadraticBezier2D = Math::QuadraticBezier2D<Float>
using QuadraticBezier3D = Math::QuadraticBezier3D<Float>
using CubicBezier2D = Math::CubicBezier2D<Float>
using CubicBezier3D = Math::CubicBezier3D<Float>
using CubicHermite1D = Math::CubicHermite1D<Float>
using CubicHermite2D = Math::CubicHermite2D<Float>
using CubicHermite3D = Math::CubicHermite3D<Float>
using CubicHermiteComplex = Math::CubicHermiteComplex<Float>
using CubicHermiteQuaternion = Math::CubicHermiteQuaternion<Float>
using Complex = Math::Complex<Float>
using DualComplex = Math::DualComplex<Float>
using Quaternion = Math::Quaternion<Float>
using DualQuaternion = Math::DualQuaternion<Float>
using Constants = Math::Constants<Float>
using Deg = Math::Deg<Float>
using Rad = Math::Rad<Float>
using Range1D = Math::Range1D<Float>
using Range2D = Math::Range2D<Float>
using Range3D = Math::Range3D<Float>
using Range1Di = Math::Range1D<Int>
using Range2Di = Math::Range2D<Int>
using Range3Di = Math::Range3D<Int>
using Frustum = Math::Frustum<Float>
using Double = double
using Vector2d = Math::Vector2<Double>
using Vector3d = Math::Vector3<Double>
using Vector4d = Math::Vector4<Double>
using Matrix3d = Math::Matrix3<Double>
using Matrix4d = Math::Matrix4<Double>
using Matrix2x2d = Math::Matrix2x2<Double>
using Matrix3x3d = Math::Matrix3x3<Double>
using Matrix4x4d = Math::Matrix4x4<Double>
using Matrix2x3d = Math::Matrix2x3<Double>
using Matrix3x2d = Math::Matrix3x2<Double>
using Matrix2x4d = Math::Matrix2x4<Double>
using Matrix4x2d = Math::Matrix4x2<Double>
using Matrix3x4d = Math::Matrix3x4<Double>
using Matrix4x3d = Math::Matrix4x3<Double>
using QuadraticBezier2Dd = Math::QuadraticBezier2D<Float>
using QuadraticBezier3Dd = Math::QuadraticBezier3D<Float>
using CubicBezier2Dd = Math::CubicBezier2D<Float>
using CubicBezier3Dd = Math::CubicBezier3D<Float>
using CubicHermite1Dd = Math::CubicHermite1D<Double>
using CubicHermite2Dd = Math::CubicHermite2D<Double>
using CubicHermite3Dd = Math::CubicHermite3D<Double>
using CubicHermiteComplexd = Math::CubicHermiteComplex<Double>
using CubicHermiteQuaterniond = Math::CubicHermiteQuaternion<Double>
using Complexd = Math::Complex<Double>
using DualComplexd = Math::DualComplex<Double>
using Quaterniond = Math::Quaternion<Double>
using DualQuaterniond = Math::DualQuaternion<Double>
using Constantsd = Math::Constants<Double>
using Degd = Math::Deg<Double>
using Radd = Math::Rad<Double>
using Range1Dd = Math::Range1D<Double>
using Range2Dd = Math::Range2D<Double>
using Range3Dd = Math::Range3D<Double>
using Frustumd = Math::Frustum<Double>
using UnsignedByte = std::uint8_t
using Byte = std::int8_t
using UnsignedShort = std::uint16_t
using Short = std::int16_t
using UnsignedInt = std::uint32_t
using Int = std::int32_t
using UnsignedLong = std::uint64_t
using Long = std::int64_t
using Float = float
using Half = Math::Half
using BoolVector2 = Math::BoolVector<2>
using BoolVector3 = Math::BoolVector<3>
using BoolVector4 = Math::BoolVector<4>
using Vector2 = Math::Vector2<Float>
using Vector3 = Math::Vector3<Float>
using Vector4 = Math::Vector4<Float>
using Vector2ui = Math::Vector2<UnsignedInt>
using Vector3ui = Math::Vector3<UnsignedInt>
using Vector4ui = Math::Vector4<UnsignedInt>
using Vector2i = Math::Vector2<Int>
using Vector3i = Math::Vector3<Int>
using Vector4i = Math::Vector4<Int>
using Color3 = Math::Color3<Float>
using Color4 = Math::Color4<Float>
using ColorHsv = Math::ColorHsv<Float>
using Color3ub = Math::Color3<UnsignedByte>
using Color4ub = Math::Color4<UnsignedByte>
using Matrix3 = Math::Matrix3<Float>
using Matrix4 = Math::Matrix4<Float>
using Matrix2x2 = Math::Matrix2x2<Float>
using Matrix3x3 = Math::Matrix3x3<Float>
using Matrix4x4 = Math::Matrix4x4<Float>
using Matrix2x3 = Math::Matrix2x3<Float>
using Matrix3x2 = Math::Matrix3x2<Float>
using Matrix2x4 = Math::Matrix2x4<Float>
using Matrix4x2 = Math::Matrix4x2<Float>
using Matrix3x4 = Math::Matrix3x4<Float>
using Matrix4x3 = Math::Matrix4x3<Float>
using QuadraticBezier2D = Math::QuadraticBezier2D<Float>
using QuadraticBezier3D = Math::QuadraticBezier3D<Float>
using CubicBezier2D = Math::CubicBezier2D<Float>
using CubicBezier3D = Math::CubicBezier3D<Float>
using CubicHermite1D = Math::CubicHermite1D<Float>
using CubicHermite2D = Math::CubicHermite2D<Float>
using CubicHermite3D = Math::CubicHermite3D<Float>
using CubicHermiteComplex = Math::CubicHermiteComplex<Float>
using CubicHermiteQuaternion = Math::CubicHermiteQuaternion<Float>
using Complex = Math::Complex<Float>
using DualComplex = Math::DualComplex<Float>
using Quaternion = Math::Quaternion<Float>
using DualQuaternion = Math::DualQuaternion<Float>
using Constants = Math::Constants<Float>
using Deg = Math::Deg<Float>
using Rad = Math::Rad<Float>
using Range1D = Math::Range1D<Float>
using Range2D = Math::Range2D<Float>
using Range3D = Math::Range3D<Float>
using Range1Di = Math::Range1D<Int>
using Range2Di = Math::Range2D<Int>
using Range3Di = Math::Range3D<Int>
using Frustum = Math::Frustum<Float>
using Double = double
using Vector2d = Math::Vector2<Double>
using Vector3d = Math::Vector3<Double>
using Vector4d = Math::Vector4<Double>
using Matrix3d = Math::Matrix3<Double>
using Matrix4d = Math::Matrix4<Double>
using Matrix2x2d = Math::Matrix2x2<Double>
using Matrix3x3d = Math::Matrix3x3<Double>
using Matrix4x4d = Math::Matrix4x4<Double>
using Matrix2x3d = Math::Matrix2x3<Double>
using Matrix3x2d = Math::Matrix3x2<Double>
using Matrix2x4d = Math::Matrix2x4<Double>
using Matrix4x2d = Math::Matrix4x2<Double>
using Matrix3x4d = Math::Matrix3x4<Double>
using Matrix4x3d = Math::Matrix4x3<Double>
using QuadraticBezier2Dd = Math::QuadraticBezier2D<Float>
using QuadraticBezier3Dd = Math::QuadraticBezier3D<Float>
using CubicBezier2Dd = Math::CubicBezier2D<Float>
using CubicBezier3Dd = Math::CubicBezier3D<Float>
using CubicHermite1Dd = Math::CubicHermite1D<Double>
using CubicHermite2Dd = Math::CubicHermite2D<Double>
using CubicHermite3Dd = Math::CubicHermite3D<Double>
using CubicHermiteComplexd = Math::CubicHermiteComplex<Double>
using CubicHermiteQuaterniond = Math::CubicHermiteQuaternion<Double>
using Complexd = Math::Complex<Double>
using DualComplexd = Math::DualComplex<Double>
using Quaterniond = Math::Quaternion<Double>
using DualQuaterniond = Math::DualQuaternion<Double>
using Constantsd = Math::Constants<Double>
using Degd = Math::Deg<Double>
using Radd = Math::Rad<Double>
using Range1Dd = Math::Range1D<Double>
using Range2Dd = Math::Range2D<Double>
using Range3Dd = Math::Range3D<Double>
using Frustumd = Math::Frustum<Double>

Functions

auto operator<<(Debug& debug, const Array<dimensions, T>& value) -> Debug&
auto operator<<(Debug& debug, const Array1D<T>& value) -> Debug&
auto operator<<(Debug& debug, const Array2D<T>& value) -> Debug&
auto operator<<(Debug& debug, const Array3D<T>& value) -> Debug&
auto operator<<(Debug& debug, InputFileCallbackPolicy value) -> Debug&
auto meshIndexTypeSize(MeshIndexType type) -> UnsignedInt
auto operator<<(Debug& debug, MeshPrimitive value) -> Debug&
auto operator<<(Debug& debug, MeshIndexType value) -> Debug&
auto pixelSize(PixelFormat format) -> UnsignedInt
auto operator<<(Debug& debug, PixelFormat value) -> Debug&
auto isPixelFormatImplementationSpecific(PixelFormat format) -> bool constexpr
auto pixelFormatWrap(T implementationSpecific) -> PixelFormat constexpr
auto pixelFormatUnwrap(PixelFormat format) -> T constexpr
auto operator<<(Debug& debug, CompressedPixelFormat value) -> Debug&
auto isCompressedPixelFormatImplementationSpecific(CompressedPixelFormat format) -> bool constexpr
auto compressedPixelFormatWrap(T implementationSpecific) -> CompressedPixelFormat constexpr
auto compressedPixelFormatUnwrap(CompressedPixelFormat format) -> T constexpr
auto operator<<(Debug& debug, ResourceState value) -> Debug&
auto operator<<(Debug& debug, const ResourceKey& value) -> Debug&
auto operator<<(Debug& debug, SamplerFilter value) -> Debug&
auto operator<<(Debug& debug, SamplerMipmap value) -> Debug&
auto operator<<(Debug& debug, SamplerWrapping value) -> Debug&

Variables

NoCreateT NoCreate constexpr