Magnum namespace
Contents
- Reference
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&