Created
May 1, 2018 17:04
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GLenum GLSL type to std::string
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| std::string glTypeToString(GLenum type) | |
| { | |
| switch (type) | |
| { | |
| case GL_FLOAT: return "GL_FLOAT"; | |
| case GL_FLOAT_VEC2: return "GL_FLOAT_VEC2"; | |
| case GL_FLOAT_VEC3: return "GL_FLOAT_VEC3"; | |
| case GL_FLOAT_VEC4: return "GL_FLOAT_VEC4"; | |
| case GL_FLOAT_MAT2: return "GL_FLOAT_MAT2"; | |
| case GL_FLOAT_MAT3: return "GL_FLOAT_MAT3"; | |
| case GL_FLOAT_MAT4: return "GL_FLOAT_MAT4"; | |
| case GL_FLOAT_MAT2x3: return "GL_FLOAT_MAT2x3"; | |
| case GL_FLOAT_MAT2x4: return "GL_FLOAT_MAT2x4"; | |
| case GL_FLOAT_MAT3x2: return "GL_FLOAT_MAT3x2"; | |
| case GL_FLOAT_MAT3x4: return "GL_FLOAT_MAT3x4"; | |
| case GL_FLOAT_MAT4x2: return "GL_FLOAT_MAT4x2"; | |
| case GL_FLOAT_MAT4x3: return "GL_FLOAT_MAT4x3"; | |
| case GL_INT: return "GL_INT"; | |
| case GL_INT_VEC2: return "GL_INT_VEC2"; | |
| case GL_INT_VEC3: return "GL_INT_VEC3"; | |
| case GL_INT_VEC4: return "GL_INT_VEC4"; | |
| case GL_UNSIGNED_INT: return "GL_UNSIGNED_INT"; | |
| case GL_UNSIGNED_INT_VEC2: return "GL_UNSIGNED_INT_VEC2"; | |
| case GL_UNSIGNED_INT_VEC3: return "GL_UNSIGNED_INT_VEC3"; | |
| case GL_UNSIGNED_INT_VEC4: return "GL_UNSIGNED_INT_VEC4"; | |
| case GL_DOUBLE: return "GL_DOUBLE"; | |
| case GL_DOUBLE_VEC2: return "GL_DOUBLE_VEC2"; | |
| case GL_DOUBLE_VEC3: return "GL_DOUBLE_VEC3"; | |
| case GL_DOUBLE_VEC4: return "GL_DOUBLE_VEC4"; | |
| case GL_DOUBLE_MAT2: return "GL_DOUBLE_MAT2"; | |
| case GL_DOUBLE_MAT3: return "GL_DOUBLE_MAT3"; | |
| case GL_DOUBLE_MAT4: return "GL_DOUBLE_MAT4"; | |
| case GL_DOUBLE_MAT2x3: return "GL_DOUBLE_MAT2x3"; | |
| case GL_DOUBLE_MAT2x4: return "GL_DOUBLE_MAT2x4"; | |
| case GL_DOUBLE_MAT3x2: return "GL_DOUBLE_MAT3x2"; | |
| case GL_DOUBLE_MAT3x4: return "GL_DOUBLE_MAT3x4"; | |
| case GL_DOUBLE_MAT4x2: return "GL_DOUBLE_MAT4x2"; | |
| case GL_DOUBLE_MAT4x3: return "GL_DOUBLE_MAT4x3"; | |
| default: return "Not a GLSL shader type"; | |
| } | |
| } |
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