Nameless Engine
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PipelineType.hpp
1#pragma once
2
3// Standard.
4#include <cstdint>
5
6namespace ne {
8 enum class GraphicsPipelineType : std::uint8_t {
9 PT_OPAQUE = 0, //< OPAQUE is a Windows macro, thus adding a prefix
10 PT_TRANSPARENT, //< TRANSPARENT is a Windows macro, thus adding a prefix
11 PT_DEPTH_ONLY, //< vertex shader only
12 PT_SHADOW_MAPPING_DIRECTIONAL_SPOT, //< vertex shader only with depth bias
13 PT_SHADOW_MAPPING_POINT, //< vertex shader with depth bias and special fragment shader
14
15 // !!! new Pipeline types go here !!!
16
17 SIZE
18 };
19
20}