141 lines
3.7 KiB
C
Executable File
141 lines
3.7 KiB
C
Executable File
#include "debug.h"
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#define p(a) \
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case a: return #a
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const char* PrintEnum(GLenum what) {
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static char fallback[64];
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switch(what)
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{
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// target
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p(GL_TEXTURE_1D);
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p(GL_TEXTURE_2D);
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p(GL_TEXTURE_3D);
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p(GL_FRAMEBUFFER);
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p(GL_RENDERBUFFER);
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p(GL_PROXY_TEXTURE_1D);
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p(GL_PROXY_TEXTURE_2D);
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p(GL_PROXY_TEXTURE_3D);
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p(GL_READ_FRAMEBUFFER);
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p(GL_DRAW_FRAMEBUFFER);
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p(GL_TEXTURE_CUBE_MAP);
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p(GL_TEXTURE_CUBE_MAP_POSITIVE_X);
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p(GL_TEXTURE_CUBE_MAP_NEGATIVE_X);
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p(GL_TEXTURE_CUBE_MAP_POSITIVE_Y);
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p(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y);
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p(GL_TEXTURE_CUBE_MAP_POSITIVE_Z);
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p(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
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// format
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p(GL_RED);
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p(GL_R);
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p(GL_R3_G3_B2);
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p(GL_RGB);
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p(GL_BGR);
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p(GL_RGB8);
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p(GL_RGB5);
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p(GL_RGB16);
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p(GL_RGB16F);
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p(GL_RGB32F);
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p(GL_BGRA);
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p(GL_RGBA);
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p(GL_RGBA4);
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p(GL_RGB5_A1);
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p(GL_RGB10_A2);
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p(GL_RGBA8);
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p(GL_RGBA16);
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p(GL_RGBA16F);
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p(GL_RGBA32F);
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p(GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
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p(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
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p(GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
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p(GL_COMPRESSED_RGBA_S3TC_DXT5_EXT);
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p(GL_LUMINANCE8_ALPHA8);
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p(GL_LUMINANCE_ALPHA);
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p(GL_LUMINANCE4_ALPHA4);
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p(GL_LUMINANCE16_ALPHA16);
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p(GL_LUMINANCE);
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p(GL_ALPHA);
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p(GL_LUMINANCE8);
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p(GL_LUMINANCE16);
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p(GL_ALPHA8);
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p(GL_COMPRESSED_ALPHA);
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p(GL_COMPRESSED_LUMINANCE);
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p(GL_COMPRESSED_LUMINANCE_ALPHA);
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p(GL_COMPRESSED_RGB);
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p(GL_COMPRESSED_RGBA);
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// type
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p(GL_BYTE);
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p(GL_UNSIGNED_BYTE);
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p(GL_UNSIGNED_BYTE_2_3_3_REV);
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p(GL_UNSIGNED_BYTE_3_3_2);
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p(GL_UNSIGNED_INT);
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p(GL_UNSIGNED_SHORT);
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p(GL_UNSIGNED_SHORT_5_5_5_1);
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p(GL_UNSIGNED_SHORT_1_5_5_5_REV);
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p(GL_UNSIGNED_SHORT_4_4_4_4);
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p(GL_UNSIGNED_SHORT_4_4_4_4_REV);
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p(GL_UNSIGNED_SHORT_5_6_5);
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p(GL_UNSIGNED_SHORT_5_6_5_REV);
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p(GL_FLOAT);
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p(GL_DOUBLE);
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// texture infos
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p(GL_TEXTURE_WIDTH);
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p(GL_TEXTURE_HEIGHT);
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p(GL_TEXTURE_COMPRESSED);
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// texture pack/unpack
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p(GL_UNPACK_ALIGNMENT);
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// framebuffer
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p(GL_COLOR_ATTACHMENT0);
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p(GL_COLOR_ATTACHMENT1);
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p(GL_COLOR_ATTACHMENT2);
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p(GL_COLOR_ATTACHMENT3);
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p(GL_COLOR_ATTACHMENT4);
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p(GL_DEPTH_ATTACHMENT);
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p(GL_STENCIL_ATTACHMENT);
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// VBO
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p(GL_STATIC_DRAW);
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p(GL_READ_WRITE);
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p(GL_ARRAY_BUFFER);
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p(GL_ELEMENT_ARRAY_BUFFER);
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p(GL_PIXEL_PACK_BUFFER);
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p(GL_PIXEL_UNPACK_BUFFER);
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// Texture
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p(GL_TEXTURE0);
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p(GL_TEXTURE1);
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p(GL_TEXTURE2);
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p(GL_TEXTURE3);
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p(GL_TEXTURE4);
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p(GL_TEXTURE5);
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p(GL_TEXTURE6);
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p(GL_TEXTURE7);
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// mode
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p(GL_POINTS);
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p(GL_LINES);
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p(GL_LINE_LOOP);
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p(GL_LINE_STRIP);
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p(GL_TRIANGLES);
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p(GL_TRIANGLE_STRIP);
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p(GL_TRIANGLE_FAN);
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p(GL_QUADS);
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p(GL_QUAD_STRIP);
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p(GL_POLYGON);
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// texgen
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p(GL_S);
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p(GL_T);
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p(GL_Q);
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p(GL_TEXTURE_GEN_MODE);
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p(GL_OBJECT_LINEAR);
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p(GL_EYE_LINEAR);
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p(GL_SPHERE_MAP);
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p(GL_NORMAL_MAP);
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p(GL_REFLECTION_MAP);
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// matrix mode
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p(GL_PROJECTION);
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p(GL_MODELVIEW);
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p(GL_TEXTURE);
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default:
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sprintf(fallback, "0x%04X", what);
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}
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return fallback;
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}
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