Torque3D/Engine/source/gfx/gl/gfxGLEnumTranslate.cpp
2012-09-19 11:15:01 -04:00

212 lines
9.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gfx/gl/gfxGLEnumTranslate.h"
GLenum GFXGLPrimType[GFXPT_COUNT];
GLenum GFXGLBlend[GFXBlend_COUNT];
GLenum GFXGLBlendOp[GFXBlendOp_COUNT];
GLenum GFXGLSamplerState[GFXSAMP_COUNT];
GLenum GFXGLTextureFilter[GFXTextureFilter_COUNT];
GLenum GFXGLTextureAddress[GFXAddress_COUNT];
GLenum GFXGLCmpFunc[GFXCmp_COUNT];
GLenum GFXGLStencilOp[GFXStencilOp_COUNT];
GLenum GFXGLTextureInternalFormat[GFXFormat_COUNT];
GLenum GFXGLTextureFormat[GFXFormat_COUNT];
GLenum GFXGLTextureType[GFXFormat_COUNT];
GLenum GFXGLBufferType[GFXBufferType_COUNT];
GLenum GFXGLCullMode[GFXCull_COUNT];
GLenum GFXGLFillMode[GFXFill_COUNT];
void GFXGLEnumTranslate::init()
{
// Buffer types
GFXGLBufferType[GFXBufferTypeStatic] = GL_STATIC_DRAW;
GFXGLBufferType[GFXBufferTypeDynamic] = GL_DYNAMIC_DRAW;
GFXGLBufferType[GFXBufferTypeVolatile] = GL_STREAM_DRAW;
// Primitives
GFXGLPrimType[GFXPointList] = GL_POINTS;
GFXGLPrimType[GFXLineList] = GL_LINES;
GFXGLPrimType[GFXLineStrip] = GL_LINE_STRIP;
GFXGLPrimType[GFXTriangleList] = GL_TRIANGLES;
GFXGLPrimType[GFXTriangleStrip] = GL_TRIANGLE_STRIP;
GFXGLPrimType[GFXTriangleFan] = GL_TRIANGLE_FAN;
// Blend
GFXGLBlend[GFXBlendZero] = GL_ZERO;
GFXGLBlend[GFXBlendOne] = GL_ONE;
GFXGLBlend[GFXBlendSrcColor] = GL_SRC_COLOR;
GFXGLBlend[GFXBlendInvSrcColor] = GL_ONE_MINUS_SRC_COLOR;
GFXGLBlend[GFXBlendSrcAlpha] = GL_SRC_ALPHA;
GFXGLBlend[GFXBlendInvSrcAlpha] = GL_ONE_MINUS_SRC_ALPHA;
GFXGLBlend[GFXBlendDestAlpha] = GL_DST_ALPHA;
GFXGLBlend[GFXBlendInvDestAlpha] = GL_ONE_MINUS_DST_ALPHA;
GFXGLBlend[GFXBlendDestColor] = GL_DST_COLOR;
GFXGLBlend[GFXBlendInvDestColor] = GL_ONE_MINUS_DST_COLOR;
GFXGLBlend[GFXBlendSrcAlphaSat] = GL_SRC_ALPHA_SATURATE;
// Blend op
GFXGLBlendOp[GFXBlendOpAdd] = GL_FUNC_ADD;
GFXGLBlendOp[GFXBlendOpSubtract] = GL_FUNC_SUBTRACT;
GFXGLBlendOp[GFXBlendOpRevSubtract] = GL_FUNC_REVERSE_SUBTRACT;
GFXGLBlendOp[GFXBlendOpMin] = GL_MIN;
GFXGLBlendOp[GFXBlendOpMax] = GL_MAX;
// Sampler
GFXGLSamplerState[GFXSAMPMagFilter] = GL_TEXTURE_MAG_FILTER;
GFXGLSamplerState[GFXSAMPMinFilter] = GL_TEXTURE_MIN_FILTER;
GFXGLSamplerState[GFXSAMPAddressU] = GL_TEXTURE_WRAP_S;
GFXGLSamplerState[GFXSAMPAddressV] = GL_TEXTURE_WRAP_T;
GFXGLSamplerState[GFXSAMPAddressW] = GL_TEXTURE_WRAP_R;
GFXGLSamplerState[GFXSAMPMipMapLODBias] = GL_TEXTURE_LOD_BIAS;
// Comparison
GFXGLCmpFunc[GFXCmpNever] = GL_NEVER;
GFXGLCmpFunc[GFXCmpLess] = GL_LESS;
GFXGLCmpFunc[GFXCmpEqual] = GL_EQUAL;
GFXGLCmpFunc[GFXCmpLessEqual] = GL_LEQUAL;
GFXGLCmpFunc[GFXCmpGreater] = GL_GREATER;
GFXGLCmpFunc[GFXCmpNotEqual] = GL_NOTEQUAL;
GFXGLCmpFunc[GFXCmpGreaterEqual] = GL_GEQUAL;
GFXGLCmpFunc[GFXCmpAlways] = GL_ALWAYS;
GFXGLTextureFilter[GFXTextureFilterNone] = GL_NEAREST;
GFXGLTextureFilter[GFXTextureFilterPoint] = GL_NEAREST;
GFXGLTextureFilter[GFXTextureFilterLinear] = GL_LINEAR;
GFXGLTextureFilter[GFXTextureFilterAnisotropic] = GL_LINEAR;
GFXGLTextureFilter[GFXTextureFilterPyramidalQuad] = GL_LINEAR;
GFXGLTextureFilter[GFXTextureFilterGaussianQuad] = GL_LINEAR;
GFXGLTextureAddress[GFXAddressWrap] = GL_REPEAT;
GFXGLTextureAddress[GFXAddressMirror] = GL_REPEAT;
GFXGLTextureAddress[GFXAddressClamp] = GL_CLAMP_TO_EDGE;
GFXGLTextureAddress[GFXAddressBorder] = GL_REPEAT;
GFXGLTextureAddress[GFXAddressMirrorOnce] = GL_REPEAT;
// Stencil ops
GFXGLStencilOp[GFXStencilOpKeep] = GL_KEEP;
GFXGLStencilOp[GFXStencilOpZero] = GL_ZERO;
GFXGLStencilOp[GFXStencilOpReplace] = GL_REPLACE;
GFXGLStencilOp[GFXStencilOpIncrSat] = GL_INCR;
GFXGLStencilOp[GFXStencilOpDecrSat] = GL_DECR;
GFXGLStencilOp[GFXStencilOpInvert] = GL_INVERT;
GFXGLStencilOp[GFXStencilOpIncr] = GL_INCR_WRAP;
GFXGLStencilOp[GFXStencilOpDecr] = GL_DECR_WRAP;
// Texture formats
GFXGLTextureInternalFormat[GFXFormatA8] = GL_ALPHA8;
GFXGLTextureInternalFormat[GFXFormatL8] = GL_LUMINANCE8;
GFXGLTextureInternalFormat[GFXFormatR5G6B5] = GL_RGB5_A1; // OpenGL has no R5G6B5 format.
GFXGLTextureInternalFormat[GFXFormatR5G5B5A1] = GL_RGB5_A1;
GFXGLTextureInternalFormat[GFXFormatR5G5B5X1] = GL_RGB5_A1;
GFXGLTextureInternalFormat[GFXFormatL16] = GL_LUMINANCE16;
GFXGLTextureInternalFormat[GFXFormatR16F] = GL_ZERO;
GFXGLTextureInternalFormat[GFXFormatD16] = GL_DEPTH_COMPONENT;
GFXGLTextureInternalFormat[GFXFormatR8G8B8] = GL_RGB8;
GFXGLTextureInternalFormat[GFXFormatR8G8B8A8] = GL_RGBA8;
GFXGLTextureInternalFormat[GFXFormatR8G8B8X8] = GL_RGBA8;
GFXGLTextureInternalFormat[GFXFormatR32F] = GL_ZERO;
GFXGLTextureInternalFormat[GFXFormatR16G16] = GL_RGBA16;
GFXGLTextureInternalFormat[GFXFormatR16G16F] = GL_ZERO;
GFXGLTextureInternalFormat[GFXFormatR10G10B10A2] = GL_ZERO;
GFXGLTextureInternalFormat[GFXFormatD32] = GL_DEPTH_COMPONENT32;
GFXGLTextureInternalFormat[GFXFormatD24X8] = GL_DEPTH_COMPONENT24;
GFXGLTextureInternalFormat[GFXFormatD24S8] = GL_DEPTH_COMPONENT24;
GFXGLTextureInternalFormat[GFXFormatR16G16B16A16] = GL_ZERO;
GFXGLTextureInternalFormat[GFXFormatR16G16B16A16F] = GL_ZERO;
GFXGLTextureInternalFormat[GFXFormatR32G32B32A32F] = GL_ZERO;
GFXGLTextureInternalFormat[GFXFormatDXT1] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
GFXGLTextureInternalFormat[GFXFormatDXT2] = GL_ZERO;
GFXGLTextureInternalFormat[GFXFormatDXT3] = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
GFXGLTextureInternalFormat[GFXFormatDXT4] = GL_ZERO;
GFXGLTextureInternalFormat[GFXFormatDXT5] = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
GFXGLTextureFormat[GFXFormatA8] = GL_ALPHA;
GFXGLTextureFormat[GFXFormatL8] = GL_LUMINANCE;
GFXGLTextureFormat[GFXFormatR5G6B5] = GL_RGBA;
GFXGLTextureFormat[GFXFormatR5G5B5A1] = GL_RGBA;
GFXGLTextureFormat[GFXFormatR5G5B5X1] = GL_RGBA;
GFXGLTextureFormat[GFXFormatL16] = GL_LUMINANCE;
GFXGLTextureFormat[GFXFormatR16F] = GL_ZERO;
GFXGLTextureFormat[GFXFormatD16] = GL_DEPTH_COMPONENT;
GFXGLTextureFormat[GFXFormatR8G8B8] = GL_RGB;
GFXGLTextureFormat[GFXFormatR8G8B8A8] = GL_BGRA;
GFXGLTextureFormat[GFXFormatR8G8B8X8] = GL_BGRA;
GFXGLTextureFormat[GFXFormatR32F] = GL_RGBA;
GFXGLTextureFormat[GFXFormatR16G16] = GL_RGBA;
GFXGLTextureFormat[GFXFormatR16G16F] = GL_ZERO;
GFXGLTextureFormat[GFXFormatR10G10B10A2] = GL_RGBA;
GFXGLTextureFormat[GFXFormatD32] = GL_DEPTH_COMPONENT;
GFXGLTextureFormat[GFXFormatD24X8] = GL_DEPTH_COMPONENT;
GFXGLTextureFormat[GFXFormatD24S8] = GL_DEPTH_COMPONENT;
GFXGLTextureFormat[GFXFormatR16G16B16A16] = GL_RGBA;
GFXGLTextureFormat[GFXFormatR16G16B16A16F] = GL_RGBA;
GFXGLTextureFormat[GFXFormatR32G32B32A32F] = GL_RGBA;
GFXGLTextureFormat[GFXFormatDXT1] = GL_RGBA;
GFXGLTextureFormat[GFXFormatDXT2] = GL_ZERO;
GFXGLTextureFormat[GFXFormatDXT3] = GL_RGBA;
GFXGLTextureFormat[GFXFormatDXT4] = GL_ZERO;
GFXGLTextureFormat[GFXFormatDXT5] = GL_RGBA;
GFXGLTextureType[GFXFormatA8] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatL8] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatR5G6B5] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatR5G5B5A1] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatR5G5B5X1] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatL16] = GL_UNSIGNED_SHORT;
GFXGLTextureType[GFXFormatR16F] = GL_ZERO;
GFXGLTextureType[GFXFormatD16] = GL_UNSIGNED_SHORT;
GFXGLTextureType[GFXFormatR8G8B8] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatR8G8B8A8] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatR8G8B8X8] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatR32F] = GL_FLOAT;
GFXGLTextureType[GFXFormatR16G16] = GL_UNSIGNED_SHORT;
GFXGLTextureType[GFXFormatR16G16F] = GL_FLOAT;
GFXGLTextureType[GFXFormatR10G10B10A2] = GL_UNSIGNED_SHORT;
GFXGLTextureType[GFXFormatD32] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatD24X8] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatD24S8] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatR16G16B16A16] = GL_UNSIGNED_SHORT;
GFXGLTextureType[GFXFormatR16G16B16A16F] = GL_FLOAT;
GFXGLTextureType[GFXFormatR32G32B32A32F] = GL_FLOAT;
GFXGLTextureType[GFXFormatDXT1] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatDXT2] = GL_ZERO;
GFXGLTextureType[GFXFormatDXT3] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatDXT4] = GL_ZERO;
GFXGLTextureType[GFXFormatDXT5] = GL_UNSIGNED_BYTE;
// Cull
GFXGLCullMode[GFXCullNone] = GL_BACK;
GFXGLCullMode[GFXCullCW] = GL_BACK;
GFXGLCullMode[GFXCullCCW] = GL_FRONT;
// Fill
GFXGLFillMode[GFXFillPoint] = GL_POINT;
GFXGLFillMode[GFXFillWireframe] = GL_LINE;
GFXGLFillMode[GFXFillSolid] = GL_FILL;
}