mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
GBitmap Changes: Added all other formats to gbitmap that we support gbitmap now supports cubemaps added converters for all these other formats added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats GFXTextureManager Can now directly make cubemaps and texture arrays based on the GFXTextureProfile API implementations for all functions that cubemaps and arrays needed
217 lines
7.9 KiB
C++
217 lines
7.9 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gfx/gfxAPI.h"
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IMPLEMENT_SCOPE( GFXAPI, GFX,,
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"Graphics subystem." );
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IMPLEMENT_STRUCT( GFXVideoMode,
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GFXVideoMode, GFXAPI,
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"Descriptor for a specific video mode." )
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FIELD( resolution, resolution, 1, "Width and height of the mode's resolution in pixels." )
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FIELD( bitDepth, bitDepth, 1, "Bits per pixel." )
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FIELD( refreshRate, refreshRate, 1, "Frequency at which the screen is refreshed (in Hertz)." )
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FIELD( fullScreen, fullScreen, 1, "Whether this is a fullscreen or windowed mode." )
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FIELD( wideScreen, wideScreen, 1, "Whether this is a widescreen display mode." )
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FIELD( antialiasLevel, antialiasLevel, 1, "Maximum or desired antialiasing level." )
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END_IMPLEMENT_STRUCT;
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ImplementEnumType( GFXAdapterType,
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"Back-end graphics API used by the GFX subsystem.\n\n"
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"@ingroup GFX" )
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{ OpenGL, "OpenGL", "OpenGL." },
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{ Direct3D11, "D3D11", "Direct3D 11." },
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{ NullDevice, "NullDevice", "Null device for dedicated servers." }
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EndImplementEnumType;
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ImplementEnumType( GFXBlend,
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"The supported blend modes.\n"
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"@ingroup GFX" )
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{ GFXBlendZero, "GFXBlendZero", "(0, 0, 0, 0)" },
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{ GFXBlendOne, "GFXBlendOne", "(1, 1, 1, 1)" },
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{ GFXBlendSrcColor, "GFXBlendSrcColor", "(Rs, Gs, Bs, As)" },
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{ GFXBlendInvSrcColor, "GFXBlendInvSrcColor", "(1 - Rs, 1 - Gs, 1 - Bs, 1 - As)" },
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{ GFXBlendSrcAlpha, "GFXBlendSrcAlpha", "(As, As, As, As)" },
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{ GFXBlendInvSrcAlpha, "GFXBlendInvSrcAlpha", "( 1 - As, 1 - As, 1 - As, 1 - As)" },
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{ GFXBlendDestAlpha, "GFXBlendDestAlpha", "(Ad Ad Ad Ad)" },
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{ GFXBlendInvDestAlpha, "GFXBlendInvDestAlpha", "(1 - Ad 1 - Ad 1 - Ad 1 - Ad)" },
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{ GFXBlendDestColor, "GFXBlendDestColor", "(Rd, Gd, Bd, Ad)" },
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{ GFXBlendInvDestColor, "GFXBlendInvDestColor", "(1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad)" },
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{ GFXBlendSrcAlphaSat, "GFXBlendSrcAlphaSat", "(f, f, f, 1) where f = min(As, 1 - Ad)" }
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EndImplementEnumType;
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ImplementEnumType( GFXCmpFunc,
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"The supported comparison functions.\n"
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"@ingroup GFX" )
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{ GFXCmpNever, "GFXCmpNever" },
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{ GFXCmpLess, "GFXCmpLess" },
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{ GFXCmpEqual, "GFXCmpEqual" },
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{ GFXCmpLessEqual, "GFXCmpLessEqual" },
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{ GFXCmpGreater, "GFXCmpGreater" },
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{ GFXCmpNotEqual, "GFXCmpNotEqual" },
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{ GFXCmpGreaterEqual, "GFXCmpGreaterEqual" },
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{ GFXCmpAlways, "GFXCmpAlways" },
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EndImplementEnumType;
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ImplementEnumType( GFXTextureAddressMode,
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"The texture address modes.\n"
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"@ingroup GFX" )
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{ GFXAddressWrap, "GFXAddressWrap" },
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{ GFXAddressMirror, "GFXAddressMirror" },
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{ GFXAddressClamp, "GFXAddressClamp" },
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{ GFXAddressBorder, "GFXAddressBorder" },
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{ GFXAddressMirrorOnce, "GFXAddressMirrorOnce" }
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EndImplementEnumType;
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ImplementEnumType( GFXTextureFilterType,
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"The texture filter types.\n"
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"@ingroup GFX" )
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{ GFXTextureFilterNone, "GFXTextureFilterNone" },
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{ GFXTextureFilterPoint, "GFXTextureFilterPoint" },
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{ GFXTextureFilterLinear, "GFXTextureFilterLinear" },
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{ GFXTextureFilterAnisotropic, "GFXTextureFilterAnisotropic" },
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EndImplementEnumType;
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ImplementEnumType( GFXFormat,
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"The texture formats.\n"
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"@note Not all formats are supported on all platforms.\n"
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"@ingroup GFX" )
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{ GFXFormatR8G8B8, "GFXFormatR8G8B8" },
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{ GFXFormatR8G8B8A8, "GFXFormatR8G8B8A8" },
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{ GFXFormatR8G8B8A8_SRGB, "GFXFormatR8G8B8A8_SRGB" },
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{ GFXFormatR8G8B8X8, "GFXFormatR8G8B8X8" },
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{ GFXFormatR32F, "GFXFormatR32F" },
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{ GFXFormatR5G6B5, "GFXFormatR5G6B5" },
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{ GFXFormatR5G5B5A1, "GFXFormatR5G5B5A1" },
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{ GFXFormatR5G5B5X1, "GFXFormatR5G5B5X1" },
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{ GFXFormatA4L4, "GFXFormatA4L4" },
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{ GFXFormatA8L8, "GFXFormatA8L8" },
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{ GFXFormatA8, "GFXFormatA8" },
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{ GFXFormatL8, "GFXFormatL8" },
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{ GFXFormatBC1, "GFXFormatBC1" },
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{ GFXFormatBC2, "GFXFormatBC2" },
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{ GFXFormatBC3, "GFXFormatBC3" },
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{ GFXFormatBC4, "GFXFormatBC4" },
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{ GFXFormatBC5, "GFXFormatBC5" },
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{ GFXFormatD32, "GFXFormatD32" },
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{ GFXFormatD24X8, "GFXFormatD24X8" },
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{ GFXFormatD24S8, "GFXFormatD24S8" },
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{ GFXFormatD24FS8, "GFXFormatD24FS8" },
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{ GFXFormatD16, "GFXFormatD16" },
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{ GFXFormatD32FS8X24, "GFXFormatD32FS8X24" },
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{ GFXFormatR32G32B32A32F, "GFXFormatR32G32B32A32F" },
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{ GFXFormatR16G16B16A16F, "GFXFormatR16G16B16A16F" },
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{ GFXFormatL16, "GFXFormatL16" },
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{ GFXFormatR16G16B16A16, "GFXFormatR16G16B16A16" },
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{ GFXFormatR16G16, "GFXFormatR16G16" },
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{ GFXFormatR16F, "GFXFormatR16F" },
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{ GFXFormatR16G16F, "GFXFormatR16G16F" },
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{ GFXFormatR10G10B10A2, "GFXFormatR10G10B10A2" },
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EndImplementEnumType;
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ImplementEnumType( GFXCullMode,
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"The render cull modes.\n"
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"@ingroup GFX" )
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{ GFXCullNone, "GFXCullNone" },
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{ GFXCullCW, "GFXCullCW" },
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{ GFXCullCCW, "GFXCullCCW" }
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EndImplementEnumType;
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ImplementEnumType( GFXStencilOp,
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"The stencil operators.\n"
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"@ingroup GFX" )
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{ GFXStencilOpKeep, "GFXStencilOpKeep" },
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{ GFXStencilOpZero, "GFXStencilOpZero" },
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{ GFXStencilOpReplace, "GFXStencilOpReplace" },
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{ GFXStencilOpIncrSat, "GFXStencilOpIncrSat" },
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{ GFXStencilOpDecrSat, "GFXStencilOpDecrSat" },
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{ GFXStencilOpInvert, "GFXStencilOpInvert" },
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{ GFXStencilOpIncr, "GFXStencilOpIncr" },
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{ GFXStencilOpDecr, "GFXStencilOpDecr" },
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EndImplementEnumType;
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ImplementEnumType( GFXBlendOp,
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"The blend operators.\n"
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"@ingroup GFX" )
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{ GFXBlendOpAdd, "GFXBlendOpAdd" },
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{ GFXBlendOpSubtract, "GFXBlendOpSubtract" },
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{ GFXBlendOpRevSubtract, "GFXBlendOpRevSubtract" },
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{ GFXBlendOpMin, "GFXBlendOpMin" },
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{ GFXBlendOpMax, "GFXBlendOpMax" }
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EndImplementEnumType;
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ImplementEnumType(GFXShaderConstType,
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"The shader const types.\n"
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"@ingroup GFX")
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{ GFXSCT_Uknown, "GFXSCT_Uknown" },
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{ GFXSCT_ConstBuffer, "GFXSCT_ConstBuffer" },
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{ GFXSCT_Float, "GFXSCT_Float" },
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{ GFXSCT_Float2, "GFXSCT_Float2" },
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{ GFXSCT_Float3, "GFXSCT_Float3" },
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{ GFXSCT_Float4, "GFXSCT_Float4" },
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{ GFXSCT_Float2x2, "GFXSCT_Float2x2" },
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{ GFXSCT_Float3x3, "GFXSCT_Float3x3" },
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{ GFXSCT_Float3x4, "GFXSCT_Float3x4" },
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{ GFXSCT_Float4x3, "GFXSCT_Float4x3" },
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{ GFXSCT_Float4x4, "GFXSCT_Float4x4" },
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{ GFXSCT_Int, "GFXSCT_Int" },
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{ GFXSCT_Int2, "GFXSCT_Int2" },
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{ GFXSCT_Int3, "GFXSCT_Int3" },
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{ GFXSCT_Int4, "GFXSCT_Int4" },
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{ GFXSCT_UInt, "GFXSCT_UInt" },
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{ GFXSCT_UInt2, "GFXSCT_UInt2" },
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{ GFXSCT_UInt3, "GFXSCT_UInt3" },
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{ GFXSCT_UInt4, "GFXSCT_UInt4" },
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{ GFXSCT_Bool, "GFXSCT_Bool" },
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{ GFXSCT_Bool2, "GFXSCT_Bool2" },
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{ GFXSCT_Bool3, "GFXSCT_Bool3" },
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{ GFXSCT_Bool4, "GFXSCT_Bool4" },
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{ GFXSCT_Sampler, "GFXSCT_Sampler" },
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{ GFXSCT_SamplerCube, "GFXSCT_SamplerCube" },
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{ GFXSCT_SamplerCubeArray, "GFXSCT_SamplerCubeArray" },
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{ GFXSCT_SamplerTextureArray, "GFXSCT_SamplerTextureArray" }
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EndImplementEnumType;
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