Torque3D/Engine/source/gfx/gl/gfxGLEnumTranslate.cpp
2023-07-19 13:36:14 +01:00

280 lines
12 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 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];
GLint* GFXGLTextureSwizzle[GFXFormat_COUNT];
GLenum GFXGLBufferType[GFXBufferType_COUNT];
GLenum GFXGLCullMode[GFXCull_COUNT];
GLenum GFXGLFillMode[GFXFill_COUNT];
GLenum GFXGLFaceType[6];
void GFXGLEnumTranslate::init()
{
// Buffer types
GFXGLBufferType[GFXBufferTypeStatic] = GL_STATIC_DRAW;
GFXGLBufferType[GFXBufferTypeDynamic] = GL_DYNAMIC_DRAW;
GFXGLBufferType[GFXBufferTypeVolatile] = GL_STREAM_DRAW;
GFXGLBufferType[GFXBufferTypeImmutable] = GL_STATIC_DRAW;
// Primitives
GFXGLPrimType[GFXPointList] = GL_POINTS;
GFXGLPrimType[GFXLineList] = GL_LINES;
GFXGLPrimType[GFXLineStrip] = GL_LINE_STRIP;
GFXGLPrimType[GFXTriangleList] = GL_TRIANGLES;
GFXGLPrimType[GFXTriangleStrip] = GL_TRIANGLE_STRIP;
// 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;
// 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;
GFXGLTextureAddress[GFXAddressWrap] = GL_REPEAT;
GFXGLTextureAddress[GFXAddressMirror] = GL_REPEAT;
GFXGLTextureAddress[GFXAddressClamp] = GL_CLAMP_TO_EDGE;
GFXGLTextureAddress[GFXAddressBorder] = GL_CLAMP_TO_BORDER;
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
for(int i = 0; i < GFXFormat_COUNT; ++i)
{
GFXGLTextureInternalFormat[i] = GL_NONE;
GFXGLTextureFormat[i] = GL_NONE;
GFXGLTextureType[i] = GL_NONE;
GFXGLTextureSwizzle[i] = NULL;
}
GFXGLTextureInternalFormat[GFXFormatA8] = GL_R8;
GFXGLTextureInternalFormat[GFXFormatL8] = GL_R8;
GFXGLTextureInternalFormat[GFXFormatA8L8] = GL_RG8;
GFXGLTextureInternalFormat[GFXFormatR5G5B5A1] = GL_RGB5_A1;
GFXGLTextureInternalFormat[GFXFormatR5G5B5X1] = GL_RGB5_A1;
GFXGLTextureInternalFormat[GFXFormatL16] = GL_R16;
GFXGLTextureInternalFormat[GFXFormatD16] = GL_DEPTH_COMPONENT16;
GFXGLTextureInternalFormat[GFXFormatR8G8B8] = GL_RGB8;
GFXGLTextureInternalFormat[GFXFormatR8G8B8A8] = GL_RGBA8;
GFXGLTextureInternalFormat[GFXFormatR8G8B8X8] = GL_RGBA8;
GFXGLTextureInternalFormat[GFXFormatB8G8R8A8] = GL_RGBA8;
GFXGLTextureInternalFormat[GFXFormatR10G10B10A2] = GL_RGB10_A2;
GFXGLTextureInternalFormat[GFXFormatR11G11B10] = GL_R11F_G11F_B10F;
GFXGLTextureInternalFormat[GFXFormatD32] = GL_DEPTH_COMPONENT32;
GFXGLTextureInternalFormat[GFXFormatD24X8] = GL_DEPTH24_STENCIL8;
GFXGLTextureInternalFormat[GFXFormatD24S8] = GL_DEPTH24_STENCIL8;
GFXGLTextureInternalFormat[GFXFormatD32FS8X24] = GL_DEPTH32F_STENCIL8;
GFXGLTextureInternalFormat[GFXFormatR16G16B16A16] = GL_RGBA16;
GFXGLTextureInternalFormat[GFXFormatBC1] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
GFXGLTextureInternalFormat[GFXFormatBC2] = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
GFXGLTextureInternalFormat[GFXFormatBC3] = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
GFXGLTextureInternalFormat[GFXFormatBC4] = GL_COMPRESSED_RED_RGTC1;
GFXGLTextureInternalFormat[GFXFormatBC5] = GL_COMPRESSED_RG_RGTC2;
//sRGB
GFXGLTextureInternalFormat[GFXFormatR8G8B8_SRGB] = GL_SRGB8;
GFXGLTextureInternalFormat[GFXFormatR8G8B8A8_SRGB] = GL_SRGB8_ALPHA8;
GFXGLTextureInternalFormat[GFXFormatBC1_SRGB] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
GFXGLTextureInternalFormat[GFXFormatBC2_SRGB] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
GFXGLTextureInternalFormat[GFXFormatBC3_SRGB] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
GFXGLTextureFormat[GFXFormatA8] = GL_RED;
GFXGLTextureFormat[GFXFormatL8] = GL_RED;
GFXGLTextureFormat[GFXFormatA8L8] = GL_RG;
GFXGLTextureFormat[GFXFormatR5G5B5A1] = GL_RGBA;
GFXGLTextureFormat[GFXFormatR5G5B5X1] = GL_RGBA;
GFXGLTextureFormat[GFXFormatL16] = GL_RED;
GFXGLTextureFormat[GFXFormatD16] = GL_DEPTH_COMPONENT;
GFXGLTextureFormat[GFXFormatR8G8B8] = GL_RGB;
GFXGLTextureFormat[GFXFormatR8G8B8A8] = GL_RGBA;
GFXGLTextureFormat[GFXFormatR8G8B8X8] = GL_RGBA;
GFXGLTextureFormat[GFXFormatB8G8R8A8] = GL_BGRA;
GFXGLTextureFormat[GFXFormatR10G10B10A2] = GL_RGBA;
GFXGLTextureFormat[GFXFormatR11G11B10] = GL_RGB;
GFXGLTextureFormat[GFXFormatD32] = GL_DEPTH_COMPONENT;
GFXGLTextureFormat[GFXFormatD24X8] = GL_DEPTH_STENCIL;
GFXGLTextureFormat[GFXFormatD24S8] = GL_DEPTH_STENCIL;
GFXGLTextureFormat[GFXFormatD32FS8X24] = GL_DEPTH_STENCIL;
GFXGLTextureFormat[GFXFormatR16G16B16A16] = GL_RGBA;
GFXGLTextureFormat[GFXFormatBC1] = GL_RGBA;
GFXGLTextureFormat[GFXFormatBC2] = GL_RGBA;
GFXGLTextureFormat[GFXFormatBC3] = GL_RGBA;
GFXGLTextureFormat[GFXFormatBC4] = GL_RED;
GFXGLTextureFormat[GFXFormatBC5] = GL_RG;
//sRGB
GFXGLTextureFormat[GFXFormatR8G8B8_SRGB] = GL_RGB;
GFXGLTextureFormat[GFXFormatR8G8B8A8_SRGB] = GL_RGBA;
GFXGLTextureFormat[GFXFormatBC1_SRGB] = GL_RGBA;
GFXGLTextureFormat[GFXFormatBC2_SRGB] = GL_RGBA;
GFXGLTextureFormat[GFXFormatBC3_SRGB] = GL_RGBA;
GFXGLTextureType[GFXFormatA8] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatL8] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatA8L8] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatR5G5B5A1] = GL_UNSIGNED_SHORT_5_5_5_1;
GFXGLTextureType[GFXFormatR5G5B5X1] = GL_UNSIGNED_SHORT_5_5_5_1;
GFXGLTextureType[GFXFormatL16] = GL_UNSIGNED_SHORT;
GFXGLTextureType[GFXFormatD16] = GL_UNSIGNED_SHORT;
GFXGLTextureType[GFXFormatR8G8B8] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatR8G8B8A8] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatR8G8B8X8] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatB8G8R8A8] = GL_UNSIGNED_BYTE;;
GFXGLTextureType[GFXFormatR10G10B10A2] = GL_UNSIGNED_INT_10_10_10_2;
GFXGLTextureType[GFXFormatR11G11B10] = GL_UNSIGNED_INT_10F_11F_11F_REV;
GFXGLTextureType[GFXFormatD32] = GL_UNSIGNED_INT;
GFXGLTextureType[GFXFormatD24X8] = GL_UNSIGNED_INT_24_8;
GFXGLTextureType[GFXFormatD24S8] = GL_UNSIGNED_INT_24_8;
GFXGLTextureType[GFXFormatD32FS8X24] = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
GFXGLTextureType[GFXFormatR16G16B16A16] = GL_UNSIGNED_SHORT;
GFXGLTextureType[GFXFormatBC1] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatBC2] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatBC3] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatBC4] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatBC5] = GL_UNSIGNED_BYTE;
// sRGB
GFXGLTextureType[GFXFormatR8G8B8_SRGB] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatR8G8B8A8_SRGB] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatBC1_SRGB] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatBC2_SRGB] = GL_UNSIGNED_BYTE;
GFXGLTextureType[GFXFormatBC3_SRGB] = GL_UNSIGNED_BYTE;
static GLint Swizzle_GFXFormatA8[] = { GL_NONE, GL_NONE, GL_NONE, GL_RED };
static GLint Swizzle_GFXFormatL[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
GFXGLTextureSwizzle[GFXFormatA8] = Swizzle_GFXFormatA8; // old GL_ALPHA8
GFXGLTextureSwizzle[GFXFormatL8] = Swizzle_GFXFormatL; // old GL_LUMINANCE8
GFXGLTextureSwizzle[GFXFormatL16] = Swizzle_GFXFormatL; // old GL_LUMINANCE16
GFXGLTextureInternalFormat[GFXFormatR32F] = GL_R32F;
GFXGLTextureFormat[GFXFormatR32F] = GL_RED;
GFXGLTextureType[GFXFormatR32F] = GL_FLOAT;
GFXGLTextureInternalFormat[GFXFormatR32G32B32A32F] = GL_RGBA32F_ARB;
GFXGLTextureFormat[GFXFormatR32G32B32A32F] = GL_RGBA;
GFXGLTextureType[GFXFormatR32G32B32A32F] = GL_FLOAT;
GFXGLTextureInternalFormat[GFXFormatR16F] = GL_R16F;
GFXGLTextureFormat[GFXFormatR16F] = GL_RED;
GFXGLTextureType[GFXFormatR16F] = GL_HALF_FLOAT_ARB;
GFXGLTextureInternalFormat[GFXFormatR16G16F] = GL_RG16F;
GFXGLTextureFormat[GFXFormatR16G16F] = GL_RG;
GFXGLTextureType[GFXFormatR16G16F] = GL_HALF_FLOAT_ARB;
GFXGLTextureInternalFormat[GFXFormatR16G16B16A16F] = GL_RGBA16F_ARB;
GFXGLTextureFormat[GFXFormatR16G16B16A16F] = GL_RGBA;
GFXGLTextureType[GFXFormatR16G16B16A16F] = GL_HALF_FLOAT_ARB;
if( gglHasExtension(ARB_ES2_compatibility) )
{
GFXGLTextureInternalFormat[GFXFormatR5G6B5] = GL_RGB5_A1;
GFXGLTextureFormat[GFXFormatR5G6B5] = GL_RGBA;
GFXGLTextureType[GFXFormatR5G6B5] = GL_UNSIGNED_SHORT_5_5_5_1;
}
else
{
GFXGLTextureInternalFormat[GFXFormatR5G6B5] = GL_RGB565;
GFXGLTextureFormat[GFXFormatR5G6B5] = GL_RGB;
GFXGLTextureType[GFXFormatR5G6B5] = GL_UNSIGNED_SHORT_5_6_5;
}
if( gglHasExtension(ARB_texture_rg) )
{
GFXGLTextureInternalFormat[GFXFormatR16G16] = GL_RG16;
GFXGLTextureFormat[GFXFormatR16G16] = GL_RG;
GFXGLTextureType[GFXFormatR16G16] = GL_UNSIGNED_SHORT;
}
else
{
GFXGLTextureInternalFormat[GFXFormatR16G16] = GL_RGBA16;
GFXGLTextureFormat[GFXFormatR16G16] = GL_RGBA;
GFXGLTextureType[GFXFormatR16G16] = GL_UNSIGNED_SHORT;
}
// Cull - Opengl render upside down need to invert cull
GFXGLCullMode[GFXCullNone] = GL_FRONT;
GFXGLCullMode[GFXCullCW] = GL_FRONT;
GFXGLCullMode[GFXCullCCW] = GL_BACK;
// Fill
GFXGLFillMode[GFXFillPoint] = GL_POINT;
GFXGLFillMode[GFXFillWireframe] = GL_LINE;
GFXGLFillMode[GFXFillSolid] = GL_FILL;
//cubemap face type
GFXGLFaceType[0] = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
GFXGLFaceType[1] = GL_TEXTURE_CUBE_MAP_NEGATIVE_X;
GFXGLFaceType[2] = GL_TEXTURE_CUBE_MAP_POSITIVE_Y;
GFXGLFaceType[3] = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y;
GFXGLFaceType[4] = GL_TEXTURE_CUBE_MAP_POSITIVE_Z;
GFXGLFaceType[5] = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
}