//----------------------------------------------------------------------------- // 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; }