mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-10 05:08:31 +09:00
279 lines
12 KiB
C++
279 lines
12 KiB
C++
#include "TextureEnumConverter.h"
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namespace MobileGL {
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namespace MG_Util {
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TextureTarget ConvertGLEnumToTextureTarget(GLenum target) {
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switch (target) {
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case GL_TEXTURE_1D:
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return TextureTarget::Texture1D;
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case GL_TEXTURE_2D:
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return TextureTarget::Texture2D;
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case GL_TEXTURE_3D:
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return TextureTarget::Texture3D;
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case GL_TEXTURE_CUBE_MAP:
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return TextureTarget::TextureCubeMap;
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case GL_TEXTURE_2D_ARRAY:
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return TextureTarget::Texture2DArray;
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case GL_TEXTURE_2D_MULTISAMPLE:
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return TextureTarget::Texture2DMultisample;
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case GL_TEXTURE_CUBE_MAP_ARRAY:
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return TextureTarget::TextureCubeMapArray;
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case GL_TEXTURE_BUFFER:
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return TextureTarget::TextureBuffer;
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case GL_TEXTURE_1D_ARRAY:
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return TextureTarget::Texture1DArray;
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case GL_TEXTURE_RECTANGLE:
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return TextureTarget::TextureRectangle;
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case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
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return TextureTarget::Texture2DMultisampleArray;
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default:
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return TextureTarget::Unknown;
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}
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}
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TextureInputFormat ConvertGLEnumToTextureInputFormat(GLenum format) {
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switch (format) {
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case GL_RED:
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return TextureInputFormat::Red;
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case GL_RG:
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return TextureInputFormat::RG;
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case GL_RGB:
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return TextureInputFormat::RGB;
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case GL_BGR:
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return TextureInputFormat::BGR;
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case GL_RGBA:
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return TextureInputFormat::RGBA;
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case GL_BGRA:
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return TextureInputFormat::BGRA;
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case GL_RED_INTEGER:
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return TextureInputFormat::RInteger;
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case GL_RG_INTEGER:
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return TextureInputFormat::RGInteger;
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case GL_RGB_INTEGER:
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return TextureInputFormat::RGBInteger;
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case GL_BGR_INTEGER:
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return TextureInputFormat::BGRInteger;
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case GL_RGBA_INTEGER:
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return TextureInputFormat::RGBAInteger;
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case GL_BGRA_INTEGER:
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return TextureInputFormat::BGRAInteger;
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case GL_STENCIL_INDEX:
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return TextureInputFormat::StencilIndex;
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case GL_DEPTH_COMPONENT:
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return TextureInputFormat::DepthComponent;
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case GL_DEPTH_STENCIL:
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return TextureInputFormat::DepthStencil;
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default:
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return TextureInputFormat::Unknown;
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}
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}
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TextureSizedInternalFormat ConvertGLEnumToTextureSizedInternalFormat(GLenum internalformat) {
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switch (internalformat) {
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case GL_R8:
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return TextureSizedInternalFormat::R8;
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case GL_R8_SNORM:
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return TextureSizedInternalFormat::R8Snorm;
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case GL_R16:
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return TextureSizedInternalFormat::R16;
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case GL_R16_SNORM:
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return TextureSizedInternalFormat::R16Snorm;
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case GL_RG8:
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return TextureSizedInternalFormat::RG8;
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case GL_RG8_SNORM:
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return TextureSizedInternalFormat::RG8Snorm;
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case GL_RG16:
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return TextureSizedInternalFormat::RG16;
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case GL_RG16_SNORM:
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return TextureSizedInternalFormat::RG16Snorm;
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case GL_R3_G3_B2:
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return TextureSizedInternalFormat::R3G3B2;
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case GL_RGB4:
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return TextureSizedInternalFormat::RGB4;
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case GL_RGB5:
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return TextureSizedInternalFormat::RGB5;
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case GL_RGB8:
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return TextureSizedInternalFormat::RGB8;
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case GL_RGB8_SNORM:
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return TextureSizedInternalFormat::RGB8Snorm;
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case GL_RGB10:
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return TextureSizedInternalFormat::RGB10;
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case GL_RGB12:
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return TextureSizedInternalFormat::RGB12;
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case GL_RGB16_SNORM:
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return TextureSizedInternalFormat::RGB16Snorm;
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case GL_RGBA2:
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return TextureSizedInternalFormat::RGBA2;
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case GL_RGBA4:
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return TextureSizedInternalFormat::RGBA4;
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case GL_RGB5_A1:
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return TextureSizedInternalFormat::RGB5A1;
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case GL_RGBA8:
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return TextureSizedInternalFormat::RGBA8;
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case GL_RGBA8_SNORM:
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return TextureSizedInternalFormat::RGBA8Snorm;
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case GL_RGB10_A2:
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return TextureSizedInternalFormat::RGB10A2;
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case GL_RGB10_A2UI:
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return TextureSizedInternalFormat::RGB10A2UI;
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case GL_RGBA12:
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return TextureSizedInternalFormat::RGBA12;
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case GL_RGBA16:
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return TextureSizedInternalFormat::RGBA16;
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case GL_SRGB8:
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return TextureSizedInternalFormat::SRGB8;
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case GL_SRGB8_ALPHA8:
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return TextureSizedInternalFormat::SRGB8Alpha8;
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case GL_R16F:
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return TextureSizedInternalFormat::R16F;
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case GL_RG16F:
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return TextureSizedInternalFormat::RG16F;
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case GL_RGB16F:
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return TextureSizedInternalFormat::RGB16F;
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case GL_RGBA16F:
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return TextureSizedInternalFormat::RGBA16F;
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case GL_R32F:
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return TextureSizedInternalFormat::R32F;
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case GL_RG32F:
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return TextureSizedInternalFormat::RG32F;
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case GL_RGB32F:
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return TextureSizedInternalFormat::RGB32F;
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case GL_RGBA32F:
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return TextureSizedInternalFormat::RGBA32F;
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case GL_R11F_G11F_B10F:
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return TextureSizedInternalFormat::R11FG11FB10F;
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case GL_RGB9_E5:
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return TextureSizedInternalFormat::RGB9E5;
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case GL_R8I:
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return TextureSizedInternalFormat::R8I;
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case GL_R8UI:
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return TextureSizedInternalFormat::R8UI;
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case GL_R16I:
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return TextureSizedInternalFormat::R16I;
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case GL_R16UI:
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return TextureSizedInternalFormat::R16UI;
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case GL_R32I:
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return TextureSizedInternalFormat::R32I;
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case GL_R32UI:
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return TextureSizedInternalFormat::R32UI;
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case GL_RG8I:
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return TextureSizedInternalFormat::RG8I;
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case GL_RG8UI:
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return TextureSizedInternalFormat::RG8UI;
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case GL_RG16I:
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return TextureSizedInternalFormat::RG16I;
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case GL_RG16UI:
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return TextureSizedInternalFormat::RG16UI;
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case GL_RG32I:
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return TextureSizedInternalFormat::RG32I;
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case GL_RG32UI:
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return TextureSizedInternalFormat::RG32UI;
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case GL_RGB8I:
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return TextureSizedInternalFormat::RGB8I;
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case GL_RGB8UI:
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return TextureSizedInternalFormat::RGB8UI;
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case GL_RGB16I:
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return TextureSizedInternalFormat::RGB16I;
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case GL_RGB16UI:
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return TextureSizedInternalFormat::RGB16UI;
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case GL_RGB32I:
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return TextureSizedInternalFormat::RGB32I;
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case GL_RGB32UI:
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return TextureSizedInternalFormat::RGB32UI;
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case GL_RGBA8I:
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return TextureSizedInternalFormat::RGBA8I;
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case GL_RGBA8UI:
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return TextureSizedInternalFormat::RGBA8UI;
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case GL_RGBA16I:
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return TextureSizedInternalFormat::RGBA16I;
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case GL_RGBA16UI:
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return TextureSizedInternalFormat::RGBA16UI;
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case GL_RGBA32I:
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return TextureSizedInternalFormat::RGBA32I;
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case GL_RGBA32UI:
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return TextureSizedInternalFormat::RGBA32UI;
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default:
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return TextureSizedInternalFormat::Unknown;
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}
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}
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TexturePixelDataType ConvertGLEnumToTexturePixelDataType(GLenum type) {
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switch (type) {
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case GL_UNSIGNED_BYTE:
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return TexturePixelDataType::UnsignedByte;
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case GL_BYTE:
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return TexturePixelDataType::Byte;
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case GL_UNSIGNED_SHORT:
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return TexturePixelDataType::UnsignedShort;
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case GL_SHORT:
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return TexturePixelDataType::Short;
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case GL_UNSIGNED_INT:
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return TexturePixelDataType::UnsignedInt;
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case GL_INT:
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return TexturePixelDataType::Int;
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case GL_FLOAT:
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return TexturePixelDataType::Float;
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case GL_UNSIGNED_BYTE_3_3_2:
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return TexturePixelDataType::UnsignedByte332;
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case GL_UNSIGNED_BYTE_2_3_3_REV:
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return TexturePixelDataType::UnsignedByte233Rev;
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case GL_UNSIGNED_SHORT_5_6_5:
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return TexturePixelDataType::UnsignedShort565;
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case GL_UNSIGNED_SHORT_5_6_5_REV:
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return TexturePixelDataType::UnsignedShort565Rev;
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case GL_UNSIGNED_SHORT_4_4_4_4:
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return TexturePixelDataType::UnsignedShort4444;
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case GL_UNSIGNED_SHORT_4_4_4_4_REV:
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return TexturePixelDataType::UnsignedShort4444Rev;
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case GL_UNSIGNED_SHORT_5_5_5_1:
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return TexturePixelDataType::UnsignedShort5551;
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case GL_UNSIGNED_SHORT_1_5_5_5_REV:
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return TexturePixelDataType::UnsignedShort1555Rev;
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case GL_UNSIGNED_INT_8_8_8_8:
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return TexturePixelDataType::UnsignedInt8888;
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case GL_UNSIGNED_INT_8_8_8_8_REV:
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return TexturePixelDataType::UnsignedInt8888Rev;
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case GL_UNSIGNED_INT_10F_11F_11F_REV:
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return TexturePixelDataType::UnsignedInt1010102;
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case GL_UNSIGNED_INT_2_10_10_10_REV:
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return TexturePixelDataType::UnsignedInt2101010Rev;
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default:
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return TexturePixelDataType::Unknown;
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}
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}
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TextureUploadTarget ConvertGLEnumToTextureUploadTarget(GLenum target) {
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switch (target) {
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case GL_TEXTURE_2D:
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return TextureUploadTarget::Texture2D;
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case GL_PROXY_TEXTURE_2D:
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return TextureUploadTarget::ProxyTexture2D;
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case GL_TEXTURE_1D_ARRAY:
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return TextureUploadTarget::Texture1DArray;
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case GL_PROXY_TEXTURE_1D_ARRAY:
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return TextureUploadTarget::ProxyTexture1DArray;
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case GL_TEXTURE_RECTANGLE:
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return TextureUploadTarget::TextureRectangle;
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case GL_PROXY_TEXTURE_RECTANGLE:
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return TextureUploadTarget::ProxyTextureRectangle;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
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return TextureUploadTarget::CubeMapPositiveX;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
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return TextureUploadTarget::CubeMapNegativeX;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
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return TextureUploadTarget::CubeMapPositiveY;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
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return TextureUploadTarget::CubeMapNegativeY;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
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return TextureUploadTarget::CubeMapPositiveZ;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
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return TextureUploadTarget::CubeMapNegativeZ;
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case GL_PROXY_TEXTURE_CUBE_MAP:
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return TextureUploadTarget::ProxyCubeMap;
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default:
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return TextureUploadTarget::Unknown;
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}
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}
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} // namespace MG_Util
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} // namespace MobileGL
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