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/****************************************************************************
Copyright ( c ) 2018 - 2019 Xiamen Yaji Software Co . , Ltd .
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Copyright ( c ) 2020 C4games Ltd .
Copyright ( c ) 2021 - 2022 Bytedance Inc .
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2022-10-01 16:24:52 +08:00
https : //axmolengine.github.io/
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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 .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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# include "UtilsGL.h"
# include "ProgramGL.h"
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# include "TextureGL.h"
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# include "renderer/backend/Types.h"
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# include "renderer/backend/PixelFormatUtils.h"
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# include "platform/GL.h"
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NS_AX_BACKEND_BEGIN
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struct GPUTextureFormatInfo
{
GLenum internalFmt ;
GLenum internalFmtSrgb ;
GLenum fmt ;
GLenum fmtSrgb ;
GLenum type ;
} ;
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// clang-format off
static GPUTextureFormatInfo s_textureFormats [ ] =
{
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/* pvrtc v1 */
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{ GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG , GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT , GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG , GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG , GL_ZERO , } , // PVRTC4
{ GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG , GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT , GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG , GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG , GL_ZERO , } , // PVRTC4A
{ GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG , GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT , GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG , GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG , GL_ZERO , } , // PVRTC2
{ GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG , GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT , GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG , GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG , GL_ZERO , } , // PVRTC2A
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// { GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_ZERO, GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_ZERO, }, // PVRTC4A v2
// { GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_ZERO, GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_ZERO, }, // PVRTC2A v2
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/* etc */
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{ GL_ETC1_RGB8_OES , GL_ZERO , GL_ETC1_RGB8_OES , GL_ETC1_RGB8_OES , GL_ZERO , } , // ETC1
{ GL_COMPRESSED_RGB8_ETC2 , GL_COMPRESSED_SRGB8_ETC2 , GL_COMPRESSED_RGB8_ETC2 , GL_COMPRESSED_RGB8_ETC2 , GL_ZERO , } , // ETC2
{ GL_COMPRESSED_RGBA8_ETC2_EAC , GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC , GL_COMPRESSED_RGBA8_ETC2_EAC , GL_COMPRESSED_RGBA8_ETC2_EAC , GL_ZERO , } , // ETC2A
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/* s3tc */
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{ GL_COMPRESSED_RGBA_S3TC_DXT1_EXT , GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , GL_COMPRESSED_RGBA_S3TC_DXT1_EXT , GL_COMPRESSED_RGBA_S3TC_DXT1_EXT , GL_ZERO , } , // S3TC_DXT1
{ GL_COMPRESSED_RGBA_S3TC_DXT3_EXT , GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , GL_COMPRESSED_RGBA_S3TC_DXT3_EXT , GL_COMPRESSED_RGBA_S3TC_DXT3_EXT , GL_ZERO , } , // S3TC_DXT3
{ GL_COMPRESSED_RGBA_S3TC_DXT5_EXT , GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , GL_COMPRESSED_RGBA_S3TC_DXT5_EXT , GL_COMPRESSED_RGBA_S3TC_DXT5_EXT , GL_ZERO , } , // S3TC_DXT5
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/* atc */
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{ GL_ATC_RGB_AMD , GL_ZERO , GL_ATC_RGB_AMD , GL_ATC_RGB_AMD , GL_ZERO , } , // ATC
{ GL_ATC_RGBA_EXPLICIT_ALPHA_AMD , GL_ZERO , GL_ATC_RGBA_EXPLICIT_ALPHA_AMD , GL_ATC_RGBA_EXPLICIT_ALPHA_AMD , GL_ZERO , } , // ATCE
{ GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD , GL_ZERO , GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD , GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD , GL_ZERO , } , // ATCI
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/* astc */
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{ GL_COMPRESSED_RGBA_ASTC_4x4_KHR , GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR , GL_COMPRESSED_RGBA_ASTC_4x4_KHR , GL_COMPRESSED_RGBA_ASTC_4x4_KHR , GL_ZERO , } , // ASTC4x4
{ GL_COMPRESSED_RGBA_ASTC_5x5_KHR , GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR , GL_COMPRESSED_RGBA_ASTC_5x5_KHR , GL_COMPRESSED_RGBA_ASTC_5x5_KHR , GL_ZERO , } , // ASTC5x5
{ GL_COMPRESSED_RGBA_ASTC_6x6_KHR , GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR , GL_COMPRESSED_RGBA_ASTC_6x6_KHR , GL_COMPRESSED_RGBA_ASTC_6x6_KHR , GL_ZERO , } , // ASTC6x6
{ GL_COMPRESSED_RGBA_ASTC_8x5_KHR , GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR , GL_COMPRESSED_RGBA_ASTC_8x5_KHR , GL_COMPRESSED_RGBA_ASTC_8x5_KHR , GL_ZERO , } , // ASTC8x5
{ GL_COMPRESSED_RGBA_ASTC_8x6_KHR , GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR , GL_COMPRESSED_RGBA_ASTC_8x6_KHR , GL_COMPRESSED_RGBA_ASTC_8x6_KHR , GL_ZERO , } , // ASTC8x6
{ GL_COMPRESSED_RGBA_ASTC_8x8_KHR , GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR , GL_COMPRESSED_RGBA_ASTC_8x8_KHR , GL_COMPRESSED_RGBA_ASTC_8x8_KHR , GL_ZERO , } , // ASTC8x8
{ GL_COMPRESSED_RGBA_ASTC_10x5_KHR , GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR , GL_COMPRESSED_RGBA_ASTC_10x5_KHR , GL_COMPRESSED_RGBA_ASTC_10x5_KHR , GL_ZERO , } , // ASTC10x5
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/* nomral */
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{ GL_RGBA , GL_SRGB_ALPHA , GL_RGBA , GL_RGBA , GL_UNSIGNED_BYTE , } , // RGBA8
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{ GL_BGRA , GL_BGRA , GL_BGRA , GL_BGRA , GL_UNSIGNED_BYTE , } , // BGRA8
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{ GL_RGB , GL_SRGB , GL_RGB , GL_RGB , GL_UNSIGNED_BYTE , } , // RGB8
{ GL_RGB , GL_SRGB , GL_RGB , GL_RGB , GL_UNSIGNED_SHORT_5_6_5 } , // RGB565 === MTLPixelFormatB5G6R5Unorm
{ GL_RGBA , GL_SRGB_ALPHA , GL_RGBA , GL_RGBA , GL_UNSIGNED_SHORT_4_4_4_4 } , // RGBA4 === MTLPixelFormatABGR4Unorm
{ GL_RGBA , GL_SRGB_ALPHA , GL_RGBA , GL_RGBA , GL_UNSIGNED_SHORT_5_5_5_1 } , // RGB5A1 === MTLPixelFormatA1BGR5Unorm
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{ GL_R8 , GL_R8 , GL_RED , GL_RED , GL_UNSIGNED_BYTE , } , // R8 In Shader: (R,0,0,0) GL3/GLES3 preferred
{ GL_RG8 , GL_RG , GL_RG , GL_RG , GL_UNSIGNED_BYTE , } , // RG8 In Shader: (R,G,0,0) GL3/GLES3 preferred
{ GL_ALPHA , GL_ALPHA , GL_ALPHA , GL_ALPHA , GL_UNSIGNED_BYTE , } , // A8 In Shader: (0,0,0,A) GLES2/GLES3 ONLY deprecated
{ GL_LUMINANCE , GL_SLUMINANCE , GL_LUMINANCE , GL_LUMINANCE , GL_UNSIGNED_BYTE , } , // L8 In Shader: (L,L,L,1) GLES2/GLES3 ONLY deprecated
{ GL_LUMINANCE_ALPHA , GL_SLUMINANCE_ALPHA , GL_LUMINANCE_ALPHA , GL_LUMINANCE_ALPHA , GL_UNSIGNED_BYTE , } , // LA8 In Shader: (L,L,L,A) GLES2/GLES3 ONLY deprecated
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{ GL_RGBA32F_EXT , GL_ZERO , GL_RGBA , GL_ZERO , GL_FLOAT , } , // RGBA32F
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/* depth stencil internalFormat | internalFormatSrgb | format | formatSrgb | type */
{ GL_DEPTH24_STENCIL8 , GL_ZERO , GL_DEPTH_STENCIL , GL_DEPTH_STENCIL , GL_UNSIGNED_INT_24_8 , } , // D24S8
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} ;
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static_assert ( AX_ARRAYSIZE ( s_textureFormats ) = = ( int ) PixelFormat : : COUNT , " The OpenGL GPU texture format info table incomplete! " ) ;
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// clang-format on
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/*
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* ! ! ! Note :
* PixelFormat : : RGBA4 :
* GL_BGRA_EXT , GL_BGRA_EXT , GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT not match MTLPixelFormatABGR4Unorm
* Unexpected render result is FPS label is PAN - BLUE
*/
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GLenum UtilsGL : : toGLAttributeType ( VertexFormat vertexFormat )
{
GLenum ret = GL_INT ;
switch ( vertexFormat )
{
case VertexFormat : : FLOAT4 :
case VertexFormat : : FLOAT3 :
case VertexFormat : : FLOAT2 :
case VertexFormat : : FLOAT :
ret = GL_FLOAT ;
break ;
case VertexFormat : : INT4 :
case VertexFormat : : INT3 :
case VertexFormat : : INT2 :
case VertexFormat : : INT :
ret = GL_INT ;
break ;
case VertexFormat : : UBYTE4 :
ret = GL_UNSIGNED_BYTE ;
break ;
default :
break ;
}
return ret ;
}
GLsizei UtilsGL : : getGLAttributeSize ( VertexFormat vertexFormat )
{
GLsizei ret = 0 ;
switch ( vertexFormat )
{
case VertexFormat : : FLOAT4 :
case VertexFormat : : INT4 :
case VertexFormat : : UBYTE4 :
ret = 4 ;
break ;
case VertexFormat : : FLOAT3 :
case VertexFormat : : INT3 :
ret = 3 ;
break ;
case VertexFormat : : FLOAT2 :
case VertexFormat : : INT2 :
ret = 2 ;
break ;
case VertexFormat : : FLOAT :
case VertexFormat : : INT :
ret = 1 ;
break ;
default :
break ;
}
return ret ;
}
GLsizei UtilsGL : : getGLDataTypeSize ( GLenum size )
{
GLsizei ret = 0 ;
switch ( size )
{
case GL_BOOL :
case GL_BYTE :
case GL_UNSIGNED_BYTE :
ret = sizeof ( GLbyte ) ;
break ;
case GL_BOOL_VEC2 :
case GL_SHORT :
case GL_UNSIGNED_SHORT :
ret = sizeof ( GLshort ) ;
break ;
case GL_BOOL_VEC3 :
ret = sizeof ( GLboolean ) ;
break ;
case GL_BOOL_VEC4 :
case GL_INT :
case GL_UNSIGNED_INT :
case GL_FLOAT :
ret = sizeof ( GLfloat ) ;
break ;
case GL_FLOAT_VEC2 :
case GL_INT_VEC2 :
ret = sizeof ( GLfloat ) * 2 ;
break ;
case GL_FLOAT_VEC3 :
case GL_INT_VEC3 :
ret = sizeof ( GLfloat ) * 3 ;
break ;
case GL_FLOAT_MAT2 :
case GL_FLOAT_VEC4 :
case GL_INT_VEC4 :
ret = sizeof ( GLfloat ) * 4 ;
break ;
case GL_FLOAT_MAT3 :
ret = sizeof ( GLfloat ) * 9 ;
break ;
case GL_FLOAT_MAT4 :
ret = sizeof ( GLfloat ) * 16 ;
break ;
default :
break ;
}
return ret ;
}
GLint UtilsGL : : toGLMagFilter ( SamplerFilter magFilter )
{
GLint ret = GL_LINEAR ;
switch ( magFilter )
{
case SamplerFilter : : LINEAR :
ret = GL_LINEAR ;
break ;
case SamplerFilter : : NEAREST :
ret = GL_NEAREST ;
break ;
default :
break ;
}
return ret ;
}
GLint UtilsGL : : toGLMinFilter ( SamplerFilter minFilter , bool hasMipmaps , bool isPow2 )
{
if ( hasMipmaps & & ! isPow2 )
{
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AXLOG ( " Change minification filter to either NEAREST or LINEAR since non-power-of-two texture occur in %s %s %d " ,
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__FILE__ , __FUNCTION__ , __LINE__ ) ;
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if ( SamplerFilter : : LINEAR = = minFilter )
return GL_LINEAR ;
else
return GL_NEAREST ;
}
switch ( minFilter )
{
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case SamplerFilter : : LINEAR :
return GL_LINEAR ;
case SamplerFilter : : LINEAR_MIPMAP_LINEAR :
return GL_LINEAR_MIPMAP_LINEAR ;
case SamplerFilter : : LINEAR_MIPMAP_NEAREST :
return GL_LINEAR_MIPMAP_NEAREST ;
case SamplerFilter : : NEAREST :
return GL_NEAREST ;
case SamplerFilter : : NEAREST_MIPMAP_NEAREST :
return GL_NEAREST_MIPMAP_NEAREST ;
case SamplerFilter : : NEAREST_MIPMAP_LINEAR :
return GL_NEAREST_MIPMAP_LINEAR ;
default :
break ;
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}
return GL_NEAREST ;
}
GLint UtilsGL : : toGLAddressMode ( SamplerAddressMode addressMode , bool isPow2 )
{
GLint ret = GL_REPEAT ;
if ( ! isPow2 & & ( addressMode ! = SamplerAddressMode : : CLAMP_TO_EDGE ) )
{
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AXLOG ( " Change texture wrap mode to CLAMP_TO_EDGE since non-power-of-two texture occur in %s %s %d " , __FILE__ ,
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__FUNCTION__ , __LINE__ ) ;
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return GL_CLAMP_TO_EDGE ;
}
switch ( addressMode )
{
case SamplerAddressMode : : REPEAT :
ret = GL_REPEAT ;
break ;
case SamplerAddressMode : : MIRROR_REPEAT :
ret = GL_MIRRORED_REPEAT ;
break ;
case SamplerAddressMode : : CLAMP_TO_EDGE :
ret = GL_CLAMP_TO_EDGE ;
break ;
default :
break ;
}
return ret ;
}
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void UtilsGL : : toGLTypes ( PixelFormat textureFormat ,
GLint & internalFormat ,
GLuint & format ,
GLenum & type ,
bool & isCompressed )
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{
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if ( UTILS_LIKELY ( textureFormat < PixelFormat : : COUNT ) )
{
auto & info = s_textureFormats [ ( int ) textureFormat ] ;
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internalFormat = info . internalFmt ;
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format = info . fmt ;
type = info . type ;
isCompressed = PixelFormatUtils : : isCompressed ( textureFormat ) ;
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}
}
GLenum UtilsGL : : toGLComareFunction ( CompareFunction compareFunction )
{
GLenum ret = GL_ALWAYS ;
switch ( compareFunction )
{
case CompareFunction : : NEVER :
ret = GL_NEVER ;
break ;
case CompareFunction : : LESS :
ret = GL_LESS ;
break ;
case CompareFunction : : LESS_EQUAL :
ret = GL_LEQUAL ;
break ;
case CompareFunction : : GREATER :
ret = GL_GREATER ;
break ;
case CompareFunction : : GREATER_EQUAL :
ret = GL_GEQUAL ;
break ;
case CompareFunction : : NOT_EQUAL :
ret = GL_NOTEQUAL ;
break ;
case CompareFunction : : EQUAL :
ret = GL_EQUAL ;
break ;
case CompareFunction : : ALWAYS :
ret = GL_ALWAYS ;
break ;
default :
break ;
}
return ret ;
}
GLenum UtilsGL : : toGLStencilOperation ( StencilOperation stencilOperation )
{
GLenum ret = GL_KEEP ;
switch ( stencilOperation )
{
case StencilOperation : : KEEP :
ret = GL_KEEP ;
break ;
case StencilOperation : : ZERO :
ret = GL_ZERO ;
break ;
case StencilOperation : : REPLACE :
ret = GL_REPLACE ;
break ;
case StencilOperation : : INVERT :
ret = GL_INVERT ;
break ;
case StencilOperation : : INCREMENT_WRAP :
ret = GL_INCR_WRAP ;
break ;
case StencilOperation : : DECREMENT_WRAP :
ret = GL_DECR_WRAP ;
break ;
default :
break ;
}
return ret ;
}
GLenum UtilsGL : : toGLBlendOperation ( BlendOperation blendOperation )
{
GLenum ret = GL_FUNC_ADD ;
switch ( blendOperation )
{
case BlendOperation : : ADD :
ret = GL_FUNC_ADD ;
break ;
case BlendOperation : : SUBTRACT :
ret = GL_FUNC_SUBTRACT ;
break ;
case BlendOperation : : RESERVE_SUBTRACT :
ret = GL_FUNC_REVERSE_SUBTRACT ;
break ;
default :
break ;
}
return ret ;
}
GLenum UtilsGL : : toGLBlendFactor ( BlendFactor blendFactor )
{
GLenum ret = GL_ONE ;
switch ( blendFactor )
{
case BlendFactor : : ZERO :
ret = GL_ZERO ;
break ;
case BlendFactor : : ONE :
ret = GL_ONE ;
break ;
case BlendFactor : : SRC_COLOR :
ret = GL_SRC_COLOR ;
break ;
case BlendFactor : : ONE_MINUS_SRC_COLOR :
ret = GL_ONE_MINUS_SRC_COLOR ;
break ;
case BlendFactor : : SRC_ALPHA :
ret = GL_SRC_ALPHA ;
break ;
case BlendFactor : : ONE_MINUS_SRC_ALPHA :
ret = GL_ONE_MINUS_SRC_ALPHA ;
break ;
case BlendFactor : : DST_COLOR :
ret = GL_DST_COLOR ;
break ;
case BlendFactor : : ONE_MINUS_DST_COLOR :
ret = GL_ONE_MINUS_DST_COLOR ;
break ;
case BlendFactor : : DST_ALPHA :
ret = GL_DST_ALPHA ;
break ;
case BlendFactor : : ONE_MINUS_DST_ALPHA :
ret = GL_ONE_MINUS_DST_ALPHA ;
break ;
case BlendFactor : : SRC_ALPHA_SATURATE :
ret = GL_SRC_ALPHA_SATURATE ;
break ;
case BlendFactor : : BLEND_CLOLOR :
ret = GL_BLEND_COLOR ;
break ;
default :
break ;
}
return ret ;
}
GLenum UtilsGL : : toGLFrontFace ( Winding winding )
{
if ( Winding : : CLOCK_WISE = = winding )
return GL_CW ;
else
return GL_CCW ;
}
GLenum UtilsGL : : toGLPrimitiveType ( PrimitiveType primitiveType )
{
GLenum ret = GL_TRIANGLES ;
switch ( primitiveType )
{
case PrimitiveType : : POINT :
ret = GL_POINTS ;
break ;
case PrimitiveType : : LINE :
ret = GL_LINES ;
break ;
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case PrimitiveType : : LINE_LOOP :
ret = GL_LINE_LOOP ;
break ;
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case PrimitiveType : : LINE_STRIP :
ret = GL_LINE_STRIP ;
break ;
case PrimitiveType : : TRIANGLE :
ret = GL_TRIANGLES ;
break ;
case PrimitiveType : : TRIANGLE_STRIP :
ret = GL_TRIANGLE_STRIP ;
break ;
default :
break ;
}
return ret ;
}
GLenum UtilsGL : : toGLIndexType ( IndexFormat indexType )
{
GLenum ret = GL_BYTE ;
switch ( indexType )
{
case IndexFormat : : U_INT :
ret = GL_UNSIGNED_INT ;
break ;
case IndexFormat : : U_SHORT :
ret = GL_UNSIGNED_SHORT ;
break ;
default :
break ;
}
return ret ;
}
GLenum UtilsGL : : toGLCullMode ( CullMode mode )
{
if ( CullMode : : BACK = = mode )
return GL_BACK ;
else
return GL_FRONT ;
}
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NS_AX_BACKEND_END