axmol/cocos/renderer/backend/opengl/UtilsGL.cpp

547 lines
13 KiB
C++

#include "UtilsGL.h"
#include "ProgramGL.h"
#include "renderer/backend/Types.h"
CC_BACKEND_BEGIN
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, SamplerFilter mipmapFilter, bool mipmapEnabled, bool isPow2)
{
if (mipmapEnabled)
{
if (!isPow2)
{
cocos2d::log("Change minification filter to either NEAREST or LINEAR since non-power-of-two texture occur in %s %s %d", __FILE__, __FUNCTION__, __LINE__);
if (SamplerFilter::LINEAR == minFilter)
return GL_LINEAR;
else
return GL_NEAREST;
}
switch (minFilter)
{
case SamplerFilter::LINEAR:
switch (mipmapFilter)
{
case SamplerFilter::LINEAR:
return GL_LINEAR_MIPMAP_LINEAR;
case SamplerFilter::NEAREST:
return GL_LINEAR_MIPMAP_NEAREST;
case SamplerFilter::DONT_CARE:
return GL_LINEAR_MIPMAP_NEAREST;
}
case SamplerFilter::NEAREST:
switch (mipmapFilter)
{
case SamplerFilter::LINEAR:
return GL_NEAREST_MIPMAP_LINEAR;
case SamplerFilter::NEAREST:
return GL_NEAREST_MIPMAP_NEAREST;
case SamplerFilter::DONT_CARE:
return GL_LINEAR_MIPMAP_NEAREST;
}
}
}
else
{
if (SamplerFilter::LINEAR == minFilter)
return GL_LINEAR;
else
return GL_NEAREST;
}
return GL_NEAREST;
}
GLint UtilsGL::toGLAddressMode(SamplerAddressMode addressMode, bool isPow2)
{
GLint ret = GL_REPEAT;
if (!isPow2 && (addressMode != SamplerAddressMode::CLAMP_TO_EDGE))
{
cocos2d::log("Change texture wrap mode to CLAMP_TO_EDGE since non-power-of-two texture occur in %s %s %d", __FILE__, __FUNCTION__, __LINE__);
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;
}
void UtilsGL::toGLTypes(TextureFormat textureFormat, GLint &internalFormat, GLuint &format, GLenum &type, bool &isCompressed)
{
switch (textureFormat)
{
case TextureFormat::R8G8B8A8:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
case TextureFormat::R8G8B8:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
case TextureFormat::RGBA4444:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case TextureFormat::A8:
internalFormat = GL_ALPHA;
format = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
break;
case TextureFormat::I8:
internalFormat = GL_LUMINANCE;
format = GL_LUMINANCE;
type = GL_UNSIGNED_BYTE;
break;
case TextureFormat::AI88:
internalFormat = GL_LUMINANCE_ALPHA;
format = GL_LUMINANCE_ALPHA;
type = GL_UNSIGNED_BYTE;
break;
case TextureFormat::RGB565:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case TextureFormat::RGB5A1:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
#ifdef GL_ETC1_RGB8_OES
case TextureFormat::ETC1:
internalFormat = GL_ETC1_RGB8_OES;
format = 0xFFFFFFFF;
type = 0xFFFFFFFF;
isCompressed = true;
break;
#endif // GL_ETC1_RGB8_OES
#ifdef GL_ATC_RGB_AMD
case TextureFormat::ATC_RGB:
internalFormat = GL_ATC_RGB_AMD;
format = 0xFFFFFFFF;
type = 0xFFFFFFFF;
isCompressed = true;
break;
#endif // GL_ATC_RGB_AMD
#ifdef GL_ATC_RGBA_EXPLICIT_ALPHA_AMD
case TextureFormat::ATC_EXPLICIT_ALPHA:
internalFormat = GL_ATC_RGBA_EXPLICIT_ALPHA_AMD;
format = 0xFFFFFFFF;
type = 0xFFFFFFFF;
isCompressed = true;
#endif // GL_ATC_RGBA_EXPLICIT_ALPHA_AMD
#ifdef GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD
case TextureFormat::ATC_INTERPOLATED_ALPHA:
internalFormat = GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD;
format = 0xFFFFFFFF;
type = 0xFFFFFFFF;
isCompressed = true;
break;
#endif // GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD
#ifdef GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG
case TextureFormat::PVRTC2:
internalFormat = GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
format = 0xFFFFFFFF;
type = 0xFFFFFFFF;
isCompressed = true;
break;
#endif
#ifdef GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG
case TextureFormat::PVRTC2A:
internalFormat = GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
format = 0xFFFFFFFF;
type = 0xFFFFFFFF;
isCompressed = true;
break;
#endif
#ifdef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
case TextureFormat::PVRTC4:
internalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
format = 0xFFFFFFFF;
type = 0xFFFFFFFF;
isCompressed = true;
break;
#endif
#ifdef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
case TextureFormat::PVRTC4A:
internalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
format = 0xFFFFFFFF;
type = 0xFFFFFFFF;
isCompressed = true;
break;
#endif
#ifdef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
case TextureFormat::S3TC_DXT1:
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
format = 0xFFFFFFFF;
type = 0xFFFFFFFF;
isCompressed = true;
break;
#endif
#ifdef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
case TextureFormat::S3TC_DXT3:
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
format = 0xFFFFFFFF;
type = 0xFFFFFFFF;
isCompressed = true;
break;
#endif
#ifdef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
case TextureFormat::S3TC_DXT5:
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
format = 0xFFFFFFFF;
type = 0xFFFFFFFF;
isCompressed = true;
break;
#endif
// case TextureFormat::D16:
// format = GL_DEPTH_COMPONENT;
// internalFormat = GL_DEPTH_COMPONENT;
// type = GL_UNSIGNED_INT;
case TextureFormat::D24S8:
#ifdef CC_USE_GLES
format = GL_DEPTH_STENCIL_OES;
internalFormat = GL_DEPTH_STENCIL_OES;
type = GL_UNSIGNED_INT_24_8_OES;
#else
format = GL_DEPTH_STENCIL;
internalFormat = GL_DEPTH24_STENCIL8;
type = GL_UNSIGNED_INT_24_8;
#endif
break;
default:
break;
}
}
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;
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;
}
CC_BACKEND_END